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No Trumpets No Drums: The Vietnam War 1965-1975 thumbnail

No Trumpets No Drums: The Vietnam War 1965-1975

No Trumpets No Drums: The Vietnam War 1965-1975 Rulebook

Table of Contents

Table of Contents

  • 1. Preface
  • 2. Introduction
    • 2.1 Components
    • 2.2 The Playing Pieces
  • 3. Turn Sequence
    • 3.1 The Communist Player Turn
    • 3.2 The Allied Player Turn
  • 4. Recruitment, Reinforcements, and Replacements
    • 4.1 Communist Recruitment
    • 4.2 Allied Reinforcements and Replacements
    • 4.3 Allied Withdrawals
    • 4.4 Counter Mix
    • 4.5 Additional Recruits/Replacements
  • 5. Corps Command
  • 6. Communist Operations Phase
  • 7. Hearts and Minds
  • 8. Movement
    • 8.4 Improved Ho Chi Minh Trail
    • 8.5 Zones of Control and Influence
    • 8.6 Sea Movement
    • 8.8 Reaction Movement
    • 8.9 National Movement Restrictions
    • 8.10 Stacking
  • 9. Off-Board Zones
  • 10. Neutral States
  • 11. Air Operations
  • 12. Anti-Aircraft Fire
  • 13. Firebases & Artillery
  • 14. Allied Naval Units
  • 15. Green Berets
  • 16. Montagnards
  • 17. Dummy Counters
  • 18. Supplies
    • 18.1 Supply Lines
    • 18.6 Supply Units
    • 18.7 Zones
  • 19. Combat
  • 20. Ambushes
  • 21. Random Events
  • 22. Politics and Victory
  • 23. American Elections
  • 24. Vietnamization
  • 25. South Vietnamese Morale
  • 26. National Uprising
  • 27. Communist Aid
  • 28. Special Units and Optional Rules
    • 28.1 U.S. Special Operations Aviation (SOA)
    • 28.2 5th Special Forces (5SFM) Mobile Strike Force Airmobile Unit
    • 28.3 USMC III Marine Regiment
    • 28.4 Operation Phoenix
    • 28.5 ARVN Ranger Groups
    • 28.6 Thai 333 Ranger
    • 28.7 VC Sappers
    • 28.8 NVA Armor Shock Effect
    • 28.9 VC Bases
    • 28.10 NVA Mobilization
    • 28.11 The Secret War in Laos

1. Preface

Beginning in 1945 with the Viet Minh war against the French, the war in Vietnam lasted thirty years; American involvement covered the last twenty, making this the longest conflict in which the United States has ever taken part. During the eight years in which U.S. forces were committed to a ground combat role American strength in South Vietnam grew to a point that American personnel amounted to almost 3 per cent of the total population of the country.

In essence, this was a contest between motivation and materiel. The Pentagon billed the U.S. military as the "best-trained, best-equipped fighting force in the world" and certainly their advantage in quality and quantity of equipment would have been overwhelming in a conventional war. But this was not a conventional war; both the regular army of a country with which the United States was never officially at war, and the bush-wise guerillas of the National Liberation Front* were engaged in an unconventional, ideologically-oriented war, the aim of which was to destroy the enemy's morale and political control of the populace before attempting military victory. It was a war in which patience was a prime virtue and time as important a weapon as artillery; time which was increasingly unavailable to an American government under pressure to show tangible returns for its mounting expenditures of money and manpower in an undeclared war. Perhaps it is best summed up in Henry Kissinger's statement to the effect that in order for the government not to lose the war, it must win, while in order for the guerillas to win, they must merely not lose.

* The National Liberation Front was better known as the Viet Cong, a popular misnomer meaning "Vietnamese Communists." American troops referred to the NLF guerillas as Charlie, derived from Victor Charlie, the phonetic alphabet designation used in radio transmissions.

2. Introduction

No Trumpets, No Drums is a game of the war in Vietnam. Two players or teams representing the Communist states and guerrilla armies of Southeast Asia and the pro-Western and neutral states and forces of that region and their American allies combat each other in a political and military duel for control over Indochina.

The players maneuver divisions, brigades, regiments and guerrilla bands and their supporting air, naval and artillery units in conventional and insurgent war situations. Combat is often continuous and always bloody, but the core of the game is not merely military success but the political goals that lie beyond such success.

Both players make military and political decisions to shape their war strategies, competing against each other for martial dominance of the countryside and for the hearts and minds of the population. Careful planning and astute generalship can often be the keys to victory, but even at the moment of triumph the unexpected string of ambushes, a coup in a neutral state or an unfavorable election can reverse the tide. Although the game can last as long as 63 bimonthly turns, in practice the campaign is usually decided between the 1968 and 1972 U.S. elections (turns 23 and 47). The pressure is heaviest on the Allied player as he must build up a strong political base so as not to be undercut by U.S. and international politics, but the Communist player cannot afford to sit back and wait for the Americans to go home. If he does, the Communist player may find the pressure reversed as the Allies rocket to victory in the sudden-victory rules.

No Trumpets, No Drums has 6 scenarios and a campaign game. The Tet Offensive and Year of the Rat scenarios are purely military scenarios that introduce players to the combat and movement systems. These and the 1975 scenario are intended as introductions to play, and should only take an hour or two to play.

The remaining scenarios are longer. The campaign game offers players the chance to refight the Vietnam War, including the decision whether or not to commit large American ground forces to Southeast Asia, or to "Vietnamize" the conflict.

Note to 2016 rules: Generally, the rules are the same as the original game, though revised for clarity in some cases. There are some additional special rules. The order of battle has been updated, and some additional special rules added.

2.1 Components

The following items are included in the game package:

a. One 24" x 32" map b. One 260-counter sheet of playing pieces c. Two booklets (Rules & Scenarios) d. Two charts & tables sheets

2.2 The Playing Pieces

The individual playing units, or counters, represent the combat and combat support units that fought in Indochina. The silhouettes shown on the counters identify the basic unit types:

Ground Combat Units (non-mechanized): VC Cadre; Communist Division/VC Regiment; VC Sapper; Allied airmobile regiment/brigade; Allied Infantry regiment, brigade or division; Allied Ranger regiment; Allied Marine regiment or brigade; Allied Militia; Allied Montagnard; Allied US Green Beret; Allied Operation Phoenix cadre (PHx).

Ground Combat Units (mechanized): Communist tank regiment; Allied mechanized infantry regiment or brigade; Allied armored or armored cavalry regiment.

Note: Units with artillery capability are indicated by a small circle in their lower right. Airmobile units have a black box with a triangle over it. Some units below are new unit types for this edition of No Trumpets No Drums:

Support Units: Communist Artillery group; Communist SAM (antiaircraft) regiment; Communist Dummy; Communist VC Base; Allied Firebase; Allied River Patrol Flotilla; US Navy Task Force.

Air Units: Communist Interceptor wing; Allied Helicopter Gunships; Allied Fighter Wing; Allied US Navy Carrier Aviation (Fighter) Wing (CV); Allied US SAC (strategic) bomber wing; US Special Operations Aviation.

Note: Helicopter gunship units represent one or two aviation groups with a mix of gunships, transports and air cavalry.

Units are color-coded to depict nationality (see countersheet). National flags are also present to serve as visual aid.

Game Markers: Month and Year; Political Points; Haiphong Harbor Mined; Supplies; Corps Hearts and Minds.

Game Charts:

  • Turn Record: gives the current year and two month turn.
  • Available/Unavailable: a convenient place to store Allied air units when not flying missions.
  • Terrain Effects: show the movement and combat effects of different types of hexes.
  • Hearts & Minds: shows the relative support of the populace in each Corps or Country for each side.
  • Political Points: shows the current overall level of popular support and national will.

3. Turn Sequence

Each turn represents a two-month period. Each turn consists of a Communist player turn including seven phases and an Allied player turn of eight phases. When the Allied player completes his player turn, the game record marker is advanced by one two-month period on the Turn Record Track provided on the mapsheet. The term "phasing player" refers to the player taking an action in a phase. "Non-phasing player" refers to the other player.

3.1 The Communist Player Turn

The Communist Player Turn consists of the following phases. Each phase must be completed in its entirety before the next phase may begin.

3.1.1 Recruitment. The Communist player places new and previously eliminated units and supplies.

3.1.2 Hearts and Minds. The Communist player expends terrorist squads and supplies (to gain control of local populations).

3.1.3 Operations. The Communist player determines open (face up) or secret (inverted) movement, as well as promotes and breaks down Communist units.

3.1.4 Movement. The Communist player may move his units and then announces all of his attacks.

3.1.5 Allied Reaction. The Allied (non-phasing) player may move any of his airmobile units that are capable of reaction movement (and may place defensive ground support air missions).

3.1.6 Combat. The Communist player resolves all announced combats.

3.1.7 Politics. The Communist player totals all political points he is entitled to and subtracts that number from the Political Track on the map sheet.

3.2 The Allied Player Turn

The Allied Player Turn consists of the following phases. Each phase must be completed in its entirety before the next phase may begin:

3.2.1 Reinforcements and Replacements. The Allied player places new and previously eliminated units.

3.2.2 Hearts and Minds. The Allied player expends reinforcement/replacement points to gain the support of local populations.

3.2.3 Movement. The Allied player may move his units. (Unlike the Communists, the Allied player does not have to announce attacks.) He can also assign Helicopter units to transport certain ground units.

3.2.4 Communist Reaction. The Communist player may move any inverted Communist units that are adjacent to Allied units one hex. Any units that remain adjacent to Allied units at the end of the reaction phase must be flipped face-up.

3.2.5 Air Operations. The Allied player allocates air units to strategic bombing, ground support, and supply missions. Communist anti-aircraft fire and bombing are then resolved.

3.2.6 Combat. The Allied player resolves all combats in any order he wishes.

3.2.7 Politics. The Allied player totals all political points he is entitled to. The Communist player totals all political points that he is entitled to and subtracts that number from the Allied total for the turn. The Political Track markers are adjusted to indicate whether or not the Allied player gained or lost points.

3.2.8 Random Events. Each player rolls one die and consults the Random Events Table for any special action.

4. Recruitment, Reinforcements, and Replacements

4.1 Communist Recruitment

4.1.1 The Communist player receives three cadre units each turn. He may allocate any or all of these to Viet Cong, Pathet Lao or Khmer Rouge guerrilla forces. The cadre units may be placed in any non-clear, non-town or non-city hex in their own country that is not occupied by, adjacent to or in the zone of control/influence of an Allied combat or support unit (In addition, no cadres may be placed in corps in Allied control - see 7.3.4.). The cadres may be placed inverted or face-up at the Communist player's option. VC Regiments, Divisions and Sappers are not recruited but must be promoted via rule 6.

