"Crossfire Rules" Topic
6 Posts
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DanLewisTN | 28 Aug 2016 8:27 a.m. PST |
1. What are the game mechanics for resolving tank vs tank combat in Crossfire? 2. How do the rules handle vehicle armor stat's? 3. I've read in infantry that you want to avoid clear lanes of fire from one end of the board to another, which begs rhe question, what is range on the board for infantry squad or mmg? 4. Also i would be using 1/285 which i understand is not an issue. 5. Given the game mechanics of units moving from cover to cover positions, how would the rules perform with tank battle in North Africa? |
Weasel | 28 Aug 2016 8:33 a.m. PST |
1: Tanks activate once per turn unlike infantry that can activate repeatedly. A lot of players house rule that stuff, but I kind of like it. Tanks operating at, essentially, point blank range should feel lumbering. 2: A simple numerical rating for the gun and armour. 3: All weapons fire out to line of sight. 4: It'll play fine in any scale. 5: Deserts aren't as flat as people expect, but I wouldn't use it for a tank battle. It's an infantry game through and through. |
vtsaogames | 28 Aug 2016 9:04 a.m. PST |
Everything on the table is within small arms range. That's why Crossfire needs lots of terrain to break up line of sight. People rarely fought on billiard tables. It is designed for an infantry company (or more) per side with some support, rather than tank vs. tank battles. You might find the tank rules a tad simplistic for that. 1/285 seems like the actual scale of the game. |
DanLewisTN | 28 Aug 2016 9:18 a.m. PST |
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sillypoint | 31 Aug 2016 7:06 a.m. PST |
You won't need much tabletop. Our group extensively expanded the armour, and have a hoot. It is not for everyone, but as a game there are options a plenty in your turn. I have thought of using 6 mm on the larger squad leader board…too many projects as it is. |
Weasel | 02 Sep 2016 10:04 a.m. PST |
We used to play company sized games on a table barely bigger than 2x2 feet. |
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