My house rules for using tanks in Crossfire
I've always been unsatisfied with the original rules for armoured vehicles inCrossfire so I came up with my own that I prefer.
All tanks move and shoot just like other units in the game. That is, they can keep moving and shooting as the controlling player wishes until the initiative switches.
Types of tank
Tanks are divided into three kinds, heavy, medium and light. It's up to you which type you assign to a particular tank.
Light tanks use 4 shooting dice.
Medium tanks use 5 shooting dice and attacking tanks drop 2 shooting dice when firing at them.
Heavy tanks use 6 shooting dice and attacking tanks drop 3 shooting dice when firing at them.
All tanks shooting into the rear of another tank add +1 die.
All tanks receive the normal cover bonus for being in terrain that provides cover.
All tanks are unaffected by small arms and machine gun fire.
Anti-tank infantry and anti-tank guns roll 3 shooting dice against all tanks. They add +1 die if shooting at the rear.
All tanks are pinned, suppressed or killed as normal when they receive 1,2 or 3+ hits
Tanks shooting infantry
All tanks shooting at infantry drop a die for cover as normal.
Heavy tanks suppress a second adjacent enemy squad if they score a kill with their main weapon.
All tanks shooting with their machine guns roll 4 dice, dropping 1 if the target is in cover.
tanks only use their main gun against moving armoured targets. Reaction fire against infantry and soft skinned targets is carried out using their machine gun only.
Tanks moving with infantry support
All tanks my combine their movement in a group move with accompanying infantry.
Tanks in close combat
No tanks may initiate close combat.
All tanks roll a single close combat die with a +2 modifier regardless of whether the tank is undamaged, pinned or suppressed.
Adjacent infantry may support any tank in close combat exactly as if they were supporting another infantry squad.
No tanks benefit from having officers nearby but, if friendly infantry are involved in the close combat, an accompanying officer's bonus may be added to the total.
All tanks may rally as normal.
No tanks receive any bonus from an adjacent officer when attempting to rally. All other applicable rallying bonuses apply.
Getting bogged down
All tanks may become bogged down in soft or difficult terrain. When a tank enters potential bogging terrain, roll a die. A result of 1 or 2 means the tank is bogged and surrenders the initiative.
A bogged tank attempting to move must roll a die and score 3+ in order to do so. Failure surrenders the initiative.
Tanks as cover
All tanks provide cover for infantry squads sheltering behind them.
Destroyed tanks remain on the battlefield and become blocking terrain.