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AMBUSH!

RULES: PAGE 1

{COVER PHOTO HERE}


AMBUSH! RULES: PAGE 2

1. Introduction ................................................... 3 10. Grenade/Satchel Charge Combat ............. 23


10/1 Grenade/Satchel Charge Combat Procedure ........ 23
2. Game Parts and Terms ................................. 3 10/2 Grenade Strike PC Check .................................... 23
2/1 German Soldier Cards .............................................. 3 10/3 Grenade Scatter .................................................... 23
2/2 View Sleeve and Mission Cards .............................. 3 10/4 Satchel Charges .................................................... 24
2/3 The Mission Maps ................................................... 4
2/4 The Playing Pieces ................................................... 4 11. Assault Combat ......................................... 24
2/5 The Squad Record .................................................... 5 11/1 Assault Combat Procedure ................................... 24
2/6 US Soldier Cards ..................................................... 6 11/2 Capture ................................................................. 25
2/7 Paragraph Booklet.................................................... 6 11/3 Charge Assault ..................................................... 25
2/8 Chart Reference Screen ........................................... 6 11/4 Assault Modifiers ................................................. 25
2/9 Two Ten-Sided Dice ................................................ 6
2/10 Soldier Characteristics ........................................... 6 12. Minefields and Boobytraps ....................... 25
2/11 Terms Used During Play ........................................ 6 12/1 Boobytrap Procedure ........................................... 25
12/2 Minefield Procedure............................................. 25
3. Course of Play ............................................... 8
3/1 General Course of Play ............................................ 8 13. Damage ...................................................... 26
3/2 Play Outline ............................................................. 8 13/1 Panic Results ........................................................ 26
13/2 Wound Results ..................................................... 26
4. Squad Generation ......................................... 8 13/3 Incapacitation Results .......................................... 26
13/4 Kill Results .......................................................... 26
5. Operations ..................................................... 9 13/5 Penetration Results ............................................... 26
5/1 Paragraph Checks .................................................... 9 13/6 Aimed Automatic Weapon Damage .................... 27
5/2 Soldier Stances......................................................... 9
5/3 Actions During Operations ...................................... 9 14. Captured Equipment ................................. 27
5/4 Sightings ................................................................ 10
5/5 Conditions .............................................................. 10 15. Victory ....................................................... 27
5/6 Event Checks ......................................................... 10 Mission 1: Bloody St. Mick ............................. 28
5/7 Perception Checks.................................................. 10
5/8 Activation Checks .................................................. 11 16. Campaign................................................... 28
5/9 Random Determination .......................................... 11 16/1 Campaign Procedure ............................................ 28
16/2 Combat Point Awards .......................................... 28
6. Action Rounds ............................................. 11 16/3 Improving Soldier Characteristics ........................ 29
6/1 Action Sequence .................................................... 11 16/4 Replacements ....................................................... 29
6/2 Activating German Soldiers ................................... 12
6/3 Command and Commanders .................................. 12 17. Vehicles ..................................................... 29
6/4 Panic ...................................................................... 13 17/1 Vehicle Attributes ................................................ 30
6/5 US Soldier Awareness ........................................... 13 17/2 Vehicle Facing ..................................................... 30
6/6 German Activation During Rounds ....................... 13 17/3 Vehicle Movement During Operations ................ 30
6/7 Performing Actions During Rounds ...................... 14 17/4 Vehicle Movement During Rounds ..................... 30
6/8 German Actions ..................................................... 14 17/5 Drivers, Passengers, and Crew ............................. 31
6/9 German Action Paragraph Examples ..................... 15 17/6 Fire Combat Against Vehicles ............................. 31
6/10 German Activation When US Soldiers 17/7 Vehicle Fire Combat ............................................ 31
Have Yet to Enter ........................................................ 16 17/8 German Vehicle Paragraphs ................................. 32
6/11 Condition Changes During Rounds ..................... 16 17/9 Accident Checks .................................................. 32
17/10 Vehicles, Minefields, and Boobytraps ............... 32
7. Movement .................................................... 16 17/11 Grenades and Satchel Charges ........................... 32
7/1 General Rules for Movement ................................. 16 17/12 Running Over Soldiers ....................................... 33
7/2 Movement During Operations ............................... 16 17/13 Tanks .................................................................. 33
7/3 Movement During Rounds ..................................... 16
7/4 German Evasive Movement ................................... 17 Mission 2: Advance on Chasoul .................... 34
8. Line of Sight ................................................ 17 Mission 3: A Cold Morning in Belgium .......... 34
8/1 Tracing a Line of Sight .......................................... 17
8/2 Blocking Terrain .................................................... 17 Mission 4: D-Day Night Drop to Destiny ........ 34
8/3 LOS Problems ........................................................ 18 Mission 5: Operation Pickpocket ................... 36
9. Fire Combat ................................................. 20 Mission 6: Pleasure Boating to the
9/1 Fire Combat Procedure .......................................... 20
9/2 Multiple Fire Targets ............................................. 21
West Wall ...................................... 37
9/3 Fire Shifts............................................................... 21 Mission 7: Bait for the Trap ............................ 38
9/4 Weapon Jamming and Clearing ............................. 21
9/5 Ammo Expenditure ................................................ 21 Mission 8: Dash for the Sambre ..................... 39
9/6 German Fire Combat Terms .................................. 22
9/7 Crew Weapons ....................................................... 22 VEHICLE SUMMARY ....................................... 40
9/8 Bazookas ................................................................ 22
9/9 German Attacks on Buildings (OPTIONAL) ........ 22
AMBUSH! RULES: PAGE 3

1. Introduction
Ambush! is a tactical level solitaire game of man-to-man other. You can play semi-competitively by keeping track of the
combat on the western front in World War II. It depicts small VPs each of your half squads earn separately and comparing
unit actions in great detail and, for the most part, accurately. your totals at the end of the mission. You can also use these
However, it should be understood that more happens in a sin- same ideas to play the game with three or more players. Exper-
gle Ambush! mission than an average soldier encountered in iment, because Ambush! is flexible enough to allow different
an entire battle historically. Thus, you and your squad are an types of play.
elite group that gets into an extraordinary amount of combat
and adventure during your missions. Each Ambush! mission can be played only once, because
after playing it you know its plot, characters, and mysteries.
Since Ambush! is a solitaire game, the presence of the However, we have found that if you return to a mission long
Germans is hidden from you until you discover them. Fur- after you played it the first time, it has some replay value due
thermore, you never know what the Germans will do until their to the frailty of human memory. Do not depend on this, how-
intentions are revealed during play. We have attempted to en- ever, since you might just remember anyway. For these rea-
crypt the German moves and strategies as best we could. How- sons, Ambush! missions should be played carefully and sa-
ever, the German actions and hidden intelligence procedures vored for their flavor and uniqueness.
we use are simple and can be easily uncovered. We highly
recommend that you not break them, because one of the main We hope you enjoy Ambush! and that it provides you
pleasures of this game is being surprised during play by the with many evenings of enjoyment.
things the Germans do. The reason for the game’s title will
become obvious in very short order. GAMES QUESTIONS
If you have questions about the rules, feel free to write to
It is possible to play Ambush! with two players. In fact, us. When you do, please word your questions so that we can
the game can be particularly fun when played this way. The respond with a simple one-word answer when possible, and
best two-player game is to divide your squad into two groups include a self-addressed, stamped envelope. This will ensure a
of four soldiers each. Each player should receive at least one quick and precise answer to your questions. Mail them to:
commander. Equipment should be split evenly between the
two half-squads as best as you can. The game is then played as Ambush! Questions
usual with the two of you playing cooperatively, rather than Victory Games, Inc.
competitively. It is especially fun if you limit conversation 43 West 33rd Street, Suite 603
between yourselves. For instance, you can talk about strategy New York, NY 10001
and possible moves only when you each have a soldier – pref-
erably the commander – within earshot (two hexes) of each

2. Game Parts and Terms


Some of the terms and ideas mentioned in the following Type. A word describing the German soldier’s primary role or
rules will not make much sense until you have read the rest of characteristic, such as officer, sniper, or driver.
the rules. Simply refer back to this section later, once you have Activation Victory Point Award. The number of Victory
finished reading the rules. Points you receive when the German is activated, regardless of
what happens later with that German.
2/1 German Soldier Cards Conditional Victory Point Award. The number of Victory
Every German soldier or vehicle that might appear in any Points you receive if something specific happens to the Ger-
of the missions has its own card listing its characteristics and man. Most Germans have no Conditional VP award.
possible actions. When a German soldier is activated, pull his
card from the deck and place it in front of you for easy refer- Weapons. All the equipment the German is carrying. Each
ence. Keep the card there until the German becomes inactive German uses his equipment as directed in the paragraphs.
due to being killed or incapacitated or because he has exited Characteristics. Each German is rated in four areas: Initiative,
the map. Perception, Weapon Skill, and Movement Point Allowance.
Some Germans also have a Driving Skill rating. Some vehicles
Number. The number identifies each character and vehicle have a range of ratings, depending on the current status of the
card individually. vehicle and crew. See paragraph 2/10 for explanations of each
Identity Letter. A letter from L through Z (omitting O) that characteristic.
matches a soldier or vehicle counter to show the German on Action Table. A matrix used to determine what actions a Ger-
the map. Each letter appears on more than one card, but only man soldier undertakes each time he gets a turn. Usually, the
appears on one card used per mission. result of a die roll is cross-referenced with the current Mission
Condition (a number from 1 to 6) to yield an Action Paragraph
GE 1/Q Soldier describing the German’s maneuvers. Sometimes, however, a
+1 VP Special Reaction or Self-Preservation (both indicated by let-
IN: 1. PC: 2. WS: -1. MPA: 3. ters) may be in effect for a German, in which case the die re-
Machine Pistol sult is cross-reference with the appropriate letter column in-
CONDITION SPECIAL
DIE 2-3 4 A S
stead.
0-2 808 920 808 813 Notes. Many soldiers have instructions specifying what each
3 824 803 824 816 does when first activated or when other situations arise during
4-7 802 809* 802 802
8-9 800 813 800 839
play. Read these notes carefully.
NOTES: Assists GE 49 unless 49 is wounded or
inactive, in which case GE 5 fires LMG. First turn use 2/2 View Sleeve and Mission Cards
815. *Use for rest of mission if Condition 5 occurs (self The Mission Cards represent, in a scrambled form, all the
preservation still applies) paragraph references required to play each mission. The sleeve
AMBUSH! RULES: PAGE 4

enables you to find those paragraphs you need without letting but has no turns in the current Round. An AR marker in a Turn
you see what else the mission might have in store for you. space indicates that the soldier can take one or two Turns in
Each mission is played using two or three Mission Cards read the current Round. AR markers are placed in Turn spaces in
one at a time in the view sleeve. Each Mission Card is identi- either the Advantage or Disadvantage half of the Turn, depend-
fied by Mission Number and Mission Condition Number. At ing on which side has the advantage for this Round.
the start of a mission, place the Mission Condition 1 card for
that mission in the sleeve with the Condition 1 side facing the  The German Action Track shows the current German Ac-
slots. Refer to the sleeve/card each time a Paragraph Check is tion die result during Action Rounds. Each time a new German
triggered by a US soldier entering a hex, each time you con- Action number is rolled, move the German Action marker to
duct an Event Check, and each time you must move a German. the matching space on the track as a reminder.

 When a US soldier enters a hex, look up the paragraph 2/4 The Playing Pieces
number by aligning the hex number on the sleeve with the hex Many of the 218 playing pieces represent US and German
letter on the card in the window. If a black paragraph number soldiers, vehicles, and special equipment, and special terrain
appears in the slot above or below that number, look up the features. The rest of the pieces are markers, used to note the
paragraph in the Paragraph Booklet. If the number is preceded status of your soldiers and the enemy.
by a Sighting Reference (sl, s2, etc.), and that sighting has oc-
curred, do not look up the listed paragraph. In some slots, the
word Event appears instead of a paragraph number. This
means you must conduct an Event Check (5/6) if Operations
are underway. Event Checks are not triggered by Mission US and German soldiers are placed on the map as each enters
Cards during Rounds. play. The US soldiers are identified by a silhouette and by the
 When an Event Check is rolled, line up the die result on the letters A through K (omitting I). Soldiers A through H make
sleeve with the RE (Random Event) column of the Mission up your squad; US soldiers J and K may be encountered during
Card. If a paragraph number appears in the appropriate slot, a mission. German soldiers are identified by a silhouette and
look it up in the Paragraph Booklet. However, if the number is by the letters L through X (omitting O). Each soldier is shown
preceded by a Sighting Reference that has already occurred, do in two stances: standing on the front, and crouching on the
not look up the listed paragraph. back. The prone stance is indicated by placing a prone marker
atop the soldier.
 When you must move a German (6/8), locate the hex he
occupies by aligning the hex number on the sleeve with the Action Round Markers. Each US soldier
hex letter on the Mission Card. Read the red hex coordinate or has several AR markers with his identity
paragraph number that appears in the corresponding slot. If it number, showing different Initiative Rat-
is a hex coordinate, move the German to that hex. If a para- ings (one per side). At the start of a mis-
graph number appears, look it up in the Paragraph Booklet to sion, the AR marker with an IN matching the soldier’s is
determine how the German moves. In some cases, the word placed on the AR Track and is used to note the soldier’s status
Exit appears, which indicates that the German leaves the map. during Action Rounds. The soldier’s other AR markers are not
used. Every German soldier has one AR marker that is placed
As play of a mission proceeds, a paragraph may tell you to on the AR Track, with his IN showing, when that soldier is
put a new condition into effect. When this occurs, remove the activated.
Mission Card from the sleeve and flip it over or replace it with
the Mission Card for the new condition. Heavy Weapons are placed on the map
to show those weapons that are too large
to be carried by one soldier or that must
2/3 The Mission Maps be prepared before use. These include
Each mission is played on one of these two maps. Map A
US medium machineguns, heavy machineguns, bazookas, and
shows farm country, with a raised road surrounded by hedges German light, medium, and heavy machineguns. Each weapon
and fields. Map B portrays a small village built around a cross- is shown prepared for fire on one side and unprepared on the
roads and a railroad station nestled in a small valley. A hexag- other.
onal grid is superimposed over the terrain features to aid in the
placement of the playing pieces. Each hex has a letter-number Personal Weapons are not usually repre-
coordinate and represents an area 10 meters across. The terrain sented by markers on the map, but instead
symbology used on each map is identified in the Terrain Key. are recorded on the Squad Record or
More than one type of terrain is often depicted in a single hex German Soldier Cards. Personal weapon
to give a more natural look. However, only one type is actually markers are placed on the map only when a weapon is dropped
used in game terms. in a hex or becomes jammed. Each weapon is shown in operat-
ing condition on one side, and jammed on the other.
A hex containing any woods pattern is a woods hex
throughout (hex G-2, on Map B, for instance, is entirely a
woods hex). In the case of all other terrain types, a hex’s type Radios can be carried and used by certain US and
is determined by the terrain type filling the majority of the hex. German soldiers.

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


tracks: Satchel Charges can be carried and
 The Action Round Track is used during Action Rounds to used by certain US soldiers. Each satchel
show the status of each soldier in play. Each soldier has an charge is shown prepared for throwing
Action Round marker that is moved from space to space on the on one side and unprepared on the other.
track. An AR marker in the Inactive space indicates that the Minefield/Boobytrap. Placed in a
soldier is killed, incapacitated, or captured. An AR marker in hex with the proper side up when the
the Unaware space indicates that the soldier is active, but does presence of a minefield or boobytrap
not know what is going on around him. An AR marker in the is revealed by a paragraph.
Complete space indicates that the soldier is active and aware,
AMBUSH! RULES: PAGE 5

German Action Number. Placed and moved on the


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

Vehicles are used in some of the missions by your squad or by Second Floor. Placed beneath a soldier who oc-
the Germans. The only US vehicles available are jeeps and cupies the steeple in hex S-13 on Map B.
tanks. German vehicles include a scout car (Kubelwagen), an
armored staff car, a tank destroyer (Jagdpanther), and a tank
(Panzer IV). Each German vehicle has an identity letter (Y or
Z). Each vehicle is shown operational on the front and disabled
on the back. The operational side of each vehicle has an arrow 2/5 The Squad Record
to show the direction that the vehicle is moving. At the start of each mission, record the attributes of your
soldiers and note the weapons and equipment they are carrying
Blast, Crater, Rubble, on the Squad Record. During the mission, use the Squad Rec-
Burning Building. ord to note gain or loss of equipment, Victory Points, and other
Placed in a hex to show mission information. One Squad Record sheet is used per mis-
the effects of an artillery sion.
strike or other large ex- The filled-out Squad Record in this booklet can be used in
plosion. Any non-building hex hit by artillery becomes a blast any of the scenarios. However, always use the entire squad as a
crater. A building hex hit by artillery becomes a rubble hex. A group, not separately to replace killed soldiers. If you play the
building hex with combustibles in it that is hit by artillery be- scenarios as a campaign, you can use this squad to start and
comes a burning building and may not be entered. Blast crater then replace any of its killed members with soldiers you gener-
counters have rubble or burning buildings on their backs. ate. When you use the squad to play a scenario other than the
first one, use the soldiers’ characteristics, but not their equip-
Fords are placed in stream hexes to show that ment. Use the equipment purchase procedure in Squad Genera-
the water may be crossed on foot at that point. tion (4) and the limitations listed for the mission being played.
Each soldier in your squad has his own section on the
Record identified with his letter. Record the following ratings
for each soldier in his section: Initiative (IN), Perception (PC),
Weapon Skill (WS), Driving Skill (DS), and Movement Point
Landmarks represent a variety of special objects and struc-
Allowance (MPA). Each soldier’s section also includes the
tures not shown on the map that may be encountered during a following:
mission. When a landmark is mentioned in a paragraph, locate
the appropriate counter and place it on the map.  Port Boxes provide space to record the weapons and
equipment the soldier is carrying. Write the name of each item
the soldier is carrying in one or more of his Port Boxes, de-
pending on the item’s size. A soldier cannot carry more items
than his Port Boxes allow. However, two soldiers can combine
Starshell Rocket Gantry Rocket Trash
their Port Boxes to carry a crew weapon.
 Ammo Boxes provide space to record the clips, grenades,
bazooka charges, and pistols the soldier is carrying. Write the
name of each separate clip, etc., the soldier is carrying in one
Ammo Box. A soldier whose Ammo boxes are full cannot car-
ry any more clips, etc. Place an X through Ammo Boxes ex-
Radar Crashed Plane Fuel Dump Antenna pended in play (9/5).
 Combat Boxes are used only if you are using your squad in
Wounded/Incapacitated. Placed atop a continuing campaign (16). Each time a soldier earns a Com-
a soldier on the map to show that he bat Point during a mission, mark one of these boxes.
has been wounded or incapacitated.
 Cost Boxes are used to record the cost in Squad Points you
spent for each soldier. This value is used when playing the
game as a campaign.
Killed/Captured. Placed atop a soldier
on the map to show that he has been  Commander Boxes are checked off for each soldier who is
killed or captured. a commander. Leave them blank for those soldiers who are not
commanders.
Prone. Placed atop a soldier on the map who has The following general information is also noted on the
fallen prone. Incapacitated or killed soldiers are Squad Record:
always prone and thus no prone marker is needed  Your squad’s overall rating in Squad Points.
for them.
 Your squad’s Equipment rating in Weapon Points.
Event. Placed in each hex on the map in which
 The number of Victory Points your squad has earned and
an Event Check has occurred and in some hexes lost during the mission. Keep track of Victory Points with hash
where Perception Checks occur (as required by marks.
the paragraph). When a hex that already has an
Event marker is entered, no Paragraph Check is  The current Mission Condition and Activation Levels. Each
conducted. Each time the Mission Condition changes, all mission can have up to six Conditions. Each Condition has an
Event markers are removed from the map (5/5). Activation Level, used to activate Germans, which is recorded
in the Activation space at the start of the mission (5/8). Each
AMBUSH! RULES: PAGE 6

time a new Condition comes into effect, fill in all the boxes up determines whether the soldier is in or out of command and,
to and including the new Condition number. during squad generation, affects the quality of a soldier’s Per-
 Sightings. Each mission can have up to 10 sightings, num- ception.
bered 0 through 9, which can occur during the mission. When Perception (PC). A number ranging from 0 through 9, repre-
a sighting occurs, check the correspondingly numbered box. senting awareness and attention to detail. PC is used to conduct
Thereafter, ignore any paragraphs and paragraph references a Perception Check (5/7) whenever called for by a paragraph.
preceded by that sighting reference, since it has already oc- A PC Check is resolved by rolling one die. If the result is less
curred. This saves time by cutting down the number of Para- than or equal to the soldier’s PC, the check succeeds, and he
graph Checks you have to make. notices something that he would have missed had he failed the
check.
2/6 US Soldier Cards
Every US soldier that your squad might encounter during Weapon Skill (WS). A number ranging from -2 through +2,
a mission has his own card. Each US card is organized like a representing marksmanship ability and general familiarity with
soldier’s section on the Squad Record. In addition, each card weapons. WS affects a soldier’s chance of hitting a target
has an identity number, an identity letter and, in some cases, when firing a weapon, throwing a grenade or satchel charge,
special notes about the soldier when in play. clearing a jammed weapon, and assaulting.
Driving Skill (DS). A number ranging from 0 through 8, repre-
US 01/J US Runner senting the ability to handle vehicles. DS affects a soldier’s
chance of having an accident when driving.
IN: 3. PC: 2. WS: -1. MPA: 3. DS: 2.
Movement Point Allowance (MPA). A number ranging from 3
Port Semi-Auto Rifle through 5, representing quickness and reaction time. The max-
Ammo SAR SAR
imum number of Movement Points a soldier can spend in a
single movement action (7/3) equals his Movement Point Al-
NOTES: In Mission 2 only, if runner enters hex with an lowance.
active US commander, see 178.
Command Radius. US and German soldiers that are com-
manders have a Command Radius of two hexes, representing
the ability to lead and inspire others to act. A US soldier with
this characteristic is called a commander, and the Cmdr Box in
his section of the Squad Record is checked. German com-
2/7 Paragraph Booklet manders are referred to as officers or NCO’s on their cards. A
This indexed manual of paragraphs forms the brains of the soldier with a Command Radius can help other soldiers stay in
game. Do not read a paragraph unless specifically instructed to command, give other soldiers Turns, and make other soldiers
do so during a mission. As your soldiers move around the map aware (6/3).
and engage Germans in combat, you will be referred to these
paragraphs by number. 2/11 Terms Used During Play
The following terms are used constantly during the rules
2/8 Chart Reference Screen and paragraphs:
All the charts, tables, and summaries referred to in these Active. A soldier is active unless he is incapacitated, killed, or
rules are printed on this screen. Stand the screen in front of you captured. A vehicle is active unless it is disabled. Only active
on the table for easy reference. soldiers can engage in combat and movement (although you
can move captives). Only active vehicles can move and fire,
2/9 Two Ten-Sided Dice although a tank can be immobilized without becoming inac-
When a die roll is called for, one of three types of dice roll tive.
will be indicated:
Inactive. A captured, killed, or incapacitated soldier is inac-
 Roll one die. Roll either die to obtain a result from 0 tive. An inactive soldier cannot be fired upon or attacked by
through 9. Note that a 0 is read as a zero; not as ten. assault; he is an ineligible target. Inactive soldiers cannot per-
 Roll two dice. Roll both dice and add the two results to- form any actions for the duration of the mission (although a
gether for a result from 0 (two zeroes) to 18 (two nines). captive can escape and become active again). An inactive sol-
 Roll percentile dice. Declare one die as the “tens” die and dier can be run over by a vehicle. A vehicle is active until it is
the other as the “ones” die, and then roll both together to ob- disabled. A disabled vehicle cannot move; additionally, a disa-
tain a result from 0 (two zeroes) to 99 (two nines). bled tank cannot fire.

