The map is at the bottom of this page.

WARNING: This scenario works best with an umpire. If you plan to use an umpire, then only the umpire himself should read the full scenario details. Each player reads his own brief. The umpire needs to read both briefs and the scenario notes.

German brief

You have the following forces:

Reasonable lot of decent infantry, with a fair few AT HEAT weapons. A few light vehicles and decent AA guns (with some AT capability), one AT gun.

You deploy in area 1, from the left of the table, as far as the dotted line. Half of your infantry must be deployed in the buildings. All of your forces may be deployed hidden.

Your troops are tired, after much contact with the enemy, and are now resting in accommodation in this area. Enemy aircraft have been a threat, and so you have wisely camouflaged your camp, and do not move around much by day, and you have AA guns which you should position to protect the buildings. Enemy paratroopers are an expected threat, and two behind-the-lines drops have been reported recently. You are not now on the front line, and your priority is the resting of your men, but you must take precautions against enemy infiltration and air attack. You have a fuel dump and a radar station to guard. This area has been fought across several times, and an old defensive line exists which has been mined. Engineers will turn up next week to remove the mines, until then, better order your men to avoid that area, since the maps of the minefields are unreliable, and the ground is very open there, so troops in the area might be seen from the air.

Allied side brief

You have the following forces:

  • Good off-table artillery.
  • Some good engineers.
  • Some infantry.
  • A couple of light scouting AFVs.
  • A VERY strong tank force.

You are part of the first wave of Operation Scaffolding. Much is being done to confuse the enemy, and surprise and speed are important. You travel through the night, as part of the rapidly-advancing column, and then go ahead at dawn to remove the anti-tank obstacles which Intelligence says exist in the area of your part in the operation. You come on the board anywhere along side 2. You are to clear a path through the obstacles, for the armoured column to follow. The column itself will wait off-table until you personally radio back that the path is clear. Expect some resistance, as troops are stationed in this area. You have artillery priority for the opening stage (the clearing of the path), after which artillery units will be assigned other priorities. Once the column is through the obstacles, escort it across the board and mop up any resistance.

Umpire Notes

The German commander must realise what is going on, and the size of the threat. The fall of the attacker's artillery may tell him what's going on. He may have the "game mentality" which tells him that the attacker will have a force which "balances" his, for a "fair" fight. This mentality is not historical and will not help him. The tank column is very strong and once all through the gap will be devastating. The defender must prevent the engineers from doing their work.

I suggest that engineers, advancing and equipped with this particular task in mind, should be able to remove a stand's width per engineering stand of dragons' teeth on a roll of a 6 at the start of the phasing initiative following a previous initiative entirely spent next to the obstacles, then 5,6 for the next, then 4,5,6 for subsequent (for "Spanish riders" (girder jacks/caltrops), +1 to the roll - so you could have weaker points in the line with Spanish riders, but these might be more exposed to fire). If ever a 1 is rolled, that particular stand's width of AT obstacle proves too well-made to be bothered with - move on to another section.

Whether you have mines and wire as well in the line is up to you. I read recently that mines and wire were often very difficult to clear using artillery, and that often the cratering just made things worse. If you are very mean, you may say that there are only AT mines there, which the engineers will not set off, but tanks will (if you go for this option, then the engineers could still spot the mines if their player specifically states that he will look for them).

The defender must realise that the thing to do is ignore most of his brief, and get as many troops down to defend the line as possible, and he may choose to get his AA gun and AT guns into position to face whatever is going to come through that gap. He may of course decide to use the advantage of hidden defence, and defend in depth. This would be disastrous. He'd be much more likely to win this one if he revealed his troops (by moving them) into position to do something to prevent a gap forming in the line. A good tactic might be to position AT/AA guns to fire at a likely gap-to-be, then wait for a tank to occupy the gap and blow it up there, blocking the gap again.

The attacker would do well to work very quickly with his engineers, and try to get infantry through the line ahead of them, to obscure what they're up to, and confuse the enemy by threatening false objectives. If he radios to the column to come on too early, then he may only have one gap for the tanks to move through, which may become blocked by a knocked-out tank. He must radio himself, and to do this, he must (a) be alive, and (b) be able to see the gap in the line himself.

So as not to spoil the surprise. The allied player should not at first stand at the end of the table where his forces will later come on, nor should his figures be placed in a convenient place for getting them onto the table there. The German player should be led to fear attacks from any direction.

The allied side has perhaps half to 2/3 as much infantry as the Germans. Some of the men were delayed, and they weren't expecting so many enemy troops to be stationed here. Their commander must use them wisely, and may sacrifice any number of them for the sake of getting the column through. Allied victory does not depend on the amount of surviving infantry.

If the German commander hot-foots it to the radar station, he will have all the equipment he needs there to call in an air strike. He must, however, report a large amount of armour in order to get his strike. If he reports attacking infantry forces, which will be smaller than his own forces, and perhaps scattered in the woods, he will get no air-strike. If he reports a major column of armour, his superiors will send in the ground-attack planes. These will arrive three initiatives later. If he doesn't report the armour he'll get no air-strike, nor does he deserve one - after all, if you were the superior of a commander who was stationed right next to a radar site, and who didn't report an attacking column of armour to the Luftwaffe, would you promote the idiot? Any fool knows a radar site has a radio link to the air-force. You don't need to tell an officer that.

This means that the allied commander has three initiatives to get his tanks through the gap. Any tanks not through the gap, including tanks not yet on table, will be hit by strong air-attacks. You could either play this out, using die rolls to see how many tanks blow up, or else just say that all tanks still in the open, to the right of the dotted line, retreat off board, and the operation is a failure for the allies. Tanks in forest cannot be attacked from the air, and those left of the dotted line need a roll of 5+ to be seen and attacked, so some tanks might just get away with it, but remember that they are now in dense terrain against out-numbering infantry with lots of HEAT weapons.

For extra confusion, you might introduce one Allied officer and one stand of allied paratroopers, part-way into the game, arriving on the edge of area 1. These are lost and don't know what's going on. They are too few to do much damage by shooting, but might just accidentally draw off a significant number of Germans.

Excessive use of smoke by the allies might spoil the scenario. In Crossfire, smoke is very predictable, and very good. The allies should not have vast amounts of smoke available. You could rule that it is windy over the open ground , and that accordingly smoke sometimes blows off course in that part of the table. After a player rolls succesfully (3-6) for a smoke mission in his phasing initiative to land in the open swathe, roll again. On a 1-3, place the smoke 2d6" further towards the bottom of the map than intended. When the initiative ends, roll again for wind effects, and apply the result immediately.

If there is no umpire, then the guy who knows the scenario should be the allied attacker. He will have rehearsed his attack, and have foreseen the dangers. In this case, one might add a load of dug-in MMG nests around the radar station, for game balance, and perhaps some camouflaged FO station which can see the line of AT obstacles (which Jerry may deploy hidden), with land line to a couple of 81mm mortars.

Operation Scaffolding map

A swathe of mostly open ground crosses the board where the AT obstacles are. There may be some undulation in the ground, but no cover for attacking troops. There is cover at the end edge of the board, where the attackers arrive(2). The area of the board left of the dotted line includes quite a lot of woods and similar cover which would make spotting from the air very difficult.


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