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Author Topic: Codex: Army Men  (Read 15197 times)

Offline Jaeger

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Codex: Army Men
« on: October 23, 2010, 11:47:19 PM »
I've been working on a Codex or armylist for little green army men.

The game uses 5th edition Warhammer 40K rules with some additions of my own.

A few examples from the codex:









And a battlefield view:


/Jaeger
Too many projects... not enough time...

Offline revford

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Re: Codex: Army Men
« Reply #1 on: October 23, 2010, 11:52:12 PM »
I'm possibly being thick, but what is BT, as in Rifleman BT, MG BT?
Gav Ford
revford@gmail.com

Offline Jaeger

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Re: Codex: Army Men
« Reply #2 on: October 23, 2010, 11:56:55 PM »
No, no. I just didn't add the special rules to the first post.

Here's the special rule for Buddy Team (BT - which are two models based together like an IG Hvy. Weapons Team):

Buddy Teams:

Standard Team: Both team members may fire their weapons. The BT counts as one model for cc purposes.
Mixed Teams: Mixed teams consist of one officer/specialist and “the other guy” (loader, nco etc.). Both models can fire, but "the other guy" uses a rifle and has BS3 (In a Paratrooper Squad “the other guy” uses BS4).  The BT counts as one model for cc purposes.
All Body Teams counts as 2 models for transport purposes.

Edit: "Body Team" changed to "Buddy Team".

/Jaeger
« Last Edit: October 24, 2010, 12:23:54 AM by Jaeger »

Offline revford

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Re: Codex: Army Men
« Reply #3 on: October 24, 2010, 12:11:55 AM »
I see now, cheers.

Why did you choose 40K for this game, is it the rules you are familiar with, or is the something in the new edition that inspired you?

Offline Citizen Sade

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Re: Codex: Army Men
« Reply #4 on: October 24, 2010, 12:16:50 AM »
Body Teams
"Buddy teams" would make more sense.

Offline Jaeger

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Re: Codex: Army Men
« Reply #5 on: October 24, 2010, 12:19:29 AM »
Basicly because I'm familiar with the rules, which makes adjusting point cost some what easier.

I also think that the fast and easy game play makes for a suitable setting for big army men games. For skirmish level encounters I would chose something else.

I'm curently working on making the pdf version available (free naturally) on the net.

@Citizen Sade: You're quite right. They're not dead from the beginning.  lol

/Jaeger

Offline answer_is_42

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Re: Codex: Army Men
« Reply #6 on: October 24, 2010, 10:53:35 AM »
Hehe, this is awesome. I want to play.

I'd give the tanks front armour 13, though...
I told you so. You damned fools.
 - H.G. Wells

Offline Jaeger

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Re: Codex: Army Men
« Reply #7 on: October 24, 2010, 12:38:49 PM »
Thanks. :)

The reason for Av12 on the tank is that there are no melta weapons (there might be though) and most anti-tank weapons will require 4+ or more to penetrate a tank, which is ample protection considering the low point cost of the tank imo.

Until I get the Pdf up and running you can see the units here:

HQ:

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMHQ.jpg

Elite:

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMSniper.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMEngineer.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMWalker.jpg

Troops:

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMRifleman.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMMotorized.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMAirmobile.jpg

Dedicated Transport:

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMJeep.jpg

Fast Attack:

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMParatrooper.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMRecon.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMAirplane.jpg

Heavy Support

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMMortar.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMAntiTank.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMArtilleryJeep.jpg

http://i23.photobucket.com/albums/b361/BelialPhoto/CAMTank.jpg

Special rules

HQ Squad:
Command: Any units with a model within 12" of the Captain BT may use the Captain BTs Leadership for morale and pinning purposes.

Combat Walker:
Hard to kill: Counts as "Venerable" rule for Space Marine Venerable Dreadnought.
Repair system: Counts as "Repair" rule for Space Marine Rhino, but works on 5+ instead of 6.

Backbone of the Army:
For each of these units in your army, you may choose one of any other unit in the army. You must still follow normal FOC restrictions.

Split Fire:
As long as the Sarge/Captain/Command Tank is not killed/destroyed ,the unit may split fire between several targets. Each BT /vehicle in the squad/squadron may choose which target to shoot at. A Combat Walker may target different units with separate weapons (co-axial mounted weapons must shoot at them same target as the main weapon).

Buddy Teams (BT):
Standard Team: Both team members may fire their weapons. The BT counts as one model for cc purposes.
Mixed Teams: Mixed teams consist of one officer/specialist and “the other guy” (loader, nco etc.). Both models can fire, but "the other guy" uses a rifle and has BS3 (In a Paratrooper Squad “the other guy” uses BS4).  The BT counts as one model for cc purposes. All Body Teams counts as 2 models for transport purposes.

Artillery Spotter:
The unit that bought this upgrade may draw line of sight from the Artillery Spotter model. The model uses an officer model based alone. The Art. Spotter uses the same stats as a Sarge BT, but has one less in the following stats: Wounds, Attacks. The model is equipped like a Sarge.

Independent Character:
A Captain BT or Artillery Spotters are treated as Independent Characters if the rest of their unit is wiped out.

Engineers:
Work in progress...

