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In Country: Vietnam 1965-1975

In Country: Vietnam 1965-1975 Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
  • 2.0 COMPONENTS
    • 2.1 Game Equipment
    • 2.2 Game Map
    • 2.3 Forces & Force Colors
    • 2.31 Unit Types & Markers
    • 2.32 Unit Sizes
    • 2.33 Backprinting
    • 2.34 Other Counter Indicators & Symbols
    • 2.35 Game Displays & Tables
    • 2.36 Definition of Terms
    • 2.37 Die Roll Modifiers
    • 2.38 Halving
    • 2.39 Game Scales
  • 3.0 SET UP
    • 3.1 Scenarios
    • 3.2 Choosing Sides
    • 3.3 Organizing Game Pieces
    • 3.4 Setting Up
    • 3.5 Saigon
    • 3.6 Vietnamization
    • 3.7 Counterinsurgency Training
  • 4.0 SEQUENCE OF PLAY
    • 4.1 Game Turns
    • 4.2 Sequence of Play
    • 4.3 Ending a Turn
  • 5.0 COMMAND CONTROL
    • 5.1 C2 Level
    • 5.2 Movement
    • 5.3 Stacking
    • 5.4 Attacking
  • 6.0 REINFORCEMENTS & REFITTING; REORGANIZATION
    • 6.1 Procedure
    • 6.2 Reinforcements, Refitting, Reorganization
    • 6.3 Order of Appearance
    • 6.4 Placing Reinforcements
    • 6.5 Allied Reinforcement Placement
    • 6.6 NVA Reinforcement Placement
    • 6.7 VC Reinforcement Placement
    • 6.8 Siege & Other Restrictions
    • 6.9 Mobile Unit Refits
    • 6.10 Costs to Refit
    • 6.11 Refit Procedure
  • 7.0 REGULAR GROUND MOVEMENT
    • 7.1 Movement Allowances
    • 7.2 Moving Units
    • 7.3 General Movement Strictures
    • 7.4 I Go, You Go
    • 7.5 Movement Costs
    • 7.6 Sea Movement
    • 7.7 Prohibited Movement
    • 7.8 Road Movement
    • 7.9 Trail Movement
    • 7.10 Trail & Road Strictures
    • 7.11 Rivers
    • 7.12 Communist River Supply Movement
  • 8.0 STACKING
    • 8.1 Land Stacking
    • 8.2 C2 Level
    • 8.3 Stacking Limits
    • 8.4 Overstacking Penalty
    • 8.5 Free Stacking
    • 8.6 Stacking Restriction
    • 8.7 Stacking Allowances
    • 8.8 Initial Deployment Stacking
  • 9.0 ZONES OF CONTROL
    • 9.1 ZOCs
    • 9.2 Negation of ZOC
    • 9.3 ZOCs Across Borders
    • 9.4 No Unit Negation of ZOCs
    • 9.5 Movement Effects
    • 9.6 Combat Effects
    • 9.7 Supply Through ZOC Prohibition
  • 10.0 COMBAT
    • 10.1 Initiating Combat
    • 10.2 Attacking & Defending
    • 10.3 C2 Limit
    • 10.4 Attack Resolution
    • 10.5 Strategy
    • 10.6 Attack Restrictions
    • 10.7 CRTs
    • 10.8 Combat Resolution Sequence
    • 10.9 Explanation of Combat Results
    • 10.10 Retreat After Combat
    • 10.11 Retreat Restrictions
    • 10.12 Retreat Advantages
  • 11.0 AIR OPERATIONS
    • 11.1 Air Unit Types
    • 11.2 Returning to Base
    • 11.3 Antiaircraft Fire
    • 11.4 Air Cover
    • 11.5 Sorties
    • 11.6 Bombardments
    • 11.7 Bombardment Procedure
    • 11.8 Multiple Targets
    • 11.9 Revealing Targets
    • 11.10 Operating Air Units
    • 11.11 Terrain Shifts to Bombardments
    • 11.12 Friendly Fire
  • 12.0 US NAVAL BOMBARDMENT
    • 12.1 Naval Gunfire
  • 13.0 AIRMOBILE MOVEMENT & AIR ASSAULT
    • 13.1 Airmobile Symbol
    • 13.2 Airmobile Qualified Units
    • 13.3 Airmobile Range
    • 13.4 Airmobile Movement
    • 13.5 Helipad Limits
    • 13.6 Besieged Limits
    • 13.7 Air Assault
    • 13.8 Further Strictures
    • 13.9 Advance and Retreat
  • 14.0 Helicopter Transports & LZ Markers
    • 14.1 Slicks
    • 14.2 Dust-Off
    • 14.3 Landing Zone (LZ) Markers
  • 15.0 SUPPRESSION
    • 15.1 Combat Effective
    • 15.2 Suppressed Mobile Units
    • 15.3 Recovery from Suppression
  • 16.0 LOGISTICS
    • 16.1 Supply States
    • 16.2 Lines of Supply
    • 16.3 Supply Sources
    • 16.4 Supply Effects
    • 16.5 Communist Static Unit Supply
    • 16.6 Cadre Unit Supply
    • 16.7 Maximum Attack Supply
    • 16.8 Supply Units and Movement
    • 16.9 Supply Units & Combat
    • 16.10 Supply Unit Eliminations
  • 17.0 STATIC UNITS, BASES & CITIES
    • 17.1 Cities, Bases
    • 17.2 South Vietnamese Cities & Allied Main Bases
    • 17.3 Control of Communist Bases
    • 17.4 Garrisons & Bombardment
    • 17.5 Garrisons & Supply
    • 17.6 Garrisons & Stacking
    • 17.7 Garrisons & Combat Result
    • 17.8 Allied Main Bases
    • 17.9 Potential Base Hexes
  • 18.0 RIVERINE OPERATIONS
    • 18.1 Riverine Units
    • 18.2 Riverine Combat
  • 19.0 ALLIED FIREBASES & SPECIAL FORCES CAMPS
    • 19.1 Allied Firebases
    • 19.2 Eliminated Firebases
    • 19.3 Special Forces (SF) Camps
    • 19.4 LRRPs (Long Range Recon Patrols)
    • 19.5 Stacking Prohibition
  • 20.0 FOG O' WAR & DUMMY UNITS
    • 20.1 The New York Times
    • 20.2 Examining Communist Units
    • 20.3 Revealing / Concealing Communist Mobile Units
    • 20.4 Mapping
    • 20.5 Communist Dummy Units
  • 21.0 ALLIED SOG & COMMUNIST CADRE UNITS
    • 21.1 Application
    • 21.2 SOGs Intelligence
    • 21.3 SOGs and Allied Combat
    • 21.4 Cadres & Communist Combat
    • 21.5 Combat Results
  • 22.0 BORDERS & MOVEMENT RESTRICTIONS
    • 22.1 Border Strictures
    • 22.2 Across-Border Attacks
    • 22.3 Reinforcements Arrival Locations
    • 22.4 Widening the War
  • 23.0 POLITICAL & MILITARY VICTORY POINTS
    • 23.1 Gaining Victory Points
    • 23.2 Victory Points Tabulator
    • 23.3 City/Base PVP Value
    • 23.4 Body Count MVP Value
    • 23.5 Capturing
  • 24.0 VICTORY CONDITIONS
    • 24.1 Military / Political Victories
    • 24.2 Types of Victory
    • 24.3 Military Victory
    • 24.4 Political Victory
    • 24.5 Decisive Victory
    • 24.6 Draw
    • 24.7 Sudden Death Decisive Victory
    • 24.8 Communist Sudden Death Military Victory
    • 24.9 Allied Sudden Death Military Victory
    • 24.10 Explanation of Victory Levels
  • 25.0 US AIR CAVALRY UNIQUE RULES
    • 25.1 Flight of the Valkyries
    • 25.2 Deployment
    • 25.3 Combat
    • 25.4 Advance and Retreat
    • 25.5 Enveloping Attack
    • 25.6 Defensive Support
    • 25.7 Base Integrity
    • 25.8 Redeployment
  • 26.0 VIETNAM 1965 SCENARIO: Year of the White Horse
    • 26.1 Allied Set-up (Allies set up first)
    • 26.2 Communists Set-up (Communist sets up second)
    • 26.3 1965 Reinforcement Schedule
  • 27.0 VIETNAM 1968 SCENARIO: Tet!
    • 27.1 Allied Set-up (Allies set up first):
    • 27.2 Communists (Communist sets up second):
  • 28.0 VIETNAM 1970 SCENARIO: Into Cambodia
    • 28.1 Communists (Communist sets up first):
    • 28.2 Allied Set-up (Allies sets up second)
  • 29.0 VIETNAM CAMPAIGN GAME RULES
    • 29.1 Introduction to the Campaign Game
    • 29.2 Operations
    • 29.3 Free Operations
    • 29.4 Airpower During Operations
    • 29.5 Saving Operations
    • 29.6 Cambodia and Laos
    • 29.7 Cross Zone Operations
    • 29.8 Weather
    • 29.9 Tet Offensive
    • 29.10 Tet Rally (Tet Reaction)
    • 29.11 Nguyen Hue Offensive
    • 29.12 Nguyen Hue Rally (Nguyen Hue Reaction)
  • 30.0 CAMPAIGN GAME VICTORY CONDITIONS
    • 30.1 Campaign Game Victory Points
  • 31.0 COMMAND CONTROL (C2) LEVELS
  • 32.0 REPLACEMENT OF PERMANENTLY ELIMINATED UNITS
    • 32.1 Replacement of Cadres & SOGs
  • 33.0 BOMBING NORTH VIETNAM (Operations Rolling Thunder & Linebacker)
    • 33.1 Bombing North Vietnam
    • 33.2 Bombing Procedure
    • 33.3 Linebacker
    • Bombing North Vietnam Table (Campaign Rules)
  • 34.0 VIETNAM ORDER OF BATTLE & ORDER OF APPEARANCE
    • 34.1 Explanation
    • 34.2 Campaign Set-up
    • Allied Victory Points Table
    • Communist Victory Points Table

