Ambush! Rules

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  • 7/25/2019 Ambush! Rules


  • 7/25/2019 Ambush! Rules



    1. Introduction 3

    2. Game Parts and Terms 32/1 German Soldier Cards 32/2 View Sleeve and Mission Cards 42/3 The Mission Maps 4

    2/4 The Playin g Pieces 42/5 The Squad Record 6

    2/6 US Soldier Cards 62/7 Paragraph Book 62/8 Chart Reference Screen 62/9 Two Ten-Sided Dice 62/10 Soldier Characteristics 62/11 Terms Used During Play 8

    3. Course of Play 83/1 General Course of Play 8

    3/2 Play Outline 8

    4. Squad Generation 9

    5. Operations 105/1 Paragraph Checks ..10

    5/2 Soldier Stances 105/3 Actions During Operations 105/4 Sight ings 105/5 Conditions ...115/6 Eve nt Checks ..115/7 Perception Checks .115/8 Activation Checks .115/9 Random Determination .12

    6. Action Rounds 126/1 Action Sequence ..126/2 Activati ng German Soldiers ..136/3 Command and Commanders ..13

    6/4 Panic ..146/5 US Soldier Awareness ..146/6 German Activation During Rounds. . . . .... .... ...1 4

    6/7 Performing Actions During Ro un ds .. .. ...........146/8 German Actions ..156/9 German Action Paragraph Ex am pl es .. . ....... ..166/10 German Activation When US

    Soldiers Have Yet to Enter .16

    6/11 Condition Changes During Rounds .16

    7. Movement 177/1 General Rules for Movement .177/2 Movement During Operations .177/3 Movement During Rounds .177/4 German Evasive Movemen t.. .17

    8. Line of Sight 188/1 Tracing a Line of Sight .188/2 Blocking Terrain .18

    8/3 LOS Problems. .209. Fire Combat 21

    9/1 Fire Combat Procedure .21

    9/2 Multiple Fire Targets .219/3 Fire Shifts .219/4 Weapon Jamming and Clearing 219/5 Ammo Expenditure 22

    9/6 German Fire Combat Terms 229/7 Crew Weapons 229/8 Bazookas 22

    10. Grenade/Satchel Charge Combat 2310/1 Grenade/Satchel Charge

    Combat Procedure 2310/2 Grenade Strike PC Check 2310/3 Grenade Scatter 2310/4 Satchel Charges 23

    11. Assault Combat 2411/1 Assault Combat Procedure 2411/2 Capture 2411/3 Charge Assa ult 2511/4 Assau lt Modifiers 25

    12. Minefields and Boobytraps 2512/1 Boobytrap Procedure 2512/2 Minefield Procedure 25

    13. Damage 2513/1 Panic Resul ts 2513/2 Wound Resul ts 2613/3 Incapacitation Result s 2613/4 Kill Resul ts 26

    13/5 Penetration Resul ts 2613/6 Aimed Automat ic Weapon Fire 26

    14. Captured Equipment 27

    15. Victory 27

    Mission 1: Bloody St. Mick 27

    16. Campaign 2816/1 Campaign Procedure 2816/2 Combat Point Awardss 2816/3 Improving Soldier Characteristics 2916/4 Replacements 29

    17. Vehicles 2917/1 Vehicle Attri butes 2917/2 Vehicle Facing 29

    17/3 Vehicle Movement During Operations. . .......3017/4 Vehicle Moveme nt During Rounds 3017/5 Drivers, Passen gers, and Crew 3017/6 Fire Combat Aga inst Vehicles 3017/7 Vehicle Fire Combat 3117/8 German Vehicle Paragraphs 3117/9 Acciden t Checks 3117/10 Vehicles, Minefields, and Boob ytra ps. . . .......3217/11 Grenades and Satchel Charges 3217/12 Running Over Soldiers 3217/13 Tanks 32

    Mission 2: Advance on Chasoul 33

    Mission 3: A Cold Morningin Belgium 33

    Mission 4: D-Day, Drop into Destiny 34

    Mission 5: Operation Pickpocket 35

    Mission 6: Pleasure Boating

    to the West Wall 36

    Mission 7: Bait for the Trap 37

    Mission 8: Dash for the Sambre 38

    1983, Victory Games, Inc., New York, New York 10001.

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    1. IntroductionAmbush!is a tactical level solitaire game of man-to-man

    combat on the western front in World War II. It depictssmall unit actions in great detail and, for the most part, accurately. However, it should be understood that more happens in a singleAmbush! mission than an average soldierencountered in an entire battle historically. Thus, you andyour squad are an elite group that gets into an extraordinary amount of combat and adventure during your mis

    sions.SinceAmbush! is a solitaire game, the presence of the

    Germans is hidden from you until you discover them. Furthermore, you never know what the Germans will do untiltheir intentions are revealed during play. We have attempted to encrypt the German moves and strategies asbest we could. However, the German actions and hidden intelligence procedures we use are simple and can be easily uncovered. We highly recommend that you not break them,because one of the main pleasures of this game is being surprised during play by the things the Germans do. Thereason for the game's ti tle will become obvious in very shortorder.

    It is possible to playAmbush!with two players. In fact,the game can be particularly fun when played this way. Thebest two-player game is to divide your squad into twogroups of four soldiers each. Each player should receive atleast one commander. Equipment should be split evenly between the two half-squads as best as you can. The game isthen played as usual with the two of you playingcooperatively, rather than competitively. It is especially funit you limit conversation between yourselves. For instance,

    2. Game Parts and TermsSome of the terms and ideas mentioned in the following

    rules will not make much sense until you have read the restof the rules. Simply refer back to this section later, once you

    have finished reading the rules.

    2/1 German Soldier CardsEvery German soldier or vehicle that might appear in

    any of the missions has its own card listing its characteristics and possible actions. When a German soldier is activated, pull his card from the deck and place it in front ofyou for easy reference. Keep the card there unti l the Germanbecomes inactive due to being killed or incapacitated orbecause he has exited the map.

    Number.The number identifies each character and vehiclecard individually.

    Identity Letter.A letter from L through Z (omitting O) thatmatches a soldier or vehicle counter to show the German on

    you can talk about strategy and possible moves only whenyou each have a soldier preferably the commander within earshot (two hexes) of each other. You can play semi-competitively by keeping track of the VP's each of your half-squads earn separately and comparing your totals at theend of the mission. You can also use these same ideas to playthe game with three or more players. Experiment, because

    Ambush!is flexible enough to allow different types of play.

    Each Ambush! mission can be played only once,because after playing it you know its plot, characters, andmysteries. However, we have found that if you return to amission long after you played it the first time, it has somereplay value due to the frailty of human memory. Do not depend on this, however, since you might just rememberanyway. For these reasons, Ambush! missions should beplayed carefully and savored for their flavor and uniqueness. We hope you enjoyAmbush!and that it provides youwith many evenings of enjoyment.

    GAMES QUESTIONSIf you have questions about the rules, feel free to write

    to us. When you do, please word your questions so that wecan respond with a simple one-word answer when possible,and include a self-addressed, stamped envelope. This will ensure a quick and precise answer to your questions. Mailthem to:

    Ambush! QuestionsVictory Games, Inc.43 West 33rd Street, Suite 603New York, NY 10001

    the map. Each letter appears on more than one card, but only appears on one card used per mission.

    Type.A word describing the German soldier's primary roleor characteristic, such as officer, sniper, or driver.

    Activation Victory Point Award. The number of VictoryPoints you receive when the German is activated, regardlessof what happens later with that German.

    Conditional Victory Point Award. The number of VictoryPoints you receive if something specific happens to the German. Most Germans have no Conditional VP award.

    Weapons.All the equipment the German is carrying. EachGerman uses his equipment as directed in the paragraphs.

    Characteristics. Each German is rated in four areas: Initiative, Perception, Weapon Skill, and Movement PointAllowance. Some Germans also have a Driving Skill rating.Some vehicles have a range of rat ings, depending on the current status of the vehicle and crew. See 2/10 for explanationsof each characteristic.

    Action Table. A matrix used to determine what actions aGerman soldier undertakes each time he gets a turn. Usually, the result of a die roll is cross-referenced with the currentMission Condition (a number from 1 to 6) to yield an ActionParagraph describing the German's maneuvers. Sometimes, however, a Special Reaction or Self-Preservation(both indicated by letters) may be in effect for a German, inwhich case the die result is cross-reference with the appropriate letter column instead.

    Notes. Many soldiers have instructions specifying whateach does when first activated or when other situations arise

    during play. Read these notes carefully.

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    2/2 View Sleeve and Mission CardsThe Mission Cards represent, in a scrambled form, all

    the paragraph references required to play each mission. Thesleeve enables you to find those paragraphs you needwithout letting you see what else the mission might have instore for you. Each mission is played using two or three Mission Cards read one at a time in the view sleeve. Each Mission Card is identified by Mission Number and Mission Condition Number. At the start of a mission, place the MissionCondition 1 card for that mission in the sleeve with the Condition 1 side facing the slots. Refer to the sleeve/ card eachtime a Paragraph Check is triggered by a US soldier entering a hex, each time you conduct an Event Check, and eachtime you must move a German.

