Hammer's Slammers - Scenarios
Hammer's Slammers - Scenarios
Hammer's Slammers - Scenarios
CENARIOS
SCENARIO ONE
(2 PLAYERS)
Badger Hunt
3
ED
ATTACKER: TAN
MORALE:
9
10
x2
x1
x2
x2
On small border board E between
road and east edge of board D:
x2
x1
x1
x1
x2
x1
x1
x1
x3
DEFENDER:
x1
x2
GREEN
x2
MORALE:
x3
x6
GAME LENGTH: 6 Turns
8
9
x2
x4
x2
SCENARIO TWO
(2 PLAYERS)
This is how it started, long before the Slammers were called in. It had been a sleepy little
war; the kind that was better at keeping the
government in power than winning battles.
Then some hotshot general wanted to use all
of his shiny new paratroopers. A week later the
city was in ruins and everyone started aiming
for real.
4 C
E
MORALE:
ATTACKER: TAN
x16
DEFENDER: GREEN
MORALE:
x2
x2
x6
x4
VICTORY CONDITIONS: Winner is player who exclusively occupies the most hexes of the
large city on Board 4. The occupiying units may
be disrupted.
SCENARIO THREE
(2 PLAYERS)
Hangman
We in the Phenix Moirots Mercenaries
are sympathetic towards rebels by nature. If
we liked governments we'd still be with some
planetary force. Occasionally, though, the
rebels don't deserve any sympathy. Our two
platoons have been assigned to a rather
grimly satisfying job. Just ahead are several
cadres of religious militia. Behind us is a series of towns they "purified" for their faith. It
was pretty ugly, especially the children; I like
children. Their propaganda broadcasts swear
their soldiers never surrender... good.
1
MORALE:
ATTACKER: RED
5
F
4 c
E
x12
x6
DEFENDER: GREEN
x1 w/gas
MORALE:
x16
x10
V I C T O R Y C O N D I T I O N S : Red must eliminate all Green units by end of turn 5 and suffer
less than 5 losses.
SCENARIO FOUR
(2 PLAYERS)
Last Grasp
Sometimes, if you eliminate a part of a
problem the rest goes away by itself. When the
other side's mercenaries set up they left one
vulnerable point, but it wasn't a very important
one. Colonel Hammer is now staging a sham
assault on the too obvious trap. As he guessed,
all the mercenary armor would rush in to be at
the kill. Now, all we have to do is hurry in and
clean up the infantry they left behind and just
sit here between them and their supplies. Just
one very painful thrust and things will get a lot
quieter. It's hard to hurt a tank with your bare
hands.
ATTACKER:
MORALE:
BLUE
x8
OR
x10
x6 w/ECM
MORALE:
DEFENDER: RED
x10
x16
G A M E L E N G T H : 5 Turns
VICTORY C O N D I T I O N S : Blue must eliminate all Red defenders by end of Turn Five.
SCENARIO FIVE
(2 or 3 PLAYERS)
Slammers
There is tremendous amount of destructive capability in one tank. One platoon could
literally level a mountain, if it's a small mountain. That's why it's so unusual for Colonel
Hammer to assign more than a few platoons
to one assault. When our platoon was sent to
support another company, I suspected things
were going to be rough. My suspicions were
confirmed when I realized there wasn't a
planetary unit in sight, just Slammers. The
Colonel always said when he wants something important done, we do it ourselves.
6
ATTACKER: BLUE
MORALE:
3 C
x24
x16
OR
DEFENDER: GREEN
x22
x14w/ECM
MORALE:
x5
x16
x10
x6
MORALE:
DEFENDER: TAN
S E T U P : On Board 6, Tan sets up and moves
third.
Anywhere on Board 6:
x12
x8
x8
x4
8
GAME LENGTH: 6 Turns
VICTORY CONDITIONS:
Player who accumulates the most
victory points by the end of turn 6 is
the winner. Victory points are equal
to the cost of units found on the
design your own scenario section
of the rules.
S P E C I A L R U L E S : In the 3 player game, one player controls the Blue units, the second player controls
the Green forces, and the third player controls the Tan forces. Only in the 3 player game, Blue may not add
destroyed Green and Tan units together for victory point determination. Blue may only move a maximum of
20 units onto either board 6 or 3.
