Multiplayer Pocket – West Table Briefing

This is the briefing for the West Table of the Multiplayer Pocket game. There are also briefings for the North and South 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

I don’t have a map for the west table drawn up. On the day we just put terrain on the table and went at it. The rough parameters are obviously form the overall map. Essentially the attacking Germans must go through Russian entrenched on the edge of a built up area.

Multi-player Pocket - Map - All tables - Crossfire
Multi-player Pocket – Map – All tables – Crossfire

Western Soviet Player (Defending)

Player Briefing

The town behind you is the western flank of the German pocket and your task is to prevent any relieving force getting through. And yes, you are expecting a relieving force. Since you reoccupied the original Soviet 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 existing fortifications (Bunker, 3 x Wire, Mines). You must deploy first with all your stands in the eastern part of the table. The Bunker and Wire must be visible – after all the Germans saw them as they passed through a few days before. 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 German thrust. The German gets 1 Victory Point (VP) for each fighting stand (AFVs, Squads, HMG, Guns and CCs) that leaves the eastern table edge and loses 1 VP for each of your surviving fighting stands at the end of the game.

VP Result
0-7 Soviet Major Victory
8-12 Soviet Minor Victory
13-15 Draw
16-20 German Minor Victory
21-26 German Major Victory

Instant Victory: If the attacker drops below 8 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

You have at your disposal:

Russian Order of Battle – West Table

  • 1 x Rifle 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 Rifle Platoons: +1/0 PC, 4 x Rifles, one with ATR
  • 2 x 45/66 ATG in Entrenchment
  • 1 x 76/41 ATG in Entrenchment
  • 1 x Bunker, 3 x Wire, 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 (4 FM shared between the three tables), but cannot call in their own FM in the same initiative.


Western German Player (Attacking)

Player Briefing

The town in front of you is the western flank of the German pocket and your task is to break through the force blocking thus allowing your comrades in the town to evacuate. Remember, you cannot risk leaving a strong German force behind you. The Soviets are believed to have an infantry company supported by anti-tank guns, but no armour of their own. They have reoccupied the original front line, hence are dug in behind mines, wire and have at least one bunker. The Soviets must deploy with all stands in the eastern part of the table. The Bunker and Wire must be visible – after all your forces saw them as they passed through a few days before – but you can expect some other stands to be hidden. You will deploy second, and move first.

Victory Conditions

You are attempting to break through the Soviet position. You gets 1 Victory Point (VP) for each fighting stand (AFVs, Squads, HMG, Guns and CCs) that leaves the eastern table edge and loses 1 VP for each surviving Soviet fighting stand at the end of the game.

VP Result
0-7 Soviet Major Victory
8-12 Soviet Minor Victory
13-15 Draw
16-20 German Minor Victory
21-26 German Major Victory

Instant Victory: If you fulfil 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 German players versus 1 Soviet player. If there are two attacking players the forces will be divided in two and the two players operate their forces “by committee”.

Forces

You have at your disposal:

German Order of Battle – West Table

  • 2 x Rifle Companies (Regulars)
    • 1 x +2 CC
    • 2 x HMG
    • 1 x FO for off-table 81mm Mortar (12 FM)
    • 1 x Rifle Platoon: +2 PC, 3 x Rifles, one with ATR
    • 2 x Rifle Platoons: +1 PC, 3 x Rifles, one with ATR
  • 2 x StuG III Ausf G

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.

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