Top Banner
AMBUSH! RULES: PAGE 1 {COVER PHOTO HERE}
40
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 1

{COVER PHOTO HERE}

Page 2: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 2

1. Introduction...................................................... 3

2. Game Parts and Terms ................................... 3 2/1 German Sold ier Cards.................................................... 3 2/2 View Sleeve and Mission Cards .................................. 3 2/3 The Mission Maps .......................................................... 4 2/4 The Playing Pieces ......................................................... 4 2/5 The Squad Record .......................................................... 5 2/6 US Soldier Cards ............................................................ 6 2/7 Paragraph Booklet .......................................................... 6 2/8 Chart Reference Screen ................................................. 6 2/9 Two Ten-Sided Dice ...................................................... 6 2/10 So ldier Characteristics ................................................. 6 2/11 Terms Used During Play ............................................. 6

3. Course of Play ................................................. 8 3/1 General Course of Play .................................................. 8 3/2 Play Outline ..................................................................... 8

4. Squad Generation ........................................... 8

5. Operations........................................................ 9 5/1 Paragraph Checks ........................................................... 9 5/2 Sold ier Stances ................................................................ 9 5/3 Actions During Operations ........................................... 9 5/4 Sightings......................................................................... 10 5/5 Conditions ...................................................................... 10 5/6 Event Checks ................................................................. 10 5/7 Perception Checks ........................................................ 10 5/8 Activation Checks......................................................... 11 5/9 Random Determination................................................ 11

6. Action Rounds ............................................... 11 6/1 Action Sequence ........................................................... 11 6/2 Activating German Soldiers ........................................ 12 6/3 Command and Commanders ....................................... 12 6/4 Panic ................................................................................ 13 6/5 US Soldier Awareness ................................................. 13 6/6 German Activation During Rounds ........................... 13 6/7 Performing Actions During Rounds .......................... 14 6/8 German Actions ............................................................ 14 6/9 German Action Paragraph Examples ........................ 15 6/10 German Activation When US Sold iers Have Yet to Enter ................................................................ 16 6/11 Condition Changes During Rounds......................... 16

7. Movement ....................................................... 16 7/1 General Rules for Movement...................................... 16 7/2 Movement During Operat ions .................................... 16 7/3 Movement During Rounds .......................................... 16 7/4 German Evasive Movement........................................ 17

8. Line of Sight ................................................... 17 8/1 Tracing a Line of Sight ................................................ 17 8/2 Blocking Terrain ........................................................... 17 8/3 LOS Problems ............................................................... 18

9. Fire Combat.................................................... 20 9/1 Fire Combat Procedure ................................................ 20 9/2 Multiple Fire Targets.................................................... 21 9/3 Fire Shifts ....................................................................... 21 9/4 Weapon Jamming and Clearing ................................. 21 9/5 Ammo Expenditure ...................................................... 21 9/6 German Fire Combat Terms ....................................... 22 9/7 Crew Weapons .............................................................. 22 9/8 Bazookas ........................................................................ 22 9/9 German Attacks on Build ings (OPTIONAL) .......... 22

10. Grenade/Satchel Charge Combat ..............23 10/1 Grenade/Satchel Charge Combat Procedure ..........23 10/2 Grenade Strike PC Check ..........................................23 10/3 Grenade Scatter ...........................................................23 10/4 Satchel Charges ...........................................................24

11. Assault Combat............................................24 11/1 Assault Combat Procedure ........................................24 11/2 Capture..........................................................................25 11/3 Charge Assault ............................................................25 11/4 Assault Modifiers........................................................25

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

13. Damage .........................................................26 13/1 Pan ic Results................................................................26 13/2 Wound Results ............................................................26 13/3 Incapacitation Results ................................................26 13/4 Kill Results...................................................................26 13/5 Penetration Results .....................................................26 13/6 Aimed Automatic Weapon Damage ........................27

14. Captured Equipment ...................................27

15. Victory ..........................................................27

Mission 1: Bloody St. Mick ...............................28

16. Campaign ......................................................28 16/1 Campaign Procedure ..................................................28 16/2 Combat Point Awards ................................................28 16/3 Improving Sold ier Characteristics ...........................29 16/4 Replacements...............................................................29

17. Vehicles.........................................................29 17/1 Vehicle Attributes .......................................................30 17/2 Vehicle Facing.............................................................30 17/3 Vehicle Movement During Operations ...................30 17/4 Vehicle Movement During Rounds .........................30 17/5 Drivers, Passengers, and Crew .................................31 17/6 Fire Combat Against Vehicles ..................................31 17/7 Vehicle Fire Combat ..................................................31 17/8 German Vehicle Paragraphs......................................32 17/9 Accident Checks .........................................................32 17/10 Vehicles, Minefields, and Boobytraps ..................32 17/11 Grenades and Satchel Charges ...............................32 17/12 Running Over So ldiers ............................................33 17/13 Tanks...........................................................................33

Mission 2: Advance on Chasoul ......................34

Mission 3: A Cold Morning in Belgium............34

Mission 4: D-Day Night Drop to Destiny .........34

Mission 5: Operation Pickpocket .....................36

Mission 6: Pleasure Boating to the West Wall .........................................37

Mission 7: Bait for the Trap ..............................38

Mission 8: Dash for the Sambre .......................39

VEHICLE SUMMARY ..........................................40

Page 3: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 3

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

combat on the western front in World War II. It depicts small unit actions in great detail and, for the most part, accurately. However, it should be understood that more happens in a sin-gle Ambush! mission than an average soldier encountered in

an entire battle historically. Thus, you and your squad are an elite group that gets into an extraord inary amount of combat and adventure during your missions.

Since Ambush! is a solitaire game, the presence of the

Germans is hidden from you until you discover them. Fur-thermore, you never know what the Germans will do until their intentions are revealed during play. We have attempted to en-crypt the German moves and strategies as best we could. How-ever, 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. The reason for the game‟s title will become obvious in very short order.

It is possible to play Ambush! with two players. In fact,

the game can be particularly fun when played this way. The best two-player game is to divide your squad into two groups of four soldiers each. Each player should receive at least one commander. Equipment should be split evenly between the two half-squads as best as you can. The game is then played as usual with the two of you playing cooperatively, rather than competitively. It is especially fun if you limit conversation between yourselves. For instance, you can talk about strategy and possible moves only when you each have a soldier – pre-ferably the commander – within earshot (two hexes) of each

other. You can play semi-competit ively by keeping track of the VPs each of your half squads earn separately and comparing your totals at the end of the mission. You can also use these same ideas to play the game with three or more players. Expe-riment, because Ambush! is flexible enough to allow different

types of play.

Each Ambush! mission can be played only once, because

after play ing it you know its plot, characters, and mysteries. However, we have found that if you return to a mission long after you played it the first time, it has some replay value due to the frailty of human memory. Do not depend on this, how-ever, since you might just remember anyway. For these rea-sons, Ambush! missions should be played carefully and sa-

vored for their flavor and uniqueness.

We hope you enjoy Ambush! and that it provides you

with many evenings of enjoyment.

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

us. When you do, please word your questions so that we can 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. Mail them to:

Ambush! Questions

Victory Games, Inc. 43 West 33rd Street, Su ite 603 New York, NY 10001

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

rules will not make much sense until you have read the rest of the rules. Simply refer back to this section later, once you have fin ished reading the rules.

2/1 German Soldier Cards Every 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 of you for easy refer-ence. Keep the card there until the German becomes inactive due to being killed or incapacitated or because he has exited the map.

Number. The number identifies each character and vehicle card individually.

Identity Letter. A letter from L through Z (omitting O) that matches a soldier or vehicle counter to show the German on 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 ro le or characteristic, such as officer, sniper, o r driver.

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

Conditional Victory Point Award. The number of Victory Points you receive if something specific happens to the Ger-man. Most Germans have no Conditional VP award.

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

Characteristics. Each German is rated in four areas: Initiative, Perception, Weapon Skill, and Movement Po int Allowance. Some Germans also have a Driving Skill rat ing. Some vehicles have a range of ratings, depending on the current status of the vehicle and crew. See paragraph 2/10 for explanations of each characteristic.

Action Table. A matrix used to determine what actions a Ger-man soldier undertakes each time he gets a turn. Usually, the result of a die roll is cross-referenced with the current Mission Condition (a number from 1 to 6) to yield an Action Paragraph describing the German‟s maneuvers. Somet imes, however, a Special Reaction or Self-Preservation (both indicated by let-ters) may be in effect for a German, in which case the die re-sult is cross-reference with the appropriate letter column in -stead.

Notes. Many soldiers have instructions specifying what each does when first activated or when other situations arise during play. Read these notes carefully.

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

paragraph references required to play each mission. The sleeve

GE 1/Q Soldier

+1 VP

IN: 1. PC: 2. WS: -1. MPA: 3. Machine Pistol CONDITION SPECIAL DIE 2-3 4 A S

0-2 808 920 808 813

3 824 803 824 816

4-7 802 809* 802 802

8-9 800 813 800 839 NOTES: Assists GE 49 unless 49 is wounded or inactiv e, in which case GE 5 f ires LMG. First turn use 815. *Use for rest of mission if Condition 5 occurs (self preserv ation still applies)

Page 4: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 4

enables you to find those paragraphs you need without letting you see what else the mission might have in store 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 ident i-fied by Mission Number and Mission Condition Number. At the start of a mission, place the Mission Condition 1 card for that mission in the sleeve with the Condition 1 side facing the slots. Refer to the sleeve/card each time a Paragraph Check is triggered by a US soldier entering a hex, each time you con-duct an Event Check, and each time you must move a German.

When a US soldier enters a hex, look up the paragraph number by aligning the hex number on the sleeve with the hex letter on the card in the window. If a black paragraph number appears in the slot above or below that number, look up the paragraph in the Paragraph Booklet. If the number is preceded by a Sighting Reference (sl, s2, etc.), and that sighting has oc-curred, do not look up the listed paragraph. In some slots, the word Event appears instead of a paragraph number. This means you must conduct an Event Check (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 on the sleeve with the RE (Random Event) column of the Mission Card. If a paragraph number appears in the appropriate slot, look it up in the Paragraph Booklet. However, if the number is preceded by a Sighting Reference that has already occurred, do not look up the listed paragraph.

When you must move a German (6/8), locate the hex he occupies by aligning the hex number on the sleeve with the hex letter on the Mission Card. Read the red hex coordinate or paragraph number that appears in the corresponding slot. If it is a hex coordinate, move the German to that hex. If a para-graph number appears, look it up in the Paragraph Booklet 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 you to put a new condition into effect. When this occurs, remove the Mission Card from the sleeve and flip it over or replace it with the Mission Card for the new condition.

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

shows farm country, with a raised road surrounded by hedges and fields. Map B portrays a small v illage built around a cros-sroads and a railroad station nestled in a small valley. A hex-agonal grid is superimposed over the terrain features to aid in the placement of the playing pieces. Each hex has a letter-number coordinate and represents an area 10 meters across. The terrain symbology used on each map is identified in the Terrain Key. More than one type of terrain is often depicted in a single hex to give a more natural look. However, only one type is actually used in game terms.

A hex containing any woods pattern is a woods hex throughout (hex G-2, on Map B, for instance, is entirely a woods hex). In the case of all other terrain types, a hex‟s type is determined by the terrain type filling the majority of the 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 on the track. An AR marker in the Inactive space indicates that the soldier is killed, incapacitated, or captured. An AR marker in the Unaware space indicates that the soldier is active, but does not know what is going on around him. An AR marker in the Complete space indicates that the soldier is active and aware,

but has no turns in the current Round. An AR marker in a Turn space indicates that the soldier can take one or two Turns in the current Round. AR markers are placed in Turn spaces in either the Advantage or Disadvantage half of the Turn, depend-ing on which side has the advantage for this Round.

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

2/4 The Playing Pieces Many of the 218 play ing pieces represent US and German

soldiers, vehicles, and special equipment, and special terrain features. The rest of the pieces are markers, used to note the status of your soldiers and the enemy.

US and German soldiers are p laced on the map as each enters play. The US soldiers are identified by a silhouette and by the letters A through K (omitting I). Soldiers A through H make up your squad; US soldiers J and K may be encountered 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 on the 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 AR markers with his identity number, showing different Initiat ive Rat-ings (one per side). At the start of a mis-

sion, the AR marker with an IN matching the soldier‟s is placed on the AR Track and is used to note the soldier‟s status during Action Rounds. The soldier‟s other AR markers are not used. Every German soldier has one AR marker that is placed on the AR Track, with his IN showing, when that soldier is activated.

Heavy Weapons are placed on the map to show those weapons that are too large to be carried by one soldier or that must be prepared before use. These include

US medium machineguns, heavy machineguns, bazookas, and German light, medium, and heavy machineguns. Each weapon is shown prepared for fire on one side and unprepared on the other.

Personal Weapons are not usually represented by markers on the map, but instead are recorded on the Squad Record or German Sold ier Cards. Personal wea-

pon markers are placed on the map only when a weapon is dropped in a hex or becomes jammed. Each weapon is shown in operating condition on one side, and jammed on the other.

Radios can be carried and used by certain US and German soldiers.

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

Minefield/Boobytrap. Placed in a hex with the proper side up when the presence of a minefield or boobytrap is revealed by a paragraph.

Page 5: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 5

Vehicles are used in some of the missions by your squad or by the Germans. The only US vehicles availab le are jeeps and 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 operational side of each vehicle has an arrow to show the direction that the vehicle is moving.

Blast, Crater, Rubble, Burning Building.

Placed in a hex to show

the effects of an artillery

strike or other large ex-

plosion. Any non-building hex h it by artillery becomes a blast

crater. A building hex hit by artillery becomes a rubble hex. A

building hex with combustibles in it that is hit by art illery be-

comes a burning building and may not be entered. Blast crater

counters have rubble or burning build ings on their backs.

Fords are placed in stream hexes to show that the water may 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 map to 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 fallen prone. Incapacitated or killed soldiers are always prone and thus no prone marker is needed for them.

Event. Placed in each hex on the map in which an Event Check has occurred and in some hexes where Perception Checks occur (as required by the paragraph). When a hex that already has an Event marker is entered, no Paragraph Check is

conducted. Each time the Mission Condition changes, 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 Action Number during Action Rounds.

Second Floor. Placed beneath a soldier who oc-cupies the steeple in hex S-13 on Map B.

2/5 The Squad Record At the start of each mission, record the attributes of your

soldiers and note the weapons and equipment they are carrying on the Squad Record. During the mission, use the Squad Record to note gain or loss of equipment, Victory Points, and other mission informat ion. One Squad Record sheet is used per mission.

The filled-out Squad Record in this booklet can be used in any of the scenarios. However, always use the entire squad as a group, not separately to replace killed soldiers. If you play the scenarios as a campaign, you can use this squad to start and then replace any of its killed members with soldiers you gener-ate. When you use the squad to play a scenario other than the first one, use the soldiers‟ characteristics, but not their equip-ment. Use the equipment purchase procedure in Squad Genera-tion (4) and the limitations listed for the mission being played.

Each soldier in your squad has his own section on the Record identified with his letter. Record the fo llowing ratings for each soldier in his section: Initiative (IN), Perception (PC), Weapon Skill (WS), Driving Skill (DS), and Movement Point Allowance (MPA). Each 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 each item the soldier is carrying in one or more of his Port Boxes, de-pending on the item‟s size. A soldier cannot carry more items than his Port Boxes allow. However, two soldiers can combine their Port Boxes to carry a crew weapon.

Ammo Boxes provide space to record the clips, grenades, bazooka charges, and pistols the soldier is carrying. Write the name of each separate clip, etc., the soldier is carry ing in one Ammo Box. A soldier whose Ammo boxes are full cannot car-ry any more clips, etc. Place an X through Ammo Boxes ex-pended in play (9/5).

Combat Boxes are used only if you are using your squad in a continuing campaign (16). Each time a soldier earns a Com-bat Point during a mission, mark one of these boxes.

Cost Boxes are used to record the cost in Squad Points you spent for each soldier. This value is used when playing the game as a campaign.

Commander Boxes 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 squad‟s overall rating in Squad Points.

Your squad‟s Equipment rating in Weapon Points.

The number of Victory Points 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 Condit ions. Each Condition has an Activation Level, used to activate Germans, which is recorded in the Activation space at the start of the mission (5/8). Each

Page 6: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 6

time a new Condition comes into effect, fill in all the boxes up to and including the new Condition number.

Sightings. Each mission can have up to 10 sightings, num-bered 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 oc-curred. This saves time by cutting down the number of Para-graph Checks you have to make.

2/6 US Soldier Cards Every US soldier that your squad might encounter during

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

2/7 Paragraph Booklet This indexed manual of paragraphs forms the brains of the

game. Do not read a paragraph unless specifically instructed to do so during a mission. As your soldiers move around the map and engage Germans in combat, you will be referred to these paragraphs by number.

2/8 Chart Reference Screen All the charts, tables, and summaries referred to in these

rules are printed on this screen. Stand the screen in front of you on the table for easy reference.

2/9 Two Ten-Sided Dice When a die roll is called for, one of three types of dice ro ll

will be indicated:

Roll one die. Roll either die to obtain a result from 0 through 9. Note that a 0 is read as a zero; not as ten.

Roll two dice. Roll both dice and add the two results to-gether for a result from 0 (two zeroes) to 18 (two nines).

Roll percentile dice. Declare one die as the “tens” die and the other as the “ones” die, and then roll both together to ob-tain a result from 0 (two zeroes) to 99 (two nines).

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

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

characteristics. Each characteristic has a numerical rat ing; the higher the rating, the better the characteristic. These characte-ristics are used during play to determine what the soldier can do and how well he can do it. Often in the rules and paragraphs the characteristics are referred to by their abbreviations.

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 Per-ception.

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 result is less than or equal to the soldier‟s PC, the check suc-ceeds, and he notices something that he would have missed had he failed the check.

Weapon Skill (WS). A number ranging from -2 through +2, representing marks manship ability and general familiarity with weapons. WS affects a soldier‟s chance of hitting a target when firing a weapon, throwing a grenade or satchel charge, clearing a jammed weapon, and assaulting.

Driving Skill (DS). A number ranging from 0 through 8, representing the ability to handle vehicles. DS affects a sol-dier‟s chance of having an accident when driving.

Movement Point Allowance (MPA). A number ranging from 3 through 5, representing quickness and reaction time. The ma x-imum number of Movement Points a soldier can spend in a single movement action (7/3) equals his Movement Point Al-lowance.

Command Radius. US and German soldiers that are com-manders have a Command Radius of two hexes, representing the ability to lead and inspire others to act. A US soldier with this characteristic is called a commander, and the Cmdr Box in his section of the Squad Record is checked. German com-manders are referred to as officers or NCO‟s on their cards. A soldier with a Command Radius can help other soldiers stay in command, give other soldiers Turns, and make other soldiers aware (6/3).

2/11 Terms Used During Play The following terms are used constantly during the rules

and paragraphs:

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 (although you can move captives). Only act ive vehicles can move and fire, although a tank can be immobilized without becoming inac-tive.

Inactive. A captured, killed, or incapacitated soldier is inac-tive. An inactive soldier cannot be fired upon or attacked by assault; he is an ineligib le target. Inactive soldiers cannot per-form any actions for the duration of the mission (although a captive can escape and become active again). An inactive so l-dier can be run over by a vehicle. A vehicle is active until it is disabled. A disabled vehicle cannot move; additionally, a dis-abled tank cannot fire.

Target. A target is an active soldier or vehicle. An inactive soldier or vehicle cannot be the target of fire or assault combat. For example, if a hex contains an active and an inactive enemy soldier, you can fire at the active soldier because he is a target, but not at the inactive soldier. When using aimed automatic weapon fire, only active targets in a hex can be hit and increase the Hit Chance (13/6); inactive soldiers in the same 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 harmfu l to your soldiers and st ill be termed a success. In most cases, a die roll of 0 is always suc-cessful, while a die roll of 9 is always a failure, regard less of modifiers.

US 01/J US Runner

IN: 3. PC: 2. WS: -1. MPA: 3. DS: 2.

Port Semi-Auto Rifle

Ammo SAR SAR

NOTES: In Mission 2 only , if runner enters hex with an activ e US commander, see 178.

Page 7: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 7

{squad record example here}

37 48

x 13 x 8

Submachine gun Semi-Auto Rifle

4 7 +1 6 4 3 6 0 4 4

3 5 0 2 4 2 3 +1 4 4

2 4 -1 2 4 2 3 0 4 4

1 2 +1 0 3 1 1 -1 4 3

5 3

3 3

1 1

Submachine gun Semi-Auto Rifle

Semi-Auto Rifle Semi-Auto Rifle

Semi-Auto Rifle Automatic Rifle Automatic Rifle

SMG SMG SMG SMG G G SAR SAR SAR G G

SMG SMG SMG SMG G G SAR SAR SAR G

SAR SAR SAR G SAR SAR SAR G

SAR SAR SAR G G AR AR AR AR AR G

Page 8: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 8

3. Course of Play

3/1 General Course of Play Ambush! is an unusual game because it is played solitaire

and, unlike other wargames, has no Game-Turns or Sequence of Play. Although not overly complex, Ambush! uses a unique

game system that may throw you at first. The system is divided into two parts called Operations and Action Rounds (or simp-ly, Rounds), which toggle back and forth depending on wheth-er or not there are active Germans on the map. When no Ger-mans are present, you are in Operations. While in Operat ions, you can perform any of the Actions listed in 5/3, in any order you choose, one after the other, without keeping track o f Turns, Movement Points, or anything else.

When the movement of one of your soldiers or a Random Event 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 seg-ments, 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 the map, Opera-tions resume. The game can switch back and forth between Operations and Rounds any number of times during a mission.

3/2 Play Outline The following outline is a brief summary of the steps in-

volved in playing an entire game of Ambush!

Starting a Mission. Pick a mission and read the mission brief-ing. If this is your first mission, locate the Mission Cards marked Mission 1. Otherwise, locate the Mission Cards for the mission of your choice. We recommend that you play the mis-sions in numerical order. Place the Mission Card marked Con-dition 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 section of 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-generated squad in this booklet. Locate your soldier counters and an Action Round marker for each that lists that soldier‟s Initiative Rating. Place each soldier‟s AR marker on the Unaware space of the Action Round Track in the column corresponding to his Initiative. Find the German Action Nu m-ber marker and place it on the German Action Number Track (on any space). You are now ready to begin the mission.

