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.