army men combat v1.0
TRANSCRIPT
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Introduction
Hello, and welcome to Army Men Combat!
Army Men Combat is a single-page ruleset played with
plastic army men and that was designed to be fast to learn
and simple to play.
Gameplay is focused on combined arms warfare with
alternating activations and simple combat mechanics to
keep both players on their toes and engaged at all times.
We recommend printing out the rules page, this way you
will always have all rules and units at hand as you are
learning the game. If you dont have plastic army men you
can usually find them at your local toy store or online for
cheap ($5-$10 for a pack of 50 soldiers).
You can find various supplements to this ruleset and other
one page rules atonepagerules.wordpress.com.You canfind more awesome art at40-kun.deviantart.comand
rosscarlisle.tumblr.com.
If you'd like to get news & updates you can follow us at
facebook.com/onepagerulesor@onepageanon.
If you wish to get involved in the games development or
have any questions you can head over to our forums at
onepagerules.proboards.com,or write me an e-mail at
Thank you for playing and happy wargaming,
One Page Anon (Rules), Jean Charles Doublet (Cover) and
Ross Carlisle (Logo)
Index
1.
Cover
2.
Introduction & Index
3. Rules
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8/9/2019 Army Men Combat v1.0
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Army Men Combat v1.0by OnePageAnon (http://onepagerules.wordpress.com/)
General PrinciplesThe Most Important Rule: Whenever a rule isunclear or does not seem quite right, use commonsense and personal preference.Units: Each unit consists of one or more modelsacting as a single entity, and is defined by their size,
equipment and special rules.Quality Tests:Whenever a rule states that youmust take a Quality test roll one six-sided die tryingto score a result of 4+.Additional Dice: Whenever a rule refers to addingdice they are added to the unit as a whole, and notto each individual model (dice are added to themost common weapon that is being used).Line of Sight:If you can draw a straight line fromthe attacker to the target without passing throughany solid obstacle, then he has line of sight.
Before we begin...Preparation: The game is played on a flat 4x4surface, with at least 5 pieces of terrain on it. Theplayers roll-off, and the winner chooses on whatside to deploy and places his army first within 12 ofhis table edge, then the opponent does the same.Objective:After 4 rounds the game ends, and bothplayers sum the point value of all enemy units theycompletely destroyed or that are pinned. The playerwith the most points wins.
Playing the GameThe game is played in rounds, in which playersalternate in activating a single unit each until allunits have been activated. The player that wondeployment goes first on the first round, and ineach new round the player that finished activatingfirst in the previous round goes first.
ActivationThe player declares which unit he wishes toactivate, and it may do one of the following:
Action Move NotesHold 0 May shoot.
Hunker 0 May not shoot. Gets +1die to blocking shots.
Guard 0 May react once per roundby firing at enemymovement across its lineof sight. Target gets +1 dieto blocking.
Walk 6 May shoot after moving.Run 12 May not shoot.Assault 12 Move into close combat
with enemy, gets +1 die tomelee attacks.
MovingUnits may move and turn in any direction regardlessof the models facing, and they may only move
within 1 of other units if assaulting.All members of a unit must remain within 1 of atleast one other member and within 12 of all othermembers at all times. If any member of the unit isfurther than 1/12you must use a Walk, Run orAssault action to get it back into coherency.
ShootingAll models in a unit that are in range and have lineof sight of an enemy unit may shoot one weapon.The attacker takes one Quality test per Firepower inthe unit, and each success is a hit. The target thentakes as many Quality tests as hits, and each successis a block. Every unblocked hit causes a wound.For every wound remove one model from the targetunit (defender may remove them in any order).
Close CombatWhen using an Assault action move as many models
as possible into base contact with models in thetarget unit. Then move models in the target unitthat are not in base contact into base contact toassaulting models by moving up to 3.
At least one model has to be in base contact withenemy models, and any model that is in basecontact with an enemy or that is within 2 of anenemy may attack with all of its melee weapons.All models then strike simultaneously, which isresolved like shooting, however casualties are only
removed after all attacks have been resolved.Compare how many wounds each unit caused, andthe unit that caused most is the winner.The losing unit must then take a morale test, and ifit fails the test the unit routs (remove all models ascasualties). If it passes or the combat is tied theunits immediately fight another close combat, andthis continues until one is destroyed or routs.If one of the units is destroyed and the othersurvives it may immediately move by up to 3.
MoraleWhenever shooting brings a unit down to half orless of its original size it must take a morale test.The unit takes a Quality test and if it is unsuccessfulthen it counts as pinned. A unit that is pinned musttake a Quality test when it is activated, or beforefighting close combat if assaulted. If it fails the unitrouts (remove all models as casualties).If it passes then the unit is not pinned anymore andmay be activated and fight close combat normally.
