Showing posts with label Rapid Fire Reloaded. Show all posts
Showing posts with label Rapid Fire Reloaded. Show all posts

Sunday, 5 April 2026

Who is really in command?

Command and control is one of the most important (and often misunderstood) elements of WWII tabletop wargaming. It’s the invisible force that determines whether your carefully planned attack unfolds like a textbook operation… or collapses into chaos the moment the dice hit the table. In my latest video, I take a deep dive into how four popular rule sets approach this critical aspect of gameplay: Flames of War 4th Edition, Bolt Action 3rd Edition, Chain of Command 2, and Rapid Fire Reloaded.

Each of these games tackles the same historical problem (how commanders influence the battlefield), but they do so in very different ways. Flames of War emphasises formation cohesion and the gradual breakdown of organised forces under pressure. Bolt Action leans into cinematic unpredictability with its order dice system, where momentum can shift in an instant. Chain of Command focuses on the human element, placing leaders at the centre of every decision and making their positioning critical to success. Meanwhile, Rapid Fire Reloaded zooms out to a larger scale, where command becomes a question of coordination, distance, and maintaining control across an entire battlefield.


What emerges from this comparison is not a “best” system, but a set of distinct perspectives on how WWII combat functioned. Each ruleset highlights a different layer of warfare—chaos, leadership, or organisation—and in doing so, shapes the entire feel of the game. The same miniatures and the same historical scenario can feel completely different depending on how command and control are handled.

For tabletop wargamers, this is where the hobby becomes especially rewarding. Exploring different rules isn’t just about mechanics; it’s about engaging with different interpretations of history. These systems invite us to consider how real commanders coped with confusion, limited communication, and the pressure to make decisions in the heat of battle.

Saturday, 25 October 2025

RE-PLAY 2025 Show Report

I've just dropped my latest video, a show report covering our fantastic day at RE-PLAY 2025, the annual wargaming event hosted by the Milton Hundred Wargames Club and the Royal Engineers Museum in Gillingham, Kent. 


What truly sets the RE-PLAY show apart is its unique and incredible setting. As we discuss in the video, the games aren't simply on tables in an empty hall; they are meticulously placed amongst the museum’s jaw-dropping historical exhibits. Imagine setting up your dice and tape measure next to a piece of the Berlin Wall or a massive V2 rocket! This spectacular backdrop creates an electric atmosphere, combining the joy of tabletop wargames with the gravitas of genuine historical relics. It’s an immersion unlike any other and genuinely great for introducing the general public to the hobby.

Our focus for RE-PLAY 2025 was a deep-cut historical scenario: "The Attack on Hill 112," set during the brutal fighting in Normandy, July 1944. This fierce engagement was part of the wider British offensive, Operation Jupiter. Using the beloved Rapid Fire Reloaded rules, Reject Dan (running his first-ever show demo—a huge congratulations to him!) guided players through the assault. The British VIII Corps, spearheaded by the veteran 43rd (Wessex) Infantry Division and supported by the heavy armour of the 31st Tank Brigade—including scary Churchill Crocodile flamethrower tanks—were tasked with seizing Hill 112. This seemingly innocuous ridge was, in reality, a critical fortress commanding the battlefield.

The game mechanics perfectly captured the tension of WWII wargaming. The British faced a difficult, costly climb against entrenched German Panzergrenadiers, who were using interlocking machine guns, concealed anti-tank weapons, and deadly Nebelwerfer rocket artillery to hold the line. The German orders were strict: hold until the inevitable counterattack arrived, featuring heavy armour like Tiger I and Panzer IV tanks.

While we were incredibly busy talking to both wargamers and the general public and running our own scenario (a testament to how engaging the show was!), I managed to grab ten minutes to dash around the hall. The photos and video snippets show the sheer variety of wargaming on display. This annual event, expertly organised with the Milton Hundred Wargames Club, always draws a wide range of clubs, showcasing everything from ancients and fantasy to modern skirmish games.

Monday, 30 June 2025

A Taste of Typhoons and Trouble: A Rapid Fire Reloaded WWII Game

Over the weekend, a few of the Rejects dusted off the 15mm figures and came together for a rare WWII game—this time using Rapid Fire Reloaded. I picked up the rules earlier this year and had been itching to give them a proper run out. So, when Dan offered to host a game, I jumped at the chance. What followed was a cracking game—full of drama, unexpected twists, some triumphs, and (as always) a healthy serving of carnage. In short, it was everything a good wargame should be.

