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This will be a little more focused on small engagements than TW, but I think you’ll like it!
Thanks for the input, everyone!
Correct, with a clarification – Non-Initiative units can only be activated in the End Phase if they didn’t perform any Interruptions during the Initiative player’s phase.
We’ll be releasing a TW version of CQB, too. Also Ambush Z.
Just a quick update on this – Elhiem is still producing AAG specific miniatures that can be purchased directly from their website. Some new stuff is in the works as we speak!
Technically, they’re both correct, I just didn’t spell it out well.
The Initiative unit has the option of returning fire where they received it OR completing their move first. This allows a unit to scurry out of LOS if that was their goal.
This can result in a Schroedinger effect where the an initiative unit can be in cover and out of cover at the same time, depending on what its player wants to do. If you find that confusing, you might consider the way we’re doing Reactions in CQB: Interruptions are simply resolved in the order that they are announced.
In the past, we’ve treated all fighting within a building as Close Assaults.
AA:CQB, the ruleset we’re currently working on, will devote more attention combat in buildings or other truly constricted areas.
It is not. I’ve learned my lesson on release dates. 😉
We’ve ramped up play testing, got an artist on the hook for the cover and interior illos, and we’ll begin miniature photography soon, though.
That depends on a couple of up-in-the-air issues! I’ll let you guys know as soon as we have everything lined out.
Thanks for the assist, Jim!
I’ve posted the Ambush Z Classic QRS up in the Downloads section of our website. You can find it here: http://www.ambushalleygames.net/ambush-z-play-aids/
Unfortunately, it isn’t recoverable.
In the current version of Force on Force, we abstract the issue based on “standard” ROEs in effect at the time (seven years ago, now). Optics were important then (and they still are, of course), so firing on unarmed civilians would work against the Regular player and to the advantage of the Insurgent player.
If scenario victory conditions aren’t predicated entirely on body count (and ours rarely if ever are), then shooting your way out of every situation probably isn’t going to be a winning solution in every instance.
Our plan is to revitalize the mini-campaign format. They were a lot of fun to write and people really liked them!
Nope, the new rules won’t include warning shots to disperse a crowd. As I said, the focus of AA2 is a little different from the original rule-set. As always, though, there’s nothing to stop you from hacking in your own rule.
You will be able to play the old campaign packs, after doing a little conversion.
I’m not privy to the details of Matt’s arrangement with Covert Intervention. You’ll need to direct this question to Elhiem or Covert Intervention.
In the current rules you could interpret a successful dispersion roll as being the result of just that sort of thing. I think you’d take a hit on victory points in most scenarios, though – the optics wouldn’t play well back home.
The AA rules are going to have a slightly different focus than original AA, though. After all, it’s been a decade since the original rules were published and times have changed since then. 😉
I think there’s a good chance that we’ll revisit most of those with rewrites for use with the Ambush Alley 2. 😉
You mean the old AA campaigns?
Actually, we found a way to replace lost PDFs ourselves. This was the main reason that we were looking at Wargames Vault, so we won’t be making that move now. Please see my post on this subject here: http://www.thewargameswebsite.com/forums/topic/replacing-lost-pdfs-of-aag-products/
We ran into some technical difficulties on our end and this was delayed. We’ll try to get it worked out shortly.
There are no official French translations of our books, unfortunately. This was something we discussed with Osprey (and at the time we had French and Spanish translators lined up), but it never went anywhere.
Yep, Joe is correct.
I’m discussing this with Matt to determine how his deal with Covert Intervention impacts his existing licensing agreement with AAG. I’ll keep folks in the loop here, on our Facebook page, and on our blog at http://www.ambushalleygames.net/blog/
Mysterious critters, the Darg. 😉
Yep, only the Scouts get the benefit of having NVGs. The rest of the force suffers from the night fighting penalty.
Yeah, that’s an editing issue – It should be:
Low Confidence Troops must make a Morale Check every time they’re fired at.
Confident Troops must make a Morale Check if fired upon by a Support Weapon with an unmodified FP of 3D+.
High Confidence Troops must make a Morale Check if fired upon by a Support Weapon with an unmodified FP of 4D+.
Sounds cool, Solo! I’m looking forward to seeing how it goes for you!
I’ve still got a huge soft spot in my heart for those original rules – hence our return to something similar to them for BOTG: AMBUSH ALLEY! 🙂
I’m not sure if we do or not – when I can get free to look at the server, I’ll check. Thanks!
If the entire team is armed with the same weapon, they don’t get a SAW bonus (unless they’re all armed with SAWs ).
I believe you may be referring to the practice of using an M16 as a “SAW” during the early days of its deployment in Vietnam, though (riflemen would fire the M16 in semi-auto mode while the “automatic rifleman” would use full-automatic fire to provide suppression. We tried to keep things simple and used the SAW rule to cover this. If it you don’t care for this interpretation, feel free to ignore it!
I honestly can’t tell you what the problem was, other than it became increasingly unstable towards the end and after the final crash we couldn’t re-start it.
This is a case where we didn’t spell things out clearly in the rules. Hidden units are automatically spotted when they fire, unless they are Elusive or are a Stealthy unit using Suppressed Weapons.
Once a Hidden unit is spotted, it stays spotted until it moves to a location that is completely out of LOS of any enemy units. Moving to a different corner of a hooch wouldn’t count. 😉
No. If he rolls a 6 it just means he hasn’t become more seriously injured.
If he rolls another Light Wound, he still just lightly wounded.
If he rolls a Serious Wound, he’s no longer lightly wounded, he’s seriously wounded.
If he rolls a KIA, well, he’s done rolling for the rest of game. 😉
That would be great, Darryl. I’ll be happy to contribute to the discussion and learn more about the ’82 conflict.
I haven’t done a lot of reading on the conflict, so I’m not really able to get down in the weeds on troop ratings. You can’t go too wrong by remembering the following things, though:
TQ D8 troops represent decently trained professional troops. If they’re poorly led, their Confidence may be Poor, while if they’re very well-led, it may be High.
Troops who are highly motivated will have a D10 or higher Morale. Troops with average Morale will throw D8s, while those that would really rather be somewhere else will roll D6s.
It’s really up to your interpretation of history as to where troops from different conflicts fall on the TQ/Confidence/Morale continuum . . . and what applies to a unit at one point in time might not apply to them earlier or later in history.
Hope this helps a little!
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!
That is correct!
Jon is correct!
2. Vehicle rotation counts as movement for Reaction purposes. All the restrictions that apply to infantry movement and fire apply to vehicles. Rotating a turret isn’t movement.
4. If all of a vehicle’s crews are casualties, the vehicle is out of action unless someone renders aid to the crew.
Hope that helps!