1.0 INTRODUCTION

In Country: Vietnam 1965-75 is a simulation of several critical campaigns of the Vietnam War. This is a two-player game. One player controls the Communists, the other the Allied Forces.

The game has several scenarios: 1965, 1968, and 1970. Each simulates a period of intense conventional warfare in which a critical decision might have been reached. It was during the periods of major offensives operations there was the possibility to have altered the outcome of the Vietnam War. While the main emphasis is on the conventional operations, unconventional war also has its place in the game.

Note: There is no 1964 scenario; The 1964 box on the turn track is used if playing the Campaign Game.

There are three levels of rules. The Standard Game is used to play individual scenarios. The Campaign Game rules add additional realism to simulate the entire war from the military perspective.

2.0 COMPONENTS

2.1 Game Equipment

A complete set of In Country includes the following components: two game maps, this rules set, and two sheets of die-cut counters. Players will also need to provide themselves with a six-sided die.

Note: The game includes extra units (such as the ROK 66th Marine Division, or the nuclear detonation counters, etc). for a hypothetical Chinese Intervention Scenario, which is not included with this rules set. See www.strategyandtacticsmagazine.com to get this hypothetical scenario.

2.2 Game Map

The game map shows the Republic of Vietnam, Cambodia and the adjoining regions of Laos and North Vietnam, as they were in 1965 to 1975. A hexagonal ("hex") grid has been superimposed on the map to regularize the movement of units across it and to delineate terrain types. Units are placed in hexes, move from hex to hex and must remain within the hex boundaries at all times.

Errata: The terrain key refers to Swamp, but it is the same as Marsh.

Errata: The city in hex 3716 should be printed with Phnom Penh (with a VP value of 0).

Errata: On the Sequence of Play, simply cross out the word "reorganization" in the Reinforcement, Reorganization and Refit Phases.

The Republic of Vietnam itself is divided into additional areas:

The I, II, III and IV Corps Zones (the grey boundaries) are used by the Allied player.

The B-1, B-2, B-3, B-4, Saigon and Delta Fronts (the red boundaries) are used by the Communist player.

Note: The Corps and Military Region boundaries are different for the Allied and Communists, respectively. These boundaries affect several game functions, as explained throughout the rules.

2.3 Forces & Force Colors

There are two players in the game: Allied and Communist. Each player may control forces from more than one nation.

Errata: The US 1/5 Marine unit should be printed as 5/1 instead.

Allied: Controls all US, South Vietnamese, Laotian, Cambodia, and Allied forces.

Free World Allies: These include all ROK, Thai, Australian, New Zealand, Philippine, Gurkha, SEATO, CIA, and units marked as "Allies."

Communist: Controls all North Vietnamese, Viet Cong, Pathet Lao, Khmer Rouge, and Communist Chinese forces.

Friendly Forces: Each player controls more than one contingent (or nationality, etc.) of forces. In general, all units on one side are completely friendly to each other, may stack and conduct combat together, use each other's supply, etc. Exceptions will be noted in the rules at the appropriate places.

Unit Colors

  • Allied Forces: Green and Yellow
  • Communist Forces: Red, Black, Maroon and Brown

2.31 Unit Types & Markers

There are two basic types of counters in the game: units, representing military formations, and markers, used to record various game functions and serve as memory aids.

Sample Ground Unit

  • First number = Combat factor. If a unit has a "+" after its combat factor, it receives a special attack bonus.
  • Second (parenthesized) number = Unconventional Warfare (UW) factor.
  • Letter = movement class. The "Y" means the unit is airmobile and can use special airmobile movement.

2.32 Unit Sizes

The printed size and class of each unit is defined as follows:

  • XXXX = army (Chinese)
  • XX = division
  • X = brigade or group
  • III = regiment or group
  • II = battalion or squadron
  • = Group

Mobility Classes

  • H = Heavy
  • L = Light
  • R = Riverine
  • S = Static (cannot move)
  • Y = Airmobile

Note: The red "Y" for airmobile-capable units is actually printed within the NATO symbol itself, while its normal movement classification (such as "L") is listed normally.

Dual Class Units: Units which are airmobile are also either heavy, light or static units, as printed on the counter. Certain units have an asterisk (*). These are alternative-deployment units, representing different states for the deployment of other units.

2.33 Backprinting

The reverse of counters will represent different things.

  • Communist Mobile units are backprinted with their Fog of War state.
  • US Air Cavalry units are backprinted with an airborne unit of the same designation. This represents that same unit in a different configuration. Note that the converse is not so, however; US airborne units cannot be reconfigured as air cavalry.
  • Vietnamization. Certain South Vietnamese and US units are backprinted with an alternative strength or status, post Vietnamization.

Note: Vietnamization is used in the Campaign game only, or if a scenario calls for it.

  • US Special Forces Base Camp units are printed on both sides. The front is when they are controlled by the US. The reverse is when they are controlled by South Vietnam.
  • Allied Garrison units are printed with that side's colors on their fronts, but have Communist colors on their backs. Those units, once placed, are never removed from the map during play. They're simply flipped from side to side to indicate which side controls their hex at any given time (however, that's not true for the Communist Garrison units included in the counter-mix).

Note: Unlike most wargames, the backprinted side does not always represent a reduced strength status of the unit; It sometimes represents either the unit in a completely different state or enemy control of local forces.

2.34 Other Counter Indicators & Symbols

Air Units: Air units do not have factors. Rather, the number of symbols printed on each unit is its strength. The Allied player can use them like "change," breaking them down or exchanging them for an equal number of alternate single-depiction counters.

Air Unit Types

  • Strategic airstrike (SAC)
  • Tactical airstrike (TAC)
  • Helicopter
  • Helicopter with TOW missiles (TOW)
  • Air Commando (Air Cdo)

Naval Unit Types

  • Naval bombardment (NAV)

Administrative Markers

  • Military Points: Indicates the current number of Military Points a player has accumulated.
  • Political Points: Indicates the current number of Political Points a player has accumulated.
  • Turn: Used to indicate which turn (week) is in progress.

Status Markers

  • Base Destroyed: Indicates a Communist Base area which is no longer in existence.
  • Landing Zone (LZ): An area which has been prepared for an air assault by Allied airmobile forces.
  • Operation Complete: Indicates a unit that has completed some designated operation.
  • Siege: A friendly occupied base, firebase, Special Forces Camp, base area or city that is within an enemy ZOC.
  • Suppressed: Indicates a unit that has lost combat effectiveness owing to some action (such as bombardment).