    * When a US soldier enters a hex, look up the paragraphnumber by aligning the hex number on the sleeve with thehex letter on the card in the window. If a black paragraphnumber appears in the slot above or below that number, lookup the paragraph in the Paragraph Booklet. If the number ispreceded by a Sighting Reference (si, s2, etc.), and thatsightinghasoccurred, do not look up the listed paragraph.In some slots, the word Event appears instead of aparagraph number. This means you must conduct an EventCheck (5/6) if Operations are underway. Event Checks are

    not triggered by Mission Cards during Rounds.* When an Event Check is rolled, line up the die result onthe sleeve with the RE (Random Event) column of the Mission Card. If a paragraph number appears in the appropriateslot, look it up in the Paragraph Booklet. However, if thenumber is preceded by a Sighting Reference that hasalready occurred, do not look up the listed paragraph.

    * When you must move a German (6/8), locate the hex heoccupies by aligning the hex number on the sleeve with thehex letter on the Mission Card. Read the red hex coordinateor paragraph number that appears in the correspondingslot. If it is a hex coordinate, move the German to that hex.If a paragraph number appears, look it up in the ParagraphBooklet to determine how the German moves. In some

    cases, the word Exit appears, which indicates that the German leaves the map.

    As play of a mission proceeds, a paragraph may tell youto put a new condition into effect. When this occurs, removethe Mission Card from the sleeve and flip it over or replace itwith the Mission Card for the new condition.

    2/3 The Mission MapsEach mission is played on one of these two maps. Map A

    shows farm country, with a raised road surrounded byhedges and fields. Map B portrays a small village builtaround a crossroads and a railroad station, nestled in a smallvalley. A hexagonal grid is superimposed over the terrainfeatures to aid in the placement of the playing pieces. Each

    hex has a letter-number coordinate and represents an area10 meters across. The terrain symbology used on each mapis identified in the Terrain Key. More than one type of terrain is often depicted in a single hex to give a more naturallook. However, only one type is actually used in game terms.

    A hex containing any woods pattern is a woods hexthroughout (hex G-2, on Map B, for instance, is entirely awoods hex). In the case of all other terrain types, a hex'stype is determined by the terrain type filling the majority ofthe hex.

    In addition to the playing area, each map has the following tracks.

    * The Action Round Track is used during Action Rounds to

    show the status of each soldier in play. Each soldier has an

    Action Round marker that is moved from space to space onthe track. An AR marker in the Inactive space indicatesthat the soldier is killed, incapacitated, or captured. An ARmarker in the Unaware space indicates that the soldier is active, but does not know what is going on around him. An ARmarker in the Complete space indicates that the soldier is active and aware, but has no turns in the current Round. AnAR marker in a Turn space indicates that the soldier cantake one or two Turns in the current Round. AR markers areplaced in Turn spaces in either the Advantage or Disadvan

    tage half of the Turn, depending on which side has the advantage for this Round.

    * The German Action Track shows the current German Action die result during Action Rounds. Each time a new German Action number is rolled, move the German Actionmarker to the matching space on the track as a reminder.

    2/4 The Playing PiecesMany of the 218 playing pieces represent US and Ger

    man soldiers, vehicles, and special equipment, and specialterrain features. The rest of the pieces are markers, used tonote the s tatus of your soldiers and the enemy.

    US and German soldiers are placed on the map as eachenters play. The US soldiers are identified by a silhouette

    and by the letters A through K (omitting I). Soldiers Athrough H make up your squad; US soldiers J and K may beencountered during a mission. German soldiers are identified by a silhouette and by the letters L through X (omitting O). Each soldier is shown in two stances: standing onthe front, and crouching on the back. The prone stance is indicated by placing a prone marker atop the soldier.

    Action Round Markers. Each US soldier has several ARmarkers with his identity number, showing different In

    itiative Ratings (one per side). At the start of a mission, theAR marker with an IN matching the soldier's is placed onthe AR Track and is used to note the soldier's status duringAction Rounds. The soldier's other AR markers are not used. Every German soldier has one AR marker that is placedon the AR Track, with his IN showing, when that soldier isactivated.

    Heavy Weapons are placed on the map to show thoseweapons that are too large to be carried by one soldier orthat must be prepared before use. These include US medium

    machineguns, heavy machineguns, bazookas, and Germanlight, medium, and heavy machineguns. Each weapon isshown prepared for fire on one side and unprepared on theother.

    Personal Weaponsare not usually represented by markerson the map, but instead are recorded on the Squad Record orGerman Soldier Cards. Personal weapon markers are placedon the map only when a weapon is dropped in a hex orbecomes jammed. Each weapon is shown in operating condi

    tion on one side, and jammed on the other.

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    Radios can be carried and used by certain US and Germansoldiers.

    Satchel Charges can be carried and used by certain USsoldiers. Each satchel charge is shown prepared for throwing on one side and unprepared on the other.

    Vehicles are used in some of the missions by your squad orby the Germans. The only US vehicles available are jeepsand tanks. German vehicles include a scout car(Kubelwagen), an armored staff car, a tank destroyer(Jagdpanther), and a tank (Panzer IV). Each German vehicle

    has an identity letter (Y or Z). Each vehicle is shown operational on the front and disabled on the back. The operationalside of each vehicle has an arrow to show the direction thatthe vehicle is moving.

    Minefield/Boobytrap. Placed in a hex with the proper sideup when the presence of a minefield or boobytrap is revealedby a paragraph.

    Blast Crater/Rubble/Burning Building. Placed in a hex toshow the effects of an artillery strike or other large explosion. Any non-building hex hit by artillery becomes a blastcrater. A building hex hit by artillery becomes a rubble hex.A building hex with combustables in it that is hit by artillery becomes a burning building and may not be entered.Blast crater counters have rubble or burning buildings ontheir backs.

    Fords are placed in stream hexes to show that the watermay be crossed on foot at that point.

    Landmarks represent a variety of special objects and struc

    tures not shown on the map that may be encountered during

    a mission. When a landmark is mentioned in a paragraph,locate the appropriate counter and place it on the map.

    Starshell Rocket Gantry Rocket Trash

    Radar Crashed Plane Fuel Dump Antenna

    Wounded/Incapacitated. Placed atop a soldier on the mapto show that he has been wounded or incapacitated.

    Killed/Captured. Placed atop a soldier on the map to show

    that he has been killed or captured.

    Prone. Placed atop a soldier on the map who has fallenprone. Incapacitated or killed soldiers are always prone andthus no prone marker is needed for them.

    Event. Placed in each hex on the map in which an EventCheck has occurred and in some hexes where PerceptionChecks occur (as required by the paragraph). When a hexthat already has an Event marker is entered, no ParagraphCheck is conducted. Each time the Mission Conditionchanges, all Event markers are removed from the map (5/5).

    German Action Number. Placed and moved on the German

    Action Track as a reminder of the current German ActionNumber during Action Rounds.

    Second Floor. Placed beneath a soldier who occupies thesteeple in hex S-13 on Map B.

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    2/5 The Squad RecordAt the start of each mission, record the attributes of

    your soldiers and note the weapons and equipment they arecarrying on the Squad Record. During the mission, use theSquad Record to note gain or loss of equipment, VictoryPoints, and other mission information. One Squad Record

    sheet is used per mission.

    The filled-out Squad Record in this booklet can be usedin any of the scenarios. However, always use the entiresqua d as a group, not s eparatel y to replace killed soldiers. If

    you play the scenarios as a campaign, yo u can use this squadto start and then replace any of its killed members withsoldiers you generate. When you use the squad to play ascenario other than the first one, use the soldiers'characteristics, but not their equipment. Use the equipment

    purchase procedure in Squad Generation (4) and the limitations listed for the mission being played.

    Each soldier in your squad has his own section on theRecord identified with his letter. Record the followingrat ing s for each soldier in his section: In itiativ e (IN), Perception (PC), Weapon Skill (WS), Driving Skill (DS), and Movement P oint Allowance (MPA). Eac h soldier's section also includes the following:

    * Port Boxes provide space to record the weapons and

    equipment the soldier is carrying. Write the name of eachitem the soldier is carrying in one or more of his Port Boxes,depending on the item's size. A soldier cannot carry more

    items than his Port Boxes allow. However, two soldiers cancombine their Po rt Boxes to carr y a crew weapon.

    * Ammo Boxes provide space to record the clips, grenad es,bazooka charges, and pistols the soldier is carrying. Write

    the na me of each separa te clip, etc., the soldier is carry ing inone Ammo Box. A soldier whose Ammo boxes are full cannot carry any more clips, etc. Place an X through AmmoBoxes expended in play (9/5).

    * Comb at Boxes are used only if you are usin g your squa din a continuing campaign (16). Each time a soldier earns aComb at Point du ring a mission, mar k one of these boxes.

    * Cost Boxes are used to record the cost in Squad Point s

    you spent for each soldier. This value is used when playing

    the game as a campaign.

    * Com mand er Boxe s are checked off for each soldier who is

    a commander. Leave them blank for those soldiers who are

    not commanders.

    The following general information is also noted on the

    Squad Record:

    * Your squa d's overall rat ing in Squad Points.

    * Your squ ad's Equip men t rat ing in Weapon Point s.

    * The number of Victory Poin ts your squad has earned and

    lost during the mission. Keep track of Victory Points with

    hash marks.

    * The current Mission Condition and Activation Levels.Each mission can have up to six Conditions. Eac h Conditionhas an Activation Level, used to activate Germans, which isrecorded in the Activation space at the start of the mission(5/8). Each time a new Condition comes into effect, fill in allthe box es up to and including the new Condition number.

