Zobrazují se příspěvky se štítkemCompany Commander. Zobrazit všechny příspěvky
Zobrazují se příspěvky se štítkemCompany Commander. Zobrazit všechny příspěvky

neděle 13. března 2016

5Core Company Commander - scifi expansion

Pico armor and Plasmablast tanks painted by  ANA PAULA DA SILVA, 
THADDEUS GREGORY BLANCHETTE
Without doubt 5Core Company Commander is really gem, for modern warfare it doesnt matter if you
play in 6mm or 15mm the CC offers unique gaming experience. I reviewed CC long time ago but for solo gaming it is excelent now lets take a look onto Scifi expansion set.

You can find original review of Company Commander here 

The expansion have 23 pages and includes various rules for sci-fi including diference of tech levels, Walkers, bugs, various tech gadgets like Drop pods, Power armours, Grav tanks and many many more. We will take a look on these in details.

There are new armour and gun system which is optional but very working. Gun are trated in category 1-5 and armour have rating 1-6. and if you compare them while shooting you will knew if shot was threating, kill or overkill.
Copyright  ANA PAULA DA SILVA, 
THADDEUS GREGORY BLANCHETTE

Then its described how you can design Alien race or another non-human company. Then there 4 tech levels for your force - more higher the more effective your force will be durning shooting and assault. Also two tech are introduced AI Assisted Network and Data/Comm links. Assisted network while it is active grants +1 activation however if your enemy have also network it can bring your net down. Comm links grants you ability to change once per game scurry or firefight into normal turn sequence.

In next chapter of PDF new scifi units are introduced. Here you will find rules for following:

  • AI units
  • Assault suits (Think of Heavy Gear or suits from Frontline mission)
  •  Berserkers (Units which when facing heavy fire instead of pulling out they close on your forces ideal for GZG Kra´vak if you ask me)
  • Bugs (Bugs are different beasts than berserkers they have their own turn sequence and can quickly raise their numbers, it include rules for big and shooty bugs ideal for Starship troopers scenarios
  • Buildings destruction rules
  • Drop Troops (units capable jumping right into battle using droppods, teleports and other means)
  • Grav Tanks
  • Jump troops (units equipped with jump packs, various leaping creatures and so on.) 
  • Powered armour troops
  • Stealth Units (Units equipped with cloaking fields or similiar masking abilities
  • Super Soldiers
  • Walkers 
Pendraken and GZG bugs painted by Wayne Olivant


Next chapter is meant for supersized units - big mechs, superheavy tanks and alien monsters, they are more difficult to bring down and are great for some specific scenarios. They are followed by new weapons to add flavor to your force. 
  • Active Defense systems which allows negate enemy shots
  • Devastator Weapons capable of hitting area instead of one unit
  • Drone Weapons which affects vehicle morale that came into proximity
  • Energy Weapons which are highly effective againts enemy armor but no harm to infantry
  • Firestorm Weapons which allows reroll
  • Hightech targeting systems they allow shoot and fire
  • Incidental Anti tank fire portable AT weapons for infantry units
  • Orbital fire Every one loves them!
  • Superpenetrators  Heavy railguns capable of destroying infantry and vehicles in straight line.
Game includes also number of new specialists
  • Hackers capable of disable enemy vehicles for a turn or even until end of the game
  • Psionics allows player to activate more units, and are fearsome enemies in assault
  • Sentry Guns
  • Support Walker Close combat walker think of dreadnoughts from GW universe
  • War Champion - Close Combat heroes known from space operas and scifi fantasy genre
Last chapter are Weasels favorite generators every his game must contain random generators in here you can roll to see who fighting who, why, when and where
Miniatures are DRM Infantry and vehicles painted by Piers from Guild 



The bright side of this expansion is price while it not bring us nothing we havent seen before it cost three dollars which is price you almost cant beat. If you have 5core Company Commander and you like scifi then Scifi expansion is must.

All pics in this article are used without permission of their authors.





pondělí 25. ledna 2016

5Core Company Commander

5Core Company Commander jsem hrál před časem, ale nikdy jsem se nedostal k tomu abych napsal českou recenzi nyní však jsem se rozhodl že tuto chybu napravím.

5core Company Commander je hra určena pro wargaming v moderní eře - tedy z období po 2.světové válce až po dnešek z dílen Ivana Soresena znamého mezi 15mm komunitou jako Weasel. Stojí za hrami jako je Fast and Dirty, No end in sight nebo třeba Brigade Commander.

