Wargaming | Crossfire | Scenarios
Multiplayer Pocket

I was asked to run a one-day Crossfire game for 6-8 members of the Guildford Wargames Club. This is what I came up with. It was designed to use all the Eastern Front infantry I had at the time - one battalion a side - plus supporting equipment, however, with play testing I decided to increase the forces of each player to at least 1 company. This meant the total forces on each side ended up being 4 Infantry Companies + 1 Infantry Platoon + 2 AFV + 2 or 3 ATG.

I had considerable input from my mate Mark Doherty and the guys on the Crossfire Discussion forum (notably Tim, Lloyd, Chuck, and Jeff). Thanks guys.

The three tables

General Scenario

Basically there are three simultaneous games/tables loosely linked together - see the Sub-table approach to Multi-player Crossfire. Each table has victory conditions. And the overall winner is the side with the most table wins. Although each table is asymmetric in terms of forces, the overall situation is symmetric - hopefully making for interesting games.

The map does not show the full strategic situation; only the key conflicts are represented, so just assume there are other troops and conflicts off-table.

The setting is autumn 1943 Eastern Front. The general idea is an earlier German attack has ground to a halt and the resulting salient has been pinched off forming a pocket. The surviving Germans of the earlier assault are occupying a town inside the pocket (North and South tables). A Soviet force blocks their retreat, basically occupying the original Soviet positions (West Table). As other Soviet troops mass to crush the pocket (South Table), a German relief force is attempting to break through (West Table). Other Soviet forces attempt to pin the remaining German troops and prevent them salvaging valuable equipment (North Table). Both sides have a central reserve that can be used to reinforce any table, and also some shared artillery. Each table has victory conditions. And the overall winner is the side with the most table wins. The map does not show the full strategic situation; only the key conflicts are represented, so just assume there are other troops and conflicts off-table.

All tables are 4 foot by 4 foot. The terrain is a mix of urban (grey on the map) and country side (green on map). Each table should have about 50 terrain pieces, excluding the roads. Roads are only significant for the scenario of the North Table.

Victory

Victory is measured in levels depending on the performance on the table.

Levels of Victory

Victory is measured for each of Tables, Players and Teams.

Table Victory

Indicates which team won on a particular table. Basically it means the Player met the their objectives.

Instant Victory: Each table has instant victory conditions. The winning player can then reinforce another table with one tank if their table still has one or one infantry platoon (full strength, despite any earlier losses); throw 5-6 at the start of subsequent friendly initiatives to see if they arrive. They will arrive on what ever table edge makes sense from the Map. The original player retains control of these troops. Once committed to a new table, they cannot be redeployed unless a Major Victory is achieved on the new table.

Player Victory

A measure of how well a player did on the table. This is basically the same as Table Victory, but is modified by how much outside help they had. The victory decreases by one level for each platoon the table was allocated from the central reserve, and increases by one for each reserve platoon the enemy used. (Unlike reinforcements from the central reserve, reinforcements due to a Instant Victory do not count against Player Victory). The player with the highest score is overall winner.

Team Victory:

Indicates if the team won across all tables. Each Table Victory (of any level) is worth one point for the team. The side with the higher total is overall winner, and wins by the difference in the scores.

South Table
Map produced in CC2
Click on the map to
see the full size version

South Table

Southern German Player (Defending)

Player Briefing

You are defending the southern flank of the German pocket. Since you occupied your current positions two days ago you have seen forces massing opposite you. Your scouts report at least two infantry companies plus armour coming towards you. Although you are outnumbered, you do have the advantage of some fortifications (Bunker in the form of a reinforced house, Mines). You must deploy first with all your stands within LOS of the town; the Soviets must deploy outside LOS. Entrenchments are hidden if the occupying stand is, otherwise 3 things (either stands or the mine sector) can be deployed hidden.

Victory Conditions

You are attempting to blunt the Soviet attack. The Soviets get 1 Victory Point (VP) for each fighting stand (AFVs, Squads, HMG, Guns and CCs) that leaves the northern table edge and lose 1 VP for each surviving German fighting stand at the end of the game.

