The rules are fairly simple and designed for ultra modern conflicts.
I'd not been interested in ultra modern gaming until I read them although I did have an urge to do a Blackhawk down kind of game after seeing the film earlier this year and I've always wanted to play a Wild Geese game. In fact, I had AK47 lined up for next year.
However, as I read through the Ambush Alley rules I could see everything in my mind's eye, the figures, the table and the flow of the game. A sure sign that this was a going concern as far as a project went.
Basically one player controls modern fire teams, UK, USA German etc, and the other controls insurgents. Here's the sequence of play:
Regulars vs. Insurgents
Sequence of Play
1. Set up the table per the Scenario
2. Place Insurgent Hot Spots
3. Set up the Regular Units on the
Table per the Scenario
4. Set up Insurgent Units on the
Table according to the Scenario
5. On turns AFTER the first,
Insurgent Player rolls against
Insurgency Level to determine
arrival of new units
6. Regular Player activates his first
unit
7. Insurgent Units React
8. Repeat steps 8 & 9 until all
Regular units have been activated
9. Once all Regular Units have been
Activated, the Insurgent player
may move any Insurgent Units
that haven’t Reacted.
10. Repeat Steps 7 through 11 until
one side has met the Scenario
Victory Conditions
And here's the main rule mechanism:
THE (Nearly) UNIVERSAL MECHANIC
Roll a 4+
If Opposed, Roll a 4+ and Higher than
Opponent’s Roll
Different quality troops have different dice, insurgents are rolling D6s whereas trained troops will roll D10s.
That's about it really, the rest is up to the players
The tryout rules are free and are well worth a read through you can see them here:
http://ambushalley.files.wordpress.com/2007/08/aa-quick-start-v11.pdf