|The calm before the storm|
We got through four games during the day. The chess clock drew a lot of interest, as did the lengths of string initially used to demarcate the deployment areas and later to check LOS. The clock changed the whole dynamic of playing CF, was universally applauded, and will certainly feature in our future CF games. It not only drives the game but adds to the drama, though we might need to have a stress counsellor on hand for reasons of health and safety.
|High tide of the German attack|
A double pincer wins the day
In the third game, new player Gary took the Mill (cream building, centre) from his equally inexperienced friend in 23 minutes, advice and guidance having been given to both sides.
|Soviets counter-attack just for fun|
I've played or otherwise run this game many times, so I've no particular desire to play it again, at least in its current form. The layout is semi-modular, however, and at some future date it will be interesting to see just how well the tiles might be re-arranged to create a different layout. I will also bring out the AFVs and anti-tank guns which were dropped for the sake of simplicity.
As the attacker in the scenario, the German player bears the onus of winning or losing the game. If the player is systematic, aggressive, fast and not unlucky with the dice, it is possible (as we discovered while testing) to take the Mill and win the game in 12 minutes of German playing time. The other objectives will inevitably take longer.
The key to success is fairly typical of Crossfire generally: use smoke to cover the concentration of your forces, exploit that concentration to suppress the target with superior firepower, especially mortars and HMGs. Then use smoke again to isolate the target and storm it. Finally, reinforce the lodgement to fend off any counter-attacks.