<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Ambush!</title>
	<link>http://www.boardgamegeek.com/boardgame/1608</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 30 Aug 2008 11:21:42 -0500</lastBuildDate>
	<pubDate>Sat, 30 Aug 2008 11:21:42 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: LOS question about cover squares</title>
	<description>Cover terrain in Ambush represents holes in the ground, e.g. artillery craters. These depressions don't block LOS.</description>
	<link>http://www.boardgamegeek.com/article/2594001#2594001</link>
	<pubDate>2008-08-27T10:18:10+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
</item><item>
	<title>Thread: Re: LOS question about cover squares</title>
	<description>Thanks for the response.  I'll play it that way from now on.</description>
	<link>http://www.boardgamegeek.com/article/2593979#2593979</link>
	<pubDate>2008-08-27T09:58:25+00:00</pubDate>
	<dc:creator>Kershek</dc:creator>
</item><item>
	<title>Thread: Re: LOS question about cover squares</title>
	<description>Cover hexes aren't listed in blocking terrain, and it seems from your example that the game system doesn't treat them as blocking terrain.  So I think that means that you can see just fine through cover.  I can't find anything in the rules that would indicate that cover has any effect on LOS, so unless there's something else that you're seeing in the rules that says different, cover doesn't block LOS.</description>
	<link>http://www.boardgamegeek.com/article/2593764#2593764</link>
	<pubDate>2008-08-27T06:58:35+00:00</pubDate>
	<dc:creator>punchykoos</dc:creator>
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	<title>Thread: LOS question about cover squares</title>
	<description>In looking at 8/2 BLOCKING TERRAIN, it says that LOS can be traced into forest, brush, rubble, and rough hexes, but not through them.  However, nowhere in section 8 mentions cover terrain.&lt;br&gt;&lt;br&gt;I would like to know if cover terrain blocks LOS in the same manner.  I assumed so, but I was playing in mission 1 where a German popped up inside woods and behind cover terrain (Q11 Map A).  In that instance, I would have never seen him from the top right side of the map. I wouldn't have even seen him if I were two squares away in Q9, because of the cover terrain in Q10.  &lt;br&gt;&lt;br&gt;As I continued through the trees to the north, angled southward, and came in near the road, it kept giving me sighting on that same German, which I now ignored because I triggered that sighting number already.  Therefore, the game got messed up because I obviously was doing something wrong &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2593702#2593702</link>
	<pubDate>2008-08-27T06:15:00+00:00</pubDate>
	<dc:creator>Kershek</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>&lt;b&gt;ericleesmith wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Nope, we didn't patent anything at Victory Games.&lt;br&gt;&lt;br&gt;IMHO patents are a waste of time and money when it comes to games. To verify that, just check out some of the games that have received patents, really silly stuff.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Ok, thanks. I guess we can close this thread now. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;(And, yes, lots of weird stuff comes up when you search for wargame patents, and all looks like really boring games as well.)</description>
	<link>http://www.boardgamegeek.com/article/2584114#2584114</link>
	<pubDate>2008-08-23T21:31:48+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>&lt;b&gt;whatambush wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;On my sleeve I have a copyright mark dated 1983 and in the bottom right hand corner a number 3000106 but I am unsure as to what this relates to. My sleeve was missing originaly from a 2nd hand stall but a quick phone call got me a replacement.&lt;/i&gt;&lt;br&gt;&lt;br&gt;It may simply be a part number.</description>
	<link>http://www.boardgamegeek.com/article/2582031#2582031</link>
	<pubDate>2008-08-22T21:26:34+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>Nope, we didn't patent anything at Victory Games.&lt;br&gt;&lt;br&gt;IMHO patents are a waste of time and money when it comes to games. To verify that, just check out some of the games that have received patents, really silly stuff.</description>
	<link>http://www.boardgamegeek.com/article/2581529#2581529</link>
	<pubDate>2008-08-22T18:53:55+00:00</pubDate>
	<dc:creator>ericleesmith</dc:creator>
</item><item>
	<title>Thread: D-Day Drop into Disaster - REVISITED</title>
	<description>&lt;b&gt;Some days you get the bear...&lt;/b&gt;&lt;br&gt;&lt;br&gt;I'm on vacation &amp; the wife is out enduring day one of her college semester. So, I decided to play a solitaire game. I chose the one I hadn't played in the longest while - Ambush!&lt;br&gt;&lt;br&gt;What scenario to do? I always seem to play scenario #4. It's my fav. I do badly practically every time, but it remains my fav. I decided to just roll a D10 &amp; let that decide (9 or 10 would be a Move Out scenario TBD). I rolled a FOUR, of course. I used the book squad for my troops. I, naturally, had a bazooka in the cache.&lt;br&gt;&lt;br&gt;&lt;i&gt;Hard to think it possible, this is even worse than last time. &lt;/i&gt;&lt;br&gt;&lt;br&gt;This session was even worse! &lt;br&gt;&lt;br&gt;The good news: Soldier H landed WITH the cache. Soldier D was a mere 2 hexes away. Seven of the eight had good landings.