| April,
1945
Played 14-18 May 2000 with Crossfire & House Rules |
| Players,
Scenario, Forces
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Joe (motorcycle), Derek (officer in foreground), Dave (officer behind Derek) |
Stu (Tim took over near the end of the game) |
| Scenario
A small town, somewhere in Germany, 1945. Defended with scatterings of Volksgrenadiers. Some fanatical remnants of SS units are operating near the town. A US battalion reinforced with some armour is tasked to take the town atop the hill. The Germans must prevent its capture. The 2 starting players (Joe & Derek) on the US side must divide the battalion forces between them. Joe & Derek are unaware of it, but Dave will come onto the table from the north side, after an hour has passed, with "Task Force Trickett", a group of wandering US paratroops. Time is tracked as per the Hit the Dirt supplement's moving clock. The German player rolls a d6 on his initiative, a 5, 6 indicating 15 minutes have passed. Ther German player is expecting a company of SS grenadiers reinforced with a platoon of King Tigs at the end of the first hour, to enter on the South road. For set up, see the page with the playing area. |
| US Forces
1 Battalion of dismounted armoured infantry (veteran) 1 BC, +2 with 3 81mm mortar stands set up on the board to provide indirect fire (house rules) which can be called by BC, CC or PCs. Once the mortars move, they may only provide direct fire and move with the BC acting as their PC. The mortars can fire smoke twice during the game. 1 M-16 .50 cal quad AA half-track 1 tank destroyer platoon of 3 M-36 Jacksons which fire HVAP and HE. 1 AT platoon of 2 57mm AT guns (fire AP only), each towed by an M-3 half track. 1 offboard battery of 105mm howitzers which can be called by the BC or a company commander. 2 smoke missions. 1 forward air controller (FAC) mounted on an M3 scount car. FAC or BC can call a flight of 2 P-47D Thunderbolts each initiative against a target either , success on a 6 on a d6. 3 companies, each with: 1 CC +2, 1 MG squad, 1 Sherman tank w/105mm (for C&C, the CC is the Sherman's PC) firing HE, shaped charge and direct fire smoke: 3-6 on a d6, if a 1 is rolled twice, no more smoke available for that tank. Each company has 3 platoons, each with: 1 PC +1, 3 rifle squads. All rifle squads are bazooka armed and 2 rifle squads are armed with a 60mm mortar providing direct fire (house rules) and smoke: 3-6 on d6, if a 1 is rolled, no more smoke available for the rest of the game for that mortar. 1 platoon from the whole battalion is mounted on 3 M-3 halftracks. Task Force Trickett (veteran paratroops, treat as Germans for C&C) 1 CC +2 3 platoons, each with: 1 PC +1, 3 rifle squads armed with captured panzerfausts 1 tank platoon with 3 M-24 Chaffees. |
German Forces
Volksgrenadiers (Green, treat as Soviets for C&C. Deploy as described above, hidden.) 2 platoons, each with:
2 Pak 40 2 37mm Pak 35 with shaped charge (to reload is a move action - reactive fire allowed) 1 tank hunting platoon with panzerschrecks 1 quad 20mm flak 1 Sturmtiger 2 Sturmgeschutz III (veteran, treat as normal Crossfire Germans), with smoke: 3-6 on d6, if a 1 is rolled, no more smoke available for the rest of the game for that Stug. 1 offboard battery of 105mm guns which can be called by the Volksgrenadier PCs. It will have 2 registered targets. Fire on a registered target is automatic for the first attempt, 4-6 on a d6 for the 2nd and 3rd barrages and 6 on a d6 for any subsequent barrages. On any other target, the roll for successful ranging is 6 on a d6. No smoke. SS Reinforcements 2 Panzer Grenadier Companies (veteran, treat as
CF Germans)
Tank Platoon (green, treat as US for C&C) 3 King Tigers |
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