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Spy Agent Shambattle: a ‘lite” version of an up and

coming spy game.


Welcome to 1962
The game: a nefarious Mastermind has set up a facility to fire a missile to shoot down the
new Telstar satellite. His secret facility is guarded by a cadre of mercenaries from several
Communist countries. The super spy James Illya Phelps has discovered the secret missile
launch site just in time. With a team of commandos, Phelps intends to assault the facility
and shut down the missile.

You need: 5’ by ‘3 playing area (150 cm by 90cm)


Grey and black cardstock to use as scenery
Five foam or cardboard blocks that are 1” wide, 1” to 1 ½” high and 3 ½” to 4” long
(25mm by 25 to 37mm by 88 to 100mm)
A toy missile
A 6” circle of blue card
Regular dice

Two armies:

Side 1:

12 men with automatic weapons


3 officers with pistols
1 figure to represent Mastermind
1 figure to represent Henchman #1

Side 2

16 men with automatic weapons


4 officers with pistols
1 Super Spy with submachine gun.

You must make:

Four 8” by 8” grey pieces


2” wide grey strips to fill walkways I nmap
a 3” grey circle
¼” wide (8 to 10mm) Black strips to demark walls and barriers

An machine gun square: use a 2” by 3” (50mm by 75mm)rectangle of card. Inside, cut


out a triangle that is 2 inches long and 1 ½ inches wide (50mm by 37mm)

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
Movement stick
We measure movement with a “movement stick.” You can make it out of cardboard.
The Old Rule use a stick that is 6 inches long and about 1 inch wide. (15 cm by 2.4 cm)
The width does not have to be perfect. You can also use a wooden dowel, if you wish.
Mark one end of the stick “Full” for Full Move. Measure up from the opposite end. First
measure 4 inches (10 cm) and mark a line. Write “Part Move” on this line. Next
measure 3 inches (7.5 cm) and mark it “Half Move” Finally, measure up 2 inches (5 cm)
and mark it “Short Move”.

(Note that when the full game is published, it will use the better “new rule” sticks instead
of this old one. If you already have new sticks, use the new infantry stick.)

A marker is used to measure the distance which a soldier can move each turn. To
make a marker, cut out a piece of stiff cardboard six inches long and one inch wide.
Draw a line across it dour inches from one end and mark the line: Part Move.” So, each
turn, a soldier can move either six inches, a “full move,” or four inches, a “part move.”
When moving, face a soldier in the direction in which you wish to move him.
Place the marker at the front of the standoff the soldier, lift the soldier forward and set
him down again with the rear of his stand at either the “part move” mark or at the end of
the marker

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
Soldiers may move a “full move” when on catwalks or in laboratories but only a “part
move” on any other part of the map.
If a soldier is moving from a catwalk or laboratory onto another part of the map, or if a
soldier is moving from another part of the map onto a catwalk or into a laboratory, he may only
move a “part move.”

On catwalks, only two soldiers can march abreast.

A soldier can be moved all of his allotted move, any portion of it, or not at all, at the
player’s discretion,. He can move any or all or none of his troops on his turn, as he sees fit. A
soldier does not have to move his full distance at any time.

(Why the cavalry illustration? Well, what if some enterprising nerd-o-geek decided to
play a “Sharpe’s Rifles / Steampunk version of the game….)

Combat:
There are two ways men can fight: shooting and Combat Judo.

Shooting: there are two types of firearm in this game, the submachine gun and the pistol. Both
have a very short range. The effective range is how far a weapon can fire at a specific target.
The closer the target the easier it is to hit it.

A submachine gun has an effective range of a Full Move. A pistol’s effective range is a Part
Move. You determine range by placing the end of the Movement stick on the center of the
soldier who is shooting. The other end is placed over the target. If the target is too far to be
touched by the stick, he is out of range. You cannot shoot him.

The Pistol has two ranges. Its Longest Range is a Part Move. It short range is a Short Move. If
the soldier is at a Part Move or closer, you can hit him. If he is between the Short and Part move
lines you must roll a die. On a 5 or 6, he is hit and removed. If the enemy is between the Short
move line and the soldier, but not touching the soldier, it takes a 4, 5 or 6 to hit him.

The submachine gun has two ranges and a Bonus. Its longest range is a Full Move. Its short
range is a Half Move. At 5 or 6, it will hit a target at a Full Move. At 4, 5 or 6, it will hit a target
at a Half Move or closer, so long as the enemy is not touching him. The bonus is that at close
range, the Submachine gun can spray. This means the shooter can use the machine gun cone
instead of aiming. The cone is placed so that the side nearest the triangle’s narrow end is placed
at the center of the shooter. The cone faces out. Anyone under the cone is hit and removed. Of
course, if a friendly soldier is under the cone, the soldier may not use it. He may not shoot
friendly troops. The shooter would then have to use aimed firing.

