In the intervening years, we've celebrated new rules, cheered at the nostalgia of old rules, set the world to rights in terms of how wargaming rules should work and laughed at the pretence of artificial complexity that is 'those games that were considered so bad as to not feature on the blog'...whose societal members shall of course remain nameless.
The terrain has changed, but the song remains the same. Two battalions of British with armoured assets try to seize the village and crossroads from elite German units.
As usual Rapid Fire is just that - rapid and easy on the mind. That's no bad thing, as we had a lot of catching up to do, and could chat freely as we played.
Rapid fire is quick and decisive. DON'T get caught in the open.
The charts are quick and easy - tank combat, infantry combat, morale, spotting HE and Arty - all very easy.
It's still squads acting like companies in a convivial bathtub format.
It leaves out command, suppressive fire, unit ratings - but we didn't want that today anyway...
Rapid Fire still has its place, and we will come back to it. Next up, there might be some operational WWII or a shot at the new 'Combat HQ' which is a similar level at least to RF and Command Decision, and is crying out for a playtest...
...and hopefully we won't leave it so long this time :)