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 If this were a Hollywood movie, the dramatic music would have cut out and been replaced by a sad trombone.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!