LZ Rules v2

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LZ

John P Savage
LZ
Rules for a Vietnam War
skirmish wargame

(Adapted from Fire & Move)

John P Savage
2023
Contents

Introduction ................................................................................. 1
The Battlefield .............................................................................. 2
Terrain Features and Borders …………………………………………………… 3
Roads and Barriers Examples ……………………………………………………. 4
Organising Forces ......................................................................... 5
Forming Groups and Group Cohesion .......................................... 5
Leaders ......................................................................................... 6
Key Figures .................................................................................... 7
Player’s Turns and Performing Actions ......................................... 8
Actions .......................................................................................... 9
Move Action ........................................................................... 9
Move and Fire Action ............................................................. 10
Going to Ground Action ......................................................... 10
Rivers and Streams, and Ford Action ..................................... 10
Fire Actions .................................................................................. 11
Fire Cards and Ranges ……………………………………………………….. 12
LMGs, MMGs and HMGs ...................................................…… 13
Flamethrowers …………………………………….................................. 13
Anti-tank Rifle ......................................................................... 13
Weapons Failure …………………………………................................. 14
Fire Process ............................................................................ 15
Pinned Figures ........................................................................ 15
Line of Sight, Terrain and Concealment Values ...................... 16
Reactive Fire............................................................................ 16
Enfilade Fire............................................................................. 17
Second Fire Attack................................................................... 18
Crew Served Weapons ............................................................ 18
Rally Action ................................................................................... 19
Playing Other Cards ...................................................................... 20
Smoke Cards ............................................................................ 20
Boobytrap Cards ....................................................................... 21
Hero Cards ............................................................................... 22
Reorganise Action …................................................................. 22
Splitting and Reforming a Groups ………………………………………… 22
Actions That Do Not Require Cards ............................................... 22
Crewing or Un-crewing a Weapon Action ............................... 22
Repairing A Failed Weapon Action .......................................... 22
Acquiring a Weapon Action ..................................................... 22
Breaking Down/Setting Up a Weapon Action
Prepare a Weapon to Move/Fire Action ……………………….…..... 23
Changing the Arc of Fire of a Crew-Served Weapon Action …. 23
Cards Played as Discards ................................................................ 24
Sniper Cards ............................................................................. 24
Fear Cards ................................................................................ 24
Cower Cards ............................................................................. 24
Close Combat Action ...................................................................... 25
Close Combat Sequence .......................................................... 25
Nominate the Attackers .......................................................... 25
Attacker’s Morale Test …………………………………………………….…. 26
The Defenders Reaction .......................................................... 26
Close Combat Resolution ........................................................ 27
Determine the Victor ……......................................................... 28
Retiring .................................................................................... 28
Rally and Regroup ………………………………………………………….……. 28
Assaulting a Pillbox or Bunker ……………………………………………... 28
Command and Control .................................................................. 29
Off-Table Fire Support and Radio Cards ........................................ 29
Napalm ……………………………………………………………………………….. 29
Weapons …………………………………………………………………………………… 30
Ordnance Weapons ................................................................ 30
To Hit Numbers ........................................................................ 30
Mortars ……………………………………………………………………………….. 31
Recoilless Rifles …………………………............................................. 31
Demolition Charges ................................................................. 32
Vehicles .......................................................................................... 33
Vehicle Movement .................................................................. 33
Turret Movement ………………………………………………… ............... 33
Vehicles Attack and Defence ................................................... 34
AP Attacks ................................................................................ 34
Front and Flank Armour ………………………………………………………. 35
HE and Small Arms Attacks ...................................................... 35
Off-Table Fire Support vs AFVs ……………………………………………. 35
Hull Down ................................................................................ 35
Close Combat and Vehicles ..................................................... 36
Vehicle Overrun Attacks .......................................................... 37
RPGs, LAWs, M79s and M203 .................................................. 38
Optional Rules ............................................................................... 39
Danger Close ………………………………………………………………………. 39
Body Count …………………………………………………………………………. 39
“FW” Medics ………………………………………………………………………. 40
Dust-Off ……………………………………………………………………………… 40
Communist Casualties and Medics ……………………………………… 41
Evacuation Points ……………………………………………………………….. 41
Determining a Political Victory ……………………………………………. 41
Team Play ................................................................................ 42
Time ........................................................................................ 42
Night Rules .............................................................................. 43
Illumination rounds ................................................... 43
Self-Illumination …………………………………………………….. 43
Unarmoured Vehicles ………………….......................................... 44
Vehicles and Passengers ......................................................... 44
Vehicles, Infantry Groups and Reorganisation …………………….. 45
Wheeled Vehicles ………………………………………………………………… 45
Ordnance and Smoke ………………….......................................... 45
White Phosphorous (WP) ……..……........................................... 46
Tunnels .................................................................................... 46
Movement within Tunnels ........................................ 47
Search Action ..……..……………………………………………….. 47
Forward Air Controllers ........................................................... 48

Appendixes
I Nationalities
II Terrain Features
III Quick Reference Charts
IV The Dice Matrix

The materials used in the production of these rules and the associated cards was in no way
intended to infringe copyright nor has any monetary benefit been gained from any
downloadable reproduction of that material. The monetary benefit gained from the
commercially available cards has been kept to an absolute minimum required by the
production company MPC (0.1%).
Introduction

LZ is a platoon level game played on a tabletop with figures and model terrain. Each player
commands a force of between 20 and 50 figures. These figures are formed into groups. The
players then take turns performing action with these groups, such as moving, firing, rallying etc.
Each player will have a deck of 40 action cards unique to the nationality of their force and one
time check card. The playing of a card onto a group will allow it to perform the action on the card.

Besides the playing of cards to perform actions, these rules approach movement in a unique way.
The distance a group moves is not defined in inches or centimetres, so a ruler is not required to
determine how far a group can move. Moreover, how a group performs a move action will
determine how vulnerable to fire they will be while moving.

To play this game players will need figures, two (different coloured) eight-sided dice (D8), a D6, a
deck of LZ cards for the nationality they command, and a ruler or tape measure to measure fire
ranges. Troop cards, showing each figure’s statistics, are essential for playing the game.

This game’s prime dice mechanism utilises eight-sided dice (D8s). When called upon to make a
2D8 dice check a player will rolls two different coloured D8s. Before the roll is made the player
nominates one of the coloured D8s as the positive value and the other colour as the negative
value. Adding the two results together will give a value ranging from minus 7 to plus 7.

For most 2D8 checks the positive and negative values are applied as they are rolled, adding the
positive value, and taking the negative value. At other time the 2D8 check will specify that the
result will need to be a positive result, that is 1+. On some occasions the 2D8 check will specify
that the result must be within a range from a negative to a positive value. This means that the
positive and negative values rolled are applied but then the numerical sign (+ or -) of the result is
ignored and only the numerical value, or range of values, are read. Thus, a result between -x and
+x is what is obtained and read as x.

These rules are not intended to be used for competition play. The point system included on the
troop cards is merely a guide to aid the balance of games.

This game should be played with a spirit of co-operation between the players who value the
enjoyment of the game over winning.

Acknowledgement

These rules rest on the foundation of two other game systems, Avalon Hill’s Up Front and Arty
Conliffe’s Crossfire, two unique and innovative rule sets that changed the face of wargaming.

1
The Battlefield

Great care should be taken with the setting up of the field of play, the tabletop battlefield. All
players should have a shared understanding of the limits and limitations of all the terrain on the
table at the start of the game or be able to negotiate it during play.

In this game there are two types of terrain - Terrain Features and Borders.

A Terrain Feature is a piece of ground that covers a portion of the table with a single terrain type.
For example, a field, a wood, or a building. All terrain features are enclosed on all sides by Borders.
Terrain features should not exceed 1.2 m2 (about 40cm x 30cm), be reasonably regular in shape
and have a clear footprint on the table that is understood by both players. They should also not be
too small and should be large enough to accommodate eight figures.

Borders define the edges of terrain features. Borders can be walls, ditches, banks, hedges, paths,
roads, rows of trees, rivers, creeks, streams, or any linear feature. They can also be simply the
point at which two terrain features butt up against each other.

Due to the limitations of some terrain models small areas of the table may cause problems. This is
most often true in the areas around buildings where walls or hedges surround the structure. The
following rule of thumb should be applied when attempting to move across or into this
problematic terrain. If a figure cannot easily stand in the space between two features or borders,
then that space and the two features/borders are defined as a single border for movement
purposes. That said, the space between the features is what it is for fire purposes.

Hills can also be problematic as other terrain features may overlay them and their steepness may
be undefined by the model being used. Players should endeavour to clearly define hill terrain
features, and the terrain feature on them, and how they impact movement.

Some terrain can be both a feature and a border depending on how a group traverses it. For
example, roads or shallow rivers. Movement along this terrain should be limited by Border Points.
Border points function as borders and will halt movement along the feature at that point.
Distinctive points along the feature such as bends, intersections, bridges etc make for clear border
points. These border points should be clearly defined and understood, at the start of each game.

Roads, and the features that often line the sides of roads, need to be clearly identified as to how
much of a block to movement they constitute. A road on its own is a single border. A road lined on
one or both sides with terrain that would offer very little resistance to movement, such as bank,
low hedges or even rows of tree, should be considered a single border.

For a road lined on one side by a significant barrier to movement such as a hedgerow, wall, fence,
or deep ditch, and on the other by terrain that has little or no impact on movement, then the
starting position of the group relative to the road will determine how many movement actions will
be required to cross it. If the group is immediately adjacent to the road or the significant barrier,
then that barrier and the road form a single border and can be crossed together at the start of a
move action. If the group is not adjacent to the road, or the barrier, then it must end its move
action when it encounters the road or the barrier. If a road is lined on both sides by significant
barriers, then the group would need to end its move action when it encounters one of the
barriers.

2
Terrain Features and Borders

3
Roads and Barriers
Examples

4
Organising Forces

At the start of the game the players will determine the size of the game to be played. A small
game would involve two squads or sections on each side, 16 to 30 figures each; a medium size
game would have three squad/sections per side, 30 to 40 figures; while a large game would have
four squad/sections and perhaps some support weapons, 40 to 50 figures.

When the size of the game has been determined the players select the figures they will use. To do
so they should make use of the tables in Appendix 1, “Nationalities”, to assist them. Once players
have selected their figures, they will divide them into groups for use on the table.

Players then set up their troops on the table as determined by the scenario and decide who will
take the first turn. This can be done by mutual agreement; by a dice roll; or the scenario being
played may indicate which side will go first.

Forming Groups and Group Cohesion

When players form groups these groups many not be smaller than two figures or larger than eight.
Also, a group may not contain more than one LMG or MMG, nor may the group contain both an
LMG and an MMG. Squad Leaders (SL) are included in this total. A group can be reduced to less
than two figures by taking casualties; by having figures pinned while moving; or by deliberately
splitting a group when figures charge into close combat. A group can’t be reduced to less than two
figures by Reorganization (see below).

A Platoon Leader (PL) (and medics if the optional Body Count rules are used) is an exception to the
group size rule. He can be a group of one and he can be the ninth figure in a group of eight if he is
attached to that group.

To remain a group, and thereby be able to have an action card played on them, a group must have
cohesion. To have cohesion all figures within the group should be within about 1”/2.5cm of
another figure in the group. Should a gap greater than 2”/5cm appear between figures in a group
then the group has split, and the figures have formed separate groups.

Figures that are lost due to being KIA or routing should be replaced with a temporary casualty
marker. Casualty markers can be used to maintain cohesion within a group but only while that
group remains on that ground. Should the group move, it must attempt to re-establish cohesion as
they move.

Groups that have become split can reunite by being moving, independently, back into cohesion.

A group can contain different types of weapons. Players need to be aware that some weapons
require an assistant crewman to work at full effectiveness. These weapons will start the game fully
crewed.

5
Leaders

There are two types of leaders, Platoon Leaders (PLs) and Squad Leaders (SLs).

A SL is the leader of a particular squad and must be a member of a group belonging to that squad.
He can be moved between groups of his squad. A SL enhances the performance of the group he is
with by allowing that group to make two fire attacks in a turn or to play two rally cards at the
same time.

A PL commands a particular platoon. They can be a single figure on the table (and risk being the
target of a sniper card) or they can be attached to a group. When attached to a group they
enhance that groups performance by allowing that group to make two fire attacks in a turn or to
play two rally cards at the same time. In addition, some PLs have leader modifiers (LM) (+0, +1 or
+2). These values can be added to the fire strength of one fire card played by the group the PL is
attached to. The LM can also increase the rally value of one rally card played on the group he is
with. A PL attached to a group with a weapon that has a “To Hit” (see page 30) can apply his LM to
improve that groups “To Hit” value. The PL’s LM is also used during close combat resolutions.

A PL can be attached to a group by moving within cohesion distance of the key figure (see below)
of that group and having the player declare that he is attached. Attaching a PL to a group does not
violate the maximum group size rule. An attached, unpinned, PL can be nominated as an active
member of a group’s fire action but if he does then his leader modifier is not added to the fire
card. An attached PL is a member of a group for close combat purposes.

SLs and PLs can be moved independently by having movement cards played on them. The playing
of a movement card to have a leader leave a group does not count as an action for that group for
that turn, but when a SL or PL joins a group that group may not then perform an action that turn.

Title

Nationality

Morale and
panic
values
Leader modifier
(LM) and the points
cost of this figure.

Weapon Rank
Close Combat Values
(CCV) in good moral
(GM) and when
pinned (PIN).

6
Key Figures

Players will nominate one figure in each group as that group’s Key Figure (KF). This figure should
be the most significant figure in the group. Usually this will be the SL or PL if one is present with
the group. In groups that do not contain a leader then another figure shall be nominated. This
other figure should be distinguished in some way. For example, they may have the highest morale
value in the group; be carrying the most important weapon; or be the leader of a weapons team.

If the KF is KIA then the next most significant figure will, immediately and automatically, take on
that role. If the KF is pinned then the next most significant figure in the group will, temporarily,
take on that role. When the KF is rallied he will resume the role. If a pinned KF routs or is KIA, then
his temporary replacement will take on the role permanently.

The KF should always be the central figure of his group. If a player needs to move figures within a
group to bring this about, they should do so. This shuffling of figures does not require the playing
of a movement card, nor is it an action and it will not generate a reaction from the opposing
player. It is simply housekeeping.

The KF has several functions.

• Line of sight is traced from the KF when the group fires. If the KF cannot see the target,
then the group may not play the fire card. The reverse is not the case, and a firing group
need not trace a line of sight to the target group’s KF to fire on that group.

• When a group performs a move action the player first moves the KF along the path that
the rest of the group will follow. When the KF reaches the end point, or the move is
stopped for some reason, then the other figures are moved and placed within cohesion
distance around the KF.

• If figures cannot be placed in a particular location due to the limitations of the models
involved, then players should endeavour to place the KF there to signify the location of the
group.

