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Sea Lords on the Mekong Delta

Sea Lords on the Mekong Delta Rulebook

Table of Contents

Table of Contents

  • Mapsheet Errata
  • 1.0 Introduction
  • 2.0 Components
  • 3.0 Set Up
  • 4.0 Winning
  • 5.0 Command Points
  • 6.0 Sequence of Play
  • 7.0 Operations Phases
  • 8.0 Movement & Fog of War
  • 9.0 Stacking
  • 10.0 Recon
  • 11.0 Combat
  • 12.0 Reinforcements
  • 13.0 Refitting
  • 14.0 Logistics
  • 15.0 Communist Infiltration
  • 16.0 Special Units
  • 17.0 Free World Airstrikes & Naval Gunfire
  • 18.0 Sensors
  • 19.0 Guerrilla Markers
  • 20.0 Random Events
  • 21.0 Cambodia
  • 22.0 Communist Command Points (optional)
  • 23.0 Free World Naval Zones of Control (optional)
  • 24.0 Scenario I: Game Warden
  • 25.0 Scenario II: Tet
  • 26.0 Scenario III: Zumwalt Takes Command
  • 27.0 Duplicated On-Map Charts & Tables
    • SEALORDS Terrain Effects Chart
    • SEALORDS Random Events Table
    • SEALORDS Combat Results Table
    • SEALORDS Victory Points Table
    • SEALORDS CP Table
    • SEALORDS Transport Costs Table
    • SEALORDS Turn Record Track

Mapsheet Errata

The last line of the "In-Country Fighting" Communist event should read: reinforcement pool.

1.0 Introduction

SEALORDS: The Vietnam War in the Mekong Delta (SL for short) is a wargame of riverine combat during three critical stages of the Vietnam War. There are two players: the "Free World player," whose command includes the US, South Vietnamese and other allies; and the "Communist player," whose force-mix includes both Viet Cong and North Vietnamese units. The general objective of the Communist player is to infiltrate men and supplies into the theater of operations while also attacking Free World bases and towns. The Free World player is attempting to block that infiltration while also conducting offensives against Communists units and bases. Both players have available numerous types of high seas, riverine and ground units, as well as air units for the Free World player. Throughout the course of a scenario, each player accumulates victory points by eliminating enemy units and taking critical objectives.

2.0 Components

2.1 A complete game of SL consists of this rules set, a map of the area of operations and a sheet of die-cut unit-counters. Players will need to provide themselves with a standard six-sided die and two large-mouthed opaque containers.

2.2 Map

The map shows the southern region of the Republic of Vietnam along with adjoining areas of Cambodia, with a square grid superimposed over it. The boxes are used to determine the placement of units. That is, units are placed within, and move between, individual squares.

2.3 Counters

There are two general types of counters: units and markers. Units represent combat forces. Markers represent various status and information items or are used to increase the fog of war.

2.4 Units

Every unit (also called "unit-counters") has the following items of information on them:

[Source gap: the eRules text prints the lead-in to 2.4 but no list follows it. The unit-information detail is not in the text source and is not supplied here.]

2.5 Nationalities

The nationality of each unit, and therefore the side on which it fights, is shown by its background color.

Free World

  • Olive Drab: US
  • Sky Blue: South Vietnamese
  • Tan: Australian & Thai

Communist

  • Scarlet: Viet Cong & North Vietnamese

2.6 Unit Sizes

If a combat unit has none of these size symbols on it, that means it's of extremely small, variable or indeterminate size.

  • XX: division
  • X: brigade or similarly sized "group"
  • III: regiment or similarly sized "group"
  • II: battalion or squadron
  • I: company, team or cadre

2.7 Movement Types

  • N: Naval (high seas types)
  • R: Riverine
  • L: Land
  • A: airmobile
  • •: static

Note. The CP and VP markers are for use on the CP/VP Track, which is available for free download on the Decision Games website as part of the eRules for this design. Go to: <www.decisiongames.com>

[Source gap: the eRules text has no sections 2.8, 2.9 or 2.10; the numbering runs from 2.7 to 2.11. Cross-references to "2.8" in 7.3 and 11.7 (HQ/CCB and surveillance aircraft) are reproduced as printed.]

2.11 Free World Unit Abbreviations

  • 4R: 4th Ranger Group
  • Alpha, Bravo, Golf: SEAL Team Codenames
  • ATF: Australian Task Force
  • BH: South Vietnamese Coastal Commandos
  • CCS: Command and Control South (Detachment)
  • CIDG: Civilian Irregular Defense Group (US special forces & SVN Paramilitary)
  • D: Delta Aviation Battalion
  • RF: Regional Forces
  • LDNN: South Vietnamese Naval Special Forces
  • M: Vietnamese Marines
  • RF: Regional Forces
  • RTAVF: Royal Thai Army Volunteer Force
  • SB: Sea Bee (construction engineers)
  • SEAL: Sea-Air-Land (USN special ops)

[Source note: "RF: Regional Forces" is printed twice in the source list; reproduced as printed.]

2.12 Communist Abbreviations

  • MR: Military Region
  • D-10: Doan-10 Sapper Battalion

2.13 Scale

Each square represents 6.2 miles (10 km) from side to opposite side. Each game turn represents one week to one month of operations, depending on the intensity of the fighting at any particular time in each campaign.

3.0 Set Up

Players first determine who will play which side, then determine which scenario will be played. Punch out the counters and set them up according to the scenario instructions. Begin play with turn one of the chosen scenario. Follow the sequence of play until the end of the game. Units must always be set up within normal stacking limits and only in squares they could normally enter during play.

4.0 Winning

4.1 Throughout the course of the game, players accumulate victory points (VP). VP amounts, and the conditions for attaining them, are found on the Victory Point Tables printed on the mapsheet. Both players should keep open records of their own sides' VP totals on piece of paper kept off to the side of the map. ("Open" means both players always know their own and their opponent's VP totals.) At the end of the game players compare their VP totals. The player who has fewer VP then subtracts his amount from the other player's VP total. That determines the final victory level, if any. Drawn games are possible.

4.2 Victory Levels

  • 0–25 = Draw
  • 26–50 = Marginal Victory
  • 51–75 = Tactical Victory
  • 76–100 = Decisive Victory (see 4.4 below)

4.3 100+ VP

If a player's VP total goes to 100, it can go no higher. Simply ignore what would otherwise be further VP additions to that side's VP total. Note that players never lose VP; they only gain them.

4.4 Sudden Death Victory

If, at any time, one player has 75 or more VP than the other, the game immediately comes to an end and the player with that VP superiority wins a decisive victory.

5.0 Command Points

5.1 Players expend Command Points (CP) to initiate operations and conduct other game functions. The functions for which CP may be used are explained throughout the rules and summarized on the Command Point Tables printed on the mapsheet.

5.2 Both players keep an open record of their own side's available CP and readjust their own CP count immediately as they're expended. A player may not expend more CP than he has available. If a player's CP total reaches 100, it can go no higher.

5.3 Players receive starting CP according to each scenario's instructions. Within the overall limit of 100, CP not used in one turn may be saved and carried over for use in later turns.

5.4 During play both sides receive additional CP at the start of each friendly Reinforcement Phase, adding them to their current total. Those amounts are also designated in the scenario rules.

6.0 Sequence of Play

6.1 SL is played in a series of "game turns." Each game turn is further divided into a series of sequenced steps called "phases" and "sub-phases." In each scenario's instructions one player is designated the "first player," while the other becomes the "second player." Those designations remain unchanged all through the play of each individual scenario.

