Hi, I'd like the answer to this question too. It seems as the rules are
written, while class 0 weapons (GPMGs and lower) are ineffective against
armour, class 1 weapons (HMGs, etc.) can actually shoot at even main
battle tanks with three dice and can potentially do a bit of damage. The
original class based weapon versus armour effectiveness rules (i.e. class
1 cannot hurt class 2) from Ambush Alley is nowhere to be found.
> HI
>
> is there a diffence in Firepower dice and class of weapon vs. Armor
> class, whats the bonus or is there none. It seems a little lacking, or
> did i miss something in the rules that gives the info.
>
> thanks
>
> steve
>
>
HI
is there a diffence in Firepower dice and class of weapon vs. Armor class,
whats the bonus or is there none. It seems a little lacking, or did i miss
something in the rules that gives the info.
thanks
steve
--- On Fri, 11/20/09, nnascati <nnascati@...> wrote:
From: nnascati <nnascati@...> Subject: [AmbushAlley] Re: First AA game in a while - questions To: AmbushAlley@yahoogroups.com Date: Friday, November 20, 2009, 1:52 PM
Not in this case, the regulars lost 12 out of 16 troopers!
--- In AmbushAlley@ yahoogroups. com, Michael Moore <mikes_trance@ ...> wrote: > > True that but thier higher TQ and morale should have balanced it out right....Mikey > > --- On Fri, 11/20/09, nnascati <nnascati@.. .> wrote: > > > From: nnascati <nnascati@.. .> > Subject: [AmbushAlley] Re: First AA game in a while - questions > To: AmbushAlley@ yahoogroups. com > Date: Friday, November 20, 2009, 11:19 AM > > > Â > > > >
Guys, > Thanks for all the input. Mike, the question about body armor, is that with all things being equal and firepower remaining the same, losing that +1 makes a 4 man fireteam much more vulnurable. > > Nick > > --- In AmbushAlley@ yahoogroups. com, Michael Moore <mikes_trance@ ...> wrote: > > > > Hey > > on the second Just don't give the bonus for bodyarmor, You should be able to use whatever > > orginization you wish so Im not understanding the question.... Mikey > > > > --- On Fri, 11/20/09, Jerry Frazee <jfrazee@ > wrote: > > > > > > From: Jerry Frazee <jfrazee@ > > > Subject: Re: [AmbushAlley] First AA game in a while - questions > > To: AmbushAlley@ yahoogroups. com > > Date: Friday, November 20, 2009, 8:10 AM > > > > > >  > >
> > > > > > First- any Regular team that is targeted still makes a reaction roll and can fire at the guys who are shooting at them, even after they have been activated.  The only way they wouldn't be able to fire is if all their dice have been used up by other firing during the turn. > > > > > > Second- I can't answer this one for you, as I play only games set in Iraq. > > > > > > Jerry > > > > > > > > On Nov 20, 2009, at 7:29 AM, nnascati wrote: > > > > > > > > > > > > > > All, > > Played our first game of AA in a while last night, and two issues came up. > > First - Since so much of the action in AA happens during the activation/interrup tion phase, we are always stumped when things happen later in the turn. Specifically, when an
insurgent group that has not interrupted, fires on a regular fireteam, it seems that they In essence get a free shot. I have not been able to find anything in the rules that allows the regular fireteam to return fire once they have been activated. The end result of this seems to be that the regulars get shot up pretty badly. > > Second â€" To get away from playing current conflicts, I've set up a generic game set sometime in the 1960s, a vaguely Malaya type situation. This creates a problem with the scenarios, if I want to stay sort of accurate. Commonwealth troops in the 1960s did not wear body armor, and did not use a 3 fireteam organization for their squads. In last night's game, I tried getting around the problem by fielding two, eight man squads, thus giving the regulars four fireteams. How are other folks handling regular forces that are not organized/equipped like modern US? > > Nick >
> >
Not in this case, the regulars lost 12 out of 16 troopers!
--- In AmbushAlley@yahoogroups.com, Michael Moore <mikes_trance@...> wrote:
>
> True that but thier higher TQ and morale should have balanced it out
right....Mikey
>
> --- On Fri, 11/20/09, nnascati <nnascati@...> wrote:
>
>
> From: nnascati <nnascati@...>
> Subject: [AmbushAlley] Re: First AA game in a while - questions
> To: AmbushAlley@yahoogroups.com
> Date: Friday, November 20, 2009, 11:19 AM
>
>
> Â
>
>
>
> Guys,
> Thanks for all the input. Mike, the question about body armor, is that with
all things being equal and firepower remaining the same, losing that +1 makes a
4 man fireteam much more vulnurable.
