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Force on Force

ambush alley games


Ambush Alley Force on Force
i
Notices: While every effort has been made to make Force on Force accurate, thorough and error-free,
your comments and suggestions regarding improvements to this rule book are appreciated.
Please forward suggestions and requests for clarification to ambushalley@gmail.com
Copyright: Force on Force ©2009 Ambush Alley Games. All rights reserved. Reproduction of this
work by any means without the written permission of the publisher is expressly forbidden.
All significant characters, names, places, items, art and text herein are copyrighted by Shawn
Carpenter.
This product is a work of fiction. Any similarity to actual people, organizations, places or
events is purely coincidental.
Images: Game photos ©2009, Piers Brand and Ambush Alley Games. All other images courtesy
Department of Defense public domain archives and collections unless otherwise noted.
Maps created using Campaign Cartographer 3 (www.profantasy.com) and Dunddjinni (www.
dundjinni.com). Post production on maps by Dixie McCartney.

Publication History:
Publication Version Copyright Date
Force on Force 1.1.3 June 3rd, 2008
Last Revised: March 4, 2009
Force on Force © 2009 Ambush Alley Games.

Force on Force Ambush Alley


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Contents
Introduction................................................................... 1 Leaders................................................................................ 14
What Exactly Do You Mean By “Force On Force?”................. 2 Effects Of Leaders............................................................. 15
So What’s Different?.............................................................. 2 Leaders Joining a Unit........................................................ 15
A Note On Scale..................................................................... 3 Differentiating Between Special Figures.............................. 15
A Note On Table Sizes............................................................ 4 Alternate Basing................................................................... 15
A Note On The Miniatures...................................................... 4
Designer’s Notes.................................................................... 5 Basics Of Play..............................................................16
A Note Of Thanks!..................................................................... The (Nearly) Universal Mechanic......................................... 16
Line Of Sight (LOS)............................................................... 16
Types Of Force On Force Games. ................................. 6 Line Of Fire (LOF)................................................................. 17
The Rule Of Equivalencies...................................................... 6
Aggressive & Defensive Actions.................................18
Sequence Of Play............................................................7 Aggressor Actions................................................................ 18
Choose a Scenario................................................................. 7 Defensive Actions & Aggressor Reactions........................... 18
Set Up The Table.................................................................... 7 Defensive Movement......................................................... 18
Draw Fog Of War Cards.......................................................... 7 Defensive Fire.................................................................... 19
Sequence Of Play for Equivalent Forces................................ 7 Aggressor Reactions To Defensive Actions......................... 19
Draw Or Assign Asset Cards.................................................. 8 The Reaction Test............................................................... 19
Set Up Units........................................................................... 8 Results Of Defensive Fire................................................... 19
Arrival Of Reinforcements...................................................... 8 Results Of Defensive Movement......................................... 20
Hot Spots............................................................................ 8 Resolving Chains Of Defensive Actions.............................. 20
Declare Overwatch Units....................................................... 8 Interruption Aftermath..........................................................23
Activate First Aggressor Unit................................................. 9 Reaction Tests And Fog Of War.......................................... 23
Defenders May Take Defensive Actions................................. 9 Optional Fog Of War.............................................................23
Continue Activating Aggressor Units...................................... 9 Overwatch ........................................................................... 24
End Phase: Move And/Or Fire Any Remaining Defensive
Units .................................................................................. 9 Movement..................................................................... 25
Start New Turn ...................................................................... 9 Movement Rates.................................................................. 25
Initiative Checks................................................................... 9 Cautious Movement .......................................................... 25
Bonus Initiative Dice.............................................................. 9 Rapid Movement . ............................................................. 25
Play Continues To Game’s End............................................. 10 Default Movement Rate...................................................... 25
Moving Units On The Table................................................... 25
Basic Unit Definitions & Attributes...........................11 Out Of Contact Movement.................................................... 25
Unit Types............................................................................. 11
Troop Quality And Morale Ratings.........................................11 Terrain Effects On FiRe & Movement........................26
Troop Quality.......................................................................11 Buildings.............................................................................. 26
Examples Of Troop Qualities.................................................12 Destroying Buildings.......................................................... 27
Morale............................................................................... 12 Structural Strength .............................................................27
Fortified Buildings................................................................27
Confidence Level............................................................... 12 Structural Strength...............................................................27
Supply Quality.................................................................... 12 Building Destruction Tests...................................................28
Merging Units....................................................................... 13 Breaching Buildings............................................................. 28
Mixed Units.......................................................................... 13 Breaching With Charges..................................................... 28
Mixed Unit Morale.............................................................. 13 Breaching Tests.................................................................... 28
Mixed Unit Troop Quality.................................................... 14 Stand-Off Breaching........................................................... 29
MiXed Unit Confidence....................................................... 14 Breaching Into a Hostile Building........................................ 29
Mixed Unit Supply Quality................................................... 14 Water Obstacles................................................................... 30
Mixed Unit Optimum Range................................................ 14 Vertical Obstacles................................................................ 30
Unit Cohesion....................................................................... 14 Forests And Woods.............................................................. 30
Split Units............................................................................. 14 Artillery And Woods........................................................... 30

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Fire Combat...................................................................31 Dependents & Casualties...........................................49
The Round Of Fire.................................................................31 Dependents.......................................................................... 49
Resolving Fire CombaT........................................................ 31 Casualties ........................................................................... 49
Defense . ...........................................................................31 Disposing Of Dependents & Casualties ............................... 49
Cover Dice..........................................................................32 Abandoning Casualties......................................................... 49
Firepower.......................................................................... 33 Releasing Pows.................................................................... 49
Optimum Range...................................................................33 Fire At Units With Dependents & Casualties........................ 50
Armor Dice..........................................................................33 Close Assaults Against Units With Dependents &
Infantry Support Weapon Dice.............................................34 Casualties......................................................................... 50
Diminishing Firepower.........................................................34
Morale...........................................................................51
The Firepower Cap...............................................................35
Morale Checks..................................................................... 51
Splitting Fire........................................................................35
Making The Morale Check...................................................51
Making The Attack Roll...................................................... 36
Morale Effects....................................................................51
Suppression Fire.................................................................37 Explanation Of Morale Effects..............................................52
Casualties And Casualty Evacuation.................................... 37 Combat Stress...................................................................... 52
Who Got Hit?......................................................................37 Background Stress Level.................................................... 52
First Aid Checks .............................................................. 38 Positive Leadership & Stress.............................................. 53
Medics & Special Forces Units........................................... 39 Negative Leaders & Stress................................................. 53
Casualty Evacuation (Casevac).......................................... 39 Mixed Leadership............................................................... 53
First Aid Checks (WWII)..................................................... 40 Stress Tests....................................................................... 53
Medics And Corpsmen (WWII)........................................... 40 Losing Confidence...............................................................53
Calling for a Medic.............................................................. 40 Regaining Confidence..........................................................53
Special Fire Combat Rules................................................... 41 Civilians On The Battlefield.......................................54
Smoke................................................................................41 Regulars And Civilian Mobs................................................ 54
Smoke From Grenades And Light Mortars............................41
“Popular” Leaders And Civilian Mobs.................................. 54
Smoke From Heavy Mortars And Artillery.............................41
Mixed Mobs: Civilian & Combatant Units............................ 55
Special Weapons................................................................41
Hostile Mobs..................................................................... 55
SMGs & Shotguns...............................................................41
Handguns............................................................................41 Vehicle Rules. .............................................................. 56
Intimidating Weapons..........................................................42 Activating Vehicles............................................................... 56
FlamethroWers....................................................................42 Vehicle Reactions & Defensive Actions................................ 56
Flamethrowers And Buildings................................................42 Vehicle Movement ...................................................57
Flamethrowers And Afvs.......................................................42 Patrol Speed ..................................................................... 57
Special Teams................................................................... 43 Cruising Speed ..................................................................57
Weapon Teams....................................................................43 Loading And Unloading Passengers................................... 57
Sniper Teams......................................................................43 Tank Commanders – Buttoned Up & Unbuttoned.................. 57
Dog Teams..........................................................................44
Unbuttoned TCs................................................................. 57
Night Fighting..................................................................... 44 Buttoned Up TCs................................................................ 57
Stealthy Units.................................................................... 44 Vehicle Firepower................................................................ 58
Spotting Stealthy Units.........................................................44 Vehicle Weapon “Classes”................................................. 58
Suppressed Weapons........................................................ 45 Restrictions On Vehicle Fire................................................ 58
Hidden Units...................................................................... 45 Infantry Fire From Vehicles.................................................. 59
Detecting Hidden Units........................................................45 Vehicle Defense ...................................................... 59
Going Into Hiding................................................................ 46 Smoke Dischargers............................................................ 59
UAVs And Hidden Units....................................................... 46 Era Detonation & Nearby Infantry....................................... 59
Optional Fire Combat Rules.................................................. 46 Vehicle Firepower Attacks vs. Vehicles................................ 60
Outgunned......................................................................... 46 Determine Hits................................................................... 60
Over-Penetration................................................................ 46 Overkill............................................................................... 60
Determining Vehicle Damage.............................................. 60
Close Assault...............................................................47 Vehicle Crew/Passenger Casualties.................................... 60
Close Assault Quality Checks..............................................47 Vehicle Crews & Morale....................................................... 61
Resolving an Infantry Vs Infantry ClOse Assault.................. 48 Morale Results for Vehicle Crews........................................61
POWs................................................................................ 48 Bail Outs..............................................................................61

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Fire At Infantry In Open Topped Vehicles Or Riders On Executing an Orbital Gun Run............................................. 76
Vehicles..........................................................................61 Bombing Runs................................................................... 77
Bail Outs (WWII)................................................................ 62 JDAM (Joint Direct Attack Munition) . ..................................77
Vehicle vs. Infantry Fire Combat.......................................... 62 Multi-Purpose Cluster Bombs..............................................77
Infantry Weapons vs. Vehicles............................................ 62 Close Air Support in WWII................................................... 77
Anti-Tank Guided Missiles....................................................62
Limpet Mines, Sticky Bombs, Suicide Vests & Vbieds..........63 Off-Board Artillery.................................................... 78
Vehicle Weapons vs. Infantry............................................. 64 Spotters & Forward Observers............................................. 78
AFVs Spotting Infantry (WWII)............................................ 64 Calling for a Fire Mission.................................................... 78
Infantry Close Assault vs. Vehicles..................................... 64 Resolving a Fire Mission...................................................... 78
Tanks Firing on Infantry (WWII)........................................... 65 Mixed Force Games. .................................................... 79
Vehicle Special Rules........................................................... 66 Irregular Units...................................................................... 79
Vehicle Design Guidelines.................................................... 67
Irregular Unit Command Issues.......................................... 79
Guidelines for Setting Modern Vehicle Defense....................67 Leaders Attached To Irregular Units..................................... 79
Guidelines for Setting Modern Vehicle Firepower..................67 Irregular Units In Supervision Range Of a Regular Unit......... 79
Guidelines for Setting WWII Vehicle Defense........................67 Irregular Activation Test.......................................................80
Guidelines for Setting WWII Vehicle Firepower.....................67 Irregular Morale Check Points..............................................80
Irregular Activation Check.................................................. 80
Guns. ............................................................................68
Types Of Guns....................................................................... 68 Irregular Morale ..................................................................80
Anti-Tank Guns................................................................... 68 Irregular Morale Check Points............................................ 80
Infantry Guns..................................................................... 68 Irregular Morale Effects...................................................... 80
Using Guns........................................................................... 68 Irregular Morale Effect Definitions....................................... 80
Hopped Up Units.................................................................. 81
Placement And Movement Of Guns.................................... 68
Firing Guns........................................................................ 68 Victory Points............................................................. 82
Firing At Guns.................................................................... 68 Suggested Victory Point Values............................................ 82
Helicopters & Heliborne Operations.........................69 Modern To&E Examples.............................................. 83
Lzs & Ezs.............................................................................. 69 Australia............................................................................... 83
Fast Rope Insertions............................................................ 69 Royal Australian Regiment (Regulars)..................................83
Ground Fire.......................................................................... 70 RAR Rifle Brick.................................................................... 83
Alternate Ground Fire – Ambient Fire.................................. 70 RAR Section........................................................................ 83
Helicopter Damage Effects................................................... 71 RAR Platoon........................................................................ 83
Helicopter Gun Runs............................................................ 71 RAR MST Brick.................................................................... 83
Requesting a Gun Run........................................................71 United Kingdom.................................................................... 83
Executing a Linear Gun Run............................................... 72 British Army (Regulars).......................................................83
Executing an Orbital Gun Run............................................. 72 British Army Fireteam........................................................... 83
Danger Close..................................................................... 72 British Army Section............................................................ 83
Example Helicopters............................................................ 73 British Army Rifle Platoon.................................................... 83
Ah-64 Apache.................................................................... 73 British Royal Marines (Regulars)..........................................84
Mh-60 Black Hawk............................................................ 73 British Royal Marine Fireteam............................................... 84
Ah-6 Little Bird................................................................... 73 British Royal Marine Maneuver Support Section.................... 84
British Royal Marine Section................................................. 84
Close Air Support....................................................... 74 British Royal Marine Troop................................................... 84
Ground Fire Against Fixed Wing Aircraft.............................. 74 United States Of America..................................................... 84
Air Defense Weapons......................................................... 74 United States Marine Corps (USMC) ...................................84
Fixed Wing Aircraft Defense And Survivability..................... 74 Usmc Fireteam.................................................................... 84
Aircraft Defense...................................................................75 Usmc Squad....................................................................... 84
Aircraft Survivability.............................................................75 Usmc Platoon..................................................................... 84
Example Aircraft................................................................ 75 US Army Light Infantry ......................................................84
Fixed Wing Aircraft Damage Effects.................................... 75 US Army Rifle Fireteam........................................................ 84
Airstrikes.............................................................................. 75 US Army Rifle Squad............................................................ 84
Requesting Air Support...................................................... 76 Us ArMy Rifle Platoon Hq Squad.......................................... 85
Executing a Strafing Run.................................................... 76 US Army Rifle Platoon.......................................................... 85

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Ambush Alley Force on Force • v
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US Army Rangers . .............................................................85
US Army Ranger Rifle Fireteam............................................ 85
Scenarios
US Army Ranger Rifle Squad................................................ 85 Watching Jerry (Normandy, 1944).............................. 92
US Army Ranger Machinegun Squad.................................... 85 Scenario Information.......................................................... 92
US Army Ranger Platoon...................................................... 85 British Mission . ................................................................ 93
USSR (Cold War).................................................................. 85
German Mission ............................................................... 93
Soviet Motorized Rifle Vzvod (Platoon).................................85
First Squad.......................................................................... 85 White Christmas (Ardennes, 1944).............................94
Second Squad..................................................................... 85 Scenario Information.......................................................... 94
Third Squad..........................................................................85
US Mission........................................................................ 95
Modern Vehicle Examples...........................................86 German Mission ............................................................... 96
United States........................................................................ 86
Russia (Former Soviet Union).............................................. 87
Last Of The Gauls (Berlin, 1945)................................ 97
United Kingdom.................................................................... 87 Scenario Information...........................................................97
German Mission................................................................ 98
WWII To&E Examples.................................................. 88 Soviet Mission .................................................................. 99
Germany.............................................................................. 88
Grenadier Platoon (Circa June, 1944)..................................88 Clearing The Old Quarter (Basra, 2003)................ 100
Grenadier Platoon Hq........................................................... 88 Scenario Information........................................................ 100
Grenadier Rifle Squad........................................................... 88 British Mission..................................................................101
Grenadier Heavy Machinegun Section (Circa June, 1944).....88
Iraqi Mission . ..................................................................101
Grenadier Heavy Machinegun Squad.................................... 88
United Kingdom.................................................................... 88 Thunder Run (2003)....................................................102
British Army Rifle Platoon (Circa June, 1944)......................88 Scenario Information........................................................ 103
British Army Rifle Platoon Hq............................................... 88
US Mission...................................................................... 103
BritIsh Army Rifle Platoon Rifle Section................................ 88
Iraqi Mission . ................................................................. 104
United States........................................................................ 88
US Army........................................................................... 88 Hell-Land (Afghanistan, 2007)..................................105
US Army Rifle Platoon (Circa June, 1944)............................88
Scenario Information........................................................ 106
US Army Rifle Platoon Hq.................................................... 88
British Mission................................................................. 107
US Army Rifle Squad............................................................ 88
US Army Weapons Platoon..................................................88 Taliban Mission ............................................................... 108
Weapon Platoon Hq............................................................. 88
Baker’s Corner (West Germany, 1986).................... 109
Mortar Section..................................................................... 88
Scenario Information........................................................ 109
Mortar Squad....................................................................... 88
LMG Section........................................................................ 88
US Mission...................................................................... 110
LMG Squad.......................................................................... 88 Soviet Mission ................................................................ 110

WWII Vechicle Examples.............................................89


Germany.............................................................................. 89 Fog of War & Asset Cards
United States........................................................................ 89
USSR.................................................................................... 90 Quick Reference Sheets (QRS)

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Introduction
Ambush Alley was released in 2007 and addressed a very earlier, if you’re up to a little rule hacking), all without the
specific niche of modern war gaming: Asymmetric warfare or inconvenience of learning completely different rule sets!
counterinsurgency. It proved to be very successful in recreat-
Force on Force is also not a replacement for Ambush Alley.
ing the brutal city fights between formally organized “regular”
forces and the more ad hoc and ill-disciplined “Insurgents” Players seeking to game engagements between regulars and
that dominated military history at the turn of the century. insurgents will still find Ambush Alley to be their system of
choice – after all, it was written from the ground up to meet
Ambush Alley quickly developed an enthusiastic community the requirements of that sort of game.
of players who appreciated the game’s mechanics which,
while simple, encouraged realistic, tactical play that culmi- Force on Force would have never come to be without the
nated in historically plausible outcomes without bogging encouragement and support of the Ambush Alley gaming
players down for hours with intrusive charts and tables. They community, particularly the Special Operators Group
enjoyed the basic “game engine” so much, in fact, that within members who helped brainstorm some concepts on our
weeks of Ambush Alley’s release, players were clamoring for forum and provided invaluable help with play and sanity
variant games set in different theaters and time periods. What testing!
we heard the most, though, were requests for an expansion
If you’re interested in contributing to the future development
that would apply Ambush Alley’s game engine to symmetri-
cal engagements between “Regular” forces. of Force on Force, Ambush Alley, or other Ambush Alley
Games titles through suggestions, constructive criticism, or
Force on Force is our answer to our players’ most frequent the occasional sarcastic post, please visit the Ambush Alley
request, but it is more of a companion game to Ambush Alley Games forum and/or join our Yahoo Group. The forum can
than a simple rules variant. Force on Force is a stand-alone be found at ambushalleygames.com/forum, while the Yahoo
game that does not require Ambush Alley to play. Paired
Group is at games.groups.yahoo.com/group/AmbushAlley.
together, however, the two games provide players with all
the rules necessary to play conventional or unconventional You can also contact the authors directly by e-mail at
warfare scenarios set in the 20th or 21st centuries (or even ambushalley@gmail.com.

Ambush Alley Force on Force


Ambush Alley Force on Force • 1
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WHAT EXACTLY DO YOU MEAN designed to simulate combat between professional, stalwart
regulars and poorly trained, fanatical insurgents would
BY “FORCE ON FORCE?” be completely out of place in a scenario pitting like forces
If you’ve read the designers’ notes for the original Ambush
against one another. As a result, several of Ambush Alley’s
Alley game, you know that it was originally envisioned as
key mechanisms required major overhauls (or complete
an all encompassing game system that would support both
replacement) before they could be used in Force on Force.
symmetrical engagements (conventional “stand up” fights
The following rule sections saw the most change and should
between organized military units), asymmetrical engage- be read closely by Ambush Alley players:
ments (battles between organized military units and “guerrilla”
or Irregulars forces) and everything in between. In the end, Initiative
we decided that asymmetric engagements merited their own In an Ambush Alley game, initiative is never an issue. The
set of rules (Ambush Alley). What you hold here is the rest regulars always have the initiative and insurgents can only
of our original vision. react as best they can. This is not the case when units of
relative training and discipline face each other across the field.
Force on Force supports scenarios involving engagements
New initiative rules allow the upper hand to pass from side
between forces of similar organization and capabilities. Force
to side in a rational manner – no card based activation, no
on Force also provides rules to support “mixed engagements”
IGO/UGO, just a smooth and familiar mechanism that further
involving forces containing both regular and irregular troops.
expands our philosophy of the Nearly Universal Mechanic.

SO WHAT’S DIFFERENT? Fog of War


Ambush Alley focused on engagements between regular In Ambush Alley, only regular forces generated Fog of War
and insurgent units with wildly different strengths and weak- cards. In Force on Force, both sides can trigger Fog of
nesses. A great deal of tailoring went into the turn sequence War effects. In fact, in some future Campaign Expansions,
to represent the regulars’ superior training and initiative while opposing forces will each have their own Fog of War decks to
allowing insurgent units the advantage of home ground represent their unique advantages, follies, and foibles.
and religious/national pride. Many of the mechanisms we

Force on Force Ambush Alley


2 • Force on Force Ambush Alley
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Vehicle Combat Unit Characteristics
The vehicle rules in Ambush Alley were written from the In addition to Firepower and Morale, units now have additional
perspective of documented experiences in the early period characteristics including Confidence and Equipment Quality.
of the second Gulf War, prior to the wide availability of more
advanced RPGs and EFPs, when even the lightest armored Overwatch
vehicles were able to survive torrents of fire thanks to the It is now possible for a unit to fall off Overwatch before it runs
poor training and marksmanship of rag-tag units firing at out of Firepower dice.
them. The rules were also written to reflect the fact that
Mixed Force Engagements
vehicle use is one-sided in the typical Ambush Alley
In addition to engagements between similar forces (regulars
scenario. Regulars have all the AFVs and the rules allowed
vs. regulars or insurgents vs. insurgents), Force on Force
them to be the mobile fire platforms and survivable RPG
also provides rules to resolve engagements between mixed
magnets described in accounts of the mobile assaults
forces of regulars and insurgents (irregulars). This allows
through villages en route to Baghdad and the “Thunder
players to field mixed forces such as US regulars and Iraqi
Runs” into the city itself.
police or Green Berets and Montagnards.
The Force on Force vehicle rules reflect a different reality –
AFVs are likely to be available on both sides and AT weapon A NOTE ON SCALE
armed infantry units are likely to have some parity of training Force on Force can be played with figures of any scale, but
and experience with the AFVs they’re hunting. As a result, the rules assume players are using 15mm figures. The game
vehicles are much more vulnerable on a Force on Force can be played with figures of any scale without changes to
battlefield than in Ambush Alley. measurements, but some players have found the game to
feel a little “crowded” at scales above 20mm. If you wish
to expand the measurements for larger scale figures, we

Ambush Alley Force on Force


Ambush Alley Force on Force • 3
3
suggest the following modifications to all distances and Feel free to play Force on Force on larger tables, but don’t
measures in the rules: feel compelled to! Give the scenarios on smaller tables that
start with forces already in contact a try – we suspect the fast,
• 10mm to 15mm: No change
tense first turns will make a convert of many players who’ve
• 20mm +: Increase distances/ranges by 2x
felt they needed acres of space for pre-contact maneuver in
Ground scale and time scale are undefined. As with many the past.
things in the game, we opted for weapon and movement
ranges that “felt” and looked right on the table rather than A NOTE ON THE MINIATURES
resorting to actual scale conversions. Within these pages you’ll see photos of miniatures and terrain
Since movement and fire are fairly abstract, we decided to from some of our favorite companies, namely:
avoid delving into the whole issue of time scale, as well. It
Rebel Minis:
seemed to us to have little to offer the game save unneces-
www.rebelminis.com
sary confusion.
QRF (for 15mm Vehicles & Infantry)
A NOTE ON TABLE SIZES quickreactionforce.co.uk
The original Ambush Alley game was purposefully designed
for play on a smallish table, usually 2’x2’. Force on Force Liberation Miniatures (20mm Infantry)
scenarios sometimes involve a larger playing area as vehicles www.rhmodels.com
are occasionally fielded on both sides. Table size will still www.syrhobbswargames.com (in US)
be small compared to most miniature games, and will rarely
S&S Models
be larger than 2’x3’ for 15mm games or 4’x6’ for 20mm+
www.sandsmodels.com
games. Individual scenarios will indicate the ideal table size
on which they should be played. We’ve found miniatures and service from all these companies
to be outstanding and encourage you to consider their
products for use in your Force on Force games.
Additionally, Rebel Minis, QRF, S&S Models and Liberation
Miniatures are all supporting vendors of Ambush Alley
Games’ Special Operators Group. Special Operators Group
(or SOG) is a subscription service that ensures subscribers
get the latest Force on Force Games releases as quickly as
possible and provides them with additional, member-only
content. SOG members also receive special discounts from
supporting vendors!
Figures in Force on Force are independently based. We find
that US pennies and Australian 5 cent coins make perfect
bases for 15mm figures. If you wish to use some other
basing material, feel free – bases should be roughly ¾”,
either square or in diameter.

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4 • Force on Force Ambush Alley
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DESIGNER’S NOTES
In our designer’s notes for Ambush Alley we gave a pretty
clear statement of what our goals were for that game. We’ve
received a lot of feedback from AA players saying they A Note of
enjoyed and appreciated the designer’s notes, so it seems Thanks
natural to include a few notes on Force on Force, too.
Ambush Alley was designed to address a specific niche of Force on Force Games would
like to extend their
modern war gaming: Asymmetrical warfare in an urban envi- heartfelt thanks to the follow
ing people, each of whom
ronment. It is possible to apply Ambush Alley’s mechanics helped make this game possi
ble in their own way: 
to other time periods, but the game is only truly in its groove
when pitting regular units against insurgents. With Force on WWII Consultant and Major
Force, we have a broader ambition. Contributor to AFV Rules
Rich Jones
Force on Force has been designed from the ground up to
serve as a “game engine.” So, what in the world is a game Lead Play-Testers
engine? Piers Brand
Jose Ventura (Faustnik)
In the video game industry, a game engine is a program
Cyril Vallin (CYC)
that provides the core “rules” for a video game. The game
Leigh Neville
engine provides the framework for the games fundamentals
(graphics, audio, collision detection, physics, combat, etc.), Play-Testers of Note
leaving video game designers free to design different game Jake Rose Michael Collins
settings without reinventing the wheel each time they create Chris Sebolt Thomas Hannigan
a new title. The use of game engines allows video game Ar tur Ramos Brian Walsh
designers to use “data driven” games which look and feel Filipe Cunha Brian McAfee
different to players while utilizing the same core set of rules.
The same game engine might power a fantasy game, a Play-Test Organizations
EMIRS Wargaming Club, Ma
sci-fi game, a stealth game, or a first person shooter. roubra, Sydney, Australia
The Green Machine Game
rs, Ireland
Force on Force will provide the core mechanics necessary The AJSP, Portugal
to war-game any conflict from the beginning of the 20th
century into the near future – in fact, it is entirely reason- Graphic Design
able to assume that the engine can drive scenarios set Dixie McCartney
even farther into the past or future. Like a video game Long-Suffering Wife & Re
engine, different data sets in the form of scenario packs search Machine
Peggy Carpenter
and theater expansions will allow us to provide you with
everything you need to game scenarios set in World War Models and Figures from
the Collections of:
Two, Korea, Viet Nam, Iran, Iraq, Afghanistan, or the First Piers Brand
Colonial Wars (in 2285) without forcing us to write or you Ar tur Ramos
to learn (and pay for) a whole new game system. Jake Rose
Force on Force isn’t a vanilla, generic rule-set, though. Cyril Vallin
It’s packed with the same elegant mechanics and Leigh Neville
And the Green Machine Ga
outcome based mechanics that have made Ambush mers. 
Alley so popular. You’ll find everything you need in the And of course:
core rule-book to play contemporary scenarios and the Ambush Alley Players Ever
ywhere –
basics you’ll need for playing World War Two games as For their encouragement,
enthusiasm,
well! and general coolness!
Enjoy!
— Shawn & Robby Carpenter

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Ambush Alley Force on Force • 5
5
Types of Force on fOrce Games
In engagements between equivalent forces, neither side
possesses an inherently decisive advantage in training, ini-
tiative, or performance. One side may have superior troop
quality and/or morale, of course, but that advantage will be
situational rather than the result of an innate difference in
martial capabilities. This is the foundation of our “Rule of
Equivalencies.”

The Rule of Equivalencies


When two forces of equivalent nature
are pitted against each other (i.e.,
regulars vs. regulars or insurgents vs.
insurgents), use the standard Force on
Force rules to resolve the engagement.

These are the sort of engagements that these rules were


designed to resolve and are the “default” game type, which
we imaginatively refer to as “Force on Force engagements.”
Any game solely involving equivalent forces will be resolved
using the standard Force on Force rules.
Other engagements involve a mixture of trained regulars and
ill-disciplined “irregulars” on one or both sides. In battles of
this sort, the regular units’ superior training and discipline
provides them with a clear advantage over their irregular
counterparts. Games of this sort are referred to as “Mixed
Force engagements.”
Of course, some engagements involve forces with radically
unequal training, initiative, and performance. Normally, such
engagements will involve trained regular forces in conflict with
untrained insurgents or guerrillas who rely more on enthusi-
asm and knowledge of the local area than solid training and
sound tactics. These are exactly the kinds of battles Ambush
Alley was designed for, making it the ideal choice to resolve
such scenarios.

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6 • Force on Force Ambush Alley
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Sequence of Play
The sequence of play for a typical Force on Force game
involving an engagement between equivalent forces is
presented below. Each step of the sequence is explained in Sequence of Play for
more detail in the following sections. Equivalent Forces
A slightly different sequence of play can be found in the Mixed 1. Choose a Scenario
Forces rules section. 2. Set up the table per the Scenario
3. Draw or assign Fog of War Cards
CHOOSE A SCENARIO as dictated by the scenario
Force on Force is a scenario driven game. The victor isn’t
determined by totaling up points of troops lost or by playing 4. Draw or assign Asset Cards des-
till one side is obliterated. Instead, the victory conditions ignated by the Scenario
of the scenario being played determine who gets bragging 5. Set up units in the order
rights and who is left cursing their dice. dictated by the Scenario
Players can either pick one of the provided scenarios to 6. Arrival of Reinforcements
play or they can create their own. Force on Force will be (from 2nd turn forward)
supported by future campaign and scenario packs and player 7. Aggressor declare which units will
created scenarios are frequently posted on our website (www. be on Overwatch this turn
ambushalleygames.com).
8. Aggressor activates his first unit

SET UP THE TABLE 9. Units belonging to the Defender


Each scenario contains a description of how the table should may take Defensive Actions
be set up, including the location of key roads, buildings, and 10. Repeat steps 8 & 9 until all Aggressor
other terrain features. units have been activated
Table sizes in Force on Force are generally 2’x2’ or 2’x3’ 11. End Phase: Once all Aggressor units have
for 15mm games, but may be much larger depending upon been activated, any Defender units which
the scenario in play. Table size will be designated by the have not taken any Defensive Actions
scenario. in the turn may be moved and/or fired.
Aggressor units who are fired at may
DRAW FOG OF WAR CARDS React, as may Aggressor Overwatch units
“Fog of War” is a term used to describe the tendency for 12. Start new turn. If Initiative is not
things to become confused and unmanageable on the battle- dictated by the scenario, perform an
field. Fog of War cards simulate this effect by providing an Initiative Contest. The player that wins
opportunity for unpredictable challenges or opportunities to the contest may activate his first unit
arise.
13. Repeat steps 6 – 11 until the full allotment
Scenarios generally dictate when and how many Fog of War of scenario turns have been played or one
cards should be drawn and which Player should draw them. side achieves victory through attrition or ful-
Scenarios may indicate that one side or the other must draw fillment of an “automatic victory” condition
additional Fog of War cards, as dictated by Reaction rolls. 14. If victory is not clear-cut, determine
See Reaction Tests and Fog of War for details. the winner by totaling Victory
Condition points for both sides

Ambush Alley Force on Force


Ambush Alley Force on Force • 7
7
DRAW OR ASSIGN ASSET CARDS Note that it is not unusual for units to begin play in LOS and
Asset Cards describe extra combat support available to one range of other units. Starting games with units “in contact”
or both sides, such as artillery, air support, or even sniper is one of the defining features of any Ambush Alley Games
teams. title.

Each scenario card will describe how many, if any, Asset Players may declare that units (including vehicles and guns)
cards are drawn by each side. Some scenarios may assign placed in buildings, woods, behind walls, etc. are Hidden
specific Asset Cards to one or both forces. The Asset cards at the beginning of the game unless the scenario dictates
themselves describe their effects and how they are deployed otherwise.
in the game. If Hot Spots (see below) are used in the scenario, place them
at this time.
SET UP UNITS
The scenario will indicate how many units each side will ARRIVAL OF REINFORCEMENTS
receive, what their composition will be, and where they’ll be Some scenarios will indicate that one or both sides may be
placed on the table. The scenario will also indicate which reinforced during the course of the game. Reinforcements
side sets their units up first. will arrive under the circumstances and at the location the
Normally, all units will be set up on the table at the beginning scenario indicates.
of play, but some scenarios will call for units to be held off Reinforcement units always arrive at the beginning of the turn,
the table for later deployment. unless they arrive as the result of a Fog of War card, in which
case they arrive when and where the card indicates.
Some reinforcements may arrive at Hot Spots, as described
below.

HOT SPOTS
Some scenarios require the use of “Hot Spots” to randomize
the entry points for reinforcements. Unless the scenario
dictates a different method, Hot Spots are placed as follows:
At the beginning of the game, place five (5) Hot Spot counters
on the table. No Hot Spot may be placed within 6" of another.
Each Hot Spot should be labeled with a number from 1 to 5.
To determine which Hot Spot a reinforcement unit arrives from,
roll 1d6. A roll of 1 through 5 indicates which numbered Hot
Spot the unit arrives at. A roll of 6 allows the player to pick
which Hot Spot he wishes hiss units to arrive at. Units may
be placed anywhere within 4 of the hotspot they arrive at.
They may arrive Hidden.
Some scenarios will specify Hot Spot locations while others
will leave their placement entirely to the player’s discretion.
Some scenarios may use board edges and forego the use of
Hot Spots all together.

DECLARE OVERWATCH UNITS


At this time, the Aggressor must declare which of his
units will be on Overwatch for the duration of the turn. See
Overwatch.

Force on Force Ambush Alley


8 • Force on Force Ambush Alley
8
ACTIVATE FIRST AGGRESSOR UNIT Overwatch units may interrupt the movement or fire of
Each scenario dictates which side has initiative in the first Defender units in the End Phase as normal – again, assuming
turn. The player whose side has initiative may pick which they have the Firepower dice to do so and have not fallen off
unit he wishes to activate first. Units belonging to the player Overwatch.
currently holding initiative are referred to as “Aggressive” or
“Aggressor” units. START NEW TURN
Roll for reinforcements if the scenario indicates they are
Once activated, a unit may either move and fire or fire and
available.
move (or simply move or fire). They may React to Defensive
Actions as long as they have remaining Firepower dice or If not dictated by the scenario, make an Initiative Check to
Movement, as appropriate. determine which side has initiative.
When a player activates a unit he must clearly state where INITIATIVE CHECKS
he intends to move it (including announcing that he’s When units with equivalent training and discipline meet in
charging into close combat). If the unit is not moving, he combat, initiative can be very fluid. To reflect this, An Initiative
should announce whether it is getting In Cover or going on Check is made at the beginning of each turn.
Overwatch.
To make an Initiative Check, both players roll one Troop Quality
Example: The Aggressor player is about to activate his die for each two units in their force. The type of Troop quality
first unit. He decides to activate one of his fireteams and die rolled is based on the Troop Quality of the majority of a
move them to a position behind a wall where they can force’s units or the Initiative Value for the force as dictated
engage an enemy fireteam from a position of cover. He by the scenario. If there is an equal number of units with
points at the unit and tells his opponent, “I’m going to different Troop Qualities, use the lower Troop Quality for the
move this fireteam at Cautious speed around the corner force’s initiative die type.
of this building to this wall, where they’ll get In Cover.”
Add one die for each Class 2 or higher vehicle (ergo, they
DEFENDERS MAY TAKE count as two infantry units for purpose of Initiative). The
resulting total indicates how many basic initiative dice the
DEFENSIVE ACTIONS Force has.
Units on the side without initiative (referred to as “Defensive”
or “Defender” units) may take Defensive Actions against The maximum number of basic initiative dice a force may
Aggressor units that are activated within their line of sight. have is ten (10d).
A force’s basic initiative dice may be modified by certain
CONTINUE ACTIVATING AGGRESSOR UNITS factors. These factors are described in the Bonus Initiative
Continue activating Aggressor units and resolving Defensive table and may raise a Force’s Initiative dice above 10d. A
Actions until all Aggressor units have been activated. force can never have its initiative reduced below 1d.

END PHASE: MOVE AND/OR FIRE


ANY REMAINING DEFENSIVE UNITS Bonus Initiative Dice
Once all Aggressor units have been activated, any Defensive
units that have not taken any Defensive Action may be moved Per three Victory Points earned in the
and/or fired. Such units may also be moved into close assault preceding turn (round down): +1 die
with an opposing unit within Rapid movement range. Had initiative last turn: +1 die
Only Overwatch units may react to a Defender unit that More units than opponent: +1 die
moves in the “End Phase,” although units being charged For each positive leader in the force: +1 die
by a Defender unit initiating Close Combat may still React
according to the rules for Close Combat.
For each negative leader in the force: -1 die
Scenario Initiative
If a Defender unit chooses to fire at an Aggressor unit, it may
bonus/penalty (if any): +/- X dice
respond with fire or movement, assuming it has not moved
or has Firepower dice remaining.

Ambush Alley Force on Force


Ambush Alley Force on Force • 9
9
Both players roll their initiative dice and discard all dice with bonus die for his positive Leader (1 die). Totaling up the dice,
a score less than 4. he determines he has 8 initiative dice. Six of his nine units
have a Troop Quality of Trained (d8), so he’ll throw 8d8 for
The player with the most dice with a score of 4+ has initia-
initiative.
tive for the turn. In case of a tie (or if neither player rolls any
dice with a score of 4+), initiative is retained by the player The Blue Player has ten fireteams (10 ÷ 2 = 5 dice) and six
who had it last turn. vehicles (6 dice). His basic initiative is thus 11 dice. A unit’s
basic initiative cannot exceed 10 dice, so it is reduced to 10.
Scenario briefings indicate which player has initiative on the
The Blue player outnumbers the Red player, however, which
game’s first turn. Some scenarios will dictate that one side
garners him a bonus initiative die that raises his total to 11
has initiative throughout the game and no Initiative Checks are
dice. Eight of his sixteen units have a Troop Quality of Trained
required. Other scenarios may dictate that initiative changes
(d8) and the other have eight have a Troop Quality of Green
hands if/when certain events occur during the game. Certain (d6). In case of a tie like this, the lower Troop Quality is used,
Fog of War cards may also dictate which force has initiative so Blue will throw 11d6 for initiative.
in the following turn.
Red rolls 8d8 and discards any dice with a score of 3 or
Example: In a scenario which doesn’t include any less. He’s left with 7 dice. Blue rolls 11d6, discards all dice
special Initiative, the first turn is over and it’s time to with a score of 3 or less, and is left with 8 dice. Blue has
decide which force has initiative. initiative for this turn and is the Aggressor. Red becomes the
The Red Player, who had initiative in the first turn, has 6 Defender.
fireteams and 3 APCs. He gets 1 die for each two infantry
units (6 ÷ 2 = 3 dice) and 1 die for each vehicle (3 dice) PLAY CONTINUES TO GAME’S END
for a basic initiative of 6 dice. He receives 1 bonus initiative Play continues until one side has met its Victory Conditions
die because he had initiative in the previous turn (1 die) and or the number of turns indicated in the scenario has been
his Platoon Leader is a +1 Positive Leader so he receives a completed.

Force on Force Ambush Alley


10 • Force on Force Ambush Alley
10
Basic Unit Definitions & Attributes
UNIT TYPES TROOP QUALITY AND MORALE RATINGS
In the original Ambush Alley rules, units were broken down All units have a Troop Quality and a Morale Rating. These
into two types, Regulars and Insurgents – a required distinc- ratings help determine how effective the unit is in combat.
tion for a game focusing exclusively on counter-insurgency
TROOP QUALITY
actions. Force on Force, however, takes a more generalized
Troop Quality measures a unit’s level of training, expertise,
approach. By definition, a Force on Force scenario deals
and discipline. Regulars generally have a higher Troop Quality
with forces that are roughly equivalent in training and dis- than Irregulars, but it is possible for a group of talented and
cipline. As long as scenarios pit Regulars against Regulars motivated “amateurs” to have a high Troop Quality.
or Irregulars against Irregulars, the distinction is moot. The
Regular and Irregulars designation is only significant in Troop Quality is broken down into the following categories:
scenarios in which a mixture of Regulars and Irregulars are Elite, Veteran, Trained, and Green/Untrained.
found one or both sides. Most military forces will generally have a Troop Quality of
Trained or higher, but may sometimes be “green.” The vast
Regulars and irregulars are defined below.
majority of troops in most standing armies should have a
Regulars are “professional” soldiers who have received Troop Quality of trained. Veteran units should be rare and Elite
military training, are under military discipline, and function as units should only be found in special purpose, hand-picked
a cohesive group on the battlefield. Regulars might include organizations.
members of a national army, Special Operations forces, Irregulars may never have a Troop Quality higher than Veteran
paramilitary law enforcement groups (such as SWAT or and the majority of Irregular units are Green/Untrained.
Hostage Extraction Teams), “Contractors,” or professional
Each Troop Quality rating
mercenaries. Troop Quality Dice
has a die type associated
Irregulars, on the other hand, are armed militants with minimal with it. This is the type of Green/Untrained D6
military training and discipline. They tend to fight in mobs or die thrown by the unit when Experienced/Trained D8
loosely affiliated packs rather than organized units and only it makes the various Troop Veteran D10
recognize the command of those with sufficient firepower Quality Tests required by Elite D12
or force of will to intimidate and/or inspire them. Irregulars the rules.
are generally untrained and poorly disciplined troops who When designing scenarios of your own, keep in mind that
are often highly motivated by religious and/or political zeal. a one step difference in Troop Quality is significant. Veteran
Examples might include members of terrorist organizations, units pitted against Trained units, for instance, can count on
militias, organized crime, rebels, or other armed civilians. winning most Reaction Tests, benefiting more from cover and
concealment, and creating more casualties with their fire.
Irregulars may occasionally be led by Regulars, but Irregular
troops cannot be integrated into a Regular unit. Irregular units A two step difference, such as Green/Untrained units against
may also fight alongside Regular units on the same side in Veterans or Trained units against Elites, will result in an
a scenario. extremely one-sided engagement unless the superior Troop
Quality units are grossly outnumbered.
Irregular troops will only be encountered in Mixed Force
scenarios or when pitted against each other, as per the Rule
of Equivalencies.

Ambush Alley Force on Force


Ambush Alley Force on Force • 11
11
Examples of Troop Qualities CONFIDENCE LEVEL
Green/Untrained Units: Armed civilians, police, jihadists, A unit’s confidence level reflects how much faith they put
rebels, poor quality military units, most third-world military in their gear and/or the plan for their current operation. The
units. more confident a unit is, the more likely they are to trust their
equipment and leadership. The less confident they are, the
Experienced/Trained Units: Regular military forma-
less likely they are to put themselves at risk by relying on a
tions, including Marines and Rangers, police SWAT teams,
plan or piece of equipment to actually work as intended.
remnants of the Iraqi army or secret police, experienced
“freedom fighters” or terrorists. Confidence isn’t the same as Morale. High Morale units might
have a very low confidence and vice versa.
Veteran Units: As Trained units above, but with extensive
and intense combat experience. Confidence Level is used to determine whether a vehicle
crew decides to bail when the going gets hot or how well an
Elite Units: Delta, SAS, OGA Operators (Note that most
infantry unit reacts to certain battlefield conditions, such as
members of “elite” organizations will be Veterans – only a
concentrated machinegun fire.
few particularly talented individuals will actually have Elite
troop quality). There are three levels of confidence:

MORALE Low Confidence: Low Confidence troops or crews are


A unit’s Morale rating reflects how motivated and eager (or certain that their armor, weapon, or tactics will fail at the
resigned and fatalistic) it is to fight and continue fighting when worst possible moment. They’re unlikely to stay in a vehicle
things get dicey. Units with higher Morale ratings are less under fire or try risky maneuvers in the face of heavy weapon
bothered by set-backs and casualties and are more likely to fire. Their motto is “Better safe than sorry.”
keep fighting in the face of hardship. Low Morale units may Confident: Confident troops are fairly sure that things are
show their heels at the first sign of trouble. going to work out for them and that gear and plans will
There’s no real relationship function as advertised. They’re not likely to bail out of their
Morale Rating Dice vehicles at the sound of the first angry shot or to give up on
between Morale and Troop
Low Morale D6 a maneuver just because the going gets a little tough. This is
Quality – a unit with Elite Troop
Quality may have low Morale Average Morale D8 the default confidence for all units unless a scenario dictates
because they’ve been in the Good Morale D10 otherwise.
field too long or have lost their High Morale D12 High Confidence: High Confidence troops are sure that
favorite squad-mate. A mob their gear and plans are first rate and more than a match for
of rabble might be so inspired by a charismatic leader that anything the enemy throws at them. They’re likely to stay at
they’re willing to face certain death to follow his commands. their tank’s guns no matter what the enemy throws at them
and they certainly won’t let a little thing like machinegun fire
or mines keep them from advancing as needed!
As noted above, Confident is the default confidence level
for all units in a game unless a scenario dictates otherwise.
Force Lists may also indicate normal confidence levels for
units from certain forces at different times in their history.

SUPPLY QUALITY
The quality and quantity of a unit’s supplies has a large
impact on its performance on the battlefield. Units with
limited ammunition will be miserly with their fire, possibly
to their detriment, while those that have been subsisting on
sub-standard or spoiled rations are certainly not at their most
combat effective.

Force on Force Ambush Alley


12 • Force on Force Ambush Alley
12
Example 1: A Normally Supplied fireteam consisting
of two riflemen, a grenadier, and a SAW gunner have a
basic Firepower of 6.
Example 2: A Poorly Supplied fireteam consisting of two
riflemen, a grenadier, and a SAW gunner have a basic
Firepower of 5.
Example 3: A Well Supplied fireteam consisting of two
riflemen, a grenadier, and a SAW gunner have a basic
Firepower of 7.

MERGING UNITS
Units may merge to form a larger unit if one of the merging
units has been reduced to half strength or less.
To merge, units must move within unit cohesion (explained
later), at the beginning of the next turn, they are considered
a single unit.
Merging units are not required to have the same Troop Quality
or Morale. Units with different Troop Quality and Morale
ratings are referred to as “Mixed Units.”
Irregular units may not merge with Regulars, although Regular
Leaders may attach themselves to an Irregular unit and act
as its leader and a Regular unit may become an Irregular
unit’s Control unit. See the rules for Mixed Force Games.

MIXED UNITS
Troops of different Troop Quality or Morale may be thrown
There are three levels of supply quality: Poorly Supplied, together into a single unit. This usually occurs when two
Normally Supplied, or Well Supplied. The effects of each are units who have been reduced to rumps by casualties and
described below: must merge to form a new unit.
Poorly Supplied: Poorly Supplied units have limited ammu- If troops of different Troop Quality, Morale, Confidence, or
nition, poor rations, a shortage of water, or any number of Supply Quality combine to form a single unit, the following
other logistical shortcomings that might adversely affect their rules apply:
combat effectiveness. In game terms, Poorly Supplied units
lose a die of Firepower. MIXED UNIT MORALE
If a mixed unit has members with different Morale rating, its
Normally Supplied: Normally Supplied units suffer no disad- overall Morale is set by whichever of the following factors
vantages and gain no advantages over other units. that most closely applies to it:
Well Supplied: Well Supplied units have pouches full of • If the mixed unit has a leader, it uses the leader’s Morale
ammunition and bellies full of decent rations. They have all for all checks. If there is more than one leader in the
the “beans, bullets, and bandages” they need to take it to the unit, use the highest leader Morale rating for the unit.
enemy in style. In game terms, Well Supplied units gain a die
of Firepower. • If the unit doesn’t have a leader, the unit has
the morale of the majority of its members.
Some scenarios will indicate the supply quality of one or both
sides – if supply quality isn’t defined by a scenario, then all • If the unit doesn’t have a leader and there are an
units default to Normally Supplied. equal number of troops with different morale in the
unit, it uses the least of all morale values in the unit.

