Showing posts with label 5Core. Show all posts
Showing posts with label 5Core. Show all posts

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. 

Monday, 2 September 2024

Operation Jupiter 24 - Edge of Maltot. 20mm WW2 Skirmish battle report.

 Introduction

This is game 24 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 variation of Nordic Weasel’s Five Men in Normandy/FiveCore Skirmish (the main changes are using 1d6 rather than Kill and Shock dice, reaction fire is like FiveCore pulp (1d6 or 2d6 for auto weapons), can shock fire if hidden, and roll activation dice and assign to figures similar to Five Men at Kursk.

Scenario

The British squad must dispatch the first enemy scout and then clear the objective building. There is no turn limit and play will continue until the British achieve victory, or concede that it is not possible.

Troops

British

3 soldiers

British are regular

Germans

1 scout

1 garrison soldier with SMG

Germans SMG is elite.

Both Germans have grenades.

Deployment

Starting positions

The British start in the pit.  The German SMG soldier is in the rear of the building that the British need to clear. The garrison soldier is on sentry duty and a random direction was chosen for him to enter.  

Game

The Germans take the first turn and must move towards the gun pit.  He spots the British.

Sentry moving

However, as he moved into LOS of the British, they get to fire first.  They have about a 50% of making him out of action.  They succeed.

German sentry out of action

The British turn sees two soldiers move into the woods and the third (gets to move due to a random event) in the building opposite the objective.  I could have moved the British directly into the objective but they have no idea what is in there so would go carefully.

The British carefully approach

The German gets an event that they may ignore Snap fire and +1 on Brawls.  So let him charge the single figure in the adjacent building.  The British is out of action (considering the German is elite and has +1 on the Brawl and also charged it was a good move). 

German charges one of the British.

Only one Brit may move and he moves into the objective building.

British soldier takes the objective building!

The German fires suppressive fire at the British and misses with all three shots!

The British retaliate and fire at the German who is suppressed.

The German soldier is suppressed.

The German soldier recovers.

But the German soldier quickly recovers

The British turn sees one rifleman fire and suppress the German again.

Suppressed again!

This leaves an opening and the second rifleman charges into the building into hand to hand combat.  The German is overcome and is down and out.  The British win.

The other British soldier charges the suppressed German and wins the hand to hand combat

Verdict

Not sure the German should have abandoned the objective for the opportunity to take out one of the soldiers.  I did dice to see if he would and he did.  Otherwise this is the first test for these rules and they worked fine. There were seven Operation Jupiter scenarios that used this board.  This was the last one.  So it will be the last Operation Jupiter games for a little while as I move onto other things.  Possibly a WW2 skirmish campaign but maybe back to ancient historical battles, or maybe some Pulp skirmish action.  I haven’t really decided!

Friday, 21 October 2016

WW2 6mm Vzyama or Bust Scenario 2A Urk East Front 1941 battle report

Introduction
I played five games in a the mini-campaign in the IABSM Vzyama or Bust scenario book (available at the Too Fat Lardies site). I want to test out some company level rules, rather than the variations on my battalion level rules I used for the 5 games. I was going to use a variation on my own rules but recently have tested out the Five Core skirmish rules and really liked them so am giving the Company Command version of the rules a go. I am playing the games in the Vzyama or Bust book that I did not play as part of the mini campaign.

I am using 6mm and one base = 1 squad, 1 vehicle =1 vehicle. While a distance scale is mentioned of 1:300 to 1:450, I am assuming about 1:600 or so, then my 20"x30" table is about 300metres x 450metres, or about the size for a company on the attack. This really only effects some spotting rules I have introduced, as the rest of the rules seem to fit in with it fine.

Games 1 through 5 are here: game 1 link, game 2 link, game 3 link, game 4 link, game 5 link

Scenario
German minor victory if they take and hold the bridge. Major victory is they take and hold the small village as well. Meeting neither of these ends in a Soviet victory.
Overview of the table - Soviets may deploy below the river.
Troops
I have made a couple of vehicle substitutions when I did not have the right model, and in 5 Core, MGs and mortars stands are at a 1:2 ratio, so have reduced their numbers.

