Ambush!: Block Party
Ambush!: Block Party Rulebook
Table of Contents
Table of Contents
Mission 17: Block Party
January 14, 1945.
The failure of the Ardennes Offensive has opened new possibilities for the Allies. All that means to your squad is more fighting. The Germans have gone over to the defensive, forming "hedgehog" fortresses in every town. These are supported by what few armored vehicles they have remaining. Your squad has been assigned the task of clearing one area of a Belgium village, using the tried and true "Corkscrew and Blowtorch" approach. You have been promised armor support, which will arrive after you have completed some initial scouting of the area.
Your Squad
Purchase new equipment for your squad. In addition, you receive at no cost, a satchel charge, flamethrower, and a radio.
Set Up
Use Map 'B'. The top of the map is the north edge. Your soldiers may enter the map in any hex on the west edge between 'A-1' and 'A-19', inclusive.
Activation Levels
The Activation Levels are as follows:
- c1: 0-2
- c2: 0-2
- c3: 0-4
- c4: 0-4
Special Rules
River. The water barrier from A-6 to Y-17 is a river and may be crossed at an intact bridge only.
Victory
You need 25 Victory Points to win. You receive Victory Points for the activation of Germans. You receive 1 Victory Point for each building hex your men enter. Other ways of gaining Victory Points will be revealed during the mission. The game when:
-
In Condition 3 or 4 if there are no active Germans on the map and every building has been entered by your men. You do not have to enter burning buildings. If the mission ends in this manner, you will not lose any Victory Points for incapacitated men remaining on the map.
-
Active Germans remain on the map and all active US soldiers have exited from the map from any west edge hex. (Incapacitated US soldiers must be exited to avoid Victory Point loss).
Transcription note: the scan prints "burnung" in the victory text; it is corrected here to "burning". Obvious misprints of single words are normalized in this file ("market" to "marker" in 028, "occured" to "occurred" throughout); other spellings are kept as printed. The printed wording "The game when:" is kept as printed.
Vehicles
Halftrack
Large, armored, open vehicle.
- Crew: 5
- Maximum occupants: 8
- Movement Point Allowance:
- Slow - 4
- Fast - 7
Hit Chart
| Facing | Front | Side | Rear |
|---|---|---|---|
| Tire | 0-1 | 0 | -- |
| Tread | 2(M) | 1-3(M) | 0(M) |
| Body | 3-5(M) | 4-6(L) | 1-6(L) |
| Gun | 6-8(M) | 7(M) | 7(M) |
| Crew | 9 | 8-9 | 8-9 |
Damage Effects
- Tire: Vehicle cannot be driven fast. If occupied, make immediate accident check.
- Tread: If penetration equals, or exceeds the armor rating, vehicle is immobilized.
- Body: If penetration result is equal to, or exceeds the armor rating, use the following chart:
- Light: Reduce crew by one.
- Medium or Heavy: Vehicle destroyed, all of the occupants are killed.
- Gun: If penetration equals, or exceeds the armor rating, cannon is knocked out and the crew is reduced one.
- Crew: Reduce the crew by one. If hit scored by aimed automatic weapon fire, reduce the crew by one, and continue rolling for additional hits. (13/6).
Special Panther Rules
The Panther is exactly the same as the Panzer IV, for game purposes, with the following exceptions:
- Rear body armor is heavy.
- Fast Movement Point Allowance is 7.
Paragraphs
The numbered paragraphs below are looked up during play, as directed by the Mission Card or by another paragraph. Paragraph 021 is printed twice: once in the list, and once on a cut-out marked "Cut this out and place over the preceding", which replaces the paragraph above it.
001
Achtung, Minen! Conduct the minefield procedure.
If any detonate in condition 1, see 032.
If any detonate in condition 2, see 054.
002
If in Operations, no event. If in Rounds, see 045.
003
Fall prone. This soldier is no longer berzerk.
004
If in Operations, no event. If in Rounds, see 048.
005
If a US soldier is currently berserk, he falls prone immediately and is now normal again. He can move and attack normally this round.
006
(S4) Activates GE 9, roll one die:
- 0-4 it appears in Y-8,
- 5-9 it appears in Y-16.
Go to condition 4. See 080 for information on this German.
007
(S2) The Sherman finally arrives! Roll one die; 0-4 it appears at A-5, 5-9 it appears in A-17. See 758 for further information. Go to condition 4.
008
If S3 has not occurred, see 062. If S7 has not occurred, see 054. If S5 has not occurred, see 037. If S1 has not occurred, see 066. If S9 has not occurred, see 063. If S4 has not occurred, see 006. If S2 has not occurred, see 007. If S0 has not occurred, see 090.
009
If GE 1 and 5 are inactive and in this hex, see 010.
010
You have found a German radio. Ignore any further references to paragraph 036 (make note). If you destroy the radio, see 013. If you take it with you, see 019.
011
German mortar attack! Roll one die with 1 as A, 2 as B, etc. for the hex column. Roll two dice and add the result for the hex in that column that is hit. Any soldiers or vehicles in the impact hex are attacked on the "Satchel Charge, Outside Damage" Table. Buildings become rubble, place marker. All other terrain becomes a crater, place marker.
012
If any US soldier is carrying a grenade, one accidently goes off. Randomly determine which soldier is the unlucky one. The soldier carrying the defective grenade conducts a PC check:
- If passed, he may toss the grenade into any unoccupied adjacent hex, where it explodes harmlessly.
