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Rapid Fire Western Front 1917-18

Version 1.0.2
By Mark Piper

30/5/10

CONTENTS
Page

Late War Western Front Additional Rules 2

The Imperial German Army

• German “Trench” Division Battlegroup 5

• German “Attack” Division Battlegroup 7

British Expeditionary Force

• BEF Infantry Brigade 12

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Rapid Fire Western Front 1917-18

Late War Western Front Additional Rules & Clarifications

Command Radius – Infantry and Cavalry Morale (page 25)


The -1 dice score modifier (if the unit’s commanding officer [CO] is one of the casualties) also applies if the CO is
not a casualty AND is not within 12” of all elements of the unit (18” for elite units), when the unit tests for morale.

If the unit’s “highest level HQ” CO (i.e. British Brigade HQ or German Regimental HQ) is not within 24” of the
unit’s CO (36” if elite), when a unit tests, then an additional -1 dice score modifier also applies.

**Infiltration Trained (pages 38-39)


Elements trained in infiltration tactics rolls 2D6 when crossing obstacles and uses the lowest roll as the movement
penalty for that turn.

** Assault Trained (page 38)


Elements with this training, if not carrying out a close assault, may move up to 9” each turn with normal
movement penalties.

** Stormtrooper Movement (pages 38-39)


German Stormtrooper elements, regardless of whether they are carrying out a close assault or not, may move
up to 9” each turn with normal movement penalties.

Manhandling Light or Field Guns (page 40)


Light or field guns can be manhandled but cannot fire IDF in that turn and if a howitzer not at all.

Element Integrity (page 40)


To simulate the more rigid formations of World War I, all figures in an element must remain within 1” of each
other and if separated due to casualties move to within 1” in their next turn.

** Bombers (pages 44 & 53)


Elements designated as bombers carry out a grenade attack immediately prior to a close assault and before any
enemy reserved fire is resolved. They can also fire but not throw grenades in the shooting stage of the same
friendly turn.

Grenades (page 53)


All infantry elements are able to use grenades (including AT & rifle grenades as indicated in orders of battle).

Orders (page 77)


World War I doctrine throughout World War I supported the set piece attack or defence and usually involved in-
depth planning and preparation. Where possible the rules for orders and change of order test should be
incorporated into a scenario.

Formation HQ (Highest Level HQ - page 78)


British brigade and German regimental HQ s are considered highest level HQ for the units of their command only.
If a highest level HQ suffers 100% casualties or is captured or dispersed by an enemy attack, any major unit
under its command deducts 1 from morale throws and may not test for change of orders (rule 10.10). COs of
highest Level HQs may attempt to rally routers by moving to within 3” (rule 10.12)

** Pioneer Equipped (page 81)


Any element of at least 4 figures equipped with pioneering equipment is delayed by barbed wire for one move once
they are in contact and also make a 4” gap.

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Rapid Fire Western Front 1917-18

“British” and German LMGS (page 88)


British Lewis Guns and German MG 08/15 guns add +1 to the fire effect D6 throws. Where the number of guns was
significantly increased (shown as 2 x Lewis Gun etc on orders of battle) add +2.

Bergman SMG (page 88)


German small arms firing groups armed with Bergman SMGs have a +1 modifier to short range values and no long
range fire.

Artillery Barrages (page 91)


Artillery barrages should be treated as per the standard rules.

Gas Attacks (page 91)


Gas attacks are normally conducted prior to an attack and are treated as per artillery barrages. An infantry,
cavalry or artillery unit targeted by gas is considered to be automatically “pinned down” (AFVs = no offensive
action) for two friendly turns. Affected units automatically rally on the third turn.

Cavalry
Mounted cavalry are treated as “other targets” for the purposes of observation (page 31). Trenches and barbed
wire are impassable to mounted cavalry (page 40). Dismounted cavalry fire at a -1 modifier (page 52).

