Ambush! Paragraph Book

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    AMBUSH! PARAGRAPHS: PAGE 2

    000. [s4] Aba nd one d wreck of a Pz IVtank. It appears to have been placedintentionally as a roadblock. Placelandmark. Mission 2 only: If s2 has notoccurred, go to 148.

    001. Minefield! Condu ct th e minefieldprocedure.

    002. [s9] Soldier sees barrel of rain waterreflecting the sun's glare.

    003. [s9] Soldier sees a dea d hor se in agully.

    004. [s7] Soldier sees a spa rrow flyingaround the room.

    005. [s6] Soldier sees a broken pair ofchild's eyeglasses.

    006. Soldier finds a briefc ase wit h secr etplans for upcoming German troopdeployments. Battalion HQ will be quitepleased to get their hands on these. Gain 3VP's.

    007. It mus t have been the wind.

    008. A Germa n Me-109 fighter plane makesa strafing run. Gain 1 VP. Roll one die to

    determine the hexrow of the flight path:0: Hexrow C1: Hexrow F2: Hexrow I3: Hexrow L4: Hexrow Q5: Hexrow U6: Diagonally from hex A9 to V197: Diagonally from hex A4 to Y168: Diagonally from hex CI to Y129: Diagonally from hex A15 to Y3Each US soldier that can see any hex in thelisted hexrow conducts a PC check. Thosethat succeed in this check may immediatelyconduct one snap fire at the airplane. Thesefires are "free" and have no effect on thesoldier's number of turns, nor do they cause

    Rounds to ensue (if currently in Operations).After these fires, each US soldier that is in aclear, road, or brush hex in or adjacent tothe listed hexrow is automatically hit andsuffers damage as if struck by heavymachinegun fire, unless the plane is shotdown before it passes over the soldier. Asoldier that is able to fire may fire at anyhex he can see in the flight path and adds 10to the hex distance, to represent altitude.When fired upon, the airplane is considereda small vehicle in clear terrain. If theairplane is hit and suffers a lightpenetration or worse, it goes down in flames

    jus t off t he ma p edge ; ot he rw ise, it isunaffected. Mission 2 only: If the Me-109 isshot down, go to Condition 6.

    009. Go to Cond itio n 4.

    010. False alarm.

    011. Possible ran dom artillery strike. Rollpercentile dice, reading the lower digit asthe "tens" number and the higher digit asthe "ones" number. This is different fromthe normal way you read percentile dice inthat you do not declare the "tens" die beforerolling. If th e dice resu lt is 25 or less, rollagain; reading the dice the same way. If thesecond result is 19 or less, use the two diceresults together as the hex coordinate inwhich the artillery hits. For example, if thefirst roll is 13 and the second is 18, hex 1318(i.e., Ml8) is hit. Place a crater marker in ahex hit by the round, unless it is a buildinghex. Place a rubble marker in the hit

    building hex. All soldiers are killed andvehicles are knocked out in the hex. If eitherdice roll is higher than the limits listedabove, the artillery strike occurs off themap; your soldiers hear a distant explosion.

    012. If any US soldier is car ryi ng agrenade, one grenade accidentallydetonates. Determine which soldier'sgrenade explodes at random. The soldiercarrying the defective grenade (only)

    conducts a PC check: If passed, he may toss the grenade intoany adjacent unoccupied hex, where itexplodes harmlessly. If failed, he and everyone else in his hexare hit by the grenade explosion. The soldiercarrying the exploding grenade isconsidered indoors, regardless of hislocation. No other soldier in his hex mayconduct a PC check for this explosion.

    013. Ju st your imagination.

    0 1 4 . One US jeep blows a tire. If more th anone jeep is in play, determine which jeep isaffected at random. A spare tire may beinstalled by an active US soldier in the

    je ep 's hex. To do so du ri ng Op er at io ns ,conduct two Event Checks; to do so duringRounds, conduct 10 actions. Two soldierscan share action costs. If this event occursto a jeep a second time, no spare isavailable.

    0 1 5 . Your soldiers see a flight of B-17'sheading for the heart of Germany.

    016. Boobyt rap! Conduct the booby trapprocedure.

    0 1 7. A German artillery strike! Roll one dieto determine the impact hex:0: Hex 061:HexN8

    2: Hex L10

    3: Hex L134: Hex 0125: Hex Q146: Hex Q107: Hex 1118: Hex J89: Hex S7Assess artillery damage by placing a Cratermarker in non-building hex. A building hexis reduced to rubble when hit. All soldiersand vehicles in a hex hit by artillery arekilled and knocked out, respectively.

    018. One Germa n weapon fired in theprevious round is out of ammo. If more thanone German weapon was fired last round,determine which one is out of ammo atrandom.

    0 1 9 . [s2] A signal flare explodes overhead.

    020. One soldier is fired upo n by a hid denrifleman, Rounds do not commence. Resolveone fire with the following features: Aimed Short Range Bolt Rifle with scope Weapon Skill 0

    021. [s3] A heavy mist settl es on thebattlefield. Visibility is reduced to 3 hexes.Add one to the Movement Point cost for avehicle to enter any type of terrain hex. Thismist is in effect until specifically negated.

    022. [s4] s3 required. The heavy mist

    clears. Return the battlefield to the weatherstate given in the Mission Briefing.

    023. One soldier is fired upo n by a hid denrifleman (Rounds are not begun). Resolveone fire with the following attributes: Aimed Short Range Bolt Rifle with scope Weapon Skill 0

    024. Place Even t marker. Conduct PCCheck (1). If successful, see 013.

    025. Place Eve nt marker. Cond uct PCCheck ( 1). If successful , s ee 007.

    026. One soldier, with the highest PC, th atcan see hex U9 must conduct a PC check. Ifsuccessful, see 007.

    027. Any German soldier th at has beenremoved from play by evasive movementmay not re-enter play for the remainder ofthe mission. This instruction supercedes anysubsequent paragraph references to thecontrary.

    028. One soldier, with the high est PC, th atcan see hex 012 must conduct a PC check.If successful, see 010.

    029. If this event is trigg ered by a soldierentering a woods or broken hex, he hasstartled a nest of birds, sending themskyward.

    030. One soldier, with the highest PC, th atcan see hex D17 must make a PC check. Ifsuccessful, see 013.

    031. A German artille ry strike! Roll one dieto determine the impact hex:0: Hex 151:Hex S112: Hex 0143: Hex F44: Hex P75: Hex U136: Hex H15

    7: Hex P38: Hex Q129: Hex U5Assess artillery damage by placing a crateron any non-building hex. A building hexwhich is hit is reduced to rubble. All soldiersand vehicles in a hex hit by artillery arekilled and knocked out, respectively.

    032. Roll one die:0-4: Conduct Activation check. Ifsuccessful, see 617.5-7: Conduct Activation check (3). Ifsuccessful, see 617.8,9: Conduct PC check. If successful, see640.

    033. Place Eve nt marke r. Condu ct PC

    check. If successful, see 038.

    034. If Germa n 7 inactive , tak e SpecialReaction X out of effect and roll again onthe Condition 3-4 column. Perform theresulting action immediately.

    If German 7 active but not inside the staffcar, conduct 825. If German 7 active and inside the staffcar, put Special Reaction C into effect forGermans 7 and 13 and roll again for thisaction. Perform the resulting actionimmediately. Enter hex P7 if staff carentered at Y8, or enter hex Q6 if car enteredat Y16.

    035. Ent er hex R14.

    036. If an activ e US soldier can see hex S6,see 635.

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    AMBUSH! PARAGRAPHS: PAGE 3

    037. If Germ ans 24 and 42 are inactiv e,enter hex T15. If sO has not occurred, sO occurs. ActivateGermans 24 and 42, crouching in hex S14.Put Special Reaction Q into effect forGermans 13, 24 and 42 and do not use theself-preservation column for them.

    If sO has occurred and German 24, 42 orboth, are active, put Special Reaction Q intoeffect for Germans 13, 24 and 42 and do notuse the self-preservation column for them.

    038. Soldier hea rs a sha rp metallic sound,like the cocking of a rifle bolt, in hex S9.

    039. Soldier hear s a radio in hex J1 3.

    040. Soldier is fired upon by an unkn ownGerman soldier (rounds do not begin). Whenall soldiers have landed go to Condition 3instead of Condition 2. Resolve one fire withthe following attributes:

    Snap Fire Long Range Bolt Rifle Weapon Skill 0 Paratrooper is considered crouching inclear terrain.

    041. Soldier sees a ford in hex N16.

    042. [s5] Act iva te German 36 in hex N9,crouching. Commence Rounds. Germanadvantage. German 36 receives 2 turns thisRound.

    043. Condu ct PC Check (-1): If successful, see 634. If fails, see 482.

    044. Soldier sees a ford in hex G7.

    045. One soldier, deter mined at rand om,adjacent to a stream hex falls in. Roll onedie. If the result is even then he is able toget out of the water and back into hisoriginal hex with no harm. If the die roll isodd, he is swept away and drowns. All hisequipment is lost. Regardless of outcome,

    this event may occur only once per mission.Ignore any references to this paragraphafter the first soldier has fallen in the water.

    046. [s3 and s6] Activate German 40 in hex06 and German 7 in hex P5, crouching.Commence Rounds. German advan tage .Germans 40 and 7 receive 2 turns thisRound.

    047. [s4] Activate German 51 in hex J13,crouching. Commence Rounds. Germanadvantage.

    048. Place Eve nt marker . Condu ct PCcheck. If successful, see 648.

    049. [s9] Hex 14 con tai ns a pile ofexpended gas canisters and other trash.Place landmark.

    050. Go to Conditi on 4, then see 868.

    051. If an activ e US soldier can see an y ofthe following hexes, go to 582:

    1.D17.

    2.L10.3. L12.4. G10.

    052. If 3 or more active ta rge ts in sight ,enter hex E4. If 2 or fewer active targets in sight, enterhex E5.

    053. If active targ et in sight, enter hexK4. If no active targets in sight, enter hex L2.

    054. If active targ et in sight, enter hexN4.

    If no active targets in sight, enter hex N5.

    055. If vehicle active, drive vehicle fast. If vehicle inactive, put Special Reaction Uinto effect and roll again for this action.Perform the resulting action immediately.

    056. Exi t. Go to Condition 6.

    057. Condu ct Activat ion Check ( + 1): If successful, see 555.

    If fails, see 625.058. If acti ve US soldier with in 3 hexe sof the bridge, enter hex K12. If no active US soldier within 3 hexes ofthe bridge, enter hex Kll.

    059. 1. If no act ive US soldier in sig ht,enter hex F16.2. If no active US soldier in sight within 7hexes, enter hex F16.3. If one active US soldier in sight, enterhex F16.4. Enter hex E15.

    060. 1. If bridg e in G14 intac t and noactive Germans are in or adjacent to hexG14, see 565.2. If bridge in G13 intact and no active

    Germans are in or adjacent to hex G13, see565.3. If both bridges blown or German soldiersoccupy or are adjacent to both hexes, see858.

    061. 1. If s3 and s7 have not occurre d, see471.

    2. If s7 has occurred, see 482.3. If s3 has occurred, see 464.4. If s3 and s7 have occurred, no event.

    062. Minefield! Conduct the minefieldprocedure. If a mine detonates andCondition 1 is in effect, go to Condition 2.

    063. Conduc t PC check (-1) . If successful,see 633.

    064. 1. If no act ive US soldier in sight,enter hex P4.2. If no active US soldier in sight within 6hexes, enter hex P4.3. If one active US soldier in sight, enterhex P4.4. Ente r hex 03 .

