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Ambush Alley, the running man logos, Force on Force and Ambush Valley 2009 Ambush Alley Games.
Design Notes
We thought that since we like
knowing what designers were
thinking when they wrote a rule,
you might, too! Well share our
reasoning in boxes like this
throughout the book.
Troop Quality
Troop Quality values from Force on Force remain unchanged
in Ambush Valley, but here are some Vietnam specific
examples of their application:
Green/Untrained Units: Armed civilians, Police, poor quality
military units, militia, and local force Viet Cong
Experienced/Trained Units: Regular military formations,
including Marines and Airborne, specialist Police Units, Viet
Cong Main Force and North Vietnamese Army.
Veteran Units: As Trained units above, but with extensive
and intense combat experience, such as 1st Air Cav or ARVN
Tigers, and specialist trained military troops such as NVA
Sappers.
Elite Units: Green Berets, SEALs (Note that most members
of elite organizations will be Veterans only a few particu-
larly talented individuals will actually have Elite troop quality).
Supply Quality
The following rules apply in relation to the Force on Force
rules for Supply Quality.
Poorly Supplied: Poorly Supplied units have limited ammu-
nition, poor rations, a shortage of water, or any number of
other logistical shortcomings that might adversely affect
their combat effectiveness. In game terms, Poorly Supplied
units lose a die of Firepower. This would apply to some Local
Force Viet Cong units as specified in the scenario.
Normally Supplied: Normally Supplied units suffer no disad-
vantages and gain no advantages over other units.
Well Supplied: Well Supplied units have pouches full of
ammunition and bellies full of decent rations. They have all
the beans, bullets, and bandages they need to take it to
the enemy in style. In game terms, well-supplied units gain
a die of Firepower. In Ambush Valley, all US Army units are
classified as Well Supplied as their default setting.
Troops in a Heavy Foliage terrain feature may see half their Kit Carson Scouts - These VC turncoats are particularly
Optimum Range through the terrain to target enemy units adept at spotting their former comrades hiding places and
inside the terrain with them. may make a Troop Quality check to spot VC units in cover
For example, a LRRP squad, Troop Quality D10, inside a outside of their Optimum Range.
dense area of jungle designated as Heavy Foliage Cover Attempts to spot VC in Heavy Foliage Cover (dense jungle or
wants to engage a Viet Cong unit occupying the same terrain woodland, Elephant grass etc) suffer a -1 die shift to Troop
feature. If the Viet Cong unit is within 5" they may fire at the
Quality rating.
enemy.
Paddy Fields impede movement due to the mud and water Examples of Play
in them. Units may not make Rapid moves when moving A squad of US soldiers with an attached Kit Carson scout,
through paddy fields. Certain scenarios may remove this Troop Quality D8, are moving through a rubber plantation.
effect. Outside of Optimum Range is a Viet Cong infantry cell hiding
among the trees. The Kit Carson scout rolls his D8 and will
Special Terrain Effects successfully spot the enemy unit on a 4+. If the enemy had
VC & Terrain been in Heavy Foliage Cover he would have rolled a D6 for
Viet Cong units suffer no movement penalties for terrain other his Troop Quality check.
than impassable terrain, which remains impassable to them. A Squad of US Green Berets with Troop Quality of D10 is
moving along a trail through dense jungle. Up ahead the
Spotting Charlie VC player has an MG unit in a piece of dense jungle terrain
Viet Cong units were renowned for their ability to remain
designated as Heavy Foliage Cover. The Green Beret unit
concealed even when enemy troops passed nearby. The
rolls a single D8 to try and spot the enemy unit, requiring a
following rules recreate this characteristic in game terms.
4+ to be successful.
Viet Cong troops that are stationary and in cover may not be
seen beyond Optimum Range unless they open fire. Such
units are said to be Unobserved.
Viet Cong units that open fire are seen by all troops in line of
sight.
An NVA unit is lying in wait hidden in a hut covering a road US or ARVN units with an attached Kit Carson Scout or a
junction. They decided to try and Ambush an advancing designated Pointman will roll reaction tests as normal and
USMC unit. The NVA player rolls a D8 for his Troop Quality may not be ambushed. The skills of their specialists make
check needing 4+. He rolls a 3 and fails. Reaction tests are ambushing these troops more difficult.
Design Note
Flak vests
As stated above, Vietnam era body armor wasnt
really designed to stop a bullet and was unlikely
to do so. We opted to give flak vests some value
against fragmentation attacks, however, because
thats what the vests were actually designed to do.