Commence Operations. Enter your soldiers, one or more at a time, onto the map as instructed in the mission briefing. Each

time a soldier or group enters a hex that does not contain an Event marker, make a paragraph Check (5/1) by looking up that hex on the view sleeve. If there is a paragraph number printed in black, look it up in the Paragraph Booklet and read 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 you choose, making Paragraph Checks for each hex that contains no Event marker. In addition to moving, you can perform any of the other Ac-tions listed in paragraph 5/3. Note that no combat occurs dur-ing Operations, although random artillery strikes or German sniper attacks can occur during some missions. At some point, a German soldier or vehicle will be activated by a Paragraph Check or Random Event, at which time Action Rounds com-mence (6/2).

Commence Rounds. When a German soldier o r vehicle is activated, Rounds begin. First the German soldier o r vehicle card is located and its counter placed on the map. Then its AR marker is placed on the Action Round Track in the Complete Space. Then the first Round is begun using the Action Se-quence (6/1). During Rounds, your active soldiers can perform any of the Actions listed in paragraph 6/7 as you see fit. This includes combat, movement, and other more specialized Ac-tions. The Germans also perform similar Actions as directed by their paragraphs. Rounds continue until the last German vehicle or soldier is killed, incapacitated, captured, or leaves the map. Then Operations resume as above.

Missions Ends. Each mission ends in a different way, as de-scribed in the mission briefing. Victory is determined at the end of the mission by totaling the number of Victory Points you gained during the course of the game (as recorded on your Squad Record) and subtracting from this total the number of Victory Po ints you lost. If the resulting total is equal to or greater than the number listed for Victory in the mission brief-ing, you have won. If it is less, you have lost.

Campaign Update. If you are not playing the game as a conti-nuous campaign, skip this step. Otherwise, perform the follow-ing steps to prepare your squad for the next mission, as de-scribed in Campaign (16). Each surviving squad member, in -cluding incapacitated members , gains Combat Points. Then, at your option, you can spend each soldier‟s Combat Points to increase his Ratings. Finally, generate replacement soldiers to take the place of those killed during the mission.

4. Squad Generation To 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 procedure is used only to generate an entire squad. If you are playing the game as a campaign, use the procedure in Campaign (16) to generate replacement soldiers.

1. Read Mission Briefing Some missions list equipment you receive without cost and/or limits on equipment purchases. Knowing your mission will also help you to make decisions during Squad Generation.

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

3. Roll Once on the Weapon Quality Table Roll one die and add to it your Squad Quality Table die roll.

Record your Weapon Points result in the Weapon Points space on your Squad Record.

4. Buy Your Soldiers Using the Squad Member Cost Chart

Spend your Squad Points to buy soldiers for your squad. The cost of each soldier depends on his Initiative Rating and whether or not he is a commander. Record each soldier ‟s cost on the Squad Record. Any Squad Points you do not spend are lost. When you have made your purchases, record the Init iative Ratings of each soldier in his IN space. If a soldier is a com-mander, check h is Cmdr Box. Record the rat ings in descending order; soldier A should be the commander with the highest IN, while soldier H should be the soldier with the lowest IN. Give each soldier a name and record it in the space next to his iden-tification letter.

Page 9: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 9

5. Roll on the Perception Table Once per Soldier Roll one die and cross-reference the result with the soldier‟s Initiat ive Rating to determine his Perception. Record the Rat-ing in that soldier‟s PC space on the Squad Record. Roll s epa-rately for each soldier.

6. Roll on the Weapon Skill Table Once per Soldier Roll one die and add the soldier‟s Initiative Rating to the re-sult. Locate the result on the Weapon Skill Table. Record the Rating result in that soldier‟s WS space on the Squad Record. 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 the re-sult. Locate the result on the Driving Skill Tab le. Record the Rating result in that soldier‟s DS space on the Squad Record. Roll separately for each soldier.

8. Use Movement Point Allowance Chart Once per Soldier

Use the soldier‟s Initiat ive Rat ing to determine his Movement Point Allowance. Record the result in that soldier‟s Movement 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 restrictions of your mission. Each weapon has a cost in Weapon Points and comes with one free ammo clip when bought.

Each weapon, except a p istol, takes up 1, 2, or 3 Port Bo x-es for the soldier who carries it. A weapon is carried by writing its name in one of the soldier‟s Port Boxes. If a weapon re-quires more than one box, write its name in each box. A sol-dier can never carry more than two Port Boxes worth of wea-pons. In the case of a three-Port Box weapon, such as a me-dium machinegun, one soldier must carry two of the three box-es and another soldier must carry one.

Each ammo clip, bazooka round, grenade, and pistol takes up one Ammo Box. Record each clip or round with an abbrev-iation of your choice in the Ammo Boxes. For example, “P” may indicate pistol ammo, while “G” may indicate a grenade. A soldier can never carry more than six Ammo Boxes worth of pistols and ammo. You can buy additional ammo for the costs listed. For one Weapon Point, you get three grenades, which may be divided among up to three soldiers. You receive five ammo clips for one weapon Point. These clips can be for any types of weapon except bazookas. Ammunit ion types are not compatible/ interchangeable with each other; you must buy ammo specifically fo r each weapon type. For example, you could spend one Weapon Point and receive two pistol clips, a sub machinegun clip, and two semiautomatic rifle clips to di-vide among your soldiers as you see 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 the weapons you receive in the mission briefing, if any.

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

are in Operations, and the passage of time does not affect the mission. During Operations, you can move your soldiers ind i-vidually 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. Soldiers can also con-duct any of the actions listed in 5/3 any number o f times and in any order you choose while in Operations.

5/1 Paragraph Checks When a soldier/stack enters a hex, make a Paragraph

Check by cross-referencing the letter and number codes for that hex on the view sleeve. If the slot reveals the word “None,” there is no effect; continue Operations. If there is a three-digit paragraph number printed in black, look it up in the Paragraph Book and do as it instructs. If a black paragraph reference is preceded by a sighting reference (sl, s2, etc.), it indicates that the paragraph is looked up only if the sighting of that number has not occurred (5/4). If it has occurred, ignore the paragraph and return to Operations. Ignore paragraph and hex numbers printed in red (these are used only during Rounds).

Each paragraph you are directed to read includes a state-ment or series of statements that you then carry out. Some pa-ragraphs describe an occurrence in a straightforward manner.

EXAMPLE: One paragraph says “Soldier notices fresh tire tracks on dirt road, heading toward hex J-14.” If you were directed to this paragraph, you would simply make a mental note of the information therein and carry on.

Most paragraphs, however, are a series of conditional statements in which you must roll a die, make a choice, o r re-fer to the map in o rder to determine which part of the statement actually applies to your situation. Many paragraphs include more than one option. If these are separated by bullets (•), choose the one statement that applies. If the options are num-bered (1, 2, etc.), choose the first one that applies.

If a group of soldiers enters the same hex, only one Para-graph Check is made. Any Perception Checks required by the paragraph are made by the soldier with the highest PC only. 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 same manner. The only difference is that Event Checks are not per-formed during Rounds; another procedure is used to generate Events during Rounds.

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

Rounds, a soldier can be in only one of three stances: standing, crouching, or prone. When in Operations, you can change 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 the standing 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 During Operations Any of your active soldiers can perform any of the follow-

ing actions any number of times in any order you wish during Operations.

Movement. A soldier can move from one hex to an adjacent hex if he is crouching or standing. Crouching soldiers are con-sidered crawling when they move, while standing soldiers are considered running as fast as the terrain allows. Prone soldiers cannot move at all. Each time a soldier enters a hex, a Para-graph Check is conducted unless the hex contains an Event marker. A Paragraph Check is made even if the hex contains other soldiers or has already been entered by a US soldier. If you have already read the paragraph and know what it says, it may be possible to forego looking it up a second time. Any number of soldiers in the same hex in the same stance can

Page 10: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 10

move into an adjacent hex together. Each time a group move is performed, only one Paragraph Check is conducted. Any num-ber of soldiers and any amount of equipment can occupy a hex simultaneously (however, vehicles are an exception).

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

Pick Up/Exchange Equipment. A soldier that is crouching or standing can pick up or put down any portable items in his hex. If two or more soldiers are in the same hex, they can exchange any portable items in this manner. A soldier that is taking equipment from an inactive soldier must be crouching.

Drag Inactive Soldier. A standing soldier that has an empty Port Box and is in the same hex with an inactive soldier can drag him to an adjacent hex. If the inactive soldier is incapaci-tated, roll a die for each hex he is dragged; on a result of zero, he dies. A soldier can cease dragging an inactive soldier in -stantly at any time. Only inactive soldiers may be dragged, not unaware or wounded ones.

Prepare Weapon. A standing or crouching soldier can prepare a weapon that requires preparation before it can be fired. A machinegun that is prepared remains prepared until it is moved. A prepared bazooka or satchel charge remains pre-pared until fired or thrown, respectively. Personal weapons need not be prepared to fire.

Clear Jammed Weapon. A standing or crouching soldier can attempt to clear a jammed weapon by rolling one die and refer-ring to the Clear Jammed Weapon Table. On a result of B, the weapon breaks; on any other result, the weapon is cleared.

Move Captured German. A captured German can be moved during Operations but only by a US soldier occupying the same hex (11/2).

5/4 Sightings During Operations, a Paragraph Check may yield a black

three-digit paragraph number preceded by a sighting reference (sl, s2, etc.). Generally, each German soldier and vehicle in a mission is assigned a sighting number. In addition, some mis-sions have other types of sightings, such as buildings, lost equipment, German soldiers in a group, and so forth. A mis-sion can have up to 10 sightings, which you keep track of on the Sighting Boxes of the Squad Record. When you read a paragraph with a sighting number and the sighting occurs, record its occurrence by checking off its sighting number on the Squad Record. Thereafter, when a Paragraph Check reveals a sighting reference to that sighting, do not look it up in the Paragraph Booklet, since it has already occurred.

A sighting reference on a Mission Card only indicates that the sighting may occur. Do not mark the sighting off on your Squad Record until it does occur. A sighting occurs only when you read a paragraph preceded by a Sighting Reference.

SIGHTING OCCURRENCE EXAMPLE

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 and not read. This in-cludes s2 references on the Event Check section of the Mission Cards.

5/5 Conditions The “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 the reac-tions of the Germans depend on the Condition in progress. All missions begin in Condition 1 – that is, with the Condition 1 side of the first Mission Card v isible through the view sleeve.

During the course of play, paragraphs and/or events may in -struct you to change the Condition. When the change occurs, change the Mission Card to display the new Condition, and check off the Condition in progress on the Condition Track of the Squad Record. Finally, remove all Event markers from the map. Conditions always change from a lower number to a higher number, and may somet imes skip numbers. Conditions that are skipped never occur (ignore any reference to them).

When the Condition changes, pause and make Paragraph Checks for each hex occupied by active US soldiers. Make the check in hex number order, lowest number first. Ignore any Event Checks, and simply place Event markers in hexes that required the Event Checks. Make any Paragraph Checks re-quired and follow their instructions. If a check causes a Ger-man to be activated, immediately commence Rounds (do not check other hexes occupied by US soldiers). If you check all hexes occupied by US soldiers and no Germans are activated, return to Operations. If a Condition change occurs during Rounds, use the procedure in 6/11, rather than the preceding.

CONDITION CHANGE EXAMPLE

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

After completing the instructions called for in the paragraph (in this case, none), replace the current Mission Card with the Condi-tion 6 side of the Mission Card. Then check off the 6 Box on the Condition Track on your Squad Record as a reminder of which Condition is in progress and which ones, if any, have been skipped. Make a mental note of the 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 placing Event markers instead. Complete any instructions called for in the paragraphs, then resume Operations or Rounds, whichever is in progress.

Some paragraphs require a previous sighting in order to be read. If the listed sighting has not occurred, then the paragraph reference is ignored. If the sighting has occurred, then the pa-ragraph is read and its instructions are followed.

PREVIOUS SIGHTING REQUIRED EXAMPLE

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

If Sighting Number2 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 another thing if that sighting has not occurred. In other paragraphs, a previous sighting requirement is combined with a sighting occurrence so that a sighting occurs only if another sighting has already occurred.

5/6 Event Checks Unique occurrences are triggered at random during play

by making Event Checks. When a Paragraph Check yields an Event result, roll two dice and check the Mission Card again by lining up the RE (Random Event) column with the dice result. The corresponding slot will show “None” (indicating that no Event occurs), or a paragraph number, sometimes pre-ceded by a sighting reference. After reading the paragraph and complet ing the instructions, place an Event marker in the hex where the Check was triggered. This marker indicates that no additional paragraph or Event Checks are made when a soldier enters that hex. All Event markers are removed from the map when the Condition changes. Some Events will have a sighting reference preceding them. If the listed sighting has occurred, do not look up the paragraph.

5/7 Perception Checks A Paragraph Check may require a soldier to make a Per-

ception (PC) Check, which represents a chance for that soldier to notice something, usually important to the mission or to his own health. To make a Perception Check, ro ll one die; if the result is equal to or less than the soldier‟s Perception, the PC

Page 11: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 11

Check succeeds; if the result is greater, it fails. Depending on the paragraph, success or failure of a PC Check may direct you to another paragraph. The soldier‟s PC may be modified if the paragraph triggering the check has a modifier listed. A positive modifier increases the soldier‟s PC Rating, thus making the PC Check easier to conduct successfully. A negative modifier re-duces the soldier‟s PC Rating, thus making the PC Check more difficult to conduct successfully. Regardless of modifiers, a die roll of 0 is always successful, and a roll of 9 is always a fai l-ure.

Certain paragraphs allow soldiers that can see a specific hex to conduct a PC Check, regardless of which soldier trig -gers the paragraph. Unless a paragraph specifically allows all elig ible soldiers to conduct PC Checks, only one soldier occu-pying the hex can make the check. If the hex contains more than one soldier, use the soldier with the highest PC Rat ing.

Some PC Checks occur only once and will require that you place an Event marker in the hex if your soldier fails the check. No Paragraph Checks are made for that hex for the du-ration of the Condition; thus, no more PC Checks can be made from that hex.

Besides PC Checks triggered by paragraphs, PC Checks can also be triggered by boobytraps (12/1), minefields (12/2), a grenade toss (10/2), and US Awareness Checks during Action Rounds (6/5).

PERCEPTION CHECK EXAMPLE

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 is reduced by two for purposes of this check (only). Roll one die; if the result is equal to or less than his modified PC then the PC Check is successful and paragraph 325 is read. If greater than his PC, read paragraph 180.

5/8 Activation Checks Germans enter play in one of two ways, as a result of ei-

ther an Event or Activation Check. Activation Checks are

made when called for by a paragraph by rolling a die and com-paring it with the Activation Level fo r the Condit ion in progress (recorded on the Condition section of the Squad Record). If the result is equal to or less than the current Activa-tion Level, the German is activated and Action Rounds begin; if greater than the Activation Level, the German is not acti-vated.

Some Activation Checks include a modifier that is applied to the Activation Level. A positive modifier makes the Activa-tion Check easier to conduct successfully, while a negative modifier makes it more difficult. A roll of 0 is always a suc-cessful activation, and a roll of 9 is always a failure, regardless of modifiers. If the check is triggered by a group of US sol-diers, only one check is made. When a German is activated, place the German and commence Rounds (6/2).

ACTIVATION CHECK EXAMPLE

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 Level re-duced by 1. If the die roll result is equal to or less than the Activation Level, then the check succeeds and you read paragraph 154: if the result is higher the check fails. If the check fails the soldier then makes a PC Check, which, if successful, leads to the reading of para-graph 165. If the PC Check fails there is no effect; return to Opera-tions.

5/9 Random Determination Many paragraphs and game procedures will require you to

make a choice “at random.” To do so, assign each of the poss i-ble choices an equal die ro ll range and roll a d ie.

RANDOM DETERMINATION EXAMPLE

018. One German weapon fired in the previous Round is out of ammo. 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 A could be assigned 0, 1, and 2; German B 3, 4, and 5; and German C 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.

6. Action Rounds As you conduct Operations and consult paragraphs, you

will at some point read a paragraph that instructs you to act i-vate Germans and “commence Rounds.” Play immediately switches to Action Rounds upon reading any such paragraph. If such a paragraph is read when Rounds are already under-way, see the procedure in 6/6 to activate the new German. You then conduct Action Rounds until there are no active German soldiers or vehicles on the map, at which point Operations resume. As US soldiers move during Rounds, make Paragraph Checks for each hex entered. If a paragraph check calls for an Event Check, ignore it, but still place an Event Marker in the hex, since Event Checks occur in a different way during rounds.

6/1 Action Sequence An Action Round is conducted in accordance with the Ac-

tion Sequence. However, when Action Rounds are initiated, special procedures must be conducted to activate the Germans. The activation paragraph will call for a specific German; find his card and place the activated German on the map and his AR marker on the Action Round Track (6/2). Furthermore, during the first two Rounds following in itiat ion of Rounds, special checks must be made to see how quickly each of your soldiers becomes aware of the situation at hand.

The following sequence is conducted once per Round. At its conclusion, the Round is over. If there are still active Ger-

mans on the map, another Round begins. If a German is act i-vated in the course of performing any of the following steps, 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 to determine whether he becomes aware (6/5). During the first Round, only those soldiers that can see the activated German make PC Checks. During the second Round, all unaware US soldiers, regardless of location, make a PC Check. The AR markers for aware soldiers are placed in the Aware space on the Action Round Track. A ll active US soldiers become auto-mat ically aware at the start of Round three.

2. EVENT PHASE (Not conducted in Round 1) Conduct one Event Check by rolling two d ice and adding

the two results together. Locate the sum on the Event column of the Mission Card. This Event Check is resolved in the same way as an Event Check during Operations (5/6); read the para-graph indicated on the Mission Card unless it is preceded by a sighting reference for a sighting that has already occurred. Ex-ception: No Event Check is made during the first Round.

3. ACTION PHASE Initiative Determination. Determine which side has the advan-tage by rolling two dice and reading one as the German result and one as the US result. The side with the higher result has

Page 12: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 12

the advantage for this Round. If the results are equal, advan-tage goes to the Germans. Exception: The paragraph that acti-vates the Germans and initiates Rounds may state that one side or the other has the advantage in the first Round. Advantage is thus predetermined by the paragraph, although you still ro ll fo r initiat ive in order to place your AR markers on the correct Turns.

AR Marker Placement. Use the initiative die results to deter-mine which space each AR marker will occupy on the AR Track. Locate each side‟s die roll result on the AR Track in each AR marker‟s column. Move the AR markers to the spaces containing their side‟s die roll result. In the one and two Turn spaces, place the markers in the advantage and disadvantage halves according to which side has the advantage for the Round. The location of the initiative die roll result has the fol-lowing effects:

2 Turns. If the in itiat ive die result is in the 2-Turn space, the soldier receives two turns in this Round. Place his marker in the advantage or disadvantage half, as appropriate. Excep-tion: A wounded soldier can receive only one turn; if a

wounded soldier receives two turns, place his marker in the 1-Turn space instead.

1 Turn. The soldier receives one turn this Round. Place

his 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 (6/4). A German soldier can panic in this way (and also as a result of combat), and cer-tain German action paragraphs also simulate panic effects.

Red Number (applies only to US soldiers). If a d ie result

is printed in red and the soldier is out of command (6/3), he panics instead of receiv ing turns this Round. Place his AR marker in the Panic space. If he is in command, place his AR marker in the space containing the red number. Panic caused by a red number on the action table is unconditional. It applies even if there is no real “reason” for panic, e.g. the soldier is far out of sight of any enemy.

AR markers for soldiers on opposing sides can never oc-cupy the same advantage or disadvantage space. Opposing markers can occupy the same Turn space, however. Certain paragraphs that activate Germans and initiate Rounds indicate that all aware soldiers on one side or the other automatically receive two turns in the first Round. If the number of turns is specified, then the procedure above is not conducted in the first Round. For example, one paragraph indicates that the Germans receive advantage and two turns; thus, you need not roll fo r German AR marker placement, since they will be placed in the 2-Turn advantage space.

Important: If a soldier is wounded or panics during a Round, 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 Panic space (un-less it already occupies the Panic or Complete space). If a sol-dier becomes incapacitated, killed, or captured during a Round, his AR marker is immediately moved to the Inactive space.

Perform All Soldier Actions. The position of the AR markers on the AR Track indicate the order in which US and German soldiers perform actions. Sold iers 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 Germans can act, ro ll one die to obtain a new German Action Number (6/8). Germans able to act in the same turn go in the order of the letters on their AR markers. Exception: Firing a crew weapon, 9/7.

4. BEGIN A NEW ROUND (if there is an active Ger-man 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 the map, return to Operations.

6/2 Activating German Soldiers Action Rounds begin when, during Operations, a para-

graph 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 identity number and place them in front of you. Next to the identity number on each card is an identity letter for the soldier. Th is letter is used to identify the soldier when actually on the map. Locate the soldier mark-er with the matching letter and place it in the hex on the map listed in the paragraph. Locate the Action Round marker with the matching letter that shows the Initiative matching that listed on the soldier card and place it in the complete space on the Action Round Track.

Should a German activation occur during a Round that is already in progress, use the procedure in 6/6. Should activation occur when there are US soldiers who have not yet entered the map, use the procedure in 6/10.

GERMAN ACTIVATION PARAGRAPH EXAMPLE

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

Upon reading this paragraph, check off sighting s3 on the Squad Record and locate German soldier cards 5 and 49. Cards 5 and 49 indicate that Germans M and T will be placed on the map, respective-ly. These two markers are placed in hex N12, crouching side up. Since German 49 has a light machinegun, place a light machinegun marker in the hex, prepared side up. Locate the AR marker showing an IN of 3 for soldier M, and the AR marker showing an IN of 2 for soldier T, and place both markers in the Complete space of the AR Track in the initiative 2 and 3 columns.

6/3 Command and Commanders Command. When a US soldier‟s in itiative die result is printed in red, it means that the soldier has a chance of panicking, if he is out of command. To determine if a soldier is in command, add his IN to the IN ratings of all other active US soldiers in his hex. If this sum is five or more, the soldier is in command. If the total is less than five, he is out of command and liable to panic. Being in or out of command only affects the chance of a soldier panicking during AR marker p lacement. It has no effect on a soldier panicking as a result of combat. German soldiers panic only when their initiat ive die roll result is actually printed in the Panic space (init iative columns 0 and 1 only), never as a result of their ro ll being printed in red.

