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Citadel: The Battle of Dien Bien Phu

Citadel: The Battle of Dien Bien Phu Rulebook

Table of Contents

Table of Contents

  • Rule 1: Introduction
  • Rule 2: Game Length and Victory Conditions
  • Rule 3: Game Components
  • Rule 4: Unit Counters
  • Rule 5: Zones of Control
  • Rule 6: Stacking
  • Rule 7: Sequence of Play
  • Rule 8: Movement/Opportunity Fire
  • Rule 9: Fire Combat Procedure
  • Rule 10: Types of Fire Combat
  • Rule 11: Melee Combat
  • Rule 12: The Return Phase
  • Rule 13: Terrain
  • Rule 14: Strongpoints
  • Rule 15: Replacements
  • Rule 16: Reinforcements
  • Rule 17: T'ai Desertion
  • Rule 18: Vietminh Entrenchments
  • Rule 19: Tanks
  • Advanced Rules: Introduction
  • Section I: Supply
    • Rule 20: General Supply Requirements
    • Rule 21: General Supply Penalties
    • Rule 22: Ammunition Requirements
    • Rule 23: Provision of Supply
    • Rule 24: Ammo Dumps
  • Section II: Airpower
    • Rule 25: Air Units
    • Rule 26: Missions
  • Rule 27: Weather
  • Rule 28: Antiaircraft Fire
  • Rule 29: Aircraft Maintenance
  • Rule 30: Transport Availability
  • Rule 31: Dien Bien Phu Airfield
  • Rule 32: Civilian Pilots
  • Rule 33: Naval Rotation
  • Section III: Miscellaneous
    • Rule 34: Vietminh Battalion Weapons
    • Rule 35: Vietminh Rockets
  • Introduction to the Scenarios
  • Scenario Rule 1: Data Presentation
  • Scenario Rule 2: Setting Up the Game
  • Scenario Rule 3: Victory
  • The Scenarios
    • Scenario 1: A-Day: The Destruction of Beatrice and Gabrielle
    • Scenario 2: The Flak Raid
    • Scenario 3: First Battles for the Five Hills and the Huguettes
    • Scenario 4: The Second Battle for the Five Hills and First Battle for the Huguettes (part 2)
    • Scenario 5: Second Battle for the Huguettes (part 1)
    • Scenario 6: Second Battle for the Huguettes (part 2)
    • Scenario 7: Apocalypse: The Destruction of Dien Bien Phu
    • Scenario 8: The Battle of Dien Bien Phu
  • Charts: Counter Reference
    • Chart 1 - Markers
    • Color Codes
    • Abbreviations
    • Unit Sizes
    • Chart 2 - Unit Identification
    • Chart 3 - Air Units

Rule 1: Introduction

Citadel is a two player game of the battle of Dien Bien Phu, March-May, 1954. The French defeat at Dien Bien Phu, and the accompanying destruction of the best elements of the French Union Forces, marked the end of French colonial rule in Indochina. One player in Citadel assumes the role of the French, the other the role of the Vietminh. The French must attempt to hold the valley fortress; the Vietminh must take it and in the process destroy the French.

Rule 2: Game Length and Victory Conditions

Each turn in Citadel represents one day of actual time. Citadel is played in eight scenarios: seven operational scenarios and one battle scenario covering the full fifty-seven days of fighting. The operational scenarios range in length from one to eight days.

Victory conditions are generally expressed in terms of geographic objectives which one side must seize and the other side hold. The victory conditions and all other information pertinent to the scenarios can be found at the back of this booklet.

Rule 3: Game Components

Citadel consists of the following components:

  1. Two sheets of die cut unit counters. Each counter represents either a combat unit which fought at Dien Bien Phu, or a marker used in the play of the game.
  2. Two maps. The maps are joined together and form the playing surface over which the battle is fought. A hexagonal grid has been superimposed over the map to define movement and placement of units, much like the squares of a chess board. Each hexagon (hereafter referred to in the rules as a hex) covers 200 yards from side to side.
  3. A set of charts consisting of:
    • A. one air chart
    • B. one turn record chart
    • C. two combat results/terrain effects charts.
  4. This rules booklet.

It will be necessary for the gamer to provide a standard six-sided die, pencils and paper.

Rule 4: Unit Counters

The counters provided represent a variety of markers and unit types. Before punching them out, the player should familiarize himself with them and the format in which information is presented on them. The different types of counters are illustrated on the back of the rules booklet. There are three broad categories of counters.

  1. Non-unit Markers. These counters are purely for ease of play and do not represent forces of either of the belligerents.
  2. Ground Units. There are three broad classes of ground units, each with distinct functions: combat infantry, heavy weapons, and tanks.
  3. Air Units. These counters represent aircraft of the French Air Force or Navy. All Air Force counters are printed in black on blue; Navy counters in white on blue.

Aircraft should be separated and set aside, as they are only used when the advanced rules are in play.

Rule 5: Zones of Control

Each ground unit has a zone of control consisting of the six hexes surrounding it. Zones of control affect movement and retreats as a result of combat, as explained in the appropriate rules. The presence of an enemy unit or its zone of control does not in any way diminish the effects of a friendly unit's zone of control.

Rule 6: Stacking

More than one ground unit may occupy a hex, provided they conform to the following requirements:

  1. Infantry class units. No more than two companies or a battalion may occupy a hex. Any or all of the companies of a battalion are considered a battalion for the purpose of this rule and therefore may occupy the same hex. All companies with the same parent unit designation belong to the same battalion. For instance, the following infantry companies belong to the French 6th Colonial Parachute Battalion: four company counters, each marked 3-4.
  2. Heavy Weapons class units. No more than six heavy weapons class units may occupy a hex.
  3. Tanks. There is no limit to the number of tanks that may be placed in a hex.

The above restrictions are not mutually exclusive, but rather are additive. That is, the French could place all of the infantry companies of a battalion in a hex plus six weapons companies plus all ten tanks. Air units and markers do not count against stacking. Stacking limits apply at all times. Units may never move in violation of stacking. Units forced to retreat in violation of stacking are eliminated instead. The presense of enemy units in a hex does not count against friendly stacking capabilities during an overrun (see Rule 11: Melee Combat).

Rule 7: Sequence of Play

The game is divided into game turns, each representing one day of real time. Each game turn is further divided into the following parts:

A. Initial Segment

  1. Weather Determination Phase
  2. Aircraft Maintenance Phase
  3. Transport Availability Phase
  4. Tank Repair Phase

B. Vietminh Player Turn

  1. Vietminh movement (French opportunity fire) Phase
  2. Indirect Fire Phase
    • a. Vietminh Indirect Fire
    • b. French Tactical Air
        1. aircraft placement
        1. antiaircraft fire
        1. aircraft attacks
    • c. French Indirect Fire
  3. Direct Fire Phase
  4. Melee Phase
  5. Vietminh Return Phase

C. French Player Turn

  1. French Movement (Vietminh opportunity fire) Phase
  2. Indirect Fire Phase (as above)
  3. Direct Fire Phase
  4. Melee Phase
  5. French Return Phase

D. Terminal Segment

  1. French Supply and Transport Mission Phase
  2. French Strategic Bombing Phase

All action in a turn must be conducted according to the above sequence of play. At the completion of one game turn, the turn record marker is advanced one day and a new turn is begun. This is repeated until the end of the scenario being played.

The specific actions which may be conducted in a phase, and the procedures for conducting them, are explained in subsequent rules.

Rule 8: Movement/Opportunity Fire

General Outline: Units are moved voluntarily during the appropriate movement phases (Vietminh units during the Vietminh movement phase, French during the French movement phase). In each appropriate movement phase, a player may move any, some or all of his units. Units may move individually or in stacks of units. Units move from hex to adjacent hex. There is no limit to the number of hexes a unit may theoretically move through in a single movement phase.

End of a Unit's Movement: A unit ends its movement when any of the following conditions is met:

  1. The owning player does not wish to move the unit any further.
  2. The unit enters an enemy zone of control.
  3. The unit receives a pinned result as a result of opportunity fire.

Opportunity Fire - General Explanation: At certain points during a unit's movement, it may be required to pause for opportunity fire from the opposing player. The point at which a unit must pause for opportunity fire is known as a vulnerability point.

Vietminh Vulnerability Point: The following points during movement constitute Vietminh vulnerability points:

  1. Every third clear terrain hex (no other type of terrain in the hex) entered by a Vietminh unit constitutes a vulnerability point for that unit. These three clear terrain hexes need not be consecutive.
  2. Each road, airfield or swamp hex entered by a Vietminh unit constitutes a vulnerability point for that unit.
  3. A Vietminh unit which intends to cross a river or barbed wire hex-side must announce that it intends to do so in the hex adjacent to the hex side about to be crossed. This hex constitutes a vulnerability point for that unit, as if it were entered in movement.

Vietminh Vulnerability Points - Exceptions:

  1. A Vietminh unit in a full jungle hex or a trench hex is never subject to opportunity fire.
  2. An airfield hex does not constitute a vulnerability point if it is entered across a hex side crossed by the drainage ditch.
  3. No hex in a French zone of control ever constitutes a Vietminh vulnerability point.

French Vulnerability Points: The following points during movement constitute French vulnerability points:

  1. Every third clear terrain hex entered by a French unit constitutes a vulnerability point for that unit. Road hexes are not considered clear terrain.
  2. Each airfield, trench, swamp, or full or partial jungle hex entered by a French unit constitutes a vulnerability point for that unit. The presence of a road in a hex does not negate the effects of terrain of the above-mentioned type in the same hex.
  3. A French unit which intends to cross a river must announce that it intends to do so in the hex adjacent to the hex side about to be crossed. This hex constitutes a vulnerability point for that unit, regardless of whether that river hex-side is crossed by a road.

French Vulnerability Points - Exceptions:

  1. A French unit in a strongpoint hex is never subject to opportunity fire.
  2. An airfield hex does not constitute a vulnerability point if it is entered across a hex side crossed by the drainage ditch.
  3. No hex in a Vietminh zone of control ever constitutes a French vulnerability point.

Opportunity Fire Procedure: The procedure for calculating fire value, determining results and implementing effects is the same as for all fire combat and is explained in the Fire Combat Procedure Rule.

Opportunity Fire - Eligible Firing Units: Any opposing unit in range of a vulnerability point may fire at it. Only one unit (counter) may fire at each vulnerability point. Each unit may only fire once per enemy movement phase.

Specific Movement Procedure:

  1. Move all units whose movement will not bring them to a vulnerability point during their movement. Move all remaining units which will move that phase to their first vulnerability point. Units may be moved individually or in stacks, but if moved in stacks they may not exceed stacking limits. Any enemy units in range now fire opportunity fire at the units pausing in their first vulnerability point, provided no enemy unit fires more than once and no pausing unit is fired at more than once.
  2. Continue moving the paused units which are not pinned. No unit may enter a hex containing a pinned unit. Move each unit to its next vulnerability point or the end of its movement, whichever comes first. Any enemy units which are in range of the units pausing at a new vulnerability point may fire at them provided no enemy unit fires more than once, no enemy unit has fired previously that movement phase, and no pausing unit is fired at more than once.
  3. Repeat the above until all moving units have completed their movement.