Night Fighting
We toyed around with other options as well, winding While American troops and their allies had the technological
up with the following three approaches: advantage over their Vietnamese adversaries, that superior-
ity didnt extend to the night-mastery that we see in todays
Only allow the extra defense dice to count
modern armies. Night vision devices tended to be too large
when the unit is hit by artillery fire or other
and cumbersome to be of much tactical value on patrol or in
explosive or fragmentation based weaponry.
a firefight. Even the famed Starlight Scope was bulky and
Count an extra defense dice for impossible to use on the move.
each unit with body armor as per
With technology out of the picture, superiority at night
standard Force-on-Force rules.
defaulted to the side that was most attuned to its environ-
Ignore the use of body armor altogether! ment, men who were able to sort out night sounds, smells,
Were including these options here to allow you to and the slightest blur of shadow to find and locate the enemy
choose the one that best fits your groups particu- before their enemy found them. While Special Forces and
lar vision of the fighting in Vietnam. Obviously, the other elite units might boast of this familiarity with the night,
options are all mutually exclusive and youll want only the VC could truly call themselves its master.
to be sure everyone knows which option youve
settled on before the game begins.
We own the day, Charlie owns the night.
Slap Flares
A unit equipped with slap flares may use them to illuminate
the enemy, either in its own turn or as a reaction to enemy
movement. The unit may fire them at any unit. The firing
unit must make a successful Troop Quality test in order to
launch the flare effectively. If successful, the flares negate
night combat effects for both forces for the remainder of the
turn. If the unit fails its Troop Quality test it may try again in
subsequent turns.
Units may only use their slap flares once per game.
Trip Flares
Fire-bases and temporary positions were often ringed with
a combination of Claymore Mines and trip flares. Trip flares
Illumination Rounds & Flares were normally activated by trip wires situated across likely
Illumination rounds fired by mortars or artillery and flares avenues of approach to alert defenders of an enemy intrusion
launched from the ground or from aircraft were often used into their perimeter.
to roll back the night and blunt the edge the VC possessed
during night attacks. The following rules describe their game If a scenario indicates that a force has strung trip flares
effects in Ambush Valley. around their position, any enemy unit that moves within twice
the Optimum Range of the unit within the defensive position
Illumination Rounds must make a Troop Quality check. If they pass the check,
On-board mortars or M79 grenade launchers may fire illumi- theyve successfully bypassed any alarms for movement in
nation rounds (or illume) at the beginning of any given turn, that turn. If they fail the check, they trip a flare and are auto-
in lieu of HE or smoke. No die roll is required. matically illuminated and spotted by the enemy.
A Kit Carson scout may also make a Troop Quality check to If a Scout Dog fails its Troop Quality check to spot a
spot any VC in line of sight, even those in cover outside his Booby Trap, it receives a re-roll. If the re-roll is suc-
Optimum Range. cessful, the Booby Trap is spotted and avoided. If
the re-roll fails, the Booby Trap is not detected.
Unfortunately, there is always the chance that the Kit Carson
Scout Dogs also receive a re-roll for a
Scout may not be reliable. On the first turn that a unit con-
failed attempt to detect an Ambush.
taining a Kit Carson Scout comes under fire, the scout must
immediately take a Morale check. If he fails the check, the Automatically spots VC units within 8
scout runs off into the bushes never to be seen again. This +1 to all TQ rolls related to moving
check is only performed once per game. or dispersing civilians
NVA Sappers
NVA Sappers are teams designated for the initial assaults
on Firebases or high value targets. They may re-roll failed
Morale checks. They follow all other rules that apply to VC,
though, including Lack of Initiative. The use of these troops
will generally be specified by the scenario.
Platoon HQ
1 x Leader with M16
1 x NCO with M16
1 x RTO with M16
1 x Scout with M16
2 x Navy Corpsmen (Medics) with M16
3 x Rifle Squads
1 x NCO with M16
1 x Grenadier with M79
3 x Rifle Teams Dog Team Rotations
IPSDs employed a rotation system to ensure that dogs and
Rifle Teams
their handlers didnt suffer from excessive combat fatigue.
1 x Corporal w/M16
All Scout Squads were listed on a rotation board. When a
1 x Automatic Rifleman w/M14 Modified
squad went out on a mission, it was moved to the bottom
2 x Riflemen w/M16
of the rotation and returned to its home base in the rear area
Prior to 68, the issued rifle was the M14. The modified until it rotated back to the top.
M14 used by the teams Automatic Rifleman was capable As a result of this team rotation, Dog Teams are never con-
of automatic fire and was equipped with a bipod. See M14 sidered to be fatigued, even if the units theyre supporting are.
Modified Automatic Rifle. Additionally, Dog Teams assigned as an available resource
Each platoon could also be issued two additional M60 GPMGs to a platoon in a campaign game are never treated as if they
that were deployed at the discretion of the platoon leader. have fought in consecutive missions (unless the campaign
narrative indicates that there was no time for a rotation to
Infantry Platoon, Scout (Dog) or IPSD occur).
Design Note entry point or swap the unit for any group of civilians on the
tabletop.
Tougher VC? No rolls for reinforcements are made until at least one round
We also tested a variant of this rule that allowed of fire has been exchanged with VC units (in other words, if no
VC models to be ok on a roll of 5+. This works fire was exchanged in Turn 1 of a scenario, no reinforcements
particularly well if you want to give the US player a
are rolled for at the beginning of Turn 2 no reinforcements
really rough time of it and will certainly make for a
very hard fight. will arrive until the turn after VC units are taken under fire
during a scenario). This is intended to simulate the lack of
While perhaps not suitable for use in every game,
Viet Cong communications and the fact that their men often
the improved survival roll is a nice way of portray-
ing truly hardened fighters willing to fight to the last headed towards the sounds of gunfire.
man Or to just give your mates playing the US a
nasty surprise!