US Commanders and Panic. A US soldier can be either a commander or a private. A commander has a Command Ra-dius consisting of the hex he occupies and all the hexes within two hexes of the hex he occupies. A commander exerts his IN rating into all these hexes, as long as he is active, and it is add-ed to the IN‟s of US soldiers occupying those hexes. For ex-ample, a commander with an IN of 4 exerts four Init iative Points into all hexes within two hexes of the hex he occupies. Any US soldiers (including another commander) in any of those hexes can use those four points toward keeping himself in command. The effects of Command Radii are reciprocal; that is, a commander can use the Initiat ive Rat ings of soldiers within h is command radius to contribute toward keeping him-self in command. A commander who is panicked or inactive has no Command Radius.

Commanders Giving Turns. While performing Actions dur-ing Action Rounds, a commander, both US and German, can give a Turn to another friendly soldier in his Command Radius (even to another commander). When it is the commander‟s

Page 13: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 13

turn to perform actions, he can give his Turn to another soldier instead of performing an action himself. The commander‟s AR marker is moved down to the 1-Turn or Complete Box as if he had performed an action, and the AR marker for the soldier to whom he gave the Turn is moved up one Turn. This will alter the Turn order, thus giving the soldier to whom the turn was given an opportunity to perform an act ion earlier than he would have if the commander had not given him an extra turn. Only soldiers occupying the 1-Turn or Complete space can be given a Turn; those in the 2-Turn, Panic, Unaware, or Inactive spaces cannot be given a turn. A German commander will only give a turn to another German when one of his action para-graphs explicit ly states he is to do so. A wounded soldier can never be given a turn in this way.

Commanders and US Awareness. A commander can spend a turn to make an unaware US soldier within his Command Ra-dius aware. The newly aware soldier‟s AR marker is then placed in the complete space. A wounded soldier can never be made aware in this manner.

COMMANDER FUNCTIONS

A is a commander with an IN of 3. The other soldiers in the dia-gram are privates with IN’S of 1 (B), 2 (C), 1 (D), and 2 (E).Soldiers D and E are 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 is sufficient 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 out of command, because he is three hexes from A, and his IN is less than 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.

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

subject to panic if his in itiative d ie roll is printed in the Pan ic space in his column of the AR Track. For example, a soldier with an IN of 1 panics on a die ro ll of 1.

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

A panicked soldier remains immobile until the end of the Round, at which time he must fall prone (if not already prone) and his AR marker is placed in the Complete space. A pa-

nicked soldier can be attacked and, if hit, is subject to all the effects of damage. For the additional effects of panic, see 13/1.

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

which of your soldiers are immediately aware of the just acti-vated Germans and which are unaware. An aware US soldier can perform Actions during Rounds. An unaware US soldier cannot perform any actions during Rounds; he remains immo-bile until he becomes aware. Once a soldier becomes aware, he remains aware throughout Rounds until Rounds 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 firs t Round, after the activated German is placed on the map, each active US soldier that can see the German just activated conducts a PC Check. Those that succeed at this check are aware during the first Round. Those soldiers that fail the check are not aware during the first Round. Place the AR marker of each aware soldier in the Complete space on the AR Track. Place the AR marker of each unaware soldier in the Unaware space of the AR Track.

During the US Awareness Phase of Round 2, each active US soldier on the map that is not yet aware conducts a PC Check. Those that succeed at this check are aware during the second Round. Those that fail are not aware during the second Round.

During Round 3 and after, all act ive US soldiers are auto-mat ically aware, regardless of their location. When Rounds end and you return to Operations, all US soldiers are again considered unaware and the preceding procedure is used when Rounds commence again.

If Rounds are in progress and a second German is acti-vated, he has no effect on the awareness of the US soldiers. You make no additional Awareness Checks due to the activa-tion of an additional German.

An unaware soldier who is attacked is automatically aware after the combat is resolved. Place his marker in the Complete space, unless he is killed or incapacitated. Even an attempted attack (fire, grenade, assault) makes all US soldiers in the tar-get hex aware. A scattered grenade/ SC makes both the sol-diers in the original target hex and those in the scatter hex aware.

An aware commander can spend one of his Turns to make an unaware soldier with in his Command Radius aware (6/3).

6/6 German Activation During Rounds During Action Rounds, there is the possibility that addi-

tional Germans may become activated. If activation occurs during a Round, use the following procedure. Interrupt what-ever is happening and place the newly activated German on the map in the stance indicated in the activation paragraph. Ignore those parts of the paragraph dealing with advantage and US awareness. If the paragraph states that the German receives two turns, place his AR marker in the 2-Turn space of the AR Track using the current German advantage/disadvantage result. If the activation paragraph did not specify that the German receives two turns, then roll a new German Action number and place the newly activated German‟s AR marker in the indi-cated space (again, using the current advantage/disadvantage).

The newly activated German has no effect on US aware-ness (6/5). If all US soldiers are currently aware, they remain aware. If some are unaware, only the German that originally caused Rounds to commence affects their awareness.

Page 14: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 14

If German activation occurs during the action of a US sol-dier (typically movement) that soldier may end his action be-fore any German takes an action.

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

German soldiers perform Actions. The order in which soldiers perform Actions is determined by the location of their AR markers on the Action Round Track (6/1). When one of your soldiers gets a turn, you can have him perform one Action or pass. When a soldier passes, simply move his AR 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 any point during his turn, make one free stance change; from prone to crouching or standing, from crouching to prone or standing, or from standing to prone or crouching. Wounded soldiers never receive a free stance change. A soldier without a free stance change must spend one Movement Point to change stance, and thus must perform a Movement Action. However, a free stance change can be combined with a movement action (in which case a Movement Point to change stance is only spent when you perform the second stance change). When a soldier enters a hex, a Paragraph Check is made before he can make the

stance change (free or otherwise). In addition, there is a special free stance change associated with grenade PC Checks (10/2).

COMBAT RELATED ACTIONS

Aimed Fire Once with Personal Weapon. Sold ier must be standing or crouching with a personal weapon or a prepared bazooka.

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

Aimed Fire with Crew Weapon. Aimed fire with a crew wea-pon can only be made if the hex contains at least two crouch-ing, active soldiers. Both soldiers simultaneously spend one turn performing this action. (9/7).

Snap Fire with Crew Weapon. Snap fire with a crew weapon can 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 one action for each of two soldiers. Thus, a crew weapon with two operators could make one aimed fire (see above) or two snap fires at a cost of two actions, one each per soldier. A crew weapon al-ways uses snap fire whenever it is fired by a single soldier. Snap fire great ly increases the chances of a crew weapon jam-ming (9/4).

Assault. Sold ier must be standing in the hex with the enemy soldier (11).

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

Throw Satchel Charge. Soldier must be standing to throw the satchel charge. It can be thrown one, two, or three hexes (10/1).

Prepare and Throw Grenade. Sold ier must be standing or crouching with a grenade. If he is crouching, his range is re-duced (10/1). A soldier can never move and throw a grenade in the same Turn.

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

Clear Jammed Weapon. Soldier must be standing or crouch-ing with a jammed weapon (9/4).

Remove Live Grenade from Hex. This special action is per-formed out of turn and only if the soldier is standing or crouch-ing and makes a PC Check (10/2). It may also involve a special free stance change.

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

MOVEMENT RELATED ACTIONS

Move (expend some or all of soldier‟s Movement Point Allow-ance). A crouching soldier can move only one hex (by crawl-ing), which costs all h is Movement Points. A standing soldier can move one or more hexes, depending on his Movement Point Allowance and the type of terrain in the hexes he enters.

Move Crew Weapon (expend some or all of two soldiers ‟ Movement Point Allowances). Crew weapons require three Port Boxes. To be moved, two soldiers in the same hex with the weapon must divide its Port Box cost between themselves. They can then move the item separately; however, they must both occupy the same hex to prepare the weapon.

Move/Snap Fire (expend up to half of soldier‟s Movement Point Allowance and snap fire personal weapon). A soldier can combine movement and fire combat by spending up to half his Movement Point Allowance (round fractions down) and snap firing his personal weapon (7/3). You can choose to move then fire, or to fire then move. You can split movement so that it occurs both before and after fire, if sufficient MPs are availa-ble.

Move/Charge Assault (expend up to half of soldier‟s Move-ment Point Allowance and charge assault). A soldier can com-bine movement and assault combat by spending up to half his Movement Point Allowance (round fractions down) and charge assaulting a soldier. Movement occurs before assault (11/3).

Drag Inactive Soldier One Hex (expend entire Movement Point Allowance). The soldier must be standing in the same hex as the inactive soldier to be moved, and must have one Port 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 inactive soldier is incapacitated, there is a chance he will be killed by the move-ment; ro ll a die; on a result of 0 he dies. Moving an incapaci-tated soldier by vehicle does not cause this die roll. Only inac-tive soldiers may be dragged, not unaware or wounded ones.

MISCELLANEOUS ACTIONS

Pick Up/Exchange Equipment. A soldier that is standing or crouching can pick up or put down any portable items in his hex. Two soldiers in the same hex can exchange equipment even though only one soldier performs the action. A soldier that is taking equipment from an inactive soldier must be crouching. Record equipment changes on the Squad Record in the appropriate Port Boxes for the soldiers involved. You can pick up and use most German equipment (14).

Load/Unload Inactive Soldier from Vehicle. Active soldier must be standing in same hex as inactive soldier and vehicle. If the inactive soldier is incapacitated, there is a chance he 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 com-mander can also expend a turn to make an unaware US soldier within two hexes aware (6/5).

6/8 German Actions When a German soldier receives a turn during the Action

Sequence (6/1), you must have him perform an action. Howev-

Page 15: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 15

er, the soldier‟s actions are not up to you; you must use the soldier‟s card, the paragraph booklet, and in some cases the Mission Card to determine what the soldier does.

German Action Number. At the beginning of each turn in which one or more German soldiers may act, ro ll one die and note the result on the German Action Track with the German Action marker. Use this Action Number when referring to the card for each German that is acting this turn. This Action Number remains in effect until the beginning of the next turn in which Germans may act. Exception: If a German Special

Reaction comes into effect during a German turn, immediately roll a new Action Number. Th is new number applies to all Germans that have yet to act in the current turn. For example, three Germans occupy the 2-Turn advantage space. Roll one German Action number for the group, and then perform ac-tions for each in alphabetical order. If a Special Reaction is triggered for one of them, rero ll the Action number. When a German is eligib le to act, conduct the following steps:

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

2. Read the indicated paragraph carefully. Many paragraphs include different options. If these options are separated by bul-lets (•), consider the soldier‟s current situation and choose the one option that applies. If these options are numbered sequen-tially (1, 2, etc.), choose the first one that 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 para-graph so indicates, within the same restrictions applicable to US soldiers. In some cases, the instruction to make the free stance change is explicit ly stated; in other cases it is implied. In some instances, the soldier may not be able to carry out all the instructions of a paragraph. If this is the case, have the sol-dier do as much as he can toward complet ion of the instruc-tions, in the order in which they are given. If unable to com-plete the first instruction, go to the second, and so forth.

Usually the paragraphs are to be taken literally; if a para-graph instructs a soldier to “crouch and fire...” he will crouch, even if that makes fire impossible because has no longer has an LOS to an enemy. Also, if a tank is not instructed to turn at the end of a move it will not do so even if it would be “logical” (e.g. to present better armor to the enemy) to do so. On the other hand, if instructed to fire it will do as much as it can even if actual fire is impossible (jammed gun or so) – for example it will turn into a firing position if necessary.

Some paragraphs state that a German soldier shall move and “...if active enemy in sight, lie prone”. If not specifically told to lie prone “at the end of movement”, he lies prone at end of movement or in the hex in which he gets LOS to a US so l-dier, whichever comes first.

A direction on a soldier card “On first turn, use...” applies to his first turn after activation only.

German Movement. When a German soldier is instructed to move, refer to the Mission Card to determine where he moves. Look up the hex the soldier currently occupies on the card and read the German Movement Reference listed in red in the win-dow. This reference will usually be the identity number of an adjacent hex into which you move the German. When moving, the German expends Movement Points in the same manner as a US soldier (7/3). If the German soldier has Movement Points remain ing after entering this first hex, look up the hex he now occupies for another Movement Reference and continue mov-ing the German. Keep checking for Movement References in this manner until the German has expended his Movement

Point Allowance, at which time h is turn ends. Certain German Movement References are paragraph numbers instead of hex numbers; look up the indicated paragraph to find how the German moves. A movement reference paragraph does not replace the German Action Paragraph that instructed the Ger-man to move. It simply defines a special move or situation within the overall move. An “Exit” German movement refer-ence indicates that the German leaves the map.

Special Reactions. Certain German action paragraphs and Movement Reference paragraphs call for a Special Reaction (identified by a letter) to be put into effect for the German you are moving. When a Special Reaction is in effect for a Ger-man, use the indicated Special Reaction column on his card instead of the current condition column. For example, if you read paragraph 254 when moving German 92, you would im-mediately begin using the “T” column of his card to determine his Action Paragraphs.

A Special React ion is used only for the German that trig -gered it and remains in effect until another paragraph rescinds the Special Reaction. You may wish to note the Special Reac-tions currently in progress on the Notes section of 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 his turn, use the Action paragraph indicated by the new Action number and the Special Reaction column to determine what he does for the rest of the turn. The self-preservation column often takes precedence over the Special Reaction column.

Self Preservation. Every German soldier card includes a self preservation column (marked “S”) of Action Paragraph num-bers. This column is used instead of the current condition col-umn whenever the German is in a hex occupied or adjacent to an active US soldier, regardless of LOS. Use of the self preser-vation column may begin and stop any number of times for a given German soldier, depending on his proximity to US sol-diers. The self preservation column takes precedence over the normal condition column and over a Special Reaction column, unless specifically noted otherwise on the soldier‟s card or in a paragraph.

Use the following procedure to handle behavior of transported soldiers under self-preservation conditions:

Always stay on board a vehicle that is not immobilized.

The driver of a still-mobile vehicle never fires, but may possibly try to run enemies over

The passengers fire, if any part of their self-preservation instructions tell them to fire.

Surrender. Some paragraphs will indicate that a German im-mediately surrenders. If the paragraph is read when there is an active US soldier in the hex, then the German immediately falls prone and is captured (11/2). If not in the hex with a US soldier, the German becomes inactive; place his 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 else this turn.

802. Crouch, then conduct best fire at closest target. Fall prone after fire if free stance change available.

If not yet crouching, the soldier uses his free stance change to crouch. If, in a crouching position, the soldier can see no active US soldiers, his turn ends. Otherwise, he then conducts fire combat. He would normally conduct aimed fire, since this is the best fire possi-ble. If wounded he would conduct snap fire if required to make a stance change to crouching (the stance change for a wounded sol-

Page 16: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 16

dier costs one Movement Point and the action required is Move/Snap Fire). If wounded, but already crouching, he would conduct aimed fire as normal. The target of his fire is the US sol-dier that is closest to him (in hexes). If two or more targets are equally close, he fires at the easiest target. The easiest target is the US soldier that the German soldier has the best chance to hit. If there is still a tie, determine the target at random. After resolving the fire, the German falls prone, if he has a free stance change available (this would 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 at easiest target. Fall prone after fire if free stance change available. •If no target in sight, run into clear, road, or interior hex, or crawl into any other type of hex. If not in an open hex after movement and free stance change is available, fall prone.

The German soldier follows one of these sets of instructions, de-pending on whether or not he can see an active US soldier. The first instruction is identical to 802, with the exception that the soldier fires at the easiest target rather than the closest one. The second instruction requires reference to the Mission Card to find the hexes that the soldier moves into. Although not explicitly stated, the sol-dier may have to make a stance change before he begins his move so that he will be in the proper stance for the move. Have the sol-dier crawl one hex or run into hexes until he is directed to enter a hex that he has insufficient Movement Points to enter. His move-ment then ends. If he has any Movement Points left or has not used his free stance change, he falls prone (unless in an open hex).

833. 1. If active US soldier in hex, assault to kill. 2. If adjacent to active US soldier through traversable hexside and 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 at closest target. 4. Lie prone.

This paragraph presents four sequential options. Consider the German’s situation and choose the first option that applies. If Op-tion 1 applies, the German assaults (11) with intent to kill. He will have to stand first, if not already standing. He will have to make a

charge assault if he is wounded and a stance change is required, since the stance change will cost a Movement Point. If Option 2 applies he makes a grenade attack (10) or a charge assault (11/3). Again, the appropriate stance change may have to be made first to allow these actions. If Option 3 applies, it is carried out like 802. If none of the first three options applies, Option 4 is conducted.

6/10 German Activation When US Soldiers Have Yet to Enter It is possible that German activation may occur before all US soldiers enter the map. In this case, Rounds begin normally for those US soldiers on the map. Sold iers off-map cannot enter; they remain off-map for the duration of Round 1 (they are con-sidered out of sight of the Germans). During Round 2, off-map US soldiers make Awareness Checks; those that succeed re-ceive turns during the Action Phase of Round 2 (unless they panic) and can enter the map using one of the Movement Re-lated Actions (6/7). Each soldier must spend Movement Points when entering the first hex on the map edge (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) pur-poses. Off-map soldiers are never subject to attack (even by artillery rounds that land off-map).

6/11 Condition Changes During Rounds Condition changes often occur during Rounds as well as

during Operations (5/5). When the condition changes, replace the Mission Card as usual and interrupt the Round for a mo-ment. Conduct Paragraph Checks for all US occupied hexes beginning with the lowest numbered hex. Ignore all Event Checks (but still place Event Markers in affected hexes), 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 activa-tions are dealt with, return to the Round in progress.

7. Movement

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

US soldiers and vehicles, but only during Rounds for the Ger-mans. The movement procedure for Operations is radically different from that used in Rounds. Both types of movement, however, use some common rules.

Each soldier or vehicle can move in any combination of directions that you choose or that the German Movement Ref-erences require.

There is no limit to the number of soldiers , friendly and/or enemy, that can occupy the same hex during movement, or at the conclusion of movement. Only two vehicles, active and/or disabled, can occupy a hex at any time, regardless of the num-ber of soldiers in a hex.

A soldier/vehicle cannot enter a hex containing terrain pro-hibited by the mission briefing and/or by the Movement Point 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 a hex and the Movement Reference is “Exit.” Once exited, US forces can never return; German forces may return, however, if so d i-rected by a paragraph.

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

thus, there is no movement procedure for the Germans during Operations Exception: captured Germans (11/2). US sol-

diers/vehicles move one at a time or one stack at a time, hex-by-hex, until a German is activated. While moving, make Pa-ragraph Checks for each hex entered by a US force. You can move US soldiers in any order you choose. You could, fo r in -stance, move So ldier A six hexes, then move So ldier F a hex, then move Sold ier A again, or any other combination you de-sire. See Operat ions (5) for more details.

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

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

A soldier/vehicle spends Movement Points to move from the hex it occupies into an adjacent hex. A crouching soldier 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 costs of the hexes entered and the soldier‟s MPA. One or more Movement Points are spent to enter the hex, depending on the terrain in the hex or along its hexsides (see Movement Point Cost Chart). The MP cost to cross terrain hexsides is added to the cost of the hex entered. Thus, it costs two Movement Points for a standing soldier to enter a clear hex by crossing an embankment hexside from a lower elevation to 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 the limit of its Movement Points or until you decide to stop mov-ing. Germans move up to their MPA, as directed by paragraphs

Page 17: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 17

and German Movement References. You can never move a soldier/vehicle more hexes than its MPA allows. A hex cannot be entered if the soldier/vehicle has insufficient MPs. A soldier must stop movement immediately upon entering a hex occu-pied by an enemy active soldier. If a soldier begins his turn in a hex occupied by an active enemy soldier, he can leave the hex. He must then stop in the first enemy occupied hex en-tered.

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

Unwounded soldiers receive a free stance change each turn. A stance change can also be made by spending a Move-ment Point. A soldier can make as many stance changes in a single turn as he has Movement Points, in addition to the free stance change.

A soldier can combine movement and combat by using a Move/Snap Fire or Move/Charge Assault action. In such cases, the soldier must be standing to move and can spend only half of his Movement Point Allowance (round fractions down). A crouching or prone soldier must change stance using a free stance change, if he has one, or by spending a Movement Point, in order to stand and then move (6/7). A soldier can snap fire and then move, or vice versa. However, movement always comes first when performing a Charge Assault.

When a soldier drags another soldier, during Rounds or Operations, the dragging soldier must remain standing. The move is only one hex.

Make Paragraph Checks during movement in Rounds just as you do in Operations ignoring, however, any hexes calling for Event Checks, but still placing Event Markers .

7/4 German Evasive Movement Some German paragraphs require a German to move until

he leaves the sight of all US soldiers. When out of sight, re-move him from the map. Th is is termed evasive movement. He may reappear later in the mission or not at all. If the soldier never leaves US sight, continue to move him normally until he either exits the map or another movement paragraph changes his action. See 6/8 for more detail on German movement.

You do not earn VPs for act ivated soldiers twice unless specifically instructed. A German who left the map and re-enters does not give activation VPs again.

GERMAN EVASIVE MOVEMENT EXAMPLE 806. Run into open hex, crawl into any other type of hex. Stop moving and fall prone if free stance change available and out of sight of active US soldier. If out of US sight at end of Round, re-move the German from the map.

If the German movement reference requires the German soldier to enter an open hex, he does so standing. If the hex called for con-tains another terrain type, he enters the hex in a crouching stance by crawling. Both may require the soldier to change his current stance by using his free stance change. If he is already wounded, then the stance change, if any, will cost a Movement Point. If he crawled, his movement is over; if he ran, then he continues moving: read the German movement reference in the newly entered hex. When out of MPs or lacking sufficient MPs to enter another hex, the German falls prone if not in sight of an active US target and a free stance change is available. The German is removed from the map if he is out of US sight at the end of the current Round.

8. Line of Sight In order to engage in fire combat or make certain PC

Checks, a soldier must be able to see the target hex or the hex required by the PC Check paragraph. He can see the hex if he has a clear Line of Sight (LOS) from his hex to the hex in question. Lines of sight are reciprocal: if soldier A can see soldier B, then B can also see A. In some cases a soldier may be able to see his target‟s hex, but not the target itself. In such cases, the target cannot be attacked directly. However, a pene-tration result against a building can injure soldiers inside, whether they are seen or not (13/5). A grenade or satchel charge can be thrown into a hex at a target that is not in sight (10).

