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AMBUSH!

RULES: PAGE 2

1. Introduction
2. Game Parts and Terms
2/1
2/2
2/3
2/4
2/5
2/6
2/7
2/8
2/9
2/10
2/11

German Soldier Cards


View Sleeve and Mission Cards
The Mission Maps
The Playing Pieces
The Squad Record
US Soldier Cards
Paragraph Book
Chart Reference Screen
Two Ten-Sided Dice
Soldier Characteristics
Terms Used During Play

3. Course of Play
3/1
3/2

General Course of Play


Play Outline

4. Squad Generation
5. Operations
5/1
5/2
5/3
5/4
5/5
5/6
5/7
5/8
5/9

Paragraph Checks
Soldier Stances
Actions During Operations
Sightings
Conditions
Event Checks
Perception Checks
Activation Checks
Random Determination

6. Action Rounds

3
3
3
4
4
4
6
6
6
6
6
6
8

10. Grenade/Satchel Charge Combat


10/1
10/2
10/3
10/4

11. Assault Combat


11/1
11/2
11/3
11/4

12. Minefields and Boobytraps

General Rules for Movement


Movement During Operations
Movement During Rounds
German Evasive
Movement..

8. Line of Sight
8/1
8/2
8/3

Tracing a Line of Sight


Blocking Terrain
LOS
Problems.

9. Fire Combat
9/1
9/2
9/3
9/4
9/5
9/6
9/7
9/8

Fire Combat Procedure


Multiple Fire Targets
Fire Shifts
Weapon Jamming and Clearing
Ammo Expenditure
German Fire Combat Terms
Crew Weapons
Bazookas

1983, Victory Games, Inc., New York, New York 10001.

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24
24
25
25

25

8
8

13. Damage

25

13/1
13/2
13/3
13/4
13/5
13/6

25
26
26
26
26
26

9
10
..10
10
10
10
...11
..11
.11
.11
.12

.17
.17
.17
.17

Panic Results
Wound Results
Incapacitation Results
Kill Results
Penetration Results
Aimed Automatic Weapon Fire

14. Captured Equipment


15. Victory
Mission 1: Bloody St. Mick
16. Campaign

12

17

Boobytrap Procedure
Minefield Procedure

23
23
23
23

Action Sequence
..12
Activating German Soldiers
..13
Command and Commanders
..13
17.
Panic
..14
US Soldier Awareness
..14
German Activation During Rounds. . . . ...........14
Performing Actions During R o u n d s . . . . ...........14
German Actions
..15
German Action Paragraph E x a m p l e s . . . .........16
German Activation When US
Soldiers Have Yet to Enter
.16
6/11 Condition Changes During Rounds
.16
7/1
7/2
7/3
7/4

Assault Combat Procedure


Capture
Charge Assault
Assault Modifiers

23

12/1
12/2

6/1
6/2
6/3
6/4
6/5
6/6
6/7
6/8
6/9
6/10

7. Movement

Grenade/Satchel Charge
Combat Procedure
Grenade Strike PC Check
Grenade Scatter
Satchel Charges

16/1
16/2
16/3
16/4

Campaign Procedure
Combat Point Awardss
Improving Soldier Characteristics
Replacements

Vehicles

25
25

27
27
27
28
28
28
29
29

29

17/1 Vehicle Attributes


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

18

Mission 2: Advance on Chasoul

33

.18
.18
.20

Mission 3: A Cold Morning


in Belgium

33

21

Mission 4: D-Day, Drop into Destiny

34

.21
.21
.21
21
22
22
22
22

Mission 5: Operation Pickpocket

35

Mission 6: Pleasure Boating


to the West Wall

36

Mission 7: Bait for the Trap

37

Mission 8: Dash for the Sambre

38

AMBUSH! RULES: PAGE 3

1. Introduction
Ambush! is a tactical level solitaire game of man-to-man
combat on the western front in World War II. It depicts
small unit actions in great detail and, for the most part, accurately. However, it should be understood that more happens in a single Ambush! mission than an average soldier
encountered in an entire battle historically. Thus, you and
your squad are an elite group that gets into an extraordinary amount of combat and adventure during your missions.
Since Ambush! is a solitaire game, the presence of the
Germans is hidden from you until you discover them. Furthermore, you never know what the Germans will do until
their intentions are revealed during play. We have attempted to encrypt the German moves and strategies as
best we could. However, the German actions and hidden intelligence procedures we use are simple and can be easily uncovered. We highly recommend that you not break them,
because one of the main pleasures of this game is being surprised during play by the things the Germans do. The
reason for the game's title will become obvious in very short
order.
It is possible to play Ambush! with two players. In fact,
the game can be particularly fun when played this way. The
best two-player game is to divide your squad into two
groups of four soldiers each. Each player should receive at
least one commander. Equipment should be split evenly between the two half-squads as best as you can. The game is
then played as usual with the two of you playing
cooperatively, rather than competitively. It is especially fun
it you limit conversation between yourselves. For instance,

you can talk about strategy and possible moves only when
you each have a soldier preferably the commander
within earshot (two hexes) of each other. You can play semicompetitively by keeping track of the VP's each of your halfsquads earn separately and comparing your totals at the
end of the mission. You can also use these same ideas to play
the game with three or more players. Experiment, because
Ambush! is flexible enough to allow different types of play.
Each Ambush! mission can be played only once,
because after playing it you know its plot, characters, and
mysteries. However, we have found that if you return to a
mission long after you played it the first time, it has some
replay value due to the frailty of human memory. Do not depend on this, however, since you might just remember
anyway. For these reasons, Ambush! missions should be
played carefully and savored for their flavor and uniqueness. We hope you enjoy Ambush! and that it provides you
with many evenings of enjoyment.
GAMES QUESTIONS
If you have questions about the rules, feel free to write
to us. When you do, please word your questions so that we
can respond with a simple one-word answer when possible,
and include a self-addressed, stamped envelope. This will ensure a quick and precise answer to your questions. Mail
them to:
Ambush! Questions
Victory Games, Inc.
43 West 33rd Street, Suite 603
New York, NY 10001

2. Game Parts and Terms


Some of the terms and ideas mentioned in the following
rules will not make much sense until you have read the rest
of the rules. Simply refer back to this section later, once you
have finished reading the rules.

2/1 German Soldier Cards


Every German soldier or vehicle that might appear in
any of the missions has its own card listing its characteristics and possible actions. When a German soldier is activated, pull his card from the deck and place it in front of
you for easy reference. Keep the card there until the German
becomes inactive due to being killed or incapacitated or
because he has exited the map.
Number. The number identifies each character and vehicle
card individually.
Identity Letter. A letter from L through Z (omitting O) that
matches a soldier or vehicle counter to show the German on

the map. Each letter appears on more than one card, but only appears on one card used per mission.
Type. A word describing the German soldier's primary role
or characteristic, such as officer, sniper, or driver.
Activation Victory Point Award. The number of Victory
Points you receive when the German is activated, regardless
of what happens later with that German.
Conditional Victory Point Award. The number of Victory
Points you receive if something specific happens to the German. Most Germans have no Conditional VP award.
Weapons. All the equipment the German is carrying. Each
German uses his equipment as directed in the paragraphs.
Characteristics. Each German is rated in four areas: Initiative, Perception, Weapon Skill, and Movement Point
Allowance. Some Germans also have a Driving Skill rating.
Some vehicles have a range of ratings, depending on the current status of the vehicle and crew. See 2/10 for explanations
of each characteristic.
Action Table. A matrix used to determine what actions a
German soldier undertakes each time he gets a turn. Usually, the result of a die roll is cross-referenced with the current
Mission Condition (a number from 1 to 6) to yield an Action
Paragraph describing the German's maneuvers. Sometimes, however, a Special Reaction or Self-Preservation
(both indicated by letters) may be in effect for a German, in
which case the die result is cross-reference with the appropriate letter column instead.
Notes. Many soldiers have instructions specifying what
each does when first activated or when other situations arise
during play. Read these notes carefully.

AMBUSH! RULES: PAGE 4

2/2 View Sleeve and Mission Cards


The Mission Cards represent, in a scrambled form, all
the paragraph references required to play each mission. The
sleeve enables you to find those paragraphs you need
without letting you see what else the mission might have in
store for you. Each mission is played using two or three Mission Cards read one at a time in the view sleeve. Each Mission Card is identified by Mission Number and Mission Condition Number. At the start of a mission, place the Mission
Condition 1 card for that mission in the sleeve with the Condition 1 side facing the slots. Refer to the sleeve/ card each
time a Paragraph Check is triggered by a US soldier entering a hex, each time you conduct an Event Check, and each
time you must move a German.
* When a US soldier enters a hex, look up the paragraph
number by aligning the hex number on the sleeve with the
hex letter on the card in the window. If a black paragraph
number appears in the slot above or below that number, look
up the paragraph in the Paragraph Booklet. If the number is
preceded by a Sighting Reference (si, s2, etc.), and that
sighting has occurred, do not look up the listed paragraph.
In some slots, the word Event appears instead of a
paragraph number. This means you must conduct an Event
Check (5/6) if Operations are underway. Event Checks are
not triggered by Mission Cards during Rounds.
* When an Event Check is rolled, line up the die result on
the sleeve with the RE (Random Event) column of the Mission Card. If a paragraph number appears in the appropriate
slot, look it up in the Paragraph Booklet. However, if the
number is preceded by a Sighting Reference that has
already occurred, do not look up the listed paragraph.
* When you must move a German (6/8), locate the hex he
occupies by aligning the hex number on the sleeve with the
hex letter on the Mission Card. Read the red hex coordinate
or paragraph number that appears in the corresponding
slot. If it is a hex coordinate, move the German to that hex.
If a paragraph number appears, look it up in the Paragraph
Booklet to determine how the German moves. In some
cases, the word Exit appears, which indicates that the German leaves the map.
As play of a mission proceeds, a paragraph may tell you
to put a new condition into effect. When this occurs, remove
the Mission Card from the sleeve and flip it over or replace it
with the Mission Card for the new condition.

Action Round marker that is moved from space to space on


the track. An AR marker in the Inactive space indicates
that the soldier is killed, incapacitated, or captured. An AR
marker in the Unaware space indicates that the soldier is active, but does not know what is going on around him. An AR
marker in the Complete space indicates that the soldier is active and aware, but has no turns in the current Round. An
AR marker in a Turn space indicates that the soldier can
take one or two Turns in the current Round. AR markers are
placed in Turn spaces in either the Advantage or Disadvantage half of the Turn, depending on which side has the advantage for this Round.
* The German Action Track shows the current German Action die result during Action Rounds. Each time a new German Action number is rolled, move the German Action
marker to the matching space on the track as a reminder.

2/4 The Playing Pieces


Many of the 218 playing pieces represent US and German soldiers, vehicles, and special equipment, and special
terrain features. The rest of the pieces are markers, used to
note the status of your soldiers and the enemy.
US and German soldiers are placed on the map as each
enters play. The US soldiers are identified by a silhouette
and by the letters A through K (omitting I). Soldiers A
through H make up your squad; US soldiers J and K may be
encountered during a mission. German soldiers are identified by a silhouette and by the letters L through X (omitting O). Each soldier is shown in two stances: standing on
the front, and crouching on the back. The prone stance is indicated by placing a prone marker atop the soldier.

Action Round Markers. Each US soldier has several AR


markers with his identity number, showing different Initiative Ratings (one per side). At the start of a mission, the
AR marker with an IN matching the soldier's is placed on
the AR Track and is used to note the soldier's status during
Action Rounds. The soldier's other AR markers are not used. Every German soldier has one AR marker that is placed
on the AR Track, with his IN showing, when that soldier is
activated.

2/3 The Mission Maps


Each mission is played on one of these two maps. Map A
shows farm country, with a raised road surrounded by
hedges and fields. Map B portrays a small village built
around a crossroads and a railroad station, nestled in a small
valley. A hexagonal grid is superimposed over the terrain
features to aid in the placement of the playing pieces. Each
hex has a letter-number coordinate and represents an area
10 meters across. The terrain symbology used on each map
is identified in the Terrain Key. More than one type of terrain is often depicted in a single hex to give a more natural
look. However, only one type is actually used in game terms.
A hex containing any woods pattern is a woods hex
throughout (hex G-2, on Map B, for instance, is entirely a
woods hex). In the case of all other terrain types, a hex's
type is determined by the terrain type filling the majority of
the hex.
In addition to the playing area, each map has the following tracks.
* The Action Round Track is used during Action Rounds to
show the status of each soldier in play. Each soldier has an

Heavy Weapons are placed on the map to show those


weapons that are too large to be carried by one soldier or
that must be prepared before use. These include US medium
machineguns, heavy machineguns, bazookas, and German
light, medium, and heavy machineguns. Each weapon is
shown prepared for fire on one side and unprepared on the
other.

Personal Weapons are not usually represented by markers


on the map, but instead are recorded on the Squad Record or
German Soldier Cards. Personal weapon markers are placed
on the map only when a weapon is dropped in a hex or
becomes jammed. Each weapon is shown in operating condition on one side, and jammed on the other.

AMBUSH! RULES: PAGE 5


a mission. When a landmark is mentioned in a paragraph,
locate the appropriate counter and place it on the map.

Radios can be carried and used by certain US and German


soldiers.

Satchel Charges can be carried and used by certain US


soldiers. Each satchel charge is shown prepared for throwing on one side and unprepared on the other.

Starshell

Rocket Gantry

Rocket

Trash

Radar

Crashed Plane

Fuel Dump

Antenna

Wounded/Incapacitated. Placed atop a soldier on the map


to show that he has been wounded or incapacitated.

Vehicles are used in some of the missions by your squad or


by the Germans. The only US vehicles available are jeeps
and tanks. German vehicles include a scout car
(Kubelwagen), an armored staff car, a tank destroyer
(Jagdpanther), and a tank (Panzer IV). Each German vehicle
has an identity letter (Y or Z). Each vehicle is shown operational on the front and disabled on the back. The operational
side of each vehicle has an arrow to show the direction that
the vehicle is moving.

Killed/Captured. Placed atop a soldier on the map to show


that he has been killed or captured.

Prone. Placed atop a soldier on the map who has fallen


prone. Incapacitated or killed soldiers are always prone and
thus no prone marker is needed for them.
Minefield/Boobytrap. Placed in a hex with the proper side
up when the presence of a minefield or boobytrap is revealed
by a paragraph.

Blast Crater/Rubble/Burning Building. Placed in a hex to


show the effects of an artillery strike or other large explosion. Any non-building hex hit by artillery becomes a blast
crater. A building hex hit by artillery becomes a rubble hex.
A building hex with combustables in it that is hit by artillery becomes a burning building and may not be entered.
Blast crater counters have rubble or burning buildings on
their backs.

Event. Placed in each hex on the map in which an Event


Check has occurred and in some hexes where Perception
Checks occur (as required by the paragraph). When a hex
that already has an Event marker is entered, no Paragraph
Check is conducted. Each time the Mission Condition
changes, all Event markers are removed from the map (5/5).

German Action Number. Placed and moved on the German


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

Fords are placed in stream hexes to show that the water


may be crossed on foot at that point.
Second Floor. Placed beneath a soldier who occupies the
steeple in hex S-13 on Map B.

Landmarks represent a variety of special objects and structures not shown on the map that may be encountered during

AMBUSH! RULES:

PAGE

2/5 The Squad Record

2/6 US Soldier Cards

At the start of each mission, record the attributes of


your soldiers and note the weapons and equipment they are
carrying on the Squad Record. During the mission, use the
Squad Record to note gain or loss of equipment, Victory
Points, and other mission information. One Squad Record
sheet is used per mission.
The filled-out Squad Record in this booklet can be used
in any of the scenarios. However, always use the entire
squad as a group, not separately to replace killed soldiers. If
you play the scenarios as a campaign, you can use this squad
to start and then replace any of its killed members with
soldiers you generate. When you use the squad to play a
scenario other than the first one, use the soldiers'
characteristics, but not their equipment. Use the equipment
purchase procedure in Squad Generation (4) and the limitations listed for the mission being played.
Each soldier in your squad has his own section on the
Record identified with his letter. Record the following
ratings for each soldier in his section: Initiative (IN), Perception (PC), Weapon Skill (WS), Driving Skill (DS), and Movement Point Allowance (MPA). Each soldier's section also includes the following:

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

* 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,
depending on the item's size. A soldier cannot carry more
items than his Port Boxes allow. However, two soldiers can
combine their Port Boxes to carry a crew weapon.
* Ammo Boxes provide space to record the clips, grenades,
bazooka charges, and pistols the soldier is carrying. Write
the name of each separate clip, etc., the soldier is carrying in
one Ammo Box. A soldier whose Ammo boxes are full cannot carry any more clips, etc. Place an X through Ammo
Boxes expended in play (9/5).
* Combat Boxes are used only if you are using your squad
in a continuing campaign (16). Each time a soldier earns a
Combat Point during a mission, mark one of these boxes.
* Cost Boxes are used to record the cost in Squad Points
you spent for each soldier. This value is used when playing
the game as a campaign.
* Commander Boxes are checked off for each soldier who is
a commander. Leave them blank for those soldiers who are
not commanders.
The following general information is also noted on the
Squad Record:
* Your squad's overall rating in Squad Points.
* Your squad's Equipment rating in Weapon Points.
* The number of Victory Points your squad has earned and
lost during the mission. Keep track of Victory Points with
hash marks.
* The current Mission Condition and Activation Levels.
Each mission can have up to six Conditions. Each Condition
has an Activation Level, used to activate Germans, which is
recorded in the Activation space at the start of the mission
(5/8). Each time a new Condition comes into effect, fill in all
the boxes up to and including the new Condition number.
* Sightings. Each mission can have up to 10 sightings,
numbered 0 through 9, which can occur during the mission.
When a sighting occurs, check the correspondingly
numbered box. Thereafter, ignore any paragraphs and
paragraph references preceded by t h a t sighting reference,
since it has already occurred. This saves time by cutting
down the number of Paragraph Checks you have to make.

2/7 Paragraph Booklet


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

2/8 Chart Reference Screen


All the charts, tables, and summaries referred to in
these rules are printed on this screen. Stand the screen in
front of you on the table for easy reference.

2/9 Two Ten-Sided Dice


When a die roll is called for, one of three types of dice roll
will be indicated:
* Roll one die. Roll either die to obtain a result from 0
through 9. Note t h a t a 0 is read as a zero; not as ten.
* Roll two dice. Roll both dice and add the two results
together for a result from 0 (two zeroes) to 18 (two nines).
* Roll percentile dice. Declare one die as the " t e n s " die and
the other as the "ones" die, and then roll both together to obtain a result from 0 (two zeroes) to 99 (two nines).
Example: If the tens-die shows a 4 and the ones-die an 8, the
result is 48; if the tens-die shows a 0 and the ones-die a 6, the
result is 6.

2/10 Soldier Characteristics


Every US and German soldier is defined by a series of
characteristics. Each characteristic has a numerical rating;
the higher the rating, the better the characteristic. These
characteristics are used during play to determine what the
soldier can do and how well he can do it. Often in the rules
and paragraphs the characteristics are referred to by their
abbreviations.
Initiative (IN). A number from 0 through 5, representing the
will to act and react. IN is used during each Action Round to
determine how many turns a soldier receives, when he can
take his turns, and whether or not he panics. For US
soldiers, IN determines whether the soldier is in or out of
command and, during squad generation, affects the quality
of a soldier's Perception.
Perception (PC). A number ranging from 0 through 9,
representing awareness and attention to detail. PC is used
to conduct a Perception Check (5/7) whenever called for by a
paragraph. A PC Check is resolved by rolling one die. If the

AMBUSH! RULES: PA GE 7

AMBUSH!
SQUAD RECORD
Victory Games, Inc., grants permission to copy this Squad Record sheet, for
personal use only.

