The game needs neither a ruler nor fixed game turns. Essentially, CF knows only two ranges, point blank (in close assaults) and everything else, the basic assumption being that everything on the map is within rifle range - in other words, everything that can be seen can be hit. As a consequence, CF works only properly on tables where much terrain is used in order to allow movement unseen by the opponent.
In order to overcome traditional turn-based systems CF operates with "initiatives". A player can order his troops in any way (movement, fire or rally actions) and in any order during his initiative, and keeps on doing so until one of his actions fails; then the initiative passes on to his opponent.
CF in its basic form is mainly concerned with infantry combat, leaving not much room for the employment for AFVs. Nevertheless using AFVs in scenarios has become very popular with wargamers; therefore a number of different unofficial "home rules" have been published on fan sites, allowing the inclusion of AFVs in battles.