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FiveCore Company Command
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FiveCore Company Command

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Welcome to FiveCore Company Command.

Use the fast-playing, easy to remember FiveCore mechanics to resolve company level world war 2 and modern engagements in less than two hours.

The game moves quickly and with an unpredictable turn sequence that keeps you on your toes. Morale is built right into the firing roll with no need to consult lists of modifiers.

The rules provide a quick scenario and army generator as well as rules for infantry, tanks, support weapons and helicopters.

1 stand equals 1 squad or vehicle. Typical game had 6-12 stands on each side.

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Note that this is a stand alone game and does not require any other FiveCore product to play.

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The rules have recently been updated to a shiny new 2nd edition, featuring countless game improvements and refinements to help you realise your tabletop battles better than ever.

 
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Reviews (1)
Discussions (7)
Customer avatar
Steve R December 08, 2016 8:08 pm UTC
PURCHASER
Would the rules work for Spanish Civil War?
Customer avatar
Ivan S December 08, 2016 8:12 pm UTC
PUBLISHER
I haven't done so myself but I don't think it should be an issue.
They are infantry focused with tanks in a more supporting role, which fits the period.

There's plenty of troop types that can be used for irregular and militia style units and you can use the specialist options to add some political officers and other "flavour" units.
Customer avatar
Ivan S December 08, 2016 8:18 pm UTC
PUBLISHER
I should add, if you have specific concerns for the period, let me know and I'll attempt to answer them.
When I've played SCW in the past, we've usually adopted WW1 or WW2 rules.
Customer avatar
steve P November 29, 2016 8:01 pm UTC
PURCHASER
Are there rules for attack helicopters/ ground attack aircraft?
Customer avatar
Ivan S November 29, 2016 8:05 pm UTC
PUBLISHER
Choppers yes, both gunship and troop drop/pick up.
Air craft is abstracted away as artillery basically.
Customer avatar
steve P November 29, 2016 8:13 pm UTC
PURCHASER
Great stuff, I'll be downloading them tomorrow then. Thanks for quick response Ivan
Customer avatar
Nathaniel C November 28, 2016 12:51 am UTC
PURCHASER
What's new in the second edition? Anything big or little tweaks mostly?
Customer avatar
Ivan S November 28, 2016 12:54 am UTC
PUBLISHER
Cheers!
Turn sequence is new, there's more unit types and more specialists.
It's mostly tweaks and improvements, they just added up enough that I felt it made more sense to call it a new edition.
Customer avatar
Nathaniel C November 28, 2016 11:56 am UTC
PURCHASER
Cool, can't wait to see how it plays. Keep up the good work.
Customer avatar
Rory E July 26, 2016 6:37 pm UTC
PURCHASER
Hullo - here's an odd one, I might be being stupid.

On page 5 is says:

The command structure of the company is represented by a special Command stand.
This represents the highest ranking officer on the field as well as a few aides or attached riflemen.

But o can't find any other reference to the command stand - why is it special? Am I being thick??

Cheers,
Customer avatar
Ivan S July 26, 2016 6:43 pm UTC
PUBLISHER
No, that's my bad.

It's part of the revision process, command stands aren't a thing anymore.

I'll fix that reference once the next update goes up (with new vehicle rules too!)

Appreciate the patience!
Customer avatar
Rory E July 26, 2016 7:03 pm UTC
PURCHASER
Roger that! Makes much more sense now. So no direct command and control rules now?
Customer avatar
Ivan S July 26, 2016 7:06 pm UTC
PUBLISHER
At this particular moment in time? No :-)

The feeling is that the new turn sequence and activation systems will handle the role well enough on their own, so having the command stand on top of that felt like duplicating effort.

Subject to change of course.
Customer avatar
Ivan S July 04, 2016 8:09 pm UTC
PUBLISHER
Firing rules have also been updated.
Customer avatar
Ivan S June 28, 2016 8:07 pm UTC
PUBLISHER
FYI, the turn sequence has seen some pretty big updates right now.
The new sequence is a touch more traditional but keeps the unique action die and I think works better to create a bit of chaos without depriving quite as much player control.

The table of contents may be a page or two off right now, due to rules revisions, it'll be caught up once everything else is in place.
Customer avatar
Mark M April 04, 2015 3:07 pm UTC
Can this game be played with more than 12 bases, what would be a reasonable number of stands for 3-4 hours of play?
Cheers,
Mark
Customer avatar
Ivan S April 04, 2015 5:55 pm UTC
PUBLISHER
The practical point where things start getting a little chunky is around 20 stands or so, though individual comfort levels will vary.

The biggest issue, rules wise, is that the bigger you get, the more units will not activate each turn which may bother some players.

For a 4 hour slot, I'd probably aim at running two battles and linking them together. Winners roll for recovery then have to face off the counter-attack :)
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File Last Updated:
December 28, 2016
This title was added to our catalog on December 10, 2014.