4.1.2 If any dummy counters are available in the counter mix, all of them may be placed as if they were cadres. These must be inverted. They are used to confuse the Allied player as to the actual whereabouts of Communist units. If ever forced to turn face up they are destroyed and returned to the counter mix for future use.

4.1.3 The Communist player receives any two NVA artillery, NVA SAM units or NVA divisions (or any combination) currently available in the counter mix (and within the restrictions stated under the NVA Mobilization rule). These units are placed in the "China" off-board zone, face up or inverted.

4.1.4 The Communist player places one supply unit from the counter mix in each of the China, Hanoi, and Haiphong off-board zones.

4.1.5 Additional units may become available because of Random Political Events, Foreign Communist Aid, Hearts and Minds Control or special recruitment rules. Any such forces are in addition to those specified above.

4.1.6 The Communist player may only recruit units that are available in the counter mix. If the specified units are not available, they are forfeited. The Communist player may not accumulate recruitments from turn to turn. Unused points are forfeited.

4.1.7 NVA Mobilization. The Communist player may have no more than ten North Vietnamese divisions on the map at any one time until the turn that a National Uprising has been declared (per rule 26.). Thereafter, all divisions may be in play (though would have to be recruited/promoted normally).

4.2 Allied Reinforcements and Replacements

4.2.1 The Allied player receives reinforcements as listed on the Allied Reinforcement Schedule (see scenarios). This represents the earliest turn on which these units are available. They may be delayed for later entry at the Allied Player's option. These units do not cost Replacement or Political points unless otherwise specified.

4.2.2 The Allied player also receives a varying number of Replacement points from several sources. These points may be used to replace previously eliminated units, build militia and firebases, or influence the Hearts and Minds Track. The following points are received each turn unless otherwise specified by Random Events, Vietnamization, American Election, South Vietnamese Draft or other rules:

  • Two U.S. Replacement Points
  • One SEATO Replacement Point
  • One Indochinese Replacement Point
  • Up to Two South Vietnamese Replacement Points (South Vietnam Replacement Points are awarded for progress on the Hearts and Minds Track. Each pro-Allied Corps area in South Vietnam is worth half a point; each controlled area is worth a point.).

4.2.3 The Allied player may purchase any previously eliminated units as well as firebases and militia with these points, at a cost of one point per unit. (Each SEATO or U.S. unit that is replaced from the pile of previously eliminated units also costs two political points).

4.2.4 The Allied player may also use these points to try and influence the Hearts and Minds Track.

4.2.5 Not all Allied Replacement Points are available for each country. South Vietnamese points may only be used to replace South Vietnamese units or to influence the Hearts and Minds areas within South Vietnam. The Indochinese point may only be used to replace/influence Laos and/or Cambodia. The SEATO point may be used to replace SEATO units or given as aid to replace/influence South Vietnam, Laos or Cambodia. The U.S. points may be used to replace U.S. units or given as aid to replace/influence South Vietnam, Laos or Cambodia.

4.2.6 If the Allied player has 1/2 (one half) point of replacements remaining, and is thus unable to spend it, he may save it until he is able to combine it with another 1/2 point to purchase/influence a unit/corps area. Any other Allied replacement points that cannot be spent to replace/influence a unit/area are forfeited.

4.2.7 Allied firebases and militia are immediately available when purchased. All other Allied units purchased with replacement points are not available until the following Allied Reinforcement phase and are placed on the Turn Record Track for ease in remembering when they are available.

4.3 Allied Withdrawals

4.3.1 The Allied player may be required to withdraw units. See the Vietnamization rule, and the Allied Reinforcement Schedule. Units are withdrawn during the Allied Reinforcement and Replacement phase. The unit must be located in a Town/City or a zone in Laos adjacent to the west map edge. Pick the unit up and remove it from play. Air (all types), Fleet, and Green Beret units are picked up and removed from the map regardless of their location.

4.3.2 A withdrawn unit may not be returned to play unless some specific rule calls for it.

4.3.3 The Thai QC regiment is a special case. During the Allied Reinforcement and Replacement phase of the May/June 1968 turn, the QC unit is removed from play regardless of its location, or if it is in the dead pile.

4.4 Counter Mix

The number of units in the counter mix is a limit. You may not build more units.

4.5 Additional Recruits/Replacements

4.5.1 If the Communist player occupies towns and cities in a corps zone, Laos or Cambodia with face-up Communist combat units at the beginning of his Recruitment phase, he may attempt to recruit additional cadre units. Each town so occupied in that corps area or Indochinese country counts as one point (cities count as two points) toward additional recruitment. Roll one die for each corps/country. If the die roll is less than the town/city points occupied, the Communist player receives one additional cadre unit in that corps/country.

4.5.2 The Allied player may declare a draft in South Vietnam to increase his replacement capacity for that turn. During his replacement phase, he rolls one die. That number is the number of additional replacement points available for South Vietnam for that turn. Each of these additional points costs one political point.

4.5.3 The South Vietnamese player may draft more than once in a game-year. If he does, however, he pays two political points for each replacement gained as a result of the second draft, three as a result of the third draft etc.

5. Corps Command

5.1 Allied ground combat units must be attached to corps headquarters when initially placed on the mapsheet. Each corps is headquartered at the following city:

  • I Corps: Da Nang
  • II Corps: Nha Trang
  • III Corps: Saigon
  • IV Corps: Soc Trang
  • Cambodia: Phnom Penh
  • Laos: Luang Prabang

5.2 When an Allied ground combat unit is placed on the map, either during a game setup or a reinforcement/replacement phase, it must be attached to a corps headquarters, with the following restrictions:

5.2.1 Only Cambodian units may be attached to the Cambodian corps, and only Laotian units may be attached to the Laotian corps. (But note other Allied units operating in those countries per 5.3.1, 5.6, and the special rules for Laos.)

5.2.2 All other Allied ground combat units must be attached to one of the four corps in South Vietnam. Furthermore, all brigades of the same U.S. division must be placed in the same corps. All ROK units must be placed in the same corps. All Thai units must be placed in the same corps (with the exception of the 333 Ranger - see the special rule for this unit). All U.S. Marine units must be placed in the same corps. For example: all three brigades of the U.S. 1st Infantry Division (1/1, 2/1, 3/1) are brought into play at Saigon (III Corps), all U.S. Marine regiments are deployed in I Corps (Da Nang) etc.

5.2.3 South Vietnamese divisions, although they are only one counter strong, must be attached to corps.

5.3 Units that are attached to a corps can move only within the corps boundary. They may attack and advance/retreat across corps borders as a result of combat, but if they begin a turn in another corps zone then they are automatically out of supply.

5.3.1 Units attached to a corps may freely operate within that corps and may operate within Cambodia and Laos if those countries border the unit's corps zone. The Allied player should note such units as they can return only to their home corps. A unit may otherwise stay within Laos or Cambodia an unlimited time within these rules, and the rules for those countries.

5.3.2 When returning or entering play as reinforcements/replacements, units must return to their parent corps if any other units of its type (i.e. other U.S. Marine brigades, other brigades of the same division) are present in the parent corps zone. Otherwise (as in the case of a South Vietnamese division or the first brigade of the ROK units to arrive) it may be assigned to any corps in South Vietnam.

5.4 Units of a corps that are entering play do so at their corps headquarters city/town. If that city/town is occupied by enemy units, however, they may enter at any other friendly (Allied-occupied or vacant) major city in the corps zone. If no such city is available, they may enter at Saigon or be withheld from play until a later turn. Additionally, up to two US Marine reinforcement units may enter via Amphibious Landing, per the Sea Movement rule.

5.5 ARVN Regiments, independent U.S. brigades and regiments (no divisional I.D.) and U.S. airmobile units (both those originally identified as such and any that may be created during play by attachment of helicopters) are not attached to corps. This also includes the US 5SFM airmobile. They must still enter play at a corps headquarters, but may move freely throughout the map.

5.6 Green Berets, militia, and firebases-as well as Montagnards-are not required to enter at a headquarters city nor are they restricted to a single corps. The fleet and river patrol units may enter at any corps city or at any sea hex and move freely. Air units are kept track of in the air units box and are not assigned to corps. (But note that helicopters assigned as transports to ground units are on the map; such transported units are governed by rule 5.5.)

5.6.1 Militia are immediately available when purchased. South Vietnamese militia are placed in any town/city hex in South Vietnam currently occupied by a South Vietnamese unit. Cambodian and Laotian Militia are placed in any hex in their country occupied by a U.S. Green Beret. Allied militia can never be placed in North Vietnam. (Only Green Berets can raise militia in Cambodia and Laos.)

5.6.2 Firebases are also immediately available when purchased and may be placed on any hex anywhere currently occupied by at least one non-militia ground combat unit of that nationality. (The SEATO firebase may be used for any of the SEATO units.)

5.7 During the reinforcement phase the Allied player may declare a change of corps assignment for a divisional unit. All units (all U.S. Marine regiments, all ROK units, all brigades from the same U.S. or SEATO division) must be reassigned with it, per 5.2.2. All such units currently in play must end their turn in the same corps zone. These units must begin and end their moves in hexes that are not adjacent to any enemy unit and may not move into a hex adjacent to any enemy unit, even an inverted one, during their movement for the turn in which they are changing corps. Eliminated units of those divisions that are replaced come in at the new Corps.

5.8 The Allied player may move one U.S. firebase and any one ARVN or SEATO firebase currently in play. Pick it up from the hex it currently occupies and move it to any other hex currently occupied by at least one non-militia ground combat unit of the same nationality. This is done during the reinforcement phase; and does not use movement points, nor is it blocked by enemy units, etc.

Designer Note: This rule simulates the bureaucracy of logistics and the difficulty in changing bases for large numbers of divisions, especially when several nationalities are involved. It also prevents the Allied player from using his entire army as a mobile reserve.

6. Communist Operations Phase

6.1 During this phase the Communist player may promote or break down his units.

6.1.1 Promoting Cadres to Regiments. Any guerrilla cadre in a hex with or adjacent to a supply unit may be promoted to a regiment. One supply unit may promote one unit. Remove the supply unit and replace the cadre with a regiment of the same nationality.

6.1.2 Promoting Cadres to Sappers. Any Viet Cong cadre in a hex with or adjacent to a supply unit may be promoted to a Sapper. One supply unit may promote one unit. Remove the supply unit and replace the cadre with a VC Sapper.