    065. Con duc t PC Check ( + 1): If successful, see 744. If fails, see 586.

    066. Condu ct Activ atio n Check (4-1): If successful, see 496. If fails, see 568.

    067. If vehicle moving, ente r hex M17. If soldier moving and no active US soldier

    in sight, enter hex Ml7. If soldier moving and active US soldier insight, enter hex M18.

    068. [s6] Acti vat e 4 Mar tia ns in hex H15,hovering. They have their neuro-atomizersset to dissolve brain tissue. You lose 2 VP'sfor each US soldier who has his braindissolved.

    069. [s2] Activate German 6 in the secondfloor of hex SI3, crouching. Place secondfloor marker under German 6. Commence

    Rounds. US advantage. All US soldiers thatcan see hex SI3 are automatically aware.

    070. [S3] Acti vat e German 40 in hex 06 ,crouching. Commence Rounds. USadvantage. All US soldiers, that do not

    panic, receive 2 turns this Round.

    071. [s4J The hex con tai ns a largecamouflaged antenna; place landmark. Gain2 VP's for destroying it. To destroy it,throw a satchel charge into its hex.

    072. One inca pacit ated US soldier,determined at random, dies from hisinjuries. This event may occur only once permission. Ignore this paragraphs after thefirst soldier dies of his injuries.

    073. [s8] Acti vat e Germa n 62 in the firsthex on the list in US sight but not occupiedby an active US soldier. Commence Rounds.German advantage.

    074. Roll one die:0-4: Conduct Activation check. If

    successful, see 636.5-8: No effect.9: Conduct PC check (1). If successful, see618.

    075. Soldier finds a pack age of Germa ncigarettes on the ground.

    076. Place Eve nt marke r. Condu ct PCcheck (+1). If successful, see 626.

    077. 1. If s5 ha s not occurre d, see 497.

    2. If s7 has not occurred, see 631.3. If s8 has not occurred, see 988.4. If s2 has not occurred, see 069.5. Go to Condition 4.

    078. [s2] Acti vat e Germ ans 22 and 23 inhex A2, standing. Commence Rounds.

    079. 1. If s5 and s7 hav e not occurre d, see579.

    2. If s5 has occurred, see 631.3. If s7 has occurred, see 497.4. If s5 and s7 have occurred, no event.

    080. [s1] Soldier sees a rada r dish atopbuilding in hex K7. Place landmark.

    081. 1. If bridge in G14 inta ct, enter hexF14.

    2. If bridge in G13 intact, enter hex F13.3. If both bridges blown, enter hex F14.

    082. 1. If s6 ha s not occurred , see 728.2. If s3 has not occurred, see 875.3. If s3 and s6 have occurred, go toCondition 4.

    083. 1. If si has no t occu rred, see 573.2. If s2 has not occurred, see 069.3. If s3 has not occurred, see 559.4. If s8 has not occurred, roll one die: Ifresult even, see 988. If result odd, see 738.5. No e vent .

    084. [s7) Acti vat e Germa n 93 in hex N9,crouching. Commence Rounds. Germanadvantage.

    085. [s9] Acti vat e German 33 in hex J l ,standing. Commence Rounds.

    086. Sta r shell hit s! To deter mine theimpact hex, roll one die to determine thecolumn. After the column is determined, rolla second die and add 10 to it to determinethe row. For example, a roll of 6 followed bya roll of 3 would cause the round to land inhex F13 (6=F and 3 + 10=13). A star shellilluminates the hex it lands in and all hexeswithin a 3 hex radius of the impact hex. Anilluminated hex may be seen by any soldierthat has a LOS to the hex which is notblocked by terrain. The five-hex night rangedoes not apply when the hex being looked atis illuminated by a star shell.

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    AMBUSH! PARAGRAPHS: PAGE 4

    087. If s5 has occurred , see 006.

    If s5 has not occurred, see 637.

    088. Place Eve nt marke r. Condu ct PCcheck (2). If successful, see 741.

    089. If any acti ve US soldier can see hex

    S9, see 589.

    090. Ach tun g! Minen-feld! Warn ing signsindicate a minefield in the hexes north andnorthwest of your current position, placelandmarks.

    091. Roll one die:0-2: Conduct Activation check. If

    successful, see 617.3-6: Conduct Activation check (2). Ifsuccessful, see 617.7-9: Conduct PC check. If successful, see096. If fails, go to 039.

    092. s5 required. Go to Condition 2.

    093. [s7] In the basem ent of the house youfind a beautiful French girl with dark hair,brown eyes and a feline air. You fall in loveimmediately and propose marriage. Sheaccepts. If your soldier survives thismission, he takes the French girl back toTexas with him and marries her. If he doesnot survive, the girl becomes a nun.

    094. 1. If s3 and s6 hav e not occurre d, see046.

    2. If s3 has occured, see 478.3. If s6 has occurred, see 643.4. If s3 and s6 have occurred, no event.

    095. s6 required. Go to Condition 4.

    096. [s5] Acti vate German 36 in hex J1 3,standing. Commence Rounds. USadvantage. All US soldiers who can see hexJ13 are automatically aware. All aware USsoldiers, that do not panic, receive 2 turnsthis round.

    097. If US soldier 06 has not yet ent ered ,then enter US soldier 06 in hex A5,crouching. He is the sole survivor of the

    glider which wrecked off map. If US soldier 06 has already entered, noeffect.

    098. [s8] Activate German 62 in the firsthex on the list in US sight but not occupiedby an active US soldier. Commence Rounds.German advantage.

    099. Condu ct Activ atio n Check (+1):

    If successful, see 586. If fails, conduct PC check (+1). Ifsuccessful, see 744.

    100. RoU one die:0-8: No effect. Place Event marker.9: Conduct a PC check (-2). If successful,see 150.

    101. Con duc t a PC check. If successfu l, see111.

    102. RoU one die :0-8: No effect. Place Event marker9: Soldier may conduct PC check (-3). Ifsuccessful, see 159.

    103. Roll one die:0-8: No effect. Place Event marker.9: Soldier may conduct a PC check (-1) Ifsuccessful, see 165.

    104. Soldier notices fresh tire tra cks ondirt road, heading towards hex J14.

    105. Roll one die:0-2: Conduct Activation Check (+3). Ifsuccessful, see 160.

    3-8: Conduct Activation Check (-2). Ifsuccessful, see 155.9: Soldier may conduct PC check. Ifsuccessful, see 150.

    106. RoU one die:0-8: No effect. Place Event marker.

    9: Soldier may conduct a PC check (3). Ifsuccessful, see 150.

    107. RoU one die.0-1: Conduct Activation Check (+3). Ifsuccessful, see 020.

    2-8: Conduct Activation Check (-2). Ifsuccessful, see 155.9: Soldier may conduct a PC check. Ifsuccessful, go to 150.

    108. Stre am impassa ble, soldier may notenter the hex.

    109. RoU one die:0-8: No effect. Place Event marker.9: Soldier may conduct a PC check (1). Ifsuccessful, see 159.

    110. RoU one die.0-8: No effect. Place Event marker.9: Soldier may conduct a PC check. Ifsuccessful, see 150.

    1 1 1 . Soldier notices fresh tire tracks on

    dirt road, heading towards hex 114.

    112. RoU one die:0-2: Conduct Activation Check (+2). Ifsuccessful, see 137.3-8: Conduct Activation Check (-2). Ifsuccessful, see 148.9: Soldier may conduct a PC check. Ifsuccessful, see 159.

    113. RoU one die:0-8: No effect. Place Event marker.9: Soldier may conduct a PC check (1). Ifsuccessful, see 165.

    114. Soldier hear s German voices in hexN12.

    115. If soldier is on brid ge, go to 125. If soldier is under bridge, roU one die:0-3: Conduct Activation Check (+1). Ifsuccessful, see 160.

    4-8: Conduct Activat ion Check (-2). Ifsuccessful, see 155.9: Soldier may conduct a PC check. Ifsuccessful, see 150.

    116. RoU one die:0-2: Conduct Activation Check (+3). Ifsuccessful, see 020.3-8: Conduct Activation Check (-2). Ifsuccessful, see 148.9: Soldier may conduct a PC check. Ifsuccessful, see 159.

    117. Ford hex. Place land mark.

    118. RoU one die:0: Conduct Activation Check (+3). Ifsuccessful, see 137 and put Special ReactionA into effect for this German.1-8: Conduct Activation Check (-2). Ifsuccessful, see 148 and put Special ReactionA into effect for this German.9: Soldier may conduct a PC check. Ifsuccessful, see 159 and put Special ReactionA into effect for this German.

    119. Condu ct Activ atio n Check: If successful, see 154. If fails, conduct a PC check. If successful,see 114.

    120. Roll one die:0-8: No effect. Place Event marker.

    9: If man not prone, conduct PC check. Ifsuccessful, see 150.

    121. Eve ry US soldier within sight of hexY12 must conduct a PC check (-1). If anysucceed, see 250.If aU fail, conduct PC checks for all soldiersthat can see hex X12. If any succeed, see250.If aU fail, conduct PC checks for aU soldiersthat can see hex W13. If any succeed, see250.If all fail, conduct PC checks for aU soldiers

    that can see hex V13. If any succeed, see250.If aU PC checks have failed for hex V13, orif no checks are conducted, see 157.

    122. Man notices gUnt of meta l in hex V8.

    123. RoU one die:0: Conduct Activation Check. If successful,see 137 and put Special Reaction A intoeffect for this German.1-8: Conduct Activation Check (4). Ifsuccessful, see 148 and put Special ReactionA into effect for this German.9: Conduct PC check (2). If successful, see159 and put Special Reaction A into effectfor this German.

    124. [s3] Light machinegun in hex N12opens fire. Place Germans 5 and 49 in thehex crouching. Commence Rounds USadvantage. The US soldier who just madehis PC check is automaticaUy aware. AUaware US soldiers, that do not panic, receive2 turns in the first round.

    125. RoU one die:0-3: Conduct Activation Check (4-3). Ifsuccessful, see 020.4-8: Conduct Activ ation Check (-2). Ifsuccessful, see 155.9: Conduct PC check. If successful, see 150.

    126. s1 required. If any sold ier is with insight of hex K7 conduct an Activationcheck: If successful, see 137.

    If fails or soldier is not in sight of hex,conduct the same check using hex G4. Ifsuccessful, see 167. If fails or soldier not insight of either hex, no effect.

    127. RoU one die:0-8: No effect. Place Event marker.9: If man not prone, conduct PC check (-2).If successful, see 159.

    128. Germa n vehicle begins moving fromhex N12. Activate German 19 in the hex.Commence rounds. Go to Condition 5.

    129. If cond itio n 5 is now in effect or wasever in effect, see 171. If Condition 5 was never in effect, see 139.

    130. RoU one die :

    0-2: Conduct Activation Check (+l).Ifsuccessfu l, see 160.3-8: Conduct Activation Check (-2). Ifsuccessful, see 155.9: Conduct PC check. If successful, see 150.

    131. One German weapon fired in theprevious round is out of ammo. If more thanone German weapon was fired last round,determine which one is out of ammo atrandom. Exception:A machinegun, if inplay, may only run out of ammo beginningwith Condition 5.

