This is an example of how AMBUSH plays as a solitaire game.
|--------------------------------------------------------------------|
| AMBUSH! SQUAD RECORD / SQUAD POINTS: 37 WEAPONS POINTS: 38 |
| |
| SCENARIO #: 01 GAME # : 01 RANDOM SEED: none |
|--------------------------------------------------------------------|
| Person A: Sgt. Al | Initiative Rating: 4 Weapon Skill: +1 |
| Cmdr: Yes | Perception Rating: 7 Driving Skill: 6 |
| Cost: 13 | Movement Point Allowance: 4 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Submachinegun | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | SMG | SMG | SMG | SMG | G | G | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | IF25 | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
| Person B: Cpl. Ben | Initiative Rating: 3 Weapon Skill: 0 |
| Cmdr: Yes | Perception Rating: 6 Driving Skill: 4 |
| Cost: 08 | Movement Point Allowance: 4 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Semi-auto Rifle | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | | | | | | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | INCAP | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
| Person C: Cpl. Chuck | Initiative Rating: 3 Weapon Skill: 0 |
| Cmdr: No | Perception Rating: 5 Driving Skill: 2 |
| Cost: 05 | Movement Point Allowance: 4 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Semi-auto Rifle | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | R | R | R | R | G | G | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | WF01 | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
|--------------------------------------------------------------------|
| Person D: Pvt. Dan | Initiative Rating: 2 Weapon Skill: +1 |
| Cmdr: No | Perception Rating: 3 Driving Skill: 4 |
| Cost: 03 | Movement Point Allowance: 4 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Automatic Rifle | Automatic Rifle | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | AR | AR | AR | AR | | G | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
| Person E: Pvt. Ed | Initiative Rating: 2 Weapon Skill: -1 |
| Cmdr: No | Perception Rating: 4 Driving Skill: 2 |
| Cost: 03 | Movement Point Allowance: 4 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Semi-auto Rifle | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | R | R | R | R | G | G | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | IF81 | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
| Person F: Pvt. Fred | Initiative Rating: 2 Weapon Skill: 0 |
| Cmdr: No | Perception Rating: 3 Driving Skill: 4 |
| Cost: 03 | Movement Point Allowance: 4 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Semi-auto Rifle | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | R | R | R | G | G | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | Rescue | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
| Person G: Pvt. Gus | Initiative Rating: 1 Weapon Skill: +1 |
| Cmdr: No | Perception Rating: 2 Driving Skill: 0 |
| Cost: 01 | Movement Point Allowance: 3 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Submachinegun | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | SMG | SMG | | | G | G | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | KF01 | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
|--------------------------------------------------------------------|
| Person H: Pvt. Hal | Initiative Rating: 1 Weapon Skill: -1 |
| Cmdr: No | Perception Rating: 1 Driving Skill: 4 |
| Cost: 01 | Movement Point Allowance: 3 |
|--------------------------------------------------------------------|
| |-----------------------------------------------------| |
| PORT: | Semi-auto Rifle | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| AMMO: | R | R | R | G | | | |
| |-----------------------------------------------------| |
| |-----------------------------------------------------| |
| CP's: | | | | | | | |
| |-----------------------------------------------------| |
|--------------------------------------------------------------------|
|--------------------------------------------------------------------|
| |
| |---------------------------------------| |
| Sightings: | | | | | | | | | | 0 | |
| |---------------------------------------| |
| |
| |---------------| |
| Condition: | | | 3 | 4 | |
| |---------------| |
| |
| |---------------------------------| |
| Activation: | C.1: 0-1 | |
| Roll | C.2: 0-3 | |
| Req'd | C.3: 0-5 | |
| | C.4: 0-8 | |
| | C.5: | |
| | C.6: | |
| |---------------------------------| |
| |
| |---------------------------------| |
| VP's: | Gained: | |
| | | |
| |---------------------------------| |
| | Lost: | |
| | | |
| |---------------------------------| |
| |
|--------------------------------------------------------------------|
GAME NOTES: ( -> during OPS means the hex was previously cleared out)
