by Chuck Collins
As stated by Bill Rutherford in his excellent article in Courier No. 71, Comparison of The New W.W.II Rules, Stratagem Publications, Ltd rules Rapid Fire does take "a different approach to game play." The rules are designed primarily for fighting "Infantry" Brigade size actions (with supporting arms) using individually mounted 20mm figures. I personally think the rules are great and do for W.W.II what FIRE and FURY has done for the American Civil War.
Like FIRE and FURY, the Rapid Fire game mechanics are fast, simply and most important fun, while still providing historically accurate results. To the best of my knowledge Rapid Fire has not been reviewed by the Courier. So before I move into a replay of Bill Rutherford's "Korpetsch Scenario" here are a few notes on Rapid Fire.
"The emphasis is on fast play, enabling players to concentrate on tactics rather than the minutiae of complex tables and mind-tangling calculations" Rapid Fire sets no specific ground or time scale. However, a comparison of these factors to Command Decision II shows that the rules are very similar. Both small arms ranges and anti-tank ranges are almost identical in the two sets of rules. Rapid Fire scales are 1:15 for figures and 1:5 for weapons and vehicles. The weapon and vehicle scales are identical to Command Decision II. The infantry figure scale, although using a different convention, is also very similar. A 1941 German Infantry Battalion needs about 34 figures in Rapid Fire. The same organization in Command Decision needs approximately 28 figures if you mount two figures to a stand.
1941 German Infantry Battalion
One area of difference is in movement distances for both infantry and vehicles. Rapid Fire movement distances are significantly less than CDII. In Rapid Fire, normal infantry movement is 6" for cross country and 9" for road movement, as compared to 8" for CDII. The vehicle movement in Rapid Fire appears to be about half of that allowed in CDII. An example is halftracks which move 15" cross country and 30" on roads in Rapid Fire compared to 30" and 60" for CDII. The primary reason for this difference is I believe the designers intended for Rapid Fire to have a much more tactical feel to it than the rule systems reviewed in The Courier.
Shown below is a comparison chart using the criteria outlined in the Courier article.
COMPARISON OF FEATURES
I used Command Decision II for my comparisons because that is the only other operational WWII system that I am very familiar with. I do plan to purchase Clash of Armor based on the review provided by the Courier. I doubt that it will win me over from Rapid Fire, but the command and control system sounds interesting and hopefully could be adapted to Rapid Fire.
Movement Many movement penalties are based on the roll of a D6, subtracting that amount from the allowed movement. The example provided with the rules illustrates this very well - "A rifle company wishing to cross a hedge throw a six. 6"-6 = 0, therefore they cannot cross this turn. They will of course be eligible to move 6" in their following turn."
Observation Speculative firing is not normally permitted. Units must be rolled for on the observation chart to see if they are seen. Again the example from the book illustrates this well - "A British rifle company advance to within 9" of the edge of a wood. Concealed at the edge of the wood are an enemy Stug III assault gun and a 37mm anti-tank gun, neither of which has opened fire. At this range the infantry can see the Stug III (automatically spotted) and may test to 'spot' the 37mm. A three is thrown and the anti-tank gun retains its advantage of being hidden."
Morale Morale test are based on infantry battalions or armored companies. Units take morale test at the beginning of a turn. Infantry battalions take morale loss test basically when they reached halve strength or when threatened by armored vehicles. Armored units take test based on loss or heavy damage to a vehicle, or when advancing upon close terrain without infantry support. At first this may sound very forgiving for the infantry. However, firing is based on companies. Even though the rules do not require a company that has taken significant losses to take a morale test, that unit will be combat ineffective if it takes heavy losses. Units also take morale test for Armor to close with infantry. For infantry to stand against (or advance against) tanks, counter battery fire and artillery fire. At times the rules have a very tactical feel to them as illustrated in the following example - "A British infantryman armed with a PIAT wishes to break cover and attack a tank that is in the open 8" away. (the PIAT has a maximum range of 6") He is 'Regular' and therefore requires four or more on a d6 to undertake this heroic task. A two is thrown and he 'bottles out' and stays where he is"
Small Arms Fire Firing is done by fire groups, normally a company or heavy weapon. Fire groups can not be reorganized during the course of a normal game. Therefore you end up with step reduction and as a company takes losses its fires becomes less and less effective. The rules also allow for medium and heavy MGs, auto cannons and light, medium & heavy mortars.
