Showing posts with label RFReloaded. Show all posts
Showing posts with label RFReloaded. Show all posts

Tuesday, July 27, 2021

Mouen - Rapid Fire Reloaded game

As temperature down to a balmy 18C here in NI (short thunderstorm and minor flooding) I set up the small Mouen scenario included with RFR to play with son Steven.

He selected to be British leaving me the Germans in defence.

Very quick game which is easy to explain and play.

Steven got lucky early on taking out German PzIVh and Panther in one turn for loss of a lowly Stuart and a damaged Sherman. 

This led to infantry slog around Mouen with remaining British armour in direct support. 

Both sides subjected to force morale tests with Germans forced to retire and abandon village.

Great to get figure game in with lad who returns home tomorrow.











Friday, October 30, 2020

Lingevres - Rapid Fire Reloaded - more solo action

Played 3 more turns of Lingevres scenario and casualties mounting on both sides.

The German Company in the farm wiped out the British Company and supporting MG Platoon that advanced through woods adjacent to the farm.

This is first I have really seen changes to small arms firing in RFR compared to RF, as now your figures generate a number of dice to throw (sort of like Bolt Action) rather than a single dice on old chart. 

These Germans have then been battered to half strength by British return fire and Mortar stonks.

The most dramatic action was on British right as a Firefly exchanged several ineffectual shots with the Panther which had withdrawn slightly to get out of line of fire of the Achilles on British left.

However Firefly eventually managed to roll a hit and then a 6 brewed the Panther.

The whole German left flank is looking precarious and its still 4 turns until reserves appear.





Tanks and Tank Destroyers to the fore on British left







Support arrives for beleaguered Company near farm






Too late however as German fire devastates the ranks






German Company in church remain silent and unseen







Panther 231 dukes it out with.......................






..... 'Mable'






British right






Overview of from British lines






British tanks try to spot the defenders in the church, unsuccessfully






British Company wiped out and Germans down to half strength at the farm














The victor








And the vanquished






British armoured strength on show






A second Company advances towards the farm















Postscript - I decided to end the game at this point as not seeing anyway back for Germans especially in solo play. One of several Normandy scenarios to revisit once face to face play back on agenda. 



And a board wargame purchase (due next week hopefully), more COIN goodness on an interesting subject




Wednesday, October 28, 2020

Lingevres - Rapid Fire Reloaded initial moves

Played out first couple of turns of scenario.

British advancing in standard two up two back formation with 17pdr armed Afvs on both flanks (hoping at least 1 survives to engage Panther).

The 6pdr used its 1 APDS round but missed the Panther.

The Panther engaged a Sherman on road hitting it but failing to inflict any damage !

A stonk by German 81mm mortar also failed.

British are advancing but not in range of German Infantry defenders as yet.

RFR bit limited in its Artillery model as spotter must be able to see a target so 25pdrs not used as yet. Standard RF has a more sophisticated indirect fire system. 













Lingevres 14th June 1944 - a Rapid Fire scenario set up

Have set up Lingevres scenario from Rapid Fire 2 rule book for a solo outing with Rapid Fire Reloaded (and possibly other sets).

Scenario depicts action of 50th Tyne Tees Division on 14th June to capture Lingevres from Panzer Lehr.

The RF scenario has elements of 151st Infantry Brigade attacking elements of 902nd PzGr Regiment.

Specifically the British are a Battalion of the 9th Durham Light Infantry supported by elements from 2nd Cheshires (an MG Company), A Squadron of 4th/7th Dragoon Guards (Shermans), an Achilles Troop from 102nd AT Regt with fire support from 341st Battery of 86th Field Artillery (25pdrs).

The Germans are the reduced 1st Battalion of 902nd with support from Panzer Regt 130 in form of a troop of Panzers (Panthers).

Reserves for Germans (due turn 8) are another troops of Panzers (Panthers) and a PzGr Coy from 2nd Battalion of 902nd.

Germans set up dug in on 2/3rds off table will British advancing across cornfields.

Have set up the initial defenders in and around Lingevres ready for the off.






Overview of Lingevres from German right







Grenadiers ensconced around church 






Another overview from German left






Panthers await






British force (note Sherman to right is an OP Tank for Field Artillery)








German reserves








The awful 2020 is proving to be a good year for WW2 rule sets with the release of Rapid Fire Reloaded and with 'O' Group and World In Conflict both in pipeline (both planned for release before year end)









Sunday, September 27, 2020

Rapid Fire! Reloaded - a brief solo try

Having just obtained the new slim and trim Rapid Fire! Reloaded rules I thought I would give them a solo bash using the 'Mouen' Normandy scenario included.

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







Germans around Mouen as Panther troop arrives on Turn 1





Shermans brewed by Panthers as Infantry Companies advance







Firefly Troop has Routed off table (failed Morale after taking damage from a PzIV) also some Infantry casualties from Nebelwerfers and on board HE





British advance with 'brightness of their rightness' as Germans defend in 'the gloom of doom'