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SCENARIO

1
FORCE RECONNAISSANCE
October 2884
Seeking the Mercenary front line command,
the 663rd Assault Reconnaissnce Troops approached
Chattering City. Though there was no indication that
Mercenary forces would be scarce, the decision was
made for this to be the debut of the NeuSpotter. Unlike
the sluggish Krte, it was stealthier, but couldnt stand up
in a fght.
A platoon of SAFS was the last thing they
expected to fnd.
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(Arrive combined as Hornisse)
18 15 3 2 8
N.Rocker may use the
Airdrop rules [12.2]
MAP
SPECIAL RULES
VICTORY CONDITIONS

N
Reconnaissance: When a NeuSpotter ends its movement
in the same hex as an Objective marker, starting on the next
turn it may attempt to escape the map. Each NeuSpotter
may do this for a single Objective. A unit that leaves the
map in this way is removed from the game.
PK41: Each PK41 (The fuselage of the Hornisse) carries
2 NeuPanzerfaust rounds. When a PKA (or Gustav) ends
its movement in the same hex as a PK41, it can reload, up
to 2 rounds. Place a numerical marker under the PK41 to
indicate how many rounds have been removed.
Strahl Troops: If two NeuSpotters using the
Reconnaissance rule escape the map after touching the two
non-dummy Objective markers, it is a Strahl victory.
Mercenary Soldiers: As long as a Strahl victory is
prevented, the Mercenaries are victorious.
NUMBER OF TURNS: 10 Turns
(Strahl is frst player)
6 7 8 9 10 1 2 3 4 5
Ma.K.

(Arrive on any map edge)
MERCENARY ARMY
Initial Deployment (Place anywhere on map )
11 1 2
Three of the fve Objective markers are dummies. Each
Objective marker must be placed at least 3 hexes from
any other Objective marker. Neither player may know
which are the dummies and which are the real objectives
without ending movement in that hex.
6 5
SCENARIO
2
RESCUE
The AFS of veteran pilot Fink had not
returned. Stopping to rest in a nearby town while
searching for him, his platoon found an enemy force
instead.
The AFS were no match for the forces,
including the new Gustav, so the fate of the 34th AFS
Platoon would depend on the arrival of allies.
ENGAGING FORCES
STRAHL TROOPS
Initial 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 optional
equipment are available.
MERCENARY ARMY
Initial Deployment (Start within the block that contains
hex 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 the
result is a 2 or less, reinforcements arrive
at the beginning of the next turn. After
turn 3, subtract 1 from the die roll (so the
reinforcements will arrive on a roll of 1, 2, or
3). At the end of each turn, an additional 1
is assessed (so reinforcements will arrive
on a roll of 1, 2, 3, or 4 after turn 4, and
will automatically arrive after turn 6). The
reinforcements enter the map through the
west edge.
11 3
MAP
SPECIAL RULES
VICTORY CONDITIONS

N
Prepared for urban combat, and pre-loaded with a sophisticated
urban combat AI, the Jagdpanzer NutRockers of the Strahl Troops
are 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-fght rating for
air 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 Mercenary
Troops 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 that
escapes the map, add 2 points. However if the unit is damaged
(with an A or M condition marker), add only 1 point. Units other
than the AFS that escape are not counted toward the score.
After combining the appropriate totals above, if the Mercenary
player has at least 15 points more than the Strahl player, it is a
Mercenary victory, otherwise the Strahl player wins.
NUMBER OF TURNS: 10 Turns
(Mercenary is frst player)
6 7 8 9 10 1 2 3 4 5
12 2 4
Ma.K.
Translation Note: Tactics (issue
20, page 111) indicates that the
Mercenary reinforcements should
consist of AFS not SAFS. The
correction has been made here.
SCENARIO
3
COLUMN AMBUSH
August 2884
Morale was up. All thanks to the combination
of the Sand Stalker and AFS, making rapid deployment
and recovery possible along the front.
This would be the frst campaign for the
Kuritan Corps.
But there had been an information leak, and
now a signifcant Strahl combat force was laying in wait
in the forest, along the highway, like highwaymen of
hundreds of years ago.
And like those highwaymen, they were intent
on violence.
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment (04XX)
16 8 4
MERCENARY ARMY
Initial Deployment (1W0107)
10 10
Reinforcements (Enter 4 or later, see note)
Starting with turn 4, roll 1 die at the
beginning of the turn. If the result is
a 1, reinforcements arrive, and no
further rolls are necessary.
5
MAP
SPECIAL RULES
VICTORY CONDITIONS