Indirect HE Fire (IDF) Units must make transmission test to call in, suspend, and change IDF. Moving targets are very hard to hit. However, the IDF can be very devastating. IDF uses a template to determine the fall of the fire.
Direct HE Fire The maximum range is 48" divided into six bands of 8". To determine a hit the range is measured and the band number indicates the basic d6 score required to hit (w/modifiers). This along with mg fire is the way tanks engage anti-tank guns and other heavy weapons. The crew of the weapon sustains hits. Another roll of a d6, with a six needed to determine if the heavy weapon is destroyed. Example - A German 88mm flak fires direct at a 25pr field gun at a range of 30". Neither the firer nor the target moved in their preceding turns. 30" falls in the fourth band, therefore a four is needed for a hit. A four is thrown and a further d6 score of two means one casualty has been inflicted on the 25pr crew (using the casualty chart). Having sustained a HE hit another d6 roll is made. Unfortunately for the British a six is thrown and the 25pr is destroyed. A morale test will also be required because of counter battery fire. Note: the 25pr has a crew of 4 and needs a minimum of 2 to stay in action.
Anti-Tank Fire The anti-tank fire procedure for Rapid Fire is even more simple than that provided with CD II, but still provides very historical results. Provisions are made for Point Blank, Normal and Extreme ranges. All anti-tank type weapons are classed from 1 to 6. '1' is the best(e.g. an 88mm PAK 43) and '6'is the least effective (e.g. an anti-tank rifle). Vehicles are classed from 'A' to 'F' with 'A' being the best armored and 'E' having minimal armor. 'F' vehicles are soft skin. A simple matrix with various modifiers shows the minimum d6 score needed for an effective hit. A further d6 is rolled to determine light damage, heavy damage, and destroyed. Heavy damage neutralizes the vehicle for one turn and causes a morale check for the company. The system seems remarkably simply. I have compared the results to other more detailed systems (like Battalion in Crisis) and it always produces similar results.
Miscellaneous Other areas covered by the rules mechanics include; Bazookas, ATRs, light mortars, multi-barrel rocket launchers, grenades, house to house fighting, smoke, pre-game bombardment, aircraft, anti-aircraft fire, paratroops, gliders, engineers, obstacles, demolition's, vehicle repair, and logistics. The rules also contain an extensive 'cost of force chart' for building units and a fairly extensive vehicle/gun classification chart for British, American, German, Italian, Russian, French and Japanese forces.
The rule book comes with 8 highly detailed historical scenarios. Gallabat (6 November 1940) A British infantry brigade with some armor and air support (Gloster Gladiators) attacks an Italian colonial brigade defending a Beau Gest type fort Corinth Canal Bridge (27 April 1941) A German airborne regiment attacks Corinth Bridge defended by a British and Greek Battalion. The British are supported by Vickers Mk VI light tanks. Chebotarevsky (24 August 1942) An Italian Cavalry regiment counterattacks against a Soviet Rifle Regiment. Barce (13 September 1942) A reinforced American battalion landing team with M5 tanks, air support and naval gunfire attacks two Vichy French Battalions defending the port of Barce. The French also have light tank support. Hong Kong (8-25 December 1941) A mini campaign that has 6 British Empire battalions defending against a Japanese Division (3 regiments with 3 battalions each plus other supporting arms) Another interesting aspect of the rule mechanics is that it allows for different figure scales. The remaining 3 scenarios are set up for this type of play. Hondeghem (27 May 1940) A British artillery battery reinforced with infantry defends a village against a German mechanized company with tank support. (1:1 scale) Vaagso (27 December 1941) British commando raid in Norway (1:5 figure scale and 1:1 vehicle scale) Barce (13 September 1942) British LRDG raid on an Italian airfield. (figure and vehicle scale of 1:2)
German order of Battle (all forces are regular)
204th Panzer Regiment(+),
2nd Battalion Composite PanzerGrenadier Battalion Composite Heavy Company 2 MMG with 6 figures
Order of Entry: All forces enter at Entry Point A at 0530.
