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  • 8/11/2019 MaK-SF3DII Scenarios Eng v1-2

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    SCENARIO

    1FORCE RECONNAISSANCEOctober 2884

    Seeking the Mercenary front line command,the 663rd Assault Reconnaissnce Troops approachedChattering City. Though there was no indication that

    Mercenary forces would be scarce, the decision wasmade for this to be the debut of the NeuSpotter. Unlikethe sluggish Krte, it was stealthier, but couldnt stand upin a ght.

    A platoon of SAFS was the last thing theyexpected to nd.

    ENGAGING FORCES

    STRAHL TROOPSInitial Deployment(Arrive combined as Hornisse)

    18 15 3 2 8

    N.Rocker may use theAirdrop rules [12.2]

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    Reconnaissance: When a NeuSpotter ends its movementin the same hex as an Objective marker, starting on the next

    turn it may attempt to escape the map. Each NeuSpottermay do this for a single Objective. A unit that leaves themap in this way is removed from the game.

    PK41: Each PK41 (The fuselage of the Hornisse) carries2 NeuPanzerfaust rounds. When a PKA (or Gustav) endsits movement in the same hex as a PK41, it can reload, upto 2 rounds. Place a numerical marker under the PK41 toindicate how many rounds have been removed.

    Strahl Troops: If two NeuSpotters using theReconnaissance rule escape the map after touching the twonon-dummy Objective markers, it is a Strahl victory.

    Mercenary Soldiers: As long as a Strahl victory isprevented, the Mercenaries are victorious.

    NUMBER OF TURNS: 10 Turns(Strahl is rst player)

    6 7 8 9 101 2 3 4 5

    M a .K.

    (Arrive on any map edge)

    MERCENARY ARMYInitial Deployment (Place anywhere on map )

    11 1 2

    Three of the ve Objective markers are dummies. EachObjective marker must be placed at least 3 hexes fromany other Objective marker. Neither player may knowwhich are the dummies and which are the real objectiveswithout ending movement in that hex.

    6 5

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    SCENARIO

    2RESCUE

    The AFS of veteran pilot Fink had not

    returned. Stopping to rest in a nearby town whilesearching for him, his platoon found an enemy forceinstead.

    The AFS were no match for the forces,including the new Gustav, so the fate of the 34th AFSPlatoon would depend on the arrival of allies.

    ENGAGING FORCES

    STRAHL TROOPSInitial Deployment (Start anywhere on map , except for hexes with Mercenary Troops,the buildings of the block that contains 2404, and the hexes adjacent to that block)

    8 3 4

    Aerial units may be equipped with bombs and missiles.Roll 1 die; the result is how many pieces of optionalequipment are available.

    MERCENARY ARMYInitial Deployment (Start within the block that containshex 2006, or any hex adjacent to that block.)

    10 3 1

    Reinforcements (Enter after turn 2 or later, see note)

    At the end of the 2nd turn, roll 1 die. If theresult is a 2 or less, reinforcements arriveat the beginning of the next turn. Afterturn 3, subtract 1 from the die roll (so thereinforcements will arrive on a roll of 1, 2, or3). At the end of each turn, an additional 1is assessed (so reinforcements will arriveon a roll of 1, 2, 3, or 4 after turn 4, andwill automatically arrive after turn 6). Thereinforcements enter the map through thewest edge.

    11 3

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    Prepared for urban combat, and pre-loaded with a sophisticatedurban combat AI, the Jagdpanzer NutRockers of the Strahl Troopsare able to make defensive attacks out to 5 hexes, instead of the

    usual 3 hexes.Units can only exit the map from hexes 0112, 0113, and 0114.Exiting from hexes 0112 and 0114 costs 1 movement point.Exiting from hex 0113 costs movement point. Once off the map,a unit cannot return.

    After turn 10, calculate the score for each side as follows.

    Both players: Tally the defensive rating (or dog- ght rating forair units) of defeated enemy units to determine the points scored(exclude any units that have escaped the map).

    Strahl Troops: The sum of the defensive ratings of all MercenaryTroops remaining on the map, including any damaged units (A or

    M condition markers) is added to the score.

    Mercenary Soldiers: For every AFS of the original squad thatescapes the map, add 2 points. However if the unit is damaged(with an A or M condition marker), add only 1 point. Units otherthan the AFS that escape are not counted toward the score.

    After combining the appropriate totals above, if the Mercenaryplayer has at least 15 points more than the Strahl player, it is aMercenary victory, otherwise the Strahl player wins.

    NUMBER OF TURNS: 10 Turns(Mercenary is rst player)

    6 7 8 9 101 2 3 4 5

    12 2 4

    M a .K.

    Translation Note: Tactics (issue20, page 111) indicates that theMercenary reinforcements shouldconsist of AFS not SAFS. Thecorrection has been made here.

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    SCENARIO

    3COLUMN AMBUSH August 2884

    Morale was up. All thanks to the combination

    of the Sand Stalker and AFS, making rapid deploymentand recovery possible along the front.

    This would be the rst campaign for theKuritan Corps.