Germans
Germans are split into three groups.

German units

Recon (enters at beginning of either road)
   1 Kettenkrad
   2 Sdkfz 222
   2 Motorcycle squads (veterans)

Main strike force (turn 6)
Zug 1
   3 rifle squads
   ATR attachment
   Flame attachment
   3 Sdkfz 251

Support Zug
   2 MMG
   1 81mm
   3 trucks

Support armour
   3 Panzer IVB


Company HQ and armour (turn 9)
  1 company command
  2 rifle squads
  ATR attachment
  3 trucks
  2 x Stug IIIA

All reinforcements arrive at the beginning of the road used by recon.

Artillery
1x pre-game 105mm stonks

Air Support (Kubelwagon can call)
Call of a maximum 2 bombing missions

All Germans except the armour are veteran.

Soviets
Soviets are also split into three groups.

Soviets

Initial force
Company HQ
   1 Company commander
   1 Commissar
   1 NKVD squad
   1 sniper
   AT rifle attachment

1st Platoon
   3 rifle squads

2nd Platoon
   3 rifle squads

First reinforcements (turn 4)
  2 T34 (M1940)
  2 BT-7

Tanks appear on east edge together.

Artillery
2 missions of 2x 120mm mortars

Second reinforcements (turn 8)
Support Platoon
  1 MMG
  1 trucks

SMG Platoon
  3 SMG squads
  3 Trucks

Trucks appear on eastern edge road
All Russians are green except for the SMG and NKVD that are average.

Notes on units that appear in the scenario but not in 5Core
I used IASBM as a guide (as the scenarios are for IABSM) to craft rules for the units that do not appear.

Flame - a specialist and used the rules from 5Core skirmish but limited the area affected to 1"x3".

Commissar - a Motivator specialist but if squad panics again then remove squad and Commissar.

NKVD - place 6" directly behind a platoon and that platoon's squads will not retreat when panicked or flinches. In close combat a squad will treat any lost as a draw unless beaten by 3 or more. Then remove squad and NKVD.

Note on reinforcements
Reinforcements are by reinforcements card and is not done separately for Germans or Soviets but as a single reinforcement track.

In IABSM a reinforcement card will occur, on average, every two turns. Using the dice driven turn sequence each dice for each side allows movement of roughly 1/3 their force. but there are reactions as well and the movement is faster in 5Core than in IABSM. In this case, I think the odds will be roughly the same if I roll a turn die every player turn (2 player turns to a game turn) and a 1 or 6 rolled on a turn dice increases the reinforcement track. If it is going slow, I may increase it.

Other notes
  • Bombs are 155+ artillery and all artillery has been halved as 5Core seems to have a 1:2 ratio compared to IABSM for artillery effectiveness.
  • Motorcycles are 1K2S each.
  • I am using a force morale system where the company will retreat once a threshold (about 50%) is reached and a 1/6 is rolled.
  • I am using a simple spotting system - if a stand does move or fire and in total cover they are hard to spot at 6" and impossible over 6", hard cover and move, spotted up to 6", hard to spot out to 18".
  • The Germans have the advantage and so they get one extra die per turn.
  • Borrowing from an idea in Five Men at Kursk, the Soviets cannot activate both armour and infantry in the same turn.
  • Germans will have competitive advantage - 1 extra activation die - and Soviets will have one less.
  • To represent Green, I will use that they cannot self rally with a Firefight die. To represent Vets, if panicked and activated they can move or fire on activation. They also get +1 on Assault.
Terrain
  • Rain affects movement: wheeled vehicle moves in open ground may be bogged.. 
  • There is a ford at the end of the track near the house. The Soviets know it is there, the Germans do not but spot it on a 1/6 roll within 6". 
  • River can only be crossed at bridge. 
  • Hills only climbed by infantry and tracked vehicles. 
  • Both sides cannot destroy the bridge
Deployment
Soviet initial force anywhere east of the river, hidden and may be dug in.