Tanks
Tanks are treated as independent AFVs (even when grouped into companies). When crossing barbed wire test as
for crossing linear obstacles (use rule 5.4) and make a 4” wide gap. Tanks cannot move through woods or cross
streams and canals, except at bridges.

Unreliable tanks must roll each turn for breakdown. Before attempting to move roll a D6. If the roll is 1 then the
vehicle has broken down. The next time the tank attempts to move repeat the procedure. On a second score of 1
the tank is broken down for the remainder of the game and abandoned. It cannot be recrewed.

When a tank comes to a trench roll a D6:


• 1 = tank permanently ditched and cannot move for the remainder of the game
• 2, 3 = tank gets stuck crossing, no move this turn but roll again next turn
• 4, 5 or 6 = tank crosses successfully

If the tank is fitted with a fascine it does not roll and is free to cross the trench without penalty in the same turn.
Once the fascine is deployed it cannot be reused.

Treat tanks as assault guns for reserved fire and for arcs of fire (page 42).

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Rapid Fire Western Front 1917-18

Aircraft (page 94)


Late war aircraft are rated as either fighter scouts or artillery scouts (i.e. AOP) and are treated as per the rules.

Fighter scouts are aircraft on both sides directly supporting ground troops e.g. Albatross, Fokker, Pfalz, Nieuport,
SPAD, etc.

Artillery scouts (AOPS) are aircraft with an observation role in support of ground troops and if directing artillery
can only control 1 battery per move.

Rule 15.2 applies i.e. max one combat aircraft (fighter scouts) and one AOP (artillery scouts) per side over the
table per move.

Observation Stage - Identify target and test for spotting

• Fighter scouts - test to identify the selected target using rule 15.8 (page 94)
• Artillery scouts - test to spot rule 15.23 (page 98)

Movement Stage - Place successful fighter scouts within 6” of target or artillery scouts anywhere on the table.

Reserved fire stage - Enemy carries out reserved AA fire (page 99). Fighter scouts dropping bombs and artillery
scouts can only be targeted by dedicated AA guns.

Firing - If not driven off or shot down fighter scouts carry out attacks (strafing, level bombing or air to air
combat) and artillery scouts may observe for artillery

• Strafing (page 95) Low altitude. 8 points.

• Level Bombing (page 96). Medium altitude (can only be fired targeted by dedicated AA guns). 8 points on
table 4. Aircraft bomb load = 4 small bombs

• Air to Air Combat (page 100) i.e. “dogfight”, occurs when two opposing armed aircraft are on table at the
same time. Treat both sides as fighters i.e. 0 modifier. If the pilot of a fighter scout is identified as an
“Ace” treat as superior fighter i.e. +1 when resolving combat. Artillery scouts which are their side’s only
aircraft on table are automatically and permanently driven off-table by all fighter scouts. However, if a
friendly combat aircraft is also on table the enemy aircraft will fight that first and the artillery scout can
continue to observe.

Final Movement
• Aircraft remain in position to receive any “normal” AA fire during the enemy’s next turn

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Rapid Fire Western Front 1917-18

German “Trench” Division Battlegroup

Regimental HQ

I Battalion II Battalion III Battalion Divisional Troops


Field Artillery Battalion
Support Companies Heavy Mortar Company
Infantry Gun Platoon

Regimental HQ
Formation CO + 5 figures, staff car

“Trench” Battalion (38 figures – test @ 19 casualties)


regular

HQ Company 1st Company


Unity CO + 2 figures 9 figures, MG 08 / 15 or captured Lewis gun

MG Platoon 2nd Company


3 figures, Maxim MG08 MMG* 9 figures, MG 08 / 15 or captured Lewis gun

Light Mortar Platoon 3rd Company


3 figures, 7.6cm Mortar 9 figures, MG 08 / 15 or captured Lewis gun

Grenader Launcher Detachment


2 figures, Granatenwerfer Grenade Launcher

* MMGs from regimental MG company have been attached to each battalion

Field Artillery Battalion

HQ 3 figures

1st Battery 4 figures, 77mm Field Gun, horse drawn limber, OP team

2nd Battery 4 figures, 77mm Field Gun, horse drawn limber, OP team

3rd Battery 4 figures, 77mm Field Gun, horse drawn limber, OP team

Infantry Gun Platoon 3 figures, 77mm Infantry Gun, horse drawn limber

Heavy Mortar Company 12 figures, 3 x 170mm mortars, OP team

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Rapid Fire Western Front 1917-18