N
Though the Strahl player is the frst player, there is no Strahl
phase on the frst turn. The frst turn starts with the Mercenary
players phase.
Mercenary Soldiers: If two or more units exit the map off the
east edge (hex column 27XX), it is a Mercenary victory. To exit
the map, spend the same number of movement points as it would
cost to enter the current hex. Use of the road may be factored into
this cost.
Strahl Troops: The Strahl player wins if a Mercenary victory is
prevented.
NUMBER OF TURNS: 12 Turns
(Strahl is frst player, see special rules)
1 2
8 9 10 11 12 3 4 5 6 7
Ma.K.
Translation Note: Tactics (issue 20, page 111)
indicates that the inclusion of the Depot markers
was an error. The correction has been made here.
SCENARIO
4
ASSAULT CROSSING
Late 2885
An opportunity to launch a counterattack had
developed. The Mercenary Soldiers, accompanied by
powerful air support, started a moonlight river crossing.
With PKA and NutRocker in short supply
on the Strahl front, there was a greater reliance on the
Sphinx and its anti-tank rockets to guard the river. The
Doll House would be assigned to counter-fre.
After a ferce exchange, the Mercenary troops
managed to build a bridgehead across the river. The
bridges had been made at great expense-of lives and
equipment.
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 may
move twice on the frst turn, but may not engage in close quarters
combat.
River: The road on map 2 is regarded as a river. Where paths
cross the river (hexes 0807, 1607, and 2007) are bridges.
Spotters are not needed for the Sphinx to fre indirectly as far as
the river hexes. If a hover unit becomes immobilized while over
the river, it is eliminated.
Retreat: The Strahl player can retreat units off the north edge of
map 4. The Strahl player loses half of the victory point value for
units that retreat. Moving off the map costs 1 movement point.
Both Players: Total the defense rating of defeated enemy units
(dog-fght rating for air units). Exclude enemy units that have
retreated. Any enemy units with A or M markers on the map count
for half their value (drop fractions). If at the end of the game there
are no intact Mercenary Soldiers north of the river, it is a Strahl
victory. Otherwide if the point difference between the two players
is 5 or less, it is a draw. If the difference is 6 or more, it is a victory
for the player with the higher total.
NUMBER OF TURNS: 8 Turns
(Strahl is frst player, see special rules)
6 7 8 1 2 3 4 5

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(Any hexes north of the river [see special rules])
16 8 4
MERCENARY ARMY
Initial 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
Ma.K.
ENGAGING FORCES
STRAHL 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
5
OPERATION SUPER HAMMER I
23 September 2885
SAFS, Doll House, and other allied units
gathered secretly. Recruits and veterans alike would
participate in the secret maneuvers known as Operation
Super Hammer. They managed a level of secrecy so
strict that detecting the activity with NeuSpotters would
not have been possible. Anything short of an eye in the
sky would not have noticed anything out of the ordinary.
Thanks to the Strahls satellite system now in
orbit, their troops were prepared.
MAP
SPECIAL RULES
VICTORY CONDITIONS
N
None
Total the defense rating (dog-fght rating for air units) of
eliminated opposing units, excluding any units that have
retreated. Any opposing 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 the higher total.

NUMBER OF TURNS: 16 Turns


(Mercenary player is frst player)
1 2 3 4 5
11 12 13 14 15 7 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 use
Airdrop rules [12.2])
(Arrive on turn 5, Nutrockers use
Airdrop rules [12.2])
Ma.K.
OPERATION SUPER HAMMER II SCENARIO
6
The Mercenary martial command was in
total disarray, with every attempt at a counteroffensive
being anticipated and cut off by the Strahl army. With
nothing but defeat after defeat being reported, it became
impossible for commanders to cope with the situation
and order anything other than to withdraw.
The Super Hammer operation was over
before it had even begun, the name being remembered
for the rout and retreat of the Mercenaries, and not the
planned maneuvers, which failed to be executed.
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(16XX and 27XX)
10 16 6
MERCENARY ARMY
Initial Deployment (05XX and 14XX)
Reinforcements (4W)
MAP
SPECIAL RULES
VICTORY CONDITIONS