    132. Conduc t Activ atio n Check (+3): If successful, see 134. If faUs, conduct PC check. If successful,see 122.

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    AMB USH! PARA GRAPHS: PA GE 5

    1 3 3 . Soldier finds important documents.

    Gains 1 VP.

    1 3 4 . Conduct PC check (-2): If successful, see 170 and soldier isautomatically aware in the subsequentRound. If fails, see 151 and soldier isautomatically unaware in the subsequentRound.

    1 3 5 . Roll one die:0-1 : Conduct Activation Check. Ifsuccessful, see 160.2-8: Conduct Activation Check (-2). Ifsuccessful, see 155.9: Conduct PC check. If successful, see 150.

    1 3 6 . Conduct Activation Check (1): If successful, see 154. If fails, conduct PC check. If successful,see 165.

    1 3 7 . [s2] German sniper in K7 activated.Place German 2 in the hex, crouching.Commence rounds. Germa n advan tage .German 2 receives 2 turns this round.

    1 3 8 . s2 required. If any US soldier is with insight of hex J13 conduct an Activationcheck:

    If successful, see 160. If fails or soldier is not in sight of hex,conduct the same check using hex G13. Ifsuccessful, see 172. If fails or soldier not insight of the hex, conduct the same checkusing hex 05. If successful, see 172. If failsor soldier not in sight of the hex, conductthe same check using hex L2. If successful,see 172. If fails, or no soldier in sight of anyof these hexes, no effect.

    1 3 9 . If s3 has occurred and there are noactive Germans in this hex, see 173. If s3 has occurred and there are activeGermans in this hex, see 173 when USsoldiers are the only active soldiers in thishex. Note the paragraph number, 173, on

    your squad record and look it up when onlyyour active soldiers occupy the hex.

    If s3 has not occurred, see 124.

    1 4 0 . If si has occurred, conduct PCcheck. If successful, see 104. If si has not occurred, see 105.

    1 4 1 . Conduct Activation Check (+3): If successful, see 154. If fails, conduct PC check. If successful,see 165.

    1 4 2 . Conduct Activation Check (+2): If successful, see 134. If fails, conduct PC check. If successful,see 122.

    1 4 3 . If your radio is manned, see 178.

    1 4 4 . German Storch plane makes a reconflyover. Conduct an Activation Check (+2).If successful, go to Condition 2.

    1 4 5 . Every soldier with 8 hexes of hex C4must conduct a PC check (1). If anysucceed, see 255.

    1 4 6 . If German 35 or 41 is moving, enterU13 and put Special Reaction R into effectfor that German. If German 52 is moving, enter hex U14.

    1 4 7 . Conduct Activation Check (+1): If successful, see 154. If fails, conduct PC check. If successful,see 114.

    1 4 8 . [s2] Activate German 2 in hex K7,

    crouching. Commence rounds. Germanadvantage.

    1 4 9 . Conduct Activation Check (+1): If successful, see 134. If fails, conduct PC check. If successful,see 122.

    1 5 0 . [s1] Notice glint of gun barrel in J13.Activate German 10 in J13, standing.Commence Rounds. US advantage. The USsoldier who just made his PC check isautomatically aware. All aware US soldiers,that do not panic, receive 2 turns thisRound.

    1 5 1 . [s5] Activate Germans 26, 37, and 50in hex V8. All Germans are crouching.Commence rounds. Germans in V8 receive 2turns this Round.

    1 5 2 . Minefield! Conduct the minefieldprocedure. If mine not detonated and s3 hasnot yet occurred, see 169.

    1 5 3 . Roll one die:0-1: Conduct Activation Check (+3). Ifsuccessful, see 023.2-8: Conduct Activation Check (-1). Ifsuccessful, see 148.9. Conduct PC check. If successful, see 159.

    1 5 4 . Conduct PC check (-1): If successful, see 124. If fails, see 164. The soldier is unaware inthe subsequent Round.

    1 5 5 . [s1] Activate German 10 in hex J13,crouching. Commence Rounds.

    156. [S4] Man sees a wrecked Pz IV in hexL6. Place wrecked tank landmark.

    1 57 . Acti vat e Germ ans 35, 41 and 52 inhex V13, crouching. Activate German 55 inhex A5. Commence Rounds. Germanadvantage. Germans 35, 41 and 52 receivetwo turns this round. German 55 receivesonly one turn this round. Because of thenoise made by 55, all US soldiers, regardlessof location, may make Awareness checks inthe first Round. Go to Condition 2.

    1 58 . If s2 has occurred, conductActivation Check. If successful, see 175. If s2 has not occurred, see 123.

    159. [s2] Notic e hel met move in hex K7.Activate German 2 in hex K7, standing.Commence Rounds. US advantage. The USsoldier that just made his PC check isautomatically aware. All aware US soldiers,that do not panic, receive 2 turns thisRound.

    1 6 0 . [s1] Activate German 10 in hex J13,crouching. Commence Rounds. Germanadvantage. German 10 receives 2 turns this

    Round.

    1 6 1 . s1 and s2 required. Go to Condition 3.

    1 6 2 . Conduct Activation Check: If successful, see 134. If fails, conduct PC check. If successful,see 122.

    1 6 3 . If vehicle is moving, enter hex 012. Ifsoldier moving, enter hex N13.

    1 64 . [s3] Ligh t machineg un opens fire.Activate Germans 5 and 49 in hex N12,crouching. Commence Rounds. Germanadvantage. Germans 5 and 49 receive 2turns this Round.

    1 65 . Man notices camouflage netting in

    hex N12.

    1 6 6 . If condition 1, 2, 3, or 4 in effect,move to L14. If Condition 5 or 6 in effect, move to L15.

    1 6 7 . [s2] Activate German 2 in hex G4,crouching. Commence Rounds. German 2receives 2 turns this Round. Put SpecialReaction B into effect for all actions afterhis initial fire.

    1 6 8 . Conduct PC Check. If successful, see015.

    1 6 9 . Conduct PC check. If successful, see114.

    1 7 0 . [s5] Activate Germans 26, 37, and 50in hex V8, crouching. Commence Rounds.US advantage. All aware US soldiers, thatdo not panic, receive 2 turns this Round.

    1 7 1 . Soldier finds hidden bunker. It isdeserted. Smoldering ashes in a garbage cansuggest that files have been incinerated.

    172. [s1] Snip er opens fire from hex whichtriggered this activation. Activate German10 in the hex. Crouching. Commence

    Rounds. German advantage. German 10receives 2 turns this Round. Put SpecialReaction D into effect for German 10, afterhis initial fire.

    1 7 3 . Man finds Kubelvagen in hiddenbunker opening. A German officer and hisadjutant are hurriedly loading theirpersonal effects into the vehicle. They aresurprised by the intrusion and surrender.See German card 19 for their weapons. Asnoted on the card, 3 VP's are earned for theofficer's capture. If you wish to search thecar, conduct one Event check then go to006.

    1 7 4 . No event.

    1 7 5 . Man finds frightened French boy insmall wine cellar. He tells of seeing Germansoldiers in a nearby grove (around hex N12).

    1 7 6 . If German 10 has been removed fromplay by evasive movement and an active USsoldier is in sight of hex Ml2, activate theGerman in that hex, crouching. Commence

    Rounds. Put Special Reaction D into effectfor German 10, after his initial fire.

    1 7 7 . The captured officer reveals thepresence of a booby trap in hex S14. When aUS soldier enters this hex, add 3 to hisPerception when making the PC check. Notethese effects on the Squad Record as areminder.

    1 7 8 . [s1] Battalion HQ reports that aGerman Offensive is underway; abandonpositions! Delay enemy at discretion. Youreceive 2 VP's per active US soldier exitedbetween hexes A13 and A19 (inclusive).VP's are not lost for incapacitated soldiersexited through these hexes. You receiveVP's for destroying the bridges: woodenbridge, 2 VP's; stone bridge, 4 VP's; bothbridges, 10 VP's. See paragraph 1000 forbridge destruction procedure. The missionends when no active US soldiers are on themap. Note this paragraph number on yourSquad Record for future reference.

    1 7 9 . Conduct Activation Check (+2): If successful, see 288. If fails, see 310.

    1 8 0 . [s1] Activate Germans 9 and 15 in hex

    K13, crouching. Commence Rounds. German

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    2 9 1 . Conduct PC check (-2): If successful, see 327. If fails, see 183.

    2 9 2 . If s3 has occurred, see 314. If s3 has not occurred, place Event markerthen conduct PC check ( 1). If successful,see 314.

    2 9 3 . Soldier notices a figure dressed in UScombat fatigues lying beside a tree in hexG10.

    2 9 4 . [s2and s5] Activate German 25 in hexM7 and German 34 in hex M5, standing.Commence Rounds. German advan tage. Goto Condition 3.

    2 9 5 . Conduct Activation Check (+1): If successful, see 183. If fails, conduct PC check (-2). Ifsuccessful, see 312.

    2 9 6 . If s5 has occurred, see 182. If s5 has not occurred, conduct ActivationCheck. If successful, see 294. If fails, see316.

    2 9 7 . [s6] Activate German 53 in hex 04,crouching. Commence Rounds. Germanadvantage. Go to Condition 2.

    2 9 8 . [s5 and s6] Activate German 34 in hexM5 and German 53 in hex 04, crouching.Commence Rounds. US advantage. Go toCondition 2.

    2 9 9 . Roll one die:0-3: Conduct Activation Check (+1). Ifsuccessful, see 288.4-8: No effect9: Conduct PC check. If successful, see 289.

    3 0 0 . The US soldier with the highest PCthat can see hex D12 must conduct a PCcheck. If successful, see 003.

    3 0 1 . If German 2 has been removed fromplay by evasive movement once and anactive US soldier is in sight of hex U8,activate the German in that hex, crouching.Commence Rounds. Use Special Reaction Bfor all his actions after the initial fire.

    3 0 2 . The US soldier with the highest PCthat can see hex R8 must conduct a PCcheck (2). If successful, see 013.

    3 0 3 . The US soldier with the highest PCthat can see hex L9 must conduct a PCcheck (1). If successful, see 013.

    3 0 4 . Reinforcements! A jeep with amounted medium machinegun and a driverenters in hex A17 or A5 (your choice). UseUS soldier 2 for driver. The driver may usethe machinegun if the jeep is stationary ;otherwise, one or two of your soldiers mustget in the jeep to use the weapon. If Rounds

    are underway, wait until Operatio ns resumeto bring the jeep on. This event may onlyoccur once.

    3 0 5 . If German 10 has been removed fromplay by evasive movement and an active USsoldier is in sight of hex PI4, activate theGerman in that hex, crouching. Commence

    Rounds. Use Special Reaction D for all hisactions after his initial fire.

    3 0 6 . The US soldier with the highest PCthat can see hex P15 must conduct a PCcheck (1). If successful, see 010.

    3 0 7 . The US soldier with the highest PCtha t can see hex Wl l mus t conduct a PCcheck. If successful, see 007.

    3 0 8 . If German 2 has been removed fromplay by evasive movement once and anactive US soldier is in sight of hex Q3,activate the German in that hex, crouching.Commence Rounds. Use special Reaction Bfor all his actions after his initial fire.

    3 0 9 . The US soldier with the highest PCthat can see hex 05 must conduct a PCcheck. If successful, see 002.

    3 1 0 . Conduct PC check: If successful, see 289.

    If fails, see 324.

