Thursday 31 October 2024

Operation Jupiter 29 – Alone on the Hill. 20mm WW2 battle report.

Introduction

This is game 29 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.

Rules used

I am using my WW2 rules that I had for a 3x4 grid that I then made a gridless version for 2’x2’ games.  These games are larger forces on a bigger table (half a table tennis table or 4x5’x5’) so I have modified them a little so now added a few things from my older rules - unit card activation and now each figures is not suppressed but a section can be if fired on by enough dice.  They are very similar to rule I used 10 years ago.

Scenario

The Germans must advance and take over 50% of the British foxholes that are the orchard defence.

Troops

British

British

1xCompany HQ (4 figures)

1xPlatoon (10 figures)

1xVickers MMG

1xPIAT team

2x6pdr AT guns

2 25pdr missions (good availability)

Germans

Germans

1xKompanie HQ (5 figures)

3xZug (8 figures each)

2xPanzerIVG

1x80cm mortar battery (average availability)

Deployment

Deployment

The British setup in a broad line across the centre hedgeline in the orchard.  One section is a little forward and the MMG, 6pdr and CHQ is in the centre.

Game

Germans on the table

Germans all move on.  Aim is to reach the hedgeline and then work out best tactic from there.  The two tanks to hang back.  The Germans continue to advance although failing to spot units.  Finally the centre Zug spots the forward British section.  They open fire but fail to inflict a single hit.  The British are holding their fire, and the radio operator just cannot get through!

Germans at the hedgeline

The next turn sees carnage.  The Germans manage to get one up on the British – the Zugs cross the hedgeline, successfully spot the British in the foxholes and KO 3 figures and suppress a section.  The Kompanie CO calls in the mortars and suppresses the Vickers MG.  The British radio still has no success (in the actual battle, the radio operator was very successful and called down accurate fire).

The Germans advance and fire

The British do manage to inflict hits on the 2nd Zug and is has received 50% casualties, check morale and routs.

2nd Zug routing

The German 1st Zug charge the forward British section (now only 1/3 of its starting strength).  The British lose, but do take one of the Germans with them.

1st Zug charging the lone defender

The 1st Zug then charges the Vickers MMG.  Surprisingly, the British inflict a hit and the Germans do not.  However, the Vickers is suppressed so retreats and abandons the gun.

1st Zug Vs the Vickers MG crew

The 3rd Zug charges the 6pdr and the crew put up a valiant fight but rout, taking one German with them.

3rd Zug Vs the 6pdr crew

The Germans have taken 4 of the foxholes in the time (it is turn 6!) and are victorious.

End

Verdict

The British failed to call in the artillery throughout the game (required a 4+ to call and hit and had 6 chances to do so).  The game would have been a lot closer if they had got in a couple of artillery requests.  The Germans would have had some suppressions (that would have made them stop for aturn or two) and maybe even a Zug rout.  Either way, they would have had less troops to fight and may not have made it in the 6 turn limit.  Although in that case the Germans would have thrown in the tanks that were barely used in this game.  It is only one play but it felt balanced, just unlucky for the British.

This is the last of the four games that I played over a weekend in late September.  I believe I have only three more Operation Jupiter games to play out of the 30 in the scenario book.  Maybe over Christmas. 

Sunday 20 October 2024

Operation Jupiter 28 – Edge of the Plateau. 20mm WW2 battle report.

Introduction

This is game 28 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.

Rules used

I am using my WW2 rules that I had for a 3x4 grid that I then made a gridless version for 2’x2’ games.  These games are larger forces on a bigger table (half a table tennis table or 4x5’x5’) so I have modified them a little so now added a few things from my older rules - unit card activation and now each figures is not suppressed but a section can be if fired on by enough dice.  They are very similar to rule I used 10 years ago.

Scenario

This is a tank Vs tank game.  Each side must knockout every opposing tank to win, or force the other side to leave. There is no turn limit.

Troops

British

Brits

1xFirefly (veteran crew)

4xShermans

Germans

Germans

1xStugIIIG

2xPanzerIV

1xPanther

1xMarderIII

Note the MarderIII is substituting for a sdkfz251/22 as I don’t have a model for the latter.

Deployment

Battlefield

I am activating using one card per vehicle.

My money is on the Germans as they have the better guns.  I did think this would not be too exciting  - my rules for tanks are fairly simple: 1d6 to hit with a few modifiers and 1d6 to penetrate (using attacker gun and defender armour modifiers).  Miss or damage (2xdamage=KO) or KO.  But it was quite a tense game after all, mainly as there was terrain to navigate around.