N
None
Total the defense rating (dog-fght rating for air units) of eliminated
opposing units, excluding any units that have retreated. Any
opposing 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 the
higher total. For each unit that escapes the west edge of map ,
the Mercenary Soldier Troops player obtains a number of points
equal to double the attack rating of that unit. Moving off of the map
costs one movement point, even when moving along the road in
hex 07.
8
NUMBER OF TURNS: 15 Turns
(Mercenary is frst player)
Mercenary Retreat
27 September 2885
Ma.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 14 6 7 8 9
5
15
4
ASSAULT CROSSING
Late 2885
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment (Place on map )
8 4 1
Initial Arrival (1E)
8 12 4
SCENARIO
7
The skirmishes continued as the front became
mired. Both sides sought to break through the others
lines (though neither had a suffcient force to do so), and
it became their sole focus.
It was the Mercenary Army that had the frst
breakthrough. A powerful, high-speed shock force
succeeded in destroying a supply depot, disrupting
enemy supply lines.
SPECIAL RULES
VICTORY CONDITIONS
All hexes of the building on map 3 are considered to be
ammunition depots.
Total the defense rating (dog-fght rating for air units) of eliminated
opposing units, excluding any units that have retreated. Any
opposing 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 the
higher total. For each unit that escapes the west edge of map ,
the Mercenary Soldier Troops player obtains a number of points
equal to double the attack rating of that unit. Moving off of the map
costs one movement point, even when moving along the road in
hex 07.
NUMBER OF TURNS: 12 Turns
(Mercenary player is frst player)
1
7 8 9 10 11 3 4 5 6
2
12
Reinforcements (3E)
4
MERCENARY ARMY
1
2
Ma.K.
MAP

M
e
r
c
e
n
a
r
y
A
d
v
a
n
c
e
8 4 1 4 4

(Place within 2 hexes of the building on map )
Reinforcements (3W)
SCENARIO
8
CLOSE COMBAT
October 2885
The orders were simple, Expel the
Mercenary Army out of Oak Village, and destroy
them. That was all.
They prepared to attack with a force that
would be more than suffcient.
Mercenary Army strongholds had been
collapsing one after another in the face of such
overwhelming odds. Only the brave would hold their
position when faced with such a large force. Any
mopping up would be done by nightfall.
ENGAGING FORCES
STRAHL TROOPS
Initial Arrival (Enter as two groups)
Group 1 (1E)
4 12 4
MERCENARY ARMY
Initial 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 be
used to rearm units that can use them.
Mercenary Army: If any ground units remain from the Mercenary
Army on map (3), it is a Mercenary victory.
Strahl Troops: Prevent a Mercenary victory.
4
NUMBER OF TURNS: 14 Turns
(Strahl player is frst player)
Group 2 (1S)
6 16 4

} 4 hexes
}

4

h
e
x
e
s
Group 2
G
r
o
u
p

1
10 2 3
1 2 3
9 10 11 12 13 5 6 7 8
4
14
Ma.K.
FRONTAL ASSAULT
Early 2885
SCENARIO
9
Successes throughout the Mercenary Army
started to turn the tide in their favor, allowing them
to switch to more offensive maneuvers. Commander
VanHoff was given such an assignment.
However, both sides were still evenly matched
along the front. There was little to be gained from
pressing an attack at the time. The soldiers along the
front fought well, but it was the ignorance of the rear
that would truly matter.
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(Place on map )
10 2 8
MERCENARY ARMY
Initial Arrival (1N)
Reinforcements (See special rules)
SPECIAL RULES
VICTORY CONDITIONS
Each turn after the frst, roll a die. If the result is a 1 or 2, the
Mercenary Army receives two J40(S) units as reinforcement. If the
result is a 3, 4, or 5, nothing happens. On a result of 6, the Strahl
Troops receive a PK41 (with a Gustav on board) as reinforcement
Total the defense rating (dog-fght rating for air units) of eliminated
opposing units, excluding any units that have retreated. For each
building hex on map 3 that is occupied at the end of the game, an
additional four points are received. These points are scored even
if an enemy unit also occupies the hex.
Additionally, for each Mercenary Army unit that exits the map off
any side of map 3, the Mercenary Army player receives a number
of points equal to twice the attack power of the unit. Moving off
the 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 frst player)
Ma.K.
Reinforcements
(See special rules)
1 1 8
16 6 6 2
2
5 6 7 8 9 1 2 3 4 10
8
MAP
N

