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GUERRILLA WARGAMING RULES / 1960-2000

By Jerboa
Version 1.3
November 2002

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Index:
1. INTRODUCTION ........................................................................................................... 5
1.1 Basing.......................................................................................................................................... 5
1.2 Game scale and unit size............................................................................................................ 6
1.3 Unit grades.................................................................................................................................. 6
2. DESCRIPTION OF ELEMENT TYPES.......................................................................... 7
2.1 Infantry ....................................................................................................................................... 7
2.2 Transport .................................................................................................................................... 8
2.3 Fighting Vehicles ........................................................................................................................ 8
2.4 Guns............................................................................................................................................. 9
2.5 Army HQ .................................................................................................................................... 9
3. TERRAIN AND TABLE SETTING............................................................................... 10
3.1 Table size................................................................................................................................... 10
3.2 Terrain ...................................................................................................................................... 10
3.3 Miscellaneous notes on terrain................................................................................................ 11
4. MOVEMENT AND UNIT COHESION.......................................................................... 12
4.1 Movement rate.......................................................................................................................... 12
4.2 Procedures for movement ....................................................................................................... 13
4.2.1 Move ................................................................................................................................... 13
4.2.2 March .................................................................................................................................. 13
4.2.3 Moving over difficult terrain............................................................................................... 14
4.2.4 Moving over other elements ............................................................................................... 14
4.3 Unit cohesion ............................................................................................................................ 14
4.4 Mount, dismount, limber and unlimber................................................................................. 15
4.5 Hiding........................................................................................................................................ 15
4.6 Breakdown................................................................................................................................ 15
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5. FIREFIGHTS................................................................................................................ 16
5.1 The AOF.................................................................................................................................... 16
5.2 The baseline and fire zone....................................................................................................... 16
5.3 Fire dice and hits ...................................................................................................................... 17
5.4 Fire cover .................................................................................................................................. 18
5.5 LTM fire support ..................................................................................................................... 19
5.6 Firing procedures..................................................................................................................... 19
5.6.1 Offensive fire ...................................................................................................................... 19
5.6.2 Suppressive fire................................................................................................................... 20
5.7 Fire-groups ............................................................................................................................... 20
5.8 Armour and penetration (PEN) values .................................................................................. 20
5.9 Dispersed elements................................................................................................................... 21
5.10 Indirect fire............................................................................................................................. 21
5.11 Split fire................................................................................................................................... 21
5.12 Disabled ground troop transports ........................................................................................ 22
5.13 The LML................................................................................................................................. 22
6. INITIATIVE AND UNIT ACTIVATION.......................................................................... 23
6.1 Initiative .................................................................................................................................... 23
6.2 Activation actions..................................................................................................................... 23
6.3 Fire-triggered actions .............................................................................................................. 24
6.4 Special restrictions on moving and firing .............................................................................. 24
6.5 Fighting withdraw.................................................................................................................... 24
6.6 Activating command elements ................................................................................................ 24
7. MORALE ..................................................................................................................... 26
7.1 The morale test and modifiers ................................................................................................ 26
7.2 Morale and terrain................................................................................................................... 27
7.3 Pinned units .............................................................................................................................. 27
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7.4 Attached units and morale ...................................................................................................... 27
8. THE TURN SEQUENCE.............................................................................................. 28
9. COMPLEMENTARY RULES....................................................................................... 29
9.1 Ambush ..................................................................................................................................... 29
9.2 Troop Transport Units ............................................................................................................ 29
9.3 Generic rules for transport helicopters.................................................................................. 29
9.4 Attached support units ............................................................................................................ 29
9.5 AA fire....................................................................................................................................... 30
9.6 Boats .......................................................................................................................................... 30
9.7 Camouflaged equipment.......................................................................................................... 30
10. ARMY POINTS.......................................................................................................... 31
APPENDIX A. Random table setting APPENDIX A. Random table setting APPENDIX A. Random table setting APPENDIX A. Random table setting ............................................................................ 32
APPENDIX B. Generic scenario events APPENDIX B. Generic scenario events APPENDIX B. Generic scenario events APPENDIX B. Generic scenario events..................................................................... 33
APPENDIX C. Game scenarios APPENDIX C. Game scenarios APPENDIX C. Game scenarios APPENDIX C. Game scenarios........................................................................................... 34
Introductory Scenario................................................................................................... 34
Strike Force Scenario................................................................................................... 36
Attack/Defense Scenario.............................................................................................. 38










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1. INTRODUCTION
AMBUSH? is a strategic miniatures wargame, centred on infantry, that simulates modern guerrilla and
counter-insurgency warfare in Central/South Africa, Central/South America, Central Europe or Far East,
from 1960 to 2000. These rules are essentially for 20
th
Century mid-level technology land warfare and are
not suitable to play large scale modern war, armour engagements or air strike war. It is assumed that
sometimes equipment was kept running with less than optimal maintenance and that often troops were not
trained to use it to its full efficiency. All guerrilla war was fought in tight terrain, like jungles, thick wood or
mountain, so that the troops frequently had to adapt the weapons at their disposal to difficult combat
conditions, sometimes displaying a high degree of ingenuity. Heavier tanks were rarely useful in such
conditions, but more mobile and flexible armoured cars could frequently be seen in action. Helicopter born
troops were consistently used by western powers and some local government forces.
The priority during design was to make reality fit into the game and onto the average wargame table and not
the opposite. This is true on assumptions about scale, effective ranges and weapons efficiency.
The game is very simple and after a couple of games you wont need to refer to this book. Yet do not let the
system simplicity deceive you, as the rules allow for plenty subtlety and may take some time to master. The
basic rules are designed to fit into different scenarios, each with a unique design that can include specific
setup and victory conditions. Therefore there are no limits to the development of AMBUSH? and new
scenarios are planned as add-ons. Experienced players may easily design their own scenarios, based on the
structure of the three examples included.
These rules were playtested using 15mm miniatures but any scale can be used. For 25mm increase the base
sizes and distances by 30 to 50%. For smaller miniatures, increasing the figures per base may be sufficient.
By default, dicing means a six sided die (d6) throw.

1.1 Basing
Infantry elements are mounted in 3x3cm stands. For regular Rank and Elite troops use 2 figures per base,
for Green troops 3 and for local Militia 4. For irregular Guerrilla or Veteran bases use 3 figures, for Mobs 4.
Infantry support weapons can be 2 or 3 figures whether regular or irregular. This is convenient if you plan
attaching the same support weapons to different unit types.
Command elements are represented by any number of figures on a 2,5x2,5cm stand.
Field guns and AA guns are based on 4x4cm stands or larger as required to accommodate the model, but its
best to keep the 4cm frontage when possible.
Vehicles can be used as they are or preferably based. Jeeps, small trucks and A/C can be based in 3cm wide
stands. Large trucks, A/C and tanks should be mounted on 4cm frontage stands; larger MBT models do
require a 5cm frontage.
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Base sizes are not critical as long as opposing armies use the same conventions, but frontage is important
for targeting rules.

1.2 Game scale and unit size
A stand with a number of figures or a vehicle is designated as an element.
A group of elements that fight together constitute one unit (company or simply fighting detachment).
Infantry units in the game are about company sized, a pair of bases representing a platoon. Each stand
represents roughly 12 to 25 men if regular, or 20 to 30 men if irregular.
For guns 2 or 3 models represent a battery. Units may not initially deploy as single elements, except in the
cases specifically mentioned in the rules.
A pair of transport trucks or a single heavy lorry represents enough vehicles to carry an average sized
company. One helicopter represents a fleet large enough for the same purpose.
A fighting vehicle unit consists of 2 to 3 models, corresponding to one or two troops in a small game and to
a full platoon on larger scenarios.
Time scale is about 30 minutes per turn for unengaged units, 30 seconds if engaged in a firefight.
Ground scale and weapons ranges have been deliberately distorted for playability, the infantry small arms
effective range was increased and all others dramatically decreased. As a rule 10cm should correspond to
300 to 600m depending on the game scale.

