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henry12418 May 2009 11:36 p.m. PST

Sand Box Wars
Created by: henry124 AKA Henry .A

Setup: To begin place some random odds and ends on you play surface such as the sand bags that many sets of army men come with, books, blocks, mugs ect. for terrain. then make sure each player has an even amount of soldiers and even amount of classes (explained next) then choose a side. It can make the game interesting to setup bases in the corners for each player. Each player places his units within a 8" x 8" square in their starting system.
Classes: The classes are decided by the different types of soldiers, you can assign each class to corresponding types as you wish the classes are as follows:
-Rifle Men
-Infantry
-Commander
-Sniper
-Machine Gunner
-Paratrooper
-(I have not developed rules for them yet but also rocket launchers)
To distinguish them I used most troops as riflemen the ones with grenades or SMG's as infantry I also colored there grenades black to eliminate confusion. With some of the crouching riflemen I colored their guns black with the sharpie to be snipers, then with some of the rifle men I colored there helmets black to be paratroopers. An finally the machine gunners where different models as well as the commanders but I colored there binoculars and guns to distinguish them.
Movement: All units move 6" and 8" if they don't shoot. Paratroopers can be called in on any turn you may place them anywhere on the board at least 6" away from an enemy and within 12" of the commander and when they land they may not shoot or move. When moving up down or over terrain you must double the amount of terrain you are covering.
Combat: The different classes combat in different ways so:
Class Range Power
Riflemen 15" 4
Infantry 8" 4 x2
Commander 8" 4
Sniper 24" 3
Machine Gun 12" 5 x4
Paratrooper 15" 4
The range is in inches, the power is the dice roll required to hit. Remember the target must be in a line of sight. The "x_" means multiple shots each may be a different target.
With cover such as a soldier partially covered by something they get to roll a 4 or higher to be saved.
Have Fun!

henry12418 May 2009 11:40 p.m. PST

I plan to add tanks and more in depth details pertaining to the paratroopers and additional nits but this is the basic starting rules a few typos sorry and please leave suggestions!

Acharnement19 May 2009 7:07 a.m. PST

Can the players activate all their units (move, shoot, etc.) when it is their turn?
Can a unit shoot at any time in their movement?
8" x 8" is a pretty small deployment zone- about how many models/units do you envision people playing with?
How many models in a unit?
Can different models be in the same unit?
Does "machine gun" mean SMG, LMG, HMG, or some or none of these?
What happens after a target is "hit?"
How does close combat work?
Is moral a factor or does everyone fight till the death?
Are you supposed to use six-sided dice?
For "moving up and down" I think you mean that movement costs twice the normal rate- is that right?
There are lots more questions to ask but these are a start.
Good luck with your design.

henry12419 May 2009 11:06 a.m. PST

thanks this is great its easy to leave stuff out on first draft
1. yes
2. yes if they only move 6" although snipers and machine gunners may not move and shoot one or the other
3. yes 8x8 is small so 10x10 or 12x12 depending on how many models, i personally am playing with around 15-20 per turn but you can practically use any amount as long as its even
4. i didn't want to really use squads i used to play warhammer 40k and i loved it but sometimes all the restrictions can be annoying so you can send in a model lone wolf or with ten others you decide
5. yes
6. by machine gun i did envision models with HMG's
7. if a target is hit and is not in cover they are eliminated
8. i haven't really developed that (yet) as it can be a bit complex i will try to get that done
9. no moral fight to the death
10. yes six sided dice, sorry about that i kinda left out the what you will need list
11. yes thats right could have been more clear
thanks alot feel free to make your own house rules if you plan on playing

Also see me Flames of War house rules at > TMP link

henry12419 May 2009 3:16 p.m. PST

Sand Box Wars
Created by: henry124 AKA Henry .A

Setup: To begin place some random odds and ends on you play surface such as the sand bags that many sets of army men come with, books, blocks, mugs ect. for terrain. then make sure each player has an even amount of soldiers and even amount of classes (explained next) then choose a side. It can make the game interesting to setup bases in the corners for each player. Each player places his units within a 8" x 8" square in their starting system. This size may be increased depending on how many models you are using.
Turn: during your turn you may move units shoot with units and assault with units. You may use all of your units.
Classes: The classes are decided by the different types of soldiers, you can assign each class to corresponding types as you wish the classes are as follows:
-Rifle Men
-Infantry
-Commander
-Sniper
-Machine Gunner
-Paratrooper
-(I have not developed rules for them yet but also rocket launchers)
Note: Machine Gun, and sniper classes may not move and shoot they must do one or the other.
To distinguish them I used most troops as riflemen the ones with grenades or SMG's as infantry I also colored there grenades black to eliminate confusion. With some of the crouching riflemen I colored their guns black with the sharpie to be snipers, then with some of the rifle men I colored there helmets black to be paratroopers. An finally the machine gunners where different models as well as the commanders but I colored there binoculars and guns to distinguish them.
Movement: All units move 6" and 8" if they don't shoot. Paratroopers can be called in on any turn you may place them anywhere on the board at least 6" away from an enemy and within 12" of the commander and when they land they may not shoot or move. When moving up down or over terrain you must double the amount of terrain you are covering. The are no squads units may move freely.
Combat: The different classes combat in different ways so:
Class Range Power
Riflemen 15" 4
Infantry 8"+4" 4 x2/3x_
Commander 8" 4
Sniper 24" 3
Machine Gun 12" 5 x4
Paratrooper 15" 4
Note: The infantry has to ranges the second range is for his grenade, grenades ignore line of sight. "x_" means as many units as there are within 3" of the target.
The range is in inches, the power is the dice roll required to hit. When the target is hit and either fails his cover roll or is not in cover they are removed as a casualty. Remember the target must be in a line of sight. The "x2 or 4" means multiple shots each may be at a different target. With cover such as a soldier partially covered by something they get to roll a 4 or higher to be saved.
Close Combat: a soldier may decide to assault in close combat this means that they move the regular 6" plus 4" towards other model. The first 6" terrain restrictions apply but not to the extra 4". They must be able to make contact with the model for this to work. Once in contact roll a power 4 attack ignoring cover, if successful eliminate the target if a fail the target attacks back with a power 4 attack and continue alternating until one unit is dead.
Have Fun!

These are the revised set of rules please enjoy and check out my WWII game using FOW models > TMP link

Marshal Mark20 May 2009 5:41 a.m. PST

The comments I have written on your other rules thread would apply here also, but I would add – why are you writing two different sets of rules at once, covering the same type of game. Why don't you stick to one set, that way you can focus on getting them as good as possible.

henry12420 May 2009 9:54 a.m. PST

because mark im in high school and have alot of spare time i also like o variety this game is slightly less complex and so makes for a faster easyer game

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