2

(Combined as Hornisse)
Initial Deployment
(Place in any hex other than
the city block hexes that
include 1309 and 1312)
10
Reinforcements
(N0201 and N2301)
4 4
11 2
2 1
4
6
(Arrive turn 1) (Arrive turn 2)
(Arrive turn 4) (Arrive turn 5) (Arrive turn 3)
SCENARIO
10
STREET FIGHT
A continuous stream of reinforcements on both sides!
Late 2885
A Mercenary force had surrounded Strahl
troops in Tolus. Reinforcements for both sides began to
arrive.
A single block in the city became the focus of
the battle. With the PKA holed up and the AFS trying to
drive them out, the picture of a chaotic street fght was
being painted with every stroke.
Before long, both sides would have signifcant
losses, minor gains, and the fate of Tolus would be
decided.
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(Place in city block hexes that
include 1309 and 1312)
16
MERCENARY ARMY
MAP

N
SPECIAL RULES
None
VICTORY CONDITIONS
Victory goes to the side that occupies the most hexes in the city blocks that
include hexes 1309 and 1312. Do not count hexes that are occupied by both
friendly and enemy units.
NUMBER OF TURNS: 10 Turns
(Strahl is frst player)
6 7 8 9 10 1 2 3 4 5
Ma.K.
Reinforcements
(S0914 and S1714)
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
Flare Furmer
13 June 2883
Initial Arrival (1N1600)
14
Reinforcements (3N)
2 3
SCENARIO
11
New Ordinance
In 2883 a weapon was introduced which
overturned all previous notions of combat and began
a new era in ground warfare. The Armored Fighting
Suit started as a reengineering of labor suits, used in
construction. When it was fnished it was found in the
front lines, changing the course of the warfare, and the
weapon of choice for guerilla warfare.
No one could have predicted the attack on
the Landing Ship Division by 14 suits, and those who
knew about the attack couldnt predict the devastating
outcome of the surprise attack. The impact of this new
AFS weapon in the hands of trained pilots assured that
it would spread, along with this new war, across all of
the earth.
The AFS weapon had been introduced
The frst page of the Earth Independence War
had been written
ENGAGING FORCES
MERCENARY ARMY
MAP

N
SPECIAL RULES
When communicating with
the Strahl troops artillery, all
communications levels are set
one level lower. The artillery may
target only two separate hexes in
a single turn.
The Depots are worth six victory
points each. Destruction of
infantry does not count for victory
points. Smoke screens can be
deployed automatically.
VICTORY CONDITIONS
The Strahl troops must escape two trucks
with Depot tokens off the east end of the
map board. If this does not happen, then
the player with an OGP score of at least
double the opponent is the victor.
NUMBER OF TURNS: 10 Turns
(Mercenary is frst player)
6 7 8 9 10 1 2 3 4 5
Ma.K.
Initial Deployment (Place all units in a single column from hex
0914, along the road that goes through hex 0914)
10 7 3 1 3 6
STRAHL TROOPS
Off-Board Artillery
Starting on turn 9
Type I ............S704(4)
(See special rules)
Land Mines
30 Points.......Place on any
non-road hex
ENCOUNTER ACTION SCENARIO
12
As the year 2885 arrived, both the Strahl
and Mercenary forces were sending newer and newer
weapons to the front. The PKA series is a typical
example. In July the type G was felded while the
improved H type was rushed through development
and was already in the fronts by September. It was not
uncommon for new units on both sides to encounter
each other on their frst use.
ENGAGING FORCES
STRAHL TROOPS
Initial Arrival (1N1801)
12
(Ld)
2 2
MERCENARY ARMY
Initial Arrival (1S1214) Reinforcements (3S)
SPECIAL RULES
VICTORY CONDITIONS
None
There are 5 key hexes: a meeting hall in hex 1509; a warehouse,
which spans three hexes (1612, 1711, 1811); and the top of a
nearby hill, 2006. At the end of the game, the person who has
units occupying three or more of those hexes wins. Alternatively,
if neither player controls three hexes, or is tied, the winner is the
player that has at least double the number of OGP points as the
other player. Any other condition results in a draw.
NUMBER OF TURNS: 10 Turns
(Strahl is frst player)
Fire Fight
Late 2884 or Early 2885
Ma.K.
Reinforcements (4N1900)
3 3
4 6
(Ld 1 )
6
(Ld 2 )
3
5 6 7 8 9 1 2 3 4 10
MAP