>
> Nick
>
> --- In AmbushAlley@ yahoogroups. com, Michael Moore <mikes_trance@ ...> wrote:
> >
> > Hey
> > on the second Just don't give the bonus for bodyarmor, You should be able to
use whatever
> > orginization you wish so Im not understanding the question.... Mikey
> >
> > --- On Fri, 11/20/09, Jerry Frazee <jfrazee@ > wrote:
> >
> >
> > From: Jerry Frazee <jfrazee@ >
> > Subject: Re: [AmbushAlley] First AA game in a while - questions
> > To: AmbushAlley@ yahoogroups. com
> > Date: Friday, November 20, 2009, 8:10 AM
> >
> >
> > ÂÂ
> >
> >
> >
> > First- any Regular team that is targeted still makes a reaction roll and can
fire at the guys who are shooting at them, even after they have been activated.
 The only way they wouldn't be able to fire is if all their dice have been
used up by other firing during the turn.
> >
> >
> > Second- I can't answer this one for you, as I play only games set in Iraq.
> >
> >
> > Jerry
> >
> >
> >
> > On Nov 20, 2009, at 7:29 AM, nnascati wrote:
> >
> >
> >
> >
> >
> >
> > All,
> > Played our first game of AA in a while last night, and two issues came up.
> > First - Since so much of the action in AA happens during the
activation/interrup tion phase, we are always stumped when things happen later
in the turn. Specifically, when an insurgent group that has not interrupted,
fires on a regular fireteam, it seems that they In essence get a free shot. I
have not been able to find anything in the rules that allows the regular
fireteam to return fire once they have been activated. The end result of this
seems to be that the regulars get shot up pretty badly.
> > Second â€" To get away from playing current conflicts, I've set up a
generic game set sometime in the 1960s, a vaguely Malaya type situation. This
creates a problem with the scenarios, if I want to stay sort of accurate.
Commonwealth troops in the 1960s did not wear body armor, and did not use a 3
fireteam organization for their squads. In last night's game, I tried getting
around the problem by fielding two, eight man squads, thus giving the regulars
four fireteams. How are other folks handling regular forces that are not
organized/equipped like modern US?
> > Nick
> >
>
True that but thier higher TQ and morale should have balanced it out right....Mikey
--- On Fri, 11/20/09, nnascati <nnascati@...> wrote:
From: nnascati <nnascati@...> Subject: [AmbushAlley] Re: First AA game in a while - questions To: AmbushAlley@yahoogroups.com Date: Friday, November 20, 2009, 11:19 AM
Guys, Thanks for all the input. Mike, the question about body armor, is that with all things being equal and firepower remaining the same, losing that +1 makes a 4 man fireteam much more vulnurable.
Nick
--- In AmbushAlley@ yahoogroups. com, Michael Moore <mikes_trance@ ...> wrote: > > Hey > on the second Just don't give the bonus for bodyarmor, You should be able to use whatever > orginization you wish so Im not understanding the question.... Mikey > > --- On Fri, 11/20/09, Jerry Frazee <jfrazee@... > wrote: > > > From: Jerry Frazee <jfrazee@... > > Subject: Re: [AmbushAlley] First AA game in a while - questions > To: AmbushAlley@ yahoogroups. com > Date: Friday, November 20, 2009, 8:10 AM > > > Â > > > > First- any Regular team that is targeted still makes a reaction roll and can fire at the guys who are shooting at them, even after they have been activated. Â The only way they wouldn't be able to fire is if all their dice have been used up by other firing during the turn. > > > Second- I can't answer this one for you, as I play only games set in Iraq. > > > Jerry > > > > On Nov 20, 2009, at 7:29 AM, nnascati wrote: > > > > > > > All, > Played our first game of AA in a while last night, and two issues came up. > First
- Since so much of the action in AA happens during the activation/interrup tion phase, we are always stumped when things happen later in the turn. Specifically, when an insurgent group that has not interrupted, fires on a regular fireteam, it seems that they In essence get a free shot. I have not been able to find anything in the rules that allows the regular fireteam to return fire once they have been activated. The end result of this seems to be that the regulars get shot up pretty badly. > Second â€" To get away from playing current conflicts, I've set up a generic game set sometime in the 1960s, a vaguely Malaya type situation. This creates a problem with the scenarios, if I want to stay sort of accurate. Commonwealth troops in the 1960s did not wear body armor, and did not use a 3 fireteam organization for their squads. In last night's game, I tried getting around the problem by fielding two, eight man squads, thus giving the regulars four
fireteams. How are other folks handling regular forces that are not organized/equipped like modern US? > Nick >
Guys,
Thanks for all the input. Mike, the question about body armor, is that
with all things being equal and firepower remaining the same, losing that +1
makes a 4 man fireteam much more vulnurable.
