Aug 26 2007

Quick Start Rules

Published by dscarpenter

Here’s a sneak peek at the Ambush Alley rules!

This “Quick Start” rule set contains a basic scenario and all the rules necessary to play it! See for yourself how fast-paced and easy to play Ambush Alley really is!

Remember, though, that these are only Ambush Alley’s most basic rules! The full commercial version contains rules for vehicles, civilians on the battlefield, Fog of War, special assets, special weapon teams, sniper teams, casualty evacuation, and more - plus five scenarios chock full of tense, edge of your seat game play!

You can download the Quick Start rules here: Ambush Alley Quick Start Rules - Contracting Trouble!

Enjoy!

Ambush Alley Games

4 Responses to “Quick Start Rules”

  1. Joeon 28 Aug 2007 at 12:40 pm

    Thanks for giving us a peek at the rules, I look forward to checking them out later on this week.

  2. dscarpenteron 28 Aug 2007 at 1:41 pm

    You’re quite welcome, Joe! I hope you like what you see. We’re all very excited about the game and hope our fellow gamers will enjoy it as much as we do!

    Shawn.

  3. Charleson 30 Aug 2007 at 8:16 am

    I have now downloaded the quickstart rules and have given them a read.

    The activation and interrupt turn structure is interesting. It gives the game a different structure and flow than the standard I GO YOU GO. Since it is different I think it will help to explain it in detail and with examples. The questions that popped into my mind as I read it were;
    What happens when more than one unit can react to an activation? EXAMPLE, a regular unit activates and moves while in LOS to three insurgent units, assuming the regular unit fails the reaction tests against all three insurgent units in what order is the fire resolved? A.)The first insurgent unit fires any results are applied and the regular unit fires back, then the second inusurgent unit fires any results are applied and the regular unit fires back (with one less die because this was the second time it fired), etc.. or B.)All three insurgent units fire one at a time applying any results each time and only after all three fire can the regular unit fire back(at the first one with full dice, with one less die at the second and with two less dice at the third).

    Can a unit move, fire at a unit or units that reacted to it, complete it’s move and then do its regular fire at another unit?

    Other general questions;
    If a unit fires and then does a rapid move, does it lose a 1 die Firepower for the rapid move it is going to make in the same turn? Does a unit lose 1 die Firepower if it made a rapid move in the previous turn?

    I read your intro about scale but some people might still complain about a unit being able to move out of EFFECTIVE RANGE of small arms fire in one turn with a rapid move. Maybe some kind of note about far small arms can shoot (like all the way across a 4′x4′ game board) and what you consider the term EFFECTIVE RANGE means. Otherwise people will argue that the term effective range means about 300 to 500 yards and that there is no way someone can run that far in single turn even if you have not defined the amount of time a turn is.

    My overall comment is, please put in examples (drawings if needed) and explanations, so that a simple person like myself who is reading the rules cold can have a better chance of understanding how you are wanting the rules to work.

    Your rules look interesting, please keep up the good work. I hope that I have given you some food for thought. Oh by the way on THE MINIATURES PAGE, I am tulsatime.
    Thank you for your time,
    Charles

  4. dscarpenteron 30 Aug 2007 at 8:43 pm

    Great questions, Charles! You’ve pointed out some areas that probably do need further explanation. Rest assured that the full version of the rules will feature many more examples, including diagrams where necessary!

    I’ll try to walk through the questions you’ve posed one by one:

    1. If a Regular unit takes an action in LOS of several Insurgent units, each resulting interruption is resolved in the order of distance. The closest Insurgetn unit’s interruption is resolved, then the next closest, etc. Regular casualties/morale results are applied as they occur. As you pointed out, the Regulars would lose one die of Firepower for each Interruption after the first.

    2. Can a unit that reacted to an interruption complete its movement and fire? Yes, but remember to add all apropriate modifiers (-1″ for each reaction, -1 Firepower die for each Reaction, -1 Firepower die for Rapid Movement).

    3. When does a unit take its -1 Firepower for Rapid movement? This isn’t explained well in the Quick Start rules, but is spelled out more thoroughly in the full version. To make a long story short, a unit can make a Rapid move and then fire with a -1 Firepower die penalty, but may NOT fire and the make a Rapid move. This is to reflect that its easier to dash into position and fire than it is to disengage at a sprint.

    4. Effective Range. Every weapon used in Ambush Alley has a RL life “effective” range that extends way beyond the table. In fact, everything on the table is always in range. When we say “Effective Range,” we don’t mean the same thing a firearms instructor means, for the purpose of the game, the term “Comfortable Range” might be more accurate. Effective Range in AA means the range at which a trooper can take a quick shot and still feel comfortable about actually hitting a target.

    We’ll definitely include a lot more examples and diagrams in the full version of the rules and I appreciate your help in pointing out some areas that need some extra attention in that regard!

    Thanks for your interest in the game and for taking time to ask such productive questions!

    Shawn.