• The facing of the KF signifies the primary facing for the group when determining enfilade
fire (see below).

7
Player’s Turns and Performing Actions

When a player takes their turn, they do so by performing actions with their groups.

Most often a player will perform an action with a group by play a card on that group to signifying
what that group will do that turn, i.e., move, fire or rally. When an action is performed by a group
that action must be completed before another group can perform an action.

Some actions do not require the playing of cards. The player simply announces the action that the
group is doing for that turn and performs it.

Some actions permit the playing of two cards at the same time such as moving and firing or
playing smoke and moving.

Some actions require the playing of more than one card to perform that action such as moving
over very difficult terrain. These multi-move actions can be performed by setting aside movement
cards over several turns till the require number of actions is reached. Set aside cards are played
one per turn. Set aside cards do not count towards a player’s hand limit. They are returned to the
discard pile when the action is performed. The group upon which they are played are considered
moving while the cards remain set aside.

Move actions may generate a reaction from the non-phasing player that will interrupt that group’s
move action. These reactions are resolved completely before the phasing player continues that
move action if it is possible. When the non-phasing player plays cards during their opponent’s turn
(to fire or play a Boobytrap card) they may not refill their hand till the end of their own turn.

When a player no longer has any cards to play, or the player no longer wishes to perform another
action, the action part of their turn ends. They may then, if permitted, discard cards from their
hand. They then refill their hand and play passes to their opponent.

A Vietnamese Movement 2/-1 Card. An ARVN 3 or 2-man Fire Card.

8
Actions
Move Action

To move a group the player must play a movement card on that group. Each movement card will
have a move value from 1 to 3 and may have a concealment value of -1 or -2. These values allow
the card to be used in two ways. Either the group may perform that number of move actions (1, 2
or 3) or the group can perform one move action with the concealment value on the card (-1 or -2).

For example, a Movement 2/-1 card would allow a group to make two move actions or one move
action with a concealment value of -1.

When a group performs a move action it moves from one point on the table to another point. The
group many move in any direction, and change direction any number of times, while performing
that move action. The player can elect to end the move action at any time and halt the group, but
a move action MUST end when the group encounters a border.

A group adjacent to a border may cross that border at the commencement of their move action as
part of that move action. To be adjacent to a border at least one figure in the group must be
within 1”/2.5cm of that border.

Some difficult terrain features or borders may alter the standard move cost to cross or enter, such
as very steep hillsides. These features should be clearly identified, and the cost to traverse them,
defined at the start of the game. Movement cards can be set aside till the required cost of the
move action is achieved.

When moving a group, the player selects the group’s key figure. With this figure they then trace
the path the group will take while executing this move action. When the move is complete the
other figures of the group are moved to join the KF.

When a group moves, the moving player should clearly indicate to their opponent the path of the
movement. The non-phasing player may elect to fire on the moving group at any point along this
path provided they have a fire card that can be used and line of sight to the target at that point.

Once a player has announced or shown a move, even a short distance, they may not take back
that move, and thereby deny their opponent a valid reaction to that move.

If the non-phasing player declares that they will fire, the moving group is returned to the point at
which the fire action took place and that fire action is resolved. At the completion of the fire
calculation the moving group can continue the move action with those figures still capable of
moving (and thereby possibly splitting the group) or stop in place. Stopping the move action or
continuing is the phasing players decision.

9
Move and Fire Action

A group that performs a move action may also, at the same time, play a fire card and make a move
action and a fire action together. A group that performs a move and fire action may not use the
concealment value of the movement card. The player must announce when, during the move
action, the group is performing the fire attack.

Groups can only perform a move and fire action at close range.

The total fire strength of the card is halved (FRD).

Crew served LMGs use their un-crewed (bracketed) fire values during a move and fire action.

Any terrain, leader and/or Hero modifiers are added after the FV is modified.

A group that makes a move and fire action may not make a second fire attack (see below).

Going to Ground Action

Movement 1 cards have a second function. Movement 1 cards may be played on a group to allow
them to Go to Ground. A group that has gone to ground may double the concealment value of the
terrain they are in or behind. A group may play a movement 1 card to go to ground as the sole
action by that group for that turn regardless of the circumstances the group is in.

In addition, a group that has just completed a move action, or a move and fire action, may have a
movement 1 card played on them to have them to go to ground at the end of that move or
move/fire, action. That is, the group can have two (or three if they moved and fired) cards played
on them that turn.

Going to ground is not considered a move action and will thus not generate reactive fire or a
Boobytrap attack.

A group that had gone to ground loses this status when it moves or fires. The group may perform
any other action and still maintain it’s gone to ground status.

Rivers and Stream, and Ford Action

Rivers or large streams are significant border barriers and require a special move action to cross. A
group that plays a movement 1 Ford card will successfully perform a ford move action, cross the
river border/barrier, and then perform a move action. Alternatively, a group may play a non-ford
movement card and make a 2D8 check. If the result is positive (1+) the ford move action is
successful. If the result is zero or less the attempt fails, and the group does not perform that move
action. A group adjacent to the river/stream that plays a movement 2 or 3 card may make multiple
ford move action attempts to cross equal to the move value of the card.

10
Fire Action

To perform a fire action with a group the player plays a fire card on that group. A fire card can be
played on a group provided that:

• The KF has a line of sight (LoS) to at least one figure in the target group.

• The group has the required number of unpinned, effective figures, and they each have
a LoS to at least one figure in the target group.

• The target is in range.

Players can establish range and line of sight prior to playing a fire card. If line of sight is blocked or
the target is not within range, then the fire card cannot be played, and no action has been
performed by that group.

Fire cards can have two types of fire values on them, the base values and bonus values. The base
values are the fire strength of that card at that range for that number of unpinned figures firing.

Bonus values (shown with a + x value) are added to the base value if the weapon indicated (LMG,
MMG or Flamethrower) is being used by one of the figures in the group and that weapon is fully
functional.

The red bracketed bonus fire value on the fire card is the value used when the weapon is un-
crewed.

If the base value of the fire card is a negative value (this is most often the case with ARVN fire
cards at long range), yet the group contains a weapon that has a bonus value of 0 or more at that
range, then assume the base value of the card to be equal to 0. That is, negative based FVs do not
have a detrimental effect a card’s bonus FVs.

To be fully functional a crew-served weapon would require the weapon to not have failed and, the
gunner and the assistant gunner in good morale (unpinned). A fully crewed weapon that has failed
or has the gunner pinned would make the weapon ineffective and so not eligible to be included in
the fire group. If the assistant gunner of a crew-served weapon is pinned, the gunner, if unpinned,
would still be effective and the weapon can be fired but only with its bracketed fire value.

11
Fire Cards and Ranges

There are three types of fire cards. Fire 1 cards allow one figure in a group to fire; Fire 3/2 cards
can be used by three or two figures in a group; Fire 5/4 cards by five or four figures.

Fire cards have four ranges: Close, Medium, Long and Extreme. For the card to be used then the
weapon/s being fired must have a base value listed for that range. This value can be a negative
value. If no value is shown for that weapon at that range, then that weapon cannot be included in
the fire action.

Close Range 8” 0-20cm (0-60 yds)


Medium Range 9”-24” 21-60cm (61-180 yds)
Long Range 25”-40” 61-100cm (181-300 yds)
Extreme Range 40” plus 101cm plus (301+ yds)

Number of unpinned men in


the firing group required to
use this card.

The base fire values for two


The base fire values for three
unpinned men.
unpinned men.

Ranges

At long range the base value is The bonuses if the group


negative (-1/-1) but the M60 contained an LMG and/or an
(LMG) bonus is ≥ 0 (+3) therefore SMG. A red value would
the base value is assumed to = 0. indicate the LMG’s bonus if the
This will allow the M60’s bonus weapon was un-crewed.
value to be used and the card’s FV
will be “3”.

12
LMGs, MMGs and HMGs

LMGs, MMGs and HMGs are crew served weapons. The gunner and the assistant gunner of these
weapons are counted as “effective figures” when calculating the number of men firing. The bonus
fire value of these weapons is added to the base fire value of the card.

When using a Fire 1 card, if the group contains a fully crewed LMG, then the unbracketed LMG fire
value is used. If the gun is un-crewed for any reason, then the bracketed LMG fire value is used. If
the group’s sole firing weapon is an MMG or HMG, then that weapon’s bonus value is added to
the Rifle FV on the fire 1 card.

MMGs and HMGs have an arc of fire of 600 (300 either side of a central line). It may not be used to
target groups outside this arc. The arc of fire of these weapons may be change as the sole action
for that group for that turn. No card is required to make this move. This move will not generate a
fire or Boobytrap attack.

Some HMGs have an AP value. When these weapons target an AFV not only the vehicle’s
personnel and passengers are attacked but also the AFV itself. No “To Hit” roll is required.

HMGs have extended ranges that appear on their troop cards.

Flamethrowers

Flamethrowers are only effective at half close range, i.e., 4”/10cm. At that range their bonus value
is added to the fire value of the fire card in play. If the group’s sole firing weapon is the
flamethrower, then only the weapon’s bonus value is used.

At all other ranges a flamethrower figure would be an ineffective figure and so could not be
counted when calculating the number of effective figures in the group.

Any fire attack that includes a flamethrower will ignore all terrain concealment modifiers (CVs) for
the target group. In addition, any group subjected to a flamethrower attack has a “fear” marker
placed on them after the attack is resolved.

A Flamethrower figure has a KIA # of 7 and a pinned KIA # of 8 to reflect the inherent vulnerability
of this weapon.

Flamethrowers may be used against AFVs. Their attack value is their FV. They attack the flank
value of the AFV. Only “K” results are applied. “I” and “S” results are ignored.

13
Weapon Failure

All crew served weapons, one-man LMGs, RPGs, flamethrowers and other important weapons are
subject to failing. They may have run-out of ammunition or have malfunctioned. All these
weapons have a weapon failure (WF) number on their troop card.

When a group containing such a weapon makes a fire action resolution and the result of a 2D8
check is negative and equal to that WF number then that weapon has failed. If the weapon is not
part of the fire action due to the weapon holder being pinned or the weapon has already failed,
then the failure is ignored. If it belongs to an active firing figure, then that figure’s weapon has
failed, and the figure is allocated a WF chit for his weapon. If a weapon fails while a fire attack is
being resolved the attack continues but the strength of the attack is recalculated to take account
for the absence of the failed weapon’s bonus value.

Ordnance weapons have a “To Hit” number. When a “To Hit” 2D8 check is made, and the WF
number is rolled, the weapon fails, and the fire attack is not made. The weapon is allocated a WF
chit for his weapon. If the WF number is rolled while resolving the attack on each individual figure
it is ignored. Ordnance weapons only fail during the “To Hit” 2D8 check.

A figure with a failed weapon cannot contribute to any fire attack till the weapon is repaired; that
figure has a reduced Close Combat Value and has their morale and panic values reduced by one
while the weapon is inoperable.

Ordnance weapons that have failed may not be used till they have been repaired.

A failed weapon can be repaired as the sole action for that group for that turn. (See Other Player
Actions below.)

14
Fire Process

Each fire card will have a chart showing the fire strength of the card at different ranges. This fire
strength value can be reduced by the concealment value (CV)of the terrain the target is in; the
terrain the fire passes through; and/or the (CV) on the movement card just played. Add the PL’s
LM if he is attached to the firing group. A Hero Card will also increase the fire strength of the card.

The fire attack is resolved by making a 2D8 check for each figure, in turn, in the target group in
LoS. The result of the 2D8 roll is added to the modified fire strength of the fire card and the result
compared to the target figure’s Morale, Panic or KIA values.

If the result is ≥ the figure’s KIA value (8) the figure is removed, and his place is marked with a
casualty marker. A flamethrowers figure has a KIA value of 7.

If the result is ≥ the Morale value of the figure, but less than the KIA value of the figure, the figure
is Pinned, and marked as such.

If the result is ≥ a Pinned figure’s KIA value (9) the figure is removed, and his place is marked with
a casualty marker. A pinned flamethrower figure has a KIA value of 8.

If the result is ≥ a Pinned figure’s Panic value, but less than the KIA value of the pinned figure, the
figure will rout and is removed from play. Their place is mark with a casualty marker.

If a figure with a significant weapon (LMG, RPG etc) is KIA his weapon remains in play and can be
acquired by another figure, (see Acquiring a Weapon Action below).

If a figure, with a significant weapon, routs, then the weapon is removed from play. Some personal
weapons, due to their weight, cannot be removed in this way.

Pinned Figures

Pinned figures that are in the act of moving halt in place when they become pinned. Pinned figures
cannot join a fire action but their presence in a group does not stop a group from using a fire card.
A group that contains a pinned figure cannot play a movement card for any reason except to Go to
Ground. Having a figure pinned does not invalidate any movement card currently in play and any
unpinned figure in the group may complete that group’s move action. Of course, this may split the
group. To remove the pinned condition from figures in a group a rally card must be played on that
group.

15
Line of Sight, Terrain, and Concealment Values

A group can only be shot at if the firing group’s KF has a clear line of sight to at least one figure in
the target group. The other members of the firing group must also be able to see at least one
figure in the target to be included in the fire action. Line of sight can be traced through friendly
figures of the same group but cannot be traced through other friendly groups.

Only those figures of the target group in line of sight may be targeted.

The following features block line of sight: woods, buildings, high walls, hills, and any other feature
defined to do so. Line of sight can be traced through the terrain feature the firing group is in and
into a terrain feature that blocks line of sight but not through a feature that does so. Thus, a group
in a wood or building can shoot through the terrain feature they are in at a target outside that
terrain feature, and they can in turn be shot at. If a line of sight block is between the firing group
and the target the target cannot be seen and so cannot be shot at.

Groups with a height advantage (those on hills or in multi-storied buildings) reduce the CV of the
terrain the target is in by one level at short and medium range. There is no change at long or
extreme range nor does this height advantage impact targets in woods or buildings.

When a group is the target of a fire attack, they may claim the best CV provided by the terrain
they are IN or the terrain the fire passes THROUGH whichever is more beneficial. In addition, an
extra -1 CV is applied to the fire attack for any, and all, other intervening terrain features that that
fire passes THROUGH.

Reactive Fire

When a group performs a move action, or sets aside a movement card, the group is considered to
be moving and the non-phasing player may make a fire attack at that group. To do so they will
need to play a fire card on a group that has a LoS to the target and have that target in range.
When the non-phasing player declares a fire attack on a moving group, they indicates a point
along the group’s movement path at which that fire attack takes place. The moving group is placed
at that point and the fire attack is resolved as normal. Regardless of the actual placement of the
target group’s figures around the indicated point of fire only the concealment value of the
indicated point is used when calculating the fire strength of the attack against each targeted
figure.

A given group may only fire once, as a reaction, in a player’s turn.

16
Enfilade Fire

A group should always have a clearly defined Front. This is important for determining Enfilade Fire.
Enfilade fire is any direct fire attack that strikes the group from behind its front.