VP

Result

0-7

German Major Victory

9-13

German Minor Victory

14-16

Draw

17-21

Soviet Minor Victory

22-28

Soviet Major Victory

Instant Victory: If the attacker drops below 8gt fighting stands including both on and off table stands you can then reinforce another table with one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

Forces

You have at your disposal:

1 x Rifle Company (Regulars)

1 x +2 CC
2 x HMG
1 x FO for off-table 81mm Mortar (12 FM)
1 x Rifle Platoons: +2 PC, 3 x Rifles
2 x Rifle Platoons: +1 PC, 3 x Rifles

1 x SMG Platoon: +1 PC, 3 x SMG (Regulars)

2 x PAK 38 ATG in entrenchments

1 x Bunker (in the form of a reinforced house), 1 x Mine

1-squad per infantry platoon has an AT-Rifle – the guy with a white dot to the right of the base

Any FO can call in FM from an off-table Heavy Artillery Battery (2 FM shared between the three tables), but cannot call in their own FM in the same initiative.

Southern Soviet Player (Attacking)

Player Briefing

The town to your front is the southern flank of the German pocket and your task is to break through the force defending the town to wreck havoc on the remaining Germans. Remember, you cannot risk leaving a strong German force behind you. The Germans are believed to have a reinforced infantry company supported by anti-tank guns, but no armour of their own. They have had two days to dig in and mine approaches to the town, and although they have not had time to build bunkers, some of the more solid buildings in the town may be used as strong-points. The German force must deploy within LOS of the town, and you must deploy south of this zone. Although scouts have reported the general position of the enemy, you can expect some to be hidden. You will deploy second, and move first.

Victory Conditions

You are attempting to crush the Germans and move stands off the North table edge. You get 1 Victory Point (VP) for each fighting stands (AFVs, Squads, HMG, Guns and CCs) that leaves the northern table edge and lose 1 VP for each surviving German fighting stand at the end of the game.

VP

Result

0-7

German Major Victory

9-13

German Minor Victory

14-16

Draw

17-21

Soviet Minor Victory

22-28

Soviet Major Victory

Instant Victory: If you fulfill the criteria for Major Victory you can then reinforce another table with one tank (if you still have one) or one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

2 players

Potential for 2 Soviet players versus 1 German player. If there are two attacking players the forces will be divided in two and the two players operate their forces "by committee".

Forces

You have at your disposal:

1 x Rifle Company (Regulars)

1 x +1 CC
1 x HMG
1 x FO for off-table 82mm Mortar (12 FM)
1 x FO for off-table 50mm Mortar (12 FM)
3 x Rifle Platoons: +1/0 PC; 4 x Rifles, one with ATR

1 x SMG Company (Regulars)

1 x +1 CC
2 x HMG
1 x FO for off-table 82mm Mortar (12 FM)
1 x FO for off-table 50mm Mortar (12 FM)
3 x SMG Platoons: +1/0 PC, 3 x SMG, one with ATR

2 x T-34C ["Medium" Speed, i.e. 2 Actions including one Direct Fire action]

1-squad per infantry platoon has an AT-Rifle – the guy with a white dot to the right of the base

Any FO can call in FM from an off-table Heavy Artillery Battery (4 FM shared between the three tables), but cannot call in their own FM in the same initiative.

North Table
Map produced in CC2
Click on the map to
see the full size version

North Table

Northern German Player (Defending)

Player Briefing

You are holding the northern flank of the German pocket and your task is to pin the enemy to your front, retrieve the immobile Tiger at the T Junction, and inflict as many casualties as possible without endangering your own forces. Although heavily outnumbered – you have only a platoon whereas the Soviets seem to have a full company – you can call in reinforcements bringing you up to a full company. You must deploy first, in the southern part of the table, i.e. south of the T junction; the Soviets will deploy north of that point. The Disabled Tiger is deployed at the T junction labelled X on the map, aiming in any direction you wish. Although scouts have reported the general position of the enemy, you can expect some to be hidden. Similarly, two of your stands and the Snipers can be deployed hidden.

Victory Conditions

There are two overlapping objectives. Both sides are trying to pin the enemy and inflict casualties. In addition, the German is trying to rescue the Tiger, whereas the Soviets are trying to knock it out. Count victory points as follows:

Modifier Cause

+1 Soviet

Tiger is knocked out

+1 Soviet

Germans have lost at least 50% more Squads, HMG and CC than the Soviets.

+1 German

Soviets have lost at least 50% more Squads, HMG and CC than the Germans.

+1 German

Tiger drives off the Southern table edge.

The side with the higher total is overall winner, and wins by the difference in the scores.