6.1.3 Breaking down NVA divisions. An NVA division may be broken down into a guerrilla cadre and a guerrilla regiment. Remove the divisional counter, placing it in the counter mix for future replacement during recruitment phases, and replace it with a cadre and a regiment of the nationality of the country in which it broke down (VC in South Vietnam, Pathet Lao in Laos, etc.). The reverse is not true: NVA divisions may not be built by combining other units, but only through Communist Recruitment (4.1).

6.1.4 The number of units in the counter mix is a limit. You cannot build beyond that limit.

6.2 After all promotions/break downs are concluded, the Communist player may invert any face up units or flip up any inverted units in play. Exception: Communist armor units (tank regiments) may never be inverted.

6.2.1 Players should note that inverted units do not attack (except as a result of ambushes) nor do they count for occupying towns/cities for victory (political) points. Only face up units may voluntarily attack and occupy population centers for political points.

7. Hearts and Minds

7.1 During their respective Hearts and Minds phases, the Allied and Communist players expend supplies, cadres, and replacement points to try and win the loyalty and cooperation of the population.

7.2 The Allied player may channel his replacement points towards improving the economic, social and political lot of the people in a particular corps zone or country (Laos/Cambodia). This is accomplished by spending replacement points instead of purchasing replacements.

7.2.1 The Allied player allocates how many of his replacement points are being spent on Hearts and Minds. He then rolls one die; if the result is a 1 or a 2, one-half (fractions rounded up) of those points allocated are lost due to corruption by local officials. The Allied player may select which points are lost. Note that Indochinese points may only affect Laos/Cambodia, and South Vietnamese points may only affect South Vietnamese corps area. U.S./SEATO points can be used anywhere.

7.2.2 For each point expended in a corps area or country, move the Hearts and Minds marker one box closer to Allied Control. If the marker is in the Communist Control box, each point being spent must be rolled for. A 1, 2, 3 means that point had no effect and is lost.

7.3 Allied occupation of all towns and cities in a country/corps zone at the end of the Allied political phase also moves the marker one box closer to Allied Control, although the die must be rolled if the area is Communist controlled: a 1, 2, 3 means that the marker does not move.

7.3.1 At the start of each Allied replacement phase, the Allied player receives one-half an ARVN replacement for each Pro-Allied corps and one ARVN replacement for each Allied Controlled corps in South Vietnam.

7.3.2 At the end of each Allied political phase, the Allied player receives one political point for each corps area or country that is Pro-Allied, and two for each that is Allied controlled.

7.3.3 If a corps area is Allied Controlled at the start of any player's combat phase, all militia in the corps area/country have their morale increased by one.

7.3.4 If a corps area is Allied controlled at the start of a Communist recruitment phase, no guerilla units may be placed there as a result of recruitment. (Exception: During a National Uprising, the Communist player may attempt to place guerrillas in an Allied Controlled area. A die is rolled for each such unit; if a 5, 6 is rolled, that unit is eliminated at no political cost and returned to the counter mix. Otherwise, the guerillas may be placed in the area).

7.4 The Communist player may conduct his own political operations. For each supply unit (bribe) or cadre unit (terror squad) that he voluntarily eliminates in a corps/country during his hearts and minds phase, the marker is moved one box closer to Communist Control. If the marker is already in the Allied Control box, each unit being expended must be rolled for. A 1, 2, 3 means that the unit had no effect and is lost. All such units are returned to the counter mix for future recruitment (no Allied political points are gained from units so eliminated).

7.4.1 At the start of each Communist recruitment phase, the Communist player receives one additional regiment, one additional cadre, and one additional supply unit for each corps area/country whose marker is in the Communist control box. These units must be placed in their respective areas.

7.4.2 At the end of each Communist and each Allied political phase, the Communist player receives one political point for each pro-Communist and two points for each Communist controlled corps/country.

7.4.3 At the start of each Allied movement phase, the Allied player must pay an additional movement penalty of one movement point to enter any mountain, swamp, or jungle hex in a Communist Controlled corps/country. (Naval, patrol, and airmobile units excepted). Roads/trails are ignored.

7.5 The Allied player moves the control marker closer to the Communist Control box whenever his aircraft strategically bomb a city or town in a corps/country. The marker is moved one box per corps/country so attacked. Only the marker for the area that is attacked is affected by the attack.

8. Movement

8.1 Each type of unit has a movement point allowance. Each unit normally expends one movement point to enter a clear terrain hex. Terrain, weather, control, and unit specifications may vary the amount of movement points a unit must expend to enter a hex.

8.2 Basic movement point allowances:

Unit TypeMovement Allowance
Communist Supply Units12
Other Communist Units10
Allied Ground Units12
Allied Patrol Boats18
Allied Airmobile Unitsunlimited within the corps or adjacent corps/country in clear weather, 9 movement points in Monsoon
Allied Air/Fleet Unitsunlimited
Communist Interceptorsrestricted - Hanoi, Haiphong, China only.
Green Berets, militia (except those within Green Beret zones of influence) and firebases, VC Basesimmobile

Note: Monsoon turns are May/June and July/August of each year.

8.2.1 All face-up unit movement allowances are halved in Monsoons except for Fleet and Patrol boat units. Inverted units are not affected by Monsoons.

8.2.2 Airmobile, ranger, guerrilla, supply, and all inverted units pay one movement point to enter a hex regardless of any terrain in the hex.

8.2.3 Fleet units have unlimited movement and may enter any all-sea or coastal hex (a hex containing dark blue coloring that is adjacent to an all-sea hex).

8.2.4 Patrol boat units may enter any sea, coastal, or major river hex (see map Terrain Effects Chart) at a cost of 1 movement point.

8.2.5 Allied air units may be placed freely on any hex or in any off-board zones. Communist air units are restricted to operating in the Hanoi, Haiphong, and China zones.

8.2.6 Other ground units pay one movement point to enter clear terrain. Movement point costs for other ground units entering non-clear terrain costs are shown on the Terrain Effects Chart.

8.2.7 Units moving along trails pay one movement point regardless of the other terrain in the hex. Units moving along roads pay one half movement point per hex (that is, road movement is twice as fast).

8.3 Local VC. If a corps/country is Communist controlled (because of Hearts and Minds) at the start of an Allied movement phase, Allied units do not receive the benefit of trail or road movement. They move in those corps paying the cost for the other terrain in the hex. In addition, all non-clear terrain hexes cost one additional movement point to enter. River crossings are unaffected.

Design note: this is due to ambushes and other Communist guerrilla activity on a scale below that of the game.

8.4 Improved Ho Chi Minh Trail

Starting in January/February 1971, Communist Supply Units moving entirely within the hex part of Laos and/or North Vietnam have their movement allowance increased to 15 points.

8.5 Zones of Control and Influence

8.5.1 All face-up ground combat units with a printed morale of 3 or 4 have a zone of control that extends one hex in every direction from and including the hex that unit occupies. Zones of Control do not extend into, out of, or within off board zones or across all-sea hexsides. Zones of control do not extend across neutral borders unless the player controlling a unit so designates (in which case political penalties for invasions are incurred).

8.5.2 All face-up units that enter an enemy zone of control must immediately cease movement upon entering the hex. All inverted units that wish to enter an enemy zone of control must try to infiltrate. Each unit or stack must be rolled for separately for each hex it attempts to enter. Infiltration is successful on a die roll of 4, 5 or 6 if the hex contains any towns/cities, mountains, jungles, or swamps. Otherwise, if the hex is clear, the infiltration succeeds on a die roll of 5, 6. If unsuccessful the unit does not enter the hex and is turned face-up and ceases moving for the turn.

8.5.2.1 Units that begin a turn in an enemy zone of control may freely move out of it but must stop if they enter or wish to enter a new zone of control hex of any unit, including that of the same unit whose zone of control the unit began their turn in.

8.5.3 Allied firebases, the U.S. Fleet, and Green Beret units have a zone of influence that extends two hexes in every direction and crosses borders at no political cost. Any face-up Communist unit moving into a zone of influence hex pays double the movement points for that hex. Any inverted units wishing to enter a Zone of Influence hex must infiltrate to do so. Inverted units that fail to enter the hex, however, are not turned face up unless that hex is also in an Allied zone of control. In either case, they must cease movement for the phase.

8.5.3.1 Units that begin a turn in a zone of influence may leave it but must pay movement/infiltration penalties to enter another zone of influence of that or any other unit.

8.5.4 Zones of Control and Zones of Influence do not extend into or out of Zones (such as the Plain of Jars).

8.6 Sea Movement

8.6.1 The Allied player may move his fleet unit along sea and coastal hexes at an unlimited rate or enter the Haiphong off-board zone. The Allied player may move his patrol boats along sea, coastal, and major river hexes at the rate of one movement point per hex up to their 18 movement point limit. The Communist player may move any supply unit that begins its move in Haiphong or on any major river/coastal hex along such hexes at a cost of one movement point per hex up to their 12 movement point limit.

8.6.2 Allied patrol boat and Communist supply units must end their move on a coastal or major river hex. Communist supply units may not enter all-sea hexes nor may they combine land and sea movement in the same turn. If they wish to enter a hex adjacent to an Allied patrol boat or fleet unit, they must do so by infiltration (die roll of 4, 5, 6 for success). If successful they may continue moving; if unsuccessful they are eliminated.

8.6.3 The Allied patrol boats/fleet may attempt to destroy Communist supply units in coastal major river hexes if they are not accompanied by Communist ground combat units. The fleet/patrol boat moves next to the unit and rolls a die: a result of 4, 5, 6 and it has successfully identified and destroyed the supply unit, otherwise the unit is not affected. The patrol boat/fleet may continue moving. Each Allied unit may only try to destroy the same unit once per turn.

8.6.4 Amphibious Movement. The Allied player has a limited amphibious capability. Up to two Allied marine units or Ranger units may be moved from any coastal town or city hex to any other coastal hex on the board.

8.6.4.1 Sea movement costs the Marine/Ranger units one-half of their movement points. They may move to the coastal city or town, pay to embark, and then spend their remaining points to move inland.

8.6.4.2 The Fleet unit must be moved to the hex where the Marine/Rangers are moving and must remain there for the rest of the turn. It may not conduct any other operations except through support for combat.

8.6.4.3 In this case, Marine units assigned to a corps may be temporarily moved out of their corps to accompany the fleet. They may remain in the new corps zone for as long as the fleet remains in the zone, and can trace supply normally (the fleet supersedes rule 5.3). If the fleet moves they must return by land/sea movement to their home corps. The fleet may support up to two such units outside of their home corps zone in the same turn. (If units are independent regiments or are operating in their own corps zone, the fleet may be used for additional amphibious or other operations next turn).