- If failed, he and everyone else in the hex are attacked by the grenade. The soldier carrying the grenade is considered indoors, regardless of location.
013
That is the end of any more mortar attacks for today!
014
Ignore any more references to paragraph 036 (make note).
015
If GE 5 is inactive and in this hex, see 010.
016
If GE 1 is inactive and in this hex, see 010.
017
If any German currently is using "Special Reaction A", take him out of it. If more than one applies, choose randomly.
018
If in Operations, no event.
If in Rounds, one German weapon fired last round is out of ammo. If the German possessing this weapon has no other personal weapon, see 899.
019
If this radio is controlled by one of your active men at the end of the mission, gain 1 victory point. Battalion HQ G2 will want it for evaluation. It takes up one port box.
020
One soldier is fired on by a hidden sniper. Rounds do not commence. Resolve one fire with the following features:
- Aimed
- Short range
- Bolt rifle with scope
- Weapon Skill 0
021
Place Event marker. Roll 1 die:
- 0-2: Conduct Activation check. If successful, see 040.
- 3-4: Conduct PC check. If successful, see 040.
- 5-9: Go to condition 2.
021 (cut-out)
Printed on a cut-out marked "Cut this out and place over the preceding". Place it over paragraph 021 above.
Place Event Marker. Roll 1 die:
- 0-2: Conduct Activation check. If successful, see 040.
- 3-4: Conduct PC check. If successful, see 040.
- 5-9: Go to condition 2.
022
Place event marker. Roll 1 die:
- 0-1: Conduct Activation check. If successful, see 030.
- 2-4: Conduct PC check. If successful, see 040.
- 5-9: Go to condition 2.
023
If any soldier can see K7, see 033.
024
If any soldier can see J13, see 043.
025
(S1) Activate GE 6 and 8 in K-7, standing, US advantage.
026
(S3) Activate GE 1 and 5 in L-5, standing, US advantage.
027
Place event marker. Roll 1 die:
- 0-4: Conduct Activation check. If successful, see 037.
- 5-9: Conduct PC check. If successful, see 039.
028
Place event marker. Roll 1 die:
- 0-4: Conduct Activation check (+1). If successful, see 037.
- 5-9: Conduct PC check (+1). If successful, see 039.
029
If any soldier can see L-10, see 028.
030
(S1) Activate GE 6 and 8 in K-7, crouching, GE advantage.
031
Place event marker. Roll 1 die:
- 0-4: No effect.
- 5-9: Go to condition 2.
032
(S3) Activate GE 1 and 5 in L-5, crouching, GE advantage. These Germans receive two rounds this turn.
033
(S1) Activate GE 6 and 8 in K-7, standing, US advantage. Go to condition 3.
034
Roll 2 dice and add them together. On a result of 0, 9, or 18, one soldier in a clear or cover hex falls prone into a snow drift, loses one grenade and the remainder of the turn. If in Rounds, it takes one action to climb out of the drift. If in Operations, lose one grenade and continue to move normally. A prone soldier in a snow drift is an additional -2 to hit when being fired upon.
035
(S6) This soldier sees a roadblock in hex N-7. It consists of rubble and tree branches. It looks like wheeled vehicles would have trouble, but a tank could pass through.
036
If in Operations, see 011. If in Rounds and S3 has not occurred, see 011. If in Rounds and S3 has occurred see 085.
037
(S5) Activate GE 2 and 4 in L-10, crouching, German advantage. Go to condition 4.
038
If in Operations, no event. If in Rounds and your radio is not manned, no event. If in Rounds and your radio is manned, see 095.
039
(S5) Activate GE 2 and 4 in L-10, standing, US advantage. The US soldier that made the PC check is automatically aware. Go to condition 4.
040
(S1) Activate GE 6 and 8 in K-7, standing, US advantage. The US soldier that made the PC check is automatically aware.
041
Place event marker and roll 1 die:
- 0-3: Conduct activation check. If successful, see 032.
- 4: Conduct PC check. If successful, see 050.
- 5-9: Go to condition 2.
042
Place event marker and roll 1 die:
- 0-3: Conduct activation check (-1). If successful, see 032.
- 4: Conduct PC check (+1). If successful, see 050.
- 5-9: Go to condition 2.
043
(S3) Activate GE 1 and 5 in J-13, crouching, US advantage.
044
One soldier sees a row of barbed wire ahead to the east, running north and south. Roll one die for distance:
- 0-4: adjacent hex,
- 5-6: 2 hexes away,
- 7-8: 3 hexes away,
- 9: 4 hexes away.
Roll one die for length:
- 0-2: 3 hexes,
- 3-6: 5 hexes,
- 7-9: 7 hexes.
The center will be the hex immediately to the east. Place booby trap markers to represent the wire.
If in Operations, barbed wire may be moved through normally. If in Rounds, wire costs +1 movement point to enter, and every soldier must fall prone upon entering. Soldiers may continue to move in the same turn if they have the necessary MP's to do so.
When a soldier attempts to leave a Barbed Wire hex, roll one die. On an 0 the soldier is wounded, remains prone and loses the remainder of turns in the current round. On a roll of 1 the result is the same, except the soldier is not wounded. On each successive turn the soldier may again roll to see if he can free himself from the wire. The wire effects Germans as well as Americans. The wire may be removed by setting off a satchel charge in the hex.
