Very Simple Army Men Saturday, July 16, 2011

Very Simple Army Men (VSAM)

Operation Sandtrap is a registered trademarks of T. Sheil & A. Sheil © 1998.

http://www.thortrains.net/armymen/wargame1.htm. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU

MUST OWN Operation Sandtrap TO USE THESE VARIANTS!

1BC (One Brain-Cell) Soldier Rules is a registered trademarks of Pete Kautz © 2001. http://www.alliancemartialarts.com/1BCToySoldiers.pdf. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN 1BC (One Brain-Cell) Rules TO USE THESE VARIANTS!

Fields of War is a registered trademarks of Alan Patrick © 2006. http://www.btinternet.com/~a.patrick/WW2Rules.htm. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Fields of War TO USE THESE VARIANTS! World War II Rules is a registered trademarks of Ted Schulz © 2002. http://www.totalmodels.co.uk/workshop/pages/workshop_200.shtml. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN World War II Rules TO USE THESE VARIANTS!

Fighting is a registered trademarks of T. Sheil & A. Sheil © 2005 written by Corey Butler. http://www.thortrains.net/armymen/newpic04/fpgame1.html. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Fighting Plastic TO USE THESE VARIANTS!

FUBAR is a registered trademark of Andrew Domino © 2011 Craig Cartmell. http://uk.groups.yahoo.com/group/forgeofwar/ Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN FUBAR TO USE THESE VARIANTS!

The Green and the Tan is a registered trademarks of Nathan Russell © 2006. www.attackofthegame.com and

Page 1 of 58

Very Simple Army Men Saturday, July 16, 2011 http://www.rpgnow.com/product_info.php?products_id=79141&filters=0_0_0_0_0&manufa cturers_id=2577 and http://www.perilplanet.com/web_images/greenandtan.pdf. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN The Green and the Tan TO USE THESE VARIANTS!

WWII Plastic Skirmish is a registered trademarks of Brett Drake © 2005. http://www.juniorgeneral.org/w2plastic/plastic.html. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN WWII Plastic Skirmish TO USE THESE VARIANTS!

Table Top Troopers and An Eye 4 An Eye! A Rules Supplement for Table-Top Troopers is a registered trademarks of Ken Maher © 2001. http://kenmgames.wordpress.com/tag/table-top-troopers/. Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Table Top Troopers TO USE THESE VARIANTS!

Very Simple Generic Miniature Rules (VSGMR) is a registered trademark of Andrew Domino © 2010 Domino Writing. http://www.dominowriting.com/games.html Use of the trademark in this document is not intended to infringe upon or devalue the trademark. YOU MUST OWN Very Simple Generic Miniature Rules TO USE THESE VARIANTS!

about the individual battles and history of World War II.

Of course, I'd looked at Flames of War Introduction (http://www.flamesofwar.com/) but found When Commander Cody pointed me to the it prohibitively expensive and having no „Operation Sandtrap‟ rules it lit a fire ability to paint pretty much left me out of under me to create a VSGMR version. that game. As with most miniature games today, you can't really play the game Operation Sandtrap unless you join the 'hobby' including (http://www.thortrains.net/armymen/war painting, hand-crafting terrain and all the game1.htm) has some very nice ideas and other income streams the companies is very close to what I want to play, but making these games enjoy. I‟m not convinced carrying around 6 pieces of string, a cup and a bucket is simpler I wondered why it wasn‟t possible to just than a tape measure! grab a bunch of green army men and play the way we used to do it as kids? Old tech, I never really had much interest in World sure, but still fun. Then I found that while War II games until the Command & Colors most toy soldiers are about 2" tall there board game Memoir '44 are still a lot of inexpensive 1" figures and (http://www.daysofwonder.com/memoir4 vehicles available. Mostly on eBay of 4/en/). The game play was so interesting it course (http://cgi.ebay.com/260-ARMY- actually made me want to know more MEN-PLAY-SET-plastic-toy-HO-sized-

Page 2 of 58

Very Simple Army Men Saturday, July 16, 2011 soldiers-br- needed for Heavy . Use of bridges /150598373258?pt=Toy_Soldiers&hash=item can limit Heavy Tanks, making a game 23105ccf8a). So I decided to invest in some more challenging. of these. Now all I needed was a simple set of miniature rules! CONCEALMENT Targets moving through a forest cannot be In a pretty thorough examination of the all seen except when they are close to the the Toy Soldiers/Army Men rules I could edges (within 2"). Ditto for targets in a fog find I never found one that I felt could bank, etc. They only become visible when really suit my needs (not a real big they fire at you, or when they come into surprise, since I‟m pretty picky about my direct view of the gunner/shooter. rules). So here is a hodge-podge of what I thought was the best rules for any Targets moving through a forest cannot be particular situation that could come up in seen except when they are close (2") to the Army Men/Toy Soldier battles. edge. Ditto for targets in a fog bank, etc. They only become visible when they fire at It's meant to be played with cheap plastic you, or when they come into direct view of soldiers, approximately 1" tall (or HO scale the gunner/shooter. Of course, you can use or 1/72 scale). But really any figures will Indirect Fire (on page 23) on any target. work. and mortars can be called in to drop ordinance on an area. The enemy will Terrain either move or continue to be shelled. It pays to have a Radioman (on page 28), a Different aspects of the land affect squad and a few field pieces. The movement. Here is how Move Units are enemy has to reveal what items are affected: destroyed when a Concealed Squad is shelled. You might want to make it easier BRIDGES, PASSES, TUNNELS AND with a rule that states that any Squad FORDS being shelled reveals itself. This is When a figure comes to cross a bridge or something you and your opponents must go through a narrow pass or tunnel, choose decide before a battle. one piece as the lead figure. It moves as far as you wish, and everyone else follows Cover behind. Vehicles or Cannon behind fortifications, walls, or peeking over crests of hills are These require troops to move as a convoy. not hit unless a 6 is rolled. They may slow down many units. Determine the type of bridges before the FOREST game; Footbridges can only accommodate Guys can move over or through anything foot traffic. Light bridges will handle jeeps reasonable (i.e., not walls without and trucks, and some of the stronger Light windows). Touching figures are called Bridges can handle half tracks, APCs, Self- "Squads" (on page 7) and may move Propelled Guns and Light Tanks. Medium simultaneously. Bridges will handle everything up to Medium Tanks. A stronger bridge would be

Page 3 of 58

Very Simple Army Men Saturday, July 16, 2011

These stop troops. Movement is at half speed (3" for Guys, 6" for Cavalry and Vehicles). Determine the thickness of a forest beforehand. Some forests prevent movement of Wheeled Vehicles (on page 35), and are so thick they bring tanks to 1/4 speed (3", the assumption that tanks can knock down small trees). Tanks moving through a thicker forest lose any Concealment (on page 3).

HILLS These can slow troops. OBSTACLES These are natural and man-made Obstacles Sloping on any battlefield. Climbing a gently-sloping hill (10° to 44°) slows troops and Wheeled vehicles (on RIVERS page 35) Move Units to half (3" for Guys, 6" A River is a minimum of 4" wide. River is for Cavalry and Vehicles). considered Rough Terrain (3.7, 1/2 Move Units) and Guys cannot make distance Steep attacks while in the river. Guys can carry A Steep Hill (45° to 80°) slows them to 2" Machine Guns, Flame Throwers and Mortars for Guys, 4" for Cavalry and Vehicles. across rivers. Vehicles also lose ½ Movement in rivers (6”). Very Steep Hills over 80° can only be scaled by These cause troops to stop immediately. If Climbers (on page 10) with climbing gear. they can ford the river, they do so at half Wheeled (on page 35) and Tracked Vehicles speed (3"). If not, they must either use a (on page 33) and Cavalry cannot climb ridge or some kind of watercraft (on page steep slopes. 35). It takes one round to make amphibious vehicles ready to cross water (on page 35). Downhill Going downhill on gentle slopes does not On coming to a river, a figure must stop affect movement. On steep slopes, immediately. If the river is fordable, all movement is slowed by ½ (3" for Guys, 6" movement through the river is slowed by for Cavalry and Vehicles). one half (3” for Guys, 6” for Cavalry & Vehicles). On climbing the far bank, the Slope Guys Cavalry Vehicles unit must stop. Sloping 3” 6” 6” Steep 2” 4” 4” ROADS Very Steep 3" 0” 0” Downhill 3” 6” 6” Add +50% (or +4” to +6”) to all Move Units (3.6) inches when travelling on Roads.

Page 4 of 58

Very Simple Army Men Saturday, July 16, 2011

SWAMPS off. A Boat or Barge can move 6" per round These stop troops. All figures move through (on page 35). swamps at half speed (3" for Guys, 6" for Cavalry and Vehicles). I. WHAT YOU NEED TERRAIN MODIFIERS TO PLAY Terrain can modify the Move Units of Vehicles as follows: TROOP SKILL LEVELS To reflect the differences in training, the Move Units Modifier Situation -2" if moving Uphill following Figure types are given: +2" If moving Downhill +4" If moving on Roads Militia Cost: ½ point Attack: 6+/5+ TOWNS Move Units: 6” Skill: 6+ These cause troops to move through at half New/Poorly Trained: Most Russian troops, speed (3" for Guys, 6" for Cavalry and some early war US units Vehicles), unless moving down the main road as a convoy. Troops Cost: 1 point Attack: 5+/4+ VISIBILITY Move Units: 6” Skill: 4+ All targets are visible with 12". Guys in Cover (4.7) are not visible within 24". Regulars: The vast bulk of troops Vehicles in Cover are not visible at 24" or more. Figures more than 3" in Cover cannot Hero see out, or be seen. Figures hiding on the Cost: 2 points Attack: 4+/3+ Move Units: 6” Skill: 3+ other side of Cover but not in it (e.g., behind hedges) cannot be seen or see out. Many German troops until 1944, British An enemy must be visible to make a Guards, US veteran units. distance attack against it (4.3).

WATER TERRAIN Aka Lake, Ocean, Pond, Bay, Sea, etc. Tougher Guys No Vehicles (except Watercraft, on page Guys in VSGMR are pretty easy to take 35) can enter water terrain. Men can swim out. Several Traits are available to across a pond or bay as Rough Terrain and increase the survivability of Guys. They cannot make distance attacks while are listed her for convenience: swimming. (on page 35), Machine Guns (on page 25), and Mortars (on page  Bravery (on page 15) 38) cannot be fired in water terrain.  Hitting the Dirt (on page 22) Lakes  Resilient (on page 30) Crossing lakes involves using boats or  Suppression (on page 32) barges. It takes one Movement (3.6) step to get on the boat, and one move to get

Page 5 of 58

Very Simple Army Men Saturday, July 16, 2011

Vehicles the occupants have a 5+ roll to survive. Cost: 3 points Attack: 5+/4+ Loaded Guys/Cannon can't shoot or be shot at, except that up to 2 figures can make Destroyed vehicles are flipped over and distance attacks from a Halftrack (on page remain in place as Rough Terrain (3.7), 42). Obstacles (on page 4) and Cover (on page 8). Crews survive destroyed Tanks (not All armored Vehicles have an LMG as well Jeeps or Half-Tracks) on 5+ roll. Vehicle as their Main Gun (on page 38). These are drivers can not shoot if the vehicle moves from the 6 pdr, 57mm to 80mm weapons. in the same round. A in a Vehicle must be manned by a Guy other Buildings than the driver. Vehicles load/unload or Cost: 4 points Attack: n/a hitch/unhitch artillery costing ½ their Occupants survive destroyed Buildings on Move Units during the Movement step 4+ roll. Guys in Buildings cannot fire at (3.6). This movement can be taken before targets that are behind the fortification or or after loading/unloading. Vehicles cannot directly below and in front of the gun enter Buildings. ports/windows. can be tossed Loading Or Unloading Vehicles onto figures in front of Buildings. Enemy Loading figures don‟t move. Loadees must figures in these 'safe zones' can destroy the start the round within 3" of the Vehicle. occupants of the Buildings if they Unloading costs ½ the Move Units of the successfully attack with Flame Throwers Vehicle. It may move before or after and Grenades (on page 36). loading/unloading. Unloaded Guys/Cannon are placed within 3" and not touching Tougher Buildings enemy figures and may move no further Even Buildings in VSGMR are not much than round. Killing Vehicles kills the Guys tougher than Guys. Several Traits are inside if the vehicle is Unarmored (on page available to increase the survivability of 34) If the Vehicle has Light Armor or better Buildings. They are listed her for convenience:

Tougher Vehicles  Buildings (on page 16) Vehicles in VSGMR are not much tougher  Concrete Bunker (on page 18) than Guys. Several Traits are available to  Hard Target (on page 21) increase the survivability of Vehicles. They are listed her for convenience:

 Armored Hull (on page 14)  Hard Target (on page 21)  Heavy Vehicle (on page 21)  Reinforced Hull (on page 30)  Vehicle Armor (on page 34)  Vehicle Hull (on page 34)

Page 6 of 58

Very Simple Army Men Saturday, July 16, 2011

Squad Activation — Option II II. RULES Player 1 attempts to activate each Squad (up to 5 Guys, 4 Cavalry or 3 Vehicles). Roll NNeeww RRuulleess a d6 - if the result is equal to or less than the number of figures in the activating WHEN IN DOUBT squad, they may move. If the roll is greater When in doubt about a particular ruling, than the number of figures left in the roll 1d6. On a 1-3, your interpretation Squad, they are too confused, frightened rules. That will be the rule for the duration or lazy to move from where they are. of the game. Later, you can append rules When player 1 has attempted to activate as you see fit. On a 4-6 your opponents all their Squads, player 2 may activate interpretation rules. their squads in the same manner. 1. Initiative Squad Activation — Option III A player has one or more Squads (as Initiative (3.3) is a Very Simple way to defined by up to 5 Guys or 4 Cavalry or 3 handle moving figures around the table, Vehicles). Each Squad is defined by its however it has a couple of potential level of training and experience and by its problems. weapons/armor selection. All members of a Squad must remain within 3" of each  If there are a lot of figures on the table (or few figures, but slow players), it can take a other or incur a penalty on their activation long time between rounds waiting for a of -1 per figure that is out of touch. someone to decide how to move all of their figures. Figure Type Activation Roll  The game can become very predictable if Militia 5+ all players have a „gods-eye‟ view of the Troops 4+ table and can always choose every figure to Hero 3+ move and attack each round. Commander 2+

The following three Squad Activation At the beginning of a round each player options (in order of simplicity) are rolls 1d6 and adds any scenario modifiers designed to allow games to move quicker (VII). (but allowing each player to only move some of their figures in a round) and add a The player that scores the highest can „fog of war‟ component to the game, as attempt to Activate a Squad first. If this the Commander can‟t always be sure his succeeds then that Squad can take their troops will follow orders. Movement step and carry it out. He can continue to activate Squads until he fails Squad Activation — Option I an Activation roll, then the Initiative Using the Squad Activation Optional Rules, passes to his opponent. If there are more players only activate one Squad (up to 5 than two players the Initiative passes to Guys, 4 Cavalry, or 1 Vehicle within 4” of the next highest score. The Initiative each other) instead of their entire army passes to and fro as players pass and fail each round when they win Initiative (3.3). Activation rolls, until they have all had a chance to try and activate each Squad in their command.

Page 7 of 58

Very Simple Army Men Saturday, July 16, 2011

COVER normally until it makes contact with the A figure may fire at an enemy in cover if enemy. Contact is what erodes morale. A the target figure is within 2" of the cover's Squad will need to make a Morale roll if: edge. Figures can only fire out of Cover if Ambush/Rear Attack they are within 2" of the Cover's edge. Being ambushed or hit from behind. An VSGMR has only one type of Cover. These attack like this, if done by a significant expand the types of cover as follows: enough enemy force, can force you to check Morale. The ambushing Squad must Soft Cover be at least 2/3 (3 figures more) your Treat as 4.7 but the attack roll hits on a Squad's size and strength. The rear roll of 4+. attacking Squad has to be 3/4 (4 figures more) than your Squad's size and strength. Moderate Cover Treat as 4.7 but the attack roll hits on a Overwhelming Odds roll of 5+. It is faced with overwhelming force. For instance, an infantry Squad is faced with a Hard Cover platoon of tanks would be forced to check Treat as 4.7. Morale.