AMBUSH! RULES: PAGE 8


result is less than or equal to the soldier's PC, the check succeeds, and he notices something that he would have missed
had he failed the check.
Weapon Skill (WS). A number ranging from 2 through +2,
representing marksmanship ability and general familiarity
with weapons. WS affects a soldier's chance of hitting a
target when firing a weapon, throwing a grenade or satchel
charge, clearing a jammed weapon, and assaulting.
Driving Skill (DS). A number ranging from 0 through 8,
representing the ability to handle vehicles. DS affects a
soldier's chance of having an accident when driving.
Movement Point Allowance (MPA). A number ranging from
3 through 5, representing quickness and reaction time. The
maximum number of Movement Points a soldier can spend
in a single movement action (7/3) equals his Movement
Point Allowance.
Command Radius. US and German soldiers that are commanders 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
commanders are referred to as officers or NCO's on their
cards. A soldier with a Command Radius can help other
soldiers stay in command, give other soldiers Turns, and
make other soldiers aware (6/3).

2/11 Terms Used During Play


The following terms are used constantly during the
rules and paragraphs.

Active. A soldier is active unless he is incapacitated, killed,


or captured. A vehicle is active unless it is disabled. Only active soldiers can engage in combat and movement (although
you can move captives). Only active vehicles can move and
fire, although a tank can be immobilized without becoming
inactive.
Inactive. A captured, killed, or incapacitated soldier is inactive. An inactive soldier cannot be fired upon or attacked by
assault; he is an ineligible target. Inactive soldiers cannot
perform any actions for the duration of the mission
(although a captive can escape and become active again). An
inactive soldier can be run over by a vehicle. A vehicle is active until it is disabled. A disabled vehicle cannot move; additionally, a disabled tank cannot fire.
Target. A target is an active soldier or vehicle. An inactive
soldier or vehicle cannot be the target of fire or assault combat. For example, if a hex contains an active and an inactive
enemy soldier, you can fire at the active soldier because he is
a target, but not at the inactive soldier. When using aimed
automatic weapon fire, only active targets in a hex can be hit
and increase the Hit Chance (13/6); inactive soldiers in the
same hex have no effect.
Success/Failure. An Activation Check, Perception Check,
or combat resolution can be either successful or a failure.
Such a check or resolution can be harmful to your soldiers
and still be termed a success. In most cases, a die roll of 0 is
always successful, while a die roll of 9 is always a failure,
regardless of modifiers.

3. Course of Play
3/1 General Course of Play
Ambush! is an unusual game because it is played
solitaire and, unlike other wargames, has no Game-Turns or
Sequence of Play. Although not overly complex, Ambush!
uses a unique game system that may throw you at first. The
system is divided into two parts called Operations and Action Rounds (or simply, Rounds), which toggle back and
forth depending on whether or not there are active Germans
on the map. When no Germans are present, you are in Operations. While in Operations, you can perform any of the Actions listed in 5/3, in any order you choose, one after the
other, without keeping track of Turns, Movement Points, or
anything else.
When the movement of one of your soldiers or a Random
Event triggers the Activation of a German soldier or vehicle, then Operations cease and you immediately begin Action Rounds (6/1). Action Rounds are used to divide time into segments, so that movement and combat can be rendered
in detail. During Action Rounds, your soldiers and the Germans can perform the Actions listed in 6/7. If, at the conclusion of an Action Round, there are no active Germans on the
map, Operations resume. The game can switch back and
forth between Operations and Rounds any number of times
during a mission.

3/2 Play Outline


The following outline is a brief summary of the steps involved in playing an entire game of Ambush!
Starting a Mission. Pick a mission and read the mission
briefing. If this is your first mission, locate the Mission
Cards marked Mission 1. Otherwise, locate the Mission
Cards for the mission of your choice. We recommend that
you play the missions in numerical order. Place the Mission

Card marked Condition 1 in the view sleeve so that the Condition 1 side can be read through the slots. Record the Activation Levels for each Condition on the Condition section
of the Squad Record using the values assigned in the mission briefing. Then assemble your squad using the procedure in Squad Generation (4), or use the pre-generated
squad in this booklet. Locate your soldier counters and an
Action Round marker for each that lists that soldier's Initiative Rating. Place each soldier's AR marker on the
Unaware space of the Action Round Track in the column
corresponding to his Initiative. Find the German Action
Number marker and place it on the German Action Number
Track (on any space). You are now ready to begin the mission.
Commence Operations. Enter your soldiers, one or more at
a time, onto the map as instructed in the mission briefing.
Each time a soldier or group enters a hex that contains no
Event marker, make a Paragraph Check (5/1) by looking up
that hex on the view sleeve. If there is a paragraph number
printed in black, look it up in the Paragraph Booklet and
read it. If the result is an Event, make an Event Check (5/6).
If the result is None, continue Operations. If the hex contains an Event marker, no Paragraph Check is made. Continue moving soldiers/groups in any order and direction you
choose, making Paragraph Checks for each hex that contains no Event marker. In addition to moving, you can perform any of the other Actions listed in 5/3. Note that no combat occurs during Operations, although random artillery
strikes or German sniper attacks can occur during some
missions. At some point, a German soldier or vehicle will be
activated by a Paragraph Check or Random Event, at which
time Action Rounds commence (6/2).

AMBUSH! RULES: PA GE 9
Commence Rounds. When a German soldier or vehicle is
activated, Rounds begin. First the German soldier or vehicle
card is located and its counter placed on the map. Then its
AR marker is placed on the Action Round Track in the Complete Space. Then the first Round is begun using the Action
Sequence (6/1). During Rounds, your active soldiers can perform any of the Actions listed in 6/7 as you see fit. This includes combat, movement, and other more specialized Actions. The Germans also perform similar Actions as directed
by their paragraphs. Rounds continue until the last German
vehicle or soldier is killed, incapacitated, captured, or leaves
the map. Then Operations resume as above.
Missions Ends. Each mission ends in a different way, as
described in the mission briefing. Victory is determined at
the end of the mission by totaling the number of Victory

Points you gained during the course of the game (as recorded on your Squad Record) and subtracting from this total
the number of Victory Points you lost. If the resulting total
is equal to or greater than the number listed for Victory in
the mission briefing, you have won. If it is less, you have
lost.
Campaign Update. If you are not playing the game as a continuous campaign, skip this step. Otherwise, perform the
following steps to prepare your squad for the next mission,
as described in Campaign (16). Each surviving squad
member, including incapacitated members, gains Combat
Points. Then, at your option, you can spend each soldier's
Combat Points to increase his Ratings. Finally, generate
replacement soldiers to take the place of those killed during
the mission.

4. Squad Generation
To generate your own squad, you will need a Squad
Record and a piece of scrap paper to keep track of Squad and
Weapon Points as you spend them. The following procedure
is used only to generate an entire squad. If you are playing
the game as a campaign, use the procedure in Campaign (16)
to generate replacement soldiers.
1. Read Mission Briefing

Some missions list equipment you receive without cost


and/or limits on equipment purchases. Knowing your mission will also help you to make decisions during Squad
Generation.
2. Roll Once on the Squad Quality Table

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

Roll one die and add to it your Squad Quality Table die roll.
Record your Weapon Points result in the Weapon Points
space on your Squad Record.
4. Buy Your Soldiers Using the Squad Member
Cost Chart

Spend your Squad Points to buy soldiers for your squad.


The cost of each soldier depends on his Initiative Rating and
whether or not he is a commander. Record each soldier's cost
on the Squad Record. Any Squad Points you do not spend
are lost. When you have made your purchases, record the Initiative Ratings of each soldier in his IN space. If a soldier is
a commander, check his Cmdr Box. Record the ratings in
descending order; soldier A should be the commander with
the highest IN, while soldier H should be the soldier with the
lowest IN. Give each soldier a name and record it in the
space next to his identification letter.
5. Roll on the Perception Table Once per Soldier

Roll one die and cross-reference the result with the soldier's
Initiative Rating to determine his Perception. Record the
Rating in that soldier's PC space on the Squad Record. Roll
separately for each soldier.
6. Roll on the Weapon Skill Table Once per Soldier

Roll one die and add the soldier's Initiative Rating to the
result. Locate the result on the Weapon Skill Table. Record

the Rating result in that soldier's WS space on the Squad


Record. Roll separately for each soldier.
7. Roll on the Driving Skill Table Once per Soldier

Roll one die and add the soldier's Initiative Rating to the
result. Locate the result on the Driving Skill Table. Record
the Rating result in that soldier's DS space on the Squad
Record. Roll separately for each soldier.
8. Use Movement Point Allowance Chart Once
per Soldier

Use the soldier's Initiative Rating to determine his Movement Point Allowance. Record the result in that soldier's
Movement Point Allowance space on the Squad Record.
9. Buy Your Weapons Using the Equipment Cost Chart

Spend your Weapon Points to buy weapons for your squad,


subject to the restrictions of your mission. Each weapon has
a cost in Weapon Points and comes with one free ammo clip
when bought.
Each weapon, except a pistol, takes up 1, 2, or 3 Port
Boxes for the soldier who carries it. A weapon is carried by
writing its name in one of the soldier's Port Boxes. If a
weapon requires more than one box, write its name in each
box. A soldier can never carry more than two Port Boxes
worth of weapons. In the case of a three-Port Box weapon,
such as a medium machinegun, one soldier must carry two
of the three boxes and another soldier must carry one.
Each ammo clip, bazooka round, grenade, and pistol
takes up one Ammo Box. Record each clip or round with an
abbreviation of your choice in the Ammo Boxes. For example, "P" may indicate pistol ammo, while "G" may indicate a
grenade. A soldier can never carry more than six Ammo
Boxes worth of pistols and ammo. You can buy additional
ammo for the costs listed. For one Weapon Point, you get
three grenades, which may be divided among up to three
soldiers. You receive five ammo clips for one Weapon Point.
These clips can be for any types of weapon except bazookas.
For example, you could spend one Weapon Point and receive
two pistol clips, a submachinegun clip, and two semiautomatic rifle clips to divide among your soldiers as you
see fit. Bazooka rounds cost one Weapon Point each.
After you have bought your equipment and ammo,
record your purchases on the Squad Record along with the
weapons you receive in the mission briefing, if any.

AMBUSH! RULES: PAGE 10

5. Operations
As long as there are no active Germans on the map, you
are in Operations, and the passage of time does not affect
the mission. During Operations, you can move your soldiers
individually or as groups in any directions that you choose,
one hex at a time. There are no Movement Point costs involved, since movement is always one hex at a time. Soldiers
can also conduct any of the actions listed in 5/3 any number
of times and in any order you choose while in Operations.

5/1 Paragraph Checks


When a soldier/stack enters a hex, make a Paragraph
Check by cross-referencing the letter and number codes for
that hex on the view sleeve. If the slot reveals the word
"None," there is no effect; continue Operations. If there is a
three-digit paragraph number printed in black, look it up in
the Paragraph Book and do as it instructs. If a black
paragraph reference is preceded by a sighting reference (si,
s2, etc.), it indicates that the paragraph is looked up only if
the sighting of that number has not occurred (5/4). If it has
occurred, ignore the paragraph and return to Operations. Ignore paragraph and hex numbers printed in red (these are
used only during Rounds).
Each paragraph you are directed to read includes a
statement or series of statements that you then carry out.
Some paragraphs describe an occurrence in a straightforward manner.
Example: One paragraph says "Soldier notices fresh tire tracks
on dirt road, heading toward hex J-14." If you were directed to
this paragraph, you would simply make a mental note of the
information therein and carry on.

Most paragraphs, however, are a series of conditional


statements in which you must roll a die, make a choice, or
refer to the map in order to determine which part of the
statement actually applies to your situation. Many
paragraphs include more than one option. If these are
separated by bullets (), choose the one statement that applies. If the options are numbered (1,2, etc.), choose the first
one that applies.
If a group of soldiers enters the same hex, only one
Paragraph Check is made. Any Perception Checks required
by the paragraph are made by the soldier with the highest
PC only. This is true whenever more than one US soldier occupies a hex and a Paragraph or PC Check is required.
Paragraph Checks are made during Rounds in this same
manner. The only difference is that Event Checks are not
performed during Rounds; another procedure is used to
generate Events during Rounds.

5/2 Soldier Stances


Regardless of whether you are in Operations or Action
Rounds, a soldier can be in only one of three stances: standing, crouching, or prone. When in Operations, you can
change a soldier's stance at any time you choose after conducting any necessary Paragraph Check for the soldier.
Place a Prone marker on a prone solider; otherwise, use the
standing or crouching side of the soldier's counter to indicate his current stance.
Stance is very important to movement (7), combat (9,
10,11), and line of sight (8).

5/3 Actions Durings Operations


Any of your active soldiers can perform any of the
following actions any number of times in any order you wish
during Operations.
Movement. A soldier can move from one hex to an adjacent
hex if he is crouching or standing. Crouching soldiers are

considered crawling when they move, while standing


soldiers are considered running as fast as the terrain allows.
Prone soldiers cannot move at all. Each time a soldier enters
a hex, a Paragraph Check is conducted unless the hex contains an Event marker. A Paragraph Check is made even if
the hex contains other soldiers or has already been entered
by a US soldier. If you have already read the paragraph and
know what it says, it may be possible to forego looking it up
a second time. Any number of soldiers in the same hex in the
same stance can move into an adjacent hex together. Each
time a group move is performed, only one Paragraph Check
is conducted. Any number of soldiers and any amount of
equipment can occupy a hex simultaneously (however,
vehicles are an exception).
Stance Change. A soldier can change his stance. If a soldier
moves into a hex, he cannot change his stance until after any
required Paragraph Check is completed.
Pick Up/Exchange Equipment. A soldier that is crouching
or standing can pick up or put down any portable items in
his hex. If two or more soldiers are in the same hex, they can
exchange any portable items in this manner. A soldier that
is taking equipment from an inactive soldier must be
crouching.
Drag Inactive Soldier. A standing soldier that has an empty
Port Box and is in the same hex with an inactive soldier can
drag him to an adjacent hex. If the inactive soldier is incapacitated, roll a die for each hex he is dragged; on a result
of zero, he dies. A soldier can cease dragging an inactive
soldier instantly at any time.
Prepare Weapon. A standing or crouching soldier can
prepare a weapon that requires preparation before it can be
fired. A machinegun that is prepared remains prepared until
it is moved. A prepared bazooka or satchel charge remains
prepared until fired or thrown, respectively. Personal
weapons need not be prepared to fire.
Clear Jammed Weapon. A standing or crouching soldier
can attempt to clear a jammed weapon by rolling one die and
referring to the Clear Jammed Weapon Table. On a result of
B, the weapon breaks; on any other result, the weapon is
cleared.
Move Captured German. A captured German can be moved
only during Operations and only by a US soldier occupying
the same hex (11/2).

5/4 Sightings
During Operations, a Paragraph Check may yield a
black three-digit paragraph number preceded by a sighting
reference (s1, s2, etc.). Generally, each German soldier and
vehicle in a mission is assigned a sighting number. In addition, some missions have other types of sightings, such as
buildings, lost equipment, German soldiers in a group, and
so forth. A mission can have up to 10 sightings, which you
keep track of on the Sighting Boxes of the Squad Record.
When you read a paragraph with a sighting number and the
sighting occurs, record its occurrence by checking off its
sighting number on the Squad Record. Thereafter, when a
Paragraph Check reveals a sighting reference to that
sighting, do not look it up in the Paragraph Booklet, since it
has already occurred.
SIGHTING OCCURRENCE EXAMPLE
019. [s2] A flare explodes overhead.
The exploding flare is Sighting Number 2. Check off the "2"
space on the Sighting Track of the Squad Record. Any
subsequent paragraph references preceded by s2 are disregarded

AMBUSH! RULES: PAGE 11


and not read. This includes s2 references on the Event Check
section of the Mission Cards.

5/5 Conditions
The "narrative" of the mission is directed by changing
the Mission Cards in the view sleeve; these changes are called Condition changes. The events that may occur and the
reactions of the Germans depend on the Condition in progress. All missions begin in Condition 1 that is, with the
Condition 1 side of the first Mission Card visible through
the view sleeve. During the course of play, paragraphs
and/or events may instruct you to change the Condition.
When the change occurs, change the Mission Card to
display the new Condition, and check off the Condition in
progress on the Condition Track of the Squad Record. Finally, remove all Event markers from the map. Conditions
always change from a lower number to a higher number, and
may sometimes skip numbers. Conditions that are skipped
never occur (ignore any reference to them).
When the Condition changes, pause and make
Paragraph Checks for each hex occupied by active US
soldiers. Make the check in hex number order, lowest
number first. Ignore any Event Checks, and simply place
Event markers in hexes that required the Event Checks.
Make any Paragraph Checks required and follow their instructions. If a check causes a German to be activated, immediately commence Rounds (do not check other hexes occupied by US soldiers). If you check all hexes occupied by
US soldiers and no Germans are activated, return to Operations. If a Condition change occurs during Rounds, use the
procedure in 6/11, rather than the preceding.
CONDITION CHANGE EXAMPLE

323. Overhead, a P-51 fighter engages an Me-109 in a dogfight


and shoots the German plane down. Go to Condition 6.
After completing the instructions called for in the
paragraph (in this case, none), replace the current Mission
Card with the Condition 6 side of the Mission Card. Then
check off the 6 Box on the Condition Track on your Squad
Record as a reminder of which Condition is in progress and
which ones, if any, have been skipped. Make a mental note of
the Activation Level for the Condition. Then make Paragraph Checks for each hex occupied by an active US soldier
(in hex number order), ignoring Event Checks and placing
Event markers instead. Complete any instructions called
for in the paragraphs, then resume Operations or Rounds,
whichever is in progress.
Some paragraphs require a previous sighting in order to
be read. If the listed sighting has not occurred, then the
paragraph reference is ignored. If the sighting has occurred,
then the paragraph is read and its instructions are followed.
PREVIOUS SIGHTING REQUIRED EXAMPLE
252. s2 required. See 121. Otherwise, no event.
If Sighting Number 2 has occurred, read paragraph 121. If it has
not occurred, nothing happens; return to Operations (or Rounds,
if Rounds are in progress). In some paragraphs, you are told to
do one thing if a specific sighting has occurred, and another
thing if that sighting has not occurred. In other paragraphs, a
previous sighting requirement is combined with a sighting
occurrence so that a sighting occurs only if another sighting has
already occurred.

5/6 Event Checks


Unique occurrences are triggered at random during play
by making Event Checks. When a Paragraph Check yields
an Event result, roll two dice and check the Mission Card
again by lining up the RE (Random Event) column with the
dice result. The corresponding slot will show "None" (indicating that no Event occurs), or a paragraph number,
sometimes preceded by a sighting reference. After reading
the paragraph and completing the instructions, place an

Event marker in the hex where the Check was triggered.


This marker indicates that no additional paragraph or
Event Checks are made when a soldier enters that hex. All
Event markers are removed from the map when the Condition changes. Some Events will have a sighting reference
preceding them. If the listed sighting has occurred, do not
look up the paragraph.

5/7 Perception Checks


A Paragraph Check may require a soldier to make a
Perception (PC) Check, which represents a chance for that
soldier to notice something, usually important to the mission or to his own health. To make a Perception Check, roll
one die; if the result is equal to or less than the soldier's
Perception, the PC Check succeeds; if the result is greater, it
fails. Depending on the paragraph, success or failure of a PC
Check may direct you to another paragraph. The soldier's
PC may be modified if the paragraph triggering the check
has a modifier listed. A positive modifier increases the
soldier's PC Rating, thus making the PC Check easier to
conduct successfully. A negative modifier reduces the
soldier's PC Rating, thus making the PC Check more difficult to conduct successfully. Regardless of modifiers, a die
roll of 0 is always successful, and a roll of 9 is always a
failure.
Certain paragraphs allow soldiers that can see a specific
hex to conduct a PC Check, regardless of which soldier triggers the paragraph. Unless a paragraph specifically allows
all eligible soldiers to conduct PC Checks, only one soldier
occupying the hex can make the check. If the hex contains
more than one soldier, use the soldier with the highest PC
Rating.
Some PC Checks occur only once and will require that
you place an Event marker in the hex if your soldier fails the
check. No Paragraph Checks are made for that hex for the
duration of the Condition; thus, no more PC Checks can be
made from that hex.
Besides PC Checks triggered by paragraphs, PC Checks
can also be triggered by boobytraps (12/1), minefields (12/2),
a grenade toss (10/2), and US Awareness Checks during Action Rounds (6/5).
PERCEPTION CHECK EXAMPLE
288. Conduct PC Check (-2):
If successful, see 325.
If fails, see 180.
The soldier who entered the hex conducts a PC Check. His PC is
reduced by two for purposes of this check (only). Roll one die; if
the result is equal to or less than his modified PC then the PC
Check is successful and paragraph 325 is read. If greater than his
PC, read paragraph 180.

