During these late summer evenings, I had great fun making out some spaceships from BIC razors, wall anchors, pushpins and other rubbish.. 
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In the meantime I decided to make some ultra-simple space wargame rules... just to try these toys. I dusted off my old space hex map and arranged a quick solo game... with two squadrons fighting into a swarm of asteroids... here is the initial set-up.
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And here is a picture of the game in progress... then you will find the draft rules... your comments and additional ideas are welcome!
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Pz8 – Spacehips Wargame Rules

 1.     What You Need

Spaceships models mounted on 1” hexagonal flying bases; a playing surface marked in 1” hexes; chits for Activated and Damaged Spaceships; Torpedoes counters; two normal D6 for each player.

 2.     Sequence of play

At the start of each turn, players roll one D6, the higher has Initative and can activate one of his Spaceships (two if his Spaceships are the double of his opponents, three if they are the triple, and so on). Then the other player activates one of his aircrafts (or two, or three…), until all Spaceships are activated (end of turn).

 3.     Movement Points (MPs)

Each Spaceship has 6 movement points (MPs)

One activated Spaceship can expend his MPs to move forward one hex or change direction 60°.

 The first MP in a turn must be expended to  move forward.

 Each Spaceship must expend at least 1 MP during its activation.

 Spaceships can’t be activated more than one time during each turn.

 Spaceships can’t end their movement in one hex already occupied by another aircraft.

 

4.     Firing

Firing is done after the movement, and before another aircraft is activated.

Spaceships fire straight forward.

 Spaceships do not block line of sight.

 Select a target (Spaceship or Torpedoes) and roll  one D6:

Distance                        1-3 hex       4-6 hex        7-9 hex           

D6 to hit                        4-6               5-6                 6

If the target is hit, the Attacker rolls two D6 (if not Damaged) or one D6 (if Damaged), the Target rolls two D6 (if not Damaged) or one D6 (if Damaged)

If the results are equal, no damage occurs.

If the Attacker scores + 1 or + 2, the Target is Damaged: immediately reduces its MPs to 3; permanently subtracts -1 to hit; if already Damaged, it’s Destroyed.

If the Attacker scores + 3 or more, the Target is Destroyed.

In addition, if the Target is not Destroyed, can immediately fire back to the Attacker, but subtracts -1 to hit.

5.     Torpedoes

Each Spaceship can launch one salvo of Torpedoes during the game, during its Firing phase.  Place a Torpedo counter into the hex facing the Spaceship.

Torpedoes move simultaneously at the end of each turn, towards the nearest enemy Spaceship, until they hit a target, or explode.

Torpedoes have 6 MPs but they don’t expend MPs to change direction. If they enter one hex occupied by one enemy Spaceship (or one enemy Spaceship moves into one hex occupied by a Torpedoes counter), they automatically hit it and attack with 2 D6.

 When Spaceships fire to Torpedoes, subtract – 1 to their D6 to hit. Torpedoes automatically explode when hit.

 6.     Asteroids

At the start of the game you can place some Asteroids on the table, each occupying one hex. At the end of each turn, shift the Asteroids one hex, in a pre-planned direction (place a counter with one arrow into one corner hex). Asteroids can’t be destroyed, do block movement and line of sight, and destroy a Spaceship or Torpedo salvo if they collide with it. If they exit the table from one side, they enter again from the other side.

7.     Designer Notes.

There are a lot of spaceship warganing rules around, but these are really simple, ideal for children, a quick beer-and-pretzel game, or a campaign. If you don’t have one hex table, read 1 hex = 1” and 60° = 45°. 

 
 
Zach Ruiz is another wargamer from somewhere in the world, that uses the Pz8 1950-75 Microarmour Rules for later periods (Cold War "what if"). He made some additional statistics for more modern MBTs and other vehicles and added a simple rule for smoke, that can be also used for WW2. Here is his contribute... thank you Zach!

Defense Factors:

Infantry: 0/1

Light Vehicles: 1

WW2 Tanks and Older Light Vehicles (M113, BMP 1): 2

Older MBT’s (M47, T-55, Centurion,) and newer Light Vehicles (Stryker, Bradley, BMP2): 3

Mid-Age MBT’s (Leopard 1, T80, Type 85, Chieftain, M60, T72): 4

Newer MBT’s: (T80U, M1, Leopard 2, Challenger 1): 5

Modern MBT’s (M1A2, Challenger 2, Merkava): 6

 

Movement Distances:

Foot: 2”

HMG and Mortars: 1”

Trucks: 4”

Jeeps, Half-Tracks, Fast Light Vehicles: 8”

Mid-Age and Newer MBTs: 6”

Older MBTs: 4”

Heavy MBTs: 3”

Helicopters: 24”

Smoke: Treat like artillery fire, lasts for one turn and blocks line of sight unless units have thermal sights.
You can keep all the other rules the same, pretty much.