Game Overview
 

Ambush Blitz - WWII Rules

 

INTRODUCTION:
Ambush Blitz are very fast and simple WWII rules that can be played over a hex grid or contiguous templates.
This is a combined arms game focused on the infantry, the "Queen of Battle". That was the reality during WWII, where heavy armor could provide a lot of firepower but was of little strategical meaning unless adequately supported by infantry.
The rules were developed with 1/144 miniatures because these fit very well within our 10cm hexes (edge to edge) and are currently the best compromise between aesthetics and size. The now relatively easy to find high quality models will allow most to start a project with ready to play armored fighting vehicles, rather than with a pile of bare metal.
G
ood quality and fair priced metal kits are also available, which are very useful either to those that prefer to paint their own models, or just to help filling gaps in your army.
As with most rules, any figure scale or size can be used with minimal or no adaptation.
The use of hexes or templates dispenses with measurements, virtually eliminates dubious situations, increases game speed and - most importantly - allows players to concentrate on the overall strategy rather than on technical details.

BASE SIZES:
As the game is played on hexes or templates base sizes are irrelevant. Nonetheless some basing recommendations are included:
Infantry bases - 3 figures on a 2,5x2,5cm square.
HQ bases - a rectangle with 3 to 4cm sides.
The GHQ: a rectangle with 4 to 5cm sides.
Vehicles and tanks - mostly used unbased, but may be based as required.

Infantry platoon/Coy (mechanized) --- --------------- German HQ (1939/40) ---

 

UNITS and ORGANIZATION:
The basic unit in the game is a 3 stand infantry platoon or company; this means that most weapons included in the company have their effects factored in; no need to bother about details like the position of a LMG or PIAT.
Most vehicle and tank units are of 3 models, or 2 heavy tanks.
The on paper organization mean as little to the game as it did to spearhead units in the field, those that are represented within the rules. Yet there is a concern to keep proper proportions: for example late war Allies need to field more Sherman 75mm units than 76mm or Firefly Shermans.
Scenarios will provide clear directions on the number, the type of forces and what they represent.

US Reece unit by a wood.

Ambush Blitz game in full swing!


GAMEPLAY NOTES:
Like on most Jerboa Wargames, the HQ represent mostly the interface between the player (the true General) and the subordinate units, not theoretical commanders. HQ issue orders to units in a sequence determined by the initiative system. Therefore the HQ bases are not tied to particular units; that dependency is naturally set as the game unfolds.
Units can be in 5 states: Ready; Done; Idle; Watch; or Pinned. These states determine how and when units can be activated. States are indicated by color markers (we keep it simple: only one color may apply to each unit at any one time).
The combat system is the usual in the Ambush series: the unit has a FP equal to the number of models or bases, the FP is equal to the number of dice (d6), therefore most units fire a basic 3 dice. A '5' hits a unit on the open and a '6' any unit on the open or cover. No buckets of dice: it is exceedingly rare having more than 5 dice thrown at once and even that number is uncommon.


Table of Contents

1. Introduction . . . . . . . . . . . . . . . p 1
2. Game Flow . . . . . . . . . . . . . . . . p 2-3
3. Terrain . . . . . . . . . . . . . . . . . . . p 4
4. Troop Statistics . . . . . . . . . . . . . p 5
5. Unit Actions . . . . . . . . . . . . . . . p 6
6. Command . . . . . . . . . . . . . . . . . p 6
7. Movement . . . . . . . . . . . . . . . . . p 7
8. Direct fire . . . . . . . . . . . . . . . . p 8-10
9. Assault & Close Combat . . . . . p 10-11
10. Ambush . . . . . . . . . . . . . . . . . p 11
- End of basic rules
11. Curved fire . . . . . . . . . . . . . . p 12-13
12. Detailing Infantry Rules . . . . . p 13-15
13. Further Detailing Rules . . . . . p 16-17
14. Special Characteristics . . . . . p 18
15. Engineer and Funnies . . . . . . p 19-21
16. Air support . . . . . . . . . . . . . . p 22-23
Scenarios . . . . . . . . . . . . . . . . . p 24-38
Equipment Tables . . . . . . . . . . . .p 39-44

 

Features:

- Dynamic and fast turn system.
- Simple command and movement rules.
- Multiplayer naturally supported and not requiring special rules.
- Infantry and amour rules, fully integrated, 1939 to 1945.
- Direct and curved fire (on sight & indirect fire); on and off-grid.
- Infantry support weapons (used in units or attached): MMG; HMG; middle caliber Mortars; A/T.

- Fortifications; mines; wire; and anti-tank defenses.
- Funnies: dozers; minesweepers; carpet layers; demolition charges; flame-throwers; and ARV.
- Aircraft: dive bombers; fighter protection; heavy bombers.

 

All in a clear text on 44 full color half-glossy pages.



Indispensable game markers!

Small acrylic squares: designed for clear marking and easy pick up.
Each set contains 20 Done, 8 Idle, 8 Watch and 8 Pinned markers.
These color only markers may be used in many other games.

 

About the software (free, CD cost only)

Hex Edit Ambush Blitz Edition

Windows XP/Vista

With the Hex Edit software it will be
very easy to plan your own scenarios,
simple or complex.

On the right there is a sample map, Omaha scenario.
This is a low resolution jpeg just for web display.
The program will output good resolution
bitmaps, gifs or jpeg.

 


Sponsor Link

Mehusla, M.S. Productions: the kind maker of the cover and some awesome 1/144 art inside!

Links

 

Check also the Yahoo 1/144 group