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AMBUSH!

RULE S: PAGE 1 {COVER PHOTO HERE}

AMBUSH! RULE S: 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 So ldier Cards ............................................................ 6 2/7 Paragraph Booklet .......................................................... 6 2/8 Chart Re ference Screen ................................................. 6 2/9 Two Ten-Sided Dice ...................................................... 6 2/10 So ldier Characteristics ................................................. 6 2/11 Terms Used During Play ............................................. 6

10. Grenade/Satchel Charge Combat ..............23


10/ 1 Grenade/Satchel Charge Co mbat 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 M inefield Procedure ...................................................25

3. Course of Play ................................................. 8


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

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

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 Rando m Determination................................................ 11

14. Captured Equipment ...................................27 15. Victory ..........................................................27 Mission 1: Bloody St. Mick ...............................28 16. Campaign ......................................................28
16/ 1 Campaign Procedure ..................................................28 16/ 2 Co mbat Point Awards ................................................28 16/ 3 Improving Sold ier Characteristics ...........................29 16/ 4 Replacements...............................................................29

6. Action Rounds ............................................... 11


6/1 Action Sequence ........................................................... 11 6/2 Activating German Soldiers........................................ 12 6/3 Co mmand and Co mmanders ....................................... 12 6/4 Panic ................................................................................ 13 6/5 US So ldier 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

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 Co mbat Against Vehicles ..................................31 17/ 7 Vehicle Fire Co mbat ..................................................31 17/ 8 German Vehicle Paragraphs......................................32 17/ 9 Accident Checks .........................................................32 17/ 10 Veh icles, M inefields, and Boobytraps ..................32 17/ 11 Grenades and Satchel Charges ...............................32 17/ 12 Running Over So ldiers ............................................33 17/ 13 Tanks...........................................................................33

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

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

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 Co mbat Procedure ................................................ 20 9/2 Mu ltiple Fire Targets.................................................... 21 9/3 Fire Shifts ....................................................................... 21 9/4 Weapon Jamming and Clearing ................................. 21 9/5 A mmo Expenditure ...................................................... 21 9/6 German Fire Co mbat Terms ....................................... 22 9/7 Crew Weapons .............................................................. 22 9/8 Bazookas ........................................................................ 22 9/9 German Attacks on Build ings (OPTIONA L) .......... 22

AMBUSH! RULE S: 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 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 extraord inary amount of co mbat and adventure during your missions. Since Ambush! is a solitaire game, the presence of the Germans is hidden fro m you until you discover them. Fu rthermore, 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. Ho wever, 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. Equip ment 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 co mmander within earshot (two hexes) of each other. You can play semi-co mpetit 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. Experiment, 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 hu man memo ry. Do not depend on this, ho wever, since you might just remember anyway. Fo r these reasons, Ambush! missions should be played carefully and savored 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 o f the terms and ideas mentioned in the follo wing rules will not make much sense until you have read the rest of the rules. Simp ly refer back to this section later, once you have fin ished reading the rules.
Type. A wo rd describing the German soldiers primary ro le or

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 fro m the deck and place it in front of you for easy reference. 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.
GE 1/Q
+1 VP
IN:

Soldier
PC:

1.

2.

WS:

-1.

MP A:

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

characteristic, such as officer, sniper, o r driver. Activation Victor y Point Award. The number of Victory Points you receive when the German is activated, regardless of what happens later with that German. Conditional Victor y Point Award. The number of Victory Points you receive if something specific happens to the German. 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 Allo wance. 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 German 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 fro m 1 to 6) to yield an Action Paragraph describing the Germans maneuvers. Somet imes, however, a Special Reaction or Self-Preservation (both indicated by letters) may be in effect for a German, in which case the die result is cross-reference with the appropriate letter column in stead. Note s. Many soldiers have instructions specifying what each does when first activated or when other situations arise during play. Read these notes carefully.

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)

2/2 View Sleeve and Mission Cards


The Mission Cards represent, in a scramb led form, all the paragraph references required to play each mission. The sleeve

AMBUSH! RULE S: 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 M ission Card is identified by Mission Number and Mission Condition Nu mber. 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 conduct 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 nu mber 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 o ccurred, 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) colu mn 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 paragraph 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. 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, depen ding on which side has the advantage for this Round. The German Action Track shows the current German A ction 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 Ratings (one per side). At the start of a mission, the AR marker with an IN matching the soldiers is placed on the AR Track and is used to note the soldiers status during Action Rounds. The soldiers 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

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 cro ssroads and a railroad station nestled in a small valley. A hexagonal grid is superimposed over the terrain features to aid in the placement of the playing pieces. Each hex has a letternumber 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 hexs type is determined by the terrain type filling the majority of the hex. In addition to the playing area, each map has the follo wing 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 Co mplete space indicates that the soldier is active and aware,

to show those weapons that are too large to be carried by one soldier or that must be prepared before use. These include US mediu m machineguns, heavy machineguns, bazookas, and German light, mediu m, and heavy machineguns. Each weapon is shown prepared for fire on one side and unprepared on the other. are not usually represented by markers on the map, but instead are recorded on the Squad Record or German Sold ier Cards. Personal weapon markers are placed on the map only when a weapon is dropped in a hex or beco mes jammed. Each weapon is shown in operating condition on one side, and jammed on the other.
Personal Weapons 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.

AMBUSH! RULE S: PAGE 5


German Action Number. Placed and moved on the

German Action Track as a reminder of the current German Action Nu mber during Action Rounds.
Vehicles are used in some of the missions by your squad or by Second Floor. Placed beneath a soldier who occupies the steeple in hex S-13 on Map B.

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 o r 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.

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. Du ring 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 generate. When you use the squad to play a scenario other than the first one, use the soldiers characteristics, but not their equipment. Use the equipment purchase procedure in Squad Generation (4) and the limitations listed for the mission being played. Each soldier in your squad has his own section on the Record identified with his letter. Record the fo llo wing ratings for each soldier in his section: Initiative (IN), Perception (PC), Weapon Skill (WS), Driving Skill (DS), and Movement Point Allowance (MPA). Each soldiers section also includes the following: Port Bo xes 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 Bo xes, depending on the items size. A soldier cannot carry more items than his Port Boxes allo w. Ho wever, two soldiers can combine their Port Bo xes to carry a crew weapon. Ammo Bo xes 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 Bo x. A soldier whose Ammo bo xes are full cannot carry any more clips, etc. Place an X through Ammo Bo xes expended in play (9/5). Co mbat Bo xes are used only if you are using your squad in a continuing campaign (16). Each time a soldier earns a Co mbat Point during a mission, mark one of these boxes. Cost Bo xes 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. Co mmander Bo xes are checked off for each soldier who is a commander. Leave them blank for those soldiers who are not commanders. The following general info rmation is also noted on the Squad Record: Your squads overall rating in Squad Points. Your squads 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

Placed in a hex to show the effects of an artillery strike or other large explosion. Any non-building hex h it by artillery becomes a blast crater. A building hex hit by artillery beco mes a rubble hex. A building hex with combustibles in it that is hit by art illery becomes 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 wh ich

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 fro m the map (5/5).

