I've been interested in wargaming for quite a while. But due to mainly budgetary reasons, I've be unable to do so. Recently, I found all of those little green army men that we all played with as kids and thought that it'd be a hoot to play a tabletop wargame based on these guys. I looked around, and didn't find any rule sets that I really liked, so I wrote my own. I've posted them below, and would really appreciate anyone wanting to help me test out the rule set. If you have a suggestion/complaint/comment/amusing anecdote, please throw it up on here.
Thanks Much,
RD
Army Men Rules:
Materials needed: Bag o Green Army Men
Bag o Enemy Colored Army Men (different color for every player)
Enough tanks to make the armies happy...
Assorted Blocks for terrain
a ruler
at least 1x d10
at least 4x d6s
3 different colors of poker chips, enough for each army to keep track of wounded.
Minimum play area: 4'x4'
Units: Firepower: Range: Special: Rifleman 2d6 18"
Officer 1d6 6" Calls Mortar, Aura, extended sight
Submachine Gun 3d6 12" Double range Penalty, Spray Fire
Machine Gun (H) 4d6 18" Spray Fire
Mortar (H) Special 18" Called, Burst 4", Anti Tank
Bazooka (H) 2d6 12" Burst 2", Anti Tank
Tank (H) Special 18" Anti Tank, 2 MG,
Medic 1d6 6" Heal Aura/Heal 2
Grenades 2d6 6" Burst 2", not carried by (H) Anti Tank
Unit Descriptions: Rifleman: Basic Infantry, Carries a Rifle and Grenades.
Officer: Commands other units. Carries a Pistol and Grenades. Gives +1 to hit to all friendly units within Burst 6". Can call in mortar fire once per activation.
Submachine Gunner: Carries a Submachine Gun and Grenades. Spray Fire: can elect to divide damage up between visible targets within 3" of each other. Range Penalties are doubled.
Machine Gunner: Spray Fire: Can elect to divide damage up between visible targets within 3" of each other.
Mortar: Can be directed to fire by an Officer, this can occur any number of times per turn. Can fire over large cover when directed. Can only shoot or move. Men damaged by a mortar attack take 2 damage. Does two damage to a tank only on direct hit. When a mortar is called, it range penalty is calculated from the officer's location.
When attacking with a mortar, the attack roll determines placement around target shown below:
7 3 8
2 5/10 4
6 1 9
Bazooka: Does damage in a circle 2" in diameter from impact, misses are duds. All men in burst area take 2d damage. Does three damage to a tank.
Medics: Carries a Pistol, Grenades, and Med Pack. Can heal all men in a 4" burst by 1 point, or one adjacent target by 2. Medics can heal themselves.
Grenades: Can be thrown over high cover at half range. Misses have no effect. Damage is done in a 2" diameter circle, all men in area take 2d damage. Does one damage to a tank.
Tanks: Armed with two machine guns and one bazooka. Can shoot ant two weapons at a time. If it forgoes a move, it can shoot all three. Tank gun has range 4. Tank can move through low cover. Tank counts as high cover, even when destroyed. Tanks take no damage except from anti tank weapons.
Order of Play: Player 1 activates a piece. It may make up to two actions, or pass. Every other piece must be activated before a piece may be reactivated. During its activation, a piece may move twice or shoot twice or move and shoot, or it can elect to pass on any of its actions. Its Attacks are resolved. Player 2 activates a piece and repeats the process.
Movement: A soldier can move 3" in a move action. Should it make a double move, it may move 6". If a unit stops moving so that it can fire, that ends its move action during its activation phase.
Mortar men can only shoot OR move.
A tank can move 4". Its double move is 8"
Attacking: Roll a d10. Apply modifiers. A hit is 6 or higher. Roll the given number of damage die and apply the result given below. You can only attack units that are visible by the attacking piece. An attacker can only attack one unit at a time. It it has Spray Fire, it may make separate attack rolls against chosen targets. Targets for spray fire may not be farther apart than 3" from each other.
Range Penalties: An attacker takes a -1 to hit for every 6" past its given range. When being called by an officer, a Mortar counts distance from the officer.
Health: When calculating damage, roll the required number of damage dice. For each die, a roll of 1-3 does one damage, a roll of 4-5 does two damage, and a roll of 6 does three damage. To record damage, put a poker chip of the indicated color under the unit.
Dice Roll: Resulting Damage: Resulting Condition:
6 3 Heavy (Red)
5 2 Moderate (Blue)
4 2 Moderate (Blue)
3 1 Light (White)
2 1 Light (White)
1 1 Light (White)
Light damage incurs a -1 penalty to all attacks. Tanks take no penalty
Moderate damage decreased move speed by half and incurs a -2 penalty to all attacks. Tanks only take the -2 to all attacks.
Heavy damage means that a soldier must remain prone. At this point, a unit loses one of its actions and may only crawl 1" per activation. Attacks take a -3 penalty. Heavily damaged tanks move at half speed and do not lose an action. However, they may only attack with one weapon.
Dead: When a unit has taken 4 damage, it is dead. Remove it from play. When a Tank is destroyed, turn it on its side and leave it in play as cover.
Cover: There are two type of cover, low and high. High cover blocks the line of site to any target that is behind it, as well as any burst effect. High cover can be damaged by Tanks, Mortars, And Bazookas. When High cover is targeted to be attacked, it becomes Low cover. Low cover provides a -1 to all rolls to hit any target that has the cover between it and at the attacker. Low cover provides no impediment to tank movement.
Going Prone: A soldier can elect to go prone. This proves a +1 bonus on attack rolls. This also results in adjacent low cover being treated as high. A prone soldier can only move 2" per move action.
ETA: Clarity and formatting
<message edited by RogueDrake on Thursday, November 05, 2009 6:14 PM>