Nick
--- In AmbushAlley@yahoogroups.com, Michael Moore <mikes_trance@...> wrote:
>
> Hey
> on the second Just don't give the bonus for bodyarmor, You should be able to
use whatever
> orginization you wish so Im not understanding the question....Mikey
>
> --- On Fri, 11/20/09, Jerry Frazee <jfrazee@...> wrote:
>
>
> From: Jerry Frazee <jfrazee@...>
> Subject: Re: [AmbushAlley] First AA game in a while - questions
> To: AmbushAlley@yahoogroups.com
> Date: Friday, November 20, 2009, 8:10 AM
>
>
> Â
>
>
>
> First- any Regular team that is targeted still makes a reaction roll and can
fire at the guys who are shooting at them, even after they have been activated.
 The only way they wouldn't be able to fire is if all their dice have been used
up by other firing during the turn.
>
>
> Second- I can't answer this one for you, as I play only games set in Iraq.
>
>
> Jerry
>
>
>
> On Nov 20, 2009, at 7:29 AM, nnascati wrote:
>
>
>
>
>
>
> All,
> Played our first game of AA in a while last night, and two issues came up.
> First - Since so much of the action in AA happens during the
activation/interrup tion phase, we are always stumped when things happen later
in the turn. Specifically, when an insurgent group that has not interrupted,
fires on a regular fireteam, it seems that they In essence get a free shot. I
have not been able to find anything in the rules that allows the regular
fireteam to return fire once they have been activated. The end result of this
seems to be that the regulars get shot up pretty badly.
> Second â€" To get away from playing current conflicts, I've set up a generic
game set sometime in the 1960s, a vaguely Malaya type situation. This creates a
problem with the scenarios, if I want to stay sort of accurate. Commonwealth
troops in the 1960s did not wear body armor, and did not use a 3 fireteam
organization for their squads. In last night's game, I tried getting around the
problem by fielding two, eight man squads, thus giving the regulars four
fireteams. How are other folks handling regular forces that are not
organized/equipped like modern US?
> Nick
>
on the second Just don't give the bonus for bodyarmor, You should be able to use whatever
orginization you wish so Im not understanding the question....Mikey
--- On Fri, 11/20/09, Jerry Frazee <jfrazee@...> wrote:
From: Jerry Frazee <jfrazee@...> Subject: Re: [AmbushAlley] First AA game in a while - questions To: AmbushAlley@yahoogroups.com Date: Friday, November 20, 2009, 8:10 AM
First- any Regular team that is targeted still makes a reaction roll and can fire at the guys who are shooting at them, even after they have been activated. The only way they wouldn't be able to fire is if all their dice have been used up by other firing during the turn.
Second- I can't answer this one for you, as I play only games set in Iraq.
Jerry
On Nov 20, 2009, at 7:29 AM, nnascati wrote:
All, Played our first game of AA in a while last night, and two issues came up. First - Since so much of the action in AA happens during the activation/interrup tion phase, we are always stumped when things happen later in the turn. Specifically, when an insurgent group that has not interrupted, fires on a regular fireteam, it seems that they In essence get a free shot. I have not been able to find anything in the rules that allows the regular fireteam to return fire once they have been activated. The end result of this seems to be that the regulars get shot up pretty badly. Second – To get away from playing current conflicts, I've set up a generic game set sometime in the 1960s, a vaguely Malaya type situation. This creates a problem with the scenarios, if I want to stay sort of accurate. Commonwealth troops in the 1960s did not wear body armor, and did not use a 3 fireteam organization for their squads. In last night's game, I tried
getting around the problem by fielding two, eight man squads, thus giving the regulars four fireteams. How are other folks handling regular forces that are not organized/equipped like modern US? Nick
Nick, so long as you have firepower remaining the regular unit can conitnue to react to the insurgent player when the insurgent engages them in a firefight.