Movement Example: Examine the Northern map. Assume that the French have a company of infantry in the western half of AM-1 (hex 1316) and one in AM-2 (hex 1414). The French also have available southeast of Anne-Marie three batteries of 105mm howitzers and two of 120mm mortars. The Vietminh will attempt to attack Anne-Marie with four battalions of infantry. After moving through the jungle (where they are immune to opportunity fire) the four battalions move into the open. One battalion moves through hexes 1010, 1111 and pauses in 1112. The second battalion moves through hexes 1011, 1112 and pauses in 1113. The third battalion moves through hexes 0814, 0915 and pauses in 1015. The fourth battalion moves through hexes 0519, 0618 and pauses in 0718. Each battalion has paused because it has reached a vulnerability point, in each case the third clear terrain hex entered. The French player fires all three 105mm batteries and one of the 120mm batteries. Each firing battery fires at one Vietminh battalion. As a result of this opportunity fire, the second and third Vietminh battalions are pinned. The first and fourth are not. The Vietminh player continues his move. The first battalion cannot enter hex 1113 (since it is occupied by the pinned second battalion) and instead moves through hexes 1212, 1313 and ends its movement in hex 1413. Even though it has entered three more clear terrain hexes, it may not be fired on since it is adjacent to the French unit in 1414. The fourth battalion moves through hexes 0817, 0917 and pauses in hex 1017. The remaining French 120mm mortar battery fires at the fourth battalion and pins it. Vietminh movement is now over, as all units have either been pinned or moved into a zone of control.

Notice that no unit was fired at more than once at any single point of vulnerability, nor did any French unit fire more than once in the phase. The Vietminh fourth battalion was fired at twice, but by two separate units at two separate points of vulnerability. (The fourth battalion's movement is not the best approach available, but is used to illustrate a unit moving into two vulnerability points in the same phase.)

Movement of Weapons Units: Heavy weapons class units which move during a movement phase may not fire in the immediately following direct fire phase.

Vietminh Strategic Movement: During each Vietminh movement phase, the Vietminh player may conduct strategic movement. All of the surviving units of a single Vietminh regiment (generally one headquarters, four infantry battalions and one heavy weapons class battery) are moved from one zone to any other. Zone boundaries are shown on the map in white. Units are in a zone if they are in a full jungle hex within the zone's boundaries. The area of jungle in the southeast corner of the southern map is a zone by itself. Units moved to a new zone by strategic movement may move that turn also, but may not leave the full jungle hexes of the zone they have moved to. All surviving units of a regiment must be moved together.

Weapons batteries not assigned to an infantry regiment may conduct an altered form of strategic movement. Any or all weapons units may exit the board during a movement phase. On the next movement phase, or any subsequent movement phase, they may reenter the board on any full jungle hex and then move normally.

There is no limit to the number of Vietminh units which may conduct strategic movement in a movement phase.

Rule 9: Fire Combat Procedure

All ground units, with the exception of Vietminh antiaircraft units, may conduct fire combat against other ground units. This may comprise either direct or indirect fire. The distinction between the two is explained later. Both are conducted in the same manner. Add the total number of strength points firing at a target unit, first modifying each unit's strength points based on range. Range modifiers are found on the Combat Results Table (CRT). After totaling the factors, locate the correct column on the fire CRT. Adjust the column used based on the terrain the target unit is in. For example, three batteries of 105mm howitzers, with a strength of four each (for a total of twelve) at a range of nine hexes (range modifier of X3) yields a total strength of 36 (12 X 3 = 36). The 31-40 column of the fire CRT is used. If the target were a Vietminh infantry battalion in a full jungle hex, the column would be lowered by two, thus yielding an attack on the 19-22 column. The fire is directed at all units in the target hex.

Fire Combat Results: Results on the Fire Combat CRT read out in losses and pinned results. A unit which is pinned during any fire phase of a player turn may not fire or conduct melee attacks in any subsequent phase of that player turn. A unit which is pinned during any movement phase of a player turn may not move any farther that movement phase or fire in any subsequent phase of that player turn. Pinned results are shown by placing a pinned marker on the affected unit or units. At the conclusion of each melee phase, all pinned markers are removed from all units on the board.

Losses: Losses on the CRT are expressed in number of strength points lost. Step reduction counters are provided to mark losses. As each unit takes losses, place a step reduction counter under the unit suffering casualties equal to the total casualties suffered by the unit thus far. Several procedures are followed in determining which unit or units in a stack take losses.

  1. No unit, except Vietminh infantry battalions, ever takes more than one loss in a single fire phase.
  2. If more than one loss is inflicted on a stack of units, both sides choose an equal number of units to suffer casualties. The defender chooses for any odd casualty. If only one step loss is called for, the defender chooses. In these cases, the defender is the player owning the units suffering losses, regardless of whose player turn it is. If more steps in losses are called for by the CRT than there are units in the hex capable of sustaining losses, only those losses which could normally be taken are taken. The remaining losses have no effect. For instance, a French company is in a hex. The Vietminh fire on the 9-10 column, roll a 2 (two losses), but the French only sustain one loss, since a company may only sustain one loss per fire phase.
  3. Critical Loss Level: Infantry class units are inverted when they reach a critical loss level. The critical loss level is one step lost for all companies and five steps lost for all battalions. If a battalion had a four loss step reduction counter under it and lost one more step, the step reduction counter would be removed and the unit inverted. The reverse side has the new value for inverted infantry units, including a strength point level which reflects the losses taken up to the point of critical loss level. These factors are effective immediately.
  4. Elimination: When a unit suffers casualties equal to or in excess of its strength, it is eliminated and removed from play.
  5. Restrictions: No unit may fire more than once or be fired at more than once per fire phase.

Rule 10: Types of Fire Combat

There are five types of firing weapons in Citadel.

  1. Small Arms: All infantry class units fire small arms.
  2. Recoilless Rifles: All infantry weapons type units with an ordnance designation of 75 are recoilless rifles.
  3. Mortars: All infantry weapons type units with an ordnance designation of 81, 82, or 120 are mortars.
  4. Howitzers: All howitzer type units are howitzers.
  5. Heavy Machine Guns: Both French antiaircraft units are heavy machine guns.

There are two fire phases: the indirect fire phase and the direct fire phase. Mortars may fire only during the indirect fire phase. Small arms, recoilless rifles and heavy machine guns may fire only during the direct fire phase. Howitzers may fire during either (but not both) fire phase, depending on the range to the target. If the range to the desired target is within the lowest range listing of the howitzer (1-2 hexes for 75mm and 105mm, 1-4 hexes for the 155mm) it fires during the direct fire phase. If the range is longer than this, it fires during the indirect fire phase.

Line of Sight: Units which fire during the direct fire phase may not fire at a target if they do not have an unobstructed line of sight (LOS). A unit's LOS is determined by laying a straightedge between the center of the firing unit's hex and the center of the target unit's hex. The line between these two points is the LOS. The following conditions block LOS.

  1. If a friendly or enemy unit occupies a hex on the LOS, it is blocked unless either the firing or target unit or both are on hill hexes and the intervening unit is not.
  2. If a LOS passes through a hill hex, the LOS is blocked unless both the firing and target units are on hills.
  3. If a LOS passes through a full jungle hexside, the LOS is blocked, unless the firing unit is adjacent to the target unit.
  4. If a LOS passes along a hexside (as opposed to through a hex), the LOS is blocked if both hexes adjacent to the hexside contain blocking terrain or units or if the hexside is a full jungle hexside.

Spotting: A unit may not be fired on in the indirect fire phase by ground units unless it is spotted. A unit is spotted if any of the following conditions are met:

  1. It is in any hex other than full or partial jungle.
  2. It is in a full or partial jungle hex and a unit friendly to the firing unit is adjacent to it.
  3. It is a recoilless rifle unit in a jungle hex which has fired in a previous phase and has not moved since.

Additional spotting procedures are covered in the Air Power section of the Advanced Rules.

Rule 11: Melee Combat

Each side may make melee attacks during their own melee phase. Melee attacks represent the close assault of a position by combat infantrymen.

A. Units Which May Perform Melee: Only non-pinned infantry class units may perform melee attacks. Any infantry class unit which is adjacent to an enemy unit during a friendly melee phase may conduct a melee attack against it. Not all infantry class units adjacent to enemy units need conduct a melee attack against them. If more than one infantry class unit is in a hex, one or more may conduct melee attacks against adjacent enemy units. Several infantry class units in different hexes may launch a combined melee attack on one hex, provided all attacking units are adjacent to the hex under attack. Several infantry class units in the same hex may launch melee attacks against more than one adjacent hex. Each melee attack, however, must be directed at one hex, and no hex may be attacked more than once per melee phase.

B. Units Which Defend Against Melee Attacks: Infantry class units defend against melee attacks. Since a melee attack is delivered against a hex (as opposed to against an individual unit) all infantry class units in the hex automatically defend against the attack. Weapons units do not defend against melee attacks. If a melee attack is conducted against a hex which contains nothing but weapons units, all weapons units in the hex are eliminated automatically. This automatic elimination is treated as a pre-melee rout, as explained below.

C. Melee Procedure: There are five steps to the melee procedure: raw odds determination, averaged morale determination, pre-melee morale check, odds recomputation, and outcome determination.

  1. Raw Odds Determination: Total the attacking strength points (the sum of the strength points of all units attacking a hex). Total the defending strength points (the sum of the strength points of all units defending the hex). Compare the attacking strength points to the defending strength points and reduce the comparison to one of the basic odds shown on the Melee Combat Table. For example, four attacking strength points versus two defending strength points reduces to two to one. If rounding is necessary, always round in favor of the defender. For example, five to two becomes two to one. Now modify the odds column used based on the terrain the defender is in. All terrain melee modifiers are listed on the Terrain Effects Chart.

  2. Determine Averaged Morale: Both sides add the morale numbers of each unit participating in the melee and divide by the number of participating units, rounding fractions to the nearest whole number (round one half up). For example, the French player is defending a hex with three units having morale numbers of 5, 4, and 2, giving an averaged morale of 3 2/3 which rounds up to 4.

  3. Pre-Melee Morale Check: Each side rolls a die and modifies it to determine its morale check number.

    • Defender's Modification: The defender adds his averaged morale number to his die roll.
    • Attacker's Modifications:
      • a. The attacker adds his averaged morale to his die roll.
      • b. The attacker adds one to his die roll for every two odds columns higher than 2:1 that the raw odds were calculated at.
      • c. The attacker subtracts one from his die roll for every two odds columns lower than 1:1 that the raw odds were calculated at.

    The two morale check numbers are now compared. Any attacking unit will rout if the defender's morale check number exceeds the attacker's morale check number by an amount greater than the attacking unit's morale number (printed on the counter). Any defending unit will rout if the attacker's morale check number exceeds the defender's morale check number by an amount greater than the defending unit's morale number (printed on counter).

D. After Combat Effects: If a hex is attacked and is vacated of all infantry class units due to retreats, routs or losses, all weapons units in that hex are eliminated and the attacker may advance attacking units into the hex so long as the units do not violate stacking.

Rule 12: The Return Phase

The last phase of each player turn is the return phase. During the return phase combat infantry class units may fall back to positions of strength to regroup.

A. French Return Phase: During the French return phase, any number of French infantry class units may move to any strongpoint hex on the board, provided they meet the following conditions:

  1. The move may not violate stacking.
  2. A path of hexes between the starting and ending positions must exist free of Vietminh units and their zones of control. The starting position may be in a Vietminh zone of control.

French tank recovery takes place during the French return phase, as explained in Rule 19: Tanks.