Instant Victory: If you fulfil criteria for Major Victory (+2), and the opposing side has lost at least 3 AFVs, Squads, HMG and/or CC you can then reinforce another table with one tank (if you still have one) or one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.
Forces

Forces

You have at your disposal:

Elements of a Rifle Company (Regulars)

1 x +2 CC
1 x HMG
1 x FO for off-table 81mm Mortar (12 FM)
2 x Rifle Platoons: +1 PC, 3 x Rifles, one with ATR

3 x Snipers

1 x Disabled Tiger I ["Slow" Speed i.e. 1 Action either Move or Fire per initiative; can’t move until fuelled]

1-squad per infantry platoon has an AT-Rifle – the guy with a white dot to the right of the base

Any FO can call in FM from an off-table Heavy Artillery Battery (2 FM shared between the three tables), but cannot call in their own FM in the same initiative.

The Disabled Tiger cannot move until refuelled. A fuel truck must be stationary next to the Tiger for one complete phasing initiative to allow refuelling. The Tiger is also short on Ammunition; throw 1d6 each time it fires, on a 6 it is out of ammo permanently (even if it has been used to reinforce another table).

Reinforcements

2 x Fuel Trucks

Remains of the Rifle Company (Regulars)

1 x HMG
1 x Rifle Platoon: +1 PC; 3 Rifles

You can radio for reinforcements as a non-action taken in your initiative. At that time they must write down:

How many fuel trucks are arriving (could be zero) and whether the other stands are arriving. All non-truck stands must arrive together.

Which road onto the southern table edge they will arrive on (R1 or R2).

Throw 1d6 at the start of each subsequent German initiative; on a 5-6 the fuel truck(s) and any escort arrive. Once all fuel trucks have arrived there is no chance of any more.

Northern Soviet Player (Attacking)

Player Briefing

The town to your front is the northern flank of the German pocket and your task is to pin the enemy to your front, prevent them retrieving the immobile Tiger at the T Junction, and inflict as many casualties as possible without endangering your own forces. Aside from the Tiger the Germans are currently believed to have only an infantry platoon in the sector facing you, however, you should expect German reinforcements to arrive at any time. The German force must deploy in the southern part of the table, i.e. south of the T junction. All your forces must deploy north of the German zone and only your Sniper can be within LOS of German controlled terrain pieces. Although scouts have reported the general position of the enemy, you can expect some to be hidden. Similarly, two of your stands and the Sniper can be deployed hidden. You will deploy second, and move first.

Victory Conditions

There are two overlapping objectives. Both sides are trying to pin the enemy and inflict casualties. In addition, the German is trying to rescue the Tiger, whereas the Soviets are trying to knock it out. Count victory points as follows:

Modifier Cause

+1 Soviet

Tiger is knocked out

+1 Soviet

Germans have lost at least 50% more Squads, HMG and CC than the Soviets.

+1 German

Soviets have lost at least 50% more Squads, HMG and CC than the Germans.

+1 German

Tiger drives off the Southern table edge.

The side with the higher total is overall winner, and wins by the difference in the scores.

Instant Victory: If you fulfil the criteria for Major Victory (+2), and the opposing side has lost at least 3 AFVs, Squads, HMG and/or CC you can then reinforce another table with one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

Forces

You have at your disposal:

1 x Rifle Company (Regulars)

1 x +1 CC
2 x HMG
1 x FO for off-table 82mm Mortar (12 FM)
1 x FO for off-table 50mm Mortar (12 FM)
3 x Rifle Platoons: +1/0 PC, 4 x Rifles, one with ATR

1 x Sniper

1-squad per infantry platoon has an AT-Rifle – the guy with a white dot to the right of the base

Any FO can call in FM from an off-table Heavy Artillery Battery (4 FM shared between the three tables), but cannot call in their own FM in the same initiative.

West Table

Western Soviet Player (Defending)

Player Briefing

The town behind you is the western flank of the German pocket and your task is to prevent any relieving force getting through. And yes, you are expecting a relieving force. Since you reoccupied the original Soviet positions two days ago you have seen forces massing opposite you. Your scouts report at least two infantry companies plus armour coming towards you. Although you are outnumbered, you do have the advantage of some existing fortifications (Bunker, 3 x Wire, Mines). You must deploy first with all your stands in the eastern part of the table. The Bunker and Wire must be visible - after all the Germans saw them as they passed through a few days before. Entrenchments are hidden if the occupying stand is. Otherwise 3 things (either stands or the mine sector) can be deployed hidden.

