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Ambush Rules With Errata R2 PDF
Ambush Rules With Errata R2 PDF
RULES: PAGE 1
{COVER PHOTO HERE}
1. Introduction ................................................... 3
2. Game Parts and Terms ................................. 3
2/1 German Soldier 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 Soldier Characteristics ........................................... 6
2/11 Terms Used During Play ........................................ 6
7. Movement .................................................... 16
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 single 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 extraordinary 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. Furthermore, you never know what the Germans will do until their
intentions are revealed during play. We have attempted to encrypt the German moves and strategies as best we could. However, the German actions and hidden intelligence procedures
we use are simple and can be easily uncovered. We highly
recommend that you not break them, because one of the main
pleasures of this game is being surprised during play by the
things the Germans do. The reason for the games 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 preferably the commander within earshot (two hexes) of each
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, Suite 603
New York, NY 10001
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.
GE 1/Q
Soldier
+1 VP
IN: 1.
PC: 2.
WS: -1.
MPA: 3.
Machine Pistol
DIE
0-2
3
4-7
8-9
CONDITION
2-3
4
808
920
824
803
802
809*
800
813
SPECIAL
A
S
808
813
824
816
802
802
800
839
The German Action Track shows the current German Action die result during Action Rounds. Each time a new German
Action number is rolled, move the German Action marker to
the matching space on the track as a reminder.
Many of the 218 playing 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.
German soldiers.
Starshell
Rocket Gantry
Rocket
Trash
Radar
Crashed Plane
Fuel Dump
Antenna
Second Floor. Placed beneath a soldier who occupies the steeple in hex S-13 on Map B.
US 01/J
IN: 3.
US Runner
PC: 2.
WS: -1.
MPA: 3.
DS:
2.
Port
Semi-Auto Rifle
Ammo
SAR SAR
through 5, representing quickness and reaction time. The maximum number of Movement Points a soldier can spend in a
single movement action (7/3) equals his Movement Point Allowance.
Command Radius. US and German soldiers that are com-
37
x
4
+1
13
x
3
Submachine gun
SMG SMG SMG
48
Semi-Auto Rifle
SMG
SAR SAR
SAR
5
3
3
2
Semi-Auto Rifle
SAR
SAR
SAR
+1
Automatic Rifle
Automatic Rifle
AR
AR
AR
AR
AR
3
2
-1
3
2
Semi-Auto Rifle
SAR
SAR
SAR
Semi-Auto Rifle
G
SAR SAR
SAR
1
1
+1
Submachine gun
SMG SMG SMG
1
1
-1
Semi-Auto Rifle
SMG
SAR SAR
SAR
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 simply, Rounds), which toggle back and forth depending on whether or not there are active Germans on the map. When no Germans are present, you are in Operations. While in Operations,
you can perform any of the Actions listed in 5/3, in any order
you choose, one after the other, without keeping track of
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 segments, so that movement and combat can be rendered in detail.
During Action Rounds, your soldiers and the Germans can
perform the Actions listed in 6/7. If, at the conclusion of an
Action Round, there are no active Germans on the map, Operations resume. The game can switch back and forth between
Operations and Rounds any number of times during a mission.
tinuous campaign, skip this step. Otherwise, perform the following steps to prepare your squad for the next mission, as
described in Campaign (16). Each surviving squad member,
including incapacitated members, gains Combat Points. Then,
at your option, you can spend each soldiers 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
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.
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 soldiers cost
on the Squad Record. Any Squad Points you do not spend are
lost. When you have made your purchases, record the Initiative
Ratings of each soldier in his IN space. If a soldier is a commander, check his Cmdr Box. Record the ratings 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 identification letter.
Roll one die and cross-reference the result with the soldiers
Initiative Rating to determine his Perception. Record the Rating in that soldiers PC space on the Squad Record. Roll separately for each soldier.
6. Roll on the Weapon Skill Table Once per Soldier
Roll one die and add the soldiers Initiative Rating to the result. Locate the result on the Weapon Skill Table. Record the
Rating result in that soldiers 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 soldiers Initiative Rating to the result. Locate the result on the Driving Skill Table. Record the
Rating result in that soldiers DS space on the Squad Record.
Roll separately for each soldier.
