Military toys will probably be big sellers this
Christmas, but one ubiquitous toy has been there year after year for
children - the humble plastic toy soldier. Whether from boxes,
buckets, or bags, many an army of green and tan (or grey) has sprung
into battle on Christmas day, often with troops over-running the
manger and hiding behind the wise men and donkeys.
Toy soldiers of one kind or another date back to the days of Rome,
and probably earlier. Though not very PC anymore, kids never cease to
enjoy them. They spend hours building forts and placing their
soldiers carefully...before taking turns throwing rocks or shooting
'em with an air rifle. (At least that's what kids in my neighborhood
did. We'd sit up in a tree and play "sniper" with our BB guns, seeing
who could knock over all the other person's troops first. This was
back before video games replaced children's natural
creativity...)
Some people say that kids shouldn't have war toys and that it somehow
makes them violent. I think the reverse is true. Having war toys lets
young children act out their internal stories and feelings as opposed
to supress and become neurotic about them. They see images of war on
television and they may have relatives who are overseas (or who were
gone before in Desert Storm); it would be silly to think them
ignorant about the whole idea of war. If they can get some power over
their feelings through playing that they're beating the bad guys or
blowing Osama up with a tank, hey, that's OK in my book.
Toy soldiers are also a cheap and easy introduction to wargaming for
kids or adults. Here the goal is educational as well. Besides being a
bit of fun over a few beers, wargaming is a way to develop an
appreciation of military tactics, to see what can go right and so
horribly wrong for a squad in combat. These educational military
games were called Kreigspiel by the German's in the 18th-19th century
and were used to train military officers. The idea was adapted by
most militaries around the world.
All you need to start is a bunch of soldiers, a few normal dice, a
ruler or string, and some objects to scatter about as terrain (books,
cups, coins, etc.) You will also need some rules to play by (unless
you just want to go the rock and BB gun route) so without any further
ado...
By Pete Kautz
2001
Download
These Rules as PDF File
Turn
Order
Roll for Initiative, high roller decides whether they are player A or B. (Roll each turn)
Player A Moves
Player A Shoots
Player A Fights H2H
Player B Moves
Player B Shoots
Player B Fights H2H
(Players A+B Test for Morale if using Advanced Rules)
Squads should be 5-10 Troopers with a Leader. A
normal squad may have up to two Special Weapons in it. A game with 2
or 3 squads on a side can be played in an hour or so.
If you want to assign some kind of point system to build even sides
with, count each regular soldier as 1, each leader as 2, and each
special weapons soldier as 3.
Troopers must stay within 4" 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.
In Rough Terrain - 4"
Walk - 8"
Run - 12" (Can not Run when within
12" of enemy)
Charge in H2H - 2D6" (Roll for each individual figure entering H2H)
Charge 1D6" in Rough Terrain.
A figure wishing to enter H2H Combat *Must* Charge (they may not
walk, etc.)
To shoot at a target, a figure must reasonably be
able to draw line of sight to them. If a figure's line of sight is
blocked by another figure or by blocking terrain (something so big
you can't see past - like a hill) then you may not shoot at them.
For each weapon a short and long range is listed. At short range (or
less) you need to roll a 4, 5 or 6 to hit, and at long range you need
a 5 or 6 to hit. If the target is behind cover or in Rough Terrain,
then you need to roll a 5 or 6 to hit at short range and a 6 to hit
at long range. Agree before the game as to which things are cover and
rough terrain.
4,5, or 6 |
5 or 6 |
5 or 6 |
6 |
Special Weapons
1) Light Machine Gun rolls 2 dice to hit. Heavy
Machine Gun rolls 3 dice but can not move and shoot in the same
turn.
2) Bazooka rolls 4 dice to hit, always counted as long range. You may
not fire at a target closer than 8". You may not move and shoot in
the same turn.
3) Flamethrower rolls 4 dice to hit, always counted as short
range.
4) Mortar rolls 3 dice, always counted as long range. You may not
fire at a target closer than 8". Mortars may fire indirectly if a
spotter from your squad can draw line of site to the enemy. You may
not move and shoot in the same turn.
5) Sniper Rifle rolls 3 dice but can only cause ONE hit no matter how
many hits are rolled.
Special weapons can cause multiple casualties to an enemy squad! When
an attack rolls multiple hits, the attacker removes the initial
figure and then the defender removes additional figures starting with
the next one(s) closest.
You MUST use the Charge option to enter into H2H
combat. Roll two dice 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 H2H
combat and neither figure may move away.
Roll one die for each figure, individually, adding the following
modifiers:
+1 to the total if the figure
is armed with a pistol, knife or other close combat weapon
+1 to the total if the figure is a Squad Leader
+1 Per additional attacker
(Up to 3 attackers can gang up
on one defender, granting a +2 bonus to each of their rolls! Strength
is in numbers!)
The highest roll wins. Losers are removed immediately. If it is a
tie, then fight again next round.
You can simplify measuring by using the 8 ½ x 11 rules sheet as a guide. Round all measurements to equal half the page width, the entire width, the length, twice the length, or three times the length. This is very quick and easy.
Figures that are Hit are not removed immediately. Roll 1D6 for each wound received:
|
Recovers next turn and can stand up |
|
Becomes Stunned next turn |
|
Remove Immediately |
Advanced Morale Rules
When a Squad is reduced to less than half its
original number, 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 and flees from the battle.
At the end of a players turn, any of their units with less than half
its starting number of figures must make a Morale check.
Example: A squad of 10 men is reduced to 5 at the end of the turn. A
Morale test is made on one die and a 3 is rolled. The unit keeps
fighting for another turn. At the end of the next turn the unit is
reduced to 4 figures. A Morale test is made and a 5 is rolled - the
unit Routs and is removed from the board.
If a Squad does not move, shoot, or fight in H2H
combat it may elect to go on Overwatch. Place a token by the Squad to
note that is in this state of readiness.
A Squad that is on Overwatch may shoot at any enemy that is in its
line of site and moves or shoots at them. This action interrupts the
active player's turn. Following this attack, the Overwatch token is
removed and the Squad can do nothing more until that players next
turn.
Special weapons may NOT fire on Overwatch, only Pistols and
Rifles.
In a case where fire may be simultaneous between the active player
and the player on Overwatch, then both sides roll for hits and apply
the results simultaneously.
On their turn, players activate only one Squad
instead of their entire army.
The
Army Men Homepage
Mega-site with information on all kinds of plastic soldiers and free
rules for wargames.
Melted
Plastic
Toy soldier rules written by someone who can't spell. Cool name,
though.
Pete
Shulman's War
Strange personal site about a man's obsession and the story of a war
game that he has been playing for more than fifty years. He claims
that it is a huge installation type work of art, at the present time
containing over 57,000 sculpted soldiers and more than 3400 plastic
models.
Plastic
Wars: Real Tactics With Plastic Men
Commercial rule set and expansion. Never played it, but they have
some good starting advise on speed painting an army.
Toy
Soldiers Etc
Though these guys have lousy color layout (black text on a dark green
screen???) they do sell all kinds of unusual and inexpensive plastic
soldiers. They have World
War Two stuff as well as Knights,
Turks, Robin Hood, Dragons and more! Slow
loading but tons of pictures.