Crossfire Simplified
Crossfire Simplified
By Matthew Welch (Version 0.5) Line of Sight/Fire: Units have 360° line of sight. Rifle
units can fire in any direction. Other units can only fire
This guide hopes to explain the rules of Arty Conliffe's
in the direction they're facing ±45°. Units have line of
fantastic game Crossfire in a way that is easy to learn
sight to units in neighboring terrain pieces. Units
and understand. I used the wording of Gaetano
completely behind hills, fields, woods, rough ground,
Ferrara's similar game, Covering Fire!, as a starting
and hedges are outside line of sight. You cannot fire
point, so it is not 100% compatible with the rules laid
through friendly units. Lines are measured from/to the
out in Crossfire, but my hope is that if you learn from
center of the concerned units.
this, the rules of Crossfire will all seem familiar to you.
Activation
Preparation The player picks one unit and it may do one of the
The Battlefield: The game is played on a flat surface, following actions:
around 6’✕4’, with as many terrain pieces as necessary
• Move: Pivot or move straight
to cover at least 50% of the table. Each terrain piece
• Shoot: Fire at one enemy
should be between 4”✕4” and 8”✕8” in size, and they
• Go Prone: Hit the ground for better cover
should be placed so that no clear line of sight can be
• Rally: Shake off pin or suppression markers
drawn from one edge of the table to the opposite.
• +1 for each rifle squad involved Group Reactions: Whenever a unit reacts, all nearby
• +1 if there is a commander involved friendly units with line of fire may shoot with it (as part
• -1 if a crewed weapon (HMG) is involved of the same reaction), but must all fire at the same
• -2 if a suppressed unit is involved target.
The lowest rolling side is killed and must remove all Crossfire: A platoon commander may react by
units involved in the close combat (if tied re-roll until directing all units in his platoon (including attached
one side is killed). If the active player loses, their turn HMGs) to fire at a single target. They must all have line
ends. of fire to the target and line of sight to the platoon
commander.
Going Prone
Going prone makes a unit more defensive if in open
Deployment
terrain. The unit remains prone until it makes any kind Players roll-off and the winner picks one terrain piece to
of movement. Only rifle squads can go prone. be the objective. The other player picks one of the table
edges as his deployment zone with his opponent taking
the opposite. Starting with the player that won the
Rally
deployment roll-off, the players alternate in placing one
Units that are pinned or suppressed may use rally unit each no more than one quarter of the table from
actions to remove those conditions. Roll one die and their edge.
apply the following modifiers to the result:
Mission: At the end of each turn after the first, if
• +1 If no enemy is in line of sight unpinned and unsuppressed units from only one side
• +1 If a commander is nearby are inside the objective they score 1 victory point. The
• +1 If the unit is a commander first player to score 5 victory points wins.
If the unit was pinned, you need a 4 to succeed. If the
unit was suppressed, you need a 5 to succeed. On a Start Playing!
failure the player’s turn ends.
This is all you need to get started. The following
sections will describe further options you can use to add
detail to your battles.
Smoke: Smoke blocks line of sight and can be targeted
Units anywhere in the forward observer's line of sight. It lasts
until the beginning of the player's next turn. Roll a die,
SMG Squads on a 3 or more place a line of squad-sized smoke bases
according to the chart below.
Submachine gun squads are a special type of rifle
squad. They normally have an attack value of 2, but if • 2 for 50-60mm or 2” Mortars
their target is nearby they use an attack value of 4. • 3 for Guns up to 81mm or 3” Mortars
SMG squads never roll less than 2 dice, even if firing • 4 for Larger Guns and Mortars
into covering terrain. If all your squads involved in a • 6 for Heavy Artillery
close combat are SMG squads, add +1 to your roll.
If a forward observer is caught alone in a close combat,
they automatically lose it.
Engineers
Engineers are a special type of rifle squad. They are
able to clear obstacles (see below). Actions
Commanders Retreat
If a Commanders is suppressed it does not provide To retreat, a unit must begin the player's turn in a
bonuses to units rallying, crossing wire, or in close terrain piece. It may pivot and move backward toward
combat. They also are not considered to be in line of the player's table edge as one action and does not draw
sight for national movement rules. reaction fire while doing so. Once it has left the initial
terrain piece the action ends and that unit may not
Expert Commanders: Get an extra +1 when helping a retreat again this turn.
unit rally or cross wire, and an extra +1 in close
combats.
Recon by Fire
If playing with hidden deployment (see below) you can
Forward Observers
fire on a terrain piece in an attempt to reveal troops
Forward observers call in indirect fire from off-table hidden there. Roll one die, on a 6 all hidden units in that
artillery. They start the battle with a set number and terrain piece are revealed, or it is shown to be empty.
type of fire missions, according to the scenario. Each The player's turn ends if they fail to roll a 6. Only rifle
forward observer can call one fire mission per turn, and squads and HMGs may use recon by fire
if they do, they can’t do anything else that turn. Failed
fire missions do not end the player's turn. Forward Group Recon by Fire: You can roll an additional die for
observers can call two types of fire missions: every nearby friendly unit. The attempt succeeds if any
of them are a 6.
High Explosives: These can be targeted at any unit in
line of sight and attack with the following values:
• 50-60mm or 2” Mortars: 3
Hidden Deployment
• Guns up to 81mm or 3” Mortars: 4, +1 suppression In some scenarios one side will deploy hidden. Number
• Larger Guns and Mortars: 4, +2 suppressions all terrain pieces they are eligible to set up in and the
• Heavy Artillery: 5, +3 suppressions player will write down which units are in which pieces. If
a hidden unit moves or shoots it is revealed and placed
If the targeted squad is killed, additional nearby squads
on the board. If an opposing unit enters a terrain piece
are suppressed. The targeted player chooses which
with hidden units in it, they are all revealed. When units
ones. If the additional squads were already suppressed,
are revealed, the owning player places them where they
they are killed. Hills and fields do not provide protective
want within the terrain piece.
cover from high explosives unless the units are prone.
Ambushes: Hidden units may react to opponents
entering or reaching the edge of their terrain piece with
an ambush. An ambush works like a regular reaction,
but units get to roll an extra die.
Terrain National Variations
Russia/Italy/France: Rifle squads must begin and end
Obstacles all moves in line of sight with a commander.
Minefields: Are deployed hidden and occupy a whole US/UK/Japan: Rifle squads must begin all moves in line
terrain piece or join two within four base widths of each of sight with a commander.
other. When a unit enters the minefield it is revealed
Germany: No move restrictions.
and the unit stops. The minefield attacks the unit with 4
dice. The player's turn ends on a suppression or kill. Commanders (particularly platoon commanders) can
Ignore pins. Minefields attack any unit trying to move move along with other units in a group move to
into, through, or out of it. maintain line of sight.
Barbed Wire: A section is 4 squad bases long and 1 If moving to contact to initiate a close combat, Japanese
deep. Units must stop when they contact barbed wire and Russian units ignore pin results, but suppressions
and need an additional move action to cross just to the become kills.
opposite side of it. Non-engineer units roll a die when
Japanese HMGs have an attack value of only 3, but don't
crossing. If a commander is nearby, add 1. On a 4-6
take the -1 crewed weapon penalty in close combat.
they succeed, otherwise they stay there and the
player's turn ends. Vehicles do not require a roll and Russian platoon commanders do not add +1 to rallying.
destroy the wire when they cross it.