very simple army men
DESCRIPTION
In a pretty thorough examination of the allthe Toy Soldiers/Army Men rules I couldfind I never found one that I felt couldreally suit my needs (not a real bigsurprise, since I‟m pretty picky about myrules). So here is a hodge-podge of what Ithought was the best rules for anyparticular situation that could come up inArmy Men/Toy Soldier battles.It's meant to be played with cheap plasticsoldiers, approximately 1" tall (or HO scaleor 1/72 scale). But really any figures willwork.TRANSCRIPT
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Very Simple Army Men Saturday, July 16, 2011
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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) Toy 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) Toy Soldier 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 Plastic 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
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http://www.rpgnow.com/product_info.php?products_id=79141&filters=0_0_0_0_0&manufacturers_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!
Introduction When Commander Cody pointed me to the
„Operation Sandtrap‟ rules it lit a fire
under me to create a VSGMR version.
Operation Sandtrap
(http://www.thortrains.net/armymen/war
game1.htm) has some very nice ideas and
is very close to what I want to play, but
I‟m not convinced carrying around 6 pieces
of string, a cup and a bucket is simpler
than a tape measure!
I never really had much interest in World
War II games until the Command & Colors
board game Memoir '44
(http://www.daysofwonder.com/memoir4
4/en/). The game play was so interesting it
actually made me want to know more
about the individual battles and history of
World War II.
Of course, I'd looked at Flames of War
(http://www.flamesofwar.com/) but found
it prohibitively expensive and having no
ability to paint pretty much left me out of
that game. As with most miniature games
today, you can't really play the game
unless you join the 'hobby' including
painting, hand-crafting terrain and all the
other income streams the companies
making these games enjoy.
I wondered why it wasn‟t possible to just
grab a bunch of green army men and play
the way we used to do it as kids? Old tech,
sure, but still fun. Then I found that while
most toy soldiers are about 2" tall there
are still a lot of inexpensive 1" figures and
vehicles available. Mostly on eBay of
course (http://cgi.ebay.com/260-ARMY-
MEN-PLAY-SET-plastic-toy-HO-sized-
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soldiers-br-
/150598373258?pt=Toy_Soldiers&hash=item
23105ccf8a). So I decided to invest in some
of these. Now all I needed was a simple set
of miniature rules!
In a pretty thorough examination of the all
the Toy Soldiers/Army Men rules I could
find I never found one that I felt could
really suit my needs (not a real big
surprise, since I‟m pretty picky about my
rules). So here is a hodge-podge of what I
thought was the best rules for any
particular situation that could come up in
Army Men/Toy Soldier battles.
It's meant to be played with cheap plastic
soldiers, approximately 1" tall (or HO scale
or 1/72 scale). But really any figures will
work.
Terrain Different aspects of the land affect
movement. Here is how Move Units are
affected:
BRIDGES, PASSES, TUNNELS AND FORDS When a figure comes to cross a bridge or
go through a narrow pass or tunnel, choose
one piece as the lead figure. It moves as
far as you wish, and everyone else follows
behind.
These require troops to move as a convoy.
They may slow down many units.
Determine the type of bridges before the
game; Footbridges can only accommodate
foot traffic. Light bridges will handle jeeps
and trucks, and some of the stronger Light
Bridges can handle half tracks, APCs, Self-
Propelled Guns and Light Tanks. Medium
Bridges will handle everything up to
Medium Tanks. A stronger bridge would be
needed for Heavy Tanks. Use of bridges
can limit Heavy Tanks, making a game
more challenging.
CONCEALMENT Targets moving through a forest cannot be
seen except when they are close to the
edges (within 2"). Ditto for targets in a fog
bank, etc. They only become visible when
they fire at you, or when they come into
direct view of the gunner/shooter.
Targets moving through a forest cannot be
seen except when they are close (2") to the
edge. Ditto for targets in a fog bank, etc.
They only become visible when they fire at
you, or when they come into direct view of
the gunner/shooter. Of course, you can use
Indirect Fire (on page 23) on any target.
Artillery and mortars can be called in to
drop ordinance on an area. The enemy will
either move or continue to be shelled. It
pays to have a Radioman (on page 28), a
mortar squad and a few field pieces. The
enemy has to reveal what items are
destroyed when a Concealed Squad is
shelled. You might want to make it easier
with a rule that states that any Squad
being shelled reveals itself. This is
something you and your opponents must
decide before a battle.
Cover Vehicles or Cannon behind fortifications,
walls, or peeking over crests of hills are
not hit unless a 6 is rolled.
FOREST Guys can move over or through anything
reasonable (i.e., not walls without
windows). Touching figures are called
"Squads" (on page 7) and may move
simultaneously.
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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.
Sloping
Climbing a gently-sloping hill (10° to 44°)
slows troops and Wheeled vehicles (on
page 35) Move Units to half (3" for Guys, 6"
for Cavalry and Vehicles).
Steep
A Steep Hill (45° to 80°) slows them to 2"
for Guys, 4" for Cavalry and Vehicles.
Very Steep
Hills over 80° can only be scaled by
Climbers (on page 10) with climbing gear.
Wheeled (on page 35) and Tracked Vehicles
(on page 33) and Cavalry cannot climb
steep slopes.
Downhill
Going downhill on gentle slopes does not
affect movement. On steep slopes,
movement is slowed by ½ (3" for Guys, 6"
for Cavalry and Vehicles).
Slope Guys Cavalry Vehicles
Sloping 3” 6” 6” Steep 2” 4” 4” Very Steep 3" 0” 0” Downhill 3” 6” 6”
OBSTACLES These are natural and man-made Obstacles
on any battlefield.
RIVERS A River is a minimum of 4" wide. River is
considered Rough Terrain (3.7, 1/2 Move
Units) and Guys cannot make distance
attacks while in the river. Guys can carry
Machine Guns, Flame Throwers and Mortars
across rivers. Vehicles also lose ½
Movement in rivers (6”).
These cause troops to stop immediately. If
they can ford the river, they do so at half
speed (3"). If not, they must either use a
ridge or some kind of watercraft (on page
35). It takes one round to make amphibious
vehicles ready to cross water (on page 35).
On coming to a river, a figure must stop
immediately. If the river is fordable, all
movement through the river is slowed by
one half (3” for Guys, 6” for Cavalry &
Vehicles). On climbing the far bank, the
unit must stop.
ROADS Add +50% (or +4” to +6”) to all Move Units
(3.6) inches when travelling on Roads.
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Tougher Guys
Guys in VSGMR are pretty easy to take
out. Several Traits are available to
increase the survivability of Guys. They
are listed her for convenience:
Bravery (on page 15)
Hitting the Dirt (on page 22)
Resilient (on page 30)
Suppression (on page 32)
SWAMPS These stop troops. All figures move through
swamps at half speed (3" for Guys, 6" for
Cavalry and Vehicles).
TERRAIN MODIFIERS Terrain can modify the Move Units of
Vehicles as follows:
Move Units Modifier Situation
-2" if moving Uphill +2" If moving Downhill +4" If moving on Roads
TOWNS These cause troops to move through at half
speed (3" for Guys, 6" for Cavalry and
Vehicles), unless moving down the main
road as a convoy.
VISIBILITY All targets are visible with 12". Guys in
Cover (4.7) are not visible within 24".
Vehicles in Cover are not visible at 24" or
more. Figures more than 3" in Cover cannot
see out, or be seen. Figures hiding on the
other side of Cover but not in it (e.g.,
behind hedges) cannot be seen or see out.
An enemy must be visible to make a
distance attack against it (4.3).
WATER TERRAIN Aka Lake, Ocean, Pond, Bay, Sea, etc.
No Vehicles (except Watercraft, on page
35) can enter water terrain. Men can swim
across a pond or bay as Rough Terrain and
cannot make distance attacks while
swimming. Bazookas (on page 35), Machine
Guns (on page 25), and Mortars (on page
38) cannot be fired in water terrain.
Lakes
Crossing lakes involves using boats or
barges. It takes one Movement (3.6) step
to get on the boat, and one move to get
off. A Boat or Barge can move 6" per round
(on page 35).
I. WHAT YOU NEED TO PLAY
TROOP SKILL LEVELS To reflect the differences in training, the
following Figure types are given:
Militia
Cost: ½ point Attack: 6+/5+ Move Units: 6” Skill: 6+
New/Poorly Trained: Most Russian troops,
some early war US units
Troops
Cost: 1 point Attack: 5+/4+ Move Units: 6” Skill: 4+
Regulars: The vast bulk of troops
Hero Cost: 2 points Attack: 4+/3+ Move Units: 6” Skill: 3+
Many German troops until 1944, British
Guards, US veteran units.
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Tougher Vehicles
Vehicles in VSGMR are not much tougher
than Guys. Several Traits are available to
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)
Tougher Buildings
Even Buildings in VSGMR are not much
tougher than Guys. Several Traits are
available to increase the survivability of
Buildings. They are listed her for
convenience:
Buildings (on page 16)
Concrete Bunker (on page 18)
Hard Target (on page 21)
Vehicles
Cost: 3 points Attack: 5+/4+
Destroyed vehicles are flipped over and
remain in place as Rough Terrain (3.7),
Obstacles (on page 4) and Cover (on page
8). Crews survive destroyed Tanks (not
Jeeps or Half-Tracks) on 5+ roll. Vehicle
drivers can not shoot if the vehicle moves
in the same round. A Machine Gun in a
Vehicle must be manned by a Guy other
than the driver. Vehicles load/unload or
hitch/unhitch artillery costing ½ their
Move Units during the Movement step
(3.6). This movement can be taken before
or after loading/unloading. Vehicles cannot
enter Buildings.
Loading Or Unloading Vehicles
Loading figures don‟t move. Loadees must
start the round within 3" of the Vehicle.
Unloading costs ½ the Move Units of the
Vehicle. It may move before or after
loading/unloading. Unloaded Guys/Cannon
are placed within 3" and not touching
enemy figures and may move no further
than round. Killing Vehicles kills the Guys
inside if the vehicle is Unarmored (on page
34) If the Vehicle has Light Armor or better
the occupants have a 5+ roll to survive.
Loaded Guys/Cannon can't shoot or be shot
at, except that up to 2 figures can make
distance attacks from a Halftrack (on page
42).
All armored Vehicles have an LMG as well
as their Main Gun (on page 38). These are
from the 6 pdr, 57mm to 80mm weapons.
Buildings
Cost: 4 points Attack: n/a
Occupants survive destroyed Buildings on
4+ roll. Guys in Buildings cannot fire at
targets that are behind the fortification or
directly below and in front of the gun
ports/windows. Grenades can be tossed
onto figures in front of Buildings. Enemy
figures in these 'safe zones' can destroy the
occupants of the Buildings if they
successfully attack with Flame Throwers
and Grenades (on page 36).
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II. RULES
NNNeeewww RRRuuullleeesss
WHEN IN DOUBT When in doubt about a particular ruling,
roll 1d6. On a 1-3, your interpretation
rules. That will be the rule for the duration
of the game. Later, you can append rules
as you see fit. On a 4-6 your opponents
interpretation rules.
1. Initiative Initiative (3.3) is a Very Simple way to
handle moving figures around the table,
however it has a couple of potential
problems.
If there are a lot of figures on the table (or few figures, but slow players), it can take a long time between rounds waiting for a someone to decide how to move all of their figures.
The game can become very predictable if all players have a „gods-eye‟ view of the table and can always choose every figure to move and attack each round.
The following three Squad Activation
options (in order of simplicity) are
designed to allow games to move quicker
(but allowing each player to only move
some of their figures in a round) and add a
„fog of war‟ component to the game, as
the Commander can‟t always be sure his
troops will follow orders.
Squad Activation — Option I
Using the Squad Activation Optional Rules,
players only activate one Squad (up to 5
Guys, 4 Cavalry, or 1 Vehicle within 4” of
each other) instead of their entire army
each round when they win Initiative (3.3).
Squad Activation — Option II
Player 1 attempts to activate each Squad
(up to 5 Guys, 4 Cavalry or 3 Vehicles). Roll
a d6 - if the result is equal to or less than
the number of figures in the activating
squad, they may move. If the roll is greater
than the number of figures left in the
Squad, they are too confused, frightened
or lazy to move from where they are.
When player 1 has attempted to activate
all their Squads, player 2 may activate
their squads in the same manner.
Squad Activation — Option III
A player has one or more Squads (as
defined by up to 5 Guys or 4 Cavalry or 3
Vehicles). Each Squad is defined by its
level of training and experience and by its
weapons/armor selection. All members of
a Squad must remain within 3" of each
other or incur a penalty on their activation
of -1 per figure that is out of touch.
Figure Type Activation Roll
Militia 5+ Troops 4+ Hero 3+ Commander 2+
At the beginning of a round each player
rolls 1d6 and adds any scenario modifiers
(VII).
The player that scores the highest can
attempt to Activate a Squad first. If this
succeeds then that Squad can take their
Movement step and carry it out. He can
continue to activate Squads until he fails
an Activation roll, then the Initiative
passes to his opponent. If there are more
than two players the Initiative passes to
the next highest score. The Initiative
passes to and fro as players pass and fail
Activation rolls, until they have all had a
chance to try and activate each Squad in
their command.
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COVER A figure may fire at an enemy in cover if
the target figure is within 2" of the cover's
edge. Figures can only fire out of Cover if
they are within 2" of the Cover's edge.
VSGMR has only one type of Cover. These
expand the types of cover as follows:
Soft Cover
Treat as 4.7 but the attack roll hits on a
roll of 4+.
Moderate Cover
Treat as 4.7 but the attack roll hits on a
roll of 5+.
Hard Cover
Treat as 4.7.
MORALE RULES The following two Morale options (in order
of simplicity) are designed to allow games
to include Morale rules without slowing
down too much.
Morale — Option I 1
When a Squad is reduced to less than half
its original number (2 Guys, 2 Cavalry or 1
Vehicle), then roll 1d6 to test Morale. If
the number rolled is greater than the
number of figures left alive in the Squad,
the Squad Routs (on page 10) and flees
from the battle. At the end of a players
round, any of their Squads with less than
half its starting number (2 Guys, 1 Cavalry
or 1 Vehicle) of figures must make a Morale
roll.
Morale — Option II 2
Call it fighting spirit, esprit de corps or the
will to stand, morale has a greater effect
than many suppose. A Squad will operator
1 1BC (One Brain-Cell) Toy Soldier Rules 2 Operation Sandtrap
normally until it makes contact with the
enemy. Contact is what erodes morale. A
Squad will need to make a Morale roll if:
Ambush/Rear Attack
Being ambushed or hit from behind. An
attack like this, if done by a significant
enough enemy force, can force you to
check Morale. The ambushing Squad must
be at least 2/3 (3 figures more) your
Squad's size and strength. The rear
attacking Squad has to be 3/4 (4 figures
more) than your Squad's size and strength.
Overwhelming Odds
It is faced with overwhelming force. For
instance, an infantry Squad is faced with a
platoon of tanks would be forced to check
Morale.
Lost 25% Of Troops
It loses 25% of troops (1 figure per Squad)
to enemy fire. Should it win the Morale
roll, it will not have to check Morale again
until it loses more Guys. It will then hold
until it loses another figure. Winning the
first roll means it has good Morale and it
will take a higher number of casualties to
rattle it. Roll Morale for each figure lost.
Surrounded/Cut Off
Being surrounded/cut off and having no
contact with command. If you have no
Radioman and are surrounded/cut off by
the enemy, it could force a Morale roll.
Morale Roll
1d6 Morale Roll
1-3 The Squad holds 4 The Squad moves half move back (3" for
Guys, 6" for Cavalry and Vehicles) 5 The Squad moves back its full Move Units
(6" for Guys, 12" for Cavalry and Vehicles)
6 The Squad Routs and Runs (12" for Guys, 24" for Cavalry and Vehicles)
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The Rout can be stopped if the Routing
Squad is checked by an officer. However,
that officer and his Squad must hold their
position for the next round. The Routing
Squad rolls Morale die again.