1.3 Unit grades
Infantry units may be regular or irregular.
Regular infantry usually belong to government armies, including all drilled troops with battle experience or
mercenaries. Most regular rank-and-file infantry are simply called Rank. A few regular units that
historically demonstrated superior fighting ability can be Elite, and should readily be distinguished by a
different colour scheme, headgear, better equipment or basing. Inexperienced recruits or poorly motivated
conscripts of regular armies are Green troops. These are inferior fighting troops, but they are usually fresh
and complete units, because of little battle attrition. Militia are regular units composed mainly from local
conscripts, fighting for a foreign or colonial power, for conviction, money or a better living. They can
become invaluable for regular armies due to their knowledge of the operations theatre.
Most irregular infantry are Guerrilla, usually operating from remote or mobile bases, mostly by setting
ambush or hit and run attacks. Irregulars are very knowledgeable of the terrain and are usually supported by
the native population, openly or not, but due to their less disciplined nature, they are less likely to endure
prolonged fighting. They will only accept an open fight when in numeric superiority or when desperate.
Experienced battle hardened guerrillas are designated as Veterans. Irregular forces can be boost by local
fighting Mobs. These are hastily assembled local insurgents, usually highly motivated but lacking proper
training or equipment. Yet they can be fierce fighters when defending their strongholds.
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All non infantry units in Ambush? are considered regular for game purposes, though a few fighting
armoured units in regular armies can be Elite.
Table 1 - Infantry unit grades summary
Type Designation N. Figures
Regular Elite 2
Rank 2
Green 3
Militia 4
Irregular Veteran 3
Guerrilla 3
Mob 4

2. DESCRIPTION OF ELEMENT TYPES
There are four basic element types in the game: infantry; transport vehicles; fighting vehicles; and guns.
The main building blocks of an army are the assault rifle elements (ASR). Unit grades refer to ASR and these alone
determine the infantry unit type.
The ASR, RPG, HMG, RCG and LTM are collectively called infantry. All but ASR are called infantry support
weapons (ISW).
Transports can be soft skinned or armoured. HMG elements can fire from vehicle mounts.
Fighting vehicles include trucks with mounted weapons, A/Cs, Light Tanks and Main Battle Tanks.
Guns are divided in Field, A/T and AA guns. Missile launchers are dealt with as a special type of field guns.

2.1 Infantry

2.1.1 Assault rifles (ASR)
Assault rifle elements are typically armed with bolt action rifles or assault rifles such as FN-FAL, H&C G3 or
AK47/74 but may include also light machine-guns, submachine-guns, pistols and grenades. Irregular units have
usually a lower percentage of automatic weapons. At least 50% of the elements in an infantry unit must be ASR at all
times.

2.1.2 Rocket propelled grenades and bazookas (RPG or BAZ)
Rocket projectile grenades (RPG) and bazookas (BAZ) are primarily A/T weapons, which are frequently adapted to
anti-personnel use in unconventional war.

2.1.3 Heavy machine-guns (HMG)
These represents heavier tripod mounted MGs, like the US 0.50 cal. or the Russian DShK Degtyarev. The German
MG42 and similar types are often included in this group, because of their high performance. All may fire in AA role.



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2.1.4 Recoilless guns (RCG)
Low velocity/high calibre guns widely used to provide some protection for infantry from armour. These are powerful
weapons but cumbersome to carry around.

3.5 Light Mortars (LTM)
In these rules mortars up to 88mm are exclusively used in support to other weapons fire. Heavier mortars are included
with the field gun group.

3.5 Mounted Dragoons (MTD)
These are special infantry troops, with high mobility but somewhat lacking firepower. Some mounted police may play
the same role. They are treated as ASR by default.

2.2 Transport

2.2.1 Trucks (TRU)
The basic troop carrier. Can be loaded with 4 infantry stands, except that RCG count as 2 elements for transportation
purposes. Jeeps carry half the load. It is possible to fire a single HMG element when mounted.
Heavy lorries (3 ton and up) or big buses can carry up to 9 infantry stands, yet no HMG firing is allowed.

2.2.2 Armoured personnel carriers (APC)
These are the universal troop carrying vehicles in regular armies, but not otherwise common. They can be extremely
uncomfortable in hot climates. They can transport up to 4 infantry elements. One HMG element can provide fire
support when mounted.

2.2.3 Helicopters
Helicopters are a very useful and flexible way to quickly deploy troops, especially against an evasive enemy.
For the sake of convenience, each helicopter model will carry a full infantry unit. In most scenarios a helicopter can
take 3 hits before going down, but a couple of stands are lost on each hit. Helicopters fear enemy AA only.

2.3 Fighting Vehicles

2.3.1 Support Truck (SPT)
Trucks can be mounted with fixed RCG, lighter artillery or AA guns for unit support, becoming a fighting vehicle that
carries no troops. These give cheap mobile firepower but present an easy target. They are most useful for mobile AA
role, away from enemy ground units.


2.3.2 Armoured Car (A/C)
Light and flexible armoured cars provide the ideal armoured support in close fighting attacks, and are very frequently
used in convoy protection. A/C comes in two basic varieties, HMG and Gun.



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2.3.3 Light Tank (LT)
Tanks are more expensive and harder to maintain than A/Cs. They are of little tactical value in very dense terrain, but
are nevertheless more mobile than MBT. Examples of light tanks include the Austrian Steyr SK 105, the French GIAT
AMX-13, the British Alvis Scorpion, the Russian PT-76 and the USA M551 Sheridan.

2.3.4 Main Battle Tank (MBT)
Heavier main battle tanks are not well adapted to close fighting in difficult terrain. They are occasionally employed by
wealthier powers in major offensives and can be very effective in steppe or desert like open terrain.

2.4 Guns

2.4.1 Field gun (FDG)
Field guns include all howitzer type guns. They are useful to scatter infantry and very effective in suppressive fire. In
the type of warfare covered by these rules artillery is seldom used in its typical role of indirect or plotted fire, being
frequently employed in direct support role. This is mainly because of inadequate territory charting, difficult
communications or high risk of civilian collateral casualties.
Mortars of 89mm and higher calibre are considered as FDG for game purposes, but have the same minimum range as
light mortars. On the other hand they can double as LTM when attached to an infantry unit (section 9.4).

2.4.2 Anti-tank gun (A/T)
The tank knocker weapons by excellence, also frequently deployed against infantry in unconventional war.

2.4.3 Anti-aircraft gun (AA)
AA guns were frequently used in garrison static positions, rarely on offensive roles. Yet they can be used as mobile
fire support when fitted to a truck carrier.

2.4.4 Light missile launchers (LML)
Missiles were seldom used in this type of warfare with any type of regularity, because few forces could afford to keep
enough supplies for a long time. Yet smaller surface-to-air (SAM) and SAGGER type missiles proved very effective
in guerrilla hands. They are very powerful weapons, which can have a devastating effect both for neutralizing material
and breaking morale, especially where collateral damage is not considered an issue. Their virtually unlimited range,
considering the average wargame table, was drastically reduced. The LML can be fired from ground mounts or vehicle
carriers.

2.5 Army HQ

2.5.1 The Commander-in-Chief (CiC) and Field Commanders (FCo)
The CiC is not a regular game element, because it cannot fire or be fired upon, but it can be captured. The CiC can be
attached to a unit, increasing that units morale and mobility. In larger scenarios the CiC may have two or more
subordinate FCo.
A command element does not count towards the maximum transport load.
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3. TERRAIN AND TABLE SETTING

3.1 Table size
Ambush is an open system that can be played in any tabletop size, depending on the scenario. The standard
pick-up game is played on a 120x120cm table (scenario 2, the Strike Force). A 90x90cm setup is included
and development has shown that joining two standard tables can provide a good game on a 240x180cm
surface.

3.2 Terrain
Here is a list of terrain types, followed by a description of their main effects in the game. A single terrain
piece length must not exceed 25cm nor be less than 14cm in any direction. Double terrain pieces have a
maximum length of 40cm. Smaller features can be used together or for decoration purposes only.

