Multiplayer Pocket – South Table Briefing

This is the briefing for the South Table of the Multiplayer Pocket game. There are also briefings for the North and West tables. If you wish you could also use it as a stand alone Crossfire scenario for WW2.


General Situation

Setting: Eastern Front; Autumn 1943

The setting is autumn 1943 Eastern Front. The general idea is an earlier German attack has ground to a halt and the resulting salient has been pinched off forming a pocket. The surviving Germans of the earlier assault are occupying a town inside the pocket (North and South tables). A Soviet force blocks their retreat, basically occupying the original Soviet positions (West Table). As other Soviet troops mass to crush the pocket (South Table), a German relief force is attempting to break through (West Table). Other Soviet forces attempt to pin the remaining German troops and prevent them salvaging valuable equipment (North Table). Both sides have a central reserve that can be used to reinforce any table, and also some shared artillery. Each table has victory conditions. And the overall winner is the side with the most table wins.


Map / Terrain

Multiplayer Pocket - South Table - Crossfire
Multiplayer Pocket – South Table – Crossfire

Southern German Player (Defending)

Player Briefing

You are defending the southern flank of the German pocket. Since you occupied your current positions two days ago you have seen forces massing opposite you. Your scouts report at least two infantry companies plus armour coming towards you. Although you are outnumbered, you do have the advantage of some fortifications (Bunker in the form of a reinforced house, Mines). You must deploy first with all your stands within LOS of the town; the Soviets must deploy outside LOS. Entrenchments are hidden if the occupying stand is, otherwise 3 things (either stands or the mine sector) can be deployed hidden.

Victory Conditions

You are attempting to blunt the Soviet attack. The Soviets get 1 Victory Point (VP) for each fighting stand (AFVs, Squads, HMG, Guns and CCs) that leaves the northern table edge and lose 1 VP for each surviving German fighting stand at the end of the game.

VP Result
0-7 German Major Victory
9-13 German Minor Victory
14-16 Draw
17-21 Soviet Minor Victory
22-28 Soviet Major Victory

Instant Victory: If the attacker drops below 8gt fighting stands including both on and off table stands you can then reinforce another table with one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

Forces Available

You have at your disposal:

  • 1 x Rifle Company (Regulars)
    • 1 x +2 CC
    • 2 x HMG
    • 1 x FO for off-table 81mm Mortar (12 FM)
    • 1 x Rifle Platoons: +2 PC, 3 x Rifles
    • 2 x Rifle Platoons: +1 PC, 3 x Rifles
  • 1 x SMG Platoon: +1 PC, 3 x SMG (Regulars)
  • 2 x PAK 38 ATG in entrenchments
  • 1 x Bunker (in the form of a reinforced house), 1 x Mine

One squad per infantry platoon has an AT-Rifle. The guy with a red dot to the right of the label.

Any FO can call in FM from an off-table Heavy Artillery Battery (2 FM shared between the three tables), but cannot call in their own FM in the same initiative.


Southern Soviet Player (Attacking)

Player Briefing

The town to your front is the southern flank of the German pocket and your task is to break through the force defending the town to wreck havoc on the remaining Germans. Remember, you cannot risk leaving a strong German force behind you. The Germans are believed to have a reinforced infantry company supported by anti-tank guns, but no armour of their own. They have had two days to dig in and mine approaches to the town, and although they have not had time to build bunkers, some of the more solid buildings in the town may be used as strong-points. The German force must deploy within LOS of the town, and you must deploy south of this zone. Although scouts have reported the general position of the enemy, you can expect some to be hidden. You will deploy second, and move first.

Victory Conditions

You are attempting to crush the Germans and move stands off the North table edge. You get 1 Victory Point (VP) for each fighting stands (AFVs, Squads, HMG, Guns and CCs) that leaves the northern table edge and lose 1 VP for each surviving German fighting stand at the end of the game.

VP Result
0-7 German Major Victory
9-13 German Minor Victory
14-16 Draw
17-21 Soviet Minor Victory
22-28 Soviet Major Victory

Instant Victory: If you fulfill the criteria for Major Victory you can then reinforce another table with one tank (if you still have one) or one infantry platoon (full strength, despite any earlier losses). Throw 5-6 at the start of subsequent friendly initiatives to see if they arrive.

2 players

Potential for 2 Soviet players versus 1 German player. If there are two attacking players the forces will be divided in two and the two players operate their forces “by committee”.

Forces Available

You have at your disposal:

  • 1 x Rifle Company (Regulars)
    • 1 x +1 CC
    • 1 x HMG
    • 1 x FO for off-table 82mm Mortar (12 FM)
    • 1 x FO for off-table 50mm Mortar (12 FM)
    • 3 x Rifle Platoons: +1/0 PC; 4 x Rifles, one with ATR
  • 1 x SMG Company (Regulars)
    • 1 x +1 CC
    • 2 x HMG
    • 1 x FO for off-table 82mm Mortar (12 FM)
    • 1 x FO for off-table 50mm Mortar (12 FM)
    • 3 x SMG Platoons: +1/0 PC, 3 x SMG, one with ATR
  • 2 x T-34C [“Medium” Speed, i.e. 2 Actions including one Direct Fire action]

One squad per infantry platoon has an AT-Rifle. The guy with a red dot to the right of the label.

Any FO can call in FM from an off-table Heavy Artillery Battery (4 FM shared between the three tables), but cannot call in their own FM in the same initiative.

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