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Contracting Trouble! Fallujah, Iraq 2004.

This is the free introductory scenario that you can download from the Ambush Alley Games site. It serves as an introduction to this fine set of rules and is presented here with the permission of Shawn Carpenter of Ambush Alley Games.



MISSION BRIEF: CONTRACTING TROUBLE!

This scenario introduces the basic concepts of Ambush Alley! No special rules, Fog of War, or Asset cards are in play. No Fog of War cards are drawn, regardless of Reaction Rolls.

Mission Brief
An SUV carrying two civilian contractors was hit by gunfire as it moved through a neighborhood in one of Khadbad's red zones. UAV footage indicates that the contractors are injured but alive. The contractors have held the small group of Insurgent gunmen who attacked their vehicle at bay for nearly a quarter of an hour, but more armed men have been spotted converging on the disabled SUV. A squad of US Marines is in the vicinity and can be on site in another quarter of an hour.

Regular Mission Objective
The US Marines must locate the contractors and escort them off the south or west table edge to achieve a full victory. Any other result is a win for the Insurgents. The contractors are out of ammunition by the time the Marines arrive on the table and may not fire on the Insurgents.

Insurgent Mission Objective
Prevent removal of contractors or their bodies from the table. Due to poor command and control, the Insurgent player may not attempt to seize or kill the contractors before the US Marines reach them.

Table Set-Up
This scenario should be played on a 2'x2' table with moderate to dense urban terrain (2+ building or wall features per square foot of table). A road should run through the
middle of the table, running in a relatively straight line from the south edge to the north. A second road running east and west should intersect this road slightly past the
middle of the table. Other streets/trails/paths may be added if desired. The two contractors and their disabled SUV are in the intersection near the middle of the
board. Paper “counters” may be used if you do not have miniatures to represent the SUV and contractors. The contractors may not fire. They may not move until they are in base to base contact with a Marine figure that is escorting them off the table.

The Marine squad (13 marines - see unit composition below) begins broken down into fireteams and may be positioned on the center N/S road or 2" - 4" on either side of it. They may not be placed more than 8" from the southern table edge.

4 Insurgent Leaders are located in a bunch at a location in cover 4" - 6" N of the contractors. 1 Insurgent with an RPG is placed within 1'of the south edge of the board and 4" - 6" from the center road. He may be in LOS of the Marines. He may be placed on top of a building. This insurgent begins the game Hunkered Down. 1 Insurgent with an RPG is located within 6" of the Contractors but NOT as part of the Insurgent Leader group. He may be placed in LOS of the Marines and may be on top of a building. This insurgent begins the game Hunkered Down. Two units of 6 Insurgents with AK47s are located 6" - 8" east of the contractors. They may be out of LOS of the Marines. They may NOT be on top of a building.

Insurgency Level
The Insurgency Level of the game is 4. At the beginning of each turn after the first, the Insurgent player will roll a 1d6. On a 4+ new Insurgent fighters will arrive from a random Hot Spot. To determine what Insurgent reinforcement unit(s) arrive, roll 2d6 and consult the table below:

Die Roll
Insurgent Unit
2
1d6 w/Small Arms + 1w/L Support
3
1 w/RPG (M Support)
4
1d6 w/Small Arms & ROLL AGAIN
5
1 w/RPG (M Support)
6
1d6+2 w/Small Arms
7
1d6 w/Small Arms +Leader +1 L Support
8
1d6+2 w/Small Arms
9
1d6 w/Small Arms & ROLL AGAIN
10
1 w/L Support
11
1d6 w/Small Arms +Leader +1 M
12
2d6 w/Small Arms

Insurgent Units that do not automatically
have a leader roll 1d6. On a roll of 1 they have a leader. Otherwise they come on the board leaderless.
Roll to see which Hot Spot the each Insurgent reinforcement unit arrives from.

Marine Force Composition
The Regular player has one Marine Squad containing:
1 Corporal (Squad Leader)
3x Fireteams (3xRiflemen, 1xSAW)
This squad has a Troop Quality of Trained (d8) and a Morale of 1d10 No special Combat Assets are available.

Insurgent Force Composition

The Insurgent forces are randomly generated other than those that begin on the table per the scenario. All Insurgents in this scenario have a Troop Quality of 1d6 and a Morale of 1d8.

Fog of War
Fog of War cards and Asset cards are not used in this scenario.

Fog of War cards may be drawn randomly
during the course of a turn. They represent the chaos of the battlefield and generally present some sort of unexpected challenge or peril to one or both sides. Forty Fog of War cards are provided in the full version of Ambush Alley!
Asset cards represent additional combat assets that might be assigned to a Regular unit. Each card describes a combat asset and gives a full description of how that asset is used in play. Assets range from available air-strikes to attached medics. There are 30 Asset cards included in the full version of Ambush Alley!

Regular Victory Conditions
Decisive Victory: Marines get both contractors off the table.
Marginal Victory: Marines get one Contractor off the table.
Reminder: Once a Marine squad begins escorting a Contractor off the table, it is has acquired Dependants.

Insurgent Victory
Conditions
Decisive Victory: Prevent Regulars from achieving their victory conditions.

Special Rules:
Moving the Contractors
Regulars may move the contractors upon contact – in other words, as soon as a Regular figure comes in contact with one of the Contractor figures, the Contractors are absorbed into the Regular figure’s unit as Dependants. The Regular unit may continue moving if it has any movement left and may fire as normal if it has not already fired.

Insurgents may not move the Contractors at
all. They may only prevent units containing the Contractors off the board. The Contractors cannot become casualties if the unit they are Dependant to is fired on.

Okay, here is the scenario played out and photographed by LSSAH (Dougie).

Me and the boy played this scenario from the AMBUSH ALLEY! system and really enjoyed it, Shawn you're to be commended, excellent system and it really gives the unpredictability that a lot of rule systems lack. Alex was the US player with a corporal and two 4-man fire teams, I had the insurgents.

Two civilian contractors have been ambushed in their SUV on route to make a pick-up through Fallujah. Their vehicle is immobilised at a crossroads and fortunately a UAV has picked up the incident, a US squad is in the area and is attempting to rescue the contractors and get them safely off the board.

An overall view of the board at set up and some close ups:













One of the fire teams takes an RPG:





Sitrep overall view of board:



Insurgent reinforcements:



Reinforcements turn up in the worse positions for the Alex:



The contractors reached:



More Insurgents !



Sitrep:



Last blood to the US before leaving the board and winning the scenario:



US victory both contractors rescued 1 US KIA, lots of insurgents killed ! An excellent system, we thoroughly recomend these rules. Dougie and Alex.

"Hey, ho, let's go!" - The Ramones