Vietnam: Rumor of War
Vietnam: Rumor of War Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 1.1 Background
- 1.2 Scale
- 1.3 Glossary
- 1.3.1 Activation
- 1.3.2 Active
- 1.3.3 Aircraft
- 1.3.4 Body Count
- 1.3.5 Cadre
- 1.3.6 Capitalist Forces
- 1.3.7 Capitalist Minor Powers
- 1.3.8 Casualties
- 1.3.9 Class A Sized Units
- 1.3.10 Class B Sized Units
- 1.3.11 Class C Sized Units
- 1.3.12 Combat Chit
- 1.3.13 Combat Hex
- 1.3.14 Communists
- 1.3.15 Controlled Hex
- 1.3.16 Cup of SNAFU
- 1.3.17 D6, D10
- 1.3.18 Fresh
- 1.3.19 Headquarters
- 1.3.20 HQ Mission
- 1.3.21 Line of Communications
- 1.3.22 Marker
- 1.3.23 Non-Phasing Player/Side
- 1.3.24 Objective Marker
- 1.3.25 Phasing Player/Side
- 1.3.26 Reserve Movement
- 1.3.27 Supply Source
- 1.3.28 Support Planning Table
- 1.3.29 Support Level
- 1.3.30 Spent
- 1.3.31 Unit
- 1.3.32 Zone of Control
- 1.4 Abbreviations
- 2.0 Components
- 3.0 Sequence of Play
- 4.0 Movement
- 5.0 Combat
- 6.0 Markers
- 7.0 Infrastructure and Supply
- 8.0 Support
- 9.0 Headquarters and Cadres
- 10.0 Air Power
- 11.0 Naval Power
- 12.0 Victory and Foreign Intervention
- 13.0 Reinforcements and Replacements
- 14.0 Special Rules
1.0 Introduction
1.1 Background
A. Welcome to the second game in the Operational Scale Series (OSS). This series is focusing on theater wide battles in the radio era. This game is Vietnam: Rumor of War. Hopefully, we'll also see The Doomsday Project, a game about World War III in 1985, and a game on the Arab-Israeli Wars coming down the road.
B. Generally, players use HQs to activate their combat units to conquer the enemy. Emphasis is also placed on the air war and infrastructure to be able to adequately support their combat forces to achieve their goals. Korea, Vietnam, and the Arab-Israeli wars will also focus on the peculiarities of fighting proxy wars.
C. The general mission for this series is to fill a niche that I hope is welcome: monster games designed from the ground up that are still highly playable and quick to play. This game, and those that follow, should easily be finished in a quarter of the time that is most often the case in games of this size. That being said, Vietnam was a complicated war and this game will likely be the most complex in the series.
Design Note: A two-player game on Vietnam will never be able to cover the basic dichotomy of the Vietnam War. This game focuses on the United States' and North Vietnam's war aims and does not consider the aims and goals of the South Vietnamese people.
D. Five opaque containers are needed to randomly draw units and markers.
1.2 Scale
Vietnam: Rumor of War has the following scale:
A. Hexes are 10 miles across.
B. Units are divisions, brigades, regiments, battalions, and cadres.
C. Game turns (turns) in Vietnam are seasonal. There are four turns to a year.
1.3 Glossary
1.3.1 Activation
The entire sequence of selecting a headquarters (HQ), specifying the units the HQ is activating, moving those units, reserve movement, performing combats and executing an exploitation movement (9.2).
1.3.2 Active
An HQ that is activating one or more units that are now moving and performing combat. Or a unit that has been activated by an HQ and is in the process of performing an activation.
1.3.3 Aircraft
A counter representing an aircraft wing or division.
1.3.4 Body Count
How the Capitalists track enemy losses to determine their victory award during the Victory Point Check. The Body Count marker is reset to 0 after Victory Points (VPs) are awarded.
1.3.5 Cadre
A cadre is a unit. A US cadre can provide support to its component regiments and brigades. Communist cadres allow for recruitment (9.4).
1.3.6 Capitalist Forces
All units of the US, South Vietnam, Capitalist Minor Powers, ARVN, Laos, and Cambodia.
1.3.7 Capitalist Minor Powers
The forces of South Korea, Thailand, and Australia.
1.3.8 Casualties
How the Communists track US losses to determine their victory award during the Victory Point Check. Only US losses are counted on the Casualty Track. The Casualty marker is reset to 0 after VPs are awarded.
1.3.9 Class A Sized Units
All divisions, and US and Capitalist Minor brigades/regiments, and US cadres.
1.3.10 Class B Sized Units
All US battalions, all Communist cadres and regiments, and all non-ARVN and non-US regiments.
1.3.11 Class C Sized Units
All Communist and all non-US battalions, and all ARVN regiments.
1.3.12 Combat Chit
A chit drawn and placed face up on the combat hex when combat is declared. The combat chit shows the type and modifier to the attacker die roll, the Random Event Table to be used (RE value), the support to be wasted by the attacker because of lack of time (Spt value) and the exploitation movement points allowance (Adv value).
1.3.13 Combat Hex
The hex occupied by the defending unit(s) targeted by an attack. The hex is marked by placing a Combat Chit.
1.3.14 Communists
A coalition of forces consisting of North Vietnam, Pathet Lao, Khmer Rouge, and China.
1.3.15 Controlled Hex
A. The Capitalists control all hexes that they have units in and into which their Zones of Control (ZOCs) project, into all hexes in and adjacent to Capitalist Supply Sources, and all hexes in and adjacent to Fire Bases and Landing Zones that are not currently occupied by Communist units.
B. The Communists control all other hexes on the map.
1.3.16 Cup of SNAFU
A cup containing these markers: Great Leader/Incompetent Leader, Fuel Shortage/Fuel Out, Ammo Shortage/Ammo Out, Ambush, Radio Link Lost, Friendly Fire, Air Strike and Key Officer Killed (6.1). Players randomly draw from this cup in certain game situations. Cup of SNAFU Markers can be distinguished from other markers as they are black (Communist) and green (Capitalist).
1.3.17 D6, D10
Six-sided die and ten-sided die. A roll of a 0 on the D10 is considered to be a 10.
1.3.18 Fresh
An HQ or unit that is eligible to be active.
1.3.19 Headquarters
An HQ is a counter with the letters HQ on it. An HQ is not a unit.
1.3.20 HQ Mission
The player strategy for that entire season.
1.3.21 Line of Communications
A unit has a Line of Communication (LOC) if it can trace to a Supply Source or to an HQ that can trace to a Supply Source. HQs trace LOC to a Supply Source (14.4). A unit unable to trace an LOC is Out of Communications (OOC).
1.3.22 Marker
Status indicator for a given HQ or unit.
1.3.23 Non-Phasing Player/Side
The player/side that is currently not the phasing player/side. The non-phasing player/side performs reserve movement during the phasing player's (side's) Activations Segment.
1.3.24 Objective Marker
A marker placed during play that can award VPs.
1.3.25 Phasing Player/Side
The player/side that is currently activating and moving HQs and units, but not performing reserve movement.
1.3.26 Reserve Movement
Non-phasing side movement performed after the phasing side has completed its initial movement and declared attacks (4.7).
1.3.27 Supply Source
An end point for an LOC trace. Supply sources are marked hexes on the map. In addition, Supply Sources hexes and Boxes may receive reinforcements.
1.3.28 Support Planning Table
A letter on the combat chit (Spt value) that determines how much of a side's support level will be wasted due to lack of planning.
1.3.29 Support Level
Totals for the various types of support that a side may use in combat. These include air, tank, and artillery for both sides, as well as helicopter assets and the US Navy bombardment for the Capitalists. All are tracked on the Support Level Track.
1.3.30 Spent
HQ or unit that has ended its activation this game turn and is no longer available to be active, until it is flipped to its fresh side (after payment of supply points or per the Sequence of Play). Shown by the HQ or unit on its spent side. For more convenience during play, HQs and units are flipped to their spent side at the beginning of their activation.
1.3.31 Unit
Counter that is not a marker or HQ.
1.3.32 Zone of Control
The hexes adjacent to a unit that the unit could legally move into (4.3).
1.4 Abbreviations
| Abbr | Explanation | Abbr | Explanation |
|---|---|---|---|
| ARVN | Army of Viet Nam | OOC | Out of Communications |
| DRM | Die Roll Modifier | RP | Replacement Point |
| EZOC | Enemy Zone of Control | SOP | Sequence of Play |
| HCM | Ho Chi Minh | SP | Supply Point |
| HQ | Headquarters | TEC | Terrain Effects Chart |
| LOC | Line of Communications | ZOC | Zone of Control |
2.0 Components
Vietnam: Rumor of War consists of the following components:
A. Three 22 by 34 maps
B. Three counter sheets
C. One rulebook
D. One scenario book
E. Two identical Terrain Effects Charts/Rules Reminder Sheets
F. One Capitalist Player Aid
G. One Communist Player Aid
H. One Capitalist Air Display
I. One Communist Air Display
J. The game Box
K. Two 6-sided dice and two 10-sided dice.
2.1 Map
Vietnam: Rumor of War comes with three maps, labeled A, B, and C. There are also several charts and tables needed for play.
2.2 Charts and Tables
Vietnam: Rumor of War comes with:
A. Two Identical Terrain Effects Charts/Rules Reminder Sheets
B. One Capitalist Player Aid and 1 Communist Player Aid
C. One Capitalist Air Display and 1 Communist Air Display
2.3 Counters
2.3.1 Sample Counters
[Sample counter images: HQ, Division, Brigade, and Cadre counters, each shown Fresh (front) and Spent (back).]
2.3.2 Unit Characteristics
2.3.2.1 Unit Size
Divisions and brigades have the unit size on the spent side above the unit type Box.
| Symbol | Size | Symbol | Size |
|---|---|---|---|
| XX | Division | III | Regiment |
| X | Brigade | II | Battalion |
2.3.2.2 Divisional Stripe
Divisions, brigades, and cadres have a colored stripe across the top to show the division they belong to. Each division has a separate color.
2.3.2.3 Nationality
The nationality is indicated by the color as well as the code on the left side of the unit.
2.3.2.3.1 Capitalist Units
| Code | Color | Nationality |
|---|---|---|
| US | Green | United States |
| ARVN | Yellow | South Vietnam |
| Laos | Bright Yellow | Laos |
| Cmb | Light Blue | Cambodia |
| ROK | Blue | South Korea* |
| Thai | Blue | Thailand* |
| Aus | Blue | Australia* |
| UN | Blue | United Nations |
| Capt |
* Capitalist Minor Power
2.3.2.3.2 Communist Units
| Code | Color | Nationality |
|---|---|---|
| PAVN | Red | People's Army of Viet Nam |
| VC | Black | Viet Cong |
| PRC | Pink | People's Republic of China |
| PL | Turquoise | Pathet Lao |
| KhR | Maroon | Khmer Rouge |
2.3.2.4 Unit ID
The unit ID is at the top of the unit, in the divisional stripe if the unit has one.
2.3.3 Aircraft
[Aircraft counter images: Front (Ready) and Back (Reduced).]
2.3.3.1 Characteristics
A. The historical designation is in the band across the top.
B. The aircraft type in the lower left. The version of the plane (e.g., A-4, A-4C, A-4E) is added just for historical information. All versions of a plane are treated as the same plane.
C. The lower right side contains the service branch the aircraft belongs to.
2.3.3.2 Aircraft Abbreviations
| Abbr | Explanation |
|---|---|
| AD | Attack Division |
| AEWCW | Airborne Early Warning and Control Wing |
| BW | Bomber Wing |
| CVW | Carrier Aircraft Wing |
| FR | Fighter Regiment |
| MAW | Marine Air Wing |
| RW | Reconnaissance Wing |
| SAM | Surface to Air Missile |
| SOW | Special Operations Wing |
| SW | Strategic Wing |
| TFW | Tactical Fighter Wing |
| TRW | Training Wing |
2.3.3.3 Aces
An Ace has an aircraft silhouette on the right side of the counter.
