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First Team: Vietnam

First Team: Vietnam Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Game Play and Victory
    • 1.3 Scale
    • 1.4 Abbreviations
    • 1.5 Glossary
      • 1.5.1 Access Line
      • 1.5.2 An Khe Box
      • 1.5.3 Battery
      • 1.5.4 Broken Unit
      • 1.5.5 Combat-Ready
      • 1.5.6 Command Points
      • 1.5.7 Company
      • 1.5.8 Contact
      • 1.5.9 Dedicated Artillery
      • 1.5.10 Effectiveness Rating
      • 1.5.11 Fatigue
      • 1.5.12 Identified
    • 1.6 Unit Identification
      • 1.6.1 Unit Types
      • 1.6.2 Nationalities
      • 1.6.3 Sample Units
  • 2.0 Important Concepts
    • 2.1 Identified vs. Contacted NVA Units
    • 2.2 Command Points
    • 2.3 Stacking Limits
      • 2.3.1 Specific Limits
      • 2.3.2 Stacking Examples
        • 2.3.3.1 Legal Stacking
        • 2.3.3.2 Illegal Stacking
    • 2.4 Infantry Counters and Step Losses
    • 2.5 Garrisons
      • 2.5.1 Requirements
      • 2.5.2 Special Forces Camp Garrisons
  • 3.0 Sequence of Play
    • 3.1 Command Phase
    • 3.2 Intelligence Phase
      • 3.2.1 Locating a Landing Zone
      • 3.2.2 Locate Enemy Units
        • 3.2.2.1 Identify
        • 3.2.2.2 Contact
    • 3.3 Supply Phase
    • 3.4 First US Assault Phase
      • 3.4.1 Air Strike Segment
        • 3.4.1.1 Airstrikes Against Zones
        • 3.4.1.2 Airstrikes against locations
  • 4.0 Combat Procedure
      • 4.1 Combat Example
        • 4.1.1 Combat Superiority (Both Sides)
        • 4.1.2 Combat Efficiency (Both Sides)
        • 4.1.3 Ambush (Either Side)
        • 4.1.4 Supporting Locations (Both Sides)
        • 4.1.5 HOLD Marker
        • 4.1.6 Artillery (US, and NVA If Using Optional Rule 6.2)
        • 4.1.7 NVA Night Attacks (NVA Only)
        • 4.1.8 Out of Supply (NVA Only)
        • 4.1.9 Observation Helicopters (US Only)
        • 4.1.10 Consume Supplies
  • 5.0 Victory Conditions
    • 5.1 Victory Points
    • 5.2 Victory Levels
  • 6.0 Optional Rules
    • 6.1 Invasion of Cambodia
    • 6.2 NVA Artillery
      • 6.2.1 Use and Characteristics
      • 6.2.2 AA Ability
  • 7.0 Initial Setup

1.0 Introduction

1.1 Background

A. In 1965, North Vietnam committed its army to the conquest of South Vietnam. The plan was to cut South Vietnam in half through the Central Highlands from Cambodia to the sea. The proposed route was through the American Special Forces Camp at Plei Me (G4 on the map), then to the coast near the port of Qui Nhon, approximately 300 miles northeast of Saigon. In response to this increased activity of the North Vietnamese Army (NVA), the United States dispatched the newly formed First Air Cavalry Division to Vietnam to contain the offensive. The 1st Air Cav was the result of the US Army's experiments with the helicopter since the end of World War II. The hope was that fresh American manpower, plus the innovation of vertical envelopment would turn the war in South Vietnam's favor.

B. From October 27, to the end of November, the 1st Air Cav destroyed one NVA regiment and badly mauled another. Unfortunately, while inflicting severe damage to the NVA, the 1st Air Cav also suffered heavy casualties, particularly at an obscure river basin called the Ia Drang Valley. In the desperate fighting there, almost 100 Americans died, and an equal number were wounded. First Team: Vietnam is a solitaire simulation of this series battles.

1.2 Game Play and Victory

A. The attempt to cut South Vietnam in half during 1965 was the first real military bid the NVA made to end the war. The hope was for a quick victory. However, barring that, there was always the awareness that the Americans, like the French before them, would give up and go home if the cost became too great. Either was an acceptable outcome. For the United States, the goals were not so clear, except for one: to stop the North Vietnamese from achieving its goals, preferably by shattering the force being used.

B. To that end, the game simulates the operation. The game is played over 15 turns. Each turn is broken into phases and some of those phases are broken into segments. The Americans attempt to locate NVA units and then the Americans (you) and the NVA (the Artificial Intelligence) take turns assaulting (moving, ambushing, firing). Supply is consumed and units recover from fatigue. If the NVA solely occupy the Pleiku space, you automatically lose the game. Otherwise, victory is determined by the NVA victory points are totaled at the end of the game. You do not receive victory points (VPs). You can only cause the NVA to lose them through inflicting casualties and deny them victory points by denying them their goals. The NVA will gain points for casualties inflicted on you and, during the game, they will earn VPs if they solely hold certain locations (roads and US Special Forces camps). Your goal will be to prevent this, destroy the enemy, while inflicting as few of casualties as possible on your units.

1.3 Scale

A. The map covers an area of approximately 400 square miles.

B. Each turn equals two days.

C. Each combat strength point (SP) represents 100-300 men, depending on the unit.

1.4 Abbreviations

AbbrMeaningAbbrMeaning
CPCommand PointNVANorth Vietnamese Army
CRTCombat Results TableSPStrength Point
DRMDie Roll ModifierUSUnited States
LZLanding ZoneVPVictory Point

1.5 Glossary

1.5.1 Access Line

Each location is connected to one, or more, adjacent locations by access lines. The lines are color coded according to the predominant terrain in the area. Units move from location to location along these access lines.

1.5.2 An Khe Box

The First Air Cavalry division was based at the Vietnamese town of An Khe which is several miles to the east of the map area. The An Khe Box represents this base.

1.5.3 Battery

Artillery battali are divided into four batteries of guns. Each battery is the equivalent of a company in an infantry battalion.

1.5.4 Broken Unit

A. Infantry units suffering from the stress of combat reach breaking point beyond which their will to continue fighting is greatly reduced. This is represented in the game by BROKEN units.

B. NVA units are broken when they are reduced to their last combat step.

C. US units are broken when they are flipped to their reverse side because of B or A results on the Combat Results Table (CRT), or five steps of fatigue.

1.5.5 Combat-Ready

A. US units have two sides to a counter; their full strength or combat-ready side and the reverse, which represents different statuses, depending upon the unit.

B. For helicopters, the non-combat-ready side is fatigued; for US Infantry, the reverse side is the unit when Broken, and for artillery, it is the FIRED side.

1.5.6 Command Points

Command Points (CPs) represent the ability of an army to support its ground troops in combat. The US must spend CPs to use artillery, helicopters, and air support, as well as gather intelligence and keep his infantry supplied with ammunition and food. Only the US has CPs.

1.5.7 Company

The company is the standard combat unit in the game. The exact makeup of a company differs from unit to unit, but it is approximately 100 to 300 men. In the game, the terms company and units are used interchangeably.

1.5.8 Contact

The exact location of North Vietnamese Army units at the beginning of the game is not known by US. When they are discovered and placed on the board, they are considered contacted.

1.5.9 Dedicated Artillery

A battalion of artillery is usually committed to support a particular brigade's operations. These are referred to as dedicated artillery units. There is a severe penalty in CPs if the unit fires in support of a brigade to which it is not dedicated.

Example: Any battery of the 2/19 may fire in support of any unit from 1st brigade {i.e. 1/8, 2/8 and 1/12 infantry battalions} at the normal CP cost.

1.5.10 Effectiveness Rating

A military unit is more than just the number of men in the ranks; it is equipment, leadership, morale, and training. The effectiveness rating is a reflection of these intangible qualities.

1.5.11 Fatigue

Military operations of any sort are rough on men and equipment. The primitive tropical conditions of Vietnam were especially so. Fatigue is a measure of the effect that days of marching and fighting has on infantry units. Only US units are affected by fatigue.

