Forum Replies Created
Did this sell?
Great. Thank you for showing where you got it from. Mine is totally my opinion. I searched FoF but didn’t see it. I wonder if it was changed or detailed more in one of the supplements(?) like Fallujah, as that one deals (I assume) with combat in urban areas.
How far does a unit move vertically?
I assume that the team move the distance at tactical speed (6″), then if the roof is at 6″ from the ground, then the team is on the roof.
I have been thinking hard on this one for the last while and decided on “house ruling” the following.
A unit which starts a turn adjacent to a building or wall takes an entire turn to “climb” one level if stairs are not present. If a unit has access to stairs (either interior or exterior) every level of change in (or on) a building takes half a turn of movement and, units can only move at cautious rate the turn they use stairs. So to go up (or down) one level takes 3″ of movement.
Does this occur before the results of the fire take effect?
I use to make this check before, then apply the result of the fire and, last, apply the total result. Then if my unit fail the morale check, don’t start to be shaken until the effects of the fire are applied.
Personally I like the idea that irregular units which come under fire as a result of interruptions may immediately be forced to abandon any further action or be subject to casualties but forced to pull back has a “good feel” to it, it seems the consensus (here and in Just Jack’s Ambush Alley thread) is those units would still be subject to the effects of that fire. So even if a leaderless insurgent unit fails it’s first morale check (by coming under fire at all) it still takes casualties from that fire even if it immediately is shaken.
I think I should also mention I play in 15mm so each story would be about 1″ high. I also am assuming any building in the scenarios (unless otherwise stated) will only be a single story high.
Similarly walls high enough to cover a person require a turn to climb and get over. So you would start adjacent to a wall then end the movement for the turn on the opposite side. Shorter walls, enough to give cover take half a turn’s movement. So you could start 3″ away from a short wall and end movement adjacent to the other side or alternatively start adjacent to a wall, cross it and still be able to move 3″.
Again all these are my “house rules” as none of these seem to be addressed in AA, or FoF that I can see. If it is addressed in FoF please send me to the right place as if I am making up things not in AA but in FoF (or Tomorrow’s War), or any of the supplements, and I would rather import from an existing rule (especially based on the assumption I will be using FoF in future). Thank you all for your feedback and thoughts.
No apologies needed. Thank you for all the feedback. Also thank you for seeing how FoF works as opposed to AA.
It seems there are quite a few changes, mostly minor, wrt to AA. I can see when I make the transition I have to keep on target very closely.
Please point me to where you see this. I have looked everywhere in Ambush Alley. Both QRSs, basic definitions, mixed units with leaders, leaders, interruptions, fire combat, close assault, MORALE (a leader in an insurgent unit would roll THEIR morale die size for themselves but the rest of the unit rolls their own morale die size) and the solo game rules.
I do not see any effect of insurgent leaders in morale checks, except their presence means insurgents do not take morale checks for being fired upon. You still use the insurgent quality with no modifiers for the leader’s presence.
Perhaps this is from Force on Force or even Tomorrow’s War. Please no offence I want to transition to FoF so knowing what is coming is good. But I am playing AA now and want to get it “right”. I know a lot is not covered, and some will be changed with FoF (such as number of base defense dice is based on number of attacker’s dice not just defenders unit size) but I see AA as an easy intro to the system. I have FoF and it could be laid out better, that is why I am starting with AA. I also have FoF simplified and think AA is the better intro for me. Thank you for any and all assistance.
Just reviewing this thread and have the following question for Ambush Alley.
(quote Just Jack)Another question: if an Insurgent group is TQ6 but has a TQ8 Leader, it makes the Interrupt Test with D8, right? That’s how I’ve been playing it.
I can’t find this, using leader’s TQ on interruption tests vs the unit’s TQ. Anywhere?
I bought a few sets off this company a couple years ago. They show nothing available but maybe you can contact them. I seem to remember another internet site. Not much to go on but……..
Here is the best picture. If you want anything specific let me know and I will try.
Basically guys in shorts with helmets. As I said I bought these decades ago. I also do not know if the support were separate then or part of the package. If you really want to know I can look it up in old catalogs. Many older figures or ranges have been updated recently so your mileage may vary. In case it is not clear the infantry strips consist of 7 guys with Lee Enfield’s and one with an SMG (Thompson or Sten?) Support weapons strips are 1 with mine detector, three guys and a mortar (2 loaders and one spotter) and the second strip has a HMG (Vickers(?)) with a separate ammo handler, A standing spotter, an officer and a radio signals operator. Hope this helps.