Fight Another Day
Viet Cong units that are subjected to a Pull Back Morale
result must make an immediate Troop Quality check. If the
unit fails the test, it disperses into the jungle to fight another
from the battlefield, often as they fell. Due to this unorthodox day. Any troops that leave the battlefield in this manner are
approach to CASEVAC, Viet Cong units dont roll for their not counted for Victory Points by an enemy force.
casualties on the First Aid table. Instead, roll a single D6 for
each casualty as it is taken. On a roll of 6 the models is OK
and is placed back into the line. Any other result indicates
that the model is removed. These modified casualty results
represent both wounded fighters and those carrying dead
and wounded away from the battle.
Viet Cong forces never count as having dependents, however
VC units who take casualties in a turn may only use Reaction
Fire (unless they used Defensive Fire prior to receiving
casualties).
Tunnels
Viet Cong players may make use of tunnel systems as
detailed in Tunnel Spots.
Reinforce!
A Viet Cong force may receive reinforcements as the game
progresses. This is scenario specific, but will generally
involve a roll against a set insurgency level designated by
the scenario.
The VC player must roll lower than the Insurgency Level
on a D6 to receive reinforcements. Roll on the scenarios
Reinforcement Table to determine what kind of reinforce-
ments arrive.
If reinforcements do arrive, roll a D6 to determine which
Tunnel Spot each reinforcement unit will arrive from, unless
alternate arrival points are indicated by the scenario.
Special Rules
Well Supplied
In Ambush Valley, all ROK Army units are classified as Well
Supplied as their default setting. Well-supplied units gain a
die of Firepower.
M551 Sheridan
Firepower: 152mm cannon (5D)
Shillelagh ATGM (4D)
Crew served MG (3D)
Defense: Front: Class 3 (3D8)
Side/rear (2D8)
Deck (1D8)
Survivability: 4 + / D8
Crew: 4
Notes: ATGM and gun may not fire in same turn.
ATGM may not fire if vehicle moves.
M50 Ontos
Firepower: 6x 106mm recoilless rifles (each 5D)
Defense: Front: Class 1 armor (2D6)
Side/rear/deck (1D6)
Survivability: 4 + /D6
Notes: Open topped. It may fire twice per turn, but
must not fire for one full turn after 6 shots
(due to need to reload).
CH47 Chinook
Defense: 3D8
Survivability: D6
Firepower: 2 x M6O GPMGs (1 per side): 2D
Crew: 3 + 33 (Or 24 casualty litters)
Notes: Door Guns can only engage targets on their
side of the aircraft.
Characteristics: Agile, Slow
A37 TWEET
Defense: 3D8
Survivability: D10
Firepower: 1 x GAU 11A 7.62 Internal Minigun (Med. Support): 6D
2 x 500lb Bombs (1 per wing, Hvy. Support): 12D w/8 inch radius
2 x Napalm (dropped together for effect described in Napalm rule)
Crew: 1-2
Notes: Armored Cockpit
Characteristics: Fast, Agile, Extremely Robust
L-19 FAC
Defense: 3D6
Survivability: D6
Firepower: 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo
Crew: 2
Notes: FAC AC armed with Marker rounds fired in pairs to mark targets for Ground attack craft. The marker rounds
were not intended to cause enemy casualties in themselves. Also used by FOOs to target indirect fires by
Guns, Howitzers, and Mortars.
Characteristics: Slow, Agile
O2A FAC
Defense: 3D6
Survivability: D6
Firepower: 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo
Crew: 2
Notes: FAC AC armed with Marker rounds fired in pairs to mark targets for Ground attack craft. Marker rounds were
not intended to cause enemy casualties in themselves. Also used by FOOs to target indirect fire by Guns,
Howitzers, and Mortars.
Characteristics: Slow, Agile
M8 Greyhound
Firepower: 37mm cannon (2D)
MGs (3D)
Defense: Front: Class 1 (2D6)
Side/rear/deck (1D6)
Survivability: 4 + / D6
Crew: 4
Notes: Open-topped turret.
M24 Chaffee
Firepower: 75mm cannon (3D)
MGs (3D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 5
Centurion
Firepower: 105mm cannon (4D)
Crew served MG (3D)
Defense: Front: Class 4 (4D10)
Side/rear (3D10)
Deck (2D10)
Survivability: 4 + / D10
Crew: 4
M113 FSV
Firepower: 76mm gun (3D)
MMG (2D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 4
Notes: Amphibious (w/preparation).
M113A1 T50
Firepower: Co-axial HMG-GPMG (4D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 2+9
Notes: Amphibious (w/preparation).
HELICOPTERS
UH1D/H
Defense: 3D8
Survivability: D6
Firepower: 2 x M6O GPMGs (1 per side): 2D
Crew: 4 + 10 (Or 6 casualty litters)
Notes: Door Guns can only engage targets on their side of the aircraft.