Table 2 Terrain effects
Terrain type Description Movement Fire Cover Morale
Protection
Clear
The flat table surface. No changes No No
Gentle Hill Gently slanted hill sides
most flat, with short brush
and few hiding places.
No changes Yes for Elite infantry,
local Militia, Veterans
and Guerrilla. Crest
blocks direct fire.
No
Wood, Forest,
Jungle
Any large and dense
vegetation area.
Infantry and guns 50%;
impassable for vehicles.
Yes for all infantry and
guns. Blocks AOF
beyond 5cm.
Yes for infantry
and guns
Rough Very irregular and rocky
ground; thick tall brush.
Infantry and guns 50%;
impassable for vehicles.
Yes for Elite infantry,
local Militia, Veterans
and Guerrilla.
Yes for infantry
and guns
Steep Hill Steep hillsides, cliffs, rocky
or wood covered.
Infantry and guns 50%;
impassable for vehicles.
Yes for all infantry and
guns. Crest blocks fire.
Yes for infantry
and guns
Built Up Area
(BUA)
Usually representing a small
village.
No changes Yes for all infantry and
guns. Blocks AOF
beyond 5cm.
Yes for infantry
and guns; any
irregulars -1
Shallow river
(up to 2,5cm)
Water feature.
Water events possible.
Guns and RCG 50% No No
Lake; Large
River (3cm up)
Water feature.
Water events possible.
Impassable to all except on
boats, bridges, ford.
No Yes for naval
troops on boat
Marsh Water feature.
Water events possible.
Infantry move at 2+d6cm;
impassable for vehicles and
guns.
Yes for Elite infantry. No
Soft Sand; snow Dunes, collapsing ground,
very soft snow.
Infantry move at 2+d6cm;
impassable for vehicles and
guns.
No No


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Guerrilla actions are only viable over difficult terrain, therefore clear may describe relatively even terrain
that does not significantly hinder movement, but does not necessarily mean flat plains or open steppe only.
Any terrain that reduces the movement speed for an element type is designated as difficult for that element.
Table setting directions may be provided in each scenario.

3.3 Miscellaneous notes on terrain
The best way to represent terrain pieces is to cut the shapes out of coloured cloth. For woods and forests
place a few model trees over the cloth for atmosphere. A single or a couple model trees on a large base
work best, because it is easy to move them apart to place the troop elements, without having scenery falling
over your figures.
Hills are effectively modelled from concentric shapes of 3mm thick foam, which are tall enough to give the
sense of elevation without destabilizing figures (fig.1). The inclination is irrelevant in these rules, but it is
essential to clearly mark a crest line over the top, either with a pen or by making a line of scatter material,
because the crest only blocks weapons fire. If both gentle and steep hills are present over the same table,
mark the steep hills with brush or stone markers for easy identification.
BUA areas may be well represented by a piece of cloth with a couple of scale buildings or models huts over
it. Damaged walls can also be useful where space is at a premium.




Figure 1: Nicaragua contra
war, early 80s.
Some anti-Sandinista
guerrillas advance under the
cover of a hill crest, while
enemy Government light tanks
PT-76 (Sov) approach from a
distance.
The thin foam contoured
hill has a pen marked crest and
allows elements to stand in any
position, without sliding.






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4. MOVEMENT AND UNIT COHESION

4.1 Movement rate
The movement rate is measured in cm and depends on the troop type. Movement rates are represented by a
basic value followed by a march bonus that is added by rolling dice.

Table 3 - Movement
Element type Move (cm) March bonus
Infantry 10 +d6x2
RCG 8 +d6cm
FDG; A/T; AA* 4 +d6cm
Tank; tracked 15 +3d6cm
Wheeled; H/T 16 +3d6cm
* When towed use the tractors speed.

Activated units can either move or march-move. In a regular move simply use the first value in table 3.
Most units must move at half rate to be eligible to fire during activation, simulating the suppressing effect
of fire (see firing rules, section 5).
When units march a variable bonus is added to the base move value, found by rolling one or more d6, as
shown in the table. Marching units can never fire or perform other actions.
Dragoons move like tracked, except that they use infantry rates instead in rough and forest.
Remark: the infantry march bonus is obtained by multiplying a single die roll by 2; for vehicles 3 dice are
rolled and added together.

Table 4 - Movement modifiers
CiC attached +4cm
Veteran infantry: +2cm
Truck, A/C, other wheeled or half-tracked double movement distance on road.
Difficult terrain deduct 50% (terrain table, section 3.2).
Move and fire deduct 50%.

Halving modifiers are only applied once.
Example: one infantry unit is moving through forest, which is difficult terrain, after having defence-fired. The
resulting movement distance is 5cm, because halving modifiers are not cumulative.

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4.2 Procedures for movement
4.2.1 Move
The standard procedure is to move each element independently until all elements in the unit have moved,
up to the maximum distance, as shown on table 3. The move distance is measured from any front corner
(fig.2) and includes all the path segments travelled by that corner (fig.3).
Any element may pivot around its own axis, without affecting subsequent fire, even if the element may not
move and fire.
Figure 2: Basic movement.
Element 1 moves straight ahead for 10cm, using for example the left front corner for measurement.
Element 2 moves and changes facing; the arrow indicates the correct measurement procedure.
Element 3moves 10cm while turning, therefore the player chooses the right front corner for measuring.
Element 4 moves over difficult, so the total maximum distance is reduced by 50%.



Figure 3: Surrounding
impassable terrain.
A LT surrounds rough
terrain it cannot cross. The
total movement is the sum of
the 2 straight segments that
constitute the path travelled by
its right front corner, for a total
of 15cm.



4.2.2 March
For marching first decide the direction the unit should head to, then move the farthest element in that
direction and place all other units elements freely within cohesion distance (see fig.4, section 4.3). The
farthest stand is the reference element and this must be moved as close as possible towards the designated
objective. If a slower element is present this element movement rate is substituted for the march distance
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for the reference element. There is no need to measuring movement distances for other than the reference
element, just place all other elements within cohesion distance.
Marching elements may not start or get closer than 9cm (3 base widths) from any enemy element.
For marching along a road in a single column simply move the front element then the following, keeping
the same relative positions. Marching elements may not contact the enemy.
4.2.3 Moving over difficult terrain
An element must use the difficult terrain penalty, as long as either front corner is over difficult terrain.
When moving both over clear and difficult terrain in the same turn, deduct half the movement rate for the
length travelled in difficult terrain only, rounding down fractions of centimetre. For infantry, the movement
and march rate through difficult can be simply calculated as 5+d6cm.
No part of the base of an element may cross terrain impassable for that element.
4.2.4 Moving over other elements
Friendly elements can move through each other. Enemy elements block movement.

4.3 Unit cohesion
While elements move they must keep in contact with others in the same unit, otherwise the group may
disperse. After movement all elements in the unit must be within the cohesion distance, or lose cohesion.
This is 6cm for Elite and Veteran units and 5cm for all others. Units with any elements out of cohesion
must make a morale test in turn phase 5.
The cohesion distance may be measured from any point of the base.
Figure 4: Cohesion & march.
One unit with 4 guerrilla ASR is heading towards objective A. The player decides to march and rolls a 3, for a total of 10+3x2
= 16cm. Element 1 is farthest from point A, so it is the reference element and it is moved 16cm towards A. Elements 2, 3 and 4 are
then placed within cohesion distance, so element 4 can now reach A (dashed square) about 31cm from its starting place.

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4.4 Mount, dismount, limber and unlimber
Infantry elements can be automatically picked up by a moving or stationary transport within 3cm. They
spend 5cm to dismount and can do so under move or march orders. In the latter case each element can be
moved individually for a distance equal to 5cm plus the march bonus.
Towed guns can be automatically limbered, as long as the tow vehicle passes within 3cm of the gun. Both
tractor and gun must spend a full move to unlimber under march orders, therefore no movement or firing
can occur, except pivoting the gun to face the required direction and withdrawing the tow up to 5cm.

4.5 Hiding
One unit that has moved but not fired or marched may hide if all elements are fully inside terrain that can
provide fire cover for that unit. Hidden units cannot be shot at unless an enemy element moves within
12cm. When spotted or after firing they immediately lose the hidden status. Unlike ambushed units, hidden
units are kept on the table.
Example: a unit has 5 elements inside a BUA terrain piece and one partially inside, with only one corner
outside. All count as in cover but the unit cannot hide as one element is not fully inside the terrain piece.

4.6 Breakdown
Vehicles are prone to breakdown when moving over the rough terrain over which guerrilla fighting usually
takes place. When a unit has march orders a vehicle will breakdown if two or three 1 are rolled on the
march dice. Determine randomly which vehicle in the unit is affected.
A broken-down vehicle is immobilised after having marched and cannot be activated (but may defence-
fire).
Vehicles roll to recover on the Recovery phase (see section 8) and are successful on a score of 3 or less.
The following modifiers apply:
-1 if a command element is attached,
+1 if three 1 were rolled on the march dice.
Broken-down vehicles may be abandoned at any time and count as destroyed.