B. Vietminh Return Phase: During the Vietminh return phase, any number of Vietminh infantry class units may move to any strongpoint hex or full jungle hex on the board, provided the following conditions are met:

  1. The move may not violate stacking.
  2. A path of hexes between the starting and ending hexes must exist free of French units or their zones of control. The starting hex may be in a French zone of control.
  3. Each full jungle hex entered by the unit in its return path must be in the zone containing the unit's regimental headquarters marker.
  4. The path may only end in a strongpoint if it is controlled (is occupied by or was last passed through) by the Vietminh and the strongpoint is not in the zone of control of a French unit.

Rule 13: Terrain

Different terrain affects Movement/Opportunity Fire, Melee Combat and Fire Combat. Terrain types and their effects are listed on the Terrain Effects chart.

Monsoon swamps present a special case. Monsoon swamps are printed in blue; regular swamps are black on light blue field. Monsoon swamp hexes are treated as clear terrain hexes until the April 19th turn. During the April 19th turn, and every subsequent turn, treat them as normal swamp hexes. Strongpoints which become swamp hexes as well only have a fire column modifier of -2.

Jungles Zones: Border hex sides between jungle zones are considered full jungle hex sides. The isolated patch of jungle in the southeast corner of the southern map is a separate jungle zone. Colonial Route 4 (the road marked R.C. 4) is the boundary between two jungle zones where it exits the east side of the map.

Hills: Units only receive the hill melee defense bonus if all attacking units are attacking across non-hill hex sides. For example, a unit in hex 2726 (north map) would receive the hill bonus if attacked from hex 2826 (even though hex 2826 is also a hill hex) since the hexside between them contains no hill terrain. The same unit would not receive the hill bonus if attacked from hex 2625.

Rule 14: Strongpoints

A. Definitions: Any one, two or three adjacent hexes on the map completely surrounded by barbed wire hexsides or a combination of river and barbed wire hexsides is a strongpoint. Strongpoints are identified on the map with either a name (Francoise) or an alpha-numeric code (E-2). Various rules will make reference to strongpoint complexes. A strongpoint complex is all strongpoints with the same alpha code (for instance, AM-1 and AM-2 constitute the strongpoint complex Anne Marie). The strongpoint complexes on the map are Gabrielle (G), Beatrice (B), Claudine (C), Eliane (E), Huguette (H), Dominique (D), Anne Marie (AM) and Isabelle (I). Those strongpoints which bear both a name and an alpha-numeric code (for example: Weime, I-5) are considered part of a strongpoint complex. Hex 2224 (North Map) is an unidentified independent strongpoint.

B. Effects: A strongpoint is not a discrete type of terrain, and does not affect or negate the predominant terrain of the hex. Therefore a hill hex with a strongpoint is still a hill hex. Modifiers on fire and melee due to a strongpoint are given on the Terrain Effects Chart. These modifiers are in addition to those normally due to the terrain the unit occupies, its morale level, etc.

In addition to the modifiers on the Terrain Effects Chart, strongpoints have the effect of rendering the unit occupying it immune to small arms fire. Small arms fire may not be directed at any unit in a strongpoint, even from an adjacent strongpoint hex.

C. Gabrielle-5: Special Rule: Due to the topography of the hexagonal grid, it is impossible to exactly represent the layout of the Gabrielle strongpoint complex. G-5 is actually an inner line of defenses completely surrounded by G-1 through G-4. Consequently, the following special rule applies: G-5 may not be attacked by melee from any non-strongpoint hex.

Rule 15: Replacements

Replacements represent the infusion of new men and equipment into units which have sustained losses.

A. Vietminh Replacement Availability: Beginning with the April 1st turn, the Vietminh player receives three strength points of replacements per turn. These may be immediately used or accumulated at the Vietminh player's option. Vietminh replacements appear during the French strategic bombing phase.

B. French Replacement Availability: The French player has available a total of twelve strength points of heavy weapons class replacements and twenty strength points of combat infantry replacements. These may be taken during any French supply and transport mission phase, and need not all be taken at once. When playing with the Advanced Air Rules, replacements must be flown in during the French Supply and Transport Mission Phase.

C. Absorbing Replacements: French heavy weapons units may absorb any number of replacements, so long as the total replacements absorbed during the game does not exceed twelve. One Vietminh heavy weapons unit may absorb one replacement per turn. No more than one replacement may be taken as a heavy weapons unit in a turn by the Vietminh. If the Vietminh do not take a heavy weapons replacement in a turn, this does not allow them to take two on a later turn. Vietminh heavy weapons replacements are subtracted from total available Vietminh replacements.

Combat infantry class units follow a different procedure. Only combat infantry class units reduced below their critical loss level may receive replacements and such replacements may not be used to bring a unit above its critical loss level.

Heavy weapons units and combat infantry class companies which have been eliminated may not be rebuilt by replacements. Rebuilt combat infantry class companies may still not be reinforced above their critical loss level.

Rule 16: Reinforcements

Reinforcements represent new units committed to battle. Vietminh units appear on any full jungle hex adjacent to a map edge during the movement phase of the first Vietminh player turn of the game turn they are scheduled to appear. French reinforcements appear adjacent to any French unit, but not in a Vietminh zone of control, during the French supply and transport mission phase of the turn they are scheduled to appear. When playing with the Advanced Air Rules, French Reinforcements become available in the Red River Delta on the turn they are scheduled to appear and may be flown into Dien Bien Phu on that or any subsequent turn during the French supply and transport mission phase.

Units scheduled to appear during a scenario are noted on the scenario setup sheet. In addition, a complete list of reinforcements for both sides has been appended to the back of the scenarios.

Rule 17: T'ai Desertion

As soon as two complete strongpoint complexes have fallen into the hands of the Vietminh, T'ai units are subject to desertion. Each turn during the weather determination phase roll for T'ai desertion. If a 1 is rolled, the Second T'ai battalion is subject to desertion. If a 2 is rolled, the Third T'ai battalion is subject to desertion. If a 3 or 4 is rolled, the T'ai Mixed Light Companies (CSM's) are subject to desertion. If a 5 or 6 is rolled, no units are subject to desertion.

If a unit subject to desertion, roll the die once for each combat infantry class company in the unit. If a number lower than the company's morale level is rolled, the unit does not desert. If a number equal to the company's morale number is rolled, that unit loses one strength point to desertion. If a number higher than the company's morale level is rolled, the entire company deserts. If all remaining combat infantry companies of a battalion desert in a turn, the Headquarters and Headquarters Company of the battalion also deserts.

T'ai companies in Isabelle are not subject to T'ai desertion so long as there are more non-T'ai combat infantry class companies in the Isabelle strongpoint complex than there are T'ai combat infantry class companies.

Rule 18: Vietminh Entrenchments

Beginning on the March 15th turn, the Vietminh may dig entrenchments consisting of approach trenches and tunnel complexes. Approach trenches may be started from any infantry battalion that has at least six strength points. Each battalion of infantry may dig four hexes of approach trenches, one hex of tunnel complex or one weapons pit per movement phase. These may be used the same phase they are dug. Trenches, tunnels and weapons pits may never be dug in a hex occupied by a French unit. Place the first trench counter on top of the unit to designate it as the digging unit. Trenches may be started from any full or partial jungle hex. Routed units may not entrench.

Each additional hex of an approach trench and each tunnel complex must be adjacent to an already existing trench or tunnel hex. Therefore, every system of trenches and tunnels will form a line ultimately tracing back to the hex occupied by the digging unit.

Trenches may be dug in clear, swamp, drainage ditch, airfield or strongpoint hexes. Tunnel complexes may only be constructed in hill hexes. A tunnel is designated by placing a trench marker on a hill hex.

The effects of trenches and tunnels are explained elsewhere in the rules and the terrain effects chart.

Tunnel Complex Occupation: Each tunnel complex may only be occupied by one or two batteries of 75mm recoilless rifles. Such units are underground, however, and do not count against stacking of units placed on the hill itself. Units in the tunnel complex should be designated by placing them under the trench/tunnel marker. Units in a tunnel are considered to be on top of the hill for line of sight purposes. Units in a tunnel complex may fire normally.

Trench Occupation: Any number or type of Vietminh units may pass through a trench in a movement phase and thus avoid opportunity fire. Vietminh units may end their movement on a trench hex so long as they are not in violation of stacking. Vietminh weapons class units which end their movement on a trench may not fire in any phase so long as they remain in the trench.

Weapons Pits: During any movement phase the Vietminh player may construct one weapons pit instead of four hexes of trench. Weapons pits are built instead of the normal trench construction of one infantry battalion, may be constructed in any terrain where a trench may be built, and must be adjacent to an already existing trench marker. Weapons pits function exactly as trenches except that Vietminh weapons class units in a weapons pit may fire normally. Indicate a weapons pit with an inverted trench marker.

Filling in Trenches: If any French combat infantry class unit ends a melee phase in a trench, tunnel or weapons pit hex, that hex is considered to be filled in and is removed from the board.

Rule 19: Tanks

Each tank counter in the game represents an individual tank and has special characteristics.

A. Fire Combat: Tanks fire during the direct fire phase. Each tank may apply its three (if operational) or one (if disabled) strength points as small arms fire, subject to normal rules on direct fire. In addition, each undisabled tank may fire as a single 75mm recoilless rifle. Both the recoilless rifle fire and the small arms fire must be directed at the same hex.

B. Melee Combat: Tanks may not initiate melee attacks alone. Tanks alone in a hex or stacked only with other tanks and/or weapons class units attacked by melee combat ally eliminated. Tanks stacked with at least one combat infantry class unit may attack and defend against melee. The tank's strength points are added to the attacking/defending melee strength. In addition, each operational tank adds three to the averaged morale of the meleeing units. For example, a French infantry company with a morale of four and another with a morale of two are defending a hex stacked with a tank. The averaged morale is six (three for the averaged morale of the infantry companies plus three for the tank). The addition to averaged morale applies to all situations where averaged morale is used. Tanks may retreat as a result of combat, and rout if all combat infantry companies in the hex rout. Routed tanks recover at the conclusion of the next friendly movement phase.

C. Losses: Tanks are immune to small arms fire. Tanks may suffer losses as a result of fire from weapons class units. Whenever a tank is called upon to suffer a loss, a die is rolled. On a roll of 1-3, the tank is disabled. On a roll of 4-6, the hit has no effect. To show that a tank is disabled, flip the counter over. Disabled tanks may not move. If a disabled tank is hit again (and a 1-3 is rolled) it is destroyed. Remove it from play permanently. A hit on a tank, regardless of whether or not it has any effect, is the equivalent of one strength point in losses due to fire.

D. Recovery: During each French return phase, the French player may tow disabled tanks back to the armor bunker. Each operational tank need not begin the phase stacked with the disabled tank, but must be able to trace a path of hexes to it and then back to the armor bunker free of enemy units or their zones of control. The towed tank may be in an enemy zone of control, but this is the only hex of the path followed by the towing tank that may be in an enemy zone of control. Both the towing and the towed tank must end the phase in the armor bunker.

E. Tank Repair: During the tank maintenance phase of each turn, roll one die. If a one is rolled, one disabled tank in the armor bunker is repaired and becomes operational again. The disabled tank must be in the armor bunker at the time of the die roll to be repaired.

F. The Armor Bunker: The armor bunker is the strongpoint on the map labeled "Armor". It functions as a normal strongpoint with two exceptions.

  1. It allows repair of disabled tanks (see E above).
  2. Tanks placed in the armor bunker receive a column modification of -6 when fired upon instead of the normal -4.

G. Movement Restrictions: Tanks may not cross a full jungle hexside, although they may attack across it with both melee and fire. Tanks may not cross river hexsides except where crossed by roads. Tanks may fire across river hexsides freely, but may only melee across river hexsides crossed by a road.