N
Off-Board Artillery
Starting on turn 5
Sphinx...........N10010(2)
Off-Board Artillery
Starting on turn 1
Type II ...........S6020(2)
GOBLINS COUNTERATTACK SCENARIO
13
ENGAGING FORCES
STRAHL 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 is
eliminated, entry to map becomes impossible, and
units on map may only move toward map . The
depot is worth 6 points and contains 8 TOS missile
reloads (for the Goblin).
For the Strahl Troops, if 2nd Lieutenant Karneldo dies
in battle, it becomes impossible for Strahl Troops to
advance North. Each Pak Krte and Makel carries
2 PF rounds. Taking PFs from another unit costs 2
movement 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 Strahl
O.G.P score is at least 10 points higher than the
Mercenary Score, it is a Stahl victory, otherwise it is a
Mercenary victory.
17 February 2886, Eastern Europe
Ma.K.
Reinforcements
(Arrive on turn 4)
Experimental plane piloted by Junior
Warrant Offcer 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 around
Shannon Village... were the orders given to Faldia Karneldo,
2nd Lieutenant of the Strahl 134th Mechanized Infantry
Regiment. The unit had just been replenished and rearmed
with four bazooka armed Krte, and the subordinates in
the unit had been given fve Konrad, with the intention of
bolstering them against the local militia.

All Konrads start with 2 PFs each.


Reinforcements
(Roll one die on the 3rd turn. On a
result of 1~2, enter E, 3~4 enter
S, 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 frst player)
1 2 3 4 5
11 12 13 14 15 7 8 9 10
6
16
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
14
ROAD OF FLAME
5 February 2886, North America
From 2885, extending through 2886, the
Strahl Troops faced a number of unexpected counter
attack maneuvers from Mercenary Troops in the
North American colonies. The AFS offered greater
freedom of movement in the winter snows, and the
ENGAGING FORCES
2 8
Off-Board Artillery
Available after turn 2
Type I ......E4214(3)
Type II .....E606(1)
MAP
SPECIAL RULES
VICTORY CONDITIONS
N
The objective marker of the Strahl troops represents important
support equipment. It counts as a single unit loaded in one
of the trucks (Kraftwagen). It cannot be unloaded. If the
Mercenary army obtains this equipment (has a unit stacked
in the same hex at the end of the game), the Strahl lose
10 O.G.P. (in addition to the value of the truck). If this is
prevented, the Strahl lose 5 O.G.P. Alternatively, if the truck
carrying the objective escapes from the board through the road
of hex 27, Strahl gain 10 O.G.P.
Snow: This area of the Canadian southeast was receiving
heavy snowfall. In order to represent this fact, the movement
points of certain units are reduced, as follows:
W movement type units, excluding Krte (Type 2 units) .... 3W
C movement type units, excluding Tanks (PzKw, Ravin) .... 4C
The Strahl forces win the moment 100 O.G.P. of units escape
map 5 through hex 27. If this does not happen by the end of
the game, the victor must have 25 or more points than the
opponent.
NUMBER OF TURNS: 20 Turns (Strahl is frst player)
6 7 8 9 10 1 2 3 4 5
STRAHL TROOPS Brinkman Kampfgruppe (100
th
Army Division 93
rd
Mechanized Infantry Regiment, Support Echelon rem.
Initial Deployment
(1S0914 Arrival)
Troops under the command
of Junior Grade Lieutenant
Giger
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 equipped
with smoke screens.
PK40s may be taken as
an alternative to smoke
screens.
Reinforcements
(2S0914 Arrival)
Brinkman Kampfgruppe,
main body
8
Land Mines
140 Points.....13XX
and anywhere on
MERCENARY ARMY Pacifc Coast Defense Group
3
16 17 18 19 20 11 12 13 14 15

