Thursday, 28 April 2011

Toy Soldier Wargame Rules - First Draft.

I'm sending off for a few 54mm plastic soldiers inspired by the Little Wars yahoo group that I've just joined, I made up some rules that may suit my needs so I thought I'd share them on here.

I'm sending for roughly Franco-Prussian War period soldiers and I'll post about them when they arrive.


TOY SOLDIER WAR GAME RULES


SEQUENCE :

ARMY A MOVES, THEN SHOOTS, THEN FIGHTS

ARMY B MOVES, THEN SHOOTS, THEN FIGHTS


MOVEMENT :

ROLL 2D6 FOR FOOT SOLDIERS AND 4D6 FOR MOUNTED TROOPS , CANNONS MAY BE MANHANDLED 1D6 OR HORSE DRAWN 2D6, THE SCORE EQUALS THE MAXIMUM DISTANCE A SOLDIER MAY MOVE


TERRAIN FEATURES ARE CROSSED AT HALF SPEED.


THE PRESENCE OF AN OFFICER WITH THE UNIT ALLOWS A RE-ROLL OF ONE DIE



SHOOTING :


SELECT A TARGET FOR EACH MAN SHOOTING, LINE OF SIGHT IS REQUIRED AND ROLL 1D6.

RANGES :

RIFLE, MUSKET 18"-36" 6 TO HIT

9"-18" 5 OR 6 TO HIT

0"-9" 4,5 OR 6 TO HIT



PISTOL 0"-9" 4,5 OR 6 TO HIT



CANNON   ( ROLL 10D6  )                   
36"+ 6 TO HIT

 9"-18" 5 OR 6 TO HIT

0"-9" 4,5 OR 6 TO HIT



THE PRESENCE OF A SERGEANT WITH THE UNIT ALLOWS A RE-ROLL OF ONE DIE



TARGETS IN PARTIAL COVER SAVE ON A ROLL OF 4,5 OR 6 FOR HARD COVER
SAVE ON 5 OR 6 IF IN SOFT COVER


HAND TO HAND :


ROLL 1D6 PER MAN ON FOOT 2D6 IF MOUNTED VERSUS FOOT

HIGH SCORE WINS IF SEPARATED BY MORE THAN ONE PIP

EG. 4-3 IS A DRAW BUT 4-2 IS A WIN



Sunday, 13 March 2011

More Rapid Fire!....

Stanley Christopherson CO of the Notts. Yeomanry (Sherwood Foresters).
The three companies advance, HQ to the rear. 
"A" Company.Firefly in the centre.
"B" Company.

And "C" Company.
Very old Airfix Shermans these, the tracks don't quite meet on some of them.

The old Airfix 6 pdr and carrier.

Revell British infantry, the Tynedale Fusiliers.

The PIAT team.

"Come on,  you chaps!".
A German pillbox, an Italeri kit.
Some Germans from Italeri.

Champion

Rapid Fire!, Eastern Front

It must be about three years since I played Rapid Fire!.
Over the bridge.
The Germans hold a strong position.
A concealed PaK-40 covers the right flank.
The Russians cross the river.
A lucky shot KO's a Ferdinand.
   The advance continues.                                
An SU-152 is brewed up by the remaining Ferdinand.            
Forward Comrades!.
The cavalry advance on the flank.
The attack is getting close now.
The Luftwaffe arrive and start bombing the Soviet PBI.
The minefields thin the Soviet ranks, particularly the cavalry.
A MiG-3 arrives but the Me-109 gets on his tail!.
The Luftwaffe see off the VVS.
The last SU-152 is now destroyed..
A German trench using chopped up toy soldiers.
Fire support, Italeri 76.2mm guns.
The German command look on as the Soviets retreat.
The toys include Britannia, Italeri, Revell. Pegasus, Airfix, Hobby Boss, Irregular Miniatures and Dragon.

Sunday, 27 February 2011

Conan and the Lost Temple

 Lurking around the temple are the local tribesmen.
 Arshouf and his two henchmen have followed Conan into the wilderness.
 Conan finds the temple using his map.
 As slingshot starts to fly in his direction Conan charges the ambushers only to trip over his big feet and fall at the feet of his enemy ( a roll of double one is a calamitous failure in BoL), luckily the fella is too surprised to hit him !.
 Arshouf's henchmen do rather better although one of them has taken a nasty blow. The other tribesmen now outnumbered flee as Conan regains his feet.
 Arshouf occupies the temple and taunts the Cimmerian.
 A deadly Cobra attacks Arshouf.
 Arshouf is bitten but manages to avoid the venom taking hold.
 He strikes the snake but gets bitten again ( he has had to use most of his hero points to prevent the venom paralysing him).
 With a pantherish leap Conan lops the head from the snake, saving his erstwhile enemy.
 Arshouf is very grateful to the Cimmerian and offers to ally with Conan to search the temple for it's legendary treasure. 
After a rest they find an entrance containing stairs descending under the ruined Stygian temple.
 The adventurers descend.
 They fail to spot a trap and a huge spear kills one of Arshoufs henchmen.
 Stepping forward Arshouf unpicks the locked doors using his skills as a thief.
 Amidst the sarcophagi Conan is attacked by a nightmare figure of an undead mummified corpse!.

