In any case, the scenario, "Stug Smuggling", is another one for Crossfire - this time from Lloydian Aspects - converted to a 6 x 10 grid for use with G Company. I played it a few years ago, using Blitzkrieg Commander and I think, Bob Cordery's Portable Wargame: Modern, which was on his blog long before the books came out.
The scenario and forces were essentially as written, except I substituted Soviets for British and I don't have a StuG III, so a IV it is. The gist is that the Germans have to get the StuG to the opposite side of the table - infantry are expendable. The Soviets have to stop the StuG or they lose. If they stop the StuG but have less than five infantry stands remaining (including the ATG), it's a draw.
The Soviets have AT grenades but they do not have any ATRs, so they have to either use their ATG - which depends on the StuG moving towards it - or close assault the StuG - not a great prospect.
Finally, the scenario name sounds to me like a euphemism for a Speedo, much like "banana hammock." (Let that thought just settle into your brain.)
***
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| Sneaky StuG. |
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| Overview of table layout, end of turn 1. The Germans were pretty cautious - keeping the StuG and infantry together. |
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| Soviet anti-tank gun. This experimental ATG is simple enough that even a sniper and a Forward Observer can operate it. Glorious socialist engineering! |
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| Infantry fire-fight in the village. Soviet troops in the orchards opposite the church give the Germans trying to rush across the road pause. |
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| With the Soviet infantry losing the firefight, the StuG attempts to overrun the obstacle in order to get around the woods that were blocking its path. Instead it is lodged there. |
The Soviets lost three squads total from the two forward platoons and the ATG crew, but finished with six rifle squads and a mortar crew. The Germans lost two squads of their six, and, more importantly, the StuG. Soviet victory.
***
This was a lot of fun. I felt like I had a lot of hard choices to make and some worked out and quite a few didn't and those were mostly poor choices on my part, like running across open ground to frontally attack a good order StuG.
It was nice to just play not play test, although it was inevitable that I'd try some things. The new close combat - which is less deadly - worked as I hoped.
Since all of the Germans were elite, I was able to remember that this time, and found them almost impossible to eliminate when in cover. If they weren't hit multiple times in the same turn, they'd invariably rally at the start of the next (not a bad thing, just an observation).
The StuG functioned as a mobile heavy MG in this game- and why not, they get two d6, keep highest, when rolling as an MG against infantry - and they were effective that way, but I rolled terribly to cross that obstacle (I used the scenario rules for that). None the less, had it succeeded,even i it raced across the table, it would run into the waiting Soviet 3rd platoon with little to no infantry support, since their escort was bogged down in the village most of the time.
I found that my dissatisfaction with the turn sequence just wasn't there when I played today. So it will likely stay as is in my current draft which should go live this month (I know I said that last month, but things happened).

