Characteristics: Agile, Slow
T-54
Firepower: 100mm cannon (3D)
Coax MG (2D)
Defense: Front: Class 3 (3D8)
Side/rear (2D8) BTR-50P ZSU-23/4
Deck (1D8) Firepower: MG (2D) Firepower: 4 x 23mm cannon (6d)
Survivability: 4 + / D8 Defense: Front: Class 2 (2D8) Defense: Front: Class 2 (2D6)
Side/rear/deck (1D8) Side/rear/deck (1D6)
Crew: 4
Survivability: 4 + / D8 Survivability: 4 + / D6
T-34/85 Crew: 2 + 20 Crew: 2
Firepower: 85mm cannon (3D) Notes: Amphibious. Open- Notes: Open-topped turret.
MG (3D) topped.
Defense: Front: Class 3 (3D8)
Side/rear (2D8) ZSU-57/2
Deck (1D8) Firepower: 2 x 57mm cannon (5D)
Survivability: 4 + / D8 Defense: Front: Class 2 (3D10)
Crew: 4 Side/rear (2D10)
Deck (1D10)
BRDM-1 Survivability: 4 + / D10
Firepower: MG (2D) Crew: 4
Defense: Front: Class 1 (2D6) Notes: Open-topped turret.
Side/rear/deck (1D6)
Survivability: 4 + / D6
Crew: 5
Notes: Amphibious.
T-55A
Firepower: 100mm cannon (3D)
BTR-152 HMG, Coax MG (3D)
Firepower: MG (2D) Defense: Front: Class 3 (3D8)
Side/rear (2D8)
Defense: Front: Class 2 (2D8)
Deck (1D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Survivability: 4 + / D8
Crew: 4
Crew: 2 + 17
Notes: Open-topped.
Do NOT reveal your mission to the other player. Make a note of it on a slip of
paper and keep it in your pocket to reveal at the games end.
If playing a Free Form Campaign, the scenario for each Step 2: Determine Plan and Issue Orders
Campaign Turn will be determined using the Mission Based on the missions they are assigned (or the dictates of
Generator. the scenario being played from a campaign pack) players
select which of their units to commit to action.
Ambush Valley scenarios involving regular forces on both
sides (US vs. NVA, for instance) require both players to roll At minimum, each player should deploy two squads (roughly
four to six fireteams each). Additional assets may also be
for a mission and each side must complete its own mission
assigned from the forces Available Assets with the appro-
objectives to earn victory points.
priate expenditure of Operational Momentum Points.
Scenarios involving Regular vs. Irregular forces (US vs. VC,
Operational Momentum Points
for instance) only require the regular player to determine a
Each force is assigned 2D6 Operational Momentum Points at
Mission. The VC have victory conditions that apply to all this time (some scenarios may indicate that this roll should
scenarios and may earn bonus points for objectives that the be modified in some way to represent the relative importance
regulars fail to meet. of an operation). These points represent the operational
Available Asset Costs cover and normally possible to make a Cautious move to the
nearest piece of cover.
Operational Momentum
Asset
Points Expended Setting Up Objectives
Sniper Team 2 One piece of scenery in each quadrant of the table is desig-
nated as an Objective. Players take turns designating what
On Call Light Mortars 2 piece of terrain is an Objective, dicing off with the highest
Troop Quality die associated with a unit in the force they are
Fireteam from Own Platoon 2 deploying during this game. High die goes first.
Squad from Own Platoon 5
Setting Up Hot Spots
Soft-Skin Transport 3 If the game involves insurgents or Irregular forces, place all Hot
Spots now, following the normal rules for their placement.
Transport IFV/APC 6
Determine Players Board Edges
SpecOps Fireteam 3 Dice off again using the highest Troop Quality die associated
SpecOps Squad 6 with a unit in the force they are deploying during this game.
High die picks his board edge. The opposite board edge is
Transport Helo 6 assigned to the other player.
Tank 8
Step 4: Initiate Plan
Helicopter Gunship 8 The normal forces used to play are two squads (or sections)
and maybe a Lt and a medic (we play on a D6 roll of a 4+
Artillery 8 the player is allowed to choose one, on a 6 they get both).
This will give 4 units for most nations. It is up to the players
Fast Burner Air Support 8
to choose if they each draw a Fog of War card before play
Gunship Air Support 10 begins. We usually do, but be warned it can occasionally
have a disproportionate effect on the game. Fog of War cards
are obtained as normal during the game.
