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Fallschirmjager

Expansion for Ambush!

Fallschirmjager Rulebook

Table of Contents

Table of Contents

  • The Germans
    • Squad Member Cost Chart
    • Equipment Cost Chart
  • Special German Weapons
  • Special Weapons' Notes
  • Panzerfausts
  • General Notes
  • Mission 1: Blutig St. Michaux
    • Late June, 1944
    • Your Squad
    • Set Up
    • Victory
  • Mission 2: Retreat through Chasoul
    • August, 1944
    • Your Squad
    • Set Up
    • Special Rules
    • Victory
  • Mission 3: Cold Morning in Belgium
    • January, 1945
    • Your Squad
    • Set Up
    • Special Rules
    • Victory
  • Mission 4: Fallschirmjager
    • December, 1944
    • Your Squad
    • Set Up
    • Paradropping, Landing, Activation on Landing, Parachute Removal and Special Rules
    • Victory
  • Mission 5: Fall Taschendieb
    • November, 1944
    • Your Squad
    • Set Up
    • Victory
  • Mission 6: Assault on Fortress Belgium
    • May, 1940
    • Your Squad
    • Set Up
    • Special Rules
    • Damage Effects
    • Victory
  • Mission 7: To The Last Bullet
    • September, 1944
    • Your Squad, Special Rules
    • Victory
  • Mission 8: Battle for the Ardennes
    • December, 1944
    • Your Squad
    • Special Rules
    • Victory

The Germans

The German fighting man of WWII was renowned for his tenacity under fire and for his good tactical leadership. By late 1944 there were many veteran combat NCO's and officers on the western front. However, many of their troops were inexperienced. To represent this, use the same Squad Quality Table, but use this chart for squad generation.

Squad Member Cost Chart

Squad Quality5/C4/C3/C3210
Cost181175310

Equipment Cost Chart

Major WeaponsCostPortage Boxes
Heavy Machinegun153
Light Machinegun132
Flamethrower101
Panzerbuchse91
Assault Rifle (MP44)81
Mortar82
Machine Pistol41
Panzerfaust31
Bolt Rifle, Scope

Satchel charges, pistols, grenades, and ammo remain as for U.S. forces. Use the Automatic Rifle line on the Weapon Type Chart for the Assault Rifle.

Through the efforts of Albert Speer, the German infantryman was well equipped. To demonstrate this fact, add two points to the German weapons.

Although the feeling was that if you were in the armed services you were able to drive a motor vehicle, the truth of the matter was that many of the soldiers had, in fact, never driven before, and were generally inexperienced behind the wheel. To account for this, subtract two from the driver skill points.

Special German Weapons

The chart below is printed as "Special German Weapons". A dot (•) is printed in the cell as shown. "+" marks a break, not a jam. "*" refers to the "Mission Six" instructions.

Weapon TypeJam (PC)8 Same Hex7 Assault6 Adjcnt Hex5 Short Range4 Med Range3 Long RangePanicWndIncapKillLightMedHeavyOut of Ammo
Flamethrower05 +•••2-3401-23-99

Column notes: the Damage Table Effect (One Die) is headed Personnel (Panic, Wnd, Incap, Kill) and Penetration (Light, Med, Heavy). Explosives shows no damage or penetration entries as printed.

Special Weapons' Notes

Flamethrowers cannot be snap fired. Do not use the soldier's weapons' skill when firing a flamethrower. Range is the only consideration. Target modifiers are used. If a soldier armed with a flamethrower is hit by enemy fire and the result is other than panic, there is a chance the flamethrower will explode. Roll PC dice; on a 10 or less the flamethrower explodes. The carrying soldier is automatically killed, the hex he occupied burns and all other occupants in the hex roll on the Pistol Damage Table. If the carrying soldier is fired upon and the result is Panic or Miss, the flamethrower will explode on a roll of 01, with the same results.

An incapacitated soldier in a burning hex is killed. Any equipment or personal weapons left unattended will be destroyed unless removed by the turn immediately following ignition. Men who occupy a burning hex will ignore any panic and will exit the hex during their next turn. Soldiers that would have panicked, immediately fall prone in the first non-burning hex they enter. Roll randomly for the exit hex of enemy soldiers if no movement plot is given. Soldiers and vehicles directed to enter a burning hex will move around it by the most expeditious route, until they have entered the next hex on their movement instructions. If unable to do this, soldiers will conduct 801, crew members will conduct 910.

