The following document has been pulled together from a number of official and unofficial sources although it has been reviewed by Colin and an earlier version is actually posted on the RF site. It includes a number of clarifications that might be considered 'ouse rules'.
RAPID FIRE 2: ERRATA AND CLARIFICATIONS (last revised July, 2014)
Compiled from Official RF sources including "Richard's Rapid Rule Responses" and clarifications provided by Richard Marsh to queries posted on the RF2 Support yahoo group. Additional clarifications and optional rules come predominantly from Mark Piper (Australia) and some from the White Rock Gamers (Vancouver, Canada). All of this document has been reviewed by Colin Rumford.
Errata and Corrections: note these directly into your rulebook
Playsheet
1. MORALE TESTS
INFANTRY AND CAVALRY UNITS (D6 Modifiers): ‘+ 1 if over 50% of survivors are in hard cover'
IDF AND ATTACKS BY AIRCRAFT (D6 Modifiers): ‘3 or less'
INFANTRY AND CAVALRY IN THE OPEN (D6 Modifiers): ‘3 or less'
2. OBSERVATION :
Infantry, support weapons in ruins (that fired last move): Normal 36" Recce 42" Artillery OP 48"
5 AND 9. MOVEMENT :
Jeeps, Kubelwagens etc movement missing: 30" / 15" and Light trucks etc cross country: ‘18"'
6 AND 8. FIRING (Ranges):
SmallArms / most MGs should read: ‘Small arms firing groups'
HMGs / autocannon should read: ‘Most MGs / autocannon'
Rule Book
page13 The Sdkfz 251/9 (short 75mm) is AT class 4, not 3. The Sdkfz 251/10 (37mm) is AT class 5, not 4.
page 21 Russian Vehicle and Gun Chart: ‘SU-76 AT class 2'
page 30 Rule 2.1: ‘See rule 8.3' should read ‘See rule 8.2'
page 31 Table 5 Infantry and support weapons in ruins (that did not fire last move): Artillery OP 18"
page 38 Rule 5.4 "If the result is 0, or negative, the element must wait to test…" should read "…must wait to move…"
page 51 Rule 8.13: ‘…loses more than one casualty…..' should read ‘…loses one casualty or more…'
page 52 Table 7 Small Arms Firing Groups: Medium Range 6" – 14" Long Range 14" – 24"
page 55 Table 9 (footnotes): ‘*** An anti – aircraft HMG …may only be used against aircraft….'
page 61 Rule 8.59: ‘See rule 8.5' should read ‘See rule 8.4'
page 64 Rule 8.78: ‘See rule 8.3' should read ‘See rule 8.2'
page 66 Light Mortars: fire effect is 6 points table 4
page 89 Table 15: in maximum GSF column ‘8 * should read 8 **'
page 94 Rule 15.7: ‘See rule 8.3' should read ‘See rule 8.2'
CLARIFICATIONS
(Note these changes in your rulebook or mark the section in a manner to remind you to refer to this document)
BASIC RULES
General Terms
We use 'unit' when referring to larger bodies, such as battalions, batteries, squadrons or regiments, and 'elements' when referring to 'bits of units' such as companies, individual guns, heavy weapons, or groups of a few figures. Note the exception to this when applied to the IDF/Air attack morale test (Suppession).
MORALE
Morale of Sub Units
As suggested in the rule book, German regimental support companies (13th, 14th, 15th and 16th) are normally attached to a battalion. Otherwise, they may test as individual companies if this is agreed by both players. Other nations may also attach regimental or brigade supporting units to battalions for morale purposes.
Rule 1.4 Armoured Infantry
Armoured infantry (such as the armoured panzer grenadier battalion of a panzer grenadier regiment and US armoured infantry battalions) are infantry battalions that happen to be carried in armoured personnel carriers, so they still test for morale as infantry. Truck or carrier-mounted infantry battalions are treated in exactly the same way. Even infantry units with permanently attached tanks or armoured cars still test as infantry (see rule 1.9). In contrast to APCs and trucks, tanks and armoured cars contribute the equivalent of 3 figures each to the strength of the battalion for morale purposes.