MORALE RULES Lost 25% Of Troops The following two Morale options (in order It loses 25% of troops (1 figure per Squad) of simplicity) are designed to allow games to enemy fire. Should it win the Morale to include Morale rules without slowing roll, it will not have to check Morale again down too much. until it loses more Guys. It will then hold until it loses another figure. Winning the Morale — Option I 1 first roll means it has good Morale and it When a Squad is reduced to less than half will take a higher number of casualties to its original number (2 Guys, 2 Cavalry or 1 rattle it. Roll Morale for each figure lost. Vehicle), then roll 1d6 to test Morale. If the number rolled is greater than the Surrounded/Cut Off number of figures left alive in the Squad, Being surrounded/cut off and having no the Squad Routs (on page 10) and flees contact with command. If you have no from the battle. At the end of a players Radioman and are surrounded/cut off by round, any of their Squads with less than the enemy, it could force a Morale roll. half its starting number (2 Guys, 1 Cavalry or 1 Vehicle) of figures must make a Morale Morale Roll roll. 1d6 Morale Roll 1-3 The Squad holds Morale — Option II 2 4 The Squad moves half move back (3" for Guys, 6" for Cavalry and Vehicles) Call it fighting spirit, esprit de corps or the 5 The Squad moves back its full Move Units will to stand, morale has a greater effect (6" for Guys, 12" for Cavalry and than many suppose. A Squad will operator Vehicles) 6 The Squad Routs and Runs (12" for Guys, 24" for Cavalry and Vehicles) 1 1BC (One Brain-Cell) Toy Soldier Rules 2 Operation Sandtrap

Page 8 of 58

Very Simple Army Men Saturday, July 16, 2011

The Rout can be stopped if the Routing or directly behind it, get an Armor rolls Squad is checked by an officer. However, (4.4). that officer and his Squad must hold their position for the next round. The Routing Vehicles Move Units are considered 12". Squad rolls Morale die again. Jeeps and Trucks (as well as Trains) can move up to 18" per round on a Road (on 1d6 Officer Rallying page 3). 1-3 The officer stops the Rout. A stopped Squad must hold one round. Loading Vehicles 4-6 The officer fails and the Squad keeps Deduct ½ Move Units for getting in and out running. of Vehicles, limbering (loading Here are some items that will affect weapons)/unlimbering (unloading Morale: weapons)/hand moving Guns, HMG's, etc. Modifier Morale Situation -1 No Radioman with Squad Obstacles +1 Officer with Squad Vehicles cannot move across Obstacles like +1 Medic with Squad walls, hedges or deep ditches. +1 Friend Squads within one Move +1 Heroes -1 Militia MOVEMENT OPTIONS -2 Non-Combat Figures (mechanics, In addition to the normal VSGMR Movement cooks, etc.) (3.6, which is considered to be a Walk, on You can devise other things that will affect page 11) other movement options are Morale in your rules. available as follows: 2. Movement Assault Cost: 0 points Move Units: 8"

Guys Move Units Move into hand to hand combat with an Any activated Squad can move up to 6" in enemy figure. The figure cannot make a any direction. Squads may never move distance attack this round. through friendly or enemy Squads. Charge Move Units for Guys are considered to be Cost: 0 points Move Units: 2d6" 6". Guys who have Gone to Ground (on page 10) and move while lying down can Move Units for Charging into hand to hand only Crawl at 3" (on page 10). combat is 2d6". Roll for each individual figure entering hand to hand combat. A Vehicles Charge is only 1d6" in Rough Terrain (3.7). These have 12" Move Units in the open and You MUST use the Charge Trait to enter can fire one weapon, or 6" through Rough into hand to hand combat. Roll 2d6 and Terrain (3.7) and can fire one weapon. move that number of inches. Sometimes Vehicles with Very Heavy or Building armor the soldier will get "cold feet" and not (on page 40) can move 6" through Rough close in as fast as you'd hoped! Figures who Terrain but cannot fire weapons if they do have Charged to within 1" are considered so. A Stationary Vehicle can fire all its to be in hand to hand combat and neither weapons. A Vehicle, and any figures inside figure may move away. Hand to hand

Page 9 of 58

Very Simple Army Men Saturday, July 16, 2011 attacks are made normally (4.12) with the following modifiers:

Climbing Cost: 0 points (Guys Only) Move Units: 3"

Climbing infantry may not attack the round they are attempting to climb. Soldiers climbing cliffs must roll 1d6.

1d6 Climbing Roll 1 Fall to death 2-4 No Progress 5-6 Climb 3" Overrun Crawling Cost: 0 points (Vehicles Only) Cost: 0 points Move Units: 3" Move Units: 12" A Crawling figure has Move Units 3. The If a Vehicle makes a hand to hand attack figure can make distance attacks or hand against Guys, the Guys can make a Skill roll to hand attacks. (4.14) to get out of the way, and move the Duck & Weave figures out of the Vehicle's path. If they Cost: 0 points Move Units: 8" fail,, each figure in the vehicle's path is hit. Make armor rolls as normal. The figure cannot make distance attacks. The figure count as being in Soft Cover (4+, Retreat on page 8). Cost: 0 points Move Units: 12"

Gone To Ground Retreat is a full Move at a Run (on page 11) Cost: 0 points Move Units: 3" away from the enemy. They cannot make distance or hand to hand attacks. Guys may crawl at 3" Move Units per round. Drop to the nearest cover. Consider the Rout figure to be in Cover (4.7 or Subtract -1 Cost: 0 points Move Units: 12" distance attack roll to any attacks against In case of a Rout, the figure can affect this figure). The figure cannot make others it might pass through. If a Routing distance attacks or hand to hand attacks figure passes through a friendly figure of this round. smaller size (a Guy routing cannot Rout a On Guard Cavalry it passes, but Cavalry or Vehicles Cost: 0 points Move Units: 0" can Rout Guys they pass through while Routing), that figure must also make a Can react ONCE per round by making Morale roll. Figures of larger or equal size distance attacks at enemy figures who need not check Morale if passed by a move across their field of fire (Front, see Routing figure. illustration).

Page 10 of 58

Very Simple Army Men Saturday, July 16, 2011

Run successful Skill roll. If they succeed the Cost: 0 points Move Units: 12" enemy Guy may then follow up and move 1d6" towards the enemy. This supersedes This figure can use twice their Move Units any normal activation/initiative rules and (12" for Guys, 24” for Cavalry and Vehicles) movement. if they do not make a distance attack or a hand to hand attack in this round. They cannot Run if they are within 12" of an 3. DISTANCE enemy figure. ATTACKS Surge Cost: 0 points Move Units: 6" DDIISSTTAANNCCEE AATTTTAACCKK

The Squad that kills the most enemy in a MMOODDIIFFIIEERRSS single hand to hand round wins the The following modifiers to distance attack combat, and the loser must immediately rolls are given under the right move 1d6" directly away from the enemy. circumstances: If both Squads cause the same number of casualties, or neither inflicts casualties, Modifier Distance Attack Situation -1 Attack roll from lower elevation they both move 1d6" directly away from +1 Attack roll if attacking from behind the enemy Squad. -1 Attack roll if Range is greater than 18" Swimming Cost: 0 points Move Units: 6" EEnnggaaggeedd Swimming infantry move at a rate of 6" per Figures that are touching enemy figures round. They have a 1 in 6 chance of cannot make distance attacks. drowning every round they are in the water. MMOOVVIINNGG TTAARRGGEETTSS If the attacker and the target do not move Walk in the same round it makes a distance Cost: 0 points Move Units: 6" attack, it has a +1 Attack roll (4.4) bonus. If the both the target and the attacker The figure can also make distance attacks moved in the same round as the target, during the distance attack step or a hand there is a -1 attack roll penalty. to hand attack during the hand to hand attack step (4.9). Movement Attack Roll Neither Moved +1 attack roll Withdraw One Moved +0 attack roll Cost: 0 points Move Units: 1d6" Both Moved -1 attack roll

To attempt to Withdraw from hand to hand combat a figure must make a successful Skill roll (4.14) and then move 1d6" away from their opponents. The opponent is then immediately allowed to also make a

Page 11 of 58

Very Simple Army Men Saturday, July 16, 2011

No Rafts or Landing Crafts or Amphibious 4. HAND TO HAND Vehicles (on page 35). You may buy up to ATTACKS two 4" diameter Sandbags (count as Cover).

HHAANNDD TTOO HHAANNDD V. TRAITS ATTACKS ATTACKS NNEEWW TTRRAAIITTSS Guys can make hand to hand attacks on Vehicles, but can only successfully score a Commander Only hit on an attack roll (4.4) of 6. Some Traits are marked as Commander Only. If these Traits are purchased by a Multiple Attackers Commander, all the figures under their +1 per additional attacker. Up to three command can use them. attackers can gain up on one defender, granting a +2 attack bonus with these Squads attacks to each of their attack rolls! Figures can be organized into Squads of up Strength is in numbers! to a maximum of 5 Guys or 4 Cavalry or 3 Vehicles. These Squads act as a unit and VVEEHHIICCLLEESS usually take their movement and attacks at the same time (on page 7). OVERRUN Tanks can eliminate enemy infantry by TTRRAAIITT DDEESSCCRRIIPPTTIIOONNSS running them over. Treat this as a Hand to Hand attack for Vehicles. +2 vs. Buildings Cost: 2 points (Weapons Only)

IV. FIGURE POINT This weapon has a +2 attack roll bonus Cost against Buildings. 1/2 Move BALANCED FORCES Cost: 0 points (Weapons Only) A good balance is to have no more than 1 Vehicle or Building for every 10 Guys. This When carrying this weapon figures can only optional rule can be used to balance move ½ their Move Units. They may fire in forces. the same round unless they are also Stationary (on page 32). Purchasing Limits No more than 1/6 of points can go to any Aim one type of Guy except for Guys. No Costs: 2 points (Commander Only) more than 50% of points may be used on Tanks, Anti Aircraft Tanks, and Armored A figure may choose not to move and Cars combined. No more than 4 Jeeps, 3 instead Aim. The target must already be in Cannons, 1 Large Pillbox or 2 Small range to do so. This figures then gets a +1 Pillboxes may be bought per 100 points. At attack roll for that specific target. least 1/3 of points must be spent on Guys.

Page 12 of 58

Very Simple Army Men Saturday, July 16, 2011

Air Recon rolled for at 5+ starting from round 2. Once Cost: 2 points (Commander Only) on the table they stay for three rounds (use Tokens on page 58) unless shot down. For air reconnaissance, a figure in the open They can move over terrain or friendly or will be seen momentarily by the aircraft. enemy figures and are attacked at -2 to Roll 1d6. This will reveal Concealed figures the distance attack roll if the weapon does (on page 3). not have the Anti Aircraft Trait (below). This figure cannot be attacked in hand to 1d6 Air Reconnaissance 1-2 The pilot saw the entire unit hand combat. 3-4 The pilot saw 60% of the unit 5-6 The pilot saw only 20% of the unit American This amount of all types — infantry, tanks, Cost: 2 points (Commander Only) etc. — must be placed on the table. Factors which affect air recon cause the Jeeps and Trucks cost 1 point less (but die roll to be adjusted by adding or never less than 1 point) and don‟t count subtracting to the final number. against Purchase Limits (on page 12) if those rules are used. Modifier Air Recon Situation -1 Unit in convoy on a road Anti Aircraft (AA) +2 Unit in dense woods Cost: 2 points (Weapons Only) +1 Unit in light woods -2 Unit is moving This type of weapon is especially good at +2 Unit is hunkered down for two or attacking Aircraft (above). All other more rounds (soldiers will conceal themselves from aircraft) weapons have a -2 attack roll (4.4) penalty -1 Unit is on or beside a significant when attacking Aircraft. Anti Aircraft terrain feature weapons have a +1 attack roll bonus for +1 Unit is equipped with Anti Aircraft the second attack in a row at the same Guns or missiles, is an Anti-Aircraft unit, or has an Anti-Aircraft unit target. This Trait allows this weapon to attached to it. This does not include ignore the Flight (on page 20) attack roll the Machine Guns carried atop tanks penalty (-2). and trucks. It means specific Anti- Aircraft weapons (Anti-Aircraft weapons will make pilots reluctant Anti (AT) to get too close) Cost: 2 points (Weapons Only) You can develop other factors. In this case, the lower the number, the more that is Anti Tank guns that also have the High exposed. Explosive Trait (on page 22) use a Blast 3” template (on page 15). If the attack roll Air Support (4.4) hits, the Scatter Table (on page 30) is Cost: 0 points for 8”, 2 points for 12”, 4 rolled. Then anything totally covered by points for 14" Flight, 8 points for 28" Flight, the Blast template is a potential target. If 10 Points for 48" Flight (Cavalry and a figure is partially covered by the Blast Vehicles Only) template, they have a 4+ armor roll to avoid being hit in addition to any other This Vehicle is capable of flying over armor or Cover (4.7) rolls. Vehicles or obstacles and any figures. Aircraft are not Buildings hit by Indirect Fire (on page 23) on the table in the first round and must be

Page 13 of 58

Very Simple Army Men Saturday, July 16, 2011 use the side where the center of the front facing. Otherwise it must be turned, Template is (top, side, rear, etc., below). taking one full round. Unmanned Artillery pieces cannot be manned and fired in the Armored Hull same round. Any Guy firing an Artillery Cost: 1 point (Vehicles Only) piece cannot fire his own weapon separately in the same round. Artillery When a Vehicle is hit and fails its Armor cannot be moved and shoot in the same roll, make a 1d6 roll on the following round. A Guy can disable an Artillery piece table. as a hand to hand attack in one round. An 1d6 Vehicle Hits Artillery gun must begin battle with five 1-2 Crew Stunned, -2 to next Activation only. crewmen. These may not leave the gun 3-4 Weapon Destroyed (owner's choice). unless they are chased off. If attacked, 5 Vehicle Immobilized for the rest of the they will defend as Troops. Gun crews game (on page 58). 6 Vehicle Destroyed. All crew/passengers cannot attack as infantry. If the gun crew must bail out and each figure takes 1 hit is reduced to three men, it fires at half (and gets armor save. speed (on page 29). If reduced to 2 men, it

fires at 1/4 speed. One man alone cannot Front Side Hit: If a Vehicle is hit on the man an artillery gun. front roll 2d6 on the Vehicle Hit Table and choose the best result. If the same effect Barbed Wire is rolled a second time in a single round Cost: 1 (Light) or 2 points (Medium) or 3 take the highest (worst) effect. points (Strong) per 4-6” Section Side Hit: If a Vehicle is hit on the Side roll (Commander Only) 1d6 on the Vehicle Hit Table. Light Barbed Wire Rear Hit: If a Vehicle is hit from the Rear For only 1 point, Barbed Wire fences cause roll 2d6 on the Vehicle Hit Table and take infantry and soft-skinned Wheeled (on page the worst result. If the same effect is 35) Vehicles to stop for the remainder of rolled a second time in a single round take the round. The next round, troops and soft the highest (worst) effect. vehicles pass through at half speed. Tanks and Tracked Vehicles (on page 33) are not Artillery impeded. Cost: 6 points (Weapons Only, Must have Medium Barbed Wire Indirect Fire) For only 2 points, this allows a 6" section of Artillery Guns count as having Indirect Fire Barbed Wire to be placed anywhere on the (on page 20). Artillery Guns firing direct at battle field. Barbed Wire subtracts -3" from Vehicles count as the next lower type of any Guy Move Units. Vehicles can cross Anti Tank Guns (on page 13). Barbed Wire. One Guy can lay 2" of Barbed Wire in its movement step instead of Artillery weapons Ignores Armor (7.7). moving. Artillery must be 3" from walls (higher than the piece) to fire over them. Artillery Strong Barbed Wire cannot fire from inside Buildings (ground Each time this Trait is bought for 3 points, level). Artillery can only be fired in its it creates a 6" long area of Barbed Wire

Page 14 of 58

Very Simple Army Men Saturday, July 16, 2011 that blocks Guys and most Vehicles from Artillery Piece, Vehicle, or Tank Trap on moving. Guys may only move 1" when any attack roll (4.4) of 6. crossing Barbed Wire. Jeeps and Trucks may not pass over. Rafts may not be dragged over Barbed Wire. This can be destroyed by Engineers (Error! Bookmark not defined.). Engineers touching Barbed Wire clear one 4" Section per round if they do no move. Vehicles classified as Tanks (must have Armored Hull, on page 14) are not blocked by Barbed Wire.

Bazooka Guy Cost: 2 points (Guys Only)

Only this figure can operate a (on page 35). If a Bazooka Guy is killed, leave a marker so someone else can pick up the weapon later. Bravery Cost: 2 points (Guys Only) Binoculars Cost: 2 points (Guys Only) This figure may take 1 wound and still keep going. Mark this figure with a wound token A Guy equipped with Binoculars gets a +1 (on page 58). A second kill successfully to distance attack rolls (4.4) if attacking a takes him out. target within 18". A man with binoculars is considered a forward observer, and can see Bridge 36". Cost: 2 points (Commander Only)

Blast # This allows the Commanders forces to build Cost: 1 point per # diameter (Weapons a Bridge. A bridge can be built by 10 Guys Only) in 10 rounds or 5 Guys in 20 rounds or 1 Guy in 100 rounds. Large Bridges have 4 This weapon can make one attack that Hits at the start and allow Vehicles and 4 covers an area of # in diameter. One Guys abreast to cross. When reduced to 2 attack roll is made but each target that is hits the Large Bridge can hold 4 men at least 50% covered makes a separate abreast and only Unarmored Vehicles armor roll (4.5). If a figure is partially (Jeeps and Trucks, on page 40). covered by the Blast area, they may make a 4+ roll. If the roll is failed, they are British covered by the Cone and are targets of the Cost: 2 points (Guys Only) attack. Attacks on Vehicles use armor- British Guys may reroll failed Morale roll piercing rounds and do not make a Blast. (on page 4) rolls in hand to hand combat. A Direct Strike - where the center of the blast touches the target, can destroy an