Ma.K.
Mercenaries soon encircled the Strahl bases located in
key Canadian cities. When news of these maneuvers
spread, 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 was
surrounded, 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 the
fortifcations were thinnest and escape with the military support unit stationed in
the city.
8 3 1 3 3 8
(Conceal anywhere on )
SCENARIO
15
AIRPORT RAID
August 2885, Japan
While the Mercenaries were usually warry
of attack from Strahl Troops, the urban location
of the airport made that possibility seem less likely.
Unfortunately, the airports cargo and shuttle
maintenance facility made it a primary target for the
unmanned Strahl paratroopers.
ENGAGING FORCES
STRAHL 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 are
hangars. Each may be attacked and has a defense
rating of 5B. If the durability check results in a D,
the aircraft inside that hanger explodes. The Strahl
receive 10 O.G.P. for each D result, once per
building.
The F-Boot must operate as part of a stack.
At the end of the game, the player with a lead of 10
O.G.P. points or more wins. Anything else is a draw.
NUMBER OF TURNS: 10 Turns
(Strahl is frst player)
6 7 8 9 10 1 2 3 4 5
3
Ma.K.
N.Rocker IIs and F-Boot
are equipped with smoke
screens.
2
(Ld)
2 4 2
TAKE NO PRISONERS SCENARIO
16
ENGAGING FORCES
STRAHL 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 Independent
Initial 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 fre each turn, or
else no Strahl units may move.
Use the escaped pilots rule (18.2). However, the Strahl
player does not announce whether 2
nd
Lieutenant Berg
was killed unitl the game ends.
The player with the highest O.G.P. total is the victor.
2
nd
Lieutenant Berg is worth 10 additional points for
this scenario.
2
NUMBER OF TURNS: 15 Turns
(Mercenary is frst player)
Ma.K.

(Place anywhere on map )


2 2
12
(Ld 1)
(Ld 2)
2 4
4 4
1 2 3 4
10 11 12 13 14 6 7 8 9
5
15
Hasse Wind, 1st Lieutenant (44th AFS
Troop, 24 confrmed kills), killed when shot
through by an F-boot from the right rear. Captain
Dordis McCrea (62nd Guns AFS Company, 18
confrmed kills), killed when he took a direct hit to
the cockpit, at point blank, from a Krachen Vogel.
Major Belnick (a former commander of Rosky,
and a sure bet to achieve 29 confrmed kills) had
furlough coming. Just like the others he had been
targeted for assassination by the Strahl Troops.
Major Roskys team was assigned to stop
the hit squad of enemy unmanned unitsand take
their commander, alive.
Off-Board Artillery
Starting with turn 2
Type II .....E7012(1)
BATTLES LOST AND WON SCENARIO
17
A Mercenarys primary concern was meeting the quota of defeated enemies defned 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 confrmed 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 CONDITIONS
If leader or are killed in action, or if a Cpn.HQ is destroyed, at least 20
units 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 crossing
at 0907 , and the courtyard containing hex 1303, or (3) having
30 O.G.P. more than the enemy at the end of the game. The
Strahl Troops are victorious if they prevent all of these conditions.
6 5
NUMBER OF TURNS: 15 Turns
(Mercenary is frst player)
January 2885, West Asia
Ma.K.
Reinforcements
(Starting turn 6, roll 1d6. On a roll of 1~2, arrive W)
4 4
15
(Ld 2)

1
(Ld 1)
2 1 15 2 4
10 5 6 4 4 3 1 2 2
1 2 3 4
10 11 12 13 14 6 7 8 9
5
15
20 5
MAP
N

STRAHL TROOPS Bishan Pool Garrison (Garudea Battle Group)


