Matakishi's Tea House

A simple little site...



Donner and Blitzen are two genetically engineerd German Übermensch from the lab of Herr Doktor Grimm.
They are super-strong, super tough and equipped with superheated metal gauntlets that can cut through allied armour like butter. They are also completely insane and can prove difficult to control on the battlefield.


Donner and Blitzen from Monolith Designs. Other figures from Black Tree Design.

Using Donner and Blitzen in Crossfire.

Donner and Blitzen ignore pin results although they still count for the purposes of determining no-fire for the shooter. Their toughness makes them immune to small arms fire, as if they were armoured. Anti-tank weapons, .50cal Machine Guns, Artillery, Mortars and armoured vehicles' main weapons will affect them as if they were infantry but they require an additional hit to inflict damage; for instance: 2 hits will pin (which is ignored), 3 hits will suppress, and 4 hits will kill.

Donner and Blitzen are not affected by kill potential overspill damage. They are however fragile as far as morale is concerned and are treated as green when attempting to rally; this means they will always need a 6 to recover from a suppression. Donner and Blitzen may only attempt to rally if their controller is within a base depth of whichever one is making the attempt.They must begin and end their moves in sight of their controller. If their controller is killed or otherwise removed from play they will stay where they are and only fight if engaged in Close Combat.

If one or both of
Donner or Blitzen are in Close Combat, add +4 to their side's roll. If Donner and/or Blitzen attack an Allied AFV all its bonuses for being armoured or turreted are negated as if it was in unfavourable ground.

Donner and Blitzen have no ranged attack.
Donner and Blitzen are each considered to be a squad for game purposes.



The name gremlin was first coined during the 1920's. RAF insider jokes blamed gremlins for all the technical malfunctions in airplanes. Douglas Bader tells of a German Lager-Offizier nicknamed "Gremlin George" in early 1942. Gremlin jokes were widely used by the RAF during World War II; pilots discussed gremlins, their mischievous expertise, and methods of placating and controlling them. Gremlins were said to often ride on wings, sometimes manipulating ailerons to tip the plane.

As the war continued the gremlins began affecting all kinds of Allied equipment. Some wondered if there wasn't a malicious force controlling these pests. Maybe there really was...


These Gremlins are from Pardulon.

Using gremlins in Crossfire.

The Axis player receives one gremlin counter for each Allied vehicle on the table and one extra counter on top up to a maximum of 5 gremlin counters.
Once each initiative the Axis player may attempt to place a gremlin counter on an Allied vehicle. This is done by rolling a D6 with a score of 5 or 6 indicating a success. A fail does not surrender the initiative.

If a vehicle has one gremlin counter it loses its motive power, treat as if it was bogged down.
If it has two gremlin counters the vehicle's guns malfunction also, treat as no-fire.
If it has three
gremlin counters the vehicle is removed from play permanently.

The Allied player may attempt to remove a
gremlin counter by getting a 5 or 6 on a dice roll. This may be attempted as many times as the player wants but a failed roll surrenders the initiative. Gremlin counters are removed in reverse order so the first successful removal fixes the weapons; this is so there is no ambiguity over what effect a single gremlin counter on a vehicle has.
Once a
gremlin counter has been removed it is discarded, the Axis player doesn't get it back to use again.