Example: If the tens-die shows a 4 and the ones-die an 8, the 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 soldier or vehicle cannot be the target of fire or assault combat.
result is 6. 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
2/10 Soldier Characteristics weapon fire, only active targets in a hex can be hit and increase
Every US and German soldier is defined by a series of the Hit Chance (13/6); inactive soldiers in the same hex have
characteristics. Each characteristic has a numerical rating; the no effect.
higher the rating, the better the characteristic. These character-
istics are used during play to determine what the soldier can do Success/Failure. An Activation Check, Perception Check, or
and how well he can do it. Often in the rules and paragraphs combat resolution can be either successful or a failure. Such a
the characteristics are referred to by their abbreviations. check or resolution can be harmful to your soldiers and still be
termed a success. In most cases, a die roll of 0 is always suc-
Initiative (IN). A number from 0 through 5, representing the
cessful, while a die roll of 9 is always a failure, regardless of
will to act and react. IN is used during each Action Round to modifiers.
determine how many turns a soldier receives, when he can take
his turns, and whether or not he panics. For US soldiers, IN
AMBUSH! RULES: PAGE 7

{squad record example here}

37 48

x 13 x 8
4 7 +1 6 4 3 6 0 4 4
Submachine gun Semi-Auto Rifle

SMG SMG SMG SMG G G SAR SAR SAR G G

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

SAR SAR SAR G G AR AR AR AR AR G

3 3

2 4 -1 2 4 2 3 0 4 4
Semi-Auto Rifle Semi-Auto Rifle
SAR SAR SAR G SAR SAR SAR G

1 1
1 2 +1 0 3 1 1 -1 4 3
Submachine gun Semi-Auto Rifle
SMG SMG SMG SMG G G SAR SAR SAR G
AMBUSH! RULES: PAGE 8

3. Course of Play
3/1 General Course of Play
Ambush! is an unusual game because it is played solitaire time a soldier or group enters a hex that does not contain an
and, unlike other wargames, has no Game-Turns or Sequence Event marker, make a paragraph Check (5/1) by looking up
of Play. Although not overly complex, Ambush! uses a unique that hex on the view sleeve. If there is a paragraph number
game system that may throw you at first. The system is divided printed in black, look it up in the Paragraph Booklet and read
into two parts called Operations and Action Rounds (or simp- it. If the result is an Event, make an Event Check (5/6). If the
ly, Rounds), which toggle back and forth depending on wheth- result is None, continue Operations. If the hex contains an
er or not there are active Germans on the map. When no Ger- Event marker, no Paragraph Check is made. Continue moving
mans are present, you are in Operations. While in Operations, soldiers/groups in any order and direction you choose, making
you can perform any of the Actions listed in 5/3, in any order Paragraph Checks for each hex that contains no Event marker.
you choose, one after the other, without keeping track of In addition to moving, you can perform any of the other Ac-
Turns, Movement Points, or anything else. tions listed in paragraph 5/3. Note that no combat occurs dur-
ing Operations, although random artillery strikes or German
When the movement of one of your soldiers or a Random sniper attacks can occur during some missions. At some point,
Event triggers the Activation of a German soldier or vehicle, a German soldier or vehicle will be activated by a Paragraph
then operations cease and you immediately begin Action Check or Random Event, at which time Action Rounds com-
Rounds (6/1). Action Rounds are used to divide time into seg- mence (6/2).
ments, so that movement and combat can be rendered in detail.
During Action Rounds, your soldiers and the Germans can Commence Rounds. When a German soldier or vehicle is
perform the Actions listed in 6/7. If, at the conclusion of an activated, Rounds begin. First the German soldier or vehicle
Action Round, there are no active Germans on the map, Opera- card is located and its counter placed on the map. Then its AR
tions resume. The game can switch back and forth between marker is placed on the Action Round Track in the Complete
Operations and Rounds any number of times during a mission. Space. Then the first Round is begun using the Action Se-
quence (6/1). During Rounds, your active soldiers can perform
3/2 Play Outline any of the Actions listed in paragraph 6/7 as you see fit. This
The following outline is a brief summary of the steps in- includes combat, movement, and other more specialized Ac-
volved in playing an entire game of Ambush! tions. The Germans also perform similar Actions as directed
by their paragraphs. Rounds continue until the last German
Starting a Mission. Pick a mission and read the mission brief- vehicle or soldier is killed, incapacitated, captured, or leaves
ing. If this is your first mission, locate the Mission Cards the map. Then Operations resume as above.
marked Mission 1. Otherwise, locate the Mission Cards for the
mission of your choice. We recommend that you play the mis- Missions Ends. Each mission ends in a different way, as de-
sions in numerical order. Place the Mission Card marked Con- scribed in the mission briefing. Victory is determined at the
dition 1 in the view sleeve so that the Condition 1 side can be end of the mission by totaling the number of Victory Points
read through the slots. Record the Activation Levels for each you gained during the course of the game (as recorded on your
Condition on the Condition section of the Squad Record using Squad Record) and subtracting from this total the number of
the values assigned in the mission briefing. Then assemble Victory Points you lost. If the resulting total is equal to or
your squad using the procedure in Squad Generation (4), or use greater than the number listed for Victory in the mission brief-
the pre-generated squad in this booklet. Locate your soldier ing, you have won. If it is less, you have lost.
counters and an Action Round marker for each that lists that Campaign Update. If you are not playing the game as a con-
soldier’s Initiative Rating. Place each soldier’s AR marker on tinuous campaign, skip this step. Otherwise, perform the fol-
the Unaware space of the Action Round Track in the column lowing steps to prepare your squad for the next mission, as
corresponding to his Initiative. Find the German Action Num- described in Campaign (16). Each surviving squad member,
ber marker and place it on the German Action Number Track including incapacitated members, gains Combat Points. Then,
(on any space). You are now ready to begin the mission. at your option, you can spend each soldier’s Combat Points to
Commence Operations. Enter your soldiers, one or more at a increase his Ratings. Finally, generate replacement soldiers to
time, onto the map as instructed in the mission briefing. Each take the place of those killed during the mission.

4. Squad Generation
To generate your own squad, you will need a Squad Rec- Record your Weapon Points result in the Weapon Points space
ord and a piece of scrap paper to keep track of Squad and on your Squad Record.
Weapon Points as you spend them. The following procedure is
used only to generate an entire squad. If you are playing the 4. Buy Your Soldiers Using the Squad Member Cost
Chart
game as a campaign, use the procedure in Campaign (16) to Spend your Squad Points to buy soldiers for your squad. The
generate replacement soldiers. cost of each soldier depends on his Initiative Rating and
1. Read Mission Briefing whether or not he is a commander. Record each soldier’s cost
Some missions list equipment you receive without cost and/or on the Squad Record. Any Squad Points you do not spend are
limits on equipment purchases. Knowing your mission will lost. When you have made your purchases, record the Initiative
also help you to make decisions during Squad Generation. Ratings of each soldier in his IN space. If a soldier is a com-
mander, check his Cmdr Box. Record the ratings in descending
2. Roll Once on the Squad Quality Table
order; soldier A should be the commander with the highest IN,
Roll one die and record the Squad Points result in the Squad
while soldier H should be the soldier with the lowest IN. Give
Points space on your Squad Record.
each soldier a name and record it in the space next to his iden-
3. Roll Once on the Weapon Quality Table tification letter.
Roll one die and add to it your Squad Quality Table die roll.
AMBUSH! RULES: PAGE 9

5. Roll on the Perception Table Once per Soldier Each weapon, except a pistol, takes up 1, 2, or 3 Port Box-
Roll one die and cross-reference the result with the soldier’s es for the soldier who carries it. A weapon is carried by writing
Initiative Rating to determine his Perception. Record the Rat- its name in one of the soldier’s Port Boxes. If a weapon re-
ing in that soldier’s PC space on the Squad Record. Roll sepa- quires more than one box, write its name in each box. A sol-
rately for each soldier. dier can never carry more than two Port Boxes worth of weap-
6. Roll on the Weapon Skill Table Once per Soldier ons. In the case of a three-Port Box weapon, such as a medium
Roll one die and add the soldier’s Initiative Rating to the re- machinegun, one soldier must carry two of the three boxes and
sult. Locate the result on the Weapon Skill Table. Record the another soldier must carry one.
Rating result in that soldier’s WS space on the Squad Record. Each ammo clip, bazooka round, grenade, and pistol takes
Roll separately for each soldier. up one Ammo Box. Record each clip or round with an abbre-
7. Roll on the Driving Skill Table Once per Soldier viation of your choice in the Ammo Boxes. For example, “P”
Roll one die and add the soldier’s Initiative Rating to the re- may indicate pistol ammo, while “G” may indicate a grenade.
sult. Locate the result on the Driving Skill Table. Record the A soldier can never carry more than six Ammo Boxes worth of
Rating result in that soldier’s DS space on the Squad Record. pistols and ammo. You can buy additional ammo for the costs
Roll separately for each soldier. listed. For one Weapon Point, you get three grenades, which
may be divided among up to three soldiers. You receive five
8. Use Movement Point Allowance Chart Once ammo clips for one weapon Point. These clips can be for any
per Soldier types of weapon except bazookas. Ammunition types are not
Use the soldier’s Initiative Rating to determine his Movement compatible/interchangeable with each other; you must buy
Point Allowance. Record the result in that soldier’s Movement ammo specifically for each weapon type. For example, you
Point Allowance space on the Squad Record. could spend one Weapon Point and receive two pistol clips, a
9. Buy Your Weapons Using the Equipment Cost Chart sub machinegun clip, and two semiautomatic rifle clips to di-
Spend your Weapon Points to buy weapons for your squad, vide among your soldiers as you see fit. Bazooka rounds cost
subject to the restrictions of your mission. Each weapon has a one Weapon Point each.
cost in Weapon Points and comes with one free ammo clip After you have bought your equipment and ammo, record
when bought. your purchases on the Squad Record along with the weapons
you receive in the mission briefing, if any.

5. Operations
As long as there are no active Germans on the map, you If a group of soldiers enters the same hex, only one Para-
are in Operations, and the passage of time does not affect the graph Check is made. Any Perception Checks required by the
mission. During Operations, you can move your soldiers indi- paragraph are made by the soldier with the highest PC only.
vidually or as groups in any directions that you choose one hex This is true whenever more than one US soldier occupies a hex
at a time. There are no Movement Point costs involved, since and a Paragraph or PC Check is required.
movement is always one hex at a time. Soldiers can also con-
duct any of the actions listed in 5/3 any number of times and in Paragraph Checks are made during Rounds in this same
any order you choose while in Operations. manner. The only difference is that Event Checks are not per-
formed 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 5/2 Soldier Stances
that hex on the view sleeve. If the slot reveals the word Regardless of whether you are in Operations or Action
“None,” there is no effect; continue Operations. If there is a Rounds, a soldier can be in only one of three stances: standing,
three-digit paragraph number printed in black, look it up in the crouching, or prone. When in Operations, you can change a
Paragraph Book and do as it instructs. If a black paragraph soldier’s stance at any time you choose after conducting any
reference is preceded by a sighting reference (sl, s2, etc.), it necessary Paragraph Check for the soldier. Place-a Prone
indicates that the paragraph is looked up only if the sighting of marker on a prone solider; otherwise, use the standing or
that number has not occurred (5/4). If it has occurred, ignore crouching side of the’ soldier’s counter to indicate his current
the paragraph and return to Operations. Ignore paragraph and stance.
hex numbers printed in red (these are used only during Stance is very important to movement (7), combat (9, 10,
Rounds). 11), and line of sight (8).
Each paragraph you are directed to read includes a state-
ment or series of statements that you then carry out. Some par- 5/3 Actions During Operations
agraphs describe an occurrence in a straightforward manner. Any of your active soldiers can perform any of the follow-
ing actions any number of times in any order you wish during
EXAMPLE: One paragraph says “Soldier notices fresh tire tracks Operations.
on dirt road, heading toward hex J-14.” If you were directed to this
paragraph, you would simply make a mental note of the information Movement. A soldier can move from one hex to an adjacent
therein and carry on. hex if he is crouching or standing. Crouching soldiers are con-
Most paragraphs, however, are a series of conditional sidered crawling when they move, while standing soldiers are
statements in which you must roll a die, make a choice, or re- considered running as fast as the terrain allows. Prone soldiers
fer to the map in order to determine which part of the statement cannot move at all. Each time a soldier enters a hex, a Para-
actually applies to your situation. Many paragraphs include graph Check is conducted unless the hex contains an Event
more than one option. If these are separated by bullets (•), marker. A Paragraph Check is made even if the hex contains
choose the one statement that applies. If the options are num- other soldiers or has already been entered by a US soldier. If
bered (1, 2, etc.), choose the first one that applies. 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! RULES: PAGE 10

move into an adjacent hex together. Each time a group move is During the course of play, paragraphs and/or events may in-
performed, only one Paragraph Check is conducted. Any num- struct you to change the Condition. When the change occurs,
ber of soldiers and any amount of equipment can occupy a hex change the Mission Card to display the new Condition, and
simultaneously (however, vehicles are an exception). check off the Condition in progress on the Condition Track of
the Squad Record. Finally, remove all Event markers from the
Stance Change. A soldier can change his stance. If a soldier map. Conditions always change from a lower number to a
moves into a hex, he cannot change his stance until after any higher number, and may sometimes skip numbers. Conditions
required Paragraph Check is completed. that are skipped never occur (ignore any reference to them).
Pick Up/Exchange Equipment. A soldier that is crouching or When the Condition changes, pause and make Paragraph
standing can pick up or put down any portable items in his hex. Checks for each hex occupied by active US soldiers. Make the
If two or more soldiers are in the same hex, they can exchange check in hex number order, lowest number first. Ignore any
any portable items in this manner. A soldier that is taking Event Checks, and simply place Event markers in hexes that
equipment from an inactive soldier must be crouching. required the Event Checks. Make any Paragraph Checks re-
Drag Inactive Soldier. A standing soldier that has an empty quired and follow their instructions. If a check causes a Ger-
Port Box and is in the same hex with an inactive soldier can man to be activated, immediately commence Rounds (do not
drag him to an adjacent hex. If the inactive soldier is incapaci- check other hexes occupied by US soldiers). If you check all
tated, roll a die for each hex he is dragged; on a result of zero, hexes occupied by US soldiers and no Germans are activated,
he dies. A soldier can cease dragging an inactive soldier in- return to Operations. If a Condition change occurs during
stantly at any time. Only inactive soldiers may be dragged, not Rounds, use the procedure in 6/11, rather than the preceding.
unaware or wounded ones. CONDITION CHANGE EXAMPLE
Prepare Weapon. A standing or crouching soldier can prepare 323. Overhead, a P-51 fighter engages an Me-109 in a dogfight
a weapon that requires preparation before it can be fired. A and shoots the German plane down. Go to Condition 6.
machinegun that is prepared remains prepared until it is After completing the instructions called for in the paragraph (in
moved. A prepared bazooka or satchel charge remains pre- this case, none), replace the current Mission Card with the Condi-
pared until fired or thrown, respectively. Personal weapons tion 6 side of the Mission Card. Then check off the 6 Box on the
need not be prepared to fire. Condition Track on your Squad Record as a reminder of which
Condition is in progress and which ones, if any, have been skipped.
Clear Jammed Weapon. A standing or crouching soldier can Make a mental note of the Activation Level for the Condition. Then
attempt to clear a jammed weapon by rolling one die and refer- make Paragraph Checks for each hex occupied by an active US
ring to the Clear Jammed Weapon Table. On a result of B, the soldier (in hex number order), ignoring Event Checks and placing
weapon breaks; on any other result, the weapon is cleared. Event markers instead. Complete any instructions called for in the
paragraphs, then resume Operations or Rounds, whichever is in
Move Captured German. A captured German can be moved progress.
during Operations but only by a US soldier occupying the
same hex (11/2). 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 par-
5/4 Sightings agraph is read and its instructions are followed.
During Operations, a Paragraph Check may yield a black
three-digit paragraph number preceded by a sighting reference PREVIOUS SIGHTING REQUIRED EXAMPLE
(sl, s2, etc.). Generally, each German soldier and vehicle in a 252. s2 required. See 121. Otherwise, no event.
mission is assigned a sighting number. In addition, some mis- If Sighting Number2 has occurred, read paragraph 121. If it has not
sions have other types of sightings, such as buildings, lost occurred, nothing happens; return to Operations (or Rounds, if
equipment, German soldiers in a group, and so forth. A mis- Rounds are in progress). In some paragraphs, you are told to do one
sion can have up to 10 sightings, which you keep track of on thing if a specific sighting has occurred, and another thing if that
the Sighting Boxes of the Squad Record. When you read a sighting has not occurred. In other paragraphs, a previous sighting
paragraph with a sighting number and the sighting occurs, rec- requirement is combined with a sighting occurrence so that a sighting
ord its occurrence by checking off its sighting number on the occurs only if another sighting has already occurred.
Squad Record. Thereafter, when a Paragraph Check reveals a
sighting reference to that sighting, do not look it up in the Par- 5/6 Event Checks
agraph Booklet, since it has already occurred. Unique occurrences are triggered at random during play
by making Event Checks. When a Paragraph Check yields an
A sighting reference on a Mission Card only indicates that Event result, roll two dice and check the Mission Card again
the sighting may occur. Do not mark the sighting off on your by lining up the RE (Random Event) column with the dice
Squad Record until it does occur. A sighting occurs only when result. The corresponding slot will show “None” (indicating
you read a paragraph preceded by a Sighting Reference. that no Event occurs), or a paragraph number, sometimes pre-
SIGHTING OCCURRENCE EXAMPLE ceded by a sighting reference. After reading the paragraph and
completing the instructions, place an Event marker in the hex
019. [s2] A flare explodes overhead.
where the Check was triggered. This marker indicates that no
The exploding flare is Sighting Number 2. Check off the “2” space on additional paragraph or Event Checks are made when a soldier
the Sighting Track of the Squad Record. Any subsequent paragraph enters that hex. All Event markers are removed from the map
references preceded by s2 are disregarded and not read. This in- when the Condition changes. Some Events will have a sighting
cludes s2 references on the Event Check section of the Mission Cards. 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 5/7 Perception Checks
Mission Cards in the view sleeve; these changes are called A Paragraph Check may require a soldier to make a Per-
Condition changes. The events that may occur and the reac- ception (PC) Check, which represents a chance for that soldier
tions of the Germans depend on the Condition in progress. All to notice something, usually important to the mission or to his
missions begin in Condition 1 – that is, with the Condition 1 own health. To make a Perception Check, roll one die; if the
side of the first Mission Card visible through the view sleeve. result is equal to or less than the soldier’s Perception, the PC
AMBUSH! RULES: PAGE 11

Check succeeds; if the result is greater, it fails. Depending on made when called for by a paragraph by rolling a die and com-
the paragraph, success or failure of a PC Check may direct you paring it with the Activation Level for the Condition in pro-
to another paragraph. The soldier’s PC may be modified if the gress (recorded on the Condition section of the Squad Record).
paragraph triggering the check has a modifier listed. A positive If the result is equal to or less than the current Activation Lev-
modifier increases the soldier’s PC Rating, thus making the PC el, the German is activated and Action Rounds begin; if greater
Check easier to conduct successfully. A negative modifier re- than the Activation Level, the German is not activated.
duces the soldier’s PC Rating, thus making the PC Check more
difficult to conduct successfully. Regardless of modifiers, a die Some Activation Checks include a modifier that is applied
roll of 0 is always successful, and a roll of 9 is always a fail- to the Activation Level. A positive modifier makes the Activa-
ure. tion Check easier to conduct successfully, while a negative
modifier makes it more difficult. A roll of 0 is always a suc-
Certain paragraphs allow soldiers that can see a specific cessful activation, and a roll of 9 is always a failure, regardless
hex to conduct a PC Check, regardless of which soldier trig- of modifiers. If the check is triggered by a group of US sol-
gers the paragraph. Unless a paragraph specifically allows all diers, only one check is made. When a German is activated,
eligible soldiers to conduct PC Checks, only one soldier occu- place the German and commence Rounds (6/2).
pying the hex can make the check. If the hex contains more
than one soldier, use the soldier with the highest PC Rating. ACTIVATION CHECK EXAMPLE
136. Conduct Activation Check (-1):
Some PC Checks occur only once and will require that  If successful, see 154.
you place an Event marker in the hex if your soldier fails the  If fails, conduct PC Check. If successful, see 165.
check. No Paragraph Checks are made for that hex for the du- An Activation Check is made using the current Activation Level re-
ration of the Condition; thus, no more PC Checks can be made duced by 1. If the die roll result is equal to or less than the Activation
from that hex. 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
Besides PC Checks triggered by paragraphs, PC Checks makes a PC Check, which, if successful, leads to the reading of para-
can also be triggered by boobytraps (12/1), minefields (12/2), a graph 165. If the PC Check fails there is no effect; return to Opera-
grenade toss (10/2), and US Awareness Checks during Action tions.
Rounds (6/5).
PERCEPTION CHECK EXAMPLE 5/9 Random Determination
Many paragraphs and game procedures will require you to
288. Conduct PC Check (-2):
make a choice “at random.” To do so, assign each of the possi-
 If successful, see 325.
 If fails, see 180.
ble choices an equal die roll range and roll a die.
The soldier who entered the hex conducts a PC Check. His PC is RANDOM DETERMINATION EXAMPLE
reduced by two for purposes of this check (only). Roll one die; if the 018. One German weapon fired in the previous Round is out of
result is equal to or less than his modified PC then the PC Check is ammo. If more than one German weapon was fired last Round,
successful and paragraph 325 is read. If greater than his PC, read determine which one is out of ammo at random.
paragraph 180.
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
5/8 Activation Checks 8. One die roll would then determine which German is out of ammo. If
Germans enter play in one of two ways, as a result of ei- a 9 were rolled in this case, roll again.
ther an Event or Activation Check. Activation Checks are