Game

The first few turns were spent getting the vehicles on the board. The Firefly hanging back as it has an excellent gun for long range fire.

The lead PzIV gets to the hedge corner, spots the Firefly and fires.  And misses.  Firefly fires back and also misses.

Overview

More moving.  The Shermans and Stug in the orchard fail to spot each other (visibility limited to 18” if not firing and need a 5+ at that range).

A suppressed PanzerIV manages to damage the Firefly.  Not good news for the British.

Damaged Firefly

Even though damaged, the Firefly gets a shot off at the Panzer IV and destroys it.  The first KO in the game.

PanzerIV destroyed

More movement and some firing at the Firefly.  A Sherman damages the Marder.

Tanks in the orchard

The Firefly damages the Panther.  The Panther returns fire but for no effect.  The nearby PanzerIV also fires for no effect.

Damaged Panther

The Marder is then destroyed.

Marder KO

Finally, the Stug damages a Sherman.

The Stug damages a Sherman

The Firefly fires at the Panther again and the Panther is destroyed.  The Germans are 3 vehicles down and decide to retire.

 

Verdict

As I said at the beginning, I did think it would be a dull game.  Turns out it wasn’t and I enjoyed it a lot more than I thought I was going to do.

Monday 14 October 2024

Operation Jupiter 27 – Regain the Point. 20mm WW2 battle report.

Introduction

This is game 27 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.   Links to previous games are on this blog page.

Rules used

I am using my WW2 rules that I had for a 3x4 grid that I then made a gridless version for 2’x2’ games.  These games are larger forces on a bigger table (half a table tennis table or 4x5’x5’) so I have modified them a little so now added a few things from my older rules - unit card activation and now each figures is not suppressed but a section can be if fired on by enough dice.  They are very similar to rule I used 10 years ago.

Scenario

The Germans have 6 turns to recapture the orchard from the British.

 Troops

British

British (already deployed)

1xCompany HQ (4 figures)

1xPlatoon (10 figures)

1xPIAT team

2x17pdr AT guns

2 25pdr missions (average availability)

Germans

Germans

1xKompanie HQ (7 figures)

2xZuz (10 figures each)

3xTiger 1 (veterans)

 Deployment

The British deploy the 17pdrs to the rear but lined up on the gaps in the hedgerow.  The platoon is against the hedgerows with the CHQ as a reserve.  The PIAT team is at the corner edge but not sure how useful it will be.

The German entry viewpoint.  Note the gaps in the hedgerows.

Game

6 turns is not long.  The Germans will need to bring on everything fast – One Zug first, then send the Tigers through the gaps in the hedgerows.

Tigers come on, as does the first Zug. Then the 2nd Zug and lastly the Kompanie HQ.

Germans are all on.

The British platoon (well, the two sections in range) fires at the lead Gruppe and two figures are KO. (now end of turn 2)

A solitary figure

The German 1st Zug fire back but for no effect, the 2nd Zug moves to the hedgeline and manages to rout a British figure.  But the British first section fires back again and 3 more German figures are gone.

A British section is down a figure and suppressed

It is getting a little attrition-like with both static on the hedgeline and exchanging fire.  The Germans manage to inflict two more casualties.

The foxholes have less troops than at the start

The British first section fires with 6 dice.  Need a 5 or a 6 to KO a figure, they do not hit a thing.  The German return fire and KO 2 British figures.  The Tiger tanks move to the hedgeline to help the infantry.

Tigers on the move

The 17pdrs have been waiting for this and open up, damaging a Tiger (can’t move).

The 17pdrs are lined up for this though

It is now end of turn 4, 2 turns to go.

The British CO successfully calls in the 25pdrs on the centre hedgeline.  Only one casualty, but the 2nd Zug is suppressed.  The 17pdrs fire again and the center Tiger is kaput (very lucky)!

One Tiger down.

The British 1st section is under fire and retreats.  The German 1st Zug and Kompanie HQ infantry advances deeper into the orchard.

Germans advancing

The German 2nd Zug attempts to rally but some figures decide to rout, causing 2 morale checks and the 2nd Zug pulls back a full move.

Retreating 2nd Zug

The British 1st section fails a morale check and retreats off the table.  The Germans win!  It was the 6th turn as well.

