Must say I wondered what they could streamline from Rapid Fire 2 as already a pretty bare-bones set of rules (designed that way and work as intended).
Infantry fire is simplified with a cut down fire table with adjustments now to dice rolls for cover and suchlike.
Biggest change is that Infantry based in multiples (ie 2 figures per base) are a tad more durable as 3 hits are rounded down to 2 hits with no carry overs to next turn.
This helps AT gun crews (usually 3 figs) as you must inflict at least 3 hits in a turn to destroy them otherwise hits ignored.
Anti-Tank fire is also simpler (hard to believe I know) with armour classes now being numerical and therefore a hit roll is adjusted by plus or minus to dice roll when comparing armour class to gun class.
You need 4+ to hit an AFV target so if -3 factors overall its a miss (say maybe -1 for armour vs gun, -1 for cover and -1 for movement)
Gone also is light and heavy damage with AFVs simply being damaged or destroyed with 2 x damage equaling a brew up.
Artillery is as per RF2 and any AFV is still susceptible to 'death by a 6' if artillery firing is medium or heavier.
Morale and Close Combat seems pretty much the same with just some minor tweaks to factors.
Only a brief trial of RFR (so I likely missed some changes) but seems like a slightly faster playing version of standard RF which may or may not be necessary/suit as per ones tastes.
The table from direction of German lines around Mouen