1.5.12 Identified

NVA units which are in the Zone Boxes have the status of Identified. Such are somewhat vulnerable to air strikes, but cannot be attacked by ground units or helicopters.

1.5.13 Landing Zone

An area with enough clear space for large scale helicopter landings.

1.5.14 Location

Any of the large circles or shield symbols on the map is a location. Six contiguous locations all belong to the same zone.

1.5.15 Pathfinder

A pathfinder unit is a highly specialized group of engineers used to find, or blast out of the jungle, a landing zone for helicopters.

1.5.16 Refit Box

The Refit Box represents the helicopter repair facilities at An Khe. Helicopters that break down from accelerated use, or combat, are placed in this box.

1.5.17 Road Location

A road location is any location connected to at least two road access lines. In addition to its number, it also contains the route number of the major road.

1.5.18 Step

NVA units have four steps, each of which represents a lower combat strength and effectiveness. When an NVA unit has lost all four steps, it is eliminated. US units have only two steps, full and broken.

1.5.19 The Unknown Box

Uncontacted NVA units start the game in the Unknown Box and may be directed to move to a zone by the NVA Offboard Movement Table, or may be placed in a zone by the use of US Intelligence. NVA units may not be attacked at all while in the Unknown Box.

1.5.20 Zone

Zones are used to control the offboard movement of NVA units. Only Identified NVA units may be in a Zone Box. NVA units in Zone Boxes have a limited vulnerability to air strikes, but otherwise, may not be attacked.

1.5.21 Zone Display

The Zone Display contains all the Zone Boxes. It is divided into six ranks.

1.5.22 Zone Class

Zone Class is the alphabetical order of the zone, e.g., F is a higher Zone Class than A or E.

1.6 Unit Identification

1.6.1 Unit Types

Unit typeSymbol (as printed)
InfantryCrossed box
ArtilleryFilled dot in a circle
Aero RocketBox with diagonal arrow
HelicopterHelicopter silhouette
Tactical AirJet silhouette
B-52Bomber silhouette
SupplyHalf-filled circle
GunshipBox marked "G"
TransportBox marked "T"
ObservationBox marked "OBS"
Landing ZoneBox marked "LZ"
Fatigue Marker

1.6.2 Nationalities

ColorNationality
GreenUnited States
RedNorth Vietnam
BlueSupply

1.6.3 Sample Units

Sample counters as printed (front / back):

  • US Infantry Company — front: Co/Bn/Regt* designator at top, assigned artillery battalion, combat strength and efficiency rating across the bottom (example A/1/8, 4-5); back: broken side (I-crossed box, 3-1).
  • US Helicopter Company — front: regiment designator (example A/228) and transport symbol T; back: FATIGUE side.
  • US Artillery Battery — front: battery/regiment designator, support number (example A/2/19); back: FIRED side.
  • US Aero Rocket — front: support factor and strike factor (example 25-3); back: REFIT side.
  • US Airstrike — support factor and strike factor (example 25-5).
  • NVA Infantry Company — Co/Regt designator, combat strength and efficiency rating (example 8-3).
  • NVA Artillery Battery — supported regiment; back: FIRED side.

* Company/Battalion/Regiment

A. Reverse of US infantry company is its broken side. B. Reverse of US helicopter company is its fatigued side. C. Reverse of US artillery battery is its fired side. D. Reverse of NVA artillery battery is its fired side.

2.0 Important Concepts

2.1 Identified vs. Contacted NVA Units

A. Because of the nature of the jungle terrain, the enemy location will begin unknown. As the game progresses, they will move closer and closer to their location goals. This game is about finding the enemy, pinning them down, and eliminating them before they meets their objectives and minimizing your casualties in the process.

B. Therefore, to succeed, you first need to know there is an enemy out there. Once you can confirm there is, and you know their general whereabouts, then you try to nail down their exact position, so that you can eliminate them. The game handles this by having units start in the Unknown Box, meaning you have no idea that enemy is even out there.

C. If you successfully identify the enemy, that moves them to a Zone Box in the Zone Display.

Example: There is a Zone A Box. That represents six locations on the map: A1, A2, A3, A4, A5, and A6. You know the enemy is somewhere in one or more of those six locations, but you do not know exactly where.

D. Units that are identified (in a Zone box) cannot be attacked with infantry or artillery or tactical air strikes. You could attempt to bomb them, but without a location fix, your chances of success are slim.

E. Once an identified unit (a unit in a Zone box) in contacted, that means its exact location is known and it is moved to the regular playing map to a specific location, such as A3.

[Diagram: Identified (NVA units in Zone A) / Contacted (NVA units shown).]

F. This concept is very important. Take time to understand the difference between identified and contacted units. If you do not, you will not understand how to play this game.

2.2 Command Points

These are abstract means of representing an army's ability to support its ground troops. Each turn you receive CPs. Spend CPs to use artillery, helicopters, air support, as well as gather intelligence needed to locate the enemy, and supply your ground troops with ammunition and food. Only infantry can be used without CPs and only the US (you) have CPs.

2.3 Stacking Limits

2.3.1 Specific Limits

Stacking limits are as follows:

SideLocationLimit
USAn Khe BoxUnlimited
USRefit BoxUnlimited
USLocationUp to four companies from one infantry battalion may stack in a location. If mixing battalions, only two may stack.*
NVAUnknown BoxUnlimited
NVAZone Box on Zone DisplayUnlimited
NVALocationUp to six units.**

* Pathfinder (3.4.2), Special Forces Camp Markers, and Support Markers (3.4.4) do not count against stacking.

** Artillery does not count against stacking.

2.3.2 Stacking Examples

2.3.3.1 Legal Stacking

All four (A,B,C,D) companies of the same battalion (1) and regiment (8).

2.3.3.2 Illegal Stacking

The first three companies are from the same battalion. The fourth company is from the 2nd battalion.

2.4 Infantry Counters and Step Losses

A. The game provides two double-sided counters for each NVA infantry company, representing the four steps it possesses. When the company is on its first three steps, it is considered combat-ready, but when it is down to its final step, it is considered broken.

StepStatus
1st step*Combat-ready
2nd step*Combat-ready
3rd step*Combat-ready
4th step**Broken

B. Each US infantry company is represented by one double-sided counter. When the counter is on its strongest side, it is classified as combat-ready. When it is on its reduced side, it is broken:

StepStatus
1st step*Combat-ready
2nd step**Broken

C. Infantry units are the only US units that take step losses. Supporting units (such as artillery, helicopters, and air strike units) do not have a broken side.

D. Each infantry counter has an ID designator at the top. NVA units display Company/Regiment. US units display Company/Battalion/Regiment.

E. Each unit has a pair of numbers across the bottom. The first number is combat strength. The second is the efficiency rating. These will be discussed in greater detail through the rules, as will the other counters.

2.5 Garrisons

2.5.1 Requirements

A. If NVA units conquer a Special Forces Camp location, half of the units that attacked it (rounding up) must garrison the location.

B. If NVA units move into a road location or conquer a road location not containing a Special Forces Camp, one unit must garrison the location.

C. See 4.1.14 to determine which units must garrison. No other location requires a NVA garrison. If any NVA units are in one of these locations without a HOLD Marker on them at the end of any segment, place a HOLD Marker on them.

2.5.2 Special Forces Camp Garrisons

A. Special Forces Camp Garrisons are considered infantry units, except they may not use ground movement or helicopter transport, and they do not retreat in combat.

B. They do not count against stacking limits and they have no broken side; if they are broken, they are eliminated.

C. However, casualty points against Special Forces Garrisons are not registered on the Casualty Point Track, even though they still suffer fatigue (4.2.3.2.B).

D. Special Forces Camps were predominantly Montagnard tribesmen, with about a dozen Green Berets directing the force. If they break, they are assumed to melt back into the Central Highlands. If evacuated, only the Green Berets would be taken out, and thus the force ceases to exist.

2.6 Fatigue

A. US units become fatigued due to combat results or by moving (3.4.3). When fatigued, a unit will have a single fatigue marker it, numbered between F1 (Fatigue level 1) and F4 (Fatigue level 4).