Unit Abbreviations

Allied:

  • ACFB = Air Cavalry Fire Base
  • ANZTF = Australia New Zealand Task Force
  • ARVN = Army of the Republic of [South] Vietnam
  • AvnB = Aviation Brigade
  • BP = Black Panthers
  • CAG = Philippines Civic Action Group
  • Cav = Cavalry (airmobile)
  • Cap = Capital Division
  • CIA = Central Intelligence Agency
  • CR = Commando Raiders
  • Delta = Delta Force
  • FB = Fire Base
  • Gd = Guard
  • Gurkha = Gurkha Brigade

Designer's Note: There was indeed a plan to bring a brigade of Gurkha mercenaries in country.

  • KSF = Khmer Special Forces
  • MG = Mobile Group
  • MR = Military Region
  • Riverine = Mobile Riverine Force
  • MSF = Mobile Strike Force
  • Omega = Omega Force
  • PARU = Police Aerial Resupply Unit
  • Phil = Philippines Regiment
  • PRC = People's Republic of China (Red China)
  • QC = Queens' Cobras
  • R = Ranger
  • RAG = River Assault Group
  • Res = Reserve
  • ROC = Republic of China (Taiwan)
  • ROK = Republic of Korea
  • RFPF = Regional Forces/Popular Forces
  • RTExD = Royal Thai Expeditionary Division
  • Sigma = Sigma Force
  • SF = Special Forces
  • SEATO = Southeast Asia Treaty Organization
  • SOG = Studies and Observation Group

Developer's Note: SOG (Studies & Observations Group) was a cover name to disguise its real function, and the name Special Operations Group described its real mission more accurately.

  • TF = Task Force
  • TFO = Task Force Oregon
  • TFS = Task Force South
  • USMC = United States Marine Corps
  • Vol = Volunteer
  • WS = White Star (CIA/Special Forces)

Communist:

  • B = B-# Front
  • DMZ = Demilitarized Zone
  • Ind = Independent Tank Regiment
  • MR = Military Region
  • 126N = 126 Naval Sapper
  • NVA = North Vietnamese Army
  • TN = Tay Nguyen
  • TTH = Tri-Thien-Hue
  • VC = National Liberation Front (Viet Cong)

2.35 Game Displays & Tables

These are used to orchestrate certain game functions, and simplify certain game procedures.

Displays

  • Air, Naval & SOG Available/Mission Completed: Used to organize Allied air units, fleets and SOGs in play.
  • Airmobilization: Indicates helicopter units used for airmobilize ground units.
  • Air Units Available/Mission Completed: Used to organize Allied air units/fleets in play.
  • Communist Cadres: A convenient place for Communist cadres when not in play.
  • Refit Box: A convenient place for units which have been eliminated and can possibly be returned to play.
  • Reinforcements: Units available as reinforcements for a scenario.
  • Reorganization: Units which have been removed from the map via the reorganization, and units which can otherwise be used for reorganization.
  • Thai Base: Allied bases in Thailand off the northwest part of the map.
  • Turn Record Chart: Used to indicate the current game turn and phase.
  • Units Permanently Eliminated: Units which have been destroyed via the URT are placed here.
  • VC Underground: Used to place VC units which have gone underground. There is one box corresponding to each Communist Military Region.

Charts & Tables

  • Bombardment Table: Used to resolve air-to-ground attacks.
  • Bombing North Vietnam: Used to execute air raids against North Vietnam, off the map.
  • Combat Results Tables (CRTs): Used to resolve Land Combat; there are two CRTs, Mobile and Positional.
  • Command Control Chart: Provides a summary of command control for each force in the game for each year.
  • Order of Battle & Appearance: A listing of all units in the game and when they appear and are possibly withdrawn (34.0).
  • Reorganization Chart: Shows which units can replace others via reorganization.
  • Terrain Effects Chart (TEC): Used to show the effects of various terrain types on movement.
  • Unit Refit Table (URT): Used to bring back eliminated units into play.
  • Victory Points Track: Used to indicate the current number of Military and Political Points each player has.

2.36 Definition of Terms

  • Air Unit: A general term for all TAC, SAC, Air Cdo and Helicopter units.
  • Airmobile Movement: An airmobile move that starts and ends in a hex containing a friendly city, base, firebase, Special Forces Camp or LZ.
  • Air Assault Movement: An airmobile move that starts or ends in a hex that does not contain a base, firebase or Special Forces Camp.
  • Combat Effective: A unit that is cohesive; all units in the game are combat effective, with the exception of units which are suppressed.
  • Control: A player only controls all friendly units.
  • Enemy: Units belonging to the side opposing the player.
  • Friendly: Units belonging to the player.
  • Non-Phasing Player: The player whom is not the Phasing Player.
  • Occupation: A player occupies a hex if he has a land unit physically occupying it. Both mobile and static units count for occupation. Simply being the last to have passed through a hex is insufficient to qualify for occupation. The presence of enemy zones of control have no effect on occupation. Airstrikes, NAV, cadres and SOG cannot occupy a hex, nor dispute occupation.
  • Phase: A segment of a turn in which each player conducts various operations.
  • Phasing Player: The player whose segment is occurring. For example, during the Allied movement phase, the Allied player is the phasing player and the Communist player is the non-phasing player.

2.37 Die Roll Modifiers

Certain game charts require a die roll modifier. A positive modifier is added to the result rolled on a dice (e.g., a die roll modifier of +1 added to a rolled result of 3 would give a final outcome of 4). A negative die roll modifier is subtracted from the result rolled (e.g., a die roll modifier of -1 subtracted from a rolled result of 6 would give a final outcome of 5).

2.38 Halving

Certain game functions, such as supply, call for units to have their strengths halved. When halving any factor, always round fractions down.

2.39 Game Scales

Each hex represents ~30 kilometers from side to opposite side. Each game turn represents about six days of combat operations.

3.0 SET UP

3.1 Scenarios

The game is played in scenarios. Each scenario shows one decisive, or potentially decisive, campaign from the Vietnam War.

3.2 Choosing Sides

Players choose which scenario they will play, and which sides they will be on. They then place the units for their side as listed under initial deployment, in the order listed. Other units which are received later in the scenario (reinforcements) are set aside (players may place them on the appropriate space on the Turn Record Track as a reminder). Play starts with the first turn and continues on until 1) the final turn; 2) one side gets an automatic victory; or 3) one player concedes. Use the Sequence of Play to determine which actions may or must be taken at any point in the turn.

3.3 Organizing Game Pieces

The scenarios give units in terms of their combat-UW-movement class. Unit identifications do not matter.

Note: Unit identifications are listed in brackets where known. Units are otherwise set up by their type and strength.

3.4 Setting Up

Units may be set up anywhere in the designated areas. They may not be set up in the same hex as enemy units, or enemy-controlled bases and cities. However, units may set up in enemy zones of control.

3.5 Saigon

Saigon is not considered part of the Allied III Corps or the Communist Saigon Front for purposes of initial deployment. It is its own zone.

3.6 Vietnamization

ARVN units in 1964-69 scenarios use their printed front (weaker) strength. In 1972-75 they use their backprinted (stronger) strength. In 1970-71 their strength will be listed in the scenario.

3.7 Counterinsurgency Training

The Allied player in 1965-69 scenarios always places US units on their front side. In 1970-75 scenarios, the US can place them on either side, but once placed, they must stay that way for the scenario.

4.0 SEQUENCE OF PLAY

4.1 Game Turns

The game is played in turns called Game Turns. Each Game Turn is divided into two Player Turns (Communist player turn, and Allied player turn). Each Player Turn is composed of several distinct segments called Phases. All actions take place in a prescribed order of phases, called the Sequence of Play, listed as follows.

4.2 Sequence of Play

I. Communist Player Turn

a) Allied Bombing North Vietnam Phase

The Allied player conducts any bombing of North Vietnam.

b) Communist Reinforcement & Refit Phase

  • Return all of the utilized Cadre units to the available box.
  • The Communist player places any allotted reinforcements for the turn.
  • VC units that have gone underground may now be returned to the map.
  • The Communist player may attempt to restore units in his Refit box to the map.
  • The Communist player also now flips all of his Suppressed units that are not in enemy ZOCs to their combat effective side.

c) Communist Reorganization Phase

  • The Communist player may Breakdown/Combine units. VC units may go underground.
  • Flip face down all Communist face up mobile units. Return all utilized Communist Cadres to the available box. Flip all face up Communist units to their Fog of War side.

d) Communist Movement Phase

  • The Communist player moves some, none or all his land units in accordance with the C2 rule (see 5.1).

e) Allied Defensive Air Phase

  • The Allied player may conduct Air Operations.

f) Communist Combat Phase

  • The Communist player conducts Land Combat.

g) Communist Suppression Recovery Phase

  • The Communist player removes Suppression markers from all Communist units.