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5. FIREFIGHTS

5.1 The AOF
Firing is allowed only if at least one element on the activated unit has a clear Area-Of-Fire (AOF) to one
target element, within range. Only elements with a clear AOF may fire and all must fire at the same time,
therefore some elements may be prevented from firing in each turn. AOF is defined as a polygonal area
limited by the shooter edge, a target edge and two limit lines drawn from each corner of the firing element
to the correspondent corners of the target unit, without touching (fig.5). To determine range (section 5.3)
use the shortest line.
All firing is unit to unit only, so the splitting of fire among different target units is not allowed.


Figure 5: The AOF
The AOF for element 1, in
blue, is limited by the firer edge
(a) one target edge (b) and two
limit lines (c) and (d). The
shortest limit line, (d) is the
range line.



Troops, terrain and burning wrecks may block the AOF except that it is possible to target a vehicle standing
up to 10 cm behind an enemy infantry element.
For bases deeper than wide, the side edge is considered to be as long as the frontage, for targetting
purposes.
Tip: a drop of paint on the side edge of the base may facilitate targeting long stands.

5.2 The baseline and fire zone
Elements must exclusively fire to the front of a line extending the firing edge to the sides, which is called
the baseline (fig.6). The area to the front of the baseline is the legal firing zone.

Figure 6: The firing baseline.
Most elements, like the tank
on left, use exclusively the
front edge as the baseline.
An ASR can choose the
front or either side edge as
the baseline to fire in each
turn. He could also fire
from the rear edge, but only
if to react to enemy
offensive-fire.

ASR may choose any edge as
the firing edge for reacting to enemy fire (defence or counter-fire, section 5.6) or all but the rear edge for
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firing during activation. All other elements fire from the front edge only. Only targets that lie at least
partially inside this fire zone can be fired upon.
A target with an edge just over the baseline is not a legal target, because the AOF limit lines would touch
(fig.7).




Figure 7: The fire zone
(dashed area).
An ASR is using the front edge
to fire, B is the baseline; arrow R
represents maximum range.
Targets (a) to (d) are all legal.
Element (d) is a legal target
because the firer can trace two
limit AOF lines that do not
touch.
Element (e) is outside range and
(f) edge is just over B, so neither
are legal targets.




5.3 Fire dice and hits
When firing each unit roll a number of dice depending on the elements in the unit that are eligible to fire,
accordingly to AOF, range and fire zone requirements.
Each ASR is worth one half die, rounding down, except Elite, that round up. At close range, 3cm and
below, each ASR is worth 1 fire die, effectively doubling the firepower when fighting at close quarters.
Most other elements use 1 fire die, with some exceptions. Armoured that have a gun as primary weapon,
fire two dice versus infantry within 30cm, simulating the use of machine-guns and defence mortars. AA
guns firing to infantry within 30cm also use two fire dice per gun, due to their high rate-of-fire. The LML
use 2 dice because of salvo firing (section 5.13).
Example: one Rank unit is composed of 5 ASR and a HMG, therefore it may fire 2,5 dice for the ASR plus 1 die
for the HMG, rounded down to a total of 3 fire dice to throw together. If the same unit was Elite it would fire 4
dice.

The score needed to score a hit depends on the status of the target: 5,6 if in the open; 6 if in cover.

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Table 5 - Firing Table
Element Range (cm) d6 Pen
ASR (1d6 at 3cm) 30 1/2
RPG 12 1 -2
HMG* 44 1
RCG* 44 1 -1
A/C and LT gun 55 1# -2
MBT gun 66 1# -3
FDG* 88 1 -1
A/T* 66 1 -2
AA* 55 1#
LTM* (minimum 10cm) 44 +1d3
Missile* (minimum 30cm) 99 2 -3
* cannot move and fire, unless mounted.
# 2 dice versus infantry within 30cm.

5.4 Fire cover
Terrain may provide fire cover to infantry elements. What kind of terrain allows cover for each infantry
element grade is described in the terrain effects table, section 2.2. An element is considered as under cover
if any of the AOF limit lines crosses that terrain (fig.8). Armoured count as under cover in all instances.
Soft skinned vehicles are never under cover.














Figure 8: Cover.
Element 1 is facing 3 ASR guerrilla elements partially inside a BUA template. Elements A and C could be hit as in the
open, with 5,6, because it is possible that both AOF lines do not cross the BUA. Element B is under cover and could
only be hit on 6, because one of the AOF lines the bottom green one - crosses the terrain.
19
A hill crest blocks all direct fire. Wood and BUA block fire if any if the AOF limit lines penetrate for more
than 5cm into the terrain, measured from its edge (fig.9).

Fig. 9: AOF block example.
Rank element 1 is
targeting enemy inside a
forest, at 20cm range. The
AOF limit lines penetrate 5cm
only into the forest. As B
length is 6cm, the AOF is
interrupted and neither
element can shoot at each
other.


5.5 LTM fire support
Light mortars have special rules. The LTM ignores AOF restrictions but cannot fire isolated and must
support fire from other elements. For each mortar in the unit roll a d3 and add the result to any hit die or
dice that has missed. All LTM possible targets must be legal targets for other elements in the unit. Mortars
can fire over any friendly troops within 25cm and 10cm over an infantry enemy element. Mortars have a
minimum range of 10cm and cannot be used when the target is within 3cm of friends.

5.6 Firing procedures

5.6.1 Offensive fire
A unit can attack by performing offensive-fire. Calculate the unit firepower in dice and announce the target
unit to your opponent. Some or all of the elements in the target unit may lie within the firers AOF, but only
legal target elements may be fired upon.
Offensive fire may trigger a reaction from the target unit. The defending unit (the one that is about to be
fired upon) can choose one out of 3 reaction options, that must be selected before the attacker rolls to hit:
5.6.1.1 - Ignore: ignore the firing and suffer the eventual casualties. This has the advantage of keeping
more firing options open if the unit is later activated.
5.6.1.2 Counter-fire: the unit simultaneously fires back, both units suffering casualties as indicated by the
hit results. Often a risky option.
5.6.1.3 Defence-fire: the unit fires at maximum firepower to suppress incoming fire. Subtract any 5,6
results from offensive fire hits. Note any remain 5,6 results and roll again to hit, considering the open or
cover status of the target.
A unit may defence-fire up to twice. On a second defence-fire round ignore one re-roll die to hit, if any.

20
5.6.2 Suppressive fire
A unit can attack any terrain piece by performing suppressive fire, whether enemy troops are seen or not.
Fire upon the terrain piece and add all the points rolled adding any PEN factors. Each FDG and LML add
+6. Note the total and for each full score of 10 deduct one fire die from any element firing from that feature
for the duration of the turn. Suppressive fire never causes casualties and ignores AOF penetration limits.
Suppressive fire primarily affects the terrain feature and does not trigger any immediate reaction from
troops inside. Any friend or foe elements are affected when they fire from the suppressed terrain area, even
if only partially over it. Half suppressed dice are suppressed.
For double terrain pieces only half of the area can be suppressed on a single fire session.
A unit that does suppressive fire cannot perform any other action for the turn.

5.7 Fire-groups
A group of two infantry elements of the same unit, aligned in base-to-base contact and facing in the same
direction, are called a fire-group (fig. 10). A fire-group can fire as if all men were firing from the area
occupied by the front element. While a fire-group is formed the rear element can be selected as a casualty,
even if the target was the front element only. A fire-group may never select a rear edge for firing.











Figure 10: Fire-group example.
Group A is a fire-group, therefore both elements may fire from the front or lateral edges of the forward element. The
positions from B to D are not fire-group arrangements, so each element must fire independently.

Fire-groups work slightly differently within close combat range (3cm). In this case only the front element
fires, but elements supported by an ASR directly to the rear add +1 to their fire dice.
Fire groups can be freely formed and cancelled during movement.

5.8 Armour and penetration (PEN) values
Armoured that are hit have a saving roll to avoid destruction. Each armoured vehicle must make a save roll
for each hit or be disabled. The values for a successful save roll vary with the vehicle type:
21
All A/C or APC Save on 5,6.
Light Tank Save on 4,5,6.
Main Battle Tank Save on 2,3,4,5,6.
Some weapons firing powerful armour-piercing ammo are given a penetration value (PEN) that is deducted
from the save roll. Whatever the modifiers, a natural roll of 6 is always a successful save and 1 a failure.