Conan is too quick for the fiend, though and hacks it down in characteristic style.
 The next doors cannot be picked and Conan has to use his strength to smash through. On the other side is the undead Stygian Prince roused from his throne by the thieves.
 Conan is once again too quick for the undead.
 With a "mighty success" he kills off the monster.
 On Arshoufs command his remaining henchman attacks the Cimmerian.
But Conan is more than enough to deal with their treachery and wins through!.


CONAN AND THE LOST TEMPLE

THE BACKGROUND :

IN THE DESERTS EAST OF THE RIVER STYX LIES A RUINED TEMPLE OF ANCIENT STYGIA.RUMOURED TO HAVE A VAST TREASURE BENEATH ITS CRUMBLING REMAINS.

THE BOLD YOUNG CIMMERIAN, CONAN HAS SET OUT TO LOOT THE TEMPLE SINCE TAKING A MAP FROM A RIVAL THIEF.

UNKNOWN TO THE BARBARIAN HE IS FOLLOWED INTO THE DESERT BY THREE IRANISTANI ROGUES WHO HAVE HEARD OF CONANS INTENTIONS.

AT THE TEMPLE :

GUARDING THE ANCIENT SITE FOR WHATEVER MISGUIDED REASONS ARE SOME LOCAL TRIBESMEN : 2D4 OF THESE WILL ATTEMPT TO CAPTURE THE THIEVES TO BE SOLD AS SLAVES. THEY ARE ARMED WITH SLINGS AND DAGGERS

IF THE TRIBESMEN SUCCEED IN DEFEATING/CAPTURING CONAN THEN HE MUST ESCAPE IN ORDER TO CONTINUE THIS QUEST. HOWEVER THE IRANISTANIS MAY LOOT THE TEMPLE FIRST PROVIDING THAT THEY HAVE SURVIVED THE TRIBESMENS ATTACKS.

CONAN AND THE IRANISTANIS MAY ALLY TO SEE OFF THE GUARDIANS. IF THEY DO THEY MAY ALSO ALLY TO LOOT THE TEMPLE.

LURKING AMIDST THE RUINS IS A GIANT KING COBRA WHICH WILL ATTACK ANY OF THE LOOTERS IT WILL STRIKE FIRST UNLESS THE TARGET PASSES A HARD TEST ( A BARBARIAN OR HUNTER MAY HAVE A BONUS).

AFTER KILLING THE COBRA THE LOOTERS HAVE THREE ATTEMPTS TO FIND THE WAY INTO THE UNDERGROUND CHAMBERS - EACH ATTEMPT IS A HARD TEST ( A THIEF MAY GET A BONUS) EACH FAILURE GETS HARDER. AFTER THREE FAILURES SIX MOUNTED TRIBESMEN ARRIVE WITH JAVELINS AND SHIELDS TO CAPTURE THE THIEVES AND A FIGHT WILL ENSUE.

BENEATH THE TEMPLE :

A STAIRWAY DESCENDS, A TRAP MAY BE SPOTTED BY PASSING A HARD TEST (MIND BONUS) THE TRAP IS A SPEAR RIGGED TO THRUST AT A RANDOM TARGET AND CAUSES 1D6 DAMAGE.

IN THE OUTER CHAMBERS A MUMMY STALKS THE LOOTERS AND WILL ATTACK.

IN THE INNER CHAMBER IS THE MUMMIFIED STYGIAN LORD, KHAFA WHO WILL ALSO ATTACK.

IF DEFEATED THE LOOTERS WILL FIND UNTOLD RICHES AND WILL FIGHT AMONGST THEMSELVES IF MORE THAN ONE IS STILL ALIVE.THE WINNER TAKES ALL!.

THE TRIBESMEN :
S 0 AG 0 MD0 AP O BRL 0 ML 0 RG 1 DF 0
LB 3
ON FOOT - SLING: D6-2, DAGGER: D3

OR MOUNTED -
JAVELIN: D6
PROTECTION 1

THE GIANT COBRA :
S 2 AG 3 MD-2 DF 2
LB: 12

ATTACK: BITE +2; D6+1+POISON

POISON ROLL A HARD TASK OR BE PARALYSED ONE HOUR,ROLL TRICKY TASK AFTER ONE HOUR TO LIVE OTHERWISE DIE!.

THE MUMMY :
S 2 AG 0 MD 0 AP -2 BRL 0 ML 0 RG O DF O
LB 12

ATTACK: DEATH GRIP +2 D6+2 DAMAGE

PRINCE KHAFA :
S 4 AG 0 MD 0 AP -2 BRL 0 ML 2 RG 0 DF 0
LB 14

ATTACKS: DEATH GRIP +2 D6+2, SWORD D6+4