1d6 Officer Rallying
1-3 The officer stops the Rout. A stopped Squad must hold one round.
4-6 The officer fails and the Squad keeps running.
Here are some items that will affect
Morale:
Modifier Morale Situation
-1 No Radioman with Squad +1 Officer with Squad +1 Medic with Squad +1 Friend Squads within one Move +1 Heroes -1 Militia -2 Non-Combat Figures (mechanics,
cooks, etc.)
You can devise other things that will affect
Morale in your rules.
2. Movement
Guys Move Units Any activated Squad can move up to 6" in
any direction. Squads may never move
through friendly or enemy Squads.
Move Units for Guys are considered to be
6". Guys who have Gone to Ground (on
page 10) and move while lying down can
only Crawl at 3" (on page 10).
Vehicles These have 12" Move Units in the open and
can fire one weapon, or 6" through Rough
Terrain (3.7) and can fire one weapon.
Vehicles with Very Heavy or Building armor
(on page 40) can move 6" through Rough
Terrain but cannot fire weapons if they do
so. A Stationary Vehicle can fire all its
weapons. A Vehicle, and any figures inside
or directly behind it, get an Armor rolls
(4.4).
Vehicles Move Units are considered 12".
Jeeps and Trucks (as well as Trains) can
move up to 18" per round on a Road (on
page 3).
Loading Vehicles
Deduct ½ Move Units for getting in and out
of Vehicles, limbering (loading
weapons)/unlimbering (unloading
weapons)/hand moving Guns, HMG's, etc.
Obstacles
Vehicles cannot move across Obstacles like
walls, hedges or deep ditches.
MOVEMENT OPTIONS In addition to the normal VSGMR Movement
(3.6, which is considered to be a Walk, on
page 11) other movement options are
available as follows:
Assault
Cost: 0 points Move Units: 8"
Move into hand to hand combat with an
enemy figure. The figure cannot make a
distance attack this round.
Charge
Cost: 0 points Move Units: 2d6"
Move Units for Charging into hand to hand
combat is 2d6". Roll for each individual
figure entering hand to hand combat. A
Charge is only 1d6" in Rough Terrain (3.7).
You MUST use the Charge Trait to enter
into hand to hand combat. Roll 2d6 and
move that number of inches. Sometimes
the soldier will get "cold feet" and not
close in as fast as you'd hoped! Figures who
have Charged to within 1" are considered
to be in hand to hand combat and neither
figure may move away. Hand to hand
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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"
Crawling
Cost: 0 points Move Units: 3"
A Crawling figure has Move Units 3. The
figure can make distance attacks or hand
to hand attacks.
Duck & Weave
Cost: 0 points Move Units: 8"
The figure cannot make distance attacks.
The figure count as being in Soft Cover (4+,
on page 8).
Gone To Ground
Cost: 0 points Move Units: 3"
Guys may crawl at 3" Move Units per round.
Drop to the nearest cover. Consider the
figure to be in Cover (4.7 or Subtract -1
distance attack roll to any attacks against
this figure). The figure cannot make
distance attacks or hand to hand attacks
this round.
On Guard
Cost: 0 points Move Units: 0"
Can react ONCE per round by making
distance attacks at enemy figures who
move across their field of fire (Front, see
illustration).
Overrun
Cost: 0 points (Vehicles Only)
Move Units: 12"
If a Vehicle makes a hand to hand attack
against Guys, the Guys can make a Skill roll
(4.14) to get out of the way, and move the
figures out of the Vehicle's path. If they
fail,, each figure in the vehicle's path is
hit. Make armor rolls as normal.
Retreat
Cost: 0 points Move Units: 12"
Retreat is a full Move at a Run (on page 11)
away from the enemy. They cannot make
distance or hand to hand attacks.
Rout
Cost: 0 points Move Units: 12"
In case of a Rout, the figure can affect
others it might pass through. If a Routing
figure passes through a friendly figure of
smaller size (a Guy routing cannot Rout a
Cavalry it passes, but Cavalry or Vehicles
can Rout Guys they pass through while
Routing), that figure must also make a
Morale roll. Figures of larger or equal size
need not check Morale if passed by a
Routing figure.
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Run
Cost: 0 points Move Units: 12"
This figure can use twice their Move Units
(12" for Guys, 24” for Cavalry and Vehicles)
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
enemy figure.
Surge
Cost: 0 points Move Units: 6"
The Squad that kills the most enemy in a
single hand to hand round wins the
combat, and the loser must immediately
move 1d6" directly away from the enemy.
If both Squads cause the same number of
casualties, or neither inflicts casualties,
they both move 1d6" directly away from
the enemy Squad.
Swimming
Cost: 0 points Move Units: 6"
Swimming infantry move at a rate of 6" per
round. They have a 1 in 6 chance of
drowning every round they are in the
water.
Walk
Cost: 0 points Move Units: 6"
The figure can also make distance attacks
during the distance attack step or a hand
to hand attack during the hand to hand
attack step (4.9).
Withdraw
Cost: 0 points Move Units: 1d6"
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
successful Skill roll. If they succeed the
enemy Guy may then follow up and move
1d6" towards the enemy. This supersedes
any normal activation/initiative rules and
movement.
3. DISTANCE ATTACKS
DDDIIISSSTTTAAANNNCCCEEE AAATTTTTTAAACCCKKK MMMOOODDDIIIFFFIIIEEERRRSSS The following modifiers to distance attack
rolls are given under the right
circumstances:
Modifier Distance Attack Situation
-1 Attack roll from lower elevation +1 Attack roll if attacking from behind -1 Attack roll if Range is greater than
18"
EEEnnngggaaagggeeeddd Figures that are touching enemy figures
cannot make distance attacks.
MMMOOOVVVIIINNNGGG TTTAAARRRGGGEEETTTSSS If the attacker and the target do not move
in the same round it makes a distance
attack, it has a +1 Attack roll (4.4) bonus.
If the both the target and the attacker
moved in the same round as the target,
there is a -1 attack roll penalty.
Movement Attack Roll
Neither Moved +1 attack roll One Moved +0 attack roll Both Moved -1 attack roll
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4. HAND TO HAND ATTACKS
HHHAAANNNDDD TTTOOO HHHAAANNNDDD AAATTTTTTAAACCCKKKSSS Guys can make hand to hand attacks on
Vehicles, but can only successfully score a
hit on an attack roll (4.4) of 6.
Multiple Attackers +1 per additional attacker. Up to three
attackers can gain up on one defender,
granting a +2 attack bonus with these
attacks to each of their attack rolls!
Strength is in numbers!
VVVEEEHHHIIICCCLLLEEESSS
OVERRUN Tanks can eliminate enemy infantry by
running them over. Treat this as a Hand to
Hand attack for Vehicles.
IV. FIGURE POINT Cost
BALANCED FORCES A good balance is to have no more than 1
Vehicle or Building for every 10 Guys. This
optional rule can be used to balance
forces.
Purchasing Limits No more than 1/6 of points can go to any
one type of Guy except for Rifle Guys. No
more than 50% of points may be used on
Tanks, Anti Aircraft Tanks, and Armored
Cars combined. No more than 4 Jeeps, 3
Cannons, 1 Large Pillbox or 2 Small
Pillboxes may be bought per 100 points. At
least 1/3 of points must be spent on Guys.
No Rafts or Landing Crafts or Amphibious
Vehicles (on page 35). You may buy up to
two 4" diameter Sandbags (count as Cover).
V. TRAITS
NNNEEEWWW TTTRRRAAAIIITTTSSS
Commander Only Some Traits are marked as Commander
Only. If these Traits are purchased by a
Commander, all the figures under their
command can use them.
Squads Figures can be organized into Squads of up
to a maximum of 5 Guys or 4 Cavalry or 3
Vehicles. These Squads act as a unit and
usually take their movement and attacks at
the same time (on page 7).
TTTRRRAAAIIITTT DDDEEESSSCCCRRRIIIPPPTTTIIIOOONNNSSS
+2 vs. Buildings
Cost: 2 points (Weapons Only)
This weapon has a +2 attack roll bonus
against Buildings.
1/2 Move
Cost: 0 points (Weapons Only)
When carrying this weapon figures can only
move ½ their Move Units. They may fire in
the same round unless they are also
Stationary (on page 32).
Aim
Costs: 2 points (Commander Only)
A figure may choose not to move and
instead Aim. The target must already be in
range to do so. This figures then gets a +1
attack roll for that specific target.
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Air Recon
Cost: 2 points (Commander Only)
For air reconnaissance, a figure in the open
will be seen momentarily by the aircraft.
Roll 1d6. This will reveal Concealed figures
(on page 3).
1d6 Air Reconnaissance
1-2 The pilot saw the entire unit 3-4 The pilot saw 60% of the unit 5-6 The pilot saw only 20% of the unit
This amount of all types — infantry, tanks,
etc. — must be placed on the table.
Factors which affect air recon cause the
die roll to be adjusted by adding or
subtracting to the final number.
Modifier Air Recon Situation
-1 Unit in convoy on a road +2 Unit in dense woods +1 Unit in light woods -2 Unit is moving +2 Unit is hunkered down for two or
more rounds (soldiers will conceal themselves from aircraft)
-1 Unit is on or beside a significant terrain feature
+1 Unit is equipped with Anti Aircraft Guns or missiles, is an Anti-Aircraft unit, or has an Anti-Aircraft unit attached to it. This does not include the Machine Guns carried atop tanks and trucks. It means specific Anti-Aircraft weapons (Anti-Aircraft weapons will make pilots reluctant to get too close)
You can develop other factors. In this case,
the lower the number, the more that is
exposed.
Air Support
Cost: 0 points for 8”, 2 points for 12”, 4
points for 14" Flight, 8 points for 28" Flight,
10 Points for 48" Flight (Cavalry and
Vehicles Only)
This Vehicle is capable of flying over
obstacles and any figures. Aircraft are not
on the table in the first round and must be
rolled for at 5+ starting from round 2. Once
on the table they stay for three rounds
(use Tokens on page 58) unless shot down.
They can move over terrain or friendly or
enemy figures and are attacked at -2 to
the distance attack roll if the weapon does
not have the Anti Aircraft Trait (below).
This figure cannot be attacked in hand to
hand combat.
American
Cost: 2 points (Commander Only)
Jeeps and Trucks cost 1 point less (but
never less than 1 point) and don‟t count
against Purchase Limits (on page 12) if
those rules are used.
Anti Aircraft (AA)
Cost: 2 points (Weapons Only)
This type of weapon is especially good at
attacking Aircraft (above). All other
weapons have a -2 attack roll (4.4) penalty
when attacking Aircraft. Anti Aircraft
weapons have a +1 attack roll bonus for
the second attack in a row at the same
target. This Trait allows this weapon to
ignore the Flight (on page 20) attack roll
penalty (-2).
Anti Tank (AT)
Cost: 2 points (Weapons Only)
Anti Tank guns that also have the High
Explosive Trait (on page 22) use a Blast 3”
template (on page 15). If the attack roll
(4.4) hits, the Scatter Table (on page 30) is
rolled. Then anything totally covered by
the Blast template is a potential target. If
a figure is partially covered by the Blast
template, they have a 4+ armor roll to
avoid being hit in addition to any other
armor or Cover (4.7) rolls. Vehicles or
Buildings hit by Indirect Fire (on page 23)
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use the side where the center of the
Template is (top, side, rear, etc., below).
Armored Hull
Cost: 1 point (Vehicles Only)
When a Vehicle is hit and fails its Armor
roll, make a 1d6 roll on the following
table.
1d6 Vehicle Hits
1-2 Crew Stunned, -2 to next Activation only. 3-4 Weapon Destroyed (owner's choice). 5 Vehicle Immobilized for the rest of the
game (on page 58). 6 Vehicle Destroyed. All crew/passengers
must bail out and each figure takes 1 hit (and gets armor save.
Front Side Hit: If a Vehicle is hit on the
front roll 2d6 on the Vehicle Hit Table and
choose the best result. If the same effect
is rolled a second time in a single round
take the highest (worst) effect.
Side Hit: If a Vehicle is hit on the Side roll
1d6 on the Vehicle Hit Table.
Rear Hit: If a Vehicle is hit from the Rear
roll 2d6 on the Vehicle Hit Table and take
the worst result. If the same effect is
rolled a second time in a single round take
the highest (worst) effect.
Artillery
Cost: 6 points (Weapons Only, Must have
Indirect Fire)
Artillery Guns count as having Indirect Fire
(on page 20). Artillery Guns firing direct at
Vehicles count as the next lower type of
Anti Tank Guns (on page 13).
Artillery weapons Ignores Armor (7.7).
Artillery must be 3" from walls (higher than
the piece) to fire over them. Artillery
cannot fire from inside Buildings (ground
level). Artillery can only be fired in its
front facing. Otherwise it must be turned,
taking one full round. Unmanned Artillery
pieces cannot be manned and fired in the
same round. Any Guy firing an Artillery
piece cannot fire his own weapon
separately in the same round. Artillery
cannot be moved and shoot in the same
round. A Guy can disable an Artillery piece
as a hand to hand attack in one round. An
Artillery gun must begin battle with five
crewmen. These may not leave the gun
unless they are chased off. If attacked,
they will defend as Troops. Gun crews
cannot attack as infantry. If the gun crew
is reduced to three men, it fires at half
speed (on page 29). If reduced to 2 men, it
fires at 1/4 speed. One man alone cannot
man an artillery gun.
Barbed Wire
Cost: 1 (Light) or 2 points (Medium) or 3
points (Strong) per 4-6” Section
(Commander Only)
Light Barbed Wire
For only 1 point, Barbed Wire fences cause
infantry and soft-skinned Wheeled (on page
35) Vehicles to stop for the remainder of
the round. The next round, troops and soft
vehicles pass through at half speed. Tanks
and Tracked Vehicles (on page 33) are not
impeded.
Medium Barbed Wire
For only 2 points, this allows a 6" section of
Barbed Wire to be placed anywhere on the
battle field. Barbed Wire subtracts -3" from
any Guy Move Units. Vehicles can cross
Barbed Wire. One Guy can lay 2" of Barbed
Wire in its movement step instead of
moving.
Strong Barbed Wire
Each time this Trait is bought for 3 points,
it creates a 6" long area of Barbed Wire
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that blocks Guys and most Vehicles from
moving. Guys may only move 1" when
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 Bazooka (on
page 35). If a Bazooka Guy is killed, leave
a marker so someone else can pick up the
weapon later.
Binoculars
Cost: 2 points (Guys Only)
A Guy equipped with Binoculars gets a +1
to distance attack rolls (4.4) if attacking a
target within 18". A man with binoculars is
considered a forward observer, and can see
36".
Blast #
Cost: 1 point per # diameter (Weapons
Only)
This weapon can make one attack that
covers an area of # in diameter. One
attack roll is made but each target that is
at least 50% covered makes a separate
armor roll (4.5). If a figure is partially
covered by the Blast area, they may make
a 4+ roll. If the roll is failed, they are
covered by the Cone and are targets of the
attack. Attacks on Vehicles use armor-
piercing rounds and do not make a Blast.
A Direct Strike - where the center of the
blast touches the target, can destroy an
Artillery Piece, Vehicle, or Tank Trap on
any attack roll (4.4) of 6.
Bravery
Cost: 2 points (Guys Only)
This figure may take 1 wound and still keep
going. Mark this figure with a wound token
(on page 58). A second kill successfully
takes him out.