1. OPERATIONS: Units begin off-map, enter between A-1 and J-1 incl.
Movement:
A -> A1 - EVENT (place EVENT marker)
Roll 5 + 2 = 7
RE Check = None
B -> B1 - NONE
A -> B1 ->
B2 - EVENT (place EVENT marker)
Roll 0 + 2 = 12
RE Check = None
C -> A1 ->
B1 ->
C2 - NONE
D -> A1 ->
B1 ->
C2 ->
C3 - EVENT (place EVENT marker)
Roll 7 + 4 = 11
RE Check = 029
|-------------------------------------------------------------------------|
| 029: If this event is triggered by a soldier entering a woods or broken |
| hex, he has startled a nest of birds..." - NOT APPLICABLE |
|-------------------------------------------------------------------------|
G -> A1 ->
F -> C1 - NONE
E -> A1 ->
B1 ->
C2 ->
C3 - EVENT (place EVENT marker)
Roll 4 + 1 = 5
RE Check = NONE
H -> A1 ->
G -> B1 ->
B2 ->
A3 - NONE
(N.B.: At this point, the whole squad is on the board)
H -> A1 ->
B1 ->
B2 ->
A3 ->
A4 - NONE
F -> B1 ->
B2 ->
A3 ->
A4 ->
B4 - NONE
B -> C2 ->
C3 ->
C4 ->
D4 - 315 - Roll = 9
PC Check, 6 - 2 = 4
Roll 4: 312
------------------------------------------------------------------------------
2. ROUNDS: Clear previous EVENT markers
|---------------------------------------------------------------------------|
| 312: Activate German 25 in hex M7, standing. Commence Rounds. US advan- |
| tage. The US soldier who just made his PC check is automatically aware. |
| All aware US soldiers, that do not panic, receive two turns this Round. |
| Go to Condition 3." |
|---------------------------------------------------------------------------|
|-------------------------------------------|
|GE 25/N SNIPER|
|+ 2 VP |
|IN: 4 PC: 7 WS: +1 MPA: 4|
|Bolt Rifle (scope); Pistol (Luger) |
| Condition Special |
|Die 2-3 4 B S |
| 0 802 800 829 816 |
|1-2 829 919 808 971 |
|3-5 808 919 801 802 |
|6-9 801 918 801 839 |
|-------------------------------------------|
Positions:
US: A - B2; B - D4; C - C2; D - C3; E - C4; F - B4; G - A3; H - A4
All standing, no casualties.
GE: N - M7
Standing, no casualties.
ROUND 1: Aware = B, Condition 3
2: B - Paragraph Check of aware soldier upon entering Condition 3 - NONE
-> E5 - 1 free stance change (6/7) - crouching
N - GAN 6 - para 801
|---------------------------------------------------------------------------|
| 801: Crouch, then conduct best fire at easiest target. Fall prone after |
| fire if free stance change available. |
|---------------------------------------------------------------------------|
Best Fire, Bolt rifle with scope
Short Range (8), Base Hit Chance 5
Jam Roll % = 33, gun remains clear
Target in Clear Hex, Crouching - Mod 0
Weapon Skill - + 1
Needed to Hit: 5 + 1 = 6 or less
Hit Roll 2 - Hit!
Dmg Roll 6 - B Incap, falls prone
1: B - Incap, see Rules p. 26, marker to Inactive.
N - GAN 3 - para 808
|---------------------------------------------------------------------------|
| 808: If no active target in sight, crouch. |
|---------------------------------------------------------------------------|
------------------------------------------------------------------------------
ROUND 2: Aware = A, Condition 3
a. EVENT PHASE: Roll 8 = s7 450
Mark sighting card at 7
|---------------------------------------------------------------------------|
| 450: Every US soldier within sight of hex M10 must make a PC check at -2. |
| - if any succeed, see 606 |
| - if all fail, see 197 |
| - if no checks are made, no event |
|---------------------------------------------------------------------------|
No checks made.
