The Guards counterattack
(Squad Leader scenario 1, converted for Crossfire)
German defenders
Set up in buildings G1..G5. At least one squad must be deployed in each building.
Morale: Regulars
1 CC (+2)
4 HMG
Support Platoon
1 PC (+1), 4 squads
Platoon 1
1 PC (+2), 3 squads
Platoon 2
1 PC (+1), 3 squads
Platoon 3
1 PC (+1), 3 squads
Russian attackers
(Start with the initiative)
Rifle company
Set up in buildings R1..R4. At least one squad must be deployed in each building.
Morale: Regulars
1 CC (+2)
HMG
Platoon 1
1 PC (+1), 3 squads
Platoon 2
1 PC (+1), 3 squads
Platoon 3
1 PC (+1), 3 squads
Guards SMG company
Set up in building RG1
Morale: Veterans
1 CC (+2)
Platoon 1
1 PC (+1), 4 SMG squads
Platoon 2
1 PC (+1), 4 SMG squads
Platoon 3
1 PC (+1), 4 SMG squads
Special Scenario rules
1 The Variable Clock is in effect. The scenario starts at 08:30. Roll a dice at the end of every German initiative. The clock advances 30 minutes on a roll of 4,5,6.
The scenario ends when the clock reaches 11:00
Victory conditions
The ten buildings initially occupied by the two sides are the objectives. To win, the Russians must completely occupy at least two more of the German buildings than the Germans occupy of theirs at the end of the game. A building counts as completely occupied if it contains no enemy troops, and friendly troops were the last to occupy it.
(so if the Russians took 2 German buildings and lost none of theirs, they would win)
Alternatively, if the Russians have 3 times as many unsupressed squads as the Germans at the end of the game, they win.
Each square below is 1 foot.
