Work has begun in earnest on Day of the Rangers, the Mogadishu
supplement for Ambush Alley! The supplement will include scenarios
representing actions from Gothic Serpent, of course, but will also
contain scenarios for prior and speculative ops.
It will also include special rules designed to capture the flavor of
operations in Somalia, such as expanded rules for air operations and
specialized Fog of War and Asset cards.
We'll keep you updated on progress!
The Zeus laser - intended for destroying unexploded ordinance. Might be
a nice Asset to build a scenario around:
http://www.military.com/soldiertech/0,14632,Soldiertech_Laser,,00.html
I'd call it an unarmed, uparmored Humvee. I wouldn't give the laser any
anti-infantry or anti-vehicular firepower, but I'd say it could destroy
one IED or stationary VBIED within LOS per activation.
Sound fun?
keep up the good work i am really impressed with what you have done phil
Shawn Carpenter <dscarpenter@...> wrote:
Well, we have a lot up our sleeves.
The first thing on the list is a scenario/expansion pack entitled "Day of the Ranger." It will give you everything you need play out engagements from the First Battle of Mogadishu. It will most likely be followed by another scenario pack focused on the battle for Fallujah.
A little further down the road we'll be producing a rule expansion that covers Regular vs.
Regular actions and a "man-to-man" rule set.
We've got at least half-a-dozen major projects on the drawing board and we'll be sure to keep you informed about whichever is about to pop next!
--- In AmbushAlley@yahoogroups.com, Phillip Flores <pdf_1967@...> wrote: > > i bought my copy a day later after reading the quickstart rules, what do you have in store for the future for this rules. phil
Well, we have a lot up our sleeves.
The first thing on the list is a scenario/expansion pack entitled "Day
of the Ranger." It will give you everything you need play out
engagements from the First Battle of Mogadishu. It will most likely be
followed by another scenario pack focused on the battle for Fallujah.
A little further down the road we'll be producing a rule expansion that
covers Regular vs. Regular actions and a "man-to-man" rule set.
We've got at least half-a-dozen major projects on the drawing board and
we'll be sure to keep you informed about whichever is about to pop next!
--- In AmbushAlley@yahoogroups.com, Phillip Flores <pdf_1967@...> wrote:
>
> i bought my copy a day later after reading the quickstart rules, what
do you have in store for the future for this rules. phil
i bought my copy a day later after reading the quickstart rules, what do you have in store for the future for this rules. phil
Shawn Carpenter <dscarpenter@...> wrote:
About half the people in the group have one thing in common: Their reason for joining the group was something like, "I like the Quick Start Rules, but I want to learn more about the game before purchasing it."
So, what do you folks want to know? Don't be shy! If you have questions about the game, I'll be glad to answer them!
Especially if it
means you'll buy a copy! ;-)
Take care,
Shawn.
Be a better Globetrotter. Get better travel answers from someone who knows. Yahoo! Answers - Check it out.
About half the people in the group have one thing in common: Their
reason for joining the group was something like, "I like the Quick
Start Rules, but I want to learn more about the game before purchasing
it."
So, what do you folks want to know? Don't be shy! If you have questions
about the game, I'll be glad to answer them!
Especially if it means you'll buy a copy! ;-)
Take care,
Shawn.
Hi, all!
I just posted Harold's AA Unit Records to the file section. While not
necessary for AA play, they're definitely handy (and nice looking)
playing aids!
There are two versions of the record sheet, one in .doc format and one
in a .ppt format that you can edit if you wish.
Enjoy (and thanks Harold)!
The MSTs and 'Weapons Room' concepts are still far from commonplace across the battalions although going forward this should be the template. Optional kit for the MST guys should include Javelin for heavy anti armour punch (M-72A3 LAWs and the Carl Gustav 84mm are still in inventory for LAW and MAW purposes and have recently been seen in ADF hands in both Afghanistan and Iraq) and the Accuracy International AW50 .50 sniper platform for the longer ranges.
There is also significant 'talk' of a .338 AI making it into the Green Army toolbox following the Brit lead- nothing concrete yet although a replacement programme for the SR-98 (AI PM) has been announced. The only other weapon which is reasonably common is the M-79 40mm grenade launcher which is often carried by patrols due to its increased accuracy over the 203 (strangely enough I also recently
saw SEALs carrying battered old M79s in Baghdad).
cheers,
Leigh
Shawn Carpenter <dscarpenter@...> wrote:
I posted this on the forum last night and forgot to repost it to the group. Sorry about that! Specific changes are detailed below:
1. At the bottom of page 23, right column and page 24, left column, replace The attacker rolls a number of dice equal to his Firepower and discards any dice with a score of less than 4 if the target unit is
within Optimum Range, or less than 7 if not. with The attacker rolls a number of dice equal to his Firepower and discards any dice with a score of less than 4.