The cost to bring on additional assets is subtracted from the For Every Enemy AFV Destroyed: 5 VP
forces Operational Momentum Points. Since any of these For Each Civilian Mob Peacefully Dispersed: 5 VP
points left unspent at the end of the game are added to the Plus Any Remaining Operational Momentum Points
forces Victory Points, a force is basically gambling that an
additional asset will gain them more Victory Points than they Victory Points for VC
cost. Insurgents receive the following Victory Points in a Free-Form
Campaign, regardless of the Mission the Regular player drew:
Initiative For Each Insurgent Leader Killed: -1 VP
If this is an engagement between regular forces (US vs. NVA,
for instance), Initiative is determined normally unless dictated For Each Regular Vehicle Disabled: 5 VP
by the scenario. For Each Regular Vehicle Destroyed: 7 VP
For Each Civilian Casualty: 5 VP
End of Game
Games last for 5 - 8 turns. For Each Civilian Mob Converted to
Insurgents or Influenced: 3 VP
At the end of Turn 5, the player with Initiative rolls a D6: On a 4+
the game continues as normal, a roll of less than 4 indicates For Each Objective the Regular Player
the game is over. At the end of Turn 6, make the same check Fails to Achieve: 15 VP
on a D8, and then on a D10 at the end of Turn 7.
Determining the Victor
Play automatically ends at the end of Turn 8 and the After To determine the winner of the game, compare the difference
Action sequence begins. between the two Victory Point totals.
2. The team was engaged by at least one hostile unit 8 Reaction development
and no member was killed or captured during the 9 Special development
scenario. Later fatalities that may occur as the result 10 Leadership development
post game casualty evaluation do not count against
this restriction. On a related point, units that abandon
their casualties are not eligible for advancement.
Each Regular team that meets both criteria may roll one D10
on the Unit Development chart (note that Insurgent or Irregular
units do not use this chart, nor are they governed by these
Design Note rules see Developing the Insurgency for the rules covering
Why cant my their advancement). The result of the die roll indicates whether
the units participation in this Campaign Turn has caused it to
attached Scout Dog suffer from Combat Stress, remain unchanged, or gain a rank
advancements? Only members of the platoon itself are eligible for combat
advancement. Attached or available assets are not eligible for
Combat advancements represent a units coming
together as team and developing a bond both advancement.
internally (between unit members), and externally
(between the unit and other units in its squad and/ Combat Fatigue
or platoon). This bond requires time and familiarity Much in the same way it influences how a unit will cope with
to form, a luxury that attached assets may not have. extreme physical demands, a units training and experience
Assets are assigned to the platoon as needed and will often dictate how well it reacts to the intense psychologi-
are usually drawn from a pool of available assets cal stress of combat. The immediate effects of combat stress
so the Scout Dog Team that goes out on patrol are covered in the core rules, but combat stress can also
with your unit on todays mission may not be the
have more insidious, long term effects if a unit is not given
one that goes out with you on your next mission.
Rotation of assets makes developing a strong sufficient time to rest and recuperate before being thrust back
synergy between them and the platoons units into the cauldron of combat. These rules deal with those
difficult to impossible so, no combat advance- long-term effects, often referred to as combat fatigue.
ments for attached or available assets.
Units suffering from combat fatigue, as indicated by their die
Unless, of course, you want to make an exception
roll on the Unit Development Chart, are likely to suffer a drop
for some units as always, these are your rules. If
you disagree with our interpretation of the situation, in combat efficiency. They may be slower to react or indeci-
feel free to apply your own! sive when faced with tactical decisions. They may begin to
ignore basic combat discipline to the detriment of their own
survival and the safety of others who depend on them.
To determine what effect, if any, combat fatigue has had on a Firepower Development
unit, roll 2 Troop Quality dice and compare their total on the Rank 1: Once per game, immediately after the team rolls to
Combat Fatigue table. engage a hostile, the player may choose to reroll one (and
only one) of its lowest Firepower dice.
Continuous Combat
Rank 2: The unit adds 2 to their Optimum Range.
Once a team begins to suffer from combat fatigue, their
effectiveness will continue to degrade until they have an Rank 3: The unit is upgraded one Quality Die level when
opportunity to recuperate. If a fatigued unit doesnt sit out the engaging a hostile with Firepower or Close Combat attacks.
next Campaign Turn, it must roll again on the Combat Fatigue
Defense Development
chart, regardless of what was rolled on the Unit Development
Rank 1: Once per game, immediately after the unit is engaged
chart. All combat fatigue results are applied cumulatively.
by a hostile, the player may choose to reroll one (only one) of
its lowest Defense dice.
Recuperation
A chance to rest and get adequate food and shelter is an Rank 2: Once per game, at the start of the turn, the unit may
important part of recovering from combat fatigue. For the set up in An Excellent Position as per the Fog of War card
purposes of the campaign, a team automatically recuperates of the same name.
from all their combat stress simply by not being assigned to a Rank 3: This units defense is now upgraded by one Troop
mission during the Issue Orders phase of a Campaign Turn. Quality die type, i.e., from D8 to D10.
2 Get Some!: If this unit wins the Reaction roll against a 3 Misdirection: When a 6 is rolled to determine
hostile, it may choose to reduce its own Defense dice the Hot Spot for the placement of new VC units,
by 1 to add 1 die to Firepower for the round of fire. roll one D6. On a 4+, the Regular Player may pick
the Hot Spot rather than the Insurgent Player.
3 Cover Fire!: If this unit wins the Reaction roll against a
hostile, it may choose to reduce its own Firepower dice 4 Master of Chaos: At the start of play, the player for
by 1 to add 1 die to its Defense for the round of fire. this unit may look at the top two cards of the Fog
of War deck and choose to place one or both back
4 Babysitters: The unit no longer suffers a -1
on top of the deck or at the bottom of the deck.