AMBUSH! RULE S: PAGE 6 time a new Condition comes into effect, fill in all the boxes up to and including the new Condition nu mber. Sightings. Each mission can have up to 10 sightings, nu mbered 0 through 9, wh ich 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 o ccurred. This saves time by cutting down the number of Paragraph Checks you have to make. determines whether the soldier is in or out of command and, during squad generation, affects the quality of a soldiers Perception.
Perception (PC). A nu mber ranging fro m 0 through 9,

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 soldiers 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.
US 01/J
IN:

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 soldiers PC, the check succeeds, and he notices something that he would have missed had he failed the check.
Weapon Skill (WS). A number ranging fro m -2 through +2,

representing marks manship ability and general familiarity with weapons. WS affects a soldiers 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 fro m 0 through 8,

US Runner
PC:

3.

2.

WS:

-1.

MP A:

3.

DS:

2.

representing the ability to handle vehicles. DS affects a so ldiers chance of having an accident when driving.
Movement Point Allowance (MPA). A number ranging from 3

Port Ammo

Sem i-Auto Rifle SAR SAR

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

through 5, representing quickness and reaction time. The ma ximu m 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-

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.

manders have a Command Rad ius 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 Bo x in his section of the Squad Record is checked. Ger man commanders are referred to as officers or NCOs on their cards. A soldier with a Co mmand 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 follo wing terms are used constantly during the rules and paragraphs:
Active. A soldier is active unless he is incapacitated, killed, or

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 t wo dice. Ro ll both dice and add the two results together for a result fro m 0 (t wo 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 obtain a result fro m 0 (t wo zeroes) to 99 (t wo nines).
Example: If the tens-die shows a 4 and the ones-die an 8, the

captured. A vehicle is active unless it is disabled. On ly 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 inactive.
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 perform any actions for the duration of the mission (although a captive can escape and become active again). An inactive so ldier can be run over by a vehicle. A vehicle is active until it is disabled. A disabled vehicle cannot move; additionally, a disabled tank cannot fire.
Target. A target is an active soldier or vehicle. An inactive

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 characteristics 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

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

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

combat resolution can be either successful or a failure. Such a check or resolution can be harmfu l to your soldiers and still be termed a success. In most cases, a die roll of 0 is always su ccessful, while a die roll of 9 is always a failure, regard less of modifiers.

AMBUSH! RULE S: PAGE 7

{squad record examp le here}

37

48

x 4 7 SMG SMG +1 SMG 6 SMG G 4 Submachine gun

13 3 G 6 SAR SAR 0 SAR G Semi-Auto Rifle

x 4 G

8 4

5 3 5 SAR SAR 0 SAR G 2 G 4 2 AR 3 AR +1 AR 4 AR AR Semi-Auto Rifle Automatic Rifle

3 4 G Automatic Rifle

3 2 4 SAR SAR -1 SAR G 2 4 2 3 SAR SAR 0 SAR G 4

3 4

Semi-Auto Rifle

Semi-Auto Rifle

1 1 2 SMG SMG +1 SMG 0 SMG G 3 G 1 1 SAR SAR -1 SAR 4 G 3 Submachine gun Semi-Auto Rifle

AMBUSH! RULE S: 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 whet her or not there are active Germans on the map. When no Germans 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 immed iately 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. 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 Actions listed in paragraph 5/3. Note that no combat occurs during 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 co mmence (6/2).
Commence Rounds. When a German soldier o r vehicle is

3/2 Play Outline


The following outline is a brief summary of the steps involved 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 missions in numerical order. Place the Mission Card marked Condition 1 in the view sleeve so that the Condition 1 side can be read through the slots. Record the Activation Levels for each Condition on the Condition 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 soldiers Initiative Rating. Place each soldiers AR marker on the Unaware space of the Action Round Track in the column corresponding to his Initiative. Find the German Action Nu mber 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

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 Sequence (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 Actions. 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 fro m 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 briefing, you have won. If it is less, you have lost.
Campaign Update. If you are not playing the game as a conti-

time, onto the map as instructed in the mission briefing. Each

nuous 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, in cluding incapacitated members , gains Co mbat 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, us e the procedure in Campaign (16) to generate replacement soldiers.
1. Read Mission Briefing

Record your Weapon Points result in the Weapon Points space on your Squad Record.
4. Buy Your Soldiers Using the Squad Member Cost Chart

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

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 co mmander. 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 commander, check h is Cmd r Bo x. 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 identification letter.

Roll one die and add to it your Squad Quality Table die roll.

AMBUSH! RULE S: PAGE 9


5. Roll on the Perception Table Once per Soldier

Roll one die and cross -reference the result with the soldiers Initiat ive Rating to determine his Perception. Record the Rating in that soldiers PC space on the Squad Record. Roll s eparately 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

Each weapon, except a p istol, takes up 1, 2, or 3 Port Bo xes for the soldier who carries it. A weapon is carried by writing its name in one of the soldiers Port Bo xes. If a weapon requires more than one box, write its name in each box. A so ldier can never carry more than two Port Bo xes worth of weapons. In the case of a three-Port Bo x weapon, such as a medium mach inegun, one soldier must carry two of the three bo xes and another soldier must carry one. Each ammo clip, bazooka round, grenade, and pistol takes up one Ammo Bo x. Record each clip or round with an abbreviation of your choice in the Ammo Bo xes. Fo r examp le, P may indicate pistol ammo , while G may indicate a grenade. A soldier can never carry more than six Ammo Bo xes 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 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.

Roll one die and add the soldiers Initiative Rating to the result. Locate the result on the Driving Skill Tab le. 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

Use the soldiers Initiat ive Rat ing to determine his Movement Point Allowance. Record the result in that soldiers 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.

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 ividually 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 co nduct any of the actions listed in 5/3 any number o f times and in any order you choose while in Operations. 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.

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 nu mbers printed in red (these are used only during Rounds). Each paragraph you are directed to read includes a statement or series of statements that you then carry out. Some paragraphs describe an occurrence in a straightforward manner.
EXAMPL E: One paragraph says Soldier notices fresh tire tracks

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 soldiers 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 soldiers counter to indicate his current stance. Stance is very important to movement (7), co mbat (9, 10, 11), and line of sight (8).

5/3 Actions During Operations


Any of your active soldiers can perform any of the following actions any number of times in any order you wish during Operations.
Movement. A soldier can move fro m one hex to an adjacent

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 refer 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 nu mbered (1, 2, etc.), choose the first one that applies.

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

AMBUSH! RULE S: PAGE 10 move into an adjacent hex together. Each time a group move is performed, only one Paragraph Check is conducted. Any nu mber of soldiers and any amount of equipment can occupy a hex simu ltaneously (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 co mpleted.
Pick Up/Exchange Equipment. A soldier that is crouching or

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 fro m the map. Conditions always change from a lower number to a higher number, and may somet imes skip nu mbers. 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, immed iately co mmence 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.

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 fro m an inactive soldier must be crouching.
Drag Inactive Soldier. A standing soldier that has an empty

Port Bo x 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 in stantly at any time. On ly 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 mach inegun that is prepared remains prepared until it is moved. A prepared bazoo ka or satchel charge remains prepared 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 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

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, so me 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 Bo xes 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 EX AMPLE
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.

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 paragraph is read and its instructions are followed. PREVIOUS SIGHTI NG REQUI RED EXAMP LE
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 t wo dice and check the Mission Card again by lining up the RE (Rando m Event) colu mn with the dice result. The corresponding slot will show None (indicating that no Event occurs), or a paragraph number, sometimes preceded by a sighting reference. After reading the paragraph and 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 fro m 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.