    But there had been an information leak, andnow a signi cant Strahl combat force was laying in waitin the forest, along the highway, like highwaymen ofhundreds of years ago.

    And like those highwaymen, they were intenton violence.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment ( 04XX)

    16 8 4

    MERCENARY ARMYInitial Deployment (1W0107)

    10 10

    Reinforcements (Enter 4 or later, see note)

    Starting with turn 4, roll 1 die at thebeginning of the turn. If the result is

    a 1, reinforcements arrive, and nofurther rolls are necessary.

    5

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    Though the Strahl player is the rst player, there is no Strahlphase on the rst turn. The rst turn starts with the Mercenaryplayers phase.

    Mercenary Soldiers: If two or more units exit the map off theeast edge (hex column 27XX), it is a Mercenary victory. To exitthe map, spend the same number of movement points as it wouldcost to enter the current hex. Use of the road may be factored intothis cost.

    Strahl Troops: The Strahl player wins if a Mercenary victory isprevented.

    NUMBER OF TURNS: 12 Turns(Strahl is rst player, see special rules)

    1 2

    8 9 10 11 123 4 5 6 7

    M a .K.

    Translation Note: Tactics (issue 20, page 111)indicates that the inclusion of the Depot markerswas an error. The correction has been made here.

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    SCENARIO

    4 ASSAULT CROSSING Late 2885

    An opportunity to launch a counterattack had

    developed. The Mercenary Soldiers, accompanied bypowerful air support, started a moonlight river crossing.

    With PKA and NutRocker in short supplyon the Strahl front, there was a greater reliance on theSphinx and its anti-tank rockets to guard the river. TheDoll House would be assigned to counter- re.

    After a erce exchange, the Mercenary troopsmanaged to build a bridgehead across the river. Thebridges had been made at great expense-of lives andequipment.

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    Turn 1: Skip the air combat phase, and the Strahl players phase,start with the Mercenary players phase. Mercenary units maymove twice on the rst turn, but may not engage in close quarterscombat.

    River: The road on map 2 is regarded as a river. Where pathscross the river (hexes 0807, 1607, and 2007) are bridges.

    Spotters are not needed for the Sphinx to re indirectly as far asthe river hexes. If a hover unit becomes immobilized while overthe river, it is eliminated.

    Retreat: The Strahl player can retreat units off the north edge ofmap 4. The Strahl player loses half of the victory point value forunits that retreat. Moving off the map costs 1 movement point.

    Both Players: Total the defense rating of defeated enemy units(dog- ght rating for air units). Exclude enemy units that haveretreated. Any enemy units with A or M markers on the map countfor half their value (drop fractions). If at the end of the game thereare no intact Mercenary Soldiers north of the river, it is a Strahlvictory. Otherwide if the point difference between the two playersis 5 or less, it is a draw. If the difference is 6 or more, it is a victoryfor the player with the higher total.

    NUMBER OF TURNS: 8 Turns(Strahl is rst player, see special rules)

    6 7 81 2 3 4 5

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment(Any hexes north of the river [see special rules])

    16 8 4

    MERCENARY ARMYInitial Arrival (1S)

    10 10

    Two Falke are equipped with bombs.

    6 6 2 2 6

    River Garrison(Any hexes north of the river [see special rules])

    2 8 6

    M a .K.

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    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (Any forest hexes on map .Krte start in any hex on map )

    4 6 6 20

    Initial Arrival (1S)

    16 20 4 10 12

    SCENARIO

    5OPERATION SUPER HAMMERI 23 September 2885

    SAFS, Doll House, and other allied units

    gathered secretly. Recruits and veterans alike wouldparticipate in the secret maneuvers known as OperationSuper Hammer. They managed a level of secrecy sostrict that detecting the activity with NeuSpotters wouldnot have been possible. Anything short of an eye in thesky would not have noticed anything out of the ordinary.

    Thanks to the Strahls satellite system now inorbit, their troops were prepared.

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    Total the defense rating (dog- ght rating for air units) ofeliminated opposing units, excluding any units that haveretreated. Any opposing units on the map, at the end of thegame with A or M markers, count for half their value. Thevictor is the player with the higher total.

    NUMBER OF TURNS: 16 Turns(Mercenary player is rst player)

    1 2 3 4 5

    11 12 13 14 157 8 9 10

    6

    16

    Reinforcements(Arrive on turn 3)

    4 2 4

    MERCENARY ARMY

    (Arrive on turn 5)

    10

    8 6 4 2

    Reinforcements

    6 2

    2 6 8 2

    (Arrive on turn 3, Nutrockers useAirdrop rules [12.2])

    (Arrive on turn 5, Nutrockers useAirdrop rules [12.2])

    M a .K.

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    OPERATION SUPER HAMMERIISCENARIO

    6The Mercenary martial command was in

    total disarray, with every attempt at a counteroffensivebeing anticipated and cut off by the Strahl army. Withnothing but defeat after defeat being reported, it becameimpossible for commanders to cope with the situationand order anything other than to withdraw.

