Crossfire Competition
Highlights: Germans Game 1 Game 2 Game 3 Game 4 Game 5 Team Scores & Placing

Situation
Map, aerial photo of objective
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Enemy Forces
Aerial photo, enemy armour
Mission
Execution (How the competition will be run)

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.
US
US Infantry & Armour
British
British Infantry 
& Infantry Tanks
Canadian
Canadian Infantry & Armour
Soviets, Heavy
Soviet Infantry & Heavy Armour
Soviets
Soviet Infantry &  Armour
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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    • Enemy Forces: 
      • 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.]
      • 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.



      • There were also considerable numbers of dismounted troops on the move somewhat later than the time the German armour was trying to move forward.  Based on other recce reports, If encountered, they are likely SS and will be more heavily armed and have much higher morale than the Volkstrum troops.


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    • Friendly Forces

    •  
      • This will be revealed to the players after they have chosen from one of the forces outlined above.
    Mission
    • Your forces will clear up to and seize control of the crossroads.

    •  
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    Execution
    • 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.
       
    • 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.
        • Players alternate, performing one action at a time.
        • The recce squads are scouting and players will not be permitted to fire them or have them participate in close combat.
        • Actions permitted are movement and spotting.
        • Spotting is as per Crossfire Recon by Fire (of course, firing has no part of it).
        • 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.
        • 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".
        • 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.
        • 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. 
        • 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. 
        • 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.
        • 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.
        • 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.
        • 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.
        • If there is any time left over from the recce phase, it is added onto the main battle 3 hours.
      • Phase 2 - Final Planning  Players are permitted to unfold and examine "sighting photographs" successfully returned by recce squads.
    • Timings

    • Timings must be strictly adhered to by the referee for all games.
       
      • Phase 1 - Recce 30 minutes
      • 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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