Our scenario came straight from one of the Rapid Fire Reloaded scenario books, focusing on the period between 6th and 9th June 1944—just days after the D-Day landings. British and Canadian forces were pushing inland from the beaches, facing stiff resistance as they tried to break out. Our game was set on the 9th and featured the 9th Canadian Infantry Brigade, supported by British armour, advancing inland from Juno Beach.

Historically, the Sherbrooke Fusiliers and the Nova Scotia Highlanders had pushed a bit too far ahead of their artillery support and stumbled—rather unpleasantly—into elements of the newly arrived 12th SS Panzer Division. The SS, showing unnerving fire discipline, let the Canadians roll past their concealed positions before opening fire and causing utter mayhem. The result? The Canadians were cut off and forced to withdraw. It would take over a month before this ground was retaken.

Thankfully, things unfolded a little differently on our table...


How Not to Launch an Armoured Assault

Our game kicked off with the Allied vanguard under Stuart (aka Postie), consisting of a Recce Squadron of Stuart tanks, a Carrier Platoon with infantry, an Anti-tank battery of M10s, and a support company fielding a 6pdr and a 3" mortar. Stuart wasted no time and promptly pressed down the road towards Authie, with the objective tantalisingly close beyond.


Meanwhile, I commanded the main force, made up of three squadrons of Shermans (each handily equipped with a Firefly for that extra "knock-out punch") and a HQ platoon in carriers, complete with a 2" mortar, a PIAT team, and a bonus 75mm Sherman. Thinking myself rather clever, I swung the main force to the left to outflank what I suspected was a weak German position in the centre. I had visions of a sweeping advance, tanks charging heroically through cornfields, and a quick victory. What I actually got was a faceful of hidden SS Panzer Regiment, lying in wait like a bunch of patient crocodiles in a swamp.


The trap was sprung with cinematic brutality. In an instant, I lost my commanding officer, a Sherman, and—tragically—a Firefly. The road was now blocked with burning wrecks, and I was staring down the barrels of concealed German guns from heavy woodland. So much for my grand tactical outflanking manoeuvre. If this were a Hollywood movie, the dramatic music would have cut out and been replaced by a sad trombone.


Back near Authie, Stuart was having a hard time of his own. Trying to get infantry into hard cover while dodging fire from two AT guns and a squadron of Panzer IVs isn’t what you'd call a relaxing afternoon. One of our M10s was quickly brewed up, and for a brief moment, I was genuinely worried the game might be over before we’d even cracked open the biscuits. But then... the dice gods changed their minds.


A turn of appallingly ineffective fire from Steve (commanding the Germans) gave us the breathing space we needed. Stuart made the most of the opportunity with some excellent dice rolls—knocking out a couple of Panzer IVs and, in a moment of pure vindication, taking out a German 105mm howitzer. The tide, it seemed, was turning.


In keeping with the real Normandy campaign, we Allies had the upper hand in the air. And thanks to scenario rules, we were granted access to that iconic symbol of Allied support: the mighty Typhoon. Well, it looked mighty... until we used it. Despite calling in airstrikes on three separate occasions, we failed to hit a single thing. Not so much "Death from Above" as "Mild Inconvenience from a Distance." Eventually, the Typhoon was brought down by German AA fire, at which point I considered trading in my pilot's wings for a bus ticket home. Still, at least we tried. Repeatedly. And failed. Repeatedly.


As the game wore on, our situation improved. Despite my earlier blunder, having my tank force bogged down by the 12th SS may have worked to our advantage in a weird, wargamer’s version of accidental genius. By engaging them early—though unintentionally—we blunted their ambush. Had they waited until we were fully committed down the centre, they'd have been shooting into our sides and rear armour. Instead, we faced them head-on and slowly but surely began knocking them out one by one.

By this point, we'd seriously depleted the German armour. The battlefield was littered with burning wrecks, and the Allies were (somewhat battered but still breathing) in control of key positions. Cruicially, there was nothing between us and our ultimate objective at Franqueville. With the game tipping firmly in our favour, Steve sensibly decided that the Germans would have withdrawn and conceded the ground.


Final Thoughts

Considering how the game started—with burning Shermans, a dead CO, and a failed airstrike—I don’t think Stuart or I saw victory on the cards. But that's the joy of wargaming: just when things look bleak, the dice throw you a lifeline, your opponent has a wobbly turn, and your Firefly remembers how to aim.

All in all, it was a thoroughly enjoyable game with good friends, great models, and more drama than a Sunday night war film. Rapid Fire Reloaded worked brilliantly, and I’m already itching to get it back on the table again... Minus the uncooperative Typhoon! Indeed, I'm considering how I can use these rules with my 6mm North Africa collection, which hasn't seen the light of day in many years. 

Until then, keep your dice high and your morale higher!