B. If a unit increases or decreases its level of fatigue, swap out the counter. If its fatigue level increases to level 5, flip it over to its broken side and reset the fatigue level to 0.

C. If a broken unit Fatigue level 5, it is eliminated.

D. If a combat-ready unit with fatigue becomes broken due to a 1B, 2B, or 3B result, the fatigue is not removed.

2.7 Consuming Supply

A. US ground units in map locations (not the An Khe box) consume one step of supply as a result of:

  1. Ambush: Any time US Ground forces ambush or are ambushed (this represents firing wildly).
  2. Ground combat at the instant of combat.
  3. During the final Supply Phase.

Units in a location without a supply marker are unsupplied and suffer various effects explained later.

B. Only the US (you) tracks supply. The NVA are always considered in supply as are US units in the An Khe Box.

C. Effects of being out of supply:

  1. May not initiate ground combat.
  2. NVA units receive a +4 column shift in combat.
  3. May not recover steps of fatigue.
  4. Add one extra step of fatigue when using ground movement (one total for road movement).

3.0 Sequence of Play

The map contains a Sequence of Play track to keep track of the turn sequence. This section covers the sequence in detail.

3.1 Command Phase

The US receives up to 20 CPs. Use them or lose them: they cannot be saved from turn to turn. Place the CP marker on the 20 space of the CP Track. CPs are used to support infantry in the field by providing supply or allowing them or other assets to take action.

3.2 Intelligence Phase

A. During this phase, the US attempts to locate landing zones (LZs) as well as pin down the enemy's whereabouts. Each turn, you may attempt to locate multiple landing zones, but you may only make one attempt to find the enemy. You may do these in any order that you wish.

Example: Attempt to locate two landing zones; attempt to find the enemy; attempt to locate another landing zone.

B. Each attempt to locate may be either to contact an enemy unit or to identify an enemy unit, but not both. (See 2.1 to understand the difference.)

3.2.1 Locating a Landing Zone

Spend 1 CP, select a LZ marker on the map, and flip it over. If it says No LZ, remove it. Otherwise, it is a legitimate landing zone and remains on the map.

3.2.2 Locate Enemy Units

A. To make the attempt to locate the enemy, spend 1 CP to make the lone attempt for the turn along with 0-2 additional CPs to modify the die roll and increase the chances of success. These additional points are spent before the die is rolled. Apply a -1 die roll modifier (DRM) per CP spent.

Example: Spending 3 CPs modifies a roll of a 4 into a 2.

B. The enemy is located If the modified die roll is less than or equal to 1.

3.2.2.1 Identify

A. If you successfully identified units, roll a die, and consult the US Intelligence Table. Cross index the turn with the die roll. A letter shown (A through J) means that there is a regiment located in that zone.

Example: On Turn 1, if you rolled a 4, you now know the regiment is in Zone B. It could be in B1, B2, B3, B4, B5, or B6. (You do not know until you successfully contact it.)

B. Select all of the units from the lowest numbered regiment in the Unknown Box and move them to the designated zone in the Zone Display. A sample unit is shown (5/32 represents the 5th company from the 32nd regiment). When selecting a regiment to place in the zone box, be sure to use the second number.

3.2.2.2 Contact

A. If you successfully contacted units, you have contacted the lowest numbered company in the lowest numbered regiment in that zone.

B. Next determine the number of additional companies contacted and where they are on the map. Roll a second and third die. The second die indicates the location number and the third determines the maximum number of consecutive companies from the same regiment that were contacted.

Play Note: This is the only way that a broken unit is placed on the map.

Example 1: All nine companies (1/32 through 9/32) of the 32nd regiment are located in Zone B. After succeeding in the attempt to contact them, the two dice are 4 and 3. The 4 indicates that they are moved to B4. The third die indicates that three consecutive companies, starting with the lowest numbered one, are place. Therefore, 1/32, 2/32, 3/32 would be moved to location B4.

Example 2: Zone C has 7/32, 8/32, 9/32, along with 101/65, 102/65, and 103/65. After succeeding in the attempt to contact them, the two dice are 2 and 5. The 2 indicates that they are moved to C2. The third die indicates that up to five consecutive companies, starting with the lowest numbered company in the lowest numbered regiment (7/32) are placed. However, there are only three companies in the 3nd regiment, so you only place 7/32, 8/32, and 9/32 in space C2. You do not place any of the units from the 65th regiment. If the 8/32 was not in the Zone Box, only the 7/32 would have been placed, since 7/32 and 9/32 are not consecutive.

3.3 Supply Phase

A. Sample supply counters are shown (one full supply counter and one flipped supply counter showing a half supply). Whenever supplies are consumed, one step of supply is consumed. This is done by either flipping a full supply counter to the half-supply side or by removing a half-supply counter from the location.

B. Counters can be combined and divided in a location as long as the number remained the same.

C. During the US Supply Phase, full-strength supply counters can be purchased and placed from the unused pile to the An Khe Box at the cost of 1 CP per counter.

D. The quantity of supply counters is not a hard limit. You can substitute coins or other markers if you run out of supply counters.

3.4 First US Assault Phase

The US player has two assault phases, separated by a NVA Assault Phase (3.5). Each consists of the following seven steps.

3.4.1 Air Strike Segment

A. Airstrikes include both sorties by tactical fixed wing aircraft such as the A-4 Skyhawk and bombardments by strategic bombers, such as the B-52.

B. During this segment, these units can attack locations with NVA units (which are contacted units, by definition of being in a location; 2.1) or attack identified units in a zone box in the Zone Display.

C. Tactical air strike counters have two values: the first is used in combination with ground units' combat strength during the Open Combat Segment (3.4.4). The second is used during this Air Strike Segment.

D. B-52 units have a single value because they can only be used during this segment. They lack the accuracy to be used in close combat support. B-52s may only be used one time each. After each is used, permanently remove it from the game.

E. Pay 2 CPs per B-52 and Tactical Air Strike counter used.

3.4.1.1 Airstrikes Against Zones

A. To perform an airstrike against a unit in a zone box on the Zone Display, select the counter(s) to attack specific zone boxes.

B. B-52 and Tactical Air Strike counters may not combine to attack a zone.

C. Next, roll two dice. If doubles are rolled, the attack succeeds, otherwise, it fails.

D. You may attack up to six counters in a zone. Follow the procedure below.

3.4.1.2 Airstrikes against locations

A. To perform an airstrike against a unit in a map location, first pay 2 CPs per air strike counter used.

B. A location may only be attacked by air strikes once per turn.

C. B-52s cannot bombard Pleiku nor may they bombard a location if there is any US infantry in it. Follow the procedure in 3.4.1.3.

3.4.1.3 Airstrike Procedure

A. Use the printed value for B-52s and the second (smaller) number for the tactical air strike counter.

B. Start on the 1 column of the Combat Results Table (CRT).

C. Next, sum the total strike value of all participating units and attack enemy counter separately.

D. Divide the total strike value by the combat value of the enemy counter. Round down in favor of the NVA unit. That is the number of column shifts to right.

E. Find the column and roll 2d6. If the results against a single unit would affect multiple units, only apply the results to the one unit.

F. NVA units do not fire back.

Example: Two B-52s attack a location with four 8 SP NVA companies. Each unit is attacked at 60 vs. 8, resulting in seven shifts to the right for combat superiority. Roll the die four times under the 8 column. If a 9 or 11 (2B) were rolled, it would only apply to one unit.

3.4.2 First Transport Segment

A. Any transport helicopter (marked with a T) in the An Khe Box (not Refit Box) may transport one infantry unit or one supply marker in any of these means:

  1. Between An Khe and a Landing Zone (LZ) for 0 CPs.
  2. Between a LZ and An Khe, including retreats, at a cost of 0 CPs.
  3. Both 1 and 2, unless a Pathfinder was transported in 1 (above), at a cost of 0 CPs.
  4. From one LZ to another LZ (see below for definition) at a cost of 1 CP. Units and supply markers cannot be transferred to or from An Khe with this option.

Exception: The 1/9 Transport helicopter may only transport the 1/9 infantry unit at a cost of 0 CPs.