If the group is hit by enfilade fire, the FV of a 5/4 fire card is increased by +3 at close range, +2 at
medium and +1 at long. The FV of a 3/2 fire card is increased by +2 at close range and +1 at
medium. The FV of a 1 fire card is increased by +1 at close range. Leader, hero, fear, or CV
modifiers are then applied.

A group’s front is determined by the facing of the majority of the figures in the group regardless of
where they stand in the group. If a group has an even number of figures, and an even number are
facing in two different directions, then the facing of the KF will determine the group’s front. A
group may have its figures facing in two directions. They are the group’s front (the direction the
majority are facing) and one of the group’s flanks. If a group’s figures are facing in three or more
directions, then the group has no front or flank and any fire directed at it will be enfilade fire.

To determine the front of a group, draw a line from the front of the bases of the two outside
figures of the group.

Infantry groups may fire in any direction (3600 arc of fire). When an infantry group fires the player
may pivot those figures to face the target they are engaging, they by changing the group’s front.
This is not a move and fire action and so does not require the playing of a movement card in
conjunction with the fire card nor will it generate reactive fire or a Boobytrap attack. As noted
above, weapons with an arc of fire (MMG, HMGs etc) may not do this, that is pivot when a fire
card is played.

Front
Enfilade
Fire

Front

Not Enfilade
Fire

Enfilade Front

Enfilade

17
Second Fire Attack

A group that contains an unpinned PL or SL may make a second fire action after the first is
resolved. To do so the number of unpinned men in the group must be more than or equal to the
maximum number of men as shown on the two cards. (i.e., a group would need eight unpinned
men to use both a Fire 3/2 and a Fire 5/4 card.) If a PL is present, he may add his leader modifier
to only one of the fire cards played.

This second attack may be at the same or a different target. Bonus values listed on the card from
LMGs and present with the group may only have their bonuses applied to one of the fire cards.

Crew Served Weapons

Crew-served weapons are those weapons that require more than one figure to operate them.
Light crew served weapons, such as LMGs and light mortars, are carried and operated by one
figure. Crew-served weapon achieves full efficiency when another figure assists the prime
operator. When this happens, the weapon is termed “crewed”. To signify that a weapon is
“crewed” the assistant figure is placed in base-to-base contact with the weapon’s prime operator.

If the weapons prime operator is KIA, his assistant will automatically acquire the weapon. If the
weapons prime operator routs, he will take the weapon with him apart from weapons too heavy
to be moved by one man – mortars, MMGs etc.

To crew, or un-crew, a weapon will be the sole action for that group for that turn. The exception
to this is when crewman leave their group to enter close combat.

MMGs, Mortars, and some other weapons, need to be “broken down” before they can be moved
and set up again at the completion of the move before they can fire. Similarly, heavier weapons,
such as recoilless rifles, need to be prepared before they move and set up after they have been
moved. These preparatory actions do not require the playing of a movement card if they are the
sole action for that group for that turn. Alternatively, a player may play a movement 2 or 3 card on
the group and expend one move action to break-down/set up, or prepare, the weapon and use
the other move actions to move the weapon.

Most crew-served weapon may not be fired in a broken-down state. The exceptions to this are
some LMGs. These weapons may be used in their broken-down state by employing their bracketed
uncrewed FV.

Weapons groups that have three or more men as crew use movement cards like other groups
provided, they have at least two third of the crew present and functioning. If the crew is reduced
to less than two-thirds strength the cost of moving the weapon is doubled. If the crew is reduced
to less than half the weapon cannot perform a move action. The weapon can still change its arc.

18
Rally Action

To rally pinned figures rally card/s need to be played on the group as the sole action by that group
for that turn.

Rally cards have different values printed on them that show the number of figures that can be
rallied by that card. Any rally numbers in excess of the number of pinned figures in a group are
lost.

If a SL is with the group, then two rally cards may be played on the group as a single rally action.

If a PL is with the group, then two rally cards may be played on the group as a single rally action
and, in addition, that leader’s modifier can be added to one of the rally cards.

A pinned leader, SL or PL, can use one rally card on themselves (and others) and then play a
second rally card on the other members of their group.

Some rally cards contain the word “Radio”. This refers to the using rally cards to call in off-table
artillery (see below). A rally card can only be used as a rally card or as a radio card and not both.

ARVN Rally 4 Card

19
Playing Other Cards

Smoke Cards

To play a Smoke card on a group that group must contain an unpinned SL or have an unpinned PL
attached. * The card is played on a stationary group as the sole action for that group for that turn.
Alternatively, a smoke card can be played in conjunction with a movement card. When a smoke
card is played the smoke is placed on the group and is considered to blanket the group on which it
is played while it is stationary or in the act of moving.

When smoke is played on a group the player rolls a single D6. The result will be the
density/concealment value of the smoke and have a value from -1 CV to -6 CV. Any fire that has a
line of fire (LoF) into, through or out of the smoke will be modified by this CV number. In addition,
any “To Hit” 2D8 check from, into or through smoke will have the “To Hit” value reduced by the CV
value of the smoke.

The smoke remains over a stationary group till that group performs a move action, or the smoke
dissipates over several turns.

When smoke is played in conjunction with a movement card the smoke remains over the group
while it performs one move action and when it halts at the end of that action. If the group
performs another move action the smoke is removed.

If the movement card has multiple move actions (Movement 2 or Movement 3) the player must
state in which move action the smoke is played. The smoke will remain over the group for the
stated move action only and at the end of that move action if the group halts.

At the end of the player’s turn (excluding the one in which the smoke card was played) the player
rolls a D3. The number rolled is the amount subtracted from the smoke marker. When the CV of
the smoke equals “0” the smoke has completely dissipated, and smoke marker is removed.

If two or more groups occupy the same terrain feature and one of the groups has a smoke card
played on them then the figures of the second group are considered to be concealed by the smoke
provided the KFs of the two groups are within 2” (5cms) of each other.

Smoke played on a group in a building will affect all the groups in that building regardless of the
floor they are on. Players should apply this rule judiciously and take into consideration the size of
the building and the location of the groups in it.

* If the optional “Body Count” rules are being use (see page 39) a medic, at an
evacuation point, may play a smoke card to call in a Dust off. This must be the
sole action for the medic for that turn.

20
Boobytrap Cards

The non-phasing player may play a Boobytrap card on a group that has played a movement card to
performing a move action (not one played to perform another action). That group’s move action
ends immediately at the point indicated by the non-phasing player. Randomly determine a figure
in the group and perform an attack FV 5 against that figure. The figure does not get the benefit of
the CV of the movement card in play and no terrain CV modifiers are applied to the Boobytrap
attack.

Boobytraps have an anti-armour FV of “1”. If the 2D8 check is ≥ the flank “i” # the vehicle is
immobilized.

A boobytrap attack will halt and attack a figure in the group it is played on, but it has no other
effect.

Hero Cards

A Hero card can be played at any time (even in the opponent’s turn) on one figure. This does not
count as an action by that figure or the group he is in.

A Hero card will rally that figure. If that figure is part of a fire action that turn, +1 will be added to
the fire strength of a single fire card played. If played on a figure in Close Combat his morale and
Close Combat Value (CCV) of that figure are increased by one. If all PLs in a side have been KIA or
routed from the table, a Hero card can be played on a SL to promote him to PL status. (In a small
game, were no PLs are present, and all SLs have been lost, then a Hero card can be used to
promote an ordinary figure to SL rank.)

A Hero card can be played on an ordnance weapon to improve its “To Hit” value by one. A Hero
card can be played on a buttoned-up vehicle to return that vehicle to its crew exposed (CE) status
provided the vehicle’s commander has not already been killed.

These abilities, where possible, are cumulative. Thus, a pinned SL could rally, be promoted to PL
status and be part of a fire action, increasing that action’s value by +1, all in a single turn.

Reorganise Action

The composition of groups can be changed by performing a reorganise action. The group/s
involved must be within cohesion distance, a SL or PL must be present, and a rally card of any
value is played on the group/s for that turn. The player must declare what is taking place and what
the composition of the new group/s will be. (If the Body Count rules are being used a medic may
perform a reorganisation action.)

When two or more groups reorganise, they can be formed into a single group, or multiple groups,
or have members of the groups change places. When groups are reorganised, the resulting groups
may not be smaller than two figures or larger than eight figures. Weapons can be crewed/un-
crewed and abandoned weapons acquired if they are within reach as part of this action.

21
If figures are required to move during reorganization those moving figure can be targeted for
reactive fire as a group. Figures that do not move are not targeted. This movement will not trigger
a Boobytrap attack. A transferring figure that is pinned while moving remains in its original group.

Splitting and Reforming a Group

Groups can be split by performing a reorganisation action as explained above. If a rally card and a
movement card are played together on the group, then one part of the group may be split off and
perform the move actions of the card.

Split groups can recombine during a move action when the separated elements move to within
cohesion distance either at the start, during or at the conclusion of the move action.

PL and SLs are free to leave the group they are with and join another simply by playing a
movement card. A reorganisation action is not required. (See Leaders page 6.)

Actions That Do Not Require Cards

Crewing or Un-Crewing a Weapon Action

For a crew served weapon to be either crewed or un-crewed the player must announce the action.
The group, which the weapon is part of, may perform a second action that turn but they may not
move, nor may the members of the weapons team be part of that second action.

Repairing a Failed Weapon Action

When a repair a failed weapon action is taken a 2D8 check is made and the weapon’s troops card
is consulted to see what repair number is needed to repair the weapon. For example, if the repair
number is +2, then any result ≥ 2 will repair the weapon. When this action is taken the group may
perform a second action. The group may not move in the turn the weapon is being repaired
though the group can reorganise, and figures may join the group or leave it. When a weapon is
being repaired all the members of the weapons team are involved in the repair action and so
cannot be part of the second action. A pinned weapons team member may not be rallied and
repair a weapon in the same turn.

A group in a stream, creek or marsh may not attempt to repair a failed weapon.

Acquiring a Weapon Action

An unpinned assistant gunner will automatically acquire his dead partner’s weapon. Alternatively,
any figure adjacent to an abandoned weapon may acquire it when the player announces the
action. The group this figure is part of may perform a second action that turn but they may not
move, nor may that figure be part of that second action.

22
Break Down/Set Up Weapon Action
Prepare a Weapon to Move/Fire Action

Some weapons cannot be moved without some form of preparation, nor can they be fired after
moving without being set up again or prepared. As the sole action for a weapons group, the
weapon can be prepared to move, or it can be set up or prepared for firings. Alternatively, a player
may play a movement 2 or 3 card on a group and expend one move action to perform this action.

For example: An MMG group that has a movement 3 card played on them may break down the
weapon (one move action), perform a move action (one move action) and then set up the weapon
(one move action).

Changing the Arc of Fire of a Crew-served Weapon Action

Weapons with an arc of fire may change their arc of fire as the sole action for that group for that
turn.

23
Cards Played as Discards

When a player ends their turn, they can remove cards from their hand. This is called discarding.
Some troop types can perform actions and still discard cards; others can only discard cards if they
perform no other actions; and some may perform actions and still discard. (See Appendix 1, the
Nationality section, below for details)

The following cards may only be played as discards.

Sniper Cards

Sniper Cards are played on an enemy group as a discard. When a sniper card is played on a group
randomly determined a figure in that group as the target of the sniper attack. A 2D8 check is
rolled. If the result is -6/-7 or +6/+7 the figure is killed. If the result is -3/-4/-5 or +3/+4/+5 the
figure is pinned. No CV modifiers are used. Any other result is a miss. Vietnamese sniper cards
make two attacks on the target group.

On the player’s turn following a sniper attack the group targeted may make a Sniper Check as the
sole action for that group for that turn provided that group has an armed figure that is not pinned.
The player makes a 2D8 check. If the result is positive and greater than Sniper Card’s result then
the sniper is killed and all subsequent Sniper Cards, for that player, become Cower Cards.

Fear Cards

A Fear card is played on an enemy group as a discard. Mark that group with a Fear marker. A
group with a fear marker cannot perform a move or fire action till the marker is removed. They
may play a “Go to Ground” card. They may perform a rally action. When the group is the target of
a fire attack that fire attack has its fire strength increased by +1. When the group is the target of a
close combat attack the Close Combat Value (CCV) of each attacker is increased by +1.

To remove the fear marker, play a movement card on the group as the sole action for that group
for that turn. The group remains in place and does not perform the move actions indicated on the
card. The card simply removes the fear marker and will not generate reactive fire or a Boobytrap
attack.

A group, with a fear marker, that is victorious in close combat may remove that fear marker.

Cower Cards

Cower Cards are dead cards and have no purpose in the game other than to take up space in a
player’s hand. All a player can do with a Cower Card is to discard it.

24
Close Combat Action

Close Combat sequence:

• Play a movement card on a group.

• Nominate the figures that will try to move into CC and test their morale.

• Successful nominees are moved into contact. Those that failed are pinned.

• Resolve any reactive fire on the moving figures.

• Test to see if the defenders stand or elect to voluntarily retire.

• Move each unpinned attacker into base-to-base contact with a defender.

• Move any uncontacted defenders into base-to-base contact with any attacker.

• Resolve each individual CC (CCV + 2D8).

• Determine the victor.

• Retire the defeated figures or repeat the CC.

• The victorious group rallies, they may regroup, and they may remove any fear marker.

A group of figures may not move closer than 5cm/2” from an enemy figure unless they attempt to
perform a charge action and succeed. This distance restriction is ignored if a significant border
separates the two groups.

Nominate the Attackers

A charge action is part of a move action and can be performed while playing a movement card of
any value. The player will nominate which figures from the group that will be attempting to
charge. Not all members of the group need be nominated. This may temporarily split the group.
Weapons teams may un-crew at this time and groups may split.

A charging group may perform a move and fire action by playing a movement and fire card
together.

25
Attacker’s Morale Test

Make a 2D8 check for each nominated attacking figure, modify the result. If the result is ≤ to the
figure’s morale, whether positive of negative, then the test is successful and the figure is moved
straight forwards, towards the non-phasing player’s defending group. Place the figure as close as
possible to the enemy group as the limitations of terrain permit.

For example, if a figures morale is 3 then a 2D8 roll from -3 to +3 will be a pass.

If the figure fails their moral check, they are marked as pinned and not moved.

Morale Modifiers (increase/decrease the figure’s morale)

+/- x: the difference between the number of unpinned figures in the defending group and the
number of nominated charging/attacking figures.

+1: to the figure on which a Hero card was played.

+x: “x” is the CV of the movement card played if it is used as a single move action.

+1, -1: PL modifier, the PL tests first without this modifier. If he passes the “+” modifiers apply
to all other figures nominated to charge. If he fails the “-“ modifier applies.

