Wednesday, 17 April 2013

COMMANDO!.


 More nostalgia for old Paul, I have owned these soldiers since I was about ten years old.
 I fancied a fast, not too serious game with them.
So I made up some very simple rules as I went along.
 And I wrote them up later, see below.
 Germans behind the hedgerow.
 Defending the workshop.
 A new box of 14 Airfix Russians.

The Russian box has a lot of sub machine guns!.


COMMANDO!
                                                                 

WORLD WAR TWO WAR GAME RULES FOR AIRFIX 1/32nd SCALE TOY SOLDIERS

USE ONE BOX OF SOLDIERS AS YOUR SQUAD YOU SHOULD USE THE WHOLE BOX AND NO MORE - WHAT YOU SEE IS WHAT YOU GET!.

SET UP THE BATTLEFIELD AND ROLL TO SEE WHICH SIDE YOU DEPLOY YOUR SOLDIERS ONTO.

ROLL AS BELOW TO BRING YOUR SOLDIERS ON STARTING WITH THE SQUAD LEADER.


ROLL 1 D6 TO DETERMINE THE NUMBER OF ACTIONS YOUR SQUAD MAY MAKE . IF YOUR LEADER HAS NOT BEEN HIT ADD +1 TO THE SCORE.

EACH SOLDIER MAY TAKE UP TO TWO ACTIONS PER TURN.

ACTIONS ARE : 
 A MOVE UP TO 9"

CLIMBING OR CROSSING A LOW OBSTACLE

SHOOTING OR LOADING A WEAPON

THROWING A GRENADE

FIGHTING IN CLOSE COMBAT

REPLACING A HIT MACHINE GUNNER OR BAZOOKA MAN TAKES TWO ACTIONS



SHOOTING:
ROLL 1D6 PER SHOT TO HIT

SCORE 4 OR MORE IF THE TARGET IS IN THE OPEN OR HIT BY EXPLOSIVE
SCORE 5 OR MORE IF THE TARGET IS IN SOFT COVER
SCORE 6 IF THE TARGET IS IN HARD COVER

WEAPON                                              

PISTOL   RANGE  9"    SPREAD  -      SHOTS 2

RIFLE   RANGE  36"  SPREAD  -      SHOTS 1

SUB MACHINE GUN   RANGE  18"  SPREAD 4" SHOTS 2

LIGHT MACHINE GUN   RANGE  36"   SPREAD  9"  SHOTS  3    REQUIRES A SOLDIER TO ACT AS A LOADER OTHERWISE ONLY GETS 1 SHOT

GRENADE  RANGE  9"  SPREAD 5" BLAST CIRCLE     SHOTS  ALL SOLDIERS UNDER THE TEMPLATE

BAZOOKA   RANGE   18"   SPREAD  5" BLAST CIRCLE   SHOTS  ALL SOLDIERS UNDER THE TEMPLATE

LIGHT MORTAR    RANGE 18"  SPREAD  5" BLAST CIRCLE     SHOTS    ALL SOLDIERS UNDER THE TEMPLATE





CLOSE COMBAT: ANY SOLDIERS IN BASE TO BASE CONTACT ROLL 1D6 THE HIGHEST SCORE WINS AND THE LOSER IS HIT.



GRENADES ARE THROWN AS A SHOOTING ACTION AND MAY ONLY BE THROWN BY A TOY SOLDIER CLEARLY CARRYING ONE. THE TEMPLATE IS PLACED WITH ITS CENTRE UP TO 9" FROM THE THROWER BUT IT DOES NOT EXPLODE UNTIL THE OTHER PLAYER HAS TAKEN HIS MOVEMENT WHICH MAY GIVE HIM A CHANCE TO AVOID THE GRENADE.    


MORALE: THE FIRST SIDE TO HIT TEN OF THE FOURTEEN ENEMY SOLDIERS WINS THE BATTLE!.

5 comments:

  1. Wait a minute...
    who won? ;oP```

    Cool rules, Paul.
    Thanks.
    John

    ReplyDelete
  2. Hi John,
    the Americans won the first game and the Russians won the second game, it was fun.

    Thanks for your comment,

    Paul

    ReplyDelete
  3. So the Russians and Americans fought each other? Some of the American generals wanted to continue the war against Stalin after the Germans were beaten. James O

    ReplyDelete
  4. A happy conincidence, I've recently had an itch to do a simple quick WW2 game but couldn't decide what, now at least I've got some rules to spur me on.

    Best wishes and many thanks for the post, Brian

    ReplyDelete