Rule 1.6 Independent AFVs
An independent AFV or a company of AFVs attached to a battalion (infantry or cavalry) will test morale as AFVs when one or more of the vehicles suffers heavy or ¾ damage. The vehicles do however contribute 3 figures each to the strength of the battalion to which they are attached for morale purposes. The battalion morale test results are separate from those of the AFVs.
Table 2: AFV Morale
"Retire two moves" means a retrograde double-move done immediately, not a retire move done over two player turns. The vehicles face the direction of the movement since it exceeds 6".
Rule 1.10: Suppression test
Suppression tests are applied to company elements, not whole battalion units.
A hit constitutes being targeted, whether casualties (or damage) are incurred or not.
Rule 1.10 Morale and what constitutes a unit for IDF and Air Attacks suppression
The morale tests for units under IDF or Aircraft attack also apply to infantry elements (companies), artillery batteries/battalions etc. The rules use the term "unit" which usually applies to full battalions.
OBSERVATION
Rule 2.4 and 8.66 (Artillery Observers being spotted)
Because they represent small teams and individual observer vehicles, OPs should not be targeted as readily as combat elements that represent larger numbers of men or vehicles. So, treat OPs as always being in cover when in the open. If inside the risk zone, use the existing rule for hitting these targets while on foot (e.g., 6 kills). OP vehicles are engaged normally once spotted.
Rule 2.5, 2.6, and Table 5 (explanation)
Elements, successfully spotted by a chance test in the observation stage, are visible to all other observing elements within the appropriate chance observation range for their troop type (table 5). They are also visible to other elements that move into chance test ranges in either movement stage of the same player turn. Even though an observing element may be within automatic observation range of a target, a successful chance test is still required for that target to be seen by other observing elements.
Rule 2.11 and 8.8
"Edge of woods" means within 1" of the edge. Hence, units within 1" of the edge of woods can be observed (in cover) and fire/be fired at.
Note that the edge in RF2 was 3". This is now reduced to 1" in the prospective RF3.
Buildings:
Units in buildings are assumed to occupy the entire area. The placement of the figures is irrelevant. Any number of figures may fire out of any side of the building. Fire may be split to different sides of the building up to the number of figures/weapons in the garrison. Similarly, the occupants are targeted collectively. If the building can be hit with IDF or direct HE fire, all the occupants are potential targets. If a crew served weapon is part of the building garrison and suffers HE kills, roll a separate D6 to see if the weapon is destroyed.
Rule 2.12 and 8.7
Vehicular elements traveling along a regular hedge-lined road (not bocage) are considered in contact with the hedge for targeting purposes (partial cover).
SMOKE
Rule 3.2 Weapons Firing Smoke
These are normally field and infantry guns, howitzers and mortars. Some tanks and other AFVs were fitted with smoke mortars or dischargers to help conceal their movements (usually backwards) and these can be given a maximum range of 6". Agree which vehicles are fitted with these before the game.
Rule 3.1, 3.5, 3.7-3.9, 8.2
When using smoke the target element must be visible to at least one friendly element & be within range of the firing weapon. Normal IDF rules DO NOT apply. The firing of smoke is per weapon not per battery.
MOVEMENT
Table 6 and rule 8.6
Manhandling is available to wheeled guns up to 105mm in caliber that have their minimum crew or more. If manhandled, guns up to 79mm can move & fire direct (not IDF); guns from 80mm to 105mm in caliber cannot fire at all.
Rule 5.1 Vehicles in Built Up Areas
Vehicles can move at cross-country speeds in built-up areas.
Rule 5.3, 6.6
Movement through friendly elements is allowable except where a road is blocked and does not allow ready passage for vehicles as identified in a scenario. Even if passing-through a vehicle on a road (wrecked or not) by other vehicles is allowed, the cross-country rate is used for that turn. Elements on foot never block or are blocked by any friendly elements.
Movement through enemy elements (other than other than OPs, abandoned AFVs or crew, de-crewed weapons, empty transports) is not permitted.