Combat Judo is the 1950s and 1960s type hand-to-hand combat that was taught to soldiers and
agents. When soldiers are touching, they cannot shoot. They must use Combat Judo.

Each man rolls a die. The high score wins. The loser is stunned: knocked back up to a Short
Move and is unable to move or attack the next turn. He cannot shoot. He can only defend if

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
attacked with Combta Judo. A man who is stunned subtracts 1 from his dice roll. If a stunned
man wins, the attack was foiled. The attacker is not hurt or stunned, however. If a stunned man
loses, he remains stunned or is removed, according to the dice.
If a man wins a combat Judo roll by 4 or more, the loser is removed from the game.

A soldier can start only one Judo fight per turn. He must be touching his opponent. A man may
respond to as many Judo attacks as happen to him, Thus, if two enemy are touching him and both
attack on their turn, he gets to roll both time. However, when more than one man attack with
Judo in a turn, there is a sequence. Defender rolls normally against the first attacker. If a second
man attacks in the same turn, the defender rolls but subtracts 1. The defender subtracts 1 against a
third man, as well. No more than three men can Judo attack a man in one turn.

If a man loses a Judo fight within a Short Move of the pool around the missile, the winner can
force him into it, removing him.

Officers have more combat experience than their men Officers automatically add 1 to their die
roll in a Judo fight.

The Spy and Henchman are highly trained agents. They add 2 to their die roll in a Judo fight.

Cover: men can use consoles as cover. They must be touching the consoles, and the console must
be between them and the enemy. Men who use cover get 1 added to their shooting, since they are
steadying their weapons against the console. If the enemy shoots at men under cover, he must
subtract 1 from his die roll.

To Play:
Set up the map as shown:

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
Squares are laboratories.
Strips are catwalks. The thing in the center is made by placing the Blue diak, then laying
a catwalk across to both edges. Next drop the 3” grey circle in the middle, and place the
rocket on it. That is the launch pad surrounded by a pool of toxic liquid, like liquid
nitrogen or acidic rocket fuel. The black pieces are consoles. The disk marked H is a
helipad.

You must set up the Mastermind forces by placing three cadre at each console. The
Mastermind is in the Laboratory #3. The Henchman is in Laboratory #1

15 commandos are placed at A, and five commandos and the Spy are placed at B.

Place marked T are tunnels

The spy carries a Shaped Charge which he can use to blow a hole in the wall large
enough for men to pass in single file. He may not move or shoot on the turn he uses it.

The Count Down:

Spies have a limited number of turns to stop the missile, before it goes off. Roll a die and
add 7. That is the number of turns the Spy team has to stop the launch. If they do not do
it in time, the missile automatically launches. This is called the “Count Down.”

The Count down is halted whenever the Mastermind leaves the secret lair. It resumes
when he comes back.

Sequence of Play
The Spy takes the first turn. All turns are done in sequence: Spy, Mastermind, Spy, etc.
A turn lasts five minutes. Once five minutes is up, the player can no longer move, have
Judo fights or shoot for that turn.

A turn must be done in this order:

Move any troops. The player moves any of his men that he wants. One done, he goes to
the next step.
Combat Judo Fights. The player does any Judo attacks. Once these begin, he cannot go
back and move.

Shooting. The player handles any shooting. He cannot go back to have Judo fights or
move. Once done shooting, his turn is over.

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
To win:
The Mastermind gets a Full Victory if he manages to launch the missile and escapes
capture.

He gets a Major victory if he Launches the Missile, but is either killed or captured.

He gets a Minor success if he escapes, but the missile is destroyed

The Spy gets a Full Victory if he disables the missile and captures the Mastermind.

He gets a Major victory if he disables the Missile, but the Mastermind is killed or
escapes.

He gets a Minor success of the Mastermind is captured, but the Missile goes off.

To disable the missile:


The Spy team must have two men on the missile platform for one full turn. They can
neither shoot nor fight during that turn. No enemy may be on the platform during that
time.

To capture the Mastermind:


The mastermind can shoot a pistol, but he cannot fight. The Spy team must have at least
one soldier touching the Mastermind, with no enemy troops within a Short Move. Up to
three men may guard a captured Mastermind by touching him. To release him, his
soldiers must attack each of the guards. They can either shoot or use a Judo fight. If all
guards are attacked at once, the mastermind gets away.

Guards must escort the Mastermind to the edge of the table at A. Once there, he is out of
the game.

To escape: Once the missile launches, the Mastermind must escape. He does this by
going to the Helipad at the B side of the table, shown as a disk marked H. If he makes it
tot the helipad, he is safe.

