RAPID FIRE This page is dedicated to the Rapid Fire set of rules , it is an unofficial page and carries no promotional information , just reviews and players ideas . There is a Rapid Fire listserv at RapidFire@onelist.com , just go this site and follow the instructions . Any questions/comments to be forwarded to rapidefire@aol.com Introduction ; 'Rapid Fire' is a set of World War Two rules published by Stratagem and costs £9.95 . It is a simple set of rules with high playability . although it takes quite a lot of getting used to , if you are a hardened Command decision player . Rapid Fire's main attraction is that a good game can be achieved in an afternoon or evening , and is in the category often refered to as a beer and pretzels game . Rapid Fire is best played with 20mm figures unless your eyesight is exceptional . Another of its attractions is that it is fairly flexible and can be tweaked to players satisfaction , indeed 'Rapid Fire' is one of the most amended set of rules I've come across . The basics are that infantry are represented as 1 figure equals 15 men , and vehicles/guns have 1 model equals 5 tanks or weapons . No ground scale is given , vehicles are classified as types each with a speed classification ( slow , medium , fast) , armour classification ( A to F ) and gun type ( 1 to 6 ) . However , the figure/vehicle scale can be altered to any you prefer , the system works just as well with a 1:10 or 1;1 figure scale . RAPID FIRE SUPPLEMENTS : OFFICIAL Operation Market Garden - official £10.00 First supplement; NW Europe 44/45 - £8.95 Second supplement ; Russian front - £12.95 Third supplement ; scenarios for the Russian Front £10.00 up & coming - Fourth supplement - the Early War 1939/40 128 pages +++ UNOFFICIALRompan El Fuego - The Spanish Civil war for Rapid Fire £5.50 Peace in War - for games post 1945 £3.50 Pusan To Panmunjon , The Korean war 1950 - 1953 - A wargamers Guide by Mark Hannam ( contact Mhannam@aol.com) Rapid forces - part one £8.95 Rapid forces - part two £8.95Origins . This may be slightly controversial , The rules are similar to those used by Peter Gilder some years ago , and to which resemble a set of rules called ' Angriff' used by gamers in London some 30 years ago . The rules themselves as they are , are based on the set used by the Grimsby wargames club . Rapid Fire weaknesses ; There are several weaknesses in the rules that really annoy me . 1) There are no command and control rules , 2) There are no rules for a resolution of close combat/melee , 3) In each move a player is allowed to move and fire or fire and move- for me this tends to cause endless cheating and unfairplay - it is of course highly unrealistic (it has more relevance when playing ultra moderns and tanks can fire on the move without detriment ) , 4) Infantry combat is terribly unrealistic - an infantry company is basically always treated as 8 figures with the same firepower unless it is elite , regular or poor . The conclusion of the above is that all these problems can be easily solved , and I am keen to see how others overcome these and other problems . RAPID FIRE SUPPLEMENTAL RULES
1)SPECULATIVE FIRE
2 TYPES : BARRAGE FIRE AND SUPPRESSION FIRE
1)BARRAGE FIRE (INDIRECT) TO REPLACE THE PRE GAME BOMBARDMENT RULE WHICH IS TOO VAGUE UNITS ALLOWED; ANY ARTILLERY ( NOT MORTARS) BATTERY ( NOT SINGLE WEAPON) GREATER THAN 75MM . THE UNIT FIRING MUST SPECIFY THE FOLLOWING; a) THE TURN FIRING IS TO COMMENCE b) HOW MANY MOVES THE FIRING WILL LAST . c) THE TARGET MUST BE IN THE FORM A MAP REFERENCE OR GEOGRAPHICAL FEATURE ( HILL/WOOD ETC ) . ONLY 1 TARGET PER BATTERY . 2) SUPPRESSION FIRE (INDIRECT) DOES NOT APPLY TO AIRCRAFT A WEAPON ( HMG/AUTOCANNON/AFV- HE) WITH LOS MAY FIRE AT A GEOGRAPHICAL FEATURE OR BUILDING /WALL (THIS MAY HAVE TO BE DONE IN CONSULTATION WITH THE UMPIRE). EFFECTS THE 9 BOX FALL OF FIRE TEMPLATE IS USED - IF INFANTRY OR MAN CREWED WEAPONS ARE HIT THEN THEY ARE SUBJECT TO AN IMMEDIATE MORALE TEST . 2)COMMAND & CONTROL RULES Each units default order status is 'defend' . Except for artillery units which are always on defend orders . For a unit to act it needs orders . An order may be issued to the battalion as a whole or orders maybe split through down to company level . Battalion HQ can take 3 of the following before the start of the game take objective card - player must specify objective on card rally card attack/counter attack card retreat/withdraw card Regimental HQ can take 7 of the following types of cards before the start of the game . objective card - specify on card rally card attack/counter attack card retreat/withdraw card A commander may wish to change a units orders at the start of a turn - to do so he must : Dice roll to change orders :(reflect communication skills) USA 1+ BRITISH/COMMONWEALTH 2+ GERMAN 2+ RUSSIAN 2+ ITALIAN 