&lt;br&gt;&lt;br&gt;The rest: Soldier A was hit by gunfire coming in (rolling a 0 does that!). Soldier F hit the steeple in S-13.&lt;br&gt;&lt;br&gt;&lt;i&gt;I always crowd the guys AWAY from the church steeple (s13). I just have BAD feelings about that hex in EVERY mission.&lt;/i&gt;&lt;br&gt;&lt;br&gt;See? Told ya!&lt;br&gt;&lt;br&gt;I went to Condition 3 &amp; did checks. One of the checks moved me to Condition 4. Checks were done &amp; I was moved into Condition 5. When the firing was done on turn 1, A &amp; D were incapacitated. Soldiers B, C &amp; H were NOT wounded; however, this oversight was fixed immediately upon starting turn 2.&lt;br&gt;&lt;br&gt;&lt;i&gt;This begs the question, “So, what’s on TV?”&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, seriously. And some days, the bear gets you!</description>
	<link>http://www.boardgamegeek.com/article/2570136#2570136</link>
	<pubDate>2008-08-19T18:19:28+00:00</pubDate>
	<dc:creator>2amp</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>It could have been an older patent that VG had to pay royalties to use to make the game, if there had been a patent mentioned on the sleeve.</description>
	<link>http://www.boardgamegeek.com/article/2559901#2559901</link>
	<pubDate>2008-08-15T20:18:41+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: How many turns can a soldier receive from his commanders?</title>
	<description>&lt;b&gt;pelni wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; Remember US soldiers in the same turn space may move in any order the player wishes. &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I forgot &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2555890#2555890</link>
	<pubDate>2008-08-14T17:03:59+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>&lt;b&gt;pelni wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Was the Ambush! system (the cartridge sleeve?) covered by any patents? I seem to remember it was, but I don't have any of my copies of the games here to check for a few more weeks. I think a patent number is printed somewhere on the cartridge sleeve, at least for the game I have printed in 1983 (possibly not on the one printed 1991). &lt;br&gt;&lt;br&gt;(I say &quot;was&quot; because patents can never last more than 20 years.)&lt;/i&gt;&lt;br&gt;&lt;br&gt;I don't think the cartridge sleeve is original and therefore eligible for a patent. I think it's been used way before the 1980s.</description>
	<link>http://www.boardgamegeek.com/article/2546982#2546982</link>
	<pubDate>2008-08-12T01:31:28+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
</item><item>
	<title>Thread: Re: How many turns can a soldier receive from his commanders?</title>
	<description>I don't see what IN order has to do with anything. Remember US soldiers in the same turn space may move in any order the player wishes. Also depending on what initiative die roll you make soldiers with lower IN may have more turns than those with higher IN. There are lots of cases where you can move a soldier and still have commanders available to give turns to him.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2543033#2543033</link>
	<pubDate>2008-08-10T14:47:37+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: DIY Ambush! Missions</title>
	<description>Well, Ambush! missions are exactly like computer programs, only in a very simple language to make them runnable on very simple (and slow) computers (human players). &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2543026#2543026</link>
	<pubDate>2008-08-10T14:38:44+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: How many turns can a soldier receive from his commanders?</title>
	<description>It would be quite unusual too for a soldier to have an IN rating higher than both Leaders. Although he may gain a higher IN through the campaign.</description>
	<link>http://www.boardgamegeek.com/article/2542969#2542969</link>
	<pubDate>2008-08-10T13:38:10+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: Playing Ambush as the Germans!</title>
	<description>Thats quite a neat idea. One of the nice things tho about Ambush was the uncertainty of what the Germans were going to do, rather like real life, but for anyone who has played a scenario to death it does breathe a bit more life back into Ambush.</description>
	<link>http://www.boardgamegeek.com/article/2542954#2542954</link>
	<pubDate>2008-08-10T13:26:24+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: DIY Ambush! Missions</title>
	<description>I could tell the idea of producing a new scenario was a mammoth task but I didnt realise just how mammoth. It reminds me of the early days of computing when you would spend 4-5 hours typing in a programme from a magazine to have some colourful swirly pattern come up on the screen for a few seconds before dissapearing again.</description>
	<link>http://www.boardgamegeek.com/article/2542939#2542939</link>
	<pubDate>2008-08-10T13:16:48+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: Interior combat</title>
	<description>&lt;b&gt;Simon Mueller wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The table states &quot;interior through aperture adjacent to fire or no aperture&quot;. I checked all the errata I got on Ambush, but couldn't find any saying the &quot;no aperture&quot; should be left out, so I'm pretty sure you and I are playing correctly.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&quot;interior through aperture adjacent to fire or no aperture&quot; and see the note (3) When firing from one interior hex to another across a non aperture hexside, treat the defended hex as a clear hex.&lt;br&gt;&lt;br&gt;So Yep you have been playing correctly.</description>