On Fri, Nov 20, 2009 at 7:29 AM, nnascati <nnascati@...> wrote:
All, Played our first game of AA in a while last night, and two issues came up. First - Since so much of the action in AA happens during the activation/interruption phase, we are always stumped when things happen later in the turn. Specifically, when an insurgent group that has not interrupted, fires on a regular fireteam, it seems that they In essence get a free shot. I have not been able to find anything in the rules that allows the regular fireteam to return fire once they have been activated. The end result of this seems to be that the regulars get shot up pretty badly.
Second – To get away from playing current conflicts, I've set up a generic game set sometime in the 1960s, a vaguely Malaya type situation. This creates a problem with the scenarios, if I want to stay sort of accurate. Commonwealth troops in the 1960s did not wear body armor, and did not use a 3 fireteam organization for their squads. In last night's game, I tried getting around the problem by fielding two, eight man squads, thus giving the regulars four fireteams. How are other folks handling regular forces that are not organized/equipped like modern US?
Nick
First- any Regular team that is targeted still makes a reaction roll and can fire at the guys who are shooting at them, even after they have been activated. The only way they wouldn't be able to fire is if all their dice have been used up by other firing during the turn.
Second- I can't answer this one for you, as I play only games set in Iraq.
Jerry
On Nov 20, 2009, at 7:29 AM, nnascati wrote:
All, Played our first game of AA in a while last night, and two issues came up. First - Since so much of the action in AA happens during the activation/interruption phase, we are always stumped when things happen later in the turn. Specifically, when an insurgent group that has not interrupted, fires on a regular fireteam, it seems that they In essence get a free shot. I have not been able to find anything in the rules that allows the regular fireteam to return fire once they have been activated. The end result of this seems to be that the regulars get shot up pretty badly. Second – To get away from playing current conflicts, I've set up a generic game set sometime in the 1960s, a vaguely Malaya type situation. This creates a problem with the scenarios, if I want to stay sort of accurate. Commonwealth troops in the 1960s did not wear body armor, and did not use a 3 fireteam organization for their squads. In last night's game, I tried getting around the problem by fielding two, eight man squads, thus giving the regulars four fireteams. How are other folks handling regular forces that are not organized/equipped like modern US? Nick
All,
Played our first game of AA in a while last night, and two issues came up.
First - Since so much of the action in AA happens during the
activation/interruption phase, we are always stumped when things happen later in
the turn. Specifically, when an insurgent group that has not interrupted, fires
on a regular fireteam, it seems that they In essence get a free shot. I have
not been able to find anything in the rules that allows the regular fireteam to
return fire once they have been activated. The end result of this seems to be
that the regulars get shot up pretty badly.
Second – To get away from playing current conflicts, I've set up a generic game
set sometime in the 1960s, a vaguely Malaya type situation. This creates a
problem with the scenarios, if I want to stay sort of accurate. Commonwealth
troops in the 1960s did not wear body armor, and did not use a 3 fireteam
organization for their squads. In last night's game, I tried getting around the
problem by fielding two, eight man squads, thus giving the regulars four
fireteams. How are other folks handling regular forces that are not
organized/equipped like modern US?
Nick
When on the attack the general ratio minimum is a 3 to 1 in favor of the attacker ,Extroplate from there.....mikey
--- On Fri, 11/13/09, majed4385 <esansing@...> wrote:
From: majed4385 <esansing@...> Subject: [AmbushAlley] How many hordes in a platoon? To: AmbushAlley@yahoogroups.com Date: Friday, November 13, 2009, 10:30 PM
When setting up a scenario what is a good ratio of insurgents to Regulars to start with? I want to do a block clearing scenario, and plan to start with a Regular platoon - 6 fire teams, HQ and a GPMG - a total of 8 units. How many insurgent units would you recommend starting on the board? I plan to set the insurgent level at 3 or 4. I may also put an insurgent mob on the board and use the rules on pages 39-40 to see who gets control.
Jim;
Thanks for the input. This will be the first time our club has run an AA game.
We usually have 6-8 players. I was planning on running the insurgents (and be
game master) and giving the other players 2 units each. We have a 5' x 8' table
and enough terrain to just about fill it as an urban setting.