Defender’s Reaction

The non-phasing player may now perform any reactive fire and/or play a Boobytrap card. If the
charging figures are not pinned, KIA or caught in a Boobytrap, then the non-phasing player must
test to see how their defending group responds to this attack. They do so by making a single 2D8
check for the whole group. Alternatively, the defending player may elect to voluntarily retire the
group. This group will suffer all the negative effects of retiring. (See below for retiring.)

Defender’s Check Modifiers

• +/-x: the difference between the number of unpinned figures in the defending group with
the number of successful charging/attacking figures.

• + x: the value of a Rally Card played and discarded (this will not rally any pinned figures in
the group).

• +1: if the defending group is in a building.

• +3: if the defend group occupies a pillbox, bunker, or field work.

If the result is a negative number, then defending figures equal to the negative value will retire.
Pinned figure are retired first. (See below for retiring.) The rest stand and a close combat is
resolved. If the result is zero or a positive number, then the non-phasing player’s figures stand,
and a close combat is resolved.

26
Close Combat Resolution

The phasing player now moves their figures into base-to-base contact with the non-phasing
player’s figures. This may require them to cross a border such as a wall, ditch, or fence, or enter a
building. No additional move action or card is required for this, and a Boobytrap card cannot be
played at this point.

The charging figures are moved one at a time with the phasing player choosing the order in which
they move. The following priority order applies.

• If the figure is already in contact with an eligible target they cannot be moved.

• The figure must be moved to make contact with the closest eligible target. If two targets
are equidistant the player may choose.

• If the closest eligible target is already in contact with another figure, then the next closest
is selected.

• If all eligible targets have already been contacted, then the player may double up but must
again adhere to the limitations listed above.

If not all the defending group’s figures are contacted then the defender’s non-contacted,
unpinned figures may move into contact with the attacking figures by employing the rules listed
above.

When all the eligible figures have been moved the individual combats are resolved.

Each player makes a 2D8 check using each figure’s Close Combat Value (CCV) modified. The figure
with the higher result wins that resolution and the enemy figure is KIA. If the result is a tie, repeat
the close combat resolution. If an outnumbered figure wins the combat his first opponent is KIA,
and a second combat resolution is made against the next figure in contact.

Terrain has no effect on Close Combat.

Close Combat Modifiers

• +2: Each additional figure in that individual combat.

• +1: Hero card, this effect that figure for as long as the Close Combat lasts.

• +1, -1: PL modifier, the PL fights first without this modifier. If he passes the “+” modifiers
apply to all other figures in the combat. If he fails the “-“ modifier applies.

• -1: If the group has a “Fear” marker on it.

27
Determine the Victor

If, after all individual close combats have been resolved, there are figures from the two opposing
groups remaining compare the number of unpinned figures in the two groups. The side with the
most unpinned figures will win the close combat. If there are the same number of unpinned
figures remaining on each side the side that lost the most figures KIA will lose the close combat. In
the case of a tie repeat the close combat resolution with players alternating moving their figures
into contact with the active player moving first. The rules for moving into contact are again
followed.

When a side loses a close combat all the pinned figures in that group will surrender and all
unpinned figures will retire. Figures that charged, and were defeated, must retire. They may halt if
they re-join the figure of their group that did not charge.

Retire

Figures that retire will make two move actions directly away from the enemy and “Go to Ground”.
They are marked as pinned. The players may make a fire attack against these moving figures with
any stationary group. A retire move does not require a movement card. A Boobytrap card can be
played on a retiring group.

Rally and Regroup

When a close combat does conclude, ALL pinned figures belonging to the victorious group, will
rally, including those that failed to move into contact. If the charging group wins the close combat
any figures from their group that did not charge, or failed to charge, may be moved to re-join the
victors. They may be targeted for reactive fire as they move. If a victorious group has a Fear
marker on them, it is removed.

Assaulting a Pillbox or Bunkers

A group can move onto a pillbox or bunkers with a normal move action, terrain model permitting.
This move does not require a morale test. If successful, the group is in the blind spot of the
position and therefore out of line of sight of the occupants of the position. Thus, neither the group
on the position nor the occupants of the position may fire at each other. The sole exception to this
is the flamethrower. A flamethrower, on its own, may be used to attack the pillbox/bunker.

A pillbox/bunker can be attacked by the group on the position in two ways. The group may make
one (and only one) grenade attack on the position. The attack is made by playing a fire card of any
value. The fire values on the card are ignored and the FV of the grenade attack is calculate at ½ a
FV point per figure in the group (FRD). E.g., one figures would have a grenade FV of 0, five figures
would have a grenade FV of 2. PL LMs, Hero, and fear modifiers apply. The defenders receive no
CV for the terrain.

A group on a pillbox/bunker may only close assault the position if an entrance exists. This is the
only way a position of this type may be close assaulted. The process follows the normal Close
Combat rules with the following exceptions. The defenders may only reactive fire with weapons
smaller than an LMG. The close assaulting group receives no CV for the pillbox/bunker.

28
Command and Control

If the PL is pinned at the end of a player’s turn the player’s hand size is reduced by one. When the
PL rallies the player’s hand size returns to normal. If the PL is KIA or routs, the player’s hand size,
for that turn, is reduced by one. On subsequent turns a second PL, if one is present, will assume
the PL’s role and the player’s hand size will return to normal.

If all PLs of a side are removed from play the player’s hand size remains reduce by one from then
on or until a SL is promoted. A SL can be promoted to PL status by playing a Hero card on that
figure. This can be done at any time and all the benefits of the Hero card can be claimed when it is
played.

Off-table Fire Support and Radio Cards

Some rally cards are also Radio cards. Radio cards are used to call in off-table fire support
(artillery, air support and mortars). When used as a radio card the rally value of the card is
ignored. To use fire support in the game a radio must be purchased at the start of the game, or a
scenario will specify that a side has one. The radio is allocated to a specific figure in a group. It can
be represented as a figure with a radio or by a marker placed next to the figure.

A radio card can only be played on a group that has a radio carried by an unpinned radio operator
in a group with an unpinned SL or PL. The SL or PL with the group must have a line of sight to the
target. When radio card is played the group may perform a second action. The PL, SL or radio
operator may not be part of that action and the leader’s modifier may not be applied to that
action. The group may not perform a move action or a rally action.

The player reveals a radio card and announces what they are doing. They then make a 2D8 check.
If the result is positive (1+) the fire attack is called in. Each figure in the target group is then
attacked in the normal way (a 2D8 check) using the fire strength of the fire support purchased (+5,
+6, +7 or +8). Terrain feature and border concealment values are applied except for wood, jungle,
and orchards. The CV of smoke will modify the call-in 2D8 check but not the fire strength of a
successfully called in fire support attack.

Whether the call-in check is successful or not the target is marked with a Called-In marker and all
subsequent call-in checks on that group will be successful on a call-in roll of 0+. The Called-In
marker will remain on the target group until either it moves or the group with the radio moves.

Napalm

If the American player has purchased close air support, or the scenario determines that CAS is
available, there is the possibility that the air attack will involve napalm. If the call-in roll result was
5+ then the payload is napalm. Attacks against the target group are resolved as normal. In
addition, the survivors of the attack must retire from the terrain feature and are marked with a
fear counter (see page 24). The terrain feature will catch fire, and burn, for the length of the call-in
dice result (5+ to +7 turns). The feature may not be entered till the fire burns itself out. Mark the
feature with black smoke and treat it as smoke for sighting and record keeping.

29
Weapons

Ordnance Weapons

Any weapon that has a “To Hit” table on its troop card is an ordnance weapon. To fire an ordnance
weapon a fire card of any value is played on the group. The fire values on the card are ignored.
Instead, the player consults the weapon’s troop card “To Hit” table and the weapon’s fire value
(FV) at that range.

To fire an ordinance, weapon a two-step process is followed. First a hit must be obtained and then
the effect of that hit is determined. To achieve a hit the player makes a 2D8 check and comparing
the result to the “To Hit” numbers for that weapon at that range. If the result is less than or equal
to the “To Hit” number whether positive or negative, then the target is hit.

For example, if the “To Hit” number is 0-1 then any result from -1, 0 or +1 will be a hit.

If the target is moving, or hull down, the result must be a positive number (+1 to +7).

If the ordnance weapon is moving the result must be a positive number (+1 to +7).

If the ordnance weapon is moving and the target is hull down the result must be a positive
number (+1 to +7) and the “To Hit” number is reduced by one.

If the “To Hit” check is successful, the target is hit, and the effect of the hit is resolved. All figures
in the group are attacked in turn (make a 2D8 check for each figure). Add the value of the “To Hit”
number (ignoring the colour) to the FV of the card but only if the “To Hit” number includes a “0”.

Once a target has been hit, regardless of the result, it is marked with a Target Acquired (TA)
marker. This marker will improve the “To Hit” number by one (+1). If the targeted group moves or
the firing weapon moves or is pinned (all figures in the group) the TA marker is removed.

To Hit Numbers

When the “To Hit” number is improved (e.g., +1 or +2) the chances of hitting the target are
greater. If the “To Hit” number is reduced (e.g., -1 or -2) the chance of hitting the target are less.
Use the table below as a guide to improving or reducing the “To Hit” number. When the “To Hit”
number is improved move the column to the right. When it is reduced move it to the left. (The
percentages in the second row are an indication of the chances of success.)

“To Hit” #
IMPROVE
REDUCE

To Hit 6 5 4 3 2 1 0-1 0-2 0-3 0-4 0-5 0-6


percentage 6.25% 9.4% 12.5% 15.6% 18.75% 21.9% 34.4% 53% 68.75% 81.25% 90.6% 96.9%

30
Mortars

Mortars have “To Hit” numbers and so can be fired as ordnance weapons. To fire a mortar the
group must be stationary, and the mortar set up. The mortar group’s KF, or the PL in another
group, must have clear LoS to the target. A mortar cannot fire from a marsh, river, or stream, or be
within a roofed structure. A group subject to a mortar fire attack may apply all terrain CV
modifiers except those for groups in woods, orchards, or jungle.

Mortar groups can play fire cards as normal fire attack except that at medium and long range the
actual mortarman may not be included in the fire calculation. That is at medium and long range
only the other crewmen in the group are effective firing figures.

Recoilless Rifles

Recoilless rifles (RR) are stand-alone weapons that will need to be purchased separately. They will
require crewmen to serve and operate them. Crewmen are purchased individually. These weapons
and their crew constitute a group. When combined with a transportation vehicle they form a
group.

These weapons require a minimum of three crewmen to operate them at full efficiency. If only
two unpinned crewmen are operating the gun, then the “To Hit” number is reduced by one. If only
one unpinned crewman is operating the gun, then the “To Hit” number is reduced by two.

When the RR group is fired on with small arms fire only the crew is subject to the attack. If the fire
is from an HE attack the weapon itself and the crew are attacked. An AP attack will affect only the
gun. A damaged RR has its “To Hit” values reduced by -2.

The “front” of this group is defined by the facing of the weapon. If the weapon is destroyed any
surviving crewmen will function as a rifle armed infantry group.

These weapons can be moved/manhandled by their crew as outlined above (page 18, Crew-served
weapons). They can also be moved if they are attached to a transport vehicle.

To attach a weapon to a transport vehicle the vehicle and the weapon must be adjacent, and the
weapon must be set up to move. To load the weapon and board the vehicle the crew must
perform a standard move action by playing a movement card. Once the RR is loaded and the crew
mounted onto the vehicle the weapon, crew and vehicle become a single group and will be ready
to move when a movement card is played on the vehicle. To unload the vehicle, and prepare it for
firing, the reverse process is gone through.

A transport vehicle is a group on its own. It may be moved before the RR crew goes through the
loading process and it may be moved after the RR has been unloaded. Movement 2 or 3 cards can
be played separately on both the vehicle and the crew in the same turn to have the vehicle move;
the crew load/unload the RR; and have the vehicle or crew/ RR move again.

31
Demolition Charges

Demolition Charges (DC) are an extra weapon a man in a group can carry. They are represented by
a marker. The scenario being played will determine how many DC will be allocated to a side.
Alternatively, a player may purchase DCs in the pre-game phase at a cost of 50 points each.

A figure with a DC must move to within 2”/5cm of an enemy group to place it. To do this the
phasing player must declare what the figure is attempting to do; play a movement card on that
figure’s group as the sole action for that group for that turn; and make a morale check for that
figure. If the figure fails the morale check, he is pinned, the attempt fails, and he does not move. If
the figure passes the check, they may execute the number of move actions specified by the card or
one move action with the concealment value shown on the card. One of the move actions must
bring him within 2”/5cm of the target group or location at which point he will place the DC. As part
of that same move action, he may move back through the Terrain Feature he was in and cross one
border. That is, he may move to his target, place the DC, and re-join his group, as one move action.

A successfully placed DC will explode immediately after the man placing the DC has completed his
last move action. The phasing player indicates a single figure in the target group who must be
within 2”/5cm of the placed DC. That figure marks the centre of the detonation point. That figure,
and all other figures, within 2”/5cm of him are attacked with a FV of 8. All figure within 4”/10cm
are attacked with a fire value of 4. The DC will fail and be removed from play if the first attack
resolution unmodified roll is a -7. Cover modifiers do apply.

The moving figure with the DC can be targeted for reactive fire as normal. If he is pinned, he halts
in place. He may also be subject to a Boobytrap attack.

32
Vehicles

A vehicle forms a group on its own.

Groups within close range (8”/20cm) of a friendly AFV have their morale and panic values
increased by one. Groups within close range of an enemy AFV have their morale and panic values
lowered by one.

Vehicle Movement

A vehicle group is moved in the same way as a normal group.

Some terrain features or borders will require a test to see if the vehicle becomes bogged when
moving over that feature. The player first indicates the path the vehicle through the terrain
feature and then makes a 2D8 check. Each vehicle has a bog value (see the vehicle troop card). To
this value add the concealment value of the card (1, 2) if it is being used to perform one move
action and subtract the bog value of the terrain feature/border being crossed. If the result is ≤ the
bog value of the vehicle, whether positive or negative, the vehicle crosses the terrain
feature/border. If the result is > the bog value of the vehicle, whether positive or negative, the
vehicle has become bogged.

When a vehicle becomes bogged roll a D6. On a roll of 1-2 the vehicle is bogged at the point of
entry of the terrain feature. If this vehicle becomes un-bogged, they will need to make another
bog test to complete the move across the terrain feature. If the vehicle bogs a second time add +2
to the D6 roll. On a roll of 3-5 the vehicle is bogged at the mid-point of the terrain feature. If this
vehicle becomes un-bogged, they will not need to make another bog test to complete the move
across the terrain feature. On a roll of 6 the vehicle is bogged at the end point of the move. If this
vehicle becomes un-bogged it will exit the terrain feature and perform a move action.