5/5 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 reactions 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.

5/7 Perception Checks


A Paragraph Check may require a soldier to make a Perception (PC) Check, wh ich 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 soldiers Perception, the PC

AMBUSH! RULE S: 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 soldiers PC may be modified if the paragraph triggering the check has a modifier listed. A positive modifier increases the soldiers PC Rating, thus making the PC Check easier to conduct successfully. A negative modifier reduces the soldiers PC Rating, thus making the PC Check mo re difficult to conduct successfully. Regardless of modifiers, a die roll of 0 is always successful, and a roll of 9 is always a failure. 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 occupying 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 d uration of the Condition; thus, no more PC Checks can be made fro m 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 EX AMPLE
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.

made when called for by a paragraph by rolling a die and comparing 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 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 co mmence Rounds (6/2). ACTIV ATION CHECK EX AMPLE
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.

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 ible choices an equal die ro ll range and roll a d ie. RANDOM DETERMINATION EX AMPLE
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.

5/8 Activation Checks


Germans enter play in one of t wo ways, as a result of either an Event or Activation Check. Activation Checks are

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 immed iately 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, immed iately perfo rm 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 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. Du ring the second Round, all unaware US soldiers, regardless of location, make a PC Check. The A R markers for aware soldiers are placed in the Aware space on the Action Round Track. A ll active US soldiers become automat 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 colu mn of the Mission Card. This Event Check is resolved in the same way as an Event Check during Operations (5/6); read the paragraph indicated on the Mission Card unless it is preceded by a sighting reference for a sighting that has already occurred. Exception: No Event Check is made during the first Round. 3. ACTION PHASE
Initiative Determination. Determine which side has the advan-

6/1 Action Sequence


An Action Round is conducted in accordance with the A ction 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-

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

AMBUSH! RULE S: PAGE 12 the advantage for this Round. If the results are equal, advantage goes to the Germans. Exception: The paragraph that activates 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-

4. BEGIN A NEW ROUND (if there is an active Ge rman 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 paragraph states that a German is activated (see also 5/8). Each activated German will be identified by a number. Locate the German soldier cards with the same 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 mar ker 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 ACTIVATI ON 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, respectively. 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.

mine wh ich space each AR marker will occupy on the AR Track. Locate each sides die roll result on the AR Track in each AR markers colu mn. Move the AR markers to the spaces containing their sides 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 following 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. Exception: A wounded soldier can receive only one turn; if a wounded soldier receives two turns, place his marker in the 1Turn space instead. 1 Turn. The soldier receives one turn this Round. Place his AR marker in the advantage or disadvantage half, as appropriate. 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 certain 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 A R marker in the Panic space. If he is in co mmand, place his A R 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 occupy 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 examp le, 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 Co mplete space, if not already there. If a soldier becomes panicked as a result of combat, move his AR marker to the Panic space (unless it already occupies the Panic or Comp lete space). If a soldier beco mes incapacitated, killed, or captured during a Round, his AR marker is immed iately moved to the Inactive space.
Perform All Soldier Actions. The position of the AR markers

6/3 Command and Commanders


Command. When a US soldiers 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 co mmand. 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 A R 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 colu mns 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

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 mo re Germans can act, ro ll one die to obtain a new German Action Nu mber (6/8). Germans able to act in the same turn go in the order of the letters on their A R markers. Exception: Firing a crew weapon, 9/7.

commander or a private. A commander has a Co mmand 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 e xamp le, a commander with an IN of 4 exerts four Init iative Points into all hexes within t wo 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 Rad ii are reciprocal; that is, a commander can use the Initiat ive Rat ings of soldiers within h is command radius to contribute toward keeping himself in co mmand. A co mmander who is panicked or inactive has no Co mmand 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 commanders

AMBUSH! RULE S: PAGE 13 turn to perform actions, he can give his Turn to another soldier instead of performing an action himself. The commanders AR marker is moved down to the 1-Turn or Comp lete Bo x 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 Co mp lete 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 paragraphs 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

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 immed iately aware of the just activated 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 s oldier beco mes 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 Co mplete space on the AR Track. Place the A R 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 automat 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 activated, he has no effect on the awareness of the US soldiers. You make no additional A wareness Checks due to the activ ation of an additional German. An unaware soldier who is attacked is automatically aware after the combat is resolved. Place his marker in the Co mplete space, unless he is killed or incapacitated. Even an attempted attack (fire, grenade, assault) makes all US soldiers in the target hex aware. A scattered grenade/ SC makes both the so ldiers 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 Co mmand Rad ius aware (6/3).

turn to make an unaware US soldier within his Co mmand 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.

6/6 German Activation During Rounds


During Action Rounds, there is the possibility that add itional Germans may become activated. If activation occurs during a Round, use the following procedure. Interrupt whatever 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 Germans AR marker in the indicated space (again, using the current advantage/disadvantage). The newly activated German has no effect on US awareness (6/5). If all US soldiers are currently aware, they remain aware. If so me are unaware, only the German that originally caused Rounds to commence affects their awareness.

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 co mmand, 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 Comp lete space. A p a-

AMBUSH! RULE S: PAGE 14 If German activation occurs during the action of a US so ldier (typically movement) that soldier may end his action before any German takes an action.
Remove Live Grenade from Hex. This special action is per-

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

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

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 soldiers Movement Point Allowance). A crouching soldier can move only one hex (by crawling), 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

during his turn, make one free stance change; from prone to crouching or standing, fro m crouching to prone or standing, or fro m 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

Movement Point Allowances). Crew weapons require three Port Bo xes. To be moved, two soldiers in the same hex with the weapon must divide its Port Bo x 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 soldiers 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 available.
Move/Charge Assault (expend up to half of soldiers Move-

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-

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

pon can only be made if the hex contains at least two crouching, active soldiers. Both soldiers simu ltaneously 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 t wice 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 always uses snap fire whenever it is fired by a single soldier. Snap fire great ly increases the chances of a crew weapon ja mming (9/4).
Assault. Sold ier must be standing in the hex with the enemy

Point Allowance). The soldier must be standing in the same hex as the inactive soldier to be moved, and must have one Port Bo x 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 movement; ro ll a die; on a result of 0 he dies. Moving an incapacitated soldier by vehicle does not cause this die roll. Only inactive soldiers may be dragged, not unaware or wounded ones. MISCELLANEOUS ACTIONS
Pick Up/Exchange Equipment. A soldier that is standing or

soldier (11).
Prepare Satchel Charge. Soldier must be crouching or stand-

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 fro m 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 equip ment (14).
Load/Unload Inactive Soldier from Vehicle. Active soldier

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

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 (Co mmanders only). A commander must be within

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.
Prepare Bazooka. Soldier must be standing or crouching in

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 t wo hexes aware (6/5).

hex with an unloaded bazooka and a charge (9/8).


Clear Jammed Weapon. Soldier must be standing or crouch-

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-

ing with a jammed weapon (9/4).

AMBUSH! RULE S: PAGE 15 er, the soldiers actions are not up to you; you must use the soldiers card, the paragraph booklet, and in some cases the Mission Card to determine what the soldier does. At the beginning of each turn in which one or mo re German soldiers may act, ro ll one die an d 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 Nu mber remains in effect until the beginning of the next turn in wh ich Germans may act. Exception: If a German Special Reaction comes into effect during a German turn, immed iately roll a new Action Nu mber. 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 actions 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:
German Action Number.

