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"Five reasons you should play FiveCore and five not to" Topic


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Weasel05 Nov 2014 5:28 p.m. PST

A bit of shilling today: Five reasons you might be interested in the FiveCore game or one of the off-shoots (Five Men in Normandy, Five Parsecs, the upcoming Union in Despair (which probably should have been "Five anarchists in New York").

And in the interest of fairness, five reasons why you might not be.

1:
Morale and Damage is one, combined roll.

Instead of rolling to hit, figuring out the damage, then making a morale check, you roll two dice of different colours, and by checking if either was a 1 or a 6, you know if the guy went down (and how bad), if he flinched or if he's legging it.

No tables or fuss.

2:
Character driven

All FiveCore games are character driven. Whether it's the basic skill system or the full-blown character creation tables in Five Men and Five Parsecs, each figure is potentially a unique individual with motivations and goals of their own.

To give an example, in Five Men in Normandy, your squads morale goes up and down based on certain personality types. Patriots may increase morale while too many ambitious career men may cause problems.

3:
No Stats

No stat-lines for your men. Anything that differs from "I am a soldier" is represented by a skill which marks the exception to the rule.
This also means that veteran troops are unique because they will have several skills that show how they have adapted to combat and in what manner.

4:
Cheap and quick

A typical game lasts an hour to hour and a half and getting a game-worthy force is extremely cheap. Since you need a squad or so at most, even in 28mm, you're looking at 15 dollars or so. 15mm gamers can get in with two packs of 15mm infantry, 8 dollars or so in most cases.

5:
No modifiers

Outside of close combat, no dice modifiers are used when firing and handling morale. Roll the die and what you see is what happened.


Now, five reasons all this greatness may not work for you and hence you shouldn't send me tons of money:

1:
Not comfy for platoon level battles.

While it can be done and there's various suggestions for it, a full platoon level battle is going to be a bit tough. The turns get very chaotic and you need some quirky rules to make the turn sequence really work well.
For this scale, until I finish "Berlin is not in sight", go buy Nuts or Chain of Command.

2:
Tank battles

FiveCore is an infantry game. The Heavy Metal supplement covers vehicles but mainly for recon vehicles, light tanks and suchlikes. I happen to think the vehicle rules are pretty clever, but they won't be that satisfactory for people who want platoons of T34 taking on Panthers.

3:
No Stats

No stats can be a bonus but it can also be a downer. If you prefer troops to be pretty interchangeable so you don't have to keep track of who is who, you may find yourself confined by "A soldier is a soldier" as a principle.

4:
Long, in-depth games

I play ASL, so I know the joys of a deep, complex game. There's a certain, narrative experience that quick and simple games don't always provide. The downside is complexity and play time. If you like games like Face of Battle or ASL, this might not fit your desires at all.

5:
The D6

SOme people prefer D10's or other dice with a wider range of outcomes (where are all the D8 and D12 games?) and more amenable to modification.

FiveCore sticks with a standard D6 on the gaming table though we do use percentiles in campaigns and when setting up missions.


If this has triggered your imagination, go give me lots of coffee and beer through link

Ask if you have questions and as a follow up, I'd love to see more of the writers that hang out on TMP do something similar.

Hydra Studios Sponsoring Member of TMP05 Nov 2014 6:56 p.m. PST

I'm intrigued by the idea of no stats. Can you elaborate on this concept?

-Matt Beauchamp
Hydra Miniatures
hydraminiatures.com

Weasel05 Nov 2014 7:04 p.m. PST

Sure!

In most games, you'll have either a stat-line (ala Warhammer) or you'll have troop ratings (elite, green, regular etc)

The basic rules assume that each figure is a reasonably trained, reasonably motivated soldier.
(edit: This means that the basic movement and combat rules are written to assume a normal guy, and don't require any external numbers to function)

If a guy or girl should be superior, they'll have specific skills that make them better in a particular area. Like rerolling firing dice, moving faster, getting an ability that others lack etc.
Some are small bonuses, others let you break the rules a bit (like being able to move when normally you couldn't)

So if you had a squad of gnarly veteran soldiers, several of them will have skills, while a bunch of fresh recruits won't have many/any.


In essence, a soldier can be better but you have to show in what way he is better, and he'll be better in a different way than another soldier.

thom21605 Nov 2014 8:43 p.m. PST

Any chance of another special on the rules or bundles.

Thanks.

Weasel05 Nov 2014 9:07 p.m. PST

Definitely though it may not be until the end of the month. I usually do a special on one thing each month, last month was special since /everything/ was discounted.