To free the vehicle, play a movement card of any value and make a 2D8 check. To this value add
the concealment value of the card (1, 2) if it is being used to perform one move action and
subtract the bog value of the terrain feature/border. If the result ≥ “0” the vehicle is free and can
make a single move action. If the result is -6 or -7 the vehicle is mired and can no longer move. If
the vehicle is mired make a morale test for the crew (2D8 check, a result ≤ the M value of the
crew, whether positive or negative is a pass). If the crew fails the test, they abandon the vehicle
and are removed from the table. The vehicle remains but it will have no morale impact on either
side.

Turret Movement

A tank can rotate its turret 1800 as the sole action for that group for that turn. Alternatively, a tank
can rotate its turret up to 200 at no cost when it performs a fire action. Turret rotation > 200 incurs
a minus one “To Hit” chance penalty. Turret rotation > 900 incurs a minus two “To Hit” chance
penalty.

33
Vehicle Attack and Defence

All ordnance weapons have an arc of fire of 600 to the front (300 either side of a central line).

To have an ordnance weapon make a fire attack a fire card of any value is played. Tanks and
infantry anti-tank weapons have two fire values, an armour piercing value (AP) and a high
explosive value (HE). When these weapons are fired the player will announce that they are using
the AP, or the HE, value of the weapon. Some vehicles have more than one weapon. A vehicle can
only fire one weapon per card played. Thus, a vehicle may fire its main weapon with one card and
its secondary weapons with another. When the vehicle fires the player must state which weapon
is being used.

Armoured Fighting Vehicles (AFVs) have a morale and crew exposed (CE) value, as well as Front
and Flank armour values.

AP attacks target the armour values of the AFV. HE or small arms fire attacks target the vehicle’s
morale/CE values.

AP Attacks

When making an AP attack first make an ordnance “To Hit” roll. If a hit is obtained, make a 2D8
check and add the weapons AP value. Compare the result with the armour value (front or flank) of
the vehicle. (See page 44 for the additional effects on vehicle passengers.)

• If the result is ≥ to the K value, the vehicle is destroyed.

• If the result is = to the S value, the vehicle is Stunned. If the vehicle was moving it stops.

• If the result is = to the I value, the vehicle is immobilised. If the vehicle was moving it stops.
The crew must test their morale. If they fail, they abandon the vehicle.

• If the result is < the I value, the attack has no effect.

If the S and I values are the same roll a D6. A 1-3 result the vehicle is stunned. A 4-6 result the
vehicle is immobilised.

A Stunned vehicle is marked with a Stun 3 marker. It may not move or fire. To remove the Stun 3
marker a rally 3 card must be played on the vehicle. If a player does not have a rally 3 card, then
one rally card can be set aside each turn as the sole action for that group for that turn. When the
total rally cards played is ≥ 3 the vehicle rallies. Set aside cards do not count towards a player’s
hand size. If a stunned vehicle is stunned a second time all set aside rally cards are discarded and a
Stun 6 marker is placed on the vehicle. To remove the stun 6 marker rally cards to the value of 6
must played on the vehicle. When the set aside cards equal 3 the stun 6 marker is replaced with a
stun 3 marker, set aside rally cards equal to 3 are discarded. Any excess rally points are carried
over. A vehicle with a stun 6 marker in play that is stunned again is destroyed.
All fire attacks against a stunned vehicle have their FV increased by +1.

34
An immobilised vehicle may not move for the rest of the scenario. All fire attacks against an
immobilised vehicle have their FV increased by +2.

Front and Flank Armour

AFVs have front and flank armour values. The front of the vehicle
is determined by an imaginary line drawn parallel with the front of
the vehicle. Any AP attack that originates from in front of this line
is a front shot and is compared against the vehicle’s front armour
value. Any AP attack originating behind this line is a flank shot and
the attack is compared to the vehicle’s flank armour value.

HE and Small Arms Attacks

A HE or small arms attack against a vehicle attacks the morale and CE values of the vehicle.
Ordnance weapons require a successful “To Hit” result to hit a vehicle. If a hit is scored, make a
2D8 check and add the “To Hit” result. Regardless of the positive or negative value of the result
the number is added to the result. (The “To Hit” number must have a “0-X” value to be added).
Compare the result to the CE and morale of the vehicle.

If the result is equal to the CE value, the commander is killed, and the vehicle becomes buttoned
up or pinned if it is open-topped. If the result is ≥ to the vehicles morale it becomes “buttoned up”
or “pinned” if it is open-topped.

A buttoned-up vehicle’s stats are reduced. A buttoned-up vehicle will only become CE again by
playing a Hero card on the commander. If the commander is dead, this cannot be done. A pinned
vehicle may not move or fire. It will need a rally 3 card (or the equivalent value rally cards set
aside) to recover. A pinned vehicle pinned a second time is unaffected by the result.

An open-topped vehicle with a killed commander, that has rallied, has their “To Hit” number and
MG values reduced by one. If a second commander is killed the crew will abandon the vehicle.

Off-Table Fire Support vs AFVs

Off-table fire Support usually attacks only an AFVs morale and CE values. The two exceptions to
this are a result of +7 will immobilise the AFV and a result of +6 will destroy an Open Topped AFV.

Hull Down

Vehicles can be hull down if they are behind a hill crest or wall. To score a hit on a hull down
vehicle the “To Hit” result must be positive. If a hit is scored the CV of the terrain has no impact on
the FV of the attack. A hull down vehicle cannot be immobilised. Treat an immobilisation result as
a stun result instead.

35
Close Combat and Vehicles

An infantry group may make a close combat attack against a vehicle as part of a move action. The
player plays a movement card and nominates which figures will be involved and makes a morale
test for each. Those figures that pass the morale test, and survive any reactive fire, are placed in
contact with the vehicle.

The player then resolves each individual figure’s attack against the vehicle. The figure’s CCV is not
used. Instead, a 2D8 check is made and the result modified as follows.

• +1 for each pervious figure’s CC attack against the vehicle this CC resolution
• +1 if a Hero card was played on the figure
• +4 if the figure has an anti-tank magnetic mine or demolition charge
• +3 if the vehicle is in any type of building
• +1 if the vehicle is in an orchard
• +2 if the vehicle is in a wood
• +3 if the vehicle is in jungle
• +1 if the vehicle is in crops, brush, or rubble
• +x if the vehicle, or the attacking group, is in smoke, (x being equal to the CV of the smoke)
• +1 if the vehicle is buttoned up
• +2 if the vehicle’s commander is killed
• +2 if the vehicle is immobilised or bogged
• +3 if the vehicle is open topped
• -1 if the vehicle is CE
• -2 if an enemy infantry group is within close range of the vehicle

Results:

≤0 the attacker is eliminated


1-5 no result
6 the vehicle is immobilised
≥7 the vehicle is destroyed

Morale: ≥ 4 the vehicle


is buttoned up.
CE: ≥ 9 the commander
Armour values for the is killed, and the vehicle
front and side of the
is button up.
vehicle.
K = Killed/destroyed
S = Stunned
I = Immobilised

OVR: the overrun value BOG: the bog number when WF: the weapon failure # for the main
when the crew is exposed the crew is exposed (CE) or weapon (-5) and the MG (-7).
(CE) or buttoned up (BU) buttoned up (BU) Rep: the repair value for both weapons.

36
Vehicle Overrun Attacks

Vehicles can make close combat attacks. These are called overrun attacks. A vehicle may make an
overrun attack against an infantry group, or infantry gun group, as part of a move action. To be
successful the vehicle’s move action must take it through the defending group or make contact
with the border feature behind which the defending group is sheltering. No morale check is
required by the vehicle but if the vehicle’s move action requires it to enter a terrain feature, or
cross a difficult border, that would require a bog test, then the vehicle must pass this test to
execute the attack.

If a vehicle’s weapons system has failed (main weapon or MG) it’s overrun value is halved
(quartered if it is a flamethrower) (FRD). If the vehicle has no functioning weapons or has NA (Not
Allowed) on its troop card, the attack is not made though the move action is completed.

To resolve an overrun attack, make a 2D8 check against each individual figure in the defending
group and add the vehicle’s overrun value and deduct any CV for the terrain feature, or border
feature, the defending group is in or behind.

If the defending group is in any terrain feature other than open ground the vehicle is susceptible
to immobilisation or elimination as a consequence of the attack.

• If an open topped vehicle’s unmodified 2D8 result is -6 the vehicle is destroyed.

• If an open topped vehicle’s unmodified 2D8 result is -7 the vehicle is immobilised.

• If a fully enclosed vehicle’s unmodified 2D8 result is -7 the vehicle is immobilised.

If a vehicle is immobilised or eliminated the overrun attack resolution is stopped.

If the vehicle is making an overrun attack against a group with an RR the weapon is also attacked.
Make a 2D8 check. Add the vehicles overrun value and subtract the CV of the terrain the RR is in.
Compare the result with the gun’s Damage/Destroyed values.

If an unpinned defender is armed with an anti-tank magnetic mine (ATMM), and they are not
eliminated by the attack, and the defending player wishes, that figure may make a close combat
attack against the vehicle. If the figure passes a morale test the defending player makes a close
combat attack resolution with that figure. Regardless of the result the ATMM marker is discarded.

If an unpinned defender is armed with a RPG, and they are not eliminated by the attack, and the
defending player has a fire card, that figure may make a fire attack against the vehicle with the
RPG. If the figure passes a morale test the defending player makes a fire attack resolution with the
RPG against the flank values of the vehicle.

37
RPGs, LAWs, M79s and M203

The M79, RPG and LAW weapons can be fired on their own by playing a fire card of any value as
the sole action by that group for that turn. In addition, if the group they are part of has a PL or SL
they may fire when that group performs a fire action. If they do, then that group may not perform
a second fire action that turn. If the group does not have a PL or SL then these weapons may be
used if a second fire card (of any value) is played on the group. The figure using one of these
weapons may not be included as an effective firer for the fire card being played by the group and
he must target the group his group is firing on.

RPG and LAW attacks are resolved against all members of the target group.

M79 attacks target individual figures or a weapons team in the target group with the FV 1 fire
value. This value is modified by the “To Hit” result if the “To Hit” # also contained a “0”. All other
members of the target group are attacked with the FV 2, and this value is not modified by the “To
Hit” result.

At close range these figures with these weapons may be included as effective figures for their
group but only provided they do not fire their primary weapon and use their sidearms instead.

Australian figures, armed with a M79, also carry an SLR. This figure can be employed to use his
M79 or his SLR when his group performs a fire action. He may not use both. LAWs are single use
weapons; they are discarded after the weapon is used regardless of the result.

The M203 grenade launcher was introduced in 1969-70. It was attached to the M16 rifle. It is
employed in the same way as the M79. Figures with this weapon may use either the M16 rifle or
the M203 in a single turn but not both.

38
Optional Rules

Danger Close *

When a Gunship card is played on an enemy group and a friendly group is within close range of
that target, or when a fire support mission is called in and a friendly group is within medium range
of the target group, there is a chance the friendly group will be the target of the attack and not the
enemy group.

If the first 2D8 check resolved against the enemy target group is ≤ -3 (-3 to -7) is not resolved,
instead a Danger Close roll is made. Make a D6 roll and add the LM if a PL called in the fire
support. If the result is 1 or 2 then the fire mission falls on the closest friendly group. Add +1 to the
D6 roll if the friendly group is at medium range.

* The US suffered a total of 58,000 dead from all causes in the Vietnam War. 10,000 of these are listed as
“accidental deaths”. While not all accidental deaths would have been caused by friendly fire, a fair proportion
would have been. Sources put the percentages as low as 2.4% and has high as 39%. These rules have a 7.7%
chance of a friendly fire incident and this number falls within that range. Moreover 7.7% is not the chance of
casualties it is the percentage chance of possible casualties.

Body Count

If players wish there will be two criteria for victory, one military, and the other political. Military
victory will be defined as it always by the game’s scenario rules. Political victory will be
determined by body count.

When a “Free World” (“FW”) nation’s figure receives a KIA result a D8 is rolled. On a roll of 8 the
figure is killed. On a roll of 1-7 the figure is wounded. The presence of a wounded figure in a “FW”
group has consequences. The group with a wounded figure may not abandon that figure/s. If the
group moves, they will take their wounded comrade/s with them. To move in this way the group
must be able to match an unwounded figure with a wounded figure. Figures allocated to help
move wounded figures are ineffective for fire purposes. If there are more wounded figures than
unwounded figures in the group, the group cannot move. Alternatively, a group with one or more
wounded may perform a reorganisation action, allocate one man to remain with the wounded,
and so perform actions with the balance of the group.

A wounded figure is an eligible target when the group is fired on. If they receive a KIA result the D8
roll (wound/kill roll) is increased by +3, that is they will be KIA on a roll of +5-8.

If a medic arrives in the group, the group’s burden of protecting the wounded is removed and they
may again operate normally. Alternatively, if a group with wounded figures withdraws to the
evacuation point, they can leave the wounded figures there and then continue to operate
normally.

[For the Vietnamese this was a war to the death. These rules do not apply to them.]

39
“FW” Medics

Medics move independently and do not require movement cards to move. At the end of a player’s
turn, before they discard and draw, they may have a medic perform one move action with, or
without a single casualty figure. This movement can be subjected to reactive fire.

In addition, non-medic figures can be co-opted by the medic to assist them, and move with them,
to evacuate wounded figures. In the normal course of play the player can have the medic perform
a reorganisation action by playing a rally card of any value on the group they are with as the sole
action for that group for that turn. (The medics is acting as a SLs but in this respect only.) The
player then nominates several figures who will join the medic to assist moving wounded figures. If
the medic performs a reorganisation action, they, and their assistants, cannot move as medics at
the end of that turn.

Medics who return casualties to an evacuation point may leave the casualties there. They will then
be free to move again at the end of the player’s next turn. Non-medic figures with the medic may
remain with them or form a separate group at the evacuation point.

Alternatively, in a subsequent turn, the player may have the medic call in a Dust-Off (see Dust-Off
below).

Medics, and co-opted figures, can defend themselves in close combat. They may only be part of a
fire action if the group they are with is subjected to a close assault.

Dust-Off

“FW” wounded figures are evacuated by a Dust-Off action. The “FW” player may play a Gunship
card, or a smoke card, on a group of wounded figures at an evacuation point. The group must also
contain either a PL, SL, or a medic. This action will call in the Dust-Off helicopter; load all the
wounded figures onto the helicopter; and evacuate them. The fire support and the smoke cards
have no other effect other than to call in the Dust-Off chopper.

If a medic performs the Dust-Off action, they may not move at the end of the turn.

The helicopter can be subjected to reactive fire from any location on the table that has a line of
sight to a point one foot (30cm) about the terrain feature the helicopter is landing on. It may also
be targeted when it is on the ground using the normal LoS rules.

Helicopters have a damage value of 5 and a destroyed value of 9. If it is destroyed in flight, then all
four crew and any passengers are KIA. If it is targeted on the ground, the Helicopter and all
occupants are targeted individually. The Helicopter is targeted first. If it is not destroyed it will
provide -2 CV to the occupants. A Helicopter damaged on the ground may not fly, nor may it be
repaired during the game. A Helicopter damaged in the air may not land. It must exit the table.