Vehicle and Gun Chart – German “Trench” Infantry Battlegroup


Vehicle (Main Weapon) Speed Armour Hull (and other) Weapons
- - - -
Gun
Granatenwerfer Grenade min 3” / max 18”, HE 6 points table 4
Launcher
7.6 cm Mortar min 6” / max 48”, AT class 6 / HE 10 points on table 4
77mm Field Gun min 6” max 48”, AT class 5 / 10 points table 4
170mm Mortar min 6” / max 60”, 12 points on table 5

German “Trench” Infantry Battalion

HQ Company 1st Company

MG Platoon Lt Mortar Platoon


2nd Company

Grenade Launcher Detachment


3rd Company

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Rapid Fire Western Front 1917-18

German “Attack” Division Battlegroup

Regimental HQ

I Battalion II Battalion III Battalion Divisional Troops Attached Troops


Field Artillery Battalion Assault Tank Detachment
Support Companies Heavy Mortar Company Sturmtruppen Battalion
Infantry Gun Platoon Stosstruppen Battalion Cavalry Squadron
Flamethrower Detachment
Anti-tank Platoon

Regimental HQ
Formation CO + 5 figures, staff car

“Assault” Battalion (42 figures – test @ 20 casualties)


Elite for firing only

HQ Company 1st Company – Bombers**


Unit CO + 3 figures, Bergman SMGs, AT rifle 12 figures, 2 x MG 08 / 15 or captured Lewis gun (+2)

MG Platoon 2nd Company


3 figures, Maxim MG08 MMG* 9 figures, MG 08 / 15 or captured Lewis gun

Light Mortar Platoon 3rd Company


3 figures, 7.6cm mortar 9 figures, MG 08 / 15 or captured Lewis gun

Grenade Launcher Platoon


2 figures, Granatenwerfer Grenade Launcher

* MMGs from Regimental MG company have been attached to each battalion


** Bombers = once per game - may throw grenades prior to close assault and before any reserved fire

Field Artillery Battalion

HQ 3 figures

1st Battery 4 figures, 1 x 77mm Field Gun, horse drawn limber, OP team

2nd Battery 4 figures, 1 x 77mm Field Gun, horse drawn limber, OP team

3rd Battery 4 figures, 1 x 77mm Field Gun, horse drawn limber, OP team

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Rapid Fire Western Front 1917-18

_____________________________________________________________________________________

Stosstruppen (Shocktrooper) Battalion (44 figures – test @ 20 casualties)


Elite for firing - Infiltration, Pioneer, Assault

HQ Company 1st Company - Bombers**


Unit CO + 4 figures, Bergman SMG, AT Rifle 6 figures, 2 x MG 08 / 15 or captured Lewis guns (+2)

Flamethrower Detachment 2nd Company


5 figures, Flamethrower 6 figures, 2 x MG 08 / 15 or captured Lewis guns (+2),

MG Platoon 3rd Company


6 figures, 2 x Maxim MG08/15 MMG 6 figures, 2 x MG 08 / 15 or captured Lewis guns (+2),

Grenade Launcher Detachment


4 figures, 2 x Granatenwerfer Grenade Launchers

Light Mortar Platoon


6 figures, 2 x 7.6cm Mortars

Infiltration = roll 2D6 when crossing obstacles and use lowest score as movement penalty
Pioneer = delayed by barbed wire for one move and make a 4” gap
Assault = move up to 9” (if not carrying out close assault) and with normal movement penalties
* MMGs from Regimental MG company have been attached to each battalion
** Bombers = once per game – may throw grenades prior to close assault and before any reserved fire

