Stormonu
NeoGrognard
So, my eldest is on a sleep-over tonight, and my youngest son was "bored out of his skull" without a brother to torment, so I figured we'd have a little fun. So, before I forget the rules, here's a little wargame we made up and played using army men (suitable for adults or kids with adult supervision
):
YOU WILL NEED
about 30 army men per side, tanks and any other military vehicles you want
1 (or more) flag per side
terrain (fences, bunkers, trees, etc)
a 3'X4' playing area (or bigger)
lots of D6's
SET UP
Place at least one flag for each side on opposite sides of the board. Place 7 points worth of troops on the battlefield (no air vehicles or air strikes can be purchased as part of the starting force) within 3 inches of the flag. Place the remainder of your forces into a "troop pool". Place various obstacles on the board as desired.
TURN SEQUENCE
1. Roll Initiative
2. Side A - Call For Reinforcements
3. Side A - Move
4. Side A - Attack
5. Side A - Reinforce
6. Side B - Call For Reinforcements
7. Side B - Move
8. Side B - Attack
9. Side B - Reinforce
ROLL INITIATIVE
Both sides roll 2D6. High roll goes first as side A. Other player is side B for the round.
CALL FOR REINFORCEMENTS
Roll 1D + 1D per radio man. Do not add dice together, take only the highest. You may set aside troops into a "reinforcement pool" to bring in during the reinforcement stage as follows (you may not purchase an air vehicle/air strike in the first turn):
1 point - basic trooper
2 points - specialist trooper
3 points - armed transport
5 points - tank
6 points - Air/Artillery strike
MOVE
Each unit on your side may move up to 3 inches. Vehicles may move 6 inches.
Note that obstacles (fences, sandbags, trees, rocks, slopes, etc.) take an extra inch of movement to traverse.
If you don't want to bother with rulers, an adult hand from wrist to forefinger tip is about 6 inches and the forefinger itself is about 3 inches long.
ATTACK
Each unit may attack with a basic range of 6 inches. If the unit's attack roll beats the enemy unit's armor, the enemy unit is destroyed. Unless otherwise notated, if a unit rolls multiple dice, it may add dice together to pierce higher armor values or split dice out to attack multiple targets. You must declare how you will split any dice BEFORE you roll.
Destroyed units are recycled back into your troop pool.
Note that cover (rocks, sandbags, trees, ditches) adds +1 to a unit's armor value. Multiple sources of cover don't stack (you cheater!)
REINFORCE
Place new units on the board within 2 inches of your flag from your reinforcement pool. If you cannot place a unit, you must hold it in reserve to be placed next round.
WINNING
If you capture all of the enemy's flags (no enemy troops within 2 inches of the flag) or destroy all of the enemy's forces, you win!
TROOPS
Basic Trooper: Attack: 1D; Armor: 4; Move 3 inches
Specialist - Bazooka Man: Attack 2D; Armor 4; Move 3 inches (StillShot)
Specialist - Commander: Attack 1D; Armor 4; Move 3 inches; Special: Reroll, Doubletime
Specialist - Flamethrower Dude: Attack 2D (NoAdd); Armor 4; Move 3 inches
Specialist - Machine Gunner: Attack 3D (NoAdd); Armor 4; Move 3 inches (StillShot)
Specialist - Minesweeper: Attack 1D; Armor 4; Move 3 inches; Special: Regen
Specialist - Mortar Man: Attack 3D (Indirect); Armor 4; Move 3 inches (StillShot)
Specialist - Radio Man: Attack 1D; Armor 3; Move 3 inches; Special: SupportCall
Specialist - Paratrooper: Attack 1D; Armor 4; Move 3 inches (RapidDeploy)
Tank: Attack 3D; Armor 9; Move 6 inches
Transport (Armed): Attack 1D; Armor 5; Move 6 inches; Capacity 5 troops
Helicopter/Airplane/Air Strike: Attack 4D; Armor -; Move - (AttackRun)
SPECIAL ABILITIES
AttackRun: Place the vehicle anywhere on the board during the attack phase, resolve the attack and then remove the vehicle from the board (back into the troop pool)
Doubletime: You can move one troop or vehicle an extra 6 inches
Indirect:At least one other basic trooper has to be in range of the target to "sight" for the attack.
NoAdd: You can't add the attack dice values together when attacking with this unit.
