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"5core players - What is essential in the system?" Topic


4 Posts

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Comments or corrections?

Weasel13 May 2017 7:21 p.m. PST

Not that I am fiddling with anything in particular, but if you had to boil FiveCore down to the absolute essentials what would those parts be?

Talking to players elsewhere, some sort of action/turn die and dual firing dice seems the things people hit on.

Anything else that's key to the experience in your view?

Coyotepunc and Hatshepsuut13 May 2017 7:33 p.m. PST

The dual firing dice is the absolute essential component. The next thing is the reaction/snap fire. With those two mechanics, you can use a number of different activation systems and still have a good game.

RetroBoom14 May 2017 7:34 a.m. PST

In no particular order:
Shock and Kill dice
Random Scurry/Firefight turns
The ability to play with fewer than 12 models per side (you may remember I like to play with more but the fact that it works perfectly with only a few models is great feature.)
Super simple reaction fire
Placing the die next to the figure/stand that was attacked, to be re-rolled later as a moral/delayed results system

These are fundamental and indispensable things for me that make Fivecore what it is and make it great.

Jozis Tin Man15 May 2017 5:48 a.m. PST

Going to be a bit redundant, repetitive, and verbose and restate the above.

- The shock / Kill die system with morale results baked into the roll.
- Using a 1 or 6 to indicate a result makes die roll resolution SUPER fast
- Emphasis on morale impacts of suppressing fire, especially in company commander / Brigade commander.
- Reaction fire forces the attacker to find those covered and concealed avenues of approach.
- The randomized turns. Lulls do happen (scurry) and increased fire tempo (firefight) in ways commanders cannot control and that provides a challenge.

I think you have already nailed it. Also, it is hugely customizable, and actually reminds me of Black Powder in that way. I can tag on as many or as few special rules as I want and easily adapt it to specific conflicts.

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