I used to be a regular Rapid Fire player, using the 2005 version, which I still have, along with some additions for modern warfare. I'm not sure when or why I drifted away, but suspect Bolt Action took over my WW2 playing pals.
I picked up a copy of Rapid Fire Reloaded at the York show and we had an opportunity to give it a go in the midweek game.
The first thing that struck me about the new version is the size of the rule book. In a period when rule books are typically hefty books with a price to match, this is a joy. It is just 12 pages in A5 while losing nothing in production quality. The 2005 version was 120 pages. Admittedly, there is only one scenario, army lists are free downloads, and there is another supplement for the less frequently played WW2 elements. However, all the basics are here and only £5 as well.
The rules are also well supported, with an excellent website, lots of free downloads, and regular new supplements.
For those not familiar with the rules, they operate at a higher level than Bolt Action, with a model representing 15 men or 5 guns/tanks. This means we are deploying a battalion combat group on the tabletop. The booklet includes a couple of example forces. Basing isn't a problem, and you can use whatever you have. There is a simple points system for those who want it.
It is a you-go-I-go system, although the ambush rule allows for interrupts. I like the Bolt Action activation system, so I might try incorporating it. The return of 'can you see the enemy?' dicing is interesting, one of the less good parts of Bolt Action. Movement is again straightforward, with deductions for turns. Firing is generally by the number of dice you roll, which depends on the number of figures left in the unit, with outcomes based on range and cover. Hits on vehicles are more complex, involving morale tests. Close assault is a simple dice throw added to numbers with a minimal number of factors. It really could not be simpler, and we were going well after a couple of moves.
So, onto the tabletop. I was keen to get my new Swiss force onto the table. They were set up to defend a mountainous position next to a pass. The German Gebirgsjager were tasked with capturing the high ground while the panzers made for the pass.
The Gebirgsjager took casualties as they crossed the open ground, but made good progress up the hill side.
They captured the hill and the panzers rolled in, with light casualties.
On reflection, the Germans were too strong for a balanced game, even if it was probably historically accurate. However, the rules played really well and I will certainly return to using these.
I haven’t played the rules, but at that price they were too good to pass up. I picked ‘em up last year (at either The Other Partizan or possibly the Joy of Six show).
ReplyDeleteIt’s a shame your Swiss suffered defeat in their first outing but, as you suggested, they were rather outnumbered.
Cheers,
Geoff