8. Use Movement Point Allowance Chart Once
per Soldier
Each weapon, except a pistol, takes up 1, 2, or 3 Port Boxes for the soldier who carries it. A weapon is carried by writing
its name in one of the soldiers Port Boxes. If a weapon requires more than one box, write its name in each box. A soldier can never carry more than two Port Boxes worth of weapons. In the case of a three-Port Box weapon, such as a medium
machinegun, one soldier must carry two of the three boxes 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 abbreviation 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. Ammunition types are not
compatible/interchangeable with each other; you must buy
ammo specifically for 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 divide 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 individually 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 conduct any of the actions listed in 5/3 any number of times and in
any order you choose while in Operations.
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.
If a group of soldiers enters the same hex, only one Paragraph 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 performed during Rounds; another procedure is used to generate
Events during Rounds.
hex if he is crouching or standing. Crouching soldiers are considered 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 Paragraph 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
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 incapacitated, roll a die for each hex he is dragged; on a result of zero,
he dies. A soldier can cease dragging an inactive soldier instantly at any time. Only inactive soldiers may be dragged, not
unaware or wounded ones.
Prepare Weapon. A standing or crouching soldier can prepare
attempt to clear a jammed weapon by rolling one die and referring 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
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 missions have other types of sightings, such as buildings, lost
equipment, German soldiers in a group, and so forth. A mission 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 includes s2 references on the Event Check section of the Mission Cards.
5/5 Conditions
During the course of play, paragraphs and/or events may instruct 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 sometimes 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 required and follow their instructions. If a check causes a German to be activated, immediately commence Rounds (do not
check other hexes occupied by US soldiers). If you check all
hexes occupied 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 Condition 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.
made when called for by a paragraph by rolling a die and comparing it with the Activation Level for the Condition in progress (recorded on the Condition section of the Squad Record).
If the result is equal to or less than the current Activation Level, the German is activated and Action Rounds begin; if greater
than the Activation Level, the German is not activated.
Some Activation Checks include a modifier that is applied
to the Activation Level. A positive modifier makes the Activation Check easier to conduct successfully, while a negative
modifier makes it more difficult. A roll of 0 is always a successful activation, and a roll of 9 is always a failure, regardless
of modifiers. If the check is triggered by a group of US soldiers, 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 reduced 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 paragraph 165. If the PC Check fails there is no effect; return to Operations.
6. Action Rounds
As you conduct Operations and consult paragraphs, you
will at some point read a paragraph that instructs you to activate 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 underway, 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.
mans on the map, another Round begins. If a German is activated in the course of performing any of the following steps,
immediately perform the procedures described in 6/6.
An Action Round is conducted in accordance with the Action 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 initiation of Rounds,
special checks must be made to see how quickly each of your
soldiers becomes aware of the situation at hand.
During this step of the first and second Rounds, each active 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. All active US soldiers become automatically aware at the start of Round three.
3. ACTION PHASE
Initiative Determination. Determine which side has the ad-
commander or a private. A commander has a Command Radius 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 added to the INs of US soldiers occupying those hexes. For example, a commander with an IN of 4 exerts four Initiative
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 Initiative Ratings of soldiers
within his command radius to contribute toward keeping himself in command. A commander who is panicked or inactive
has no Command Radius.
Commanders Giving Turns. While performing Actions dur-
turn to make an unaware US soldier within his Command Radius aware. The newly aware soldiers 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 diagram are privates with INS 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 INS 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 As 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 Bs 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 initiative die roll is printed in the Panic
space in his column of the AR Track. For example, a soldier
with an IN of 1 panics on a die roll of 1.
If a US soldier is out of command, and the die roll yields a
result that is printed in red, the soldier panics. Place his 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 pan-
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).
formed out of turn and only if the soldier is standing or crouching 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
soldier (11).
Prepare Satchel Charge. Soldier must be crouching or stand-
ment Point Allowance and charge assault). A soldier can combine 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
crouching with a grenade. If he is crouching, his range is reduced (10/1). A soldier can never move and throw a grenade in
the same Turn.
two hexes of the soldier he wishes to give a turn to. The soldier
that receives the turn must use it this Round (6/3). A US commander can also expend a turn to make an unaware US soldier
within two hexes aware (6/5).
which one or more German soldiers may act, roll 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. This 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 actions for each in alphabetical order. If a Special Reaction is
triggered for one of them, reroll the Action number. When a
German is eligible to act, conduct the following steps:
1. Refer to the soldiers card. Cross-reference the current Action 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 bullets (), consider the soldiers current situation and choose the
one option that applies. If these options are numbered sequentially (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 paragraph so indicates, within the same restrictions applicable to
US soldiers. In some cases, the instruction to make the free
stance change is explicitly 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 soldier do as much as he can toward completion of the instructions, in the order in which they are given. If unable to complete the first instruction, go to the second, and so forth.