Rule 5.7, 12.8, 20.1
A hedgerow (e.g. Boccage) crossed by an AFV is not considered "gapped" to allow cavalry, horse-drawn transport or soft skin vehicles to cross. This kind of gapping can only be carried out by engineers.
Rules 5.10 and 5.11 Cavalry Horse Holding
We have ‘absorbed' horse holders into our cavalry unit orbats so that, when dismounted, the unit's horses are held by ‘invisible' non-fighting personnel. However, if you wish to represent horse-holders on the table, 1 figure per squadron or troop should stay with the horses if you want them to stay around when the shooting starts! In this case, add 1 figure to each company or squadron in the RF! orbat.
RESERVED FIRE
Rule 6.4, 8.2
In the reserved fire stage different firers may fire at the same target at different points in the target's movement but all firing must be declared (shooter and target) before effects are calculated.
Heavy Damage from a Reserved Fire shot
An AFV that suffers a "Heavy Damage" from Reserved Fire is neutralized only for the duration of the current turn. Usually this means only losing the ability to fire this turn since units hit by Reserved Fire will have often already moved.
CLOSE ASSAULT
Rule 7.7 Support Weapons and Close Assault
If a support weapon (i.e. an MMG) fires in a turn before its crew are forced to withdraw after losing a Close Assault turn, the weapon itself cannot be moved. Otherwise, logic and agreement should prevail. It's highly unlikely that any support weapon would be taken by retreating defenders who have been fighting hand to hand. AT rocket launchers and flamethrowers may be taken.
FIRING
Rules 8.8 to 8.10 Units in ‘Split' Cover
If a company-sized unit has figures in different types of cover, the less protective type of cover applies ( i.e. if a company has 3 figures behind a wall (hard cover) and 4 behind a hedge (soft cover) then it is treated as being in soft cover).
Rules 8.6 and 8.20 Re-crewing Support Weapons
Figures may move to re-crew a support weapon (including AT launchers) and fire it in the same turn. However, the act of re-crewing constitutes movement and so weapons that may not move and fire may not be re-crewed and fire (e.g., MMGs, mortars etc.).
Optional Rule Change:
Weapon crews are vulnerable in RF but the re-crewing process can become excessive and unrealistic. Apply the following rules to address these problems:
If all the figures of a crew are killed in one turn, the weapon is automatically considered destroyed and cannot be re-crewed. However, if at least one figure remains the weapon may be re-crewed with additional infantry or other foot figures. Re-crewing may continue as long as the weapon is never completely de-crewed.
A weapon may not be re-crewed and fired in the same turn unless its minimum crew survived to allow firing.
Example: A Pak 40 loses one crewman in the enemy turn. In the following German turn, during the movement phase, an infantryman joins the crew. Having retained its minimum crew of 2 from the previous turn, the gun may fire. If the Pak 40 had lost 2 crew it would have been silenced during its turn while being re-crewed. If all the crew had been killed in the enemy turn, no specialists survived and the gun is lost.
Rule 8.14
Troops traveling as passengers (in or on a vehicle) may not fire, except when manning vehicle-mounted weapons as listed in the vehicle and gun charts.
Rule 8.17 Targeting and Direct Fire
Targeting requires a clear LOS, but it also requires a clear line of fire (LOF). Rule 2.7 clearly states that figures and vehicles do NOT block line of sight for observation. However, friendly and enemy figures and vehicles DO block LOF. Consequently, every figure in a fire group must have a clear line of fire to the target, including the figures occupying a building or lining a hedge/wall.
Procedure:
Measure ranges as per the rules, but for a clear LOF the centre of the firing element (tank, gun or individual infantryman) must be able to trace its LOF to any part of the target base without passing through an obstruction. The firer's "centre" usually means the centre of the base or the head of an individual infantryman, the breach of gun or support weapon, or the centre of a tank's turret.
Generally a 1" gap is required between obstructions (troops and/or terrain) through which firing is allowed.
Exception – enemy infantry and crew served weapons do not block AT fire. Also, OPs, abandoned AFVs or crew, de-crewed weapons, empty transports, and vehicular wrecks do not block firing.
