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:
http://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games
Rough view of the battlefield. Note that the teams will have dangerously open flanks combined with a ratnest of buildings and 'sniper corners'.
Moving teams to the right, and into cover...before Alpha was almost overwhelmed.
Nice mechanics in the game system here - an overall accurate simulation of firing from cover, combined with reaction fire and a turn sequence which meant that it was difficult to plan for all eventualities. As the OPFOR opened up during a firefight, it almost rendered Alpha immobile for two turns.
Dashing from cover can work with better trained units - in this case the gamble worked as the OPFOR couldn't bring enough men to bear on the developing situation. Had they rolled a 'scurry' action, the weight of numbers would have been telling.
A sniper fires from the buildings during the last minutes.
One element pinned down. One of the strengths here, which we didn't use on the day, would be cause and effect relationship between having to cater for casualties. There's a nice 'plug in' nature to these rules, where adding detail is seamless.
Most of Bravo get to the vehicle and move toward Alpha. Successful for the teams, but at some cost.
Nice game, nice rules, great potential.
More later...