My mate Roland and I often talk about a specific principle of military command, where a commander focuses on units one or two levels down the hierarchy — no further. I wanted to use this to justify the scale of Wombat Gun, my Crossfire variant for the Vietnam War, so I went looking for its origins. In Wombat Gun, players take the role of company commanders. The “two levels down” principle is why the game tracks platoons and squads — not fire teams, not individual soldiers. Player authority is meant to mirror real-world command practice. But where did this principle come from?
Crossfire
I’ve been playing Crossfire, Arty Conliffe’s company level WW2 game, for over 10 years. And I love it. Sub-categories: House Rules, Scenarios, Musings, Orders of Battle, Fogo Cruzado (Portuguese Colonial War), Fuego Cruzado (for Spain’s Wars), and Arab-Israeli Crossfire.
Will Standard Crossfire Work for Vietnam?
After reviewing What to Simulate in a Vietnam War Company-Level Game, I decided to take a closer look at whether standard Crossfire could handle it. By “standard Crossfire,” I mean the version in the rulebook (plus HTD), where a rifle stand represents a squad of 9–12 men.
The short answer? It doesn’t — but I already knew that.
The point of the exercise was to identify the gaps. And those are exactly the gaps I’m aiming to fill with Wombat Gun, my draft variant for the Vietnam War.
What to Simulate in a Vietnam War Company-Level Game
I’ve been toying with the idea of creating a variant of Crossfire for the Vietnam War—still at company level, just like standard Crossfire. I’m tentatively calling it Wombat Gun.
Then the other day, Adam came over and we played Charlie Don’t Surf by the Two Fat Lardies — another company-level game. That session really got me thinking: what are the key elements worth simulating in a Vietnam War company-level wargame?
Here’s where I’ve landed so far. These are the key features of the conflict that I think any ruleset should simulate. Please share if you have other ideas.
Steven’s Soviet Airborne Forces
Here is my first company of the Soviet Airborne Forces or VDV (Vozdushno-desantnye voyska SSSR) for WW2. They are for Crossfire and Deep Battle.
Kiwis vs FJ in Italy – A Crossfire Scenario
We’ve played this a couple of times now so I thought I’d put it into my scenario format. This is a Crossfire scenario for a fictional battle between 2 NZ Division (Kiwis), including Kiwi Armour, and German paratroopers (Fallschirmjäger). It is primarily to play test my Balagan House Rules for Crossfire Armour (2nd Edition).
Download the Balagan House Rules for Crossfire Armour
People often criticise the armour rules in Crossfire. For anybody who, during 2022 and 2023, was following my Musing on Revised Crossfire Anti-tank Rules, you can download the final Crossfire Armour – Balagan House Rules here. Enjoy.
Perano – A Crossfire Scenario and Battle Report
Gunnery Sargent Rock (Bruce Stewart) played another game in the Italian Campaign using 2 New Zealand Division. This time it was Perano using my ideas for a scenario. All words are Bruce’s except where noted.
Revised guidance for terrain set up in Crossfire
I got into a discussion with George Breese on Crossfire maps on the Crossfire WII forum. We were talking about the attributes of a good table. George uses a guideline that “tables should be 1/3 to 1/2 terrain”. This echoes a guideline from the Crossfire rule book the table should have at least 1/3 coverage. And that got me wondering whether my maps obey a 1/3 to 1/2 terrain coverage guideline? The answer is no, but I’m not sure it is a problem.
Why I think hills are horrible in wargames rules
Sometimes I get obsessed by tiny little aspects of the hobby and just have to write about it. In detail. A lot of detail, after endless hours of research. This time I’m picking on hills. You see hills were a thing in the South American Wars of Liberation – my current favourite period. A lot the battles featured at least one big hill e.g. Battle of Maipo. This hilly tendency could be extreme e.g. the Battle of Vargas Swamp was fought predominately on the slopes of a single giant hill and half the table top is covered in hills. Bolivar’s Very Bad Day, my Liberators variant of Tilly’s Very Bad Day, is going to have to cope with a lot of hills.
Unfortunately, hills are horrible in wargames rules. I’ve not seen any set of wargaming rules that cope with them really well, sadly, not even my own Tilly’s Very Bad Day. Certainly not my beloved Crossfire where hills are tiny mesas. I could have left it there, but I felt an obsessive urge to prove my claim of “horrible” so I got out a bunch of my wargaming rules, read the section on hills, and used a standard set of questions to test how well the rules handled hills. Here is what I found. It is horrible but there glimmers of genius.
Moroccan Knives – A Crossfire Battle Report 3
Jamie and Adam played my Moroccan Knives scenario for Crossfire . However, rather than being set in the Spanish Civil War I transposed it to 1944 and the Italian Campaign. Really it was an excuse to get the Goumiers of my Moroccan Tabor on table.
Summary: Good tense game. Adam’s Goumier attacked strongly up both flanks using cover and the limited smoke available. They also probed in the centre to fix the Turcomen defenders. But the flank attacks stalled and Jamie took the victory.
2 Companies a Side – A Crossfire Battle Report
Gunnery Sargent Rock (Bruce Stewart) played my 2 Companies a Side – A Generic Crossfire Scenario with his mate Steve Holroyd and kindly sent through an after action report. Most of the words are Bruce’s with some comments from me. Crossfire of course.
Steven’s growing collection of wrecks
I have a growing junk yard comprising nicely painted, but wrecked, vehicles. Nominally these are potential objectives for Crossfire, but I’ve only ever used one wreck. That was the Fieseler Fi 156 Storch for Papa Eicke. The rest of my junk yard are, well, waiting for inspiration for a Crossfire Scenario. These are all 15mm scale.
Musing on Terrain Density in Crossfire
One of the Frequently Asked Questions (FAQ) for Crossfire is Are real terrain features represented 1:1 on the table? The answer is “no”. A single real-world terrain feature can be presented by more than one Crossfire terrain feature (e.g. woods) or several real-world features can be grouped together as one on the table (e.g. buildings). In this post I explore that answer a bit more at least for woods, fields, hills and rough ground.
How big are Crossfire Terrain features
Sometimes people ask, how big should my Crossfire terrain be? It is really up to you. For myself, I started Crossfire using whatever terrain I had, but over the years I have standardised on the sizes. This is to make it easier to Draw Maps for Crossfire Scenarios. Check out the various Crossfire terrain type if you don’t recognise some of those I mention.