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"five core skirmish with full squads?" Topic


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Dobber05 Jun 2015 1:12 p.m. PST

hey guys I know the author is on here. My question is I played five men in Normandy and that was geared for about five men. If I recall correctly you could activate two soldiers per turn. I'm getting five core 2nd edition printed today I bought it last night. I was wondering if I wanted to play with about 9 or 10 figures Perseid how would you go about changing it?

Thanks
Joe

Rich Bliss05 Jun 2015 1:58 p.m. PST

I wouldn't change a thing. The mechanics work fine with 10-12 figure, in my opinion.

Weasel05 Jun 2015 1:58 p.m. PST

Just add another activation per turn. I usually play with 3 activations when there's 8-12 units and that seems about right.

Check the "playstyle options" bottom of page 9 :-)

Let me know if you have more questions.

edit: As Rich says, it'll work as written as well. I try to aim for "activate about a third of the blokes" but some people prefer the razor focus of picking out 2 blokes each time :)

Dobber05 Jun 2015 2:03 p.m. PST

thanks guys. I swear you're probably should have waited until I read it as a question huh?

Weasel05 Jun 2015 2:07 p.m. PST

LOL, no worries.

I stuck all the optional stuff in the end of each chapter, to avoid cluttering up the main rules.

Dobber06 Jun 2015 8:18 a.m. PST

OK, one more question for you bud. I purchased all the supplements for fivecore while o was at it, and got them all bound together when I had then printed. I'm noticing some duplicated information. Could you by chance have a list handy of which supplements still have new info and which have been incorporated into 2nd edition? This would probably by useful to not only myself but many new customers
Thanks
Joe
PS perhaps a linked blog entry on the product description?

Weasel06 Jun 2015 11:45 a.m. PST

I'll check, I have a total list.

Nothing is made completely redundant but from memory:

*Weather rules
*Vehicle rules (though they actually came from Company Commander, the Heavy Metal version is still usable if you want more detail)
*Heroes.

Essentially it was the stuff that would fit into any game and not be too specifically tied to one setting.

Gasmasked Mook06 Jun 2015 5:38 p.m. PST

Quick question relating to reaction fire: Am I correct in saying that It is shock dice only, unless the enemy passed within 4"? And that when moving from hidden to fire allows reaction fire before the active player fires?

Also, how's progress on the Post Apocalyptic supplement? I have been looking forward to that one

Weasel06 Jun 2015 6:53 p.m. PST

Correct and correct.

Post apoc is about 50% done after a hiatus. I went back and reworked some portions that I wasn't happy with.
News soon since it's one of the more requested things :)

Gasmasked Mook06 Jun 2015 8:33 p.m. PST

Thanks a lot for answering and so quickly! I do have a follow up question though. Under reaction fire, it says that it should always be undertaken "at the absolute earliest opportunity". Given this rule, is it possible to "hold" one's reaction fire if they are moving within 4" until one can use the snap shot or does the snap shot rule only come into play for models 4" apart coming into line of sight for the first time?

I am excited for any news of the Post-Apoc supplement. I have a set of models half painted for Metro 2033 tunnel warfare and am eager to see them in acfion

Weasel06 Jun 2015 11:54 p.m. PST

I have some of the ex-Armies Army (now Brigade) "white russians" with gas masks and goggles for just that :-)

The reaction shot must be done at the earliest chance for the firer.

So if the guy/girl/bug eyed monster enters my sight 6" away, that's when I shoot at it.

Snap shots come up, as you suggest, when the enemy comes around a corner or similar.

For a "last stand" scenario, I'd allow people to hold their fire til the last moment though :)

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