Firepower penalty when they have Dependents.
5 Situational Awareness: This leader provides
5 Alley Dogs: The unit may immediately go In
one Command Die. This special die may
Cover after completing a Cautious Move.
be used at any time, once per game, to con-
6 Fearsome: Insurgent Units Shrink on a 1 or 2 tribute an additional die to any one roll.
against this team. In addition, when this team launches
a Close Assault the Defenders loses half their FP 6 Unf**k Yourself: Once per scenario, this
rather than just -1 dice, on their Defensive Fire. leaders unit may roll a Troop Quality Check
if his unit is suffering from Combat Fatigue.
7 Cowboys: The unit may choose to engage On a 4+ the effects of the Combat Fatigue
one additional target when Splitting Fire. is negated until the end of the scenario.
8 Shoot and Scoot: As long as this unit does not have
Dependants or Casualties, they have the option to Fire Step 5: Returned to Duty and Replacements
and then Rapid move. They still suffer all the normal Once all advancement checks have been made, determine
penalties for a Rapid Move, including -1 Firepower. the status of your casualty figures by consulting your Unit
9 Boonie Rats: Hostiles entering the game after the Sheet.
first turn may not be placed within 6 of this team. Casualties fall into one of two categories: Returned to Duty
10 Bushmasters: The unit gets one free or Replacements.
3 move after all setup is complete, but Each casualty category indicates whether a wounded figure
before the actual start of the game. should be added to the Return to Duty or Replacement
11 Hard: Once per game this team my reroll Pool on your unit status sheet. Rolling a die for each figure
one result on the First Aid table. will determine whether figures are returned to their unit or
replaced with a FNG.
12 Ace Point Man: This unit may identify a single
figure as a Designated Point Man. If the designated Roll for Casualties in Return to Duty Pool
point man is killed, the unit loses this advantage. Roll a unit Quality Die for each casualty figure in the Returned
It is possible for a unit to have more than one to Duty pool. On a 4+ they join their unit update your
Ace Point Man, but no additional advantage Roster.
(other than having a spare) is accrued.
On a roll of less than 4, the casualty remains in the Returned
to Duty pool.
Note that multiple rolls of a single improvement raise that 10 Improved Leadership
improvement by one rank. For instance, if a VC force rolled
a 6 (Improved Supplies) after a victory and then rolled a 6
again after a subsequent victory, the force would receive
Rank 2 Improved Supplies. Improved Troops
Rank 1: The VC forces reputation has attracted some tougher,
If a force has already reached Rank 3 in an improvement
more ideologically motivated recruits. At the beginning each
and rolls that improvement again, treat the roll as No
game, roll a D6 for each Local Force unit deployed in the
Development.
scenario on roll of 4+, the unit has a Troop Quality of D8
and Morale of D10.
Disillusionment
Sometimes winning can be so bittersweet that the joy of Rank 2: Enough hard cases and ideologues have flocked to
a victory is lost in its aftermath. If the VC campaign force the Local Force that the Troop Quality of all Local Force units
receives a Disillusionment result, Local Force VC become is raised to D8 and their Morale to D10.
subject to the Shrink rule described in the Morale rules for Rank 3: Roll 1D6 for each Main Force unit at the start of each
Insurgents in Force on Force. game. On a 4+, the unit has a Troop Quality and Morale of
D10.
Improved Supplies
Rank 1: The VC force receives an influx of rice, bullets, and Improved Tactics
medical supplies. Roll a D6 at the beginning subsequent Rank 1: VC units have developed better field craft and are
games on a roll of 4+, the Supply Quality of all VC units is more likely to spot US improvised alarms, Claymore Mines,
raised by one level. or trip mines. They receive a +1 die shift to their Troop
Quality when making tests to locate or avoid alarms, mines,
Rank 2: Supplies pour into the VC force in such quantity that it
or flares.
becomes possible to establish decent stockpiles. Permanently
raise the Supply Quality of all VC units to Average (although Rank 2: VC units have honed their stealth skills to a fine edge.
their Supply Quality may be lowered by Fog of War cards or Units attempting to spot them receive a -1 to their die roll.
scenario rules). Rank 3: VC units have become so familiar with their enemys
Rank 3: The VC supply situation is well in hand. At the tactics that they can usually predict their actions. All VC units
beginning of a game, roll 1D6 for each VC unit deployed in receive a +1 to their Reaction Test die rolls.
the scenario on a roll of 4+, their Supply Quality is raised
to Well Supplied for the duration of the game.
Improved Leadership
Rank 1: VC leadership has been invigorated by recent
successes. Raise the Morale of all VC leaders to D10.
Rank 2: VC leaders in this force have developed a level of
tactical flexibility that allows them to overcome some of the
communications and command issues inherent to their force
structure. Once per game the VC force may add an additional
die to any die roll.