In the 2 player version, one player controls Blue, and the other player controls, moves, and fires both
Green and Tan forces. The Blue player may add together eliminated Green and Tan forces in determining
his victory point total.
5
SCENARIO SIX
(SOLITAIRE)
Snipers
The Major was swearing under his breath
in an obscure dialect of his native French.
Even before he started we all knew this was
going to be a bad one. When he finally started
the briefing his voice rang with sarcasm.
'It seems,' he spat out, 'our employers can't
keep the road to their capital clear. We've
been ordered to take whatever forces available and clear out an unknown number of
rebels from an unknown number of positions
and armed with unknown weapons.
'It appears, gentlemen,' he finished, 'about
all we do know is that we only have a few
hours to get them all.'
I always hate it when the Major calls us
gentlemen. It invariably means that some
good men are going to die.
6 D
MORALE:
ATTACKER: BLUE
x3
x6
x6
DEFENDER: GREEN
S P E C I A L R U L E S : Each forest hex on Board 6 must be entered by Blue and any infantry units encountered
eliminated. Use the blank side of the rubble counters only to show which forest hexes have been entered. The
Mercenaries must actually enter a forest hex to discover if any partisan infantry is hiding there. Ignore rubble results on
the Combat Results Table. All combat is Close Assaults. Green units may not move.
VICTORY CONDITIONS:
The Mercen-
SCENARIO SEVEN
(2 PLAYERS)
Mass Assault
The final battle of a war always seems to
be the bloodiest. Maybe the generals figure
they won't be needing the men anymore. It
was true on the world we now approached;
perhaps the most vicious fighting between
the religious factions on Serenity (some
name, huh) occurred the day before the
Slammers landed with a contract to end the
war. The problem was both sides knew whoever controlled the capital would probably be
recognized as the real government. The only
way for the rebels to succeed was to hold part
of the capital when the ships landed tomorrow. Otherwise, the Slammers won't meddle
in purely internal matters, like mass executions.
2 C
E
ATTACKER: TAN
MORALE:
6
7
8
9
x4
x12
x8
MORALE:
DEFENDER: GREEN
x4
x4
x4
x2
SCENARIO EIGHT
(2 PLAYERS)
Break Out
ATTACKER:
& RED
S E T U P : Green and Red set up second and
move first; Green on Board 2 south of all river
hexes, Red on Board 6,7 hexes south of Board 1.
GREEN
MORALE:
3 C
2
ED
GREEN
x10
x8
x6
x6
x8
x8
RED
x4
DEFENDER: TAN
MORALE:
S E T U P : Tan sets up first on Board 1 and Board 3. The defender moves second.
Anywhere on Boards 1 and 3:
x6
x4
x12
x10
x2
GAME LENGTH: 8 Turns
V I C T O R Y C O N D I T I O N S : Red and Green must get as many units as possible off the north edge of
Boards 1 and 3 by the end of turn 8:
draw
If 19 or less units get off
decisive defeat 25-29 units
for Red & Green. 30-34
Marginal victory for Red & Green.
If 20-24 units get off board
marginal defeat 35 or more . . . decisive victory for Red & Green.
for Red & Green.
8
MORALE:
Anywhere on Board 5:
GREEN
x2
x2
x8
x3
x3
x3
x2
x2
RED
DEFENDER: TAN
MORALE:
x2
x1
x6
x2
x2
VICTORY CONDITIONS: Player with
most undisrupted units in city hexes on Board 5 at
the end of Turn Six will be declared the winner.
SCENARIO TEN
(2 PLAYERS)
MORALE:
S E T U P : Tan Paradrops onto Board 4 on Turn One. Red sets up second anywhere on Board 6. Tan and
Red move first.
Paradrops onto Board 4
TAN
x2
x10
x2
x12
x10
x12
Anywhere on Board 6:
RED
x2
x3
MORALE:
GREEN
x4
Anywhere on Board 3 before Tan Paradrops:
GREEN
x10
x6
x2
x2
BLUE
x2
x4
x6
10
x3
w/gas
Continued on
next page
GREEN
Traditional Objectives
To the Slammers a bridge is more of an
obstruction on the nice clear rivers than anything else. Unfortunately, the locals still used
wheeled transport and unless we wanted to
fight the rest of the war with just two mercenary regiments, we needed that bridge. A real
traditional objective, but it's hard to be nostalgic during a Close Assault.