6.2 Sequence of Play Outline

I. First Player Random Events Phase II. Second Player Random Events Phase III. First Player Reinforcement & Refit Phase A. First Player Reinforcement Sub-Phase B. First Player Refit Sub-Phase IV. Second Player Reinforcement & Refit Phase A. Second Player Reinforcement Sub-Phase B. Second Player Refit Sub-Phase V. Mutual & Alternating Operations Phase A. First Player Operation B. Second Player Operation C. First Player Operation D. Second Player Operation, etc. VI. First Player Logistics Phase VII. Second Player Logistics Phase VIII. First Player Territorial Victory Point Phase IX. Second Player Territorial Victory Point Phase

6.3 Random Events Phase

Roll a die and cross-index that result on your own side's Random Events Table printed on the mapsheet. Immediately apply the result.

6.4 Reinforcement & Refit Phase

Begin each of your own side's Reinforcement & Refit Phases by increasing your CP total by the amount listed in the scenario instructions. Then choose to enter into play none, some, or all reinforcements designated in the scenario by expending CP. Place those reinforcements on the map. Check each unit in your side's Refit Box for which you want to initiate refit, expend the required CP, and determine on which turn they will be returned to play by rolling a die for each. Place on the map all refitted units that were earlier designated to be returned to play this turn. Finally, if you're the Free World player, reclaim any airstrike or naval gunfire markers that were set aside after being committed in the previous turn.

6.5 Operations Phase

The first player designates one force, which may consist of one, some, or all the units in any one square, to conduct an operation. He then conducts an operation with that force. (See section 7.0 for details.) When the first player's designated force has completed one operation, the second player similarly designates a force from the opposing side and conducts an operation with it. That back and forth process continues until both players sequentially announce they will conduct no further operations that phase, or until both have run out of CP. If one player announces he's finished running operations for that phase, or has run out of CP, the other player may then continue running his own operations uninterrupted until such time as he decides he's also finished or he also runs out of CP, whichever comes first. Within those strictures there's no limit to the number of operations both players may execute during each game turn's Operations Phase.

6.6 Logistics Phase

Check each of your units on the map to determine their logistical status. See section 14.0 for details.

6.7 Territorial Victory Points Phase

Check to see if your units have undisputed occupation of VP squares on the map. If so, you receive the number of VP indicated for them. The same or different occupied VP squares earn the same number of VP every game turn at this point in the sequence of play. Also note that, throughout the course of each turn, players may instantly receive other VP for eliminating enemy units and other events.

6.8 Play continues according to the outline above until the end of the designated last turn of the scenario being played, one side wins a sudden death victory, or one player concedes, whichever occurs first.

7.0 Operations Phases

7.1 During each game turn's Operations Phase, both players alternate conducting individual operations, during each one of which their designated force moves, conducts recon and launches an attack. Each operation consists of one force conducting movement and, then, if it ends its move in a square containing enemy units, engaging in recon and attacking.

7.2 Forces

For purposes of conducting operations, a "force" is one or more units conducting an operation together. In general, all the units in a force must start their operation already in the same square (exception: see 8.6). Not all units in the same square need be part of the same force. In each friendly occupied square, you may, decided by you on an operation by operation basis, designate one, some, or all the units present as constituting the force with which you will conduct your present operation. A force consisting of more than one unit may drop off units as it moves, but those dropped off units are then no longer part of that force. Forces are determined at the start of each friendly operation; you don't have to designate all your forces beforehand. A force may consist of units from different friendly nationalities and service branches.

7.3 HQ & CCB Effects

If a designated force contains an HQ or CCB unit (see 2.8), the number of CP needed to activate that force for an operation are considerably reduced. (See the CP Tables printed on the mapsheet.) In sum, if such a command unit is present in a force, the same CP expenditure that works to activate that single unit also works to activate all the other units that make up the force it's "leading." Units other than the HQ/CCB may still be dropped off along the way, but the HQ/CCB itself may not be dropped off.

7.4 If no HQ or CCB unit is part of a force designated to be activated for an operation, the owning player must expend CP on a per-unit basis in order to conduct that operation.

7.5 Homogeneous Movement

Whether a HQ/CCB is present to lead a force, all the units within a moving force generally must move by using the same type of movement. The exceptions are: 1) "R" and "N" class units may move together as one force provided that move takes place only in coastal hexes; and 2) "A" class units may join virtually any force and, further, may do so at two different points in the turn sequence. See 8.6 and 8.9 for more details. Units being transported by "A," "N," or "R" units are considered to be using the type of movement of their transport unit. See section 8.0 for more details.

7.6 Operations

Each operation consists of the following rigidly sequenced steps.

  1. Force Designation Sub-Phase. Designate which of your units (or unit) within a single square, will constitute the force conducting the current operation. Expend the requisite number of CP.
  2. Force Movement Sub-Phase. Move the designated force any distance within the restrictions for its type of movement.
  3. Recon Sub-Phase. If the moving force enters a square containing one or more enemy units, the following occur. 3a) Flip face-up all face-down units and markers of both sides in that square. 3b) Both players openly designate one of their involved units and roll a die for it. Add that rolled number to the chosen unit's recon value. The player with the higher total is said to "have the bounce," and can therefore choose to either execute first-fire or break off. In the event of ties the defender has the bounce.
  4. Free World Air, Airmobile & Naval Gunfire Sub-Phase. The Free World player may now choose to move any available airmobile "A" class units, from one or any number of separate airmobile forces, into the square being contested, and/or use airmobile units to transport any available land units to that square, and/or commit any airstrikes and naval gunfire units to the square. This sub-phase occurs during both Free World and Communist operations. Also note these activations require the expenditure of normal amounts of CP for each such force activated in this sub-phase.
  5. Fire Sub-Phase. The side with the bounce executes its fire, inflicting any losses on the enemy before the other side gets to fire back. The side without the bounce, after extracting any losses due to the fire of the side with the bounce, then executes its fire.
  6. Recycle. Repeat sub-phases three through five until one side is entirely eliminated or one side breaks off. An operation may not end until there are only one side's units remaining in the contested square.

8.0 Movement & Fog of War

8.1 There are five types of movement in the game, indicated by the letters (or dot) in the lower-right corner of the units (see 2.7).

8.2 Any given force may be activated for an operation any number of times during any one game turn's Operations Phase. Note, though, each new operation for a force requires a fresh expenditure of CP. A given force may be activated sequentially during each new friendly Force Designation Sub-Phase, or it may remain unactivated for some portion of the Operations Phase after having once been activated, and may then be activated again during any subsequent friendly Force Designation Sub-Phase.

8.3 Prohibited Movement

Certain units may not enter certain squares based on their movement category or nationality or type. That is: 1) Communist units may generally not enter Saigon or Vung Tau; 2) Regional and Local Force units of both sides may never enter Cambodia; 3) movement class "R" and "L" units may enter only major river, minor river, canal, city, town or printed base or costal squares. Static units may be placed only in these squares; 4) only "N" class units may enter high seas squares and, at the same time, high seas squares and coastal squares are the only kinds of squares that may be entered by "N" class units; and 5) "A" units may enter any square type, but must end their move on major river, minor river, canal, city, town, printed base or coastal squares; see also rule 8.6. For the exception to point one above, see section 21.0 and rule 26.10.

8.4 Riverine ("R") Movement

Units with "R" movement capability may move any distance into and through squares containing any mix of the following water types: major river, or minor river, or canal or coastal. In such cases the only restriction is the "R" units may move across only square-sides or corners traversed by a water symbol of one or more of those types. Within the following restrictions, there's no limit on the number of squares an "R" force may be moved. That is, a force of either side using "R" movement must stop and end its movement for that operation if it enters a square: 1) containing one or more enemy units of any type; or 2) if it's a moving Free World force, it must stop on first entering a square with one or more Communist Guerrilla markers.

8.5 Naval ("N") Movement

"N" class units may move only into and through high seas and coastal squares.

