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Khe Sanh '68

Khe Sanh '68 Rulebook

Table of Contents

Table of Contents

  • COLD WAR BLITZ: MINI GAME SYSTEM RULES
    • 1.0 Introduction
    • 2.0 Components
      • 2.1 Standard Rules
      • 2.2 Scenario Rules
      • 2.3 The Map
      • 2.4 Cards
      • 2.5 Playing Pieces
      • 2.6 Backprinting & Two-Step Units
    • 3.0 Playing the Game
      • 3.1 Setting Up
      • 3.2 Turns & Game Length
      • 3.3 Turn Sequence
    • 4.0 Card Play
      • 4.1 Card Selection
      • 4.2 Disposition
    • 5.0 Reinforcements
      • 5.1 Allied Reinforcement Availability
      • 5.2 OPFOR Reinforcement Availability
      • 5.3 Reinforcement Arrival
    • 6.0 Ground Movement
      • 6.1 Movement Procedure
      • 6.2 Terrain Effects on Movement
      • 6.3 Enemy-Occupied Spaces
      • 6.4 Stacking
    • 7.0 Ground Combat
      • 7.1 Ground Combat Procedure
      • 7.2 Firing Procedure
      • 7.3 Battle Results
      • 7.4 Replacements
      • 7.5 Pursuit (A)
    • 8.0 Air Operations
      • 8.1 Air Unit Availability & Use
      • 8.2 Air Unit Turnaround
      • 8.3 Antiaircraft Fire
      • 8.4 Air Attacks
    • 9.0 OPFOR Reaction
      • 9.1 Reaction Movement
      • 9.2 Reaction Combat
    • 10.0 Special Units
      • 10.1 Helicopter Types
      • 10.2 Airborne Units
      • 10.3 Elite Units
      • 10.4 Special Forces & Guerrillas (A)
      • 10.5 Engineers (A)
  • KHE SANH '68: MINI GAME SCENARIO RULES
    • 11.0 Scenario Introduction
    • 12.0 Units in Scenario
      • Ground Combat Unit Types
      • Unit Sizes
      • Airstrike Units
      • Helicopters
      • Abbreviations
    • 13.0 Set Up
      • 13.1 Allies
      • 13.2 Communists
      • 13.3 Turn Marker

COLD WAR BLITZ: MINI GAME SYSTEM RULES

1.0 Introduction

Cold War Blitz is a solitaire game system in which the player takes command of a military operation during the era of 1946–1990. The forces the player controls are generally termed "Allied." Their performance is enhanced using a set of cards. The Opposition Force (OPFOR) is the enemy, whose units are controlled by the game system using a second set of cards.

2.0 Components

A complete Cold War Blitz mini game includes: these rules (2.1), one scenario sheet (2.2), one 11×17 inch map (2.3), 18 cards (2.4), and 40 playing pieces (see 2.5 and 2.6). Players must provide at least one six-sided die; more would be useful.

2.1 Standard Rules

There are two levels of rules, Standard and Advanced (any rule with an "A" after the rule header). The standard rules include all the basic mechanics needed to play the game. The Advanced Rules give more realism at the expense of more complexity. Players new to wargaming should read just the Standard Rules and play a game or two using them before trying the Advanced Rules.

2.2 Scenario Rules

The scenario sheet provides the information needed to set up a game, and the objectives to be reached by the player to win. Each scenario also may have special rules added to the game or modifying a standard rule.

2.3 The Map

The map in each scenario displays the area over which operations are conducted and other game information using the following.

  • Spaces: Locations in which you place units. Types of spaces are described on the Terrain Effects Chart, also on the map.
  • Routes: The lines connecting spaces. Players move their units via routes.
  • Air Box: A holding area for airstrikes and helicopters.
  • Reinforcement Box: A convenient place to put units which are not yet in play.
  • Units Eliminated Box: A convenient place for units that have been destroyed by combat or other game actions.
  • Turn Track: Used to keep track of the remaining number of turns.
  • Charts & Tables: Summarize key game information or used to resolve events and actions. The actual charts and tables included will vary with the scenario.

2.4 Cards

There are nine action cards used by the player to affect operations. Unless specified otherwise by the scenario instructions, all nine are available to the player and may be chosen freely. The nine OPFOR cards direct the action of OPFOR units and will be drawn randomly by the player.