Point Allo wance, 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 German to move. It simply defines a special move or situation within the overall move. An Exit German movement reference 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 German, use the indicated Special Reaction column on his card instead of the current condition column. For examp le, if you read paragraph 254 when moving German 92, you would immed iately 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 Reactions 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 Nu mber 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 colu mn to determine what he does for the rest of the turn. The self-preservation column often takes precedence over the Special Reaction colu mn.
Self Preservation. Every German soldier card includes a self

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 fro m 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 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 soldier do as much as he can toward complet ion 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 examp le 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 ldier, whichever co mes 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 co lumn 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 so ldiers. The self preservation colu mn takes precedence over the normal condition column and over a Special Reaction colu mn, 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 immob ilized. The driver of a still-mob ile 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-

med iately surrenders. If the paragraph is read when there is an active US soldier in the hex, then the German immed iately falls prone and is captured (11/2). If not in the hex with a US soldier, the German beco mes 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.

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 window. 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 moving the German. Keep checking for Movement References in this manner until the German has expended his Movement

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 possible. If wounded he would conduct snap fire if required to make a stance change to crouching (the stance change for a wounded sol-

AMBUSH! RULE S: 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 soldier 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, depending 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 soldier 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 soldier crawl one hex or run into hexes until he is directed to enter a hex that he has insufficient Movement Points to enter. His movement 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 Germans situation and choose the first option that applies. If Option 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 considered out of sight of the Germans). During Round 2, off-map US soldiers make Awareness Checks; those that succeed receive turns during the Action Phase of Round 2 (unless they panic) and can enter the map using one of the Movement Related 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) purposes. 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 moment. 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 activ ations 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 Germans. The movement procedure for Operations is radically different fro m 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 nu mber 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 fo rces 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 irected 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, 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 d esire. See Operat ions (5) for mo re 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 fro m 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 soldiers 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 fro m 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 moving. Germans move up to their MPA, as directed by paragraphs

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-

AMBUSH! RULE S: 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 occupied by an enemy active s oldier. 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 entered. 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 Mov ement 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. Ho wever, 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, remove him fro m 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 mo re detail on German movement. You do not earn VPs for act ivated soldiers twice unless specifically instructed. A German who left the map and reenters does not give activation VPs again. GERMAN EVASIV E MOV EMENT EX AMPLE
806. Run into open hex, crawl into any other type of hex. S top 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, remove 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 contains 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) fro m 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. Ho wever, 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). 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 lo wer 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, fro m 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 elevation, 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 elevation, 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)

8/1 Tracing a Line of Sight


A line of sight is a straight line traced from the center dot of the sighters 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 co ntain some brush; these hexes are nonetheless considered woods. Note that, for examp le in the case of woods, a LOS can be blocked by any part of the hex not just by the woods symbol itself. For buildings, as for all other terrain features, the hex sides are relevant for LOS, not the artwork. HEXES AT THE SAME ELEV ATION An LOS between t wo hexes at the same elevation is blocked by any intervening blocking terrain at the same o r higher elevation.

AMBUSH! RULE S: PAGE 18 CREST HEXSI DES Crest hexsides always block LOS, regardless of the location and elevation of the two sighting hexes. FOREST, BRUS H, RUBBLE, AND ROUGH HEX ES If both sighting hexes are at the same elevation, intervening 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 HEX ES 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 t wo 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 adjacent to that window hexside (and vice versa). A standing soldier inside a building can see all hexes in the field of view fro m 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 building can only see a target in an adjacent hex through a door. An LOS can be traced only one hex across an aperture hexside that is not adjacent to the sighting soldiers hex. An LOS can never be traced into a building hex across a nonaperture hexside. Fire co mbat can occur, however, across such a hexside within the restrict ions of 13/5. Within these aperture restrictions, an LOS cannot be traced through a building hex at the same elevation as both sighting hexes. If the two hexes are at different elevations, the LOS is blocked if the building hex in question is closer to the soldier at the lower elevation than to the soldier at the higher 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 examp le. (See LOS Nr. 3) An LOS exists between soldiers in two separate buildings only if both are in each others field of v iew. It is very possible for one soldier to be able to see the other soldiers 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 fro m hex S9. LOS INTO/OUT OF VEHI CLES LOS fro m 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 fro m a vehicle. LOS fro m nonadjacent vehicles is the same as for foot soldiers. OTHER BLOCKING TERRAI N The preceding are the only types of blocking terrain in the game, with the exception of certain land marks that may be specific to a given mission. These are explained in the Mission 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 co mmon sense or a die roll to solve the difficulty.

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.

AMBUSH! RULE S: PAGE 19

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.

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 LO S between B and G is blocked by building hex Q10, although B can see into Q10. The LOS between B and D is clear, because the LO S exactly bisects the brush in U11, and is thus not blocked, and D is in sight of one of Bs 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 hexside. In this case, D can see Q10, but not P9, and C can see R10, but no further.

BUILDING FIELDS OF VIEW

AMBUSH! RULE S: PAGE 20

LINE OF SIGHT: Nr. 4


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 LO S 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.

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 embankment hexside, the LOS would be blocked.

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 pen etrated (13/5). A crew weapon or bazooka must be prepared before it can be fired (see 6/7). Fire co mbats 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.
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 soldiers hex but including the targets hex). Locate the resulting number on the Weapon Chart under the range column for the weapon being fired to determine the range of the fire: short, mediu m, or long.
4. Determine the Basic Hit Chance According to Range

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 wh ich weapon the soldier is firing (if he has more than one) and whether he is conducting an aimed or snap fire A ction (6/7). If there is more than one target in the target hex, choose the actual target of the fire (s ee 9/2).

Use the Adjacent or Same Hex range column if the target is in an adjacent or the same hex; otherwise use the range determined in Step 3. Consult the Fire Co mbat Modifiers Chart and add all the modifiers that apply to this fire (9/3). Co mbine these modifiers with the firing soldiers Weapon Skill to yield a final mod ifier. Subtract the final modifier fro m 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, respectively.
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

AMBUSH! RULE S: PAGE 21 final Hit Chance, the fire has missed; go directly to step 7. A die roll o f 0 is always a hit, wh ile 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

The Fire Co mbat Modifiers Chart is us ed to determine a fire modifier based on the targets stance and terrain. Cross reference the targets 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: Vehicles 17). The Fire Co mbat Modifiers Chart also lists all other modifiers that affect fire co mbat.

9/4 Weapon Jamming and Clearing


When a weapon is fired or thrown, and you roll a percentile 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 fro m another German or inactive US soldier in h is hex, using the Pick Up/Exchange Equip ment action (5/3, 6/7). Use this action instead of the action indicated on his card as soon as he is in a hex with a suitable weapon. CLEARING A JAMMED WEAP ON 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 soldiers 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 soldiers Weapon Skill is reduced by 1 when attempting to clear a captured weapon (14).

If the dice roll is equal to or less than the number listed, the fire has expended a clip of ammun ition (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 Cs 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 Cs 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 modifiers 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 Personnel section of the Semi-Automatic Rifle row on the Weapons Chart to determine the damage inflicted on Soldier Q. The roll in this example is a 4, and soldier Q is wounded. Finally, determine whether or not a clip of ammo is used by rolling percentile dice. A semiautomatic 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.

