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Very Simple Army Men

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In a pretty thorough examination of the allthe Toy Soldiers/Army Men rules I couldfind I never found one that I felt couldreally suit my needs (not a real bigsurprise, since I‟m pretty picky about myrules). So here is a hodge-podge of what Ithought was the best rules for anyparticular situation that could come up inArmy Men/Toy Soldier battles.It's meant to be played with cheap plasticsoldiers, approximately 1" tall (or HO scaleor 1/72 scale). But really any figures willwork.
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Very Simple Army Men Saturday, July 16, 2011 Page 1 of 58 Very Simple Army Men (VSAM) Operation Sandtrap is a registered trademarks of T. Sheil & A. Sheil © 1998. http://www.thortrains.net/armymen/wargame1.htm . Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Operation Sandtrap TO USE THESE VARIANTS! 1BC (One Brain-Cell) Toy Soldier Rules is a registered trademarks of Pete Kautz © 2001. http://www.alliancemartialarts.com/1BCToySoldiers.pdf . Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN 1BC (One Brain-Cell) Toy Soldier Rules TO USE THESE VARIANTS! Fields of War is a registered trademarks of Alan Patrick © 2006. http://www.btinternet.com/~a.patrick/WW2Rules.htm . Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Fields of War TO USE THESE VARIANTS! World War II Rules is a registered trademarks of Ted Schulz © 2002. http://www.totalmodels.co.uk/workshop/pages/workshop_200.shtml . Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN World War II Rules TO USE THESE VARIANTS! Fighting Plastic is a registered trademarks of T. Sheil & A. Sheil © 2005 written by Corey Butler. http://www.thortrains.net/armymen/newpic04/fpgame1.html . Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Fighting Plastic TO USE THESE VARIANTS! FUBAR is a registered trademark of Andrew Domino © 2011 Craig Cartmell. http://uk.groups.yahoo.com/group/forgeofwar/ Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN FUBAR TO USE THESE VARIANTS! The Green and the Tan is a registered trademarks of Nathan Russell © 2006. www.attackofthegame.com and
Transcript
Page 1: Very Simple Army Men

Very Simple Army Men Saturday, July 16, 2011

Page 1 of 58

Very Simple Army Men (VSAM)

Operation Sandtrap is a registered trademarks of T. Sheil & A. Sheil © 1998.

http://www.thortrains.net/armymen/wargame1.htm. Use of the trademark in

this document is not intended to infringe upon or devalue the trademark. YOU

MUST OWN Operation Sandtrap TO USE THESE VARIANTS!

1BC (One Brain-Cell) Toy Soldier Rules is a registered trademarks of

Pete Kautz © 2001.

http://www.alliancemartialarts.com/1BCToySoldiers.pdf. Use of the trademark in this

document is not intended to infringe upon or devalue the trademark. YOU MUST OWN 1BC

(One Brain-Cell) Toy Soldier Rules TO USE THESE VARIANTS!

Fields of War is a registered trademarks of Alan Patrick © 2006. http://www.btinternet.com/~a.patrick/WW2Rules.htm. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU

MUST OWN Fields of War TO USE THESE VARIANTS!

World War II Rules is a registered trademarks of Ted Schulz © 2002. http://www.totalmodels.co.uk/workshop/pages/workshop_200.shtml. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN World War II Rules TO USE THESE VARIANTS!

Fighting Plastic is a registered trademarks of T. Sheil & A. Sheil © 2005 written by Corey Butler. http://www.thortrains.net/armymen/newpic04/fpgame1.html. Use of the

trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Fighting Plastic TO USE THESE VARIANTS!

FUBAR is a registered trademark of Andrew Domino © 2011 Craig Cartmell.

http://uk.groups.yahoo.com/group/forgeofwar/ Use of the trademark in this

document is not intended to infringe upon or devalue the trademark. YOU MUST

OWN FUBAR TO USE THESE VARIANTS!

The Green and the Tan is a registered trademarks of Nathan Russell © 2006. www.attackofthegame.com and

Page 2: Very Simple Army Men

Very Simple Army Men Saturday, July 16, 2011

Page 2 of 58

http://www.rpgnow.com/product_info.php?products_id=79141&filters=0_0_0_0_0&manufacturers_id=2577 and http://www.perilplanet.com/web_images/greenandtan.pdf. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN The Green and the Tan TO USE THESE VARIANTS!

WWII Plastic Skirmish is a registered trademarks of Brett Drake ©

2005. http://www.juniorgeneral.org/w2plastic/plastic.html. Use of

the trademark in this document is not intended to infringe upon or

devalue the trademark. YOU MUST OWN WWII Plastic

Skirmish TO USE THESE VARIANTS!

Table Top Troopers and An Eye 4 An Eye! A Rules Supplement for Table-Top

Troopers is a registered trademarks of Ken Maher © 2001.

http://kenmgames.wordpress.com/tag/table-top-troopers/. Use of the

trademark in this document is not intended to infringe upon or devalue the trademark. YOU

MUST OWN Table Top Troopers TO USE THESE VARIANTS!

Very Simple Generic Miniature Rules (VSGMR) is a registered trademark of Andrew Domino © 2010 Domino Writing. http://www.dominowriting.com/games.html Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Very Simple Generic Miniature Rules TO USE THESE VARIANTS!

Introduction When Commander Cody pointed me to the

„Operation Sandtrap‟ rules it lit a fire

under me to create a VSGMR version.

Operation Sandtrap

(http://www.thortrains.net/armymen/war

game1.htm) has some very nice ideas and

is very close to what I want to play, but

I‟m not convinced carrying around 6 pieces

of string, a cup and a bucket is simpler

than a tape measure!

I never really had much interest in World

War II games until the Command & Colors

board game Memoir '44

(http://www.daysofwonder.com/memoir4

4/en/). The game play was so interesting it

actually made me want to know more

about the individual battles and history of

World War II.

Of course, I'd looked at Flames of War

(http://www.flamesofwar.com/) but found

it prohibitively expensive and having no

ability to paint pretty much left me out of

that game. As with most miniature games

today, you can't really play the game

unless you join the 'hobby' including

painting, hand-crafting terrain and all the

other income streams the companies

making these games enjoy.

I wondered why it wasn‟t possible to just

grab a bunch of green army men and play

the way we used to do it as kids? Old tech,

sure, but still fun. Then I found that while

most toy soldiers are about 2" tall there

are still a lot of inexpensive 1" figures and

vehicles available. Mostly on eBay of

course (http://cgi.ebay.com/260-ARMY-

MEN-PLAY-SET-plastic-toy-HO-sized-

Page 3: Very Simple Army Men

Very Simple Army Men Saturday, July 16, 2011

Page 3 of 58

soldiers-br-

/150598373258?pt=Toy_Soldiers&hash=item

23105ccf8a). So I decided to invest in some

of these. Now all I needed was a simple set

of miniature rules!

In a pretty thorough examination of the all

the Toy Soldiers/Army Men rules I could

find I never found one that I felt could

really suit my needs (not a real big

surprise, since I‟m pretty picky about my

rules). So here is a hodge-podge of what I

thought was the best rules for any

particular situation that could come up in

Army Men/Toy Soldier battles.

It's meant to be played with cheap plastic

soldiers, approximately 1" tall (or HO scale

or 1/72 scale). But really any figures will

work.

Terrain Different aspects of the land affect

movement. Here is how Move Units are

affected:

BRIDGES, PASSES, TUNNELS AND FORDS When a figure comes to cross a bridge or

go through a narrow pass or tunnel, choose

one piece as the lead figure. It moves as

far as you wish, and everyone else follows

behind.

These require troops to move as a convoy.

They may slow down many units.

Determine the type of bridges before the

game; Footbridges can only accommodate

foot traffic. Light bridges will handle jeeps

and trucks, and some of the stronger Light

Bridges can handle half tracks, APCs, Self-

Propelled Guns and Light Tanks. Medium

Bridges will handle everything up to

Medium Tanks. A stronger bridge would be

needed for Heavy Tanks. Use of bridges

can limit Heavy Tanks, making a game

more challenging.

CONCEALMENT Targets moving through a forest cannot be

seen except when they are close to the

edges (within 2"). Ditto for targets in a fog

bank, etc. They only become visible when

they fire at you, or when they come into

direct view of the gunner/shooter.

Targets moving through a forest cannot be

seen except when they are close (2") to the

edge. Ditto for targets in a fog bank, etc.

They only become visible when they fire at

you, or when they come into direct view of

the gunner/shooter. Of course, you can use

Indirect Fire (on page 23) on any target.

Artillery and mortars can be called in to

drop ordinance on an area. The enemy will

either move or continue to be shelled. It

pays to have a Radioman (on page 28), a

mortar squad and a few field pieces. The

enemy has to reveal what items are

destroyed when a Concealed Squad is

shelled. You might want to make it easier

with a rule that states that any Squad

being shelled reveals itself. This is

something you and your opponents must

decide before a battle.

Cover Vehicles or Cannon behind fortifications,

walls, or peeking over crests of hills are

not hit unless a 6 is rolled.

FOREST Guys can move over or through anything

reasonable (i.e., not walls without

windows). Touching figures are called

"Squads" (on page 7) and may move

simultaneously.

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These stop troops. Movement is at half

speed (3" for Guys, 6" for Cavalry and

Vehicles). Determine the thickness of a

forest beforehand. Some forests prevent

movement of Wheeled Vehicles (on page

35), and are so thick they bring tanks to

1/4 speed (3", the assumption that tanks

can knock down small trees). Tanks moving

through a thicker forest lose any

Concealment (on page 3).

HILLS These can slow troops.

Sloping

Climbing a gently-sloping hill (10° to 44°)

slows troops and Wheeled vehicles (on

page 35) Move Units to half (3" for Guys, 6"

for Cavalry and Vehicles).

Steep

A Steep Hill (45° to 80°) slows them to 2"

for Guys, 4" for Cavalry and Vehicles.

Very Steep

Hills over 80° can only be scaled by

Climbers (on page 10) with climbing gear.

Wheeled (on page 35) and Tracked Vehicles

(on page 33) and Cavalry cannot climb

steep slopes.

Downhill

Going downhill on gentle slopes does not

affect movement. On steep slopes,

movement is slowed by ½ (3" for Guys, 6"

for Cavalry and Vehicles).

Slope Guys Cavalry Vehicles

Sloping 3” 6” 6” Steep 2” 4” 4” Very Steep 3" 0” 0” Downhill 3” 6” 6”

OBSTACLES These are natural and man-made Obstacles

on any battlefield.

RIVERS A River is a minimum of 4" wide. River is

considered Rough Terrain (3.7, 1/2 Move

Units) and Guys cannot make distance

attacks while in the river. Guys can carry

Machine Guns, Flame Throwers and Mortars

across rivers. Vehicles also lose ½

Movement in rivers (6”).

These cause troops to stop immediately. If

they can ford the river, they do so at half

speed (3"). If not, they must either use a

ridge or some kind of watercraft (on page

35). It takes one round to make amphibious

vehicles ready to cross water (on page 35).

On coming to a river, a figure must stop

immediately. If the river is fordable, all

movement through the river is slowed by

one half (3” for Guys, 6” for Cavalry &

Vehicles). On climbing the far bank, the

unit must stop.

ROADS Add +50% (or +4” to +6”) to all Move Units

(3.6) inches when travelling on Roads.

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Very Simple Army Men Saturday, July 16, 2011

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Tougher Guys

Guys in VSGMR are pretty easy to take

out. Several Traits are available to

increase the survivability of Guys. They

are listed her for convenience:

Bravery (on page 15)

Hitting the Dirt (on page 22)

Resilient (on page 30)

Suppression (on page 32)

SWAMPS These stop troops. All figures move through

swamps at half speed (3" for Guys, 6" for

Cavalry and Vehicles).

TERRAIN MODIFIERS Terrain can modify the Move Units of

Vehicles as follows:

Move Units Modifier Situation

-2" if moving Uphill +2" If moving Downhill +4" If moving on Roads

TOWNS These cause troops to move through at half

speed (3" for Guys, 6" for Cavalry and

Vehicles), unless moving down the main

road as a convoy.

VISIBILITY All targets are visible with 12". Guys in

Cover (4.7) are not visible within 24".

Vehicles in Cover are not visible at 24" or

more. Figures more than 3" in Cover cannot

see out, or be seen. Figures hiding on the

other side of Cover but not in it (e.g.,

behind hedges) cannot be seen or see out.

An enemy must be visible to make a

distance attack against it (4.3).

WATER TERRAIN Aka Lake, Ocean, Pond, Bay, Sea, etc.

No Vehicles (except Watercraft, on page

35) can enter water terrain. Men can swim

across a pond or bay as Rough Terrain and

cannot make distance attacks while

swimming. Bazookas (on page 35), Machine

Guns (on page 25), and Mortars (on page

38) cannot be fired in water terrain.

Lakes

Crossing lakes involves using boats or

barges. It takes one Movement (3.6) step

to get on the boat, and one move to get

off. A Boat or Barge can move 6" per round

(on page 35).

I. WHAT YOU NEED TO PLAY

TROOP SKILL LEVELS To reflect the differences in training, the

following Figure types are given:

Militia

Cost: ½ point Attack: 6+/5+ Move Units: 6” Skill: 6+

New/Poorly Trained: Most Russian troops,

some early war US units

Troops

Cost: 1 point Attack: 5+/4+ Move Units: 6” Skill: 4+

Regulars: The vast bulk of troops

Hero Cost: 2 points Attack: 4+/3+ Move Units: 6” Skill: 3+

Many German troops until 1944, British

Guards, US veteran units.

Page 6: Very Simple Army Men

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Tougher Vehicles

Vehicles in VSGMR are not much tougher

than Guys. Several Traits are available to

increase the survivability of Vehicles.

They are listed her for convenience:

Armored Hull (on page 14)

Hard Target (on page 21)

Heavy Vehicle (on page 21)

Reinforced Hull (on page 30)

Vehicle Armor (on page 34)

Vehicle Hull (on page 34)

Tougher Buildings

Even Buildings in VSGMR are not much

tougher than Guys. Several Traits are

available to increase the survivability of

Buildings. They are listed her for

convenience:

Buildings (on page 16)

Concrete Bunker (on page 18)

Hard Target (on page 21)

Vehicles

Cost: 3 points Attack: 5+/4+

Destroyed vehicles are flipped over and

remain in place as Rough Terrain (3.7),

Obstacles (on page 4) and Cover (on page

8). Crews survive destroyed Tanks (not

Jeeps or Half-Tracks) on 5+ roll. Vehicle

drivers can not shoot if the vehicle moves

in the same round. A Machine Gun in a

Vehicle must be manned by a Guy other

than the driver. Vehicles load/unload or

hitch/unhitch artillery costing ½ their

Move Units during the Movement step

(3.6). This movement can be taken before

or after loading/unloading. Vehicles cannot

enter Buildings.

Loading Or Unloading Vehicles

Loading figures don‟t move. Loadees must

start the round within 3" of the Vehicle.

Unloading costs ½ the Move Units of the

Vehicle. It may move before or after

loading/unloading. Unloaded Guys/Cannon

are placed within 3" and not touching

enemy figures and may move no further

than round. Killing Vehicles kills the Guys

inside if the vehicle is Unarmored (on page

34) If the Vehicle has Light Armor or better

the occupants have a 5+ roll to survive.

Loaded Guys/Cannon can't shoot or be shot

at, except that up to 2 figures can make

distance attacks from a Halftrack (on page

42).

All armored Vehicles have an LMG as well

as their Main Gun (on page 38). These are

from the 6 pdr, 57mm to 80mm weapons.

Buildings

Cost: 4 points Attack: n/a

Occupants survive destroyed Buildings on

4+ roll. Guys in Buildings cannot fire at

targets that are behind the fortification or

directly below and in front of the gun

ports/windows. Grenades can be tossed

onto figures in front of Buildings. Enemy

figures in these 'safe zones' can destroy the

occupants of the Buildings if they

successfully attack with Flame Throwers

and Grenades (on page 36).

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II. RULES

NNNeeewww RRRuuullleeesss

WHEN IN DOUBT When in doubt about a particular ruling,

roll 1d6. On a 1-3, your interpretation

rules. That will be the rule for the duration

of the game. Later, you can append rules

as you see fit. On a 4-6 your opponents

interpretation rules.

1. Initiative Initiative (3.3) is a Very Simple way to

handle moving figures around the table,

however it has a couple of potential

problems.

If there are a lot of figures on the table (or few figures, but slow players), it can take a long time between rounds waiting for a someone to decide how to move all of their figures.

The game can become very predictable if all players have a „gods-eye‟ view of the table and can always choose every figure to move and attack each round.