Page 15 of 58

Very Simple Army Men Saturday, July 16, 2011

Building eliminated). It's a good idea to get out at Cost: 4 points (Commander Only) this stage. In a similar manner, structures such as bridges and fort wall sections can Commanders may place Buildings on the be destroyed by Artillery. table in their Starting side (VII). Doors, windows, etc. cannot be opened or closed Large Building Building Status in the same round as figures passing 0 to 2 hits Building Destroyed 3 Hits No Roof through them. It takes one full movement 4 Hits No Artillery Cover step to open/close doors. When all the Hits 5 to 7 Hits Full Protection in a wall section are gone, all the Guys on the wall are removed from the game as Medium Building Building Status casualties. Guys can only move on/off 0 to 1 hits Building Destroyed 2 Hits No Roof walls at the walls corners. Doors can be 3 Hits No Artillery Cover removed by artillery fire. Cannon (on page 4 to 6 Hits Full Protection 36) removes 1 point from a wall section on an attack roll of 6. Small Building Building Status 0 to 2 Hits Building Destroyed Buildings and Structures 3 Hits No Roof 4 Hits No Artillery Cover The basic idea here is that the buildings 5 Hits Full Protection and structures are destroyed piece by piece by artillery shots. Hits (5.3) are Tiny Building Building Status assigned to buildings or parts of buildings 0 to 1 hits Building Destroyed (sections with separate roofs/1st and 2nd 2 Hits No Roof 3 Hits No Artillery Cover stories). There are 4 Hit ranges for each 4 Hits Full Protection building. Storming a Building Full Protection It takes ½ Move Units (6” Guys Only) to put Figures inside (not firing from doors or up a ladder. The Guys must be within 1" of windows) cannot be hit by Artillery (it hits the wall. Two Guys can climb a ladder but the roof first). cannot make any distance attacks while on the ladder. A Guy on a ladder can make No Artillery Cover hand to hand attacks on up to two Guys in Figures more than 2" from the wall can be the Building if there is an opening hit by Artillery. These less than 2" from the (window, door, etc.). If the figures wall still have overhead cover the carrying the ladder survive the hand to projectile moving in an arc hits the wall hand combat, the ladder is put up. If Guys and not the men). stay at the top of the ladder other Guys No Roof can follow up the ladder. Two Guy can The walls of the Building are just piles of attempt to push a ladder off by making a rubble providing only Small Arms (on page 5+ hand to hand attack. Guys falling off a 31) Cover. ladder must make a 3+ roll to survive the fall. On walls, only two Guys can fight in Building Destroyed hand to hand combat at the same time in Whatever is left of the building has just each direction (up and down). collapsed on everyone inside (all are

Page 16 of 58

Very Simple Army Men Saturday, July 16, 2011

Sample Buildings Factory

BARN

HOUSE

Blacksmith

SHED

Castle

Train Garage

Train Station

Page 17 of 58

Very Simple Army Men Saturday, July 16, 2011

Can Only Target Vehicles prisoners escape. They must first go back Cost: 0 points (Weapons Only) to friendly lines before they can fight again. Bazooka's operate like another member of the squad 3. When shooting, a bazooka can Cavalry only target tanks and other Vehicles, up to Cost: 2 points a range of 30" [6]. Vehicles make a Hitting the Dirt roll with a -1 penalty against a When attacking Cavalry, any attack roll of Bazooka (on page 35). 6 hits the Cavalry instead of the rider. If the rider is hit, and fails their Armor rolls Cannot Direct Fire (4.4), they automatically fall off. Cost: 0 points (Weapons Only) When a Guy is shot off Cavalry, roll 1d6. This weapon cannot fire directly on a 1d6 Cavalry Hit target. It must use Indirect Fire (on page 1 Cavalry Moves full Move Units North 20). Mortars and Rockets cannot directly 2 Cavalry Moves full Move Units South fire at figures — they must use Indirect Fire 3 Cavalry Moves full Move Units East (on page 23). 4 Cavalry Moves full Move Units West 5-6 Cavalry Stays in place Cannot Split Fire Cost: 0 points (Weapons Only) Concrete Bunker This weapon can only cause ONE hit no Cost: 4 points (Commander Only) matter how much Rate of Fire (on page 29) Guys in concrete bunkers get Very Heavy it has. It cannot split its attacks to multiple Armor (4+) protection against bombs. targets. Cone Captain Cost: 6 points (Weapon Only) Cost: 2 points (Guys Only) This weapon uses a Cone-shaped template While in play this figure can move any approximately 6" to 8" long and other two figures in his place. This figure approximately 2" to 3" wide at the end to cannot move in the same round. attack. All figures that are completely Capturing Prisoners covered are hit by the same attack. Only Cost: 2 points (Commander Only) one attack roll (4.4) is needed but all figures at least 50% in the area make When enemy figures are outnumbered 2 to separate armor rolls (4.4). If a figure is 1, the outnumbered are captured. One partially covered by the Cone template, soldier may march up to 8 enemy they may make a 4+ roll. If the roll is prisoners. If the guard makes it to enemy failed, they are covered by the Cone and lines, the troops remain captured there until either the end of the battle or rescued by friendly forces. If the guard is killed before reaching enemy lines, the

3 The Green and the Tan

Page 18 of 58

Very Simple Army Men Saturday, July 16, 2011 are targets of the attack. roll of 4+. Engineers touching Barbed Wire clear one 4" Section per round if they do no move.

Entrench Cost: 2 points (Commander Only)

The Commander has trained infantry with shovels to entrench after two rounds of digging. This assumes at least 4 Guys digging. An additional 4 Guys can reduce this to one round. The Guys may make no attacks or movement while digging (on page 58). Once Entrenched, the figures count as being in Cover (4.7). Squads of Guys may try to entrench instead of moving. They do not count as moving for Crew # purposes of Opportunity Fire (on page 27). Cost: 0 points (Vehicles or Weapons Only) Each Squad of at least 4 Guys must make a This weapon requires # of Guys to be used. 6+ roll. If they succeed they get a Sandbag It cannot be moved or fired without these (on page 30) or Foxhole (roughly 4" in figures, which are bought separately. diameter, on page 20) put in front or Unless otherwise noted it can be assumed around them. Cannons (on page 35) may that all other weapons or Vehicles and not entrench after setup. Squads with Cavalry have a 'Crew 1' Trait. Engineers (Error! Bookmark not defined.) in them (or lone Engineers) Entrench on a Disable Mines roll of 4+. Cost: 1 points (Guys Only) Explosive This figure must make a Movement through Cost: 2 points (Weapons Only) a Minefields (on page 25) to attempt to Disable Mines. They must roll 1d6. On any A successful attack roll affects not only the roll except a 1, all Mines in the space he target space, but also every adjacent moves through are disabled. On a 1, he space. If the initial target space is does not know, but is still committed to successful hit (whether or not Armor rolls moving as indicated. If this figure has not (4.4) are successful), each adjacent figure moved in a given round, they may cancel must then make an Armor rolls (4.4). If the the Hit (caused by a mine) of any one initial attack fails then no other pieces adjacent figure. need to roll. A may be thrown on a vacant space in the middle of other Engineer pieces. However, in this case, all of the Cost: 2 points (Guys Only) adjacent pieces use the best armor roll of all the pieces adjacent to that space. Squads (on page 7) with Engineers in them (or lone Engineers) Entrench (below) on a

Page 19 of 58

Very Simple Army Men Saturday, July 16, 2011

Extra Heavy Guns Flight Cost: 2 points (Vehicles Only) Cost: 0 points for 8”, 2 points for 12”, 4 points for 14" Flight, 8 points for 28" Flight, These guns are 105mm or greater. They 10 Points for 48" Flight (Cavalry and have the Sharpshooter Trait (5.6) built in. Vehicles Only)

Extra See Air Support (on page 13). Cost: 3 points (Vehicle Only) Footbridge This is treated as Building Armor (3+). Cost: 1 point (Commander Only) These tanks are 65 tons or more (like the German JagdTiger from 1945). This allows the Commanders forces to build a Bridge. A bridge can be built by 10 Guys Fast in 10 rounds or 5 Guys in 20 rounds or 1 Cost: 2 points (Vehicles Only) Guy in 100 rounds. A Foot Bridge has 2 hits and allows 2 Guys to walk abreast. When This Vehicle adds +3" to their Move Units reduced to 1 hits the bridge can only hold (15"). Guys single file. Fast Firing Foxholes Cost: 2 points (Weapons Only) Cost: 2 points (Commander Only) When firing at Vehicles or Buildings or Guys in foxholes or trenches get Heavy other large targets, machine guns and light Armor (5+) for protection against bombs. cannons fire all their shots at one target. When shooting at Guys, they fire all their Friendly Fire! shots into an Blast 3" diameter area. Those Cost: 0 points (Weapons Only) closest to them are shot first. For Blast shots (mortars and cannons and dropping If the attack roll for an Indirect Fire (on bombs, an attack roll (4.4) of 1 means your page 23) weapon misses, the mortar round bomb landed short. Roll 1d6. might fall on to friendly lines. Roll 1d6 immediately. If the result is 2+, the shell 1d6 Blast Deviation lands harmlessly. If the roll is 1, however, 1-3 3" in front of target 4-6 3" past the target. the shell has fallen perilously close to friendly troops. Your opponent may Guy immediately target any squad on the table Cost: 2 points (Guys Only) with a mortar shot (even if they don‟t have a mortar). They must make an attack roll Only this figure can operate a as normal (4+), and targets get Armor rolls Flamethrower (on page 36). If a (4.4), Cover (4.7) and Hitting the Dirt rolls Flamethrower Guy is killed, leave a marker (on page 22). so someone else can pick up the weapon later. German Cost: 2 points (Commander Only)

Page 20 of 58

Very Simple Army Men Saturday, July 16, 2011

Only they can purchase Tiger Tanks and 88' charge tanks, Cannons (on page 35). All Tanks cost 2 but it hard to points less (but never less than 1 point). kill them. Each attacker can Grenade only score a hit Cost: 2 points (Guys Only) on a roll of 6 (except This figure delivers an attack to its target Grenades, which and every adjacent space. If the figure is can hit on a 4+). not in a space that provides Cover (4.4) it For each hit is killed on a roll of 6. scored against Hard Target the tank, the Cost: 2 points (Vehicles and Buildings Only) tank's controlling player rolls 1d6. Each result of Unlike most units, hard targets such as 4+ or higher negates a hit (in addition to armored fighting vehicles (AFVs) and any other armor rolls). If any hits remain, pillboxes are not automatically eliminated the tank is destroyed. If this Vehicle also when hit. Furthermore they are immune to has the Hitting the Dirt Trait (on page 22) most weapons. Bazookas, Tank Guns, has a +2 bonus to this roll (except for Cannons, and Flame Throwers that land a Grenades and Flame Throwers which do successful hit have a chance to eliminate not get this bonus). When shooting, a tank them according to the following rule: can shoot BOTH its Machine Gun (on page 25) and its Cannon (on page 36) - either at 1d6 Vehicle Hard Targets the same target, or different targets. A 1-2 No Effect 3-4 Immobilized for the rest of the game Machinegun may only be fired at an enemy 5-6 Destroyed in the front of the tank, but otherwise follows all the other rules for Machine Guns 1d6 Building Hard Targets (on page 25). If the tank fires its Main Gun 1-4 No Effect it may target anything within Line of Sight 5 Occupants Stunned (on page 30) for one round (4.3), and will hit on a roll of 4+. 6 Destroyed Heavy Weapon Heal Cost: 0 points (Weapons Only) Cost: 2 points (Guys Only) One Guy can move a Machine Gun or This figure may cancel the Hit of any 1 Mortar a maximum of 6" per round and adjacent Guy per round. cannot fire in the same round they move.

Heavy Vehicle Cost: 0 points (Vehicles Only) Cost: 16 points (Vehicle Only)

You must roll a 4+ to move a tank in the Some forces can be supported with air Movement step (3.6). They may only turn cavalry. (on page 41) operate after moving at least 6". Each turn may be exactly like Vehicles with the following up to 180-degrees. Enemy figures may exceptions:

Page 21 of 58

Very Simple Army Men Saturday, July 16, 2011

Movement or APCs for the infantry). All the enemy Helicopters fly at 12", so are unaffected by knows is that someone is there, but he terrain on the ground and can also move won‟t know the Squad's exact size until it over both friendly and enemy figures, so gets close enough to see. Once a Squad is long as they do not end their move on top seen, all pieces are placed on the of such a squad. [3 point Vehicle] battlefield. To see a Squad, you need to have reconnaissance. That means fast Combat scout Squads or air recon (hey, here's a use As they fly, helicopters cannot be attacked for helicopters!). When troops come into in hand to hand combat. Line of Sight (4.3), they are exposed and Shooting placed. Determine how far a scout can see As they fly, helicopters cannot benefit - perhaps 24". A man with Binoculars (on from Cover (4.7), and the enemy always page 15) is considered a forward observer, have Line of Sight (4.3) to them. and can see 36". If there is something Helicopters are armed with Light Machine between your scout/observer and the Guns, which work exactly like other enemy, he cannot see them even if they Machine Guns (on page 25), except they are within range. Being behind or deep may not roll more than 3d6. They may within woods, behind a town or behind a target anything within 30", as they fly hill, ridge, in a gully, etc. keeps them out above the battlefield and have better line of sight until they are visible to the direct of sight. Range 30" [6], Light Machine Gun view of the scout. [5] - 11 points High Explosives (HE) Hidden Movement Cost: 3 points (Weapons Only, Must have Cost: 2 points (Commander Only) Anti Tank)

Organize your troops into Squads that will This weapon has a Blast 3" (on page 15). go forward together (5 Guys, 4 Cavalry or 3 Hitting the Dirt Vehicles). For each such task group of Cost: 2 points (Commander Only) 4 infantry and tanks and others, take a circle of paper five inches wide and ten inches The targeted enemy of a distance attack long (see Tokens, on page 58). As many may attempt to avoid damage by 'hitting Squads as can fit in this area can be placed the dirt'. Roll 1d6 for each hit received under one Concealed Token. Write on one (where the armor roll has failed). On the side what is in that unit, tasks group - how score of 4+, no damage is taken. Vehicles many vehicles and what type, how many need a 6+ to pass Hitting the Dirt rolls. Any soldiers, etc. On the other, mark a Squad other result kills a figure - the player that number - say Task Unit 1, Task Unit 2, etc. controls the targeted Squad chooses a Begin a battle by placing these on the figure to represent the casualty and lays ground with the Squad number showing them down. Figures in forests or buildings, "face up" and the Squad tally on the or behind low walls or hedges, or with underside. Move them as you would real Squads, at the speed of the slowest figure (this is why it is a good idea to have trucks 4 From the Green and the Tan.

Page 22 of 58

Very Simple Army Men Saturday, July 16, 2011 other Cover (4.7) get a +1 to their 'hitting they have a 4+ armor roll to avoid being the dirt' roll. hit. Vehicles or Buildings hit by Indirect Fire use the side where the center of the Ignores Cover Template is (top, side, rear, etc., on page Cost: 1-3 points (Weapons Only) 14). Guns using Indirect Fire (and/or with a range of less than 18") are -1 to their first This allows a weapon to reduce the attack roll on a fixed location. Indirect Fire effectiveness of Cover (and Hitting the has a +1 attack roll (4.4) bonus for the Dirt, on page 22) to a 5+ roll (Soft Cover, 1 second attack in a row at the same target. point) or 3+ roll (Moderate Cover, 2 points, Designate the center of the Blast (on page rather than 6+, 4.7). For 3 points, it will 15) and roll on Scatter Table (on page 30) ignore all Cover (4.7) and any Hitting the to see where the shot lands. If a weapon Dirt rolls. with Indirect Fire attempts to attack a Immobilizes target directly (firing straight at the target Cost: 2 points (Weapons Only) figures) it uses the next lowest level of weapon (Heavy to Medium, Medium to This weapon does not kill its target but Light, Light to MG, etc.). To use Indirect subtracts -2 from their Squad Activation Fire, designate the space attacked. Roll on (on page 7) or Initiative (3.3) on the next the Scatter table (on page 30) to see round. where the shot lands. For Vehicles, the center of the Blast determines whether the Inaccurate hit is on to Top, Side, etc. (see Armored Cost: 0 points (Weapons Only) Hull, on page 14).