40
Communist Casualties and Medics

When a Communist figure is KIA, no throw is made to determine their status. The Communist
player should endeavour to evacuate all their dead or wounded figures from the table. Dead or
wounded figures are moved by Communist medics, and co-opted figures, in the same manner as
“FW” medics.

When Communist wounded figures are moved to an evacuation point, they are removed from the
table. The medic is them free to continue operating as a medic. Figures co-opted to assist them
may either remain with the medic or form a separate group at the evacuation point.

Evacuation Point

For the “FW” player an evacuation point is any location where a medic has collected figures. The
location must be adjacent to an open space that is large enough to accommodate a helicopter and
be out of the line of fire of any known enemy group.

For the Communist player an evacuation point is a friendly table edge or tunnel entrance.

Determining a Political Victory

At the end of the game compare the number of casualties on each side.

“FW” players count all dead figures and wounded that have not been evacuated from the table.

The Communist player counts all un-evacuated casualties that remain on the table.

Political victory is determined by comparing these two totals. If the “FW” is on the defensive the
“FW”: Communist ratio for losses is 1:2. If the “FW” is on the offensive the radio is 1:1.

If the “FW” casualties exceed the Communist casualties it is a “FW” political defeat.

Scenario rules may alter these ratios.

41
Team Play

In most games each gamer will command a reinforced platoon and will have one deck. In a large
game, one involving multiple platoons, two teams of players will take part and each player will
command a platoon and they will each have one deck.

In large games players may elect to nominate one gamer to take the roll of company commander
who will direct the other gamers on his side. That is, they will tell the other gamers what they
want them to do but they may not tell them how to execute those orders. They will be
represented on the table with a Company Leader (CL) figure. This player will be responsible for
moving their own figure around the table and will have free and unrestricted access to the hands
of their subordinate commanders to enable them to do so. If the CL attaches to a group, they will
have control of that group and they will have first choice of the cards in that commanders’ hand.
Alternatively, if this figure is held well back from the front line, and out of line of sight, they may
not be targeted by a sniper card.

This CL must be the highest cost PL available to that nationality.

Time

The 41st card in a nation’s deck is the time check card. When a player draws the time check card,
they do the following:

• discards the time check card.


• finishes refilling their hand.
• shuffles the draw and discard decks together.
• makes a time check to see if the clock advances (optional).

The form of the time check will be determined prior to the game. Usually, it will be a D6 roll with a
pre-determined number of time passages. When that number of time passages has been reached
the game will end.

For example: A game might last for five time passages. At each time check a D6 is rolled. On a
result of 4-6 time will pass. When time has passed five times the game ends.

In a multi-platoon/deck game the number of time passages should be set to compensate for the
more frequent occurrence of time checks.

If time passages are not used the time card should remain in player’s decks and be used as
indicated above. In this way a player’s hand will be refreshed in a random manner making the
occurrence of cards less predictable.

If the time check card is drawn by a player when they first fill their hand at the start of the game
ignore it. The player should fill their hand to its limit and then shuffle the time check card back into
their draw deck.

42
Night Rules

Groups may only be seen at close and medium ranges


except when illuminated.

All groups have an inherent CV of -1 unless illuminated.

All “To Hit” values are reduced by one unless the target
is illuminated.

Smoke has no effect at night though Smoke cards are


used for illumination (see below).

Illumination Round

Off table fire support may place an illumination round/illumination marker (IM) anywhere on the
table after playing a Radio card and making a successful call-in role.

On table mortars may place an IM anywhere on the table in line of sight after playing a Fire card.

A PL or SL may place an IM anywhere on the table in line of sight after playing a Smoke card. In
this instance the Smoke card is being employed as a flare.

When an IM is placed roll a D6. Add +1 if the round is from off table fire support (to maximum of
6) and -1 if the IM was placed by a PL or SL (to a minimum of 1).

This number indicates the duration of the illumination. At the start of each subsequent turn the
owning player will reduce the IM’s die value by one. When the value reaches “0” remove the IM.

All figures within 8” of an IM are clearly seen and can be targeted from any range as if it were
daylight.

All figures between 8” and 12” of the IM are seen and can be targeted from any range but with a
CV of -1.

Self-Illumination

Any group that fires is marked with an IM. A group marked with an IM can be targeted from any
range but with the benefit of the inherent CV of -1 for night. At the start of the player’s next turn
all group self-illuminate IMs are removed.

43
Unarmoured Vehicles

Unarmoured vehicles (UAV) may be subject to fire or Boobytrap attacks. HE and small arms fire
attacks on a group with a vehicle will target the figures and the vehicle. An AP attack would only
target the vehicle.

UAVs will be damaged if the fire attack result is ≥ 3 and destroyed if the result is ≥ 6.

UAVs will be immobilised if the Boobytrap attack result is ≥ 3. Passengers are unaffected.

An HMG targeting a UAV has its AP value increased by +3.

Vehicles and Passengers

Most AFV and other vehicles are capable of transporting infantry groups. To board a vehicle an
infantry group immediately adjacent to the vehicle will need to perform a move action by playing
a movement card. Once in or on a vehicle the vehicle and the group become a single group. To
debus from a vehicle the group must play a movement card and perform a move action - exit/drop
off the vehicle and perform a move action. Alternatively, the player may announce that the vehicle
is performing a move action without the passengers. In which case the passengers are dropped off
from the vehicle before it moves. This “dropped off” group is then free to perform an action that
turn.

When a vehicle is targeted by fire then the CE commander, the soft skin vehicle driver and any
passengers in or on the vehicle will be subject to the fire effects of the attack.

Small arms fire and HE attacks against vehicles are resolved against the vehicle’s crew’s Morale/CE
values. Any passengers in the vehicle have the attack resolved against their individual
Morale/Panic values allowing for any CV of the vehicle. AFVs provide “-1” CV. Soft skin vehicles
offer “0” CV. Any passenger on the vehicle receives “0” CV.

Passengers on or in a stationary vehicle may make fire attacks. The number of effective firers in
the group is reduced by a third for passengers on the vehicle (one in three FRD) and halved for
passengers in the vehicle (one in two FRD) to a minimum of one.

If a vehicle is destroyed by a HE or AP attack, then the crew and any passengers of the vehicle are
removed from play. If a vehicle is stunned by an AP attack, then all passengers in a vehicle are
pinned in addition to the crew. Any passengers on a vehicle are unaffected by a stun result.

Rally cards played on a stunned AFV will affect the crew and any passenger in the vehicle. They
have no effect on passenger on the vehicle.

44
Vehicles, Infantry Groups and Reorganisation

An AFV and an adjacent infantry group can be paired into a single group by performing a
reorganisation action – playing a rally card and declaring the action. A paired AFV/infantry group
may perform move actions, and only move actions, together. All other actions are performed
independently.

A movement action performed by either the AFV or the infantry group is all that is required to
separate the two groups. Once separated they become two individual groups.

Wheeled Vehicles

Players may decide that some wheeled vehicles, with good cross-country performance, will be
able to move more quickly across some terrain. For example, if they are moving on a good road or
over “good going” in the desert. If this is the case, then the move value of a movement card
played on this vehicle is increased by +1. That is a Movement 1 become a Movement 2 card etc.

Ordnance and Smoke

On-table ordnance weapons (AFVs, RR and mortars) and off-table ordnance weapons (mortars and
fire support) may place smoke on enemy groups. When an on-table ordnance weapon is fired the
owning player will nominate whether the weapon is firing smoke or a normal round. The PAVN
have their “To Hit” value reduced by two. PLA may not employ smoke.

A successful “To Hit” roll will result in smoke being places on the target group. A failed “To Hit” roll
means that the attempt to place smoke was unsuccessful. A negative result (< 0) for on table
weapons will result in that weapon exhausting their smoke rounds – that weapon can no-long
place smoke.

When off-table ordnance weapons are called in the owing player will nominate whether the
weapon is firing smoke or a normal HE round. The normal process of calling in fire support is
followed.

• American/Allies groups will succeed on a 2D8 call-in roll of 0+.

• PAVN groups will succeed on a 2D8 call-in roll of 2+.

If the call-in attempt is successful a die is rolled, and a smoke marker of that value is place on the
target group. If the weapon firing has a HE FV is ≤ 3 a D4 is rolled; 4-5 a D6 is rolled; if the
weapon’s HE FV is 6 a D8 is rolled; and if the HE FV is 7 or more, then a D10 is rolled. This smoke is
treated like normal smoke and will be removed if the target group moves, or the smoke dissipates.

Smoke can be placed in terrain features. This smoke is treated like normal smoke and will be
removed if the target group moves, or the smoke dissipates but its intensity is downgraded one
level. If the weapon firing has a HE FV is ≤ 3 a D3 is rolled; 4-5 a D4 is rolled; if the weapon’s HE FV
is 6 a D6 is rolled; and if the HE FV is 7 or more, then a D8 is rolled.

45
White Phosphorus (WP)

White Phosphorus is available to American and Allied forces. For the ARVN the “To Hit” value is
reduced by one when firing WP and the call-in number for fire support firing WP is 2+. WP is
placed on enemy groups in the same manner as smoke (see above) or as a Demolition Charge if
WP grenades are in use by an infantry group and have been purchased or allocated by the
scenario. WP generates D4 smoke concealment (half a D8).

A successful “To Hit” roll will result in WP being places on the target group. A failed “To Hit” roll
means that the attempt to place WP was unsuccessful. A negative result (< 0) for on table
weapons will result in that weapon exhausting their WP rounds – that weapon can no-long place
WP.

In addition, when the terrain feature the target group is in is subject to a successful WP attack the
controlling player of the target group, or groups, in the feature must elect to have their group/s
stay in place or retire (see page 32).

If the group stays in place each figure of that group is subject to a FV attack equal to the smoke
value of the WP, no terrain CVs apply. If the group voluntarily retreats, they make two move
actions away from all enemy groups and go to ground pinned. If the target group already contains
pinned figures they will rout.

All terrain features have a WP burn number. If the “To Hit” # is positive and equal to the WP burn
number of the terrain feature the target group is in; then that terrain feature is subject to catching
fire. A terrain feature that has caught fire, and continues to burn, it may not be entered and all
groups in the feature must retreat. The feature will burn for the length of time the smoke persists.
Do not remove the smoke counter marker till it is exhausted – has dissipated - even if the target
group exits the feature.

Tunnels

Tunnels will only appear if they are specified by a scenario and the Communist player pays the
cost related to employing them. If they are used the Communist player will draw a map of the
tunnel complex showing the location of the three types of tunnel features. There are three types
of these feature: tunnel passages, fighting positions and entrances/exits.

Tunnel passages link fighting positions together, or link fighting positions to entrances/exits,
regardless of their length on (under) the table. Troops in tunnel passages cannot be seen and
impacted in any way by the opponent. Tunnel passages may not go under wet terrain features –
rivers, marshes, swamps, etc.

Fighting positions are bunkers. They have a CV of -5/-5 and an arc of fire of 1200. They are either
two or three-man positions. They must be in terrain features that will conceal them, that is they
may not be sited in open terrain or terrain that will provide only scanty cover. Also, they cannot be
in wet terrain features. Troops in fighting positions cannot be seen till they fire or if they are
located via a search action (see below).

46
Entrances and exits are the only means of entering or exiting a tunnel complex. They do block LoS
into and out of the tunnel. They can only be located if a Communist group is seen exiting or
entering them or if they are discovered via a search action. “FW” groups cannot enter tunnel
complexes. *

Tunnel passages cost 10pts per length.


Two-man fighting position cost 15 points.
Three-man fighting position cost 20 points.
Entrances and exits cost 5 points.

Movement within Tunnels

Movement within a tunnel is with move one cards only. Move 2 or 3 cards cannot be used for
movement within tunnels.

To enter a tunnel a group must be adjacent to an entrance. They must perform a move action to
move from the above ground terrain feature into a tunnel passage. This move action may be part
of a 2 or 3 move action but it must be the last action performed. When the figures enter the
tunnel, they are in a tunnel passage adjacent to the entrance and are removed from the table.

To exit a tunnel a group must be adjacent to an exit. They must perform a move action to move
from the tunnel passage to the above ground terrain feature. This move action may be part of a 2
or 3 move action, but it must be the first action performed i.e., the group must first exit the tunnel
before it may move further using the movement card just played. When the figures exit the
tunnel, they are initially placed on the table adjacent to the exit.

Movement within a tunnel complex is via tunnel passages. Fighting positions and entrances/exits
are border point and movement along a tunnel passage must stop when these points are
encountered. To enter or exit a fighting position will require a move action to cross that border
point. When a group exits a fighting position it will halt immediately in the passage they have
entered. Groups entering or exiting a fighting position cannot be seen nor impacted in anyway by
the opponent.

Search Action

Tunnel entrances/exits and fighting positions can be discovered by performing a search action. A
player may play a movement card of any value and announce that a group is performing a search
action in the terrain feature they currently occupy. A 2D8 check is made and if the result is 1+ the
entrances/exits or fighting positions, if one exists, is revealed.

A revealed entrances/exits or fighting positions can be destroyed with the use of a DC or crushed
by an AFV. A destroyed entrances/exits or fighting positions may not be used for any purpose.
Entrances/exits and fighting positions have a defence value of 3 against a DC attack. An AFV must
perform a move action and make a successful bog test to crush an entrances/exits or fighting
positions.

* Tunnel systems were a common feature of the Vietnamese War. While they were ubiquitous, they were not always encountered and so
players should consider carefully when to employ them. The exploration of tunnel complexes was also a feature of the war, but it tended to be
a post action activity and one not carried out in the heat of the fight. Also, a tunnel war is one fought on a single man front at point blank range
and is therefore beyond the scope of these rules.

47
Forward Air Controllers (FAC)

The Americans relied heavily on air support during the war. Weather permitting, this support was
coordinated over the battle field by Forward Air Controllers flying single engine Cessna O-1 Bird
Dog aircraft. Later Cessna O-2 Skymasters and OV-10 Broncos were used.

Players may purchase FAC prior to the game or the scenario may specify their use.

When in play the FAC can call-in off-table support anywhere on the table. All off-table support
rules apply but no line of sight is required. The FAC can see all known enemy groups. If the call-in
process is successful, the strength of the attack is determined by the value of the rally/radio card
+3.

Thus, if a Rally 2 Radio card is played the strength of the attack would be FV 5 (2 + 3 = 5).

All Free World forces may use FACs.

FACs can be targeted for reactive fire. When the radio card is played, but before the call-in roll is
made, the defending player may play a fire card on a group and fire at the FAC. The range is
extreme. A result of 5 will damage the aircraft. The call-in attack is not made, and the aircraft will
fly off. A replacement FAC will become available after the next successful time check. A result of 9
will destroy the aircraft. The call-in attack is not made. The FAC will not be replaced.