045
One German, chosen at random, goes berzerk. Use the new stats and action paragraphs listed below to replace his old ones. Use this set until he is either incapacitated, or ceases to be berzerk.
Stats: IN: 5 PC: 9 WS: +2 MPA: 5
| Die | Condition 1-2 | Condition 3-4 |
|---|---|---|
| 0-2 | 812 | 928 |
| 3-5 | 825 | 812 |
| 6-8 | 869 | 869 |
| 9 | 003 | 003 |
Wounds against this soldier are modified using the following chart:
| Old result | New result |
|---|---|
| Panic | No effect |
| Wound | No effect |
| Incapacitated | Wound |
| Kill | Incapacitated |
This paragraph can only occur once per mission.
046
(S1) Activate GE 6 and 8 in K-7, crouching, German advantage.
047
(S9) Activate GE 7 in N-9, standing, US advantage. Go to condition 3.
048
One US soldier, chosen at random, goes berzerk. Use the new stats listed below in place of his old ones.
Stats: IN: 5 PC: 9 WS: +2 MPA: 5
This soldier is not subject to panic while berzerk and will move toward the nearest enemy man, snap firing as he moves, until in the same hex as the enemy. He will then assault to kill. If he is out of ammo, he will move as fast as possible toward the nearest enemy man, and will assault to kill when in the same hex. If bazooka armed, he will fire at enemy vehicle or man, if in sight. If not in sight, he will move as quickly as possible toward enemy vehicle or man and fire when he is able.
Wounds against this man are modified as follows:
| Old result | New result |
|---|---|
| Panic | No effect |
| Wound | No effect |
| Incapacitated | Wound |
| Kill | Incapacitated |
If you return to Operations, this man will become normal again. This paragraph can occur only once per mission.
049
He finds a pack of German cigarettes.
050
(S3) Activates GE 1 and 5 in L-5, crouching, US advantage. The US soldier that made the PC check is automatically aware.
051
Place event marker and roll 1 die:
- 0: No event
- 1-3: Conduct PC check (-1). If successful, see 060.
- 4-9: Conduct Activation check (+1). If successful, see 062.
052
Place event marker and roll 1 die:
- 0-2: Conduct PC check (-1). If successful, see 060.
- 3-9: Conduct Activation check (+2). If successful, see 062.
053
Place event marker and roll 1 die:
- 0: No event.
- 1-3: Conduct PC check. If successful, see 060.
- 4-9: Conduct Activation check. If successful, see 062.
054
(S7) Activate GE 3 in Q-5, crouching, GE advantage. This German receives two turns this round.
055
(S7) Activate GE 3 in Q-5, standing, US advantage. Soldier that conducted the PC check is automatically aware.
056
Place event marker and roll 1 die:
- 0-5: Conduct PC check (-1). If successful, see 067.
- 6-9: Conduct Activation check (-1). If successful, see 066.
057
Place event marker and roll 1 die:
- 0-5: Conduct PC check. If successful, see 067.
- 6-9: Conduct Activation check. If successful, see 066.
058
Place event marker and roll 1 die:
- 0-4: Conduct PC check. If successful, see 068.
- 5-9: Conduct Activation check. If successful, see 063.
059
Place event marker and roll 1 die:
- 0-5: Conduct Activation check (-2). If successful, see 054.
- 6-9: Conduct PC check (-1). If successful, see 055.
060
(S3) Activate GE 1 and 5 in J-13, crouching, US advantage. The US soldier that made the PC check is automatically aware.
061
If S3 has not occurred, see 051. If S3 has occurred, see 063.
062
(S3) Activate GE 1 and 5 in J-13, crouching, GE advantage.
063
(S9) Activate GE 7 in N-10, GE advantage. Go to condition 4.
064
Place event marker and roll 1 die:
- 0-5: Conduct Activation check. If successful, see 054.
- 6-9: Conduct PC check. If successful, see 055.
065
Place event marker and roll 1 die:
- 0-5: Conduct Activation check. If successful, see 054.
- 6-9: Conduct PC check. If successful, see 055.
066
(S1) Activate GE 6 and 8 in S-13, crouching, GE advantage. These Germans receive two turns this round.
067
(S1) Activates GE 6 and 8 in S-13, standing, US advantage. The US soldier that made the PC check this turn is automatically aware. All aware US soldiers receive two turns this round.
068
Activate GE 7 in N-10, standing, US advantage. The soldier who made the PC check is automatically aware this round. Go to condition 4.
069
If 4 active crew remain, see 098. If 3 active crew remain, see 099. If 2 active crew remain, see 100. If 1 active crew remain, see 079. If no active crew remain, no event.
070
The US tank stalls out. The tank may not move until the crew is able to restart the engine (another event). All other tank actions are unimpaired.
071
If the tank is currently stalled out, the crew has succeeded in restarting the engine. The Sherman may move normally this round.
072
One wounded US soldier becomes incapacitated. This event can occur only once per mission.
073
One incapacitated US soldier dies of his wounds. This event can occur only once per mission.
074
One wounded German soldier becomes incapacitated. This event can occur only once per mission.
076
If a building hex is currently on fire, the fire spreads into an adjacent building hex. If more than one building hex is currently on fire, choose the one that started first. If there is more than one building hex adjacent to the fire, choose which one the fire spreads to randomly.
077
(S9) Activates GE 7 in N-10, crouching, GE advantage.
078
Activates GE9, roll one die:
- 0-4 it appears in Y-8,
- 5-9 appears in Y-16.