    The Super Hammer operation was overbefore it had even begun, the name being rememberedfor the rout and retreat of the Mercenaries, and not theplanned maneuvers, which failed to be executed.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment( 16XX and 27XX)

    10 16 6

    MERCENARY ARMYInitial Deployment ( 05XX and 14XX)

    Reinforcements (4W)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    Total the defense rating (dog- ght rating for air units) of eliminatedopposing units, excluding any units that have retreated. Anyopposing units on the map at the end of the game with A or Mmarkers count for half their value. The victor is the player with thehigher total. For each unit that escapes the west edge of map ,the Mercenary Soldier Troops player obtains a number of pointsequal to double the attack rating of that unit. Moving off of the mapcosts one movement point, even when moving along the road inhex 07.

    8

    NUMBER OF TURNS: 15 Turns(Mercenary is rst player)

    Mercenary Retreat27 September 2885

    M a .K.

    Reinforcements(Arrive on turn 1 using Airdrop rules [12.2])

    8 8 2

    6 10 2 4

    4 4

    1 2 3 4

    10 11 12 13 146 7 8 9

    5

    15

    4

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    ASSAULT CROSSING Late 2885

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (Place on map )

    8 4 1

    Initial Arrival (1E)

    8 12 4

    SCENARIO

    7The skirmishes continued as the front became

    mired. Both sides sought to break through the otherslines (though neither had a suf cient force to do so), andit became their sole focus.

    It was the Mercenary Army that had the rstbreakthrough. A powerful, high-speed shock forcesucceeded in destroying a supply depot, disruptingenemy supply lines.

    SPECIAL RULES

    VICTORY CONDITIONS

    All hexes of the building on map 3 are considered to beammunition depots.

    Total the defense rating (dog- ght rating for air units) of eliminatedopposing units, excluding any units that have retreated. Anyopposing units on the map, at the end of the game with A or M

    markers, count for half their value. The victor is the player with thehigher total. For each unit that escapes the west edge of map ,the Mercenary Soldier Troops player obtains a number of pointsequal to double the attack rating of that unit. Moving off of the mapcosts one movement point, even when moving along the road inhex 07.

    NUMBER OF TURNS: 12 Turns(Mercenary player is rst player)

    1

    7 8 9 10 113 4 5 6

    2

    12

    Reinforcements (3E)

    4

    MERCENARY ARMY

    1

    2

    M a .K.

    MAP

    N

    M er c

    en

    ar y

    A d v

    an

    c e

    8 4 1 4 4

    (Place within 2 hexes of the building on map )

    Reinforcements (3W)

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    SCENARIO

    8CLOSE COMBAT October 2885

    The orders were simple, Expel theMercenary Army out of Oak Village, and destroy

    them. That was all.They prepared to attack with a force that

    would be more than suf cient.Mercenary Army strongholds had been

    collapsing one after another in the face of suchoverwhelming odds. Only the brave would hold theirposition when faced with such a large force. Anymopping up would be done by nightfall.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Arrival (Enter as two groups)Group 1 (1 E)

    4 12 4

    MERCENARY ARMYInitial Deployment(Place anywhere, except within 4 hexes, including partial hexes,of the east edge of map and the south edge of map )

    16 6

    8

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    NutRocker tanks carry NeuPanzerfaust rounds, which can beused to rearm units that can use them.

    Mercenary Army: If any ground units remain from the MercenaryArmy on map (3), it is a Mercenary victory.

    Strahl Troops: Prevent a Mercenary victory.

    4

    NUMBER OF TURNS: 14 Turns(Strahl player is rst player)

    Group 2 (1 S)

    6 16 4

    N

    } 4 hexes

    } 4 h ex

    e s

    Group 2

    Gr o

    u p1

    10 2 3

    1 2 3

    9 10 11 12 135 6 7 8

    4

    14

    M a .K.

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    FRONTAL ASSAULT Early 2885SCENARIO

    9Successes throughout the Mercenary Army

    started to turn the tide in their favor, allowing themto switch to more offensive maneuvers. CommanderVanHoff was given such an assignment.

    However, both sides were still evenly matchedalong the front. There was little to be gained frompressing an attack at the time. The soldiers along thefront fought well, but it was the ignorance of the rearthat would truly matter.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment(Place on map )

    10 2 8

    MERCENARY ARMYInitial Arrival (1N)

    Reinforcements (See special rules)

    SPECIAL RULES

    VICTORY CONDITIONS

    Each turn after the rst, roll a die. If the result is a 1 or 2, theMercenary Army receives two J40(S) units as reinforcement. If theresult is a 3, 4, or 5, nothing happens. On a result of 6, the StrahlTroops receive a PK41 (with a Gustav on board) as reinforcement

    Total the defense rating (dog- ght rating for air units) of eliminatedopposing units, excluding any units that have retreated. For eachbuilding hex on map 3 that is occupied at the end of the game, anadditional four points are received. These points are scored evenif an enemy unit also occupies the hex.

    Additionally, for each Mercenary Army unit that exits the map offany side of map 3, the Mercenary Army player receives a numberof points equal to twice the attack power of the unit. Moving offthe map costs the same as the hex the unit is currently occupying.The road may be used to exit the map.

    The victor is the player with the higher total.