Bridge
Cost: 2 points (Commander Only)
This allows the Commanders forces to build
a Bridge. A bridge can be built by 10 Guys
in 10 rounds or 5 Guys in 20 rounds or 1
Guy in 100 rounds. Large Bridges have 4
Hits at the start and allow Vehicles and 4
Guys abreast to cross. When reduced to 2
hits the Large Bridge can hold 4 men
abreast and only Unarmored Vehicles
(Jeeps and Trucks, on page 40).
British
Cost: 2 points (Guys Only)
British Guys may reroll failed Morale roll
(on page 4) rolls in hand to hand combat.
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Building
Cost: 4 points (Commander Only)
Commanders may place Buildings on the
table in their Starting side (VII). Doors,
windows, etc. cannot be opened or closed
in the same round as figures passing
through them. It takes one full movement
step to open/close doors. When all the Hits
in a wall section are gone, all the Guys on
the wall are removed from the game as
casualties. Guys can only move on/off
walls at the walls corners. Doors can be
removed by artillery fire. Cannon (on page
36) removes 1 point from a wall section on
an attack roll of 6.
Buildings and Structures
The basic idea here is that the buildings
and structures are destroyed piece by
piece by artillery shots. Hits (5.3) are
assigned to buildings or parts of buildings
(sections with separate roofs/1st and 2nd
stories). There are 4 Hit ranges for each
building.
Full Protection
Figures inside (not firing from doors or
windows) cannot be hit by Artillery (it hits
the roof first).
No Artillery Cover
Figures more than 2" from the wall can be
hit by Artillery. These less than 2" from the
wall still have overhead cover the
projectile moving in an arc hits the wall
and not the men).
No Roof
The walls of the Building are just piles of
rubble providing only Small Arms (on page
31) Cover.
Building Destroyed
Whatever is left of the building has just
collapsed on everyone inside (all are
eliminated). It's a good idea to get out at
this stage. In a similar manner, structures
such as bridges and fort wall sections can
be destroyed by Artillery.
Large Building Building Status
0 to 2 hits Building Destroyed 3 Hits No Roof 4 Hits No Artillery Cover 5 to 7 Hits Full Protection
Medium Building Building Status
0 to 1 hits Building Destroyed 2 Hits No Roof 3 Hits No Artillery Cover 4 to 6 Hits Full Protection
Small Building Building Status
0 to 2 Hits Building Destroyed 3 Hits No Roof 4 Hits No Artillery Cover 5 Hits Full Protection
Tiny Building Building Status
0 to 1 hits Building Destroyed 2 Hits No Roof 3 Hits No Artillery Cover 4 Hits Full Protection
Storming a Building
It takes ½ Move Units (6” Guys Only) to put
up a ladder. The Guys must be within 1" of
the wall. Two Guys can climb a ladder but
cannot make any distance attacks while on
the ladder. A Guy on a ladder can make
hand to hand attacks on up to two Guys in
the Building if there is an opening
(window, door, etc.). If the figures
carrying the ladder survive the hand to
hand combat, the ladder is put up. If Guys
stay at the top of the ladder other Guys
can follow up the ladder. Two Guy can
attempt to push a ladder off by making a
5+ hand to hand attack. Guys falling off a
ladder must make a 3+ roll to survive the
fall. On walls, only two Guys can fight in
hand to hand combat at the same time in
each direction (up and down).
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Sample Buildings
BARN
Blacksmith
Castle
Factory
HOUSE
SHED
Train Garage
Train Station
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Can Only Target Vehicles
Cost: 0 points (Weapons Only)
Bazooka's operate like another member of
the squad 3. When shooting, a bazooka can
only target tanks and other Vehicles, up to
a range of 30" [6]. Vehicles make a Hitting
the Dirt roll with a -1 penalty against a
Bazooka (on page 35).
Cannot Direct Fire
Cost: 0 points (Weapons Only)
This weapon cannot fire directly on a
target. It must use Indirect Fire (on page
20). Mortars and Rockets cannot directly
fire at figures — they must use Indirect Fire
(on page 23).
Cannot Split Fire
Cost: 0 points (Weapons Only)
This weapon can only cause ONE hit no
matter how much Rate of Fire (on page 29)
it has. It cannot split its attacks to multiple
targets.
Captain
Cost: 2 points (Guys Only)
While in play this figure can move any
other two figures in his place. This figure
cannot move in the same round.
Capturing Prisoners
Cost: 2 points (Commander Only)
When enemy figures are outnumbered 2 to
1, the outnumbered are captured. One
soldier may march up to 8 enemy
prisoners. If the guard makes it to enemy
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
prisoners escape. They must first go back
to friendly lines before they can fight
again.
Cavalry
Cost: 2 points
When attacking Cavalry, any attack roll of
6 hits the Cavalry instead of the rider. If
the rider is hit, and fails their Armor rolls
(4.4), they automatically fall off.
When a Guy is shot off Cavalry, roll 1d6.
1d6 Cavalry Hit
1 Cavalry Moves full Move Units North 2 Cavalry Moves full Move Units South 3 Cavalry Moves full Move Units East 4 Cavalry Moves full Move Units West 5-6 Cavalry Stays in place
Concrete Bunker
Cost: 4 points (Commander Only)
Guys in concrete bunkers get Very Heavy
Armor (4+) protection against bombs.
Cone
Cost: 6 points (Weapon Only)
This weapon uses a Cone-shaped template
approximately 6" to 8" long and
approximately 2" to 3" wide at the end to
attack. All figures that are completely
covered are hit by the same attack. Only
one attack roll (4.4) is needed but all
figures at least 50% in the area make
separate armor rolls (4.4). If a figure is
partially covered by the Cone template,
they may make a 4+ roll. If the roll is
failed, they are covered by the Cone and
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are targets of the attack.
Crew #
Cost: 0 points (Vehicles or Weapons Only)
This weapon requires # of Guys to be used.
It cannot be moved or fired without these
figures, which are bought separately.
Unless otherwise noted it can be assumed
that all other weapons or Vehicles and
Cavalry have a 'Crew 1' Trait.
Disable Mines
Cost: 1 points (Guys Only)
This figure must make a Movement through
a Minefields (on page 25) to attempt to
Disable Mines. They must roll 1d6. On any
roll except a 1, all Mines in the space he
moves through are disabled. On a 1, he
does not know, but is still committed to
moving as indicated. If this figure has not
moved in a given round, they may cancel
the Hit (caused by a mine) of any one
adjacent figure.
Engineer
Cost: 2 points (Guys Only)
Squads (on page 7) with Engineers in them
(or lone Engineers) Entrench (below) on a
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
purposes of Opportunity Fire (on page 27).
Each Squad of at least 4 Guys must make a
6+ roll. If they succeed they get a Sandbag
(on page 30) or Foxhole (roughly 4" in
diameter, on page 20) put in front or
around them. Cannons (on page 35) may
not entrench after setup. Squads with
Engineers (Error! Bookmark not defined.)
in them (or lone Engineers) Entrench on a
roll of 4+.
Explosive
Cost: 2 points (Weapons Only)
A successful attack roll affects not only the
target space, but also every adjacent
space. If the initial target space is
successful hit (whether or not Armor rolls
(4.4) are successful), each adjacent figure
must then make an Armor rolls (4.4). If the
initial attack fails then no other pieces
need to roll. A Grenade may be thrown on
a vacant space in the middle of other
pieces. However, in this case, all of the
adjacent pieces use the best armor roll of
all the pieces adjacent to that space.
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Extra Heavy Guns
Cost: 2 points (Vehicles Only)
These guns are 105mm or greater. They
have the Sharpshooter Trait (5.6) built in.
Extra Heavy Tank
Cost: 3 points (Vehicle Only)
This is treated as Building Armor (3+).
These tanks are 65 tons or more (like the
German JagdTiger from 1945).
Fast
Cost: 2 points (Vehicles Only)
This Vehicle adds +3" to their Move Units
(15").
Fast Firing
Cost: 2 points (Weapons Only)
When firing at Vehicles or Buildings or
other large targets, machine guns and light
cannons fire all their shots at one target.
When shooting at Guys, they fire all their
shots into an Blast 3" diameter area. Those
closest to them are shot first. For Blast
shots (mortars and cannons and dropping
bombs, an attack roll (4.4) of 1 means your
bomb landed short. Roll 1d6.
1d6 Blast Deviation
1-3 3" in front of target 4-6 3" past the target.
Flamethrower Guy
Cost: 2 points (Guys Only)
Only this figure can operate a
Flamethrower (on page 36). If a
Flamethrower Guy is killed, leave a marker
so someone else can pick up the weapon
later.
Flight
Cost: 0 points for 8”, 2 points for 12”, 4
points for 14" Flight, 8 points for 28" Flight,
10 Points for 48" Flight (Cavalry and
Vehicles Only)
See Air Support (on page 13).
Footbridge
Cost: 1 point (Commander Only)
This allows the Commanders forces to build
a Bridge. A bridge can be built by 10 Guys
in 10 rounds or 5 Guys in 20 rounds or 1
Guy in 100 rounds. A Foot Bridge has 2 hits
and allows 2 Guys to walk abreast. When
reduced to 1 hits the bridge can only hold
Guys single file.
Foxholes
Cost: 2 points (Commander Only)
Guys in foxholes or trenches get Heavy
Armor (5+) for protection against bombs.
Friendly Fire!
Cost: 0 points (Weapons Only)
If the attack roll for an Indirect Fire (on
page 23) weapon misses, the mortar round
might fall on to friendly lines. Roll 1d6
immediately. If the result is 2+, the shell
lands harmlessly. If the roll is 1, however,
the shell has fallen perilously close to
friendly troops. Your opponent may
immediately target any squad on the table
with a mortar shot (even if they don‟t have
a mortar). They must make an attack roll
as normal (4+), and targets get Armor rolls
(4.4), Cover (4.7) and Hitting the Dirt rolls
(on page 22).
German
Cost: 2 points (Commander Only)
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Only they can purchase Tiger Tanks and 88'
Cannons (on page 35). All Tanks cost 2
points less (but never less than 1 point).
Grenade
Cost: 2 points (Guys Only)
This figure delivers an attack to its target
and every adjacent space. If the figure is
not in a space that provides Cover (4.4) it
is killed on a roll of 6.
Hard Target
Cost: 2 points (Vehicles and Buildings Only)
Unlike most units, hard targets such as
armored fighting vehicles (AFVs) and
pillboxes are not automatically eliminated
when hit. Furthermore they are immune to
most weapons. Bazookas, Tank Guns,
Cannons, and Flame Throwers that land a
successful hit have a chance to eliminate
them according to the following rule:
1d6 Vehicle Hard Targets
1-2 No Effect 3-4 Immobilized for the rest of the game 5-6 Destroyed
1d6 Building Hard Targets
1-4 No Effect 5 Occupants Stunned (on page 30) for one
round 6 Destroyed
Heal
Cost: 2 points (Guys Only)
This figure may cancel the Hit of any 1
adjacent Guy per round.
Heavy Vehicle
Cost: 0 points (Vehicles Only)
You must roll a 4+ to move a tank in the
Movement step (3.6). They may only turn
after moving at least 6". Each turn may be
up to 180-degrees. Enemy figures may
charge tanks,
but it hard to
kill them. Each
attacker can
only score a hit
on a roll of 6
(except
Grenades, which
can hit on a 4+).
For each hit
scored against
the tank, the
tank's
controlling player rolls 1d6. Each result of
4+ or higher negates a hit (in addition to
any other armor rolls). If any hits remain,
the tank is destroyed. If this Vehicle also
has the Hitting the Dirt Trait (on page 22)
has a +2 bonus to this roll (except for
Grenades and Flame Throwers which do
not get this bonus). When shooting, a tank
can shoot BOTH its Machine Gun (on page
25) and its Cannon (on page 36) - either at
the same target, or different targets. A
Machinegun may only be fired at an enemy
in the front of the tank, but otherwise
follows all the other rules for Machine Guns
(on page 25). If the tank fires its Main Gun
it may target anything within Line of Sight
(4.3), and will hit on a roll of 4+.
Heavy Weapon
Cost: 0 points (Weapons Only)
One Guy can move a Machine Gun or
Mortar a maximum of 6" per round and
cannot fire in the same round they move.
Helicopter
Cost: 16 points (Vehicle Only)
Some forces can be supported with air
cavalry. Helicopters (on page 41) operate
exactly like Vehicles with the following
exceptions:
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Movement
Helicopters fly at 12", so are unaffected by
terrain on the ground and can also move
over both friendly and enemy figures, so
long as they do not end their move on top
of such a squad. [3 point Vehicle]
Combat
As they fly, helicopters cannot be attacked
in hand to hand combat.
Shooting
As they fly, helicopters cannot benefit
from Cover (4.7), and the enemy always
have Line of Sight (4.3) to them.
Helicopters are armed with Light Machine
Guns, which work exactly like other
Machine Guns (on page 25), except they
may not roll more than 3d6. They may
target anything within 30", as they fly
above the battlefield and have better line
of sight. Range 30" [6], Light Machine Gun
[5] - 11 points
Hidden Movement
Cost: 2 points (Commander Only)
Organize your troops into Squads that will
go forward together (5 Guys, 4 Cavalry or 3
Vehicles). For each such task group of
infantry and tanks and others, take a circle
of paper five inches wide and ten inches
long (see Tokens, on page 58). As many
Squads as can fit in this area can be placed
under one Concealed Token. Write on one
side what is in that unit, tasks group - how
many vehicles and what type, how many
soldiers, etc. On the other, mark a Squad
number - say Task Unit 1, Task Unit 2, etc.
Begin a battle by placing these on the
ground with the Squad number showing
"face up" and the Squad tally on the
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
or APCs for the infantry). All the enemy
knows is that someone is there, but he
won‟t know the Squad's exact size until it
gets close enough to see. Once a Squad is
seen, all pieces are placed on the
battlefield. To see a Squad, you need to
have reconnaissance. That means fast
scout Squads or air recon (hey, here's a use
for helicopters!). When troops come into
Line of Sight (4.3), they are exposed and
placed. Determine how far a scout can see
- perhaps 24". A man with Binoculars (on
page 15) is considered a forward observer,
and can see 36". If there is something
between your scout/observer and the
enemy, he cannot see them even if they
are within range. Being behind or deep
within woods, behind a town or behind a
hill, ridge, in a gully, etc. keeps them out
of sight until they are visible to the direct
view of the scout.
High Explosives (HE)
Cost: 3 points (Weapons Only, Must have
Anti Tank)
This weapon has a Blast 3" (on page 15).
Hitting the Dirt
Cost: 2 points (Commander Only) 4
The targeted enemy of a distance attack
may attempt to avoid damage by 'hitting
the dirt'. Roll 1d6 for each hit received
(where the armor roll has failed). On the
score of 4+, no damage is taken. Vehicles
need a 6+ to pass Hitting the Dirt rolls. Any
other result kills a figure - the player that
controls the targeted Squad chooses a
figure to represent the casualty and lays
them down. Figures in forests or buildings,
or behind low walls or hedges, or with
4 From the Green and the Tan.
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other Cover (4.7) get a +1 to their 'hitting
the dirt' roll.
Ignores Cover
Cost: 1-3 points (Weapons Only)
This allows a weapon to reduce the
effectiveness of Cover (and Hitting the
Dirt, on page 22) to a 5+ roll (Soft Cover, 1
point) or 3+ roll (Moderate Cover, 2 points,
rather than 6+, 4.7). For 3 points, it will
ignore all Cover (4.7) and any Hitting the
Dirt rolls.
Immobilizes
Cost: 2 points (Weapons Only)
This weapon does not kill its target but
subtracts -2 from their Squad Activation
(on page 7) or Initiative (3.3) on the next
round.
Inaccurate
Cost: 0 points (Weapons Only)
This weapon always counts as being fired
at long range (on page 30) and therefore
always has a -1 to attack rolls (4.4).
