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Len Tracey
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Joined: Tue Mar 01, 2016 8:33 am


Post by Len Tracey » Sun Aug 12, 2018 5:43 am

Greetings all,
First let me apologise for a really long post. I have been looking at how to include a key patrol level action, ambushing, while still making it an entertaining game. Below is my suggestion for an ambush scenario and I would welcome feedback or constructive criticism.
Ambushes are a key operation in war but can make for a very boring and short game. A well-executed ambush is usually a very one-sided fight resulting in the massacre of the defender. This scenario is an attempt to make an ambush game interesting.
This scenario requires both attacker and defender to choose platoons normally (with some restrictions). The defender also gets a bonus “Target Unit” that will, most likely, be ambushed. This target unit represents a resupply team, senior command group or similar party and has no effect on the defender’s platoon.
The target unit must follow a route across the board while the attacker’s platoon must move in and attempt to ambush it. Once the ambush is sprung (or spotted), the defender can enter their platoon as a nearby response group. Once the ambush is sprung the attacker must finish off the target group and escape off the board before retribution can be delivered. The defender must try and extract any survivors of the ambush and kill as many of the ambushers as possible.
Victory is determined by how much of the target group is destroyed versus how many casualties the ambushers suffered.

The company has been patrolling the forward jungle area, gathering intelligence on enemy movements. This has indicated a pattern of activity along particular tracks and water holes. The decision has been made to send a platoon group to conduct an ambush of enemy moving in the area and inflict as many casualties as possible. This platoon will infiltrate forward and select a suitable ambush site. The enemy has numerous units in the area that are patrolling as well.

The Attacker will conduct the ambush and selects a non-motorised platoon. No vehicles or defences of any type may be included in their force. Weapon teams are restricted to MMG and light mortars. Flamethrowers and snipers are suitable.

The Defender chooses a Target Unit of 8 – 15 models to represent the logistic party being targeted. These count as Green troops and are armed with rifles. They are considered a single Team for activation purposes (regardless of size) and are commanded by a JL. A larger unit is more likely to survive but also offers the attacker more potential victory points.
The attacker will get points for each model of the Target Unit they kill while the defender gets points for each model that gets away. The attacker gets a bonus worth 50% of the group size (fractions rounded up) if the entire unit is wiped out.
The Defender then selects their platoon as normal, but may not select any defence assets (mines, entrenchments, etc.).

Support Levels:
The attacker rolls 2D6 for support and both sides get this level subject to the limits below. [OPTION: The defender adds D6 to this total for their support level]. The maximum total for the attacker is 10 levels and for the defender 12 levels.

Game Board:
The game is played across the width of a 6 x 4 table with a road/track/trail running the length from one short edge to the other. This should traverse roughly the middle of the board. The Attacker chooses which long edge they want as their friendly edge. The other three edges are friendly for the Defender. This represents the fact the ambush is being conducted in enemy territory, through which the attacker’s forces have scouted a cleared route.

Force Morale:
Both sides roll for Force Morale as normal. The attacker can add 1 to this roll. [This reflects the morale advantage an ambushing party has.]
Force Morale is affected normally with one exception. Casualties to the defender’s Target Unit have no effect on the Defender’s Force Morale.

Patrol Phase:
This is used to determine the attacker’s JOP positions. The defender’s JOP are defined by the scenario. This represents the attacking force’s reconnaissance patrols scouting and marking a secure route for the ambush force.
Defender starts with 3 x Patrol Markers (PM) and the Attacker can choose 3 or 4 PM. The defender starts 12” out from their friendly long edge in the centre of the board. The attacker can start from a point anywhere along their friendly edge. Conduct the patrol phase as normal. After this the attacker can place up to three JOP. These can be captured as normal.
The Defender can now place one JOP anywhere along the edge of each of their three friendly edges (for a total of 3). These must be at least 18” away from the attacker’s friendly board edge and at least 12” away from any attacker JOP. The defender’s JOP cannot be captured although they can be blocked as normal.
The attacker has the first phase in the Ambush phase.