    8

    NUMBER OF TURNS: 10 Turns(Mercenary is rst player)

    M a .K.

    Reinforcements(See special rules)

    1 18

    1 6 6 6 2

    2

    5 6 7 8 91 2 3 4 10

    8

    MAP N

    2

    (Combined as Hornisse)

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    Initial Deployment(Place in any hex other thanthe city block hexes thatinclude 1309 and 1312)

    10

    Reinforcements(N 0201 and N 2301)

    4 4

    11 2

    2 1

    4

    6

    (Arrive turn 1) (Arrive turn 2)

    (Arrive turn 4) (Arrive turn 5)(Arrive turn 3)

    SCENARIO

    10STREET FIGHT A continuous stream of reinforcements on both sides!Late 2885

    A Mercenary force had surrounded Strahltroops in Tolus. Reinforcements for both sides began toarrive.

    A single block in the city became the focus ofthe battle. With the PKA holed up and the AFS trying todrive them out, the picture of a chaotic street ght wasbeing painted with every stroke.

    Before long, both sides would have signi cantlosses, minor gains, and the fate of Tolus would bedecided.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment(Place in city block hexes thatinclude 1309 and 1312)

    16

    MERCENARY ARMY

    MAP

    N

    SPECIAL RULESNone

    VICTORY CONDITIONSVictory goes to the side that occupies the most hexes in the city blocks thatinclude hexes 1309 and 1312. Do not count hexes that are occupied by bothfriendly and enemy units.NUMBER OF TURNS: 10 Turns

    (Strahl is rst player)

    6 7 8 9 101 2 3 4 5

    M a .K.

    Reinforcements(S 0914 and S 1714)

    6 6

    3 6

    1 4

    4 4

    2 6

    (Arrive turn 2) (Arrive turn 3)

    (Arrive turn 5) (Arrive turn 6)(Arrive turn 4)

    4

    4

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    Flare Furmer13 June 2883

    Initial Arrival (1N 1600)

    14

    Reinforcements (3N)

    2 3

    SCENARIO

    11New Ordinance

    In 2883 a weapon was introduced whichoverturned all previous notions of combat and began

    a new era in ground warfare. The Armored FightingSuit started as a reengineering of labor suits, used inconstruction. When it was nished it was found in thefront lines, changing the course of the warfare, and theweapon of choice for guerilla warfare.

    No one could have predicted the attack onthe Landing Ship Division by 14 suits, and those whoknew about the attack couldnt predict the devastatingoutcome of the surprise attack. The impact of this newAFS weapon in the hands of trained pilots assured thatit would spread, along with this new war, across all ofthe earth.

    The AFS weapon had been introducedThe rst page of the Earth Independence War

    had been written

    ENGAGING FORCES

    MERCENARY ARMY

    MAP

    N

    SPECIAL RULESWhen communicating withthe Strahl troops artillery, allcommunications levels are setone level lower. The artillery maytarget only two separate hexes ina single turn.

    The Depots are worth six victorypoints each. Destruction ofinfantry does not count for victorypoints. Smoke screens can bedeployed automatically.

    VICTORY CONDITIONSThe Strahl troops must escape two truckswith Depot tokens off the east end of themap board. If this does not happen, thenthe player with an OGP score of at leastdouble the opponent is the victor.

    NUMBER OF TURNS: 10 Turns(Mercenary is rst player)

    6 7 8 9 101 2 3 4 5

    M a .K.

    Initial Deployment (Place all units in a single column from hex0914, along the road that goes through hex 0914)

    10 7 3 1 3 6

    STRAHL TROOPSOff-Board ArtilleryStarting on turn 9

    Type I ............ S704 (4)(See special rules)

    Land Mines30 Points.......Place on anynon-road hex

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    ENCOUNTER ACTIONSCENARIO

    12As the year 2885 arrived, both the Strahl

    and Mercenary forces were sending newer and newerweapons to the front. The PKA series is a typicalexample. In July the type G was elded while theimproved H type was rushed through developmentand was already in the fronts by September. It was notuncommon for new units on both sides to encountereach other on their rst use.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Arrival (1N 1801)

    12(Ld)

    2 2

    MERCENARY ARMYInitial Arrival (1S 1214) Reinforcements (3S)

    SPECIAL RULES VICTORY CONDITIONSNone There are 5 key hexes: a meeting hall in hex 1509; a warehouse,

    which spans three hexes (1612, 1711, 1811); and the top of anearby hill, 2006. At the end of the game, the person who hasunits occupying three or more of those hexes wins. Alternatively,if neither player controls three hexes, or is tied, the winner is theplayer that has at least double the number of OGP points as theother player. Any other condition results in a draw.

    NUMBER OF TURNS: 10 Turns(Strahl is rst player)

    Fire FightLate 2884 or Early 2885

    M a .K.

