I used this as a quick teaching game before; It plays in maybe 15-20 minutes. I recently tried it using the preview of the new rules, and it worked pretty well. Thought I'd share.
Something is stirring in the ancient castle . The dreaded Obscura corps of the Reich have taken control of it, and no one knows what their sinister plot might be. When Heinzinger takes most of his troops to deal with a discipline probem in the local village, resistance units see their opporunity, and a pair of soldiers sneaks into the relatively ungaurded castle.
The information they find there could give the Union the chance to stop a terrible power from awakening...if they can make it out alive.
Set Up:
The Union player receives Commando Alpha and Commando Delta, armed with either equipment pack.
The Reich player receives the Strosstruppen and the Shock Trooper, armed with either equipment pack.
Use the Castle Map.
Shuffle the crate tokens and place one on each action circle and each minor objective circle.
Place a Reich flag token on each of the two major objective circles. These represent Heinzinger's notes and sketches of the Patmos seal, which is still being unearthed.
Place 10 spare tokens forming a "path" leading to the castle and place the Heinzinger figure near the path*.
Objective
The Union infiltrators must find collect at least one of the flag tokens and escape the castle by carrying the flag token to their starting entrance.
If both Union troopers are killed, or if Heinzinger returns, the Union loses.
Game Play
A Union trooper may pick up the notes (the flags) from an adjacent circle with an action. The notes do not take up any space, and may be dropped or transferred to an ally as normal for an item.
Heinzinger has graphically demonstrated what will happen to anyone who interferes with his research, so the Reich troops will not pick up the notes, even if they have been moved.
After each turn, move Heinzinger onto the next space on the path. At the end of the 10th turn, he returns to the castle with his troopers, and the Union player loses.
Modifications
Since there are so few models in play, you might want to just use 1 command point per turn. I haven't experimented with the revised rules enough to be sure.
For first edition rules, there are no reinforcements used. (Obviously, there aren't any in second edition either, since there's no way to get 3 CP!)
* The track is just a way of tracking 10 turns. Feel free to use VP counters, or dice, or stacks of stray hamsters. Whatever works for you. Heinzinger advancing to the castle just feels more ominous