6. Action Rounds
As you conduct Operations and consult paragraphs, you mans on the map, another Round begins. If a German is acti-
will at some point read a paragraph that instructs you to acti- vated in the course of performing any of the following steps,
vate Germans and “commence Rounds.” Play immediately immediately perform the procedures described in 6/6.
switches to Action Rounds upon reading any such paragraph.
If such a paragraph is read when Rounds are already under- 1. US AWARENESS PHASE (Rounds 1 and 2 only)
way, see the procedure in 6/6 to activate the new German. You During this step of the first and second Rounds, each ac-
then conduct Action Rounds until there are no active German tive US soldier, on or off the map, must make a PC Check to
soldiers or vehicles on the map, at which point Operations re- determine whether he becomes aware (6/5). During the first
sume. As US soldiers move during Rounds, make Paragraph Round, only those soldiers that can see the activated German
Checks for each hex entered. If a paragraph check calls for an make PC Checks. During the second Round, all unaware US
Event Check, ignore it, but still place an Event Marker in the soldiers, regardless of location, make a PC Check. The AR
hex, since Event Checks occur in a different way during markers for aware soldiers are placed in the Aware space on
rounds. the Action Round Track. All active US soldiers become auto-
matically aware at the start of Round three.
6/1 Action Sequence 2. EVENT PHASE (Not conducted in Round 1)
An Action Round is conducted in accordance with the Ac- Conduct one Event Check by rolling two dice and adding
tion Sequence. However, when Action Rounds are initiated, the two results together. Locate the sum on the Event column
special procedures must be conducted to activate the Germans. of the Mission Card. This Event Check is resolved in the same
The activation paragraph will call for a specific German; find way as an Event Check during Operations (5/6); read the para-
his card and place the activated German on the map and his graph indicated on the Mission Card unless it is preceded by a
AR marker on the Action Round Track (6/2). Furthermore, sighting reference for a sighting that has already occurred. Ex-
during the first two Rounds following initiation of Rounds, ception: No Event Check is made during the first Round.
special checks must be made to see how quickly each of your 3. ACTION PHASE
soldiers becomes aware of the situation at hand. Initiative Determination. Determine which side has the ad-
The following sequence is conducted once per Round. At vantage by rolling two dice and reading one as the German
its conclusion, the Round is over. If there are still active Ger- result and one as the US result. The side with the higher result
AMBUSH! RULES: PAGE 12

has the advantage for this Round. If the results are equal, ad- 4. BEGIN A NEW ROUND (if there is an active Ger-
vantage goes to the Germans. Exception: The paragraph that man on the map)
activates the Germans and initiates Rounds may state that one If there are still one or more active Germans on the map,
side or the other has the advantage in the first Round. Ad- begin a new Round. If there are no active Germans on the map,
vantage is thus predetermined by the paragraph, although you return to Operations.
still roll for initiative in order to place your AR markers on the
correct Turns. 6/2 Activating German Soldiers
Action Rounds begin when, during Operations, a para-
AR Marker Placement. Use the initiative die results to deter-
graph states that a German is activated (see also 5/8). Each
mine which space each AR marker will occupy on the AR
activated German will be identified by a number. Locate the
Track. Locate each side’s die roll result on the AR Track in
German soldier cards with the same identity number and place
each AR marker’s column. Move the AR markers to the spaces
them in front of you. Next to the identity number on each card
containing their side’s die roll result. In the one and two Turn
is an identity letter for the soldier. This letter is used to identify
spaces, place the markers in the advantage and disadvantage
the soldier when actually on the map. Locate the soldier mark-
halves according to which side has the advantage for the
er with the matching letter and place it in the hex on the map
Round. The location of the initiative die roll result has the fol-
listed in the paragraph. Locate the Action Round marker with
lowing effects:
the matching letter that shows the Initiative matching that
2 Turns. If the initiative die result is in the 2-Turn space, listed on the soldier card and place it in the complete space on
the soldier receives two turns in this Round. Place his marker the Action Round Track.
in the advantage or disadvantage half, as appropriate. Excep-
Should a German activation occur during a Round that is
tion: A wounded soldier can receive only one turn; if a wound-
already in progress, use the procedure in 6/6. Should activation
ed soldier receives two turns, place his marker in the 1-Turn
occur when there are US soldiers who have not yet entered the
space instead.
map, use the procedure in 6/10.
1 Turn. The soldier receives one turn this Round. Place
his AR marker in the advantage or disadvantage half, as ap- GERMAN ACTIVATION PARAGRAPH EXAMPLE
propriate. 164. [s3] Light machinegun opens fire. Activate Germans 5 and 49
Panic. The soldier panics this Round, regardless of in hex N12, crouching. Commence Rounds. German advantage.
Germans 5 and 49 receive two turns this Round.
whether he is in or out of command (6/4). A German soldier
can panic in this way (and also as a result of combat), and cer- Upon reading this paragraph, check off sighting s3 on the Squad
tain German action paragraphs also simulate panic effects. Record and locate German soldier cards 5 and 49. Cards 5 and 49
indicate that Germans M and T will be placed on the map, respective-
Red Number (applies only to US soldiers). If a die result ly. These two markers are placed in hex N12, crouching side up. Since
is printed in red and the soldier is out of command (6/3), he German 49 has a light machinegun, place a light machinegun marker
panics instead of receiving turns this Round. Place his AR in the hex, prepared side up. Locate the AR marker showing an IN of
marker in the Panic space. If he is in command, place his AR 3 for soldier M, and the AR marker showing an IN of 2 for soldier T,
marker in the space containing the red number. Panic caused and place both markers in the Complete space of the AR Track in the
by a red number on the action table is unconditional. It applies initiative 2 and 3 columns.
even if there is no real “reason” for panic, e.g. the soldier is far
out of sight of any enemy. 6/3 Command and Commanders
Command. When a US soldier’s initiative die result is printed
AR markers for soldiers on opposing sides can never oc- in red, it means that the soldier has a chance of panicking, if he
cupy the same advantage or disadvantage space. Opposing is out of command. To determine if a soldier is in command,
markers can occupy the same Turn space, however. Certain add his IN to the IN ratings of all other active US soldiers in
paragraphs that activate Germans and initiate Rounds indicate his hex. If this sum is five or more, the soldier is in command.
that all aware soldiers on one side or the other automatically If the total is less than five, he is out of command and liable to
receive two turns in the first Round. If the number of turns is panic. Being in or out of command only affects the chance of a
specified, then the procedure above is not conducted in the first soldier panicking during AR marker placement. It has no effect
Round. For example, one paragraph indicates that the Germans on a soldier panicking as a result of combat. German soldiers
receive advantage and two turns; thus, you need not roll for panic only when their initiative die roll result is actually print-
German AR marker placement, since they will be placed in the ed in the Panic space (initiative columns 0 and 1 only), never
2-Turn advantage space. as a result of their roll being printed in red.
Important: If a soldier is wounded or panics during a US Commanders and Panic. A US soldier can be either a
Round, his AR marker is immediately moved to the Complete commander or a private. A commander has a Command Radi-
space, if not already there. If a soldier becomes panicked as a us consisting of the hex he occupies and all the hexes within
result of combat, move his AR marker to the Panic space (un- two hexes of the hex he occupies. A commander exerts his IN
less it already occupies the Panic or Complete space). If a sol- rating into all these hexes, as long as he is active, and it is add-
dier becomes incapacitated, killed, or captured during a Round, ed to the IN’s of US soldiers occupying those hexes. For ex-
his AR marker is immediately moved to the Inactive space. ample, a commander with an IN of 4 exerts four Initiative
Perform All Soldier Actions. The position of the AR markers Points into all hexes within two hexes of the hex he occupies.
on the AR Track indicate the order in which US and German Any US soldiers (including another commander) in any of
soldiers perform actions. Soldiers in the 2-Turn advantage those hexes can use those four points toward keeping himself
space go first; then those in the 2-Turn disadvantage space; in command. The effects of Command Radii are reciprocal;
and so forth. If more than one US soldier occupies a space, you that is, a commander can use the Initiative Ratings of soldiers
can have them go in any order you wish. At the beginning of within his command radius to contribute toward keeping him-
each turn in which one or more Germans can act, roll one die self in command. A commander who is panicked or inactive
to obtain a new German Action Number (6/8). Germans able to has no Command Radius.
act in the same turn go in the order of the letters on their AR Commanders Giving Turns. While performing Actions dur-
markers. Exception: Firing a crew weapon, 9/7. ing Action Rounds, a commander, both US and German, can
give a Turn to another friendly soldier in his Command Radius
(even to another commander). When it is the commander’s
AMBUSH! RULES: PAGE 13

turn to perform actions, he can give his Turn to another soldier icked soldier can be attacked and, if hit, is subject to all the
instead of performing an action himself. The commander’s AR effects of damage. For the additional effects of panic, see 13/1.
marker is moved down to the 1-Turn or Complete Box as if he
had performed an action, and the AR marker for the soldier to 6/5 US Soldier Awareness
whom he gave the Turn is moved up one Turn. This will alter When Action Rounds are initiated you must determine
the Turn order, thus giving the soldier to whom the turn was which of your soldiers are immediately aware of the just acti-
given an opportunity to perform an action earlier than he vated Germans and which are unaware. An aware US soldier
would have if the commander had not given him an extra turn. can perform Actions during Rounds. An unaware US soldier
Only soldiers occupying the 1-Turn or Complete space can be cannot perform any actions during Rounds; he remains immo-
given a Turn; those in the 2-Turn, Panic, Unaware, or Inactive bile until he becomes aware. Once a soldier becomes aware, he
spaces cannot be given a turn. A German commander will only remains aware throughout Rounds until Rounds are initiated
give a turn to another German when one of his action para- again, following a return to Operations. German soldiers do
graphs explicitly states he is to do so. A wounded soldier can not check for awareness; once activated, they are automatically
never be given a turn in this way. aware.
Commanders and US Awareness. A commander can spend a During the US Awareness Phase of the first Round, after
turn to make an unaware US soldier within his Command Ra- the activated German is placed on the map, each active US
dius aware. The newly aware soldier’s AR marker is then soldier that can see the German just activated conducts a PC
placed in the complete space. A wounded soldier can never be Check. Those that succeed at this check are aware during the
made aware in this manner. first Round. Those soldiers that fail the check are not aware
during the first Round. Place the AR marker of each aware
soldier in the Complete space on the AR Track. Place the AR
marker of each unaware soldier in the Unaware space of the
AR Track.
During the US Awareness Phase of Round 2, each active
US soldier on the map that is not yet aware conducts a PC
Check. Those that succeed at this check are aware during the
second Round. Those that fail are not aware during the second
Round.
During Round 3 and after, all active US soldiers are auto-
matically 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 activat-
ed, he has no effect on the awareness of the US soldiers. You
make no additional Awareness Checks due to the activation of
an additional German.
An unaware soldier who is attacked is automatically aware
after the combat is resolved. Place his marker in the Complete
space, unless he is killed or incapacitated. Even an attempted
COMMANDER FUNCTIONS attack (fire, grenade, assault) makes all US soldiers in the tar-
get hex aware. A scattered grenade/ SC makes both the sol-
A is a commander with an IN of 3. The other soldiers in the dia- diers in the original target hex and those in the scatter hex
gram are privates with IN’S of 1 (B), 2 (C), 1 (D), and 2 aware.
(E).Soldiers D and E are in command, because they are within two
hexes of commander A. A, D, and E combine their IN’S for a total An aware commander can spend one of his Turns to make
of 6, which is sufficient to keep each of them in command. C is also an unaware soldier within his Command Radius aware (6/3).
in command, because his IN is combined with A’s for a total of 5. B
is out of command, because he is three hexes from A, and his IN is
less than 5. During Rounds, commander A can give turns to C, D, 6/6 German Activation During Rounds
and E ,but not to B. If C and E were in B’s hex, all three would be During Action Rounds, there is the possibility that addi-
in command, because their combined IN would be 5. tional Germans may become activated. If activation occurs
during a Round, use the following procedure. Interrupt what-
6/4 Panic ever is happening and place the newly activated German on the
During the Action Sequence, a German or US soldier is map in the stance indicated in the activation paragraph. Ignore
subject to panic if his initiative die roll is printed in the Panic those parts of the paragraph dealing with advantage and US
space in his column of the AR Track. For example, a soldier awareness. If the paragraph states that the German receives
with an IN of 1 panics on a die roll of 1. two turns, place his AR marker in the 2-Turn space of the AR
Track using the current German advantage/disadvantage result.
If a US soldier is out of command, and the die roll yields a If the activation paragraph did not specify that the German
result that is printed in red, the soldier panics. Place his AR receives two turns, then roll a new German Action number and
marker in the Panic space. If the soldier is in command, he place the newly activated German’s AR marker in the indicat-
does not panic and receives the indicated number of turns. For ed space (again, using the current advantage/disadvantage).
example, a US soldier with an IN of 3 who is out of command
panics on a roll of 6, 7, or 9. The newly activated German has no effect on US aware-
ness (6/5). If all US soldiers are currently aware, they remain
A panicked soldier remains immobile until the end of the aware. If some are unaware, only the German that originally
Round, at which time he must fall prone (if not already prone) caused Rounds to commence affects their awareness.
and his AR marker is placed in the Complete space. A pan-
AMBUSH! RULES: PAGE 14

If German activation occurs during the action of a US sol- Remove Live Grenade from Hex. This special action is per-
dier (typically movement) that soldier may end his action be- formed out of turn and only if the soldier is standing or crouch-
fore any German takes an action. ing and makes a PC Check (10/2). It may also involve a special
free stance change.
6/7 Performing Actions During Rounds Prepare Crew Weapon. One soldier in the same hex with all
During the Action Phase of the Action Sequence, US and parts of the weapon must spend one action to prepare it for
German soldiers perform Actions. The order in which soldiers fire. It remains prepared until moved (9/7).
perform Actions is determined by the location of their AR
markers on the Action Round Track (6/1). When one of your MOVEMENT RELATED ACTIONS
soldiers gets a turn, you can have him perform one Action or Move (expend some or all of soldier’s Movement Point Allow-
pass. When a soldier passes, simply move his AR marker as if ance). A crouching soldier can move only one hex (by crawl-
he had performed an Action. All the different kinds of Actions ing), which costs all his Movement Points. A standing soldier
a soldier can perform during Rounds are listed below. can move one or more hexes, depending on his Movement
Free Stance Change. An unwounded soldier can, at any point Point Allowance and the type of terrain in the hexes he enters.
during his turn, make one free stance change; from prone to Move Crew Weapon (expend some or all of two soldiers’
crouching or standing, from crouching to prone or standing, or Movement Point Allowances). Crew weapons require three
from standing to prone or crouching. Wounded soldiers never Port Boxes. To be moved, two soldiers in the same hex with
receive a free stance change. A soldier without a free stance the weapon must divide its Port Box cost between themselves.
change must spend one Movement Point to change stance, and They can then move the item separately; however, they must
thus must perform a Movement Action. However, a free stance both occupy the same hex to prepare the weapon.
change can be combined with a movement action (in which
case a Movement Point to change stance is only spent when Move/Snap Fire (expend up to half of soldier’s Movement
you perform the second stance change). When a soldier enters Point Allowance and snap fire personal weapon). A soldier can
a hex, a Paragraph Check is made before he can make the combine movement and fire combat by spending up to half his
stance change (free or otherwise). In addition, there is a special Movement Point Allowance (round fractions down) and snap
free stance change associated with grenade PC Checks (10/2). 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
COMBAT RELATED ACTIONS occurs both before and after fire, if sufficient MPs are availa-
Aimed Fire Once with Personal Weapon. Soldier must be ble.
standing or crouching with a personal weapon or a prepared
bazooka. Move/Charge Assault (expend up to half of soldier’s Move-
ment Point Allowance and charge assault). A soldier can com-
Snap Fire Twice with Personal Weapon. Soldier must be bine movement and assault combat by spending up to half his
standing or crouching with a personal weapon. The target for Movement Point Allowance (round fractions down) and charge
each fire can be the same or different, and can occupy the same assaulting a soldier. Movement occurs before assault (11/3).
or different hexes. You cannot snap fire a bazooka.
Drag Inactive Soldier One Hex (expend entire Movement
Aimed Fire with Crew Weapon. Aimed fire with a crew Point Allowance). The soldier must be standing in the same
weapon can only be made if the hex contains at least two hex as the inactive soldier to be moved, and must have one
crouching, active soldiers. Both soldiers simultaneously spend Port Box empty. The soldier then spends his entire Movement
one turn performing this action. (9/7). Point Allowance to drag the inactive soldier one hex. The
dragging soldier must remain standing. If the inactive soldier is
Snap Fire with Crew Weapon. Snap fire with a crew weapon incapacitated, there is a chance he will be killed by the move-
can only be made if the hex contains at least one crouching, ment; roll a die; on a result of 0 he dies. Moving an incapaci-
active soldier. If the hex contains two or more active soldiers, tated soldier by vehicle does not cause this die roll. Only inac-
the weapon can be snap fired twice at a cost of one action for tive soldiers may be dragged, not unaware or wounded ones.
each of two soldiers. Thus, a crew weapon with two operators
could make one aimed fire (see above) or two snap fires at a MISCELLANEOUS ACTIONS
cost of two actions, one each per soldier. A crew weapon al- Pick Up/Exchange Equipment. A soldier that is standing or
ways uses snap fire whenever it is fired by a single soldier. crouching can pick up or put down any portable items in his
Snap fire greatly increases the chances of a crew weapon jam- hex. Two soldiers in the same hex can exchange equipment
ming (9/4). even though only one soldier performs the action. A soldier
Assault. Soldier must be standing in the hex with the enemy that is taking equipment from an inactive soldier must be
soldier (11). crouching. Record equipment changes on the Squad Record in
the appropriate Port Boxes for the soldiers involved. You can
Prepare Satchel Charge. Soldier must be crouching or stand- pick up and use most German equipment (14).
ing to prepare the satchel charge (10/4).
Load/Unload Inactive Soldier from Vehicle. Active soldier
Throw Satchel Charge. Soldier must be standing to throw the must be standing in same hex as inactive soldier and vehicle. If
satchel charge. It can be thrown one, two, or three hexes the inactive soldier is incapacitated, there is a chance he will be
(10/1). killed by the action (on a roll of 0).
Prepare and Throw Grenade. Soldier must be standing or Give Turn (Commanders only). A commander must be within
crouching with a grenade. If he is crouching, his range is re- two hexes of the soldier he wishes to give a turn to. The soldier
duced (10/1). A soldier can never move and throw a grenade in that receives the turn must use it this Round (6/3). A US com-
the same Turn. mander can also expend a turn to make an unaware US soldier
Prepare Bazooka. Soldier must be standing or crouching in
within two hexes aware (6/5).
hex with an unloaded bazooka and a charge (9/8).
6/8 German Actions
Clear Jammed Weapon. Soldier must be standing or crouch- When a German soldier receives a turn during the Action
ing with a jammed weapon (9/4). Sequence (6/1), you must have him perform an action. Howev-
AMBUSH! RULES: PAGE 15

er, the soldier’s actions are not up to you; you must use the Point Allowance, at which time his turn ends. Certain German
soldier’s card, the paragraph booklet, and in some cases the Movement References are paragraph numbers instead of hex
Mission Card to determine what the soldier does. numbers; look up the indicated paragraph to find how the
German moves. A movement reference paragraph does not
German Action Number. At the beginning of each turn in replace the German Action Paragraph that instructed the Ger-
which one or more German soldiers may act, roll one die and man to move. It simply defines a special move or situation
note the result on the German Action Track with the German within the overall move. An “Exit” German movement refer-
Action marker. Use this Action Number when referring to the ence indicates that the German leaves the map.
card for each German that is acting this turn. This Action
Number remains in effect until the beginning of the next turn Special Reactions. Certain German action paragraphs and
in which Germans may act. Exception: If a German Special Movement Reference paragraphs call for a Special Reaction
Reaction comes into effect during a German turn, immediately (identified by a letter) to be put into effect for the German you
roll a new Action Number. This new number applies to all are moving. When a Special Reaction is in effect for a Ger-
Germans that have yet to act in the current turn. For example, man, use the indicated Special Reaction column on his card
three Germans occupy the 2-Turn advantage space. Roll one instead of the current condition column. For example, if you
German Action number for the group, and then perform ac- read paragraph 254 when moving German 92, you would im-
tions for each in alphabetical order. If a Special Reaction is mediately begin using the “T” column of his card to determine
triggered for one of them, reroll the Action number. When a his Action Paragraphs.
German is eligible to act, conduct the following steps:
A Special Reaction is used only for the German that trig-
1. Refer to the soldier’s card. Cross-reference the current Ac- gered it and remains in effect until another paragraph rescinds
tion Number with the current Condition to obtain a German the Special Reaction. You may wish to note the Special Reac-
Action Paragraph number. tions currently in progress on the Notes section of the Squad
2. Read the indicated paragraph carefully. Many paragraphs Record as a reminder. As noted in German Action Number,
include different options. If these options are separated by bul- above, whenever a Special Reaction comes into effect, a new
lets (•), consider the soldier’s current situation and choose the German Action Number is rolled. If the German that triggered
one option that applies. If these options are numbered sequen- the Special Reaction has not finished his turn, use the Action
tially (1, 2, etc.), choose the first one that applies, even if later paragraph indicated by the new Action number and the Special
options also apply. Reaction column to determine what he does for the rest of the
turn. The self-preservation column often takes precedence over
3. Carry out the applicable instructions of the paragraph. The the Special Reaction column.
soldier performs one Action from those listed in 6/7 (just like a
US soldier). He also receives a free stance change if the para- Self Preservation. Every German soldier card includes a self
graph so indicates, within the same restrictions applicable to preservation column (marked “S”) of Action Paragraph num-
US soldiers. In some cases, the instruction to make the free bers. This column is used instead of the current condition col-
stance change is explicitly stated; in other cases it is implied. umn whenever the German is in a hex occupied or adjacent to
In some instances, the soldier may not be able to carry out all an active US soldier, regardless of LOS. Use of the self preser-
the instructions of a paragraph. If this is the case, have the sol- vation column may begin and stop any number of times for a
dier do as much as he can toward completion of the instruc- given German soldier, depending on his proximity to US sol-
tions, in the order in which they are given. If unable to com- diers. The self preservation column takes precedence over the
plete the first instruction, go to the second, and so forth. normal condition column and over a Special Reaction column,
unless specifically noted otherwise on the soldier’s card or in a
Usually the paragraphs are to be taken literally; if a para- paragraph.
graph instructs a soldier to “crouch and fire...” he will crouch,
even if that makes fire impossible because has no longer has an Use the following procedure to handle behavior of transported
LOS to an enemy. Also, if a tank is not instructed to turn at the soldiers under self-preservation conditions:
end of a move it will not do so even if it would be “logical”  Always stay on board a vehicle that is not immobilized.
(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  The driver of a still-mobile vehicle never fires, but may
if actual fire is impossible (jammed gun or so) – for example it possibly try to run enemies over
will turn into a firing position if necessary.  The passengers fire, if any part of their self-preservation
instructions tell them to fire.
Some paragraphs state that a German soldier shall move
and “...if active enemy in sight, lie prone”. If not specifically Surrender. Some paragraphs will indicate that a German im-
told to lie prone “at the end of movement”, he lies prone at end mediately surrenders. If the paragraph is read when there is an
of movement or in the hex in which he gets LOS to a US sol- active US soldier in the hex, then the German immediately
dier, whichever comes first. falls prone and is captured (11/2). If not in the hex with a US
soldier, the German becomes inactive; place his AR marker in
A direction on a soldier card “On first turn, use...” applies the Inactive space. He remains in his current stance. When a
to his first turn after activation only. US soldier enters his hex, he is captured.
German Movement. When a German soldier is instructed to
move, refer to the Mission Card to determine where he moves. 6/9 German Action Paragraph Examples
Look up the hex the soldier currently occupies on the card and 800. Lie Prone.
read the German Movement Reference listed in red in the win- The soldier falls prone, if not already prone. He does nothing else
dow. This reference will usually be the identity number of an this turn.
adjacent hex into which you move the German. When moving, 802. Crouch, then conduct best fire at closest target. Fall prone
the German expends Movement Points in the same manner as after fire if free stance change available.
a US soldier (7/3). If the German soldier has Movement Points If not yet crouching, the soldier uses his free stance change to
remaining after entering this first hex, look up the hex he now crouch. If, in a crouching position, the soldier can see no active US
occupies for another Movement Reference and continue mov- soldiers, his turn ends. Otherwise, he then conducts fire combat. He
ing the German. Keep checking for Movement References in would normally conduct aimed fire, since this is the best fire possi-
this manner until the German has expended his Movement ble. If wounded he would conduct snap fire if required to make a
stance change to crouching (the stance change for a wounded sol-
AMBUSH! RULES: PAGE 16

dier costs one Movement Point and the action required is charge assault if he is wounded and a stance change is required,
Move/Snap Fire). If wounded, but already crouching, he would since the stance change will cost a Movement Point. If Option 2
conduct aimed fire as normal. The target of his fire is the US sol- applies he makes a grenade attack (10) or a charge assault (11/3).
dier that is closest to him (in hexes). If two or more targets are Again, the appropriate stance change may have to be made first to
equally close, he fires at the easiest target. The easiest target is the allow these actions. If Option 3 applies, it is carried out like 802. If
US soldier that the German soldier has the best chance to hit. If none of the first three options applies, Option 4 is conducted.
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 6/10 German Activation When US Soldiers
available (this would happen only if the soldier was not wounded
and was already crouching at the beginning of his turn). Have Yet to Enter
807. •If active target in sight, crouch and conduct best fire at easiest
It is possible that German activation may occur before all US
target. Fall prone after fire if free stance change available. soldiers enter the map. In this case, Rounds begin normally for
•If no target in sight, run into clear, road, or interior hex, or crawl those US soldiers on the map. Soldiers off-map cannot enter;
into any other type of hex. If not in an open hex after movement they remain off-map for the duration of Round 1 (they are con-
and free stance change is available, fall prone. sidered out of sight of the Germans). During Round 2, off-map
The German soldier follows one of these sets of instructions, de- US soldiers make Awareness Checks; those that succeed re-
pending on whether or not he can see an active US soldier. The first ceive turns during the Action Phase of Round 2 (unless they
instruction is identical to 802, with the exception that the soldier panic) and can enter the map using one of the Movement Re-
fires at the easiest target rather than the closest one. The second lated Actions (6/7). Each soldier must spend Movement Points
instruction requires reference to the Mission Card to find the hexes when entering the first hex on the map edge (see Movement
that the soldier moves into. Although not explicitly stated, the sol- Point Cost Chart). While off-map, all soldiers are considered to
dier may have to make a stance change before he begins his move occupy the same hex for command (6/3) and panic (6/4) pur-
so that he will be in the proper stance for the move. Have the sol-
dier crawl one hex or run into hexes until he is directed to enter a poses. Off-map soldiers are never subject to attack (even by
hex that he has insufficient Movement Points to enter. His move- artillery rounds that land off-map).
ment then ends. If he has any Movement Points left or has not used
his free stance change, he falls prone (unless in an open hex). 6/11 Condition Changes During Rounds
833. 1. If active US soldier in hex, assault to kill. Condition changes often occur during Rounds as well as
2. If adjacent to active US soldier through traversable hexside and during Operations (5/5). When the condition changes, replace
a grenade is available, crouch and throw grenade. Exception: If an the Mission Card as usual and interrupt the Round for a mo-
active German is in the US hex, charge assault to kill. ment. Conduct Paragraph Checks for all US occupied hexes
3. If active US soldier in sight, crouch and conduct best fire at beginning with the lowest numbered hex. Ignore all Event
closest target. Checks (but still place Event Markers in affected hexes), but
4. Lie prone. read all other paragraphs. All indicated German activations (if
This paragraph presents four sequential options. Consider the any) occur using the procedure in 6/6. Other paragraph types
German’s situation and choose the first option that applies. If Op- are dealt with as usual. Once all Paragraph Checks and activa-
tion 1 applies, the German assaults (11) with intent to kill. He will
have to stand first, if not already standing. He will have to make a
tions are dealt with, return to the Round in progress.