Advanced Rules: Introduction

The following are advanced rules designed to provide added realism. The advanced rules are divided into three complete sections. Section I (supply) and section II (airpower) must be used together if either is to be used. Section III (miscellaneous) is provided should players feel the need for additional balance in favor of the Vietminh player. An interesting solitaire game can be played using the strategic bombing rules from section II to explore the problems facing the French Air Force in attempting to choke off the flow of supplies to the valley.

Section I: Supply

Rule 20: General Supply Requirements

Each game turn (day) the French consume 20 General Supply Points (GSP's). Each game turn the Vietminh consume 25 GSP's.

Rule 21: General Supply Penalties

Each game turn that a player does not have sufficient GSP's to meet his general supply requirements, two penalties are paid.

  1. No French 81mm mortars (if the French have not met general supply requirements) or Vietminh 82mm mortars (if the Vietminh have not met general supply requirements) may fire that turn.
  2. Combat infantry units suffer desertion as a result of lack of supply. The French player rolls one die. The number rolled is the number of strength points that desert from combat infantry units. No more than one strength point will desert from any one company. The Vietminh player rolls one die and multiplies the result by two. That number of strength points will desert from combat infantry class units. No more than one strength point will desert from any one battalion. The owning player chooses which of his units will suffer desertion.

A player may not voluntarily go out of general supply. That is, if a player has any GSP's, he must expend either points equal to his general supply requirements or, if he has insufficient to do so, all remaining GSP's.

GSP's are expended and desertion reckoned at the beginning of the game turn, during the weather determination phase.

Rule 22: Ammunition Requirements

Certain types of heavy weapons class units must be supplied to fire. French 105mm and 155mm howitzers and 120mm mortars and Vietminh 75mm and 105mm howitzers, 120mm mortars, and 75mm recoilless rifles must be supplied to fire. One ammunition supply point of the appropriate type per firing strength point is consumed each time a unit fires. For instance, a strength four Vietminh 105mm howitzer battery would consume four points of 105mm ammunition each time it fired. Each player should keep track of his current ammunition level and expenditures on a piece of scratch paper.

Although a heavy weapons class unit may not divide its fire between two targets, a player may elect to fire less than the total strength of a unit. The French player could decide, for instance, to fire only three strength points of an eight strength point 120mm mortar battery, and thus consume only three points of 120mm mortar ammunition.

Rule 23: Provision of Supply

The levels of supply reserves held by each player at the beginning of each scenario are specified in the scenario section later in these rules. These initial reserves may be supplemented each turn by additional shipments.

A. French Supply: An unlimited amount of supply is available to the French player in the Red River Delta. This supply must be flown to Dien Bien Phu by transport aircraft, as explained in the airpower rules. The amount of each type of supply flown in each turn is up to the French player within the limitations imposed by the airpower rules. New supplies are added to the French reserves at the conclusion of the French supply and transport mission phase.

B. Vietminh Supply: The Vietminh player receives a fixed number of supply points each turn. Each turn the Vietminh player receives a maximum of 10 points of 105mm ammunition, 5 points each of 120mm mortar and 75mm howitzer ammunition, and 4 points of 75mm recoilless rifle ammunition. Each turn in March and April the Vietminh receive a maximum of 25 GSP's. Each turn in May, the Vietminh receive a maximum of 27 GSP's.

The maximum number of supply points received by the Vietminh may be reduced by French strategic bombing. New supplies are added to the Vietminh reserves at the conclusion of the French strategic bombing phase.

GSP's and both 105mm and 120mm ammunition points dropped by the French into Vietminh hands by mistake are added to the Vietminh reserves.

Rule 24: Ammo Dumps

In any indirect fire phase in which one or more French 105mm howitzer strength points are eliminated, there is the possibility that an ammo dump will also be hit. The French player rolls one die. On a roll of 1-4, no dump is hit. On a roll of 5, a 120mm dump is hit. On a roll of 6, a 105mm dump is hit. If a dump is hit, roll again. The number rolled is the number of ammunition points of the correct type lost.

Section II: Airpower

Rule 25: Air Units

Information on the data on the aircraft unit counters is given in Rule 4: Unit Counters. Each counter represents four aircraft, with the exception that the Cricket and PB4Y counters each represent two aircraft. There are four general categories of aircraft which will be referred to by these rules.

  1. Fighter-Bombers: These include all single engine aircraft with an attack value greater than zero. Specifically, these are F8F's (Airforce) and SB2C's, F4U's and F6F's (Navy).
  2. Bombers: These include all multi engine aircraft with an attack value. Specifically, these are B26's (Airforce) and PB4Y's (Navy).
  3. Spotters: These include all aircraft with an attack value of zero. The only spotter aircraft in the game are the Crickets.
  4. Transports: These include all aircraft with a cargo value instead of an attack value. Cargo values are distinguished from attack values by being represented by numbers smaller in physical size. Specifically, C47's and C119's are transport aircraft.

Rule 26: Missions

There are five types of missions that aircraft can fly, each of which will be covered by a separate section of this rule. The missions are tactical air, flak suppression, spotting, strategic bombing and transport. Each aircraft can generally fly one mission a turn.

A. Tactical Air: All bombers and fighter bombers may fly tactical air. Tactical air missions are flown during any indirect fire phase. The aircraft is placed on the target hex on the map and the French player declares whether it is attacking at low, medium or high altitude. After antiaircraft fire, all aircraft which were not shot down or aborted conduct their attacks. Aircraft attack only the hex they are in. More than one aircraft counter may be placed in a hex, but all must be at the same altitude. No French ground unit may conduct indirect fire into the same hex as is being attacked by aircraft. The tactical air strike is resolved on the fire combat results table. Add all of the attack value of the attacking aircraft and modify them based on their altitude. There is no modification at low altitude, values are halved at medium altitude and quartered at high altitude. Find the correct column on the fire CRT, modify it for the defender's terrain, roll a die and implement the results. Bombers may not conduct tactical air strikes on hexes adjacent to French ground units. Fighter bombers may conduct tactical air strikes on hexes adjacent to French ground units.

B. Flak Suppression: All bombers and fighter bombers may fly flak suppression. Flak suppression is flown during any indirect fire phase or during the French supply and transport mission phase. Flak suppression is flown against any hex containing an anti-aircraft unit. It is flown and resolved as a tactical air strike with two exceptions.

  1. Flak suppression must be flown at low altitude.
  2. Antiaircraft units in the hex under attack may only fire at aircraft conducting flak suppression on them.

C. Spotting: All spotter aircraft may fly spotting missions. The spotter aircraft is placed on a hex on the map. After antiaircraft fire, all units in and adjacent to the surviving spotter aircraft's hex are spotted for the remainder of the player turn. Units so spotted may be fired at in the same phase the spotting mission is flown. Spotting missions are flown during any indirect fire phase.

D. Strategic Bombing: All bombers, fighter bombers and C119 aircraft may conduct strategic bombing. When conducting strategic bombing, treat the C119's cargo value as an attack value. Strategic bombing represents attacks on the Vietminh supply lines and is conducted during the French strategic bombing phase. The French player divides all aircraft conducting strategic bombing attacks into stacks, each representing a single attack, and declares the altitude of each stack. Each stack may have as many aircraft counters as desired, and as many separate stacks may be committed as desired (subject to the number of aircraft available). After antiaircraft fire, surviving units attack. Each attacking stack conducts its attack using the fire CRT. Modify the attack value of the stack based on its altitude, locate the correct column on the CRT, and lower it four columns. Roll a die and implement the results. P results have no effect. Step losses each represent the destruction of one supply point. Roll one die again to determine the type of supplies lost, consulting the supply bombing table (located on the Air Chart).

For example, four B26's attack at medium altitude with 80 factors (four times forty divided by two). Lowering the attack four columns puts it on the 31-40 column. A four is rolled, indicating the loss of three supply points. A one is then rolled, indicating the three supply points lost were 105mm howitzer ammunition.

If more units of a given type of supply are destroyed in a turn than the Vietminh are scheduled to receive, the excess destruction has no effect.

E. Transport: All transport aircraft may fly transport missions. Transport missions are flown during the French supply and transport mission phase. Transport aircraft are placed on or adjacent to any hex occupied by a French unit and not in a Vietminh zone of control. The French player announces what each aircraft is carrying and then rolls to determine the drop status of the cargo of each aircraft. If a one through five is rolled, the French recover it. If a six is rolled, neither side recovers it. If a seven or eight is rolled, the Vietminh recover it and may use it. The roll is made on a standard six sided die, but one is added to the die roll if the aircraft is at medium altitude and two is added if it is at high altitude. This die roll is not made if personnel are dropped, only if supplies are dropped.

Transports may carry supply points or personnel. Weights of supply points and personnel are given on the transport weight table (located on the Air Chart). For instance, a C47 with a cargo value of eight could carry one GSP, one point of 155mm ammunition, four points of 105mm or 120mm ammunition, or two strength points of troops. Each aircraft may carry only one type of cargo. It is permissable for the French player to split one unit between two aircraft (for instance, a three strength point parachute company between two C47's) but both planes must be targetted on adjacent hexes.

F. Mission Procedure: Each phase that a mission can be flown, any or all of the aircraft types capable of flying that mission which are in the Available and Serviceable box of the Air Chart may fly it. At the conclusion of the phase, place the aircraft which have flown in the Unavailable and Flown box. These aircraft may not fly again that turn.

Rule 27: Weather

During the weather determination phase, the French player rolls the die three times to determine the weather. The first roll determines the weather over the mapboard (the valley of Dien Bien Phu). The second roll determines the weather over the Vietminh supply lines. The third roll determines the weather over the Red River delta, where the bulk of the French air units are based. The die is rolled and the weather table consulted. In the month of May, add one to the weather die roll.

A. Effects of Weather: Clear weather does not affect air missions. Storm conditions prohibit air missions. Storm conditions over Dien Bien Phu, for example, preclude any air missions to the mapboard. Storm conditions over the Red River delta prevent all aircraft based in the delta from flying any missions.

Overcast conditions have the effect of turning back half of the aircraft of a given type committed to a given mission rounding all fractions down. For instance, it is overcast over both the delta and the Vietminh supply lines. The French commit ten B26's to strategic bombing. Half of these are turned back due to bad weather over their base, the delta. Half of the remaining five aircraft (two and one half, rounded down to two) are turned back due to the weather over the supply lines. Therefore, a total of three B26's arrive to bomb Vietminh supplies. Aircraft which are turned back are placed in the Unavailable and Flown box of the Air Chart.

B. Where Aircraft are Based: All aircraft are based in the Red River delta with two exceptions. Aircraft based on Dien Bien Phu airfield and Navy fighter bombers (based on aircraft carriers in the Gulf of Tonkin). Carrier based planes and aircraft based on Dien Bien Phu airfield are not affected by weather over the delta. Weather is always considered clear over the carriers.

Rule 28: Antiaircraft Fire

In each phase in which French aircraft fly a mission, Vietminh antiaircraft guns may fire at them. Antiaircraft guns may fire only once per phase, but they may fire every phase.

A. Firing Procedure: Total the number of antiaircraft guns firing at a single plane or stack of planes. Each strength point of an antiaircraft unit is equal to one gun. Modify the total by the altitude modifiers listed on the antiaircraft altitude table. Note that 20mm guns may not fire at high altitude aircraft and .50cal guns may not fire at medium or high altitude aircraft. In addition to altitude modifiers, all antiaircraft values are doubled when firing at aircraft in the same hex as the antiaircraft guns.

