Set ‘em up and knock ‘em down. These rules are inspired by my earliest gaming experiences. 1/72 scale soldiers are used. Paper vehicles and terrain of the same scale are recommended as well. 


Typically an appropriate room or area of a room, with ample floor space, should be determined to be your battlefield. Any shore-lines or watercourse boundaries are agreed upon and represented as well as possible near the center of the battlefield. They play little consequence to the game except for scenery as there is no movement involved to this simple game. A “phase line” is established one foot on either side of the battlefield center line. A “gun line” at an agreed distance back from the center, on each end, is established. This is the line past which each player will fire his (or her) weapon.


Our favorite low-cost weapon for gaming was (and is) the R.B.G. or rubber-band gun. These are easily made. One may be shared as firing is done in salvo turns for this game. If each player is to have their own weapon they should be a matched set. The rubber-bands used should not be rotten or of an inappropriate size. The object of the game is to knock down your opponents forces, not destroy your game pieces. Projectile weapons of any sort should never be pointed at another person and safety glasses are strongly recommended (just in case).


A roughly even amount of forces should be assigned to each player’s side, including tanks and other vehicles. Aircraft too, if they are to be used. A coin is tossed to see who will be the defender or attacker. The defender then chooses which side of the field to defend and begins to place any terrain pieces behind his phase line. These would include buildings, obstacles, vegetation, etc. They should be reinforced and weighted so they do not give when struck by a projectile. Terrain pieces should be split between the attacker and defender with ¾ going to the defender. Then the attacker places all his terrain AND forces on the battlefield as he wishes behind his phase line. The defender then positions his forces. As all areas of the battlefield are in range of the player’s weapons, movement of forces is not practiced during the game. Soldiers and vehicles may not be wedged or buttressed into position so as to prevent movement if struck by a projectile. Any elements found to be in such a position are disqualified and removed from the field.


The attacker is first to fire and the opening salvo is of a number agreed upon. Typically five shots are fired, more or less, depending upon the number of soldiers involved or any time constraints. Once the attacker has fired his salvo, the defender does the same. Any soldiers which are thrown from the battlefield should be collected at once and set aside as casualties. Soldiers knocked over or leaning against another soldier or terrain are also counted as casualties. Any vehicle on the battlefield which has been hit so that it is one inch from it’s original position is also a casualty and considered knocked out. After the two players have fired a salvo, all casualties are removed from the battlefield. Any soldiers knocked down under friendly fire circumstances are counted as casualties.


Aircraft involved in the game can be represented by a couple aircraft on each side and are used only once or twice (if at all) during the whole game, depending upon the size of the battle (number of forces involved). Either the defender or attacker may utilize an air attack but only instead of a turn using his primary projectile weapon. Air attacks are achieved by lobbing one ping-pong ball for each aircraft at your opponent’s side of the battlefield from behind the gun line. All soldiers knocked down before the ping-pong ball comes to a rest are considered casualties. Any vehicles or soldiers touching the ping-pong ball when it comes to a rest are considered casualties. As with projectile turns, friendly fire casualties count so lob those ping-pong balls carefully.


The victor of the conflict can be determined by final elimination of all the forces of one side on the battlefield (for a small battle) or, more realistically, when only below twenty percent of the forces for one side is remaining and a surrender or withdrawal would take place.