[Ace counter image]
2.3.3.4 Airfield Types
| Airfield | Improved Airfield |
|---|---|
| [Airfield counter image] | [Improved Airfield counter image] |
2.4 Markers
2.4.1 Cup of SNAFU Markers
| Front | Back |
|---|---|
| Capitalist Great Leader | Capitalist Incompetent Leader |
| Communist Great Leader | Communist Incompetent Leader |
| Capitalist Fuel Shortage | Capitalist Fuel Out |
| Communist Ammo Shortage | Communist Ammo Out |
| Capitalist Ammo Shortage | Capitalist Ammo Out |
| Capitalist Ambush | Communist Ambush |
| Capitalist Air Strike | Communist Friendly Fire |
| Capitalist Radio Out | Communist Radio Out |
| Capitalist Key Officer KIA | Communist Key Officer KIA |
2.4.2 Replacements, Infrastructure, and Supply Track Markers
| Capitalists | Communists |
|---|---|
| Capitalist Replacements | Communist Replacements |
| Capitalist Infrastructure | Communist Infrastructure |
| Capitalist Supply | Communist Supply |
2.4.3 Other Status Markers
| Marker | Marker |
|---|---|
| Communist Ho Chi Minh Supply Trail | Communist Ho Chi Minh Interdicted Trail |
| Communist Ho Chi Minh Trail Status Marker | Interdicted HQ |
| Front | Back |
|---|---|
| Communist OOC | Communist Low Morale |
| Capitalist OOC | Capitalist Low Morale |
| Communist Guards Unit | Communist Penal Unit |
| Capitalist Elite Unit | Capitalist Poor Unit |
| Communist Disrupted | Communist Routed |
| Capitalist Disrupted | Capitalist Routed |
| Communist Fortification | Communist Bunker |
| Communist Tunnels Hidden | Communist Tunnels Discovered |
2.4.4 Helicopter Operations
| Helicopter Available | Helicopter Used |
|---|---|
| [Helicopter Available marker image] | [Helicopter Used marker image] |
| Front | Back |
|---|---|
| Fire Base | Hot Fire Base |
| Landing Zone | Hot Landing Zone |
2.4.5 HQ Mission Chits
| Capitalists | Communists |
|---|---|
| Hearts and Minds | Recruit |
| Offensive | Infiltrate |
| Vietnamization | Evade |
| Search and Destroy | Offensive |
| General Uprising |
2.4.6 Support Level Track Markers
| Capitalists | Communists |
|---|---|
| US Tank Support | PAVN Tank Support |
| US Artillery Support | PAVN Artillery Support |
| US Air Support | VC Artillery Support |
| US Navy Bombardment | |
| ARVN Artillery Support | |
| ARVN Tank Support |
2.4.7 Victory Condition Markers
| Marker | Marker |
|---|---|
| Body Count | US Causalities |
| US Military Victory | US Public Unrest |
| POWs |
2.4.8 Miscellaneous Markers
| Front | Back |
|---|---|
| Objective | VP-Variable 1, 2, 3 |
| Capitalist Secret Ops | Capitalist No Secret Ops |
| Marker | Marker |
|---|---|
| Weather (not used in Vietnam) | Season |
| Year | 7th Fleet Marker |
| Front | Back |
|---|---|
| Capitalist Restricted Ops | Capitalist Unrestricted Ops |
| Capitalist DRMs | Capitalist DRMs (+30) |
| Communist DRMs | Communist DRMs (+30) |
2.4.9 Leader Markers
2.4.9.1 Theater Commanders
| Capitalists | Communists |
|---|---|
| Westmoreland | Võ Nguyên Giáp |
| Abrams | Nguyễn Hữu An |
| Weyand | Ye Jianying |
2.4.9.2 Ground Leaders
| Capitalists | Communists |
|---|---|
| Hoàng Xuân Lãm | Hoàng Văn Thái |
| Lê Nguyên Khang | Trần Văn Trà |
| Ngô Quang Trưởng | Trần Độ |
| Ouane Rattikone | Son Sen |
| Lon Nol | Souphanouvong |
Leader modifier values are printed on the counter art.
2.4.9.3 Aces
| Capitalists | Communists |
|---|---|
| Feinstein | Nguyễn Văn Cốc (AKA Colonel Tomb) |
| Olds | Mai Văn Cường |
| DeBellevue | Nguyễn Hồng Nhị |
| Ritchie | Phạm Thanh Ngân |
| Cunningham | Đặng Ngọc Ngự |
| Driscoll | Nguyễn Văn Bảy |
3.0 Sequence of Play
Perform the following routine each turn.
A. Strategic Phase
-
Chinese Intervention check
-
Infrastructure and Supply Determination
a. Move the supply markers to the current infrastructure values for the Capitalists and the Communists. Move the Helicopter Used marker to the Current Helicopter Available marker.
b. Flip spent HQs to fresh (Capitalists first); pay supply points (SPs) as necessary
c. Spend any additional SPs for items listed in 7.0 (Capitalists first)
d. Determine Supply Status for all units.
-
Aircraft/Airfield Reinforcement (Capitalists first); roll for any damaged aircraft in damaged aircraft Boxes
-
Capitalist Air Commitment
-
Communist Air Commitment
-
Strategic Air Mission Resolution
a. AEW Resolution
b. SAM resolution
c. Downtown Resolution
d. Strategic Bombing Resolution
-
The Capitalists declare the Capitalist HQ Mission Chit, then the Communists declare the Communist HQ Mission chit. Each side pays the appropriate supply cost.
B. Turn Phase
-
Fleet Redeployment
-
Reinforcement Placement (Capitalists perform all of the following first)
a. Place any arriving reinforcements on a friendly Supply Source hex.
b. Take a unit from the Replacements Box and place it on any friendly controlled hex at a cost of one replacement point (RP) from the nationality of the unit being placed as a reinforcement (unless it is an NVA or Capitalist replacement, which can be used for all forces of the respective side). Then move a unit of any type or nationality from the Replacements Box to the Destroyed Box. Do this as often as there are units and RPs to spend.
c. Return HQs from the HQ Routed Box to a friendly Supply Source hex.
d. Communists recruit VC units.
-
Activation Phase
a. Communist Player Turn
i. Flip all Capitalist units (not HQs) to their fresh side.
ii. Place OOC markers on Capitalist units that do not have an LOC.
iii. Communist Strategic Movement
iv. Communist Activations (9.2)
b. Capitalist Player Turn
i. Flip all Communist units to their fresh sides (not HQs).
ii. Place OOC markers on Communist units that do not have an LOC.
iii. Capitalist Activations (9.2)
iv. Remove any remaining FB markers at the end of the Capitalist Activation Phase.
v. Flip any Tunnels Hidden to Tunnels Discovered side if there is a US or Capitalist Minor unit on that hex.
C. End Phase
-
The Communists may eliminate friendly units, placing them in the Replacements Box.
-
The Capitalists may eliminate friendly units, placing them in the Replacements Box.
-
Remove any HQ interdicted markers on HQs.
-
Determine the winner of a US Election, if there is one this turn.
-
Award all end of turn VPs and determine if either side has won the game.
-
Advance the turn marker to the next turn if it is not the final turn of the game (or no one has won).
4.0 Movement
4.1 General Rules
A. Communist units may make a strategic movement without being activated nor becoming spent (4.4). This movement is performed during the Strategic Movement segment, before the player's HQ activations.
B. In the Communist or Capitalist Activations Segment, the phasing side activates a fresh HQ along with up to four units of the appropriate nationality (9.1) for movement and combat.
C. Active units of the phasing side may move during two segments of an HQ activation. The non-phasing side has a chance to move some units with their HQs between those two segments. The following types of movement are as follows:
-
The initial movement of the phasing side's active units;
-
The reserve movement performed by the non-phasing side (one HQ plus up to four units);
-
The exploitation movement of the phasing side's active units in the following sequence:
a. Those that ended their initial movement not in an enemy ZOC (EZOC), may spend up to three movement points (MPs). These units may not enter an EZOC throughout their movement. They execute this move before any victorious attacking units.
b. Those that won their combat and advanced into the combat hex may spend as many exploitation MPs as the combat chit Adv value.
D. For all these movements, the basic rules are the same. Move units across the board and pay MPs according to the cost of terrain entered. Each side has different movement allowances for certain terrain.
E. Movement is completed after a side has moved its units, performed combats, and made any additional movement, ending a unit's activation. Such units may not move again until flipped to their fresh side during the opponent's Activations Phase.
F. If desired, an active HQ may move at the very end of the activation sequence, after all activated units have finished moving and resolving combat. HQs that do not move are eligible to be flipped to their fresh side by spending SPs (9.3).
G. A unit may not enter a hex unless it has sufficient MPs remaining. However, during initial movement (including advance after combat) and reserve movement, but not during exploitation movement, any unit may move one hex (no more) even if it does not have enough MPs to make the move. In this case, no combat may be declared. This move must be into a hex the unit could legally enter and may not be from one EZOC to another.
H. Entering an EZOC costs +1 MP if not negated by a friendly unit.
4.2 Stacking
A. Only one spent unit may occupy a hex.
B. The number of fresh units in a hex is unlimited.
C. There is unlimited stacking in any Supply Source hex.
D. US battalions (Marine, Army, Special Forces, and Riverine units are exempt from stacking restrictions and may always stack freely).
E. Stacking restrictions are enforced at the end of a friendly activation. During the activation in progress, stacking limits are not enforced. If stacking is violated at the end of an activation, the owner must eliminate units until there are no overstacked units in the hex. Place eliminated units from this in the Replacements Box. Units so eliminated do force a US Casualty or Body Count roll.
4.3 Zones of Control
A. All units have a ZOC, unless limited by markers.
B. A ZOC consists of the six hexes immediately adjacent to the unit that the unit can legally move into. Additional friendly units that also have a ZOC on a hex give no additional effect.
C. Friendly units negate EZOCs in the hex they occupy in all cases.
D. EZOCs cost +1 MP to enter in addition to any other terrain costs.
E. Units generally cannot retreat through ZOCs.
4.4 Strategic Movement
A. As per the Sequence of Play (SOP), the Communists may move any of their fresh HQs or units using strategic movement, even if the HQ or unit has no LOC. To do so does not require an HQ activation or spending SPs. Move the HQs or units up to 10 MPs in any desired order. HQs and units that strategic move are not spent.
B. Strategic moving units may not start in the ZOC of an enemy unit. They may not enter any hex in the ZOC of an enemy unit throughout its strategic move.
C. In Vietnam, only the Communists may perform Strategic Movement.
4.5 Initial Movement
A. The phasing side may activate its units by first activating a fresh HQ. If the HQ has an LOC, it may then activate up to four fresh units that within a range of 10 MPs. The units activated do not need to trace an LOC. The number of units an HQ can activate may be higher/lower with the appointment of a Theater Commander (14.4).
B. Each activated HQ or unit flips immediately to its spent side (although the unit is not considered spent until the end of the activation; this is to mark the currently active units).
C. One after the other, each active unit may move up to 5 MPs as its initial movement. Terrain costs are listed on the Terrain Effects Chart (TEC). A unit may declare combat as it moves adjacent to an enemy unit if able to pay the associated cost in MPs (4.6). Place a combat chit on each target hex (not more than one per hex). If a Meeting Engagement is declared, it is resolved immediately and entirely, including exploitation movement, before moving the next active unit.
D. After all active units have moved and declared combats (and resolved Meeting Engagements if any), the non-phasing side performs reserve movement (4.7).
E. Then, the active units not in an EZOC may perform an early exploitation movement of 3 MPs (unless they have just resolved a Meeting Engagement).
Design Note: This bonus movement avoids the situation in many systems which allows victorious attacking units to move further than other units moving unopposed.
F. The phasing side resolves any Hasty, Prepared, and Deliberate Attacks one at a time. Victorious attacking units (the unit that declared the attack as well as any active units that supported the attack) may immediately advance into the vacated combat hex for no movement cost. From that hex, these units may perform an exploitation movement of as many MPs as the combat chit Adv value. This entire combat and exploitation movement sequence must be completed before resolving the next combat.
G. After all active units have performed their movement and combat, the phasing side may move the active HQ up to 10 MPs or leave it in its current hex. If the HQ does not move, its owner may pay SPs to flip it back to its fresh side (9.3) and use that same HQ to activate more fresh units in a further activation this turn or later.
4.6 Declaring Combat Costs
A. The combat rules (5.0) cover the actual procedure of combat, but in this system, combat is a function of movement. When a moving unit is adjacent to an enemy unit, it may declare a combat, placing a combat chit on the enemy unit.
B. The declaring unit must have sufficient MPs remaining to pay the cost of the combat, which varies with the type of attack (below).
C. To allow placement of a combat chit, the hex occupied by the enemy unit must be a hex that could be legally entered by the attacker; if it cannot, combat may not be declared.
D. Because a Deliberate Attack costs all MPs, the attacker must start adjacent to the enemy unit to declare that type of attack.
E. Only the unit that is declaring the attack and placing the combat chit pays the cost. Other units may move adjacent and provide adjacency support without paying the combat chit cost.
F. As soon as the combat costs have been paid and the combat declared, draw a chit from the appropriate type and place it on the declared combat chit hex.
4.7 Reserve Movement (Non-Phasing Side)
A. After the phasing side has completed the initial movement of all activated units, declared its attacks, and drawn combat chits, but before any early exploitation movement has been performed and any combats (except Meeting Engagements) have been resolved, the non-phasing side may activate one fresh HQ and up to four fresh units and move each 5 MPs following the standard rules of movement. The number of units an HQ can activate may be modified by a Theater Commander (14.4).
B. To do this, the non-phasing sider flips the HQ and associated units to their spent sides and moves them. An LOC is not required for the units but is required for the chosen HQ. Any reserve HQ or unit may not start in an EZOC, although they may enter an EZOC (paying normal +1 MP if applicable). Units moved as reserves may not perform any combat and therefore, they may not execute any exploitation movement.
C. If the HQ does not move, it may be flipped back to its fresh side (allowing future activations) after paying the supply cost at the end of the reserve movement (9.3). If the HQ moves, it may not be flipped back to its fresh side.
4.8 Exploitation Movement
A. After the non-phasing side's reserve movement, but prior to the completion of all Hasty, Prepared, and Deliberate Attacks by the phasing side, all active units not in an EZOC may perform an early exploitation movement. These units may move an additional 3 MPs but may not enter EZOCs at any time during this movement, though friendly units negate EZOCs in the hex they are in.
B. After this movement is completed, resolve the combats. Following combat, any active, victorious units that have advanced into a defender's vacated hex may now move again from this point, spending the MPs given by the combat chit Adv value. All normal movement rules apply.
C. Stacking is checked at the end of the activation, so care must be taken to make sure the combat hex will not be overstacked.
D. Moving into the defender's vacated hex and performing an exploitation move are voluntary. Only active units that supported an attack and the attacking unit that placed the combat chit may advance into a just vacated combat hex.
E. Non-phasing units never move after combat even if they won the combat.
F. Units that performed a Meeting Engagement may never use exploitation movement.
5.0 Combat
5.1 General Rules
A. Combat is a function of movement in this system. Friendly units move and then, when adjacent to an enemy unit (or if they start out adjacent and do not move), may declare a combat. All types of combat follow the same combat resolution procedure. However, Meeting Engagements are executed immediately at the moment of the declaration (5.2.2), while other attacks are executed during the combat resolution segment of the activation.
