Play this card immediately after an opponent’s unit makes a Momentum Advance, if one or more of your units, occupies a hex adjacent to the enemy unit that advanced. One adjacent unit of your choice will Close Combat with two additional dice.
If opponent’s unit is not eliminated or retreats it may, if eligible, Bonus Close Combat against your ambushing unit. At the end of the turn, you draw a replacement Command card first.

OR PLAY AS A SCOUT CARD ON YOUR TURN:
Issue an order to one unit or Leader in any Section. When drawing a Command card, draw two. Choose one and discard the other. Also gain one Inspired Action token at end of turn.

(two cards)

NOTE: Do not confuse an Ambush card with the action of a First Strike Command card. An Ambush Command card is only played after an enemy unit has made a Momentum Advance. The action of this card, sort of represents “a unit’s feigned flight” which was a common tactic in the medieval period. The benefit is that any unit adjacent to the enemy unit that just Momentum Advanced can conduct the ambush with two additional dice. If the enemy unit is not eliminated or retreats it may bonus close combat if eligible, but it must Close Combat the unit that attacked in ambush.

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Mark-McG replied the topic:
6 years 3 months ago
Can an Ambush attack have First Strike played by the ambushed unit?
Mark-McG replied the topic:
6 years 4 months ago
Description of sequence of Ambush play
www.boardgamegeek.com/article/32299847#32299847