B. A Landing Zone (LZ) consists of:

  1. Any revealed LZ marker,
  2. Pleiku,
  3. Duc Co and Plei Me Special Forces Camp, or
  4. A location containing a Pathfinders Marker (3.4.2.3).
3.4.2.1 Ambush

When transporting to an LZ, if there are any only NVA units in that location, then an Ambush (4.0) occurs.

3.4.2.2 Return and Maintenance

A. At the end of the Transport Segment, return the transport helicopters. If the helicopter counter is on its combat-ready side, flip it over to its fatigued side and place it in the An Khe Box. If it was already on its fatigued side, return it to the Refit Box.

B. During the US Maintenance Segment, all helicopters in the An Khe box are flipped over to their combat ready side. All helicopters in the Refit Box remain there indefinitely unless 1 CP per helicopter is paid during this segment.

Play Note: Remember, each turn consists of four transport segments and only one US Maintenance Segment, so manage helicopters carefully!

3.4.2.3 Pathfinders

A. A transport helicopter carries the Pathfinder unit for the entire segment. It may not exchange it with another helicopter.

B. A Pathfinder unit allows the helicopter to land in any location free of NVA units. This location becomes a legitimate LZ for this segment, so other transport helicopters carrying infantry and supply may also land there during this segment.

C. Return the pathfinder unit to the An Khe Box at the end of the Transport Segment.

D. If the pathfinder is ambushed, it has no combat value.

E. If the pathfinder stacked with other units and forced to retreat, it retreats by the helicopter that brought it.

3.4.3 Ground Movement Segment

A. US ground units transported during the First Transport Segment (3.4.2) may not do anything during this segment. Remaining units have the choice of moving to a new map location or receiving a HOLD Marker, which aids in combat.

B. Units which start the Segment with a HOLD Marker on them may move; remove the HOLD Marker before moving.

C. Units may move one at a time or in stacks (player's discretion) to an adjacent location connected by a line of any color.

D. US ground units moving by ground increase fatigue by the amount in the table below. Units traveling without a supply marker add one to their fatigue cost.

E. To determine the amount, locate the color of the connection between the two locations and cross-reference it on the table below:

CostColorType
0OrangeRoad
1GreenJungle
1BlueRiver
2BlackJungle + Mountain

F. All four connection types are displayed in the example below. (White dots separate zones.)

[Map example: D4 to D5 movement.]

Example: A pair of units move from D4 to D5. One unit has no fatigue and the other has one level of fatigue, meaning it has a F1 marker beneath it. After moving the units, place a F2 marker underneath the unit that previously had no fatigue. For the other unit, replace the F1 marker with a F3 marker.

3.4.3.1 Movement Restrictions

A. US infantry units may move to one adjacent location along a connected path of any color. They can move to a second connected location only if both movements were along road connections and the first location entered does not contain NVA units.

B. US units may not enter Cambodia unless using optional rule 6.1.

C. US units which choose to place a HOLD Marker on them at the end of the segment or wish to remain under a HOLD Marker cannot move during this segment or during the previous Transport Segment.

3.4.3.2 An Khe Ground Movement

US units may use ground movement to move from the An Khe Box to the I2 or J4 locations (but not J3) or vice-versa.

3.4.3.3 Moving Supply Markers

A. Combat units may carry supply markers with them in ground movement (but not retreat, covered later).

B. Supply markers are bound by the same movement restrictions as combat units except in addition, they cannot move by themselves, nor can they be given to another unit during movement. In other words, they are limited by the same movement restrictions as infantry units.

3.4.3.4 Entering a Location With NVA Units

If the location contains only NVA units, this triggers an Ambush. Resolve immediately using 4.0.

3.4.3.5 Entering a Zone With Identified NVA Units

A. After all US ground movement is completed for the segment and HOLD Markers have been placed, total the number of US occupied locations in any zone that US units entered by ground movement or helicopter transport that also contain Identified NVA units in the corresponding Zone Box on the Zone Display.

B. If the zone entered is zone D or Zone G, be sure to include the garrison at the Duc Co and Plei Me Special Forces Camps, respectively (if they are still there), but only if US units entered other locations in that zone.

C. Do not examine zones in which US units did not enter this segment.

Example: Identified NVA units occupy Zone G. G4 contains the Plei Me Special Forces Camp Garrison:

Case 1: No other US units occupy any locations in Zone G. Ignore this step.

Case 2: A US infantry company moved from B4 to G4. Ignore this step.

Case 3: A US infantry company moved from C4 to G2. Perform this step. The total locations equals 2 (G2 and G4).

D. Next, roll a die: if the die roll is less than or equal to the number of US occupied locations in that zone, then all identified NVA units become contacted.

E. Separate the broken units in the Zone Box. (Broken units only enter the map through an intelligence roll.)

F. Start with the lowest numbered combat-ready NVA company in the lowest numbered regiment and place six consecutively numbered combat-ready companies (again, not broken units) in a stack. If the number of consecutive companies is less than six, then stop once the chain of consecutive units is broken.

G. Of the remaining units, take the lowest numbered company in the lowest numbered regiment and repeat.

H. Continue to repeat until all of the units are in stacks of up to six units.

I. Roll a die for each stack and place it in the location number corresponding to that number. If this causes more than six NVA units in one location, reroll and place the entire stack in that location until stacking limits are satisfied and then move on to the next stack until all stacks have been placed.

J. If the location contains US units that were not there at the start of the Transport Phase, this triggers an Ambush. Resolve immediately using 4.0.

Example: Continuing the example above, the Zone G box has the following identified units: 1/32-8/32 (eight companies), and 101/65-106/65 (six companies). The first stack would be composed of 1/32, 2/32, 3/32, 4/32, 5/32, and 6/32. The die roll is 2. Place it in G2. This would trigger an ambush, which would be resolved immediately. The second stack would be composed of 7/32, and 8/32. The die roll is 1. Place it in G1. The last stack consists of 101/65, 102/65, and 103/65, 104/65, 105/65, and 106/65. The third die roll is 1. That would result in 7 units in the G1 location, causing overstacking, so the die is rerolled. The result is 4. Place all six units in G4. Because the Special Forces Camp Garrison was already there before the US Movement (Transport + Ground) began, there is no ambush.

3.4.3.6 Check for NVA Evasion

After all US ground movement is completed for the Ground Movement Segment, check areas that contain both NVA and US troops, using the procedure in 3.5.7.

3.4.4 Support Segment

Allocate units to support ground units: commit artillery and tactical air strikes and scramble helicopters (gunships, observation, and aero-rockets).

3.4.4.1 Artillery

A. There are four artillery battalions. Each includes four batteries, each represented by a counter.

B. Three of the four battalions are dedicated artillery and have a Roman numeral on the left side of their NATO artillery designator (I, II, or III). The numeral is a support number and indicates which infantry companies they support.

C. Infantry companies also have a Roman numeral in the same location. If the Roman numerals over every infantry company match the artillery battery, it costs 1 CP to support the location with that particular artillery battery. However, if the location contains a Special Forces Camp Garrison or any of the infantry companies in the location have a different Roman numeral, it costs 2 CPs.

D. The fourth artillery battalion, the 2/17, is not dedicated artillery: it has no support number (Roman numeral) and may support any location for 1 CP.

E. You may not commit artillery on its FIRED side.

[Diagram: the support structure, with the Roman numeral circled to indicate the battalion.]

3.4.4.2 Tactical Air Strikes

A. It costs 2 CPs to add a Tactical Air Strike Marker to a combat location. Only Tactical Air Strike Marker may be used. (No B-52s -- do you really want them dropping bombs that close to your units from that high?).

B. Use the first value shown on the tactical air strike marker.

3.4.4.3 Gunship and Observation Helicopters

A. It costs 1 CP each to commit a gunship and/or observation helicopter from the An Khe Box (not the Refit Box) to a combat location.

B. There is no benefit to committing more than one of each to the battle.

C. Observation helicopters provide a column shift bonus in battles where artillery is committed. Gunship helicopters reduce US casualties by half. Because Special Forces Camps negate casualties, you should not commit a gunship to a battle at that location. These helicopters are covered in more detail in the combat section (4.0).