2.5 Playing Pieces

The square cardboard pieces are called units. Scenario rules provide more information about the specific units in that scenario. In all scenarios, the units controlled by the player are friendly units, generally called "Allied" units. The game system controls the OPFOR units.

Ground unit (front) shows: unit type symbol, unit size, unit ID, firepower, elite unit symbol, and movement factor.

  • Unit identification: Historical name or number of the unit.
  • Unit type: The general type of troops. Explained in the Scenario sheet.
  • Firepower: The amount of combat power of the unit.
  • Movement: The basic number of spaces the unit can move in a turn.
  • Elite Units: The arrow "Elite" symbol behind their firepower and movement values.
  • Air Unit type: Airstrikes and helicopters. Unit types and sizes are explained in the Scenario rules.

Air unit (front) shows: unit type symbol, unit ID, and firepower (airstrike firepower).

2.6 Backprinting & Two-Step Units

Units with combat and movement factors printed on only one side are one-step units; when eliminated in combat they are removed from play. Units with factors on both sides are two-step units. If a two-step unit is eliminated in combat, flip it to show its reverse (weaker) side. When it is eliminated again, it is removed from play.

3.0 Playing the Game

3.1 Setting Up

Shuffle all OPFOR cards into a deck and place it face down near the map. Place the Action cards face up. The Scenario rules will state the placement of the turn marker and of friendly and OPFOR units. OPFOR units are placed face down, and are revealed only:

  1. the instant that a friendly ground unit enters their space.
  2. whenever an air unit is placed in their space to conduct a mission.
  3. via certain cards.

Once an OPFOR unit is revealed, it remains revealed for the rest of the game, unless a scenario instruction indicates otherwise. The player always may examine friendly units.

3.2 Turns & Game Length

Cold War Blitz is played in turns, each representing an indeterminate period of operational activity. The turn marker is placed on the turn track (on the map) to indicate the number of turns remaining in the game. The starting number of turns is given in the scenario instructions. Each turn, the player will play one action card (3.3.1) and draw and implement one OPFOR card (3.3.8). In the admin phase (3.3.12), total the numbers in the upper right corner (plus any result from the card instructions/die rolls) and add/subtract the result from the current remaining turns. If the result is 0 or less, the game ends—check victory conditions.

3.3 Turn Sequence

Each turn goes through the following phases.

  1. Friendly Action Card Phase: You must select one Action Card and play it.
  2. Friendly Reinforcement Phase: Place friendly units designated as Reinforcements by the card onto the map. Also check to recycle friendly air units from the Used box.
  3. Friendly Ground Movement Phase: You may move all friendly ground units according to the rules of movement. Also, conduct any naval moves.
  4. Friendly Air Movement Phase: You may place available air units on the map to conduct missions. Also, conduct any airborne moves.
  5. OPFOR AAA Phase: You must fire any OPFOR anti-aircraft at friendly air units and against ground units making airborne moves in the OPFOR units' spaces.
  6. Friendly Air Attack Phase: You may now use friendly air units to attack OPFOR units on the ground. At the conclusion of this phase, place all air units which were used into the Used box.
  7. Friendly Ground Combat Phase: You must use friendly units to attack OPFOR units in the same space (if any). See the Combat Procedure.
  8. OPFOR Card Phase: You must draw one OPFOR card and implement its effects.
  9. OPFOR Reinforcement Phase: If a card calls for OPFOR reinforcements, you must place them.
  10. OPFOR Movement Phase: If an OPFOR card calls for OPFOR units to move, you must move all specified units.
  11. OPFOR Combat Phase: If OPFOR units are now in any spaces also containing friendly units, you must use them to attack.

4.0 Card Play

4.1 Card Selection

The player selects one Action card and one OPFOR card each turn in the appropriate phases. Action cards are drawn from the pool of cards in front of the player. OPFOR cards are selected by drawing the top card from the OPFOR deck. Action cards may direct certain action be taken by friendly units that turn. OPFOR cards may direct action by OPFOR units.

Card play may increase or decrease the number of turns remaining, as indicated by the number in the upper right of each card. A zero has no effect; a question mark "?" means the card will have a variable effect. Some card events also affect the remaining number of turns.

4.2 Disposition

Each card specifies what is to be done with it in the admin phase after adjusting the turns remaining.

