My default ruleset for 20th century, company level wargaming is Nordic Weasel's Five Core Company Command (that's quite the mouthful). Company Command has undergone some revisions over the years but it's still a very simple, quick play game with very interesting and innovative mechanics (check out this incredibly helpful YouTube short by "Skirmishin" for brief explanation.
With most quick-play, simple games there will be certain little bits streamlined or not addressed. Earlier versions didn't really address disparities in troop/command quality however the most iteration uses the ability to add or subtract order results though the use of chits (allowing or forcing a reroll). I think this is brilliant in its simplicity.
I plan to use the rules for asymmetrical conflicts where ambushes were common like the French Indo China War. I want to add a simple mechanic into the game to allow for such instances. My initial thought is to provide a limited number of chits or cards that can be played to set an ambush. During their activation turn, the ambusher will spend the chit/card and be allowed to deploy one unit/base within a certain amount of inches of an enemy unit. The ambusher is allowed one initial chance to shoot at a target and then the opponent can immediately conduct reactive fire.
I think it is a simple approach to solve a potentially complex instance. Any thoughts?