8.6 Airmobile ("A") Movement

"A" class units may generally be moved from anywhere on the map to anywhere on the map, provided only that the rules concerning Cambodia aren't violated and the square in which the operation ends contains a major river, minor river, canal, coast, city, town or printed base. They may otherwise move unhindered into and through squares containing enemy units without having to stop for recon and combat. Note that a movement path must still be traced across the map. Also note airmobile forces may be activated and moved during Free World Air, Airmobile & Naval Gunfire Sub-Phases, which occur during both Free World and Communist operations. In those cases there's a CP expenditure required, just as for normal operations. As a further restriction on this kind of airmobile "reaction move," a reacting airmobile force must either start or end its move in square containing one of the following: a friendly logistical base unit, a friendly MRB unit, or a friendly LSC unit. Airmobile units may make up their own force, and they may also be part of any other mobility category force without violating rule 7.5.

8.7 Land ("L") Movement

"L" class units may not be moved by themselves. "L" class units may, for any given operation, move only in one of the following ways: 1) naval or riverine transport; or 2) airmobile transport; or 3) strategic redeployment. Airmobile transport is only available to Free World "L" class units. Land units may be "stranded" when their transport unit is eliminated in combat. They may not move out of their square until a unit capable of transporting them picks them up.

8.8 Naval & Riverine Transport

To use "N" or "R" transport, an "L" class unit must begin that operation in the same square as a friendly naval or riverine unit that has sufficient transport points to move it. (See the Transport Costs Table printed on the mapsheet.) The transporting and transported unit(s) then move together. A transported unit may be disembarked at any point in a move; however, at the end of the Movement Sub-Phase of the operation in which they're being transported, all transported units are automatically disembarked. Note that unlike many wargames with transport rules, here there's no need to place transported units beneath transporting units during their joint move. That's because transporting is irrelevant for the functions of stacking, recon and combat. Simply understand that, at the end of every Movement Sub-Phase, all transported units within a force are considered disembarked.

8.9 Airmobile Transport

To use airmobile transport an "L" class unit may begin its move in any non-prohibited square. The Free World player then moves any available "A" class unit that has sufficient transport points to that square. This is the exception to 7.2: the transporting airmobile unit doesn't have to start the operation in the same square as the "L" class unit(s) to be transported. The transporting unit(s) and the transported unit(s) then move together. At the end of the move, the transported unit(s) is/are disembarked. Transporting airmobile units may continue moving once they've dropped off units, and not all transported units have to be disembarked in the same square. Transported "L" class units may make no other move in the same sub-phase. If they are disembarked into a square containing enemy units or markers, they engage them normally. Each transporting unit may conduct no more than one transport per sub-phase. Transporting units otherwise follow their normal "A" class rules for movement. Also note not all "A" class units have transport capacity. More than one transporting "A" class unit may be combined into the same force in order to lift a single "L" class unit. Use the total transport value. A player may not combine more than one transport type ("A," "N" or "R") in a single transport operation.

8.10 PBR Airmobile Transport

Generally only "L" class units may be transported. The exception is PBR units may also be transported; however, a transported PBR unit may not itself be transporting any other unit when it's moved in this way, and PBR units may be transported only by airmobile units.

8.11 Strategic Redeployment

Units capable of being transported may strategically re-deploy. The unit must begin the operation in a square containing a friendly logistical base or MRB. The player then expends twice the number of CP normally needed to transport that unit, picks it up and moves it to any other friendly base or MRB on the map. Neither the starting nor destination squares may have enemy units in them; otherwise, though, no actual movement path need be traced across the map. The Transport Costs Table lists the number of points needed to transport each type of eligible unit; so just double those numbers to determine the cost for strategic redeployment.

8.12 Static & Other Special Units

Static units may never move in any way once placed on the map, except to go into the Refit Boxes. Likewise, Guerrilla markers and Sensor markers may never move once placed on the map. Note that Free World airstrike and naval gunfire markers are not "units" and don't move per se. The Free World player may commit them according to the rules given in section 17.0.

8.13 Fog of War

The Communist player may always inspect Free World stacks in all squares the map. All Communist markers and units are deployed on the map face-down. Whenever a moving Free World force stops in a square containing one or more face-down Communist units or markers, the face down units or markers are flipped face-up during the recon process (see 7.6/3 and section 10.0). Once any given Communist unit or marker has been flipped face-up, it remains that way until there are no more Free World units in its square, at which time it's again flipped face-down. The Free World player may inspect squares containing face-down Communist units only via the recon procedure (see section 10.0).

8.14 Diagonal Moves

Within the strictures given above, units may move from square to square across their sides as well as by moving diagonally from corner to corner.

9.0 Stacking

9.1 Stacking is the word used to describe the piling of more than one friendly unit in the same square at the same time. The general rule is both players may stack up to eight units in a square. Note, though, the following units don't count for stacking and may be added to any stack, even ones otherwise already stacked full, according to the specific rules governing their use: airmobile units, as well as Guerrilla, Sensor, airstrike and naval gunfire markers.

9.2 Stacking limitations apply only at the end of phases and sub-phases. That is, you may move into and through otherwise enterable squares containing friendly forces in excess of stacking limits; if, however, at the end of any phase or sub-phase, friendly stacking limits are exceeded, you must place into your side's Refit Box sufficient units from that square to restore the stacking limit there.

9.3 Both friendly and enemy units and markers may be in the same square with no penalty other than the fact such situations lead to combat. That is, both sides' stacking limits within the same square are always mutually exclusive and don't affect each other in any way.

9.4 Neither player may ever have more than one of each kind of static unit in any one square at the same time.

10.0 Recon

10.1 Recon takes place in the Recon Sub-Phases of every operation. There are two general procedures during recon. The first procedure simply involves revealing all face-down units and markers in the square, which happens automatically as the first step in every Recon Sub-Phase. As long as you have at least one friendly unit of any type in a square with enemy units during a Recon Sub-phase, flip face-up all enemy and friendly units and markers in that square. The second recon procedure involves determining which side "gets the bounce" in each individual combat (see below).

10.2 The Bounce

During each Recon Sub-Phase, each player does the following in the contested square in which that particular operation is taking place.

  1. Both players openly and simultaneously pick and reveal one unit from among those making up his force in the square being contested.
  2. Both players then simultaneously and openly roll a die. Both then add their die roll to the "recon value" printed on the counter they picked in the previous step. The Communist player may also add to his total the value of any one "Ambush" Guerrilla marker that may be in that same square.
  3. The player with the higher total has the bounce. In the case of a tie, the defender has the bounce. The "attacker" is always the player whose moving force triggered the battle by entering the contested square; the "defender" is the other player.
  4. The player with the bounce announces whether he chooses to initiate first-fire or break-off. He must pick one or the other.

10.3 Breaking Off

In this case, any, some, or all friendly units in the contested square exit that square in order to escape having to fight. They may do so in the following ways.

  1. Units breaking off may move one square using naval or riverine movement into any adjacent square that's able to receive such movement and that has no enemy units or markers in it at that time. The square into which the break-off is made doesn't have to be the one through which the units entered the battle square. That means, if you have the bounce you may, potentially, use break-off to infiltrate into the enemy rear area. Also note that "N" and "R" class units may make use of their normal transport capacity to take "L" class units with them when breaking off.
  2. "A" class units breaking off may move any distance using airmobile movement back to any friendly logistical base. Such "A" class units may make use of their normal transport capacity to lift "L" class units out with them.

10.4 In general, you may choose to have some units in a square break off while others stay and fight. Static units may generally not break off (but see 10.5 below), while Guerrilla and Sensor markers may never break-off. Units may break off into different eligible squares. Units that have broken off have their operation ended if they were part of the attacking force. They may resume conducting operations normally in later phases.

