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TINY WARS

Master Protocol Version 4.16
A short tactical wargame for grid/hex maps using custom miniatures or tokens.
1. Victory Conditions

Win immediately by reaching 8 VP or destroying 4 enemy units.

Score 8 Victory Points Control objectives scored at the end of each round.
Enemy Rout (4 Kills) Destroy 4 enemy units total.

End-of-Round Scoring:

  • Objectives (2 Areas): 1 VP each. Control each objective at the end of the round with any combat unit (APCs excluded).
2. Army Setup & Draft
Standard Starter Squad (13 Cr) For quick play, deploy: 2x Infantry, 1x Scout, 1x Tank, 1x APC. (Custom draft: Agree on a Credit limit and pick from Page 2 roster).
3. Core Rules
  • Zone of Control: Enemy-adjacent tiles stop normal movement. Scouts ignore ZOC; Focus: Move bypasses it.
  • Flanking: +1 Resolution roll when attacking an enemy adjacent to a second friendly unit.
  • Counter-Attack: If this unit survives an adjacent attack, it immediately attacks back.
  • Line of Sight (LOS): Direct path between units. LOS blocked by Forest, Hills, or Buildings.
4. Turn Action Protocols

ACTIVATION CAP: Activate a max of 4 units per turn (Choose 1 action per unit per turn).

Move & Shoot

Move normally, then shoot.

Focus: Move

Full Move + +2 Evasion. Ignore ZOC. No shooting.

Focus: Shoot

+1 Resolution. Ignore Long Range penalty. No movement.

Movement Note Focus: Move bypasses Zone of control. Scouts bypass Zone Of Control automatically.
TINY WARS V4.16 mabafu.com // Inspired by Bob Cordery Page 1 — Overview
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TINY WARS

Master Protocol Version 4.16
5. Unit Roster
MOV = Movement  ·  HP = Health  ·  RNG = Shot Range  ·  DMG = Damage
Infantry 2 Cr
MOV: 2HP: 2RNG: 2DMG: 1
Scout 2 Cr
MOV: 5HP: 2RNG: 3DMG: 1
Slippery: Ignores Zone of Control. Can pass through enemies.
APC 3 Cr
MOV: 6HP: 4RNG: —DMG: —
Transport: Carries 2 Infantry. Cannot control VPs.
Tank 4 Cr
MOV: 3HP: 5RNG: 4DMG: 2
Artillery 5 Cr
MOV: 1HP: 2RNG: 4–10DMG: 3
Battery: Requires Focus: Shoot. Range 1–2 blind spot.
Titan 8 Cr
MOV: 2HP: 8RNG: 8DMG: 2
Splash: Adjacent units take 1 DMG.
Combat Resolution
Roll (1D6) Result
1 MISS
2–5 NORMAL HIT → Defender chooses: take the attacker's DMG or Retreat 1 tile, if possible.
6 CRITICAL HIT → 1 DMG
Hit Choice On a normal hit, the defender chooses: take the attacker's DMG or Retreat 1 tile, if possible. A natural 6 deals 1 DMG and cannot Retreat.
Environment Data
Terrain Effects
  • Forest / City: Enemy attacks −1.
  • Hills: +1 Shot Range. See over Forest.
  • Water / Swamp: Stops movement. Cannot shoot this turn.