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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
you score a 4+ it‘s a success.
 Hunker: Move 0”, can’t shoot, gets enemies may strike with all their melee
+1 die to blocking rolls. weapons and the charging unit gets +1 die
Additional Dice: When adding dice to a roll to its attack roll. This works like shooting
they are added to the total roll of the unit,  Guard: Move 0”, can shoot in but casualties are only removed after both
and not to each individual model. reaction to the enemy. units have attacked. Once both units are

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

By Gaetano Ferrara www.onepagerules.com


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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
 Armor: Rolls +1 die to block hits
armies to play the game. halve the amount of hits (rounding down),
or double them for weapons with a * next  Equipment: n/a
Infantry Units to their attack number.
 Special: Transport up to 5 models.
Recruits - 5 for 15pts / 10 for 30pts Fists - Range: Melee / Attacks: 1 Units that move in contact may get
 Equipment: Rifles Bayonet - Range: Melee / Attacks: 2 in, and may use Advance to get out.
If a unit is inside when destroyed all
 Special: Must re-roll successful Bomb - Range: 6” / Attacks: 2D6* models are placed within 3” and
quality tests (once per test).
Grenade - Range: 12” / Attacks: D6 the unit takes D6 hits.
Riflemen - 5 for 25pts / 10 for 50pts
C4 - Range: 12” / Attacks: D6* Tank - 1 for 150pts
 Equipment: Rifles
Flamethrower - Range: 12” / Attacks: 2D6  Armor: Rolls +3 dice to block hits
 Special: n/a
Rifle - Range: 24” / Attacks: 1  Equipment: Cannon
Veterans - 5 for 40pts / 10 for 80pts
Sniper Rifle - Range: 36” / Attacks: 1  Special: n/a
 Equipment: Rifles Machinegun - Range: 36” / Attacks: 3 Artillery - 1 for 90pts
 Special: May re-roll failed quality Bazooka - Range: 36” / Attacks: D6*  Armor: n/a
tests (once per test).
Autocannon - Range: 48” / Attacks: 3  Equipment: Cannon
Gunners - 1 for 10pts / 3 for 30pts
Mortar/Missile - Range: 48” / Attacks: D6*
 Special: Moves only 6” on Advance
 Equipment: Machineguns
Cannon - Range: 48” / Attacks: 2D6* and 12” on Rush actions. May only
 Special: n/a shoot when using Hold actions and
Vehicle Rules target enemies it can’t see as long
Snipers - 1 for 10pts / 3 for 30pts
Activation: Vehicles may only use the Hold, as they are in line of sight of other
 Equipment: Sniper Rifles Advance and Rush actions. friendly units.

 Special: Passes quality tests on 2+ Movement: Vehicles move 12“ on Advance Jeeps can be upgraded with the following:
when shooting and Infantry units and 24“ on Rush actions.
 Truck: Transport 10 for +20pts.
don’t get a block die per hit.
Shooting: Vehicles may fire all weapons
 APC: Transport 10 and +1 die to
Heavy Weapons - 1 for 20pts / 3 for 60pts when shooting (instead of only one).
block hits for +70pts.
 Equipment: Mortars Melee: If a vehicle is attacked in melee it
 MG: Take a machinegun for +10pts.
may not strike back.
 Special: May shoot at enemies it
Tanks can be upgraded with the following:
can’t see as long as they are in line Damage: Whenever a vehicle fails to block
of sight of other friendly units. one or more hits, roll once for each and  Medium Tank: Add +1 die to block
apply the resulting effect: hits for +25pts.
Recruits, Riflemen and Veterans can be
upgraded with the following:  1-2: Must roll a 4+ to activate next,  Heavy Tank: Add +2 dice to block
if failed it loses its activation. hits for +50pts.
 Bayonets: All soldiers may take
bayonets for +10pts.  3-4: May not move or pivot next  MG: Take a machinegun for +10pts.
time it‘s activated.
 Grenadier: One soldier may take
grenades for +5pts or C4 for +10pts.  5-6: The vehicle is destroyed.

 Specialist: One soldier may replace If hit in the front roll 2 dice and pick the
his Rifle with a Flamethrower or a lowest, if hit in the side roll 1 die, and if hit
Bazooka for +10pts. in the rear roll 2 dice and pick the highest.

By Gaetano Ferrara www.onepagerules.com


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