10.5 You may also choose to have units break off into squares that are otherwise prohibited above in rule 10.3. In such cases, though, those units are removed from the map and placed in your side's Refit Box. In that way you may, effectively, choose to have static units break-off, in which case they're placed in your side's Refit Box. Markers never break-off.

10.6 Communist Deception Units (both "L" and "R" types) are treated as real units until revealed, at which time they're removed from the map and put into that side's Refit Box. Their elimination or refitting never generates VP.

11.0 Combat

11.1 Players conduct combat during the Fire Sub-Phases of every Operations Phase. Combat is between enemy units in the same square, resolved as they fire at each other using the Combat Results Table (CRT) printed on the mapsheet. The player whose operation is in progress is called the "attacker;" the other player is the "defender," no matter the general situation across the map. Note that both sides generally get a chance to fire at each other in the same Fire Sub-Phase. The units that are firing are called just that, firing units; the units being fired on are called targeted units. Only units in the force that's currently conducting an operation may attack. Enemy units in the contested square defend via return fire. Each combat is resolved on a square-by-square basis; units may not fire on enemy units in adjacent squares. Units on one side firing within a square must combine their firepower into one combined fire factor.

11.2 Combat Procedure

  1. Total the firepower of all friendly units engaged in the battle being resolved.
  2. Add to that the firepower rating of all friendly Guerrilla markers, airstrikes and naval gunfire support in the same square.
  3. Find the column heading on the CRT that corresponds to that final firepower figure.
  4. Make any and all applicable column shifts for terrain, bases, bunkers, HQ, CCB and Cadre in the square in which the battle is being resolved.
  5. Roll a die and cross-index that result beneath the CRT column heading and immediately apply that result.

11.3 First-Fire Advantage

Note that, unlike many designs in which opposing forces fire on each other, in this game losses are not simultaneous. That is, the player with first-fire goes through the steps given above, fires his force, and then any and all called-for losses on both sides are extracted. Only then does the other player go through the steps given above, with a force that may have been considerably weakened due to the losses just suffered from the first-firing side. Also note the side with the first-fire advantage may stay the same or switch from round to round during the same Operations Phase.

11.4 Column Shifts

Certain factors may cause the column used on the CRT to be shifted to the right or left. See 11.2 (4). If more than one shift applies in given battle, total all of them and make just one combined column shift. Column shifts to the left decrease firing units' combat power; shifts to the right increase it. All applicable shifts are cumulative in their effect.

11.5 Combat Results

  • R: place one targeted unit in the Refit Box.
  • K: eliminate one targeted unit.
  • K + R: eliminate one targeted unit; place one other targeted unit in the Refit Box.
  • 2K: eliminate two targeted units.
  • A: place one airstrike or air surveillance marker in the Refit Box.
  • Z: place one firing unit in the Refit Box.
  • B: all targeted units break-off. Follow the same procedure given above in 10.3, 10.4 and 10.5.

11.6 Multiple Results

In the case of multiple results (for example: "R+B+A") apply each component result in the order given within the overall result.

11.7 Eliminations & Refits

In general, the player who owns a force affected by a combat result chooses which particular units within it are eliminated or removed to his side's Refit Box; however, the first unit placed in the Refit Box (by both sides) must be the unit that used its recon value for the recon die roll (see 10.2). Exception: For the Free World player, if he used a surveillance aircraft (see 2.8) for his recon die roll, he's free to choose any unit in his force as his first into the Refit Box. Units removed due to "K" results are put out of play for the rest of the scenario. Units removed to their side's Refit Box may reenter play later in that same game.

11.8 Recycling

If, at the end of a Fire Sub-Phase, there are surviving units or markers of both sides still in the same contested square, repeat the combat procedure starting with the Recon Sub-Phase. Continue in that way until only one side has units remaining in the square. Friendly and enemy units may never co-exist in the same square at the end of a Fire Sub-Phase without triggering a recycle. Combat recycling doesn't require any new CP expenditures by either player.

11.9 Further Strictures

Guerrilla markers in a contested square are all automatically removed from the map and put into the Refit Box after the first round of combat in each square. They may not be taken as losses if other non-marker units are available within the affected force.

Airstrike and naval gunfire markers are removed from the map at the end of the Operations Phase in which they were committed. They aren't put into the Refit Box; they're simply set aside, available for reuse in subsequent turns. Naval gunfire markers may never be taken as losses. Airstrikes may be chosen as losses only in the event of "A" or "Z" combat results.

11.10 Transported Units

Units that were transported into a contested square by another unit are treated as separate units for purposes of combat. That is, they add their full firepower to the fray. Also, if a transporting unit is eliminated in combat, any unit it had transported isn't affected.

12.0 Reinforcements

12.1 The scenario rules will designate the units that go into each player's reinforcement pool. The reinforcement pool itself is a large-mouth opaque container, such as a cereal bowl or coffee mug, into which all potential reinforcements are placed prior to the start of play. During any friendly Reinforcement Phase you may choose to enter none, one, a few, or all of your available reinforcements onto the map by expending CP. See the CP Table printed on the mapsheet. You're never required to bring in reinforcements, but also note there's no deficit spending of CP allowed. You may expend only CP you actually have at that time.

12.2 To bring in a reinforcement, you expend the designated number of CP, pick a unit at random from the pool, and then place it on the map according to instructions below. You may pick more than one unit during each of your Reinforcement Phases, and you may check which unit you picked before deciding to pay for and pick another. ("Random" picks mean you pick each unit without first looking into the pool to find the one you really want to pick.) The Communist player doesn't show his opponent which unit he's picked. The Free World player must immediately show the Communist player which unit he's picked.

12.3 Free World Reinforcement Placement

The Free World player places reinforcements as follows.

  1. "R" units: on any Free World logistical base on a river or coastal square.
  2. "N" units: on any Free World logistical base on a coastal square.
  3. "L" and "A" units: on any Free World logistical base.
  4. Airstrike and naval gunfire markers: off to the side of the mapsheet.
  5. Special Forces Camp: any square then containing any kind of Special Forces company (not battalion).
  6. Base Units: in any square then containing at least one friendly engineer unit.
  7. CIDG and Regional Force units: in any square containing a Special Forces camp and/or a Counterinsurgency unit.
  8. Militia Garrisons: in any square containing at least one South Vietnamese "L" unit or US Special Forces or Counterinsurgency unit.

12.4 Communist Reinforcement Placement

The Communist player places reinforcements as follows.

  1. Supply and Troop Infiltration Junks: in any Communist base squares in Cambodia.
  2. Trawlers: in any highs seas squares on the east and/or west map edges not containing a Free World "N" class unit.
  3. "R" units: in any Communist bases on river and/or coastal squares in Cambodia.
  4. Main Force infantry units: in any Communist bases in Cambodia.
  5. Logistical Bases: in any squares containing one or more Communist engineer or cadre units.
  6. All other "L" class units: in any Communist base printed on the map, or in any square containing a Cadre unit.
  7. Guerrilla Markers: in any squares containing one or more Communist units or Guerrilla Markers.

12.5 Restrictions

Reinforcements may never be placed into any square containing any enemy units. If there are no eligible placement squares of the types indicated, the unit is not received. Put it back into the pool. The CP expenditure made for it is forfeit.

13.0 Refitting

13.1 Certain combat results and other actions cause units to be removed from the map and placed into their side's Refit Box. That means they've lost combat effectiveness but can be brought back into action later.