  • Discard: Place the OPFOR card in a separate discard pile, face up.
  • Remains in Effect: The card is set aside and its effects apply for the rest of the scenario. Any turn loss or gain applies only on the turn in which it was played.
  • Remove from play: Set it aside; it may not be used again in the game.
  • Reshuffle: If all OPFOR cards have been picked, then reshuffle all discards and start the OPFOR deck anew. Some card instructions may also generate a reshuffle.
  • Reuse: Return it to the available card pool for use in a future turn.

5.0 Reinforcements

5.1 Allied Reinforcement Availability

Allied units listed as "reinforcements" in the scenario are initially placed in the Reinforcement Box. They are introduced onto the game map via Action cards by removing them from the box and placing them according to the Scenario rules.

5.2 OPFOR Reinforcement Availability

OPFOR units listed as "reinforcements" in the scenario are initially placed face down in the OPFOR Reinforcement Pool. They are introduced onto the game map via OPFOR cards, usually by picking a specified number of units indicated at random and placing them on the map according to the Scenario rules.

5.3 Reinforcement Arrival

Reinforcements are placed during the respective Allied and OPFOR reinforcement phases. They can move and conduct other game actions normally in the turn of placement. If there are no units in a Reinforcement Box or Pool (owing to prior picks), then no units are received.

6.0 Ground Movement

During the friendly movement phase, you may move some, none, or all friendly units. OPFOR units are moved only as a result of combat or through reaction movement as directed by an OPFOR card.

6.1 Movement Procedure

Units are moved one at a time. Each unit moves a number of spaces up to but not exceeding its movement value. Unused movement cannot be saved for a future turn or given to another unit.

Example: a unit with a movement of 2 can move two, one or no spaces in a turn.

6.2 Terrain Effects on Movement

The Terrain Effects Chart describes the effects of terrain on movement. If a Terrain type says STOP, then when a unit enters that space, it must cease movement even if it has not used its entire movement value. It may continue moving on a following turn.

  • Water Barriers: take all of a unit's movement for a turn to cross. The unit must start its movement on one side, then moves to the other side, ending its movement there.
  • Prohibited terrain: may not be entered by any units at any time unless they have special abilities granted by the scenario rules.

6.3 Enemy-Occupied Spaces

A unit must stop when it enters a space containing an enemy unit. It can move no further that phase. In a subsequent phase, it can move out. A unit can move directly from one enemy occupied space to another.

6.4 Stacking

The scenario rules specify how many units may end a phase in the same space. If more than that number of units ends up in a space at the end of a phase, excess units are eliminated (see 7.3).

  • Opposing units: in the same space do not count against one another's stacking limits.
  • Moving through: a space does not count toward the stacking limit of that space; only units ending a phase in a space are counted.

7.0 Ground Combat

Combat is triggered whenever a space is occupied by opposing units at the beginning of either ground combat phase. The player is the attacker during the friendly ground combat phase, the OPFOR units are the attackers during the OPFOR ground combat phase.

7.1 Ground Combat Procedure

Resolve each combat using the following steps in this order:

  1. Tactical Superiority Determination a) Roll one die for the Friendly side, and a second for the OPFOR. b) If a side has any Elite units in the engaged force, add 1 to its die roll. If not, use the face value of the die roll. c) The side with the higher total gets Tactical Superiority. In the event of ties, the Terrain Effects Chart indicates who wins depending on the type of space.
  2. First Round a) Line up OPFOR units in order of strongest firepower to weakest. If more than one unit has the same firepower, place those in any order desired. b) Line up Friendly units in any order desired. c) The side with Tactical Superiority fires its first unit in line (see 7.2) and inflicts any losses or retreats on the enemy. d) Then the side without Tactical Superiority fires its first unit in line and inflicts any losses or retreats on the first enemy unit. e) Continue alternating back and forth until both sides have fired all units. If one side has fewer units than the other, the side with more units continues until all of its units have fired.
  3. Second & Subsequent Rounds Repeat the procedure from the Tactical Superiority and First Round of Battle until only one side has units remaining in the space.
  4. Determine the Winner The side with at least one remaining unit is the winner, the other side the loser.

7.2 Firing Procedure

To fire a unit, the player rolls a number of dice equal to its firepower strength. The target for each firing unit must be the first enemy unit in line; a unit down the line may be targeted only if each unit before it is eliminated or retreated. Consult the Battle Results Table (BRT) to determine the results (7.3). Apply the results immediately. Since firing is non-sequential, a firing unit may be eliminated, retreated, or reduced before its turn to fire.