The following three Squad Activation

options (in order of simplicity) are

designed to allow games to move quicker

(but allowing each player to only move

some of their figures in a round) and add a

„fog of war‟ component to the game, as

the Commander can‟t always be sure his

troops will follow orders.

Squad Activation — Option I

Using the Squad Activation Optional Rules,

players only activate one Squad (up to 5

Guys, 4 Cavalry, or 1 Vehicle within 4” of

each other) instead of their entire army

each round when they win Initiative (3.3).

Squad Activation — Option II

Player 1 attempts to activate each Squad

(up to 5 Guys, 4 Cavalry or 3 Vehicles). Roll

a d6 - if the result is equal to or less than

the number of figures in the activating

squad, they may move. If the roll is greater

than the number of figures left in the

Squad, they are too confused, frightened

or lazy to move from where they are.

When player 1 has attempted to activate

all their Squads, player 2 may activate

their squads in the same manner.

Squad Activation — Option III

A player has one or more Squads (as

defined by up to 5 Guys or 4 Cavalry or 3

Vehicles). Each Squad is defined by its

level of training and experience and by its

weapons/armor selection. All members of

a Squad must remain within 3" of each

other or incur a penalty on their activation

of -1 per figure that is out of touch.

Figure Type Activation Roll

Militia 5+ Troops 4+ Hero 3+ Commander 2+

At the beginning of a round each player

rolls 1d6 and adds any scenario modifiers

(VII).

The player that scores the highest can

attempt to Activate a Squad first. If this

succeeds then that Squad can take their

Movement step and carry it out. He can

continue to activate Squads until he fails

an Activation roll, then the Initiative

passes to his opponent. If there are more

than two players the Initiative passes to

the next highest score. The Initiative

passes to and fro as players pass and fail

Activation rolls, until they have all had a

chance to try and activate each Squad in

their command.

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COVER A figure may fire at an enemy in cover if

the target figure is within 2" of the cover's

edge. Figures can only fire out of Cover if

they are within 2" of the Cover's edge.

VSGMR has only one type of Cover. These

expand the types of cover as follows:

Soft Cover

Treat as 4.7 but the attack roll hits on a

roll of 4+.

Moderate Cover

Treat as 4.7 but the attack roll hits on a

roll of 5+.

Hard Cover

Treat as 4.7.

MORALE RULES The following two Morale options (in order

of simplicity) are designed to allow games

to include Morale rules without slowing

down too much.

Morale — Option I 1

When a Squad is reduced to less than half

its original number (2 Guys, 2 Cavalry or 1

Vehicle), then roll 1d6 to test Morale. If

the number rolled is greater than the

number of figures left alive in the Squad,

the Squad Routs (on page 10) and flees

from the battle. At the end of a players

round, any of their Squads with less than

half its starting number (2 Guys, 1 Cavalry

or 1 Vehicle) of figures must make a Morale

roll.

Morale — Option II 2

Call it fighting spirit, esprit de corps or the

will to stand, morale has a greater effect

than many suppose. A Squad will operator

1 1BC (One Brain-Cell) Toy Soldier Rules 2 Operation Sandtrap

normally until it makes contact with the

enemy. Contact is what erodes morale. A

Squad will need to make a Morale roll if:

Ambush/Rear Attack

Being ambushed or hit from behind. An

attack like this, if done by a significant

enough enemy force, can force you to

check Morale. The ambushing Squad must

be at least 2/3 (3 figures more) your

Squad's size and strength. The rear

attacking Squad has to be 3/4 (4 figures

more) than your Squad's size and strength.

Overwhelming Odds

It is faced with overwhelming force. For

instance, an infantry Squad is faced with a

platoon of tanks would be forced to check

Morale.

Lost 25% Of Troops

It loses 25% of troops (1 figure per Squad)

to enemy fire. Should it win the Morale

roll, it will not have to check Morale again

until it loses more Guys. It will then hold

until it loses another figure. Winning the

first roll means it has good Morale and it

will take a higher number of casualties to

rattle it. Roll Morale for each figure lost.

Surrounded/Cut Off

Being surrounded/cut off and having no

contact with command. If you have no

Radioman and are surrounded/cut off by

the enemy, it could force a Morale roll.

Morale Roll

1d6 Morale Roll

1-3 The Squad holds 4 The Squad moves half move back (3" for

Guys, 6" for Cavalry and Vehicles) 5 The Squad moves back its full Move Units

(6" for Guys, 12" for Cavalry and Vehicles)

6 The Squad Routs and Runs (12" for Guys, 24" for Cavalry and Vehicles)

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The Rout can be stopped if the Routing

Squad is checked by an officer. However,

that officer and his Squad must hold their

position for the next round. The Routing

Squad rolls Morale die again.

1d6 Officer Rallying

1-3 The officer stops the Rout. A stopped Squad must hold one round.

4-6 The officer fails and the Squad keeps running.

Here are some items that will affect

Morale:

Modifier Morale Situation

-1 No Radioman with Squad +1 Officer with Squad +1 Medic with Squad +1 Friend Squads within one Move +1 Heroes -1 Militia -2 Non-Combat Figures (mechanics,

cooks, etc.)

You can devise other things that will affect

Morale in your rules.

2. Movement

Guys Move Units Any activated Squad can move up to 6" in

any direction. Squads may never move

through friendly or enemy Squads.

Move Units for Guys are considered to be

6". Guys who have Gone to Ground (on

page 10) and move while lying down can

only Crawl at 3" (on page 10).

Vehicles These have 12" Move Units in the open and

can fire one weapon, or 6" through Rough

Terrain (3.7) and can fire one weapon.

Vehicles with Very Heavy or Building armor

(on page 40) can move 6" through Rough

Terrain but cannot fire weapons if they do

so. A Stationary Vehicle can fire all its

weapons. A Vehicle, and any figures inside

or directly behind it, get an Armor rolls

(4.4).

Vehicles Move Units are considered 12".

Jeeps and Trucks (as well as Trains) can

move up to 18" per round on a Road (on

page 3).

Loading Vehicles

Deduct ½ Move Units for getting in and out

of Vehicles, limbering (loading

weapons)/unlimbering (unloading

weapons)/hand moving Guns, HMG's, etc.

Obstacles

Vehicles cannot move across Obstacles like

walls, hedges or deep ditches.

MOVEMENT OPTIONS In addition to the normal VSGMR Movement

(3.6, which is considered to be a Walk, on

page 11) other movement options are

available as follows:

Assault

Cost: 0 points Move Units: 8"

Move into hand to hand combat with an

enemy figure. The figure cannot make a

distance attack this round.

Charge

Cost: 0 points Move Units: 2d6"

Move Units for Charging into hand to hand

combat is 2d6". Roll for each individual

figure entering hand to hand combat. A

Charge is only 1d6" in Rough Terrain (3.7).

You MUST use the Charge Trait to enter

into hand to hand combat. Roll 2d6 and

move that number of inches. Sometimes

the soldier will get "cold feet" and not

close in as fast as you'd hoped! Figures who

have Charged to within 1" are considered

to be in hand to hand combat and neither

figure may move away. Hand to hand

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attacks are made normally (4.12) with the

following modifiers:

Climbing

Cost: 0 points (Guys Only) Move Units: 3"

Climbing infantry may not attack the round

they are attempting to climb. Soldiers

climbing cliffs must roll 1d6.

1d6 Climbing Roll

1 Fall to death 2-4 No Progress 5-6 Climb 3"

Crawling

Cost: 0 points Move Units: 3"

A Crawling figure has Move Units 3. The

figure can make distance attacks or hand

to hand attacks.

Duck & Weave

Cost: 0 points Move Units: 8"

The figure cannot make distance attacks.

The figure count as being in Soft Cover (4+,

on page 8).

Gone To Ground

Cost: 0 points Move Units: 3"

Guys may crawl at 3" Move Units per round.

Drop to the nearest cover. Consider the

figure to be in Cover (4.7 or Subtract -1

distance attack roll to any attacks against

this figure). The figure cannot make

distance attacks or hand to hand attacks

this round.

On Guard

Cost: 0 points Move Units: 0"

Can react ONCE per round by making

distance attacks at enemy figures who

move across their field of fire (Front, see

illustration).

Overrun

Cost: 0 points (Vehicles Only)

Move Units: 12"

If a Vehicle makes a hand to hand attack

against Guys, the Guys can make a Skill roll

(4.14) to get out of the way, and move the

figures out of the Vehicle's path. If they

fail,, each figure in the vehicle's path is

hit. Make armor rolls as normal.

Retreat

Cost: 0 points Move Units: 12"

Retreat is a full Move at a Run (on page 11)

away from the enemy. They cannot make

distance or hand to hand attacks.

Rout

Cost: 0 points Move Units: 12"

In case of a Rout, the figure can affect

others it might pass through. If a Routing

figure passes through a friendly figure of

smaller size (a Guy routing cannot Rout a

Cavalry it passes, but Cavalry or Vehicles

can Rout Guys they pass through while

Routing), that figure must also make a

Morale roll. Figures of larger or equal size

need not check Morale if passed by a

Routing figure.

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Run

Cost: 0 points Move Units: 12"

This figure can use twice their Move Units

(12" for Guys, 24” for Cavalry and Vehicles)

if they do not make a distance attack or a

hand to hand attack in this round. They

cannot Run if they are within 12" of an

enemy figure.

Surge

Cost: 0 points Move Units: 6"

The Squad that kills the most enemy in a

single hand to hand round wins the

combat, and the loser must immediately

move 1d6" directly away from the enemy.

If both Squads cause the same number of

casualties, or neither inflicts casualties,

they both move 1d6" directly away from

the enemy Squad.

Swimming

Cost: 0 points Move Units: 6"

Swimming infantry move at a rate of 6" per

round. They have a 1 in 6 chance of

drowning every round they are in the

water.

Walk

Cost: 0 points Move Units: 6"

The figure can also make distance attacks

during the distance attack step or a hand

to hand attack during the hand to hand

attack step (4.9).

Withdraw

Cost: 0 points Move Units: 1d6"

To attempt to Withdraw from hand to hand

combat a figure must make a successful

Skill roll (4.14) and then move 1d6" away

from their opponents. The opponent is

then immediately allowed to also make a

successful Skill roll. If they succeed the

enemy Guy may then follow up and move

1d6" towards the enemy. This supersedes

any normal activation/initiative rules and

movement.

3. DISTANCE ATTACKS

DDDIIISSSTTTAAANNNCCCEEE AAATTTTTTAAACCCKKK MMMOOODDDIIIFFFIIIEEERRRSSS The following modifiers to distance attack

rolls are given under the right

circumstances:

Modifier Distance Attack Situation

-1 Attack roll from lower elevation +1 Attack roll if attacking from behind -1 Attack roll if Range is greater than

18"

EEEnnngggaaagggeeeddd Figures that are touching enemy figures

cannot make distance attacks.

MMMOOOVVVIIINNNGGG TTTAAARRRGGGEEETTTSSS If the attacker and the target do not move

in the same round it makes a distance

attack, it has a +1 Attack roll (4.4) bonus.

If the both the target and the attacker

moved in the same round as the target,

there is a -1 attack roll penalty.

Movement Attack Roll

Neither Moved +1 attack roll One Moved +0 attack roll Both Moved -1 attack roll

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4. HAND TO HAND ATTACKS

HHHAAANNNDDD TTTOOO HHHAAANNNDDD AAATTTTTTAAACCCKKKSSS Guys can make hand to hand attacks on

Vehicles, but can only successfully score a

hit on an attack roll (4.4) of 6.

Multiple Attackers +1 per additional attacker. Up to three

attackers can gain up on one defender,

granting a +2 attack bonus with these

attacks to each of their attack rolls!

Strength is in numbers!

VVVEEEHHHIIICCCLLLEEESSS

OVERRUN Tanks can eliminate enemy infantry by

running them over. Treat this as a Hand to

Hand attack for Vehicles.

IV. FIGURE POINT Cost

BALANCED FORCES A good balance is to have no more than 1

Vehicle or Building for every 10 Guys. This

optional rule can be used to balance

forces.

Purchasing Limits No more than 1/6 of points can go to any

one type of Guy except for Rifle Guys. No

more than 50% of points may be used on

Tanks, Anti Aircraft Tanks, and Armored

Cars combined. No more than 4 Jeeps, 3

Cannons, 1 Large Pillbox or 2 Small

Pillboxes may be bought per 100 points. At

least 1/3 of points must be spent on Guys.

No Rafts or Landing Crafts or Amphibious

Vehicles (on page 35). You may buy up to

two 4" diameter Sandbags (count as Cover).

V. TRAITS

NNNEEEWWW TTTRRRAAAIIITTTSSS

Commander Only Some Traits are marked as Commander

Only. If these Traits are purchased by a

Commander, all the figures under their

command can use them.

Squads Figures can be organized into Squads of up

to a maximum of 5 Guys or 4 Cavalry or 3

Vehicles. These Squads act as a unit and

usually take their movement and attacks at

the same time (on page 7).

TTTRRRAAAIIITTT DDDEEESSSCCCRRRIIIPPPTTTIIIOOONNNSSS

+2 vs. Buildings

Cost: 2 points (Weapons Only)

This weapon has a +2 attack roll bonus

against Buildings.

1/2 Move

Cost: 0 points (Weapons Only)

When carrying this weapon figures can only

move ½ their Move Units. They may fire in

the same round unless they are also

Stationary (on page 32).

Aim

Costs: 2 points (Commander Only)

A figure may choose not to move and

instead Aim. The target must already be in

range to do so. This figures then gets a +1

attack roll for that specific target.

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Air Recon

Cost: 2 points (Commander Only)

For air reconnaissance, a figure in the open

will be seen momentarily by the aircraft.

Roll 1d6. This will reveal Concealed figures

(on page 3).

1d6 Air Reconnaissance

1-2 The pilot saw the entire unit 3-4 The pilot saw 60% of the unit 5-6 The pilot saw only 20% of the unit

This amount of all types — infantry, tanks,

etc. — must be placed on the table.

Factors which affect air recon cause the

die roll to be adjusted by adding or

subtracting to the final number.

Modifier Air Recon Situation

-1 Unit in convoy on a road +2 Unit in dense woods +1 Unit in light woods -2 Unit is moving +2 Unit is hunkered down for two or

more rounds (soldiers will conceal themselves from aircraft)

-1 Unit is on or beside a significant terrain feature

+1 Unit is equipped with Anti Aircraft Guns or missiles, is an Anti-Aircraft unit, or has an Anti-Aircraft unit attached to it. This does not include the Machine Guns carried atop tanks and trucks. It means specific Anti-Aircraft weapons (Anti-Aircraft weapons will make pilots reluctant to get too close)

You can develop other factors. In this case,

the lower the number, the more that is

exposed.

Air Support

Cost: 0 points for 8”, 2 points for 12”, 4

points for 14" Flight, 8 points for 28" Flight,

10 Points for 48" Flight (Cavalry and

Vehicles Only)

This Vehicle is capable of flying over

obstacles and any figures. Aircraft are not

on the table in the first round and must be

rolled for at 5+ starting from round 2. Once

on the table they stay for three rounds

(use Tokens on page 58) unless shot down.

They can move over terrain or friendly or

enemy figures and are attacked at -2 to

the distance attack roll if the weapon does

not have the Anti Aircraft Trait (below).

This figure cannot be attacked in hand to

hand combat.

American

Cost: 2 points (Commander Only)

Jeeps and Trucks cost 1 point less (but

never less than 1 point) and don‟t count

against Purchase Limits (on page 12) if

those rules are used.

Anti Aircraft (AA)

Cost: 2 points (Weapons Only)

This type of weapon is especially good at

attacking Aircraft (above). All other

weapons have a -2 attack roll (4.4) penalty

when attacking Aircraft. Anti Aircraft

weapons have a +1 attack roll bonus for

the second attack in a row at the same

target. This Trait allows this weapon to

ignore the Flight (on page 20) attack roll

penalty (-2).

Anti Tank (AT)

Cost: 2 points (Weapons Only)

Anti Tank guns that also have the High

Explosive Trait (on page 22) use a Blast 3”

template (on page 15). If the attack roll

(4.4) hits, the Scatter Table (on page 30) is

rolled. Then anything totally covered by

the Blast template is a potential target. If

a figure is partially covered by the Blast

template, they have a 4+ armor roll to

avoid being hit in addition to any other

armor or Cover (4.7) rolls. Vehicles or

Buildings hit by Indirect Fire (on page 23)

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use the side where the center of the

Template is (top, side, rear, etc., below).