Final positions

Verdict

Another loss to the British.  Another great and also close game – it could have easily gone either way.  And I remembered the British artillery support that was used to good effect.

Wednesday 9 October 2024

Operation Jupiter 26 – Point 112, a 20mm WW2 battle report

Introduction

This is game 26 in replaying the scenarios from the Briton Publishers Operation Jupiter skirmish scenario book.  Links to previous games are on this blog page.

Rules used

I am using my ww2 rules that I had for a 3x4 grid that I then made a gridless version for 2’x2’ games.  These games are larger forces on a bigger table (half a table tennis table or 4x5’x5’) so I have modified them a little so now added a few things from my older rules - unit card activation and now each figures is not suppressed but a section can be if fired on by enough dice.  They are very similar to rule I used 10 years ago.  Going back to what I know!

Scenario

The British win if they gain a foothold at the north end of the orchard and hold on for two turns. The Germans win if they prevent this.  There is no turn limit.  The British need to cross open ground to get to the orchard.

Troops

British


1xCompany HQ (4 figures)

2xPlatoons (10 figures each)

1x6pdr+tow (this is supposed to be a 40mm Bofors but I don’t have one)

4xChruchill VII

2 25pdr missions (average availability)

Note: the image has the 6pdr with a carrier but changed the carrier for a Morris during the game.

Germans


1xKompanie HQ (4 figures)

1xZug (10 figures each)

1xMG42

1xStug IIIG

1xPanzerIV

Deployment

The german tanks and MG far away to get British as they cross the open ground.

Zug in the hedgeline to move to the new hedgeline to repel the British. Kompanie HQ is reserve!

German Deployment, British enter bottom right

Game

Churchills come on first and then the German armour fires first and and damages one of the Churchills

Damaged Churchill

The German Zug moves into the Orchard.

One British platoon enters using the Churchills as cover.  Accurate firing by the German MMG sees a section reduced from 3 to 1 figures, and suppressed.

British platoon enters, and already two figures lost to a German MMG

The Churchills continue to advance sheltering the infantry.  The German tanks damage another Churchill and with MG fire the suppressed section is routed.

Another Churchill damaged

Another British section enters, as does the 6pdr, I mean Bofors.

The 2nd British section enters


The “Bofors” enters

Just realised I have forgotten the British have 25pdrs in support.  The British company HQ enters so can call that artillery.  The Panzers keep firing and another Churchill damaged..  The Churchills fire back and damage both! (so lucky)

Damaged Panzers

The British 1st platoon is down to 50% but passes a morale check. A British section makes it to the hedgerow and spots a Gruppe.  The section fires but does nothing.

British have reached the hedgerow!

The British CHQ calls in the 25pdrs into the orchard and 2 German figures are routed.

The Churchills fire again on the Panzers and the Panzer IV is destroyed.

PanzerIV KO

The British get one up on the Germans and the Brits on the hedgerow fire again and destroy 2 German figures and suppress a Gruppe.  The remaining Gruppe figure fails to rally and routs.  However, the other Germans all fire back and the British section is destroyed.  The British 1st platoon is down to 2 figures that retreat suppressed.

Firing at the Germans again

OMG.  British CHQ calls in the 25pdr again and three German figures gone in the orchard (average is 1).  And the Germans pull back.  The MMG continues to fire and another 2 British figures are lost.

The Churchills fire again and the Stug is destroyed.  The Germans have been a) unlucky in die rolling and b) just not getting the cards until later in the turn.

Stug KO

The British cannot afford to lose too much more to be able to meet victory conditions.  They need to get almost all the remaining infantry to the hedge.  I don’t think they will.

British side

The infantry and the remaining mobile Churchill move to the hedgerow.

British at the hedgerow again

The German 1st section routs due to poor rallying. 

The British 1st section (2 figs left) tries to rally but one figure routs.  The British do have not enough infantry left to meet the victory condition.  So close!

Verdict

Such a great game.  It was good to get out the 20mm on a decent sized table.  Not a lot of terrain but the Operation Jupiter scenarios have never failed to deliver an interesting game.