b. Initiative roll: US = 4 ; GE = 3 - advantage US - one turn only
1: A -> B3 - NONE
-> C4
-> D4 - crouch - Complete
N - GAN 8 - para 801
|---------------------------------------------------------------------------|
| 801: Crouch, then conduct best fire at easiest target. Fall prone after |
| fire if free stance change available. |
|---------------------------------------------------------------------------|
Best Fire, Bolt rifle with scope
Medium Range (9), Base Hit Chance 4
Jam Roll % = 92, gun remains clear
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - + 1
Needed to Hit: 4 + 1 - 3 = 2 or less
Hit Roll 9 - Miss! - Complete
------------------------------------------------------------------------------
ROUND 3: Aware all, sighting 7, Condition 3
a. EVENT PHASE: Roll 8 = s7 450
|---------------------------------------------------------------------------|
| 450: Every US soldier within sight of hex M10 must make a PC check at -2. |
| - if any succeed, see 606 |
| - if all fail, see 197 |
| - if no checks are made, no event |
|---------------------------------------------------------------------------|
A makes a PC check at 7 - 2 = 5 - Roll 3 - successful, goto 606
|---------------------------------------------------------------------------|
| 606: [s7] Activate Germans 1 and 81 in indicated hex, standing. Commence |
| Rounds. US advantage. The US soldier who just made his PC check is |
| automatically aware. |
|---------------------------------------------------------------------------|
|-------------------------------------------|
|GE 1/Q SOLDIER|
|+ 1 VP |
|IN: 1 PC: 2 WS: -1 MPA: 3|
|Machine Pistol |
| Condition Special |
|Die 2-3 4 B S |
| 0 808 920 808 813 |
|1-2 824 803 824 816 |
|3-5 802 809 802 802 |
|6-9 800 813 800 839 |
|-------------------------------------------|
|-------------------------------------------|
|GE 81/P SOLDIER|
|+ 1 VP |
|IN: 1 PC: 1 WS: -2 MPA: 3|
|Bolt Rifle |
| Condition Special |
|Die 2-3 4 B S |
| 0 800 813 800 816 |
|1-2 801 920 801 839 |
|3-5 808 809 808 813 |
|6-9 801 825 802 800 |
|-------------------------------------------|
b. Initiative roll: US = 8 ; GE = 7 - advantage US
2: D -> D3 - crouch - move marker to 1:
E -> D3 - crouch - move marker to 1:
F -> D5 - crouch - move marker to 1:
N - GAN 4 - para 808
|---------------------------------------------------------------------------|
| 808: If three or more active targets in sight, fall prone. |
|---------------------------------------------------------------------------|
1: A -> Fire at N
Best Fire, SMG
Medium Range (9), Base Hit Chance 4
Jam Roll % = 28, gun remains clear
Target in Woods Hex, Crouching - Mod -4
Weapon Skill - + 1
Needed to Hit: 4 + 1 - 4 = 1 or less
Hit Roll 1 - Hit!
Dmg Roll 7 - Incap - move N marker to Complete
Ammo check 50 - roll % 96 - no adjustment
Move A marker to Complete
C -> C3
-> C4
-> D4, crouch, Complete
D -> Fire at P
Best Fire, BAR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 13, gun remains clear
Target in Woods Hex, Standing - Mod -2
Weapon Skill - + 1
Needed to Hit: 4 + 1 - 2 = 3 or less
Hit Roll 6 - miss - Complete
Ammo check 50 - roll % 56 - no adjustment
E -> Fire at P
Best Fire, SR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 87, gun remains clear
Target in Woods Hex, Standing - Mod -2
Weapon Skill - - 1
Needed to Hit: 4 - 1 - 2 = 1 or less
Hit Roll 3 - miss - Complete
Ammo check 25 - roll % 84 - no adjustment
F -> Fire at P
Best Fire, SR
Medium Range (9), Base Hit Chance 4
Jam Roll % = 83, gun remains clear
Target in Woods Hex, Standing - Mod -2
Weapon Skill - 0
Needed to Hit: 4 - 2 = 2 or less
Hit Roll 8 - miss - Complete
Ammo check 25 - roll % 20 - one clip used
G -> B3
-> B4
-> C5 - crouch - Complete
H -> B4
-> C5 - crouch - Complete
P - GAN 9 - 801
|---------------------------------------------------------------------------|
| 801: Crouch, then conduct best fire at easiest target. Fall prone after |
| fire if free stance change available. |
|---------------------------------------------------------------------------|
Fire at F
Best Fire, BR
Medium Range (9), Base Hit Chance 4
Jam Roll % = 82, gun remains clear
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - 2
Needed to Hit: 4 - 2 - 2 = 0
Hit Roll 9 - miss - Complete
Q - GAN 9 - 800
|---------------------------------------------------------------------------|
| 800: Lie prone. |
|---------------------------------------------------------------------------|
Location check:
A - D04, crouching;
B - E05, incap;
C - D04, crouching;
D - D03, crouching;
E - D03, crouching;
F - D05, crouching;
G - C05, crouching;
H - C05, crouching;
N - M07, incap;
P - M10, crouching;
Q - M10, prone.
