Plastic Battle is a tabletop wargame that can be played with the plastic army men you buy from the dollar store. You may also want some pennys or other small markers and some 6 sided dice. There are several different games available, from Total Destruction to King of the Hill to Capture the Flag (I will add more later). There are 6 basic units (I may add more at a later date) that are used in all of the games, all of these come in the basic set of army men that can be bought at any toy store. I hope you enjoy!
1. Units
There are 6 basic units in Plastic Battle, The Commander, the Charger, the Guard, the Regular, the Sharpshooter, and the Bazooka. Each unit has 8 basic statistics. These are; Speed (SPD), Accuracy (ACC), Defense (DEF), Range (RNG), Stamina (STM), Cohesion (COH), Reload (RLD), and Damage (DAM). They also have a point value that should be recognized by most wargammers.
Commander - Holding a pistol or radio, usually waving.
Charger - Running, gun up 45 degrees
Guard - Gun at hip, pointing to side
Regular - Kneeling and aiming gun
Sharpshooter - Standing and aiming gun
Bazooka - holding a bazooka
SPD- This tells you how far a unit can move in a turn, it is in inches.
ACC- This tells you how accurate the man is, accuracy is tested to see if you hit a unit.
DEF- This tells you how hard it is to hit the unit
RNG- This tells you how far a unit can shoot, in inches
STM- This tells you how many hits the unit can take
COH- This represents how well a unit can keep together without a commander
RLD- how many turns it takes to reload the units weapon
DAM- How many STM points are taken away from an enemy after a successful hit.
Later the stats will be given for each unit
2. A turn
Each turn has five phases, Reinforce, Cohesion, Move, Attack, and Retreat, in that order.
Reinforce The two players (or more depending on the scenario) decide on the maximum number of Reinforce points available each turn. At the beginning of each turn, players may spend their reinforce points to place new units on the board (this represents them being helicoptered out or such. Units placed by reinforcements MUST be placed by the players flag (which represents his HQ). To have a unit brought in costs twice the normal cost in points in reinforce points.
Cohesion Any unit not within 10 inches must make a cohesion check. If he fails, he retreats his SPD directly towards his flag, if he reaches his flag or runs into an enemy, he is destroyed, however, if he runs into a friendly unit, he is rallied and stops. Also any unit that fails a cohesion check cannot attack that turn. For a cohesion check, Roll a six sided dice, add to it the cohesion of the unit you are testing, if it is less than 8, he fails, if it is 8 or higher he passes and plays as normal.
Move All of your units may move according to their speed. Units cannot pass through any other unit or flag. Units also cannot pass though certain terrain, or may be slowed down on certain terrain (see below).
Attack All units may attack in this phase, however, any unit who moved more than half his SPD takes a -2 penalty to his ACC roll. In order to attack, the target must be within the RNG of the attacking unit. Roll an ACC check. If it hits, the target takes DMG to his STM. Take the attackers DMG and place that many markers under the target. If the number of markers exceeds the STM of the target, he is removed from the board, a casualty of war. To make an ACC check, roll a 6 sided die, add it to the ACC of the attacker. Subtract any movement or terrain penalties. If the result exceeds the DEF of the target, it hits, otherwise, it misses. You cannot fire through any other units, friendly or enemy.
Retreat Any unit who did not attack may move back one inch. All movement rules apply.
3. Terrain
Terrain may affect speed or attack. The following types of terrain are acceptable to place in a Plastic Battle game.
Hills Units moving up hills are slowed to half their speed. Units moving down hills have a -1 to any COH checks they have to make. If trying to attack a unit on a hill, -1 to ACC check. If on a hill firing at a unit not on a hill +1 ACC check. You cannot fire through a hill.
Marsh Units moving through a swamp are limited to half their movement. If you are not in a swamp and are targeting a unit in a swamp, -1 ACC. You may fire through swamps.
River Any unit moving through a river is limited to half movement. Also, -1 COH. You can fire through rivers
Woods Any unit moving through woods is limited to half movement, and -1 COH, -1 ACC. If targeting a unit in woods, -1 ACC. You cannot fire through woods
Cliff an impassable barrier. You cannot fire through cliffs.
4. Special Rules
RLD once a unit fires, it may take time to reload. The RLD number is the number of turns that a unit has to wait to reload. A reloading unit can be marked by a marker of your choice (I use a dime). Reloading units cannot move, attack, and have -1 DEF. This rule is optional
5. Stats
The points value comes before the name of each unit.
Points
Name
SPD
ACC
DEF
RNG
STM
COH
RLD
DAM
10
Commander
3
2
6
3
2
*
0
1
10
Regular
4
4
8
5
2
3
0
1
10
Charger
6
2
8
5
3
3
0
1
8
Guard
2
4
8
5
4
4
0
1
15
Sharpshooter
3
6
7
6
1
3
1
2
15
Bazzoka
2
3
7
4
3
3
2
6/2**
*The commanders absence causes other units to make cohesion checks, so he does not need a COH rating.
**The hit target takes 6 DAM and any unit within 1 inche of the target takes 2.