Usually the paragraphs are to be taken literally; if a paragraph 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 soldier, 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
preservation column (marked S) of Action Paragraph numbers. This column is used instead of the current condition column whenever the German is in a hex occupied or adjacent to
an active US soldier, regardless of LOS. Use of the self preservation column may begin and stop any number of times for a
given German soldier, depending on his proximity to US soldiers. The self preservation column takes precedence over the
normal condition column and over a Special Reaction column,
unless specifically noted otherwise on the soldiers 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-
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 Germans. 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 References 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 number of soldiers in a hex.
A soldier/vehicle cannot enter a hex containing terrain prohibited 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 directed by a paragraph.
diers/vehicles move one at a time or one stack at a time, hexby-hex, until a German is activated. While moving, make Paragraph Checks for each hex entered by a US force. You can
move US soldiers in any order you choose. You could, for instance, move Soldier A six hexes, then move Soldier F a hex,
then move Soldier A again, or any other combination you desire. See Operations (5) for more details.
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 targets hex, but not the target itself. In such
cases, the target cannot be attacked directly. However, a penetration 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).
The LOS between A and B is blocked by the brush in hex S2, because 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.
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 penetrated (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 Germans 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, become 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.
Decide which weapon the soldier is firing (if he has more than
one) and whether he is conducting an aimed or snap fire Action (6/7). If there is more than one target in the target hex,
choose the actual target of the fire (see 9/2).
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
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 for ammo use once
for each fire.
FIRE COMBAT EXAMPLE: Soldier C is crouching in hex T3 on Map
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 considered 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 soldiers 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 medi-
Easiest Target. The easiest target is the one the German has
9/8 Bazookas
NOTE: A German tank will conduct the same procedure outlined above, but will fire its main gun at a stone wall, its coaxial or bow machinegun at a wooden wall.
The following procedure is very similar to that used to resolve fire combat, but differs in a few important ways:
GRENADE EXAMPLE: German R in hex P4 on map A throws a grenade over the woods into hex K2, which is occupied by two US sol-
If the die result is equal to or less than the Hit Chance, the grenade/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.
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 Outside 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.
buildings and such. For game purposes, they are treated exactly like large grenades, with the following exceptions:
They require a Port Box to carry instead of an Ammo Box.
Satchel charges must be prepared before throwing. Prepared 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. Placing 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
Diagram B
Direction of Throw
Direction of Throw
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
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 Germans
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 otherwise 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 guarding 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 soldiers are automatically aware of him. If there are no US soldiers in sight at the beginning of the Round, the German soldier is removed from the map permanently (he ran away). Use
the Self-preservation column on his card to determine his Actions (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 him from the map.
You cannot shoot prisoners, force them to walk into minefields, 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 guarding a captured enemy soldier can perform all Actions normally during Rounds, with the exception
of firing a crew weapon. A prisoners guard can be changed
only when the guarding soldier has a Turn and wishes to relinquish control of that prisoner. This change costs nothing.
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, or immediately 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 section of
the Weapons Chart and the Assault Table determine the damage to soldiers. The Damage Table determines the penetration
result against a vehicle or wall. Soldiers recover from wounds
and incapacitation between missions when playing a campaign.
more than one target in the hex. If the primary target in a multiple target hex (9/2) is hit by the aimed fire, roll for damage
and apply the result to the primary target normally. If the damage die roll was greater than 0, roll for damage again. If the
result of the second roll is less than the result of the first roll,
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 hit,
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 roll 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.
reduced by 1 for all purposes. Once captured, use the US ammo depletion procedure, not the German one.
Grenades. Captured grenades can be used just like normal US
US soldiers. However, the Driving Skill of the driver is considered 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. Victory 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.
You Are Now Ready to Play Mission 1
At this point, you know all the rules you need in order to play Mission 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 beginning Mission 1. If you do not wish to play this as a campaign, or
you will begin your campaign beginning with Mission 2, begin Mission 1 now.
c2: 0-3.
c3: 0-5.
