A Simple Toy Soldier Game Battle Report

The following are rules for playing quick skirmish games with a squad a side broken up into fireteams, armed with 20th century up to futuristic weaponry. The table or gaming area should be packed with terrain!

A standard squad is a Command team (3 figures), a Fireteam (3 figures), an Assault Team (3 figures) and a Special/Heavy Weapon Team (2 figures).

Players roll off to determine who has the first activation during a turn. During a players activation they can spend activation tokens to activate one team. When a team activates roll a die (civilians/militia D4, Regulars D6, Veterans D8, Elite D10) this is the number of action points (AP) the team gets. If the team is the Command Team or they are within 12” of their Command Team add 1 to the roll.

A player begins the turn with 2 activation tokens per team they have. The first time a team is activated they spend 1 token to do so. From then on the cost to activate that team is equal to the number of tokens already spent on them in that turn.

For 1AP the team can move 2 inches, or 4 inches if they don’t spend any AP on shooting this activation.

The team can also fire at an enemy team, for 1AP the team can put 1 danger marker on a target in the open. If the target is in soft cover their total danger is halved. If the target is in hard cover it is divided by 3. Roll for any remainders. Assault Teams, LMGs or Energy weapons double the danger caused to infantry before it is divided by any cover.

Energy Weapons, Anti-Tank Weapons, and Tank Weapons are the only thing that can cause danger to Tanks.

If a team moves into melee combat with another it immediately fights it in melee. Roll the activation die for each team, adding one to the team that initiated the combat, and reduce a team’s roll by any danger they have. The team that scores highest kills the other team, and in the case of a draw both are killed. If the team currently activating survives the combat any remaining AP it had are spent and its activation ends.

A team can also cancel 1 danger on themselves for 1AP. A team must cancel any danger before moving or shooting. Each danger marker that not cancelled when the team has spent all of its AP results in a casualty.

A team can also pass, meaning spend all of its remaining AP without doing anything. You cannot retain any AP, it must all be spent before moving on.

Once a player has run out of all of their activation tokens, their opponent can spend any they have remaining and the turn is then over. Each player regains all of their activation tokens. Any danger on teams remains.

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