Direct overhead fire from elevations:
Elements may fire over intervening elements that are lower than them using the same rules as for observing over intervening terrain (4" dead-zone ‘shadow' in which enemy targets may not be engaged). In addition, the target must be in a longer range band than the intervening friends (e.g., friends are in the short range band and the target is 4" beyond them AND in the medium range band). These rules are reciprocal allowing fire over intervening elements from the flat up to a target on a hill (or church steeple).
Rule 8.23 AT Grenades
Optional Rule:
An AT grenade can be placed on a closed-top vehicle that moved in the last turn if the attack happens in woods, a built-up area, or other area terrain that provides concealment to the infantry. The attack will require a Heroic Action but with a +1 due to the closed nature of the terrain favouring the infantry.
Rule 8.24 Rifle Grenade Launchers
Unless their issue is specified in orbats, allow infantry companies of nations who used grenade launchers (i.e. America and Japan) a maximum of one per company. The 'crew' of the launcher is a company member – not added, which would over-inflate their strength. Limit the launcher to a maximum of 2 shots per game, as it is just added to the company as a more effective way of delivering their normal quota of grenades. The company cannot ‘throw' their allocation of grenades if they have already been fired by the launcher.
Rule 8.42 Anti-Tank Firing (modified text)
‘If the target moved in the previous turn, or if the firer has moved, or is about to move in the current turn. This penalty does not apply to anti-tank rifles.'
Rule 8.49 Cumulative Light and Heavy Damage (Explanation)
Individual light damages are marked, but have no other effect at the time of the hit. However, these effects are cumulative, so two light damages during a game will result in heavy damage and another two light damages will destroy, unless the AFV takes a move out in contact with a repair or recovery vehicle to permanently remove all damages.
An AFV that suffers a heavy damage becomes neutralized: it may not move or fire in its following turn. If this heavy damage is suffered as a consequence of enemy Reserved Fire the neutralization applies only in the current turn – often this means just losing the ability to fire.
No other restrictions apply to a vehicle that takes a heavy damage, but unless repaired by a repair/recovery vehicle the AFV continues to carry the heavy damage and has only to suffer another heavy damage or two light damages to be destroyed. Heavily damaged and destroyed AFVs can also affect morale tests (see rule 1.6).
Rules 8.50 and 8.85 Effects of HE and AT Fire on Vehicle Occupants
For passengers in an armoured vehicle (i.e. an APC) destroyed by enemy AT or HE fire, throw a d6, the result being the number of casualties (exactly the same as external passengers on an AFV destroyed by AT fire).
In rule 8.87 throws of 6 means the external passengers have escaped with no casualties. Only throws of 1 – 5 count when referring to the casualty table.
Tank riders must automatically dismount a tank that has been hit by direct AT fire, even if the vehicle has not been damaged/destroyed. This is a free movement done at the time of the enemy firing.
Table 10 / Rule 8.60 Anti-Tank Firing/Direct HE fire
The penalty of -1 for moving target or firer is only applied once, even if both target and firer are moving.
Rule 8.6 Minimum and Maximum Crews
Optional Rule: Casualties to Crew Served Weapons
If all crew figures (including non-specialist ‘re-crewing' figures) are killed, the weapon is automatically considered destroyed and cannot be re-crewed. However, if at least one figure remains the weapon may be re-crewed with additional infantry or other foot figures. Re-crewing is permitted as long as the weapon is never completely de-crewed.
A weapon may not be re-crewed and fired in the same turn unless its minimum crew survived to allow firing.
Example: A Pak 40 loses one crewman in the enemy turn. In the following German turn, during the movement phase, an infantryman joins the crew. Having retained its minimum crew of 2 from the previous turn, the gun may fire. If the Pak 40 had lost 2 crew it would have been silenced during its turn while being re-crewed. If all the crew had been killed in the enemy turn, no specialists survived and the gun is lost.
Rule 8.62 Deduction for Fire against Targets in Hard Cover
The -1 is only for artillery fire. For small arms and flamethrower fire look up the potential effects under 'hard cover' and the appropriate range on the small arms chart (rule 8.7).
