Crossfire
By July 1992, the
Serbian and Croatian forces in Bosnia had occupied the vast majority of
the country and had pushed the Bosnian Muslim defenders into a tiny
defensive pocket north of Bihac and reduced the Bosnian presence in the
rest of the country to holding major cities and towns, such as Sarajevo,
Visegrad, Gorazde, Tuzla, and Zenica. In the following months, the
Serbians besieged the Bosniak defenders by pounding the Bosniak-held
communities with heavy artillery and mortar fire. Nighttime street battles
raged as Serbs kept up the pressure through sniper fire and concentrated
infantry attacks. This scenario allows players to participate in a
nighttime infantry assault in Sarajevo by Serbians against Bosniak
positions.
Scenario
Outline
This scenario is
based on a battle for a single intersection on the outskirts of Sarajevo. A
small unit of Bosnian Green Beret defenders must slow down or even stop
the advance of the Serbian infantry. The Serbian infantry squads are
assaulting the square in an attempt to capture buildings held by Bosnian
defenders.
This scenario
takes place at night with only a full moon providing illumination, giving
all combatants a spotting range of 200 hexes and a -4 ALM to all fire. The
Serbs cut off the electricity to the city earlier, so all visibility
within buildings is at no moon level illumination, with a 20 hex spotting
range and -12 ALM to all fire.
Setup
The Bosnian Green
Berets set up in the buildings surrounding the square and are allowed to
set up any defences they may wish to use. These defences are detailed
below. After the Green Berets have set up, the Serbian squads enter
the map from the south or east edges.
All buildings
around the square are two stories tall. All of the floors are
identical, except that there are no exterior doors on the upper floors. These
are treated as windows. The buildings are brick (PF = 370) and the
Bosnians can emplace a double layer of sandbags on up to 10 walls of their
choice, which adds a PF of 48 to the selected walls for a total PF of 418. Bosnians
can also place up to 10 mouseholes, 10 rubble barricades, and 6 expedient
mines. These are covered below in the special rules.
The fountain in
the centre of the square provides cover for a kneeling combatant and has a
PF of 900. The statue in the centre of the fountain provides cover
for up to two combatants standing side-by-side and has a PF of 4000. The
kiosks around the square are small metal booths, with a PF of 2 for each
wall.
Bosnian
Green Berets
The Green Berets
have taken the role of defending this part of the city and have spent a
great deal of time preparing defences. This has been time well spent
since the Green Berets are an independent unit and can expect no support
or relief from anyone. Once the battle begins, they have only
themselves to hold the square. The Green Berets must defend the
intersection by either killing or driving off the Serbian attackers.
Bosnian Green
Beret Units
Number
Quality
Weapon
3 Line
AK-47
1 Green
PKM
2 Green
AK-47
1 Militia
Ultimax 100
1 Militia
Shotgun
1 Militia
AMD-65
Note: The PKM
gunner must always have another combatant with him to serve as a loader. Whenever
the PKM fires, the loader's CA are occupied with feeding the ammunition
belt into the gun and so cannot be used for anything except for spotting
targets. If the loader is incapacitated or killed then he can be
replaced by another combatant.
Special Weapons
include 6 M72A2 LAWs to be distributed as the Bosnian player desires.
Army of the
Serbian Republic of Bosnia & Hercegovina
The Bosnian Serb
Army has had the city under siege for months and has been pounding it with
artillery for much of that time and making occasional infantry forays. Platoon
elements have been dispatched to try to take some territory in the nightly
ritual of streetfighting. The Serbian troops must capture the
buildings surrounding the intersection.
Bosnian Serb Units
Number
Quality
Weapons
1 Line
SVD
4 Line
AK-47
1 Line
RPK
1 Line
AK-47 & M-79 Osser
2 Green
AK-47
2 Militia
AK-47
Special
Rules
The following
rules are optional and can be used if both players consent. The
scenario may be played without these rules.
Tracers: Tracers
are special ammunition rounds with a pyrotechnic composition in the base
of the bullet. The pyrotechnic chemicals are ignited when the bullet
is fired and show the path of the bullet in flight. At night, tracers
are a mixed blessing because they not only show where a combatant's shots
are hitting, but combatants can also determine the firer's position by
following the tracer's path to the source. This is why tracers are
normally only used once in every three shots by experienced military
personnel--the one in three is sufficient to permit tracking of automatic
fire while being sparse enough to avoid revealing the shooter's position.
Rules
for tracers in tracking automatic fire are given in Section 6.15 of the
”Phoenix Command Expansion”. Players without access to that
supplement may simply add a +1 ALM per tracer to the next shot or burst
taken at the same target in the following impulse. So for example, if
a burst containing five tracers were fired, the next burst at the same
target in the following impulse would receive a +5 ALM.