5.9 Dispersed elements
Elements that are hit are dispersed. Dispersed elements are removed from play, meaning that they have run
away, lost contact with the parent unit or simply the willingness to risk their lives for the cause. Only a
small fraction of men in dispersed elements would be actual casualties in most low intensity warfare.
The unit owner picks up casualties from eligible targets.
Remark: remember that in infantry units at least 50% of the remaining elements must be ASR.

Armoured elements are only disabled after they fail a save roll. If the unmodified save result is 2 or less
and the armoured vehicle is destroyed, it catches fire and the model is left on the spot as a burning wreck.
Otherwise remove any vehicles from the table.

5.10 Indirect fire
FDG or LML may target out-of-sight enemy, like over a crest line or BUA, if any friendly element has a
clear AOF to the target within 88 cm range.
In either case these weapons can hit the target element and all elements touching it, including fire-group
mates. Roll for each element separately.

5.11 Split fire
All elements in a unit must fire simultaneously to a single enemy unit. Fire may never be split among
different units.
In some instances the firing dice must be individually allocated to target elements when different effects
can be produced by the firing troops in each target. This is because the target unit may have elements in
different cover status or the firer has different penetration values and armour is involved.
If there is no allocation before firing, dice are evenly distributed among all eligible target elements, the unit
owner allocating any remaining dice.
Example 1: one regular unit with 5 ASR and 1 RCG fires at 24cm at an A/C unit. As only the RCG has a
Penetration value (-1) his shot must be rolled separately to check whether it scored a hit. The player rolls 2
and 6 for the ASR and 5 for the RCG. Therefore one hit was scored but no PEN modifier applies.
Example 2: one 7 ASR guerrilla unit has moved and fires at a unit that has 3 infantry elements in cover and one
element on the open within range. The firepower is 3d6 and it must be declared how many firing dice are
allocated to the open (5,6 to hit) and cover (6 to hit) elements.

22
5.12 Disabled ground troop transports
When a troop transport is destroyed each element inside escapes on 3 or more. Place surviving troops
within 3cm of the disabled vehicle. Use the following modifiers:
+1 if the carrier is APC.
-1 if the firing unit is a Tank, A/C with gun or infantry unit having fired a RPG or RCG.
-2 if the firing unit is FDG or LML.
Whatever the result the surviving unit must take a morale test in phase 5, even if only part of the unit was
involved.
Command elements are never affected by the destruction of ground transport.

5.13 The LML
The LML are fired as any FDG, except that 2 dice are used, so one or two elements within the same unit
can be chosen as targets. As missiles are fired in salvoes, if a hit is scored any elements within 3cm of a
nominated target can also be hit. The missile launcher takes a full turn to reload on idle orders.
Missile launcher units may be 1 to 2 elements.
Small man carried missile launchers, like the suitcase SAGGER (Rus) should be based in a 4cm frontage
stand, 2 or 3 models per stand. By default, they are treated like any gun.











The BRDM A/C ATMG missile launcher (Rus).

23
6. INITIATIVE AND UNIT ACTIVATION
Unit activation is the basis of the Ambush? game. The initiative holding player decides who activates the
next unit. Units are activated in turn phase 3 (see section 8) and during activation they perform one action
or a combination of actions. A fire triggered action is not activation, but fire reactions may affect units
when later activated.

6.1 Initiative
If the initiative is not set by the beginning of the activation phase, both players roll a d6, the low scorer
winning the initiative. Roll again on a tie. If tied after the first turn, the initiative changes side to the last
turn high scorer.
The initiative holding player always decides which side will activate the next unit.
A player will win or keep the initiative if he gives march orders to a unit or if it performs offensive-fire and
disperses one or more enemy elements. Otherwise the initiative will belong to his opponent after the unit
activation ends.
Example 1: it is possible to keep the initiative for several times in a row. If player 1 holds the initiative and
tells player 2 to activate a unit, player 2 may move and hide or perform offensive-fire causing no casualties. In
either case player 1 keeps the initiative.
Example 2: in the above example, if player 2 marches or performs offensive-fire causing a casualty, he wins
the initiative. It will be now his decision about who will activate the next unit.

6.2 Activation actions
Possible actions during activation include keeping idle, move, offensive fire, suppressive fire, move, march
or hide. All units can be activated once and only once per turn.
6.2.1 Idle: an idle unit performs no actions for the moment but it will be able to defence-fire up to twice
this turn or counter-fire once. No voluntary movement will be possible.
6.2.2 Move: a unit that moves and does not fire during activation can later defence-fire up to twice. A
pinned unit may only move at half rate.
6.2.3 Move and offensive-fire: a unit can move at half rate and then perform offensive-fire. Rank, Elite,
Guerrilla and Veterans may perform a charge move, which consists of a full move followed by offensive-
fire. To move and fire complete all possible unit actions for the turn. The unit can no longer counter or
defence-fire.
6.2.4 Fire and then move: a unit that has offensive, defensive or counter fired, before or during
activation, it can only move at half rate afterwards. This is because of the suppressing effect of fire and
difficulty of making the men go forward after having been engaged in firefight. To fire and then move
complete all unit actions for the turn.
6.2.5 Suppressive-fire: this type of action precludes any other.
6.2.6 March: this type of action precludes any other.
24
6.2.7 Hide: a unit may move and then hide. See section 4.5. As with a normal move action, a hidden unit
can later defence-fire up to twice.

6.3 Fire-triggered actions
Possible fire-triggered actions (or reactions) are counter or defence-fire.
Any unit that has fired during the turn must move at half rate if later activated. It is possible to defence-fire
up to twice, as explained in section 5.6.1.3, but firing twice ends all unit actions for the turn.
A unit that has counter-fired or defence-fired once may move at half rate if subsequently activated.

6.4 Special restrictions on moving and firing
Elements including HMG, RCG, LTM, FDG, A/T, AA and LML cannot fire and move in the same turn,
unless mounted in a vehicle.

6.5 Fighting withdraw
Any infantry unit that it is fired upon may have to withdraw. If a unit rolls more sixes than the opponent
ones every element in the target unit must move 3cm away from the firing enemy for each die of
difference, up to a maximum of 9cm, unless the withdraw would bring any part of the element into open
terrain. In this case the element is moved until the base touches the terrain edge. In defence-fire, only the
first roll counts for this purpose.
During withdrawal elements cannot interpenetrate, therefore if the withdrawing element meets friends these
are pushed back. While an element cannot withdraw directly into the open, he can be pushed back into the
open by withdrawing friends. Elements to the rear of the unit should withdraw first, front ranks last.
If a withdrawing element meets impassable terrain, the board edge or enemy, he is dispersed.
Withdrawing elements end their movement facing the enemy, except pinned unit elements, that must stop
facing the opposite direction. In either case the elements may freely pivot to face the appropriate direction.
Remark: the 1 rolled have the effect of preventing the runaway instinct, as on a morale test (section 7).
Example1: unit A fires and rolls 2,2,5,6 scoring two hits. Unit B is in the open, defence-fires with 1,4,4,6,
cancels one opponent hit and has one element dispersed. Despite the casualty inflicted, A must withdraw 3cm
because B rolled one 6 versus none 1 from A.
Example2: unit A fires and rolls 1,3,6,6 scoring two hits. Unit B defence-fires with 2,4,4,6, and cancels both
opponents hits. As both units roll one more 6 than the opponent 1 both must withdraw 3cm.

If LTM are present the modified values are considered before checking for withdrawal.
Elite units withdraw from Elite or Veteran units only.

6.6 Activating command elements
The CiC or subordinate command elements are moved together with the unit they are attached to or
independently, immediately before or after activation of any own side unit, once per turn. Only one unit can
benefit from the command element effects in each turn.
25
A command element is considered to be attached if within coherence distance at the start of the turn. When
two units are eligible it is attached to the nearest unit. Command benefits are not cumulative.
A command element cannot be directly targeted but it is captured if contacted by any enemy other than
unarmed transport, under move orders. It can be dispersed only if a flying transport is brought down.
A command element never tests for morale individually and is never pinned (see section 7).
A command element cannot influence the game except where specifically allowed by the rules. For
example a CiC cannot capture objectives.
When the CiC is lost, but not his subordinates, all units in the army must take a morale test. When an FCo
is lost the unit it is attached to must take a morale test. These morale tests are done in turn phase 5.