2. In the text box entitled MOVEMENT in the Quick Reference Charts, replace Rapid Movement: 24" with Rapid Movement: 12"
3. I don't see an easy way to insert the new ORBATs, so I suppose insert a page containing the following information:
ROYAL AUSTRALIAN REGIMENT (REGULARS)
The basic building block of the Royal Australian Regiment (RAR) is the Brick. Two Bricks form a Section. Three Sections form a Platoon.
Additionally, Maneuver Support Teams (MSTs) are available to support regular Rifle Bricks. MSTs are bricks armed with AT weapons or heavier infantry suppression weapons than the standard infantry brick. MSTs may be attached as half a section, as their own section at the platoon level or as a company asset.
Troop Quality of RAR
units ranges from Trained to Veteran. RAR Morale defaults to D8, but scenarios may indicate higher or lower value.
The following ORBAT is for a regular RAR Infantry Platoon.
thanks for the response, and i will end up getting the main rules thanks phil
Shawn Carpenter <dscarpenter@...> wrote:
Leigh did a pretty good job answering your questions, it looks like!
Yes, the standard measurements should work fine for 15mm or 20mm - same with board sizes.
Military vehicles are covered and as Leigh said, designing them couldn't be much easier. The examples provided should work as templates for most anything you'd like to field.
Air support is abstracted in the core rules and models aren't
necessary to represent aircraft. The upcoming expansion, Day of the Ranger, focuses on the First Battle of Mogadishu (or the Battle of the Black Sea, depending on who you talk to) and will feature some optional aircraft rules since helicopters and fire AT helicopters played such a key role in that engagement.
I hope you decide to give the full version of the rules a try - believe me when I say that the Quickstart Rules are only a very, very small taste of what Ambush Alley has to offer!
I posted this on the forum last night and forgot to repost it to the
group. Sorry about that! Specific changes are detailed below:
1. At the bottom of page 23, right column and page 24, left column,
replace The attacker rolls a number of dice equal to his Firepower
and discards any dice with a score of less than 4 if the target unit
is within Optimum Range, or less than 7 if not. with The attacker
rolls a number of dice equal to his Firepower and discards any dice
with a score of less than 4.
2. In the text box entitled MOVEMENT in the Quick Reference Charts,
replace Rapid Movement: 24" with Rapid Movement: 12"
3. I don't see an easy way to insert the new ORBATs, so I suppose
insert a page containing the following information:
ROYAL AUSTRALIAN REGIMENT (REGULARS)
The basic building block of the Royal Australian Regiment (RAR) is
the Brick. Two Bricks form a Section. Three Sections form a Platoon.
Additionally, Maneuver Support Teams (MSTs) are available to support
regular Rifle Bricks. MSTs are bricks armed with AT weapons or
heavier infantry suppression weapons than the standard infantry
brick. MSTs may be attached as half a section, as their own section
at the platoon level or as a company asset.
Troop Quality of RAR units ranges from Trained to Veteran. RAR Morale
defaults to D8, but scenarios may indicate higher or lower value.
The following ORBAT is for a regular RAR Infantry Platoon.
RAR RIFLE BRICK
1xBrick Leader w/F88*
1x Grenadier w/F88/M203 (RGL, Lt. Support)
1x Gunner w/F89 (SAW, Lt. Support)
1x Rifleman w/F88
RAR SECTION
2xRAR Rifle Bricks
Or
1xRAR Rifle Brick 1xRAR MST Brick
*Note that one Brick Leader is the Section Leader and the other is
the Assistant Section Leader.
RAR PLATOON
3xRAR Rifle Sections
Or
2x RAR Rifle Sections, 1x RAR MST Section
RAR MST BRICK
1xBrick Leader w/F88*
1x Grenadier w/F88/M203 (RGL, Lt. Support)
1x Gunner w/FN MAG58 (GPMG, Med. Support)
1x Sniper w/SR-25 or SR-98 rifle
Leigh did a pretty good job answering your questions, it looks like!