Indirect Fire
Cost: 2 points (Weapons Only)
If you have any figure with line of sight,
mortars can fire at enemies they cannot
directly see. This means they can fire over
intervening Obstacles, Terrain and other
figures. Targets may make Armor rolls (4.4)
and Hitting the Dirt (on page 22) rolls as
normal. Mortars may only fire Indirectly if
a Spotter (on page 32) from your Squad can
draw a line of sight (4.3) to the enemy. If
the attack roll (4.4) hits, the Scatter Table
(on page 30) is rolled. Then anything
totally covered by the Blast template (on
page 15) is a potential target. If a figure is
partially covered by the Blast template,
they have a 4+ armor roll to avoid being
hit. Vehicles or Buildings hit by Indirect
Fire use the side where the center of the
Template is (top, side, rear, etc., on page
14). Guns using Indirect Fire (and/or with a
range of less than 18") are -1 to their first
attack roll on a fixed location. Indirect Fire
has a +1 attack roll (4.4) bonus for the
second attack in a row at the same target.
Designate the center of the Blast (on page
15) and roll on Scatter Table (on page 30)
to see where the shot lands. If a weapon
with Indirect Fire attempts to attack a
target directly (firing straight at the target
figures) it uses the next lowest level of
weapon (Heavy to Medium, Medium to
Light, Light to MG, etc.). To use Indirect
Fire, designate the space attacked. Roll on
the Scatter table (on page 30) to see
where the shot lands. For Vehicles, the
center of the Blast determines whether the
hit is on to Top, Side, etc. (see Armored
Hull, on page 14).
Jams
Cost: 0 points (Weapons Only)
This distance attack weapon jams on an
attack roll of 1. It cannot be fired while
jammed. It can be fixed by making a
successful Skill roll (4.14) next round.
Japanese
Cost: 2 points (Commander Only)
Japanese Guys get a +1 attack roll in hand
to hand combat. Pillboxes cost 1 point less
(but never less than 1 point).
Kaboom!
Cost: 0 points (Weapons Only)
If the roll to hit with a flame thrower
comes up '1', something has gone seriously
wrong. Immediately roll 1d6. If the result
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is 2+, the soldier has worked out what has
gone wrong, and solved the problem - the
flame thrower fires a Cone (on page 18)
out to its range. If the die roll is a 1, the
fuel canister has exploded! Remove the
figure carrying the flame thrower from
play. The flame thrower does no other
damage.
Landing Craft
Cost: 2 points (Commander Only)
Each time this Trait is chosen allows the
Commander to purchase a Landing Craft
(on page 23). This acts as a 'reserve' unit of
figures that do not have to be placed at
the beginning of the game. They must be
placed on water/ocean/sea Terrain. When
a Landing Craft is called for by the
Commander, the process is as follows:
On Round 1: The Landing Craft must start
16" away from the Shore. The fog prevents
the Landing Craft from attacking or being
attacked.
On Round 2: The Landing Craft moves
within 1" of the shore. The Landing Craft
can be attacked and can make distance
attacks on this round.
On Round 3: The Landing Craft drops doors
and all the figures inside may move. The
Landing Craft can be attacked and can
make distance attacks on this round.
On Round 4: The doors open up and the
Landing Craft moves away. The Landing
Craft cannot fire or be fired at during this
round.
Large Transport
Cost: 2 points (Vehicles Only)
This Vehicle can carry from 11 to 30 Guys.
If Carrying this It equals # Guys
Artillery 3 Guys Half-Track 10 Guys Jeep 5 Guys Machine Gun 1 Guys Mortar 1 Guys Raft 4 Guys Self-Propelled Gun 15 Guys Tank 15 Guys Tank Traps (3) 1 Guys Truck 10 Guys
Leader
Cost: 2 points (Heroes or Commander Only)
A Leader can give a +1 attack roll to a
Squad (up to 5 Guys, 4 Cavalry or 3
Vehicles) within 12" around him.
Leadership
Cost: 2 points (Heroes or Commander Only)
All pieces in adjacent spaces (up to 6 Guys,
4 Cavalry or 3 Vehicles) may also move
with this figure (without counting as
moving a separate figure). No piece may go
beyond its normal Move Units. If they can't
go as far as the Leader, they can't go at
all.
Light Machine Gun
Cost: 5 points for 3d6 (Weapons Only)
This is the same as a Machine Gun (on page
25) but has a maximum of 3d6.
Light Machine Gun Guy
Cost: 2 points (Guys Only)
Only this figure can operate a Light
Machine Gun (on page 37).
Loader
Cost: 2 points (Guys Only)
There is a class of light weapons that
usually has a Shooter Guy and at least one
Loader Guy. These included shoulder-fired
rock launchers (bazookas), Light and Heavy
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Machine Guns, and Small Mortars, such as
the 60mm Mortar. We recommend that
each such weapon be accompanied by a
Loader Guy. The weapon retains its Rate of
Fire (on page 29) so long as it has the
second crewmen. If the crewman leaves or
is taken out, the Rate of Fire drops to half
(round down) for the next and subsequent
rounds. Only replacement of the Loader
Guy will bring back the full Rate of Fire.
Adding a second or third Loader Guy does
not increase the Rate of Fire. This rule
applies to weapons such as: Bazooka (and
similar rocket launchers), Panzerfaust,
Shoulder-fired Recoilless Rifle, MG 34/MG
42/M60 Light Machine Guns, .30 caliber,
.303 and .50 Caliber Machine Guns, and
50mm and 60mm Mortars.
Machine Gun
Cost: 10 points for 6d6 (Weapons Only)
The firer may roll between 1d6 and 6d6.
The attacking player chooses how many
dice can be rolled up to the # of dice
purchased. Any dice that 'match' (pairs,
three of a kind, etc.) are misses. Any other
results are hits. The targets may make
armor and Hitting the Dirt rolls as normal
(on page 22). If a machine gun gets no hits
(all dice are matches), it has jammed, run
out of ammo, or otherwise become useless.
Remove it from the table.
MASH Unit
Cost: 2 points (Vehicles Only)
This red-cross truck or jeep provides
medical support to the troops. Any figures
within 6" of the mash unit gets a +1 bonus
to any Hitting the Dirt rolls. This ability
may used on one Squad, once per round.
Medic
Cost: 2 points (Guys Only)
This figure can restore a casualty if
touching the Guy. It requires a roll of 3+ to
restore the casualty.
Medium Transport
Cost: 1 point (Cavalry and Vehicles Only)
This vehicle can carry 5 to 10 Guys. A
Vehicle this size can carry up to 6 figures
on the outside of the Vehicle (Tank
Riders). Note that Tank Riders do not
benefit from Cover (4.7) or the Armor rolls
(4.4) of the Vehicle. These figures are not
protected by the Vehicles armor rolls (4.5).
If Carrying this It equals # Guys
Artillery 3 Guys Half-Track 10 Guys Jeep 5 Guys Machine Gun 1 Guys Mortar 1 Guys Raft 4 Guys Tank Traps (3) 1 Guys Truck 10 Guys
Minefield
Cost: 1 point (6+/5+ explodes) or 2 points
(3+ explodes) (Commander Only)
Commanders may choose to place areas of
mine fields on the table as they set up. If
one player places a Mine Field, their
opponent may choose which side of the
table they wish to start the game on. If
both players place Mine Fields, randomly
determine which side of the table each
player begins on, as normal (10.5). A Mine
Field should be represented by a token,
piece of paper, or other feature, and
should be no more than 6-8" across. Any
figure that moves in or through a Mine
Field runs the risk of stepping on a land
mine. At the end of any movement step
that a figure has moved in or through a
Mine Field, roll 1d6 for each soldier. On
the roll of 6+ a Mine has been stepped on
and the soldier has been killed - remove
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them from the table. If a tank or Vehicle
moves through a Mine Field, it is destroyed
by a land mine on the roll of 5+. For an
additional 1 point, all figures who pass
through on an attack roll (4.4) of 3+.
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
Squad can reroll any attack rolls of 1's
when checking to see if land mines have
been set off.
This Guy can remove Tank Traps (on page
33) and Barbed Wire (on page 14) if they
are Stationary (on page 32). One 6” section
can be removed in a round.
Minimum Range # (Min. Range #)
Cost: 0 points (Weapons Only)
This weapon may not fire at a target closer
than # inches.
Mission Objectives
Cost: 2 points each (Commander Only)
At the start of the game, the Commander
can choose one or more objectives for his
side. Each objective that a side has
completed at the end of five rounds grants
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.
Take and Hold
Put a hill, Building or other feature in the
center of the table. If one player has a
Squad (on page 7) of three or more figures
in/on the objective at the end of the
game, they get +3 points. If both players
have a Squad of three or more figures
in/on the object, neither gets the points.
Breakthrough
One player must get their Squads off their
opponents side of the table. Decide who
has to "breakthrough" before putting
figures on the table. The player gets +5
points for each Squad that gets off the
table.
Mortar Guy
Cost: 2 points (Guys Only)
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Only this figure can operate a Mortar (on
page 35).
No Adjacent Bonus
Cost: 0 points (Weapons Only)
When a figure attacks from the side or the
back of another figure, they receive a +1
attack roll bonus (4.12). A weapon with
this Trait does not get this bonus.
Off-Table Artillery
Cost: As Heavy Artillery (on page 36),
Medium Artillery (on page 38) or Light
Artillery (on page 37) (Commander Only)
These weapons can be fired from off the
table (and therefore, cannot be attacked).
However, they must make a 2+ roll each
round they wish to be fired.
Oops!
Cost: 0 points (Weapons Only)
If the attack roll fails, the grenade thrower
might have accidentally thrown it at his
own feet! Roll another 1d6. If the result is
2+, the grenade lands harmlessly. If the
roll is 1, however, the soldier has dropped
it, and his own Squad is hit by the grenade,
just as if the enemy had thrown it at them!
Roll 1d6 to see how many soldiers are hit,
and have them making armor and Hitting
the Dirt rolls as normal (on page 22).
Open-Topped
Cost: 0 points (Vehicles Only)
This Vehicle exposes its passengers and
drivers. Jeeps do not provide Cover (4.7)
for men inside. It can only have Light
Armor (6+) no matter what it weighs. They
can be attacked with a chance of the
Vehicle being hit the same as a rider on
Cavalry (on page 18).
Opportunity Fire
Cost: 2 points (Commander Only)
If an enemy moves at least 2", figures may
be fired upon by the enemy. No figure may
fire more than once (at their full ROF, on
page 29). Army men using direct fire (i.e.,
not mortars or other Indirect Fire weapons,
on page 23) have the option of attacking
units that moved through their line of sight
(LOS, 4.3) during the movement step (3.6).
This rule eliminates the possibility of units
simply running by enemy Machine Gun
placements. Units attacked by Opportunity
Fire may return fire (only one shot).
Out of Ammo
Cost: 0 points (Weapons Only)
Whenever this weapon rolls an attack roll
of 1 it is Out of Ammo. It cannot be fired
until it is reloaded. Each round, it requires
a Skill roll to reload the weapon. It cannot
be fired on the same round it is reloaded.
Overwatch
Cost: 2 points (Commander Only)
If a figure under this Commander does not
use Move Units, make a distance or hand to
hand attack this round it may elect to go
into Overwatch. Place a token (on page 58)
by the Squad to note that it is in this state
of readiness. A Squad that is on Overwatch
may shoot at any enemy that is in its line
of sight (4.3) and moves or shoots at them.
This action interrupts the active player's
round. Following this attack, the
Overwatch token is removed and the Squad
can do nothing until that players next
round. Special Weapons (on page 31) may
NOT fire on Overwatch, only Small Arms
(Pistols and Rifles, on page 31). In a case
where fire may be simultaneous between
the active player and the player on
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Overwatch, then both sides roll for hits and
apply the results simultaneously.
Paratroopers
Cost: 2 points (Commander Only)
Each time this Trait is purchased, it allows
the Commander to keep a Squad (5 Guys,
no Vehicles or Cavalry) to be kept off the
table at the beginning of the game. The
Squad must be purchased separately. When
the Commander desires, these figures can
land anywhere on the table. It takes at
least 4 rounds to bring out Paratroopers
however, so they cannot enter the game
sooner than round 4. The aircraft travels at
12” per round from the armies starting
space (see Scenarios, VSGMR, VII).
On Round 1: Mark the landing space. The
Paratroopers have left the plane.
On Round 2: The Paratroopers are in the
air and can be attacked by Anti Aircraft (on
page 13) weapons.
On Round 3: Paratroopers land. They
cannot move or attack the round they
land. Spread the Paratroopers out evenly
around the landing space so they are at
least 2" from each other.
One Round 4: The Paratroopers can move
and fire normally.
Paratroopers must roll 1d6 when they
attempt to land. Paratroopers may take no
further action on the round they are
dropped.
1d6 Paratrooper Landing
1-2 On target 3 3d6" North of Target 4 3d6" East of Target 5 3d6" South of Target 6 3d6" West of Target
Pinning
Cost: 0 points (Weapons Only)
Any individual Guy or Squad of touching
Guys receiving Opportunity Fire (on page
27) from a Machine Gun must make Morale
rolls. If the roll is failed the figure or Squad
may move no further for the rest of the
Round, even if the Guy or Squad has not
yet moved.
Figure Type Morale Roll
Heroes and Commanders (aka Elite)
3+
Troops (aka Regular) 4+ Militia (aka Green) 5+
Radio
Cost: 2 points (Guys Only)
This allows Indirect Fire (on page 23) with
a weapon that does not have Line of Sight
(4.3). It also allows the user of the Radio
to receive the Leader (on page 24) attack
roll bonus no matter how far away from
the Leader. Spotters (on page 32) are
assumed to have Radios, but cannot get
the Leader bonus without this Trait.
Radiomen
Cost: 2 points (Guys Only)
A Squad (on page 7) has to have a
radioman to receive commands once it is
18" or more from its commander or
headquarters. It also has to have a
Radioman to call in Artillery (on page 14)
and Air Support (on page 13). Squads
without Radiomen and more than 18" away
will continue to carry out their last orders
and then hold. Only by sending a runner
can the Squad be given new orders. A
replacement Radioman can be sent. If the
Squad is contacted directly by a Squad with
a Radioman, it can receive an order.
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However, it cannot act on that order until
the next round. Vehicles are assumed to
have a radio.
Rage
Cost: 0 points (Guys Only)
This figure only fights in hand to hand
combat (touching an enemy figure). If this
figure makes an attack roll of 1 he himself
is killed in the attack.
Rally
Cost: 2 points (Commander Only)
The Rout (on page 10) can be stopped if
the Routing figure is checked by an officer
(Hero or Commander). However, that
officer and his Squad must hold their
position for the next Movement step (3.6).
The Routing figure rolls Morale die again.
1d6 Officer Rally
1-3 The Officer stops the Rout. A stopped figure must stop for one Movement Step
4-6 The Officer fails and the figure keeps running
Here are modifiers that will affect Morale
rolls:
Modifier Situation
-1 No Radioman with the Squad +1 Officer with the Squad +1 Medic with the Squad +1 Friendly figures within 6" +1 Hero or Commander -1 Militia
-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 25-28” 5 point 29-32” 6 points 33-36” (3‟) 7 points 37-40” 8 points 41-44” 9 points 45-48” (4‟) 10 points 49-52” 11 points 53-56” 12 points 57-60” (5‟) 13 points 61-64” 14 points 65-68” 15 points 69-72” (6‟) 16 points 73-76” 17 points 77-80” 18 points
Rate of Fire (ROF#)
Cost: 2 points per point over 1 (Weapons
Only)
Rate of Fire (ROF) indicates how many
attack rolls (on the same or separate
targets) a weapon can make in a round.
These attacks must be clustered within a
60° arc (see Vehicle Front) or touching
each other (for a simpler rule). ROF is
abstracted and does not necessarily
correspond to a specific number of bullets
fire. When firing a weapon with a Rate of
Fire over 1, it can fire again in the same
distance attack step, but only if it can see
a new Guy to shoot at within 6" of the
original target or the last guy fired at.
