Showing posts with label Rapid fire. Show all posts
Showing posts with label Rapid fire. Show all posts

RAPID FIRE- 20mm

 Late last year, Richard put on a game with his outstanding 20mm WW2 collection of Rapid Fire - it was a scenario that called for a German Counter-attack during the early stages of the Normandy campaign by a Kampfgruppe of the 21st Panzer Division. 

The scenario called for the Germans troops to get a vehicle and a set number of figures off the southern end of the table.

Ross and I ( as the Germans) decided to hit the forward British defences and once it was cleared make a break for the table's edge- Unfortunately it didn't go as planned ( what plan survives contact with the enemy?). We failed to clear the first village- and even if we had, allied reinforcements had arrived at the second defensive position in the shape of Sherman tanks- so we wouldn't have got past them anyway! The Allies (Richard) won the game!




Tunisia 1943- Rapid Fire

   Spyros has a small force of LRDG who he wanted to use to cause mayhem and chaos.  Visiting his new wargame room a few weeks ago he told me to bring some suitable Fallschirmjager in desert camo.  They hadn't been in a good fight for a long time. 

His friend Chris P wanted an introduction to Rapid Fire, having been a fan of Bolt Action.  All very serendipitous- time for a game.

The scenario was a LRDG raid on a radar/ammo cache/fuel dump using Rapid Fire rules.
The German position was far behind from the front and the Germans weren't expecting trouble. (Seriously???? Well that was the scenario!). 

The first two turns were in darkness with 6" visibility. Turns 3 and 4 were played with 12" visibility. Turns 5 and 6 were 24" visibility and normal observation rules etc applied from turn 7.

The Raiders moved quietly and quickly, with the first Group getting to the Radar station undetected until the very last step, when they were forced to eliminate the German guards. The ensuing gunfire alerted the garrison that something was amiss but the limited visibility meant that they were limited in their response.  A randomised die roll for the various units of the garrison dictated the level of response. This meant that the armoured car unit, for example, didn't just drive over to the attackers and blast them to kingdom come- they couldn't see them for starters, so were hesitant to start committing everything all at once.


First group of raiders approach the radar installation. Visibility is 6" ..the guards couldn't see them.

Operation "Peace for Galilee' 1982

 

Spyros has some extraordinary collections- one of which is the Israeli and Syrian forces for the 1982 invasion of Lebanon.

In this scenario an Israeli armoured column was tasked with clearing a small town of Syrian troops. The Syrians were supported by some militia. They also had 2 T-55 and 4 BMP-1s.

The Israeli support was 3 tanks ( one a Merkava, one  Centurion Sho't and an M60 variant) as well as 6 M113 APCs and  4 recon jeeps.

See the photos below with the captions for much of the story. 

See Spyros Blog for more Photos and more details : NO DUFF GAMER

A close gritty encounter that saw substantial numbers of Israeli vehicles take damage or be destroyed. The Syrians were, in effect, wiped out. The militia took out a number of jeeps and one APC but then ran off after the Israeli Vulcan M113 opened up on the building they were hiding in.