Soviets deploy in the village.
There are 18 units in total on the German side and 16 on the Soviet. 5Core activation would be a bit skewy with this many units on the table - best for 15 or less at most. Luckily, only 4 Germans on the table at start and 8 Soviet. So I will just use normal activation methods (as per Five Men at Kursk) and wing it if it gets too hard if all the reinforcements arrive with no casualties.  Pot game note: I did not have to worry - losses kept numbers to a manageable level on the table.

Game
The Soviets aim is to hold the village and focus fire on any Germans that attempt to take the bridge.  Reinforcements will be used to strengthen this plan.
The German recon will be used to discover Russian forces.  Reinforcing infantry will be used to attempt to take and hold the bridge with armour supporting.  If they can take the bridge, the village is a secondary objective.

Pre game stonk on cross roads. Lands on target and the 2 stands under the template are unaffected (!).
Germans move on. They choose the road behind the woods. Subsequent reinforcements have to come in on the same road, and this entrance is hidden by the wood from the eastern side; coming in on the other road exposes the units to possible fire immediately they arrive. Note due to lack of models, I have 2 motorcycles, 2 Skfzk222 and a Kettenkrad for the recon unit.

German recon force arrives.
Russians decide not to reaction fire (as that has to occur the moment the first motorcycle appears) and wait until their turn to fire.   Roll a Scurry and Firefight so only the 3 squads and AT rifle on the hill will fire.  And what fire it was - Knocked out a motorcycle squad, the Kettenkrad and forced a Sdkfz to retreat (a Flinch) and was bogged the moment it left the road. Well, at the least the Germans know where some of the Soviets are...

The recon comes under fire.  The brown marker is hiding
The remaining motor cycle squad and rhe Sdkfz222 fire (as it was a firefight).  One squad Flinches (I am using the latest - September 2016 - 5Core Skirmish shock 1 die results that is a Flinch rather than scared or pinned or Hunker down etc).  Flinching causes 1 squad to hide, as they are dug in.    I also note that if casualties are this high, my question about having too many units on the table at once for the activation system is never going to require an answer!

German turn sees the Motorcycle squad and the Sdkfz 222 fire at the dug in Soviets - one panics and retreats, the other flinches and hides.

Platoon on the hill status  one running away, the other two hiding.
Soviets try to rally the panicked infantry but they flinch and i rules that they run off the board.  The other two hiding infantry peek to fire, the motorcycle squad reaction fires causing one to hide again,

One squad now destroyed.
I have roll a 6 for the turn die for each side's turn so far  - it is turn 3 already (important for reinforcements)

Can I just say that at this point, the 5Core games has admirably migrated from skirmish to company level fantastically.  I am really enjoying it.  I like the reactions and the retreating.  I read a whole bunch of ww2 autobiographies while trying to write my own company level rules about a year ago, and these rules really capture what I got out of the books.

 Germans get a random event! and may roll 2S at a stand in sight. The only one is the lone Soviet squad not hiding on the hill...no effect.  They got 2 firefights so no attempting to unbog the Sdkfz 222.  German fire this turn destroys the Soviet squad that is in view.

...and then another.  The last one stays hiding for a long time and survives for awhile yet.
Am I tempted to use the sniper in the village on the motorcycle squad (as I get a fire option as the Germans had a firefight).  Hell yeah! It is only a 1 Shock, but the Motorcycle squad panic and are now behind the hill.

Motorcycle retreats to the safety of the hills.
The Soviets have nothing to hurt the Sdkfz222 and are in a good spot so do not do anything on their turn.  The German turn sees the bogged Sdkfz 222 remain bogged, and the motorcycle squad un-bogged but doesn't move.

After a few German frustrating turns, the stands are unbogged and the units are back on the road.  The sniper fires on the motorcycles and they retreat 3".

