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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.
Good 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) ---
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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.
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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.
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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
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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.
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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.
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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.
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