7.3 Battle Results

Each scenario has its own BRT to accommodate different factors in play for that scenario. Use the column for the type of unit firing. Cross index each die roll with the column to determine the result to be applied, as directed below. It is possible for more than one retreat result to be applied to a single unit. All eliminations are inflicted before retreats. If the targeted unit is eliminated or retreated before all results have been applied, leftover results are not applied to the next unit in line.

  1. Elimination: Remove a one-step unit or a reduced two-step unit from the map and place it in the Eliminated box (7.4). Flip a two-step unit to its reduced side.
  2. Retreat: The targeted unit is moved one space for each retreat result inflicted. Retreat may not be made into a sea space, across a water barrier, into a space containing an enemy unit, or into a space otherwise prohibited to the retreating unit's movement. If no such space exists, the unit is eliminated instead. The player always chooses the direction of retreat, but cannot move units into a prohibited space if other spaces are open. A unit with a printed zero movement is eliminated. Retreated units are out of the battle and cannot fire.
  3. No effect: Nothing happens.

Example 1: A Friendly unit is firing on an OPFOR force. The Friendly unit inflicts one elimination and two retreats. You would eliminate the first OPFOR unit. The retreat results are not applied.

Example 2: A unit receiving two retreat results must retreat two spaces. A two-step unit receiving one elimination and one retreat would be flipped to its reduced side, then retreated one space.

7.4 Replacements

Units that are eliminated may be returned to play via card play or scenario instructions.

7.5 Pursuit (A)

If friendly forces (not OPFOR forces) win a battle, the player may order a pursuit. Only friendly units with an armor symbol of any type can conduct a pursuit. Some, none, or all qualified units in the winning force may move one land space. All pursuing units must move together. If the pursuit enters a space containing enemy units, the pursuing force must attack them; if there are other friendly units in that space, they join the attack.

8.0 Air Operations

Only one side will have air units in most scenarios. There are two types of air units: airstrikes, representing fixed-wing aircraft, and helicopters, representing rotary-wing aircraft (see also 10.1). Both types operate in the same manner unless another rule states otherwise.

8.1 Air Unit Availability & Use

Air units in play are placed in the Air Available box. To use them, place them on the map in whatever spaces they are to conduct a mission. They may be used in any space on the map unless specified otherwise in the scenario rules.

8.2 Air Unit Turnaround

Each air unit may be used only once per turn. At the end of each air attack phase, return all air units on the map to the Air Used box. During each Administrative phase, roll one die for each air unit in the Air Used box. Compare the die roll to the range of numbers for that aircraft type, printed in the Used box. If a six is rolled, place the aircraft in the Eliminated box; it is eligible for replacement. If the roll is within that range, place it back in the Available box. If not, then it remains in the Used box and may be checked the next turn.

8.3 Antiaircraft Fire

An air unit may be fired at during the anti-aircraft fire phase by all enemy anti-aircraft artillery (AAA) unit in the same space. Roll a number of dice equal to the total AAA strength of all AAA units in the space. If AAA inflicts a result, the player may choose which air units are hit. AAA losses are extracted prior to bombardment or completion of air moves. The possible results are elimination and abort. All eliminations must be applied before any units are aborted. Certain results affect only certain types of air units.

  • Elimination. Reduce a two-step air unit to its reduced side. A one-step unit or a reduced two-step unit is eliminated and removed from play (7.3). If a helicopter transporting a ground unit is eliminated (but not reduced), the ground unit also is eliminated.
  • Abort: The Air unit is placed immediately in the Used box without completing its mission; it does not bombard in the following air attack phase. If a helicopter transporting a ground unit is aborted, return the transported unit to the space from which it started its move.

8.4 Air Attacks

Airstrikes and helicopters with a bombardment value may attack enemy ground units during the air attack phase. Reveal all face down enemy units and line them up in order of weakest firepower first. Use the Bombardment column of the Battle Results Table (BRT). Total the number of air bombardment values and roll that number of dice. The possible results are elimination and retreat (7.3). All eliminations must be applied before any units are retreated. No target unit may be eliminated if a weaker target unit remains. Friendly units in the space do not affect and are not affected by air attacks.

Important: Unlike Ground Combat, there is no determination of tactical superiority, and there is only one round of bombardments.

9.0 OPFOR Reaction

Reaction movement takes place if directed by the OPFOR card picked that turn. Reaction combat takes place if opposing units are in the same space at the beginning of the reaction combat phase.