B. When a combat is declared, the attacker draws a combat chit from the appropriate cup and places it on the combat hex. To resolve the combat, both sides determine their support, sum their modifiers, and roll a die (either a D10 or a D6 depending on the situation, 5.4.1).
C. The support modifiers available to each side depend on the support level (Support Level Track), the amount of planning time (combat chit Spt value), and the effect of terrain.
D. The winner of the combat is the side with the higher modified roll. The spread between the two die rolls determines the level of damage suffered by the losing side (5.6).
-
If the attacker loses, it must honor the die roll spread in the same way as a defender that loses.
-
If the attacker wins the combat and the combat hex has been vacated, any active attacking units may advance into the combat hex (5.7). Any inactive friendly units that supported the combat may not advance (whether fresh or not).
E. Attacking units that advance after combat may also be eligible for exploitation movement. (Victorious defenders are not.)
F. Once advance after combat and exploitation movement is completed, the combat is over.
G. Each activated unit may place only one combat chit per turn. Once a combat is declared, it must occur; the attacker may not cancel the attack.
H. A defending hex may be attacked multiple times during a side's Activations Segment, but no more than one combat chit may occupy a single hex at any time.
5.2 Declaring Combat
A. A moving unit that is adjacent to an enemy unit may declare a combat if it has sufficient MPs remaining to pay the cost of the combat (4.6.F).
B. The declaring unit ends its movement at the moment of the declaration.
C. When a combat is declared, the attacker immediately picks a combat chit from the appropriate cup and places it on the combat hex, revealing its values (5.2.1).
-
If this is a Meeting Engagement, resolve the combat completely before moving another active unit (5.2.2).
-
If it is not a Meeting Engagement, finish moving all active units, next the non-phasing side performs its reserve movement (4.7), the phasing side then makes early exploitation movement (4.8), and finally proceed to resolving all combats (5.3-5.7).
5.2.1 Combat Chits
Combat chit types: Meeting Engagement, Hasty Attack, Prepared Attack, Deliberate Attack.
A. Combat chits should be placed in two cups to allow the attacker to draw a chit randomly when needed:
-
One cup should have the Meeting Engagement/Hasty Attack chits.
-
The other should have the Prepared Attack/Deliberate Attack chits.
B. Each chit has the following information on it:
-
In the upper left (D10 or D6) is the type and the modifier to the attacker die roll. Example: D6 (+1) means that the attacker rolls a 6-sided die and applies a +1 DRM.
-
RE in the upper right indicates the Random Event Table to be used for this combat. Random events can have various effects, such as drawing from the Cup of SNAFU as listed in 5.5. A random event only occurs if the combat chit has a letter after RE. If the word is No after RE, no random event occurs. Determine the random event after all DRMs have been declared but before rolling the die to determine the combat result. Some random events may change the values of support offered, reducing the DRMs for the upcoming combat.
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Following Spt In the lower left is a letter designating the row in the Support Planning Table to determine how much support is deducted from the attacker support level (5.3.1).
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Adv in the lower right is the number of exploitation MPs the attacker may spend after advancing into the combat hex (4.8).
C. Immediately after each combat has been resolved, the combat chit is returned to its original cup and is available to be drawn again.
Note to Korea Fire and Ice owners: The combat chits in Vietnam may also be used in Korea. Random events are still the ones listed in the Korea rulebook but no longer does a random event occur when the same die roll is made by both players.
5.2.2 Meeting Engagement
A. Unlike other types of combat, a Meeting Engagement is resolved immediately and completely after being declared, and before any additional active units are moved. B. Follow regular combat resolution and advance (although this occurs immediately as needed).
C. There is no early exploitation movement by the attacking or supporting units and there is no reserve movement for the defender.
D. After this combat and the subsequent advance and exploitation movement are over, and the combat chit is put back in the cup, the attacking unit is done for this activation.
E. Additional friendly active units may move and attack after the Meeting Engagement has been resolved.
5.3 Combat Support
5.3.1 Tank, Artillery and Air Support
A. To determine the tank, artillery, and air support DRMs:
-
Start with the support level number on the Support Level Track.
-
Subtract support points from the level number according to the Support Planning Table. The amount of support to be subtracted for the attacker is given by a letter on the combat chit (Spt value) and by the type of combat for the defender.
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Apply the terrain effect (rounded down) of the combat hex, indicated on the TEC.
B. A Die Mods Marker is provided to keep track of the total DRMs each side has accumulated.
C. See 8.2 for more details.
D. To allow artillery and tank support, the combat hex must trace an LOC back to a friendly HQ or cadre, or to a Fire Base. If a US unit has no division base in play (the unit is independent or its cadre has been withdrawn), it may draw support from an HQ or Fire Base. Both attacker and defender use the terrain in the combat hex to determine any support terrain modifiers.
E. If there is a road or city/town hex connecting the declared attacker's and the combat hex, the attacker may pay one level of tank support at the end of the combat to negate the tank support terrain effect.
F. The road advantage may not be used if the road connecting the declared attacker and the combat chit hex crosses a river.
G. The defender may not use a road to allow negating the terrain for tank support.
H. Players do not have to use all of their allowed support and may choose not to since any support used may sustain losses in the combat (5.6).
5.3.2 Bombardment Support
A. Bombardment support is only available to the Capitalists (11.0). Treat bombardment support as artillery support when applying the terrain effect factor. The bombardment planning value is always 2 regardless of the type of declared combat.
B. If the US 7th Fleet is in play (11.2) and the combat hex is within two hexes from an all sea hex in the correct sector to allow support, the Capitalists can always add (bombardment support level - 2) to their combat support (either defending or attacking).
5.3.3 Adjacent Friendly Unit Support
A. An attacking unit (fresh or spent, active or inactive) adjacent (including stacked units) to a combat hex may support the combat. The attacker gets +1 support DRM for the first unit adjacent, +2 for the second one adjacent, +3 for the third one adjacent, etc.
Example: If three units were adjacent (one being the combat declarer), a total of 3 support modifiers would apply (for the two other units adjacent).
B. If a Deliberate Attack is performed, these modifiers are doubled. The owner may choose not to add any adjacent units.
Example: If four units are adjacent to a Hasty Attack combat hex (not including the one that declared the attack), the attacker applies a +10 DRM (1 + 2 + 3 + 4). If it is a Deliberate Attack, the DRM would be +20.
C. The defender applies a +2 DRM per friendly supporting unit, fresh or spent, adjacent to the combat hex.
5.3.4 Size Difference Between Units
A. Units in the game are of three sizes: Class A for the largest, Class B for the medium sized, and Class C for the smallest units.
B. When larger units are in combat with smaller units, there is a DRM in the larger units' favor. Use the class rating for the largest unit present on each side in a combat. Any units that support the combat are considered to be in a combat.
5.3.4.1 Class Sizes
A. Class A: All divisions, and all US and Capitalist Minor Forces cadres, brigades, and regiments.
B. Class B: All Communist regiments and cadres, and all US battalions.
C. Class C: All Communist battalions, all non-US battalions, and ARVN regiments.
5.3.4.2 DRMs
A. Apply a +2 DRM when a Class A unit is in a combat with only Class B sized units.
B. Apply a +4 DRM when a Class A unit is in a combat with only Class C sized units.
C. Apply a +2 DRM when a Class B unit is in a combat with only Class C sized units.
5.3.5 Restricted Combat Support
A. Often the Capitalists will choose or be forced to use restricted combat support. This is Artillery and/or Air Support prevented from using its full firepower because of political directives.
B. If the combat is under Restricted Ops, halve all Artillery, Air, and Bombardment final support values (rounding down).
5.4 Rolling for Combat
5.4.1 Combat Dice
A. The attacker rolls the die determined by the combat chit (upper left value, D6 or D10).
B. The defender rolls a D10 if fresh, or a D6 if spent.
C. If the defender is fresh, it may choose to roll a D6.
D. Fresh defenders that use a D10 are flipped to spent.
5.4.2 Special Rolls
A. If either or both sides roll a 1 (unmodified), the owner places a Poor/Penal Unit marker, as appropriate (Poor for Capitalist and Penal for Communist), on any of its fighting unit in the combat (lead or supporting unit, whether active or not, fresh or spent) that does not yet carry a unit quality marker.
B. If either or both sides roll a 10 (unmodified) with a D10, or a 6 (unmodified) with a D6, the owner places an Elite/Guards Unit marker instead. If any modifiers to the final spread apply, perform all shifts due the attacker first, then apply the defender modifier.
C. The effects of these new unit quality markers apply immediately to the upcoming combat:
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Poor and Penal units participating in the combat increase the final spread between the players' modified die rolls by 1 (after the spread has been reduced to its maximum, if needed) if they lose a combat, so a final spread of 5 becomes 6. They decrease the spread by 1 if they are victorious, so for instance a final spread of 5 becomes 4. The total reduction or increase is always 1 even if multiple poor/penal units participate in the combat.
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Elite and Guards units participating in the combat reduce the final spread between the players' die rolls by 1 (after the spread has been reduced to its maximum, if needed) if they lose a combat, so a 5 becomes 4. They increase the spread by 1 if they are victorious, so a 5 becomes 6. The total reduction or increase is always 1 even if multiple elite/guard units participate in the combat.
D. When resolving combat, if there are quality markers of both types present on units of the same side, the owner chooses the one to apply.
E. These two modifiers are cumulative.
Example: If an Elite unit defeats a Poor unit, the spread would be a maximum of 7. If a Poor unit defeats an Elite unit, the spread would be a maximum of 3.
5.4.3 Die Roll Modifiers
A. The attacker determines its combat modifiers first, then the defender. Both the sides use the terrain in the combat hex to determine their support terrain modifiers (5.3).
B. The attacker die roll is modified by the following:
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Combat chit modifier (upper left value)
-
Tank support
-
Artillery support
-
Air support
-
Bombardment support (treated as artillery when applying terrain modifiers)
-
Support from any friendly units adjacent to the combat hex that are chosen to participate in the combat. The units providing support are always at the option of the owning player.
-
Size advantage/disadvantage
C. The defender die roll is modified by the following:
-
Tank support
-
Artillery support
-
Air support
-
Bombardment support (treated as artillery when applying terrain modifiers)
-
Support from friendly units adjacent to the combat hex that are chosen to participate in the combat.
-
Terrain (including rivers, bridges, prepared positions, and trenches): The terrain modifiers are on the TEC. The river defensive bonus only applies if the declaring and all supporting units are attacking across a river.
-
Size advantage/disadvantage
D. There is a provided Die Mods Marker for each side to keep track of its total DRMs in a combat. This is handy for players of Korea: Fire and Ice as well.
5.5 Random Events
A. If the combat chit has a letter after RE, that letter determines the Random Events Table to be used for that combat.
B. Roll a D10 (either player), immediately applying the result on the Random Event Table indicated on the combat chit (RE value).
Typo note: the source reads "RR value" here; it is read as RE value, the term used everywhere else.
C. Make this roll after calculating all DRMs but before rolling the die to determine the combat result.
D. Some random events influence the support in a combat, reducing it from the Die Mods total.
E. The event specified on a SNAFU marker may apply to the unit until the marker is removed (6.0).
5.6 Combat Losses and Retreat
5.6.1 Combat Spread
A. After both players have rolled their dice and applied their modifiers, compare the two results.
B. The difference between the two modified rolls is the combat spread. For the purpose of loss determination, this spread is generally limited to 5 regardless of the actual spread between the attacker and the defender. Unit quality, leaders, and fortifications can reduce or increase the final spread to a different value.
Example: If a unit with an elite unit marker attacks a unit with a poor unit marker and gets a spread of 12 in the dice rolls, the final spread would be 5. From there, add two more for each unit type for a spread of 7. (The Elite and the Poor each increase the spread by one in the attacker's favor.) If, in the same case, the rolled spread was 1 for the defender, two would be added for the unit types for a combat spread of 1.
C. The attacker applies its modifiers to the spread first, then the defender.
D. The winner of the combat has the higher modified spread.
E. If the modified rolls of the attacker and the defender are equal, the attacker must take a 1 result, as if it lost the combat with a negative spread of 1.
5.6.2 Absorbing Losses
A. The victor of the combat never takes losses, but an attacker must pay the cost of using the road bonus to add in tank support. In such a case, 1 is deducted from its tank support level on the Support Level Track, regardless of the result of the combat.
B. The loser of the combat may absorb the losses in different ways, using any combination of them, and may apply them to any units that participated in the combat (i.e. the declaring/defending unit and/or the supporting units that added to the roll). Each point of the spread can be absorbed in one of four ways:
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Retreat a unit one or more hexes, up to a maximum of three. Each hex retreated by one unit counts toward one combat loss.
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Eliminate a unit (instead of retreating it). Each eliminated unit count toward one combat loss.
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Spend a Casualties/Body Count point, up to a maximum of two. The Communists spend Body Counts, while the Capitalists spend Casualties.
-
Spend one RP (limit of one).
C. As an alternative, the loser may eliminate all units that participated in the combat and not pay for the remainder of the losses, if desired. Eliminated units are placed in the Replacements Box.
D. If a unit is eliminated, the following also happens:
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For a Class C sized unit, roll a D6 and add that many casualties/Body Count to the current totals.
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For a Class B sized unit, roll D10 and add that many casualties/Body Count to the current totals.
-
For a Class A sized unit, roll 2 D6s and add that many casualties to the current totals.
E. The specific unit attacking or attacked does not have to honor the combat spread if supporting units are available. The loser may satisfy the spread using any declared supporting units.
5.6.3 Retreating
A. Each hex retreated to must be farther away from the combat hex than the previous hex.
B. No unit may retreat more than three hexes to satisfy the combat spread.
C. A retreat may pass through a friendly-occupied hex, but not through an enemy-occupied hex or an EZOC (but see Evade HQ Mission, 9.5).
