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Rapid Fire Modifications. Part 1: Differences in Kit.
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Rapid Fire is specifically a WW2 game. For
post WW2 games there are some key differences and developments in
"small arms" that the grunt has at his beck and call.
This has become more important as in our games what was a Battalion (approx 48 figures) is now re-graded as a Company, reflecting not only the smaller scale of the actions, but taking us as commanders down the command chain by one step. These sort of assets now become very important to us. We needed to decide how to treat these as per normal rules. Helicopters. To be developed. At the moment they swan in, dump their load, med-evac, and off. Helicopters arrives in the opponent players turn. A flight path is allocated to the LZ and the arrive at the END of that opposing players turn. Any AA weapons with in range of the flight path may fire if it has not already fired. In the Helicopters players turn, it does what it needs to do, then selects a light path the heck out of dodge. Any opposing ground forces that have reserved their fire from the last turn, may attack the chopper on the ground. Any AA Weapons that have reserved their fire from the opponents last turn may fire on the chopper if they are within range of any of the flight path. If any ONE of those AA weapons/ other fire, cause 3 or more points of
damage in a single die roll, the Chopper is knocked out. It looses 1d6
occupants. Armour. Wheeled and 1/2 tracked Armoured Vehicles count as class E armour. M113s, and PT-76s are Class D Armour. Light Tanks we tend to class as an automatic Armour C-3 gun (Chaffees, Walker Bulldogs) We also rate most WW2 surplus as a 'light tank' These tend to be T-34 and Shermans Heavy tanks, (M-48s, M-60s, T-54s) We counted as Class B Armour. Class
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