D. The 1/9 gunship and 1/9 observation helicopters do not cost any CPs to use. However, they may not be committed to a battle unless the 1/9 infantry company is in the battle.

3.4.4.4 Aero Rocket Companies

A. It costs 1 CP each to commit an Aero-Rocket company marker to a combat location from the An Khe Box. It may not be committed if it is in the Refit Box. After it is used in battle, flip it to its REFIT side and placed in the Refit Box.

B. Aero-Rocket companies can aid the effectiveness of US ground units. Additionally, unlike other support units, they can attack a NVA location free of US combat units during this segment.

C. Each Aero-Rocket company marker has two values. The first is used when supporting ground units. This value is added to the combat value of the ground units and/or supporting air strike units.

D. Aero-Rockets may also attack a location by themselves without ground support. In that case, use the second value, combining the second value of all Aero-Rocket companies attacking the location and attack each NVA unit in the hex individually with this amount. Follow the procedure for air strikes in 3.4.1.

Example: To use two Aero-Rocket companies would cost 2 CPs (1 each). If used to support a US ground unit, 31 SPs would be added to the US combat value. If they were both attacking a NVA location free of US units, they would attack each NVA marker with attack strength of 6 (3+3). Also, one could be used to support a US ground unit while the other is used to attack a NVA location free of US units.

3.4.5 Open Combat Segment

This segment resolves combat as per the procedure outlined in 4.0. Combat is not mandatory. Units in Pleiku or in Special Forces Camps with intact Garrisons are considered under a HOLD Marker, and may initiate combat, but units underneath HOLD Markers in other locations may not initiate combat.

3.4.6 Final Transport Segment

Repeat the procedure from 3.4.2.

3.5 NVA Assault Phase

After the US Assault Phase, the NVA may conduct assaults consisting of the following steps:

3.5.1 First Target Determination Segment

A. Check to see if any priority targets in zones occupied by Identified NVA units. This occurs if identified unit(s) in a zone box on the off board Zone Display is in the same zone as a priority target on the map.

B. The priority targets are (in order of importance):

  1. Pleiku
  2. Any Special Forces Camp
  3. Any road location with US ground units.*
  4. Any empty road location.*
  5. Any non-road location with US ground units.*

* If more than one possibility exists, select the location with the lowest number, such as G3 before G4.

Example: All of the NVA units from the 32nd regiment occupy Zone D on the Zone Display. The 2/32 company is broken. By definition (2.1) these units are identified. Two priority targets occupy Zone D on the map: Du Co Special Forces Camp in D2 and an empty road location (D5).

C. Next, determine how many Identified units in the zone attack the priority target. First, separate the broken units, as they will not be leaving the zone box.

D. Next, start with the smallest numbered combat-ready NVA company from the smallest numbered regiment in the Zone Box. Create a stack of no more than six consecutively numbered combat-ready companies.

E. Move to the next remaining lowest numbered company from the smallest numbered regiment and create another stack of no more than six consecutively numbered combat-ready companies.

F. Repeat until you have created all of the stacks.

Example: In the example above, the first stack would contain only 1/32. The second stack would contain 3/32, 4/32, 5/32, 6/32, 7/32, 8/32. A third stack would contain 9/32. The 2/32 is not placed in any stack, since it is broken.

G. For each stack, roll a die. If the die roll is less than or equal to the efficiency rating of the lowest efficiency rating in the stack, then that entire stack is removed from the Zone Display Box and placed in the location with the priority target.

H. Proceed to the next stack.

I. When placing units into locations where there are already units, start with the lowest numbered company in the stack and place consecutive units until the stacking limit (six) of the location has been met.

Example: Continuing the example, the first stack passed its die roll, so the 1/32 unit is placed in D3. The next stack also passes its die roll, so 3/32, 4/32, 5/32, 6/32, and 7/32 are also placed in D3. 8/32 is not placed, as this would cause a stacking violation in D3. The last stack passes its die roll and is placed in D5, the next highest priority target.

J. If the priority target is Pleiku, no die roll is made. Instead, starting with the lowest company in the lowest regiment, the first six available combat-ready (2.4) NVA companies are placed there. Pay no attention to consecutively numbered. If there are at least six combat-ready companies, six will be placed.

Play Note: Because you are managing an imperfect artificial Intelligence, a certain amount of common sense must be used. If there is not enough combat-ready NVA strength in a zone box to match the likely US position it will attack, all they will do is move out into a road and then get blown away by air strikes. If there is enough strength to challenge a position, but they are due to various stacks, proceed. They could be victims of poor coordination. If this is the second segment of the last turn, proceed, as this could score them VPs.

3.5.2 NVA Offboard Movement Segment

A. If it is Turn 15, skip this step. Otherwise, roll two dice, cross-indexing the result with the turn on the NVA Offboard Movement Table.

B. Place newly Identified NVA units on the proper zone.

Example: 23B means move all of the companies in the 2 (32nd Regiment) and 3 (33rd Regiment) from the Unknown Box to Zone B.

C. See Explanation of Results on the NVA Off-Board Movement Table for more details.

D. For an arrow result, move all Identified NVA units on the Zone Display to the highest adjacent zone box in the next highest rank.

Example: If a unit were in Zone C (Rank 3), it would move to Zone F (the highest adjacent Zone in Rank 4).

E. Ignore all results for broken units. Instead, move them to the lowest adjacent zone box in the next lowest rank. When they reach Cambodia, they are removed from play.

Optional Rule: A house rule I use is if a zone has fewer than 16 total SPs, and did not move during this segment, roll d6 for each stack in the box. If the roll is less than the combat efficiency of the stack, automatically move it one rank higher. This will allow it to reform with other units.

3.5.3 Second Target Determination Segment

If it is Turn 15 or if 3.5.2 resulted in no off-board movement, skip this step. Otherwise, repeat step 3.5.1 for the units that moved offboard during 3.5.2.

3.5.4 NVA Ground Movement Segment

3.5.4.1 Non-Broken Units

A. Check all Contacted NVA units to see if and where they move.

B. Select a location with NVA units in it and analyze it and all connecting locations that have fewer than six NVA units and assign a point value per the table below:

PointsLocation Status
+1highest location number*
+1highest zone letter*
+1contains Special Forces Camp
+1contains a road connection
+5Pleiku
+1US units' combat strength ≤ NVA's
-1US units' combat strength > NVA's

* Applies to all if multiple meet this condition.

Example: Two 6-1 NVA units is located in C6. G4 contains the Plei Me Special Forces Camp and four 4-3 US infantry companies. The connecting locations and B4 and G2 are clear. According to the schedule above, C6 receives one point for having the largest location number (6). Zone G has the highest zone letter (G), so G2 and G4 each receives one point. G4 gets two additional points for having a road connection and Special Forces camp and loses a point for having a superior US force there. The final tally is: B4 = 0, G2 = 1, G4 = 2.

C. The stack of combat-ready units moves to the location with the highest sum. (Broken units' movement is covered in 3.5.4.2.) If they are already in the location with the highest sum, they do not move.

D. If the location with the highest sum has units in it, and moving the entire stack would cause it to be overstacked (2.3), then starting with the lowest combat-ready company in the lowest regiment, move a unit. Repeat until the new location has reached its stacking limit. Then move the remaining units to the location with the second highest sum. If two locations tie, select the location that takes the NVA units the fewest locations to Pleiku. If it is still tied, select the path randomly.

E. Each NVA unit may only move one location per Ground Movement Segment. There is no road bonus for NVA units.

3.5.4.2 Broken Units

Broken units move like combat-ready units, except the point system for locations uses a different schedule:

PointsLocation Status
+1lowest location number*
+1lowest Zone Class*
-1contains Special Forces Camp or Pleiku
-1contains a road connection
-5contains any US units
+5Cambodia

* Applies to all if multiple meet this condition.

3.5.4.3 Consume Supplies

If NVA units move into a location with US supply markers, but no US infantry units, the NVA consume the supplies, removing the supply markers from the map. For each step of supplies, a NVA unit gains a step (2.4).