D. A unit that retreats two hexes becomes disrupted. Place a Disrupted Marker on it.
E. A unit that retreats three hexes has routed. Place a Routed Marker on it.
F. For each retreating unit that becomes disrupted, reduce the tank support level by 1 if any tank support was used, and reduce the artillery support level by 1 if any artillery support was used.
G. For each retreating unit that becomes routed, reduce tank support by 2 if any tank support was used (up to the maximum committed by the retreating player), and reduce the artillery support by 2 if any artillery support was used (up to the maximum committed by the retreating player).
H. If a fresh unit retreats, flip it to its spent side.
I. For each unit that becomes disrupted or routed, draw from the Cup of Snafu as well (6.1, 6.2.F, 6.2.G).
5.7 Advance After Combat
A. If the attacker won the combat and the defender vacated the combat hex, the attacker may move any units that participated in the combat (both the declaring unit and any active supporting units) into the combat hex, ignoring stacking for a moment.
B. This occurs after combat losses have been satisfied.
C. All units that advanced into the combat hex may now spend the Adv MPs value allowed by the combat chit to perform exploitation movement (4.8).
D. The one-hex minimum move rule (4.1) applies to advance after combat.
E. Stacking rules apply after all exploitation movement has been performed.
F. The defender may never move after combat even if it won the combat.
6.0 Markers
There are many markers in this system to cover the various states a unit can be in. Some are drawn from the Cup of SNAFU as a random event in combat. Others are used in specific game situations.
6.1 The Cup of SNAFU
A. The Cup of SNAFU is used in combat (as a result of a random event), when the Capitalists trace an LOC over enemy-controlled hexes, and when a unit receives a Disrupted or Routed Marker.
B. When a random event or a special rule calls for a draw from the Cup of Snafu, randomly draw a marker from the cup and place it on a unit. Place it before the upcoming combat when the combat chit has a letter after RE and after the completion of a retreat that requires a draw. All effects of the marker will apply to the upcoming combat.
C. The Random Event Table shows which side places the marker or if it must place a marker at all. Markers must be placed with units of the correct side.
Example: The Communists are attacking and draw from the Cup of SNAFU: a Communist Ammo Shortage/Ammo Out Marker. Since the table shows that the attacker has to place the marker, they choose the Fuel Shortage side and place it on one of the attacking units. If it showed that the defender had to place the marker then the Capitalists would choose to place the Ammo Out Marker on the Communists as that would hurt the Communists more.
D. In the case of drawing from a disrupted or routed unit, the drawing side may place the marker. So if the marker drawn applies to its side, it can ignore the marker and not place it at all.
E. The markers placed in the Cup of SNAFU are listed below.
6.1.1 Great Leader/Incompetent Leader
A. A Great Leader allows a side to reroll its combat die. This reroll is always voluntary. One reroll per combat is allowed per Great Leader participating in the combat.
B. An Incompetent Leader allows the opponent to reroll its opponent's combat die. This reroll is always voluntary. One reroll per combat is allowed per Incompetent Leader unit participating in the combat.
C. This marker can only be removed by special actions or by the Reinforcement Table.
D. The marker is placed on the attacking unit that declared the combat or on any declared supporting units, or on the defending unit or on any supporting defending units in the combat.
E. If all units applicable already have a Leader of either type, ignore the drawn marker, and place it back in the cup.
6.1.2 Ammo Shortage/Ammo Out
A. If there is an Ammo Shortage Marker on the unit that declared the combat or on the defending unit in the combat hex, the total amount of artillery support modifier for a combat is halved (rounded down). This is applied to the final artillery support modifier after all other modifications (support table, terrain, etc.). In addition, a unit with an Ammo Shortage Marker only gains half of the total adjacent unit support modifier (round down).
B. An Ammo Out Marker on the unit that declared the combat or on the defending unit in the combat hex prevents the respective side from using any artillery support in that combat. In addition, a unit with an Ammo Out Marker may not receive any adjacent unit support modifiers.
C. Remove the Ammo Shortage Marker if the unit with the marker has an LOC and the owner spends 1 SP during the Infrastructure and Supply Determination segment to remove the marker.
D. Remove the Ammo Out Marker if the unit with the marker has an LOC and the owner spends 2 SPs during the Infrastructure and Supply Determination segment to remove the marker.
E. One cannot spend 1 SP to flip an Ammo Out to an Ammo Shortage Marker.
F. Only one marker of either type may be on a unit. If an Ammo Shortage unit gains either another Ammo Shortage Marker or an Ammo Out Marker, replace the Ammo Shortage Marker with an Ammo Out Marker. If an Ammo Out unit gains either an Ammo Shortage Marker or Ammo Out Marker, the unit just keeps the Ammo Out Marker and no additional effects apply.
6.1.3 Fuel Shortage/Fuel Out (Capitalists only)
A. If there is a Fuel Shortage Marker on the unit that declared the combat or on the defending unit in the combat hex, the total amount of available tank support modifier is halved (rounded down). This is applied to the final tank support modifier after all other modification (support table, terrain, etc.). In addition, a unit with a Fuel Shortage Marker only gains half of the unit adjacent support modifier (round down).
B. A Fuel Out Marker on the unit that declared the combat or on the defending unit in the combat hex prevents the respective side from using any tank support in that combat. In addition, a unit with a Fuel Out Marker may not receive any unit adjacent support modifiers.
C. Remove the Fuel Shortage Marker if the unit with the marker has an LOC and the owner spends 1 SP during the Infrastructure and Supply Determination segment to remove the marker.
D. Remove the Fuel Out Marker if the owner spends 2 SPs during the Infrastructure and Supply Determination segment to remove the marker.
E. One cannot spend 1 SP to flip a Fuel Out to a Fuel Shortage Marker.
F. Only one marker of either type may be on a unit. If a Fuel Shortage unit gains either another Fuel Shortage Marker or a Fuel Out Marker, replace the Fuel Shortage Marker with a Fuel Out Marker. If a Fuel Out unit gains either a Fuel Shortage Marker or Fuel Out Marker, the unit just keeps the Fuel Out Marker and no additional effects apply.
6.1.4 Ambush
If this marker is drawn, roll a D6 and add that many casualties/Body Count points (as applicable) to the opponent's total. Return the marker to the Cup of Snafu after the results have been determined.
6.1.5 Radio Out
No Unit adjacent bonus is allowed in this combat. The marker is placed back in the Cup of Snafu after the results have been determined.
6.1.6 Friendly Fire
Roll a D6 and add that many Casualties/Body Count to the owning player's total for the turn. Return the marker in the Cup of Snafu after the results have been determined.
6.1.7 Air Strike
If this marker is drawn, roll a D10 and add half that total (round up) that many Body Count to the Capitalists' total for the turn. No aircraft are used to do this – it just happens. Return the marker in the Cup of Snafu after the results have been determined.
6.1.8 Key Officer Killed
A. If present, the owner of the marker may remove one Great Leader marker from one opposing unit in the combat (supporting units included).
B. If none is present, remove one Elite/Guards Marker from one opposing unit.
C. If none is present, add an Incompetent Leader Marker to one opposing unit in the combat.
6.2 Other Markers
6.2.1 The US Military Victory and US Unrest markers
These markers are used to track the current VP situation. This is more completely explained in Victory and Foreign Intervention (12.0).
6.2.2 Fortifications
Fortifications are placed when paid for in the Supply Infrastructure Phase. Fortifications provide spread reductions for the defender. Fortifications are removed from play when not occupied by a friendly unit.
6.2.3 Bunkers
Bunkers are placed when certain missions are chosen (9.5). Bunkers provide spread reductions for the defender. Bunkers are removed from play when not occupied by a friendly unit.
6.2.4 Tunnels
Tunnels can be hidden or not hidden and provide various benefits to the Communists. See 14.3 for more details.
6.2.5 Objective
Objective markers determine VP values for certain hexes and are explained in detail in 12.1.3.
6.2.6 Disrupted
A. Units that retreat two hexes become disrupted. Place a Disrupted Marker on the unit after its retreat. The opponent then draws once from the Cup of Snafu and may place the drawn marker on the disrupted unit if it applies to that unit, or may discard it.
B. Disruptions are removed by spending a legal activation from an HQ. This does not activate the unit; it just removes the marker. A unit must be fresh to do this and when this is done, the unit is now spent.
C. Disrupted units cannot retreat in combat and cannot use artillery or tank support if they are the defending unit in a combat hex.
D. The phasing side can activate disrupted units normally and suffer the ill effects of disruption until the marker is removed, if desired.
6.2.7 Rout
A. Units that retreat three hexes due to combat become routed. After the retreat is finished, the opponent draws two markers from the Cup of SNAFU. The opponent may place one of the two markers on that unit if the marker can be applied to the retreated unit and the opponent wishes to do so.
B. The other marker drawn is returned to the Cup of SNAFU.
C. The marker placed can be removed by spending an activation from an HQ. Removing the Routed Marker does not activate the unit. A unit must be fresh to do this and when this is done, the unit becomes spent.
D. A unit with a Routed Marker may not retreat in combat.
E. Units with a Routed Marker may not attack or grant support to a combat hex.
F. No support of any type may be given to a unit with a Routed Marker when defending.
G. Routed units have no ZOC.
H. When the Routed Marker is removed, place a Low Morale Marker on the unit instead.
I. One can activate routed units normally and suffer the ill effects of rout until the marker is removed if desired.
6.2.8 Elite/Guards Units, Poor/Penal Units
A. Elite and Guards units in a combat reduce the final spread between the players' die rolls by 1 (after the spread has been reduced to its maximum, if needed) if they lose the combat, so a 5 becomes 4. They increase the spread by 1 if they are victorious, so a 5 becomes 6. The total reduction or increase is always 1 even if multiple elite/guard units participate in the combat.
B. Poor and Penal units in a combat increase the final spread between the players' modified die rolls by 1 (after the spread has been reduced to its maximum, if needed) if they lose the combat, so a final spread of 5 becomes 6. They decrease the spread by 1 if they are victorious, so a final spread of 5 becomes 4. (The total reduction or increase is always 1 even if multiple Poor/Penal units participate in the combat).
C. These effects are cumulative.
D. The modification for Elite/Guards and Poor/Penal units can raise the final combat spread above the normal stated by the rules.
E. When resolving combat, if there are quality markers of both types present on units of the same side, the owner must choose which applies.
6.2.9 OOC (Out of Communications)
A. OOC markers are placed if a unit cannot trace an LOC of any length during the Infrastructure and Supply Determination Segment (3.A.2.b).
B. An OOC Marker prevents a spent unit from becoming fresh.
C. An OOC Marker also prevents a unit from using any support of any type until removed.
D. Remove it when the unit can trace supply in a future Infrastructure and Supply Determination Segment.
E. Draw once from the Cup of Snafu cup for each unit so marked. The opponent may choose to place the marker or not and may determine the side of the marker to be placed.
6.2.10 Low Morale
A. A unit marked with Low Morale adds one to all its combat chit movement costs, and may never perform a Deliberate Attack.
B. Low Morale is removed if the unit places a combat chit and is victorious (the combat roll is in the Low Morale's unit's favor) in a future combat.
7.0 Infrastructure and Supply
7.1 In General
A. Infrastructure is the overall ability of each side to support its combat forces. It includes the state of industry in the area and the road network. It can rise with foreign intervention and be reduced by Capitalist airstrikes and by Communist infiltration.
B. Infrastructure provides supply to the armies. Supply is spent on many things in the game: from activating HQs to repairing damaged aircraft, to removing certain markers. For any unit or HQ to be able to use supply, it must be able to trace an LOC. The Communists must use one of two sources to spend supply (the Ho Chi Minh trail or their main source), depending on where the Unit/HQ spending the supply is located.
C. During the Infrastructure and Supply Determination Segment, first place the Supply Marker on top of the Infrastructure marker on the Replacements, Supply, and Infrastructure Track. Infrastructure may be reduced by infrastructure strikes or increased through Foreign Aid, thus changing the amount of Supply that each side has available in the following turn. After this is done, supply may be spent on items in the General Supply Table A.
D. Supply can be spent on items General Supply Table B during the Activations Phase.
E. The Infrastructure value can never be more than 19 for either side, and never less than 2 for the Communists.
7.2 Paying Supply Costs
A. There are three supply pools from which to pay their supply costs:
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The Communist Supply Marker (red),
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The Ho Chi Minh Trail Marker (black), and
-
One Supply Marker (blue) for all Capitalists.
B. The supply total used depends primarily on the location of the supply being spent.
C. HQ mission costs are always paid directly from the Communist Supply Marker or the Capitalist one.
7.2.1 Capitalist Supply Costs
A. Supply for all purposes in South Vietnam: normal costs.
B. Supply for all purposes in Laos, Cambodia, or North Vietnam (when not formally invading these countries): pay 2 SPs for each 1 spent.
C. Supply for all purposes in countries that have been invaded by the Capitalists: normal costs.
7.2.2 Communist Supply Costs
A. Supply for all purposes in North Vietnam: normal costs from the Communist Supply Marker. B. Supply for all purposes outside of North Vietnam: normal costs from the Ho Chi Minh marker.
C. PAVN and PRC units and HQs may also pay supply costs directly from the Communist Supply Marker if they have an LOC to a PAVN or PRC Supply Source.
8.0 Support
Each side's tank, artillery and air support, helicopter and naval bombardment are represented by markers on the Support Level Tracks. Replacements are also represented by a marker. These various types of support are subject to situational restrictions.
8.1 Types and Levels of Support
A. The starting level for tank and artillery support is listed in the scenario setup. These levels may only be increased through reinforcements (13.1) and they can decrease due to combat results and status markers (6.0).
