Monday, 30 June 2014

A thought experiment

Not saying I'd write this, but if someone out there gives this a shot, let me know how it goes.

For..er... no particular reason :)



Fantasy Ball game not unlike football or a certain famous board game.

6-10 players per side (same amount obviously)

Kick off:
Place ball in opposing half of field. Scatter 2D6".

Action die:
1: Every player may move 4" in any direction, ignoring enemy zones of influence.
2-5: Activate 2 (3?) players normally.
6: Every player may roll 1 Block die against an enemy in range.

Normal activation:
May move, block or tackle.

Move up to 4" in any direction.
Players moving in a straight line may move 6" (run)

Players moving within 1" of opponent may Tackle them (1 Tackle die)
Players beginning activation within 1" of opponent may Block them (1 Block die)

Player may slide after a run. Continue run move for another 1D6" in straight line. Player is Prone.
Roll a Tackle die against any enemy contacted. If Tackle succeeds, may continue moving and hit additional enemies.

Zone of influence:
Players have zone of influence 1" from them. Enemy players leaving zone of influence have a Tackle die rolled against them.

Tackle dice:
1: Prone
2-5: No effect
6: Down

Block dice:
1: Down.
2-5: No effect
6: Out.

Prone players have no zone of influence and cannot move next turn.

Players that are Down must roll the Block die when they are next active, and suffer the result. On a No Effect, they can act normally this turn.
They have no zone of influence while Down.

Players that are out are removed from the pitch until the next kick off.

Any result on the Tackle or Block dice causes the ball to be dropped.

Push:
Instead of blocking, a player may push. Move an adjacent enemy 2" away.

Picking up the ball:
Any player can pick up the ball by moving into contact.

Handing off the ball:
The ball can be handed off once per turn, if it's not being hurled. The players must be within 1" of each other. Simply move the ball from one player to another.

Hurling the ball:
The ball can be hurled up to 12". Only one hurl per turn and not if it's being handed off.
The ball cannot be hurled on a 1 or 6 on the Action die, only on regular turns.

Hurl dice:
1: Fumbled. Scatter 1D6" from hurler.
2-5: On target.
6: Inaccurate. Scatter 1D6" from receiver.

The receiver may move 1" immediately upon receiving the ball but cannot take any other actions this turn.

Interceptions:
If the ball passes through any enemy zones of influence, it may be intercepted. Only one interception by hurl is permitted.

Interception dice:
1: Ball knocked 1D6" in a random direction.
2-5: Interception failed
6: Interceptor catches it

Touch downs:
If a standing player is in the end zone with the ball, a touch down is scored.




For now, use whatever pitch dimensions you feel makes the most sense.
Since this was thrown together in like 10 minutes, any gaping holes are to be filled with your best imagination.

Ideas to come

In the next month or so, I'll probably do a "Five Men Core" booklet. This will have just the basic game rules with no campaign or character creation rules.

The idea is that it'll be a cheap way for people to test the system, and it'll enable me to do some little games that are too limited in scope to warrant a full blown title of their own.

Some examples may include a "marines vs space bugs" title, some sort of futuristic gang war game and other such. Essentially, mini-games like that would include just the campaign and character stuff, and you could then play as long as you own a full game or the Core rules.

Thoughts?

Sunday, 29 June 2014

Q&A. Bail and Flinch moves.

From a Q&A on TMP but I thought I'd elaborate here:


When a figure Flinches and is not in cover, they will move up to 1D6" to get into cover. If there's cover 2" away and you roll a 5, the figure just moves into the cover 2" away.

If there's multiple spots possible, the figure will aim for cover that is closer rather than further and will avoid moving towards the enemy unless that is the only cover that can be reached.


When a figure Bails, they'll fall back 12" from the enemy and find cover there. The easiest way to do this is to take a ruler, place it so you can see what locations are in the figures rear area and have him run to one of those.

If you want a more specific ruling for pick-up games, find cover 11-12" away from your current position, and further away from enemies than you started.

If no cover is possible under those parameters, run 12" away from the enemy and towards the table edge.

Saturday, 28 June 2014

Oh my, they do run away a lot, don't they?

Once you've gotten a game or two in, you'll notice that your soldiers seem to be bailing quite a lot.

At first, this can seem a bit off putting, particularly if you are coming from other games, where troops either stay in place or all break at the same time.

The goal here is essentially to create a fluid battle field. Remember, a figure that has Bailed is not in a complete state of panic. They've fallen back and then gone to ground because the situation they were in is no longer tenable to them.
Of course, sometimes they will Bail again when you try to recover them, in which case it's a more general morale failure.

What it does, most importantly, is give a way to actually drive people out of a position. A machine gun opening up on a couple of soldiers in a crater is very likely to force them both to retreat. This, in my opinion, is more realistic than the two staying in position turn after turn, because the enemy can't hit them in hard cover.
Under heavy fire, your men are likely to pull back and it is up to you to regroup them and retake the position.

A side effect (but a welcome one) is that it also encourages players to engage all of their troops, since figures left near the table edge may well bail straight off the table.