Compare the total firing factors to the defense value of the plane or planes being fired at. The antiaircraft units may fire at one or several planes in the same hex, but if several planes are fired at, their defense values must be combined. Express the comparison as an odds ratio as shown on the Antiaircraft Fire Table. Roll a die and implement the results. A K result means that the target has been shot down. Remove it from play and place it in the Shot Down box of the Air Chart. An A result means that the target has been aborted. Aborted aircraft are also removed from the board and are placed either in the Aborted and Unserviceable box of the Air Chart or are inverted and placed in the revetment hex of the Dien Bien Phu airfield. The French player may decide which option to exercise, within the limits of which planes are allowed to use the Dien Bien Airfield (see Rule 31: Dien Bien Airfield).

B. Which Units Can Fire: After aircraft units are placed on the map during a phase, the Vietminh player determines which of his antiaircraft units can fire at which aircraft. An antiaircraft unit can fire at an aircraft if:

  1. The aircraft is at an altitude at which the gun in question can fire and
  2. The aircraft or any hex of its flight path is within the range of the antiaircraft unit. The ranges of antiaircraft guns are: 37mm - ten hexes; 20mm - eight hexes; .50cal - six hexes.

C. Flight Paths: The flight path of an aircraft is the airspace a plane must fly through to accomplish its mission, and varies with the aircraft type. The French player, when he places his aircraft in a hex, must face them toward a hex side. All aircraft in a hex must face toward the same hex side. All transport aircraft on the board at any one time must face the same direction. The hex side toward which the aircraft is faced is the direction it is flying. The row of hexes immediately behind it is generally the air space through which it must fly to reach its target hex or drop point.

  • Fighter Bombers: The five hexes immediately behind a fighter bomber's target hex constitute its flight path.
  • Bombers: The ten hexes immediately behind and the two hexes immediately in front of a bomber's target hex constitute its flight path.
  • Transports: The fifteen hexes immediately behind and the five hexes immediately in front of a transport's drop hex constitute its flight path.
  • Spotters: The six hexes adjacent to a spotter aircraft's location constitute its flight path (or more accurately, its orbit).

D. Take-off Pattern: The shaded cone spreading out from the northwest end of the Dien Bien Phu airfield constitutes the take-off pattern of the field. If an antiaircraft unit is within the take-off pattern, and is in range of the end of the runway (hex 1918) it may fire at aircraft while they are taking off. Conduct this fire at low altitude and double the value of the firing antiaircraft units. Aircraft aborted while taking off are shot down instead.

E. General Restrictions: Each antiaircraft unit may fire only once per phase. Each aircraft may only be fired at once per phase, with the exception that units taking off from Dien Bien Phu may be fired at once while taking off and once while conducting a mission.

F. Strategic Bombing Antiaircraft Fire: A simpler and somewhat abstracted procedure is used to duplicate antiaircraft units defending the Vietminh supply lines. The Vietminh are considered to have eight batteries of 37mm antiaircraft guns, of four guns each, available to defend the supply lines. (Counters for these are not included, as they are always off of the board.) After the French player arranges his strategic bombing attacks, the Vietminh may fire at them with his antiaircraft units. Each battery may fire at one attacking stack. No more than one battery may fire at each attacking stack. Batteries may not be split up to fire at more than one attacking stack. If the French player is conducting fewer than eight attacks, not all of the Vietminh batteries will be able to fire.

The fire procedure is identical with that explained above. Flak suppression missions are not allowed against the antiaircraft defenses of the supply trail. Antiaircraft units defending the supply trail are not considered to be in the same hex as the attacking aircraft and are thus not doubled. Each firing battery may fire at all of the aircraft in an attacking stack (assuming there are more than one) or fewer than the total in the stack.

G. Transport Losses: All cargo carried by transports is destroyed if the transport carrying it is destroyed, with the exception of personnel. Personnel (replacements and reinforcements) carried by transports which are shot down or aborted are returned to the Red River delta. It is possible for only part of a unit to be successfully dropped. For example, a three strength point parachute company is being carried by two C47's. One of the C47's is aborted, and thus only two strength points can be dropped. In this case, the company is placed on the board with its reduced strength side up (strength of two) and the undelivered strength point is added to the total of accumulated remaining French infantry replacements. If the split unit is a weapons class unit, a step reduction marker is placed under the dropped unit to indicate the number of strength points not delivered, and the total of undelivered strength points is added to the total of accumulated remaining French heavy weapons class replacements.

Rule 29: Aircraft Maintenance

Aircraft maintenance is conducted during the aircraft maintenance phase and is done in three steps.

A. Return Serviceable Aircraft to Duty: Transfer all air units from the Unavailable and Flown box to the Available and Serviceable box.

B. Cull Destroyed Aircraft: For every one aircraft in the Shot Down box placed in the Permanently Destroyed box, up to three aircraft of the same type may be transferred to the Aborted and Unserviceable box for every one transferred to the Permanently Destroyed box. The same procedure is followed for culling aircraft in the Destroyed on the Ground box transferred to the Aborted and Unserviceable box for every one transferred to the Permanently Destroyed box. The same procedure is followed for culling aircraft in the Destroyed on the Ground box with the exception that aircraft are placed inverted in the revetment hex on the map instead of the Aborted and Unserviceable box.

Culling is never mandatory. The French player may wait until four aircraft of a given type are shot down before culling that type. If the French player decides to cull a type before the maximum replaceable number are shot down, he does not accumulate the ability to return one shot down later. For example, three B26's have been shot down. The French destroys one and returns two. He is entitled to return up to three, but having decided to return only two, he is not allowed to additionally return the next B26 shot down.

C. Routine Maintenance: The French player rolls a die once for each unit in the Aborted and Unserviceable box of the Aircraft Chart. On a roll of 4, 5, or 6 it is returned to service and placed in the Available and Serviceable box. The French player also rolls a die once for each inverted air unit in the revetment hex on the map. On the same roll (4, 5, or 6) it is turned right side up and may fly. Inverted units in the revetment hex are unserviceable and cannot fly.

D. Sequence: The three steps of aircraft maintenance are conducted in the order listed above. Therefore, it is possible for an air unit to be transferred from the Shot Down box to the Aborted and Unserviceable box as a result of culling, and then be transferred to the Available and Serviceable box as a result of routine maintenance, both during the same aircraft maintenance phase.

Rule 30: Transport Availability

Aircraft counters included in the game represent all fixed wing combat aircraft available to the French in North Vietnam. However, the French had to meet other requirements than the battle of Dien Bien Phu during the period covered by the game. To duplicate this limitation, roll the die once during each transport availability phase. The number rolled is the number of C-47 counters committed to other supply missions. Roll the die again and divide by two (dropping fractions). This is the number of C-119 counters committed to other operations. C-47's and C-119's committed to other operations are placed in the Flown and Unavailable box.

Rule 31: Dien Bien Phu Airfield

Certain aircraft may be based on the Dien Bien Phu airfield. The Dien Bien Phu airfield is the airfield on the northern map. The airfield on the southern map may not be used by aircraft. Airforce fighter bombers and spotters may be based on the airfield. To designate this, place them in the revetment hex on the map. While on the ground, they are assumed to be in the protective revetments and receive the benefits attached thereto. If enemy units fire on them and obtain results calling for losses, aircraft counters equal to the losses called for are removed and placed in the Destroyed on Ground box of the Air Chart.

Aircraft based on the Dien Bien Phu airfield may fly missions every phase that air missions may be flown, and are not limited to one mission a turn. Aircraft destroyed by Vietminh indirect fire may not fly that indirect fire phase. (This is the one exception to the rule that action during a fire phase is simultaneous.) Aircraft based on the Dien Bien Phu airfield may only fly missions against targets on the mapboard. At the conclusion of any mission, a plane may elect to return to (and land at) Dien Bien Phu or the Red River delta. Aircraft returned to the Red River delta are placed in the Unavailable and Flown box and may not fly again that turn.

Rule 32: Civilian Pilots

Much of the French transport command consisted of American and French civilian pilots. Each of these groups went on strike during the battle, with serious effects on the French transport effort.

A. Strike Determination: Beginning on the April 20th turn, roll a die once at the start of the transport availability phase (before any other rolls). The first turn that a six is rolled, the Americans go on strike. The second turn that a six is rolled, the French go on strike. After the French go on strike, the die roll is not made again.

B. Strike Duration: When a group of pilots goes on strike, roll a die. The number rolled is the number of days that group of pilots remains on strike.

C. Strike Effects: Every day that the French pilots are on strike, double the die roll for C47 outside commitment. The first three days that the American pilots are on strike, no C119's may fly. On each subsequent day that the American pilots are on strike, do not divide the C119 outside commitment die roll by two.

Rule 33: Naval Rotation

On May 1, the Navy carrier Arromanches was withdrawn from the Far East for a well-deserved rest and was replaced with the carrier Belleau Wood on loan from the U.S. Navy (with a French crew). On the May 1 turn during the aircraft maintenance phase, remove all SB2C's and F6F's from play. At the same time, the French player receives the four F4U Navy fighter bomber units.

Section III: Miscellaneous

Rule 34: Vietminh Battalion Weapons

Each Vietminh infantry battalion has an organic weapons company containing four 82mm mortars. When a Vietminh infantry battalion reaches its critical loss level and is flipped, its weapons company is reduced to two 82mm mortars. The battalion's mortars function as any other mortars, but are inseparable from the infantry battalion. A Vietminh infantry battalion may not fire its 82mm mortars in the indirect fire phase immediately following a movement phase in which it has entered a French zone of control.

Rule 35: Vietminh Rockets

Beginning with the May 6 turn, the Vietminh may launch rocket attacks from Katyusha rocket launchers. A rocket attack is launched during any indirect fire phase, but only one may be launched a day. The Vietminh player designates a target hex. Forty fire factors are delivered onto that hex, and on each adjacent hex. The procedure for resolving this fire is identical to other indirect fire. Rocket attacks may be combined with normal indirect fire.

Introduction to the Scenarios

Citadel is played in scenarios, eight in number. The first seven cover the seven important operations of the battle, while the eighth covers the entire fifty-six days of the battle [sic; Rule 2 gives fifty-seven days]. The eighth scenario allows considerably more flexibility to both players in terms of timetables, application of force and approach to the situation as a whole, but playing time is extremely long. Therefore, the seven shorter operational scenarios are recommended before the eighth scenario is attempted.

The following three rules explain the mechanics of beginning each scenario. The scenario outlines and charts following those three rules provide all of the information required to play the scenarios.

Scenario Rule 1: Data Presentation

There are twelve items of information necessary for the play of each scenario. Five of these are presented in the scenario outline and seven on the Scenario Information Chart.

A. Scenario Outline: The scenario outline gives the game length, victory conditions, French and Vietminh reinforcements and French initial dispositions.

