Here’s a little info on AA:BOTG from our blog (found at http://www.ambushalleygames.net/blog/2015/4/26/ambush-alley-returns):
If you’re familiar with the history of AAG, you know that we got our start back in 2007 with the release of the original Ambush Alley rule book – a slim little volume with black and white photos that I “type set” using Word. It was tightly focused on modern, urban combat between “regular” and “insurgent” forces and quickly garnered a respectably large fan base.
When we followed Ambush Alley up with the first edition of Force on Force in 2008, we expanded the scope of the game to larger, more conventional battlefields. Little did we know that book would attract the attention of Osprey Publishing and make Force on Force our major focus for nearly four years. After publishing a 2nd edition of FoF and eight companion books behind, we found ourselves nostalgic for the tighter scope of Ambush Alley.
What’s more, we’ve learned a lot in the past eight years (you guys are good teachers), and we really wanted to apply those lessons without gutting Force on Force. We’re well aware that many of you have sunk a lot of your hard earned cash in FoF and its eight companion books and we really didn’t feel right about putting out a new edition – it wouldn’t have been a money grab, but it sure might have looked like one to some folks. We pride ourselves on being a game company run by gamers for gamers, so the last thing we want is to look like we’re falling into some sort of planned obsolescence based version release strategy. We decided it would be a much better idea to kill two birds with one stone by putting out a new version of our much loved Ambush Alley rules that incorporates the lessons we’ve learned in the “FoF years.”
So what’s this new version of Ambush Alley going to be like? Well, here are some high points of what you’ll see in the new version of the game:
Ambush Alley will be a game engine. While the rule book itself will be focused on modern/near future small unit combat, we’ll be releasing Guidebooks that to put the engine to work in other settings, such as zombie survival, space opera, WWII, etc.
Ambush Alley will support the sort of fire team based skirmish gaming you’re used to from Force on Force and/or allow you to field highly skilled individual figures as single figure “units.” Want to play a scenario featuring a couple Special Forces Operators leading a few squads of indigenous troops? No problem. Or maybe you want to play a game where you’re in control of four separate Operators who are infiltrating an enemy camp? No sweat. Ambush Alley will allow you to play any combination of unit based skirmish or figure based “ultra-skirmish” scenarios you desire.
Ambush Alley will have a shallower learning curve than FoF. While it will still include the AAG “Reaction System,” that system has been overhauled and simplified to make it easier to learn and play. The rules in general are far more streamlined and will be supported by a number of “out of the box” playing aids that will make the game quick and easy to pick up.
Ambush Alley will be Force on Force & Tomorrow’s War compatible. It isn’t meant to replace FoF or TW and, as you’ll see, is significantly different from both of those games in design and scope, but you will still find it quick and easy to adapt FoF or TW scenarios for use with Ambush Alley.
Ambush Alley will see the return of our beloved digital “Mini-Campaign Packs.” We’ll re-release updated versions of old classics like “Three Block War” and “Under the Black Flag” to support the release of Ambush Alley and regularly release new, inexpensive mini-campaign packs.
Ambush Alley will be well-supported with scenario packs, but will not require scenarios to play. We’re designing this new version of the game from the ground up to make it pick-up game friendly.
I’ll go into more detail on the items above (and other surprises that I’m keeping up my sleeve for now) – keep your eyes on the blog! It’s going to get pretty exciting around here!