13.2 You may attempt to bring back any or all units in your Refit Box during the Refit Sub-Phase of each of your side's Reinforcement & Refit Phases. Pay the designated number of CP for each unit you want to refit, roll a die for each one, and place each unit on the Turn Record Track that number of turns later. When the Game Turn marker reaches the turn-box containing a unit to be refit, that unit is received exactly as if it were a reinforcement. Note there's no additional CP cost to place it. That is, a refit unit doesn't have to be paid for again, as if it were actually a first-time reinforcement, in order to place it on the map. If the die roll causes a unit to be returned after the scenario ends, that unit is never received and the CP expenditure is forfeit.

13.3 Units removed from play due to a "K" result are not placed in the Refit Box; they're gone for good.

13.4 Some units begin a scenario in the Refit Box. They represent units that were combat ineffective prior to the start of play, or units that were available as "builds," such as Free World bases.

13.5 Returning units to play via refit doesn't in any way alter, deduct, or return any VP scored for their earlier removal from the map. Also note that, unlike reinforcements, which are chosen randomly from that pool, refit units are chosen deliberately by the refitting player.

14.0 Logistics

14.1 During your Logistics Phases you determine the supply status of all your units. Units that can't pass these checks are "out of supply."

14.2 Auto-Supply

The following units are always in supply and never have logistics checks made for them: logistical bases, Special Forces camps, Special Forces companies (but not battalions), Local and Regional Forces units, South Vietnamese divisions, militia garrisons, Guerilla markers, airstrike and naval gunfire markers.

14.3 Units, other than those listed above, are in supply if any of the following pertain to their situation.

  1. It's in the same square as a friendly logistical base unit or printed base. (Note: Special Forces camps aren't logistical bases.) The logistical base unit isn't removed due its being used to provide supply to one or more friendly units within its square. One base unit may provide supply for any number of units legally stacked in its square.
  2. It's in the same square as a friendly LSC or MRB unit. The LSC or MRB unit isn't removed due its being used to provide supply to one or more friendly units within its square. One LSC or MRB unit may provide supply for any number of units legally stacked in its square.
  3. It's a Communist unit in the same square as a Supply Cache marker or Supply Infiltration Junk. The Supply Cache marker or Supply Infiltration Junk is revealed and removed, thereby providing supply to all units in the square.

14.4 Effects of Being Out of Supply

You may expend CP for each unit you find to be out of supply. See the CP Tables printed on the mapsheet. That places the unit in supply. If you decide not to expend CP, the unsupplied unit is removed from the map and placed in the Refit Box. When a unit is removed to the Refit Box in this way it doesn't generate VP.

15.0 Communist Infiltration

15.1 The Communist player receives supply and troop infiltration junks ("R" class) as well as trawler units ("N" class). He may move them to bases in South Vietnam via normal movement for their class. When such a unit reaches a base printed on the map in South Vietnam, flip it face up. The Communist player immediately receives the number of VP for each such unit equal to the value listed for it on the VP Table. The unit is then removed from the map and is put directly into the Communist reinforcement pool at no CP cost. Note the Communist player receives more VP for conducting supply and troop infiltration to bases deeper inside South Vietnam.

15.2 Infiltration units may not use strategic redeployment.

16.0 Special Units

16.1 HQ & CCB units activated for an operation can move along with themselves any number of friendly units in the same square at no extra CP cost. HQ and CCB may potentially lead friendly units of any types or nationalities.

16.2 Communist Cadre Units

If one or more of this type of units occupies a city or town or Saigon LOC square during any of that player's Territorial Victory Point Phases, he receives twice the normal VP for that square. Their presence also allows certain types of reinforcements to be placed in their squares; see 12.4/5 and 12.4/6.

16.3 Free World Counterinsurgency Units

If one or more of this type of unit occupies a printed Communist base square during any of that player's Territorial Victory Point Phases, he receives twice the normal VP for that square. Their presence also allows certain types of reinforcements to be placed in their squares; see 12.3/7 and 12.3/8.

16.4 Ace & People's Hero Markers

The Ace marker is placed in the Free World reinforcement pool, while the People's Hero is placed in the Communist reinforcement pool. If you pick one of those markers, you may set it off to the side and play it during any battle. Playing an Ace or People's Hero marker has the following effects: you gain plus-one to your recon die roll and shift the CRT column one to the right when firing. After being used for this purpose in one combat round of any one operation, the marker is returned to the friendly reinforcement pool.

17.0 Free World Airstrikes & Naval Gunfire

17.1 The Free World player has available airstrike and naval gunfire markers. They aren't units per se, but represent the effects of calling in additional firepower.

17.2 An airstrike or naval gunfire marker may be used once per game turn. The Free World player may choose to place them, decided by him on a marker by marker and battle by battle basis, on the map during his Air, Airmobile & Naval Gunfire Sub-Phase during either side's Operations. They are returned for possible reuse, at no CP cost, during the next Free World Reinforcement Sub-Phase. For example, let's say the Free World player has available two airstrike markers. One of his forces is attacking a Communist force. He could commit both airstrikes immediately to that combat, where they would be used in the first round of Free World fire. Or he could commit one to the first round of fire and hold off using the second until the second, or later, round of firing.

17.3 Airstrikes and naval gunfire may add their firepower to any friendly force conducting combat. That doesn't require any HQ or CCB commitment. Any number of airstrikes or naval gunfire markers may be employed in any single fire round.

17.4 Airstrikes and naval gunfire may also attack by themselves, with no other units participating. In that case, it's still considered to be an "operation" and requires the player to expend the designated number of CP; however, any number of airstrike or naval gunfire markers may then be employed in a square for that single CP expenditure. When airstrike or naval gunfire markers attack a square by themselves, don't conduct any recon. Losses are otherwise inflicted normally, and any eliminated/refit units must be revealed in order to confirm the VP. Naval gunfire markers are never affected by combat results. Naval gunfire markers may attack only coastal squares or squares adjacent to coastal squares via sides or diagonals. Airstrike markers may attack into any squares on the map. An Ace marker may be played in conjunction with such attacks, but a People's Hero marker may not.

17.5 B-52 Arc-Light markers are treated as airstrikes except they can't make attacks into squares containing any friendly units. They may attack with other airstrike or naval gunfire markers. Arc-Lights are never affected by combat results. An Ace marker may be played with such attacks, but a People's Hero marker may not.

17.6 Surveillance Aircraft have no firepower. They have a recon value the Free World player may use normally when such craft are part of a larger force that contains one or more units of other types. Surveillance aircraft may not be deployed alone into any enemy occupied square.

18.0 Sensors

18.1 In certain scenarios the Free World player may deploy sensor markers. They're placed on the map at the start of the scenario at no CP cost. Additionally, that player may decide to hold available sensor markers off to the side of the map and deploy them later in the game. In that case, he may place one or more of them during any friendly Reinforcement Phase. Sensor markers may be placed on any squares on the map. It costs one CP to deploy any one sensor marker once the scenario has started.

18.2 There may never be more than one sensor marker per square at any one time. Once placed, a sensor marker remains in the square until the end of the game or until it's removed from the map as described below.

18.3 Effects

Each time a Communist force enters a square with a sensor marker, the Free World player rolls a die. On a 1-3, the Communist force is flipped face-up and the Free World player may examine all the units within it. On a 4-5, there's no effect. On a 6, the sensor marker is removed from play. A force flipped face up must remain that way until it leaves the square.

18.4 Sensor markers otherwise have no effect on play. They don't block either side's movement, modify recon, affect combat, nor are they affected by combat results. They don't count for stacking.

19.0 Guerrilla Markers

19.1 Communist Guerrilla Markers are placed face down during that side's initial set up and/or during Communist Reinforcement & Refit Phases. Once placed, they remain in play until they're revealed; see below.