8.7 If Allied units on coastal hexes are forced to retreat, they may retreat onto the fleet unit. These units are immediately moved out to the fleet, wherever it is. Next turn they must be landed in a friendly coastal city/town. The fleet may accommodate up to two such units. It may not accommodate firebases. If the fleet is unable to accommodate units that are forced to retreat into the sea, those units are instead eliminated.

8.8 Reaction Movement

8.8.1 During the Allied Reaction phase (during the Communist player turn), the Allied player may move available airmobile units to hexes containing Allied units that the Communist player has announced he was planning to attack, and may assign available fighter wings, helicopter gunships, and special operations air units to defensive ground support.

8.8.1.1 Any Allied airmobile unit that did not move in the previous Allied movement phase and is not currently under attack (the Communist player has not announced an attack against the hex occupied by the airmobile unit) may move (via airmobile movement). (The Allied player can indicate this in his own turn by rotating such units 90 degrees in their hex.) The airmobile unit may move up to the full extent of its movement allowance (in clear weather, to any hex within the corps it is operating in or to any adjacent corps/country; in monsoon, within 9 hexes) to assist in the defense of any hex that the Communist player has announced that he is attacking. Airmobile units may not over-stack and must end their reaction move stacked with a friendly unit under attack.

8.8.1.2 Any Allied fighter wings/helicopter gunships that did not fly in the previous Allied player turn may be placed on enemy units participating in attacks as per the Air Operations rules. Note that Allied air units may not fly ground support in Monsoons.

8.8.2 During the Allied player turn, after the Allied player has completed his movement, and before announcing his attacks, the Communist player may move any or all inverted units currently adjacent to an Allied unit one hex in any direction, irrespective of zones of control or influence, but in accordance with all movement and stacking rules.

8.8.2.1 Any inverted Communist units that are still adjacent to an Allied unit must be flipped face up, and the Allied player may then conduct air operations and attacks against those units.

8.8.2.2 Allied units that were adjacent to inverted units that reaction moved away from them may occupy these hexes after all combat has been resolved.

8.9 National Movement Restrictions

8.9.1 Guerrilla and militia units may never leave their own country except as a result of retreat before combat for inverted units via Reaction, or retreat after combat. If forced to retreat into another country, they must use their next friendly movement phase to reenter their home country. They may not participate in attacks or hold towns/cities for political points/Hearts and Minds purposes or be used as terror squads for Hearts and Minds purposes in foreign countries. If they cannot reenter the home country, they are eliminated (do not count for points lost).

8.9.2 Laotian and Cambodian forces, neutral or Allied (except Montagnard operating with Green Berets) may never leave their countries voluntarily and are under the restrictions of 8.9.1 above if forced to do so.

8.9.3 Other Allied units are restricted as per corps command and neutrality rules. (But see various special unit rules.)

8.9.4 NVA units (all types) and communist supply units may freely move around the map. Face-up NVA non-supply units may be charged with neutrality violations if they enter a country that is neutral.

8.9.5 Once a neutral state joins the Allies (via Communist attack or pro-Allied coup), political points are no longer paid for entering it.

8.10 Stacking

8.10.1 Stacking is having more than one unit in a hex. Generally, up to two ground combat units may stack in a hex. The Communist player can additionally stack one artillery, one SAM and any number of supply units in a hex. The Allied player can additionally stack one firebase, one Green Beret, one militia and one patrol boat counter in a hex. Air units do not count against ground unit stacking and are covered under rule 11.

8.10.1.1 Allied ground combat units which have been air-mobilized through the assignment of helicopter gunship counters are each treated as a single unit (even though the gunship and ground unit counters are both in the hex).

8.10.1.2 The Allied player (only) may stack a third ground combat unit in Saigon.

8.10.1.3 Any number of units may be stacked in an off-board zone.

8.10.2 Stacking may be temporarily violated during reinforcement and movement phases, but any units that are in violation of the stacking limitation at the beginning or end of a combat phase are immediately eliminated (owner's choice of losses).

9. Off-Board Zones

9.1 China, Hanoi, Haiphong, Plain of Jars, Luang Prabang, and Vientiane are off board zones. There is no limit to the number of ground or air units that may occupy a zone. It takes an entire turn to move from one zone to an adjacent zone or from one zone to a partial/full hex bordering that zone and vice versa.

9.1.1.1 Units conducting air operations may be placed in any zone as their move. The US fleet may enter Haiphong but not other zones.

9.2 Units in a zone are considered to be in non-clear hexes for purposes of aerial bombardment and infiltration. They are considered to be in clear hexes for ground combat.

9.3 Combat in a zone is voluntary. The attacking player declares which unit or units are being committed to the attack. Only those units the attacker commits to the combat are affected by the outcome of the combat. Those attacking units are combined into a single stack. All opposing units in the zone defend together. They do so as a single stack, and all are affected by the outcome of the combat.

10. Neutral States

10.1 Unless otherwise stated in the scenario rules, Laos and Cambodia begin the game as neutral states.

10.2 Neutrality is violated when:

  • a face up unit attacks across a border into it
  • a face up unit moves across a border
  • a player announces that the zone of control of any of his units extends across a border

Note, though, that the country remains a Neutral until the provisions of 10.5 are met. (Note this means that de facto zones of control do not extend across neutral borders unless specifically stated by a player. This is announced at any time in the turn.)

10.2.1 Violation of a border costs political points. The player whose units made the violation rolls one die per country he has violated that turn and immediately marks those points against him on the Political Points track. In addition, the Hearts and Minds marker for that country is moved one box farther from his control, unless he already controls the country, in which case the Hearts and Minds marker is not moved.

10.2.2 Inverted units that are forced to flip up, or units that retreat across a border do not violate neutrality. They must either re-invert or move out of the country on their next movement phase or this counts as a neutrality violation. Similarly, if face-up units remain in a neutral country at the end of a player's movement phase, a violation is charged.

10.2.3 Violations are charged and points lost each turn a country's neutrality is violated.

10.2.3.1 The following situations do not violate neutrality: (1) Strategic bombing of any country. (2) The following Allied units may enter Laos and conduct operations there without violating neutrality: US Green Berets, US Special Operations Aviation (any mission), Allied air units (strategic bombing, only), Montagnards, and the Thai 333 Ranger.

10.3 While neutral:

10.3.1 Cambodian units cannot move or attack. They have normal zones of control.

10.3.2 Laotian units have limited abilities. They have normal zones of control. Royal Lao forces are moved by the Allied player. They may not attack enemy inverted units and may not move out of Laos. (Generally, they are useful for blocking Communist movement and garrisoning critical hexes.)

10.3.3 The Communist player can move Pathet Lao and Khmer Rouge units and otherwise conduct operations with them (they may not leave their respective countries). They have normal zones of control.

10.4 Both players may always attack enemy face up units in a neutral country. The Allied player may use neutral Laotian units to do so (but not Cambodian).

10.5 A state's neutrality ends in one of two ways:

10.5.1 Communist attack. If any Communist face up unit enters a town or city or attacks any neutral unit, that country immediately joins the Allies. The Allied player gains full control of its forces. At this point Allied units may freely cross its borders and the Hearts and Minds track is moved one box closer to Allied control if the attack/occupation was by guerrilla units, two boxes if by NVA. Communist face up units that were revealed by Allied action do not count for this, but must either be flipped face down or move out of the town/city in the next movement phase or count for neutrality violation.

10.5.2 Allied Coup. The Allied player may launch a coup to make a country an Allied state. The Allied player rolls two dice at the start of his reinforcement phase. If he controls the country, the total is multiplied by 2 and that number of points is deducted from his political point total. If it is not controlled, it costs 5 times the dice throw in political points. It then acts as a full Allied state as above.

10.6 Once a country's neutrality has been broken, it can never again be neutral. It remains Allied until conquered by the Communists. A previously neutral state is conquered when face up Communist units occupy every town, city, and off-board zone on the country and there are no ground combat units of that country on the board. The country's units are removed from the counter-mix and may never be used in the game again.

10.7 China is friendly to the Communist player, but is considered a neutral that may not be invaded by ground units of the Allied player. It may, however, be strategically bombed. NVA units may freely operate in the China off-board zone.

10.8 North Vietnam is technically neutral. If invaded by Allied ground units, it costs the Allied player 10 points per turn in which his units entered or remained in North Vietnam. However, Allied strategic bombing, fleet operations, and ground support missions do not count as invasions. Extensions of zones of control count as invasions; extensions of zones of influence do not count as invasions.

11. Air Operations

11.1 Allied air units (fighters, SAC bombers, helicopter gunships, and special operations aviation) may conduct air operations:

11.1.1 Strategic Bombing: One SAC or two fighters are placed on a hex occupied by enemy units. If none of the aircraft are destroyed by anti-aircraft fire (see below) the hex is bombed and one die is rolled:

11.1.1.1 If the hex contains only clear terrain, then on a die roll of 5 or 6 one Communist unit is destroyed.

11.1.1.2 If the hex contains non-clear terrain, or is in a Zone, then on a die roll of 6 one Communist unit is destroyed. The Communist player can choose the unit to be destroyed (dummy, supply, ground combat, or ground support unit; Communist interceptors are not affected by bombing). However, if there is a supply unit in the hex or zone, it must be eliminated before a Dummy can be removed.

11.1.2 Ground Support: The Allied player can place up to two fighters or gunships on a hex occupied by enemy units during combat, offensively or defensively. Each air unit that survives anti-aircraft fire reduces the printed morale of one enemy ground combat unit by one. An enemy unit cannot be reduced by more than one. A unit's morale can be reduced to zero or below.

11.1.3 Supply: Any air unit may be placed on a friendly occupied hex and turn that hex into a source of supply for that turn. (This represents allocation of sorties to various types of air cargo missions.)

11.1.4 Transport: Helicopter gunship counters may be attached to certain Allied ground units to give that unit airmobile capacity (place the helicopter with the ground unit). All types of ground units can have helicopters attached, except armored, armored cavalry, and mechanized. Beginning with the next player-turn, that unit moves and makes reaction moves as an airmobile unit. If the unit is eliminated, the helicopter unit is also eliminated and both units count for political/replacement point costs.

Note: Airmobile units, such as the brigades of the US 1st Cav Division (with the helicopter symbol) do not require helicopter attachments, nor can their organic helicopters be used for any of the missions above.

11.2 Allied air units may not fly missions in consecutive Allied and Communist player turns. For example, at the beginning of the Communist player turn's Allied Reaction phase, the Allied player has aircraft in both the available and unavailable boxes. All air units in the available box may be assigned to ground support missions. After they are placed on the board, but before the missions are resolved, all units in the unavailable box are moved back to the available box. As units assigned to ground support missions complete those missions, they are placed in the unavailable box. In the consecutive Allied player turn, all air units in the available box may be assigned air missions. After they have been assigned and placed on the board, those units in the unavailable box are moved to the available box. The units on the map, as their missions are completed, are moved to the unavailable box. Note: Airmobile units are not affected by this rule; they remain on the map similar to ground combat units.

