Tag Archives: Rapid Fire

Rapid Fire! Reloaded for hexes

The later stages the club game

Wargamers are like butterflies, flitting from project to project. Alas I conform to the stereotype. Earlier this year I diverted to my Great Northern War armies. I then moved on to a twin-track: my 1866 project (Austrians and Italians in 10mm) and my 18mm Napoleonics, using Lasalle 2 rules. I put my 20mm World War 2 project on ice, after some rather irksome kit building, and having lost my way on rules. Now I’ve turned back to these with a vengeance.

I have at last been getting regular games at a local (-ish) club: the Tunbridge Wells Wargames Society. At first I played Lasalle, but after a few games I wanted a bit of a change. Then my wargaming partner, Rod, said that he was building up some armies for WW2 using the Rapid Fire! Reloaded system. I had long had it in mind to run my WW2 games using a hex-based system, and even bought a games mat marked in hexes. What if I tried adapting Reloaded to hexes? And so my other projects were put to one side.

Reloaded is the latest in the Rapid Fire! system, which I have used before (I have the 2005 edition), and commented on a few times. They date from the 1990s and were revolutionary in their time, breaking out of the complexity that had dogged WW2 systems before then. They feel very old-school today though – an old-fashioned I-go U-go turn system, and a bang-you’re-dead combat system, without such ideas as suppression. They are designed for 20mm (but workable with 15mm – 28mm) models, and though there is no formal distance scale, they are broadly consistent with 40m to the inch. One model tank represents about 5 real ones, and one two-figure infantry element a normal-sized platoon. The rules are heavily “bath-tubbed” – it is played as though the scale is 1:1, which is something that I struggle with, but makes the rules seem less abstract. This approach is one way of getting a lot of large-scale kit on the table – and arguably more honest that systems like Bolt Action which pretend they are platoon-level.

But for a simplified, fast-play game RF became quite complicated. The basic rules cover 45 pages of A4, admittedly with lots of pictures. The authors (Colin Rumford and Richard Marsh) obviously decided that there was a market for a stripped-down version, and Reloaded is the result. The basic rules (without the sample forces and scenario) cover just 8 pages – though without pictures. They’ve done a pretty decent job. There is no complicated fire table, or observation table, for example. I raised my eyebrows a few times (on the treatment of auto cannon, for example), but then realised that the issue didn’t matter that much. They are bit more abstract – but that is actually a good thing at this scale – as attempts at detail look like bath tubbing. I started to become a bit more surprised at some of the detail left in – for example the extra range given to very high velocity anti-tank guns (e.g. 88s and 17pdrs).

How about converting to hexes? When ordering the mat (from Tiny Wargames – who have a very flexible service), I decided to go for hexes with 3in sides – so 6in from corner to corner, or 5in between the sides. This is pretty big as these things go. They needed to be big for 20mm models, though, especially if they are sharing the space with terrain, such as buildings. My original idea was that more than one tank would be able to occupy a hex. Smaller hexes would certainly have been possible. Larger hexes make the game more abstract – but that speeds things up.

The first thing to tackle was how the game elements occupy the hexes. I decided to have each element facing a hex-side, rather than a corner. This generally how board games for the era work, and it means that elements move forward in a nice straight line. It doesn’t work so well for earlier eras, as you can’t line units up side by side in straight lines. More than one element can occupy a hex, but I soon decided to limit the “stacking” to one large vehicle (models more than 60mm long – most mid-war tanks, Sdfz 251s and medium trucks) or one artillery piece, at least the size of medium anti-tank guns (Pak 38s or 6pdrs). I decided to limit infantry to four bases, with each element assigned to one hex-side, and no more than one per side. A small vehicle (Bren carriers, Sdkfz 250s, jeeps, etc) is the same. I might want to simplify this to suggest a maximum of one element to each hex-side, with large vehicles taking up two opposite sides, and hence preventing other large vehicles from occupation. This complexity results from using larger hexes, of course. With smaller hexes you might have just one or two elements, with vehicles unable to occupy buildings hexes.

For distances, the basic premise is that six inches converts to one hex, or five inches for the longer distances. That only gave me a small number of issues: infantry crawling (3in) which wasn’t too hard to represent (place the figure across the hex-side in the first move). Heavy tanks (9in cross-country) were a bit more of a problem, as I didn’t want to create a rather untidy half-move rule just for them, so I have let them have the normal two hexes cross country for tanks, but reduced road movement by a hex. I dithered about giving them a single-hex move cross-country, but decided that this would slow things down too much. For my 1943 setting there are only two vehicles in scope (given that Valentine tanks were largely out of it by then): Tigers and Churchills, both mainly applicable to Tunisia. I only have Tigers table-ready at the moment, and these should definitely be given the benefit of the doubt. Many rules give them normal tank speed (though they did struggle a bit with the terrain, especially in Sicily). I also needed to decide on firing arc – where I was generous, allowing fixed guns to fire through adjacent hex-sides. This is in keeping with the RF rules, which are generous too. Where the original rules divide direct HE fire in six 8in range bands to decide chances of hitting, I decided to use a D10- instead, with a maximum range of ten hexes (so that you need to throw a 10 to hit at ten hexes, etc.).