Saturday 21 September 2024

Six quick very small linked FiveCore Pulp Skirmish games

Introduction

I am planning to run a 10-game (or thereabouts) Five Men in Normandy Campaign and then follow that up with a 1st Edition Five Parsecs from Home campaign. 1st edition as it uses the 5Core rules and doesn’t track money.  But while setting up for that I thought I would run through using the rules and a quick campaign system using FiveCore Skirmish Pulp Adventures.  I will be using 2 figures that is less than the recommended figures  (4-6).  Why?  Well, I want to run the 5PfH with only a few characters and so need to see if the rules hold up.  I have done few test games and they seem to work fine but want to stress test them with only a few figures.

Note that this mini-campaign has all the games in one blog post.  The games did not take long and so rather than split them across multiple posts, I just put them all in one.  And did not do much of a narrative, more just explained what happenned. For the other campaigns I will split out battles and hopefully a bit more narrative.

I used an Excel spreadsheet to simplify the generation the missions and determine post-mission results.

Rules

Well, when I say 5Core skirmish, the rules are based on 5Core but not the same J  I cannot help but tinker!

·        I have converted the 1K1S results to 1d6 (I like rolling 1d6) and 3 results – pinned (no reaction fire, can’t move, Ok next activation), suppressed (no move or fire until rallied but if suppressed when already suppressed need to retreat into newer cover.) and KO (out of action).

·        To hide a figure needs to be out of LOS (e.g. behind a building) not just ducking down.  A figure ducking down can still be fired at but can’t be knocked out, just suppressed (unless with 4” then possibly KO).  This stems out of some conversations with Just Jack on how he plays 5MiN (in the comments).

·        A figure can react fire if fired on and it missed, or if a figure moves into LOS as per the rules.  If a figure reaction fires they can still be activated next turn.  This is similar to FiveCore Company Command.  It makes it easier to play the game and one less marker!

And why Pulp for the campaign?  It has a simple campaign system that will not be very taxing.  I have may some changes to simplify and also to reflect I am using quite small forces:

·        No Heroes as having them always activate would skew the game.  I just have two decent characters to start.  Skills are from 5MiN as I had a character generator already set up for that.

·        Only one resource per mission as fewer forces.

·        I tweaked slightly the weapons that may appear.

Table size and figures

Table size is 12”x12” and using cm instead of inches for measurement.  I cannot be bothered with the 2’x2’ boards right now. For the 5MiN games I will almost definitely be using 2’x2’ and inches.  Not sure on board size yet for 5Parsecs but likely measurement also in inches.

Figures are 20mm and I am using WW2 Russian and partisan figures as they look a little pulp-ish.   

To show pinned and suppressed I use little grass-like tufts – one for pinned, two for suppressed.

Initial forces

Charlton and Bevan

Charlton, rifle, tough

Bevan, shotgun.

Game 1

Mission

You were attacked while exploring or digging. Set up within 6” of the middle of the table. Enemies set up on the board edge away near a random table edge. Heroes must set up first. Enemy setup edge 4.

Resources for this mission: petrol bomb.

Enemy

The boss and 2 other agents

3 Government agents

Boss: brawling, good shot, tough, rifle

Agent 2: rifle

Agent 3: carbine

Terrain

Table (with forces deployed)

LOS blocking hill or bushes | Structure | LOS blocking forest or ruins

LOS blocking forest or ruins | Structure | Rough e.g. marsh, craters

LOS blocking hill or bushes | Scatter e.g. boulders, debris, single trees | Scatter e.g. boulders, debris, single trees

Play

Bevan gets the petrol bomb.  For the government agents and three figures I rolled 1 action die and then another d6 and if it was 4+, they got another action die.  Charlton and Bevan get one action die.

Setup.  You can see Charlton and Bevan in the building ruin.

Charlton and Bevan setup in the ruins.  The government agents are just off the table and decide to come in through the bushes.  Tempted to go over the hill, into the forest and storm the ruins but seems a waste when there are two rifles with a long range advantage.

The agents move on the board, one with a scurry.  The other two move together and Bevan reaction fires at them and pins the boss.  In our heroes turn, Bevan fires again at the boss to no effect.  The boss cannot fire back as she is pinned.  However, next turn she fires and supresses Bevan.

Opening shots

Charlton activates, and Bevan attempts to rally and is now only pinned. Charlton fires at the Boss, misses and the Boss returns fire and Charlton is supressed.   The government agents fire back and Charlton is suppressed again so must retreat.  On the good news, the agent with the carbine is out of ammo and needs to spend an action to reload.

Charlton retreats

Bevan fires and suppresses the carbine armed agent.  But is also out of ammo.  At least he is no longer pinned as that is removed at the end of activation.