5/8 Activation Checks


Germans enter play in one of two ways, as a result of
either an Event or Activation Check. Activation Checks are
made when called for by a paragraph by rolling a die and
comparing it with the Activation Level for the Condition in
progress (recorded on the Condition section of the Squad
Record). If the result is equal to or less than the current Activation Level, the German is activated and Action Rounds
begin; if greater than the Activation Level, the German is
not activated.
Some Activation Checks include a modifier that is applied to the Activation Level. A positive modifier makes the
Activation Check easier to conduct successfully, while a
negative modifier makes it more difficult. A roll of 0 is
always a successful activation, and a roll of 9 is always a
failure, regardless of modifiers. If the check is triggered by a
group of US soldiers, only one check is made. When a German is activated, place the German and commence Rounds
(6/2).

AMB USWR ULES: PAGE 12


ACTIVATION CHECK EXAMPLE

5/9 Random Determination

136. Conduct Activation Check (-1):


If successful, see 154.
If fails, conduct PC Check. If successful, see 165.

Many paragraphs and game procedures will require you


to make a choice "at random." To do so, assign each of the
possible choices an equal die roll range and roll a die.

An Activation Check is made using the current Activation Level


reduced by 1. If the die roll result is equal to or less than the
Activation Level, then the check succeeds and you read
paragraph 154; if the result is higher, the check fails. However, in
the preceding example, if the check fails the soldier then makes a
PC Check which, if successful, leads to the reading of paragraph
165. If the PC Check fails there is no effect; return to Operations.

RANDOM DETERMINATION EXAMPLE


018. One German weapon fired in the previous Round is out of
ammo. If more than one German weapon was fired last Round,
determine which one is out of ammo at random.
If three Germans had fired in the previous Round, German A
could be assigned 0, 1, and 2; German B 3, 4, and 5; and German
C 6, 7, and 8. One die roll would then determine which German is
out of ammo. If a 9 were rolled in this case, roll again.

6. Action Rounds
As you conduct Operations and consult paragraphs,
you will at some point read a paragraph that instructs you
to activate Germans and "commence Rounds." Play immediately switches to Action Rounds upon reading any
such paragraph. If such a par graph is read when Rounds are
already underway, see the procedure in 6/6 to activate the
new German. You then conduct Action Rounds until there
are no active German soldiers or vehicles on the map, at
which point Operations resume. As US soldiers move during
Rounds, make Paragraph Checks for each hex entered; ignore, however, any Event messages, since Event Checks occur in a different way during rounds.

6/1 Action Sequence


An Action Round is conducted in accordance with the
Action Sequence. However, when Action Rounds are initiated, special procedures must be conducted to activate
the Germans. The activation paragraph will call for a
specific German; find his card and place the activated German on the map and his AR marker on the Action Round
Track (6/2). Furthermore, during the first two Rounds
following initiation of Rounds, special checks must be made
to see how quickly each of your soldiers becomes aware of
the situation at hand.
The following sequence is conducted once per Round. At
its conclusion, the Round is over. If there are still active Germans on the map, another Round begins. If a German is activated in the course of performing any of the following
steps, immediately perform the procedures described in 6/6.
1. US AWARENESS PHASE (Rounds 1 and 2 only)
During this step of the first and second Rounds, each active US soldier, on or off the map, must make a PC Check to
determine whether he becomes aware (6/5). During the first
Round, only those soldiers that can see the activated German make PC Checks. During the second Round, all
unaware US soldiers, regardless of location, make a PC
Check. The AR markers for aware soldiers are placed in the
Aware space on the Action Round Track. All active US
soldiers become automatically aware at the start of Round
three.
2. EVENT PHASE (Not conducted in Round 1)
Conduct one Event Check by rolling two dice and adding the two results together. Locate the sum on the Event
column of the Mission Card. This Event Check is resolved in
the same way as an Event Check during Operations (5/6);
read the paragraph indicated on the Mission Card unless it
is preceded by a sighting reference for a sighting that has
already occurred. Exception: No Event Check is made during the first Round.
3. ACTION PHASE
Initiative Determination. Determine which side has the advantage by rolling two dice and reading one as the German

result and one as the US result. The side with the higher
result has the advantage for this Round. If the results are
equal, advantage goes to the Germans. Exception: The
paragraph that activates the Germans and initiates Rounds
may state that one side or the other has the advantage in the
first Round; in such a case, initiative determination is not
conducted in the first Round.
AR Marker Placement. Use the initiative die results to
determine which space each AR marker will occupy on the
AR Track. Locate each side's die roll result on the AR Track
in each AR marker's column. Move the AR markers to the
spaces containing their side's die roll result. In the one and
two Turn spaces, place the markers in the advantage and
disadvantage halves according to which side has the advantage for the Round. The location of the initiative die roll
result has the following effects:
2 Turns. If the initiative die result is in the 2-Turn space,
the soldier receives to turns in this Round. Place his marker
in the advantage or disadvantage half, as appropriate. Exception: A wounded soldier can receive only one turn; if a
wounded soldier receives two turns, place his marker in the
1-Turn space instead.
1 Turn. The soldier receives one turn this Round. Place
his AR marker in the advantage or disadvantage half, as appropriate.
Panic. The soldier panics this Round, regardless of
whether he is in or out of command (see 6/4). This is the only
way a German soldier can panic, although certain German
action paragraphs simulate panic effects.
Red Number (applies only to US soldiers). If a die result
is printed in red and the soldier is out of command (6/3), he
panics instead of receiving turns this Round. Place his AR
marker in the Panic space. If he is in command, place his AR
marker in the space containing the red number.
AR markers for soldiers on opposing sides can never occupy the same advantage or disadvantage space. Opposing
markers can occupy the same Turn space, however. Certain
paragraphs that activate Germans and initiate Rounds indicate that all aware soldiers on one side or the other
automatically receive two turns in the first Round. If the
number of turns is specified, then the procedure above is not
conducted in the first Round. For example, one paragraph
indicates that the Germans receive advantage and two
turns; thus, you need not roll for German AR marker placement, since they will be placed in the 2-Turn advantage
space.
Important: If a soldier is wounded or panics during a
Round, his AR marker is immediately moved to the Complete space, if not already there. If a soldier becomes panicked as a result of combat, move his AR marker to the Panic
space (unless it already occupies the Panic or Complete
space). If a soldier becomes incapacitated, killed, or captured during a Round, his AR marker is immediately moved
to the Inactive space.

AMBUSH! RULES: PAGE 13

Perform All Soldier Actions. The position of the AR


markers on the AR Track indicate the order in which US and
German soldiers perform actions. Soldiers in the 2-Turn advantage space go first; then those in the 2-Turn disadvantage space; and so forth. If more than one US soldier occupies a space, you can have them go in any order you wish.
At the beginning of each turn in which one or more Germans
can act, roll one die to obtain a new German Action Number
(6/8). Germans able to act in the same turn go in the order of
the letters on their AR markers. Exception: Firing a crew
weapon, 9/7.
4. BEGIN A NEW ROUND (if there is an active
German on the map)
If there are still one or more active Germans on the map,
begin a new Round. If there are no active Germans on the
map, return to Operations.

6/2 Activating German Soldiers


Action Rounds begin when, during Operations, a
paragraph states that a German is activated (see also 5/8).
Each activated German will be identified by a number.
Locate the German soldier cards with the same identity
number and place them in front of you. Next to the identity
number on each card is an identity letter for the soldier. This
letter is used to identify the soldier when actually on the
map. Locate the soldier marker with the matching letter and
place it in the hex on the map listed in the paragraph. Locate
the Action Round marker with the matching letter that
shows the Initiative matching that listed on the soldier card
and place it in the complete space on the Action Round
Track.
Should a German activation occur during a Round that
is already in progress, use the procedure in 6/6. Should activation occur when there are US soldiers who have not yet
entered the map, use the procedure in 6/10.

hexes. For example, a commander with an IN of 4 exerts


four Initiative Points into all hexes within two hexes of the
hex he occupies. Any US soldiers (including another commander) in any of those hexes can use those four point
toward keeping himself in command. The effects of Command Radii are reciprocal; that is, a commander can use the
Initiative Ratings of soldiers within his command radius to
contribute toward keeping himself in command. A commander who is panicked or inactive has no Command
Radius.
Commanders Giving Turns. While performing Actions during 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 turn to perform actions, he can give his Turn to
another soldier instead of performing an action himself. The
commander's AR marker is moved down to the 1-Turn or
Complete Box as if he had performed an action, and the AR
marker for the soldier to whom he gave the Turn is moved up
one Turn. This will alter the Turn order, thus giving the
soldier to whom the turn was given an opportunity to perform an action earlier than he would have if the commander
had not given him an extra turn. Only soldiers occupying
the 1-Turn or Complete space can be given a Turn; those in
the 2-Turn, Panic, Unaware, or Inactive spaces cannot be
given a turn. A German commander will only give a turn to
another German when one of his action paragraphs explicitly states he is to do so. A wounded soldier can never be given
a turn in this way.
Commanders and US Awareness. A commander can spend
a turn to make an unaware US soldier within his Command
Radius aware. The newly aware soldier's AR marker is then
placed in the complete space. A wounded soldier can never
be made aware in this manner.

GERMAN ACTIVATION PARAGRAPH EXAMPLE


164. [s3] Light machinegun opens fire. Activate Germans 5 and
49 in hex N12, crouching. Commence Rounds. German
advantage. Germans 5 and 49 receive two turns this Round.
Upon reading this paragraph, check off sighting s3 on the Squad
Record and locate German soldier cards 5 and 49. Cards 5 and 49
indicate that Germans M and T will be placed on the map,
respectively. These two markers are placed in hex N12, crouching
side up. Since German 49 has a light machinegun, place a light
machinegun marker in the hex, prepared side up. Locate the AR
marker showing an IN of 3 for soldier M, and the AR marker
showing an IN of 2 for soldier T, and place both markers in the
Complete space of the AR Track in the initiative 2 and 3
columns.

6/3 Command and Commanders


Command. When a US soldier's initiative die result is
printed in red, it means that the soldier has a chance of
panicking, if he is out of command. To determine if a soldier
is in command, add his IN to the IN ratings of all other active US soldiers in his hex. If this sum is five or more, the
soldier is in command. If the total is less than five, he is out
of command and liable to panic. Being in or out of command
only affects the chance of a soldier panicking during AR
marker placement. It has no effect on a soldier panicking as
a result of combat. German soldiers panic only when their initiative die roll result is actually printed in the Panic space
(initiative columns 0 and 1 only), never as a result of their
roll being printed in red.
US Commanders and Panic. A US soldier can be either a
commander or a private. A commander has a Command
Radius consisting of the hex he occupies and all the hexes
within two hexes of the hex he occupies. A commander exerts his IN rating into all these hexes, as long as he is active,
and it is added to the IN's of US soldiers occupying those

COMMANDER FUNCTIONS
A is a commander with an IN of 3. The other soldiers in the diagram
are privates with IN's of 1 (B), 2 (C), 1(D), and 2 (E). Soldiers D and E
are in command, because they are within two hexes of commander A. A, D, and E combine their IN's for a total of 6, which is
sufficient to keep each of them in command. C is also in command, because his IN is combined with A's for a total of 5. B is out
of command, because he is three hexes from A, and his IN is less
than 5. During Rounds, commander A can give turns to C,D, and E,
but not to B. If C and E were in B's hex, all three would be in command, because their combined IN would be 5.

AMBUSH! RULES: PAGE 14

6/4 Panic
During the Action Sequence, a German or US soldier is
subject to panic if his initiative die roll is printed in the
Panic space in his column of the AR Track. For example, a
soldier with an IN of 1 panics on a die roll of 1.
If a US soldier is out of command, and the die roll yields
a result that is printed in red, the soldier panics. Place his
AR marker in the Panic space. If the soldier is in command,
he does not panic and receives the indicated number of
turns. For example, a US soldier with an IN of 3 who is out
of command panics on a roll of 6, 7, or 9.
A panicked soldier remains immobile until the end of
the Round, at which time he must fall prone (if not already
prone) and his AR marker is placed in the Complete space. A
panicked soldier can be attacked and, if hit, is subject to all
the effects of damage. For the additional effects of panic, see
13/1.

6/5 US Soldier Awareness


When Action Rounds are initiated you must determine
which of your soldiers are immediately aware of the just activated Germans and which are unaware. An aware US
soldier can perform Actions during Rounds. An unaware US
soldier cannot perform any actions during Rounds; he remains immobile until he becomes aware. Once a soldier
becomes aware, he remains aware throughout Rounds until
Rounds are initiated again, following a return to Operations.
German soldiers do not check for awareness; once activated,
they are automatically aware.
During the US Awareness Phase of the first Round,
after the activated German is placed on the map, each active
US soldier that can see the German just activated conducts
a PC Check. Those that succeed at this check are aware during the first Round. Those soldiers that fail the check are not
aware during the first Round. Place the AR marker of each
aware soldier in the Complete space on the AR Track. Place
the AR marker of each unaware soldier in the Unaware
space of the AR Track.
During the US Awareness Phase of Round 2, each active US soldier on the map that is not yet aware conducts a
PC Check. Those that succeed at this check are aware during the second Round. Those that fail are not aware during
the second Round.
During Round 3 and after, all active US soldiers are
automatically aware, regardless of their location. When
Rounds end and you return to Operations, all US soldiers
are again considered unaware and the preceding procedure
is used when Rounds commence again.
If Rounds are in progress and a second German is activated, he has no effect on the awareness of the US soldiers.
You make no additional Awareness Checks due to the ac*
tivation 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.
An aware commander can spend one of his Turns to
make an unaware soldier within his Command Radius aware
(6/3).

6/6 German Activation During Rounds


During Action Rounds, there is the possibility that additional Germans may become activated. If activation occurs during a Round, use the following procedure. Interrupt
whatever is happening and place the newly activated German on the map in the stance indicated in the activation
paragraph. Ignore those parts of the paragraph dealing with
advantage and US awareness. If the paragraph states that
the German receives two turns, place his AR marker in the
2-Turn space of the AR Track using the current German ad-

vantage/disadvantage result. If the activation paragraph


did not specify that the German receives two turns, then roll
a new German Action number and place the newly activated
German's AR marker in the indicated space (again, using
the current advantage/ disadvantage).
The newly activated German has no effect on US
awareness (6/6). If all US soldiers are currently aware, they
remain aware. If some are unaware, only the German that
originally caused Rounds to commence affects their
awareness.

6 / 7 Performing Actions During Rounds


During the Action Phase of the Action Sequence, US
and German soldiers perform Actions. The order in which
soldiers perform Actions is determined by the location of
their AR markers on the Action Round Track (6/1). When
one of your soldiers gets a turn, you can have him perform
one Action or pass. When a soldier passes, simply move his
AR marker as if he had performed an Action. All the different kinds of Actions a soldier can perform during Rounds
are listed below.
Free Stance Change. An unwounded soldier can, at any
point during his turn, make one free stance change; from
prone to crouching or standing, from crouching to prone or
standing, or from standing to prone or crouching. Wounded
soldiers never receive a free stance change. A soldier
without a free stance change must spend one Movement
Point to change stance, and thus must perform a Movement
Action. However, a free stance change can be combined with
a movement action (in which case a Movement Point to
change stance is only spent when you perform the second
stance change). When a soldier enters a hex, a Paragraph
Check is made before he can make the stance change (free or
otherwise). In addition, there is a special free stance change
associated with grenade PC Checks (10/2).

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COMBAT RELATED ACTIONS


Aimed Fire Once with Personal Weapon. Soldier must be
standing or crouching with a personal weapon or a prepared
bazooka.
Snap Fire Twice with Personal Weapon. Soldier must be
standing or crouching with a personal weapon. The target
for each fire can be the same or different, and can occupy the
same or different hexes. You cannot snap fire a bazooka.
Aimed Fire with Crew Weapon. Aimed fire with a crew
weapon can only be made if the hex contains at least two
crouching, active soldiers. Both soldiers simultaneously
spend one turn performing this action. (9/7).
Snap Fire with Crew Weapon. Snap fire with a crew weapon
can only be made if the hex contains at least one crouching,
active soldier. If the hex contains two or more active
soldiers, the weapon can be snap fired twice at a cost of one
action for each of two soldiers. Thus, a crew weapon with
two operators could make one aimed fire (see above) or two
snap fires at a cost of two actions, one each per soldier. A
crew weapon always uses snap fire whenever it is fired by a
single soldier. Snap fire greatly increases the chances of a
crew
weapon
jamming
(9/4).
Assault. Soldier must be standing in the hex with the enemy
soldier (11).
Prepare Satchel Charge. Soldier must be crouching or standing to prepare the satchel charge (10/4).
Throw Satchel Charge. Soldier must be standing to throw
the satchel charge. It can be thrown one, two, or three hexes
(10/1).

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AMBUSH! RULES: PAGE 15

Prepare and Throw Grenade. Soldier must be standing or


crouching with a grenade. If he is crouching, his throw accuracy is poorer (10/1).
Prepare Bazooka. Soldier must be standing or crouching in
hex with an unloaded bazooka and a charge (9/8).
Clear Jammed Weapon. Soldier must be standing or
crouching with a jammed weapon (9/4).
Remove Live Grenade from Hex. This special action is performed out of turn and only if the soldier is standing or
crouching and makes a PC Check (10/2). If may also involve
a special free stance change.
Prepare Crew Weapon. One soldier in the same hex with all
parts of the weapon must spend one action to prepare it for
fire. It remains prepared until moved (9/7).
MOVEMENT RELATED ACTIONS
Move (expend some or all of soldier's Movement Point
Allowance). A crouching soldier can move only one hex (by
crawling), which costs all his Movement Points. A standing
soldier can move one or more hexes, depending on his Movement Point Allowance and the type of terrain in the hexes he
enters.
Move Crew Weapon (expend some or all of two soldiers'
Movement Point Allowances). Crew weapons require three
Port Boxes. To be moved, two soldiers in the same hex with
the weapon must divide its Port Box cost between
themselves. They can then move the item separately;
however, they must both occupy the same hex to prepare the
weapon.
Move/Snap Fire (expend up to half of soldier's Movement
Point Allowance and snap fire personal weapon). A soldier
can combine movement and fire combat by spending up to
half his Movement Point Allowance (round fractions down)
and snap firing his personal weapon (7/3). The order in which
movement and fire take place makes no difference.
Move/Charge Assault (expend up to half of soldier's Movement Point Allowance and charge assault). A soldier can
combine movement and assault combat by spending up to
half his Movement Point Allowance (round fractions down)
and charge assaulting a soldier. Movement occurs before
assault (11/3).
Drag Inactive Soldier One Hex (expend entire Movement
Point Allowance). The soldier must be standing in the same
hex as the inactive soldier to be moved, and must have one
Port Box empty. The soldier then spends his entire Movement Point Allowance to drag the inactive soldier one hex.
The dragging soldier must remain standing. If the inactive
soldier is incapacitated, there is a chance he will be killed by
the movement; roll a die; on a result of 0 he dies. Moving an
incapacitated soldier by vehicle does not cause this die roll.
MISCELLANEOUS ACTIONS
Pick Up/Exchange Equipment. A soldier that is standing or
crouching can pick up or put down any portable items in his
hex. Two soldiers in the same hex can exchange equipment
even though only one soldier performs the action. A soldier
that is taking equipment from an inactive soldier must be
crouching. Record equipment changes on the Squad Record
in the appropriate Port Boxes for the soldiers involved. You
can pick up and use most German equipment (14).
Load/Unload Inactive Soldier from Vehicle. Active soldier
must be standing in same hex as inactive soldier and vehicle. If the inactive soldier is incapacitated, there is a chance
he will be killed by the action (on a roll of 0).
Give Turn (Commanders only). A commander must be
within two hexes of the soldier he wishes to give a turn to.

The soldier that receives the turn must use it this Round
(6/3). A US commander can also expend a turn to make an
unaware US soldier within two hexes aware (6/5).

