The Storch – A Crossfire Scenario

The Crossfire scenario is really an excuse to use my crashed Fieseler Storch objective lovingly painted by Roland Davis. Everything else is flavour.

Very Draft

Mission

Setting: Eastern Front; 1941-45

The Fieseler Fi 156 Storch (stork) was a small German liaison aircraft. German officers used them to visit front line units and return to headquarters. On occasion these planes crashed and the debris, with dead officer and associated papers, became a target for both sides. This scenario represents such a situation.

Crashed Storch Objective

A Storch, carrying a high level German officer, has crashed at night behind German lines. The Germans are as yet unaware of the crash location but local partisans have radioed the coordinates to Front command and a Russian Scout unit has been sent to investigate. If they are lucky the officer will have been carrying secret plans.

Map produced in CC2

Map/Terrain

Key features are:

  • Masses of trees

Pre-game preparation

Russian Player (Defending)

Objective

Forces Available

Morale:

Deployment

Deploys first.

Reinforcements

None.

German Player (Attacking)

Begins scenario with initiative.

Objective

Forces Available

Morale:

Deployment

Deploys second.

Reinforcements

None.

Victory Conditions

Raid and Casualty (D) objectives

The Russians must get to the objective, stay there for a while, then get off table again.
Defenders must prevent this. The Russians must get some Scouts next to the objective and leave them there for five of his phasing initiatives. They get a major victory if they can get off table with most of their force.

Scenario Special Rules

  • HTD Special Rule 4: The Moving Clock is in use. The Scenario begins at 2400 hours and ends 0800 hours. The clock advances 30 minutes on 5+ at the end of each defender initiative.
  • HTD Special Rule 1: Night fighting is in use during between 2400 and 0500 hours. Stands are limited to one move action per initiative. A stand that is in cover and has not yet fired during the scenario may not be fired at, except form within the same terrain feature. A stand in the open is fired at normally. All stands get the direct fire cover bonus, regardless of where they are located.
  • HTD Special Rule 5: Bogging down is in use. Tanks bog down in woods, rough ground, rock fields, boulder fields, streams, and anti-tank obstacles (ditches, barricades) on 4- on 1d6. They unbog on 5+, becoming permanently mired on 1.

Weapon stats

Type When ARM ACC PEN MG HE/EFF Smoke HD Spd CC Comment
Anti-Tank Rifle -1 -3 0
45 mm ATG +1 -1 1/1 1 -2
76 mm ATG +1 0 4/2 1 -2
KV-1 6/3 0 0 4 4/2 1 +3
T34-76 4/3 -1 0 4 4/2 3 +3
7.5 cm Pak40 +1 +1 4/2 1 -2
Pz IV G 4/2 0 +1 4 4/2 2 +3
251/9 half-track with 75mm IG 1/1 0 +1 4 4/2 3 +1
251/1 Half-track 1/1 4 3 +1

Notes

None.

References

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