The rifle armed agent moves up to be closer to the building.  Now within 4 of Bevan so a chance to KO him.    Fires and Bevan is suppressed.

Agents move ahead

Bevan unsuppresses and then is suppressed and supressed again by good agent fire and retreats.  Charlton unsuppresses while the lone agent enters the building and suppresses Charlton again. Bevan unsuppresses and he Boss agent dashes into the building.

Agents in the building

Bevan throws a petrol bomb into the building. And it has no effect at all!

The lone agent charges the supressed Charlton.  Charlton retreats.  The agent moves 3 and enters melee with Bevan and they are locked in melee.  The boss then charges to melee with Bevan, Bevan is suppressed and must retreat.

The agents force our heroes back

With both Bevan and Charlton suppressed near an edge and the fact that the agents can charge them again, Bevan and Charlton retreat from the table and accept defeat.

Post mission

Mission: fail.

Loot: no loot.

Event: Picked this up in Shang-Hai. The Adventurer or Hero with the lowest number of skills gains a new skill. Pick at random in case of multiple candidates. Bevan acquires the skill covering fire (may fire after a scurry move).

Verdict

Well, that was a very basic game of two sides standing across from one another. But the rules held up and I enjoyed the narrative.  The terrain setup did not help.   For the 1x1 tables, I am going from a 9 square area generation to a 5 area system (centre and four surrounds) to lessen the terrain.  

Game 2

Mission

You’ve acquired the goods and are trying to make it back to the plane/boat/truck. Set up in the centre of the table. Bad guys split into two and set up on the table edge from you on two random, opposing table edges. Setup edge 1.

Resource: blunt weapon.

Enemy

1 Bandits and looters. Boss: brawling good shot shotgun.

Terrain

Rough e.g. marsh, craters | LOS blocking hill or bushes

                Rough e.g. marsh, craters

Linear obstacles | Rough e.g. marsh, craters

Play

Charlton gets the blunt weapon.

And with only one bandit, the enemy will not split into two groups :-)

Charlton and Bevan setup in the centre.

Setup

Our adventurers go first.  They move to a nearby crater.  The Bandit also moves to a crater (out of the open) and fires at them and suppresses Charlton.

Charlton suppressed

Bevan fires at the Bandit and knocks him out!  That was a fast game.  A lucky 6 ends it all.

The Bandit is KO

Post Mission

Mission: pass.

Loot: scraps give 1; 1 artefact Books; sell the Books for 3.

Event: Bad morale Select a random character. If they go Out of Action during the next encounter, they will leave the party permanently.  Character selected is Bevan.

Verdict

Longer to set up than to play! haha.  Anyway, there is always going to be these games with a small number of figures where a few 6’s early will decide the game.  I am fine with that.

Game 3

Mission

You were attacked while exploring or digging. Set up in the middle of the table. Enemies set up on a random table edge edge. Heroes must set up first. Setup edge 3.

Resource: nothing.

Enemy

2 Secret society agents, Secret society agents Boss: brawling good shot handgun; others: handgun/weakling.

Terrain

Linear obstacles | Linear obstacles

                LOS blocking hill or bushes

LOS blocking hill or bushes | Structure

Play

Charlton and Bevan set up the best they can. There is only cover for one person in the centre and that goes to Charlton.

The agents could set up to go to the building but the boss only has a handgun with a short range  so decide to go via the hedges – at least there is cover that way.  First move for the agents can be a Scurry so no reaction fire.

View from the agents

The agents scurry on.  Charlton fires at the closest agent but misses, the agent fires back and Charlton is suppressed and decides to retreat.

Charlton is suppressed and retreats

The boss agent moves up and fires at Bevan and misses.  Next turn Bevan fires at the Boss, misses and then the boss return fire downs Bevan.

Bevan is down!

The boss agent now moves close the Charlton, fires and causes Charlton the retreat, effectively going off the board.

Charlton retreats under fire

The secret socity agents have won.  Worse, Bevan leaves Charlton, he has had enough (this is the event from last game).

Post Mission

Mission: fail.

No loot.

Charlton recruits a character (for 3 F$): Owens, good shot, handgun

Charlton and Owens

Event: Custom gun. A random character may upgrade their firearm to increase the range by +2”.  This would be Owens as the handgun only has a range of 6.

Verdict

Another quick game but gets the narrative going.  And learning a bit about playing with only a few characters a side.  So much luck!  I think I have been too bold with the Pcs and need to be a bit more careful. 

