Common Questions: Swapping Parts Out
Common Questions: Swapping Parts Out
Common Questions: Swapping Parts Out
individual soldiers in the skirmish rules, squads in Company Command or companies in Brigade
Commander.
The rules will function at larger sizes, but two things happen:
First, the number of figures that are doing nothing starts feeling a bit more noticeable. Moving 3
guys out of 9 seems reasonable. Moving 10 out of 30 can seem a little strange.
Second, the special turns become far too important.
The best answer is to run the game as a number of individual sub-forces. Take turns activating one
sub-force.
When a force activates, make the activation roll for the sub-force in question.
This also works well for multi-player games, especially as players tend to like to operate fairly
individually.
If you prefer to handle one side entirely, before moving to the next, roll the action dice at the same
time, then assign them.
For example, if I have 3 companies on the table, I roll 3 action dice and select a company to receive
each action die in turn.
Under such a system, it's common to assign some limitations on Scurry/Fire Fight reactions (or
even forego the reactions altogether), to prevent a single squad from causing the entire enemy
battalion to surge forward.
On denser, more populated tables, this is unlikely to be an issue.
INACTIVE FIGURES
In any given turn, a number of figures will be inactive.
When a figure is not specifically activated, we are not assuming that they are literally doing
nothing.
Units that have not received other orders are assuming to be taking cover and trying to control the
area around them, as represented by reaction fire.
In many ways, which figures you do not activate can be as important as the ones you do.
Pushing units into positions where they can control the area in front of them can help win battles, by
forcing every move your enemy makes to be taken at risk.
Of course, as the game unfolds, your units may be pushed back into terrain features or behind
obstacles where they cannot influence the battle.
In such a case, we can assume they are recovering from confusion, fatigue and temporary lapses of
discipline.
Such units will need an activation (representing a sternly worded admonishment from the overall
commander) before they will resume fighting efficiently.
DISPLACEMENT
The displacement rule causes a fair bit of confusion.
In future editions, it will get an extensive rewrite to make it clearer, but it is only intended to be
applied in meeting engagements or by moving forces, not to troops in a prepared position, prior to
the scenario.
What displacement represents is that as the overall commander, you won't have complete control
One of the particulars of FiveCore as an engine is that your figures tend to move around quite a bit.
Troops get pushed back out of positions and have to reclaim them.
This is one area where we are taking a bit of a larger view and condensing it into one table-top
battle.
When you read accounts of battles, you'll find troops being pushed back, regrouped and brought
forward, but it usually takes place over hours, instead of the relatively limited time we have on the
gaming table.
What the Bail mechanic does, is effectively create that experience but within the context of a single
tabletop encounter. Especially in the larger scales, a rash of Shock dice can force an entire flank to
retreat, leaving your central position vulnerable.
RANDOM FACTS AND TRIVIA
*The original idea for the system used the idea of moving only 1 in 3 figures, but coupled with a
more conventional to-hit and damage system.
*The very first thing written for FiveCore was the action die roll.
*Originally, FiveCore was intended as a cut-down introductory version of Five Men in Normandy.
Instead, it became the flagship product as people expressed interest in it as a generic system.
*The intention had always been to write a force-level morale system. When we were mostly
through play testing, I realized that I had completely forgotten about it.
*Medieval/Fantasy FiveCore is the most requested variant.
*The variant I want to write the most, but find the least likely to ever be finished, is a role playing
game using the mechanics.