Sunday 28 July 2019

Upgrading 5 Men in Normandy .30 Cal Edition

Having updated my copy of Five men in Normandy to the .30 Cal edition, after an excellent offer on Wargames Vault, I decided to set up my campaign properly.  The focus is on developing and following a small group of WW2 soldiets through a series of missions.

Play follows only a few figures each turn, almost simulating an action movie, until a firefight or scurry action involves the whole group for a turn.  The updated version has tweaked some of the mechanisms,  action dice have in increased, as well as done a general tidy up.

I enjoy the capacity for solo play in these rules and the update has had a solo play section added.  Five men in  Normandy follows a small group of soldiers, typically five.  In terms of play I prefer Five men at Kursk and the full section game, so I will be using the combat rules from that, and the campaign rules from this new edition.
When I get a spare hour I'll remove the spellchecker lines from this table










Some of the new rules

New Solo Mechanism 
When making the Action roll for the enemy, roll an Order die as well. 
On scores of 2-5, the turn is played as normal, taking whatever action is most sensible according to their mission.  On a 1 or 6:

1 - Halt!
Whether concerned about a recent development, 
a squad leader losing his nerve or trying to 
regroup the unit, the enemy will avoid 
advancing this turn. 
Stragglers far from the unit will try to rejoin it, 
otherwise figures will move to positions of 
better cover. They will fire on targets that 
present an immediate threat, otherwise duck 
down and try to avoid taking fire.

6 - Forward!
An overzealous squad leader, the right moment 
or excessive patriotism, it's time to take the fight 
to the enemy.
Figures will attempt to close the distance with 
the enemy, getting close enough to throw 
grenades or Brawl where possible. 
Weapons will be fired for maximum Shock to 
facilitate this.

Generating forces 

Roll 5 times on the following table. (2d6)
Troops received.

2  One figure with bolt action rifle
3  Two figures with bolt action rifles 
4  One figure with SMG
5  One figure with bolt action rifle
6  One figure with bolt action rifle, one with SMG
7  Two figures with bolt action rifles.
8  Three figures with bolt action rifles. 
9  Two figures with SMG
10 Three figures with bolt action rifles
11 One figure with MMG
12 One figure with sniper rifle

For each 8 men (or part thereof) trade a bolt action rifle for an LMG.  Each man has 2 grenades

Additional weapons d6
6.  Mortar 
5.  MMG
4   bag of 6 grenades
3.  No extras
2.  Extra smokes...
1.  Limited ammo.

Campaign Mechanisms

Dice for mission and location
Fight the mission
Dice after mission events
Dice Campaign Events
Replacements roll 
New Mission

Below is the sequence of events that 
occur after fighting a mission. 
• Determine fate of wounded and 
replacements
• Determine morale changes 
• Gain skills 
• Roll for character events 
• Carry out player actions 
• Determine follow up mission




Knocked down figures after the battle.
Roll Result
12.      Mental scar 
Made it out okay but has battle stress, nightmares or 
other mental issues.
Roll 1 negative morale die.
11.      Knocked out
Back in action.
10-9.   Dramatic scar
Big hit with the ladies but back in action.
8-7.     Light wound 
The soldier will be out of action for 2D6 days.
6.       Moderate wound
The soldier will be out of action for 3D6 days.
5.       Seriously wounded 
The soldier will be out of action for 5D6 days.
4 -2  
The war is over for this guy.


Campaign Events table
Roll Event

1.     Letter from home 
2.     Change of motivation
3.     Pick up new oddball private
4      Extra training
5.     Meet the boss 
6.     Bad News for our boys
7.     Promotion or commendation
8.     Delay 
9.     Quick recovery
10.   Milestone reached  
11.   Scavenged loot 
12.   Reassigned
13.   Leave
14.   Platoon R&R
15.   Bottle of booze 
16.   Sickness - random soldier 
17.   Accident
18.   Argument
19.   No break
20.   Where are the rations?

Replacements roll

6  Three figures with bolt action rifles
5  Two figures with bolt action rifles
4  One figure with bolt action rifle, 
3  One figure with SMG
2  One hard bargain
1  No men available.  Roll twice next time.




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