(Classic 80s hairstyles are popular in Aquilonia...)
We’re getting reports that Princess Zenobia - the youngest
daughter of King Vilerus VI, and who was long thought missing – presumed dead
in the Kush province, has tonight been rescued by Aquilonian forces.
Over to Sindy Aesir in Shem’
'Thanks Belit – yes, we’re getting reports that Aquilonian
SWORD Team 6, supported by Nemedian and Shemite Special Forces, have not only
located the long lost Aquilonian Royal Family member, but have in fact rescued
her from the proscribed Stygian organisation known as the ‘Children of Doom’.
This supports rumours that she had in fact been kidnapped, rather than having
eloped with Prince Harlos of Shem.
We understand at this time, that all members of the rescue
team are alive, though there are reports of some wounded. It’s thought that at
least 30 of the so called ‘Children of Doom’ were killed in the rescue, which
we understand also involved Shemite helicopters and gunships. Stygianand Zingaran government sources have refused
to comment at this time; of course we know that they have supported the
‘Children of Doom’ in the past, and don’t normally react well to covert
operations on land south of the River Styx.
We’ll keep you updated as we hear more, but we’re hoping to
hear from Colonel Amalric Verentius of the Aquilonian Protectorate at 10pm this
evening. Obviously this helps again forge the ongoing special
relationship between Aquilonia and Nemedia, with some calling for an official
alliance similar to that we know of from ancient history, when we saw Conan the First wed his then Nemedian
Queen Zenobia.
SWORD Team 6 - that's the Protectorate's 'Special Weapons Orientation Recon & Development' group's anti-Terrorist unit have come in for significant criticism in recent years, though their success tonight, appears to be the start of great things...
Back to you Belit...'
And so it begins...the modern version of Conan's world. Who the heck knows where it will all lead - I certainly don't?
I thought about various rules, then decided upon Jaye Wiley's 'Fistful of Lead: Bigger Battles'.
Some absolutely great mechanisms at work here for this size and type of game. It can also handle vehicles and choppers.
Highlights include:
Each unit gets a card from a normal 52pc deck. There is a sequence for activation from this, with some specials based on the card draw (ace of spades is wild etc), but again, it's playing to your strengths with the luck you're dealt.
There are talents/traits - so that outnumbered specialists can get the drop on militia etc. These range from movement and tactical bonuses through to standard hit bonuses.
Units will take wounds or shock. Rally effects can get units back together. It all works quite seamlessly.
In this game the sniper unit for instance got some early good cards in terms of going first, then ended up going last in later rounds - but that in turn forced the militia to 'keep their heads down' throughout the turn. There's some nice chaos at work.
Pretty much works for all periods and figures. There might be some hacking for Vietnam etc., but there are many good supplements for the earlier man to man game which would work well I think.
Very good rules.
Looking at the 'COD' compound from the south. There is a ruin to the west, and a village to the east - which will form entry points for the Aquilonians/Nemedians. Alpha / Bravo / Reaper are SWORD Team 6 - while Delta is Nemedian Special Action Group, who will cover the LZ.
Bravo, with a SAW, move in on the village.
Delta secure the LZ near the ruin, with Reaper - a Sniper team on the 1st floor. 'This here is a bit crap as a landing zone Dave...whaddya fink?'
Reaper scans for targets.
Bravo secure the perimeter of the right flank...
...while Alpha make their move. The Princess is either (randomly determined) in the old Stygian outpost...or the Hotel.
...but the 'Children of Doom' are moving.
...as are the Nemedian SAG, who decide that they can not support from their position.
'uhhh...why are the Nemedians movin' out?'
Alerted, the enemy start to leave the hotel.
'Alpha, this is Reaper...TARGETS ...moving to your AO...'
'Permission to engage Reaper'
Sniper starts to engage targets in cover...
As the Nemedians find a better LZ across the road...
'BREACH! Let's hope she's in there...'
By now the camp is wakening up...
uh huh...
Nemedian SAG finds a ruin in front of their new LZ - this would prove pivotal.
The firefight inside the fort does not last long...