	<link>http://www.boardgamegeek.com/article/2542910#2542910</link>
	<pubDate>2008-08-10T12:44:49+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: Ambush as RPG?</title>
	<description>I was seriously thinking about this and communication between players would be one of the hardest things to control. There are solutions but unsure if any are satisfactory. &lt;br&gt;&lt;br&gt;All the players are in the same building and each group are in a different room.&lt;br&gt;&lt;br&gt;All communication goes via the GM&lt;br&gt;&lt;br&gt;Free communication for all rather like Ambush is now&lt;br&gt;&lt;br&gt;You could also have a &quot;real&quot; German side too. You may want to simplify the rules as getting 16 or so dedicated Ambush players who are all free at the same time may be difficult. I have made a set of rules for my own games that are a bastardised version of Ambush, with a few rules covering Opp fire and Suppresive fire thrown in. Choosing who should be a leader may be quite easy, the natural leaders in life may be a good start. You will probably find only two or three people volunteering to be a leader. The other problem would be if someone got killed in the first few turns or worse still never managed to survive a para drop then they would be out before the game got going.&lt;br&gt;&lt;br&gt;It was only a question of time before I got around to doing something like this and I would love to be part of a project like this one.</description>
	<link>http://www.boardgamegeek.com/article/2542902#2542902</link>
	<pubDate>2008-08-10T12:35:18+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>On my sleeve I have a copyright mark dated 1983 and in the bottom right hand corner a number 3000106 but I am unsure as to what this relates to. My sleeve was missing originaly from a 2nd hand stall but a quick phone call got me a replacement.</description>
	<link>http://www.boardgamegeek.com/article/2542886#2542886</link>
	<pubDate>2008-08-10T12:13:52+00:00</pubDate>
	<dc:creator>whatambush</dc:creator>
</item><item>
	<title>Thread: Re: patents</title>
	<description>Nothing on my Ambush! or Battle Hymn cartridge sleeves.</description>
	<link>http://www.boardgamegeek.com/article/2542343#2542343</link>
	<pubDate>2008-08-10T01:15:41+00:00</pubDate>
	<dc:creator>alfredhw</dc:creator>
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	<title>Thread: Re: DIY Ambush! Missions</title>
	<description>Not much have happened to this project for a long time now. I have uploaded the current (most likely last ever) version:&lt;br&gt;&lt;a href=&quot;http://www.pelle-n.net/scripted/scriptedgame-1.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.pelle-n.net/scripted/scriptedgame-1.zip&quot; rel=&quot;nofollow&quot;&gt;http://www.pelle-n.net/scripted/scriptedgame-1.zip&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;If you know you are happier working with files that have UNIX line-breaks, and are too lazy to convert the files yourself, you can download this version instead:&lt;br&gt;&lt;a href=&quot;http://www.pelle-n.net/scripted/scriptedgame-1.tar.gz&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.pelle-n.net/scripted/scriptedgame-1.tar.gz&quot; rel=&quot;nofollow&quot;&gt;http://www.pelle-n.net/scripted/scriptedgame-1.tar.gz&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;The minimodule is not ready for release, but the distribution includes a number of small parts of missions demonstrating how to do various things (movement, activations, random events, tanks, ...). These are not really playable, so I don't recommend that you waste any paper/ink on playing them. Just look at the files to see how they were constructed and what the resulting output looks like. There are three templates included to use as a basis for your own designs (one for Ambush!, one for Battle Hymn, and one for gemeric &quot;game books&quot;). Support for Open Fire is not complete. Please see the included readme.txt and index.html for some more instructions.&lt;br&gt;&lt;br&gt;The &quot;test play missions directly in your browser&quot; function seems quite stable (in a few supported web browsers). Click the &quot;play mission&quot; link to hide all the unit/mission cards and paragraphs and bring up the controls to look things up in the browser instead (this is not available in all the test files). All paragraph numbers shown in paragraphs or on cards are (or should be) clickable to directly bring you to that paragraph. The same for coordinates. This is not as fun as printing a mission and playing it the good old way with a cartridge sleeve and all, but it is a great time-saver (and ink-saver) while playtesting.&lt;br&gt;&lt;br&gt;While this was a fun project, and creating Ambush! missions using these templates is far from as complicated as doing them manually, I haven't really had any real plans making any missions myself, which is limiting my interest in sorting out the last remaining small issues... The good news is that everything is covered by a creative commons license allowing anyone to modify and redistribute with almost no restrictions at all, so if you really want to change something you can do so without waiting indefinitely for me to fix it.  I may very well answer specific questions on how these things work though.&lt;br&gt;&lt;br&gt;While everything is a bit (too) Ambush! centric, at least some work has gone into ensuring that it will work as a generic tool to create paragraph-driven missions for any game system. The included &quot;game book&quot; template could be a good starting point. Some programming (in javascript) would be required for someone to add support for creating different kinds of mission/unit cards, or to drastically change the layout of paragraphs.&lt;br&gt;&lt;br&gt;If someone is mad enough to want to pick up this project and release new versions, please go ahead. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2542335#2542335</link>
