I thought I’d share an early view of what some tanks and guns will look like using my new scheme. Just so you can get an idea of what the end result will look like. Each vehicle has three ratings: Armour, Anti-Tank fire, Anti-personnel fire. Some are also superior ATG. My thinking isn’t finished, so these stats are going to change before the end of this little game design journey. This just shows, roughly, what I’ve got in mind.
Really short version of the draft rules
Each stand has two fire ratings, one for anti-personnel (i.e. shooting at infantry) and another for anti-tank. Both of these are a number of dice with hits on 5-6, just like infantry shooting in the normal rules. Both of these go from 0d6 to 7d6.
Vehicles also have an armour rating. this is the armour against anti-tank fire and ranges from 0d6 (light armour) to 3d6 (super heavy armour). Armour works like extra cover dice.

A limited number of anti-tank guns were acknowledged as “Superior ATG”. These get increased anti-tank dice and often get reduced anti-personnel dice.
The examples
I’ve included some German, British/Commonwealth and Soviet examples because those are the nations that interest me.
German | ||||
---|---|---|---|---|
Vehicle | Armour | Anti-tank | Anti-personnel | Gun |
Pz 38(t) E-F, S | 0d6 | 4d6 | 4d6 | |
Pz III H-M | 1d6 | 5d6 | 5d6 | |
Pz IV G-H | 1d6 | 6d6 | 6d6 | 7.5cm L/43 or L/48, Superior ATG |
Pz V Panther | 2d6 | 6d6 | 6d6 | 7.5cm L/70, Superior ATG |
Pz VI, Tiger I | 2d6 | 6d6 | 7d6 | 8.8cm L/56 KwK 36, Superior ATG |
Pz VI B, Tiger II | 3d6 | 7d6 | 7d6 | 8.8cm L/71 KwK 43, Superior gun |
StuG III F-G | 1d6 | 6d6 | 6d6 | 7.5cm L/48, Superior ATG |
SdKfz 231 (8-RAD) | 0d6 | 4d6 | 3d6 | |
SdKfz 250/1 HT | 0d6 | – | 4d6 | |
3.7cm PaK 35/36 ATG | – | 4d6 | 3d6 | |
5.0cm PaK 38 ATG | – | 5d6 | 3d6 | |
7.5cm PaK 40 ATG | – | 6d6 | 4d6 | 7.5cm L/46, Superior ATG |
8.8cm PaK 43 ATG | – | 6d6 | 5d6 | 8.8cm L/71 KwK 43, Superior ATG |
8.8cm Flak 18, 36 | – | 6d6 | 6d6 | 8.8cm Flak 18/36/37/41, Superior ATG |
British / Commonwealth | ||||
Vehicle | Armour | Anti-tank | Anti-personnel | Gun |
Matilda | 1d6 | 4d6 | 5d6 | |
Sherman 75mm | 1d6 | 5d6 | 6d6 | |
Sherman 105mm | 1d6 | 5d6 | 7d6 | |
Sherman Firefly | 1d6 | 6d6 | 4d6 | 76.2 mm (3 inch) Ordnance QF 17 pounder, Superior ATG |
Churchill VII | 1d6 | 5d6 | 6d6 | |
Churchill VIII | 2d6 | 5d6 | 7d6 | |
2 pdr ATG | – | |||
6 pdr ATG | – | 5d6 | 3d6 | |
17 pdr ATG | – | 6d6 | 4d6 | 76.2 mm (3 inch) Ordnance QF 17 pounder, Superior ATG |
Soviet | ||||
Vehicle | Armour | Anti-tank | Anti-personnel | Gun |
T-26 | 0d6 | 4d6 | 5d6 | |
T-34/76 | 1d6 | 5d6 | 6d6 | |
T-34/85 | 1d6 | 6d6 | 5d6 | 85mm D-5T tank gun, Superior ATG |
KV-1C M1941 | 2d6 | 5d6 | 6d6 | |
KV-2 M1940 | 2d6 | 6d6 | 7d6 | |
SU-122 | 1d6 | 6d6 | 5d6 | |
SU-152 | 2d6 | 6d6 | 5d6 | |
ISU-122 | 2d6 | 6d6 | 7d6 | |
45mm ATG M1937 | – | 4d6 | 3d6 | |
45mm ATG M1942 | – | 5d6 | 4d6 | |
57mm ATG (57/73) | – | 6d6 | 4d6 | |
76.2mm Field Gun (76/41) | – | 5d6 | 6d6 | |
76.2mm IG | – | 4d6 | 6d6 |
Observations
Major caveat: these stats are subject to change without notice. I’m just trying to give you a flavour of what is to come.
Obviously I haven’t tried to give examples that meet all the Design Goals. No anti-tank rifles, bazookas, etc. No US, no Japanese. But this is probably enough to be getting on with. By the end of this journey I intend to address all the design criteria.
You’ll see that the guns are much, much more potent than those in the standard rules. For example, My Sherman 75mm has 6d6 anti-personnel but only 4d6 in the standard game, although Crossfire’s 2 KILL Potential partially balances the score. I’ll explain my thinking in the future post on anti-personnel fire.
You might already have noticed that my existing Balagan Armour House Rules get blown out of the water by these changes. Again, a future post will talk about the specific changes.
At some point I’ll update my Balagan Data Sheets for Crossfire using this scheme. But it isn’t worth it while the system in in development.
This is looking great. Using the same mechanism for infantry and armour makes a big plus especially for introducing newbies, and much tidier and easier to remember in-game than the current to-hit and penetration tables.