    Reinforcements (4N1900)

    3 3

    4 6(Ld 1 )

    6(Ld 2 )

    3

    5 6 7 8 91 2 3 4 10

    MAP

    N

    Off-Board ArtilleryStarting on turn 5Sphinx........... N10010 (2)

    Off-Board ArtilleryStarting on turn 1Type II ........... S6020 (2)

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    GOBLINS COUNTERATTACK SCENARIO

    13

    ENGAGING FORCESSTRAHL TROOPS 134 th Mechanized Infantry Regiment

    Initial Deployment(1W)

    6(Ld )

    4 4

    MERCENARY ARMY Earth Independence Militia,Plain Province Troops, Rusk 12 th Defensive Group

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    For the Mercenary troops, when the Platoon HQ unit iseliminated, entry to map becomes impossible, andunits on map may only move toward map . Thedepot is worth 6 points and contains 8 TOS missilereloads (for the Goblin).

    For the Strahl Troops, if 2nd Lieutenant Karneldo diesin battle, it becomes impossible for Strahl Troops toadvance North. Each Pak Krte and Makel carries2 PF rounds. Taking PFs from another unit costs 2movement points, whether 1 or 2 rounds are taken.

    At the end of the game, if the Mercenary Troops are

    repelled from all buildings on the map, or the StrahlO.G.P score is at least 10 points higher than theMercenary Score, it is a Stahl victory, otherwise it is aMercenary victory.

    17 February 2886, Eastern Europe

    M a .K.

    Reinforcements(Arrive on turn 4)

    Experimental plane piloted by JuniorWarrant Of cer Walter Nowotony

    1 2

    7

    3

    2

    1

    2 2

    1

    1 1

    8 Total 10 Rounds

    Drive the enemy militia out of the area aroundShannon Village... were the orders given to Faldia Karneldo,

    2nd Lieutenant of the Strahl 134th Mechanized InfantryRegiment. The unit had just been replenished and rearmedwith four bazooka armed Krte, and the subordinates inthe unit had been given ve Konrad, with the intention ofbolstering them against the local militia.

    All Konrads start with 2 PFs each.

    Reinforcements

    (Roll one die on the 3rd turn. On aresult of 1~2, enter E, 3~4 enterS, 5~6 enter E)

    Initial Deployment(Conceal anywhere on )

    Infantry can start in trucks.

    (Conceal anywhere on )

    NUMBER OF TURNS: 16 Turns(Strahl player is rst player)

    1 2 3 4 5

    11 12 13 14 157 8 9 10

    6

    16

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    Initial Deployment(Conceal anywhere on )

    8 3 1 3 3 3

    Reinforcements (Use of these units is optional)(Available after 3 turns, E)If deployed: O.G.P. -20

    (Available after 6 turns)If deployed: O.G.P. -10

    SCENARIO

    14ROAD OF FLAME 5 February 2886, North America

    From 2885, extending through 2886, theStrahl Troops faced a number of unexpected counterattack maneuvers from Mercenary Troops in the

    North American colonies. The AFS offered greaterfreedom of movement in the winter snows, and the

    ENGAGING FORCES

    2 8 Off-Board ArtilleryAvailable after turn 2Type I ...... E4214 (3)

    Type II ..... E606 (1)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    The objective marker of the Strahl troops represents importantsupport equipment. It counts as a single unit loaded in oneof the trucks (Kraftwagen). It cannot be unloaded. If theMercenary army obtains this equipment (has a unit stackedin the same hex at the end of the game), the Strahl lose10 O.G.P. (in addition to the value of the truck). If this isprevented, the Strahl lose 5 O.G.P. Alternatively, if the truckcarrying the objective escapes from the board through the roadof hex 27, Strahl gain 10 O.G.P.

    Snow: This area of the Canadian southeast was receivingheavy snowfall. In order to represent this fact, the movementpoints of certain units are reduced, as follows:

    W movement type units, excluding Krte (Type 2 units) .... 3WC movement type units, excluding Tanks (PzKw, Ravin) .... 4C

    The Strahl forces win the moment 100 O.G.P. of units escapemap 5 through hex 27. If this does not happen by the end ofthe game, the victor must have 25 or more points than theopponent.NUMBER OF TURNS: 20 Turns (Strahl is rst player)

    6 7 8 9 101 2 3 4 5

    STRAHL TROOPS Brinkman Kampfgruppe (100 th Army Division 93 rd Mechanized Infantry Regiment, Support Echelon rem.Initial Deployment(1S 0914 Arrival)Troops under the commandof Junior Grade LieutenantGiger

    12(Ld 3 )

    4

    6(2 are PC)

    4(Ld 2 )

    6

    3

    3

    10(Ld 1 )

    2

    2

    4

    3 4 2 3

    6

    N.Rocker IIs are equippedwith smoke screens.

    PK40s may be taken asan alternative to smokescreens.

    Reinforcements(2S 0914 Arrival)

    Brinkman Kampfgruppe,main body

    8

    Land Mines140 Points..... 13XXand anywhere on

    MERCENARY ARMY Paci c Coast Defense Group

    3

    16 17 18 19 2011 12 13 14 15

    M a .K.

    Mercenaries soon encircled the Strahl bases located inkey Canadian cities. When news of these maneuversspread, through a newspaper article of only 10 lines,it had the damaging effect exceeding 10,000 lines.In Super Henburke (old Cornwall), the 100th Mechanized Infantry Division wassurrounded, and tried to divide into several forces and break through the encircling

    net. It was the duty of Lieutenant Colonel Brinkman to break through where theforti cations were thinnest and escape with the military support unit stationed inthe city.