The H&K G3 automatic rifle.



26
7. MORALE

7.1 The morale test and modifiers
Morale checks affect a full unit and are conducted in turn phase 5, or exceptionally in phase 2 if events so
dictate.
Phase 4 morale checks are taken when one of the following conditions apply:

a) Any casualty this turn when the unit has lost 3 or more elements.
b) Irregular infantry, not Veteran, or regular Green, with any element dispersed this turn.
c) Broken unit cohesion.
d) Unit lost fighting vehicle or gun this turn.
e) Pinned unit.

For each unit in check roll a d6. To pass the unit must score 4 or less. On a score of 5 the unit is pinned;
on 6 or more the test is a fail. A failed test means that the unit is dispersed and removed from play. You
can think of the morale roll as a direct measure of the runaway instinct: the higher the roll the stronger the
impulse to get away from the fighting.
The modifiers in table 6 are used when testing for morale.

Table 6 Morale test modifiers
+1 Green unit.
+1 Green or Mob unit with half or more elements on open terrain (section 7.2).
+2 Irregular unit that has lost 3 or more elements.
+1 Regular unit that has lost 3 or more elements.
+1 For each element lost over 3.
+1 Fired at by LTM or FDG this turn.
+1 Burning wrecked vehicles from own force within 10cm (section 5.9).
+2 Fired at by LML this turn.
-1 If more than half elements are in morale protective terrain (sections 3.2 and 7.2).
-1 Elite or Veterans.
-1 Army CiC attached (section 6.6).

To avoid hopeless outcomes a natural '1' is always a pass. On a natural '6' the best possible modified result
is pinned.
Morale tests are not cumulative: each unit will only test once per turn phase.
A unit with a single remaining infantry element is automatically dispersed.

27
7.2 Morale and terrain
An element is protected for morale purposes if none of its edges sits entirely on terrain that does not provide
morale protection for the unit.
An element is on the open for morale purposes if one or more edges are fully over clear terrain, or in a
water feature, except if navy troops. Roads are ignored for determining the terrain type.

7.3 Pinned units
Pinned elements can only move individually at half rate (5cm) if in open, towards the nearest cover. They
can defence-fire but cause no hits to the enemy. No other firing is allowed.
Pinned units may try to recover on the recovery phase, turn phase 4, by rolling 3 or less. Until they do so
they must take a morale test in phase 5. Elite units only use a -1 modifier on the recovery attempt.

7.4 Attached units and morale
Attached fighting units must test independently for morale each time any of the attached units is in check
(section 9.4). Transport units are considered independent for morale purposes under all circumstances.



The road is too dangerous! Angola 1970s. Portuguese Caadores deploy carefully in the jungle before
launching an attack into a native BUA, where ambush is very likely.

28
8. THE TURN SEQUENCE
(Putting it all together)

The turn sequence is initiated after the game preparation is over. Rules for game preparation and table
setting depend on the specific scenarios, an historical map or on players agreement.
The turn is divided in 6 phases and each can be sub-divided in segments.

Phase 1: Initiative.
Determine initiative accordingly to section 6.1.
Scenarios will generally allocate the initiative for the first turn.

Phase 2: Scenario events.
These are random events that affect one or both players. Optional standard events are described in
Appendix 2.

Phase 3: Activation.
The initiative holding player decides who will activate the first unit. Activation then proceeds accordingly
to the initiative rules.

Phase 4: Recovery.
Pinned units may attempt to recover and breakdown vehicles may be repaired. Game counters marking the
activation end may be removed.

Phase 5: Morale.
Morale tests are performed for the units in check.

Phase 6: End turn events.
End turn scenario prescribed actions are conducted, like rolling for late arriving units, checking for the
weather and victory conditions.


Kalashnikov AK47 automatic rifle.
29
9. COMPLEMENTARY RULES

9.1 Ambush
The player with more irregular or local militia units in the basic army may attempt to setup ambush with the
difference. Guerrilla or local Militia infantry can be deployed in ambush on 4,5,6. Other units cannot
ambush unless specifically allowed by the scenario. Only one unit may set ambush in each terrain piece.
Ambush units start the game off table, the ambush player secretly writing down the place each unit
occupies. These units can be kept off table until enemy troops enter the terrain piece, or if they reveal
themselves by leaving the terrain protection or though firing. The whole unit must deploy at the same time,
freely within the terrain piece limits.

9.2 Troop Transport Units
Troop transport units can move independently or be attached to an infantry unit (section 9.4).
Troop transports can never fire in this game, unless carrying HMG elements, in which case it is assumed
that they fire from a proper mount. Only one HMG can fire. No firing is allowed from heavy lorries.
A transport unit can be discarded at any time during the game, without awarding victory points to the
opponent. Discarded units may not return to the table.

9.3 Generic rules for transport helicopters
One helicopter model will carry a full infantry unit or 2 jeeps or 2 small LT, specially built for airborne
delivery, like the Wiesel (Ger). One chooper may take 3 hits before going down. For each hit remove two
passenger infantry elements or one vehicle. When the chooper goes down all passengers are lost.
Helicopters may travel 120cm each turn, and can be left hovering over any point of the table, until they
disembark the full unit. When empty they are removed.
Landing requires the selection of a single point over the table, that cannot be placed over Forest, BUA or
impassable to the passengers. All landing elements must be placed within 10cm radius of the landing point.
Air rules can be adjusted as required in specific scenarios.

9.4 Attached support units
Gun or vehicle units can be attached to infantry units. A single fighting unit plus a transport unit can be
attached to each infantry unit during the game. Attaching may occur when units start the activation phase
within cohesion distance. As long as two units are attached they may be activated and fire simultaneously.
For example, this will allow heavy mortars (FDG) to fire like LTM together with an infantry unit.
Transports may also be used as attached units, for increased flexibility.

30
9.5 AA fire
AA units may target helicopters within their maximum range, scoring a hit on 6. They have a special
minimum range of 22cm for AA fire only, hitting on 5,6. Unlike other units, single AA elements may be
deployed as one full unit.
Anti-aircraft targeting is an exception to the normal turn sequence, because the AA units may fire at any
point of the flight path. Therefore if during movement a helicopter passes within 55cm of an AA element, it
is an eligible target and may be fired upon immediately.
Vehicle or infantry SAM (surface-to-air) missiles can be based and used as any AA gun, scoring 1d3 hits.
Like LML they take a full turn to reload, but the minimum range for LML does not apply to SAM attacks.
HMG may fire in AA role, with a maximum range of 33cm, scoring a hit on 11,12 on 2d6 if on the
ground, or on 12 if mounted in a transport truck or APC.

9.6 Boats
Troops classed as navy, like marines and fusiliers, have the option to deploy inflatable type boats to cross
rivers and lakes. Other infantry may also be equipped with boats, but at a higher cost (section 10). Boats
must march at 5cm+d6. Troops may disembark immediately if the boat has 5cm left to move, under move
orders, and they can march for extra 1d6cm. If the boats are touching the margin at the beginning of the
activation phase, troops can disembark at no penalty.
To find out if marsh is navigable, roll a d6: boats can be used on 4,5,6.

9.7 Camouflaged equipment
When specifically allowed by a scenario, units other than infantry may deploy before the game begins, the
owning player secretly marking their position on a map. Such units must be revealed if spotted within 12cm
in cover, within 24cm on the open, if they move or if they fire.
Usually this rule will apply to AA only, but other units may be camouflaged as well.




FN-FAL automatic rifle.

31
10. ARMY POINTS
Army recruiting depends on the available army points (Apts) subjected to army lists restrictions. The following table
includes all element types and their cost.

ELEMENT TYPES & COST Basic Cost If Elite/Veteran
Regular ASR, Green 6
Regular ASR, Militia 9
Regular ASR, Rank 10 12
Irregular ASR, Mob 6
Irregular ASR, Guerrilla 8 10
RPG; BAZ 12
HMG 16
LTM 18
RCG 19
If navy infantry with boat* +0,5
Other infantry with boats +1,5
ASR, if Dragoon +1
FDG 36
A/T 32
AA 28
A/C with HMG 36
A/C with Gun 43 47
LT 52 58
MBT 70 78
APC (carry 4 stands) * 15
Light APC (carry 2 stands) 8
Jeep (carry 2 stands) 3
Truck (carry 4 stands) 5
Heavy lorry (carry 9 stands) 9
Missile launcher 100
Gun tractor (exclusively for gun towing) 3
Helicopter 14
Command element 15

* The army lists may allow navy troops to be equipped with boats at no cost.
** Most APC may double as A/C HMG and troop transports, for an extra 10pt.
The gun carrier trucks or armoured gun carriers cost is calculated by adding the truck or APC cost to the RCG, AA,
FDG, or LML cost. Trucks can also be loaded with a fixed HMG using the same method, at base jeep cost. No troop
carrying is allowed on these weapon carriers.