II. Allied Player Turn

a) Allied Reinforcement and Refit Phase

  • Return all utilized air and SOG units to the available box.
  • The Allied player places any reinforcements for the turn.
  • The Allied player may attempt to restore units in his Refit box to the map.

b) Allied Reorganization Phase

  • The Allied player may Breakdown / Combine units.
  • The Allied player may "air mobilize" units.

c) Allied Movement Phase

  • The Allied player moves some, none or all his land units in accordance with the C2 rule (see 5.1).

d) Allied Offensive Air Phase

  • The Allied player may conduct Air Ops.

e) Allied Combat Phase

  • The Allied player conducts Land Combat.

f) Allied Suppression Recovery Phase

  • The Allied player removes Suppression markers from all Allied units.

III. End of Turn Phase

a) Political/Military Points Phase

  • Players check for any Political or Military Points that are designated by the Victory Points Chart as being received in the VP Phase.

b) Automatic Victory Check Phase

  • Check to see if the conditions for an Automatic Victory exist.

c) Air Unit Recovery Phase

  • Move all Allied Air and Naval bombardment units from the Completed to the Available box.

d) Turn Marker Advance Phase

  • Move the Game Turn marker ahead one week. If this is the last turn of the game, the game comes to an end, and the players check for victory.

4.3 Ending a Turn

At the end of every game turn, advance the Game Turn marker one box on the Turn Track. To determine how to end a game, see 24.0.

5.0 COMMAND CONTROL

5.1 C2 Level

Each scenario will set an initial Command Control (C2) level for each player's forces. The Communist player has two C2 levels, one for the NVA, and one for the VC forces. The Allied player has two C2 levels, one for the ARVN, and one for all other forces.

5.2 Movement

The C2 level determines the movement allowance of certain units.

5.3 Stacking

The C2 level determines the number of units a player can stack in a hex.

5.4 Attacking

The C2 level will determine the number of units with which a player can conduct an individual attack.

Note: This is in terms of units, so, for example, one brigade counts as one unit, as does one division.

6.0 REINFORCEMENTS & REFITTING; REORGANIZATION

6.1 Procedure

During the Reinforcement and Refit Phase, the player does the following in this order.

  1. Places any reinforcements due this turn on the map.
  2. Conducts any Refit.
  3. Removes any Suppressed markers as per the procedure in 15.3.
  4. Conducts any reorganization appropriate for their side. See 6.24 for procedures common to both sides.

6.2 Reinforcements, Refitting, Reorganization

Reinforcements are new units received after play has begun, during the course of the game. They enter the map by being placed, by the receiving player during the Reinforcement & Refit Phase of his player turn(s). Refitting is the process by which eliminated units may be returned to play. Reorganization is a process by which divisional units may be broken down into their component regiments or brigades, or, alternately, the process by which such component sub-units may be recombined to a divisional organization.

6.3 Order of Appearance

The game rules' Reinforcement Schedule lists all reinforcement returns for all units in the game. Refer to it for each of the scenarios to determine which units are received as reinforcements.

Extra units: There are some additional units in the counter mix that are not called for by scenarios or the order of appearance.

6.4 Placing Reinforcements

Arriving reinforcements are entered into play only via the use of certain designated hexes. They may not be placed into an enemy occupied hex or into prohibited terrain.

Note: Players are permitted to delay the introduction of reinforcements until a later turn if they desire, or if all placement hexes are unavailable.

Reinforcements may move and fight normally in the turn they are brought into play. Placing them on the map doesn't count against their movement for the current turn. All normal stacking limits apply during reinforcement entry.

6.5 Allied Reinforcement Placement

Allied ground unit reinforcements are placed in any Allied main base hexes (see TEC) printed on the map that are under friendly control and aren't under siege at that time. ARVN units may also be placed in Saigon (north and/or south) under the same restrictions.

US riverine reinforcement units may enter via any river and/or coastal hex that's not occupied by any enemy unit(s) at that time (nor any Communist base hex, unless it was captured). Air and naval support markers are simply placed into the pile of other such units that's kept off map.

6.6 NVA Reinforcement Placement

NVA reinforcements, both supply and combat units, may enter play via any Communist base areas printed on the map in North Vietnam and Laos (not Cambodia) that are friendly-controlled and not under siege at that time. Note that Communist base areas in Cambodia, other than the above unit-entry restriction, function normally in all other ways for the Communist player.

6.7 VC Reinforcement Placement

VC reinforcements are taken from the boxes on the Turn Record Track where they were placed earlier according to the instructions given in rule 3.2. No more than one VC reinforcements may enter per Communist base hex, per turn, in any friendly-controlled and un-besieged Communist base hexes printed on the map in South Vietnam.

6.8 Siege & Other Restrictions

Neither side's entering units may be placed in an otherwise eligible entry hex while that hex is "under siege." An entry hex is considered to be "under siege" whenever one or more enemy mobile units is/are in one or more of the hexes immediately adjacent to it. No reinforcements may be placed in a base hex that's enemy occupied. Communist base hexes used for placing NVA units must also be able to demonstrate an unbroken line of hexes, none of which contain enemy mobile or static units, no matter how long or convoluted, to the north edge of the map. Base hexes in South Vietnam don't have to meet that requirement for purposes of VC placement, however.

6.9 Mobile Unit Refits

During a player's Reinforcement & Refit Phases throughout the game, he may return to play, potentially, the mobile units previously lost in combat. Whenever mobile units are eliminated in combat, place them in the player's Refit box.

6.10 Costs to Refit

Generally, it costs 1 Military or 1 Political Point to attempt a Refit for an individual unit. A division that is composed of three brigades or regiments costs 3 points (which may be any combination of Military or Political points). A player can break down divisions in the Refit box and roll to refit component units separately. However, regiments and brigades in the Refit box cannot be combined into divisions and refit that way.

Example: You could replace an eliminated NVA division by expending 2 Military and 1 Political point. An eliminated South Vietnamese division, however, would cost only 1 point since it has no breakdowns.

6.11 Refit Procedure

To refit, check the Unit Refit Table (URT) printed on the mapsheet; Roll one die for each unit being refit, and apply any applicable die roll modifier(s) listed below the table. That final result, when cross-indexed on the URT, will indicate how many game turns ahead on the turn track, if any at all, that unit will reenter play as if it were a reinforcement. Place returning units in the appropriate boxes of the Month Turn Record Track. During that game turn's friendly Reinforcement & Refit Phase, return the refit unit(s) to play.

Example: It's Game Turn 5, and the URT calls for a unit to be returned two turns later. The unit is received during the friendly Reinforcement & Refit Phase of Game Turn 7. Also note units may be permanently eliminated by the URT.

6.12 DRMs

The player uses the die roll modifiers listed for the appropriate nationality. Additionally, the player can expend 1 military or spend 1 political point to add an additional +1 die roll modifier. Only one point (either type) may be expended per URT attempt.

6.13 Placing Refit Units

Returning refit units are placed exactly as if they were friendly reinforcements for that turn. If a URT result calls for a unit to be placed as a reinforcement on a turn after the scenario ends, it isn't received.

6.14 Permanently Eliminated Unit

Some results will permanently eliminate a unit. In this case, the unit is removed from play for the rest of the scenario...no further Refit attempt may be made for it.

6.15 Divisional Breakdown

If a division is broken down as a result of combat, that division counter isn't rolled for on the URT. Instead, that counter is placed in the Reorganized box. The individual component units, if eliminated, roll on the URT.

Example: If a US division receives a "Defeated" result, that counter is replaced on the map in the battle's location hex with its three component brigades, one of which is then eliminated by the combat result (and is placed in the Refit box). The Allied player can re-use that division counter as a higher echelon unit in ensuing phases.

6.16 Air Unit Refits

Each individual air point in the Refit box counts as one unit for Refit, and is rolled for individually.

6.17 Units Beginning in the Refit Box

Certain units may begin a scenario in the Refit box. They are brought into play via the standard Refit rule.

6.18 Allied Garrison Unit Refits

Whenever a Garrison (static) unit of either side is eliminated, it isn't refit normally. If an ARVN or US Garrison unit is eliminated, simply flip it over in place so its VC counterpart unit is now in place in that same hex. If the Allied player counterattacks and retakes that hex, that eliminated VC Garrison unit would again simply be flipped back so its ARVN or US counterpart unit side is back in place in that same hex. That process may take place any number of times during each game.