6/8 German Actions


When a German soldier receives a turn during the Action Sequence (6/1), you must have him perform an action.
However, the soldier's actions are not up to you; you must
use the soldier's card, the paragraph booklet, and in some
cases the Mission Card to determine what the soldier does.
German Action Number. At the beginning of each turn in
which one or more German soldiers may act, roll one die and
note the result on the German Action Track with the German Action marker. Use this Action Number when referring
to the card for each German that is acting this turn. This Action Number remains in effect until the beginning of the
next turn in which Germans may act. Exception: If a German Special Reaction comes into effect during a German
turn, immediately roll a new Action Number. This new
number applies to all Germans that have yet to act in the
current turn. For example, three Germans occupy the
2-Turn advantage space. Roll one German Action number
for the group, then perform actions for each in alphabetical
order. If a Special Reaction is triggered for one of them, reroll the Action number. When a German is eligible to act,
conduct the following steps:
1. Refer to the soldier's card. Cross-reference the current
Action Number with the current Condition to obtain a German Action Paragraph number.
2. Read the indicated paragraph carefully. Many
paragraphs include different options. If these options are
separated by bullets (), consider the soldier's current situation and choose the one option that applies. If these options
are numbered sequentially (1, 2, etc.), choose the first one
that applies, even if later options also apply.
3. Carry out the applicable instructions of the paragraph.
The soldier performs one Action from those listed in 6/7
(just like a US soldier). He also receives a free stance change
if the paragraph so indicates, within the same restrictions
applicable to US soldiers. In some cases, the instruction to
make the free stance change is explicitly stated; in other
cases it is implied. In some instances, the soldier may not be
able to carry out all the instructions of a paragraph. If this is
the case, have the soldier do as much as he can toward completion of the instructions, in the order in which they are
given. If unable to complete the first instruction, go to the
second, and so forth.
German Movement. When a German soldier is instructed to
move, refer to the Mission Card to determine where he
moves. Look up the hex the soldier currently occupies on the
card and read the German Movement Reference listed in red
in the window. This reference will usually be the identity
number of an adjacent hex into which you move the German. When moving, the German expends Movement Points
in the same manner as a US soldier (7/3). If the German
soldier has Movement Points remaining after entering this
first hex, look up the hex he now occupies for another Movement Reference and continue moving the German. Keep
checking for Movement References in this manner until the
German has expended his Movement Point Allowance, at
which time his turn ends. Certain German Movement
References are paragraph numbers instead of hex numbers;
look up the indicated paragraph to find how the German
moves. A movement reference paragraph does not replace
the German Action Paragraph that instructed the German
to move. It simply defines a special move or situation within
the overall move. An "Exit" German movement reference
indicates that the German leaves the map.

AMBUSH! RULES: PAGE 16

Special Reactions. Certain German action paragraphs and


Movement Reference paragraphs call for a Special Reaction
(identified by a letter) to be put into effect for the German
you are moving. When a Special Reaction is in effect for a
German, use the indicated Special Reaction column on his
card instead of the current condition column. For example, if
you read paragraph 254 when moving German 92, you
would immediately begin using the "T" column of his card
to determine his Action Paragraphs.
A Special Reaction is used only for the German that
triggered it and remains in effect until another paragraph
rescinds the Special Reaction. You may wish to note the
Special Reactions currently in progress on the Notes section
of the Squad Record as a reminder. As noted in German Action Number, above, whenever a Special Reaction comes into effect, a new German Action Number is rolled. If the German that triggered the Special Reaction has not finished his
turn, use the Action paragraph indicated by the new Action
number and the Special Reaction column to determine what
he does for the rest of the turn. The self-preservation column
often takes precedence over the Special Reaction column.
Self Preservation. Every German soldier card includes a
self preservation column (marked "S") of Action Paragraph
numbers. This column is used instead of the current condition column whenever the German is in a hex occupied or adjacent to an active US soldier. Use of the self preservation
column may begin and stop any number of times for a given
German soldier, depending on his proximity to US soldiers.
The self preservation column takes precedence over the normal condition column and over a Special Reaction column,
unless specifically noted otherwise on the soldier's card or in
a paragraph.
Surrender. Some paragraphs will indicate that a German immediately surrenders. If the paragraph is read when there is
an active US soldier in the hex, then the German immediately falls prone and is captured (see Capture, 11/2). If not in the
hex with a US soldier, the German becomes inactive; place
his AR marker in the Inactive space. He remains in his current stance. When a US soldier enters his hex, he is captured.

6/9 German Action Paragraph Examples


800. Lie Prone.
The soldier falls prone, if not already prone. He does nothing else
this turn.
802. Crouch, then conduct best fire at closest target. Fall prone after
fire if free stance change available.
If not yet crouching, the soldier uses his free stance change to
crouch. If, in a crouching position, the soldier can see no active US
soldiers, his turn ends. Otherwise, he then conducts fire combat He
would normally conduct aimed fire, since this is the best fire
possible. If wounded, he would conduct snap fire if required to make
a stance change to crouching (the stance change for a wounded
soldier costs one Movement Point and the action required is
Move/Snap Fire). If wounded, but already crouching, he would
conduct aimed fire as normal The target of his fire is the US soldier
that is closest to him (in hexes). If two or more targets are equally
close, he fires at the easiest target. The easiest target is the US
soldier that the German soldier has the best chance to hit. If there is
still a tie, determine the target at random. After resolving the fire,
the German falls prone, if he has a free stance change available (this
would happen only if the soldier was not wounded and was already
crouching at the beginning of his turn).

807. If active target in sight, crouch and conduct best fire at


easiest target. Fall prone after fire if free stance change available.
If no target in sight, run into clear, road, or interior hex, or crawl
into any other type of hex. If not in an open hex after movement
and free stance change is available, fall prone.
The German soldier follows one of these sets of instructions,
depending on whether or not he can see an active US soldier. The
first instruction is identical to 802, with the exception that the
soldier fires at the easiest target rather than the closest one. The
second instruction requires reference to the Mission Card to find the
hexes that the soldier moves into. Although not explicitly stated, the
soldier may have to make a stance change before he begins his move
so that he will be in the proper stance for the move. Have the soldier
crawl one hex or run into hexes until he is directed to enter a hex
that he has insufficient Movement Points to enter. His movement
then ends. If he has any Movement Points left or has not used his
free stance change, he falls prone (unless in an open hex).
833. 1. If active US soldier in hex, assault to kill.
2. If adjacent to active US soldier through traversable hexside
and a grenade is available, crouch and throw grenade. Exception:
If an active German is in the US hex, charge assault to kill.
3. If active US soldier in sight, crouch and conduct best fire at
closest target.
4. Lie prone.
This paragraph presents four sequential options. Consider the
German's situation and choose the first option that applies. If
Option 1 applies, the German assaults (11) with intent to kill. He
will have to stand first, if not already standing. He will have to
make a charge assault if he is wounded and a stance change is
required, since the stance change will cost a Movement Point. If
Option 2 applies he makes a grenade attack (10) or a charge
assault (11/3). Again, the appropriate stance change may have to
be made first to allow these actions. If Option 3 applies, it is
carried out like 802. If none of the first three options applies,
Option 4 is conducted.

6/10 German Activation When US Soldiers


Have Yet to Enter
It is possible that German activation may occur before
all US soldiers enter the map. In this case, Rounds begin
normally for those US soldiers on the map. Soldiers off-map
cannot enter; they remain off-map for the duration of Round
1 (they are considered out of sight of the Germans). During
Round 2, off-map US soldiers make Awareness Checks;
those that succeed receive turns during the Action Phase of
Round 2 (unless they panic) and can enter the map using one
of the Movement Related Actions (6/7). Each soldier must
spend Movement Points when entering the first hex on the
mapedge (see Movement Point Cost Chart). While off-map,
all soldiers are considered to occupy the same hex for command (6/3) and panic (6/4) purposes. Off-map soldiers are
never subject to attack (even by artillery rounds that land
off-map).

6/11 Condition Changes During Rounds


Condition changes often occur during Rounds as well as
during Operations (5/5). When the condition changes,
replace the Mission Card as usual and interrupt the Round
for a moment. Conduct Paragraph Checks for all USoccupied hexes beginning with the lowest numbered hex. Ignore all Event Checks, but read all other paragraphs. All indicated German activations (if any) occur using the procedure in 6/6. Other paragraph types are dealt with as usual.
Once all Paragraph Checks and activations are dealt with,
return to the Round in progress.

AMBUSH! RULES: PAGE 17

7. Movement
7/1 General Rules for Movement
Movement occurs during both Operations and Rounds
for US soldiers and vehicles, but only during Rounds for the
Germans. The movement procedure for Operations is
radically different from that used in Rounds. Both types of
movement, however, use some common rules.
* Each soldier or vehicle can move in any combination of
directions that you choose or that the German Movement
References require.
* There is no limit to the number of soldiers, friendly and/or
enemy, that can occupy the same hex during movement, or
at the conclusion of movement. Only two vehicles, active
and/or disabled, can occupy a hex at any time, regardless of
the number of soldiers in a hex.
* A soldier/vehicle cannot enter a hex containing terrain
prohibited by the mission briefing and/or by the Movement
Point Cost Chart.
* Both German and US forces can exit the map, as described in the Mission Briefing or called for by German Movement References. Germans exit the map when they enter a
hex and the Movement Reference is "Exit." Once exited, US
forces can never return; German forces may return,
however, if so directed by a paragraph.

7/2 Movement During Operations


During Operations, only active US forces are on the
map; thus, there is no movement procedure for the Germans
during Operations (except, see captured Germans, 11/2). US
soldiers/vehicles move one at a time or one stack at a time,
hex-by-hex, until a German is activated. While moving,
make Paragraph Checks for each hex entered by a US force.
You can move US soldiers in any order you choose. You
could, for instance, move Soldier A six hexes, then move
Soldier F a hex, then move Soldier A again, or any other
combination you desire. See Operations (5) for more details.

7/3 Movement During Rounds


Each soldier has a Movement Point Allowance (MPA)
printed on his card or recorded on the Squad Record, which
is the basic number of hexes the soldier can move in a single
turn during the Action Phase (6/1).
A soldier/vehicle spends Movement Points to move
from the hex it occupies into an adjacent hex. A crouching
soldier can crawl one hex by expending all his MPA,
regardless of the terrain in the hex entered. A standing
soldier can enter more than one hex, subject to the MP costs
of the hexes entered and the soldier's MPA. One or more
Movement Points are spent to enter the hex, depending on
the terrain in the hex or along its hexsides (see Movement
Point Cost Chart). The MP cost to cross terrain hexsides is
added to the cost of the hex entered. Thus, it costs two
Movement Points for a standing soldier to enter a clear hex
by crossing an embankment hexside from a lower elevation
to a higher one (there is no additional cost to cross an embankment going downhill).
You can continue to move a US soldier/vehicle up to the
limit of its Movement Points or until you decide to stop

moving. Germans move up to their MPA, as directed by


paragraphs and German Movement References. You can
never move a soldier/vehicle more hexes than its MPA
allows. A hex cannot be entered if the soldier/vehicle has insufficient MP's. A soldier must stop movement immediately upon entering a hex occupied by an enemy active soldier.
If a soldier begins his turn in a hex occupied by an active
enemy soldier, he can leave the hex. He must then stop in
the first enemy-occupied hex entered.
Unused Movement Points are lost, not accumulated.
Movement Points cannot be lent by one soldier or vehicle to
another.
Unwounded soldiers receive a free stance change each
turn. A stance change can also be made by spending a Movement Point. A soldier can make as many stance changes in a
single turn as he has Movement Points, in addition to the
free stance change.
A soldier can combine movement and combat by using a
Move/Snap Fire or Move/Charge Assault action. In such
cases, the soldier must be standing to move and can spend
only half of his Movement Point Allowance (round fractions
down). A crouching or prone soldier must change stance using a free stance change, if he has one, or by spending a
Movement Point, in order to stand and then move (6/7). A
soldier can snap fire and then move, or vice versa. However,
movement always comes first when performing a Charge
Assault.
When a soldier drags another soldier, during Rounds or
Operations, the dragging soldier must remain standing. The
move is only one hex.
Make Paragraph Checks during movement in Rounds
just as you do in Operations ignoring, however, any hexes
calling for Event Checks.

7/4 German Evasive Movement


Some German paragraphs require a German to move
until he leaves the sight of all US soldiers. When out of
sight, remove him from the map. This is termed evasive
movement. He may reappear later in the mission or not at
all. If the soldier never leaves US sight, continue to move
him normally until he either exits the map or another movement paragraph changes his action. See 6/8 for more detail
on German movement.
GERMAN EVASIVE MOVEMENT EXAMPLE
806. Run into open hex, crawl into any other type of hex. Stop
moving and fall prone if free stance change available and out of
sight of active US soldier. If out of US sight at end of Round,
remove the German from the map.
If the German movement reference requires the German soldier
to enter an open hex, he does so standing. If the hex called for
contains another terrain type, he enters the hex in a crouching
stance by crawling. Both may require the soldier to change his
current stance by using his free stance change. If he is already
wounded, then the stance change, if any, will cost a Movement
Point. If he crawled, his movement is over; if he ran, then he
continues moving: read the German movement reference in the
newly entered hex- When out of MP's or lacking sufficient MP's
to enter another hex, the German falls prone if not in sight of an
active US target and a free stance change is available. The
German is removed from the map if he is out of US sight at the
end of the current Round.

AMBUSH! RULES: PAGE 18

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

8/1 Tracing a Line of Sight


A line of sight is a straight line traced from the center
dot of the sighter's hex to the center dot of the target itself.
If the LOS crosses any part of a blocking hex or hexside, the
LOS is blocked. If the LOS exactly bisects two hexes, one of
which is blocking terrain, the LOS is not blocked.
The terrain on the map is presented in a naturalistic way
to give the map a realistic look. For game purposes,
however, the terrain in each hex is considered to completely
fill the hex. When more than one terrain type appears in a
hex, the type of terrain that fills the majority of the hex is
the only terrain type that is considered to fill the hex. Many
woods hexes also contain some brush; these hexes are
nonetheless considered woods. Note that, for example in the
case of woods, a LOS can be blocked by any part of the hex
not just by the woods symbol itself.

HEXES AT THE SAME ELEVATION


An LOS beween two hexes at the same elevation is
blocked by any intervening blocking terrain at the same or
higher elevation.
HEXES AT DIFFERENT ELEVATIONS
An LOS between two hexes at different elevation levels
may be blocked by intervening blocking terrain, depending
on its position and elevation. If the intervening terrain is at
a lower elevation than both sighting hexes, the LOS is
always clear. If the terrain is at the same elevation as either
hex or is higher than one of the hexes, it may block the LOS,
depending on the type of the terrain and its location. (See 1)

8/2 Blocking Terrain


ELEVATIONS
There are three color-coded elevation levels on each
map, from 1 (the lowest) to 3 (the highest). If the LOS enters
a hex that is a higher elevation than both sighting hexes, the
LOS is blocked.
Elevation changes themselves do not block LOS (except
in the case of embankments). An LOS can be traced across
and elevation change without effect, since the change represents a smooth slope rather than a drastic falloff. (See 2)
EMBANKMENT HEXSIDES
Embankment hexsides represent steep changes in
elevation, and they may block LOS. An embankment hexside is considered to be at the higher of the two elevations it

LINEOFSIGHT: Nr.1
The LOS between A and B is
blocked, because the terrain in
S13 and T12 is higher than the
hexes occupied by A and B. The
LOS between C and D is clear,
because the terrain between
them is lower, or at the same
height, without blocking terrain.

AMBUSH! RULES: PAGE 19


borders, thus, an embankment adjacent to a Level 2 hex is
considered a Level 2 hexside. If both sighting hexes are on
the same elevation, then an embankment hexside has no effect on LOS. If at different elevations, the embankment
blocks the LOS if it is higher than the lower of the two hexes
and not adjacent to the higher hex. If higher than the low
hex but adjacent to the high hex, the LOS is not blocked. If
at the same elevation as the lower hex, the embankment
does not block LOS. (See 4)

CREST HEXSIDES
Crest hexsides always block LOS, regardless of the location and elevation of the two sighting hexes.

LINEOFSIGHT: Nr.2
The LOS between A and B is clear, even though neither is adjacent to the elevation change at W12/X12. If W12/X12 were an embankment hexside, the LOS would be blocked.

LINEOFSIGHT: Nr.4
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.

FOREST, BRUSH, RUBBLE, AND ROUGH HEXES


If both sighting hexes are at the same elevation, intervening forest, brush, rubble, and rough hexes always
block LOS. An LOS can be traced into a forest, brush, rubble, or rough hex, but not through it.
If the sighting hexes are at different elevations, the
LOS is blocked if the LOS enters a hex adjacent to either the
sighting or target hex containing forest, brush, rubble, or
rough at the same elevation. A hex t h a t is adjacent to the
sighting or target hex but at a lower elevation, does not
block LOS (that is, the LOS passes over the top of the blocking terrain). (See 3)

LINEOF SIGHT: Nr.3


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

AMBUSH! R ULES: PAGE 20


BUILDING HEXES
A soldier occupying a building hex can trace an LOS into the hexes within the fields of vision for the apertures of
that building. Likewise, a soldier tracing an LOS into a
building can trace only across an aperture hexside. There
are two types of apertures: doors and windows. A prone
soldier inside a building can never see out of or be seen
through a window hexside. A crouching soldier looking out a
window cannot see another crouching or prone soldier in the
hex immediately adjacent 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 doorway.
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 restrictions, an LOS cannot be
traced through a building hex at the same elevation as both
sighting hexes. If the two hexes are at different elevations,
the LOS is blocked if the building hex in question is closer to
the soldier at the lower elevation than to the soldier at the

higher elevation. If exactly equal, the LOS is blocked. Note:


The church steeple in hex S13 on Map B is two levels tall. It
blocks the LOS between hexes at Level 2 hexes Q14 and
in hex U12, for example. (See 5)
An LOS exists between soldiers 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
soldier on Map B in hex R7 would not be able to see a soldier
in hex S9, because the hex R7 is out of view from hex S9.
OTHER BLOCKING TERRAIN
The preceding are the only types of blocking terrain in
the game, with the exception of certain landmarks that may
be specific to a given mission. These are explained in the
Mission Briefings or a paragraph. Soldiers, vehicles, and all
types of terrain not mentioned in the preceding rules do not
block LOS.

8/3 LOS Problems


The preceding rules and examples may not cover all the
LOS questions that may arise during play. Should you have
a problem, apply common sense or a die roll to solve the difficulty.
LINEOFSIGHT: Nr.5
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
Q12, although B can see into Q12. The LOS
between 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

AMB USH! R ULES: PA GE 21

9. Fire Combat
During Action Rounds, a crouching or standing soldier
can fire any weapon he possesses if he has at least one clip of
ammo for the weapon and if he can see the intended target of
his fire (see Line of Sight, 8). A target can be attacked
through an adjacent building hexside, even if out of sight, if
the hexside is penetrated (13/5). A crew weapon or bazooka
must be prepared before it can be fired (see Action Summary, 6/7). Fire combats are resolved one at a time, in any
order for the US and in alphabetical order as indicated by
the letter on each German's AR marker (unless two soldiers
are firing a crew weapon together). The results of a successful fire are applied immediately upon resolution. The
combat resolution may cause the weapon fired to break,
become jammed, or use an ammo clip. Neither US nor German soldiers can ever fire into a hex containing a friendly active or captured soldier. The hex can be fired into if the
friendly soldier is incapacitated or dead.