Ambush Alley Force on Force


Ambush Alley Force on Force • 13
13
MIXED UNIT TROOP QUALITY SPLIT UNITS
If a unit is composed of figures with different Troop Quality, Units may divide into smaller elements at the start of their
use the Troop Quality of the majority of figures in the unit. activation. Only one element of a unit may move and fire on
If the unit is evenly split between Troop Qualities, use the the activation that the unit is split. From that point on, each
lowest quality for the unit. element is treated as a separate unit for the purposes of
movement and fire.
MIXED UNIT CONFIDENCE
If a unit is formed from figures with differing levels of Split elements may merge to reform their unit.
Confidence, use the Confidence of the majority of figures. If
there are an equal number of figures with different Confidence LEADERS
levels, use the lowest Confidence level. Leaders may move freely about the table. They are not
subject to Unit Cohesion rules. However, leaders who are not
MIXED UNIT SUPPLY QUALITY
within cohesion with a unit may not act as its leader unless
If a unit is formed from figures of differing Supply Quality, use
it is established in the scenario (or in the unit’s notes) that
the Supply Quality of the majority of figures. If there are an
he has the capability to contact units by radio, cell-phone,
equal number of figures with different Supply Qualities, use
HUD, etc.
the lowest Supply Quality level.
Leader figures are more critical to Irregulars forces than to
MIXED UNIT OPTIMUM RANGE Regulars.
If a unit is composed of figures with different troop qualities,
use the optimum range value of the lowest troop quality. Regulars have an established chain of command and when
(Optimum Range will be explained in more detail later.) a leader is lost, a subordinate is there to take over his role.
Some leaders have a positive or negative effect on a unit’s
Combat Stress Level.
UNIT COHESION Leadership in Irregulars forces tends to be based on force
All figures in a unit must remain within 1" of one another.
of personality or charisma – without a leader, Irregular units
A unit may be spread more thinly and still effectively occupy become hesitant and indecisive. This is reflected in the fact
and hold defensive positions. While
wholly occupying a defensive position
a Regular unit’s cohesion distance is
expanded to 2”.
Units that break cohesion due to
movement or terrain must regroup to
restore it in their next activation.

Units with 1" Unit Cohesion

Regulars occupying a defensive


position with 2" Unit Cohesion

Force on Force Ambush Alley


14 • Force on Force Ambush Alley
14
that Irregulars must make a Troop Quality test to perform DIFFERENTIATING BETWEEN
any action if they do not have a designated Leader figure
attached.
SPECIAL FIGURES
While not as big a problem with 20-28mm figures, it can
There is no limit to the number of Irregulars that a single sometimes be hard to tell the difference between 15mm
Irregular Leader may have in his Unit. figures, especially at table distance. This can be a problem
for the Irregulars player, as it’s important to know which
EFFECTS OF LEADERS Irregulars are leaders and which are carrying support
Some scenarios identify certain Leaders as having a higher weapons.
Morale than most or all of the units in his force. In such
instances, such a leader may give a “Morale boost” to one unit We solve this problem by painting a colored dot on the back
within Optimum Range. The unit the leader will be “boosting” of the bases for of our special figures: Yellow for leaders, red
must be announced at the beginning of the turn. The boosted for support weapons.
unit uses the Leader’s Morale for all Morale related tests for Feel free to use whatever method you wish to identify your
the rest of the turn. own figures, but the colored dots have worked quite well for
Positive and negative Leaders, identified in scenario briefs, us!
can raise or lower a unit’s Combat Stress.
ALTERNATE BASING
LEADERS JOINING A UNIT Many Force on Force players may already have modern
A separated leader may join any unit it pleases by moving military figures based on multi-figure stands for use with
into cohesion with that unit. other games. This basing method works perfectly fine with
If the unit the leader joins has already been activated in the Force on Force, so there’s no need to rebase your existing
turn he joins it, the unit and leader may perform no further armies or replace them with new figures. Simply treat each
actions. Both the unit and the leader are finished for the turn. stand as a fireteam and keep track of how many casualties
it has taken.
If the unit has not been activated before the leader joins it, it
may be activated later in the turn but may only fire, not move.
The leader joining the unit counts as the unit’s movement.

Ambush Alley Force on Force


Ambush Alley Force on Force • 15
15
Basics of play
The (Nearly) Universal Mechanic
Force on Force has one (nearly) universal mechanic that
applies to the resolution of a wide range of unit actions,
The (Nearly) Universal Mechanic
ranging from determining hits against the enemy to digging Roll a 4+
in under fire: Roll a 4 or better. If opposed, roll a 4+ and higher
If the action calls for an opposed roll, such as firing on the than your opponent’s roll
enemy, Roll a 4 or better and roll higher than your opponent.

Line of Sight (LOS) If half or more of the firing unit can see the target unit, it may
All infantry units have a 360 degree line of sight. Figure facing fire. If less than half the target unit is visible to the firing unit,
is irrelevant. it cannot be fired upon.

There is no “maximum visual range” unless a scenario or Fog Example: Six Iraqi soldiers are moving around a building.
of War card states otherwise. The boards on which the game Two come into LOS of a unit of US soldiers. Since the
is played are small enough that figures can see (and, indeed, Americans cannot see half or more of the Iraqi unit, they
fire) from one side to the other. cannot react to it. On the other hand, since less than
half the Iraqis can see the Americans, they cannot fire
LOS can be blocked by terrain features, such as buildings, at them, either.
high walls, deep trenches, etc.
When we look at the example above, it may at first seem
LOS is not determined on a per figure basis. LOS is traced odd to say that the Regulars can see two out of six figures
from the rough center of the firing unit to the rough center of in an Irregular unit but cannot shoot at the unit (or at the two
the target unit. exposed individuals, for that matter), but it is our intention
to represent a fluid combat situation. Models on the table
delineate the area controlled by a unit, but do not specifically
represent the static location of individuals. Figure placement
simply indicates that the unit is exhibiting some control of the
area they are placed in.
When you embrace this idea, you’ll discover it opens a wide
array of tactical options and provides a far faster, smoother
game than those that depend on checking line of sight for
individual figures.

In this instance, the units may not engage one


another because they do not have a clear LOS.

Force on Force Ambush Alley


16 • Force on Force Ambush Alley
16
Line of Fire (LOF) Units may not fire at a target if other friendlies are in the line of
A unit must have a clear line of sight to a target to fire at it. If fire (i.e., within 2" of their LOF). They may fire if civilians are in
there are other units or civilians between the firing unit and the LOF, but they have a chance of hitting them (See Civilians
the target, Line of Fire (LOF) must also be considered. on the Battlefield). Note, however, that some scenarios may
forbid fire that might injure civilians.
LOF is a line traced from the middle of the firing unit to the
middle of the target unit. Any units or civilian stands within 2"
of this line and at the same elevation or lower are considered
to be “in the line of fire.”
Units or stands that are within 2" of the LOF of a target unit
at a higher elevation than the firing unit are not in the line of
fire.
Example: An Aggressor unit is firing at an RPG gunner on a
roof top. Another Aggressor unit is directly in front of them
at street level. Since they are firing over the heads of the
intervening unit at a target above them, the street level unit is
not considered to be in the line of fire. The Aggressor unit can
engage the RPG gunner.

A friendly unit at the same elevation is between


the unit in the foreground and its target. The
unit in the foreground may not fire.

Irregulars may fire at targets regardless of whom or what is


in their LOF unless a scenario restricts them, but have the
same chance of injuring friendlies as described in Civilians
on the Battlefield).
No unit may fire directly through another unit at the same
elevation.
Example: A unit of Republican Guard wants to fire at some
Marines. Unfortunately, a second Guard unit is directly
between them and their desired target. The Republican Guard
The unit in the foreground may fire over the intervening units and the Marines are all at street level, so the second
unit to engage the RPG gunner on the roof top. Guard unit blocks the first unit’s fire.

Ambush Alley Force on Force


Ambush Alley Force on Force • 17
17
Aggressive & Defensive Actions
Defensive Actions &
Aggressor Reactions
Defending units in Force on Force don’t sit around hoping
they don’t get overrun by the Aggressors. They take actions
to counter the Aggressors’ plan as it unfolds by moving to
avoid contact or laying down defensive fire. These counter-
moves are referred to as Defensive Actions, and they may
take the form of either movement or fire.
Aggressors are not mindless automatons trudging forward
according to a set plan, either. They may respond to Defensive
Actions with movement or fire of their own. These responses
are called Reactions.
When an Aggressor unit moves or fires within Line of Sight
(including movement or fire that is part of a Reaction)
of Defensive units, the Defenders may attempt to take a
Defensive Action.
Combat in Force on Force is very dynamic. Players will Defensive Actions take the form of either movement or
rarely if ever find themselves sitting around eating popcorn fire which, in effect, interrupts the movement or fire of the
and waiting for their next chance to get involved in the game. Aggressor unit.
Aggressors enact their plans of attack while Defenders As each Aggressor unit is activated and declares where it
actively attempt to thwart them. Players must adjust to a intends to move and at what units (if any) it intends to fire at,
shifting pattern of actions and reactions and, like real combat the Defender must declare all units that will attempt to take
leaders, will soon learn that few plans survive contact with Defensive Action against it. The Defender must announce
the enemy. what Defensive Action each unit is taking and, in the case
of Defensive Fire, at what point in the Aggressor unit’s
Aggressor movement it will occur.
Actions
When an Aggressor Aggressor Actions Defensive Movement
unit is activated, it must Move Units that choose movement as their Defensive Action may
announce what actions Fire make a move using either Cautious or Rapid Movement.
it will take and in what Move & Fire The unit must take a Reaction Test against the Aggressor
order. It may move, fire, Fire & Move unit whose activation triggered its Defensive Movement to
move and fire, fire and Overwatch determine whether it moves before the Aggressor is able to
move, go on Overwatch, Request Air Support React (see Reaction Tests).
etc. Request Artillery Salvo A unit may only make one Defensive Movement per turn.
Hide Defensive Movement may draw Reaction fire from the unit
When a unit will move as
Spot Hidden Units whose activation triggered it and/or Overwatch Fire from the
part of its activation, the
Place Breaching Charge Aggressor’s Overwatch units.
Aggressor player must
indicate where it will Close Assault Infantry
move and what its path Close Assault Vehicle
of movement will be.

Force on Force Ambush Alley


18 • Force on Force Ambush Alley
18
Defensive Fire An Aggressor unit whose movement/fire has been inter-
Units that choose to fire at an activated Aggressor unit as their rupted by a Defensive Action may always react as long as it
Defensive Action engage that unit in a round of fire, utilizing has Movement or Firepower remaining.
either normal fire or Suppression Fire. The units involved
must take a Reaction Test to determine whether the Defender The Reaction Test
unit fires before the Aggressor is able to React. When an Aggressor unit is interrupted by a Defensive Action,
a Reaction Test is taken. Both involved units roll their Troop
A unit loses one die of Firepower for each Defensive Fire after Quality die. The unit which passes the test by rolling a 4+
the first. and rolls higher than its opponent resolves its action first. In
A unit may continue to use Defensive Fire as new Aggressor the case of a tie of any sort, including both units failing to roll
units are activated as long as it has Firepower dice left or a 4+, the Aggressor unit acts first.
until it fails a Defensive Fire Reaction test.
Defender units who fail a Defensive Fire Reaction test may
take no more Defensive Actions for the turn and may only Reaction Test Results
Both involved units roll their Troop Quality die. Unit
return fire when fired at (see Round of Fire).
which passes the test by rolling a 4+ and rolls
Note that Irregular units may take one Defensive Fire per highest resolves its action first. In the case of a tie
turn, but may return fire if fired upon as long as they have of any sort, including both units failing to roll a 4+,
Firepower dice remaining. Aggressor unit acts first.

Aggressor Reactions to Defensive Actions Infantry making a Rapid Move


When an Aggressor unit’s action is interrupted by a Defensive receive a -1 to their die roll
Action, it may attempt to React. A successful Reaction allows Vehicles which are Buttoned Up
the Aggressor unit to fire or move before the Defensive Action receive a -1 to their die roll
takes place.
Vehicle traveling at Cruising speed
To determine if an Aggressor unit was able to React before a receive a -1 to their die roll
Defensive Action, a Reaction Test is made. If the Aggressor
Modifiers are cumulative.
unit wins the Reaction Test, it is able to fire or move before
the Defenders can fire or move. If the Aggressor unit loses Aggressor may complete his declared action unless
the Reaction Test, it is struck with defensive fire or movement combat results prevent it.
before it can React.
Aggressor units who have not yet been activated may also
React to Defensive Actions against friendly units within their Units who have made a Rapid Move during a turn receive a
line of sight, but doing so costs them their activation for the -1 to their die roll when taking a ReactionTest.
turn. If the Aggressor unit’s movement was not yet complete, it may
finish its movement once the Defensive Action is resolved. If
it has not yet performed its normal fire (not Reaction fire), it
may fire once the Defensive Action is resolved.

Results of Defensive Fire


If an Aggressor unit loses a Reaction Test when struck by
Defensive Fire, resolve the round of fire immediately. The
Defender fires first. Aggressor troops who survive the attack
make any required Morale checks. If the Aggressor unit
passes the Morale check or is not forced to Pull Back, it may
return fire and finish its movement if appropriate. If the unit
is Pinned it may return fire (with the Troop Quality die shift
penalty for Pinned units), but may only move in accordance
with the rules for Pinned units.

Ambush Alley Force on Force


Ambush Alley Force on Force • 19
19
If an Aggressor unit wins a Reaction Test when taken under unit. During the course of play, however, it is quite common
Defensive Fire, it may: for more than one Defensive unit to take Defensive Actions in
response to a single Aggressor’s activation. This can get a
• Fire first in a round of fire with the Defender unit.
little confusing, but the following guidelines should help keep
Once all fire combat is resolved, the Aggressor unit
everything straight:
may finish its movement and/or fire if appropriate.
OR • Remember, Defensive Actions are declared the moment
• Move into cover or out of the Defender unit’s line an Aggressor unit is activated. At that time, the
of sight. If the Aggressor unit moves out of the Defensive player must announce ALL units within LOS
Defender’s LOS, the Defender may not take it under that taking Defensive Action against the activating unit.
fire. The Aggressor unit may not move any farther
The only exception to this rule occurs when an Aggressor
than their regular Rapid movement. If their movement
unit moves into the LOS of a unit that could not see it at the
was interrupted by this Defensive Fire, they may
time of its activation. In this case, the Defensive unit(s) may
only move the remainder of their movement.
take Defensive Action as the Aggressor moves into sight.
Aggressors and Defenders roll one less Firepower die and
A Defending unit’s declaration of Defensive Action counts
lose 1" of movement for each Defensive Fire or reaction after
as a Defensive Action for determining Firepower even if the
the first.
unit they were attempting to act against was destroyed or
Overwatch units may attempt to interrupt Defensive Fire. moved out of LOS before they could take any real action.

Results of Defensive Movement Example: An Aggressor unit is activated and both


If a Defender unit responds to an Aggressor unit’s activation Defender unit A and Defender unit B announce they
with Defensive Movement and the Aggressor unit loses the will take a Defensive Action against it in the form of
Reaction Test, simply move the Defender unit to the desired defensive fire. Unit A has a hot run on the dice and
location according to the normal movement rules. If the wipes the Aggressor unit out. Defender Unit B must
Aggressor unit still has line of sight to the Defender unit after count its declaration of fire as a Defensive Action
the completion of its Defensive Move, the Aggressor unit may when determining its Firepower against the next
fire at the Defender unit. In such instances, the Aggressor will unit it takes Defensive Action against – i.e., it loses
fire first, despite having lost the initial Reaction Test. a die of Firepower.

If an Aggressor unit wins a Reaction Test when a Defender • Reaction tests are made and Defensive Actions are
Unit reacts to its activation with a Defensive Move, it may resolved starting with the Defensive unit nearest to the
fire first in a round of fire with the Defender unit before it Aggressor unit being activated and working outward. Do
can move. If the Defender unit survives and a Morale result not resolve the Defensive Action/Aggressor Reactions
doesn’t preclude it, the unit may complete its movement. at this time, but note which units the Aggressor
passed its Reaction Test against and which it didn’t.
Once all fire combat is resolved, the Aggressor unit may
finish its movement and/or fire if appropriate. • Once all Reaction Tests have been rolled, resolve
successful Defensive Actions first. Start with the unit
Overwatch units may react to a unit’s Defensive Movement. nearest to the Aggressor and work outward, resolving
If the Overwatch unit wins the Reaction test, resolve the each Defensive Action/Aggressor Reaction in turn.
round of Overwatch fire as normal (Overwatch units fires
first, then Defender unit fires). If the Overwatch unit fails its • Now resolve all Defensive Action/Aggressor Reactions
Reaction test and still has line of sight to the Defender unit, to units against whom the Aggressors passed
the Overwatch unit will still fire first. their Reaction Test. Start with the unit nearest
to the Aggressor, then the next furthest, etc.
Defenders and Aggressors roll one less Firepower die for
each Defensive Action or Aggressor Reaction after the first. • Once all Defensive Action/Aggressor Reactions have
been resolved, the Aggressor unit may complete
Resolving Chains of Defensive Actions its activation. Remember that units lose 1 die of
The Defensive Action/Aggressor Reaction process is pretty Firepower and 1" of Movement for each Defensive
straightforward between a single Aggressor and Defender Action or Aggressor Reaction after the first!

Force on Force Ambush Alley


20 • Force on Force Ambush Alley
20
Resolving Chains of Defensive Actions - Example

1 “I move into hard 3


cover and fire at D.”

1st reaction test A


A Unit A wins
2nd reaction test
Red unit wins
3rd reaction test
Unit B wins
D
D C
C
B
B

Roll for Defensive Actions in order of shortest distance from


The unit represented by the red dots is the Aggressor andis Red unit:
referred to as Red in this example. Red declares that it is
moving into the building in front of it to fire at unit D. Test 1- Unit A, the closest at 7” away, rolls a 7 and Red rolls
4. Unit A wins the reaction test and will fire before Red.
Test 2 Unit C, the second closest at 10” away, rolls a 6 and
2 Red rolls a 4. Unit C wins the reaction test.
Test 3- Unit B, the furthest away, rolls a 5 and Red rolls an 8.
Red wins the reaction test and will fire before Unit B.
A
7”
4
10”
3x Interrupt by fire
11”
D A
C
B

Defending units A, B and C declare that they will attempt D


C
Defensive Fire against the Red unit.
B

Unit A fires first because it is the closest Defensive Fire unit


and won the reaction test.
Unit A rolls 5 dice +1 die for Optimum Range and Red
defends with 6 dice + 1 die for Solid Cover. Unit A doesn’t
manage to cause casualties.
Red returns fire. Red has 6 figures +1d for a Lt. Support
Weapon and +1d for Optimum Range. Red rolls 8 Firepower
dice. Unit A defends with 5 dice + 1 die for Solid Cover. Red
rolls badly and causes no casualties.
All units in this example have Normal confidence, so no
morale checks are needed at this time.

Ambush Alley Force on Force


Ambush Alley Force on Force • 21
21
Firepower penalty. Red will only throw 3 dice of Firepower.
5 Unit B would normally defend with 6d + 1d for Solid Cover,
but since Red’s Firepower is a lower value, it uses that
instead and defends with 3d +1 die for Solid Cover. Red is
A still able to score a casualty, however.
Unit B passes its Morale test and returns fire with 6d of
Firepower. Red suffers another casualty, reducing it to 3
men, but is able to pass its own Morale test.
D
C
B 7
The next Defensive Action is at 10”. Unit C won the Reaction A
test and fires first in a round of fire with the Red unit.
Unit C has 5 figures and no support weapons. Red is not
within its Optimum Range. C throws 5 dice worth of Firepower
and Red defends with 6d +1 for Solid Cover. Since units use D
the lower value between Firepower and Defense, Red will C
throw 5 Defense dice (C’s Firepower) +1 die for Solid Cover B
instead of 6 dice (Red’s basic Defense) +1d for Solid cover.
Red suffers two casualties.
Now all Defensive Actions are resolved and the aggressor
After passing a Morale Check, Red returns fire. Red has lost (Red unit) can complete his intended fire at Unit D.
two troopers, but still has a Lt. MG, so rolls 4+1 dice. Unit
C is out of Red’s Optimum Range so no bonus die is added. Red unit wins the reaction test and fires first.
Red does lose 1 die for second reaction, though, lowering Red unit is down to three active figures (one with a Lt. MG),
its Firepower to 4. so it only has 4 Firepower dice. Unit D is within Optimum
Unit C defends with 4 dice + 1 die for Solid Cover since Range, so Red gains +1d. However, Red must add a -3 die
Red’s Firepower of 4 is lower than C’s basic defense of 5. penalty since this is the fourth time Red has fired this turn.
Red inflicts 2 casualties. Unit C passes its Morale check. Red’s Firepower is reduced to 2 dice!
Unit D rolls 2 dice for Defense since it’s basic Defense is
6 higher than Red’s current Firepower. D takes no casualties.
Unit D returns fire with 5 dice + 1 die for Optimum Range.
Red Defends with 3 dice +1 die for Solid Cover. Red takes
A
no casualties, but now finds itself outnumbered in a deadly
fire-pocket.

D
C
B

Now Fire between Red and Unit B is resolved. Red won the
Reaction test with Unit B and will fire first.
Red is now firing with 4 figures + a Lt. MG for a firepower of
5. This is Red’s third reaction, however, so it suffers a -2 dice

Force on Force Ambush Alley


22 • Force on Force Ambush Alley
22
Interruption Aftermath
An Aggressor unit that survives all Defensive Actions against it without being Pinned or forced to Pull Back may finish its activa-
tion as usual. It may finish its movement and fire, minus any movement penalties or lost Firepower dice accrued for reactions
to interruptions.

Interruption/Reaction Flow Chart


Defensive Fire
Roll all reaction tests first then resolve the interruptions as per workflow.
Chain of interruption summary: When to check for Morale
- Defender must announce ALL units within LOS that are interrupting. Low confidence troops
Except if not in LOS, then can interrupt when coming into LOS Always check if fired on.
- Roll Reaction Tests starting with nearest unit to Aggressor Normal Confidence troops
- Resolve all successful interruptions first. Start with unit nearest to Aggressor Fired on by 3D+ Support Weapon or Intimidating Weapon.
- Resolve all unsuccessful interruptions starting with nearest to Aggressor All troops: each time...
- After all defensive actions done, Aggressor unit may complete its activation. - a unit takes casualties
- a unit is fired upon by an Infantry Gun, AT Gun, or Tank Gun
- an IED is detonated within 10"
Reaction test modifiers - a unit is subjected to an artillery or air-strike
Infantry modifiers
- fire from their unit injures/kills a civilian or non-combatant
Moving fast -1
AFVs modifiers
Cruising speed -1
TC buttoned -1

Successful Aggressor
Reaction test Defender roll Aggressor’s
interruption. Morale
Result? ≥4 & >aggressor reaction
Resolve fire Check

Defender roll Aggressor Move Morale check


<4 or ≤Aggressor In cover Roll 1 die per figure in unit Defender Morale
[ -1" per interruption ]
Pass is Successes (4+) dice > failure dice Check

Aggressor
react first

Aggressor Move Aggressor -1 TQ dice for


More defensive Yes
Out of LOS Morale subsequent
actions?
[ -1" per interruption ] Check actions/reactions

No

Complete move
-1"/interruption
Aggressor fire Defender Morale Defender And/Or
on defender Check interruption fire Complete Fire
-1 FP dice/interruption

Reaction Tests and Fog of War draws a Fog of War card and the card is read. The card’s
Reaction Tests also serve as triggers for Fog of War events. effects are read and put into effect immediately, unless the
If either player rolls a “1” on their Troop Quality die while card indicates that it can be saved and played at a later time.
making a Reaction Test, a Fog of War card is drawn and the
effects are applied. Optional Fog of War
If you’d like to see more Fog of War effects in your games,
Example: An Aggressor unit of Veteran Quality rolls a D10 to try this alternative rule: At the beginning of each turn make
react to a unit of Defenders who are about to fire on them. a Quality Check for the highest Quality unit in the Aggressor
The die comes up with a score of 1. The Aggressor player force. If the Quality Check fails draw a Fog of War Card!

Ambush Alley Force on Force


Ambush Alley Force on Force • 23
23
Overwatch and fire at an enemy unit in a ditch across the street from that
Overwatch is a term used to describe the common battlefield position.
tactic of one unit covering for another. It is most usually seen used The Defending Player announces that he is going to take a
by troops using “bounding over watch” to move to contact with Defensive Action and fire at the Aggressor unit it as it moves out
the enemy – one unit “bounds” forward while another covers its of cover in the building and runs down the street.
advance with their guns. When the bounding unit reaches cover,
it goes on overwatch while the unit that covered for it moves The Aggressor Player announces that his unit on Overwatch
forward. will attempt to interrupt the Defending unit’s Defensive Action.
A Reaction Test is made. The Overwatch unit wins the test and
Only units with a Troop Quality of Trained (d8) or higher may use
a Firepower attack is immediately resolved between it and the
Overwatch. Irregular units may not use Overwatch under any
Defender’s unit. The Overwatch unit fires first, causing casual-
circumstances. They lack the training and discipline to utilize this
ties and a Morale check that leaves the Defender’s unit Pinned
tactic.
and unable to complete the action it declared at activation. The
Only the Aggressor may use Overwatch. The Aggressor must second Aggressor fireteam finishes its activation unmolested. The
declare which units in his force are going on Overwatch before unit’s return fire at the Overwatch unit is ineffective and causes
any of his units are activated. Going on Overwatch is not an inter- no casualties.
ruptible action.
Example 2: Later in the same turn, the Aggressor Player activates
Overwatch units may interrupt the Defensive Actions of any hostile another unit, an IFV, and announces that it is going to move
unit in their LOS. around the corner of a building and fire its chain gun at a building
Overwatch fire may not be interrupted, even by an opponent’s full of enemy soldiers.
Defensive Action. The Defender announces that he’s going to have the soldiers in
Overwatch units lose one die of Firepower for each Overwatch fire the building take a Defensive Action and fire their AT gun at the IFV
after the first. They may continue to interrupt until they run out of as it as it rounds the corner.
dice or fail an Overwatch Reaction test. The Aggressor announces that the same Overwatch unit from
When Overwatch fire interrupts an opposing unit’s Defensive Example 1 is going to interrupt the AT gun team. A Reaction
Action, make a Reaction Test. Test is made. The Overwatch team fails the Reaction test. The
AT gun fires before the Overwatch team can do anything about
If the Overwatch unit passes the Reaction Test, a round of fire
it. Additionally, since the Overwatch unit failed its Overwatch
between it and the enemy unit is resolved before the enemy unit
Reaction test it is no longer on Overwatch.
may take its declared Defensive Action. The Overwatch unit fires
first, followed by return fire from any survivors in the target unit. If Now a Reaction Test is made between the IFV and the AT gun
the target unit is not wiped out, Pinned, or Shaken, it may complete team to see if the IFV fires first at the AT team (or move out of LOS
its Defensive Action. before the AT gun can fire). The IFV loses the Reaction Test and
If the Overwatch unit fails the Reaction Test, the target unit the AT gun fires before it can react. The AT gun damages the IFVs
completes its Defensive Action and then a round of fire between it gun mount, reducing the vehicle’s Firepower by 50%.
and the Overwatch unit is resolved, assuming the target unit still The IFV’s fire at the AT gun succeeds in causing a casualty despite
exists or has not moved out of the Overwatch unit’s line of sight. the vehicle’s reduced Firepower. The AT crew passes their Morale
An Overwatch unit that fails its Reaction test is taken off Overwatch check and stands firm.
after the round of fire between it and its target unit is resolved. A Now the round of fire between the AT gun and the Overwatch unit
unit that “falls off Overwatch” in this manner may only react to fire is resolved. Since this is the unit’s second Overwatch fire, it loses
directed at it for the duration of the current turn. one die of firepower in this attack. Nonetheless, the Overwatch
The Overwatch Reaction test and successful Overwatch fire takes unit’s fire produces another casualty among the AT gun crew. This
place before the unit they are defending makes its Reaction Test. time the AT gun crew fails its Morale check and becomes Pinned.
Its return fire at the Overwatch unit causes no casualties.
Example 1: The Aggressor Player activates a fireteam atop of a
building with a good view of the table and announces that this As stated previously, the Overwatch unit falls off Overwatch
unit is going on Overwatch. He then activates a second fireteam because it failed its Reaction Test. For the rest of this turn it may
and announces that it is going to exit the building it is currently react to fire directed at it just as any other unit would, but it can no
in, move down the street, get in cover behind some wrecked cars, longer engage in Overwatch fire or claim any Overwatch bonus.

Force on Force Ambush Alley


24 • Force on Force Ambush Alley
24
Movement
When a player decides to move an activated unit, he must MOVING UNITS ON THE TABLE
declare what unit he’s moving and at what movement rate. If To simplify movement, Force on Force bases unit movement
he doesn’t declare a movement rate, it’s assumed the unit is on the position of a unit’s leader. To move a unit, simply
moving Cautiously. measure movement for the unit’s leader and then place the
A unit’s movement type may change during the course of members of his unit within cohesion distance around him.
its move. If a unit’s Move is interrupted and it isn’t Pinned
or forced to Pull Back, the player may choose to change to OUT OF CONTACT MOVEMENT
whatever Movement Rate they wish. If the unit’s Movement Out of Contact Movement may only be utilized by units desig-
Rate increases after an interruption, remember to deduct the nated by a scenario. Generally, units capable of Out of Contact
distance already moved. Movement will be local guerrillas, elite special forces units, or
Irregulars under the command of an attached leader.
Movement may be restricted or modified by Terrain Effects
(see that section of the rules for details) or scenario specific Out of Contact Movement is generally only allowed to one
conditions. side in a scenario and may only be used while that side is
the Defender.
MOVEMENT RATES On the turn following its initial placement, a unit capable of
Infantry units have two Movement Rates: Cautions and Out of Contact Movement that has never been “seen” by
Rapid. Aggressors, i.e., no Aggressor unit (including UAVs) has had
an open Line of Sight to it since its placement on the table,
CAUTIOUS MOVEMENT
may move anywhere on the table as long as it can trace a
Units using Cautious movement may not move more than 6"
path from its current position to the spot it wishes to move to
per turn.
without crossing any Aggressor unit’s line of sight.
RAPID MOVEMENT Units utilizing Out of Contact Movement must end their
Units that move more than 6" in a turn are using Rapid movement if they cross an Aggressor unit’s line of sight.
movement. No units may move more than 12" in a turn,
unless they’re using Out of Contact Movement. Once a unit has been within line of sight of an Aggressor
unit it is considered “fixed” and may not use Out of Contact
Units may make a Rapid move and then fire, but may not fire movement again, even if it moves out of sight of all Aggressor
and then make a Rapid move. It is much easier to dash into units on the table.
position and start firing than it is to disengage at a sprint.
This unrestricted movement is meant to represent the uncer-
Units that have moved rapidly receive a -1 penalty to all tainty of local force dispositions until the Aggressor force is
Reaction Test die rolls and lose one die of Firepower. able to fix their actual positions by moving into contact or
Rapid moving units are also extremely vulnerable to fire, so through aerial reconnaissance.
units attacking them receive an additional die of Firepower.

DEFAULT MOVEMENT RATE


People who want to survive on the modern battlefield tend
to move cautiously. To reflect this, all units have a default
movement rate of Cautious.

Ambush Alley Force on Force


Ambush Alley Force on Force • 25
25
Terrain effects on Fire & Movement
Tanks, machineguns and artillery may each vie for the title
of “Queen of the Battlefield,” but the terrain that makes up a
battlefield usually has more impact on victory or defeat than
any weapon system devised. The terrain on the table will
certainly have a lot to do with the results of any Force on
Force game.
Many games have extensive rules defining the effects of all
terrain features on movement, fire, and line of sight, sub-
tracting so much movement for climbing a hill or crossing
a fence and applying umpteen modifiers to fire at units in
this or that type of woods. Force on Force takes a slightly
different approach.
BUILDINGS
One of the underlying philosophies of Force on Force is the Man-made structures, such as houses, shops, and factories,
assumption that the gaming table is an abstract rather than are some of the most commonly found terrain features
exact representation of a battlefield. A flat, open field on the on a Force on Force game table. Like any other piece of
gaming table may appear to offer no cover or concealment to terrain, a building on the tabletop is assumed to be much
an infantry unit crossing it, but in reality such a field would be more complex than the model representing it. As a result, we
likely have variations of elevation and vegetation that could place no significance on the number of doors or windows
provide cover or concealment for a unit going to ground in it. depicted on the model. After all, a building may have combat
These variations are too small for us to model on the gaming damage not represented on the model – holes blasted in its
table, so we must assume they are there whether we can see walls from previous engagements may provide gaps to shoot
them or not. from or breaches that allow entry. As a result, the following
In the other extreme, terrain that looks completely impass- rules apply to buildings unless otherwise noted in a scenario
able on the table might offer routes of passage in reality. A brief:
hill’s vertical face might look impossible to traverse on the Buildings may be entered from any side, regardless of the
table, but the life-sized hill the terrain piece represents might presence of doors or windows.
have game trails crisscrossing its front or an abundance of
easily ascended hand and foot-holds pocking its face. Units within a building have a 360° LOS and firing arc.

Take into account the fact that a stand of trees used on the We recommend that units be placed on top of a building
gaming table might represent an orchard one week and to indicate they occupy it. We also recommend that the
impassable tangle the next, and the abstract approach we’ve number of figures that will fit atop a building be used as a
described above makes even more sense! rule of thumb for how many figures may usefully occupy it.
Common sense must prevail for buildings that are three or
All of this is not meant to imply that terrain has no effect four stories tall, of course.
other than giving us something pretty to look at while playing
a game. It simply means that we prefer to let the scenario Figures within a building may move from one story to another
dictate the true nature of a terrain feature rather than be at will without expending movement to do so.
limited by a one-size-fits-all rule or mechanic. Units that move into a building may immediately set up a
The following sections describe some commons sense defensive position based on the 2" unit cohesion for units in
effects for the most common types of terrain – these effects a defensible position.
may be modified or negated by scenario notes, however, and Units may only use Cautious Movement on turns in which
are only meant as guidelines. they move through, into, or out of a building.

Force on Force Ambush Alley


26 • Force on Force Ambush Alley
26
DESTROYING BUILDINGS Fortified Buildings
Some scenarios may call for one side or the other to destroy Some buildings are either constructed as military grade for-
a building to gain victory points or a player may decide that tifications or are fortified later by the addition of sandbags,
some troublesome enemy stronghold simply has to go. Any concrete reinforcement, etc. Fortification gives a building
time infantry inside a building are engaged by weapons with additional Structural Strength dice.
powerful blast effects the building itself is targeted and may
Fortification Bonus Dice There are three levels of for-
be destroyed.
tification: Light, Medium, and
Light +1 Die
Any time a building is fired at by a weapon with an unmodi- Strong.
fied Firepower of 4d or higher, a check should be made to Medium +2 Dice
Light Fortification generally
determine if the building is destroyed. Strong +3 Dice
consists of ad hoc reinforce-
Additionally, any time infantry within a building are engaged ment of a building through the addition of sandbags, metal
by a weapon with an unmodified Firepower of 4d or higher, sheeting, or stacks of bricks or concrete blocks.
the building itself will be targeted rather than the infantry
Medium Fortifications are either purpose built structures,
within. A building destruction check will be made to see if the
like small bunkers, or have received fairly major modifica-
building is dropped on the infantry sheltering inside. Even if
tions to make them more resistant to gunfire, artillery, or
the building remains standing, the infantry inside it are likely
bombing raids.
to take casualties from the attack’s blast effects.
Strong Fortifications are nearly always purpose built struc-
Structural Strength tures, such as, well, military fortifications or bomb-proof
All buildings have a Structural Strength rating that represents hangars.
how much punishment they can take before collapsing.
There are three levels of Structural Structural Strength Structural Strength Die Types
Strength: Weak, Average, and Structural The type of Structural
Shoddy D6
Reinforced. Strength Dice Strength die a building
uses is determined by Decent D8
Unless stipulated by the players Weak 3 Dice
its construction quality. Quality D10
before the game or specifically Average 6 Dice
The better a building’s Exceptional D12
noted in a scenario, all buildings Reinforced 9 Dice construction quality,
default to Average structural
the better its Structural Strength die type.
strength. Each class of building receives a number of
Structural Strength dice. Unless stipulated by the players before the game or spe-
cifically noted in a scenario, all buildings on the table are
Weak Buildings were never meant to last through the ages.
generally of Decent construction.
Such buildings are serviceable, but not particularly durable.
Think sheet metal buildings, free standing residential garages,
or industrial outbuildings.
Average Buildings are, well, average. They are sturdy,
durable structures perfectly suited to everyday use. Think
normal houses and shops.
Reinforced Buildings are built to last. They are generally
built of reinforced concrete and can take quite a beating.
Think industrial buildings, government buildings, and large
commercial structures.

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Ambush Alley Force on Force • 27
27
BUILDING DESTRUCTION TESTS In its activation, the second MBT fires at the building and
Only explosive weapons are destructive enough to reduce comes up with 6 dice with scores of 4 or better. The defender
even the weakest of buildings to rubble. Buildings may only again rolls 6d8 (reduced from 7d8, as this is the second
be destroyed by grenade launchers, shoulder launched destruction test against this building and it is weakened) but
missiles, demolition charges, main tank guns and other isn’t as lucky this time, only garnering 4 dice with scores
cannons, artillery, or aerial bombs and missiles. of 4 or higher. The building collapses into rubble and the
infantry unit inside is attacked with a Firepower of 7d8 (6d8
To perform a Building Destruction Test, the player attempting
+1 Firepower die bonus for the collapsing building). None of
to destroy the building rolls the Firepower dice for the weapon
the HMG team survives!
he is using against the building and his opponent rolls the
number and type of dice indicated by the target building’s
Structural Strength and Construction Quality. BREACHING BUILDINGS
Some scenarios may indicate that certain buildings must be
Both players discard any dice with a score lower than 4. breached to enter or a unit may decide it wants to blast its
If more Firepower dice are left than Structural Strength dice, way into an occupied building in a shock and awe attack.
the building collapses into rubble. If more Structural Strength There are two techniques used to breach a building: Breaching
dice are left than Firepower dice are left, the building remains with charges and stand-off breaching. Both methods are
standing but will throw one less Structural Strength die the described in the rule sections that follow.
next time it takes a Building Destruction Test.
Breaching with Charges
Whether a building is destroyed or not, units inside are likely
To Breach into a building or through a wall using explosive
to take casualties from the attack. If the building is destroyed,
charges, a unit must have at least one figure in contact with
any unit within is struck with a Firepower equal to that of the
the building. Once in contact, the unit may make a Breach
weapon used in the destruction attempt with a +1 Firepower
Test. To successfully Breach a building or wall, the breaching
bonus. If the building survives the destruction test, any
unit must make a Troop Quality check. A successful Troop
unit within is struck with a Firepower equal to that of the
Quality check indicates that the unit may enter the building
weapon used in the destruction attempt with a -1 Firepower
through their newly established breach. Failure means the
die penalty. The unit may claim all applicable cover bonuses
unit must remain where it is for the rest of the turn.
against either attack.
Example: An enemy HMG team positioned in a hastily fortified
office building is giving Red Player’s advancing infantry a Breaching Tests
hard time. Red decides try to reduce the building to rubble Make a Troop Quality Check for the breaching unit.
with the help of two main battle tanks. Success indicates the unit may enter the building
The target building has an Average Structural Strength (6 immediately. Failure indicates the unit must remain
dice) and has been hastily fortified with sand bags and where it is for the rest of the turn. It may make
rubble. Prior to the start of the game, both players agreed further attempts to breach on following turns.
that the building has Light Fortification (+1 die, for a total of
7 dice) and is of Decent Construction (D8). The building will Modifications to the Troop Quality Die Roll:
throw 7d8 for its Structural Strength. Unit Has Breaching Gear: +1
The MBTs’ main guns have a Firepower of 5d8 + 1d for a Unit Specializes in Breach Entry
120mm gun using advanced munitions, so they attack the (SAS, Delta, etc.): +1
building with a Firepower of 6d8 each.
Building Structural Strength is Weak: +1
The first MBT fires and rolls its 6d8, coming up with 4 dice Building Structural Strength is Reinforced: -1
with scores of 4 or better. The Defender rolls 7d8 and has 5
dice with scores of 4 or better. The building doesn’t fall, but the Building is Lightly Fortified: -1
HMG unit inside is still struck with a 5d8 (6d8 – 1 die penalty Building is Medium Fortified: -2
described above). Miraculously, it takes no casualties.
Building is Strong Fortified: -3

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28 • Force on Force Ambush Alley
28
Both players discard any dice with a score lower than 4.
If more Firepower dice are left than Structural Strength dice,
a breach has been opened and the breaching player’s units
may now enter the building. If less Firepower dice are left
than Structural Strength dice are left, the breaching attempt
failed.
Whether a building is breached or not, units inside are likely
to take casualties from the attack. If the building is breached,
any unit within is struck with a Firepower equal to that of the
weapon used in the destruction attempt with a +1 Firepower
bonus. If the building is not breached, any unit within is
The Breach Test roll may be modified by factors such as use struck with a Firepower equal to that of the weapon used in
of specialized tools or the building’s strength. the destruction attempt with a -1 Firepower die penalty. The
unit may claim all applicable cover bonuses against either
Example: A Delta team needs to breach through the
attack.
back wall of a building occupied by terrorists in order
to catch them by surprise before they can detonate a BREACHING INTO A HOSTILE BUILDING
nearby HBIED. If a unit successfully breaches into a building containing a
The unit must make a Troop Quality test to successfully hostile unit, Close Combat is immediately initiated between
breach the wall. Their Troop Quality is Veteran, so they’ll the two units. Close Combat is resolved as normal, with the
be rolling a D10. They have Breaching Gear (+1), spe- following modifications:
cialize in breaching operations (+1), but the building is The breaching unit is not required to pass a Troop Quality
Reinforced (-1), so they gain a total of +1 to their die check to engage in Close Combat.
roll.
The defending unit may not flee. If it is able to lay down final
The Delta team rolls a d10 and scores a 3. Normally this defensive fire, resolve as normal but subtract TWO dice from
would be a failure, but the +1 to their die roll raised the the defending unit’s Firepower and add TWO dice to the
score to a 4 – good enough to pass the Troop Quality breaching unit’s Defense to reflect the shock and surprise
test and breach the wall. The Delta team rushes in and of a Breach attack. If the breaching unit is specially equipped
takes the stunned terrorists by surprise! for breaching operations or has flash-bang grenades, add
THREE dice to the breaching unit’s Defense.
STAND-OFF BREACHING
“Stand-off breaches” use fire from a heavy weapon at a Example: The Delta team from the previous example breaches
distance to open a breach in a wall or building rather than into a terrorist occupied building and close assaults the
relying on hand-placed breaching charges. Only very powerful occupants. Because they breached in, the Delta team is
weapons such as tank guns or shoulder fired rockets are not required to make Troop Quality check to close with the
capable of opening a stand-off breach. terrorists.
To perform a stand-off breach, the breaching player The terrorists make a Troop Quality check to see if they can
announces his intent and the weapon he’ll be using for the run away or fire defensively, per the Close Assault rules. They
breach. Creating a breach requires very accurate placement pass their test and would like to run, but are unable to (smoke,
of fire, so the weapon being used must be within 6" of the dust, and the concussion of the breaching charge have left
target building or wall. them disoriented and stunned). They raise their weapons and
fire at the figures surging at them through the smoke and
The breaching player rolls the Firepower dice for the weapon
debris. Normally they would have a Firepower of 6d8 (there
he is using against the building and his opponent rolls the
are six terrorists with a Troop Quality of Trained armed with
number and type of dice indicated by the target building’s
small arms), but the shock of the breaching charge have left
Structural Strength and Construction Quality with a -1 die
them so shaken that they suffer a -2 die Firepower penalty,
penalty (this is to reflect that it is easier to blow a hole in a
reducing their Firepower to 4d8.
building than to flatten it entirely).

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Ambush Alley Force on Force • 29
29
VERTICAL OBSTACLES
Steep hills, cliffs, escarpments, ravines and other vertical
obstacles may be impassable terrain if identified as such
by the scenario. Some vertical barriers may be impassable
to vehicles, but not infantry. If not impassable, such terrain
may be crossed by infantry or vehicles using Patrol Speed.
The scenario will identify any vertical obstacles that impair or
prevent movement.
Some units are trained and equipped to scale vertical obstacles.
Such units are identified by the scenario. Units scaling a cliff
or other vertical surface must begin their turn at the edge of
the obstacle and may only use Cautious Movement/Patrol
Speed for the turn. They must also pass a Troop Quality Test
to determine if the ascent was accomplished without mishap.
If the test is passed, the unit arrives at the top (or bottom) of
the obstacle unharmed. If the test is failed, the unit takes a
4D8 attack and may claim no Defense modifiers. Casualties
are checked at the end of the climb. Fatalities are assumed to
have fallen to their deaths, while seriously wounded troops
are assumed to have suffered climbing injuries.

FORESTS AND WOODS


Forests, groves, and stands of trees can impede both
movement and line of sight. They may also provide cover for
units sheltering within.
Woods generally fall into one of three categories: Dense,
WATER OBSTACLES Average, and Light.
Rivers, streams, lakes, and ponds may or may not be impass-
able terrain. The scenario should dictate whether rivers water Dense Woods are impassable to vehicles. They block LOS past
obstacles are shallow enough to be crossed on foot or by 2" from their edge. Visibility within a Dense Wood is also limited
vehicles. Any fords should be identified and it should be noted to 2”. Infantry units may only use Cautious Movement through
whether they are passable by infantry, vehicles, or both. Dense Woods and may claim the benefit of Solid Cover.

Both infantry and vehicles may only use Cautious Movement/ Average Woods are passable by vehicles, but they may only
Patrol Speed on a turn in which they cross a water obstacle. move at Patrol Speed. Infantry movement is not hindered by
Average Woods. Average Woods block LOS past 4 from their
Vehicles that are capable of swimming may cross water obstacles edge. Visibility within an Average Wood is also limited to 4”.
that do not have fords, but must start their turn at the edge of the Infantry inside an Average wood may claim the benefit of Solid
obstacle and may only use Patrol speed for the turn. Cover.
Infantry units that are trained to cross water obstacles by Light Woods are little more than decorative clumps of trees
swimming (such units are identified by the scenario) may and thin underbrush. They do not block LOS or impede infantry
cross in the same manner as vehicles above. Additionally, or vehicle movement. Light Woods provide no special cover
they must pass a Troop Quality Test to cross the obstacle benefits.
without incident. If the unit fails their Troop Quality test, it
suffers a 4D8 attack and may claim no Defense modifiers (no ARTILLERY AND WOODS
cover, body armor, etc.). Casualties are determined on the Artillery fire into wooded areas adds a storm of wooden splinters
opposite shore of the water obstacle. Fatalities are assumed to the usual hail of shrapnel. Artillery salvos striking units in
to have drowned while seriously wounded figures sustained Average or Dense Woods receive a bonus Firepower die.
some sort of injury in the crossing.

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30 • Force on Force Ambush Alley
30
Fire Combat
Fire Combat occurs whenever one unit takes another under THE ROUND OF FIRE
fire. In the following section, you’ll find a description of how Any unit, whether it is an Aggressor a Defender, may return
Fire Combat is resolved in Force on Force. You won’t find a fire at a unit that attacks it. This is referred to in the rules as
lot of charts, tables, and weapon lists, though. a “round of fire.”
Like Ambush Alley before it, Force on Force puts less When one unit initiates a firefight with another, either as an
emphasis on the specific weapons used in a firefight than Aggressive or Defensive Action, a Reaction test is made to
on the skill and training of the combatants using them. see which unit fires first. The unit that passes the test with the
Rather than focus minutely on the individual characteris- highest die score will fire first. In the case of a tie (or if neither
tics of weapons, comparing one weapon’s range, reliability side passes the test with a 4+), the Aggressor will fire first.
and accuracy to another’s, we assume that all classes of The side that fires first will resolve its fire as described in the
weapons designed to perform the same battlefield tasks are following sections. If the unit that is fired upon survives it
basically analogous – it is the man using the tool that makes will return fire unless it has suffered some morale effect that
the difference. prevents it from doing so or has been completely wiped out.

Low Troop Quality units may be using “better” weapons than When both units have fired, the round of fire is complete.
a higher Troop Quality unit, but it’s doubtful that the differ-
ences in weapon performance will make up for the disparity RESOLVING FIRE COMBAT
in training and experience. On the other hand, high Troop To resolve Fire Combat, both units involved determine how
Quality units are familiar with their weapons and know how many dice they have in Firepower and Defense. Each unit rolls
to take advantage of their strengths and compensate for their the appropriate number of Troop Quality dice and discards
weaknesses. any dice with a score lower than the target number (4+).
The defender matches his Defense dice to the attacker’s
Firepower dice, attempting to equal or exceed the score on
each dice. Any die which the unit being fired on cannot equal
or exceed cause a casualty.

DEFENSE
A unit’s basic Defense is equal to the number of figures in the
unit or the number of Firepower dice with which it is being
attacked, whichever is less. Extra Defense dice for armor or
cover are then added to the basic Defense to determine the
unit’s final defense value. The type of die thrown is deter-
mined by the unit’s Troop Quality.
A unit’s Defense can never be reduced to zero. No matter
what negative factors apply, a unit will always have at least
one Defense die.
Example: A unit of 8 German soldiers is being fired on by
a Bren team with a Firepower of 5d. The unit being fired
on is moving on the other side of a brick wall and can
claim Solid Cover. Since the unit is being attacked with a
Firepower of 5d, its basic defense is 5d rather than 8d. It
can claim Solid Cover, though, which bumps its defense
to 6d. The Germans have a Troop Quality of Trained, so
their final Defense total in this situation is 6d8.