Rule 8.68 Late War Allied OPs
This only refers to French, Canadian, Polish, Belgian units etc, not Soviet forces.
Rule 8.76 Battalion and Regimental Mortars
Normally these weapons fire independently and don't need IDF radio throws, as they are controlled by the battalion or regimental HQs.
Rule 8.86
Mortars may not destroy closed top AFVs.
Rule 8.91 Sdkfz 251/11 Multiple Rocket Launcher (‘Stuka Zu Fuss')
For the rocket crates mounted on the Sdkfz 251/11 use the normal Multiple Rocket Launcher method for firing (using the grid), but with only 'one shot' per game. Maximum range is 36", min range 12" with a fire effect per hit of 15 points table 5.
Rule 8.98
Infantry AT launchers fire at "medium range" for hitting an armoured target (i.e., no range modifiers).
Optional Rules: Handheld AT weapons
A handheld AT weapon is carried by a figure in the company to which it is assigned. However, the weapon may be fired (e.g., shot measured from) by any figure in the firegroup to which the AT weapon figure is attached and is never lost even if the figure carrying the weapon happens to become a casualty. Another figure from the firegroup is automatically and immediately assumed to have the AT weapon or it is moved to a different firegroup within the same company.
Omit (or increase) the ammunition limit on handheld AT weapons. The limit of one weapon per company (or, say, 2) is an indication of the company's AT firepower and should be available throughout the game. This will improve the role of infantry in the game
Note: Companies should remain together as a firegroup and are really considered the smallest combat unit of the battalion in RF.
Rule 8.103 Flamethrowers
Flamethrowers automatically hit. The effect on infantry depends on the type of cover they are in. Flamethrowers can fire a maximum of 3 times per game.
Rule 8.104
Flamethrowers fire at "short range" against infantry with the appropriate cover. Vehicle mounted flamethrowers also have a firing value of 15 points
German ‘Puppchen' AT Gun
AT fire as for rocket launchers (gun type 2) but max range 10". Automatic hit up to 6", 4,5,6 up to 10". HE effect as for AT rocket launchers.
ADVANCED RULES
ENGINEERING
Rule 20.1 Hedge Gapping
Any AFV can pass through a hedge. However, if an AFV crosses a bocage hedge (thick and high earth banks) it will rise up and become more vulnerable to enemy AT fire (see rule 20.1). To avoid this, gap the bank (treating it as a permanent obstacle – rule 12.8) with a bulldozer, dozer tank, AVRE Petard mortar, engineers with demolition charges, or (and peculiar to the Bocage) a tank with a Cullin device (metal prongs welded to the bow).
Once gapped, any following vehicle is free of movement penalties if they pass through in the same place. This doesn't apply to the bocage hedge unless the bank is gapped first.
Mine Dogs
Allow an 8" move (as dogs are pretty fast) and on reaching a tank without being hit (fire at as a human target) a 5 or 6 = detonation. Throw for effect as if in a minefield.
Occupying Enemy Trenches
Units can re-occupy their own prepared positions/slit trenches etc and these may also be used by enemy forces. These positions can only accommodate the number of figure they were originally intended for. If necessary, agree capacities of dug-in positions and prepared defences before the game.
SPECIALIST ARTILLERY FIRE
Rule 14.6 Predicted Fire
The deduction of 1 can sometimes mean AFVs are immune from this type of artillery fire. This reflects the lesser effectiveness of predicted fire.
AIRCRAFT
Rule 15.9 Targets for Pre-Ordered Aircraft
The targets can be anything which the player can see at the time of writing the orders for the air attack. We assume intelligence from a variety of sources has been combined to identify targets.
Rule 15.14
Aircraft conducting strafing attacks may fire all of their listed MGs or cannons each turn.
Rule 15.15
Rockets are fired in pairs. However, the player may fire one pair, all pairs, or something in between each turn up to the capacity of the aircraft.
AMPHIBIOUS LANDINGS
Rule 18.17
Guns (75mm or larger) must still roll to ‘hit' a bunker embrasure using the direct HE fire mechanics prior to rolling for its destruction (D6=6).