------------------------------------------------------------------------------
ROUND 4: Aware all, sighting 7, Condition 3
a. EVENT PHASE: Roll 18 - NONE
b. Initiative roll: US = 8 ; GE = 6 - advantage US
2: D -> Fire at P
Best Fire, BAR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 10, gun remains clear (not snap fired)
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - + 1
Needed to Hit: 4 + 1 - 3 = 2 or less
Hit Roll 6 - miss - 1 Turn
Ammo check 50 - roll % 13 - one clip used
E -> Fire at P
Best Fire, SR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 34, gun remains clear
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - - 1
Needed to Hit: 4 - 1 - 3 = 0
Hit Roll 6 - miss - 1 Turn
Ammo check 25 - roll % 99 - no adjustment
F -> Fire at P
Best Fire, SR
Medium Range (9), Base Hit Chance 4
Jam Roll % = 11, gun remains clear
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - 0
Needed to Hit: 4 - 3 = 1 or less
Hit Roll 8 - miss - 1 Turn
Ammo check 25 - roll % 71 - no adjustment
P - GAN 2 - 800
|---------------------------------------------------------------------------|
| 800: Lie prone. |
|---------------------------------------------------------------------------|
Q - GAN 2 - 808
|---------------------------------------------------------------------------|
| 808: If three or more active targets in sight, fall prone. |
|---------------------------------------------------------------------------|
1: D - standing (free stance change)
-> C4
-> C5
-> C6
G - standing (free stance change)
-> C6
-> D6
H - standing (free stance change)
-> C6
-> D6
A -> Fire at P
Best Fire, SMG
Long Range (10+), Base Hit Chance 3
Jam Roll % = 22, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - + 1
Needed to Hit: 3 + 1 - 4 = 0
Hit Roll 3 - miss - Complete
Ammo check 50 - roll % 73 - no adjustment
C -> Fire at P
Best Fire, SR
Medium Range (10), Base Hit Chance 4
Jam Roll % = 85, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - 0
Needed to Hit: 4 - 4 = 0
Hit Roll 6 - miss - Complete
Ammo check 25 - roll % 14 - one clip used
E -> Fire at P
Best Fire, SR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 01, gun jams - Complete
F -> Fire at P
Best Fire, SR
Medium Range (9), Base Hit Chance 4
Jam Roll % = 36, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - 0
Needed to Hit: 4 - 4 = 0 or less
Hit Roll 2 - miss - Complete
Ammo check 25 - roll % 63 - no adjustment
P - GAN 6 - 808
|---------------------------------------------------------------------------|
| 808: If three or more active targets in sight, fall prone. |
|---------------------------------------------------------------------------|
Q - GAN 6 - 802
|---------------------------------------------------------------------------|
| 801: Crouch, then conduct best fire at closest target. Fall prone after |
| fire if free stance change available. |
|---------------------------------------------------------------------------|
Fire at F
Best Fire, MP
Medium Range (9), Base Hit Chance 4
Jam Roll % = 03, gun jams, Complete
------------------------------------------------------------------------------
ROUND 5: Aware all, sighting 7, Condition 3
a. EVENT PHASE: Roll 3 - NONE
b. Initiative roll: US = 8 ; GE = 2 - advantage US
2: D -> D6
-> E7 - 1 Turn
F -> E5 (crouching) - free stance change to prone - 1 Turn
E -> attempt unjam SR
Weapon Skill -1 - needed 3 or less
Roll 2, SR clear to fire next turn
uses free stance change to prone - 1 Turn
1: A -> Fire at Q
Best Fire, SMG
Long Range (10+), Base Hit Chance 3
Jam Roll % = 39, gun remains clear
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - + 1
Needed to Hit: 3 + 1 - 3 = 1 or less
Hit Roll 5 - miss - Complete
Ammo check 50 - roll % 58 - no adjustment
C -> Fire at Q
Best Fire, SR
Medium Range (10), Base Hit Chance 4
Jam Roll % = 71, gun remains clear
Target in Woods Hex, Crouching - Mod -3
Weapon Skill - 0
Needed to Hit: 4 - 3 = 1 or less
Hit Roll 1 - Hit!