    * Sightings. Each mission can have up to 10 sightings,

    numbered 0 through 9, which can occur during the mission.

    When a sighting occurs, check the correspondingly

    numbered box. Thereafter, ignore any paragraphs and

    paragraph references preceded by that sighting reference,

    since it has already occurred. This saves time by cutting

    down the number of Paragraph Checks you have to make.

    2/6 US Soldier CardsEvery US soldier that your squad might encounter dur

    ing a mission has his own card. Each US card is organizedlike a soldier's section on the Squad Record. In addition,each card has an identity number, an identity letter and, insome cases, special notes about the soldier when in play.

    2/7 Paragraph BookletThis indexed manual of paragraphs forms the brains of

    the game. Do not read a paragraph unless specifically in

    structed to do so during a mission. As your soldiers movearound the map and engage Germans in combat, you will bereferred to these paragraphs by number.

    2/8 Chart Reference ScreenAll the charts, tables, and summaries referred to in

    these rules are printed on this screen. Stand the screen infront of you on the table for easy reference.

    2/9 Two Ten-Sided DiceWhe n a die roll is called for, one of thr ee ty pe s of dice roll

    will be indicated:

    * Roll one die. Roll eithe r die to obta in a res ult from 0through 9. Note that a 0 is read as a zero; not as ten.

    * Roll two dice. Roll bot h dice and add the two res ult s

    tog eth er for a resul t from 0 (two zeroes) to 18 (two nines).

    * Roll percen tile dice. Declare one die as the "te ns " die andthe other as the " one s" die, and then roll both tog ether to obtai n a resul t from 0 (two zeroes) to 99 (two nines).

    Example: If the tens-die shows a 4 and the ones-die an 8, theresult is 48; if the tens-die shows a 0 and the ones-die a 6, theresult is 6.

    2/10 Soldier CharacteristicsEvery US and German soldier is defined by a series of

    characteristics. Each characteristic has a numerical rating;the higher the rating, the better the characteristic. Thesecharacteristics are used during play to determine what the

    soldier can do and how well he can do it. Often in the rulesand paragraphs the characteristics are referred to by theirabbreviations.

    Initiative (IN).A number from 0 through 5, representing the

    will to act and react. IN is used during each Action Round to

    determine how many turns a soldier receives, when he can

    take his turns, and whether or not he panics. For US

    soldiers, IN determines whether the soldier is in or out of

    command and, during squad generation, affects the quality

    of a soldier's Perception.

    Perception (PC). A number ranging from 0 through 9,

    representing awareness and attention to detail. PC is used

    to conduct a Perception Check (5/7) whenever called for by a

    paragraph. A PC Check is resolved by rolling one die. If the

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    AMBUSH!SQUAD RECORDVictory Games, Inc., grants permission to copy this Squad Record sheet, forpersonal use only.

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    result is less than or equal to the soldier's PC, the check succeeds, and he notices something that he would have missedhad he failed the check.

    Weapon Skill (WS).A number ranging from 2 through +2,representing marksmanship ability and general familiaritywith weapons. WS affects a soldier's chance of hitting atarget when firing a weapon, throwing a grenade or satchelcharge, clearing a jammed weapon, and assault ing.

    Driving Skill (DS). A number ranging from 0 through 8,

    representing the ability to handle vehicles. DS affects asoldier's chance of having an accident when driving.

    Movement Point Allowance (MPA).A number ranging from3 through 5, representing quickness and reaction time. Themaximum number of Movement Points a soldier can spendin a single movement action (7/3) equals his MovementPoint Allowance.

    Command Radius.US and German soldiers that are commanders have a Command Radius of two hexes, representing the ability to lead and inspire others to act. A US soldierwith this characterist ic is called a commander, and the CmdrBox in his section of the Squad Record is checked. Germancommanders are referred to as officers or NCO's on theircards. A soldier with a Command Radius can help other

    soldiers stay in command, give other soldiers Turns, andmake other soldiers aware (6/3).

    2/11 Terms Used During PlayThe following terms are used constantly during the

    rules and paragraphs.

    3. Course of Play3/1 General Course of Play

    Ambush! is an unusual game because it is playedsolitaire and, unlike other wargames, has no Game-Turns orSequence of Play. Although not overly complex, Ambush!uses a unique game system that may throw you at first. Thesystem is divided into two parts called Operations and Action Rounds (or simply, Rounds), which toggle back andforth depending on whether or not there are active Germanson the map. When no Germans are present, you are in Operations. While in Operations, you can perform any of the Actions listed in 5/3, in any order you choose, one after theother, without keeping track of Turns, Movement Points, oranything else.

    When the movement of one of your soldiers or a RandomEvent triggers the Activation of a German soldier or vehicle, then Operations cease and you immediately begin Action Rounds (6/1). Action Rounds are used to divide time into segments, so that movement and combat can be rendered

    in detail. During Action Rounds, your soldiers and the Germans can perform the Actions listed in 6/7. If, at the conclusion of an Action Round, there are no active Germans on themap, Operations resume. The game can switch back andforth between Operations and Rounds any number of timesduring a mission.

    3/2 Play OutlineThe following outline is a brief summary of the steps in

    volved in playing an entire game ofAmbush!

    Starting a Mission. Pick a mission and read the missionbriefing. If this is your first mission, locate the MissionCards marked Mission 1. Otherwise, locate the MissionCards for the mission of your choice. We recommend that

    you play the missions in numerical order. Place the Mission

    Active.A soldier is active unless he is incapacitated, killed,or captured. A vehicle is active unless it is disabled. Only active soldiers can engage in combat and movement (althoughyou can move captives). Only active vehicles can move andfire, although a tank can be immobilized without becominginactive.

    Inactive.A captured, killed, or incapacitated soldier is inactive. An inactive soldiercannotbe fired upon or attacked byassault; he is an ineligible target. Inactive soldiers cannot

    perform any actions for the duration of the mission(although a captive can escape and become active again). Aninactive soldier can be run over by a vehicle. A vehicle is active until it is disabled. A disabled vehicle cannot move; additionally, a disabled tank cannot fire.

    Target.A target is an active soldier or vehicle. An inactivesoldier or vehicle cannot be the target of fire or assault combat. For example, if a hex contains an active and an inactiveenemy soldier, you can fire at the active soldier because he isa target, but not at the inactive soldier. When using aimedautomat ic weapon fire, only active targets in a hex can be hitand increase the Hit Chance (13/6); inactive soldiers in thesame hex have no effect.

    Success/Failure.An Activation Check, Perception Check,or combat resolution can be either successful or a failure.Such a check or resolution can be harmful to your soldiersand still be termed a success. In most cases, a die roll of 0 isalways successful, while a die roll of 9 is always a failure,regardless of modifiers.

    Card marked Condition 1 in the view sleeve so that the Condition 1 side can be read through the slots. Record the Activation Levels for each Condition on the Condition sectionof the Squad Record using the values assigned in the mission briefing. Then assemble your squad using the procedure in Squad Generation (4), or use the pre-generatedsquad in this booklet. Locate your soldier counters and anAction Round marker for each that lists that soldier's Initiative Rating. Place each soldier's AR marker on theUnaware space of the Action Round Track in the columncorresponding to his Initiative. Find the German ActionNumber marker and place it on the German Action NumberTrack (on any space). You are now ready to begin the mission.

    Commence Operations.Enter your soldiers, one or more ata time, onto the map as instructed in the mission briefing.Each time a soldier or group enters a hex that contains noEvent marker, make a Paragraph Check (5/1) by looking upthat hex on the view sleeve. If there is a paragraph numberprinted in black, look it up in the Paragraph Booklet andread it. If the result is an Event, make an Event Check (5/6).If the result is None, continue Operations. If the hex contains an Event marker, no Paragraph Check is made. Continue moving soldiers/groups in any order and direction youchoose, making Paragraph Checks for each hex that contains no Event marker. In addition to moving, you can perform any of the other Actions listed in 5/3. Note that no combat occurs during Operations, although random artillerystrikes or German sniper attacks can occur during somemissions. At some point, a German soldier or vehicle will beactivated by a Paragraph Check or Random Event, at which

    time Action Rounds commence (6/2).

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    Commence Rounds. When a German soldier or vehicle isactivated, Rounds begin. First the German soldier or vehiclecard is located and its counter placed on the map. Then itsAR marker is placed on the Action Round Track in the Complete Space. Then the first Round is begun using the ActionSequence (6/1). During Rounds, your active soldiers can perform any of the Actions listed in 6/7 as you see fit. This in

    cludes combat, movement, and other more specialized Actions. The Germans also perform similar Actions as directedby their paragraphs. Rounds continue until the last Germanvehicle or soldier is killed, incapacitated, captured, or leavesthe map. Then Operations resume as above.

    Missions Ends. Each mission ends in a different way, asdescribed in the mission briefing. Victory is determined atthe end of the mission by totaling the number of Victory

    4. Squad GenerationTo generate your own squad, you will need a Squad

    Record and a piece of scrap paper to keep track of Squad and

    Weapon Points as you spend them. The following procedureis used only to generate an entire squad. If you are playingthe game as a campaign, use the procedure in Campaign (16)to generate replacement soldiers.

    1. Read Mission BriefingSome missions list equipment you receive without costand/or limits on equipment purchases. Knowing your mission will also help you to make decisions during SquadGeneration.

    2. Roll Once on the Squad Quality TableRoll one die and record the Squad Points result in the SquadPoints space on your Squad Record.

