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Cross Fire: House Rules |
Introduction We quite enjoy the Cross Fire set of rules by Arty Conliffe for WW2 combat. It is quite a revolutionary game system that takes a bit of getting used to, but it is extremely playable - without having to consult lots of charts - and provides a reasonably accurate simulation of infantry combat. Why is it revolutionary? First off, there are no movement speeds and no ranges. Instead, there is a target proximity rule. Second - instead of a turn based game system, CrossFire is initiative based - ie the player with the initiative continues to move and shoot as long as he retains the initiative. Initiative shifts if the phasing player makes an unsuccessful action. While we enjoy the playability of the infantry rules, the armour rules leave much to be desired. We feel it is too abstract and does not accurately reflect tank-tank or anti-tank combat. For instance, a unit or tank will have the same chance to hit an enemy tank whether it is right next to it, or clear on the other side of the table. The next problem is that infantry anti-tank weapons like PzFaust and PIATs are not limited by range and can shoot clear across the table. So to rectify these problems, the WW2 Nuts of the Napnuts decided that we needed to graft on a more rational set of rules for resolving tank-tank and anti-tank combat in Cross Fire. All other rules remain the same, and the additional tank rules only come into play when tank shoots at tank, or tank is shot at by infantry using anti-tank weapons. This compromise preserves playability, while enhances enjoyment as it produces a more realistic simulation. The armour rules we grafted on are from Avalon Hill's Squad Leader, GI Anvil of Victory module. Procedure
Size modifiers (for To Hit roll):
To Kill modifiers (to represent armour thickness):
Special To Hit numbers for Pzfaust, Piat and Bazookas: PzFaust
PzSchreck/ Bazooka
PIAT
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