Rapid Fire !

 

In this section I have included ideas on how to use markers as playing aids in rapid Fire games.

 

Playing Aids for Rapid Fire

Close Assault examples.  In these examples I have tried to illustrate the differnet situations in which a defender might find themselves in a close aasualt and the maximum number of attackers that might apply.

Range Sticks. Pieces of dowell can be used for the following:

a. Direct HE 48 " long = 6 X 8 "

b. AT fire 48" marked at 12" / 30" / 48"

IDF Target markers. A marker for each battery. This should have a distinctive colour or number somewhere on it. When a target is selected this should be placed on or near the target. This could be a ball of wall on a large coin.

Smoke. Glue some cotton wool on a base 3" across. Label this by battery and turn e.g. turn 1, turn 2. On the second move exchange this for the next marker and remove on the third move.

Reserved Fire. Any element that qualifies for reserve fire place an ammunition marker or similar on or near the element.

Hasty entrenchments. To indicate an element is digging in place a marker in the first stationary turn and a second marker in the second stationary turn. Each marker should be on a strip approximately 3-4" long.

Portable AT weapons fired. Put a sticker on the ease of base of the figure carrying a Bazooka etc. Use a pencil to mark off the shots. A similar approach could be used for tank fire and casualties on stands where multiple figures are based.

HE damage to buildings.  Base some "rubble" on a large coin or washer.  Place on on the building model for each HE "casualty" it receives.  When it receives the third "casualty" either swap your intact building model for a ruined one or simply put a third "rubble" marker to indicate its ruined status.

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Copyright Mark Piper 2001-2008

Last Revision 19th May 2008