9/5 Ammo Expenditure


US AMMO EXP ENDITURE A US soldier can carry up to six A mmo Bo xes worth of clips, grenades, or bazooka rounds. Each satchel charge takes one Port Bo x 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 column. 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. A mmo acquired by a so ldier during a mission (fro m another soldier) can be marked in any empty Ammo Bo x, including a box indicating spent ammo. Be sure to mark the removal of the clip fro m the soldier that gave up the ammo. If a soldier has a clip for a personal or crew weapon, reloading is automatic. A bazooka must be reloaded using the prepare Bazooka act ion. GERMAN AMMO EXP ENDITURE German soldiers do not have Ammo Bo xes and do not expend ammo clips when firing. Germans can run out of ammu nition as a result of a paragraph. When ordered to fire, a German soldier out of ammo will instead try to perform one of the following actions, in order of precedence: fire secondary weapon, 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 soldiers Ammo Bo xes.

9/2 Multiple Fire Targets


A target hex that contains more than a single enemy soldier 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 firing 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 modifier for automatic fire even if they may be immune to damage fro m this fire.

9/3 Fire Shifts


A number of modifiers based on the targets 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 fro m 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.

AMBUSH! RULE S: 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 mach ine 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 llo wing terms:
Best Fire. A imed 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

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 me-

counting hexes fro m the Germans 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

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 Ts turn comes first, and T and S fire the machinegun together as an aimed fire. Ts AR marker is moved to the 1-Turn space and Ss AR Marker is moved to the Complete space. The fire is then resolved using soldier Ss Weapon Skill. When T uses his second turn, the fire must be a snap fire using Ts Weapon Skill, because only T is firing the weapon.

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.

9/8 Bazookas
A bazooka is a personal weapon, but unlike other personal weapons it cannot be snap fired. A bazooka counter is placed on the map with the soldier carrying it. The counter shows the bazooka prepared on one side, and unprepared on the other. It must be prepared 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 soldiers 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 weapon 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 b azooka Personnel result against the target soldier, then roll separately for each other soldier in the hex using the Grenade Inside 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).

9/7 Crew Weapons

Light, med iu m, 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. CARRYI NG 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 Bo xes of the two soldiers. A light or mediu m machinegun takes up three Port Bo xes while a heavy machinegun requires four Port Bo xes. A mach inegun 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 weapon 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 weapon is prepared, it remains prepared until a part of it is moved fro m the hex. There is no cost to unprepare a crew weapon; simp ly 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 ma ximu m 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, simu ltaneously, 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

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 fo llowing optional German action is highly suggested because it allo ws the German soldiers to fire at these hidden targets, Letting 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 German (i.e., move, surrender, throw a grenade, etc.), the

AMBUSH! RULE S: 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 outlined above, but will fire its main gun at a stone wall, its coaxial 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 co mbat, 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 immed iately 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 soldiers Port Bo x containing a satchel charge when a soldier throws a satchel charge.
5. Determine Target Damage

10/1 Grenade/Satchel Charge Combat Procedure


The following procedure is very similar to that used to resolve fire co mbat, but differs in a few important ways:
1. Choose the Target

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 applies. All soldiers in a hex in which a grenade or satchel charge explodes suffer damage. Ro ll 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 grenade over the woods into hex K2, which is occupied by two US sol-

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 throwers 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

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.

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 soldier who makes the check but who does not have a turn remaining 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 paragraph specifically instructs them to do so.

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. Otherwise, count the range in hexes fro m the throwing soldier (e xclusive) to the target hex (inclusive) and locate the result on the Weapons Chart to determine the range: short, mediu m, 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 Co mbat Modifiers Chart which apply to determine the final Hit Chance. Note: The Fire Co mbat 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

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 scattered grenade or satchel charge lands, consult the following grenade/satchel charge scatter diagrams. Use Diagram A unless the LOS fro m the throwers hex to the target hex exact ly bisects the two hexes adjacent to the target hex (in which case, use Diagram B). Ro ll one die to determine the hex the grenade/satchel charge lands in. Note that a grenade/satchel charge thrown from a hex adjacent to the target 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.

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.

AMBUSH! RULE S: PAGE 24 When throwing a grenade or satchel charge through an adjacent 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 thro wing soldier. Grenades and satchel charges can never scatter through a window or back into the throwers 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. buildings and such. For game purposes, they are treated exactly like large grenades, with the fo llo wing exceptions: They require a Port Bo x to carry instead of an Ammo Bo x. 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 (nu mber of turns) fro m 1 to 4. At the start of that turn, before anything else happens, the charge explodes.

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

Diagram A

Direction of Throw

Diagram B

Direction of Throw

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

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.
3. Determine the Hit Chance

The Base Hit Chance is always the same, as listed on the Weapons Chart. The Hit Chance is modified for any of the modif iers from the Assault Co mbat Modifiers Chart that apply to this attack.
4. Roll one Die

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 defenders 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 follo wing procedure is used to resolve an assault combat:
1. Choose the Target

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

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 t wo 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.

charge assault to kill German X, who is standing, unpanicked and unwounded. The Base Hit Chance for assault is 7, which is modified. Ds 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.

AMBUSH! RULE S: 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 fro m the Assault Table. A captured German immed iately 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 Equip ment Action. Since a captured German is inactive, play may switch fro m 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 so ldiers are automatically aware of him. If there are no US so ldiers in sight at the beginning of the Round, the German so ldier is removed fro m the map permanently (he ran away). Use the Self-preservation column on his card to determine his A ctions (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 fro m 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 guard ing 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.

Should automatic weapons fire or a grenade or satchel charge be fired into the hex, both the prisoner and his guard take damage 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 ord er to enter the hex. Thus, a soldier with a Movement Po int Allo wance of 3 could not cross a window to enter the defenders 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 Co mbat Modifiers Chart.

11/4 Assault Modifiers


When assaulting, the attackers 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 assault. An unaware soldier that is assaulted automatically becomes 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 applies to the assault. All mod ifiers 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 boob ytrap 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 mo re than one soldier enters a hex with a boobytrap at the same time, the soldier 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. M inefields have an unlimited number of mines and are thus never depleted or destroyed.

AMBUSH! RULE S: PAGE 26

13. Damage
The results of a successful co mbat (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 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 Tab le determines the penetration result against a vehicle or wall. So ldiers recover fro m wounds and incapacitation between missions when playing a campaign.

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 restrictions: When the incapacitation occurs, the soldier immed iately 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 soldiers hex is allowed. 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 fro m one hex to an adjacent hex by an active standing soldier, or put into or taken fro m 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 fro m hex to hex in a vehicle. An incapacitated soldier who suffers a wound or second incapacitation result is killed.

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 soldier 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 duration 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 defending 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 immed iately 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 attackers Hit Chance. In addition, when a wounded soldier makes an assault, there is a -2 modifier against him. A wounded soldiers Port Bo x total is reduced to one; put an X through one box. If he is carrying two Port Bo xes of equipment, he must immediately drop the contents of one Port Bo x. If the item he is carrying is a two-box item, he must drop it immed iately. A wounded soldier cannot be given a turn or be made aware by a co mmander (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.

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 e xplosive 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 surface is destroyed. If non-explosive, the fire passes through a wooden wall or non-armo red 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 nonexplosive, 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. Ro ll 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

AMBUSH! RULE S: 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, determine the target of the attack at random. If a hex with mo re than one active soldier is attacked by aimed automatic weapons 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 fro m then on. If a building hex has two of its wall hexsides destroyed, the building collapses and becomes a rubble hex. Any soldiers occupying the hex when this occurs are killed. more than one target in the hex. If the primary target in a mu ltiple 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, 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 immed iately. 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.

