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"Rapido Fire! A rules addition for Rapid Fire!" Topic


13 Posts

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2,289 hits since 28 Jul 2015
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Comments or corrections?

Abwehrschlacht28 Jul 2015 12:11 p.m. PST

We found that the firing rules in Rapid Fire! are slightly cumbersome, so my friend rewrote them to provide a quicker calculation making for a quicker game. I have provided the rules on my new blog, take a look below and let me know what you think:

link

Thanks for reading!

Texas Jack28 Jul 2015 12:47 p.m. PST

That´s interesting, I will definitely give it a try. Thanks for sharing!

wrgmr128 Jul 2015 1:52 p.m. PST

Yes it is interesting. Our group has done something similar but it is even simpler. So much so that it is easy to keep in your head. You don't have to consult any table after the first few firing turns.
Small arms, mortars and artillery use the same basic table.
We've played 3 games of this now and the results are just the same as the more complicated tables that come with RF.

Abwehrschlacht28 Jul 2015 10:49 p.m. PST

Cheers guys, I am glad you liked the rules change. We found this to be easy enough to hold in our heads as well. We've only had one game using it, so I will report on how we get on with it!

Lord Elpass29 Jul 2015 1:42 a.m. PST

Rapid Fire – complicated – whatever next!

Abwehrschlacht29 Jul 2015 1:51 a.m. PST

It's not complicated, but referring to the firing chart every time you fire plows the game down. If you don't find it an issue, carry on with it as it is.

alphus9929 Jul 2015 2:24 p.m. PST

@wrgmr1 – care to share yours as well? Sounds interesting too.

@Abwehrschlacht – does 2 x 4 figures firing end up being potentially more bloody than 8 figures firing on the old table?

Abwehrschlacht30 Jul 2015 9:52 a.m. PST

Alphus99, I have checked my chart in Rapid Fire and at medium range in open cover (assuming the firers are average quality) the old chart would give you a maximum of four casualties (9 points of firing). The Rapido Rules change would give you a maximum of six casualties, three from each four man firing group. But this would require you to roll at least three 5+s from four dice in both groups.

However, if you were to fire all eight men in a single group you would only cause a maximum of three casualties, but have eight dice of which only three would require a score of 5+. You would decide how many men to split your fire groups into depending on the target and your requirements to cause casualties. Does that make sense?

alphus9930 Jul 2015 11:19 a.m. PST

Thanks for the explanation – I really like the sound of this :)

I guess it also encourages a more squad mentality.

I know in RF, 8 men is usually a company, but in fact I think it's hard not to play as if this was not 1:1 and a section of men (not wrong I guess), and this encourages splitting into squads.

Abwehrschlacht30 Jul 2015 1:34 p.m. PST

Yeah, I think it makes you think about the tactical implications of your firing more than just blasting away in the original rules. Yeah 8 men represents a company, but the RF lists are pretty fluid and could easily stand in for a 1:1 ratio, like you said. Give it a try and let me know how you get on, I'll let Dean know!

sausagesca31 Jul 2015 12:57 p.m. PST

This is what we now use as noted above by my buddy wrgmr1:


Firing Mechanics
Use the existing ‘point values' and range bands for small arms, MGs/Auto-cannons, and HE but do not use the Casualty Chart. In lieu of this, roll a specified allotment of dice and read the results directly from them.

Points and Dice:
Each eligible rifleman etc. counts as 1 point: Roll 1 Die per 2 points (round down)
Each crew served MMG/HMG and auto-cannon count points as per RF tables: Roll 1 Die per 2 points (round up)
Each Artillery model firing IDF or any gun firing HE count points as per RF tables: Roll 1 Die per 2 points (round up)

Small Arms and HMG etc.
Roll dice allotment looking for hits based on range:
Small Arms: 0-6" 6-14" 14-24"
HMG/Auto-C: 0-6" 6-14" 14-30"
D6 To Hit: 3-6 4-6 5-6

Re-roll Hit Dice looking for Kills based on cover:
Open 1-6
Soft Cover (including infantry "crawling" in the open) 4-6
Hard Cover 5-6

Kill Modifiers:
+1 Elites and/or Post-1941German rifle coys
+1 SMG group at Short Range
-1 Poor

Notes:
German fire is enhanced due to their historically high ratio of LMGs within their company structure.
Only Poor troops need to roll for Kills against targets in the open unless other modifiers apply (Example: Poor Germans Kill like regulars).

High Explosive (IDF and Direct HE)
Use the RF method to hit either using IDF or with direct HE.
Divide the weapon point value by 2 (round down) and roll this number of dice for effects.
For those guns listed as Table 4:
Each 5-6 is a Kill

For those guns listed as Table 5:
Each 4-6 result is a Kill

Modifier: -1 for target in hard cover

Note that the above mechanics must be applied to air and naval firepower when appropriate.

alphus9901 Aug 2015 7:07 a.m. PST

Thanks @sausagesca :)

wrgmr101 Aug 2015 4:23 p.m. PST

As sausagesca has kindly posted this, there is no need for me to do so.
We played two games using these charts and the outcome was the same as using the Regular RF charts. They are very fast and easy to pick up.

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