My first 4 missions with the Enforcers all seemed to involve captives in some way.
Game 1:
First up, a gang that had held a captive for too long without giving a chance of rescue (he was playing saga) was forced to turn their captive over to 592 Enforcer Precinct.
It ended badly with the Omega Strikers getting their guy, and an Enforcer, quite quickly.
Game 2:
The Enforcer rescue mission went better for me, especially when I played the "Power Cut" event card just as I was about to get the captive.
While the alarm went off, the superior night vision of the Enforcers allowed them to outgun the gangers rushing to the scene, taking most of them down before they could even see where the shots were coming from.
2 Omega Striker gangers were hauled in for questioning

Sadly, Dog 1, an Attack Dog was killed after taking 3 enemy gangers down >sniff<
Game 3:
What a (fun) mess of a game.
As 2 gangs had 2 captives taken by an opponent we played this weird rescue mission where the captives had to be taken off the opposite board edge while the other 2 gangs had to stop us.
The Boon Takers, the largest gang in the campaign, just happened to be scavenging in the area so we played a 2 vs 2 vs 1 game.
Despite the Enforcers going down quickly to some appaling armour saves, not to mention some appaling alliances, they held their nerve to face down the Omega Strikers (again!)
Scrappy Doo, Dog 1's replacement, fared well and faced down 4 enemy gangers before being taken OOA and recieving a permenant limp.
Sadly, a lucky grenade blast took down the last Enforcer just as he was getting the captive back to the Precinct so the Strikers regained their men

Enforcer Officer Burton was deafened by that finl explosion and recieved a bionic implant after being sent for a medical.
Game 4:
Finally, and most fun so far was the Assault on Precinct 14.
Clearly tired of the Enforcer's meddling in their affairs, the Omega Strikers brokered a shaky alliance with the Boon Takers and The Hurting to try and crack the Enforcers safe.
Inter-gang fueds showed early on with the gang leaders having no kind of a plan for the assault.
However, when they eventually got their act together and started to target the gate things became more interesting...
LITTLE PIG, LITTLE PIG, LET ME IN!!!
I was all ready to lead a suppression shield charge down the ramp...
Thel I remembered one of those guys had a flamer...so the meatshield were pushed forward...
All 5 bounty hunters went down...
Sadly I have no more pics but the game decended into a 6 turn scrum when I baton charged doen the ramp but performed poorly against the tougher gangers assembled there.
Eventually the Omega Strikers and The Hurting ran just as The Boon Takers managed to force their way into the Precinct.
The Boon Takers then decided enough was enough and voluntarily left the field!
Thanks to the special rules for the scenario and heavy use of suppression weaponry and shock mauls, 7 enemy gangers were captured and one killed.
I decided to send a message to the gangs that lawlessness will not be tolerated and submitted them to the witches test.
They were thrown from the tower above the gate (11" so high impact) and if they died they were innocent, if they survived they were guilty (clearly the enforcers hadn't realised they could now get back to their gang!)
All survived, 5 with serious injuries!
After the game the Hurting and Omega Strikers were outlawed because of the -3 outlaw scenario modifier.
Corporal Jenkins suffered an eye injury and is currently having a bionic fitted.
Scrappy Doo is now "better than ever" and no longer limps.