7. Movement
7/1 General Rules for Movement
Movement occurs during both Operations and Rounds for diers/vehicles move one at a time or one stack at a time, hex-
US soldiers and vehicles, but only during Rounds for the Ger- by-hex, until a German is activated. While moving, make Par-
mans. The movement procedure for Operations is radically agraph Checks for each hex entered by a US force. You can
different from that used in Rounds. Both types of movement, move US soldiers in any order you choose. You could, for in-
however, use some common rules. stance, move Soldier A six hexes, then move Soldier F a hex,
then move Soldier A again, or any other combination you de-
 Each soldier or vehicle can move in any combination of sire. See Operations (5) for more details.
directions that you choose or that the German Movement Ref-
erences require.
7/3 Movement During Rounds
 There is no limit to the number of soldiers, friendly and/or Each soldier has a Movement Point Allowance (MPA)
enemy, that can occupy the same hex during movement, or at printed on his card or recorded on the Squad Record, which is
the conclusion of movement. Only two vehicles, active and/or the basic number of hexes the soldier can move in a single turn
disabled, can occupy a hex at any time, regardless of the num- during the Action Phase (6/1).
ber of soldiers in a hex. A soldier/vehicle spends Movement Points to move from
the hex it occupies into an adjacent hex. A crouching soldier
 A soldier/vehicle cannot enter a hex containing terrain pro- can crawl one hex by expending all his MPA, regardless of the
hibited by the mission briefing and/or by the Movement Point terrain in the hex entered. A standing soldier can enter more
Cost Chart. than one hex, subject to the MP costs of the hexes entered and
 Both German and US forces can exit the map, as described the soldier’s MPA. One or more Movement Points are spent to
in the Mission Briefing or called for by German Movement enter the hex, depending on the terrain in the hex or along its
References. Germans exit the map when they enter a hex and hexsides (see Movement Point Cost Chart). The MP cost to
the Movement Reference is “Exit.” Once exited, US forces can cross terrain hexsides is added to the cost of the hex entered.
never return; German forces may return, however, if so di- Thus, it costs two Movement Points for a standing soldier to
rected by a paragraph. enter a clear hex by crossing an embankment hexside from a
lower elevation to a higher one (there is no additional cost to
7/2 Movement During Operations cross an embankment going downhill).
During Operations, only active US forces are on the map; You can continue to move a US soldier/vehicle up to the
thus, there is no movement procedure for the Germans during limit of its Movement Points or until you decide to stop mov-
Operations Exception: captured Germans (11/2). US sol- ing. Germans move up to their MPA, as directed by paragraphs
AMBUSH! RULES: PAGE 17

and German Movement References. You can never move a 7/4 German Evasive Movement
soldier/vehicle more hexes than its MPA allows. A hex cannot Some German paragraphs require a German to move until
be entered if the soldier/vehicle has insufficient MPs. A soldier he leaves the sight of all US soldiers. When out of sight, re-
must stop movement immediately upon entering a hex occu- move him from the map. This is termed evasive movement. He
pied by an enemy active soldier. If a soldier begins his turn in may reappear later in the mission or not at all. If the soldier
a hex occupied by an active enemy soldier, he can leave the never leaves US sight, continue to move him normally until he
hex. He must then stop in the first enemy occupied hex en- either exits the map or another movement paragraph changes
tered. his action. See 6/8 for more detail on German movement.
Unused Movement Points are lost, not accumulated.
Movement Points cannot be lent by one soldier or vehicle to You do not earn VPs for activated soldiers twice unless
another. specifically instructed. A German who left the map and re-
Unwounded soldiers receive a free stance change each enters does not give activation VPs again.
turn. A stance change can also be made by spending a Move- GERMAN EVASIVE MOVEMENT EXAMPLE
ment Point. A soldier can make as many stance changes in a 806. Run into open hex, crawl into any other type of hex. Stop
single turn as he has Movement Points, in addition to the free moving and fall prone if free stance change available and out of
stance change. sight of active US soldier. If out of US sight at end of Round, re-
A soldier can combine movement and combat by using a move the German from the map.
Move/Snap Fire or Move/Charge Assault action. In such cases, If the German movement reference requires the German soldier to
the soldier must be standing to move and can spend only half enter an open hex, he does so standing. If the hex called for con-
of his Movement Point Allowance (round fractions down). A tains another terrain type, he enters the hex in a crouching stance
crouching or prone soldier must change stance using a free by crawling. Both may require the soldier to change his current
stance change, if he has one, or by spending a Movement stance by using his free stance change. If he is already wounded,
Point, in order to stand and then move (6/7). A soldier can then the stance change, if any, will cost a Movement Point. If he
snap fire and then move, or vice versa. However, movement crawled, his movement is over; if he ran, then he continues moving:
always comes first when performing a Charge Assault. read the German movement reference in the newly entered hex.
When a soldier drags another soldier, during Rounds or 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
Operations, the dragging soldier must remain standing. The stance change is available. The German is removed from the map if
move is only one hex. he is out of US sight at the end of the current Round.
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.

8. Line of Sight
In order to engage in fire combat or make certain PC HEXES AT DIFFERENT ELEVATIONS
Checks, a soldier must be able to see the target hex or the hex An LOS between two hexes at different elevation levels
required by the PC Check paragraph. He can see the hex if he may be blocked by intervening blocking terrain, depending on
has a clear Line of Sight (LOS) from his hex to the hex in its position and elevation. If the intervening terrain is at a low-
question. Lines of sight are reciprocal: if soldier A can see er elevation than both sighting hexes, the LOS is always clear.
soldier B, then B can also see A. In some cases a soldier may If the terrain is at the same elevation as either hex or is higher
be able to see his target’s hex, but not the target itself. In such than one of the hexes, it may block the LOS, depending on the
cases, the target cannot be attacked directly. However, a pene- type of the terrain and its location. (See LOS Nr. 1)
tration result against a building can injure soldiers inside,
whether they are seen or not (13/5). A grenade or satchel 8/2 Blocking Terrain
charge can be thrown into a hex at a target that is not in sight
(10). ELEVATIONS
There are three color-coded elevation levels on each map,
8/1 Tracing a Line of Sight from 1 (the lowest) to 3 (the highest). If the LOS enters a hex
A line of sight is a straight line traced from the center dot that is a higher elevation than both sighting hexes, the LOS is
of the sighter’s hex to the center dot of the target itself. If the blocked.
LOS crosses any part of a blocking hex or hexside, the LOS is Elevation changes themselves do not block LOS (except
blocked. If the LOS exactly bisects two hexes, one of which is in the case of embankments). An LOS can be traced across and
blocking terrain, the LOS is not blocked. elevation change without effect, since the change represents a
The terrain on the map is presented in a naturalistic way to smooth slope rather than a drastic falloff. (See LOS Nr. 5)
give the map a realistic look. For game purposes, however, the EMBANKMENT HEXSIDES
terrain in each hex is considered to completely fill the hex. Embankment hexsides represent steep changes in eleva-
When more than one terrain type appears in a hex, the type of tion, and they may block LOS. An embankment hexside is
terrain that fills the majority of the hex is the only terrain type considered to be at the higher of the two elevations it borders,
that is considered to fill the hex. Many woods hexes also con- thus, an embankment adjacent to a Level 2 hex is considered a
tain some brush; these hexes are nonetheless considered Level 2 hexside. If both sighting hexes are on the same eleva-
woods. Note that, for example in the case of woods, a LOS can tion, then an embankment hexside has no effect on LOS. If at
be blocked by any part of the hex – not just by the woods sym- different elevations, the embankment blocks the LOS if it is
bol itself. For buildings, as for all other terrain features, the higher than the lower of the two hexes and not adjacent to the
hex sides are relevant for LOS, not the artwork. higher hex. If higher than the low hex but adjacent to the high
HEXES AT THE SAME ELEVATION hex, the LOS is not blocked. If at the same elevation as the
An LOS between two hexes at the same elevation is lower hex, the embankment does not block LOS. (See LOS
blocked by any intervening blocking terrain at the same or Nr. 2)
higher elevation.
AMBUSH! RULES: PAGE 18

CREST HEXSIDES view from hex S9.


Crest hexsides always block LOS, regardless of the loca-
tion and elevation of the two sighting hexes. LOS INTO/OUT OF
VEHICLES
FOREST, BRUSH, RUBBLE, AND ROUGH HEXES LOS from vehicles is not influenced by open/ buttoned
If both sighting hexes are at the same elevation, interven- up status. Soldiers in a building may be seen from an adjacent
ing forest, brush, rubble, and rough hexes always block LOS. vehicle if in a doorway hex (any stance), but only from a large
An LOS can be traced into a forest, brush, rubble, or rough vehicle if crouching behind a window. A prone soldier behind
hex, but not through it. a window cannot be seen from a vehicle. LOS from non-
adjacent vehicles is the same as for foot soldiers.
If the sighting hexes are at different elevations, the LOS is
blocked if the LOS enters a hex adjacent to either the sighting OTHER BLOCKING TERRAIN
or target hex containing forest, brush, rubble, or rough at the The preceding are the only types of blocking terrain in
same elevation. A hex that is adjacent to the sighting or target the game, with the exception of certain landmarks that may be
hex but at a lower elevation, does not block LOS (that is, the specific to a given mission. These are explained in the Mis-
LOS passes over the top of the blocking terrain). (See LOS sion Briefings or a paragraph. Soldiers, vehicles, and all types
Nr. 4) of terrain not mentioned in the preceding rules do not block
LOS.
BUILDING HEXES
A soldier occupying a building hex can trace an LOS into
the hexes within the fields of vision for the apertures of that 8/3 LOS Problems
building. Likewise, a soldier tracing an LOS into a building The preceding rules and examples may not cover all the
can trace only across an aperture hexside. There are two types LOS questions that may arise during play. Should you have a
of apertures: doors and windows. A prone soldier inside a problem, apply common sense or a die roll to solve the diffi-
building can never see out of or be seen through a window culty.
hexside. A crouching soldier looking out a window cannot see
another crouching or prone soldier in the hex immediately ad-
jacent to that window hexside (and vice versa). A standing
soldier inside a building can see all hexes in the field of view
from the window. A soldier, regardless of stance, can see all
hexes in the field of view of a door. A prone soldier in a build-
ing can only see a target in an ad-
jacent hex through a door.
An LOS can be traced only
one hex across an aperture hexside
that is not adjacent to the sighting
soldier’s hex.
An LOS can never be traced
into a building hex across a non-
aperture hexside. Fire combat can
occur, however, across such a
hexside within the restrictions of
13/5.
Within these aperture re-
strictions, an LOS cannot be traced
through a building hex at the same
elevation as both sighting hexes. If
the two hexes are at different ele-
vations, the LOS is blocked if the
building hex in question is closer
to the soldier at the lower eleva-
tion than to the soldier at the high-
er elevation. If exactly equal, the
LOS is blocked. Note: The church
steeple in hex S13 on Map B is
two levels tall. It blocks the LOS
between hexes at Level 2 – hexes
Q14 and in hex U12, for example.
(See LOS Nr. 3)
An LOS exists between sol-
diers in two separate buildings
only if both are in each other’s
field of view. It is very possible
for one soldier to be able to see the
other soldier’s hex, but not the
soldier himself. For example, a LINE OF SIGHT: Nr. 1
soldier on Map B in hex R7 would The LOS between A and B is blocked, because the terrain in S13 and T12 is higher than the hexes
not be able to see a soldier in hex occupied by A and 0. The LOS between C and D is clear, because the terrain between them is
S9, because the hex R7 is out of lower, or at the same height, without blocking terrain.
AMBUSH! RULES: 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 LOS between B
and G is blocked by building hex Q10, alt-
hough B can see into Q10. The LOS be-
tween B and D is clear, because the LOS
exactly bisects the brush in U11, and is thus
not blocked, and D is in sight of one of B’s
apertures (S9/T9). The LOS between D and
F is blocked by the two-story church steeple
in S13. The LOS between E and F is
blocked, because the building hex S14 is not
closer to F than it is to E (the nonadjacent
apertures, in this case, are irrelevant). If E
were one hex further away, the LOS would
be clear. The LOS between C and D is
blocked, because an LOS can be traced only
one hex across a non-adjacent aperture
hexside. In this case, D can see Q10, but not
P9, and C can see R10, but no further.

BUILDING FIELDS OF VIEW


AMBUSH! RULES: PAGE 20

LINE OF SIGHT: Nr. 4 LINE OF SIGHT: Nr. 5


The LOS between A and B is blocked by the brush in hex S2, be- The LOS between A and B is clear, even though neither is adjacent
cause it is at the same elevation. The LOS between A and C is to the elevation change at W12/X12. If W12/X12 were an embank-
blocked by the woods in R2, because it is adjacent to and higher ment hexside, the LOS would be blocked.
than C. The LOS between B and C is blocked by the woods in S3,
because C is adjacent to the woods. However, D is not adjacent to a
woods hex, so the LOS from B to D passes over the woods in S3
and is clear. The Lines of Sight between B and E, and D and E, are
clear, because an LOS can be traced into a blocking terrain hex -
such as T3 - but not through it.

9. Fire Combat
During Action Rounds, a crouching or standing soldier 2. Consult the Jam or Dud Column of the Weapon Chart
can fire any weapon he possesses if he has at least one clip of and Roll Percentile Dice
ammo for the weapon and if he can see the intended target of If the dice result is equal to or less than the number listed in
his fire (see 8). A target can be attacked through an adjacent this column for the weapon type used, the weapon has jammed
building hexside, even if out of sight, if the hexside is pene- or has fired a dud and the fire is resolved no farther. A jammed
trated (13/5). A crew weapon or bazooka must be prepared weapon cannot be used again until the jam is cleared. When
before it can be fired (see 6/7). Fire combats are resolved one snap firing a personal weapon twice, remember to roll for jam
at a time, in any order for the US and in alphabetical order as use once for each fire.
indicated by the letter on each German’s AR marker (unless 3. Determine the Fire Range
two soldiers are firing a crew weapon together). The results of If the target is in the same hex as the firing soldier or adjacent
a successful fire are applied immediately upon resolution. The to the firing soldier, range is not determined. Otherwise, count
combat resolution may cause the weapon fired to break, be- the number of hexes that lie between the firing soldier and the
come jammed, or use an ammo clip. Neither US nor German target (excluding the firing soldier’s hex but including the tar-
soldiers can ever fire into a hex that contains a friendly active get’s hex). Locate the resulting number on the Weapon Chart
soldier unless the shooter and the target are in the same hex. under the range column for the weapon being fired to deter-
The hex can be fired into if the friendly soldier is incapacitated mine the range of the fire: short, medium, or long.
or dead, or if the friendly soldier is captured, however, you 4. Determine the Basic Hit Chance According to Range
cannot fire at the enemy soldier who is guarding the prisoner, Use the Adjacent or Same Hex range column if the target is in
but you can fire at all other enemy soldiers in the hex. an adjacent or the same hex; otherwise use the range deter-
mined in Step 3. Consult the Fire Combat Modifiers Chart and
9/1 Fire Combat Procedure add all the modifiers that apply to this fire (9/3). Combine the-
The following procedure is used to resolve all types of fire se modifiers with the firing soldier’s Weapon Skill to yield a
combat, regardless of the weapon being used: final modifier. Subtract the final modifier from the Basic Hit
1. Choose the Target and Fire Type Chance to determine the final Hit Chance. If the final Hit
Decide which weapon the soldier is firing (if he has more than Chance is greater than 8 or less than 0, treat it as 8 or 0, respec-
one) and whether he is conducting an aimed or snap fire Ac- tively.
tion (6/7). If there is more than one target in the target hex, 5. Roll One Die
choose the actual target of the fire (see 9/2). If the result is equal to or less than the final Hit Chance, the
target is hit; proceed to Step 6. If the result is greater than the
AMBUSH! RULES: PAGE 21

final Hit Chance, the fire has missed; go directly to step 7. A The Fire Combat Modifiers Chart is used to determine a
die roll of 0 is always a hit, while a roll of 9 is always a miss. fire modifier based on the target’s stance and terrain. Cross
6. Determine the Target Damage reference the target’s stance with the terrain he occupies to
If the target is hit, roll one die and cross-reference the result derive a positive or negative modifier. The stance and terrain
with the weapon being fired on the Damage Table section of of the firing soldier does not affect the fire (Exception: Vehi-
the Weapon Chart to determine what type of damage the target cles 17). The Fire Combat Modifiers Chart also lists all other
takes (panicked, wounded, incapacitated, or killed), and modifiers that affect fire combat.
whether any penetration occurs (see 13).
7. Roll Percentile Dice and Refer to the Out of Ammo 9/4 Weapon Jamming and Clearing
Column of the Weapon Chart When a weapon is fired or thrown, and you roll a percen-
If the dice roll is equal to or less than the number listed, the tile dice total that is equal to or less than the number in the Jam
fire has expended a clip of ammunition (9/5). When snap firing column of the Weapon Chart, the weapon has jammed and no
a personal weapon twice, remember to roll for ammo use once fire occurs.
for each fire. A German with a jammed weapon will use his second
FIRE COMBAT EXAMPLE: Soldier C is crouching in hex T3 on Map weapon, if he has one; otherwise, he will attempt to unjam his
A and snap firing his semi-automatic rifle at soldier Q, standing in weapon. When a German Action Paragraph requires him to
hex P9. Determine if C’s weapon jams by looking up the jamming fire, he attempts to unjam his weapon instead. If a German
chance for a semi-automatic rifle, then roll percentile dice; if the dice becomes weaponless due to breakage or ammo depletion, he
result is 5 or less, the rifle jams. In this case, however, the result is will attempt to acquire a weapon from another German or inac-
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
tive US soldier in his hex, using the Pick Up/Exchange
hexes, which is medium range for a semi-automatic rifle. The Base Equipment action (5/3, 6/7). Use this action instead of the ac-
Hit Chance for medium range is 4, which is then modified. Soldier tion indicated on his card as soon as he is in a hex with a suita-
C’s Weapon Skill is -1, reducing the Base Hit Chance by one; Soldier ble weapon.
Q is standing in a clear terrain hex, applying a +1 modifier to the
Base Hit Chance (see Fire Combat Modifiers Chart). Finally, the CLEARING A JAMMED WEAPON
Base Chance is reduced by 2 because the fire is a snap fire. All modi- A jammed weapon (but not an explosive or penetration
fiers are combined (-1, +1, -2) to yield a total modifier of -2. This round) may be cleared by successfully performing a Clear
modifier is then applied to the Base Hit Chance of 4, yielding a final Jammed Weapon action during Operations (5/3) or Rounds
Hit Chance of 2. Roll one die; on a result of 0, 1, or 2, Soldier C hits (6/7). Regardless of when it is done, the procedure is the same.
Soldier Q; any other result is a miss. A roll of 0 is always a hit, and 9 Roll one die and cross-reference the result with the soldier’s
is always a miss regardless of modifiers. The roll in this example is 1, Weapon Skill on the Clear Jammed Weapon Chart. A cleared
thus scoring a hit. Roll one die and locate the result under the Per- weapon can be used normally. A broken weapon cannot be
sonnel section of the Semi-Automatic Rifle row on the Weapons Chart
to determine the damage inflicted on Soldier Q. The roll in this exam-
used for the remainder of the game. A soldier’s Weapon Skill
ple is a 4, and soldier Q is wounded. Finally, determine whether or is reduced by 1 when attempting to clear a captured weapon
not a clip of ammo is used by rolling percentile dice. A semi- (14).
automatic rifle uses a clip on a roll of 25 or less. The result is 17;
thus, Soldier C uses a clip and marks off one of his semi-automatic 9/5 Ammo Expenditure
rifle Ammo Boxes.
US AMMO EXPENDITURE
9/2 Multiple Fire Targets A US soldier can carry up to six Ammo Boxes worth of
A target hex that contains more than a single enemy sol- clips, grenades, or bazooka rounds. Each satchel charge takes
dier or vehicle is a multiple target. A US soldier who is firing one Port Box to carry. When he throws a grenade, satchel
at a multiple target can choose any one German soldier in the charge, or fires a bazooka, mark an X through the appropriate
hex that he can see as his target. A German soldier who is fir- box. When firing a weapon, there is a chance that a clip may
ing at a multiple target must fire at the one US soldier in the be expended. Roll percentile dice on the Out of Ammo col-
hex in the most exposed stance (standing is the most exposed, umn. If the dice roll is equal to or less than the number for the
then crouching, then prone). If there is still a tie, determine the weapon used, a clip is spent. The weapon type for the clip
target at random. spent must match the weapon fired. Ammo acquired by a sol-
dier during a mission (from another soldier) can be marked in
A soldier conducting aimed fire with an automatic weapon any empty Ammo Box, including a box indicating spent am-
against a multiple target receives an additional +1 to his Base mo. Be sure to mark the removal of the clip from the soldier
Hit Chance for each target in the hex beyond one. In addition, that gave up the ammo.
his declared target is regarded as his primary target and, if he
hits his primary target, he may also be able to damage other If a soldier has a clip for a personal or crew weapon, re-
soldiers in the hex with the same fire (see 13/6). loading is automatic. A bazooka must be reloaded using the
prepare Bazooka action.
Vehicles in a hex count towards the multiple target modi-
fier for automatic fire even if they may be immune to damage GERMAN AMMO EXPENDITURE
from this fire. German soldiers do not have Ammo Boxes and do not ex-
pend ammo clips when firing. Germans can run out of ammu-
nition as a result of a paragraph. When ordered to fire, a Ger-
9/3 Fire Shifts man soldier out of ammo will instead try to perform one of the
A number of modifiers based on the target’s stance, the
following actions, in order of precedence: fire secondary
terrain the target occupies, the type of fire being conducted weapon, exchange ammo with other German in same hex, take
(aimed or snap), the Weapon Skill of the firing soldier, and the first other action from his list that does not require him to
other variables, affect the chance of a fire hitting its target. fire, lie prone. He will never leave his movement path to get to
Each modifier is expressed as a positive or negative number.
a possible “ammo source”.
Add all modifiers that apply to the fire together to obtain a
single modifier result. Then add or subtract the final modifier If a US soldier acquires a German weapon that has not run
from the Base Hit Chance to determine the final Hit Chance. If out of ammo, that weapon is assumed to have one ammo clip
the final Hit Chance is greater than 8 or less than 0, treat it as 8 or round, which is noted in one of the US soldier’s Ammo
or 0, respectively. Boxes.
AMBUSH! RULES: PAGE 22

