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FiveCore Brigade Commander


"Colonel, we have contacts all along the front. The enemy is advancing along multiple routes of attack. What are your orders?"

FiveCore Brigade Commander puts you in the largest-scale FiveCore game yet.

Each stand is a company, supported by platoon level attachments. A typical game fields a brigade/regiment on each side and is playable in an hour to an hour and a half on a 3x3 foot table or even smaller.

With the fast playing FiveCore mechanics, you have an unpredictable turn sequence, forcing you to adapt to the unfolding battle and a quick firing mechanic that tells you immediately what happened, without any follow-up damage rolls or morale tests.

Covering from the inter-war period to the present day, Brigade Commander also includes campaign rules, reference sheets, tools for solo play and a scenario generator for the complete gaming experience. 

Whether you are interesting in world war 2, cold war or imaginary conflicts between made-up countries, Brigade Commander will help you put your toys on the table and getting a game going with as little difficulty as possible.

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Reviews (3)
Discussions (2)
Customer avatar
Stuart T July 03, 2018 9:11 pm UTC
Yahoo group isn't working, so questions here:

#1 Clearly there used to be a 'high spirits' rule - I've seen it in AAR's - why was it removed?
#2 Ambush - relies on the displacement rule which has been removed and so now is an orphaned rule - needs a revision
#3 Close assault - infantry really get +1 against armour in the open? why?
Customer avatar
Stuart T July 05, 2018 3:13 pm UTC
Thanks Ivan, didn't 'high spirits' allow ignoring a non-casualty hit? I like the idea but don't know if there was more to the rule?

Other query: the two types of reaction fire - is that only allowed if the stand attempting to use it didn't fire last turn?
and just to check a single stand may do that multiple times per turn?

Customer avatar
Stuart T July 07, 2018 6:14 pm UTC
Hi Ivan last couple of questions I hope - we had a game today and it went down really well.

1. In a scurry of firefight turn, can units suffering an effect (cower, etc.) try to remove the effect?
2. In a scurry turn, no units are eligible to shoot - so if you were on guard but then move in the scurry you are not able to shoot and cannot go back on guard, is that right?
3. When artillery is supporting a unit does it fire once only at an enemy moving within 6, or once at every enemy doing so? - presumably if allowed to fire multiple times it would need to check its persistence multiple times?

A few other comments:
Mech infantry seem to be relatively safe from tanks (only 1S over 6") - this of course assuming the AFVs are always able to hide from the tanks.
We thought this was too generous to the infantry, the easy change for us might be to change this to a kill die. Not sure yet.

Fire Support: seems odd that an attached artillery unit has really...See more
Customer avatar
Richard B March 11, 2015 4:18 pm UTC
Looking for a review of these rules

Many Thanks

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File Last Updated:
October 21, 2016
This title was added to our catalog on March 09, 2015.