  1. Game Length: This indicates the number of days (game turns) that the scenario lasts. All play stops at the conclusion of the end of the final game turn and victory is calculated. When playing scenarios three and eight, remember that March has thirty one days and April has thirty.
  2. Victory Conditions: Victory conditions are generally given in terms of geographic objectives for the Vietminh. Whenever victory is based on the Vietminh capturing or holding strongpoints, victory is only granted for capturing and holding strongpoints not controlled by the Vietminh at the beginning of the scenario. For instance, in scenario three, the Vietminh would not receive any victory points for holding any of the strongpoints in the Beatrice, Gabrielle or Anne-Marie strongpoint complexes, as they begin the scenario in control of all three. The Scenario Information Chart lists all strongpoints controlled by the Vietminh at the start of each scenario.
  3. French Reinforcements: This lists the specific units the French player receives during the scenario. The name of the battalion will be given followed by the parenthetical notation of how many companies there are in the battalion. French reinforcements appear in accordance with the reinforcement rule and the air rules (if used).
  4. Vietminh Reinforcements: This lists the specific units that the Vietminh player receives during the scenario. The name of the company will be given followed by the parenthetical notation of how many platoons there are in the company. (The only reinforcements the Vietminh player receives in the entire game are the two platoons of the 121 Heavy Weapons Company.)
  5. French Initial Dispositions: This lists the units and their strengths in each French-held independent strongpoint or strongpoint complex. This section will first name a strongpoint or strongpoint complex, following it with a parenthetical notation of the strongpoints of that complex starting the scenario in Vietminh hands (if any). This information is repeated on the Scenario Information Chart. Following this is a complete list of the units in the strongpoint or complex. Each unit will be presented in one of two ways.
    • a. A battalion followed by the parenthetical notation of the number of companies in the battalion indicates that the entire battalion is in the complex and that all companies of the battalion are at full strength.
    • b. A specifically identified company or companies indicates that it does not belong to a battalion (in the case of the T'ai Light Companies), not all of the battalion's companies are present, or some of the companies of the battalion have suffered losses. A company has suffered losses if its designation is followed by a parenthetical notation of R or a number or both. The notation R means that the unit has been reduced to its critical loss level and is thus placed on the board with its reverse side up. A number indicates the number of strength points the unit has lost. A notation of R and a number indicates the unit has been reduced and has suffered an additional loss. For example, the listing "1 (R1) company of 8 French Parachute Battalion" means that the first company of the eighth French Parachute Battalion is present and that is is placed inverted with a 1 strength point loss marker under it.

B. Scenario Information Chart: The Scenario Information Chart gives the reserves of supply held by the French at the beginning of the scenario, French aircraft available, Vietminh supply reserves, the strength of each Vietminh infantry unit, the number of hexes of trench that the Vietminh have constructed, the replacements the French may take during the scenario and the strongpoints held by the Vietminh at the beginning of the scenario.

  1. French Supply: This lists the number of units of each type of supply that the French have initially for each scenario. Additional supply may be flown in as detailed in the air rules.
  2. French Aircraft: This indicates the number of aircraft the French have remaining at the beginning of the scenario. The number shown is the number of counters of the designated type initially placed in the Available and Serviceable box of the Air Chart. Parenthetical numbers note the number of counters of the specified type starting in the Aborted and Unserviceable box of the Air Chart.
  3. Vietminh Supply: This lists the number of units of each type of supply that the Vietminh have initially for each scenario. Additional supply may be brought in as detailed in the supply rules.
  4. Vietminh Regiments: This indicates the current strength of each Vietminh infantry unit at the beginning of each scenario. The notation NL means that no losses have been suffered. The notation do means that the status of the unit is the same as for the previously listed scenario. Where several notations are provided and are separated by semicolons, each notation refers to a specific battalion of the regiment. An R indicates that the battalion has been reduced to its critical loss level and appears inverted. A number indicates the number of strength points lost by the unit. Both an R and a number indicates that it has been reduced and has suffered additional losses. For example, in scenario 3, the Vietminh 36 Regiment's battalions are in the following states: first battalion has lost one strength point, second battalion has suffered no losses, third battalion has lost one strength point and the fourth battalion has been reduced and has lost seven additional strength points.
  5. Vietminh Trenches: This lists the number of trench hex equivalents that the Vietminh have constructed up to the beginning of the scenario. Each tunnel or weapons pit placed counts as four trench hex equivalents.
  6. French Replacements: This indicates the maximum number of replacements that the French player may take during the scenario. The total replacements available to him, as listed in the Replacement rule, may only be taken when playing scenario 8. The first number listed is the number of infantry strength points that may be taken. The second number listed is the number of artillery strength points that may be taken.
  7. Vietminh Strongpoints: This lists the strongpoints held by the Vietminh at the beginning of each scenario. If the name of a strongpoint complex is listed, all strongpoints of the complex are controlled by the Vietminh.

Scenario Rule 2: Setting Up the Game

The game should be set up in the following sequence:

  1. The French player locates the units called for by the scenario outline. Units located in a specific strongpoint are placed in that strongpoint. Units located in a strongpoint complex may be placed in any or all strongpoints of that complex which are under French control. All strongpoints of a strongpoint complex are under French control unless specifically listed as under Vietminh control at the beginning of the scenario on the Scenario Information Chart. The units placed must be at the indicated strengths and may not be placed in violation of stacking.

  2. The Vietminh player places trench markers, tunnels and weapons pits. No more trenches, tunnels or weapons pits may be placed than are allowed by the Scenario Information Chart. Each tunnel and weapons pit placed counts as four trench hex equivalents. All trenches, weapons pits and tunnels must be connected by lines of trenches, weapons pits and/or tunnels leading back to a partial jungle hex. No more than half of the trenches or trench equivalents called for by a given scenario may be placed in such a way that they can trace a path solely back to the same jungle zone. Trenches, tunnels and weapons pits may only be placed in terrain in which they could normally have been constructed.

  3. The Vietminh places all of his units on the board. Vietminh units may be placed initially in any full or partial jungle, trench, tunnel, weapons pit or friendly strongpoint. Vietminh units may not be placed initially in violation of stacking, nor may they be placed in a hex which is in a French zone of control. All infantry battalions must be at the strength levels shown on the Scenario Information Chart. All weapons class units are placed on the board at full strength with two exceptions:

    • a. The 121 Heavy Weapons Company (two platoons) is not placed on the board initially in scenarios 1 through 4, or in scenario 8.
    • b. One Vietminh .50cal Antiaircraft battery is not placed on the board initially in scenario 3. It is considered eliminated, but is available for replacement.

    The Vietminh player must place one infantry battalion with at least six strength points under each trench marker which is in a partial jungle hex.

  4. The French place aircraft on the Air Chart. Aircraft may be placed in the revetment hex of the Dien Bien Phu airfield if desired, subject to the limitations of the rules. In scenario 1, two F8F counters and three Cricket counters must be placed in the revetment hex.

Scenario Rule 3: Victory

Victory is determined at the conclusion of the scenario. Even if one side achieves victory during the scenario, it should be played out as the other side can recapture objectives. (The exception to this is when the Vietminh automatically lose if a certain casualty level is reached. In this case, play immediately stops.) Where scenario victory is contingent on Vietminh losses, losses should be kept track of on the Vietminh Cumulative Loss Scale.

The Scenarios

Scenario 1: A-Day: The Destruction of Beatrice and Gabrielle

Game Length: Four days (Saturday, March 13 to Tuesday, March 16, 1954).

Victory: The Vietminh win a marginal victory if they capture one strongpoint complex, a tactical victory if they capture two strongpoint complexes, a strategic victory if they capture three strongpoint complexes. Vietminh victory is reduced one level if Vietminh losses exceed 100 strength points. In the absence of any of the above Vietminh victory conditions, or in the event of a Vietminh marginal victory reduced due to casualties in excess of 100, the French win.

French Reinforcements:

  • March 14: 5th Vietnamese Parachute Battalion (five companies)
  • March 16: 6th Colonial Parachute Battalion (five companies)

Vietminh Reinforcements: none

French Initial Dispositions:

  • Beatrice:
    • 3/13 Foreign Legion Infantry Battalion (five companies)
  • Gabrielle:
    • 5/7 Algerian Infantry Battalion (five companies)
    • 416 T'ai Light Company
    • 2/5 Foreign Legion Composite Mortar Company (two platoons)
  • Anne-Marie:
    • 10, 11, and HHC companies of 3 T'ai Infantry Battalion
  • Huguette:
    • 1/2 Foreign Legion Infantry Battalion (five companies)
    • 250, 251 and 401 T'ai Light Companies
    • 9 and 12 companies of 3 T'ai Infantry Battalion
    • Medium Mortar platoon of 1/3 Foreign Legion Composite Mortar Company
  • Claudine:
    • 1/13 Foreign Legion Infantry Battalion (five companies)
    • 248 T'ai Light Company
    • 31 Engineer Battalion (two companies)
    • 5 and 6 batteries of 2/10 Colonial Artillery Battalion
    • 11 battery of 4/4 Colonial Artillery Battalion

Scenario 2: The Flak Raid

Game Length: This scenario consists only of the French player-turn of the Sunday, March 28, 1954 game turn.

Victory: The French win if they destroy two Vietminh antiaircraft batteries.

French Reinforcements: none

Vietminh Reinforcements: none

French Initial Dispositions:

  • On or adjacent to Francoise:
    • 6 Colonial Parachute Battalion (five companies)
    • 8 French Parachute Battalion (five companies)
    • Tanks Auerstadt, Conti and Mulhouse
  • Claudine:
    • 5 and 6 batteries of 2/10 Colonial Artillery Battalion
    • 11 battery of 4/4 Colonial Artillery Battalion
    • 1 Foreign Legion Airborne Heavy Mortar Company
  • Dominique:
    • 4 battery of 2/10 Colonial Artillery Battalion
    • Heavy Mortar platoon of 1/3 Foreign Legion Composite Mortar Company
  • Isabelle:
    • Tanks Douamont, Neumach and Ratisbonne

Vietminh Initial Dispositions:

  • Ban Ong Pet:
    • 1 Battalion of 57 Infantry Regiment
    • 6 battery of 2/367 Antiaircraft Regiment
  • Ban Me:
    • 2 Battalion of 57 Infantry Regiment
    • 10 battery of 4/367 Antiaircraft Regiment
  • Ban Ban:
    • 4 Battalion of 57 Infantry Regiment
    • 4 battery of 2/367 Antiaircraft Regiment
  • AM2:
    • 4 battery of 2/367 Antiaircraft Regiment
  • AM2: (the source prints this heading twice)
    • 3 battalion of 57 Infantry Regiment
    • 9 battery of 3/367 Antiaircraft Regiment
  • Any full jungle hex:
    • 980 Artillery Battalion (three batteries)
    • 2/675 Artillery Battalion (three batteries)
    • Heavy Weapons Company of the 57 Infantry Regiment
    • 1/367 Antiaircraft Battalion (three batteries)

Note (in source): Due to the limited scope of this scenario, not all units of both sides are shown, only those which participated in the battle.

Scenario 3: First Battles for the Five Hills and the Huguettes

Game Length: Five days (Tuesday, March 30 to Saturday, April 3, 1954).

Victory: The Vietminh player receives five victory points for each strongpoint in his possession at the conclusion of the scenario. The victory point value of a strongpoint on a hill is doubled. The Vietminh player wins a marginal victory with five to ten points, a tactical victory with eleven to thirty, a strategic with thirty-one or more victory points. The Vietminh player loses one victory point for every ten strength points of losses he suffers. Failing any of the above conditions, the French player wins.