    3 1 1 .Roll one die:0-3: Conduct Activation Check (+2). Ifsuccessful, see 023.4-8: No effect.9: Conduct PC check (1). If successful, see312.

    3 1 2 . [s2] Activate German 25 in hex M7,standing. Commence Rounds. USadvantage. The US soldier who just madehis PC check is automatically aware. Allaware US soldiers, that do not panic, receive2 turns this Round. Go to Condition 3.

    3 1 3 . Condu ct PC check:

    If successful, see 312.

    If fails, see 327.3 1 4. [s4] Soldier notices a glint of metal andfinds an intact submachinegun in this hex.It has no ammo.

    3 1 5 .Roll one die:0-8: No effect. Place Event marker9: Conduct PC check (2). If successful, see312.

    3 1 6 . [s2 and s5] Activate German 25 in hexM7 and German 34 in hex M5, crouching.Commence Rounds. US advantage. Go toCondition 3. If a US soldier just made a PCcheck to get to this paragraph, he isautomatically aware.

    3 1 7. Conduct Activation Check (+1):

    If successful, see 331. If fails, see 187.

    3 1 8 . Conduct Activation Check (+1):

    If successful, see 332. If fails, see 188.

    3 1 9. [s6] Activate German 53 in hex 04,crouching. Commence Rounds. Germanadvantage. German 53 receives 2 turns thisRound. Go to Condition 2.

    3 2 0 . If German 2 has been removed fromplay by evasive movement once and anactive US soldier is in sight of hex T3,activate the German in that hex, crouching.Commence Rounds. Use Special Reaction Bfor all his actions after his initial fire.

    3 2 1 . The US soldier with the highest PCthat can see hex Q10 must conduct a PCcheck. If successful, see 004.

    3 2 2 . If German 10 has been removed fromplay by evasive movement once and anactive US soldier is in sight of hex Ml6,activate the German in that hex, crouching.Commence Rounds. Use Special Reaction Dfor all his actions after his initial fire.

    3 2 3 . Overhead, a P-51 fighter engages anMe-109 in a dogfight and shoots the Germanplane down. Go to Condition 6.

    3 2 4 . [s1] Activate Germans 9 and 15 in hexK13, crouching. Commence Rounds. Germanadvan tage. Go to Condition 3.

    3 2 5 . Roll one die:0-3: Conduct Activation Check (+2). Ifsuccessful, see 023.4-8: No effect.9: Conduct PC check (2). If successful, see289.

    3 2 6 . Roll one die:0-3: Conduct Activation Check (+1). Ifsuccessful, see 297.4-8: No effect.9: Conduct PC check (+2). If successful, see333.

    3 2 7 . [s2] Activate German 25 in hex M7,crouching. Commence Rounds. Germanadva ntage . Go to Condition 3.

    3 2 8 . [s3] Soldier finds incapacitated soldierfrom squad that was ambushed thismorning. He has two clips of submachinegunammo and one grenade. He can talk andsays he dropped his SMG about 20 metersahead (in hex 111). Place US soldier K in hexG10 (he has no soldier card). If you movethis soldier to safety (either into a buildingor off the map, depending on how you endthe mission) and he is alive at the end of themission, gain 3 VP's.

    3 2 9 . Place Event marker. Conduct PC

    Check (2). If successful, see 007.3 3 0 . Conduct Activation Check (+3):

    If successful, see 294. If fails, conduct PC check. If successful,see 316.

    3 3 1 . [s2, s5ands6] Activat e Germans 25 inhex M7, German 34 in hex M5 and German53 in hex 04. All three are crouching.Commence Rounds. Germa n adva ntage .German 34 receives 2 turns this Round (theothers roll normally). Go to Condition 2.

    3 3 2 . Conduct PC check (-2): If successful, see 297. If fails, see 319.

    3 3 3 . [s6] Activate German 53 in hex 04,

    standing. Commence Rounds. USadvantage. The soldier who just made hisPC check is automatically aware. All awareUS soldiers, that do not panic, receive 2turns this Round. Go to Condition 2.

    3 3 4 . [s5 and s6]Activate German 34 in hexM5 and German 53 in hex 04, crouching.Commence Rounds. German advan tage . Goto Condition 2.

    3 3 5 . Conduct Activation Check (+3): If successful, see 183. If fails, conduct PC check (-2). Ifsuccessful, see 312.

    3 3 6 . Conduct Activation Check (+1): If successful and s5 has occurred, see 183. If successful and s5 has not occurred, see294. If fails, conduct PC check (-2). Ifsuccessful and s5 has occurred , see 312. Ifsuccessful and s5 has not occurred, see 316.

    3 3 7 . [s5] Activate German 34 in hex M5,crouching. Commence Rounds. Germanadvantage. German 34 receives 2 turns thisRound.

    3 3 8 . [s5] Activate German 34 in hex M5,crouching. Commence Rounds. Germanadvantage.

    3 3 9 . Conduct PC check:

    If successful, see 342. If fails, place Event marker.

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    340.Conduct Activation Check: If successful, see 291. If fails, see 313.

    341 . Every soldier within sight of hex R2must conduct a PC check (2): If any succeed, see 606. If all fail, see 197. If no checks are made, no event.

    342. [s8] Soldier notices telltale signs of aminefield strip running in an arc from hex

    Q9 to hex V6.343. 1. If s2 and s5 have occurred, no event.2. If s2 has occurred, see 603.3. If s5 has occurred, see 182.4. If s5 and s2 have not occurred, see 330.

    344. 1. If s2 and s5 have occurred, no event.2. If s2 has occurred, see 192.3. If s5 has occurred, see 335.4. If s5 and s2 have not occurred, see 330.

    345. Minefield! Conduct minefieldprocedure. Then, if s6 has not occurred,conduct Activation check (+1). If successful,see 297.

    346.If German 34 has been removed fromplay by evasive movement once, see 611.

    347. If any US soldier is in sight of hex T8,activate German 25 in that hex, crouching.Commence Rounds. Put Special Reaction Binto effect for German 25.

    348.Far to the east of the battlefield, yoursoldiers see Typhoons diving on Germanpositions. Bursts of anti-aircraft firesurround the British planes.

    349. [sO] Soldier sees a wounded pilot in thecockpit. The pilot shouts '"ello mate! She'sabout to blow; can you lend us a hand?" If acrumpled wing strut is forced aside, the pilotwill crawl from the wreckage. If in Actionrounds, a non-wounded soldier must spend 2actions to free the pilot. If in Operations, a

    non-wounded soldier may do so simply bydeclaring his intent and making one EventCheck. If the pilot is freed, see 454.

    350. If active US soldier is visible east ofhexrow O, enter hex N16. Otherwise, enter hex PI6.

    351 . [s5]Activate German 34 in hex M6,crouching.Commence Rounds.

    352.Enter hex Qll and put SpecialReaction A into effect for this German.

    353.Conduct Activation Check. Ifsuccessful, see 651.

    354. [s5]Activate Germans 32 and 47 inhex M10, crouching. Place a mediummachinegun counter in the hex. Commence

    Rounds. German advantage. Both Germansautomatically receive 2 turns this Round.Go to Condition 2.

    355.[s2] Activate German 3 in hex E13and German 11 in hex F12, crouching.Commence Rounds. German advantage.Both Germans automatically receive 2 turnsthis Round. Go to Condition 2.

    356.Conduct Activation Check (1). Ifsuccessful, see 355.

    357.Conduct Activation Check (1):If successful, see 355.If fails, see 503.

    358.Conduct Activation Check (+1):If successful, see 651.

    If fails, see 655.

    359.Roll one die:0-5: Conduct Activation Check (+1). Ifsuccessful, see 652.6-8: No event.9: Soldier may conduct PC Check. Ifsuccessful, see 206.

    360.Soldier thinks he sees helmet bob intrees across river, in hex M7.

    361 . If a US tank is on the map, see 508.Otherwise, no event.

    362.[s7] The Sherman has arrived! Use USCard 04 for all its attributes. If Operationsare underway, you may enter the tankimmediately. If Rounds are underway, youmust wait until the Round following theRound currently beginning. You are notrequired to enter the tank now; you maydelay its entry.

    363.[s0] Soldier notices that a roadblock oflogs and debris has been thrown acrosshexes Sll and S12. Place roadblock markersin those hexes.

    364.[s6] Activate German 14 in hex K13,crouching.Commence Rounds. Germanadvantage. The German just activatedautomatically receives 2 turns this Round.Go to Condition 3.

    365.Conduct PC Check: If successful, see 660.If fails, place Event marker.

    366.[S3] Activate German 56 in hex K4,crouching.Commence Rounds.

    367. [s4] Activate German 45 in hex M6,crouching.Commence Rounds.

    368. Roll one die:0-4: Conduct Activation Check. Ifsuccessful, see 214.5-8: No event.9: Soldier may conduct PC Check. Ifsuccessful, see 515.

    369.If s5 and s3 have not occurred, see667.If s5 has occurred and s3 has not, see 665.If s3 has occurred and s5 has not, see 667.If s5 and s3 have both occurred, no event.

    370.Go to Condition 3. If s5 has notoccurred, see 504.

    371.Roll one die:0-4: Conduct Activation Check. Ifsuccessful, see 218.5-8: No event.9: Soldier may conduct PC Check (+1). Ifsuccessful, see 662.

    372.Any one US soldier that can see hexSI3 must conduct a PC Check. If successful,

    see 519.373.The bridge in hex M12 blows up. Placea destroyed bridge marker in the hex. Anysoldiers currently in the hex check fordamage as if hit by automatic rifle fire. Anysoldier in the hex that is not killed by theexplosion is placed in hex Lll or N12 (yourchoice). Go to Condition 4.

    374.Conduct PC Check:If successful, see 221.If fails, see 373.

    375.Conduct PC Check:If successful, see 215.If fails, see 366.

    376.Conduct Activation Check (+2 if in

    clear; 1 otherwise):

    If successful, see 523.If fails, see 674.

    377. Roll one die:0-5: Conduct Activation Check. Ifsuccessful, see 524.6-8: No event.9: Soldier may conduct PC Check (+1). Ifsuccessful, see 675.

    378.Conduct Activation Check (+1). Ifsuccesful, see 523.

    379.Soldier sees abandoned Germanmortar in this hex. It has no ammunition.

    380.Move to S13 and take SpecialReaction B out of effect for this German.

    381 .s6 required.If German 14 has beenremoved from play by evasive movementand any US soldier is within sight of hexS13, see 524.

    450.Every US soldier within sight of hexM10 must make a PC check (-2): If any succeed, see 606. If all fail, see 197. If no checks are made, no event.

    45 1 . If German 53 has been removed from

    play by evasive movement once, see 452.452.If any active US soldier is within sightof hex T8, activate German 53 in tha t hex,crouching. Put Special Reaction B into effectfor German 53.

    453. [s9]Trailing smoke, a British Typhoonfighter crashlands in hex R15. Place alandmark counter in tha t hex, showing asmoldering airplane. Any soldiers in the hexat the moment of impact are killed. If a USsoldier enters hex R15 while the landmarkcounter is in the hex, see 349. Note thisparagraph number on your Squad Record asa reminder.

    454.Gain 2 VP's.The pilot will fight withyour squad; use US soldier card 05 for his

    attr ibutes. You do not lose VP's if he laterbecomes incapacitated or killed.Gain 2 moreVP'sif he is active at the end of the mission.