Yes, the standard measurements should work fine for 15mm or 20mm - same
with board sizes.
Military vehicles are covered and as Leigh said, designing them
couldn't be much easier. The examples provided should work as templates
for most anything you'd like to field.
Air support is abstracted in the core rules and models aren't necessary
to represent aircraft. The upcoming expansion, Day of the Ranger,
focuses on the First Battle of Mogadishu (or the Battle of the Black
Sea, depending on who you talk to) and will feature some optional
aircraft rules since helicopters and fire AT helicopters played such a
key role in that engagement.
I hope you decide to give the full version of the rules a try - believe
me when I say that the Quickstart Rules are only a very, very small
taste of what Ambush Alley has to offer!
Shawn,
I already printed out all the pages the other night before the errata
issue came up. Is it possible you could tell us what pages were
corrected so that we can just reprint the revised pages?
Also, the rules look great. Hopefully I will have my massive
multilevel deck staining project done in time to test them out this
weekend. I was looking for a system to use for some local wargaming
conventions to do an insurgent scenario, but most are too complicated
for quick play. Your rules look like they will be perfect. Complex
and interesting enough to have a great game feel, but not bogged down
in detailed record keeping or minutia.
Thanks,
Jeff Racel
--- In AmbushAlley@yahoogroups.com, "Shawn Carpenter"
<dscarpenter@...> wrote:
>
> We've had three pieces of errata pointed out to us, so I've made
> corrections to the PDF and I'll be sending each of you a fresh, warm
> copy straight from the oven, so to speak.
>
> Everyone who orders from now on will get the corrected version to start
> with, of course.
>
> Happy Gaming and my apologies for any confusion this may have caused!
>
> Shawn.
>
I've just purchased the full rules myself and am working my way through them- very favourably thus far I might add! I am intending to use AA to supplement Disposable Heroes for my modern Iraq gaming in 20mm (AA for small scale MOUT actions) and the AA measurements all appear fine for use with 20mm.
I'll let Shawn answer your query in detail but yes vehicles are represented with a few typical US
platforms detailed (M1114 HMMWV, M1126 Stryker and M2A2 Bradley). The vehicle stats system appears stright forward enough to add other platforms with minimal work. Air support (helos and fast air) are abstracted and thus do not appear to even require models on-table.
Many thanks,
Leigh
pdf_1967 <pdf_1967@yahoo.com> wrote:
hey new to group and i just downloaded the quick start rules and i really like them i have a couple of questions 1st i have a large collection of 20mm do i use the same measurements that 15mm uses or is their a diffrent one for 20mm? 2nd do the the main rules deal with humvees, helos, technicals and other military vehicles? thanks phil
For
ideas on reducing your carbon footprint visit Yahoo! For Good this month.
I've just purchased the full rules myself and am working my way through them- very favourably thus far I might add! I am intending to use AA to supplement Disposable Heroes for my modern Iraq gaming in 20mm (AA for small scale MOUT actions) and the AA measurements all appear fine for use with 20mm.
I'll let Shawn answer your query in detail but yes vehicles are represented with a few typical US platforms detailed (M1114 HMMWV, M1126 Stryker and M2A2 Bradley). The vehicle stats system appears stright forward enough to add other platforms with minimal work. Air support (helos and fast air) are abstracted and thus do not appear to even require models on-table.
Many thanks,
Leigh
pdf_1967 <pdf_1967@...> wrote:
hey new to group and i just downloaded the quick start rules and i really like them i have a couple of questions 1st i have a large collection of 20mm do i use the same measurements that 15mm uses or is their a diffrent one for 20mm? 2nd do the the main rules deal with humvees, helos, technicals and other military vehicles? thanks phil
For ideas on reducing your carbon footprint visit Yahoo! For Good this month.
hey new to group and i just downloaded the quick start rules and i
really like them i have a couple of questions 1st i have a large
collection of 20mm do i use the same measurements that 15mm uses or is
their a diffrent one for 20mm? 2nd do the the main rules deal with
humvees, helos, technicals and other military vehicles? thanks phil
Pete just posted this AAR on the AA forum (http://www.ambushalleygames.com/forum/) and I hope he won't mind if I re-post it here as well. Sounds like a good solo game! Here's the AAR:
Contracting Trouble
Both Marine fireteams, 1st Fireteam on the left, 2nd Fireteam on the right, 1st Squad Leader traveling with 1st Fireteam cautiously moved up the north-south road, on opposing sides of that road.
