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Guidelines on Writing Crossfire ScenariosMy Scenario Template outlines the things to consider in creating a new scenario. But that is the easy bit; the hard bit is filling in the gaps to create a balanced and fun game. :I've some advice on bits of that process:
MissionsThere has to be a reason for the scenario. This can be based on a historical situation, or just a generic Mission. Missions dictate the Objectives, orders of battle, deployment, reinforcements, and possibly special rules. When creating your mission, you have to be conscious that their must be some reason for the defender to actually defend - see Making the Defender Defend. Possible Missions are:
For most of these missions - with the exception of Meeting Engagement - there are three types of Defensive Deployments to choose between: (The Eastern Front Scenario Builder inspired some of the variations given in this section.) Meeting Engagement MissionPurpose:
Objectives: Terrain and/or Casualty. Meeting engagements are quite tricky in standard Crossfire as the free movement means the first side on the table will control the table. Scenario specific rules are necessary to limit this. Rob Wolski outlines how to run this type of scenario in the Crossfire Rules (p. 32). I'd only add that on the assumption the attacker knows what they're headed for, but the defender is closer, the attacking player chooses the objectives and the defender player takes first initiative. Although Tim Marshall highly recommends Rob's Meeting Engagement rules, he also suggest some alternatives
Another idea idea based on the Eastern Front Scenario Builder which I haven't tried is to have both sides enter base edge. Recce units arrive in first initiative but other units test entry time (dependent on type of unit). Attack MissionPurpose:
Objectives: Terrain, possibly combined with Casualty and/or Search and Destroy. Typically the defender deploys on 1/2 to 2/3 of the table, and attacker enters from their table edge. The attacker is likely to have numerical superiority to offset the defender being hidden. Several variations are possible here: Exploitative Attack, 2nd Wave Attack, Counter Attack. Exploitative Attack MissionHaving already breached the enemy line the attacker is trying to drive into the defenders rear. The defender has second echelon units ( HQ, supply and artillery positions). Both sides will have depleted orders of battle due to earlier casualties. It is possible the defender will have on-table artillery. 2nd Wave Attack MissionHaving already breached the enemy line the attacker is trying to destroy any remaining enemy resistance left in the front line. Both sides will have depleted orders of battle due to earlier casualties. Counter-Attack MissionHaving lost an earlier fight the attacker is trying to dislodge the enemy from the attacker's original positions. Both sides will have depleted orders of battle due to earlier casualties. Breakthrough MissionPurpose:
Objectives: Breakthrough, possibly combined with Casualty. Normally a more deliberate form of attack, against a more prepared defender. A couple of variations: Encirclement and Fighting Withdrawal. Encirclement MissionThe attacker is trying to avoid being cut-off and escape with as much equipment as possible. Both sides will have depleted orders of battle due to earlier casualties. Fighting Withdrawal MissionThe defender is fighting a rear guard action to hold up the enemy offensive NOT PLAY TESTED. Suggestions for Crossfire:
Attack / Counter-attack MissionAn Attack / Counter-attack is really a mini-campaign with two phases: the Attack Mission and the Counter-Attack mission. Both phases are fought on the same table. Both players try to capture the table, the player who controls the Terrain objectives at the end of the counter-attack phase wins the mini-campaign. At some defined moment during the the Attack Mission one side's morale breaks and it withdraws. The break point could be any of the following:
The victorious side then deploys over the whole table, and, with the advantage of defence, but the disadvantage of having by this time suffered losses. The victorious side, has to fend off the counter-attack of the losing side, which is has now been reinforced (perhaps gets half or all its lost units back). You could fight back and forth over the same ground a few times this way, which forms a sort of micro-campaign. Defensive DeploymentFor most of the Missions described above - with the exception of Meeting Engagement - there are three types of defensive deployments to choose between: Hasty DefenceAn impromptu defensive positions. The defender has had only a day or so’s preparation, so has only dug a few holes in the ground. Neither side has much intelligence information. Guidelines for Crossfire
Prepared DefenceThe defender has had a week or so of preparation allowing for trenches to be dug, mines to be laid. Both sides have reasonable intelligence. As a Hasty Defence, but:
Fixed DefenceThe defender has had months of preparation such as at the gates of Moscow in ‘41 and at Kursk in ‘43. Expect lots of mines, trenches, tank traps, dragons teeth and excellent intelligence. Making the Defender DefendTim Marshall posed the following question on the Crossfire Discussion forum:
There are several ways of dealing with this problem.
Keep the real objectives secretThe simplest approach is not to tell the defender what the Terrain objectives are, or at least not all of them. This compels the defender to spread his forces and try to understand from the enemy's moves, what is the objective. The attacker can try to hide his real intentions, and through a series of feints can make the real objective elusive until its too late.. Typically you'd start a small game with 2 objectives; 4 for medium game, 6 for large and 8 for huge. There are various ways of selecting the real objectives from these:
Weight the ObjectivesWe used another variation at the Shed team for a campaign set in Normandy. Divide the objectives in Minor (low points value) and Major (mid points value) objectives. Minor objectives must be placed in the front sector of the defender, whereas Major objectives are placed in the defender's rear zone. Before the game started the attacker could secretly upgrade some Major objectives to Vital (high points value). Both players then get to decide where to put their energy in attack/defence.