9.1 Reaction Movement

When the OPFOR card calls for movement, each OPFOR unit must be moved, one at a time, in any order the player desires, according to instructions on the card. OPFOR units generally move only by ground, not by sea or air unless specified by card instructions or scenario rules. If more than one possible movement path exists for an OPFOR unit, pick one path at random (by rolling a die). OPFOR units are bound by all rules of movement (6.0).

9.2 Reaction Combat

If opposing units are in the same space at the beginning of a reaction combat phase (3.3.11), conduct combat as directed in 7.0, but with the OPFOR units as the attacker.

10.0 Special Units

10.1 Helicopter Types

There are three types of helicopter units, not all of which will be present in every game. The special functions of each are detailed below.

  • Gunships: Have a firepower value use it in the same manner as Airstrikes.
  • Recon helicopters: Treated as gunships with one additional function. If present in the same space as friendly ground units conducting combat, the friendly units gain an additional +1 to the Tactical Superiority die roll (leave the recon unit in the space until the beginning of the combat phase as a reminder).
  • Transports: Can pick up one eligible friendly ground unit (as listed in the scenario rules) and move it to any space on the map. Either the starting or the ending space (or both) must have an air base. Transport takes places during the friendly air movement phase. The transported ground unit may not move by ground in that turn. If the transport unit has a firepower value, and it moves a ground unit into a space containing an enemy unit, it may attack during the following air attack phase.

10.2 Airborne Units

A unit identified as airborne-qualified by the scenario rules may make an airborne insertion. It must start in an air base space and may not conduct ground movement. During the movement phase, it may be moved to any space on the map. No air unit is required. Roll one die for each airborne unit and consult the Airborne Insertion Table. Outcomes are on the chart. Airborne units are subject to enemy AAA fire in the landing space. If a ground unit making an airborne move receives an elimination, it is eliminated. If an abort, it returns to its start space.

10.3 Elite Units

Certain units are indicated as "Elite." If a side has an elite unit in a battle, it gains a plus one (+1) to its Tactical Superiority die roll. Only one elite unit may apply this modifier per side in a single battle round.

Elite Unit Resiliency (A). Elite units may ignore the first retreat result each time they are fired at (the result is deemed applied but has no effect). Eliminations and additional retreats are applied normally.

10.4 Special Forces & Guerrillas (A)

Special Forces and Guerrilla units may move through enemy units without stopping. Any face down enemy units in that space are revealed. Exception: Guerrillas must stop in a space containing enemy special forces, but not vice versa.

10.5 Engineers (A)

If an engineer unit is in a space adjacent to a water barrier, friendly units may cross the barrier without stopping (but are affected normally by the terrain in the space entered). The engineer may be in the space entered or exited. The engineer unit may move in the same phase, before or after any crossings are made (but must be in a water adjacent space in order to support the crossings). Retreating units may use the engineer to cross the barrier during a retreat.

KHE SANH '68: MINI GAME SCENARIO RULES

11.0 Scenario Introduction

This game covers the battle of Khe Sanh in 1968. You take command of United States and ARVN forces in the campaign to relieve the USMC firebase at Khe Sanh during the Vietnam War. The game system runs the OPFOR Communists. Historically, the campaign was a race against time as the US high command feared that the North Vietnamese were going to attempt to overrun the base. While this was not likely, the more time devoted to this front meant the less being allocated to deal with the Communist Tet Offensive further south. Rules 12.0 through 14.0 provide the necessary information to set up and play the game. Rules 15.0 through 18.0 are special rules added to or modifying the standard rules.

12.0 Units in Scenario

Ground Combat Unit Types

Airmobile Infantry; Sappers; Paratrooper; Antiaircraft (AAA); Infantry; Guerrillas; Armor; Garrison; Special Forces.

Unit Sizes

  • X: Brigade
  • III: Regiment
  • [ ]: Task force
  • II: Battalion
  • I: Company

Airstrike Units

  • Airstrike
  • B-52 Airstrike

Helicopters

  • Transport
  • Gunship
  • Recon

Abbreviations

  • A = Airborne
  • Cav = Cavalry (Airmobile)
  • FR = Force Recon
  • M = Marine
  • MR5 = Communist Military Region 5
  • R = Rangers
  • R9 = Route 9

13.0 Set Up

The Allied units are set up first (13.1), then the Communist units (13.2).