    3. Roll Once on the Weapon Quality TableRoll one die and add to it your Squad Quality Table die roll.Record your Weapon Points result in the Weapon Pointsspace on your Squad Record.

    4. Buy Your Soldiers Using the Squad MemberCost Chart

    Spend your Squad Points to buy soldiers for your squad.The cost of each soldier depends on his Initiative Rating andwhether or not he is a commander. Record each soldier's coston the Squad Record. Any Squad Points you do not spendare lost. When you have made your purchases, record the Initiat ive Ratings of each soldier in his IN space. If a soldier isa commander, check his Cmdr Box. Record the ratings indescending order; soldier A should be the commander with

    the highest IN, while soldier H should be the soldier with thelowest IN. Give each soldier a name and record it in thespace next to his identification letter.

    5. Roll on the Perception Table Once per SoldierRoll one die and cross-reference the result with the soldier'sInitiative Rating to determine his Perception. Record theRating in that soldier's PC space on the Squad Record. Rollseparately for each soldier.

    6. Roll on the Weapon Skill Table Once per SoldierRoll one die and add the soldier's Initiative Rating to theresult. Locate the result on the Weapon Skill Table. Record

    Points you gained during the course of the game (as recorded on your Squad Record) and subtracting from this totalthe number of Victory Points you lost. If the resulting totalis equal to or greater than the number listed for Victory inthe mission briefing, you have won. If it is less, you havelost.

    Campaign Update.If you are not playing the game as a continuous campaign, skip this step. Otherwise, perform thefollowing steps to prepare your squad for the next mission,as described in Campaign (16). Each surviving squadmember, including incapacitated members, gains CombatPoints. Then, at your option, you can spend each soldier'sCombat Points to increase his Ratings. Finally, generatereplacement soldiers to take the place of those killed duringthe mission.

    the Rating result in that soldier's WS space on the SquadRecord. Roll separately for each soldier.

    7. Roll on the Driving Skill Table Once per Soldier

    Roll one die and add the soldier's Initiative Rating to theresult. Locate the result on the Driving Skill Table. Recordthe Rating result in that soldier's DS space on the SquadRecord. Roll separately for each soldier.

    8. Use Movement Point Allowance Chart Onceper Soldier

    Use the soldier's Initiative Rating to determine his Movement Point Allowance. Record the result in that soldier'sMovement Point Allowance space on the Squad Record.

    9. Buy Your Weapons Using the Equipment Cost Chart

    Spend your Weapon Points to buy weapons for your squad,subject to the rest rictions of your mission. Each weapon has

    a cost in Weapon Points and comes with one free ammo clipwhen bought.

    Each weapon, except a pistol, takes up 1, 2, or 3 PortBoxes for the soldier who carries it. A weapon is carried bywriting its name in one of the soldier's Port Boxes. If aweapon requires more than one box, write its name in eachbox. A soldier can never carry more than two Port Boxesworth of weapons. In the case of a three-Port Box weapon,such as a medium machinegun, one soldier must carry twoof the three boxes and another soldier must carry one.

    Each ammo clip, bazooka round, grenade, and pistoltakes up one Ammo Box. Record each clip or round with anabbreviation of your choice in the Ammo Boxes. For example, "P " may indicate pistol ammo, while "G" may indicate agrenade. A soldier can never carry more than six Ammo

    Boxes worth of pistols and ammo. You can buy additionalammo for the costs listed. For one Weapon Point, you getthree grenades, which may be divided among up to threesoldiers. You receive five ammo clips for one Weapon Point.These clips can be for any types of weapon except bazookas.For example, you could spend one Weapon Point and receivetwo pistol clips, a submachinegun clip, and two semiautomatic rifle clips to divide among your soldiers as yousee fit. Bazooka rounds cost one Weapon Point each.

    After you have bought your equipment and ammo,record your purchases on the Squad Record along with theweapons you receive in the mission briefing, if any.

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    5. OperationsAs long as there are no active Germans on the map, you

    are in Operations, and the passage of time does not affectthe mission. During Operations, you can move your soldiersindividually or as groups in any directions that you choose,one hex at a time. There are no Movement Point costs involved, since movement is always one hex at a time. Soldierscan also conduct any of the actions listed in 5/3 any numberof times and in any order you choose while in Operations.

    5/1 Paragraph ChecksWhen a soldier/stack enters a hex, make a Paragraph

    Check by cross-referencing the letter and number codes forthat hex on the view sleeve. If the slot reveals the word"None," there is no effect; continue Operations. If there is athree-digit paragraph number printed in black, look it up inthe Paragraph Book and do as it instructs. If a blackparagraph reference is preceded by a sighting reference (si,s2, etc.), it indicates that the paragraph is looked up only ifthe sighting of that number hasnotoccurred (5/4). If it hasoccurred, ignore the paragraph and return to Operations. Ignore paragraph and hex numbers printed in red (these areused only during Rounds).

    Each paragraph you are directed to read includes astatement or series of statements that you then carry out.Some paragraphs describe an occurrence in a straightforward manner.

    Example: One paragraph says "Soldier notices fresh tire trackson dirt road, heading toward hex J-14." If you were directed tothis paragraph, you would simply make a mental note of theinformation therein and carry on.

    Most paragraphs, however, are a series of conditionalstatements in which you must roll a die, make a choice, orrefer to the map in order to determine which part of thestatement actually applies to your situation. Manyparagraphs include more than one option. If these areseparated by bullets (), choose the one statement that applies. If the options are numbered (1,2, etc.), choose thefirst

    one that applies.If a group of soldiers enters the same hex, only one

    Paragraph Check is made. Any Perception Checks requiredby the paragraph are made by the soldier with the highestPConly.This is true whenever more than one US soldier occupies a hex and a Paragraph or PC Check is required.

    Paragraph Checks are made during Rounds in this samemanner. The only difference is that Event Checks are notperformed during Rounds; another procedure is used togenerate Event s during Rounds.

    5/2 Soldier StancesRegardless of whether you are in Operations or Action

    Rounds, a soldier can be in only one of three stances: stand

    ing, crouching, or prone. When in Operations, you canchange a soldier's stance at any time you choose after conducting any necessary Paragraph Check for the soldier.Place a Prone marker on a prone solider; otherwise, use thestanding or crouching side of the soldier's counter to indicate his current stance.

    Stance is very important to movement (7), combat (9,10,11), and line of sight (8).

    5/3 Actions Durings OperationsAny of your active soldiers can perform any of the

    following actions any number of times in any order you wishduring Operations.

    Movement. A soldier can move from one hex to an adjacent

    hex if he is crouching or standing. Crouching soldiers are

    considered crawling when they move, while standingsoldiers are considered running as fast as the terrain allows.Prone soldiers cannot move at all. Each time a soldier entersa hex, a Paragraph Check is conducted unless the hex contains an Event marker. A Paragraph Check is made even ifthe hex contains other soldiers or has already been enteredby a US soldier. If you have already read the paragraph andknow what it says, it may be possible to forego looking it upa second time. Any number of soldiers in the same hex in thesame stance can move into an adjacent hex together. Eachtime a group move is performed, only one Paragraph Checkis conducted. Any number of soldiers and any amount ofequipment can occupy a hex simultaneously (however,vehicles are an exception).

    Stance Change. A soldier can change his stance. If a soldiermoves into a hex, he cannot change his stance until after anyrequired Paragraph Check is completed.

    Pick Up/Exchange Equipment. A soldier that is crouchingor standing can pick up or put down any portable items inhis hex. If two or more soldiers are in the same hex, they canexchange any portable items in this manner. A soldier that

    is taking equipment from an inactive soldier must becrouching.

    Drag Inactive Soldier. A standing soldier that has an emptyPort Box and is in the same hex with an inactive soldier candrag him to an adjacent hex. If the inactive soldier is incapacitated, roll a die for each hex he is dragged; on a resultof zero, he dies. A soldier can cease dragging an inactivesoldier instantly at any time.

    Prepare Weapon. A standing or crouching soldier canprepare a weapon that requires preparation before it can befired. A machinegun that is prepared remains prepared untilit is moved.A prepared bazooka or satchel charge remainsprepared until fired or thrown, respectively. Personalweapons need not be prepared to fire.

    Clear Jammed Weapon. A standing or crouching soldiercan attempt to clear a jammed weapon by rolling one die andreferring to the Clear Jammed Weapon Table. On a result ofB, the weapon breaks; on any other result, the weapon iscleared.

    Move Captured German. A captured German can be movedonly during Operations and only by a US soldier occupyingthe same hex (11/2).

    5/4 SightingsDuring Operations, a Paragraph Check may yield a

    black three-digit paragraph number preceded by a sightingreference (s1, s2, etc.). Generally, each German soldier andvehicle in a mission is assigned a sighting number. In addition, some missions have other types of sightings, such asbuildings, lost equipment, German soldiers in a group, andso forth. A mission can have up to 10 sightings, which youkeep track of on the Sighting Boxes of the Squad Record.When you read a paragraph with a sighting number and thesighting occurs, record its occurrence by checking off itssighting number on the Squad Record. Thereafter, when aParagraph Check reveals a sighting reference to thatsighting, do not look it up in the Paragraph Booklet, since ithas already occurred.


    019. [s2] A flare explodes overhead.

