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Higher Ground
Saint Lô & Falaise, France, August 1944

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Higher Ground - Scenario Briefing

Saint Lô & Falaise, France, August 1944 - Light US forces press forward against the encircled Germans...

Historical Situation

Mid-August 1944, central France, the German front is collapsing (although they haven't realised it) and Hitler is insisting on an armoured thrust west from Trun to counter the U.S. advance. The U.S. XV Corps has already broken through into empty country beyond Saint Lô and General Bradley has now ordered the Corps to swing east to hook round behind the German armour and trap it - preventing a retreat north & east to the Seine river. American forces are pushing forward as far and as fast as they can to keep the Germans guessing, and secure vital objectives for the ongoing advance!

Map of South-West FranceHaving secured Le Mans then turned north, the American XV Corps has sent a Task Force (consisting of a reinforced Motorised Infantry Battalion with some light-armour reconnaissance forces) north towards the south bank of the Orne river. Approaching Argentan they are ordered to secure some dominant high ground south of the town to cover the approach of heavier forces the next day, who are heading for Argentan themselves, and an Orne crossing. Falaise and the Canadians are just 25km away across the Orne to the north, in between are all or part of nearly 7 Panzer Divisions, 2 Tiger Battalions, several reasonably fresh German Infantry Divisions (by Normandy standards), and the last remnants of the German 7th Army.

The Germans meanwhile, with the Canadians finally entering Falaise itself, have suddenly realised the threat to their rear and have finally started to send forces south to secure their open flank... As the U.S. XII Corps approaches Orléans 100km to the south, the Task Force approaches it's objective, unaware that the first significant German forces have already occupied the area south of Orne around Argentan...

Map

For 15mm figures the table size is approximately 2.0m x 1.5m (6'6" x 5') and runs long-ways North to South. See the photos in the After Action Report that follows for the general layout required.

U.S. Player

Morale: Regular

1 Infantry Battalion (Task Force) HQ:
    1 BC (+1)
    3 Rifle Companies, each with:
        1 CC (+2)
        1 MG Section with:
            1 0.30" MMG Stand
        1 Mortar Section with:
            1 60mm Mortar Stand*
            1 FO (for Mortar or have CC stand double as FO)
        3 Rifle Platoons, each:
            1 PC (+1)
            1 PAT 2.36" Bazooka Stand**
            3 Rifle Squads

1 (Attached) Rifle Company with:
    1 CC (+1)
    3 Rifle Platoons, each:
        1 PC (+1)
        3 Rifle Squads

1 (Attached) Armoured Recon Platoon:
    1 PC in Jeep with 0.30" MG (+1)
    1 Recon Jeep with 0.50" MG
    2 M8 Greyhound Armoured Cars

1 Attached Recon (Support) Tank Platoon:
    1 PC in M3 or M5 Stuart Light Tank (+1)
    2 M8 HMC Support Tanks (or similar)
    1 Recon Jeep with 0.30" MG (or similar)

* On table with 6 Fire Missions for each stand. Can observe their own fire.

** Platoon Anti-Tank (PAT) team - can shoot an unlimited number of times each initiative. Count as a Crew Served Weapon for Close Combat and have insufficient firepower to affect infantry. In addition any 2 of the 3 Rifle squads in a Platoon may shoot once each initiative with their 2.36" Bazooka.

U.S. Objective

  • To secure the high ground at the far side of the table with sufficient force (a company equivalent group of 10 squads and/or AFVs) before nightfall1.

U.S. Deployment

Deploys Second and has First Initiative. Enter from anywhere along the Southern table edge, or the Southern half of the West table edge, in any order desired, except the 'Attached' Rifle Company's platoons (the company with no heavy weapons), which must be the last U.S. infantry to enter the table, as they represent the leading company of the following battalion sent up as reinforcements. Note: Troops are assumed to have encountered some light German resistance and have dismounted from their trucks to advance the last kilometre or two to the objective on foot.

German Player

Morale: Regular

1 Infantry Battalion HQ:
    1 BC (+1)
    1 Mortar Platoon
        2 8cm Mortar Stands*
        2 FO (for mortars)
    2 Rifle Companies, each with:
        1 CC (+2)
        1 MG Platoon:
            1 PC (+1)
            2 MMG Sections (Stands)
        3 Rifle Platoons, each with:
            1 PC (+1)
            1 PAT 8.8cm Panzershreck Stand**
            3 Rifle Sections (Squads)

Assorted Armour Attachments 'in the vicinity':
    1 Tiger I
    2 Panzer IV ausf F1 (75mm L/24)***

* On of Off table with 5 Fire Missions for each stand.

** Platoon Anti-Tank (PAT) stand - a dedicated team of 2-men with a Panzershreck, they may shoot an unlimited number of times each initiative. Count as a Crew Served Weapon for Close Combat but have insufficient firepower to affect infantry. In addition any 1 of the 3 Rifle squads in a Platoon may shoot once each initiative with their Panzerfaust(s) as well.

*** You may instead substitute two of, or a mix of any two, of the following: Panzer III ausf N (75mm L/24), Sdkfz 251/9 (75mm L/24), Sdkfz 234/1 (20mm), or Sdkfz 234/3 (75mm L/24), or any other similar light armoured vehicle equivalents.

German Objective

  • Hold the high ground and prevent an American breakthrough, but without losing the Tiger tank!

German Deployment & Special Rules

Deploys first, has Second Initiative. The Tiger must deploy on table on or near the high ground, it may not exit the table, and it must shoot at the U.S. forces at least once in the game (otherwise it counts as lost by the Germans). Hidden deployment should be used.

Victory Conditions

Major U.S. Victory  

U.S. hold high ground with 10 stands and destroy the Tiger

Minor U.S. Victory  

U.S. hold high ground with <10 stands and destroy Tiger, or U.S. hold high ground with 10 stands but didn't destroy Tiger.

Draw  

U.S. hold high ground with <10 stands but didn't destroy Tiger

Minor German Victory  

No U.S. on the high ground but they lost the Tiger.

Major German Victory  

No U.S. on the high ground and Tiger okay and on the high ground.

Scenario Special Rules & Rules Variants

1. Applying a time limit is optional, in the end we did not worry about this. However if you choose to (to add some extra tension) we suggest the 'Moving Clock' system provided in the CrossFire Supplement "Hit The Dirt". Use a Clock Roll of 5+ at the end of each German Initiative Phase, success advances the clock by 30 minutes until dusk. The game starts at 1500 and dusk falls at 2000. After dusk falls the next Clock Roll ends the game - time assuming to have then advanced to 2100 and Nightfall.

2. This was one of our first genuine games of CrossFire. We also used indirect fire for the first time, and increased the number of vehicles to see how it would go. We were still working through some vehicles rules since we were not happy with the ones in the book, and therefore see the house rules section of this site for the latest version of these.

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