6.19 Communist Garrison Refits

All Communist base units have an NVA garrison unit. Whenever any Communist Garrison unit is eliminated in a Communist base hex (printed on the map), set aside that unit until such time (if ever) a Communist Reorganization, Reinforcement & Refit Phase begins, and there are no Allied ground units in that hex. In such a case, the eliminated Communist Garrison unit is thereby immediately placed back in the base hex.

Note: NVA garrison units are used for bases inside of South Vietnam as well as other countries. This expediency is for sake of simplicity.

6.20 US & ARVN Firebases

These units, though static, are subject to the normal mobile unit refit process described in 5.8 [sic; the printed cross-reference reads "5.8", which does not exist in this rules text. The mobile unit refit rule is 6.9] whenever they're eliminated in combat. Furthermore, they need not be replaced into their original hex; They could instead be placed in any non-city, non-SF base camp, non-Allied base hex anywhere in South Vietnam that isn't occupied by any enemy units at that time.

6.21 Communist Supply Units

These units, once consumed or otherwise eliminated, may reenter play only if called for as reinforcements. They cannot be refit.

6.22 Communist Dummy Units (Refit)

Treat Communist dummy units as belonging to the NVA or VC for purposes of their URT die roll modifier. For purposes of actual refit placement on the map, the Communist player may treat them as NVA or VC, decided by him on a unit-by-unit basis.

6.23 Areas of Placement Restrictions

All VC units, as well as ARVN, ROK and ANZAC units, are restricted to moving only within their areas of placement. That means, at the start of play, those units are restricted to moving only within the Military Region or Allied Corps Zone, respectively, in which they were placed during set up. However, those initial restrictions don't carry over throughout the game as units are eliminated and then refit back into play.

Example: An ARVN infantry division is eliminated in I Corps. The unit is refit and returned to play. The Allied player could place it in II Corps, but its movement would be restricted to moving toward I Corps only (via the most direct route possible).

6.24 Reorganization

During a player's own Reorganization & Refit Phases throughout the game, and also sometimes owing to combat results, he may choose (or be required) to replace on the map division-sized units with his component brigades or regiments, and vice versa. Divisions breakdown, and combining sub-units to reform divisional units is known as "Reorganization." A Reorganization Chart printed on the mapsheet, and the notes beneath it, give the details for unit types and locations where these procedures may occur.

6.25 Breaking Down Procedure

To break down a division (XX), remove its unit-counter from the map and replace it, in the same hex, with the number and type of brigades or regiments indicated on the Reorganization Chart. That is done generically for all divisions.

6.26 Combining Sub-Units

To combine sub-units into a division, those sub-units (brigades or regiments) must be in a main base or firebase hex. Remove the brigades or regiments from the map and replace them in the same hex with the division of the same type. You do not have to use units of a particular divisional identification to break down a unit or rebuild it. However, the units must all be of the same type and strength as designated on the chart.

Example: A US infantry division could be broken down into three infantry brigades, but not into airmobile brigades, nor vice versa.

6.27 Suppression

Suppressed divisions are eligible to break down. However, the sub-units of that breakdown are all suppressed.

Note: Suppressed sub-units may not combine.

See section 15.0 for more on suppression.

6.28 Restrictions & Strictures

Amongst Communist units, only NVA units may break down and/or combine. NVA breakdowns may potentially take place anywhere on the map. But, NVA rebuilds may only take place in Communist base hexes (anywhere on the map) that aren't under siege at that time, during Communist Reorganization, Reinforcement & Refit Phases.

Exception: NVA armor may only be rebuilt in a hex within five hexes of North Vietnam.

US, ROK and Thai divisions may potentially be broken down anywhere on the map. But US, ROK and Thai combining may only take place in Allied main base and/or firebase hexes that aren't under siege at that time, during Allied Reorganization Refit Phases.

VC, ARVN and other non-US Allied units never breakdown or combine.

Neither player may ever break down or combine units during initial deployment (unless a scenario specifically states it).

7.0 REGULAR GROUND MOVEMENT

7.1 Movement Allowances

These are not printed on the units; rather, they are generated by the Command Control level within the strictures as follows.

  • Airmobile: Up to the limits set by the airmobile movement rule (which will be a function of the current C2 level for the units being moved).
  • Heavy and Light: Current command control level (but modified for certain terrain).
  • Riverine: Twice the current C2 level along rivers.
  • Static: Zero.

7.2 Moving Units

During the movement phase of a player turn, the player may potentially move all, some, or none of his mobile units. Each mobile unit may be moved as many or few hexes as desired if its movement factor isn't exceeded.

7.3 General Movement Strictures

Unused movement points may never be accumulated from turn to turn, nor may they be transferred in any way from unit to unit. Move each unit individually from one hex to another immediately adjacent hex; no skipping of hexes is allowed. Once a unit has been moved, and the player's hand withdrawn from it, that unit may not be moved again that phase unless the opponent permits it.

7.4 I Go, You Go

During the friendly player's movement phases, only friendly units may be moved. No enemy movement occurs during friendly movement phases.

7.5 Movement Costs

Each hex entered by mobile units costs the amount indicated for either heavy or light units. The costs for entering each hex is shown on the Terrain Effects Chart printed on the mapsheet. However, a mobile unit may always move a minimum of one hex per friendly Movement Phase, by expending its entire movement factor at the very start of its move and provided it isn't moving into prohibited terrain or a hex containing an enemy unit, or in violation of the ZOC rules.

7.6 Sea Movement

Mobile units may cross all-sea hexsides provided that, as they do so, they move directly from one land hex directly to another land hex.

Example: A mobile unit could move from 1835 to 1935 for 1 MP.

7.7 Prohibited Movement

No unit of either side may enter a hex containing enemy units of any kind, or terrain that it isn't allowed to be entered according to the Terrain Effects Chart.

7.8 Road Movement

When "heavy" unit types are moving along a road, from one road hex to another across a hexside traversed by the path of that road, they pay only one-half (0.5) MP per hex entered, regardless of other terrain(s) in the involved hexes.

7.9 Trail Movement

When moving along a trail, from one trail hex to another trail hex to another across a hexside traversed by the path of that trail, "heavy" units pay only 1 MP per hex entered, regardless of other terrain(s) in the involved hexes.

7.10 Trail & Road Strictures

Units may mix road and/or trail and/or cross-country movement during any and all portions of their movement, as long as their total allotted MP per move isn't exceeded, even fractionally.

7.11 Rivers

Unlike most other wargames, rivers run through hexes, not along hexsides. There is no extra cost involved with normal ground movement when either sides' mobile units enter, leave, or move along, rivers (see the Terrain Effects Chart).

Note: Soc Trang (2721) and base 704B (3316) in southern Vietnam are not river hexes.

7.12 Communist River Supply Movement

Communist supply units that move directly from one river hex to a connected river hex pay only one half (0.5) movement point per hex entered.

For details on "riverine movement," see section 18.0.

7.13 Communist A Shau & Ia Drang Valley Movement

The general rule here is that Communist mobile units may enter any number of hexes in these valleys at no cost. Further, the directionality of their entering such hexes has no bearing on this bonus. That is, the movement cost of each valley hex is zero, no matter if it's entered from an adjacent valley or non-valley hex.

The presence of one or more Allied ground units in one or more valley hexes, however, prevents this kind of free Communist movement (until such time as that presence is removed, judged on a valley by valley and moment by moment basis). While Allied units are present in a valley, Communist units there pay the normal 1 MP per hex movement rate. Also note, Allied movement into valley hexes is always judged based on the other terrain present in those hexes.

7.14 Communist Supply Unit Movement

Communist supply units must always start and end their movement phases in one or another of their own side's main base hexes printed anywhere on the map, or a road or trail hex en route to a base hex. That is, they may only move from a friendly-controlled Communist base area hex to another.

Supply units use the NVA movement level.

8.0 STACKING

8.1 Land Stacking

Stacking is the term used to describe having more than one friendly unit in the same hex at the same time. Stacking applies only to land units (but within that category it applies to both mobile and static units).

8.2 C2 Level

A side can have a number of units in a hex equal to its C2 level.

Example: A side which has a C2 level of 6 could have up to six units in a hex.

8.3 Stacking Limits

Stacking Limits apply only at the end of the movement and combat phase. They do not apply at any other times in the game. Thus, a player could bring reinforcements into a hex in excess of the stacking limit, but the situation would have to be restored at the end of the immediately-following movement phase. Similarly, a unit cannot advance after combat into a hex in excess of the stacking limit.

