Five_Men_in_Normandy__30_cal_edition.pdf

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Five Men in Normandy .30 Cal Edition
CONTENTS
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Introduction
Combat rules
Action dice
Movement
Weapons fire
Brawling
Weapons
Unusual situations
Incoming fire
Vehicles
Buildings
Solo gaming
Soldiers and Characters
British
Germans
Americans
USSR
Free French/Polish
Italians
Finland
Specialist gear
Character skills
Enemy faces
Special characters
Campaigns and Encounters
People
Character details
Missions
Battle conditions
In game events
Post game
Campaign events
Questions and clarifications
Designer Notes
Quick Reference
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Five Men in Normandy .30 Cal Edition
FIVE MEN IN NORMANDY
A WORLD WAR 2 SKIRMISH CAMPAIGN
by Ivan Sorensen
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Five Men in Normandy .30 Cal Edition
INTRODUCTION
Five Men in Normandy
is an attempt to
create a different kind of skirmish war game
for WW2 battles.
With these rules, we focus on the actions of
very small groups of soldiers, the typical
force being 4-6 men.
Some of their actions will be regular
military missions while others will be the
types of misadventure soldiers tend to get
themselves into.
The aim is to provide a quick game that
feels like reading a war story or watching a
good movie and play out the way we
expect these things to do.
These rules are geared at experienced
gamers or groups with at least one player
that is already familiar with the general
nature of miniatures war games.
THE 30 CAL EDITION
Five Men in Normandy
was essentially
where Nordic Weasel Games got on its
feet, so the rules have always occupied a
special place for me.
Over time, it led to a full-blown generic
system (FiveCore), a far more detailed big
brother (Five
Men at Kursk)
and much
more.
Yet, there is still a particular charm in these
original rules. They have a speed and
simplicity that is hard to match.
Additionally, there was no arguing with the
fact that the original rules looked rather
rough around the edges.
As such I felt it was time to give them a
facelift and bring them more in line with
what NWG games look like today.
This “30 cal” edition then is just that:
As much as possible, I’ve kept things the
same for clarity and to avoid cluttering
things up.
Some obvious bugs and issues have been
fixed up of course.
People who want more detail can always
import it from another game in the
FiveCore
family.
MODULAR GAME RULES
This game is constructed in a modular
fashion, permitting you to use some or all
components as you see fit.
There are three components available:
The
Combat
rules you are currently
reading. These give all the mechanics
needed to conduct miniatures battles.
The
Force
rules which cover how to
determine the troops available for a game,
skills and special equipment.
The
Campaign
rules which help you set up
a campaign to play through, assign
missions and generate random events.
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Five Men in Normandy .30 Cal Edition
Each component can be used on its own
with a different rules system or used all
together as a coherent set of tools. For
example, you could use our
Campaign
system with a different set of game rules.
Since these rules focus on a small band of
soldiers, they can also be used in between
larger battles as well.
Resolve a battle in your campaign with
whatever platoon or company level rules
you use, then resolve one or two games of
Five Men in Normandy
with selected
figures in your unit for a full campaign
experience.
FUNDAMENTALS
This is a skirmish game. It is meant to
represent the close encounters of your
figures and capture the action as if it were a
scene in a movie.
This means the area of game-play will be
somewhat smaller than you might expect
for a massed battle. Move and weapon
ranges are simplified as well.
Every figure represents exactly one soldier.
A normal move is 6”.
There is no “zone of control” or “command
distance” for leadership or morale as
figures are all relatively close to each other
during the game.
Figures do not need to maintain any
particular coherency distance to each other
though sticking together has its benefits
(and risks).
Short ranged weapons (pistols, sub
machine guns etc.) have a range of 12”.
In the weapons section of the rules, these
are clearly marked as such. Rifles and
similar can fire at any target in line of sight.
Typical playing area can vary in size but
anything from 2-4 feet on each side should
be fine.
NEEDED TO PLAY
For regular game play, only six sided dice
(D6) are needed.
For campaigns and force generation, you
will also need ten sided (percentile) dice.
You'll need a measuring tape or ruler with
inches indicated.
For metric, multiply distances in inches by
2.5 to get a good enough approximation of
distances.
Lastly you will need a method of
determining random directions.
You can use specially made “scatter” dice,
roll a ten sided dice and see which way it
points or roll a twelve sided die and read
the number as a clock face.
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