    The exploding flare is Sighting Number 2. Check off the "2"space on the Sighting Track of the Squad Record. Any

    subsequent paragraph references preceded by s2 are disregarded

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    and not read. This includes s2 references on the Event Checksection of the Mission Cards.

    5/5 ConditionsThe "narrative" of the mission is directed by changing

    the Mission Cards in the view sleeve; these changes are called Condition changes. The events that may occur and thereactions of the Germans depend on the Condition in progress. All missions begin in Condition 1 that is, with theCondition 1 side of the first Mission Card visible through

    the view sleeve. During the course of play, paragraphsand/or events may instruct you to change the Condition.When the change occurs, change the Mission Card todisplay the new Condition, and check off the Condition inprogress on the Condition Track of the Squad Record. Finally, remove all Event markers from the map. Conditionsalways change from a lower number to a higher number, andmay sometimes skip numbers. Conditions that are skippedneveroccur (ignore any reference to them).

    When the Condition changes, pause and makeParagraph Checks for each hex occupied by active USsoldiers. Make the check in hex number order, lowestnumber first. Ignore any Event Checks, and simply placeEvent markers in hexes that required the Event Checks.Make any Paragraph Checks required and follow their in

    structions. If a check causes a German to be activated, immediately commence Rounds (do not check other hexes occupied by US soldiers). If you check all hexes occupied byUS soldiers and no Germans are activated, return to Operations. If a Condition change occurs during Rounds, use theprocedure in 6/11, rather than the preceding.


    323. Overhead, a P-51 fighter engages an Me-109 in a dogfightand shoots the German plane down. Go to Condition 6.

    After completing the instructions called for in theparagraph (in this case, none), replace the current MissionCard with the Condition 6 side of the Mission Card. Thencheck off the 6 Box on the Condition Track on your SquadRecord as a reminder of which Condition is in progress and

    which ones, if any, have been skipped. Make a mental note ofthe Activation Level for the Condition. Then make Paragraph Checks for each hex occupied by an active US soldier(in hex number order), ignoring Event Checks and placingEvent markers instead. Complete any instructions calledfor in the paragraphs, then resume Operations or Rounds,whichever is in progress.

    Some paragraphs require a previous sighting in order tobe read. If the listed sighting has not occurred, then theparagraph reference is ignored. If the sighting has occurred,then the paragraph is read and its instructions are followed.


    252. s2 required. See 121. Otherwise, no event.

    If Sighting Number 2 has occurred, read paragraph 121. If it has

    not occurred, nothing happens; return to Operations (or Rounds,if Rounds are in progress). In some paragraphs, you are told to

    do one thing if a specific sighting has occurred, and anotherthing if that sighting has not occurred. In other paragraphs, aprevious sighting requirement is combined with a sightingoccurrence so that a sighting occurs only if another sighting hasalready occurred.

    5/6 Event ChecksUnique occurrences are triggered at random during play

    by making Event Checks. When a Paragraph Check yieldsan Event result, roll two dice and check the Mission Cardagain by lining up the RE (Random Event) column with thedice result. The corresponding slot will show "None" (indicating that no Event occurs), or a paragraph number,sometimes preceded by a sighting reference. After reading

    the paragraph and completing the instructions, place an

    Event marker in the hex where the Check was triggered.This marker indicates that no additional paragraph orEvent Checks are made when a soldier enters that hex. AllEvent markers are removed from the map when the Condition changes. Some Events will have a sighting referencepreceding them. If the listed sighting has occurred, do notlook up the paragraph.

    5/7 Perception ChecksA Paragraph Check may require a soldier to make a

    Perception (PC) Check, which represents a chance for thatsoldier to notice something, usually important to the mission or to his own health. To make a Perception Check, rollone die; if the result is equal to or less than the soldier'sPerception, the PC Check succeeds; if the result is greater, itfails. Depending on the paragraph, success or failure of a PCCheck may direct you to another paragraph. The soldier'sPC may be modified if the paragraph triggering the checkhas a modifier listed. A positive modifier increases thesoldier's PC Rating, thus making the PC Check easier toconduct successfully. A negative modifier reduces thesoldier's PC Rating, thus making the PC Check more difficult to conduct successfully. Regardless of modifiers, a dieroll of 0 is always successful, and a roll of 9 is always afailure.

    Certain paragraphs allow soldiers tha t can see a specifichex to conduct a PC Check, regardless of which soldier triggers the paragraph. Unless a paragraph specifically allowsall eligible soldiers to conduct PC Checks, only one soldieroccupying the hex can make the check. If the hex containsmore than one soldier, use the soldier with the highest PCRating.

    Some PC Checks occur only once and will require thatyou place an Event marker in the hex if your soldier fails thecheck. No Paragraph Checks are made for that hex for theduration of the Condition; thus, no more PC Checks can bemade from that hex.

    Besides PC Checks triggered by paragraphs, PC Checkscan also be triggered by boobytraps (12/1), minefields (12/2),

    a grenade toss (10/2), and US Awareness Checks during Action Rounds (6/5).


    288. Conduct PC Check (-2): If successful, see 325. If fails, see 180.

    The soldier who entered the hex conducts a PC Check. His PC isreduced by two for purposes of this check (only). Roll one die; ifthe result is equal to or less than his modified PC then the PCCheck is successful and paragraph 325 is read. If greater than his

    PC, read paragraph 180.

    5/8 Activation ChecksGermans enter play in one of two ways, as a result of

    either an Event or Activation Check. Activation Checks are

    made when called for by a paragraph by rolling a die andcomparing it with the Activation Level for the Condition inprogress (recorded on the Condition section of the SquadRecord). If the result is equal to or less than the current Activation Level, the German is activated and Action Roundsbegin; if greater than the Activation Level, the German isnot activated.

    Some Activation Checks include a modifier that is applied to the Activation Level. A positive modifier makes theActivation Check easier to conduct successfully, while anegative modifier makes it more difficult. A roll of 0 isalways a successful activation, and a roll of 9 is always afailure, regardless of modifiers. If the check is triggered by agroup of US soldiers, only one check is made. When a German is activated, place the German and commence Rounds


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    136. Conduct Activation Check (-1): If successful, see 154. If fails, conduct PC Check. If successful, see 165.

    An Activation Check is made using the current Activation Levelreduced by 1. If the die roll result is equal to or less than theActivation Level, then the check succeeds and you readparagraph 154; if the result is higher, the check fails. However, inthe preceding example, if the check fails the soldier then makes aPC Check which, if successful, leads to the reading of paragraph165. If the PC Check fails there is no effect; return to Operations.

    6. Action RoundsAs you conduct Operations and consult paragraphs,

    you will at some point read a paragraph that instructs youto activate Germans and "commence Rounds." Play immediately switches to Action Rounds upon reading anysuch paragraph. If such a par graph is read when Rounds arealready underway, see the procedure in 6/6 to activate thenew German. You then conduct Action Rounds until thereare no active German soldiers or vehicles on the map, atwhich point Operations resume. As US soldiers move during

    Rounds, make Paragraph Checks for each hex entered; ignore, however, any Event messages, since Event Checks occur in a different way during rounds.

    6/1 Action SequenceAn Action Round is conducted in accordance with the

    Action Sequence. However, when Action Rounds are initiated, special procedures must be conducted to activatethe Germans. The activation paragraph will call for aspecific German; find his card and place the activated German on the map and his AR marker on the Action RoundTrack (6/2). Furthermore, during the first two Roundsfollowing initiation of Rounds, special checks must be madeto see how quickly each of your soldiers becomes aware ofthe situation at hand.

    The following sequence is conducted once per Round. Atits conclusion, the Round is over. If there are still active Germans on the map, another Round begins. If a German is activated in the course of performing any of the followingsteps, immediately perform the procedures described in 6/6.

    1. US AWARENESS PHASE (Rounds 1 and 2 only)During this step of the first and second Rounds, each ac

    tive US soldier, on or off the map, must make a PC Check todetermine whether he becomes aware (6/5). During the firstRound, only those soldiers that can see the activated German make PC Checks. During the second Round, allunaware US soldiers, regardless of location, make a PCCheck. The AR markers for aware soldiers are placed in theAware space on the Action Round Track. All active US

    soldiers become automatically aware at the start of Roundthree.

    2. EVENT PHASE (Not conducted in Round 1)Conduct one Event Check by rolling two dice and ad

    ding the two results together. Locate the sum on the Eventcolumn of the Mission Card. This Event Check is resolved inthe same way as an Event Check during Operations (5/6);read the paragraph indicated on the Mission Card unless itis preceded by a sighting reference for a sighting that hasalready occurred. Exception: No Event Check is made during the first Round.

    3. ACTION PHASEInitiative Determination. Determine which side has the ad

    vantage by rolling two dice and reading one as the German

    5/9 Random DeterminationMany paragraphs and game procedures will require you

    to make a choice "at random." To do so, assign each of thepossible choices an equal die roll range and roll a die.RANDOM DETERMINATION EXAMPLE

    018.One German weapon fired in the previous Round is out ofammo. If more than one German weapon was fired last Round,determine which one is out of ammo at random.

    If three Germans had fired in the previous Round, German Acould be assigned 0, 1, and 2; German B 3, 4, and 5; and GermanC 6, 7, and 8. One die roll would then determine which German is

    out of ammo. If a 9 were rolled in this case, roll again.

    result and one as the US result. The side with the higherresult has the advantage for this Round. If the results areequal, advantage goes to the Germans. Exception: Theparagraph tha t activates the Germans and initiates Roundsmay state that one side or the other has the advantage in thefirst Round; in such a case, initiative determination is notconducted in the first Round.