Targets must be in sight and in range.
Figures using Opportunity Fire (on page 27)
may use ROF on any valid target, not just
targets which have moved over 2".
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Reinforced Hull
Cost: 1 point (Vehicles Only)
If you successfully hit a Vehicle, and their
armor roll fails, roll 1d6.
1d6 Vehicle Hit
1-3 The Vehicle is destroyed. Destroyed Vehicles get flipped over and treated as an Obstacle (on page 9).
4-6 The shell bounced. The Vehicle can act normally next round.
Reserves
Cost: 2 points (Commander Only)
A Commander may hold back up to ½ his
forces off the table at the beginning of the
game. They must appear on the board at
their Starting side and may appear any
round the Commander desires.
Resilient
Cost: 2 points (Guys Only)
If this figure is hit and fails their armor roll
they are not removed immediately. Roll
1d6 for each wound received:
1d6 Resilient Roll
1 Stunned: Lay on back. Recovers next round and can act normally.
2-3 Dazed: Lay face down. Becomes Stunned next round.
4-6 Killed: Remove immediately.
ROF2 if Aimed
Cost: 1 point (Weapons Only)
The M1 Rifle has a much higher rate of fire
than an ordinary rifle, but wasn't a fully
fledged assault rifle. Thus, when the figure
chooses the Aim Trait (on page 12) each M1
Rifle has ROF2 (on page 29).
Russian
Cost: 2 points (Commander Only)
Russians get one Rifle Guy (Troop [1] with
Rifle [1]) free for each 5 Rifle Guys bought.
Russian Rifle Guys Entrench as Engineers
(Error! Bookmark not defined.). Only
Russians may buy more than one Sniper
Guy (on page 31).
Sandbag
Cost: 2 point (Commander Only)
This is a 4” to 6” diameter area that
provides Cover (4.7) to all figures within it.
Scatter
Cost: 0 points (Cavalry and Weapons Only)
When this weapon makes a successful
attack (4.5) a target space is chosen. Then
a 1d6 Scatter dice is rolled to determine
how close to this target space the attack
hits.
1d6 Scatter Table
1 Strikes North 1d6" 2 Strikes South 1d6" 3 Strikes East 1d6" 4 Strikes West 1d6" 5-6 Strikes target space
Short/Long Range
Cost: 0 points (Weapons Only)
For each weapon with this Trait, a short
and long range is listed. At short range (or
less) you need to roll your distance attack
number (4.4), and at long range you
subtract -1 from your distance attack roll.
If the target is behind Cover (4.7) or in
Rough Terrain (3.7) it is treated as
Moderate Cover (on page 8) instead. Agree
before the game as to which things are
Cover and Rough Terrain.
Silent
Cost: 0 points (Weapon Only)
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This weapon makes no sound when
attacking and therefore does not give away
the figures position to enemy figures (on
page 3).
Slow Turns
Cost: 0 points (Vehicles Only)
Tanks lose half their Move Units when they
change directions by turning. There is no
movement penalty to turn the turret,
which is positioned during the movement
step (3.6).
Small Arms
Cost: 0 points (Weapons Only)
Buildings and Vehicles are almost immune
to Small Arms fire. This weapon has a -1
attack roll (4.4) against Vehicles. These
weapons may only attack Vehicles when
touching the Vehicle (in base-to-base
contact). Small arms are Machine Guns,
Rifles or Pistols. These weapons all attack
before any other weapon if attacking on
the same distance attack step (3.3.3).
Small Arms can be used to attack figures in
Building and Vehicles. If they score a
successful hit, they eliminate the enemy
Guys but do not affect the Building or
Vehicle itself.
Small Transport
Cost: 0 points (Vehicles Only)
Jeeps and tanks can carry from 1 to 4
figures. Vehicles can move single file only
on Roads (on page 3). Vehicles must have
one man driving to move. Vehicles can
cross Barbed Wire (on page 14), bushes and
small rocks, but not walls or boulders.
If Carrying this It equals # Guys
Machine Gun 1 Guys Mortar 1 Guys Tank Traps (3) 1 Guys
Artillery 3 Guys Raft 4 Guys
Smoke
Cost: 0 points (Weapons Only)
If a Vehicle is destroyed place a 2" Smoke
Counter in its place. The Smoke lasts for
one round and provides Cover (4.4) while it
lasts.
A figure can be concealed by having
artillery provide smoke as covering fire.
However, it must remain in the smoke and
move back into concealment or remain
hidden. Likewise, a figure cannot fire while
engulfed in smoke — this goes for the
concealed figure and the opponents, as
well.
Sniper Guy
Cost: 2 points (Guys Only)
See Special Weapons Guy (below). These
figures may not be part of a Squad (on
page 7) or Loaded onto a Vehicle (on page
6). They may use Sniper Rifles (4 points, on
page 39) and purchase the Sharpshooter
Trait (5.6). Only one Sniper Guy per army
(except for Russians, on page 30).
Special Weapon
Cost: 0 points (Weapons Only)
Only a Special Weapons5 Guy (below) with
the appropriate Trait can use this weapon.
Special Weapons may NOT fire on
Overwatch (on page 27), only Pistols and
Rifles (weapons with the Small Arms Trait,
above).
Special Weapon Guy
Cost: 2 points (Guys Only)
5 1BC (One Brain-Cell) Toy Soldier Rules
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Only this figure can operate Special
Weapons. This includes the Light Machine
Gun, Bazooka, Flamethrower, Mortar and
Sniper Rifle (on page 39). Each of these
Special Weapons counts as a different
Trait: Light Machine Gun Guy, Bazooka
Guy; Flamethrower Guy; Mortar Guy and
Sniper Guy. If a Bazooka or Flame Thrower
Guy is killed, leave a marker so someone
else can pick up the weapon later.
Spotter
Cost: 2 points (Guys Only)
A Spotter does not have to roll to activate
and may always move. Because they are
crawling around keeping out of trouble,
however, they have Move Units of 3" (on
page 10). Spotters always receive +1 to the
Squad Activation roll (on page 7), which
may be added to the cover bonus. They are
considered to have a Radio (on page 28).
Indirect Fire weapons (i.e., Mortars) may
be shot at an enemy that the Spotter can
see even if the firer of the weapon cannot
see the target. A Spotter cannot make an
attack while acting as a Spotter for an
Indirect Fire weapon.
Stationary
Cost: 0 points (Weapons Only)
Stationary weapons cannot attack on the
same round in which they move.
Strategy
Cost: 2 points (Commander Only)
Both players may include a Commander for
their force. These are usually represented
by figures with binoculars and/or pistols.
Commanders must be attached to a rifle
Squad, machine gun, or mortar. When
attached, they must remain within 3" of
another figure from that Squad for the rest
of the battle. An attached Commander
cannot make any attacks of their own
while conferring these bonuses.
Commanders have different effects
depending upon the type of Squad they are
attached to:
Rifle Squads
They may reroll failed Hitting the Dirt (on
page 22) rolls from a single enemy attack
each round. This represents the
Commander telling the Squad where to
move in order to minimize casualties.
Machine Guns
When this Squad has a Heavy Weapon (on
page 21) and is with an attached
Commander, it may reroll one dice when
shooting, potentially causing more hits and
reducing the change of jamming (on page
23).
Mortars
When an Indirect Fire (on page 23) weapon
has an attached Commander, it may reroll
failed distance attacks. This represents the
Commander directing fire more accurately.
Support MG
Cost: 11 points (Vehicles Only)
This jeep is equipped with a Light Machine
Gun (on page 24) to support the infantry. It
may shoot like a Light Machine Gun in the
distance attack step (3.3.3), but cannot
roll more than 3d6.
Support Weapon
Cost: 2 points (Weapons Only)
Support Weapons cannot be attacked
specifically if they are within 2" of the
Squad members using the weapon.
Suppression
Cost: 2 points (Commander Only)
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This allows all the figures under the
Commander to take hits that have failed
their Armor rolls (4.4) and turn them into
Suppressed Figures instead. The maximum
number of Suppression Figures a single
Squad can have are determined as follows:
Figure Type Maximum Suppressed Figures
Militia 1 Suppressed Figure per Squad Troop 2 Suppressed Figures per Squad Hero 3 Suppressed Figures per Squad Commander 4 Suppressed Figures per Squad
Therefore a Commander can keep 4 Figures
alive in one round, but Trooper can only
keep 2 figures alive in their Squad.
A figure cannot be killed by a distance
attack while it is Suppressed. They can be
killed by hand to hand attacks however,
and figures cannot be Suppressed in order
to survive hand to hand attacks. All attacks
against it automatically fail. Figures cannot
make distance attacks while they are
Suppressed. Guys can make hand to hand
attacks in the same round that they are
Suppressed, but they attacks must be the
LAST attacks made by their side during the
round. All Unsuppressed figures making
hand to hand attacks in that round go
before them.
A figure that is Suppressed is placed on its
side. The side with Suppressed figures
takes a -1 to its Activation roll (on page 7)
or Initiative (3.3) for each Squad (5
Figures, 4 Cavalry or 3 Vehicles) that were
Suppressed in the last round. After the
next activation stand the figure up. It is no
longer Suppressed.
Surrender
Cost: 2 points (Guys Only)
If this figure successfully lands in an enemy
occupied space that enemy figure must
take them back to their Starting side (see
Scenarios, VSGMR, VII). That enemy may
not do anything else until the POW is
delivered. Once delivered, the POW is out
of play.
Tank Traps
Cost: 2 points (Commander Only)
Each time this Trait is taken creates a 6"
long area that blocks Vehicles from moving
through it. One Guy can set 2 Tank Traps
(1" apart) in their movement step (instead
of moving). This can be destroyed by
Engineers (Error! Bookmark not defined.).
Tracked
Cost: 0 points (Vehicles Only)
This Vehicle cannot use Move Units over
Very Steep hills (on page 4) but can move
unimpeded by Light Barbed Wire (on page
14).
Transport
Cost: 2 points (Vehicles Only)
This truck allows soldiers to move about
the battlefield with ease. All friendly
figures within 6" of the transport truck may
reroll any Activation rolls (on page 7) to
see if it can move this round. <<Does this
match any vehicle?>
Traverse
Cost: 0 points (Weapons Only)
It is easier for some guns to be turned than
others. Yes, you can outrun the gun. Here's
how far a gun can change its facing per
Movement step (3.6). <<Does this match
any weapons?>>
Weapon Type Facing Movement
Heavy Machine Gun Full circle Infantry Weapons Full circle Light Tank 9" to change facing Medium Tank 6" to change facing
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Heavy Tank 3" to change facing Heavy Mortar 3" to change facing Cannon 3" to change facing Tank Destroyer 3" to change facing Assault Gun 3" to change facing
Trenches
Cost: 2 points (Commander Only)
Commanders may buy up to two trenches.
Trenches cannot be moved during the
game, but they can be destroyed. A trench
is normally 2" wide and can have two
figures inside. While in a Trench a figure is
considered in Cover (4.4) and has a +1
attack roll for distance attacks. A figure
may enter a trench at no movement
penalty but when leaving a trench may not
move more than 1", but may attack
normally. On the next round, the figure is
free of the trench and can act normally. A
Trench can only be destroyed with a Blast
(on page 15) weapon.
Unarmored
Cost: 0 points (Vehicles Only)
Trucks and Jeeps can be eliminated by
tanks, cannons, mortars, and sustained
HMG fire. They do not have Armored Hulls
(on page 14) against these weapons,
though they still have their Armor rolls
(4.4).
Unit Coherency
Cost: 2 points (Commander Only)
Figures under this Commander must stay
within 3" of another member of their
Squad. If they are not for some reason,
then all 6's rolled for them will count as 5's
to show reduced leadership. Without this
Trait, figures can only be moved
individually, rather than with a Squad
when using the Squad Activation rules (on
page 7).
Vehicle Armor
Cost: Varies
Vehicles can have armor just like
characters (4.5). Light Armored Vehicles
are approximately 25 tons. Heavy Armored
Vehicles are approximately 40 tons or
heavier.
Vehicle Armor Cost
Light Armor (6+) 0 points Heavy Armor (5+) 1 point Very Heavy Armor (4+) 2 points Building Armor (3+) 3 points Heavy Building Armor (2+) 4 points
Vehicle Hull
Cost: 0 points (Vehicles Only)
Vehicles commonly had weaker armor in
the rear than in the front. To reflect this,
Vehicle armor rolls are adjusted according
to which side the Vehicle is hit on.
Front Side Hit: If a Vehicle is hit on the
front roll 2d6 for the Armor rolls (4.4) and
choose the best result.
Side Hit: If a Vehicle is hit on the Side roll
1d6 for the Armor rolls (4.4).
Rear Hit: If a Vehicle is hit from the Rear
roll 2d6 for the attack roll (VSGMR 4.4) and
take the worst result.
Very Fast
Cost: 4 points (Vehicles Only)
This Vehicle adds +6" to their Move Units
(18").
Very Large Transport
Cost: 3 points (Vehicles Only)
This Vehicle can carry up to 50 Guys.
If Carrying this It equals # Guys
Artillery 3 Guys
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Half-Track 10 Guys Jeep 5 Guys Machine Gun 1 Guys Mortar 1 Guys Raft 4 Guys Self-Propelled Gun 15 Guys Tank 15 Guys Tank Traps (3) 1 Guys Truck 10 Guys
Vision
Cost: 2 points (Guys Only)
This figure ignores all Terrain penalties to
attack rolls. <<Check! What terrain?>
Volatile
Cost: 0 points (Weapons Only)
There is a 3+ chance that a Flame Thrower
(on page 36) will explode in a Blast 3" if
the figure carrying it is successfully hit
with a weapon.
Watercraft
Cost: 1 point (Vehicles Only)
Landing Craft, Assault Rafts and
Amphibious Vehicles may move on water at
6" per round. Amphibious Vehicles can
move on land too. One raft can be dragged
on land by a Squad for each two Guys in
the Squad. Trucks can carry a Raft instead
of 4 Guys.
Wheeled
Cost: 0 points (Vehicles Only)
This Vehicle cannot use Move Units over
Very Steep hills (on page 4) and are
stopped by Light Barbed Wire or better (on
page 14).
NEW WEAPONS
Multiple Versions Several varieties of weapons are given to
create variety and allow those players
interested to model specific weapons.
120mm Gun
Range 36" [7], ROF12@1-12", ROF8@13-24", ROF5@25-36" [22] — 29 points
37mm
Range 24" [4], ROF4@1-8", ROF3@9-16", ROF2@17-24" [6] — 10 points
88's (Tank Cannon)
Range 36" [7], Ignore Armor [2] — 9 points
AK47 Range 12" [1], ROF3 [4] — 5 points
Assault Rifles
Range 12" [1], ROF2 [2], Small Arms, Inaccurate — 3 points
ROF2@1-12", ROF1@13-24" [6], Small Arms — 6 points
Range 12" [1], ROF5 [8], Jams — 9 points
Anti Tank Rifle
Range 12" [1], Inaccurate — 1 point
Bazookas
Players must agree whether or not these
weapons have the Bazooka Trait (Error!
Bookmark not defined.).
Range 6" [1] — 1 point
Range 15” [2], Can Only Target Vehicles — 2 points 6
Range 12" [1], ROF2 [2] — 3 points
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
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Range 6" [1], ROF4 [6], Loader — 7 points
Range: Short 8-12"/Long 13-24" [2], ROF4 [6], Min. Range 8", Stationary — 8 points
Big Mortar
Range 18" [3], Blast 5" [5], ROF2 [2], Loader — 10 points
Bomb
Aircraft Only, Range 12" [1], Blast 5" [5], Scatter, Sharpshooter [2] — 8 points
Cannon
Range 36" [7] — 7 points
Combat Shotgun
Range 8" [1], ROF3 [4], Small Arms — 5 points
Dragon
Range 24" [4], ROF10 [18] — 22 points
FAL
Range 12" [1], ROF3 [4] — 5 points
Flame Throwers
Flame Throwers cannot destroy pillboxes,
only the occupants can be targeted.