TerrainCover (forests, ruins, sandbags, etc.): Units in coverget +1 die to blocking when being shot. If at leasthalf of the models in a unit are within cover terrain,or are fully or partially obscured by a piece ofterrain from the view of the attacker, then theentire unit counts as being in cover.Difficult Terrain(woods, mud, rivers, etc.):Unitsmay not use Run actions to move through difficultterrain, and units assaulting through it do not get +1die to melee attacks.Dangerous Terrain(quicksand, razor wire, mine
fields, etc.):Roll one die for every model that moves
into or across dangerous terrain. The unit takes oneautomatic hit for each 1 you roll.Elevation (cliffs, roofs, ledges, etc.): Units may geton/off steep elevation up to 3 tall, counting theheight toward movement. When firing at orassaulting units from elevation at least 3 tall theunit gets +1 die to shooting and melee attacks.
Army CompositionEach player may take up to 150pts or 300pts worthof units and upgrades in his army (you decide), ofwhich up to 150pts are vehicles.You may also take any combination of up to threeunits of the following type: Gunner, Sniper, Support.
UnitsUnits are made of as many models as the number inbrackets, and some have special rules. Riflemen
units may be upgraded in three ways:
All soldiers may take bayonets for +10pts One soldier may take a grenade for +5pts
or C4 for +10pts
One soldier may replace his rifle with aflamethrower or bazooka for +10pts
Name Equipment Special PtsRiflemen (5) Rifles - 25Riflemen (10) Rifles - 50Spec-Ops (5) Carbines Elite 40Spec-Ops (10) Carbines Elite 80Gunner (1) Machinegun - 10Sniper (1) Sniper Rifle Scout 10Support (1) Mortar Radio 20
Elite: This unit may re-roll all failed Quality tests.Scout: This unit only needs 2+ to pass Quality tests
when shooting, and the target may not roll to blockunless it is a vehicle.Radio: This unit may shoot at enemies it cannotdirectly see as long as they are within line of sight ofat least one other friendly unit.
WeaponsEach ranged weapon provides as many dice toshooting as its Firepower, and range less weaponsprovide Firepower to close combat.Soldiers that are not upgraded with bayonets areassumed to use their fists in melee.
Weapons with D(n) Firepower roll an (n) sided die todetermine Firepower for that attack.When attacking enemy vehicles halve the amountof hits (rounding down), or double them forweapons with xnext to their Firepower.
Name Range FPFists - 1Bayonet - 2Grenade 12 D6C4 12 D6xFlamethrower 12 2D6Carbine 18 1Rifle 24 1Sniper Rifle 36 1Machinegun 36 3Bazooka 36 D6xAutocannon 48 3Mortar 48 D6xTank Cannon/Artillery Gun 48 2D6x
VehiclesVehicles consist of a single model, and they have anarmor value which is the number in brackets. Whena vehicle is hit you may add as many dice toblocking as the vehicles armor value. Vehicles maybe upgraded in two ways:
Vehicles may raise their armor value by 1for +20pts
Vehicles may take one pintle-mountedmachinegun for +10pts
Name Equipment Special PtsJeep (1) - Crew 40Truck (1) - Crew 60
APC (2) Autocannon Crew 110Tank (3) Tank Cannon - 150Howitzer (-) Artillery Gun Slow 90
Crew: This vehicle may transport a crew of up to 5models for jeeps, 10 models for trucks and 10models for APCs. Units that move into contact witha vehicle may embark, and units may use a walk orrun action to disembark. If a unit is inside a vehicleas it is destroyed all models are placed within 2 ofthe wreck and the unit immediately takes D6 hits.Slow: This vehicle moves 6 and cruises 12, it mayonly shoot when using hold actions, and it counts ashaving the Radio special rule when shooting.
Vehicle RulesVehicles are activated like regular units, and may doone of the following when activated:
Action Move NotesHold 0 May fire all of its weapons,
even at separate targets.Move 12 May shoot after moving.Cruise 24 May not shoot.
Vehicles may pivot once by up to 180 when usingHold actions or by up to 90 at any point during aMove or Cruise action (may not move sideways, andmove at half speed when reversing). If a vehicle isattacked in close combat it may not strike back.Vehicles get no benefit from cover/elevation.When a vehicle fails to block one or more hits, rollon this table for each:
Result Effect1-2 Shaken (must roll a 4+ to activate).
3-4 Tracked (may not move or pivot).5-6 Destroyed.
If the vehicle is hit in the front roll 2 dice and choosethe lowest result, if hit in the side roll 1 die, and ifhit in the rear roll 2 and choose the highest result.