2 Companies a Side – A Generic Crossfire Scenario

A generic Crossfire scenario for WW2 with two companies a side.


Setting: Some where in Europe; Some time 1939-45

On 12 May 2009 John Moher set the challenge to put together a generic scenario with fairly basic terrain and attack/defence situation with 2-3 coys vs. say 2 weak defending coys or something. I thought I’d give it a go. In fact I’ve made two:

Because this scenario doesn’t have to be particularly historical or innovative I’ve based it on the Tarnopol: Push to the City scenario but reduced the number of buildings and troops. It has a little bit of everything. It features two regular Allied companies attacking two weakened German companies (one green and one veteran). The table has an extensive range of Crossfire and Hit the Dirt terrain including low hills, crests, depressions, small woods, orchards (in season), rough, fields (out of season), and buildings, plus a bunker, wire, mines, and entrenchments. There is an Optional Reserve Variation to try out off table reserve forces.


Table - 2 Companies - Crossfire
Table – 2 Companies – Crossfire

Key features are:

  • 4’x4′ table.
  • A sprinkling of low hills, crests, depressions, small woods, orchards (in season), rough, fields (out of season), and buildings (1 SQ and 2 SQ capacity).
  • The line A-A is the Allied front line.
  • The line G-G is the German front line.
  • The three terrain objectives are marked with an X (two hills and a building).

Pre-game preparation

Before the game starts:

  1. German Player plot hidden deployment.

German Player (Defending)


Hold the terrain objectives.

Forces Available

Two German Companies

  • 1 x Green Rifle Company
    • 1 x CC (+1)
    • 2 x HMG
    • 2 x Rifle Platoon: PC (+1), 3 x Rifle
  • 1 x Veteran Rifle Company
    • 1 x CC (+1)
    • 1 x HMG
    • 1 x FO for off table 8 cm Mortar (12 FM)
    • 2 x Rifle Platoon: PC (+1), 3 x Rifle
  • Command and Control: German
  • 1 x Sniper
  • 1 x Minefields
  • 2 x Wire
  • 1 x Bunker (1 SQ)
  • As many entrenchments as they want.


Deploys first. The minefield can be deployed between the Allied (A-A) and German (G-G) lines. Otherwise all other troops and fortifications must be deployed to the north-west of line G-G. The bunker, wire and minefield must be visible. All troops and entrenchments are deployed hidden.

Allied Player (Attacking)

Begins scenario with initiative.


Take the Terrain objectives, which will form the jump off point for breaking into the city. .

Forces Available

Two Allied Companies

  • 1 x FO for off table Heavy Artillery (4 FM)
  • 1 x Heavy Weapons Company:
    • 2 x HMG [4 guns each]
    • 2 x FO for off table 82mm or 3″ Mortar (12 FM) [4 tubes each]
  • 2 x Rifle Companies
    • 1 x CC (+1)
    • 1 x HMG
    • 1 x on-table 50 mm, 60 mm or 2″ Mortar (12 FM)
    • 3 x Rifle Platoon: PC (+1), 3 x Rifle Squads
  • Command and Control: US / Commonwealth
  • Morale: Regular


Deploys second south-east of line A-A.


None but see the Optional Reserve Variation.

Victory Conditions

Terrain objectives

The game starts at 0800 hours and ends at 1600 hours. The side controlling more terrain objectives at the end of the game gains a major victory. Control means the objective is uncontested, and the player either has a stand in the feature, or was the last to have a stand in a feature. All objectives start in German control.

It is possible, if terrain objectives are contested, for the two sides to control the same number of objectives. In this case the German Player wins a minor victory.

Scenario Special Rules

  • HTD Special Rule 4. The Moving Clock is in use. The scenario starts at 0800 hours and ends at 1600. The clock advances one hour a 5+ on one die rolled at the end of each German initiative.

Optional Reserve Variation

The Allied player keeps one Rifle Company off table as a reserve. To get them on-table the Allied player must announce that he is calling for reinforcements during the Allied initiative. This company arrives, on the south-east table edge, in the subsequent Allied initiative when the Allied player rolls a 6 on 1d6.

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