Review:

Rapid Fire
WWII

Rules

by Bill Rutherford

Rapid Fire! allows players to game WW II brigade-sized infantry and armor actions in 20mm (though any other miniatures scale could be used...) The glossy 73 page rulebook contains rules, 16 scenarios, player charts (these're duplicated on a laminated separate form), terrain modeling notes, and bibliography (good!) There are also several pages of color photos in the center of the rulebook to inspire the reader. One model represents approximately 15 troops or five vehicles or heavy equipment pieces. No time or ground scales are provided, but they appear to be about 10 - 15 minutes per turn and 25 - 30 yards per inch, respectively.

The play sequence is Side A either moves and fires or fires and moves, then Side B does the same. Most elements can both move and fire in a single turn. If an element has neither moved nor fired during its own turn, it may Reserve Fire at any point during the opponent's turn (basically, opportunity fire) Movement is normal (i.e., fixed rates) except when crossing terrain features, at which time the owning player deducts 1D6 inches of movement . Move

ment is either fast, medium, or slow for AFVs, with no detailed equipment differentiation. Spotting, too, is very simple.

Targets must be spotted to be fired upon; "speculative fire" isn't allowed, though, the authors admit, it often happened. This speeds play and keeps players honest. Morale is checked due to losses, untoward events (blown-up tank), etc., and is determined by casting a 1D6, with modifications for situation, unit quality, and casualties, the modifiers varying by troop type. The morale results vary by troop type and range from No Effect to Rout. Fire combat is straightforward. Non-AT fire sums the attacking fire points and casting 1D6 against one of five tables that depend on the target's situation to see how many casualties the fire causes. Indirect fire is similar, though radio-equipped observers must first dice for contact and then must determine random scatter, before dicing for casualties.

Direct fire HE is again similar, though the firer dices against range to see whether the target is even hit. AT fire is just as simple. There are six types of AT gun and six target armor classes. Results are modified by range, cover, movement ect and the ubiquitous 1D6. The rules address aircraft, engineers, and oddities as well. Force point charts, vehicle and weapon stats, and sample TO&Es are included.

I was surprised to see no command control rules. This is an omission I hope the authors will rectify, as players are able to manoeuver formations of 40 - 50 infantry figures and numerous AFVs without any possibility (beyond the odd bad morale result) that their troops won't behave as expected. The scenarios are well detailed and include extensive backround notes, orders of battle, game objectives, and game maps. Rapid Fire! follows a welcome trend in making the scenarios an integral part of the rulebook and lavishing at least as much effort in them as in the rules. Well-written, well produced, and quick-playing, these rules offer a simple introduction for newcomers to WW II miniatures gaming. Available from your local gameshop for $24.95 or, directly from the Elite Group, 2625 Forest Glen Trail, Riverwoods, IL 60015.-

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