    AR Marker Placement. Use the initiative die results todetermine which space each AR marker will occupy on the

    AR Track. Locate each side's die roll result on the AR Trackin each AR marker's column. Move the AR markers to thespaces containing their side's die roll result. In the one andtwo Turn spaces, place the markers in the advantage anddisadvantage halves according to which side has the advantage for the Round. The location of the initiative die rollresult has the following effects:

    2 Turns. If the initiative die result is in the 2-Turn space,the soldier receives to turns in this Round. Place his markerin the advantage or disadvantage half, as appropriate. Exception: A wounded soldier can receive only one turn; if awounded soldier receives two turns, place his marker in the1-Turn space instead.

    1 Turn.The soldier receives one turn this Round. Placehis AR marker in the advantage or disadvantage half, as ap

    propriate.Panic. The soldier panics this Round, regardless of

    whether he is in or out of command (see 6/4). This is the onlyway a German soldier can panic, although certain Germanaction paragraphs simulate panic effects.

    Red Number(applies only to US soldiers). If a die resultis printed in red and the soldier is out of command (6/3), hepanics instead of receiving turns this Round. Place his ARmarker in the Panic space. If he is in command, place his ARmarker in the space containing the red number.

    AR markers for soldiers on opposing sides can never occupy the same advantage or disadvantage space. Opposingmarkers can occupy the same Turn space, however. Certainparagraphs that activate Germans and initiate Rounds in

    dicate that all aware soldiers on one side or the otherautomatically receive two turns in the first Round. If thenumber of turns is specified, then the procedure above is notconducted in the first Round. For example, one paragraphindicates that the Germans receive advantage and twoturns; thus, you need not roll for German AR marker placement, since they will be placed in the 2-Turn advantagespace.

    Important: If a soldier is wounded or panics during aRound, his AR marker is immediately moved to the Complete space, if not already there. If a soldier becomes panicked as a result of combat, move his AR marker to the Panicspace (unless it already occupies the Panic or Completespace). If a soldier becomes incapacitated, killed, or captured during a Round, his AR marker is immediately moved

    to the Inactive space.

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    Perform All Soldier Actions. The position of the ARmarkers on the AR Track indicate the order in which US andGerman soldiers perform actions. Soldiers in the 2-Turn advantage space go first; then those in the 2-Turn disadvantage space; and so forth. If more than one US soldier occupies a space, you can have them go in any order you wish.At the beginning of each turn in which one or more Germanscan act, roll one die to obtain a new German Action Number(6/8). Germans able to act in the same turn go in the order ofthe letters on their AR markers. Exception: Firing a crew

    weapon, 9/7.4. BEGIN A NEW ROUND (if there is an active

    German on the map)If there are still one or more active Germans on the map,

    begin a new Round. If there are no active Germans on themap, return to Operations.

    6/2 Activating German SoldiersAction Rounds begin when, during Operations, a

    paragraph states that a German is activated (see also 5/8).Each activated German will be identified by a number.Locate the German soldier cards with the same identitynumber and place them in front of you. Next to the identitynumber on each card is an identi ty letter for the soldier. This

    letter is used to identify the soldier when actually on themap. Locate the soldier marker with the matching letter andplace it in the hex on the map listed in the paragraph. Locatethe Action Round marker with the matching letter thatshows the Initiative matching that listed on the soldier cardand place it in the complete space on the Action RoundTrack.

    Should a German activation occurduringa Round thatis already in progress, use the procedure in 6/6. Should activation occur when there are US soldiers who have not yetentered the map, use the procedure in 6/10.


    164. [s3] Light machinegun opens fire. Activate Germans 5 and49 in hex N12, crouching. Commence Rounds. Germanadvantage. Germans 5 and 49 receive two turns this Round.

    Upon reading this paragraph, check off sighting s3 on the SquadRecord and locate German soldier cards 5 and 49. Cards 5 and 49indicate that Germans M and T will be placed on the map,

    respectively. These two markers are placed in hex N12, crouchingside up. Since German 49 has a light machinegun, place a lightmachinegun marker in the hex, prepared side up. Locate the ARmarker showing an IN of 3 for soldier M, and the AR markershowing an IN of 2 for soldier T, and place both markers in theComplete space of the AR Track in the initiative 2 and 3


    6/3 Command and CommandersCommand. When a US soldier's initiative die result isprinted in red, it means that the soldier has a chance ofpanicking, if he is out of command. To determine if a soldieris in command, add his IN to the IN ratings of all other ac

    tive US soldiers in his hex. If this sum is five or more, thesoldier is in command. If the total is less than five, he is outof command and liable to panic. Being in or out of commandonly affects the chance of a soldier panicking during ARmarker placement. It has no effect on a soldier panicking asa resul t of combat. German soldiers panic only when their initiative die roll result is actually printed in the Panic space(initiative columns 0 and 1 only),neveras a result of theirroll being printed in red.

    US Commanders and Panic.A US soldier can be either acommander or a private. A commander has a CommandRadius consisting of the hex he occupies and all the hexeswithin two hexes of the hex he occupies. A commander exert s his IN rat ing into all these hexes, as long as he is active,and it is added to the IN's of US soldiers occupying those

    hexes. For example, a commander with an IN of 4 exertsfour Initiative Points into all hexes within two hexes of thehex he occupies. Any US soldiers (including another commander) in any of those hexes can use those four pointtoward keeping himself in command. The effects of Command Radii are reciprocal; that is, a commander can use theInitiative Ratings of soldiers within his command radius tocontribute toward keeping himself in command. A commander who is panicked or inactive has no CommandRadius.

    Commanders Giving Turns.While performing Actions during Action Rounds, a commander, both US and German, cangive a Turn to another friendly soldier in his CommandRadius (even to another commander). When it is the commander's turn to perform actions, he can give his Turn toanother soldierinstead ofperforming an action himself. Thecommander's AR marker is moved down to the 1-Turn orComplete Box as if he had performed an action, and the ARmarker for the soldier to whom he gave the Turn is moved upone Turn. This will alter the Turn order, thus giving thesoldier to whom the turn was given an opportunity to perform an action earlier than he would have if the commanderhad not given him an extra turn. Only soldiers occupyingthe 1-Turn or Complete space can be given a Turn; those inthe 2-Turn, Panic, Unaware, or Inactive spaces cannot begiven a turn . A German commander will only give a turn toanother German when one of his action paragraphs explicitly states he is to do so. A wounded soldier can never be givena turn in this way.

    Commanders and US Awareness.A commander can spenda turn to make an unaware US soldier within his CommandRadius aware. The newly aware soldier's AR marker is thenplaced in the complete space. A wounded soldier can neverbe made aware in this manner.

    COMMANDER FUNCTIONSA is a commander with an IN of 3. The other soldiers in the diagramare privates wi th IN's of 1 (B), 2 (C), 1(D), and 2 (E). Soldiers D and Eare in command, because they are within two hexes of commander A. A, D, and E combine their IN's for a total of 6, which issufficient to keep each of them in command. C is also in command, because his IN is combined with A's for a total of 5. B is outof command, because he is three hexes from A, and his IN is lessthan 5. During Rounds, commander A can give turns to C,D, and E,but not to B. If C and E were in B's hex, all three would be in command, because their combined IN would be 5.

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    6/4 PanicDuring the Action Sequence, a German or US soldier is

    subject to panic if his initiative die roll is printed in thePanic space in his column of the AR Track. For example, asoldier with an IN of 1 panics on a die roll of 1.

    If a US soldier is out of command, and the die roll yieldsa result that is printed in red, the soldier panics. Place hisAR marker in the Panic space. If the soldier is in command,he does not panic and receives the indicated number ofturns. For example, a US soldier with an IN of 3 who is outof command panics on a roll of 6, 7, or 9.

    A panicked soldier remains immobile until the end ofthe Round, at which time he must fall prone (if not alreadyprone) and his AR marker is placed in the Complete space. Apanicked soldier can be attacked and, if hit, is subject to allthe effects of damage. For the additional effects of panic, see13/1.

    6/5 US Soldier AwarenessWhen Action Rounds are initiated you must determine

    which of your soldiers are immediately aware of the just activated Germans and which are unaware. An aware USsoldier can perform Actions during Rounds. An unaware USsoldier cannot perform any actions during Rounds; he remains immobile until he becomes aware. Once a soldierbecomes aware, he remains aware throughout Rounds untilRounds are initiated again, following a return to Operations.German soldiers do not check for awareness; once activated,they are automatically aware.

    During the US Awareness Phase of the first Round,after the activated German is placed on the map, each activeUS soldier that canseethe German jus t activated conductsa PC Check. Those th at succeed at this check are aware during the first Round. Those soldiers that fail the check are notaware during the first Round. Place the AR marker of eachaware soldier in the Complete space on the AR Track. Placethe AR marker of each unaware soldier in the Unawarespace of the AR Track.

    During the US Awareness Phase of Round 2, each ac

    tive US soldier on the map that is not yet aware conducts aPC Check. Those that succeed at this check are aware during the second Round. Those that fail are not aware duringthe second Round.

    During Round 3 and after, all active US soldiers areautomatically aware, regardless of their location. WhenRounds end and you return to Operations, all US soldiersare again considered unaware and the preceding procedureis used when Rounds commence again.