Any hit will cause the target hex, as well as the targets, to burn. If the result is a miss, roll one die, 0-4 hex burns, 5-9 hex does not burn. Buildings, vehicles, woods, wooden bridges and brush will burn for the remainder of the mission. Road, open, cover, the stone bridge, rough, and crater will burn till the end of the current round. Ford, stream, and river hexes will be unaffected.

Attacks against bunkers receive a -3 to hit an aperture unless in the same hex. A hit sets the bunker on fire and all occupants roll for damage. Attacks against open armored vehicles receive a -3 to hit unless in the same hex. A hit disables the vehicle and kills all the occupants. If closed, use the vehicle size modifier. A hit causes the vehicle to lose one turn if any remain in this round. Attacks on other type vehicles (jeeps, etc.) use the vehicle size modifier. A hit results in a disabled vehicle and the occupants roll on the Semi-automatic Rifle Damage Table. When attacking soldiers, use stance and location modifiers and use a +1 modifier for each additional soldier in the hex. Damage is rolled on the Flamethrower Damage Table. Treat a flamethrower like an automatic weapon for multiple targets.

Panzerfausts

These weapons can only be fired one time. The firing soldier's WS is NOT applied to this weapon. All soldiers in a hex in which a Panzerfaust has impacted must check on the Grenade Outside column of the Damage Table.

General Notes

You will have to change some of the nomenclature in a scenario to fit the new German format. Any reference in the rules and paragraphs to 'Germans' change to 'U.S.' and vice versa. On enemy weapons' cards, change all references for Machine Pistols to Submachineguns, Bolt rifles, to Semi-Auto Rifles, Light Machineguns to Medium Machineguns, and Panzer IV's and Jagdpanthers to Shermans. Keep the Bolt Rifle, Scope as this can simulate the use of the '03 sniper rifle.

When receiving reinforcements and the paragraph calls for the entry of a Sherman, roll one die. On a roll of 0 you will receive a Jagdpanther; any other roll is a Panzer IV. Since the Jagdpanther carried an 88mm gun instead of the lighter 75mm on the Panzer IV give the Jagdpanther a medium penetration on a roll of 0. Any other roll is a heavy.

It will, of course, be necessary to use the German cards for the enemy. However, you must substitute a U.S. counter. Use the following schedule:

Substitution schedule, as printed:

  • A for N
  • B for X
  • C for M
  • D for T
  • E for L
  • F for S
  • G for U
  • H for R
  • J for W
  • J for Q
  • K for P
  • K for V

These substitutions work well with the action round markers and on the squad record sheet. When performing enemy actions, continue to use the old German alphabetical ordering system (i.e. S acts before X, etc.).

Another necessary change is the setting of each scenario. Following are the mission briefings for the first eight scenarios. All descriptions assume that your rules have been corrected with the latest errata.

The printed page shows a map of northwest Europe with the mission locations numbered 1 to 8; the map is not reproduced here. The mission list as printed:

  • MISSION 1: Blutig St. Michaux
  • MISSION 2: Retreat through Chasoul
  • MISSION 3: Cold Morning in Belgium
  • MISSION 4: Fallschirmjager
  • MISSION 5: Fall Taschendieb
  • MISSION 6: Assault on Fortress Belgium
  • MISSION 7: To The Last Bullet
  • MISSION 8: Battle for the Ardennes

Mission 1: Blutig St. Michaux

Late June, 1944

Advances by American forces have cut off vital lines of communication to German units still fighting in the bocage country at the front. Your squad's parent division has been held in reserve for just such an emergency. However, one squad has already failed to secure the vital St. Michaux road, so the task has been assigned to your more experienced men.

Your Squad

Purchase equipment for your men. Due to a shortage of ammunition you may not buy any machineguns, panzerfausts, or mortars.

Set Up

Use Map 'A'. The top of the map is north. Your soldiers may enter the map in any hexes on the west edge between A-1 and A-19, inclusive. The Activation levels are as follows:

c1: 0-2 | c2: 0-4 | c3: 0-6 | c4: 0-8

Victory

The victory conditions are the same except that your soldiers must exit between hexes A-1 and A-19 if you choose ending #2.

Victory point loss for an incapacitated German may be avoided by moving him off the map between hex A-1 and A-19 or, if mission ending #1 is accomplished, by moving him into either building hex.

Mission 2: Retreat through Chasoul

August, 1944

Your squad's parent division is racing across France closely pursued by Allied forces. While your regiment awaits more fuel, there is a report that you have been outflanked and that American troops have occupied the vital crossroads town of Chasoul. Your squad is sent ahead to clear the town and set up a machinegun nest so that your regiment can continue its strategic withdrawal.