SCENARIO ELEVEN
(2 PLAYERS)
MORALE:
ATTACKER: B L U E & R E D
S E T U P : Set up BLUE on first full hexes on the west edge of Board 2. Set up RED on the first full hexes on
the east edge of Board 3.
West edge of Board 2:
BLUE
x5
East edge Board 3:
x10
x4
RED
x3
x4
x10
x1
MORALE:
S E T U P : TAN: Set up On Board 3 at least 5 hexes from east edge of board. GREEN: Anywhere on Board 4.
On Board
3:
TAN:
x2
Anywhere on Board 4:
x1
x8
x3
x1w/gas
x2w/gas
GREEN:
x2
x3
x6
x3
11
x1w/gas
x2w/gas
Continued on next page
Religious War
SCENARIO TWELVE
(2 PLAYERS)
4C
ED
ATTACKER: GREEN
MORALE:
7
S E T U P : Green sets up on south edge of Board 6. The attacker sets up second and moves first.
South edge of Board 6:
x12
x10
x14
x14
x4
x4
x4
x2
x2
If BLUE loses 3 units, all Blue units will leave. Immediately remove remaining Blue units from play.
Anywhere on Boards 1 and 4:
RED
BLUE
x6
x1
Anywhere on Boards 1 and 4:
x1
x2
x6
TAN
x4
x10
x4
x4
x4
x6
3 C
E D
ATTACKER: Tan
S E T U P : Tan sets up first on various boards
(see troop displays) before the game starts and
moves third.
Anywhere on
Board 1:
Board 2:
MORALE:
Board 3:
Board 4:
Board 5:
Any Board:
x1
x2
x2
x2
x2
x4
x4
x1
x1
x1
x1
x2
x2
x6
x1
x2
x1
This force can
be split between the other
forces or placed
on the board together.
Continued on
next page
x1
13
SIDE 2: RED
MORALE:
x4
x6
SIDE 3: B L U E
x10
MORALE:
x3
x10
x5
x1
14
Spice Madness
First come, first servedif you can keep
it. Four ounces of Geri-spice was worth as
much as the entire regiment was paid for a
week of nasty duty. Ten ounces would buy a
shiny new tank. The funny little critters who
produce the spice make about fifty ounces a
yeartops. Yesterday the ship carrying an
entire continent's production simply blew up
over the middle of nowhere. The spice was
packed in titanium steel containers and probably survived. One is careful to securely pack
something three thousand times more valuable than gold. Intelligence figures the containers are spread all over hell and gone a few
miles ahead. In the morning we'll begin
searching, but the intelligence boys must be
right. Why else would there be at least one
other mercenary force and the cream of two
planet's armies camped within a few Klics of
here. It's going to be a long day.
SCENARIO FOURTEEN
(4 PLAYERS)
SPECIAL RULES:
1. It costs one movement factor to pick up the Spice Containers.
2. Spice Counters do not count towards stacking.
3. All Morale rolls are desperation. Morale level of all troops is 6. Morale does not have to be purchased.
4. Combat can only occur on Board 2. You can't shoot units on the other boards. Units on other boards can
shoot into Board 2. Half hexes on the cut are considered to be Board 2.
5. A spice counter moved onto your board is considered safe. If a unit carrying a spice counter is eliminated,
the spice counter is not destroyed.
6. Opponents may not move onto your board.
7. Conventional APC's and Conventional Armored Cars can go into swamps and lakes (amphibious for this
scenario only).
8. You may use gas, ECM, and paratroopers.
15
Hover
Tanks
Combat
Cars
Dismounted
Infantry
Mounted
Infantry
Self-Propelled
Artillery
Hover
Tanks
Combat
Cars
Small
Gun
Howitzer
Dismounted
Infantry
Mounted
Infantry
Self-Propelled
Artillery
Large
Gun
Self Propelled
Calliope
All units are tracked or wheeled vehicles except for Infantry, Large Guns, Small Guns, Howitzers, and
Calliopes.
Tracked
Tanks
Armored
Cars
Small
Gun
Howitzer
Infantry
Armored
Personnel
Carrier
Self-Propelled
Artillery
Calliope
GAME MARKERS
Turn
Marker
Fortress
Rubble
Rubble
16
Large
Gun
Self Propelled
Calliope