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Our Free Scenario Pack

This is our way to thank you for your support. In the following pages you’ll find three scenarios (at least
that is what we are starting out with). I designed a pair for Night of Man and ’65 Squad-level Battles in
the Jungles of Vietnam, and Shayne designed one for Old School Tactical Vol II. We might add more
later, and you’ll be notified. That’s the beauty of Wargame Vault.

If you find any problems, let us know. We’ll correct the scenario and upload an updated document.

Anyway. We hope you enjoy the scenarios. Feel free to visit our site at www.flyingpiggames.com to sign
up for our newsletter or purchase any of these games. You may also purchase downloadable PDF
versions of each of these games at Wargame Vault. Just click right here. Or paste this link into to your
browser. http://www.wargamevault.com/browse/pub/9307/Flying-Pig-Games?word-
variants=true&src=browse9307

Have Fun.

Mark H. Walker
Coming Home. A Solitaire scenario for Night of Man.
Iskara’s band of Militia raided a Killer supply dump, setting it ablaze, killing the guards. They knew, however, not to celebrate.
There was no time for celebrating in this war. They might be seconds away from an orbital reprisal, a moment from an armored
counter attack.

Turns out that they were neither. It was worse. Fifteen kilometers outside of the flaming supply dump they were ambushed by a
combined arms force of Mechanically Enhanced (MECA) infantry and a handful or armored vehicles. The Militia did what they had
been taught, assaulting into the teeth of the ambush. –Mark H. Walker

Turns: 6 Turns. Turn ends when second End Turn is drawn.

Set Up

Militia: Set up on or within one square of 2A6: 2 x Dragon, 5 x Infantry, 1 x Command, 2 x M60, Iskara, Doc.

Killers: Place a random, unrevealed MM in each of the following squares: 2D4, 1G6, 1D8, 1B7, 1B4. Place a Hover Car with a re-
vealed MM in 1A9.

Draw Cup: 6 x MECA, 1 x Hover Car, 1 x Shredder, 1 x RE, 1 x 2X.

Initial Stance

Unrevealed MM in 2D4, 1G6, 1D8, 1B7, 1B4: Defensive.

Revealed Hover Car in 1A9: Offensive.

Change: Never.

Scenario Designated Event: Remove all markers from one, randomly-selected square of Killer unit/units.

Scenario Designated Reinforcement: MECA

Victory

 Militia Receive two Victory Points (VPs) for each Killer unit destroyed or each Militia unit exited off the west side of the map.

 If the Militia accumulate 14 VPs they win. Otherwise they lose.

Special Scenario Rules

 The Killer units may not move in the reserve phase.


Scenario Seven: Salty Dog
Two months into the tour now. The platoon sergeant isn’t, not anymore. Stepped on a piece of
bamboo. Sharpened bamboo. Sharpened bamboo smeared with cow shit. That fixed him right
up. He’s at Bethesda now, one leg light. You’re the veteran who the men look to, saltier than
bacon.
It’s another patrol, but then it isn’t. An RPD stutters, Brawn and Fleming fall, one dead, the
other screaming. The rest of the platoon dives for the jungle mud, hoping to hell someone else
catches the bullets.
You’re up El Tee. Save some lives.
Length: 6 Turns. Turns end when the second End Turn is drawn.

Setup
Terrain: Place Clear terrain hexes in 2J3, 3B4. Pond in 2I5, Kunai in 3I5.
U.S: Set up on the following hexes: 2I5, 2J4, 3A4, 3B3. 6 x Rifle, 2 x M60, Dixon, Black.
NVA: Place 1 x Rifle on 2I4
with a revealed MM. Place un-
revealed MM on the following
hexes: 3C5, 3D3, 3E2, 3B1,
2H1.
Draw Cup: 4 x Rifle, 2 x RPD,
1 x 2X.

Initial Stance
• Defensive

Other
• Scenario designated event: We ain’t done yet! The American player may remove a Fired
marker from one American unit.
• Scenario designated reinforcement: NVA Sapper
• Objective: Any U.S.-occupied hex

Victory
The Americans win if they eliminate 5 NVA units before the end of the scenario.

Special Scenario Rules


• On any even-numbered turn Black (if he is an EU) may play a Power card to call an artil-
lery strike on any hex (and two adjacent) in his LOS. Each hex is attacked with 4 HEF (5, if
there is more than one unit in the hex).
• The NVA have the initiative on turn 1. The Rifle unit in 2I4 automatically activates, following
the drawn card’s instructions.
Bad Idea Scenario 17
December 6th, 1944. Singling, France.
GERMAN FORCES
Patton’s spearhead, the 4th Armored Division had 11th Panzer Div
been slugging it out in tough terrain in difficult weather
for almost a month in France. • 8 x Rifle
Moving onto Bining, units of Combat Command A • 1 x Sniper
came under fire from the area of Singling. The aggressive • 1 x Captain, 1 x Lieutenant, 1 x Sergeant
commander, Col. Creighton Abrams decided that the • 1 x HMG
town had to be taken. • 1 x PaK 40
Company B Shermans of the 37th Tank Battalion with • 1 x Pillbox
infantry riding on their decks, stormed into the town. • 2 x LMG, 2 x Panzerfaust, 1 x Panzershreck
But, a larger force of the veteran 11th Panzer SETUP TURN 11
Division was already there and a fierce struggle broke Anywhere West of X hexline and North of #19 hexes.
out.
• 2 x Hetzer
TURNS: 11 SETUP TURN 11
MAP: 5 Any M road hex.
MAP COORDINATES: L hexline to East map
edge • 3 x PzKpfw IV H
ENTER TURN 8
OFF BOARD ASSETS Anywhere on West map edge North of L10.
American player has 1 OBA Artillery, and 2 OBA Artillery
Smoke. • 2 x PzKpfw V
German player has 1 OBA Rockets on Turn 6. • 1 x Armor Leader
ENTER TURN 6
SPECIAL RULES Using any of L5, L9, P1, V1 hexes. +1 Impulse Die.
German player sets up first.
PaK 40 must setup and remain in Pillbox. GUT CHECK: 7 IMPULSE PTS: 2D6+3

Farm fields are muddy. Movement cost of 2 for all units.


Tanks must take a Bog Roll for each Farm hex moved AMERICAN FORCES
into, bogging on a 1D6 roll of 1 or 2.
4th Armored Div
Roads are heavily bombed. 1 Movement point per road
hex for all units. • 10 x Rifle
• 2 x Engineer
No Bocage, treat all Bocage as normal Hedges. • 2 x Lieutenant, 3 x Sergeant, 1 x Armor Leader
• 3 x BAR, 3 x Bazooka, 2 x Satchel
All buildings are 1 storey. • 6 x M4A1 Sherman
• 5 x M4A3(76)W Sherman
To have complete control of a building, the American • 1 x M4A3(105) Sherman
must have a squad/reduced squad inside (does not have
to be good order) and there can be no enemy units. SETUP TURN 11
Anywhere on OO hexline from OO8 to OO22 inclusive.
VICTORY Must setup loaded with a maximum of 1 tank per hex.
American player wins by having complete control of 3
multi-hex buildings at scenario end. GUT CHECK: 7 IMPULSE PTS: 3D6+5
German player wins by denying American victory.

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