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Ambush Alley Force on Force • 31
31
Cover Dice
Although Force on Force is played on a tabletop, the battles
the games represent are not fought on one. Even the flattest Cover Dice
expanse of steppe-land is crisscrossed with wrinkles and In Cover: +1D
dotted with low rises – any one of which might provide Solid Cover (inside buildings,
ample cover for a unit of infantry. In other words, it must be behind walls, etc.): +1D
assumed that our gaming tables contain features too small or
difficult to model which might provide cover for our figures. Deployed Smoke this Turn: +1D
To represent this “invisible terrain,” we assume that any unit Improved Cover (shallow trenches,
that is not Exposed is taking advantage of unseen terrain sand-bagged walls, etc.): +2D
features. Fortified Cover (purpose built trenches, log
In instances where terrain features exist to provide obvious bunkers, and other field fortifications): +3D
cover, its benefit is not determined on a per figure basis, but Reinforced Fortification (concrete
rather on the position of the unit as a whole. If half or more bunkers with firing slits): +4D
of a given unit is in cover, the entire unit receives the benefit
Exposed: +1 Firepower Die for Attacker
of that cover.
All modifiers are cumulative.
Cover modifiers that overlap are cumulative.
A unit’s Defense can never be reduced to zero.
Example: Six Jesh A’l Mahdi militiamen move into No matter what negative factors apply, a unit will
position in the cover of some low walls surrounding a always have at least one Defense die.
fountain. 4 of the JAM militiamen make it behind the
walls, but two are left in the open. Since half or more
of the militia figures are in Solid Cover, the entire unit is Solid Cover (+1 Defense Die): Cover that has a good
considered to be in Solid Cover. chance of deflecting or outright stopping bullets is consid-
ered to be Solid Cover. Some examples of Solid Cover might
include concrete or adobe buildings, sand bags, stone walls,
wrecked APCs, etc.
Deployed Smoke this turn (+1 Defense Die): See SMOKE.
Improved Cover (+2 Defense Dice): Cover that has been
reinforced for extra protection against enemy fire – such as
trenches, sandbagged walls, etc.
Fortified Cover (+3 Defense Dice): Fortifications designed
specifically to provide protection from gunfire and blast effects,
such as prepared trenches, log bunkers, small concrete pill-
More than half the Irregulars are in Solid Cover. boxes, etc. Such positions are generally not available unless
a scenario specifically states they are present.
Units may receive additional dice to their Defense based on
any additional cover beyond the usual battlefield clutter: Reinforced Fortification (+4 Defense Dice): Units sheltering
within improved positions fortified expressly to protect them
In Cover (+1 Defense Die): A unit that does not move may from enemy fire are particularly difficult to ferret out. Units
declare that it is “In Cover.” Regular units are automatically in bunkers, fortified buildings, or improved trench networks
In Cover on any activation that they do not move and are not receive the Fortified Position bonus. Such positions are
Exposed. Irregulars that have not moved during their activa- generally not available unless a scenario specifically states
tion must pass a Quality Check to get “In Cover.” Additionally, they are present.
pinned units may take a Quality Check to get In Cover even
if they have moved. This bonus die is cumulative with other Exposed (+1 Firepower Die for Attacker): If a unit is in open
applicable Defense Dice. ground and is not within 2" of a scenic piece representing
cover of some sort, it is considered to be Exposed. Exposed

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32 • Force on Force Ambush Alley
32
is likely to cause a wounding hit. It is a measure of the firer’s
ability to shoot well, rather than a gauge of the weapon’s
Armor Dice innate accuracy.
Units who are wearing body armor
receive additional Defense dice. Optimum Range is directly linked to a firing unit’s Troop
Quality: The higher the unit’s Troop Quality, the greater its
Light Body Armor (SAPI): +1 Defense Die Optimum Range.
Heavy Body Armor (Improved Body
Armor): +2 Defense Dice
Units wearing armor are designated Optimum Range and
by the scenario. Troop Quality
Elite (d12) Units have an
Optimum Range of 12”
units are extremely vulnerable to fire, so units attacking them
receive an extra Firepower Die. Veteran (d10) Units have an
Optimum Range of 10”
FIREPOWER
Trained (d8) Units have an
A unit’s Firepower represents its capability to bring effective
Optimum Range of 8”
fire against the enemy. Force on Force works on the assump-
tion that the quality of the man using the weapon is more Green/Untrained (d6) Units have
important than minor differences between individual weapons an Optimum Range of 6"
within the same class. As a result, a unit’s Troop Quality is Support Weapons have twice the unit’s regular
the most important factor in determining its Firepower. Optimum Range.
To determine a unit’s Firepower, total the number of figures in Vehicle mounted and emplaced Support Weapons
the unit armed with standard weapons (Assault Rifles, AKs, always treat their attacks as being within Optimum
M4s, etc.). Subtract any dice lost from Reactions, Defensive Range, regardless of the distance fired.
Actions or Overwatch fire. The resulting total is the attacking
unit’s basic Firepower.
A unit only receives one Optimum Range die regardless of
Add any Special Weapon or bonus dice to the unit's basic
how many of the unit’s weapons or weapon types are in
firepower dice to determine its final, adjusted Firepower. This
Optimum Range.
is the number of Troop Quality dice the unit will throw in an
attack. A unit can only claim an Optimum Range die if all the weapons
used in the attack are within Optimum Range.
Optimum Range
The ranges for most weapons exceed the size of most Example 1: A Trained fireteam of four soldiers, two
tables used for Force on Force games. Units who are within armed with rifles and one each with a grenade launcher
Optimum Range of a target, however, have a better chance of and a SAW, are firing at an enemy unit 7" away. Since the
causing casualties. Troops with better training or more expe- enemy unit is within Optimum Range of all the fireteam’s
rience have a greater Optimum Range than less experienced weapons (8” for the rifles, 16” for the grenade launcher
opponents. and SAW), the fireteam receives a bonus Firepower die.

Optimum Range should not be confused with “effective Example 2: The same fireteam described above is firing
range,” which is a term with a very specific meaning. It is the at an enemy unit that is 14” away. If the entire unit fires
distance at which a weapon may be expected to fire accu- at the distant enemy, the Fireteam does not receive
rately enough to inflict damage or casualties. The effective the Optimum Range bonus (14” is beyond the rifles’
range for most weapons used in the game will be many times Optimum Range). If the fireteam decides to split their
the width of even the largest tables. fire, firing the SAW and grenade launcher at the enemy
unit 14” away, that portion of their fire would receive the
Our term, Optimum Range, refers to the distance on the Optimum Range bonus die.
tabletop at which the average soldier of a given Troop Quality

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Ambush Alley Force on Force • 33
33
Infantry Support Weapon Dice
Infantry Support Weapons are more powerful than ordinary
small arms. They are generally used against other infantry, but
some infantry support weapons also have anti-armor capabili-
ties. In Force on Force, such weapons include SAWs, GPMGs,
and grenade launchers, RPGs, heavy machineguns, etc. Support
Figures using Support Infantry Support Weapon Dice Weapons
Weapons add dice to Light Support Weapons +1
their unit’s Firepower
in excess of the Medium Support Light Support (+1 Firepower Die):
+2
dice received for the Weapons Bren, BAR, FM24, Light Mortar
figures themselves: Heavy Support Weapons +3 Medium Support (+2 Firepower Dice):
Support Weapons fall into the following general categories: MG34, MG42, Browning .30 MG, Bazooka,
Panzerfaust, Panzershrecke, PIAT
Light (+1 Firepower Die): Light Support Weapons are man-
portable and can be operated without assistance – although Heavy Support (+3 Firepower
an assistant gunner may be on hand to spot or pass ammu- Dice): Tripod mounted MGs, .50
nition, his services are not required to operate the weapon MG, 12.7 MG, Medium Mortar
effectively. Light Support Weapons generally use standard Heavy Support Weapons may
small arms ammunition, but have a greater range or rate of
either move or fire.
fire than their smaller brethren.
Examples of Light Support Weapons include: SAWs, Rifle
Grenade Launcher, Grenade Launcher, Light Mortar.
Medium (+2 Firepower Die): Medium Support Weapons
usually require a crew of at least two for transport and
effective operation. They are often vehicle mounted or
emplaced. Other Medium Support Weapons, such as RPGs
and other shoulder launched missiles, are easily portable but
cause increased damage due to their explosive power.
Examples of Medium Support Weapons include: GPMGs,
AGLs, medium mortars and standard RPGs
Heavy (+3 Firepower Die): Heavy Support Weapons are
rarely man-portable and are usually vehicle mounted or
emplaced. However, some of the more powerful man-por-
Diminishing Firepower
table missile systems are also classified as Heavy Support
The more frantic a unit’s movement and fire becomes, the
Weapons due to their devastating explosive power.
less effective it is. To represent this, a unit’s Firepower dimin-
Heavy Support Weapons include: HMGs, Heavy Mortars, AT ishes the more it does in a single turn.
missiles, AT RPGs
The first time a unit fires per turn, it uses its full Firepower.
Example: A Ranger fireteam of four figures is about After that, a unit loses one die of Firepower:
to fire on a unit of Republican Guards. The team has a
basic Firepower of 4 (one die for each figure in the unit). • Each time it fires as part of an Activation,
One of the figures is armed with a SAW, a Light Support Defensive Action, Reaction, or on Overwatch.
Weapon that adds a bonus die, raising the fireteam’s • Each time it moves as part of an Aggressive Action,
Firepower to 5. Since the Rangers have a Troop Quality Defensive Action, Reaction, or Morale test failure.
of Trained, they’ll throw 5d8 for their Firepower roll (if
they were in optimum range of their target, they’d throw When a unit’s Firepower is reduced to zero, it may no longer
6d8). fire during that turn.

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34 • Force on Force Ambush Alley
34
Splitting Fire
Units normally find that it is tactically advantageous to group
Firepower their fire, but there may be situations in which a unit would
Firepower: Number of Figures + benefit from splitting its fire between multiple targets in the
Special Weapon Dice = Number of same activation.
Troop Quality Dice in Firepower Note that a unit that fires on infantry with its small arms while
+1 die if in Optimum Range using Support Weapons to engage a vehicle is not consid-
+1 die if target Unit is Exposed ered to be splitting its fire.
or making a Rapid Move To split fire, the owning player must announce what targets
+1 if unit is Well Supplied a unit is going to engage and how many Firepower Dice will
be devoted to each target. Support Weapon dice must be
-1 die if unit made a Rapid Move this turn allocated to one target and may not be split among multiple
-1 die for each Reaction/Defensive Action/ targets.
Overwatch fire after the first in a turn The number of targets a unit can service is limited by its
-1 die for each move as part of a Defensive Troop Quality.
Action, Reaction, or Morale test failure.
-1 die in defensive fire vs. Close Assault
Targets Engaged by Quality
-1 die if unit is Poorly Supplied
Green/Untrained: May only engage ONE target
Infantry Firepower may never exceed 10d. All
negative penalties are applied to the 10d cap, Trained: May engage TWO targets
regardless of the number of figures in the unit Veteran: May engage THREE targets
Elite: May engage FOUR targets
The Firepower Cap
No infantry unit may have a total Firepower greater than 10 Example: A Russian unit taking cover in a traffic circle
dice. is being engaged from two sides by Georgians. The
This rule reflects the fact that there are limits to even the most Russians are trained, so they can split their fire between
highly trained unit’s fire discipline. two targets. They have a Firepower of 6 (4 figures plus 2
dice for two Light Support weapons – a SAW and RGL).
Note that all negative penalties are applied to the 10d cap, The player decides to split his fire exactly in half, with
regardless of the number of figures in the unit. one rifleman and the SAW gunner engaging one group
Vehicular weapons, bombs, and certain game effects are of Georgians and the other rifleman and RGL engaging
exempt from the 10d cap. the other. The Russians will engage each unit with a
Firepower of 3.
Example: A mob of 12 Taliban, some armed with RPK
machineguns and RPGs are firing at a unit of British
SAS sheltering in a boulder strewn ravine. The Taliban
fighters’ total Firepower is nearly 20d, but it is reduced
to 10d due to the Firepower Cap. The Taliban are Poorly
Supplied, earning them -1 die penalty to their Firepower,
reducing it to 9d for this attack.

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Ambush Alley Force on Force • 35
35
MAKING THE ATTACK ROLL
To determine the outcome of an attack during a firefight, the
attacker rolls his adjusted Firepower versus the defending
unit’s adjusted Defense.
The attacker rolls a number of dice equal to his adjusted
Firepower and discards any dice with a score of less than 4.
The defender rolls a number of dice equal to his adjusted
Defense and discards any dice with a score of less than 4.
The defender matches his Defense dice to the attacker’s
Firepower dice, attempting to match each of the attacker’s
dice with an equal or higher die roll. The defender may
arrange his successful dice against the attacker’s successful
dice as he sees fit.
8d Firepower. Since a unit’s basic Defense is equal to
Any of the attacker’s dice with a score of 4 or greater that the lesser of the number of figures in the unit or the
cannot be equaled or exceeded by a Defense Die indicates Firepower of the attack directed against it, the Taliban
a casualty. have an unmodified Defense of 4d. Any Cover dice are
Example: A fireteam of 5 Veteran (d10) Marines (3 with added to this, so the Taliban receive +1 Defense die for
rifles, one with a SAW, and one with a Rifle GL) make a being In Cover and another +1 die for the Solid Cover
ranged fire attack on a unit of 4 Taliban crouched behind provided by the wall. This brings their Defense total to
a low mud wall. The Taliban are within the Marines’ 6d8 (these Taliban have a Troop Quality of Trained).
Optimum Range. The Marine player rolls his Firepower of 8d10, noting
The Marine player’s Firepower is 7 (one for each figure each individual roll: 10, 9, 7, 5, 4 (he also rolled a 3 and
in the fireteam), +1 die each for the SAW and Rifle GL, two 1s, but since those are not a 4 or higher, they are
which are Light Support Weapons). The Taliban are in discarded).
Optimum Range for all the unit’s weapons, so it receives The Taliban player rolls 6d8 for Defense and notes the
another bonus die. The Marines’ final Firepower total is result of each die: 8, 5, 4, 4, 3, and 2. The 3 and 2 are
8d10. discarded.
The Taliban’s basic Defense is 4 dice, one for each The dice are laid out and the Taliban player matches his
member of the unit, which is less than the Marines’ Defense dice against the Marines’ Firepower dice as
best he can, trying to equal or exceed as many of the
attacker’s scores as possible.
He arranges the dice as shown (bold numbers are the
Firepower dice):
10-X, 9-4, 7-8, 5-5, 4-4
Since the Taliban had no die rolls that could equal or
exceed the attack er’s 10 and 9 rolls, he leaves the 10
unanswered and sacrifices one of his 4s against the 9.
This allows him to put his 8, 5 and remaining 4 against
the Marines’ 7, 5 and 4, negating them. End result – the
defender takes two casualties, leaving two Taliban in
need of some lucky Morale dice cowering behind the
bullet-pocked mud wall!

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36 • Force on Force Ambush Alley
36
SUPPRESSION FIRE CASUALTIES AND CASUALTY
There are times when a unit is more interested in pinning an
opponent unit down than in causing casualties. Suppression
EVACUATION
Force on Force takes an abstract approach to casualties
fire is intended to do just that and involves a massive barrage
and casualty evacuation. It is our goal to reflect the effect
of fire which (hopefully) will keep the enemy’s head down
of casualties on combat units without resorting to unwieldy
and stick him in place.
book-keeping to keep track of who is wounded and how badly.
A player must announce in advance that a unit is laying down The following rules are an abstraction designed to facilitate
Suppression Fire during its activation. The unit throws 2 less speedy, book-keeping free play and simulate the resource
firepower dice than normal, but may Suppress its target straining and psychologically painful impact of casualties on
unit even if no casualties are caused. The firing player’s the units to which they belong.
Suppression roll must include at least one die roll of 4+ to
When casualties are taken during a firefight or close combat,
succeed, however.
a First Aid Check is made to determine the nature of their
Weapon Teams or units equipped with LMGs (not SAWS), injuries, if any.
GPMGs, MMGs, HMGs, or AGLs do not suffer the -2
Firepower penalty. WHO GOT HIT?
When a unit takes casualties, it can occasionally be important
Suppression effects are determined by the target unit’s to determine who the casualty is. As in most things, when
Confidence Level. this is important varies depending on whether it is a Regular
or Irregular unit that has taken the hits.
For the most part, it doesn’t matter what figure in a unit of
Suppression Fire Results professional soldiers was hit. If the Fireteam Leader was hit,
Low Confidence Units: Make Morale Check one of the other Fireteam members will take over. If a Special
– Failure indicates unit is Suppressed Weapon gunner was hit, everyone in the fireteam is cross-
Confident Units: Make Morale trained on the weapon, so someone else will pick it up. In
Check if Suppression attempt has a fact, the only time it matters who got hit in a regular military
modified Firepower of 3+ – Failure unit is if the unit has a Positive or Negative Leader, a higher
level Leader (a platoon leader, company commander, etc.) or
indicates unit is Suppressed
a medic attached. If they do, simply dice to see if they were
High Confidence Units: hit.
Cannot be Suppressed
Irregulars aren’t as flexible in their command structure as
All units engaged by Intimidating regular soldiers, nor are they as well trained. So, it’s important
Weapons must make a Morale Check to see who went down when an Irregular unit takes casualties.
to avoid becoming Suppressed. Always dice to see if an irregular unit’s casualties include its
Leader or Special Weapon gunners.
If an irregular Leader or Special Weapon Gunner is hit, the
following effects apply:
Suppressed units suffer from the same effects as Pinned Irregular Leader is a Casualty: If an irregular unit loses a
units, but multiple Suppressions will not force a unit to Pull leader, it remains leaderless until joined by a new leader.
Back.
Irregular Special Weapon Gunner is a Casualty: If an
Any casualties resulting from Suppression Fire are resolved irregular unit’s Special Weapon Gunner is hit, the unit must
normally. Morale checks resulting from casualties are also make a Quality Check to see if anyone else is able to use the
resolved normally and take precedence over any Suppression weapon. If the Check succeeds, another irregular can use it.
results. If the check fails, either nobody else in the unit knows how
A unit remains suppressed until the turn’s end. to use the weapon or the weapon has been damaged and is
no longer usable.

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Ambush Alley Force on Force • 37
37
FIRST AID CHECKS
When a unit takes casualties, it must make a first aid check at
the beginning of the following turn to determine the severity
of their injuries.
If a casualty is found to be dead, a Troop Quality check must
be made to determine the unit’s reaction to the loss of their
comrade.
If a casualty is seriously wounded, its unit may only React
for the rest of the turn. The unit suffers from the Casualties
penalty until the wounded figure is escorted off the table or
to an on-table casualty evacuation center by a healthy team-
mate, medic, stretcher team, or ambulance.
If a casualty is lightly wounded, it remains with its unit
and may even contribute to the unit’s Firepower. The unit
suffers from the Casualty penalty, however, unless the lightly
wounded figure is escorted off the table or turned over to an Rear Areas or CASEVAC Areas at which casualties may be
on-table CASEVAC in one of the manners described above. turned over are defined by the scenario or a pertinent Fog of
War or Asset Card.
If the casualty just had the wind knocked out of him, he pops
back up with his buddies’ care and the unit may finish the Example 1: A RAR fireteam is fired on by foreign fighters.
turn without a penalty of any sort. The attack causes two casualties. They pass their Morale
check and return fire, pinning their attackers. At the
To determine the seriousness of a casualty’s injuries, roll 1d6
beginning of the following turn, the RAR fireteams make
for each figure hit by enemy fire and consult the appropriate
First Aid check on their fallen buddies. One d6 is rolled
First Aid table:
for each downed soldier. A 1 and a 6 are rolled.
The roll of 1 indicates that the figure is dead. The RAR
fireteam must pass a Quality Check or it can do nothing
Standard First Aid Table but react for the duration of the turn. The check is suc-
D6 Result cessful, so the unit may act normally in this turn.
Dead. Unit may act as normal if it passes a
The roll of 6 indicates that the figure was only winded or
1 TQ check. If not, it may only react fire to fire
stunned and returns to the fight immediately.
this turn, but may act normally next turn.
Serious wound. Unit suffers Casualty penalty. Example 2: An American fireteam is caught in the blast
Unit may only react to fire this turn. Injured of an IED and one of their number is injured. On the
man may not participate in combat and does following turn, a d6 is rolled on the First Aid table – a 3
2-3 is rolled.
not count towards the unit’s Firepower. The
injured man may be escorted to the rear or The 3 indicates that the downed man has received a
to a medic. Serious Wound. Since his unit is busy giving him life-
Light wound, walking wounded. Unit may saving aid, they may only react this turn. The unit will
take turn as normal. Lightly wounded figures suffer the Casualty penalty until the wounded man is
may remain with the unit and fight, but the escorted to a rear area or a CASEVAC area designated
4-5
unit suffers from the Casualty penalty. The by the scenario or a Fog of War/Asset Card.
figure may also be escorted to the rear or to
Example 3: A squad of Iraqi regulars is struck by
a CASEVAC area.
American sniper fire. One of their men drops to the
OK, gets back up! Unit may take turn as ground, bleeding. On the following turn, a d6 is rolled
6
normal. on the First Aid table – a 4 is rolled.

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38 • Force on Force Ambush Alley
38
The 4 indicates that the fallen man has received a Light
Wound. His squad may take its turn normally and he
may continue to fight alongside them, adding to their
Firepower like any other figure. The unit will suffer the
Casualty penalty until the wounded man is escorted to a
rear area or a CASEVAC area designated by the scenario
or a Fog of War/Asset Card.

MEDICS & SPECIAL FORCES UNITS


Units with Medics follow the same rules above, but the
Medic’s specialized training translates into a better chance of
survival for his “patients.”
Members of Special Forces units all receive advanced
life-saving training, so all Special Forces figures count as
Medics.
If casualties are being treated by a Medic or Special Forces
trooper, roll on the table below for the Aid Check: CASUALTY EVACUATION (CASEVAC)
If a force has CASEVAC assets available (helicopters, ambu-
lances, an on-table aid station, etc.), then a unit may lose
its Casualties (and the associated penalties) by moving into
Medic/SpecOps First Aid Table contact with the CASEVAC asset. Wounded are assumed to
D6 Result be passed over for treatment, freeing the unit up to move
Dead. Unit may act as normal if it passes a without transporting their casualties.
1 TQ check. If not, it may only react fire to fire Some scenarios will also indicate rear areas or casualty
this turn, but may act normally next turn. collection points on the table at which units may relieve
Serious wound. Unit suffers Casualty penalty. themselves of their casualties and lose the Casualty penalty.
Unit may only react to fire this turn. Injured
man may not participate in combat and does
2
not count towards the unit’s Firepower. The
injured man may be escorted to the rear or
to a medic.
Light wound, walking wounded. Unit may
take turn as normal. Lightly wounded figures
may remain with the unit and fight, but the
3-4
unit suffers from the Casualty penalty. The
figure may also be escorted to the rear or to
a CASEVAC area.
OK, gets back up! Unit may take turn as
5-6
normal.

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Ambush Alley Force on Force • 39
39
FIRST AID CHECKS (WWII) MEDICS AND CORPSMEN (WWII)
Medical technology, training in Medics and Corpsmen in the Second World War received
buddy care, and battlefield con- life-saving training that was more advanced than that of a
ditions were vastly different normal infantry man, but was little better than today’s basic
First in World War Two. Anything life-saving or first aid training. Still, they were better trained
Aid approaching advanced life-
saving techniques was limited
and had rudimentary life-saving equipment and drugs in
their medic kits. To reflect this, units whose wounded are
to doctors in the field hospitals treated by a medic roll on the table below rather than on
– medics could do little more than stop bleeding, treat for the standard First Aid Table for WWII games:
shock, and administer sulfa drugs and morphine. For the
most part, the battlefield was linear, with well-defined front
and rear areas, so walking wounded could often make their
way to the rear fairly safely. Medics/Corpsmen First
To reflect these differences, in WWII games the rules a Aid Table (WWII)
different First Aid table with specialized rules is used. D6 Result
While all other effects from the First Aid table remain the Dead. Unit may act as normal if it
same, Walking Wounded in a WWII game may be removed passes a TQ check. If not, it may only
1
from play without penalty to their unit. The casualty is react fire to fire this turn, but may act
assumed to make its way to the rear or to a CASEVAC center normally next turn.
on its own. If desired, a Walking Wounded figure may also Serious wound. Unit suffers Casualty
remain with his unit and contribute to its Firepower. The unit penalty. Unit may only react to fire this
will suffer from the Casualties penalty, however. turn. Injured man may not participate in
2-3
To determine the seriousness of a casualty’s injuries, roll combat and does not count towards the
for each figure hit by enemy fire on the First Aid table: unit’s Firepower. The injured man may
be escorted to the rear or to a medic.
Light wound, walking wounded. Unit
Standard First Aid Table (WWII) may take turn as normal. Lightly
wounded figures may remain with the
D6 Result 4-5 unit and fight, but the unit suffers from
Dead. Unit may act as normal if it the Casualty penalty. Alternately, the
passes a TQ check. If not, it may only figure can make its way to the rear area
1-2
react fire to fire this turn, but may act for treatment and is removed from play.
normally next turn. OK, gets back up! Unit may take turn as
Serious wound. Unit suffers Casualty 6
normal.
penalty. Unit may only react to fire this
turn. Injured man may not participate in
3-4
combat and does not count towards the
unit’s Firepower. The injured man may Calling for a Medic
be escorted to the rear or to a medic.
Units who are making a first aid check for casualties at the
Light wound, walking wounded. Unit start of a turn may call for a medic to treat them if a medic
may take turn as normal. Lightly figure is within Rapid Movement distance. The medic is
wounded figures may remain with the immediately moved to the unit with casualties (even if the
5 unit and fight, but the unit suffers from medic has already moved during the turn) and a First Aid
the Casualty penalty. Alternately, the check is taken as usual.
figure can make its way to the rear area
for treatment and is removed from play. Units with medics attached automatically benefit from his
OK, gets back up! Unit may take turn as presence.
6
normal. A medic may only treat the wounded of ONE unit per
turn.

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40 • Force on Force Ambush Alley
40
SPECIAL FIRE COMBAT RULES
SMOKE Smoke
Smoke, either delivered in the form of grenades, shells,
Grenades, Rifle Grenades: 1 turn to deploy.
or vehicular dispensers has long been used to mask
movement and blunt the force of enemy fire. Each type of +1D Defense and -1D Firepower for one turn
smoke delivery system has its own characteristics, which Light Mortar: Must be requested. +1D
are described in the following sections. Defense and -1D Firepower for one
turn for unit requesting smoke
Smoke from Grenades and Light Mortars
In the Second World War, smoke grenades were primarily Heavy Mortars, Light Artillery: Must
used for signaling. Some special units carried extra smoke be requested. 6" radius screen
for tactical use, but for the most part its use was reserved blocks LOS. Persists two turns
to platoon and squad leaders to mark the location of enemy Heavy Artillery: Must be requested. 8" radius
or friendly units. Today, smoke is more frequently put to screen blocks LOS. Persists three turns
a tactical use and is often deployed down to the fireteam
level – even to the individual soldier.
World War Two scenarios will indicate which, if any, units Smoke shells create a smoke cloud of the same size
have smoke grenades. as a normal salvo for the artillery type used. This cloud
completely blocks Line of Sight. Heavy Mortar and Light
Some modern scenarios will indicate what units have or
Artillery smoke will last two turns. Heavy artillery smoke
do not have smoke. As a general rule, though, only units
will last three turns.
with a Supply Quality of Normal or higher will have smoke
grenades. Units with Normal Supply may only deploy SPECIAL WEAPONS
smoke once per game. Well Supplied units may use smoke
SMGs & Shotguns
for the entire game.
Some weapons have been designed specifically for use in
A unit must spend one turn in place to coordinate their close quarters battle, including firearms like shotguns and
movement before deploying smoke. A unit preparing to submachine guns.
deploy smoke may only React. On the following turn, the Close Combat firearms have been designed to be very
unit may move and fire as normal and receives the smoke’s effective at “in your face” ranges, but the factors that make
protective benefit. them so useful in a virtual knife fight don’t serve them so
Off-board Light mortars deploying smoke must be well when engaging targets at long range.
contacted to request fire in the same manner as normal In game terms, Close Combat weapons such as shotguns
fire mission requests. Firing smoke counts as the mortar and SMGs throw an extra die in Close Combat or when
asset’s fire mission for the turn. firing at a target within Optimum. Beyond Optimum Range,
Smoke from grenades, grenade launchers, or light mortars SMGs and shotguns use a d6 for their Firepower Quality
only provide protection for the unit deploying or request- die regardless of the firing unit’s Troop Quality.
ing the smoke. This type of smoke only persists for the Handguns
duration of the turn in which it is deployed. Units protected Like SMGs and Shotguns, handguns are very “handy” in
by smoke gain an extra Defense die whether they move close quarters. They don’t throw down the volume of fire
or not. Smoke reduces visibility for friend and foe alike, that a subgun or shotgun does, however, and so are a little
however, so the unit deploying or requesting smoke also less effective.
loses one die of Firepower.
A figure firing a handgun at a target in Optimum Range
Smoke from Heavy Mortars and Artillery receives a reduction of one die type to its Troop Quality
A fire mission request must be completed successfully to (i.e., a figure with a Troop Quality of D8 would throw a D6
deploy smoke from heavy mortars or artillery batteries. when using a handgun). Troop Quality cannot be reduced
Firing smoke counts as the mortar or artillery asset’s fire below D6.
mission for the turn.

Ambush Alley Force on Force


41
Handguns cannot fire effectively enough at targets beyond
Optimum Range to engage them at all.
Flamethrowers
Handguns are very effective in Close Combat, however, and
figures using handguns in Close Combat receive a bonus Man-Portable: 8" Max Range, 6d Firepower
Firepower die. Vehicle Mounted: 16” Max
Range, 10d Firepower
Intimidating Weapons
While nobody wants to get shot by anything, some weapons Flamethrowers ignore cover dice
are particularly fearsome or intimidating. Infantry units that No Optimum Range Bonus
come under fire from an Intimidating Weapon must make a
Morale Check to avoid becoming Suppressed. No Weapon Team Bonus
As a rule of thumb, any weapon that has an unmodified May only be fielded by units with a
Firepower of 3d or higher is an Intimidating Weapon. Some Troop Quality of Trained or higher
weapons may be identified by theater specific rules or a Flamethrowers are Intimidating Weapons
scenario as Intimidating even if they have a Firepower of less
than 3d.

Flamethrowers If a flamethrower equipped unit takes casualties and the


Flamethrowers are fearsome weapons which are terrifyingly figure carrying the flamethrower is determined to be among
effective at burning infantry out of fortified positions. Flame’s them, roll a D6. On a roll of 1 the flamethrower explodes and
ability to penetrate cover coupled with its overpowering subjects the unit to a flamethrower attack with a Firepower
psychological effect make flamethrowers ideal weapons of 8D6.
for dislodging even the most determined foes from bunkers, Flamethrowers may be either man-portable or vehicle
tunnels, and other fortified positions. mounted. Man portable flamethrowers have a maximum
Flamethrowers can be a double-edged sword, though. Their range of 8”. They do not receive an Optimum Range bonus.
tanks of volatile fuel are quite likely to immolate their bearer Vehicle mounted flamethrowers have a maximum range
if punctured by enemy fire, a fact that is never very far from of 12" and also do not receive any Optimum Range bonus.
most flamethrower men’s mind. Flamethrower teams do not receive a Weapon Team bonus.

Flamethrowers may only be fielded by units with a Troop FLAMETHROWERS AND BUILDINGS
Quality of Trained or higher. Flamethrowers are Intimidating Flamethrower attacks against infantry in buildings have a
Weapons. chance to ignite the building. Non fortified and lightly fortified
buildings catch fire on a d6 roll of 4 or higher. Medium and
Flamethrower attacks are resolved separately from any other heavily fortified buildings are flame resistant and will not
attacks made by the unit to which they are attached – in other ignite.
words, the flamethrower’s Firepower dice are not pooled with
its unit’s small arms or support Firepower dice. Infantry units must evacuate a burning building on their next
activation. Treat the burning building as inaccessible for the
Flamethrowers ignore all Cover and Armor dice. A unit attacked rest of the game.
by a flamethrower may only use its basic Defense. Any unit
attacked by a flamethrower must make a Morale check whether FLAMETHROWERS AND AFVS
the attack causes casualties or not. If the unit fails its Morale Flamethrowers may attack tanks and other AFVs, but with
check, it automatically suffers a Pull Back result. a reduced Firepower. Flamethrowers lose one Firepower die
when used against vehicles. Resolve the attack as any other
Casualties caused by flamethrowers are usually fatalities. anti-vehicle attack, but roll to see if the vehicle catches fire
Instead of the regular First Aid check for flamethrower casu- whether the attack damages it or not. On a d6 roll of 1, the
alties, roll a D6. On a roll of 6 the casualty is only singed vehicle is ignited and its crew must make a Troop Quality
and breathless and may return to combat. All other results check to douse the flames. If they fail, they must Bail Out and
indicate a fatality. the vehicle is considered to be destroyed.
Units with flamethrowers attached must make a Morale check
every time they are fired at, whether they take a casualty or
not.

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42 • Force on Force Ambush Alley
42
SPECIAL TEAMS
Weapon Teams
Where Firepower is concerned, some teams are worth more
than the sum of their parts. Machinegun teams, anti-tank
teams, and sniper teams generally project more power on the
battlefield than suggested by their small size. For this reason, Weapon
Weapon Teams receive a two dice bonus to their Firepower.
Teams
Note that this bonus ONLY applies to units that are specifi-
cally designated as Weapons Teams and who have a Troop
In general, WWII Weapon Teams work as described
Quality of Trained or better. Just having a support weapon
for modern troops, but in the case of machinegun
in a unit doesn’t make that unit a Weapon Team. The unit’s
teams, some adjustments must be made to account
entire purpose must be to operate their special weapons in
for the strengths and weaknesses of certain types
accordance with the tactics associated with those weapons.
of weapons. The box fed BAR and Bren guns, for
The Weapon Team bonus does not apply to attacks against example, were capable of great accuracy and
vehicles and AFVs. penetration but their volume of fire was somewhat
limited compared to belt fed weapons such as the
Example: The Regular Force has an Asset Card that
.30 Browning or MG-42.
grants them a Machinegun Team. The team consists of
a gunner and assistant gunner with a Troop Quality of The following modifiers should be applied to WWII
Trained. Normally their Firepower would be 3d8 (1 die for MG Weapon teams:
each figure and a third die for the light support weapon),
but with their Weapon Team bonus, their Firepower is WWII MG Weapon Teams
raised to 5d8.
Bren/BAR/FM-24 (or any box magazine
Sniper Teams fed weapon): +1 Weapon Team die
In addition to the extra dice received for being a Weapon Team, MG34, MG42, Browning .30
sniper teams may also designate Leaders or Support Weapon (or any fed LMG): +2 Weapon Team dice
gunners as casualties in a unit they’ve scored a hit against.
Hotchkiss M1914 (Strip Fed MMG):
Note that only one of a unit’s Leader or Support Weapon
gunners may be killed in a single sniper team attack.
+2 Dice Weapon Team dice
sMG34, sMG42, Vickers MMG, Maxim MMG:
Simply having a sniper attached to a unit does not convey
+2 Weapon Team dice
this advantage. If the sniper is part of a normal unit, his dice
are simply added to that unit’s firepower as usual. M2 Browning .50 Cal HMG:
+3 Weapon Team dice
Everything on the table is in Optimum Range for a Sniper
Team.
Sniper Teams are Stealthy units. They normally have Night
Vision. Sniper Teams may automatically get In Cover and
Hide on any turn that they do not move. Sniper Teams do not
need to be out of enemy LOS to hide, but they must be out
of Optimum Range. Sniper Teams are assumed to start any
scenario already Hidden.
Example: A Regular sniper team scores three casual-
ties. Normally the Irregulars player would dice to see if
the leader was hit, but since the casualties were caused
by a sniper, the Irregular unit’s leader is automatically
removed along with two other randomly determined
figures.

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Ambush Alley Force on Force • 43
43
Dog Teams NIGHT FIGHTING
Dog teams saw extensive use in World War Two and continue In the modern era, technologically advanced troops rule the
to make their presence felt on battlefields to this day. Thanks night. Superior night vision devices give troops possessing
to the amazing canine sense of smell, dog teams are ideal for them a decided edge over opponents who are not similarly
sniffing out sappers attempting to infiltrate through the lines equipped.
or otherwise detecting dangers that human senses would not
Scenarios indicate which units, if any, possess night vision
reveal.
(and whether the scenario takes place at night, for that
Dog teams can automatically detect any hidden unit within matter). The TO&E section also indicates units that are likely
8”. to possess night vision optics.
Dog teams prevent out of Contact Movement within 8”. Units fighting at night and lacking night vision devices lose
one die of Firepower and have their Optimum Range cut in
Dog teams automatically detect IEDs, booby-traps or mines
half. Units with night vision devices suffer no such penalty.
within 8”.
Example: A squad of ANA troops with a Firepower of 6d and
Dogs have the same Troop Quality and Morale as their
a Troop Quality of Untrained is fighting at night. The unit has
handlers. They may only fight in Close Combat. Some military
no night vision capability, so its Firepower is reduced to 5d
dogs are equipped with body armor.
and its Optimum Range, which was 6”, is reduced to 3”.
Dog teams throw an extra die in Close Assault.
STEALTHY UNITS
Injured dogs do count as casualties for purposes of Morale Some units are extremely proficient at moving unnoticed
Checks. through enemy territory. Stealthy units rely on darkness and/
Dog handlers, the human part of the team, obey the same or careful movement to infiltrate a target area, fulfill their
rules as any other unit. If the dog team’s handler becomes a mission objectives, and if all goes well, exfiltrate without the
casualty, the dog is removed from play. If the dog becomes a enemy knowing they were there.
casualty, the handler may attach himself to a friendly unit. Stealthy units are almost always armed with suppressed
weapons and equipped with night vision devices. They
are highly trained in infiltration tactics and silent killing
techniques.
Night operations are the bread and butter of stealthy units.
Most scenarios involving them will be night missions.
Stealthy units are very good at moving without being seen
or heard. To represent this, they must be “spotted” before
another unit can interrupt or react to their movement.

Spotting Stealthy Units


For a unit to spot the movement of a stealthy unit, the stealthy
unit must be within the Optimum range of the majority of the
spotting unit’s figures. If this is the case, a Spotting Check
is made.
To make a Spotting Check, both units roll a Quality Die.
If the spotting unit fails to roll a 4+, or if it rolls a 4+ but its
roll is also equal to or less than the stealthy unit’s roll, the
Spotting Check fails and the spotting unit may not interrupt
or react to the stealthy unit’s movement.
If the spotting unit rolls a 4+ and higher than the stealthy
unit’s die, it has spotted the stealthy unit and may attempt to
interrupt or react to it as usual.

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44 • Force on Force Ambush Alley
44
When units with suppressed weapons engage a unit that
hasn’t spotted them, that unit cannot interrupt – it can only
take the fire and hope to fire back. It is difficult to spot the
source of suppressed fire, though, so a unit being attacked
with suppressed weapons must make a Spotting Check to
return fire.
To make a Spotting Check, both units roll a Quality Die.
If the spotting unit fails to roll a 4+, or if it rolls a 4+ but
its roll is also equal to or less than the firing unit’s roll, the
Spotting Check fails and the spotting unit may not interrupt or
react to the suppressed fire.
If the spotting unit rolls a 4+ and higher than the stealthy
unit’s die, it has spotted the firing unit and may attempt to
interrupt or react to it as usual.
Units may only spot suppressed fire if it originates within
their own optimum fire range.
A stealthy unit that has been spotted by another unit remains
“spotted” by that unit until it moves completely out of sight. Note that this Spotting Check is not necessary if the unit being
fired on has already spotted the stealthy unit’s movement or
When stealthy units attack in fire combat, they may use the
if the unit fired non-suppressed weapons in addition to its
Suppressed Weapons rules if the scenario indicates they
suppressed small arms.
possess suppressed weapons.
Stealthy units are found in both Regular and Irregular forces. HIDDEN UNITS
Stealthy units are identified in scenario briefs and/or the Units who begin play placed in buildings, woods, ditches,
Insurgent Reinforcement table. behind walls, or in other terrain likely to allow for it, may be
declared Hidden by their player. Hidden units may not be fired
Irregular units usually rely on their intimate familiarity with the upon until they are detected.
local terrain for their stealth – they are usually not equipped
with night vision devices or suppressed weapons unless the Detecting Hidden Units
scenario calls for it. Regular stealthy units are often equipped Units within line of sight and Optimum Range of a hidden unit
with night vision and suppressed weapons. may detect it by passing a Troop Quality Test.
Scenarios will dictate what gear is available to any stealthy The test may be modified under certain conditions.
units involved.

SUPPRESSED WEAPONS
Suppression reduces a weapon’s report and muzzle flash.
Detection Modifiers
Suppressed weapons are normally used by Stealthy units, for Hidden Units
including sniper teams. Only small arms may be silenced, (Modifiers are Cumulative)
including pistols, assault rifles, and sniper rifles. Support
-1 if Detecting Unit Moved Rapidly this turn
weapons may not be silenced.
-1 if Detecting Unit is a Buttoned Up AFV
Since most suppressed weapons use a subsonic round and/
or a heavy suppressor on the end of the barrel, their stopping -1 if Hidden Unit is a Stealthy Unit
power and accuracy are often decreased. Units equipped -1 if Hidden Unit’s Position is
with suppressed weapons lose one Firepower die. Camouflaged (Dictated by Scenario)
A stealthy unit using suppressed fire must be spotted before +1 if Detecting Unit is a Stealthy Unit
it can be engaged with fire – even Reaction fire - and it can
+1 if Hidden Unit is a Vehicle or Gun
only be fired at by the unit(s) that spotted it.

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45
OPTIONAL FIRE COMBAT RULES
The following rules add some extra flavor to the game but may
also slow things down a bit or overbalance things a bit too
much in the favor of the force with the biggest guns. Some
players may find them interesting, though, so we included
them as optional rules. If you intend to use these rules in a
game, ensure that all players are aware that they’re in use
and agree to their use.

OUTGUNNED
Units armed with vastly superior weapons are said to “outgun”
their opponents. Units who have their opponents Outgunned
receive a bonus Firepower Die.
So, what constitutes “vastly superior weapons?” Scenarios
will usually indicate if one side or the other is Outgunned,
but for general purposes, weapon superiority indicates that
one side possesses firearms that provide them with a clear
advantage over their opponents. Some examples might
include:
1. A unit armed with assault rifles would Outgun an
opposing unit armed with bolt action rifles. The
Going into Hiding assault rifles are roughly equivalent in range and
Units may also go into hiding after the game has begun. To accuracy, but have a far greater rate of fire.
go into hiding, a unit must be out of LOS of any opposing 2. A unit armed with magazine fed bolt action rifles
units and make a successful Troop Quality test. would Outgun an opposing unit armed with
Stealthy units may automatically go into hiding if there are no single-shot, bolt action rifles. Again, accuracy
opposing units in LOS. and range are roughly equivalent, but rate of
fire is superior for the magazine fed rifle.
Vehicles and guns can only be hidden at the beginning of the
game, they may not go into hiding once the game begins. 3. A unit armed with expensive, high quality assault
rifles of western design would not outgun an
UAVs and Hidden Units opposing unit armed with cheap, shoddily made
Some scenarios allow one or both players the use of an assault rifles. The quality of weaponry may be
Unmanned Aerial Vehicle or UAV. A UAV may also be drawn better in one unit, but both units have weapons
as an Asset Card. that provide them with similar capabilities.
Most UAVs are unarmed, but are still a powerful asset. If OVER-PENETRATION
a UAV is present over the battlefield, the opposing player’s Some weapons are so powerful that they blast holes through
units may not use Out of Contact Movement. cover that would ordinarily shelter a unit from fire. This phe-
Additionally, the player owning the UAV may make a Detection nomenon is referred to as Over-Penetration and may be the
Check for all of his opponent’s hidden units at the beginning result of a heavy round, hyper-velocity, or explosive charges.
of each turn and opposing units roll as if they were one Troop Weapons that Over-Penetrate may ignore one or more of a
Quality lower when attempting to Hide (i.e., a Trained unit target’s Defense dice:
(D8 Troop Quality) would roll as if they were Green (D6 Troop
Quality) while trying to hide if their opponent had a UAV in Weapons with an un-modified Firepower of 3d may ignore
the area). one die of Defense.

An armed UAV has the same effect, but has some limited Weapons with an un-modified Firepower of 4d+ may ignore
offensive power as described on its Asset card. two dice of Defense.

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46
Close Assault
Even on today’s battlefield, combat is sometimes up close taking cover or tending to its wounded, however. It may also
and personal. Taking an objective or clearing a building still react to enemy units.
often involves a close assault – a terrifying melee of gun-
If the Assaulting unit passes its Quality Check, the defending
shots, grenades, knives, bayonet and rifle-butts.
unit must make a unit Quality Check of its own.
If one or more figures in a unit are within Rapid movement
If the defending unit passes its Quality Check (by rolling a
distance and within line of sight of an opponent unit, the
4+ on its Troop Quality die), it may either opt to attempt to
entire unit may launch a charge and attempt to engage the
break the charge with defensive fire or flee one full Rapid
enemy in a “close assault.”
movement away. Units with Dependents may not flee.
Close Assault Quality Checks Regardless of how it responds to the assault, the defending
Once a unit has declared a Close Assault on another unit, it unit forfeits any other actions for the turn.
must make a Unit Quality Check. Resolve defensive fire in the same manner as regular
If the unit passes the Quality Check (it rolls a 4+ on a fire combat, but subtract 1 die from the defending unit’s
Troop Quality die), it may proceed with the Close Assault. Firepower to reflect the unnerving effect of being charged
If the unit fails its Quality Check, it must remain in place and 1 die of Defense from the Assaulting unit to represent
and forfeits its activation. The unit may spend its activation how heedless they are of danger during their break-neck

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47
charge into the enemy. Assaulting units are subject to this Resolving an Infantry vs
modifier even when being fired upon as part of reactions Infantry Close Assault
or interruptions from units not directly involved in the close Infantry Close Assaults are resolved in the same manner as
assault itself. Fire Combat, except the combat continues until one side is
either wiped out or captured. Additionally, neither side may
If the Assaulting player takes casualties, he must make a
claim Cover dice other than Body Armor.
morale check as usual. A Pinned or Shaken result aborts
the assault. Pinned and Shaken units are returned to their The assaulting unit makes the first attack roll, casualties
positions prior to the assault and are subject to the usual are determined, and morale checks are resolved. If the
Pinned/Shaken effects defending unit isn’t wiped out or captured, it may make an
attack using its surviving figures. This process continues
If the Assaulting player takes no casualties or passes his
until one side is wiped out or surrenders.
morale check, move the assaulting figures into contact with
the defenders and resolve the Close Assault. Morale checks are resolved normally, but their results are
used to determine if a unit has lost the will to continue
If the defending unit fails its Quality Check it can either
fighting.
stand in place and fight with no defensive fire or it can flee
up to one full Rapid move and become Pinned. Remember, If an Irregular unit becomes Shaken enough to break (its
units with Dependents may not flee. morale is reduced below d6), they are considered to be
captured by their opponents.
If the defending unit doesn’t flee, the assaulting figures
are moved into contact with the defenders and the Close Regular units are also subject to Morale checks during
Assault is resolved. close combat. If they become Pinned, their Morale drops by
a die type. If their Morale drops below D6, they surrender
and become POWs of the unit they are fighting. Multiple
pins in Close Combat reduce the unit’s Morale level, but
they do not force a Pull Back.
If a unit is wiped out in Close Assault, roll 1D6 to determine
the fate of each of its figures. Each figure that rolls a “1” is
captured and becomes a POW (if the Irregulars deign to
take prisoners). On any other roll, the figure is a casualty
and removed from play.
Units may choose to finish off captured opponents rather
than take prisoners and suffer from Dependent penalties.
Most units MUST take prisoners.

POWs
If figures from one side surrender to the other, they are
kept with the victorious unit until they are either escorted
off the table or the game ends. This allows their owning
player a chance to rescue them. Rescued POWs become
Dependents to the unit that rescues them until that unit
moves to a friendly board edge (where it is considered
to have handed off the POWs to another friendly unit) or
disposes of the POWs in some other way dictated by a
scenario’s special rules.

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Dependents & Casualties
Dependents Lightly wounded figures in WWII games may make their
Units that are escorting POWs, VIPs, or other non-combat- way to the friendly table edge or CASEVAC area.
ants are considered to have Dependents. The special rules
for some scenarios may dictate other circumstances under Abandoning Casualties
which a unit may acquire or dispose of Dependents. Units may, as a last resort, abandon their casualties. This
action goes against all their training and seriously shakes a
Dependents are non-combatants that have become attached
unit’s confidence.
to a unit through one means or another. Dependents have
the unfortunate effect of degrading a unit’s combat effec- A unit that abandons casualties is no longer subject to
tiveness and mobility. the Casualty penalty, but it suffers severe consequences
that may outweigh this short-term gain: The unit’s Troop
Units with Dependents lose one die of Firepower and may
Quality and Morale are both reduced by one die type. If this
not use Rapid Movement.
reduction takes either value below D6, the unit is no longer
Figures representing the Dependents should be added to the combat effective and is removed from play.
unit escorting them. This allows the figures to be captured
Abandoned casualties may fall into enemy hands at the end
(or re-captured) by the opposition.
of the scenario. Roll 1d6 for each abandoned casualty. On a
roll of 4+, the casualty becomes a POW.
Casualties
If a unit has casualties that have not been escorted to the
rear (usually the owning forces home table edge) by one
Releasing POWs
Units may release any POWs in their custody at any time
of the units healthy members or handed over to CASEVAC
without adverse effect (other than any victory points they
area, the unit must make a Quality Check each time it
might lose).
attempts to move faster than Cautious. This reflects the fact
that the men in the unit are a little less eager to stick their
noses into a hornet’s nest after seeing what happened to
their buddy or that their casualties are not always able to
move as swiftly as they’d like.