8.4 Overstacking Penalty

If at the end of any movement or combat phase, friendly or enemy, there are units of either side in excess of stacking limits, then excess units are eliminated and placed in the refit box. The friendly player always chooses the units to be eliminated. Units may not be combined or broken down to meet stacking limits.

8.5 Free Stacking

The following do not count for stacking: Static units with no printed combat strengths, air units, naval bombardment, and any SOG or Cadre markers which might be employed.

8.6 Stacking Restriction

Friendly and enemy units may never be stacked in the same hex at the same time.

8.7 Stacking Allowances

Units of different forces on the same side may stack together. If the C2 levels are different, then use the lower C2 level.

Example: NVA and VC units could stack together. If the NVA stacking limit is 6, and the VC 5, then up to five units could stack.

8.8 Initial Deployment Stacking

All units must be deployed within stacking limits during initial deployment. No breaking down or combining is allowed during set up.

9.0 ZONES OF CONTROL

9.1 ZOCs

Mobile land units have Zones of Control (ZOCs). ZOCs represent the area a unit can influence through its firepower, patrols, and surveillance capabilities. All mobile ground combat units have ZOCs (but effects vary; see below). Zones of Control affect only enemy ground units. They never affect enemy air or naval units, or airmobile movement.

Note: Static units and suppressed units have no ZOCs.

9.2 Negation of ZOC

ZOC do not exist under the following conditions:

  • The ZOC of heavy units do not extend into a hex containing jungle, marsh or rough terrain. However, it would exist if it ran into the hex via an adjoining road.
  • Suppressed units lose their ZOC as long as they are in that state.
  • Static units do not have ZOCs.

9.3 ZOCs Across Borders

ZOCs do extend across borders, regardless of political restrictions, within the above limits.

Designer's Note: ZOCs extend across borders because there was considerable cross-border, low level activity (snipers, patrols, artillery fire, etc).

9.4 No Unit Negation of ZOCs

The presence of a unit (friendly or enemy) does not negate the presence of an enemy ZOC (except for supply purposes).

9.5 Movement Effects

Movement is affected by ZOCs as follows:

Units must STOP when entering an enemy ZOC via land movement for the remainder of that turn (exception, see 10.14). The non-moving player must then reveal the unit that exerted the ZOC.

Exception: This does not apply to any units using airmobile or riverine movement. Units executing airmobile or riverine movement, retreat, pursuit or tracing supply may ignore enemy ZOCs.

A unit that begins its movement within an enemy unit's ZOC may enter another enemy unit's ZOC, but must stop again. A unit that exits an enemy ZOC by entering a hex that is not within any enemy unit's ZOC may continue its movement normally, until such time it enters another enemy ZOC hex (which requires that moving unit to stop).

Note: Heavy units do not have ZOCs extending into certain terrain types, and thus there is no ZOC issue in such hexes.

9.6 Combat Effects

A unit is not forced to engage in combat simply because it is in an enemy ZOC.

A unit may engage in a pursuit through an enemy ZOC at no penalty. However, enemy ZOC affects units that are retreating (see 10.12).

9.7 Supply Through ZOC Prohibition

Lines of supply may not be traced into or through enemy ZOC, unless a friendly unit is present in that hex.

10.0 COMBAT

10.1 Initiating Combat

Combat occurs between adjacent opposing units at the attacking player's discretion during his own combat phases throughout the game. The player whose turn it is is considered the "attacker," and the other player is considered the "defender," regardless of the overall strategic situation. Each combat is resolved using one of the two Combat Results Tables (CRT) printed on the mapsheet: The Positional CRT or the Mobile Warfare CRT.

10.2 Attacking & Defending

Combat occurs only if the attacking player chooses to attack. The attacking player may choose to attack with some, none, or all (subject to C2 limits) of his eligible units. And, he may combine more than one unit into a single attack; however, no attack may involve more than one enemy occupied hex. Each enemy hex must be attacked as a separate die roll (if a given friendly unit is adjacent to more than one hex containing enemy units, it may attack only one of those hexes).

Each attacking unit may attack only once per friendly combat phase. If there is more than one unit in a hex, those each or some of those units could attack into different enemy occupied hexes, decided on a unit by unit basis, provided that a particular hex is never attacked more than once per individual combat phase.

10.3 C2 Limit

The number of units a player may include in any attack is restricted by the C2 Limit (if multiple nationalities are involved, use the lowest country's C2 limit). The attacking player may use a number of units in an individual attack equal to his current C2 limit. Such units may occupy the same or different hexes, as long as they are all adjacent to the target hex to be attacked.

10.4 Attack Resolution

Attacks are resolved one at a time; the resolution of one battle must be completed before that of the next is begun.

10.5 Strategy

The attacking player need not declare all of his attacks beforehand, nor must he announce which of his units are attacking which defenders until the actual time of each battle's combat calculation and announcement.

10.6 Attack Restrictions

The following types of units may never attack: units with printed attack factors of "0" or static units. What is more, such units may never be selected as step losses in any hex from where an attack was launched.

Exception: Firebases and Supply units may modify combat strengths.

10.7 CRTs

One player chooses either a Positional or Mobile Warfare CRT for each attack, but never both. Each CRT has specific advantages, which is chosen by the attacker or defender as explained below, under case "(3)".

10.8 Combat Resolution Sequence

To resolve an attack, the attacking player must use the following sequence, listed as follows.

  1. Attack Declaration: The attacker states which of his units will be attacking which enemy hex.

  2. Reveal: All attacking units adjacent to that enemy hex are revealed (but not dummies, if any), as are all the defending enemy units in that hex (including dummies, if any).

  3. Choose CRT: The CRT is chosen by the attacker or defender. Whichever player reveals a unit (from among his units involved in that combat) with the single highest "UW" rating (regardless of nationality of that unit) chooses which of the two CRTs is to be used for that combat.

Note: Only one unit's UW rating is chosen, regardless of the number of units involved in that combat.

In the case of a tie, the defender always chooses the CRT to be used.

  1. Special Attack Bonus: Now, if either player reveals a SOG or Cadre type of unit, he may declare the application of that unit to increase his UW rating +1 (but never more than +1, regardless of how many SOG or Cadre units are participating in that combat). Afterward, any such SOG or Cadre is placed in the Utilized box at the completion of the combat.

  2. Determine the Combat Strength of Each Side: Determine each unit's status owing to Supply and Suppression. This may double, halve or have no effect on each unit. This provides the final strength for each side. If there is no effect on a unit, its printed combat strength is applied to the combat, as appropriate (attacker or defender).

  3. Determine the Combat Odds: Next, total the combat factor of all involved attacking units, and then divide that total by the total defensive strength of all involved defending units. If the attacker's total is greater than the defender's total, any remainders are rounded down. The final result is applied as a ratio on whichever CRT is used (see the different ratios printed at the top of each CRT, which determines which column is used).

Exception: If the defender's combat strength was greater than the attacker's strength, a remainder is rounded up.

Example: If the attacker has 14 combat strength points, and the defender has 5, the combat odds would be found by dividing 14 by 5, which comes out to 2.8 to 1. In that case, the remainder (.8) would be dropped to get an odds ratio of 2:1 (read as "two to one").

  1. Apply Shifts: The column is modified (shifted) by considerations, such as the type of terrain in the defenders' hex (see the Terrain Effects Chart, printed on the map), as well as specific conditions occurring before and during combat. These specific various conditions are listed as follows:
ConditionNoteEffect
Terrain in defenders' hexaShift as per the "-" modifier, if any, listed on the TEC (on the map).
Enveloping attackb+1 shift
Special assault unitc+1 shift
Suppressed unit attackingdHalve that unit's strength
Suppressed unit defendingdHalve that unit's strength
Out of Supply (Communist)eHalve that unit's strength
If two hexes from firebase (as printed)f+1 (attacking); -1 (defending)

Note: All shifts are cumulative.