3+ FRENCH 3+ JAPAN 3+ OTHERS 3+ AMENDMENTS; DOWNGRADE ONE LEVEL = PARATROOP FORCES ONCE DROPPED BEHIND ENEMY LINES - E.G British paras at Arnhem change orders on a 3+ , CIVILIAN FORCES ( HOME GUARD, VOLKSTURM ETC.) . ANY FORCES INVOLVED IN BEACHHEAD AMPHIBIOUS OPERATION . PINNED UNITS . ANY UNITS FIGHTING IN JUNGLE CONDITIONS . IF THE HQ UNIT HAS BEEN SUBJECT TO AN ARTILLERY BARRAGE IN THE PREVIOUS TURN . NOTES - The first order card is free - i.e no dice roll needed . Distances Battalion HQ ; all its sub units must be within within 24" allows a frontage of 48" (2 2 feet tiles) if HQ in centre. Regimental HQ; It would issue orders 'down the line' to battalion HQs therefore the battalion HQ units only need to be within 36" for the same reasons above. Once an objective is taken it must be held for at least one move . i.e the unit must revert to defend - ( still needs to roll 1d6 to change ) To change orders - takes one full move . If the HQ unit is lost all its cards are removed . therefore units exist on defend ( default ) orders , until a friendly HQ or higher unit HQ takes command . An objective card must be handed to the umpire if present . Signal flares. Issued by a battalion or regt HQ - The use of flares allows standard Defend to Attack, Attack to Defend, Defend to Withdraw order to be issued to the whole front by the use of flare pistols BUT each unit must role D6 to see and act on the flare? 2+ and they can respond. Flares are best suited to early 20th century conflicts such as WW1 and where large amounts of infantry are present ( Chinese in North Korea ) . 3)CLOSE COMBAT Close combat can occur in Rapid Fire and on the few occasions when it does it should prove decisive . The basic rule set does not effectively provide for this , and although warfare post 1939 did not feature large close combat actions it does need to be accounted for . Especially when the rules are used outside North West Europe in theatres like the Far East , and when adapting Rapid Fire for other twentieth century conflicts such as the First World war . The Rules Close combat takes place after all movement has been completed. This is for infantry or cavalry units that have moved into base to base contact with other figures , combat may also take place where figures are in contact but divided by a wall or hedge . NOTE: Combat is resolved by assessing the factors involved , each figure has the following points ; each non sword carrying figures +1 each sword/sabre +2 cavalry lance +3 each CO figure +2 each cavalryman against infantryman +1 each defender in trench/foxhole/semi prepared position +1 each man pinned -2 each man retreating -2 if elite +1 units advancing up hill -1 units charging downhill + 2 each figure moving against a stationary figure +1 cavalry charging into base to base contact +2 ( ignore the above) defender protected by cover ( hedge/wall etc) +2 attack from the rear +1 (to the attacker ) The total figure is added together for both sides. Results: The total difference between the two is taken. This figure is then divided by two and this amount of figures taken from the losers infantry/cavalry . If the result has a fraction in it round it up to the nearest whole number. Example ; 8 Moroccan cavalry with swords move into contact with a stationary anarchist militia unit behind a hedge ( 6 figures ) with rifles . The Moroccans get ; 16 sword pts + 8 cavalry points + 8 moving points = 32pts The militia get ; 6 rifle ( non sword ) points + 12 cover points = 18 pts 32 - 18 = 14 , 14 Divided by 2 = 7 , the militia would loose 7 figures . The result would have been different if the anarchists had fired using the reserve fire rule . But that's Anarchists for you . If the defenders had survived they may fire as normal in the fire phase , as may the attacker's - however your own men will be vulnerable in such a confusing environment - throw another 1d6 - on a roll of 1 the casualties inflicted are your own men . note cavalry - no cavalry units may fire as mounted figures - they should always dismount the exception to this rule being Cossacks . Special rules for close assault 1) Board stationary armoured trains. Infantry units may close assault stationary armoured trains. Providing there is access for infantry units they may attempt to board. They have to spend 1 move trying to break in.They may then enter and close assault the occupants . Defenders get +1 to their close combat score. WARGAMES CLUBS PLAYING RAPID FIRE IF YOUR CLUB INDULGES SEND ME YOUR DETAILS AND I'LL ADD YOU TO THE LIST ; KINGSTON GAMES CLUB WHERE;Willoughby Pub - Kingston on Thames WHEN; Sunday's at 3/4PM Molesey games group; Where ; near Hampton Court station on Sunday afternoons at about 4pm . contact rapidefire@aol.com for details TRING WARGAMES CLUB SHEPWAY WARGAMES CLUB Bognor Regis wargames club .