FIVES – When Officers Still Rode - Quickplay Rules.
Sequence of Play
Each Turn will consist of a Strategy Phase and should an encounter take place a Tactical Encounter phase. During the Tactical Encounter phase Players will battle with each other on the table-top with figures.
Strategic Phase
1.Orders
CinCs and Platoon Cdrs may send orders and Communications between each. This can be achieved by the following modes of communications.
• By Phone. Message is relayed instantly and communications can take place between the two parties. Access to Phones in an urban environment is restrictive to Public telephone boxes, post offices or any shop dwelling including public houses.
• Other. Messages will take 1 Strategic turn delay to communicate with parties.
In spirit of the game there should be No communication between parties, anyone caught cheating will lose Propaganda points which will effect the outcome of the campaign objectives.
2. Replacements
Units and Equipment can be replaced and re –organised accordingly during this phase before the next encounters
• Units if a Units suffers any casualties from a previous if can make up its loss as follows :-
o 50% less Casualties - restored back to initial strength and original Class type
o 50% or more Casualties - Unit restored to initial full strength but drops in Class type
• Equipment – any support or heavy weapons that are lost in combat remained lost in combat. However, any captured support or heavy weapons can make-up for any losses occurred by yourselves.
• Vehicles –
o Damage vehicle can repair one system, wheels, engine, armament, steering. If a specialized unit is available – recovery engineers, two systems can be replaced.
o Destroyed vehicles remain destroyed.
o Captured vehicles can be used by the other side if enough systems are operational
3. Moves
- All Commanders writes down the moves for their commands – in sequence, which terrain square they will be entering that turn.
Foot Troops1 Sq per Strategic Turn
Motorized2 Sq per Strategic Turn, along Roads OR 1 Sq Cross Country
Tracked2 Sq cross country or 1 Sq along roads
Mounted2 Sq per Strategic Turn
RailUnlimited on Track
AirUnlimited
Water3 Sq per turn
4. Encounters Tactical Phase
Tactical encounters are resolved by playing a table-top for an hour. At the end of the hour the umpire will adjudicate the result depending on the scenario.
If a Player does not want the encounter to take place – he make remain in the square that he has moved FROM For the remaining of that Strategic Turn.
5. Pursuit
- Loser withdraws – plots movement in the direction of his OWN Lines. Government Forces North / Anti Government Forces – South
- Attacks pursue – plots movement into any hex.
6. Victory and Propaganda Points
These will be determined by the GM based on successes and atrocities.
Brigade Office
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