    8 3 1 3 3 8

    (Conceal anywhere on )

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    SCENARIO

    15 AIRPORT RAID August 2885, Japan

    While the Mercenaries were usually warry

    of attack from Strahl Troops, the urban locationof the airport made that possibility seem less likely.Unfortunately, the airports cargo and shuttlemaintenance facility made it a primary target for theunmanned Strahl paratroopers.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment (Use Airdrop rules [12.2])

    6(PC)

    6 2

    MERCENARY ARMY

    Initial Deployment (Place anywhere on the map)

    6 6 4

    Reinforcements (After turn 2, up to two units may enter N each turn)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    Treat one of the N.Rocker IIs as manned.

    The small buildings that lie in the 24XX hex line arehangars. Each may be attacked and has a defenserating of 5B. If the durability check results in a D,the aircraft inside that hanger explodes. The Strahlreceive 10 O.G.P. for each D result, once perbuilding.

    The F-Boot must operate as part of a stack.

    At the end of the game, the player with a lead of 10O.G.P. points or more wins. Anything else is a draw.

    NUMBER OF TURNS: 10 Turns(Strahl is rst player)

    6 7 8 9 101 2 3 4 5

    3

    M a .K.

    N.Rocker IIs and F-Bootare equipped with smokescreens.

    2(Ld)

    2 4 2

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    TAKE NO PRISONERSSCENARIO

    16

    ENGAGING FORCESSTRAHL TROOPS 3 rd Fall Battlewagon Regiment Post

    Initial Deployment(Place anywhere on map using concealment rules)

    3(Ld )

    4 10

    MERCENARY ARMY 90th Company, All Mercenary AFS IndependentInitial Deployment(1E Arrival)

    Reinforcements (5E Arrival)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    F-boot cannot use smoke screens in this scenario.

    No more than 10 unmanned units can re each turn, orelse no Strahl units may move.

    Use the escaped pilots rule (18.2). However, the Strahlplayer does not announce whether 2 nd Lieutenant Bergwas killed unitl the game ends.

    The player with the highest O.G.P. total is the victor.2nd Lieutenant Berg is worth 10 additional points forthis scenario.

    2

    NUMBER OF TURNS: 15 Turns(Mercenary is rst player)

    M a .K.

    (Place anywhere on map )

    2 2

    12(Ld 1 )(Ld 2 )

    2 4

    4 4

    1 2 3 4

    10 11 12 13 146 7 8 9

    5

    15

    Hasse Wind, 1st Lieutenant (44th AFSTroop, 24 con rmed kills), killed when shotthrough by an F-boot from the right rear. Captain

    Dordis McCrea (62nd Guns AFS Company, 18con rmed kills), killed when he took a direct hit tothe cockpit, at point blank, from a Krachen Vogel.Major Belnick (a former commander of Rosky,and a sure bet to achieve 29 con rmed kills) hadfurlough coming. Just like the others he had beentargeted for assassination by the Strahl Troops.

    Major Roskys team was assigned to stopthe hit squad of enemy unmanned unitsand taketheir commander, alive.

    Off-Board ArtilleryStarting with turn 2Type II ..... E7012 (1)

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    BATTLES LOST AND WONSCENARIO

    17A Mercenarys primary concern was meeting the quota of defeated enemies de ned by their

    contract. Success could lead to higher pay or vacation time when it came time for contract renewalin

    addition to a distinguished service record.This sometimes led to priority being given to con rmed kills over sound tactics, particularly with a

    force composed of several competing teams

    ENGAGING FORCES

    Initial Deployment(, 22XX, concealed deployment allowed)

    24 12 6(Ld 1 )(Ld 2 )

    MERCENARY ARMY mixed units from three different regiments

    Initial Deployment(1, E Arrival)

    First Lieutenant Wreck Garibaldi

    Reinforcements(3E Arrival) (6E Arrival) (9E Arrival) (12E Arrival)

    SPECIAL RULES VICTORY CONDITIONSIf leader or are killed in action, or if a Cpn.HQ is destroyed, at least 20units must remain idle for one turn.

    Strahl scores double points for this scenario.

    The Mercenary Army may win by (1) eliminating 45 enemy units(Hornisse count as one), (2) occupying hex 1706 , the crossingat 0907 , and the courtyard containing hex 1303, or (3) having30 O.G.P. more than the enemy at the end of the game. TheStrahl Troops are victorious if they prevent all of these conditions.

    6 5

    NUMBER OF TURNS: 15 Turns(Mercenary is rst player)

    January 2885, West Asia

    M a .K.

    Reinforcements(Starting turn 6, roll 1d6. On a roll of 1~2, arrive W)

    4 4

    15(Ld 2 )

    1(Ld 1 )

    21 152 4

    10 5 6 44 31 2 2

    1 2 3 4

    10 11 12 13 146 7 8 9

    5

    15

    20 5

    MAP

    N

    STRAHL TROOPS Bishan Pool Garrison (Garudea Battle Group)

    Optionally, thereinforcements mayarrive combined asHornisse, withoutneeding to roll. Thiscosts 10 O.G.P. and nounits will carry PFs.