Go to condition 3. See 080 for all the information on this German.
079
Activate GE 12, crouching, in the hex in which there is the halftrack.
080
The German halftrack is a crew vehicle similar to a tank, with the exception that to drive slowly requires only 1 crew point and to drive fast requires only 2. It has an anti-tank gun mounted in the front that may fire only the facing hexrow. Treat it as a tank main gun for combat. If ordered by a paragraph to fire the cannon in a turn it does not move, the halftrack will swivel in place (cost of 1 crew point) in order to fire at a valid target. It also has a light machine-gun mounted on a swivel in the rear that can fire into every direction except directly forward. This machinegun is a crew weapon and requires 2 crew points to aim fire.
If this vehicle is adjacent to a German that is directed to move into the hex the vehicle occupies, he enters the vehicle instead. If there are any crew missing due to wound effects, the new German will take over that position to bring the crew up to strength. If there is a full crew of five, the German will ride as a passenger only until needed to fill in a crew spot.
If the halftrack becomes immobilized and the cannon is knocked out, and there are still active crew, see 069.
081
If S3 has not occurred, see 032. If S7 has not occurred, see 082. If S5 has not occurred, see 083. If S1 has not occurred, see 046. If S9 has not occurred, see 084. If S4 has not occurred, see 078. If S2 has not occurred, see 093. If S0 has not occurred, see 089.
082
(S7) Activate GE 3 in R-7, crouching, GE advantage.
083
(S5) Activate GE 2 in Q-8, crouching, GE advantage.
084
(S9) Activate GE 7 in N-9, standing, US advantage.
085
If GE 1 or 2 are currently active see 096. If GE 1 and 2 have been active, but are now inactive, see 014.
086
If a soldier entered this hex see 103. If a vehicle entered this hex see 091.
087
(S5) Activate GE 2 and 4 in Q-8, crouching, US advantage.
088
(S7) Activate GE 3 in R-7, standing, US advantage. The US soldier that made the PC check is automatically aware this round.
089
(S0) Activate GE 14, roll one die: 0-4 it appears in Y-8, 5-9 it appears in Y-16. Go to condition 3.
090
(S0) Activate GE 14, roll one die: 0-4 it appears in Y-8, 5-9 it appears in Y-16. Go to condition 4.
091
The vehicle is stuck! This was a camouflaged tank trap. Nothing short of a tank recovery vehicle will be able to extricate it. The vehicle is considered immobilized, but not disabled. It can still fire and is a -1 to be hit. If a tread or tire hit is rolled, roll again for another part of the vehicle.
092
The soldier hears an ominous creaking and quickly scrambles to an adjacent hex (your choice). He sees that this is a disguised tank trap and if he had fallen through the branches, he could have been seriously hurt.
093
(S2) The Sherman finally arrives! Roll 1 die:
- 0-4 it appears at A-5,
- 5-9 it appears at A-17.
See 758 for more information. Go to condition 3.
094
The soldier falls through the tree branches into a tank trap concealed below! The fall could have hurt him; roll on the "Pistol Damage Table". It will require one action to climb out. While in the pit, the soldier can only be seen from an adjacent hex and defends with an additional -2 to hit.
095
Battalion HQ calls and tells you that there are friendly aircraft in the area and that you can call an airstrike if you wish. The airstrike will occur next round in place of the event check. You can attack any hex on the map, using the "Spotting Round Scatter Diagram" from mission 10, with the following changes:
- The hex must be designated now, not during the event phase.
- You cannot "walk" an airstrike. Where it lands is what you get.
- Any soldiers or vehicles in the detonation hex are attacked on the "Satchel Charge, Inside Damage Effects Table".
- Any soldiers and vehicles in the hex adjacent to the detonation are attacked on the "Satchel Charge, Outside Damage Effect Table". If there is a wooden or stone building between the hex and the hex of detonation, reduce the damage die roll by 1 and 2, respectively. Buildings are reduced to rubble, all other types of terrain are cratered.
096
The Germans call in mortar fire! Place a spotting round or move round already on the board as in mission 10. The Germans will attempt to hit the hex with the most Americans in it. If all possible target hexes have the same number of Americans in them, choose one at random. Placement of a round may not be closer than three hexes to an active German. When the mortar strike location is resolved, roll on "Satchel Charge, Outside Damage Table" for each American in the hex. Buildings are reduced to rubble, all other hexes are cratered.
097
(S9) Activate GE 7 in N-9, crouching, GE advantage.
098
Activate GE 10, 11, 12, and 13 in the hex the halftrack occupies, crouching.
099
Activate GE 10, 11, and 12 in the hex the halftrack occupies, crouching.
100
Activate GE 10 and 11 in the hex that the halftrack occupies, crouching.
101
S2 REQUIRED. If your radio is manned, see 102. If not, no event.
102
The Sherman is placed under your command! Cease conducting paragraph references when moving the Sherman and ignore all action paragraphs. It will move and fire at your discretion from now until the mission ends.
103
Conduct a PC check. If it is successful see 092. If it fails, see 094.
104
If S2 has not occurred, see 007. If S2 has occurred, see 070.
105
If S2 has not occurred, see 007. If S2 has occurred, see 071.
106
If S2 has not occurred, see 093. If S2 has occurred, see 070.
107
If S2 has not occurred, see 093. If S2 has occurred, see 071.