Armored Hull

Cost: 1 point (Vehicles Only)

When a Vehicle is hit and fails its Armor

roll, make a 1d6 roll on the following

table.

1d6 Vehicle Hits

1-2 Crew Stunned, -2 to next Activation only. 3-4 Weapon Destroyed (owner's choice). 5 Vehicle Immobilized for the rest of the

game (on page 58). 6 Vehicle Destroyed. All crew/passengers

must bail out and each figure takes 1 hit (and gets armor save.

Front Side Hit: If a Vehicle is hit on the

front roll 2d6 on the Vehicle Hit Table and

choose the best result. If the same effect

is rolled a second time in a single round

take the highest (worst) effect.

Side Hit: If a Vehicle is hit on the Side roll

1d6 on the Vehicle Hit Table.

Rear Hit: If a Vehicle is hit from the Rear

roll 2d6 on the Vehicle Hit Table and take

the worst result. If the same effect is

rolled a second time in a single round take

the highest (worst) effect.

Artillery

Cost: 6 points (Weapons Only, Must have

Indirect Fire)

Artillery Guns count as having Indirect Fire

(on page 20). Artillery Guns firing direct at

Vehicles count as the next lower type of

Anti Tank Guns (on page 13).

Artillery weapons Ignores Armor (7.7).

Artillery must be 3" from walls (higher than

the piece) to fire over them. Artillery

cannot fire from inside Buildings (ground

level). Artillery can only be fired in its

front facing. Otherwise it must be turned,

taking one full round. Unmanned Artillery

pieces cannot be manned and fired in the

same round. Any Guy firing an Artillery

piece cannot fire his own weapon

separately in the same round. Artillery

cannot be moved and shoot in the same

round. A Guy can disable an Artillery piece

as a hand to hand attack in one round. An

Artillery gun must begin battle with five

crewmen. These may not leave the gun

unless they are chased off. If attacked,

they will defend as Troops. Gun crews

cannot attack as infantry. If the gun crew

is reduced to three men, it fires at half

speed (on page 29). If reduced to 2 men, it

fires at 1/4 speed. One man alone cannot

man an artillery gun.

Barbed Wire

Cost: 1 (Light) or 2 points (Medium) or 3

points (Strong) per 4-6” Section

(Commander Only)

Light Barbed Wire

For only 1 point, Barbed Wire fences cause

infantry and soft-skinned Wheeled (on page

35) Vehicles to stop for the remainder of

the round. The next round, troops and soft

vehicles pass through at half speed. Tanks

and Tracked Vehicles (on page 33) are not

impeded.

Medium Barbed Wire

For only 2 points, this allows a 6" section of

Barbed Wire to be placed anywhere on the

battle field. Barbed Wire subtracts -3" from

any Guy Move Units. Vehicles can cross

Barbed Wire. One Guy can lay 2" of Barbed

Wire in its movement step instead of

moving.

Strong Barbed Wire

Each time this Trait is bought for 3 points,

it creates a 6" long area of Barbed Wire

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that blocks Guys and most Vehicles from

moving. Guys may only move 1" when

crossing Barbed Wire. Jeeps and Trucks

may not pass over. Rafts may not be

dragged over Barbed Wire. This can be

destroyed by Engineers (Error! Bookmark

not defined.). Engineers touching Barbed

Wire clear one 4" Section per round if they

do no move. Vehicles classified as Tanks

(must have Armored Hull, on page 14) are

not blocked by Barbed Wire.

Bazooka Guy

Cost: 2 points (Guys Only)

Only this figure can operate a Bazooka (on

page 35). If a Bazooka Guy is killed, leave

a marker so someone else can pick up the

weapon later.

Binoculars

Cost: 2 points (Guys Only)

A Guy equipped with Binoculars gets a +1

to distance attack rolls (4.4) if attacking a

target within 18". A man with binoculars is

considered a forward observer, and can see

36".

Blast #

Cost: 1 point per # diameter (Weapons

Only)

This weapon can make one attack that

covers an area of # in diameter. One

attack roll is made but each target that is

at least 50% covered makes a separate

armor roll (4.5). If a figure is partially

covered by the Blast area, they may make

a 4+ roll. If the roll is failed, they are

covered by the Cone and are targets of the

attack. Attacks on Vehicles use armor-

piercing rounds and do not make a Blast.

A Direct Strike - where the center of the

blast touches the target, can destroy an

Artillery Piece, Vehicle, or Tank Trap on

any attack roll (4.4) of 6.

Bravery

Cost: 2 points (Guys Only)

This figure may take 1 wound and still keep

going. Mark this figure with a wound token

(on page 58). A second kill successfully

takes him out.

Bridge

Cost: 2 points (Commander Only)

This allows the Commanders forces to build

a Bridge. A bridge can be built by 10 Guys

in 10 rounds or 5 Guys in 20 rounds or 1

Guy in 100 rounds. Large Bridges have 4

Hits at the start and allow Vehicles and 4

Guys abreast to cross. When reduced to 2

hits the Large Bridge can hold 4 men

abreast and only Unarmored Vehicles

(Jeeps and Trucks, on page 40).

British

Cost: 2 points (Guys Only)

British Guys may reroll failed Morale roll

(on page 4) rolls in hand to hand combat.

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Building

Cost: 4 points (Commander Only)

Commanders may place Buildings on the

table in their Starting side (VII). Doors,

windows, etc. cannot be opened or closed

in the same round as figures passing

through them. It takes one full movement

step to open/close doors. When all the Hits

in a wall section are gone, all the Guys on

the wall are removed from the game as

casualties. Guys can only move on/off

walls at the walls corners. Doors can be

removed by artillery fire. Cannon (on page

36) removes 1 point from a wall section on

an attack roll of 6.

Buildings and Structures

The basic idea here is that the buildings

and structures are destroyed piece by

piece by artillery shots. Hits (5.3) are

assigned to buildings or parts of buildings

(sections with separate roofs/1st and 2nd

stories). There are 4 Hit ranges for each

building.

Full Protection

Figures inside (not firing from doors or

windows) cannot be hit by Artillery (it hits

the roof first).

No Artillery Cover

Figures more than 2" from the wall can be

hit by Artillery. These less than 2" from the

wall still have overhead cover the

projectile moving in an arc hits the wall

and not the men).

No Roof

The walls of the Building are just piles of

rubble providing only Small Arms (on page

31) Cover.

Building Destroyed

Whatever is left of the building has just

collapsed on everyone inside (all are

eliminated). It's a good idea to get out at

this stage. In a similar manner, structures

such as bridges and fort wall sections can

be destroyed by Artillery.

Large Building Building Status

0 to 2 hits Building Destroyed 3 Hits No Roof 4 Hits No Artillery Cover 5 to 7 Hits Full Protection

Medium Building Building Status

0 to 1 hits Building Destroyed 2 Hits No Roof 3 Hits No Artillery Cover 4 to 6 Hits Full Protection

Small Building Building Status

0 to 2 Hits Building Destroyed 3 Hits No Roof 4 Hits No Artillery Cover 5 Hits Full Protection

Tiny Building Building Status

0 to 1 hits Building Destroyed 2 Hits No Roof 3 Hits No Artillery Cover 4 Hits Full Protection

Storming a Building

It takes ½ Move Units (6” Guys Only) to put

up a ladder. The Guys must be within 1" of

the wall. Two Guys can climb a ladder but

cannot make any distance attacks while on

the ladder. A Guy on a ladder can make

hand to hand attacks on up to two Guys in

the Building if there is an opening

(window, door, etc.). If the figures

carrying the ladder survive the hand to

hand combat, the ladder is put up. If Guys

stay at the top of the ladder other Guys

can follow up the ladder. Two Guy can

attempt to push a ladder off by making a

5+ hand to hand attack. Guys falling off a

ladder must make a 3+ roll to survive the

fall. On walls, only two Guys can fight in

hand to hand combat at the same time in

each direction (up and down).

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Sample Buildings

BARN

Blacksmith

Castle

Factory

HOUSE

SHED

Train Garage

Train Station

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Can Only Target Vehicles

Cost: 0 points (Weapons Only)

Bazooka's operate like another member of

the squad 3. When shooting, a bazooka can

only target tanks and other Vehicles, up to

a range of 30" [6]. Vehicles make a Hitting

the Dirt roll with a -1 penalty against a

Bazooka (on page 35).

Cannot Direct Fire

Cost: 0 points (Weapons Only)

This weapon cannot fire directly on a

target. It must use Indirect Fire (on page

20). Mortars and Rockets cannot directly

fire at figures — they must use Indirect Fire

(on page 23).

Cannot Split Fire

Cost: 0 points (Weapons Only)

This weapon can only cause ONE hit no

matter how much Rate of Fire (on page 29)

it has. It cannot split its attacks to multiple

targets.

Captain

Cost: 2 points (Guys Only)

While in play this figure can move any

other two figures in his place. This figure

cannot move in the same round.

Capturing Prisoners

Cost: 2 points (Commander Only)

When enemy figures are outnumbered 2 to

1, the outnumbered are captured. One

soldier may march up to 8 enemy

prisoners. If the guard makes it to enemy

lines, the troops remain captured there

until either the end of the battle or

rescued by friendly forces. If the guard is

killed before reaching enemy lines, the

3 The Green and the Tan

prisoners escape. They must first go back

to friendly lines before they can fight

again.

Cavalry

Cost: 2 points

When attacking Cavalry, any attack roll of

6 hits the Cavalry instead of the rider. If

the rider is hit, and fails their Armor rolls

(4.4), they automatically fall off.

When a Guy is shot off Cavalry, roll 1d6.

1d6 Cavalry Hit

1 Cavalry Moves full Move Units North 2 Cavalry Moves full Move Units South 3 Cavalry Moves full Move Units East 4 Cavalry Moves full Move Units West 5-6 Cavalry Stays in place

Concrete Bunker

Cost: 4 points (Commander Only)

Guys in concrete bunkers get Very Heavy

Armor (4+) protection against bombs.

Cone

Cost: 6 points (Weapon Only)

This weapon uses a Cone-shaped template

approximately 6" to 8" long and

approximately 2" to 3" wide at the end to

attack. All figures that are completely

covered are hit by the same attack. Only

one attack roll (4.4) is needed but all

figures at least 50% in the area make

separate armor rolls (4.4). If a figure is

partially covered by the Cone template,

they may make a 4+ roll. If the roll is

failed, they are covered by the Cone and

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are targets of the attack.

Crew #

Cost: 0 points (Vehicles or Weapons Only)

This weapon requires # of Guys to be used.

It cannot be moved or fired without these

figures, which are bought separately.

Unless otherwise noted it can be assumed

that all other weapons or Vehicles and

Cavalry have a 'Crew 1' Trait.

Disable Mines

Cost: 1 points (Guys Only)

This figure must make a Movement through

a Minefields (on page 25) to attempt to

Disable Mines. They must roll 1d6. On any

roll except a 1, all Mines in the space he

moves through are disabled. On a 1, he

does not know, but is still committed to

moving as indicated. If this figure has not

moved in a given round, they may cancel

the Hit (caused by a mine) of any one

adjacent figure.

Engineer

Cost: 2 points (Guys Only)

Squads (on page 7) with Engineers in them

(or lone Engineers) Entrench (below) on a

roll of 4+. Engineers touching Barbed Wire

clear one 4" Section per round if they do no

move.

Entrench

Cost: 2 points (Commander Only)

The Commander has trained infantry with

shovels to entrench after two rounds of

digging. This assumes at least 4 Guys

digging. An additional 4 Guys can reduce

this to one round. The Guys may make no

attacks or movement while digging (on

page 58). Once Entrenched, the figures

count as being in Cover (4.7). Squads of

Guys may try to entrench instead of

moving. They do not count as moving for

purposes of Opportunity Fire (on page 27).

Each Squad of at least 4 Guys must make a

6+ roll. If they succeed they get a Sandbag

(on page 30) or Foxhole (roughly 4" in

diameter, on page 20) put in front or

around them. Cannons (on page 35) may

not entrench after setup. Squads with

Engineers (Error! Bookmark not defined.)

in them (or lone Engineers) Entrench on a

roll of 4+.

Explosive

Cost: 2 points (Weapons Only)

A successful attack roll affects not only the

target space, but also every adjacent

space. If the initial target space is

successful hit (whether or not Armor rolls

(4.4) are successful), each adjacent figure

must then make an Armor rolls (4.4). If the

initial attack fails then no other pieces

need to roll. A Grenade may be thrown on

a vacant space in the middle of other

pieces. However, in this case, all of the

adjacent pieces use the best armor roll of

all the pieces adjacent to that space.

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Extra Heavy Guns

Cost: 2 points (Vehicles Only)

These guns are 105mm or greater. They

have the Sharpshooter Trait (5.6) built in.

Extra Heavy Tank

Cost: 3 points (Vehicle Only)

This is treated as Building Armor (3+).

These tanks are 65 tons or more (like the

German JagdTiger from 1945).

Fast

Cost: 2 points (Vehicles Only)

This Vehicle adds +3" to their Move Units

(15").

Fast Firing

Cost: 2 points (Weapons Only)

When firing at Vehicles or Buildings or

other large targets, machine guns and light

cannons fire all their shots at one target.

When shooting at Guys, they fire all their

shots into an Blast 3" diameter area. Those

closest to them are shot first. For Blast

shots (mortars and cannons and dropping

bombs, an attack roll (4.4) of 1 means your

bomb landed short. Roll 1d6.

1d6 Blast Deviation

1-3 3" in front of target 4-6 3" past the target.

Flamethrower Guy

Cost: 2 points (Guys Only)

Only this figure can operate a

Flamethrower (on page 36). If a

Flamethrower Guy is killed, leave a marker

so someone else can pick up the weapon

later.

Flight

Cost: 0 points for 8”, 2 points for 12”, 4

points for 14" Flight, 8 points for 28" Flight,

10 Points for 48" Flight (Cavalry and

Vehicles Only)

See Air Support (on page 13).

Footbridge

Cost: 1 point (Commander Only)

This allows the Commanders forces to build

a Bridge. A bridge can be built by 10 Guys

in 10 rounds or 5 Guys in 20 rounds or 1

Guy in 100 rounds. A Foot Bridge has 2 hits

and allows 2 Guys to walk abreast. When

reduced to 1 hits the bridge can only hold

Guys single file.

Foxholes

Cost: 2 points (Commander Only)

Guys in foxholes or trenches get Heavy

Armor (5+) for protection against bombs.

Friendly Fire!

Cost: 0 points (Weapons Only)

If the attack roll for an Indirect Fire (on

page 23) weapon misses, the mortar round

might fall on to friendly lines. Roll 1d6

immediately. If the result is 2+, the shell

lands harmlessly. If the roll is 1, however,

the shell has fallen perilously close to

friendly troops. Your opponent may

immediately target any squad on the table

with a mortar shot (even if they don‟t have

a mortar). They must make an attack roll

as normal (4+), and targets get Armor rolls

(4.4), Cover (4.7) and Hitting the Dirt rolls

(on page 22).

German

Cost: 2 points (Commander Only)

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Only they can purchase Tiger Tanks and 88'

Cannons (on page 35). All Tanks cost 2

points less (but never less than 1 point).

Grenade

Cost: 2 points (Guys Only)

This figure delivers an attack to its target

and every adjacent space. If the figure is

not in a space that provides Cover (4.4) it

is killed on a roll of 6.

Hard Target

Cost: 2 points (Vehicles and Buildings Only)

Unlike most units, hard targets such as

armored fighting vehicles (AFVs) and

pillboxes are not automatically eliminated

when hit. Furthermore they are immune to

most weapons. Bazookas, Tank Guns,

Cannons, and Flame Throwers that land a

successful hit have a chance to eliminate

them according to the following rule:

1d6 Vehicle Hard Targets

1-2 No Effect 3-4 Immobilized for the rest of the game 5-6 Destroyed

1d6 Building Hard Targets

1-4 No Effect 5 Occupants Stunned (on page 30) for one

round 6 Destroyed

Heal

Cost: 2 points (Guys Only)

This figure may cancel the Hit of any 1

adjacent Guy per round.

Heavy Vehicle

Cost: 0 points (Vehicles Only)

You must roll a 4+ to move a tank in the

Movement step (3.6). They may only turn

after moving at least 6". Each turn may be

up to 180-degrees. Enemy figures may

charge tanks,

but it hard to

kill them. Each

attacker can

only score a hit

on a roll of 6

(except

Grenades, which

can hit on a 4+).