Sturmtruppen (Stormtrooper) Battalion (47 figures – test @ 20 casualties)


Elite - Infiltration, Pioneer, Bombers,Stormtrooper

HQ Company 1st Company


Unit CO + 4 figures, Bergman SMG, AT Rifle 6 figures, 2 x MG 08 / 15 or captured Lewis guns (+2)

Flamethrower Detachment 2nd Company


5 figures, Flamethrower 6 figures, 2 x MG 08 / 15 or captured Lewis guns (+2)

MG Platoon 3rd Company


9 figures, 3 x Maxim MG08/15 6 figures, 2 x MG 08 / 15 or captured Lewis guns (+2)

Grenade Launcher Detachment


4 figures, 2 x Granatenwerfer Grenade Launchers

Light Mortar Platoon


6 figures, 2 x 7.6cm Mortars

Infiltration = roll 2D6 when crossing obstacles and use lowest score as movement penalty
Pioneer = delayed by barbed wire for one move and makes 4” gap
Bombers = once per game - may throw grenades prior to close assault and before any reserved fire
Stormtroopers = move up to 9” (whether carrying out close assault or not) with normal penalties

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Rapid Fire Western Front 1917-18

Infantry Gun Platoon


3 figures, 77mm Field Gun, horse drawn limber

Flamethrower Detachment
5 figures, Flamethrower

Anti-Tank Platoon
3 figures, 37mm Anti-tank gun, mule drawn limber

Heavy Mortar Company


12 figures, 3 x 170mm mortars, OP team

Assault Tank Detachment - regular


A7V Tank (March 1918) or captured Mk IV “Female” tank or Mk IV “Male” tank (March 1918)

Cavalry Squadron - Regular


9 figures, Carbines (-1 firing)

Vehicle and Gun Chart – German “Attack” Battlegroup


Vehicle (Main Weapon) Speed Armour Hull (and other) Weapons
A7V* 12” / 6” E 57mm gun, 2 x multiple
VMG (side & rear)

Captured MK IV 12” / 6” E 2 x multiple VMG


(Female)* (front and rear)
Captured Mk IV (Male)* 12” / 6” E 6pdr (57mm) howitzer,
multiple VMG
(front or sides)
Gun
Granatenwerfer Grenade min 3” / max 18”, HE 6 points table 4
Launcher
7.6 cm mortar min 6” / max 48”, AT 6 / HE 10 points on table 4
3.7cm AT gun AT 5 / HE 6 points table 4
57mm gun / 6pdr (57mm) AT Class 5 / HE 10 points table 4
77mm Field Gun min 6” max 48”, AT Class 5 / 10 points table 4
170mm Mortar min 6” / max 60”, 12 points on table 5
* unreliable – roll for breakdown

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Rapid Fire Western Front 1917-18

German “Assault” Battalion

HQ Company 1st Company (Bombers)

MG Platoon Lt Mortar Platoon


2nd Company

3rd Company

Grenade Launcher Detachment

German Stosstruppen (shocktrooper) Battalion

HQ Company

1st Company (Bombers)


Flamethrower Detachment

MG Platoon 2nd Company

Grenade Launcher Detachment 3rd Company

Lt Mortar Platoon

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Rapid Fire Western Front 1917-18

German Strumtruppen (stormtrooper) Battalion

HQ Company

1st Company
Flamethrower Detachment

MG Platoon
2nd Company

Grenade Launcher Detachment


3rd Company

Lt Mortar Platoon

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Rapid Fire Western Front 1917-18

British Expeditionary Force Infantry Brigade

Brigade HQ

1st Battalion 2nd Battalion 3rd Battalion Divisional Troops Attached Troops
Field Artillery Brigade Tank Battalion
Brigade Assets Infantry Battalion
Light Trench Mortar Battery Heavy Trench Mortar Battery
Cavalry Regiment
*Australian and Canadian brigades retained a four battalion brigade structure until the end of the war. At the
beginning of 1918 all British Brigades reverted to three battalion structure.