48
Appendixes

I Nationalities

II Terrain Features

III Quick Reference Charts

IV The Dice Matrix

49
Appendix I

Nationalities

Each Nationality has a different deck of cards; different hand of cards; and different discard ability.

Americans

The Americans have a hand of six cards. They may discard up to two cards but only if they take no
other actions that turn.

American Special Forces - Rangers, LRRPs, and Navy Seals - are elite troops. They may discard one
cards and take one action that turn. They may still discard two cards and take no action. Their
morale, panic and CCVs are improved by one. In addition, they may increase the CV by one of any
movement cards that has a CV. Their groups are limited to a maximum size of six figures. Their
groups are autonomous and don’t require a PL to operate effectively. Thus, they ignore the
Command and Control limitations. Every group is considered to have an inherent SL. Therefore,
they can perform any action that requires a SL to be present with the group to performed it. Post
1969 each group is considered to contain one M203 grenade launcher (M16/M79 combo). This
weapon can be used as an M79 (see page 38) or as an M16. Special forces may only be employed
in specific scenarios. They are not limited by the Body Count rules.

American transport, rear area and base troops are second line units. These troops may only
discard one card and only if they take no action that turn. Their morale, panic and CCVs are
reduced by one. The Rifleman ’65 card represents troops from the regular army who served early
in the war.

USMC units have increased morale as shown on their troop cards, but they operate as standard
American units.

The American deck has:

1 x Movement 1 card
4 x Movement 1 cards (Ford)
2 x Movement 1/-1 cards
2 x Movement 2/-1 cards Off-table fire support:
1 x Movement 3/-2 card FV 5: 60pts
4 x Fire 1 cards FV 6: 120pts
4 x Fire 3/2 cards FV 7: 180pts
4 x Fire 5/4 cards FV 8*: 240pts
5 x Rally 1 cards * Air Support
2 x Rally 2 card (Radio)
1 x Rally 3 cards (Radio) FAC: 170pts
1 x Rally 4 card (Radio)
1 x Rally 5 card (Radio)
8 x Special cards (2 x Smoke, Sniper, Gunship, Hero, Fear and 2 x Cower)
1 x Time Check card

50
ARVN

The ARVN have a hand of six cards. They may discard up to one card but only if they take no other
actions that turn.

ARVN Marines, Ranger and Airborne are elite troops. These elite units may discard one cards and
take one action that turn. They may discard two cards and take no action. Their morale, panic and
CCVs are improved by one.

ARVN second line units are Civilian Irregular Defence Groups (CIDG) and Montagnards. They have
their morale, panic and CCVs reduced by one.

Pre 1968 ARVN groups have their fire cards base FV reduced by half at close-range and the bonus
FVs reduced by half at all ranges (FRD).

The ARVN deck has:

2 x Movement 1 card
4 x Movement 1 cards (Ford)
2 x Movement 1/-1 cards
2 x Movement 2/-1 cards Off-table fire support:
1 x Movement 3/-2 card FV 5: 22pts
4 x Fire 1 cards FV 6: 44pts
4 x Fire 3/2 cards FV 7: 66pts
4 x Fire 5/4 cards FV 8*: 88pts
6 x Rally 1 cards * Air Support
1 x Rally 2 card
1 x Rally 3 card FAC: 75pts
1 x Rally 4 card (Radio)
1 x Rally 5 card (Radio)
7 x Special cards (Smoke, Sniper, Fire Support, Hero, Fear and 2 x Cower)
1 x Time Check card

51
Australians

The Australians have a hand of five cards. They may discard up to two cards but only if they take
no other actions that turn.

SAS are Australian elite units. They may take one actions and discard one cards. They may still
discard two cards if they take no action that turn. Their morale, panic and CCVs are improved by
one. In addition, they may increase the CV by one of any movement cards that has a CV. Their
groups are limited to a maximum size of six figures. Their groups are autonomous and don’t
require a PL to operate effectively. Thus, they ignore the Command and Control limitations. Each
of their groups is considered to have an inherent SL. Therefore, they can perform any action that
requires a SL to be present with the group to performed it. Post 1969 each group is considered to
contain one M203 grenade launcher (M16/M79 combo). This weapon can be used as an M79 (see
page 38) or as an M16. SAS groups may only be employed in specific scenarios. They are not
limited by the Body Count rules.

The Australian fire cards list the M16 & Owen SMG. Early in the war Australian scouts and some SL
carried the Owen. Later in the war these were often replaced by the M16, but the standard
section rifle remained the SLR.

There are no second line Australian troop

The Australian deck has:


2 x Movement 1 cards
4 x Movement 1 cards (Ford)
3 x Movement 1/-1 cards
2 x Movement 2/-1 cards
1 x Movement 3/-2 card
4 x Fire 1 cards Off-table fire support:
4 x Fire 3/2 cards FV 5: 42pts
4 x Fire 5/4 cards FV 6: 84pts
4 x Rally 1 cards FV 7: 126pts
3 x Rally 2 cards
1 x Rally 3 cards (Radio) FAC: 104pts
1 x Rally 4 card (Radio)
1 x Rally 5 card (Radio)
6 x Special cards (2 x Smoke, Sniper, Bushranger, Hero and Fear)

52
Vietnamese Communists

There are five classes of Communist troops.

People’s Army of Vietnam (PAVN)


PAVN have a hand of four cards. They may discard up to three but only if they take no other
actions that turn. They may always play a movement card and still discard but for each movement
card played their discard ability is reduced by one.

PAVN Sappers
These troops are elite. They may take one actions and discard up to two cards. They may always
play a movement card and still discard but for each movement card played their discard ability is
reduced by one. Their morale, panic and CCVs are improved by one.

Nation Liberation Army

Main Force (MF)


MF units have a hand of four cards. They may discard up to two but only if they take no other
actions that turn. They may always play a movement card and still discard but for each movement
card played their discard ability is reduced by one.

Regional Force (RF)


RF have a hand of four cards. They may discard up to two cards but only if they take no other
actions that turn. They may always play a movement card and still discard but for each movement
card played their discard ability is reduced by one. All movement cards are Ford cards for RF units.
RF fire groups have all fire card FVs reduced by -1.

Local Force (LF)


LF are civilians. They have a hand of four cards. They may discard one card but only if they take no
other actions that turn. All movement cards are Ford cards for LF units. LF groups have no heavy or
crew served weapons. LF only have two troop types, cadre (who are PLs), and guerrillas. LF do not
have SLs.

RF and LF fire cards have the base FV reduced by half (FRD) at close-range and the bonus FV
reduced by half at all ranges. In addition, LF fire groups have all fire card FVs reduced by -1.

RF and LF groups that fire and withdraw by performing a fire and move action cannot be targeted
for reaction fire by the group they fired on provided the terrain they move through has a moving
CV.

When RF and/or LF groups are used with MF units all the groups are controlled using the MF deck
and that deck’s conditions with the exception of RF/LF fire card limitations as listed above.

53
The Vietnamese deck has:
4 x Movement 1 cards (Ford) PAVN
5 x Movement 1/-1 cards Off-table fire support:
2 x Movement 2/-1 cards FV 5: 22pts
1 x Movement 2/-2 card FV 6: 44pts
1 x Movement 3/-3 card FV 7: 66pts
4 x Fire 1 cards
4 x Fire 3/2 cards MF/RF/LF
4 x Fire 5/4 cards Off-table fire support:
6 x Rally 1 cards FV 5: 11pts
1 x Rally 2 card FV 6: 22pts
1 x Rally 3 card
1 x Rally 4 card (Radio)
1 x Rally 4 card (Radio, PAVN only)
5 x Special cards (Sniper, Booby Trap, Hero, Fear and Cower)
1 x Time Check card

54
Appendix II
Terrain Features

Exposed Ground
Exposed ground provides no concealment whatsoever. It is flat, open ground with no cover on it.
For example, air strips, town squares, elevated roads, wide city streets etc. Exposed ground does
not block line of sight.

Open Fields (WP Burn # 6) (Bog [Mud -3])


Open fields provide -1 concealment for stationary troops but 0 concealment for moving troops.
They do not block line of sight.

Crops and Brush (WP Burn # 5)


Crops and brush provide -2 concealment for stationary troops but 1 concealment for moving
troops. They may or may not block line of sight depending on the height of the crop.

Crops and Brush on the forward slope of a hill (WP Burn # 5)


Crops and brush on the forward slope of hills provide -1 concealment for stationary troops but 0
concealment for moving troops. They do not block line of sight.

Hills (WP Burn # 6)


Hill provide -2 concealment for stationary troops behind a crest line but 1 concealment for moving
troops just behind it. In addition to normal borders and terrain features on hills, large hills should
be divided into different terrain features. Hills provide elevation and so they reduce the
concealment value of lower border and terrain features (except buildings, woods/jungle, rows of
trees or features that provide head cover) by 1 at close and medium range. Hills do block line of
sight.

Orchards (WP Burn # 7) (Bog 0)


Orchards provide -2 concealment for stationary troops but -1 concealment for moving troops.
They may or may not block line of sight depending on the depth of the feature. They provide 0
concealment from indirect fire.

Rubble or Broken Ground (Bog -2)


Rubble and broken ground provide -2 concealment for stationary troops but -1 concealment for
moving troops. They do not block line of sight.

Buildings
Buildings can consist of single structures or small clusters of buildings. These small clusters should
be treated like single terrain features for fire, movement, line of sight and close combat purposes.
Large structures should be broken up by linear obstacles that function as borders, thus, creating
multiple terrain features. Building can have levels with each floor being defined as different,
adjacent, terrain features. Buildings may provide elevation and so reduce the concealment value
of lower Border and Terrain Features (except buildings, woods/jungle, rows of trees or features
that provide head cover) by 1 at close and medium range. They do block line of sight.

55
Wooden Buildings (WP Burn # 6) (Bog -3)
Wooden buildings provide -3 concealment for all occupants. In wooden buildings the floors
between adjacent levels don’t block line of sight but they do provide concealment

Stone/Brick Buildings (WP Burn # 7) (Bog -4)


Stone and brick buildings provide -4 concealment for all troops. In stone or brick buildings the
floors between adjacent levels do block line of sight.

Bamboo/Grass Huts (WP Burn # 3) (Bog -1)


Bamboo/grass huts provide -1 concealment for stationary troops but 0 concealment for moving
troops. If on stilts they do not block line of sight.

Woods, Dense Woods, and Jungle (WP Burn # 7) (Bog woods -3, dense/jungle -4)
Wood and jungle Terrain Features provide cover for troops in them. Line of sight can be traced
into but not through wood/jungle terrain features. Large areas of wood and jungle should be
broken up into distinct terrain features with the use of interior border features. These can be
constituted in the usual way with paths, banks, streams etc or they could be shown by the use of
flock or similar model making material. When representing dense woods or jungle the individual
terrain features should be smaller.

When troops end a movement action in a wood or jungle the owning player should make it clear
whether these troops within the wood or on the wood/jungle’s border. Troops “in” the
wood/jungle gain the benefit of the cover of the wood but will need to move to the border before
exiting the wood. Also, their fire, which will be going through the wood, would give their target
the CV benefit of the wood. Troops “on” the wood/jungle Border will gain the benefit of the cover
of the wood and will be able to exit the wood with a single move action. Their fire out of the wood
is not limited by the wood itself. Groups on a wood border can fire through the wood feature they
are adjacent to.

Woods provide -3 concealment for stationary troops but -2 concealment for moving troops. Dense
woods and jungle provide -4 concealment for stationary troops but -3 concealment for moving
troops. They provide 0 concealment from indirect fire.

Lines of fire in a wood

56
Elephant Grass (WP Burn # 5)
Elephant Grass grows to several metres tall and is very dense. LoS in is heavily restricted. Groups
in Elephant Grass have their LoS blocked. They can only be engaged with area fire (-5/-5). Groups
on the periphery are treated as if they were in crops (-2/-1). Groups with a height advantage have
LoS to groups in Elephant Grass at close and medium range only – treat the terrain as crops.
Opposing groups in Elephant Grass can only engage each other in close combat. If either group
fires prior to engagement their fire are modified by -3.

Pillboxes/Bunkers (Bog -3)


Pillboxes and bunkers provide -5 concealment for all occupants. They have an arc of fire of 1200 to
their front. Fire directed at a pillbox from outside its arc of fire is blocked except for flamethrowers
and demolition charges. Pillboxes can be close assaulted from outside their arc of fire thus
permitting the assaulting group to not be fired on by the occupants of the pillbox while assaulting
the structure. Whether they block line of sight or not should be determined by the nature of the
structure places on the table at the start of the game.

Field Works (Bog -3)


Field works provide -5 concealment for all occupants. Their arc of fire will be defined at the start of
the game. They should be vulnerable to fire from 3600. They do not block line of sight.

Fox Holes
Fox holes provide -3 concealment to stationary troops. They do not block line of sight.

Swamps (Vehicles - No Entry)


Swamp terrain features consist of low, wet areas (CV 0) and raised dry features that are the
equivalent of wood terrain (CV -3/-2). Swamps block line of sight but can be fired into.

When groups enter or move through swamp terrain features, they do so by employing ford
actions. When moving they must move in a straight line from one dry feature to another. Thus, the
ford action allows the group to cross the wet area of the swamp (moving in a straight line), enter,
and move through the dry feature, or exit the swamp.

Groups in the act of fording have a CV of 0 if they are in line of sight and subject to reactive fire.

Bamboo (WP Burn # 4) (Vehicles - No Entry)


Bamboo has a CV of -2/-1. It blocks line of sight but may be fired into. Thin walls of bamboo are
treated like rows of trees (see below). Vehicles may not enter bamboo terrain features, but they
may try to cross thin walls of bamboo. Artillery pieces may not deploy in bamboo.

Palm Trees/Plantations (WP Burn # 7)


Palm trees and plantations are the same as orchards except that they do not block line of sight,
(CV -2/-1).

Paddy Fields (WP Burn # wet NA, dry 6) (Bog wet -5, dry -)
Paddy fields are open ground and are lined with banks that function as borders for the feature.
They are either in a wet or dry state. This will impact the flammability and bog values. Regardless
of their state infantry movement is unaffected.

57
Borders

Hedges (Bog -1)


Hedges provide -2 concealment for stationary troops adjacent to them but -1 concealment for
troops moving behind them. Whether hedges block line of sight should be determined by the size
of the model placed on the table. They provide -1 concealment from indirect fire.

Fences
Fences provide -1 concealment for stationary troops adjacent to them but no concealment for
moving troops behind them. Fences provide 0 concealment at the instant troops go over them.
They do not block line of sight. They provide 0 concealment from indirect fire.

Banks
Banks provide -1 concealment for stationary troops adjacent to them but 0 concealment for
moving troops behind them. They do not block line of sight. They provide 0 concealment from
indirect fire.

