Tuesday 27 September 2022

Company Megatest -- FiveCore Company Command

 


Had a so-so relationship with the Skirmish version of FiveCore so let's see if I get on any better with the Company version, although I'm a bit wary of a system that uses almost identical mechanics for Skirmish, Company and Brigade level combats.

Presentation

Single 62 page PDF from Wargames Vault - $7.99. No hunting through multiple supplements like the Skirmish version, all in one place and pretty well laid out. Very simple 1pp QRS.

Set-Up

Like a lot of the Nordic Weasel products there's a complete scenario and even campaign generator in the back of the rules so I used that to generate the 3' x 3' terrain and force objectives. Company Group on either side, Germans defending the village against a simple attack.



How It Played

The Cromwell advancing down the road got ambushed by the German AT gun and by a Panzerfaust in the woods and had to pull back, shaken but not out. The German MG in the house on the S of the table effectively pinned the southern British platoon at the wood line. The Cromwell put a few rounds into the house to take him out, but an artillery stonk on the German hedgeline missed, and the Cromwell was finally taken by the AT gun. In the centre the British pushed through the woods, whilst the Germans swung down from the fields N into the woods. A couple of firefights and assaults saw the Brits as victors, although a lone German squad managed to keep the reserve platoon pinned back. The Germans tried to push forward again in the S, a Panzer coming up the road getting hit by the last Cromwell. The German infantry were luck with the Brits rolling a Scurry round as they legged in across the field. They made it to the hedgeline and into close assault for no loss, forcing one section to withdraw. The British on the N side were making their own flanking action rather than taking the village head on, but both sides were at 7 squads, 1 above the morale threshold and we were on turn 10 (no idea how you're meant to do it in 5!). Then the Brits rolled an order change and higher command obviously felt they were too spent to take the village and ordered them to go firm around the village and woods. All over and even honours.

ENDEX


Rules Impression/Overall

Way better than last time. Yes it's very abstracted but it moves along quickly, is internally consistent and works and all the extra bits generate a good narrative. Perhaps not the ruleset I'd play for a more analytical game (been reading too much Jim Storr) but for a fun game it's probably hard to beat.

Perhaps the mechanic is less suited to Skirmish where you (well I) really do want something a bit more gritty, and having abstracted it may well be that it works OK at Bde level as long as the terms for results are changed - will have to see in a couple of years when I get round to the Bde test. I could see it as an interesting alternative to the Megablitz/Division Commander type portable wargame rules.

Probably 8/10, even 9/10 on its own terms (somewhat better than the 5-6/10 last time!).




3 comments:

  1. I really like the 5Core company and brigade rules. Yes, they are a bit abstract but some of the mechanisms work very well indeed, particularly the automatic opportunity fire which saves an awful lot of the faffing around with normal opp fire rules. Sadly, my regular opponents are less enamoured.

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  2. I too am a big fan of the rules- if anything I prefer the Brigade set to the Company set. I agree with you that it doesn't work well at all at the skirmish level.

    Cheers,

    Pete.

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  3. Will have to try it again when I get to Bde!

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