700
Roll 1 die. 0-4: enter P-5, 5-9 enter Q-6.
702
If GE 1, enter M-13. If GE 5, enter L-12.
703
*If S5 has not occurred, this German will crouch and move no more this turn. See 037. *If S5 has occurred, enter M-10.
704
*If S9 has not occurred, this German will crouch and move no more this turn. See 063. *If S9 has occurred, enter O-11.
705
Roll 1 die: 0-4 enter U-6, 5-9 enter U-7.
706
If a vehicle, enter 0-10, otherwise, enter N-9.
707
If a vehicle, enter M-11, otherwise, enter N-9.
708
If a vehicle, enter K-12, otherwise, enter L-10.
709
If a vehicle, enter J-14, otherwise, enter L-13.
710
If a vehicle, enter I-14, otherwise, enter K-14.
711
If a vehicle, enter P-7, otherwise, enter N-9.
712
If a vehicle, enter N-8, otherwise, enter O-9.
713
Roll 1 die: 0-5 enter S-6, 6-9 enter T-4.
714
Roll 1 die: 0-4 enter K-8, 5-9 enter J-7.
715
If a vehicle, roll 1 die: 0-4 enter T-11, 5-9 enter S-12, otherwise, enter U-12.
716
Roll 1 die: 0-4 enter O-8, 5-9 enter P-8.
717
If a vehicle, enter N-11. Otherwise, roll 1 die: 0-5 enter P-11, 6-9 enter O-12.
718
Roll 1 die: 0-4 enter X-9, 5-9 enter X-10.
719
Roll 1 die: 0-4 enter D-3, 5-9 enter D-4.
720
Roll 1 die: 0-4 enter I-6, 5-9 enter H-7.
721
If German vehicle, enter I-9. If US vehicle, enter H-10.
722
If German vehicle, enter H-9. If US vehicle, enter I-11.
723
If German vehicle, enter H-12. If US vehicle, enter J-12.
724
If German vehicle, enter I-13. If US vehicle, enter J-11.
725
If German vehicle, enter J-12. If US vehicle, enter J-10.
726
If German vehicle, enter J-11. If US vehicle, enter J-10.
727
If German vehicle, enter N-8. If US vehicle, enter O-9.
728
If German vehicle, or soldier, enter O-9. If US vehicle, enter Q-9.
729
If German vehicle, or soldier, enter P-8. If US vehicle, enter R-9.
730
If German vehicle, roll 1 die: 0-5 enter S-4, 6-9 enter R-5. If US vehicle, enter R-5.
731
Conduct snap fire with coaxial machinegun.
732
If two or more active targets are in sight, surrender.
733
Roll 1 die: 0-4 enter N-10, 5-9 enter O-9.
734
If GE 1, enter M-7. If GE 5, enter N-6.
735
If vehicle, enter M-7. Otherwise, roll 1 die: 0-4 enter O-6, 5-9 enter O-7.
736
If vehicle, enter T-8. Otherwise, roll 1 die: 0-4 enter T-7, 5-9 enter S-9.
737
If vehicle, enter M-4. Otherwise, roll 1 die: 0-4 enter M-4, 5-9 enter N-5.
738
If vehicle, enter L-6. Otherwise, enter M-8.
739
Roll one die: 0-4 enter J-8, 5-9 enter K-8.
740
If vehicle, enter N-11. Otherwise, enter M-12.
741
Roll 1 die: 0-4 enter O-11, 5-9 enter O-12.
742
If vehicle, roll 1 die: 0-4 enter O-8, 5-9 enter P-8. Otherwise, enter P-9.
743
Roll one die: 0-4 enter R-8, 5-9 enter R-9.
744
If vehicle, enter R-10. Otherwise, enter S-9.
745
If vehicle, enter Y-15. Otherwise, enter Y-14.
746
If vehicle, enter U-12. Otherwise, enter V-10.
747
Roll one die: 0-4 enter U-14, 5-9 enter T-14.
748
If vehicle, enter O-12. Otherwise, enter P-13.
749
Roll one die: 0-5 enter O-11, 6-9 enter P-11.
750
If vehicle, enter N-6. Otherwise, enter P-7.
751
If German vehicle, exit. Otherwise, enter Y-16.
752
If German vehicle, enter K-11. Otherwise, enter J-11.
753
(S9) If S9 has not occurred, this German will crouch and move no more this turn. Activate GE 7 in N-9, crouching. Go to condition 3.
754
(S7) Activate GE 3 in R-7, crouching.
755
(S5) If S5 has not occurred, this German will crouch and move no more this turn. Activate GE 2 in Q-8, crouching. Go to condition 3.
756
*If S7 has not occurred, this German will crouch and move no more this turn. See 754. *If S7 has occurred, enter S-8.
758
The Sherman is not under your command and will move and attack in the same manner as German vehicles. As long as the Sherman remains active and not in your command, remain in rounds. You will receive 2 victory points if this tank is still active at the end of the mission.
800
Lie prone.
801
Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change is available.
802
Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change is available.
803
If active target visible and German not in open hex, crouch and conduct best fire at easiest target. Fall prone after fire if free stance chance available.
- If German in open hex, move as quickly as possible.
- If no active target visible, run into open, crawl into any other type of hex.
807
Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change is available.
808
If no active target in sight, crouch.
- If 1 or 2 active targets are in sight, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If 3 or more active targets are available, fall prone.
809
Move as quickly as possible; fall prone after movement (spending a Movement Point to do so, if necessary).
