Professional Documents
Culture Documents
Ambush Flow Chart and Play Aidv3
Ambush Flow Chart and Play Aidv3
ACTION
1
x
Aimed
Fire
with
personal
weapon
If
automa1c
weapon
and
mul1ple
target
in
hex,
choose
primary
target
an
apply
resul1ng
crouching
or
standing
damage.
If
damage
>
0
roll
for
new
damages
for
next
target
and
apply
hits
if
new
damage
<
previous
damage.
Repeat
for
each
subsequent
target.
1
x
Assault
Choose
Capture
or
Kill
Assault.
Check
Assault
Table.
Subtract
enemy
WS
to
Base
Hit
chance
if
same
hex
as
enemy
WS≥+
1and
not
wounded/panicked
1
x
Prepare
Satchel
-
crouching
or
standing
1
x
Throw
Satchel
If
failure,
use
scaVering
chart
page
24.
Satchel
can
be
thrown
into
an
open
tank
or
tank
hex
:
roll
standing
(up
to
3
hexes),
no
LOS
needed
on
the
Satchel
outside
row;
Inc
or
Kill
result
=
tank
is
Disabled.
Same
procedure
for
car
+
roll
on
Satchel
Outside
row
for
each
occupant.
Satchel
can
be
thrown
into
a
car
as
thrown
into
a
building
:
roll
on
the
Satchel
Inside
row;
Car
is
Disabled,
determine
wounds
using
Prone
stance
for
occupants.
1
x
Prepare
and
Throw
Grenade
If
failure,
use
scaVering
chart
page
24.
Grenade
can
be
tossed
into
an
open
tank
as
through
a
crouching
(up
to
3
hexes)
building
aperture,
result
is
automa1c
kill
for
every
occupants.
Grenade
can
be
tossed
into
a
car
or
standing
(up
to
6
hexes),
no
LOS
needed
as
thrown
into
a
building
:
roll
on
the
Grenade
Inside
row;
vehicle
is
Disabled
determine
wounds
using
Prone
stance
for
occupants.
If
grenade
lands
on
the
car's
hex,
use
Grenade
Outside
row:
Inc
or
Kill
results
=
car
is
Disabled
+
roll
on
Grenade
Outside
row
for
each
occupant.
1
x
Remove
Live
Grenade
/
Satchel
Must
succeed
a
PC
check
to
toss
grenade
in
other
hex
crouching
or
standing
1
x
Clear
Jammed
Weapon
use
Clear
Jammed
Weapon
Table,
add
WS.
B
result
=
weapon
breaks
crouching
or
standing
1
x
Prepare
Bazooka
-
crouching
or
standing
1
x
Prepare
Crew
Weapon
place
the
weapon
marker
on
its
"prepared"
side
(no
yellow
line);
weapon
stays
prepared
un1l
crouching
or
standing
moved.
1
x
Stance
Change
1
free
stance
change
per
round
if
not
wounded;
1
MPA
otherwise.
Change
occurs
acer
Paragraph
Check
1 x Move Crawling takes all movement points (MPA). Includes moving with a Crew Weapon.
1
x
Drag
InacLve
Soldier
/
Move
Captured
Both
soldiers
must
be
on
same
hex.
Takes
1
empty
port
for
dragged
soldier
+
roll
a
die
for
each
German
hex,
if
result
=
0,
solider
dies.
No
roll
for
captured
GER
1
x
Exchange
Equipment
Soldier
must
be
on
same
hex
as
equipment.
GER
equipment
takes
1
round
and
WS
-‐
1
or
DS
-‐
1
crouching
or
standing check
for
US
solider
using
GER
vehicle
or
weapon
1
x
Load
/
Unload
InacLve
Soldier
from
all
must
be
in
same
hex;
inac1ve
solider
dies
on
a
roll
of
0)
Vehicle
1
x
Command
AcLon
Give
Turn Commander
only,
with
command
radius
of
2.
Either
Give
Turn
to
Soldier
(not
Tank)
or
Make
Soldier
Aware
ACTION
1
x
Move
Slowly
(Vehicle)
Prohibited
hexes:
building,
rubble,
crater,
river,
river
and
woods
for
Large
vehicle
only
Cost
:
2
Crew
Points
1
x
Move
Fast
(Vehicle)
Tank
must
be
Open.
Implies
Accident
Check
Cost:
3
Crew
Points
1
x
Load
Cannon
cost:
1
Crew
Point
1
x
Aimed
Fire
with
Cannon
Cannon
must
be
loaded.
No
ammo
check
nor
Jam
Check
cost:
2
Crew
Points
1
x
Aimed
Fire
with
Bow
MG
Target
must
be
in
front
arc.
No
ammo
check
nor
Jam
Check
cost:
2
Crew
Points
1
x
Snap
Fire
with
Bow
MG
Target
must
be
in
front
arc.
No
ammo
check
nor
Jam
Check
cost:
1
Crew
Point
1
x
Aimed
Fire
with
Coax
MG
Cannot
Load
or
Fire
Cannon
in
the
same
turn.
No
ammo
check
nor
Jam
Check
cost:
2
Crew
Points
1
x
Snap
Fire
with
Coax
MG
Cannot
Load
or
Fire
Cannon
in
the
same
turn.
No
ammo
check
nor
Jam
Check
cost
:
1
Crew
Point
AMBUSH! OPERATIONS
Sighting
1. Insert Mission Card in the sleeve as per Read paragraph XXX and mark the
scenario (usually Mission Card condition 1) sighting Y on the squad card only if
the paragraph is preceded by a "S"
2. Mark current Condition level on squad record
Event
Movement Check
Place Event Marker in hex and
Check each hex on movement for soldiers or conduct Event Check
vehicles (no check if Event Marker present) and line
up hex Number and Letter on the Mission Card
Paragraph actions
if XXX go to paragraph XXX and
Event Check Perception Check conduct actions
Line up die result with the Success if die result ≤ German Movement (red #)
RE column of the Mission solider PC (PC score may
Card to find possible be modified by paragraph Line up hex Number and Letter on the
paragraph number text) Mission Card then move GER marker
to hex coordinate noted in red or read
paragraph (if any).
FIRING PROCEDURE
1. Select target, check LOS 6. Damage : 1d10 on Weapon Table. For vehicle, refer
2. Select Aimed or Snap fire to the Vehicle Summary for effect. If a car is hit by
3. Check Jam on weapon table (1d100) Bazooka and a passenger is hit, use Personnel result for
him and use Grenade Inside result for other passengers
4. Calculate Base Hit Chance crossing target range and then car is Disabled. If a tank (open only) is hit, reduce
Base Hit on weapon table. Total Hit Chance = Base Hit
Chance + possible Modifiers + WS crew by 1. If tank (open only) is hit by bazooka, reduce
crew by 1 and roll on the Grenade Inside table for other
5. Success on 1d10 ≤ Total Hit Chance. If vehicle is crew members (treated as Prone).
the target, roll one die to locate hit on the Hit Chart of
the Vehicle Summary. 7. Check for ammo usage (1d100 on Weapon Table)