11.3 Allied ground support missions may be flown in the Allied Reaction and Air Operations phases (within the above restrictions). They may not be flown in monsoon turns. Bombing, supply and transport missions occur only in the Air Operations phase.

11.3.1 Helicopters assigned to transport missions are placed with ground units to which they are assigned; such units do not remain in the air operations boxes.

11.4 A hex may only be bombed once per turn. Any number of bombing attacks may be made in an off-board zone. Strategic Bombing and Ground Support missions may be flown against the same hex in the same turn.

11.5 Allied fighters in zones with Communist interceptors dogfight and then bomb. Each Allied fighter and Communist interceptor rolls a die. An Allied fighter destroys an interceptor on a die roll of 3, 4, 5, 6; a Communist interceptor destroys an Allied air unit on a roll of 4, 5, 6. Both sides fire simultaneously and results are applied after all die rolls are made. If the Allied player takes losses, he can choose which of his own air units will be shot down (for example, you could choose to lose a fighter instead of a bomber) in simultaneous combat. The Communist player may place Interceptors only in China, Hanoi, and Haiphong. He can change their zone of placement during each Communist movement phase.

11.6 US Carrier Air Units. These are treated as US fighters, with the following special rule: They may target only North Vietnam, Laos, and China (hexes and zones) from 1965 to the November-December 1967 turn. They may also target any Corps Zone containing US Marine units. Starting with January-February 1968 they may be used anywhere.

11.7 Joint Allied Air Operations. The Allied player cannot combine US and ARVN air units in the same hex until January-February 1968. They may be combined when attacking zones.

11.8 Operation Niagara. Starting in January-February 1968, the Allied player can place two SAC or four fighters (or one SAC and two fighters) in one hex for Strategic Bombing if there are two Communist units in the same hex. One SAC or two fighters each attack one enemy unit.

Design note: the above three rules reflects a variety of command control and aircraft deconfliction issues. In response to the siege of Khe Sanh, the US command in Vietnam set up joint staffs to coordinate airpower and utilized masses of airpower against individual targets.

11.9 Operation Linebacker

11.9.1 Starting in January-February 1972 and for the remainder of the game, a US SAC unit will destroy an enemy ground target in a zone on a die roll of 4, 5, 6. Attacks on hexes are resolved normally.

11.9.2 Also, Communist SAM units will hit an Allied SAC only on a die roll of 6, and other air units on a 5, 6. (Other AA fire remains the same.)

11.10 See the Special Units rule for Special Operations Aviation.

12. Anti-Aircraft Fire

12.1 Some Communist units have an anti-aircraft (AA) capability. If the unit's hex or zone is under attack by strategic bombing or ground support, or is in a hex adjacent to another hex the Allied player is trying to supply by air that unit may fire its anti-aircraft weapons.

12.1.1 Each Communist unit in the hex with AA fires once; the following die roll results will eliminate one Allied air unit (if there is more than one such air unit, then the Allied player can choose which one will be shot down).

UnitDie roll
NVA Infantry Division/Armor Regiment6
Artillery Unit5 or 6
SAM/Interceptor4, 5, or 6

12.1.2 Subtract one from the die when firing on SAC air units.

12.2 Anti-aircraft fire is made after air units are placed but before they initiate their mission. Air units that are shot down do not bomb, supply or affect morale of their targets. Note: Fighters that engage in air to air combat and survive AA fire complete their missions (they can both dogfight and bomb).

12.3 AA versus Airmobile movement are not affected by AA fire. However, if any Allied unit used Airmobile movement or reaction movement to enter a hex adjacent to a face up Communist Artillery or SAM unit, and then engages in combat, add 1 to the Communist combat total.

13. Firebases & Artillery

13.1 Allied firebases cannot use ground movement. They may be repositioned during the reinforcement phase (one U.S. and one SEATO or ARVN per turn). If forced to retreat from a hex due to combat results, they are eliminated.

13.1.1 Allied firebases affect combat. Each allied firebase within two hexes of an enemy unit under attack adds one to the Allied player's combat die roll (see combat). If an allied unit is under attack, each firebase within two hexes at the instant of combat adds one to the combat die roll for that unit. All fire support is determined at the instant of combat.

13.1.2 If all Allied ground units in a hex containing a firebase are eliminated and victorious communist units survive the combat, the firebase is eliminated if the communist units advance after combat into the firebase hex.

13.1.3 Firebases have a defensive morale of one if they are alone in a hex at the instant of combat. They may add their own fire support as well as other units' fire support to their combat.

13.2 Communist artillery units are mobile, and use Communist ground combat movement rates; they may retreat after combat. If all ground units that were stacked with them are eliminated in combat, however, and they are unable to retreat (prohibited hex, enemy occupied hex) they are destroyed.

13.2.1 Communist artillery units affect combat in the same manner as Allied firebases except that they have only a one hex range. Like Allied firebases, they have a defensive morale of one if they are alone in the hex at the instant of combat; they may add their own and other units' fire support to their combat.

13.3 Note that NVA SAM units are not artillery units and have no inherent defense capability. They use Communist ground combat movement rates. If alone in a hex and attacked they are eliminated. They may retreat after combat if defending with other units (they can also be taken as a loss in combat).

13.4 Firebases, artillery, and SAMs are always in supply during their opponent's turn. In their own turn they need to be supplied normally. If not in Supply, they can not provide fire support or anti-aircraft fire.

14. Allied Naval Units

There are two types of Allied naval units: patrol boats and the US fleet.

14.1 Allied patrol boats can interdict enemy supplies at sea (see Sea Movement) and can affect combat as if they were firebases with a range of only one hex.

14.1.1 Patrol boats have an intrinsic morale of two (ARVN) or three (U.S.) if they attack or defend by themselves. Otherwise they add one to the die roll of any Allied units that they are stacked with or adjacent to in combat.

14.1.2 Regardless of the combat results, patrol boats are not eliminated in combat unless (1) they are unable to retreat or (2) the enemy force includes armor or artillery. If they lose a battle against non-armor, non-artillery, they retreat. (If an exchange is called for, the Communist player would still lose his unit and the boat would retreat).

14.1.3 Communist ground units must cease movement in rivers within two hexes of a patrol boat. This is measured along contiguous river hexes. The communist unit can move off the river in the next movement phase normally.

14.2 The US fleet is never affected by combat results. In addition to supply interdiction (see Sea Movement) and amphibious capabilities, the fleet can act as a firebase with a two hex range to affect combat within its zone of influence. The fleet also projects a two-hex wide zone of influence to inhibit enemy land movement (see rule 8.5).

14.2.1 If enemy ground units enter a hex occupied solely by the fleet, the fleet moves one hex out to sea.

14.2.2 The fleet may be used to mine Haiphong harbor. It spends an entire turn in the Haiphong zone after moving into it. At the end of the Allied movement phase after it entered the zone, it places the mine counter in the zone. Mining Haiphong Harbor has the following effects: (1) The Allied player immediately rolls one die and subtracts this number from his political point totals for adverse world reaction. (2) Haiphong may never be used by the Communist player for sea movement into or out of the zone. All supplies, Russian aid, or other units cited as arriving in Haiphong are placed in China instead on the turn following. The Communist player adds one to the die when rolling for Soviet Aid (see Communist Aid) if the Haiphong zone is mined.

15. Green Berets

15.1 The Allied player has five Green Beret (U.S. Special Forces) units in play. These may be placed in the Allied Reinforcement phase in any non-town/city hex in South Vietnam, Cambodia or Laos. Green Berets do not violate neutrality.

15.2 The Allied player may build militia in hex occupied by Green Berets. South Vietnamese militia may be built in South Vietnam, Cambodians in Cambodia, Laotians in Laos, and Montagnards in mountain hexes in Laos, I Corps, and II Corps.

15.2.1 Green Beret's zone of influence extends two hexes in all directions. Allied militia that are in a zone can move anywhere within that zone of influence (and have an unlimited movement allowance within it). Militia and Montagnards in this case may not cross borders. They must obey enemy unit and Zone of Control restrictions.

15.2.2 Allied militia in a Green Beret zone of influence have their morale increased by one.

15.2.3 Green Berets are immobile when placed (they represent the center of operations for unconventional warfare). The Allied player may voluntarily withdraw Green Berets in one reinforcement phase and return them to the map on a subsequent reinforcement phase.

15.2.3.1 Green Beret units are eliminated if forced to retreat.

15.2.3.2 If a Green Beret unit is eliminated or withdrawn, any militia or Montagnard within its zone of influence that is not in a town/city hex is removed from play and returned to the mix (no political points are assessed for units so removed).

15.3 Green Beret units restrict Communist attempts to affect Hearts and Minds. If one Green Beret unit is in a corps or country, the first Communist supply/cadre unit expended that turn in hearts and minds operations rolls a die: 1, 2, 3 and the unit has no effect on hearts and minds. If there are two Green Beret units present in that corps or country, the first two Communist units being used in hearts and minds must roll, etc.

16. Montagnards

16.1 The Montagnard counters represent the Meo, Montagnard, and other hill tribesmen who fought for the Allied side.

16.2 If Laos, I Corps, or II Corps are Allied controlled or pro-Allied (Hearts and Minds), the Allied player may have one Montagnard counter in play for each of those regions (that are Allied controlled/influenced). If Laos joins the Allies or if all three such areas are Allied controlled, the fourth Montagnard may be raised (and placed in Laos, I, or II Corps).

16.3 Montagnards function as Allied Militia that must be raised by Green Berets in mountain hexes in the above mentioned regions. They may otherwise move freely within the Zone of Influence of a Green Beret, including into non-mountain hexes.

16.4 Montagnards, if eliminated, may be replaced although the Allied player may never have more Montagnards in play than determined by section 16.2 above.

16.5 Montagnards that are raised are done so at a cost per unit of one U.S. replacement point. They remain in play until eliminated. If the Green Beret unit is eliminated or removed, then any Montagnard not in a city/town is also eliminated.

16.6 The Communist player may never raise Montagnards.

17. Dummy Counters

17.1 During the recruitment phase the Communist player may take all the dummies in the countermix and place them on the board along with his inverted cadre recruits. Dummies do not cost recruitment points and may be placed in any hex that a guerrilla unit of any country could be placed.

17.2 Dummies move as inverted guerrillas. They have no combat value. If turned face up they are immediately eliminated. If eliminated by strategic bombing or combat or by being turned up they are returned to the counter mix and no points are assessed.