Artillery Support: One battery 105mm available on call once Soviet infantry are spotted. Each time the battery fires, cast 1D6 for that to have been its last turn of fire.
Victory Conditions: Win by having troops in Korpetsch at the end of turn 10.
263rd Rifle Regiment(-)
1st Battalion 2nd Battalion 15th Tank Regiment (check morale by battalion instead of company)
2nd Battalion Deployment: 263rd Rifle Regiment deploys in Korpetsch and/or in the entrenchment's north and south of town. 15th Tank Regiment deploys in Tulumtschak. The tank regiment is allowed to activate and move on any turn were the roll of 1D6 +2 is equal to or less than the current turn. May not attempt to activate until the Germans are spotted.
Artillery Support: One battalion of 122mm (3 batteries) and two 76mm batteries are available for the duration of the game.
Victory Conditions: Win by having more forces in Korpetsch than the Germans at the end of turn 10.
Armor/Gun rating Pz IIf E/5 Game turn 1 - 3: At 0530 the Germans moved towards the southwest corner of Korpetsch in an inverted wedge formation. The two tank battalions moved on line with the 1/204 Tank Battalion on the left and the 2/204 Tank Battalion on the right. The infantry vehicles followed in the center with the troops of the 7/140 Schutzen company riding on the tanks of the 2/204 Tank. The 1/29th Flak moved almost directly north towards the corner of the minefield. Game turn 4: The 2/204 tank and infantry, using the cover of fog, managed to close within about 500 yards of the village (very low die rolls with the fog adjustment). At this time the Soviets spotted the Germans and opened fire. The ATR fire was totally ineffective, but the AT Gun Company destroyed a Pz IIf in the 4th Tank Company. The Russians successfully called in artillery fire, but the concentrations fell well behind the fast moving German formation (The Russians needed a 3 or higher to make radio contact, but then needed a 5 or 6 to bring fire on a fast moving target).
Game turn 5: The German infantry dismounted and began to close in on the west side of the village. The tanks engaged the AT battery and dug in infantry, but only managed to kill one crew member on the 45mm ATG. German artillery fire was also off target. The 1/29 Flak and the 1/129 Panzergrenadiers concentrated their fire on the Soviet SMG company causing 5 casualties. [vehicles deduct 6" when debussing infantry and then the infantry can move 3" and fire at short range]. The 7/140 infantry also moved towards the village and tried to screen the flank of the 1/129 from the Russian infantry in the trenches. Meanwhile the 1/204 tank moved to the north to cover the infantry assault from the Russian tanks in Tulumtschak. The Russians were unable to activate their tank battalions. The return fire of the units in the village was devastating. Infantry fire combined with concentrated artillery almost totally destroyed the 7/140 Infantry and the SMG company caused minor casualties on the 1/129 Infantry.
Game turn 6: The 1/129 Infantry, supported by MG fire from the composite heavy company, close assaulted the remnants of the SMG company and gained a small foothold in the village [Rapid Fire has a simple close assault rule. The defenders roll one D10 and add to that the number of defenders. The attackers roll a D6 and add the number of attackers. If the attackers achieve a higher number they can enter the defensive position and fire at the defenders at one cover state lower than what they are occupying. If the close assault fails, the defenders get the full benefit of their cover and return fire against the attackers who count as being at short range in the open]. On the right flank the Germans used artillery and tank fire to cover the shattered 7/140 Infantry causing heavy casualties among the Russians and finally knocked out the 45mm ATG. The Soviet 1/263 Infantry failed its morale check and routed. The other infantry battalion, the 2/263, counterattacked towards the 1/129 Panzergrenadiers. Meanwhile, north of the village, both battalions of the 15th Tank Regiment activated and attacked to the south. The 1/204 Panzers were waiting (using the reserve/opportunity fire rule) and opened fire, causing light damage to 1 T60[3rd Co.] and destroying another in the 5th Company. The return Russian fire caused heavy damage to a PzIIf in the 2nd German Company and destroyed a Pz38(t) in the 1st Company. Both sides were concentrating on the lighter vehicles hoping to cause morale checks for the companies.