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

14. Captured Equipment


During the course of the game, it is very likely that you will capture various kinds of German equip ment. You may take it fro m incapacitated, killed, or captured Germans using the Pick Up/ Exchange Equip ment Action. This equip ment can be used with the following restrictions:
Personal Weapons and Crew Weapons. Each captured wea-

reduced by 1 for all purposes. Once captured, use the US a mmo deplet ion procedure, not the German one.
Grenades. Captured grenades can be used just like normal US

grenades, with no reduction to the soldiers WS.


Radios. Captured radios cannot be used by the US. Vehicles. Captured vehicles, other than tanks, can be driven by

pon is considered to have only one clip or round of ammo when captured. A German weapon that runs out of ammo du ring a Round has no ammo if captured by the US. When using a captured weapon, the US soldiers Weapon Skill is considered

US soldiers. However, the Driv ing Skill of the driver is cons idered 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 parag raphs 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 Mi ssion 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 eginning Mission 1. If you do not wish to play this as a campaign, or you will begin your campaign beginning with Mission 2, begin Mi ssion 1 now.

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 players side count towards the players VP total if not instructed otherwise. At the end of the mission, subtract your VP losses fro m your VP gains to determine your VP total. Co mpare this total to the schedule in the Victory section of the Mission Briefing. If the result is greater than or equal to the missions requirement, you have won; if less, you have lost.

AMBUSH! RULE S: PAGE 28

Mission 1: Bloody St. Mick


Late June, 1944. Your squads parent division is advancing cautiously through the bocage country of Normandy. Earlier 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 fro m h idden German positions. This afternoon, your more e xperienced squad is assigned to attempt the same mission: establish control of the St. Michau x 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 pregenerated 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 b etween 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 Activ ation 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 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 fro m Q19 to Y13) fro m 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 mission and earn 4 additional Victory Points. 2. All active US soldiers have exited the map fro m hex A1 through hex J1 (inclusive). At the end of the mission, total your Victory Po ints to d etermine whether or not you have won. VP loss for an incapacitated US soldier can be avoided by moving him off the map fro m 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.

16. Campaign
Ambush! can be played as separate missions or as a continuous campaign. If play ing 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.

16/2 Combat Point Awards


Co mbat Points are used to represent gains in ability due to each soldiers experiences and actions during missions. When a soldier has accumulated 6 CPs, he can spend them to increase one of his ratings either his IN, PC, WS, or DS. To determine the number of Co mbat Points your squad receives at the end of a mission, mult iply the number of soldiers who survived the mission by 4 if you won the mission, or by 2 if you lost. The result is the number of Co mbat 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 examp le, 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 Co mbat 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 mission. 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 soldiers CP box in abbreviated form. The follo wing guidelines serve as a basis for these awards, although they do not cover all eventualities. Special events, such as blowing bridges and saving wounded comrades, 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.

16/1 Campaign Procedure


For the first mission, use the squad provided in this boo klet 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 Co mbat Point section of the Squad Record as a reminder. At the end of each mission, use the following procedure to award Co mbat Points, improve soldier characteristics, and replace killed soldiers.
1. Award Combat Points

At the end of the mission, award each of your surviving so ldiers Co mbat 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 fro m 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. However, CPs can be carried over fro m 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.

AMBUSH! RULE S: PAGE 29 For examp le, wounding a German is usually worth only 1 CP, but if the German was a mach ine 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

16/3 Improving Soldier Characteristics


If a soldier has accumulated 6 CPs, you can spend them to improve the soldiers ratings. If a soldier has fewer than 6 CPs, they cannot be spent. Instead, they are accumulated fro m mission 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, simp ly transfer them to his CP bo xes when you fill out the Squad Record for the next mission. You can spend 6 CPs to raise a soldiers In itiative, Perception, Weapon Skill, or Driving Skill. Each rating has a maximu m, 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. Initiative 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 soldiers In itiative is raised by 1; if the result is a PC, the soldiers Perception is raised instead. You may have to change the soldiers MPA if his In itiative increases from 1 to 2 or fro m 4 to 5. If you try to improve the IN rating when a soldiers PC is already 9 but fail, the CP are lost. Initiative Increase Table
CURRENT INITIATIVE RATING DIE

Kill German by Fire Incapacitate German by Fire Wound German by Fire Kill German by Assault Incapacitate German by Assault Capture German by Assault Wound German by Assault Knock Out Tank Immobilize Tank Knock Out Car

KF (German #) IF (German #) WF (German #) KA (German #) IA (German #) CA (German #) WA (German #) KOT IMT KOC

2 2 1 3 3 3 2 4 3 3

At the end of the mission, divide your squads CPs among the surviving soldiers by filling in their CP bo xes. Use pencil, because they will probably be erased later. It is likely that you will have mo re CP bo xes 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 actually awarded a CP. For examp le, a squad completing Mission 1 was awarded 20 CPs: 1 per soldier and 15 d iscretionary. The soldiers CP boxes were filled in with the fo llo wing abbreviations over the course of the mission:
A B C D E KF 7 KA 48 KF 2 Bridge WF 2 KF 90 IF 76 Turn

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

KF 39

WA 48

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 soldiers cost in Squad Points next to his name in the bo x provided. When the soldier needs replacing, you can spend those Squad Points again. Furthermore, you can co mbine 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,

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 su ccessfully 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 (SPs because, while important, the actions were not decisive, and soldier B panicked at a critical mo ment, 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 llo wing nu mber of CP bo xes for each soldier on the Squad Record: A: 6 B: 5 C: 2 D: 6 E: 1 You are now ready to spend soldier As and soldier Ds CPs to imp rove their characteristics (16/3).

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 u sing the Perception, Weapon Skill, and Driv ing Skill tables, and the Movement Point Allo wance 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 fo r 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 Pan zer IVs 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 vehicles actions during play. US vehicles have no cards (with one exception), and you can perform act ions with them as you wish.

AMBUSH! RULE S: 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 armo red or non-armored. An armored

vehicle has an armor rat ing (light, mediu m, or heavy) assigned to each of its parts. An armored vehicle hit by fire is not affected 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 maximu m 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. On ly 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 co mbat 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 protection and chance of hitting various parts of the vehicle vary, as shown in the Vehicle Su mmary. To determine the side hit, locate the firing enemys position relative to the target vehicles 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. VEHI CLE FACING form the Drive Vehicle act ion alone, or in co mbination with other actions, during a turn. Each vehicle has two MPAs, slow and fast. Refer to the Vehicle Su mmary 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 Driv ing 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 mo ment 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.

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 maximu m of t wo 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 drivers seat of a car can spend one turn to perform the Drive Veh icle act ion. The crew of a tank can per-

AMBUSH! RULE S: PAGE 31 A vehicle can run over enemy soldiers, using the procedure 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 immed iate Accident Check. Craters have no effect on fire co mbat against vehicles. 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, ro ll for damage using

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 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. Sold iers 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. 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, mo re 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

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 soldiers stance is irrelevant when occupy-

ing a vehicle. Ignore any references to a soldiers stance when he occupies a vehicle, which may occur in some German paragraphs.
Command and Panic. The crew of a tank is never subject to

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 automatically 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 o f the Damage Table for each other exposed crew member (treat them as prone for this damage 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

the rules of command and can never be given an extra turn by a commander. Tan ks 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 co mmand. 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 immed iate 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.