9/1 Fire Combat Procedure


The following procedure is used to resolve all types of
fire combat, regardless of the weapon being used:
1. Choose the Target and Fire Type

Decide which weapon the soldier is firing (if he has more


than one) and whether he is conducting an aimed or snap fire
Action (6/7). If there is more than one target in the target
hex, choose the actual target of the fire (see Multiple
Targets, 9/2).
2. Consult the Jam or Dud Column of the Weapon Chart
and Roll Percentile Dice

If the dice result is equal to or less than the number listed in


this column for the weapon type used, the weapon has jammed or has fired a dud and the fire is resolved no farther. A
jammed weapon cannot be used again until the jam is
cleared.
3. Determine the Fire Range

If the target is in the same hex as the firing soldier or adjacent to the firing soldier, range is not determined. Otherwise, count the number of hexes that he between the firing
soldier and the target (excluding the firing soldier's hex but
including the target's hex). Locate the resulting number on
the Weapon Chart under the range column for the weapon
being fired to determine the range of the fire: short, medium,
or long.
4. Determine the Basic Hit Chance According to Range

Use the Adjacent or Same Hex range column if the target is


in an adjacent or the same hex; otherwise use the range
determined in Step 3. Consult the Fire Combat Modifiers
Chart and add all the modifiers that apply to this fire (9/3).
Combine these modifiers with the firing soldier's Weapon
Skill to yield a final modifier. Subtract the final modifier
from the Basic Hit Chance to determine the final Hit
Chance. If the final Hit Chance is greater than 8 or less than
0, treat it as 8 or 0, respectively.
5. Roll One Die

If the result is equal to or less than the final Hit Chance, the
target is hit; proceed to Step 6. If the result is greater than
the final Hit Chance, the fire has missed; go directly to step
7. A die roll of 0 is always a hit, while a roll of 9 is always a
miss.
6. Determine the Target Damage

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

7. Roll Percentile Dice and Refer to the Out of Ammo


Column of the Weapon Chart

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

9/2 Multiple Fire Targets


A target hex that contains more than a single enemy
soldier is a multiple target. A US soldier who is firing at a
multiple target can choose any one German soldier in the
hex that he can see as his target. A German soldier who is
firing at a multiple target must fire at the one US soldier in
the hex in the most exposed stance (standing is the most exposed, then crouching, then prone). If there is still a tie,
determine the target at random.
A soldier conducting aimed fire with an automatic
weapon against a multiple target receives an additional +1
to his Base Hit Chance for each target in the hex beyond
one. In addition, his declared target is regarded as his
primary target and, if he hits his primary target, he may also
be able to damage other soldiers in the hex with the same
fire (see Damage, 13/6).

9/3 Fire Shifts


A number of modifiers based on the target's stance, the
terrain the target occupies, the type of fire being conducted
(aimed or snap), the Weapon Skill of the firing soldier, and
other variables, affect the chance of a fire hitting its target.
Each modifier is expressed as a positive or negative number.
Add all modifiers that apply to the fire together to obtain a
single modifier result. Then add or subtract the final
modifier from the Base Hit Chance to determine the final
Hit Chance. If the final Hit Chance is greater than 8 or less
than 0, treat it as 8 or 0, respectively.
The Fire Combat Modifiers Chart is used to determine a
fire modifier based on the target's stance and terrain. Crossreference the target's stance with the terrain he occupies to
derive a positive or negative modifier. The stance and terrain of the firing soldier does not affect the fire (Exception:
Vehicles, 17). The Fire Combat Modifiers Chart also lists all
other modifiers that affect fire combat.

9/4 Weapon Jamming and Clearing


When a weapon is fired or thrown, and you roll a percentile dice total that is equal to or less than the number in the
Jam column of the Weapon Chart, the weapon has jammed
and no fire occurs.

AMBUSH! RULES: PAGE 22

CLEARING A JAMMED WEAPON


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

9/5 Ammo Expenditure


US AMMO EXPENDITURE
A US soldier can carry up to six Ammo Boxes worth of
clips, grenades, or bazooka rounds. Each satchel charge
takes one Port Box to carry. When he throws a grenade, satchel charge, or fires a bazooka, mark an X through the appropriate box. When firing a weapon, there is a chance that a
clip may be expended. Roll percentile dice on the Out of Ammo column. If the dice roll is equal to or less than the number
for the weapon used, a clip is spent. The weapon type for the
clip spent must match the weapon fired. Ammo acquired by
a soldier during a mission (from another soldier) can be
marked in any empty Ammo Box, including a box indicating
spent ammo. Be sure to mark the removal of the clip from
the soldier that gave up the ammo.
If a soldier has a clip for a personal or crew weapon,
reloading is automatic. A bazooka must be reloaded using
the Prepare Bazooka action.
GERMAN AMMO EXPENDITURE
German soldiers do not have Ammo Boxes and do not
expend ammo clips when firing. Germans can run out of ammunition as a result of a paragraph. If a US soldier acquires
a German weapon that has not run out of ammo, that
weapon is assumed to have one ammo clip or round, which is
noted in one of the US soldier's Ammo Boxes.

9/6 German Fire Combat Terms


When a German fires, he uses his primary weapon,
unless it is out of ammo. If he has more than one weapon, the
primary weapon is the one with the greatest chance to hit
(usually a machine pistol or rifle). Grenades are never
primary weapons. Grenade use is always specifically called
for by a paragraph. When a paragraph instructs a German
to fire, it will use one or more of the following terms:
Best Fire. Aimed fire is the best fire possible, then snap fire.
If a soldier is unable to fire aimed fire, he fires snap fire instead. Some paragraphs instruct a soldier to snap fire
specifically.
Closest Target. The closest visible target is determined by
counting hexes from the German's hex (exclusive) to the US
hex (inclusive). If there are two or more targets equally
close, fire at the easiest. If there is still a tie, determine the
target at random.
Easiest Target. The easiest target is the one the German has
the highest chance to hit. If there are two or more targets
equally easy, fire at the closest. If there is still a tie, determine the target at random.

9/7 Crew Weapons


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

CARRYING A CREW WEAPON


A crew weapon must be carried by two soldiers, in
pieces. Write the name of the weapon being carried in the
Port Boxes of the two soldiers. A light or medium
machinegun takes up three Port Boxes while a heavy
machinegun requires four Port Boxes. A machinegun can be
carried only by two soldiers, never more.
When a crew weapon is being moved, its marker should
have its unprepared side up. The marker can move with any
soldier who has a piece of the weapon. Soldiers carrying
parts of a crew weapon need not stay in the same hex, but
the weapon cannot be prepared for fire unless both soldiers
with a piece of the weapon are in the same hex. Once this requirement is met during Operations, the weapon is
prepared; flip its marker over. If Rounds are underway, one
soldier in the hex must spend an action to prepare the
weapon. Once a crew weapon is prepared, it remains
prepared until a part of it is moved from the hex. There is no
cost to "unprepare" a crew weapon; simply move a soldier
with a piece of the weapon and flip the marker over.
FIRING A CREW WEAPON
A prepared crew weapon can be fired by one soldier or
by two soldiers working together. A soldier must be
crouching to fire a crew weapon.
A crew weapon fired by a single soldier is always a
single snap fire. If there are two soldiers in the hex, then
each can snap fire the weapon once, at a cost of one action
each. A maximum of two soldiers can fire a single crew
weapon in one Round, regardless of the number of soldiers in
the hex.
Two soldiers can combine their actions to make a single
aimed fire. In this case, both soldiers spend one action each,
simultaneously, and the fire is resolved as an aimed fire. The
two soldiers' AR markers need not occupy the same Turn
space. For example, if a soldier has two turns and his partner has only one turn, they can fire the crew weapon
together when the first soldier gets his turn. When two
soldiers fire a crew weapon together, declare one soldier as
the firer and use his Weapon Skill when resolving the fire.
The other soldier is considered feeding to machinegun its
ammo. However, when two Germans are firing a crew
weapon, the German with the higher WS is the firer, unless
instructed otherwise by a paragraph or one of the soldier's
cards. For the second turn, only the first soldier can fire the
weapon, since the second soldier is out of turns. The fire is a
snap fire, since only one soldier is using the weapon.
CREW WEAPON EXAMPLE: Germans S and T are manning a
medium machinegun. German T has two turns, while German S
has only one. Neither is wounded, and the German cards reveal
that S fires the machinegun while T assists. German T's turn
comes first, and T and S fire the machinegun together as an
aimed fire. T's AR marker is moved to the 1-Turn space, and S's
is moved to the Complete space. The fire is then resolved using
soldier S's Weapon Skill. When T uses his second turn, the fire
must be a snap fire using T's Weapon Skill, because only T is
firing the weapon.

9/8 Bazookas
A bazooka is a personal weapon, but unlike other personal weapons it cannot be snap fired. A bazooka counter is
placed on the map with the soldier carrying it. The counter
shows the bazooka prepared on one side, and unprepared on
the other. It must be prepared before it can be fired. Preparation is an action to load the weapon. The loading soldier
must be standing or crouching. Once loaded it remains loaded until fired. Each fire uses up one bazooka round; mark the
round off the soldier's ammo boxes. A soldier carrying the
loaded weapon can move with it with no effect. A bazooka
can be prepared by a soldier other than the soldier carrying

AMBUSH! RULES: PAGE 23

the weapon if both occupy the same hex. To do so, the other
soldier spends one action and the weapon is prepared. It can
then be fired if the holder has an action.
A bazooka is both an explosive and a penetration
weapon. When you fire a bazooka at a soldier, use the Personnel result. If the hex contains more than one active
soldier, use the bazooka Personnel result against the target
soldier, then roll separately for each other soldier in the hex

using the Grenade Inside row of the Weapon Chart Damage


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

10. Grenade/Satchel Charge Combat


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

10/1 Grenade/Satchel Charge Combat


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

A soldier can throw a grenade up to six hexes if standing, or


up to three hexes if crouching. He cannot throw at all if prone. A satchel charge can be thrown up to three hexes if a
soldier is standing and cannot be thrown at all if the soldier
is crouching or prone. The target hex need not be in his LOS,
but he has a better chance to hit when it is. Neither weapon
can be thrown into or out of a building through a wall hexside that has no aperture.
2. Determine the Range

A grenade/satchel charge cannot be thrown into the same


hex with the throwing soldier. If thrown into an adjacent
hex, use the Adjacent hex Base Chance on the Weapon
Chart. Otherwise, count the range in hexes from the throwing soldier (exclusive) to the target hex (inclusive) and locate
the result on the Weapons Chart to determine the range:
short, medium, or long.
3. Determine the Hit Chance

As in fire combat, determine the Base Hit Chance by judging the range. Then modify the Chance by using the
modifiers listed on the Grenade/ Satchel Charge Combat
Modifiers Chart which apply to determine the final Hit
Chance. Note: The Fire Combat Modifiers Chart is not used;
thus the stance of the target and the terrain in the target hex
have no effect; nor are there shifts for aimed or snap fire.
4. Roll one Die

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

First, roll percentile dice to determine if the grenade/satchel


charge is a dud. If the result is a 5 or less, it is a dud, and has
no effect; otherwise, it goes off. If the grenade or satchel
charge lands in a hex containing one or more soldiers (friendly, enemy, or both), roll one die and cross-reference the result

with the Grenade or Satchel Charge row on the Damage


Table portion of the Weapons Chart. The extent of damage
caused by an exploding grenade or satchel charge depends
on whether the target hex is interior or exterior. Use the
damage line that applies. All soldiers in a hex in which a
grenade or satchel charge explodes suffer damage. Roll
separately for each. Some results are treated as panic
results if the soldier is prone, as noted on the damage tables.
GRENADE EXAMPLE: German R in hex P4 on map A throws a
grenade over the woods into hex K2, which is occupied by two
US soldiers, both standing. The range is 5 hexes long range for
a grenade throw yielding a Base Hit Chance of 3. R cannot see
his target, so 3 is subtracted from the Base Chance, yielding a
final Hit Chance of 0. Any roll but 0 causes the grenade to miss
and scatter into an adjacent hex, using Grenade Scatter Diagram
A. But the German is lucky and rolls a 0: the grenade lands in
K2. Both US soldiers are aware and get to make PC Checks. One
succeeds, but has no turns remaining; he falls prone. The second
has a turn, which would allow him to throw the grenade out of
the hex if his PC Check succeeds; but it fails, and he remains
standing. The combat is resolved using the Grenade Outside row
of the Weapons Chart. Roll once for each US soldier. The chance
of the standing soldier taking damage is much greater than that
for the prone soldier.

10/2 Grenade Strike PC Check


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

10/3 Grenade Scatter


When you make a grenade or satchel charge attack and
exceed the Hit Chance, the grenade or satchel charge scatters into a hex other than the target hex. To determine
where a scattered grenade or satchel charge lands, consult
the following grenade/satchel charge scatter diagrams.
Use Diagram A unless the LOS from the thrower's hex
to the target hex exactly bisects the two hexes adjacent to
the target hex (in which case, use Diagram B). Roll one die to
determine the hex the grenade/satchel charge lands in. Note
that a grenade/satchel charge thrown from a hex adjacent to
the target hex can still land in the target hex if the die result
is 6 through 9. A grenade/satchel charge that lands in a hex
as a result of scatter explodes and damages soldiers in that
hex as though it were the target hex.

10/4 Satchel Charges


A satchel charge is a large bundle of explosives enclosed
in a case (usually TNT in a cloth satchel) used to destroy

AMBUSH! RULES: PAGE 24

buildings and such. For game purposes, they are treated exactly like large grenades, with the following excpetions:
They require a Port Box to carry instead of an Ammo
Box.
* Satchel charages are more destructive than grenades.

* A soldier must be standing in order to throw a satchel


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

Diagram A

Diagram B

Direc tion of Thro w

Direction of Throw

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

11. Assault Combat


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

11/1 Assault Combat Procedure


To make an assault, the attacking soldier must be standing and must occupy the same hex as the soldier he is
assaulting. If the attacker is not in the same hex as the
soldier he wishes to assault, he must perform a
Move/Charge Assault Action (11/3) in order to enter the
defender's hex and assault him. The following procedure is
used to resolve an assault combat:
1. Choose the Target

If there is more than one enemy soldier in the hex, choose


which one is the target of the assault. A German soldier
must assault the US soldier in the most disadvantageous
stance. There are two stance categories: being prone or
wounded is the more disadvantageous; then crouching/standing. If there is a tie, determine the target at random.
2. Choose to Capture or Kill

A US soldier can attempt to capture or kill a German, at


your option (11/2). An assaulting German always assaults to
kill.
3. Determine the Hit Chance

The Base Hit Chance is always the same, as listed on the


Weapons Chart. The Hit Chance is modified for any of the
modifiers from the Assault Combat Modifiers Chart that apply to this attack.
4. Roll one Die

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

5. Determine the Target Damage

If the target is hit, roll one die and cross-reference the result
with the Kill or Capture row, as appropriate, on the Assault
Table to determine what type of damage the target takes.
Some results are treated as Capture results if the target is
prone or wounded, as indicated on the Capture row of the
table.
ASSAULT COMBAT EXAMPLE: US Soldier D moves one hex to
charge assault to kill German X, who is standing, unpanicked
and unwounded. The Base Hit Chance for assault is 7, which is
modified. D's Weapon Skill is +1; there is a 3 modifier for
charge assaulting; and German X has a Weapon Skill of +2,
which is subtracted from the Base Hit Chance. The final modifier
is 4, which is applied to the Base Hit Chance of 7 to yield a
final Hit Chance of 3. One die is rolled; if the result is 4 or more,
there is not effect; if 3 or less is rolled, Soldier X is hit. The roll in
this example is a 2, which is a hit. Consulting the Assault Table,
roll one die on the Kill row. The result in this example is a 7,
which incapacitates the German.

11/2 Capture
An assaulting US soldier can attempt to capture, instead of kill, his target. If he does so and hits his target, a
capture result may be obtained from the Assault Table.
A captured German immediately falls prone, if not
already prone, and a Captured marker is placed on him. The
German's AR marker is immediately moved to the Inactive
space of the AR Track. He loses any turns he has remaining
in the Round and does not receive any turns until he is free.
Any equipment possessed by a captured soldier can be
taken from him, using the Pick Up/Exchange Equipment
Action. Since a captured German is inactive, play may
switch from Action Rounds to Operations if all Germans on
the map are captured or otherwise inactive.
A captured German may be moved by a US soldier who
occupies the same hex, but only during Operations. During
Rounds, the German remains prone and is considered captured as long as there is an active US soldier in the same hex.
If a captured German is ever in a hex without an active
US soldier, he is immediately free; remove his Captured
marker and commence Rounds, if Rounds are not already in

AMBUSH! RULES: PAGE 25


progress. He receives turns normally beginning the next Action Round. The German is activated and all US soldiers are
automatically aware of him. If there are no US soldiers in
sight at the beginning of the Round, the German soldier is
removed from the map permanently (he ran away). If there
are US soldiers in sight, use the Self-Preservation column on
his card to determine his Actions (regardless of the Condition or subsequent directions given in paragraphs).
You cannot shoot prisoners, force them to walk into
minefields, tie them up, or in any way intentionally harm
them. However, you can voluntarily leave them in a hex
alone. The captive is then considered free and Action
Rounds are initiated if not already in progress.

11/3 Charge Assault


A soldier who does not begin his turn in the same hex
with a target may perform a Move/Charge Assault Action to
move into the hex and then assault. He can expend only half
his Movement Point Allowance, rounded down, in order to
enter the hex. Thus, a soldier with a Movement Point
Allowance of 3 could not cross a window to enter the
defender's hex, since this would cost 2 Movement Points,
and his halved M P A is only 1. A charge assault is con-

ducted with an additional 3 modifier to the Base Hit


Chance, as summarized on the Assault Combat Modifiers
Chart.

11/4 Assault Modifiers


When assaulting, the attacker's WS is used to modify
the Base Hit Chance. In addition, if the soldier being
assaulted is not panicked or wounded and has a Weapon
Skill of +1 or +2 then his Weapon Skill is subtracted from
the Base Hit Chance (a WS of 0 or less has no effect). A US
soldier who is unaware when assaulted cannot use his WS to
modify the German assault. An unaware soldier that is
assaulted automatically becomes aware after the assault is
resolved.
The Base Hit Chance is modified by 2 if the attacker is
already wounded when the assault is resolved. If the target
is wounded, he cannot modify the assault with his Weapon
Skill. Otherwise, his wound has no effect.
The Base Hit Chance is modified by 3 if the attacker is
making a charge assault.
All modifiers are totalled to yield one final total that is
then used to modify the Base Hit Chance, yielding the final
Hit Chance.

12. Minefields and Boobytraps


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

12/1 Boobytrap Procedure

12/2 Minefield Procedure

When a US soldier enters a hex during Operations or


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

Minefields are similar to boobytraps except that they


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

13. Damage
The results of a successful combat (fire, assault,
minefield, etc.) inflict damage on the target of the attack. If
the target is a soldier, he is either wounded, incapacitated,
killed, or immediately panicked. If the target is a vehicle or
wall, the target may be penetrated by the fire, and the crew
or people behind the wall may suffer damage as well. The
Damage Table section of the Weapons Chart and the
Assault Table determine the damage to soldiers. The
Damage Table determines the penetration result against a
vehicle or wall. Soldiers recover from wounds and incapacitation between missions when playing a campaign.

13/1 Panic Results


A common result on the Damage and Assault Tables is
Panic. This result is identical to the Panic t h a t can befall a
soldier during the Action Sequence (6/4), only this Panic occurs during the Round itself. A panicked soldier is subject to
the following restrictions:

* If Rounds are in progress, he loses any turns he has remaining in the current Round; move his AR marker to the
Panic space. He can perform no actions in the Round, including a free stance change. Instead, he remains immobile
for the duration of the Round. At the end of the Round, he
falls prone (if not already prone). If in Operations, the Panic
result has no effect.
* A panicked commander has no command radius and cannot give turns to other soldiers or make other soldiers aware
(6/3).
* A panicked soldier can not use his Weapon Skill when
defending against an assault attack.
* A panicked soldier falls prone at the end of the Round, if
not already prone.

AMBUSH! RULES: PAGE 26

13/2 Wound Results


A wounded soldier is subject to the following restrictions:
* When the wound occurs, the soldier immediately falls
prone if not already prone. Place a Wounded marker on him.
The Wounded marker remains on the soldier for the rest of
the mission (unless he is incapacitated or killed).
* A wounded soldier loses any turns he has remaining in
the current Round; move his AR marker to the Complete
space on the AR Track.
* A wounded soldier can receive only one turn per Round.
If a roll in the Action Sequence indicates that the soldier
receives two turns, place his AR marker in the 1-Turn space
instead.
* A wounded soldier cannot use his Weapon Skill to modify
an assaulting attacker's Hit Chance. In addition, when a
wounded soldier makes an assault, there is a 2 modifier
against him.
* A wounded soldier's Port Box total is reduced to one; put
an X through one box. If he is carrying two Port Boxes of
equipment, he must immediately drop the contents of one
Port Box. If the item he is carrying is a two-box item, he
must drop it immediately.
* A wounded soldier cannot be given a turn or be made
aware by a commander (6/3).
* There is a 2 modifier to the Base Hit Chance for a
wounded soldier throwing a grenade or satchel charge.
* There is a 1 modifier to the Base Hit Chance for a
wounded soldier firing a weapon.
* A wounded soldier has his Movement Point Allowance
reduced to 2 for the rest of the mission. Record his reduced
MPA on the Squad Record.
* A wounded soldier never receives a free stance change.
The only way he can change stance is by paying a Movement Point to do so.
* A wounded soldier who suffers an incapacitation or second wound result is incapacitated.

