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AMBUSH!

Solitaire Squad Level WWII Combat, France, 1944

ACTION
1 x Aimed Fire with personal weapon
crouching or standing

If automa1c weapon and mul1ple target in hex, choose primary target an apply resul1ng
damage. If damage > 0 roll for new damages for next target and apply hits if new damage <
previous damage. Repeat for each subsequent target.

2 x Snap Fire with personal weapon


crouching or standing

Not possible with a bazooka

1 x Aimed Fire with crew weapon


2 soldiers + prepared weapon

1 x Snap Fire with crew weapon


2 soldiers + prepared weapon

1 x Assault
same hex as enemy

Choose Capture or Kill Assault. Check Assault Table. Subtract enemy WS to Base Hit chance if
WS+ 1and not wounded/panicked

1 x Prepare Satchel
crouching or standing

1 x Throw Satchel
standing (up to 3 hexes), no LOS needed

If failure, use scaVering chart page 24. Satchel can be thrown into an open tank or tank hex : roll
on the Satchel outside row; Inc or Kill result = tank is Disabled. Same procedure for car + roll on
Satchel Outside row for each occupant. Satchel can be thrown into a car as thrown into a
building : roll on the Satchel Inside row; Car is Disabled, determine wounds using Prone stance
for occupants.

1 x Prepare and Throw Grenade


crouching (up to 3 hexes)
or standing (up to 6 hexes), no LOS needed

If failure, use scaVering chart page 24. Grenade can be tossed into an open tank as through a
building aperture, result is automa1c kill for every occupants. Grenade can be tossed into a car
as thrown into a building : roll on the Grenade Inside row; vehicle is Disabled determine wounds
using Prone stance for occupants. If grenade lands on the car's hex, use Grenade Outside row:
Inc or Kill results = car is Disabled + roll on Grenade Outside row for each occupant.

1 x Remove Live Grenade / Satchel


crouching or standing

Must succeed a PC check to toss grenade in other hex

1 x Clear Jammed Weapon


crouching or standing

use Clear Jammed Weapon Table, add WS. B result = weapon breaks

1 x Prepare Bazooka
crouching or standing

1 x Prepare Crew Weapon


crouching or standing

place the weapon marker on its "prepared" side (no yellow line); weapon stays prepared un1l
moved.

1 x Stance Change

1 free stance change per round if not wounded; 1 MPA otherwise. Change occurs acer
Paragraph Check

1 x Move

Crawling takes all movement points (MPA). Includes moving with a Crew Weapon.

1 x Move & Snap Fire

MPA, move rst or last

1 x Move & Assault

MPA, move rst

1 x Drag InacLve Soldier / Move Captured


German

Both soldiers must be on same hex. Takes 1 empty port for dragged soldier + roll a die for each
hex, if result = 0, solider dies. No roll for captured GER

1 x Exchange Equipment
crouching or standing

Soldier must be on same hex as equipment. GER equipment takes 1 round and WS - 1 or DS - 1
check for US solider using GER vehicle or weapon

1 x Load / Unload InacLve Soldier from


Vehicle

all must be in same hex; inac1ve solider dies on a roll of 0)

1 x Command AcLon Give Turn

Commander only, with command radius of 2. Either Give Turn to Soldier (not Tank) or Make
Soldier Aware

means action is possible during Operations and Round phases


AMBUSH! Game by Victory Games. Play Aid by ruestchm (BGG)

AMBUSH!

Solitaire Squad Level WWII Combat, France, 1944

ACTION
1 x Move Slowly (Vehicle)
Cost : 2 Crew Points

Prohibited hexes: building, rubble, crater, river, river and woods for Large vehicle only

1 x Move Fast (Vehicle)


Cost: 3 Crew Points

Tank must be Open. Implies Accident Check

1 x Load Cannon
cost: 1 Crew Point
1 x Aimed Fire with Cannon
cost: 2 Crew Points

Cannon must be loaded. No ammo check nor Jam Check

1 x Aimed Fire with Bow MG


cost: 2 Crew Points

Target must be in front arc. No ammo check nor Jam Check

1 x Snap Fire with Bow MG


cost: 1 Crew Point

Target must be in front arc. No ammo check nor Jam Check

1 x Aimed Fire with Coax MG


cost: 2 Crew Points

Cannot Load or Fire Cannon in the same turn. No ammo check nor Jam Check

1 x Snap Fire with Coax MG


cost : 1 Crew Point

Cannot Load or Fire Cannon in the same turn. No ammo check nor Jam Check

1 x Open / Close Tank


cost: all Crew Points

Must be the only ac1on taken

means action is possible during Operations and Round phases

AMBUSH!

OPERATIONS
Sighting

1.
2.

Read paragraph XXX and mark the


sighting Y on the squad card only if
the paragraph is preceded by a "S"

Insert Mission Card in the sleeve as per


scenario (usually Mission Card condition 1)
Mark current Condition level on squad record

Event

Movement Check

Place Event Marker in hex and


conduct Event Check

Check each hex on movement for soldiers or


vehicles (no check if Event Marker present) and line
up hex Number and Letter on the Mission Card

Event Check

Perception Check

Line up die result with the


RE column of the Mission
Card to find possible
paragraph number

Success if die result


solider PC (PC score may
be modified by paragraph
text)

Activation Check

Accident Check

Success if die result <=


Condition level (may be
modified by paragraph
text); if success go to
Action Rounds

Success if die result <= DS;


if not roll again and check
on the Accident Table

Paragraph actions
if XXX go to paragraph XXX and
conduct actions

German Movement (red #)


Line up hex Number and Letter on the
Mission Card then move GER marker
to hex coordinate noted in red or read
paragraph (if any).