I have some but they are from decades ago. Whether they have been updated I do not know. If you want I can post pictures of them but the pictures may not reflect what is current. Your call.
Always love your game reports, especially the post apoc ideas. Just looked at the rumble in the jungle so far and am curious what rules you are using? I get the impression they are your own but are they based on an existing rules set? Thank you.
Next question. On page 35 table 1 under morale leaderless insurgents take a moral check every time they come under fire.
Does this occur before the results of the fire take effect?
If so, and a shaken result occurs does this happen before the effects of the fire happen? That would mean the unit retreats from the fire and that fire has no effect.
Then, since the enemy shrinks away the regular unit still has to be treated as if it performed a reaction.
If the result is just added to the morale check (if needed) after fire then why have this second roll? It only makes sense if it forces the irregular unit away.
Sure the irregular unit would not take casualties this way but I see it as a more likely result. The irregulars, without the moral support of a leader present, shrink away from potential fire before it can be effective. They move further away and also lose their action for that game turn.
This was how they prefaced it. Not being on FB I do not know how posts work.
If you are member of the Ambush Alley Games Group on FB, you’ll find it as a pinned announcement-check the announcement tab.
Apparently this was available for FB members.
“I’ve been trying to convince myself that this announcement wasn’t necessary, but it is. So I’m going to rip the bandage off and get right to it:
I absolutely do not have the time to continue the development of the new Ambush Alley rules. I’ve taken on a new role in a prominent public safety software corporation that requires most of my time, meaning I need to parcel out what’s left between my family and game development. Any of you who know me well know that family has always come first for me, both for myself and for the people I’ve worked with.
What little game development time I do have, I’d prefer to sink into smaller projects that impact fewer people if it takes me years to finish them.
So what does this mean for you? Well, I’m not going to tell you that this project is on hold. I will not be working on it any further at this time. We will continue to sell our digital products, but we are unlikely to expand the product range under the current circumstances.
I am open to discussions about licensing or purchase of the core AAG system for use by others, but my involvement in such projects would be minimal at best.
I’m sorry for the disappointing news, but I want to shoot straight with you guys. We have awesome customers, many of whom are great personal friends as well. It’s never easy letting my friends down or failing to meet customer expectations.
As always, roll more and roll higher!
Just found the procedure for neutralizing hot spots. Page 10 fourth paragraph in the ARRIVAL OF INSURGENT REINFORCEMENTS section. You need to spend an entire turn on the hot spot. There is no way to return a hot spot and if a unit would reinforce there they are lost.
Thank you for the reply.
I have played a game (Contracting Trouble!) and came up with the following question. I looked through the FoF rule book and it is not covered there either. Possibly or probably it may be addressed somewhere but it came up so here goes.
How far does a unit move vertically? I played it where if they started adjacent to the building, or on the building, for a full movement they could reach the roof (since no levels indicated in the scenario (or the rules I could see) or go from the roof to the ground beside the building. I used this for the regulars initially and it allowed them to shut down a couple of hot spots (5 and 4). I also had 11 irregulars plus an RPG guy and leader appear at hot spot 3 (top of a building) so allowed them to go down.
Another question just came up. I see nothing in AA! on how to shut down a hot spot (maybe just missed it). Is there a rule? If not I assume ending a move on it will shut it down. I also allowed the irregulars to “open it up” again if they did the same. In my game an irregular force ended on spot 4 later in the game so, if it was not the end game anyways, I would have allowed it to reactivate.
Just listening to the latest SitRep podcast and they mention at some time in the last couple weeks “the designer” for Ambush Alley Games has stated (somewhere?) that there will be no more wargames, Ambush Alley, Force on Force, updates or anything else. They do not mention where they got this info from. I am going to try to contact them on Discord and see where they heard or saw this in order to verify. Bad news but frankly we have seen this coming for many years now.
Well if you looked at my previous threads I had not seen any indication of this company’s existence. In the end I did manage to get a response, after my above post which can’t be edited, and bought pdfs from them direct.
So being, possibly, the most suspicious purchaser I have changed my tune wrt to this topic.
I would be very interested in his “new” version of AA, which he had been talking about for five years now. Looking at both AA! and FoF in many ways I liked AA! more so using it as the base for an update of the game appeals to me. However, in a post on a “related?” site a year ago he mentions going in a new direction with role playing games as opposed to an update of AA. If Shawn is still going to put out an update of AA! or FoF or TW in addition to his work on RPGs it would be good to know. I don’t know when he last visited here but it has been four years since we saw a post.
