Interested in playing a World War II game, with Army Men or some other military miniatures? You may consider viewing Osprey’s World War II infantry Tactics. You can acces the file by clicking here. While you are perusing files, we’d also like to suggest you visit our Free Downloads Page.
Combat Storm is a rule set produced by Strategy Wave Studios. It is designed for two to four players, ages 12 and older. Combat Storm is a turn-based tactical wargame, intended for use with plastic Army Men as miniatures. The implied scale is 1:35 or 54mm, i.e., one inch of tabletop represents three feet in the game.
The rules are available at combatstorm.com. The rulebook retails for $22.99 U.S., but for an additional $7 U.S. you can purchase a boxed set including the rulebook, about 60 Army Men of various poses and colors, and four vehicles: a main battle tank, a light tank, a self-propelled artillery vehicle, and an air defense/ground support vehicle. Purchase of the rulebook, whether in the boxed set or by itself, grants access to the online Combat Storm Player Portal, through which you can subscribe to newsletters, download exclusive content like print and play tokens for identifying squads and troop states or papercraft terrain, and access utilities such as an army builder tool. You can also purchase additional Army Men, armored vehicles, dice, and additional paid papercraft downloads on the Combat Storm site.
This review describes the boxed set, including a review of the rules. Continue reading “Review: Combat Storm 2nd Edition Boxed Set”
Fire and Maneuver is a foundational small unit tactic. At its most basic, the tactic involves dividing a squad into a fire element and a maneuver element. In order to attack the enemy, the fire element (which typically includes a medium machine gun and its attendant ammunition carriers and barrel changers) discharges their weapons at the enemy, with the intent of fixing the enemy in position. Scenes in war movies where troops are “pinned down” by machine gun fire depict this portion of the tactic.
The fire element, then, forces the enemy to remain in place, and even more importantly, limits the enemy’s ability to fire back, as most enemies are hesitant to leave cover and return fire when machine gun bullets are whizzing overhead. While the enemy is keeping his head down, the manuever element makes extensive use of available cover to move toward the enemy position, with the intent of attacking from the flank or other unexpected direction. Continue reading “Small Unit Tactics: Fire and Maneuver”
Some of the doctrine presented in this CNN documentary may be outdated, as it references Sadam Hussein as currently being in power and references the 9/11 Terrorist Attacks as a recent event, placing its publication between 2001 and 2003. It is, however, highly informative about the evolution of U.S Army small unit tactics in urban terrain, and is well worth the viewing time.
We’ve just uploaded a new tutorial to the Army Men Wargaming YouTube Channel! This time, we are taking those gray plastic barbed wire fence sections and basing them, making them more stable – and better looking – on your wargaming table.
Last week, we posted a video unboxing and review of Lenard’s The Corps! Elite 120-piece playset. We were pleasantly surprised to see soldiers from that set appearing in this short stop-motion animation piece, Army Men: Red vs Tan Firefight. The director did a really good job with editing and special effects.
The Three Foot Rule is a commonly-used, but not always clearly defined, miniature wargaming concept. At its most basic, the concept involves balancing the level of effort exerted in creating terrain or painting miniature wargaming figures against the expected level of visual scrutiny the terrain or figures are likely to be under during a game. For many wargamers, terrain or figures are rarely observed at distances closer than three feet, so the three foot rule implies that a given detail should be represented on a figure, vehicle, or piece of terrain if someone observing the model from three feet away would expect to see it. Any additional details beyond that level would cost unnecessary time and effort, as it is unlikely that any player would notice them.
It is possible to render incredible levels of detail and realism in miniature, as military miniature dioramas and model railroad layouts attest. Many Old School wargamers view painting their figures and scratch-building terrain as part of their hobby, and excellence in painting and attention to detail is, to them, as noble a goal as superior generalship.
The question for the wargamer, then, is how much effort to exert in order to have an immersive game, without spending weeks or months preparing it. Some view the Three Foot Rule as a middle ground, a compromise between detail and playability.
For Army Men Wargaming, we are using unpainted, poorly-sculpted plastic toy soldiers as miniatures. While some players may feel nostalgic using the figures out of the canister, the esthetic appearance of the tabletop is less important than historical accuracy or having pupils painted on the eyes of each soldier. Those soldiers set the tone for the rest of the tabletop. The level of quality we seek would enable players to look at a piece of terrain and, know, for example, that a building is made of brick, that there are windows on the first and second floors, and that there are doors in two adjacent sides. Apart from that basic functionality, we don’t much care what it looks like.
How about you? What level of detail do you represent in your games? Please consider sharing your thoughts in a comment ot this post.