Not 100% sure what will be discounted this month. Maybe I'll do a special bundle.

nvdoyle05 Nov 2014 10:33 p.m. PST

Hmmm…intriguing!

Okay, show me how you'd represent the difference between a hive ganger, an Imperial Guardsman, and a Space Marine?

John Treadaway06 Nov 2014 3:18 a.m. PST

I have to say that the rule system sounds very interesting.

John T

cfielitz06 Nov 2014 7:21 a.m. PST

I've had only one game so far using the rules, and it was just to test the mechanics. It was a shootout at OK Coral sort of game. The corporate baddies got the drop on the good guys and scored good rolls. Three drop, one ran away, and the last man standing decided to surrender! If I ever get more than five minutes of my life back, I plan to play a more complex game with terrain and objectives.

Weasel06 Nov 2014 9:15 a.m. PST

A challenge, I like it.

Nvdoyle – okay, so I am going to make up skills rather than pick specifically from the book since I am on another computer right now.

What makes a hive ganger special? My vision is a wiry girl who's adapted to her environment but aren't really formally trained as a soldier.

So, we'll give her three skills: She suffers no movement penalties for scaling climbable ladders, walls etc. If it can be traversed she does it as open ground.
When initiating close combat ("Brawling" in game terms) she negates any bonus the enemy gets from weaponry.
All fire beyond 12" is Shock dice only (spray and pray rather than good aiming)

The Imperial Guardsman to me is a bog standard soldier so I probably wouldn't assign any skills there.
For a squad of them, I'd give them a small morale bonus (they can ignore 2 morale "hits" per game, assigned to any figure you choose)

For a space marine, I'll go a bit more Rogue Trader and do:
+1 bonus to all Brawling rolls.
If an attack would force them to Bail out, they Flinch instead (they'll be suppressed but not really retreat).
A squad of space marines gets to activate an extra figure every turn. (So in a typical turn, they activate 3 instead of 2).


That's not counting armour and weapon stuff, of course. Bolt guns go through most things, so they can fire at figures hiding behind cover, but get only Shock dice when doing so.


Make sense?

nvdoyle06 Nov 2014 11:02 a.m. PST

Yes, and a *very* intriguing response. I may have to check this out…

Okay, next question – what kind of force balancing is there? ("None" is not a bad answer, I can deal with anything from strict points to play-what-you-want.)

Weasel06 Nov 2014 12:18 p.m. PST

Pick up games: None what so ever :)
There are mechanics for rolling up a random force and I assumed people would use those, but most people seem to prefer just picking some figures and use the tables for campaigns.

I personally love randomly generated forces but I have a feeling I am a minority there.


The aim is campaigns though, especially for Five Men in Normandy and Five Parsecs From Home. So your force is rolled up randomly and will gain and lose men/women/bugs/robots as you go along.
Enemy forces, if generated randomly, will relate somewhat to the size of your force but not much. It's intended to be a bit lopsided much of the time (for or against you)

Jozis Tin Man06 Nov 2014 12:47 p.m. PST

For anyone that is skeptical, I recommend you grab the basic rules. They are inexpensive, and I did not buy in until I actually put troops on the table and pushed them around.

You can see my thoughts on my blog:
link

Weasel06 Nov 2014 1:01 p.m. PST

Thanks!

As an aside, I am working on an expanded skill list, which will have 100 skills total so look forward to that :)

Zargon06 Nov 2014 4:06 p.m. PST

Nice on e Nordic, Got the 5Parsec setup. And have just got 'NEiS' and the 1st add-on. Now I'm waiting for r supplements for them WW2-Hardcore scifi-40Kish , now back to the grind stone mate :)
1st time I have ever enforced a product here on TMP ( I am no way associated with Weasel) Gents and Ladies, these rule systems are IMO really a great and intelligent way of gaming yet simple enough for even idiots like me.
if you know the basics you can use all the other genre of the rules so no learning a whole new system plus its not silly like 40K ( buckets of dice and a bloodbath with the winner last man standing) I'm sure the rules will not appeal to bean counter gamers but are a breath of fresh air to us who like a more narrative type game (remember you 1st games as a kid and all that imagination;) well these get that cool feel back.
Cheers all check these rules out and happy gaming.

Weasel06 Nov 2014 4:10 p.m. PST

I think you meant endorsed, not enforced :) But thanks in any event.

Zargon06 Nov 2014 4:45 p.m. PST

Haha LOL, yes we'll call it a double entendre.
Cheers NW

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