CrossFire: Rules and Organizations for Company Level WW II Gaming 1996
- Players
- 2–6
- Play time
- 120 min
- Complexity
- Medium 2.6 / 5 (22 votes)
Description
Crossfire rule organization companylevel wwii gaming combat mechanic simulate interplay fire movement combine command system represent unit flexibility emphasis infantry combatcrossfire innovative set rule unlike system turns have initiative term crossfire loosely match concept turn sequential step movement step artillery fire step melee etc etc distance move measure measurement house rule different approach make breathlessly exciting game system critical situation develop realistically resolve quickly mechanic amazingly quick game scenario previously take day complete finish hour try game wo nt want believe mecrossfire focus infantry action company level squad small element people play house rule add detail armor rule exist rule work fine crossfire primarily infantry orientated rule setcrossfire actually step preference figure mount stand figure represent squad bit nervous jump result rewarding think reason like idea squad move bit like avalon hills squad leader play year year ago great gamealso available hit dirt crossfire scenario scenario cross fire booklet.
Text from the DM1 dataset (preprocessed).
Categories and mechanics
Domains
The source lists no specific categories or mechanics for this game.
Publishing details
- Designers
- No data
- Publishers
- No data
- Year
- 1996
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