    455.Every US soldier within sight of hexM5 must make a PC check (2): If any succeed, see 602. If all fail, see 338. If no checks are made, no event.

    456.Conduct Activation Check (1): If successful, see 337. If fails, see 194.

    457. Enter X7 and put Special Reaction Ainto effect for this German.

    458.[s5) Activate German 36 in hex N9,crouching.Commence Rounds.US

    advantage. All aware US soldiers, th at donot panic, receive 2 turns this Round.

    459. If Germans 24 and 42 inactive, takeSpecial Reaction Q out of effect and rollagain on the Condition 3-4 column. Performthe resulting action immediately. If either or both Germans 24 and 42 activebut not inside the staff car, conduct 825. If Germans 24 and 42 in the staff carand/or inactive, put Special Reaction C intoeffect for German 13 and roll again for thisaction. Perform the resulting actionimmediately by entering hex T15 (if thestaff car entered at Y8) or R14 (if entered atY16).

    460.s7 required.Go to Condition 3.

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    4 6 1 . One incapacitated German,determined at random, dies from hisinjuries. This event may occur only once permission. Ignore this paragraph after thefirst soldier dies of his injuries.

    4 6 2 . If soldier on bri dge , see 647.

    If soldier under bridge, see 108.

    4 6 3 . Go to Condition 3.

    4 6 4 . Roll one die:

    0-4: Conduct Activation Check (+1). Ifsuccessful, see 636.5-8: Conduct Activation Check. Ifsuccessful, see 636.9: Conduct PC Check. If successful, see 477.If fails, see 636.

    4 6 5 . If an active US soldier can see hex N5,

    go to Condition 2.

    4 6 6 . If any US soldier can see hex K7, see

    080.

    4 6 7 . If soldier moving (not the cache), rollone die:0-8: No effect.9: See 040.

    4 6 8 . Conduct Activation Check (+1): If successful, see 047. If fails, see 551.

    4 6 9 . Soldier hears the sensual voice ofMarlene Dietrich singing "Lili Marlene." Itis coming from inside the adjacent building.

    4 7 0 . 1. If Kubelwagen inactive or UScontrolled, put Special Reaction U into effectfor this German and enter hex L4 as first hexof movement.2. If not inside the Kubelwagen, enter theKubelwagen.

    3. If inside the Kubelwagen and bothGermans 63 and 83 are active and occupythe Kubelwagen, put Special Reaction Qinto effect for both Germans and roll againfor this action. Perform the resulting actionimmediately.

    4. If German 63 active and inside the activeKubelwagen, and German 83 inactive, putSpecial Reaction T into effect for German 63and roll again for his action. Perform theresulting action immediately.

    5. If German 83 active and inside theKubelwagen and German 63 inactive, putSpecial Reaction Q into effect for German83 and roll again for his action. Perform theresulting action immediately.6. Crouch and c onduc t sn ap fire at as man ytargets as possible, beginning with theclosest and easiest.

    4 7 1 . [s3 and s7] Activate German 40 in hexS9, crouching. Activate German 12 in thesecond story of the building in hex S13,

    crouching. Place second floor counter underGerman 12. Commence Rounds. Germanadvantage. Germans 12 and 40 receive 2turns this Round.

    4 7 2 . [s3] Activate German 40 in hex S9,crouching. Commence Rounds. Germanadvantage. German 40 receives 2 turns thisRound.

    4 7 3 . Soldier sees a ford in hex F10.

    4 7 4 . If vehicle is moving, enter hex L4. If soldier is moving, put Special Reaction Jinto effect for this German. If sO has notoccurred, sO occurs; place a Kubelwagencounter in this hex.

    4 7 5 . The US soldier with the highest PC

    which can see hex 14 must make a PC check.

    If successful, see 049.

    4 7 6 . Conduct Activation Check (+1):If successful, see 560.If fails, see 488.

    4 7 7 . [s7] Activate German 12 in the secondstory of the building in hex S13, crouching.Place second floor landmark under German12's counter. Commence Rounds. Germanadvantage.

    4 7 8 . [s6] Activate German 7 in hex P5,standing. Commence Rounds. US

    advantage.4 7 9 . If s0 has occurred, see 487. If s0 has not occurred, s0 occurs. ActivateGermans 24 and 42 in hex S14, crouching.Commence Rounds. US advantage. Allactive US soldiers that can see hex S14 areautomatically aware. All aware US soldiers,that do not panic, receive 2 turns thisRound. See 487.

    4 8 0 . Soldier sees a ford in hex B5.

    4 8 1 . Roll one die:0-3: Conduct Activation Check. If

    successful, see 042.4-6: Conduct Activation Check (1). Ifsuccessful, see 042.7-9: Conduct PC Check. If successful, see

    458.

    4 8 2 . Conduct Activation Check:If successful, see 472.If fails, conduct PC Check. If successful,see 634.

    483. [s6] Activate German 7 in hex P5,crouching. Commence Rounds. Germanadvantage. German 7 receives 2 turns thisRound.

    4 8 4 . The soldier has entered a radarstation. Place Event marker and conductPC check. If successful, see 133. In addition,gain 2 VP's by destroying the radar station.To destroy it, throw a satchel charge into itshex. Note the hex on your Squad Record as

    a reminder.4 8 5 . One wounded German soldier,determined at random, becomesincapacitated due to blood loss. This eventmay occur only once per mission. Ignorethis paragraph after the first soldierbecomes incapacitated due to his injuries.

    4 8 6 . Conduct PC Check (-1):

    If successful, see 070.If fails, see 493.

    4 8 7 . Hex S13 contains a V-2 rocket,concealed inside the church building. PlaceV-2 landmark. Gain 2 VP's for itsdestruction. To destroy it, throw a satchelcharge into its hex. When you throw asatchel charge into its hex, read paragraph

    639. Note this paragraph number on yourSquad Record and read it when you destroythe rocket.

    4 8 8 . Conduct PC Check (+1):If successful, see 703.If fails, see 560.

    4 8 9 . If bridge in hex G14 blown, enter hexF15.

    If bridge in hex G14 not blown, enter hex

    G14.

    4 9 0 . Conduct Activation Check (-2). If

    successful, see 586.

    4 9 1 . Place Event marker. Conduct PCCheck: If successful, see 049.

    If fails, see 638.

    4 9 2 . [s3] Activate German 40 in hex S9,crouching. Commence Rounds.

    4 9 3 . Conduct Activation Check (-1):If successful, see 643. If fails, conduct PC Check (-1). Ifsuccessful, see 070.

    4 9 4 . s3 required. Go to Condition 3.

    4 9 5 . Roll one die:0-2: Conduct Activation Check. Ifsuccessful, see 483.

    3-8: Conduct Activation Check (-1). Ifsuccessful, see 483.9: Conduct PC Check. If successful, see 478.

    4 9 6 . [s2] Activate German 6 in the secondfloor of hex S13, crouching. Place secondfloor marker under German 6. Commence

    Rounds. German advantage. German 6receives 2 turns this Round.

    4 9 7 . Conduct Activation check: If successful, see 590. If fails, see 637.

    4 9 8 . Conduct PC Check. If successful, see133.

    4 9 9 . [s6] Your soldier has entered aFlaubert novel. Having walked into thehouse's parlor, he now faces Emma Bovary.Her face, seen in profile, was so calm that itgave him no hint. It stood out against thelight, framed in the oval of her bonnet,whose pale ribbons were like streamingreeds. Her eyes with their long curvinglashes looked straight ahead: they were fullyopen, but seemed a little narrowed becauseof the blood that was pulsing gently underthe fine skin of her cheekbones. The rosyflesh between her nostrils was all buttransparent in the light. She was incliningher head to one side, and the pearly tips ofher white teeth showed between her lips. "Isshe laughing at me?" your soldier wonders.

    5 0 0 . Conduct Activation Check (+3). If

    successful, see 651.5 0 1 . Conduct Activation Check. Ifsuccessful, see 652.

    5 0 2 .Activate German 3 in hex E13,standing. Commence Rounds. USadvantage. The US soldier who just madehis PC Check is automatically aware.

    5 0 3 . Soldier must conduct a PC Check:If successful, see 654.If fails, see 655.

    5 0 4 . Conduct Activation Check (4-3):If successful, see 651.If fails, see 655.

    5 0 5 . Conduct Activation Check:If successful, see 651. If fails, go to Condition 2.

    5 0 6 . Roll one die:0-5: Conduct Activation Check. Ifsuccessful, see 651.6-8: No effect.9: Soldier may conduct PC Check (+2). Ifsuccessful, see 205.

    507. [s2] Activate German 3 in hex E13 orGerman 11 in hex F12, whichever soldier isnot yet activated.

    5 0 8 . A German mortar strike! Roll one dieto determine the impact hex:0:L11.1:K10.

    2:19.

    3:G8.

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    4:E7.5:C6.6:A6.7:K11.

    8: J10.9:I10Assess artillery damage by placing a Cratermarker in non-building hex. A building hexis reduced to rubble when hit. All soldiersand vehicles in a hex hit by artillery fire arekilled and knocked out, respectively.

    509. Any one US soldier th at can see hexJ3 must conduct a PC Check (-2). Ifsuccessful, see 660.

    510. Roll one die:0-5: Conduct Activation Check (1). Ifsuccessful, see 355.6-8: No event.9: Soldier may conduct PC Check. Ifsuccessful, see 654.

    5 1 1 . Conduct PC Check (-1):If successful, see 662.If fails, see 212.

    5 1 2 . Go to Condition 3. If si has notoccurred, see 660.

    5 1 3 . [s3] Activate German 56 in hex K4,

    crouching. Commence Rounds. Germanadvantage. The German just activatedautomatically receives 2 turns this Round.

    5 1 4 . [s4] Activate German 45 in hex M6,crouching. Commence Rounds. Germanadvantage. The German just activatedautomatically receives 2 turns this Round.

    5 1 5 . [s4] Activate German 45 in hex M6,crouching. Commence Rounds. USadvantage. The US soldier who just madehis PC Check is automatically aware. Allaware US soldiers, that do not panic, receive2 turns this Round.

    5 1 6 . If s3 has occurred and any US soldieris in sight of hex M6, see 664.

    517. [s2] Act iva te Germa ns 3 and 11 in hexF12, crouching. Commence Rounds.

    518. Con duct PC Check:If successful, see 364.If fails, see 218.

    519. Soldier notic es mort ar fire origi nati ngfrom just behind the crest of the hill,perhaps around hex X14.

    520. [sO] Soldie r sees roadblo ck of logs anddebris across road in hexes Sll and S12.Place roadblock markers in those hexes.Conduct PC Check (+1):

    If successful, see 671. If fails, place Event marker.

    521. Soldier sees a smoldering Germa ncigarette on the edge of a table in thisotherwise deserted farmhouse. There are afew shell casings on the floor.

    522. Cond uct Activ atio n Check (+2):

    If successful, see 673. If fails, see 223.

    523. [s2] Activate Germans 3 and 11 in hex016, crouching. Commence Rounds. Germanadvantage.

    524. [s6] Act iva te Germa n 14 in hex S13,crouching. Commence Rounds. Germanadvantage.

    525. Roll one die:0-5: Conduct Activation Check. If

    successful, see 523.

    6-8: No effect.9: Soldier may conduct PC Check (+1). Ifsuccessful, see 674.

    526. Your men hear splashi ng in the riveraround hex 018.

    527. Move to T8 and take Special ReactionD out of effect for this German.

    528. s4 required. If German 45 has beenremoved from play by evasive movementand any US soldier is within sight of hexT8, see 673.