Allow the attacker to change objectivesStart with specific Terrain objectives, but allow the attacker to switch objectives if an opportunity presents itself. I suspect an attacker's ability to do his would vary similarly to how command and control does, so Germans can switch objectives at the start of a initiative on a 4+, but British on a 5+ and Soviets on a 6+ (or perhaps not at all). Pre-game you'd have to decide if the new objective had to be a Breakthrough objective and/or could be an alternative terrain objective.Use Breakthrough objectives insteadUse Breakthrough objectives rather than Terrain objectives. In a Breakthrough the attacker is trying to get stands off the defenders table edge; this forces the defender to try and hold the entire line. Alternatively use both Breakthrough objectives and Terrain objectives, i.e. victory is achieved if terrain objective taken and/or breakthrough conditions met.. Map/TerrainFirstly, how big should your table be. The pattern seems to be 4' width (not necessarily length) when the defender is 1 company or less, regardless of size of the attacker (could be up to a battalion). 6' width is reserved for when the smaller/defending side has at least 2 companies. For a fun game you'll have to provide the attacker with covered lines of approach - at least on the base line. If not, it will be a quick and bloody slaughter. The defender should also have covered routes on their base edge to facilitate redeployment - otherwise they'll get ground to a pulp with little chance of reply. You'll need a lot of terrain. Crossfire suggests you aim to have 1/3 of the table being covered by features. The minimum size of a terrain feature in Crossfire is roughly 4" x 4", however, you can have up to 8" x 8" for a single feature. Structures are a bit different because each section should be the same size (4"x4" or 3"x3"), so bigger structures actually have several sections. You'll have about 50 terrain features on a 4' x 4' table, and 75 on a 6' x 4' table. For example, a suggested 4' x 4' table for a novice scenario looks like this: There are about 50 features, and they range from being 3" x 3" building sectors through roughly 4" diameter features to a large wood which is about 8" across. You might also want to see the full list of terrain features possible. For a pick up game I tend to throw the terrain on the table then adjust for aesthetic reasons. This involves moving features around to improve the "look", but also adding props to the features themselves, e.g. trees, brushes, rocks, boulders. Finally, check that there are no stupid lines of sight (LOS) - check from all angles. Lloyd Nikolas suggests about six "layers" of terrain across the table in all directions. Forces AvailableOf course you'll use what figures you have, but we are also looking for some kind of game balance. Real commanders aimed for 3:1 odds in attack to be sure of victory, but this won't make a good game. In fact in Crossfire experienced players can have a "balanced" game with 1:1 force ratio. But 1:1 doesn't mean parity in actual numbers, it means parity in effectiveness. Veteran troops are, for example, more effective than Green, so in a balanced game a small number of Veterans can face off a much larger number of Green troops (about twice as many). That means I almost always use the Crossfire points system as the starting point for my Orders of Battle. This system isn't perfect but it is near enough. The point system, however, ignores a few factors which we have to take into account:
If you're using armour then ensure the opponent has appropriate weapons (ATG, Armour, IAT) to counter it. Victory Conditions and ObjectivesMy analysis of various scenarios highlights a limited set of objective types:
TerrainAttacker is attempting to capture and hold a number of terrain objectives (e.g. village/building, minor bridge or high ground). Defender is trying to prevent this. A rough guide is that a small game has 2 objectives, mid-sized 4, large 6 and huge 8.A slightly more difficult variation on this is to eliminate all enemy LOS to the objective. In this case the objective is typically a linear feature like the table edge. Both options from the Scenario Generator of the CF rules (p. 31-33) use Terrain objectives. Often combined with Casualty objectives Example victory conditions for Terrain:
CasualtyOne or both sides might get points for inflicting casualties (indicated by an A, D or AD after the type - meaning Attacker wants to inflict casualties, Defender wants to, or both want to). This is often combined with other Objective types, e.g. Terrain. Example victory conditions using both Terrain and Casualty (D):
Search and DestroySearch and Destroy is a variant on the Casualty objective where both attacker and defender are trying to eliminate enemy units. Example victory conditions for a Search and Destory:
BreakthroughThe objective of a breakthrough attack is to breach the enemy defences and push on into the rear of his positions. In game terms the attacker must exit the opposite table edge (ideally whilst maintaining a good line of communication to ones own base line). The defender is trying to prevent this. Neither, one or both sides might get points for inflicting casualties (indicated by an A, D or AD after the type).Example victory conditions for Breakthrough (AD):
RaidAttackers must get to the objective, stay there for a while, then get off table again. Defenders must prevent this. The Crossfire website has some suggested objectives:
Then turning to history, Ivan Kobets, a Russian Scout officer, mentions a few "Raid" type activities that his unit undertook
Example victory conditions:
RecceAttacker attempts to locate enemy troops and positions in the smallest about of time, and whilst minimising their losses. Defender attempts to inflict enemy losses, minimise their own losses, and deny information.Ivan Kobets, a Russian Scout officer, mentions a few "Recce" type activities that his unit undertook
If you're using them, then following features some or all of the follow features should be occupied at the start of the game. As spotting these attract VP we need to encourage the defender to use them andhave them on the front line.
Example victory conditions (from Russian Scouts):
Mission Ideas from Flames of WarJust a note to myself to see if I can find Crossfire equivalents for to these Flames of War missions ...
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