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Friday, May 18, 2018

If you are in a hurry you should scurry!

We decided to give Five Core Company Command another try. Our first game was fun, we did fudge some rules tweak the activation system and left stuff out but it was fun and after we were able to see what we missed.

The rules use a activation system were you are given a number activations equal to one activation per three squads in your force. You then roll a D6. A 1 lets you activate all your units but you can only move your units and after the other side can move theirs that were in line of site of the ones you moved. 2-5 allows you to activate your units (move ,rally,fire) based on the number of activations you have in your pool, a 6 has you shooting all and then opponents return fire. Combat uses two different color D6s one is a shock die the other a kill die. Rolls of 1and 6 affect the unit, 2-5 having no effect. Ivan explains it much better in the rules:-).

Our scenario was much the same as last time with the Germans and Americans attempting to occupy and hold the village. Matt moved his troops up quickly while I was a little slower to advance. It then became a slow grind for the Americans to dislodge the Germans from the buildings.

We finished the game in about two hours. Was a tie but came down to the last die roll with the Americans rallying a unit to get control of the building.

There's a newer version of the rules than the one I had so the next time we'll try those out and add the bits we've missed.

American armor approach the village

German Infantry move up.

Another building occupied by the Germans.

Two Shermans are knocked out.

Finally the Americans get into a building.

German armor threatening the American flank.

Again there's more photos over on Matt's saltflats1929again blog

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