This weapon always counts as being fired Jams at long range (on page 30) and therefore Cost: 0 points (Weapons Only) always has a -1 to attack rolls (4.4). This distance attack weapon jams on an Indirect Fire attack roll of 1. It cannot be fired while Cost: 2 points (Weapons Only) jammed. It can be fixed by making a If you have any figure with line of sight, successful Skill roll (4.14) next round. mortars can fire at enemies they cannot Japanese directly see. This means they can fire over Cost: 2 points (Commander Only) intervening Obstacles, Terrain and other figures. Targets may make Armor rolls (4.4) Japanese Guys get a +1 attack roll in hand and Hitting the Dirt (on page 22) rolls as to hand combat. Pillboxes cost 1 point less normal. Mortars may only fire Indirectly if (but never less than 1 point). a Spotter (on page 32) from your Squad can draw a line of sight (4.3) to the enemy. If Kaboom! the attack roll (4.4) hits, the Scatter Table Cost: 0 points (Weapons Only) (on page 30) is rolled. Then anything If the roll to hit with a flame thrower totally covered by the Blast template (on comes up '1', something has gone seriously page 15) is a potential target. If a figure is wrong. Immediately roll 1d6. If the result partially covered by the Blast template,

Page 23 of 58

Very Simple Army Men Saturday, July 16, 2011 is 2+, the soldier has worked out what has If Carrying this It equals # Guys gone wrong, and solved the problem - the Artillery 3 Guys flame thrower fires a Cone (on page 18) Half-Track 10 Guys Jeep 5 Guys out to its range. If the die roll is a 1, the Machine Gun 1 Guys fuel canister has exploded! Remove the Mortar 1 Guys figure carrying the flame thrower from Raft 4 Guys play. The flame thrower does no other Self-Propelled Gun 15 Guys Tank 15 Guys damage. Tank Traps (3) 1 Guys Truck 10 Guys Cost: 2 points (Commander Only) Leader Cost: 2 points (Heroes or Commander Only) Each time this Trait is chosen allows the Commander to purchase a Landing Craft A Leader can give a +1 attack roll to a (on page 23). This acts as a 'reserve' unit of Squad (up to 5 Guys, 4 Cavalry or 3 figures that do not have to be placed at Vehicles) within 12" around him. the beginning of the game. They must be placed on water/ocean/sea Terrain. When Leadership a Landing Craft is called for by the Cost: 2 points (Heroes or Commander Only) Commander, the process is as follows: All pieces in adjacent spaces (up to 6 Guys, On Round 1: The Landing Craft must start 4 Cavalry or 3 Vehicles) may also move 16" away from the Shore. The fog prevents with this figure (without counting as the Landing Craft from attacking or being moving a separate figure). No piece may go attacked. beyond its normal Move Units. If they can't go as far as the Leader, they can't go at On Round 2: The Landing Craft moves all. within 1" of the shore. The Landing Craft can be attacked and can make distance Light Machine Gun attacks on this round. Cost: 5 points for 3d6 (Weapons Only)

On Round 3: The Landing Craft drops doors This is the same as a Machine Gun (on page and all the figures inside may move. The 25) but has a maximum of 3d6. Landing Craft can be attacked and can Light Machine Gun Guy make distance attacks on this round. Cost: 2 points (Guys Only) On Round 4: The doors open up and the Only this figure can operate a Light Landing Craft moves away. The Landing Machine Gun (on page 37). Craft cannot fire or be fired at during this round. Loader Cost: 2 points (Guys Only) Large Transport Cost: 2 points (Vehicles Only) There is a class of light weapons that usually has a Shooter Guy and at least one This Vehicle can carry from 11 to 30 Guys. Loader Guy. These included shoulder-fired rock launchers (bazookas), Light and Heavy

Page 24 of 58

Very Simple Army Men Saturday, July 16, 2011

Machine Guns, and Small Mortars, such as This figure can restore a casualty if the 60mm Mortar. We recommend that touching the Guy. It requires a roll of 3+ to each such weapon be accompanied by a restore the casualty. Loader Guy. The weapon retains its Rate of Fire (on page 29) so long as it has the Medium Transport second crewmen. If the crewman leaves or Cost: 1 point (Cavalry and Vehicles Only) is taken out, the Rate of Fire drops to half This vehicle can carry 5 to 10 Guys. A (round down) for the next and subsequent Vehicle this size can carry up to 6 figures rounds. Only replacement of the Loader on the outside of the Vehicle (Tank Guy will bring back the full Rate of Fire. Riders). Note that Tank Riders do not Adding a second or third Loader Guy does benefit from Cover (4.7) or the Armor rolls not increase the Rate of Fire. This rule (4.4) of the Vehicle. These figures are not applies to weapons such as: Bazooka (and protected by the Vehicles armor rolls (4.5). similar rocket launchers), Panzerfaust, Shoulder-fired Recoilless Rifle, MG 34/MG If Carrying this It equals # Guys 42/M60 Light Machine Guns, .30 caliber, Artillery 3 Guys .303 and .50 Caliber Machine Guns, and Half-Track 10 Guys Jeep 5 Guys 50mm and 60mm Mortars. Machine Gun 1 Guys Mortar 1 Guys Machine Gun Raft 4 Guys Cost: 10 points for 6d6 (Weapons Only) Tank Traps (3) 1 Guys Truck 10 Guys The firer may roll between 1d6 and 6d6. The attacking player chooses how many Minefield dice can be rolled up to the # of dice Cost: 1 point (6+/5+ explodes) or 2 points purchased. Any dice that 'match' (pairs, (3+ explodes) (Commander Only) three of a kind, etc.) are misses. Any other Commanders may choose to place areas of results are hits. The targets may make mine fields on the table as they set up. If armor and Hitting the Dirt rolls as normal one player places a Mine Field, their (on page 22). If a machine gun gets no hits opponent may choose which side of the (all dice are matches), it has jammed, run table they wish to start the game on. If out of ammo, or otherwise become useless. both players place Mine Fields, randomly Remove it from the table. determine which side of the table each MASH Unit player begins on, as normal (10.5). A Mine Cost: 2 points (Vehicles Only) Field should be represented by a token, piece of paper, or other feature, and This red-cross truck or jeep provides should be no more than 6-8" across. Any medical support to the troops. Any figures figure that moves in or through a Mine within 6" of the mash unit gets a +1 bonus Field runs the risk of stepping on a land to any Hitting the Dirt rolls. This ability mine. At the end of any movement step may used on one Squad, once per round. that a figure has moved in or through a Mine Field, roll 1d6 for each soldier. On Medic the roll of 6+ a Mine has been stepped on Cost: 2 points (Guys Only) and the soldier has been killed - remove

Page 25 of 58

Very Simple Army Men Saturday, July 16, 2011 them from the table. If a tank or Vehicle At the start of the game, the Commander moves through a Mine Field, it is destroyed can choose one or more objectives for his by a land mine on the roll of 5+. For an side. Each objective that a side has additional 1 point, all figures who pass completed at the end of five rounds grants through on an attack roll (4.4) of 3+. bonus points for determining the winner of the battle. Some example objectives are:

Secure the Area Divide the table into nine sections. For each section that holds one or more of your Squads (5 Guys, 4 Cavalry or 3 Vehicles), and none of your enemies, you get +1 point.

Minesweeper Cost: 2 points (Guys Only)

These Guys usually carry around big mine detectors, and are able to guide soldiers through Mine Fields (on page 25). An engineer cannot make a distance attack on the same round that it is using its mine detector. If an Engineer is present in a Squad that moves through a Mine Field, the Take and Hold Squad can reroll any attack rolls of 1's Put a hill, Building or other feature in the when checking to see if land mines have center of the table. If one player has a been set off. Squad (on page 7) of three or more figures This Guy can remove Tank Traps (on page in/on the objective at the end of the 33) and Barbed Wire (on page 14) if they game, they get +3 points. If both players are Stationary (on page 32). One 6” section have a Squad of three or more figures can be removed in a round. in/on the object, neither gets the points.

Minimum Range # (Min. Range #) Breakthrough Cost: 0 points (Weapons Only) One player must get their Squads off their opponents side of the table. Decide who This weapon may not fire at a target closer has to "breakthrough" before putting than # inches. figures on the table. The player gets +5 points for each Squad that gets off the Mission Objectives table. Cost: 2 points each (Commander Only) Mortar Guy Cost: 2 points (Guys Only)

Page 26 of 58

Very Simple Army Men Saturday, July 16, 2011

Only this figure can operate a Mortar (on Opportunity Fire page 35). Cost: 2 points (Commander Only)

No Adjacent Bonus If an enemy moves at least 2", figures may Cost: 0 points (Weapons Only) be fired upon by the enemy. No figure may fire more than once (at their full ROF, on When a figure attacks from the side or the page 29). Army men using direct fire (i.e., back of another figure, they receive a +1 not mortars or other Indirect Fire weapons, attack roll bonus (4.12). A weapon with on page 23) have the option of attacking this Trait does not get this bonus. units that moved through their line of sight Off-Table Artillery (LOS, 4.3) during the movement step (3.6). This rule eliminates the possibility of units Cost: As Heavy Artillery (on page 36), simply running by enemy Machine Gun Medium Artillery (on page 38) or Light placements. Units attacked by Opportunity Artillery (on page 37) (Commander Only) Fire may return fire (only one shot). These weapons can be fired from off the Out of Ammo table (and therefore, cannot be attacked). However, they must make a 2+ roll each Cost: 0 points (Weapons Only) round they wish to be fired. Whenever this weapon rolls an attack roll Oops! of 1 it is Out of Ammo. It cannot be fired until it is reloaded. Each round, it requires Cost: 0 points (Weapons Only) a Skill roll to reload the weapon. It cannot If the attack roll fails, the grenade thrower be fired on the same round it is reloaded. might have accidentally thrown it at his own feet! Roll another 1d6. If the result is Overwatch 2+, the grenade lands harmlessly. If the Cost: 2 points (Commander Only) roll is 1, however, the soldier has dropped If a figure under this Commander does not it, and his own Squad is hit by the grenade, use Move Units, make a distance or hand to just as if the enemy had thrown it at them! hand attack this round it may elect to go Roll 1d6 to see how many soldiers are hit, into Overwatch. Place a token (on page 58) and have them making armor and Hitting by the Squad to note that it is in this state the Dirt rolls as normal (on page 22). of readiness. A Squad that is on Overwatch Open-Topped may shoot at any enemy that is in its line of sight (4.3) and moves or shoots at them. Cost: 0 points (Vehicles Only) This action interrupts the active player's This Vehicle exposes its passengers and round. Following this attack, the drivers. Jeeps do not provide Cover (4.7) Overwatch token is removed and the Squad for men inside. It can only have Light can do nothing until that players next Armor (6+) no matter what it weighs. They round. Special Weapons (on page 31) may can be attacked with a chance of the NOT fire on Overwatch, only Small Arms Vehicle being hit the same as a rider on (Pistols and , on page 31). In a case Cavalry (on page 18). where fire may be simultaneous between the active player and the player on

Page 27 of 58

Very Simple Army Men Saturday, July 16, 2011

Overwatch, then both sides roll for hits and Pinning apply the results simultaneously. Cost: 0 points (Weapons Only)

Paratroopers Any individual Guy or Squad of touching Cost: 2 points (Commander Only) Guys receiving Opportunity Fire (on page 27) from a Machine Gun must make Morale Each time this Trait is purchased, it allows rolls. If the roll is failed the figure or Squad the Commander to keep a Squad (5 Guys, may move no further for the rest of the no Vehicles or Cavalry) to be kept off the Round, even if the Guy or Squad has not table at the beginning of the game. The yet moved. Squad must be purchased separately. When the Commander desires, these figures can Figure Type Morale land anywhere on the table. It takes at Roll least 4 rounds to bring out Paratroopers Heroes and Commanders (aka 3+ Elite) however, so they cannot enter the game Troops (aka Regular) 4+ sooner than round 4. The aircraft travels at Militia (aka Green) 5+ 12” per round from the armies starting space (see Scenarios, VSGMR, VII). Radio Cost: 2 points (Guys Only) On Round 1: Mark the landing space. The Paratroopers have left the plane. This allows Indirect Fire (on page 23) with a weapon that does not have Line of Sight On Round 2: The Paratroopers are in the (4.3). It also allows the user of the Radio air and can be attacked by Anti Aircraft (on to receive the Leader (on page 24) attack page 13) weapons. roll bonus no matter how far away from the Leader. Spotters (on page 32) are On Round 3: Paratroopers land. They assumed to have Radios, but cannot get cannot move or attack the round they the Leader bonus without this Trait. land. Spread the Paratroopers out evenly around the landing space so they are at Radiomen least 2" from each other. Cost: 2 points (Guys Only)

One Round 4: The Paratroopers can move A Squad (on page 7) has to have a and fire normally. radioman to receive commands once it is 18" or more from its commander or Paratroopers must roll 1d6 when they headquarters. It also has to have a attempt to land. Paratroopers may take no Radioman to call in Artillery (on page 14) further action on the round they are and Air Support (on page 13). Squads dropped. without Radiomen and more than 18" away 1d6 Paratrooper Landing will continue to carry out their last orders 1-2 On target and then hold. Only by sending a runner 3 3d6" North of Target can the Squad be given new orders. A 4 3d6" East of Target replacement Radioman can be sent. If the 5 3d6" South of Target 6 3d6" West of Target Squad is contacted directly by a Squad with a Radioman, it can receive an order.

Page 28 of 58

Very Simple Army Men Saturday, July 16, 2011

-2 Non-combat figures (mechanics, cooks, etc.)

Range Cost: Varies (Weapons Only)

Range can be extended as follows:

Range Cost 1-12” (1‟) 1 point 13-16” 2 points 17-20” 3 points 21-24” (2‟) 4 points However, it cannot act on that order until 25-28” 5 point the next round. Vehicles are assumed to 29-32” 6 points have a radio. 33-36” (3‟) 7 points 37-40” 8 points 41-44” 9 points Rage 45-48” (4‟) 10 points Cost: 0 points (Guys Only) 49-52” 11 points 53-56” 12 points This figure only fights in hand to hand 57-60” (5‟) 13 points combat (touching an enemy figure). If this 61-64” 14 points 65-68” 15 points figure makes an attack roll of 1 he himself 69-72” (6‟) 16 points is killed in the attack. 73-76” 17 points 77-80” 18 points Rally Cost: 2 points (Commander Only) Rate of Fire (ROF#) Cost: 2 points per point over 1 (Weapons The Rout (on page 10) can be stopped if Only) the Routing figure is checked by an officer (Hero or Commander). However, that Rate of Fire (ROF) indicates how many officer and his Squad must hold their attack rolls (on the same or separate position for the next Movement step (3.6). targets) a weapon can make in a round. The Routing figure rolls Morale die again. These attacks must be clustered within a 60° arc (see Vehicle Front) or touching 1d6 Officer Rally each other (for a simpler rule). ROF is 1-3 The Officer stops the Rout. A stopped abstracted and does not necessarily figure must stop for one Movement Step 4-6 The Officer fails and the figure keeps correspond to a specific number of bullets running fire. When firing a weapon with a Rate of Here are modifiers that will affect Morale Fire over 1, it can fire again in the same rolls: distance attack step, but only if it can see a new Guy to shoot at within 6" of the Modifier Situation original target or the last guy fired at. -1 No Radioman with the Squad +1 Officer with the Squad Targets must be in sight and in range. +1 Medic with the Squad Figures using Opportunity Fire (on page 27) +1 Friendly figures within 6" may use ROF on any valid target, not just +1 Hero or Commander targets which have moved over 2". -1 Militia

Page 29 of 58

Very Simple Army Men Saturday, July 16, 2011

Reinforced Hull Russians get one Rifle Guy (Troop [1] with Cost: 1 point (Vehicles Only) Rifle [1]) free for each 5 Rifle Guys bought. Russian Rifle Guys Entrench as Engineers If you successfully hit a Vehicle, and their (Error! Bookmark not defined.). Only armor roll fails, roll 1d6. Russians may buy more than one Sniper Guy (on page 31). 1d6 Vehicle Hit 1-3 The Vehicle is destroyed. Destroyed Vehicles get flipped over and treated as Sandbag an Obstacle (on page 9). Cost: 2 point (Commander Only) 4-6 The shell bounced. The Vehicle can act normally next round. This is a 4” to 6” diameter area that provides Cover (4.7) to all figures within it. Reserves Cost: 2 points (Commander Only) Scatter Cost: 0 points (Cavalry and Weapons Only) A Commander may hold back up to ½ his forces off the table at the beginning of the When this weapon makes a successful game. They must appear on the board at attack (4.5) a target space is chosen. Then their Starting side and may appear any a 1d6 Scatter dice is rolled to determine round the Commander desires. how close to this target space the attack hits. Resilient Cost: 2 points (Guys Only) 1d6 Scatter Table 1 Strikes North 1d6" If this figure is hit and fails their armor roll 2 Strikes South 1d6" they are not removed immediately. Roll 3 Strikes East 1d6" 4 Strikes West 1d6" 1d6 for each wound received: 5-6 Strikes target space

1d6 Resilient Roll Short/Long Range 1 Stunned: Lay on back. Recovers next round and can act normally. Cost: 0 points (Weapons Only) 2-3 Dazed: Lay face down. Becomes Stunned next round. For each weapon with this Trait, a short 4-6 Killed: Remove immediately. and long range is listed. At short range (or less) you need to roll your distance attack ROF2 if Aimed number (4.4), and at long range you Cost: 1 point (Weapons Only) subtract -1 from your distance attack roll. If the target is behind Cover (4.7) or in The M1 Rifle has a much higher rate of fire Rough Terrain (3.7) it is treated as than an ordinary rifle, but wasn't a fully Moderate Cover (on page 8) instead. Agree fledged assault rifle. Thus, when the figure before the game as to which things are chooses the Aim Trait (on page 12) each M1 Cover and Rough Terrain. Rifle has ROF2 (on page 29).

Russian Silent Cost: 0 points (Weapon Only) Cost: 2 points (Commander Only)

Page 30 of 58

Very Simple Army Men Saturday, July 16, 2011

This weapon makes no sound when Artillery 3 Guys attacking and therefore does not give away Raft 4 Guys the figures position to enemy figures (on Smoke page 3). Cost: 0 points (Weapons Only) Slow Turns If a Vehicle is destroyed place a 2" Smoke Cost: 0 points (Vehicles Only) Counter in its place. The Smoke lasts for Tanks lose half their Move Units when they one round and provides Cover (4.4) while it change directions by turning. There is no lasts. movement penalty to turn the turret, A figure can be concealed by having which is positioned during the movement artillery provide smoke as covering fire. step (3.6). However, it must remain in the smoke and Small Arms move back into concealment or remain hidden. Likewise, a figure cannot fire while Cost: 0 points (Weapons Only) engulfed in smoke — this goes for the Buildings and Vehicles are almost immune concealed figure and the opponents, as to Small Arms fire. This weapon has a -1 well. attack roll (4.4) against Vehicles. These weapons may only attack Vehicles when Sniper Guy touching the Vehicle (in base-to-base Cost: 2 points (Guys Only) contact). Small arms are Machine Guns, See Special Weapons Guy (below). These Rifles or Pistols. These weapons all attack figures may not be part of a Squad (on before any other weapon if attacking on page 7) or Loaded onto a Vehicle (on page the same distance attack step (3.3.3). 6). They may use Sniper Rifles (4 points, on Small Arms can be used to attack figures in page 39) and purchase the Sharpshooter Building and Vehicles. If they score a Trait (5.6). Only one Sniper Guy per army successful hit, they eliminate the enemy (except for Russians, on page 30). Guys but do not affect the Building or Vehicle itself. Special Weapon Cost: 0 points (Weapons Only) Small Transport Cost: 0 points (Vehicles Only) Only a Special Weapons5 Guy (below) with the appropriate Trait can use this weapon. Jeeps and tanks can carry from 1 to 4 Special Weapons may NOT fire on figures. Vehicles can move single file only Overwatch (on page 27), only Pistols and on Roads (on page 3). Vehicles must have Rifles (weapons with the Small Arms Trait, one man driving to move. Vehicles can above). cross Barbed Wire (on page 14), bushes and small rocks, but not walls or boulders. Special Weapon Guy Cost: 2 points (Guys Only) If Carrying this It equals # Guys Machine Gun 1 Guys Mortar 1 Guys Tank Traps (3) 1 Guys 5 1BC (One Brain-Cell) Toy Soldier Rules

Page 31 of 58

Very Simple Army Men Saturday, July 16, 2011

Only this figure can operate Special of the battle. An attached Commander Weapons. This includes the Light Machine cannot make any attacks of their own Gun, Bazooka, Flamethrower, Mortar and while conferring these bonuses. (on page 39). Each of these Commanders have different effects Special Weapons counts as a different depending upon the type of Squad they are Trait: Light Machine Gun Guy, Bazooka attached to: Guy; Flamethrower Guy; Mortar Guy and Sniper Guy. If a Bazooka or Flame Thrower Rifle Squads Guy is killed, leave a marker so someone They may reroll failed Hitting the Dirt (on else can pick up the weapon later. page 22) rolls from a single enemy attack each round. This represents the Spotter Commander telling the Squad where to Cost: 2 points (Guys Only) move in order to minimize casualties.