Condition Change
1.
2.
3.

mark the new condition level on squad record


insert appropriate Mission Card in sleeve
remove all Event markers.

AMBUSH! Game by Victory Games. Play Aid by ruestchm (BGG)

AMBUSH!
1 US Awareness Phase
Round 1 : Perception Check for each
US soldiers who can see GER soldiers
of vehicles; if success, place soldier's
AR Marker on the Complete space; if
not, place in the Unaware space.
Round 2 : Perception Check for all US
soldiers on map
Round 3+ : All US soldiers are
automatically aware

2 Event Phase
(not for Round 1)
Conduct one Event Check with the
added result of 2 dice

ACTION ROUNDS
3 Action Phase
3.1. Initiative
Roll one die for each side (US and GER);
keep the separated result for each side;
Higher result has the initiative (aka:
Advantage) (Exception : paragraph text
that activated the GER may impose
initiative)

3.2. AR Marker Placement


Use each die result to place the AR marker
on the AR track (columns) on either the
Advantage of Disadvantage half. If die
result in the column is a red number and
solider is out of command, place the
marker in the Panic space, if soldier in
command, add IN for each soldier in hex +
commander's IN, if result <5 solider
panics. Wounded soldier go to the 1-turn
row.

3.3. Roll for a new GER


Action Number each turn.

3.4. Resolve 1 action per


soldier / turn
Advantaged solider first.
GER actions are done in
letter order (e.g. Solider B
before Soldier R). Check
card of the active GER to
see reaction : paragraph
number or Special
Reaction or SelfPreservation ("S" when
adjacent to US)

FIRING PROCEDURE
1. Select target, check LOS
2. Select Aimed or Snap fire
3. Check Jam on weapon table (1d100)
4. Calculate Base Hit Chance crossing target range and
Base Hit on weapon table. Total Hit Chance = Base Hit
Chance + possible Modifiers + WS
5. Success on 1d10 Total Hit Chance. If vehicle is
the target, roll one die to locate hit on the Hit Chart of
the Vehicle Summary.

WOUNDED
loose turn, move marker to Complete space,
place Prone and Wounded markers on soldier
if solider was driving, conduct Accident Check
receive only 1 turn / round (not from Commander)
2 MPA and no more free stance change
Firing : WS 1 modifier
Grenade/Satchel: WS 2 modifier
Assault : WS 2 modifier, no WS defending
1 port box only (drop equipment if any)
2nd Wound or INCAP = Incapacitated

PANIC
loose turn, move marker to Panic space, place
Prone marker on soldier after the end of the turn
if solider was driving, conduct Accident Check
commander looses command radius and
command capabilities
cannot use WS when defending vs assault

INCAPACITATE
loose turn, move marker to Inactive space, place
Prone and Incapacitated markers on soldier
no actions: only moved by another soldier
cannot be intentionally attacked
KIA: if moved d10 (on a 0) or if hit again

KILLED

6. Damage : 1d10 on Weapon Table. For vehicle, refer


to the Vehicle Summary for effect. If a car is hit by
Bazooka and a passenger is hit, use Personnel result for
him and use Grenade Inside result for other passengers
then car is Disabled. If a tank (open only) is hit, reduce
crew by 1. If tank (open only) is hit by bazooka, reduce
crew by 1 and roll on the Grenade Inside table for other
crew members (treated as Prone).
7. Check for ammo usage (1d100 on Weapon Table)

MINEFIELDS and BOOBYTRAPS


Conduct PC Check if a soldier enters hex. No check for Vehicle/
Tank, automatic detonation. If failure, place Marker and solider
suffers Indoor Grenade damages then
Minefield : No effect for Tank. Car is disabled and soldiers panic.
Boobytrap : Remove Boobytrap marker. No effect for Tank. Car's
Driver PC check for entering hex, if failure, car is Disabled and
soldiers panic.

OTHER STUFF
Die result : 0 is always a success, 9 is always a failure
Wood occupy all hex
Stacking limits : only apply for vehicles (2 per hex)
Command capabilities : 2 hexes radius, may give turn to a
soldier (move the AR marker of that soldier up one space in the AR
Marker Placement column) or may make US soldier aware (soldier
must be in command range)
Penetration results: see Damage Table of the Weapon chart. 3
level of penetration : Light, Medium, Heavy
Running over soldier: If friendly soldier : make an Accident
Check, success = vehicle miss the soldier; failure implies PC
check for solider, success = soldier stays in hex, failure = roll for a
Bolt Rifle damage + vehicle car rolls on the Accident Table.
If enemy soldier: make Accident Check to hit enemy soldiers.
Enemy gets a PC Check. Inc result = enemy soldier is killed.

loose turn, move marker to Inactive space,


place Prone and Kill markers on soldier
can only be moved by another soldier

AMBUSH! Game by Victory Games. Play Aid by ruestchm (BGG)

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