18. Supplies

18.1 Supply Lines

18.1.1 Allied units are in supply if they can trace a line of hexes free of enemy units or zones of control to their corps headquarters hex, a friendly major city, any Allied firebase, the fleet (if on the coast), or via air supply. Corps HQ and cities must be Allied occupied to provide supply. Allied Rangers can trace a line of supply to any town occupied by Allied units. Also, see the Air Supply mission.

18.1.2 Communist units are in supply if they can trace a line of up to six movement points free of enemy units, zones of control, or zones of influence to any hex in North Vietnam, a Communist Base unit, or a Communist supply unit. See below for supply unit use.

18.1.3 Lines of Supply cannot be traced into or through map zones (but see below).

18.1.4 Lines of supply cannot be traced across neutral country borders (in either direction). They may be traced within neutral countries.

18.2 The following units are always in supply:

18.2.1.1 Allied Naval, patrol boat, air, militias, Green Beret, airmobile, and firebases.

18.2.1.2 Communist cadres, guerrilla regiments, sapper, dummy, Supply units, Bases and all inverted units.

18.2.1.3 If a unit begins its movement phase out of supply its movement allowance is cut in half.

18.2.1.4 If a unit begins its combat phase out of supply its morale is reduced by one.

18.3 Communist Artillery and SAM units cannot provide fire support/anti-aircraft fire if they are out of supply during their own turn (but not the enemy's when firing defensively).

18.4 All units are considered in supply during their opponent's turn for combat, fire support and anti-aircraft fire (that is, for defense).

18.5 Neutral units are always in supply while their country is neutral.

18.6 Supply Units

18.6.1 Communist supply units that are attacked in a hex without accompanying ground combat or support units are automatically eliminated.

18.6.2 A Communist supply unit can supply any and all NVA units within six movement points (tracing a path from the unit to the supply counter); the path cannot go through an Allied unit, Allied zone of control, or zone of influence. If the supply unit is used to supply NVA (any type) attacks, that supply unit is eliminated after the attack is completed. They are not eliminated for movement supply (defense does not require supply).

18.7 Zones

18.7.1 Laotian (Royal and Pathet Lao) units in Luang Prabang, Vientiane and the Plain of Jars are always in supply.

18.7.2 North Vietnamese units in China, Hanoi, and Haiphong are always in supply.

18.7.3 Otherwise, a unit in a Zone is In Supply if any of the following are in effect:

  • Allied: there is a firebase in the same zone or an air supply mission is flown into that zone. One firebase will support all Allied units in one Zone. One Air Supply mission will support two Allied ground units.
  • Communist: there is a supply unit in the same zone (this is expended if used to support an attack; otherwise it remains in play). One supply unit will supply all Communist units in a zone.

19. Combat

19.1 Combat occurs between face up units in adjacent hexes.

19.1.1 Combat is always voluntary, although all units stacked together in a hex must defend as one group. All units stacked together in a hex do not have to attack. Some units may be withheld from an attack and thus do not suffer losses or retreats as a result of combat. Defending units (the non-phasing player) may never be withheld.

19.1.2 Any inverted unit that begins an Allied combat phase adjacent to an Allied ground combat unit must be flipped face up and may be attacked unless the units are separated by all-sea, all-lake (in Cambodia only) or neutral border hexsides (and then only if the Allied player does not wish to attack across that border (which would violate neutrality).

19.1.3 No unit may attack or be attacked more than once per combat phase. A unit may have been strategically bombed or involved in an ambush (see following) in the phases of the same player turn prior to the combat phase.

19.2 The procedure to resolve combat is summarized on the Combat Chart on the map, and is explained in further detail below:

19.2.1 Each player adds the current morale (as affected by ground support, Green Beret support for Allied militia, demoralization, Hearts and Minds rules) of each unit involved in the battle. An average is taken by dividing that total morale by the number of ground combat units involved in the attack (by the phasing player) or the defense (by the non-phasing player). Artillery, firebase and patrol boat/fleet units are not ground combat units (signified by the white dot on the unit counter) and morale values are not used unless they themselves are the only unit in a hex that is under attack or are attacking alone. Fractions are retained.

Example: The Allied player has a U.S. Marine Brigade (morale 4), a pair of ARVN divisions (morale of 2 each) and an ARVN Armor regiment (morale 3) attacking an NVA division (morale 4) and a Viet Cong Regiment (morale 3). The Allied morale is 4 + 2 + 2 + 3 = 11/4 (four units) for an average morale of 2.75.

The Communist player's units have been attacked by two ground support fighters that successfully completed their mission. Each fighter reduces the morale of one unit by one. Therefore the Communist morale is 3 + 2 = 5/2 = 2.5.

19.2.2 Each player then adds to his morale for fire support. The Communist player adds 1 for each artillery unit stacked with or adjacent to the hex at the time of combat. The Allied player adds 1 for each firebase, patrol boat, and fleet within range (2 hexes for firebases/fleet, adjacent for patrol boat) to the hex under attack.

Example: the Communist player has one artillery unit stacked with and another adjacent to his stack, thus adding 2 to his morale (new morale is 4.5). The Allied player has one firebase, and a fleet within two hexes, and a patrol boat adjacent, thus adding 3 to his morale (new morale of 5.75). (Note that the fire base must be within 2 of the unit being attacked, so the morale increase in the image below is good if the unit is defending, not attacking.) (Fire support units may affect more than one battle in the same combat phase, and thus could affect other battles nearby).

19.2.3 The defending player adds to his morale for any terrain occupied by his or opposing units (see Terrain Effects Chart, below).

Example: In the above mentioned battle, the Communist player is in a city on a swamp hex. He adds 3 to his morale (new morale is 7.5).

Terrain Effects Chart (Defense Modifier):

Defender inDefense Modifier
City+2
Mountain+2
Jungle/Swamp+1
All Attackers on: Minor River+1
All Attackers on: Major River+2

All modifiers are cumulative.

19.2.3.1 VC Sappers: see the Special Units rules.

19.2.3.2 Communist AA versus Airmobile units attacking or defending: See the Antiaircraft rule.

19.2.4 The player who has the most number of ground combat units engaged in a battle adds one to his morale if he has twice as many units, and two to his morale if he has three times or more as many units as his opponent.

19.2.5 Example: The Allied player has 4 units, the Communist player has 2 units. Therefore the Allied player has the larger force and adds 1 to his morale for outnumbering his enemy 2:1. New Allied morale is 6.75.

19.2.6 Each player now rolls one die. The number on the die is added to the morale. The player who has the higher total value wins the combat. If a player has a total morale of twice that of his opponent, two enemy ground combat units in the battle, of the owning player's choice, are eliminated and all other enemy units must retreat one hex away from the combat. If a player has a higher but not twice as great a morale as his opponent, one enemy ground combat unit of the owning player's choice is eliminated and all other enemy units must retreat one hex away from the combat. If the players tie, each side loses one ground combat unit of its choice and either, neither or both players may retreat one hex away from the battle.

The defending player chooses first whether or not to retreat, and executes any retreat before the attacking player decides whether or not to retreat.

Example: The Allied player has a morale of 6.75 and rolls a 3 on the die, which is added to give a total of 9.75. The Communist player rolls a 2, which, when added to his 7.5 morale, yields 9.5. The Allied player's morale is higher, and he wins the battle. The Communist player must eliminate one ground combat unit (either the regiment or the division) and retreat one hex from the battle with the remaining unit and the artillery counter that was stacked with it, along with any other supply or SAM units in the stack.

19.3 When a unit retreats after combat, it must do so into a hex that is free of enemy units and is not prohibited to its type (i.e. ground units moving into all-sea hexes). The retreat must be to a hex adjacent to that which it occupied during combat.

19.3.1 A stack which retreats does not have to remain a stack; its units may retreat into different hexes.

19.3.2 A stack may retreat into a hex already occupied by other friendly units, but if it causes the stacking limit to be exceeded in that hex, the owning player must immediately eliminate all units in violation of the stacking rules (his choice).

19.3.3 Units that retreat across a border do not violate neutrality but must leave that country in their next movement phase or they have violated neutrality.

19.3.4 The Allied player may retreat up to two units a turn (maximum) from coastal hexes to the fleet.

19.3.5 Allied airmobile units may, if they wish, retreat to a city/town occupied by friendly units and within range instead of retreating one hex.

19.3.6 Units that are unable to retreat are eliminated.

19.3.7 Firebases are eliminated if forced to retreat.

19.3.8 If units retreat into a hex that is also under attack in the same combat phase, they are flipped upside down and have no effect on combat in that hex, not even for fire support. They suffer retreat consequences if their friendly units are forced to retreat.

19.3.9 Units in zones never retreat. They stay in place. Units in a hex adjacent to a zone may retreat into that zone.

19.4 The victorious player or, in a tie, the player who does not elect to retreat, may advance into the hex that was attacked if it is vacant of enemy units. Any number of mobile attacking units up to the stacking limits may enter the hex. (Note that militia, except with Green Beret supervision, and firebases are immobile and may not enter hexes as a result of advance after combat). Units may not advance into prohibited hexes.

20. Ambushes

20.1 During the Allied movement phase, inverted Communist units may force Allied units to accept immediate, unsupported combat by declaring an ambush.

20.2 Whenever an Allied ground unit moves adjacent to an inverted Communist unit, the Communist player may declare an ambush. The Ambushing unit(s) immediately flip face up and the Allied unit being ambushed immediately stops.

20.3 Ambush combat is conducted immediately. Any and all inverted Communist units adjacent to the ambushed unit may flip up and participate in the ambush.

20.4 Ambushes are conducted as a combat, with the following exceptions.

20.4.1 The Allied unit does not receive any benefit for terrain. Instead, the Communist units receive the morale benefit of the terrain in the hex occupied by the ambushed Allied unit. No other terrain modifiers apply. Example: Allied unit is in a mountain hex; the Communist player adds 2 (for mountains) to his total morale as a terrain modifier.

20.4.2 No Allied air, firebase, fleet, or patrol boat support is added unless the hex being ambushed contains those units.

20.4.3 No Communist artillery is added unless the units that conducted the ambush include artillery units, and then only those artillery units that conducted the ambush may participate.

20.4.4 The Communist player adds 1 to his morale for the surprise of an ambush.

20.5 After ambush combat has been resolved, according to the rules of combat as modified above, any Allied units that survive the ambush, regardless of who won, may continue moving. They are not forced to retreat. Any Communist units that survive may, if the Allied player has been completely eliminated, enter the vacant hex. If any Allied units survived the ambush, all Communist units that participated must retreat one hex in any direction per rules of retreat after combat. Ambushing units, regardless of victory, must remain face up.