B. The air support value is determined during the Air Commitment Segment (10.2) and may be committed in battle (5.5).
C. Bombardment and Helicopter support are only available to the Capitalists. The starting levels are given in the scenario setup. Both values can go up or down with Capitalist reinforcements or withdrawals (13.0).
D. The replacements value is stated in the scenario setup and can only increase through reinforcements (13.1).
E. In combat, RPs can be spent to satisfy combat losses (5.6) or to rebuild previously lost units (13.2).
8.2 Tank, Artillery and Air Support Determination
A. Support levels: Support levels are the amounts of tank, artillery and air support indicated by their respective markers on the Support Level Track. The tracks have maximum values that the total available may not exceed. If additional artillery and tank support arrives via the reinforcement schedule, these are ignored.
B. Air Support can be more than 19 (the maximum on the track) but only the value of 19 is counted towards the maximum that may be used to compute the values added to the combat. These numbers are the potential support that the army may give to any combat during the game. Support levels are modified by:
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Planning time: Inevitably, part of the support level will not be operational on time. The amount of support to be subtracted to account for this is given, for the attacker, by a letter on the combat chit (Spt value) and, for the defender, by the type of combat (Support Events Table).
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Terrain effects: The terrain conditions will affect the efficiency of each type of support. The Effect on Support column on the TEC gives the reduction factor (1/1 to 1/4) associated with each terrain type.
C. Subtract the support planning time from the support level to determine the available amount of tank, artillery, and air support for each combat. Then apply the terrain effect.
D. The formula is: (support level - planning time) x terrain effects (rounded down).
E. The resulting values are the tank, artillery, and air support modifiers that the attacker and the defender may add to their respective combat die rolls (5.4.3).
9.0 Headquarters and Cadres
9.1 Headquarters
A. HQs allow units to be activated for movement and combat. Some HQs may only activate units of their own nationality. See the HQ Activation Table for restrictions.
B. To start an activation, choose a fresh HQ that has an LOC, flip it to its spent side, then choose up to four fresh units within 10 MPs of the HQ (subject to the restrictions above) and flip those units to their spent sides.
C. The number and types of units an HQ can activate may be influenced by the current HQ Mission and by a Theater Commander (14.4).
D. All the activated units and the HQ may now be moved, but the HQ moves at the very end of the activation, after all units have completed their movement and combat.
E. At the conclusion of the activation, if the HQ has not moved, the owner may pay a number of SPs to flip the HQ back to its fresh side and allow it to be activated again during this turn. The number of SPs depends on both the side the HQ belongs to and its location.
F. A spent HQ may also be flipped to its fresh side during the Infrastructure and Supply Determination segment (7.0).
G. HQs cannot retreat from combat. If an enemy unit ever enters a hex with an HQ, place the HQ in the Routed HQ Box on the player display. Routed HQs return to the game as a reinforcement during the next Reinforcement Phase. They return on their fresh side. HQs can never be eliminated by enemy action.
9.2 HQ Activation
A. During the Communist or Capitalist Activations Segment, the phasing side may activate one or more fresh HQs, one after the other. The phasing side may also pay SPs to flip the HQ back to its fresh side if it did not move at the end of its activation (9.3).
B. There is no limit to the number of times an HQ can be activated during the player's Activations segment (as long as the supply cost is being paid and the HQ does not move).
C. The active HQ and units end their activation after the phasing side has performed the entirety of the following activation sequence:
9.2.1 HQ Activation
The phasing side activates a fresh HQ and flips it to its spent side.
9.2.2 Unit Activation
The active HQ may activate up to four fresh units of the appropriate nationality within its command range (10 MPs), provided that each has an LOC. These units are flipped to their spent side. The number of units an HQ can activate may be higher or lower because various additional special rules.
9.2.3 Initial Movement and Combat Declaration
A. One after the other, each activated unit may move up to 5 MPs as its initial movement (4.5). These units may declare combat as they move, if they are able to pay the associated MP cost (4.6). If a unit declares a combat, a combat chit is placed on the target hex and the unit has finished its movement.
B. If a Meeting Engagement is declared, it is resolved immediately (9.2.6) before moving the next activated unit.
9.2.4 Reserve Movement
After all activated units have moved and declared combats (and any Meeting Engagements have been resolved), the non-phasing side performs reserve movement (4.7).
9.2.5 Early Exploitation Movement
All activated units that ended their initial movement outside an EZOC may perform an early exploitation move of 3 MP (4.8).
9.2.6 Combat Resolution
The phasing side resolves any Hasty, Prepared, or Deliberate Attacks one at a time, in any desired order (5.0).
9.2.6.1 Advance After Combat
Victorious attacking units (if applicable including other active attackers) immediately advance into a vacated combat hex (5.7).
9.2.6.2 Exploitation Movement
A. From the combat hex, all units that advanced after combat may perform an exploitation movement of as many MPs as are shown on the combat chit Adv value (4.8). This ends the units' activations.
B. Complete this entire combat sequence before resolving the next combat.
9.2.7 HQ Movement
The phasing side may either move the active HQ up to 10 MP or leave it in its current hex. If the HQ does not move, its owner may pay SPs to flip it to its fresh side (9.3). This ends the HQ's activation.
9.2.8 Stacking Check
The phasing side enforces stacking limits (4.2).
9.2.9 Post Activation Activities
After this activation sequence is completed, the phasing side may choose any fresh HQ (including the one just used if supply was paid to flip it back to its fresh side) and activate it. If the phasing side chooses not to activate any more HQs, play proceeds to the next step of the SOP (3.0).
9.3 Fresh/Spent HQs and Units
A. On payment of SPs, an HQ may be flipped to its fresh side each turn at the end of its activation if it did not move, or during the Infrastructure and Supply Determination Segment (7.0).
B. VC HQs may always flip to their fresh sides in Infrastructure and Supply Determination Segment and do not require an LOC to do so (and may not be interdicted).
C. Any unit that has completed an activation becomes spent and may not be activated until it becomes fresh again, which happens during the opponent's Activations segment. Unlike HQs, units can only move and perform combat once per turn. However, a spent unit may support a friendly active attacker if it is adjacent to the combat hex (5.3). It cannot do anything else.
D. Units are flipped to their fresh side at no SP cost at the beginning of the opponent's Activations Segment.
E. An HQ must have an LOC to be flipped to its fresh side. (The source reads "An HQ or must have an LOC"; the typo is corrected here.) This LOC is checked at the moment the owning player wishes to pay the supply cost.
9.4 Cadres
A. Cadres represent the logistic centers for US divisions and the focal point for all VC recruitment.
B. To gain artillery, air, bombardment, or tank support, a US unit that is part of a division must be within range of one of their associated cadres from any one attacking unit (declaring unit or any supporting units); or within range of the combat hex for defenders. They may also be in range of any friendly Fire Base.
C. The range for this trace is four hexes (regardless of enemy presence, units, or terrain). Only US cadres of the same division as the units tracing range allow for support if traced to a cadre. All other units (including US units that are not part of a division or their cadre has been withdrawn) trace a normal LOC to a friendly HQ to be granted support.
D. VC Cadres allow for recruitment (13.1.3).
9.5 HQ Missions
Each turn, the phasing side must decide on which mission its forces will perform. During the appropriate step in the SOP, pay the appropriate supply cost and place the chosen mission chit on the player aid. This mission will stay in force until the next mission chit placement step for that side. The chosen mission influences many game mechanics.
9.5.1 Capitalist HQ Missions
| SPs | Mission | SPs | Mission |
|---|---|---|---|
| 3 | Search and Destroy | 0 | Vietnamization |
| 10 | Offensive | 4 | Hearts and Minds |
9.5.1.1 Search and Destroy
A. Only US battalion movement is allowed for all US forces this turn. All other Capitalist forces may move normally.
B. VP awards are doubled for Body Counts.
C. All ops are restricted.
D. At the end of each Capitalists Activation, remove all US battalions from the map and place any newly acquired status markers on them on any active regiments. One marker must be placed on each activated regiment/cadre before two markers are placed on any one regiment/cadre.
9.5.1.2 Offensive
A. Each activated unit may move normally. Battalions may be placed on activated units if the Capitalists wish (so they may use Helicopter/Amphibious movement). A battalion placed on an activated unit prevents that unit from moving.
B. Add one to the US Unrest total.
C. Artillery, Bombardment, and Air Support are not restricted.
D. The Capitalists place three Objective Markers on any three hexes they do not control.
E. At the end of each Capitalist activation, remove all US Army and Marine Battalions and all ARVN from the map and place any newly acquired status markers on them on active regiments. One marker must be placed on each activated regiment/cadre before two markers are placed on any one regiment/cadre.
9.5.1.3 Vietnamization
A. Only ARVN forces may place combat chits.
B. No non-ARVN units may support any combats.
C. Reduce the US Unrest marker by 2.
D. VP awards for body counts are normal.
E. Artillery, Bombardment and Air Support are restricted.
F. At the end of each Capitalist Activation Phase, the Capitalists may do two of the following: add an Elite Unit or remove a Poor Unit Marker on any ARVN division.
9.5.1.4 Hearts and Minds
A. Units may move normally but may not enter a ZOC of a Communist unit.
B. VP awards for body counts are halved (round down).
C. Artillery, Bombardment, and Air Support are restricted.
D. For each Communist recruitment, roll a die. An even number means no recruitment occurs.
E. Reduce the US Unrest Marker by 1.
9.5.2 Communist HQ Missions
| SPs | Mission | SPs | Mission |
|---|---|---|---|
| 2 | Infiltrate | 4 | Recruit |
| 8 | Offensive | 0 | Evade |
| 10 | General Uprising |
9.5.2.1 Infiltrate
A. Communist units may ignore EZOCs for movement and LOCs.
B. The Communists place two objective markers on any Capitalist Controlled hex during the HQ Mission declaration.
C. At the end of the Communist Activation Phase, the Communists may place one bunker on one VC unit.
D. At the end of the Communist Activation phase, for each VC unit in a cultivated hex, roll a D6. If a 1 is rolled, reduce the Capitalist infrastructure marker by one.
E. At the end of the Communist Activation phase, for each VC unit adjacent to a town or city hex or in such a hex, perform an Airfield Strike using a value of 4 (10.3.3).
9.5.2.2 Offensive
A. When this HQ mission is chosen, the Capitalists may flip the Restricted Ops marker to its unrestricted side. This is done even if the Capitalist HQ Mission required a Restricted Ops marker and will likely cause a US Unrest response.
B. The Communists may place three Objective markers on any Capitalist controlled hexes.
C. Casualty VP awards are doubled.
D. All end of turn VP awards are doubled.
9.5.2.3 General Uprising
A. Once per game, the Communists may declare a General Uprising Mission.
B. When this HQ mission is chosen, the Capitalists may flip the Restricted Ops marker to its unrestricted side. This is done even if the Capitalist HQ Mission required a Restricted Ops marker and will likely cause a US Unrest response.
C. The Communists may place six Objective markers on any Capitalist controlled hexes.
D. Casualty VP awards are doubled.
E. All territorial VP awards are doubled.
F. All US Unrest awards are doubled.
G. The Communists may activate VC units with VC HQs that are within 10 hexes of the HQ regardless of terrain or intervening Capitalist units.
H. For each Communist attack, the Communists may draw three combat chits and choose which one to use for the combat.
I. During the Victory Phase, the following happens:
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All VC Battalions are removed from the map.
-
All VC units that are destroyed, and routed HQs from now on are permanently eliminated from the game and placed in the Destroyed Units Box. They may not be replaced.
-
A leader on a routed HQ is eliminated from play.
9.5.2.4 Recruit
A. Communist units may not attack this phase.
B. All VC Cadres in South Vietnam may recruit regardless of location (13.1.3).
C. At the end of the Communist Activation phase, the Communists may place three bunkers on friendly units in friendly controlled hexes.
9.5.2.5 Evade
A. Communist units may ignore EZOCs for retreats, but may not end their movement in an EZOC. Communist units that retreat through EZOCs must roll a D6 for Body Count for each hex retreated into.
B. All Communist attacks (only) suffer a -4 modifier to their DRM.
10.0 Air Power
Players have airpower at their disposal that they can use to influence both the strategic situation and the tactical battlefield. Additionally, as befits the air battles that occurred during this campaign, publicity about the air campaign can help and hurt each player's VP situation.
10.1 Airfields
A. Airfields in the game allow planes in the Available Aircraft Box to fly missions.
-
An airfield allows one aircraft unit to be flown.
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An improved airfield allows two aircraft to be flown.
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The location of the airfield determines whether or not a strategic or tactical mission may be flown.
-
Airfields may be improved by the spending of SPs.
B. Airfields arrive either via setup or as reinforcements.
C. Airfields can be damaged through the Airfield Strike strategic mission and if the Communists control a hex adjacent to a Capitalist Supply Source or Capitalist-controlled city hex.
D. Airfields can be repaired and/or improved by spending supply during the Infrastructure and Supply Determination Segment.
-
A repaired airfield is removed from the damaged Box and returned to the main Airfield Box.
-
An improved airfield is flipped to its improved side when the supply cost is paid.
E. To fly a mission, choose an aircraft unit in the Available Aircraft Box and the airfield it is using from any airfield (regardless of location) on the Air Display. If there are fewer airfields than can support all of a side's aircraft, some aircraft may not be able to fly this turn.
10.2 Air Commitment
A. Each turn, both sides decide where to commit their available aircraft. To do so, take an aircraft and place it in the appropriate box on the Air Display. Aircraft flying restricted missions are placed in the Restricted Box of the chosen mission. All aircraft to be used for the turn are placed at this time.
B. While strategic missions are resolved Strategic Air Mission Resolution Segment, tactical missions are available to be used throughout the Activation Phase.