8/1 Tracing a Line of Sight A line of sight is a straight line traced from the center dot

of the sighter‟s hex to the center dot of the target itself. If the LOS crosses any part of a blocking hex or hexside, the LOS is blocked. If the LOS exactly bisects two hexes, one of which is blocking terrain, the LOS is not blocked.

The terrain on the map is presented in a naturalistic way to give the map a realistic look. For game purposes, however, the terrain in each hex is considered to completely fill the hex. When more than one terrain type appears in a hex, the type of terrain that fills the majority of the hex is the only terrain type that is considered to fill the hex. Many woods hexes also con-tain some brush; these hexes are nonetheless considered woods. Note that, for example in the case of woods, a LOS can be blocked by any part of the hex – not just by the woods sym-bol itself. For buildings, as for all other terrain features, the hex sides are relevant for LOS, not the artwork.

HEXES AT THE SAME ELEVATION An LOS between two hexes at the same elevation is

blocked by any intervening blocking terrain at the same or higher elevation.

HEXES AT DIFFERENT ELEVATIONS An LOS between two hexes at different elevation levels

may be blocked by intervening blocking terrain, depending on its position and elevation. If the intervening terrain is at a low-er elevation than both sighting hexes, the LOS is always clear. If the terrain is at the same elevation as either hex or is higher than one of the hexes, it may block the LOS, depending on the type of the terrain and its location. (See LOS Nr. 1)

8/2 Blocking Terrain

ELEVATIONS There are three color-coded elevation levels on each map,

from 1 (the lowest) to 3 (the highest). If the LOS enters a hex that is a higher elevation than both sighting hexes, the LOS is blocked.

Elevation changes themselves do not block LOS (except

in the case of embankments). An LOS can be t raced across and elevation change without effect, since the change represents a smooth slope rather than a drastic falloff. (See LOS Nr. 5)

EMBANKMENT HEXSIDES Embankment hexsides represent steep changes in eleva-

tion, and they may block LOS. An embankment hexside is considered to be at the higher of the two elevations it borders, thus, an embankment adjacent to a Level 2 hex is considered a Level 2 hexside. If both sighting hexes are on the same eleva-tion, then an embankment hexside has no effect on LOS. If at different elevations, the embankment blocks the LOS if it is higher than the lower of the two hexes and not adjacent to the higher hex. If higher than the low hex but adjacent to the high hex, the LOS is not blocked. If at the same elevation as the lower hex, the embankment does not block LOS. (See LOS Nr. 2)

Page 18: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 18

CREST HEXSIDES Crest hexsides always block LOS, regardless of the loca-

tion and elevation of the two sighting hexes.

FOREST, BRUSH, RUBBLE, AND ROUGH HEXES If both sighting hexes are at the same elevation, interven-

ing forest, brush, rubble, and rough hexes always block LOS. An LOS can be traced into a forest, brush, rubble, or rough hex, but not through it.

If the sighting hexes are at different elevations, the LOS is blocked if the LOS enters a hex adjacent to either the sighting or target hex containing forest, brush, rubble, or rough at the same elevation. A hex that is adjacent to the sighting or target hex but at a lower elevation, does not block LOS (that is, the LOS passes over the top of the blocking terrain). (See LOS Nr. 4)

BUILDING HEXES A soldier occupying a building hex can trace an LOS into

the hexes within the fields of vision for the apertures of that building. Likewise, a soldier tracing an LOS into a building can trace only across an aperture hexside. There are two types of apertures: doors and windows. A prone soldier inside a building can never see out of or be seen through a window hexside. A crouching soldier looking out a window cannot see another crouching or prone soldier in the hex immediately ad-jacent to that window hexside (and vice versa). A standing soldier inside a building can see all hexes in the field of view from the window. A soldier, regard less of stance, can see all hexes in the field of view of a door. A prone soldier in a build-ing can only see a target in an ad-jacent hex through a door.

An LOS can be traced only one hex across an aperture hexside that is not adjacent to the sighting soldier‟s hex.

An LOS can never be traced into a building hex across a non-aperture hexside. Fire combat can occur, however, across such a hex-side within the restrict ions of 13/5.

Within these aperture restric-tions, an LOS cannot be traced through a building hex at the same elevation as both sighting hexes. If the two hexes are at different ele-vations, the LOS is blocked if the building hex in question is closer to the soldier at the lower eleva-tion than to the soldier at the high-er elevation. If exactly equal, the LOS is blocked. Note: The church steeple in hex S13 on Map B is two levels tall. It blocks the LOS between hexes at Level 2 – hexes Q14 and in hex U12, for example. (See LOS Nr. 3)

An LOS exists between sol-diers in two separate buildings only if both are in each other‟s field of v iew. It is very possible for one soldier to be able to see the other soldier‟s hex, but not the

soldier himself. For example, a soldier on Map B in hex R7 would not be able to see a soldier in hex S9, because the hex R7 is out of view from hex S9.

LOS INTO/OUT OF VEHICLES

LOS from vehicles is not influenced by open/ buttoned up status. Soldiers in a building may be seen from an adjacent vehicle if in a doorway hex (any stance), but only from a large vehicle if crouching behind a window. A prone soldier behind a window cannot be seen from a vehicle. LOS from non-adjacent vehicles is the same as for foot soldiers.

OTHER BLOCKING TERRAIN The preceding are the only types of blocking terrain in

the game, with the exception of certain landmarks that may be specific to a given mission. These are explained in the Mis-sion Briefings or a paragraph. Soldiers, vehicles, and all types of terrain not mentioned in the preceding rules do not block LOS.

8/3 LOS Problems The preceding rules and examples may not cover all the

LOS questions that may arise during play. Should you have a problem, apply common sense or a die roll to solve the diffi-culty.

LINE OF SIGHT: Nr. 1

The LOS between A and B is blocked, because the terrain in S13 and T12 is higher than the hexes occupied by A and 0. The LOS between C and D is clear, because the terrain between them is

lower, or at the same height, without blocking terrain.

Page 19: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 19

LINE OF SIGHT: Nr. 3

The LOS between A and B is blocked by the wall hexside (S9/R8). The LOS between A and C is clear, because each can see the other in the field of view from the apertures facing one another. The LOS between C and B is blocked, because their aperture fields of view do not coincide. The LOS between B and G is blocked by building hex Q10, al-though B can see into Q10. The LOS be-tween B and D is clear, because the LOS exactly bisects the brush in U11, and is thus not blocked, and D is in sight of one of B‟s apertures (S9/T9). The LOS between D and F is blocked by the two-story church steeple in S13. The LOS between E and F is blocked, because the building hex S14 is not closer to F than it is to E (the nonadjacent apertures, in this case, are irrelevant). If E were one hex further away, the LOS would be clear. The LOS between C and D is blocked, because an LOS can be traced only one hex across a non-adjacent aperture hex-side. In this case, D can see Q10, but not P9, and C can see R10, but no further.

BUILDING FIELDS OF VIEW

LINE OF SIGHT: Nr. 2

The LOS between A and B is blocked, because the embankment at Q16/Q17 is higher than B, but not adjacent to A. The LOS between D and B is clear, because the embankment between the two is adjacent to D. The LOS between C and D is clear, because both are at the same elevation, and the embankments have no effect.

Page 20: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 20

9. Fire Combat During Action Rounds, a crouching or standing soldier

can fire any weapon he possesses if he has at least one clip of ammo for the weapon and if he can see the intended target of his fire (see 8). A target can be attacked through an adjacent building hexside, even if out of sight, if the hexside is pene-trated (13/5). A crew weapon or bazooka must be prepared before it can be fired (see 6/7). Fire combats are resolved one at a time, in any order for the US and in alphabetical order as indicated by the letter on each German‟s AR marker (unless two soldiers are firing a crew weapon together). The results of a successful fire are applied immediately upon resolution. The combat resolution may cause the weapon fired to break, be-come jammed, or use an ammo clip. Neither US nor German soldiers can ever fire into a hex that contains a friendly active soldier unless the shooter and the target are in the same hex. The hex can be fired into if the friendly soldier is incapacitated or dead, or if the friendly soldier is captured, however, you cannot fire at the enemy soldier who is guarding the prisoner, but you can fire at all other enemy soldiers in the hex.

9/1 Fire Combat Procedure The following procedure is used to resolve all types of fire

combat, regard less of the weapon being used:

1. Choose the Target and Fire Type Decide which weapon the soldier is firing (if he has more than one) and whether he is conducting an aimed or snap fire Ac-tion (6/7). If there is more than one target in the target hex, choose the actual target of the fire (see 9/2).

2. Consult the Jam or Dud Column of the Weapon Chart and Roll Percentile Dice If the dice result is equal to or less than the number listed in this column for the weapon type used, the weapon has jammed or has fired a dud and the fire is resolved no farther. A jammed weapon cannot be used again until the jam is cleared. When snap firing a personal weapon twice, remember to roll for jam use once for each fire.

3. Determine the Fire Range If the target is in the same hex as the firing soldier or adjacent to the firing soldier, range is not determined. Otherwise, count the number of hexes that lie between the firing soldier and the target (excluding the firing soldier‟s hex but including the tar-get‟s hex). Locate the resulting number on the Weapon Chart under the range column for the weapon being fired to deter-mine the range of the fire: short, medium, or long.

4. Determine the Basic Hit Chance According to Range Use the Adjacent or Same Hex range column if the target is in an adjacent or the same hex; otherwise use the range deter-mined in Step 3. Consult the Fire Combat Modifiers Chart and add all the modifiers that apply to this fire (9/3). Combine these modifiers with the firing soldier‟s Weapon Skill to yield a final modifier. Subtract the final modifier from the Basic Hit Chance to determine the final Hit Chance. If the final Hit Chance is greater than 8 or less than 0, treat it as 8 or 0, respec-tively.

5. Roll One Die If the result is equal to or less than the final Hit Chance, the target is hit; proceed to Step 6. If the result is greater than the

LINE OF SIGHT: Nr. 5

The LOS between A and B is clear, even though neither is adjacent to the elevation change at W12/X12. If W12/X12 were an embank-ment hexside, the LOS would be blocked.

LINE OF SIGHT: Nr. 4

The LOS between A and B is blocked by the brush in hex S2, be-cause it is at the same elevation. The LOS between A and C is blocked by the woods in R2, because it is adjacent to and higher than C. The LOS between B and C is blocked by the woods in S3, because C is adjacent to the woods. However, D is not adjacent to a woods hex, so the LOS from B to D passes over the woods in S3 and is clear. The Lines of Sight between B and E, and D and E, are clear, because an LOS can be traced into a blocking terrain hex - such as T3 - but not through it.

Page 21: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 21

final Hit Chance, the fire has missed; go directly to step 7. A die roll o f 0 is always a hit, while a ro ll of 9 is always a miss.

6. Determine the Target Damage If the target is hit, roll one die and cross -reference the result with the weapon being fired on the Damage Table section of the Weapon Chart to determine what type of damage the target takes (panicked, wounded, incapacitated, or killed), and whether any penetration occurs (see 13).

7. Roll Percentile Dice and Refer to the Out of Ammo Column of the Weapon Chart If the dice roll is equal to or less than the number listed, the fire has expended a clip of ammunition (9/5). When snap firing a personal weapon twice, remember to roll fo r ammo use once for each fire.

FIRE COMBAT EXAMPLE: Soldier C is crouching in hex T3 on Map A and snap firing his semi-automatic rifle at soldier Q, standing in hex P9. Determine if C’s weapon jams by looking up the jamming chance for a semi-automatic rifle, then roll percentile dice; if the dice result is 5 or less, the rifle jams. In this case, however, the result is 12, so no jam occurs. Range is determined by counting the hexes from T3 to P9, excluding T3 but including P9; the range is found to be 8 hexes, which is medium range for a semi-automatic rifle. The Base Hit Chance for medium range is 4, which is then modified. Soldier C’s Weapon Skill is -1, reducing the Base Hit Chance by one; Soldier Q is standing in a clear terrain hex, applying a +1 modifier to the Base Hit Chance (see Fire Combat Modifiers Chart). Finally, the Base Chance is reduced by 2 because the fire is a snap fire. All mod-ifiers are combined (-1, +1, -2) to yield a total modifier of -2. This modifier is then applied to the Base Hit Chance of 4, yielding a final Hit Chance of 2. Roll one die; on a result of 0, 1, or 2, Soldier C hits Soldier Q; any other result is a miss. A roll of 0 is always a hit, and 9 is always a miss regardless of modifiers. The roll in this example is 1, thus scoring a hit. Roll one die and locate the result under the Per-sonnel section of the Semi-Automatic Rifle row on the Weapons Chart to determine the damage inflicted on Soldier Q. The roll in this exam-ple is a 4, and soldier Q is wounded. Finally, determine whether or not a clip of ammo is used by rolling percentile dice. A semi-automatic rifle uses a clip on a roll of 25 or less. The result is 17; thus, Soldier C uses a clip and marks off one of his semi-automatic rifle Ammo Boxes.

9/2 Multiple Fire Targets A target hex that contains more than a single enemy sol-

dier or vehicle is a multip le target. A US soldier who is firing at a multip le target can choose any one German soldier in the hex that he can see as his target. A German soldier who is fir-ing at a multiple target must fire at the one US soldier in the hex in the most exposed stance (standing is the most exposed, then crouching, then prone). If there is still a tie, determine the target at random.

A soldier conducting aimed fire with an automat ic weapon against a mult iple target receives an additional +1 to his Base Hit Chance for each target in the hex beyond one. In addition, his declared target is regarded as his primary target and, if he hits his primary target, he may also be able to damage other soldiers in the hex with the same fire (see 13/6).

Vehicles in a hex count towards the mult iple target mod-ifier for automatic fire even if they may be immune to damage from this fire.

9/3 Fire Shifts A number of modifiers based on the target‟s stance, the

terrain the target occupies, the type of fire being conducted (aimed or snap), the Weapon Skill of the firing soldier, and other variables, affect the chance of a fire hitting its target. Each modifier is expressed as a positive or negative number. Add all modifiers that apply to the fire together to obtain a single modifier result. Then add or subtract the final modifier from the Base Hit Chance to determine the final Hit Chance. If the final Hit Chance is greater than 8 or less than 0, treat it as 8 or 0, respectively.

The Fire Combat Modifiers Chart is used to determine a fire modifier based on the target‟s stance and terrain. Cross reference the target‟s stance with the terrain he occupies to derive a positive or negative modifier. The stance and terrain of the firing soldier does not affect the fire (Exception: Ve-

hicles 17). The Fire Combat Modifiers Chart also lists all other modifiers that affect fire combat.

9/4 Weapon Jamming and Clearing When a weapon is fired or thrown, and you roll a percen-

tile d ice total that is equal to or less than the number in the Jam column of the Weapon Chart, the weapon has jammed and no fire occurs.

A German with a jammed weapon will use his second weapon, if he has one; otherwise, he will attempt to unjam his weapon. When a German Action Paragraph requires him to fire, he attempts to unjam his weapon instead. If a German becomes weaponless due to breakage or ammo depletion, he will attempt to acquire a weapon from another German or inac-tive US soldier in h is hex, using the Pick Up/Exchange Equipment action (5/3, 6/7). Use this action instead of the ac-tion indicated on his card as soon as he is in a hex with a suita-ble weapon.

CLEARING A JAMMED WEAPON A jammed weapon (but not an exp losive or penetration

round) may be cleared by successfully performing a Clear Jammed Weapon action during Operations (5/3) or Rounds (6/7). Regardless of when it is done, the procedure is the same. Roll one die and cross-reference the result with the soldier‟s Weapon Skill on the Clear Jammed Weapon Chart. A cleared weapon can be used normally. A broken weapon cannot be used for the remainder of the game. A soldier‟s Weapon Skill is reduced by 1 when attempting to clear a captured weapon (14).

9/5 Ammo Expenditure

US AMMO EXPENDITURE A US soldier can carry up to six Ammo Boxes worth of

clips, grenades, or bazooka rounds. Each satchel charge takes one Port Box to carry. When he throws a grenade, satchel charge, or fires a bazooka, mark an X through the appropriate box. When firing a weapon, there is a chance that a clip may be expended. Roll percentile dice on the Out of Ammo col-umn. If the dice roll is equal to or less than the number for the weapon used, a clip is spent. The weapon type for the clip spent must match the weapon fired. Ammo acquired by a so l-dier during a mission (from another soldier) can be marked in any empty Ammo Box, including a box indicating spent am-mo. Be sure to mark the removal of the clip from the soldier that gave up the ammo.

If a soldier has a clip for a personal or crew weapon, re-loading is automatic. A bazooka must be reloaded using the prepare Bazooka act ion.

GERMAN AMMO EXPENDITURE German soldiers do not have Ammo Boxes and do not ex-

pend ammo clips when firing. Germans can run out of ammu-nition as a result of a paragraph. When ordered to fire, a Ger-man soldier out of ammo will instead try to perform one of the following actions, in order of precedence: fire secondary wea-pon, exchange ammo with other German in same hex, take the first other action from his list that does not require him to fire, lie prone. He will never leave his movement path to get to a possible “ammo source”.

If a US soldier acquires a German weapon that has not run out of ammo, that weapon is assumed to have one ammo clip or round, which is noted in one of the US soldier‟s Ammo Boxes.

Page 22: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 22

9/6 German Fire Combat Terms When a German fires, he uses his primary weapon, unless

it is out of ammo. If he has more than one weapon, the primary weapon is the one with the greatest chance to hit (usually a machine pistol or rifle). Grenades are never primary weapons. Grenade use is always specifically called for by a paragraph. When a paragraph instructs a German to fire, it will use one or more of the fo llowing terms:

Best Fire. Aimed fire is the best fire possible, then snap fire. If a soldier is unable to fire aimed fire, he fires snap fire instead. Some paragraphs instruct a soldier to snap fire specifically.

Closest Target. The closest visible target is determined by counting hexes from the German‟s hex (exclusive) to the US hex (inclusive). If there are two or more targets equally close, fire at the easiest. If there is still a tie, determine the target at random.

Easiest Target. The easiest target is the one the German has the highest chance to hit. If there are two or more targets equally easy, fire at the closest. If there is still a tie, determine the target at random.

9/7 Crew Weapons

Light, medium, and heavy machineguns are crew weapons and are represented with their own markers, showing the weapon prepared on the front and unprepared on the back. A crew weapon must be prepared before it can be fired.

CARRYING A CREW WEAPON A crew weapon must be carried by two soldiers, in pieces.

Write the name of the weapon being carried in the Port Boxes of the two soldiers. A light or medium machinegun takes up three Port Boxes while a heavy machinegun requires four Port Boxes. A machinegun can be carried only by two soldiers, never more.

When a crew weapon is being moved, its marker should have its unprepared side up. The marker can move with any soldier who has a piece of the weapon. Soldiers carrying parts of a crew weapon need not stay in the same hex, but the wea-pon cannot be prepared for fire unless both soldiers with a piece of the weapon are in the same hex. Once this requirement is met during Operations, the weapon is prepared; flip its marker over. If Rounds are underway, one soldier in the hex must spend an action to prepare the weapon. Once a crew wea-pon is prepared, it remains prepared until a part of it is moved from the hex. There is no cost to “unprepare” a crew weapon; simply move a soldier with a piece of the weapon and flip the marker over.

FIRING A CREW WEAPON A prepared crew weapon can be fired by one soldier or by

two soldiers working together. A soldier must be crouching to fire a crew weapon.

A crew weapon fired by a single soldier is always a single snap fire. If there are two soldiers in the hex, then each can snap fire the weapon once, at a cost of one action each. A max-imum of two soldiers can fire a single crew weapon in one Round, regardless of the number of soldiers in the hex.

Two soldiers can combine their actions to make a single aimed fire. In this case, both soldiers spend one action each, simultaneously, and the fire is resolved as an aimed fire. The two soldiers‟ AR markers need not occupy the same Turn space. For example, if a soldier has two turns and his partner has only one turn, they can fire the crew weapon together when

the first soldier gets his turn. When two soldiers fire a crew weapon together, declare one soldier as the firer and use his Weapon Skill when resolving the fire. The other soldier is con-sidered feeding to machinegun its ammo. However, when two Germans are firing a crew weapon, the German with the higher WS is the firer, unless instructed otherwise by a paragraph or one of the soldier‟s cards. For the second turn, only the first soldier can fire the weapon, since the second soldier is out of turns. The fire is a snap fire, since only one soldier is using the weapon.

CREW WEAPON EXAMPLE: Germans S and Tare manning a me-dium machinegun. German T has two turns, while German S has only one. Neither is wounded, and the German cards reveal that S fires the machinegun while T assists. German T’s turn comes first, and T and S fire the machinegun together as an aimed fire. T’s AR marker is moved to the 1-Turn space and S’s AR Marker is moved to the Com-plete space. The fire is then resolved using soldier S’s Weapon Skill. When T uses his second turn, the fire must be a snap fire using T’s Weapon Skill, because only T is firing the weapon.

9/8 Bazookas

A bazooka is a personal weapon, but unlike other personal weapons it cannot be snap fired. A ba-zooka counter is placed on the map with the soldier carrying it. The counter shows the bazooka pre-

pared on one side, and unprepared on the other. It must be pre-pared before it can be fired. Preparation is an action to load the weapon. The loading soldier must be standing or crouching. Once loaded it remains loaded until fired. Each fire uses up one bazooka round; mark the round off the soldier‟s ammo boxes. A soldier carry ing the loaded weapon can move with it with no effect. A bazooka can be prepared by a soldier other than the soldier carry ing the weapon if both occupy the same hex. To do so, the other soldier spends one action and the wea-pon is prepared. It can then be fired if the holder has an action.

A bazooka is both an exp losive and a penetration weapon. When you fire a bazooka at a soldier, use the Personnel result. If the hex contains more than one active soldier, use the ba-zooka Personnel result against the target soldier, then roll sepa-rately for each other soldier in the hex using the Grenade In-side row of the Weapon Chart Damage Table. Thus, a single bazooka round can injure more than one soldier in a hex.

When firing at a building or vehicle, use the Penetration result. If a bazooka fire misses, it has no effect. It does not scatter like a grenade or satchel charge. A bazooka round that hits a building or vehicle can cause the building to collapse (13/5) or the vehicle to be knocked out (17).