Rank 3: VC leaders have tapped into the fighting spirit of
their force and once per game they can deliver a motivating
speech or battle-cry that raises the Morale of all VC on the
table by one die type.
INTERNAL ASSETS:
AVAILABLE ASSETS:
VICTORY POINTS:
RETURN TO DUTY POOL:
REPLACEMENT POOL:
INTERNAL ASSETS:
AVAILABLE ASSETS:
VICTORY POINTS:
RETURN TO DUTY POOL:
REPLACEMENT POOL:
We could have devised a tremendously complex method Leaderless units must make a successful Quality Check to
of randomly assigning the locations of Tunnel Spots at make an Activation Check. If they fail the Quality Check, they
the beginning of a game. Instead, weve opted to trust the may not attempt to act again until next turn.
common sense of our players. To make the Action Check, consult the appropriate Action
Place the five Tunnel Spots on the table in logical locations in Check table. Start at the top of the list of possible Actions
the manner described in the head-to-head version of the rules. and work down until you find the motivation that seems to
Role-play a little and pretend youre the Insurgent player apply best to the VCs current situation:
would you really want a Tunnel Spot in the middle of an open
field? Or would it be better placed in that mangrove?
Civilians
If regular Unit is in sight move towards them.
The better you place the Insurgent Tunnel Spots, the more
If no regular Unit is in sight, but a VC Unit
challenging and fun your Solo or Co-Op game will be!
is, move towards the VC Unit.
If no Unit is in sight, will move toward
VC Motivation the nearest Regular objective.
Since theres no player controlling the VC in a Solo or Co-Op If combat has occurred within six
game, well have to rely on some basic rules that dictate how inches, move away from it.
theyll act under different circumstances.
If a Civilian mob takes a casualty from Regular
All VC units and leaders are governed by a set of basic moti- fire, up the Insurgency level by 1. Lower by 1 for
vations. These motivations determine how theyll act when casualties caused by VC. Insurgency level may
confronted by Regular movement or fire. Keeping these moti- only be raised and/or lowered once per turn.
vations in mind will help you govern VC actions properly.
The basic motivations for all VC units/figures are described
VC Leaders w/No Unit
below: IF REGULARS MOVE OR FIRE IN LOS:
If Regulars move in LOS, Leader will interrupt to
VC Leaders: Find a VC unit to join get out of LOS, preferably towards a friendly unit
Leaderless VC Units: Join with a Leader or other friendly If Regulars fire at Leader, he will interrupt to move out
units of LOS or into cover, preferably towards a friendly unit.
VC Units with a Leader: Join with another friendly unit or find
and attack the enemy. IF MOVING AT END OF TURN:
Move at full speed along safest route towards
nearest friendly, leaderless unit. Join unit
if able to come into cohesion range.
6x4 Table - Mainly woods and jungle, close terrain with limited lines of sight.
A: Command Squad & Rifle Squad 1
B: OP Team & Rifle Squad 2
Table Setup
Table Setup
6'x4' Table
Table Setup
6'x4' Table
Table Setup
6'x4' Table
Table Setup
6'x4' Table
A: Plantation buildings (gray:
main houses; tan: hooches)
B: Jungle.
Blue squares: Helicopter Landing
and Pick-up Zones (LZs and PZs)
Victory Points
Each building cleared........................... +5 points
Each tunnel entrance sealed................. +5 points
The VC/NVA player must then roll a D6 for tunnel location. On a roll of
6, he may choose any Tunnel Spot.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
Whats this Wall Made The Colonel Said What? The Colonel Said What?
of? Swiss Cheese? (Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.)
(Play Against US, ARVN, etc.)
Radio communications is on the fritz Radio communications is on the fritz
A position that seemed to offer and your force has just received garbled and your force has just received garbled
decent cover turns out to be a orders that contradict the mission brief. orders that contradict the mission brief.
bad spot due to poor construc-
All Regular units must remain All Regular units must remain
tion or weird lines of sight.
in place until the end of the next in place until the end of the next
Your opponent may play this card turn while orders are sorted out. turn while orders are sorted out.
on one building or terrain feature Regular units may move into cover Regular units may move into cover
that would normally be considered if they are not already there but if they are not already there but
Solid Cover. The designated piece no other movement is allowed. no other movement is allowed.
of terrain no longer counts as Solid Regular units may fire as normal. Regular units may fire as normal.
Cover for the duration of the game.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
Unexpected help!
Boom! Boom! (For Side that drew Card)
Sometimes the cavalry shows up
(Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.) whether you need them or not.
A booby-trap or mine has detonated A booby-trap or mine has detonated Your may draw an Asset Card or Booby
near one of your units! near one of your units! Trap card. The asset described on the
Randomly determine which Regular Randomly determine which Regular card becomes available immediately
unit has been struck by the attack. The unit has been struck by the attack. The and may be placed anywhere on the
unit takes a 6d10 Firepower attack to unit takes a 6d10 Firepower attack to table within 6 of one of your units and
which it may not React. The stricken which it may not React. The stricken no closer than 6 from any of your
units Defense is determined as usual. units Defense is determined as usual. opponents units. Booby Trap cards
are added to the VC/NVA players
hand and are played normally.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
FOG OF FOG OF FOG OF
WAR WAR WAR
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
FOG OF FOG OF FOG OF
WAR WAR WAR
Give Em hell!