The Ambush Phase:
The defender’s Target Unit enters along one road edge and moves along the road until they exit from the opposite road edge. Prior to commencing the patrol phase, the defender secretly notes which road edge the Target Unit will enter from.
The game starts with the Target Unit moving along the track. They can either move 1D6” and search for enemy, or move 2D6” and forgo searching. The Target Unit must move the full distance rolled towards the exit road edge and cannot double back or leave the track. If the Target Unit only moves 1D6” (in order to search) it may not go Tactical.
To search for enemy the Target Unit first rolls for LOF if required by the terrain (see Jungle Terrain Rules). If they have LOF to an enemy group then they make a D6 roll. On a 5+ they spot the enemy if the enemy is in any type of cover. This goes up to 6+ if the enemy unit is in Tactical stance. It goes down to 3+ if the enemy is in the open (4+ if the enemy is in Tactical stance in the open). If there is more than one enemy unit in LOF, the defender can choose which to try and spot (likely the easiest).
Until the enemy is spotted or the attacker opens fire, the only activity taking place is the movement of the attacker’s force and the Target Unit. Each side rolls their command dice as usual. However, the defender will be rolling as a green force (4 dice) until the ambush is spotted or initiated; they then return to their normal CD level as per their chosen platoon. During this stage of the game the defender still accrues COC dice and multiple phases as per the dice rolled.
The Target Unit activates on a 1 or 3 and must stay together in cohesion. The unit’s JL cannot use his CI until after the ambush is spotted or sprung. The only action the group can take is to move along the road as described above.

Defender’s Platoon Activated:
Once the Target Unit spots an attacker’s unit or an attacker’s unit opens fire, the defender can activate their platoon on their next phase. They now roll their normal amount of command dice, although the target group remains a Green unit.
When an attacking unit opens fire or the defender spots an attacker’s unit, the turn ends at the conclusion of that player phase. Both players then roll a dice to see who gets the first phase of the new turn, re-rolling ties. If the defender spotted an attacker’s unit they get a +1 bonus. If the attacker sprung the ambush (i.e. opened fire) then they get a +1 bonus. From here on, the game proceeds as normal with the defender free to deploy his forces from any of his JOP as usual.
[OPTION: Defender gains an additional coloured dice for their command dice pool. This can only be used on the Target Unit – which activates on a 1 or 3 (as long as its JL is alive). The Defender can still allocate other CD to the Target Unit, but the coloured dice can only be allocated to the Target Unit. Therefore, results of 2, 4, 5 or 6 on the coloured dice are ignored.]

Exiting the Board:
The Target Unit members can only exit the board at the road edge designated as their exit point at the start of the game. This point is 2” either side of the centre of the road.
The attacker can exit units off their friendly board edge. Any units exited do not count as destroyed but may not re-enter.

Victory Conditions:
Attacker: Gains 1 VP for each member of the Target Unit killed and bonus VP equal to 50% of the Target Unit size (fractions rounded up) if the whole unit is killed. If they reduce the Defender’s Force Morale to zero, they gain VP equal to 50% of the target group (fractions rounded up).
Defender: Gains 1 VP for each member of the Target Unit still alive at the end of the game. They get 2 VP for each member of the unit that exits off the exit point. If they reduce the Attacker’s Force Morale to zero, they gain VP equal to 150% of their Target Unit (fractions rounded up).
The winner is the side with the most VP.

Posts: 326
Joined: Thu May 15, 2014 12:14 pm


Post by batesmotel34 » Sun Aug 12, 2018 5:27 pm

This sounds like it could be an interesting scenario. One concern I have on first reading is how difficult it may be for the attacker to get the necessary kills on the target force versus pinning and breaking it It seems to me that it may be much more likely that the ambusher will be likely to scareoff most of the target force rather than breaking it, especially since a unit automatically routs if engaged in close combat at odds of 4-1 or more with close combat being the only reliable way to kill. Possibly the ambusher should get some point value for winning a close combat in that situtation assuming that something of value is abandoned by the routers. Playing a few games may make it clearer whether inflicting kills makes the game too dependent on hit result dice or not.


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Joined: Mon May 18, 2015 12:15 pm


Post by c0cky30 » Sun Aug 12, 2018 9:41 pm

Hi Len,

The above looks very interesting and I am keen to give it a try. I will let you know how it pans out when we do.

I have also been looking at an ambush style scenario in the past for 'Nam' games.

There is the possibility of converting the partisan attack on a train from the Winter Storm supplement.

I also came up with the following to add to regular games.

Pre-Planned Ambush
Replace the CoC Dice support option in any army lists with Pre-Planned Ambush.

Pre-Planned Ambush
A player may choose this support option to perform a pre-planned ambush. A pre-planned ambush differs from a normal Ambush.

A Pre-Planned Ambush allows a single, as yet undeployed infantry team OR SQUAD/SECTION to be placed anywhere within 12” of a friendly Jump‐Off Point and further than 6” from any enemy

The unit may then fire immediately without further activation. An ambush conducted like this
represents a pre-planned ambush site.

The unit will make their attack and then must be kept on the table in the ambush position at
the end of the phase.

If the player’s opponent has troops on Overwatch covering the area from which the pre-planned
ambush is made, they may fire after the ambushing unit has fired.


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