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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