RapidDeploy: You can start anywhere on the board (or if you want, "parachute" them onto the battlefield)
Regen: When one of your troops or vehicles takes a wound, roll 1D. On a 6, it doesn't take a wound
Reroll: You can reroll any one die during your attack turn
StillShot: If you move, you can only roll 1D for attack
SupportCall: You roll an extra 1D for reinforcements (you still only keep the highest die, regardless how many rolls you make)

YOU WILL NEED
about 30 army men per side, tanks and any other military vehicles you want
1 (or more) flag per side
terrain (fences, bunkers, trees, etc)
a 3'X4' playing area (or bigger)
lots of D6's
SET UP
Place at least one flag for each side on opposite sides of the board. Place 7 points worth of troops on the battlefield (no air vehicles or air strikes can be purchased as part of the starting force) within 3 inches of the flag. Place the remainder of your forces into a "troop pool". Place various obstacles on the board as desired.
TURN SEQUENCE
1. Roll Initiative
2. Side A - Call For Reinforcements
3. Side A - Move
4. Side A - Attack
5. Side A - Reinforce
6. Side B - Call For Reinforcements
7. Side B - Move
8. Side B - Attack
9. Side B - Reinforce
ROLL INITIATIVE
Both sides roll 2D6. High roll goes first as side A. Other player is side B for the round.
CALL FOR REINFORCEMENTS
Roll 1D + 1D per radio man. Do not add dice together, take only the highest. You may set aside troops into a "reinforcement pool" to bring in during the reinforcement stage as follows (you may not purchase an air vehicle/air strike in the first turn):
1 point - basic trooper
2 points - specialist trooper
3 points - armed transport
5 points - tank
6 points - Air/Artillery strike
MOVE
Each unit on your side may move up to 3 inches. Vehicles may move 6 inches.
Note that obstacles (fences, sandbags, trees, rocks, slopes, etc.) take an extra inch of movement to traverse.
If you don't want to bother with rulers, an adult hand from wrist to forefinger tip is about 6 inches and the forefinger itself is about 3 inches long.

ATTACK
Each unit may attack with a basic range of 6 inches. If the unit's attack roll beats the enemy unit's armor, the enemy unit is destroyed. Unless otherwise notated, if a unit rolls multiple dice, it may add dice together to pierce higher armor values or split dice out to attack multiple targets. You must declare how you will split any dice BEFORE you roll.
Destroyed units are recycled back into your troop pool.
Note that cover (rocks, sandbags, trees, ditches) adds +1 to a unit's armor value. Multiple sources of cover don't stack (you cheater!)
REINFORCE
Place new units on the board within 2 inches of your flag from your reinforcement pool. If you cannot place a unit, you must hold it in reserve to be placed next round.
WINNING
If you capture all of the enemy's flags (no enemy troops within 2 inches of the flag) or destroy all of the enemy's forces, you win!
TROOPS
Basic Trooper: Attack: 1D; Armor: 4; Move 3 inches
Specialist - Bazooka Man: Attack 2D; Armor 4; Move 3 inches (StillShot)
Specialist - Commander: Attack 1D; Armor 4; Move 3 inches; Special: Reroll, Doubletime
Specialist - Flamethrower Dude: Attack 2D (NoAdd); Armor 4; Move 3 inches
Specialist - Machine Gunner: Attack 3D (NoAdd); Armor 4; Move 3 inches (StillShot)
Specialist - Minesweeper: Attack 1D; Armor 4; Move 3 inches; Special: Regen
Specialist - Mortar Man: Attack 3D (Indirect); Armor 4; Move 3 inches (StillShot)
Specialist - Radio Man: Attack 1D; Armor 3; Move 3 inches; Special: SupportCall
Specialist - Paratrooper: Attack 1D; Armor 4; Move 3 inches (RapidDeploy)
Tank: Attack 3D; Armor 9; Move 6 inches
Transport (Armed): Attack 1D; Armor 5; Move 6 inches; Capacity 5 troops
Helicopter/Airplane/Air Strike: Attack 4D; Armor -; Move - (AttackRun)
SPECIAL ABILITIES
AttackRun: Place the vehicle anywhere on the board during the attack phase, resolve the attack and then remove the vehicle from the board (back into the troop pool)
Doubletime: You can move one troop or vehicle an extra 6 inches
Indirect:At least one other basic trooper has to be in range of the target to "sight" for the attack.
NoAdd: You can't add the attack dice values together when attacking with this unit.
RapidDeploy: You can start anywhere on the board (or if you want, "parachute" them onto the battlefield)
Regen: When one of your troops or vehicles takes a wound, roll 1D. On a 6, it doesn't take a wound
Reroll: You can reroll any one die during your attack turn
StillShot: If you move, you can only roll 1D for attack
SupportCall: You roll an extra 1D for reinforcements (you still only keep the highest die, regardless how many rolls you make)
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