Since each unit will be a 4-man fire team or HQ unit I'll look at starting the
insurgents with 5-6 man units.
Ed
--- In AmbushAlley@yahoogroups.com, Jim Keats <jim_keats@...> wrote:
>
> Ed,
>
> Â I'll admit that I'm not the most experienced player...but WOW that's a lot
of regulars!
>
> Â I have been running the "sweep and clear" scenario from the main
rules...and I think that the ratio is 1:1 for units and 2 or 3 to one in
numbers.
>
>  This means that you're talking about a HUGE game. Sounds like a blast!
>
> - Jim
>
> --- On Fri, 11/13/09, majed4385 <esansing@...> wrote:
>
> From: majed4385 <esansing@...>
> Subject: [AmbushAlley] How many hordes in a platoon?
> To: AmbushAlley@yahoogroups.com
> Date: Friday, November 13, 2009, 11:30 PM
>
>
>
>
>
>
>
> Â
>
>
>
>
>
>
>
>
>
> When setting up a scenario what is a good ratio of insurgents to
Regulars to start with? I want to do a block clearing scenario, and plan to
start with a Regular platoon - 6 fire teams, HQ and a GPMG - a total of 8 units.
How many insurgent units would you recommend starting on the board? I plan to
set the insurgent level at 3 or 4. I may also put an insurgent mob on the board
and use the rules on pages 39-40 to see who gets control.
>
>
>
> Thanks
>
> Ed
>
I'll admit that I'm not the most experienced player...but WOW that's a lot of regulars!
I have been running the "sweep and clear" scenario from the main rules...and I think that the ratio is 1:1 for units and 2 or 3 to one in numbers.
This means that you're talking about a HUGE game. Sounds like a blast!
- Jim
--- On Fri, 11/13/09, majed4385 <esansing@...> wrote:
From: majed4385 <esansing@...> Subject: [AmbushAlley] How many hordes in a platoon? To: AmbushAlley@yahoogroups.com Date: Friday, November 13, 2009, 11:30 PM
When setting up a scenario what is a good ratio of insurgents to Regulars to start with? I want to do a block clearing scenario, and plan to start with a Regular platoon - 6 fire teams, HQ and a GPMG - a total of 8 units. How many insurgent units would you recommend starting on the board? I plan to set the insurgent level at 3 or 4. I may also put an insurgent mob on the board and use the rules on pages 39-40 to see who gets control.
When setting up a scenario what is a good ratio of insurgents to Regulars to
start with? I want to do a block clearing scenario, and plan to start with a
Regular platoon - 6 fire teams, HQ and a GPMG - a total of 8 units. How many
insurgent units would you recommend starting on the board? I plan to set the
insurgent level at 3 or 4. I may also put an insurgent mob on the board and use
the rules on pages 39-40 to see who gets control.
Thanks
Ed
>
> All,
>
> For those waiting its arrival I sent the final draft to Shawn today...
>
> Ambush Valley is nearly here.
>
> Hope you will have fun with it!
>
> Piers
Don't tease me... just tell me I can order it! Please... :)
--
Charlie
Visiting the Big Apple during his 1895 tour of the United States, the
notorious German anti-Semite Hermann Ahlwardt found that New York City
Police Commissioner Theodore Roosevelt., Jr., had thoughtfully provided
him with a security detail, of 40 Jewish officers. - Al Nofi's CIC#199
I love the models BF is doing. I will be buying them for sure not sure about
playing the game but they should work very well with then Vietnam game Ambush
alley is coming out with when ever that is.
S
--- In AmbushAlley@yahoogroups.com, "rhnelson46" <rhnelson46@...> wrote:
>
> Battlefront is coming out with two models as part of their new FOW Vietnam
game
> http://www.flamesofwar.com/Default.aspx?tabid=53&art_id=1639
>
> Rick
>
> --- In AmbushAlley@yahoogroups.com, Wrighteastridge@ wrote:
> >
> > Am wanting to do 15mm Vietnam for the upcoming Vietnam version of AA/FoF and
another game and am having difficulty finding a 15mm Huey anywhere. Does anyone
know how bad a 1/72 Huey would look with Peter Pig infantry figures. I know the
Huey would be too big but any one have an idea of how much too big it would be
or any advise for an alternative.
> >
> > Thanks,
> >
> > William
> >
>