3.5.5 NVA Ambush Segment

A. If, during the NVA Assault phase, contacted NVA units enter a location with only US units, the NVA may ambush the US units if the US units are not:

  1. In Pleiku
  2. In Duc Co and Plei Me with intact garrison markers
  3. Under a HOLD Marker

B. Determine if the NVA units ambush the US units by rolling against the lowest efficiency rating of the non-broken units in the NVA stack. If the die roll is less than or equal to efficiency rating, the NVA ambushes the US units. Resolve immediately using 4.0.

3.5.6 NVA Open Combat Segment

A. This segment resolves combat.

Play Note: Americans can call in support outlined in 3.4.4.

B. Be sure to check for night attack. Go to 4.0 for the step-by-step procedure.

C. After Combat is performed, if the NVA have sole possession of Pleiku, you lose the game. Otherwise, if they have sole possession of any locations with a Special Forces camp or road (excluding the CAM 1 location), they receive VPs as per the schedule in 5.0.

Play Note: NVA units that ambushed during the NVA Ambush Segment (3.5.5) may attack again.

3.5.7 NVA Evasion Segment

After the Open Combat Segment is complete, check for NVA evasion, following this procedure:

  1. Determine the adjacent locations (excluding the contested location) containing only US units. Apply a -1 DRM for each such location for all evasion rolls in this procedure.
  2. Roll a die for each broken NVA unit. On a modified roll of 1-5, it evades, moving to the corresponding zone box in the Zone Display map.

Example: a unit successfully evading from C6 would be placed in Zone Box C.

  1. Sum the total combat strength of the NVA units against that of the US units but do not include air and ground support, as that is the next segment. If the US value is greater, the NVA will attempt to evade. (Proceed to step 4.) Otherwise, it will not evade. (Skip step 4.)
  2. If the NVA attempts to evade, roll a die separately for each NVA unit in the location. Apply a -1 DRM for each adjacent location containing only US ground units. A NVA unit evades if the die roll is equal to or greater than its current efficiency rating. If it evades, move it to the corresponding Zone Box in the Zone Display map. For a more realistic experience, roll once for the entire stack, using the lowest efficiency rating in the stack.

3.5.8 US Maintenance Segment

A. Flip all fatigued helicopters to their combat-ready side. If they are in the Refit Box, they can be brought out of it by spending 1 CP each. The CP cost must be paid during this segment, otherwise the unit remains in the Refit Box until the next US Maintenance Segment.

B. If using the optional NVA artillery rule (6.1), flip these units to the combat-ready side. [As printed. The source's cross-reference reads 6.1, but the NVA artillery rule is 6.2; 6.1 is the Invasion of Cambodia option.]

3.6 Second US Assault Phase

Repeat the steps in 3.4.

3.7 NVA Assault Phase

After the US Assault Phase, the NVA has an assault phase consisting of the following eight steps:

[Editor's note: the source announces eight steps here but does not print them as a list. The NVA Assault Phase procedures as printed are 3.5.1 through 3.5.8.]

3.8 Fatigue Reduction Phase

A. During this phase, US ground units in An Khe, Pleiku, and the Plei Me and Duc Co Special Forces Camps may each remove two steps of fatigue if these conditions are met:

  1. They did not move this turn by ground or transport this turn.
  2. There are no NVA units in their location at the start of this phase.
  3. The accompanying Special Forces garrison unit is intact (Plei Me & Duc Co only).

B. Units under a HOLD Marker may reduce fatigue so long as the conditions above are met.

Play Note: A broken unit with fewer than two steps does not flip over to its combat-ready side. Instead, it becomes a broken unit with no fatigue steps on it.

C. Next, move the turn track to the next turn. If this was the last turn, determine victory (5.0).

3.9 Final Supply Phase

All US units on the map expend one step of supply.

4.0 Combat Procedure

A. Follow this procedure to resolve combat and ambushes. All combat is resolved on the CRT. This is not an odds-based table and this is not an SPs-based table.

B. Combat is simultaneous, but in Ambush, only one side fires.

C. One side is the designated attacker and the other is the defender but when determining the column to use, each side fires and begins in the 1 column and adjusts to the right based on column shifts for various criteria. After all column shifts determines the final column to use, roll a die.

D. If the final result would shift the final column to less than the 1 column or greater than the 11 column), roll on the 1 or 11 column as appropriate.

4.1 Combat Example

For the illustration below, two 4-5 US infantry companies with a full supply marker attacks a stack of four NVA companies in location F3. The NVA stack consists of two full-strength 8-3 companies (6/32 and 7/32), a reduced 6-2 company (5/32), and a broken 2-0 company (4/32). The Americans are supported with a pair of 25-SP Aero-Rocket companies, a pair of artillery batteries, a gunship, and an observation helicopter. Each step in this procedure will reference this example.

4.1.1 Combat Superiority (Both Sides)

A. Total the entire combat strength for firing units (include support) and divide by the combat strength of the defending ground units, but do not include support. Drop the remainder. The result adds that many right column shifts.

B. The attacker never includes broken units in this calculation, but the defender does.

C. In the example above, when the NVA is firing, they receive a 3 column shift for Combat Superiority (8 + 8 + 6 + 2 = 24, 24/8 = 3). Also, include the broken NVA unit because the NVA units are the defenders in this combat. When the US fires, they receive two column shifts for Combat Superiority (4 + 4 + 25 + 25 = 58, 58/24 = 2).

4.1.2 Combat Efficiency (Both Sides)

A. Add a number of column shifts right for the lowest combat efficiency rating in the stack. It does not matter whether the unit is firing. Ignore broken units for the NVA side unless every NVA is broken, but do not ignore broken units for the US side, even if there are nonbroken units.

B. Continuing the example, the NVA receives two column shifts for efficiency because the lowest non-broken unit is 2. The US receives five column shifts. Had one of the units been broken and displaying its 4-1 side, the US would have received only one column shift.

4.1.3 Ambush (Either Side)

If the firing units are ambushing, add two right column shifts.

4.1.4 Supporting Locations (Both Sides)

A. When ground units for one side solely occupy an adjacent location to the combat location and are not under attack from Aero-Rocket companies, they may support the firing units.

B. Each supporting location adds one right column shift, no matter how many units are in it. US units are not required to support adjacent locations.

C. If units can support more than one location, the US decides which location, if either, to support. The NVA supports the highest priority target (3.5.1).

D. Each US supporting location consumes a step of supply (Step 12).

E. In the example above, neither side can support the battle from F2 because both sides have ground units in that space. The NVA cannot support from H2 because that force is under attack from another 6-3 Aero-Rocket Company. The NVA will support from F4, giving them a one right column shift. The US units F1 have the option of supporting F2 or F3 (but not both) or supporting neither. (And to be clear, the Americans are not required to attack in F2.)

4.1.5 HOLD Marker

Units firing from under a HOLD Marker receive one right column shift, while the other side receives left one column shift for firing at units under a HOLD Marker. (This is the only way to shift left.)

Play Note: If the location is Pleiku or contains a Special Forces Camp Garrison, the US units are considered under a HOLD Marker. This does not apply in our example because the US units in F3 are not underneath a HOLD Marker. If they were, they could not attack (3.4.5). While the unit in F2 has a HOLD Marker, it does not affect this (F3) space.

4.1.6 Artillery (US, and NVA If Using Optional Rule 6.2)

A. Each artillery battery (counter) provides one right column shift for its side.

B. NVA artillery is covered in optional rule 6.2.

C. In the example above the US receives two column shifts for having two artillery batteries committed to the battle.

4.1.7 NVA Night Attacks (NVA Only)

A. This applies only during NVA Open Combat Segment.

B. Roll a die. On a 1-4, it is a night attack. Add three column shifts to the NVA firing total. This roll is made on a location-by-location basis.

Play Note: Remember, a turn covers two days.

4.1.8 Out of Supply (NVA Only)

A. If the US units do not have a supply marker, add four column shifts to the NVA firing total.

B. In the example above, the US units have a supply marker, so this does not apply.

4.1.9 Observation Helicopters (US Only)

A. If the US has an observation helicopter in the same location where artillery is providing support, the US receives one column shift.

