I had the same idea about tank rules! When tank is "suppressed" it means that it took minor damage, like a track blown off or a fire started inside. Or crew bailed out, similar to Flames of War rule. When tank is pinned, it means that tank commander is disoriented, crew confused and rallying needed for morale.
Thank you very much for making this series, I've really wanted to play Crossfire but I find the rulebook quite poorly laid out so it was hard to know where to start. But this has given me the fundamentals and some important insights I really appreciate!
Paul I'm really surprised you don't have a heck of a lot more subscribers, great set of videos, well done!!!, you saved me from melting down my Flames of War miniatures to make fishing bobbers
I treat tanks like infantry completely except they get 4 dice, you subtract hits depending on their armour, and once they are pinned/suppressed they cannot recover. So infantry can technically defeat a tank, but it is very difficult. Once the tank is pinned it is tracked and cannot move if it’s suppressed the gun is knocked out. It would impossible to destroy a heavy tank with one squad as they block three hits, you need at least two squads to immobilise them with fire. You can alternatively assault them with just one (or more) squads and they don’t get an armour bonus. A single assaulting squad will likely knock out a track but is unlikely to do anything more. The only difference between two and three hits is that if you get three hits the crew is killed, and can’t exit the vehicle and fight like a squad. (Escaping a vehicle loses initiative so doing so means that whatever just annihilated the tank will probably also destroy the crew.)
I’m working on it. I’m not confident yet that it won’t be rubbish so I need a couple of practice runs and time has been short recently. End of July is the start of my summer break, hopefully I can get something sorted by then.
Thank you for making this series Paul.I have had these rules since they were first published and have yet to play a single game of Crossfire 🙄. I stumbled across your first video in the series and have watched them all in one sitting lol. On the strength of that I have just ordered 2 forces of 15mm figures from Peterpig with the intention of playing solo. I used to love your Teahouse blog and am quite chuffed to have found you again on UA-cam. I've subscribed and will be exploring your channel. Keep up the good work mate!
the tank rules definitely sound more streamlined then the original acc,pen rules. I was just wondering, would a company/platoon commander be needed to rally a pinned/surpessed tank then?
Excellent series! I've been playing Crossfire for a bit now, and I've struggled significantly trying to figure out how ATGs and similar Towed Weapons work. Do Towed Weapons count as Vehicles or Crew-served Weapons? It seems obvious, but they seem to be able to receive anti-vehicle fire when Limbered, and it's non-specific when it's Unlimbered. I'd appreciate whatever help you could give on this before I go crazy, haha
As written, the rules don't allow towing weapons except in specific scenarios when you'll need to make your own ruling. Deployed weapons are treated as infantry squads. See 2.2.2 Page 2 in the rules. Treating them as part of a vehicle when towed seems reasonable.
Great videos, Paul - very helpful and looking forward to trying your tank rules. Question: although Crossfire has no ranges as such, do you have any limitations for bazookas, panzershrecks, etc?
Great to see these videos, Paul. Excellent work. I’m curious about your treatment of tanks and would like to play-test it in my own games. With tank versus tank warfare, do your AFVs start with 3-dice and drop a die for each classification of armour above their rating or something similar? EDIT: I should have read through the comments. I see now you’ve explained it below. Thanks, Paul! Look forward to the battle video.
Here they are again anyway :) Light tank 4 shooting dice Medium tank 5 shooting dice Attackers drop 2 dice Heavy tank 6 shooting dice Attackers drop 4 dice Tanks shooting into the rear of another tank add +1 die Tanks are pinned, suppressed, killed as normal
@Paul Ward The good thing about not playing a huge blockbuster competition game is, in my opinion, the option to tweak the rules to your taste and desire for detail and historical accuracy. Your tank rules are too simple for my taste, but is very suitable for the available tanks you have, and they are very accessible to new players wanting to try out a new game, and don't want to spend the whole day going through charts. In your rules do 2xsuppressions=killed tank?
