Baraque de Fraiture (Parker's Crossroads)

Historical Background:
Under orders from command to “hold at all costs”, Major Arthur C. Parker of the 589th Field Artillery unit assembled a makeshift force of glider and parachute infantry, armored infantry, a few anti-tank guns and some Sherman tanks at the crossroads near the Belgian village of Fraiture. Repeated German attacks over the next few days were turned back as fuel supply problems limited the 2nd SS Panzer Division and 60th VolksGrenadiers. By the 23rd, however those fuel problems were solved and a powerful combined arms attack finally overwhelmed the out-manned Americans. By evening the position was lost. While the final outcome was never in doubt, by holding the crossroads for over 2 days, Parker’s hastily-assembled troops prevented the German forces from advancing - giving the Allied forces in the area precious time to recover and reform.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Briefing:
Axis Player
[Germany]
Take 5 Command cards.
You move first.

Allied Player
[United States]
Take 4 Command cards.
Conditions of Victory:
6 Medals.

The Allied player suffers Sudden Death the instant that the Axis forces occupy all 3 town hexes at the crossroads.
Special Rules:
Winter Combat (Actions 25 - Combat Cards) and Winter Weather (Actions 26 - Winter Weather) rules are in effect.

Place a badge on the German elite infantry and tank units (Troops 2 - Specialized Units).

Place a badge on the Allied Army Half-Track unit (Troops 18 - Half-Tracks). Supply Vehicle rules are not in effect.

Place a badge on the 2 Allied Heavy Anti-Tank Gun units (Troops 23 - Heavy Anti-Tank Guns).

Place a badge on the Allied Tank Destroyer unit (Troops 24 - Tank Destroyers).

Special Weapon Asset rules (SWAs 4 - Special Weapon Assets) are in effect for the Axis unit equipped with a Mortar (SWAs 6 - Mortar Late War). Place a badge on it.
Scenario link
Setup Photo:


At the start, I played as the Axis, while my opponent took the Allies. The Axis launched some attacks in the center, scoring two medals but losing two units due to the Allies’ lucky dice rolls. Then, with an incredible streak of luck, the Allies scored three more medals without taking any losses.

Just when we both thought the game was headed for a 6-2 Allied victory, the Axis made a comeback, scoring three medals. Victory was within reach, but the Allies played a barrage and secured the final medal to win the game.


For the second game, we switched sides and began the battle. The Axis launched attacks in the center but were pushed back with heavy losses. They managed to score two medals, but the Allies brought two armor units to the front line. Despite being reduced to just two figures by an Axis Their Finest Hour play, they still managed to score two medals.

The Axis then launched an armored assault without scoring any medals and their tanks were destroyed by the Allies’ heavy anti-tank guns.
End Photo:


Overall, it was a good scenario, but slightly unbalanced due to the heavy anti-tank artillery at the crossroads. It’s difficult to eliminate and they causes significant losses from long range, because reduced visibility rules aren’t in effect.

If you’ve played this scenario, I’d like to hear about your experience!