For each hit

scored against

the tank, the

tank's

controlling player rolls 1d6. Each result of

4+ or higher negates a hit (in addition to

any other armor rolls). If any hits remain,

the tank is destroyed. If this Vehicle also

has the Hitting the Dirt Trait (on page 22)

has a +2 bonus to this roll (except for

Grenades and Flame Throwers which do

not get this bonus). When shooting, a tank

can shoot BOTH its Machine Gun (on page

25) and its Cannon (on page 36) - either at

the same target, or different targets. A

Machinegun may only be fired at an enemy

in the front of the tank, but otherwise

follows all the other rules for Machine Guns

(on page 25). If the tank fires its Main Gun

it may target anything within Line of Sight

(4.3), and will hit on a roll of 4+.

Heavy Weapon

Cost: 0 points (Weapons Only)

One Guy can move a Machine Gun or

Mortar a maximum of 6" per round and

cannot fire in the same round they move.

Helicopter

Cost: 16 points (Vehicle Only)

Some forces can be supported with air

cavalry. Helicopters (on page 41) operate

exactly like Vehicles with the following

exceptions:

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Movement

Helicopters fly at 12", so are unaffected by

terrain on the ground and can also move

over both friendly and enemy figures, so

long as they do not end their move on top

of such a squad. [3 point Vehicle]

Combat

As they fly, helicopters cannot be attacked

in hand to hand combat.

Shooting

As they fly, helicopters cannot benefit

from Cover (4.7), and the enemy always

have Line of Sight (4.3) to them.

Helicopters are armed with Light Machine

Guns, which work exactly like other

Machine Guns (on page 25), except they

may not roll more than 3d6. They may

target anything within 30", as they fly

above the battlefield and have better line

of sight. Range 30" [6], Light Machine Gun

[5] - 11 points

Hidden Movement

Cost: 2 points (Commander Only)

Organize your troops into Squads that will

go forward together (5 Guys, 4 Cavalry or 3

Vehicles). For each such task group of

infantry and tanks and others, take a circle

of paper five inches wide and ten inches

long (see Tokens, on page 58). As many

Squads as can fit in this area can be placed

under one Concealed Token. Write on one

side what is in that unit, tasks group - how

many vehicles and what type, how many

soldiers, etc. On the other, mark a Squad

number - say Task Unit 1, Task Unit 2, etc.

Begin a battle by placing these on the

ground with the Squad number showing

"face up" and the Squad tally on the

underside. Move them as you would real

Squads, at the speed of the slowest figure

(this is why it is a good idea to have trucks

or APCs for the infantry). All the enemy

knows is that someone is there, but he

won‟t know the Squad's exact size until it

gets close enough to see. Once a Squad is

seen, all pieces are placed on the

battlefield. To see a Squad, you need to

have reconnaissance. That means fast

scout Squads or air recon (hey, here's a use

for helicopters!). When troops come into

Line of Sight (4.3), they are exposed and

placed. Determine how far a scout can see

- perhaps 24". A man with Binoculars (on

page 15) is considered a forward observer,

and can see 36". If there is something

between your scout/observer and the

enemy, he cannot see them even if they

are within range. Being behind or deep

within woods, behind a town or behind a

hill, ridge, in a gully, etc. keeps them out

of sight until they are visible to the direct

view of the scout.

High Explosives (HE)

Cost: 3 points (Weapons Only, Must have

Anti Tank)

This weapon has a Blast 3" (on page 15).

Hitting the Dirt

Cost: 2 points (Commander Only) 4

The targeted enemy of a distance attack

may attempt to avoid damage by 'hitting

the dirt'. Roll 1d6 for each hit received

(where the armor roll has failed). On the

score of 4+, no damage is taken. Vehicles

need a 6+ to pass Hitting the Dirt rolls. Any

other result kills a figure - the player that

controls the targeted Squad chooses a

figure to represent the casualty and lays

them down. Figures in forests or buildings,

or behind low walls or hedges, or with

4 From the Green and the Tan.

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other Cover (4.7) get a +1 to their 'hitting

the dirt' roll.

Ignores Cover

Cost: 1-3 points (Weapons Only)

This allows a weapon to reduce the

effectiveness of Cover (and Hitting the

Dirt, on page 22) to a 5+ roll (Soft Cover, 1

point) or 3+ roll (Moderate Cover, 2 points,

rather than 6+, 4.7). For 3 points, it will

ignore all Cover (4.7) and any Hitting the

Dirt rolls.

Immobilizes

Cost: 2 points (Weapons Only)

This weapon does not kill its target but

subtracts -2 from their Squad Activation

(on page 7) or Initiative (3.3) on the next

round.

Inaccurate

Cost: 0 points (Weapons Only)

This weapon always counts as being fired

at long range (on page 30) and therefore

always has a -1 to attack rolls (4.4).

Indirect Fire

Cost: 2 points (Weapons Only)

If you have any figure with line of sight,

mortars can fire at enemies they cannot

directly see. This means they can fire over

intervening Obstacles, Terrain and other

figures. Targets may make Armor rolls (4.4)

and Hitting the Dirt (on page 22) rolls as

normal. Mortars may only fire Indirectly if

a Spotter (on page 32) from your Squad can

draw a line of sight (4.3) to the enemy. If

the attack roll (4.4) hits, the Scatter Table

(on page 30) is rolled. Then anything

totally covered by the Blast template (on

page 15) is a potential target. If a figure is

partially covered by the Blast template,

they have a 4+ armor roll to avoid being

hit. Vehicles or Buildings hit by Indirect

Fire use the side where the center of the

Template is (top, side, rear, etc., on page

14). Guns using Indirect Fire (and/or with a

range of less than 18") are -1 to their first

attack roll on a fixed location. Indirect Fire

has a +1 attack roll (4.4) bonus for the

second attack in a row at the same target.

Designate the center of the Blast (on page

15) and roll on Scatter Table (on page 30)

to see where the shot lands. If a weapon

with Indirect Fire attempts to attack a

target directly (firing straight at the target

figures) it uses the next lowest level of

weapon (Heavy to Medium, Medium to

Light, Light to MG, etc.). To use Indirect

Fire, designate the space attacked. Roll on

the Scatter table (on page 30) to see

where the shot lands. For Vehicles, the

center of the Blast determines whether the

hit is on to Top, Side, etc. (see Armored

Hull, on page 14).

Jams

Cost: 0 points (Weapons Only)

This distance attack weapon jams on an

attack roll of 1. It cannot be fired while

jammed. It can be fixed by making a

successful Skill roll (4.14) next round.

Japanese

Cost: 2 points (Commander Only)

Japanese Guys get a +1 attack roll in hand

to hand combat. Pillboxes cost 1 point less

(but never less than 1 point).

Kaboom!

Cost: 0 points (Weapons Only)

If the roll to hit with a flame thrower

comes up '1', something has gone seriously

wrong. Immediately roll 1d6. If the result

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is 2+, the soldier has worked out what has

gone wrong, and solved the problem - the

flame thrower fires a Cone (on page 18)

out to its range. If the die roll is a 1, the

fuel canister has exploded! Remove the

figure carrying the flame thrower from

play. The flame thrower does no other

damage.

Landing Craft

Cost: 2 points (Commander Only)

Each time this Trait is chosen allows the

Commander to purchase a Landing Craft

(on page 23). This acts as a 'reserve' unit of

figures that do not have to be placed at

the beginning of the game. They must be

placed on water/ocean/sea Terrain. When

a Landing Craft is called for by the

Commander, the process is as follows:

On Round 1: The Landing Craft must start

16" away from the Shore. The fog prevents

the Landing Craft from attacking or being

attacked.

On Round 2: The Landing Craft moves

within 1" of the shore. The Landing Craft

can be attacked and can make distance

attacks on this round.

On Round 3: The Landing Craft drops doors

and all the figures inside may move. The

Landing Craft can be attacked and can

make distance attacks on this round.

On Round 4: The doors open up and the

Landing Craft moves away. The Landing

Craft cannot fire or be fired at during this

round.

Large Transport

Cost: 2 points (Vehicles Only)

This Vehicle can carry from 11 to 30 Guys.

If Carrying this It equals # Guys

Artillery 3 Guys Half-Track 10 Guys Jeep 5 Guys Machine Gun 1 Guys Mortar 1 Guys Raft 4 Guys Self-Propelled Gun 15 Guys Tank 15 Guys Tank Traps (3) 1 Guys Truck 10 Guys

Leader

Cost: 2 points (Heroes or Commander Only)

A Leader can give a +1 attack roll to a

Squad (up to 5 Guys, 4 Cavalry or 3

Vehicles) within 12" around him.

Leadership

Cost: 2 points (Heroes or Commander Only)

All pieces in adjacent spaces (up to 6 Guys,

4 Cavalry or 3 Vehicles) may also move

with this figure (without counting as

moving a separate figure). No piece may go

beyond its normal Move Units. If they can't

go as far as the Leader, they can't go at

all.

Light Machine Gun

Cost: 5 points for 3d6 (Weapons Only)

This is the same as a Machine Gun (on page

25) but has a maximum of 3d6.

Light Machine Gun Guy

Cost: 2 points (Guys Only)

Only this figure can operate a Light

Machine Gun (on page 37).

Loader

Cost: 2 points (Guys Only)

There is a class of light weapons that

usually has a Shooter Guy and at least one

Loader Guy. These included shoulder-fired

rock launchers (bazookas), Light and Heavy

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Machine Guns, and Small Mortars, such as

the 60mm Mortar. We recommend that

each such weapon be accompanied by a

Loader Guy. The weapon retains its Rate of

Fire (on page 29) so long as it has the

second crewmen. If the crewman leaves or

is taken out, the Rate of Fire drops to half

(round down) for the next and subsequent

rounds. Only replacement of the Loader

Guy will bring back the full Rate of Fire.

Adding a second or third Loader Guy does

not increase the Rate of Fire. This rule

applies to weapons such as: Bazooka (and

similar rocket launchers), Panzerfaust,

Shoulder-fired Recoilless Rifle, MG 34/MG

42/M60 Light Machine Guns, .30 caliber,

.303 and .50 Caliber Machine Guns, and

50mm and 60mm Mortars.

Machine Gun

Cost: 10 points for 6d6 (Weapons Only)

The firer may roll between 1d6 and 6d6.

The attacking player chooses how many

dice can be rolled up to the # of dice

purchased. Any dice that 'match' (pairs,

three of a kind, etc.) are misses. Any other

results are hits. The targets may make

armor and Hitting the Dirt rolls as normal

(on page 22). If a machine gun gets no hits

(all dice are matches), it has jammed, run

out of ammo, or otherwise become useless.

Remove it from the table.

MASH Unit

Cost: 2 points (Vehicles Only)

This red-cross truck or jeep provides

medical support to the troops. Any figures

within 6" of the mash unit gets a +1 bonus

to any Hitting the Dirt rolls. This ability

may used on one Squad, once per round.

Medic

Cost: 2 points (Guys Only)

This figure can restore a casualty if

touching the Guy. It requires a roll of 3+ to

restore the casualty.

Medium Transport

Cost: 1 point (Cavalry and Vehicles Only)

This vehicle can carry 5 to 10 Guys. A

Vehicle this size can carry up to 6 figures

on the outside of the Vehicle (Tank

Riders). Note that Tank Riders do not

benefit from Cover (4.7) or the Armor rolls

(4.4) of the Vehicle. These figures are not

protected by the Vehicles armor rolls (4.5).

If Carrying this It equals # Guys

Artillery 3 Guys Half-Track 10 Guys Jeep 5 Guys Machine Gun 1 Guys Mortar 1 Guys Raft 4 Guys Tank Traps (3) 1 Guys Truck 10 Guys

Minefield

Cost: 1 point (6+/5+ explodes) or 2 points

(3+ explodes) (Commander Only)

Commanders may choose to place areas of

mine fields on the table as they set up. If

one player places a Mine Field, their

opponent may choose which side of the

table they wish to start the game on. If

both players place Mine Fields, randomly

determine which side of the table each

player begins on, as normal (10.5). A Mine

Field should be represented by a token,

piece of paper, or other feature, and

should be no more than 6-8" across. Any

figure that moves in or through a Mine

Field runs the risk of stepping on a land

mine. At the end of any movement step

that a figure has moved in or through a

Mine Field, roll 1d6 for each soldier. On

the roll of 6+ a Mine has been stepped on

and the soldier has been killed - remove

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them from the table. If a tank or Vehicle

moves through a Mine Field, it is destroyed

by a land mine on the roll of 5+. For an

additional 1 point, all figures who pass

through on an attack roll (4.4) of 3+.

Minesweeper

Cost: 2 points (Guys Only)

These Guys usually carry around big mine

detectors, and are able to guide soldiers

through Mine Fields (on page 25). An

engineer cannot make a distance attack on

the same round that it is using its mine

detector. If an Engineer is present in a

Squad that moves through a Mine Field, the

Squad can reroll any attack rolls of 1's

when checking to see if land mines have

been set off.

This Guy can remove Tank Traps (on page

33) and Barbed Wire (on page 14) if they

are Stationary (on page 32). One 6” section

can be removed in a round.

Minimum Range # (Min. Range #)

Cost: 0 points (Weapons Only)

This weapon may not fire at a target closer

than # inches.

Mission Objectives

Cost: 2 points each (Commander Only)

At the start of the game, the Commander

can choose one or more objectives for his

side. Each objective that a side has

completed at the end of five rounds grants

bonus points for determining the winner of

the battle. Some example objectives are:

Secure the Area

Divide the table into nine sections. For

each section that holds one or more of

your Squads (5 Guys, 4 Cavalry or 3

Vehicles), and none of your enemies, you

get +1 point.

Take and Hold

Put a hill, Building or other feature in the

center of the table. If one player has a

Squad (on page 7) of three or more figures

in/on the objective at the end of the

game, they get +3 points. If both players

have a Squad of three or more figures

in/on the object, neither gets the points.

Breakthrough

One player must get their Squads off their

opponents side of the table. Decide who

has to "breakthrough" before putting

figures on the table. The player gets +5

points for each Squad that gets off the

table.

Mortar Guy

Cost: 2 points (Guys Only)

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Only this figure can operate a Mortar (on

page 35).

No Adjacent Bonus

Cost: 0 points (Weapons Only)

When a figure attacks from the side or the

back of another figure, they receive a +1

attack roll bonus (4.12). A weapon with

this Trait does not get this bonus.

Off-Table Artillery

Cost: As Heavy Artillery (on page 36),

Medium Artillery (on page 38) or Light

Artillery (on page 37) (Commander Only)

These weapons can be fired from off the

table (and therefore, cannot be attacked).

However, they must make a 2+ roll each

round they wish to be fired.

Oops!

Cost: 0 points (Weapons Only)

If the attack roll fails, the grenade thrower

might have accidentally thrown it at his

own feet! Roll another 1d6. If the result is

2+, the grenade lands harmlessly. If the

roll is 1, however, the soldier has dropped

it, and his own Squad is hit by the grenade,

just as if the enemy had thrown it at them!

Roll 1d6 to see how many soldiers are hit,

and have them making armor and Hitting

the Dirt rolls as normal (on page 22).

Open-Topped

Cost: 0 points (Vehicles Only)

This Vehicle exposes its passengers and

drivers. Jeeps do not provide Cover (4.7)

for men inside. It can only have Light

Armor (6+) no matter what it weighs. They

can be attacked with a chance of the

Vehicle being hit the same as a rider on

Cavalry (on page 18).

Opportunity Fire

Cost: 2 points (Commander Only)

If an enemy moves at least 2", figures may

be fired upon by the enemy. No figure may

fire more than once (at their full ROF, on

page 29). Army men using direct fire (i.e.,

not mortars or other Indirect Fire weapons,

on page 23) have the option of attacking

units that moved through their line of sight

(LOS, 4.3) during the movement step (3.6).

This rule eliminates the possibility of units

simply running by enemy Machine Gun

placements. Units attacked by Opportunity

Fire may return fire (only one shot).

Out of Ammo

Cost: 0 points (Weapons Only)

Whenever this weapon rolls an attack roll

of 1 it is Out of Ammo. It cannot be fired

until it is reloaded. Each round, it requires

a Skill roll to reload the weapon. It cannot

be fired on the same round it is reloaded.

Overwatch

Cost: 2 points (Commander Only)

If a figure under this Commander does not

use Move Units, make a distance or hand to

hand attack this round it may elect to go

into Overwatch. Place a token (on page 58)

by the Squad to note that it is in this state

of readiness. A Squad that is on Overwatch

may shoot at any enemy that is in its line

of sight (4.3) and moves or shoots at them.

This action interrupts the active player's

round. Following this attack, the

Overwatch token is removed and the Squad

can do nothing until that players next

round. Special Weapons (on page 31) may

NOT fire on Overwatch, only Small Arms

(Pistols and Rifles, on page 31). In a case

where fire may be simultaneous between

the active player and the player on

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Overwatch, then both sides roll for hits and

apply the results simultaneously.