810
If within 2 hexes of a dead or incapacitated soldier (enemy or friendly) and not in sight of an active target, run to victim, and take weapon. Then return to hex previously occupied.
- If in sight of an active target, crouch and conduct best fire.
- If none of the above, crouch.
811
If in sight of an active target, surrender. Otherwise, fall prone.
812
If active US soldier in hex, assault to kill.
- If adjacent to an active US soldier through traversable hexside and a grenade is available, crouch and throw grenade.
Exception: If another active German is in the hex, change assault to kill instead.
- If an active target is in sight and no German is in the target hex, crouch and conduct best fire.
- Move and snap fire if any active targets become visible during movement.
813
If more than 2 active targets are available, surrender. Otherwise, see 802.
814
Drive vehicle slowly.
815
Crouch, then fire machinegun, or assist firing machinegun. Conduct best fire at any active target within 3 hexes. Otherwise, conduct aimed fire at easiest target. Fall prone after fire if free stance change available. If machinegun out of ammo, fire second weapon.
816
Ignore self-preservation reaction. Reroll for the action number and refer to this soldier's "Action Column" that would otherwise apply.
817
If US soldier is in an adjacent hex and grenade available, see 818.
- If no active target available, crouch.
- If target visible, crouch and conduct best fire at nearest target.
- If out of ammo, but have grenades, see 818.
- If out of ammo, have no grenades, and active target visible, surrender.
818
Crouch, and then throw grenade at nearest target. Fall prone after throw if free stance change available. If no target is available, or nearest target is in the same hex, crouch.
819
If grenade available and target is in range, throw grenade at closest target. Fall prone after throw if free stance change available.
- If no grenade is available or no target is in range, run into an open hex, crawl into any other type of hex.
820
If no active target is in sight, run into an open hex, crawl into any other type of hex.
- If an active target is in sight and a German is in a hex with, or adjacent to, another active German, fall prone.
- Surrender.
821
If in sight of an active target, fall prone. If no active target is in sight, run into an open hex, crawl into any other type of hex.
822
If an active German in same or adjacent hex, crouch and give turn to the German with the fewest turns in the same, or adjacent hex. If 2 or more eligible Germans have the same number of turns, give to the soldier with the highest "Weapon Skill". If all available Germans have 2 turns see 801.
- If no active Germans in the same or adjacent hexes, run into an open hex, or crawl into any other type of hex.
823
If another active German is in the hex, fall prone.
- If no active German in hex, run into an open hex, or crawl into any other type of hex.
824
Crouch, then conduct best fire at easiest target. Fall prone after fire if free stance change is available. Exception: If this target has already been fired upon at this round, and another target is available, fire at the second target instead.
825
Crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest.
826
If vehicle has been fired upon, drive fast.
- If vehicle never fired upon, drive slowly.
827
Drive vehicle fast.
828
Drive vehicle fast.
829
If one active target available crouch and conduct best fire. Fall prone after fire if a free stance change is available. If no active target is in sight, fall prone.
830
If in an open hex, move as quickly as possible.
- If in any other type of hex, or any other type of hex is entered during movement, fall prone.
831
If an active German in same or adjacent hex, crouch and give turn to the German with the fewest turns in the same, or adjacent hex. If 2 or more eligible Germans have the same number of turns, give to the soldier with the highest "Weapon Skill". If all available Germans have 2 turns see 801.
- If no other active Germans in the hex, lie prone.
832
If an active German is in same or adjacent hex, crouch and give turn to the German with the fewest turns in the same, or adjacent hex. If 2 or more eligible Germans have the same number of turns, give to the soldier with the highest "Weapon Skill". If all available Germans have 2 turns see 801.
- If no other active Germans in the same or adjacent hexes, see 801.
833
If an active US soldier is in hex, assault to kill.
- If adjacent to active US soldier through a traversable hexside and a grenade is available, crouch and throw grenade.
- If active target in sight, crouch and conduct best fire.
- Lie prone.
Exception: If active German is in US hex, charge assault to kill.
834
If in a hex with active German vehicle, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If not in a hex with German vehicle, see 803.
835
If an active German is within two hexes, give turn to the German with the fewest turns in the same, or adjacent hex. If 2 or more eligible Germans have the same number of turns, give to the soldier closest to the US soldier (than to the soldier with the highest "Weapon Skill". If all available Germans have 2 turns see 801.
- If no other active Germans in the same or adjacent hexes, see 801.
838
Run into open hex, crawl into any other type of hex. Stop moving and fall prone if a non-building hex out of US sight is entered. If out of US sight at the end of the round, remove the German from the map.
839
If active US soldier is in hex, assault to kill.
- If no active target is in hex, crouch, and conduct best fire at closest target.
840
Do nothing.
841
If 3 or more active targets are visible, conduct 800. Otherwise, conduct 815.
842
Crouch. Then conduct snap fire with rifle. Fall prone after fire.
843
If no active German is in the same hex and more than one active US soldier is in sight, surrender. Otherwise, conduct 815.
844
If no US soldier is in sight east of hexrow M, move to hex N6 and put "Special Reaction D" into effect.
856
- If inside building, stand and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If outside building, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.
857
- If inside building, stand and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If outside building, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.
858
If no target is in sight, crouch.
- If inside building, and 1 or 2 targets in sight or occupy adjacent hexes, stand and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If outside building, and 1 or 2 targets are available, crouch and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If 3 or more targets available, fall prone.
