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Tarnopol
Russian Recce - A Crossfire Battle Report
Posted 08 Jul 2006
Rich Wilcox and I tried out the first scenario - Tarnopol: Russian Recce - from my Tarnopol 3 Round Campaign. This scenario was based on my experience of Reconnaissance before Pontecorvo, which revealed several problems with that HTD scenario.
I changed this scenario as a result of the play test, so bear in mind that during the play test the Russians got 4 VP for touching the German base line with any stand ("Touch Down"). If we played again I'd give 1 VP for each PC or SMG squad that exits the German base edge (up to 4 VP).
Plans
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The set up was as per the scenario map.
The outskirts of Tarnopol were on one side of the table, and the Russians were meant to come
on the other side. The dotted white line is the eastern edge of the German deployment zone.
Rich had a difficult problem - how to defend the entire base edge and prevent a Russian "Touch Down". He decided to place his snipers forward but had his main body quite near Tarnopol and his base edge. He put his bunker and minefield near the railway embankment; this was a good spot for the bunker as it had a clear line of fire. The majority of his troops were in the centre and on his left flank. Wire was used in the centre and left to limit my movement. |
Russians push over the embankment
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The game started at 0300 hours. We weren't playing night fighting but this would make for an
interesting variant. This was the first time I took along my Crossfire alarm clock. There is nothing special about this clock except it is camouflaged (aesthetic appeal only) and the batteries have been removed. We used this so we could see the Moving Clock advancing. This seemed to be quite effective - and it also seemed to act as a visual reminder to actually roll for the advancement of time. |
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When John Mclennan and I had played Reconnaissance before
Pontecorvo
John had relied on RBF to find where I was hidden. This took a considerable amount of game
time, and in fact, he basically ran out of time to complete his mission. I took a different approach, using my men to find the enemy. Advance a squad, if Rich took a shot, I gained some victory points; if not, then advance some more. Of course I might also be pinned or suppressed, but that was a risk I was willing to take - very Russian thinking The red lines are my approach routes and the dotted blue lines are the German lines of fire. . |
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Back on my left my first platoon was getting a bit of a hammering. Rich repositioned some troops to bring more weight of fire to bear. |
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Time passed. 0330 hours. |
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As the snipers had been disposed off in the centre, I pushed forward again until I made
contact.
More wire, an entrenchment and resident squad. |
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The scoring squad then headed for Tarnopol through the orchard. |
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A wider shot from the same point in time. My right hook was unfolding nicely. |
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On the other hand Rich had been steadily whittling away at my left flank platoon. By this stage I'd lost two squads of the platoon and the third didn't look like it had long to live. |
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Time passed 0400 hours. Some desultory fire and time passed again 0430 hours. |
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The battle had now moved to the edge of Tarnopol. My firepower platoon in the centre commenced a fire fight with the German platoon in front of it. |
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Having brought up troops on Rich's flank, I went into close combat. My veterans saw me right again. |
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Meanwhile I had redeployed my centre platoon so its full fire power could be brought to bear
on the remaining German strong point. The writing seemed on the wall to Rich, and he conceded. |
Conclusions
OK I won, can't complain about that, but I didn't win by much. My final victory points came to 6.5, i.e. a minor Russian victory. And to be honest, I think this unfairly inflated my achievements.
The game took 2.5 hours of real time (including set up and a chat) and only 1.5 hours on the Moving Clock.
My strategy of neglecting RBF and using my squads to find the enemy had mixed results. It was fast, but what cost me a major victory was the fact I lost five stands, each deducting 3 VP.
And losing stands also forced me into a strategy where I went for kills rather than just reconnaissance. I needed the extra VP; every +1/2 VP counted. By the end of the game Rich had lost eight stands of his 11! This wasn't so much a recce as a blood bath.
So an obvious question is, was another Russian strategy possible? Certainly. The game ended much before the time limit. It would, in hindsight, have been possible to use more RBF - something my scouts were very good at (5-6 to succeed) - rather than wait for reactive fire. I could have just probed until I found Rich's troops, then retreated out of range.
So was it balanced? Rich thought so, but I wasn't so sure. As I mentioned in the introduction I would make one tweak. Rather than giving the Russians :4 VP for touching the German base line with any stand, I would give them 1 VP for each PC or SMG squad that exited the German base edge (up to 4 VP). This would make it trickier for them as they have to decide whether to lose stands to get those extra VP. It also more accurately simulates having scouts penetrating into the German rear zone. With that tweak I think it would fine for a rematch.
And was there an alternative German strategy? Yes, but would it be better ... I'm not sure. Defenders always have fairly limited options in Crossfire. You set up as best you can and then hope. As it happens I think Rich set up pretty well. If it was me, however, I might have done a few things differently:
- set up with two platoons slightly more forward, and one more obviously back as a reserve.
The front platoons would have to be forward, so the
reserve has room for manoeuvre. - put the bunker on the railway embankment. This would have severely limited the Russians offensive options, and would have really messed up my own plan of attacking across the embankment. OK it would have been easy victory points for the Russians, but the benefits would probably have outweighed this.
- Mix the snipers in with the main line of defence, so they can pick off officers, not any old squad that wanders a long.
Whether this would have been more effective is hard o say, but that's what I would have tried.
All in all though, it was a good game, and it was nice to play a game with slightly different victory conditions (Recce rather than Terrain).
With one win to the Russians the second round of the Tarnopol 3 Round Campaign will be SU-152s Up Close and Personal.
Postscript
After this game and a similar game of Russian Scouts we replaced the German casualties victory points with the "Tongue" special rule. The play tests both turned into blood baths. The Russians realise they've lost too many stands so then have to kill all the Germans to have a chance of winning or at least drawing. And that isn't a reconnaissance.
Original victory condition:
- +1/2 VP for killing each German stand. (i.e. 1 VP in total with spotting and killing)
New victory condition
- 1 VP for capturing a "Tongue" i.e. killing a German stand in close combat. (at most 1 VP no matter how many Germans are killed)
Overall results of campaign:
| Round | Scenario | Battle Report | Winner |
|---|---|---|---|
| 1 | Russian Recce | Battle Report | Steven |
| 2 | SU-152s up close and personal | Battle Report | Rich |
| 3 | Battle Group Friebe | Battle Report | Rich |
