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Army Men: Dirt Bombs not Included by Benjamin Tan - Friskypiranha.com
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Army Memen Tank
Introduction

These rules are aimed at the army men enthusiast; not the hardcore-centimeter-accurate-wargamer (measurement is in inches) and are designed to facilitate an epic campaign across a hosehold, not a table. House rules are encouraged.

The Goal

The teams involved will either be attempting to eliminate the opposition's leader, exterminate all enemies, capture the enemy's flag, or have control over all areas, as determined prematch.

Specifications

two dice per player
ruler(preferrably yard stick)/measured string (1 inch, 3, 5, and 12)
play money
army men or substitutes
an imagination
5 circle venn diagram (see below for one I created)
multiple flags and stands

Recommended Objects

coins
condiment packets
wood blocks or bricks
anything else that would go nicely with army men, such as cardboard boxes for hangars

Starting the Game

Players are allotted 1 started area, 1 leader and $1,500 each to bolster their army with units, vehicles, and various objects.  It's okay if there's leftovers after all players have run out of funds or have verbally agreed that buying is over, place the unpurchased items in a box for later. Each player can place objects and units anywhere within their starting area, except for their leader unit. Both these steps can be skipped for simplicity/less down time by just divv ying up the units and objects equally. Leaders are placed by the opposition. An enemy's leader must be placed in their starting area, within 12 inches of one of their units, and out of range of friendlies.

Prices

Leader - Free
Officer - 1 Free Officer for Each Area, Then $100.
Melee/Shotgun - $10
Pistol/Flamethrower - $20
Rifle/Minesweeper/Radio Operator/Binocular - $30
SMG - $40
LMG/Engineer/Medic/Mortar/Grenadier - $50
Grenadier w/ Launcher/Paratrooper w/ SMG - $75
Sniper/Bazooka - $100
Paratrooper w/ Sniper A.K.A. Elite Special Operative/Super Trooper - $225
Add $20 if the unit is sprinting.
If a unit is multiple types, for example, the rifleman throwing a grenade, take the most expensive type and add on half of the other type(s). For example, a rifleman throwing a grenade can act as a grenadier and rifle and costs $65.

Medic Kit - $5
Tool Box - $10

Jeep w/ Machine Gun Turret - $100
APC, Troop Truck, and Humvee w/ Machine Gun Turret(Land vehicles can only be harmed with explosions.) - $150
Transport Helicopter - $225(Aircraft can only be harmed with anti aircraft turrets and bazookas.)
Tank w/ Machine Gun Turret - $250
Attack Helicopter/Jet - $325

Anti Aircraft Turret(Stationary turrets can only be harmed with explosives) - $50
Machine Gun Turret - $125
Explosive Turret - $175

Segment of Barbed Wire - $5
Tank Blockade - $10

For objects and units not listed, have two players suggest an amount and make the average the price.

Turns

There are three phases to each turn: movement, attacking, reinforcing. Each phase is ended by all players mutally agreeing they are finished.

For movement, roll to see who goes first, highest roll goes first, second highest second, etcetera. Reroll to break ties.

The following units are allotted no more than these measurements:
2 in: tanks and prone soldiers
3 in: kneeling or crouching soldiers, mortars, bazookas, and radio operators
4 in: all other units
8 in: sprinting infantry, supply trucks, APCs, half tracks
12 in:  aircraft, jeeps, motorcycles, and humvees

All measurements are rounded down.

Units cannot pivot after movement. Vehicles cannot pivot more than 45° during movement.

For simplicity's sake, units cannot climb and can only go over an object their height or less. Climbing would be defined as going up a surface too steep for a unit to be put on its base and not slide.

Each vehicle has 1 operator that cannot exit unless the vehicle is maimed, then they are ejected and can be used as pleased.

Next, attacking. Combat is turned based and takes place after all movement is finished, which is signified by players verbally anouncing they are done.
Type Accuracy/Range (Add 1 to accuracy and 10 to range if within 10 inches of a binoculars unit.)


Melee 0/1 in.
Shotgun 1/10
Pistol/Flamethrower 2/20
SMG 3/30
Rifle/LMG/Machine Gun/Explosive/Anti Aircraft Turret 4/40
Sniper 10/100

Grenades --/20
Bazookas/Grenadiers w/ Launcher --/30
Tank Cannon/Missle --/40
Mortars/Artillery --/A friendly radio operator must be within 4  yards of the target for artillery to fire.

Type Can Attack this Many Times per Turn
SMG/LMG/Machine Gun Turret/Anti Aircraft  3
Pistol/Shotgun/Flamethrower 2
Everything Else 1

Accuracy means that that for every listed inch benchmark, the amount you must roll with two dice to hit the target increases by 1. A partial benchmark does not count. To clarify, if a pistol is fired from 10 inches away, a roll of 5 maims and higher than a 5 kills. For a rifle firing 23 inches away, you must also roll a 5 to injure or greater to kill. A sniper firing from 69 inches must roll a 6 to maim and greater than a 6 to kill. Range is the maximum amount, in inches, that a target can be fired upon.

Melee units are those depicted with conventional melee weapons. Melee attacks always hit and kill, leader units can only melee, like a king in chess. Bayonets double as melee units and whatever weapon it is mounted on.

If a vehicle has a turret, it is counted as an invincible unit that can fire independently within a 180° radius from where the vehicle is facing, as long as the vessel is operational. Machine gun turrets can attack 3 times and explosive turrets once, these attacks are independent of the times the vehicle can attack per turn. Stationary turrets can only be damaged with explosives, swivel 360° during movement, and do not require operators.