859
If active US soldier is in hex, assault to kill.
- If no active target is available and German is inside building, stand and conduct best fire at easiest target. Fall prone after fire if free stance change available.
- If no active target in hex and German is outside building, crouch and conduct best fire at closest target.
860
If German inside building, stand and conduct snap fire at as many targets as possible. Beginning with the closest and then the easiest. Fall prone after fire if free stance change available.
- If outside building, crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest.
861
If an active German in same or adjacent hex, crouch and give turn to the German with the fewest turns. If 2 or more eligible Germans have the same number of turns, give to the soldier with the highest "Weapon Skill". If all available Germans have 2 turns see 856.
862
If no active target is in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
- If active target is in sight, and soldier occupies an open hex, move as quickly as possible, fall prone after movement (spending a Movement Point if necessary).
- If active target is in sight and soldier occupies a non-open hex, crouch and conduct best fire at easiest target.
863
If no active target is in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
- If active target is in sight, and soldier occupies an open hex, move as quickly as possible, fall prone in first non-open hex entered (spending a Movement Point if necessary).
- If active target is in sight and soldier occupies a non-open hex, conduct 869.
864
If no active target is in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
- If active target is in sight, stand and conduct snap fire at the closest target. Then move as quickly as possible, spending up to half of soldier's MPA (rounded down). Fall prone if free stance change available.
865
If no active target is in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
- If 1 or 2 active targets are in sight, crouch and conduct best fire at closest target.
- If 3 or more active targets are in sight, fall prone.
866
If no active target is in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
- If 1 or 2 active targets are in sight, move as quickly as possible. Fall prone in first non-open hex (spending a Movement Point if necessary). If no non-open hex entered, fall prone in last hex entered (again spending a Movement Point if necessary).
- If 3 or more active targets are in sight, crouch and conduct snap fire at as many targets as possible, beginning with the closest and then the easiest.
867
If no active target is in sight, move as quickly as possible. Fall prone if an active target is in sight and free stance change is available.
- If active target is in sight, move as quickly as possible. Fall prone in first non-open hex (spending a Movement Point if necessary). If no non-open hex entered, fall prone in last hex entered (again spending a Movement Point if necessary).
868
Move quickly as possible. Fall prone at the end of the move if free stance change is available and active US soldier is in sight.
869
If grenade available and active US soldier within 3 hexes, stand and throw grenade. Fall prone if free stance change is available.
- If grenade not available, or target at 4 or more range, conduct 801.
870
If grenade available and active US soldier within 3 hexes, stand and throw grenade. Fall prone if free stance change is available.
- If grenade not available, or target at 4 or more range, conduct 815.
899
Move as quickly as possible toward the closest incapacitated or killed German or US soldier, falling prone at the end of the movement, if in sight of any active targets (spending a Movement Point if necessary). Once there, take personal weapon and any grenades and pistols he may have. Then return to the previous hex, falling prone at the end of each movement if in sight of any active targets. Once back in original hex, take 899 out of effect.
900
Drive slowly. Fire cannon at active target in building hex or at active US vehicle, if in sight. Prepare cannon if unprepared. Conduct aimed fire with swivel machinegun at closest target.
901
If in sight of 2 or more active targets, surrender. Otherwise, do nothing.
902
If no active targets in sight, see 900.
- If 1 or more active targets in sight, see 904.
903
If DS is 6, drive vehicle fast. Fire cannon at active target in building hex, or active US vehicle, if in sight. Prepare cannon if unprepared. Conduct snap fire with swivel machinegun at closest target.
- If DS is less than 6, see 900.
904
Fire cannon at active target in building hex or at active US vehicle, if in sight. Prepare cannon if unprepared. Conduct aimed fire with swivel machinegun at closest target.
905
Drive vehicle slowly.
906
Conduct aimed fire with swivel machinegun at closest target.
907
Do nothing.
908
Conduct snap fire with swivel machinegun at closest target.
909
If 1 or more active targets are in sight, button up. If already buttoned up, see 920.
- If no active targets in sight, open. If already open, see 921.
910
Conduct aimed fire with bow machinegun at closest target. Fire cannon at an active target in building hex, or active US vehicle, if in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, conduct aimed fire with coaxial machinegun at second closest target.
911
If 3 or more active targets are in sight, button up. If already buttoned up, see 943.
- If 1 or 2 active targets in sight, button up. If already buttoned up, see 944.
- If no active targets in sight, open. If already open, see 944.
912
If 3 or more active targets are in sight, or this vehicle has been fired upon, button up. If already buttoned up, see 913.
- If 1 or 2 active targets in sight, see 914.
- If no active targets in sight, open. If already open, see 918.
913
Drive slowly. Conduct snap fire with bow machinegun at closest target. Fire cannon at active German vehicle or an active target in building hex, if in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, do nothing.
914
Conduct aimed fire with bow machinegun at closest target. Fire cannon at active target in building hex or at active German vehicle, if in sight. Prepare cannon if unprepared. Conduct aimed fire with coaxial machinegun at closest target.
915
If active US soldier in sight, see 801. Otherwise, see 830.
916
If in a building or woods hex, see 802. Otherwise, see 830.
917
If in a building hex, see 801. Otherwise, see 803.
918
Drive vehicle fast.
919
Conduct snap fire with bow machinegun at closest target. Conduct snap fire with coaxial machinegun at second closest target.