    Off-Board ArtilleryStarting with turn 2Type II ...........W8015 (2)Type III ..........W2006 (2)Type IV RM ...W806 (2)

    Land Mines100 Points..... ,

    Each P.K.A., Gustav, and Konrad is carrying 2 PFs.

    Cpn.HQs arrive in the Trucks.If deployed, Mercenaryplayer loses 10 O.G.P.

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    Breakthrough StrategySCENARIO

    18The AFS is a high speed ghting unit, capable of

    quickly breaking through enemy lines and holding territory, werethe words of 2nd Lieutenant Skinner Doratti, who participated inthe rst battle to use AFS, in June 2883. With its increased usageover two years, the battle eld came to be populated with manyprofessional engineers and mechanics to maintain the machines,but victory still came down to the do-or-die spirit of the front linesoldier, as he would say.

    ENGAGING FORCESSTRAHL TROOPS

    Initial Deployment

    ( 07XX Placement)

    (Place anywhere on maps and )

    6 2 1

    MERCENARY ARMY 711th AFS of the Earth Independent Mili tia, Anatolia CompanyInitial Deployment (1W Arrival)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    The Mercenary player is victorious if 40O.G.P. of units escapes off the east edgeof map by the end of the game. If thisis prevented, victory goes to the playerwith the highest O.G.P. total.

    1(PC)

    NUMBER OF TURNS: 15 Turns(Mercenary is rst player)

    October 2885, Asia Minor

    M a .K.

    8 8 2

    16 3 4 4 2

    1 2 3 4

    10 11 12 13 146 7 8 9

    5

    15

    Cpn.HQ starts in the Kraftwagon.No PFs available.

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    SCENARIO

    19HOT SANDS HILL(HILL 91) May 2885, African West Coast

    The heart of Second Lieutenant Conan

    was heavy with the loss of so many subordinatesto the unmanned weapons of the Strahl. Bazookaarmed NeuSpotters and the slug-like F-boot werebecoming more common among the Strahl desertforces; cheaper to station there than a manned unit.After seeing so many friends fall victim to them, he

    vowed revenge.

    ENGAGING FORCESSTRAHL TROOPS Base Defense Group 17

    Initial Deployment (Place according to the Special Rules)

    4 8 2

    MERCENARY ARMY company attached to the 331 st AFSInitial Deployment (1N Arrival)

    6(Ld)(Ld )

    6 4

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    With this scenario a special concealment rule is used.The Strahl troop player does not place concealed units onthe map; their hex location should be recorded and thetokens set aside. Strahl units that are concealed remainconcealed until they move or attack, hiding under the sand.The infantry squad is the exception and can be found bythe Mercenary Troop player by using a J40(S). Every turn,during the troop phase J40(S)s assigned to ground supportcan be placed on a hex on the map board. If the infantryunit is within that hex, or the 6 adjacent hexes, the StrahlTroop player should announce so, and the unit is revealed.

    On map board 6, hex number 2205 and the six surroundinghexes are Hill 91. If the Mercenary troops have 4 units onthe hill at the end of the game, they are victorious. TheStrahl force is victorious if this is prevented.

    NUMBER OF TURNS: 10 Turns(Strahl is rst player)

    6 7 8 9 101 2 3 4 5

    1(PC)

    M a .K.

    Treat all forestand pond hexesas clear.

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    SCENARIO

    20SKIRMISH(A PROLOGUE TO FASEREI)14 March 2886, Eastern Europe

    The renewed balance of power in local and orbital space was a signof a weakening Strahl presence. By the beginning of February 2886, there werenine satellites over the northern hemisphere, restoring planetary communications

    for the Mercenary Army, including Africa and Northern Europe. Just six monthsafter the defeat of Operation Super Hammer, it was once again possible tocoordinate large forces and put the strength of the Mercenary Army to full use.

    ENGAGING FORCES

    MERCENARY ARMYInitial Deployment (Enter from any map edge)

    30 15 5 2 6 8

    Reinforcements(Enter on any turn after turn 3, through any map edge)

    Bringing in these forces is optional,as well as how many are brought in.Brining units in is done in groups ofthree, with each group of three orless reducing O.G.P. by 5.15 6

    (Enter on turn 5)

    4

    Off-Board ArtilleryStarting with turn 1Type II .....W , 6015 (2)

    Type III ....W , 10010 (2)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    The six object markers of the Strahl troops (which representsatellite communications equipment, as well as threedecoys) can be placed anywhere on the map board, as long

    as there is at least three hexes between them.Reconnaissance: If a Mercenary Troop unit ends itsmovement on an object marker, the player may inspect themarker.

    Victory is achieved for the Mercenary Army when two non-decoy object markers are attacked successfully with a resultother than No Effect. The Strahl player achieves victory bypreventing this.

    NUMBER OF TURNS: 15 Turns(Mercenary is rst player)

    1 2 3 4 5

    11 12 13 14 156 7 8 9 10

    M a .K.