Play Note: One column shift maximum is all that can be achieved by this step. It is not one per artillery or one per observation helicopter. Two observation helicopters provide no benefit over one.

B. In our example, the US would receive one right column shift for committing an observation helicopter to the battle. The final tally is as follows:

FactorNVAUS
Combat Superiority32
Combat Efficiency25
Ambush0*0*
Supporting Locations10 or 1 (US Choice)
HOLD Marker00
Artillery0 or N/A2
Night Attacks0 (NVA not attacking)N/A
Out of Supply0 (US unit in supply)N/A
Observation Helicopter

* Zero because situation is not an ambush.

4.1.10 Consume Supplies

A. Remove one step of supply in every location where a US unit fired or was ambushed.

Play Note: In an ambush situation, the US units do not fire, but still consume supplies (firing blindly).

B. US units that fired from adjacent locations in support also consume a step of supplies (4.1.4).

4.1.11 Roll a Die

A. After determining the final column, roll a die and add to that roll the number of units being fired on.

B. In our example, the NVA is attacking on column 7 (1 + 6 column shifts). The die roll is 6. The NVA is firing on two US units, so apply a +2 DRM, for a modified roll of 8. The table indicates a 3. The US decides not to support from the F1 location since either way, it would use the 11 column (1 + 10 column shifts). The roll 9s a 5. Because the US is firing at four NVA units, the DRM is +4 for a modified roll of 9. The table indicates 8*.

4.1.12 Apply Results

Apply the results of the CRT. See 4.2 for detailed explanations.

ResultMeaning
NENo Effect
RRetreat
#Step Loss (NVA) or Casualty Points (US)
#BPossible Break
A, AA, AAAAutomatic Break
*See 4.2.6.
4.1.13 Return Support Units

Each artillery battery that was committed to the battle is flipped to its Fired side. Observation Helicopters and Tactical Air Strike units are returned to An Khe. Gunship helicopters are flipped to their Fatigued side and returned to An Khe. If they were already on their Fatigued side, they are instead returned to the Refit Box. Aero-Rocket Companies are automatically sent to the Refit Box.

4.1.14 Garrison Priority Targets (NVA Only)

A. If the NVA took a Special Forces Camp, half of the units that attacked it (rounding up) must garrison the location.

B. If the NVA took a Road Location not containing a Special Forces Camp, one unit must garrison the location.

C. If there are more units in the location than the garrison requirement, select the garrison by using the lowest numbered company/companies from the lowest numbered regiment until the requirement is met. This unit(s) is then placed under a HOLD Marker. Pleiku must be garrisoned by six units, but since it is the goal of the NVA, it goes without saying that they are not going to leave it. No other location requires a NVA garrison.

4.2 Explanation of Combat Results

4.2.1 No Effect (NE)

The combat has no effect.

4.2.2 Retreat (R)
4.2.2.1 NVA

If multiple retreat paths exist, select the unoccupied location with the lowest zone letter. If there are still multiple retreat paths, select the unoccupied location with the lowest location number.

If retreat is not possible, the lowest numbered company from the lowest numbered regiment in the location takes a step loss (2.4).

4.2.2.2 US

A. US units may retreat to any unoccupied location or any location occupied solely by US units, so long as stacking limits (2.3) are obeyed.

B. US units retreating from Pleiku, a Special Forces Camp, or a space with a revealed LZ marker, may also opt to retreat by helicopter transport. A transport helicopter is needed for each retreating infantry unit and cannot be in the Refit Box. The infantry unit is returned to An Khe and if the helicopter is combat-ready, it is flipped to its fatigue side and also placed in An Khe. If it was already fatigued, it is placed in the Refit Box.

C. Supply markers and Special Forces Camp Garrisons may never retreat. If retreat is not possible, and a Special Forces Camp Garrison is in the space, it is eliminated. Otherwise, one US infantry unit is broken and if all US infantry units are already broken, one is eliminated, instead.

D. If US units retreat, they leave their supplies. The NVA consume them, removing them from the map and for each step of supplies, a NVA unit gains a step (2.4).

Example: The US unit transported to C1 is ambushed. If forced to retreat, it could retreat by helicopter. It could also retreat to D3 (unoccupied), A4 (unoccupied), or D6 (stacking limit = 2). It could not retreat to A3 (enemy occupied) or C3, (stacking violation: it is a different brigade). If the NVA unit were forced to retreat (hypothetical, since the Americans could not fire in an Ambush situation), if all connecting locations (A3, A4, C3, D3, and D6) were unoccupied, A3 would be selected. However, A3 is occupied, so the next choice is the lowest zone (A) and then the lowest numbered unoccupied location in that zone A4. If A4 were occupied, it would retreat to D3. If it were also occupied, it could not retreat and would take a step loss.

4.2.3 Integer (#)
4.2.3.1 NVA

A. Starting with the lowest numbered company in the lowest numbered regiment in the location, reduce the unit by one step loss (2.4). Move to the next unit. Continue until all units have taken one step loss. If the number has not been satisfied, continue.

B. In the example before, the NVA took eight step losses. The lowest numbered company/regiment is the 4/32. It takes a step loss. The rest are doled out this way: 1st through 8th step losses are applied in order, one per unit, starting with 4/32 (a blue X indicates the unit is eliminated).

4.2.3.2 US

A. Add that number of casualty points to the Casualty Track.

B. If the US has a gunship in the location, halve this number, rounded up.

C. If the US has a Special Forces Camp Garrison, do not add any points to the Casualty Track. Additionally, distribute the same number of Fatigue Points among the US units in any way the player sees fit. Unlike casualties, fatigue points are not reduced by gunships or eliminated by Special Forces Camp Garrisons. See 2.7 for more on Fatigue.

D. In the example above, the NVA's combat result on the Americans was 3. However, the US has a gunship in the location, halving the amount of casualties. Therefore, the US increases the Casualty Track by 2 and distributes three fatigue points, giving two to one unit and one to the other.

4.2.4 Possible Broken (#B)

This is the maximum number of units in the stack that might break.

4.2.4.1 NVA

Start with the lowest numbered combat-ready company in the lowest numbered regiment in the location and check the next highest combat-ready unit(s) until the number of units equals the number of the combat result.

4.2.4.2 US

Start with the Special Forces Camp Garrison (if it is in the location), then select additional combat-ready units until the combat result is met. Roll a die for each unit and compare it to the effective rating of the unit (the 2nd number). If the die roll is higher than the effective rating of the unit, the unit breaks, which would eliminate a Special Forces Camp Garrison. Again, do not check already broken units. They are not affected.

4.2.5 Automatic Broken (A, AA, or AAA)

A. One (A), two (AA), or three (AAA) combat-ready infantry units are automatically broken. No die roll needed.

B. Already broken units are not affected.

C. If applying to NVA units, start with the lowest numbered combat-ready company in the lowest numbered regiment in the location and check the next highest combat-ready unit(s) until the number of units equals the number of the combat result.

D. For the US, the Special Forces Camp Garrison breaks if it is in the location (which eliminates it) and selects additional combat-ready infantry units to flip to their broken side to meet the required number of broken units. Again, broken units are not affected by this: if all of your units were already broken, this would be no effect.

4.2.6 Asterisk (*)

If the result also includes an asterisk, also apply the results below.

4.2.6.1 NVA

A. If the NVA is firing, return one helicopter to the refit box. If it was transporting cargo, return the cargo marker to the An Khe Box.

B. If using the optional artillery rule (6.2) and the NVA artillery is in the location, even if it is on its FIRED side, then permanently eliminate one helicopter or airstrike unit.

4.2.6.2 US

If the US is firing, and artillery was involved in the combat, then add one casualty point to the Casualty Track. Gunships do not prevent this.

5.0 Victory Conditions

5.1 Victory Points

A. VPs are awarded or deducted from the NVA. The final amount determines the winner and victory level.

B. At the end of the NVA Open Combat Segment (3.5.6), determine if the NVA have sole possession of any of these locations and award VPs to the NVA per below:

LocationVictory Points
PleikuAutomatic NVA victory.
Each road location1
Special Forces Camp (D2 or G4, each)+2*

* Net +3 because it is also a road location.

