From Moves#45 Six Iron Cross Scenarios by James C. Gordon Strategy & Tactics #132 included the game Iron Cross, a design which examines small unit engagements during the early months of the Eastern Front campaign in World War II. The following confrontations between German and Russian forces provide additional matchups and employ several units not used in the original six scenarios. Scenario 7: The Battle for Hill I Background: The German advance slows to regroup and small detachments take up temporary defensive positions. The Russians attack the outpost to keep the Germans off balance. Maps: Map 2 (hex columns 3001/3027 to 5001/5027) is used. North Indicator: Place in hex 3001 pointing toward hex 3002. Game Length: Six Game Turns German Setup: Squad E (12) (less MP PR10, LMG PR9, R PR10 and PR8), PS PR10 Grenades (6), IP1 x 2, 1P2 x 2, 4 AP Mines 1. Germans setup first. 2. Deploy anywhere on Hill I Russian Setup: Squad P (12), PL PR10 MOR (12), Grenades (10) 1. Russians move first. 2. Deploy anywhere south or cast of the road that runs through hexes 4001-4018-3014. Victory conditions: Russians win by controlling all of Hill I at the end of the game. The Germans win by retaining total control of Hill I at the end of the game. Any other result is a draw. Scenario 8: A German platoon advances. Background: The Germans must cope with the elements as they stage a combined arms advance. Difficult terrain (trees, gullies, hills) assists the Russian defenders. Maps used: Map 3 (hex columns 5001/5027 to 7001/7027) is used. North Indicator: Place in hex 5001 pointing to hex 5002. Game Length: Ten Game Turns. Russian Setup: Squad A (9), Squad D (9) (less R PR9, PR7, PR6), PL PR10, APL PR10, MMG #1 (12), MOR (21), BT7m #1 & 2, Grenades (8), 6 AP and 6 AT Mines 1. The Russians deploy first. 2. Deploy anywhere south of hex line 5014-7014 with no more than one LMG and any two Rifle units from Squad D on Hill P. 3. May use eight hidden hexes. German Setup: Squad A (12), Squad B (12), Squad C (12), FT PR9 (3), PL PR11, PS PR10, MMG #1 (15), ATR #1 (8), MOR (24), StugIII or PZIII, Grenades (16) 1. The Germans move first. 2. Enter anywhere along the north map edge on turn 1. 3. Units may exit the south edge of the map (only) at any time but may not return once they have exited. Victory conditions: The Russians win by controlling all hexes south of the gully that runs through hexes 5403-6812 at the end of the game. The Germans win by losing fewer units than they are able to exit off the south edge of the map by the end of the game. Any other result is a draw. Scenario 9: A patrol clears a town. Background. The rapid German advance bypassed a town that must be secured to protect the supply lines. A handful of Russian soldiers, entrenched in a town, present a obstacle for the German rearguard. Maps used: Map 1 (hex columns 1001/1027 to 3001/3027) is used. North Indicator: Place in hex 1002 pointing to hex 1001. Game Length: Eight Game Turns. Russian Setup: Squad D (only three units, MP PR10, R PR8, PR7), MMG #2 (12), ATR #1 (6), APL PR9, 4 AP Mines, 4 AT Mines, Grenades (4) 1. Russian player sets up first. 2. Deploy in any building hex. 3. All units, including mines, are hidden at start. German setup: Squad A (10), Squad D, P8, MMG # 1 (12), IId #1, Grenades (16) 1. German player moves first 2. Enter from any map edge. Victory conditions: The German player wins by clearing all building hexes of Russian troops by the end of the game. The Russian player wins by having at least one active unit in building 1, 2, 3, or 4 at the end of the game. Scenario 10: Counterattack to recapture town. Background. Even in retreat, the Red Army is capable of massing troops for a counterattack to regain a key objective, such as a town. The Germans must hold off the attack until reserves are brought up to reinforce the defense. Maps used: Maps 1, 2 and 3 (hex columns 1001/1027 to 700117027) are used. North Indicator: Place in hex 1002 pointing to hex 1001. Game Length: 12 Game Turns. German Setup: Group 1: Squad E (18) (less MP PR10, R PR9, PR8), MMG #1 (20), 37AT #1 & 2, 1P2 x 2, IP1 x 2, 6 AP Mines, 6 AT Mines, Grenades (16) Group 2: Squad D (24) (less R PR7), PS, ATR #1 (12), MOR (30), IId, StugIII #1 & #2, Grenades (16) Group 3: Squad A (24), Squad B (24), Squad C (20), PL, MMG #2 (30), 50 AT, IIIe #1 & 2, IIIj, IVe, IVf2, Grenades (28) 1. German player sets up first. 