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Goomb Lieutenant
Joined: 26 May 2009 Posts: 119 Location: Chicago, IL - USA
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Posted: Thu Jun 04, 2009 9:28 am Post subject: AA - Minimum Materials for Getting Started |
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Perhaps I missed this somewhere or it is scattered about the rulebook and online here, but it might be useful to have one thread that discusses what basic materials new players need to run an AA game successfully.
Of course, a lot of this is scenario dependent, but it would be great to see what a new player will need to get started (number of figures, number and types of dice, templates, etc.) based on your experiences. Here are some things I thought would be helpful to address for new players (like me).
List of Materials
Rules and Cards
http://www.ambushalleygames.com/
AA Rulebook
Fog of War Cards
Asset Cards
Dice - Types and Numbers
http://www.ambushalleygames.com/forum/viewtopic.php?t=1194&postdays=0&postorder=asc&start=0
Miniatures - How many minimum?
Regulars
Insurgents
Contractors
Civilian Mobs - I see advice on this on Page 39 of the AA Rulebook
Vehicles - How many minimum? Types?
Gaming Area
Obviously you will need a gaming area depending on the scale (minimum 2'x2' for 15mm to 4'x4' for 28mm).
Scenary and Obstacles
You can use proxies, build buildings from card, cork or foamcore; or purchase commercially available.
Other Ideas/Suggestions?
Selfishly, I am coming up with a laundry list of items I am going to need to purchase as I am a new player, so this helps me out as well!
Goomb |
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Peggy Ambush Alley Games Staff
Joined: 08 Oct 2007 Posts: 468 Location: USA
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Posted: Thu Jun 04, 2009 9:31 am Post subject: |
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This is a great topic idea, Goomb. I'm going to go ahead and sticky it and maybe in a couple weeks once it's all done to everyone's nitpicky satisfaction we can get Shawn to pretty please make a nice downloadable pdf for it that people could print and use as a checklist.
I like lists though. Maybe it's just me. |
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Piers Ambush Alley Games In-House Painter

Joined: 20 Sep 2008 Posts: 2944 Location: Ireland
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Posted: Thu Jun 04, 2009 9:34 am Post subject: |
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Now... I will have a stab at minimums...
Miniatures - How many minimum?
Regulars 16 (four fire teams)
Insurgents 40
Contractors 4
Then add as you go along with more specialist teams and such.
Another good way to build regulars is by the platoon.
Now... that of course is nothing like what I have... Insurgents are addictive... I must have over 200 various types painted now. _________________ www.guildwargamers.com
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CYC Major

Joined: 02 Dec 2008 Posts: 479 Location: Ireland
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Posted: Thu Jun 04, 2009 10:53 am Post subject: |
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| Piers wrote: |
Now... that of course is nothing like what I have... Insurgents are addictive... I must have over 200 various types painted now. |
And we still run out of insurgents in our games  |
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Leigh Major
Joined: 28 Oct 2007 Posts: 1037
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Posted: Thu Jun 04, 2009 6:44 pm Post subject: |
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For someone brand new to AA, I'd follow Piers' numbers but use regulars as contractors- they aren't essential for your first few outings. I think 40 insurgents should indeed cover most situations. Vehicles? You can pretty much play any of the AA scenarios without vehicles with some modification.
However, if you wanted to purchase everything in one go, I suspect things (before "shiney kit syndrome" kicks in ) would look something like this (and I'm assuming Iraq being the setting here);
4 x regular fire teams (2 x rifle/carbine, 1 x GL, 1 x SAW per team)
1 x regular machinegun team (1 x GPMG, 1 x rifle/carbine)
1 x regular SMAW or similar anti tank
1 x regular sniper team (1 x scoped rifle, 1 x spotter with carbine/rifle)
1 x medic with rifle/carbine
40 x insurgents- perhaps 30 x AK and the remainder split pretty evenly between RPGs, PKMs (Medium Support) and RPKs (Light Support) and a sniper with Dragunov SVD or similar.
2 x contractors (carbines)
10 x civilians (to be based in groups)
1 x AAVTP7 if USMC or M1126 if Army (this can double as a armoured ambulance)
1 x M1A1/A2
1 x LAV-25 if USMC or M2A3 if Army
2 x M1114
Technicals can be proxied for the insurgents and they are extremely rare anyway (I've never drawn one from memory in over maybe 50 + games). Even the Army/Marines vehicles can be proxied for your first few outings- they are still pretty rare in AA with the AAV only featuring prominantly in one scenario.
Just a few thoughts there- excellent idea for a post Goomb  |
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nikharwood Major