Disposing of Dependents
& Casualties
If a unit with Dependents and/or Casualties moves to a
friendly edge of the table, it can hand its POWs or injured
off board unit and negate the Dependent and/or Casualty
penalty.
Casualties can also be handed off at aid stations or to
on-table casualty evacuation units, as designated by a
scenario.
Units can also detach healthy figures to escort seriously or
lightly wounded figures to the rear or to a CASEVAC location.
One healthy figure must be detached for each serious
casualty. The escorting figures must move to the home edge
of the table or a scenario identified CASEVAC area and then
move back to their unit.

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Ambush Alley Force on Force • 49
49
Fire at Units with those two casualties must be a Dependent. One of the
contractors is hit and a First Aid check must be made to
Dependents & Casualties determine his fate.
If a unit with Dependents or Casualties is fired upon, it
makes its Defense roll as normal. Note that only combat
effective figures contribute a defense die – in other words, Close Assaults Against Units
Casualties and Dependents do not add dice to the unit’s with Dependents & Casualties
Defense. However, if the unit rolls more failures (scores of If a unit with Dependents and/or Casualties launches or
3 or less on their Defense dice) than successes and it is receives a Close Assault, the Dependents and Casualties
determined that they have suffered casualties, then one (1) are not counted as combatants. If a unit with Dependents
of the casualties must be counted against a Dependent or or Casualties is wiped out or captured as the result of
pre-existing Casualty. a Close Assault, the unit that defeated it takes custody
of its Dependents/Casualties and is subject to the usual
Example: A Marine fireteam is escorting two wounded
Dependent penalties – it is not subject to the Casualty
contractors to safety when it is fired upon by Mahdi
penalty unless the casualties it has captured are friendlies.
Militiamen. The Marine player rolls 4d8 for Defense and
scores a 1, 2, 3, and 4. The Irregulars player rolls 4d6 for
Firepower and scores a 2, 3, 5, and 6.
The Marine player allocates his Defense dice and deter-
mines that the unit will suffer 2 casualties. Since more
than half of the Marine players Defense dice were failure
rolls (with scores less than 4), one (and only one) of

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50
Morale
Even the most highly motivated units have their limits – a Morale checks are taken immediately as they are incurred. If
unit that has been badly mauled will often take a moment to multiple instances of the same type of Morale check points
reflect on cost vs. gain. In Force on Force, these moments occur at once, only one Morale check is made for all of
of battlefield introspection are referred to as Morale Checks. them.
Example 1: A fireteam with low confidence is fired at by
Morale Checks an opposing fireteam armed with Small Arms. The low
Troops take morale checks under different circumstances. In
confidence fireteam immediately takes a Morale check,
general, Irregular troops are more brittle and thus take more
checks during the course of a game, as described in the which it passes. The Firepower attack is resolved and
section on Mixed Force engagements. the unit takes a casualty, incurring another Morale check,
which it also passes.
A unit’s Confidence Level also effects when it takes Morale
Checks. Things a high confidence unit might shrug off may Example 2: A fireteam with normal confidence is
be the final straw for a low confidence unit. crossing a street when they are fired upon by a heavy
machinegun (a support weapon with a Firepower of 3d
When a unit is called upon to make a Morale Check, it must
or higher). The unit immediately takes a Morale check
roll a Morale Die for each figure in the unit and consult the
and is Pinned. Now the actual fire is resolved and the
appropriate Morale Effects rules to determine the Morale
Check’s results. unit takes a casualty, indicating another Morale check.
The unlucky unit receives another Pinned result and is
forced to Pull Back.

MORALE CHECK POINTS Example 3: A fireteam with normal confidence is fired


upon by an enemy unit and takes three casualties. Only
LOW CONFIDENCE TROOPS:
one Morale check is taken by the unit with casualties.
Each time a Unit is fired on
NORMAL CONFIDENCE TROOPS: making the Morale Check
Each time a unit is fired on by Support If a unit has been forced to make a Morale Check, roll a
Weapon or Vehicle Mounted Weapon Morale Die for each figure in the unit. All rolls of 4+ are
with an unmodified Firepower of 3d+ counted as Successes and all rolls less than 4 are counted
as Failures. Total the number of successes and failures and
ALL TROOPS: consult the appropriate rules below for effects on Regular
Each time a Unit takes casualties units.
Each time a Unit is fired upon by a weapon
See the Mixed Force rules for Irregular morale effects.
with an unmodified Firepower of 4D+
Each time an IED is detonated within 10” Morale Effects
Units will respond in one of three ways to Morale Checks.
Each time a unit is subjected to
an artillery salvo or air-strike They will either Stand, be Pinned, or Pull Back.

Each time fire from their unit injures/ Stand Result: If a unit makes a Morale Check and the
kills a civilian or non-combatant number of Successes (4+) is greater than the number of
Failures, the unit’s morale Stands suffers no adverse effects.
Pinned Result: If a unit makes a Morale Check and the
number of Failures is equal to or greater than the number
of Successes, the unit is Pinned.

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Ambush Alley Force on Force • 51
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Pull Back Result: If a Pinned unit is “Pinned” again, it must Combat Stress
attempt to Pull Back unless it is already in a defensible Stress, and the individual soldier’s reaction to it, is an integral
position. part of the combat experience. The cumulative effect of indi-
vidual stress may eventually have an effect on a unit’s overall
Explanation of Morale Effects
combat performance.
Stand
Units that Stand have passed their Morale Check and suffer Most scenarios represent short, sharp actions where unit
no negative effects. stress is less of an issue, but it might be a deciding factor
in a longer engagement. The effects of these stressors are
Pinned
simulated through the Combat Stress rules.
Even the most well-trained and highly motivated unit of
soldiers will take pause when suddenly reminded of their Scenarios using Combat Stress will indicate it in their Special
mortality in the face of enemy fire or faced with moral pre- Rules section. Players may also opt to use these rules with
dicaments that take them “out of the zone.” This (usually) whatever scenarios they choose.
temporary drop in motivation is referred to as being Pinned
in Force on Force! Background Stress Level
The background stress level of a game is determined by the
Pinned units must move to cover if they have any scenario. Generally, the background stress level will be 0, but
movement left. They may not move towards the enemy if the scenario involves units that have been out in the field
while seeking cover. too long with too little rest, are cut off, etc., the background
A pinned unit that cannot move to cover without moving stress level might start at 3. Initially, all Regular units on the
towards the enemy may attempt to get In Cover. table will have the same Stress Level, but as time goes by
those Stress Levels will begin to vary.
Pinned units may fire at enemy units during their normal
activation or interrupt an enemy movement with fire. The Stress Modifiers table describes conditions that will raise
However, pinned units are treated as if they are one Troop or lower a unit’s Stress Level (modifiers are cumulative).
Quality lower for the duration of the turn. Troops reduced
below D6 by being pinned may not fire at all until they
become un-pinned.
STRESS MODIFIERS
The Morale Dice of pinned units are unaffected.
+1 for each turn after the first
Pinned units become “un-pinned” at the end of the turn in +1 for Dependents/Wounded in the unit
which they were Pinned.
+1 for each Insurgent objective achieved
Pull Back
Units that have been Pinned may be forced to Pull-Back if +1 for each turn fired on
they are Pinned a second time in the same turn. A unit that +1 for each turn taunted by mobs
is forced to Pull-Back will immediately move away from the +X for negative leader within 6”
last enemy unit that fired at it and take up a covered position
to re-group. It can move up to 6" to find cover (regardless -1 If unit is in Solid Cover or
of how far it has already moved), but must move into the has no LOS to enemy
nearest covered position. -1 for each regular objective achieved
Units that are forced to Pull Back must spend their next -1 for each turn not under fire or taunted
turn regrouping. They can fire or go on Overwatch while -X for positive leader within 6”
regrouping, but they may not move. At the end of the turn
they are re-grouped and may move as desired on the X = Positive or negative value of Leader
following turn. Modifiers are cumulative.
A unit that is regrouping following a Pull Back may be
Pinned again by enemy fire and forced to pull back if Pinned
a second time.

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52
Positive Leadership & Stress Compare each die to the current Stress Level of the game.
While most leaders, regardless of rank, are functionally If more dice are equal to or greater than the current Stress
competent, some possess the extraordinary ability to inspire Level, the unit has passed the Stress Test and suffers no
their men. In Force on Force, we refer to this combination of effects.
charisma and moral authority as “Positive Leadership.”
If more dice are less than the current Stress Level, the unit
Positive Leaders may be of any rank, but most in most games has failed the Stress Test and Loses Confidence.
are squad leaders or platoon leaders.
Losing Confidence
Each Positive Leader has a Leadership rating ranging from 1 A unit that loses confidence due to a failed Stress Test loses
to 3. This equates to the level of stress per turn the leader can a Firepower die and is reduced one Confidence Level - i.e., a
alleviate for each Regular unit within 6”. unit with a basic Firepower of 6D goes down to a Firepower
Leaders with Positive Leadership and their leadership rating of 5D and Confident unit is reduced to Low Confidence.
are noted in Scenario briefs. If a unit loses all its Firepower dice through repeated loss of
confidence, it becomes “combat ineffective” and is removed
Negative Leaders & Stress
from the table.
While some leaders inspire their men or put them at ease,
others have the opposite effect, robbing their men of their Regaining Confidence
enthusiasm and confidence. Under the right circumstances, units may regain lost confi-
Like Positive Leaders, each Negative Leader has a Leadership dence. Units may not regain confidence in the same turn that
rating ranging from 1 to 3. This equates to levels of stress per they lost confidence.
turn the leader can causes for each Regular unit within 6”. If one of these conditions applies to a unit at the beginning of
Leaders with Negative Leadership and their leadership rating a turn, it may roll to regain confidence. This is accomplished
are noted in Scenario briefs. by performing a Stress Test. If the unit passes the stress test
it will regain a die of Firepower.
Mixed Leadership
Situations may arise where a unit is within 8" of both a Positive
and a Negative Leader. To determine the mixed leadership’s Regaining Confidence
effect on the unit’s stress, compare the leaders’ leadership
values and subtract the lowest from the highest and apply Roll for regained Confidence if:
the difference. Unit is within 8" of Positive Leader
For instance, if a unit was within 8" of a Positive Leader with Unit was not fired on in the
a Leadership of 1 and Negative Leader with a Leadership of 2, last turn and is In Cover.
the difference is 1 – so the unit gains 1 level of stress rather Unit is not in the LOS of any opposing units.
than 2. If the situation were reversed (Positive Leadership of
2, Negative Leadership of 1), the unit would lose 1 level of Unit received Air Support last turn
Stress rather than 2. Unit has friendly armored vehicles
in sight – APC, IFV, or AFV
Stress Tests
At the beginning of each turn after the first, each unit on the Unit achieved a scenario
table will make a Stress Test. Any negative effects resulting objective in the last turn
from the Stress Test are applied immediately.
To perform a Stress Test, roll 1 Quality die for each figure
in the squad. Roll an extra die if a Positive Leader is within
8" of the testing unit and lose one for each Negative Leader
within 8”.

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53
Civilians on the Battlefield
Some scenarios call for the presence of civilians on the
battlefield. While the scenario may have some special rules
governing the behavior of these civilians, the following
general rules usually apply: Mob Dispersion Modifiers
All Modifiers are Cumulative
• We understand that many players won’t have a col-
lection of civilian miniatures – and unfortunately there If the Force the unit belongs to has
aren’t many modern, non-combatant civilian figures caused any civilian casualties: -1
out there – so feel free to use substitutes if you wish! If the scenario indicates that civilians
We use 2”x3” paper “stands” to represent civilians are hostile to the unit’s Force: -1
and suggest that civilian figures be mounted on If the scenario indicates that civilians
stands this size, if you have them (assuming are friendly to the unit’s Force: +1
you’re using 15mm figures – if you’re using a If the opposing Force has caused civilian
larger scale, adjust the stand size accordingly). casualties but the unit’s Force has not: +1
• The initial location of civilian mobs is If Civilians in the area are friendly according
usually dictated by the scenario card. to the Scenario or a Fog of War card: +1
• Civilian mobs are moved at the end of each turn. They If the unit has an Interpreter or speaks
move 3" towards the nearest gunfire. They will stop the civilians’ language: +1
when they come within 6" of a unit. Note however, that
some scenarios may dictate special movement rules.
• Units may not fire or move through a mob (stand) of
“Popular” Leaders and Civilian Mobs
civilians unless the scenario dictates otherwise.
Some scenarios involve insurgent, guerrilla, or other
• If a unit shoots at a target with a Line of Fire that passes “popular” leaders who attempt to manipulate civilian mobs
within 2" of a civilian mob, a check must be made for or convert them into armed Irregulars. To do so, a popular
civilian casualties. Roll the firing unit’s Quality Die. On leader (in the form of any of the force’s Irregular leaders)
a die-roll of 1 or 2, the mob has suffered a casualty. must be in base to base contact with the civilian mob. It
must announce whether it’s attempting to manipulate
Regulars and Civilian Mobs the mob or transform it into an armed Irregular unit. To
Normally, units may not purposefully engage civilians, but succeed, the Irregular leader makes a Troop Quality check
they may attempt to peacefully disperse them. as described above.
A unit must be within 6" of a civilian mob to attempt to If the popular Leader’s roll was successful and he was
disperse it. To disperse the mob, the unit must attempt to attempting to manipulate the civilian mob, he may immedi-
reason with it. To succeed, the unit make a Troop Quality ately move it 6" in any direction. Once the civilian mob has
Check with the die roll modified as described in the table moved, it is no longer under the popular Leader’s influence.
below. If the popular Leader’s roll was successful and he was
If the unit fails the Troop Quality Check, the civilian mob attempting to transform the mob into armed Irregulars, he
remains in place. If it succeeds, the mob is removed from may arm the mob as long as he has at least one figure with
play – it has dispersed. him to pass out weapons. The more figures with him, the
larger an armed mob he’s able to create.
A unit may attempt no other actions in a turn in which it
attempts to disperse a civilian mob.

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54 • Force on Force Ambush Alley
54
If the popular Leader succeeds in transforming a civilian
mob into an armed mob, roll 1d6 on the table below. Add
+1 to the die roll for each armed figure accompanying
the Leader:

D6 Irregular Unit Created


1-5 1d6 Irregulars w/Small Arms
6 1d6 Irregulars w/Small Arms and 1 with RPG
7 1d6+2 Irregulars w/Small Arms and 1 with RPG
8 1d6+3 Irregulars w/Small Arms and 1 with RPG
9 1d6+4 Irregulars w/Small Arms and 1 with RPG
10 1d6+5 Irregulars w/Small Arms and 1 with RPG

Mixed Mobs: Civilian & Combatant Units


Occasionally a group of armed irregulars may include
unarmed “supporters”. Such groups are called “mixed
mobs” and will be identified by the scenario description
or by the reinforcement table.
When determining the Firepower of a mixed-mob, only
count the armed irregulars. For Defense, the mixed-mob
counts both armed and unarmed figures.
When a mixed mob takes casualties, the owning player
may freely select which model within the mixed-mob
will be removed. If the casualties selected are unarmed
civilians, they may count against the opposing force’s
Victory Points.

Hostile Mobs
Sometimes civilian mobs are actively hostile but fall
short of armed resistance. Instead, they make their
displeasure known by hurling taunts and the occasional
rock at regular units. Since rules of engagement usually
disallow firing on unarmed civilians, this harassment
can sometimes add to a unit’s stress level. Hostile mobs
will also move to purposefully interfere with a unit’s
movement and fire.
Hostile mobs are under the control of a player designated
by the scenario. They are activated and moved like any
other unit.
Hostile mobs may move to place themselves in a manner
that interferes with regular lines of fire.
A hostile mob may also taunt any regular unit within 4”.
Each mob may only taunt a single regular unit. Taunting
raises the regular unit’s stress level – see the rules on
combat stress.

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55
Vehicle rules
It should be noted that the play area of the typical Force
on Force game represents a more-or-less point-blank
encounter between AFVs. Vehicle engagements in this game Reactions per Turn
are not stand-off affairs between carefully maneuvering by Troop Quality
tanks – they are short, brutal knife fights that may well be Green Crew:
decided on the first, hurried shot. 1 Defensive Action/Reaction per Turn
Ambush Alley players will notice that vehicles are much Trained Crew:
more vulnerable in Force on Force, both to each other’s fire 2 Defensive Actions/Reactions per Turn
and to infantry with AT weapons. This is no accident. The
Veteran Crew:
mechanics of Ambush Alley were designed to reflect the
3 Defensive Actions/Reactions per Turn
performance and survivability of vehicles in the face of un-
disciplined and poorly trained insurgents. Force on Force Elite Crew:
scenarios, on the other hand, frequently involve well-trained 4 Defensive Actions/Reactions per Turn
units who use weapons and tactics effectively against AFVs Note that in the Aggressor’s case,
– with predictable results. these reactions are in addition to the
vehicle’s normal activation, which
doesn’t count against this total.
Activating Vehicles
Vehicles are activated in the same manner as infantry units. Tanks moving at Cruising Speed receive a
Like infantry units, an activated vehicle may move/fire or -1 to their die roll for all Reaction Tests.
fire/move. Vehicles may be placed on Overwatch. Tanks that are Buttoned Up receive a -1 to
Vehicles may not use Out of Contact Movement. their die roll for all Reaction Tests. This is
cumulative with the Cruising Speed penalty.
Vehicle Reactions & Vehicles lose 1D of Firepower for each
Defensive Actions Reaction/Defensive Action after the first.
Vehicles may take Defensive Actions and React like
infantry units, but vehicles have a more limited situational
awareness than foot units. To reflect this, the number of
times a vehicle may take Defensive Actions or React to
enemy fire is a function of its crew’s Troop Quality rather
than its Firepower dice.

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56
Vehicle Movement
All vehicles have two movement rates – Patrol Speed and
Cruising Speed.

Patrol Speed
Vehicles use Patrol Speed when actively patrolling or rolling
in support of dismounted infantry. Most vehicles may move
up to 10" per turn when using Patrol Speed.
Vehicles traveling at Patrol Speed suffer no Reaction
Penalties. Unbuttoned TCs
A player must declare which tank commanders they wish to
Cruising Speed
be unbuttoned at the beginning of a turn. Each TC designated
Vehicles use Cruising Speed when they need to move
must pass a Troop Quality check to spend the turn unbut-
quickly and no maneuvers are required. Most vehicles at
toned. If they fail the check, they remain buttoned or button
Cruising Speed may move up to 18.”
up.
Vehicles traveling at Cruising Speed receive a -1 to their die
TCs may only unbutton at the beginning of a turn and must
roll when making Reaction Tests.
remain unbuttoned for the duration of the turn or until forced
Loading and Unloading Passengers to button up by enemy fire.
A vehicle may not move on the turn it loads or unloads Tanks whose TCs are unbuttoned suffer no Reaction Test
passengers. penalties.
Passengers unloading from a vehicle may only use Cautious Unbuttoned TCs may be fired upon as if they were an infantry
movement. Passengers may use Rapid movement to board unit In Cover behind Solid Cover (+2 Defense dice).
a vehicle, however.
If a tank with an unbuttoned TC is hit by AT fire, the TC
Units may only use Suppression Fire or fire as a Reaction becomes a casualty on a d6 roll of 1 whether the hit causes
on the turn they dismount. any other damage or not.
A TC who is fired upon by either small arms or AT fire and
Tank Commanders – survives must make a Troop Quality test to remain unbut-
Buttoned Up & Unbuttoned toned. If they fail the test, they immediately button up and
Tank commanders (TCs) are faced with a difficult choice remain buttoned up for the rest of the turn.
when their vehicles are engaged in combat, especially at the
short ranges and in the close terrain typical of most Force on If a TC becomes a casualty due to small arms or AT fire, the
Force games: Should they boost their situational awareness tank crew must take a Morale check with their Morale die
while risking becoming a casualty or should they sacrifice reduced by one die type (i.e., if their Morale is normally d10,
quick reactions for safety? To button up or not to button up, it would be reduced to d8 for the purpose of this check).
that is the question.
Buttoned Up TCs
TCs that stand up in the commander’s hatch (referred to as TCs are assumed to be buttoned up unless their player
being “unbuttoned”) are able to view more of the battlespace indicates otherwise at the beginning of the term – if the TC
more clearly than those who are “buttoned up” inside the has not been designated as unbuttoned and has not passed
tank and forced to peer at the world through vision blocks a Troop Quality test, he is buttoned up and must remain that
or periscopes. Unfortunately, an “unbuttoned” TC is far way for the duration of the turn.
more likely to be injured when his tank is fired upon and is
TCs who are unbuttoned during a turn must pass a Troop
a favorite target for infantry units whose rifles and grenades
Quality test at the beginning of the next turn or button up.
have no chance of damaging the hapless TC’s tank.
Tanks whose TCs are buttoned up receive a -1 to their die
rolls when making Reaction Tests. This penalty is cumulative
with other Reaction Test penalties.

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57
Vehicle Firepower
All vehicle mounted weapons have a number of Firepower
dice allocated to them. Like infantry units, the type of die
used is determined by vehicle crew’s Troop Quality.
It should be noted that some vehicle mounted weapons
are also Infantry Support Weapons. The Firepower shown
for such weapons may be different when vehicle mounted
– this difference represents the vehicles more stable firing
platform, available optics, etc. Since vehicle mounted
weapons treat all targets as being at Optimum Range,
this bonus is already figured into the Firepower listed for
vehicles.

Vehicle Weapon “Classes”


For purposes of vehicle design, vehicular weapons are Restrictions on Vehicle Fire
divided into 4 “classes.” The class rating has no impact Most AFVs bristle with weaponry. If they could fire all of their
on the weapon in game terms, but does help establish a guns at once, they could easily lay waste to everything around
starting point for assigning Firepower dice for vehicles you them (or, perhaps, explode into space). Fortunately for their
design yourself. foes, AFV firepower is limited by a number of factors: Most
Below are some examples of weapons in each class: AFVs have more weaponry than they have crew members
to fire it all, some guns cannot be fired in conjunction with
Class 0 – Infantry’s small arms and most squad support others, and some guns have a naturally slow firing rate that
weapons fall into this category. Examples include assault limits how many times they may be fired in a turn.
rifles, SAWs, rifle grenade launchers, GPMGs, 7.62mm or
smaller coaxial MGs, etc. An AFV’s main gun may only be fired once per turn, either
when it is fired when activated or as part of a Reaction or
Class 1 Vehicle Weapons – Machineguns such as the Defensive Action. An AFV’s defensive machineguns may fire
M2 .50 or DSHK 12.75mm; Automatic Grenade Launchers; as many times a turn as the crew’s Troop Quality permits
“regular” RPGs. (see Vehicle Reactions and Defensive Actions).
Class 2 Vehicle Weapons – Light auto-cannons, such as Many vehicles mount weapons for use by various crewmen
the 25mm Bushmaster; AT RPGs – typically a commander’s MG, a driver’s MG, etc. These
Class 3 Vehicle Weapons – Main tank guns; AT missiles weapons are rarely manned all at once, and if they are the
such as the TOW or Javelin vehicle obviously isn’t going anywhere! Other vehicles don’t
have enough crew to operate all the weapons they mount.
Rather than keep track of every crewman’s eligibility to fire,
Firepower by Weapon Class fire from the various machinegun mounts on a vehicle is
abstracted into a single attack with a Firepower of 3d.
Class 0: 2D vs. soft skins and infantry,
N/A against armored vehicles Some weapons cannot be fired in conjunction with other
weapons. A coaxial machinegun, for instance, cannot engage
Class 1: 3D
targets at the same time as the main gun. A main gun may
Class 2: 4D not be fired on the same turn that a gun-launched missile
Class 3: 5D is fired. Paired weapons of different types, such as the MG/
Overkill Bonus: +1D/per Firepower die Grenade Launcher combination found on many vehicles may
superiority over target’s Defense. not be fired in the same turn (the trajectories of a MG and
Target Discharged Smoke This grenade launcher are vastly different). Vehicle descriptions
will indicate weapons that cannot be fired in conjunction with
Turn: -1D Firepower
one another, but, as in all things, commons sense should
prevail.

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58
Infantry Fire from Vehicles
Infantry mounted in/on a vehicle may add the weight of their
fire to that of the vehicle, if the vehicle is suitable for them to Vehicle Defense by Class
fire from. Class 1: 1D6
Infantry fire from a vehicle is resolved during the vehicle’s
Class 2: 2d8
activation. Infantry may add their Firepower to the vehicle’s Class 3: 3D10
attack against a target or attack a separate target. Class 4: 4D12

Infantry in an APC or IFV with firing ports may fire with half Vehicle Defense Modifiers
their Firepower. Only Small Arms and SAWs may be fired in (Cumulative)
this manner.
Target at Patrol Speed: +1D
Infantry in an APC or IFV with firing ports and top hatches for
Target at Cruising Speed: +2D
carried troops may fire with half their Firepower and may fire
rifle grenade launchers in addition to SAWs and Small Arms. Target more than half obscured: +1D
Infantry in open top or soft-skin vehicles may fire with their Target more than half covered by
full Firepower -1 die. solid cover (hull-down): +1D
Infantry riding on top of a vehicle such as a tank may fire with Discharged smoke this turn: 1D
their full Firepower -2 dice. Reactive Armor (ERA): +1D
on FIRST attack only
Vehicle Defense Attacks vs. Side or Rear of AFV
Like Vehicle Firepower, Vehicle armor is rated in four (Not Soft Skins): -1D
classes to assist with vehicle design. Vehicle Class is also
used to determine a Vehicle’s Reliability Die Type. Attacks vs. Deck: -2D
A vehicle’s Defense can never be reduced to zero.
Below are examples of vehicles from each Defense Class:
No matter what negative factors apply, a unit will
Class 1 Vehicle Defense – Unarmored or “soft-skin” always have at least one Defense die.
vehicles, such as civilian vehicles or military utility vehicles.
Very light APCs, armored cars, or recce vehicles also fall
into this category. This class of vehicle affords their pas- Example: A typical civilian vehicle (Class 1) would have
sengers little or no protection. All weapons roll their full a basic Defense of 1D6, while a USMC LAV25 (Class 2)
Firepower against Class 1 vehicles. would have a basic Defense of 2D8.
Class 2 Vehicle Defense – Light armored vehicles, such Smoke Dischargers
as M113 or Saxon APCs, provide rudimentary protection Vehicles equipped with Smoke Dischargers may discharge
against small arms fire and shell fragments. smoke, usually in an effort to mask a hasty retreat. Vehicles
Class 3 Vehicle Defense – “Medium” vehicles, such as protected by smoke receive an extra Defense die. The vehicle
the Bradley ICV, are designed to provide direct combat receives this benefit whether it moves or not. The smoke dis-
support to the squads they transport. Their armor provides sipates at the end of the turn in which it was discharged.
protection against small arms, artillery, and light anti-tank
weaponry.
ERA Detonation & Nearby Infantry
If any dismounted infantry are within 4 of a vehicle equipped
Class 4 Vehicle Defense – “Heavy” vehicles, such as the with Explosively Reactive Armor on the first turn that it is
M1A1 Abrams MBT, are the kings of the battlefield. Class struck by enemy fire, they suffer an immediate 4d10
4 AFVs are practically immune to any weapon system not Firepower attack. Armor and cover bonuses to Defense count
specifically designed to overcome their massive armor and with regard to this attack.
defense systems.

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59
Vehicle Firepower
Attacks vs Vehicles Vehicle Survivability Die Types
Whenever one vehicle fires at another or an infantry unit with (These are guidelines. Some vehicles may have
effective anti-vehicular weaponry fires at a vehicle, use the Survivability Die types that are higher or lower than
following process to determine damage to the target vehicle. their type to reflect relative survivability.)
Step 1: Determine Hits
Step 2: Save vs. Hits Class 1: D6 Class 2: D8
Step 3: Roll for Damage Effect Class 3: D10 Class 4: D12

Determine Hits
Hits against vehicles are determined in much the same way Rolls of less than 4 indicate that the vehicle has received
as firepower attacks against infantry units. The attacker deter- significant damage.
mines the Firepower of the weapon he is firing at the target
Total the number of unsaved hits and roll on the Vehicle
vehicle and the defender determines the vehicle’s Defense.
Damage Chart.
Both sides roll the appropriate number of Troop Quality dice
and discard any rolls lower than 4.
The Defender matches his dice against those of the attacker. Vehicle Damage Chart
Any Firepower dice that the defender cannot match or 1 HIT 2 HITS 3 HITS 4+ HITS
exceed with a Defense die is a hit. 1 PING ½ speed ½ FP Dice Main w/Imm
Total the hits scored against the target vehicle and then 2 ½ speed ½ FP Dice Main w/Imm Main w/Imm
determine the damage resulting from those hits. 3 ½ FP Dice Main w/Imm Main w/Imm BREW
4 Main w/Imm Main w/Imm BREW
Overkill 5 Main w/Imm BREW
Weapons that have more destructive potential than a target
6 BREW
vehicle’s armor was designed to withstand are said to have
an “Overkill” advantage against that vehicle. PING – No damage but make a Bail out
check if crew is Low Confidence.
If a weapon’s unmodified Firepower dice exceed a target
vehicle’s unmodified Defense dice, that weapon has an ½ Speed – Vehicles Patrol and Cruising Speed
are reduced by half. Bail out check.
Overkill advantage against its target and add a bonus
Firepower die to their attack for each die by which their ½ FP Dice – The Firepower for all the vehicle’s
basic Firepower exceeds the target vehicles basic Defense. weapons is cut in half. Bail out check.
Main W/Imm – Main weapon is destroyed or vehicle
Example: An M1A2 Tank fires its main gun at a T55 tank. is immobilized – attacker’s choice. Bail out check.
The M1A2’s 120mm gun has a basic Firepower of 5D. The
Brew – Vehicle “brews up” in a ball of
T55 has a basic Defense of 3D. The M1A2’s Firepower
flame. It and its crew are destroyed.
has two more dice than the T55’s Defense, so the M1A2
will add two Overkill dice to its Firepower for this attack.
Vehicle Crew/Passenger Casualties
Determining Vehicle Damage
Any time a vehicle suffers a damage result other than PING,
For each hit scored against a vehicle, the defender must
check for crew and passenger casualties. Roll a Troop
make a Damage Check to determine if the vehicle has
Quality test for each crew member and passenger aboard
sustained any significant damage. Damage Checks are
the vehicle. A failed test indicates the figure is a casualty.
made using the vehicle’s Survivability Die type.
Vehicles do not need to move to a safe position for their crews
To perform a Damage Check, roll a Survivability die for each
to perform a First Aid check on crew or passenger casualties.
hit the vehicle has suffered.
They may not, however, fire their main gun until a First Aid
Each roll of 4+ indicates the hit has caused no appreciable check is made at the beginning of the next turn.
damage and can be ignored.

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60
Vehicle Crews & Morale Pull Back: Vehicles that are forced to Pull Back will back away
Vehicle crews may be forced to take Morale checks due from the enemy and attempt to place a Line of Sight blocking
to casualties or battlefield conditions. Due to the additional terrain obstacle between themselves and any enemy unit. If
protection their vehicles provide, the conditions that trigger they are unable to do so, they will back straight back a full
morale checks are slightly different than those that affect Patrol Move (stopping at the edge of the table, if it is reached).
foot-soldiers, but the Morale check itself is resolved in the Units that are falling back may not fire other than to react to
same manner for vehicles as it is for infantry units. fire directed at them.

Do not confuse vehicle crew Morale checks for Bail Out Bail Outs
checks. A vehicle crew can fail a Morale check and not bail Modern AFVs extremely survivable and most tank crews
out and a bail out check can be caused without any need for would prefer to stay inside their rolling fortress during a
a Morale check. firefight rather than expose themselves to shot and shell.
Still, poorly trained and/or demoralized crews might jump
out of a perfectly good tank if enemy fire is “ringing the bell”
VEHICLE CREW MORALE too often.
CHECK POINTS Low Confidence crews, as identified by scenarios or force
Low Confidence Vehicle Crews write-ups, must make a Morale Check on ANY hit against
Make a Morale Check: their vehicles – even PINGs.
• Each time their vehicle is fired upon by If a Low Confidence Crew fails their Morale Check, they
an Infantry Gun, AT Gun, or Tank Gun will bail out. Place their figures anywhere within 4 of their
• Each time a friendly vehicle within 12" abandoned vehicle.
and in LOS is damaged or destroyed Confident or High Confidence Crews need only make a
Confident and Low Confidence Vehicle Bail Out check if their AFV suffers actual damage (reduced
speed, firepower, loss of armament or mobility).
Crews Make a Morale Check:
• Each time a friendly vehicle within Crews who bail out suffer an additional loss of confidence,
12" and in LOS is destroyed both in themselves and their AFV. As a result, their Troop
Quality is reduced by one die type for the rest of the game.
• Each time an IED is detonated within 10”
If their die type is reduced below D6, they have become
• Each time a unit is subjected to combat ineffective and are removed from play.
an artillery salvo or air-strike
A crew that has bailed out may not attempt to re-mount
All Vehicle Crews Make Morale Checks: their vehicle till the following turn. They must pass a Morale
• Each time the crew takes casualties test before remounting. Remounting an abandoned vehicle
counts as the crew’s activation for the turn, although they
• When their vehicle is damaged may React or Interrupt as normal.
(immobilized, gun destroyed,
movement or firepower reduced) Fire at Infantry in Open Topped
• Each time fire from their vehicle injures/ Vehicles or Riders on Vehicles
kills a civilian or non-combatant Infantry in open topped vehicles or riding on top of a vehicle
such as a tank are fired at as if they were In Cover (+1
Defense die). If the vehicle is an open topped AFV, they are
Morale Results for Vehicle Crews fired at as if they were In Cover behind Solid Cover (+2
Pinned: Pinned vehicles stop where they are and may not Defense dice). If the unit is in Body Armor, it may claim that
move for the rest of the turn unless forced to Pull Back. Defense bonus as well.
Pinned vehicles may React to fire directed at them, but may
not Interrupt or initiate fire themselves. Vehicles that are
Pinned twice in the same turn are forced to Pull Back.

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61
Vehicle vs. Infantry Fire Combat
Infantry Weapons vs. Vehicles
Infantry weapons classified as Small Arms (assault rifles,
rifles, etc.) are ineffective against all but Class 1 “soft-skin”
vehicles.
Bail Infantry Support Weapons attack vehicles other than “soft
outs skins” with the basic Firepower of the firer and the weapon
used – not the combined firepower of the entire unit to
During the Second World War, AFV crews frequently which the Support Weapon is attached. For instance, a
“bailed out” of (evacuated) their vehicles at the first gunner with a SAW firing at an APC would throw one die for
sign of trouble. AFVs of the period were often death himself and one die for his SAW for a total of two Firepower
traps that were prone to fires and were difficult to dice.
escape from in a crisis, so crews were understand- Weapon Teams do not receive their Weapon Team bonus
ably leery of remaining in a tank that was taking hits, dice when firing at vehicles.
even if their armor seemed to be soaking them up.
Anti-Tank Guided Missiles
As a result, Low Confidence and Confident WWII
Infantry may be equipped with Anti-Tank Guided Missiles
AFV crews must make a Morale Check any time
(ATGMs), such as Saggers, TOWs, or Javelins. These
their vehicle is hit, whether the hit causes damage
weapons are very effective against tanks, but the missile
or not. Only High Confidence units will ignore non-
must travel some distance before arming. As a result,
damaging hits.
ATGMs may not be fired at targets any target closer than 4”.
This may seem excessively harsh on WWII AFV
crews, but the rule is based on first person accounts
of armored combat and, more importantly, inter- ATGM Firepower
views with both Allied and Axis tank crews who
made a point of commenting on the frequency with 1st Generation (MCLOS) ATGMs
which they bailed out of their AFVs during active (AT-1/AT-2/AT-3): 3d
engagements. 2nd Generation (SACLOS)
ATGMs (TOW, Milan, AT-4/5, etc.,
including AT-14 Kornet): 4d*
3rd Generation “Fire & Forget”
ATGMS (Javelin, Spike): 4d**
No ATGM may be fired at a
target closer than 4”
*Negates ERA
**Negates ERA, Deck Attack

Reacting to and Evading Anti-Tank Guided Missiles


Vehicles fired upon by MCLOS or SACLOS ATGM may
attempt to avoid being hit by suppressing the ATGM team
and/or “jinking” (driving erratically at a high speed to throw
off the ATGM gunner’s aim).
When a MCLOS or SACLOS ATGM is launched at a vehicle,
the target vehicle may make a Troop Quality test to spot the
missile’s distinctive puff of smoke.

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62 • Force on Force Ambush Alley
62
their normal Morale check. Figures attacking singly must take
their Morale check with their Morale die reduced by one die
type (i.e., if the figure normally has a Morale of d10, it has a
morale of d8 for the purposes of this Morale check).
If the unit/figure fails the Morale check, it becomes Pinned. If
it passes the Morale check, the attack may continue.
The unit/figure must approach within 2" of the target vehicle
and have line of sight to it to make the attack. Keep track
of the amount of movement used to reach the vehicle, as
this will determine how far away the unit/figure will be able
to move away from the target vehicle before their weapon
explodes (assuming they are not using suicide weapons).
The target vehicle may Interrupt/React if able to do so, as
may other units, within keeping with the normal Overwatch,
Defensive Action, and Reaction rules.
If the unit/figure is able to get within 2" of the target vehicle,
If the vehicle fails the Troop Quality test, it fails to react to the the unit/figure must pass a Troop Quality check to success-
missile and the attack is resolved normally. fully deploy their weapon. If the unit/figure has any movement
left (and is not deploying a suicide weapon), it may move
If the vehicle passes the Troop Quality test, the vehicle may that distance away from the vehicle to avoid being caught in
attempt to suppress the ATGM team and/or evade the missile the ensuing explosion.
by jinking.
Resolve the attack as normal but apply no front/side/rear/
The vehicle may use one of its MGs to suppress the ATGM deck modifiers. The vehicle and any other infantry units
team using the normal Suppression Fire rules. If the ATGM within the weapon’s blast radius (including the unit/figure
team is successfully suppressed, its missile goes out of that placed it) are attacked by the weapon’s Firepower. Other
control and misses the target vehicle. vehicles within the blast radius are not affected.
If the vehicle wishes to jink, it must make one full Cruising Suicide weapons automatically kill their bearers regardless of
Speed move. The ATGM team must make a Troop Quality whether their attack scores any hits on their target vehicle.
Check to maintain lock. If it fails the Troop Quality check, its
missile goes out of control and misses the target vehicle. Suicide attacks by vehicle borne improvised explosive devices
(VBIEDs) are resolved in the same manner, but any success-
A jinking vehicle that is also attempting to suppress an ATGM ful fire attack against the vehicle before it is within range of
team loses an additional die of Firepower. the target vehicle causes the VBIED to explode harmlessly.
A vehicle that jinks once in the turn is treated as if it is jinking
if it is fired upon by ATGMs later in the turn.

Limpet Mines, Sticky Bombs, Suicide Vests & VBIEDs Firepower for Typical Sticky
Some forces use explosive weapons that must be placed Bombs & Suicide Vests
by hand upon a vehicle or carried by a person into close
proximity with a vehicle to have any effect. These weapons Improvised Sticky Bomb: 2d, 2" radius
require a great deal of courage (or desperation) to deploy. Sticky Bomb: 3d, 3" radius
To make an attack with a weapon of this sort, a unit or figure Satchel Charge/Limpet Mine: 4d, 4 radius
must declare at activation that it is making such an attack Suicide Vest: 6d, 6" radius
and which opposing vehicle is the target.
VBIED (car): 8d, 8" radius
The unit/figure must immediately make a Morale check (not
Troop Quality check) to determine if they are willing to go VBIED (pickup or van): 10d, 8" radius
through with the attack. Units making such an attack make

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63
Vehicle Weapons vs. Infantry
Vehicles may engage infantry units with their mounted
weapons. We assume that the vehicle’s gunners know their
AFVs business and switch to the correct type of round to engage
Spotting infantry targets rather than forcing the player to announce
Infantry what sort of round he’ll be using.
Unless otherwise noted, vehicle weapons use the same
World War Two tanks had notoriously poor visibility. number of Firepower Dice against infantry and vehicles.
Crews were forced to peer through grimy periscopes
Being fired at by a tank’s main gun or the scenery-chewing
and vision slits unless their commander chose to
chain-gun of an IFV is a nerve wracking experience. Any
expose himself to sneak a peek out of his command-
er’s hatch – a nearly suicidal act in the close action unit fired on by a main tank gun must make a Morale Check.
seen in most Force on Force games. Their fire was Confident and Low Confidence units fired upon by a vehicle
often directed by other tanks’ machineguns whose weapon with a Firepower of 3+ dice must also make a
tracers were used to point out targets. Morale Check.

An unbuttoned tank (a tank whose commander was When particularly powerful vehicle weapons are fired at
exposed in the commander’s hatch) might have a infantry in buildings, they are more likely to aim at the building
better view of the battlefield, but it was also far more itself rather than the infantry scurrying around inside it. A
vulnerable. In addition to exposing its commander to good hit may well bring the building down around the infantry
gunfire and shrapnel, the open hatch made a prime unit’s ears and flying shrapnel and blast effects are going
target for hand-grenades or allowed close assaulting to make life hard for them even if the building stays up. To
infantry to fire into the tank’s turret, turning it into a reflect this, any weapon with an unmodified Firepower of 4D
bloody bowl of ricocheting bullets. or higher that engages infantry in cover in a structure such
as a building or a bunker will make a Building Destruction
As a result, we assume that all tanks in play on a
Force on Force table are buttoned up unless their check against the structure rather than fire directly at the
controlling player specifically states otherwise. See infantry unit within.
the Tank Commanders – Buttoned Up & Unbuttoned
Infantry Close Assault vs. Vehicles
for rules concerning buttoned and unbuttoned Tank
Infantry who are not equipped with stand-off anti-tank
Commanders.
weapons will sometimes, if desperate enough, attempt
The following rules apply specifically to WWII tanks to take out an AFV by close assaulting it in an attempt to
whose commanders are buttoned up: damage or immobilize it with grenades, Molotovs, gun fire
Infantry moving through or in cover are difficult for a through vision slits, etc. Such attempts are resolved in a
buttoned-up tank to spot. Vehicles can always spot manner similar to ordinary infantry vs. infantry close combat,
infantry that are Exposed and in line of sight, but if any but with a few key differences.
concealing terrain (trees, shrubs, rocks, walls, rubble, Note that the following rules apply only to Class 2+ vehicles.
etc.) is in between the tank and an infantry unit, the Close Assaults against Class 1 (soft-skins and civilian
tank must treat the infantry unit as if it were Hidden vehicles) are resolved as ordinary infantry Close Assaults
(see Hidden Units). Buttoned up tanks may make one – most soldiers would rather dismount and fight than try
attempt to spot infantry per turn, either when the tank to defend themselves while sitting in the back seat of an
is activated or when it takes a Defensive Action. Tanks
armored SUV.
may always attempt to spot infantry units or guns firing
at them, and may react if they succeed in spotting a Infantry attempting to Close Assault a vehicle must be within
target and have Defensive Actions/Reactions left. a Rapid Move of the target vehicle and make a Troop Quality
check to follow through on their intention. Even light armored
Buttoned up tanks may only attempt to spot infantry
units that are actually Hidden when the hidden unit vehicles are intimidating to a man on foot, so the Troop
fires at them. This restriction doesn’t apply to Hidden Quality check is taken with a -1 penalty applied to the die roll
AT or Infantry Guns. (i.e., the unit must roll a 5+).

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64 • Force on Force Ambush Alley
64
The vehicle being assaulted must also make a Troop Quality
check (no penalty applies to this check). If the check is suc-
cessful, it may evade the assault by making a Patrol Move
away from its attackers or attempt to repel the assault with tanks
gunfire, assuming the vehicle is still capable of movement firing on
or fire. infantry
The vehicle’s defensive fire is resolved as normal Fire Combat.
The vehicle may only use one of its machineguns or grenade While World War Two tanks often bristled with
launchers in defensive fire – not its main gun (unless that machineguns, those guns were not, by doctrine,
happens to be a machinegun or grenade launcher, of course). primarily intended for engaging infantry targets. The
If the vehicle is an APC with firing ports or is open topped, up tank commander’s MG, for instance, was primarily
to half the dismounts within may add their Firepower to the intended for use in an anti-aircraft role or to designate
vehicle’s defensive fire. targets for the tank’s main gun. As a result, it was
If the assaulting infantry take casualties from the vehicle’s loaded with a large number of tracers. The Coaxial
defensive fire, they must make a Morale check as usual. A MG on most tanks was more of an aiming aid than
Pinned result aborts the assault. If the unit passes the check, an anti-infantry weapon and, again, was loaded
they may be moved into contact with the vehicle. with a large number of tracers. In most cases, only
the bow gun was truly intended to engage infantry
If the assaulting unit makes it into contact with the target independently of the tank’s main gun. Most WWII
vehicle, they may attack it with a Firepower equal to half their tank MGs were fed by short belts, which limited their
normal Firepower. sustained fire capabilities. As a result, MG fire from a
The assaulting unit does not receive an Optimum Range tank was generally less effective than that laid down
bonus nor do they throw any bonus dice for Close Assault by an infantry MG team.
weapons. The Well Equipped bonus does apply, however, as To reflect these limitations, A WWII tank may only
this indicates the unit has plenty of grenades to devote to make a 3d Firepower attack with its machineguns,
the attack. If the unit is Poorly Equipped, that penalty also no matter what type or how many machineguns
counts. the tank mounts. A tank’s main gun fires with the
If the unit is equipped with purpose built anti-tank weapons, Firepower noted in its vehicle description.
such as AT grenades, limpet mines, sticky bombs, or even
satchel charges, the full Firepower of those weapons may be
added to the unit’s halved Firepower.
If the assaulting unit has scored no “casualties” against the
To resolve the attack, match the assaulting unit’s final
vehicle, it is unharmed. If the infantry unit does cause “casu-
Firepower against the vehicle’s Defense in the same manner
alties,” the Vehicle Damage Chart is consulted with each
as a normal Firepower attack.
casualty counting as a hit against the vehicle. Apply damage
results as normal.
If the vehicle scores casualties against the assaulting infantry,
Infantry Close Assault the infantry unit must make a Morale check. If the unit fails its
AT Weapons Morale check, it must abandon its assault and make a Rapid
Move away from the vehicle at the beginning of the next turn.
Improvised AT (Molotovs, If it passes its Morale check, it may attempt to continue the
Sticky Bombs): +1D assault against the vehicle in the following turn.
AT Grenades: +2D If a vehicle crew Bails Out due to a Close Assault, they are
Limpet Mines: +3D immediately engaged in a regular infantry vs. infantry Close
Satchel Charges: +4D Assault in the following turn. Vehicle crews are normally
armed with pistols or submachine guns.

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This completes the Close Assault against the vehicle for this Vehicle Special Rules
turn. Loading & Unloading Crew & Passengers: A vehicle may
If the assaulting infantry unit failed to damage or destroy not move on the turn it loads/unloads passengers. On the
its target vehicle and wishes to continue the assault in the turn a unit loads/unloads from a vehicle it may not Rapid
following turn, it must make another Troop Quality check. If it move.
succeeds, another turn of Close Assault against the vehicle Technicals: Technicals follow the standard vehicle rules
is fought. If it fails, the infantry unit must move away, making with one exception: Optimal range for weapons mounted on
up to a Rapid Move to get into a position of cover (or out of technicals is not the width of the table. Instead, a technical’s
LOS) from the vehicle. mounted weapons have the normal optimal range for the
Continue to resolve turns of Close Assault until either the weapon type and troop quality of the crew manning it.
vehicle or the unit assaulting it breaks off or is destroyed. This exception to normal mounted weapon rules is meant
Continuing Infantry vs. Vehicle Close Assaults are the first to reflect the haphazard methods by which weapons are
actions resolved at the beginning of each turn. mounted on technicals and their often ad hoc crew’s lack of
Infantry units receive a bonus to their Firepower die for each familiarity with the weapon they’re using.
consecutive round of Close Assault after the first. Up-Armored Softskin: An up-armored softskin vehicle
Vehicles may not engage in any fire other than defensive fire has a Defense of 2d6, rather than just 1d6. In addition,
while being Close Assaulted by infantry. the vehicle is considered “armored” against small arms
fire. Small arms fire may still inflict some damage –
Vehicles may attempt to break off from a Close Assault at the although the Firepower is halved. Round down fractions
beginning of any turn by simply making a patrol move away and if the number of dice is reduced below 1 then the
from their current location. The assaulting infantry unit may attack is ineffective.
“stick” to the vehicle if they are able to make a Troop Quality
check with a -1 penalty to the die roll. If they fail the check Up-Armored AFV: Some AFV variants offer the option
(or don’t opt to make it), the infantry unit simply remains in to up-armor. An up-armored AFV receives +1d Defense.
place. For example a Stryker with slat-armor would have a
Defense of 3d8, rather than 2d8.
Firing into an Infantry vs. Vehicle Close Assault
Fire-or-Move: Weapons or vehicles that are Fire-or-
Units who see a friendly AFV crawling with enemy infantry
Move may only fire when it is stationary. It may not fire
may fire into the Close Assault to attempt to break it. Such
on the same turn that it move, or move on the same turn
fire takes place after the round of Infantry vs. Vehicle Close
that it fired.
Assault has been resolved for the turn.
Amphibious: Vehicle may cross most water obstacles
The Firepower attack is resolved normally, but the unit
at Patrol Speed (scenarios will designated what water
assaulting the vehicle may only claim a Body Armor bonus
obstacles may or may not be crossed by regular and
to their defense – they are too distracted to make proper use
amphibious vehicles).
of cover and concealment.
As long as the weapons used in the attempt to “scrub” the
assaulting infantry off the vehicle are incapable of harming the
vehicle itself, only assaulters may be harmed by the attack. If
weapons powerful enough to harm the infantry are used, an
attack is resolved against both the assaulting infantry and the
vehicle they are assaulting.

