|
|
|
|
|
|
|
|
You will need
a large table and lots of terrain. The rules suggest covering a third
of the table with terrain. I find that half is better and two thirds
not too much. You need the large table to give room for manoeuvre.
You should put a few layers of terrain between starting positions and
objectives, so that there is not too much open ground to cross. If you
don’t do this, then the player starting with the initiative has it too
easy advancing to objectives, while retaking objectives will be too
hard, since it will be so easy to place defending troops in the right
place to ward off an attack. You need lots of small pieces of terrain.
Actually, I’d say that the amount of the table covered by terrain is
less important than the number of terrain pieces, because big bits of
terrain (you should have a few, though) are little more useful than
small. The number of pieces of terrain between one place and another
makes more difference than the amount of the table covered between one
place and another. With lots of bits of terrain, defenders can not
sweep large areas of open terrain with their fire, are more easily
frustrated by smoke, and can less easily predict the direction of the
attack.
Bear in mind that hidden deployment is a big advantage for the
defender, so alter the sizes of the forces or the difficulty of the
objectives accordingly.
Don’t get discouraged if the attacker gets hammered in the first game.
Good play will make attack possible. The first game I played involved
any attempt at forwards movement’s becoming doomed. This was partly
because I didn’t have enough terrain on the board, but also because I
was not a very good Crossfire player. Advancing in the open, across
ground swept by machine guns, is a good way to lose lots of troops. It
can seem impossible to advance at times, but, though you may lose many
troops trying, you can get to grips with the enemy eventually.
Remember than close assault is likely to end large engagements of
troops, rather than fire.
Give each side some 3" mortars (81mm). Mortars help break deadlocks,
but these mortars are not so huge that they take over the game.
I don’t find the victory conditions which involve numbers of
initiatives to be very satisfying. If, for instance, one side has so
many initiatives to achieve a goal, then these can whiz by very
quickly, representing very little battle time, largely because of bad
luck, with little happening on the table. If one side has to, say,
hold something for five initiatives, then this encourages the other
player, after four initiatives towards this count, to fling everything
he’s got at the objective in a suicidal and unrealistic manner. This,
and/or the defender of the objective "wins" holding the objective with
one stand, having lost all other stands, and being surrounded by
overwhelming forces.
Crossfire can get bogged down in a slogging match between two forces
unwilling to move. One way to avoid this is to make the defender
ignorant of the exact objective of the attacker. One might too even
make the attacker ignorant of the defender’s objectives. This way, you
don’t get a game where the defender clusters his forces around the
attacker’s objective, and then just sits there, or one where the
attacker just wanders around the board, knowing he is safe to do so,
looking for a way in.
One scenario I have involves the attacker being told to go in and
destroy target A. The defender is not told what target A is, but the
defender does know everything which is on the board. The defender has
orders to defend A, B, C, D, E, F and G, and may think that he has far
too few forces to manage this. As the attacker moves around the board,
he discovers B-G, and these are placed on the board. The attacker only
wins if he has destroyed four of the targets. My thinking is 1. this
makes the game far more interesting 2. Were I a senior officer
deciding which commander to promote, I would favour the one who, when
sent to destroy a fuel dump, returned saying that he discovered a
telegraph line, railway line, V1 launch ramp, small tank hospital,
radar site, AA emplacement, and accordion factory, and had destroyed
them all as well as the fuel dump. The officer who just mentioned that
he had seen them on his outing would be passed over for having such
little initiative. Similarly, I would promote the defending officer
who managed to hold six out of seven vital objectives, against a foe
who might well have blown up the lot.
Parachutists are good for scenario design, as they give you an excuse
for allowing troops to arrive from odd directions.
Crossfire is so very simple that pretty soon you’ll feel able to stage
ambitious scenarios. Some people insist that you must never use many
vehicles. Personally, I think that vehicles are fun and look good, and
they do not take over a game of Crossfire, since they are so
vulnerable if set upon by lots of troops, and troops are tricky things
to shoot at when they have the power to move unlimited distances in
one initiative, behind all that terrain.
Lloyd Nikolas |
|
|
|
|
[ Home ] [ Up ] [ Crossfire Review ] [ Crossfire Tactics ] [ Unit Identification ] [ Tips for the Novice ] [ Gebirgsjager 1943 ] [ Luftwaffe Regt ] [ River Crossing ] [ The Raid! ]
The CROSSFIRE Website is edited and maintained
by John Moher. Additional contributions were made by John Kovalic, Luca Fazio,
and William Scarvie III. CROSSFIRE is © 1996 Arty Conliffe. The contents of
these pages are © 1996-2009 John Moher, Arty Conliffe, Rob Wolsky, Bill
Rutherford, and/or the appropriate Authors and Contributors.
|
|
|