At about the position where 1st fireteam was to establish a security position, intending to overwatch 2nd Fireteams link up with the contractors, an insurgent leader and RPG engaged that team resulting in the death of the team leader and serious wounds to the squadleader. The remaining team members passed a morale check, returned "suppressive" fire (no effect), crossed the low wall gaining some cover. At the end of their move, fired again - killing both the insurgent leader and RPG gunner.
Upon making their dash to the contractors, Insurgent elements both on a nearby rooftop (RPG) and on the streets (2x leaders and 6x riflemen) to the team's left attempted to engage 2nd Fireteam.
During the ensuing gun battle (multiple interruptions/reactions) 2nd Fireteam was able to secure the contractors, eliminate the rooftop RPG gunner, and hold off insurgent rifle teams coming from the west and north (the north group was a reinforcing group of 4 riflemen that linked up with an original leader), inflicting a total of four casualties among the insurgents.
Immediately following that fusillade of fire, 2nd Fireteam, with their contractor "dependents" retrograded back out of the intersection. One maneuvering insurgent team was engaged by the shorthanded, yet overwatching 1st fire team, taking out one insurgent.
At about that point the game was called as the USMC forces were out of insurgent LOS/LOF (and lunch was over).
In the end, one surviving insurgent riflman, on of the reinforcements shrunk, disappearing into one the buildings.
Final Score: USMC 15 (both contractors rescued, and no Marine casualties or POW's left behind) Insurgents 3 (One Marine killed (fireteam Leader), and 1 seriously injured (squad leader)
I truely believe that it is no far-fetched that a hard-charging Lance Corporal or Private First Class would step up and keep that 1st Fireteam in the fight, while providing buddy care to the injured squadleader. The 2nd Fireteam Leader continued to handle his team, leading them to the link up and extraction of the contractors.
A charge by the Insurgents from the west and north, would be possible though my belief unlikely unless truely hardcore types. Another insurgent action could have been entering the building on the left side of the Marines entry route. That could have provided even more trouble for the team already with casualties.
For those wondering does this yahoo keep a game table and minis with him at work? No; I printed 24 square by 24 square "graph paper" from a website. I drew a to-scale representation of the map provided in the scenario. I used standard USMC tactical symbols for the Squad leader, Fire Team leader, Automatic Rifleman, Assistant Automatic Rifleman, and Rifleman. Insurgents were either an L or S, for Leader and Small Arms, and the tactical symbol for an anti-tank rocket for the RPG gunners, all within circles.
Great game, can't wait to get back home and run through this or a differing scenario on the board itself. _________________ S/F Pete
If you're watching Black Hawk Down this weekend, you'll be happy to hear that our first scenario pack/expansion is entitled "Day of The Ranger: The Battle for Mogadishu"
Thanks for that guys, i sent last night printing the rules, and i must
say i like them alot, i`m more of a detailed weapons guy, but your
rules do seem to hit the spot, also nice to play solo, and when my
friend visits me, we can work together on the same side, something 99%
of games don`t have...
Hope it go`s from strength to strength, and looking forward to
watching black hawk down again this weekend..!!!!
Alan
--- In AmbushAlley@yahoogroups.com, "Shawn Carpenter"
<dscarpenter@...> wrote:
>
> We've had three pieces of errata pointed out to us, so I've made
> corrections to the PDF and I'll be sending each of you a fresh, warm
> copy straight from the oven, so to speak.
>
> Everyone who orders from now on will get the corrected version to
start
> with, of course.
>
> Happy Gaming and my apologies for any confusion this may have caused!
>
> Shawn.
>
Pete just posted this AAR on the AA forum
(http://www.ambushalleygames.com/forum/) and I hope he won't mind if
I re-post it here as well. Sounds like a good solo game! Here's the
AAR:
Contracting Trouble
Both Marine fireteams, 1st Fireteam on the left, 2nd Fireteam on the
right, 1st Squad Leader traveling with 1st Fireteam cautiously moved
up the north-south road, on opposing sides of that road.
At about the position where 1st fireteam was to establish a security
position, intending to overwatch 2nd Fireteams link up with the
contractors, an insurgent leader and RPG engaged that team resulting
in the death of the team leader and serious wounds to the
squadleader. The remaining team members passed a morale check,
returned "suppressive" fire (no effect), crossed the low wall gaining
some cover. At the end of their move, fired again - killing both the
insurgent leader and RPG gunner.