Editor’s Note: this game is based on the large battle scenes in popular spy movies. They
come at the end of the movie, when the Spy and commandos attack the Nefarious
Mastermind’s lair. No historical precedent exists for this kind of battle. Everything

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
within it is pure cinematic excess. This game is meant to be an exercise in too many
guys, too many guns and too much fun.

Suggestions: we designed this top be played as imply as possible. A couple bags of


Army Men two different colors should provide most, if not all, personnel. One fellow
suggested using police figures for Mastermind cadre and soldiers for the Spy
commandos. However, tan and green army men do just as well. You only need mark
three figures: Mastermind, Spy and Henchman. A player suggested using a binoculars
guy or radioman as the Mastermind.
Do not use prone figures. Kneeling, standing, running and walking figures are
best.
If you can get to a shop that has the painted rubber novelty figures of TV, cartoon
and novelty figures, you can easily find a Spy, Henchman and Mastermind. Any heroic
figure will do as Spy, and any combat type will suffice as Henchman. A nerdy or bizarre
character can play the Mastermind. Be imaginative.

People who want to make painted armies can do no better than consult the October
issue’s articles on spy movie armies and spy army attire.

Spy commandos can be based on real-world equivalents. Herald khaki Infantry are
1950d / early 1960s British troops, good for commandos a la “J.B.”. We used the
Castings Inc mold of copies of Lone Star Paratroopers to make a variety of unusual
commando types. If you enjoy this game enough, it pays to make the kind of troops you
want.

This game has been prepared for you by the following

Army Men Homepage http://www.armymenhomepage.com

Milihistriot Quarterly http://www.milihistriot.com

All Gauge Model Railroading Page http://www.thortrains.net

milihistriot@comcast.net

You may download and use this game for your own personal use. It may not be distributed or
used for any commercial purpose, or by any commercial enterprise without the written consent of
the authors and publisher.

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
Flamethrower Island Shambattle

Welcome to 1962
The naughty Professor Ja and his henchman, Jeg-Den-Tosk, are working in a secret laboratory on
an island in the Caribbean. Recently, Jeg-Den-Tosk had a falling-out with his girlfriend, Gogo
Floozet. With the help of one of Professor Ja’s technician, she escaped, but not before both saw
where the professor kept his formulas.
The two escapees informed the Government, and they have sent Agent James Illya Phelps
to save the day. He is accompanied by a force of commandos. Also, both Gogo and the
technician have come along because only they know where the Professor has hidden his
formulae.
There is one problem: the Masterming has turned a 1939 Marmon Harrington tractor into
a two-man tankette. This tankette is painted to look like a monster alligator, and it shoots flames.

Spy Agent:
You must bypass the Jungle and the tank ,and then take on the Mastermind’s forces. You
must capture the facility. One of the Spy Pals must be present for you to capture the
formulae. You must also try to destroy the facility and capture the Professor

Mastermind side:
Keep the Spies from taking the laboratory. At all costs, keep Spy Pals out of the lab!

The Armies
Mastermind:

Flame Tank
12 submachine gunners
3 officers with pistols
3 technicians with pistols
2 tank crewmen with pistols
Nefarious Mastermind: Professor Ja
1 Henchman (his name is Jeg-Den-Tosk)

Spy and Commandos:

20 submachine gunners
5 officers with pistol
Spy Agent
2 Spy Pals – Gogo and the escaped technician
2 rafts
3 grenades

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
You need: Spy Agent Shambattle Rules
You must make:

6 wooded areas (about 9” by 8”)


4 Hills (Egg shaped, 8” by 8” Use foam – they are 1 ½” to 2” high))
2” Trails (cut strips)
3” road (cut strips)
Lagoon (3” to 4” blue strips)

The lair – 2’ circle


The area around the lair – 2” 6” circle

Black lines in the lair are walls

Areas marked D are doors

Black lines in lab rooms are consoles – same as last game.

Set Up:

Place the tank and 3 soldiers at E


The Spy Troops form at A
Place one technician in each room of the Laboratory
Mastermind starts game at B, Henchman at C
Place 3 soldiers in each room.
Place 3 soldiers at F
Place one console in the middle of each room, as shown by black dash on map

New Rules for This game:

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
Movement:
FULL MOVE on trains, in Lab and in Grey area around lab.
HALF move through woods and on hills
PART MOVE on Sand colored areas
You cannot move into or through the lagoon (blue). You can cross it by staying on the
road or trail.