...though Zenobia does not look very well...
'...ere...she doesn't look very well Dave...'
A Shemite Littlebird, armed with rockets, gets go-ahead to support ...'Roger That ...we have the package'.
...as the NightHawk comes in 'Roger Secondary LZ'
Using the ruin as cover, Alpha and Bravo begin to bug out...
SAG's decision is sound, as it allows most of the units to get out via the NightHawk...
...though the Shemite Littlebird has to pick up the Sniper Team ...just in the nick of time...
Colonel Verentius...though it's a triumph and you have rescued Princess Zenobia, there are rumours that she is ill? Is this some sort of new virus, we haven't accounted for?
'I don't know where you heard that Ma'am...but I assure you, it's just a cold...'
Like many, I've recently picked up Rapid Fire Reloaded, since it's very cheap, and I'm an old RF die hard.
I was never a fan of RF2 (over the original RF 'green' book), as to be honest, I hadn't considered tank crews wandering about the battlefield since the days of Squad Leader (2-3-2 or something?), but RFR has returned to the spirit of the original Green Book philosophy - where the rules are simple, fluid, yet give a great game - while being hard to master, and easy to hack.
Infantry fire now resolves itself without a table, based on number of figures firing. For even more simplicity, I assumed a company 'stand' with 8 effectives, using a little dice to record casualties. We used this system for Vapid Fire, this time last year, and it worked really well here. The company stands are 3" x 1.5". The system works very well.
Vehicle fire is also simplified in the new rules. In fact, barring the hex variant, a lot of the new system is very akin to the simplified rules we adopted last year for Steve's Kursk campaign. Absolutely brilliant set, and always give a great game.
Only complaint is that 20mm does create a bit a 'car park' at times, so we're thinking of removing lorries in future games after dismount of their carried infantry.
Scenario was the perennial favourite - the Relief of Vilnius. Pre-blog, we played this to death with RF#1. The Germans have never won...yet.
The defenders on the outskirts of Vilnius - will they make it this time?
The relief column from 6th Panzer.
A tight perimeter, already under threat from Soviet scout elements.
The nearby village of Vievis is full of Lithuanian Partisans.
...and Soviet armour recon elements are already heading west from Vilnius toward the relief column on the German right.
the smoke rules are very easy to use in this version, and for once, I remembered them...really makes a big difference, in this case masking the Lithuanian ATG.
Major flanking axis on the German left.
As ATGs position themselves on the high ground. This would prove pivotal at game end.
The Soviet armoured thrust takes damage from STG IIIs on the right flank.
...as German infantry from the covering group secure the village, and form blocking positions. They will be the last to withdraw.
The relief truck column pushes through, well covered.
'Taxi anyone?'
A powerful blocking position at the crossroads, but Sovs are coming...
Dismounting infantry to foil the Soviet infantry in the woods by the crossroads. I don't imagine these guys actually got away in the end.
Elements of 3rd Guards Tank Corps arrive and push toward the crossroads at the perimeter. That's a lot of T-34-85s.
Shot for shot, reserve fire making a big difference, and the Panthers get some very lucky kills.
GO! GO! GO!
Realigning, Soviet armour and infantry make for the high ground in an attempt to cut the road ...though those 75mm Paks from earlier come into their own now.
More Soviet reinforcements in the form of lend-lease Shermans on the German left ...but there is a Panther screen awaiting them.
The attack and escort column takes a lot of damage, but not enough to render it completely ineffective.
In the end, the thrust from Soviet armour is stopped by a very well thought out, stepped defence in depth.
A great new version of Rapid Fire - really enjoyed this. A lot of potential with these new rules, and aside from Field of Battle WWII, which is a level up, it's hard to find a set that gives a better result in good time.
I also think a modern version of this scenario, perhaps set in the middle east in the 1980s, would be superb. I believe there was a version of this available on the internet ages ago.
Yes - it's a sped up version of Manowar's 'Sons of Odin'.
Yes - that sword is far too big for physics.
Yes - I am taking the p*ss (though they weren't a bad band at normal speed).