13.1 Allies

  • Khe Sanh Fire Base, the Rock Quarry, and Hill 861: KSG Garrison, 26 Marine Regiment, 1/9 Marine Battalion, FR special forces, B/3 armor, 37 ARVN Ranger (at least one unit each space).
  • Lang Ve: A/101 Special Forces
  • Air Available: 1×B-52, 4 x airstrikes, 1×AC-47, 1×helicopter transport.
  • Reinforcement Pool: All other Allied units. They are brought into play via cards: ground units into the Staging Area (16.1), air units into the Air Available box.

13.2 Communists

Place all Communist units face down on any convenient off-map space and mix them up. Place them (still face down) as follows:

  • 3 units in the Laos base
  • 2 units in each DMZ base (West and Central)
  • 2 units in each entrenchment (881, 689, and 471)
  • 1 unit in each Route 9 space (Lang Ruoi, LZ Mike, Lang Kat)

13.3 Turn Marker

Place the marker on the "9" box of the turn track. It may not be moved higher than 12 turns.

14.0 Victory & Defeat

14.1 Strategic Defeat

If, at any time in the game, there are any Communist units in the Khe Sanh Firebase space and no Allied ground units in it, the game ends immediately as a Strategic Defeat.

14.2 Victory or Defeat on Points

If the Allies avoid a strategic defeat, the game is played to completion and victory is determined by victory points (VP). The Allies gain and lose victory points according to the schedule below. A space is occupied by the Allies if at least one Allied unit occupies it at the end of the game. An unit is eliminated if it is in the Eliminated box at the end of the game; do not count units eliminated but returned to play as replacements. Compare the final tally of VP to the following:

Victory Point Schedule

VPItem
+10Occupy Khe Sanh Fire Base
+3Occupy Lang Ve
+3Occupy Rock Quarry
+1Each occupied Communist entrenchment
+1Each occupied hill space
+1Each occupied Route 9 space
+1Each eliminated Communist unit.
–2Each eliminated Allied ground unit.
–1Each eliminated Allied air unit.
Total VPResult
25 or moreStrategic Victory
15 – 24Tactical Victory
14 or fewerTactical Defeat

15.0 Allied Special Units

15.1 Airborne Units

No airborne landings allowed. Historical note: This is owing to operational factors.

15.2 Helicopter Transport

Each helicopter transport can carry one paratrooper, airmobile, airborne, infantry, marine, engineer, or special forces unit per move.

Helicopter Evac. Allied ground units which receive a retreat result may be picked up by an available helicopter transport and moved to an airbase. The unit must be capable of airmobile movement. The starting space cannot have any enemy AAA units, and the landing space can have no enemy units.

15.3 1st Cavalry (Airmobile)

The three brigades of the 1Cav Division can treat the following spaces as if they had air bases for helicopter movement: open spaces, hilltop spaces, and Allied Firebases.

15.4 B-52 Airstrike

The B-52 airstrike is never affected by enemy AAA fire. It may not be used in the same space as an Allied ground unit.

15.5 AC-47 Gunships

Treat as a normal airstrike, except that the Allied player may employ it during an OPFOR Reaction Combat phase if OPFOR units attack an Allied unit. Take the AC-47 from the Available box, place it in the space being attacked, execute AAA fire; if it survives, the AC-47 executes one ground attack, then is placed in the Used box.

16.0 Replacements

Each side receives replacements during its reinforcement phase.

16.1 Allied Replacements

Certain cards allow for the replacement of eliminated or reduced Allied units. A reduced two-step unit is restored to full strength in its space. An eliminated unit is brought back at one step strength (full strength for one-step units, reduced strength for two-step units). Place returning ground units in the Staging Area, returning air units in the Air Available box.

16.2 Communist Replacements

One eliminated Communist unit is replaced each OPFOR Reinforcement phase. Eliminated Communist units are also replaced via cards.

Mix up all eliminated units, face down, and pick the number indicated on the card plus one. Then roll one die for each unit on the Communist Placement Table and place the unit in the indicated space. Units can be placed in spaces containing Allied units; this will trigger Reaction combat (9.2).

17.0 Movement Modifications

17.1 Allied Staging Area

The Staging Area is one space off the east map edge. It is controlled by Allied units not otherwise shown in the game. Only Allied units can enter it. Communists may never attack into it. An unlimited number of Allied units may stack in it. Movement to and from the Staging Area can be by ground, air or helicopter movement. The Staging Area has an airbase.

