The next scenario in the book we had to play was Crossroads. This sees the table split into 4 sections with VP's awarded for controlling a section at the end of the game (4 turns) and bonus VP's for destroying enemy units and holding the crossroads itself.
One interesting feature of the scenario is that all vehicles (and any passengers) start off table and need to be rolled for to come on. You need a 5+ on a D8 to bring a vehicle on and you roll before each of your seven activation cards so it's very likely you will get them all on in the first turn.
My DAK had planned to rush forwards with my MMG in a 250 and an infantry section in a truck to seize one of the buildings and then push towards the other with infantry on foot. With some decent rolling on the vehicle front I was able to occupy the building whilst the Sikh's slogged up on foot.
This then gave my troops in the building the chance to poor heavy fire into the infantry advancing against them wiping out one team, though that did open them up to the attention of the British armour. Fortunately they where unable to cause any damage to my troops in their heavy cover .
On the other flank the Sikh's had likewise occupied a building and held up my advance though I did manage to score a hit on the truck carrying their MMG which destroyed the truck and forced the MMG to bail out.
With the right building reasonably secure I was able to concentrate fire into the other building and keep the Sikh's from advancing over the road though that did allow a brave charge against my MMG by an infantry team. Despite forcing my MMG to beat a retreat no actual casualties where inflicted in the melee.
This did leave the charging team exposed to concentrated fire however and they and the Humber A/C where both wiped out on the final turn.
So it ended with the DAK holding three quarters of the table, the crossroads and having killed several 8th Army units, so a handy win in the end.