Combatants
trying to spot tracer firing troops are able to spot both the firing and
target locations of tracer fire in half the required spotting time and
both locations are then considered pinned for spotting purposes. Heavy
tracer fire, which is more than one tracer every three shots, is spotted
in one quarter the required spotting time and the location is also pinned
for spotting purposes. When fire is directed at the tracer location
within the next phase, instead of using a firing at muzzle flash ALM, any
fire at the location is done using a -7 ALM for firing at normal tracer,
and -5 ALM for firing at heavy tracer.
Players
wishing to record tracer locations should place a marker or chit in the
hex where tracer was fired. Use a different marker for heavy tracer. The
tracer chits remain in place for one phase and then are removed from the
board.
For
this scenario, both sides have access to tracer rounds and are able to use
it as they wish.
Muzzle
Flash: In
night combat, muzzle flashes are one way in which enemy forces are spotted
and targeted. Modern flash suppressors and muzzle brakes have done
much to eliminate muzzle flash, but even so, most flashes still light up
the night.
Muzzle
flashes are automatically spotted by any combatants who have a direct line
of sight to them. A quick way of determining this is to mark the
muzzle flash hex with a chit or other marker and any combatants with a
direct line of sight to the chit can "pin" the hex for spotting
purposes. Any fire directed at the muzzle flash is done with a -10
ALM. The chits are removed at the end of the phase. Muzzle
flashes within windows are assumed to be from shots fired far enough
inside the room that the muzzle flash visibility will be limited. In
this case, the flash is only visible to those combatants within the
central 90 degree arc outside the window. Simply mark the window
with a muzzle flash chit and treat the window as pinned for spotting
purposes.
Building
Defences
The Bosnian Green
Berets have had some time to fortify the buildings surrounding the square
and have installed the following improvements.
Mouseholes: Mouseholes
are small gaps cut into the walls, allowing combatants to crawl through on
hands and knees (+1AC). Mouseholes can be created in any interior wall, or
on any wall where two buildings adjoin one another. In this scenario,
Bosnian defenders can place up to ten of these. Creating a mousehole in
the middle of combat is possible, but requires the use of an axe,
sledgehammer, or entrenching tool. This requires 150 person-phases
for a simple interior wall composed of wood, sheetrock, or plaster &
lath. Obviously, the same method cannot be used for breaching brick
walls. There, a 2 pound TNT charge is required and 6 phases are
needed to set the charge. All Line-quality Serbian troops are assumed
to carry entrenching tools.
Rubble
Barricades: Barricades
consisting of furniture, rubble, and barbed wire are often placed by
defenders to limit or cut an attacker's route through a building. Common
places where barricades are placed are stairs, doors, and corridors. The
barricade prevents movement beyond its location. These barricades can
be cleared by troops in 450 person-phases (15 person-minutes), during
which they may come under fire from the enemy.
Mines: The Bosnian Green Berets have emplaced a series of RGD-5
grenades rigged with tripwires as expedient mines. A person walking
through the tripwire would pull the grenade from a container, releasing
the safety lever and igniting the fuse. The Bosnian player should
give a list of the hexes where the tripwires are placed to the referee,
who will reveal the location to whenever a combatant crosses through the
mined hex. Rules for spotting tripwires are found in Section 9.3 of
the ”Advanced Phoenix Command” Rules Supplement, but players may
simply have the combatant make a Success Roll using three six-sided dice. If
the total on the dice is less than the Base Odds plus the combatant's
Skill Level, then the tripwire is spotted. Otherwise, the tripwire is
missed. The Base Odds for spotting a tripwire are 6 for an actively
searching person and 3 for an inattentive person. There is also a -2
modifier to the base odds because of the darkness.
If
a mine is spotted, it can easily be disarmed by cutting the wire (6 AC),
or avoided (+1 AC to movement). If the mine is not spotted, then
there is a chance that the tripwire will be caught by a combatant passing
through the hex. A running combatant has a 10% chance of triggering
the tripwire, while a walking one has a 90% chance. Once triggered,
the grenade explodes at the end of its arming time. Have the
triggering combatant make a Success roll at Base Odds of 6 plus his SL to
avoid getting tangled in the tripwire. Otherwise, he will drag the
mine with him until it explodes. This explosion will occur in the
same hex as the combatant.
Victory
Conditions
In order to win,
the Serbians must kill or incapacitate all the Bosnian defenders, or as an
alternative, they must capture all the buildings surrounding the square.
Bosnian defenders must prevent a Serbian victory in order to win.