9/6 German Fire Combat Terms the first soldier gets his turn. When two soldiers fire a crew
When a German fires, he uses his primary weapon, unless weapon together, declare one soldier as the firer and use his
it is out of ammo. If he has more than one weapon, the primary Weapon Skill when resolving the fire. The other soldier is con-
weapon is the one with the greatest chance to hit (usually a sidered feeding to machinegun its ammo. However, when two
machine pistol or rifle). Grenades are never primary weapons. Germans are firing a crew weapon, the German with the higher
Grenade use is always specifically called for by a paragraph. WS is the firer, unless instructed otherwise by a paragraph or
When a paragraph instructs a German to fire, it will use one or one of the soldier’s cards. For the second turn, only the first
more of the following terms: 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
Best Fire. Aimed fire is the best fire possible, then snap fire. If weapon.
a soldier is unable to fire aimed fire, he fires snap fire instead.
Some paragraphs instruct a soldier to snap fire specifically. CREW WEAPON EXAMPLE: Germans S and Tare manning a medi-
um machinegun. German T has two turns, while German S has only
Closest Target. The closest visible target is determined by one. Neither is wounded, and the German cards reveal that S fires the
counting hexes from the German’s hex (exclusive) to the US machinegun while T assists. German T’s turn comes first, and T and S
hex (inclusive). If there are two or more targets equally close, fire the machinegun together as an aimed fire. T’s AR marker is
fire at the easiest. If there is still a tie, determine the target at moved to the 1-Turn space and S’s AR Marker is moved to the Com-
plete space. The fire is then resolved using soldier S’s Weapon Skill.
random. When T uses his second turn, the fire must be a snap fire using T’s
Easiest Target. The easiest target is the one the German has 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
9/7 Crew Weapons personal weapons it cannot be snap fired. A ba-
zooka counter is placed on the map with the soldier
carrying it. The counter shows the bazooka pre-
pared on one side, and unprepared on the other. It must be pre-
pared before it can be fired. Preparation is an action to load the
Light, medium, and heavy machineguns are crew weapons and weapon. The loading soldier must be standing or crouching.
are represented with their own markers, showing the weapon Once loaded it remains loaded until fired. Each fire uses up
prepared on the front and unprepared on the back. A crew one bazooka round; mark the round off the soldier’s ammo
weapon must be prepared before it can be fired. boxes. A soldier carrying the loaded weapon can move with it
with no effect. A bazooka can be prepared by a soldier other
CARRYING A CREW WEAPON than the soldier carrying the weapon if both occupy the same
A crew weapon must be carried by two soldiers, in pieces. hex. To do so, the other soldier spends one action and the
Write the name of the weapon being carried in the Port Boxes weapon is prepared. It can then be fired if the holder has an
of the two soldiers. A light or medium machinegun takes up action.
three Port Boxes while a heavy machinegun requires four Port
Boxes. A machinegun can be carried only by two soldiers, A bazooka is both an explosive and a penetration weapon.
never more. When you fire a bazooka at a soldier, use the Personnel result.
If the hex contains more than one active soldier, use the ba-
When a crew weapon is being moved, its marker should zooka Personnel result against the target soldier, then roll sepa-
have its unprepared side up. The marker can move with any rately for each other soldier in the hex using the Grenade In-
soldier who has a piece of the weapon. Soldiers carrying parts side row of the Weapon Chart Damage Table. Thus, a single
of a crew weapon need not stay in the same hex, but the weap- bazooka round can injure more than one soldier in a hex.
on cannot be prepared for fire unless both soldiers with a piece
of the weapon are in the same hex. Once this requirement is When firing at a building or vehicle, use the Penetration
met during Operations, the weapon is prepared; flip its marker result. If a bazooka fire misses, it has no effect. It does not
over. If Rounds are underway, one soldier in the hex must scatter like a grenade or satchel charge. A bazooka round that
spend an action to prepare the weapon. Once a crew weapon is hits a building or vehicle can cause the building to collapse
prepared, it remains prepared until a part of it is moved from (13/5) or the vehicle to be knocked out (17).
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 9/9 German Attacks on Buildings
marker over. (OPTIONAL)
German soldiers and vehicles have no provision for firing
FIRING A CREW WEAPON at targets lying prone in building hexes, because they are not in
A prepared crew weapon can be fired by one soldier or by sight, and therefore not valid targets, even though German
two soldiers working together. A soldier must be crouching to weapons are quite capable of penetrating buildings. The fol-
fire a crew weapon. lowing optional German action is highly suggested because it
A crew weapon fired by a single soldier is always a single allows the German soldiers to fire at these hidden targets, Let-
snap fire. If there are two soldiers in the hex, then each can ting them do so is much more realistic, and evens things up a
snap fire the weapon once, at a cost of one action each. A max- bit.
imum of two soldiers can fire a single crew weapon in one If a German soldier who has fired at a visible target in a
Round, regardless of the number of soldiers in the hex. wooden building hex receives a subsequent order to fire again,
Two soldiers can combine their actions to make a single but has no target because the US soldier has since fallen prone,
aimed fire. In this case, both soldiers spend one action each, the German may now fire at the wall in an attempt to achieve a
simultaneously, and the fire is resolved as an aimed fire. The penetration result. Conduct the following procedure for the
two soldiers’ AR markers need not occupy the same Turn German:
space. For example, if a soldier has two turns and his partner 1. If the paragraph gives no other options for the Ger-
has only one turn, they can fire the crew weapon together when man (i.e., move, surrender, throw a grenade, etc.), the
AMBUSH! RULES: PAGE 23

German conducts a PC Check: If successful, the German NOTE: A German tank will conduct the same procedure out-
will fire at the wall; if fails, the German will do nothing. lined above, but will fire its main gun at a stone wall, its coaxi-
al or bow machinegun at a wooden wall.
2. If the German is allowed to fire at the wall, he will
crouch and conduct the procedure outlined in 13/5.

10. Grenade/Satchel Charge


Combat
During Action Rounds, a standing or crouching soldier 5. Determine Target Damage
can prepare and throw a grenade or satchel charge if he pos- First, roll percentile dice to determine if the grenade/satchel
sesses one. Unlike fire combat, a grenade or satchel charge can charge is a dud. If the result is a 5 or less, it is a dud, and has
be thrown into a hex the soldier cannot see. In addition, it can no effect; otherwise, it goes off. If the grenade or satchel
be thrown upstairs or downstairs in the church steeple in hex charge lands in a hex containing one or more soldiers (friendly,
S13 (Map B). Grenade and satchel charge combats, like fire enemy, or both), roll one die and cross-reference the result
combats, are resolved one at a time; damage is applied imme- with the Grenade or Satchel Charge row on the Damage Table
diately and there is a chance the weapon can “jam.” When a portion of the Weapons Chart. The extent of damage caused by
soldier throws a grenade, cross off one of his ammo boxes con- an exploding grenade or satchel charge depends on whether the
taining a grenade. Mark off a soldier’s Port Box containing a target hex is interior or exterior. Use the damage line that ap-
satchel charge when a soldier throws a satchel charge. plies. All soldiers in a hex in which a grenade or satchel charge
explodes suffer damage. Roll separately for each. Some results
10/1 Grenade/Satchel Charge Combat are treated as panic results if the soldier is prone, as noted on
Procedure the damage tables.
The following procedure is very similar to that used to re- GRENADE EXAMPLE: German R in hex P4 on map A throws a gre-
solve fire combat, but differs in a few important ways: nade over the woods into hex K2, which is occupied by two US sol-
diers, both standing. The range is 5 hexes – long range for a grenade
1. Choose the Target throw – yielding a Base Hit Chance of 3. R cannot see his target, so 3
The target for grenades/satchel charges is a hex, not a soldier. is subtracted from the Base Chance, yielding a final Hit Chance of 0.
A soldier can throw a grenade up to six hexes if standing, or up Any roll but 0 causes the grenade to miss and scatter into an adjacent
to three hexes if crouching. He cannot throw at all if prone. A hex, using Grenade Scatter Diagram A. But the German is lucky and
satchel charge can be thrown up to three hexes if a soldier is rolls a 0: the grenade lands in K2. Both US soldiers are aware and
standing and cannot be thrown at all if the soldier is crouching 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
or prone. The target hex need not be in his LOS, but he has a the grenade out of the hex if his PC Check succeeds; but it fails, and
better chance to hit when it is. The -3 modifier for Target Not he remains standing. The combat is resolved using the Grenade Out-
In Sight is applied only when the target hex is not in sight; it side row of the Weapons Chart. Roll once for each US soldier. The
does not matter if the soldiers in the hex are in sight. Neither chance of the standing soldier taking damage is much greater than
weapon can be thrown into or out of a building through a wall that for the prone soldier.
hexside that has no aperture.
Grenades and satchel charges may be thrown into a vehicle in 10/2 Grenade Strike PC Check
the thrower’s hex. This is the only case where it is allowed to When a grenade or satchel charge strikes a hex, every
throw a grenade/satchel charge into the same hex. aware soldier in the hex who is not inside a vehicle can make a
A location upstairs or downstairs of a thrower is considered as special PC Check (5/7). If a soldier who successfully makes
adjacent, not as the same hex. the check has any turns remaining in the Round and is standing
or crouching, he can immediately spend one turn to perform
2. Determine the Range the Action of tossing the grenade/satchel charge out of explo-
A grenade/satchel charge cannot be thrown into the same hex sion range, where it explodes harmlessly. An unwounded sol-
with the throwing soldier. If thrown into an adjacent hex, use dier who makes the check but who does not have a turn re-
the Adjacent hex Base Chance on the Weapon Chart. Other- maining can immediately fall prone (at no cost). A soldier who
wise, count the range in hexes from the throwing soldier (ex- fails the check cannot react to the grenade or satchel charge at
clusive) to the target hex (inclusive) and locate the result on all. Unaware and panicked soldiers cannot make the check.
the Weapons Chart to determine the range: short, medium, or German soldiers make the above checks even though no para-
long. graph specifically instructs them to do so.
3. Determine the Hit Chance
As in fire combat, determine the Base Hit Chance by judging 10/3 Grenade Scatter
the range. Then modify the Chance by using the modifiers When you make a grenade or satchel charge attack and
listed on the Grenade/Satchel Charge Combat Modifiers Chart exceed the Hit Chance, the grenade or satchel charge scatters
which apply to determine the final Hit Chance. into a hex other than the target hex. To determine where a scat-
Note: The Fire Combat Modifiers Chart is not used; thus the tered grenade or satchel charge lands, consult the following
stance of the target and the terrain in the target hex have no grenade/satchel charge scatter diagrams.
effect; nor are there shifts for aimed or snap fire. Use Diagram A unless the LOS from the thrower’s hex to
4. Roll one Die the target hex exactly bisects the two hexes adjacent to the
If the die result is equal to or less than the Hit Chance, the gre- target hex (in which case, use Diagram B). Roll one die to de-
nade/satchel charge lands in the target hex, proceed to Step 5. termine the hex the grenade/satchel charge lands in. Note that a
If the result is greater than the Hit Chance, the grenade/satchel grenade/satchel charge thrown from a hex adjacent to the tar-
charge scatters (10/3). A roll of 0 is always a hit; a roll of 9 is get hex can still land in the target hex if the die result is 6
always a miss. 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.
AMBUSH! RULES: PAGE 24

When throwing a grenade or satchel charge through an ad- buildings and such. For game purposes, they are treated exact-
jacent aperture into a building, it is always assumed that the ly like large grenades, with the following exceptions:
grenade or satchel charge goes into the building (although not  They require a Port Box to carry instead of an Ammo Box.
necessarily into the target hex). If a grenade or satchel charge
roll fails, it is very possible that a scatter die roll on Diagram A  Satchel charges must be prepared before throwing. Pre-
or B will scatter the weapon through a wall hexside without an pared satchel charges (and bazookas and similar weapons but
aperture. In such cases, the scatter procedure should be slightly not machineguns) may be carried around prepared without
modified so that the grenade or satchel charge will bounce off losing prepared status.
the wall, back into the closest hex in the direction of the throw-  Satchel charges are more destructive than grenades.
ing soldier. Grenades and satchel charges can never scatter  A soldier must be standing in order to throw a satchel
through a window or back into the thrower’s hex, but they can charge.
scatter through a doorway. Should any problems arise in the  A satchel charge can be thrown no further than three hexes.
interpretation of these clarifications, apply common sense to
resolve the situation.  Satchel charges (but not grenades) may be ‘placed’ instead
of thrown. Placed satchel charges do not roll for scatter. Plac-
10/4 Satchel Charges ing the charge takes one action. Once placed, designate a delay
A satchel charge is a large bundle of explosives enclosed time (number of turns) from 1 to 4. At the start of that turn,
in a case (usually TNT in a cloth satchel) used to destroy before anything else happens, the charge explodes.

Diagram A Direction of Throw Diagram B Direction of Throw

*If throw originates in this hex, grenade lands in target hex.

11. Assault Combat


During Action Rounds, a standing soldier can perform an 3. Determine the Hit Chance
Assault or Move/Charge Assault Action to attack an enemy The Base Hit Chance is always the same, as listed on the
soldier in the same hex. Assault is hand-to-hand combat and Weapons Chart. The Hit Chance is modified for any of the
thus does not expend ammo. Assaults are resolved one at a modifiers from the Assault Combat Modifiers Chart that apply
time. A soldier can assault only one enemy soldier, even if to this attack.
there are more in the hex. 4. Roll one Die
If the die result is equal to or less than the final Hit
11/1 Assault Combat Procedure Chance, the target is hit; proceed to Step 5. If the result is
To make an assault, the attacking soldier must be standing greater than the Hit Chance, the assault misses; skip Step 5. A
and must occupy the same hex as the soldier he is assaulting. If roll of 0 is always a hit; a roll of 9 is always a miss.
the attacker is not in the same hex as the soldier he wishes to 5. Determine the Target Damage
assault, he must perform a Move/Charge Assault Action (11/3) If the target is hit, roll one die and cross-reference the result
in order to enter the defender’s hex and assault him. A soldier with the Kill or Capture row, as appropriate, on the Assault
assaulting a target in a wheeled vehicle must first enter the Table to determine what type of damage the target takes. Some
vehicle (spending 1 MP). You cannot assault a target in a tank results are treated as Capture results if the target is prone or
or a Jadgpanther. The following procedure is used to resolve wounded, as indicated on the Capture row of the table.
an assault combat: ASSAULT COMBAT EXAMPLE: US Soldier D moves one hex to
1. Choose the Target charge assault to kill German X, who is standing, unpanicked and
If there is more than one enemy soldier in the hex, choose unwounded. The Base Hit Chance for assault is 7, which is modified.
which one is the target of the assault. A German soldier must D’s Weapon Skill is +1; there is a -3 modifier for charge assaulting;
and German X has a Weapon Skill of +2, which is subtracted from the
assault the US soldier in the most disadvantageous stance. Base Hit Chance. The final modifier is -4, which is applied to the
There are two stance categories: being prone or wounded is the Base Hit Chance of 7 to yield a final Hit Chance of 3. One die is
more disadvantageous; then crouching/standing. If there is a rolled; if the result is 4 or more, there is not effect; if 3 or less is
tie, determine the target at random. rolled, Soldier X is hit. The roll in this example is a 2, which is a hit.
2. Choose to Capture or Kill Consulting the Assault Table, roll one die on the Kill row. The result
A US soldier can attempt to capture or kill a German, at your in this example is a 7, which incapacitates the German.
option (11/2). An assaulting German always assaults to kill.
AMBUSH! RULES: PAGE 25

11/2 Capture Should automatic weapons fire or a grenade or satchel charge


An assaulting US soldier can attempt to capture, instead of be fired into the hex, both the prisoner and his guard take dam-
kill, his target. If he does so and hits his target, a capture result age normally.
may be obtained from the Assault Table. There is no limit to the number of enemies a soldier may
A captured German immediately falls prone, if not already guard.
prone, and a Captured marker is placed on him. The German’s
AR marker is immediately moved to the Inactive space of the 11/3 Charge Assault
AR Track. He loses any turns he has remaining in the Round A soldier who does not begin his turn in the same hex with a
and does not receive any turns until he is free. Any equipment target may perform a Move/Charge Assault Action to move
possessed by a captured soldier can be taken from him, using into the hex and then assault. He can expend only half his
the Pick Up/Exchange Equipment Action. Since a captured Movement Point Allowance, rounded down, in order to enter
German is inactive, play may switch from Action Rounds to the hex. Thus, a soldier with a Movement Point Allowance of
Operations if all Germans on the map are captured or other- 3 could not cross a window to enter the defender’s hex, since
wise inactive. this would cost 2 Movement Points, and his halved MPA is
only 1. A charge assault is conducted with an additional -3
A captured German may be moved by a US soldier who modifier to the Base Hit Chance, as summarized on the Assault
occupies the same hex. The Movement Allowances of the Combat Modifiers Chart.
German and his guard are reduced to 2. The German has a free
stance change unless already wounded. The German is still
inactive, and his Actions are determined by those of his guard-
11/4 Assault Modifiers
ing soldier. When assaulting, the attacker’s WS is used to modify the
Base Hit Chance. In addition, if the soldier being assaulted is
During Operations, if a captured German is ever in a hex not panicked or wounded and has a Weapon Skill of +1 or +2
without an active US soldier, he is immediately free; remove then his Weapon Skill is subtracted from the Base Hit Chance
his Captured marker and commence Rounds, if Rounds are not (a WS of 0 or less has no effect). A US soldier who is unaware
already in progress. He receives turns normally beginning the when assaulted cannot use his WS to modify the German as-
next Action Round. The German is activated and all US sol- sault. An unaware soldier that is assaulted automatically be-
diers are automatically aware of him. If there are no US sol- comes aware after the assault is resolved.
diers in sight at the beginning of the Round, the German sol-
dier is removed from the map permanently (he ran away). Use The Base Hit Chance is modified by -2 if the attacker is
the Self-preservation column on his card to determine his Ac- already wounded when the assault is resolved. If the target is
tions (regardless of the Condition or subsequent directions wounded, he cannot modify the assault with his Weapon Skill.
given in paragraphs) for the rest of the mission. If he begins a Otherwise, his wound has no effect.
turn not in sight of US soldier, remove him from the map. The Base Hit Chance is modified by -3 if the attacker is
You cannot shoot prisoners, force them to walk into mine- making a charge assault.
fields, tie them up, or in any way intentionally harm them. If the only weapon available to the attacker is a captured
However, you can voluntarily leave them in a hex alone. The weapon, then the -1 modifier for “captured weapons use” ap-
captive is then considered free and Action Rounds are initiated plies to the assault.
if not already in progress.
All modifiers are totaled to yield one final total that is then
A US soldier guarding a captured enemy soldier can per- used to modify the Base Hit Chance, yielding the final Hit
form all Actions normally during Rounds, with the exception Chance.
of firing a crew weapon. A prisoner’s guard can be changed
only when the guarding soldier has a Turn and wishes to relin-
quish control of that prisoner. This change costs nothing.

12. Minefields and Boobytraps


During both Operations and Rounds, your soldiers may
stumble upon minefield or boobytrap hexes.

12/1 Boobytrap Procedure 12/2 Minefield Procedure


When a US soldier enters a hex during Operations or Minefields are similar to boobytraps except that they are
Rounds, a paragraph may state that the hex contains a boo- permanent features. When a US soldier first enters a hex, a
bytrap set by the Germans. The first US soldier to enter such a paragraph may state that the hex is a minefield; place a
hex must immediately conduct a PC Check (5/7). If the check Minefield marker in the hex. That US soldier, and every US
succeeds, the soldier is unaffected and the boobytrap no longer soldier to enter the hex later, must make a PC Check (5/7). If
exists in the hex (place a Boobytrap marker in the hex). If the the check succeeds, he is not harmed, but the minefield may
check fails, the boobytrap explodes and the soldier suffers still affect other soldiers. If the check fails, a mine in the field
damage as if hit by an exploding grenade indoors (even if he is explodes and the soldier suffers damage as if hit by an
in an outdoor hex). Once the boobytrap explodes, it no longer exploding grenade indoors. Other soldiers in the hex are not
exists (place a Boobytrap marker in the hex). If more than one affected by the explosion. If more than one soldier enters a
soldier enters a hex with a boobytrap at the same time, the sol- minefield at the same time, each soldier conducts a separate
dier with the highest PC conducts the PC Check; however, if PC Check, and only those who fail their check suffer the
the boobytrap explodes, all soldiers in the hex suffer damage effects of an exploding mine. Minefields have an unlimited
(roll a die separately for each soldier). number of mines and are thus never depleted or destroyed.
AMBUSH! RULES: PAGE 26