	<pubDate>2008-08-10T01:07:49+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: patents</title>
	<description>Was the Ambush! system (the cartridge sleeve?) covered by any patents? I seem to remember it was, but I don't have any of my copies of the games here to check for a few more weeks. I think a patent number is printed somewhere on the cartridge sleeve, at least for the game I have printed in 1983 (possibly not on the one printed 1991). &lt;br&gt;&lt;br&gt;(I say &quot;was&quot; because patents can never last more than 20 years.)</description>
	<link>http://www.boardgamegeek.com/article/2542292#2542292</link>
	<pubDate>2008-08-10T00:09:44+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
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	<title>Thread: Re: Need Player Help card...</title>
	<description>i have what is called the player aid screen. would that be it? it has tables and charts on it. my e-mail is jfstup38@hotmail.com  regards, john</description>
	<link>http://www.boardgamegeek.com/article/2517397#2517397</link>
	<pubDate>2008-07-31T13:40:47+00:00</pubDate>
	<dc:creator>nhojput</dc:creator>
</item><item>
	<title>Thread: Need Player Help card...</title>
	<description>I just got a copy of the game off of ebay, and the Player Help card was missing.  Any chance I can get a copy?&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2517210#2517210</link>
	<pubDate>2008-07-31T12:19:15+00:00</pubDate>
	<dc:creator>feldmafx</dc:creator>
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	<title>Thread: Re: scenario 1</title>
	<description>H Seth,&lt;br&gt;Thx for your response, and, yes, I realise it's a solo game and I could do what I want, but that's not the point of my post. I'm hoping that more experienced players might direct me to a tactic that would have better odds of success rather than my entire team being shot to ribbons.&lt;br&gt;The rules to battle hymn (which I'm sure follow closely to that of ambush!) state:&lt;br&gt;9. FIRE COMBAT ...Neither US nor Japanese soldiers ever fire into a hex containing friendly active or captured soldiers.&lt;br&gt;&lt;br&gt;That to me clearly states that using a human shield is indeed a viable option, and it seems completely against the rules to have Japanese units shooting into it.&lt;br&gt;&lt;br&gt;Other than using this strategy, I really don;t see much other way for my squad to progress without taking serious damage. I'd love to get a hold of that HMG but the squad a way to far away to even make a reasonable dash for it.</description>
	<link>http://www.boardgamegeek.com/article/2516903#2516903</link>
	<pubDate>2008-07-31T07:49:46+00:00</pubDate>
	<dc:creator>wizardless</dc:creator>
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	<title>Thread: Re: scenario 1</title>
	<description>Well, it's a solitaire game, so you can do as you'd like, but I don't think a Japanese machinegun crew would think twice about blasting away at a hex with Americans in it even of there were a &quot;human&quot; shield in it.&lt;br&gt;&lt;br&gt;As it turns out, though, I'm pretty sure a prisoner is not an &quot;active&quot; unit under the rules, so I think even under the rules a &quot;human shield' tactic is not going to work.</description>
	<link>http://www.boardgamegeek.com/article/2515889#2515889</link>
	<pubDate>2008-07-30T22:23:54+00:00</pubDate>
	<dc:creator>wargamer55</dc:creator>
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	<title>Thread: scenario 1</title>
	<description>I originally posted this in Battle Hymn but received no response. As the rules to Battle Hymn is near identical to Ambush! (Indeed I own this as well) I thought I'd try my luck posting here, and hopefully get some helpful discussion.&lt;br&gt;&lt;br&gt;Ok. It's not really a strategy guide to Battle Hymn, more a what would you do scenario, as I'm a bit of a novice at these games. I'm hoping that more seasoned veterans will however shed some light and help people like me form a battle plan though, so I guess placing this under strategy is the best idea. Please try not to tell me what's coming up in this scenario if I'm missing something though, as you can understand, it's the fun of this game.