    551. Condu ct PC Check (-1) :If successful, see 620.If fails, see 701.

    552. If active tar get in sight, enter hexM7.

    If no active target in sight, enter hex N7.

    553. If either or bot h Germans 22 and 23inactive, enter hex F8. If Germans 22 and 23 are active or havenot been activated, enter hex F9.

    554. If inside active vehicle and driveractive, conduct best fire at easiest target. If inside active vehicle and driver inactive,put Special Reaction T into effect for thisGerman, but perform no action this turn. If inside inactive vehicle, put SpecialReaction U into effect and roll again for thisaction. Perform the resulting actionimmediately.

    555. [S3] Acti vat e German 16 in hex G5,crouching. Commence Rounds. Germanadvantage. German 16 receives 2 turns thisRound.

    556. Artillery strik e! To deter mine theimpact hex, roll one die to determine thecolumn. After the column is determined, rolla second die and add 10 to it to determinethe row. For example, a roll of 6 followed bya roll of 3 would cause the round to land inhex F13 (6 =F ; 3 + 10=13). Place a crater inthe impact hex. Any soldiers in that hex,even Germans, are automatically killed.

    557. If vehicle moving, ent er hex G9. If soldier 29 or lower moving, enter hex

    G9.

    If soldier 30 or higher moving, enter hexG8.

    558. [s7] Acti vat e Germa ns 29/ 30, and 31in hex A9, standing. Commence Rounds.

    559. [s3] Activate German 16 in hex G5,crouching. Commence Rounds. USadvantage. All US soldiers that can see hexG5 are automatically aware.

    560. [s1] Acti vat e Germa n 17 in hex U5,crouching. Commence Rounds. Germanadvantage.

    561. Place Eve nt marker. Conduct PCCheck (1). If successful, see 702.

    562. 1. If s4 ha s not occurre d, see 722.2. If s5 has not occurred, see 715.3. If s4 and s5 have occurred, go toCondition 3.

    563. Con duc t Act iva ti on Check (1):If successful, see 710.If fails, see 751.

    564. If bridg e in hex G13 blown, enter hexF14.If bridge in hex G13 not blown, enter G13.

    565. The German thro ws a secret switch

    and the bridge blows up. When it goes, any

    soldier in the bridge hex is killed. Anysoldier in an adjacent hex rolls for damageas if hit by a grenade outside.

    566. Condu ct PC Check (+1):If successful, see 713.If fails, see 563.

    567. Pu t Specia l Reac tio n F int o effect forthis German.

    568. Condu ct PC Check (-1) :If successful, see 069.If fails, see 496.

    569. [s1] Act iva te Germa n 17 in hex 06 ,crouching. Commence Rounds.

    570. [s1] Hex L17 cont ains what was oncea German bunker. It was destroyed by adirect hit with a five hundred pound bomb.Place crater in the hex.

    571. Condu ct Activ atio n Check (+1). Ifsuccessful, see 718.

    572. Place Ev ent marker. Conduct PCCheck (1). If successful, see 721.

    573. Condu ct Activ atio n Check (+1). Ifsuccessful, see 569.

    574. Cond uct Activ atio n Check (-1) . Ifsuccessful, see 725.

    575. Your soldier sees a camou flag edbunker in hex S13. If you wish to commenceRounds, see 884; otherwise, Rounds do notcommence. Note 884 on your Squad Record.You can commence Rounds and activate thebunker at any time you choose by going to884.

    576. If Germa n 50 or higher is moving,enter hex M10. If German 49 or lower is moving, enter hexN10.

    577. Condu ct Activ atio n Check (+1):If successful, see 718. If fails, conduct PC Check. If successful,

    see 754.

    578. 1. If s2 ha s not occurre d, see 737.2. If sO and s5 have occurred, go toCondition 4.3. No e vent.

    579. Condu ct Activ atio n Check (+1):If successful, see 583.If fails, conduct PC Check (-1). Ifsuccessful, see 632.

    580. s5 required. If an activ e US soldieroccupies a hex on the east side of the river,see 784.

    581. [s4] Act iva te Germ ans 27 and 28 inhex All, standing. Commence Rounds.

    German advantage.

    582. [s9] Acti vat e Germa n 84 in the firsthex on the list in US sight, but not occupiedby an active US soldier. Commence Rounds.German advantage.

    583. [s5 and s7] Activate Germans 63 and83 in hex M6, crouching. Activate German93 in hex N9, crouching. Commence Rounds.German advantage.

    584. The US soldier with the high est PCthat can see hex S13 must make a PCCheck. If successful, see 980.

    585. Condu ct PC Check:If successful, see 633.

    If fails, see 084.

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    5 8 6 . [s2] Activate German 6 in hex V15,crouching. Commence Rounds. Germanadvantage. German 6 receives 2 turns thisRound.

    5 8 7 . Conduct PC Check (+1): If successful, see 744. If fails, see 099.

    5 8 8 . If any Germans have been activated,go to Condition 3.

    5 8 9 . [s1] Activate German 17 in hex S9,

    crouching. Commence Rounds. If inCondition 2, go to Condition 3. If inCondition 3, go to Condition 4. German 17conducts PC Check:

    If successful, Germa n adva nt age . If fails, US advantage. All active USsoldiers that can see hex S9 areautomatically aware.

    5 9 0 . [s5] Activate Germans 63 and 83 inhex M6, crouching. Commence Rounds.German advantage.

    5 9 1 . [s2] Activate German 6 in hex L14,crouching. German 6 conducts PC Check: If successful, German ad van tag e. If fails, US advantage.

    5 9 2 . If no active US soldier in sight, enterhex Q14.

    If active US soldier in sight, enter hex

    Q15.

    5 9 3 . 1. If s5 and s7 have not occurred, see632.2. If s5 has not occurred, see 637.3. If s7 has not occurred, see 633.4. If s5 and s7 have occurred, go toCondition 4.

    5 9 4 . 1. If s5 and s7 have not occurred, see632.

    2. If s5 has not occurred, see 637.3. If s7 has not occurred, see 633.4. If Germans 63 and 83 are inactive, go toCondition 5.

    5. No e vent.5 9 5 . s6 required. See 097.

    5 9 6 . 1. If an active US soldier occupies ahex on the east side of the river, see 784.2. If an active US soldier occupies a hex onthe west side of the river, see 581.3. No event.

    5 9 7 . If s4 has not occurred, see 785.If s4 has occurred, see 894.

    5 9 8 . [s9] Activate German 33 in hex P19,standing. Commence Rounds.

    5 9 9 . If an active US soldier can see any ofthe following hexes, see 582:1.K15.2.G17.

    3 . E l l .4.B12.

    6 0 0 . Conduct PC check: If successful, see 293. If fails, place Event marker.

    6 0 1 . Conduct Activation Check (+3): If successful and s5 has occurred, see 183. If successful and s5 has not occurred, see294. If fails, conduct PC check (-2). Ifsuccessful and s5 has occurred, see 312. Ifsuccessful and s5 has not occurred, see 316.

    602. [s5]Activate German 34 in hex M5,standing. Commence Rounds. USadvantage. The US soldier who just madehis PC check is automatically aware in this

    Round.

    6 0 3 . Conduct Activation Check (+2): If successful, see 337. If fails, see 194.

    6 0 4 . Conduct PC check (-2): If successful, see 342. If fails, place Event marker.

    6 0 5 . Minefield! Conduct the minefieldprocedure. Then, if s2 has not occurred,conduct Activation Check (+1). If successful, see 291. If fails, see 313.

    6 0 6 . [s7] Activate Germans 1 and 81 inindicated hex, standing. Commence Rounds.US advantage. The US soldier who justmade his PC check is automatically aware.

    6 0 7 . Roll one die:0-3 : Conduct Activation Check. Ifsuccessful, see 291.4-8: No effect.9: Conduct PC check (2). If successful, see312.

    6 0 8 . 1. If s2 and s6 have occurred, no event .2. If s2 has occurred, see 290 if in clear; see326 otherwise.3. If s6 has occurred, see 182.4. If s2 and s6 have not occurred, see 182.

    6 0 9 . 1. If s5 and s6 have occurred, no event .2. If s5 has occurred, see 290.3. If s6 has occurred, see 192.4. If s5 and s6 have not occurred, see 189.

    6 1 0 . If German 25 has been removed fromplay by evasive movement once, see 347.

    6 1 1 . If any active US soldier is in sight ofhex T8, activate German 34 in that hex,crouching. Commence Rounds. Put SpecialReaction B into effect for German 34. Go toCondition 4.

    6 1 2 . If any active US soldier is in sight ofQll, activate Germans 1 and 81 in that hex,crouching. Commence Rounds. Put SpecialReaction A into effect for both Germans. Ifno US soldiers are in sight of Qll, but anyare in sight of hex X7, activate theseGermans there instead.

    6 1 3 . [S0] s9 required. Flames erupt fromhex R15. The downed Typhoon fighter israpidly burning to a cinder. Any soldiers inR15 at this moment are killed. Remove thelandmark from the hex.

    6 1 4 . If any active US soldiers are visiblefrom the doorway, enter M14. If no active US soldier is visible from thedoorway, enter LI4.

    6 1 5 . [s5] Activate German 34 in hex N4,crouching. Commence Rounds.

    6 1 6 . Enter hex T8 and put Special ReactionB into effect for this German.

    6 1 7 . [s5] Activate German 36 in hex J13 ,

    crouching. Commence Rounds. Germanadvantage.

    6 1 8 . Soldier sees a shadow move in thebelltower of the church in hex SI3.

    6 1 9 . If s7 has not occurred, see 477. Then

    see 487. If s7 has occurred, see 479.

    620. [s4]Activat e German 51 in hex J13 ,standing. Commence Rounds. USadvantage. All aware US soldiers, that donot panic, receive 2 turns this Round.

    6 2 1 . 1. If s3 and s5 have not occurred, see

    644.

    2. If s5 has occurred, see 643.

    3. If s3 has occurred, see 042.4. If s3 and s5 have occurred, no event.

    6 2 2 . Place Event marker. Conduct PCCheck (+1). If successful, see 041.

    6 2 3 . One wounded US soldier, determinedat random, becomes incapacitated due toblood loss. This event may occur only onceper mission. Ignore this paragraph after thefirst soldier becomes incapacitated due tohis injuries.

    6 2 4 . Put Special Reaction X into effect forthis German. Special Reaction X remains ineffect for the duration of the mission unlesstaken out of effect specifically by aparagraph. However, the self-preservationcolumn is still used when a US soldier isadjacent or in the same hex. If a self-preservation paragraph calls for a return tothe Condition column that would normallyapply, return to Special Reaction X.

    6 2 5 . Conduct PC Check (+1):If successful, see 559.If fails, see 555.

    6 2 6 . Soldier sees fords in hexes T17 andV17.

    6 2 7 . Conduct Activation Check (2):If successful, see 496.If fails, see 568.

    6 2 8 . If vehicle moving, enter hex F5.If German 49 or lower moving, enter hexH6.

    If German 50 or higher moving, enter hexF5.

    6 2 9 . Conduct Activation Check:If successful, see 617.If fails, conduct PC Check. If successful,see 096.

