Rapid Fire Modifications.

Part 2: Suppression.

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Part of the aim of these games is to achieve a feel that can be described as cinematic. We play for fun, its not "Proper History" and the Movies are something that inspire us. 

One Problem with Rapid fire is that in the fire fight a casualty is considered 'dead' what-ever. There are very few ways to Pin a unit of force a commander to take a course of action which is in keeping with the 'spirit'. 

These rules were put together by Adrian Llulham to help achieve the feel we are looking for.



 

Placing Confusion markers.

Confusion markers. (Referred to from here on as CM)

Used to reflect confusion and disorganisation within a unit that
happens when it comes under fire.

A Confusion Marker is placed on a fire team when:-

It comes under small arms fire (one only per turn).
It comes under Artillery fire (including mortars, 1 for each battery).
It suffers a casualty as per normal RF rules.


 

Effects of CMs.
Each confusion marker means 1 figure, in the fire team cannot act that turn.

- 1 inch movement per CM on the fire team. Or you can leave the confused element behind to fend for itself.

 

Removing Confusion Markers.

At the start of your turn, before you perform any other action, roll 1
die for each CM on the team, and One officer die.

Normal CM die (roll one for each CM on the fire team)

Militia
1= KIA remove figure and 1 CM
6 = remove 1 CM

Regular
1=KIA remove figure and 1 CM
5,6 = remove 1 CM

Elite
1=KIA remove figure and 1 CM
4, 5, 6 = remove 1 CM

Officer die (roll one per fire team)
1= add one CM, the officer has made things worse.
5 = remove 1 CM
6 = remove 2 CM

You have one 'overall commander' die to add to the recovery of any one
fire team in your turn.
1= add one CM, the officer has made things worse.
4 = remove 1 CM
5 = remove 2 CM
6 = remove 3 CM

IF after the rally attempt at the start of your turn, the number of
CMs on the fire team still outnumber the figures, roll 1 moral die,
using -1 per excessive CM, an OK result means the unit is suppressed
and may try to recover the on your next turn.

Notes. In testing, units not under fire, but still had CMs and suffered
KIAs in their rally rolls, this is assumed to be men who have Died of
Wounds.

It is permissible to prop up a unit under heavy fire, by moving
re-enforcements in either by whole platoons of by smaller sections.

The player on the receiving end of the CMs chooses which weapons are inactive.

Forrest/Jungle awareness.

Units may attempt to detect other units in the forest at up to 12
inches, as a chance cover test (5 or 6) Auto spot at 3 inches (as per
usual RF visual range in woods)

on a roll of a 1 The unit suffers a CM and shoots (uselessly) anyway
giving away its position to all units within 12 inches as someone panics and shoots and an imaginary foe.


on any attack rolls, a natural 1 gives the shooting unit a further 1 CM


Note: we wanted something like this for ambushes and the Like, A
unit could attack at range, at indistinct targets (or even nothing),
but it had to have an element of risk, possibly giving the unit away!

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