  • a = If there is more than one type of terrain in the defenders' hex, use the terrain with the highest shift penalty. The terrain the attacker occupies has no effect on combat.
  • b = An envelopment attack is if a defending hex is entirely surrounded by attacking units and/or their ZOCs. It's not enough to simply have units present in hexes adjacent to a defender; to envelop, the stipulated units must be taking part in the attack on that defender. An envelopment is not possible if the defender is a static unit, or against a hex if no ZOC is possible in that hex.
  • c = Units printed with a plus sign (+) after their combat value are special assault units (unless suppressed). For example, if an attacking force contains one or more armor, mechanized or armored cavalry units, and the defending force is in clear hex, or a hex connected to an attacking unit via a road (not trail), that attack is benefited with a +1 shift on the current Combat Results Table. No more than one special assault unit bonus can be applied to each combat. Also, the use of these units in defense gives no bonus.
  • d = Attacking or defending units that are currently suppressed are halved (round any fractions down).
  • e = Attacking Communist mobile units are halved when attacking while out of supply.
  • f = If Allied units are attacking or being attacked within two hexes of a combat-effective firebase. No more than one firebase may support an attack or defense, regardless of how many firebases may be in the area.
  1. Roll the die: Cross-reference the die roll result with the ratio column of the chosen CRT.

  2. Apply the combat result: Implement the result of the die roll, as indicated on the chosen CRT under the ratio column immediately, and then go on to resolve the next combat, if any. All results are explained above the CRT printed on the map. Divisional units may be broken down first (see 6.15).

10.9 Explanation of Combat Results

The combat results occurring by way of either CRT are explained as follows.

  • Eliminations: Eliminated units are removed from the map and placed in the Refit box. They may be returned to play normally via the URT. An owning player always chooses which units will be eliminated.

Note: A division-sized unit that suffers a Defender Shattered (DS) combat result is not eliminated, but is replaced by its three component units (this is signified by an asterisk in a white inverted triangle). See "Breakdowns" immediately below.

  • Breakdowns: Replace divisional units with component brigades or regiments. If a combat result calls for "one unit" to be eliminated, then the owning player may break down any one division and take the loss from its component units.
  • Ambush: The side which gains the advantage of this result is the one who chose the Mobile CRT.
  • Suppressed Units: These units retreat normally. They may not advance. They suffer a combat penalty while still suppressed.
  • Garrison Units: Garrison units are eliminated under the following conditions, and only if part of the defending force.
  1. If the combat result calls for a retreat, and the retreat is not negated by the hex type or the presence of firebases or printed bases, and at least one enemy unit advances into the hex; or...
  2. If defending alone, and the combat result calls for its elimination, and at least one enemy unit advances into the hex; or...
  3. If part of a defending force, and if the combat result causes the elimination of all other friendly units in the hex, and at least one enemy unit advance into the hex.

Note: If no enemy unit advances into the hex, the garrison is not eliminated or flipped, regardless of the combat result.

If the eliminated garrison is an Allied Garrison, it is flipped to its Communist side. If it is a Communist Garrison in a Communist base hex, it is eliminated, but if it is a Communist Garrison in an Allied city, it is flipped to its Allied side.

Note: The garrison strength is often different on the Communist and Allied side.

10.10 Retreat After Combat

Certain Combat results will call for units to Retreat or Rout. All mobile units of the defeated side must move the number of hexes printed after the result. That retreat may be in any direction, or in any combination of directions.

Note: A retreating player may retreat his own units individually or as stacks.

10.11 Retreat Restrictions

A unit may not retreat into a hex occupied by an enemy ground units, across a border prohibited to them, or into terrain they could not normally enter.

10.12 Retreat Advantages

Because of the mercurial nature of combat in Vietnam, particularly in the jungle, retreating units are benefited as follows:

  • Zones of Control: Units may retreat into an enemy ZOC (though not into enemy land units). This, however, will eliminate one unit from the retreating force. A player may break down divisions to extract a regiment or brigade to satisfy this requirement. If a unit retreats into more than one enemy ZOC during a single retreat, a loss must be suffered each time, for each such hex.
  • Static Units: Static units ignore all retreat results. This is considered the same as a "no effect" in such a case.
  • Retreat Negation: Allied units that are defending in a major base or firebases, and Communist units that are defending in bases, always ignore all retreat results, whether attacking or defending. Also, a unit making a retreat through a base or firebase may end its retreat there instead, if the owning player prefers.

Note: Units defending in Special Forces Camps would have to retreat normally, though the Special Forces Camp itself would not.

10.13 Retreat Disadvantages

Retreating units, if they end up in a hex that is then attacked, do not add their combat strength to the defense of that hex. However, they do suffer any combat results inflicted upon that hex.

10.14 Advance After Combat

If any combat result specifically calls for an Advance, the mobile units of the victorious side may move the number of hexes printed after the result. The player can use some, none or all of his units for this advance.

Note: An Advance After Combat is a special move that costs no MP.

An Advance After Combat may be through enemy ZOC at no penalty. The advance may be in any direction or combination of directions. In fact, the first hex of the advance does not have to be into the former enemy's hex.

Designer's Note: This is actually different from most wargames, and reflects the conditions of warfare in Vietnam.

The decision to Advance After Combat must be decided immediately after each battle, and before the resolution of the next battle is started. Units may not advance into any terrain they could not otherwise enter, nor across borders which are forbidden to them. Normal stacking limits must be observed at the end of any Advance After Combat.

10.15 Attacking into Restricted Areas

Otherwise eligible units may attack across borders at all times, though they may be restricted from advancing across them.

Example: An ARVN unit restricted to Allied Corps Zone III could attack across any of the borders of that zone (both zonal and international), although it could not advance after combat across them.

10.16 All-Sea Hexsides

No units may attack across all-sea hexsides or into all-sea hexes.

10.17 Rest

Advancing units may not attack again, regardless of where they end their movement.

11.0 AIR OPERATIONS

11.1 Air Unit Types

The Allied Player has four types of air units, TAC, SAC, helicopter and air commando. Air units serve to bombard Communist units (helicopters and air commandos can also be used to airmobilize certain units). All air units function in basically the same manner, though with special capabilities, as noted below. Each bombarding air unit represents one point of bombardment strength. Each bombarding unit may only perform one mission per game turn. Then, at the beginning of each Allied Reinforcement, Reorganization and Refitting Phase, all used air units are returned to the available pool.

Note: Airpower is not applied directly to any ground combat. The effects are factored into the Airstrike rule, and thus the resulting suppression results are felt during ground combat after the fact.

11.2 Returning to Base

Bombardment units may be reused from turn to turn; they are not permanently expended simply by being sent on a mission.

11.3 Antiaircraft Fire

Some bombardment results cause the elimination of certain types of bombarding air units, placing them in the Refit box. If the result is (or includes) an "AH" code, that bombardment causes one helicopter unit to become eliminated. If the result is (or includes) an "AA" code, that bombardment causes one non-SAC, non-helicopter air unit to become eliminated. These results are explained above the Bombardment Table. If any of the listed types of air unit is conducting the bombardment, the player must eliminate one air unit of that type.

Note: Any bombardment can potentially result in an anti-aircraft code, however these results don't represent wholesale wings being shot out of the sky, but only represent the normal wear and tear that afflicts all military units.

The Allied player may, however, cancel the anti-aircraft result of a bombardment by expending one military point per such result. This is entirely voluntary, but to do so, he must spend the military point immediately. Hence, this prevents that air unit from being placed in the Refit box as a result of that bombardment, but does not otherwise negate the result (no re-roll is permitted). If the Allied player has no military points to expend at that moment, then he cannot cancel that anti-aircraft result. Once a military point is expended, the Allied player cannot change his mind at a later time, even if that air unit suffers another anti-aircraft result.

The Allied player may also cancel an anti-aircraft result by expending political points, but to do so he must expend two political points to prevent that air unit to be placed in the Refit box. It is permitted for the Allied player to spend both military and political points if multiple air units have suffered anti-aircraft, so long as any expenditure of political points for this is two per air unit.

The Allied player may expend points for any nationality.

Exception: SAC units are not subjected to any anti-aircraft result, even if it is the only air unit present. This exception does not ever apply when bombing North Vietnam, however.

11.4 Air Cover

Air units affect enemy movement or combat in terms of the results given on the Bombardment Table. Air units are placed on the map only when actually executing missions.

11.5 Sorties

Bombardment occurs during the Allied Bombardment Phases. There are two Bombardment Phases, one during the Allied player turn, and another during the Communist player turn (during the Defensive Air Phase). The Allied player can conduct bombardment in either phase with some, none or all air units. However, an individual air unit may be used only in one such phase per turn. After the air unit is used, place it in the Used box (if not being Refit).

Note: During the Defense Air Phase, the Communist player is not required to designate all of his intended attacks at the start of the Combat Phase; He may decide what attacks, if any, to conduct one at a time.

