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Crossfire House Rules

These are some of our modifications we use for Crossfire. Eventually we will provide our fairly comprehensive Armour & AT system for both WW2 and Modern periods. We will also provide an easily downloaded PDF version of all these modifications. Meanwhile here are some of the smaller tweaks we use:

6.9 Snipers (Pg.12)
We don't really like the artificial one-shot expendable weapon nature of Snipers. Hence we have developed an alternative set of rules for them:

  1. Snipers remain on table indefinitely and move and fire the same as other stands. They may be placed in ambush at the start of the game as per the rules.

  2. Snipers can either operate independently under the Company Commander, or can be attached to a platoon (in some organisations a sniper or two may be present and integral to each platoon). However avoid having too many on table, we allow about 0-2 per company at most (e.g. allow a lone defending company to have say 2, but the 3 attacking companies to have 1 each if desired, etc). Basically if they are integral troops/part of doctrine they should be present at company level, if not then only 1-2 at battalion level.

  3. Snipers in the open are always assumed prone even if they moved (i.e. they don't have to conduct a separate action to stand up or lie down) unless shot at by another sniper. Effectively this means they always gain cover (-1D) even if in the open (except against other snipers).

  4. Snipers may group move with their platoon (assuming they are attached to a platoon), but they lose the cover in the open bonus above if they do.

  5. Snipers always get 3D when 'sniping', even if the target is in cover - But they can only ever Suppress or Pin unless shooting at a Leader/FO target (treat any Kill result for Rifle Squads & Weapon Teams as a Suppression). If the target is in heavy prepared cover (-1D and -1Pip) then the Sniper does suffer this reduction as normal even when 'sniping'. A 'Miss' when sniping does not cause loss of initiative.

  6. If a Sniper instead Group Fires or Crossfire's with his platoon he/she instead only gets 2D (but again no reduction for soft/medium cover) as this negates most of his/her special skills/advantages (i.e. they become equivalent to a weak Rifle Squad). Initiative may be lost as normal.

  7. A Sniper (as per the rules) may target anyone. Exception: An enemy sniper, if visible, is always top target priority of another sniper regardless.

  8. Snipers are a lower target priority than normal Rifle Squads or Heavy Weapons Teams, but are higher priority than any Leaders or FO teams when selecting firing and/or close assault targets.

  9. Snipers automatically die if close assaulted by a Rifle Squad without a friendly Rifle Squad or Weapons Team adjacent.

HE Fire - Terrain Effects
We don't agree with Woods and Copses providing cover from HE fire - it has been well documented that tree-bursts made woods one of the worst places to be when under HE attack. We use the following couple of changes and an assumption that very small HE rounds would create minimal tree-burst effect:

  1. Direct & Indirect HE Fire by 65mm and larger weapons never incurs -1D for the target being in the woods unless it is considered exceptionally dense (such as some Jungles, etc). However if the target is entrenched then the -1D does apply for being dug in.

  2. Direct & Indirect HE Fire by smaller weapons (e.g. 37mm Guns, Light Mortars) does suffer -1D if the target is in woods.

Our assumption includes that smaller weapons are less likely to create effective tree bursts/air bursts due to the low weight of explosive, are more likely to be prematurely detonated by the foliage/canopy, and in the case of direct fire they are more reliant on accurate observation (line of sight) to directly hit the target (e.g. a near miss by an 88mm may still disable target, a near miss by a 37mm will have very little effect - so the 37mm needs to 'hit' the target).

 

 

This page was last updated 21-Feb-2008
 

 

   

 


 

 

 


 

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