The Tank:
The tank is a small, two-man armored vehicle. It has a flamethrower and a submachine
gun inside. The submachine gun is located in the conning tower (it is not a turret, it does
not swivel.) It is fired through the vents. The flame shoots from the “mouth” in front of
the vehicle.
The tank is armored. The armor in front and the sides can resist all gunfire. The
rear deck is not as heavily armored
The submachine gun in the tank can be only fired at targets along the tank’s side
or rear. If the cone is used, the narrow end of the cone is placed on that side of the
conning tower.
The tank would likely be as small or smaller than a World Wart 1 Renault “Char
d’ assault”.

The Flamethrower
The flamethrower issues from the front of the tank in a cone of fire that is 4
inches long, and widens from 1 to 3 inches. This uses a lot of fuel, so the tank can only
fire four shots of flame before it is out of fuel..
A flamethrower can be used against targets in the woods. It cannot be fired at
men on or behind a hill. It cannot be fired at men inside the laboratory. Men in the
woods each get a Saving roll, however.

Flaming woods
After a Flamethrower hits the woods, anyone in them must move out on his next
turn. The woods are considered on fire and cannot be used for the rest of the game. Use
a token to denote which woods have become impassable.

Tank Movement

In this game only, the tank can move a FULL move each turn. It cannot move into
woods. It cannot move onto hills It cannot get through the lagoon. A tank may not enter
the gray areas around the lab, though it can fire at targets in the gray area.

Attacking a tank
A man can throw a grenade or hit the rear deck with the machine gun cone may
force the crew out. The problem is not aiming at the tank – it is breaking the armor. If

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
you hit the tank, you need to roll 5 or 6 to damage it. Since a submachine gun cone
automatically hits, when the man is close enough to use it, you need only roll to damage
the tank
With a grenade, you must roll to hit first, and then roll to damage the tank.
The crew will escape a damaged tank. They come out the coming tower and can
move a Short move from the side of the tank. They may not shoot on the same turn they
escape the tank. Crewmen cannot remain in a damaged tank.
Tank crewmen have pistols, but are NOT officers.

Grenades:
The hand grenade has two uses. It can be used to damage a tank, and it can be thrown
into a room in the lab.
A grenade can be thrown in the open as far as a Part Move. In this game, it can
only be thrown at a tank. The thrower must be at least a Short Move from the tank, sicne
he would get hit by the explosion. On a roll of 5 or 6, the grenade lands on the tank. Any
other roll and the tank falls off.

A grenade can be thrown into a lab. You can only use it if none of your men are
inside the room. The grenade thrower must be standing at the door. He rolls a die. In 1,
2 or 3 it falls Short. Every man on the near side of the Console does a Saving roll. If it
goes 4, 5 or 6 it falls Long. Every man on the far side of the Console must do a Saving
roll.
A solider carrying a grenade should have a marker, such as a penny. If he is shot,
the grenade is lost.

Saving Roll:
Men who are caught in woods that get flamed, or are in the part of a lab that gets hit with
a Grenade, must roll to see if they survive the attack. Each such man rolls a die. On 5 or
6 he is safe. On anything less, he is removed.

Cover:
Men firing from the woods are considered to have Cover. Men firing from behind
Consoles also have cover. Men firing around the side of a hill have Cover. The walls of
the lab are thin, and so do not offer cover.

Technicians: a technician can use a pistol, but he cannot fight with Combat Judo.
Capturing all three Technicians and evacuating them to A gets you the formulae.

To capture a lab:

The Laboratory has three rooms. To destroy a room, you must eliminate or drive out all
enemy personnel AND place at least one of your men in the room. On the next turn, it is

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved
considered destroyed. It cannot be repaired. Even if enemy troops come in or yours
leave, a destroyed lab stays destroyed. When you have destroyed all three rooms, you
have destroyed the lab.

To get the formulae.

After destroying any room, you have a Spy Pal enter it. There are copies of the formulae
hidden in each room, so it does not matter which room the Spy Pal enters. One or both
Spy Pals may enter the lab. On the next move, they must evacuate to A. If the Spy Pals
are eliminated before making it to A, the formulae is lost

To capture the Mastermind

The same rules apply as in the last game, except that in this one, the Mastermind must be
evacuated to A instead of a helipad.

For the Mastermind to win:


Protect the lab from destruction. If he can keep one room safe before he eliminated the
Spy Team, he has succeeded.

Keep the Spy Pals from getting the Formula to A

Keep the Spy Team from capturing his Technicians

Keep from getting captured

***********

This game has been prepared for you by the following

Army Men Homepage http://www.armymenhomepage.com

Milihistriot Quarterly http://www.milihistriot.com

All Gauge Model Railroading Page http://www.thortrains.net

milihistriot@comcast.net

You may download and use this game for your own personal use. It may not be
distributed or used for any commercial purpose, or by any commercial enterprise without
the written consent of the authors and publisher.

Spy Agent Shambattle  2006 T. Sheil and A. Sheil All Rights Reserved

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