32
APPENDIX A. Random table setting APPENDIX A. Random table setting APPENDIX A. Random table setting APPENDIX A. Random table setting

These terrain setup rules can be used on any table with a surface area composed of any number of
60x60cm terrain sectors, or 30x60cm half-sectors. Sectors can be corner or edge sectors (those between
corner sectors). Players may alternately choose a sector, roll for and place terrain on it.
Each sector will have zero to four terrain features (pieces) and each half-sector zero to two. For each
sector roll a d6 on Table 1, for half sectors a d3, to find the number of terrain pieces. If a player so wishes,
a pair of similar terrain pieces in the same sector may be combined into a single double piece.
Then roll 2d6 for each piece on Table 2.

Table A1 (d6)
D6 Number of terrain pieces
1 1 piece
2 2 pieces
3 2 pieces
4 2 pieces
5 3 pieces
6 4 pieces

Table A2 - Terrain Type (2d6)
2 3 4 5 6 7 8 9 10 11 12
Clear River/
Lake/
March
Steep
hill
Rough BUA Forest Gentle
Hill
Forrest BUA Rough Player
choice
(2-11)

Notes:
- Terrain pieces should be placed at least 5cm apart.
- No more than two pieces of the same kind may be present in each sector. Repeat the roll for a third
piece.
- No more than one BUA may be in each sector or half-sector. Re-roll as required.

Roads:
a. Roll a D6 for each sector or half-sector, on a 6 there may be a road crossing it. Add +2 if the sector
contains a BUA. The standard road, should one be needed, is 2.5cm wide.
b. Determine the main road entry sector. The main road should enter the table by an edge sector, if this is
available; otherwise pick up a random sector.
c. Determine the main road exit sector. If there is only a single road sector on a different edge, that
becomes the exit sector. If two or more road sectors remain on other than the entry edge, the exit sector is
randomly selected. If there are no road sectors left, the main road will exit the table by the opposite edge,
taking the shortest route.
d. Lay the main road. The main road should run about straight, crossing over any features, except lakes.
e. Check for other main roads (large tables only). Sectors adjacent to a main road cannot be crossed by
another main road, but further apart road sectors can. If there are more road sectors eligible for a main
road entry, repeat a to e.
f. Connect secondary roads. Other road sectors will be crossed by roads that must connect to the closest
main road by T or Y junctions. Secondary roads must surround steep hills, forests large rivers and lakes.
If no such connection is possible they are discarded.

Mutual agreement between players and referee, if present, always override the above rules.

33
APPENDIX B. Generic scenario events APPENDIX B. Generic scenario events APPENDIX B. Generic scenario events APPENDIX B. Generic scenario events
Roll d6+d6. Random events affect on table units or elements only, unless specifically stated. Results that
do not apply are ignored.

1.1 to 1.2: Ammo shortage: -1 fire die affecting all units of one random side for one turn.
1.3 to 1.4: Nothing new.
1.5 to 1.6: Light rain/hazy weather conditions. Maximum visibility reduced to 25cm. Roll on recovery
phase: 1,2,3 bad weather subsides, 4,5,6 bad weather continues.
2.1: Freak out: random unit immediately takes one morale test.
2.2: Africa and South America only. Crocodile pack appears on river. Divide the river in three parts and
place the crocodile in the centre of one random third. If no river place by lake or march. Any infantry
fording the river on foot within 20cm or getting within 3cm of water are attacked and eliminated on 6. It
can be fired at like any element, saving as A/C.
2.3: Mob or Militia uprising: random side; unit of choice recovers up to d2 dispersed ASR elements OR
one dispersed unit rallies off table up to d6+2 infantry elements and can be included in the late entering
units pool.
2.4 to 2.5: Central Europe and America only. Major football match scheduled: One random infantry unit
loses 1d2 elements (not Elite or Veteran).
2.6: Uncharted mines detected: random unit immediately takes a morale test.
3.1 to 3.3: No news from the front yet. Random command element placed by entry edge.
3.4: Africa and India only. Man eater lion or tiger seen in random jungle template; place lion on forest
centre. Use a 3x3cm base. It will attack the nearest infantry element within 20cm or the first to get that
close, killing on 5,6. If succeeds stay on spot until next turn. It can be fired at like a regular infantry
element. If an attack is failed remove from the table. Once per game only.
3.5 to 3.6: Weapons jam: random unit deducts 1 fire die, next firefight.
4.1: Elephant pack/stampeded cattle (3cm frontage stand) strikes across the table, entering through a
random corner and exiting by the centre of opposite side. Move 5+5d6cm on events phase. All infantry
elements touched are scattered and removed from play. Elephants save as an A/C element. Once only.
4.2 to 4.3: Heavy rain/ storm; maximum visibility range 15cm. Roll d6 on recovery phase: 1,2,3,4 bad
weather subsides, 5,6 bad weather continues. No river crossing unless frozen.
4.4 and 4.5: Mob or Militia rally: random unit on table recovers d2 dispersed ASR elements.
4.6: News announce the end of hostilities: all units take a morale test. Once per game only.
5.1: Heroic deed: random side; selected unit automatically pass next morale test and fire one extra die
once.
5.2: Media! Media reporter on 2,5x2,5cm base enter the table by the middle of a random (long) side. He
will move at 4xd6cm rate until the table centre is reached, then exit from a random corner: all elements
within 30cm of its base shift to peace keeping mode and will not fire during own activation. Once only.
5.3 to 5.4: Wild animal spotted on the countryside.
5.5 to 5.6: Morale boost: random pinned unit recovers.
6.1 to 6.3: Its a nice day: automatic recovery from bad weather.
6.4 to 6.5: Vehicle breakdown: affects 1 element from random unit that contains vehicles.
6.6: Africa and America only. Local shaman or leader casts invulnerability spell on random Mob or
Guerrilla: believe it or not, the unit will be immune to any damage for one turn
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APPENDIX C. Game scenarios APPENDIX C. Game scenarios APPENDIX C. Game scenarios APPENDIX C. Game scenarios

Scenario 1.
Introductory Scenario Introductory Scenario Introductory Scenario Introductory Scenario
Average game length: 45minutes
Apts: pre-set armies
Table size 90x90cm


A. Game preparation
Each player will command either a colonial or guerrilla force:

A1 Colonial force
CiC
Unit 1: A/C, regular.
2x A/C HMG
Unit 2 Infantry, Rank, Company 1.
6xASR
1xBAZ
1x HMG
Unit 3 Infantry, Rank, Company 2.
6xASR
1x BAZ
1xLTM
Unit 4 Infantry, Green, Company 3.
7xASR
1xHMG

A2. Guerrilla force
CiC
Unit 1 Infantry, Guerrilla, Combat group 1.
4xASR
1xRPG
1xHMG
Unit 2 Infantry, Guerrilla, Combat group 2.
4xASR
1xRPG
1xLTM
Unit 3 Infantry, Guerrilla, Combat group 3.
4xASR
1xRPG
1xRCG
Unit 4 Infantry, Mob, Local insurgents group 1.
4xASR
1xRPG
Unit 5 Infantry, Mob, Local insurgents group 2.
5xASR

A3. Terrain setup.
Each player will alternately place a terrain piece, until 5 are deployed, starting with the Colonial player,
picked up from the following:
2xForest; 1xBUA; 1x Marsh; 1xSteep Hill; 1xGentle Hill; 1xRoad; 1xRough.
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The Guerrilla player now may choose to place an extra piece, from those still left, but this will require a
4,5,6 roll.
There must be at least a 5cm gap between terrain pieces, except that road can cross over any terrain.
The Colonial player will choose the entry edge and selects 2 units as a spearhead to deploy first.

A4. Select, roll for and allocate ambush units as per main rules (section 9.1).