Yes, good luck and a speedy recovery!31/01/2021 at 13:30 in reply to: Looking To Dress Up Your Time Machine Or Laboratory? #150306
Now I’ve gotta think of how to build the terrain part of it, starting with deciding on size and modularity. I want to have the option of using it as more than just a diorama to display and photograph figures. Perhaps I could use it as part of much a bigger project like the bowels of a castle, or part of a sewer complex? So many ideas, so little time!
Don’t forget abandoned subway interchanges, old mines (especially say nickel mines dug into old asteroid strikes so the entire lab is surrounded by thick walls of pure nickel!), dams with big power generation galleries (need electricity after all!) and observatories. Or how about a dirigible, gets us close to the electrical storms.18/01/2021 at 00:24 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #149663
Great. Thank you.16/01/2021 at 18:15 in reply to: What Would You Use This “Kingdom Of Jones” Set For? #149616
Well I like what we have going so far. In fact pointing them out has me looking to buy when the next bit of money comes in. They should make great operatives in both Bongolesia and Traveller. Thank you for bringing these to my attention and giving me more ways to spend my money <VBG>.
Fingernails on a chalkboard. Just something to get you the right feel!16/01/2021 at 13:41 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #149601
In the 2019 Lard Magazine there is a mod for IABSM to use the same activation mechanism as CoC – I Ain’t Been CoC’d Mum
Sorry I can’t see buying an entire magazine for one article. Any chance you could copy it? Thank you.
Very interesting turn on the way of playing the game. Keep the ideas coming they are great!
…a basic set of rules would be appreciated.
I assume you meant in regards to the AI-type system? I’ll see what I can cobble together from my various notes and corners of my brain.
I guess primarily but even broad brush strokes of your ideas for the game rules will help define how everything works together. You oftentimes need to know how things work or how the designer was thinking to SEE the reasoning or effect of some specific parts of rules. Thank you.
So if you could a basic set of rules would be appreciated. Even as a work in progress it will get us thinking on the same lines. The other thing is re-reading your post above I feel a table or chart would be the way to go to determine actions.
Actually that sounds good. Even playing with warm bodies the ability to limit or portray pilot’s abilities to keep up with the action is one area games either ignore (Air Superiority where everyone has great situational awareness, dependent on the player’s skill) or over emphasize (games where you pre-plot all your actions and movement). Your ideas sound closer to a happy medium, especially wrt pilot quality/skill.
As for handwavium sometimes it cannot be ignored. Although I like to write and play rules which cover every eventuality, well there is always something not thought of until it happens. I would like to discuss this further. Do you want to keep it here or take it to your “not a blog” or email. Thank you.
There are a lot of rules and game systems out there for this period. Sometimes it doesn’t seem like it but at times I am constantly reminded of rules I didn’t know about. What has me curious is how you implement the solo aspect. Do the “player” actions also be formed/forced by the mechanic? IE are ALL planes AI or just one side?
Well frankly I hate playing solo. I realized, decades ago, my hobbies are primarily ways to socialize as much as the enjoyment of gaming or flying radio controlled planes. I hate computer games, they do nothing for me unlike my kids and late wife. Nobody across the table either swearing at you or laughing. That and my usual solo opponent is a bore and horrible cheat, along with being a nincompoop.
But is it possible to get a copy of your rules? I just looked at the pretty pictures on your site. If there is a link there let me know. Thank you.
Being a long time air gamer this is right up my alley.
I have Wings (Yaquinto), but frankly don’t remember it well, In Clouds of Glory, Canvas Eagles and Canvas Flacons along with a bunch of others. I have played CE (ran it actually) using micro armour planes. I like the look of ICoG but again opponents may be an issue although I have a couple guys interested in WWI air games. Unfortunately one has decided to stick to Wings of War (or whatever it is/was called) which I have played a few times (play their game then they owe you a try of yours right?), and the other the same for Canvas Eagles. Canvas Falcons is supposed to be way intense so I need to find opponents there. Back in the day I played a LOT of Air Superiority which CF is supposed to be based on, or dealing at a similar level. I have also played the WWII version of Check Your 6 which reminds me a lot of Wooden Ships & Iron Men (write your turn out then move as written) which is a little dubious to me.
Love the WWI minis. I have about two dozen painted with attachments for my stands and maybe two to three times as many still raw. Oh for opponents! And anyone who thinks 2D air games is good enough just doesn’t get IT.21/11/2020 at 23:56 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #147221
Sorry, not dead …… yet. I looked up Heroes of Normandie and it sounded OK. Have to download the rules and see better. Just too lazy and side tracked to sign up etc.. My other hobby is RC planes and I have two bankers boxes of 30 year old equipment I am trying to get rid of. So I have been very distracted and may be for another week or so. I will try to address the replies above. Thank you for your patience.