C. At the start of the next turn, all aircraft in all mission Boxes are placed back in the Available Aircraft Box and may be used once again in the next turn.
D. Aircraft damaged during missions are placed in the Damaged Aircraft Box.
-
Damaged aircraft are placed in the Available Aircraft Box if they pass the repair roll listed on their Air Display.
-
This roll is made during the Aircraft/Airfield Reinforcement Segment. If they pass, they are returned to the Available Aircraft Box, but if reduced, they are not flipped to their full-strength sides. If they do not pass, they remain in the Damaged Aircraft Box until the next Aircraft/Airfield Reinforcement Segment when they may roll again.
-
Capitalist aircraft have to roll a 5 or less (on a D10) to return to the Available Aircraft Box.
-
Communist aircraft have to roll a 6 or less (on a D10) to return to the Available Aircraft Box.
10.3 Strategic Missions
A. Strategic Missions are resolved during the Strategic Air Mission Resolution Segment of the turn. The strategic mission types are: Downtown, Infrastructure Strike, Airfield/SAM Strike, and AEW.
B. AEW is always performed first, immediately followed any combat in the Downtown Box and then SAM fire.
C. After the Downtown mission and all SAM fire have been completed, the Capitalists may determine the strategic missions to be performed next.
D. Perform all strategic missions of the same type before going to the next type of mission.
E. An aircraft must have a value or at least one for that mission to perform a mission.
F. Each time a US aircraft is placed in the Damaged Box, increase the POW marker by one (See 10.3.8 for more information on POWs.)
10.3.1 Downtown
10.3.1.1 In General
A. Downtown missions represent air-to-air combat over the heart of North Vietnam. Only certain types of units may be placed in this box (per the Air Display).
B. After the air commitment step has been performed, either, neither, or both sides will have units in the Downtown Box.
C. If neither side has any units in the box, they continue with any other planned strategic missions.
D. If only one side has units in the Downtown Box, that side may attack any units in a Strategic Mission Box.
E. If both sides have units in the Downtown Box, an air-to-air combat takes place.
10.3.1.2 Air-to-Air Combat
A. All aircraft that can be placed in the Downtown Box have an air combat value. This value is shown on the Air Display. Air combat values are used both to determine the order in which aircraft may attack and to determine if the attack succeeds.
B. The highest value aircraft attacks first. If there are aircraft of the same value from both sides the Capitalists attack first with all of units of the same value, then the Communists attack with all of units of the same value. The two sides then move to the next highest value aircraft.
C. Each aircraft fires once. Resolve the attack for each aircraft before moving to the next aircraft combat is not simultaneous.
D. To attack an enemy aircraft, choose any one enemy aircraft also in the Downtown Box and roll a D10, If the roll is less than or equal to the air combat value of the attacking plane, flip the enemy aircraft to its reduced side and place it in the Damaged Aircraft Box. If a reduced aircraft suffers a second reduction, it is eliminated.
E. Reduced aircraft have a value of one less than their normal value.
F. Units that have their mission value reduced to 0 or less for a mission may not be placed on that mission, or are removed from that mission and placed in the Available Aircraft Box as soon as their value becomes 0.
G. Reduced aircraft can be flipped back to their full strength only through reinforcements.
H. If the Capitalists commit aircraft to the Downtown Box and the Communists do not, there is no combat and nothing further happens.
I. If the Communists commit aircraft to the Downtown Box and the Capitalists do not, the Communists may attack any one US plane in a Strategic Missions Box with each unengaged aircraft once with their air-to-air value and implement the results. The Capitalists do not fire back in this case.
J. If both sides commit aircraft to the Downtown Box and at the end of the combat, only the Communists have units in the Downtown Box, reduce the US Military victory total by 1.
10.3.2 Infrastructure Strike
A. Only aircraft with an Infrastructure Mission value may perform an Infrastructure Strike.
B. To resolve the strike, roll a D10 for each aircraft and compare the result with its Strategic Mission value.
-
If the roll is less than or equal to the aircraft's strategic mission value, the enemy infrastructure value is reduced by one.
-
If the roll is a 1, the enemy's infrastructure is reduced by 2.
-
If the roll is a 10, the aircraft performing the strike is damaged and placed in the Damaged Aircraft Box, but do not flip the unit to its reduced side.
10.3.3 Airfield/SAM Strike
Aircraft in this box may attack an airfield or a SAM site at the Capitalists' choice. Identify the aircraft with which the mission will be performed before resolving the mission.
10.3.3.1 Airfield Strike
A. Only aircraft with an Airfield Mission value may perform an Airfield Strike.
B. Only the Capitalists may perform an Airfield Strike with aircraft units. (The Communists may perform Airfield Strikes with units if their mission is Infiltrate, 9.5.)
-
If the roll is less than or equal to the aircraft's strategic mission value, the airfield is damaged and moved to the Damaged Airfield section of its airfield box. In addition, if there is an aircraft in either the Damaged or the Available Aircraft Box, it is permanently removed from play (owner's choice).
-
On a roll of a 10, the attacking aircraft is damaged (but not reduced). Place it in the Damaged Aircraft Box.
C. This mission is always an unrestricted op (10.3.7).
10.3.3.2 SAM Strike
A. Only aircraft with a SAM mission value may perform a SAM Strike.
B. Only the Capitalists may perform a SAM strike with aircraft units.
-
If the roll is less than or equal to the aircraft's strategic mission value, reduce the number of SAM markers in the SAM Box by one.
-
On a roll of a 9 or 10, the attacking aircraft is damaged and reduced. Place it in the Damaged Aircraft Box.
C. This mission is always an unrestricted op (10.3.7).
10.3.4 AEW Missions
Only aircraft with Airborne Early Warning values may perform this mission. Any units in this box that successfully roll their value or less, add one to the value of any aircraft on any strategic mission. In addition, SAM attacks are reduced by the number of aircraft in this Box (10.3.5).
10.3.5 SAMs
A. SAMs are Communist air defense units placed in the SAM Box when received as a reinforcement. To use them, roll a D10. If the roll is less than the number of SAMs in the SAM Box, one aircraft is reduced and damaged from any Strategic Mission Box for each of the difference between the number of SAMs and the die roll. The Capitalists choose the first aircraft damaged, the Communist the second, the Capitalist the third, and so forth.
B. On the Reinforcement Chart, Anti-Radiation missiles are introduced as reinforcements and subtract from the Communists' die roll.
10.3.6 Aces
A. Both sides have aircraft Aces to use during the game, arriving via the reinforcement schedule. When received, they may be placed with an aircraft unit that they remain with until they are removed from play. Only one Ace is allowed per aircraft.
B. Aces add the value on their counter to the Air-to-Air ability of the aircraft with which they are placed.
C. When an aircraft with an Ace takes a step loss or is damaged, remove the Ace from the game. If it is a US Ace, add 2 to the POW track. If it is a Communist Ace, add one to the US Military Victory Total.
D. Aces can only fly with units of their nationality.
E. US Aces must fly with the correct service arm: USAF Aces with USAF aircraft and Navy Aces with Navy aircraft.
10.3.7 Restricted Missions/Unrestricted Operations
A. The Capitalists may place his aircraft on strategic missions in either the Restricted Box or not as he chooses during the aircraft allocation segment of the SOP. For each unrestricted ops mission Box, add one to the US Unrest Box. Any Airfield or SAM strike missions are always unrestricted ops.
B. The Capitalists may also declare one of the mission Boxes on unrestricted ops as a secret mission. Add one to the secret missions chart if that case. See 12.1.5 for more on secret missions.
C. For Tactical Missions, the HQ Mission determines if the Capitalists are under restricted ops or not. If under restricted ops, observe the following:
-
For ground support, halve the final support given if under restricted ops.
-
For HCM Trail and Interdiction strikes, halve the aircraft value for the mission (rounding down) for the attack number for that mission.
10.3.8 POWs
Each time a Capitalist aircraft on a strategic mission is damaged, add one to the POW marker (12.1.4).
10.3.9 Monsoon (Summer Turns)
On all Summer game turns, all aircraft values are reduced by one.
10.4 Tactical Missions
A. Aircraft are assigned to Tactical Missions during the owner's Air Commitment Segment at the same time as aircraft are assigned to Strategic Missions. Unlike Strategic Missions, however, Tactical Missions are not performed at this time.
B. Instead, these aircraft are available to be used throughout the turn. Each time one of these units is used, it must pass a roll with a D10 (after completing its mission) to stay on station. If the roll is less than or equal to its Station number, the unit remains in the box and may be used again. If it fails this roll, remove the aircraft from the mission box and place it in the Available Aircraft Box.
10.4.1 Interdiction
A. Aircraft in the Interdiction Box can prevent enemy units from using strategic movement. If the enemy moves a unit via strategic movement, roll a D10 against the interdiction value. If the interdicting player rolls less than or equal to the aircraft's interdiction value, the unit may not move this Strategic Movement Phase. It remains fresh and may attempt to move in a later Strategic Movement Phase. On a 10, the aircraft is damaged. Then roll to stay on station with the interdicting aircraft.
B. Aircraft on Interdiction missions can also deny a unit or HQ an LOC. When the enemy declares an action requiring an LOC trace, the interdicting side may attack this LOC. On a roll of less than or equal to its interdicting value, the LOC does not exist for this one action. In both cases, a roll of a 10 puts the aircraft in the Damaged Aircraft Box (but not reduced). After the mission is completed, roll to stay on station.
C. If an LOC is blocked by interdiction, the action requiring the LOC is not allowed. There are no other negative effects.
Example: If a spent unit that is trying to flip to its fresh side is interdicted, it does not become fresh, but it does not have an OOC marker placed on it.
D. The following are all the actions that can be interdicted and the effect of the successful interdiction:
-
Spent units attempting to flip to fresh: the unit is not flipped to fresh;
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Units or HQs attempting strategic movement: the unit or HQ may not perform strategic movement;
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HQs attempting to activate. Interdiction prevents the HQ from activating. Place an Interdicted HQ marker on any so interdicted HQs to remind the players that this HQ may not activate this turn. The marker is removed in the End Phase of the turn.
-
Combat hex attempting to call in artillery and/or tank support: no support is available.
E. To launch an interdiction mission, the hex must be reconned successfully first (10.4.3).
F. Only one aircraft may be used to attempt to interdict an enemy per event (D 1-4 above) that allows interdiction. Each trigger would require a new reconnaissance mission as well.
G. The Capitalists may also attempt to interdict the Ho Chi Minh trail by airstrike. The Capitalists choose a hex along the Ho Chi Minh trail to interdict and if reconned successfully, they may strike that hex. If the roll is the Ho Chi Minh strike value or less of the aircraft, place a Ho Chi Minh Trail Interdicted Marker on that hex. See 14.7.2 for more information.
10.4.2 Ground Support
A. Aircraft placed in the Ground Support Box add up their total ground support values and mark the total on the Support Level Track with the Air Support Marker.
B. When the owner wishes to add air support to a combat (either attacking or defending), take the current air support level and modify it by the Spt value on the combat chit (if attacking) or the combat type (if defending). The owner may use one or more aircraft to provide ground support up to that total. Partial values may be used, so if the allowed value is 3, a 4-rated aircraft may be used, but adds only 3 to the combat. After the combat is over, each aircraft used must roll to stay on station.
C. On a 10, place the aircraft in the Damaged Aircraft Box (but not flipped). If it fails the roll on a value less than 10, place it in the Available Aircraft Box. It cannot perform missions again until the following turn.
10.4.3 Reconnaissance
A. Units placed in the Reconnaissance Box may help other tactical missions succeed. Before announcing an Interdiction or Ho Chi Minh Trail Strike Tactical Mission, the Capitalists may also use one aircraft in the Reconnaissance Mission Box to recon for the strike. Roll a D10.
-
If the roll is the recon value or less, it may strike that hex.
-
On a 10, the recon mission fails and the recon aircraft is placed in the Damaged Aircraft Box.
-
If the mission fails on less than a 10, roll to stay on station after the recon mission to see if the aircraft may recon for other missions.
B. Air strikes are declared after a successful recon of the hex.
10.4.4 Special Operations
A. Aircraft with the SOW designation are able to launch Special Operations Missions. They may also perform all other missions if the Capitalists wish to use them instead on other missions.
B. When a Special Operations Mission is completed, place the performing aircraft in the Available Aircraft Box. These aircraft do not roll to stay on station (14.8).
11.0 Naval Power
Only the Capitalists have a naval force to use in the game. This force has three capabilities: bombardment, launching aircraft, and amphibious force projection. All of these capabilities are represented by the 7th Fleet counter.
11.1 Moving the 7th Fleet
The 7th Fleet marker is placed on the map in one of the two Sea Station Boxes: Yankee Station Box or in the Dixie Station Box. The 7th Fleet marker can be freely moved to either sea zone during the Fleet Redeployment Segment of each turn.
11.2 Bombardment
A. The bombardment support level of the fleet is increased and decreased by the reinforcement schedule. It does not change as a result of combat. Track this value on the Support Level Track.
B. If the fleet is in the Yankee Station Box, it may provide bombardment support for any Capitalist unit (attacking or defending) within two hexes of a coast hex on or north of the Station line marked on the map.
C. If the Fleet is in the Dixie Station Box, it may provide support for any Capitalist unit (attacking or defending) on or south of the Station line marked on the map.
D. Bombardment is treated like artillery for terrain modifiers.
11.3 Amphibious Ability/Invasions
A. The Capitalists have a limited ability to move US Marine Battalions (14.1.3) by sea during an activation. To perform an invasion, the chosen unit moves across full sea hexes at the cost of 1/3 MP per hex. The unit can use any part of its movement for sea movement but must end its movement by landing on a land or coastal hex.