Upon making their dash to the contractors, Insurgent elements both on
a nearby rooftop (RPG) and on the streets (2x leaders and 6x
riflemen) to the team's left attempted to engage 2nd Fireteam.
During the ensuing gun battle (multiple interruptions/reactions) 2nd
Fireteam was able to secure the contractors, eliminate the rooftop
RPG gunner, and hold off insurgent rifle teams coming from the west
and north (the north group was a reinforcing group of 4 riflemen that
linked up with an original leader), inflicting a total of four
casualties among the insurgents.
Immediately following that fusillade of fire, 2nd Fireteam, with
their contractor "dependents" retrograded back out of the
intersection. One maneuvering insurgent team was engaged by the
shorthanded, yet overwatching 1st fire team, taking out one
insurgent.
At about that point the game was called as the USMC forces were out
of insurgent LOS/LOF (and lunch was over).
In the end, one surviving insurgent riflman, on of the reinforcements
shrunk, disappearing into one the buildings.
Final Score:
USMC 15 (both contractors rescued, and no Marine casualties or POW's
left behind)
Insurgents 3 (One Marine killed (fireteam Leader), and 1 seriously
injured (squad leader)
I truely believe that it is no far-fetched that a hard-charging Lance
Corporal or Private First Class would step up and keep that 1st
Fireteam in the fight, while providing buddy care to the injured
squadleader. The 2nd Fireteam Leader continued to handle his team,
leading them to the link up and extraction of the contractors.
A charge by the Insurgents from the west and north, would be possible
though my belief unlikely unless truely hardcore types. Another
insurgent action could have been entering the building on the left
side of the Marines entry route. That could have provided even more
trouble for the team already with casualties.
For those wondering does this yahoo keep a game table and minis with
him at work? No; I printed 24 square by 24 square "graph paper" from
a website. I drew a to-scale representation of the map provided in
the scenario. I used standard USMC tactical symbols for the Squad
leader, Fire Team leader, Automatic Rifleman, Assistant Automatic
Rifleman, and Rifleman. Insurgents were either an L or S, for Leader
and Small Arms, and the tactical symbol for an anti-tank rocket for
the RPG gunners, all within circles.
Great game, can't wait to get back home and run through this or a
differing scenario on the board itself.
_________________
S/F
Pete
We've had three pieces of errata pointed out to us, so I've made
corrections to the PDF and I'll be sending each of you a fresh, warm
copy straight from the oven, so to speak.
Everyone who orders from now on will get the corrected version to start
with, of course.
Happy Gaming and my apologies for any confusion this may have caused!
Shawn.
You caught us, Alan! That's definitely an errata entry.
You need a 4+ to hit whether you're in Optimum Range or not.
I'll also post this to the Forum.
Thanks for pointing it out!
Shawn.
--- In AmbushAlley@yahoogroups.com, "asowle" <soulman@...> wrote:
>
> As you may know you get a +1 dice if shooting withing optimum range,
> and need to score 4+ on each dice...
>
> If shooting outside this range you need to roll 7+ is this correct..?
>
> Poor troops roll d6 dice, so they cannot roll 7+, does this mean then
> can only attack with optimum range of 6" only..?
>
> If you could clear that up with me, that be great...
>
> Trained roll D8, so shooting at under 8" is 4+ and over 8+ is 7+
> CORRECT..?
>
> Cheers
> Alan-Uk
>
As you may know you get a +1 dice if shooting withing optimum range,
and need to score 4+ on each dice...
If shooting outside this range you need to roll 7+ is this correct..?
Poor troops roll d6 dice, so they cannot roll 7+, does this mean then
can only attack with optimum range of 6" only..?
If you could clear that up with me, that be great...
Trained roll D8, so shooting at under 8" is 4+ and over 8+ is 7+
CORRECT..?
Cheers
Alan-Uk
Genius that I am, I didn't get the Australian ORBAT into the game as
promised. I did some research and found that the RAR organization is
changing somewhat. At least one Regiment was in the process to
switching over to the organization below. Maybe some of our
Commonwealth players can tell me if the change actually did go
through and if it looks as if it will become universal?
Anyway - here's the new organization:
The basic building block of Australian orgnization will be
the "brick." A brick is basically a 4 man fireteam. Two bricks
compose a section and 3 sections compose a platoon.