Nice idea about the tank vs tank combat. Could you explain how many d6 you assign to each vehicle weight? Does a heavy tank get a +1d6 vs a medium and a +2d6 vs a light etc?
These are my tank rules: Light tank 4 shooting dice Medium tank 5 shooting dice Attackers drop 2 dice Heavy tank 6 shooting dice Attackers drop 4 dice Tanks shooting into the rear of another tank add +1 die
Sorry, Paul, I missed your comment the first time around. Anti-tank bases roll dice like a rifle squad and score kills, pins and suppressions against armour the same way.
@@MatakishiTeaHouse No problem Paul that is what I guessed. We have played4 games of Crossfire over the past two months using your suggestions and it is a great game. Just love it.
It’s unfortunate that they decided to make tanks worthless. Tanks should dominate. Consider that a single tank has a similar amount of firepower to a whole infantry company. Not being allowed to reactive fire with the main gun is especially stupid. Armour would only use the main gun on hard targets and vehicles anyway and coax or and/or the bow mg (if it has one) on infantry and soft targets.
Sorry I just watched the video again and you let the anti tank weapons fire as normal squad as it would fire at another squad. That makes it easy. I should pay better attention!
I had the same idea about tank rules!
When tank is "suppressed" it means that it took minor damage, like a track blown off or a fire started inside. Or crew bailed out, similar to Flames of War rule.
When tank is pinned, it means that tank commander is disoriented, crew confused and rallying needed for morale.
Great explanation, thx!
Thank you very much for making this series, I've really wanted to play Crossfire but I find the rulebook quite poorly laid out so it was hard to know where to start. But this has given me the fundamentals and some important insights I really appreciate!
Thanks Michael, I'm glad you found the videos useful.
Excellent series. Thank you so much.
I'm glad you liked it.
Very helpfull, interesting and usefull, thx a lot.
Glad it was helpful!
Paul I'm really surprised you don't have a heck of a lot more subscribers, great set of videos, well done!!!, you saved me from melting down my Flames of War miniatures to make fishing bobbers
Well, that's a good thing :)
I treat tanks like infantry completely except they get 4 dice, you subtract hits depending on their armour, and once they are pinned/suppressed they cannot recover. So infantry can technically defeat a tank, but it is very difficult. Once the tank is pinned it is tracked and cannot move if it’s suppressed the gun is knocked out. It would impossible to destroy a heavy tank with one squad as they block three hits, you need at least two squads to immobilise them with fire. You can alternatively assault them with just one (or more) squads and they don’t get an armour bonus. A single assaulting squad will likely knock out a track but is unlikely to do anything more. The only difference between two and three hits is that if you get three hits the crew is killed, and can’t exit the vehicle and fight like a squad. (Escaping a vehicle loses initiative so doing so means that whatever just annihilated the tank will probably also destroy the crew.)
Totally agree on tanks!!!
Would love to see a whole game of Crossfire!
I’m working on it. I’m not confident yet that it won’t be rubbish so I need a couple of practice runs and time has been short recently. End of July is the start of my summer break, hopefully I can get something sorted by then.
Thank you for making this series Paul.I have had these rules since they were first published and have yet to play a single game of Crossfire 🙄. I stumbled across your first video in the series and have watched them all in one sitting lol. On the strength of that I have just ordered 2 forces of 15mm figures from Peterpig with the intention of playing solo. I used to love your Teahouse blog and am quite chuffed to have found you again on UA-cam. I've subscribed and will be exploring your channel. Keep up the good work mate!
Welcome to the Crossfire fold Frank. The TeaHouse is still going, there's a link in the video description.
the tank rules definitely sound more streamlined then the original acc,pen rules. I was just wondering, would a company/platoon commander be needed to rally a pinned/surpessed tank then?
I've always played it that the tank is responsible for rallying itself and doesn't benefit from any infantry officers nearby.