V této hře se stanete velitelem pěší nebo mechanizované roty. bude velet svým mužům a přiděleným podpůrným jednotkám jako jsou tanky, obrněná vozidla, minometná družstva atd. Tím že se pravidla nezaměřují na určitou éru nejste zasypani tunou ruzných pravidel. Hra nemá složitá pravidla ale nabízí mnoho ruzných taktik a strategii.

Nyní se podíváme jak hra funguje. Systém funguje na bazi IGOYGO - vícemeně. na začatku kola hodí hráč kostkou pokud mu padne 2-5 muže své jednotky aktivovat normalně ale pokud padne 1 mohou se jeho jednotky přesunout - ale pozor někdy muže udělat to samé i protivník. pokud padne 6 rozpoutá se peklo a všechny jednotky na stole mohou střílet i když teď není jejich kolo. Během normalní herní sekvence neaktivujete nikdy všechny své jednotky ale mužete aktivovat jednu jednotku za každé tři jednotky na stole. mužete také náraz aktivovat tři jednotky pomocí platoon orderu - ale jde pouze o název tyto jednotky nemusí mít spolu nic společného.

Pohyb je celkem snadná zaležitost, pěchota se pohybuje o šest palců, pokud není v těžkém terénu a nestřílela muže použit dash a pohnout se o dalších 6 palců. Vozidla se pohybují rychleji. Pěchota je schopna překonávat různé překažky - jako potoky, ploty atd. ty existují ve dvou kategorich - easy a hard. Oba typy překažek zastaví vaší pěchotu. v připadě easy však na začatku dalšího kola muže jednat. Hard překažky překonávají vaši vojaci celé další kolo. kryti se v terénu je také velmi zajimává herní mechanika - mužete zvolit zda vaši vojáci se budou skrývat - v tom připadě nemohou střilet ale ani nepřitel na ně nemuže střilet (pokud je nenapadne zblízka nebo je prostě neobejde) nebo pouze ja kryt nepřítel na ně muže střílet ale oni také a navíc jim to dává nějakou tu ochranu.

Displacement je velmi zajímavá mechanika, když poprvé jednotka se ocitne v LOS nepřítele, a nehýbe se přesune se o d6 nahodným směrem, to jí muže dostat do boje zblízka (close combat) což představuje připravenou lečku.

Střelba pěchoty je velmi jednoduchá mechanika. za normalních okolností používá při střelbě dvě kostky - jednu "shock" a  druhou "kill".  "shock" kostka poškozuje morálku a číní družstvo neefektivní v boji, ale pouze kill kostka muže zničit družstvo. musíte na kostce hodit 1 nebo 6 a 6 je vždy lepší.  pokud jednotka střílí na vzdalenost 6" získáva další "shock" kostku. některé jednotky mohou mít specialisty (napřiklad kulomet/MG) které mohou zvyšit počet kostek. Pokud je družstvo demoralizované, musí se sjednotit než muže dělat akce. Narozdíl od jiných her však pokud je v blízkosti spřatelená jednotka, je pravděpodobnost že se sjednotí vyšší (přichod posil a podpůrná palba má lepší dopad na morálku vojáku pod palbou)

Během protivníkova kola pokud jednotka nestřílela muže reagovat na jednotky které se přesunou do její LoS. Tato palba není tak efektivní jako normalní ale muže protivníkovy zkomplikovat plány.

Boj zblízka je rychlý. oba hrači hodí D6 a přičtou/odečtou modifikátory. boje zblízká jsou rychlé a smrtící.

Pěší družstva jsou rozděleny do několika kategorii které se od sebe ruzně liší jestli mohou zahajit boj zblízka, kolik mají kostek atd.

Těžké zbraně jsou trochu jiný kalibr spadají se ruzné protitankové kanóny, těžké kulomety, Rakety země-země atp. Kulomety a podobné zbraně jsou idealní na zastavení nepřátelské pěchoty ale muže jim dojít munice a budou další kolo přebíjet. Lehké minomety jsou jednoduché vyberete cílovou jednotku a hodíte kostkou a všechny jednotky do 4" dostanou stejný výsledek. Střední minomety fungují podobně ale mají větší rozptyl (6") a mohou se pokusit i o spekulativní střelbu tj. na jednotky které nevidí ale vystřel se odchýlí o D6" nahodným směrem. PTŘS nemohou střílet na krátké vzdalenosti ale mohou zasahnout i cíle které se skrývají. Naleznete také pravidla pro kouřové granáty a střely