(Play Against US, ARVN, etc.)
One of your units gets carried away and
has a mad minute. They fire every-
thing they have as fast as they can the Jammed! Jammed!
next time they engage an enemy unit. (For Side that Drew Card) (For Side that Drew Card)
Randomly determine the unit Play on an enemy unit when it is about Play on an enemy unit when it is about
affected. This unit will receive an to fire. The unit is suffering with weapon to fire. The unit is suffering with weapon
extra Firepower die for all attacks or malfunctions due to dirt or poor quality malfunctions due to dirt or poor quality
Reactions for the rest of the turn. ammo. The unit has its Firepower ammo. The unit has its Firepower
Make a Troop Quality check for the dice halved for the rest of the game. dice halved for the rest of the game.
unit at the end of the turn. If the
unit fails the check, it throws one
less Firepower die on all attacks
for the duration of the game.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
FOG OF FOG OF FOG OF
WAR WAR WAR
Somethings moving
over there!
(For Side that Drew Card) Snakes alive! Frag Him
One of the enemy units on the table (Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.)
spots something moving in the One unit finds itself sharing its current The troops are less than pleased with
undergrowth. The unit chosen must not position with a less than happy the new commander. The men have
have a line of sight to a visible enemy snake. The unit must make a Troop lost faith in him completely. He now
unit. The unit spends the turn blazing Quality check and if it fails one of counts as a Negative leader and
away at the jungle and loses its ability the units figures, chosen at random, units within line of sight of him take
to move or fire for the rest of the turn, is bitten by the snake. Place the Morale tests at one die step less.
though it may still use Reaction Fire model on its side and roll for injuries Time to get a little surprise ready
with a -1 die shift to Firepower After as normal in the following turn. for putting in his tent tonight
blazing away at the jungle, a wounded
pot-bellied pig emerges from the area
and promptly expires on the trail.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
Downpour
No really - We
Short Timers thought they were
A sudden monsoon crashes down on
the battlefield obscuring the fighting
One US unit has a lot of Short Timers
nearing the end of their Tour in- Victor Charlie! and making life miserable for all.
Optimum Range is reduced by half
country. The unit must make a Troop US/ARVN/etc. player rolls a Troop and all units lose 1 firepower die
Quality test to advance and takes all Quality check - if he fails, a unit when shooting. All Air Assets are
Morale tests at 1 dice step. The unit with LoF/LoS on a civilian mob cancelled. Leave this card on the table
will never move at Rapid speed. fires on them, either mistaking and in each Initiative phase roll 1D6.
them for VC or out of frustration. On a roll of 5 or 6, the monsoon rain
stops and the effects are cancelled.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
FREE WORLD FREE WORLD FREE WORLD
ASSETS ASSETS ASSETS
Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card
FREE WORLD FREE WORLD FREE WORLD
ASSETS ASSETS ASSETS
Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card
Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card
Medevac on Call
Attached FAO US, ARVN, ANZAC, ROK
US, ARVN, ANZAC, ROK Your force has a dust off chopper on
Attached Medic One of your units has an attached
FAO. He has the same TQ and
standby. Make a Troop Quality test to
summon it. Any unit with Casualties
US, ARVN, ANZAC, ROK Morale as the unit to which he is may turn them over for treatment by
One of your units has an attached attached. Roll a die to determine coming into base to bas contact with
Medic. He has the same TQ and Morale what type of battery he has on call. the chopper during their turn. This will
as the unit to which he is attached. remove the units Casualties penalty.
Roll D6:
This card can be placed twice per
1-4: Off board light artillery
game and then must be discarded.
5-6: Off board heavy artillery This card may not be played
on two consecutive turns.
Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card
BOOBY BOOBY BOOBY
TRAPS TRAPS TRAPS
Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
BOOBY BOOBY BOOBY
TRAPS TRAPS TRAPS
Land Mine Land Mine a spider hole to fire a burst. May target
any model of VC players choice with
Hits all models within 3 of Hits all models within 3 of a 3D8 Firepower attack the guerrilla
selected target, 4D10 Firepower. selected target, 4D10 Firepower. then vanishes. Discard after playing.
Discard after playing. Discard after playing. Off-Board Artillery Support: Each
turn one of your units may attempt
to call down a fire mission on a
designated target using the Calling
for a Fire Mission rules. The outcome
of the mission is determined using
the Resolving a Fire Mission rules.
Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
Off-Board Artillery Support: Each attack. Discard after playing. PT-76 Light Tank: Your force has a
turn one of your units may attempt Off-Board Light AA Guns: Once per PT-76 Light Tank attached. Its crew
to call down a fire mission on a turn, on a successful Troop Quality have the same Troop Quality and
designated target using the Calling test, may engage a single enemy Morale as the majority of your force.
for a Fire Mission rules. The outcome air asset at combat air level.
of the mission is determined using
the Resolving a Fire Mission rules.
Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
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