    If Rounds are in progress and a second German is activated, he has no effect on the awareness of the US soldiers.You make noadditional Awareness Checks due to the ac*tivation of an additional German.

    An unaware soldier who is attacked is automaticallyaware after the combat is resolved. Place his marker in the

    Complete space, unless he is killed or incapacitated.An aware commander can spend one of his Turns to

    make an unaware soldier within his Command Radius aware(6/3).

    6/6 German Activation During RoundsDuring Action Rounds, there is the possibility that ad

    ditional Germans may become activated. If activation occurs during a Round, use the following procedure. Interruptwhatever is happening and place the newly activated German on the map in the stance indicated in the activationparagraph.Ignorethose pa rts of the paragraph dealing withadvantage and US awareness. If the paragraph states thatthe German receives two turns, place his AR marker in the

    2-Turn space of the AR Track using the current German ad

    vantage/disadvantage result. If the activation paragraphdid not specify tha t the German receives two turns, then rolla new German Action number and place the newly activatedGerman's AR marker in the indicated space (again, usingthe current advantage/ disadvantage).

    The newly activated German has no effect on USawareness (6/6). If all US soldiers are currently aware, theyremain aware. If some are unaware, only the German thatoriginally caused Rounds to commence affects theirawareness.

    6 / 7 Performing Actions During RoundsDuring the Action Phase of the Action Sequence, US

    and German soldiers perform Actions. The order in whichsoldiers perform Actions is determined by the location oftheir AR markers on the Action Round Track (6/1). Whenone of your soldiers gets a turn, you can have him performone Action or pass. When a soldier passes, simply move hisAR marker as if he had performed an Action. All the different kinds of Actions a soldier can perform during Rounds are listed below.

    Free Stance Change. An unwounded soldier can, at anypoint during his turn, make one free stance change; from

    prone to crouching or standing, from crouching to prone orstanding, or from standing to prone or crouching. Woundedsoldiers never receive a free stance change. A soldierwithout a free stance change must spend one MovementPoint to change stance, and thus must perform a MovementAction. However, a free stance change can be combined witha movement action (in which case a Movement Point tochange stance is only spent when you perform the secondstance change). When a soldier enters a hex, a ParagraphCheck is madebeforehe can make the stance change (free or Iotherwise). In addition, there is a special free stance change Iassociated with grenade PC Checks (10/2). I


    Aimed Fire Once with Personal Weapon. Soldier must be Istanding or crouching with a personal weapon or a prepared Ibazooka. I

    Snap Fire Twice with Personal Weapon. Soldier must be Istanding or crouching with a personal weapon. The target Ifor each fire can be the same or different, and can occupy the same or different hexes. You cannot snap fire a bazooka. I

    Aimed Fire with Crew Weapon. Aimed fire with a crew Iweapon can only be made if the hex contains at least two Icrouching, active soldiers. Both soldiers simultaneouslyspend one turn performing this action. (9/7).

    Snap Fire with Crew Weapon. Snap fire with a crew weaponcan only be made if the hex contains at least one crouching,active soldier. If the hex contains two or more active

    soldiers, the weapon can be snap fired twice at a cost of oneaction for each of two soldiers. Thus, a crew weapon withtwo operators could make one aimed fire (see above) or twosnap fires at a cost of two actions, one each per soldier. Acrew weapon always uses snap fire whenever it is fired by asingle soldier. Snap fire greatly increases the chances of acrew weapon jamming (9/4). |

    Assault. Soldier must be standing in the hex with the enemysoldier (11).

    Prepare Satchel Charge. Soldier must be crouching or standing to prepare the satchel charge (10/4).

    Throw Satchel Charge. Soldier must be standing to throwthe satchel charge. It can be thrown one, two, or three hexes


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    Prepare and Throw Grenade. Soldier must be standing orcrouching with a grenade. If he is crouching, his throw accuracy is poorer (10/1).

    Prepare Bazooka. Soldier must be standing or crouching inhex with an unloaded bazooka and a charge (9/8).

    Clear Jammed Weapon. Soldier must be standing orcrouching with a jammed weapon (9/4).

    Remove Live Grenade from Hex. This special action is performed out of turn and only if the soldier is standing or

    crouching and makes a PC Check (10/2). If may also involvea special free stance change.

    Prepare Crew Weapon. One soldier in the same hex with allparts of the weapon must spend one action to prepare it forfire. It remains prepared until moved (9/7).


    Move (expend some or all of soldier's Movement PointAllowance). A crouching soldier can move only one hex (bycrawling), which costs all his Movement Points. A standingsoldier can move one or more hexes, depending on his Movement Point Allowance and the type of terrain in the hexes heenters.

    Move Crew Weapon (expend some or all of two soldiers'

    Movement Point Allowances). Crew weapons require threePort Boxes. To be moved, two soldiers in the same hex withthe weapon must divide its Port Box cost betweenthemselves. They can then move the item separately;however, they must both occupy the same hex to prepare theweapon.

    Move/Snap Fire (expend up to half of soldier's MovementPoint Allowance and snap fire personal weapon). A soldiercan combine movement and fire combat by spending up tohalf his Movement Point Allowance (round fractions down)and snap firing his personal weapon (7/3). The order in whichmovement and fire take place makes no difference.

    Move/Charge Assault (expend up to half of soldier's Movement Point Allowance and charge assault). A soldier can

    combine movement and assault combat by spending up tohalf his Movement Point Allowance (round fractions down)and charge assaulting a soldier. Movement occurs beforeassault (11/3).

    Drag Inactive Soldier One Hex (expend entire MovementPoint Allowance). The soldier must be standing in the samehex as the inactive soldier to be moved, and must have onePort Box empty. The soldier then spends his entire Movement Point Allowance to drag the inactive soldier one hex.The dragging soldier must remain standing. If the inactivesoldier is incapacitated, there is a chance he will be killed bythe movement; roll a die; on a result of 0 he dies. Moving anincapacitated soldier by vehicle does not cause this die roll.


    Pick Up/Exchange Equipment. A soldier that is standing orcrouching can pick up or put down any portable i tems in hishex. Two soldiers in the same hex can exchange equipmenteven though only one soldier performs the action. A soldierthat is taking equipment from an inactive soldier must becrouching. Record equipment changes on the Squad Recordin the appropriate Port Boxes for the soldiers involved. Youcan pick up and use most German equipment (14).

    Load/Unload Inactive Soldier from Vehicle. Active soldiermust be standing in same hex as inactive soldier and vehicle. If the inactive soldier is incapacitated, there is a chancehe will be killed by the action (on a roll of 0).

    Give Turn (Commanders only). A commander must be

    within two hexes of the soldier he wishes to give a turn to.

    The soldier that receives the turn must use it this Round(6/3). A US commander can also expend a turn to make anunaware US soldier within two hexes aware (6/5).

    6/8 German ActionsWhen a German soldier receives a turn during the Ac

    tion Sequence (6/1), you must have him perform an action.However, the soldier's actions are not up to you; you mustuse the soldier's card, the paragraph booklet, and in somecases the Mission Card to determine what the soldier does.

    German Action Number. At the beginning of each turn inwhich one or more German soldiers may act, roll one die andnote the result on the German Action Track with the German Action marker. Use this Action Number when referringto the card for each German that is acting this turn. This Action Number remains in effect until the beginning of thenext turn in which Germans may act. Exception: If a German Special Reaction comes into effect during a Germanturn, immediately roll a new Action Number. This newnumber applies to all Germans that have yet to act in thecurrent turn. For example, three Germans occupy the2-Turn advantage space. Roll one German Action numberfor the group, then perform actions for each in alphabeticalorder. If a Special Reaction is triggered for one of them, re-

    roll the Action number. When a German is eligible to act,conduct the following steps:

    1. Refer to the soldier's card. Cross-reference the currentAction Number with the current Condition to obtain a German Action Paragraph number.

    2. Read the indicated paragraph carefully. Manyparagraphs include different options. If these options areseparated by bullets (), consider the soldier's current situation and choose the one option that applies. If these optionsare numbered sequentially (1, 2, etc.), choose the first onetha t applies, even if later options also apply.

    3. Carry out the applicable instructions of the paragraph.The soldier performs one Action from those listed in 6/7(just like a US soldier). He also receives a free stance change

    if the paragraph so indicates, within the same restrictionsapplicable to US soldiers. In some cases, the instruction tomake the free stance change is explicitly stated; in othercases it is implied. In some instances, the soldier may not beable to carry out all the instructions of a paragraph. If this isthe case, have the soldier do as much as he can toward completion of the instructions, in the order in which they aregiven. If unable to complete the first instruction, go to thesecond, and so forth.

    German Movement. When a German soldier is instructed tomove, refer to the Mission Card to determine where hemoves. Look up the hex the soldier currently occupies on thecard and read the German Movement Reference listed in redin the window. This reference will usually be the identitynumber of an adjacent hex into which you move the German. When moving, the German expends Movement Pointsin the same manner as a US soldier (7/3). If the Germansoldier has Movement Points remaining after entering thisfirst hex, look up the hex he now occupies for another Movement Reference and continue moving the German. Keepchecking for Movement References in this manner until theGerman has expended his Movement Point Allowance, atwhich time his turn ends. Certain German MovementReferences are paragraph numbers instead of hex numbers;look up the indicated paragraph to find how the Germanmoves. A movement reference paragraph does not replacethe German Action Paragraph that instructed the Germanto move. It simply defines a special move or situation withinthe overall move. An "Exit" German movement referenceindicates that the German leaves the map.