Joined: 22 Feb 2009 Posts: 1246 Location: Somerset, UK
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Posted: Fri Jun 05, 2009 4:06 pm Post subject: |
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I'd echo all the above - but don't forget the terrain-list:
- hescos
- roads
- buildings & ruins
- walls & ruins
- battlefield debris
- hotspot counters
Oh - and for completeness: digital camera & batteries: we *like* pics  |
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commissarmoody Lieutenant
Joined: 27 Mar 2008 Posts: 133 Location: Las Vegas. NV
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Posted: Fri Jun 05, 2009 8:14 pm Post subject: |
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Yes we loves the gamer *beep*, I mean pic's  |
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RichardC Lieutenant

Joined: 28 Jun 2008 Posts: 109 Location: Sydney, Australia
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Posted: Mon Jul 20, 2009 10:08 pm Post subject: |
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| Insurgentwise you might also want to pick up a Dushka or two and some IED markers. |
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Chandak286 Recruit
Joined: 04 Jun 2008 Posts: 22 Location: Scotland
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Posted: Sat Dec 12, 2009 3:22 am Post subject: |
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I think the aforementioned sound like good forces for someone who has got into the game but for someone who has just come across the rules and wants to give them a go, I would suggest you can get away with less and that you don't need to be period specific either.
My "gateway" to AA was using 10 colonial Brits v 25 Pathans on a terrain board with rocks and trees instead of lots of the buildings and it worked fine. Then we used about 10 Space Marines v 25 Orks to get my son involved with figures he liked. Finally, we got ourselves a modern force along the lines suggested above and made up a heap of buildings.
I just wouldn't want to put someone off a great set of rules for want of the right figures. AA took me into 2 periods I never thought I'd game (Scifi and modern) and gave me the best rules I've found for small colonial actions on the North West Frontier. _________________ If I had had more time I would have written you a shorter letter - WS Churchill |
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jim_keats Major

Joined: 08 Jan 2009 Posts: 669 Location: Worcester, MA, USA
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Posted: Fri Feb 26, 2010 9:20 am Post subject: |
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I think that Leigh's list is spot on. The only thing that I'd add is a "JTAC"/FAC figure (basically, a forward observer...i.e guy with a radio).
- Jim _________________ I could agree with you...but then we'd BOTH be wrong. |
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Omar Captain
Joined: 26 Dec 2009 Posts: 229 Location: Colorado Springs, CO
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Posted: Sat Feb 27, 2010 2:24 pm Post subject: |
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What is a good ratio for Insurgents with Leaders vs Non-leaders vs RPGs? _________________ "Violence. It might not be the answer, but it sure cuts down on the questions."
Machine Gunners: Accuracy through Volume |
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Shawn Ambush Alley Games Staff

Joined: 07 Oct 2007 Posts: 4869 Location: USA
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Posted: Sat Feb 27, 2010 3:50 pm Post subject: |
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That's a tough one, because it can vary so much by the scenario.
As a rule of thumb, though, I'd say you want 1 leader and support weapon for 6 yahoos.
My basic "set" of insurgents that I take on the road for demo games has
10 x leaders
6 x RPGs
6 x RPKs
40 x Rifles
I've never run out of anything during a game. _________________ Shawn Carpenter
Game Designer, Ambush Alley Games |
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Omar Captain
Joined: 26 Dec 2009 Posts: 229 Location: Colorado Springs, CO
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Posted: Sat Feb 27, 2010 6:11 pm Post subject: |
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RPK's?
Thats a helpful and attainable list. I think I have a total of 40, 9 of which have RPGs. _________________ "Violence. It might not be the answer, but it sure cuts down on the questions."
Machine Gunners: Accuracy through Volume |
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Buzzard Keeper Sarge

Joined: 04 Mar 2009 Posts: 97 Location: Milton Keynes, England
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Posted: Sat Feb 27, 2010 6:28 pm Post subject: |
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Omar,
The RPK is kind off an AK-47 machine gun, link here http://en.wikipedia.org/wiki/RPK _________________ The ones who wish to fight, well, we aim to please. - Colonel Tim Collins |
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