C. At the end of the game, add or subtract these VPs to the NVA total:

VPsCondition
1Each US Casualty Point inflicted
10Each US broken company
10Each Special Forces Camp Garrison eliminated
26Each US infantry company eliminated*
-1Each NVA broken unit
-3Each eliminated NVA unit**

* excluding SF Garrisons

** Exclude units exiting the game by retreating to Cambodia.

5.2 Victory Levels

There is a reason why there is no Strategic Victory for the Americans: none was possible. The North Vietnamese were simply not going to abandon a goal of 20 years' longstanding, even in the face of losing a single force in its entirety. The war ground on to its unfortunate conclusion, aided by the delusion of US success created by the battle in the Ia Drang Valley.

LevelConditionResult
NVA StrategicNVA takes PleikuThe object of the NVA assault was Pleiku as the first step towards cutting South Vietnam in half. With its capture, they would be on their way to this goal, as well as disposing of a major US airbase. The loss of Pleiku, the major city in the Central Highlands, would have been an epic disaster, both militarily and politically for the government of South Vietnam and the United States.
NVA Tactical30+ VPsThis could mean a good many things, depending on how it came about, either through heavy US casualties or the destruction of two major Special Forces Camps in the area. Both would have made spectacular headlines in the US and probably accelerated the anti-war movement. Additionally, Montagnard support in the Central Highlands would have been broken or, worse, turned to NVA advantage.
NVA Limited10 to 29 VPsThis would mean giving the Americans a bloody nose, but with no vital geography falling into the hands of the NVA.
Draw-14 to +9 VPsA draw would actually be worse for the Americans, as their prestige would have suffered at getting as good as they gave from a supposedly inferior enemy. The NVA might have been tempted to try a similar strategy in 1966 instead of returning to the slow but time-tested methods of guerrilla warfare.
US Tactical≤ -15 VPs

6.0 Optional Rules

These rules cover situations which might have occurred. The first, the invasion of Cambodia, allows you to make the same mistake that Richard Nixon made seven years later. The second is much more likely. When the campaign opened, a battalion of 120mm mortars and 14.5mm anti-aircraft guns were still making its way down the Ho Chi Minh Trail, intended for the regiments which were now fully engaged in combat.

6.1 Invasion of Cambodia

The US may move units and make airstrikes into the six locations in Cambodia. The NVA receives 10 VPs the first turn in which this occurs. The NVA receives 5 VPs each subsequent turn in which US air units or airstrikes are present in Cambodia.

6.2 NVA Artillery

6.2.1 Use and Characteristics

A. Three NVA artillery units are available. They are permanently attached to the first consecutive NVA infantry company in each regiment. In other words, where it goes, the artillery goes. As with US artillery, it provides a one-column right shift to the right in any combat where it is present.

B. If the company to which it is attached is eliminated, so is the artillery unit.

C. If the unit to which it is attached is broken, immediately reassign the artillery unit is to the next highest consecutive company which is not broken, even if the unit is in a different location.

D. If the regiment is entirely eliminated, then the artillery unit is also eliminated and counts as an extra eliminated NVA company (-3 VPs).

E. When fired, flip NVA artillery to its fired side. It recovers during the US Maintenance Phase.

6.2.2 AA Ability

A. Each NVA artillery unit has an organic anti-aircraft ability. If an NVA artillery is stacked in a location where a combat which also involves any US helicopter or tactical airstrike unit is occurring, and the combat result includes an asterisk, then one helicopter or airstrike unit is permanently eliminated. This occurs even if the NVA artillery unit has its FIRED side showing.

B. Any helicopter or airstrike unit eliminated in this way counts as an eliminated (but not broken) company, for the NVA and earns 25 VPs.

7.0 Initial Setup

A. Take the 12 LZ one markers and place them with their LZ sides face up. Mix them together. Place up to two in the locations in any zone until all the LZ markers have been placed on the map.

Design Note: Pleiku and Special Forces camps are automatic LZs. They do not count against the two per zone limit.

B. Place one full-strength supply counter and a Special Forces Camp Garrison in each of D2 and G4.

C. Each of the 21 NVA infantry companies has two double-sided counters (see 2.4). Separate them from their full strength and reduced strength counters and place the reduced strength counters to the side. Place all 21 full strength units of the NVA in the Unknown Box on the side with the highest combat factor. If playing with the optional NVA artillery (6.2), also include them.

D. Place all of the US combat units in the An Khe Box. The Americans does not start with any supply markers at An Khe.

E. Place the Fatigue and Supply Markers in separate stacks to the side.

F. Place the Game Turn Marker on 1 on the Turn Track.

G. Place the Turn Phase marker on Command Phase on the Sequence of Play Track.

H. Place the Casualty markers next to the Casualty Track, but not on it.

I. Place the CP marker on 20 of the CP Track.

[Section 8.0 (Credits) is omitted under the house policy on attribution. The source's Table of Contents page is also omitted.]

  • 1.5.13 Landing Zone
  • 1.5.14 Location
  • 1.5.15 Pathfinder
  • 1.5.16 Refit Box
  • 1.5.17 Road Location
  • 1.5.18 Step
  • 1.5.19 The Unknown Box
  • 1.5.20 Zone
  • 1.5.21 Zone Display
  • 1.5.22 Zone Class
  • 2.6 Fatigue
  • 2.7 Consuming Supply
  • 3.4.1.3 Airstrike Procedure
  • 3.4.2 First Transport Segment
    • 3.4.2.1 Ambush
    • 3.4.2.2 Return and Maintenance
    • 3.4.2.3 Pathfinders
  • 3.4.3 Ground Movement Segment
    • 3.4.3.1 Movement Restrictions
    • 3.4.3.2 An Khe Ground Movement
    • 3.4.3.3 Moving Supply Markers
    • 3.4.3.4 Entering a Location With NVA Units
    • 3.4.3.5 Entering a Zone With Identified NVA Units
    • 3.4.3.6 Check for NVA Evasion
  • 3.4.4 Support Segment
    • 3.4.4.1 Artillery
    • 3.4.4.2 Tactical Air Strikes
    • 3.4.4.3 Gunship and Observation Helicopters
    • 3.4.4.4 Aero Rocket Companies
  • 3.4.5 Open Combat Segment
  • 3.4.6 Final Transport Segment
  • 3.5 NVA Assault Phase
    • 3.5.1 First Target Determination Segment
    • 3.5.2 NVA Offboard Movement Segment
    • 3.5.3 Second Target Determination Segment
    • 3.5.4 NVA Ground Movement Segment
      • 3.5.4.1 Non-Broken Units
      • 3.5.4.2 Broken Units
      • 3.5.4.3 Consume Supplies
    • 3.5.5 NVA Ambush Segment
    • 3.5.6 NVA Open Combat Segment
    • 3.5.7 NVA Evasion Segment
    • 3.5.8 US Maintenance Segment
  • 3.6 Second US Assault Phase
  • 3.7 NVA Assault Phase
  • 3.8 Fatigue Reduction Phase
  • 3.9 Final Supply Phase
  • 4.1.11 Roll a Die
  • 4.1.12 Apply Results
  • 4.1.13 Return Support Units
  • 4.1.14 Garrison Priority Targets (NVA Only)
  • 4.2 Explanation of Combat Results
    • 4.2.1 No Effect (NE)
    • 4.2.2 Retreat (R)
      • 4.2.2.1 NVA
      • 4.2.2.2 US
    • 4.2.3 Integer (#)
      • 4.2.3.1 NVA
      • 4.2.3.2 US
    • 4.2.4 Possible Broken (#B)
      • 4.2.4.1 NVA
      • 4.2.4.2 US
    • 4.2.5 Automatic Broken (A, AA, or AAA)
    • 4.2.6 Asterisk (*)
      • 4.2.6.1 NVA
      • 4.2.6.2 US
  • Box marked "F#"
    N/A
    1
    Total610 or 11
    This is what actually happened. The NVA inflicted a few hundred casualties and lost almost two regiments in the process. The force withdrew, and the North Vietnamese rethought their approach.