9/9 German Attacks on Buildings (OPTIONAL)

German soldiers and vehicles have no provision for firing at targets lying prone in build ing hexes, because they are not in sight, and therefore not valid targets, even though German weapons are quite capable of penetrating buildings. The fol-lowing optional German action is highly suggested because it allows the German soldiers to fire at these hidden targets, Let-ting them do so is much more realistic, and evens things up a bit.

If a German soldier who has fired at a visible target in a wooden building hex receives a subsequent order to fire again, but has no target because the US soldier has since fallen prone, the German may now fire at the wall in an attempt to achieve a penetration result. Conduct the following procedure for the German:

1. If the paragraph gives no other options for the Ger-man (i.e ., move, surrender, throw a grenade, etc.), the

Page 23: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 23

German conducts a PC Check: If successful, the German will fire at the wall; if fails, the German will do nothing.

2. If the German is allowed to fire at the wall, he will crouch and conduct the procedure outlined in 13/5.

NOTE: A German tank will conduct the same procedure out-lined above, but will fire its main gun at a stone wall, its coaxi-al or bow machinegun at a wooden wall.

10. Grenade/Satchel Charge Combat

During Action Rounds, a standing or crouching soldier can prepare and throw a grenade or satchel charge if he possesses one. Unlike fire combat, a grenade or satchel charge can be thrown into a hex the soldier cannot see. In addition, it can be thrown upstairs or downstairs in the church steeple in hex S13 (Map B). Grenade and satchel charge combats, like fire combats, are resolved one at a time; damage is applied immediately and there is a chance the weapon can “jam.” When a soldier throws a grenade, cross off one of his ammo boxes containing a grenade. Mark off a soldier‟s Port Box containing a satchel charge when a soldier throws a satchel charge.

10/1 Grenade/Satchel Charge Combat Procedure

The following procedure is very similar to that used to re-solve fire combat, but differs in a few important ways:

1. Choose the Target The target for grenades/satchel charges is a hex, not a soldier. A soldier can throw a g renade up to six hexes if standing, or up to three hexes if crouching. He cannot throw at all if prone. A satchel charge can be thrown up to three hexes if a soldier is standing and cannot be thrown at all if the soldier is crouching or prone. The target hex need not be in his LOS, but he has a better chance to hit when it is. The -3 modifier for Target Not In Sight is applied only when the target hex is not in sight; it does not matter if the soldiers in the hex are in sight. Neither weapon can be thrown into or out of a building through a wall hexside that has no aperture.

Grenades and satchel charges may be thrown into a vehicle in the thrower‟s hex. This is the only case where it is allowed to throw a grenade/satchel charge into the same hex.

A location upstairs or downstairs of a thrower is considered as adjacent, not as the same hex.

2. Determine the Range A grenade/satchel charge cannot be thrown into the same hex with the throwing soldier. If thrown into an adjacent hex, use the Adjacent hex Base Chance on the Weapon Chart. Other-wise, count the range in hexes from the throwing soldier (ex-clusive) to the target hex (inclusive) and locate the result on the Weapons Chart to determine the range: short, medium, or long.

3. Determine the Hit Chance As in fire combat, determine the Base Hit Chance by judging the range. Then modify the Chance by using the modifiers listed on the Grenade/Satchel Charge Combat Modifiers Chart which apply to determine the final Hit Chance. Note: The Fire Combat Modifiers Chart is not used; thus the

stance of the target and the terrain in the target hex have no effect; nor are there shifts for aimed or snap fire.

4. Roll one Die If the die result is equal to or less than the Hit Chance, the gre-nade/satchel charge lands in the target hex, proceed to Step 5. If the result is greater than the Hit Chance, the grenade/satchel charge scatters (10/3). A roll of 0 is always a hit; a roll of 9 is always a miss.

5. Determine Target Damage First, roll percentile dice to determine if the grenade/satchel charge is a dud. If the result is a 5 or less, it is a dud, and has no effect; otherwise, it goes off. If the grenade or satchel charge lands in a hex containing one or more soldiers (friendly, enemy, or both), roll one die and cross -reference the result with the Grenade or Satchel Charge row on the Damage Table portion of the Weapons Chart. The extent of damage caused by an exploding grenade or satchel charge depends on whether the target hex is interior or exterior. Use the damage line that ap-plies. All soldiers in a hex in which a grenade or satchel charge explodes suffer damage. Roll separately for each. Some results are treated as panic results if the soldier is prone, as noted on the damage tables.

GRENADE EXAMPLE: German R in hex P4 on map A throws a gre-nade over the woods into hex K2, which is occupied by two US sol-diers, both standing. The range is 5 hexes – long range for a grenade throw – yielding a Base Hit Chance of 3. R cannot see his target, so 3 is subtracted from the Base Chance, yielding a final Hit Chance of 0. Any roll but 0 causes the grenade to miss and scatter into an adjacent hex, using Grenade Scatter Diagram A. But the German is lucky and rolls a 0: the grenade lands in K2. Both US soldiers are aware and get to make PC Checks. One succeeds, but has no turns remaining; he falls prone. The second has a turn, which would allow him to throw the grenade out of the hex if his PC Check succeeds; but it fails, and he remains standing. The combat is resolved using the Grenade Out-side row of the Weapons Chart. Roll once for each US soldier. The chance of the standing soldier taking damage is much greater than that for the prone soldier.

10/2 Grenade Strike PC Check When a grenade or satchel charge strikes a hex, every

aware soldier in the hex who is not inside a vehicle can make a special PC Check (5/7). If a soldier who successfully makes the check has any turns remaining in the Round and is standing or crouching, he can immediately spend one turn to perform the Action of tossing the grenade/satchel charge out of explo-sion range, where it explodes harmlessly. An unwounded sol-dier who makes the check but who does not have a turn re-maining can immediately fall prone (at no cost). A soldier who fails the check cannot react to the grenade or satchel charge at all. Unaware and panicked soldiers cannot make the check. German soldiers make the above checks even though no para-graph specifically instructs them to do so.

10/3 Grenade Scatter When you make a grenade or satchel charge attack and

exceed the Hit Chance, the grenade or satchel charge scatters into a hex other than the target hex. To determine where a scat-tered grenade or satchel charge lands, consult the following grenade/satchel charge scatter diagrams.

Use Diagram A unless the LOS from the thrower‟s hex to the target hex exact ly bisects the two hexes adjacent to the target hex (in which case, use Diagram B). Roll one die to de-termine the hex the grenade/satchel charge lands in. Note that a grenade/satchel charge thrown from a hex adjacent to the tar-get hex can still land in the target hex if the die result is 6 through 9. A grenade/satchel charge that lands in a hex as a result of scatter explodes and damages soldiers in that hex as though it were the target hex.

Page 24: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 24

When throwing a grenade or satchel charge through an ad-jacent aperture into a build ing, it is always assumed that the grenade or satchel charge goes into the building (although not necessarily into the target hex). If a g renade or satchel charge roll fails, it is very possible that a scatter die roll on Diagram A or B will scatter the weapon through a wall hexside without an aperture. In such cases, the scatter procedure should be slightly modified so that the grenade or satchel charge will bounce off the wall, back into the closest hex in the direction of the throw-ing soldier. Grenades and satchel charges can never scatter through a window or back into the thrower‟s hex, but they can scatter through a doorway. Should any problems arise in the interpretation of these clarifications, apply common sense to resolve the situation.

10/4 Satchel Charges A satchel charge is a large bundle of exp losives enclosed

in a case (usually TNT in a cloth satchel) used to destroy

buildings and such. For game purposes, they are treated exact-ly like large grenades, with the fo llowing exceptions:

They require a Port Box to carry instead of an Ammo Box.

Satchel charges must be prepared before throwing. Pre-pared satchel charges (and bazookas and similar weapons but not machineguns) may be carried around prepared without losing prepared status.

Satchel charges are more destructive than grenades.

A soldier must be standing in order to throw a satchel charge.

A satchel charge can be thrown no further than three hexes.

Satchel charges (but not grenades) may be „placed‟ instead of thrown. Placed satchel charges do not roll for scatter. Plac-ing the charge takes one action. Once placed, designate a delay time (number of turns) from 1 to 4. At the start of that turn, before anything else happens, the charge explodes.

Diagram A Direction of Throw

*If throw orig inates in this hex, grenade lands in target hex.

Diagram B Direction of Throw

11. Assault Combat During Action Rounds, a standing soldier can perform an

Assault or Move/Charge Assault Action to attack an enemy soldier in the same hex. Assault is hand-to-hand combat and thus does not expend ammo. Assaults are resolved one at a time. A soldier can assault only one enemy soldier, even if there are more in the hex.

11/1 Assault Combat Procedure To make an assault, the attacking soldier must be standing

and must occupy the same hex as the soldier he is assaulting. If the attacker is not in the same hex as the soldier he wishes to assault, he must perform a Move/Charge Assault Action (11/3) in order to enter the defender‟s hex and assault him. A soldier assaulting a target in a wheeled vehicle must first enter the vehicle (spending 1 MP). You cannot assault a target in a tank or a Jadgpanther. The following procedure is used to resolve an assault combat:

1. Choose the Target If there is more than one enemy soldier in the hex, choose which one is the target of the assault. A German soldier must assault the US soldier in the most disadvantageous stance. There are two stance categories: being prone or wounded is the more d isadvantageous; then crouching/standing. If there is a tie, determine the target at random.

2. Choose to Capture or Kill A US soldier can attempt to capture or kill a German, at your option (11/2). An assaulting German always assaults to kill.

3. Determine the Hit Chance The Base Hit Chance is always the same, as listed on the Wea-pons Chart. The Hit Chance is modified for any of the modif i-ers from the Assault Combat Modifiers Chart that apply to this attack.

4. Roll one Die If the die result is equal to or less than the final Hit

Chance, the target is hit; proceed to Step 5. If the result is greater than the Hit Chance, the assault misses; skip Step 5. A roll of 0 is always a hit; a roll o f 9 is always a miss.

5. Determine the Target Damage If the target is hit, roll one die and cross -reference the result with the Kill or Capture row, as appropriate, on the Assault Table to determine what type of damage the target takes. Some results are treated as Capture results if the target is prone or wounded, as indicated on the Capture row of the table.

ASSAULT COMBAT EXAMPLE: US Soldier D moves one hex to charge assault to kill German X, who is standing, unpanicked and unwounded. The Base Hit Chance for assault is 7, which is modified. D’s Weapon Skill is +1; there is a -3 modifier for charge assaulting; and German X has a Weapon Skill of +2, which is subtracted from the Base Hit Chance. The final modifier is -4, which is applied to the Base Hit Chance of 7 to yield a final Hit Chance of 3. One die is rolled; if the result is 4 or more, there is not effect; if 3 or less is rolled, Soldier X is hit. The roll in this example is a 2, which is a hit. Consulting the Assault Table, roll one die on the Kill row. The result in this example is a 7, which incapacitates the German.

Page 25: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 25

11/2 Capture An assaulting US soldier can attempt to capture, instead of

kill, his target. If he does so and hits his target, a capture result may be obtained from the Assault Table.

A captured German immediately falls prone, if not already prone, and a Captured marker is placed on him. The German ‟s AR marker is immediately moved to the Inactive space of the AR Track. He loses any turns he has remaining in the Round and does not receive any turns until he is free. Any equipment possessed by a captured soldier can be taken from him, using the Pick Up/Exchange Equipment Action. Since a captured German is inactive, play may switch from Action Rounds to Operations if all Germans on the map are captured or other-wise inactive.

A captured German may be moved by a US soldier who occupies the same hex. The Movement Allowances of the German and his guard are reduced to 2. The German has a free stance change unless already wounded. The German is still inactive, and his Actions are determined by those of his guard-ing soldier.

During Operations, if a captured German is ever in a hex without an active US soldier, he is immediately free; remove his Captured marker and commence Rounds, if Rounds are not already in progress. He receives turns normally beginning the next Action Round. The German is activated and all US sol-diers are automatically aware of him. If there are no US sol-diers in sight at the beginning of the Round, the German so l-dier is removed from the map permanently (he ran away). Use the Self-preservation column on his card to determine his Ac-tions (regardless of the Condition or subsequent directions given in paragraphs) for the rest of the mission. If he begins a turn not in sight of US soldier, remove h im from the map.

You cannot shoot prisoners, force them to walk into mine-fields, tie them up, or in any way intentionally harm them. However, you can voluntarily leave them in a hex alone. The captive is then considered free and Action Rounds are initiated if not already in progress.

A US soldier guard ing a captured enemy soldier can per-form all Actions normally during Rounds, with the exception of firing a crew weapon. A prisoner‟s guard can be changed only when the guarding soldier has a Turn and wishes to relin-quish control of that prisoner. This change costs nothing.

Should automatic weapons fire or a grenade or satchel charge be fired into the hex, both the prisoner and his guard take dam-age normally.

There is no limit to the number of enemies a soldier may guard.

11/3 Charge Assault A soldier who does not begin his turn in the same hex with a target may perform a Move/Charge Assault Action to move into the hex and then assault. He can expend only half his Movement Point Allowance, rounded down, in order to enter the hex. Thus, a soldier with a Movement Po int Allowance of 3 could not cross a window to enter the defender‟s hex, since this would cost 2 Movement Points, and his halved MPA is only 1. A charge assault is conducted with an additional -3 modifier to the Base Hit Chance, as summarized on the Assault Combat Modifiers Chart.

11/4 Assault Modifiers When assaulting, the attacker‟s WS is used to modify the

Base Hit Chance. In addition, if the soldier being assaulted is not panicked or wounded and has a Weapon Skill o f +1 or +2 then his Weapon Skill is subtracted from the Base Hit Chance (a WS of 0 or less has no effect). A US soldier who is unaware when assaulted cannot use his WS to modify the German as-sault. An unaware soldier that is assaulted automatically be-comes aware after the assault is resolved.

The Base Hit Chance is modified by -2 if the attacker is already wounded when the assault is resolved. If the target is wounded, he cannot modify the assault with his Weapon Skill. Otherwise, his wound has no effect.

The Base Hit Chance is modified by -3 if the attacker is making a charge assault.

If the only weapon available to the attacker is a captured weapon, then the -1 modifier for “captured weapons use” ap-plies to the assault.

All modifiers are totaled to yield one final total that is then used to modify the Base Hit Chance, yielding the final Hit Chance.

12. Minefields and Boobytraps During both Operations and Rounds, your soldiers may

stumble upon minefield or boobytrap hexes.

12/1 Boobytrap Procedure When a US soldier enters a hex during Operations or

Rounds, a paragraph may state that the hex contains a booby-trap set by the Germans. The first US soldier to enter such a hex must immediately conduct a PC Check (5/7). If the check succeeds, the soldier is unaffected and the boobytrap no longer exists in the hex (place a Boobytrap marker in the hex). If the check fails, the boobytrap explodes and the soldier suffers damage as if hit by an exploding grenade indoors (even if he is in an outdoor hex). Once the boobytrap explodes, it no longer exists (place a Boobytrap marker in the hex). If more than one soldier enters a hex with a boobytrap at the same time, the sol-dier with the highest PC conducts the PC Check; however, if the boobytrap explodes, all soldiers in the hex suffer damage (roll a die separately for each soldier).

12/2 Minefield Procedure Minefields are similar to boobytraps except that they are

permanent features. When a US soldier first enters a hex, a paragraph may state that the hex is a minefield; place a Minefield marker in the hex. That US soldier, and every US soldier to enter the hex later, must make a PC Check (5/7). If the check succeeds, he is not harmed, but the minefield may still affect other soldiers. If the check fails, a mine in the field explodes and the soldier suffers damage as if hit by an exploding grenade indoors. Other soldiers in the hex are not affected by the explosion. If more than one soldier enters a minefield at the same t ime, each soldier conducts a separate PC Check, and only those who fail their check suffer the effects of an exp loding mine. Minefields have an unlimited number of mines and are thus never depleted or destroyed.

Page 26: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 26

13. Damage The results of a successful combat (fire, assault, minefield,

etc.) inflict damage on the target of the attack. If the target is a soldier, he is either wounded, incapacitated, killed, o r imme-diately panicked. If the target is a vehicle or wall, the target may be penetrated by the fire, and the crew or people behind the wall may suffer damage as well. The Damage Table sec-tion of the Weapons Chart and the Assault Table determine the damage to soldiers. The Damage Table determines the penetra-tion result against a vehicle or wall. So ldiers recover from wounds and incapacitation between missions when playing a campaign.

13/1 Panic Results A common result on the Damage and Assault Tables is

Panic. This result is identical to the Panic that can befall a sol-dier during the Action Sequence (6/4), only this Panic occurs during the Round itself. A panicked soldier is subject to the following restrictions:

If Rounds are in progress, he loses any turns he has remain-ing in the current Round; move h is AR marker to the Pan ic space. He can perform no actions in the Round, including a free stance change. Instead, he remains immobile for the dura-tion of the Round. At the end of the Round, he falls prone (if not already prone). If in Operations, the Panic result has no effect.

A panicked commander has no command radius and cannot give turns to other soldiers or make other soldiers aware (6/3).

A panicked soldier cannot use his Weapon Skill when de-fending against an assault attack.

A panicked soldier falls prone at the end of the Round, if not already prone.

13/2 Wound Results A wounded soldier is subject to the following restrictions:

When the wound occurs, the soldier immediately falls prone if not already prone. Place a Wounded marker on him. The Wounded marker remains on the soldier for the rest of the mission (unless he is incapacitated or killed).

A wounded soldier loses any turns he has remaining in the current Round; move his AR marker to the Complete space on the AR Track.

A wounded soldier can receive only one turn per Round. If a roll in the Action Sequence indicates that the soldier receives two turns, place his AR marker in the 1-Turn space instead.

A wounded soldier cannot use his Weapon Skill to modify an assaulting attacker‟s Hit Chance. In addition, when a wounded soldier makes an assault, there is a -2 modifier against him.

A wounded soldier‟s Port Box total is reduced to one; put an X through one box. If he is carrying two Port Boxes of equipment, he must immediately drop the contents of one Port Box. If the item he is carrying is a two-box item, he must drop it immediately.

A wounded soldier cannot be given a turn or be made aware by a commander (6/3).

There is a -2 modifier to the Base Hit Chance for a wounded soldier throwing a grenade or satchel charge.

There is a -1 modifier to the Base Hit Chance for a wounded soldier firing a weapon.

A wounded soldier has his Movement Point Allowance reduced to 2 for the rest of the mission. Record h is reduced MPA on the Squad Record.

A wounded soldier never receives a free stance change. The only way he can change stance is by paying a Movement Point to do so.

A wounded soldier who suffers an incapacitation or second wound result is incapacitated.

13/3 Incapacitation Results An incapacitated soldier is subject to the following restric-

tions:

When the incapacitation occurs, the soldier immediately falls prone if not already prone. He remains prone for the rest of the mission. Place an Incapacitated marker on the soldier (where it remains for the rest of the mission, unless he is killed).

An incapacitated soldier cannot perform act ions of any kind for the duration of the mission. Move his AR marker to the Inactive space on the AR Track.

An incapacitated soldier, either US or German, cannot be intentionally attacked in any way. Unintentional attack, such as a grenade scattering into the incapacitated soldier‟s hex is al-lowed. A soldier can fire into a hex containing an incapacitated soldier, but the incapacitated soldier is not a target and thus cannot be hit.

An incapacitated soldier can be moved from one hex to an adjacent hex by an active standing soldier, or put into or taken from a vehicle by an active standing soldier. However, each time such an action is performed, you must roll one die; on a result of 0, the soldier dies (any other result is no effect). This die roll is not made when an incapacitated soldier is being moved from hex to hex in a vehicle.

An incapacitated soldier who suffers a wound or second incapacitation result is killed.

13/4 Kill Results When a soldier suffers a kill result, he is dead. Move his

AR marker to the Inactive space and place a Killed marker on him. He can be moved by other soldiers like an incapacitated soldier.

13/5 Penetration Results Some weapons have the ability to penetrate their target,

noted by a range of numbers under the Penetration results on the Damage Table portion of the Weapons Chart. Penetration applies only to fire against a wall or vehicle. The effects of penetration depend on whether or not the weapon fires an ex-plosive shell. Bazookas and tank main guns fire explosive shells; all other weapons fire non-explosive bullets. There are three levels of penetration:

Light Penetration. If the shell is explosive, the penetrated sur-face is destroyed. If non-explosive, the fire passes through a wooden wall or non-armored vehicle surfaces.

Medium Penetration. If the shell is exp losive, the penetrated surface is destroyed. If non-exp losive, the fire passes through any type of wall or vehicle surface except a heavy armored vehicle surface.

Heavy Penetration. Regardless of fire type, exp losive or non-explosive, the fire passes through and destroys any type of wall or vehicle surface.

A wall may be the target of an attack and 4 is added to the Base Hit Chance when doing so. A soldier occupying a hex when one of its wall hexsides is penetrated (but not destroyed) can be hit by the fire. Roll one die. A prone soldier is hit on a result of 0; a crouching soldier is hit on a result of 0 or 1; a standing soldier is hit on a result of 0, 1, or 2. If the soldier is hit, roll for damage normally. If more than one soldier is in the

Page 27: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 27

hex, the fire hits the soldier in the most exposed stance first. If there are two or more soldiers in the most exposed stance, de-termine the target of the attack at random. If a hex with more than one active soldier is attacked by aimed automatic wea-pons fire, ro ll one die for each and every soldier to see if he is hit.

If a wall is destroyed, all soldiers in the building hex that the wall bordered are automatically hit. Check damage to each such soldier as if he were h it by semi-automatic rifle fire. A destroyed wall is treated as a clear hexside from then on. If a building hex has two of its wall hexsides destroyed, the build-ing collapses and becomes a rubble hex. Any soldiers occupy-ing the hex when this occurs are killed.

13/6 Aimed Automatic Weapon Damage If an A imed Fire with Personal/Crew Weapon Action is

made with an automatic weapon, there is a chance of hitting

more than one target in the hex. If the primary target in a mul-tiple target hex (9/2) is hit by the aimed fire, roll for damage and apply the result to the primary target normally. If the dam-age die roll was greater than 0, ro ll for damage again. If the result of the second roll is less than the result of the first ro ll, apply the indicated damage to a second target in the hex. If there is a third target in the hex and the second roll was a h it, roll for damage again; if the result of the third roll is less than the result of the second roll, apply the indicated damage to the third target. As long as each damage roll result is less than the one before it, keep rolling for each possible target in the hex. Once a damage die ro ll result is equal to or greater than the previous roll in this process, stop immediately. If there is more than one target (other than the primary target) in the hex, attack the most exposed first (standing, crouching, prone); settle ties at random.