17.2 Stacking Limits

The Allies may have up to four ground units of any type in a space. An unlimited number of air units may be placed in a space, with or without the allowable ground units. US and ARVN units may stack together. Any number of Communist units may be stacked in a space.

17.3 Allied Movement Restrictions

Allied ground units and helicopters may never enter DMZ or Laos spaces. Allied B-52s, AC-47s, and airstrikes may attack anywhere on the map. Exception: Special forces units may enter Laos, but not the DMZ.

17.4 Allied Air Transfer

During each Allied air phase, any one ground unit may be moved from one airbase to another. Neither airbase can have any Communist units in it. The landing base must have another allied unit in it.

18.0 Communist Capabilities

18.1 Break Off

Communist units defending or attacking in jungle and hilltops (against both Allied ground and air attacks): instead of applying a Retreat result to Communist units in these spaces, they must Break Off. Remove the unit from the map and place it in the Break Off box; they are temporarily out of play. In the ensuing OPFOR Reinforcement phase, roll one die for each unit in the Break Off box and place the unit using the Communist Placement Table. If placed in a space containing Allied units, this will trigger Reaction Combat.

18.2 Fog of War

Face-down Communist units are revealed via the normal rules. All face up Communist units (including those in the boxes) are flipped face down at the end of each Admin Phase.

Cards

Two sample cards are printed on the scenario rules sheet.

  • OPFOR card, "Communist Infiltration!" (turn modifier 0): 1) Replace three eliminated Communist units. And 2) Move each Communist unit in Laos and North Vietnam two spaces closer to the nearest Communist entrenchment. DISPOSITION: Discard.
  • Allied card, "Operation Pegasus!" (turn modifier -1): 1/1 Cav, 2/1 Cav, 3/1 Cav units have their combat factors increased by "one" this turn. DISPOSITION: Remove from play.

Tables

Communist Random Location Placement Table

Die RollLocation
1Laos
2DMZ West
3DMZ Central
4Entrenchment 881
5Entrenchment 689
6Entrenchment 471

Battle Results Table

Die rollArmor firing at Ground UnitOther ground units firing at ground unitsAir unit bombarding ground unitAAA firing at air or airborne unit
1––––
2––––
3––––
4retreat 1 unit–––
5eliminate 1 unit or stepretreat 1 unitretreat 1 uniteliminate 1 step from a helicopter or airstrike (except B-52)

Terrain Effects Chart

TypeEffect on MovementWho Wins Tactical Superiority TieEffect on Combat
OpenNo effect.Allies–
HillAllied armor must stop.DefenderCommunist units breakoff if forced to retreat.
JungleAllied armor must stop. Allied airmobile move may not end in space.CommunistsCommunist units breakoff if forced to retreat.
Allied FirebaseAllied units normal. Communist units must stop.AlliesDefending Allied units ignore retreat results.
Communist EntrenchmentsAllied units must stop. Communist units normal.CommunistsDefending Communist units ignore retreat results.
Communist Base
14.0 Victory & Defeat
  • 14.1 Strategic Defeat
  • 14.2 Victory or Defeat on Points
  • Victory Point Schedule
  • 15.0 Allied Special Units
    • 15.1 Airborne Units
    • 15.2 Helicopter Transport
    • 15.3 1st Cavalry (Airmobile)
    • 15.4 B-52 Airstrike
    • 15.5 AC-47 Gunships
  • 16.0 Replacements
    • 16.1 Allied Replacements
    • 16.2 Communist Replacements
  • 17.0 Movement Modifications
    • 17.1 Allied Staging Area
    • 17.2 Stacking Limits
    • 17.3 Allied Movement Restrictions
    • 17.4 Allied Air Transfer
  • 18.0 Communist Capabilities
    • 18.1 Break Off
    • 18.2 Fog of War
  • Cards
  • Tables
    • Communist Random Location Placement Table
    • Battle Results Table
    • Terrain Effects Chart
  • Admin Phase: Adjust the turns remaining by the sum of card play and events. If at least one turn remains, conduct any actions called for in the Admin phase and return to phase 1. If 0 or less, the game ends.
  • 6eliminate 1 unit or stepeliminate 1 unit or stepeliminate 1 uniteliminate 1 helicopter or airstrike (except B-52)
    See scenario rules.
    Communists
    Defending Communist units ignore retreat results.
    Air BaseUse other terrain. Allies may use helicopter and air transfer movement.AlliesUse other terrain.
    Allied Staging AreaOnly Allied units may enter. Includes an air base.