WHERE?? WHEN?? WHY??

 



Why? Well, why not?

Actually, if you are looking for some philosophical remarks about the reasons for embarking on a pastime as whacky as wargaming, you have to go elsewhere. This section is mainly concerned with the ramshackle bits and pieces of hardware we use in our games. On this page you'll find some general remarks and a short section on rules. On further pages notes on troops and vehicles, aircraft and ships, trains and buildings and on how we build them can be found.


 

Random Thoughts...

 

Though the general plan for this website is to be heavy in pictures and light in text, at least some rudimentary remarks about what we do might be useful.

Initially, having decided to take up wargaming, we experimented with a fairly common set of IgoUgo rules, and were not exactly enthused - mainly because hovering over the battlefield with a ruler and doing countless throws for hit area (1 out of 78,824 places possible on a tank...), hit probability, shot deflection, wind direction, angle of attack, penetration value, fuze, state of gunpowder, mood of the ammunition factory worker producing the round and the like wasn't fun to us (well, to most of us that is...), it was boring.

So what we wanted was a simple system doing away with the need for a ruler, allowing for fast and easy overall gameplay - which is why we ended up with Crossfire. However, as we also wanted to do modern wargaming - inspired to a certain extent by Peter Pig's AK47 - we needed to modify the rules to allow for paratroopers, helicopter gunships and all the other paraphernalia of modern warfare.

Our house rules are still under constant revision, as mainly the aircraft and helicopter rules need never-ending attention, not the least so because a certain commander of a certain first world war troop contingent always tries to write the attack helo rules in a way ensuring that his Apaches are the ultimate evil weapon of total destruction ("If I fire my Hydras all at once the whole table will go up in flames!!!")...


 

House Rules

 

As noted above, our rules are fundamentally based on the Crossfire rules system. Below you can find some additional rules dealing mainly with those aspects of modern warfare not covered by the Crossfire system. Also as noted above, these rules are very simplistic, as they were cobbled together with fast gameplay in mind, so don't expect anything even remotely sophisticated.

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Aircraft rules

I. General rules

1.1. Air strikes are fundamentally similar to artillery support - at least from the receiving end. Therefore the basic artillery rules apply here as well.

1.2. A failed air strike does not result in loss of initiative.

1.3. Like any other unit, aircraft are either green, average or elite.

II. Attack rules

2.1. In order to target an enemy unit, a spotter, squad leader (only elite) or platoon (or higher) HQ has to have los to the target.

2.2. Aircraft are dangerous - for everyone! When an aircraft enters the combat zone, a 1D6 decides whether the Pilot attacks the actual target or the first thing vaguely similar to the target that comes into sight (green: 1-3 on target; average: 1-4 on target; elite: 1-5 on target), even if no unit has los to it. It is therefore highly adviseable to have the aircraft enter the map on a course where there are as few 'distractions' as possible...

Two hits on a CUSTARD Bearcat make a swift return to base necessary.
III. Air defence rules

3.1. If you can see it, you can shoot it. If you can shoot it, you can hit it. Any aircraft entering the combat zone can be attacked by anyone having los to it (which in most scenarios means pretty much everybody).

3.2. In order to find out whether anyone has hit something, the hit modificators/armour tables have to be consulted.

3.3. Air defence can result in either one hit (the aircraft aborts the attack, makes wild evasive manouvres and returns to base unharmed to return again during the game), two hits (the aircraft is actually hit and damaged, but presses on the attack to return to base afterwards; it won't be available for the rest of the game) or three hits (the aircraft is shot down).

IV. Hit/Armour values

4.1. AA hit values:

AA gun < 20mm - 6

AA gun > 20mm - 7

MANPADS - 8

Guideline/Bloodhound SAM - 6

4.2. Aircraft armour values:

CAS Aircraft (eg A-10 ) - 8 [ECM +1]

Jet aircraft (eg MiG 21) - 7 [ECM +1]

Small prop aircraft (eg Typhoon) - 7 [ECM +1]

Large prop aircraft (eg gunship) - 6 [no ECM]



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