My recent interest in Solo Crossfire got me thinking about the probabilities inherent in the Crossfire rules mechanisms. That means infantry direct fire / barrage / minefields, anti-tank direct fire, smoke, close combat, and rallying. Only read this post if you care about statistics of gaming mechanisms.
Given the upcoming year long campaign for Stalingrad, I thought I should do a stocktake of Crossfire forces for the Eastern Front. It turns out my collection is insane. Your average gamer doesn’t need this. If you are new to Crossfire then you can get by with a lot less figures; check out How many figures will I need to start playing Crossfire? For the first 10 years of my Crossfire gaming, I only had a reinforced battalion for each of Germans and Russians, backed up by a couple of Pz III Gs and three T-34s. That was more than enough. Then I got some more kit and played my Armour Fest with everything I had, but even that wasn’t really a lot. Much more than you need for a normal Crossfire game but not a lot in the grand scheme of things. Then, um, I guess I got greedy. It is kind of embarrassing.
Dick Bryant got in contact this week and said “I just spent an unproductive 1/2 hour looking for your write ups on using points to balance a scenario. Where did you put it?” It isn’t there. Sorry about that Dick. My points system was missing because it is based on the points at the back of the rules. However, on reflection, I think there are sufficient differences between what I do now and what the rules say, that I should share.
Standard Crossfire uses a random roll to determine the type of tank that you get for your 9 points. The tables given in the rules seem a bit naff, so I’ve built my own based on production information I could find on the net (see What Weapons When). I feel these gives more representative results than the tables in the standard rules.