Dmg Roll 5 - Wnd - Complete
Ammo check 25 - roll % 30 - no adjustment
(Q falls to the ground and goes prone, turn Completed)
E -> Fire at P
Best Fire, SR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 32, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - -1
Needed to Hit: 4 - 4 - 1 = 0
Hit Roll 0 - Hit!
Dmg Roll 6 - Incap - Complete
Ammo check 25 - roll % 50 - no adjustment
(P Incap)
F -> free stance change
drag B to hex D5 - roll 5 - successful - Complete
D -> F7
-> G8 - Complete
G -> E7 - Complete
H -> E7 - Complete
Location check:
A - D04, crouching
B - D05, incap
C - D04, crouching
D - G08, standing
E - D03, crouching
F - D05, standing
G - E07, standing
H - E07, standing
N - M07, incap
P - M10, incap
Q - M10, prone, wnd.
------------------------------------------------------------------------------
ROUND 6: Aware all, sighting 7, Condition 3
a. EVENT PHASE: Roll 15 - NONE
b. Initiative roll: US = 6 ; GE = 4 - advantage US
GE: Q wnd, 1 Turn only
2: G -> F6
-> G6
-> H6 - prone - 1 Turn
H -> F6
-> G6
-> H6 - prone - 1 Turn
A - gives turn to F
F -> E6
-> F6
-> G7 - prone - 1 Turn
1: G -> Fire at Q
Best Fire, SMG
Medium Range (6), Base Hit Chance 4
Jam Roll % = 14, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - +1
Needed to Hit: 4 - 4 + 1 = 1 or less
Hit Roll 5 - miss - Complete
Ammo check 50 - roll % 16 - one clip used
H -> Fire at Q
Best Fire, SR
Short Range (6), Base Hit Chance 5
Jam Roll % = 69, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - -1
Needed to Hit: 5 - 4 - 1 = 0
Hit Roll 8 - miss - Complete
Ammo check 25 - roll % 68 - no adjustment
F -> Fire at Q
Best Fire, SR
Short Range (6), Base Hit Chance 5
Jam Roll % = 56, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - 0
Needed to Hit: 5 - 4 = 1 or less
Hit Roll 8 - miss - Complete
Ammo check 25 - roll % 32 - no adjustment
D -> H8
-> I9 - Complete
A -> Fire at Q
Best Fire, SMG
Long Range (10+), Base Hit Chance 3
Jam Roll % = 27, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - +1
Needed to Hit: 3 - 4 + 1 = 0
Hit Roll 9 - miss - Complete
Ammo check 50 - roll % 77 - no adjustment
C -> Fire at Q
Best Fire, SR
Medium Range (10), Base Hit Chance 4
Jam Roll % = 26, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - 0
Needed to Hit: 4 - 4 = 0
Hit Roll 7 - miss - Complete
Ammo check 25 - roll % 74 - no adjustment
E -> Fire at Q
Best Fire, SR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 34, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - -1
Needed to Hit: 4 - 4 - 1 = 0
Hit Roll 9 - miss - Complete
Ammo check 25 - roll % 45 - no adjustment
Q - GAN 9 - 800
|---------------------------------------------------------------------------|
| 800: Lie prone. |
|---------------------------------------------------------------------------|
------------------------------------------------------------------------------
ROUND 7: Aware all, sighting 7, Condition 3
a. EVENT PHASE: Roll 14 - NONE
b. Initiative roll: US = 8 ; GE = 4 - advantage US
GE: Q wnd, 1 Turn only
Note: D and F panic (out of command range); D standing, F prone already neither can act this round.