A Spotter does not have to roll to activate Machine Guns and may always move. Because they are When this Squad has a Heavy Weapon (on crawling around keeping out of trouble, page 21) and is with an attached however, they have Move Units of 3" (on Commander, it may reroll one dice when page 10). Spotters always receive +1 to the shooting, potentially causing more hits and Squad Activation roll (on page 7), which reducing the change of jamming (on page may be added to the cover bonus. They are 23). considered to have a Radio (on page 28). Mortars Indirect Fire weapons (i.e., Mortars) may When an Indirect Fire (on page 23) weapon be shot at an enemy that the Spotter can has an attached Commander, it may reroll see even if the firer of the weapon cannot failed distance attacks. This represents the see the target. A Spotter cannot make an Commander directing fire more accurately. attack while acting as a Spotter for an Indirect Fire weapon. Support MG Stationary Cost: 11 points (Vehicles Only) Cost: 0 points (Weapons Only) This jeep is equipped with a Light Machine Gun (on page 24) to support the infantry. It Stationary weapons cannot attack on the may shoot like a Light Machine Gun in the same round in which they move. distance attack step (3.3.3), but cannot Strategy roll more than 3d6. Cost: 2 points (Commander Only) Support Weapon Both players may include a Commander for Cost: 2 points (Weapons Only) their force. These are usually represented Support Weapons cannot be attacked by figures with binoculars and/or pistols. specifically if they are within 2" of the Commanders must be attached to a rifle Squad members using the weapon. Squad, machine gun, or mortar. When attached, they must remain within 3" of Suppression another figure from that Squad for the rest Cost: 2 points (Commander Only)

Page 32 of 58

Very Simple Army Men Saturday, July 16, 2011

This allows all the figures under the Scenarios, VSGMR, VII). That enemy may Commander to take hits that have failed not do anything else until the POW is their Armor rolls (4.4) and turn them into delivered. Once delivered, the POW is out Suppressed Figures instead. The maximum of play. number of Suppression Figures a single Squad can have are determined as follows: Tank Traps Cost: 2 points (Commander Only) Figure Type Maximum Suppressed Figures Militia 1 Suppressed Figure per Squad Each time this Trait is taken creates a 6" Troop 2 Suppressed Figures per Squad long area that blocks Vehicles from moving Hero 3 Suppressed Figures per Squad through it. One Guy can set 2 Tank Traps Commander 4 Suppressed Figures per Squad (1" apart) in their movement step (instead Therefore a Commander can keep 4 Figures of moving). This can be destroyed by alive in one round, but Trooper can only Engineers (Error! Bookmark not defined.). keep 2 figures alive in their Squad.

A figure cannot be killed by a distance Tracked attack while it is Suppressed. They can be Cost: 0 points (Vehicles Only) killed by hand to hand attacks however, This Vehicle cannot use Move Units over and figures cannot be Suppressed in order Very Steep hills (on page 4) but can move to survive hand to hand attacks. All attacks unimpeded by Light Barbed Wire (on page against it automatically fail. Figures cannot 14). make distance attacks while they are Suppressed. Guys can make hand to hand Transport attacks in the same round that they are Cost: 2 points (Vehicles Only) Suppressed, but they attacks must be the LAST attacks made by their side during the This truck allows soldiers to move about round. All Unsuppressed figures making the battlefield with ease. All friendly hand to hand attacks in that round go figures within 6" of the transport truck may before them. reroll any Activation rolls (on page 7) to see if it can move this round. < side. The side with Suppressed figures takes a -1 to its Activation roll (on page 7) Traverse or Initiative (3.3) for each Squad (5 Cost: 0 points (Weapons Only) Figures, 4 Cavalry or 3 Vehicles) that were It is easier for some guns to be turned than Suppressed in the last round. After the others. Yes, you can outrun the gun. Here's next activation stand the figure up. It is no how far a gun can change its facing per longer Suppressed. Movement step (3.6). <> Cost: 2 points (Guys Only) Weapon Type Facing Movement If this figure successfully lands in an enemy Heavy Machine Gun Full circle Infantry Weapons Full circle occupied space that enemy figure must 9" to change facing take them back to their Starting side (see 6" to change facing

Page 33 of 58

Very Simple Army Men Saturday, July 16, 2011

Heavy Tank 3" to change facing Vehicle Armor Heavy Mortar 3" to change facing Cost: Varies Cannon 3" to change facing 3" to change facing Vehicles can have armor just like Assault Gun 3" to change facing characters (4.5). Light Armored Vehicles Trenches are approximately 25 tons. Heavy Armored Cost: 2 points (Commander Only) Vehicles are approximately 40 tons or heavier. Commanders may buy up to two trenches. Trenches cannot be moved during the Vehicle Armor Cost game, but they can be destroyed. A trench Light Armor (6+) 0 points Heavy Armor (5+) 1 point is normally 2" wide and can have two Very Heavy Armor (4+) 2 points figures inside. While in a Trench a figure is Building Armor (3+) 3 points considered in Cover (4.4) and has a +1 Heavy Building Armor (2+) 4 points attack roll for distance attacks. A figure may enter a trench at no movement Vehicle Hull penalty but when leaving a trench may not Cost: 0 points (Vehicles Only) move more than 1", but may attack normally. On the next round, the figure is Vehicles commonly had weaker armor in free of the trench and can act normally. A the rear than in the front. To reflect this, Trench can only be destroyed with a Blast Vehicle armor rolls are adjusted according (on page 15) weapon. to which side the Vehicle is hit on.

Unarmored Front Side Hit: If a Vehicle is hit on the Cost: 0 points (Vehicles Only) front roll 2d6 for the Armor rolls (4.4) and choose the best result. Trucks and Jeeps can be eliminated by tanks, cannons, mortars, and sustained Side Hit: If a Vehicle is hit on the Side roll HMG fire. They do not have Armored Hulls 1d6 for the Armor rolls (4.4). (on page 14) against these weapons, though they still have their Armor rolls Rear Hit: If a Vehicle is hit from the Rear (4.4). roll 2d6 for the attack roll (VSGMR 4.4) and take the worst result. Unit Coherency Cost: 2 points (Commander Only) Very Fast Cost: 4 points (Vehicles Only) Figures under this Commander must stay within 3" of another member of their This Vehicle adds +6" to their Move Units Squad. If they are not for some reason, (18"). then all 6's rolled for them will count as 5's Very Large Transport to show reduced leadership. Without this Cost: 3 points (Vehicles Only) Trait, figures can only be moved individually, rather than with a Squad This Vehicle can carry up to 50 Guys. when using the Squad Activation rules (on page 7). If Carrying this It equals # Guys Artillery 3 Guys

Page 34 of 58

Very Simple Army Men Saturday, July 16, 2011

Half-Track 10 Guys Jeep 5 Guys NEW WEAPONS Machine Gun 1 Guys Mortar 1 Guys Multiple Versions Raft 4 Guys Several varieties of weapons are given to Self-Propelled Gun 15 Guys Tank 15 Guys create variety and allow those players Tank Traps (3) 1 Guys interested to model specific weapons. Truck 10 Guys 120mm Gun Vision Range 36" [7], ROF12@1-12", ROF8@13-24", Cost: 2 points (Guys Only) ROF5@25-36" [22] — 29 points

This figure ignores all Terrain penalties to 37mm attack rolls. < Range 24" [4], ROF4@1-8", ROF3@9-16", ROF2@17-24" [6] — 10 points Volatile 88's (Tank Cannon) Cost: 0 points (Weapons Only) Range 36" [7], Ignore Armor [2] — 9 points There is a 3+ chance that a Flame Thrower AK47 (on page 36) will explode in a Blast 3" if Range 12" [1], ROF3 [4] — 5 points the figure carrying it is successfully hit with a weapon. Assault Rifles  Range 12" [1], ROF2 [2], Small Arms, Watercraft Inaccurate — 3 points Cost: 1 point (Vehicles Only)  ROF2@1-12", ROF1@13-24" [6], Small Arms — 6 points Landing Craft, Assault Rafts and Range 12" [1], ROF5 [8], Jams — 9 points Amphibious Vehicles may move on water at  6" per round. Amphibious Vehicles can Anti Tank Rifle move on land too. One raft can be dragged Range 12" [1], Inaccurate — 1 point on land by a Squad for each two Guys in the Squad. Trucks can carry a Raft instead Bazookas of 4 Guys. Players must agree whether or not these weapons have the Bazooka Trait (Error! Wheeled Bookmark not defined.). Cost: 0 points (Vehicles Only)  Range 6" [1] — 1 point This Vehicle cannot use Move Units over  Range 15” [2], Can Only Target Vehicles — Very Steep hills (on page 4) and are 2 points 6 stopped by Light Barbed Wire or better (on  Range 12" [1], ROF2 [2] — 3 points page 14).  Range 12" [1], Blast 3" [3], Inaccurate, 1/2 Move, Crew 2 — 4 points  Range 14" [2], Blast 2" [2] — 4 points  Range 6" [1], ROF4 [6] — 7 points

6 The Green and the Tan

Page 35 of 58

Very Simple Army Men Saturday, July 16, 2011

 Range 6" [1], ROF4 [6], Loader — 7 points German 88  Range: Short 8-12"/Long 13-24" [2], ROF4 Range 36" [7], ROF10@1-12", ROF6@13-24", [6], Min. Range 8", Stationary — 8 points ROF4@25-36" [18] — 25 points Big Mortar Glue Cannon Range 18" [3], Blast 5" [5], ROF2 [2], Loader — Range 18" [3], Blast 5" [5], Immobilizes [2] — 10 10 points points Bomb Grenades Aircraft Only, Range 12" [1], Blast 5" [5],  Range 6" [1], ROF2 [2], Small Arms — 3 Scatter, Sharpshooter [2] — 8 points points  Range 8" [1], Blast 3" [3] — 4 points Cannon Range 36" [7] — 7 points  Range 8" [1], ROF3 [4] — 5 points  Range 6" [1], Blast 3" [3], Ignores Cover [2], Combat Shotgun Inaccurate — 6 points Range 8" [1], ROF3 [4], Small Arms — 5 points  Range 6" [1], ROF1d6 [10], Oops! — 11 Dragon points Range 24" [4], ROF10 [18] — 22 points Grenade Launcher FAL Range 16" [2], ROF3 [4], Small Arms — 6 points Range 12" [1], ROF3 [4] — 5 points H&K Flame Throwers Range 12" [1], ROF3 [4] — 5 points Flame Throwers cannot destroy pillboxes, Heavy Artillery only the occupants can be targeted.  ROF3@1-19", ROF2@20-31", ROF1@32-43" [10], Blast 3" [3], Artillery [2], Ignores  Range 12" [1] — 1 point Cover [2], Crew 2, Stationary — 15 points  Range 6" [1], ROF2 [2], +2 vs. Buildings [2],  Range 60" [13], Blast 5" [5], Scatters, Small Arms — 5 points Indirect Fire [2], Sharpshooter [2] — 22  Range 8" [1], ROF4 [6] — 7 points points. Attacks as Medium Artillery if attacking directly. These weapons are  Range 8" [1], ROF4 [6], Special Weapon — 8 106mm or larger. points 7 Heavy AT/AA Gun  Range 8" [1], ROF4 [6], Ignore Cover [2] — 9 points Range 48" [10], Anti Aircraft [2], Anti Tank [2], Sharpshooter [2], Indirect Fire [2] — 18 points.  Range 6" [1], Cone [6], Ignores Cover [2], Attacks as Medium AT/AA Gun if attacking Kaboom! — 9 points directly. These are long barrel German 75mm  Range 6" [1], Sharpshooter [2], Cone [6], guns or British 17 pdr, 7 pdr/81mm or greater. Ignores Cover [2], 1/2 Move, Out of Ammo, Volatile — 11 points Heavy Cannons  Range 36" [7], Blast 5" [5], ROF3 [4] — 16  Range 8" [1], Cone [6], Ignores Armor [2], points Ignores Cover [2] — 11 points  Range 48" [10], ROF5 [8], Ignore Cover [2] — 20 points  ROF9@1-12", ROF5@13-24", ROF4@25-36" [23] — 23 points

7 1BC (One Brain-Cell) Toy Soldier Rules

Page 36 of 58

Very Simple Army Men Saturday, July 16, 2011

Heavy Machine Gun (HMG) Light Artillery  Range: Short 1-8"/Long 9-36" [7], FB3 [4],  Range 60" [13], Blast 5" [5], Scatter +1d6 Special Weapon, Stationary — 11 points [2], Inaccurate — 20 points. Attacks as Heavy AT/AA Gun (on page 36) if attacking  Range 32" [6], ROF4 [6], Crew 2 — 12 directly. These weapons are 69mm or less. points. Vehicle and Building mounted HMG's need only one crew. Infantry HMG's need  Vehicle [3], ROF3@1-12", ROF2@13-19", two crew to serve them. ROF1@20-26" [9], Artillery [2], Blast 3" [3], Heavy MG Ignores Armor [2], Ignores Cover [2], Crew 2, Stationary — 21 points. Range 24" [4], ROF2 (ROF1 vs. Vehicles) [2], Inaccurate — 6 points. Heavy Machine Guns are Light AT/AA Gun from 10mm to 20mm caliber. Range 36" [7], Anti Aircraft [2], Anti Tank [2], Heavy Mortars Inaccurate, Indirect Fire [2] — 13 points. Attacks as HMG Gun if attacking directly. These  Range 12-30" [4], Blast 5" [5], Indirect Fire are from 5 pdr/79mm or less. [2], Inaccurate, Stationary, 1/2 Move, Crew 2, Min. Range 12" — 11 points Light Cannon  Range 60" [13], Blast 5" [5], Scatters,  Light Cannon: Range ROF3@1-4", ROF2@5- Indirect Fire [2], Light Artillery if Direct 8", ROF1@9-12" [5], Area Effect Attack [2] Fire — 20 points — 7 points  Range 18" [3], Blast 3" [3], Indirect Fire [2], HMGs (tripod) Stationary, Crew 3 — 8 points  Range 24" [4], ROF2 (ROF1 vs. Guys) [2], Inaccurate — 6 points  Range 18" [3], Blast 3" [3], ROF2 [2] — 8 points  Range 18" [3], ROF10 [18], Stationary, 1/2 Move, Crew 2, Jams, Out of Ammo — 21  Range 32" [6], ROF4 [6], Ignore Cover — 14 points points Howitzer Light Machine Guns (LMG) Range 36" [7], Blast 5" [5], Indirect Fire [2],  Range: Short 1-8"/Long 9-24" [2], ROF2 [2], Stationary, Crew 3 — 14 points Special Weapon — 4 points  ROF3@1-6", ROF2@7-12" [5], Loader — 5 Infantry Rifles point Range 24" [4], Small Arms — 4 points  Range 32" [6], ROF3 [4], Small Arms — 10 Knife points Inaccurate, Silent, No Adjacent Bonus — 1 point  Range 30" [6], Heavy Weapon 3d6 [5] — 11 points KWK 75 Range 36" [7], ROF8@1-12", ROF6@13-24", Light MG ROF4@25-36" [14] — 21 points Range 24" [4], ROF2 (ROF1 vs. Vehicles) [2], Inaccurate — 6 points. Armored vehicles usually Laser carry an LMG. Range 60" [13], Ignores Armor [2], Anti Aircraft [2] — 17 points Light Mortar  Range 12-24" [4], Blast 3" [3], Indirect Fire LAW [2], Inaccurate, Stationary, 1/2 Move, Min. Range 6" [1], ROF5 [8] — 9 points Range 12" — 9 points  Range 40" [8], ROF3 [4], Indirect Fire [2] — Light Anti-Tank Gun 12 points Range 32" [6], ROF3 [4] — 10 points