13/3 Incapacitation Results


An incapacitated soldier is subject to the following
restrictions:
* When the incapacitation occurs, the soldier immediately
falls prone if not already prone. He remains prone for the
rest of the mission. Place an Incapacitated marker on the
soldier (where it remains for the rest of the mission, unless
he is killed).
* An incapacitated soldier cannot perform actions of any
kind for the duration of the mission. Move his AR marker to
the Inactive space on the AR Track.
* An incapacitated soldier, either US or German, cannot be
intentionally attacked in any way. Unintentional attack,
such as a grenade scattering into the incapacitated soldier's
hex is allowed. A soldier can fire into a hex containing an incapacitated soldier, but the incapacitated soldier is not a
target and thus cannot be hit.
* An incapacitated soldier can be moved from one hex to an
adjacent hex by an active standing soldier, or put into or
taken from a vehicle by an active standing soldier. However,
each time such an action is performed, you must roll one die;
on a result of 0, the soldier dies (any other result is no effect).
This die roll is not made when an incapacitated soldier is being moved from hex to hex in a vehicle.

* An incapacitated soldier who suffers a wound or second


incapacitation result is killed.

13/4 Kill Results


When a soldier suffers a kill result, he is dead. Move his
AR marker to the Inactive space and place a Killed marker
on him. He can be moved by other soldiers like an incapacitated soldier.

13/5 Penetration Results


Some weapons have the ability to penetrate their target,
noted by a range of numbers under the Penetration results
on the Damage Table portion of the Weapons Chart.
Penetration applies only to fire against a wall or vehicle. The
effects of penetration depend on whether or not the weapon
fires an explosive shell. Bazookas and tank main guns fire
explosive shells; all other weapons fire non-explosive
bullets. There are three levels of penetration:
Light Penetration. If the shell is explosive, the penetrated
surface is destroyed. If non-explosive, the fire passes
through a wooden wall or non-armored vehicle surfaces.
Medium Penetration. If the shell is explosive, the
penetrated surface is destroyed. If non-explosive, the fire
passes through any type of wall or vehicle surface except a
heavy-armored vehicle surface.
Heavy Penetration. Regardless of fire type, explosive or
non-explosive, the fire passes through and destroys any
type of wall or vehicle surface.
A wall may be the target of an attack and 4 is added to
the Base Hit Chance when doing so. A soldier occupying a
hex when one of its wall hexsides is penetrated (but not
destroyed) can be hit by the fire. Roll one die. A prone soldier
is hit on a result of 0; a crouching soldier is hit on a result of 0
or 1; a standing soldier is hit on a result of 0, 1, or 2. If the
soldier is hit, roll for damage normally. If more than one
soldier is in the hex, the fire hits the soldier in the most exposed stance first. If there are two or more soldiers in the
most exposed stance, determine the target of the attack at
random. If a hex with more than one active soldier is attacked by aimed automatic weapons fire, roll one die for each and
every soldier to see if he is hit.
If a wall is destroyed, all soldiers in the building hex
that the wall bordered are automatically hit. Check damage
to each such soldier as it he were hit by semi-automatic rifle
fire. A destroyed wall is treated as a clear hexside from then
on. If a building hex has two of its wall hexsides destroyed,
the building collapses and becomes a rubble hex. Any
soldiers occupying the hex when this occurs are killed.

13/6 Aimed Automatic Weapon Damage


If an Aimed Fire with Personal Weapon Action is made
with an automatic weapon, there is a chance of hitting more
than one target in the hex. If the primary target in a multiple target hex (9/2) is hit by the aimed fire, roll for damage
and apply the result to the primary target normally. If the
damage die roll was greater than 0, roll for damage again. If
the result of the second roll is less than the result of the first
roll, apply the indicated damage to a second target in the
hex. If there is a third target in the hex and the second roll
was a hit, roll for damage again; if the result of the third roll
is less than the result of the second roll, apply the indicated
damage to the third target. As long as each damage roll
result is less than the one before it, keep rolling for each
possible target in the hex. Once a damage die roll result is
equal to or greater than the previous roll in this process,
stop immediately. If there is more than one target (other
than the primary target) in the hex, attack the most exposed
first (standing, crouching, prone); settle ties at random.

AMBUSH! RULES: PAGE 27

14. Captured Equipment


During the course of the game, it is very likely that you
will capture various kinds of German equipment. You may
take it from incapacitated, killed, or captured Germans using the Pick Up/Exchange Equipment Action. This equipment can be used with the following restrictions:
Personal Weapons and Crew Weapons. Each captured
weapon is considered to have only one clip or round of ammo
when captured. A German weapon that runs out of ammo
during a Round has no ammo if captured by the US. When
using a captured weapon, the US soldier's Weapon Skill is

considered reduced by 1 for all purposes. Once captured, use


the US ammo depletion procedure, not the German one.
Grenades. Captured grenades can be used just like normal
US grenades, with no reduction to the soldier's WS.
Radios. Captured radios cannot be used by the US.
Vehicles. Captured vehicles, other than tanks, can be driven
by US soldiers. However, the Driving Skill of the driver is
considered reduced by 1. A soldier with an original Driving
Skill of 0 cannot drive a captured German vehicle.

15. Victory
In Ambush! you play to beat the game system itself.
Victory is determined by the accumulation of Victory
Points (VP's). The number of VP's you have acquired at the
end of a mission determines whether you win or lose.
On the Squad Record are two boxes to record the VP's
you gain and lose during the mission. Keep the two totals
separate. You gain VP's for performing the tasks listed in
the Mission Briefing and as revealed in paragraphs during
the mission. You lose two VP's for each US soldier killed or

incapacitated during the mission. In some missions, VP's


are not lost for incapacitated US soldiers that you get off the
map or into certain listed hexes. At the end of the mission,
subtract your VP losses from your VP gains to determine
your VP total. Compare this total to the schedule in the Victory section of the Mission Briefing. If the result is greater
than or equal to the mission's requirement, 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
Mission 1: Bloody St. Mick. If you wish to play the game as a
campaign using the same squad from mission to mission, read 16
before beginning Mission 1. If you do not wish to play this as a
campaign, or you will begin your campaign beginning with
Mission 2, begin Mission 1 now.

Mission 1: Bloody St. Mick


Late June, 1944. Your squad's parent division is advancing cautiously through the bocage country of Normandy. Earlier in the day, another squad was sent ahead to seize
a lateral stretch of St. Michaux road that, under Allied control, could be used for ground communication between advancing British forces to the east and US forces to the west.
Unfortunately, the first squad was forced to withdraw
under heavy sniper fire from hidden German positions. This
afternoon, your more experienced squad is assigned to attempt the same mission: establish control of the St.
Michaux road.
YOUR SQUAD
You can use the pre-generated squad in this booklet, or
generate one of your own. If you use the squad provided,
copy the data onto a blank Squad Record for use in this
scenario. If you generate your on, use the equipment listed
on the pre-generated squad instead of buying your own for
this mission.
SETUP
Use Map A. The top of the map is the north edge. Your
soldiers can enter the map in any hexes on the north edge
between A-l and J-l (inclusive). No markers begin the mission on the map. There are no special rules in this scenario,

and the water barrier on the map is considered a stream. The


Activation Levels are as follow:
cl:0-l.
c2:0-3.
c3:0-5.
c4:0-8.
VICTORY
You need 13 Victory Points to win this mission. The mission ends in one of two ways.
1. At least one active US soldier is in the building hex T-8, at
least one US soldier is in the building hexes K-13 and L-13,
and at least one active US soldier is in any hex of the heights
in the southeast corner of the map (defined by the elevation
change running from Q-19 to Y-13) from which he can see all
the road hexes on the map. No active Germans can be on the
map. If the mission ends in this manner, you have accomplished your mission and earn 4 additional Victory
Points.
2. All active US soldiers have exited the map from hex A-l
through hex J-l (inclusive).
At the end of the mission, total your Victory Points to
determine whether or not you have won. VP loss for an incapacitated US soldier can be avoided by moving him off the
map from hex A-l through J-l or, if mission ending 1 is accomplished, by moving him into either building hex.
Other Victory Point awards will be revealed during the
mission.

AMBUSH! RULES: PAGE 28

16. Campaign
Ambush! can be played as separate missions or as a continuous campaign. If playing separate missions, use the pregenerated Squad Record in this booklet or generate a new
squad for each mission. When playing a campaign, use the
same squad on each mission and replace any killed soldiers
between missions. The game is most fun when played as a
campaign, because the individual soldiers acquire a history
and take on lives of their own.
The missions are not presented in chronological order. If
you wish to play them in chronological order, by all means
do so, but you will have to learn certain scenario-specific
rules earlier this way.

16/1 Campaign Procedure


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

At the end of the mission, award each of your surviving


soldiers Combat Points using the procedure and guidelines
of 16/2. Incapacitated soldiers receive CP's if you manage to
avoid VP loss for these soldiers by exiting them from the
map or by another method (as described each mission).
2. Spend Combat Points

A soldier who has 6 Combat Points can spend them to increase his various ratings using the procedure and costs in
16/3. If he has fewer than 6 CP's, he cannot spend them at
this time. However, CP's can be carried over from mission to
mission.
3. Generate Replacement Soldiers

For each US soldier killed during a mission, you must


generate a replacement soldier, using the procedure outlined
in 16/4.

16/2 Combat Point Awards


Combat Points are used to represent gains in ability due
to each soldier's experiences and actions during missions.
When a soldier has accumulated 6 CP's, he can spend them
to increase one of his ratings either his IN, PC, WS, or DS.
To determine the number of Combat Points your squad
receives at the end of a mission, multiply the number of
soldiers who survived the mission by 4 if you won the mission, or by 2 if you lost. The result is the number of Combat
Points the squad receives. Soldiers who were incapacitated
during the mission are considered to survive the mission if
you avoid VP loss for their incapacitation, as described in
the Victory section of each mission briefing. An incapacitated soldier who causes you to lose two Victory
Points is considered killed and must be replaced when the
mission ends. A surviving incapacitated soldier recovers
from his wounds between missions and begins the next mission unwounded.
For example, you win Mission 1, and at the end you have
two soldiers killed, two soldiers incapacitated, and four who
got out intact. If you managed to exit the two incapacitated
soldiers from hexes A-l through J-l, they survive the mission. If only one were exited successfully, your squad would
be awarded 20 Combat Points (5 soldiers multiplied by 4 for
winning).

Each surviving soldier automatically receives one CP.


The remaining CP's are divided among the squad members
as you see fit. Soldiers should be rewarded according to how
well you thought they fought and how important they were
to the mission. A single soldier cannot be awarded more
than 6 CP's at the end of a single mission. As you play a mission, record the possible reasons for CP awards in each
soldier's CP box in abbreviated form. The following
guidelines serve as a basis for these awards, although they
do not cover all eventualities. Special events, such as blowing bridges and saving wounded comrades, should also be
rewarded, as should commanders giving important turns to
other soldiers. Be creative, and award the discretionary
points as you feel they are deserved.
For example, wounding a German is usually worth only
1 CP, but if the German was a machinegunner pinning the
entire squad, the soldier who wounds him should probably
be awarded 2 CP's instead of 1.
RECOMMENDED
CP AWARD

SUCCESSFUL ACTION

ABBREVIATION

Kill German by Fire


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

KF (German nr.)
IF (German nr.)

2
2

WF (German nr.)
KA (German nr.)
IA (German nr.)

1
3
3

CA (German nr.)

WA (German nr.)

KOT
IMT
KOC

4
3
3

At the end of the mission, divide your squad's CP's


among the surviving soldiers by filling in their CP boxes.
Use pencil, because they will probably be erased later. It is
likely that you will have more CP boxes filled in with abbreviations than you have CP's to distribute. This is intentional. After distributing CP's, erase the abbreviations in
those boxes that were not actually awarded a CP.
For example, a squad completing Mission 1 was awarded 20 CP's: 1 per soldier and 15 discretionary. The soldier's
CP boxes were filled in with the following abbreviations
over the course of the mission:
A KF7
B KA48
C KF2
D Bridge
E

WF2
KF90

Turn

IF 76

KF39

WA48

You decide to give soldier E no additional CP's, since he


was incapacitated before he could do much. You give soldier
D five additional CP's, for a total of 6, because he was the
most decisive individual in the game by blowing the bridge
and successfully attacking three Germans. He actually
deserves more than 6 CP's, but you are limited to 6 per mission. Soldier C killed German 2, which would normally entitle him to 2 CP's, but the German was already wounded.
Thus, you award C only 1 additional CP, for a total of 2.
Soldier B killed German 48 by assault, but the Gerrnan was
already wounded. He also killed German 90 by fire. You
decide he deserves only 4 additional CP's because, while important, the actions were not decisive, and soldier B'panicked at a critical moment, causing one US soldier to be killed.

AMBUSH! RULES:

You give soldier A, your commander, the remaining 5 CP's


for killing one German, wounding another, and giving the
turn to soldier D that allowed him to blow the bridge. In the
final tally, you fill in the following number of CP boxes for
each soldier on the Squad Record:
A: 6
B:5
C:2
D:6
E: 1
You are now ready to spend soldier A's and soldier D's
CP's to improve their characteristics (16/3).

16/3 Improving Soldier Characteristics


If a soldier has accumulated 6 CP's, you can spend them
to improve the soldier's ratings. If a soldier has fewer than 6
CP's, they cannot be spent. Instead, they are accumulated
from mission to mission until the soldier has 6 to spend. If a
soldier has more than 6 CP's accumulated, he can spend
them in groups of 6. Any unspent CP's are not lost. When a
soldier has CP's he has not spent, simply transfer them to
his CP boxes when you fill out the Squad Record for the next
mission.
You can spend 6 CP's to raise a soldier's Initiative,
Perception, Weapon Skill, or Driving Skill. Each rating has
a maximum, above which it cannot be raised:
IN: 5
PC: 9
WS:+2
DS:8
When CP's are spent to raise Perception or Weapon
Skill, the rating is raised by one. Driving skill is raised by
two. Initiative is a more basic human ability and is raised using the following procedure. Spend the 6 CP's and roll one
die. Locate the result on the following table. If the result is
an IN, the soldier's Initiative is raised by 1; if the result is a
PC, the soldier's Perception is raised instead. You may have

PAGE 29

to change the soldier's MPA if his Initiative increases from


1 to 2 or from 4 to 5.
Initiative Increase Table
CURRENT INITIATIVE RATING

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

PC
IN
IN
IN
IN

PC
IN
IN
IN
IN

PC
PC
IN
IN
IN

PC
PC
PC
IN
IN

PC
PC
PC
PC
IN

16/4 Replacements
After you have determined and spent your CP's, you are
ready to replace your killed soldiers and those incapacitated
soldiers you were unable to save. On your Squad Record,
you recorded each soldier's cost in Squad Points next to his
name in the box provided. When the soldier needs replacing,
you can spend those Squad Points again. Furthermore, you
can combine all such soldiers into one Squad Point total to
spend. In this way you need not buy exact replacements
(although you often will).
Example: You lost three soldiers costing 8, 5, and 1 Squad Points,
respectively. Thus, you have a total of 14 Squad Points to buy
three replacements. You decide to buy soldiers costing 8, 3, and 3
Squad Points and record their costs on the new Squad Record.

After buying replacements, generate their new ratings


using the Perception, Weapon Skill, and Driving Skill
tables, and the Movement Point Allowance Chart. Record
them on the Squad Record and you are ready to begin a new
mission. Rearm your entire squad at the beginning of the
next mission, using your squad's Weapon Point total.

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

17/1 Vehicle Attributes


Size. Each vehicle is classified as large or small. A large
vehicle 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 affected unless the fire achieves a penetration result
(13/5) that equals or exceeds the armor rating of the part of
the vehicle hit.
Open/Closed. In an open vehicle, all occupants are always
exposed to enemy fire. In a closed vehicle, the occupants
may not be hit by fire. Non-armored vehicles can only be
open. Place a closed marker on a closed vehicle to indicate its
status (no marker is used to indicate open status). An armored vehicle changes from open to closed at any time during Operations. During Rounds, the vehicle crew must
spend an action to open or close.
Occupants. Every car has a maximum number of soldiers
(active or inactive) it can carry, including the driver and all
passengers. During Rounds, the occupants of the vehicle

spend actions independently. Only the occupant identified


as the driver can spend actions to drive the car. Tanks cannot carry passengers and have a crew that cannot leave the
tank.
Speed. Each vehicle has a fast and slow speed used for
movement during Rounds. When driving fast, there is a
chance a vehicle accident may occur, based on the Driving
Skill of the driver. During Rounds, a closed tank cannot
travel fast, nor may a car which has had its tires shot out.
Hit Chart. Each vehicle has a Hit Chart in its description
that is used to determine the location and effects of each successful fire combat against the vehicle. Grenades and satchel charge attacks against vehicles are not resolved using
the Hit Charts.

17/2 Vehicle Facing


Each vehicle counter has an arrow that points toward
the hexside that the front of the vehicle faces. A vehicle can
move by entering the hex in front of it or by backing up into
the hex directly behind it. There is no additional cost to turn
a vehicle during Operations or Rounds.
Each vehicle has a front, side, and rear that can be hit by
enemy fire. Depending on which side is hit, the armor protection and chance of hitting various parts of the vehicle vary,
as shown in the Vehicle Summary (17/14). To determine the
side hit, locate the firing enemy's position relative to the
target vehicle's facing on the diagram following. If both attacker and target occupy the same hex, the attacker has his
choice of which side to attack (determine the side at random
for German attacks).
When a vehicle enters a hex, it faces the hexside opposite the one it crossed to enter the hex. When it enters
another hex, change its facing to enter the new hex.

AMBUSH! RULES: PAGE 30


VEHICLE FACING

ment Point Cost Chart. Vehicles are prohibited entering certain terrain types listed on the chart. A vehicle cannot expend more MP's than the Movement Point Allowance, slow
or fast, then in use. When moving a German vehicle, expend
as many MP's of its applicable MPA as possible. A vehicle
cannot enter a hex if it does not have sufficient MP's to pay
the terrain cost, even if this would be the only hex of its
move. There is no additional Movement Point cost to
change facing.
When a vehicle is moving and exceeds its slow MPA, it
is moving fast and an Accident Check must be made. The
check is made the moment the vehicle exceeds its slow
MPA. Use the DS of the crew (for a tank) or driver (see Accident Checks, 17/9).
Only two vehicles, disabled or otherwise, can end a turn
in the same hex. However, an unlimited number of vehicles
can move through the same hex during a turn.
A vehicle can run over enemy soldiers, using the procedure in 17/12.