19.2 The Communist player may never have more than one of each type of Guerrilla marker in a square at the same time.

19.3 Guerrilla Marker Effects

  • Ambush: add one to the Communist recon die roll in that square. If there are no Communist combat units in the square when revealed, remove the marker without it having any effect.
  • Arms Cache: add one to the first Communist firepower die roll in that square. If revealed by Free World forces and there are no Communist combat units in that square, remove it immediately and give the Free World player a VP.
  • Bunkers: if Communist units are defending in a square with bunkers, shift the Free World fire column one column left. If revealed by Free World forces and there are no Communist combat units in that square, remove it immediately.
  • Civilians: if there are no Communist combat units in the square, remove this marker without it having any effect. If there are one or more Communist combat units present, then, if the Free World player conducts any combat in that square, the Communist player receives two VP. The marker is then removed.
  • Minefield: when revealed, immediately attack a Free World "L," "R" and "N" class units in the square with a fire strength of three. There's no recon die roll or break-off, nor does the Free World defender gain any defensive shifts. The Free World player may not fire back at the marker. This happens before any other combat. If there's a Free World minesweeper unit in the square, the marker is removed without it having any effect. If a loss is inflicted by a minefield attack, it's taken by the Free World "L," "R" or "N" unit with the lowest recon value in that square. If more than one unit has the same lowest recon value, choose one at random. Note that a minefield may attack by itself.
  • Supply Cache: provides supply to all the Communist units in its square for one Logistics Phase, and then the marker is removed from play. If revealed by Free World forces, remove it immediately and, if there is a Free World combat unit (not just markers) in the square, give the Free World one VP.

19.4 If a square contains only Guerrilla markers, the Free World player may continue moving through it.

20.0 Random Events

20.1 During your side's Random Events Phases, roll a die and cross-index the result beneath your side's Random Events Table printed on the mapsheet. That produces an event that must be immediately implemented. Events and their explanations are described on the tables.

21.0 Cambodia

21.1 Free World units may generally not enter Cambodia, with the following exceptions.

  1. Special Forces companies (but not battalions) may always enter Cambodia.
  2. Airstrike and naval gunfire markers may attack targets in Cambodia.
  3. Sensors may be placed in Cambodia.
  4. Certain scenario special rules will allow other Free World units to enter Cambodia.

21.2 Communist units may always enter, remain in, and leave Cambodia.

21.3 Superceding all other considerations, Regional and Local Force units of both sides may never enter Cambodia.

22.0 Communist Command Points (optional)

22.1 This rules section is optional. That is, players should agree whether they'll use it at the start of play.

22.2 Normally the Communist player receives additional VP for removing troop and supply infiltration junks onto printed bases in South Vietnam. Using this rule the Communist player may instead choose to receive the same number of CP, rather than VP, when removing those infiltrated units. The Communist player may choose either VP or CP for each infiltration, but not both. When he chooses CP, those points are immediately available for use, including the out-of-sequence purchase and placement of reinforcement units.

23.0 Free World Naval Zones of Control (optional)

23.1 This rules section is optional. That is, players should agree whether they'll use it at the start of play.

23.2 Using this rule, the following "N" class Free World units have limited zones of control: CG, DE and WPB. Those NZOC extend three squares out from the unit's location square, via sides and diagonals. They project into high seas and coastal squares, but don't project into or across all-land sides or corners.

23.3 If at any time a Communist "N" or "R" class unit enters an NZOC during movement (but not as a result of breaking off), the Free World units exerting those NZOC (from one or more squares) may be used to conduct an "interception." Such interceptions cost the Free World player one CP for each unit he involves in the effort. The movement of the Communist force stops for that operation and the intercepting Free World units move into the square of the interception. The normal combat routine ensues with the Communist player as the attacker.

24.0 Scenario I: Game Warden

This scenario covers the period 1966 to early 1967. The US has begun patrolling the Mekong Delta, while the Communists are making their first major effort to push through men and supplies.

24.1 Game Length: 6 turns.

24.2 Player Order: the Free World player sets up first, the Communist player second. The Communist player is the first player; the Free World player is the second player.

24.3 Free World CP & VP

  • CP: 25 to start, and 10 more per game turn.
  • Starting VP: zero.

24.4 US Set Up

  • 6 x bases: one each Bin Thuy, Can Tho, Sa Dec, My Tho, Nha Be & Vung Tau.
  • 4 x CCB, 8 x PBR, 1 x LSC, 1 x PACV, 1 x WPB, 1 x DE, 1 x MS, on any US base squares.
  • 2 x Special Forces companies, 2 x engineer battalions, 2 x counterinsurgency teams, 4 x helicopter detachments, on any US base squares.
  • 2 x airstrikes, 1 x surveillance aircraft, off to the side of the map.
  • 3 x special forces camps in Can Tho and any other two other South Vietnamese.
  • 2 x bases, 3 x Special Forces camps in the Refit Box.

24.5 ARVN Set Up

  • 9 x bases, one each in Saigon, Nha Be, Vung Tau, Tan An, Vinh long, My Tho, Can Tho, Long Xugen & Rach Gia.
  • 6 x RAG, 2 x CG, 1 x Marine battalion, 1 x Ranger battalion, 1 x commando company, 1 x Regional Force battalion, on any ARVN base squares, no more than two units per square.
  • 3 x infantry divisions, one each at My Tho, Sa Dec & Bac Lieu.
  • 6 x militia garrisons, on any South Vietnamese city or town squares, no more than one per square.

24.6 Free World Reinforcement Pool

  • US: 3 x PCF, 1 x WPB, 1 x DE, 1 x MS; 1 x HQ, 3 x infantry battalions, 2 x Special Forces companies, 3 x CIDG, 1 x engineer battalion, 1 x counterinsurgency team, 1 x helicopter battalion, 4 x airstrikes, 1 x surveillance aircraft, 1 x B-52 arc light & 1 x naval gunfire.
  • ARVN: 1 x HQ, 1 x Marine battalion, 2 x Ranger battalions, 1 x commando company, 2 x Regional Force battalions.
  • Allies: 1 x Australian battalion.

24.7 Communist CP & VP

  • CP: 25 to start, and 10 more per game turn.
  • Starting VP: zero.

24.8 Communist Set Up

  • 12 x logistical bases in South Vietnam and Cambodia, one each per printed Communist base area square.
  • 1 x HQ, 2 x cadres, 3 x Main Force battalions, 6 x Local Force battalions, 3 x Sapper companies, 3 x Deception "L" units, 12 x Guerrilla markers, in South Vietnam on any squares not occupied by Free World units.
  • 1 x HQ, 3 x Main Force battalions, 1 x engineer, in Cambodia in any printed Communist base squares.
  • "N" and "R" units: pick at random at total of 10 naval and riverine units. Place troop and supply Infiltration junks on base areas in Cambodia, trawlers on the west or east edge high seas squares, and all others in South Vietnam on any squares not occupied by Free World units.
  • 3 x militia garrisons in the Refit Box.

24.9 Communist Reinforcement Pool

1 x HQ, 1 x cadre, 3 x Main Force battalions, 3 x Local Force battalions, 3 x Sappers, 3 x Deception "L" units, 9 x Guerrilla markers, all remaining "N" and "R" units.

25.0 Scenario II: Tet

This scenario covers the Communist Tet Offensive of 1968 in the delta. The Communists launched a general offensive that threatened numerous Free World strongpoints, but US forces, especially the Mobile Riverine Force, counter-attacked and threw them back.

25.1 Game Length: 8 turns.

25.2 Player Order: the Free World player sets up first, the Communist player second. The Communist player is the first player; the Free World player is the second player.

25.3 Free World CP & VP

  • CP: Zero to start, and 15 per turn.
  • Starting VP: zero.