Your Squad

Purchase new equipment for your squad. In addition, you receive a light machinegun and two clips at no additional cost.

Set Up

Use Map 'B'. The top of the map is north. Your soldiers may enter the map in any of the hexes on the south edge between A-19 and Y-19, inclusive. The Activation levels are as follows:

c1: 0-2 | c2: 0-4 | c3: 0-6 | c4: 0-7 | c5: 0-8 | c6: 0-7

Special Rules

River. The water barrier from hex a-6 to hex Y-7 is a river. The river cannot be entered except by crossing at an intact bridge.

Victory

You need thirty victory points to win the game. You receive one victory point for each building hex that any of your soldiers enter. You also receive three victory points for establishing a machinegun nest in the second story of a church (Hex S-13). You must have two active men plus an operable machinegun. (One of your own, or a captured one with ammunition) on the second floor at the end of the mission, for you to receive the points.

The mission ends in one of two ways:

  1. All the building hexes have been entered by German soldiers and all your active soldiers are in the church (S-13 and S-14).
  2. All of your active soldiers have exited the map from any valid entry hex (A-19 through Y-19).

Victory point loss for an incapacitated soldier may be avoided by moving him off the map through hexes a-19 through Y-19, or, if all the building hexes have been entered, by moving him into the church.

Mission 3: Cold Morning in Belgium

January, 1945

Shortly after the stalling of the Ardennes Offensive your squad has been assigned garrison duty along a quiet sector of the front. You have been ordered to hold a strategically located village.

Your Squad

Purchase new equipment and receive a radio at no additional cost.

Set Up

Same, except for placing your men in four different buildings. Make paragraph checks for each hex your men occupy. If rounds have not yet begun, roll for random events until they do.

Special Rules

Same.

Victory

You need ten victory points to win, unless Sighting #1 occurs. In that case, you will need 25.

This mission ends in Condition #4 when no active U.S. soldiers are on the map or as specified in Sighting #1, whichever occurs first.

Mission 4: Fallschirmjager

December, 1944

Your experienced squad of Fallschirmjager have been assigned to their first combat jump since Crete. As part of the great Ardennes Offensive, you are to drop behind enemy lines and capture, intact, two important bridges near the town of Clervaux. Once the bridges are secured you are to dig in and hold until relieved.

Your Squad

Since this is a paradrop little equipment may be carried by the soldiers, so your purchases are limited to:

  • Assault Rifles
  • Panzerfausts
  • Machine Pistols
  • Pistols
  • Panzerbuchses
  • Grenades

You may not purchase machineguns or bolt rifles. A soldier may only carry one Port Box of weapons and may not carry Panzerbuchse ammo. All soldiers must carry an entrenching tool in one of their ammo spaces. In addition, to the other equipment you receive one Panzerfaust at no additional cost. Cache rules remain the same.

Set Up

Use Map 'B'. The top of the map is north. Your soldiers set up on the map according to the paradrop rules in your rulebook and those listed below. No markers begin on the map. The Activation Levels are:

c2: 0-3 | c3: 0-6 | c4: 0-8 | c6: 0-8

Activation is not possible in Condition #1.

Paradropping, Landing, Activation on Landing, Parachute Removal and Special Rules

Same, except that you set your men up in hexes Q-19 through Y-19, inclusive. When rolling for drift, an even numbered result means movement to the northwest, while an odd numbered result means movement to the north. If a man reaches the map edge and has not received a "LAND" result, he will land in that map hex.

Victory

Fourteen victory points are necessary to win. You receive four victory points for capturing a bridge by digging in and occupying certain hex sides of the bridge (hexes F15 and H14 for the stone bridge and F12 and H11 for the wooden bridge).

In order to dig in soldiers must expend four actions. The same soldier need not expend all four. The actions may be split between two or more men. The only consideration being that they all must have an entrenching tool in their possession while digging. The operations need not be consecutive. If in operations it requires only one action by one man, but roll for a random event for each man attempting to dig. Once dug in, place a "crater" marker in the hex, replacing the regular terrain.

If you capture both bridges, you receive ten victory points for the activation of Americans and their capture, as revealed by the mission. Victory point losses for incapacitated soldiers cannot be avoided. The mission ends in one of two ways:

  1. If in condition 4, 5, or 6, the game ends if there are no active Americans on the map and both bridges are captured.
  2. All your active soldiers have exited the map, from any map edge hex.