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Vehicle Design Guidelines
In the base Ambush Alley rules, we assumed that vehicles
would most likely only be used on the Regular side, apart
from the odd technical. Force on Force scenarios, however, Vehicle
are likely to pit armor supported infantry teams against one Design
another, so it was necessary to revisit the vehicle combat Guidelines
mechanics.
Guidelines for Setting
In the basic rules, we linked specific Defense dice to each WWII Vehicle Defense
class of vehicle. The better the vehicle’s battle survivability,
the more and larger Defense dice it threw. This generaliza- • Protected (Class 1: 2d6) 251, M3 HT etc.
tion worked well as long as all vehicles represented were • Light (Class 2: 3d6) Stuart, T60/
based on a contemporaneous norm, but when mixing AFVs T70, SU76, Marder family
from different generations, the argument that “a tank is a • Medium (Class 3: 3d8) M4 Sherman, Panzer
tank is a tank” becomes a little strained. III, Panzer IV (late), T34, Churchill, Mk.III/V
To represent “generational differences,” obsolescence, • Heavy (Class 4: 4d10) Panther, Jumbo, Tiger,
T26E3, JS/KV family, Churchill Mk.VII
and just plain old variations in quality, we’ve made the link
between vehicle class and Defense die a little more flexible. • Extra Heavy (Class 4: 5d12)
As a general guideline, obsolescent vehicles suffer a shift Koenig Tiger, Jagdtiger
down in Defense die type and may also have one Defense • Side or applied armor (Tracks, sandbags,
die less than an analogous modern vehicle. Side skirts) +1 dice until first hit
• Side and rear armor is -1 die
Tanks require a bit more adjustment – smaller tanks have
one less Defense die than larger “Main Battle Tanks” and • AFV deck armor is -2 dice
tanks with superior armor, such as chobham or advanced Guidelines for Setting WWII
spaced armor or which have been significantly (and Vehicle Firepower
effectively) “up-armored” receive an extra Defense die.
• All Class 0 weapons throw 2d vs.
infantry and soft skin vehicles only.
Guidelines for Guidelines for
Setting Modern Setting Modern • All Class 1 weapons throw 3d.
Vehicle Defense Vehicle Firepower • Class 2 weapons:
• Class 1: 1d6 • All Class 0 weapons • Class 2 (3d) Light Guns up to 25mm
• Class 2: 2d8 throw 2d vs. infantry and
• Class 2 (4d) Light guns up to
• Class 3: 3d10 soft skin vehicles only.
• Class 4: 4d12 57mm/6Pdr and German 7,5cm L/24
• All Class 1 weapons
• Obsolete armor types throw 3d. • Class 3 weapons:
shift down 1 die type, • Class 3 (3d) Medium guns of low velocity,
• Class 2 weapons:
but never lower than d6 up to 76mm, 25 pdr… PIAT, Bazooka
• Smaller than
• Vehicles that are smaller • Class 3 (4d) High Velocity guns of 75mm
25mm: 3d up to 90mm, PzFaust, Pzschreck
than their type or known
to be poorly designed • 25mm or larger: 4d • Class 3 (5d) High Velocity very long
lose 1 Defense die. • Class 3 weapons: 8,8cm L/71 and 122 and 128mm guns
• Advanced composite
• Up to 105mm: 3d
and spaced armors
gain 1 Defense die. • Up to 120mm: 4d
• Up-armored vehicles • 120mm or larger: 5d
gain 1 Defense die.
• Side and rear
armor is -1 die
• AFV deck armor is -2 dice

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67
Guns
Some forces make extensive use of towed guns, either Using Guns
anti-tank guns or “infantry” guns (so called for their deploy-
Placement and Movement of Guns
ment by and use against infantry). Such guns were particularly
Most scenarios will indicate where guns should be placed on
popular during the Second World War, where all combatants
the table. As a general rule, guns may be placed in the open,
involved used a wide variety of guns.
in Light to Average Woods, in gun pits, or anywhere else a
In game terms, a gun is very much like a vehicular weapon gun would fit and still have a clear LOS to targets.
sans vehicle. They tend to have many of the firing properties
of a tank’s main gun, but none of its mobility. Still, they can Guns are placed at the beginning of the game and may only
be very useful under the right circumstances. be moved if they have a vehicle (or draft animals) available to
transport them or if they are small enough to be manhandled.
Otherwise they must remain where placed for the duration of
Types of Guns
Guns generally fall into one of two categories (although there the game, although their facing can be adjusted up to 45° per
is some overlap): Anti-tank guns or infantry guns. turn (or more/less, as indicated by the gun’s write-up).
Guns that can be manhandled may be moved up 4 per turn.
Anti-Tank Guns
Anti-Tank (AT) Guns are, not so surprisingly, guns designed to Firing Guns
kill tanks. They are generally long barreled and fire something Guns may be fired like any other weapon system, either as
akin to the round deployed by the AFVs they hunt. AT-Guns part of a gun unit’s activation or as part of a Reaction or
can be very successful against AFVs, especially when sited Defensive Action. Guns may only fire once per turn.
in a camouflaged ambush position. Many AT-Guns fire Armor
Piercing (AP) rounds that are virtually useless against infantry Firing at Guns
formations. Some AT-Guns are capable of firing AT rounds While guns may be as powerful as the weapons mounted on
and High Explosive (HE) rounds that are more useful against AFVs, their crews are woefully exposed to enemy fire. Any
infantry targets. fire at a gun has a chance of disabling it or slaughtering its
Anti-Tank Guns have the same firepower as the equivalent crew.
tank gun. Attacks against the gun itself are resolved in the same manner
as an attack against a vehicle, except that any result other
Infantry Guns
than PING on the Vehicle Damage Chart indicates that the
Infantry Guns are light guns intended to give extra punch to
gun is destroyed. Guns have a Defense of 2d8 and a Survival
front-line units. They are generally shorter barreled and fire
explosive rounds that are largely ineffective against tanks. rating of d8 unless otherwise noted in their description.
Some infantry guns can be broken down into small, packable Any time a gun is fired at, its crew is also struck by an attack
pieces and are referred to as “Pack Guns” or “Mountain with the same Firepower, reduced by one die. The attack is
Guns.” resolved in the same manner as an ordinary Firepower attack
While widely used in World War Two, Infantry Guns have against infantry. The gun crew can claim whatever cover their
mostly fallen into disuse in modern armies. Organic weapons gun position grants them. If the gun has a gun-shield, they
such as grenade launchers, shoulder launched missiles, and may claim Solid Cover if their position doesn’t already grant
the weapon systems mounted on modern IFVs and APCs that bonus.
have rendered the Infantry Gun largely obsolete. If a gun crew takes casualties, it must make a Morale check
Smaller Infantry Guns are classified as Medium Support and abide by the results just like any other infantry unit. If
Weapons, while larger ones are considered Heavy Support more than half of the gun crew become casualties, the gun
Weapons. Infantry Guns are Intimidating Weapons. may no longer fire.

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68 • Force on Force Ambush Alley
68
Helicopters & Heliborne Operations
LZs & EZs It may once again be engaged by ground fire and may react
The most basic form of heliborne operations sees helicopters with Suppression fire only. Helicopter damage results are
used as buses. They ferry troops into the battlespace, land, applied normally. Once the helicopter has survived all ground
unload them, and then fly off, perhaps to return later and fire directed against it (and reacted to that fire, if desired), it
carry the infantry back out of the battlespace. Operations is removed from the table. It may not buzz around over the
of this sort are iconic of the war in Southeast Asia, but are board engaging ground targets like some sort of disposable
seen to this day in situations where local air defense doesn’t “gunship lite.”
render them suicidal. Helicopters ferry units off the table in a similar manner, often
Most scenarios begin with any heliborne infantry already on as part of medevac operations. Extraction zones (EZs) are
the ground, but others may call for one or more helicopters identified in the scenario and helicopter(s) must land at the
to land and dismount troops on the table. The scenario EZs on the turns dictated by the scenario. While landing at an
will indicate the location of the landing zones (LZs) the EZ, a helicopter is vulnerable to ground fire and may react to
helicopter(s) must use for landing. Helicopters must land on it as described above.
the turn indicated in the scenario – “slicks” or lightly armed After landing, infantry may board the helicopter in the same
helos don’t roam around over the battlespace looking for manner described for boarding land vehicles. The helicopter
ground targets to engage. They get in and out as quickly as must spend a turn on the ground to load passengers and is
possible. vulnerable to fire as described for landed helicopters above.
On the turn that a helicopter is landing, it is vulnerable to On the following turn, the helicopter must depart the board
ground fire. The landing chopper may react to the ground and is again subject to ground fire.
fire, but may only use Suppression Fire against ground units
due to the difficulty of accurately aiming door-gun in a jinking,
shuddering helicopter.
Fast Rope Insertions
Air mobile troops often utilize fast rope insertions to enter
If the helicopter is fired at and suffers any result other than the battlespace. A helicopter shuttles the troops to their drop
“CRASH,” it is able to land more or less safely and dismount point and hovers while they slide down ropes to the ground.
its troops. While on the ground, the helicopter may not use Once the troops are landed, the helicopter either withdraws or
its own weapons and must rely on the perimeter established goes into orbit to provide additional perimeter security.
by its dismounts to protect it.
Performed well, this maneuver can be accomplished very
If the landing chopper is engaged by ground fire and suffers quickly – but it does leave the helicopter a motionless target
a “CRASH” result, it crash lands on the LZ. Each figure on while the troops disembark.
board must make a successful Troop Quality check to avoid
The following rules describe fast rope insertions in game
becoming a casualty.
terms:
Once the helicopter is on the ground and its troops have
Place a marker indicating the point that the troops are dis-
been dismounted, it may still be engaged by opposing units
embarking from the helicopter. All figures in the fast roping
with a line of sight to the aircraft. Stationary helicopters on
unit must be placed within 4 of this marker. This represents
the ground make easy targets and may even be engaged by
their landing perimeter. If you are using a helicopter model,
troops armed with nothing but Small Arms. If fire at a landed
you can use its flight stand instead of a marker (helicopter
helicopter results in a “CRASH” result, the helicopter is too
models are not required for play – but they definitely look
damaged to lift off again and is considered disabled and lost.
nice on the table).
No other results have any effect on the landed chopper.
Helicopters carrying a single squad may disembark them all
Unless the helicopter crash landed or is disabled on the ground,
in a single turn. Helicopters carrying multiple squads may
it will depart the table at the beginning of the following turn.

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Ambush Alley Force on Force • 69
69
disembark one squad per turn (note that we are referring to
squads here, not fireteams).
Units fast roping on to the table may do nothing on their first
turn but establish their perimeter. They may not move unless
forced to Pull Back. They may only React by returning fire.
On the turn that infantry disembark, their helicopter transport
is in jeopardy from ground fire. To resolve ground fire against
a helicopter making a fast rope insertion, use the Ground
Fire rules.
Note that helicopters may actually land to disembark their
passengers in the same manner, but are susceptible to
ground fire on the turn they land their troops and the turn
they lift off.See LZs & EZs.
Alternate Ground Fire – Ambient Fire
Ground Fire If players want to reflect a more hazardous air-space for heli-
When helicopters are operating low and slow, as during a copter operation, they may opt to use “Ambient Ground Fire”
fast rope insertion or gun run, they’re subject to infantry fire instead of the direct ground fire previously described.
from the ground – ground fire. In reality, most troop transport
helicopters can be damaged by small arms fire, but for game Ambient ground fire simulates a mass of fire being thrown
purposes, helicopters can only be damaged or downed by up at aerial targets from all directions – and not simply from
RPGs or other Medium to Heavy Support Weapons. units on the table.
Helicopters are only subject to ground fire when they are Each time a helicopter makes a gun run, performs a fast rope
disembarking troops or when they are making a low-level insertion, or lands/lifts off, it is subject to an attack using xD8
“gun-run.” firepower. The more overwhelming the ground fire, the larger
a number “x” represents.
Ground fire against helicopters is resolved in the same manner
as regular anti-vehicle fire, although all fire against aerial Here are some guidelines for Ambient Fire:
targets receives a -1 firepower die penalty. Even hovering in • Sporadic or random ground fire from
place, a helicopter is a difficult target. Helicopters also have mixed small arms: 2d8 Firepower
their own damage result chart.
• Steady, directed ground fire from mixed small
Vehicles equipped with Air Defense Radars or using purpose arms and shoulder fired rockets: 4d8.
built Air Defense Weapons do not suffer from the -1 Firepower
penalty for aerial targets. • Overwhelming sheets of small arms and rocket
fire or ground troops armed with purpose built
Units with a helicopter in sight may fire at it. Helicopter gun ground to air anti-aircraft weapons: 8d8
crews may react to ground fire, but it is more difficult for
them to locate and engage ground targets while disembark- If Ambient Ground Fire is used, ground units on the table
ing troops. Reduce the crew’s Troop Quality die by one class may not fire directly at aerial targets – their fire is assumed to
when reacting to ground fire while disembarking troops (i.e., have contributed to the Ambient Fire firepower.
a Troop Quality of d8 is reduced to a d6). The -1 firepower die modification does not apply to Ambient
Helicopters may only engage targets to their sides unless Ground Fire.
they are equipped with a chin gun. If a gun is mounted on the Ambient Fire is an optional rule and must be agreed on prior
right side of the helicopter, it may only react to interruptions to the start of play.
from the right side and vice versa. Helicopters may not rotate
while disembarking troops or making a gun run. Helicopters In extreme circumstances, Ambient Fire could also be applied
Reacting to ground fire while landing troops may only use to any moving vehicle – or even moving squads of infantry.
Suppression Fire. We don’t recommend this, however, as it tends to be quite
lethal!

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Helicopter Damage Effects
If hits are scored against a helicopter, use the same procedure Helicopter Damage Chart
described for regular anti-vehicular fire and consult the table
1 HIT 2 HITS 3 HITS 4+ HITS
at right.
1 PING ½ FP Dice Jink! Withdraw
2 ½ FP Dice Jink! Withdraw Withdraw
Helicopter Gun Runs 3 ½ FP Dice Withdraw Withdraw CRASH
Due to their relative stability as a gun platform, helicopters
are capable of making devastatingly accurate strafing runs 4 Withdraw Withdraw CRASH
against ground targets. They are also capable of performing 5 Withdraw CRASH
relatively slow orbits around a target while hammering it with 6 CRASH
their side-mounted weaponry. Gun runs are as inspiring to PING – No damage but make a Morale Check or Jink.
regulars as they are disheartening to insurgents.
½ FP Dice – The Firepower for all the aircraft’s weapons
Gun runs may occur when certain Fog of War cards are is cut in half. This may represent damage to weapon
drawn or if the Regular player has helicopter Asset Cards. systems, injuries to gunnery crew, or damage to the
aircraft that renders it an unstable gun platform.
There are two types of gun runs: Linear and Orbital. Linear
Jink – The aircraft jinks violently to avoid fire
gun runs are slashing attacks across the table, while orbital
and may make no further attacks this turn.
gun runs involve the helicopter circling a given point on the
table and engaging all nearby units. Withdraw – The aircraft withdraws from the airspace
for the rest of the turn. It must make a successful
Linear gun runs are most often executed by actual “gunships,” Morale Check to return on a following turn.
while orbital gun runs are generally used by transport heli- Crash – The aircraft limps away and crashes. Assume that
copters with side-mounted door guns. any disembarking troops make it to the ground safely at
the LZ designated in the scenario. Unless the scenario
Requesting a Gun Run dictates otherwise, the helicopter crashes off the table.
Any unit with a Combat Air Controller (CAC) attached or
which has the inherent ability to act as a CAC (USMC Scout/
Snipers, for example) may attempt to call for a helicopter gun indicates helo support is available). In a pinch, a Squad or
run once per turn (assuming the scenario or an Asset card even Fireteam Leader may also attempt to call for a gun run.
Units calling in a gun run may not move on the turn they are
guiding the gunship on target.
Calling In a Helicopter To call for a gun run, the unit must have the proposed target
Gun Run in line of sight and must pass a Troop Quality Test. The Troop
A CAS must have the target in sight Quality Test may be modified.
and pass a Troop Quality Test. A force may only attempt to call in one gun run per turn. It is
The following modifiers apply: too hazardous to have more than gunship making a run in an
area as small as that represented by a Force on Force table.
CAS is a Squad or Fireteam Leader
without extensive training: -1 Note that these rules may or may not apply to gun runs
available to a player through a Fog of War or Asset card –
CAS has laser targeting device: +1
In some cases, the method used to call an airstrike will be
CAS has priority for air support described on the card itself.
(indicated by scenario): +1
The Danger Close rules may apply to gun runs called in too
CAS has spotty radio reception close to a friendly ground unit.
(indicated by scenario): -1
CAS is working with unfamiliar
aircraft (indicated by scenario): -1

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Ambush Alley Force on Force • 71
71
Executing a Linear Gun Run Following an orbital gun-run, all units in the same force as
To represent a linear gun run on the table, nominate an entry the aircraft take any Morale checks for the rest of the turn
point along one of the table edges and exit point on any other with their Morale die raised by one level, i.e., if their Morale
table edge. The gun run will engage all enemy units within 4 die is usually a d8, it is a d10 for the rest of the turn.
of the line connecting the exit and entry points.
Helicopters performing an orbital gun run do not receive any
Vehicles attacked by a Linear Gun Run are particularly vulner- extra Defense dice, but ground units firing at them still lose
able because AFV deck armor is relatively thin. To reflect this, one Firepower die.
vehicles attacked by a Linear Gun Run suffer a -2 Defense
Die penalty (i.e., a vehicle that usually has Defense of 5 dice Danger Close
would only have a Defense of 3 dice against a Linear Gun “Danger Close” is a term used to describe incoming fire that is
Run). likely to cause casualties among friendlies as well as hostiles.
Danger Close fire is usually reserved for situations so dire
The gun run may be interrupted by friendly units. Helicopters that the alternative to a few casualties is the loss of an entire
will not fire on enemy units that are within 4 of a friendly unit unit.
unless the unit’s player voluntarily choose to do so to fire on
enemy in close proximity – see the Danger Close rule. In game terms, the Danger Close rules are applied any time
indirect fire or aerial fire is directed at a target within 4 of a
Helicopters executing a linear gun run receive an additional friendly unit.
Defense die. Remember, too, that units firing an aerial unit
lose one Firepower die. When friendly units are within 4 of indirect or aerial fire, a
Danger Close check must be made to determine if those units
All units engaged by a linear gun run must make a Morale suffer any casualties. To perform the check, the opposing
Check. Units that take casualties make their Morale Check player will roll a d10 and note the score. The friendly player
with their Morale die reduced by one level, i.e., if their Morale makes a standard Troop Quality check for the unit from
die is usually a d10, it is reduced one level to d8. which the Danger Close fire originates (if their Quality isn’t
Following a linear gun-run, all units in the same force as the specified by the scenario, assume they are Trained/d8). If the
aircraft take any Morale checks for the rest of the turn with Quality Check roll is a 4+ and higher than the d10 roll of the
their Morale die raised by one level, i.e., if their Morale die is opposing player, the friendly unit takes no casualties. If the
usually a d8, it is a d10 for the rest of the turn. roll was less than 4 or less than the opposing player’s d10
roll, then the results of the friendly fire are determined just as
Executing an Orbital Gun Run if it were an enemy unit.
To represent an orbital gun run, nominate a spot on the table
Note that the original target of the Danger Close fire is still
to be the center of the gun run orbit. All enemy units within 8"
attacked, meaning that both sides may take casualties if the
of this point may be engaged by the circling helicopter.
Danger Close check is failed.
The helicopter may not fire within 4 of units, unless their
Being on the receiving end of friendly fire is very dishearten-
player volunteers to risk his troops to friendly fire – see
ing. Any unit struck by friendly fire as the result of a Danger
Danger Close.
Close attack suffers an immediate one level drop in Morale,
Vehicles attacked by an Orbital Gun Run are particularly i.e., from a Morale of d10 to d8. This Morale drop will remain
vulnerable because AFV deck armor is relatively thin. To in place till the end of the next turn.
reflect this, vehicles attacked by a Orbital Gun Run suffer a -2
Defense Die penalty (i.e., a vehicle that usually has Defense
of 5 dice would only have a Defense of 3 dice against a
Orbital Gun Run).
All units engaged by an orbital gun run must make a Morale
Check. Units that take casualties make their Morale Check
with their Morale die reduced by one level, i.e., if their Morale
die is usually a d10, it is reduced one level to d8.

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72 • Force on Force Ambush Alley
72
Example Helicopters

AH-64 Apache

AH-6 Little Bird

Defense: 3d10
Survivability: d10
Crew: 2
Multi-Role Mission:
Starboard Wingtip: 2 x ATAM: Special / 5d vs. aerial targets only
Starboard Wing: 4 x Hellfire: Heavy Support / 5d Defense: 4d8
19 x FFAR: Medium Support / 4d (May be salvo fired once Survivability: d8
for a single 10d attack) Crew: 2 + 4
Port Wingtip: 2 x ATAM: Special / 5d vs. aerial targets only Firepower:
7.62mm Gatling Gun: 4d
Port Wing: 4 x Hellfire: Heavy Support / 5d
19 x FFAR: Medium Support / 4d (May be salvo fired once
Rocket Pod: 4d
for a single 10d attack)
Chin: 30mm Chain Gun: Heavy Support / 4d 
Close Support Mission
Starboard Wingtip: 2 x ATAM: Special / 5d vs. aerial targets MH-60 Black Hawk
only
Starboard Wing: 8 x Hellfire: Heavy Support / 5d
Port Wingtip: 2 x ATAM: Special / 5d vs. aerial targets only
Port Wing: 8 x Hellfire: Heavy Support / 5d
Chin: 30mm Chain Gun: Heavy Support / 4d
Ground Suppression
Starboard Wingtip: 2 x ATAM: Special / 5d vs. aerial targets only
Starboard Wing: 38 x FFAR: Medium Support / 4d (Each pod Defense: 3d8
may be salvo fired once for 10d each) Survivability: d8
Port Wingtip: 2 x ATAM: Special / 5d vs. aerial targets only Crew: 3 + 15
Port Wing: 38 x FFAR: Medium Support / 4d (May be salvo Firepower: 2 x M136 Miniguns
fired twice, 10d each) (1 per side): 4d
Chin: 30mm Chain Gun: Heavy Support / 4d

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Ambush Alley Force on Force • 73
73
Close Air Support
Ground Fire Against
Fixed Wing Aircraft
Combat against fixed wing aircraft (airplanes) are resolved in
much the same manner as attacks against helicopters, except
warplanes can only be engaged by Air Defense Weapons.
Warplanes can only be attacked from the ground while making
an attack against ground targets.

Air Defense Weapons


Fixed wing aircraft, even slow ones, are difficult to hit from
the ground without the aid of sophisticated radar-assisted
targeting systems. Troops armed with small arms or ordinary
support weapons have no real chance of downing a modern
plane. Only purpose built air defense weapons may engage
fixed wing aircraft.
Even troops with advanced man-portable missiles have a
hard time scoring a hit. Vehicle mounted Air Defense Artillery
or missile systems have a greater chance of success against
warplanes.
Fixed wing aircraft have flown close air support for infantry
Unless stated otherwise, air defense weaponry may not be
units since World War Two and have proven to be a potent
fired against ground targets.
ally to their muddy friends on the ground. The following rules
describe how Close Air Support (CAS) works in Force on
Force – and, on the opposite end of the spectrum, how air
defense assets try to knock marauding aircraft out of the Example Air Defense Weapons
sky. Shoulder-Fired Missile: 3d
Most fixed-wing air support operations in Force on Force Small AA Guns: 4d
come in the form of “fast burners,” F15s or F16s which Medium AA Guns: 5d
streak over head, attack from high altitude and vanish before Heavy AA Guns: 6d
the enemy knows what hit them. AA Missile Batteries: 7d
Some fixed wing CAS flights take the form of aircrafts that
are lovingly described as “low and slow.” Workhorses like the
Fixed Wing Aircraft Defense and Survivability
A10 Warthog or AC130 Spectre Gunship can loiter over the
Force on Force is not an air-war game. It’s not our ambition
battlefield longer and their lower-speed passes allow them to
to catalog the hundreds of warplanes that have flown the
unleash devastatingly precise strafing runs on enemy infantry
unfriendly skies since Roland Garros fit deflectors to his
and AFV formations. Unfortunately, the same relatively stately
propeller and had a go at the Germans. Instead, we’ll present
pace that makes these aircraft so deadly also makes ground
you with a set of flexible, generic attributes that you may
fire against them more effective.
combine to simulate your favorite aircraft along with some
Fixed wing aircraft will not engage hostiles near friendly example aircraft to use as a baseline.
troops unless they are guided on target by a specially trained
Combat Air Controller (CAC).

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Aircraft Defense
An aircraft’s Defense rating depends on a combination of
factors: How maneuverable is it? How fast? How sophisti- Aircraft Characteristic
cated are its countermeasures? Is it stealthy? Defense Bonuses
All aircraft have a basic Defense of 3d. An aircraft’s Defense Aircraft is Not Agile: -1d
may be increased or decreased if it has exceptional or poor Aircraft is Agile: +1d
characteristics. No aircraft can have a Defense lower than 1d. Aircraft is Slow: -1d
Aircraft is Fast: +1d
Aircraft Survivability Aircraft has Poor Countermeasures: -1d
Aircraft Survivability can be broken down into broad Aircraft has Good Countermeasures: +1d
categories: Aircraft has Superior Countermeasures: +2d
Civilian Aircraft, Scout Plane: d6 Aircraft utilizes Stealth Technology: +2d
Typical Warplane: d8 Aircraft Attacks from Very High Altitude: +2d
Extremely Robust Warplane: d10 No aircraft may have a Defense lower than 1d.
Large Bombers: d12

Example Aircraft
F-16 Fighting Falcon
A-10 Thunderbolt
Defense: 6d (Agile, Fast, Good Countermeasures)
Defense: 4d (Agile, Slow, Good Countermeasures)
Survivability: 8d
Survivability: d10
F-22 Raptor
AC130 Spectre Gunship
Defense: 9d
Defense: 3d (Slow, Good Countermeasures)
(Agile, Fast, Superior Countermeasures, Stealth Tech)
Survivability: d8
Survivability: d8

Fixed Wing Aircraft Damage Effects


If hits are scored against a warplane, use the same procedure
Fixed Wing Aircraft described for regular anti-vehicular fire and consult the table
Damage Chart to the left.
1 HIT 2 HITS 3 HITS 4+ HITS
1 PING ½ FP Dice Jink! Withdraw Airstrikes
2 ½ FP Dice Jink! Withdraw Withdraw Fixed wing aircraft have an inordinate amount of firepower
3 ½ FP Dice Withdraw Withdraw CRASH which they are able to deliver with devastating and demoral-
4 Withdraw Withdraw CRASH izing effect against ground forces. Just the proximity of an
5 Withdraw CRASH airstrike can shake the morale of nearby units.
6 CRASH Airstrikes may occur when certain Fog of War cards are
PING – No damage but make a Morale Check or Jink. drawn or if a player has fixed wing Asset Cards.
½ FP Dice – The Firepower for all the aircraft’s weapons There are three types of Airstrikes: Bombing Runs, Strafing
is cut in half. This may represent damage to weapon runs, and Orbital Gun Runs. Bombing Runs deliver a single
systems, injuries to gunnery crew, or damage to the devastating attack to a specified target on the battlefield,
aircraft that renders it an unstable gun platform. while Strafing Runs are long, slashing gun attacks across
Jink – The aircraft jinks violently to avoid fire the battlefield. Orbital Gun Runs can only be performed by
and may make no further attacks this turn. gunships with side mounted weaponry (such as the AC130)
Withdraw – The aircraft withdraws from the airspace and involve the aircraft orbiting a central point and pouring
for the rest of the turn. It must make a successful fire onto it.
Morale Check to return on a following turn.
Crash – The aircraft limps away and crashes off table.

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Ambush Alley Force on Force • 75
75
Requesting Air Support
Any unit with a Combat Air Controller (CAC) attached or
which has the inherent ability to act as a CAC (USMC Scout/ Calling In an Airstrike
Snipers, for example) may request air support once per turn, A CAC must have the target in sight
assuming the scenario or an Asset Card indicates Close Air and pass a Troop Quality Test.
Support is available. The following modifiers apply:
Units requesting air support may not move on the turn they CAC has laser designator: +1
are guiding air assets on target.
CAC has priority for air support
To call in an airstrike, the unit must have the proposed target (indicated by scenario): +1
in line of sight and must pass a Troop Quality Test. The Troop
Quality Test may be modified.
CAC has spotty radio reception
(indicated by scenario): -1
A force may only attempt to call in one airstrike per turn. It
CAC is working with unfamiliar
is too hazardous to have more than one aircraft attempting a
aircraft (indicated by scenario): -1
strike in an area as small as that represented by a Force on
Force table. The type of strike must be designated when the Airstrike arrives at beginning of
request for air support is made (strafing run, bombing run, NEXT turn unless unit has priority air
orbital gun run). Air support may also be pulled at any time support. With priority air support,
as assets are redirected to higher priority targets or aircraft airstrike arrives immediately after suc-
run low on fuel or munitions. cessful request for air support.
Executing a Strafing Run On an unmodified die roll of 1, air
To represent a strafing run on the table, nominate an entry support is no longer available.
point along one of the table edges and exit point on any other
table edge. The gun run will engage all enemy units within 6"
of the line connecting the exit and entry points. The Firepower of the Strafing Run is defined by the air support
Asset Card in play.
Vehicles attacked by a strafing run are particularly vulner-
able because AFV deck armor is relatively thin. To reflect Executing an Orbital Gun Run
this, vehicles attacked by a strafing run suffer a -2 Defense Orbital Gun Runs are resolved in the same manner as
Die penalty (i.e., a vehicle that usually has Defense of 5 dice described for helicopters.
would only have a Defense of 3 dice against a strafing run).
Orbital Gun Runs are, by their nature, performed by gunships
The strafing run may be interrupted by friendly units. Aircraft with side mounted weapons, such as the AC130 Specter
will not fire on enemy units that are within 4 of a friendly unit Gunship. Most gunships will not operate in daylight hours
unless the unit’s player voluntarily choose to do so to fire on or in areas with significant Air Defense assets. At night, the
enemy in close proximity – see the Danger Close rule. slowly orbiting gunships are virtually invulnerable to ground
Aircraft executing a strafing run receive an additional Defense fire, but during the day they become juicy targets for units
die. Remember, too, that units firing at an aerial unit lose with man-portable surface-to-air missiles.
one Firepower die unless equipped with specialized Anti-Air To represent this, units firing at gunships at night lose another
weapons. two Firepower dice – for a total of three. While units firing
All units engaged by a strafing run must make a Morale anti-aircraft weapons at gunships during daylight hours gain
Check. Units that take casualties make their Morale Check two dice.
with their Morale die reduced by one level, i.e., if their Morale Example 1: A unit armed with a shoulder launched sur-
die is usually a d10, it is reduced one level to d8. face-to-air missile fires at an orbiting gunship at night.
Following a strafing run, all units in the same force as the The missile team normally has a firepower of 6, but
aircraft take any Morale checks for the rest of the turn with since they are firing at an aircraft and do not have radar
their Morale die raised by one level, i.e., if their Morale die is assistance, they lose one die of Firepower, bringing it
usually a d8, it is a d10 for the rest of the turn. down to 5. They’re also firing a gunship at night, so they

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76
lose an additional 2 dice, bringing their Firepower down
to 3.
Example 2: The same unit above is firing at a gunship
during daylight hours. They still lose 1 Firepower die
for firing at an aerial target, bringing them down to
a Firepower of 5, but they gain 2 dice for firing at an Close Air
orbiting gunship in the daylight, so their final Firepower Support
is 7.

Bombing Runs World War Two saw the birth of Close Air Support.
To perform a Bombing Run, the player controlling the aircraft
The proliferation of radio communication allowed
designates a target point on the table for the bomb to hit.
infantry units to point out ground targets to “angels”
Remember that the Danger Close rule applies to Bomb Runs
circling above the battlefield and aircraft often
when choosing the target point. The ordinance available to
roamed the skies independently hunting tanks, trains,
drop is determined by the air support Asset Card in play.
convoys, and unlucky concentrations of infantry.
The effects of the strike vary according to the ordinance
selected: The process and capabilities of Close Air Support
in WWII differed in some ways from those of today,
JDAM (Joint Direct Attack Munition) however, and those differences are described in the
JDAMs are devastating to structures they strike or to infantry following rules.
or AFVs caught within their blast. JDAMs range in size from
250 pounds to massive 2000 pound bombs. In an area of The process for calling in the strike is the same
as those for contemporary games, although WWII
engagement of the size represented by a typical Force on
units obviously won’t have laser designators and
Force game, no JDAM above 500 pounds would normally be
spotty radio communications is the norm unless the
deployed. The effects of 250 pound and 500 pound JDAMs
scenario states otherwise.
are described below:
Only units with equipped with radios and possessing
250lbs Limited Effect JDAM
the frequencies for assigned CAS assets may call for
This is probably the most commonly used JDAMs. Its
an air strike.
destructive effects are limited, allowing it to be deployed
against vehicles or target buildings without undue collateral Since air control and target acquisition weren’t as
damage. sophisticated in WWII as today, the Danger Close
distance is extended from 4 to 8.”
The 250lbs JDAM has a Firepower of 8d and strikes all units
within 4 of the designated target point. Air Strikes in WWII are limited to Strafing Runs and
Bomb Runs. Gunships with side-mounted weapons
500lbs JDAM
were not yet in use, so Orbital Gun Runs are not
Larger and more destructive than its 250lbs sibling, the
allowed.
500lbs JDAM can be devastating to buildings and AFVs.
Its larger kill-zone makes it more dangerous to use in close Strafing Runs and Bombing Runs are resolved in the
proximity to friendly troops, however. same manner described for modern air-strikes, but
Bombing Runs are limited to using gravity bombs.
The 500lbs JDAM has a Firepower of 12d and strikes all units
within 8" of the designated target point. The Firepower of the Strafing Run and Bombing Runs
are defined by the air support Asset Card in play.
Multi-Purpose Cluster Bombs
Anti-infantry cluster bombs scatter many individual bomblets
over a wide area. These bomblets generally explode a little
above the ground, raining shrapnel down on exposed infantry by cluster bombs. Vehicles and Infantry units inside buildings
units with devastating effect. Multi-Purpose Cluster Bombs are not subject to attack by this ordinance. Exposed vehicles
attack all infantry units and vehicles within 8" of their impact suffer a -2 die defense penalty for being attacked from
point with a Firepower of 4d10. Buildings are not damaged above.

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Ambush Alley Force on Force • 77
77
Off-Board Artillery
Some scenarios grant one or both sides access to off-board the fire mission request may not add their Firepower to any
artillery. Off board artillery may take the form of anything from attacks made by their unit. They are too busy on the radio to
light mortars to a prolonged missile barrage. While the effects shoulder their rifle.
of various artillery strikes will vary, the methods for governing
To call in a fire mission, the unit/FO must have the proposed
them are the same. Artillery, regardless of what form it takes,
target in line of sight and must pass a Troop Quality Test.
must be requested by a spotter who must have a clear line of
The Troop Quality Test may be modified by various factors
sight to the target to be bombarded.
described below.

Spotters & Forward Observers The requested salvo will arrive immediately after the success-
Before artillery of any form can splash onto the board, a spotter ful request for fire.
or Forward Observer (FO) must radio the appropriate artillery To avoid confliction, artillery can never be called on the same
unit, request a fire mission, and provide fire control with the turn as a friendly air strike or heliborne operation.
correct coordinates for the target.
The Danger Close rules may apply to fire missions called in too
Unless noted otherwise by a scenario, any regular unit with a close to a friendly ground unit.
leader may request an artillery fire mission, assuming assets
are available. Forward Observer figures or teams may also Note that these rules may or may not apply to fire missions available
request fire missions. to a player through a Fog of War or Asset card – the method used
to call a fire mission will be described on the card itself.
Calling for a Fire Mission
Only ONE fire mission request may be attempted per artillery Resolving a Fire Mission
asset per turn. So, for instance, if one force had a light mortar To resolve a fire mission, designate a center point of impact for the
unit and a light artillery unit as assigned assets, they could incoming salvo. All infantry units and soft-skin vehicles within the
make two fire mission requests: one for the mortars, and one salvo’s impact radius take an attack using the salvo’s Firepower.
for the light artillery. Some artillery barrages will also affect AFVs within the radius.
A unit with a forward observer attached may not move while the Unless stated otherwise in a scenario, artillery salvos use
observer is calling in a fire mission, but they may fire normally a Troop Quality of Trained (D8). The radius and effect of the
or even go on Overwatch. Note that the leader or FO performing incoming salvo depends on the type of fire mission called:

Calling for a Fire Mission Fire Mission Effects


An FO or leader must have the target in Light Mortar Salvo*: 4D (4” radius)
sight and pass a Troop Quality Test. Heavy Mortar Salvo**: 6D (6” radius)
The following cumulative modifiers apply: Light Artillery**: 8D (6” radius)
Spotter is an actual Forward Observer: +1 Heavy Artillery***: 10D (8” radius)
Heavy Artillery (AT)†: 10D (8” radius)
Spotter is a Special Forces leader: +1 Missile Salvo†: 12D (10” radius)
Spotter is a Squad Leader or lower: -1 * May damage Class 1 Vehicles
Spotter is calling for assets ** May damage Structures & Class 1 & 2 Vehicles
other than his own: -1
*** May damage Structures & Class 1 – 3 Vehicles
Spotter has unreliable communications with
fire control (designated by scenario): -1 † May damage Structures & Class 1 – 4 Vehicles

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78
Mixed Force Games
Any game that includes a force that is a mixture of Regular and Irregular Unit Command Issues
Irregular units is a Mixed Force Game. A game that involves Irregular units do not have a flexible command structure. Nor
all Regular or all Irregular forces is played as a normal Force have they been formally trained to react doctrinally to battle-
on Force game (Remember the Rule of Equivalencies). A field challenges. As a result, Irregular units require close
game involving Regular forces versus Irregular forces should supervision. Otherwise, they may spend much of the battle
be resolved using the Ambush Alley rules. hunkered down behind cover trying to decide what to do.

Mixed Force games might include scenarios involving US This supervision can take one of two forms. An Irregular
troops working with poorly trained Iraqi troops in the early unit must have a trustworthy leader attached or be within
days of the occupation of Iraq, US troops fighting alongside Supervision Range of a Regular Unit that acts as its “mentor”
Montagnards in Viet Nam, or even Allied forces mounting on the battlefield. Without an attached leader or a proper
supervision from a Control Unit an Irregular unit may only be
a raid with the assistance of the French Resistance during
activated if it passes a Troop Quality Check.
WWII.
Leaders Attached to Irregular Units
Irregular Units An Irregular unit may be led by a Regular or Irregular leader.
In Force on Force, the term “Irregular” is used to describe The leader must be attached to the unit, that is to say, it must
units that lack formal structure, training, and/or discipline. be part of and maintain cohesion with the unit.
Irregulars are not necessarily “bad” troops, they simply lack As long as an Irregular unit has a leader attached, it may
the cohesive command structure and tactical doctrine that be activated like any other unit. If an Irregular unit’s leader
gives Regulars an edge on the battlefield. becomes a casualty, that unit must pass a Troop Quality test
When Irregular forces fight one another, their lack of training to be activated. Failure indicates that the unit must remain in
and discipline is less apparent and the playing field is more place and may only React if fired on.
or less level. In such scenarios, Irregular troops should Free-roaming leaders or leaders who are the last survivor
follow the same rules as Regulars. of their unit may opt to join an Irregular unit. See Leaders
Joining a Unit.
Some scenarios will feature Irregular units fighting alongside
Regular allies – such a force is referred to as a “mixed Irregular Units in Supervision Range of a Regular Unit
force.” Rules pertaining to the use of mixed forces follow. For best performance, an Irregular unit must be within 6"
and line of sight of its Control unit. Radio communication is
not sufficient – without the comforting sight of their Control
unit, Irregular units tend to hunker down in place at best or,
at worst, take to their heels.
Irregular units within supervision range and LOS of their
Control unit may be activated normally, regardless of the
presence of a leader in the unit. They may also freely
interrupt or react whether they have a leader attached or not.
For all intents and purposes, they act like a Regular unit.
Irregular units that are farther than 4 from their Control unit
or out of LOS with it may only be activated if they have a
leader attached or pass a Troop Quality test. If they do not
have a leader attached and fail their Troop Quality check,

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Ambush Alley Force on Force • 79
79
they must remain in place and take no other action. They Irregular Morale
may still React if fired upon, however. Irregular Morale checks are performed in the same manner
If an Irregular unit’s Control unit is wiped out or becomes as Morale Checks for regular units, but the events that
combat ineffective, it may only be activated if it has a leader. trigger them are slightly different, as are the effects.
Leaderless Irregular units that have lost their Control unit
will go In Cover where they are and will not budge. They
cannot be activated and may only react to units that fire at IRREGULAR MORALE
them.
CHECK POINTS
If an Irregular unit that has lost its Control unit fails a morale
Each time an Irregular unit without
check, it immediately dissolves and is removed from play.
a leader is fired upon
Irregular Activation Check Each time an Irregular unit takes casualties
If an Irregular unit has no leader attached and is not in both
Each time an air strike or Regular
supervision range and LOS of its Control unit, it must make
artillery mission hits within 6”
an Activation Check in order to take any form of indepen-
dent action. The unit must roll a 4+ on its Troop Quality die Each time the Irregular Unit’s Control Unit
in order to be activated or take a Defensive Action in the is more than 4 distant or out of LOS.
turn. Irregular units who fail this roll may still React when Irregulars will only take one Morale Check
fired upon, however. per Round of Fire (i.e., an Irregular unit
Irregular units with leaders attached and/or in both supervi- that is fired upon and takes casualties from
sion range and LOS of their Control unit can automatically that fire will make ONE check, not two).
Activate or take Defensive Actions and do not need to make
this check.
Irregular Morale Effects
Irregulars will respond in one of two ways to Morale Checks.
Irregular Activation Test They will either Stand (and possibly Shrink) or be Shaken.
Without Leader or out of Supervision Stand Result: If an Irregular unit makes a Morale Check
Range: 4+ on Troop Quality Die and the number of Successes (4+) is greater than the
With Leader or in Supervision range & number of Failures, the unit’s morale holds, but they may
still Shrink.
LOS of Control Unit: No Roll Required
Shrink Result: Even if an Irregular unit passes its Morale
Check, it may still Shrink. Any figure that rolled a 1 on its
Morale Die during the Morale Check is removed from play.
Shaken Result: If an Irregular unit makes a Morale Check
and the number of Failures is equal to or greater than the
number of Successes, the unit is Shaken. Reduce the unit’s
Morale die by one level. Units whose Morale is reduced
below d6 are broken and flee – such units are removed
from play.

Irregular Morale Effect Definitions


Shrink
Some Irregular units are subject to “shrinkage.” Members of
such units may desert if the situation becomes too intense
for them. Scenarios indicate whether or not Irregular units
are subject to shrinkage. As a general rule, insurgent units,
dragooned militia, and other conscripts are likely to shrink.

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80 • Force on Force Ambush Alley
80
Irregular units that are forced to take a Morale Check may Hopped Up Units
Shrink, even if they pass the check. This represents the Many irregular units fortify themselves with various drugs
tendency for less motivated members of an Irregular unit to before entering combat, generally stimulants.
show the better part of valor when the fighting really starts.
In game terms, there are two types of stimulants: mild and
Any time an Irregular unit makes a Morale Check, any strong.
figures in the unit that roll a 1 on their Morale Die are
removed from play. Irregular Special Weapons figures are Mild stimulants, such as cocaine in small amounts or the
always the last to be removed due to “shrinkage.” “khat” chewed by hired gunmen in Mogadishu, boost a unit’s
aggression and sense of confidence.
Irregular leaders are never removed in this manner. They are
too devoted to the cause to “shrink” from combat. In game terms, irregular units under the influence of mild
stimulants may attempt to interrupt even if they have no
Shaken leader attached and are not subject to “shrinkage” due to
Irregular units that fail a Morale Check (i.e., they roll more morale checks.
Failures than Successes on their Morale Check) are Shaken.
The Morale level of a Shaken unit is reduced by 1 level (i.e., Strong stimulants, such as cocaine in large amounts or arti-
a unit with a Morale Die of d10 that becomes shaken has ficial adrenaline, have all the effects of mild stimulants and
its Morale Die reduced to a d8). Units whose Morale Die is also instill a sense of invulnerability and blunt the effects of
reduced below a d6 have broken and are removed from play. shock and trauma.

Shaken units must move to cover if they have any In game terms, irregular units under the influence of strong
movement left. They may not move towards the enemy stimulants may attempt to interrupt even if they have no leader
while seeking cover. attached and are not subject to “shrinkage” due to morale
checks. They throw an extra Defense die to represent their
Shaken units must spend the next turn recovering their will ability to shrug off all but the most grievous of injuries, but
to fight. They may only move away from the enemy and lose a Firepower die due to their wild and undisciplined fire.
may not take any aggressive actions.
Units under the influence of stimulants are identified in
scenario briefs or the insurgent reinforcement table.

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Ambush Alley Force on Force • 81
81
Victory Points
Since Force on Force doesn’t use point balanced armies, Suggested Victory Point Values
the typical “let’s beat each other up and whoever has the Victory points are listed for individual scenarios, but the
most toys left standing wins” approach to matches really following list can be used as a general guideline for creating
doesn’t apply. victory points for your own scenarios.
As stated previously, Force on Force is a scenario driven
game. As such, the winner and loser of a match is deter-
mined by the victory conditions of the scenario they are Margin of Victory Table
playing. Towards this end, each Force on Force scenario
Regular Victory Points
includes a list of objectives or accomplishments that will
garner one side or the other “victory points.” Major Objective Completed 5
Minor Objective Completed 2
At the end of a game, victory points are totaled for both
sides and the difference between those totals is used to Per Hot Spot Neutralized 3
determine who (if anyone) won and by how wide a margin: No Friendly POWs at Game End 5
Per POW Captured 1
Per Enemy Infantry Unit Reduced
1
Margin of Victory Table Below Half Strength
Difference in points Result Per Enemy Vehicle Disabled/Destroyed 2
0-4 Points Indecisive Per Enemy Tank Disabled/Destroyed 3
5-9 Points Marginal Per Irregular Unit Broken 1
10-14 Points Decisive
15+ Points Total
These victory point values are only suggestions. Some
scenarios may give the same victory conditions completely
different point values. You may decide that victory point
values should be adjusted up or down based on their
relative importance in scenarios you write yourself.