VICTORY
You need 13 Victory Points to win this mission. The mission 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 active Germans can be on the map. If the
mission ends in this manner, you have accomplished your mission 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 Points to determine whether or not you have won. VP loss for an incapacitated US soldier can be avoided by moving him off the map
from hex A1 through J1 or, if mission ending 1 is accomplished, by moving him into either building hex.
Other Victory Point awards will be revealed during the
mission.
c4: 0-8.
16. Campaign
Ambush! can be played as separate missions or as a continuous campaign. If playing separate missions, use the pregenerated 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.
At the end of the mission, award each of your surviving soldiers 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
SUCCESSFUL ACTION
ABBREVIATION
KF (German #)
IF (German #)
2
2
WF (German #)
KA (German #)
IA (German #)
1
3
3
CA (German #)
WA (German #)
KOT
IMT
KOC
4
3
3
WF 2
KF 90
Turn
IF 76
KF 39
You can spend 6 CPs to raise a soldiers Initiative, Perception, Weapon Skill, or Driving Skill. Each rating has a maximum, above which it cannot be raised:
C: 2
D: 6
PC: 9
WS: +2
DS: 8
0-2
3-4
5-6
7-8
9
0
PC
IN
IN
IN
IN
1
PC
IN
IN
IN
IN
2
PC
PC
IN
IN
IN
3
PC
PC
PC
IN
IN
4
PC
PC
PC
PC
IN
16/4 Replacements
WA 48
A: 6
IN: 5
A
B
C
D
E
E: 1
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 soldiers 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 combine 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,
After buying replacements, generate their new ratings using the Perception, Weapon Skill, and Driving 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 squads 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 IVs and
VEHICLE FACING
form the Drive Vehicle action 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 driven. A vehicle can be driven slowly at no risk of accident, or
fast using the drivers or crews Driving Skill to avoid accidents. When a German vehicle moves, the action paragraph
will indicate whether it moves slowly or fast. When a US vehicle 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 enter 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 terrain 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.
on the Grenade Inside row as if they were prone. After resolving these effects, the car is disabled in the hex it occupies.
Car Drivers. If the driver of a car is hit, roll for damage using
car can be the driver, a passenger, or can be outside the vehicle. The counters for all soldiers inside a vehicle should be
stacked under the vehicle counter. The driver is noted by having his counter on the top of the stack. The next counter is Passenger 1, then Passenger 2, and so on. If the driver changes,
put the new driver on top. Soldiers can change places in a vehicle, or get in or out of the vehicle, at any time during Operations or by spending a Movement Point during Rounds. A soldier 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 firing weapons 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
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 being 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 passengers are immediately placed prone in the vehicle hex, outside the vehicle, and lose all rounds for that turn.
IN
5
3
3
2
1
PC
8
6
5
3
1
WS
+2
+1
0
-1
-2
DS
8
8
6
4
2
0-1
923
923
921
921
800
2-5
923
921
923
924
811
6-8
925
925
925
921
811
PROCEDURE
To conduct an Accident Check, roll 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 Accident Table to find out what happens.
Tanks. A tank that enters a hex with a minefield or boobytrap
ACTION DIE
5
4
3
2
1
Jagdpanther
9
925
923
925
921
811
is unaffected and its crew unharmed. The boobytrap is eliminated and the minefield remains. Exception: In Mission 7, the
US is provided with anti-tank mines. These mines are detonated 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 vehicle 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.
GE 13/W
+1 VP (+2 VP if disabled)
IN
2
PC
4
WS
0
MPA
4
DS
6
Machine Pistol
DIE
0
1-2
3-4
5-9
COND
3-4
827
826
826
642
S*
801
802
813
825
SPECIAL
X
C
034
642
034
642
034
642
825
826
Q
459
459
459
825
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 considered prone). A grenade thrown into a cars 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, roll 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
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 machinegun can still fire in the forward arc, however.
A Panzer or Sherman can fire its cannon and coaxial machinegun 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 perform 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 cannon must already be loaded. When a cannon is fired, it becomes 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 machinegun 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). Cannot load or fire the cannon in the same turn in which the coaxial 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 machinegun 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.
Mission 2: Advance on
Chasoul
August, 1944. Your squads parent division is racing
across France toward the German frontier in the face of crumbling 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 advance, 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
squads Equipment Points.