    6 3 0 . 1. If in hex S14 and the staff car notdisabled, crouch and crawl into hex SI5.2. If in hex SI5 and staff car not disabled,

    enter the car.3. If in the staff car and the driver activeand the staff car not disabled, pass.4. If in the staff car and the driver inactivebut the staff car not disabled, exchangeplaces with the driver and drive the carusing this German's DS and the SpecialReaction C column of German 13's card.Take Special Reaction Q out of effect forthis German. Then enter hex T15 as yourfirst movement (if staff car entered at Y8) orR14 (if staff car entered at Y16).5. Conduct 800.

    6 3 1 . Conduct Activation Check (+1):If successful, see 084.If fails, see 633.

    6 3 2 . (s5 and s7] Activate Germans 63 and83 in hex M6, crouching. Activate German93 in hex N9, crouching. Commence RoundsUS advantage.

    6 3 3 . [s7] Activate German 93 in hex N9,crouching. Commence Rounds. USadvantage.

    634. [S3] Activate German 40 in hex S9,crouching. Commence Rounds. USadvantage.

    6 3 5 . [s8] Hex S6 contains a metallatticework tower and concrete platform.Place rocket gantry landmark. Gain 2 VP'sfor destroying the tower. To destroy it,

    throw a satchel charge into its hex.

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    636.[s7] Activate German 12 in the secondstory of the building in hex S13, crouching.Place the second floor landmark underGerman 12's counter.Commence Rounds.German advantage. German 12automatically receives 2 turns this Round.

    637. [s5] Activate Germans 63 and 83 inhex M6, crouching.Commence Rounds. USadvantage.

    638.Soldier sees a glint of steel in hex 14.

    639.When the satchel charge explodes, therocket also explodes. A huge fireball burstsfrom the church steeple, like the eruption ofMount Vesuvius. All soldiers in hex SI3 dieinstantly. Place rubble counters in hexesS13 and S14. All soldiers within 2 hexes ofS13 roll for damage using the grenadeoutside damage table. If in Rounds, allsoldiers within 3 hexes of SI3 panic. Placetheir AR markers in the Panic space unlessthey already occupy the Panic or Completespace.

    640.Soldier sees movement in the buildingin hex J13.

    641.Conduct Activation Check (+1): If successful, see 643.

    If fails, conduct PC Check (-1). Ifsuccessful, see 070.

    642. If active US soldier in sight, drivefast. If no active US soldier in sight, driveslowly.

    643.[S3] Activate German 40 in hex 06,crouching.Commence Rounds. Germanadvantage. German 40 automaticallyreceives 2 turns this Round.

    644. [s3ands5] Activate German 40 in hex06 and German 36 in hex N9, crouching.Roll one die; If even result,Commence Rounds. USadvantage.

    If odd result,Commence Rounds. Germanadvantage.

    645.One US soldier, determined atrandom, occupying a rough terrain hex falls.First he must make a PC Check. Ifsuccessful, he is uninjured. If fails, roll fordamage as if he were hit by pistol fire. Thisevent can occur only once per mission.Ignore any references to this paragraphafter the first soldier has fallen.

    646.Achtung! Minen-feld! Warning signsindicate a minefield in the hex northeast ofyour current position; place landmark.

    647.Soldier sees a ford in hex G12.

    648.[s4] Soldier sees a large antenna tower

    in hex X10.649.If inside active vehicle and driveractive, conduct 832.If inside active vehicle and driver inactive,exchange places with the driver and drivethe vehicle. Take Special Reaction C out ofeffect and use the Condition 3-4 column onGerman 13's card to determine the action. If inside inactive vehicle, put SpecialReaction U into effect and roll again for thisaction. Perform the resulting actionimmediately.

    650.Roll one die:0-2: Conduct Activation Check. Ifsuccessful, see 617.3-6: Conduct Activation Check (2). If

    successful, see 617. .

    7-9: Conduct PC Check. If successful, see640.

    651 . Conduct PC Check:If successful, see 201. If fails, see 354.

    652.Go to Condition 2.

    653.Activate German 11 in hex F12,standing.Commence Rounds.USadvantage. The US soldier who just madehis PC Check is automatically aware.

    654.[s2] Activate German 3 in E13 andGerman 11 in F12, standing.Commence

    Rounds.US advantage. The US soldier whojust made his PC Check is automatical lyaware. All aware US soldiers, that do notpanic, receive 2 turns this Round. Go toCondition 2.

    655.Conduct PC Check (-2): If successful, see 205.If fails, see 201.

    656. Roll one die:0-3: Conduct Activation Check. Ifsuccessful, see 652.4-8: No event.9: Soldier may conduct PC Check (+1). If

    successful, see 206.657. Roll one die:0-3: Conduct Activation Check. Ifsuccessful, see 652.4-7: No event.8: Soldier may conduct PC Check (+1). Ifsuccessful, see 207.9: Soldier may conduct PC Check (-1). Ifsuccessful, see 360.

    658. If a US tank is on the map, see 208.Otherwise, no event.

    659.A German mortar strike! Roll one dieto determine the impact hex:0:B6.1:L10.

    2:K12.3:111.4: G10.5:E9.6:C8.7:A8.8:L11.9:H9.Assess artillery damage by placing a Cratermarker in non-building hex. A building hexis reduced to rubble when hit. All soldiersand vehicles in a hex hit by artillery arekilled and knocked out, respectively.

    660.[s1) Soldier notices that the river canbe crossed on foot in hex J3. Place a fordmarker in the hex.

    661 . Roll one die:0-4: Conduct Activation Check (-2). Ifsuccessful, see 355.5-8: No event.9: Soldier may conduct a PC Check (-1). Ifsuccessful, see 654.

    662.[s6] Activate German 14 in hex K13,crouching.Commence Rounds.USadvantage. If a US soldier just made his PCCheck, he is automatically aware. Go toCondition 3.

    663.Conduct Activation Check. Ifsuccessful, see 213.

    664.Conduct Activation Check. If

    successful, see 214.

    665.Roll one die:0-3: Conduct Activation Check. Ifsuccessful, see 213.4-7: No event.8-9: Soldier may conduct PC Check. Ifsuccessful, see 215.

    666. If s5 and s3 have not occurred, see353. If s5 has occurred and s3 has not, see 663.If s3 has occurred and s5 has not, see 500. If s5 and s3 have occurred, no event.

    667. Roll one die:0-4: Conduct Activation Check (1). Ifsuccessful, see 651.5-8: No event.9: Soldier may conduct PC Check. Ifsuccessful, see 205.

    668.Roll one die:0-4: Conduct Activation Check (-2). Ifsuccessful, see 218.5-8: No event.9: Soldier must conduct PC Check. Ifsuccessful, see 662.

    669.Any one US soldier who can see hexN18 must conduct a PC Check (-1). Ifsuccessful, see 219.

    670.If German 45 and German 11 and anytwo other Germans have been captured,incapacitated, and/or killed, go to Condition5. Otherwise, no event.

    671 . Soldier notices electrical wiringrunning along the ground in this hex,toward and away from the bridge. If thesoldier cuts the wire (requires one actionduring Rounds), see 221.

    672.Conduct PC Check:If successful, see 219.If fails, place Event marker.

    673.[s4] Activate German 45 in hex T8,standing.Commence Rounds. Germanadvantage. This German automatically

    receives 2 turns in the upcoming Round.674.[s2] Activate Germans 3 and 11 in hex016, standing.Commence Rounds. USadvantage.

    675.[s6) Activate German 14 in hex S13,standing.Commence Rounds.USadvantage.

    676.Conduct Activation Check (+1). Ifsuccessful, see 673.

    677.Move to 016 and take SpecialReaction A out of effect for this German.Go to Condition 3.

    678.s2 required.If German 3 and/or 11 hasbeen removed from play by evasivemovement and any US soldier is in sight of

    hex 016, see 228.701. Conduct Activation Check (-1). Ifsuccessful, see 047.

    702.[s7] Hex E6 contains a wreckedSherman tank; place landmark.

    703.[s1] Activate German 17 in hex U5,crouching.Commence Rounds.USadvantage.

    704. If 3 or more active target s in sight,enter hex H5. If 2 or fewer active targets in sight, enterhex H6.

    705. If active target in sight, enter hexW2.

    If no active target in sight, enter hex W3.

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    706. If a ctive targ et in sight, enter hexH8.

    If no active target in sight, enter hex H7.

    707. Pu t Special React ion Y int o effect forthis German. This German ignores self-preservation while in Special Reaction Y. Inaddition, if Condition 2 or 3 is in effect, goto Condition 4.

    708. If Cond itio n 4, 5, or 6 is in effect,take Special Reaction F out of effect andreturn to current Condition for this

    German's actions. If Condition 3 is in effect, see 802.

    709. If vehicle is moving, en ter hex K11. If soldier is moving and no active USsoldier is within 2 hexes of the bridge, enterhex Kll.If soldier is moving and active US soldieris within 2 hexes of the bridge, enter hexK10.

    710. [S3] Acti vat e German 86 in hex Kl l ,crouching. Commence Rounds. Germanadvantage. Go to Condition 2.

    711. If 2 or more acti ve US soldi ers in th ehex, surrender. Otherwise , st and and co nduct be st fire at

    closest target. Fall prone if free stancechange available.

    7 1 2 . If an active German is in the same oradjacent hex, crouch and give a turn to theGerman with the fewest turns. If 2 or moreeligible Germans have the same number ofturns, give it to the soldier with the higherWS. If all eligible Germans have 2 turns, fallprone.

    If there are no active Germans in the sameor adjacent hex, conduct 801.

    713. You see the silhoue tte of a sen trystanding in hex K11. If you wish tocommence Rounds, see 874. If you wish tocontinue silently down the river, remain inOperations.

    714. 1. If s2 has not occurred , see 078.2. If s7 has not occurred, see 558.3. If s2 and s7 have occurred, go toCondition 2.

    715. [s5] Acti vate German 54 in hex A6.Commence Rounds. German adva ntage .German 54 receives 2 turns this Round.

    716. If Germ ans 63 and 83 are inactive,surrender.If Germans 63 and 83 are active or havenot yet been activated, conduct 802.

    7 1 7 . 1. If s5 and s7 have not occurred, see579.2. If si has not occurred, see 569.3. If s7 has not occurred, see 631.

    4. If s5 has not occurred, see 497.5. If si, s5, and s7 have occurred, no event.

    718. [s2] Act iva te German 60 in hex Q10,crouching. Commence Rounds. Germanadvantage. German 60 receives 2 turns thisRound. Go to Condition 2.

    719. Condu ct PC Check:If successful, see 755.If fails, see 879.

    720. If vehicle is movi ng, ente r hex G6.If German 49 or lower is moving, enter hex17.

    If German 50 or higher is moving, enter

    hex G6.

    721. Your soldier notice s the telltale signs

    of a minefield running from hex V7 to Y5.

    722. [s4] Acti vat e Germ ans 46, 43, and 44in hex A16, standing. Commence Rounds.

    723. Con duc t PC Check (+2): If successful, see 760.If fails, see 759.

    724. Starshe ll dissi pates . Remove onestarshell from the map. If there is morethan one on the map, determine the oneremoved at random.

    725. [s0] Acti vat e Germa ns 20 and 21,

    crouching, in hex H15, inside a bunker.Place a bunker marker on the hex with itsdoorway facing hex H16. Commence

    Rounds. German advantage. Go toCondition 3.

    726. [S1] Acti vat e Germa n 18 in hex P19,standing. Commence Rounds.