B. The Capitalists may only perform one invasion per turn.
11.4 Naval Aircraft
A. Naval Aircraft operate almost identically to the standard air rules. Place available naval aircraft in the 7th Fleet Carriers Box. They are always considered to have an associated improved airfield provided by the carriers.
B. Damaged Naval aircraft are placed in the Damaged Aircraft Box.
C. All other rules apply as normal to naval aircraft.
D. Strategic air missions may only be flown if the 7th Fleet counter is in the Yankee Station Box.
E. Tactical missions may be flown above the station line only if in Yankee Station, and below the station line only if in Dixie Station.
11.5 Riverine Units
Riverine units (14.1.4) are battalion sized US units. They may only be adjacent to river hexes for movement and retreat. They are units in all ways.
12.0 Victory and Foreign Intervention
12.1 Victory Points
A. Both sides accumulate VPs (US Unrest and US Military Victory) to attempt to win the game. If either gets to 31 points, it achieves an instant victory. If both reach 31 points at the same time, the Communists win.
B. At the end of a scenario, if neither side has 31 points, the side with the higher total wins the game. If the points are tied, the Communists win.
C. The Communists track the anti-war movement in the US using the US Unrest marker. If the point total reaches 31, it is assumed that the US population has had enough of war and the war ends in a Communist victory.
D. The Capitalists track the success of the war using the US Military Victory Marker, and win by securing South Vietnam from Communist takeover, or by outright defeat of the Communist forces in the region.
E. If either side's VPs go negative, the negative amount is added to the opponent's total, at double the value.
Example: If the US Military Victory total is at 0 and the Capitalists lose 2 VPs, the US Unrest Marker would be increased by 4.
F. When the Communists receive or deduct VPs, these are added or subtracted from the US Unrest total.
G. When the Capitalists receive or deduct VPs, these are added or subtracted from the US Military Victory total.
H. Certain events occur when the tracks are at certain levels. See the scenario instructions for events and limitations.
12.1.1 Tracking Victory Points
VPs are either awarded at the moment they are received or during the Victory Point Check of the End Phase. The listing of the award in the scenario instructions will say at what time to award VPs.
12.1.2 Gaining and Losing Victory Points
VP awards are listed in each scenario for specific objectives. Once the US Unrest total is over certain values on the VP track, they never go below those levels regardless of how many US Unrest Points are to be deducted. These breakpoints are at 5 VPs, 10 VPs, and 20 VPs, and are listed on the VP track. Thus if the US Unrest Marker is on the 7 space and the total is to be reduced by 3 points, it will go to the 5 space but never lower.
12.1.3 Placing/Removing/Claiming Objective Markers
A. Objective markers can be placed as a random event or during the mission chit assignment for HQs. They are always drawn at random and neither side knows the value of the marker until it is revealed.
B. If placed by random event, draw an objective marker randomly and place on the combat hex with its value revealed. At the conclusion of the combat, the Capitalists gain or lose the VPs to the US Military Victory marker if they depending on whether they win or lose the combat.
C. If placed during the HQ mission declaration, randomly draw a marker, and place it unrevealed. Objective markers are revealed immediately if a combat chit has been placed in the hex with the objective marker. At the conclusion of the combat, the Capitalists gain or lose the VPs to the US Military Victory marker depending on whether they win or lose the combat.
D. If no combat chit has been placed in the Objective marker hex throughout the Activation Phase, the Communists may reveal and claim any Objective marker that is in a hex they control during the end phase. VPs gained in this way subtract from the US Military Victory total.
E. If the marker advances past the 9 space, automatically add 1 VPs to the US Unrest total and return the marker to the 0 space. Flip the marker to its No Secret Ops side.
F. Unless the Republicans win the presidency later in the game, no more secret ops are allowed.
12.1.4 POWs, Body Counts, Secret Ops, and Casualties
A. POWs, Body Counts, Secret Ops, and Casualties are tracked using their own markers. As they accumulate, track them on the owner's appropriate chart.
B. The POW Marker is tracked on the Hanoi Hilton Track on the Communist Air Display. Whenever either side gains one of these types of points, add the number gained to the track. The owner may choose to roll for a VP.
-
If the roll is less than or equal to the total points of the marker with a D10, add a VP to the total and return the marker to the 0 space.
-
If the roll is more than the number of accumulated points, the marker is also returned to the 0 space but no VPs are awarded.
C. If the marker advances past the 9 space, automatically add a VP to the owner's total and return the marker to the 0 space.
12.1.5 Secret Capitalist Operations
A. Some VPs normally awarded to the Communists may be declared as secret (not publicly acknowledged). These are labeled in the scenario victory conditions section of every scenario. These VP awards are tracked using the Secret VP marker. Claiming these points works exactly like claiming points in 12.1.4.
B. Whenever Capitalists gain one of these types of points, add that number gained to the track. The Communists may choose to roll a D10 to see if the secret operation has been revealed to the American public.
C. If the roll is less than or equal to the total points of the marker, add a VP to the US Unrest total and return the marker to the 0 space. Flip the marker to No Secret Ops side.
D. If the roll is greater than the number of accumulated points, the marker is also returned to the 0 space but no VPs are awarded.
12.2 Chinese Intervention
A. During the Chinese Intervention Check Phase, the Communists roll a D10 if:
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There are any Capitalist units in North Vietnam. On a 1 or 2, the Chinese have intervened in the war.
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There are any Capitalist (non-Laotian) units in Laos but not in North Vietnam. On a 1, the Chinese have intervened.
B. If intervention occurs, perform the following:
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Replace the current Communist theater commander with the Ye Jianyang marker.
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Place all PRC units in any Communist Supply Sources on the north edge of the board.
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Place the 2 PRC aircraft in the North China Airbase Box.
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Place an improved airfield in the China Airfields Box. (This airfield may be attacked.)
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Add 10 Infrastructure Points to the Communists Aid.
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All US Unrest Points awarded to the Communists for entering countries other than South Vietnam are ignored for the remainder of the game.
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Deduct 10 US Unrest Points (this deduction may pass the breakpoints listed on the table).
-
All VP awards for both players are doubled in value.
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The Communists receive 3 RPs per turn.
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Both sides, without supply cost and regardless of other restrictions, now always use the Offensive HQ Mission. For the Capitalists, all ops are unrestricted for the remainder of the game with no VPs awarded for the Communists.
13.0 Reinforcements and Replacements
13.1 Reinforcements
13.1.1 Reinforcement Entry
A. During the Reinforcement Phase, both sides place their reinforcements on friendly Supply Sources.
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US and ARVN units must be placed in Supply Sources in South Vietnam.
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Cambodian and Laotian reinforcements are placed on their respective Supply Sources.
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PAVN Units are placed on PAVN Supply Sources.
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VC reinforcements are placed via recruitment as described below.
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Returning HQs from the Routed Box are placed the same way.
B. If a Supply Source is not available:
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US units (only) are placed in any friendly coastal city in their correct corps area.
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PAVN units are placed in the PRC Supply Source hex.
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All other units, and all US or PAVN units that could not be placed in alternate locations, are placed to the side. They may only enter when their Supply Source is friendly-controlled during a future Reinforcement Segment.
C. All reinforcements enter the game on their fresh sides.
13.1.2 VC Recruitment
A. After setting up the scenario, place all remaining VC regiments, battalions, and cadres in a cup. From this cup, the Communists will randomly draw VC units that have been recruited.
B. VC units appear in the Reinforcement Phase by recruitment.
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To recruit, all VC Cadres that are in cultivated hexes, towns, or in War Zone C or D, or in the Iron Triangle, may draw one unit from the cup containing all the VC units not in play.
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Cadres in city hexes may draw two units instead of one.
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Recruited units are placed in any hex in which there is a VC cadre, or in any hex adjacent to a VC cadre that is not occupied by a Capitalist unit.
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If the HQ mission Recruit has been declared, all cadres in South Vietnam may recruit regardless of the type of hex they occupy.
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If the HQ Mission Recruit has been declared, all cadres in South Vietnam may recruit in all hexes, not just those restricted as above.
C. If the Communists are to draw from the cup and it is empty, award the Communists VPs per the scenario rules.
D. If General Uprising has been declared, no VPs for an empty VC cup are awarded for the remainder of the game.
13.1.3 Capitalist Withdrawals
The Reinforcement Chart contains withdrawals for Capitalist forces. When these arise, simply remove the units from where ever they are currently during the Reinforcement Phase. If units to be withdrawn are in the Destroyed Box or Replacements Box, remove them from there.
13.2 Replacements
A. Arriving RPs are added to those already on the Replacements, Infrastructure, and Supply Track. They can be placed there as a result of the scenario setup, or as reinforcements.
B. Replacements are used to satisfy combat losses and to bring eliminated forces back into play.
C. Eliminated units are placed in the Replacements Box. To bring an eliminated unit (or cadre) back to play, spend 1 RP and take any other unit out of the Replacements Box and place it in the Destroyed Units Box. The returning unit must be the same or a smaller class size than the unit going to the Eliminated Box. Then the returning unit may enter as a reinforcement on the next Reinforcement Placement Segment.
D. Units in the Destroyed Units Box can only be removed from that box via future reinforcements.
E. Eliminated US Army and Marine battalions are not placed in the Replacements Box, and there is no effect of their elimination to the brigade, regiment, or cadre that created them other than the computation of US casualties that occurs from their loss.
F. Replacements may be used for any nationality of their respective side.
14.0 Special Rules
14.1 US Battalions and ARVN Regiments
A. The US Battalions (Army, Marine, Riverine and Special Forces) and the ARVN Regiments follow special rules listed below.
B. Except for what follows, all of these units follow all the standard rules.
14.1.1 Creating US Army and Marine Battalions and ARVN Regiments
A. When a US cadre, regiment, or brigade, or when an ARVN division activates, the Capitalists may either activate the unit normally, or create an Army or Marine battalion (or ARVN regiment). To do this, place a battalion (or ARVN regiment) on top of the activated unit. This battalion now activates normally but the regiment, brigade, or division that created it, while active, may not perform any movement.
B. All status markers on the regiment/brigade/division are duplicated and placed on the newly created battalion/regiment as well. It may perform all other game functions normally. In addition, these are the only units that may perform helicopter movement and amphibious movement.
C. At the completion of the activation, the creating unit is considered spent for that game. This is called Battalion Movement.
14.1.2 Helicopter Operations
US Army and Marine battalions, and ARVN regiments are the only units that may move via helicopter movement. To use helicopter movement, choose a created battalion or regiment and deduct the number of Helicopter Points by moving the Helicopter Used Marker.
14.1.2.1 Available and Used Helicopter Points
A. The Support Level Track is used for Helicopter Points. When the points are received at the beginning of the scenario or turn, place the Helicopter Available Marker on the value. As points are expended, use the Helicopter Used Marker to indicate the amount used. When the markers are in the same box, no points remain.
Reviser's note: the community revision starts the Helicopter Used marker at zero and moves it up toward the Available value as points are spent, the reverse of the direction described in the original scenario setups. The text above follows the revision.
B. All units of the 1st Cavalry Division, all units of the 101st Airborne Division, the 3/82nd Airborne Brigade, and the 173rd Airborne Brigade costs 1 Helicopter Point to move; while all other US battalions cost 2 Helicopter Points to move.
C. All ARVN Regiments cost 3 Helicopter Points to move, and may use Helicopter Movement only if Vietnamization is selected as the HQ Mission.
14.1.2.2 Moving via Helicopter
A. Units that move via helicopter must start their movement on the hex on which they were created. They then move from that hex, paying 1/2 MP per hex entered (ignoring enemy units and all terrain), and may spend up to 5 MPs moving the unit. They may spend fewer than 5 MPs, and may used land movement after landing with any MPs they have remaining.
B. The hex in which they land is a Landing Zone. Place a Landing Zone Marker on the hex in which they land. This hex can be in any hex that is not enemy-occupied. Ignore costs to enter an EZOC if landing in an EZOC. Once units land, they pay all normal movement costs.
C. Landing Zones allow Capitalist control of the hex it is in as well as all adjacent hexes. If a landing zone marker is in an EZOC at any time, flip it to its Hot LZ side. When this happens, deduct one point the Helicopter Available marker. This does not affect the Helicopter Used value.
D. Fire Bases can be created in any Capitalist controlled hex. These cost 2 Helicopter Points to create. Fire Bases allow control in the hex they are in as well as all adjacent hexes. The Capitalists may also use Artillery Support in any hex within two hexes of a Fire Base regardless of other factors (cadre trace or LOC trace). Like landing zones, Fire Bases have a Hot FB side. If an enemy unit has a ZOC on the hex the Fire Base is in, flip the marker to its Hot FB side. When this happens, reduce the total Artillery Support marker by 1.
E. At the completion of an activation, remove all US Army and Marine battalions and any ARVN regiments from the map. These must trace an LOC to be removed freely. If they cannot trace such a line, roll a D6 for US casualties and add the number rolled to the Communist US Casualty marker.
F. After this is complete, remove all Landing Zone Markers from the map. Fire Bases may either be removed at the end of any activation or remain on the map until the end of the Capitalist turn (when they must be removed from play).
G. If any battalion acquires a new or changed status marker during its activation and is removed from play at the end of that activation, the Capitalists must place the newly acquired status marker on any active (but not moved) regiment or brigade. It does not need be placed with the larger unit that created it. One new marker must go on all active regiments or brigades before any unit gets a second marker. US markers must be placed with US units and ARVN markers must be placed with active ARVN Divisions. If the marker cannot be placed on a parent unit for any reason, the added marker is removed from play.
14.1.3 Amphibious Operations
A. Marine battalions may perform amphibious movement. Only one Marine battalion may move via amphibious movement in any one activation. To do so, the battalion must be on a coastal hex and from there move from coastal or all-sea hex to another such hex for 1/3 MP per hex entered. They may use this movement for any part of their movement for their activation.