Page 37 of 58

Very Simple Army Men Saturday, July 16, 2011

LMG (bipod) Medium AT/AA Gun Range 12" [1], ROF7 [12], Stationary, 1/2 Move, Range 36" [7], Anti Aircraft [2], Anti Tank [2], Jams — 13 points. Most Tanks and Planes have Sharpshooter [2], Indirect Fire [2] — 15 points these as secondary weapons. Attacks as Light AT/AA Gun if attacking directly. These are 6 pdr/80mm weapons. M1 Carbine Range 12" [1], ROF2 [2] — 3 points Medium Cannon  Range 24" [4], Blast 5" [5], ROF2 [2] — 11 M1 Rifle points  Range 12" [1], ROF2 [2] — 3 points  ROF5@1-8", ROF4@9-16", ROF2@17-24" [12]  Range 24", ROF2 if Aimed, Small Arms) [5] — 12 points — 5 points Medium MG M16 Range 24" [4], ROF3 (ROF1 vs. Vehicles) [4], Range 12" [1], ROF3 [4] — 5 points Inaccurate — 8 points M203 Grenade Launcher Medium Mortar Range 12" [1], Blast 3" [3] — 4 points Range 60" [13], Blast 5" [5], Scatter +1d6 [2], Inaccurate, Heavy AT/AA Gun if Direct Fire — M79 Grenade Launcher 20 points Range 12" [1], Blast 3" [3] — 4 points Missile Mac 10 Range 27" [5], Blast 6" [6], Indirect Fire [2], Anti Aircraft [2] — 15 points Range 8" [1], ROF5 [8] — 9 points Mac 11 Mortars Range 8" [1], ROF5 [8] — 9 points  ROF2@1-12", ROF1@13-19" [5], Blast 2" [2], Heavy, Stationary — 7 points. Mortars must Machine Guns be 2" from walls (higher than the mortar) to fire over them. Mortars cannot be fired  Range 12” [1], Pinning — 1 point from Vehicles.  Range 24" [4], ROF2 [2], Small Arms — 6  Range 36" [7], ROF2 [2], Small Arms — 9 points points  Range 12" [1], Cone [6], Heavy, Stationary  Range: Short 8-18"/Long 19-36" [7], ROF3 — 7 points [4], Inaccurate, Indirect Fire, Min. Range  Range 30" [6], Machine Guns [10] — 16 8", Stationary, Special Weapon — 11 points points MP5 Medium Artillery Range 8" [1], ROF5 [8] — 9 points  Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2] — 20 points Attacks as Panzerfaust Light Artillery if attacking directly. These Range 6" [1], ROF3 [4] — 5 points weapons are from 70mm to 105mm. Panzerschreck  Vehicle [3], ROF3@1-12", ROF2@13-22", Range 6" [1], ROF4 [6] — 7 points ROF1@23-31" [10], Artillery [2], Blast 3" [3], Ignores Armor [2], Ignores Cover [2] Crew PIAT 2, Stationary — 22 points Range 6" [1], ROF3 [4] — 5 points Pistols/Revolvers  Range 4" [1] — 1 point

Page 38 of 58

Very Simple Army Men Saturday, July 16, 2011

 Range 6" [1], Inaccurate — 1 point SMLE  Range 8" [1], Inaccurate — 1 point Range 12" [1], ROF3 [4] — 5 points  Range: Short 1-4"/Long 6-12" [1] — 1 point Sniper Rifles  Range 8" [1], Small Arms — 1 point  Range 24" [4] — 4 points PZ5  Range 24" [4], Small Arms — 4 points Range 36" [7], ROF8@1-12", ROF6@13-24",  Range 16" [2], Ignore Armor [2] — 4 points ROF4@25-36" [14] — 21 points  Range 18" [3], Sharpshooter [2], Stationary — 5 points Recoilless Rifle  Range 6" [1], ROF4 [6], Loader — 7 points  Range 32" [6], ROF2 [2], Small Arms — 8 points Rifles  Range: Short 1-12"/Long 13-36 [7], ROF3  Range 12" [1] — 1 point [4], Cannot Split Fire, Special Weapon — 11 points  Range 12" [1], Small Arms — 1 point  Range: Short 1-8"/Long 9-24" [2] — 2 points Strafe Aircraft Only, Range 12" [1], Cone [6] — 7  Range 24" [4], Inaccurate, Small Arms — 4 points points (SMG) Rockets  Range 16" [2], ROF2 [2], Small Arms — 4 Range 60" [13], Blast 5" [5], Scatters, Indirect points Fire [2], Sharpshooter [2], Cannot Direct Fire — 22 points.  Range 6" [1], ROF3 [4], Jams — 5 points RPG  Range 8" [1], ROF5 [8] — 9 points  Range: Short 8-12"/Long 13-24" [2], ROF4 Tank Cannon [6], Min. Range 8", Stationary — 8 points Vehicles Only, Range 24" [4], Blast 3" [3], Crew  Range 24" [4], ROF3 [4] — 8 points 3, Out of Ammo — 7 points  Range 6" [1], ROF5 [8] — 9 points Tank Flamethrower Self Propelled Gun Range 6" [1], ROF5 [8] — 9 points Vehicle [3], Move Units 8", Medium Transport (up to 6 Guys inside, up to 6 Tank Riders) [1], Target Strike Main Gun (ROF3@1-19", ROF2@20-31", Aircraft Only, Range 12" [1], Sharpshooter [2] ROF1@32-43") [10], Machine Gun (Range 12", — 3 points. Only hits Rear or Top of target. Cone) [6], Crew 2 — 20 points TOW Shillelagh Range 36" [7], ROF12 [22] — 29 points Range 36" [7], ROF10@1-12", ROF8@13-24", ROF6@25-36" [18] — 25 points US 105mm Gun Range 36" [7], ROF13@1-12", ROF10@13-24", Short 50mm Gun ROF7@25-36" [24] — 31 points Range 24" [4], ROF4@1-8", ROF3@9-16", ROF2@17-24" [6] — 10 points UK 105mm Gun Range 36" [7], ROF13@1-12", ROF10@13-24", Small Mortar ROF7@25-36" [24] — 31 points Range 12" [1], Blast 3" [3], Loader — 4 points

Page 39 of 58

Very Simple Army Men Saturday, July 16, 2011

US 120 Very Heavy Armor Range 48" [10], ROF15@1-16", ROF12@17-32", Cost: 3 points (1 point for Commanders, 2 ROF9@33-48" [28] — 38 points points for Cavalry and Vehicles)

US 76 This has an armor roll of 4+. Sci-Fi Jointed Range 36" [7], ROF8@1-12", ROF6@13-24", Carapace, IFV's, Light Tanks. ROF4@25-36" [14] — 21 points US 90 Very Heavy Building Armor Range 36" [7], ROF10@1-12", ROF6@13-24", Cost: 5 points (3 points for Commanders, 4 ROF4@25-36" [18] — 25 points points for Cavalry and Vehicles)

US 90mm w/HVAP This has an armor roll of 2+. For example a Range 36" [7], ROF12@1-12", ROF9@13-24", Tactical Dreadnaught, Heavy Tanks. ROF6@25-36" [22] — 29 points Uzi New Vehicles Range 8" [1], ROF5 [8] — 9 points AAttttaacckkiinngg VVeehhiicclleess New Armor Guys attacking Vehicles receive a +1 attack Once hits have been determined the figure roll (4.4) bonus if attacking within 3”. can make armor rolls against the majority type in the Squad. AATTTTAACCKKIINNGG WWEEAAPPOONNSS Cannons are automatically destroyed when Building Armor hit by tanks and other big guns. Cost: 4 points (2 points for Commanders, 3 points for Cavalry and Vehicles) Vehicle Descriptions

This has an armor roll of 3+. For example a Aircraft Powered Suit, Medium Tanks. Vehicle [3], Flight 48" [10], Light Armor (6+), Bomb (Range 12", Blast 5", Scatter, Heavy Armor Sharpshooter) [8], Strafe (Range 12", Cone) [7], Cost: 2 points (0 points for Commander, 1 Target (Range 12", Sharpshooter, Only hits Rear point for Cavalry and Vehicles) or Top of target) [3] — 31 points Anti Aircraft Tank This has an armor roll of 5+. For example, Vehicle [3], Move Units 12", x2 Machinegun Modern Carapace or SWAT armor, APC's, (Range 24", ROF2, Small Arms) [6] {12} — 15 Armored Trucks. points

Light Armor Amphibious Car Cost: 1 point (0 points for Commanders, Vehicle [3], Move Units 12", 6" on Water, Cavalry and Vehicles) Watercraft [1], Machinegun (Range 24", ROF2, Small Arms) [6], Large Transport: Carry 10 Guys This has an armor roll of 6+. For example [2] — 12 points Flak Jackets, Police Armor, Trucks, Cars. Armored Personnel Carrier (APC) Vehicle [3], Move Units 12", Heavy Armor (5+) [1] — 4 points

Page 40 of 58

Very Simple Army Men Saturday, July 16, 2011

Armored Cars Cannon  Vehicle [3], Move Units 18" [3], Heavy Vehicle [3], Heavy Armor (5+) [1] — 4 points Armor (5+) [1] — 7 points Tank (British)  Vehicle [3], Move Units 24" [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 13 Vehicle [3], Move Units 12", Heavy Building (2+) points [4] — 7 points  Vehicle [3], Fast 15" [1], Light Armor (6+), 1-5 Tank (British) Light AT/AA Gun (Range 36", Anti Aircraft, Vehicle [3], Move Units 8", Heavy Building (2+) Anti Tank, Inaccurate, Indirect Fire, HMG if [4] — 7 points Direct Fire) [13] (British) — 17 points Centurion 6-8 Tank (British) Armored Car w/75mm Gun (German) Vehicle [3], Move Units 10", Heavy Building (2+) Vehicle [3], Very Fast 18" [2], Light Armor (6+), [4] — 7 points Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light Chi-Ha Tank (Japan) AT/AA Gun if Direct Fire) [15] — 21 points Vehicle [3], Fast 15" [1], Light Armor (6+), Light Armored Halftrack AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) Vehicle [3], Very Fast 18" [4], Light Armor (6+), [13] — 17 points Light MG (Range 24", ROF2 (ROF1 vs. Vehicles), Inaccurate) [6] — 13 points Churchill A34 Tank (British) Assault Raft  Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points Vehicle [3], Move Units 6", Medium Transport: Carry 6 Guys [1], Watercraft [1] — 5 points  Vehicle [3], Move Units 12", Very Heavy Armor (4+) [2], Medium AT/AA Gun (Range Big Truck 36", Anti Aircraft, Anti Tank, Sharpshooter, Vehicle [3], Very Fast 18" [4], Large Transport Indirect Fire, Light AT/AA Gun if Direct [2], No Armor — 9 points Fire) [15] — 20 points BMP (Russian) Comet (British) Vehicle [3], Move Units 18" [3], Very Heavy Vehicle [3], Move Units 12”, Heavy Building Armor (4+) [2] — 8 points. This is an Armored (2+) [4] — 7 points Personnel Carrier. Cromwell Tank (British) Bradley (American) Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) Vehicle [3], Move Units 18" [3], Very Heavy [1], Medium AT/AA Gun (Range 36", Anti Armor (4+) [2] — 8 points. This is an Armored Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Fighting Vehicle. Light AT/AA Gun if Direct Fire) [15] — 21 points Bren Carrier (British) Crusader Cruiser Tank (British) Vehicle [3], Heavy Armor (5+) [1] — 4 points. Vehicle [3], Very Heavy Armor (4+) [2], Move This is a Universal Gun Carrier. Units 18" [3] — 8 points Brummbärr (German) Elefant Tank (German) Vehicle [3], Heavy Building (2+) [4], Move Units Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points. This is a Heavy Assault Gun. 6" — 7 points. Also known as a Panzerjäger Tiger. BTR Tank (Russian) Helicopter Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points Vehicle [3], Flight 12” [2], Light Machine Gun (Range 30”, LMG) [11] — 16 points

Page 41 of 58

Very Simple Army Men Saturday, July 16, 2011

Hetzer Tank (German)  Vehicle [3], Move Units 18" [3], Light Armor Vehicle [3], Very Heavy Armor (4+) [2] — 5 (6+) — 6 points points. Aka Jagdpanzer 38.  Vehicle [3], Move Units 24" [4], Small Transport: Carry 4 Guys — 7 points Half Tracks  Vehicle [3], Move Units 12", Heavy Armor JS 11 Tank (Russian) (5+) [1] — 4 points Vehicle [3], Fast 15" [1], Very Heavy Armor (4+)  Vehicle [3], Move Units 9", Medium [2], Small Transport, Heavy AT/AA Gun (Range Transport (10 Guys) [1], x2 Machine Guns 48", Anti Aircraft, Anti Tank, Sharpshooter, (Range 12", Cone) [6] {12} — 16 points. Half Indirect Fire, Medium AT/AA Gun if Direct Fire) Tracks (if armored) provide Cover for the [18] — 24 points men inside. Jagdpanther Tank (German)  Vehicle [3], Move Units 12", Machinegun Vehicle [3], Move Units 12”, Heavy Building (Range 24", ROF2, Small Arms) [6], Cannon (2+) [4] — 7 points. Aka Sdkfz 173. (Range 36") [7], Medium Transport: Carry 10 Guys [1] — 17 points. British Bren gun Jagdpanzer Tank (German) carries should be treated as Halftracks and Vehicle [3], Building Armor (3+) [3], Move Units allowed to carry only 4 Guys. 10" — 6 points. Aka Jagdpanzer 38. Heavy Tank Jagtiger Tank (German)  Vehicle [3], Move Units 12", Heavy Building Vehicle [3], Heavy Building (2+) [4], Move Units Armor (2+) [5] — 8 points 6" — 7 points. Aka Panzerjäger Tiger Ausf. B.  Vehicle [3], Move Units 8", Medium Transport (up to 6 inside, up to 6 Tank JS1 Tank (Russian) Riders) [1], Main Gun (ROF3@1-12", Vehicle [3], Heavy Building (2+) [4], Move Units ROF2@13-22", ROF1@23-31", Blast 4") [14], 6" — 7 points. Aka Joseph Stalin. Machine Gun (Range 12", Cone) [7] — 21 points JS2 Tank (Russian) Vehicle [3], Heavy Building (2+) [4], Move Units ISU/SU 120 Self Propelled Gun 10" — 7 points (Russian) Vehicle [3], Heavy Building (2+) [4], Move Units JS3 Tank (Russian) 6" — 7 points Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points ISU/SU 152 Self Propelled Gun (Russian) KV Series Tank (Russian) Vehicle [3], Heavy Building (2+) [4], Move Units Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. 6" — 7 points. Aka Kliment Voroshilov. Italian Tanks Landing Crafts Vehicle [3], Very Heavy Armor (4+) [2], Move  Vehicle [3], Move Units 6", Watercraft [1], Units 10" — 5 points Large Transport: Carry 15 Guys [2] — 6 points Japanese Tank  (Large) Vehicle [3], Move Units 8", Very Vehicle [3], Heavy Armor (5+) [1], Move Units Large Transport (50 Guys) [3], Watercraft 10" — 4 points [1], x2 Machine Guns (Range 12", Cone) [6] {12} — 19 points Jeeps  (Small) Vehicle [3], Move Units 8", Large  Vehicle [3], Very Fast 18" [3], No Armor, Transport (30 Guys) [2], Watercraft [1], Small Transport — 6 points

Page 42 of 58

Very Simple Army Men Saturday, July 16, 2011

Machine Gun (Range 12", Cone) [6] — 12 M2 and 5 Stuart Tanks (American) points Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Leopard I Tank (German) Inaccurate, Indirect Fire, HMG if Direct Fire) Vehicle [3], Move Units 10", Heavy Building (2+) [13] — 17 points [4] — 7 points M26 Pershing Tank (American) -3 Tank (German) Vehicle [3], Move Units 12”, Heavy Building Vehicle [3], Move Units 12", Heavy Building (2+) (2+) [4] — 7 points [4] — 7 points M3 4 barrel AA Tank (American) Light Armored Car Vehicle [3], Very Fast 18" [2], Light Armor (6+), Vehicle [3], Heavy Armor (5+) [1], Move Units x4 HMG (Range 24", ROF2 (ROF1 vs. Guys), 18" [3] — 7 points Inaccurate) [6] {24} — 29 points Light Tank M3 Medium Lee Grant Tank  Vehicle [3], Move Units 18" [3], Very Heavy (American) Armor (4+) [2] — 8 points Vehicle [3], Building Armor (3+) [3], Move Units  Vehicle [3], Move Units 10", Medium 10" — 6 points Transport (up to 6 Guys inside) [1], Main Gun (ROF3@1-10", ROF2@11-14", ROF1@15- M36 Tank Destroyer (American) 19", Blast 3") [10], Machine Gun (Range 12", Vehicle [3], Building Armor (3+) [3] — 6 points Cone) [6] — 20 points M36 Jackson Tank (American) Tank (American) Vehicle [3], Fast 15" [1], Light Armor (6+), Vehicle [3], Move Units 12", Heavy Building (2+) Heavy Armor (5+) [1], Small Transport, Medium [4] — 7 points AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if M10 TD Tank Destroyer (American) Direct Fire) [15] — 19 points Vehicle [3], Building Armor (3+) [3] — 6 points Tank (later, American) M103 Heavy Tank (American) Vehicle [3], Move Units 12", Heavy Building (2+) Vehicle [3], Move Units 6", Heavy Building (2+) [4] — 7 points [4] — 7 points M4 Sherman Tank (early, American) M113 Armored Personnel Carrier Vehicle [3], Move Units 12”, Building Armor (American) (3+) [3] Vehicle [3], Move Units 18" [3], Heavy Armor M4 Sherman Tank (American) (5+) [1] — 7 points Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], M114 Howitzer (American) Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light Vehicle [3], Move Units 18" [3], Heavy Armor AT/AA Gun if Direct Fire) [15] — 20 points (5+) [1] — 7 points M18 Hellcat Tank (American) M41 Light Tank (American) Vehicle [3], Move Units 18" [3], Very Heavy Vehicle [3], Very Fast 18" [2], Light Armor (6+), Armor (4+) [2] — 8 points. Aka Walker Bulldog. Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light M42 "Duster" Anti Aircraft Vehicle AT/AA Gun if Direct Fire) [15] — 20 points (American) Vehicle [3], Move Units 12”, Heavy Armor (5+) [1] — 4 points