The remaining Germans are all rallied and set to re-engage 
The recon has found the units on the hill, but has failed to flush out any other Soviet units.  I should have been more aggressive in moving them forwards to check out what else is on the board.  I will try and do this more, if they don't all get destroyed because...it is turn 4 and the Russian AFV reinforcements come on.

Soviet random event sees the squad with the Commissar Knocked down.

The village is still fine, although a squad is randomly knocked down (the green marker)
Tanks came on with scurry.

Russian armour reinforcements enter.
German random event see a lucky stand gets a free fire at a target in LOS - Sdkfz 222 at the leading BT7.  2K 1S  and the BT7 is out of action.

The leading Sdkfz 222 (right) takes a shot the first BT7 (right) that is KO's
First Sdkfz 222 advances down the road and the BT7 fires and misses! (3K 3S). Motorcycles advance to the bridge.

The recon advances to, well, recon.  Surprisingly the BT7 fires at the Sdkfz 222 and misses
BT7 at Sdkfz 222 misses again (3K 3S again! - there is about a 9% chance of a complete miss).
Rally the knocked down squad with the commissar but they decide that the battle is not for them and leave the table (rolled a out of action).
T34s move up and fire at the Sdkfz222.  The armoured cars do fire back (they do manage to scrape up a 1S against T34s) but do not stop them.  The T34s KO both Sdkfz 222s

The T34s advance (left) and destroy the two Sdkfz 222s (top)
It is Turn 6 and the main German force arrives on table.

As soon as the first 251 enters, the T34 reacts and fires, and all it does is a flinch and it races to the woods.
Second one enters and the other T34 fires again. BOOM!  Note the Russians have used up all their full reactions (I use the rules from 5 Men at Kursk where reactions = fire discipline, and assume fire discipline is = to number of activation dice.  After this, then reactions are as per Five Core Company command - 1K for vehicles, 1S for squads).  Passengers dismount, knocked out and hiding behind the half track.

2 German halftracks enter as part of the reinforcements and  one is destroyed soon after entry and passengers dismount 
Third one enters and the BT7 takes a 1K shot but fails.  Third enters and dismounts on the riverbank next to the bridge,

The third haltrack makes it to the bridge and dismounts the infantry
The trucks enter with the last activation (platoon orders) and move as far as they can and dismount infantry.  I did not think it prudent to leave them in the trucks when able to be fired on.

The German trucks are also part of the reinforcements that make to to the hills and dismount ASAP before the Soviets can destroy them 
Not enough activation dice to bring on the tanks :-)

So many things now for the Soviets to do....with two activation dice. T34s fire of the motorcycles and squad at the bridge - the squad is destroyed and the motorcycles flee.

The Soviets have lots of targets and the T34s focus on the bridge - clearing it of the squad and motorcycles.
The BT7 fires on the foremost squad from the truck and causes them to panic.

The BT7 panics one of the dismounted infantry (behind the hill)
The Germans have nothing to use for reactions but on their turn the PanzerIV's come on, the first is destroyed by the Soviets but the rest make it on and fire, destroying one T34 in the process.  Also disembarked the infantry in the wood and moved it towards the river.

The three PanzerIVs come on as the last of the 1sr wave of  reinforcements and one (on the road) is immediately destroyed by a T34

..but the PanzerIV return fire destroys a T34 (centre smoke)
Remaining T34 at a PanzerIV.  Knocked down on both (a carryover Kill die on a close tank).  I knew it was a mistake to leave them so close!  BT7 at the motorcycle and knocks it down.Germans manage to rally the Panzer IVs.

The PanzerIVs are both knocked down (green marker).  Basically stunned.
Soviets rolled a scurry and firefight so move up one of the squads in the village closer to the bridge, and fired on a Panzer IV - KO'd.  Return fire sees the T34 panic.

Overview at mid games after both sides 1st reinforcements have come on.  Soviets still strong in the village.  Germans a little stuck still on the road.
BT7 destroyed, motorcycles are fine and the only other infantry squad moves out of the woods and up the river to try and see if anything is in the village.  One Soviet squad fires at this squad in reaction for no effect, but manages to knock them down in the Soviet turn.  The T34 is also un-panicked.

