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ARMY MEN COMBAT v2.

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General Principles Activation Melee
The most important rule: Whenever the The player picks one unit and it may do one Charging models must move into base
rules are unclear use common sense and of the following: contact with the target or as close as
personal preference. Have fun! possible. Then defenders must do the same
• Hold: Move 0”, can shoot. moving up to 3”. Models within 2” of
Quality Tests: Roll one six-sided die and if
• Hunker: Move 0”, can’t shoot, enemies may strike with all their melee
you score a 4+ it‘s a success.
gets +1 die to blocking rolls. weapons and the charging unit gets +1 die
Additional Dice: When adding dice to a roll • Guard: Move 0”, can shoot in to its attack roll. This works like shooting but
they are added to the total roll of the unit, reaction to the enemy. casualties are only removed after both units
and not to each individual model. • Advance: Move 6”, can shoot only have attacked. Once both units are done the
after moving. unit that caused least wounds must take a
Preparation quality test and if failed it is destroyed. If
• Rush: Move 12”, can’t shoot.
The Battlefield: The game is played on a flat neither unit is destroyed they must continue
• Charge: Move 12” into melee. fighting until one of them is.
4‘x4‘ surface, with at least 5-10 pieces of
terrain on it. Movement Morale
The Armies: The players must put together Unit members must stay within 2” of at If shooting brings a unit down to half or less
two armies of 300pts, of which up to half least one other member and within 6” of all of its original size, then it must take a
are vehicles. They may also take a total of other members. Units may only move quality test. If failed it is Pinned and must
up to three units of Gunners, Snipers or within 1” of others when charging and may take a quality test when trying to activate or
Supports in any combination. only charge if at least one model can reach if it is charged. If the test is passed the unit
Deployment: Players roll-off and the winner one model from the target. stops being Pinned and may activate or fight
picks one of the table edges as his in melee normally. If the test if failed the
Shooting
deployment zone with his opponent taking unit is destroyed.
the opposite. Then the players alternate in Models in range and line of sight may fire
placing one unit each within 12” of their one weapon. Shooting models take one Terrain
table edge, starting with the player that quality test per attack in the unit and each Cover Terrain: Infantry units with most
won the deployment roll-off. success is a hit. Defending models then take models in or behind cover get +1 die to
as many quality tests as hits and each blocking rolls against shooting attacks.
Mission: The game ends after 4 rounds and
success is a block. Subtract the number of
players sum the point value of all enemy Difficult Terrain: Units moving through
blocks from the number of hits and the
units they completely destroyed or that are difficult terrain may not move more than
defender removes as many models from the
pinned. The player with most points wins. their Advance action distance.
target as the result.
Playing the Game Guard Actions: Units that are on guard may Dangerous Terrain: Units moving across
not move or shoot, but may react to enemy dangerous terrain must roll as many dice as
The game is played in rounds with players
units that move into their line of sight by models and for each 1 they take one hit.
alternating in activating one unit each until
all units have been activated. Before each shooting. The player may stop enemy units Elevated Terrain: Units charging from
activation both players roll one die and add at any point of their move to shoot, but the higher elevation or being charged from
the number of non-activated units they target gets +1 die to its blocking roll. lower elevation get +1 attack die in melee,
have, and the player with the highest result and units taking shots from lower elevation
may activate a unit next. count as being in cover.

By Gaetano Ferrara www.onepagerules.com


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ARMY CREATION
Army Creation Weapons Vehicle Units

This section of the rules provides you with Units without bayonets are assumed to use Jeep - 1 for 40pts
guidelines on how to create balanced fists in melee. When attacking vehicles
armies to play the game. halve the amount of hits (rounding down), • Armor: Rolls +1 die to block hits
or double them for weapons with a * next • Equipment: n/a
Infantry Units to their attack number.
• Special: Transport up to 5 models.
Units that move in contact may
Recruits - 5 for 15pts / 10 for 30pts Name Range Attacks
get in, and may use Advance to
Fists Melee 1
get out. If a unit is inside when
• Equipment: Rifles Bayonet Melee 2
Bomb 6” 2D6* destroyed all models are placed
• Special: Must re-roll successful Grenade 12” D6 within 3” and the unit takes D6
quality tests (once per test). C4 12” D6* automatic hits.
Flamethrower 12” 2D6
Riflemen - 5 for 25pts / 10 for 50pts Rifle 24” 1 Tank - 1 for 150pts
Sniper Rifle 36” 1
• Equipment: Rifles Machinegun 36” 3
• Armor: Rolls +3 dice to block hits
Bazooka 36” D6*
• Special: n/a • Equipment: Cannon
Autocannon 48” 3
Veterans - 5 for 40pts / 10 for 80pts
Mortar/Missile 48” D6* • Special: n/a
Cannon 48” 2D6*
Artillery - 1 for 90pts
• Equipment: Rifles Vehicle Rules
• Special: May re-roll failed quality • Armor: n/a
tests (once per test). Activation: Vehicles may only use the Hold,
• Equipment: Cannon
Advance and Rush actions.
Gunners - 1 for 10pts / 3 for 30pts • Special: Moves only 6” on
Movement: Vehicles move 12“ on Advance Advance and 12” on Rush actions.
• Equipment: Machineguns and 24“ on Rush actions. May only shoot when using Hold
• Special: n/a actions and target enemies it can’t
Shooting: Vehicles may fire all weapons see as long as they are in line of
Snipers - 1 for 10pts / 3 for 30pts when shooting (instead of only one). sight of other friendly units.

Melee: If a vehicle is attacked in melee it


• Equipment: Sniper Rifles Jeeps can be upgraded with the following:
may not strike back.
• Special: Passes quality tests on 2+
• Truck: Transport 10 for 20pts.
when shooting and Infantry units Damage: Whenever a vehicle fails to block
don’t get a block die per hit. • APC: Transport 10 and +1 die to
one or more hits, roll once for each and
block hits for 70pts.
apply the resulting effect:
Heavy Weapons - 1 for 20pts / 3 for 60pts • MG: Take a machinegun for 10pts.
• 1-2: Must roll a 4+ to activate
• Equipment: Mortars
next, if failed it loses its activation.
Tanks can be upgraded with the
• Special: May shoot at enemies it
• 3-4: May not move or pivot next
following:
can’t see as long as they are in line
time it‘s activated.
of sight of other friendly units. • Medium Tank: Add +1 die to block
• 5-6: The vehicle is destroyed. hits for 25pts.
Recruits, Riflemen and Veterans can be
If hit in the front roll 2 dice and pick the
• Heavy Tank: Add +2 dice to block
upgraded with the following: hits for 50pts.
lowest, if hit in the side roll 1 die, and if hit
in the rear roll 2 dice and pick the highest. • MG: Take a machinegun for 10pts.
• Bayonets: All soldiers may take
bayonets for 10pts.
• Grenadier: One soldier may take
grenades for 5pts or C4 for 10pts.
• Specialist: One soldier may
replace his Rifle with a Bazooka or
a Flamethrower for 10pts.

By Gaetano Ferrara www.onepagerules.com


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