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Hedgerows
This may or may not be handled in my house rules, but here goes: Passing through hedgerows is as per CF for infantry, except 2D6 are rolled on moving through the hedge: if two "hits" are obtained, the squad is "stuck" on the same side of the hedge it started and can move no more that initiative. Initiative is not lost. See a later paragraph for how Germans may move through their own positions in a hedgerow without penalty. For tracked vehicles trying to pass through hedgerows, the same is done as per infantry except 4 dice are rolled. If the vehicle "passes" the crossing test, reactive fire at the vehicle as it goes through the hedge is as if the vehicle is stationary (no movement penalties for the reactive firing squad/gun/AFV) ad its side armour value is used (for going belly up). The hedge flips back up as the AFV passes through and the vehicle's passing through does not create a "hole" for other vehicles to pass or for LOS. For these games, there are no hedgerow cutter equipped vehicles. Prepared German positions are assumed to be dug into the hedgerow bank with fields of fire cleared into the adjoining field or fields, if the position is at the intersection of two fields. In such a position, the Germans are considered to be on the other side of the hedgerow and cannot be engaged in close combat unless the British pass through the hedge (as per above). Because the Germans know the layout of their company sized positions, they may cross at any point through the hedgerow where there is a German position without having to roll as per above. In other words, they know where the hedgerow is thinest or has some clearing Gaps may be blasted through hedgerows by engineers placing charges. In the reconnaissance phase of both games, the British player has the option to bring one or more engineering squads forward to place charges as part of the recce activity. The following is straight out of my house rules: An engineer squad can carry up to two sets of demolition charges. Scenario design can specify uses other than the following. Laying, Cutting Charges An engineer squad will successfully lay one of its charges or cut lines to any number of existing charges in the same place if the engineer squad is adjacent to the target section and the engineer is stationary, unsuppressed and does not fire for one entire phasing initiative. Detonating Charges Detonating a laid charge is an action. An engineer squad or platoon commander may attempt to detonate a charge it has laid. If other charges are laid in the same place by other squads, only one of the squads need detonate its charges and all will detonate. ■ After a charge is laid, the following phasing initiative, the engineer squad may move away for one move action and then follow up with the detonation action. Detonation can be delayed, but the location of the plunger must be marked – it cannot be more than one move action away from the charges. |
| Reconnaissance Phase (Back to Top) In both games, the British get a recce phase. Two foot patrols, repesented by platoon commander stands, each operated by one of the two players on the British team. The purpose of the following rules is to try and draw a balance between the "fog of war" gulf that would exist between the recce patrol and the British battle group headquarters since the players are playing both of these roles. The recce is assumed to take place at night. LOS is 10 inches maxium. Actions permitted by recce patrols are movement, which includes the consideration for passing through hedgerows as described above, and spotting. Other actions include pre-registering artillery targets, and exchange of information with the other recce patrol. Rallying may be attempted by a recce patrol at a veteran level with an additional +1 modifier. Recce Movement & Spotting Spotting is as per Crossfire's "Recon by Fire" except this is considered spotting, not firing. After 4 attempts on the same target, a successful roll becomes a 4-6, instead of a 6 For every recce patrol move action, the German player gets a "reactive spotting attempt". Two dice are rolled with two 5,6 "hits" resulting in the recce patrol being spotted. Once spotted, the patrol may be fired upon by ONE and only one German stand. Crossfires are not permitted (to dark to coordinate fire) but gfire groups may be performed. The target is treated as a squad in cover (because of the darkness). If a recce patrol's spotting attempt fails, the German side may make a spotting roll as its phasing action. Because the patrol is stationary, 3 dice must be rolled ard three hits are required to see the patrol and allow firing as described in the previous paragraph. German spotting of the recce patrol is never automatic. If, for example, "reactive spotting" is successful and a Germans squad fires and suppresses the British recce squad, on the german initiative, the spotting rol must be rolled again before phasing fire may take place. A successful spotting roll is good for one fire action only. The German may make a reactive or phasing spotting roll whether or not there are German units within LOS of the british patrol. Similarly, a successful German spotting does not force the German to perform a fire action. This is significant for whether or not the German wants to reveal anything. Revealing German Forces When the German fires at the British recce patrol, the origin of the firing is not revealed (British players may have to turn heads for the German to check LOS/night range) until the fire action is resolved. Of course the number of dice used may give the British an indication! If the recce patrol is killed, the location of the firing German unit is not revealed. If not killed, the exact nature of the German that fired is not revealle, but a chip (see below) is placed. If a recce patrol's spotting attempt is successful, a coloured chip (a different colour for both patrols) is placed on the location, but the nature of the German unit is not revealed. It is only when a recce patrol leaves the board within the alloted time frame, that the nature of the chips are revealed. When the recce phase is complete, the German player places the actual forces represented by the chips, if the chips are still there. Chips may be removed if:
Exchanging Information Any time the recce patrols are adjacent, they may exchange information (this is not something the Germans can do any reactive spotting/firing for). All spotted locations up to that point will have both colour chips laid on them. Pre-Registering Artillery Targets The British gets a substantial artillery element. A recce patrol may pre-register a target at any time. The required rolls for success are: 6 the first attempt, 5,6 for the second, 4-6 for the third and 3-6 for 4th and subsequent attempts. Failure at registration allows German phasing spotting attempts. Once successful, an artillery chip is laid. Artillery registration information cannot be exchanged and if a patrol is killed/does not make it back, the registered targets are not registered for the game. |
| Universal Carriers (Back to Top) See how universal carriers are treated in the first crossfire competition. Click the back button to return here. |
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