B. While moving by amphibious movement, the unit moving may ignore all terrain costs and the presence of any enemy units or ZOCs.
C. At the end of their movement, they must be in a land or coastal hex.
D. When they land, they do not pay the +1 MP cost to enter an EZOC but once landed, they pay all movement costs normally.
14.1.4 Riverine Units
A. Riverine battalions arrive via the reinforcement list and are placed normally (in a friendly Supply Source). They move along river hexsides exclusively (including movement and retreats). If they do not have a movement path along a river, they are eliminated.
B. These units pay 1 MP for each hex entered, and pay the +1 MP cost to enter an EZOC.
14.1.5 Special Forces Units
A. The Capitalists have seven Special Forces battalions to use throughout the game. These units are placed during the setup or are placed on hexes in South Vietnam (or in invaded countries if the Capitalist has invaded a country) via the Special Ops tactical air mission. The counters provided are an absolute limit on the number of these units available.
B. The Capitalists may eliminate these units during the Eliminate Friendly Units Phase but these units cause no casualty roll nor are they eliminated per the standard rules. Instead, they become immediately available to be used in a Special Ops tactical air mission.
C. Special Forces units are always considered to have an LOC for all game purposes (including for tank and artillery support) but may never move from the hex in which they are placed.
14.2 Leaders
There are three types of leaders in the game: Theater Commanders, Ground Commanders, and Aces. They are placed at the start of play, arrive via the reinforcement schedule, or can be relieved for political reasons. Theater commanders affect all forces of their side while ground leaders and Aces only assist certain units.
14.2.1 Theater Commanders
A. Theater Commanders are placed in the Theater Commander Box on the player aid.
B. Theater Commanders have the following effects when in command:
14.2.1.1 Westmoreland
A. During every VP check, increase the US Unrest marker by one.
B. Subtract one from the Communist roll when rolling to reveal secret ops.
C. ARVN forces may receive support in combat other than adjacency support only if there is a US unit adjacent to a combat hex.
D. HQ Mission Vietnamization may not be used.
E. If the US gains a VP for Body Count, add another VP to the total.
F. All spreads to be honored must come first from US Casualties, then the Capitalists may use replacements or hexes retreated as the desired.
G. If for any reason the Capitalists cannot pay the cost for an HQ mission, Westmoreland is immediately relieved and Abrams is placed in command. Immediately add 15 US Unrest points to the track and do not reduce it by 10 for Abrams being placed in command (14.2.1.2.B).
14.2.1.2 Abrams
A. May replace Westmoreland at any time the US Unrest marker is at 10 or higher.
B. When put in command, reduce US Unrest marker by up to 10 (not to go below the thresholds listed on the table).
C. May use any HQ Mission; Offensive Mission adds two to the US Unrest marker if declared.
D. If the Communists gain any VPs from casualties, add 2 VPs to the US Unrest total instead of one.
14.2.1.3 Weyand
A. May replace Abrams at any time the US Unrest marker is at 15 or higher.
B. When put in command, reduce US Unrest marker by up to 5 (not to go below the thresholds listed on the table); may not replace Abrams if it is in the 1974 or 1975 year.
C. May not use Offensive HQ Mission.
D. If the Communists gain any VPs from casualties, add 2 VPs to the US Unrest total instead of one.
E. The Capitalists do not receive any VPs for Body Count.
F. May not be replaced.
14.2.1.4 Vo Nguyen Giap
A. Reduce all planning time values by one for all Artillery support for any PAVN or VC combats.
B. May use any HQ mission.
C. During General Uprising HQ Mission, no Capitalist reaction movement is allowed.
14.2.1.5 Nguyen Huu An
A. Replace Giap with An on the Spring 1974 turn.
B. Immediately add 10 tank support to the PAVN current total.
C. Reduce all planning time values by 1 for all Tank Support for any PAVN combats.
D. Add two Poor Unit Markers to any two ARVN units (Communists' choice).
14.2.1.6 Ye Jianying
A. If the Chinese intervene, Ye Jianying is automatically placed as the Communist Theater Commander.
B. For each declared combat by the Communist, the Communists pick two combat chits from the cup and choose which one to use.
14.2.2 Ground Commanders
A. Ground commanders are setup at the start of play or arrive via the reinforcement schedule. When they arrive, they may be placed at any friendly HQ. They will remain with that HQ while still in play.
B. For each combat chit placed by a unit activated by the HQ with the leader, add (or subtract) the value on the leader to the final combat spread of a combat.
C. If any units defending in a combat (including those that are providing adjacency support) are within the command radius of an HQ with a ground commander, add or subtract the leadership value from the final combat spread of a combat. If more than one leader is within range, the opponent chooses the leader.
D. Leaders must stay with their associated HQ until relieved in the reinforcement chart.
E. Leaders only add their value to units (or units supporting) of their nationality.
14.2.3 Aces
A. Aces are setup at the start of play or arrive via the reinforcement schedule. When they arrive, they may be placed on any friendly aircraft unit with an Air-to-Air value. They remain with that aircraft while still in play.
B. In any air-to-air combat, an Ace adds his value to the friendly Air-to-Air value. Only one Ace is allowed per aircraft.
C. If the aircraft is reduced or eliminated, the associated pilot is removed from play and for the Communists, the pilot value is added to the POW Marker value on the Hanoi Hilton track.
14.3 Tunnels
A. Tunnels are placed per the scenario setup and may also be built during the Supply and Infrastructure Phase of the game turn. They are placed on their Hidden Tunnels side. It costs 1 SP to build a Tunnel adjacent to another tunnel and 3 SPs to place a tunnel marker that is not adjacent to any others.
B. Tunnels are another location in each hex. Only Communist units may be inside tunnels and when in hidden tunnels, they may not be attacked.
C. Communist units in tunnels do not provide hex control in the hex they are in.
D. Communist units may retreat into tunnels in hexes they are in and satisfy their entire spread requirement (regardless of the spread).
E. Communist units in tunnels are always in supply and can be activated if within range of a Communist HQ.
F. At the end of any Capitalist Activation in which an active Capitalist Unit is on a Hidden Tunnels Marker, the Communists may roll a D6 for Casualties for each Capitalist unit.
G. Tunnels are flipped to their Discovered Tunnels side if a US or Capitalist Minor unit is on the Hidden Tunnel Marker at the end of an entire Capitalist Activation Phase.
H. Once discovered, units in tunnels may be attacked normally but no support (including adjacency support) may be used to attack a unit in a Discovered Tunnel. Use the same terrain modifier as the hex they are in for any defensive combat modifiers.
I. Communist units in tunnels may place combat chits and may provide adjacency support.
14.4 Lines of Communications
A. An LOC is required for many functions. These include:
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Activating an HQ to allow it to activate units,
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Flipping an HQ from spent to fresh (except for VC HQs),
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Removing a US battalion at the end of an activation, and
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Getting any support in a combat to either a cadre or HQ (as applicable).
B. Each side traces an LOC differently, but all forces must trace to a Supply Source of the correct nationality. PAVN and PRC Supply Sources and Capitalist Supply sources may be used by all units of that side as a Supply Source.
14.4.1 Capitalist Line of Communications
A. To trace a Capitalist LOC, a unit or HQ must be able to trace a line of up to 6 MPs free of enemy units or their ZOCs to either:
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A road that ultimately leads to an eligible Supply Source. To be eligible, a road must be able to go from the end hex of the unit 6 MP trace to an appropriate Supply Source free of any enemy units or EZOCs.
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A Fire Base or Landing Zone (this marker does not need to trace to any other source).
B. If a unit is tracing the LOC and any hex of either the 6 MP trace or the road that leads to a Supply Source passes through any hex in enemy control, draw from the Cup of Snafu for the tracing unit. This applies to only once by the Capitalists regardless of the number of enemy-controlled hexes.
C. If the Capitalists choose not to trace an LOC, whatever function the Capitalists are attempting is not performed. This LOC is traced at the moment it is needed for a function.
14.4.2 Communist Line of Communications
A. All non-VC units must trace an LOC back to a friendly HQ that is no more than 15 MPs away from the hex the unit is in.
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PAVN HQs have a LOC if within 15 MPs to any PAVN Supply Source, PRC Supply Source (if the PRC have intervened) or any functioning Ho Chi Minh Trail terminus.
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Pathet Lao HQs have a LOC if within 15 MPs of a friendly-controlled Pathet Lao Supply Source.
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Khmer Rouge HQs have a LOC if within 15 MPs of a friendly-controlled Khmer Rouge Supply Source.
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VC HQs have a LOC if within 15 MPs to any PAVN Supply Source, PRC Supply Source (if the PRC have intervened), any functioning Ho Chi Minh Trail terminus or any friendly-controlled hex of War Zone C, D, Iron Triangle, or any friendly controlled Cultivated hex in South Vietnam.
B. VC units have an LOC if they can trace a line of communication back to any HQ (of any Communist country), to any hex of the Ho Chi Minh trail, to any Communist controlled cultivated hex, or any hex of War Zone C, D, or the Iron Triangle.
14.5 US Elections
A. In the Fall turns of 1968 and in 1972, there is a US Election held.
B. In either election, if the US Military Victory Marker value is greater than the US Unrest Marker value, the Democrats win the election, otherwise the Republicans win.
C. If the Democrats win, there is no change to the game.
D. If the Republicans win, even if they in both elections, the following apply while they are in power:
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Reset the Secret Ops marker to 0. If it is on its No Secret Ops side, flip it to the Secret Ops side.
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The Capitalists may declare unrestricted air operations three times without the US Unrest Marker increasing.
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The Communists may place three Low Morale markers on any three Capitalist Units in the game.
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Reduce the US Unrest Marker by 3.
14.6 National and Corps Boundaries
A. There are nine operational areas: DMZ, North Vietnam, Laos, Cambodia, I Corps, II Corps, III Corps, IV Corps, and the Capital Military District.
B. These operational boundaries limit where units in the game may go. This includes ZOCs that might project over another operational boundary and HQ tracing of Activation hexes. A US unit or HQ may not trace ZOCs or HQ activation limits into operational areas that they have not been assigned.
14.6.1 US Units and HQs
A. Generally, units and HQs may only go in the operational area they are assigned in the Reinforcement Chart. If the Capitalists invade Cambodia, Laos, or North Vietnam, US units may freely move in those areas as well (regardless of the operational assignment in the Reinforcement Chart. However, they may still only enter their assigned area in South Vietnam.
Exception: The units of the 1Cav Division and the 173rd AB Brigade may enter any of the five operational areas (Capital District being allowed for all US units) in South Vietnam (and Laos, Cambodia, or North Vietnam if any of those are invaded).
B. US units may enter other South Vietnamese areas if are allowed by scenario special rules.
C. All US units may always enter the Capital Military District.
14.6.2 ARVN, Capitalist Laotian, and Capitalist Cambodian Units and HQs
These units may freely move in their country but may never leave or project ZOCs or trace HQ activations out of their respective countries.
14.6.3 PAVN and Viet Cong Forces
These forces may enter all hexes of North Vietnam, South Vietnam, and all hexes of the Ho Chi Minh Trail and all hexes to the east of the Trail as marked on the map (The VC/PAVN Free Deployment Zone).
14.6.4 The DMZ
A. The DMZ is considered part of North Vietnam for the Communists and part of I Corps for the Capitalists.
B. If a Capitalist unit enters the DMZ, draw once from the Cup of Snafu for the Capitalist unit. The Communists may place the marker if desired.
C. If a Communist unit enters the DMZ, subtract one from the US Unrest total.
D. All combat chits placed in the DMZ always allow for unrestricted support regardless of the current HQ mission in play and without any US Unrest implications.
14.7 Ho Chi Minh Trail
The Ho Chi Minh (HCM) Trail stretches from Dong Hoi and Vinh all the way through the map and ending in hex 0970. There are 6 termini on the map which may be used as a Supply Source for all Communist forces.
14.7.1 Activating a Terminus
Each scenario specifies the value of the HCM Trail marker. Mark it on the Communist Aid Card.
A. For a terminus to be active and to function as a Supply Source, it must be numbered the same or lower than the current status marker.
Example: If the status marker were in the 4 space, the Terminus markers 1-4 are active and functioning. Higher numbered termini would not function as Supply Sources.
B. Each Capitalist Interdiction Marker subtracts one to the Terminus number.
Example: If the status marker were in the 6 space and two Interdiction Markers were placed, only termini 1-4 would be active.
14.7.2 Interdicting the Ho Chi Minh Trail
A. If a Capitalist unit or ZOC extends into an unoccupied HCM Trail hex, place an HCM Trail Interdicted Marker on that hex. Only one marker is placed per hex in either case.
B. The number of markers is limited by the counter mix.
14.8 SOW Aircraft
A. The 14 SOW, 315 SOW, 633 SOW, and 27 SOW Aircraft wings may perform all normal missions as allowed by their plane type. They may also fly Special Ops air missions.
B. Special Ops missions happen per the SOP and once performed, the aircraft is done for that turn and may not roll to stay on station.
C. To perform any Special Ops missions, a Special Forces Battalion must be available to use (not on the map). Roll a D10 against the aircraft type's Special Ops rating.
D. If the roll is less than or equal the Special Ops value, the mission succeeds.
-
If the roll is greater than the Special Ops value, the mission fails.
-
If the mission result is failure, use that result.
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If the mission is a success by die roll but greater than the value of the aircraft, the mission fails and the aircraft is placed in the Available Aircraft Box.
E. If a successful recon mission is performed prior to the mission, apply a +1 DRM.
F. All of these missions may be declared secret. If so, any US Unrest points added from the results below are instead added to the Secret Ops Marker. The declaration must be made before rolling the die.
G. See Charts and Tables for each of the missions.