Paratroopers

Cost: 2 points (Commander Only)

Each time this Trait is purchased, it allows

the Commander to keep a Squad (5 Guys,

no Vehicles or Cavalry) to be kept off the

table at the beginning of the game. The

Squad must be purchased separately. When

the Commander desires, these figures can

land anywhere on the table. It takes at

least 4 rounds to bring out Paratroopers

however, so they cannot enter the game

sooner than round 4. The aircraft travels at

12” per round from the armies starting

space (see Scenarios, VSGMR, VII).

On Round 1: Mark the landing space. The

Paratroopers have left the plane.

On Round 2: The Paratroopers are in the

air and can be attacked by Anti Aircraft (on

page 13) weapons.

On Round 3: Paratroopers land. They

cannot move or attack the round they

land. Spread the Paratroopers out evenly

around the landing space so they are at

least 2" from each other.

One Round 4: The Paratroopers can move

and fire normally.

Paratroopers must roll 1d6 when they

attempt to land. Paratroopers may take no

further action on the round they are

dropped.

1d6 Paratrooper Landing

1-2 On target 3 3d6" North of Target 4 3d6" East of Target 5 3d6" South of Target 6 3d6" West of Target

Pinning

Cost: 0 points (Weapons Only)

Any individual Guy or Squad of touching

Guys receiving Opportunity Fire (on page

27) from a Machine Gun must make Morale

rolls. If the roll is failed the figure or Squad

may move no further for the rest of the

Round, even if the Guy or Squad has not

yet moved.

Figure Type Morale Roll

Heroes and Commanders (aka Elite)

3+

Troops (aka Regular) 4+ Militia (aka Green) 5+

Radio

Cost: 2 points (Guys Only)

This allows Indirect Fire (on page 23) with

a weapon that does not have Line of Sight

(4.3). It also allows the user of the Radio

to receive the Leader (on page 24) attack

roll bonus no matter how far away from

the Leader. Spotters (on page 32) are

assumed to have Radios, but cannot get

the Leader bonus without this Trait.

Radiomen

Cost: 2 points (Guys Only)

A Squad (on page 7) has to have a

radioman to receive commands once it is

18" or more from its commander or

headquarters. It also has to have a

Radioman to call in Artillery (on page 14)

and Air Support (on page 13). Squads

without Radiomen and more than 18" away

will continue to carry out their last orders

and then hold. Only by sending a runner

can the Squad be given new orders. A

replacement Radioman can be sent. If the

Squad is contacted directly by a Squad with

a Radioman, it can receive an order.

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However, it cannot act on that order until

the next round. Vehicles are assumed to

have a radio.

Rage

Cost: 0 points (Guys Only)

This figure only fights in hand to hand

combat (touching an enemy figure). If this

figure makes an attack roll of 1 he himself

is killed in the attack.

Rally

Cost: 2 points (Commander Only)

The Rout (on page 10) can be stopped if

the Routing figure is checked by an officer

(Hero or Commander). However, that

officer and his Squad must hold their

position for the next Movement step (3.6).

The Routing figure rolls Morale die again.

1d6 Officer Rally

1-3 The Officer stops the Rout. A stopped figure must stop for one Movement Step

4-6 The Officer fails and the figure keeps running

Here are modifiers that will affect Morale

rolls:

Modifier Situation

-1 No Radioman with the Squad +1 Officer with the Squad +1 Medic with the Squad +1 Friendly figures within 6" +1 Hero or Commander -1 Militia

-2 Non-combat figures (mechanics, cooks, etc.)

Range

Cost: Varies (Weapons Only)

Range can be extended as follows:

Range Cost

1-12” (1‟) 1 point 13-16” 2 points 17-20” 3 points 21-24” (2‟) 4 points 25-28” 5 point 29-32” 6 points 33-36” (3‟) 7 points 37-40” 8 points 41-44” 9 points 45-48” (4‟) 10 points 49-52” 11 points 53-56” 12 points 57-60” (5‟) 13 points 61-64” 14 points 65-68” 15 points 69-72” (6‟) 16 points 73-76” 17 points 77-80” 18 points

Rate of Fire (ROF#)

Cost: 2 points per point over 1 (Weapons

Only)

Rate of Fire (ROF) indicates how many

attack rolls (on the same or separate

targets) a weapon can make in a round.

These attacks must be clustered within a

60° arc (see Vehicle Front) or touching

each other (for a simpler rule). ROF is

abstracted and does not necessarily

correspond to a specific number of bullets

fire. When firing a weapon with a Rate of

Fire over 1, it can fire again in the same

distance attack step, but only if it can see

a new Guy to shoot at within 6" of the

original target or the last guy fired at.

Targets must be in sight and in range.

Figures using Opportunity Fire (on page 27)

may use ROF on any valid target, not just

targets which have moved over 2".

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Reinforced Hull

Cost: 1 point (Vehicles Only)

If you successfully hit a Vehicle, and their

armor roll fails, roll 1d6.

1d6 Vehicle Hit

1-3 The Vehicle is destroyed. Destroyed Vehicles get flipped over and treated as an Obstacle (on page 9).

4-6 The shell bounced. The Vehicle can act normally next round.

Reserves

Cost: 2 points (Commander Only)

A Commander may hold back up to ½ his

forces off the table at the beginning of the

game. They must appear on the board at

their Starting side and may appear any

round the Commander desires.

Resilient

Cost: 2 points (Guys Only)

If this figure is hit and fails their armor roll

they are not removed immediately. Roll

1d6 for each wound received:

1d6 Resilient Roll

1 Stunned: Lay on back. Recovers next round and can act normally.

2-3 Dazed: Lay face down. Becomes Stunned next round.

4-6 Killed: Remove immediately.

ROF2 if Aimed

Cost: 1 point (Weapons Only)

The M1 Rifle has a much higher rate of fire

than an ordinary rifle, but wasn't a fully

fledged assault rifle. Thus, when the figure

chooses the Aim Trait (on page 12) each M1

Rifle has ROF2 (on page 29).

Russian

Cost: 2 points (Commander Only)

Russians get one Rifle Guy (Troop [1] with

Rifle [1]) free for each 5 Rifle Guys bought.

Russian Rifle Guys Entrench as Engineers

(Error! Bookmark not defined.). Only

Russians may buy more than one Sniper

Guy (on page 31).

Sandbag

Cost: 2 point (Commander Only)

This is a 4” to 6” diameter area that

provides Cover (4.7) to all figures within it.

Scatter

Cost: 0 points (Cavalry and Weapons Only)

When this weapon makes a successful

attack (4.5) a target space is chosen. Then

a 1d6 Scatter dice is rolled to determine

how close to this target space the attack

hits.

1d6 Scatter Table

1 Strikes North 1d6" 2 Strikes South 1d6" 3 Strikes East 1d6" 4 Strikes West 1d6" 5-6 Strikes target space

Short/Long Range

Cost: 0 points (Weapons Only)

For each weapon with this Trait, a short

and long range is listed. At short range (or

less) you need to roll your distance attack

number (4.4), and at long range you

subtract -1 from your distance attack roll.

If the target is behind Cover (4.7) or in

Rough Terrain (3.7) it is treated as

Moderate Cover (on page 8) instead. Agree

before the game as to which things are

Cover and Rough Terrain.

Silent

Cost: 0 points (Weapon Only)

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This weapon makes no sound when

attacking and therefore does not give away

the figures position to enemy figures (on

page 3).

Slow Turns

Cost: 0 points (Vehicles Only)

Tanks lose half their Move Units when they

change directions by turning. There is no

movement penalty to turn the turret,

which is positioned during the movement

step (3.6).

Small Arms

Cost: 0 points (Weapons Only)

Buildings and Vehicles are almost immune

to Small Arms fire. This weapon has a -1

attack roll (4.4) against Vehicles. These

weapons may only attack Vehicles when

touching the Vehicle (in base-to-base

contact). Small arms are Machine Guns,

Rifles or Pistols. These weapons all attack

before any other weapon if attacking on

the same distance attack step (3.3.3).

Small Arms can be used to attack figures in

Building and Vehicles. If they score a

successful hit, they eliminate the enemy

Guys but do not affect the Building or

Vehicle itself.

Small Transport

Cost: 0 points (Vehicles Only)

Jeeps and tanks can carry from 1 to 4

figures. Vehicles can move single file only

on Roads (on page 3). Vehicles must have

one man driving to move. Vehicles can

cross Barbed Wire (on page 14), bushes and

small rocks, but not walls or boulders.

If Carrying this It equals # Guys

Machine Gun 1 Guys Mortar 1 Guys Tank Traps (3) 1 Guys

Artillery 3 Guys Raft 4 Guys

Smoke

Cost: 0 points (Weapons Only)

If a Vehicle is destroyed place a 2" Smoke

Counter in its place. The Smoke lasts for

one round and provides Cover (4.4) while it

lasts.

A figure can be concealed by having

artillery provide smoke as covering fire.

However, it must remain in the smoke and

move back into concealment or remain

hidden. Likewise, a figure cannot fire while

engulfed in smoke — this goes for the

concealed figure and the opponents, as

well.

Sniper Guy

Cost: 2 points (Guys Only)

See Special Weapons Guy (below). These

figures may not be part of a Squad (on

page 7) or Loaded onto a Vehicle (on page

6). They may use Sniper Rifles (4 points, on

page 39) and purchase the Sharpshooter

Trait (5.6). Only one Sniper Guy per army

(except for Russians, on page 30).

Special Weapon

Cost: 0 points (Weapons Only)

Only a Special Weapons5 Guy (below) with

the appropriate Trait can use this weapon.

Special Weapons may NOT fire on

Overwatch (on page 27), only Pistols and

Rifles (weapons with the Small Arms Trait,

above).

Special Weapon Guy

Cost: 2 points (Guys Only)

5 1BC (One Brain-Cell) Toy Soldier Rules

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Only this figure can operate Special

Weapons. This includes the Light Machine

Gun, Bazooka, Flamethrower, Mortar and

Sniper Rifle (on page 39). Each of these

Special Weapons counts as a different

Trait: Light Machine Gun Guy, Bazooka

Guy; Flamethrower Guy; Mortar Guy and

Sniper Guy. If a Bazooka or Flame Thrower

Guy is killed, leave a marker so someone

else can pick up the weapon later.

Spotter

Cost: 2 points (Guys Only)

A Spotter does not have to roll to activate

and may always move. Because they are

crawling around keeping out of trouble,

however, they have Move Units of 3" (on

page 10). Spotters always receive +1 to the

Squad Activation roll (on page 7), which

may be added to the cover bonus. They are

considered to have a Radio (on page 28).

Indirect Fire weapons (i.e., Mortars) may

be shot at an enemy that the Spotter can

see even if the firer of the weapon cannot

see the target. A Spotter cannot make an

attack while acting as a Spotter for an

Indirect Fire weapon.

Stationary

Cost: 0 points (Weapons Only)

Stationary weapons cannot attack on the

same round in which they move.

Strategy

Cost: 2 points (Commander Only)

Both players may include a Commander for

their force. These are usually represented

by figures with binoculars and/or pistols.

Commanders must be attached to a rifle

Squad, machine gun, or mortar. When

attached, they must remain within 3" of

another figure from that Squad for the rest

of the battle. An attached Commander

cannot make any attacks of their own

while conferring these bonuses.

Commanders have different effects

depending upon the type of Squad they are

attached to:

Rifle Squads

They may reroll failed Hitting the Dirt (on

page 22) rolls from a single enemy attack

each round. This represents the

Commander telling the Squad where to

move in order to minimize casualties.

Machine Guns

When this Squad has a Heavy Weapon (on

page 21) and is with an attached

Commander, it may reroll one dice when

shooting, potentially causing more hits and

reducing the change of jamming (on page

23).

Mortars

When an Indirect Fire (on page 23) weapon

has an attached Commander, it may reroll

failed distance attacks. This represents the

Commander directing fire more accurately.

Support MG

Cost: 11 points (Vehicles Only)

This jeep is equipped with a Light Machine

Gun (on page 24) to support the infantry. It

may shoot like a Light Machine Gun in the

distance attack step (3.3.3), but cannot

roll more than 3d6.

Support Weapon

Cost: 2 points (Weapons Only)

Support Weapons cannot be attacked

specifically if they are within 2" of the

Squad members using the weapon.

Suppression

Cost: 2 points (Commander Only)

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This allows all the figures under the

Commander to take hits that have failed

their Armor rolls (4.4) and turn them into

Suppressed Figures instead. The maximum

number of Suppression Figures a single

Squad can have are determined as follows:

Figure Type Maximum Suppressed Figures

Militia 1 Suppressed Figure per Squad Troop 2 Suppressed Figures per Squad Hero 3 Suppressed Figures per Squad Commander 4 Suppressed Figures per Squad

Therefore a Commander can keep 4 Figures

alive in one round, but Trooper can only

keep 2 figures alive in their Squad.

A figure cannot be killed by a distance

attack while it is Suppressed. They can be

killed by hand to hand attacks however,

and figures cannot be Suppressed in order

to survive hand to hand attacks. All attacks

against it automatically fail. Figures cannot

make distance attacks while they are

Suppressed. Guys can make hand to hand

attacks in the same round that they are

Suppressed, but they attacks must be the

LAST attacks made by their side during the

round. All Unsuppressed figures making

hand to hand attacks in that round go

before them.

A figure that is Suppressed is placed on its

side. The side with Suppressed figures

takes a -1 to its Activation roll (on page 7)

or Initiative (3.3) for each Squad (5

Figures, 4 Cavalry or 3 Vehicles) that were

Suppressed in the last round. After the

next activation stand the figure up. It is no

longer Suppressed.

Surrender

Cost: 2 points (Guys Only)

If this figure successfully lands in an enemy

occupied space that enemy figure must

take them back to their Starting side (see

Scenarios, VSGMR, VII). That enemy may

not do anything else until the POW is

delivered. Once delivered, the POW is out

of play.

Tank Traps

Cost: 2 points (Commander Only)

Each time this Trait is taken creates a 6"

long area that blocks Vehicles from moving

through it. One Guy can set 2 Tank Traps

(1" apart) in their movement step (instead

of moving). This can be destroyed by

Engineers (Error! Bookmark not defined.).

Tracked

Cost: 0 points (Vehicles Only)

This Vehicle cannot use Move Units over

Very Steep hills (on page 4) but can move

unimpeded by Light Barbed Wire (on page

14).

Transport

Cost: 2 points (Vehicles Only)

This truck allows soldiers to move about

the battlefield with ease. All friendly

figures within 6" of the transport truck may

reroll any Activation rolls (on page 7) to

see if it can move this round. <<Does this

match any vehicle?>

Traverse

Cost: 0 points (Weapons Only)

It is easier for some guns to be turned than

others. Yes, you can outrun the gun. Here's

how far a gun can change its facing per

Movement step (3.6). <<Does this match

any weapons?>>

Weapon Type Facing Movement

Heavy Machine Gun Full circle Infantry Weapons Full circle Light Tank 9" to change facing Medium Tank 6" to change facing

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Heavy Tank 3" to change facing Heavy Mortar 3" to change facing Cannon 3" to change facing Tank Destroyer 3" to change facing Assault Gun 3" to change facing

Trenches

Cost: 2 points (Commander Only)

Commanders may buy up to two trenches.

Trenches cannot be moved during the

game, but they can be destroyed. A trench

is normally 2" wide and can have two

figures inside. While in a Trench a figure is

considered in Cover (4.4) and has a +1

attack roll for distance attacks. A figure

may enter a trench at no movement

penalty but when leaving a trench may not

move more than 1", but may attack

normally. On the next round, the figure is

free of the trench and can act normally. A

Trench can only be destroyed with a Blast

(on page 15) weapon.

Unarmored

Cost: 0 points (Vehicles Only)

Trucks and Jeeps can be eliminated by

tanks, cannons, mortars, and sustained

HMG fire. They do not have Armored Hulls

(on page 14) against these weapons,

though they still have their Armor rolls

(4.4).

Unit Coherency

Cost: 2 points (Commander Only)

Figures under this Commander must stay

within 3" of another member of their

Squad. If they are not for some reason,

then all 6's rolled for them will count as 5's

to show reduced leadership. Without this

Trait, figures can only be moved

individually, rather than with a Squad

when using the Squad Activation rules (on

page 7).

Vehicle Armor

Cost: Varies

Vehicles can have armor just like

characters (4.5). Light Armored Vehicles

are approximately 25 tons. Heavy Armored

Vehicles are approximately 40 tons or

heavier.