Page 43 of 58

Very Simple Army Men Saturday, July 16, 2011

M46 Tank (American) Medium Tank Vehicle [3], Move Units 8", Heavy Building (2+)  Vehicle [3], Move Units 12", Building Armor [4] — 7 points (3+) [4] — 7 points M47 Medium Tank (American)  Vehicle [3], Move Units 9", Medium Transport (up to 6 Guys inside) [1], Main Vehicle [3], Move Units 10", Heavy Building (2+) Gun (ROF3@1-10", ROF2@11-17", ROF1@18- [4] — 7 points. Aka Patton. 24", Blast 3" [3]) [11], Machine Gun (Range 12", Cone) [7] — 22 points M48 Medium Tank (American) Vehicle [3], Move Units 10", Heavy Building (2+) Medium Truck [4] — 7 points Vehicle [3], Very Fast 18" [4], Medium Transport [1], No Armor — 8 points M551 Sheridan Light Tank (American) Vehicle [3], Move Units 18" [3], Very Heavy MG Jeep Armor (4+) [2] — 8 points Vehicle [3], Move Units 24" [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 13 points M6 Greyhound Tank (American) Vehicle [3], Very Fast 18" [2], Light Armor (6+), Panther Tank (German) Light AT/AA Gun (Range 36", Anti Aircraft, Anti Vehicle [3], Very Fast 18" [2], Very Heavy Tank, Inaccurate, Indirect Fire, HMG if Direct Armor (4+) [2], Heavy AT/AA Gun (Range 48", Fire) [13] — 18 points Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — M60 (American) 25 points Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points Panzer III F Tank (German) Vehicle [3], Very Fast 18" [2], Light Armor (6+), M60A1 Armored Vehicle Launching Light AT/AA Gun (Range 36", Anti Aircraft, Anti Bridge (American) Tank, Inaccurate, Indirect Fire, HMG if Direct Vehicle [3], Move Units 10", Heavy Building (2+) Fire) [13] — 18 points [4] — 7 points Panzer IV H Tank (German) M60A2 Main Battle Tank (American) Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Vehicle [3], Move Units 10", Heavy Building (2+) Medium AT/AA Gun (Range 36", Anti Aircraft, [4] — 7 points. Aka Patton “Starship”. Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points M60A3 Main Battle Tank (American) Vehicle [3], Move Units 12", Heavy Building (2+) PZ1 Light Tank (German) [4] — 7 points Vehicle [3], Heavy Armor (5+) [1], Move Units 18" [3] — 7 points Marder Tank Destroyer (German) Vehicle [3], Very Heavy Armor (4+) [2] — 5 PZ2 Light Tank (German) points Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points Matilda Tank (British) PZ3 Medium Tank (early, German)  Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points Vehicle [3], Very Heavy Armor (4+) [2] — 5 points  Vehicle [3], Move Units 12", Heavy Armor (5+) [1], Light AT/AA Gun (Range 36", Anti PZ3 Medium Tank (German) Aircraft, Anti Tank, Inaccurate, Indirect Vehicle [3], Building Armor (3+) [3], Move Units Fire, HMG if Direct Fire) [13] — 17 points 10" — 6 points

Page 44 of 58

Very Simple Army Men Saturday, July 16, 2011

PZ4 Medium Tank (German) SU 85 Tank Destroyer (Russian) Vehicle [3], Move Units 10", Building Armor (3+) Vehicle [3], Heavy Building (2+) [4], Move Units [3] — 6 points 10" — 7 points PZ5 Medium Tank (German) SU 100 Tank Destroyer (Russian) Vehicle [3], Heavy Building (2+) [4], Move Units Vehicle [3], Move Units 10", Heavy Building (2+) 12" — 7 points [4] — 7 points PZ 56 "Tiger 1" Heavy Tank (German) T-10 Heavy Tank (Russian) Vehicle [3], Heavy Building (2+) [4], Move Units Vehicle [3], Move Units 6", Heavy Building (2+) 10" — 7 points [4] — 7 points PZ6 "Tiger 2" Tank (German) T34 Medium Tank (Russian) Vehicle [3], Heavy Building (2+) [4], Move Units  Vehicle [3], Move Units 12”, Building Armor 10" — 7 points (3+) [3] — 6 points BT Series Light Cavalry Tank  Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points (Russian) Vehicle [3], Very Heavy Armor (4+) [2] — 5 T 34/76 Tank (Russian) points Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun Self-Propelled Gun (Range 36", Anti Aircraft, Anti Tank,  Vehicle [3], Move Units 12”, Heavy Armor Sharpshooter, Indirect Fire, Light AT/AA Gun if (5+) [1] — 4 points Direct Fire) [15] — 21 points  Vehicle [3], Move Units 12”, Building Armor T 34/85 Tank (Russian) (3+) [3] — 6 points Vehicle [3], Very Fast 18" [2], Heavy Armor (5+)  Vehicle [3], Move Units 18" [3], Very Heavy [1], Small Transport, Medium AT/AA Gun Armor (4+) [2] — 8 points (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Sherman Firefly Tank (British) Direct Fire) [15] — 21 points Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Heavy AT/AA Gun (Range 48", Anti Aircraft, T54 Main Battle Tank (Russian) Anti Tank, Sharpshooter, Indirect Fire, Medium Vehicle [3], Move Units 10", Heavy Building (2+) AT/AA Gun if Direct Fire) [18] — 23 points [4] — 7 points Sherman Tank (British) T55 Main Battle Tank (Russian) Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Vehicle [3], Move Units 10", Heavy Building (2+) Medium AT/AA Gun (Range 36", Anti Aircraft, [4] — 7 points Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA if Direct Fire) [15] — 20 points T64 Main Battle Tank (Russian) Vehicle [3], Move Units 10", Heavy Building (2+) Stuart/Honey Tank (British) [4] — 7 points Vehicle [3], Very Fast 18" [2], Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, T72 Main Battle Tank (Russian) Inaccurate, Indirect Fire, HMG if Direct Fire) Vehicle [3], Move Units 10", Heavy Building (2+) [13] — 18 points [4] — 7 points Stug 3 (1943, German) T76 Tank (Russian) Vehicle [3], Move Units 10", Building Armor (3+) Vehicle [3], Move Units 12”, Building Armor [3] — 6 points. Aka Sturmgeschutz. (3+) [3] — 6 points

Page 45 of 58

Very Simple Army Men Saturday, July 16, 2011

T85 Medium Tank (Russian) US M5 Light Tank (American) Vehicle [3], Move Units 12”, Heavy Building Vehicle [3], Very Heavy Armor (4+) [2], Move (2+) [4] — 7 points Units 18" [3] — 8 points Tank Valentine (British) Vehicle [3], Move Units 12", Machinegun (Range Vehicle [3], Building Armor (3+) [3], Move Units 24", ROF2, Small Arms) [6], Cannon (Range 36") 10" — 6 points [7] — 16 points. Players are encouraged to make whatever changes are necessary to model historical situations on a case-by-case basis. NEW BUILDINGS For example, British tanks in North Africa prior to Alamein should not be able to fire their Concrete Bunker Cannons except at armored targets. KV tanks in 1941 should probably count as "Tigers".  Building [4], Building [4], Very Heavy Armor (4+) [2] — 6 points (Italy)  Building [4]. Building Armor (3+) [4] — 8 Vehicle [3], Fast 15" [1], Light Armor (6+), Light points AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) Dirt Bunker [13] — 17 points Building [4], Heavy Armor (5+) [2] — 6 points Tiger Tank (German) Large Pillbox  Vehicle [3], Move Units 12", Machinegun Building [4], Machinegun (Range 24", ROF2, (Range 24", ROF2, Small Arms) [6], 88 Small Arms) [6], Cannon (Range 36") [7] — 17 Cannon (Range 36", Ignore Armor) [9], points Armored Hull [1] — 19 points.  Vehicle [3], Very Fast 18" [2], Very Heavy Small Pillbox Armor (4+) [2], Heavy AT/AA Gun (Range Building [4], Machinegun (Range 24", ROF2, 48", Anti Aircraft, Anti Tank, Sharpshooter, Small Arms) [6] — 10 points Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 25 points Train VI. SAMPLE ARMIES Vehicle [3], Move Units 12". Traits move every round and may be used for Cover (4.7) but not boarded. SSAAMMPPLLEE FFIIGGUURREESS Trucks Berserker  Vehicle [3], Move Units 18" [3], Light Armor Troop (5+/4+) [1], Heavy Armor (5+) [2], Rage (6+) — 6 points — 3 points  Vehicle [3], Move Units 12", Medium Captain Transport (10 Guys) [1], Machine Gun Troop (5+/4+) [1], Captain [2]) — 2 points (Range 12", Cone) [6] — 10 points  Vehicle [3], Move Units 12", Medium Grenade Transport: Carries 10 Guys [1], Cannon Troop (5+/4+) [1], Range 12" [1], Heavy Armor (Range 36") [7]. Can move 24" if on Road [2] + Tough [2] (3+), Grenade [2] — 8 points (on page 4) — 11 points Guard US Mind 3 Medium Tank (American) Troop (5+/4+) [1], Range 12" [1], Heavy Armor Vehicle [3], Very Heavy Armor (4+) [2], Move (5+) [2], Vision [2] — 6 points Units 18" [3] — 8 points. Aka Lee.

Page 46 of 58

Very Simple Army Men Saturday, July 16, 2011

M-Gunner Troop (5+/4+) [1], Range 18" [2], Heavy Armor + Tough (3+) [4] — 7 points

Recon Troop (5+/4+) [1], Range 12" [1], Heavy Armor [2] + Tough [2] (3+) — 6 points

Shot Gun Troop (5+/4+) [1], Sharpshooter [2], Range 12" [1] — 4 points

Soldier Guy [1], Move Units 6" running, 3" crawling, No Armor

Sure-Shot Hero (4+/3+) [2], Range 18" [2], Sharpshooter [2]) — 6 points Figure Cards

Page 47 of 58

Very Simple Army Men Saturday, July 16, 2011

GERMAN INFANTRY PLATOON (1941 to 1942) This is comprised of an HQ Squad and four Sections.

Platoon Cost: 655 points

German Platoon HQ Squad Cost: 95 points

Platoon Commander Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points

Deputy Platoon Commander Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Machine Gunner Troops (5+/4+) [1], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points

Page 48 of 58

Very Simple Army Men Saturday, July 16, 2011

Loader Anti Tank, Sharpshooter, Indirect Fire, Light Troops (5+/4+) [1], Pistol (Range 8", Small AT/AA Gun if Direct Fire) [15] — 20 points Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points Platoon Cost: 324 points for Platoon, 364 points for SS Platoon x2 Runners (30 points) Troops (5+/4+) [1], Infantry Rifle (Range 24", German Panzergrenadier Platoon HQ Small Arms) [4], x2 Grenades (Range 8", ROF3) Squad [5] {10} — 15 points Cost: 100 points for HQ

German Infantry Section Platoon Commander Cost: 140 points each, 4 Sections for a total of Hero (4+/3+) [2], SMG (Range 16", ROF2, Small 560 points Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Section Leader Troops (5+/4+) [1], SMG (Range 16", ROF2, Deputy Platoon Commander Small Arms) [4], x2 Grenades (Range 8", ROF3) Hero (4+/3+) [2], Infantry Rifle (Range 24", [5] {10} — 15 points Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Deputy Section Leader Troops (5+/4+) [1], Infantry Rifle (Range 24", Machine Gunner Small Arms) [4], x2 Grenades (Range 8", ROF3) Hero (4+/3+) [2], MG-42 [LMG] (Range 32", [5] {10} — 15 points ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] Machine Gunner {10} — 23 points Troops (5+/4+) [1], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Loader Arms) [1], x2 Grenades (Range 8", ROF3) [5] Hero (4+/3+) [2], Pistol (Range 8", Small Arms) {10} — 22 points [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points Loader Troops (5+/4+) [1], Pistol (Range 8", Small x2 Runners (32 points) Arms) [1], x2 Grenades (Range 8", ROF3) [5] Hero (4+/3+) [2], Infantry Rifle (Range 24", {10} — 12 points Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points x5 Riflemen (75 points) Troops (5+/4+) [1], Infantry Rifle (Range 24", German Panzergrenadier Section Small Arms) [4], x2 Grenades (Range 8", ROF3) All figure are Troops or Heroes if SS. [5] {10} — 15 points

Cost: 188 points each (w/Sdkfz 251), 752 points GERMAN PANZERGRENADIER for all four Sections (w/Sdkfz 251). PLATOON (1941 to 1942) HQ as for German Infantry Platoon, except Section Leader all are Heroes. Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) Panzergrenadiers were usually motorized [5] {10} — 15 points so add a Sdkfz 251 (treat as Armored Car Deputy Section Leader w/75mm Gun) per Section. Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) Sdkfz 251 APC [Armored Car w/75mm Gun] [5] {10} — 15 points Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft,

Page 49 of 58

Very Simple Army Men Saturday, July 16, 2011 x2 Machine Gunners (44 points) tank launcher [RPG] and make one of the Troops (5+/4+) [1], MG-42 [LMG] (Range 32", Riflemen into a loader. ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] Platoon Cost: 820 points {10} — 22 points German Panzergrenadier Platoon HQ x2 Loader (24 points) Troops (5+/4+) [1], Pistol (Range 8", Small Squad Arms) [1], x2 Grenades (Range 8", ROF3) [5] Cost: 120 points for HQ {10} — 12 points Platoon Commander x4 Riflemen (60 points) Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Troops (5+/4+) [1], Infantry Rifle (Range 24", Arms) [4], x2 Grenades (Range 8", ROF3) [5] Small Arms) [4], x2 Grenades (Range 8", ROF3) {10} — 16 points [5] {10} — 15 points Deputy Platoon Commander German SS Panzergrenadier Section Hero (4+/3+) [2], Infantry Rifle (Range 24", All figure are Troops or Heroes if SS. Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Cost: 188 points each (w/Sdkfz 251), 752 points for all four Sections (w/Sdkfz 251). Machine Gunner Hero (4+/3+) [2], MG-42 [LMG] (Range 32", Section Leader ROF3, Small Arms) [10], Pistol (Range 8", Small Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points {10} — 16 points Loader SS Deputy Section Leader Hero (4+/3+) [2], Pistol (Range 8", Small Arms) Hero (4+/3+) [2], Infantry Rifle (Range 24", [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 Small Arms) [4], x2 Grenades (Range 8", ROF3) points [5] {10} — 16 points x2 Runners (32 points) x2 SS Machine Gunners (46 points) Hero (4+/3+) [2], Infantry Rifle (Range 24", Hero (4+/3+) [2], MG-42 [LMG] (Range 32", Small Arms) [4], x2 Grenades (Range 8", ROF3) ROF3, Small Arms) [10], Pistol (Range 8", Small [5] {10} — 16 points Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points Anti-Tank Guy Hero (4+/3+) [2], Panzerbusche anti-tank x2 SS Loader (26 points) launcher [RPG] (Range 24", ROF3) [8], x2 Hero (4+/3+) [2], Pistol (Range 8", Small Arms) Grenades (Range 8", ROF3) [5] {10} — 10 points [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points German Panzergrenadier Section All figure are Troops or Heroes if SS. x4 SS Riflemen (64 points) Hero (4+/3+) [2], Infantry Rifle (Range 24", Cost: 175 points each, or 700 points for all four Small Arms) [4], x2 Grenades (Range 8", ROF3) Sections. [5] {10} — 16 points Section Leader GERMAN PANZERGRENADIER Troops (5+/4+) [1], SMG (Range 16", ROF2, PLATOON (1941 to 1943+) Small Arms) [4], x2 Grenades (Range 8", ROF3) From 1943 onwards add one figure per [5] {10} — 15 points section and HQ with a Panzerbusche anti-

Page 50 of 58

Very Simple Army Men Saturday, July 16, 2011

Deputy Section Leader Loader Troops (5+/4+) [1], Infantry Rifle (Range 24", Hero (4+/3+) [2], Pistol (Range 8", Small Arms) Small Arms) [4], x2 Grenades (Range 8", ROF3) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 [5] {10} — 15 points points x2 Machine Gunners (44 points) x6 Riflemen (64 points) Troops (5+/4+) [1], MG-42 [LMG] (Range 32", Hero (4+/3+) [2], SMG (Range 16", ROF2, Small ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points {10} — 22 points One Rifleman may be replaced with either: x3 Loader (36 points) Troops (5+/4+) [1], Pistol (Range 8", Small LMG Guy Arms) [1], x2 Grenades (Range 8", ROF3) [5] Hero (4+/3+) [2], Assault (ROF2@1-12", {10} — 12 points ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 18 points x3 Riflemen (45 points) Troops (5+/4+) [1], Infantry Rifle (Range 24", or Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points Engineer Hero (4+/3+) [2], Flamethrower (Range 8", Anti-Tank Guy ROF4, Ignores Cover) [9], Engineer [2], x2 Hero (4+/3+) [2], Panzerbusche anti-tank Grenades (Range 8", ROF3) [5] {10} — 23 points launcher [RPG] (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 10 points RUSSIAN INFANTRY PLATOON (1941) German Assault Section Stalingrad This is comprised of an HQ Squad and This is a specialist formation worth noting three, and only rarely four Section. here. All figures are Heroes. Platoon Cost: 548½ points for a three Cost: 164 points, or 166 with 5 Riflemen Section Platoon, 722½ points for a four and an LMG Guy, or 171 points with 5 Section Platoon. Riflemen and an Engineer. Russian Platoon HQ Section Leader Cost: 26½ points for HQ. Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Platoon Commander Troops (5+/4+) [1], Pistol (Range 8", Small Deputy Section Leader Arms) [1], x2 Grenades (Range 8", ROF3) [5] Hero (4+/3+) [2], SMG (Range 16", ROF2, Small {10} — 12 points Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Deputy Commander Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Machine Gunner Small Arms) [4], x2 Grenades (Range 8", ROF3) Hero (4+/3+) [2], MG-42 [LMG] (Range 32", [5] {10} — 14½ points ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] Russian Infantry Section {10} — 23 points Cost: 174 points each section, 522 for three Sections or 696 for four sections

