The Quick and the Dead
                           A Quick and Dirty Guide to Wargaming with your Toy Soldiers and Armymen

                           The Quick and The Dead 

                  

 

 

                                             WARGAMING WITH YOUR PLASTIC ARMYMEN

                                                                          BY GENE STEVENS

 

            The Quick and The Dead

 A Quick and dirty set of war-gaming rules for plastic toy soldiers

 

 

Intro

 

The “Quick and the Dead” is a simple and fast set of rules for playing with your plastic armymen of all scales!  All you need is a playing surface of your choice, dice (one will do, but you can use as many as you like to increase odds), a ruler can be used, but not totally necessary, as you judge the short distances by eye if you like, this may also add to the “fog of war” when resolving combat.

 

 

Troops

 

This game should be fast enough to play with up to about 25+ armymen per side. You can have bigger armies, though I would recommend your battles stay on the company or small unit size.

 

WEAPONS

 

In this game, weapons have certain and accurate limitations as follows;

 

A rifleman can only wound or kill one person at a time. This includes a sniper. Though a snipers range far exceeds that of a rifleman.

 

A submachine gunner and a machine gun can shoot multiple targets including vehicles (except tanks).

 

A mortar crew is limited to anti-personnel action and cannot damage tanks or heavy equipment.

 

A large field artillery piece can damage or kill anything on the field.

 

A flamethrower can also attack anything on the field at close range (including buildings and bunkers).

 

A bazooka can attack buildings, vehicles and fortified positions.

 

Hand thrown grenades can only be used at close range on personnel.

 

PLACING SURFACE

 

This is a scaled down battlefield, as a true playing service for 25mm to 54mm sized soldiers would be huge. A good size surface should start at least 5 feet by 3.5 feet. You can utilize store bought buildings and other terrain features, or make them yourself.

 

RESOLVING COMBAT; Turn based

 

BEGIN

 

Troops are placed on either side of any imaginary line, may start out on complete opposite sides of the playing surface or start from a pre-designated positions. 

 

To open hostilities, players can roll dice, flip a coin or simply agree upon an opening.

 

On each players turn, pieces are moved, small arms combat is conducted and cannons and bazookas are fired. Cannons may not fire and move on the same turn. Cannons move at a slower rate and must be accompanied by at least three pieces (figures) for crew being; two artillerymen and one artillery officer.

 

 

 

Once a piece is “Hit” this means wounded or killed, it is completely removed from the game. Just as in real life once a soldier is seriously wounded, it may be virtually impossible for him to engage the enemy. Determining wounded Vs. Killed can be decided die roles. Players may determine how many turns a wounded piece may be out of the game.

 

 

COVER

 

Buildings, bunkers, pillboxes and terrain may be utilized effectively, in the same manner that real cover would be utilized in combat. Tanks, Cannons and flamethrowers may be used to attack and neutralize fortified positions.

 

 

 

SNIPERS

 

Snipers in the Quick and The Dead, are wildcard figures. They can target from as far away as half of the playing surface. This means if your on a playing surface that is 5 ft X 5ft. A sniper can hit a chosen target from 2.5 feet away. A sniper may also use cover, such as terrain, buildings and bunkers. Each side may only designate one sniper.

 

DIE ROLLs

 

Combat is resolved by simply rolling dice as follows;

 

Figure, Tank, Gun

Distance

Die Roll “Hit”

Die Roll “Miss”

 

Rifleman

2-3 Inches

1, 2 or 3

4,5 or 6

 

Bazooka

3-4 Inches

1,2 or 3

4, 5 or 6

 

Sub-Machine gun

3-4 Inches

1, 2 or 3

4, 5 or 6

May pick multi targets within range

Tank

(A tank hit means a kill)

10-12 Inches

1,2, 3 or 4

5 or 6

Any Target

Heavy Machine Gun

3-4 Inches

*designates target(s) 1, 2,3 or 4

5 or 6

*May use triangle or cut out square to designate targets

Mortor

10-12 Inches

 

 

 

Snipers

Up to 24 Inches

 

 

 

Kill Shots

*See above

     1 OR 2 (automatic kill)

 

 

Wounded

          

3 or 4

 

Target can be either removed for a certain amount of turns, or permanently, players decide!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

COMBAT OBJECTIVES;

 

Combat is conducted for many varied reasons, The Quick and the Dead uses three basic elements for combat objectives, as follows;

 

  • Players may agree upon combat objectives, such as “holding a bridge, town or sector for a certain amount of turns”
  • Players may battle until a surrender is received from an opponent
  • One player lacks enough pieces to mount an offense or defense

 

 

 

 

MOVEMENT

 

A RULER OR PLATE (SEE BELOW FIG 1.) MAY BE USED TO DETERMINE MOVE DISTANCE the Quick and the Dead is a “move counter move game;

 

 

 

 

FIG 1.     1. A TANK MOVE IS THE FULL LENGTH OF THE PLATE

 

                 2.  AN INFANTRY MOVE IS HALF THE DISTANCE

 

                                           TANK MOVE

                                                                                            HALF MOVE

           INFANTRY MOVE                                              (Difficult Terrain)

 

 

 

 

 

 

 

 

 


TERRAIN

 

  • Crossing Hills, Forest and Rivers should be considered difficult terrain.
  • Pieces should be slowed down in such terrain when moving.
  • Rivers should be moved in half increments by infantry
  • Tank moves should be cut down to an infantry length

 

 

 

 

The Quick and the Dead

Gene Stevens 2006

 

 

 

MELEE (HAND TO HAND COMBAT)

 

A melee occurs when a player initiates the melee during his move. All pieces in a 4-6 inch circle become in the melee. The Quick and the Dead uses the Delabar Melee Rules,( All About Wargames by Jack Scruby 1957)

 

  1. All pieces involved count for 1 point each.
  2. Each player counts the points involved in the melee
  3. Each player rolls one die, and multiplies the number by the number of points (pieces) involved.
  4. The highest total wins the melee.
  5. The lower total looses the melee and 50% of the points (pieces) involved as casualties (kills).
  6. The winner then looses 50% of the total number of his opponents killed.
  7. Other troops in the area may not fire into the melee.

 

 

MORALE CHECK

 

Battles are won and lost on unit morale. For this reason, morale must be taken into consideration for this game and / or any other game that pertains to combat operations.

                                                                           

             

 

Morale is checked when;

 

·         Heavy casualties occur

·         When Officers are killed

·         After being attacked by armor

·         After Attacks from the rear

·         After Heavy (Multiple) mortar attacks

·         After heavy (multiple) artillery attacks

·         When units are split up                                      

·         After units appear to be defeated

 

Morale is determined by die roles as follows

 

Die Roll                          Result / Order

1                                                       Units stops for one turn

2                                                       Unit Continues to follow orders

3                                                       Unit Retreats one move

4                                                       Unit retreats two moves

5                                                       Unit looses 25% of it’s fighting strength

6                                                       Unit is totally routed

 

ENDING THE BATTLE;

 

THE BATTLE IS OVER WHEN;

 

·         OBJECTIVES ARE MET

·         ONE SIDE SURRENDERS

·         ONE SIDE HAS TOO FEW PIECES LEFT TO MOUNT A PROPER OFFENSIVE OR DEFENSIVE.

·         AFTER A MORALE CHECK INDICATES

 

 

 

 

REFERENCES

 

Shambattle By T. Sheil

All About Wargames by Jack Scruby

Fun with armymen http://www.thortrains.net/armymen/armymen2.htm

Krunch a Commie “Armymen Home page”