14. Captured Equipment During the course of the game, it is very likely that you

will capture various kinds of German equipment. You may take it from incapacitated, killed, or captured Germans using the Pick Up/Exchange Equipment Action. This equipment can be used with the following restrictions:

Personal Weapons and Crew Weapons. Each captured wea-pon is considered to have only one clip or round of ammo when captured. A German weapon that runs out of ammo dur-ing a Round has no ammo if captured by the US. When using a captured weapon, the US soldier‟s Weapon Skill is considered

reduced by 1 for all purposes. Once captured, use the US am-mo deplet ion procedure, not the German one.

Grenades. Captured grenades can be used just like normal US grenades, with no reduction to the soldier‟s WS.

Radios. Captured radios cannot be used by the US.

Vehicles. Captured vehicles, other than tanks, can be driven by US soldiers. However, the Driv ing Skill of the driver is cons i-dered reduced by 1. A soldier with an original Driving Skill of 0 cannot drive a captured German vehicle.

15. Victory In Ambush! you play to beat the game system itself. Vic-

tory is determined by the accumulation of Victory Points (VPs). The number of VPs you have acquired at the end of a mission determines whether you win or lose.

On the Squad Record are two boxes to record the VPs you gain and lose during the mission. Keep the two totals separate. You gain VPs for performing the tasks listed in the Mission Briefing and as revealed in paragraphs during the mission. You lose two VPs for each US soldier killed or incapacitated during the mission.

In some missions, VPs are not lost for incapacitated US soldiers that you get off the map or into certain listed hexes. Victory points gained or lost by additional forces on the play-er‟s side count towards the player‟s VP total if not instructed otherwise.

At the end of the mission, subtract your VP losses from your VP gains to determine your VP total. Compare this total to the schedule in the Victory section of the Mission Briefing. If the result is greater than or equal to the mission‟s require-ment, you have won; if less, you have lost.

You Are Now Ready to Play Mission 1

At this point, you know all the rules you need in order to play Mis-sion 1: Bloody St. Mick. If you wish to play the game as a campaign using the same squad from mission to mission, read 16 before b e-ginning Mission 1. If you do not wish to play this as a campaign, or you will begin your campaign beginning with Mission 2, begin Mis-sion 1 now.

Page 28: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 28

Mission 1: Bloody St. Mick Late June, 1944. Your squad‟s parent division is advanc-

ing cautiously through the bocage country of Normandy. Earl i-er in the day, another squad was sent ahead to seize a lateral stretch of St. Michaux road that, under Allied control, could be used for ground communicat ion between advancing Brit ish forces to the east and US forces to the west. Unfortunately, the first squad was forced to withdraw under heavy sniper fire from h idden German positions. This afternoon, your more e x-perienced squad is assigned to attempt the same mission: es-tablish control of the St. Michaux road.

YOUR SQUAD You can use the pre-generated squad in this booklet, or

generate one of your own. If you use the squad provided, copy the data onto a blank Squad Record for use in this scenario. If you generate your own, use the equipment listed on the pre-generated squad instead of buying your own for this mission.

SET UP Use Map A. The top of the map is the north edge. Your

soldiers can enter the map in any hexes on the north edge be-tween A1 and J1 (inclusive). No markers begin the mission on the map. There are no special ru les in this scenario, and the water barrier on the map is considered a stream. The Activa-tion Levels are as follows:

c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-8.

VICTORY You need 13 Victory Points to win this mission. The mis-

sion ends in one of two ways.

1. At least one active US soldier is in the building hex T8, at least one US soldier is in the building hexes K13 and L13, and at least one active US soldier is in any hex of the heights in the southeast corner of the map (defined by the elevation change running from Q19 to Y13) from which he can see all the road hexes on the map. No act ive Germans can be on the map. If the mission ends in this manner, you have accomplished your mis-sion and earn 4 additional Victory Points.

2. All active US soldiers have exited the map from hex A1 through hex J1 (inclusive).

At the end of the mission, total your Victory Po ints to de-termine whether or not you have won. VP loss for an incapaci-tated US soldier can be avoided by moving him off the map from hex A1 through J1 or, if mission ending 1 is accom-plished, by moving him into either building hex.

Other Victory Point awards will be revealed during the mission.

16. Campaign Ambush! can be played as separate missions or as a conti-

nuous campaign. If play ing separate missions, use the pre-generated Squad Record in this booklet or generate a new squad for each mission. When playing a campaign, use the same squad on each mission and replace any killed soldiers between missions. The game is most fun when played as a campaign, because the individual soldiers acquire a history and take on lives of their own.

The missions are not presented in chronological order. If you wish to play them in chronological order, by all means do so, but you will have to learn certain scenario-specific rules earlier this way.

16/1 Campaign Procedure For the first mission, use the squad provided in this book-

let or one you generate yourself. This squad will then be used to play the remain ing seven missions. As you play, note any great deeds a soldier performs, in abbreviated form, on his Combat Point section of the Squad Record as a reminder. At the end of each mission, use the following procedure to award Combat Points, improve soldier characteristics, and replace killed soldiers.

1. Award Combat Points At the end of the mission, award each of your surviving so l-diers Combat Points using the procedure and guidelines of 16/2. Incapacitated soldiers receive CPs if you manage to avoid VP loss for these soldiers by exiting them from the map or by another method (as described each mission).

2. Spend Combat Points A soldier who has 6 Combat Points can spend them to increase his various ratings using the procedure and costs in 16/3. If he has fewer than 6 CPs, he cannot spend them at this time. How-ever, CPs can be carried over from mission to mission.

3. Generate Replacement Soldiers For each US soldier killed during a mission, you must generate a replacement soldier, using the procedure outlined in 16/4.

16/2 Combat Point Awards Combat Points are used to represent gains in ability due to

each soldier‟s experiences and actions during missions. When a soldier has accumulated 6 CPs, he can spend them to in-crease one of his ratings – either his IN, PC, WS, or DS.

To determine the number of Combat Points your squad receives at the end of a mission, mult iply the number of sol-diers who survived the mission by 4 if you won the mission, or by 2 if you lost. The result is the number of Combat Points the squad receives. Soldiers who were incapacitated during the mission are considered to survive the mission if you avoid VP loss for their incapacitation, as described in the Victory section of each mission briefing. An incapacitated soldier who causes you to lose two Victory Po ints is considered killed and must be replaced when the mission ends. A surviving incapacitated soldier recovers from his wounds between missions and begins the next mission unwounded.

For example, you win Mission 1, and at the end you have two soldiers killed, two soldiers incapacitated, and four who got out intact. If you managed to exit the two incapacitated soldiers from hexes A1 through J1, they survive the mission. If only one were exited successfully, your squad would be awarded 20 Combat Points (5 soldiers multiplied by 4 for win-ning).

Each surviving soldier automatically receives one CP. The remain ing CPs are divided among the squad members as you see fit. Soldiers should be rewarded according to how well you thought they fought and how important they were to the mis-sion. A single soldier cannot be awarded more than 6 CPs at the end of a single mission. As you play a mission, record the possible reasons for CP awards in each soldier‟s CP box in abbreviated form. The following guidelines serve as a basis for these awards, although they do not cover all eventualities. Spe-cial events, such as blowing bridges and saving wounded com-rades, should also be rewarded, as should commanders giving important turns to other soldiers. Be creative, and award the discretionary points as you feel they are deserved.

Page 29: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 29

For example, wounding a German is usually worth only 1 CP, but if the German was a machine gunner pinning the entire squad, the soldier who wounds him should probably be awarded 2 CPs instead of 1.

SUCCESSFUL ACTION ABBREVIATION RECOMMENDED CP AWARD

Kill German by Fire KF (German #) 2 Incapacitate German by

Fire IF (German #) 2

Wound German by Fire WF (German #) 1

Kill German by Assault KA (German #) 3 Incapacitate German by

Assault IA (German #) 3

Capture German by Assault

CA (German #) 3

Wound German by Assault

WA (German #) 2

Knock Out Tank KOT 4 Immobilize Tank IMT 3

Knock Out Car KOC 3

At the end of the mission, divide your squad‟s CPs among the surviving soldiers by filling in their CP boxes. Use pencil, because they will probably be erased later. It is likely that you will have more CP boxes filled in with abbreviations than you have CPs to distribute. This is intentional. After distributing CPs, erase the abbreviations in those boxes that were not ac-tually awarded a CP.

For example, a squad completing Mission 1 was awarded 20 CPs: 1 per soldier and 15 d iscretionary. The soldier‟s CP boxes were filled in with the fo llowing abbreviations over the course of the mission:

A KF 7 WF 2 Turn

B KA 48 KF 90 C KF 2

D Bridge IF 76 KF 39 WA 48

E

You decide to give soldier E no additional CPs, since he was incapacitated before he could do much. You give soldier D five additional CPs, for a total of 6, because he was the most decisive individual in the game by blowing the bridge and suc-cessfully attacking three Germans. He actually deserves more than 6 CPs, but you are limited to 6 per mission. Soldier C killed German 2, which would normally entitle him to 2 CPs, but the German was already wounded. Thus, you award C only 1 addit ional CP, for a total of 2. So ldier B killed German 48 by assault, but the German was already wounded. He also killed German 90 by fire. You decide he deserves only 4 additional (SP‟s because, while important, the actions were not decisive, and soldier B panicked at a critical moment, causing one US soldier to be killed.

You g ive soldier A, your commander, the remaining 5 CPs for killing one German, wounding another, and giving the turn to soldier D that allowed him to blow the bridge. In the final tally, you fill in the fo llowing number of CP boxes for each soldier on the Squad Record:

A: 6 B: 5 C: 2 D: 6 E: 1

You are now ready to spend soldier A‟s and soldier D‟s CPs to improve their characteristics (16/3).

16/3 Improving Soldier Characteristics If a soldier has accumulated 6 CPs, you can spend them to

improve the soldier‟s ratings. If a soldier has fewer than 6 CPs, they cannot be spent. Instead, they are accumulated from mis-sion to mission until the soldier has 6 to spend. If a soldier has more than 6 CPs accumulated, he can spend them in groups of 6. Any unspent CPs are not lost. When a soldier has CPs he has not spent, simply transfer them to his CP boxes when you fill out the Squad Record for the next mission.

You can spend 6 CPs to raise a soldier‟s In itiative, Percep-tion, Weapon Skill, or Driving Skill. Each rating has a maxi-mum, above which it cannot be raised:

IN: 5 PC: 9 WS: +2 DS: 8

When CPs are spent to raise Perception or Weapon Skill, the rating is raised by one. Driving skill is raised by two. In-itiative is a more basic human ability and is raised using the following procedure. Spend the 6 CPs and roll one die. Locate the result on the following table. If the result is an IN, the sol-dier‟s In itiative is raised by 1; if the result is a PC, the soldier‟s Perception is raised instead. You may have to change the sol-dier‟s MPA if his In itiative increases from 1 to 2 or from 4 to 5. If you try to improve the IN rating when a soldier‟s PC is already 9 but fail, the CP are lost.

Initiative Increase Table

CURRENT INITIATIVE RATING

DIE 0 1 2 3 4

0-2 PC PC PC PC PC 3-4 IN IN PC PC PC 5-6 IN IN IN PC PC 7-8 IN IN IN IN PC 9 IN IN IN IN IN

16/4 Replacements After you have determined and spent your CPs, you are

ready to replace your killed soldiers and those incapacitated soldiers you were unable to save. On your Squad Record, you recorded each soldier‟s cost in Squad Points next to his name in the box provided. When the soldier needs replacing, you can spend those Squad Points again. Furthermore, you can com-bine all such soldiers into one Squad Point total to spend. In this way you need not buy exact replacements (although you often will). In a campaign, the squad points of your squad do not change.

EXAMPLE: You lost three soldiers costing 8, 5, and 1 Squad Points, respectively. Thus, you have a total of 14 Squad Points to buy three replacements. You decide to buy soldiers costing 8, 3, and 3 Squad Points and record their costs on the new Squad Record.

After buying replacements, generate their new ratings us-ing the Perception, Weapon Skill, and Driv ing Skill tables, and the Movement Point Allowance Chart. Record them on the Squad Record and you are ready to begin a new mission. Rearm your entire squad at the beginning of the next mission, using your squad‟s Weapon Point total. You may keep the weapons points constant for all missions, or you may reroll them for each mission, but not a mixture of both.

17. Vehicles Ambush! includes both German and US vehicles. In some

missions, you will be assigned a vehicle; otherwise, you will encounter the vehicles during play. There are two basic types of vehicles: cars and tanks. Cars include jeeps, Kubelwagens, and staff cars, while tanks include German Panzer IV‟s and

Jadgpanthers and US Shermans. Each vehicle has a different set of attributes and is summarized in its own rules section. All German vehicles have cards which determine the vehicle‟s actions during play. US vehicles have no cards (with one ex-ception), and you can perform act ions with them as you wish.

Page 30: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 30

17/1 Vehicle Attributes Size. Each vehicle is classified as large or small. A large ve-hicle presents an easier target to hit than a small vehicle.

Armor. A vehicle can be armored or non-armored. An armored vehicle has an armor rat ing (light, medium, or heavy) assigned to each of its parts. An armored vehicle hit by fire is not af-fected unless the fire achieves a penetration result (13/5) that equals or exceeds the armor rating of the part of the vehicle hit.

Open/Closed. In an open vehicle, all occupants are always exposed to enemy fire. In a closed vehicle, the occupants may not be hit by fire. Non-armored vehicles can only be open. Place a closed marker on a closed vehicle to indicate its status (no marker is used to indicate open status). An armored vehicle can change from open to closed at any time during Operations. During Rounds, the vehicle crew must spend an action to open or close.

Occupants. Every car has a maximum number of soldiers (active or inactive) it can carry, including the driver and all passengers. During Rounds, the occupants of the vehicle spend actions independently. Only the occupant identified as the driver can spend actions to drive the car. Tanks cannot carry passengers and have a crew that cannot leave the tank.

Speed. Each vehicle has a fast and slow speed used for movement during Rounds. When driving fast, there is a chance a vehicle accident may occur, based on the Driving Skill of the driver. During Rounds, a closed tank cannot travel fast, nor may a car which has had its tires shot out.

Hit Chart. Each vehicle has a Hit Chart in its description that is used to determine the location and effects of each successful fire combat against the vehicle. Grenades and satchel charge attacks against vehicles are not resolved using the Hit Charts.

17/2 Vehicle Facing Each vehicle counter has an arrow that points toward the

hexside that the front of the vehicle faces. A vehicle can move by entering the hex in front of it or by backing up into the hex directly behind it. There is no additional cost to turn a vehicle during Operations or Rounds.

Each vehicle has a front, side, and rear that can be hit by enemy fire. Depending on which side is hit, the armor protec-tion and chance of hitting various parts of the vehicle vary, as shown in the Vehicle Summary. To determine the side hit, locate the firing enemy‟s position relative to the target ve-hicle‟s facing on the diagram following. If both attacker and target occupy the same hex, the attacker has his choice of which side to attack (determine the side at random for German attacks).

When a vehicle enters a hex, it faces the hexside opposite the one it crossed to enter the hex. When it enters another hex, change its facing to enter the new hex.

17/3 Vehicle Movement During Operations During Operations, vehicles with an active driver or crew

can move hex by hex across the map. Just like soldiers moving on foot, you must make a Paragraph Check for each hex the vehicle enters. A vehicle can enter any type of hex except a building, rubble, or river hex. A large vehicle cannot enter a woods hex. Accident Checks are not usually conducted during Operations. A maximum of two vehicles can occupy the same hex at the same instant. A disabled vehicle does count against this limit.

17/4 Vehicle Movement During Rounds A soldier in the driver‟s seat of a car can spend one turn to

perform the Drive Vehicle act ion. The crew of a tank can per-

form the Drive Vehicle act ion alone, or in combination with other actions, during a turn.

Each vehicle has two MPAs, slow and fast. Refer to the Vehicle Summary to find the MPAs of the vehicle being dri-ven. A vehicle can be driven slowly at no risk of accident, or fast using the driver‟s or crew‟s Driv ing Skill to avoid acci-dents. When a German vehicle moves, the action paragraph will indicate whether it moves slowly or fast. When a US ve-hicle moves, you decide whether to move slowly or fast. A closed tank can never move fast.

When a vehicle moves, it spends Movement Points to en-ter hexes, just as soldiers do. A vehicle pays the Movement Point cost for each terrain type as listed on the Movement Point Cost Chart. Vehicles are prohibited entering certain ter-rain types listed on the chart. A vehicle cannot expend more MPs than the Movement Point Allowance, slow or fast, then in use. When moving a German vehicle, expend as many MPs of its applicable MPA as possible. A vehicle cannot enter a hex if it does not have sufficient MPs to pay the terrain cost, even if this would be the only hex of its move. There is no additional Movement Point cost to change facing.

When a vehicle is moving and exceeds its slow MPA, it is moving fast and an Accident Check must be made. The check is made the moment the vehicle exceeds its slow MPA. Use the DS of the crew (for a tank) or driver (see Accident Checks, 17/9).

Only two vehicles, disabled or otherwise, can end a turn in the same hex. However, an unlimited number of vehicles can move through the same hex during a turn.

VEHICLE FACING

Page 31: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 31

A vehicle can run over enemy soldiers, using the proce-dure in 17/12.

You may not intentionally drive a vehicle into a crater hex; however, a movement reference might force a vehicle to enter one. If so, the vehicle enters the hex at a cost of 3 MPs, and makes an immediate Accident Check. Craters have no effect on fire combat against vehicles.

17/5 Drivers, Passengers, and Crew Cars. A soldier in the same hex as a jeep, Kubelwagen, or staff car can be the driver, a passenger, or can be outside the ve-hicle. The counters for all soldiers inside a vehicle should be stacked under the vehicle counter. The driver is noted by hav-ing his counter on the top of the stack. The next counter is Pas-senger 1, then Passenger 2, and so on. If the driver changes, put the new driver on top. Sold iers can change places in a ve-hicle, or get in or out of the vehicle, at any time during Opera-tions or by spending a Movement Point during Rounds. A sol-dier outside a car should be placed on top of the vehicle.

Tanks. A tank is operated by a crew that is an integral part of the vehicle, as shown on its card. The number of active crew in a tank determines its IN, PC, WS, and DS ratings. Soldiers cannot enter, drive, or ride upon tanks. Thus, a soldier in the same hex as a tank is outside the vehicle.

Soldier Stances. A soldier‟s stance is irrelevant when occupy-ing a vehicle. Ignore any references to a soldier‟s stance when he occupies a vehicle, which may occur in some German para-graphs.

Command and Panic. The crew of a tank is never subject to the rules of command and can never be given an extra turn by a commander. Tanks panic only if their IN rat ings are reduced to 0 or 1. and a die roll on the Action Round Track is 0, 1, or 2. They never panic due to combat or lack of command. The driver and passengers of a car are subject to command and can be given turns by a commander. If the driver of a car panics due to a combat result, make an immediate Accident Check (17/9). If panic occurs, for a tank or car, due to a roll on the Action Round Track, the vehicle does not move; no Accident Check is made.

17/6 Fire Combat Against Vehicles A vehicle and all its occupants are considered one target

when fired upon. A soldier in a vehicle cannot be singled out as a target.

Although a closed tank is considered an active target for a German soldier, a soldier will not fire at a closed tank if only armed with a weapon (such as a pistol or bolt rifle) that has no chance of achieving the penetration necessary to do damage to the vehicle. The German will ignore those parts of a paragraph instructing him to do so.

When firing at a vehicle, the Base Hit Chance is modified using the vehicle‟s size (large or small) on the Fire Combat Modifiers Chart. Resolve the fire normally using the procedure in 9/1 to determine whether or not you hit the vehicle.

If the vehicle is hit, you must determine which part of the vehicle, or which occupant, is hit. Roll one die and locate the result on that vehicle‟s Hit Chart in the Veh icle Summary to find the part hit. After determining the part hit, determine the effects of the damage using the following guidelines:

Car Passengers. If a passenger is hit, roll for damage using the firing weapon‟s Hit Table on the Weapon Chart. Only one passenger is hit unless using aimed automatic weapon fire (13/6). If the firing weapon is a bazooka, the passenger it hits uses the Personnel result, and all other soldiers roll for damage

on the Grenade Inside row as if they were prone. After resolv-ing these effects, the car is disabled in the hex it occupies.

Car Drivers. If the driver of a car is hit, ro ll for damage using the firing weapon‟s Hit Table. If the result is panicked or wounded, immediately conduct an Accident Check (17/9). If the result is incapacitated or killed, an accident automatically occurs. If using aimed automatic weapon fire, more than one target may be hit (13/6). If the firing weapon is a bazooka, then the driver uses the Personnel result and all other soldiers roll for damage on the Grenade Inside row as if they were prone. After resolving these effects, the car is disabled in the hex it occupies.

Tank Crew. When open, each tank has three crew members exposed to fire, if there are three or more crew members in the tank. If a crew member in an open tank is hit, reduce the size of the crew by one. Note this reduction on the Notes section of the Squad Record. Do not roll fo r damage, because the hit au-tomatically reduces the crew. If using aimed automat ic weapon fire, you may hit more than one soldier in a single fire (13/6). If using a bazooka, the crew member hit is killed; furthermore, roll on the Bazooka Inside row of the Damage Table for each other exposed crew member (treat them as prone for this dam-age roll). If any crew member suffers a wound, incapacitate, or kill result, reduce the crew by one (ignore panic results). The number of exposed crew members remains the same, even if some are hit and the crew size is reduced, as long as there are enough crew members active to fill the gaps.

Vehicle. If a part of the vehicle is hit, refer to the Vehicle Summary for that vehicle to determine the effects of damage.

EXAMPLE: You attack a German Kubelwagen containing three Germans, with an automatic rifle. Your final Hit Chance is 8, and you roll a 6, scoring a hit. Turning to the Jeep/Kubelwagen vehicle summary, you roll one die; the result is a 2, which is located under the three-occupant column to yield a hit on the body of the vehicle. You then roll a 7 on the automatic rifle Damage Table, yielding a result of Light. The penetration result causes the vehicle to be dis-abled in the hex it currently occupies. The occupants of the vehicle are unharmed, however.

