An outing with Rapid Fire rules

Our journey with 20mm WW2 games at the club continued with yet another set of rules this week. These were Rapid Fire, which have been around for quite a while. Originally published in 1994, we used the second edition published in 2005. I think another edition might be in the works. We thought they might suit our style of play on club nights. The game wasn’t that successful, though how much of that was down to scenario design and how much to the rules is hard to say.

We played an encounter game, similar to the previous week’s game of Iron Cross, with the British beefed up by the addition of three Churchills to the infantry force, and the transfer of the two M10s to support a reduce armoured force of three Shermans, to which I also added a company of armoured infantry (I was gamesmaster). The points values of both sides were identical. But the game proved one-sided. The Germans moved first. Long road movement distances (30in for faster vehicles) let them seize the village at the heart of the scenario in the first turn. To compensate I let the frustrated British have reserved fire. So the Germans lost two tanks in the first move, out of the three in their right wing forces. The British lined up their five vehicles, with a 17pdr, two 76mms and two 75mms into a formidable wall of fire, which seemed to paralyse the attack from that side. On the German left, the other force, with stronger armour (including a Panther) decided to tangle with the Churchills. This wasn’t so one-sided. Both sides lost two tanks, and the Germans their Marder tank destroyer. But when the British left’s wall of tanks moved across it was able to knock out the remaining Panther without too much difficulty, and then threaten to use its wall of fire to systematically reduce the infantry in the village. The Germans needed to be less hasty and use a concealed approach to unite in the centre before taking the strong British armour on.

So, what about the rules? They have a very old-school feel about them. The simple IGOUGO turn structure (albeit modified for reserved or overwatch fire) with no random activation, is part of this, and a heavy reliance on D6 throws. Admittedly this is not so unlike so unlike Fistful of TOWs (FFT), the system we use for micro-armour, which is rather more modern. But FFT uses more dice to resolve fire. For example, in antitank fire you typically throw three dice to see if you hit, a handful to see if you penetrate, and maybe one more for a “quality check”. In RF you throw just one die in a combined hit/penetration throw, followed by another damage throw if you hit.  And in FFT you have a concept of suppression at unit level, unlike RF, where you just kill people off until morale of bigger units is affected.

The architecture is very basic. There are just 6 grades of armour (including soft-skinned) and 6 grades of gun for antitank effect. Also just three classes of movement for most vehicles. That leads to some curiosities at the margins. The German 88mm in the Tiger I is classed the same (grade 2) as the longer 75mm weapon in the Panzer IV (though it has better HE capability). The Panther (with its grade 1 gun) is classed as a fast vehicle able to keep up with light tanks and armoured cars. Given the long standing of these rules, I’m sure all of this has been debated at great length. Incidentally there is no distinction between front and side armour.

This sets the tone. They are very simplified rules, in reaction to a trend towards mind-numbing detail when they were first written. But, unlike Crossfire, the rules are pretty comprehensive. That made them quite slow at first, as you were tempted to look things up when something unfamiliar occurred. But before long they should become very quick – much quicker for the same size of forces than Iron Cross, though not necessarily that FFT. There is no thought to produce house rules, because these rules are well-written, cover all the things they should, and have been endlessly tested in action. The only thing I’m tempted to do is to slow down the Panther. Iron Cross is very immature by comparison.

In this day and age, we find simplified mechanisms quite acceptable, so this is a feature rather than a criticism. The first thing that tends to stick in the throat with RF, though, is their basic design concept. They are meant to be brigade level rules, with whole battalions of infantry on the table, and three tank models to a company. That means a 5:1 ratio for vehicles and 15:1 for infantry. And yet it plays as a 1:1 skirmish game, with vehicles being knocked out by single shots and troops storming individual houses. One my fellow players said that the best thing to do was to play it as a 1:1 game, and forget that you are dealing with bigger scales. There is deliberately no designed distance scale (in common with most modern rules, it needs to be said), which no doubt means that shorter ranges are longer, if you see what I mean. Overall it is probably about 1mm to the metre (like Battlegroup, I think; Iron Cross is about 2.5mm to the metre; FFT is 0.25mm to the metre unless you scale it up). Of course what this scale up means is that you can have all sorts of nice toys on the table, up to artillery pieces. This is a bit of a fudge, but actually not so very different from games like Bolt Action and Battlegroup, which try to recreate the flavour of larger encounters in a 1:1 skirmish. For a club game I’m not going to stress too much.

The big problem with the game is similar to that with FFT. The sequence of shooting is critical, as your force can get  shattered in a single round depending who fires first, because you can fire all your stuff at once. Hence the effectiveness of Pete’s row of British armour. Fire is often very effective. It does not have the big problem with FFT of the move distances being too long relative to weapons ranges, though road movement is generous compared to other sets of rules. You still have the mobile ambush problem that I discuss further below. Iron Cross overcomes this by its much more interactive play, which turns encounters into duels rather than one side blasting the other to pulp before it can reply. It also limits the number of pieces you move and fire. And further, in Iron Cross there is a lot of firing and missing. The basic chance to hit is 60%, or 70% at short range (though it goes up to 74% at short range in my rules if everybody sits still), an even then it often bounces off. If you have a powerful gun in RF it is much higher than this (often 5/6 to inflict a guaranteed damage). In Battlegroup activation rules limit the number of pieces you can move and fire in one turn, so it is harder to deliver this sort of overwhelming blow, plus direct fire is subject to an “observation” test. Also the concept of suppression, much used in modern rules, allows an intermediate step, though less so in tank to tank combat. (It isn’t really fair to call suppression rules modern, since I first came across them in the Wargames Research Group rules published in 1973). There are observation rules in RF, to be fair, which we should have used more than we did.

I think a big problem with rules like FFT and RF is that they allow mobile ambushes. That is you can move a substantial force of armour out from a concealed position (or from out range in the case of FFT) and gun down an opposing force that is moving forward before it can fire back. I have a conceptual preference for rules that force you to either move or fire; or if you must allow units to do both, to do the firing first (as per the old WRG rules). Move and expose your self; or fire and never get anywhere. That, to me, is the essential choice at the heart of mid-20th Century warfare.

Still, I’m not writing off RF for club games yet. They play fast and are well-crafted in their way. What clearly doesn’t work so well is the sort of contrived scenario that we played this week. Encounter battles did happen, but it is rare for both sides to know where the other side was and was not even then. We will try an attack-defence game next time, using concealed placement tokens. Also I want to bring in indirect fire from mortars at least. But that’s not going to be for quite a few weeks now.

2 thoughts on “An outing with Rapid Fire rules

  1. I’m rather late to this ball, it seems that you can fix your main gripe easily. House rule that units fire first and then move, or else move or fire. At this late date I’m looking into RF in case my crew doesn’t take to Crossfire.

    I have a 20mm Crossfire project that stalled years ago when some club members didn’t cotton to the rules. The membership has changed over the years and those chaps have moved on. Perhaps time to try it out again.

    1. Thanks. I don’t know Crossfire at all. RF has a lot going for it but the “bathtubbing” (pretending groups are individuals) may beard for some – though lots of people actually like this.

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