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    Special Reactions.Certain German action paragraphs andMovement Reference paragraphs call for a Special Reaction(identified by a letter) to be put into effect for the Germanyou are moving. When a Special Reaction is in effect for aGerman, use the indicated Special Reaction column on hiscard instead of the current condition column. For example, if

    you read paragraph 254 when moving German 92, youwould immediately begin using the "T" column of his cardto determine his Action Paragraphs.

    A Special Reaction is used only for the German thattriggered it and remains in effect until another paragraphrescinds the Special Reaction. You may wish to note theSpecial Reactions currently in progress on the Notes sectionof the Squad Record as a reminder. As noted in German Action Number, above, whenever a Special Reaction comes into effect, a new German Action Number is rolled. If the German that triggered the Special Reaction has not finished histurn, use the Action paragraph indicated by the new Actionnumber and the Special Reaction column to determine whathe does for the rest of the turn. The self-preservation columnoften takes precedence over the Special Reaction column.

    Self Preservation. Every German soldier card includes aself preservation column (marked "S") of Action Paragraphnumbers. This column is used instead of the current condition column whenever the German is in a hex occupied or ad

    jacent to an active US soldier. Use of the self preservationcolumn may begin and stop any number of times for a givenGerman soldier, depending on his proximity to US soldiers.The self preservation column takes precedence over the normal condition columnandover a Special Reaction column,unless specifically noted otherwise on the soldier's card or ina paragraph.

    Surrender.Some paragraphs will indicate tha t a German immediately surrenders. If the paragraph is read when there isan active US soldier in the hex, then the German immediate

    ly falls prone and is captured (see Capture, 11/2). If not in thehex with a US soldier, the German becomes inactive; placehis AR marker in the Inactive space. He remains in his current stance. When a US soldier enters his hex, he is captured.

    6/9 German Action Paragraph Examples

    800. Lie Prone.

    The soldier falls prone, if not already prone. He does nothing elsethis turn.

    802. Crouch, then conduct best fire at closest target. Fall prone afterfire if free st ance ch ange avail able.

    If not yet crouching, the soldier uses his free stance change tocrouch. If, in a crouching position, the soldier can see no active USsoldiers, his turn ends. Otherwise, he then conducts fire combat Hewould normally conduct aimed fire, since this is the best fire

    possible. If wounded, he would conduct snap fire if required to makea stance change to crouching (the stance change for a woundedsoldier costs one Movement Point and the action required isMove/Snap Fire). If wounded, but already crouching, he wouldconduct aimed fire as normal The target of his fire is the US soldierthat is closest to him (in hexes). If two or more targets are equallyclose, he fires at the easiest target. The easiest target is the USsoldier that the German soldier has the best chance to hit. If there isstill a tie, determine the target at random. After resolving the fire,the German falls prone, if he has a free stance change available (thiswould happen only if the soldier was not wounded and was already

    crouching at the beginning of his turn).

    807. If active target in sight, crouch and conduct best fire ateasiest target. Fall prone after fire if free stance change available. If no target in sight, run into clear, road, or interior hex, or crawlinto any other type of hex. If not in an open hex after movementand free stance change is available, fall prone.

    The German soldier follows one of these sets of instructions,depending on whether or not he can see an active US soldier. The

    first instruction is identical to 802, with the exception that thesoldier fires at the easiest target rather than the closest one. Thesecond instruction requires reference to the Mission Card to find thehexes that the soldier moves into. Although not explicitly stated, thesoldier may have to make a stance change before he begins his moveso that he will be in the proper stance for the move. Have the soldiercrawl one hex or run into hexes until he is directed to enter a hexthat he has insufficient Movement Points to enter. His movementthen ends. If he has any Movement Points left or has not used hisfree stance change, he falls prone (unless in an open hex).

    833. 1. If act ive US soldier in hex, assa ul t to kill.2. If adjacent to active US soldier through traversable hexsideand a grenade is available, crouch and throw grenade. Exception:If an active German is in the US hex, charge assault to kill.3. If active US soldier in sight, crouch and conduct best fire atclosest target.4. Lie prone.

    This paragraph presents four sequential options. Consider theGerman's situation and choose the first option that applies. IfOption 1 applies, the German assaults (11) with intent to kill. Hewill have to stand first, if not already standing. He will have to

    make a charge assault if he is wounded and a stance change isrequired, since the stance change will cost a Movement Point. IfOption 2 applies he makes a grenade attack (10) or a charge

    assault (11/3). Again, the appropriate stance change may have tobe made first to allow these actions. If Option 3 applies, it iscarried out like 802. If none of the first three options applies,Option 4 is conducted.

    6/10 German Activation When US SoldiersHave Yet to Enter

    It is possible that German activation may occur beforeall US soldiers enter the map. In this case, Rounds begin

    normally for those US soldiers on the map. Soldiers off-mapcannot enter; they remain off-map for the duration of Round1 (they are considered out of sight of the Germans). DuringRound 2, off-map US soldiers make Awareness Checks;those that succeed receive turns during the Action Phase ofRound 2 (unless they panic) and can enter the map using oneof the Movement Related Actions (6/7). Each soldier mustspend Movement Points when entering the first hex on themapedge (see Movement Point Cost Chart). While off-map,all soldiers are considered to occupy the same hex for command (6/3) and panic (6/4) purposes. Off-map soldiers arenever subject to attack (even by artillery rounds that landoff-map).

    6/11 Condition Changes During RoundsCondition changes often occur during Rounds as well asduring Operations (5/5). When the condition changes,replace the Mission Card as usual and interrupt the Roundfor a moment. Conduct Paragraph Checks for all US-occupied hexes beginning with the lowest numbered hex. Ignore all Event Checks, but read all other paragraphs. All indicated German activations (if any) occur using the procedure in 6/6. Other paragraph types are dealt with as usual.Once all Paragraph Checks and activations are dealt with,return to the Round in progress.

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    7. Movement

    7/1 General Rules for MovementMovement occurs during both Operations and Rounds

    for US soldiers and vehicles, but only during Rounds for the

    Germans. The movement procedure for Operations isradically different from that used in Rounds. Both types ofmovement, however, use some common rules.

    * Each soldier or vehicle can move in any combination ofdirections that you choose or that the German MovementReferences require.

    * There is no limit to the number of soldiers, friendly and/orenemy, that can occupy the same hex during movement, orat the conclusion of movement. Only two vehicles, activeand/or disabled, can occupy a hex at any time, regardless ofthe number of soldiers in a hex.

    * A soldier/vehicle cannot enter a hex containing terrainprohibited by the mission briefing and/or by the MovementPoint Cost Chart.

    * Both German and US forces can exit the map, as described in the Mission Briefing or called for by German Movement References. Germans exit the map when they enter ahex and the Movement Reference is "Exit." Once exited, USforces can never return; German forces may return,however, if so directed by a paragraph.

    7/2 Movement During OperationsDuring Operations, only active US forces are on the

    map; thus, there is no movement procedure for the Germansduring Operations (except, see captured Germans, 11/2). USsoldiers/vehicles move one at a time or one stack at a time,hex-by-hex, until a German is activated. While moving,make Paragraph Checks for each hex entered by a US force.

    You can move US soldiers in any order you choose. Youcould, for instance, move Soldier A six hexes, then moveSoldier F a hex, then move Soldier A again, or any othercombination you desire. See Operations (5) for more details.

    7/3 Movement During RoundsEach soldier has a Movement Point Allowance (MPA)

    printed on his card or recorded on the Squad Record, whichis the basic number of hexes the soldier can move in a singleturn during the Action Phase (6/1).

    A soldier/vehicle spends Movement Points to movefrom the hex it occupies into an adjacent hex. A crouchingsoldier can crawl one hex by expending all his MPA,regardless of the terrain in the hex entered. A standing

    soldier can enter more than one hex, subject to the MP costsof the hexes entered and the soldier's MPA. One or moreMovement Points are spent to enter the hex, depending onthe terrain in the hex or along its hexsides (see MovementPoint Cost Chart). The MP cost to cross terrain hexsides isadded to the cost of the hex entered. Thus, it costs twoMovement Points for a standing soldier to enter a clear hexby crossing an embankment hexside from a lower elevationto a higher one (there is no additional cost to cross an embankment going downhill).

    You can continue to move a US soldier/vehicle up to thelimit of its Movement Points or until you decide to stop

    moving. Germans move up to their MPA, as directed byparagraphs and German Movement References. You can

    never move a soldier/vehicle more hexes than its MPAallows. A hex cannot be entered if the soldier/vehicle has insufficient MP's. A soldier must stop movement immediately upon entering a hex occupied by an enemy active soldier.If a soldier beginshis turn in a hex occupied by an activeenemy soldier, he can leave the hex. He must then stop inthe first enemy-occupied hex entered.

    Unused Movement Points are lost, not accumulated.Movement Points cannot be lent by one soldier or vehicle toanother.

    Unwounded soldiers receive a free stance change eachturn . A stance change can also be made by spending a Movement Point. A soldier can make as many stance changes in asingle turn as he has Movement Points, in addition to thefree stance change.

    A soldier can combine movement and combat by using aMove/Snap Fire or Move/Charge Assault action. In suchcases, the soldier must be standing to move and can spendonly half of his Movement Point Allowance (r