Vozidla fungují trochu jinak než pěchota, pohybují se stejně jako pěchota ale mohou uviznout v obtížném terénu nebo když překonávají překážky. (pouze pásová, kolová vozidla nemohou překonávat překažky či jezdit v obtížném terénu. Během reakcí nemohou používat své hlavní zbraně a mohou obrané zbraně použivat na krátkou vzdalenost. Kvuli zjednodušení mají tři kategorie v zavislosti na typu cíle. Threating shot, kill shot, overkill shot. Threating shot pravděpodobně cíl jenom škrabne, kill shot už ohrožuje cílové vozidlo a u overkillu je téměř jisté že cílovou jednotku zníčí. Pokud střílí autokanón na Abrams jde o threating shot, ale pokud napříkad T80ka střílí na transporter M113 jde o overkill. Pokud střílíte na bok nebo zadní pancíř kategorie se počítá jako o jedná vyšší  (např. z kill shotu se stává overkill).

Pravidla jak už u Weasolových her bývá obsahují generatory nahodných armád, pravidla pro solo hraní, nahodné udalosti pro bitvy a kampaně. Company Commander jsou vyborná pravidla pro obyčejné hrače kteří hledají takticky zajímavou hru pro moderní boj ale nechtějí být zasypaní tunou různých tabulek a statistik. Budete muset vhodně používat své jednotky a terén aby jste dosahli vítězství.  A to je lepší než mít statistiky na 10 různých variant tanků Abrams.









čtvrtek 13. srpna 2015

Somewhere in Western Germany 1986 5core Company Command AAR

Overall table, "corn" fields are representing forests

Today i tried small quick soloplay for 5core Company commander in 6mm scale i put my british and soviet forces representing fight over small village of Bremer haven. Soviet forces had six squads of infantry one BRDM-2 scout car and five T-64s. British forces were more flexibile they had two of Challengers (ratting cannon as overkill againts T64s) three Cheftians, one scorpion light tank, three squads of infantry in FV432 APCs.

Soviet 1st Infantry platoon advancing
 British went first and it was scuffle special turn allowing everyone slowly advancing to positions, Soviets take advantage moving 2nd platoon towards forest in lower middle of table while one of the T64 engaged leading FV432 knocking it down. British turn again resulted another scuffle turn allowing Soviets get into better position to kill, in this turn soviets destroyed one of the Challengers and Cheftian they were also able to pin one infantry squad in forest which was their objective and killing outright second. British force determanation droped down and British CO order men to fallback to regroup and counterattack, the british forces were divided but their tanks regrouped and hit  the soviets really knocking two T64s.

meanwhile Soviet forces moved to the forest determined to push British from that forest but British hold no matter what soviets throw at them. Another T64 was killed by british tanks, but remaing Challenger was damaged. Second British squad arrived in forrest and heavy fighting over the forest begins, shotings, assaults until Soviets were pushed back.

Experienced Cheftian crews dominated the battlefield
 in Village meanwhile the British tank managed to round up and destroy remaing T64. 2nd soviet platoon managed to sneak out past Scorpion and Challenger and opened short ranged fire from RPGs to the FV432 and Scorpion - knocking out Scorpion outright and heavily damaging one of FV432 (which was destroyed due this damage next turn)  but unable to mount another attack againts british on their  position in second forest their retreated.

5core Company Command is very good and solid system, it is easy and playable often putting commander into decisions which threat to deal with first - bad decision can have catastrophic effects on your battle. killing infantry is hard rendering it pinned down is mostly good as having them dead. please apologies for terrain but it was all i had at home and i was eager to try the game and it is worth it . for six dollars PDF you can go wrong with it.
 

středa 12. srpna 2015

5core Company Commander

Bannon didn´t recognise the aircraft the aircraft type, aircraft recognition wasn´t one of his strong points. Nit ot wasn´t  necessary to identifity the exact type. a glimpse of the red star on the fuselage told everything that he needed to know about the two jets. The waiting was over. The baloon had gone up. Team Yankee was at war - Team Yankee by Harold Coyle


This time will look at one of the Ivan Sorensen 5core games - namealy to the Company Commander. Ivan Sorensen is known as Weasel is behind some famous game system amongs the members of 15mm gaming - Fast and dirty, No End in sight or for example Brigade Commander.