That is very kind of you. Given my constant bugging I can’t agree with the patient part! I have yet to try 6mm skirmish so they may get pride of place as objectives or rally points in some games. I always thought the Serenity fit the bill as a 200 ton free trader, even if it didn’t match the design.11/11/2020 at 23:34 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #14669910/11/2020 at 23:57 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #146636
Stephen, I am getting a 403 forbidden post response, I’d be happy to chat about this elsewhere.
I am sorry I don’t understand. Are you trying to link to some site?07/11/2020 at 23:52 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #146495
OK, two rules I have been going over are Crossfire and Fireball Forward. Forgive me my ignorance but are there discussion forums with Q&As, FAQs or just people willing to talk about these rules? Preferably with the designers on board so I can get it “from the mouth”. And please NO FACE***K. For whatever reason I am persona no grata there. Thank you in advance and these look pretty close to what I am looking for.
Well I have been very bad and let this and the other intro tread drop. I have picked up quite a few more items from Irregular as well as some from Scotia. As I bounce back and forth between hobbies (wargaming and RC planes) I intend to start adding to this thread. I have a goodly selection and just need to prime (base uniform colour) and either post pictures as is or also give some a quick black wash. That and the requested ruler in the picture as well. Sorry for my stoppage.07/11/2020 at 23:37 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #146493
I find myself adapting to many scales of play nowadays, partially to try out new or alternate things and partially since my potential opponents prefer that scale. I have Company Commander and found some aspect(s) disappointing, but don’t for the life of me remember what and may tastes may have changed with the wind or experience with other systems which also don’t address my “present” ideas. As I said I could see a few tweaks and finishing some sections which seem to have missed a final work but my opponent squashed that with the attitude that it wasn’t his job to finish the designer’s game. A point I give only if the rest of the game requires so much revision that you would be writing your own game. My biggest point was it seemed to easy to get units stuck trying to advance and that plugged up game play. But a different scale, so..
I have seen much of Jack’s work and we have had discussions. The results frankly escape me now but I think we agreed to disagree.
I also have Hammer of Democracy and started a thread with questions but can’t for the life of me remember enough to see if I want to go that way again. I will look there. There are so durn many choices and rabbit holes to go down I am spending all my time looking at them!07/11/2020 at 23:30 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #146492
Great idea which I could never see playing. We did do double blind Air & Armour run by an obsessive gamer up here a couple years ago. That was fun for us gamer but I really wonder how much fun he had being the referee. He has tried to get another game going but between finding 6 like minded players and now the covid shutdown it may be some time, but I enjoyed myself even if I am not a fan of the game scale I had a good day. Frustrating…07/11/2020 at 23:26 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #146491
As I understood the need to write orders made them complex enough that the application to a game table would be unworkable. Just the levels of detail and specifics. If you just reduce that to nothing more than fire, move, fall back or hold without the need to state targets, locations, time requirements etc. then all this becomes more plausible in game terms. Yaquinto’s Panzer, and others in the series, originally had you writing orders for each unit but they were only about this level (3 or four basic choices without specifying details). The update has replaced this with counters placed beside the unit.
I like keeping the chits at platoon level. Then the platoon needs to fulfill the order but has flexibility as to how when where. Again as long as the orders don’t get too involved. Changing from one chit to the next would be an action forcing the platoon to hold for some small period of time to receive and verify changes. This level i can see and would be willing to attempt. BUT would the company commanders also be issued orders and would not these be more involved?
The old write an order down to follow is one of the parts of Wooden Ships & Iron Men I always loved. But applied to tactical ground games or air games they fall apart IMHO. Check Your 6 (CY6) has something similar in that you have to commit to a specific action sequence every turn. If you pilot is good enough they can deviate one action sequence either side of what is written down. Wings of war (or whatever it is/was called) you pick your next three actions as cards and have to follow them, without change, until the turn ends. No flexibility at all. Don’t like.
Troops starting on the table edge has been solved so elegantly and effectively by Chain of Command’s patrol phase. Problem solved.
I am going to have to come by a copy of ranger. If for no other reason than to scratch this new itch!07/11/2020 at 21:49 in reply to: Thoughts on tactical level game rules (Squad Leader scale) #146490
Post #146470 Easier this way as the quotes are getting too messy for me.
Now I know what you mean. This is what I see on the maps in books, movies and occasionally overwritten on game boards by paint programs on photos of the game boards. Again as used not very implementable but a good aid to games as described by grizzlymc if you could get that many guys playing again.