    727. Con duc t Act iva tio n Check (1). Ifsuccessful, see 729.

    728. [s6] Acti vat e Germa ns 87 and 88 inhex I19, standing. Commence Rounds.

    729. [sO and s3] Activate Germans 20 and21 in hex H15, crouching inside a bunker.Place a bunker marker on the hex with itsdoorway facing hex H16. Activate German

    86 in hex Kll, crouching. CommenceRounds. German advantage. Go toCondition 3.

    730. [s6, s0, and s3] Acti vate German 86 inhex Kll, crouching. Activate German 73 inhex E13, crouching. Activate Germans 20and 21 in hex H15, crouching inside abunker. Place a bunker marker on the hexwith its doorway facing hex H16.Commence Rounds. German advan tage . Goto Condition 3.

    731. Condu ct PC Check (+2):If successful, see 575.If fails, conduct Activation Check (1). Ifsuccessful, see 767.

    732. If either German machine gunne r isinactive, assist in firing the machinegun,conduct 815.If both German machinegunners areinactive or neither is inactive, conduct 802with personal weapon.

    733. If Ger man 50 or hig her is movi ng,enter hex T14. If German 49 or lower is moving, enter hexU14.

    734. If acti ve US soldier is withi n 4 hex esof H15, enter hex E13.Otherwise, enter hex F11.

    735. [s1] Acti vat e German 18 in hex J1,standing. Commence Rounds.

    736. If soldier ente red this hex from hexM12, enter hex Kll.If soldier entered this hex from hex Kll orL12, enter hex M12.

    737. [s2] Acti vat e Germa n 60 in hex 01 4,crouching. Commence Rounds.

    738. If an active US soldier can see any ofthe following hexes, see 098:

    1.G10.

    2.L12.3. L10.4.D17.

    739. s0 required. If an act ive US soldieroccupies a hex on the west side of the river,see 581.

    740. Take Special Reacti ons R, T, and Vout of effect for all Germans using them.

    741. [sOJ Soldier sees camou flag edKubelwagen in hex M4. Place landmark.

    742. 1. If an act ive US soldier occupies ahex on the east side of the river, see 597.2. If an active US soldier occupies a hex onthe west side of the river, see 893.3. No event.

    743. Condu ct PC Check:

    If successful, see 637.If fails, see 497.

    744. [s2] Activate German 6 in hex V15,standing. Commence Rounds. USadvantage. All US soldiers that can see hexV15 are automatically aware.

    745. [s6] A US glide r pa sse s low over headfrom east to west. Your soldiers see it passout of sight and then, seconds later, theyhear a loud ripping crash as the glider slidesinto the forest off the map.

    746. [S3] Act iv at e Ger man 16 in hex G5,crouching. Commence Rounds. Go toCondition 3.

    747. [s2] Act iva te German 6 in hex J15 ,

    crouching. German 6 conducts a PC Check: If successful, Germa n adva nta ge. If fails, US advantage.

    748. If no activ e US soldier in sight, ent erhex 07.If active US soldier in sight, enter hex P5.

    749. The US soldier with the highe st PCthat can see hex S13 must make a PCCheck. If successful, see 069.

    750. Roug h water ! Conduct one PC checkper canoe, using the soldier with the highestDS in the canoe.If successful, you negotiate the water. Noeffect.If fails, see 872.

    751. Condu ct PC Check (-1) . If successful,see 874.

    752. Condu ct Activ atio n Check (+1):If successful, see 710.If fails, conduct PC Check (+1). Ifsuccessful, see 874.

    753. You see wha t looks like a bun ker inhex L17.

    754. [s2] Acti vat e German 60 in hex Q10,crouching. Commence Rounds. USadvantage. Go to Condition 2.

    755. [s2] Acti vat e Germa n 60 in hex X6,crouching. Commence Rounds. USadvantage. Go to Condition 2.

    756. [s2] Acti vat e Germa n 60 in hex X6,crouching. Commence Rounds. Germanadvantage. German 60 receives 2 turns thisRound. Go to Condition 2.

    757. Place Eve nt marke r. Condu ct PC

    Check (1). If successful, see 880.

    758. Con duc t Act iva tio n Check (1):

    If successful, see 759. If fails, see 723.

    759. [s6] Acti vat e German 73 in hex E13 ,crouching. Commence Rounds. Germanadvantage. German 73 receives 2 turns thisRound. Go to Condition 2.

    760. [s6] Acti vat e German 73 in hex E13 ,crouching. Commence Rounds. US

    advantage. Go to Condition 2.

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    761. [s0] Acti vat e Germa ns 20 and 21crouching in hex H15, inside a bunker. Placea bunker marker on the hex with its doorfacing hex H16. Commence Rounds. USadvantage. All US soldiers that can see hexH15 are automatically aware. All aware USsoldiers, that do not panic, receive 2 turnsthis Round. Go to Condition 3.

    762. 1. If sO and s3 hav e no t occu rred, see727.

    2. If s3 has occurred, see 574.

    3. If sO has occurred, see 752.4. If sO and s3 have occurred, no event.

    763. 1. If s6, sO, and s3 hav e not occurre d,see 730.2. If s6 and s3 have not occurred, see 764.3. If sO and s3 have not occurred, see 727.4. If s6 and sO have not occurred, see 765.5. If sO has not occurred, see 574.6. If s3 has not occurred, see 752.7. If s6 has not occurred, see 760.8. If s6, sO, and s3 have occurred, no event.

    764. [s6 and S3] Activate German 86 in hexKl l and German 73 in hex E13, bothcrouching. Commence Rounds. Germanadvantage. Germans 73 and 86 receive 2turns this Round. Go to Condition 2.

    765. [sOand s6] Activate German 73 in hexE13, crouching. Activate Germans 20 and21 in hex H15, inside a bunker. Place abunker marker on the hex with its doorwayfacing hex H16. Commence Rounds.German advantage. Go to Condition 3.

    766. If bun ker inta ct, pu t SpecialReaction R into effect for this German. ThisGerman enters the bunker. If sO has notoccurred, see 725. If bunker is destroyed, put SpecialReaction V into effect for this German.

    767. [s5] Acti vat e Germa ns 65 and 66crouching in hex S13, inside a bunker. Placea bunker marker on the hex with its door

    facing hex T13. Commence Rounds. Germanadvantage. Go to Condition 3.

    768. Con duc t Act iva tio n Check (1):If successful, see 884.If fails, conduct PC Check (+2). Ifsuccessful, see 575.

    769. Cond uct Acti vati on Check (+1):If successful, see 756.If fails, conduct PC Check. If successful,see 755.

    770. If there is a target within 3 hexes,stand and throw grenade into closest hexcontaining the greatest number of active USsoldiers that is within 3 hexes of the bunker.If 2 or more hexes have the same number ofUS soldiers, determine target at random.

    If no target available within 3 hexes or nogrenades available, stand and fire personalweapon at closest target.

    771. If bunker intact, put SpecialReaction R into effect for this German. ThisGerman enters the bunker. If s5 has notoccurred, see 767. If bunk er destroy ed, p ut Special Reactio nV into effect.

    772. Pu t Special React ion T int o effect forthis soldier.

    773. If ju st enteri ng this hex and anactive US soldier is in sight, put SpecialReaction X into effect for this German.

    If Special Reaction X taken out of effect

    AMB USH! PARA GRAPHS: PAGE 15

    by another paragraph or no active USsoldier is in sight, enter the hex northeast ofthis hex.

    774. If Germa n 50 or higher is moving,enter hex Qll.If German 49 or lower is moving, enter hex

    P10.

    775. Pu t Special React ion V int o effect forthis German.

    776. If an act ive US soldier is with in

    sight of hex S13, enter hex S13.If no active US soldier is within sight ofhex S13, enter hex T12.

    777. If jus t entering this hex and thebunker is intact, put Special Reaction R intoeffect for this German. If bunker isdestroyed, put Special Reaction V intoeffect. If Special Reaction R or V is taken out ofeffect by another paragraph, enter hex T13.

    778. 1. If an act ive US soldier occupies ahex on or south of the road running fromhex N12 to Y8 (inclusive), enter 013.2. If an active US soldier occupies a hexnorth of the road running from N12 to Y8,enter hex N11.

    3. If no active US soldiers are on the eastside of the river, enter hex N12.

    779. If soldier enter ed this hex from hexN12, enter hex Lll.If soldier entered this hex from hex Lll,enter hex N12.

    780. If th ere is an act ive US soldier onthe west side of the river, enter hex K10. If there are no active US soldiers on thewest side of the river, enter hex Lll.

    781. 1. If th ere is an active US soldier on orsouth of the road running from hex A6 toL l l (inclusive), enter hex C8.2. Otherwise, enter hex D7.

    782. If an activ e US soldier is with in

    sight of hex H15, enter hex H15. If no active US soldier is within sight ofhex H15, enter hex 17.

    783. If no active US soldier is on or nor thof the road running from hex N12 to Y8(inclusive), enter hex P4.Otherwise, enter hex P3.

    784. [s4] Activate Germans 27 and 28 inhex S19, standing. Commence Rounds.German advantage.

    785. [s4 and s8J Activate Germans 27, 28,38, and 39 in hex S19, standing. Commence

    Rounds. German advantage.

    786. [s8) Activate Germans 38 and 39 inhex A11, standing. Commence Rounds.German advantage.

    800. Lie prone.

    801. Crouch, then conduct best fire ateasiest target. Fall prone after fire if freestance change available.

    802. Crouch, then condu ct best fire atclosest target. Fall prone after fire if freestance change available.

    803. If activ e tar ge t visible and Germannot in open hex, crouch and conduct best fireat easiest target. Fall prone after fire if freestance change available. If active target visible and German in openhex, move as quickly as possible. If no active target visible, run into open,

    crawl into any other type of hex.

    804. If out of US sight , remove th eGerman from the map. If in US sight and a target is within 3hexes, crouch and conduct best fire. Fallprone after fire if free stance changeavailable. If in US sight and no target within threehexes, fall prone.

    805. If out of US sight, remove theGerman from the map. If in US sight and a target is within 4

    hexes, surrender. If in US sight and no target within 4hexes, fall prone.

    806. Run into open hex, crawl into anyother type of hex. Stop moving and fallprone if free stance change available and outof sight of active US soldier. If out of USsight at end of round, remove the Germanfrom the map.

    807. If an active targ et is in sight , crouchand conduct best fire at easiest target. Fallprone after action if free stance changeavailable. If no active target in sight, run into openhex or crawl into any other type of hex. Fallprone after action if free stance changeavailable.

    808. If no activ e tar get in sight , crouch. If 1 or 2 active targets in sight, crouch andconduct best fire at easiest target. Fallprone after fire if free stance changeavailable. If three or more active targets in sight, fallprone.

    809. Move as quick ly as possi ble; fall pro neafter movement (spending a MovementPoint to do so, if necessary).

    810. 1. If with in 2 hexes of a killed orincapacitated enemy or friendly soldier, andnot is sight of an active target, run to victimand take weapon. Then return to the hexyour soldier occupied before moving to take

    the weapon.2. If in sight of active target, crouch andconduct best fire.3. Crouch.

    811. If in sigh t of an activ e tar get ,surrender. Otherwise, fall prone.

    8 1 2 . 1. If active US soldier in hex, assaultto kill.2. If adjacent to active US soldier throughtraversable hexside and a grenade isavailable, crouch and throw grenade.Exception: If another active Ger