Mission 5: Fall Taschendieb

November, 1944

The Allies are quickly advancing across the Low Countries and only the day before have captured V-2 launch site intact before it could be evacuated or destroyed. Your squad has volunteered for a dangerous. Penetrate the newly formed enemy lines, reach the V-2 base, recover the rocket plans, bring back the rocket scientists and destroy the base. Only in this way can you deny the Allies all this valuable information.

Your Squad

Purchase new equipment for your squad. However, you cannot purchase the following:

  • Medium Machineguns
  • Flamethrowers
  • Heavy Machineguns
  • Mortars
  • Panzerbuchses

However, you may have two satchel charges at no additional fee.

Set Up

Same, except that you may use a panzerfaust to destroy the V-2 simply by firing at it, and scoring a slight penetration. Treat the rocket as a man standing behind an aperture for hit probability.

Victory

Same, except you need fifteen victory points to win. You lose two victory points for each active scientist that exists the map with the Americans, or remains on the map at the end of the mission. Victory point losses for an incapacitated soldier can be avoided by moving him off the map from hex A-19 through Y-19.

Mission 6: Assault on Fortress Belgium

May, 1940

In the early hours of 10 May, the German assault on the Low Countries begins. In order for the panzers to race across Belgium, your squad must cross one of the many canals, destroy the fortifications along the border, and allow them safe, swift passage. Their chance of success depends on you, and you alone.

Your Squad

Purchase new equipment for your squad. As this scenario takes place in early 1940, the following weapons are not yet available:

  • Assault Rifles
  • Panzerfausts
  • Panzerbuchses

For no additional cost you receive four boats, and your squad receives two special shaped satchel charges.

These special satchel charges are the same as regular satchel charges except for the following changes:

  • Require two port boxes.
  • One or two hex thrown range.
  • If a shaped charge lands in a bunker hex and detonates, it automatically destroys the bunker (It does not have to be inside the bunker).
  • A shaped charge may be set to detonate the turn it is placed or one turn later.

Set Up

Use Map 'A'. The top of the map is north. Your soldiers enter the map in hex 0-19 by small rubber boats. There are no markers on the map. The Activation levels are as follows:

c1: 0-2 | c2: 0-4 | c3: 0-6 | c4: 0-8

Special Rules

Same, except for the following:

Entering Bunkers: If you wish to enter a bunker to recover enemy weapons, you may do so by using a normal satchel charge rather than a shaped charge. Have your man stand in the hex adjacent to the bunker door and throw it into the hex. If successful, the door is considered breached and your men may enter.

Sightings: Ignore sighting one. Mark it off on your Squad Record Sheet.

Damage Effects

Same, except ignore any reference to Bazooka effects.

Victory

Same, except that you need 18 victory points to win the game and the mission ends in condition 4 when there are no active Germans on the map.

Mission 7: To The Last Bullet

September, 1944

Your parent division is withdrawing across France, rapidly pursued by Allied forces. Your squad has been volunteered for a dangerous rear guard action. Your job is to hold the enemy for as long as possible, then fall back and rejoin your regiment.

Your Squad, Special Rules

Same.

Victory

Same, except that you need 10 victory points to win.

Designer's note printed beside Mission 7: If you own MOVE OUT! and/or PURPLE HEART, you can develop similar scenarios for these modules. One thing to always keep in mind is that you must think the reverse of the original scenario. Hopefully, this scenario variant will make playing AMBUSH! even more enjoyable for you.

Mission 8: Battle for the Ardennes

December, 1944

The long-rumored, great offensive has finally been launched. After great, initial success, your Fallschirmjager unit, being used as conventional infantry, has been held up by stiff enemy resistance. Requested panzer support is on its way, and it is your job to capture, and secure a critical bridge. Once the bridge has been secured the panzers will be able to advance, and you will join them.

Your Squad

Use Map 'A'. The top of the map is north. Your soldiers may enter the map from the west between A-5 and A-10, inclusive. No markers begin the mission on the map. The Activation Levels are as follows:

c1: 0-2 | c2: 0-5 | c3: 0-3 | c4: 0-7 | c5: 0-8

Special Rules

Same.

Victory

Same, except that you need twenty victory points to win.

5
1
Bolt Rifle21
35
Panzerbuchse05d•••2-56-910-160-34-90-34-67-9A
Panzerfaust05d•••23(As grenade out)0-23-56-9A
ExplosivesDUD876543
Mortar05d•••1-910-2021 +0-23-67-89A
Shaped Charge*05d••••120-12-34-9A