920
Drive slowly. Fire cannon if active target in building hex or an active US vehicle is in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, conduct snap fire with coaxial machinegun at second closest target. Conduct snap fire with bow machinegun at closest target.
921
Drive vehicle fast. Conduct snap fire with bow machinegun at closest target. Prepare cannon if unprepared.
922
If 2 or more active targets in sight, button up. If already buttoned up, see 920.
- If one active target in sight, see 910.
- If no active targets are in sight, open. If already open, see 921.
923
If 3 or more active targets are in sight, button up. If already buttoned up, see 910.
- If 1 or 2 active targets in sight, see 920.
- If no active targets in sight, open. If already open, see 920.
924
If in sight of an active target, surrender. Otherwise, do nothing.
925
Conduct aimed fire with bow machinegun at closest target.
926
If S1 has occurred, see 928.
- If S1 has not occurred, crouch and conduct snap fire at the easiest target. Then see 046.
927
If S1 has occurred, see 869. If S1 has not occurred, fall prone, and see 046.
928
If Panzerfaust available and active US tank in sight and within 3 hexes, crouch and fire Panzerfaust at tank. Fall prone after fire if free stance change available.
- If active US tank is 4 or more hexes away, see 801.
929
If active target is in sight from door, crouch and conduct best fire at closest target.
- If target not visible from door, move as quickly as possible. Fall prone at end of movement if free stance change available. Put special reaction "A" into effect for this German.
- If in open hex, move as quickly as possible. Fall prone after movement if free stance change available.
943
Conduct aimed fire with bow machinegun at closest target. Fire cannon if active target in building hex or an active German vehicle is in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, conduct aimed fire with coaxial machinegun at second closest target.
944
Drive vehicle slowly. Fire cannon if active target in building hex or an active German vehicle is in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, conduct snap fire with coaxial machinegun at second closest target. Conduct snap fire with bow machinegun at closest target.
946
If 2 or more active targets in sight, button up. If already buttoned up, see 949.
- If one active target in sight, button up. If already buttoned up see 951.
- If no active targets are in sight, open. If already open, see 953.
949
Conduct aimed fire with bow machinegun at closest target. Fire cannon if active target in building hex or an active German vehicle is in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, conduct aimed fire with coaxial machinegun at second closest target.
951
Conduct snap fire with bow machinegun at closest target. Fire cannon if active target in building hex or an active German vehicle is in sight. Prepare cannon if unprepared.
953
Drive vehicle fast. Fire cannon if active target in building hex or an active German vehicle is in sight. Prepare cannon if unprepared. If cannon is prepared and no cannon target is in sight, conduct snap fire with coaxial machinegun at second closest target, then at closest.
955
If German has been fired upon by more than 2 US soldiers or has been subjected to a grenade attack, put "Special Reaction A" into effect and immediately reroll for this action and carry out the new instructions.
- Otherwise, see 801.
959
If an active target is within 3 hexes, crouch and conduct best fire with a Luger. Fall prone after fire, if free stance change is available.
965
If an active target is within 5 hexes, crouch and conduct best fire with a Luger. Fall prone after fire, if free stance change is available.
- If no target is within 5 hexes, lie prone.
969
If an active target is within 7 hexes, crouch and conduct best fire. Fall prone after fire, if free stance change is available.
- Otherwise, see 822.
971
If no active targets are in hex, lie prone.
- If 1 or 2 active targets in hex, assault to kill.
- If 3 or more active targets in hex, surrender.
Errata and Additions from Battleplan #4
The following errata sheet ("Mission: Block Party, Errata and additions from Battleplan #4") is printed on the same scanned page as unrelated Battleplan #7 articles, which are not part of this scenario and are not transcribed. Its byline is omitted.
Berserker Rules, Modified
Superman belongs in the cartoons, not in Ambush. To make a berzerker soldier somewhat more human, modify the rules as follows:
An old wound result has the effect that the berzerker loses a turn, and on a new roll of 5-9 he falls prone. In addition his WS is reduced by 1. But he is not wounded. If his WS falls to 3 he is no longer berzerk. All the old results takes effect when a berzerk soldier returns to normal. This means that a soldier who have recieved 2 old wound results or more is incapacitated.
A Result that would kill a normal soldier would most likely kill a berzerker as well, but ok, this is after all still a game.
Paragraphs
- 010: Alternative: Make a PC (no modifiers). If failure, the radio is destroyed.
- 016: If GE 1 is inactive, see 010 when first US soldier enter the hex where GE 1 became inactive. If US soldier there already see 010.
- 036: If in operation and S3 has not occured. If in Rounds... (as printed; the entry is cut off on the sheet)
- 068: (S9). Activate... (as printed; the entry is cut off on the sheet)
- 078: (S4). Activate... (as printed; the entry is cut off on the sheet)
- 083: (S5). Activate GE 2 and GE4 in Q-8... (as printed; the entry is cut off on the sheet)
- 085: If GE 1 or GE 5 are currently active see 096. If GE 1 and GE 5 have been. (as printed; the entry is cut off on the sheet)
- 102: ...until mission ends or your own radio is unmanned. (Optional)
- 801: Add: Crouch if no active target is visible.
- 802: Add: Crouch if no active target is visible.
- 815: Add: Crouch if no active target is visible.
- 913: ...is in sight, do nothing with cannon.
Player Cards
German GE6/U is the machine gunner.
German GE7/S is the sniper.