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 disabled 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

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 vehicles size (large or small) on the Fire Co mbat 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 wh ich part of the vehicle, or which occupant, is hit. Ro ll one die and locate the result on that vehicles Hit Chart in the Veh icle Su mmary 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

would be considered in a cover hex. However, if the hex contains woods, use the woods instead of the vehicle, since the woods provides better protection.

Di sabled Vehicles A vehicle can become dis abled 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, ou tside the vehicle, and lose all rounds for that turn.

the firing weapons Hit Table on the Weapon Chart. On ly 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

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 mo re of its weapons during the

AMBUSH! RULE S: 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 weapons and cannot fire independently. When a tank fires, the -2 modifier that applies to firing fro m a car does not apply.
Cars. A passenger in a car can conduct aimed or snap fire with

17/9 Accident Checks


Certain events may cause the driver or crew o f a vehicle to make an Accident Check to determine whether or not an accident occurs. The game is not a simu ltaneous movement game; therefore, the accident procedure generates accidents that interrupt the normal course of play. For examp le, 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 llo wing reasons: 1. The instant a vehicle exceeds its slow MPA. 2. When a cars driver, wheels, or body is hit in fire co mbat. 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 Accident Table to find out what happens .

his personal weapon according to the fire combat ru les (9). However, there is an additional -2 modifier when firing fro m inside the vehicle. A driver in a car can conduct one snap fire with h is personal weapon. The -2 modifier for firing fro m 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 action 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. Co mplete as many actions as you can, depending on the number of Crew Points available and the tanks
GE 45/Y
+2 VP (+3 PV if knocked out)
Act Crew ACTION DIE

Jagdpanther

17/10 Vehicles, Minefields, and Boobytraps


Tanks. A tank that enters a hex with a minefield or boobytrap
9 925 923 925 921 811

5 4 3 2 1

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

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 immob ilized, while a car is disabled.
Cars. When a car enters a hex with a minefield or boobytrap,

NOTES: Enters open; cannon not prepared on entry . When open, three crew members v isible. First turn use 922.

situation. Thus, if a paragraph calls for an immob ilized tank to move, ignore the movement part of the paragraph. The actions of a German car depend on the action paragraph 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 behind 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 o bstacles, because it arrived at the destination, whatever), it also spends only the Crew Points for Move Slow.

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.

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 tanks hex, not into the tank itself, can disable the vehicle. If the satchel charge lands in the hex, roll on the Satchel Charge Outside row of the Damage Tab le. 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

GE 13/W
+1 VP (+2 VP if disabled)
IN 2 PC 4 WS 0

Staff Car & Driver


MP A 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, 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-

AMBUSH! RULE S: PAGE 33 chel Charge Inside row of the Damage Table (they are considered prone). If the satchel charge is successfully thrown into the cars hex, instead of into the car, the car is automatically disabled. Ro ll once for each soldier on the Satchel Charge Outside row of the Damage Table, treating the soldiers as prone.
Scattering. When an attempt to throw a grenade or satchel

er, and the US Sherman med iu m 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 mediu m machinegun are in the turret and can fire in any direction. However, only one of these can be fired in one turn. The bow mediu m mach inegun 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 med iu m mach inegun. The cannon is mounted in the body, not on a turret, and thus can fire only at a target in front o f 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 mach inegun) at a target into the same hex. (Per 17/12, Vehicle Facing, if both attacker and target occupy the same hex, the attacker h as his choice of wh ich 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 fro m 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 wh ich the coaxial machinegun is fired. Aimed Fire with Bow Machinegun (2 Crew Points). Target must be in front of the tank. Bow mach ineguns 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 mach inegun 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 mach in egun 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

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 grenade/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. Ho wever, a roll of 6-9 will scatter the grenade into the vehicles 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 adjacent hex, use Diagram A or B, as usual. Should the above procedure 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 throwers 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 harms way. Those that fail or are inactive are hit. If hit by a tank, they are immed iately 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 mo re 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-

with any other task in the turn. Place a Closed marker on the tank.

AMBUSH! RULE S: PAGE 34

Mission 2: Advance on Chasoul


August, 1944. Your squads parent division is racing across France toward the German frontier in the face of cru mbling 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 fro m Mission 1, or a new squad. Regardless of wh ich you use, buy new equipment fro m the Equip ment Costs Chart using your squads Equipment Po ints. SET UP Use Map B. The top of the map is the north edge. Your so ldiers 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 Levels are as follo ws: 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 Victory Point for each building hex that any of your soldiers enter. Other ways of gaining VPs may be revealed during the mission. 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 fro m any valid entry hex ( A6 through A15, inclusive). VP loss for an incapacitated soldier can be avoided by moving him off the map fro m hex A6 through A15 or, if all building hexes have been entered, by moving him into the railroad 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 equipment using your squads 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. Bu ild ing hex L10 contains a fuel dump with dozens of full gas cans. Unlike other missions, this mission has no Activation Levels, because the Germans all enter by rando m event. SPECI AL 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 Operations.
River. The water barrier fro m 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 Victory Point for each of the following hexes that any of your so ldiers 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 squads parent unit is paratrooping on to the Cotentin Peninsula in support 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 reco nnaissance 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 equip ment within the following restrict ions. Since you r 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 mach ineguns 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 Bo xes of weapons and 8 Ammo Bo xes 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

AMBUSH! RULE S: PAGE 35 one Action to open it. Thereafter, soldiers can use the Pick Up/Exchange Equip ment 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 Activ ation 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. PARADROPPI NG PROCEDURE This mission begins with your squad drifting in fro m 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. Complete the landing of one counter before beginning the movement of another.
1. Drift Movement

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 Co ndition 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 so ldiers, 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 wh ich 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!

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 wh ich case it is lost permanently).
3. Repeat Steps 1 and 2

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 Bo xes. 69: So ldier or cache lands in river and is swept away! The so ldier drowns and all his equip ment 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-

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

pacitated.
Rough or Woods 0-4: Good landing! 5-8: Bad landing! Ro ll 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

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

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 landing 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.

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: Ro ll 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, determined at random, adjacent to build ing hex). ACTIV ATION 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. Co mp lete all Parag raph 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

Make a paragraph Check for the new hex occupied by the counter. If the message. Land, appears, the counter lands; otherwise follo w the instructions in the paragraph listed. If the counter does not land, roll again for drift and enter the indicated hex, making a new Paragraph Check. Continue this procedure until the counter lands.

AMBUSH! RULE S: PAGE 36 references; all US soldiers are automat ically aware when they land. If mo re 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

If Rounds do not begin when the landing occurs, co mmence Operat ions. The parachutes are automatically removed in Operat ions. SPECI AL RULES
Night Visibility. The mission occurs in the very early morning,

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.

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 fro m 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 section 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 incapacitated 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 active Germans on the map and both bridges are captured and/or blown. 2. All your active soldiers have exited the map, fro m any map edge hex. 3. A ll US soldiers are killed.

Each soldier must remove his chute before he can move or perform any other action. PARACHUTE REMOV AL 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 parachute 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 soldiers parachute, and a panicked soldier cannot remove his own.