If a vehicle is hit by an explosive ammo weapon (bazooka, tank main gun etc.) soldiers in the same hex, but outside the vehicle do not take damage.

Firing at a Soldier in a Hex Occupied by a Vehicle A hex with a vehicle in it is considered a cover hex fo r

purposes of protecting a soldier who is in the hex but not in the vehicle. Exception: When in a terrain type that provides more protection than cover, use the better terrain.

EXAMPLE: If a soldier occupies a clear hex with a vehicle in it, he would be considered in a cover hex. However, if the hex contains woods, use the woods instead of the vehicle, since the woods pro-vides better protection.

Disabled Vehicles A vehicle can become disabled as a result of combat or as

a result of an accident. A disabled vehicle is referred to as be-ing “knocked out” in some places, and “inactive” in others. The terms are synonymous. A disabled vehicle is flipped to its destroyed side for the remainder of the mission. A tank can become immobilized (losing its treads) without being disabled.

When a car/truck/halftrack is disabled, the driver and pas-sengers are immediately placed prone in the vehicle hex, out-side the vehicle, and lose all rounds for that turn.

17/7 Vehicle Fire Combat Tanks. The crew of a tank can fire the various weapons built into the particular tank (17/13). Each crew member is called a Crew Point, and performing combat actions cost a number of Crew Points each, as described in greater detail in Tanks (17/13). A tank can fire one or more of its weapons during the

Page 32: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 32

same turn, depending on the number of crew members active, the Crew Point cost of each fire, and the restrictions for each weapon type. Individual crew members have no personal wea-pons and cannot fire independently. When a tank fires, the -2 modifier that applies to firing from a car does not apply.

Cars. A passenger in a car can conduct aimed or snap fire with his personal weapon according to the fire combat ru les (9). However, there is an additional -2 modifier when firing from inside the vehicle. A driver in a car can conduct one snap fire with h is personal weapon. The -2 modifier for firing from a car applies, in addition to any other modifiers that apply. Soldiers in cars cannot engage in bazooka, satchel charge, grenade, or crew weapon (except mounted machinegun) combat unless specifically noted.

17/8 German Vehicle Paragraphs The actions of German cars and tanks depend on the ac-

tion paragraphs used by the vehicle. The actions of a tank are determined by rolling a die and cross-referencing the result on the German card for that vehicle with the number of active crew members. Look up the paragraph and perform the actions it calls for in order. Complete as many actions as you can, de-pending on the number of Crew Points available and the tank‟s

situation. Thus, if a paragraph calls for an immobilized tank to move, ignore the movement part of the paragraph.

The actions of a German car depend on the action para-graph of the driver. Each German who can drive a car has a column of paragraph numbers on his card that are used when he drives the vehicle, as instructed by other paragraphs during the mission.

A German tank will fire its main gun at the building wall when instructed to fire at a soldier in the build ing (getting the +4 modifier). It will fire only its MGs at a soldier visible be-hind a stone wall, and its main gun at the wall when the soldier there is “known” to it but invisib le (prone).

If a vehicle is instructed to Move Fast but in fact only spends the Slow MP because it ends its movement (due to ob-stacles, because it arrived at the destination, whatever), it also spends only the Crew Points for Move Slow.

17/9 Accident Checks Certain events may cause the driver or crew of a vehicle to

make an Accident Check to determine whether or not an acci-dent occurs. The game is not a simultaneous movement game; therefore, the accident procedure generates accidents that “in-terrupt” the normal course of play. For example, a vehicle moves continuously in reality, but not so in this game. Thus, when a vehicle has an accident, it is assumed to be moving and moves out of sequence in the game. An Accident Check is made for the fo llowing reasons:

1. The instant a vehicle exceeds its slow MPA.

2. When a car‟s driver, wheels, or body is hit in fire combat.

3. When the driver of a car becomes panicked or wounded as a result of combat.

PROCEDURE To conduct an Accident Check, ro ll one die:

If the result is equal to or less than the Driving Skill of the driver or crew, no accident occurs.

If the result exceeds the Driving Skill of the driver or crew, an accident may occur. Roll the die again, and refer to the Ac-cident Table to find out what happens .

17/10 Vehicles, Minefields, and Boobytraps Tanks. A tank that enters a hex with a minefield or boobytrap is unaffected and its crew unharmed. The boobytrap is elimi-nated and the minefield remains. Exception: In Mission 7, the

US is provided with anti-tank mines. These mines are deto-nated only when the hex they occupy is entered by a tank. If a tank enters such a hex, it is automatically immobilized, while a car is disabled.

Cars. When a car enters a hex with a minefield or boobytrap, no PC Check is conducted; detonation is automatic. The ve-hicle is immediately disabled in the mine hex, and each soldier suffers a panic result. If a booby-trapped hex is entered, the driver makes a PC Check; if successful, there is no effect, but the boobytrap remains. If the check fails, the car is disabled and the soldiers in the car panic.

17/11 Grenades and Satchel Charges Tanks. When a tank is open, a grenade can be tossed into the vehicle as if through a building aperture. The penalty fo r throwing through a non-adjacent aperture applies unless the throwing soldier is in the same hex as the vehicle. If a grenade explodes inside a tank, all occupants are killed and the vehicle is disabled. A grenade has no effect on a closed tank.

A satchel charge can be thrown into an open tank in the same way as a grenade. Furthermore, a satchel charge thrown into a tank‟s hex, not into the tank itself, can disable the ve-hicle. If the satchel charge lands in the hex, roll on the Satchel Charge Outside row of the Damage Table. If the result is an incapacitated or kill, the tank is disabled; any other result is no effect.

Cars. A grenade can be thrown into a car as if thrown into a building. The penalty for throwing through a non-adjacent aperture applies unless the throwing soldier is in the same hex as the vehicle. If a grenade explodes inside a car, the vehicle is disabled and the occupants roll on the Grenade Inside row of the Damage Table to determine their wounds (they are consi-dered prone). A grenade thrown into a car‟s hex can disable it. If the grenade lands in the hex, roll on the Grenade Outside row of the Damage Table. If the result is incapacitated or killed, the vehicle is disabled; any other result is no effect. If the vehicle is successfully disabled, ro ll again on the Grenade Outside row once for each soldier in the vehicle.

A satchel charge can be thrown into a car, like a grenade, disabling the car and causing the occupants to roll on the Sat-

GE 45/Y Jagdpanther

+2 VP (+3 PV if knocked out)

Act

Crew IN PC W S DS ACTION DIE

0-1 2-5 6-8 9

5 5 8 +2 8 923 923 925 925

4 3 6 +1 8 923 921 925 923

3 3 5 0 6 921 923 925 925

2 2 3 -1 4 921 924 921 921

1 1 1 -2 2 800 811 811 811

NOTES: Enters open; cannon not prepared on entry . When open, three crew

members v isible. First turn use 922.

GE 13/W Staff Car & Driver

+1 VP (+2 VP if disabled) IN PC WS MPA DS 2 4 0 4 6

Machine Pistol COND SPECIAL

DIE 3-4 S* X C Q

0 827 801 034 642 459

1-2 826 802 034 642 459

3-4 826 813 034 642 459

5-9 642 825 825 826 825

Page 33: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 33

chel Charge Inside row of the Damage Table (they are consi-dered prone). If the satchel charge is successfully thrown into the car‟s hex, instead of into the car, the car is automatically disabled. Roll once for each soldier on the Satchel Charge Out-side row of the Damage Table, treating the soldiers as prone.

Scattering. When an attempt to throw a grenade or satchel charge into a tank or car fails, the scatter procedure is modified as follows:

If the throwing soldier is in the same hex as the vehicle, use Diagram A in section 10/3, except on a roll of 6-9 the gre-nade/satchel will scatter into the target hex outside the vehicle, where the usual grenade/SC procedure is used (PC check etc.). It can damage all soldiers in that hex, including the thrower. However, the thrower himself need not conduct a PC check to react to the grenade (he is already aware of it ); if he has an action left, he may immediately remove the grenade, or if not, he may fall prone immediately. The thrower is assumed to be directly behind the vehicle when determining direction of the throw.

If the throwing soldier is in a hex adjacent to the vehicle, use Diagram A. However, a roll of 6-9 will scatter the grenade into the vehicle‟s hex, not into the vehicle itself, where the usual grenade/SC procedure is used (PC check etc.). It can damage all soldiers in that hex.

If the throwing soldier is in neither the same nor an adja-cent hex, use Diagram A or B, as usual. Should the above pro-cedure scatter a grenade or satchel charge into a building through a wall with no aperture, follow the guideline provided in 10/3 (i.e., the grenade or satchel charge will bounce off the wall into a different hex). Note that a grenade can never scatter back into the inside of a vehicle or into the thrower‟s hex.

17/12 Running Over Soldiers A tank or car may run over enemy and friendly soldiers.

When a vehicle enters a hex containing one or more friendly soldiers, make an Accident Check. If the check is successful, you miss the soldiers. If the check fails, each active soldier about to be run over makes a PC Check; those that succeed get out of the way and are unharmed. They remain in the same hex, but are considered out of harm‟s way. Those that fail or are inactive are hit. If hit by a tank, they are immediately killed. If hit by a car, each soldier hit rolls as if hit by bolt rifle fire, and the car must roll on the Accident Table once more for itself.

When a vehicle enters a hex containing enemy soldiers, a similar procedure is used. The only difference is that you make your Accident Check to hit the enemy, not to miss them. Thus, if you succeed in rolling against your Driv ing Skill, you may hit the enemy. The enemy first gets to make PC Checks, as above; those that fail are hit. An incapacitated enemy soldier is automatically hit and killed.

If a US vehicle attempts (and fails) to run over a German soldier and wants to try again in the same turn, the vehicle must exit the hex, turn around sharply (1 MP), and conduct an Accident Check in the hex where it performed the sharp turn. If successful, the vehicle can return to the hex containing the German soldier and once more attempt to run him over.

17/13 Tanks There are three different tanks depicted in this game: the

German Panzer IV tank, the German Jadgpanther tank destroy-

er, and the US Sherman medium tank. Every tank has its own card, identified in the mission briefing or in a paragraph. Each tank card lists its ratings depending on the size of the crew.

The Panzer IV and Sherman tanks have three weapons: the cannon and coaxial medium machinegun are in the turret and can fire in any direction. However, only one of these can be fired in one turn. The bow medium machinegun is in the body of the tank and can be fired in the same turn as the cannon or coaxial weapon, but can be fired only at a target in front of the tank (as defined in the facing diagram).

The Jagdpanther has two weapons: the cannon and bow medium machinegun. The cannon is mounted in the body, not on a turret, and thus can fire only at a target in front of the tank. The bow machinegun can fire only at a target in front of the tank as well, although it can be fired in the same turn as the cannon. If the Jagdpanther is ever immobilized, it can fire its cannon only down the single hex row that the front of the tank faces. This reflects the limited traverse of the gun. The machi-negun can still fire in the forward arc, however.

A Panzer or Sherman can fire its cannon and coaxial ma-chinegun at a target into the same hex as the vehicle. They cannot fire their bow machineguns, however. A Jagdpanther cannot fire either of its weapons (cannon or bow machinegun) at a target into the same hex. (Per 17/12, Vehicle Facing, if both attacker and target occupy the same hex, the attacker has his choice of which side to attack.)

TANK ACTIONS A tank receives turns in a Round just as a soldier does.

When a tank receives a turn, it can spend a number of Crew Points up to the number of men currently in its crew to per-form any of the following actions. A single task from this list cannot be conducted more than once in a single turn.

Aimed Fire with Cannon (2 Crew Points). The cannon and coaxial machinegun cannot be fired in the same turn. The can-non must already be loaded. When a cannon is fired, it be-comes unloaded. A tank never runs out of cannon ammo or jams its cannon.

Load Cannon (1 Crew Point). The cannon cannot be reloaded in the same turn in which it fires, or in which the coaxial ma-chinegun is fired.

Aimed Fire with Bow Machinegun (2 Crew Points). Target must be in front of the tank. Bow machineguns never run out of ammo, but they can jam.

Snap Fire with Bow Machinegun (1 Crew Point). Target must be in front of the tank.

Aimed Fire with Coaxial Machinegun (2 Crew Points). Can-not load or fire the cannon in the same turn in which the coaxi-al machinegun is fired. Coaxial machineguns never run out of ammo, but they can jam.

Snap Fire with Coaxial Machinegun (1 Crew Point). Cannot load or fire cannon in same turn in which the coaxial machine-gun is fired.

Move Slowly (2 Crew Points).

Move Fast (3 Crew Points). Vehicle must be open.

Open or Close Tank (all Crew Points). Cannot be combined with any other task in the turn. Place a Closed marker on the tank.

Page 34: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 34

Mission 2: Advance on Cha-soul

August, 1944. Your squad‟s parent division is racing across France toward the German frontier in the face of cru m-bling German resistance. While your regiment awaits more fuel, your men are sent ahead to scout out the small town of Chasoul. With the Germans retreating faster than you can ad-vance, no opposition is expected, and your men should be able to occupy the village until relieved.

YOUR SQUAD You can use the pre-generated squad, your squad from

Mission 1, or a new squad. Regardless of which you use, buy new equipment from the Equipment Costs Chart using your squad‟s Equipment Po ints.

SET UP Use Map B. The top of the map is the north edge. Your so l-diers can enter the map in any hexes on the west edge between A6 and A15 (inclusive). No markers begin the mission on the map. There are no special rules in th is mission, and the water barrier on the map is considered a stream. The Activation Le-

vels are as follows:

c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-6. c5: 0-7. c6: 0-6.

VICTORY You need 25 Victory Points to win. You receive one Vic-

tory Point for each building hex that any of your soldiers enter. Other ways of gaining VPs may be revealed during the mis-sion. The mission ends in one of two ways:

1. All the building hexes have been entered by US soldiers, and all your active soldiers are in the railroad station (06, P5, and Q5).

2. All your active soldiers have exited the map from any valid entry hex (A6 through A15, inclusive).

VP loss for an incapacitated soldier can be avoided by moving him off the map from hex A6 through A15 or, if all building hexes have been entered, by moving him into the rail-road station.

Mission 3: A Cold Morning in Belgium

Your squad, on garrison duty in a quiet sector of the front, is bivouacked in a small village just east of a running river. On this misty, snowy morning, your men have been ordered to patrol nearby bombed out buildings to check for German scouts.

YOUR SQUAD You can use the pre-generated squad, your own continuing

squad, or you can generate a new squad. Buy all new equip-ment using your squad‟s Weapon Points, and receive a free radio.

SET UP Use Map B. The top of the map is the east edge. Place

your soldiers in three different build ings of your choice. Your squad has a jeep that you can place in any clear hex ad jacent to a road. Build ing hex L10 contains a fuel dump with dozens of full gas cans. Unlike other missions, this mission has no Acti-vation Levels, because the Germans all enter by random event.

SPECIAL RULES Weather. A light mist over the area reduces visibility to six hexes for the duration of the mission, unless stated otherwise in a paragraph.

Paragraph Checks. When in Action Rounds, do not conduct Paragraph Checks when your soldiers enter hexes. Paragraph Checks for hex entry are conducted normally during Opera-tions.

River. The water barrier from hex A6 to hex Y17 is a river. A river cannot be entered except by crossing on an intact bridge.

VICTORY You need 25 Victory Points to win. You receive one Vic-

tory Point for each of the following hexes that any of your sol-diers enter: A3, A4, B3, C3, T3, U4, and V3. Other methods of Victory Point gain will be revealed during the mission. VP loss for an incapacitated soldier can be avoided by moving him off the map from hex A13 through A19 (inclusive). The method by which this mission ends will be revealed during play.

Mission 4: D-Day Night Drop to Destiny

D-Day, 6 June 1944. In the early morning, your squad‟s parent unit is paratrooping on to the Cotentin Peninsula in sup-port of the US landings at Utah Beach. Your squad has been assigned to capture, intact, two bridges in a small hamlet near the town of Carentan. Opposition is expected, although recon-naissance has shown no presence of tanks or heavy weapons in the immediate v icin ity of the drop zone.

YOUR SQUAD You can use your continuing squad, the pre-generated

squad, or a new one. Regardless of which squad you use, buy all new equipment within the following restrict ions. Since your mission is a night paradrop, you are restricted in the equipment you can use. You can buy only six types of weapons:

Carb ines Sub machineguns Automatic Rifles

Pistols Grenades Bazookas

You cannot buy machineguns or semi-automat ic rifles (M -1 Garands). A soldier can carry only one Port Box of weapons and cannot carry bazooka ammo.

In this mission, you are given a weapons cache that lands by parachute with you. This cache can carry 4 Port Boxes of weapons and 8 Ammo Boxes of ammo. You can put equip-ment and ammo of your choice into the cache, subject to the five weapon type limit of this mission. Bazookas, automatic rifles, and bazooka rounds must be put in the cache. The cache enters play like a soldier, drifting onto the map and landing. It has two sides to its counter: closed and open. When the cache counter lands, it remains closed-side up until opened. To open it, a soldier must occupy the same hex, crouching and spending

Page 35: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 35

one Action to open it. Thereafter, soldiers can use the Pick Up/Exchange Equipment action in Operations or Rounds to remove its contents. The cache can be lost if it lands in the river; otherwise, it will be unharmed by the landing.

SET UP Use Map B. The top of the map is the north edge. Your

soldiers set up on the map according to the paradrop rules (see below). No markers begin the mission on the map. The Activa-tion Levels are as follow:

c2: 0-2. c3: 0-5. c4: 0-8. c5: 0-8. c6: 0-8.

Activation is not possible during Condit ion 1.

PARADROPPING PROCEDURE This mission begins with your squad drifting in from the

east edge of the map. To begin, place your soldiers and the weapons cache on the hexes Y6 through Y15 (inclusive), one counter per hex. Then conduct the following procedure. Com-

plete the landing of one counter before beginning the move-ment of another.

1. Drift Movement The counter drifts one hex at a time, using the drift procedure below.

2. Landing When the message, Land, indicates that the soldier has landed, use the landing procedure below to see if he is injured. The weapons cache is never affected by its landing, except if it lands in the river (in which case it is lost permanently).

3. Repeat Steps 1 and 2 Repeat the first two steps until all counters have landed, then continue to Step 4.

4. Put new Condition into Effect Unless a paragraph indicated otherwise, go to Condition 2.

5. Paragraph Checks Make a Paragraph Check for each hex occupied by a US sol-dier, active or inactive, but not one for the weapons cache. Use the procedure in Activation below.

6. Commence Rounds or Operations If an Activation occurred in Step 5, then commence Rounds. Otherwise, commence Operat ions as usual.

DRIFT After you have set up your counters, one per hex, in hexes

Y6 through Y15, choose one to move first. The drift and land-ing of this counter must be finished before beginning another. Roll one die to determine which hex the counter enters when it drifts. If the result is even, the counter drifts one hex northwest of its current location. If the result is odd, it drifts one hex southwest of its current location.

Make a paragraph Check for the new hex occupied by the counter. If the message. Land, appears, the counter lands; oth-erwise follow the instructions in the paragraph listed. If the counter does not land, roll again for drift and enter the indi-cated hex, making a new Paragraph Check. Continue this pro-cedure until the counter lands.

LANDING When a counter receives a Land message from a Para-

graph Check, it lands in that hex. After all soldiers and the cache have landed, the Condition changes. Put Condition 3 into effect if one or more US soldiers were fired upon in Con-dition 1; otherwise, go to Condition 2.

The type of terrain in the landing hex may affect the quali-ty of each landing. The cache lands intact unless it lands in the river. It if lands in the river, roll a die to determine if it is lost; otherwise, no die roll is made for other terrain types. With sol-diers, roll one die for each counter and locate the result under the terrain in which he landed to determine if he is injured. When a soldier lands, place a Prone marker on him to indicate his stance. In addition, place a Parachute marker on him, 2-side up, indicating that his chute is on and it requires two actions to remove.

When a counter lands, roll one die and consult the terrain type of the hex in which it landed:

River 0-1: Just misses the river! The soldier or cache lands on hex north of the river hex. 2-5: Cache lands in the river and is lost! Soldier lands in the river, but is able to struggle out of his har-ness and get to shore. Place the soldier on an adjacent all-land hex, determined at random, crouching. The soldier has lost all his equipment and ammo; erase his Port and Ammo Boxes. 6-9: So ldier or cache lands in river and is swept away! The sol-dier drowns and all his equipment is lost. The cache is lost.

Clear or Road 0-8: Good landing! 9: Bad landing! The soldier is wounded.

Cover or Brush 0-8: Good landing! 9: Bad landing! Roll one die again; on a roll of 0-4, soldier is wounded; on a roll of 5-9, soldier is inca-pacitated.

Rough or Woods 0-4: Good landing! 5-8: Bad landing! Roll one die again; on a roll of 0-5, there is no effect; on a roll of 6-9, soldier is wounded. 9: Roll one die again; on a roll of 0-4, soldier is wounded (place him in a clear hex of your choice adjacent to landing hex); on a ro ll of 5-9, soldier is incapacitated (place him a clear hex, determined at random, adjacent to landing hex).

Building 0-3: Just missed it! Roll for drift again. 4-7: Ro ll one die; on a roll of 0-4, good landing (place soldier in clear hex of your choice adjacent to building); on a roll of 5-9, soldier is wounded (place him in clear hex of your choice adjacent to building). 8: Roll one die; on a roll of 0-4, soldier is wounded (place him in a clear hex of your choice adjacent to building); on a roll of 5-9, soldier is incapacitated (place him in a clear hex, determined at random, adjacent to building hex). 9: Roll one die; on a roll of 0-4, soldier is incapacitated (place him in a clear hex, determined at random, ad jacent to building hex); on a roll of 5-9, soldier is killed (p lace him in a clear hex, deter-mined at random, adjacent to build ing hex).

ACTIVATION ON LANDING After all US counters have landed, make a Paragraph

Check for each hex occupied by a US soldier (do not make a check for a hex occupied solely by the cache). If a German activation occurs, place the new German on the map, but do not commence Rounds. Note which side was to receive the

advantage and two turns, and continue making Paragraph Checks. Complete all Paragraph and Activation Checks before beginning Rounds.

When Rounds are begun, all Germans activated are used, but only one Activation result is used to determine who has the advantage and who receives two turns. Ignore US awareness

Page 36: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 36

references; all US soldiers are automat ically aware when they land. If more than one Activation occurs and if in Condition 2 when the Activations occur, use the result most advantageous to the US. If in Condition 3, use the Activation result most advantageous to the Germans.

