When my son was about five, I bought him a big bucket of cheap plastic soldiers. I was hoping my son would enjoy playing with them both alone and with his dad, that by now he would be an ardent gamer. Well, it never really happened, but once in awhile, he will have a game with me. In the past, the rule was to either line them up and throw them at each other, or we'd make "phew-phew" noises and designate who lives and who dies. In this latest battle, we used a D20 and rolled for who lived and who died. Why a D20? Why not.
Movement and weapon ranges were rather fluid. Everything moved about 3 to 5 inches. Aircraft got unlimited range but could only be in the air for a turn. Ranges were about 6" though tank gun ranges were slightly longer.
A roll of 10 or higher hits unless the target is behind cover, in which case its 15 or higher. A hit automatically kills infantry, but tanks get a saving roll of 15 or higher to be destroyed.
Machine guns and grenades get three rolls to hit and can target up to three infantry so long as they are next to each other. Bazookas act like machine guns against infantry. Against tanks, a bazooka get one chance to hit but gets a +2 on the saving throw die roll. Tanks firing get same as machine guns against infantry; but against tanks, it gets one chance to hit with a +3 against the opponent's tank's saving throw die roll. Aircraft could drop bombs that could kill five infantry but had to roll a 12 or higher. Against a single tank, it was 12 or higher to hit, but got a +4 against their saving throw.
The battle
Pre-battle singing of the Red Dot national anthem, accompanied by bagpipes. |
My left flank |
My right flank. Infantry bolstered by some tiny tanks. |
My squadron at the ready. |
Enemy armored spearhead lumbers forward. |
Notable cowboy mercenary Buck Sheboygan joins the right flank. He's a crack shot with is sawed off lever-action rifle. |
The battle begins. Already in these early stages, my troops are taking casualties. Two of my tanks have been destroyed. |
An Ace up my sleeve? Rambo the Commando begins to sneak round the napkin holder. The darring plan was for him to take out the enemy's aircraft. |
I launch one of my jets to even the score from above, but it failed to score any hits! |
Rambo the Commando is halfway around the napkin holder........ |
............only to be cut down by enemy snipers! It was almost as if they knew he was coming. |
Carnage on both sides continues. Unfortunately form me, the enemy still had some troops in reserve. |
I try for another air strike. I managed to kill some of his troops but couldn't damage the tank. |
My fighter bomber was attacked by two enemy jets on his way back to base |
My pilot was able to shake one of them off, but not the other. |
The enemy started moving in their reinforcements |
Little did I know that the enemy had their own cowboy. It was mano a mano shootout. |
For a brief moment, a hush settled over the battlefield. When the smoke cleared, only one man was left standing. |
But in a cruel twist, Buck Sheboygan gets taken down by an enemy machine gun. |
In the end, only a few of my troops were left along with my bag pipers. The enemy had won the battle but paid a heavy price in men. |
This vaguely reminds me of a simple rule set I devised for an Army Men project about 12 or 13 years ago. For artillery fire I invented a 6"x6" clear plastic 'beaten zone', with deviations labelled in each of the inch squares, and determined by a pair of differently coloured dice.
ReplyDeleteOne of the diagonals was the line of fire, and the centre point placed over the point of aim, then the deviation rolled. The template was moved according. Anyone or thing caught under the template was at risk. For each person, a '6' was required to hit, but you rolled for each gun or mortar (from the same battery) firing at that target. It was a good idea, then, to organise artillery into batteries...
I was really proud of that invention...
Cheers,
Ion
Ion,
ReplyDeleteSounds like a clever way of using artillery.