13. Damage
The results of a successful combat (fire, assault, minefield,  A wounded soldier never receives a free stance change. The
etc.) inflict damage on the target of the attack. If the target is a only way he can change stance is by paying a Movement Point
soldier, he is either wounded, incapacitated, killed, or immedi- to do so.
ately panicked. If the target is a vehicle or wall, the target may  A wounded soldier who suffers an incapacitation or second
be penetrated by the fire, and the crew or people behind the wound result is incapacitated.
wall may suffer damage as well. The Damage Table section of
the Weapons Chart and the Assault Table determine the dam- 13/3 Incapacitation Results
age to soldiers. The Damage Table determines the penetration An incapacitated soldier is subject to the following re-
result against a vehicle or wall. Soldiers recover from wounds strictions:
and incapacitation between missions when playing a cam-
paign.  When the incapacitation occurs, the soldier immediately
falls prone if not already prone. He remains prone for the rest
13/1 Panic Results of the mission. Place an Incapacitated marker on the soldier
A common result on the Damage and Assault Tables is (where it remains for the rest of the mission, unless he is
Panic. This result is identical to the Panic that can befall a sol- killed).
dier during the Action Sequence (6/4), only this Panic occurs  An incapacitated soldier cannot perform actions of any kind
during the Round itself. A panicked soldier is subject to the for the duration of the mission. Move his AR marker to the
following restrictions: Inactive space on the AR Track.
 If Rounds are in progress, he loses any turns he has remain-  An incapacitated soldier, either US or German, cannot be
ing in the current Round; move his AR marker to the Panic intentionally attacked in any way. Unintentional attack, such as
space. He can perform no actions in the Round, including a a grenade scattering into the incapacitated soldier’s hex is al-
free stance change. Instead, he remains immobile for the dura- lowed. A soldier can fire into a hex containing an incapacitated
tion of the Round. At the end of the Round, he falls prone (if soldier, but the incapacitated soldier is not a target and thus
not already prone). If in Operations, the Panic result has no cannot be hit.
effect.  An incapacitated soldier can be moved from one hex to an
 A panicked commander has no command radius and cannot adjacent hex by an active standing soldier, or put into or taken
give turns to other soldiers or make other soldiers aware (6/3). from a vehicle by an active standing soldier. However, each
 A panicked soldier cannot use his Weapon Skill when de- time such an action is performed, you must roll one die; on a
fending against an assault attack. result of 0, the soldier dies (any other result is no effect). This
die roll is not made when an incapacitated soldier is being
 A panicked soldier falls prone at the end of the Round, if moved from hex to hex in a vehicle.
not already prone.
 An incapacitated soldier who suffers a wound or second
incapacitation result is killed.
13/2 Wound Results
A wounded soldier is subject to the following restrictions:
13/4 Kill Results
 When the wound occurs, the soldier immediately falls When a soldier suffers a kill result, he is dead. Move his
prone if not already prone. Place a Wounded marker on him. AR marker to the Inactive space and place a Killed marker on
The Wounded marker remains on the soldier for the rest of the him. He can be moved by other soldiers like an incapacitated
mission (unless he is incapacitated or killed). soldier.
 A wounded soldier loses any turns he has remaining in the
current Round; move his AR marker to the Complete space on 13/5 Penetration Results
the AR Track. Some weapons have the ability to penetrate their target,
 A wounded soldier can receive only one turn per Round. If noted by a range of numbers under the Penetration results on
a roll in the Action Sequence indicates that the soldier receives the Damage Table portion of the Weapons Chart. Penetration
two turns, place his AR marker in the 1-Turn space instead. applies only to fire against a wall or vehicle. The effects of
 A wounded soldier cannot use his Weapon Skill to modify penetration depend on whether or not the weapon fires an ex-
an assaulting attacker’s Hit Chance. In addition, when a plosive shell. Bazookas and tank main guns fire explosive
wounded soldier makes an assault, there is a -2 modifier shells; all other weapons fire non-explosive bullets. There are
against him. three levels of penetration:
 A wounded soldier’s Port Box total is reduced to one; put Light Penetration. If the shell is explosive, the penetrated sur-
an X through one box. If he is carrying two Port Boxes of face is destroyed. If non-explosive, the fire passes through a
equipment, he must immediately drop the contents of one Port wooden wall or non-armored vehicle surfaces.
Box. If the item he is carrying is a two-box item, he must drop Medium Penetration. If the shell is explosive, the penetrated
it immediately. surface is destroyed. If non-explosive, the fire passes through
 A wounded soldier cannot be given a turn or be made any type of wall or vehicle surface except a heavy armored
aware by a commander (6/3). vehicle surface.
 There is a -2 modifier to the Base Hit Chance for a wound- Heavy Penetration. Regardless of fire type, explosive or non-
ed soldier throwing a grenade or satchel charge. explosive, the fire passes through and destroys any type of wall
or vehicle surface.
 There is a -1 modifier to the Base Hit Chance for a wound-
ed soldier firing a weapon. A wall may be the target of an attack and 4 is added to the
 A wounded soldier has his Movement Point Allowance Base Hit Chance when doing so. A soldier occupying a hex
reduced to 2 for the rest of the mission. Record his reduced when one of its wall hexsides is penetrated (but not destroyed)
MPA on the Squad Record. can be hit by the fire. Roll one die. A prone soldier is hit on a
result of 0; a crouching soldier is hit on a result of 0 or 1; a
standing soldier is hit on a result of 0, 1, or 2. If the soldier is
hit, roll for damage normally. If more than one soldier is in the
AMBUSH! RULES: PAGE 27

hex, the fire hits the soldier in the most exposed stance first. If more than one target in the hex. If the primary target in a mul-
there are two or more soldiers in the most exposed stance, de- tiple target hex (9/2) is hit by the aimed fire, roll for damage
termine the target of the attack at random. If a hex with more and apply the result to the primary target normally. If the dam-
than one active soldier is attacked by aimed automatic weap- age die roll was greater than 0, roll for damage again. If the
ons fire, roll one die for each and every soldier to see if he is result of the second roll is less than the result of the first roll,
hit. apply the indicated damage to a second target in the hex. If
there is a third target in the hex and the second roll was a hit,
If a wall is destroyed, all soldiers in the building hex that roll for damage again; if the result of the third roll is less than
the wall bordered are automatically hit. Check damage to each the result of the second roll, apply the indicated damage to the
such soldier as if he were hit by semi-automatic rifle fire. A third target. As long as each damage roll result is less than the
destroyed wall is treated as a clear hexside from then on. If a one before it, keep rolling for each possible target in the hex.
building hex has two of its wall hexsides destroyed, the build- Once a damage die roll result is equal to or greater than the
ing collapses and becomes a rubble hex. Any soldiers occupy- previous roll in this process, stop immediately. If there is more
ing the hex when this occurs are killed. than one target (other than the primary target) in the hex, attack
the most exposed first (standing, crouching, prone); settle ties
13/6 Aimed Automatic Weapon Damage at random.
If an Aimed 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 reduced by 1 for all purposes. Once captured, use the US am-
will capture various kinds of German equipment. You may mo depletion procedure, not the German one.
take it from incapacitated, killed, or captured Germans using
the Pick Up/Exchange Equipment Action. This equipment can Grenades. Captured grenades can be used just like normal US
be used with the following restrictions: grenades, with no reduction to the soldier’s WS.
Radios. Captured radios cannot be used by the US.
Personal Weapons and Crew Weapons. Each captured
weapon is considered to have only one clip or round of ammo Vehicles. Captured vehicles, other than tanks, can be driven by
when captured. A German weapon that runs out of ammo dur- US soldiers. However, the Driving Skill of the driver is con-
ing a Round has no ammo if captured by the US. When using a sidered reduced by 1. A soldier with an original Driving Skill
captured weapon, the US soldier’s Weapon Skill is considered of 0 cannot drive a captured German vehicle.

15. Victory
In Ambush! you play to beat the game system itself. Vic- In some missions, VPs are not lost for incapacitated US
tory is determined by the accumulation of Victory Points soldiers that you get off the map or into certain listed hexes.
(VPs). The number of VPs you have acquired at the end of a Victory points gained or lost by additional forces on the play-
mission determines whether you win or lose. er’s side count towards the player’s VP total if not instructed
otherwise.
On the Squad Record are two boxes to record the VPs you
gain and lose during the mission. Keep the two totals separate. At the end of the mission, subtract your VP losses from
You gain VPs for performing the tasks listed in the Mission your VP gains to determine your VP total. Compare this total
Briefing and as revealed in paragraphs during the mission. You to the schedule in the Victory section of the Mission Briefing.
lose two VPs for each US soldier killed or incapacitated during If the result is greater than or equal to the mission’s require-
the mission. ment, you have won; if less, you have lost.

You Are Now Ready to Play Mission 1


At this point, you know all the rules you need in order to play Mis-
sion 1: Bloody St. Mick. If you wish to play the game as a campaign
using the same squad from mission to mission, read 16 before be-
ginning Mission 1. If you do not wish to play this as a campaign, or
you will begin your campaign beginning with Mission 2, begin Mis-
sion 1 now.
AMBUSH! RULES: PAGE 28

Mission 1: Bloody St. Mick


Late June, 1944. Your squad’s parent division is advanc- VICTORY
ing cautiously through the bocage country of Normandy. Earli- You need 13 Victory Points to win this mission. The mis-
er in the day, another squad was sent ahead to seize a lateral sion ends in one of two ways.
stretch of St. Michaux road that, under Allied control, could be
1. At least one active US soldier is in the building hex T8, at
used for ground communication between advancing British
least one US soldier is in the building hexes K13 and L13, and
forces to the east and US forces to the west. Unfortunately, the
at least one active US soldier is in any hex of the heights in the
first squad was forced to withdraw under heavy sniper fire
southeast corner of the map (defined by the elevation change
from hidden German positions. This afternoon, your more ex-
running from Q19 to Y13) from which he can see all the road
perienced squad is assigned to attempt the same mission: es-
hexes on the map. No active Germans can be on the map. If the
tablish control of the St. Michaux road.
mission ends in this manner, you have accomplished your mis-
YOUR SQUAD sion and earn 4 additional Victory Points.
You can use the pre-generated squad in this booklet, or
2. All active US soldiers have exited the map from hex A1
generate one of your own. If you use the squad provided, copy
through hex J1 (inclusive).
the data onto a blank Squad Record for use in this scenario. If
you generate your own, use the equipment listed on the pre- At the end of the mission, total your Victory Points to de-
generated squad instead of buying your own for this mission. termine whether or not you have won. VP loss for an incapaci-
tated US soldier can be avoided by moving him off the map
SET UP
from hex A1 through J1 or, if mission ending 1 is accom-
Use Map A. The top of the map is the north edge. Your
plished, by moving him into either building hex.
soldiers can enter the map in any hexes on the north edge be-
Other Victory Point awards will be revealed during the
tween A1 and J1 (inclusive). No markers begin the mission on
mission.
the map. There are no special rules in this scenario, and the
water barrier on the map is considered a stream. The Activa-
tion Levels are as follows:
c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-8.

16. Campaign
Ambush! can be played as separate missions or as a con- 16/2 Combat Point Awards
tinuous campaign. If playing separate missions, use the pre-
Combat Points are used to represent gains in ability due to
generated Squad Record in this booklet or generate a new
each soldier’s experiences and actions during missions. When
squad for each mission. When playing a campaign, use the
a soldier has accumulated 6 CPs, he can spend them to in-
same squad on each mission and replace any killed soldiers
crease one of his ratings – either his IN, PC, WS, or DS.
between missions. The game is most fun when played as a
campaign, because the individual soldiers acquire a history and To determine the number of Combat Points your squad re-
take on lives of their own. ceives at the end of a mission, multiply the number of soldiers
who survived the mission by 4 if you won the mission, or by 2
The missions are not presented in chronological order. If
if you lost. The result is the number of Combat Points the
you wish to play them in chronological order, by all means do
squad receives. Soldiers who were incapacitated during the
so, but you will have to learn certain scenario-specific rules
mission are considered to survive the mission if you avoid VP
earlier this way.
loss for their incapacitation, as described in the Victory section
of each mission briefing. An incapacitated soldier who causes
16/1 Campaign Procedure you to lose two Victory Points is considered killed and must be
For the first mission, use the squad provided in this book- replaced when the mission ends. A surviving incapacitated
let or one you generate yourself. This squad will then be used soldier recovers from his wounds between missions and begins
to play the remaining seven missions. As you play, note any the next mission unwounded.
great deeds a soldier performs, in abbreviated form, on his
Combat Point section of the Squad Record as a reminder. At For example, you win Mission 1, and at the end you have
the end of each mission, use the following procedure to award two soldiers killed, two soldiers incapacitated, and four who
Combat Points, improve soldier characteristics, and replace got out intact. If you managed to exit the two incapacitated
killed soldiers. soldiers from hexes A1 through J1, they survive the mission. If
only one were exited successfully, your squad would be
1. Award Combat Points awarded 20 Combat Points (5 soldiers multiplied by 4 for win-
At the end of the mission, award each of your surviving sol- ning).
diers Combat Points using the procedure and guidelines of
16/2. Incapacitated soldiers receive CPs if you manage to Each surviving soldier automatically receives one CP. The
avoid VP loss for these soldiers by exiting them from the map remaining CPs are divided among the squad members as you
or by another method (as described each mission). see fit. Soldiers should be rewarded according to how well you
2. Spend Combat Points
thought they fought and how important they were to the mis-
A soldier who has 6 Combat Points can spend them to increase sion. A single soldier cannot be awarded more than 6 CPs at
his various ratings using the procedure and costs in 16/3. If he the end of a single mission. As you play a mission, record the
has fewer than 6 CPs, he cannot spend them at this time. How- possible reasons for CP awards in each soldier’s CP box in
ever, CPs can be carried over from mission to mission. abbreviated form. The following guidelines serve as a basis for
these awards, although they do not cover all eventualities. Spe-
3. Generate Replacement Soldiers cial events, such as blowing bridges and saving wounded com-
For each US soldier killed during a mission, you must generate rades, should also be rewarded, as should commanders giving
a replacement soldier, using the procedure outlined in 16/4. important turns to other soldiers. Be creative, and award the
discretionary points as you feel they are deserved.
AMBUSH! RULES: PAGE 29

For example, wounding a German is usually worth only 1 16/3 Improving Soldier Characteristics
CP, but if the German was a machine gunner pinning the entire If a soldier has accumulated 6 CPs, you can spend them to
squad, the soldier who wounds him should probably be award- improve the soldier’s ratings. If a soldier has fewer than 6 CPs,
ed 2 CPs instead of 1. they cannot be spent. Instead, they are accumulated from mis-
RECOMMENDED sion to mission until the soldier has 6 to spend. If a soldier has
SUCCESSFUL ACTION ABBREVIATION CP AWARD more than 6 CPs accumulated, he can spend them in groups of
Kill German by Fire KF (German #) 2 6. Any unspent CPs are not lost. When a soldier has CPs he
Incapacitate German by IF (German #) 2 has not spent, simply transfer them to his CP boxes when you
Fire fill out the Squad Record for the next mission.
Wound German by Fire WF (German #) 1
Kill German by Assault KA (German #) 3 You can spend 6 CPs to raise a soldier’s Initiative, Percep-
Incapacitate German by IA (German #) 3 tion, Weapon Skill, or Driving Skill. Each rating has a maxi-
Assault mum, above which it cannot be raised:
Capture German by CA (German #) 3
Assault IN: 5 PC: 9 WS: +2 DS: 8
Wound German by WA (German #) 2
Assault When CPs are spent to raise Perception or Weapon Skill,
Knock Out Tank KOT 4 the rating is raised by one. Driving skill is raised by two. Ini-
Immobilize Tank IMT 3 tiative is a more basic human ability and is raised using the
Knock Out Car KOC 3 following procedure. Spend the 6 CPs and roll one die. Locate
the result on the following table. If the result is an IN, the sol-
At the end of the mission, divide your squad’s CPs among dier’s Initiative is raised by 1; if the result is a PC, the soldier’s
the surviving soldiers by filling in their CP boxes. Use pencil, Perception is raised instead. You may have to change the sol-
because they will probably be erased later. It is likely that you dier’s MPA if his Initiative increases from 1 to 2 or from 4 to
will have more CP boxes filled in with abbreviations than you 5. If you try to improve the IN rating when a soldier’s PC is
have CPs to distribute. This is intentional. After distributing already 9 but fail, the CP are lost.
CPs, erase the abbreviations in those boxes that were not actu-
ally awarded a CP. Initiative Increase Table
CURRENT INITIATIVE RATING
For example, a squad completing Mission 1 was awarded DIE 0 1 2 3 4
20 CPs: 1 per soldier and 15 discretionary. The soldier’s CP
0-2 PC PC PC PC PC
boxes were filled in with the following abbreviations over the
3-4 IN IN PC PC PC
course of the mission:
5-6 IN IN IN PC PC
A KF 7 WF 2 Turn 7-8 IN IN IN IN PC
B KA 48 KF 90 9 IN IN IN IN IN
C KF 2
D Bridge IF 76 KF 39 WA 48 16/4 Replacements
E After you have determined and spent your CPs, you are
You decide to give soldier E no additional CPs, since he ready to replace your killed soldiers and those incapacitated
was incapacitated before he could do much. You give soldier soldiers you were unable to save. On your Squad Record, you
D five additional CPs, for a total of 6, because he was the most recorded each soldier’s cost in Squad Points next to his name
decisive individual in the game by blowing the bridge and suc- in the box provided. When the soldier needs replacing, you can
cessfully attacking three Germans. He actually deserves more spend those Squad Points again. Furthermore, you can com-
than 6 CPs, but you are limited to 6 per mission. Soldier C bine all such soldiers into one Squad Point total to spend. In
killed German 2, which would normally entitle him to 2 CPs, this way you need not buy exact replacements (although you
but the German was already wounded. Thus, you award C only often will). In a campaign, the squad points of your squad do
1 additional CP, for a total of 2. Soldier B killed German 48 by not change.
assault, but the German was already wounded. He also killed EXAMPLE: You lost three soldiers costing 8, 5, and 1 Squad Points,
German 90 by fire. You decide he deserves only 4 additional respectively. Thus, you have a total of 14 Squad Points to buy three
(SP’s because, while important, the actions were not decisive, replacements. You decide to buy soldiers costing 8, 3, and 3 Squad
and soldier B panicked at a critical moment, causing one US Points and record their costs on the new Squad Record.
soldier to be killed. After buying replacements, generate their new ratings us-
ing the Perception, Weapon Skill, and Driving Skill tables, and
You give soldier A, your commander, the remaining 5 CPs
the Movement Point Allowance Chart. Record them on the
for killing one German, wounding another, and giving the turn
Squad Record and you are ready to begin a new mission. Re-
to soldier D that allowed him to blow the bridge. In the final
arm your entire squad at the beginning of the next mission,
tally, you fill in the following number of CP boxes for each
using your squad’s Weapon Point total. You may keep the
soldier on the Squad Record:
weapons points constant for all missions, or you may reroll
A: 6 B: 5 C: 2 D: 6 E: 1 them for each mission, but not a mixture of both.
You are now ready to spend soldier A’s and soldier D’s
CPs to improve their characteristics (16/3).

17. Vehicles
Ambush! includes both German and US vehicles. In some Jadgpanthers and US Shermans. Each vehicle has a different
missions, you will be assigned a vehicle; otherwise, you will set of attributes and is summarized in its own rules section. All
encounter the vehicles during play. There are two basic types German vehicles have cards which determine the vehicle’s
of vehicles: cars and tanks. Cars include jeeps, Kubelwagens, actions during play. US vehicles have no cards (with one ex-
and staff cars, while tanks include German Panzer IV’s and ception), and you can perform actions with them as you wish.
AMBUSH! RULES: PAGE 30

17/1 Vehicle Attributes


Size. Each vehicle is classified as large or small. A large vehi-
cle presents an easier target to hit than a small vehicle.
Armor. A vehicle can be armored or non-armored. An armored
vehicle has an armor rating (light, medium, or heavy) assigned
to each of its parts. An armored vehicle hit by fire is not affect-
ed unless the fire achieves a penetration result (13/5) that
equals or exceeds the armor rating of the part of the vehicle hit.
Open/Closed. In an open vehicle, all occupants are always
exposed to enemy fire. In a closed vehicle, the occupants may
not be hit by fire. Non-armored vehicles can only be open.
Place a closed marker on a closed vehicle to indicate its status
(no marker is used to indicate open status). An armored vehicle
can change from open to closed at any time during Operations.
During Rounds, the vehicle crew must spend an action to open
or close.
Occupants. Every car has a maximum number of soldiers
(active or inactive) it can carry, including the driver and all
passengers. During Rounds, the occupants of the vehicle spend
actions independently. Only the occupant identified as the
driver can spend actions to drive the car. Tanks cannot carry
passengers and have a crew that cannot leave the tank.
Speed. Each vehicle has a fast and slow speed used for
movement during Rounds. When driving fast, there is a chance
a vehicle accident may occur, based on the Driving Skill of the
driver. During Rounds, a closed tank cannot travel fast, nor
may a car which has had its tires shot out.
Hit Chart. Each vehicle has a Hit Chart in its description that is
used to determine the location and effects of each successful
fire combat against the vehicle. Grenades and satchel charge
attacks against vehicles are not resolved using the Hit Charts.

17/2 Vehicle Facing


Each vehicle counter has an arrow that points toward the
hexside that the front of the vehicle faces. A vehicle can move VEHICLE FACING
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 form the Drive Vehicle action alone, or in combination with
during Operations or Rounds. other actions, during a turn.
Each vehicle has a front, side, and rear that can be hit by Each vehicle has two MPAs, slow and fast. Refer to the
enemy fire. Depending on which side is hit, the armor protec- Vehicle Summary to find the MPAs of the vehicle being driv-
tion and chance of hitting various parts of the vehicle vary, as en. A vehicle can be driven slowly at no risk of accident, or
shown in the Vehicle Summary. To determine the side hit, fast using the driver’s or crew’s Driving Skill to avoid acci-
locate the firing enemy’s position relative to the target vehi- dents. When a German vehicle moves, the action paragraph
cle’s facing on the diagram following. If both attacker and tar- will indicate whether it moves slowly or fast. When a US vehi-
get occupy the same hex, the attacker has his choice of which cle moves, you decide whether to move slowly or fast. A
side to attack (determine the side at random for German at- closed tank can never move fast.
tacks).
When a vehicle moves, it spends Movement Points to en-
When a vehicle enters a hex, it faces the hexside opposite ter hexes, just as soldiers do. A vehicle pays the Movement
the one it crossed to enter the hex. When it enters another hex, Point cost for each terrain type as listed on the Movement
change its facing to enter the new hex. Point Cost Chart. Vehicles are prohibited entering certain ter-
rain types listed on the chart. A vehicle cannot expend more
17/3 Vehicle Movement During Operations MPs than the Movement Point Allowance, slow or fast, then in
During Operations, vehicles with an active driver or crew use. When moving a German vehicle, expend as many MPs of
can move hex by hex across the map. Just like soldiers moving its applicable MPA as possible. A vehicle cannot enter a hex if
on foot, you must make a Paragraph Check for each hex the it does not have sufficient MPs to pay the terrain cost, even if
vehicle enters. A vehicle can enter any type of hex except a this would be the only hex of its move. There is no additional
building, rubble, or river hex. A large vehicle cannot enter a Movement Point cost to change facing.
woods hex. Accident Checks are not usually conducted during When a vehicle is moving and exceeds its slow MPA, it is
Operations. A maximum of two vehicles can occupy the same moving fast and an Accident Check must be made. The check
hex at the same instant. A disabled vehicle does count against is made the moment the vehicle exceeds its slow MPA. Use
this limit. the DS of the crew (for a tank) or driver (see Accident Checks,
17/9).
17/4 Vehicle Movement During Rounds
A soldier in the driver’s seat of a car can spend one turn to Only two vehicles, disabled or otherwise, can end a turn in
perform the Drive Vehicle action. The crew of a tank can per- the same hex. However, an unlimited number of vehicles can
move through the same hex during a turn.
AMBUSH! RULES: PAGE 31