20.6 Ambushing NVA and artillery units must use supplies or they are reduced by one morale and may not offer fire support.

20.7 Airmobile units may not be ambushed by guerrillas. They may be ambushed by NVA divisions or armored regiments. Airmobile units, however, are considered flying and thus do not occupy the terrain in a hex in which they are ambushed in. The Communist player does not receive the benefit of terrain. He does receive fire support and, if SAM missiles are present and supplied, he may add one to his total morale. Note: that when airmobile units defend a hex during a normal combat phase, they do occupy terrain and receive/suffer terrain penalties.

21. Random Events

21.1 During the random events phase, each player rolls his die. The Communist player's die is considered the tens die, the Allied player the ones die. If the result is 37-66, there are no random events for the next turn. If the result is 11-36, the Random Events chart (see player aid card) is consulted and appropriate action is taken.

21.2 If a random event is marked with an asterisk (*) it means that it may only occur once per game. If it has already occurred, there is no random event. If the random event has been superseded by events (example: a coup has already taken place in the named state) it does not occur again and there is no random event.

22. Politics and Victory

22.1 Elimination of enemy ground combat, air, and support units results in the awarding of political points to the victor. Points are also assessed for certain nationalities whose units are replaced and for occupation of cities/towns, as well as for Hearts and Minds operations.

22.2 The numbers listed below are awarded for certain actions. Those marked positive (+) are awarded to the Allies and increase the political point total. Those marked negative (-) reduce the Allied political point total.

22.3 Items marked with one asterisk () cause the track to move immediately when they occur. Those marked with a double asterisk () are effective only during the Allied political phase. Those marked with a triple asterisk () take effect during both the Allied and Communist political phases.

22.4 If the political point total ever exceeds 250 points at the end of either player's political phase, the game is over and the Allies win. If it ever falls below zero at the end of a political phase, the game is over and the Communists win. Points are awarded as follows:

  • +1 per Communist non-supply unit eliminated*
  • -1 per Allied unit eliminated*
  • -2 per SEATO unit replaced*
  • -2 per U.S. unit replaced*
  • +1 per corps/country pro-Allied on Hearts and Minds Chart. **
  • +2 per corps/country Allied Controlled on Hearts and Minds Chart. **
  • -1 per corps/country pro-Communist on Hearts and Minds Chart. ***
  • -2 per corps/country Communist Controlled on Hearts and Minds Chart. ***
  • +2 if all towns/cities in a corps/country are occupied by Allied units. **^
  • +3 if there are no Communist units in a corps/country. **^
  • +2 if the only Communist units in a corps/country are inverted (except for supplies). **^
  • -1 for each town in a corps/country occupied by face-up Communist units. ***^
  • -2 for each city in a corps/country occupied by face-up Communist units. ***^
  • -25 If Saigon is occupied by face-up Communist units. ***^^

Notes: ^ does not apply to a neutral state if still neutral. ^^ instead of and not in addition to penalty for occupation of city.

23. American Elections

23.1 The American elections of 1968 and 1972 can affect the play of the game. Twice, during the November/December turns of 1968 and 1972, the Allied player must roll for the elections.

23.2 In 1968 he rolls three dice; in 1972 he rolls four dice. The total is multiplied by 10. If he has fewer political points than that number at the end of his political phase, the peace party wins the elections.

23.3 If the peace party wins the elections, the American player must roll one die each turn that American units remain in play. That is the number of American units on the map or already paid for as replacements that must be permanently withdrawn from play during the next Allied reinforcement phase. The Allied player chooses which units are removed.

23.3.1 If the Allied player does not remove the specified number of units, he pays a penalty of two political points per unit less than the die roll that is withdrawn.

23.3.2 The Allied player may elect to withdraw additional units. Each additional unit over and above the die roll that is withdrawn gains the Allied player one political point.

23.3.3 The Allied player may withdraw up to 10 units per turn.

23.4 If the peace party comes to power, no American units may ever be replaced and the American replacement points (which may be donated to the other Allies) are reduced to a maximum of one point per turn.

23.5 If the peace party wins, the Allied player pays one political point per neutral country, China or North Vietnamese off-board zone or hex that is strategically bombed by U.S. air units and pays double for any U.S. neutrality violations.

23.6 If the peace party wins, SEATO forces may be forced to withdraw. If the Allied political point track is below 100 points, one SEATO unit must be withdrawn that and every turn in which it is below 100 during the reinforcement and replacement phase.

23.7 Units that are withdrawn are permanently removed from play and may not be replaced.

23.8 If the Allied player does win the election, play proceeds as normal UNLESS he has fewer than 100 points, in which case PARTIAL VIETNAMIZATION must be declared immediately. It may never be reversed. All U.S. and SEATO troops must be withdrawn before the next election or the election is automatically lost.

24. Vietnamization

24.1 The Allied player may declare either Full Vietnamization or Partial Vietnamization during the campaign game.

24.2 Full Vietnamization. This must be declared prior to the January/February 1966 game turn. If Vietnamization is declared, the following rules are in effect:

24.2.1 The Allied player is limited to a maximum of six U.S. ground combat units on the board at any one time. He may choose any six units and these are immediately available.

24.2.2 All U.S. Fleet, patrol boat, air and firebase units are available as listed in the Allied Reinforcement Schedule.

24.2.3 All SEATO units are available as listed in the Allied Reinforcement Schedule.

24.2.4 No political points are paid to replace U.S. units (SEATO units still cost one point to replace) unless so designated by the Random Events.

24.2.5 The Allied player receives one additional U.S. replacement point per turn.

24.2.6 ARVN militia, Cambodian militia, and Montagnards cost only 1/2 a replacement point to create.

24.2.7 The Allied player rolls one less die than specified in his elections.

24.2.8 Allied air units may not operate over North Vietnam or China or in neutral countries except at a cost of one political point per country per turn in which Allied air units operate. (They may operate in Indochinese states that become Allied freely.)

24.2.9 The Communist player is reduced to two basic cadres per turn, not three, and subtracts two from the die roll when seeking Communist Aid.

24.2.10 Regardless of point totals, the game continues until at least the end of the November/December 1968 turn. The political point track may not be raised above 249 or below one before that turn. Additional points for or against the Allied player are ignored if these totals would be surpassed prior to the completion of the November/December 1968 turn.

24.3 Partial Vietnamization. The Allied player may declare a partial Vietnamization at any time in the game. Partial Vietnamization may not, however, be called if an election has been won by the peace party, and if it does win the benefits of partial Vietnamization are immediately canceled. Partial Vietnamization:

24.3.1 The Allied player must voluntarily begin withdrawing U.S. and SEATO units up to a maximum of ten units a turn. At least two units per turn must be withdrawn.

24.3.2 Each unit that is withdrawn increases the political point total by one point. Units that are withdrawn may never be returned to play.

24.3.3 For every four U.S. units withdrawn from play, one ARVN replacement point is awarded to the Allied player for one turn.

24.3.4 If Partial Vietnamization is declared, the Communist player subtracts one from his Communist Aid die rolls and, if all American units are withdrawn, is limited to two basic cadres per turn instead of three.

24.3.5 American helicopter gunships may be used by the ARVN units and are treated as ARVN units if so transferred. American firebases may also be transferred to the ARVN forces and are treated as ARVN firebases. U.S. firebases/helicopters, if eliminated, however, may only be replaced if the American replacement point is spent on them.

24.3.6 When all U.S. ground combat units are withdrawn the American player must begin withdrawing air units. One SAC, one USMC air, and the helicopter gunships may remain in play and need not be withdrawn.

24.4 If the Allied player decides to commit or recommit U.S. forces after full/partial Vietnamization has occurred, he may do so at a substantial penalty.

24.4.1 If partial Vietnamization is reversed, he rolls an extra die during the next election and U.S. units returned as replacements cost 3 political points per unit replaced.

24.4.2 If full Vietnamization is reversed, he rolls an extra pair of dice during the next election and U.S. units returned as replacement cost 3 political points per unit replaced.

24.4.3 If full/partial Vietnamization is reversed, the Allied player needs 300 political points to win, the Communist player immediately begins receiving Communist Aid from the Soviet Union and China and receives his basic three cadres per turn again.

24.4.4 The Allied player may not reverse full/partial Vietnamization if an election was lost or after the 1972 election has been decided.

24.4.5 If full/partial Vietnamization is reversed, all American units listed as available up to that time on the Allied Reinforcement Schedule may be brought into play at the rate of six units per turn. Units that were eliminated in combat and have not been replaced should be kept separate and must be replaced with replacement points before they are available.

24.4.6 If Full or Partial Vietnamization is in effect, each time a force containing U.S. or SEATO ground units conducts an attack against Communist force, the Allied player loses one Political Point.

25. South Vietnamese Morale

25.1 If either player-turn starts with fewer than 50 Allied political points, the ARVN forces are demoralized for that player-turn.

25.2 Demoralized units are reduced in morale by one point below their printed morale value. ARVN units no longer have zones of control (although firebases retain zones of influence).

25.3 If ARVN is demoralized while American ground units are in Vietnam or full Vietnamization has been called, they may desert if two or more major cities in their corps zone or Saigon is Communist-occupied. All ARVN units in that corps zone (or, if Saigon falls, in the entire country) roll morale. If the die roll is greater than the printed morale value, the unit deserts. It is placed in the countermix. It may be replaced and no political points are awarded to the Communist player for deserted units. If a division deserts, or if two regiments in the same hex desert, place a Communist supply unit in the hex.

25.3.1 This desertion is rolled for immediately and is only rolled for once per turn, during the Allied reinforcement and replacement phase.

25.4 If ARVN is demoralized when there are no U.S. ground units in South Vietnam, or the American Peace Party has won the election or only partial Vietnamization is in effect, the morale effects are more severe.

25.4.1 A die is rolled for each ARVN unit involved in combat in any player-turn combat phase or for ambushes while ARVN is demoralized. A die is rolled for each ARVN unit involved before the combat is resolved; a result higher than the printed combat value of the unit results in the unit's being removed from play through desertion. The die roll is modified as follows per the table below.

South Vietnamese Morale Table:

ConditionDie roll modifier
If the unit is attacking-1
If ARVN has a numerical advantage-1
If fighting in an ARVN-controlled area-1
If the Communist player has a numerical advantage+1
If fighting in a Communist-controlled area+1

25.4.2 All other demoralization rules and the effects of deserting units apply.

26. National Uprising

26.1 The Communist player may declare a national uprising once per campaign game. This may not be called prior to the January/February 1967 game turn.

26.2 During the national uprising, the Communist player receives additional reinforcements. For four turns he does not receive his basic cadre allotment. He still receives Chinese and Soviet aid and NVA replacements.