SPECIAL SECTIONS
Cavalry
Cavalry are specifically mentioned in and covered by the following rules:
Morale 1.4, 1.5 and Table 1 + 1.10-1.14 and Tables 3 and 4
Observation Mounted cavalry (or horses without riders) are classed as
'other targets'
Movement Table 6 + 5.6, 5.10, 5.11 and 5.12 (see also the Movement
section above for additional information on horse holders)
Close Assault 7.2, 7.10 and 7.11
Firing 8.66 (observers) and 8.78 to 8.82
Advanced 20.5 and 20.09
In other cases, the rules that apply to infantry usually cover cavalry as well (in all cases if they are dismounted). Obviously, mounted cavalry can't occupy buildings, or shelter in trenches!
Generally speaking, W.W.II Cavalry are best regarded as a way of moving infantry more quickly than on foot, especially across or through terrain that may be impassable or difficult for wheeled vehicles. We allow for mounted attacks, but like any movement in the open, cavalry will be very vulnerable to enemy fire.
If a mounted figure is within the risk zone and becomes a casualty both horse and rider are lost. If using the advanced medical rules only riders can be 'saved' (until we come up with some rules for vets!).
To keep the rules simple, we have assumed (like vehicle drivers) that groups of horses without riders are being tended by horse holders, without having to use actual figures. To account for this, our cavalry orbats slightly reduce the number of figures in companies/squadrons.
Cavalry will be most effective in games with obscuring and difficult terrain, like forest, hills, swamp or mountains etc.
Night Fighting
We wanted to keep things as straightforward as possible, hence the blanket 'half move' for night fighting; anticipating that the majority of games may include just a 'bit' of night and only a few would be pure night fights. However, in the ‘Battle of the Bulge' book I've included two games (in the mini-campaign) that are fought almost entirely at night, and when playing these I found the rules worked very well.
Troops move much more slowly in the dark (try crossing a field at night without a torch), so make sure the distances you're expecting them to cross in a night-time scenario aren't too ambitious. Illumination from mortar-fired star shells and burning buildings and searchlights will provide some limited ‘daylight' observation. Part of the planning for an attack could be weighing up whether to move more slowly, under cover of darkness, or provide artificial daylight and be more easily observed by the defenders.
Ultimately (as we all do) the rules can be modified to suit a particular scenario. For example, the rules give a standard movement deduction for snow, but in hard frost conditions snow can provide good going for tanks and other vehicles cross country, but slower conditions on icy roads.
For 'Monty's moonlight' (searchlight beams bounced off low clouds) I'd suggest normal movement rates, but limited to a 2' deep strip (that the user positions) across the table and at 90 degrees to the direction of attack. Outside that area you revert to the normal night movement. I didn't include these limitations in the ‘Battle of the Bulge', ‘Death of a Division' scenario, but that is a game on a much larger, divisional scale and artificial moonlight only applies in the first few moves.
Finally, one way of getting troops moving more quickly at night is to use roads. At night they are less likely to be spotted and there's no air threat, so risking an advance in a more bunched formation, swooping down the highway towards that vital bridge could be an option!
German Infra-Red Equipment
When using the Uhu IR searchlight-equipped Sdkfz 251 and IR-equipped Panthers
use the following rules:
IR.1 The Uhu Sdkfz 251-mounted searchlight must be static during the move it
attempts to find and illuminate a target.
IR.2 Test to illuminate any single target within normal daylight observation ranges
by throwing a d6. A throw of 1 means the Uhu has failed to locate a target.
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IR.3 Any IR-equipped tank or weapon within the appropriate normal daylight
observation range of the successfully illuminated target may fire.
IR.4 The IR searchlights mounted on tanks allow them to move at normal speeds
at night and locate targets within 18" as if in daylight. Test to illuminate targets
as for the Uhu.
IR.5 In all cases, normal (daylight) observation restrictions for cover etc still apply.
IR.6 If the Uhu vehicle suffers any damage from enemy fire, or 2 or more crew
casualties, the searchlight is destroyed.
IR.7 IR-equipped Panthers lose their IR capability if they suffer heavy damage.