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82 • Force on Force Ambush Alley
82
Modern TO&E Examples
The following TO&Es (Tables of Organization and RAR MST Brick
Equipment) represent common units found on the battle- 1xBrick Leader w/F88*
fields represented by Force on Force. 1x Grenadier w/F88/M203 (RGL, Lt. Support)
These TO&Es are not exhaustive. They are tailored to reflect 1x Gunner w/FN MAG58 (GPMG, Med. Support)
the assets and manpower that would be applied to a typical 1x Sniper w/SR-25 or SR-98 rifle
Force on Force mission, so they cut off at the Platoon (or *Note that one Brick Leader is the Section Leader and the
equivalent) level. other is the Assistant Section Leader.
TO&Es are organized from the bottom up, starting with the
Fireteam and working up to the Platoon. United Kingdom
British Army (Regulars)
Australia The basic building block of the British Army is the Fireteam.
Royal Australian Regiment (Regulars) Two Fireteams form a Section. Three Sections form a
The basic building block of the Royal Australian Regiment Platoon.
(RAR) is the Brick. Two Bricks form a Section. Three Troop Quality of British Army units ranges from Trained to
Sections form a Platoon. Veteran.
Additionally, Maneuver Support Teams (MSTs) are available British Army Morale defaults to D8, but scenarios may
to support regular Rifle Bricks. MSTs are bricks armed with
indicate higher or lower value.
AT weapons or heavier infantry suppression weapons than
the standard infantry brick. MSTs may be attached as half The following TO&E is for a regular British Army Rifle
a section, as their own section at the platoon level or as a Platoon.
company asset.
British Army Fireteam
Troop Quality of RAR units ranges from Trained to Veteran. 1x Fireteam Leader w/IW*
RAR Morale defaults to D8, but scenarios may indicate 1x Grenadier w/IW-RGL (Lt. Support)
higher or lower value. 1x Gunner w/L108A1 (SAW, Lt. Support)
1x Rifleman w/L86 LSW
The following TO&E is for a regular RAR Infantry Platoon.
*Note that one Fireteam Leader is the Squad Leader and the
RAR Rifle Brick other is the Assistant Squad Leader.
1xBrick Leader w/F88*
1x Grenadier w/F88/M203 (RGL, Lt. Support) British Army Section
1x Gunner w/F89 (SAW, Lt. Support) 2x British Army Rifle Fireteams
1x Rifleman w/F88 British Army Rifle Platoon
RAR Section 1x Platoon Commander w/IW
2xRAR Rifle Bricks 1x Platoon Sgt. w/IW
Or 3x British Army Rifle Sections
1xRAR Rifle Brick
1xRAR MST Brick
RAR Platoon
3xRAR Rifle Sections
Or
2x RAR Rifle Sections
1x RAR MST Section

Ambush Alley Force on Force


Ambush Alley Force on Force • 83
83
British Royal Marines (Regulars) United States of America
The basic building block of the British Royal Marines is the
United States Marine Corps (USMC)
Fireteam. Two Fireteams form a Section. Three Sections
The basic building block of the United States Marine Corps
plus a Maneuver Section form a Troop.
is the Fireteam. Three fireteams under a Squad Leader form
Troop Quality of British Royal Marine units ranges from a Squad. Three Squads under a Platoon Leader form a
Trained to Veteran. Platoon.
British Royal Marine Morale defaults to D10, but scenarios Troop Quality of USMC units ranges from Trained to Veteran.
may indicate a higher or lower value.
USMC Morale defaults to D10, but scenarios may indicate
The following TO&E is for a Troop from a Royal Marine higher or lower value.
Close Company.
The following TO&E is for a regular Marine Rifle Platoon.
British Royal Marine Fireteam
USMC Fireteam
1x Fireteam Leader w/IW*
1x Fireteam Leader w/M-16
1x Grenadier w/IW-RGL (Lt. Support)
1x Grenadier w/M-203 (RGL, Lt. Support)
1x Gunner w/L108A1 (SAW, Lt. Support)
1x Gunner w/M-249 (SAW, Lt. Support)
1x Rifleman w/L86 LSW
1x Assistant Gunner w/M-16
*Note that one Fireteam Leader is the Squad Leader and the Total Firepower: 6d
other is the Assistant Squad Leader.
USMC Squad
British Royal Marine Maneuver Support Section 1x Squad Leader w/M-16
1x Section Leader w/IW 3x USMC Fireteams
1x Sniper w/Sniper Rifle
USMC Platoon
1x Gunner w/51mm Mortar (Med. Support)*
1x Platoon Leader w/M-16
1x Rifleman w/IW
1x Platoon Sgt. w/M-16
*This is a handheld, light mortar. 1x Navy Corpsman w/M-16
3x USMC Squads
British Royal Marine Section
2x British Royal Marine Fireteams US Army Light Infantry
British Royal Marine Troop The basic building block of the US Army Light Infantry is the
1x Platoon Commander w/IW Fireteam. Two Fireteams under a Squad Leader make up a
1x Platoon Sgt. w/IW Squad. Four Squads make up a Platoon.
3x British Royal Marine Sections Troop Quality of a American Light Infantry units ranges from
1x British Royal Marine Maneuver Support Section Trained to Veteran.
Light Infantry Morale defaults to D8, but scenarios may
indicate a higher or lower value.
The following TO&E is for a generic Light Infantry Rifle
Platoon.
US Army Rifle Fireteam
1x Fireteam Leader w/M-16 or M-4
1x Grenadier w/M-203 (RGL, LT. Support)
1x Gunner w/M-249 (SAW, Lt. Support)
1x Assistant Gunner w/M-16 or M-4
US Army Rifle Squad
1x Squad Leader w/M-16 or M-4
2x Rifle Fireteam

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84
US Army Rifle Platoon HQ Squad USSR (Cold War)
1x Platoon Leader w/M-16 or M-4
Soviet Motorized Rifle Vzvod (Platoon)
1x Platoon Sgt. w/M-16 or M-4
Note that this is best seen as a ‘generic’ formation of its
1x Radio Operator w/M-16 or M-4
type, as actual unit organization changed often even within
2x Gunners w/M-240G (GPMG, Med. Support)
the same battalion. Also, the AGS-17 Plamya started to
2x Assistant Gunners w/M-16 or M-4
be issued replacing one of the PKMs and using one of the
US Army Rifle Platoon riflemen as its second crewmen, but not in all units. Some
1x Rifle Platoon HQ Squad units used RPDs and RPKs instead of PKMs. Finally, the
3x Rifle Squads manpower of the units would often change depending on
the type of transport vehicles allocated to the battalion.
US Army Rangers
The basic building block of the US Army Rangers is the First Squad
Fireteam. Two Fireteams under a Squad Leader make up a 1 x Platoon Leader w/AKM
Squad. Four Squads plus Platoon HQ personnel make up a 1 x Squad Leader (sgt.) w/AKM
Platoon. 2 x Machinegunners w/PKM
4 x Riflemen w/AKM
Troop Quality of Ranger units ranges from Trained to Veteran. 1 x Grenadier w/RPG7 or RPG16
Ranger Morale defaults to D10, but scenarios may indicate 1 x Marksman w/Dragunov
a higher or lower value. Second Squad
The following TO&E is for a generic Ranger Platoon. 1 x Squad Leader (sgt.) w/AKM
2 x Machinegunners w/PKM
US Army Ranger Rifle Fireteam 4 x Riflemen w/AKM
1x Fireteam Leader w/M-16 or M-4 1 x Grenadier w/RPG7 or RPG16
1x Grenadier w/M-203 (RGL, LT. Support)
1x Gunner w/M-249 (SAW, Lt. Support) Third Squad
1x Assistant Gunner w/M-16 or M-4 1 x Platoon Sergeant w/AKM
1 x Squad Leader (sgt.) w/AKM
US Army Ranger Rifle Squad 2 x Machinegunners w/PKM
1x Squad Leader w/M-16 or M-4 4 x Riflemen w/AKM
2x Rifle Fireteam 1 x Grenadier w/RPG7 or RPG16
US Army Ranger Machinegun Squad 1 x AA Gunner w/SA7 Grail
1x Squad Leader w/M-16 or M-4
3x Gunners w/M240G (GPMG, Med. Support)
3x Assistant Gunners w/M-16 or M-4
3x Ammo Bearers w/M-16 or M-4
US Army Ranger Platoon
1x Platoon Leader w/M-16 or M-4
1x Platoon Sgt. w/M-16 or M-4
1x Radio Operator w/M-16 or M-4
3x Rifle Squads
1x Ranger Machinegun Squad

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Ambush Alley Force on Force • 85
85
Modern Vehicle Examples
United States AAVP-7A1 EEAK (Up-Armored) M2-A2 Bradley IFV
FIREPOWER: FIREPOWER:
M1043 HMMWV (Humvee) M2 in Turret: 3d TOW II Launcher: 5d
FIREPOWER: M2 HMG or Mk 19 AGL: 3d
Mk19 in Turret: 3d 25mm Chain Gun: 4d
DEFENSE: Class 1 - 1d6
DEFENSE: Class 2 / 3d8; Side/Rear: 2d8 Crew Served MG: 3d
SURVIVABILITY: 4+ / 1d6
SURVIVABILITY: 4+ / 1d8 DEFENSE: Class 3 / 3d10; Side/Rear:
CREW: 1 + 3
CREW: 3 + 25 2d10
NOTES: Amphibious. SURVIVABILITY: 4+ / 1d10
M1043 HMMWV
Mk19 and M2 may not be fired at the CREW: 3 + 6
(Up-Armored Humvee)
same target. NOTES: TOW is move or fire.
FIREPOWER: M2 HMG or Mk 19 AGL: 3d
Either chain gun or TOW may fire in a turn,
DEFENSE: Class 1 - 2d6
M1126 Stryker ICV not both.
SURVIVABILITY: 4+ / 1d8
FIREPOWER:
CREW: 1 + 3
Remote M2HB: 4d M1-A2 Abrams MBT
or FIREPOWER:
LAV-25/ASLAV-25
Remote Mk-19 AGL: 4d 120mm Tank Gun: 6d
FIREPOWER:
DEFENSE: Class 2 / 2d8; Side/Rear: 1d8 Crew Position MGs: 3d
25mm Bushmaster: 4d
SURVIVABILITY: 4+ / 1d10 Tank Commander’s M2 HMG: 3d
Crew Served MG: 3d
CREW: 2 + 9 DEFENSE: Class 3 / 5d12; Side/Rear:
DEFENSE: Class 2 / 2d8; Side/Rear: 1d8
NOTES: The M1126 receives a bonus 4d12
SURVIVABILITY: 4+ / 1d8
Firepower die (already factored into SURVIVABILITY: 4+ / 1d12
CREW: 3 + 6
the Firepower ratings above) for the CREW: 4
NOTES: Amphibious
RWS (Remote Weapon System) and NOTES: Advanced rounds fired through
LAV-25/ASLAV-25 with Slat Armor an increase in Survivability due to its 120mm gun provide a bonus Firepower
FIREPOWER: extremely advanced systems. die (already factored into rating above).
25mm Bushmaster: 4d Amphibious. TC’s HMG may only be fired if vehicle is
Crew Served MG: 3d unbuttoned.
DEFENSE: Class 2 / 2d8 3d8 vs. RPGs);
M1126 Stryker ICV w/Slat Armor
FIREPOWER:
Side/Rear: 1d8 (2d8 vs. RPGs)
Remote M2HB: 4d
SURVIVABILITY: 4+ / 1d8
or
CREW: 3 + 6
Remote Mk-19 AGL: 4d
NOTES: Amphibious
DEFENSE: Class 2 / 2d8 (3d8 vs. RPGs);
AAVP-7A1 Side/Rear: 1d8 (2d8 vs. RPGs)
FIREPOWER: SURVIVABILITY: 4+ / 1d10
M2 in Turret: 3d CREW: 2 + 9
Mk19 in Turret: 3d NOTES: The M1126 receives a bonus
DEFENSE: Class 2 / 2d8; Side/Rear: 1d8 Firepower die (already factored into
SURVIVABILITY: 4+ / 1d8 the Firepower ratings above) for the
CREW: 3 + 25 RWS (Remote Weapon System) and
NOTES: Amphibious. an increase in Survivability due to its
Mk19 and M2 may not be fired at the extremely advanced systems.
same target. The “slat armored” variant receives a
bonus Defense die (noted above) when
attacked by RPGs.
Amphibious.

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86
Russia (Former DEFENSE: Class 3 / 3d12; Side/Rear: SURVIVABILITY: 4+ / 1d8
2d12 CREW: 1 + 12
Soviet Union) SURVIVABILITY: 4+ / 1d8 NOTES: Based on the BV206 all terrain
UAZ 469/UAZ 3151 CREW: 3 snow-mobile, the Viking is up-armored
FIREPOWER: Pintel Mounted MG: 2d NOTES: T72s equipped with Kontakt-5 with enhanced mine protection and bar
DEFENSE: Class 1 - 1d6 ERA receive a bonus Defense die the first armour. Originally operated by the Royal
SURVIVABILITY: 4+ / 1d6 time they are hit. Marines Armored Support Group, it is
CREW: 1 + 4 If main gun fires in a turn, gun launched only found in combat service in Helmand
AT missile may not fire and vice versa. Province.
BTR-70
FIREPOWER: Scimitar (With Bar Armor)
14.5mm gun: 3d
United Kingdom FIREPOWER:
Crew Position MGs: 3d Pinzgauer 30mm Auto-Cannon: 4d
DEFENSE: Class 2 / 2d6; Side/Rear: 1d6 FIREPOWER: Coax: 2d
SURVIVABILITY: 4+ / 1d8 GPMG: 2d DEFENSE: Class 2 / 2d8;
CREW: 2 + 8 DEFENSE: Class 1 - 1d6 Side/Rear: 1d8 (+1 vs. RPGs)
NOTES: Amphibious. SURVIVABILITY: 4+ / 1d6 SURVIVABILITY: 4+ / 1d8
CREW: 1 + 3 CREW: 1 + 12
BMP-1 NOTES: An unarmed 4x4 light transport NOTES: A version of the Scorpion CVR(T)
FIREPOWER: vehicle extensively used by British forces. light tank, the Scimitar has been equipped
73mm Gun: 3d Some versions do mount a GPMG on the with anti RPG bar armor and provides UK
ATGM: 4d frame above the passenger seat. forces with a light but armored punch.
Crew Position MGs: 3d
DEFENSE: Class 2 / 2d8; Side/Rear: 1d8
E-WMIK
SURVIVABILITY: 4+ / 1d6 FIREPOWER:
CREW: 3 + 7 GPMG: 2d
NOTES: Amphibious GMG/M2 HMG: 3d
DEFENSE: Class 1 - 2d6
BMP-2 SURVIVABILITY: 4+ / 1d6
FIREPOWER: CREW: 1 + 3
30mm Gun: 4d NOTES: An improved version of the
ATGM: 4d venerable Weapons Modification
Crew Position MGs: 3d Installation Kit (WMIK) armed Land Rover,
DEFENSE: Class 2 / 2d8; Side/Rear: 1d8 the E-WMIK features ballistic padding and
SURVIVABILITY: 4+ / 1d6 enhanced mine protection.
CREW: 3 + 7
NOTES: Amphibious Mastiff (With Bar Armor)
FIREPOWER:
T55 MBT GPMG: 2d
FIREPOWER: DEFENSE: Class 1 / 2d8;
100mm Tank Gun: 4d Side/Rear: 1d8 (+1 vs. RPGs)
Crew Position MGs: 3d SURVIVABILITY: 4+ / 1d10
DEFENSE: Class 2 / 3d8; Side/Rear: 2d8 CREW: 2 + 4
SURVIVABILITY: 4+ / 1d8 NOTES: The British version of the Cougar
CREW: 4 6x6 MRAP in service with US forces
NOTES: Defense and Survivability are features bar armor and ASK gunner shield
lowered to reflect obsolescence and small for GPMG gunner.
size of this AFV.
Viking (With Bar Armor)
T72 MBT FIREPOWER:
FIREPOWER: GPMG: 2d
125mm Tank Gun: 5d Minimi: 2d
Gun Launched AT Missile: 4d DEFENSE: Class 2 / 2d8; Side/Rear: 1d8
Crew Position MGs: 3d (+1 vs. RPGs)

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Ambush Alley Force on Force • 87
87
WWII TO&E Examples
Germany United Kingdom US Army Weapons Platoon
1 x Weapon Platoon HQ
Grenadier Platoon British Army Rifle Platoon
(Circa June, 1944) (Circa June, 1944) 1 x Mortar Section
1 x Platoon HQ 1 x Platoon HQ 3 x Mortar Squads
3 x Rifle Squads 3 x Rifle Sections 1 x LMG Section
2 x LMG Squads
Grenadier Platoon HQ British Army Rifle Platoon HQ
1 x Platoon Commander w/MP40 and 1 x Platoon Commander w/Pistol Weapon Platoon HQ
Pistol 1 x Platoon Sergeant w/Rifle 1 x Platoon Commander w/Carbine
2 x Messengers w/Rifle 1 x Batman/Signaler w/Rifle 1 x Platoon Sergeant w/Carbine
1 x Stretcher Bearer w/Pistol 1 x Orderly w/Rifle 2 x Messengers w/Carbine
1 x Mortar Commander w/Rifle 2 x Drivers w/Rifles
Grenadier Rifle Squad 2 x ¼ Ton Jeeps w/Trailers (one Jeep
1 x Mortar Gunner w/2” Mortar and
1 x Squad Leader w/MP40 carries an M2HB .50 HMG
Sten
1 x Assistant Squad Leader w/MP40
1 x Mortar Assistant Gunner w/Rifle Mortar Section
4 x Riflemen w/Rifle
1 x Rifleman w/MP40 British Army Rifle Platoon Rifle 1 x Section Leader w/Rifle
1 x Machinegunner w/MG42 or MG34 Section 1 x Messenger w/Carbine
and Pistol 1 x Section Commander w/Sten 3 x Mortar Squads
1 x Assistant Machinegunner w/Rifle 1 x Second-In-Command w/Rifle Mortar Squad
6 x Riflemen w/Rifles 1 x Squad Leader w/Rifle
Grenadier Heavy Machinegun 1 x Bren Gunner w/Bren 1 x Mortar Gunner w/60mm Mortar
Section (Circa June, 1944) 1 x Bren Assistant Gunner w/Rifle and Pistol
1 x Section Leader w/MP40
1 x Assistant Gunner w/Pistol
1 x Messenger w/Rifle
2 x Heavy Machinegun Squads
United States 2 x Ammunition Bearers w/Carbines
US Army LMG Section
Grenadier Heavy Machinegun Squad
US Army Rifle Platoon 1 x Section Leader w/Rifle
1 x Squad Leader w/MP40
(Circa June, 1944) 1 x Messenger w/Carbine
1 x Machinegunner w/MG34 or MG42
1 x Platoon HQ LMG Squad
and Pistol
3 x Platoon Squads 1 x Squad Leader w/Rifle
1 x Assistant Gunner w/Pistol
3 x Riflemen w/Rifle US Army Rifle Platoon HQ 1 x Machinegunner w/M1919A1 MG
1 x Platoon Commander w/Carbine and Pistol
1 x Platoon Sergeant w/Rifle 1 x Assistant Machinegunner w/Pistol
1 x Platoon Guide w/Sniper Rifle (Only 2 x Ammunition Bearers w/Carbine
for Well Equipped Platoon HQs)
2 x Messengers w/Rifle
US Army Rifle Squad
1 x Squad Leader w/Rifle
1 x Assistant Squad Leader w/Rifle
7 x Riflemen w/Rifle
1 x Automatic Rifleman w/BAR
1 x Assistant Auto Rifleman w/Rifle
1 x Ammo Bearer w/Rifle

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88
WWII Vechicle Examples
Germany United States
Sd.Kfz. 251 M3 & M3A1 Half-Track
FIREPOWER: MG 42: 3d FIREPOWER: M2 MG: 3d
DEFENSE: (Class 1) Front – 2d6; Side/rear – 1d6 DEFENSE: (Class 1) Front – 2d6; Side/rear – 1d6
SURVIVABILITY: 4+ / d6 SURVIVABILITY: 4+ / d6
CREW: 2 + 10 CREW: 3 + 10
NOTES: Open topped vehicle. NOTES: Open topped vehicle; MG could only be used if
MG could only be used if Squad is mounted. Squad inside.

StuG.III Ausf.G M4(75), M4A1(75), M4A2(75),


FIREPOWER: M4A3(75)w Sherman (late)
75 mm L/48: 4d FIREPOWER:
Crew Position MGs: 3d 75mm L/38: 3d
DEFENSE: (Class 3) Front – 3d8; Side/rear – 2d8 Crew Position MGs: 3d
SURVIVABILITY: 4+ / d10 DEFENSE: (Class 3) Front - 3d8; Side/rear – 2d8
CREW: 4 SURVIVABILITY: 4+ / d8
NOTES: If fitted, Side Hull Skirts provide a bonus Defense CREW: 5
die against shots from the side. NOTES: 75mm against Infantry provide a Attack die bonus If
If present, extra tracks on front provide a bonus Defense die fitted, Sandbags/tracks provide a bonus Defense die against
against frontal attacks (all against ATR & RPG). shots from the side and/or front.

Pz.Kpfw.IV Ausf.H & Ausf.J M10 Tank Destroyer Wolverine


FIREPOWER: FIREPOWER:
75mm L/48: 4d 76.2mm L/53: 4d
Crew Position MGs: 3d M2 MGs: 3d
DEFENSE: (Class 3) Front – 3d8; Side/rear – 2d8 DEFENSE: (Class 2) Front - 3d6; Side/rear – 2d6
SURVIVABILITY: 4+ / d8 SURVIVABILITY: 4+ / d6
CREW: 5 CREW: 5
NOTES: If fitted, Side Hull Skirts provide a bonus Defense NOTES: Open topped vehicle.
die against shots from the side. If fitted, Sandbags/tracks provide a bonus Defense die
If present, extra tracks on front provide a bonus Defense die against shots from the side and/or front. HVAP round
against frontal attacks (all against ATR & RPG). available from 9/44, provide a bonus Attack die.
Each time HVAP fired, roll TQD: if failed no more HVAP for
Pz.Kpfw.V “Panther” the game.
FIREPOWER:
75mm L/70: 5d
Crew Position MGs: 3d
DEFENSE: (Class 4) Front – 4d10; Side/rear – 2d10
SURVIVABILITY: 4+ / d8
CREW: 5
NOTES: 75mm against Infantry provide an Attack die
penalty.

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Ambush Alley Force on Force • 89
89
M18 Tank Destroyer Hellcat
FIREPOWER:
76.2mm L/55: 4d
M2 MGs: 3d
DEFENSE: (Class 1) Front - 2d6; Side/rear – 1d6
SURVIVABILITY: 4+ / d6
CREW: 5
NOTES: Open topped vehicle
If fitted, Sandbags/tracks provide a bonus Defense
die against shots from the side and/or front. HVAP
round available from 9/44, provide a bonus Attack
die
Each time HVAP fired, roll TQD: if failed no more
HVAP for the game.

M5 & M5A1 Light Tank Stuart


FIREPOWER:
37mm L/53: 3d
Crew Position MGs: 3d
DEFENSE: (Class 2) Front - 3d6; Side/rear – 2d6
SURVIVABILITY: 4+ / d6
CREW: 4
NOTES: If fitted, Sandbags/tracks provide a bonus Defense
die against shots from the side and/or front.

USSR
T-34-85
FIREPOWER:
85mm L/55: 4d
Crew Position MGs: 3d
DEFENSE: (Class 3) Front - 3d8; Side/rear – 2d8
SURVIVABILITY: 4+ / d8
CREW: 5

JS-2 Model 1944 Joseph Stalin 2


FIREPOWER:
122mm L/43: 5d
Crew Position MGs: 3d
DEFENSE: (Class 4) Front – 4d10; Side/rear – 3d10
SURVIVABILITY: 4+ / d10
CREW: 4
NOTES: 122mm is a Fire or Move weapon

Force on Force Ambush Alley


90 • Force on Force Ambush Alley
90
Watching Jerry
Scenario 1 n Normandy, 1944
This scenario is set a few days after
D-Day. In preparation for the King’s
Shropshire Light Infantry’s advance,
5 Platoon, B Company, 2nd Battalion
has been tasked with escorting an OP
(Observation Post) Team to a location
from which they can observe enemy
movements in the area opposite the
battalion. The troops are at a high
state of readiness having recently
fought several sharp actions against
the Germans.
Unknown to the British, the German
force opposite them, comprising an
under-strength force from the 716th
Infantry Division are about to conduct
German Table Edge N a combat patrol of the area in order to
gauge British strength and emplace
several units as a forward defense
for the rest of their company…

SCENARIO INFORMATION
Duration of Game: 8 turns

C Initiative: British on turn 1. Test on


following turns.
Special Conditions: No special
conditions.
Fog of War: British & German force
A each draw 1 Fog of War card at the
B beginning of Turn 1. Further cards
may result from Reaction Tests.

Scenario Diagram
4’ x 4’ for 15mm
6’ x 6’ for 20mm+
A: The Farmhouse

British Table Edge B: The Wooded Hill


C: The Ruined Manor House

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Ambush Alley Force on Force • 91
91
BRITISH MISSION GERMAN MISSION
“Good Morning Lieutenant, I trust you slept well? Very good… “Werner… I need you to take some men out and run a
On to business then. I need you to lead a couple of sections combat patrol towards the Tommy lines. I want you to use
of our boys out into the no-man’s land between us and it as cover to get some of our men into position to act as an
Jerry's positions. I need to get the RA bods up there so they early warning if those blasted British decide to attack us…
can get a jolly good eyeful of the old sausage guzzlers before as I suspect they will do very soon. The division is in bad
our battalion attack tomorrow morning. Take two sections shape, our battalion is cut to pieces and it’s really just our
from your platoon and escort them out to where they can get company that stands a chance of holding this part of the
a good view of Jerry… Oh and Lieutenant, be a good chap line. The rest of the battalion is virtually worthless. It’s vital
and bring them back in one piece won’t you? Good forward you get these men into positions from which they can hold
observers are hard to find these days…” up an enemy advance to give us time to get a counter-attack
Your forces are to escort the OP Team to one of three locations marked together. Good luck Werner…”
on the map: The Farmhouse, The Wooded Hill, or The Ruined Manor
House. Your forces are to run a combat patrol in the area. As part of your
patrol, you must visit all three of the locations noted on the map. You
You must get the OP Team to one of these locations and they must must drop off troops at least two of the noted positions to act as a
remain in that location for two full turns observing the enemy lines. forward defense and alarm for the rest of the company in the event of
You must then escort them back to the British table edge. a British attack. You must drop at least one of your LMG teams or one
The game lasts for 8 turns. The British player receives one ‘Fog of of your Rifle teams at two of: The Farmhouse, The Wooded Hill, and
War’ card at the start of the game. All British units must start the The Ruined Manor House.
game within 6" of the British table edge. The British player starts with Once all three positions have been visited you must fall back to your
initiative. platoon positions by returning to the German table edge.
VICTORY POINTS The game lasts for 8 turns. The German player receives one ‘Fog of
+10 If the OP team complete their mission and survive War’ card at the start of the game. All German units must start the
+1 for each enemy KIA or POW game within 6" of the German table edge. The British player starts the
game with initiative.
BRITISH FORCES
All British teams are Confident and Normally Supplied. VICTORY POINTS
+5 for each unit dropped off
Lieutenant Carstairs +1 for each enemy KIA or POW
Positive Leader (TQ – d8, Morale d10)
A Section (TQ d8, Morale d8) GERMAN FORCES
Maneuver Group All German teams are Confident and Normally Supplied.
Corporal with Sten SMG Feldwebel Werner Stumpf
Five Riflemen with SMLE bolt action rifles Positive Leader (TQ – d8, Morale d10)
Gun Group 1st Squad (TQ d8, Morale d8)
Lance-Corporal with Sten SMG
Rifle Team
Gunner with Bren Gun LMG
Unteroffizier with MP40 SMG
Asst. Gunner with SMLE bolt action rifle
Rifleman with SMLE bolt action rifle 6 x Riflemen with Mauser K98 bolt action rifles

B Section (TQ d8, Morale d8) LMG Team


Gefreiter with MP40 SMG
Maneuver Group
Gunner with MG42 LMG
Corporal with Sten SMG
Five Riflemen with SMLE bolt action rifles Asst. Gunner with Mauser K98 bolt action rifle

Gun Group 2nd Squad (TQ d8, Morale d8)


Lance-Corporal with Sten SMG Rifle Team
Gunner with Bren Gun LMG Unteroffizier with MP40 SMG
Asst. Gunner with SMLE bolt action rifle 6 x Riflemen with Mauser K98 bolt action rifles
Rifleman with SMLE bolt action rifle
LMG Team
OP Team (TQ d8, Morale d8) Gefreiter with MP40 SMG
Captain with Pistol and Binoculars Gunner with MG42 LMG
Sergeant with Sten SMG Asst. Gunner with Mauser K98 bolt action rifle

Force on Force Ambush Alley


92 • Force on Force Ambush Alley
92
White Christmas
Scenario 2 n Ardennes, 23 December 1944
On 20 December 1944, elements from 26.VG-Div and While some units tried to infiltrate the small hamlets leading
Pz-Lehr-Div. were able to cut the road to Neufchateau. towards Marvie, other elements assaulted the positions
Bastogne, a crucial road node in the Belgian Ardennes, was along the heights above the highway.
effectively surrounded.
From this point on, a defensive ring comprised of elements
SCENARIO INFORMATION
from 101st Airborne Division and several elements from Duration of Game: 14 + 1d4 turns.
10 Arm. Div. were caught in a historic struggle to hold their Initiative: Germans have initiative on turns 1 through 3.
ground against overwhelming odds. Test for initiative starting on turn 4.
On 23 December, after two full days of significant skirmishing, Special Conditions: Fresh snow on ground –
a KampGruppe (battle group) from the 26th Volksgrenadier only Cautious/Patrol movement is allowed.
Division and elements from Panzer Lehr Division (KG Hauser)
made an attempt to push into Marvie, a small town just Fog of War: Generated by Reaction Tests.
outside Bastogne, with the objective of gaining control of the
Marche Highway.

Scenario Diagram
4’ x 4’ for 15mm
6’ x 6’ for 20mm+
X: Objective
A two tier hill dominates the east side
of the table.
Germans deploy in Red Zone.
US deploys in Blue Zone.

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Ambush Alley Force on Force • 93
93
US MISSION Variable Reinforcements
“The Goddamned Krauts have surrounded Bastogne! The Roll 1d6 before game (if you only have one of these types of AFV,
bastards had the nerve to ask McAuliffe to surrender, but the do not roll it) – enter after Turn d6+2.
Old Man told ‘em, “Nuts!” You mugs quit your snickering! I
Roll Units
know what he really said, too, but someday his kids will read
1 2x M4A3(75)w (TQd8, Morale d10)
about this in the history books – you want your kids knowin’
how you talked over here? 2-3 2x M10 TD (TQd8, Morale d10); they could have
HVAP for their guns
So here’s the deal – we’re dug in overlooking Marche Highway 4-6 2x M18 TD (TQd10, Morale d10); they could have
(highway my ass, imagine calling that a highway back home). HVAP for their guns
We missed Marlene Dietrich, we got snow, and that bastard
Reinforcements arrive on the table’s western edge.
Bing Crosby on the radio singin’ about White Christmas. I
know where he can shove his White Christmas…
The mission is easy. Any idiot could do it, so they gave it to Attached: Bazooka Team
us. We just have to hold our positions north of the highway 1 x Bazooka Man w/M1 Carbine and M9 Bazooka (Med. Support)
1 x Loader w/M1 Carbine
until relieved. All we got against us is this shitty weather and
a few million Krauts. Any questions? Good. Get back to your 1st Squad (TQd10, Morale d10)
holes and change your Goddamned socks if you got spares. 1st Team:
1 x Squad Leader w/M1 Carbine
If I lose one more man to frozen piggies, he’s leaving the line
3 x Riflemen w/M1 Garand
with an apple shoved where the sun don’t shine!” 1 x Gunner w/BAR (Lt. Support)
VICTORY POINTS 2nd Team:
+10 if Objective is occupied and no enemy units are within 10" 1 x Assistant Squad Leader w/M1 Carbine
+10 for each enemy AFV immobilized or KO 3 x Riflemen w/M1 Garand
+1 for each enemy KIA or POW 1 x Grenadier w/M1 Garand + Rifle Grenade Launcher (Lt. Support)

US FORCES 2nd Squad (TQd10, Morale d10)


(Elements from 3rd Bat, 327th Glider Infantry, 101st Airborne) 1st Team:
1 x Squad Leader w/M1 Carbine
The US force is Confident and its Supply Quality is Average. 3 x Riflemen w/M1 Garand
Platoon Leader: Lieutenant McCoy 1 x Gunner w/BAR (Lt. Support)
Positive Leader (TQd10, Morale d10) with M1 Carbine. 2nd Team:
HQ Team (TQd10, Morale d10): 1 x Assistant Squad Leader w/M1 Carbine
1 x NCO w/M1 Carbine 3 x Riflemen w/M1 Garand
2 x Rifles w/M1 Garand 1 x Grenadier w/M1 Carbine + Rifle Grenade Launcher (Lt. Support)
1 x Radio w/SCR300 + M1 Carbine MMG Team (TQd10, Morale d10)
1 x Medic w/M1 Carbine 1 x Machine Gunner w/M1919A4 MG (Med. Support)
1 x Assistant Gunner w/M1 Carbine
1 x Loader w/M1 Carbine
MMG Team counts as a Weapon Team.
All US units must be set up in the Blue Zone desig-
nated on the table diagram. They are in foxholes and
are considered Hidden at the beginning of Turn 1.

Off Board Artillery:


During the course of the game, the American force may call in two fire
missions from a battery of 75mm Pack Howitzers (Light Artillery: 8D,
6" radius). Fire missions may only be called if the SCR300 of the US
HQ unit is still active – if the figure carrying it has been killed, wounded,
or captured, no fire mission may be called.

Force on Force Ambush Alley


94 • Force on Force Ambush Alley
94
GERMAN MISSION Variable Reinforcements
“Here we are, halted by American gangsters and cowboys on Variable Reinforcements: Roll 1d6 before game (if you only have
the frozen ground of Belgium when we should already be in one type of AFV model available, don’t roll, just use it). The AFV
Antwerp warming ourselves in the arms of the frauleins! All indicated by your die roll will enter the game at the beginning of a
because the Ami schwein refused the honorable surrender turn determined by rolling 1d4+1.
we offered them – what can you expect from savages who
Roll Units
paint their faces before battle?
1-4 2x StuG.III Ausf.G (TQd8, Morale d8)
Oberst Kokott has ordered our battalion to strike the Ami 5-6 2x Pz.Kpfw.IV Ausf.J (TQd8, Morale d10)
positions on the heights overlooking the highway. The Oberst
holds us in such esteem that we have the honor of leading Reinforcements arrive on the table’s eastern edge.
the rest of the battalion up the heights. See to your gear! The
Fatherland expects your all today!”
2nd Section/Truppe (TQd8, Morale d8 )
VICTORY POINTS Rifle Team:
+30 if Objective is occupied and there are no enemy units within 10” 1 x Assistant Squad Leader w/MP40 SMG
+10 for each enemy AFV immobilized or KO
4 x Riflemen w/Mauser 98k Rifles
+1 for each enemy KIA or POW
LMG Team*:
GERMAN FORCES 1 x Squad Leader w/MP40 SMG
Elements from 26.VG-Div. and KG Hauser (PZ-Lehr-Div) 1 x Gunner w/MG42 LMG (Light Support)
The German force starts the game with Initiative and maintains it until 2 x Assistant Gunners w/Mauser 98k Rifles
the end of Turn 3. Test for initiative at the beginning of Turn 4 and all
subsequent turns.
3rd Section/Truppe (TQd8, Morale d8 )
Rifle Team:
The German force is Confident and its Supply Quality is Average. 1 x Assistant Squad Leader w/MP40 SMG
1st Platoon/Zug HQ 4 x Riflemen w/Mauser 98k Rifles
Feldwebel Gunnar Schmitt (TQd8, Morale d10)
LMG Team*:
1 x w/MP40 SMG
1 x Squad Leader w/MP40 SMG
Stabs Team: 1 x Gunner w/MG42 LMG (Light Support)
1 x Gefreiter w/MP40 SMG 2 x Assistant Gunners w/Mauser 98k Rifles
2 x Riflemen w/Mauser 98k rifles and Panzerfaust 60
1 x Radio Operator w/Fu.Spr.d radio and MP40 SMG 2nd Platoon/Zug HQ (TQd8, Morale d10)
1 x Medic w/P38 pistol Feldwebel Heinz Gunther - Positive Leader w/StG44 Assault Rifle

1st Section/Truppe (TQd8, Morale d8 ) 4th Section/Truppe (TQd8, Morale d10)


Rifle Team: Assault Team:
1 x Assistant Squad Leader w/MP40 SMG Assistant Squad Leader w/StG44 Assault Rifle
4 x Riflemen w/Mauser 98k Rifles 4 x Riflemen w StG44 Assault Rifle
LMG Team*: LMG Team*:
1 x Squad Leader w/MP40 SMG 1 x Squad Leader w/MP40 SMG
1 x Gunner w/MG42 LMG (Light Support) 1 x Gunner w/MG42 LMG
2 x Assistant Gunners w/Mauser 98k Rifles 1 x Asst. Gunner w/Mauser 98k rifle
5th Section/Truppe (TQd8, Morale d10)
AFTERMATH Assault Team:
Assistant Squad Leader w/StG44 Assault Rifle
German assault units stormed straight up the heights and 4 x Riflemen w StG44 Assault Rifle
suffered heavy casualties. On Hill 500, they managed to expel
the American defenders during a night attack and began to LMG Team*:
infiltrate the hamlets south of that position. The presence of 1 x Squad Leader w/MP40 SMG
US armored units and local counterattacks by glider infantry 1 x Gunner w/MG42 LMG
prevented them from controlling the highway, which remained in 1 x Asst. Gunner w/Mauser 98k rifle
US hands. Bastogne’s life-line remained intact – for the moment. *All LMG teams are Weapon Teams.
German units start the game set up in the Red Zone.
Ambush Alley Force on Force
Ambush Alley Force on Force • 95
95
Last of the Gauls
Scenario 3
Berlin Gotterdamerung, 30 april 1945
Berlin, proud capital of Hitler’s Thousand Year Reich, lay in SCENARIO INFORMATION
ashes and ruin in the closing days of April, 1945. Smoke and
flame rose into the air like the arms of a mother imploring Duration of Game: 10 Turns
the gods’ mercy for her imperiled children. The crackling Initiative: Soviets begin Turn 1 with initiative.
prayers fell on deaf ears as Ragnarok continued to rage in Test for initiative on subsequent turns.
the masonry-choked valleys and ravines that had once been
Berlin’s shining, modern streets. As a people, the Germans Special Conditions:
knew the war was over and they were defeated – still, some • Rubble, rubble, and more rubble – only
fought on like automatons while those around them fled in Cautious/Patrol movement is allowed
dismay.
• The air is so choked with smoke and dust that
Ironically, few of the Reich’s most steadfast defenders are
Night Fighting rules are used by both sides
Germans at all – where the German “Master Race” has failed,
the old warrior spirit of the Gaul has held fast… Fog of War: Generated by Reaction Tests

5
1

2 4 Scenario Diagram
2’ x 2’ (60mm x 60mm) for
15mm
4’ x 4’ (1.2m x 1.2m) for
20mm+
1-5: German Hot Spots
3 Russians set up in the Red Zone.
Germans set up in the Blue Zone.

Force on Force Ambush Alley


96 • Force on Force Ambush Alley
96
GERMAN MISSION Variable Reinforcements
At Puttkamerstrasse Spehrline, in what was once a library, the The Charlemagne elements might receive surprise reinforcements
few survivors of Sturmbrigade Charlemagne are preparing during the scenario. Their reinforcement level is 2.
to withdraw to another line of defense – the Sicherheits At the end of each turn roll 1d6. If 1-2 is rolled, roll on the table
Hauptamt (Ministry of Security) – but under steady pressure below to determine what reinforcements arrive. If a 3-6 is rolled,
from Soviet forces, Waffen-Hauptsurmfuhrer Fenet orders no reinforcements are available for the next turn.
the evacuation of the wounded and most of the able warriors. If reinforcements are available, roll 1d6 (Note: Only one of each
A few must stay behind to slow the Communists, sacrificing reinforcement type may be on the table at a time. Re-roll if a roll
themselves to gain their comrades time to establish a new indicates a reinforcement type that is currently in play):
line of defense.
Roll Units
You are Waffen-Unterscharfuhrer Ernest Vaulet, and you and 1 HitlerJugent team: 4 x fanatics w/Pistols &
a few others volunteered for this hopeless task. Together, you PzFaust60. (TQd6, Morale d12). Roll for hotspot.
must hold the Soviets back long enough for your friends to 2 VolksSturm team: 5 x riflemen w/Mauser 98k rifle.
reach Sicherheitshaupamt. After achieving that, you and any (TQd6, Morale d6 – Low Confidence) Roll for hotspot.
survivors may flee through the rubble and sewers to re-join 3 VolksSturm team: 4 x riflemen w/Mauser 98k rifle, 1
your comrades, or, failing that, die in place. Surrender to the x Rifleman with PzFaust 60 (TQd6, Morale d6 – Low
Soviets is not an option. Confidence) Roll for hotspot.
4 VolksSturm team: 5 x riflemen w/Mauser 98k rifle
VICTORY POINTS (TQd6, Morale d6 – Low Confidence) Roll for hotspot.
+10 if building held at the beginning of game is held until the end of
turn 6 5 Kriegmarine team: 4 x riflemen w/Mauser 98k rifle,
+5 for each enemy AFV immobilized or KO 1 x Gunner w/MG34 LMG (TQd8, Morale d8 – Low
+1 for each enemy KIA Confidence) Roll for hotspot.
6 StuG.III Ausf.G (TQd8, Morale d10) Enters on the
“GERMAN” FORCES table’s north edge.
(Elements from Sturmbrigade Charlemagne)
The German force is Confident and its Supply Quality is Poor.
Waffen-Unterscharfuhrer Ernest Vaulet
Positive Leader (TQd10, Morale d12) w/FG42 Assault Rifle/LMG (Lt.
Support)
1st Team (TQ d10, Morale d12)
1 x NCO w/StG44
1 x Rifleman w/StG44 and Panzerfaust 100 (Med. Support)
1 x Rifleman w/StG44
2nd Team (TQ d10, Morale d12)
1 x NCO w/StG44
2 x Rifleman w/StG44 and Panzerfaust 100 (Med. Support)
1 x Rifleman w/StG44
Charlemagne units set up in the Blue Zone on the
Scenario Diagram. Consider them as Stealthy Units
and Hidden Units on the first turn.

AFTERMATH
The Soviet attack was relentless and deadly despite the
heavy losses it incurred. The German defenders were
pushed back and ground down under the weight of Soviet
tanks, artillery, and infantry.

Ambush Alley Force on Force


Ambush Alley Force on Force • 97
97
Variable Reinforcements
The Soviet force automatically receives reinforcements at the
beginning of each turn after the first in which they have the
Initiative.
Roll 1d10:
Roll Units
1 2 x T34-85 (TQd8, Morale d10)
2 Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41, 4 x Frontovik w/Mousin-
Nagant Rifle
3 Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41, 3 x Frontovik w/Mousin-
Nagant Rifle, 1 Frontovik w/DP28 LMG (Light Support)
4 2 x JS-2 M44 (TQd8, Morale d10)
SOVIET MISSION 5 Assault Team: (TQd8, Morale d10)
“Tovarich, the victory is near! We have glimpses of the 1 x Starshina/NCO w/PPsH41, 3 x Frontovik w/Mousin-
Reichstag down the street, where the fiendish dictator and Nagant Rifle, 1 x Frontovik w/PPsH 41 & PzFaust30
rapist of Mother Russia is in hiding! In front of us are those 6 Assault Team: (TQd8, Morale d10)
traitorous bitches of the French SS. The French Fascists 1 x Starshina/NCO w/PPsH41, 3 x Frontovik w/Mousin-
Nagant Rifle, 1 x Frontovik w/DP28 LMG (Lt. Support)
still resist even after their criminal German overlords have
fled! We must wipe them out for the glory of the Motherland! 7 Off Board Artillery: Randomly choose a building on
the board and attack it with a Heavy Artillery Attack:
Hurrah! Hurrah!” 10D (8” radius). No spotter rolls are necessary. The
salvo simply strikes where designated.
VICTORY POINTS
+10 for each enemy AFV immobilized or KO 8 2x T34-85 (TQd8, Morale d10)
+5 for each enemy KIA or POW 9 Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41, 3 x Frontovik w/Mousin-
SOVIET FORCES Nagant Rifle, 1 x Frontovik w/DP28 LMG (Lt. Support)
(Elements of the 8th Guards Rifle Division and 1st Guards Tank
Regiment) 10 Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41, 3 x Frontovik w/Mousin-
The Soviet force starts the game with Initiative on Turn 1. Test for Nagant Rifle, 1 x Frontovik w/PPsH 41 & PzFaust30
initiative on subsequent turns.
The Soviet force is Confident and its Supply Quality is Average. Reinforcements enter the table from its southern edge.

Lieutenant Ygor Petrov


Positive Leader (TQd8, Morale d10) w/PPsH43 SMG
1st Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41
4 x Frontovik w/PPsH41
2nd Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41
4 x Frontovik w/PPsH41
3rd Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41
4 x Frontovik w/PPsH41
4th Assault Team: (TQd8, Morale d10)
1 x Starshina/NCO w/PPsH41
4 x Frontovik w/PPsH41
Soviet units start the game set up in Red Zone on the
Scenario Diagram.
Force on Force Ambush Alley
98 • Force on Force Ambush Alley
98
Clearing the old Quarter
Scenario 4 n Basra, 2003
It is April 2003 and the British Parachute Regiment is tasked
with clearing the ‘Old Quarter’ of Basra. The area is virtually
inaccessible to vehicles so the troops have to clear it the
old way – with boots on the ground. The area is defended
by regular Iraqi troops and the close nature of the terrain
guarantees a tough urban fight.

SCENARIO INFORMATION
Duration of Game: 8 turns.
Initiative: British have Initiative on Turn 1. Test for initiative
on subsequent turns.
Special Conditions: Treat
N objective building “A” as
Improved Cover.
Fog of War: British player
draws one Fog of War Card
and one Asset Card at the
beginning of Turn 1. Iraqi
player draws one Fog of War
card at the beginning of
Turn 1. Further Fog of War
cards are triggered by
Reaction Tests.

A
Scenario Diagram
3’ x 3’ (90mm x 90mm) for
15mm
4’ x 4’ (1.2m x 1.2m) for
20mm+
A: Target Building
British forces start west of the
blue line.
Iraqi Forces may set up
anywhere east of the red line.

Ambush Alley Force on Force


Ambush Alley Force on Force • 99
99
BRITISH MISSION IRAQI MISSION
Your platoon must fight its way through the streets of the Your small force of regular army troops has been assigned
Old Quarter and capture a large building thought to be the to hold part of the Old Quarter against the advancing enemy.
lynch-pin of the Iraqi defense in the area. Your troops must Your men are becoming concerned at the losses they
fight their way to the building through the narrow streets have suffered and morale has become even more fragile
and capture the structure from the enemy. now they know they are fighting British soldiers from the
famous Parachute Regiment. You have decided to make a
Your force must capture the large building marked ‘A’ on the
stand around a large building that is the cornerstone of your
map. You have 8 turns to complete your objective. In order
defense in this area. You hope that with your men on the
to claim control of the building, no Iraqi figures may be on
defensive you may be able to hold the enemy advance.
the terrain piece.
Your force must hold the large structure, marked ‘A’ on the
VICTORY POINTS map, at the end of the game on Turn 8. In order to claim
Capture the Building +20
Each Iraqi KIA/POW +1
control of the building you must have at least one unpinned
Iraqi unit occupying it. You will also gain bonus points for
BRITISH FORCES every other building you manage to hold.
(Elements of 2nd Platoon.)
The building marked ‘A’ and one other may be classed as
The British force is Confident and its Supply Quality is Average. All
British Troops are equipped with Body Armor. The force’s overall Troop ‘Improved Cover’ and give +1 extra Defense dice for those
Quality and Morale is D10. troops occupying them.
Team Broadsword VICTORY POINTS
Lieutenant James Carstairs Hold the Building +20
Positive Leader, w/SA-80 Each British soldier KIA/POW +1
Each building held by Iraqi troops at end of game +1
Team 1
1 x NCO w/SA-80 IRAQI FORCES
1 x Grenadier w/SA-80 & UGL (Lt. Support) (Elements from 2nd Company, 336th Infantry Regiment)
1 x Rifleman w/LSW
1 x Gunner w/Minimi (SAW, Lt. Support) The Iraqi force is Confident and its Supply Quality is Average. The
force’s overall Troop Quality and Morale is D8.
Team 2
1 x NCO w/SA-80 Captain Rashid
1 x Grenadier w/SA-80 & UGL (Lt. Support) Positive Leader, D10 Morale, w/AKM
1 x Rifleman w/LSW Rifle Group 1
1 x Gunner w/Minimi (SAW, Lt. Support) 4 x Rifleman w/AKM
Team 3 1 x SAW Gunner w/RPD
1 x NCO w/SA-80 Rifle Group 2
1 x Grenadier w/SA-80 & UGL (Lt. Support) 4 x Rifleman w/AKM
1 x Rifleman w/LSW 1 x Soldier w/RPG & AKM
1 x Gunner w/Minimi (SAW, Lt. Support)
Rifle Group 3
MG Team 4 x Rifleman w/AKM
1 x Gunner w/GPMG 1 x SAW Gunner w/RPD
1 x Assistant Gunner w/SA-80
Rifle Group 4
Sniper Team 4 x Rifleman w/AKM
1 x Sniper w/L96A1 1 x Soldier w/RPG & AKM
1 x Spotter w/SA-80
DShK (Dushka) Team
1 x Gunner w/DShK (Heavy Support)
2 x Assistant Gunner w/AKM
PKM Team
1 x Gunner w/PKM (Medium Support)
1 x Assistant Gunner w/AKM

Force on Force Ambush Alley


100 • Force on Force Ambush Alley
100
Thunder Run
Scenario 5 n April 2003
Highway 8, Outskirts of Baghdad -
Task Force 1-64, nicknamed ‘The
N Rogues’, have been assigned
the mission of probing the
capital’s defenses ahead of the
main invasion force. They are
to link up with Task Force 3-69
at the recently seized Saddam
International Airport. Equipped
7 8
with a mix of Abrams MBTs,
5 Bradley IFVs and M113 APC
platforms, it is anticipated that the
armored column will face a deter-
mined opposition of Republican
Guard infantry and armor – not
3 4 to mention the near fanatical
Saddam Fedayeen irregulars.

D Author’s Note: Although fictional, this


scenario is heavily based on Task Force
C 1-64 of the 3rd Infantry Division (3ID)
2 and their actions on 5th April 2003 in
the ‘armored reconnaissance’ into the
B outskirts of Baghdad now known as the
1 ‘Thunder Run’.

Scenario Diagram
2’ x 3’ (60mm x 90mm) for
15mm
4’ x 6’ (1.2m x 1.8m) for 20mm+
A-D: Buildings containing
Fedeyeen units
1-8: Iraqi Republican Guard
positions
US forces begin within the Blue
Zone.

Ambush Alley Force on Force


Ambush Alley Force on Force • 101
101
SCENARIO INFORMATION US MISSION
Duration of Game: 8 turns Spearhead elements of Task Force 1-64 must seize and hold
a strategically important highway crossroads designated
Initiative: US force has Initiative on Turn 1. Objective Larry to allow the main body of TF 1-64 to proceed
Test for initiative on subsequent turns. toward their ultimate objective, Saddam International. The
crossroads will be heavily defended and Iraqi counter
Special Conditions:
attacks, including the use of armor, are expected.
• Building Clearance – Use Building Clearance
rules unless building is occupied in which case The crossroads must be seized by Turn 5 and then held
occupants must be engaged at range or by and in US hands at the conclusion of Turn 8, the end of
close assault before clearing the building. the game. In US hands is defined as having at least one
unsuppressed/non pinned unit positioned in the centre of the
• RPG Anti Tank Warheads: Roll a d6 for each
crossroad intersection.
RPG fired. On a 5 or 6 it is an AT warhead.
• All vehicles are restricted to a maximum VICTORY POINTS
of Patrol speed both on and off road Capture and hold crossroads +20
Each Coalition soldier WIA -5
• The Saddam Fedeyeen may utilize Out Of Each Coalition soldier KIA -10
Contact Movement as detailed in the rules. Each Coalition soldier captured -20
Each building/structure destroyed -10
• Coalition Rules of Engagement: Coalition forces
are operating under wartime ROEs and are US FORCES
permitted to fire on any valid targets including (Elements of 2nd Platoon.)
buildings with proviso that buildings and infra- The US force’s Confidence level is High and its Supply Quality is
structure should not be targeted unless strictly Average. All US Troops are equipped with Body Armor. The force’s
necessary. Iraqi forces face no such restrictions. overall Troop Quality is D8 and its Morale is D10.