By far the biggest conversion issue was close combat, as the use of large hexes makes this much more abstract. I decided to resolve this with an exchange of fire, followed by a dice-off (following the Reloaded rules for this final stage), with the winner being left in possession of the hex and the loser being forced to retreat. This hasn’t been play-tested yet. There is a big difference in the treatment of built-up areas. RF treats each model as if an individual building. In my hex system, a building hex (which may have just one building model so as to leave enough room for a large vehicle too) is treated as an area composed of several actual buildings, without an attempt to resolve occupation in detail. It will be interesting to see how this works out in actual play.

I had a little time to think about terrain. I don’t have much that is directly usable. I experimented with scratch-building an appropriate building using cork floor tiles, of which I have a plentiful supply. You can see the result in the picture. The roof is cardboard overlaid with Noch N-gauge pantile sheet, which I happened to have in stock; I even had some plastic pantile ridge tiles – though I don’t remember where I got these from. There were some learnings, but the result is a nice robust model, which is hollow, so that I can remove the roof and place an infantry element inside. Cork tile also lends itself well to creating ruined buildings. My idea now to build several models using the same technique, in various sizes – but not ruins just yet. I also tried my hand at making some cypress trees – which I didn’t quite finish. There’s a lot more work to do before I start getting the table looking a bit more authentic. Fitting terrain into the hex grid is a further challenge.

Another view of the newly build building model – also cypresses with unfinished bases.

For the rules’ first major outing, last Sunday, I devised a simple scenario, based very loosely on the Salerno beachhead, between two battalion-sized battlegroups. The Germans, attacking, had three Panzer IVs, and Panzer III flamethrower (these were used to devastating effect in the early days of the battle, before they were knocked out by the Allies). The British were supported by a single Sherman, and a 6pdr, and hadn’t had time to dig in. Both sides had a battery of field artillery. In RF terms the Germans had 200 points and the British just over 100 – about half the size of a normal attack-defence game. The game took us about three hours, even allowing for a fairly slow pace for unfamiliar rules. Casualties were heavy. Infantry vanished like snows in summer as soon as they became the focus of attention. The 6-pdr knocked out two Panzer IVs as they approached, while return fire proved ineffective. It was only destroyed by artillery late in the game. The Flammpanzer did for the Sherman in a move-and-fire manoeuvre as it came over a hill. In the end it was a race to see which side’s infantry failed their morale test for 50% casualties. This proved to be the British, though the Germans had passed two tests by this stage.

The rules produced a fast-paced game but are deeply flawed if you are looking for realistic representation of warfare. Most of the flaws are with the original RF system, and not the Reloaded one though. Some things, like move-and-fire are so much part of the core system that I won’t change them until I produce my own rules in the same space. But there are some minor tweaks to deal with things I consider to be anomalies:

  • One change I made on the day was to treat static infantry as being in soft cover, for both observation and firing purposes – as crawling infantry already are. It is normal field craft for infantry to go to ground and use any limited cover.
  • Vehicle machine guns are very effective (three fire dice) when static. This includes both mounted light machine guns used in Bren carriers and the Sdkfz 250/251, and hull machine guns in tanks. When dismounted a carrier platoon or only gets two fire dice. Hull machine guns were defensive weapons where the gunner had limited visibility. Turret machine guns were more effective but had limitations too. I think LMGs mounted on APCs get one die whether moving or static. Hull machine guns likewise get a single dice – and I would limit their range to the adjacent hex. A static turret machine gun gets two dice. Medium machine guns, mounted on sustained fire mounts and fully crewed, still get 4 dice.
  • Not in the Reloaded rules, I would give HMGs and autocannon a limited AP capability – 6 and 5 respectively – limited to small arms range. This is in the main rules, except that heavy autocannon (37mm or 40mm) have more range.
  • Light mortar: I think it is simpler and more realistic to treat these as a direct fire weapon, with a range of 6 hexes, using a D6 to determine hits.
  • I also want to ease the process of indirect fire support, so that any company can call in direct fire support (mortars or infantry guns) and artillery OPs can call in direct resources too. But limit this by making all calls by a separate observer subject to the comms test. That comms test needs to be made a bit more sophisticated, but that’s a job for another day. Each weapon can only be called once, and each observer can only direct one weapon per turn. This is really a down-payment on a more sophisticated system, which I’m basing on Battlefront rules.
  • I also need to cover HE fire on buildings hexes where the occupying troops haven’t been observed. The hex needs to be easy to hit, but which hex-side gets the effect needs to be randomised.

We’ll come back to these rules for another game in January. Alas I won’t have much time to add to my limited available troops on the tabletop, or terrain. But I can focus longer-term painting efforts on building a 400 point army for each side. Meanwhile I am working on ideas for my own rules in this space.

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.