A 5 set venn diagram is used to judge where mortars/artillery and grenades strike. Bazookas, tank cannons/missles, and landmines always hit dead center of this diagram. Roll two dice to determine where grenades and mortars/artillery hit.

≤ 3 = N
≤ 6 = E
≤ 9 = S
 ≤ 12 = W
Doubles = Dead Center
A unit partially within the wound radius is wounded and is killed if partially in the kill zone.

5 Circle Venn Diagram
A unit with at least 30% of it covered from the point of view of the attacker is considered under cover. Units at least 90% covered cannot be engaged, except by grenades and artillery. If a unit behind cover is hit, the attacker must roll the two dice again and score greater than a 7 for the shot to be successful. Units with cover within a yard above them are immune to artillery. As a general guideline; if you couldn't take the shot yourself and realistically hope to hit the target, it cannot be attacked. If it's covered enough to the point where you'd have to aim for a specific section, it is behind cover.

Finally, reinforcing, which is optional. Place all items that weren't purchased prematch into a box. Each player is awarded $100 per area they contol to purchase the leftovers in this box. These reinforcements can be placed anywhere in a friendly area within 12 inches of a friendly unit. After everything that was passed on in the beginning is taken, begin putting units who are killed into this box. Do not put destroyed objects in it.

Leaders and Officers

Both leaders and officers can capture areas if within one inch of the flag or marker object if the prerequisites have been met.

If a team's leader is killed, all of the corresponding units are removed from the battlefield.

Leaders are restricted to melee, like a king in chess. Officers can attack with pistols or melee.

Perspective

A soldier's eyes, not their guns, represent their perspective. Vehicles' perspectives are drawn from their front windshield/armament.

Not Behind Cover
In the above picture, the bayonetist is not behind cover from the camera's point of view

Behind Cover
From the sniper's perspective, the bayonetist is behind cover.

Cannot Attack
The rifle wielder behind the bayonist is more than 90% covered from this angle, thus it cannot be attacked. Bullets cannot cause collateral damage.

Controlling Areas

Divide each distinct zone of the playing field by placing flag stands in them. For example, segregate each room of a house into different areas. To control an area, there must be at least 1 officer/leader located inside it and no enemy officers/leaders. If there are conflicting officers/leaders or none at all, the area is considered contested. A flag can be placed in each area to clarify who owns what. At the reinforcement stage, each player is awarded $100 per area they own.

 When leader/officer prerequisites are met, during movement, move the officer/leader within 1 inch of the flag stand and place your flag to overthrow/control the territory.

Troop Transportation

Up to 6 troops, not including handler, may board an APC, transport helicopter, or troop truck. This can be represented by placing the units in, on top, or under the vehicle. Passengers are invincible and are placed outside the vehicle if it is disabled.

1 troop can board a jeep or bike in addition to the motorist.

3 troops can enter a humvee in addition to the driver.

Paratroopers can be deployed anywhere during reinforcing if enabled and attacking if not. After being deployed, paratroopers are disabled and left vulnerable for two turns. A paratrooper can be armed with an SMG or sniper.

Landmines

Landmines, respresented by coins, are purchased and placed prematch just as any other object. They must come into physical contact to explode and can be destroyed by minesweepers within 1 inch. Enemey units within 12 inches of an enemy minesweeper do not set off your mines.

Wounded Units

Wounded infantry are knocked over, cannot move, can still attack, and can be fully revived by a medic with a medic kit. Wounded units are immune to maim shots and must suffer a kill shot to die.

When vehicles are maimed, 1 submachine gunner(the surviving pilot/driver)is placed within 1 inch of it that can be used as desired. Only explosions can harm land vehicles and turrets, anti aircraft and explosions can destroy aircraft. Maimed vehicles and turrets are considered disabled represented by placing them on their side and can be used as cover. They cannot move or attack but can be completely repaired by an engineer with a tool box. When maimed vehicles are repaired, they receieve a free replacement operator.

Medics and engineers can move up to 3 medic kits/tool boxes with them as long as they are within 3 inches and can only attack if depicted with a weapon. These kits/boxes can be represented by ketchup/mustard packets. Healing/repairing takes an attacking turn.

Barbed Wire and Tank Barriers

If an infantry unit crosses directly through barbed wire, roll two dice.  If a 7 or doubles come up, the soldier is wounded. Vehicles can pass through unharmed.

Tank barriers prevent all land vehicles from passing within a 1 inch radius of them.

Barbed wire and tank barriers can only be destroyed by an engineer with a tool box.

Quick Reference

For redundancy and convienence, here's a highlight of key rules.

Army Men Quick Reference

Closing Statements

I've provided the rules, now you must provide the fun. Shoot me an e of mail if you have any suggestions or comments: spacerace@friskypiranha.com! For those that actually care; these rules and images may be distrubuted freely but not sold without permission.

Purchasing Army Men

(Amazon) 202 Pieces Army Men with American(Green), British(Tan), German(Grey), Japanese(Olive), and Flags (WWII)

eBay

(Amazon) 1000 Airfix Paratroopers Style Soldiers in Green and Gray

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Informational Links

The Army Men HomePage

[TMP]Army Men Message Boards

Wikipedia Army Men Page

How to Mould Army Men

Other Free Wargaming Rules