Mission 5: Operation Pickpocket


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 rumored V-2 rocket and in having the base destroyed. YOUR SQUAD Buy new equip ment for your squad. Since you are travelling light, you cannot buy the following: Automatic Rifles Bazookas Medium Machineguns Within these limitations, you can buy any of the equipment 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. SPECI AL RULES
River. The water barrier fro m 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 land mark 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 installations 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, another soldier can pick up the documents, using the Pick Up/Exchange Equipment action. The mission ends only when all your active soldiers have exited fro m the map fro m any valid entry hex ( A12 through L19, inclusive). VP loss for an incapacitated soldier can be avoided by moving him off the map fro m hex A12 through L19.

AMBUSH! RULE S: 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. Repeated attacks and B-17 bomb ings 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 equip ment 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 follo w: c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-7. SPECI AL RULES
River. The water barrier fro m hex H1 to O19 is a river and can

in the canoes Port Bo xes may be removed using the Pick Up/Exchange Equip ment action. Soldiers can engage in all forms of co mbat fro m 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 equip ment in the canoes Port Bo xes 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

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 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. Furthermo re, each canoe can carry two Port Bo xes of equipment, wh ich is recorded on the Notes section of the Squad Record. A canoe can carry a third soldier instead of equipment in its Port Bo xes (wh ich 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, mediu m mach ineguns, and satchel charges must be put in the canoes two Port Bo xes. Canoes move one hex at a time in Operat ions, and Paragraph Checks are made as usual. During Rounds, each canoe has a Movement Point Allo wance 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 examp le, If soldier A receives two turns and soldier B receives one, the canoe can move twice: once in turn 2 for soldier As action and again in turn 1 for one of the two soldiers actions. The front of the canoe faces the river hexside the canoe 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 canoes hex. He must then spend one Movement Point, if in Rounds, or one action, if in Operations, to enter the canoe. Equip ment stored

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, Bu ild ing Hexes). When firing at the bunker, there is a +2 modifier. Thus, the chances of hitting the bunker are much g reater than the chance of hitting an indiv id ual soldier through an aperture. When attacking the bunker its elf with fire co mbat, 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, ro ll 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 s ection of the weapon being fired.

AMBUSH! RULE S: PAGE 38 Bunker Hit Tables


FRONT FACING DIE P ART HIT ARMOR DOOR FACING DIE P ART HIT ARMOR

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 purposes when all its original occupants have been killed or incapacitated and one of the follo wing has occurred: 1. The bunker has been reduced to rubble. 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 fo r 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.

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

Mission 7: Bait for the Trap


8 August 1944. The German Seventh Army is counterattacking toward the French town of Mortain. The purpose close the Allied breakout fro m the Normandy beachhead. A llied high command has determined to draw the Germans into pushing so far that the planned Allied counterattack will encircle the entire German army. Your squad stands directly in the path of the oncoming 2nd 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 Germans will enter fro m 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 mediu m mach ineguns can begin the mission with them already prepared. SPECI AL RULES
Stream. The water barrier fro m hex H1 to O19 is a stream and

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 immob ilized and cannot move for the duration of the mission. It can. however, continue 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 Random Events until a German is activated and Rounds commence. 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). Furthermo re, 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 fo r activation and 1 additional if captured, 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.

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. A n-

AMBUSH! RULE S: 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 Shermans 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. Unfortunat ely, 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 equip ment 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 b etween 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. SPECI AL RULES
The Tank. The tank is not available to you at the start of the Embankments. In this mission, embankment hexsides present

no special hazard to foot soldiers, but are too steep for wheeled and tracked vehicles. Veh icles are prohibited fro m crossing embankment hexsides.
Roadblocks. During the past few days, your squad has repeat-

edly come upon roadblocks hastily constructed by the retreating Germans. Co mposed 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 fro m 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 fro m hex Y8. Other ways of gaining VPs may be revealed during the mission. The mission ends in one of two ways: 1. A ll active US soldiers have exited the map fro m hex Y8. The tank can remain on the map. 2. All active US soldiers have exited the map fro m 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 fro m hex A1 through A6 (if the second mission ending is chosen) or fro m hex Y8 (if the first mission ending is chosen).

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 fro m hex H1 to O19 is a river, and may not be entered except were crossed by

an intact bridge.

Design Credits
Design and Development: Eric Lee Smith and John H. Butterfield Design Assi stance: 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, Kev in Wilkins Production: Ted Roller, Bob Ryer, Eric Lee Smith, Jim Talbot, Bob Haynes, Colonial Co mposition, 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

AMBUSH! RULE S: PAGE 40

VEHICLE SUMMARY
JEEP/KUBELWAGEN
Small Vehicle; Non-Armored; Open Only
MAXIMUM OCCUPANT S: 4 SLOW MOVEMENT POINT ALLOWANCE: 5 FAST MOVEMENT POINT ALLOWANCE: 9

PANZER IVISHERMAN
Large Vehicle; Armored; Open or Closed
CREW: 5 SLOW MOVEMENT POINT ALLOWANCE: 3 FAST MOVEMENT POINT ALLOWANCE: 6

Hit Chart
NUMBER OF OCCUPANT S IT EM HIT

Hit Chart
FACING 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
IT EM HIT CL OP CL

Side
OP CL

Rear
OP

Tread Body Turret Crew

0-1 (M ) 0 2-6 (H) 1-4 7-9 (H) 5-6 - 7-9

0-3 (M ) 0-2 4-6 (H) 3-4 7-9 (H) 5-6 - 7-9

0-1 (M ) 0-1 2-6 (M ) 1-4 7-9 (H) 5-7 - 8-9

Damage Effects Tire. Vehicle cannot be driven fast. If occupied, make an immed iate 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 immed iate Accident Check. Driver. Ro ll for damage using the Damage Table of the attacking weapon. If driver panics or is wounded, make an immed iate Accident Check. If driver is incapacitated or killed, an accident occurs; roll on the Accident Table. Passenger. Roll for damage using the Damage Tab le 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 lo wer 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.

STAFF CAR
Small Vehicle; Non-Armored; Open Only
MAXIMUM OCCUPANT S: 5 SLOW MOVEMENT POINT ALLOWANCE: 5 FAST MOVEMENT POINT ALLOWANCE: 10

JAGDPANTHER
Large Vehicle; Armored; Open or Closed
CREW: 5 SLOW MOVEMENT POINT ALLOWANCE: 3 FAST MOVEMENT POINT ALLOWANCE: 6

Hit Chart
NUMBER OF OCCUPANT S IT EM HIT

Hit Chart
FACING 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

Front
IT EM HIT CL OP CL

Side
OP CL

Rear
OP

Tread Body M ount Crew

0-1 (M ) 0 2-6 (H) 1-4 7-9 (M ) 5-6 - 7-9

0-3 (M ) 0-2 4-8 (H) 3-6 9 (M ) 7 - 8-9

0-1 (M ) 0-1 2-9 (M ) 2-7 - 8-9

Damage Effects Tire. Veh icle cannot be driven fast. If occupied, make an immed iate 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 immed iate Accident Check. Driver. Ro ll for damage using the Damage Table of the attacking weapon. If driver panics or is wounded, make an immed iate Accident Check. If driver is incapacitated or killed, an accident occurs; roll on the Accident Table. Passenger. Roll for damage using the Damage Tab le of the attacking weapon.
(M): Mediu m armor rating. (H): Heavy armo r rat ing

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 auto matic 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.

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