Germans roll up lots of firefights.  Rally the squad at the river, the MG fires at the Soviet squad in the village and it is out of action.  The other MG and the 81mm mortar fire on the squad on the hill (although hidden it is in soft cover).  They are also gone.

The MGs and 81mm (from the trucks) fire at the Soviets squads on the hill.  Both  are gone.  Hill is clear.
It is not looking good for the Soviets - MGs are pretty good and they have two of them!  Not much else to actually take the village though.

Time  for some Soviet artillery - commander calls it in the centre MG and it is bang on target! No outright kills but a panic, out of action and a flinch.    Also, the T34 moves to cover the bridge, but out of sight of any German armour.

Soviet calls in the off-board artillery  - no kills, but some damage to the squads.
German squad moving along the river moves the the bridge - it is the minor victory condition.
Their rallies are all successful, except I finally get around to rallying the German squad that dismounted from its half-track many turns ago.  It panics off the board.  It had the flamethrower with it as well.

It is turn 8 and Soviet reinforcements arrive but have to move the T34 off the road so the trucks can come up it. Three of the trucks come on board (scurry die) and unload the SMG squads into the village.

The last Soviet reinforcements arrive - trucks that dismount SMG squads into the village.
The Germans move the motorcycle squad up to the bridge and advance the other infantry squad down the road.

The Germans advance a few squads to the bridge.
Turn 9 has arrived for the Germans who get the last of their reinforcements.

Stugs move on and T34 misses, Company HQ arrives in trucks behind the Stugs.  The MGs fire at the squads in the village, and the 81mm mortar attempts to do some damage as well.  All that fire causes one squad to rout, and one to panic.

The Stugs and trucks (with Company CO) arrive as the last of the German reinforcements.
The Russians bring on the MG reinforcement and deploy them behind a hedge.

The T34 fires on a Stug again, inflicts nothing and the return fire destroys the T34.  Uh-oh.  The Soviets do not have any armour left.  This is bad for the Russians.

The last T34 is destroyed.  The Soviets have no more armour.
One of the Stugs receives a garbled message but seems they need to check out the woods so they move there (random event to move 1d6 in random direction).  The Germans open fire with what they can and pin a few squads.

Random event sees a Stug move to investigate the woods. 
The Soviets roll appalling rally dice and sees one squad panic off the board, and the MG (that was panicked last turn by German fire) retreat.

The Soviets attempts some rallies, but an MG that had just enters panics off the board, and another squad is routed.
The German fire routs the squad with the sniper, the motorcycle squad and other squad at the bridge scurry into the closest wooden houses.  They are in the village!

More German fire sees another village Soviet squad destroyed, and the Germans take the opportunity to advance into the village.
I roll for the force morale of the Russians to see whether they stay.  Nope.  They retreat off the board and leave.  The Germans have scored a major victory!

End game.  The remaining Soviets fail the group morale and will retreat off the table. 
Another excellent scenario that could have gone the other way.

Verdict
I had fun and there was a few times when one side or the other got into the decision making loop of the other (always a good sign of a good scenario and rules).  I did need to flick to the rulebook a few more times than I would have liked.  Company Command is a whole new world compared to the skirmish games I was playing with 5Core.  I never really needed to look up the rules with the skirmish, but with 5Core Company I have tanks, halftracks, trucks, mounting/dismounting infantry, artillery and specialists.  It definitely was a step up in rules dumping in one game! To make things a little worse, there were some bits (like artillery) that are very similar to my own rules, but just a little different. So I had forget my rules and use 5Core's, that were similar.  But it was all fine in the end.   A few more games and I do not believe I would need to look up the rules at all, or maybe just port the activation/reactions and fire mechanisms to my rules and still the same - no need to look up rules after a few more games.I have the next scenario in the book all ready to go.