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"Rapid Fire Reloaded – collaborative play?" Topic


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452 hits since 6 Feb 2026
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Personal logo ochoin Supporting Member of TMP06 Feb 2026 11:49 p.m. PST

We played a 4-player Normandy game of "Rapid Fire Reloaded" today. (Mouen scenario) – using British Airborne for the Allied side:
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The Germans won but like any good wargame, this did not matter as much as the fun of the game itself:
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We were struck by how collaborative it felt. For me, it was actually only my second RFR game so there's no wealth of experience behind my question.

Everyone seemed highly involved in every turn — spotting, firing, checking stats, offering armour & gun classes, discussing outcomes etc — rather than waiting through long opponent phases. We kept bringing in history & tactical knowledge in discussion over what was happening in the game. In my experience, most other historical games don't have this level of involvement.

For those who've played RFR more than I have — is this level of player involvement typical?

In particular, does RFR deliberately encourage table-wide discussion and shared resolution, or is that mainly a feature of multiplayer games?

Major Mike07 Feb 2026 8:26 a.m. PST

Yes, I too find in keeps everyone engaged during the turns. It is also simple enough to make it rather easy to get new people into the game which makes it great for a convention.

Frederick Supporting Member of TMP07 Feb 2026 12:54 p.m. PST

We find the same thing in our group – typically 3 – 4 players per side, lots of discussion and table talk – along with the odd bit of well intentioned trash talk – like RFR for WWII

Also, great minis and table – love the Panzer IV!

Personal logo ochoin Supporting Member of TMP07 Feb 2026 1:10 p.m. PST

None of us are very experienced with the rules – a testament to how good & simple they are in that we could play them so easily.

I have one question:

A unit in cover fires. This extends potential visibility to 60″ for that turn. Which allows a Chance Observation test at the greater range. It's still hard to "spot" the enemy: a 4+ but usually (after modifiers) a 5-6.

Historically: repeated firing would tend to give away a position.

I am thinking about presenting this to the chaps -House rule (optional):
A unit that fires from the same position in two consecutive turns grants a +1 spotting modifier against it in subsequent turns.

Thoughts?

Frederick Supporting Member of TMP08 Feb 2026 8:25 a.m. PST

Good idea – you should not be able to blaze away at will without there being a consequence – troops shift positions for a reason

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