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.