Range 12" [1] — 1 point
Range 6" [1], ROF2 [2], +2 vs. Buildings [2], Small Arms — 5 points
Range 8" [1], ROF4 [6] — 7 points
Range 8" [1], ROF4 [6], Special Weapon — 8 points 7
Range 8" [1], ROF4 [6], Ignore Cover [2] — 9 points
Range 6" [1], Cone [6], Ignores Cover [2], Kaboom! — 9 points
Range 6" [1], Sharpshooter [2], Cone [6], Ignores Cover [2], 1/2 Move, Out of Ammo, Volatile — 11 points
Range 8" [1], Cone [6], Ignores Armor [2], Ignores Cover [2] — 11 points
7 1BC (One Brain-Cell) Toy Soldier Rules
German 88
Range 36" [7], ROF10@1-12", ROF6@13-24", ROF4@25-36" [18] — 25 points
Glue Cannon
Range 18" [3], Blast 5" [5], Immobilizes [2] — 10 points
Grenades
Range 6" [1], ROF2 [2], Small Arms — 3 points
Range 8" [1], Blast 3" [3] — 4 points
Range 8" [1], ROF3 [4] — 5 points
Range 6" [1], Blast 3" [3], Ignores Cover [2], Inaccurate — 6 points
Range 6" [1], ROF1d6 [10], Oops! — 11 points
Grenade Launcher
Range 16" [2], ROF3 [4], Small Arms — 6 points
H&K
Range 12" [1], ROF3 [4] — 5 points
Heavy Artillery
ROF3@1-19", ROF2@20-31", ROF1@32-43" [10], Blast 3" [3], Artillery [2], Ignores Cover [2], Crew 2, Stationary — 15 points
Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2], Sharpshooter [2] — 22 points. Attacks as Medium Artillery if attacking directly. These weapons are 106mm or larger.
Heavy AT/AA Gun
Range 48" [10], Anti Aircraft [2], Anti Tank [2], Sharpshooter [2], Indirect Fire [2] — 18 points. Attacks as Medium AT/AA Gun if attacking directly. These are long barrel German 75mm guns or British 17 pdr, 7 pdr/81mm or greater.
Heavy Cannons
Range 36" [7], Blast 5" [5], ROF3 [4] — 16 points
Range 48" [10], ROF5 [8], Ignore Cover [2] — 20 points
ROF9@1-12", ROF5@13-24", ROF4@25-36" [23] — 23 points
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Heavy Machine Gun (HMG)
Range: Short 1-8"/Long 9-36" [7], FB3 [4], Special Weapon, Stationary — 11 points
Range 32" [6], ROF4 [6], Crew 2 — 12 points. Vehicle and Building mounted HMG's need only one crew. Infantry HMG's need two crew to serve them.
Heavy MG
Range 24" [4], ROF2 (ROF1 vs. Vehicles) [2], Inaccurate — 6 points. Heavy Machine Guns are from 10mm to 20mm caliber.
Heavy Mortars
Range 12-30" [4], Blast 5" [5], Indirect Fire [2], Inaccurate, Stationary, 1/2 Move, Crew 2, Min. Range 12" — 11 points
Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2], Light Artillery if Direct Fire — 20 points
HMGs (tripod)
Range 24" [4], ROF2 (ROF1 vs. Guys) [2], Inaccurate — 6 points
Range 18" [3], ROF10 [18], Stationary, 1/2 Move, Crew 2, Jams, Out of Ammo — 21 points
Howitzer Range 36" [7], Blast 5" [5], Indirect Fire [2], Stationary, Crew 3 — 14 points
Infantry Rifles
Range 24" [4], Small Arms — 4 points
Knife Inaccurate, Silent, No Adjacent Bonus — 1 point
KWK 75
Range 36" [7], ROF8@1-12", ROF6@13-24", ROF4@25-36" [14] — 21 points
Laser Range 60" [13], Ignores Armor [2], Anti Aircraft [2] — 17 points
LAW
Range 6" [1], ROF5 [8] — 9 points
Light Anti-Tank Gun Range 32" [6], ROF3 [4] — 10 points
Light Artillery
Range 60" [13], Blast 5" [5], Scatter +1d6 [2], Inaccurate — 20 points. Attacks as Heavy AT/AA Gun (on page 36) if attacking directly. These weapons are 69mm or less.
Vehicle [3], ROF3@1-12", ROF2@13-19", ROF1@20-26" [9], Artillery [2], Blast 3" [3], Ignores Armor [2], Ignores Cover [2], Crew 2, Stationary — 21 points.
Light AT/AA Gun
Range 36" [7], Anti Aircraft [2], Anti Tank [2], Inaccurate, Indirect Fire [2] — 13 points. Attacks as HMG Gun if attacking directly. These are from 5 pdr/79mm or less.
Light Cannon
Light Cannon: Range ROF3@1-4", ROF2@5-8", ROF1@9-12" [5], Area Effect Attack [2] — 7 points
Range 18" [3], Blast 3" [3], Indirect Fire [2], Stationary, Crew 3 — 8 points
Range 18" [3], Blast 3" [3], ROF2 [2] — 8 points
Range 32" [6], ROF4 [6], Ignore Cover — 14 points
Light Machine Guns (LMG)
Range: Short 1-8"/Long 9-24" [2], ROF2 [2], Special Weapon — 4 points
ROF3@1-6", ROF2@7-12" [5], Loader — 5 point
Range 32" [6], ROF3 [4], Small Arms — 10 points
Range 30" [6], Heavy Weapon 3d6 [5] — 11 points
Light MG
Range 24" [4], ROF2 (ROF1 vs. Vehicles) [2], Inaccurate — 6 points. Armored vehicles usually carry an LMG.
Light Mortar
Range 12-24" [4], Blast 3" [3], Indirect Fire [2], Inaccurate, Stationary, 1/2 Move, Min. Range 12" — 9 points
Range 40" [8], ROF3 [4], Indirect Fire [2] — 12 points
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LMG (bipod)
Range 12" [1], ROF7 [12], Stationary, 1/2 Move, Jams — 13 points. Most Tanks and Planes have these as secondary weapons.
M1 Carbine
Range 12" [1], ROF2 [2] — 3 points
M1 Rifle
Range 12" [1], ROF2 [2] — 3 points
Range 24", ROF2 if Aimed, Small Arms) [5] — 5 points
M16
Range 12" [1], ROF3 [4] — 5 points
M203 Grenade Launcher
Range 12" [1], Blast 3" [3] — 4 points
M79 Grenade Launcher
Range 12" [1], Blast 3" [3] — 4 points
Mac 10 Range 8" [1], ROF5 [8] — 9 points
Mac 11
Range 8" [1], ROF5 [8] — 9 points
Machine Guns
Range 12” [1], Pinning — 1 point
Range 24" [4], ROF2 [2], Small Arms — 6 points
Range 12" [1], Cone [6], Heavy, Stationary — 7 points
Range 30" [6], Machine Guns [10] — 16 points
Medium Artillery
Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2] — 20 points Attacks as Light Artillery if attacking directly. These weapons are from 70mm to 105mm.
Vehicle [3], ROF3@1-12", ROF2@13-22", ROF1@23-31" [10], Artillery [2], Blast 3" [3], Ignores Armor [2], Ignores Cover [2] Crew 2, Stationary — 22 points
Medium AT/AA Gun
Range 36" [7], Anti Aircraft [2], Anti Tank [2], Sharpshooter [2], Indirect Fire [2] — 15 points Attacks as Light AT/AA Gun if attacking directly. These are 6 pdr/80mm weapons.
Medium Cannon
Range 24" [4], Blast 5" [5], ROF2 [2] — 11 points
ROF5@1-8", ROF4@9-16", ROF2@17-24" [12] — 12 points
Medium MG Range 24" [4], ROF3 (ROF1 vs. Vehicles) [4], Inaccurate — 8 points
Medium Mortar
Range 60" [13], Blast 5" [5], Scatter +1d6 [2], Inaccurate, Heavy AT/AA Gun if Direct Fire — 20 points
Missile
Range 27" [5], Blast 6" [6], Indirect Fire [2], Anti Aircraft [2] — 15 points
Mortars
ROF2@1-12", ROF1@13-19" [5], Blast 2" [2], Heavy, Stationary — 7 points. Mortars must be 2" from walls (higher than the mortar) to fire over them. Mortars cannot be fired from Vehicles.
Range 36" [7], ROF2 [2], Small Arms — 9 points
Range: Short 8-18"/Long 19-36" [7], ROF3 [4], Inaccurate, Indirect Fire, Min. Range 8", Stationary, Special Weapon — 11 points
MP5 Range 8" [1], ROF5 [8] — 9 points
Panzerfaust
Range 6" [1], ROF3 [4] — 5 points
Panzerschreck
Range 6" [1], ROF4 [6] — 7 points
PIAT
Range 6" [1], ROF3 [4] — 5 points
Pistols/Revolvers
Range 4" [1] — 1 point
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Range 6" [1], Inaccurate — 1 point
Range 8" [1], Inaccurate — 1 point
Range: Short 1-4"/Long 6-12" [1] — 1 point
Range 8" [1], Small Arms — 1 point
PZ5
Range 36" [7], ROF8@1-12", ROF6@13-24", ROF4@25-36" [14] — 21 points
Recoilless Rifle
Range 6" [1], ROF4 [6], Loader — 7 points
Rifles
Range 12" [1] — 1 point
Range 12" [1], Small Arms — 1 point
Range: Short 1-8"/Long 9-24" [2] — 2 points
Range 24" [4], Inaccurate, Small Arms — 4 points
Rockets Range 60" [13], Blast 5" [5], Scatters, Indirect Fire [2], Sharpshooter [2], Cannot Direct Fire — 22 points.
RPG
Range: Short 8-12"/Long 13-24" [2], ROF4 [6], Min. Range 8", Stationary — 8 points
Range 24" [4], ROF3 [4] — 8 points
Range 6" [1], ROF5 [8] — 9 points
Self Propelled Gun
Vehicle [3], Move Units 8", Medium Transport (up to 6 Guys inside, up to 6 Tank Riders) [1], Main Gun (ROF3@1-19", ROF2@20-31", ROF1@32-43") [10], Machine Gun (Range 12", Cone) [6], Crew 2 — 20 points
Shillelagh
Range 36" [7], ROF10@1-12", ROF8@13-24", ROF6@25-36" [18] — 25 points
Short 50mm Gun
Range 24" [4], ROF4@1-8", ROF3@9-16", ROF2@17-24" [6] — 10 points
Small Mortar Range 12" [1], Blast 3" [3], Loader — 4 points
SMLE
Range 12" [1], ROF3 [4] — 5 points
Sniper Rifles
Range 24" [4] — 4 points
Range 24" [4], Small Arms — 4 points
Range 16" [2], Ignore Armor [2] — 4 points
Range 18" [3], Sharpshooter [2], Stationary — 5 points
Range 32" [6], ROF2 [2], Small Arms — 8 points
Range: Short 1-12"/Long 13-36 [7], ROF3 [4], Cannot Split Fire, Special Weapon — 11 points
Strafe
Aircraft Only, Range 12" [1], Cone [6] — 7 points
Submachine Gun (SMG)
Range 16" [2], ROF2 [2], Small Arms — 4 points
Range 6" [1], ROF3 [4], Jams — 5 points
Range 8" [1], ROF5 [8] — 9 points
Tank Cannon
Vehicles Only, Range 24" [4], Blast 3" [3], Crew 3, Out of Ammo — 7 points
Tank Flamethrower
Range 6" [1], ROF5 [8] — 9 points
Target Strike Aircraft Only, Range 12" [1], Sharpshooter [2] — 3 points. Only hits Rear or Top of target.
TOW
Range 36" [7], ROF12 [22] — 29 points
US 105mm Gun Range 36" [7], ROF13@1-12", ROF10@13-24", ROF7@25-36" [24] — 31 points
UK 105mm Gun
Range 36" [7], ROF13@1-12", ROF10@13-24", ROF7@25-36" [24] — 31 points
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US 120
Range 48" [10], ROF15@1-16", ROF12@17-32", ROF9@33-48" [28] — 38 points
US 76
Range 36" [7], ROF8@1-12", ROF6@13-24", ROF4@25-36" [14] — 21 points
US 90
Range 36" [7], ROF10@1-12", ROF6@13-24", ROF4@25-36" [18] — 25 points
US 90mm w/HVAP
Range 36" [7], ROF12@1-12", ROF9@13-24", ROF6@25-36" [22] — 29 points
Uzi
Range 8" [1], ROF5 [8] — 9 points
New Armor Once hits have been determined the figure
can make armor rolls against the majority
type in the Squad.
Building Armor
Cost: 4 points (2 points for Commanders, 3
points for Cavalry and Vehicles)
This has an armor roll of 3+. For example a
Powered Suit, Medium Tanks.
Heavy Armor
Cost: 2 points (0 points for Commander, 1
point for Cavalry and Vehicles)
This has an armor roll of 5+. For example,
Modern Carapace or SWAT armor, APC's,
Armored Trucks.
Light Armor
Cost: 1 point (0 points for Commanders,
Cavalry and Vehicles)
This has an armor roll of 6+. For example
Flak Jackets, Police Armor, Trucks, Cars.
Very Heavy Armor
Cost: 3 points (1 point for Commanders, 2
points for Cavalry and Vehicles)
This has an armor roll of 4+. Sci-Fi Jointed
Carapace, IFV's, Light Tanks.
Very Heavy Building Armor
Cost: 5 points (3 points for Commanders, 4
points for Cavalry and Vehicles)
This has an armor roll of 2+. For example a
Tactical Dreadnaught, Heavy Tanks.
New Vehicles
AAAttttttaaaccckkkiiinnnggg VVVeeehhhiiicccllleeesss Guys attacking Vehicles receive a +1 attack
roll (4.4) bonus if attacking within 3”.
AAATTTTTTAAACCCKKKIIINNNGGG WWWEEEAAAPPPOOONNNSSS Cannons are automatically destroyed when
hit by tanks and other big guns.
Vehicle Descriptions
Aircraft
Vehicle [3], Flight 48" [10], Light Armor (6+), Bomb (Range 12", Blast 5", Scatter, Sharpshooter) [8], Strafe (Range 12", Cone) [7], Target (Range 12", Sharpshooter, Only hits Rear or Top of target) [3] — 31 points
Anti Aircraft Tank
Vehicle [3], Move Units 12", x2 Machinegun (Range 24", ROF2, Small Arms) [6] {12} — 15 points
Amphibious Car
Vehicle [3], Move Units 12", 6" on Water, Watercraft [1], Machinegun (Range 24", ROF2, Small Arms) [6], Large Transport: Carry 10 Guys [2] — 12 points
Armored Personnel Carrier (APC)
Vehicle [3], Move Units 12", Heavy Armor (5+) [1] — 4 points
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Armored Cars
Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points
Vehicle [3], Move Units 24" [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 13 points
Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] (British) — 17 points
Armored Car w/75mm Gun (German)
Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points
Armored Halftrack
Vehicle [3], Very Fast 18" [4], Light Armor (6+), Light MG (Range 24", ROF2 (ROF1 vs. Vehicles), Inaccurate) [6] — 13 points
Assault Raft
Vehicle [3], Move Units 6", Medium Transport: Carry 6 Guys [1], Watercraft [1] — 5 points
Big Truck
Vehicle [3], Very Fast 18" [4], Large Transport [2], No Armor — 9 points
BMP (Russian)
Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points. This is an Armored Personnel Carrier.