&lt;br&gt;&lt;br&gt;I'm playing my first scenario, doing quite well, took out most of the japs up the palm trees fairly easily. Then it moves to condition 2 and before we get much further on the map 4 more japanese arrive and rounds commence. Up on an embankment (about 5 hexes away are two Japanese soldiers armed to the teeth with a HMG. Slightly closer is another Jap unit hiding in the trees, and to the East is a Japanese officer worth 5vps if I capture him and get him off the map. Most of my units are together (crouching), and the maximum movement point allowance is 4 that I hold. There are huts between the HMG and my units, but I'm not sure whether this would block line of sight, and the HMG would easily tear the huts to pieces anyway. We have a wounded Jap soldier under capture in our hex, and I'm wondering whether a wounded Japanese unit prevents other Japanese units from opening fire at us. If it doesn't I'm of the inclination to spread my units out a bit to avoid multiple target hits on us if we get targeted. I'm also considering obviously making priority A to capture the officer who unfortunately appears to be quite a dab hand with a weapon cause I think he's got +2 weapon skill and a knife..and not just any knife, it's a frickin crocodile dundee knife, so capture could be hairy. I've got one unit with +2 weapon skill.&lt;br&gt;I was also considering getting my glorious commander to order the weakest, stupidist unit in our group, which noone particularly likes anyway, to run directly towards the unit in the trees and hopefully draw fire from the HMG while my +2 weapon skill hero can make his way towards the officer and hopefully take him prisoner.&lt;br&gt;Damn that HMG is scary!&lt;br&gt;Can i use my wounded prisoner as a human shield (He is wounded not incap, therefore still condsidered active isn't he?) and walk right up to the enemy hex without fair of them firing at me as it does state in the rule neither side may fire into a hex with an active friendly unit!!?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2515001#2515001</link>
	<pubDate>2008-07-30T18:34:31+00:00</pubDate>
	<dc:creator>wizardless</dc:creator>
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	<title>Thread: Re: Troop Tactics</title>
	<description>Yep Pelle, that's pretty much my tactic...&lt;br&gt;&lt;br&gt;Still chances of getting obliterated, but perhaps in a more 'realistic' fashion!</description>
	<link>http://www.boardgamegeek.com/article/2487951#2487951</link>
	<pubDate>2008-07-21T19:28:38+00:00</pubDate>
	<dc:creator>mattriceten</dc:creator>
</item><item>
	<title>Thread: Re: What can Unaware soldiers do?</title>
	<description>An unaware soldier can be made aware by a commander. So if you have (a) commander(s) that has two turns you can make the soldier aware and then give him an action to do something within the same round. With two commanders each having 2 turns you can make that poor soldier aware and then have him take three actions in that one round. Not too bad.</description>
	<link>http://www.boardgamegeek.com/article/2487896#2487896</link>
	<pubDate>2008-07-21T19:06:20+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: Troop Tactics</title>
	<description>Keep them close enough for no one to panic. One high-PC soldier first scouting, hoping to get advantage vs ambushing Germans, then quickly fall back and then send in a high-WS soldier given turns by 1-2 commanders for maximum number of attacks each round (preferably without ever ending a turn in LOS of Germans).</description>
	<link>http://www.boardgamegeek.com/article/2487844#2487844</link>
	<pubDate>2008-07-21T18:48:17+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: Troop Tactics</title>
	<description>I like to run two groups of four.  The groups are close enough together to cover each other's flank, but far enough apart to avoid the brunt of a hidden MG nest or other surprise that the other group might kick up.</description>
	<link>http://www.boardgamegeek.com/article/2481964#2481964</link>
	<pubDate>2008-07-18T19:17:06+00:00</pubDate>
	<dc:creator>Kubigaruma</dc:creator>
</item><item>
	<title>Thread: Re: Troop Tactics</title>
	<description>I try to keep them near each other, but not in the same hexes, to avoid the pluses to automatic weapon fire.</description>
	<link>http://www.boardgamegeek.com/article/2481499#2481499</link>
	<pubDate>2008-07-18T16:12:21+00:00</pubDate>
	<dc:creator>Quixote171</dc:creator>
</item><item>
	<title>Thread: Troop Tactics</title>
	<description>Other than Mission 4 (the chronological '1st' mission...) where everyone usually gets scattered, does anybody else try and move their troops in a controled and concentrated manner?&lt;br&gt;&lt;br&gt;For my part, I usually try and keep my men beneath the protective wings of their officers, sending one or two 'lucky' ones out in front 'on point', to draw fire/activate enemies...&lt;br&gt;&lt;br&gt;Whenever I've had to split my force, I've been picked apart...&lt;br&gt;&lt;br&gt;Anyone else try and keep things cool and controled???</description>
	<link>http://www.boardgamegeek.com/article/2481310#2481310</link>
	<pubDate>2008-07-18T15:11:21+00:00</pubDate>
	<dc:creator>mattriceten</dc:creator>
</item><item>
	<title>Thread: Re: What can Unaware soldiers do?</title>
	<description>&lt;b&gt;Jeremiah_Lee wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Can my unaware soldiers continue to move in Action rounds? Can they move as a stack with their aware friends? Can they move as a stack with their unaware friends?&lt;br&gt;&lt;br&gt;Can they do anything?&lt;/i&gt;&lt;br&gt;&lt;br&gt;If I remember correctly, unaware soldiers don't even get an initiative.  Just remember they do get to do something after they get shot at (if they survive).  I just left their initiative marker on the bottom off the track to remind myself.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2481104#2481104</link>
	<pubDate>2008-07-18T13:55:35+00:00</pubDate>
	<dc:creator>Grimstax</dc:creator>
</item><item>
	<title>Thread: Re: What can Unaware soldiers do?</title>
