We'd recently found Ivan Sorenson's '5 Core' rules, so we thought we'd give them a quick go, as time was limited.
The scenario? A couple of contractor teams trying to get back to their 4x4. (Of course the OPFOR didn't even consider sabotaging the engine...)
It was a nice introduction to the rules, which are simple yet subtle, and for me, throw the accepted conventions of skirmish (and otherwise) wargaming away...and start from scratch.
A full review would probably give most of the rules away...suffice to say that there are some key factors which underpin the design.
- Turns can happen in one of three ways: there will be standard fire and movement or vice versa - but only for a third of your force, OR a 'scurry' move where effectives advance for advantageous position OR a cinematic style 'firefight', where everyone engages.
- These different types of turn emerge randomly during play, so inevitably, a plan's chance of surviving contact are, as expected, somewhat diminished.
- Reaction fire can happen (as Force on Force and most other games at this scale), though we probably fluffed a few of the rules. (I could definitely feel shadows of FUBAR and FoF around gameplay, but these rules made it more fluid than those systems - more cinematic perhaps, but to be honest, we were making decisions which echoed what we read in PMC accounts.)
- Firers roll 'kill' and 'shock' dice, with chances of each putting figures down, or similary making them think twice about advancing.
- There are some nice RPG style skill systems which allow for 'characters' in the game to develop along a campaign arc (Ivan does this with all his games).
See them here:
Nice game, nice rules, great potential.