Victory Conditions

You are attempting to blunt the German thrust. The German gets 1 Victory Point (VP) for each fighting stand (AFVs, Squads, HMG, Guns and CCs) that leaves the eastern table edge and loses 1 VP for each of your surviving fighting stands at the end of the game.

VP

Result

0-7

Soviet Major Victory

8-12

Soviet Minor Victory

13-15

Draw

16-20

German Minor Victory

21-26

German Major Victory

Instant Victory: If the attacker drops below 8 fighting stands including both on and off table stands you can then reinforce another table with one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

Forces

You have at your disposal:

1 x Rifle Company (Regulars)

1 x +1 CC
2 x HMG
1 x FO for off-table 82mm Mortar (12 FM)
1 x FO for off-table 50mm Mortar (12 FM)
3 x Rifle Platoons: +1/0 PC, 4 x Rifles, one with ATR

2 x 45/66 ATG in Entrenchment

1 x 76/41 ATG in Entrenchment

1 x Bunker, 3 x Wire, 1 x Mine

1-squad per infantry platoon has an AT-Rifle – the guy with a white dot to the right of the base

Any FO can call in FM from an off-table Heavy Artillery Battery (4 FM shared between the three tables), but cannot call in their own FM in the same initiative.

Western German Player (Attacking)

Player Briefing

The town in front of you is the western flank of the German pocket and your task is to break through the force blocking thus allowing your comrades in the town to evacuate. Remember, you cannot risk leaving a strong German force behind you. The Soviets are believed to have an infantry company supported by anti-tank guns, but no armour of their own. They have reoccupied the original front line, hence are dug in behind mines, wire and have at least one bunker. The Soviets must deploy with all stands in the eastern part of the table. The Bunker and Wire must be visible - after all your forces saw them as they passed through a few days before – but you can expect some other stands to be hidden. You will deploy second, and move first.

Victory Conditions

You are attempting to break through the Soviet position. You gets 1 Victory Point (VP) for each fighting stand (AFVs, Squads, HMG, Guns and CCs) that leaves the eastern table edge and loses 1 VP for each surviving Soviet fighting stand at the end of the game.

VP

Result

0-7

Soviet Major Victory

8-12

Soviet Minor Victory

13-15

Draw

16-20

German Minor Victory

21-26

German Major Victory

Instant Victory: If you fulfil the criteria for Major Victory you can then reinforce another table with one tank (if you still have one) or one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

2 players

Potential for 2 German players versus 1 Soviet player. If there are two attacking players the forces will be divided in two and the two players operate their forces "by committee".

Forces

You have at your disposal:

2 x Rifle Companies (Regulars)

1 x +2 CC
2 x HMG
1 x FO for off-table 81mm Mortar (12 FM)
1 x Rifle Platoon: +2 PC, 3 x Rifles, one with ATR
2 x Rifle Platoons: +1 PC, 3 x Rifles, one with ATR

2 x StuG III Ausf G

1-squad per infantry platoon has an AT-Rifle – the guy with a white dot to the right of the base

Any FO can call in FM from an off-table Heavy Artillery Battery (2 FM shared between the three tables), but cannot call in their own FM in the same initiative.

Heavy Artillery

Each side has 4 FM of Heavy Artillery that can be called in by any FO on any table; the FO cannot call in their normal FM during the same initiative. All friendly players must agree on the allocation of the Heavy Artillery, otherwise it doesn't shoot.

Central Reserve

Each side has a central reserve. All friendly players must agree on the allocation of the central reserve to a table, otherwise it doesn't appear. Despite the geography of the tables, assume that the central reserve can reinforce any friendly force on any table. Once committed to a particular table the central reserve will appear on the base edge on a 5-6 on 1d6 at the start of any subsequent friendly initiative. It is then permanently assigned to the player(s) on that table, and cannot be allocated to a different table.

German
1 Rifle Platoon: 1 PC (+1); 3 Rifle Squads (1-stand/platoon has an AT-Rifle)

Soviet:
1 Rifle Platoon: 1 PC (+1); 4 Rifle Squads (1-stand/platoon has an AT-Rifle)

Umpire Ploys

Use some Umpire Ploys to spice things up if a table gets bogged down.