A Tale of Two Systems

Wargaming WW II in 20mm
with Crossfire and Rapid Fire

Crossfire

By Paul Grace

Crossfire - A Flawed Masterpiece

According to the introduction, Mr Conliffe was challenged to produce a set of rules that did not require the use of rulers. This is his reply. As such, the rules were created as more an intellectual exercise than in response to a wargaming need or natural development from an existing set of rules. Herein lies both the strength and weakness of the rules.

Physical Layout:

Forty-four pages with glossy cover and plenty of photographs - a professional quality production (to be expected for cost of £ 10.00). The rules are clearly laid out in numbered paragraphs and sub paragraphs in a style similar to American board game rules. They take up nineteen pages and are backed up with plenty of examples. There is also a Stalingrad campaign scenario, scenario generator by Rob Wolski, vehicle data and advanced rules. There are also ten pages comprising of a list of fifty-three company level organisations, covering ten nationalities. On close inspection, these tables are all much of a muchness: the battalion organisations all tend to be three companies of one company commander, company heavy weapons and three platoons with platoon commander and three 'squad' bases. A few examples would have proved useful but to take up almost a quarter of the book with tables of organisation seems to be unnecessary padding. There is a two-page play sheet.

Summary of the system:

The figure scale is one 'stand' or element of infantry of three figures representing a squad of nine to twelve men. A single heavy machine gun and crew represents a section, each model vehicle or gun represents one actual weapon. Three infantry figures or one HMG and crew are based on 1 1/4" card squares. One platoon commander figure is based on a 5/8" x 1 1/4" card. The dimensions are not essential, as long as the basing is consistent. The game uses a variable bound system in which the phasing player can move his troops as far and as frequently as he wishes - the only thing that can stop him is if a unit moves across the line of sight of the enemy and they wish to open fire on them (weapon range is limitless). If the firing was successful in suppressing or destroying the unit, then the initiative passes to the other player. Initiative is also lost if a unit tries unsuccessfully to fire on an enemy target. Hence, with a theoretically limitless movement and infinite shooting range, there is no need for rulers or measuring devices (command radius is determined by base width).

However, I find the best way to determine line of sight is by using the straight edge of (yes, you've guessed it) a ruler. The lack of a rigid turn sequence makes the game flow with a realistic feel. Command and control rules place great importance on the platoon commander (PC) directing movement and co-ordinating fire groups (hence the title 'Crossfire').

The game produced is primarily an infantry affair - the armour rules seem to have been added as an afterthought. If a player wants to include an AFV with his troops, then it is randomly chosen from a list relevant to that period. Although the use of correct infantry tactics is well rewarded, there is little feel for combined arms.

Test Drive:

I have played these rules several times with both a live opponent as well as solo. The author stresses the importance of correct terrain layout - he's not wrong! I ignored these warnings and comments from Wally Simon's review article, and laid out just a few buildings, hills, walls and hedges: my first game ground to halt with both sides exposed to withering lines of fire - a case of who dares to move, dies! The rules are terrain driven: Placing the terrain is a most important part of the game. You need to fill the table with small terrain features that allow troops to dash from one to the other and block the line sight. I solved the problem by purchasing some sets of cork tiles and cutting them into rough 4"x4" shapes with some token terrain pieces to indicate woods, broken ground, depressions etc. If you need a large wood or forest, then you must lay out a number of the smaller terrain pieces (clumps of trees) with gaps between them. Strangely, for a rule set that places such emphasis on terrain, there is little advantage to be gained from taking the high ground. Fighting in built up areas does not feel right and despite the inclusion of a Stalingrad campaign scenario, it feels like another afterthought. There is no height advantage and because of the need for 4x4 terrain pieces, one cannot do justice to some of the great terrain/building pieces available to wargamers from Queen Hussar and others.

Solo Fight:

The method of one player moving a unit, with the other keenly watching for a line of sight and a chance to open fire and regain the initiative is fun for two and makes the game flow at a good speed - but as a solitary pursuit, although playable, it loses both pace and excitement. I modified the system to make it more solo friendly. Before moving a chosen unit, place a marker (e.g. shell crater or cotton wool smoke puff) at the unit's intended destination, then use green or red twine to mark the route. Now put your other helmet on and look for lines of fire. The rules favour the defender (as long as they are well deployed). This suits solitaire play, allowing the soloist to first set up initial deployment of the defenders and then concentrate his efforts on devising attack plans, and the targeting of smoke and mortar fire. The random generation of AFVs is ideal for solo play and I will probably be adapting it for other games.

Conclusion:

If you wish to try your hand at WW2 infantry skirmishes, these rules will provide a good game for the modest outlay on a couple of boxes of plastic 20mm figures. However, at a price of £ 10, I do not feel that the rules themselves represent value for money - despite the physical production quality. I would have preferred to see fewer tables of organisation and perhaps a couple more scenarios. The system gives a realistic feel to infantry combat - perhaps that's the problem, players are reluctant to break cover, preferring to sit back and blasting anyone that ventures into the open. The armour rules do not feel right and the system falls down if you seek combined arms operations (artillery, tanks, infantry and air support). Perhaps the system would translate better to the jungles of Vietnam - or even Space (Above & Beyond), for space marine skirmishing.

In many ways, the game reminded me of 'Squad Leader', the old Avalon Hill boardgame. I was therefore not surprised to discover that Rob Wolski who contributed to 'Crossfire', was also involved in the development of 'Squad Leader'. Rob has also produced an excellent article on Crossfire tactics, published on Arty Conliffe's Spearhead and Crossfire Web Site (I cannot supply the URL because he is currently updating the site and the address has changed from that published in Crossfire). I feel that the system has great potential - I kept coming back to the rules, feeling that they were worth persevering with, but in the end I abandoned them in preference to another WW2 set: Rapid Fire.

Crossfire - A Flawed Masterpiece
Rapid Fire - Simple Elegance


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