In Company Commander as name suggest you will lead approx. Rifle/Mechanised Company with some futher assets like tanks, mortars, LAVs, specialist troops and so on. The rules doesnt focus on specific era so you wont be bogged down on details its fast,easy and still tactically chalenging

So we will take a look on how the game works. The system follow igoyougo sequence - well sort of. each players are alternating on turns and begining players turn he rolls d6 if he roll 2-5 nothing happened and he can activate his unis as normal but if 1 or 6 is rolled it begins the special turn. on roll one it is scurry - you can redeploy all your forces as per normal rules but beware your enemy under right circumastences can do the same. 6 means firefight and the units the units on battlefield start firing at each other.
In normal gaming sequence you will never activate your whole company instead you can always activate only part of it for every 3 units in your force you can activate one unit .
 You have also chance issue activate up to three units using Platoon order - units doesnt have to be from same platoon it just name.

Movement it is pretty easy Infantry moves 6" , vehicles can move faster. If infantry moves and wont fire it can dash additional d6", in rough terrain infantry cannot dash. your troops can also came across obstacles - walls, fences and so on. obstacles have to categories easy and hard- both stop your movement but if you encounter easy obstacle next turn you can move. hard are hard and your unit will be crossing it whole next turn. Cover is pretty interesting mechanic too - you can choose whatever your units using cover as hiding spot at cannot be fired upon  (until flanked ) but they cannot fire either or using it as cover - providing them protection but also be able to putting some lead on enemy.

Displacement is very very interesting mechanic when the squad is first spotted by enemy and if it is stationary the squad is moved d6 in random direction it can place him even into close combat representing well placed ambush .

Firing infantry on infantry is pretty fast mechanic. Under normal circumstances squad rolls two dices one shock and one kill dice. you need to roll one or six in order to fire be effective. when 6 is always better. as name suggest shock dice affects morale usually leaving them lying and rendering them combat ineffective for few turns, while kill dice often destroy the squad outright. if infantry units takes fire within 6" the firer rolls additional shock dice. some specialists like MGs can change number of shock and kill dices rolled. when squad is pinned down it must recover before acting again however unlike other games i seen you can support recovery with another your own squad moving into contact with pinned unit representing laying down covering fire and boosting morale

durning your opponent turn if your unit dont fire your last turn can react if enemy unit moves into their line of sight. this fire usually isnt as effective as normal fire but can make loopholes into enemy plan.

Close combät is resolved by each side rolling D6 and adding bonuses who have higher number wins they are often quick and deadly. 

Infantry teams have few sub-classes but i would not go into details, it affects their attack dices, if they can begin assaults and so on.

Heavy weapons are different beasts - HMGs, Light and Medium mortars, AT guns, ATGW all that stuff. they fire is usually ideal for suppresing the enemy troops. but when firing you are risking you will run out of ammunition and must wait one whole turn before this unit can fire again. light mortars are nicely handled here you us unit as target point and all units within 4" gets same result. Medium mortars can shot speculative that means they can fire at targets that arent seen either mortar team or units within 6" from mortar the shots deviates d6 in random direction otherwise medium mortars have more shock dices than light. ATGWs is only guns who cannot fire at short distances but they can hit target in hiding. you will find also rules for smoke grenades and rounds

Vehicles act little different from infantry they move similiar is infantry althought they can bog down when crossing rough ground or passing obstacles (only tracked, whelled vehicles cannot cross rough ground or obstacles). durning reactions they cannot use their main guns and only fire on short distances. the guns for simplicty sake have three categories depending on target  - threating shot, kill shot and overkill shot. for example autocannon firing on M1A2 will be threating shot, while T80U firing on M113 APC will be threated as Overkill. Also facing can make difference and when targeting rear facing your gun is upgraded for shot one category better (threating became kill and kill became overkill)  Vehicles can also assault infantry called overrun it get superior bonus

Rules then cover random army generation, rules for solo play,special events that can happen in battle and campaing. Although simple Company Commander is nice set for casual player not thousand of charts but simple yet tactically challenging you need to us well your  assests and terrain if you want to win and that my friends always count better than rules with stats for 10 variants of Abrams tanks.

The Company Commander is aimed at modern company level infantry combat, it can cover WW2 as well as conflicts from today or your favorite fiction it isnt for everyone but if you are looking for game you can play with easy yet tactics matter this maybe game for you