17/5 Drivers, Passengers, and Crew

17/3 Vehicle Movement During


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

17/4 Vehicle Movement During Rounds


A soldier in the driver's seat of a car can spend one turn
to perform the Drive Vehicle action. The crew of a tank can
perform the Drive Vehicle action alone, or in combination
with other actions, during a turn.
Each vehicle has two MPA's, slow and fast. Refer to the
Vehicle Summary to find the MPA's of the vehicle being
driven. A vehicle can be driven slowly at no risk of accident,
or fast using the driver's or crew's Driving Skill to avoid accidents. When a German vehicle moves, the action
paragraph will indicate whether it moves slowly or fast.
When a US vehicle moves, you decide whether to move slowly or fast. A closed tank can never move fast.
When a vehicle moves, it spends Movement Points to
enter hexes, just as soldiers do. A vehicle pays the Movement Point cost for each terrain type as listed on the Move-

Cars. A soldier in the same hex as a jeep, Kubelwagen, or


staff car can be the driver, a passenger, or can be outside the
vehicle. The counters for all soldiers inside a vehicle should
be stacked under the vehicle counter. The driver is noted by
having his counter on the top of the stack. The next counter
is Passenger 1, then Passenger 2, and so on. If the driver
changes, put the new driver on top. Soldiers can change
places in a vehicle, or get in or out of the vehicle, at any time
during Operations or by spending a Movement Point during
Rounds. A soldier outside a car should be placed on top of
the vehicle.
Tanks. A tank is operated by a crew that is an integral part
of the vehicle, as shown on its card. The number of active
crew in a tank determines its IN, PC, WS, and DS ratings.
Soldiers cannot enter, drive, or ride upon tanks. Thus, a
soldier in the same hex as a tank is outside the vehicle.
Soldier Stances. A soldier's stance is irrelevant when occupying a vehicle. Ignore any references to a soldier's stance
when he occupies a vehicle, which may occur in some German paragraphs.
Command and Panic. The crew of a tank is never subject to
the rules of command and can never be given an extra turn
by a commander. Tanks panic only if their IN ratings are
reduced to 0 or 1, and a die roll on the Action Round Track is
0, 1, or 2. They never panic due to combat or lack of command. The driver and passengers of a car are subject to command and can be given turns by a commander. If the driver
of a car panics due to a combat result, make an immediate
Accident Check (17/9). If panic occurs, for a tank or car, due
to a roll on the Action Round Track, the vehicle does not
move; no Accident Check is made.

17/6 Fire Combat Against Vehicles


A vehicle and all its occupants are considered one target
when fired upon. A soldier in a vehicle cannot be singled out
as a target.
When firing at a vehicle, the Base Hit Chance is
modified using the vehicle's size (large or small) on the Fire
Combat Modifiers Chart. Resolve the fire normally using
the procedure in 9/1 to determine whether or not you hit the
vehicle.
If the vehicle is hit, you must determine which part of
the vehicle, or which occupant, is hit. Roll one die and locate
the result on that vehicle's Hit Chart in the Vehicle Summary (17/14) to find the part hit. After determining the part
hit, determine the effects of the damage using the guidelines
following.

AMB USHfR ULES: PA GE 31

Car Passengers. If a passenger is hit, roll for damage using


the firing weapon's Hit Table on the Weapon Chart. Only
one passenger is hit unless using aimed automatic weapon
fire (13/16). If the firing weapon is a bazooka, the passenger
it hits uses the Personnel result, and all other soldiers roll
for damage on the Grenade Inside row as if they were prone.
After resolving these effects, the car is disabled in the hex it
occupies.
Car Drivers. If the driver of a car is hit, roll for damage using
the firing weapon's Hit Table. If the result is panicked or
wounded, immediately conduct an Accident Check (17/9). If
the result is incapacitated or killed, an accident automatically occurs. If using aimed automatic weapon fire, more than
one target may be hit (13/6). If the firing weapon is a
bazooka, then the driver uses the Personnel result and all
other soldiers roll for damage on the Grenade Inside row as
if they were prone. After resolving these effects, the car is
disabled in the hex it occupies.
Tank Crew. When open, each tank has three crew members
exposed to fire, if there are three or more crew in the tank. If
a crew member in an open tank is hit, reduce the size of the
crew by one. Note this reduction on the Notes section of the
Squad Record. Do not roll for damage, because the hit
automatically reduces the crew. If using aimed automatic
weapon fire, you may hit more than one soldier in a single
fire (13/6). If using a bazooka, the crew member hit is killed;
furthermore, roll on the Bazooka Inside row of the Damage
Table for each other exposed crew member (treat them as
prone for this damage roll). If any crew member suffers a
wound, incapacitate, or kill result, reduce the crew by one
(ignore panic results).
Vehicle. If a part of the vehicle is hit, refer to the Vehicle
Summary for that vehicle to determine the effects of
damage.
Example: You attack a German Kubelwagen containing three
Germans, with an automatic rifle. Your final Hit Chance is 8, and
you roll a 6, scoring a hit. Turning to the Jeep/Kubelwagen
vehicle summary, you roll one die; the result is a 2, which is
located under the three-occupant column to yield a hit on the
body of the vehicle. You then roll a 7 on the automatic rifle
Damage Table, yielding a result of Light. The penetration result
causes the vehicle to be disabled in the hex it currently occupies.
The occupants of the vehicle are unharmed, however.

Firing at a Soldier in a Hex Occupied by a Vehiple


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

tive, the Crew Point cost of each fire, and the restrictions for
each weapon type. Individual crew members have no personal weapons and cannot fire independently. When a tank
fires, the 2 modifier that applies to firing from a car does
not apply.
Cars. A passenger in a car can conduct aimed or snap fire
with his personal weapon according to the fire combat rules
(9). However, there is an additional 2 modifier when firing
from inside the vehicle. A driver in a car can conduct one
snap fire with his personal weapon. The 2 modifier for firing from a car applies, in addition to any other modifiers
that apply.

17/8 German Vehicle Paragraphs


The actions of German cars and tanks depend on the action paragraphs used by the vehicle. The actions of a tank
are determined by rolling a die and cross-referencing the
result on the German card for that vehicle with the number
of active crew members. Look up the paragraph and perform
the actions it calls for in order. Complete as many actions as
you can, depending on the number of Crew Points available
and the tank's situation. Thus, if a paragraph calls for an immobilized tank to move, ignore the movement part of the
paragraph.

The actions of a German car depend on the action


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

Example: If a soldier occupies a clear hex with a vehicle in it, he


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

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

17/7 Vehicle Fire Combat


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

17/9 Accident Checks


Certain events may cause the driver or crew of a vehicle
to make an Accident Check to determine whether or not an
accident occurs. The game is not a simultaneous movement
game; therefore, the accident procedure generates accidents
that "interrupt" the normal course of play. For example, a
vehicle moves continuously in reality, but not so in this
game. Thus, when a vehicle has an accident, it is assumed to

AMBUSH! RULES: PA GE 32
be moving and moves out of sequence in the game. An Accident Check is made for the following reasons:
1. The instant a vehicle exceeds its slow MPA.
2. When a car's driver, wheels, or body is hit in fire combat.
3. When the driver of a car becomes panicked or wounded as
a result of combat.
PROCEDURE
To conduct an Accident Check, roll one die:
* If the result is equal to or less than the Driving Skill of
the driver or crew, no accident occurs.
* If the result exceeds the Driving Skill of the driver or
crew, an accident may occur. Roll the die again, and refer to
the Accident Table to find out what happens.

17/10 Vehicles, Minefields,


and Boobytraps
Tanks. A tank that enters a hex with a minefield or
boobytrap is unaffected and its crew unharmed. The
boobytrap is eliminated and the minefield remains. Exception: In Mission 7, the US is provided with anti-tank mines.
These mines are detonated only when the hex they occupy is
entered by a tank. If a tank enters such a hex, it is
automatically immobilized, while a car is disabled.
Cars. When a car enters a hex with a minefield or boobytrap,
no PC Check is conducted; detonation is automatic. The
vehicle is immediately disabled in the mine hex, and each
soldier suffers a panic result. If a booby trapped hex is
entered, the driver makes a PC Check; if successful, there is
no effect, but the boobytrap remains. If the check fails, the
car is disabled and the soldiers in the car panic.

17/11 Grenades and Satchel Charges


Tanks. When a tank is open, a grenade can be tossed into the
vehicle as if through a building aperture. The penalty for
throwing through a non-adjacent aperture applies unless
the throwing soldier is in the same hex as the vehicle. If a
grenade explodes inside a tank, all occupants are killed and
the vehicle is disabled. A grenade has no effect on a closed
tank.
A satchel charge can be thrown into an open tank in the
same way as a grenade. Furthermore, a satchel charge
thrown into a tank's hex, not into the tank itself, can disable
the vehicle. If the satchel charge lands in the hex, roll on the
Satchel Charge Outside row of the Damage Table. If the
result is an incapacitated or kill, the tank is disabled; any
other result is no effect.
Cars. A grenade can be thrown into a car as if thrown into a
building. The penalty for throwing through a non-adjacent
aperture applies unless the throwing soldier is in the same
hex as the vehicle. If a grenade explodes inside a car, the
vehicle is disabled and the occupants roll on the Grenade Inside row of the Damage Table to determine their wounds
(they are considered prone). A grenade thrown into a car's
hex can disable it. If the grenade lands in the hex, roll on the
Grenade Outside row of the Damage Table. If the result is
incapacitated or killed, the vehicle is disabled; any other
result is no effect. If the vehicle is successfully disabled, roll
again on the Grenade Outside row once for each soldier in
the vehicle.
A satchel charge can be thrown into a car, like a grenade,
disabling the car and causing the occupants to roll on the
Satchel Charge Inside row of the Damage Table (they are
considered prone). If the satchel charge is successfully
thrown into the car's hex, instead of into the car, the car is

automatically disabled. Roll once for each soldier on the Satchel Charge Outside row of the Damage Table, treating the
soldiers as prone.

17/12 Running Over Soldiers


A tank or car may run over enemy and friendly soldiers.
When a vehicle enters a hex containing one or more friendly
soldiers, make an Accident Check. If the check is successful,
you miss the soldiers. If the check fails, each active soldier
about to be run over makes a PC Check; those that succeed
get out of the way and are unharmed. They remain in the
same hex, but are considered out of harm's way. Those that
fail or are inactive are hit. If hit by a tank, they are immediately killed. If hit by a car, each soldier hit rolls as if hit
by bolt rifle fire, and the car must roll on the Accident Table
once more for itself.
When a vehicle enters a hex containing enemy soldiers,
a similar procedure is used. The only difference is that you
make your Accident Check to hit the enemy, not to miss
them. Thus, if you succeed in rolling against your Driving
Skill, you may hit the enemy. The enemy first gets to make
PC Checks, as above; those that fail are hit. An incapacitated enemy soldier is automatically hit and killed.

17/13 Tanks
There are three different tanks depicted in this game:
the German Panzer IV tank, the German Jadgpanther tank
destroyer, and the US Sherman medium tank. Every tank
has its own card, identified in the mission briefing or in a
paragraph. Each tank card lists its ratings depending on the
size of the crew.
The Panzer IV and Sherman tanks have three weapons:
the cannon and coaxial medium machinegun are in the turret and can fire in any direction. However, only one of these
can be fired in one turn. The bow medium machinegun is in
the body of the tank and can be fired in the same turn as the
cannon or coaxial weapon, but can be fired only at a target in
front of the tank (as defined in the facing diagram).
The Jagdpanther has two weapons: the cannon and bow
medium machinegun. The cannon is mounted in the body,
not on a turret, and thus can fire only at a target in front of
the tank. The bow machinegun can fire only at a target in
front of the tank as well, although it can be fired in the same
turn as the cannon. If the Jagdpanther is ever immobilized,
it can fire its cannon only down the single hexrow that the
front of the tank faces. This reflects the limited traverse of
the gun. The machinegun can still fire in the forward arc,
however.
TANK ACTIONS
A tank receives turns in a Round just as a soldier does.
When a tank receives a turn, it can spend a number of Crew
Points up to the number of men currently in its crew to perform any of the following actions. A single task from this list
cannot be conducted more than once in a single turn.
Aimed Fire with Cannon (2 Crew Points). The cannon and
coaxial machinegun cannot be fired in the same turn. The
cannon must already be loaded. When a cannon is fired, it
becomes unloaded. A tank never runs out of cannon ammo
or jams its cannon.
Load Cannon (1 Crew Point). The cannon cannot be reloaded in the same turn in which it fires, or in which the coaxial
machinegun is fired.
Aimed Fire with Bow Machinegun (2 Crew Points). Target
must be in front of the tank. Bow machineguns never run
out of ammo, but they can j am.
Snap Fire with Bow Machinegun (1 Crew Point). Target
must be in front of the tank.

AMBUSH! RULES: PAGE 33


Aimed Fire with Coaxial Machinegun (2 Crew Points). Cannot load or fire the cannon in the same turn in which the
coaxial machinegun is fired. Coaxial machineguns never run
out of ammo, but they can jam.
Snap Fire with Coaxial Machinegun (1 Crew Point). Cannot
load or fire cannon in same turn in which the coaxial
machinegun is fired.

Move Slowly (2 Crew Points).

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


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

Mission 2: Advance on Chasoul


August, 1944. Your squad's parent division is racing
across France toward the German frontier in the face of
crumbling German resistance. While your regiment awaits
more fuel, your men are sent ahead to scout out the small
town of Chasoul. With the Germans retreating faster than
you can advance, no opposition is expected, and your men
should be able to occupy the village until relieved.
YOUR SQUAD
You can use the pre-generated squad, your squad from
Mission 1, or a new squad. Regardless of which you use, buy
new equipment from the Equipment Costs Chart using your
squad's Equipment Points.
SETUP
Use Map B. The top of the map is the north edge. Your
soldiers can enter the map in any hexes on the west edge between A-6 and A-15 (inclusive). No markers begin the mission
on the map. There are no special rules in this mission, and

the water barrier on the map is considered a stream. The Activation Levels are as follow:
cl:0-l. c2:0-3. c3:0-5. c4:0-6. c5:0-7. c6:0-6.
VICTORY
You need 25 Victory Points to win. You receive one Victory Point for each building hex that any of your soldiers
enter. Other ways of gaining VP's may be revealed during
the mission. The mission ends in one of two ways:
1. All the building hexes have been entered by US soldiers,
and all your active soldiers are in the railroad station (0-6,
P-5,and Q-5).
2. All your active soldiers have exited the map from any
valid entry hex (A-6 through A-15, inclusive).
VP loss for an incapacitated soldier can be avoided by
moving him off the map from hex A-6 through A-15 or, if all
building hexes have been entered, by moving him into the
railroad station.

Mission 3: A Cold Morning in Belgium

YOUR SQUAD
You can use the pre-generated squad, your own continuing squad, or you can generate a new squad. You can use
equipment collected in previous missions if playing a campaign; otherwise, buy all new equipment using your squad's
Weapon Points.

SPECIAL RULES
Weather. A light mist over the area reduces visibility to six
hexes for the duration of the mission, unless stated otherwise in a paragraph.
Paragraph Checks. When in Action Rounds, do not conduct
Paragraph Checks when your soldiers enter hexes.
Paragraph Checks for hex entry are conducted normally
during Operations.
River. The water barrier from hex A-6 to hex Y-17 is a river.
A river cannot be entered except by crossing on an intact
bridge.

SETUP
Use Map B. The top of the map is the east edge. Place
your soldiers in three different buildings of your choice.
Your squad has a jeep that you can place in any clear hex adjacent to a road. Building hex L-10 contains a fuel dump with
dozens of full gas cans. Unlike other missions, this mission
has no Activation Levels, because the Germans all enter by
random event.

VICTORY
You need 25 Victory Points to win. You receive one Victory Point for each of the following hexes that any of your
soldiers enter: A-3, A-4, B-3, C-3, T-3, U-4, and V-3. Other
methods of Victory Point gain will be revealed during the
mission. VP loss for an incapacitated soldier can be avoided
by moving him off the map from hex A-13 through A-19 (inclusive). The method by which this mission ends will be
revealed during play.

Your squad, on garrison duty in a quiet sector of the


front, is bivouacked in a small village just east of a running
river. On this misty, snowy morning, your men have been
ordered to patrol nearby bombed-out buildings to check for
German scouts.

AMBUSH! RULES: PAGE 34

Mission 4: D-Day Night Drop to Destiny


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

YOUR SQUAD
You can use your continuing squad, the pre-generated
squad, or a new one. Regardless of which squad you use, buy
all new equipment within the following restrictions. Since
your mission is a night paradrop, you are restricted in the
equipment you can use. You can buy only five types of
weapons:
Carbines
Submachineguns
Automatic Rifles
Pistols
Bazookas
You cannot buy machineguns or sem-automatic rifles
(M-l Garands). A soldier can carry only one Port Box of
weapons and cannot carry bazooka ammo.
In this mission, you are given a weapons cache that
lands by parachute with you. This cache can carry 4 Port
Boxes of weapons and 8 Ammo Boxes of ammo. You can put
equipment and ammo of your choice into the cache, subject
to the five weapon type limit of this mission. Bazookas,
automatic rifles, and bazooka rounds must be put in the
cache. The cache enters play like a soldier, drifting onto the
map and landing. It has two sides to its counter: closed and
open. When the cache counter lands, it remains closed-side
up until opened. To open it, a soldier must occupy the same
hex, crouching and spending one Action to open it.
Thereafter, soldiers can use the Pick Up/Exchange Equipment action in Operations or Rounds to remove its contents.
The cache can be lost if it lands in the river; otherwise, it will
be unharmed by the landing.

SETUP
Use Map B. The top of the map is the north edge. Your
soldiers set up on the map according to the paradrop rules
(see below). No markers begin the mission on the map. The
Activation Levels are as follow:
c2:0-2.
c3:0-5.
c4:0-8.
c5:0-8.
c6:0-8.
Activation is not possible during Condition 1.

PARADROPPING PROCEDURE
This mission begins with your squad drifting in from
the east edge of the map. To begin, place your soldiers and
the weapons cache on the hexes Y-6 through Y-15 (inclusive),
one counter per hex. Then conduct the following procedure.
Complete the landing of one counter before beginning the
movement of another.
1. Drift Movement

The counter drifts one hex at a time, using the drift procedure below.
2. Landing

When the message, Land, indicates that the soldier has


landed, use the landing procedure below to see if he is injured. The weapons cache is never affected by its landing,
except if it lands in the river (in which case it is lost permanently).

4. Put new Condition into Effect

Unless a paragraph indicated otherwise, go to Condition 2.


5. Paragraph Checks

Make a Paragraph Check for each hex occupied by a US


soldier, active or inactive, but not one for the weapons cache.
Use the procedure in Activation below.
6. Commence Rounds or Operations

If an Activation occurred in Step 5, then commence Rounds.


Otherwise, commence Operations as usual.
DRIFT

After you have set up your counters, one per hex, in hexes
Y-6 through Y-15, choose one to move first. The drift and
landing of this counter must be finished before beginning
another. Roll one die to determine which hex the counter
enters when it drifts. If the result is even, the counter drifts
one hex northwest of its current location. If the result is odd,
it drifts one hex southwest of its current location.

Make a Paragraph Check for the new hex occupied by


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

When a counter receives a Land message from a Paragraph


Check, it lands in that hex. After all soldiers and the cache
have landed, the Condition changes. Put Condition 3 into effect if one or more US soldiers were fired upon in Condition
1; otherwise, go to Condition 2.
The type of terrain in the landing hex may affect the
quality of each landing. The cache lands intact unless it
lands in the river. It if lands in the river, roll a die to determine if it is lost; otherwise, no die roll is made for other terrain types. With soldiers, roll one die for each counter and
locate the result under the terrain in which he landed to
determine if he is injured. When a soldier lands, place a
Prone marker on him to indicate his stance. In addition,
place a Parachute marker on him, 2-side up, indicating that
his chute is on and it requires two actions to remove.
When a counter lands, roll one die and consult the terrain type of the hex in which it landed:
River

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

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.

0-8: Good landing! 9: Bad landing! Roll one die again; on a

Cover or Brush

AMBUSH! RULES:

roll of 0-4, soldier is wounded; on a roll of 5-9, soldier is incapacitated.


Rough or Woods

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

0-3: Just missed it! Roll for drift again. 4-7: Roll one die; on a
roll of 0-4, good landing (place soldier in clear hex of your
choice adjacent to building); on a roll of 5-9, soldier is wounded (place him in clear hex of your choice adjacent to
building). 8: Roll one die; on a roll of 0-4, soldier is wounded
(place him in a clear hex of your choice adjacent to building);
on a roll of 5-9, soldier is incapacitated (place him in a clear
hex, determined at random, adjacent to building hex). 9:
Roll one die; on a roll of 0-4, soldier is incapacitated (place
him in a clear hex, determined at random, adjacent to
building hex); on a roll of 5-9, soldier is killed (place him in a
clear hex, determined at random, 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
Checks. Complete all Paragraph and Activation Checks
before beginning Rounds.
When Rounds are begun, all Germans activated are used, but only one Activation result is used to determine who
has the advantage and who receives two turns. Ignore US
automatic awareness references. US awareness is never
automatic on landing. If more than one Activation occurs
and if in Condition 2 when the Activations occur, use the
result most advantageous to the US. If in Condition 3, use
the Activation result most advantageous to the Germans.
Example: The US lands and Condition 2 is put into effect. Three
Germans were activated during the landing. One Activation
paragraph said "Commence Rounds. US advantage." The second
said, "Commence Rounds. US advantage. All US soldiers that
can see hex H-14 are automatically aware. All aware US soldiers,
that do not panic, receive 2 turns this Round." The third said,
"Commence Rounds. German advantage." In this case, the
second result is used, because the Activation occurs in Condition
2 and it is the most advantageous to the US. However, you would
ignore the US automatic awareness reference. Had it been
Condition 3, the last result would have been used, since it is the

PAGE

35

most advantageous to the Germans. If in Condition 3 and only


the first and second results had occurred, the first would have
been used, because it is better for the Germans than the second
one.