Brigade HQ
Formation CO + 5 figures, staff car

Infantry Battalion (43 figures – test @ 20 casualties)


Australian, Canadian, Guards or Highlander = Elite; British = Regular; Territorial = poor

HQ Company A Company
Unit CO + 2 figures 9 figures, Lewis Gun, Rifle Grenade Launcher

Assault Company B Company


10 figures, Lewis Gun, Rifle Grenade Launcher 9 figures, Lewis Gun, Rifle Grenade Launcher
(Infiltration**, Pioneer***)
C Company
MG Platoon 9 figures, Lewis Gun, Rifle Grenade Launcher
3 figures, Vickers MMG*

* MMGs from brigade MG company have been attached. In a 4 battalion brigade the 4th battalion does not have
attached MMGs
** Infiltration = roll 2D6 when crossing obstacles and use lowest score as movement penalty
** Pioneer = delayed by barbed wire for one move and makes 4” gap

Field Artillery Brigade

HQ 3 figures

1st Battery 4 figures, 18pdr Field Gun, horse drawn limber, OP on foot

2nd Battery 4 figures, 18pdr Field Gun, horse drawn limber, OP on foot

3rd Battery 4 figures, 4.5” Howitzer, horse drawn limber, OP on foot

Light Trench Mortar Battery


9 figures, 3 x Stokes 3” light mortar (OR 2” “Toffee Apple” mortar), OP team

Infantry Battalion (Elite)


As per infantry battalion
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Rapid Fire Western Front 1917-18

Heavy Trench Mortar Battery


12 figures, 3 x 9.45” “Flying Pig” mortars, OP team

Heavy Tank Battalion (available from May 1917) - regular


Replace Mk IV with Mk V tank (2 VMG) from July 1918.

HQ 1st Company
Mk IV “Female” tank (2 x VMG) Mk IV “Female” tank (2 x VMG)

2nd Company 3rd Company


Mk IV “Female” tank (2 x VMG) Mk IV “Male” tank (6pdr [75mm], VMG)

Light Tank Battalion (available from August 1917) - regular


as per Heavy Tank except replace with Whippet.

Cavalry Regiment (33 figures – test @ 17 casualties)


Regular

HQ Squadron MG Squadron
Unit CO + 2 figures, Carbines 3 figures, Hotchkiss MG

A Squadron B Squadron C Squadron


9 figures, Carbines 9 figures, Carbines 9 Figures, Carbines

Vehicle and Gun Chart – “British” Regular Infantry Battlegroup


Vehicle (Main Weapon) Speed Armour Hull (and other) Weapons
MK IV (Female)*^ 12” / 6” E 2 x multiple VMG
(front & rear)
Mk IV (Male)*^ 12” / 6” E 6pdr (75mm) howitzer,
multiple VMG (front or
sides)
Whippet 18” / 9” E 2 x multiple VMG (front,
sides or rear)
Mk V^ 12” / 6” E 2 x multiple VMG
(front & rear)
Gun
3” Stokes Mortar min 6” / max 48”, HE 8 points table 4
9.45” Flying Pig Mortar Min 6” / max 60”, HE 12 points on table 4
6pdr (75mm) Howitzer AT 5 / HE 8 Points on table 4
18 pdr AT Class 4 / HE 10 points table 4
4.5” Howitzer HE 12 points on table 5
* Unreliable – roll for break down
^ Fascines available in planned attack scenarios

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Rapid Fire Western Front 1917-18

British Infantry Battalion

HQ Company A Company

“Assault” Company B Company

C Company
MG Platoon

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