CROSS OF IRON SCENARIOS

Cross of Iron was Avalon Hill's first add on for their Squadleader boardgame. It's presumably named after the novel by Willi Heinrich and/or the Sam Peckinpah film adaptation. Like its literary/cinematic namesake the game takes the Eastern Front as its theme, and introduces new troops (SS, partisans, cavalry etc) plus a vast array of vehicles and ordnance. It also features eight scenarios which are reproduced below (with one variant). These scenarios take up slots SCEN042 to SCEN050 in the scenario directory.

 

TITLE

BATTLE TYPE

COMMENTS

The Capture of Balta v1

3rd August 1941

Germany/Romania v USSR

Axis Assault

Best played against a human opponent or Soviet AI. The Germans need to make sure their Stg III isn't knocked out at the opening of the assault. They’ll have an uphill task repelling the Soviet counterattack without it.

The Capture of Balta II

3rd August 1941

Germany/Romania v USSR

Axis Assault

This variant uses the same forces as v1 above with the Balta map from Steel Panthers.

Paw of the Tiger

12th January 1943

USSR v Germany

Soviet Assault

Best played against a human opponent whichever side you pick. Playing against the AI isn't very satisfactory. If you're the Germans it's a turkey shoot as you blast the enemy tanks at long range. If you're the Soviets it's easy to outflank the thinly spread Germans and take the victory objectives.

Hube's Pocket

6th April 1944

Germany (SS) v USSR

Meeting Engagement

Best played against human opponent or German AI. This scenario is also a turkey shoot for the German player if played against Soviet AI. The map in this scenario comes from Marsh and Ritter's adaptation of "Hube's Pocket" which can be obtained from the SSI Scenario Depot.

Sowchos 79                       8th December 1942

Germany v USSR

German Assault

Best played against Soviet AI. If played any other way the Soviets will probably gain an unfair advantage by bringing up their tank reinforcements early.  

Debacle at Korosten

30th August 1941

USSR v Germany

Soviet Advance

Best played against German AI to avoid the kind of early reinforcement arrival mentioned in Sowchos 79 above. The Soviets' primary goal should be elimination of the German garrison units (which have increased point values) rather than taking the victory hexes.

The Defence of Luga

19th July 1941

USSR v Germany

Soviet Assault

Mass Soviet infantry and armoured assault against German infantry and AT units. Best played against human opponent. Playing against the AI tends to lead to the same sort of games discussed in The Paw of the Tiger above.

A Winter Melee

17th February 1942

USSR v Germany

Soviet Advance

A Soviet mixed force (paratroops, cavalry and partisans) attacks a German held town.  Best played against German AI. Soviet partisan squads have reduced personnel and SMGs as support weapons to reflect their poor firepower and range. There's no satisfactory way of simulating air drops in Steel Panthers so the paratroops begin the game in a location where it’ll take them a few turns to get into the thick of things.

Breakout from Borisov

2nd July 1941

 

Germany v USSR

Meeting Engagement

This is a massive scenario: Infantry, cavalry, tanks, planes, the works. Best played against Soviet AI as it gets a bit tedious moving all those large Russian infantry formations. 

Afterword: In retrospect there’s a number of things I wish I’d done differently in these scenarios, not least making more of an effort to accurately reproduce the original game maps.  I might re-do these scenarios some time in the future for Steel Panthers: World War II and will pay more attention to the mapping side of things. SP:WW2 also has the advantage of being able to reproduce more features from the Squadleader system than SP1 such as  large amounts of units (i.e. more than 48), allied troops, reinforcements, airborne drops and a wider variety of squad types. 

Return to Front Page

Hosted by www.Geocities.ws

1