French Reinforcements: April 1: 2/1 French Parachute Chasseur Battalion (five companies)

Vietminh Reinforcements: none

French Initial Dispositions:

  • Huguette:
    • 1/2 Foreign Legion Infantry Battalion (five companies)
    • 250 T'ai Light Company
    • 9(R1) and 10(R) companies of 3/13 Foreign Legion Infantry Battalion
    • 1(R) company of 5 Vietnamese Parachute Battalion
    • Medium Mortar platoon (2) of 1/3 Foreign Legion Composite Mortar Company
    • 9(R) company of 3 T'ai Infantry Battalion
  • Claudine:
    • 5 and 6 batteries of 2/10 Colonial Artillery Battalion
    • 11 battery(2) of 4/4 Colonial Artillery Battalion
    • 1 Foreign Legion Airborne Heavy Mortar Company
    • 3 company of 31 Engineer Battalion
    • 1/13 Foreign Legion Infantry Battalion (five companies)
  • Francoise:
    • 414 T'ai Light Company
  • Juno:
    • 1 section of FTA Colonial Anti-aircraft detatchment
    • MT T'ai Light Company
    • HHC(1), 1(R), 2(R), and 3(R) companies of 1 Foreign Legion Parachute Battalion

Scenario 4: The Second Battle for the Five Hills and First Battle for the Huguettes (part 2)

Game Length: Seven days (Sunday, April 4 to Saturday, April 10, 1954).

Victory: The same victory conditions apply as in scenario 3.

French Reinforcements: April 9: 2 Foreign Legion Parachute Battalion (five companies)

Vietminh Reinforcements: none

French Initial Dispositions:

  • Huguette (except H7):
    • 1, 2(R), 3, 4(R) and HHC companies of 1/2 Foreign Legion Infantry Battalion
    • 9(R1), and 10(R1) companies of 3/13 Foreign Legion Infantry Battalion
  • Claudine:
    • 1, 2(R), 3, 4, and HHC companies of 1/13 Foreign Legion Infantry Battalions
    • 1(R1) company of the 5 Vietnamese Parachute Battalion
    • 1, 2, 3, and HHC companies of 2/1 French Parachute Chasseur Battalion
    • 3 company of 31 Engineer Battalion
    • 4(1), 5(2) and 6(1) batteries of 2/10 Colonial Artillery Battalion
    • 11 (2) battery of 4/4 Colonial Artillery Battalion
    • 1 Foreign Legion Heavy Airborne Mortar Company
  • Dominique (except D1, D2, D5 and D6):
    • 1(R), 2(R), 3(R) and HHC companies of 8 French Parachute Battalion
    • 5(R) company of 2 T'ai Infantry Battalion
    • 2 section of FTA Colonial Anti-aircraft detatchment
  • Eliane (except E1):
    • 1(R), 2(R), 3(R), 4(R), and HHC companies of 6 Colonial Parachute Battalion
    • 3(R) and 4(R) companies of 1/4 Moroccan Infantry Battalion
    • SAS(R) company of 8 French Parachute Battalion

Scenario 5: Second Battle for the Huguettes (part 1)

Game Length: Seven days (Monday, April 12 to Sunday, April 18, 1954).

Victory: The Vietminh must capture H6 or any other four strongpoints and hold it (or them) at the conclusion of the scenario.

French Reinforcements: none

Vietminh Reinforcements: April 15: 121 Heavy Weapons Company (two platoons)

French Initial Dispositions:

  • Huguette (except H7):
    • 1(R1), 2(R1), 3(R1), 4(R1) and HHC(2) companies of 1/2 Foreign Legion Infantry Battalion.
    • 1(R1) company of 5 Vietnamese Parachute Battalion
    • 3(R) company of 1/4 Moroccan Infantry Battalion
  • Claudine:
    • 1(R1), 2(R), 3(R), 4(R1) and HHC(1) companies of 1/13 Foreign Legion Infantry Battalion
    • 1(R) company of 1/4 Moroccan Infantry Battalion
    • 3(R) company of 31 Engineer Battalion
    • HHC company of 2/1 French Parachute Chasseur Battalion
    • 4, 5(2), and 6(2) batteries of 2/10 Colonial Artillery Battalion
    • 11 (1) battery of 4/4 Colonial Artillery Battalion
    • 1 Foreign Legion Heavy Airborne Mortar Company
  • Dominique (except D1, D2, D5, and D6):
    • 1(R), 2(R), 3(R), and HHC(1) companies of 8 French Parachute Battalion
    • 1 company of 2 Foreign Legion Parachute Battalion
    • 5(R1) company of 2 T'ai Infantry Battalion
    • 2 section of FTA Colonial Anti-aircraft detatchment
  • Eliane:
    • 1, 2, and 3(R1) company of II/1 French Parachute Chasseur Battalion [as printed]

Scenario 6: Second Battle for the Huguettes (part 2)

Game Length: Five days (Monday, April 19 to Friday, April 23, 1954).

Victory: The Vietminh must capture and hold at the end of the scenario H1 or any other four strongpoints.

French Reinforcements: none

Vietminh Reinforcements: none

French Initial Dispositions:

  • Huguette (except H6 and H7):
    • 1(R), 2(R), 4(R), and HHC(2) companies of the 1/2 Foreign Legion Infantry Battalion
    • 3(R) company of 1/4 Moroccan Infantry Battalion
  • Claudine:
    • 3(R), 4(R), and HHC(2) companies of 1/13 Foreign Legion Infantry Battalion
    • 3(R) company of 1/2 Foreign Legion Infantry Battalion
    • 4(R) company of 1/4 Moroccan Infantry Battalion
    • 3(R) company of 31 Engineer Battalion
    • HHC company of 2/1 French Parachute Chasseur Battalion
    • 4(2), 5(2), and 6(2) batteries of 2/10 Colonial Artillery Battalion
    • 11(2) battery of 4/4 Colonial Artillery Battalion
    • 1(1) Foreign Legion Airborne Heavy Mortar Company
  • Dominique (except D1, D2, D5, and D6):
    • 1(R), 2(R), SAS(R), and HHC(2) companies of 8 French Parachute Battalion
    • 2 section of FTA Colonial Anti-aircraft
  • Eliane:
    • 1(R), 2(R), and 3(R) companies of 2/1 French Parachute Chasseur Battalion
    • 1(R) company of 31 Engineer Battalion
    • 1(R1), 2(R), and 3(R1) companies of 5 Vietnamese Parachute Battalion

Scenario 7: Apocalypse: The Destruction of Dien Bien Phu

Game Length: Seven days (Saturday, May 1 to Friday, May 7, 1954).

Victory: The Vietminh must capture every strongpoint on the map and hold it at the conclusion of the scenario. If Vietminh losses exceed 100 strength points, the Vietminh automatically lose.

French Reinforcements: May 2: 1 Colonial Parachute Battalion (five companies)

Vietminh Reinforcements: none

French Initial Dispositions:

  • Huguette (except H1, H6 and H7):
    • 5(R), and 6(R) companies of 2 Foreign Legion Parachute Battalion
    • 1(R) and HHC(1) companies of 1 Foreign Legion Parachute Battalion
    • 3(R) and 4(R) companies of 1/4 Moroccan Infantry Battalion
  • Claudine:
    • 2(R) company of 1 Foreign Legion Parachute Battalion
    • 2(R1), and 3(R) companies of 1/13 Foreign Legion Infantry Battalion
    • 2(R1), 3(R1), 4(R1), and HHC(2) companies of 1/2 Foreign Legion Infantry Battalion
    • 3(R) company of 31 Engineer Battalion
    • 4(2), 5(2), and 6 batteries of 2/10 Colonial Artillery Battalion
    • 11(3) battery of 4/4 Colonial Artillery Battalion
    • 1(3) Foreign Legion Heavy Airborne Mortar Company
  • Dominique (except D1, D2, D5, D6):
    • 1(R1) and SAS(R1) companies of 8 French Parachute Battalion
    • 4(R) company of 6 Colonial Parachute Battalion
    • 2 section of FTA Colonial Anti-aircraft detatchment
  • Eliane:
    • 1(R), 4(R1), and HHC(1) companies of 1/13 Foreign Legion Infantry Battalion
    • 1(R1), and 3(R) companies of 5 Vietnamese Parachute Battalion

Scenario 8: The Battle of Dien Bien Phu

Game Length: Fifty-five days (Saturday, March 13 to Friday, May 7, 1954).

Victory: The Vietminh must capture and hold every strongpoint on the map. If Vietminh losses exceed 500 strength points, the Vietminh automatically lose.

French Reinforcements:

  • March 14: 5 Vietnamese Parachute Battalion (five companies)
  • March 16: 6 Colonial Parachute Battalion
  • April 1: 2/1 French Parachute Chasseur Battalion (five companies)
  • April 9: 2 Foreign Legion Parachute Battalion (five companies)
  • May 2: 1 Colonial Parachute Battalion (five companies)

Vietminh Reinforcements: April 15: 121 Heavy Weapons Company (two platoons)

French Initial Dispositions: As in scenario 1.

Charts: Counter Reference

Chart 1 - Markers

  • 5 (box with number): Step reduction marker.
  • V (chevron): Vietminh trench marker.
  • R: Routed.
  • Pinned (asterisk symbol): Pinned.
  • 00 (box with 0,00,000): Vietminh cumulative loss marker.
  • Flag with crossed box: Vietminh regimental headquarters marker.

Color Codes

  • Black/Dk blue: Metropolitan French
  • Black/Lt blue: Colonial French
  • White/Dk brown: Moroccan
  • Black/Dk brown: Algerian
  • Black/Lt brown: Indochinese fighting for the French
  • Black/Grey: French Foreign Legion
  • Black/Red: Vietminh

Abbreviations

  • Ch: Chasseur
  • CM-H: Composite Mortar, Heavy
  • CM-M: Composite Mortar, Medium
  • FTA: Antiaircraft detachment
  • HHC: Headquarters, Headquarters Company
  • HM: Heavy Mortar
  • HW: Heavy Weapons
  • I: Indochinese
  • Mort: Mortar
  • MT: Motor Transport
  • RR: Recoilless Rifle
  • SAS: Special Air Service
  • T: T'ai

Unit Sizes

  • ** : Section
  • *** : Platoon
  • I : Company
  • II : Battalion

Tank units do not bear a size symbol as each tank represents one tank.

Chart 2 - Unit Identification

  • Combat Infantry: Infantry; Paratroopers; Light Infantry; Engineers.
  • Heavy Weapons: Infantry Weapons (mortar/recoilless rifle); Howitzers; Antiaircraft; Airborne infantry weapons.
  • Tank: Tank.

Information on combat infantry class units: Size, Type, Parent unit, Unit, Strength, Morale. Combat infantry units are backprinted.

Information on heavy weapons class units: Size, Type, Parent unit, Unit, Strength, Ordnance. Heavy weapons class units are not backprinted.

Information on tank units: Name, Silhouette, Strength, Morale modifier. Tank units are backprinted, the reverse giving their value when disabled.

Chart 3 - Air Units

Air unit counters: Type, Silhouette, Defense Value, Attack Value.

Transport counters: Cargo Value (shown in place of an attack value).

For example, three Vietminh units, each with a printed morale number of three (averaged morale of three) attack three French units with printed morale numbers of two, four and five (averaged morale of four) at raw odds of 4:1. The French player rolls a three to which he adds four (his averaged morale) for a morale check number of seven. The Vietminh player rolls a six to which he adds three (his averaged morale) and one (for attacking at two odds columns higher than 2:1) for a morale check number of ten. The Vietminh morale check number exceeds the French morale check number by three. Therefore, any French unit with a printed morale level less than three will rout. The French unit with a printed morale number of two routs. The effects of routs on the routing units are explained below under step 5, Outcome Determination.

If all of the defending units in a hex rout due to the pre-melee morale check, the attacker may pursue. One stack of attacking units may follow the exact path of retreat of the routing units until that path takes it into an enemy zone of control. The pursuing units must then stop, but may melee any units in a hex they are adjacent to. The units they choose to melee may conduct a special direct fire (if they are capable of doing so) against the attacking units before the melee resolution procedure begins.