Bradley (American)
Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points. This is an Armored Fighting Vehicle.
Bren Carrier (British)
Vehicle [3], Heavy Armor (5+) [1] — 4 points. This is a Universal Gun Carrier.
Brummbärr (German)
Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points. This is a Heavy Assault Gun.
BTR Tank (Russian)
Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points
Cannon
Vehicle [3], Heavy Armor (5+) [1] — 4 points
Chieftain Tank (British)
Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points
Centurion 1-5 Tank (British)
Vehicle [3], Move Units 8", Heavy Building (2+) [4] — 7 points
Centurion 6-8 Tank (British)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
Chi-Ha Tank (Japan)
Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points
Churchill A34 Tank (British)
Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points
Vehicle [3], Move Units 12", Very Heavy Armor (4+) [2], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points
Comet Cruiser Tank (British) Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points
Cromwell Tank (British)
Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points
Crusader Cruiser Tank (British)
Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points
Elefant Tank (German)
Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Also known as a Panzerjäger Tiger.
Helicopter
Vehicle [3], Flight 12” [2], Light Machine Gun (Range 30”, LMG) [11] — 16 points
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Hetzer Tank (German)
Vehicle [3], Very Heavy Armor (4+) [2] — 5 points. Aka Jagdpanzer 38.
Half Tracks
Vehicle [3], Move Units 12", Heavy Armor (5+) [1] — 4 points
Vehicle [3], Move Units 9", Medium Transport (10 Guys) [1], x2 Machine Guns (Range 12", Cone) [6] {12} — 16 points. Half Tracks (if armored) provide Cover for the men inside.
Vehicle [3], Move Units 12", Machinegun (Range 24", ROF2, Small Arms) [6], Cannon (Range 36") [7], Medium Transport: Carry 10 Guys [1] — 17 points. British Bren gun carries should be treated as Halftracks and allowed to carry only 4 Guys.
Heavy Tank
Vehicle [3], Move Units 12", Heavy Building Armor (2+) [5] — 8 points
Vehicle [3], Move Units 8", Medium Transport (up to 6 inside, up to 6 Tank Riders) [1], Main Gun (ROF3@1-12", ROF2@13-22", ROF1@23-31", Blast 4") [14], Machine Gun (Range 12", Cone) [7] — 21 points
ISU/SU 120 Self Propelled Gun
(Russian)
Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points
ISU/SU 152 Self Propelled Gun
(Russian)
Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points.
Italian Tanks
Vehicle [3], Very Heavy Armor (4+) [2], Move Units 10" — 5 points
Japanese Tank
Vehicle [3], Heavy Armor (5+) [1], Move Units 10" — 4 points
Jeeps
Vehicle [3], Very Fast 18" [3], No Armor, Small Transport — 6 points
Vehicle [3], Move Units 18" [3], Light Armor (6+) — 6 points
Vehicle [3], Move Units 24" [4], Small Transport: Carry 4 Guys — 7 points
JS 11 Tank (Russian)
Vehicle [3], Fast 15" [1], Very Heavy Armor (4+) [2], Small Transport, Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 24 points
Jagdpanther Tank (German)
Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points. Aka Sdkfz 173.
Jagdpanzer Tank (German)
Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points. Aka Jagdpanzer 38.
Jagtiger Tank (German) Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Aka Panzerjäger Tiger Ausf. B.
JS1 Tank (Russian)
Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Aka Joseph Stalin.
JS2 Tank (Russian)
Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points
JS3 Tank (Russian)
Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points
KV Series Tank (Russian)
Vehicle [3], Heavy Building (2+) [4], Move Units 6" — 7 points. Aka Kliment Voroshilov.
Landing Crafts
Vehicle [3], Move Units 6", Watercraft [1], Large Transport: Carry 15 Guys [2] — 6 points
(Large) Vehicle [3], Move Units 8", Very Large Transport (50 Guys) [3], Watercraft [1], x2 Machine Guns (Range 12", Cone) [6] {12} — 19 points
(Small) Vehicle [3], Move Units 8", Large Transport (30 Guys) [2], Watercraft [1],
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Machine Gun (Range 12", Cone) [6] — 12 points
Leopard I Tank (German) Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
Leopard 2-3 Tank (German)
Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points
Light Armored Car
Vehicle [3], Heavy Armor (5+) [1], Move Units 18" [3] — 7 points
Light Tank
Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points
Vehicle [3], Move Units 10", Medium Transport (up to 6 Guys inside) [1], Main Gun (ROF3@1-10", ROF2@11-14", ROF1@15-19", Blast 3") [10], Machine Gun (Range 12", Cone) [6] — 20 points
M1 Abrams Tank (American)
Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points
M10 TD Tank Destroyer (American)
Vehicle [3], Building Armor (3+) [3] — 6 points
M103 Heavy Tank (American)
Vehicle [3], Move Units 6", Heavy Building (2+) [4] — 7 points
M113 Armored Personnel Carrier
(American)
Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points
M114 Howitzer (American)
Vehicle [3], Move Units 18" [3], Heavy Armor (5+) [1] — 7 points
M18 Hellcat Tank (American)
Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points
M2 and 5 Stuart Tanks (American)
Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points
M26 Pershing Tank (American) Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points
M3 4 barrel AA Tank (American)
Vehicle [3], Very Fast 18" [2], Light Armor (6+), x4 HMG (Range 24", ROF2 (ROF1 vs. Guys), Inaccurate) [6] {24} — 29 points
M3 Medium Lee Grant Tank
(American)
Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points
M36 Tank Destroyer (American)
Vehicle [3], Building Armor (3+) [3] — 6 points
M36 Jackson Tank (American)
Vehicle [3], Fast 15" [1], Light Armor (6+), Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 19 points
M4 Sherman Tank (later, American)
Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points
M4 Sherman Tank (early, American)
Vehicle [3], Move Units 12”, Building Armor (3+) [3]
M4 Sherman Tank (American)
Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points
M41 Light Tank (American)
Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points. Aka Walker Bulldog.
M42 "Duster" Anti Aircraft Vehicle
(American)
Vehicle [3], Move Units 12”, Heavy Armor (5+) [1] — 4 points
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M46 Tank (American)
Vehicle [3], Move Units 8", Heavy Building (2+) [4] — 7 points
M47 Medium Tank (American)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points. Aka Patton.
M48 Medium Tank (American)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
M551 Sheridan Light Tank (American)
Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points
M6 Greyhound Tank (American)
Vehicle [3], Very Fast 18" [2], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 18 points
M60 Main Battle Tank (American)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
M60A1 Armored Vehicle Launching
Bridge (American)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
M60A2 Main Battle Tank (American)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points. Aka Patton “Starship”.
M60A3 Main Battle Tank (American)
Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points
Marder Tank Destroyer (German)
Vehicle [3], Very Heavy Armor (4+) [2] — 5 points
Matilda Tank (British)
Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points
Vehicle [3], Move Units 12", Heavy Armor (5+) [1], Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points
Medium Tank
Vehicle [3], Move Units 12", Building Armor (3+) [4] — 7 points
Vehicle [3], Move Units 9", Medium Transport (up to 6 Guys inside) [1], Main Gun (ROF3@1-10", ROF2@11-17", ROF1@18-24", Blast 3" [3]) [11], Machine Gun (Range 12", Cone) [7] — 22 points
Medium Truck
Vehicle [3], Very Fast 18" [4], Medium Transport [1], No Armor — 8 points
MG Jeep
Vehicle [3], Move Units 24" [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 13 points
Panther Tank (German)
Vehicle [3], Very Fast 18" [2], Very Heavy Armor (4+) [2], Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 25 points
Panzer III F Tank (German)
Vehicle [3], Very Fast 18" [2], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 18 points
Panzer IV H Tank (German)
Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points
PZ1 Light Tank (German)
Vehicle [3], Heavy Armor (5+) [1], Move Units 18" [3] — 7 points
PZ2 Light Tank (German) Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points
PZ3 Medium Tank (early, German)
Vehicle [3], Very Heavy Armor (4+) [2] — 5 points
PZ3 Medium Tank (German)
Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points
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PZ4 Medium Tank (German)
Vehicle [3], Move Units 10", Building Armor (3+) [3] — 6 points
PZ5 Medium Tank (German)
Vehicle [3], Heavy Building (2+) [4], Move Units 12" — 7 points
PZ 56 "Tiger 1" Heavy Tank (German)
Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points
PZ6 "Tiger 2" Tank (German)
Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points
BT Series Light Cavalry Tank
(Russian)
Vehicle [3], Very Heavy Armor (4+) [2] — 5 points
Self-Propelled Gun
Vehicle [3], Move Units 12”, Heavy Armor (5+) [1] — 4 points
Vehicle [3], Move Units 12”, Building Armor (3+) [3] — 6 points
Vehicle [3], Move Units 18" [3], Very Heavy Armor (4+) [2] — 8 points
Sherman Firefly Tank (British)
Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 23 points
Sherman Tank (British)
Vehicle [3], Fast 15" [1], Heavy Armor (5+) [1], Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA if Direct Fire) [15] — 20 points
Stuart/Honey Tank (British)
Vehicle [3], Very Fast 18" [2], Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 18 points
Stug 3 (1943, German)
Vehicle [3], Move Units 10", Building Armor (3+) [3] — 6 points. Aka Sturmgeschutz.
SU 85 Tank Destroyer (Russian)
Vehicle [3], Heavy Building (2+) [4], Move Units 10" — 7 points
SU 100 Tank Destroyer (Russian)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
T-10 Heavy Tank (Russian)
Vehicle [3], Move Units 6", Heavy Building (2+) [4] — 7 points
T34 Medium Tank (Russian)
Vehicle [3], Move Units 12”, Building Armor (3+) [3] — 6 points
Vehicle [3], Move Units 12", Heavy Building (2+) [4] — 7 points
T 34/76 Tank (Russian)
Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points
T 34/85 Tank (Russian)
Vehicle [3], Very Fast 18" [2], Heavy Armor (5+) [1], Small Transport, Medium AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 21 points
T54 Main Battle Tank (Russian)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
T55 Main Battle Tank (Russian) Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
T64 Main Battle Tank (Russian)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
T72 Main Battle Tank (Russian)
Vehicle [3], Move Units 10", Heavy Building (2+) [4] — 7 points
T76 Tank (Russian)
Vehicle [3], Move Units 12”, Building Armor (3+) [3] — 6 points
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T85 Medium Tank (Russian)
Vehicle [3], Move Units 12”, Heavy Building (2+) [4] — 7 points
Tank
Vehicle [3], Move Units 12", Machinegun (Range 24", ROF2, Small Arms) [6], Cannon (Range 36") [7] — 16 points. Players are encouraged to make whatever changes are necessary to model historical situations on a case-by-case basis. For example, British tanks in North Africa prior to Alamein should not be able to fire their Cannons except at armored targets. KV tanks in 1941 should probably count as "Tigers".
Tankettes (Italy)
Vehicle [3], Fast 15" [1], Light Armor (6+), Light AT/AA Gun (Range 36", Anti Aircraft, Anti Tank, Inaccurate, Indirect Fire, HMG if Direct Fire) [13] — 17 points
Tiger Tank (German)
Vehicle [3], Move Units 12", Machinegun (Range 24", ROF2, Small Arms) [6], 88 Cannon (Range 36", Ignore Armor) [9], Armored Hull [1] — 19 points.
Vehicle [3], Very Fast 18" [2], Very Heavy Armor (4+) [2], Heavy AT/AA Gun (Range 48", Anti Aircraft, Anti Tank, Sharpshooter, Indirect Fire, Medium AT/AA Gun if Direct Fire) [18] — 25 points
Train
Vehicle [3], Move Units 12". Traits move every round and may be used for Cover (4.7) but not boarded.
Trucks
Vehicle [3], Move Units 18" [3], Light Armor (6+) — 6 points
Vehicle [3], Move Units 12", Medium Transport (10 Guys) [1], Machine Gun (Range 12", Cone) [6] — 10 points
Vehicle [3], Move Units 12", Medium Transport: Carries 10 Guys [1], Cannon (Range 36") [7]. Can move 24" if on Road (on page 4) — 11 points
US Mind 3 Medium Tank (American)
Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points. Aka Lee.
US M5 Light Tank (American)
Vehicle [3], Very Heavy Armor (4+) [2], Move Units 18" [3] — 8 points
Valentine Infantry Tank (British)
Vehicle [3], Building Armor (3+) [3], Move Units 10" — 6 points
NEW BUILDINGS Concrete Bunker
Building [4], Building [4], Very Heavy Armor (4+) [2] — 6 points
Building [4]. Building Armor (3+) [4] — 8 points
Dirt Bunker Building [4], Heavy Armor (5+) [2] — 6 points
Large Pillbox
Building [4], Machinegun (Range 24", ROF2, Small Arms) [6], Cannon (Range 36") [7] — 17 points
Small Pillbox
Building [4], Machinegun (Range 24", ROF2, Small Arms) [6] — 10 points
VI. SAMPLE ARMIES
SSSAAAMMMPPPLLLEEE FFFIIIGGGUUURRREEESSS
Berserker
Troop (5+/4+) [1], Heavy Armor (5+) [2], Rage — 3 points
Captain
Troop (5+/4+) [1], Captain [2]) — 2 points
Grenade
Troop (5+/4+) [1], Range 12" [1], Heavy Armor [2] + Tough [2] (3+), Grenade [2] — 8 points
Guard
Troop (5+/4+) [1], Range 12" [1], Heavy Armor (5+) [2], Vision [2] — 6 points
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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
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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
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Loader
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
x2 Runners (30 points)
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
German Infantry Section
Cost: 140 points each, 4 Sections for a total of 560 points
Section Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Deputy Section Leader
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
Loader
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
x5 Riflemen (75 points)
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
GERMAN PANZERGRENADIER PLATOON (1941 to 1942) HQ as for German Infantry Platoon, except
all are Heroes.
Panzergrenadiers were usually motorized
so add a Sdkfz 251 (treat as Armored Car
w/75mm Gun) per Section.
Sdkfz 251 APC [Armored Car w/75mm Gun]
Vehicle [3], Very Fast 18" [2], Light Armor (6+), Medium AT/AA Gun (Range 36", Anti Aircraft,
Anti Tank, Sharpshooter, Indirect Fire, Light AT/AA Gun if Direct Fire) [15] — 20 points Platoon Cost: 324 points for Platoon, 364 points for SS Platoon
German Panzergrenadier Platoon HQ
Squad
Cost: 100 points for HQ
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
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Machine Gunner
Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points
Loader
Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points
x2 Runners (32 points)
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
German Panzergrenadier Section
All figure are Troops or Heroes if SS. Cost: 188 points each (w/Sdkfz 251), 752 points for all four Sections (w/Sdkfz 251).
Section Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Deputy Section Leader
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
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x2 Machine Gunners (44 points)
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
x2 Loader (24 points)
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
x4 Riflemen (60 points)
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
German SS Panzergrenadier Section
All figure are Troops or Heroes if SS. Cost: 188 points each (w/Sdkfz 251), 752 points for all four Sections (w/Sdkfz 251).
Section Leader
Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
SS Deputy Section Leader
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
x2 SS Machine Gunners (46 points)
Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points
x2 SS Loader (26 points)
Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points
x4 SS Riflemen (64 points)
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
GERMAN PANZERGRENADIER PLATOON (1941 to 1943+) From 1943 onwards add one figure per
section and HQ with a Panzerbusche anti-
tank launcher [RPG] and make one of the
Riflemen into a loader.
Platoon Cost: 820 points
German Panzergrenadier Platoon HQ
Squad
Cost: 120 points for HQ
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
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Machine Gunner
Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points
Loader
Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points
x2 Runners (32 points)
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Anti-Tank Guy
Hero (4+/3+) [2], Panzerbusche anti-tank launcher [RPG] (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 10 points
German Panzergrenadier Section
All figure are Troops or Heroes if SS.
Cost: 175 points each, or 700 points for all four Sections.
