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, 23 August 2024

Operation Jupiter 23 - Into the Jaws of Death. 20mm WW2 battle report.

Introduction

This is game 23 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 a variant of my 4x3 grid rules without grids and sections are 3 person units rather than 1 base. I have changed them a little and now if within 3” count as fighting in melee but all have cover modifiers. Also activation is now (mainly) 2 section/vehicle per side per player turn.

Scenario

The British player has eight turns to capture the two objective buildings.

Troops

British

1 Company HQ

    3 figures

2 Reduced platoons

    1 platoon HQ (1 figure)

    1 2" mortar

    2 Sections (3 figures each)

1 Churchill VII

1 Achilles M10

British are Green (this is to simulate the demoralisation of the troops)

Germans

1 Zug

    1 Zug HQ (1 figure)

    2 Gruppe (3 figures each)

1 MG42 team

1 PzKpfwIV

Germans are all regular.

Deployment

Deployment

The Germans cannot really defend both objective buildings as it would split the force too much (there is a road to cross between them that would be deadly). And the British have quite a few paths they can take and cannot cover them all.  Although they could support one another, the building on the cross roads is a bit isolated.  Have gone with defending the rear objective building with a Gruppe at the T-intersection to cover both roads.  The MMG is set up with a good field of fire and the PanzerIV is at the rear to provide support for attacks on infantry.

The British have a number of paths – downs the road, down the sides and though the woods.  The key is that both objective buildings have to be taken so need to focus on the rear one and hopefully the forward one can be taken after.  So will come up the road with the tanks and two forces of infantry (a platoon each) will leap frog the buildings on either side.   The force for the rear objective building can also use the woods.  The force on the other side can provide support.   The British will need to be aggressive to get both building in 8 turns.

Game

The British move on 4 infantry sections on either side of the road.  The question for the Germans is do they fire now or wait until they get closer or wait to see where the other unit’s come on?  Rolled for it and they do not fire.

British first units enter.

The British continue to enter more forces and advance.  The Churchill enters on the road and spots the PanzerIV.  Needs a 6 to hit.  Rolls a 6.  A 5-6 will cause damage.  Rolls a 6.  PanzerIV suppressed and damaged.

The state of play. All but the British Achilles in on the table.

The German’s fail to unsuppress the PanzerIV.  The MG42 fires on the infantry in the building at the t-intersection and suppress 2 figures.  The British get a section as reinforcements (event) but this also limits their activations to 2.  The British section in the woods moves to the edge and spot the German Gruppe in the building and suppresses one.  The Germans fire back and suppress two.  Another British section then moves into the adjacent building, fires and the rest of the Gruppe is suppressed.  The Germans fall back as they are all suppressed and in close range of unsuppressed British units.

Infantry first contact!

The Germans unsuppress two of the three figures in the retreating Gruppe.  The MG42 fires on the section on the woods and suppresses another figure.

The British continue to push forwards rather than unsuppress units.  All the British are Green so will be harder to unsuppress as well.    The British move into the building recently vacated by the Germans and fire on the MG42 team.  Two suppressions and the MG retreats into the objective building.  The Germans behind the wall are within 3 so fire and KO one figure, suppress another.  Move movement for rear sections and try to rally the section in the woods but only one figure is good again, leaving two still suppressed.

The British push forward

The German behind the wall fire on the British in the building, cause another suppression and the British are forced to retreat.


The British are forced to retreat from one of the main buildings.

The MG42 team unsuppress.  The British are halfway through the time limit and forces everywhere are suppressed!  One section moves into the objective ruins.  So half the objectives taken.  Time to bring on the Achilles and so the tanks can support the infantry.  First need to remove the PanzerIV threat but the Achilles fails to hit.  The British attempt to unsuppress and do manage to unsuppress two but rout another.  Still lots of suppression for the British.

The British are consolidating.  The Achilles is on at last.

The Germans focus on rallying and all on their side are unsuppressed now.  The British Achilles fires at the PanzerIV and misses.  The Churchill fires and manages to damage it again.  The PanzerIV is destroyed.  This will free up the tanks to provide infantry support for the last two turns.   The British company HQ move into a building and fire on the Germans behind the wall.  One suppression.  Return fire sees one British figure suppressed.  The British section in the other objective building move to the wall, fire on the Gruppe in the building and suppress them all (excellent dice rolling)!    They have to retreat as they are within 3 of unsuppressed British.  There is nowhere to retreat but into the woods.  So close to retreating off the table.  Wow.  The British were very lucky to cause that. The MG42 in the building can return fire as within 3”. They suppress 3 figures.  However, as the section contains a leader, there are 4 figures in the group and so they do not need to retreat.

The tide turns towards the British.

The German MG fires on the section behind the wall and forces them to retreat.  The Germans behind the wall fire at the building and cause another suppression.  The suppressed unit tries to rally but is unsuccessful.

The German manage to keep the British at bay.

The British are desperate, two more turns to go.    The Building section fires on the Germans behind the wall and suppress none, the British in the woods fire at them as well and suppress one.  The Germans retaliate against the building and cause another suppression and the British are forced to retreat.  The British move up the Churchill and manage to suppress the MG42 in the building.  All units in the second objective are rallied (great rolls!) – ready to charge next turn.

The British attempt to cause some damage but are still not in a great position.

The Germans get three activations.  Move a figure back into the objective building to defend it, try and unsuppress the MG and fail.  Unsuppress the unit in the woods – all unsuppressed.  May be useful for a counterattack.

Last turn for the British.  Two figures from the woods move up to the wall and attack the German figure there.  KO!  The Churchill fires at the objective building and supresses the figure there.  The MG42 and the figure need to retreat as they are within range of the unsuppressed British at the wall.  They retreat into the woods.  I will allow the section in the second objective to charge into the main objective building.

The British take the second objective

Ok, the final turn for the Germans.  The four figure unit in the woods charge into the objective building to try and retake it.  The British also have four figures, the Germans get to fire first but the British have the advantage of not moving.  The Germans roll terribly and score one suppression.  The British respond and score three suppressions.  Not enough to cause the Germans to retreat.

The Germans counter-attack

The main objective building is in dispute with both sides occupying it.  The British lose at they do not solely occupy both building.  So close!

End

Verdict

That was such a nail-biter of a game. Amazing how much fun you can have on a small table.  The British got whittled away and just did not have time to rally enough units.  The Germans however could not get enough hits to stop the British entirely.  The amount of British attackers show though as they managed to keep coming back.  And at the end they were so close to winning.