Vehicle Armor Cost

Light Armor (6+) 0 points Heavy Armor (5+) 1 point Very Heavy Armor (4+) 2 points Building Armor (3+) 3 points Heavy Building Armor (2+) 4 points

Vehicle Hull

Cost: 0 points (Vehicles Only)

Vehicles commonly had weaker armor in

the rear than in the front. To reflect this,

Vehicle armor rolls are adjusted according

to which side the Vehicle is hit on.

Front Side Hit: If a Vehicle is hit on the

front roll 2d6 for the Armor rolls (4.4) and

choose the best result.

Side Hit: If a Vehicle is hit on the Side roll

1d6 for the Armor rolls (4.4).

Rear Hit: If a Vehicle is hit from the Rear

roll 2d6 for the attack roll (VSGMR 4.4) and

take the worst result.

Very Fast

Cost: 4 points (Vehicles Only)

This Vehicle adds +6" to their Move Units

(18").

Very Large Transport

Cost: 3 points (Vehicles Only)

This Vehicle can carry up to 50 Guys.

If Carrying this It equals # Guys

Artillery 3 Guys

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Half-Track 10 Guys Jeep 5 Guys Machine Gun 1 Guys Mortar 1 Guys Raft 4 Guys Self-Propelled Gun 15 Guys Tank 15 Guys Tank Traps (3) 1 Guys Truck 10 Guys

Vision

Cost: 2 points (Guys Only)

This figure ignores all Terrain penalties to

attack rolls. <<Check! What terrain?>

Volatile

Cost: 0 points (Weapons Only)

There is a 3+ chance that a Flame Thrower

(on page 36) will explode in a Blast 3" if

the figure carrying it is successfully hit

with a weapon.

Watercraft

Cost: 1 point (Vehicles Only)

Landing Craft, Assault Rafts and

Amphibious Vehicles may move on water at

6" per round. Amphibious Vehicles can

move on land too. One raft can be dragged

on land by a Squad for each two Guys in

the Squad. Trucks can carry a Raft instead

of 4 Guys.

Wheeled

Cost: 0 points (Vehicles Only)

This Vehicle cannot use Move Units over

Very Steep hills (on page 4) and are

stopped by Light Barbed Wire or better (on

page 14).

NEW WEAPONS

Multiple Versions Several varieties of weapons are given to

create variety and allow those players

interested to model specific weapons.

120mm Gun

Range 36" [7], ROF12@1-12", ROF8@13-24", ROF5@25-36" [22] — 29 points

37mm

Range 24" [4], ROF4@1-8", ROF3@9-16", ROF2@17-24" [6] — 10 points

88's (Tank Cannon)

Range 36" [7], Ignore Armor [2] — 9 points

AK47 Range 12" [1], ROF3 [4] — 5 points

Assault Rifles

Range 12" [1], ROF2 [2], Small Arms, Inaccurate — 3 points

ROF2@1-12", ROF1@13-24" [6], Small Arms — 6 points

Range 12" [1], ROF5 [8], Jams — 9 points

Anti Tank Rifle

Range 12" [1], Inaccurate — 1 point

Bazookas

Players must agree whether or not these

weapons have the Bazooka Trait (Error!

Bookmark not defined.).

Range 6" [1] — 1 point

Range 15” [2], Can Only Target Vehicles — 2 points 6

Range 12" [1], ROF2 [2] — 3 points

Range 12" [1], Blast 3" [3], Inaccurate, 1/2 Move, Crew 2 — 4 points

Range 14" [2], Blast 2" [2] — 4 points

Range 6" [1], ROF4 [6] — 7 points

6 The Green and the Tan

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Range 6" [1], ROF4 [6], Loader — 7 points

Range: Short 8-12"/Long 13-24" [2], ROF4 [6], Min. Range 8", Stationary — 8 points

Big Mortar

Range 18" [3], Blast 5" [5], ROF2 [2], Loader — 10 points

Bomb

Aircraft Only, Range 12" [1], Blast 5" [5], Scatter, Sharpshooter [2] — 8 points

Cannon

Range 36" [7] — 7 points

Combat Shotgun

Range 8" [1], ROF3 [4], Small Arms — 5 points

Dragon

Range 24" [4], ROF10 [18] — 22 points

FAL

Range 12" [1], ROF3 [4] — 5 points

Flame Throwers

Flame Throwers cannot destroy pillboxes,

only the occupants can be targeted.

Range 12" [1] — 1 point

Range 6" [1], ROF2 [2], +2 vs. Buildings [2], Small Arms — 5 points

Range 8" [1], ROF4 [6] — 7 points

Range 8" [1], ROF4 [6], Special Weapon — 8 points 7

Range 8" [1], ROF4 [6], Ignore Cover [2] — 9 points

Range 6" [1], Cone [6], Ignores Cover [2], Kaboom! — 9 points

Range 6" [1], Sharpshooter [2], Cone [6], Ignores Cover [2], 1/2 Move, Out of Ammo, Volatile — 11 points

Range 8" [1], Cone [6], Ignores Armor [2], Ignores Cover [2] — 11 points

7 1BC (One Brain-Cell) Toy Soldier Rules

German 88

Range 36" [7], ROF10@1-12", ROF6@13-24", ROF4@25-36" [18] — 25 points

Glue Cannon

Range 18" [3], Blast 5" [5], Immobilizes [2] — 10 points

Grenades

Range 6" [1], ROF2 [2], Small Arms — 3 points

Range 8" [1], Blast 3" [3] — 4 points

Range 8" [1], ROF3 [4] — 5 points

Range 6" [1], Blast 3" [3], Ignores Cover [2], Inaccurate — 6 points

Range 6" [1], ROF1d6 [10], Oops! — 11 points

Grenade Launcher

Range 16" [2], ROF3 [4], Small Arms — 6 points

H&K

Range 12" [1], ROF3 [4] — 5 points

Heavy Artillery

ROF3@1-19", ROF2@20-31", ROF1@32-43" [10], Blast 3" [3], Artillery [2], Ignores Cover [2], Crew 2, Stationary — 15 points

Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2], Sharpshooter [2] — 22 points. Attacks as Medium Artillery if attacking directly. These weapons are 106mm or larger.

Heavy AT/AA Gun

Range 48" [10], Anti Aircraft [2], Anti Tank [2], Sharpshooter [2], Indirect Fire [2] — 18 points. Attacks as Medium AT/AA Gun if attacking directly. These are long barrel German 75mm guns or British 17 pdr, 7 pdr/81mm or greater.

Heavy Cannons

Range 36" [7], Blast 5" [5], ROF3 [4] — 16 points

Range 48" [10], ROF5 [8], Ignore Cover [2] — 20 points

ROF9@1-12", ROF5@13-24", ROF4@25-36" [23] — 23 points

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Heavy Machine Gun (HMG)

Range: Short 1-8"/Long 9-36" [7], FB3 [4], Special Weapon, Stationary — 11 points

Range 32" [6], ROF4 [6], Crew 2 — 12 points. Vehicle and Building mounted HMG's need only one crew. Infantry HMG's need two crew to serve them.

Heavy MG

Range 24" [4], ROF2 (ROF1 vs. Vehicles) [2], Inaccurate — 6 points. Heavy Machine Guns are from 10mm to 20mm caliber.

Heavy Mortars

Range 12-30" [4], Blast 5" [5], Indirect Fire [2], Inaccurate, Stationary, 1/2 Move, Crew 2, Min. Range 12" — 11 points

Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2], Light Artillery if Direct Fire — 20 points

HMGs (tripod)

Range 24" [4], ROF2 (ROF1 vs. Guys) [2], Inaccurate — 6 points

Range 18" [3], ROF10 [18], Stationary, 1/2 Move, Crew 2, Jams, Out of Ammo — 21 points

Howitzer Range 36" [7], Blast 5" [5], Indirect Fire [2], Stationary, Crew 3 — 14 points

Infantry Rifles

Range 24" [4], Small Arms — 4 points

Knife Inaccurate, Silent, No Adjacent Bonus — 1 point

KWK 75

Range 36" [7], ROF8@1-12", ROF6@13-24", ROF4@25-36" [14] — 21 points

Laser Range 60" [13], Ignores Armor [2], Anti Aircraft [2] — 17 points

LAW

Range 6" [1], ROF5 [8] — 9 points

Light Anti-Tank Gun Range 32" [6], ROF3 [4] — 10 points

Light Artillery

Range 60" [13], Blast 5" [5], Scatter +1d6 [2], Inaccurate — 20 points. Attacks as Heavy AT/AA Gun (on page 36) if attacking directly. These weapons are 69mm or less.

Vehicle [3], ROF3@1-12", ROF2@13-19", ROF1@20-26" [9], Artillery [2], Blast 3" [3], Ignores Armor [2], Ignores Cover [2], Crew 2, Stationary — 21 points.

Light AT/AA Gun

Range 36" [7], Anti Aircraft [2], Anti Tank [2], Inaccurate, Indirect Fire [2] — 13 points. Attacks as HMG Gun if attacking directly. These are from 5 pdr/79mm or less.

Light Cannon

Light Cannon: Range ROF3@1-4", ROF2@5-8", ROF1@9-12" [5], Area Effect Attack [2] — 7 points

Range 18" [3], Blast 3" [3], Indirect Fire [2], Stationary, Crew 3 — 8 points

Range 18" [3], Blast 3" [3], ROF2 [2] — 8 points

Range 32" [6], ROF4 [6], Ignore Cover — 14 points

Light Machine Guns (LMG)

Range: Short 1-8"/Long 9-24" [2], ROF2 [2], Special Weapon — 4 points

ROF3@1-6", ROF2@7-12" [5], Loader — 5 point

Range 32" [6], ROF3 [4], Small Arms — 10 points

Range 30" [6], Heavy Weapon 3d6 [5] — 11 points

Light MG

Range 24" [4], ROF2 (ROF1 vs. Vehicles) [2], Inaccurate — 6 points. Armored vehicles usually carry an LMG.

Light Mortar

Range 12-24" [4], Blast 3" [3], Indirect Fire [2], Inaccurate, Stationary, 1/2 Move, Min. Range 12" — 9 points

Range 40" [8], ROF3 [4], Indirect Fire [2] — 12 points

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LMG (bipod)

Range 12" [1], ROF7 [12], Stationary, 1/2 Move, Jams — 13 points. Most Tanks and Planes have these as secondary weapons.

M1 Carbine

Range 12" [1], ROF2 [2] — 3 points

M1 Rifle

Range 12" [1], ROF2 [2] — 3 points

Range 24", ROF2 if Aimed, Small Arms) [5] — 5 points

M16

Range 12" [1], ROF3 [4] — 5 points

M203 Grenade Launcher

Range 12" [1], Blast 3" [3] — 4 points

M79 Grenade Launcher

Range 12" [1], Blast 3" [3] — 4 points

Mac 10 Range 8" [1], ROF5 [8] — 9 points

Mac 11

Range 8" [1], ROF5 [8] — 9 points

Machine Guns

Range 12” [1], Pinning — 1 point

Range 24" [4], ROF2 [2], Small Arms — 6 points

Range 12" [1], Cone [6], Heavy, Stationary — 7 points

Range 30" [6], Machine Guns [10] — 16 points

Medium Artillery

Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2] — 20 points Attacks as Light Artillery if attacking directly. These weapons are from 70mm to 105mm.

Vehicle [3], ROF3@1-12", ROF2@13-22", ROF1@23-31" [10], Artillery [2], Blast 3" [3], Ignores Armor [2], Ignores Cover [2] Crew 2, Stationary — 22 points

Medium AT/AA Gun

Range 36" [7], Anti Aircraft [2], Anti Tank [2], Sharpshooter [2], Indirect Fire [2] — 15 points Attacks as Light AT/AA Gun if attacking directly. These are 6 pdr/80mm weapons.

Medium Cannon

Range 24" [4], Blast 5" [5], ROF2 [2] — 11 points

ROF5@1-8", ROF4@9-16", ROF2@17-24" [12] — 12 points

Medium MG Range 24" [4], ROF3 (ROF1 vs. Vehicles) [4], Inaccurate — 8 points

Medium Mortar

Range 60" [13], Blast 5" [5], Scatter +1d6 [2], Inaccurate, Heavy AT/AA Gun if Direct Fire — 20 points

Missile

Range 27" [5], Blast 6" [6], Indirect Fire [2], Anti Aircraft [2] — 15 points

Mortars

ROF2@1-12", ROF1@13-19" [5], Blast 2" [2], Heavy, Stationary — 7 points. Mortars must be 2" from walls (higher than the mortar) to fire over them. Mortars cannot be fired from Vehicles.

Range 36" [7], ROF2 [2], Small Arms — 9 points

Range: Short 8-18"/Long 19-36" [7], ROF3 [4], Inaccurate, Indirect Fire, Min. Range 8", Stationary, Special Weapon — 11 points

MP5 Range 8" [1], ROF5 [8] — 9 points

Panzerfaust

Range 6" [1], ROF3 [4] — 5 points

Panzerschreck

Range 6" [1], ROF4 [6] — 7 points

PIAT

Range 6" [1], ROF3 [4] — 5 points

Pistols/Revolvers

Range 4" [1] — 1 point

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Range 6" [1], Inaccurate — 1 point

Range 8" [1], Inaccurate — 1 point

Range: Short 1-4"/Long 6-12" [1] — 1 point

Range 8" [1], Small Arms — 1 point

PZ5

Range 36" [7], ROF8@1-12", ROF6@13-24", ROF4@25-36" [14] — 21 points

Recoilless Rifle

Range 6" [1], ROF4 [6], Loader — 7 points

Rifles

Range 12" [1] — 1 point

Range 12" [1], Small Arms — 1 point

Range: Short 1-8"/Long 9-24" [2] — 2 points

Range 24" [4], Inaccurate, Small Arms — 4 points

Rockets Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2], Sharpshooter [2], Cannot Direct Fire — 22 points.

RPG

Range: Short 8-12"/Long 13-24" [2], ROF4 [6], Min. Range 8", Stationary — 8 points

Range 24" [4], ROF3 [4] — 8 points

Range 6" [1], ROF5 [8] — 9 points

Self Propelled Gun

Vehicle [3], Move Units 8", Medium Transport (up to 6 Guys inside, up to 6 Tank Riders) [1], Main Gun (ROF3@1-19", ROF2@20-31", ROF1@32-43") [10], Machine Gun (Range 12", Cone) [6], Crew 2 — 20 points

Shillelagh

Range 36" [7], ROF10@1-12", ROF8@13-24", ROF6@25-36" [18] — 25 points

Short 50mm Gun

Range 24" [4], ROF4@1-8", ROF3@9-16", ROF2@17-24" [6] — 10 points

Small Mortar Range 12" [1], Blast 3" [3], Loader — 4 points

SMLE

Range 12" [1], ROF3 [4] — 5 points

Sniper Rifles

Range 24" [4] — 4 points

Range 24" [4], Small Arms — 4 points

Range 16" [2], Ignore Armor [2] — 4 points

Range 18" [3], Sharpshooter [2], Stationary — 5 points

Range 32" [6], ROF2 [2], Small Arms — 8 points

Range: Short 1-12"/Long 13-36 [7], ROF3 [4], Cannot Split Fire, Special Weapon — 11 points

Strafe

Aircraft Only, Range 12" [1], Cone [6] — 7 points

Submachine Gun (SMG)

Range 16" [2], ROF2 [2], Small Arms — 4 points

Range 6" [1], ROF3 [4], Jams — 5 points

Range 8" [1], ROF5 [8] — 9 points

Tank Cannon

Vehicles Only, Range 24" [4], Blast 3" [3], Crew 3, Out of Ammo — 7 points

Tank Flamethrower

Range 6" [1], ROF5 [8] — 9 points

Target Strike Aircraft Only, Range 12" [1], Sharpshooter [2] — 3 points. Only hits Rear or Top of target.

TOW

Range 36" [7], ROF12 [22] — 29 points

US 105mm Gun Range 36" [7], ROF13@1-12", ROF10@13-24", ROF7@25-36" [24] — 31 points

UK 105mm Gun

Range 36" [7], ROF13@1-12", ROF10@13-24", ROF7@25-36" [24] — 31 points

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US 120

Range 48" [10], ROF15@1-16", ROF12@17-32", ROF9@33-48" [28] — 38 points

US 76

Range 36" [7], ROF8@1-12", ROF6@13-24", ROF4@25-36" [14] — 21 points

US 90

Range 36" [7], ROF10@1-12", ROF6@13-24", ROF4@25-36" [18] — 25 points

US 90mm w/HVAP

Range 36" [7], ROF12@1-12", ROF9@13-24", ROF6@25-36" [22] — 29 points

Uzi

Range 8" [1], ROF5 [8] — 9 points

New Armor Once hits have been determined the figure

can make armor rolls against the majority

type in the Squad.