2: E -> Fire at Q
Best Fire, SR
Medium Range (11), Base Hit Chance 4
Jam Roll % = 45, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - -1
Needed to Hit: 4 - 4 - 1 = 0
Hit Roll 1 - miss - Complete
Ammo check 25 - roll % 15 - one clip used
1: G -> Fire at Q
Best Fire, SMG
Medium Range (6), Base Hit Chance 4
Jam Roll % = 32, gun remains clear
Target in Woods Hex, Prone - Mod -4
Weapon Skill - +1
Needed to Hit: 4 - 4 + 1 = 1 or less
Hit Roll 0 - Hit!
Dmg Roll 8 - Kill! - Complete
Ammo check 50 - roll % 09 - one clip used
ROUNDS terminated - no active German soldiers on the map.
RETURN to OPERATIONS
Redistribute B's Ammo (2 grenades, 3 SR clips)
E -> D4
-> D5 (pick up 1 SR clip, 1 grenade)
C -> D5 (pick up 1 SR clip)
F -> F6
-> E6
-> D5 (pick up 1 SR clip, 1 grenade)
RETURN TO PATROL:
A -> E5 - NONE
-> F5 - NONE
-> G6 - 344 (no event, s7 has occurred)
-> G7 - 344 (same)
-> H7 - 344 (same)
C -> E6 - NONE - dragging B, roll 7 - successful
E -> E6
F -> E6
C -> F6 - S5 192 (ignored) - dragging B, roll 3 - successful
E -> F6
F -> F6
C -> G7 - 344 (ignored) - dragging B, roll 5 - successful
E -> G7
F -> G7
C -> H7 - 344 (ignored) - dragging B, roll 6 - successful
E -> H7
F -> H7
G -> I6 - 344 (ignored)
H -> I7 - 344 (ignored)
E -> I8 - 344 (ignored)
G -> J6 - s2 295 (ignored)
H -> J7 - 344 (ignored)
E -> J8 - 344 (ignored)
D -> J9 - s2 295 (ignored)
C -> I8 - dragging B, roll 2 - successful
A -> I8
F -> I8
-> J8
-> K9 - s2 295 (ignored)
G -> K6 - 344 (ignored)
H -> K7 - 344 (ignored)
D -> K10 - s1 299 (ignored)
E -> K8 - s1 190
A -> J7
C -> J7 - dragging B, roll 8 - successful
F -> K10
D -> L10 - s1 299 (ignored)
F -> L10
H -> K8
-> L8 - s1 299 (ignored)
E -> L8
H -> M9 - EVENT - Roll 8 - s7 450 (ignored)
E -> M9
G -> L6 - s2 182 (ignored)
-> M7 - s5 351 (ignored)
A -> K8
-> L8
-> M9
C -> K8 - dragging B, roll 4 - successful
-> L8 - dragging B, roll 3 - successful
-> M9 - dragging B, roll 6 - successful
G -> N7 - 608 - NO EVENT
F -> M10 - s1 186 (ignored)
D -> M10
E -> M10
-> M11 - s1 299 (ignored)
F -> M11
D -> M11
E -> L11 - s1 190 (ignored)
-> K12 - s1 179 (ignored)
D -> L11
-> L12 - s1 179 (ignored)
F -> M12 - s1 195 (ignored)
-> M13 - NONE
E -> K13 - EVENT - Roll 17 - 018 - NOT APPLICABLE
D -> K13
E -> L13 - s1 179 (ignored)
C -> M10 - dragging B, roll 6 - successful
-> M11 - dragging B, roll 2 - successful
-> M12 - dragging B, roll 9 - successful
-> L12 - dragging B, roll 9 - successful
-> K13 - dragging B, roll 3 - successful
D -> K12
E -> L14 - NONE
G -> O7 - s2 335 (ignored)
-> O8 - s2 335 (ignored)
-> O9 - s2 295 (ignored)
-> O10 - NONE
H -> N9 - EVENT - Roll 15 - NONE
A -> N9
H -> O10
A -> O10
G -> O11 - EVENT - Roll 12 - s9 453
|----------------------------------------------------------------------------|
| 453: Trailing smoke, a British Typhoon fighter crashlands in hex R15. |