25.4 US Set Up

  • 7 x logistical bases, one each Bin Thuy, Can Tho, Vinh Long, My Tho, Dong Tam, Nha Be, Vung Tau.
  • 1 x MRB on any South Vietnamese river square not containing a Communist base area.
  • 6 x CCB, 8 x PBR, 3 x PCF, 2 x MON, 2 x ASPB, 2 x ATC, 2 x LSC, 2 x WPB, 1 x DE, 2 x MS on any US base squares.
  • 1 x HQ, 3 x infantry battalions, 3 x Special Forces companies, 3 x engineer battalions, 3 x counterinsurgency teams, 4 x helicopter detachments, 1 x helicopter battalion on any US base squares.
  • 3 x airstrikes & 1 x surveillance aircraft off to the side of the map.
  • 3 x Special Forces camps in Can Tho and any other two South Vietnamese towns.
  • 2 x bases & 3 x Special Forces camps in the Refit Box.

25.5 ARVN Set Up

  • 10 x logistical bases, one each in Saigon, Nha Be, Vung Tau, Tan An, My Tho, Vinh long, Can Tho, Long Xugen, Rach Gia, and one in any South Vietnamese city or town.
  • 14 x RAG, 2 x CG, 2 x Marine battalions, 2 x Ranger battalions, 1 x commando company, 1 x Regional Force battalion, on any ARVN base squares, no more than three units per square.
  • 3 x infantry divisions, one each at My Tho, Sa Dec & Bac Lieu.
  • 6 x militia garrisons on any South Vietnamese city or town squares, no more than one per square.

25.6 Free World Reinforcement Pool

  • US: 2 x CCB, 1 x PCF, 2 x MON, 2 x ASPB, 4 x ATC, 2 x ATC, 1 x PACV, 1 x DE, 1 x MRB; 1 x HQ, 2 x infantry battalions, 1 x mechanized battalion, 2 x Special Forces companies, 3 x CIDG, 1 x helicopter battalion, 1 x air cavalry battalion; 6 x airstrikes, 2 x surveillance aircraft, 1 x B-52 Arc Light, 2 x naval gunfire.
  • ARVN: 2 x HQ, 1 x Marine battalion, 2 x Ranger battalions, 1 x commando company, 2 x Regional Force battalions.
  • Allies: 1 x Australian battalion.

[Source note: the US entry above prints "4 x ATC, 2 x ATC" as two separate counts; reproduced as printed.]

25.7 Starting Communist CP & VP

  • Starting CP: 90, plus five per turn.
  • Starting VP: zero.

25.8 Communist Set Up

  • 12 x logistical bases in South Vietnam and Cambodia, one each per Communist base area square.
  • 3 x HQ, 3 x cadres, 9 x Main Force battalions, 9 x Local Force battalions, 6 x Sapper companies, 6 x Deception "L" and "R" units, 18 x Guerrilla markers, in South Vietnam on any squares not occupied by Free World units.
  • 1 x engineer in Cambodia on a Communist base square.
  • "N" and "R" units: pick at random a total of 15 "N" and "R" units. Place troop and supply infiltration junks on base areas in Cambodia, trawlers on the west or east edge high seas squares, and all others in South Vietnam on any squares not occupied by Free World units.
  • 3 x militia garrisons in the Refit Box.

25.9 Communist Reinforcement Pool

3 x Guerrilla markers, all remaining "N" and "R" units.

25.10 Tet Game Turn 1 Special Rules

  1. On Game Turn 1, Communist Sapper units may enter Saigon and Vung Tau and conduct full operations there. Any such units are automatically eliminated at the end of that Communist player turn, and they count for Free World VP.
  2. All during Game Turn 1, the Communist player adds one to all his recon die rolls.

26.0 Scenario III: Zumwalt Takes Command

This scenario covers the period in 1969-70, during which Adm. Elmo Zumwalt took charge and launched a joint force offensive that succeeded in driving the Communists back to their Cambodian bases.

26.1 Game Length: 12 turns.

26.2 Player Order: the Free World player sets up first; the Communist player second. The Free World player is the first player; the Communists player is the second player.

26.3 Free World Starting CP & VP

  • Starting CP: 75, plus 20 per turn.
  • Starting VP: zero.

26.4 US Set Up

  • 7 x logistical bases, one each in Bin Thuy, Can Tho, Vinh Long, My Tho, Dong Tam, Nha Be & Vung Tau.
  • 2 x MRB on any South Vietnamese major river squares not containing a Communist base area.
  • 8 x CCB, 6 x PBR, 4 x PCF, 4 x MON, 4 x ASPB, 4 x ATC, 1 x PACV, 2 x LSC, 2 x WPB, 2 x DE, 2 x MS in any US base squares.
  • 2 x HQ, 5 x infantry battalions, 1 x mechanized battalion, 4 x Special Forces companies, 3 x engineer battalions, 3 x counterinsurgency teams, 4 x helicopter detachments, 1 x helicopter battalion on any US base squares.
  • 4 x airstrikes, 2 x surveillance aircraft, 1 x naval gunfire, off to the side of the map.
  • 3 x Special Forces camps in Can Tho and any other two South Vietnamese towns.
  • Sensor makers: x 6, no more than one per square anywhere on the map.
  • 2 x logistical bases, 3 x Special Forces camps, in the Refit Box.

26.5 ARVN Set Up

  • 10 x bases in Saigon, Nha Be, Vung Tau, Tan An, My Tho, Vinh long, Can Tho, Long Xugen, Rach Gia, and one in any other South Vietnamese city or town.
  • 14 x RAG, 2 x CG, 2 x Marine battalions, 2 x Ranger battalions, 1 x Regional Force battalion, 1 x commando company on any ARVN base squares, no more than three units per square.
  • 3 x infantry divisions, one each at Dong Tam, Sa Dec & Bac Lieu.
  • 6 x militia garrisons on any South Vietnamese city and/or town squares, no more than one per square.

26.6 Free World Reinforcement Pool

  • US: 1 x HQ, 4 x infantry battalions, 1 x armored cavalry battalion, 1 x engineer battalion, 2 x Special Forces companies, 3 x CIDG, 1 x helicopter battalion, 1 x air cavalry battalion, 6 x airstrikes, 1 x B-52 Arc Light, 1 x naval gunfire.
  • ARVN: 2 x HQ, 1 x Marine battalion, 3 x Ranger battalions, 1 x commando company, 2 x Regional Force battalions.
  • Allies: 1 x Australian battalion, 1 x Thai battalion.

26.7 Communist Starting CP & VP

  • Starting CP: 40, plus 10 per turn.
  • Starting VP: 25.

26.8 Communist Set Up

  • 12 x bases in South Vietnam and Cambodia, one each per Communist base area square.
  • 1 x HQ, 3 x Main Force battalions, 3 x Local Force battalions, 4 x Sapper companies, 3 x Deception "L" units, 9 x Guerrilla markers in South Vietnam on any squares not occupied by Free World units.
  • 2 x HQ, 6 x Main Force battalions, 2 x Sappers, 1 x engineer in Cambodia on Communist base squares.
  • "N" and "R" units: pick at random a total of 10 "N" and "R" units. Place troop and supply Infiltration junks on base areas in Cambodia, trawlers on the west or east edge high sea squares, and all others in South Vietnam on any squares not occupied by Free World units.
  • 3 x militia garrisons in the Refit Box.

26.9 Communist Reinforcement Pool

3 x cadre, 6 x Local Force battalions, 2 x Sappers, 9 x Guerrilla markers, 3 x Deception "R" units, all remaining "N" and "R" units.

26.10 Special Rule

Prior to the start of play, the Free World player may declare an invasion of Cambodia. This has the following effects: 1) the Communist player receives 25 VP; 2) all Free World units may conduct operations in Cambodia throughout the scenario; and 3) the Free World player adds a US armored cavalry battalion to his starting forces, set up in any US logistical base.

27.0 Duplicated On-Map Charts & Tables

The eRules note that the charts and tables printed on the mapsheet are duplicated here. The entries are reproduced as printed in the source.

