Rapid Fire
By Paul Grace
Rapid Fire - Simple EleganceIf Crossfire can trace its lineage to boardgaming (as I feel do most American miniatures rules) then Rapid Fire by Colin Rumford and Richard Marsh is most certainly the progeny of Donald Featherstone. If anyone deserves a Knighthood for services to wargames, then it must be Don. The rules allow for infantry, armour, air support and even indirect fire artillery to be deployed on an average size table (yes, in 20mm!). One of the reasons that I previously dropped gaming WW2 was due to the increased feeling that the close confines of my table made the use of more than one tank unrealistic. It was therefore with trepidation that I set up my first Rapid Fire game on a five by six foot table, deploying a battalion of Russian infantry with four T34/76's and Bofors AA gun against a German rifle battalion with 88mm Flak36; Pak40; a PzII; PzIII; PzIV, with an ME109 giving air support (all Airfix and Matchbox veterans). To my surprise and delight the game worked and felt right. Play was smooth, fast and most importantly - good fun. 'Rapid Fire' has been going for a number of years and every wargame show that I have visited in the last couple of years has had at least one demonstration game group using these rules. Therefore my review will be less detailed than for 'Crossfire', which I have never seen played at shows (perhaps it is more popular in the States). 'Rapid Fire' is designed for brigade sized actions. The scale is approximately one figure representing fifteen men and one model AFV or gun for five actual. Troops can be based individually. The seventy three-page rule book is very well produced in high quality glossy paper with plenty of colour photographs. The first half comprises of the rules, vehicle data, point costs for troops and equipment and sample organisation charts. The final part provides eight scenarios (including a campaign for the invasion of Hong Kong) covering the period 1940 - 1942 together with tables of organisation and 'special rules' for each scenario. There is also a separate, laminated play-sheet. It cost about the same price as Crossfire. The game sequence is fairly standard: each player moving and firing in alternate bounds. However, the 'Reserve Fire Rule' allows the non-phasing player to open fire at any time during his opponent's bound with any unit that did not move or fire during their own bound. Bazookas, panzerfausts and flame-throwers can be devastating against armour but the infantryman needs to pass a morale test before he can move into effective range. The morale rules encourage infantry and tanks to support each other. The game was designed at the outset to be played primarily using the play-sheet, with the main rule book as backup. This is to be applauded and encouraged. The rules are supported by three supplements: the first supplies detailed tables of organisation for late Western Front; the second covers the whole Eastern Front, both give data for more vehicles, guns and aircraft. I have not purchased either of these as my armies are organised according to the models and figures I own - although hopefully still based on historical lines. The data for new AFVs can be worked out by comparing historical data for these vehicles, using reference books, with those vehicles already listed in the rules. The third supplement, recently released, provides scenarios for the Eastern Front and rule amendments (as well as including unit organisations for each scenario). This, I have found very useful, and look forward to a Western Front scenario volume. I have found no need to modify the rules for solo play - I tend to play attacker / defender scenarios with the attacker given three sets of attack plans and then randomly choosing which plan will be implemented. The Russians lack of flexibility makes for an ideal programmed opponent. I am working on a set of chance cards to keep me on my toes and reflect some of the 'period charm' when fighting through Normandy bocage or the Eastern Front. In September, 1998, Wargames Illustrated published an Eastern Front game by Will Hartley, entitled 'Panzer Attack'. It had a very useful chance card system to reflect the problems of ammunition & fuel shortages, mud, unmarked minefields and the sudden appearance of air support. I am sure the system can be suitably tweaked to fit in with Rapid Fire. The two rule sets show a very different approach to rule design, both have much to recommend them. Crossfire is inspirational: it re-awoke my interest in WW2 wargaming and brought my troops out of the attic. However, it is Rapid Fire that has kept them on the table. 'Crossfire' by Arty Conliffe is published by Quantum Publishing.
Crossfire - A Flawed Masterpiece
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