Section Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
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Deputy Section Leader
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
x2 Machine Gunners (44 points)
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
x3 Loader (36 points)
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
x3 Riflemen (45 points)
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Anti-Tank Guy
Hero (4+/3+) [2], Panzerbusche anti-tank launcher [RPG] (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 10 points
German Assault Section Stalingrad
This is a specialist formation worth noting
here. All figures are Heroes.
Cost: 164 points, or 166 with 5 Riflemen
and an LMG Guy, or 171 points with 5
Riflemen and an Engineer.
Section Leader
Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Deputy Section Leader
Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Machine Gunner
Hero (4+/3+) [2], MG-42 [LMG] (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points
Loader
Hero (4+/3+) [2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 13 points
x6 Riflemen (64 points)
Hero (4+/3+) [2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points One Rifleman may be replaced with either:
LMG Guy
Hero (4+/3+) [2], Assault (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 18 points or
Engineer
Hero (4+/3+) [2], Flamethrower (Range 8", ROF4, Ignores Cover) [9], Engineer [2], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points
RUSSIAN INFANTRY PLATOON (1941) This is comprised of an HQ Squad and
three, and only rarely four Section.
Platoon Cost: 548½ points for a three
Section Platoon, 722½ points for a four
Section Platoon.
Russian Platoon HQ
Cost: 26½ points for HQ.
Platoon Commander
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
Deputy Commander
Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points
Russian Infantry Section
Cost: 174 points each section, 522 for
three Sections or 696 for four sections
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Section Leader w/Rifle
Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points or
Section Leader w/SMG
Militia (6+/5+) [1/2], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points
Deputy Section Leader
Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points
LMG Guy
Militia (6+/5+) [1/2], DP LMG (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 21½ points
Loader
Militia (6+/5+) [1/2], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 11½ points. Note the DP LMG doesn‟t technically need a loader, but this man was trained to use the weapon should his comrade fall.
Grenadier
Militia (6+/5+) [1/2], RPG (Range 24", ROF3) [8], x2 Grenades (Range 8", ROF3) [5] {10} — 18½ points
Marksman
Militia (6+/5+) [1/2], Assault Rifle (ROF2@1-12", ROF1@13-24", Small Arms) [6] — 6½ points
x6 Riflemen (87 points)
Militia (6+/5+) [1/2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 14½ points
RUSSIAN INFANTRY PLATOON (1942 onwards)
This is comprised of an HQ Squad and
three, and only rarely four Sections.
Russian Infantry Platoon HQ Cost: 27 points
Platoon Commander
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
Deputy Commander
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Russian Infantry Section
Cost: 143 points each, or 429 points with
three Sections, or 572 points with four
Sections.
Some sections had only one DP LMG and
the two men became Riflemen. These cost
127 points each, or 381 points for three
sections or 508 points for four Sections.
Section Leader w/Rifle
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points or
Section Leader w/SMG
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Deputy Section Leader
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
x2 LMG Guys (44 points)
Troops (5+/4+) [1], DP LMG (Range 32", ROF3, Small Arms) [10], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 22 points
x2 Loader (24 points)
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
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x3 Riflemen (45 points)
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
RUSSIAN SMG SECTION (1942 onwards) These were Troops that were expected to
be line breakers and assault units. After
1943 you can replace an Infantry Section in
a Platoon with one of these units. Each
man has four grenades.
Russian SMG Section
Cost: 200 points w/6 Riflemen, 225 points
w/7 Riflemen, 250 points w/8 Riflemen
Section Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points
Deputy Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points
x6-8 Riflemen
Cost: 150 points for 6, 175 points for 7, 200 points for 8 Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x4 Grenades (Range 8", ROF3) [5] {20} — 25 points
BRITISH RIFLE PLATOON (1944-1945) A Platoon is made up of an HQ Section and
three Rifle Sections.
Platoon Cost: 120 points or 119 points (124
points or 132 points with Half Track)
British Rifle Platoon HQ
Cost: 110 or 108 points (123 or 121 w/Half
Track)
Platoon Commander w/Sten Gun
Troops (5+/4+) [1], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points or
Platoon Commander w/Pistol
Troops (5+/4+) [1], Pistol (Range 8", Small Arms) [1], x2 Grenades (Range 8", ROF3) [5] {10} — 12 points
Deputy Commander
Troops (5+/4+) [1], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
PIAT Gunner
Troops (5+/4+) [1], PIAT [RPG] (Range 24", ROF3) [8], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points
Assistant PIAT Gunner
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Mortar-man
Troops (5+/4+) [1], Light Mortar (Range 40", ROF3, Indirect Fire) [12], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 27 points
Assistant Mortar-Man
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
M3 Half Track
Vehicle [3], Very Fast 18" [4], Light Armor (6+), Light MG Range 24", ROF2, ROF1 vs. Vehicles, Inaccurate) [6] — 13 points
British Rifle Section
Cost: 111 points
Section Leader
Troops (5+/4+) [1], Sten Gun [SMG] (Range
16", ROF2, Small Arms) [4], x2 Grenades
(Range 8", ROF3) [5] {10} — 15 points
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Bren Gunner
Troops (5+/4+) [1], LMG (Range 32", ROF3,
Small Arms) [10], x2 Grenades (Range 8",
ROF3) [5] {10} — 21 points
Assistant Gunner
Troops (5+/4+) [1], Infantry Rifle (Range
24", Small Arms) [4], x2 Grenades (Range
8", ROF3) [5] {10} — 15 points
x7 Riflemen (60 points)
Troops (5+/4+) [1], Infantry Rifle (Range
24", Small Arms) [4], x2 Grenades (Range
8", ROF3) [5] {10} — 15 points
Up to half the Riflemen can be equipped
with SMG's.
Riflemen with SMG's
Troops (5+/4+) [1], SMG (Range 16", ROF2,
Small Arms) [4], x2 Grenades (Range 8",
ROF3) [5] {10} — 15 points
BRITISH PARATROOP PLATOON A Platoon is made up of an HQ Section and
three Rifle Sections.
British Platoon HQ
Cost: 156 points for HQ
Platoon Commander w/Sten Gun
Hero (4+/3+) [2], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Deputy Commander
Hero (4+/3+) [2], Sten Gun [SMG] (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
x2 PIAT Gunner (48 points)
Hero (4+/3+) [2], PIAT [RPG] (Range 24", ROF3) [8], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 24 points
x2 Assistant PIAT Gunner (32 points)
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Mortar-man
Hero (4+/3+) [2], Light Mortar (Range 40", ROF3, Indirect Fire) [12], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 28 points
Assistant Mortar-Man
Hero (4+/3+) [2], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
US INFANTRY PLATOON (1944-1945) US Infantry troop quality could be variable
depending upon the number of casualties
and replacements they had received. Thus
you can field them as either Troops or
Militia (on page 5). You can replicate
famous fighting units such as the 101st
Airborne by making them Heroes.
A Platoon consisted of an HQ and three
Sections.
If the Platoon is part of an Armored
brigade they can be mounted in M3 Half-
tracks. The Platoon HQ would probably
have a Jeep.
M3 Half Track
Vehicle [3], Very Fast 18" [4], Light Armor
(6+), Light MG Range 24", ROF2, ROF1 vs.
Vehicles, Inaccurate) [6] — 13 points
Jeep
Vehicle [3], Very Fast 18" [4], Unarmored,
Small Transport — 8 points
Us Platoon HQ
Cost: 71 points (79 with Jeep).
Platoon Cost: 647 without Vehicles, 924
with one Jeep and three M3 Half-Tracks.
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Platoon Commander
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Deputy Commander
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Gunner
Troops (5+/4+) [1], Bazooka [RPG] (Range 24", ROF3) [8], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 24 points
Assistant Bazooka Gunner
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
US Rifle Section
Cost: 192 points (231 with 3 M3 Half-
Tracks)
Section Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Gunner
Troops (5+/4+) [1], BAR [Assault Rifle] (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 17 points
x10 Riflemen (160 points)
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
US MARINE INFANTRY PLATOON (1942-1945) US Marines are Troops or Heroes (towards
the very end of the Pacific campaign). A
Platoon consisted of an HQ and three
Sections.
Platoon Cost: 899/890 points for entire
Platoon
US Marine Platoon HQ
Cost: 71 points for HQ
Platoon Commander
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Deputy Commander
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
Gunner
Troops (5+/4+) [1], Bazooka [RPG] (Range 24", ROF3) [8], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 24 points
Assistant Bazooka Gunner
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 16 points
US MARINE RIFLE SECTION Cost: 276/273 points each or 828/819
points for three Sections.
Section Leader
Troops (5+/4+) [1], SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Flamethrower Operator
Troops (5+/4+) [1], M1 Flamethrower (Range 8", ROF4, Ignores Cover) [9], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points
x3 Fire Team Leader (63 points)
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points
x3 Riflemen (63 points)
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points
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x3 Gunner (51 points)
Troops (5+/4+) [1], BAR [Assault Rifle] (ROF2@1-12", ROF1@13-24", Small Arms) [6], x2 Grenades (Range 8", ROF3) [5] {10} — 17 points
x3 Assistant Gunner (63 points)
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], M7 Grenade Launcher [RPG] (Range 12", ROF3) [5], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points or
x3 Assistant Gunner (60 points)
Troops (5+/4+) [1], M1 Rifle (Range 24", ROF2 if Aimed, Small Arms) [5], Thompson SMG (Range 16", ROF2, Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 20 points
JAPANESE INFANTRY PLATOON (1942 to 1945) A Platoon is considered an HQ and three
Sections.
Japanese Platoon HQ
Cost: 27 points for HQ, 699 points for
entire Platoon.
Platoon Commander
Troops (5+/4+) [1], x2 Grenades (Range 8", ROF3) [5] {10}, Sword, Pistol (Range 8", Small Arms) [1] — 12 points
Deputy Commander
Troops (5+/4+) [1], x2 Grenades (Range 8", ROF3) [5] {10}, Infantry Rifle (Range 24", Small Arms) [4] — 15 points
Japanese Rifle Section
Cost: 224 points (672 points for 3 Sections)
Section Leader
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Deputy Section Leader
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], Type 98 or 99 LMG (Range 32", ROF3, Small Arms) [10], x2 Grenades (Range 8", ROF3) [5] {10} — 21 points
Loader
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
Mortar Man
Troops (5+/4+) [1], Type 89 50mm [Light] Mortar (Range 40", ROF3, Indirect Fire) [12], x2 Grenades (Range 8", ROF3) [5] {10} — 23 points
x9 Rifleman (135 points)
Troops (5+/4+) [1], Infantry Rifle (Range 24", Small Arms) [4], x2 Grenades (Range 8", ROF3) [5] {10} — 15 points
VII. SCENARIO Besiege the Bunker
24 points per player suggested
Each player starts with Berserk (x2),
Guard, and Recon (x2, on page 46).
Background Starting space is adjacent to Home Bunkers
which are placed in opposite corners (use
the Bunker that comes in the set or
designate a couple of squares with a coin
or other marker).
Terrain This scenario can be played on as small as
a 2‟ x 2‟ table. There must be a suitable
tower placed in each team‟s Starting side,
no closer than 6” to any table edge. Is
suggested that you have at least 3 pieces
of terrain for each 1‟x1‟ of table. These
pieces will provide Cover (4.7).
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Victory Conditions Move one or more of your pieces into your
enemy‟s bunker.
Free For All 8
75 points per player suggested
BACKGROUND In the highly mobile engagements of World
War II it was not uncommon for forces to
suddenly find themselves in contact with
the enemy. The freewheeling battles that
result are little more than all-in brawls
with both sides maneuvering to seize
important ground in the enemy's rear area.
Each army must seize one of your
objectives before the enemy seizes one of
theirs.
Each player places two objectives on the
other side of the table. The objectives
must be at least 16" from the center of the
table and may not be placed within 8" of
the table's edges. Both of a player's
objectives must be placed with 48" of each
other.
Both players must place their figures on
the table, but not within 12" of the center
of the table.
8 FOW, page 156, das Book, page 11.
TERRAIN Use the Random Scenario Generator (Very
Simple Scenarios, page 5) to generate
terrain.
SPECIAL RULES
Mobile Battle
No figures can start the first round having
Gone to Ground (VSAM, page 10). Both
armies are considered to have moved and
therefore have a -1 attack roll penalty
(VSAM, page 11).
VICTORY CONDITIONS The battle ends when a player starts their
turn in possession of any of the objectives
that they placed in the enemy's starting
space. When the battle ends, count the
victory points normally (3.4).
SSSAAAMMMPPPLLLEEE SSSCCCEEENNNAAARRRIIIOOOSSS
Table Top Heroes Scenario 1 — Besiege the Bunker 9 Scenario 2 — Cap the Cap‟n 10 Scenario 3 — Capture the Crossing 11
9 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 10 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html
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Very Simple Army Men Saturday, July 16, 2011
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Scenario 4 — Sweep the Settlement 12 Scenario 5 — The Art of War 13 Scenario 6 — A Desperate Defense 14 Scenario 7 — No-Man‟s Land 15 Scenario 8 — Battle on 2 Fronts 16 Scenario 9 — Rescue the POW‟s 17
FLAMES OF WAR SCENARIOS Flames of War has a very good selection of
Generic scenarios for WWII.
Scenario 1. Free-For-All18 Scenario 2. Encounter 19 Scenario 3. Hold the Line 20 Scenario 4. Fighting Withdrawal 21 Scenario 5. Breakthrough 22 Scenario 6. The Cauldron23 Scenario 7. Roadblock 24 Scenario 8. No Retreat 25 Scenario 9. Hasty Assault 26 Scenario 10. Breakout Mission 27 Scenario 11. Seize and Hold 28 Scenario 12. Hit the Beach Mission 29 Scenario 13. River Crossing Mission 30 Scenario 14. Trench Fight 31 Scenario 15. The Big Push 32 Scenario 16. Not One Step Back 33
11 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 12 http://www.runestoneit.com/~dseagraves/games/no_longer_free/Table_Top_Troopers.html 13 http://www.runestoneit.com/~dseagraves/games/no_longer_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 23 FOW, page 161, das Book, page 16 24 FOW, page 162, das Book, page 17 25 das Book, page 13 26 das Book, page 18 27 das Book, page 19 28 das Book, page 27 29 das Book, page 35 30 das Book, page 44 31 das Book, page 58 32 das Book, page 59 33 das Book, page 65
Scenario 17. Total War 34
WWII PLASTIC SKIRMISH Scenario 1 — Overmatched 35 Scenario 2 — Stupid is as Stupid Does 36 Scenario 3 — A Sterling Performance 37 Scenario 5 — The Assault on Red October 38 Scenario 6 — Kidney Ridge 39 Scenario 7 — Kursk The Northern Spearhead 40 Scenario 8 — Kursk The Southern Spearhead 41 Scenario 9 — Hold Until Relieved 42 Scenario 10 — Dog Beach 43
TOKEN LIST This is a suggested list of helpful Tokens:
Air Support Counters (on page 13)
Concealed/Hidden Movement Token
(on page 22)
Digging Token (on page 19)
Immobilized Token (on page 14)
Mine Fields Token (on page 25)
Overwatch Token (on page 27)
Wound Token (on page 15)
34 das Book, page 75 35 http://www.juniorgeneral.org/w2plastic/plastic.html 36 http://www.juniorgeneral.org/w2plastic/plastic.html 37 http://www.juniorgeneral.org/w2plastic/plastic.html 38 http://www.juniorgeneral.org/w2plastic/plastic.html 39 http://www.juniorgeneral.org/w2plastic/plastic.html 40 http://www.juniorgeneral.org/w2plastic/plastic.html 41 http://www.juniorgeneral.org/w2plastic/plastic.html 42 http://www.juniorgeneral.org/w2plastic/plastic.html 43 http://www.juniorgeneral.org/w2plastic/plastic.html