    STRAHL TROOPSInitial Deployment 16 th Satellite Communication Company Defense Corps

    18 10

    (Ld 1 )(Ld 2 )

    8 6 2 10 6 10 4 6

    (3 aredummies)Except for the Oskar, all units are deployed within 8 hexes ofhex 2614 of map board . PFs are available.

    Reinforcements (Enter on turn 4)

    All PK41 and PKA are combined as Hornisse.Each PK41 carries 2 PFs.

    20 20

    (Enter on any turn after turn 6, through any map edge)

    6 6

    Calling in these forces and how many of themare deployed is optional. These units aredeployed in groups of three, with each group of

    three reducing O.G.P. by 5.

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    Initial Deployment(1W, N Arrival)

    30 12 6 2 5 6 6 10 10

    Reinforcements(4W, N Arrival)

    The two D.house ring artillery may be usedas reinforcements, entering from the Westafter turn 5.

    SAFS Mk II enter aspassengers of theGreenBuffalo.

    SCENARIO

    21OPERATION FASEREI18 March 2886, Eastern Europe

    A large counterattack of the Mercenary army started on March 18th, at dawn (OperationFaserei), in order to expel the Strahl Troops from the European regionthe entire TerrestrialIndependent Militia was deployed. The attack was well planned and kept secret, however the

    principal base of the Strahl army had been converted into a fortress at the beginning of winter, inexpectation of a major assault.

    ENGAGING FORCES

    12 3 5 8

    See special rules forthe arrival method.

    Off-Board ArtilleryStarting with turn 1Type II .....W6040 (2)Type III ....W1006 (1)

    D.house ..W45 Each (2)

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    Mercenary reinforcements: Before play begins, theMercenary player selects which map side the turn 6reinforcements arrive. Write down the selection and revealthe selection when they arrive.Scoring block hexes: In this scenario, block hexes scorepoints for the side that controls that block. Each block isworth a number of points equal to the number of hexes thatare a part of the block. At the end of the game, for eachuncontested block a side controls, it gains O.G.P. equal tothe point value of the block.

    The player to acquire at least 20 more O.G.P. points thantheir opponent is the victor. In all other cases, the gameends in a draw.

    NUMBER OF TURNS: 30 Turns(Mercenary is rst player)

    2 3 4 5 6

    14 15 16 17 189 10 11 12 13

    STRAHL TROOPS 16th Armored Mobile Infantry DivisionInitial Deployment (Any building on maps , and in the building or forest hexes on map )

    16(Ld 1 )(Ld 2 )(Ld 3 )

    8 4 4 3 20 (PC)

    9 8 12 8All Konrads and Gustavs start with 2 PFs each.

    Reinforcements (Enter on turn 3)

    All PK41 and PKA arecombined as Hornisse.Each PK41 carries 2PFs.

    10 10

    (9E Arrival)

    6 3

    7

    16

    Off-Board ArtilleryStarting with turn 1Type II ...........E7030 (2)Type III ..........E15010 (1)Type IV RM ...E6515 (3)

    Land Mines280 Points.....distributed on maps in any non-edge hex

    MERCENARY ARMY 2nd Temporary Breakthrough Regiment, Nortung

    6 2 4 4

    (6N or S Arrival)

    1 7 8

    19 20

    26 27 28 29 3021 22 23 24 25

    M a .K.

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    SCENARIO

    22FOLLOWING FASEREI After the holocaust30 April 2886, Southern Ukraine

    FASEREI was a success within therst seven minutes. All initial target points were

    occupied, and a panic spread through the Strahl

    army that lasted for a week. The front moved threehundred kilometers, allied damage was negligible,and victory parties celebrated the achievement allacross the Earth. However, the Strahl main forcemanaged to escape destruction. F. Rashutendolf, nowsenior general of the Strahl European forces, sentfresh troops as reinforcement before the forces werecompletely overrun.

    ENGAGING FORCESSTRAHL TROOPS 192nd Strahl Army Combat Battalion, main force

    Initial Deployment (On map , inside or within 4 hexes of any small building)

    8 3 3 1 3(PC)

    1 1 3 3 2

    All Gustavsstart thegame with 2PFs each.

    MAP

    SPECIAL RULES

    VICTORY CONDITIONS

    N

    None

    The Strahl player claims victory if 13 units (including A and M state units) are still within the starting zones of the main force.The Mercenary player wins if this is prevented.

    NUMBER OF TURNS: 16 Turns(Strahl is rst player)

    1 2 3 4 5

    11 12 13 14 157 8 9 10

    7 6 3(PC)

    5 2

    Initial Arrival (1W Arrival ) 192nd Strahl Army Combat Battalion, remainder

    4

    Land Mines100 Points.....distributed on map from 5 to 9hexes away from any small buildings

    MERCENARY ARMYInitial Deployment (Place anywhere on maps )

    12 12 2 1 4 1(Ld1)

    6 2

    Off-Board ArtilleryStarting with turn 1D.House....N724 Each (2)

    2 2 4 2 1(Ld2)

    Land Mines280 Points.....distributed on map from 6 to 12hexes away from any small buildings

    6

    16

    M K