A vehicle can run over enemy soldiers, using the proce- on the Grenade Inside row as if they were prone. After resolv-
dure in 17/12. ing these effects, the car is disabled in the hex it occupies.
You may not intentionally drive a vehicle into a crater Car Drivers. If the driver of a car is hit, roll for damage using
hex; however, a movement reference might force a vehicle to the firing weapon’s Hit Table. If the result is panicked or
enter one. If so, the vehicle enters the hex at a cost of 3 MPs, wounded, immediately conduct an Accident Check (17/9). If
and makes an immediate Accident Check. Craters have no the result is incapacitated or killed, an accident automatically
effect on fire combat against vehicles. occurs. If using aimed automatic weapon fire, more than one
target may be hit (13/6). If the firing weapon is a bazooka, then
17/5 Drivers, Passengers, and Crew the driver uses the Personnel result and all other soldiers roll
Cars. A soldier in the same hex as a jeep, Kubelwagen, or staff for damage on the Grenade Inside row as if they were prone.
car can be the driver, a passenger, or can be outside the vehi- After resolving these effects, the car is disabled in the hex it
cle. The counters for all soldiers inside a vehicle should be occupies.
stacked under the vehicle counter. The driver is noted by hav- Tank Crew. When open, each tank has three crew members
ing his counter on the top of the stack. The next counter is Pas- exposed to fire, if there are three or more crew members in the
senger 1, then Passenger 2, and so on. If the driver changes, tank. If a crew member in an open tank is hit, reduce the size
put the new driver on top. Soldiers can change places in a ve- of the crew by one. Note this reduction on the Notes section of
hicle, or get in or out of the vehicle, at any time during Opera- the Squad Record. Do not roll for damage, because the hit au-
tions or by spending a Movement Point during Rounds. A sol- tomatically reduces the crew. If using aimed automatic weapon
dier outside a car should be placed on top of the vehicle. fire, you may hit more than one soldier in a single fire (13/6).
Tanks. A tank is operated by a crew that is an integral part of If using a bazooka, the crew member hit is killed; furthermore,
the vehicle, as shown on its card. The number of active crew in roll on the Bazooka Inside row of the Damage Table for each
a tank determines its IN, PC, WS, and DS ratings. Soldiers other exposed crew member (treat them as prone for this dam-
cannot enter, drive, or ride upon tanks. Thus, a soldier in the age roll). If any crew member suffers a wound, incapacitate, or
same hex as a tank is outside the vehicle. kill result, reduce the crew by one (ignore panic results). The
number of exposed crew members remains the same, even if
Soldier Stances. A soldier’s stance is irrelevant when occupy- some are hit and the crew size is reduced, as long as there are
ing a vehicle. Ignore any references to a soldier’s stance when enough crew members active to fill the gaps.
he occupies a vehicle, which may occur in some German para-
graphs. Vehicle. If a part of the vehicle is hit, refer to the Vehicle
Summary for that vehicle to determine the effects of damage.
Command and Panic. The crew of a tank is never subject to
the rules of command and can never be given an extra turn by EXAMPLE: You attack a German Kubelwagen containing three
a commander. Tanks panic only if their IN ratings are reduced 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
to 0 or 1. and a die roll on the Action Round Track is 0, 1, or 2. summary, you roll one die; the result is a 2, which is located under
They never panic due to combat or lack of command. The the three-occupant column to yield a hit on the body of the vehicle.
driver and passengers of a car are subject to command and can You then roll a 7 on the automatic rifle Damage Table, yielding a
be given turns by a commander. If the driver of a car panics result of Light. The penetration result causes the vehicle to be disa-
due to a combat result, make an immediate Accident Check bled in the hex it currently occupies. The occupants of the vehicle
(17/9). If panic occurs, for a tank or car, due to a roll on the are unharmed, however.
Action Round Track, the vehicle does not move; no Accident If a vehicle is hit by an explosive ammo weapon (bazooka,
Check is made. tank main gun etc.) soldiers in the same hex, but outside the
vehicle do not take damage.
17/6 Fire Combat Against Vehicles Firing at a Soldier in a Hex Occupied by a Vehicle
A vehicle and all its occupants are considered one target A hex with a vehicle in it is considered a cover hex for
when fired upon. A soldier in a vehicle cannot be singled out purposes of protecting a soldier who is in the hex but not in the
as a target. vehicle. Exception: When in a terrain type that provides more
Although a closed tank is considered an active target for a protection than cover, use the better terrain.
German soldier, a soldier will not fire at a closed tank if only EXAMPLE: If a soldier occupies a clear hex with a vehicle in it, he
armed with a weapon (such as a pistol or bolt rifle) that has no would be considered in a cover hex. However, if the hex contains
chance of achieving the penetration necessary to do damage to woods, use the woods instead of the vehicle, since the woods pro-
the vehicle. The German will ignore those parts of a paragraph vides better protection.
instructing him to do so.
Disabled Vehicles
When firing at a vehicle, the Base Hit Chance is modified A vehicle can become disabled as a result of combat or as
using the vehicle’s size (large or small) on the Fire Combat a result of an accident. A disabled vehicle is referred to as be-
Modifiers Chart. Resolve the fire normally using the procedure ing “knocked out” in some places, and “inactive” in others.
in 9/1 to determine whether or not you hit the vehicle. The terms are synonymous. A disabled vehicle is flipped to its
destroyed side for the remainder of the mission. A tank can
If the vehicle is hit, you must determine which part of the become immobilized (losing its treads) without being disabled.
vehicle, or which occupant, is hit. Roll one die and locate the
result on that vehicle’s Hit Chart in the Vehicle Summary to When a car/truck/halftrack is disabled, the driver and pas-
find the part hit. After determining the part hit, determine the sengers are immediately placed prone in the vehicle hex, out-
effects of the damage using the following guidelines: side the vehicle, and lose all rounds for that turn.
Car Passengers. If a passenger is hit, roll for damage using
the firing weapon’s Hit Table on the Weapon Chart. Only one
17/7 Vehicle Fire Combat
Tanks. The crew of a tank can fire the various weapons built
passenger is hit unless using aimed automatic weapon fire
(13/6). If the firing weapon is a bazooka, the passenger it hits into the particular tank (17/13). Each crew member is called a
uses the Personnel result, and all other soldiers roll for damage Crew Point, and performing combat actions cost a number of
Crew Points each, as described in greater detail in Tanks
(17/13). A tank can fire one or more of its weapons during the
AMBUSH! RULES: PAGE 32

same turn, depending on the number of crew members active, 17/9 Accident Checks
the Crew Point cost of each fire, and the restrictions for each Certain events may cause the driver or crew of a vehicle to
weapon type. Individual crew members have no personal make an Accident Check to determine whether or not an acci-
weapons and cannot fire independently. When a tank fires, the dent occurs. The game is not a simultaneous movement game;
-2 modifier that applies to firing from a car does not apply. therefore, the accident procedure generates accidents that “in-
Cars. A passenger in a car can conduct aimed or snap fire with terrupt” the normal course of play. For example, a vehicle
his personal weapon according to the fire combat rules (9). moves continuously in reality, but not so in this game. Thus,
However, there is an additional -2 modifier when firing from when a vehicle has an accident, it is assumed to be moving and
inside the vehicle. A driver in a car can conduct one snap fire moves out of sequence in the game. An Accident Check is
with his personal weapon. The -2 modifier for firing from a car made for the following reasons:
applies, in addition to any other modifiers that apply. Soldiers 1. The instant a vehicle exceeds its slow MPA.
in cars cannot engage in bazooka, satchel charge, grenade, or 2. When a car’s driver, wheels, or body is hit in fire combat.
crew weapon (except mounted machinegun) combat unless
3. When the driver of a car becomes panicked or wounded as a
specifically noted.
result of combat.
17/8 German Vehicle Paragraphs PROCEDURE
The actions of German cars and tanks depend on the ac- To conduct an Accident Check, roll one die:
tion paragraphs used by the vehicle. The actions of a tank are  If the result is equal to or less than the Driving Skill of the
determined by rolling a die and cross-referencing the result on driver or crew, no accident occurs.
the German card for that vehicle with the number of active
 If the result exceeds the Driving Skill of the driver or crew,
crew members. Look up the paragraph and perform the actions
an accident may occur. Roll the die again, and refer to the Ac-
it calls for in order. Complete as many actions as you can, de-
cident Table to find out what happens.
pending on the number of Crew Points available and the tank’s

GE 45/Y Jagdpanther 17/10 Vehicles, Minefields, and Boobytraps


+2 VP (+3 PV if knocked out) Tanks. A tank that enters a hex with a minefield or boobytrap
is unaffected and its crew unharmed. The boobytrap is elimi-
Act ACTION DIE nated and the minefield remains. Exception: In Mission 7, the
Crew IN PC WS DS 0-1 2-5 6-8 9
5 5 8 +2 8 923 923 925 925 US is provided with anti-tank mines. These mines are detonat-
4 3 6 +1 8 923 921 925 923 ed only when the hex they occupy is entered by a tank. If a
3 3 5 0 6 921 923 925 925 tank enters such a hex, it is automatically immobilized, while a
2 2 3 -1 4 921 924 921 921 car is disabled.
1 1 1 -2 2 800 811 811 811
Cars. When a car enters a hex with a minefield or boobytrap,
NOTES: Enters open; cannon not
prepared on entry. When open, three crew no PC Check is conducted; detonation is automatic. The vehi-
members visible. First turn use 922. cle 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
situation. Thus, if a paragraph calls for an immobilized tank to the boobytrap remains. If the check fails, the car is disabled
move, ignore the movement part of the paragraph. and the soldiers in the car panic.
The actions of a German car depend on the action para-
graph of the driver. Each German who can drive a car has a 17/11 Grenades and Satchel Charges
column of paragraph numbers on his card that are used when Tanks. When a tank is open, a grenade can be tossed into the
he drives the vehicle, as instructed by other paragraphs during vehicle as if through a building aperture. The penalty for
the mission. throwing through a non-adjacent aperture applies unless the
throwing soldier is in the same hex as the vehicle. If a grenade
A German tank will fire its main gun at the building wall explodes inside a tank, all occupants are killed and the vehicle
when instructed to fire at a soldier in the building (getting the is disabled. A grenade has no effect on a closed tank.
+4 modifier). It will fire only its MGs at a soldier visible be-
hind a stone wall, and its main gun at the wall when the soldier A satchel charge can be thrown into an open tank in the
there is “known” to it but invisible (prone). same way as a grenade. Furthermore, a satchel charge thrown
into a tank’s hex, not into the tank itself, can disable the vehi-
If a vehicle is instructed to Move Fast but in fact only cle. If the satchel charge lands in the hex, roll on the Satchel
spends the Slow MP because it ends its movement (due to ob- Charge Outside row of the Damage Table. If the result is an
stacles, because it arrived at the destination, whatever), it also incapacitated or kill, the tank is disabled; any other result is no
spends only the Crew Points for Move Slow. effect.
Cars. A grenade can be thrown into a car as if thrown into a
building. The penalty for throwing through a non-adjacent ap-
GE 13/W Staff Car & Driver erture applies unless the throwing soldier is in the same hex as
+1 VP (+2 VP if disabled) the vehicle. If a grenade explodes inside a car, the vehicle is
IN PC WS MPA DS disabled and the occupants roll on the Grenade Inside row of
2 4 0 4 6 the Damage Table to determine their wounds (they are consid-
Machine Pistol
ered prone). A grenade thrown into a car’s hex can disable it. If
COND SPECIAL the grenade lands in the hex, roll on the Grenade Outside row
DIE 3-4 S* X C Q of the Damage Table. If the result is incapacitated or killed, the
0 827 801 034 642 459 vehicle is disabled; any other result is no effect. If the vehicle
1-2 826 802 034 642 459 is successfully disabled, roll again on the Grenade Outside row
3-4 826 813 034 642 459
5-9 642 825 825 826 825
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
AMBUSH! RULES: PAGE 33

Satchel Charge Inside row of the Damage Table (they are con- er, and the US Sherman medium tank. Every tank has its own
sidered prone). If the satchel charge is successfully thrown into card, identified in the mission briefing or in a paragraph. Each
the car’s hex, instead of into the car, the car is automatically tank card lists its ratings depending on the size of the crew.
disabled. Roll once for each soldier on the Satchel Charge Out-
side row of the Damage Table, treating the soldiers as prone. The Panzer IV and Sherman tanks have three weapons: the
cannon and coaxial medium machinegun are in the turret and
Scattering. When an attempt to throw a grenade or satchel can fire in any direction. However, only one of these can be
charge into a tank or car fails, the scatter procedure is modified fired in one turn. The bow medium machinegun is in the body
as follows: of the tank and can be fired in the same turn as the cannon or
 If the throwing soldier is in the same hex as the vehicle, use coaxial weapon, but can be fired only at a target in front of the
Diagram A in section 10/3, except on a roll of 6-9 the gre- tank (as defined in the facing diagram).
nade/satchel will scatter into the target hex outside the vehicle, The Jagdpanther has two weapons: the cannon and bow
where the usual grenade/SC procedure is used (PC check etc.). medium machinegun. The cannon is mounted in the body, not
It can damage all soldiers in that hex, including the thrower. on a turret, and thus can fire only at a target in front of the
However, the thrower himself need not conduct a PC check to tank. The bow machinegun can fire only at a target in front of
react to the grenade (he is already aware of it); if he has an the tank as well, although it can be fired in the same turn as the
action left, he may immediately remove the grenade, or if not, cannon. If the Jagdpanther is ever immobilized, it can fire its
he may fall prone immediately. The thrower is assumed to be cannon only down the single hex row that the front of the tank
directly behind the vehicle when determining direction of the faces. This reflects the limited traverse of the gun. The ma-
throw. chinegun can still fire in the forward arc, however.
 If the throwing soldier is in a hex adjacent to the vehicle,
use Diagram A. However, a roll of 6-9 will scatter the grenade A Panzer or Sherman can fire its cannon and coaxial ma-
into the vehicle’s hex, not into the vehicle itself, where the chinegun at a target into the same hex as the vehicle. They
usual grenade/SC procedure is used (PC check etc.). It can cannot fire their bow machineguns, however. A Jagdpanther
damage all soldiers in that hex. cannot fire either of its weapons (cannon or bow machinegun)
at a target into the same hex. (Per 17/12, Vehicle Facing, if
 If the throwing soldier is in neither the same nor an adja- both attacker and target occupy the same hex, the attacker has
cent hex, use Diagram A or B, as usual. Should the above pro- his choice of which side to attack.)
cedure scatter a grenade or satchel charge into a building
through a wall with no aperture, follow the guideline provided TANK ACTIONS
in 10/3 (i.e., the grenade or satchel charge will bounce off the A tank receives turns in a Round just as a soldier does.
wall into a different hex). Note that a grenade can never scatter When a tank receives a turn, it can spend a number of Crew
back into the inside of a vehicle or into the thrower’s hex. Points up to the number of men currently in its crew to per-
form any of the following actions. A single task from this list
17/12 Running Over Soldiers cannot be conducted more than once in a single turn.
A tank or car may run over enemy and friendly soldiers. Aimed Fire with Cannon (2 Crew Points). The cannon and
When a vehicle enters a hex containing one or more friendly coaxial machinegun cannot be fired in the same turn. The can-
soldiers, make an Accident Check. If the check is successful, non must already be loaded. When a cannon is fired, it be-
you miss the soldiers. If the check fails, each active soldier comes unloaded. A tank never runs out of cannon ammo or
about to be run over makes a PC Check; those that succeed get jams its cannon.
out of the way and are unharmed. They remain in the same Load Cannon (1 Crew Point). The cannon cannot be reloaded
hex, but are considered out of harm’s way. Those that fail or in the same turn in which it fires, or in which the coaxial ma-
are inactive are hit. If hit by a tank, they are immediately chinegun is fired.
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 Aimed Fire with Bow Machinegun (2 Crew Points). Target
itself. must be in front of the tank. Bow machineguns never run out
of ammo, but they can jam.
When a vehicle enters a hex containing enemy soldiers, a Snap Fire with Bow Machinegun (1 Crew Point). Target
similar procedure is used. The only difference is that you make must be in front of the tank.
your Accident Check to hit the enemy, not to miss them. Thus,
if you succeed in rolling against your Driving Skill, you may Aimed Fire with Coaxial Machinegun (2 Crew Points). Can-
hit the enemy. The enemy first gets to make PC Checks, as not load or fire the cannon in the same turn in which the coaxi-
above; those that fail are hit. An incapacitated enemy soldier is al machinegun is fired. Coaxial machineguns never run out of
automatically hit and killed. ammo, but they can jam.
Snap Fire with Coaxial Machinegun (1 Crew Point). Cannot
If a US vehicle attempts (and fails) to run over a German load or fire cannon in same turn in which the coaxial ma-
soldier and wants to try again in the same turn, the vehicle chinegun is fired.
must exit the hex, turn around sharply (1 MP), and conduct an
Move Slowly (2 Crew Points).
Accident Check in the hex where it performed the sharp turn.
If successful, the vehicle can return to the hex containing the Move Fast (3 Crew Points). Vehicle must be open.
German soldier and once more attempt to run him over. Open or Close Tank (all Crew Points). Cannot be combined
with any other task in the turn. Place a Closed marker on the
17/13 Tanks tank.
There are three different tanks depicted in this game: the
German Panzer IV tank, the German Jadgpanther tank destroy-
AMBUSH! RULES: PAGE 34

Mission 2: Advance on
Chasoul
August, 1944. Your squad’s parent division is racing els are as follows:
across France toward the German frontier in the face of crum-
bling German resistance. While your regiment awaits more c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-6. c5: 0-7. c6: 0-6.
fuel, your men are sent ahead to scout out the small town of VICTORY
Chasoul. With the Germans retreating faster than you can ad- You need 25 Victory Points to win. You receive one Vic-
vance, no opposition is expected, and your men should be able tory Point for each building hex that any of your soldiers enter.
to occupy the village until relieved. Other ways of gaining VPs may be revealed during the mis-
YOUR SQUAD sion. The mission ends in one of two ways:
You can use the pre-generated squad, your squad from 1. All the building hexes have been entered by US soldiers,
Mission 1, or a new squad. Regardless of which you use, buy and all your active soldiers are in the railroad station ( 06, P5,
new equipment from the Equipment Costs Chart using your and Q5).
squad’s Equipment Points.
2. All your active soldiers have exited the map from any valid
SET UP entry hex (A6 through A15, inclusive).
Use Map B. The top of the map is the north edge. Your sol-
diers can enter the map in any hexes on the west edge between VP loss for an incapacitated soldier can be avoided by
A6 and A15 (inclusive). No markers begin the mission on the moving him off the map from hex A6 through A15 or, if all
map. There are no special rules in this mission, and the water building hexes have been entered, by moving him into the rail-
barrier on the map is considered a stream. The Activation Lev- road station.

Mission 3: A Cold Morning in


Belgium
Your squad, on garrison duty in a quiet sector of the front, SPECIAL RULES
is bivouacked in a small village just east of a running river. On Weather. A light mist over the area reduces visibility to six
this misty, snowy morning, your men have been ordered to hexes for the duration of the mission, unless stated otherwise
patrol nearby bombed out buildings to check for German in a paragraph.
scouts.
Paragraph Checks. When in Action Rounds, do not conduct
Paragraph Checks when your soldiers enter hexes. Paragraph
YOUR SQUAD Checks for hex entry are conducted normally during Opera-
You can use the pre-generated squad, your own continuing tions.
squad, or you can generate a new squad. Buy all new equip-
ment using your squad’s Weapon Points, and receive a free River. The water barrier from hex A6 to hex Y17 is a river. A
radio. river cannot be entered except by crossing on an intact bridge.
VICTORY
SET UP You need 25 Victory Points to win. You receive one Vic-
Use Map B. The top of the map is the east edge. Place tory Point for each of the following hexes that any of your sol-
your soldiers in three different buildings of your choice. Your diers enter: A3, A4, B3, C3, T3, U4, and V3. Other methods of
squad has a jeep that you can place in any clear hex adjacent to Victory Point gain will be revealed during the mission. VP loss
a road. Building hex L10 contains a fuel dump with dozens of for an incapacitated soldier can be avoided by moving him off
full gas cans. Unlike other missions, this mission has no Acti- the map from hex A13 through A19 (inclusive). The method by
vation Levels, because the Germans all enter by random event. which this mission ends will be revealed during play.

Mission 4: D-Day Night Drop


to Destiny
D-Day, 6 June 1944. In the early morning, your squad’s Pistols
parent unit is paratrooping on to the Cotentin Peninsula in sup- Grenades
port of the US landings at Utah Beach. Your squad has been Bazookas
assigned to capture, intact, two bridges in a small hamlet near
the town of Carentan. Opposition is expected, although recon- You cannot buy machineguns or semi-automatic rifles (M-
naissance has shown no presence of tanks or heavy weapons in 1 Garands). A soldier can carry only one Port Box of weapons
the immediate vicinity of the drop zone. and cannot carry bazooka ammo.

YOUR SQUAD In this mission, you are given a weapons cache that lands
You can use your continuing squad, the pre-generated by parachute with you. This cache can carry 4 Port Boxes of
squad, or a new one. Regardless of which squad you use, buy weapons and 8 Ammo Boxes of ammo. You can put equip-
all new equipment within the following restrictions. Since your ment and ammo of your choice into the cache, subject to the
mission is a night paradrop, you are restricted in the equipment five weapon type limit of this mission. Bazookas, automatic
you can use. You can buy only six types of weapons: rifles, and bazooka rounds must be put in the cache. The cache
enters play like a soldier, drifting onto the map and landing. It
Carbines has two sides to its counter: closed and open. When the cache
Sub machineguns counter lands, it remains closed-side up until opened. To open
Automatic Rifles it, a soldier must occupy the same hex, crouching and spending
AMBUSH! RULES: PAGE 35

one Action to open it. Thereafter, soldiers can use the Pick LANDING
Up/Exchange Equipment action in Operations or Rounds to When a counter receives a Land message from a Para-
remove its contents. The cache can be lost if it lands in the graph Check, it lands in that hex. After all soldiers and the
river; otherwise, it will be unharmed by the landing. cache have landed, the Condition changes. Put Condition 3
into effect if one or more US soldiers were fired upon in Con-
SET UP dition 1; otherwise, go to Condition 2.
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 The type of terrain in the landing hex may affect the quali-
below). No markers begin the mission on the map. The Activa- ty of each landing. The cache lands intact unless it lands in the
tion Levels are as follow: river. It if lands in the river, roll a die to determine if it is lost;
otherwise, no die roll is made for other terrain types. With sol-
c2: 0-2. c3: 0-5. c4: 0-8. c5: 0-8. c6: 0-8. diers, roll one die for each counter and locate the result under
Activation is not possible during Condition 1. the terrain in which he landed to determine if he is injured.
When a soldier lands, place a Prone marker on him to indicate
PARADROPPING PROCEDURE his stance. In addition, place a Parachute marker on him, 2-side
This mission begins with your squad drifting in from the up, indicating that his chute is on and it requires two actions to
east edge of the map. To begin, place your soldiers and the remove.
weapons cache on the hexes Y6 through Y15 (inclusive), one
counter per hex. Then conduct the following procedure. Com- When a counter lands, roll one die and consult the terrain
plete the landing of one counter before beginning the move- type of the hex in which it landed:
ment of another. River
1. Drift Movement 0-1: Just misses the river! The soldier or cache lands on hex
The counter drifts one hex at a time, using the drift procedure north of the river hex. 2-5: Cache lands in the river and is lost!
below. Soldier lands in the river, but is able to struggle out of his har-
ness and get to shore. Place the soldier on an adjacent all-land
2. Landing hex, determined at random, crouching. The soldier has lost all
When the message, Land, indicates that the soldier has landed, his equipment and ammo; erase his Port and Ammo Boxes. 6-
use the landing procedure below to see if he is injured. The 9: Soldier or cache lands in river and is swept away! The sol-
weapons cache is never affected by its landing, except if it dier drowns and all his equipment is lost. The cache is lost.
lands in the river (in which case it is lost permanently).
Clear or Road
3. Repeat Steps 1 and 2 0-8: Good landing! 9: Bad landing! The soldier is wounded.
Repeat the first two steps until all counters have landed, then
continue to Step 4. Cover or Brush
0-8: Good landing! 9: Bad landing! Roll one die again; on a
4. Put new Condition into Effect roll of 0-4, soldier is wounded; on a roll of 5-9, soldier is inca-
Unless a paragraph indicated otherwise, go to Condition 2. pacitated.
5. Paragraph Checks Rough or Woods
Make a Paragraph Check for each hex occupied by a US sol- 0-4: Good landing! 5-8: Bad landing! Roll one die again; on a
dier, active or inactive, but not one for the weapons cache. Use roll of 0-5, there is no effect; on a roll of 6-9, soldier is wound-
the procedure in Activation below. ed. 9: Roll one die again; on a roll of 0-4, soldier is wounded
6. Commence Rounds or Operations (place him in a clear hex of your choice adjacent to landing
If an Activation occurred in Step 5, then commence Rounds. hex); on a roll of 5-9, soldier is incapacitated (place him a clear
Otherwise, commence Operations as usual. hex, determined at random, adjacent to landing hex).
DRIFT Building
After you have set up your counters, one per hex, in hexes 0-3: Just missed it! Roll for drift again. 4-7: Roll one die; on a
Y6 through Y15, choose one to move first. The drift and land- roll of 0-4, good landing (place soldier in clear hex of your
ing of this counter must be finished before beginning another. choice adjacent to building); on a roll of 5-9, soldier is wound-
Roll one die to determine which hex the counter enters when it ed (place him in clear hex of your choice adjacent to building).
drifts. If the result is even, the counter drifts one hex northwest 8: Roll one die; on a roll of 0-4, soldier is wounded (place him
of its current location. If the result is odd, it drifts one hex in a clear hex of your choice adjacent to building); on a roll of
southwest of its current location. 5-9, soldier is incapacitated (place him in a clear hex, deter-
mined at random, adjacent to building hex). 9: Roll one die; on
a roll of 0-4, soldier is incapacitated (place him in a clear hex,
determined at random, adjacent to building hex); on a roll of 5-
9, soldier is killed (place him in a clear hex, determined at ran-
dom, adjacent to building hex).
ACTIVATION ON LANDING
After all US counters have landed, make a Paragraph
Check for each hex occupied by a US soldier (do not make a
check for a hex occupied solely by the cache). If a German
activation occurs, place the new German on the map, but do
not commence Rounds. Note which side was to receive the
advantage and two turns, and continue making Paragraph
Make a paragraph Check for the new hex occupied by the Checks. Complete all Paragraph and Activation Checks before
counter. If the message. Land, appears, the counter lands; oth- beginning Rounds.
erwise follow the instructions in the paragraph listed. If the
counter does not land, roll again for drift and enter the indicat- When Rounds are begun, all Germans activated are used,
ed hex, making a new Paragraph Check. Continue this proce- but only one Activation result is used to determine who has the
dure until the counter lands. advantage and who receives two turns. Ignore US awareness
references; all US soldiers are automatically aware when they
AMBUSH! RULES: PAGE 36