Page 51 of 58

Very Simple Army Men Saturday, July 16, 2011

Section Leader w/Rifle Platoon Commander Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Troops (5+/4+) [1], Pistol (Range 8", Small Small Arms) [4], x2 Grenades (Range 8", ROF3) Arms) [1], x2 Grenades (Range 8", ROF3) [5] [5] {10} — 14½ points {10} — 12 points or Deputy Commander Section Leader w/SMG Troops (5+/4+) [1], SMG (Range 16", ROF2, Militia (6+/5+) [1/2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points [5] {10} — 14½ points Deputy Section Leader Russian Infantry Section Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Cost: 143 points each, or 429 points with Small Arms) [4], x2 Grenades (Range 8", ROF3) three Sections, or 572 points with four [5] {10} — 14½ points Sections. LMG Guy Militia (6+/5+) [1/2], DP LMG (Range 32", ROF3, Some sections had only one DP LMG and Small Arms) [10], Pistol (Range 8", Small Arms) the two men became Riflemen. These cost [1], x2 Grenades (Range 8", ROF3) [5] {10} — 127 points each, or 381 points for three 21½ points sections or 508 points for four Sections. Loader Section Leader w/Rifle Militia (6+/5+) [1/2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] Troops (5+/4+) [1], Infantry Rifle (Range 24", {10} — 11½ points. Note the DP LMG doesn‟t Small Arms) [4], x2 Grenades (Range 8", ROF3) technically need a loader, but this man was [5] {10} — 15 points trained to use the weapon should his comrade fall. or

Grenadier Section Leader w/SMG Militia (6+/5+) [1/2], RPG (Range 24", ROF3) Troops (5+/4+) [1], SMG (Range 16", ROF2, [8], x2 Grenades (Range 8", ROF3) [5] {10} — Small Arms) [4], x2 Grenades (Range 8", ROF3) 18½ points [5] {10} — 15 points

Marksman Deputy Section Leader Militia (6+/5+) [1/2], Assault Rifle (ROF2@1- Troops (5+/4+) [1], Infantry Rifle (Range 24", 12", ROF1@13-24", Small Arms) [6] — 6½ points Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points x6 Riflemen (87 points) x2 LMG Guys (44 points) Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) Troops (5+/4+) [1], DP LMG (Range 32", ROF3, [5] {10} — 14½ points Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 RUSSIAN INFANTRY PLATOON points (1942 onwards) x2 Loader (24 points) Troops (5+/4+) [1], Pistol (Range 8", Small This is comprised of an HQ Squad and Arms) [1], x2 Grenades (Range 8", ROF3) [5] three, and only rarely four Sections. {10} — 12 points

Russian Infantry Platoon HQ Cost: 27 points

Page 52 of 58

Very Simple Army Men Saturday, July 16, 2011 x3 Riflemen (45 points) Platoon Commander w/Sten Gun Troops (5+/4+) [1], Infantry Rifle (Range 24", Troops (5+/4+) [1], Sten Gun [SMG] (Range 16", Small Arms) [4], x2 Grenades (Range 8", ROF3) ROF2, Small Arms) [4], x2 Grenades (Range 8", [5] {10} — 15 points ROF3) [5] {10} — 15 points

RUSSIAN SMG SECTION (1942 or onwards) Platoon Commander w/Pistol These were Troops that were expected to Troops (5+/4+) [1], Pistol (Range 8", Small be line breakers and assault units. After Arms) [1], x2 Grenades (Range 8", ROF3) [5] 1943 you can replace an Infantry Section in {10} — 12 points a Platoon with one of these units. Each Deputy Commander man has four grenades. Troops (5+/4+) [1], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", Russian SMG Section ROF3) [5] {10} — 15 points Cost: 200 points w/6 Riflemen, 225 points w/7 Riflemen, 250 points w/8 Riflemen PIAT Gunner Troops (5+/4+) [1], PIAT [RPG] (Range 24", Section Leader ROF3) [8], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] Troops (5+/4+) [1], SMG (Range 16", ROF2, {10} — 23 points Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points Assistant PIAT Gunner

Troops (5+/4+) [1], Infantry Rifle (Range 24", Deputy Leader Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) Mortar-man [5] {20} — 25 points Troops (5+/4+) [1], Light Mortar (Range 40", x6-8 Riflemen ROF3, Indirect Fire) [12], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", Cost: 150 points for 6, 175 points for 7, 200 ROF3) [5] {10} — 27 points points for 8 Assistant Mortar-Man Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) Troops (5+/4+) [1], Infantry Rifle (Range 24", [5] {20} — 25 points Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points BRITISH RIFLE PLATOON (1944- M3 Half Track 1945) Vehicle [3], Very Fast 18" [4], Light Armor (6+), A Platoon is made up of an HQ Section and Light MG Range 24", ROF2, ROF1 vs. Vehicles, three Rifle Sections. Inaccurate) [6] — 13 points

Platoon Cost: 120 points or 119 points (124 British Rifle Section points or 132 points with Half Track) Cost: 111 points

British Rifle Platoon HQ Section Leader Cost: 110 or 108 points (123 or 121 w/Half Troops (5+/4+) [1], Sten Gun [SMG] (Range Track) 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Page 53 of 58

Very Simple Army Men Saturday, July 16, 2011

Bren Gunner x2 Assistant PIAT Gunner (32 points) Troops (5+/4+) [1], LMG (Range 32", ROF3, Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [10], x2 Grenades (Range 8", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points ROF3) [5] {10} — 21 points Mortar-man Assistant Gunner Hero (4+/3+) [2], Light Mortar (Range 40", Troops (5+/4+) [1], Infantry Rifle (Range ROF3, Indirect Fire) [12], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 24", Small Arms) [4], x2 Grenades (Range 8", 8", ROF3) [5] {10} — 15 points ROF3) [5] {10} — 28 points Assistant Mortar-Man x7 Riflemen (60 points) Hero (4+/3+) [2], Infantry Rifle (Range 24", Troops (5+/4+) [1], Infantry Rifle (Range Small Arms) [4], x2 Grenades (Range 8", ROF3) 24", Small Arms) [4], x2 Grenades (Range [5] {10} — 16 points 8", ROF3) [5] {10} — 15 points US INFANTRY PLATOON (1944- Up to half the Riflemen can be equipped 1945) with SMG's. US Infantry troop quality could be variable depending upon the number of casualties Riflemen with SMG's and replacements they had received. Thus Troops (5+/4+) [1], SMG (Range 16", ROF2, you can field them as either Troops or Small Arms) [4], x2 Grenades (Range 8", Militia (on page 5). You can replicate ROF3) [5] {10} — 15 points famous fighting units such as the 101st Airborne by making them Heroes. BRITISH PARATROOP PLATOON A Platoon is made up of an HQ Section and A Platoon consisted of an HQ and three three Rifle Sections. Sections.

British Platoon HQ If the Platoon is part of an Armored Cost: 156 points for HQ brigade they can be mounted in M3 Half- tracks. The Platoon HQ would probably Platoon Commander w/Sten Gun have a Jeep. Hero (4+/3+) [2], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points M3 Half Track Vehicle [3], Very Fast 18" [4], Light Armor Deputy Commander (6+), Light MG Range 24", ROF2, ROF1 vs. Hero (4+/3+) [2], Sten Gun [SMG] (Range 16", Vehicles, Inaccurate) [6] — 13 points ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Jeep x2 PIAT Gunner (48 points) Vehicle [3], Very Fast 18" [4], Unarmored, Hero (4+/3+) [2], PIAT [RPG] (Range 24", ROF3) Small Transport — 8 points [8], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 24 Us Platoon HQ points Cost: 71 points (79 with Jeep).

Platoon Cost: 647 without Vehicles, 924 with one Jeep and three M3 Half-Tracks.

Page 54 of 58

Very Simple Army Men Saturday, July 16, 2011

Platoon Commander US Marine Platoon HQ Troops (5+/4+) [1], SMG (Range 16", ROF2, Cost: 71 points for HQ Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points Platoon Commander Deputy Commander Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if [5] {10} — 15 points Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Deputy Commander Gunner Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", Troops (5+/4+) [1], Bazooka [RPG] (Range 24", ROF3) [5] {10} — 16 points ROF3) [8], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) Gunner [5] {10} — 24 points Troops (5+/4+) [1], Bazooka [RPG] (Range 24", Assistant Bazooka Gunner ROF3) [8], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if [5] {10} — 24 points Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points Assistant Bazooka Gunner US Rifle Section Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", Cost: 192 points (231 with 3 M3 Half- ROF3) [5] {10} — 16 points Tracks) US MARINE RIFLE SECTION Section Leader Cost: 276/273 points each or 828/819 Troops (5+/4+) [1], SMG (Range 16", ROF2, points for three Sections. Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points Section Leader Gunner Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) Troops (5+/4+) [1], BAR [Assault Rifle] [5] {10} — 15 points (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 17 points Flamethrower Operator x10 Riflemen (160 points) Troops (5+/4+) [1], M1 Flamethrower (Range 8", ROF4, Ignores Cover) [9], x2 Grenades (Range Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if 8", ROF3) [5] {10} — 21 points Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points x3 Fire Team Leader (63 points) Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if US MARINE INFANTRY PLATOON Aimed, Small Arms) [5], M7 Grenade Launcher (1942-1945) [RPG] (Range 12", ROF3) [5], x2 Grenades US Marines are Troops or Heroes (towards (Range 8", ROF3) [5] {10} — 21 points the very end of the Pacific campaign). A x3 Riflemen (63 points) Platoon consisted of an HQ and three Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Sections. Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades Platoon Cost: 899/890 points for entire (Range 8", ROF3) [5] {10} — 21 points Platoon

Page 55 of 58

Very Simple Army Men Saturday, July 16, 2011 x3 Gunner (51 points) Machine Gunner Troops (5+/4+) [1], BAR [Assault Rifle] Troops (5+/4+) [1], Type 98 or 99 LMG (Range (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 32", ROF3, Small Arms) [10], x2 Grenades Grenades (Range 8", ROF3) [5] {10} — 17 points (Range 8", ROF3) [5] {10} — 21 points x3 Assistant Gunner (63 points) Loader Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Troops (5+/4+) [1], Infantry Rifle (Range 24", Aimed, Small Arms) [5], M7 Grenade Launcher Small Arms) [4], x2 Grenades (Range 8", ROF3) [RPG] (Range 12", ROF3) [5], x2 Grenades [5] {10} — 15 points (Range 8", ROF3) [5] {10} — 21 points Mortar Man or Troops (5+/4+) [1], Type 89 50mm [Light] Mortar (Range 40", ROF3, Indirect Fire) [12], x2 x3 Assistant Gunner (60 points) Grenades (Range 8", ROF3) [5] {10} — 23 points Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], Thompson SMG (Range x9 Rifleman (135 points) 16", ROF2, Small Arms) [4], x2 Grenades (Range Troops (5+/4+) [1], Infantry Rifle (Range 24", 8", ROF3) [5] {10} — 20 points Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

JAPANESE INFANTRY PLATOON (1942 to 1945) VII. SCENARIO A Platoon is considered an HQ and three Besiege the Bunker Sections. 24 points per player suggested Japanese Platoon HQ Each player starts with Berserk (x2), Cost: 27 points for HQ, 699 points for Guard, and Recon (x2, on page 46). entire Platoon.

Platoon Commander Background Troops (5+/4+) [1], x2 Grenades (Range 8", Starting space is adjacent to Home Bunkers ROF3) [5] {10}, Sword, Pistol (Range 8", Small which are placed in opposite corners (use Arms) [1] — 12 points the Bunker that comes in the set or designate a couple of squares with a coin Deputy Commander or other marker). Troops (5+/4+) [1], x2 Grenades (Range 8", ROF3) [5] {10}, Infantry Rifle (Range 24", Small Arms) [4] — 15 points Terrain This scenario can be played on as small as Japanese Rifle Section a 2‟ x 2‟ table. There must be a suitable Cost: 224 points (672 points for 3 Sections) tower placed in each team‟s Starting side, no closer than 6” to any table edge. Is Section Leader suggested that you have at least 3 pieces Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) of terrain for each 1‟x1‟ of table. These [5] {10} — 15 points pieces will provide Cover (4.7).

Deputy Section Leader Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points

Page 56 of 58

Very Simple Army Men Saturday, July 16, 2011

TERRAIN Use the Random Scenario Generator (Very Simple Scenarios, page 5) to generate terrain.

Victory Conditions Move one or more of your pieces into your enemy‟s bunker.

Free For All 8 75 points per player suggested

BACKGROUND SPECIAL RULES In the highly mobile engagements of World Mobile Battle War II it was not uncommon for forces to No figures can start the first round having suddenly find themselves in contact with Gone to Ground (VSAM, page 10). Both the enemy. The freewheeling battles that armies are considered to have moved and result are little more than all-in brawls therefore have a -1 attack roll penalty with both sides maneuvering to seize (VSAM, page 11). important ground in the enemy's rear area. Each army must seize one of your VICTORY CONDITIONS objectives before the enemy seizes one of The battle ends when a player starts their theirs. turn in possession of any of the objectives Each player places two objectives on the that they placed in the enemy's starting other side of the table. The objectives space. When the battle ends, count the must be at least 16" from the center of the victory points normally (3.4). table and may not be placed within 8" of the table's edges. Both of a player's SSAAMMPPLLEE SSCCEENNAARRIIOOSS objectives must be placed with 48" of each other. Table Top Heroes Scenario 1 — Besiege the Bunker 9 10 Both players must place their figures on Scenario 2 — Cap the Cap‟n Scenario 3 — Capture the Crossing 11 the table, but not within 12" of the center of the table.

9 http://www.runestoneit.com/~dseagraves/games/no_long er_free/Table_Top_Troopers.html 10 http://www.runestoneit.com/~dseagraves/games/no_long 8 FOW, page 156, das Book, page 11. er_free/Table_Top_Troopers.html

Page 57 of 58

Very Simple Army Men Saturday, July 16, 2011

Scenario 4 — Sweep the Settlement 12 Scenario 17. Total War 34 Scenario 5 — The Art of War 13 Scenario 6 — A Desperate Defense 14 WWII PLASTIC SKIRMISH 15 Scenario 7 — No-Man‟s Land Scenario 1 — Overmatched 35 16 Scenario 8 — Battle on 2 Fronts Scenario 2 — Stupid is as Stupid Does 36 17 Scenario 9 — Rescue the POW‟s Scenario 3 — A Sterling Performance 37 Scenario 5 — The Assault on Red October 38 FLAMES OF WAR SCENARIOS Scenario 6 — Kidney Ridge 39 Flames of War has a very good selection of Scenario 7 — Kursk The Northern Spearhead 40 41 Generic scenarios for WWII. Scenario 8 — Kursk The Southern Spearhead Scenario 9 — Hold Until Relieved 42 43 Scenario 1. Free-For-All18 Scenario 10 — Dog Beach Scenario 2. Encounter 19 Scenario 3. Hold the Line 20 TOKEN LIST Scenario 4. Fighting Withdrawal 21 This is a suggested list of helpful Tokens: Scenario 5. Breakthrough 22 Scenario 6. The Cauldron23  Air Support Counters (on page 13) 24 Scenario 7. Roadblock  Concealed/Hidden Movement Token Scenario 8. No Retreat 25 Scenario 9. Hasty Assault 26 (on page 22) Scenario 10. Breakout Mission 27  Digging Token (on page 19) 28 Scenario 11. Seize and Hold  Immobilized Token (on page 14) Scenario 12. Hit the Beach Mission 29 Scenario 13. River Crossing Mission 30  Mine Fields Token (on page 25) Scenario 14. Trench Fight 31  Overwatch Token (on page 27) 32 Scenario 15. The Big Push  Wound Token (on page 15) Scenario 16. Not One Step Back 33

11 http://www.runestoneit.com/~dseagraves/games/no_long er_free/Table_Top_Troopers.html 12 http://www.runestoneit.com/~dseagraves/games/no_long er_free/Table_Top_Troopers.html 13 http://www.runestoneit.com/~dseagraves/games/no_long er_free/Table_Top_Troopers.html 14 An Eye for an Eye—A Rules Supplement for Table Top Heroes 15 An Eye for an Eye—A Rules Supplement for Table Top Heroes 16 An Eye for an Eye—A Rules Supplement for Table Top Heroes 17 An Eye for an Eye—A Rules Supplement for Table Top Heroes 18 FOW, page 156, das Book, page 11. 19 FOW, page 157, das Book, page 12 20 FOW, page 158 21 FOW, page 159, das Book, page 14 22 FOW, page 160, das Book, page 15 34 das Book, page 75 23 35 FOW, page 161, das Book, page 16 http://www.juniorgeneral.org/w2plastic/plastic.html 24 FOW, page 162, das Book, page 17 36 25 http://www.juniorgeneral.org/w2plastic/plastic.html das Book, page 13 37 26 http://www.juniorgeneral.org/w2plastic/plastic.html das Book, page 18 38 27 das Book, page 19 http://www.juniorgeneral.org/w2plastic/plastic.html 39 28 das Book, page 27 http://www.juniorgeneral.org/w2plastic/plastic.html 29 40 das Book, page 35 http://www.juniorgeneral.org/w2plastic/plastic.html 30 das Book, page 44 41 31 http://www.juniorgeneral.org/w2plastic/plastic.html das Book, page 58 42 32 das Book, page 59 http://www.juniorgeneral.org/w2plastic/plastic.html 43 33 das Book, page 65 http://www.juniorgeneral.org/w2plastic/plastic.html

Page 58 of 58