26.3 For the first two turns of the uprising, the Communist player receives three cadre and one regiment in each of the four South Vietnamese corps zones. In the third and fourth turns of the uprising, he receives one regiment or two cadres in each of the four corps zones.

26.4 All Hearts and Minds and additional recruitment cadres received because of control of towns/cities are still received.

26.5 The four turns of national uprising are followed by one year of poor recruitment. For the first six turns following the uprising, only one of the three basic cadres can be Viet Cong. For the remainder of the game, no more than two of the three basic cadres may be Viet Cong. Additional cadres from foreign aid, Hearts and Minds, and area control may be Viet Cong if desired.

26.6 Once an uprising begins, it must last all four turns, unless of course one player wins the game on political points. The uprising cannot be called off in mid-stream.

26.7 South Vietnamese Rally: The destruction caused by the Tet Offensive led to many South Vietnamese rallying behind ARVN. Therefore, two turns following the declaration of a National Uprising, the Allied player rolls one die and receives a number of Replacement Points equal to the result.

26.8 Placement of units received from the uprising is inhibited if Full Vietnamization is in effect or if a corps area is Allied controlled. Each unit to be placed must be rolled for: a 5, 6 and the unit is not placed. It is returned to the counter mix and no political points are assessed for its destruction.

27. Communist Aid

27.1 The Communist player may roll for foreign aid from China and the Soviet Union each January/February turn. Once aid is received it is received every turn for the remainder of the game. See chart on Player Aid card.

27.1.1 The die roll is modified by subtracting two if full Vietnamization is in progress, one if partial Vietnamization or an American withdrawal due to elections is in progress.

27.1.2 The die roll is modified by adding two if Allied ground units enter North Vietnam (except as a result of retreat from combat, and then only if they exit the country the next turn). In this case, aid is immediately rolled for.

27.2 Chinese aid allows the Communist player his choice of one supply, one SAM, or one guerrilla cadre unit per turn in addition to any other recruits. The supply and SAM units are placed in China, the cadre is placed as per other cadres.

27.3 Soviet aid allows the Communist player his choice of one supply, SAM, artillery, interceptor, or armored unit per turn in addition to any other recruits. All units appear at Haiphong. If Haiphong is mined, they are placed at the China off-board zone on the following turn.

27.4 The Communist player may choose different units from the available list each turn (i.e. a cadre one turn, a supply the next, etc.).

28. Special Units and Optional Rules

These rules are optional and represent special units and their capabilities and other optional rules.

28.1 U.S. Special Operations Aviation (SOA)

This unit represents various CIA and USAF unconventional aerial forces. The SOA has the capabilities of a helicopter, with the following special abilities:

28.1.1 Transport. The SOA can transport South Vietnamese, Laotian, and Thai Ranger units (only). It may do so for Laotians even if Laos is neutral (section 10.). This costs no political points and does not trigger Laotian intervention.

28.1.2 Strategic Bombing. The SOA may conduct strategic bombing, counting as a strategic bomber, but only against Communist units in Laos and South Vietnam. It may do so in Cambodia if Cambodia is an active ally.

28.1.3 Ground Support and Supply. The SOA may conduct Ground Support and Supply missions for Allied units in Laos (including neutral units) and South Vietnam. It may do so in Cambodia if Cambodia is an active Ally.

28.2 5th Special Forces (5SFM) Mobile Strike Force Airmobile Unit

This unit represents various reaction forces for the 5th Special Forces Group, composed of US cadre and various ethnic strikers. These usually operated in support of SF camps as well as having elements conduct independent operations. 5SFM operates as an airmobile unit, with the following special rules:

28.2.1 5SFM normally has a morale value of "2" but this is raised to "3" when it is operating in a Green Beret Zone of Influence. It may conduct Reaction Movement, but only into a hex in a Green Beret Zone of Influence.

28.3 USMC III Marine Regiment

This unit represents various ad hoc and emergency USMC units (including the 9th Marine Amphibious Brigade and 27th Marine Regiment, briefly committed to Vietnam in the wake of Tet).

28.3.1 The Allied player can recruit the USMC III unit on any turn at the cost of two US replacement points. If eliminated, it costs two replacement points to return it to play.

28.3.2 Optionally, this rule can also be applied to the U.S. 3/82 (Airborne) Infantry and 1/5 Mech units - the Allied player can recruit them at any time by paying the points (but does not receive them as scheduled reinforcements).

28.4 Operation Phoenix

Operation Phoenix (Phung Hoang in Vietnamese) was an Allied campaign to attack and destroy the VC infrastructure. It used a variety of intelligence, conventional, and unconventional methods. In the game it is represented by additional ARVN units with special abilities.

28.4.1 The Allied player can start mobilizing Phoenix units starting four turns after the Communists declare a National Uprising. The Allies can also do so in scenarios that begin in July-August 1968 or later. Each Phoenix unit mobilized costs one replacement point (which may come from South Vietnamese and/or US sources). The Allied player can place Phoenix units only in South Vietnam, and there may never be more than one per Corps.

28.4.2 Phoenix units are used in the same manner as Green Beret units. They have the following special capability: the Allied player can use them during the Hearts and Minds phase in a similar manner as the Communists expend cadre (rule 7.4). Expend a Phoenix unit. If the Corps in which it is located is Communist controlled, roll one die and on a 4, 5, 6, shift the Control marker one space towards the Allies. Otherwise, roll one die and the marker moves one space on a 3, 4, 5, 6.

28.5 ARVN Ranger Groups

In the early part of the war, ARVN Rangers operated largely as independent battalions at the Corps Level. As the war continued, they were organized into groups and employed with more flexibility. Therefore, ARVN Ranger units in 1965 must be attached to their Corps of placement. They cannot have that assignment changed in 1965. Starting in January/February 1966 the Allied player can change the corps of assignment of one ARVN Ranger per turn. Starting in January/February 1969, the Allied player can change the corps of assignment of up to two ARVN Rangers per turn.

28.6 Thai 333 Ranger

This represents various units that Thailand committed to fighting the North Vietnamese in Laos. It functions as an Allied Ranger regiment, with the following special rules:

28.6.1 The 333 Ranger appears per the reinforcement schedule (May-June 1970). Place it in either Luang Prabang or Vientiane regardless of the presence of enemy units. It may move and fight only in Laos (it can attack across the border per normal rules). There is no political point penalty for the 333 operating in Laos.

28.6.2 If eliminated, the 333 can be replaced via normal rules, placing it per above. If Laos is conquered by the Communists (rule 10.6) the unit is withdrawn from play permanently, regardless of location.

28.7 VC Sappers

These represent special assault troops as well as infiltration.

28.7.1 VC Sappers are built in the same manner as VC Regiments from Cadres (rule 6.1). Sappers act as VC regiments with the following special rules:

28.7.2 If a communist force that includes a sapper attacks Allied units, and those Allied units would receive a defensive modifier for terrain (including towns/cities), then that terrain bonus is not received. No more than one sapper may apply this bonus per attack. They have no additional effect on defense.

28.8 NVA Armor Shock Effect

On the first turn that the Communists use a Tank Regiment to make an attack, all Communist attacks which involve at least one Tank unit gain an additional +1 combat modifier. This applies only to that one turn. This rule can be used only in scenarios starting in 1965, 1966, 1967 or 1968. For the Campaign Game, the Communists may declare this effect once per game. Note: Generally, NVA use of armor was poorly coordinated with their infantry, but when first used in the attack on Lang Vei in 1968, did have considerable effect.

28.9 VC Bases

28.9.1 VC Bases are immobile units. They do not count for stacking (but there can be only one per hex). They have no zone of control or zone of influence.

28.9.2 VC bases are supply sources for all Viet Cong (but not North Vietnamese) units inside of South Vietnam that can trace a line of up to six movement points to them. Bases are not expended by being used for supply (even if used to support an attack).

28.9.3 The Communist player can build Bases by expending two supply units in a Viet Cong occupied mountain, jungle, or swamp hex in South Vietnam during an Operations phase. There may be a maximum of one VC Base per Corps. An eliminated VC Base may be replaced.

28.9.4 If any combat takes place in or adjacent to a Base unit, then the Communist player adds 1 to his total combat value (unless the Base unit is defending by itself). This is for both VC and North Vietnamese units.

28.9.5 A VC base may not attack. If defending by itself or with other Communist units, it negates any retreat result that would be otherwise suffered by Communist units.

28.9.6 A Communist Base is eliminated only if it is attacked by Allied ground units (plus any Ground Support air) and the Allied higher combat die roll total is triple or greater than the Communist). In this case, all units in the hex are eliminated. Other results do not affect the Base (but would eliminate other units normally).

28.9.7 You may upgrade VC regiments and cadres to divisions on VC Bases. You need to have one VC regiment plus one cadre in the same hex as a Base. Further, there must be a supply unit in the hex. Replace the regiment and cadre with a NVA division and expend the supply unit. The Communists can recruit one NVA division per turn maximum via this rule, regardless of number of Bases. This does not count against NVA reinforcements per (4.1.3) but does against (28.10). Design note: the Communists formed several divisions in South Vietnam.

28.9.8 Strategic attacks may be made against Bases, but only by Allied SAC. Bases are eliminated only on a die roll of 6. Design note: This is due to the incredible resiliency of base complexes such as the Iron Triangle and A Shau Valley.

28.10 NVA Mobilization

The Communist player may have no more than ten North Vietnamese divisions on the map until the turn that a National Uprising has been declared (per rule 26.).

28.11 The Secret War in Laos

Generally, forces in Laos are restricted by rule 10.3. However, the following special cases apply:

28.11.1 The following Allied units may enter Laos and conduct operations there without violating neutrality: US Green Berets, US Special Operations Aviation (any mission), Allied air units (strategic bombing, only), Montagnards, and the Thai 333 Ranger. This includes attacking Communist units, face up or inverted.

28.11.2 The following Laotian units may attack face up or inverted Communist units in Laos even if Laos is neutral: any Laotian Ranger and Airmobile units.

28.11.3 Pathet Lao units may attack Laotian Government units (as well as Allied units operating in Laos listed above) without violating Laotian neutrality. Also, up to one North Vietnamese unit (any type) can attack in Laos per turn without violating neutrality.

28.11.4 The Laotian Guard unit can only be placed in or moved between Luang Prabang and Vientiane.

28.11.5 The Allied player may recruit the Laotian Para-Commando airmobile unit starting on January/February 1967 or later. It costs two Replacement Points, one Indochinese and one US (see rule 4.2). Deploy the unit in Luang Prabang or Vientiane. If eliminated, it can be replaced by repeating this procedure.