Lead Adventure Forum

Miniatures Adventure => The Second World War => Topic started by: Smokeyrone on March 07, 2010, 05:36:37 PM

Title: Rapid Fire (1 and 2) what do you think?
Post by: Smokeyrone on March 07, 2010, 05:36:37 PM
That's our local rules for WWII.  I personally love them.

 The (15mm) games always seem to go down to the last turn (maybe because of a great GM and scenario creator, or the wide open rules, or both?)

I tried Command Decision (1 and 2), in 6mm, and frankly, while I don't like criticising other's rules, found it stat heavy, cumbersome and slow, albeit of a "high level" intellectually and maybe accuracy. 

Nick Harwood set me up with his rules years ago, which I like, but only did a trial run in 10mm so far.


What's your take on Rapid Fire?   

We use RF 2, but use the old artillery template (acryllic square) from RF 1.

Thanks.
Title: Re: Rapid Fire (1 and 2) what do you think?
Post by: Luthaaren Von Tegale on March 08, 2010, 12:37:09 PM
I can't comment on RF2, but like you I like RF1.
When I was a club gamer we used RF1 a lot, the games zipped along and we got to a finish which games with other rules did not due to execesive detail - but then it depends what you're looking for.

I've also used RF1 for some 1940 games in 6mm, using 6mm instead of inches - works great and effectively increases your table by 2 1/2 times. I guess that should work with 10mm too.

My other "current" set of rules is based on those in Neil Thomas' book which I use for smaller size actions.

vT
Title: Re: Rapid Fire (1 and 2) what do you think?
Post by: Smokeyrone on March 08, 2010, 03:02:21 PM
Yeah, that's one major reason i like them, the games move right along.  I had 20+ T-34s, in a large convention game, and was moving them all over the place.  (lost ALL of them going up a one lane road  >:( )   People can jump right in and learn it in a turn or two.

Our GM uses stands of four troops, three troops, two troops, and a bunch of single figures for units, and does the "change" method for casualties (takes a base of three, gives you a base of two, etc.)  works great.)

The rules create what I call "basketball style" games.  Momentum swings back and forth, and the damage roll in round three can turn out to be the decider in a 20 round game.  Much fun.

Still need to really try Harwood's system in a big game. I heard "I Ain't been Shot, Mum" is also fun in a Rapid Fire game.

 Going through endless books and tables for Command Decision, and I just had a single Tiger.  Complicated.  I think I had to wade through pages of    every type barrel, every factory version, and evry armor thickness nuance, of every target I shot at.  That's how I remember it.