Building Armor

Cost: 4 points (2 points for Commanders, 3

points for Cavalry and Vehicles)

This has an armor roll of 3+. For example a

Powered Suit, Medium Tanks.

Heavy Armor

Cost: 2 points (0 points for Commander, 1

point for Cavalry and Vehicles)

This has an armor roll of 5+. For example,

Modern Carapace or SWAT armor, APC's,

Armored Trucks.

Light Armor

Cost: 1 point (0 points for Commanders,

Cavalry and Vehicles)

This has an armor roll of 6+. For example

Flak Jackets, Police Armor, Trucks, Cars.

Very Heavy Armor

Cost: 3 points (1 point for Commanders, 2

points for Cavalry and Vehicles)

This has an armor roll of 4+. Sci-Fi Jointed

Carapace, IFV's, Light Tanks.

Very Heavy Building Armor

Cost: 5 points (3 points for Commanders, 4

points for Cavalry and Vehicles)

This has an armor roll of 2+. For example a

Tactical Dreadnaught, Heavy Tanks.

New Vehicles

AAAttttttaaaccckkkiiinnnggg VVVeeehhhiiicccllleeesss Guys attacking Vehicles receive a +1 attack

roll (4.4) bonus if attacking within 3”.

AAATTTTTTAAACCCKKKIIINNNGGG WWWEEEAAAPPPOOONNNSSS Cannons are automatically destroyed when

hit by tanks and other big guns.

Vehicle Descriptions

Aircraft

Vehicle [3], Flight 48" [10], Light Armor (6+), Bomb (Range 12", Blast 5", Scatter, Sharpshooter) [8], Strafe (Range 12", Cone) [7], Target (Range 12", Sharpshooter, Only hits Rear or Top of target) [3] — 31 points

Anti Aircraft Tank

Vehicle [3], Move Units 12", x2 Machinegun (Range 24", ROF2, Small Arms) [6] {12} — 15 points

Amphibious Car

Vehicle [3], Move Units 12", 6" on Water, Watercraft [1], Machinegun (Range 24", ROF2, Small Arms) [6], Large Transport: Carry 10 Guys [2] — 12 points

Armored Personnel Carrier (APC)

Vehicle [3], Move Units 12", Heavy Armor (5+) [1] — 4 points

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Armored Cars

Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points

Vehicle [3], Move Units 24" [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 13 points

Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] (British) — 17 points

Armored Car w/75mm Gun (German)

Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points

Armored Halftrack

Vehicle [3], Very Fast 18" [4], Light Armor (6+), Light MG (Range 24", ROF2 (ROF1 vs. Vehicles), Inaccurate) [6] — 13 points

Assault Raft

Vehicle [3], Move Units 6", Medium Transport: Carry 6 Guys [1], Watercraft [1] — 5 points

Big Truck

Vehicle [3], Very Fast 18" [4], Large Transport [2], No Armor — 9 points

BMP (Russian)

Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points. This is an Armored Personnel Carrier.

Bradley (American)

Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points. This is an Armored Fighting Vehicle.

Bren Carrier (British)

Vehicle [3], Heavy Armor (5+) [1] — 4 points. This is a Universal Gun Carrier.

Brummbärr (German)

Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points. This is a Heavy Assault Gun.

BTR Tank (Russian)

Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points

Cannon

Vehicle [3], Heavy Armor (5+) [1] — 4 points

Chieftain Tank (British)

Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points

Centurion 1-5 Tank (British)

Vehicle [3], Move Units 8", Heavy Building (2+) [4] — 7 points

Centurion 6-8 Tank (British)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

Chi-Ha Tank (Japan)

Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points

Churchill A34 Tank (British)

Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points

Vehicle [3], Move Units 12", Very Heavy Armor (4+) [2], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points

Comet Cruiser Tank (British) Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points

Cromwell Tank (British)

Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points

Crusader Cruiser Tank (British)

Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points

Elefant Tank (German)

Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Also known as a Panzerjäger Tiger.

Helicopter

Vehicle [3], Flight 12” [2], Light Machine Gun (Range 30”, LMG) [11] — 16 points

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Hetzer Tank (German)

Vehicle [3], Very Heavy Armor (4+) [2] — 5 points. Aka Jagdpanzer 38.

Half Tracks

Vehicle [3], Move Units 12", Heavy Armor (5+) [1] — 4 points

Vehicle [3], Move Units 9", Medium Transport (10 Guys) [1], x2 Machine Guns (Range 12", Cone) [6] {12} — 16 points. Half Tracks (if armored) provide Cover for the men inside.

Vehicle [3], Move Units 12", Machinegun (Range 24", ROF2, Small Arms) [6], Cannon (Range 36") [7], Medium Transport: Carry 10 Guys [1] — 17 points. British Bren gun carries should be treated as Halftracks and allowed to carry only 4 Guys.

Heavy Tank

Vehicle [3], Move Units 12", Heavy Building Armor (2+) [5] — 8 points

Vehicle [3], Move Units 8", Medium Transport (up to 6 inside, up to 6 Tank Riders) [1], Main Gun (ROF3@1-12", ROF2@13-22", ROF1@23-31", Blast 4") [14], Machine Gun (Range 12", Cone) [7] — 21 points

ISU/SU 120 Self Propelled Gun

(Russian)

Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points

ISU/SU 152 Self Propelled Gun

(Russian)

Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points.

Italian Tanks

Vehicle [3], Very Heavy Armor (4+) [2], Move Units 10" — 5 points

Japanese Tank

Vehicle [3], Heavy Armor (5+) [1], Move Units 10" — 4 points

Jeeps

Vehicle [3], Very Fast 18" [3], No Armor, Small Transport — 6 points

Vehicle [3], Move Units 18" [3], Light Armor (6+) — 6 points

Vehicle [3], Move Units 24" [4], Small Transport: Carry 4 Guys — 7 points

JS 11 Tank (Russian)

Vehicle [3], Fast 15" [1], Very Heavy Armor (4+) [2], Small Transport, Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 24 points

Jagdpanther Tank (German)

Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points. Aka Sdkfz 173.

Jagdpanzer Tank (German)

Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points. Aka Jagdpanzer 38.

Jagtiger Tank (German) Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Aka Panzerjäger Tiger Ausf. B.

JS1 Tank (Russian)

Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Aka Joseph Stalin.

JS2 Tank (Russian)

Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points

JS3 Tank (Russian)

Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points

KV Series Tank (Russian)

Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Aka Kliment Voroshilov.

Landing Crafts

Vehicle [3], Move Units 6", Watercraft [1], Large Transport: Carry 15 Guys [2] — 6 points

(Large) Vehicle [3], Move Units 8", Very Large Transport (50 Guys) [3], Watercraft [1], x2 Machine Guns (Range 12", Cone) [6] {12} — 19 points

(Small) Vehicle [3], Move Units 8", Large Transport (30 Guys) [2], Watercraft [1],

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Machine Gun (Range 12", Cone) [6] — 12 points

Leopard I Tank (German) Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

Leopard 2-3 Tank (German)

Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points

Light Armored Car

Vehicle [3], Heavy Armor (5+) [1], Move Units 18" [3] — 7 points

Light Tank

Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points

Vehicle [3], Move Units 10", Medium Transport (up to 6 Guys inside) [1], Main Gun (ROF3@1-10", ROF2@11-14", ROF1@15-19", Blast 3") [10], Machine Gun (Range 12", Cone) [6] — 20 points

M1 Abrams Tank (American)

Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points

M10 TD Tank Destroyer (American)

Vehicle [3], Building Armor (3+) [3] — 6 points

M103 Heavy Tank (American)

Vehicle [3], Move Units 6", Heavy Building (2+) [4] — 7 points

M113 Armored Personnel Carrier

(American)

Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points

M114 Howitzer (American)

Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points

M18 Hellcat Tank (American)

Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points

M2 and 5 Stuart Tanks (American)

Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points

M26 Pershing Tank (American) Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points

M3 4 barrel AA Tank (American)

Vehicle [3], Very Fast 18" [2], Light Armor (6+), x4 HMG (Range 24", ROF2 (ROF1 vs. Guys), Inaccurate) [6] {24} — 29 points

M3 Medium Lee Grant Tank

(American)

Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points

M36 Tank Destroyer (American)

Vehicle [3], Building Armor (3+) [3] — 6 points

M36 Jackson Tank (American)

Vehicle [3], Fast 15" [1], Light Armor (6+), Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 19 points

M4 Sherman Tank (later, American)

Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points

M4 Sherman Tank (early, American)

Vehicle [3], Move Units 12”, Building Armor (3+) [3]

M4 Sherman Tank (American)

Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points

M41 Light Tank (American)

Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points. Aka Walker Bulldog.

M42 "Duster" Anti Aircraft Vehicle

(American)

Vehicle [3], Move Units 12”, Heavy Armor (5+) [1] — 4 points

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M46 Tank (American)

Vehicle [3], Move Units 8", Heavy Building (2+) [4] — 7 points

M47 Medium Tank (American)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points. Aka Patton.

M48 Medium Tank (American)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

M551 Sheridan Light Tank (American)

Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points

M6 Greyhound Tank (American)

Vehicle [3], Very Fast 18" [2], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 18 points

M60 Main Battle Tank (American)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

M60A1 Armored Vehicle Launching

Bridge (American)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

M60A2 Main Battle Tank (American)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points. Aka Patton “Starship”.

M60A3 Main Battle Tank (American)

Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points

Marder Tank Destroyer (German)

Vehicle [3], Very Heavy Armor (4+) [2] — 5 points

Matilda Tank (British)

Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points

Vehicle [3], Move Units 12", Heavy Armor (5+) [1], Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points

Medium Tank

Vehicle [3], Move Units 12", Building Armor (3+) [4] — 7 points

Vehicle [3], Move Units 9", Medium Transport (up to 6 Guys inside) [1], Main Gun (ROF3@1-10", ROF2@11-17", ROF1@18-24", Blast 3" [3]) [11], Machine Gun (Range 12", Cone) [7] — 22 points

Medium Truck

Vehicle [3], Very Fast 18" [4], Medium Transport [1], No Armor — 8 points

MG Jeep

Vehicle [3], Move Units 24" [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 13 points

Panther Tank (German)

Vehicle [3], Very Fast 18" [2], Very Heavy Armor (4+) [2], Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 25 points

Panzer III F Tank (German)

Vehicle [3], Very Fast 18" [2], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 18 points

Panzer IV H Tank (German)

Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points

PZ1 Light Tank (German)

Vehicle [3], Heavy Armor (5+) [1], Move Units 18" [3] — 7 points

PZ2 Light Tank (German) Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points

PZ3 Medium Tank (early, German)

Vehicle [3], Very Heavy Armor (4+) [2] — 5 points

PZ3 Medium Tank (German)

Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points

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PZ4 Medium Tank (German)

Vehicle [3], Move Units 10", Building Armor (3+) [3] — 6 points

PZ5 Medium Tank (German)

Vehicle [3], Heavy Building (2+) [4], Move Units 12" — 7 points

PZ 56 "Tiger 1" Heavy Tank (German)

Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points

PZ6 "Tiger 2" Tank (German)

Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points

BT Series Light Cavalry Tank

(Russian)

Vehicle [3], Very Heavy Armor (4+) [2] — 5 points

Self-Propelled Gun

Vehicle [3], Move Units 12”, Heavy Armor (5+) [1] — 4 points

Vehicle [3], Move Units 12”, Building Armor (3+) [3] — 6 points

Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points

Sherman Firefly Tank (British)

Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 23 points

Sherman Tank (British)

Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA if Direct Fire) [15] — 20 points

Stuart/Honey Tank (British)

Vehicle [3], Very Fast 18" [2], Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 18 points

Stug 3 (1943, German)

Vehicle [3], Move Units 10", Building Armor (3+) [3] — 6 points. Aka Sturmgeschutz.

SU 85 Tank Destroyer (Russian)

Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points

SU 100 Tank Destroyer (Russian)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

T-10 Heavy Tank (Russian)

Vehicle [3], Move Units 6", Heavy Building (2+) [4] — 7 points

T34 Medium Tank (Russian)

Vehicle [3], Move Units 12”, Building Armor (3+) [3] — 6 points

Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points

T 34/76 Tank (Russian)

Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points

T 34/85 Tank (Russian)

Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points

T54 Main Battle Tank (Russian)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

T55 Main Battle Tank (Russian) Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

T64 Main Battle Tank (Russian)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

T72 Main Battle Tank (Russian)

Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points

T76 Tank (Russian)

Vehicle [3], Move Units 12”, Building Armor (3+) [3] — 6 points

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T85 Medium Tank (Russian)

Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points

Tank

Vehicle [3], Move Units 12", Machinegun (Range 24", ROF2, Small Arms) [6], Cannon (Range 36") [7] — 16 points. Players are encouraged to make whatever changes are necessary to model historical situations on a case-by-case basis. For example, British tanks in North Africa prior to Alamein should not be able to fire their Cannons except at armored targets. KV tanks in 1941 should probably count as "Tigers".

Tankettes (Italy)

Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points

Tiger Tank (German)

Vehicle [3], Move Units 12", Machinegun (Range 24", ROF2, Small Arms) [6], 88 Cannon (Range 36", Ignore Armor) [9], Armored Hull [1] — 19 points.

Vehicle [3], Very Fast 18" [2], Very Heavy Armor (4+) [2], Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 25 points

Train

Vehicle [3], Move Units 12". Traits move every round and may be used for Cover (4.7) but not boarded.

Trucks

Vehicle [3], Move Units 18" [3], Light Armor (6+) — 6 points

Vehicle [3], Move Units 12", Medium Transport (10 Guys) [1], Machine Gun (Range 12", Cone) [6] — 10 points

Vehicle [3], Move Units 12", Medium Transport: Carries 10 Guys [1], Cannon (Range 36") [7]. Can move 24" if on Road (on page 4) — 11 points

US Mind 3 Medium Tank (American)

Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points. Aka Lee.

US M5 Light Tank (American)

Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points

Valentine Infantry Tank (British)

Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points

NEW BUILDINGS Concrete Bunker

Building [4], Building [4], Very Heavy Armor (4+) [2] — 6 points

Building [4]. Building Armor (3+) [4] — 8 points

Dirt Bunker Building [4], Heavy Armor (5+) [2] — 6 points

Large Pillbox

Building [4], Machinegun (Range 24", ROF2, Small Arms) [6], Cannon (Range 36") [7] — 17 points

Small Pillbox

Building [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 10 points

VI. SAMPLE ARMIES

SSSAAAMMMPPPLLLEEE FFFIIIGGGUUURRREEESSS

Berserker

Troop (5+/4+) [1], Heavy Armor (5+) [2], Rage — 3 points

Captain

Troop (5+/4+) [1], Captain [2]) — 2 points

Grenade

Troop (5+/4+) [1], Range 12" [1], Heavy Armor [2] + Tough [2] (3+), Grenade [2] — 8 points

Guard

Troop (5+/4+) [1], Range 12" [1], Heavy Armor (5+) [2], Vision [2] — 6 points

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M-Gunner

Troop (5+/4+) [1], Range 18" [2], Heavy Armor + Tough (3+) [4] — 7 points

Recon

Troop (5+/4+) [1], Range 12" [1], Heavy Armor [2] + Tough [2] (3+) — 6 points

Shot Gun

Troop (5+/4+) [1], Sharpshooter [2], Range 12" [1] — 4 points

Soldier

Guy [1], Move Units 6" running, 3" crawling,

No Armor

Sure-Shot

Hero (4+/3+) [2], Range 18" [2], Sharpshooter [2]) — 6 points

Figure Cards

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GERMAN INFANTRY PLATOON (1941 to 1942) This is comprised of an HQ Squad and four

Sections.

Platoon Cost: 655 points

German Platoon HQ Squad

Cost: 95 points

Platoon Commander

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Deputy Platoon Commander

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Machine Gunner

Troops (5+/4+) [1], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

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Loader

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

x2 Runners (30 points)

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

German Infantry Section

Cost: 140 points each, 4 Sections for a total of 560 points

Section Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Deputy Section Leader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Machine Gunner

Troops (5+/4+) [1], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

Loader

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

x5 Riflemen (75 points)

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

GERMAN PANZERGRENADIER PLATOON (1941 to 1942) HQ as for German Infantry Platoon, except

all are Heroes.

Panzergrenadiers were usually motorized

so add a Sdkfz 251 (treat as Armored Car

w/75mm Gun) per Section.