Additionally, Maneuver Support Teams are being added. MSTs are bricks
armed with AT weapons or heavier infantry suppression weapons than
the standard infantry brick. MSTs may be attached as half a section,
as their own section at the platoon level or as a company asset.
Both the infantry brick and MST will probably be using Australia's
new "Weapon's Room" philosophy, which means that their special
weapons operators are trained in the use of several weapon systems
and may be fielded with the weapon system that is most mission
appropriate rather than just going out with cookie cutter equipment.
In an armor heavy environment, they may take more AT than suppression
weapons, and vice verse in an infantry heavy engagement.
Basic proposed organization looks like this:
Platoon = 3xSections
Section = 2xBricks
Infantry Brick= 1xTeam Leader w/small arms, 1xRifleman w/small arms,
1xGunner w/SAW (Lt. Support Weapon), 1xGrenadeier w/RGL (Lt. Support
Weapon)
MST Brick= 1xTeam Leader, 1xGunner w/GPMG or SMAW (Med. Support
Weapon), 1xGrenadier w/RGL (Lt. Support Weapon), 1xSniper
Please correct me if I've made a mistake on this!
We've created a forum on the website for people who prefer them to e-
mail lists such as this one. Feel free to register both there and here!
You can find the forum by following the link from our website
(www.ambushalleygames.com) or by going directly to it at:
http://www.ambushalleygames.com/forum
I set up and got, I'd say, about half way through Scenario 1 before my
young daughter decided all of my figures looked better atop
my "buildings". The first time she decided, against my instructions,
not to, so I guess I'll have to alter my future gaming plans. :)
As far as I got, my two fire teams bounded up the street, eliminating
in total, two individual RPG gunners and a small team consisting of an
insurgent leader and RPG gunner. The fireteams linked up at the
objective and was about to attempt their extract. The tactical
situation at that point was there was a significant insurgent force to
their west that was about to make multiple interruption attempts. I
suppose that there would have been friendly losses at that point. In
that would hinge the battle since, the USMC force pretty much had its
way on the insurgents during their way in.
I'll have to reset, and give this another go.
--- In AmbushAlley@yahoogroups.com, "Shawn Carpenter" <dscarpenter@...>
wrote:
>
> A lot of people on the list are looking for first impressions and
After
> Action Reports from folks who've already purchased/played the game.
> We'd welcome any AARs or comments any of you might like to share with
> your fellow Ambushers!
>
> Thanks!
>
> Shawn.
>
I've been getting them turned around anywhere from an hour to less than 24 hours from receiving PayPal payment. I'll resend you the rules if you haven't received them yet!
If we've already paid, how long whould we expect to wait for an e-mail with a pdf?
thanks
harold
----- Original Message ---- From: Shawn Carpenter <dscarpenter@...> To: AmbushAlley@yahoogroups.com Sent: Sunday, October 7, 2007 6:26:08 PM Subject: [AmbushAlley] AARs?
A lot of people on the list are looking for first impressions and After Action Reports from folks who've already purchased/played the game. We'd welcome any AARs or comments any of you might like to share with your fellow Ambushers!
A lot of people on the list are looking for first impressions and After
Action Reports from folks who've already purchased/played the game.
We'd welcome any AARs or comments any of you might like to share with
your fellow Ambushers!
Thanks!
Shawn.
This group is dedicated to Ambush Alley!
Ambush Alley is a modern miniature wargame that allows players to
recreate the intense counter-insurgency actions in an urban
environment that have come to be the hallmark of 21st century
warfare. The rules revolve around a universal mechanic that is easy
to grasp but supports a high level of detail and rewards sound
tactical play. The game's dynamic turn sequence captures the turmoil
of modern city fighting and integrated "Fog of War" keeps thinks
chaotic and unpredictable!
Ambush Alley contains complete rules for key elements of modern
counter insurgency and street fighting, including civilians on the
battlefield, full vehicle rules, night fighting, UAVs, IEDs, and
much, much more!
Ambush Alley includes five scenarios and sample organizational charts
for US, British, and Australian forces.
The game can be played at any scale from 15mm up. 15mm scenarios call
for a 2'x2' table while 28mm games only require 4'x4' of playing
space. Ambush Alley is easy on the pocket book where figures are
concerned – few scenarios require more than ten figures for the
Regular force and a dozen or so for the Insurgents.
Ambush Alley also offers full solo play rules, so players can have
fun pushing their figures around the table even when a flesh and
blood opponent isn't available!