SET UP
Use Map B. The top of the map is the north edge. Your soldiers 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 this mission, and the water
barrier on the map is considered a stream. The Activation Lev-
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
Pistols
Grenades
Bazookas
You cannot buy machineguns or semi-automatic rifles (M1 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 equipment 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
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
Make a Paragraph Check for each hex occupied by a US soldier, active or inactive, but not one for the weapons cache. Use
the procedure in Activation below.
6. Commence Rounds or Operations
LANDING
When a counter receives a Land message from a Paragraph 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 Condition 1; otherwise, go to Condition 2.
The type of terrain in the landing hex may affect the quality 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 soldiers, 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 harness 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. 69: Soldier or cache lands in river and is swept away! The soldier 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
Germans were activated during the landing. One Activation paragraph 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.
SPECIAL RULES
Night Visibility. The mission occurs in the very early morning,
If Rounds do not begin when the landing occurs, commence Operations. The parachutes are automatically removed
in Operations.
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
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
visibility is reduced to five hexes for the duration of the mission. 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 can engage in all forms of combat from their canoes. 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 canoes 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 hidden
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, Building 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 individual 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 effect. 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, roll one die and locate 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 section of
the weapon being fired.
0-7
8
9
ARMOR
Wall
Aperture
Crew
H
M
*
DOOR FACING
DIE
PART HIT
0-4
5-7
8-9
Wall
Door
Crew
ARMOR
H
L
*
*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.
2. A satchel charge has been set off inside the bunker. A satchel charge set off inside a bunker destroys the bunker for victory
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 Victory 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 for
his death for each hex entered as you would on foot.
The mission ends the instant there are no active US soldiers on the map.
mines and set them up within the restrictions of the setup. An-
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 paragraph 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 tanks 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.
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 retreating 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 Operations 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 mission. The mission ends in one of two ways:
1. All 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
Reformatting:
Andrew Korson
VEHICLE SUMMARY
JEEP/KUBELWAGEN
PANZER IVISHERMAN
MAXIMUM OCCUPANTS: 4
SLOW MOVEMENT POINT ALLOWANCE: 5
FAST MOVEMENT POINT ALLOWANCE: 9
CREW: 5
SLOW MOVEMENT POINT ALLOWANCE: 3
FAST MOVEMENT POINT ALLOWANCE: 6
Hit Chart
Hit Chart
FACING HIT
NUMBER OF OCCUPANTS
ITEM HIT
Tire
Body
Driver
Psgr l
Psgr 2
Psgr 3
Psgr 4
0
0-1
2-9
-
1
0-1
2-7
8-9
-
2
0
1-5
6-7
8-9
-
3
0
1-4
5-6
7-8
9
-
4
0
1-3
4-5
6-7
8
9
9
Front
ITEM HIT CL
Tread
Body
Turret
Crew
OP
0-1 (M) 0
2-6 (H) 1-4
7-9 (H) 5-6
- 7-9
Rear
OP
CL
OP
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. Roll 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.
Damage Effects
Tread. If the tread is hit and the penetration result
equals or exceeds the tread armor rating, the tank cannot 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 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.
STAFF CAR
JAGDPANTHER
MAXIMUM OCCUPANTS: 5
SLOW MOVEMENT POINT ALLOWANCE: 5
FAST MOVEMENT POINT ALLOWANCE: 10
CREW: 5
SLOW MOVEMENT POINT ALLOWANCE: 3
FAST MOVEMENT POINT ALLOWANCE: 6
Hit Chart
Hit Chart
FACING HIT
NUMBER OF OCCUPANTS
ITEM HIT
Tire
Body
Driver
Psgr 1
Psgr 2
Psgr 3
Psgr 4
0
0-1
2-9
-
1
0-1
2-7
8-9
-
2
0
1-5
6-7
8-9
-
3
0
1-4
5-6
7-8
9
-
4
0
1-3
4-5
6-7
8
9
-
5
0
1-2
3-4
5-6
7
8
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. Roll 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 rating
Side
CL
Front
ITEM HIT CL
Tread
Body
Mount
Crew
OP
0-1 (M) 0
2-6 (H) 1-4
7-9 (M) 5-6
- 7-9
Side
CL
Rear
OP
CL
OP
Damage Effects
Tread. If the tread is hit and the penetration result
equals or exceeds the tread armor rating, the tank cannot 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 result is an M or H, the cannon is destroyed. If the penetration 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.