Weapons

Anti-Tank grenades: Counts as Krak grenades
Autocannon: R36, S7, AP5, Heavy 2
Bazooka: R36, S7, AP4, Heavy 1
Cannon: R36, S8, AP3, Heavy 1
Combat Fist: Counts as Dreadnought CC weapon
Flamer: S4, AP5, Assault 1, Template
Gatling Cannon: R24, S6, AP5, Heavy 4, Rending
Heavy Autocannon: R36, S8, AP3, Heavy 2
Machine gun: R24, S4, Ap6, Heavy 3
Missile: Counts as Hunter Killer Missile
Mortar: R30, S4, AP6, Heavy 1, Barrage, Blast
Pistol: R12, S4, AP6,
Pistol Rifle: R24, S4, AP6, Rapid Fire
Rocket Launcher: R12-48, S5, AP6, Ord. 1, Barrage
SMG: R12, S4, AP6, Assault 2
Sniper rifle: Counts as Space Marine Sniper Rifle

FOC:

Required:

HQ 1
Troops 2

Max:

HQ2
Elite 3
Troops 8
Fast Attack 3
Heavy Support 3

/Jaeger
« Last Edit: October 24, 2010, 06:06:33 PM by Jaeger »

Offline Christian

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Re: Codex: Army Men
« Reply #8 on: October 24, 2010, 12:44:56 PM »
I really like this idea!

Offline Will Bailie

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Re: Codex: Army Men
« Reply #9 on: October 24, 2010, 02:23:03 PM »
I see that each BT has two wounds.  I can see this giving you a bit of bookkeeping hassle, or a need to use markers of some sort, to keep track of which stands have taken wounds.  You might have a faster game if most BT only get one wound, wiht only Hero-types (Sarge, Captain) getting the extra wound.

Looks like lots of fun - looking forward to seeing more piccies!

Offline Jaeger

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  • Posts: 438
Re: Codex: Army Men
« Reply #10 on: October 24, 2010, 02:57:44 PM »
I made the BT rule out of several reasons.

First of all you can field loads of models and only need to mave half the number of a standard 40K game. Normally it's a pain going up against 150+ IG or Ork armies as movement drags on forever.

Also the big guns will instant kill a BT with each shot, making them more powerfull than if it were firing at a squad of say 10-12 men (based alone with 1 wound).

Actually there won't be much record keeping as each squad doesn't inklude that many specialists and I plan on making markers such as these:

Buddy Teams are actually used in the army, so again it's a little touch of realism in a totally unrealistic game. :)



The purple heart is the wound marker. The other markers are to indentify units from each other, so you can use standard infantry as paratroopers if you like (or can't get hold of paratrooper models).

I've started painting up some models. Here you see greens and greys, and in the middle is a couple of wheeled tanks I consider using for Scout Tanks (smaller cannon, Av11 front and scouts).

Also I've been looking into adding some more Combat Walker types from my Mechwarrior Clix collection:



I'm also thinking of adding a new kategori only for Combat Walkers, so they won't fill up the elite section.

/Jaeger
« Last Edit: October 24, 2010, 03:02:24 PM by Jaeger »

Offline Dr. The Viking

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Re: Codex: Army Men
« Reply #11 on: October 24, 2010, 03:56:51 PM »
Wow I really love this idea!

It has creativity written all over it. I really hope you'll take it all the way...

I can see where you're coming from with the choice of rules. The basic mechanism (establishing who's hit and so on) in k is good. And with the same list on both sides there certainly won't be a balance problem(whatever that is..)!  lol

I do think a Crossfire version of this might be something I would attepmt. I think the actual armymen bases should be visible! You know like in toystory - they move.. like wobbling away on their base.

Bring on some terrain!

Will there be a picket fence? And a corner of a sand box? ;D



EDIT:

Just thought of something. How about some "random enviromental events":

1: Pigeon Raid - A hunormeous pigeon sweeps down from the skies and snatches one BT of the field!

2: Stomp - A horde of raiding kids pass through the field. Place a foot sized marker somewhere on the field and roll for damage to anything underneath.

3: Flock of Seagulls - a flock of seagulls passes over the battlefield at high altitude. A while after huge white bombs start raining down on the battlefield. Release 20 papir markers (1cm x 1cm) 1 meter over the battlefield. Anything hit by the markers suffer an instant attack.




« Last Edit: October 24, 2010, 04:20:30 PM by Thorbjørn Nielsen »
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Offline abhorsen950

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Re: Codex: Army Men
« Reply #12 on: October 24, 2010, 05:56:22 PM »
Smashing Idea, looks cool to, might pinch those, I really loved my Green Army men when I was kid, really liked them.

Thanks for sharing
Steve

Offline Arlequín

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Re: Codex: Army Men
« Reply #13 on: October 24, 2010, 07:26:29 PM »
Awesome idea... but I feel you are destroying the basic concepts of Army Men;

a) Bazooka always destroys tank if in range, always, no exceptions...

b) Soldiers shot immediately die, unless they are named by the player (that'd be a 'character figure' to us), who often die dramatically, or linger on a bit.

c) There is always one figure, who has never been killed in any battle and never will be, we can call him the 'Immortal' - downside is usually that the weapon he is depicted with is nothing to write home about, or he's a medic or something.

d) A Tank's most potent weapon are its tracks, more army men have been lost to being run down than to a tanks mg or cannon.

That's how I remember it any way.  ;)

Offline answer_is_42

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Re: Codex: Army Men
« Reply #14 on: October 24, 2010, 08:39:39 PM »
Awesome idea... but I feel you are destroying the basic concepts of Army Men;

I'm inclined to agree...

 

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