| Place a landmark counter in that hex, showing a smoldering airplane. |
| Any soldiers in the hex at the moment of impact are killed. If a US |
| soldier enters hex R15 while the landmark counter is in the hex, see |
| 349. |
|----------------------------------------------------------------------------|
H -> O11
A -> O11
D -> L12
-> M13
-> N13 - NONE
F -> N13
-> O14 - NONE
E -> M14 - EVENT - Roll 6 - s5 455 (ignored)
-> N13
-> O14
-> P14 - EVENT - Roll 11 - 030 - NOT APPLICABLE
D -> O14
-> P14
-> Q15 - NONE
F -> P14
-> Q15
-> R15 - 349
|----------------------------------------------------------------------------|
| 349. [s0] Soldier sees a wounded pilot in the cockpit. The pilot shouts |
| "'ello mate! She's about to blow; can you lend us a hand?" If a crumpled |
| wing strut is forced aside, the pilot will crawl from the wreckage. If in |
| Action rounds, a non-wounded soldier must spend 2 actions to free the |
| pilot. If in Operations, a non-wounded soldier may do so simply by |
| declaring his intent and making one Event Check. If the pilot is freed, |
| see 454. |
|----------------------------------------------------------------------------|
- EVENT - Roll 7 - s9 453 (ignored) - pilot freed
|----------------------------------------------------------------------------|
| 454. Gain 2 VP's. The pilot will fight with your squad; use US soldier |
| card 05 for his attributes. You do not lose VP's if he later becomes |
| incapacitated or killed. Gain 2 more VP's if he is active at the end |
| of the mission. (Card US 05 - J) |
|----------------------------------------------------------------------------|
J -> Q15
-> P14
-> O14
-> N13
-> M13
-> L12
-> K13
C -> L12
-> M12
-> N12 - EVENT - Roll 7 - s9 453 (ignored)
-> O12 - NONE
-> P11 - NONE
-> Q11 - s2 607 (ignored)
A -> O12
-> P12 - NONE
H -> P11
-> Q12 - NONE
C -> R10 - s2 607 (ignored)
G -> P11
-> Q11
-> R10
-> S10 - s2 607 (ignored)
C -> T9 - NONE
-> T8 - s5 456 (ignored)
F -> S16 - NONE
E -> O14
-> N14
-> M14
-> L14
-> L13
Mission ended:
VP's: Germans: 1 + 1 + 2 = 4
Pilot: 2 + 2 = 4
Ending 1: 4 = 4
-----------------------
Total 12
Needed 13
Result -1, lost
COMBAT POINTS: SQUAD = 16 (8 x 2 for loss)
|-------------------------------------||-----||---|
| A | IF25 | | ||1 + 2|| 3 |
|-------------------------------------||-----||---|
| B | Incap | | ||1 || 1 |
|-------------------------------------||-----||---|
| C | WF01 | | ||1 + 1|| 2 |
|-------------------------------------||-----||---|
| D | | | ||1 || 1 |
|-------------------------------------||-----||---|
| E | IF81 | | ||1 + 2|| 3 |
|-------------------------------------||-----||---|
| F | Rescue | | ||1 + 1|| 2 |
|-------------------------------------||-----||---|
| G | KF01 | | ||1 + 2|| 3 |
|-------------------------------------||-----||---|
| H | | | ||1 || 1 |
|-------------------------------------||-----||---|