	<description>Yes, they can become wounded and they can die. From section 6/5&lt;br&gt;&lt;br&gt;&quot;An unaware US soldier cannot perform any actions during Rounds; he remains immobile until he becomes aware.&quot;&lt;br&gt;&lt;br&gt;&quot;An unaware soldier who is attacked is automatically aware after the combat is resolved.&quot;&lt;br&gt;&lt;br&gt;&quot;An aware commander can spend one of his turns to make an unaware soldier within his command radius aware.&quot;&lt;br&gt;&lt;br&gt;From the errata: An attempted attack makes all US soldiers in the the target hex aware. A scattered grenade/SC makes all soldiers in the original target hex &lt;u&gt;and&lt;/u&gt; the scattered hex aware.&lt;br&gt;&lt;br&gt;As was previously stated, all active US soldiers are aware in Round 3 and after.</description>
	<link>http://www.boardgamegeek.com/article/2481073#2481073</link>
	<pubDate>2008-07-18T13:41:24+00:00</pubDate>
	<dc:creator>twixter</dc:creator>
</item><item>
	<title>Thread: Re: What can Unaware soldiers do?</title>
	<description>&lt;br&gt;Die.</description>
	<link>http://www.boardgamegeek.com/article/2480996#2480996</link>
	<pubDate>2008-07-18T13:12:03+00:00</pubDate>
	<dc:creator>LEHaskell</dc:creator>
</item><item>
	<title>Thread: Re: What can Unaware soldiers do?</title>
	<description>Unaware soldiers can't do anything as far as I remember.&lt;br&gt;&lt;br&gt;Every soldier is aware after the second action round though.</description>
	<link>http://www.boardgamegeek.com/article/2480832#2480832</link>
	<pubDate>2008-07-18T11:30:00+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
</item><item>
	<title>Thread: What can Unaware soldiers do?</title>
	<description>Can my unaware soldiers continue to move in Action rounds? Can they move as a stack with their aware friends? Can they move as a stack with their unaware friends?&lt;br&gt;&lt;br&gt;Can they do anything?</description>
	<link>http://www.boardgamegeek.com/article/2480796#2480796</link>
	<pubDate>2008-07-18T10:52:34+00:00</pubDate>
	<dc:creator>Jeremiah_Lee</dc:creator>
</item><item>
	<title>Thread: Re: Ambush! on Vassal problems</title>
	<description>Thanks!  I was prepared to feel stupid, just in case.  &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2468850#2468850</link>
	<pubDate>2008-07-13T16:18:48+00:00</pubDate>
	<dc:creator>Kubigaruma</dc:creator>
</item><item>
	<title>Thread: Re: Ambush! on Vassal problems</title>
	<description>I just had a look at the module posted on the VASSAL site. It is indeed broken. I've made a post in the VASSAL forums notifying them.&lt;br&gt;&lt;br&gt;In the meantime, I can send you an older version of the module that WORKS if you geekmail me your email address.</description>
	<link>http://www.boardgamegeek.com/article/2468566#2468566</link>
	<pubDate>2008-07-13T12:42:33+00:00</pubDate>
	<dc:creator>Shad</dc:creator>
</item><item>
	<title>Thread: Ambush! on Vassal problems</title>
	<description>Just downloaded Ambush! for Vassal play.  I started an off line game and don't see any way to choose the map.  I get only a blank page.&lt;br&gt;&lt;br&gt;When I was looking around in the module design, it appears there is a &quot;map&quot; button and had to check a box to make it appear in the tool bar.  I went back to the play option and saw the map button I just applied to the tool bar, but clicking on it opened a blank window.  I don't know my way around designing modules, is there an easier way to select the map?&lt;br&gt;&lt;br&gt;It seems much easier just to play this game on a table.  Thanks for any help you can give me.</description>
	<link>http://www.boardgamegeek.com/article/2468102#2468102</link>
	<pubDate>2008-07-13T02:49:41+00:00</pubDate>
	<dc:creator>Kubigaruma</dc:creator>
</item><item>
	<title>Thread: Re: Firing through doors</title>
	<description>See the LOS rules for buildings, page 20. &quot;A soldier, regardless of stance, can see all hexes in the field of view of a doorway.&quot;&lt;br&gt;&lt;br&gt;It doesn't get much clearer than that.&lt;br&gt;&lt;br&gt;I don't see anything in the rules, or any errata, hinting at that doors are closed, or that they have small windows in them...&lt;br&gt;&lt;br&gt;A soldier has to be standing or crouching to fire (see top of page 21, &quot;Fire Combat&quot;). So while it is N/A to fire at a soldier laying in a doorway, it is also N/A for that soldier to fire back. However they can both see each other perfectly well.&lt;br&gt;&lt;br&gt;If you make up your own LOS rules you are going to see many confused germans. On the other hand sometimes I have noticed they become a bit confused by having LOS to americans behind doors that they are not allowed to fire at, so I generally try to not put the germans in that position. Notice the way missions are created things can get really bad if you don't know the LOS rules, with germans activating out of LOS when they're not supposed to (which may have a great impact on their or your soldiers survivability).</description>
	<link>http://www.boardgamegeek.com/article/2465833#2465833</link>
	<pubDate>2008-07-11T18:57:10+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: Firing through doors</title>