Stone Walls (Bog -1)


Stone walls provide -2 concealment for stationary troops adjacent to them but -1 concealment for
moving troops behind them. Stone walls provide 0 concealment at the instant troops cross them.
Whether stone walls block line of sight should be determined by the size of the model placed on
the table at the start of the game. They provide -1 concealment from indirect fire.

Ditches (Bog no test or -1 to -3)


Ditches provide -2 concealment for all troops occupying them. They do not block line of sight.

Rivers and Large Steams (Bog -5)


Troops usually cross rivers and large streams by making a ford action. They can occupy this feature
if are halted by fire while in them. Any fire directed at troops in this terrain is subject to a +1 FV.
Any fire from this terrain is subject to a -1FV. They do not block line of sight.

Small Streams or Creeks (Bog -4)


Small streams and creeks are narrow water features that do not require ford movement cards to
cross. They provide -2 concealment for stationary troops in them but -1 concealment for moving
troops along them. Troops in a steam or creek have their fire value reduced by one and crew
served weapons use their bracketed fire values (). Weapons that have failed may not be repaired
while the group is in a stream or creek. Streams and creeks can be considered Terrain Features in
their own right and groups can move through or along them, but the cost of a move action is
doubled. In addition, any conjunction of two streams/creeks will be considered a border and will
end a move action. Hill Borders contact will do the same. They do not block line of sight.

Trenches (Bog no test or -1 to -3)


Trenches provide -3 concealment for all troops in them. Trenches, like streams and creeks, can be
considered terrain features in their own right and groups can move through or along them, but
the cost of a move action is doubled. In addition, any conjunction of two trenches will be
considered a border and will end a move action. Hill borders contacted will do the same. They do
not block line of sight.

58
Roads
Roads provide 0 concealment for troops that are stationary, crossing or moving on them. Like
trenches, streams, and creeks they can be considered terrain features in their own right and
troops can move along them. Movement along road should not be unlimited and players should
divide up a road into distinct terrain features. Such border points should be at road intersection,
bends, or other clearly defined points. They do not block line of sight.

Rows of Trees/Bamboo
Rows of trees or bamboo can be defined as border. They provide -2 concealment for stationary
troops and -1 concealment for troops move behind them. They do not block line of sight. They also
negate elevated fire. They provide -1 concealment from indirect fire.

Wire (Bog +2, +1 or +0)


Wire is a border and an obstacle to movement. There are three levels of wire, +1, +2 and +3. To
cross the wire a 2D8 check is made. If the result is ≥ the value of the wire the group successfully
crosses the wire border and makes a move action. The player may employ the CV on the
movement card to lower the level of the wire, e.g., a 3/-2 movement card would lower the
difficulty of by -2, +3 wire would become +1 wire, or +1 wire would become -1.

Alternatively, players may employ movement 2 or 3 cards to make multiple attempts to cross the
wire. If they do so, then the CV of the card is not used. Leader modifiers can be used to improve
the 2D8 check.

When a group (infantry or AFV) successfully cross a wire obstacle a 1 ½” /4cm gap is made in the
wire. That point in the wire then has a wire value of -3.

+1 wire has a vehicle Bog value of +2; +2 wire a Bog value of +1; and +3 wire a Bog value of +0.

59
Alternative Jungle Terrain Rules (optional)

Warfare in the jungle tended to be fought along and around tracks and clearings. This was because
actual jungle tended to be exhausting to traverse and all too easy to become lost in.

Dense Jungle

Dense jungle terrain features are larger than normal terrain features, that is larger than 1.2m 2.
They are placed along the table edges and can extend into the table up to halfway. These terrain
features can be traversed but the usual movement rules are modified to reflect the difficulty this
terrain presented.

Dense jungle terrain features are divided into subareas, usually between two and five depending
on the size of the feature and the difficulty to movement it presents. Each subarea will be
allocated a movement value (MV) of 2 or 3. This is the number of movement cards required to exit
that subarea and enter an adjacent one or move to the periphery of that subarea.

When a group enters dense jungle, the player must announce whether the group is occupying the
periphery of the terrain feature or whether they are entering the feature proper. Groups on the
periphery enjoy the CV of jungle as if that feature were dense woods (CV -4/-3) and can move
along the internal periphery of the feature. Their movement actions are governed by the border
features of the terrain immediately adjacent to the dense jungle feature and by the interior border
feature of the different jungle subareas. Thus, a group moving on the periphery of dense jungle
must stop when they encounter an interior or exterior border feature.

Groups that enter the dense jungle feature are attempting to move through it. These groups
cannot be seen; they may not be the target of a fire card or support fire attack; nor may they be
subject to a Fear card placement or a boobytrap attack. A boobytrap card can be played on a
group in dense jungle but only as a “group lost” card (see below).

Movement Through Dense Jungle

When a group enters dense jungle (as opposed to occupying the periphery) all figures are
removed save for the KF and a movement chit is placed next to this figure. When a group performs
a move action (including the first move action to enter this terrain feature) it is recorded by this
movement chit. This Move Action Record (MAR) denotes the number of move actions the group
has performed and thus their progress through the terrain. Movement cards are not set aside by
groups in dense jungle instead they are played on the group, placed in the discard pile and a
record of how many move actions have been played on the group is recorded by the MAR.

60
When a group’s MAR is ≥ the movement value (MV 2 or 3) of the subarea the group is in then they
may do one of three things.

• They may move to the periphery of that dense jungle subarea. If they do, then their MAR is
reduced to “1”.

• They may exit the subarea they are in and enter an adjacent dense jungle subarea. Their
MAR is reduced by the MV of the terrain they have just exited. If this group has MAR points
in excess of the MV of the subarea they have just exited, they may continue to move,
expending MAR points as they exit each subarea. While this group has MAR points to
spend, they may continue to move from subarea to subarea or to the periphery.

• The group may remain in place and accumulate MAR points. These MAR points can be
expended in future turns as the player wishes.

Remember that a movement card must be played on the group (increasing the MAR when doing
so) to expend the MAR points accumulated and thus move the group. A player may not simply
announce that the group is moving and use their accumulated MAR points. They must play a
movement card.

Lost Groups

When a group in dense jungle has a movement card played on them an opponent may play a
boobytrap card on that group as a “group lost” card. No boobytrap attack in made against the
group. The group halts in place and does not move; its MAR is increased by the value of the
movement card just played; then the group’s total MAR is halved (FRD).

E.g., A group has a MAR of 3. A movement 2 card is played on the group and the player attempts
to move from one subarea to another. Their opponent plays a boobytrap card on the group. The
group does not move and remains in the subarea they are in. Their MAR is increased to 5 (3 + 2)
and then halved to 2.

Halting the group and reducing the group’s MAR are the only consequences for the group
becoming lost.

61
Move Action Examples

Each arrow indicates a single move action.

62
Move Action Examples in Jungle Terrain

Each arrow indicates a single move action.

63
Appendix III

Terrain Feature Stationary Moving Bog WP burn #


Exposed Ground 0 0 - -
Open Fields -1 0 (Mud -3) 6
Crops and Brush -2 -1 - 5
Crops and Brush on forward slope -1 0 - 5
Orchards/Palm Trees * -2 -1 -0 7
Rubble or Broken Ground -2 -1 -2 -
Woods * -3 -2 -3 7
Dense Woods/Jungle * -4 -3 -4 7

Elephant Grass -5/-2/-3 -5/-1/-3★ - 5
Wooden Buildings * -3 -3 -3 6
Stone/Brick Buildings * -4 -4 -4 7
Bamboo/Grass Huts -1 0 -1 3
Pillboxes/Bunkers * -5 -5 -3 -
Field works -5 -5 -3 -
Fox Holes -3 NA - -
★★
Swamp +1/-1 +1 NA NA
Bamboo -2 -1 NA 4
* Elevated fire gains no advantage
** Targeted by support fire

Area fire/elevated fire/pre CC

Borders Stationary Moving Bog


Hedges -2/-1# -1 -1
Fences -1/-1# 0 -
Banks -1/-1# 0 -
Stone Walls -2/-1# -1/0 * -1
Roads 0 0 -
Crest Line -2 -1** -
Ditches -2 -2 X★
Trenches -3 -3 X★
Rows of Trees/Bamboo *** -2/-1# -1 -
Rivers and Streams +1/-1★★ +1 -4
Wire +11/+22/+33 0 0 +2 /+12/+03
1
#
From indirect fire
* Moving behind/moving over
** in LoS behind crest
*** Elevated fire gains no advantage

No test or -1 to -3 depending on the featured
★★
Firing from this terrain

64
Actions/Discards Requirements
Movement Cards
Move Play movement 1/2/3 card
Ford Play Ford card or movement card and positive 2D8 check
Set aside a card Set one movement card aside, hand size not reduced
Move and Fire Play a movement & fire card (base FV = 0, half bonus FV)
Go to Ground Play a movement 1 card (alone/with another movement card)
Cross Wire Play movement 1/2/3 card 2D8 check to cross
Remove Fear Play one movement card
Close Combat Morale test and a move action
Demolition Charge Morale test and a move action
Move with Smoke Play a movement card and a smoke card

Smoke Cards Play on a group/call in Dust-Off

Fire Cards
Fire Play a fire card with # of figures, PL, + LM
Fire a second time Play a second fire card, need PL/SL and max # of figures
Fire Ordnance Weapon Play any fire card, 2D8 check To Hit, 2D8 check for effect

Rally Cards
Rally Play one card, PL/SL play two cards, PL plus LM to one card
Call in Fire Support Radio + PL/SL + Rally/Radio card
Reorganisation Play a rally card, change the composition of a group/groups
Split a Group Play a rally and movement card, move split off group

Hero Play at any time

No Card Actions
Crew/Un-Crew Weapon Announce the action
Repair a Weapon Announce the action, make the 2D8 check
Acquire a Weapon Announce the action
Break Down/Set up a Weapon Announce the action or as part of a move 2/3 action
Prepare Weapon to Move/to Fire Announce the action or as part of a move 2/3 action
Change a Weapon’s Arc of Fire Announce the action or as part of a move 2/3 action

Discards
Sniper Play as a discard on an enemy group
Fear Play as a discard on an enemy group
Cower Discard unused

Reactive Actions
Boobytrap Play on a moving enemy group
Reactive Fire Fire on a group playing a movement card, once/firing group

65
2D8 CHECKS

Firing Small arms: Fire Strength + 2D8, - terrain CV, - movement card CV
HE attacks: HE FV + 2D8 + To Hit “#”, - terrain CV, - movement card CV

Figures
Political Victory
≥ morale = pinned, Re-roll KIA results, D8
≥ panic = rout, 8 = KIA
8/9 = KIA* (Flamethrowers 7/8 *) 1-7 = WIA

AFVs
≥ vehicle morale = Button Up/pinned
≥ CE = Commander KIA & Button Up/pinned

Other vehicles/guns
≥ 3 unarmoured vehicle/guns = damaged
≥ 9 unarmoured vehicle/guns = destroyed

Weapon Repair 2D8 ≥ repair “#” (positive value) = weapon repaired

Ford 2D8 result: +1 to +7 = success

Morale 2D8 + modifiers ≤ moral (positive or negative) = pass, ≥ moral = pinned

CC Defender 2D8 + modifiers < 0 (negative value) = fail (retire # figures <0, pinned first)

Radio 2D8 > 0 (positive value) = Fire Support call-in successful

To Hit 2D8 = To Hit “#” (positive or negative) = hit,

Target moving/hull down result must be +1 to +7


Firing group moving result must be +1 to +7
Target and firing group moving ditto and reduce “To Hit” by -1

IMPROVE
REDUCE

6 5 4 3 2 1 0-1 0-2 0-3 0-4 0-5 0-6


6.25% 9.4% 12.5% 15.6% 18.75% 21.9% 34.4% 53% 68.75% 81.25% 90.6% 96.9%

Wire Check 2D8 ≥ wire value (+1, +2, +3) successfully cross the wire, wire value reduced
by CV of movement card, dice value increased by LM, movement 2 or 3
cards allow for multiple attempts but without CV modifier.

* see page 13

66
AFVs
Bog 2D8 (positive or negative) ≥ vehicle bog “#” - terrain mod = bogged
D6 bogged at: 1-2 entry point, 3-5 mid point, 6 exit point

Un-bog 2D8 terrain bog mod + movement card value (1-3) > 0 (positive value)
= vehicle un-bogged

AP Attack 2D8 + AP strength


≥ K = vehicle destroyed
≥ S = vehicle stunned
≥ I = vehicle immobilised

CC vs AFV 2D8 + Modifiers

Modifiers
• +1 for each previous figure’s CC attack against the vehicle this CC resolution
• +1 if a Hero card was played on the figure
• +4 if the figure has an anti-tank magnetic mine or demolition charge
• +3 if the vehicle is in any type of building
• +1 if the vehicle is in an orchard
• +2 if the vehicle is in a wood
• +3 if the vehicle is in jungle
• +1 if the vehicle is in crops, brush or rubble
• +x if the vehicle, or the attacking group, is in smoke, x being equal to the CV of the smoke
• +1 if the vehicle is buttoned up
• +2 if the vehicle’s commander is killed
• +2 if the vehicle is immobilised or bogged
• +3 if the vehicle is open topped
• -1 if the vehicle is CE
• -2 if an enemy infantry group is within close range of the vehicle

Results:
≤0 the attacker is eliminated
+1 to +5 no result
+6 the vehicle is immobilised
+7 the vehicle is destroyed

Overrun 2D8 + vehicle’s overrun strength - terrain CV


≥ morale = pinned,
≥ panic = rout,
8/9 = KIA* (* Flamethrowers 7/8)

-6 open topped AFV destroyed


-7 AFV immobilised

Hand-held ATW * AP + “To Hit” # (positive or negative) * RPG, LAW,

67
Appendix IV

The Dice Matrix

+1 +2 +3 +4 +5 +6 +7 +8
-1 0 1 2 3 4 5 6 7
-2 -1 0 1 2 3 4 5 6
-3 -2 -1 0 1 2 3 4 5
-4 -3 -2 -1 0 1 2 3 4
-5 -4 -3 -2 -1 0 1 2 3
-6 -5 -4 -3 -2 -1 0 1 2
-7 -6 -5 -4 -3 -2 -1 0 1
-8 -7 -6 -5 -4 -3 -2 -1 0

Positive numbers: +1 to +7. Negative numbers: -1 to -7.

For most 2D8 checks the positive and negative values are applied as they are, adding the positive
and taking the negative giving a result between -7 and +7

At other time the 2D8 check will specify that the result will need to be a positive (+1 to +7) or a
result of 0 or more (0 to +7).

On some occasions the 2D8 check will specify that the result must be within a range from a
negative to a positive result. This means that positive and negative values are applied but then the
numerical sign (+ or -) of the result is ignored and only the numerical value, or range of values, are
read. Thus, a result between -x and +x is what is needed.

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