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Author Topic: Rapid Fire (1 and 2) what do you think?  (Read 2198 times)

Offline Smokeyrone

  • Mastermind
  • Posts: 1871
  • Five Rings
Rapid Fire (1 and 2) what do you think?
« 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.
Reigning USTA Florida, and National 50+ Singles Champion  (tennis)  TWO Time Florida 50+ Singles Champion!  Just won State 2019!

Offline Luthaaren Von Tegale

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  • Posts: 213
Re: Rapid Fire (1 and 2) what do you think?
« Reply #1 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

Offline Smokeyrone

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  • Posts: 1871
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Re: Rapid Fire (1 and 2) what do you think?
« Reply #2 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.

 

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