	<description>rulebook, p.20 - Chapter 8. Line of Sight&lt;br&gt;&lt;br&gt;Building Hexes:&lt;br&gt;&lt;br&gt;&quot;A soldier, regardless of stance, can see all hexes in the field of view of a doorway.&quot;&lt;br&gt;&lt;br&gt;Line of sight is reciprocal, so this soldier can also be seen (and be fired upon) through a door.&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Also, when calculating the penalty for firing, the reference card had an entry for prone in building through window, but not for door. I took it as being prone in a building with no aperture, is that correct?&lt;/i&gt;&lt;br&gt;Yes.</description>
	<link>http://www.boardgamegeek.com/article/2464780#2464780</link>
	<pubDate>2008-07-11T12:53:52+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
</item><item>
	<title>Thread: Re: Firing through doors</title>
	<description>&lt;i&gt; I've always assumed the doors were closed as well but that they have a window in them. So the rules for doors and windows are the same.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Good Point Alan!!!</description>
	<link>http://www.boardgamegeek.com/article/2464167#2464167</link>
	<pubDate>2008-07-11T03:43:09+00:00</pubDate>
	<dc:creator>JohnnyD</dc:creator>
</item><item>
	<title>Thread: Re: Firing through doors</title>
	<description>&lt;b&gt;JohnnyD wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;i have always percieved doors to be apertures.  In the logic of things, you should not be able to see a prone soldier through a window....but should be able to see one IF the door is OPEN.  Ok...I am getting technical but i always treated the dorrs as shut and thus, the soldier behind it in not visible.  &lt;/i&gt;&lt;br&gt;&lt;br&gt;This kind of question always seems to come up and for some reason the image that people have in their head is that the door must be open. I've never understood this. I've always assumed the doors were closed as well but that they have a window in them. So the rules for doors and windows are the same.</description>
	<link>http://www.boardgamegeek.com/article/2463190#2463190</link>
	<pubDate>2008-07-10T19:45:46+00:00</pubDate>
	<dc:creator>alkaiser</dc:creator>
</item><item>
	<title>Thread: Re: Firing through doors</title>
	<description>i have always percieved doors to be apertures.  In the logic of things, you should not be able to see a prone soldier through a window....but should be able to see one IF the door is OPEN.  Ok...I am getting technical but i always treated the dorrs as shut and thus, the soldier behind it in not visible.  I remember coming up with a rule that if a soldier shot out of the door...then the door was OPEN for the duration of the soldiers stay in the building.&lt;br&gt;&lt;br&gt;The second question I have to look up...I don't remember off hand.</description>
	<link>http://www.boardgamegeek.com/article/2463123#2463123</link>
	<pubDate>2008-07-10T19:18:49+00:00</pubDate>
	<dc:creator>JohnnyD</dc:creator>
</item><item>
	<title>Thread: Re: Firing through doors</title>
	<description>I don't know if this was legal, but I remember a situation where I fired on a prone soldier through a door. I will have to check the rulebook to be sure, though.&lt;br&gt;&lt;br&gt;Strictly by the table listing the modifiers firing at prone soldiers through a door is not permitted, because both windows and doors are defined as apertures.</description>
	<link>http://www.boardgamegeek.com/article/2462630#2462630</link>
	<pubDate>2008-07-10T16:10:01+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
</item><item>
	<title>Thread: Firing through doors</title>
	<description>A situation came up in play today, a soldier was crouched in a building, but I could trace LOS through a door.&lt;br&gt;&lt;br&gt;The rulebook states that a prone soldier cannot be seen through a window, but it doesn't seem to say anything about doors.&lt;br&gt;&lt;br&gt;Also, when calculating the penalty for firing, the reference card had an entry for prone in building through window, but not for door. I took it as being prone in a building with no aperture, is that correct?</description>
	<link>http://www.boardgamegeek.com/article/2462573#2462573</link>
	<pubDate>2008-07-10T15:49:27+00:00</pubDate>
	<dc:creator>geekgeek</dc:creator>
</item><item>
	<title>Thread: Re: Plenty of rules questions after first play</title>
	<description>I know this has all been answered now, but just filling in some details and references to specific rules.&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi guys, just attempted a first playthrough, and I'm loving this already. That said, the rules do seem rather convoluted, and I had lots of questions:&lt;br&gt;&lt;br&gt;1. If a german soldier is prone and wounded, and his action round paragraph asks him to crouch and shoot, does it mean he spends his round changing stance to crouch, and not shooting (since he only gets 1 action while wounded)&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes. See 6/8, item 2, &quot;soldier may not be able to carry out all instructions... do as much as he can&quot; etc.&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;2. For VP purposes, do incapacitated germans count as being killed? For that matter, do incapacitated germans drop their weapons?&lt;/i&gt;&lt;br&gt;&lt;br&gt;About if they count as killed I have no idea, nor do I remember any situation where it has mattered. I would be interested to see references to the rule that say this is the case, because otherwise I would assume the answer is &quot;no&quot;.&lt;br&gt;&lt;br&gt;Taking equipment from inactive soldiers is covered under &quot;MISCELLANEOUS ACTIONS&quot;. I can see nothing in the rules about soldiers ever dropping weapons. To pick up&lt;br&gt;a weapon from an inactive soldier you need to be crouching (compared to picking up a weapon from the ground, which can be performed by a standing soldier). There is no rule about soldiers dropping their weapon when killed.