Optionally, the
reinforcements may
arrive combined as
Hornisse, without
needing to roll. This
costs 10 O.G.P. and no
units will carry PFs.
Off-Board Artillery
Starting with turn 2
Type II ...........W8015(2)
Type III ..........W2006(2)
Type IV RM ...W806(2)
Land Mines
100 Points.....,
Each P.K.A., Gustav, and Konrad is carrying 2 PFs.
Cpn.HQs arrive in the Trucks.
If deployed, Mercenary
player loses 10 O.G.P.
Breakthrough Strategy SCENARIO
18
The AFS is a high speed fghting unit, capable of
quickly breaking through enemy lines and holding territory, were
the words of 2nd Lieutenant Skinner Doratti, who participated in
the frst battle to use AFS, in June 2883. With its increased usage
over two years, the battlefeld came to be populated with many
professional engineers and mechanics to maintain the machines,
but victory still came down to the do-or-die spirit of the front line
soldier, as he would say.
ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(07XX Placement)
(Place anywhere on maps and )
6 2 1
MERCENARY ARMY 711th AFS of the Earth Independent Militia, Anatolia Company
Initial Deployment (1W Arrival)
MAP
SPECIAL RULES
VICTORY CONDITIONS

N
None
The Mercenary player is victorious if 40
O.G.P. of units escapes off the east edge
of map by the end of the game. If this
is prevented, victory goes to the player
with the highest O.G.P. total.
1
(PC)
NUMBER OF TURNS: 15 Turns
(Mercenary is frst player)
October 2885, Asia Minor
Ma.K.

8 8 2
16 3 4 4 2
1 2 3 4
10 11 12 13 14 6 7 8 9
5
15
Cpn.HQ starts in the Kraftwagon.
No PFs available.
SCENARIO
19
HOT SANDS HILL (HILL 91)
May 2885, African West Coast
The heart of Second Lieutenant Conan
was heavy with the loss of so many subordinates
to the unmanned weapons of the Strahl. Bazooka
armed NeuSpotters and the slug-like F-boot were
becoming more common among the Strahl desert
forces; cheaper to station there than a manned unit.
After seeing so many friends fall victim to them, he
vowed revenge.
ENGAGING FORCES
STRAHL TROOPS Base Defense Group 17
Initial Deployment (Place according to the Special Rules)
4 8 2
MERCENARY ARMY company attached to the 331
st
AFS
Initial 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 on
the map; their hex location should be recorded and the
tokens set aside. Strahl units that are concealed remain
concealed until they move or attack, hiding under the sand.
The infantry squad is the exception and can be found by
the Mercenary Troop player by using a J40(S). Every turn,
during the troop phase J40(S)s assigned to ground support
can be placed on a hex on the map board. If the infantry
unit is within that hex, or the 6 adjacent hexes, the Strahl
Troop player should announce so, and the unit is revealed.
On map board 6, hex number 2205 and the six surrounding
hexes are Hill 91. If the Mercenary troops have 4 units on
the hill at the end of the game, they are victorious. The
Strahl force is victorious if this is prevented.
NUMBER OF TURNS: 10 Turns
(Strahl is frst player)
6 7 8 9 10 1 2 3 4 5
1
(PC)
Ma.K.

Treat all forest


and pond hexes
as clear.
SCENARIO
20
SKIRMISH
(A PROLOGUE TO FASEREI)
14 March 2886, Eastern Europe
The renewed balance of power in local and orbital space was a sign
of a weakening Strahl presence. By the beginning of February 2886, there were
nine satellites over the northern hemisphere, restoring planetary communications
for the Mercenary Army, including Africa and Northern Europe. Just six months
after the defeat of Operation Super Hammer, it was once again possible to
coordinate large forces and put the strength of the Mercenary Army to full use.
ENGAGING FORCES
MERCENARY ARMY
Initial 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 of
three, with each group of three or
less reducing O.G.P. by 5.
15 6
(Enter on turn 5)
4
Off-Board Artillery
Starting with turn 1
Type II .....W,6015(2)
Type III ....W,10010(2)
MAP
SPECIAL RULES
VICTORY CONDITIONS
N
The six object markers of the Strahl troops (which represent
satellite communications equipment, as well as three
decoys) 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 its
movement on an object marker, the player may inspect the
marker.
Victory is achieved for the Mercenary Army when two non-
decoy object markers are attacked successfully with a result
other than No Effect. The Strahl player achieves victory by
preventing this.
NUMBER OF TURNS: 15 Turns
(Mercenary is frst player)
1 2 3 4 5
11 12 13 14 15 6 7 8 9 10