EXAMPLE: The US lands and Condition 2 is put into effect. Three Germans were activated during the landing. One Activation para-graph said “Commence Rounds. US advantage.” The second said, “Commence Rounds. US advantage. All US soldiers that can see hex H-14 are automatically aware. All aware US soldiers, that do not panic, receive 2 turns this Round.” The third said, “Commence Rounds. German advantage.” In this case, the second result is used, because the Activation occurs in Condition 2 and it is the most advantageous to the US. However, you would ignore the US automatic awareness reference. Had it been Condition 3, the last result would have been used, since it is the most advantageous to the Germans. If in Condition 3 and only the first and second results had occurred, the first would have been used, because it is better for the Germans than the second one.

Each soldier must remove his chute before he can move or perform any other action.

PARACHUTE REMOVAL If Rounds begin when the landing occurs, all US soldiers

are considered prone, unless otherwise specified by the terrain result in Landing (above). The soldier must remove his para-chute before he can perform any other action. To remove the chute, he must be crouching or standing. It takes two actions to remove. The actions need not be consecutive. When the first action is used, turn the Parachute marker over to its 1-side. When the second action occurs, remove the Parachute marker. Once removed, the soldier can perform actions normally. It is not possible to remove another soldier‟s parachute, and a pa-nicked soldier cannot remove his own.

If Rounds do not begin when the landing occurs, com-mence Operat ions. The parachutes are automatically removed in Operat ions.

SPECIAL RULES

Night Visibility. The mission occurs in the very early morning, and visibility is reduced to five hexes for the duration of the mission. A soldier can trace an LOS only five hexes.

River. The water barrier from hex A6 to Y17 is a small river. It cannot be entered except by crossing on an intact bridge. If a soldier parachutes into the water, there is a good chance he will drown.

VICTORY You need 10 Victory Points to win. You receive 4 Victory

Points if you capture a bridge intact by unwiring the German explosives under it. It takes four turns to unwire a bridge. The same soldier need not expend all four turns; they can be split between two or more soldiers. In addition, the turns need not be made consecutively. Keep track of turns on the Notes sec-tion of the Squad Record. Once unwired, a bridge is captured and cannot be blown up by the Germans.

If you capture both bridges, you receive 10 Victory Po ints, not 8. You also receive VPs for the Activation of Germans and their capture, as revealed in the mission. VP loss for incapaci-tated soldiers cannot be avoided in this mission. The mission ends in one of three ways:

1. If in Condition 4, 5, o r 6, the game ends if there are no ac-tive Germans on the map and both bridges are captured and/or blown.

2. All your active soldiers have exited the map, from any map edge hex.

3. A ll US soldiers are killed.

Mission 5: Operation Pick-pocket

4 Ju ly 1944. Your squad has volunteered for a dangerous commando raid deep behind German lines. Your mission is to slip into Holland, with the aid of the Dutch underground, and raid a hidden German rocket base near The Hague. Allied high command is very interested in seeing documents for the ru-mored V-2 rocket and in having the base destroyed.

YOUR SQUAD Buy new equipment for your squad. Since you are travel-

ling light, you cannot buy the following:

Automatic Rifles Bazookas Medium Machineguns

Within these limitations, you can buy any of the equip-ment on the Equipment Costs Chart. In addition, you receive two satchel charges free.

SET UP Use Map B. The top of the map is the north edge. Your

soldiers can enter the map on the south or west edges, between hexes A12 and L19 (inclusive). No markers begin the mission on the map. The Activation Levels are as follows:

c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-7.

SPECIAL RULES

River. The water barrier from hex A6 to Y17 is a river. A river hex can be entered only by crossing an intact bridge or by crossing at a ford. The locations of fords will be revealed by paragraphs during play. When revealed, place a ford landmark in the hex. A ford hex can be entered from any adjacent land hex, regard less of the facing of the ford marker.

VICTORY You need 15 Victory Po ints to win. You will be awarded

Victory Points for finding documents and destroying installa-tions as revealed during play. The VP award for documents only counts if your soldier exits the map with the documents. When documents are found, note the soldier carry ing them on your Squad Record. Should a carrying soldier be killed, anoth-er soldier can pick up the documents, using the Pick Up/Exchange Equipment action. The mission ends only when all your active soldiers have exited from the map from any valid entry hex (A12 through L19, inclusive).

VP loss for an incapacitated soldier can be avoided by moving him off the map from hex A12 through L19.

Page 37: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 37

Mission 6: Pleasure Boating to the West Wall

16 January 1945. The US army has reached the German fortified line called the West Wall. Near the German town of Trier, a cluster of bunkers are holding up the US advance. Re-peated attacks and B-17 bombings have failed to destroy the bunkers. Your squad has been volunteered for a dangerous mission – approach the West Wall by canoe at night and take out the bunkers.

YOUR SQUAD Buy new equipment for your squad, keeping in mind that

you need to destroy concrete bunkers. In addition, you receives four canoes and four satchel charges free.

SET UP Use Map A. The top of the map is the north edge. Your

soldiers enter the map in hex H1 by canoe, as described in the canoe rules. The following markers begin the mission on the map:

Craters: G7, K8, L12, L15, K18, M17.

Rubble: K13, L13.

The Activation Levels are as follow:

c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-7.

SPECIAL RULES

River. The water barrier from hex H1 to O19 is a river and can be crossed only by an intact bridge or by canoe.

Night Visibility. The mission occurs at blackest midnight; thus visibility is reduced to five hexes for the duration of the mis-sion. A soldier can trace an LOS only 5 hexes, excluding his own hex.

Canoes. The US has four canoes, each of which can carry two soldiers. Furthermore, each canoe can carry two Port Boxes of equipment, which is recorded on the Notes section of the Squad Record. A canoe can carry a third soldier instead of equipment in its Port Boxes (which is useful in taking out wounded soldiers). When a soldier is in a canoe, he can carry his ammo and personal weapon, but any bazookas, medium machineguns, and satchel charges must be put in the canoe‟s two Port Boxes.

Canoes move one hex at a time in Operat ions, and Para-graph Checks are made as usual. During Rounds, each canoe has a Movement Point Allowance of 4 and moves using the actions in 6/7, such as Move/Snap Fire or Move. A canoe spends one Movement Point per river hex entered and can move in both directions on the river. A canoe must be manned by two active US soldiers in order to move. It can move only once per turn, even if both soldiers receive actions in the same turn. The canoe moves when one of its soldiers receives a turn. For example, If soldier A receives two turns and soldier B receives one, the canoe can move twice: once in turn 2 for sol-dier A‟s action and again in turn 1 for one of the two soldier‟s actions. The front of the canoe faces the river hexside the ca-noe will enter next. Canoes can turn in any direction in a hex at no additional cost.

A canoe can beach in any hex ad jacent to the river at a cost of one Movement Point in Rounds, and at no additional cost in Operations. When it beaches, turn a canoe counter over to its beached side. The soldiers are still in the beached canoe until they exit the canoe. To enter or exit a canoe, the canoe must be beached and the soldier must occupy, the canoe‟s hex. He must then spend one Movement Point, if in Rounds, or one action, if in Operations, to enter the canoe. Equipment stored

in the canoe‟s Port Boxes may be removed using the Pick Up/Exchange Equipment action.

Soldiers can engage in all forms of combat from their ca-noes. When fired on, they are considered crouching in clear terrain. When a German fires at a canoe, the targets are the soldiers in the canoe; however, if the fire misses, there is a chance the canoe may be hit. If a German fire misses, roll one die; on an even result, the fire hits the canoe. When a canoe is hit, it is punctured and must beach to avoid sinking. Beaching must occur during the next turn that canoe receives; otherwise it sinks. If it sinks, all equipment in the canoe‟s Port Boxes is lost. Any soldiers in the canoe survive and are placed in a land hex adjacent to that river hex, with all their personal equipment intact.

Bunkers. The Germans have an unknown number of h idden bunkers that you must find and knock out. Each bunker faces all six of its hexsides and has a door on one side. The German activation paragraph will indicate which side the door faces. All six faces of the bunker are considered window apertures for combat purposes, even the door side. Treat the bunker as a building with all windows for LOS purposes.

When firing at a bunker, you can aim at a soldier visible through an aperture, if visible, or you can choose to fire at the bunker itself. To fire at a soldier, the soldier must be crouching or standing. However, a crouching soldier cannot be fired at if your soldier is adjacent to the bunker and is also crouching (see LOS, Building Hexes). A prone soldier in a bunker cannot be seen through a doorway (even if the door has been breached) unless the sighting soldier is in a hex adjacent to the door (per LOS rules , Build ing Hexes). When firing at the bunker, there is a +2 modifier. Thus, the chances of hitting the bunker are much greater than the chance of hitting an indiv idu-al soldier through an aperture.

When attacking the bunker itself with fire combat, use the following procedure. First, resolve the fire to determine whether or not you hit the bunker. If you miss, there is no ef-fect. If you hit, then determine the side of the bunker that has been hit. There are only two possible sides: the front and the door.

When the facing has been determined, ro ll one die and lo-cate the result on the following chart to determine the part of the building hit, much as you would do in attacking a tank. Then resolve the combat using the Damage Table s ection of the weapon being fired.

Page 38: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 38

Bunker Hit Tables FRONT FACING DOOR FACING DIE PART HIT ARMOR DIE PART HIT ARMOR

0-7 Wall H 0-4 Wall H 8 Aperture M 5-7 Door L 9 Crew * 8-9 Crew *

*If bazooka fire, treat as an aperture hit if front facing is fired upon, as a door hit if door facing is fired upon.

DAMAGE EFFECTS

Wall. If the wall is hit and the penetration result is an H, the bunker is destroyed and all Germans inside are killed. Turn the bunker counter over to its destroyed side. If the penetration result is less than H, no effect.

Aperture. Like a wall, except an H or M penetration result causes the destruction.

Door. Any H or M penetration result causes the bunker to be destroyed. An L penetration result causes the door to be breached. If breached, treat that hexside like a doorway instead of a window (the door has been blasted open). If can be crossed by US soldiers to enter the bunker.

Crew. If the crew is prone, the fire misses (Exception: If firing

through the door which was previously breached). If the crew is not prone, then determine the target hit at random. Resolve damage against that soldier alone, unless using aimed fire with

an automatic weapon, in which case more than one soldier may be hit.

A bunker can also be attacked by grenade or satchel charge as if it were a normal building hex.

A bunker is considered knocked out for Victory Point pur-poses when all its original occupants have been killed or inca-pacitated and one of the following has occurred:

1. The bunker has been reduced to rubble.

2. A satchel charge has been set off inside the bunker. A sat-chel charge set off inside a bunker destroys the bunker for vic-tory point purposes but does not reduce it to rubble.

VICTORY You need 12 Victory Points to win. You receive 6 Victory

Points for each bunker you knock out. You also receive Victo-ry Points for the appearance of Germans. You lose Victory Points for the incapacitation and killing of US soldiers. VP loss for an incapacitated soldier can be avoided by moving him off the north map edge. You can exit him by canoe if you choose. When moving an incapacitated soldier by canoe, do not roll fo r his death for each hex entered as you would on foot.

The mission ends the instant there are no active US sol-diers on the map.

Mission 7: Bait for the Trap 8 August 1944. The German Seventh Army is counterat-

tacking toward the French town of Mortain. The purpose – close the Allied breakout from the Normandy beachhead. Al-lied high command has determined to draw the Germans into pushing so far that the planned Allied counterattack will encir-cle the entire German army. Your squad stands directly in the path of the oncoming 2

nd Panzer Div ision. Your mission is to

delay the Germans and make them pay for the ground they gain, then retreat safely to the rear toward the main US line.

YOUR SQUAD Buy equipment for your squad, keeping in mind that a

tank attack is expected. In addition, you receive a jeep and two anti-tank mines, at no cost.

SET UP Use Map A. The top of the map is the south. You can set

up your squad anywhere you wish on the west side of the river or within three hexes of the river on the east side. The Ger-mans will enter from the east edge of the map. When setting up on the east side, the three-hex range is counted from the river to the setup hex, excluding the river hex itself. The jeep and mines must also be set up within these limitations. Do not set up your anti-tank mines in woods hexes, since tanks are large vehicles that cannot enter woods. Your soldiers with bazookas and medium machineguns can begin the mission with them already prepared.

SPECIAL RULES

Stream. The water barrier from hex H1 to O19 is a stream and can be crossed at any point by spending Movement Points as summarized on the Movement Point Cost Chart.

Anti-Tank Mines. Use two minefield markers as your antitank mines and set them up within the restrictions of the setup. An-

ti-tank mines exp lode only when a vehicle enters their hex; soldiers can enter such a hex with no effect. A car that enters an anti-tank mine hex is immediately d isabled and all soldiers in the vehicle roll for damage as if hit by a bazooka outside. A tank that enters an anti-tank mine hex is immobilized and can-not move for the duration of the mission. It can. however, con-tinue to fire.

German Entry. Since you are on the defense, the Germans enter by Random Event. There are no Activation Checks in this mission. Once you have set up your soldiers, roll for Ran-dom Events until a German is activated and Rounds com-mence. If you ever re-enter Operations (unlikely), and do not wish to move any of your soldiers, roll for Random Events again until another German enters and Rounds commence again.

VICTORY You need 5 Victory Points to win. You receive Victory

Points for the activation of Germans and their destruction (if vehicles). You lose VPs for the incapacitation and killing of US soldiers. VP loss for an incapacitated soldier can be avoided by moving him off the west map edge, from hex Y1 to Y19 (inclusive). Furthermore, you lose VPs for each German soldier or vehicle that exits the west map edge. The number of VPs lost equals twice the VP value of the German. Thus, if a German is worth 1 VP for activation and 1 additional if cap-tured, you would lose 4 VPs if he exits the map.

The mission can end only during Condition 4. It ends the instant there are no active US soldiers on the map. Important: Germans still on the map when the mission ends do not cause you to lose VPs. You lose VPs only for those Germans that exit before the mission ends.

Page 39: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 39

Mission 8: Dash for the Sambre

Early September, 1944. As your parent division enters the low countries, your regiment is assigned a company of Sher-mans for special infantry support. Yesterday, in the face of heavy German mortar fire, you received orders to hold up west of the Sambre River. But now, one of these precious tanks has been dispatched to move ahead with your squad. Unfortunate-ly, the final approach to the only bridge over the river in your sector is a vulnerable raised road. Your men are to set out ahead of the tank to clear the area leading to the bridge and to secure the bridge itself. Once the tank has crossed the bridge, you are to advance with discretion.

YOUR SQUAD Buy new equipment for your squad.

SET UP Use Map A. The top of the map is the north edge. Your

soldiers can enter the map in any hexes on the west edge be-tween A1 and A6 (inclusive). No markers begin the mission on the map. The Activation Levels for this mission are as follows:

c1: 0-1. c2: 0-4. c3: 0-5. c4: 0-6. c5: 0-7.

SPECIAL RULES

The Tank. The tank is not available to you at the start of the mission, but is expected shortly. During the mission, a para-graph will state the availability of the tank and its card number. The tank can enter play in hex A6 only. Remember, since a tank is a large vehicle, it cannot enter a woods hex. See the tank vehicle summary for the tank‟s Hit Chart.

The Sambre River. The water barrier running from hex H1 to O19 is a river, and may not be entered except were crossed by an intact bridge.

Embankments. In this mission, embankment hexsides present no special hazard to foot soldiers, but are too steep for wheeled and tracked vehicles. Vehicles are prohibited from crossing embankment hexsides.

Roadblocks. During the past few days, your squad has repeat-edly come upon roadblocks hastily constructed by the retreat-ing Germans. Composed of logs and any available junk, these barriers can be moved aside with some effort. A roadblock encountered during this mission can be removed during Opera-tions only. At least three active US soldiers must be in the roadblock hex and you must conduct an Event Check. The roadblock marker can then be removed from that one hex.

Prohibited Hexes. Certain hexes are keyed on the Mission Cards with the message “XXX” to remind you that these hexes cannot be entered.

VICTORY You need 18 Victory Points to win. You earn one Victory

Point for each active soldier that exits the map from hex Y8. Other ways of gaining VPs may be revealed during the mis-sion. The mission ends in one of two ways:

1. A ll active US soldiers have exited the map from hex Y8. The tank can remain on the map.

2. All active US soldiers have exited the map from hex A1 through A6 (inclusive). The tank can remain on the map.

VP loss for an incapacitated soldier can be avoided by moving him off the map from hex A1 through A6 (if the second mission ending is chosen) or from hex Y8 (if the first mission ending is chosen).

Design Credits

Design and Development: Eric Lee Smith and John H. Butterfield

Design Assistance: Bob Ryer, Mark Herman, and Gerry Klug

Graphics: Ted Koller

Rules Editing: Bob Ryer

Playtesting: Dave Cogger, Mark Herman, Erica Johnson, Nick Karp, Michael Moore, Cosmo Prete, Bob Ryer, Kevin Wilkins

Production: Ted Roller, Bob Ryer, Eric Lee Smith, Jim Talbot, Bob Haynes, Colonial Composition, Monarch Services, Inc.

Front Cover Art: John H. Butterfield

Back Cover Art: Jim Talbot

Project Oversight: W. Bill

Errata and Clarifications: Lutz Pietschker

Reformatting: Andrew Korson

Rev 1.0, May 2011

Page 40: Ambush Rules With Errata R1

AMBUSH! RULES: PAGE 40

VEHICLE SUMMARY

JEEP/KUBELWAGEN Small Vehicle; Non-Armored; Open Only MAXIMUM OCCUPANTS: 4

SLOW MOVEMENT POINT ALLOWANCE: 5

FAST MOVEMENT POINT ALLOWANCE: 9

Hit Chart NUMBER OF OCCUPANTS

ITEM HIT 0 1 2 3 4

Tire 0-1 0-1 0 0 0

Body 2-9 2-7 1-5 1-4 1-3

Driver - 8-9 6-7 5-6 4-5

Psgr l - - 8-9 7-8 6-7

Psgr 2 - - - 9 8

Psgr 3 - - - - 9

Psgr 4 - - - - 9

Damage Effects Tire. Vehicle cannot be driven fast. If occupied, make an immediate Accident Check. Body. Resolve combat using Damage Table of attacking weapon. If result is a penetration result, the vehicle is disabled. If any other result is achieved against it, make an immediate Accident Check. Driver. Ro ll for damage using the Damage Table of the attacking weapon. If driver panics or is wounded, make an immediate Accident Check. If driver is incapacitated or killed, an accident occurs; roll on the Accident Table. Passenger. Roll for damage using the Damage Table of the attacking weapon.

STAFF CAR Small Vehicle; Non-Armored; Open Only MAXIMUM OCCUPANTS: 5

SLOW MOVEMENT POINT ALLOWANCE: 5

FAST MOVEMENT POINT ALLOWANCE: 10

Hit Chart NUMBER OF OCCUPANTS

ITEM HIT 0 1 2 3 4 5

Tire 0-1 0-1 0 0 0 0

Body 2-9 2-7 1-5 1-4 1-3 1-2

Driver - 8-9 6-7 5-6 4-5 3-4

Psgr 1 - - 8-9 7-8 6-7 5-6

Psgr 2 - - - 9 8 7

Psgr 3 - - - - 9 8

Psgr 4 - - - - - 9

Damage Effects Tire. Vehicle cannot be driven fast. If occupied, make an immediate Accident Check. Body. Resolve combat using Damage Table of attacking weapon. If result is a penetration result, the vehicle is disabled. If any other result is achieved against it, make an immediate Accident Check. Driver. Ro ll for damage using the Damage Table of the attacking weapon. If driver panics or is wounded, make an immediate Accident Check. If driver is incapacitated or killed, an accident occurs; roll on the Accident Table. Passenger. Roll for damage using the Damage Table of the attacking weapon.

(M): Medium armor rating. (H): Heavy armor rat ing .

PANZER IVISHERMAN Large Vehicle; Armored; Open or Closed CREW: 5

SLOW MOVEMENT POINT ALLOWANCE: 3

FAST MOVEMENT POINT ALLOWANCE: 6

Hit Chart FACING HIT

Front Side Rear ITEM HIT CL OP CL OP CL OP

Tread 0-1 (M) 0 0-3 (M) 0-2 0-1 (M) 0-1 Body 2-6 (H) 1-4 4-6 (H) 3-4 2-6 (M) 1-4 Turret 7-9 (H) 5-6 7-9 (H) 5-6 7-9 (H) 5-7

Crew - - 7-9 - - 7-9 - - 8-9

Damage Effects Tread. If the tread is hit and the penetration result equals or exceeds the tread armor rating, the tank can-not move. Body. If the body is hit and the penetration result equals or exceeds the armor rating for the side hit, the tank is disabled. Turret. If the turret is hit and the penetration result equals or exceeds the armor rating for the side hit, the tank is disabled. If the result is lower than the armor rating, the coaxial machinegun is destroyed, but the tank is not disabled. Crew. If the tank crew is hit, reduce the crew by one. If hit by aimed automat ic weapon fire, reduce the crew by one and continue rolling for addit ional hits (13/6). Do not roll for damage against crew members; reduce the crew by one when a crew member is hit.

JAGDPANTHER Large Vehicle; Armored; Open or Closed CREW: 5

SLOW MOVEMENT POINT ALLOWANCE: 3

FAST MOVEMENT POINT ALLOWANCE: 6

Hit Chart FACING HIT

Front Side Rear ITEM HIT CL OP CL OP CL OP

Tread 0-1 (M) 0 0-3 (M) 0-2 0-1 (M) 0-1 Body 2-6 (H) 1-4 4-8 (H) 3-6 2-9 (M) 2-7 Mount 7-9 (M) 5-6 9 (M) 7 - - -

Crew - - 7-9 - - 8-9 - - 8-9

Damage Effects Tread. If the tread is hit and the penetration result equals or exceeds the tread armor rating, the tank can-not move. Body. If the body is hit and the penetration result equals or exceeds the armor rating for the side hit, the tank is disabled. Mount. If the gun mount is hit and the penetration re-sult is an M or H, the cannon is destroyed. If the pene-tration result is an L, the machinegun is destroyed. The tank is not disabled. Crew. If the tank crew is hit, reduce the crew by one. If hit by aimed automatic weapon fire, reduce the crew by one and continue rolling for additional hits (13/6). Do not roll for damage against crew members; reduce the crew by one when a crew member is hit.

CL: Closed. OP: Open.