Each soldier must remove his chute before he can move


or perform any other action.
PARACHUTE REMOVAL

If Rounds begin when the landing occurs, all US soldiers are


considered prone, unless otherwise specified by the terrain
result in Landing (above). The soldier must remove his
parachute before he can perform any other action. To
remove the chute, he must be crouching or standing. It
takes two actions to remove. The actions need not be consecutive. When the first action is used, turn the Parachute
marker over to its 1-side. When the second action occurs,
remove the Parachute marker. Once removed, the soldier
can perform actions normally.
If Rounds do not begin when the landing occurs, commence Operations. The parachutes are automatically
removed in Operations.
SPECIAL RULES
Night Visibility. The mission occurs in the very early morning, and visibility is reduced to five hexes for the duration of
the mission. A soldier can trace an LOS only five hexes.
River. The water barrier from hex A-6 to Y-lTis a small river.
It cannot be entered except by crossing on an intact bridge.
If a soldier parachutes into the water, there is a good chance
he will drown.
VICTORY
You need 10 Victory Points to win. You receive 4 Victory Points if you capture a bridge intact by unwiring the
German explosives under it. It takes four turns to unwire a
bridge. The same soldier need not expend all four turns; they
can be split between two or more soldiers. In addition, the
turns need not be made consecutively. Keep track of turns
on the Notes section of the Squad Record. Once unwired, a
bridge is captured and cannot be blown up by the Germans.
If you capture both bridges, you receive 10 Victory
Points, not 8. You also receive VP's for the Activation of
Germans and their capture, as revealed in the mission. VP
loss for incapacitated soldiers cannot be avoided in this mission. The mission ends in one of three ways:
1. If in Condition 4, 5, or 6, the game ends if there are no active Germans on the map and both bridges are captured
and/or blown.
2. All your active soldiers have exited the map, from any
mapedge hex.

Mission 5: Operation Pickpocket


4 July 1944. Your squad has volunteered for a
dangerous commando raid deep behind German lines. Your
mission is to slip into Holland, with the aid of the Dutch
underground, and raid a hidden German rocket base near
The Hague. Allied high command is very interested in seeing documents for the rumored V-2 rocket and in having the
base destroyed.
YOUR SQUAD
Buy new equipment for your squad. Since you are
travelling light, you cannot buy the following:
Automatic Rifles
Bazookas
Medium Machineguns
Within these limitations, you can buy any of the equipment on the Equipment Costs Chart. In addition, you

receive two satchel charges free.


SETUP
Use Map B. The top of the map is the north edge. Your
soldiers can enter the map on the south or east edges, between hexes A-12 and L-19 (inclusive). No markers begin the
mission on the map. The Activation Levels are as follow:
cl:0-l.
c2:0-3.
c3:0-5.
c4:0-7.
SPECIAL RULES
River. The water barrier from hex A-6 to Y-17 is a river. A
river hex can be entered only by crossing an intact bridge or
by crossing at a ford. The locations of fords will be revealed
by paragraphs during play. When revealed, place a ford
landmark in the hex. A ford hex can be entered from any adjacent land hex, regardless of the facing of the ford marker.

AMBUSH! RULES: PAGE 36

VICTORY
You need 22 Victory Points to win. You will be awarded
Victory Points for finding documents and destroying installations as revealed during play. The VP award for
documents only counts if your soldier exits the map with the
documents. When documents are found, note the soldier carrying them on your Squad Record. Should a carrying soldier

be killed, another soldier can pick up the documents, using


the Pick Up/Exchange Equipment action. The mission ends
only when all your active soldiers have exited from the map
from any valid entry hex (A-12 through L-19, inclusive).
VP loss for an incapacitated soldier can be avoided by
moving him off the map from hex A-12 through L-19.

Mission 6: Pleasure Boating


to the West Wall
16 January 1945. The US army has reached the German
fortified line called the West Wall. Near the German town of
Trier, a cluster of bunkers are holding up the US advance.
Repeated attacks and B-17 bombings have failed to destroy
the bunkers. Your squad has been volunteered ior 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.
SETUP
Use Map A. The top of the map is the north edge. Your
soldiers enter the map in hex H-l by canoe, as described in
the canoe rules. The following markers begin the mission on
the map:
Craters: G-7, K-8, L-12, L-15, K-18, M-17.
Rubble: K-13,L-13.
The Activation Levels are as follow:
cl:0-l.
c2:0-3.
c3:0-5.
c4:0-7.
SPECIAL RULES
River. The water barrier from hex H-l to 0-19 is a river and
can be crossed only by an intact bridge or by canoe.
Night Visibility. The mission occurs at blackest midnight;
thus visibility is reduced to five hexes for the duration of the
mission. A soldier can trace an LOS only 5 hexes, excluding
his own hex.
Canoes. The US has four canoes, each of which can carry
two soldiers. Furthermore, each canoe can carry two Port
Boxes of equipment, which is recorded on the Notes section
of the Squad Record. A canoe can carry a third soldier instead of equipment in its Port Boxes (which is useful in taking out wounded soldiers). When a soldier is in a canoe, he
can carry his ammo and personal weapon, but any bazookas,
medium machineguns, and satchel charges must be put in
the canoe's two Port Boxes.
Canoes move one hex at a time in Operations, and
Paragraph Checks are made as usual. During Rounds, each
canoe has a Movement Point Allowance of 4 and moves using the actions in 6/7, such as Move/Snap Fire or Move. A
canoe spends one Movement Point per river hex entered and
can move in both directions on the river. A canoe must be
manned by two active US soldiers in order to move. It can
move only once per turn, even if both soldiers receive actions
in the same turn. The canoe moves when one of its soldiers
receives a turn. For example, If soldier A receives two turns
and soldier B receives one, the canoe can move twice: once in
turn 2 for soldier A's action and again in turn 1 for one of the
two soldier's actions. The front of the canoe faces the river
hexside the canoe will enter next. Canoes can turn in any
direction in a hex at no additional cost.
A canoe can beach in any hex adjacent to the river at a
cost of one Movement Point in Rounds, and at no additional

cost in Operations. When it beaches, turn a canoe counter


over to its beached side. The soldiers are still in the beached
canoe until they exit the canoe. To enter or exit a canoe, the
canoe must be beached and the soldier must occupy the
canoe's hex. He must then spend one Movement Point, if in
Rounds, or one action, if in Operations, to enter the canoe.
Equipment stored in the canoe's Port Boxes may be removed using the Pick Up/Exchange Equipment action.
Soldiers can engage in all forms of combat from their
canoes. When fired on, they are considered crouching in
clear terrain. When a German fires at a canoe, the targets
are the soldiers in the canoe; however, if the fire misses,
there is a chance the canoe may be hit. If a German fire
misses, roll one die; on an even result, the fire hits the canoe.
When a canoe is hit, it is punctured and must beach to avoid
sinking. Beaching must occur during the next turn that
canoe receives; otherwise it sinks. If it sinks, all equipment
in the canoe's Port Boxes is lost. Any soldiers in the canoe
survive and are placed in a land hex adjacent to that river
hex, with all their personal equipment intact.
Bunkers. The Germans have an unknown number of hidden
bunkers that you must find and knock out. Each bunker
faces all six of its hexsides and has a door on one side. The
German activation paragraph will indicate which side the
door faces. All six faces of the bunker are considered window
apertures for combat purposes, even the door side. Treat the
bunker as a building with all windows for LOS purposes.
When firing at a bunker, you can aim at a soldier visible
through an aperture, if visible, or you can choose to fire at
the bunker itself. To fire at a soldier, the soldier must be
crouching or standing. However, a crouching soldier cannot
be fired at if your soldier is adjacent to the bunker and is also
crouching (see LOS, 8/2, Building Hexes). When firing at the
bunker, there is a +2 modifier. Thus, the chances of hitting
the bunker are much greater than the chance of hitting an individual soldier through an aperture.
When attacking the bunker itself with fire combat, use
the following procedure. First, resolve the fire to determine
whether or not you hit the bunker. If you miss, there is no effect. If you hit, then determine the side of the bunker that
has been hit. There are only two possible sides: the front and
the door.
When the facing has been determined, roll one die and
locate the result on the following chart to determine the part
of the building hit, much as you would do in attacking a
tank. Then resolve the combat using the Damage Table section of the weapon being fired.
Bunker Hit Tables
FRONT FACING
DIE
PART HIT

0-7
8
9

Wall
Aperture
Crew

ARMOR

H
M
*

DOOR FACING
DIE
PART HIT

0-4
5-7
8-9

Wall
Door
Crew

ARMOR

H
L
*

*If bazooka fire, treat as an aperture hit if front facing


is fired upon, as a door hit if door facing is fired upon.

AMBUSH! RULES: PA GE 37
DAMAGE EFFECTS
Wall. If the wall is hit and the penetration result is an H, the
bunker is destroyed and all Germans inside are killed. Turn
the bunker counter over to its destroyed side. If the penetration result is less than H, no effect.
Aperture. Like a wall, except an H or M penetration result
causes the destruction.
Door. Any H or M penetration result causes the bunker to be
destroyed. An L penetration result causes the door to be
breached. If breached, treat that hexside like a doorway instead of a window (the door has been blasted open). If can be
crossed by US soldiers to enter the bunker.
Crew. If the crew is prone,.the fire misses (Exception: If firing through the door which was previously breached). If the
crew is not prone, then determine the target hit at random.
Resolve damage against that soldier alone, unless using
aimed fire with an automatic weapon, in which case more
than one soldier may be hit.
A bunker can also be attacked by grenade or satchel
charge as if it were a normal building hex.
A bunker is considered knocked out for Victory Point
purposes when all its original occupants have been killed or
incapacitated and one of the following has occurred:
1. The bunker has been reduced to rubble.
2. A satchel charge has been set off inside the bunker.
VICTORY
You need 12 Victory Points to win. You receive 6 Victory Points for each bunker you knock out. You also receive

Victory Points for the appearance of Germans. You lose Victory Points for the incapacitation and killing of US soldiers.
VP loss for an incapacitated soldier can be avoided by moving him off the north mapedge. You can exit him by canoe if
you choose. When moving an incapacitated soldier by canoe,
do not roll for his death for each hex entered as you would on
foot.
The mission ends the instant there are no active US
soldiers on the map.

Mission 7: Bait for the Trap


8 August 1944. The German Seventh Army is
counterattacking toward the French town of Mortain. The
purpose close the Allied breakout from the Normandy
beachhead. Allied high command has determined to draw
the Germans into pushing so far that the planned Allied
counterattack will encircle the entire German army. Your
squad stands directly in the path of the oncoming 2nd
Panzer Division. Your mission is to delay the Germans and
make them pay for the ground they gain, then retreat safely
to the rear toward the main US line.
YOUR SQUAD
Buy equipment for your squad, keeping in mind that a
tank attack is expected. In addition, you receive a jeep and
two anti-tank mines, at no cost.
SETUP
Use Map A. The top of the map is the south. You can set
up your squad anywhere you wish on the west side of the
river or within three hexes of the river on the east side. The
Germans will enter from the east edge of the map. When setting up on the east side, the three-hex range is counted from
the river to the set-up hex, excluding the river hex itself. The
jeep and mines must also be set up within these limitations.
Do not set up your anti-tank mines in woods hexes, since
tanks are large vehicles that cannot enter woods. Your
soldiers with bazookas and medium machineguns can begin
the mission with them already prepared.
SPECIAL RULES
Stream. The water barrier from hex H-l to 0-19 is a stream
and can be crossed at any point by spending Movement
Points as summarized on the Movement Point Cost Chart.

Anti-Tank Mines. Use two minefield markers as your antitank mines and set them up within the restrictions t)f the
set-up. Anti-tank mines explode only when a vehicle enters
their hex; soldiers can enter such a hex with no effect. A car
that enters an anti-tank mine hex is immediately disabled
and all soldiers in the vehicle roll for damage as if hit by a
bazooka outside. A tank that enters an anti-tank mine hex is
immobilized and cannot move for the duration of the mission. It can, however, continue to fire.
German Entry. Since you are on the defense, the Germans
enter by Random Event. There are no Activation Checks in
this mission. Once you have set up your soldiers, roll for
Random Events until a German is activated and Rounds
commence. If you ever re-enter Operations (unlikely), and do
not wish to move any of your soldiers, roll for Random
Events again until another German enters and Rounds commence again.
VICTORY
*
You need 5 Victory Points to win. You receive Victory
Points for the activation of Germans and their destruction
(if vehicles). You lose VP's for the incapacitation and killing
of US soldiers. VP loss for an incapacitated soldier can be
avoided by moving him off the west mapedge, from hex Y-l
to Y-19 (inclusive). Furthermore, you lose VP's for each German soldier or vehicle that exits the west mapedge. The
number of VP's lost equals twice the VP value of the German. Thus, if a German is worth 1 VP for activation and 1
additional if captured, you would lose 4 VP's if he exits the
map.
The mission can end only during Condition 4. It ends
the instant there are no active US soldiers on the map. Important: Germans still on the map when the mission ends do
not cause you to lose VP's. You lose VP's only for those Germans that exit before the mission ends.

AMBUSH! RULES: PAGE 38

Mission 8: Dash for the Sambre


Early September, 1944. As your parent division enters
the low countries, your regiment is assigned a company of
Shermans for special infantry support. Yesterday, in the
face of heavy German mortar fire, you received orders to
hold up west of the Sambre River. But now, one of these
precious tanks has been dispatched to move ahead with
your squad. Unfortunately, the final approaches to the only
bridge over the river in your sector is a vulnerable raised
road. Your men are to set out ahead of the tank to clear the
area leading to the bridge and to secure the bridge itself.
Once the tank has crossed the bridge, you are to advance
with discretion.
YOUR SQUAD
Buy new equipment for your squad.
SETUP
Use Map A. The top of the map is the north edge. Your
soldiers can enter the map in any hexes on the west edge between A-l and A-6 (inclusive). No markers begin the mission
on the map.
SPECIAL RULES
The Tank. The tank is not available to you at the start of the
mission, but is expected shortly. During the mission, a
paragraph will state the availability of the tank and its card
number. The tank can enter play in hex A-6 only. Remember,
since a tank is a large vehicle, it cannot enter a woods hex.
See the tank vehicle summary for the tank's Hit Chart.
The Sambre River. The water barrier running from hex H-l
to O-19 is a river, and may not be entered except were crossed by an intact bridge.

Embankments. In this mission, embankment hexsides present no special hazard to foot soldiers, but are too steep for
wheeled and tracked vehicles. Vehicles are prohibited from
crossing embankment hexsides.
Roadblocks. During the past few days, your squad has
repeatedly come upon roadblocks hastily constructed by the
retreating Germans. Composed of logs and any available
junk, these barriers can be moved aside with some effort. A
roadblock encountered during this mission can be removed
during Operations only. At least three active US soldiers
must be in the roadblock hex and you must conduct an
Event Check. The roadblock marker can then be removed
from that one hex.
Prohibited Hexes. Certain hexes are keyed on the Mission
Cards with the message "XXX" to remind you that these
hexes cannot be entered.
VICTORY
You need 18 Victory Points to win. You earn one Victory
Point for each active soldier that exits the map from hex
Y-8. Other ways of gaining VP's may be revealed during the
mission.
The mission ends in one of two ways:
1. All active US soldiers have exited the map from hex Y-8.
The tank can remain on the map.
2. All active US soldiers have exited the map from hex A-l
through A-6 (inclusive). The tank can remain on the map.
VP loss for an incapacitated soldier can be avoided by
moving him off the map from hex A-l through A-6 (if the second mission ending is chosen) or from hex Y-8 (if the first
mission ending is chosen).

Design Credits
Design and Development:

Eric Lee Smith and John H. Butterfield


Design Assistance:

Bob Ryer, Mark Herman, and Gerry Klug


Graphics: Ted Roller
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

AMBUSH! RULES: PAGE 39


Ambush! Counter Sheet Nr. 2 (88 pieces): Front

Ambush! Counter Sheet Nr. 2 (88 pieces): Back

Ambush! Counter Sheet Nr. 1 (130) pieces): Front

Ambush! Counter Sheet Nr. 1 (130 pieces): Back

AMB USHIR ULES: PAGE 40

VEHICLE SUMMARY
PANZER IV/SHERMAN

JEEP/KUBELWAGEN
Small Vehicle; Non-Armored; Open Only

Large Vehicle; Armored; Open or Closed

MAXIMUM OCCUPANTS: 4

CREW: 5
SLOW MOVEMENT POINT ALLOWANCE: 3

SLOW MOVEMENT POINT ALLOWANCE: 5

FAST MOVEMENT POINT ALLOWANCE: 6

FAST MOVEMENT POINT ALLOWANCE: 9

Hit Chart

Hit Chart

FACING HIT
NUMBER OF OCCUPANTS

Front

ITEM HIT

Tire
Body
Driver
Psgr1
Psgr2
Psgr 3

0-1
2-9

0-1
2-7
8-9
-

0
1-5
6-7
8-9
-

0
1-4
5-6
7-8
9
-

0
1-3
4-5
6-7
8
9

ITEM HIT

CL

Side
OP

Tread 0-1 (M) 0


Body 2-6 (H) 1-4
Turret 7-9 (H) 5-6
- 7-9
Crew

CL

Rear
OP

0-3 (M) 0-2


4-6 (H) 3-4
7-9 (H) 5-6
- 7-9

Tread. If the tread is hit and the penetration result


equals or exceeds the tread armor rating, the tank
cannot move. Body. If the body is hit and the
penetration result equals or exceeds the armor rating
for the side hit, the tank is disabled. Turret. If the
turret is hit and the penetration result equals or
exceeds the armor rating for the side hit, the tank is
disabled. If the result is lower than the armor rating,
the coaxial machinegun is destroyed, but the tank is
not disabled. Crew. If the tank crew is hit, reduce the
crew by one. If hit by aimed automatic weapon fire,
reduce the crew by one and continue rolling for
additional hits (13/6). Do not roll for damage against
crew members; reduce the crew by one when a crew
member is hit.

JAGDPANTHER

STAFF CAR
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
FACING HIT

NUMBER OF OCCUPANTS

Tire
0-1
Body
2-9
Driver
Psgrl
Psgr 2
Psgr 3 Psgr 4

OP

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

Damage Effects

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

ITEM HIT

CL

0-1
2-7
8-9
-

0
1-5
6-7
8-9
-

0
1-4
5-6
7-8
9
-

0
1-3
4-5
6-7
8
9
-

0
1-2
3-4
5-6
7
8
9

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

Front
ITEM HIT

CL

Side
OP

Tread 0-1 (M) 0


Body 2-6 (H) 1-4
Mount 7-9 (M) 5-6
Crew
- 7-9
T~

CL

Rear
OP

0-3 (M) 0-2


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

CL

OP

0-1 (M) 0-1


2-9 (M) 2-7
- -

8-9

Damage Effects

Tread. If the tread is hit and the penetration result


equals or exceeds the tread armor rating, the tank
cannot move. Body. If the body is hit and the
penetration result equals or exceeds the armor rating
for the side hit, the tank is disabled. Mount. If the gun
mount is hit and the penetration result is an M or H,
the cannon is destroyed. If the penetration result is an
L, the machinegun is destroyed. The tank is not
disabled. Crew. If the tank crew is hit, reduce the crew
by one. If hit by aimed automatic weapon fire, reduce
the crew by one and continue rolling for additional hits
(13/6). Do not roll for damage against crew members;
reduce the crew by one when a crew member is hit.
(M): Medium armor rating. (H): Heavy armor rating. CL: Closed.
OP: Open.
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