2. Group 1 deploys on Map 3 and may use three hidden hexes. 3. Group 2 deploys on Map 2 and may not move until turn 3 unless attacked. 4. Group 3 deploys on Map 1 and may not move until turn 8 unless attacked. Russian Set up: Group 1: Squad A (20), Squad B (20), Squad C (18), Squad D (18), PL PR10 APL PR10, MMG #1 & 2 (24 each), ATR #1 & 2 (8 each), MOR (24), KV1, BT7m #1 & 2, Grenades (28). Group 2: Squad F, Squad G, PL PRII, APL PR9, 45 AT #1 & 2, 76 AT, T26a #1 & 2, T34a, T34b #1 & 2, Grenades (22). 1. Russian player moves first. 2. Group 1 may infiltrate any three gully hexes on Map 3 or enter along the east map edge on turn 1. 3. Group 2 enters along the north or south edge of Map 3 no sooner than turn 3 and may be delayed until turn 5. Victory conditions: Victory is determined by the number of points held by each side at the end of the game. Victory points are awarded for controlling, or being the last player to control, the buildings, hills, and bridge hexes on all three maps. There are eight points possible on Map 3, 15 on Map 2, and 47 on Map 1 for a total of 70 points. The levels of victory are as follows: German decisive: 50+ German tactical: 35-49 Draw: Any other result Russian tactical: 45-59 Russian decisive: 60+ Scenario l l: Reconnaissance in force. Background: Preparing to renew the offensive, the Germans probe the enemy positions to determine their strength and disposition. The Russians must disrupt the reconnaissance and retain the integrity of their defenses. Maps used: Maps 2 and 3 (hex columns 3001/3027 to 7001 to 7027) are used. North Indicator: Place in hex 3002 pointing to hex 3001. Game Length: Ten Game Turns. Russian Setup: Squad A (10), Squad C (10) (less R PR8, PR7), Squad F (less MP PR8, PR7, PR6), PL PR10, PS PR9, MMG#1 (16), 45 AT, 1P3 x 1, 1P2 x 2, IP1 x 2, 4 AT Mines, 4 AP Mines, Grenades (12). 1. Russian player sets up first. 2. May use four hidden hexes. German Setup: Squad A (12), Squad C (12), Squad D (12), PL, PS, IId, IIIe #1 & 2, Grenades (24). 1. German player moves first. 2. All units enter along the western map edge on turn one. Victory conditions: The German player wins by having more active units on Map 3 than the Russians at the end of the game. The Russian player wins by eliminating more German units than he loses by the end of the game. If both players fulfill their victory objectives then the game is a draw. Scenario 12: Attack and Counterattack Background: The Germans mass their forces to assault a town that forms a crucial crossroads. The Russians must rally their available reserves and counterattack to relieve the defenders. Maps used: Maps 1 and 2 (hex columns 1001/1027 to 5001/5027) are used. North Indicator: Place in hex 1001 pointing to hex 1002. Game Length: 15 Game Turns. Russian Setup: Group 1: Squad A (18), Squad B (15), Squad C (15), PL PR10, APL PR9, MMG #1 (24), ATR ~1 (9), MOR (15), 45AT #1, 76AT, KV1, BT7m, 1P3 x 1, 1P2 x 1, IP1 x 5, Grenades (24) Group 2: Squad F, Squad G, PL PRII, APL PR10, T34a, T34b #1 & 2, Grenades (22), 1. Russian player sets up first. 2. Group 1 deploys in any building hex on Map 1. 3. Group 1 may use hidden hexes. 4. Group 2 enters the east map edge on turn 8 and may infiltrate any two hexes within four hexes of the map edge. German Setup: Group 1: Squad A (24), Squad B (24) Squad C (24), PL, MMG #1 (30), 37AT, Grenades (28) Group 2: Squad D, Pg, ATR #1 (8), StugIII #1, Grenades (18) Group 3: Squad E(22), FT#1 (4), 50AT, IId, Grenades (32). 1. German player moves first. 2. Group 1 deploys on Map 2. 3. Group 2 and Group 3 enter Map 1 from the north or south map edge on turn 5. Victory conditions: At the end of the game, both players add up the total number of building hexes they control on Map 1. From their respective totals, each player subtracts the number of units that they lost during the battle to determine their total victory Point totals. The player with the higher total wins. In case of a tie, the game continues for one or more additional turns, with the victory points recounted at the end of each turn, until one player achieves a higher total. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://pages.about.com/strategygames/), originally collected by Andrew Webber (gbm@wwwebbers.com)