SEALORDS Terrain Effects Chart

Terrain TypeRecon EffectsCombat Effect
Major RiverAttacker + 1No Effect
Minor River, CanalNo EffectNo Effect
Swamp, Mangrove ForestDefender + 11L Communists Defending
CoastalAttacker + 1No Effect
High Seas (Only N Units)No EffectNo Effect
CityAttacker + 12L
TownNo Effect1L
Saigon LoCOther TerrainOther Terrain

[Source gap: the Saigon LoC and Communist Base Square rows both read "Other Terrain" in both columns, as printed. The text does not say what those entries should be, so none is supplied here. Consult the printed mapsheet chart.]

SEALORDS Random Events Table

Die RollFree World EventCommunist Event
1Emergency ReinforcementsBombing in Cambodia
2Intelligence BreakthroughDau Tranh
3OER TimeDispute in Politburo
4Media CircusIn-Country Fighting
5WeatherRocket Attack
6No EventNo Event

Free World Events

  • Emergency Reinforcements: If you currently have at least 25 more VP than the Communist, roll a die and lose that number of CP. If the Communist currently has at least 25 more VP than you, roll a die and gain that number of CP.
  • Intelligence Breakthrough: You may flip face up all Communist units in any one square on the map.
  • OER Time: If you currently have at least 25 more VP than the Communist, roll a die and receive that number of CP. If the Communist currently has at least 25 more VP than you, roll a die and lose that number of CP.
  • Media Circus: For this coming turn, double the number of VP both players receive for all game actions.
  • Weather: Reduce the number of CP you receive as reinforcement this turn by one die roll (to a minimum of 0).

Communist Events

  • Dau Tranh: Roll a die and add that result to your CP total.
  • Dispute in Politburo: Roll a die and subtract that result from your CP total.
  • In-Country Fighting: Roll a die. On a 1-2, the Free World player picks a reinforcement and places it at no CP cost. On a 3-6, he must remove any one battalion from the map and place it in his reinforcement pool.
  • Rocket Attack: If you have at least one unit or guerrilla marker adjacent to Saigon or Vung Tau, you receive 2 VP.
  • Bombing in Cambodia: Reduce the number of CP you receive this turn by a die roll.

[Mapsheet Errata applies: the last line of "In-Country Fighting" should read "reinforcement pool."]

SEALORDS Combat Results Table

Columns are headed by Total Firepower Attacking. Rows are the die roll.

Die Roll<1*1234-56-78-910-1213-1516-1819-2223-2627 +
1ZZZZZZZZZZZZR+Z
2AAA

* Use this column only if shifted into it.

[Source note: "K+B+ A" in the die-roll 2 / 27+ cell is printed with a stray space; reproduced as printed.]

CRT Column Shifts Summary

  • 1L or 2L: defender's terrain or base (see Terrain Effects Chart)
  • 1L: defender has bunker in square
  • 1R: firing player has headquarters, CCB or Cadre in square.

SEALORDS Victory Points Table

Communist VP

EventPointsNotes
Each Free World airstrike marker placed in the Refit Box as a result of combat.1Scored as they occur.
Each US or Allied unit placed in the Refit Box as a result of combat.2Scored as they occur.
Each US or Allied unit eliminated as a result of combat.4Scored as they occur.
Each South Vietnamese unit placed in the Refit Box as a result of combat.3 for divisions; 1 for all othersScored as they occur.
Each South Vietnamese unit eliminated as a result of combat.6 for divisions; 2 for all othersScored as they occur.
Each city square solely occupied by Communist units.2Scored during each Communist Victory Check Phase.
Each town square solely occupied by Communist units.1Scored during each Communist Victory Check Phase. Cambodian towns count as 0.

Free World VP

EventPointsNotes
Each Communist unit placed in the refit box as a result of combat.2 for cadres, HQs and bases; 2 for Infiltration Replacement and Supply units; 0 for deception units; 1 all othersScored as they occur.
Each Communist unit eliminated as a result of combat.4 for cadres, HQs and bases; 3 for Infiltration Replacement and Supply units; 0 for deception units; 2 all othersScored as they occur.
Each printed Communist Base square solely occupied by Free World units3Scored during each Free World Victory Check Phase.
Revealing Communist guerilla markersArms Cache = 1; Supply Cache = 1; All Others = 0Scored as they occur.

SEALORDS CP Table

Communist

ActionCP CostPhase
Pick reinforcement unit2 in 1965-67; 3 in 1968 and laterReinforcement
Initiate a refit1Reinforcement
Conduct an Operation using a headquarters2Operations
Conduct an Operation without a headquarters2 per unitOperations
Move via Strategic Redeploymentx2 normal transport costOperations
Provide logistic support to an Out of Supply unit1Logistics

Free World

ActionCP CostPhase
Pick a reinforcement unit from the Pool2Reinforcement
Place a sensor marker1Reinforcement
Initiate refit1 if a US/Allied unit; 2 if an ARVN unitReinforcement
Conduct an Operation using a headquarters2 if US headquarters; 3 if an ARVN headquartersOperations
Conduct an Operation without a headquarters2 per US/Ally unit; 3 per ARVN unitOperations
Move via Strategic RedeploymentUS/Ally unit: twice transport cost of the unit; ARVN unit: three times transport cost of the unitOperations
Utilize an airstrike or naval gunfire marker1Air
Provide logistic support to an Out of Supply unit

SEALORDS Transport Costs Table

Unit TypeNumber of Transport Points Needed
Communist
Headquarters, Cadre, Sapper, Deception1
Main Force, Regional Force, Engineer Battalion2
Free World
Company (any type)1
Infantry, Marine, Ranger, Local Force Battalion2
Engineer Battalion3
Mechanized Battalion4
Headquarters3
PBR3 (only helicopter may transport)

[Source flags, as printed: (1) "Local Force Battalion" is listed under Free World here, while 21.3 and 26.9 treat Local Force units as Communist. (2) "Engineer Battalion" appears under both Communist (2 points) and Free World (3 points). Neither is corrected in this transcription.]

SEALORDS Turn Record Track

TurnNote
1Start all scenarios
2
3
4
5
6End "Game Warden" Scenario
7
8
9End "Tet" Scenario
10
11
12End "Zumwalt" Scenario
Communist Base SquareOther terrainOther Terrain
Saigon & Vung TauNo EffectNo Effect
Base UnitDefender + 11L If Owning Side Defending
A
A
A
A
R+A
R+A
R+A
R+A
R+B+A
K+B+ A
3----RRRRRKK+BK+BK+R
4---RRRKKK+BK+BK+BK+RK+R
5-RRRRKKK+BK+RK+RK+RK+R2K
6RRKKK+BK+BK+BK+RK+RK+R2K2K2K+B
Each Saigon LoC square solely occupied by Communist units.1Scored during each Communist Victory Check Phase. Counts as 2 if town in same square.
Each Communist Infiltration Supply unit on a printed Communist Base square. Base Numbers: 303, 482, 487 = 3; 372, 483, 490 = 2; 400, 470 = 1; others = 0As listed by base numberScored during each Communist Victory Check Phase. The infiltration supply must be revealed and then is returned to the Reinforcement Pool.
Each Communist Infiltration Troop unit on a printed Communist Base square. Base Numbers: 303, 482, 487 = 4; 372, 483, 490 = 3; 400, 470 = 2; others = 0As listed by base numberScored during each Communist Victory Check Phase. The infiltration troop unit must be revealed and then is returned to the Reinforcement Pool.
If the Free World player fires offensively in a square containing a civilian marker2Scored as they occur. Communist player must reveal and remove the marker to score the points.
1 if a US/Ally; 2 if an ARVN
Logistics