It is possible for this procedure to be repeated several times a turn, one unit successively routing several enemy units in turn.

In the case of an automatically eliminated weapons unit, the defending player must indicate a retreat path which the weapons unit could have followed had it survived. This path is used to define the pursuit path of the attacking unit.

  • Odds Recomputation: Recompute the odds based on those units still present in the attacking and defending hexes. Averaged morale is not recomputed, but remains the same. After the odds have been recomputed, raise the odds level one column for each level of the attacker's averaged morale and lower it one column for each level of the defender's averaged morale. In the example above the 4:1 attack would be raised three odds columns and lowered four, for a net reduction of one column resulting in a 3:1 final odds ratio.

  • Outcome Determination: Roll a die and cross index the die roll with the odds column on the Melee Combat Table to determine the results. Results in the upper half of the box apply to the attacker; results in the lower half of the box apply to the defender. There are four types of results.

    • a. Losses: Losses are shown by a number representing the number of steps lost. Losses are taken only from units participating in the melee and are distributed in the same manner as described under fire combat.

    • b. Retreats: The unit affected is retreated one hex. A unit may retreat into a hex in an enemy zone of control, but if it does so it must take a morale check. Roll one die. If the number rolled is higher than the unit's printed morale number, the unit routs. Units may not retreat into a hex occupied by enemy units. Heavy weapons class units may not retreat, but are instead eliminated.

    • c. Routs: The unit affected is retreated through hexes to a full jungle hex (in the case of the Vietminh) or a friendly strongpoint hex not in a Vietminh zone of control (in the case of the French).

      The path followed must be the shortest available which does not pass through hexes occupied by enemy units. Each hex entered in the retreat which is in an enemy zone of control causes the unit to lose one step. At the conclusion of the retreat, a routed marker is placed on the unit. The unit must attempt to become unrouted at the conclusion of each subsequent friendly movement phase. Roll a die. The unit recovers if the number rolled is equal to or less than the unit's morale number. If the unit fails to recover, the rout marker remains on it and the unit loses one step, so long as the unit remains routed it may not fire, move (except to retreat) or conduct melee attacks. When defending, it has a morale level of 0.

    • d. Overruns: In an Overrun result, the defender still holds the major parts of a position, but the attacker has entered it in force and infests the general area. Move all of the attacking infantry class units from one hex and place them in the same hex as the defender. Subtract what losses are called for, the attacker's losses coming exclusively from the units which have moved in. The defender may now decide to do one of three things.

      1. Retreat. All defending infantry class units in the hex retreat normally. Weapons class units are eliminated. Any hex which the unit retreats into will be in the zone of control of the overrunning unit, and thus a morale check is mandatory.
      2. Immediate Counterattack. All defending infantry executes a melee attack against the overrunning infantry. The defending infantry is treated as having an average morale two higher than normal.
      3. Final Protective Fires. Any weapons units of the defending player may fire on the defending hex. Two attacks are run: one on the overrunning units and one on the defending units. The overrunning units do not receive any terrain or fortification benefits when computing the results. If a P result is obtained on the overrunning units, they must retreat one hex to the hex they entered the defensive position from, and they must take a morale check. If the attacking (overrunning) units remain in the hex and defending units survive their own Final Protective Fires, the melee is repeated omitting steps one, two and three of the melee procedure.
  • 1 Foreign Legion Airborne Heavy Mortar Company
  • Juno:
    • 1 section of FTA Colonial Anti-aircraft
    • MT and 425 T'ai Light Company
  • Francoise:
    • 414 T'ai Light Company
  • Dominique:
    • 3/3 Algerian Infantry Battalion (five companies)
    • 5 company of 2 T'ai Infantry Battalion
    • Heavy Mortar platoon of 1/3 Foreign Legion Composite Mortar Company
    • 4 battery of 2/10 Colonial Artillery Battalion
    • 2 section of FTA Colonial Anti-aircraft
  • Eliane:
    • 1/4 Moroccan Infantry Battalion (five companies)
    • HHC, 6, 7, and 8 companies of 2 T'ai Infantry Battalion
    • 1 Foreign Legion Parachute Battalion (five companies)
    • 8 French Parachute Battalion (five companies)
  • Armor Bunker:
    • Tanks Auerstadt, Conti, Mulhouse, Bazeille, Smolensk, Ettlingen and Posen
  • Isabelle:
    • 2/1 Algerian Infantry Battalion (five companies)
    • 3/3 Foreign Legion Infantry Battalion (five companies)
    • 431, 432, and 434 T'ai Light companies
    • 3/10 Colonial Artillery Battalion (three batteries)
    • Tanks Douamont, Neumach and Ratisbonne
  • Hex 2221:
    • 6(R) company of 2 T'ai Infantry Battalion
  • Dominique:
    • 4 company of 5 Vietnamese Parachute Battalion
    • 9(R), 10, 11(R), 12(R), and HHC companies of 3/3 Algerian Infantry Battalion
    • 425 T'ai Light Company (R)
    • 1(R), 2(R), 3(R) and HHC companies of 8 French Parachute Battalion
    • 2 section of FTA Colonial Anti-aircraft detatchment
    • 5 company of 2 T'ai Infantry Battalion
    • Heavy Mortar platoon (2) of 1/3 Foreign Legion Composite Mortar Company
    • 4 battery of 2/10 Colonial Artillery Battalion
  • Eliane:
    • 1/4 Moroccan Infantry Battalion (five companies)
    • HHC(3), 2(R), and 3(R) companies of 5 Vietnamese Parachute Battalion
    • 4(R) of 6 Colonial Parachute Battalion
    • SAS company of 8 French Parachute Battalion
    • 1 company of 31 Engineer Battalion
    • HHC(2), 7, and 8(R) of 2 T'ai Infantry Battalion
    • 248(R) and 401(R) T'ai Light Companies
  • Armor Bunker:
    • Tanks Auerstadt, Conti, Mulhouse, Bazeille, Smolensk, Ettlingen and Posen
  • Reserve Bunker:
    • 1(R), 2, 3, and HHC companies of 6 Colonial Parachute Battalion
  • Isabelle:
    • 5, 6, 7(R), 8, and HHC companies of 2/1 Algerian Infantry Battalion
    • 9, 10(R), 11, 12(R), and HHC companies of 3/3 Foreign Legion Infantry Battalion
    • 3(R) company of 5/7 Algerian Infantry Battalion
    • 9(R) company of 3 T'ai Infantry Battalion
    • 7, 8(2) and 9(2) batteries of 3/10 Colonial Artillery Battalion
    • 431, 432 and 434 T'ai Light Companies
    • Tanks Douamont, Neumach and Ratisbonne
  • 4 company of 2/1 French Parachute Chasseur Battalion
  • 1 company of 31 Engineer Battalion
  • 8 company of 2 T'ai Infantry Battalion
  • Reserve Bunker:
    • 2(R) and 3(R) companies of 5 Vietnamese Parachute Battalion
  • Juno:
    • 1(R), 2(R), 3(R), 4(R), and HHC(1) companies of 1 Foreign Legion Parachute Battalion
    • 1 section FTA Colonial Antiaircraft detatchment
  • Armor Bunker:
    • Tanks Auerstadt, Conti, Mulhouse, Smolensk, Ettlingen and Posen
  • Isabelle:
    • 5, 6(R), 7(R), 8 and HHC companies of 2/1 Algerian Infantry Battalion
    • 9(R), 10(R), 11(R), 12(R) and HHC companies of 3/3 Foreign Legion Infantry Battalion
    • 3(R) company of 5/7 Algerian Infantry Battalion
    • 7, 8(2), and 9(2) batteries of 3/10 Colonial Artillery Battalion
    • 431, 432, and 434 T'ai Light Companies
    • Tanks Douamont, Neumach and Ratisbonne
  • 1(R1) company of 1 Foreign Legion Parachute Battalion
  • 7 company of 2 Foreign Legion Parachute Battalion
  • SAS(R) company of 8 French Parachute Battalion
  • 1(R) company of 31 Engineer Battalion
  • 8(R) company of 2 T'ai Infantry Battalion
  • 1(R1), 3(R1), 4(R), and HHC(2) companies of 6 Colonial Parachute Battalion
  • Reserve Bunker:
    • 2(R) and 3(R1) companies of 5 Vietnamese Parachute Battalion
  • Juno:
    • 3(R), 4(R), and HHC(2) companies of 1 Foreign Legion Parachute Battalion
    • 1 section FTA Colonial Antiaircraft detatchment
  • Armor Bunker:
    • Tanks Auerstadt, Mulhouse, Ettlingen and Posen
  • Isabelle:
    • 5, 6(R), 7(R), 8, and HHC companies of 2/1 Algerian Infantry Battalion
    • 9(R), 10(R), 11(R), 12(R), and HHC companies of 3/3 Foreign Legion Infantry Battalion
    • 3(R) company of 5/7 Algerian Infantry Battalion
    • 7, 8(2), and 9(2) batteries of 3/10 Colonial Artillery Battalion
    • 431(R), 432(R), and 434(R) T'ai Light Companies
    • Tanks Neumach and Ratisbonne
    • 9(R) company of 3 T'ai Infantry Battalion
  • 5(R), 6(R), 7(R), 1(R), and HHC(2) companies of 2 Foreign Legion Parachute Battalion
  • 3(R) company of 8 French Parachute Battalion
  • Juno:
    • 1(R1), 3(R), 4(R) and HHC(2) companies of 1 Foreign Legion Parachute Battalion
    • 1 section of FTA Colonial Anti-aircraft detatchment
  • Reserve Bunker:
    • 1(R1), 3(R1), 4(R) and HHC(2) companies of 6 Colonial Parachute Battalion
  • Armor Bunker:
    • Tanks Auerstadt, Mulhouse, Ettlingen and Posen
  • Isabelle:
    • 5, 6(R), 7(R), 8, and HHC companies of 2/1 Algerian Infantry Battalion
    • 9(R), 10(R), 11(R), 12(R), and HHC companies of 3/3 Foreign Legion Infantry Battalion
    • 3(R) company of 5/7 Algerian Infantry Battalion
    • 7, 8(2), and 9(2) batteries of 3/10 Colonial Artillery Battalion
    • 431(R), 432(R), and 434(R) T'ai Light Companies
    • Tanks Neumach and Ratisbonne
  • 1(R1), 2(R), 3(R1) and HHC(2) companies of 2/1 French Parachute Chasseur Battalion
  • 1(R1) and 3(R1) companies of 6 Colonial Parachute Battalion
  • 1(R) company of 31 Engineer Battalion
  • Juno:
    • 3(R1) company of 1 Foreign Legion Parachute Battalion
    • 1 section of FTA Colonial Anti-aircraft detatchment
  • Armor Bunker:
    • Tanks Posen, Auerstadt and Mulhouse
  • Isabelle:
    • 5, 6(R), 7(R), 8, and HHC(2) companies of 2/1 Algerian Infantry Battalion
    • 9(R), 10(R), 11(R), 12(R), and HHC(1) of 3/3 Foreign Legion Infantry Battalion
    • 3(R) company of 5/7 Algerian Infantry Battalion
    • 9(R1) company of 3 T'ai Infantry Battalion
    • 431(R), 432(R), and 434(R) T'ai Light Companies
    • 7, 8(2), and 9(2) batteries of 3/10 Colonial Artillery Battalion
    • Tank Neumach