Sdkfz 251 APC [Armored Car w/75mm Gun]

Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft,

Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points Platoon Cost: 324 points for Platoon, 364 points for SS Platoon

German Panzergrenadier Platoon HQ

Squad

Cost: 100 points for HQ

Platoon Commander

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Deputy Platoon Commander

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Machine Gunner

Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points

Loader

Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points

x2 Runners (32 points)

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

German Panzergrenadier Section

All figure are Troops or Heroes if SS. Cost: 188 points each (w/Sdkfz 251), 752 points for all four Sections (w/Sdkfz 251).

Section Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Deputy Section Leader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

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x2 Machine Gunners (44 points)

Troops (5+/4+) [1], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

x2 Loader (24 points)

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

x4 Riflemen (60 points)

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

German SS Panzergrenadier Section

All figure are Troops or Heroes if SS. Cost: 188 points each (w/Sdkfz 251), 752 points for all four Sections (w/Sdkfz 251).

Section Leader

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

SS Deputy Section Leader

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

x2 SS Machine Gunners (46 points)

Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

x2 SS Loader (26 points)

Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points

x4 SS Riflemen (64 points)

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

GERMAN PANZERGRENADIER PLATOON (1941 to 1943+) From 1943 onwards add one figure per

section and HQ with a Panzerbusche anti-

tank launcher [RPG] and make one of the

Riflemen into a loader.

Platoon Cost: 820 points

German Panzergrenadier Platoon HQ

Squad

Cost: 120 points for HQ

Platoon Commander

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Deputy Platoon Commander

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Machine Gunner

Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points

Loader

Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points

x2 Runners (32 points)

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Anti-Tank Guy

Hero (4+/3+) [2], Panzerbusche anti-tank launcher [RPG] (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 10 points

German Panzergrenadier Section

All figure are Troops or Heroes if SS.

Cost: 175 points each, or 700 points for all four Sections.

Section Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

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Deputy Section Leader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

x2 Machine Gunners (44 points)

Troops (5+/4+) [1], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

x3 Loader (36 points)

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

x3 Riflemen (45 points)

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Anti-Tank Guy

Hero (4+/3+) [2], Panzerbusche anti-tank launcher [RPG] (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 10 points

German Assault Section Stalingrad

This is a specialist formation worth noting

here. All figures are Heroes.

Cost: 164 points, or 166 with 5 Riflemen

and an LMG Guy, or 171 points with 5

Riflemen and an Engineer.

Section Leader

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Deputy Section Leader

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Machine Gunner

Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points

Loader

Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points

x6 Riflemen (64 points)

Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points One Rifleman may be replaced with either:

LMG Guy

Hero (4+/3+) [2], Assault (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 18 points or

Engineer

Hero (4+/3+) [2], Flamethrower (Range 8", ROF4, Ignores Cover) [9], Engineer [2], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points

RUSSIAN INFANTRY PLATOON (1941) This is comprised of an HQ Squad and

three, and only rarely four Section.

Platoon Cost: 548½ points for a three

Section Platoon, 722½ points for a four

Section Platoon.

Russian Platoon HQ

Cost: 26½ points for HQ.

Platoon Commander

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

Deputy Commander

Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points

Russian Infantry Section

Cost: 174 points each section, 522 for

three Sections or 696 for four sections

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Section Leader w/Rifle

Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points or

Section Leader w/SMG

Militia (6+/5+) [1/2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points

Deputy Section Leader

Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points

LMG Guy

Militia (6+/5+) [1/2], DP LMG (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 21½ points

Loader

Militia (6+/5+) [1/2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 11½ points. Note the DP LMG doesn‟t technically need a loader, but this man was trained to use the weapon should his comrade fall.

Grenadier

Militia (6+/5+) [1/2], RPG (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 18½ points

Marksman

Militia (6+/5+) [1/2], Assault Rifle (ROF2@1-12", ROF1@13-24", Small Arms) [6] — 6½ points

x6 Riflemen (87 points)

Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points

RUSSIAN INFANTRY PLATOON (1942 onwards)

This is comprised of an HQ Squad and

three, and only rarely four Sections.

Russian Infantry Platoon HQ Cost: 27 points

Platoon Commander

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

Deputy Commander

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Russian Infantry Section

Cost: 143 points each, or 429 points with

three Sections, or 572 points with four

Sections.

Some sections had only one DP LMG and

the two men became Riflemen. These cost

127 points each, or 381 points for three

sections or 508 points for four Sections.

Section Leader w/Rifle

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points or

Section Leader w/SMG

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Deputy Section Leader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

x2 LMG Guys (44 points)

Troops (5+/4+) [1], DP LMG (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

x2 Loader (24 points)

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

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x3 Riflemen (45 points)

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

RUSSIAN SMG SECTION (1942 onwards) These were Troops that were expected to

be line breakers and assault units. After

1943 you can replace an Infantry Section in

a Platoon with one of these units. Each

man has four grenades.

Russian SMG Section

Cost: 200 points w/6 Riflemen, 225 points

w/7 Riflemen, 250 points w/8 Riflemen

Section Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points

Deputy Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points

x6-8 Riflemen

Cost: 150 points for 6, 175 points for 7, 200 points for 8 Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points

BRITISH RIFLE PLATOON (1944-1945) A Platoon is made up of an HQ Section and

three Rifle Sections.

Platoon Cost: 120 points or 119 points (124

points or 132 points with Half Track)

British Rifle Platoon HQ

Cost: 110 or 108 points (123 or 121 w/Half

Track)

Platoon Commander w/Sten Gun

Troops (5+/4+) [1], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points or

Platoon Commander w/Pistol

Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points

Deputy Commander

Troops (5+/4+) [1], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

PIAT Gunner

Troops (5+/4+) [1], PIAT [RPG] (Range 24", ROF3) [8], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points

Assistant PIAT Gunner

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Mortar-man

Troops (5+/4+) [1], Light Mortar (Range 40", ROF3, Indirect Fire) [12], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 27 points

Assistant Mortar-Man

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

M3 Half Track

Vehicle [3], Very Fast 18" [4], Light Armor (6+), Light MG Range 24", ROF2, ROF1 vs. Vehicles, Inaccurate) [6] — 13 points

British Rifle Section

Cost: 111 points

Section Leader

Troops (5+/4+) [1], Sten Gun [SMG] (Range

16", ROF2, Small Arms) [4], x2 Grenades

(Range 8", ROF3) [5] {10} — 15 points

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Bren Gunner

Troops (5+/4+) [1], LMG (Range 32", ROF3,

Small Arms) [10], x2 Grenades (Range 8",

ROF3) [5] {10} — 21 points

Assistant Gunner

Troops (5+/4+) [1], Infantry Rifle (Range

24", Small Arms) [4], x2 Grenades (Range

8", ROF3) [5] {10} — 15 points

x7 Riflemen (60 points)

Troops (5+/4+) [1], Infantry Rifle (Range

24", Small Arms) [4], x2 Grenades (Range

8", ROF3) [5] {10} — 15 points

Up to half the Riflemen can be equipped

with SMG's.

Riflemen with SMG's

Troops (5+/4+) [1], SMG (Range 16", ROF2,

Small Arms) [4], x2 Grenades (Range 8",

ROF3) [5] {10} — 15 points

BRITISH PARATROOP PLATOON A Platoon is made up of an HQ Section and

three Rifle Sections.

British Platoon HQ

Cost: 156 points for HQ

Platoon Commander w/Sten Gun

Hero (4+/3+) [2], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Deputy Commander

Hero (4+/3+) [2], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

x2 PIAT Gunner (48 points)

Hero (4+/3+) [2], PIAT [RPG] (Range 24", ROF3) [8], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 24 points

x2 Assistant PIAT Gunner (32 points)

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Mortar-man

Hero (4+/3+) [2], Light Mortar (Range 40", ROF3, Indirect Fire) [12], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 28 points

Assistant Mortar-Man

Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

US INFANTRY PLATOON (1944-1945) US Infantry troop quality could be variable

depending upon the number of casualties

and replacements they had received. Thus

you can field them as either Troops or

Militia (on page 5). You can replicate

famous fighting units such as the 101st

Airborne by making them Heroes.

A Platoon consisted of an HQ and three

Sections.

If the Platoon is part of an Armored

brigade they can be mounted in M3 Half-

tracks. The Platoon HQ would probably

have a Jeep.

M3 Half Track

Vehicle [3], Very Fast 18" [4], Light Armor

(6+), Light MG Range 24", ROF2, ROF1 vs.

Vehicles, Inaccurate) [6] — 13 points

Jeep

Vehicle [3], Very Fast 18" [4], Unarmored,

Small Transport — 8 points

Us Platoon HQ

Cost: 71 points (79 with Jeep).

Platoon Cost: 647 without Vehicles, 924

with one Jeep and three M3 Half-Tracks.

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Platoon Commander

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Deputy Commander

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Gunner

Troops (5+/4+) [1], Bazooka [RPG] (Range 24", ROF3) [8], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 24 points

Assistant Bazooka Gunner

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

US Rifle Section

Cost: 192 points (231 with 3 M3 Half-

Tracks)

Section Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Gunner

Troops (5+/4+) [1], BAR [Assault Rifle] (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 17 points

x10 Riflemen (160 points)

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

US MARINE INFANTRY PLATOON (1942-1945) US Marines are Troops or Heroes (towards

the very end of the Pacific campaign). A

Platoon consisted of an HQ and three

Sections.

Platoon Cost: 899/890 points for entire

Platoon

US Marine Platoon HQ

Cost: 71 points for HQ

Platoon Commander

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Deputy Commander

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Gunner

Troops (5+/4+) [1], Bazooka [RPG] (Range 24", ROF3) [8], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 24 points

Assistant Bazooka Gunner

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

US MARINE RIFLE SECTION Cost: 276/273 points each or 828/819

points for three Sections.

Section Leader

Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Flamethrower Operator

Troops (5+/4+) [1], M1 Flamethrower (Range 8", ROF4, Ignores Cover) [9], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points

x3 Fire Team Leader (63 points)

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points

x3 Riflemen (63 points)

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points

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x3 Gunner (51 points)

Troops (5+/4+) [1], BAR [Assault Rifle] (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 17 points

x3 Assistant Gunner (63 points)

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points or

x3 Assistant Gunner (60 points)

Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], Thompson SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 20 points

JAPANESE INFANTRY PLATOON (1942 to 1945) A Platoon is considered an HQ and three

Sections.

Japanese Platoon HQ

Cost: 27 points for HQ, 699 points for

entire Platoon.

Platoon Commander

Troops (5+/4+) [1], x2 Grenades (Range 8", ROF3) [5] {10}, Sword, Pistol (Range 8", Small Arms) [1] — 12 points

Deputy Commander

Troops (5+/4+) [1], x2 Grenades (Range 8", ROF3) [5] {10}, Infantry Rifle (Range 24", Small Arms) [4] — 15 points

Japanese Rifle Section

Cost: 224 points (672 points for 3 Sections)

Section Leader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Deputy Section Leader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Machine Gunner

Troops (5+/4+) [1], Type 98 or 99 LMG (Range 32", ROF3, Small Arms) [10], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points

Loader

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Mortar Man

Troops (5+/4+) [1], Type 89 50mm [Light] Mortar (Range 40", ROF3, Indirect Fire) [12], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points

x9 Rifleman (135 points)

Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

VII. SCENARIO Besiege the Bunker

24 points per player suggested

Each player starts with Berserk (x2),

Guard, and Recon (x2, on page 46).

Background Starting space is adjacent to Home Bunkers

which are placed in opposite corners (use

the Bunker that comes in the set or

designate a couple of squares with a coin

or other marker).

Terrain This scenario can be played on as small as

a 2‟ x 2‟ table. There must be a suitable

tower placed in each team‟s Starting side,

no closer than 6” to any table edge. Is

suggested that you have at least 3 pieces

of terrain for each 1‟x1‟ of table. These

pieces will provide Cover (4.7).

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Victory Conditions Move one or more of your pieces into your

enemy‟s bunker.

Free For All 8

75 points per player suggested

BACKGROUND In the highly mobile engagements of World

War II it was not uncommon for forces to

suddenly find themselves in contact with

the enemy. The freewheeling battles that

result are little more than all-in brawls

with both sides maneuvering to seize

important ground in the enemy's rear area.

Each army must seize one of your

objectives before the enemy seizes one of

theirs.

Each player places two objectives on the

other side of the table. The objectives

must be at least 16" from the center of the

table and may not be placed within 8" of

the table's edges. Both of a player's

objectives must be placed with 48" of each

other.

Both players must place their figures on

the table, but not within 12" of the center

of the table.

8 FOW, page 156, das Book, page 11.

TERRAIN Use the Random Scenario Generator (Very

Simple Scenarios, page 5) to generate

terrain.

SPECIAL RULES

Mobile Battle

No figures can start the first round having

Gone to Ground (VSAM, page 10). Both

armies are considered to have moved and

therefore have a -1 attack roll penalty

(VSAM, page 11).

VICTORY CONDITIONS The battle ends when a player starts their

turn in possession of any of the objectives

that they placed in the enemy's starting

space. When the battle ends, count the

victory points normally (3.4).

SSSAAAMMMPPPLLLEEE SSSCCCEEENNNAAARRRIIIOOOSSS

Table Top Heroes Scenario 1 — Besiege the Bunker 9 Scenario 2 — Cap the Cap‟n 10 Scenario 3 — Capture the Crossing 11

9 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 10 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html

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Scenario 4 — Sweep the Settlement 12 Scenario 5 — The Art of War 13 Scenario 6 — A Desperate Defense 14 Scenario 7 — No-Man‟s Land 15 Scenario 8 — Battle on 2 Fronts 16 Scenario 9 — Rescue the POW‟s 17

FLAMES OF WAR SCENARIOS Flames of War has a very good selection of

Generic scenarios for WWII.

Scenario 1. Free-For-All18 Scenario 2. Encounter 19 Scenario 3. Hold the Line 20 Scenario 4. Fighting Withdrawal 21 Scenario 5. Breakthrough 22 Scenario 6. The Cauldron23 Scenario 7. Roadblock 24 Scenario 8. No Retreat 25 Scenario 9. Hasty Assault 26 Scenario 10. Breakout Mission 27 Scenario 11. Seize and Hold 28 Scenario 12. Hit the Beach Mission 29 Scenario 13. River Crossing Mission 30 Scenario 14. Trench Fight 31 Scenario 15. The Big Push 32 Scenario 16. Not One Step Back 33

11 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 12 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 13 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 14 An Eye for an Eye—A Rules Supplement for Table Top Heroes 15 An Eye for an Eye—A Rules Supplement for Table Top Heroes 16 An Eye for an Eye—A Rules Supplement for Table Top Heroes 17 An Eye for an Eye—A Rules Supplement for Table Top Heroes 18 FOW, page 156, das Book, page 11. 19 FOW, page 157, das Book, page 12 20 FOW, page 158 21 FOW, page 159, das Book, page 14 22 FOW, page 160, das Book, page 15 23 FOW, page 161, das Book, page 16 24 FOW, page 162, das Book, page 17 25 das Book, page 13 26 das Book, page 18 27 das Book, page 19 28 das Book, page 27 29 das Book, page 35 30 das Book, page 44 31 das Book, page 58 32 das Book, page 59 33 das Book, page 65

Scenario 17. Total War 34

WWII PLASTIC SKIRMISH Scenario 1 — Overmatched 35 Scenario 2 — Stupid is as Stupid Does 36 Scenario 3 — A Sterling Performance 37 Scenario 5 — The Assault on Red October 38 Scenario 6 — Kidney Ridge 39 Scenario 7 — Kursk The Northern Spearhead 40 Scenario 8 — Kursk The Southern Spearhead 41 Scenario 9 — Hold Until Relieved 42 Scenario 10 — Dog Beach 43

TOKEN LIST This is a suggested list of helpful Tokens:

Air Support Counters (on page 13)

Concealed/Hidden Movement Token

(on page 22)

Digging Token (on page 19)

Immobilized Token (on page 14)

Mine Fields Token (on page 25)

Overwatch Token (on page 27)

Wound Token (on page 15)

34 das Book, page 75 35 http://www.juniorgeneral.org/w2plastic/plastic.html 36 http://www.juniorgeneral.org/w2plastic/plastic.html 37 http://www.juniorgeneral.org/w2plastic/plastic.html 38 http://www.juniorgeneral.org/w2plastic/plastic.html 39 http://www.juniorgeneral.org/w2plastic/plastic.html 40 http://www.juniorgeneral.org/w2plastic/plastic.html 41 http://www.juniorgeneral.org/w2plastic/plastic.html 42 http://www.juniorgeneral.org/w2plastic/plastic.html 43 http://www.juniorgeneral.org/w2plastic/plastic.html


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