&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;3. If a soldier voluntarily exits the map, (e.g dragging an incapacitated fellow soldier off), is he permanently out of the game too?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes, see 7/1: &quot;Once exited, US forces can never return&quot;.&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;4. What are red paragraphs in the mission card for? (Just couldn't find it in the rulebook &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt; )&lt;/i&gt;&lt;br&gt;&lt;br&gt;German movement. See 6/8 under &quot;German Movement&quot;.&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;5. What is &quot;best&quot; shot for a german? Does it always mean aimed? Or can best shot ever taken to mean snap fire?&lt;/i&gt;&lt;br&gt;&lt;br&gt;This is defined in section 9/6 (page 22): &quot;Aimed fire is the best fire possible, then snap fire. If a soldier is unable to fire aimed fire, he fires snap fire instead.&quot;&lt;br&gt;&lt;br&gt;&lt;b&gt;geekgeek wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;6. For units occupying the same turn count (e.g. US soldiers with 2 IN, 4 IN having 2 turns), who goes first? Lower IN, Higher IN, or my choice?&lt;/i&gt;&lt;br&gt;&lt;br&gt;This has already been covered... The details are on page 13 (&quot;If more than one US soldier occupies a space, you can have them  go in any order you wish.. Germans able to act in the same turn go in the order of the letters on their AR markers. &lt;b&gt;Exception&lt;/b&gt;: Firing a crew weapon, 9/7.&quot;) Note that IN has no effect on the order of German or US soldiers.</description>
	<link>http://www.boardgamegeek.com/article/2455011#2455011</link>
	<pubDate>2008-07-07T21:51:55+00:00</pubDate>
	<dc:creator>pelni</dc:creator>
</item><item>
	<title>Thread: Re: Plenty of rules questions after first play</title>
	<description>&lt;b&gt;Simon Mueller wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;voynix wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;6. American units occupying the same line go in any order.  German units I believe go alphabetically  (I think...will have to check that one).&lt;/i&gt;&lt;br&gt;Both is correct.&lt;/i&gt;&lt;br&gt;&lt;br&gt;After checking the rulebook, it appears I have been playing it wrong. I stand corrected.</description>
	<link>http://www.boardgamegeek.com/article/2453397#2453397</link>
	<pubDate>2008-07-07T12:43:40+00:00</pubDate>
	<dc:creator>Mr.Baggins</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Mission 1 - Bad Start, Dead Commander &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic318973_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/318973</link>
	<pubDate>2008-04-05T03:52:15+00:00</pubDate>
	<dc:creator>sarquin</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Mission 1 - Bad Start &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic318972_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/318972</link>
	<pubDate>2008-04-05T03:51:18+00:00</pubDate>
	<dc:creator>sarquin</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Ambush! contents close-up &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic267279_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/267279</link>
	<pubDate>2007-11-10T20:50:57+00:00</pubDate>
	<dc:creator>trawlerman</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Better image of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic265524_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/265524</link>
	<pubDate>2007-11-04T17:29:16+00:00</pubDate>
	<dc:creator>arnaudel</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Laminated Store Promo Poster &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic244479_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/244479</link>
	<pubDate>2007-09-05T19:00:21+00:00</pubDate>
	<dc:creator>boneroller</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Complete Countryside Map &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic228479_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/228479</link>
	<pubDate>2007-07-12T21:24:02+00:00</pubDate>
	<dc:creator>1000rpm</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Complete Village Map &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic228478_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/228478</link>
	<pubDate>2007-07-12T21:21:54+00:00</pubDate>
	<dc:creator>1000rpm</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The box and complete contents &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic228477_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/228477</link>
	<pubDate>2007-07-12T21:17:53+00:00</pubDate>
	<dc:creator>1000rpm</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Squad Record Sheet &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic199489_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/199489</link>
	<pubDate>2007-03-30T15:06:17+00:00</pubDate>
	<dc:creator>Simon Mueller</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		sneakin' up on 'em gerries &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic189628_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/189628</link>
	<pubDate>2007-02-27T11:00:07+00:00</pubDate>
	<dc:creator>wizardless</dc:creator>
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