AMBUSH SCENARIO 1: Sgt. Al and the Boys go Hunting

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 |
	     |-------------------------------------||-----||---|