Game 4

Mission

You’ve acquired the goods and are trying to make it back to the plane/boat/truck. Set up anywhere in the centre of the table. Bad guys are split in two and set up on two random, opposing table edges. Setup edge 4.

Resource: area map (after setup may move a character for free)

Enemy

1 Secret society agents, Secret society agents Boss: brawling good shot rifle.

Terrain

Linear obstacles | Rough e.g. marsh, craters

                LOS blocking hill or bushes

LOS blocking hill or bushes | Structure

Play

Deployment

Charlton and Owens in the centre, The agent is setup to move into the building. 

Owen moves into a crater as the free move to get closer to the building. The Adventurers go first and Charlton dashes into the same crater as Owens.

Charlton and Owens in the crater

The agent moves into the building. Owens opens fire in reaction and the agent is pinned.  Owens now fires in his turn and misses, and is also needs to reload.

Agent pinned in the building

The agent fires at Owens and pins him, and now the agent is no longer pinned.  Charlton fires at the agent and they are suppressed.  The agent fails to recover.  Charlton charges the agent (best chance he has as the agent is suppressed) and the agent is knocked out!

Charlton charges the agent

Our heroes have won the day.

Post-mission

Mission: pass.

Loot: scraps give 2.

Gained a lead.

Event: Showing promise. Select a random Follower and upgrade them to an Adventurer. Have no followers so no effect.

Verdict

A good game. Even though 2 on 1, it is hard to dislodge someone form a building unless you are close, or charge when they are suppressed.

Game 5

Mission

You were attacked on your way to the objective. Forces set up within 6" of opposing table edges. Setup edge 3. Bad guys set up first.

Resource: dynamite.

Enemy

1 Bandits and looters, Boss: brawling, good shot, tough, autorifle.

Terrain

Structure | LOS blocking forest or ruins

                Scatter e.g. boulders, debris, single trees

Rough e.g. marsh, craters | Rough e.g. marsh, craters

Play

Give the dynamite to Owens.

Setup

Charlton fires at the boss bandit.  Rolls a 6 and he is KO.  The Pcs win!

Post-mission

Mission: pass.

Loot: scraps give 1; 1 artefact Jewels; sell them for 2.

Gained 2 leads. (3 total)

Event: Maintenance expenses. Deduct 1 F$ from available funds.

Total current F$: 3

Game 6

Mission

You were attacked on your way to the objective. Forces set up within 6" of opposing table edges. Bad guys set up first. Setup edge 3.

Resource: shortcut.  (enemy deploys on table edge)

And the leads have led us to a big find!

Enemy

1 Government agents, Government agents Boss: brawling tough rifle.

Terrain

Structure | Structure

                Structure

Structure | Linear obstacles

Play

Setup

Agent goes first; get an event of an extra member.  They both move into the building.

The two agents advance

Charlton fires at the boss and they are pinned. The new agent rallies the boss, fires at Charlton, misses.  Charlton fires back and also misses. Charlton fires at the boss and misses, the boss returns fire and also misses. The boss fires and it out of ammo.

So far, really bad dice rolling for so many misses.  And no scurries rolled so cannot really advance. And now having wrote that, Charlton rolls a scurry and drags Owens with him to a close building.  In my rules if you are firing at a hard cover >12 12 away you cannot KO them.  After moving, the two sides are within 12.  Although Owens pistol is still out of range.

Charlton and Owens move closer

At the worst time, the Agent boss gets spooked (random event see them suppressed).  The fellow agent rallies them, fires and suppresses Charlton!  Charlton fails to rally.  And then he has had enough and leaves the firefight.  Owens has also had enough and follows him.

I think I will finish the mini-campaign as I want to move to 5MiN and this was just a stop gap.

Verdict

Well, that was fun.  From a mechanics perspective it worked fine.  Small forces can be quick or not as there is not too much tactics after the first move or two.  There would definitely be more tactical moves with 3 or more figures.  I also think I will ensure that is will be very rare to have a single figure as the enemy as it was more interesting having two enemies than 1.   The 5Core Pulp has a simple between battle tasks compared to 5MiN or 5Parsecs, but that is OK as that is why I chose it.  It also has fairly generic missions compared to the variety in 5MiN or 5Parsecs.  I think the Pulp rules would benefit from some more mission variety.  All of the Pulp ones are a variation on set the forces up and drive the enemy from the field.