Game turn 7: The Germans consolidated all their infantry assets and tried to set up a defensive line to hold on to part of Korpetsch. The 6th (Med) Tank Company stayed to help the infantry and the other two companies moved north to support the1/204 Tank. The 1/204 Tank maneuvered to get flank shots on the Russian tanks (the 2nd company had passed its morale check). Combined fire from the two German tank battalions caused heavy damage to the T34a in 2nd company and destroyed another T60 in the 5th company . The Russian 2nd Tank Battalion failed its morale check with a retire to cover result. Combined Russian return fire destroyed Pz38(t) in the 2nd company and caused light damage to one in the 1st company. Back in the village the Russians concentrated their fire against the few remaining German infantry with the massed artillery once again causing serious casualties. This included destroying one of the flak vehicles, crew casualties on the other, and damaging one of the Pz IVf's. The Russians also lost several infantry to friendly fire that had strayed off target.
Game turn 8: A morale check for the composite Panzergrenadier Battalion resulted in a pinned down result. The combined fire of the infantry, MMGs, and medium tanks caused serious casualties among the Russians but not enough to require a morale check. Both German tank battalions concentrated their fire against the remaining Russian tank battalion, destroying both the KV1a and T34a platoons in the 1/15 Tank Battalion. The Russian 1st tank battalion routed and the 2nd tank battalion's morale recovered with them taking up defensive positions in the village of Tulumtschak. These tanks firing from cover caused light damage to a Pz38(t) in the 4th company and destroyed a PzII in the 5th Company. Back in Korpetsch the Russian infantry charged in and forced the Germans to give up their small hold on the village.
Game turn 9: The German commander successfully called smoke on his own position and ordered a general withdrawal, conceding the game to his Russian counterpart. Despite his success against the 15th tank regiment, he no longer had the infantry to take and hold Korpetsch. Not counting set up, the whole game had been completed in less than 2 hours.
Summary: Overall I felt the replay was very similar to those covered in The Courier #71. Morale played a key role. The German units despite significant losses almost managed to hold on to Korpetsch, even though on several occasions the results did not allow offensive movement. The Russian morale was much more fragile. The 1/263 Infantry collapsed as soon as it reached 50% and would have broken much earlier without the benifit of the prepared defenses. The Russian tank battalions were consistently hampered by failed morale checks. Artillery played a major role in the game. The six batteries on the Russian side were devastating and were probably the main reason for the defeat of the German infantry. The Russian player tended to mass his fires, even though he could have adjusted different batteries onto different targets during the course of the game (note: an FO team is allowed to control only 1 target at a time, unless it has a special radio exchange vehicle). Even the single German battery caused significant casualties among the Russian infantry.
Even though the morale checks at the beginning of a turn hamper the ability of a commander to maneuver units the biggest draw back for Rapid Fire is the lack of a command and control mechanism. I keep hoping that Richard Marsh or Colin Rumford (the rules authors) will come out with a command system for the game. For those of you that enjoy World War II gaming and haven't tried Rapid Fire, I urge you to give them a try. At first glance the rules appear to be ridiculously simple. However, this is not the case. Its obvious that they have been extensively play tested and as I stated before, they do provide results remarkably similar to other more complicated World War Two rule systems. The rules do provide mechanics for combined arms units such as German Reconnaissance Battalions. However, in this case it was easier for morale check purposes to group all the infantry assets into a composite battalion.
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