Andalusian Motorcade – A Crossfire Scenario in the Spanish Civil War

A scenario for Fuego Cruzado – my variant of Crossfire for the Spanish Civil War – as the Nationalists drive north through Andalusia towards the distant Madrid.

Historical Situation or Mission

Setting: Andalusia; Aug 1936

Legion on march

On 1 Aug 1936 Gen. Franco issued an operational order for Nationalist forces now concentrated in Seville to march on Madrid (Scurr, 1985). Column Asensio (under Lt. Col. Asencio) was typical of the Nationalist columns heading north and comprised the 4th Bandera of the Spanish Foreign Legion, the 2nd Tabor of Regulares of Tetuán, half a field battery, and at least one armoured car of the Assault Guards (Turnball, 1978). The Nationalist strategy during La Marcha was to drive at full speed down the main highways until they encounter resistance at a town or village (Beevor, 1982; H. Thomas, 1986). If the locals failed to surrender when hailed, or if they fired on the rebels, the troops dismounted to attack supported by artillery and aircraft. The worker militias showed considerable collective bravery when defending the streets of their hometowns and villages, but fell to pieces when facing machineguns and artillery in the open field. This was compounded by their refusal to dig trenches.

This scenario simulates a nationalist attack on an Andalusian town along the highway. Check out the After Action Report.

Map/Terrain


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

Key features are:

  • 6’x4′ table.
  • Nationalists enter on the long south side.
  • The town dominates the north- centre of the table.
  • The morale of defending militia and attacking Regulares varies depending on whether they are in the town or outside.
  • The area within the line T-T is considered inside the town, irrespective of whether a stand is inside a building or not.
  • Country-side surrounds the town.
  • The Republicans deploy north of the line M-M.
  • The Nationalists deploy south of the line A-A.

Pre-game preparation

Republicans roll for the number of snipers.

Republicans deploy hidden north of the line M-M.

Republican Player (Defending)

Objective

Defend the town without undue losses.

Forces Available

The republicans get an Anarchist militia column.

Republican Orbat

  • 1 x BC (Column Commander) (0/+2)
  • 1 x Rifle Centuries
    • 1 x CC (Century Commander) (0/+2)
    • 3 x Militia Rifle Platoons: 1 x PC (0/+1); 3 x Rifle Squads
  • 2 x Rifle Centuries
    • 1 x CC (Century Commander) (0/+2)
    • 1 x Militia Rifle Platoon: 1 x PC (0/+1); 3 x Rifle Squads
    • 2 x Militia Rifle Platoons: 1 x PC (0/+1); 2 x Rifle Squads
  • 1d3 x Snipers
  • Bonus selection (roll 1d6):
    • 1-4: 1 x HMG
      5: 1 x On-table 75 mm infantry gun and FO
      6: 1 x armoured car or truck (homemade)
  • Morale: Regular in the town; Green outside.
  • Command & Control: Dependent, i.e. Russian
  • Political Cooperation = +2

Militia PCs get +1 for rallying only. Militia BC and CC get +2 for rallying only.

Deployment

Deploys first, hidden, north of the line M-M.

Reinforcements

None

Nationalist Player (Attacking)

Begins scenario with initiative.

Objective

Take the town without undue losses.

Forces Available

Elements of Column Asensio (under Lt. Col. Asencio) including a company from each of 4th Bandera of the Spanish Foreign Legion and 2nd Tabor of Regulares of Tetuán.

.

Nationalist Orbat

  • Elements of 4th Bandera of the Spanish Foreign Legion
    • 1 x Legion Rifle Company
      • 1 x CC (+2)
      • 1 x LMG
      • 1 x Rifle Platoons: 1 x PC (+1); 2 x Rifle Squads
      • 2 x Rifle Platoons: 1 x PC (+1); 3 x Rifle Squads
    • 1 x half of Legion Machinegun Company
      • 1 x PC (+1)
      • 2 x HMG
    • Morale: Veteran
    • Command & Control: Adventurous, i.e. German
  • Elements of 2nd Tabor of Regulares of Tetuán
    • 1 x Regulares Rifle Company
      • 1 x CC (+2)
      • 1 x Rifle Platoons: 1 x PC (+1); 3 x Rifle Squads
      • 2 x Rifle Platoons: 1 x PC (+1); 2 x Rifle Squads
    • Morale: Regular in town, otherwise Veteran
    • Command & Control: Independent, i.e. Commonweath
  • 1 x FO for an off table 75mm gun

Deployment

Deploys second south of the line A-A.

Reinforcements

None

Victory Conditions

Terrain and Casualty (AD) objectives

The game ends immediately with a Republican victory if:

  • The Nationalists lose 7 fighting stands

The game ends immediately with a Nationalist victory if:

  • The Republicans lose 7 fighting stands.
  • The Nationalists control all three terrain objectives (marked with an X).

Fighting stands include CC, HMG, Rifle Squads, Tanks, Guns, but not PC, FOs or on-table Mortars. AFVs count as two fighting stands each.

Control means the feature is uncontested, and one side either occupies the feature or was the last to occupy the feature. Contested terrain objectives earn no VP for either side; single sector building objectives can not be contested, but larger groups of buildings can.

Scenario Special Rules

  • See Crossfire House Rules and Fuego Cruzado (Crossfire House Rules for Spain’s Wars).
  • Special Rule. Political Cooperation is in use. The Anarchist Militia have a political cooperation of 2. On two Republican move actions during the game the Nationalist can use the Political cooperation rule. One moving stand is immediately pinned. The Republican player must immediately try to rally the pinned stand. Success means the stand rallies and can then take the intended move action. Failure means initiative passes. In the case of a group move only one stand is pinned.

Notes

Optional Rule: Random Militia Column

Rather than a defined force the Republican player randomly generates their force. They get the BC (0/+2) plus one CC (0/+2) for each Century (i.e. 3). You then get a number of militia rifle platoons equal to 3 x the number of centuries, for example, with three centuries you get nine platoons. For each militia rifle platoon throw on the following table to get the platoon size.

Random Militia Orbat

  • Platoon Size (1d6):
    • 1: PC (0/+1) + 1 x Rifle Squad + Throw on special forces table

      2-4: PC (0/+1) + 2 x Rifle Squad
      5-6: PC (0/+1) + 3 x Rifle Squad
  • Special Forces Table (1d6):
    • 1: 2 x Para-military Rifle Squad or 1 x PC (+1) + 1 x Para-military Rifle Squad (Veteran)
    • 2: 2 x Militia Dinamiteros Squad or 1 x PC (0/+1) + 1 x Militia Dinamiteros Squad
    • 3-4: 1 x HMG
    • 5: 1 x On-table 75 mm infantry gun and FO
    • 6: 1 x armoured car or truck (homemade)

You must allocate three militia rifle platoons to each century. HMG can allocated to centuries and platoons in any way you want. Infantry guns and armoured vehicles are not allocated.

Para-military Rifle Squads are grouped together under a Para-military PC (+1), which you get for free. You get one Para-military PC if you have 1-3 Para-military Squads, 2 PCs for 4-6, etc. Para-military platoons can be assigned to centuries or left unattached.

Dinamiteros Squads have these attributes:

  • They get a +1 in close combat if all squads are Dinamiteros
  • They are visible at night if in LOS unless deployed hidden at the start of the game and not yet
    revealed.

References

Beevor, A. (1982). The Spanish Civil War. Cassell & Co.

Scurr, J. (1985). The Spanish Foreign Legion. Osprey.

Thomas, H. (1986). The Spanish Civil War. Simon & Schuster.

Turnball, P. (1978). The Spanish Civil War 1936-39. Osprey.

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