Crossfire Competition
Post Competition
Notes: Note that the forces shown in the links below are very armour
heavy (especially for Crossfire and even using my armour house rules).
The idea is to force players to very carefully plan their attacks and make
maximum use of armour/infantry cooperation type tactics in close terrain.
Overall Premise:
A German defensive position guards a crossroads objective. Two person
teams choose from one of the available attacking combined arms (infantry,
armour, artillery, engineers, etc) forces shown above and both players
play the scenario with the force they've chosen against the Germans who
are played by me. In other words, the team of two players game against
me. How quickly (if at all) the attackers take the objective and
the percentage of casualties suffered will determine which team wins.
For all games, the German positions and order of battle will be exactly
the same.
Attacking
Forces: Clicking on the above links will display
the forces that a team will have when they choose. During the competition,
no player will know what the order of battle is for any of the forces.
Players must make a choice based on what they think might be a forces'
particular strengths and weaknesses based on their historical knowledge.
I will have two possible divisions of forces laid out, though players may
vary what each has as they wish, before the game starts. |
Attacker
Briefing (for all forces)
Situation
It is midnight,
late March/early April 1945. An offensive is being conducted across
a large area of which this scenario is but a small part. H-hour is
set for first light.
The area in
which you will be operating is shown on the map and aerial photo below.
The objective for your forces is to seize control of the crossroads shown
so that armoured columns following behind you can pass through into enemy
territory.
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Attacking forces come from the west
side of the table.
Force boundaries (with respect to friendly
units north and south) are represented by the north edge of the board and
the river to the south.
Railway embankment does not block LOS,
but acts as movement block - move action stops at the embankment.
Graveyard counts as rough terrain.
Features with just lichen (visible
on the photo, not on the map) are rough ground.
Crossing river: Infantry - 2 dice,
2 hits = stop for initiaitive; vehicles - 3 dice, 2 hits = stop for initiative,
3 hits = sunk in soft mud and totally swamped, out of game. Use 4
dice for particularly heavy vehicles. Infantry/vehicle check is made
each time crossing is attempted. A stuck vehicle which tries to get
out adds an extra die for each subsequent attempt after it first gets stuck.
Movement in river is only permitted
directly across it. River has no steep banks and is therefore considered
to be a depression for infantry but not for vehicles larger than a jeep.
Light woods are either single woods
features, or groups of woods features with a fair bit of space between
them.
Heavy woods are multiple woods features
touching each other.
Attacker will position all forces
involved in main attack on western edge of table.
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There are scattered poorly trainedVolkstrum
defenders throughout the area. They are lightly armed, though have at least
a very close range anti-armour capability with their panzerfausts.
Although they have been in the area for some time and probably have reinforced
their positions with bunkers. [Volkstrum
will be treated as Soviet infantry units with respect to Crossfire command
and control and will not be permitted to conduct any crossfires (fire groups
are permitted) to reflect poor level of training.]
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Earlier today, in late evening, aircraft
patrols spotted and destoyed a large German armour column moving toward
this area. The armour appeared to be primarily assault guns; however,
Air Force ground verification teams will not reach the target zones until
we advance past the current enemy front line. Thus confirmation of
(the usually extravagent) kill claims is not yet possible. To help
identify possible enemy armour that may be encountered, this is a photo
of one part of the target column from one of the aircraft sorties today.
Vehicles that escaped are likely now in position or available as reserves
to the German forces in the area.
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Friendly Forces
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This will be revealed to the players
after they have chosen from one of the forces outlined above.
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Mission
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Your forces will clear up to and seize
control of the crossroads.
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Execution
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General Outline
This will be a three phase operation.
Phase 1 will be a night foot patrol reconnaissance, phase 2 is final planning,
and phase 3 is the main attack.
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Groupings & Tasks
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Phase 1 - Recce will be conducted
by a two squads one per player, both of which will be able to operate without
a PC. If the players want to have more involvement, more squads can
be used from the main force; however, these extra squads will not be permitted
to participate in the main attack.
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Players alternate, performing one action
at a time.
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The recce squads are scouting
and players will not be permitted to fire them or have them participate
in close combat.
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Actions permitted are movement and
spotting.
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Spotting is as per Crossfire Recon
by Fire (of course, firing has no part of it).
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A failed spotting attempt by either
player results in lost initiative. Initiative for the attacking recce
force is also lost on a successful "reactive spotting" as described below.
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A successful spotitng attempt is a
6 if infantry are in the feature, 5,6 if a vehicle is hidden beside a feature
(vehicles cannot be placed inside woods features). Referee notes
the number of the position to give players the corresponding folded sheets
of paper at the end of the recce phase. Each sheet contains a darkened
photo of the position, its location on the map and a brief description.
If the German has no forces in the feature, he will report it to the attackers
as "empty".
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If a squad is killed before the end
of the recce phase, those "sighting photographs" associated with that squad
will be returned to the German player.
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A recce squad's move action may be
reacted to with one attempt to "reactive spot" by the German side (even
if the German has no squads in LOS). Reactive spotting is performed
by achieving 2 "hits" on 2 d6. 4 d6 are used if the spotter is
in the same feature as a German squad. If successful, the defender
now has the initiative and may perform phasing fire, but not perform any
move actions. One German squad or firegroup may reactive fire.
If the reactive fire suppresses or kills the patrol, the German seizes
intitiative.
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If the German has intiative, before
he can fire he must make a successful phasing spotting attempt. The
patrol is assumed to be stationary fo phasing spotting and accordingly
harder to sopt, so 3 hits are required on 3 dice. 4 D6 are
used if the phasing spotter is in the same feature, A failed phasing
spotting attempt passes initiative back to the next recce player.
If phasing spotting is successful one fire action (fire group or single
fire) may be attempted. Each and every phasing fire attempt is preceeded
by a single "phasing" spot attempt which must be from a squad within LOS.
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As mentioned, a successful reactive
or phasing spotting allows one fire action (fire groups, but not
crossfires, are permitted) including, if applicable, calling in of mortars
or artillery on pre-registered targets. Any further phasing fire
must be proceeded by a successful spotting attempt (see above - no "spotting
crossfires" or fire groups) aimed at a specific target . Failed firing
and failed spotting attempts lose the intiative and the recce side may
continue.
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The German player does not reveal from
where the firing is taking place. Pins are ignored. If the
recce squad is killed, the German does not reveal from where fire took
place. If no effect or suppressed, the German does not reveal what
fired, but does reveal from where it fired. No folded picture is
issued unless the recce squad makes a successful spotting attempt.
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Cover requirements are as per normal
Crossfire, with spotting and engagement range is 20". Again, only
the German may fire, and with the spotting roll required, that's enough
to put the firer at a considerable disadvantage.
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Squads that do not make it back to
the west edge of the table by the end of the recce phase will get back
too late to have their discoveries included in the planning phase.
In other words, the folded pictures associated with those squads will not
be available to the players.
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If there is any time left over from
the recce phase, it is added onto the main battle 3 hours.
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Phase 2 - Final Planning
Players are permitted to unfold and examine "sighting photographs" successfully
returned by recce squads.
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Timings
Timings must be strictly adhered
to by the referee for all games.
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Phase 1 - Recce 30 minutes
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Phase 2 - Final Planning &
Phase 3 - Main Attack Together, both these phases total 3 hours, plus
any "bonus" time left over from the recce phase if it is completed before
the 30 minutes is up..
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