Excellent series! I've been playing Crossfire for a bit now, and I've struggled significantly trying to figure out how ATGs and similar Towed Weapons work. Do Towed Weapons count as Vehicles or Crew-served Weapons? It seems obvious, but they seem to be able to receive anti-vehicle fire when Limbered, and it's non-specific when it's Unlimbered. I'd appreciate whatever help you could give on this before I go crazy, haha
As written, the rules don't allow towing weapons except in specific scenarios when you'll need to make your own ruling. Deployed weapons are treated as infantry squads. See 2.2.2 Page 2 in the rules. Treating them as part of a vehicle when towed seems reasonable.
Great videos, Paul - very helpful and looking forward to trying your tank rules.
Question: although Crossfire has no ranges as such, do you have any limitations for bazookas, panzershrecks, etc?
No. Lines of sight are generally very short.
Great to see these videos, Paul. Excellent work. I’m curious about your treatment of tanks and would like to play-test it in my own games. With tank versus tank warfare, do your AFVs start with 3-dice and drop a die for each classification of armour above their rating or something similar?
EDIT: I should have read through the comments. I see now you’ve explained it below. Thanks, Paul! Look forward to the battle video.
Here they are again anyway :)
Light tank
4 shooting dice
Medium tank
5 shooting dice
Attackers drop 2 dice
Heavy tank
6 shooting dice
Attackers drop 4 dice
Tanks shooting into the rear of another tank add +1 die
Tanks are pinned, suppressed, killed as normal
@@MatakishiTeaHouse: Thank you kindly.
@Paul Ward The good thing about not playing a huge blockbuster competition game is, in my opinion, the option to tweak the rules to your taste and desire for detail and historical accuracy. Your tank rules are too simple for my taste, but is very suitable for the available tanks you have, and they are very accessible to new players wanting to try out a new game, and don't want to spend the whole day going through charts. In your rules do 2xsuppressions=killed tank?
@@anderschristianboss2628 Yes, two suppressions = a kill for tanks.
It's sad that I'm not able to find the Rulebook over here in Germany, seems they're pretty rare to get.
Thanks for your video, nicely done!
There are rulebooks out there, somewhere...
@@MatakishiTeaHouse I want to believe, but... 😭
😁Have a nice day
@@papaaaaaaa2625 Caliver Books in the UK and Nobleknight Games in the US have them in stock. There are more on eBay.
I found a copy online. I don't remember where, but it's the original re-print (I think) and downloadable in a PDF format. Just google that stuff. ;)
for around 35€ you can occasionally import a reprint from the UK on ebay. Right now I just searched "crossfire rules" and found two offerings.
Re: your tank rules - what actions if any are pinned or surpressed tanks/vehicles capable of performing? And can they recover if they rally? Thanks!
Pinned tanks can shoot but not move, suppressed can't do either. They can rally.
Got it. Thanks for the quick reply!
Nice idea about the tank vs tank combat. Could you explain how many d6 you assign to each vehicle weight? Does a heavy tank get a +1d6 vs a medium and a +2d6 vs a light etc?
These are my tank rules:
Light tank
4 shooting dice
Medium tank
5 shooting dice
Attackers drop 2 dice
Heavy tank
6 shooting dice
Attackers drop 4 dice
Tanks shooting into the rear of another tank add +1 die
Paul I Love your tank rules.Do you use the anti tank gun, bazookas, Panzerschreck as per the rules or do you do something different?
Sorry, Paul, I missed your comment the first time around. Anti-tank bases roll dice like a rifle squad and score kills, pins and suppressions against armour the same way.
@@MatakishiTeaHouse No problem Paul that is what I guessed. We have played4 games of Crossfire over the past two months using your suggestions and it is a great game. Just love it.
It’s unfortunate that they decided to make tanks worthless. Tanks should dominate. Consider that a single tank has a similar amount of firepower to a whole infantry company. Not being allowed to reactive fire with the main gun is especially stupid. Armour would only use the main gun on hard targets and vehicles anyway and coax or and/or the bow mg (if it has one) on infantry and soft targets.
Sorry I just watched the video again and you let the anti tank weapons fire as normal squad as it would fire at another squad. That makes it easy. I should pay better attention!