Ma.K.
STRAHL TROOPS
Initial Deployment 16
th
Satellite Communication Company Defense Corps
18 10
(Ld 1 )
(Ld 2 )
8 6 2 10 6 10 4 6
(3 are
dummies)
Except for the Oskar, all units are deployed within 8 hexes of
hex 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 them
are deployed is optional. These units are
deployed in groups of three, with each group of
three reducing O.G.P. by 5.
Initial Deployment
(1W, N Arrival)
30 12 6 2 5 6 6 10 10
Reinforcements
(4W, N Arrival)
The two D.house fring artillery may be used
as reinforcements, entering from the West
after turn 5.
SAFS Mk II enter as
passengers of the
GreenBuffalo.
SCENARIO
21
OPERATION FASEREI
18 March 2886, Eastern Europe
A large counterattack of the Mercenary army started on March 18th, at dawn (Operation
Faserei), in order to expel the Strahl Troops from the European regionthe entire Terrestrial
Independent 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, in
expectation of a major assault.
ENGAGING FORCES
12 3 5 8
See special rules for
the arrival method.
Off-Board Artillery
Starting with turn 1
Type II .....W6040(2)
Type III ....W1006(1)
D.house ..W45 Each (2)
MAP
SPECIAL RULES
VICTORY CONDITIONS


N
Mercenary reinforcements: Before play begins, the
Mercenary player selects which map side the turn 6
reinforcements arrive. Write down the selection and reveal
the selection when they arrive.
Scoring block hexes: In this scenario, block hexes score
points for the side that controls that block. Each block is
worth a number of points equal to the number of hexes that
are a part of the block. At the end of the game, for each
uncontested block a side controls, it gains O.G.P. equal to
the point value of the block.
The player to acquire at least 20 more O.G.P. points than
their opponent is the victor. In all other cases, the game
ends in a draw.
NUMBER OF TURNS: 30 Turns
(Mercenary is frst player)
2 3 4 5 6
14 15 16 17 18 9 10 11 12 13
STRAHL TROOPS 16th Armored Mobile Infantry Division
Initial 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 8
All Konrads and Gustavs start with 2 PFs each.
Reinforcements (Enter on turn 3)
All PK41 and PKA are
combined as Hornisse.
Each PK41 carries 2
PFs.
10 10
(9E Arrival)
6 3

7
16
Off-Board Artillery
Starting with turn 1
Type II ...........E7030(2)
Type III ..........E15010(1)
Type IV RM ...E6515(3)
Land Mines
280 Points.....distributed on maps
in any non-edge hex
MERCENARY ARMY 2
nd
Temporary Breakthrough Regiment, Nortung
6 2 4 4
(6N or S Arrival)
1 7 8
19 20
26 27 28 29 30 21 22 23 24 25

Ma.K.
SCENARIO
22
FOLLOWING FASEREI
After the holocaust
30 April 2886, Southern Ukraine
FASEREI was a success within the
frst seven minutes. All initial target points were
occupied, and a panic spread through the Strahl
army that lasted for a week. The front moved three
hundred kilometers, allied damage was negligible,
and victory parties celebrated the achievement all
across the Earth. However, the Strahl main force
managed to escape destruction. F. Rashutendolf, now
senior general of the Strahl European forces, sent
fresh troops as reinforcement before the forces were
completely overrun.
ENGAGING FORCES
STRAHL 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 Gustavs
start the
game with 2
PFs 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 frst player)
1 2 3 4 5
11 12 13 14 15 7 8 9 10
7 6 3
(PC)
5 2
Initial Arrival (1W Arrival) 192nd Strahl Army Combat Battalion, remainder
4
Land Mines
100 Points.....distributed on map from 5 to 9
hexes away from any small buildings

MERCENARY ARMY
Initial Deployment (Place anywhere on maps )
12 12 2 1 4 1
(Ld1)
6 2
Off-Board Artillery
Starting with turn 1
D.House....N724 Each (2)
2 2 4 2 1
(Ld2)
Land Mines
280 Points.....distributed on map from 6 to 12
hexes away from any small buildings
6
16
Ma.K.