land. If more than one Activation occurs and if in Condition 2 SPECIAL RULES
when the Activations occur, use the result most advantageous
to the US. If in Condition 3, use the Activation result most Night Visibility. The mission occurs in the very early morning,
advantageous to the Germans. and visibility is reduced to five hexes for the duration of the
mission. A soldier can trace an LOS only five hexes.
EXAMPLE: The US lands and Condition 2 is put into effect. Three
Germans were activated during the landing. One Activation para- River. The water barrier from hex A6 to Y17 is a small river. It
graph said “Commence Rounds. US advantage.” The second said, cannot be entered except by crossing on an intact bridge. If a
“Commence Rounds. US advantage. All US soldiers that can see soldier parachutes into the water, there is a good chance he will
hex H-14 are automatically aware. All aware US soldiers, that do drown.
not panic, receive 2 turns this Round.” The third said, “Commence
Rounds. German advantage.” In this case, the second result is VICTORY
used, because the Activation occurs in Condition 2 and it is the You need 10 Victory Points to win. You receive 4 Victory
most advantageous to the US. However, you would ignore the US Points if you capture a bridge intact by unwiring the German
automatic awareness reference. Had it been Condition 3, the last explosives under it. It takes four turns to unwire a bridge. The
result would have been used, since it is the most advantageous to same soldier need not expend all four turns; they can be split
the Germans. If in Condition 3 and only the first and second results between two or more soldiers. In addition, the turns need not
had occurred, the first would have been used, because it is better
for the Germans than the second one.
be made consecutively. Keep track of turns on the Notes sec-
tion of the Squad Record. Once unwired, a bridge is captured
Each soldier must remove his chute before he can move or and cannot be blown up by the Germans.
perform any other action.
If you capture both bridges, you receive 10 Victory Points,
PARACHUTE REMOVAL not 8. You also receive VPs for the Activation of Germans and
If Rounds begin when the landing occurs, all US soldiers their capture, as revealed in the mission. VP loss for incapaci-
are considered prone, unless otherwise specified by the terrain tated soldiers cannot be avoided in this mission. The mission
result in Landing (above). The soldier must remove his para- ends in one of three ways:
chute before he can perform any other action. To remove the
chute, he must be crouching or standing. It takes two actions to 1. If in Condition 4, 5, or 6, the game ends if there are no ac-
remove. The actions need not be consecutive. When the first tive Germans on the map and both bridges are captured and/or
action is used, turn the Parachute marker over to its 1-side. blown.
When the second action occurs, remove the Parachute marker. 2. All your active soldiers have exited the map, from any map
Once removed, the soldier can perform actions normally. It is edge hex.
not possible to remove another soldier’s parachute, and a pan-
icked soldier cannot remove his own. 3. All US soldiers are killed.
If Rounds do not begin when the landing occurs, com-
mence Operations. The parachutes are automatically removed
in Operations.

Mission 5: Operation Pick-


pocket
4 July 1944. Your squad has volunteered for a dangerous SPECIAL RULES
commando raid deep behind German lines. Your mission is to
slip into Holland, with the aid of the Dutch underground, and River. The water barrier from hex A6 to Y17 is a river. A river
raid a hidden German rocket base near The Hague. Allied high hex can be entered only by crossing an intact bridge or by
command is very interested in seeing documents for the ru- crossing at a ford. The locations of fords will be revealed by
mored V-2 rocket and in having the base destroyed. paragraphs during play. When revealed, place a ford landmark
in the hex. A ford hex can be entered from any adjacent land
YOUR SQUAD hex, regardless of the facing of the ford marker.
Buy new equipment for your squad. Since you are travel-
ling light, you cannot buy the following: VICTORY
You need 15 Victory Points to win. You will be awarded
Automatic Rifles Victory Points for finding documents and destroying installa-
Bazookas tions as revealed during play. The VP award for documents
Medium Machineguns only counts if your soldier exits the map with the documents.
Within these limitations, you can buy any of the equip- When documents are found, note the soldier carrying them on
ment on the Equipment Costs Chart. In addition, you receive your Squad Record. Should a carrying soldier be killed, anoth-
two satchel charges free. er soldier can pick up the documents, using the Pick
Up/Exchange Equipment action. The mission ends only when
SET UP all your active soldiers have exited from the map from any
Use Map B. The top of the map is the north edge. Your valid entry hex (A12 through L19, inclusive).
soldiers can enter the map on the south or west edges, between
hexes A12 and L19 (inclusive). No markers begin the mission VP loss for an incapacitated soldier can be avoided by
on the map. The Activation Levels are as follows: moving him off the map from hex A12 through L19.

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


AMBUSH! RULES: PAGE 37

Mission 6: Pleasure Boating


to the West Wall
16 January 1945. The US army has reached the German
fortified line called the West Wall. Near the German town of
Trier, a cluster of bunkers are holding up the US advance. Re-
peated attacks and B-17 bombings have failed to destroy the
bunkers. Your squad has been volunteered for a dangerous
mission – approach the West Wall by canoe at night and take
out the bunkers.
YOUR SQUAD
Buy new equipment for your squad, keeping in mind that
you need to destroy concrete bunkers. In addition, you receives
four canoes and four satchel charges free.
SET UP
Use Map A. The top of the map is the north edge. Your
soldiers enter the map in hex H1 by canoe, as described in the
canoe rules. The following markers begin the mission on the
map:
Craters: G7, K8, L12, L15, K18, M17.
Rubble: K13, L13. in the canoe’s Port Boxes may be removed using the Pick
The Activation Levels are as follow: Up/Exchange Equipment action.

c1: 0-1. c2: 0-3. c3: 0-5. c4: 0-7. Soldiers can engage in all forms of combat from their ca-
noes. When fired on, they are considered crouching in clear
SPECIAL RULES terrain. When a German fires at a canoe, the targets are the
soldiers in the canoe; however, if the fire misses, there is a
River. The water barrier from hex H1 to O19 is a river and can chance the canoe may be hit. If a German fire misses, roll one
be crossed only by an intact bridge or by canoe. die; on an even result, the fire hits the canoe. When a canoe is
Night Visibility. The mission occurs at blackest midnight; thus hit, it is punctured and must beach to avoid sinking. Beaching
visibility is reduced to five hexes for the duration of the mis- must occur during the next turn that canoe receives; otherwise
sion. A soldier can trace an LOS only 5 hexes, excluding his it sinks. If it sinks, all equipment in the canoe’s Port Boxes is
own hex. lost. Any soldiers in the canoe survive and are placed in a land
hex adjacent to that river hex, with all their personal equipment
Canoes. The US has four canoes, each of which can carry two intact.
soldiers. Furthermore, each canoe can carry two Port Boxes of
equipment, which is recorded on the Notes section of the Bunkers. The Germans have an unknown number of hidden
Squad Record. A canoe can carry a third soldier instead of bunkers that you must find and knock out. Each bunker faces
equipment in its Port Boxes (which is useful in taking out all six of its hexsides and has a door on one side. The German
wounded soldiers). When a soldier is in a canoe, he can carry activation paragraph will indicate which side the door faces.
his ammo and personal weapon, but any bazookas, medium All six faces of the bunker are considered window apertures
machineguns, and satchel charges must be put in the canoe’s for combat purposes, even the door side. Treat the bunker as a
two Port Boxes. building with all windows for LOS purposes.
Canoes move one hex at a time in Operations, and Para- When firing at a bunker, you can aim at a soldier visible
graph Checks are made as usual. During Rounds, each canoe through an aperture, if visible, or you can choose to fire at the
has a Movement Point Allowance of 4 and moves using the bunker itself. To fire at a soldier, the soldier must be crouching
actions in 6/7, such as Move/Snap Fire or Move. A canoe or standing. However, a crouching soldier cannot be fired at if
spends one Movement Point per river hex entered and can your soldier is adjacent to the bunker and is also crouching
move in both directions on the river. A canoe must be manned (see LOS, Building Hexes). A prone soldier in a bunker cannot
by two active US soldiers in order to move. It can move only be seen through a doorway (even if the door has been
once per turn, even if both soldiers receive actions in the same breached) unless the sighting soldier is in a hex adjacent to the
turn. The canoe moves when one of its soldiers receives a turn. door (per LOS rules, Building Hexes). When firing at the bun-
For example, If soldier A receives two turns and soldier B re- ker, there is a +2 modifier. Thus, the chances of hitting the
ceives one, the canoe can move twice: once in turn 2 for sol- bunker are much greater than the chance of hitting an individu-
dier A’s action and again in turn 1 for one of the two soldier’s al soldier through an aperture.
actions. The front of the canoe faces the river hexside the ca- When attacking the bunker itself with fire combat, use the
noe will enter next. Canoes can turn in any direction in a hex at following procedure. First, resolve the fire to determine
no additional cost. whether or not you hit the bunker. If you miss, there is no ef-
A canoe can beach in any hex adjacent to the river at a fect. If you hit, then determine the side of the bunker that has
cost of one Movement Point in Rounds, and at no additional been hit. There are only two possible sides: the front and the
cost in Operations. When it beaches, turn a canoe counter over door.
to its beached side. The soldiers are still in the beached canoe When the facing has been determined, roll one die and lo-
until they exit the canoe. To enter or exit a canoe, the canoe cate the result on the following chart to determine the part of
must be beached and the soldier must occupy, the canoe’s hex. the building hit, much as you would do in attacking a tank.
He must then spend one Movement Point, if in Rounds, or one Then resolve the combat using the Damage Table section of
action, if in Operations, to enter the canoe. Equipment stored the weapon being fired.
AMBUSH! RULES: PAGE 38

Bunker Hit Tables an automatic weapon, in which case more than one soldier may
FRONT FACING DOOR FACING be hit.
DIE PART HIT ARMOR DIE PART HIT ARMOR
0-7 Wall H 0-4 Wall H A bunker can also be attacked by grenade or satchel
8 Aperture M 5-7 Door L charge as if it were a normal building hex.
9 Crew * 8-9 Crew *
A bunker is considered knocked out for Victory Point pur-
*If bazooka fire, treat as an aperture hit if front facing is fired up-
on, as a door hit if door facing is fired upon. poses when all its original occupants have been killed or inca-
pacitated and one of the following has occurred:
DAMAGE EFFECTS
1. The bunker has been reduced to rubble.
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 2. A satchel charge has been set off inside the bunker. A satch-
bunker counter over to its destroyed side. If the penetration el charge set off inside a bunker destroys the bunker for victory
result is less than H, no effect. point purposes but does not reduce it to rubble.

Aperture. Like a wall, except an H or M penetration result VICTORY


causes the destruction. You need 12 Victory Points to win. You receive 6 Victory
Points for each bunker you knock out. You also receive Victo-
Door. Any H or M penetration result causes the bunker to be ry Points for the appearance of Germans. You lose Victory
destroyed. An L penetration result causes the door to be Points for the incapacitation and killing of US soldiers. VP loss
breached. If breached, treat that hexside like a doorway instead for an incapacitated soldier can be avoided by moving him off
of a window (the door has been blasted open). If can be the north map edge. You can exit him by canoe if you choose.
crossed by US soldiers to enter the bunker. When moving an incapacitated soldier by canoe, do not roll for
his death for each hex entered as you would on foot.
Crew. If the crew is prone, the fire misses (Exception: If firing
through the door which was previously breached). If the crew The mission ends the instant there are no active US sol-
is not prone, then determine the target hit at random. Resolve diers on the map.
damage against that soldier alone, unless using aimed fire with

Mission 7: Bait for the Trap


8 August 1944. The German Seventh Army is counterat- ti-tank mines explode only when a vehicle enters their hex;
tacking toward the French town of Mortain. The purpose – soldiers can enter such a hex with no effect. A car that enters
close the Allied breakout from the Normandy beachhead. Al- an anti-tank mine hex is immediately disabled and all soldiers
lied high command has determined to draw the Germans into in the vehicle roll for damage as if hit by a bazooka outside. A
pushing so far that the planned Allied counterattack will encir- tank that enters an anti-tank mine hex is immobilized and can-
cle the entire German army. Your squad stands directly in the not move for the duration of the mission. It can. however, con-
path of the oncoming 2nd Panzer Division. Your mission is to tinue to fire.
delay the Germans and make them pay for the ground they
gain, then retreat safely to the rear toward the main US line. German Entry. Since you are on the defense, the Germans
enter by Random Event. There are no Activation Checks in
YOUR SQUAD this mission. Once you have set up your soldiers, roll for Ran-
Buy equipment for your squad, keeping in mind that a dom Events until a German is activated and Rounds com-
tank attack is expected. In addition, you receive a jeep and two mence. If you ever re-enter Operations (unlikely), and do not
anti-tank mines, at no cost. wish to move any of your soldiers, roll for Random Events
again until another German enters and Rounds commence
SET UP again.
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 VICTORY
or within three hexes of the river on the east side. The Ger- You need 5 Victory Points to win. You receive Victory
mans will enter from the east edge of the map. When setting up Points for the activation of Germans and their destruction (if
on the east side, the three-hex range is counted from the river vehicles). You lose VPs for the incapacitation and killing of
to the setup hex, excluding the river hex itself. The jeep and US soldiers. VP loss for an incapacitated soldier can be avoid-
mines must also be set up within these limitations. Do not set ed by moving him off the west map edge, from hex Y1 to Y19
up your anti-tank mines in woods hexes, since tanks are large (inclusive). Furthermore, you lose VPs for each German sol-
vehicles that cannot enter woods. Your soldiers with bazookas dier or vehicle that exits the west map edge. The number of
and medium machineguns can begin the mission with them VPs lost equals twice the VP value of the German. Thus, if a
already prepared. German is worth 1 VP for activation and 1 additional if cap-
tured, you would lose 4 VPs if he exits the map.
SPECIAL RULES
The mission can end only during Condition 4. It ends the
Stream. The water barrier from hex H1 to O19 is a stream and instant there are no active US soldiers on the map. Important:
can be crossed at any point by spending Movement Points as Germans still on the map when the mission ends do not cause
summarized on the Movement Point Cost Chart. you to lose VPs. You lose VPs only for those Germans that
Anti-Tank Mines. Use two minefield markers as your antitank exit before the mission ends.
mines and set them up within the restrictions of the setup. An-
AMBUSH! RULES: PAGE 39

Mission 8: Dash for the


Sambre
Early September, 1944. As your parent division enters the Embankments. In this mission, embankment hexsides present
low countries, your regiment is assigned a company of Sher- no special hazard to foot soldiers, but are too steep for wheeled
mans for special infantry support. Yesterday, in the face of and tracked vehicles. Vehicles are prohibited from crossing
heavy German mortar fire, you received orders to hold up west embankment hexsides.
of the Sambre River. But now, one of these precious tanks has
been dispatched to move ahead with your squad. Unfortunate- Roadblocks. During the past few days, your squad has repeat-
ly, the final approach to the only bridge over the river in your edly come upon roadblocks hastily constructed by the retreat-
sector is a vulnerable raised road. Your men are to set out ing Germans. Composed of logs and any available junk, these
ahead of the tank to clear the area leading to the bridge and to barriers can be moved aside with some effort. A roadblock
secure the bridge itself. Once the tank has crossed the bridge, encountered during this mission can be removed during Opera-
you are to advance with discretion. tions only. At least three active US soldiers must be in the
roadblock hex and you must conduct an Event Check. The
YOUR SQUAD roadblock marker can then be removed from that one hex.
Buy new equipment for your squad.
Prohibited Hexes. Certain hexes are keyed on the Mission
SET UP Cards with the message “XXX” to remind you that these hexes
Use Map A. The top of the map is the north edge. Your cannot be entered.
soldiers can enter the map in any hexes on the west edge be-
tween A1 and A6 (inclusive). No markers begin the mission on VICTORY
the map. The Activation Levels for this mission are as follows: You need 18 Victory Points to win. You earn one Victory
Point for each active soldier that exits the map from hex Y8.
c1: 0-1. c2: 0-4. c3: 0-5. c4: 0-6. c5: 0-7. Other ways of gaining VPs may be revealed during the mis-
SPECIAL RULES sion. The mission ends in one of two ways:
The Tank. The tank is not available to you at the start of the 1. All active US soldiers have exited the map from hex Y8. The
mission, but is expected shortly. During the mission, a para- tank can remain on the map.
graph will state the availability of the tank and its card number. 2. All active US soldiers have exited the map from hex A1
The tank can enter play in hex A6 only. Remember, since a through A6 (inclusive). The tank can remain on the map.
tank is a large vehicle, it cannot enter a woods hex. See the
tank vehicle summary for the tank’s Hit Chart. VP loss for an incapacitated soldier can be avoided by
moving him off the map from hex A1 through A6 (if the second
The Sambre River. The water barrier running from hex H1 to mission ending is chosen) or from hex Y8 (if the first mission
O19 is a river, and may not be entered except were crossed by ending is chosen).
an intact bridge.

Design Credits
Design and Development: Errata and Clarifications:
Eric Lee Smith and John H. Butterfield Lutz Pietschker
Design Assistance: Reformatting:
Bob Ryer, Mark Herman, and Gerry Klug Andrew Korson
Graphics: Ted Koller
Rules Editing: Bob Ryer
Playtesting:
Dave Cogger, Mark Herman, Erica Johnson, Nick Karp,
Michael Moore, Cosmo Prete, Bob Ryer, Kevin Wilkins
Production:
Ted Roller, Bob Ryer, Eric Lee Smith, Jim Talbot, Bob
Haynes, Colonial Composition, Monarch Services, Inc.
Front Cover Art: John H. Butterfield
Back Cover Art: Jim Talbot
Project Oversight: W. Bill

Rev 1.0, May 2011


AMBUSH! RULES: PAGE 40

VEHICLE SUMMARY
JEEP/KUBELWAGEN PANZER IVISHERMAN
Small Vehicle; Non-Armored; Open Only Large Vehicle; Armored; Open or Closed
MAXIMUM OCCUPANTS: 4 CREW: 5
SLOW MOVEMENT POINT ALLOWANCE: 5 SLOW MOVEMENT POINT ALLOWANCE: 3
FAST MOVEMENT POINT ALLOWANCE: 9 FAST MOVEMENT POINT ALLOWANCE: 6

Hit Chart Hit Chart


NUMBER OF OCCUPANTS FACING HIT
ITEM HIT 0 1 2 3 4 Front Side Rear
ITEM HIT CL OP CL OP CL OP
Tire 0-1 0-1 0 0 0 Tread 0-1 (M) 0 0-3 (M) 0-2 0-1 (M) 0-1
Body 2-9 2-7 1-5 1-4 1-3 Body 2-6 (H) 1-4 4-6 (H) 3-4 2-6 (M) 1-4
Driver - 8-9 6-7 5-6 4-5 Turret 7-9 (H) 5-6 7-9 (H) 5-6 7-9 (H) 5-7
Psgr l - - 8-9 7-8 6-7 Crew - - 7-9 - - 7-9 - - 8-9
Psgr 2 - - - 9 8 Damage Effects
Psgr 3 - - - - 9 Tread. If the tread is hit and the penetration result
Psgr 4 - - - - 9 equals or exceeds the tread armor rating, the tank can-
not move.
Damage Effects Body. If the body is hit and the penetration result
Tire. Vehicle cannot be driven fast. If occupied, make an equals or exceeds the armor rating for the side hit, the
immediate Accident Check. tank is disabled.
Body. Resolve combat using Damage Table of attacking Turret. If the turret is hit and the penetration result
weapon. If result is a penetration result, the vehicle is equals or exceeds the armor rating for the side hit, the
disabled. If any other result is achieved against it, make tank is disabled. If the result is lower than the armor
an immediate Accident Check. rating, the coaxial machinegun is destroyed, but the
Driver. Roll for damage using the Damage Table of the tank is not disabled.
attacking weapon. If driver panics or is wounded, make Crew. If the tank crew is hit, reduce the crew by one. If
an immediate Accident Check. If driver is incapacitated hit by aimed automatic weapon fire, reduce the crew by
or killed, an accident occurs; roll on the Accident Table. one and continue rolling for additional hits (13/6). Do
Passenger. Roll for damage using the Damage Table of not roll for damage against crew members; reduce the
the attacking weapon. crew by one when a crew member is hit.

STAFF CAR JAGDPANTHER


Small Vehicle; Non-Armored; Open Only Large Vehicle; Armored; Open or Closed
MAXIMUM OCCUPANTS: 5 CREW: 5
SLOW MOVEMENT POINT ALLOWANCE: 5 SLOW MOVEMENT POINT ALLOWANCE: 3
FAST MOVEMENT POINT ALLOWANCE: 10 FAST MOVEMENT POINT ALLOWANCE: 6

Hit Chart Hit Chart


NUMBER OF OCCUPANTS FACING HIT
ITEM HIT 0 1 2 3 4 5 Front Side Rear
ITEM HIT CL OP CL OP CL OP
Tire 0-1 0-1 0 0 0 0 Tread 0-1 (M) 0 0-3 (M) 0-2 0-1 (M) 0-1
Body 2-9 2-7 1-5 1-4 1-3 1-2 Body 2-6 (H) 1-4 4-8 (H) 3-6 2-9 (M) 2-7
Driver - 8-9 6-7 5-6 4-5 3-4 Mount 7-9 (M) 5-6 9 (M) 7 - - -
Psgr 1 - - 8-9 7-8 6-7 5-6 Crew - - 7-9 - - 8-9 - - 8-9
Psgr 2 - - - 9 8 7 Damage Effects
Psgr 3 - - - - 9 8 Tread. If the tread is hit and the penetration result
Psgr 4 - - - - - 9 equals or exceeds the tread armor rating, the tank can-
not move.
Damage Effects Body. If the body is hit and the penetration result
Tire. Vehicle cannot be driven fast. If occupied, make an equals or exceeds the armor rating for the side hit, the
immediate Accident Check. tank is disabled.
Body. Resolve combat using Damage Table of attacking Mount. If the gun mount is hit and the penetration re-
weapon. If result is a penetration result, the vehicle is sult is an M or H, the cannon is destroyed. If the pene-
disabled. If any other result is achieved against it, make tration result is an L, the machinegun is destroyed. The
an immediate Accident Check. tank is not disabled.
Driver. Roll for damage using the Damage Table of the Crew. If the tank crew is hit, reduce the crew by one. If
attacking weapon. If driver panics or is wounded, make hit by aimed automatic weapon fire, reduce the crew by
an immediate Accident Check. If driver is incapacitated one and continue rolling for additional hits (13/6). Do
or killed, an accident occurs; roll on the Accident Table. not roll for damage against crew members; reduce the
Passenger. Roll for damage using the Damage Table of crew by one when a crew member is hit.
the attacking weapon.

(M): Medium armor rating. (H): Heavy armor rating CL: Closed. OP: Open.
.

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