Friday, 27 June 2014

How are Shock dice allocated?

A quick question that's come up:

Q: If I roll both a Knock Down and a Flinch when firing on an enemy, how are the dice allocated?

A: Kill dice results always apply to the target you shot at. If anyone else is within 4", Shock dice results are allocated to the closest figure to the target.

Note that in the current version, this can be your own figures (but cannot be the firer). This hopefully discourages people pouring fire unto an enemy that your own men are crowding around.

Wednesday, 25 June 2014

Things to come


A scavenger who grew up in a war zone looking to find romance and destined for greatness.

A government agent from one of the backwater colonies, looking to survive in the galaxy and packing a huge revolver.

A petty thief from a family of hereditary bureaucrats, exploring the galaxy.


What do these three characters have in common?

They are all generated using the rules for my upcoming Scifi warband miniatures game "Five Parsecs From Home". What sort of adventures and mischief will they get into?


Travel, explore, fight and hopefully find what you were seeking on the Fringes of human space.



(Original image here)

Tuesday, 24 June 2014

A couple questions that have come up:

A few questions from the last week or so, that I figured I'd answer for everyone's benefit:


Will there be other games using this mechanic?

The answer is yes, certainly. At the very very least, I am working on a (hopefully really awesome) scifi warband game in the style of Firefly/Traveller.

Long term, I'd love to do a series using similar mechanics and all fairly compatible with each other, similar to the Two Hour Wargames guys. We'll see what people have interest in.

What about custom dice?

I am very keen on the idea of making some custom dice for 5MiN but I am a lot less keen on getting involved in packing and shipping physical product to people. Seems a lot of things can go wrong that way.

I'll explore some options. What kind of dice would people want to see in such a set?
A good four dice set would be "Action, Kill, Shock, Event". Anything else?

Fan submissions?

I'll write up a clearer policy but if you have fan stuff, by all means write it up and put it out there. I'd love to see it of course.
Do be aware that ideas you come up can end up in future supplements or games in some form. It's impossible to read someone's ideas and not have them influence you in some way.

Sunday, 22 June 2014

A fan AAR

http://anotherslipperyslope.blogspot.com/search/label/Five%20men%20in%20normandy

Swing over by Alan Morey's blog to check out a game he ran, all in old timey black and white

New supplement and Heroic Conscripts.

A new supplement is available for Five Men in Normandy, available here
This contains a number of optional rules like enhanced injury rules, weather conditions and a really awesome random mission generator.

2.99 so go grab it.

Today is the anniversary of the German invasion of the Soviet Union. So I figured I'd give you guys a freebie today as well: A new special character for your games.

Heroic conscript

In the face of the advancing German armies, the Red Army mobilized everything it could, desperate to hold the advance before Moscow could be captured.
Many of the men who went into the line were inexperienced with limited training but many fought desperately to fight off the invasion.

Whenever a figure in the Conscript's group goes out of action, the Conscript may take a free turn immediately, moving and firing as a normal activation.

If the Conscript goes out of action, the following turn, a rifleman with no skills may be appointed as a Heroic Conscript.

Wednesday, 18 June 2014

Leadership

In the main rules, I deliberately avoided any sort of Leadership skill, since I felt it'd detract from the "band of friends" feel and I wanted to push the notion that your group may be any handful of soldiers, rather than specifically a military outfit.

That being said, a lot of people like playing in a more conventional fashion, so here's some quick rules for having leadership individuals on the field.



Leadership or The Art of Yelling Loudly:

The small skirmish actions we play on the table top don't tend to lend themselves to a strict command hierarchy but if you would like officers and NCO's to have more of an impact, this option may be of interest.

A group may include a Leader figure. For pick up games, simply designate someone. For campaigns, any figure that begins the campaign with a pistol, rifle or sub machine gun may be designated as Leader.
Leaders have to be assigned before any rolls have been made to determine skills, background or other characteristics.

If a group has no leader, Roll 1D6. On a 1, a random figure assumes the status. On a 6, the player may select a figure.
On any other result, the first replacement figure the group receives will be a Leader.

Note that Leaders may be informal (the man the rest of the group trusts and listens to) or may be formal (a corporal, lieutenant, platoon sergeant or political officer).

Leaders may attempt to yell during any normal turn where they are activated. During Scurries and Fire Fights, they are assumed to be too caught up in events.

Roll 1D6.
1: Move it!
One figure within 8” may take a free move. This move is subject to reaction fire as normal.
6: Keep firing!
One figure within 8” may fire for free.

The inspired figure may be one that also activates normally, permitting a double move or firing twice.

Note that figures that are Flinching or Bailed may carry out bonus actions, but will resume their status afterwards.

Monday, 16 June 2014

So what's next?

The rules are out. I have quite a few neat things lined up for the future, both world war 2 stuff (campaigns, some scenario packs, more force lists) and some weird war 2, including the mandatory zombies, werewolves and pulp / heroic rules.

Stay tuned :)

Sunday, 15 June 2014

We are live!

The rules have just gone live on Wargames Vault.

Find them here

To find out what all the fuss is about, you can also check out the site here