The Figting Plastic rules by Corey Butler were hosted by the late Thor Sheil on his Army Men website, where I first saw them. I found them again on his restored webpages. Here is an direct link to rules. I've also seen another similar version of this game on the web earlier called 'Burning plastic' by Mitch Nexon, but the link to it seems to be inactive now. Maybe some of you have it? If so, Please share it in the comment-section below.
- 2 rifle-squads each of 10 soldiers, a LMG and and a bazooka/flame thrower. Each squad can operate as 2 fireteams independently.
- 1 HMG-detachment of 3 soldiers
- 1 sniper
- HQ-section with platoon-leader and 2 medics
- After turn 12: A QRF consisting of 1 truck with a HMG and a section of 10 'veterans' armed with assault rifles, a LMG and a bazooka arrives from the next village. Only if Lumbaya is still held by Katangese forces.
- 1 Platoon of 3 rifle-squads each of 8 soldiers and a LMG. The squads can operate independently.
- 1 Light mortar-detachment of 2 soldiers and an observer
- 1 bazooka-detachment of 3 soldiers
- HQ-section with platoon-leader
- 1 Jeep with HMG and 2 soldiers.
- Katangese: To hold the strongpoint of Lumbaya. Can request QRF-support as mentioned in the force-section from turn 12 if still holding whole or part of the strongpoint.
- UN: To take and hold the strongpoint of Lumbya, preferably within 12 turns, and take control on as many Katangese gendarms located there as possible.
The Katangese HMG is now beyond repair and use.
|But the Katangese hit back with a direct Bazooka-hit and taking out a half squad.|
|Seems like this building has been targeted with several Mortar-grenades.|
|Nice addition to the rules that medics can get casualties into combat again. -At a roll of 7, so it didn't help these guys though|
- It's simple and can be played with easily available and cheap army men or toy soldiers.
- Even thou not including rules for wounded, the rules includes medics who can convert casualties into healthy again by a roll of dice.
- Indirect weapons get a -1 on every first attack on a (fixed) target.
- Have rules for grenades not hitting their targets and will hit something else instead.
- Have own rules for paras jumping into the gaming board whether they hit their Landing Zone or not.
- Rules include different skill-levels for the fighting forces. It doesn't apply for whole units, only for single heroes. I added one at each side, and they stayed alive and led their squads until the final stages of the battle.
- The rules are short. Just 2 sides, and it has easy reference boards/tables making shooting fast.
- I liked the long ranges for the weapons, thus there are a con as well when it doesn't differ between short-, medium- or long range within. It's just easier to hit a closer target than a target far away.
- The rules doesn't include any melee or hand-to-hand fighting.
- Since every shoot is rolled with 2 dice (D6) and some automatic weapons have up to 10 shoots every turn, at the same time as the rule recommend 30 - 40 soldiers on each side, I think there will be a lot of dice-rolling. I would actually consider to play this game with D12 dice or using a dice-app accepting separately D6-rolls in pairs.