- Buy as many Green Army Men as possible along with tanks, howitzers, airplanes, and ships
- Buy as many Tan Army Men (or the gray guys) along with tanks, howitzers, airplanes, and ships.
- Designate a battle area in your home or yard that is as large as possible.
- Decide on a range band. All ranges for movement and shooting are measured in range bands. These can be any measurement you like, from 6 inches (playing on a dining room table) to 6 feet or more (playing all over the house). In the first example, your longest range shooting (range band 5) would be done at 30 inches. In the second example, your longest range shooting would be done at 30 feet. For your first game, get some yard sticks and set the range band at 3 feet.
- Designate a few important areas along with your opponent. If you have airplanes, you will need to designate an airfield. If you have navies you will need to designate the ocean. Elevated areas should be designated as difficult (mountainous areas) or clear (rolling hills). Other surfaces should get the same treatment, either classified as difficult or clear. Just because an area of floor looks clear does not mean it is not difficult. You may decide that particular area is experiencing some bad weather and should therefore be classified as difficult. Each area should also be classified as "Friendly," "Neutral," or "Enemy" in relation to your own forces. For every friendly area you claim, your opponent receives one as well.
- Set Terrain. If you want any areas to have special terrain, mark them appropriately. Determine what counts as a building, a wall, or a swamp for example. Players should have an equal number of terrain pieces
- Write up your armies. You may assemble your forces how ever you like. Some examples follow at the end of the rules. Keep your armies as simple as possible. The Super Battle Awesome Rules lend themselves to tons of customization. However, once you start to make the game too complex you may as well play something that comes with a 200 page rulebook, scenarios, and sweet models. Make a note of how many guys are in each infantry unit and what class each tank is in. Write down any special squad info as well, such as "Medic," "Commander," or "Sniper." Players should have equal points values in their armies.
- Designate command structure. Nominate your Commander, Lieutenants, and Sergeants.
- Begin placing units. Roll a die or flip a coin to determine who goes first. Players alternate placing units until all are on the playing surface. Whoever placed first gets the first turn.
- Players alternate taking actions with their units until one side is destroyed or a player concedes. Players may wish to also agree on a victory condition, such as seizing the airfield or killing the enemy commander
Remember that whenever a unit finishes its activation it receives a blast token.
Feel free to play all over the house!
I will be testing this ruleset shortly.
Let me know if you do the same!
-Maniple
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