Thursday, May 17, 2018

Another go at 5core company commander

9Dan and I had another stab at the 5core Company Commander rules.
We added in a few details we had left out in the first game.  All in all it went pretty smoothly.   The scenario wasn't very complex: another meeting engagement with a 1 point per building victory point at the end.

























(Ok, not sure why most came out sideways).
I was Germans, Dan the Yanks.   My Tiger got knocked out turn one.  I moved my halftracks up to the village and grabbed the buildings early.
My Stug popped 3 tanks before he got taken out.  From there I really didn't have any Anti tank capability, but was able to cut off a lot of Dan's infantry from getting to the village.
The last turn was a furious firefight trying to pin or drive infantry from the objectives but ended up in a tie as we both held 2 houses.
Another good game of 5core.  It lacks detail, but gives a quick game.
If you care whether your tank is a pz. 4 j or h then this isn't the game for you.  If you want to see a reinforced company see a result in 2 hours, go for it.

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10mm Marlborough man

 Testing out Howard's new game for 1700s Era. Grid based.  10mm figures.