Fog of War: US player draws one Fog of War Card at the


Task Force 1-64
2 x M1A1 Abrams
beginning of Turn 1. Iraqi player draws one Fog of War card 2 x M2A2 Bradley (note the Bradleys’ TOWs must be externally
at the beginning of Turn 1. Further Fog of War cards are reloaded so effectively the TOWs are only two shot weapons)
triggered by Reaction Tests 1 x M113A3 APC
US Asset Cards: Each Bradley carries a dismount infantry
• Gunship (AH-64 Apache) (not dedicated element of six soldiers:
so one turn delay to arrive) 1 x Fire Team Leader w/M4/M16A2
2 x Rifleman w/M4/M16A2
• Off Board Heavy Artillery Support (155mm battery) 2 x Grenadier w/M16/M203 (Lt. Support)
1 x Gunner w/M249 SAW (Lt. Support)
Iraqi Asset Cards:
• Off Board Heavy Mortar Support (120mm battery) The M113A3 is a ‘Band Aid’ medical track carrying:
Medic Team
• Off Board Light Artillery Support (105mm battery) 1 x Medic w/M4
1 x Medic Assistant w/M4
1 x Security Rifleman w/M4
1 x Security Grenadier w/M4-M203
The Medic Team counts as a CASEVAC point for US wounded.
Sniper Team
1 x Sniper w/M24 Sniper Rifle
1 x Spotter w/M4
The Bradleys are up-armored with extra armor although they do not
carry ERA mounted. Neither the M1A1s nor the M113A3 are up-
armored. Armor crew and infantry all wear Interceptor body armor with
SAPI plates.
Note that all crews initially arrive on-board with hatches open and top
deck machineguns manned.

Force on Force Ambush Alley


102 • Force on Force Ambush Alley
102
IRAQI MISSION 1 x Gunner w/RPK
7 x Rifleman w/AK
Iraqi forces composed of both Republican Guard regulars
and Saddam Fedeyeen militia, must stop the invaders from Armour Position 8 (RG)
reaching and holding the crossroads which are vital in both 1 x T-55 in hull down position. Can reverse out of revetment.
2 x BMP-1 (RG)
stopping the Coalition advance and in redeploying Iraqi forces
to defend Baghdad. Defend the crossroads and kill as many Can be deployed anywhere within 12" of centre of crossroads.
Both are equipped with AT-3 Sagger ATGM along with 73mm main
of the pawns of the Great Satan as possible.
armament.
VICTORY POINTS Fedeyeen
Crossroads still held at end of turn 8 +20 Building A – Lightly Reinforced Building (SF)
Each Coalition soldier captured +20 1 x Cell Leader w/AK
Each Coalition soldier KIA +10 2 x Gunner w/RPG-7
4 x Rifleman w/AK
IRAQI FORCES
Republic Guard regulars (RG) have Low Confidence (including armor Building B – Lightly Reinforced Building (SF)
crews). Its Supply level is Average. 1 x Cell Leader w/AK
The Force’s overall Troop Quality is D6 and it has a Morale of D8. 2 x Gunner w/RPG-7
2 x Rifleman w/AK
Saddam Fedeyeen irregulars (SF) have High Confidence. Their Supply
level is Average. Building C – Lightly Reinforced Building (SF)
1 x Cell Leader w/AK
The Saddam Fedeyeen units have a Troop Quality of D6 and a Morale 1 x Gunner w/RPG-7
of D10. 1 x Gunner w/PKM
Iraqi forces deploy as per the map. Note all infantry and infantry 2 x Rifleman w/AK
support units (not armor or technicals) are considered Hidden at the
Building D – Lightly Reinforced Building (SF)
start of the game.
1 x Gunner w/PKM
All Iraqi units which are noted as occupying fighting positions gain a 1 x Assistant Gunner w/AK
Solid Cover bonus.
1 x Three suicide bomber (PBIED) team – All three suicide bombers
Republican Guard Troops carry AKs but wear explosive laden vests. They can be positioned
Trench Position 1 (RG) in any building on table (at a minimum of 10" from Coalition
1 x Section Leader w/AK forces). The suicide bomb vests create a 6d8 Firepower attack
1 x Gunner w/RPG-7 when detonated. A Morale check is required to detonate.
1 x Gunner w/RPK 2 x VBIED Pickup Trucks packed with explosives – These are driven
7 x Rifleman w/AK and detonated by a Fedeyeen Martyr. They can be positioned on
Armour Position 2 (RG) any road as long as they are a minimum of 20” from Coalition
1 x T-55 in hull down position. Can reverse out of revetment forces. Each VBIED attacks with a Firepower of 8d8.
1 x Technical Pickup Truck mounting a 12.7mm DShK HMG with driver
Trench Position 3 (RG)
and three Fedeyeen crew. Deploy as VBIEDs.
1 x Section Leader w/AK
1 x Gunner w/RPG-7
1 x Gunner w/RPK
7 x Rifleman w/AK
Lightly Reinforced Position 4 (RG)
1 x Gunner w/12.7mm DShK HMG
3 x Crew w/AK
Armour Position 5 (RG)
1 x T-72 in hull down position. Can reverse out of revetment
Lightly Reinforced Position 6 (RG)
1 x Gunner w/14.5mm ZPU AAA in ground fire role
3 x Crewmen w/AK
Trench Position 7 (RG)
1 x Section Leader w/AK
1 x Gunner w/RPG-7

Ambush Alley Force on Force


Ambush Alley Force on Force • 103
103
Hell-Land
Scenario 6 n Afghanistan, 2007
After suffering increasingly accurate Taliban 107mm rocket Author’s Note: Although fictional, this scenario is heavily based
indirect fire attacks against Forward Operating Base Delhi on Z Company, 45 Commando’s Operation Glacier Two against
and the Garmsir District Centre, an intelligence led operation Taliban forces at Jugroom Fort, due south of Garmsir DC in
is mounted by British ISAF troops operating under Task January 2007.
Force Helmand to disrupt the attacks by capturing or killing
the local Taliban commander responsible. UK Special
Forces are unavailable so a daring mounted operation is
planned against the compound complex where the Taliban
commander, Mullah Mohammad Khan, is believed to be
meeting with the indirect fire crews to plan more attacks…

Scenario Diagram
3’ x 2’ (90mm x 60mm) for 15mm
6’ x 4’ (1.8m x 1.2m) for 20mm+
See text for key to positions 1-8

3
1 2 5
4
6 N
8
7

FSG
British Starting Position in Wadi
Force on Force Ambush Alley
104 • Force on Force Ambush Alley
104
• Additional PID: Gunships and fast air must both
make an additional Positive Identification (PID)
TQ roll (in addition to any Hidden rolls) before
releasing any ordnance against any target, even
after being ‘talked onto’ the target by the JTAC.
Fog of War: British player draws one Fog of War Card and
one Asset Card at the beginning of Turn 1. Taliban player
draws one Fog of War card at the beginning of Turn 1.
Further Fog of War cards are triggered by Reaction Tests
Assigned Asset Cards:
Task Force Helmand Assets:
• Fast Air (non dedicated air)- Harrier GR9
SCENARIO INFORMATION with mix of 250 and 500 pound bombs
Duration of Game: 6 turns • Gunship (dedicated air)- AH-1 Apache
Initiative: British force has Initiative for Turn 1. • Off Board Medium Mortar (81mm battery
Test for initiative on subsequent turns. in dedicated support from FOB Delhi)
Special Conditions: Taliban Assets:
• Each building must be breached using Building • Off Board Medium Mortar (82mm battery in
Clearance rules. All Taliban visibly occupying buildings dedicated support- guided by the FO/spotter)
(i.e. on the roof) must be close assaulted. Others rolled
• 2 x Improvised Explosive Devices. 6d8 Firepower
on Building Clearance results are considered stragglers/
(cards can be played at any time however the
die-hard types. ISAF are equipped with breaching kit,
unit targeted is randomized by a die roll. The IEDs
frame charges and grenades although they are not
can only be triggered in the open ground ahead
considered a unit which specializes in breaching and
of the compounds and up to the outer walls – not
thus there is only one breaching kit per fire team.
inside the compounds or in the greenzone)
• The sun baked mud brick of the compound walls
Optional Rules
are rated at a Building Structural Strength of
Infantry Only: Try the same scenario with no Vikings/
Reinforced. All buildings themselves are consid-
Mastiffs. The infantry platoon should be considered inserted
ered as Average and have been Lightly Reinforced.
by Chinook into the edge of the wadi leading toward the
All are rated of Decent Construction (D8).
compound complex. Deploy Task Force Helmand elements
• Allah Akbar Special Rule: While Mullah Khan is within 6" of the southern wadi edge.
on-table, any Taliban unit can re-roll a failed Morale
Test. Conversely, all Taliban units are reduced by one
Morale die type if the Mullah is killed or captured.
• Out Of Contact Movement: The Taliban may utilize
Out Of Contact Movement. To simulate the Taliban’s
local knowledge and extensive use of tunnels, spider
holes and similar ‘rat runs’, Taliban units which have
been seen by ISAF forces can re-use Out of Contact
by moving out of line of sight. On the following turn
they can again use Out of Contact Movement.
• Rules of Engagement: ISAF forces cannot engage targets
in close proximity of civilians. Additionally, no aerial
bombs can be dropped on to the compounds although
they may be deployed along the Green Zone - there
is no such restriction on Hellfire or rocket pods.

Ambush Alley Force on Force


Ambush Alley Force on Force • 105
105
BRITISH MISSION
UK forces must assault the targeted compound complex with
an infantry platoon mounted in light armored vehicles. The
assault will be supported by both fixed and rotary wing close
air support, light armor and infantry fire support teams. UK
forces must break into the complex, locate the Taliban high
value target, detain or kill him, and exfiltrate the target location
– all the while minimizing both ISAF and civilian casualties.

VICTORY POINTS
Capture Mullah Khan +20
Kill Mullah Khan +10
Exfiltrate without any KIA +10
Each civilian casualty -10 Alpha Fire Team:
BRITISH FORCES 1 x Section Leader with SA80A2 (L85A2)
The British force has High Confidence and its Supply Quality is 1 x Rifleman with SA80A2
Average. All British Troops are equipped with Body Armor. The force’s 1 x Grenadier with SA80A2 UGL
overall Troop Quality and Morale is D10. 1 x Gunner with L110A1 Minimi Para SAW
OR 1 x Gunner with L86A2 LSW
The main Task Force Helmand maneuver elements can deploy
anywhere within the wadi ‘deployment box’- the wadi is 6" wide and Bravo Fire Team:
located on the southern table edge as shown on the map. The RM 1 x Section Leader w/SA80A2 (L85A2)
ASG Vikings and the Scimitar from the Household Cavalry can all 1 x Rifleman w/SA80A2
adopt hull down positions in the wadi allowing their gunners to engage 1 x Grenadier w/SA80A2 UGL (Lt. Support)
if required whilst providing Solid Cover. 1 x Gunner /L110A1 Minimi Para SAW (Lt. Support)
The Fire Support Group must deploy on the hill to the south west of GPMG Group (Weapon Team Bonus Applies)
the board – they have direct LOS against all Taliban outside of the 1 x Gunner w/L7A2 GPMG
compounds and those positioned on the roofs of buildings. They
1 x Assistant Gunner w/SA80A2
may choose to initially deploy either behind the crest and thus out
of line of sight, and line of fire, or on the crest to maximize targeting Dog Team (Dog Team Bonus Applies)
opportunities. 1 x Handler w/SA80A2
Task Force Helmand 1 x Canine
Platoon Headquarters (PHQ) Element 4 x Viking or Mastiff light armored vehicles mounting 1 x GPMG
1 x Platoon Leader w/SA80A2 (Positive Leader) (and rear gunner with L110A1 SAW if Viking). Both feature improved
1 x Platoon Sergeant w/SA80A2 (Positive Leader) bar (even if not shown on model) and gun shields for the GPMG
1 x Medic w/SA80A2 gunner. Each vehicle carries one infantry section or the PHQ command
1 x Radio Operator w/SA80A2) element, Dog Team and GPMG team.
Maneuver (Assault) Element 1 x Scimitar Light Tank. The Scimitar features improved bar armor
3 x Infantry Sections split into two fire teams: even if not shown on the model.
Fire Support Group (FSG)
2 x E-WMIK Land Rover – Both mount passenger operated GPMGs
and each mounts a heavy weapon in the rear ring turret, either an M2
.50 HMG or H&K GMG 40mm AGL.
Each is crewed by three Riflemen (driver, rear gunner and vehicle
commander) with SA80A2. They also have access to a Javelin ATGM
with three rounds which can be operated by any of the crew.
1 x Attached JTAC (Joint Tactical Air Controller) with SA80A2
1 x Sniper Cell (Sniper Team Bonus)
1 x Sniper armed with .338 L115A1 sniper rifle
1 x Spotter with SA80A2
1 x Pinzgauer or Snatch Land Rover, unarmed. This vehicle carried
the JTAC and sniper cell.

Force on Force Ambush Alley


106 • Force on Force Ambush Alley
106
TALIBAN MISSION 6: Compound (Hidden Unit)
4 x Rifleman with AK
ISAF forces must not be allowed to capture Mullah Khan.
1 x Gunner with RPG-7
Hold off the British until Mullah Khan can escape through the 1 x Gunner with RPK/RPD
tunnel entrance. Make the British pay in blood for their bold
7: Compound (Hidden Unit)
attack. 6 x Rifleman with AK
VICTORY POINTS 2 x Gunner with RPG-7
Mullah Khan escapes +20 1 x Sniper with SVD Dragunov
Mullah Khan stays on board +10
Each compound still held +5 8: Compound (Hidden Unit)
Each ISAF soldier captured +5 5 x Rifleman with AK
Each ISAF soldier KIA +1 2 x Gunner with RPG-7
1 x Gunner with RPK/RPD
TALIBAN FORCES 1 x Spotter/FO with AK
The Taliban force has Normal Confidence and Average Supply Quality (deploys Hidden anywhere in compounds or Green Zone)
(note that in this scenario featuring hardened mujahedeen, the Taliban
Mullah Mohammed Khan (Positive Leader). Unarmed. The Mullah
are considered Regulars, not Irregulars).
is located in a random building in Compound F. His position is not
All Taliban units have a Troop Quality D8 and a Morale of D10. known to ISAF forces.
The Taliban have four concealed fighting positions, hidden under the Taliban forces inside the compounds can be deployed as the player
trees and vegetation lining the tributary of the Helmand River known as wishes and are considered Hidden at the start of the game.
the Green Zone which the compound complex backs up against.
The Taliban also have a dedicated spotter for their indirect fire support
1: Hidden trench position protecting 3 x Riflemen with AK, 2 x who can be placed anywhere – this is represented by a single figure
Gunner with RPG-7, 1 x Gunner with PKM and 1 x Assistant with binoculars – he must have direct LOS to call in mortar support.
Gunner with AK. Solid Cover bonus.
A marker needs to be placed behind the compounds as shown on the
2: Hidden Soviet 12.7mm DShK HMG with three man crew map to indicate the tunnel entrance Mullah Khan can use to escape.
(Weapon Team Bonus). Solid Cover bonus.
There are also two civilian mobs in the courtyards of Compound A and
3: Hidden escape tunnel entrance C. They will attempt to leave the compounds as soon the firing starts
4: Hidden Chinese 82mm Type 65 recoilless rifle with three crew by moving toward the rear of the compounds and using loopholes to
(Weapon Team Bonus). Solid Cover bonus. escape into the Green Zone by the river. They will then move randomly
either east or west along the riverbank.
5: Small infantry cell of four fighters with AKs, an RPG gunner and a
two man PKM GPMG team in a Hidden trench position. Solid Cover
bonus.

Ambush Alley Force on Force


Ambush Alley Force on Force • 107
107
Baker’s Corner
Scenario 7 n West Germany, 1986
In the early autumn of 1986, Warsaw Pact
N Forces launched their offensive against
NATO. Operation ‘Eastwind’ saw the
Warsaw Pact Forces initially make some
headway against NATO forces. They were
held along a line that managed to stop the
enemy advance through sheer doggedness
A and prepared defenses. While ‘Eastwind’
had initially focused on the BAOR and
West German forces in the north, as the
line stiffened, the Soviets changed tack
and made a heavy attack against US Army
forces further south.
This scenario represents one of the rearguard
actions by US Forces determined to stop
the Soviet advance. The game recreates the
actions of Captain Shawn T. Baker and his
small battlegroup as they fight to stall the
Soviet advance. The battle became famous
for its events and the road junction is now
known as ‘Baker’s Corner’.

SCENARIO INFORMATION
Duration of Game: 8 turns.
Initiative: Soviets have initiative on Turn 1.
Test for initiative on subsequent turns.
Special Conditions: Hedges provide cover
but do not block LOS.
Fog of War: Each player draws one Fog
of War Card at the beginning of Turn 1.
Further Fog of War cards are triggered by
Reaction Tests.

Scenario Diagram
3’ x 2’ (90mm x 60mm) for 15mm
6’ x 4’ (1.8m x 1.2m) for 20mm+
A: Exit route

Force on Force Ambush Alley


108 • Force on Force Ambush Alley
108
US MISSION SOVIET MISSION
For the last two days, US Forces have been under heavy For the past two days, Soviet forces have been trying to
attack by Warsaw Pact Forces as they try and break the push their way through the US Army in the south of West
war’s deadlock by breaking through the US lines. Captain Germany. The Warsaw Pact advance in the north has stalled
Baker and his rag-tag battlegroup are assigned to defend a against a tenacious enemy defense and now the focus
vital road junction from advancing Soviet troops. has moved south. Captain Kalinsky’s force represents the
vanguard of a Soviet Motorized Regiment with orders to
“It was a cold September morning. I remember thinking that
secure a vital road junction for the regiments advance.
it seemed very cold for that time of year and I wondered if
it was some sort of omen. I didn’t have long to ponder this “We approached the area at around 0730 hours that
as by 0730, the Soviet vanguard came into sight and within morning. When we got within sight of the buildings at the
minutes my men began engaging the Soviets with all the road junction, we came under heavy fire from concealed
weapons we had in a desperate fight for survival…” enemy forces. Within a few minutes four of the T-72 tanks
accompanying my unit had been destroyed, it was a bleak
From ‘My War’ by Captain Shawn T. Baker
start to the morning…”
VICTORY POINTS From ‘The Eastwind Blows’ by Victor Suvorov
Prevent Soviets from meeting their Victory Condition: Victory!
Otherwise: Defeat! VICTORY POINTS
The Soviet player must exit a minimum of two vehicles off the road
US FORCES at ‘A’ by the end of the game to win.
US forces are Confident and their Supply Quality is Average.
SOVIET FORCES
Battlegroup Baker Vanguard of the Soviet 112th Guards Motorized Rifle Regiment
M1A1 Abrams Tank – Captain Baker (TQ – D10, Morale – D10)
All Soviet forces have a Troop Quality and Morale of D8. They are
M1A1 Abrams Tank – Lieutenant Cassius (TQ – D10, Morale Confident and have Average Supply Quality.
– D10)
Rifle Team 1 – 5 x M16, 1 x M60 (TQ – D8, Morale – D8 ) Platoon HQ in BMP-1: Squad 3 in BMP-1
Captain Kalinsky w/AKM Rifle Team:
Rifle Team 2 – 4 x M16, 1 x M203, 1 x M60 (TQ – D8, Morale – D8 )
3 x w/AKM 2 x w/AKM
Rifle Team 3 – 5 x M16, 1 x M60 (TQ – D8, Morale – D8 ) 1 x w/PKM 1 x w/UGL
Rifle Team 4 – 4 x M16, 1 x M203, 1 x M60 (TQ – D8, Morale – D8 ) 1 x w/Sagger AT-3 1 x w/RPK
Dragon A/T Weapons Team – 2 x M16, 1 x Dragon ATGW (TQ – Squad 1 in BMP-1 Support Team:
D8, Morale – D8 ) Rifle Team: 2 x w/AKM
All US Forces must deploy west of the main road. One of the 2 x w/AKM 1 x w/PKM
buildings may be classed as fortified. All US troops have body 1 x w/UGL 1 x w/RPG
armor. All US Rifle Teams are equipped with LAW one-use Anti-tank 1 x w/RPK
Recce
weapons. Support Team: BRDM-2
2 x w/AKM Tank Platoon 1: 3 x T-72
1 x w/PKM Tank Platoon 2: 3 x T-72
1 x w/RPG
Soviet Forces deploy anywhere
Squad 2 in BMP-1 along the table’s east edge.
Rifle Team:
2 x w/AKM
1 x w/UGL
1 x w/RPK
Support Team:
2 x w/AKM
1 x w/PKM
1 x w/RPG

Ambush Alley Force on Force


Ambush Alley Force on Force • 109
109
Fog of War & Asset Cards
Generic Generic WWII
Modern Fog Fog of War
of War and and Asset
Asset Cards Cards
The following Fog The WWII Fog of
of War and Asset War and Asset
cards may be used cards may be
in a scenario pitting used in World War
“modern” (Gulf Two scenarios
War and later) which pit Allied
forces of equivalent forces against
types against one the Germans.
another. Future Future Campaign
Campaign Packs Packs will feature
will feature cards cards specifically
specifically tailored for the
tailored for the conflicts upon AM BU SH AL LE Y
conflicts upon which they are FO RC E ON FO RC E
which they are focused. FO R W W II
focused.

The Fog of War The Fog of War


deck may be deck may be
drawn from drawn from by
by both sides both sides when
when indicated indicated by a
by a Reaction Reaction Test.
Test. There is There is no
no need to use need to use two
two decks. decks.

AM BU SH AL LE Y
FO RC E ON FO RC E
FO R W W II

Force on Force Ambush Alley


Force on Force Ambush Alley
An An
Excellent Excellent What’s this What’s this
Wall Made Wall Made Fire! Fire!
Position Position Your rounds have struck
One of your units has found One of your units has found of? Swiss of? Swiss something flammable and
an excellent position that an excellent position that set a structure ablaze!
affords them unexpected affords them unexpected Cheese? Cheese? You may designate any building
protection from enemy fire! protection from enemy fire! A position that seemed to offer A position that seemed to offer within LOS of one of your units
You may designate which You may designate which decent cover turns out to be a decent cover turns out to be a (or anywhere on the table
of your units has located of your units has located bad spot due to poor construc- bad spot due to poor construc- if you have air support with
this “excellent position.” As this “excellent position.” As tion or weird lines of sight. tion or weird lines of sight. offensive capabilities) and
long as the unit stays in its long as the unit stays in its Your opponent may play this Your opponent may play this declare that it is burning. Any
current position it receives current position it receives card on one building or terrain card on one building or terrain figures in the building must
an additional Defense die an additional Defense die feature that would normally be feature that would normally be immediately evacuate to a point
over and above any Cover or over and above any Cover or considered Solid Cover. The considered Solid Cover. The at least 4" from the building.
Armor dice. If the unit moves, Armor dice. If the unit moves, designated piece of terrain no designated piece of terrain no They may be fired on by units
it loses this advantage. Other it loses this advantage. Other longer counts as Solid Cover longer counts as Solid Cover that are on Overwatch or by
units moving into the same units moving into the same for the duration of the game. for the duration of the game. Defensive Fire if appropriate.
position will not receive the position will not receive the The building is impassable
additional Defense die. additional Defense die. This card may not be played This card may not be played for the duration of the game.
on a fortified position. on a fortified position.
This card may not be played This card may not be played
on a fortified position. on a fortified position.
Fire! Fire!
Your rounds have struck Where’d Where’d
something flammable and
set a structure ablaze!
THEY Come THEY Come
You may designate any building You’re You’re From? From?
within LOS of one of your units
(or anywhere on the table Grounded! Grounded! Reinforcements arrive –
for the wrong guys!
Reinforcements arrive –
for the wrong guys!
if you have air support with A ferocious storm blows A ferocious storm blows
offensive capabilities) and Your opponent may draw Your opponent may draw
up, grounding all air assets up, grounding all air assets
declare that it is burning. Any an Asset Card. The asset an Asset Card. The asset
(including UAVs). (including UAVs).
figures in the building must described on the card described on the card
immediately evacuate to a point All units have their Optimum All units have their Optimum becomes available to your becomes available to your
at least 4" from the building. Range reduced to 6”. Range reduced to 6”. opponent immediately and opponent immediately and
They may be fired on by units may be placed anywhere may be placed anywhere
that are on Overwatch or by on the table within 6" of one on the table within 6" of one
Defensive Fire if appropriate. of his units and no closer of his units and no closer
The building is impassable than 6" from one of yours. than 6" from one of yours.
for the duration of the game.
The Bell
Tolls
Radio chatter informs your
Unexpected Unexpected men that one of their favorite
Help! Help! NCOs has been injured or
killed in another engagement. Praise the BOOM!!
An IED, booby-trap, or
Sometimes the cavalry
shows up whether you
Sometimes the cavalry
shows up whether you
Roll 1d6 to determine how
the news affects them: Lord and mine has detonated near
need them or not. need them or not. 1-3: Your force becomes Pass the one of your units!
Randomly determine which
Your may draw an Asset
Card. The asset described on
Your may draw an Asset
Card. The asset described on
despondent and demoralized.
Lower your force’s Morale die Ammunition unit has been struck by
the card becomes available the card becomes available by one type (i.e., d8 Morale A supply snafu or a long march the attack. The unit takes
immediately and may be immediately and may be is reduced to d6). Morale up have left your units low on a 6d10 Firepower attack
placed anywhere on the table placed anywhere on the table cannot be lowered beyond d6. ammo. Your force is now con- to which it may not React.
within 6" of one of your units within 6" of one of your units sidered to be Poorly Supplied. The stricken unit’s Defense
4-6: Your force is fired up and is determined as usual.
and no closer than 6" from and no closer than 6" from hungry for some pay-back!
any of your opponent’s units. any of your opponent’s units. Raise the Morale of every
unit in your force by one
die type (i.e., d8 Morale is
raised to d10). Morale cannot
be raised above d12.
Wait, the Wait, the There’s
Colonel Colonel Nothing
Watch Friendly
Where You Said WHAT?! Said WHAT?!
About It!
Step! Radio communications is on
the fritz and your force has just
Radio communications is on
the fritz and your force has just One of your units has been
A possible IED, booby-trap, or received garbled orders that
contradict the mission brief.
received garbled orders that
contradict the mission brief.
struck by friendly fire, either Incoming!
mine has been spotted in the from an errant aircraft
path of one of your units. There or off target artillery. One of your units is struck by a
If the scenario allows Initiative If the scenario allows Initiative random barrage of mortar fire.
is no time to summon EOD, so to change hands, your to change hands, your
the device must be bypassed! Randomly determine which
opponent automatically gains opponent automatically gains unit has been struck. If it is Randomly determine the unit
Randomly determine the Initiative on the next turn. Initiative on the next turn. an infantry unit, each figure that is hit by the mortar rounds.
unit that has spotted the in the unit must roll a 4+ to The affected unit is struck
If the scenario doesn’t allow If the scenario doesn’t allow with a Firepower of 6d6.
explosive. Your opponent initiative to change hands, your initiative to change hands, your avoid becoming a casualty. If
may place a marker at least units must remain in place until units must remain in place until a vehicle is struck, roll on the
6" from that unit and at least the end of the next turn while the end of the next turn while 2 Hits column of the Vehicle
4" from nearby units. None orders are sorted out. Your orders are sorted out. Your Damage Results chart.
of your units may approach units may move into cover if units may move into cover if
within 4" of the marker. If you had air assets, other
they are not already there but they are not already there but than a UAV, they are grounded
no other movement is allowed. no other movement is allowed. as a result of the attack and
Your units may fire as normal. Your units may fire as normal. lost for the rest of the game.
Mad Minute!
Hunted! One of your infantry units New Pig at
Your Area of Operations has gets carried away and has
a “mad minute.” They fire the Trough
just been transformed into
a hunting reserve for two everything they have as fast Eye in A GPMG team has been
Incoming! trained killers and it’s open
season on your men!
as they can the next time
they engage an enemy unit. the Sky dispatched to assist your force.
You gain the use of an The MG team is a two man
One of your units is struck by a Randomly determine
Your opponent gains a sniper unarmed UAV if your force Weapons Team with a GPMG
random barrage of mortar fire. the unit affected. This
team that can be placed is from a Coalition nation. (Medium Support). The team
Randomly determine the unit anywhere within 24” of one unit will receive an extra may be placed immediately
Firepower die for all attacks, If not, well, you don’t.
that is hit by the mortar rounds. of your units. The sniper team anywhere within 4" of a
The affected unit is struck is In Cover and Hidden. It is Reactions, or Defensive Fire If your force already has a UAV, friendly unit but no closer
with a Firepower of 6d6. a two man team with a Troop for the rest of the turn. you can disregard the next than 6" to an enemy unit. It
Quality and Morale of D10. The Make a Troop Quality check Fog of War card or other result has a Troop Quality of d8
team is Stealthy and has Night for the unit at the end of that would result in its loss. and Morale of d10. The team
Vision. It may be activated the turn. If the unit fails the may be activated, React,
or perform Defensive Fire check, it is considered to or engage in Defensive Fire
any time after it is placed. be Poorly Supplied for the as soon as it is placed.
duration of the game.
They Don’t
Call It a
Tank Predator
Busters! Radio for Nothing!
An AT team has been Tank Jamming If your force is from a
dispatched to assist your force.
The AT team is a two man
Support Medic! Your force has managed to
Coalition nation, you have a
Hellfire armed Predator on
team with an ATGM (Heavy A main battle tank has become Your force gains a medic that mount a successful ECM line. If not, then you don’t.
Support). The team may be available to your force! may be attached to any unit. attack against the enemy,
That unit will use the Medic/ temporarily shutting down The armed Predator acts like
placed immediately anywhere
The tank enters the game from Special Forces First Aid table their radio communication. any other UAV and prevents
within 4" of a friendly unit but
your force’s table edge. It has for the duration of the game. the use of Out of Contact
no closer than 6" to an enemy
a Confident crew with a Troop The opposing player loses Movement by your opponent.
unit. It has a Troop Quality
Quality and Morale of d8. one Initiative die on the You may also choose to fire
of d8 and Morale of d10.
next Initiative check. the Predator’s Hellfire missile
The team may be activated,
at a target if you choose.
React, or engage in Defensive
The attack is resolved with
Fire as soon as it is placed.
a Firepower of 6d10.
The UAV is removed from play
if it fires its Hellfire missile.
Off-Board
Attached Attached Sniper Team
CAC CAC Off Board Off Board
Your force’s mission is
A Combat Air Controller A Combat Air Controller
supported by one or more sniper Light Light
teams located off table.
(CAC) is attached to one
of your units. He has the
(CAC) is attached to one
of your units. He has the On each turn, you may pick one enemy Mortar Mortar
same Troop Quality, Morale,
Confidence, and Supply
same Troop Quality, Morale,
Confidence, and Supply
unit for the off-board sniper teams
to engage. Roll 1d6 to determine Support Support
if the sniper team is in position to
Quality as the unit to which he Quality as the unit to which he effectively engage the target unit:
Your unit has on call Your unit has on call
is attached and is equipped is attached and is equipped support from an off-board support from an off-board
1: Sniper team can’t engage
with a rifle and body armor. with a rifle and body armor. Light Mortar Team. Light Mortar Team.
the target unit.
To determine what assets are To determine what assets are 2-3: Sniper team engages target w/5d10 Each turn one of your units Each turn one of your units
available to the CAC, roll a d6: available to the CAC, roll a d6: Firepower. Cannot designate leaders/ may attempt to call down a may attempt to call down a
support weapons as casualties. mortar salvo on a designated mortar salvo on a designated
1-2: Fast Burners 1-2: Fast Burners 4-5: Sniper team engages target w/5d10 target using the Calling for target using the Calling for
Firepower. Can designate leaders/ a Fire Mission rules. The a Fire Mission rules. The
3-4: Ground Attack Plane 3-4: Ground Attack Plane support weapons as casualties. outcome of the salvo is outcome of the salvo is
5-6: AC130U Gunship 5-6: AC130U Gunship 6: Sniper team has been recalled. determined using the Resolving determined using the Resolving
(night mission) or Helicopter (night mission) or Helicopter No fire this turn. Discard this a Fire Mission rules. a Fire Mission rules.
Gunship (day mission) Gunship (day mission) Asset Card immediately.
Off board teams may not be fired upon.
Off Board Off Board Off Board Off Board Off Board
Heavy Heavy Light Light Heavy
Mortar Mortar Artillery Artillery Artillery
Support Support Support Support Support
Your unit has on call Your unit has on call Your unit has on call Your unit has on call Your unit has on call
support from an off-board support from an off-board support from an off-board support from an off-board support from an off-board
Heavy Mortar Team. Heavy Mortar Team. light artillery battery. light artillery battery. heavy artillery battery.
Each turn one of your units Each turn one of your units Each turn one of your units Each turn one of your units Each turn one of your units
may attempt to call down a may attempt to call down a may attempt to call down a may attempt to call down a may attempt to call down a
mortar salvo on a designated mortar salvo on a designated salvo on a designated target salvo on a designated target salvo on a designated target
target using the Calling for target using the Calling for using the Calling for a Fire using the Calling for a Fire using the Calling for a Fire
a Fire Mission rules. The a Fire Mission rules. The Mission rules. The outcome Mission rules. The outcome Mission rules. The outcome
outcome of the salvo is outcome of the salvo is of the salvo is determined of the salvo is determined of the salvo is determined
determined using the Resolving determined using the Resolving using the Resolving a using the Resolving a using the Resolving a
a Fire Mission rules. a Fire Mission rules. Fire Mission rules. Fire Mission rules. Fire Mission rules.
Armed Armed
Predator Predator
Your force has an armed Your force has an armed Attached
Predator supporting its
mission. As long as the UAV is
Predator supporting its
mission. As long as the UAV is APC/IFV
UAV UAV in play, your opponent may not in play, your opponent may not Your force has an APC or
use Out of Contact Movement. use Out of Contact Movement. IFV attached. You may use
Your force has an unarmed Your force has an unarmed
UAV supporting its mission. UAV supporting its mission. If you wish, the UAV may If you wish, the UAV may the vehicle as transport and
As long as the UAV is in play, As long as the UAV is in play, launch a Hellfire missile launch a Hellfire missile fire support for you units.
your opponent may not use your opponent may not use against any opposing unit against any opposing unit The APC’s crew has the
Out of Contact Movement. Out of Contact Movement. you designate. The attack you designate. The attack same Troop Quality, Morale,
is resolved with a Firepower is resolved with a Firepower Confidence, and Supply
of 6D10 and is treated as a of 6D10 and is treated as a Quality as the majority
Deck Attack against AFVs. Deck Attack against AFVs. of your force’s units.
Once the UAV fires its Hellfire, Once the UAV fires its Hellfire,
it is removed from play and it is removed from play and
this card is discarded. this card is discarded.
Ambulance Attached Attached Spec Ops
Attached on Call! Gun Truck Gun Truck Lends a
APC/IFV Your force has a medevac Your force has an up armored Your force has an up armored Hand!
Your force has an APC or vehicle (MEV) attached. The Humvee type gun truck Humvee type gun truck A pair of special operators
IFV attached. You may use MEV is unarmed and may only attached. The gun truck may attached. The gun truck may are in the area and attach
the vehicle as transport and be used for casualty evacu- mount a Medium Support mount a Medium Support themselves to a unit you
fire support for you units. ation, not troop transport. Weapon (GPMG or AGL) or Weapon (GPMG or AGL) or designate. They are Stealthy
Heavy Support Weapon (HMG). Heavy Support Weapon (HMG). and have Night Vision. They
The APC’s crew has the Any unit with Casualties may
same Troop Quality, Morale, turn them over for treatment The gun-truck’s crew has The gun-truck’s crew has are armed with assault rifles
Confidence, and Supply by coming into base to base the same Troop Quality, the same Troop Quality, and body armor and have a
Quality as the majority contact with the MEV during Morale, Confidence, and Morale, Confidence, and Troop Quality of Elite (d12)
of your force’s units. their turn. This will remove Supply Quality as the majority Supply Quality as the majority and D12 Morale. They may
the unit’s Casualty penalty. of your force’s units. of your force’s units. be separated from the unit to
act on their own if desired.
Available Available Available
Air Support Air Support Available
Air Support Air Support Available
Fast Burners AC130U “Spooky”
Ground Attack
Planes Your force has available air support Gunship Apache Gunship Air Support
in the form of fast attack aircraft If this is not a night scenario, draw another
Your force has available air support such as the F16 or F18. Air Asset Card. Your force has an AC130 gunship on Your force has available air Black Hawk
in the form of ground attack aircraft strikes may be requested per the call. The AC130 will only operate at night unless support in the form of an
such as the A-10 Thunderbolt II. Air Requesting an Air Support rules. the scenario specifically dictates otherwise. Your force has available
Apache Gunship. Gun Runs
strikes may be requested per the Air strikes may be requested per the air support in the form of
Fast burners may conduct may be requested per the
Requesting Air Support rules. Requesting Air Support rules. The AC130 a Black Hawk. Gun Runs
strafing runs or drop bombs. may only perform Orbital Gun Runs. Requesting a Gun Run rules.
Ground Attack Planes may conduct may be requested per the
Strafing Run: 6d8 Firepower attack The AC130 may perform an orbital
strafing runs or drop bombs. The gunship may engage one Requesting a Gun Run rules.
against infantry and Class 1 & 2 gun run once per turn using ONE of the
Strafing Run: 8d8 Firepower attack Vehicles. Attacks vs. Deck. weapon systems described below: target with a Hellfire missile
The Black Hawk may only
against infantry and Class 1 - 4 (5d8 Firepower + Attacks vs.
Bomb Ordinance: 25mm GAU-12 Gatling Gun: 6d8 engage in Orbital Gun Runs
Vehicles. Attacks vs. Deck. attack against infantry and Class 1 & Deck bonus) or conduct a 5d8
with a Firepower of 4d8.
Roll 1d6 to determine bombs available: 2 Vehicles. Attacks vs. Deck. Firepower strafing run (may
Bomb Ordinance: damage Class 1 - 3 vehicles).
1-3: 500lbs & 250lbs JDAMs L60 40mm Bofors Gun: 8d8 attack. Defense: 3d8
Multipurpose Cluster Bombs: May damage structures and Class 1
Firepower of 4d10 vs. Infantry and 4-6: 250lbs JDAMs & Multi- Defense: 3d10
-3 Vehicles. Attacks vs. Deck Survivability: d8
all vehicles. 8" Radius. Attacks vs. Purpose Cluster Bombs
M102 105mm Cannon: 10d8 against a
Deck. Does not harm structures. Defense: 6d SINGLE TARGET. 8" Radius. May damage Survivability: d10
Defense: 4d Survivability: 8d structures and Class 1 – 4 Vehicles.
Defense: 3d (Slow, Good Countermeasures)
Survivability: d10
Survivability: d8
Tank SMAW SMAW
Support Attached Attached
A unit you designate has an A unit you designate has an
Your force has a tank available advanced shoulder launched advanced shoulder launched Medic Medic
to support your mission. assault weapon, such as a assault weapon, such as a A unit you designate has a A unit you designate has a
SMAW or SRAW. The weapon SMAW or SRAW. The weapon medic or corpsman attached. medic or corpsman attached.
The tank’s crew has the has 4d of Firepower and has 4d of Firepower and
same Troop Quality, Morale, This unit will use the Medic This unit will use the Medic
may be used against enemy may be used against enemy or Special Forces First Aid or Special Forces First Aid
Confidence, and Supply vehicles or enemy held struc- vehicles or enemy held struc-
Quality as the majority chart for casualty checks. chart for casualty checks.
tures, which it may destroy. tures, which it may destroy.
of your force’s units.
AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII

AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII
An An
Excellent Excellent What’s this What’s this
Wall Made Wall Made Fire! Fire!
Position Position Your rounds have struck
One of your units has found One of your units has found of? Swiss of? Swiss something flammable and
an excellent position that an excellent position that set a structure ablaze!
affords them unexpected affords them unexpected Cheese? Cheese? You may designate any building
protection from enemy fire! protection from enemy fire! A position that seemed to offer A position that seemed to offer within LOS of one of your units
You may designate which You may designate which decent cover turns out to be a decent cover turns out to be a (or anywhere on the table
of your units has located of your units has located bad spot due to poor construc- bad spot due to poor construc- if you have air support with
this “excellent position.” As this “excellent position.” As tion or weird lines of sight. tion or weird lines of sight. offensive capabilities) and
long as the unit stays in its long as the unit stays in its Your opponent may play this Your opponent may play this declare that it is burning. Any
current position it receives current position it receives card on one building or terrain card on one building or terrain figures in the building must
an additional Defense die an additional Defense die feature that would normally be feature that would normally be immediately evacuate to a point
over and above any Cover or over and above any Cover or considered Solid Cover. The considered Solid Cover. The at least 4" from the building.
Armor dice. If the unit moves, Armor dice. If the unit moves, designated piece of terrain no designated piece of terrain no They may be fired on by units
it loses this advantage. Other it loses this advantage. Other longer counts as Solid Cover longer counts as Solid Cover that are on Overwatch or by
units moving into the same units moving into the same for the duration of the game. for the duration of the game. Defensive Fire if appropriate.
position will not receive the position will not receive the The building is impassable
additional Defense die. additional Defense die. This card may not be played This card may not be played for the duration of the game.
on a fortified position. on a fortified position.
This card may not be played This card may not be played
on a fortified position. on a fortified position.
The Bell
Fire! Fire! Tolls
Your rounds have struck A rumor reaches your men
that one of their favorite
Tougher Tougher
something flammable and
set a structure ablaze! NCOs has been injured or
killed in another engagement.
than they than they
You may designate any building Roll 1d6 to determine how You’re Look! Look!
within LOS of one of your units the news affects them:
(or anywhere on the table
if you have air support with 1-3: Your force becomes Grounded! You just can’t believe pro-
paganda! Your opponents
You just can’t believe pro-
paganda! Your opponents
offensive capabilities) and despondent and demoralized. A ferocious storm blows up, are much more skilled are much more skilled
declare that it is burning. Any Lower your force’s Morale die grounding all air assets. and motivated you’ve and motivated you’ve
figures in the building must by one type (i.e., d8 Morale been led to believe. been led to believe.
is reduced to d6). Morale All units have their Optimum
immediately evacuate to a point Range reduced to 6”. Troop Quality and Morale Troop Quality and Morale
at least 4" from the building. cannot be lowered beyond d6.
are bumped up one die type are bumped up one die type
They may be fired on by units 4-6: Your force is fired up and for each of your opponent’s for each of your opponent’s
that are on Overwatch or by hungry for some pay-back! units. This increase may not units. This increase may not
Defensive Fire if appropriate. Raise the Morale of every raise either value above d10. raise either value above d10.
The building is impassable unit in your force by one
for the duration of the game. die type (i.e., d8 Morale is
raised to d10). Morale cannot
be raised above d12.
AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII

AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII
Where’d Where’d Unexpected Unexpected
THEY Come THEY Come Praise the
Help! Help!
From? From? Sometimes the cavalry Sometimes the cavalry Lord and
Reinforcements arrive – Reinforcements arrive –
for the wrong guys! for the wrong guys!
shows up whether you
need them or not.
shows up whether you
need them or not. Pass the
Your opponent may draw Your opponent may draw Your may draw an Asset Your may draw an Asset Ammunition
an Asset Card. The asset an Asset Card. The asset Card. The asset described on Card. The asset described on
described on the card described on the card A supply snafu or too much
the card becomes available the card becomes available
becomes available to your becomes available to your time on the line has left your
immediately and may be immediately and may be
opponent immediately and opponent immediately and units low on ammo. Your
placed anywhere on the table placed anywhere on the table
may be placed anywhere may be placed anywhere force is now considered
within 6" of one of your units within 6" of one of your units
on the table within 6" of one on the table within 6" of one to be Poorly Supplied.
and no closer than 6" from and no closer than 6" from
of his units and no closer of his units and no closer any of your opponent’s units. any of your opponent’s units.
than 6" from one of yours. than 6" from one of yours.
Wait, the Wait, the
Colonel Colonel There’s
Watch Said WHAT?! Said WHAT?!
Where You Nothing
Radio communications is on Radio communications is on
BOOM!! Step! the fritz or telephone lines have the fritz or telephone lines have Friendly
A booby-trap or mine A possible booby-trap or mine
been cut. Your force has just
received garbled orders that
been cut. Your force has just
received garbled orders that About It!
has detonated near has been spotted in the path of contradict earlier commands. contradict earlier commands. One of your units has been
one of your units! one of your units. There is no
If the scenario allows Initiative If the scenario allows Initiative struck by friendly fire, either
Randomly determine which time to attempt to disarm the from an errant aircraft
device, so it must be bypassed! to change hands, your to change hands, your
unit has been struck by or off target artillery.
opponent automatically gains opponent automatically gains
the attack. The unit takes Randomly determine the Initiative on the next turn. Initiative on the next turn. Randomly determine which
a 4d10 Firepower attack unit that has spotted the
to which it may not React. If the scenario doesn’t allow If the scenario doesn’t allow unit has been struck. If it is
explosive. Your opponent an infantry unit, each figure
The stricken unit’s Defense may place a marker at least initiative to change hands, your initiative to change hands, your
is determined as usual. units must remain in place until units must remain in place until in the unit must roll a 4+ to
6" from that unit and at least avoid becoming a casualty. If
4" from nearby units. None the end of the next turn while the end of the next turn while
orders are sorted out. Your orders are sorted out. Your a vehicle is struck, roll on the
of your units may approach 2 Hits column of the Vehicle
within 4" of the marker. units may move into cover if units may move into cover if
they are not already there but they are not already there but Damage Results chart.
no other movement is allowed. no other movement is allowed.
Your units may fire as normal. Your units may fire as normal.
AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII

AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII
Give ‘em
Hell! Browning’s
Hunted! One of your infantry units
Buzz-Saw
Your Area of Operations has gets carried away and
just been transformed into blazes away at the enemy A Medium Machinegun (MMG)
a hunting reserve for two like madmen. They fire with team has been dispatched
Incoming! Incoming! trained killers and it’s open everything they have as fast
as they can the next time
to assist your force.
season on your men!
One of your units is struck by a One of your units is struck by a they engage an enemy unit. The MG team is a two man
random barrage of mortar fire. random barrage of mortar fire. Your opponent gains a sniper Weapons Team with a MMG
team that can be placed Randomly determine (Medium Support). The team
Randomly determine the unit Randomly determine the unit the unit affected. This may be placed immediately
anywhere within 24” of one
that is hit by the mortar rounds. that is hit by the mortar rounds. unit will receive an extra anywhere within 4" of a
of your units. The sniper team
The affected unit is struck The affected unit is struck Firepower die for all attacks, friendly unit but no closer
is In Cover and Hidden. It is
with a Firepower of 6d6. with a Firepower of 6d6. Reactions, or Defensive Fire than 6" to an enemy unit. It
a two man team with a Troop
Quality and Morale of D10. for the rest of the turn. has a Troop Quality of d8
The team is Stealthy. It may be Make a Troop Quality check and Morale of d10. The team
activated or perform Defensive for the unit at the end of may be activated, React,
Fire any time after it is placed. the turn. If the unit fails the or engage in Defensive Fire
check, it is considered to as soon as it is placed.
be Poorly Supplied for the
duration of the game.
Who Won
Tank the ’39
Busters! World
An AT team has been
dispatched to assist your force.
Tank Friendly Series?
The AT team is a two man
Weapons Team with an AT Support Medic! Gremlins (Or ‘what’s the
Fuhrer’s birthday?’)
weapon appropriate to the Your force gains a medic that Your force has managed
A single tank has become Rumors have spread like
force to which it belongs may be attached to any unit. to jam the enemy’s radio
available to your force! wildfire that enemy troops in
(Heavy Support). The team That unit will use the Medic/ transmissions and/or cut
may be placed immediately The tank enters the game from their telephone lines. your force’s uniform and fluent
Special Forces First Aid table in your native language have
anywhere within 4" of a your force’s table edge. It has for the duration of the game. The opposing player loses infiltrated the area to wage a
friendly unit but no closer a Confident crew with a Troop
one Initiative die on the covert war of misdirection,
than 6" to an enemy unit. It Quality and Morale of d8.
next Initiative check. sabotage, and assassination!
has a Troop Quality of d8
and Morale of d10. The team When you can’t trust your own
may be activated, React, people, who can you trust?
or engage in Defensive Fire Reduce your force’s Morale by
as soon as it is placed. one die type. Morale cannot
be reduced below d6.
AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII

AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII
Off Board
Attached Attached Attached Attached Light
LMG Team LMG Team MMG Team MMG Team Mortar
A two man light machinegun
(LMG) team is attached to your
A two man light machinegun
(LMG) team is attached to your
A two man medium machine-
gun (MMG) team is attached
A two man medium machine-
gun (MMG) team is attached Support
to your force. It is armed to your force. It is armed Your unit has on call
force. It is armed with a light force. It is armed with a light
with a medium machinegun with a medium machinegun support from an off-board
machinegun (Light Support). machinegun (Light Support).
(Med. Support). The team (Med. Support). The team Light Mortar Team.
The team has a Troop Quality The team has a Troop Quality
has a Troop Quality of Trained has a Troop Quality of Trained
of Trained (D8) and D10 of Trained (D8) and D10 Each turn one of your units
(D8) and D10 Morale. Its (D8) and D10 Morale. Its
Morale. Its Confidence and Morale. Its Confidence and may attempt to call down a
Confidence and Supply Confidence and Supply
Supply Quality are the same Supply Quality are the same mortar salvo on a designated
Quality are the same as the Quality are the same as the
as the majority of your force. as the majority of your force. target using the Calling for
majority of your force. majority of your force.
The LMG team is a The LMG team is a a Fire Mission rules. The
The MMG team is a The MMG team is a outcome of the salvo is
Weapons Team. Weapons Team.
Weapons Team. Weapons Team. determined using the Resolving
a Fire Mission rules.
Off Board Off Board Off Board Off Board Off Board
Light Heavy Heavy Light Light
Mortar Mortar Mortar Artillery Artillery
Support Support Support Support Support
Your unit has on call Your unit has on call Your unit has on call Your unit has on call Your unit has on call
support from an off-board support from an off-board support from an off-board support from an off-board support from an off-board
Light Mortar Team. Heavy Mortar Team. Heavy Mortar Team. light artillery battery. light artillery battery.
Each turn one of your units Each turn one of your units Each turn one of your units Each turn one of your units Each turn one of your units
may attempt to call down a may attempt to call down a may attempt to call down a may attempt to call down a may attempt to call down a
mortar salvo on a designated mortar salvo on a designated mortar salvo on a designated salvo on a designated target salvo on a designated target
target using the Calling for target using the Calling for target using the Calling for using the Calling for a Fire using the Calling for a Fire
a Fire Mission rules. The a Fire Mission rules. The a Fire Mission rules. The Mission rules. The outcome Mission rules. The outcome
outcome of the salvo is outcome of the salvo is outcome of the salvo is of the salvo is determined of the salvo is determined
determined using the Resolving determined using the Resolving determined using the Resolving using the Resolving a using the Resolving a
a Fire Mission rules. a Fire Mission rules. a Fire Mission rules. Fire Mission rules. Fire Mission rules.
AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII

AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII
Off Board Attached Attached
Heavy Half-Track Half-Track
Artillery or Armored or Armored Tank
Support Car Car Support Attached
Your unit has on call
Your force has a Half-Track Your force has a Half-Track Your force has a tank available Medic
support from an off-board to support your mission.
or Armored Car attached. or Armored Car attached. A unit you designate has a
heavy artillery battery.
You may use the vehicle You may use the vehicle The tank’s crew has the medic or corpsman attached.
Each turn one of your units as transport and fire as transport and fire same Troop Quality, Morale, This unit will use the Medic
may attempt to call down a support for you units. support for you units. Confidence, and Supply or Corpsman First Aid chart
salvo on a designated target Quality as the majority for casualty checks.
The vehicle’s crew has the The vehicle’s crew has the
using the Calling for a Fire of your force’s units.
same Troop Quality, Morale, same Troop Quality, Morale,
Mission rules. The outcome
Confidence, and Supply Confidence, and Supply
of the salvo is determined
Quality as the majority Quality as the majority
using the Resolving a
of your force’s units. of your force’s units.
Fire Mission rules.
Air Support
Attached Attached Fighter Bomber Air Support
Forward Air Forward Air Your force has a Fighter Bomber
available. If you have an FAC in your Fighter
Controller Controller force, he may direct the Fighter
Bomber’s attacks. If not, roll a d6:
Your force has a Fighter available. If you
have an FAC in your force, he may direct
Attached A forward air controller
(FAC) is attached to a unit
A forward air controller
(FAC) is attached to a unit
1: Fighter Bomber makes
no attacks this turn
the Fighter’s attacks. If not, roll a d6:
1: Fighter makes no attacks this turn
Medic you designate. The FAC
has the same Troop Quality,
you designate. The FAC
has the same Troop Quality,
2-3: Fighter Bomber bombs a
randomly determined enemy unit
2: Fighter bombs a randomly
determined enemy unit
A unit you designate has a Morale, Confidence, and Morale, Confidence, and 4-5: Fighter Bomber strafes the 3-5: Fighter strafes the rough
medic or corpsman attached. Supply Quality as the unit Supply Quality as the unit rough middle of the enemy force middle of the enemy force
This unit will use the Medic to which it is attached. He to which it is attached. He 6: Fighter Bomber bombs a randomly 6: Fighter bombs a randomly
or Corpsman First Aid chart is armed with a SMG and is armed with a SMG and determined FRIENDLY unit determined FRIENDLY unit
for casualty checks. equipped with a radio. equipped with a radio. The Fighter Bomber’s strafing run The Fighter Bomber’s strafing run
has a Firepower of 4d8 and may has a Firepower of 6d8 and may
Roll a d6 to determine the Roll a d6 to determine the
damage all classes of vehicle. damage all classes vehicle.
air assets available to him: air assets available to him:
The Fighter Bomber’s bomb attack has The Fighter’s bomb attack has a 3"
1-2: Fighter Bomber 1-2: Fighter Bomber a 4" blast radius and a Firepower of 6d8 blast radius and a Firepower of 4d8 and
and may damage all classes of vehicle. may damage all classes of vehicle.
3-6: Fighter 3-6: Fighter Defense: 3d
Survivability: 1d10
AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII

AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY AMBUSH ALLEY
FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE FORCE ON FORCE
FOR WWII FOR WWII FOR WWII FOR WWII FOR WWII
ATTACHED
LIGHT
ATTACHED ATTACHED ATTACHED ATTACHED INFANTRY
MEDIUM MEDIUM GUN
LIGHT AT GUN LIGHT AT GUN
Your force has a light AT Your force has a light AT
AT GUN AT GUN Your force has a Light Infantry
Gun. It can be positioned
Gun. It can be positioned Gun. It can be positioned Your force has a Medium Your force has a Medium anywhere within your
anywhere within your Force’s anywhere within your Force’s AT Gun. It can be positioned AT Gun. It can be positioned Force’s deployment zone
deployment zone and may deployment zone and may anywhere within your Force’s anywhere within your Force’s and may begin the game
begin the game hidden. begin the game hidden. deployment zone and may deployment zone and may hidden. The Infantry Gun is
begin the game hidden. begin the game hidden. an Intimidating Weapon.
The crew of the AT Gun has The crew of the AT Gun has
a Troop Quality of Trained a Troop Quality of Trained The crew of the AT Gun has The crew of the AT Gun has The crew of the gun has a
(d8) and a d8 Morale. (d8) and a d8 Morale. a Troop Quality of Trained a Troop Quality of Trained Troop Quality of Trained (d8)
(d8) and a d8 Morale. (d8) and a d8 Morale. and a d8 Morale. The crew is
The AT Gun has a The AT Gun has a
Firepower of 3d. Firepower of 3d. The AT Gun has a The AT Gun has a considered a Weapon Team.
Firepower of 4d. Firepower of 4d. The Infantry Gun is a Medium
Support Weapon and it is
manned by a Weapon Team,
bringing its Firepower to 4d.
ATTACHED
LIGHT
INFANTRY
GUN COMBAT COMBAT Tank Tank
Your force has a Light Infantry ENGINEERS ENGINEERS Hunters Hunters
Gun. It can be positioned HQ has assigned a four-man HQ has assigned a four-man
anywhere within your HQ has assigned a two-man HQ has assigned a two-man tank-hunting detachment tank-hunting detachment
Force’s deployment zone team equipped with a team equipped with a to your force. They are to your force. They are
and may begin the game flamethrower to your force. flamethrower to your force. equipped with AT-grenades equipped with AT-grenades
hidden. The Infantry Gun is The flamethrower team has The flamethrower team has and whatever portable AT and whatever portable AT
an Intimidating Weapon. a Troop Quality of Trained a Troop Quality of Trained weapon is appropriate for the weapon is appropriate for the
(d8) and a Morale of d8. (d8) and a Morale of d8. time period and force – if any. time period and force – if any.
The crew of the gun has a
Troop Quality of Trained (d8) The flamethrower is an The flamethrower is an The team’s Troop Quality The team’s Troop Quality
and a d8 Morale. The crew is Intimidating Weapon. Intimidating Weapon. is Trained (d8) and they is Trained (d8) and they
considered a Weapon Team. have a morale of d8. have a morale of d8.
The Infantry Gun is a Medium
Support Weapon and it is
manned by a Weapon Team,
bringing its Firepower to 4d.
Quick Reference Sheets Overwatch
Initiative - Only for aggressor
- May continue to interrupt in LOS until out of FP dice or fail reaction test
Each side rolls quality dice:
1 die per infantry Unit (per 2 units if more than 10 units a side). - Overwatch fire cannot be interrupted
1 die per vehicle - Lose 1 Firepower dice per subsequent interruption
Modifiers: +1 per 3 Victory Pts earned in previous turn (round down) - Irregulars cannot overwatch
+1 per Positive Leader - Overwatch fire is resolved when the enemy unit declares it is going to
-1 per Negative Leader fire at a friendly unit, even before the enemy unit makes a reaction test
+1 if force had initiative last turn against the friendly unit it is firing at.
. +1 if more units than opposing force
Side with most successes gains initiative.
Initiative doesn't change in the case of a tie. Morale effects
Stand: No effects, unit acts as normal.
Pinned: If unit failed a morale check
Infantry Movement rates table
-1 to reaction test - Must move to cover if movement left. Not towards enemy.
Stationary / overwatch 0"
-1 to firepower If can only move towards enemy may attempt to get In Cover.
Cautious 6"
+1 to enemy firepower - Quality dice reduced for turn duration
Rapid 12"
- If pinned to lower than QD6: cannot fire, react or move.
Out of contact Anywhere Must have never been seen
- Morale Dice of pinned units are unaffected.
No movement into enemy LOS
- Unpinned at end of turn
Terrain effect on movement:
Pull back: If unit pinned again
- Cautious speed to move through, into, or out of buildings & Dense wood.
- Immediately move away from firing enemy into cover to regroup.
- Difficult terrain as defined by scenario/players causes ½ speed moves.
Move up to 6" (even if moved already) but into nearest cover.
- Trained troops can cross water. Must stop at edge, then cross next turn.
- Regroup in next turn: Note can be pinned again while regrouping.
If not trained, morale check. Failing will cause 3D8 attack (no cover).
- Can fire while regrouping or go in overwatch
- Cannot move while regrouping
Defender’s actions - Can be pinned again, and fall back if pinned a second time
- Defender can interrupt until no FP dice left or fail reaction test (roll <4)
- Defender declares he is interrupting Movement or Firing (if interrupting
movement specify where) Defense dice Quality Check
- Defender can interrupt by shooting at pinned enemy units A unit's basic Defense is equal to the Aka TQ test
- Interruption is either fire or move. number of figures in the unit or the Roll one die
- Unactivated aggressor can react to defender's interruption if in LOS. number of Firepower dice being thrown at 4< is failed
Counts as activation. it, whichever is less. Add cover dice. 4+ is passed

Defensive Fire Interruption/Reaction Flow Chart


Roll all reaction tests first then resolve the interruptions as per workflow.
Chain of interruption summary: When to check for Morale
- Defender must announce ALL units within LOS that are interrupting. Low confidence troops
Except if not in LOS, then can interrupt when coming into LOS Always check if fired on.
- Roll Reaction Tests starting with nearest unit to Aggressor Normal Confidence troops
- Resolve all successful interruptions first. Start with unit nearest to Aggressor Fired on by 3D+ Support Weapon or Intimidating Weapon.
- Resolve all unsuccessful interruptions starting with nearest to Aggressor All troops: each time...
- After all defensive actions done, Aggressor unit may complete its activation. - a unit takes casualties
- a unit is fired upon by an Infantry Gun, AT Gun, or Tank Gun
- an IED is detonated within 10"
Reaction test modifiers - a unit is subjected to an artillery or air-strike
Infantry modifiers
- fire from their unit injures/kills a civilian or non-combatant
Moving fast -1
AFVs modifiers
Cruising speed -1
TC buttoned -1

Successful Aggressor
Reaction test Defender roll Aggressor’s
interruption. Morale
Result? ≥4 & >aggressor reaction
Resolve fire Check

Defender roll
Aggressor Move Morale check
<4 or ≤Aggressor
In cover Roll 1 die per figure in unit Defender Morale
[ -1" per interruption ]
Pass is Successes (4+) dice > failure dice Check

Aggressor
react first

Aggressor Move Aggressor -1 TQ dice for


More defensive Yes
Out of LOS Morale subsequent
actions?
[ -1" per interruption ] Check actions/reactions

No

Complete move
-1"/interruption
Aggressor fire Defender Morale Defender And/Or
on defender Check interruption fire Complete Fire
-1 FP dice/interruption

Ambush Alley Force on Force • QRS 135


Firepower dice Vs. Defence dice
Fire Combat Firepower TQ dice = Firepower dice Vs. Defence dice Defence TQ dice =
Firepower dice Vs. Defence dice
Number of Figures + Modifiers + Optimum range + Support weapon Lowest: # figures in unit OR firepower of enemy + Cover + Armour
Firepower TQ dice = Defence TQ dice =
Number of Figures + Firepower TQ dice
Modifiers + Optimum = + Support weapon
range Defence
Lowest: # figures in unit TQ ofdice
OR firepower enemy= + Cover + Armour
Number of Figures + Modifiers + Optimum
Firepower range + Support weapon
modifiers Lowest: # figures in unit OR Cover
firepowerdice
of enemy + Cover + Armour

Firepower modifiers Cover of the unit as a whole,Cover


use cover from majority of models
dice
+1 die if target Unit Firepower
is Exposed or modifiers
making a Rapid Move Exposed Open
Cover of the unit as Cover
ground
a whole, and
use dice
not
cover within 2" of cover
from majority of models
+1
+1 if
dieunit is WellUnit
if target supplied
is Exposed or making a Rapid Move In Cover
Cover
Exposed Stationary
of the unit as a whole,
Open groundunits
useandcover
not from
withinmajority of models
2" of cover +1*
+1
+1 die
+2 if if target
if weapons
unit is WellUnit
team is(not
Exposed
supplied againstorvehicules)
making a Rapid Move Exposed
Solid cover
In Cover Open ground
Intervening
Stationary and not
walls,
units within 2"
buildings, of cover
etc. +1
+1*
+1
+2 if
-1 die unit is
if weapons Well
for each team supplied
Interruption after the
(not against first in a single Activation
vehicules) In Cover
Improved
Solid covercover Stationary
Shallow units
trenches,
Intervening sand-bagged
walls, buildings, etc. walls, etc. +1*
+2
+1
+2
-1 if weapons
-1 die
die for eachteam
in defensive (notvs.
fire
Interruptionagainst
after vehicules)
Close Assault
the first in a single Activation Solid cover
Fortified
Improved cover Intervening
cover Purpose walls,
built buildings,
trenches,
Shallow trenches, etc. walls,
log bunkers,
sand-bagged etc. +1
etc. +3
+2
-1
-1 die
-1 die for
die if
inuniteachis Interruption
Poorly
defensive after the
firesupplied
vs. Close first in a single Activation
Assault Improved
Fortified cover Shallow
Fortified position
cover Concrete
Purpose trenches,
bunkers
built sand-bagged
with firing
trenches, slitswalls,etc.
log bunkers, etc. +2
+4
+3
-1negative
-1 die
All die in defensive
if unit penalties fire
is Poorly arevs.applied
Close Assault
supplied to the 10d cap, regardless of the Fortified cover
Fortified position *Purpose
Concrete built trenches, log bunkers, etc. +3
bunkers
(cumulative with firing
with other coverslits
types) +4
-1 die ifofunit
number is Poorly
figures in thesupplied Fortified position Concrete bunkers with firing slits +4
All negative penalties areunit
applied to the 10d cap, regardless of the * (cumulative with other cover types)
All negative penalties are applied to the 10d cap, regardless of the * (cumulative with other cover types)
number of figures in the unit
number of figures in the unit
Body Armour
Infantry Support Weapon Light Body Armor (standardBody
SAPI Armour
type vest and pads): +1
Infantry Support
+1 Light support weapons Support Weapon
Weapon Body Armour
Infantry Heavy BodyArmor
Light Body Armor(standard
(EOD armor
SAPIortype
advanced body
vest and armor): +2
pads): +1
+1 LightBren,
[WW2: support weapons
BAR, FM24, Light Mortar] Light Body Armor (standard SAPI type vest and pads): +1
+1 Light support weapons Heavy Body Armor (EOD armor or advanced body armor): +2
[WW2: Bren,
[Modern: LMG,BAR, FM24,
SAWs, Light
Rifle Gr.,Mortar]
Grenade Launcher, Light Mortar] Heavy Body Armor (EOD armor or advanced body armor): +2
[WW2: Bren, BAR, FM24, Light Mortar]
[Modern:
+2 Medium LMG, SAWs,
support Rifle Gr., Grenade Launcher, Light Mortar]
weapons Optimum range
[Modern: LMG, SAWs, Rifle Gr., Grenade Launcher, Light Mortar]
+2 Medium
[WW2:
+2 MG34,
Medium
support
MG42,
support
weapons
.30 MG, Bazooka, Panzerfaust, Panzershrecke,
weapons +1 firepower die if all weapons Optimum
Optimum range
in unit range
firing are in optimum range
[WW2: MG34, MG42, .30 MG, Bazooka, Panzerfaust, Panzershrecke,
PIAT] MG34, +1 firepower die Eliteif all (d12)
weapons= in unit
12", firing(d10)
Veteran are in= optimum
10", range
[WW2: MG42, .30 MG, Bazooka, Panzerfaust, Panzershrecke, +1 firepower die if all weapons in unit firing are in optimum range
PIAT]
[Modern: GPMGs, AGLs, medium mortars and standard RPGs] Elite
Trained(d12) = 12",
(d8) Veteran
= 8",Veteran
Untrained (d10)
(d6) = =10",
6"
PIAT] Elite (d12) = 12", (d10) = 10",
[Modern: GPMGs,
+3 HeavyGPMGs, AGLs, medium
support AGLs,
weapons medium mortars
mortars and
and standard
standard RPGs]
RPGs] Trained (d8)
[Modern:
+3 Heavy support weapons
- Support Weapons Trained have
(d8) == 8",
twice 8",the
Untrained
Untrained (d6) ==Optimum
unit's regular
(d6) 6"
6" Range.
[WW2:
+3 Tripod
Heavy mounted
support MGs, .50 MG, 12.7 MG, Medium Mortar]
weapons --- Support
Support Weaponsand
Vehicle mounted
Weapons have
have twice the
emplaced
twice theSupport
unit's regular
unit's regular
Weapons Optimum
always
Optimum Range.
treat
Range.
[WW2: Tripod mounted MGs, .50 MG, 12.7 MG, Medium Mortar]
[Modern:
[WW2: HMGs,
Tripod HeavyMGs,
mounted Mortars, AT missiles,
.50 MG, 12.7 MG, ATMedium
RPGs] Mortar] -- Vehicle
theirVehicle mounted
attacks in Optimum
mounted and emplaced
and emplaced Support Weapons
Range, regardless
Support Weapons always
of the distance
always treat
fired.
treat
[Modern: HMGs, Heavy Mortars, AT missiles, AT
[Modern: HMGs, Heavy Mortars, AT missiles, AT RPGs] RPGs] their attacks
attacks in
in Optimum
Optimum Range,
Range, regardless
regardless of of the
the distance
distance fired.
fired.
their
Basic Firepower and Defense may not exceed 10d
Basic Firepower
Basic Firepower and
and Defense
Defense may
may not not exceed
exceed 10d 10d

Special small arms rules Flamethrowers


Special small arms rules Flamethrowers
SMG & Shotguns Special small arms rules Man-Portable: Flamethrowers
8" Max Range, 6d Firepower
SMG &
SMG & Shotguns
Shotguns Man-Portable: 8"
Man-Portable: 8" Max
Max Range,
Range, 6d 6d Firepower
Firepower
+1 FP in close combat or in optimum range per weapon Vehicle Mounted: 12" Max Range, 10d Firepower
+1 FP in
+1 in close
close combat
combat or or in
in optimum
optimum range
range per
per weapon
weapon Vehicle Mounted:
Mounted: 12" Max Max Range,
Range, 10d10d Firepower
D6FPFP beyond optimum range Vehicle
Flamethrower FP12" not pooled with smallFirepower
arms FP
D6 FP beyond optimum
D6 FP beyond optimum range
range Flamethrower FP
Flamethrower FP not
not pooled
pooled with
with small
small arms
arms FPFP
Handguns
Handguns
-- Flamethrowers
Flamethrowers
Ignore
Ignore
Cover
Cover
Dice
Dice
Handguns
Cannot fire beyond optimum range -- Flamethrowers
No Optimum Ignore
Range Cover
Bonus Dice
Cannot fire
Cannot fire beyond
beyond optimum
optimum rangerange -- No No Optimum
Optimum Range Range Bonus
Bonus
Lower
Lower QQ dice
Q dice when
dice when firing
when firing (min
firing (min d6)
(min d6)
d6) - No Weapon Team Bonus
Lower -- No No Weapon
Weapon Team Team Bonus
Bonus
+1 FP
+1 FP in
FP in close
in close combat
close combat
combat -- May only
May only
only be be fielded
be fielded
fielded byby units
by units with
with aa
units with Troop
a Troop Quality
Troop Quality
Quality of of Trained
of Trained or
Trained or higher
or higher
higher
+1 - May
-- Flamethrowers
Flamethrowers are
are Intimidating
Intimidating Weapons
Weapons
- Flamethrowers are Intimidating Weapons
Against buildings:
Against buildings:
buildings: NonNon
Non oror lightly
or lightly fortified
lightly fortified buildings
fortified buildings ignite
buildings ignite on
ignite on 4+
on 4+ on
4+ on
on d6d6 roll
d6 roll
roll
Against
Detecting
Detecting Hidden
Detecting Hidden units
Hidden units
units Against AFVs:
AgainstAFVs:
Against -1FP.
AFVs: -1FP. AFV
-1FP. AFV ignites
AFV ignites on
on 11
ignites on on
1 on d6
on d6 roll.
d6 roll. Crew
roll. Crew
Crew TQTQ check
TQ check
check toto
to
Must
Must be
Must be in
be in LOS
in LOS and
LOS and optimum
and optimum range.
optimum range. One
range. One detection
One detection per
detection per turn
per turn per
turn per unit.
per unit.
unit. control fire
control fire
control or
fire or bail
or bail out
bail out and
out and vehicule
and vehicule destroyed.
vehicule destroyed.
destroyed.
Roll
Roll aa
Roll TQ
a TQ test.
TQ test. Modifiers:
test. Modifiers:
Modifiers:
(Modifiers are
(Modifiers are Cumulative)
Cumulative)
Suppression fire
Suppression fire
-1 ifif Detecting
-1 Detecting Unit
Unit Moved
Moved Rapidly
Rapidly this
this turn
turn -2 firepower
-2 firepower unless:
unless: LMGs
LMGs (not
(not SAWS),
SAWS), GPMGs,
GPMGs, MMGs,
MMGs, HMGs,
HMGs, AGLs.
AGLs.
-1 ifif Hidden
-1 Hidden Unit
Unit isis aa Stealthy
Stealthy Unit
Unit Make morale
Make morale check
check for
for suppression
suppression result
result if:
if:
-1 ifif Hidden
-1 Hidden Unit’s
Unit’s Position
Position isis Camouflaged
Camouflaged (Dictated
(Dictated by
by Scenario)
Scenario) Low Confidence
Low Confidence Units:
Units: always
always
+1 ifif Detecting
+1 Detecting Unit
Unit isis aa Stealthy
Stealthy Unit
Unit Confident Units:
Confident Units: Modified
Modified Firepower
Firepower of
of 3+
3+
+1 ifif Detecting
+1 Detecting Unit
Unit isis aa Dog
Dog Team
Team High Confidence
High Confidence Units:
Units: Never
Never
+1
+1 ifif Hidden
Hidden Unit
Unit isis aa Vehicle
Vehicle or
or Gun
Gun
Suppressed
Suppressed isis same
same asas Pinned
Pinned but
but no
no Fall
Fall Back
Back results.
results.
Morale
Morale checks
checks from
from casualties
casualties resolved
resolved normally
normally and
and take
take precedence
precedence
over
over any
any Suppression
Suppression results.
results.

Close Assault **(-1d


(-1ddefence
* (-1d defenceapplicable
defence applicableto
applicable tointerruptions
to interruptionsand
interruptions andreactions
and reactionsinvolved)
reactions involved)
involved)

Infantry
Infantry
Infantry Defender
Defender Failed Run
Run up to 12" Morale
Morale check
check
Defender Failed
Failed
Failed Run up
up to
to 12"
12" Morale check Defender
Defender
declares
declares
declares
Quality
Quality check
Quality check
check Failed pinned
pinned Pinned
Pinned
Pinned =>
=> Drop
=> Drop
Qd
Drop Qd
Qd
Defender
strikes
pinned IfIf Qd<d6, POW strikes
strikes
Close
Close assault
Close assault
assault If Qd<d6,
Qd<d6, POW
POW
Failed
Failed IF
IF
Failed IF
Passed
Passed
Passed Passed
Passed Passed
Passed
Passed Passed Stand
Stand and
and fight
fight
Stand and fight
No Unit wiped
Unit wiped out
out or
Aggressor No defensive
defensive fire
fire or
wiped out or
Unitsurrender
Aggressor Flee
Flee No defensive fire surrender
Aggressor
Quality Defensive
Defensive Fire
Fire
Quality check
check Defensive Fire up Flee
up to
to 12"
12" Roll surrender
Roll D6/casualty
D6/casualty
Quality check -1d
-1d Firepower
Firepower up towith
12"
-1d Firepower
Not
Not with Roll
1=D6/casualty
1= Prisoner
Prisoner
-1d
-1d defence*
defence* dependends
Not with
-1d defence*
dependends 1=
5-6= Prisoner
5-6= Dead
Dead
dependends
Failed 5-6= Dead
Failed
Failed
IF
IF
No
No move
move Return
Return toto starting
starting Assaulter
Assaulter IF Morale
Morale check
check
Close
Close assault:
assault:
Activated
No move
Activated point
point with
Return to pinned
with starting
pinned Failed
Failed casualties take
Assaulter
casualties take Passed
Passed Pinned =>
=> Drop
Morale
Pinned Drop Qd
check Qd
Assaulter strikes
Close assault:
Assaulter strikes
In cover
Activated
In cover or
or shaken
point with effects
shaken pinned
effects Failed morale
morale check
casualties take
check Passed If Qd<d6,
Pinned POW
=> Drop
If Qd<d6, POWQd
Assaulter strikes
In cover or shaken effects morale check If Qd<d6, POW

QRS 136 • Force on Force Ambush Alley


First Aid
First Aid check
check results
results First Aid
First Aid check
check Tables
Tables
First
First aid check areAid
done check results of the
at the beginning
First aid check are done at the beginning of the
Medic rules: A medic may only treat FirsttheAid check
wounded of Tables
one unit per turn.
Medic rules: A medic may only treat the wounded of one unit per turn.
next aid
First turncheck
after casualty.
are doneRollRoll a D6
at the and check
beginning result:
of the Units can
Medic call medic
rules: medicififmay
figure within 12". Medic is moved to casualties (even if the medic
next turn after casualty. a D6 and check result: Units can callAmedic only
figure treat12".
within the Medic
wounded of oneto
is moved unit per turn.(even
casualties if the medic
Dead.
next Unit
turn may
after act as normal
casualty. Roll a if it and
D6 passes a TQ
check result: already
Units moved this turn). Special ops units count as having medic in team.
Dead. Unit may act as normal if it passes a TQ already moved this turn). Special ops units count as having medic in team. if the medic
can call medic if figure within 12". Medic is moved to casualties (even
check, if notmay
Dead. it may only react fire for this turn, but
check, Unit
if not it mayactonly
as normal
react fireif it for
passes a TQbut
this turn, already moved this turn). Special ops units count as having medic in team.
may act normally
check, not it mayinonlytheir next fire
turn. Roll Modern without medic Modern with medic WW2 without medic WW2 with medic
may actif normally in theirreact
next turn.for this turn, but Roll Modern without medic Modern with medic WW2 without medic WW2 with medic
Serious
may wound. in
act normally Unit suffers
their next Casualty
turn. penalty. Unit 1
Roll Dead without medic Modern
Modern Dead with medic WW2 Dead without medic WW2 Dead with medic
Serious wound. Unit suffers Casualty penalty. Unit 1 Dead Dead Dead Dead
may onlywound.
Serious react fire thissuffers
Unit turn. Casualty’s FP not Unit
Casualty penalty. 12 Serious wound
Dead Serious wound
Dead Dead Serious wound
Dead
may only react fire this turn. Casualty’s FP not 2 Serious wound Serious wound Dead Serious wound
may only Injured
counted. react firemanthismaybe
turn. Casualty’s
escorted to FPthe
notrear or 23 Serious wound Serious wound
Light wound Dead
Serious wound Serious wound
counted. Injured man maybe escorted to the rear or 3 Serious wound Light wound Serious wound Serious wound
counted.
to a medic.Injured man maybe escorted to the rear or 34 Serious wound
Light wound Light wound Serious wound Serious wound
Light wound
to a medic. 4 Light wound Light wound Serious wound Light wound
to a medic.
Light wound, walking wounded. Unit may take turn 45 Light wound Light
OK wound Serious wound
Light wound Light wound
Light wound, walking wounded. Unit may take turn 5 Light wound OK Light wound Light wound
Light wound,
as normal. walking
Casualty wounded.
penalty applied.Unit may take turn 56 Light
OK wound OK Light
OK wound Light
OK wound
as normal. Casualty penalty applied. 6 OK OK OK OK
as
OK,normal. Casualty
gets back penalty
up! Unit applied.
may take turn as normal. 6 OK OK OK OK
OK, gets back up! Unit may take turn as normal.
OK, gets back up! Unit may take turn as normal.

Vehicles
Loading/Unloading
Loading/Unloading Vehicle
Vehicle Vehicle Movement
Vehicle Movement rates
rates table
table
Loading/Unloading
Vehicle cannot move in turn loading/ Vehicle
Firepower Patrol speed Vehicle10" Movement Norates table
restriction
Vehicle cannot
cannot move
move in
in turn
turn loading/ Firepower Patrol speed 10" No restriction
Vehicle
unloading loading/ - UseFirepower
troop quality dice Patrol speed
Cruising speed
Cruising speed
10"
18"
18"
No
No restriction
No
turn, facing unchanged
unloading
unloading
Loading: -- Use
- Use
troop
troop quality
All weapons quality dice
dice
always Cruising
Crossingspeed
water: patrol speed, No turn,
18" must stop turn, facing
facing
at edge
unchanged
andunchanged
cross next turn
Loading:
Loading: -- All weapons always Crossing
Crossing water:
water: patrol
patrol speed,
speed, must
must stop
stop at
at edge
edge and
and cross
cross next
next turn
turn
- Passengers may rapid move into All weapons
in optimum range always
-- Passengers
Passengers may
may rapid
rapid move
move into
into in optimum range
vehicle in optimum
- Same range
weapon
vehicle -- Same
vehicle
Unloading: Same weapon
firepower weapon
against Weapons Vs.
Vs. Vehicles
Vehicles
Unloading:
Unloading: firepower against Weapons
- Passengers move cautious speed only firepower
infantry oragainst
vehicles Weapons Vs.ineffective
Vehicles
--- Passengers
Passengers move
move cautious
cautious speed
speed only
only infantry or vehicles - Small arms (except soft skins) =>
Suppression or react fire only infantry or
- MGs always vehicles
FP 3d -- Small arms (except
(except=>soft skins) => ineffective
-- Suppression
Suppression or
or react
react fire
fire only
only -- MGs - Small arms
Support weapons soft
Use skins)
only => ineffective
firepower of weapon + firer
MGs always
always FPFP 3d3d -- Support
Support weapons
weapons =>
=> Use
Use only
only firepower
firepower of
of weapon
weapon +
+ firer
firer

Determine hits
Determine hits Roll damage effects
Roll effects
Determine
Roll Firepower hits
dice Vs. defender’s dice Roll damage
damage effects
Roll
Roll Firepower
Firepower dice
dice Vs.
Vs. defender’s
defender’s dice
dice Vehicle combat
Vehicle combat
Overkill:
Overkill:
Overkill:
Vehicle 1 HIT 2 HITS 3 HITS 4+ HITS
1 HIT
1 HIT 2 HITS
2 3 HITS 4+
4+ HITS
If unmodified FP>defender unmodified armour
If
If unmodified
unmodified FP>defender unmodified armour 1 Ping! ½HITS
speed 3
½HITS
FP dice HITS
Main W/Im.
= Add the FP>defender unmodified
difference in dice armour
to firepower 1
1
2
Ping!
Ping!
½ speed
½
½ speed
½ speed
FP dice
½
½ FP dice
FP W/Im.
Main dice Main W/Im.
Main
Main W/Im.
W/Im.
=
= Add
Add the
the difference
difference in
in dice
dice to
to firepower
firepower 2 ½ speed ½ FP dice Main W/Im. Main W/Im.
Vehicle Defense Modifiers: (Cumulative) Save Vs.
Vs. hits
hits 2
3 ½
½ speed
FP dice ½ FP W/Im.
Main dice Main
Main W/Im.
W/Im. Main
BREW W/Im.
Vehicle
Vehicle Defense
Defense Modifiers:
Modifiers: (Cumulative) Save
Target at Patrol Speed: +1D(Cumulative) Use vehicle reliability die type
3
3
4
½
½ FP
Main
dice
FP W/Im.
dice Main
Main W/Im.
W/Im.
Main W/Im.
Main
Main
BREW
W/Im.
W/Im. BREW
BREW
BREW
Target at
Target at Patrol Speed:
Speed: +1D
+1D
Target at Patrol
Cruising Speed: +2D Use
Useavehicle
Roll vehicle reliability
reliability
Reliability
die type
die fordie type
each hit
4
4
5
Main
Main W/Im.
W/Im.
Main W/Im.
Main
Main
BREW
W/Im.
W/Im. BREW
BREW
BREW
BREW
BREW
BREW
Target at
Target at Cruising
Cruising Speed:
Speed: +2D
+2D Roll
Roll a Reliability die
die for each
each hit 5 Main W/Im. BREW BREW BREW
Target more
Target
than half obscured: +1D Rollsa ≤Reliability
4 = significantfordamage.hit 5
6 Main
BREW W/Im. BREW
BREW BREW
BREW BREW
BREW
Target more than half covered by+1D
more than half obscured: solid cover Rolls ≤ 4 = significant damage. 6 BREW BREW BREW BREW
Target more than half covered by solid cover
(hull-down): +1D Ping = crew takes bail check anyway
(hull-down): +1D Ping = crew takes bail check anyway
Reactive Armor: +1D on FIRST attack only Brew = vehicle and crew eliminated
Reactive Armor: +1D on FIRST attack only Brew = vehicle and crew eliminated
Attacks vs. Side or Rear of AFV (Not Soft For all damages but ping, check crew casualties:
Attacks vs. Side or Rear of AFV (Not Soft For all damages but ping, check crew casualties:
Skins): -1D
Skins): -1D Bail out
Bail out check
check Roll TQ/crew & passenger. If failed = casualty
Attacks vs. Deck: -2D Roll TQ/crew & passenger. If failed = casualty
Attacks vs. Deck: -2D

Vehicle reactions
Vehicle reactions Bail outs
Bail outs Unbuttoned TC
TC
Green Crew: 1 Reaction/Turn Make morale check Unbuttoned
Green Crew: 1 Reaction/Turn Make morale check By default TC is buttoned
Trained Crew: 2 Reactions/Turn Low confidence crew: Any hit By default TC is buttoned
Trained Crew: 2 Reactions/Turn Low confidence crew: Any hit - TQ check to unbuttoned for each turn
Veteran Crew: 3 Reactions/Turn Confident crew: If damaged - TQ check to unbuttoned for each turn
Veteran Crew: 3 Reactions/Turn Confident crew: If damaged - If fired on by infantry: +2 cover
Elite Crew: 4 Reactions/Turn If bail out - If fired on by infantry: +2 cover
Elite Crew: 4 Reactions/Turn If bail out - If AFV hit by A/T, TC hit if 1 rolled on D6
- TQ dice lowered permanently - If AFV hit by A/T, TC hit if 1 rolled on D6
- TQ dice lowered permanently
- Main gun only fires once per turn - Crew moves 4" from vehicle - If survives hits, roll TQ to stay unbottuned
- Main gun only fires once per turn - Crew moves 4" from vehicle - If survives hits, roll TQ to stay unbottuned
-- Generally,
Generally, commander
commander and
and gunner
gunner can
can -- IfIf TQ
TQ reduced
reduced to
to less
less than
than d6,
d6, eliminated
eliminated - If TC injured, AFV crew make Morale
- If TC injured, AFV crew make Morale
man a weapon each in a turn - Cannot remount until next turn check with
with lowered
lowered dice
dice type
type
man a weapon each in a turn - Cannot remount until next turn check
-1d firepower for each subsequent reaction - Morale check before remounting
-1d firepower for each subsequent reaction - Morale check before remounting

Buildings
Destroying buildings
Destroying buildings Firing at
at building
building
Building can
can only
only be
be destroyed
destroyed by
by Firing Apply attack’s
Apply attack’s FP
FP against
against
Building
Building can only be destroyed by Unmodified HE
HE FP
FP 4+
4+ Building
Building Apply attack’s FP against
attacks superior
attacks superior toto structural
structural Unmodified Building
collapses
infantry inside
infantry
infantry
inside building
building
inside building
attacks superior to structural only collapses
collapses +1 FP
FP (use
(use cover)
cover)
strength:
strength:
strength: only
only +1
+1 FP (use cover)
Weak: 33 Dice
Weak: Dice
Weak: 3 Dice
Average: 66 Dice
Average: Dice
Average: 6 Dice
Reinforced: 99 Dice
Reinforced: Dice Attack successful
Attack
Reinforced: 9 Dice Compare number
Compare
Compare number
number Attack successful
successful Permanent
Fortification Bonus
Fortification Bonus Dice
Dice Permanent
Permanent
Fortification Bonus Dice of successful
of
Light Fortification:
Light Fortification: +1
+1 Die
Die of successful
successful -1d to
-1d
-1d
to
to
Light Fortification: +1 Die 4+ rolls
Medium Fortification:
Medium Fortification: +2
+2 Dice
Dice 4+ rolls Structural strength
Structural strength
Medium Fortification: +2 Dice Roll Attack
Attack failed
failed
Strong Fortification:
Strong Fortification: +3
+3 Dice
Dice Roll
Strong Fortification: +3 Dice Explosive weapon
weapon FP FP
Construction Quality
Construction Quality Die
Die Types
Types Explosive
Construction Quality Die Types Vs.
Shoddy Construction:
Shoddy Construction: D6D6 Vs.
Shoddy Construction: D6 Apply
Decent Construction:
Decent Construction: D8D8 Structural strenght
Structural strenght
Building Apply attack’s
attack’s FP
FP against
against
Decent Construction: D8 Building infantry
Quality Construction:
Quality Construction: D10
D10 (construction quality
(construction quality dice)
dice)
remains infantry inside
inside building
building
Quality Construction: D10 + Fortification
Fortification bonus
bonus remains -1 FP (use cover)
Exceptional Construction:
Exceptional Construction: D12
D12 + -1 FP (use cover)
Exceptional Construction: D12

Ambush Alley Force on Force • QRS 137


Off Board Artillery
Requesting artillery Resolving fire mission
- FO and unit leaders can make an artillery request
- Spotter cannot move. May fire or OverWatch but - Designate center point of impact
don’t include their FP die. - All infantry and AFVs in radius are hit using salvo’s FP

If target in LOS -> Pass TQ test Light Mortar Salvo: 4D8 (4” radius) May damage Class 1 Vehicles
The following cumulative modifiers apply: Heavy Mortar Salvo: 6D8 (6” radius) May damage Structures & Class 1 & 2 Vehicles
Spotter is
Spotter is an
an actual
actual Forward
Forward Observer:
Observer: +1+1 Light Artillery:
Light Artillery: 8D8
8D8 (6”
(6” radius)
radius) May damage
May damage Structures
Structures &
& Class
Class 1
1&&22 Vehicles
Vehicles
Spotter is
Spotter is a
a Special
Special Forces
Forces leader:
leader: +1
+1 Heavy Artillery:
Heavy Artillery: 10D8
10D8 (8”
(8” radius)
radius) May damage
May damage Structures
Structures &
& Class
Class 1
1––33 Vehicles
Vehicles
Spotter is
Spotter is a
a Squad
Squad Leader
Leader or
or lower:
lower: -1
-1 Heavy Artillery
Heavy Artillery (AT):
(AT): 10D8
10D8 (8”(8” radius)
radius) May damage
May damage Structures
Structures &
& Class
Class 1
1––44 Vehicles
Vehicles
Spotter
Spotter is
is calling
calling for
for assets
assets other
other than
than his
his own:
own: -1
-1 Missile
Missile Salvo:
Salvo: 12D8
12D8 (10”
(10” radius)
radius) May
May damage
damage Structures
Structures &
& Class
Class 1
1––44 Vehicles
Vehicles
Spotter
Spotter hashas unreliable
unreliable communications
communications with with fire
fire
control (designated
control (designated by by scenario):
scenario): -1
-1 Danger close
Danger close rules
rules apply
apply

Air Support
Requesting
Requesting Air
Air Support
Support Strafing
Strafing run
run
CAC must
CAC must have
have target
target in
in sight
sight and
and pass
pass aa TQ
TQ Test.
Test. 1- Draw
1- Draw a a line
line from
from one
one side
side of
of table
table toto the
the other.
other.
The following modifiers
The following modifiers apply:
apply: 2-
2- All
All units
units within
within 6"6" of
of line
line can
can be
be fired
fired on.
on. Unless
Unless within
within 4"
4" of
of
CAC
CAC has has laser
laser designator:
designator: +1+1 friendly
friendly unit
unit (8"(8" for
for WW2
WW2 strafing
strafing runs).
runs).
CAC
CAC has has priority
priority for
for air
air support
support (indicated
(indicated by
by scenario):
scenario): +1
+1 If still want to shoot, use Danger
If still want to shoot, use Danger Close rule. Close rule.
CAC
CAC has spotty radio reception (indicated
has spotty radio reception (indicated by
by scenario):
scenario): -1
-1 -- AFVs
AFVs hit hit by
by run
run get
get -2D
-2D to
to defense.
defense.
CAC
CAC is is working
working with
with unfamiliar
unfamiliar aircraft
aircraft (indicated
(indicated by
by scenario):
scenario): -1
-1 -- Strafing
Strafing airplane gets defence +1D
airplane gets defence +1D
On
On successful
successful request:
request: -- Ground
Ground troops
troops firing
firing an
an arial
arial unit
unit suffer
suffer -1
-1 FP
FP
Priority air support: Airstrike arrives immediately.
Priority air support: Airstrike arrives immediately. 3- All units engaged make
3- All units engaged make Morale. Morale.
Non-priority air support: Airstrike arrives at beginning of NEXT turn. - Units with casualties check with lower dice type.
Non-priority air support: Airstrike arrives at beginning of NEXT turn. - Units with casualties check with lower dice type.
4- After strafing run, all friendly unit’s morale checks done with
4- After strafing run, all friendly unit’s morale checks done with
On an unmodified die roll of 1, air support is no longer available. higher dice type for the rest of the turn.
On an unmodified die roll of 1, air support is no longer available. higher dice type for the rest of the turn.

Ground
Ground fire
fire Aircraft
Aircraft damage
damage effects
effects
Warplanes can only be attacked from the
Warplanes can only be attacked from the 1 HIT 2 HITS 3 HITS 4+ HITS
ground while making an attack against 1 HIT 2 HITS 3 HITS 4+ HITS
ground while making an attack against 1 Ping! ½ FP dice Jink! Withdraw
ground targets. 1 Ping! ½ FP dice Jink! Withdraw
ground targets. Danger close 2 ½ FP dice Jink! Withdraw Withdraw
As per rules described below in Helicopters Danger close 2 ½ FP dice Jink! Withdraw Withdraw
As per rules described below in Helicopters Roll if friendly units within 4” of 3 ½ FP dice Withdraw Withdraw CRASH
section, except warplanes can only be Roll if friendly units within 4” of 3 ½ FP dice Withdraw Withdraw CRASH
section, except warplanes can only be indirect or aerial fire. 4 Withdraw Withdraw CRASH CRASH
engaged by Air Defense Weapons indirect or aerial fire. 4 Withdraw Withdraw CRASH CRASH
engaged by Air Defense Weapons 5 Withdraw CRASH CRASH CRASH
5
6
Withdraw
CRASH
CRASH
CRASH
CRASH
CRASH
CRASH
CRASH
- Target player roll D10.
-- Target player 6 CRASH CRASH CRASH CRASH
Friendly unit inroll D10. close
danger
Helicopters -range
Friendly
range
- If TQroll
unit
≥4 TQ
in
roll TQ test. danger close
test. roll, not hit,
& >target
Ping = No damage but make a Morale Check or Jink
Ping
½ FP=dice
No damage but make
= Permanent penalty a Morale Check or Jink
hit.≥4 & >target roll, not hit,
LZ & EZ - If TQ ½ FP=dice
Jink = Permanent
No further attackspenalty
this turn
LZ & EZ else
else Jink = No =further attacks
forthis
restturn
- Landing is done in one turn and take off in
-the Landing is done in one turn and take off in Note:hit.Target is always hit Withdraw Withdraws of turn. Must pass
next turn. Note: Target is always hit Withdraw = Withdraws
morale check for rest
to return next of turn. Must pass
turn.
regardless.
the next turn. can react fire but can only use
- Helicopters regardless. morale=check to return next turn.they get out safely.
Crash If disembarking troops,
-suppression
Helicopters fire.
can react fire but can only use Crash = If disembarking troops, they get out safely.
-suppression fire.
If Hit, can still land unless CRASH result
-drawn.If Hit, can still land unless CRASH result
drawn.
- If CRASH while landing, crash at LZ and all Linear Gun Run
-passengers
If CRASH whileroll TQ landing,
test or crash at LZ and all
are casualties. Linear
Same Gunrules
as Strafing Run above
-passengers
Landed, helos roll TQ test
can’t useortheir
are casualties.
weapons Same as Strafing rules above
-- Landed, helos can’t
Landed helos fired use their weapons
on don’t get affected by
-anything
Landedhit helos
resultfired on don’t
except CRASH.get affected by
anything
- On EZ the hit result
helo mustexcept CRASH.
spend a turn loading Calling Helo Gun run
- On EZ the helo must spend a turn loading CAS must have target in sightCalling
and passHelo Gun run
a TQ Test.
CAS must have
The following target inapply:
modifiers sight and pass a TQ Test.
TheCAS
following modifiers
is a Squad apply: Leader without extensive training: -1
or Fireteam
Fast rope insertion CAS has
is a Squad or Fireteam Leader
CAS laser targeting device: +1 without extensive training: -1
- Specific pointFast rope on
of insertion insertion
table CAS has priority
laser targeting device:(indicated
+1
- Specific point of insertion on table for air support by scenario): +1
Fast roping model must deploy within a 4" diameter priorityradio
for airreception
support (indicated
- Fast CAS has spotty (indicated by
by scenario):
scenario): +1
-1
Only roping model
one squad permust
turndeploy within a 4" diameter
(not fireteam)
CAS ishas spotty with
working radiounfamiliar
receptionaircraft
(indicated by scenario):
(indicated -1
by scenario): -1
- Only one squad
Fast roping per turn
unit can only (not
Reactfireteam)
by fire.
CAS close
Danger is working
ruleswith unfamiliar aircraft (indicated by scenario): -1
apply
- Fast roping unit
Use ground firecan only
rules React by
to attack fire.
Helo during the turn
Danger close rules apply
-the
Use ground
unit fire
is roped in.rules to attack Helo during the turn
the unit is roped in.
Orbital Gun Run
Ground fire 1- Nominate point on table Orbital Gun Run
Ground
Apply to fire
Helos disembarking 1-
2- Nominate point8"
All units within onoftable
line can be fired on. Unless within 4" of friendly unit. If still want
Applyortomaking
Helos “gun
disembarking
run” 2- All units
to shoot, usewithin 8" ofClose
Danger line can be fired on. Unless within 4" of friendly unit. If still want
rule.
or making
- Same as anti-vehicule “gun with
combat run” -1 FP to shoot,
- AFVsusehitDanger
by run Close
get -2Drule.
to defense.
- Same as anti-vehicule
Vehicules with AA systemscombat with
don’t -1 FP
suffer -1 FP - AFVs
Ground hittroops
by runfiring
get -2D to defense.
an arial unit suffer -1 FP
Reaction fire
- Vehicules withwhile disembarking
AA systems troops-1lowers
don’t suffer FP TQ. 3- All- units
Ground engaged
troopsmake
firing Morale.
an arial unit suffer -1 FP
Use weapon
- Reaction fire facing enemy only. troops lowers TQ.
while disembarking 3- All- units
Unitsengaged
with casualties check with lower dice type.
make Morale.
Heloweapon
- Use can’t rotate while
facing disembarking
enemy only. or making gun 4- After strafing
- Units with run, all friendly
casualties checkunit’s
withmorale checks
lower dice done with higher dice type for the
type.
-run.
Helo can’t rotate while disembarking or making gun rest of the
4- After turn. run, all friendly unit’s morale checks done with higher dice type for the
strafing
run. rest of the turn.

QRS 138 • Force on Force Ambush Alley


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