A5. The Guerrilla player deploys up to one single unit on its half of the table. The Colonial player deploys
his 2 spearhead units within 10cm of the entry edge. He holds the initiative for the first turn.
The game starts from phase 3.

B. Phase 2 Events
After the first turn, roll for random events using the generic events table, Appendix B.

C. Phase 6 events
C1. Later arriving units
Units not yet on table may arrive on turn 3 or subsequent, under Marsh orders, measured from the center
of the entry table edge, on a roll of 4,5,6.
C2. Victory conditions
Check the victory conditions. The game ends when a player has scored 11 or more points. Points are
cumulative and scored as damage is inflicted to the enemy:
- For each enemy infantry element pinned 0,5 points
- For each dispersed infantry element 1 point
- For each dispersed A/C element 4 points
- CiC captured 6 points


Game options (to be added single or in combination)
1. Upgrade Colonial Unit 2 to Elite; upgrade Guerrilla Unit 1 to Veteran and add a pair of ASR to
Guerrilla Unit 2.
2. Replace Colonial Unit 1 with 2x A/C gun and add Guerrilla unit 6, with 2xA/C HMG.
3. Begin the game with Event 1.5-1.6 active.
4. Late arriving units will enter on a random table side, starting with the initiative holding side. In
each turn only one unit can enter through each table side.

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Scenario 2.
Strik Strik Strik Strike Force Scenario e Force Scenario e Force Scenario e Force Scenario

Average game length: 2,5h
Apts: 500-600
Table size 120x120cm

A. Game preparation
This scenario represents the standard Ambush? pick-up game.
A1. Select armies using the army lists, name or number units and set up terrain. Appendix A can be used.
Players alternately place 5 objective counters (2cm round suggested) over terrain features, like a hill,
BUA centre or crossroads, 30cm or more apart.
A2. Set ambushes as per the Ambush? rules.
A3 Choose up to 3 of the remainder units for the strike force. Roll d3 and if the result equals or exceeds
the number of units, the nominated strike force arrives on turn one. If not, randomly select 2 units as the
strike force. If a CiC is present it must be attached to a unit before rolling. The remainder units may arrive
at the table later and are called the late arriving pool.
A4. Any infantry irregular units in the strike force that have not attempted to ambush have the option to
immediately occupy a BUA. Roll a D6 for each irregular unit and on 5,6 it can be deployed in an
unoccupied BUA. If both players try to occupy the same BUA roll one die and add the number of
vehicles in the unit. The winner may then deploy all infantry elements plus transports inside that BUA.
Both players roll one die, the low scorer chooses a base edge and deploys the strike force within 15cm,
then the high scorer does the same on the opposite edge. The high scorer holds the initiative for the first
turn.
The turn sequence can then begin, starting from phase 3. Generic scenario events are used from turn 2.

B. Phase 2 events
Determine random turn events from the second turn, Appendix B.

C. Phase 3 events
All objectives are neutral at the start of the game. The closest element within 5cm of an objective captures
it. To be eligible for capture, the unit must be able to move over the terrain the objective is located on.
The CiC, empty and unarmed transport, plus flying elements can never capture objectives.
Ambushed elements do not capture objectives until revealed.

D. Phase 6 events
D1. Late arriving unit pool (from turn 3 only)
Units not yet on table may arrive later from turn 3 onwards.
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D1.1 Airborne troops
Any helicopter borne units alternately arrive at the battle, starting with the player holding the initiative.
Airborne troops must enter the table on a roll of 3-6. Helicopters that fail to arrive must try again on the
next turn.
On entry, the enemy may throw one die for each AA gun he has on the table. The AA fire on the chosen
landing point, scoring a hit on 6 if the range is over 33cm, and on 5-6 if it is 33cm or under. The
regular Helicopter and AA rules apply from turn 2.
Players setting ambush with any unit must discard all air transport in the army.
D2.2 Late arriving ground troops
Arrival for any ground units in the late arriving pool is checked after airborne troops.
Roll 5,6 for any ground unit you want to arrive next. If it fails, keep rolling until one unit arrives or all
units have failed. If one unit succeeds you may then attempt to deploy a second unit on 6. Only one roll
may be attempted per unit in each turn.
After this procedure each player may end up with 0 to 2 units ready for action, the initiative holding
player deploying all eligible units first. For irregular units randomly select an entry table edge. For
regulars the base edge is assigned 1,2,3 and the three other edges are assigned 4,5 and 6 each, then
a roll determines the entry edge. Elite units have the option arrive like the irregular or regular units, or at
their base edge without rolling. The full unit is placed within 10cm of their entry edge, and not closer than
45cm of arriving enemy.
All units arriving on this phase are considered to have marched and can be normally activated on the next
turn.

D3. Check for Victory conditions (from turn 4 only)
From turn 4 onwards a player is awarded 5 points for each objective held, plus 2 points for each regular
enemy unit or Veteran dispersed, 3 if Elite, 1 point if Green or other irregular.
Any player that scores over 18 points wins.



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Scenario 3.
Attack/Defense Scenario Attack/Defense Scenario Attack/Defense Scenario Attack/Defense Scenario

Average game length: 3h
Apts: 650/800
Table size 180x120cm

A. Game preparation
Set up terrain, using Appendix A for example, but a minimum of 1 BUA must be present, so re-roll as
needed.
A1. Selecting the attacker and the defender
The player with the higher aggressivity rate, accordingly to the army lists, is the attacker.
The attacker has 800 Apts to build his army and the defender 650 Apts.
Both build armies and name units. The defender may not use helicopters.
A1. The defenders preparation
The defender nominates 5 terrain features as the game objectives, including any Hill, Forest or BUA
pieces, 25cm or more apart.
The defender now chooses a either a long or short table edge for his base edge and may set ambushes as
per the Ambush? core rules. He then splits the remainder of the army in two, and designates a garrison
and a reserve detachment. Each garrison unit now deploys on any terrain piece, but initially no more then
one unit may occupy a terrain piece, either deployed or ambushed.
A2. The attackers preparation
The attackers base edge is that opposite to the defenders. The attacker chooses 3 objectives from the 5
previously nominated, these becoming the game objectives.
He will choose 1 to 3 of his units to spearhead the attack, the remainder becoming the marching force.

B. Phase 2 events: the game clock.
In this scenario phase 2 events are dictated by the game clock. An easy way to keep track of time is to
use a d20 die, each face representing the number of moves left for game end.
The recommended starting game time is 18.
The clock movement is regulated by the initiative dice scores. From turn 2 note the difference between
the two dice. If the difference is 1 or 2 subtract one from the clock, if it is 3 or 4 deduct 2, if it is 5
subtract 3. If the difference is 0 the clock remains unchanged on a 1, 2, 3 or 4 double and increased by
one on a5 or 6 double. The clock can never exceed 19.
If the game clock drops to a value below 0 the game ends immediately in phase 2: check victory
conditions (D2). If the clock indicates 0 the victory conditions are checked in phase 6.

C. Phase 3 events
C1. The 3 objectives are held by the defender at the game start.
An objective is taken when only own side elements are entirely inside the terrain feature limits. If at least
one of both sides elements is entirely over a terrain piece, then the objective is held by no one.
C2. The spearhead attack
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The actual game begins with the arrival of the spearhead force. The attacker holds the initiative for the
first turn and must immediately activate one unit in the spearhead force. Each unit arrives in either move
or march orders. Measurement is from any point in the base edge.
C3. The marching force units
If the game clock indicates 15 or less any helicopter transported units arrive on a roll of 3,4,5,6.
If the game clock shows 14 or less the marching column starts to arrive. Each turn 1d3 units enter by the
attackers base edge under march orders, up to 15cm inside.
C4. Activating the reserve detachment
When the game clock indicates 9 or less d6-1 reserve units arrive by the defenders base edge, under
move or march orders, measuring movement from that edge.

D. Phase 6 events
D1. Check for end game conditions
If the game clock shows 10 or less, check if the following conditions are met:
- The attacker holds 2 or 3 objectives and the defender none.
- One side has no units or pinned units only on the table.
- The clock indicates 0.
If any of the above three conditions are met the game ends and victory conditions are checked.
D2. Victory conditions
- The Attacker holds 2 or 3 objectives: Victory!
- The Defender holds 2 or 3 objectives: Victory!
- The attacker and the defender hold the same number of objectives: a draw.

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