11.6 Bombardments

During the Allied Defensive and Offensive Air phases the Allied player may place any, some, or up to ten of his available bombardment unit(s) in any hex(es) containing enemy mobile units, including dummies and/or supply. All bombardment markers to be used that phase must be placed prior to beginning the resolution of any of the resultant bombardments. Bombardments are then resolved one at a time with one die roll made per bombarded unit. There are no regional, zonal or aerial restrictions concerning the placement of bombardments.

11.7 Bombardment Procedure

To conduct a bombardment, the Allied player follows the procedure listed below:

  1. The Allied player announces and designates the bombardment to be resolved.
  2. Total the number of air unit chits involved in that bombardment attack; locate that corresponding column on the Bombardment Table.
  3. Apply a number of shifts as per below. (see 11.11)
  4. Roll one die and cross-reference that result beneath the previously selected column heading.
  5. Repeat the above procedure for each enemy unit in the targeted hex (see 11.8).
  6. Apply the result, then remove the involved bombarding units from the map, placing them in the used box.

11.8 Multiple Targets

When conducting bombardments, the Allied player makes one attack per each enemy unit in a hex, rolling one die for each separate attack, using the full strength of all bombarding units. Results are applied to each unit individually.

Example: If three TAC air units are attacking a hex containing one NVA division and one VC regiment, two attack rolls are made, with a bombardment strength of three, each Communist unit attacked in turn (and possibly receiving different bombardment outcomes).

11.9 Revealing Targets

The Communist player only reveals units in a hex being bombarded if the bombardment result calls for one or more of them to be broken down and/or eliminated. If a dummy marker is eliminated, it is treated as a real unit insofar as it is removed from the map, and is checked for on the URT.

11.10 Operating Air Units

All air units function in the same general way, but with the following exceptions:

SAC: Whenever SAC (B-52) units bombards, alone or in conjunction with other air/naval units, these effects apply:

  1. Shift the column used two columns to the right (regardless of the number of SAC units involved).
  2. SAC units are not affected by any results calling for elimination of a bombarding unit.
  3. The presence of any SAC units during a bombardment causing "collateral damage" adds +2 Political Points to the Communist player.

Helicopters: Helicopters only bombard enemy units in hexes adjacent to one or more friendly ground units (static and/or mobile). They never cause collateral damage.

11.11 Terrain Shifts to Bombardments

The terrain in the target hex may alter the bombarding die roll. Check the TEC, and then apply the Bombardment Defense Shift for the most insidious terrain in that target's hex (no more than one modifier shift applies to any single hex).

Example: Units being bombarded in a mountain hex would receive a -2 shift penalty on the Bombardment Table.

11.12 Friendly Fire

Friendly Fire is the only way in which Allied units can become suppressed. This only happens as a result of a bombardment that is occurring adjacent to any friendly unit(s). If the bombarding player rolls two identical anti-aircraft results (for example, S + AH) in succession on the Bombardment Table, the Communist player may choose to declare that succeeding anti-aircraft result to be no effect (-) instead, and replaced by "friendly fire". To do so, the Communist player must announce his decision at that time, and once he has done so, he may not change his mind.

Friendly fire simply imposes a Suppressed (S) result (see 15.0) upon any unit of the Allied player's choice (provided that unit is presently adjacent to the target hex where that bombardment occurred. That Allied unit is then suppressed per the normal rules, but may recover from suppression normally during the Allies' Suppression Recovery Phase.

11.13 Static Unit Immunity

Static units are not eliminated by Bombardment. They can be suppressed, however.

11.14 Unit Eliminations

Units eliminated by bombardment are placed into the Refit box, and can be replaced by the URT process. However, any supply units eliminated by bombardment are not placed in Refit. Place them into the Reinforcement Box instead; They are available as reinforcements if the scenario calls for them.

12.0 US NAVAL BOMBARDMENT

12.1 Naval Gunfire

US naval bombardment units (NAV) represent gunfire and other support from offshore warships. Naval units are treated generally like air units for bombardment purposes, but may only be used against coastal hexes and are never eliminated by any bombardment results.

Note: Riverine units are not naval bombardment units, and are treated as land units with modified movement.

13.0 AIRMOBILE MOVEMENT & AIR ASSAULT

13.1 Airmobile Symbol

The rules in this section apply only to airborne units printed with the airmobile symbol (a red "Y" in the center of the unit's NATO symbol). For Air Cavalry units, see rule 25.0.

13.2 Airmobile Qualified Units

Airmobile units are printed with a red "Y" symbol within their unit-type box. They are eligible to conduct "airmobile moves" and "air assaults." They may move using normal ground movement, as well.

13.3 Airmobile Range

Airmobile and/or air assault moves are conducted from any starting hex to any landing (terminal) hex. Units using these forms of movement may move over any terrain and/or enemy units; However, any eligible unit that conducts an airmobile and/or air assault move may not conduct any other kind of movement during that same phase.

13.4 Airmobile Movement

To use airmobile movement, an otherwise eligible Allied unit must start its movement in a friendly controlled city or Allied main base printed on the map, or in a hex containing a firebase or Special Forces camp or LZ marker. That being the case, the selected unit may then be moved to any other such hex anywhere on the map. This is all done during the Allied Movement Phase.

13.5 Helipad Limits

The Allied player may move a maximum of three airmobile units to and/or from any main base, firebase, Special Forces camp, city hex or LZ that's not under siege at the time. That is, a total of three units could enter and/or leave a given hex via airmobile movement, or any combination. For example, you could move two airmobile units into an un-besieged hex and move one airmobile unit out of that same hex in a single movement phase.

13.6 Besieged Limits

The Allied player may conduct a maximum of one airmobile unit move in or out of any friendly-controlled Allied main base, firebase, Special Forces camp, city hex or LZ marker that's under siege at that time. That is, if an airmobile move's starting or landing hex, or both, is/are under siege, then only one unit may airmobile move into or out of it (total) in a single Allied Movement Phase.

Note: This is an exception to the Disengagement rule.

13.7 Air Assault

An air assault is conducted as follows:

An eligible Allied unit must start in a hex containing an Allied main base, firebase, Special Forces camp or LZ. In the case of an air assault, it does not matter if the departure hex is under siege. The air-assaulting unit is then placed on any hex within its movement of that starting hex (that is, up to the current C2 level). That landing hex may be any hex that the unit could normally enter.

A maximum of one unit may air assault out of any given departure hex during an Allied Movement Phase. No other airmobile or air assault movement may be conducted into or out of that departure hex during that same movement phase. Similarly, no more one unit may be landed in the same hex via air assault during any single Allied Movement Phase, even if they originate in different departure hexes.

Additionally, a unit may use air assault movement if it doesn't start the movement phase in an Allied main base, firebase, Special Forces camp or LZ hex. In that case, however, it must end that move in a hex containing one of those facilities, and if it's located no more than the C2 level number of hexes away from its starting hex.

Example: The 173rd Airborne Brigade is in Pleiku. The current US C2 is "6". The US player uses it to make an air assault, so he employs one helicopter unit, and then moves the 173rd up to six hexes.

13.8 Further Strictures

Units making airmobile and air assault moves may engage in combat in the ensuing Allied combat phase if otherwise adjacent to enemy units. But an airmobile or air assault move consumes all of a unit's movement for the turn. The Allied player may not conduct both an airmobile move and an air assault move into or out of the same hex during the same movement phase.

13.9 Advance and Retreat

Airmobile units advance after combat in the same manner as other units. If they suffer a retreat result while 'airmobilized', then (at the owning player's option) they can retreat normally, or are moved back to any hex from which they could have normally launched an airmobile move, even if under siege.

14.0 Helicopter Transports & LZ Markers

14.1 Slicks

In order to enable the kind of moves described above in section 13.0, helicopter units must be diverted from their bombardment role. Each helicopter marker so committed may air-move up to three eligible brigades or regiments (or any combination thereof) during an Allied Movement Phase. A helicopter can transport any qualified friendly unit, regardless of nationality.

Example: One helicopter unit could air-move one eligible US brigade and two eligible ARVN regiments, etc. The Allied player must designate and set aside the appropriate number of helicopter markers from among his pile of available helicopters. A helicopter unit used to move one, two or three eligible units will then not be available for bombardment that same player turn.

Note: The airmobile and air assault moves described are only possible by the commitment of helicopters to actually carry out the movement with eligible units. Further, helicopter units may not be used fractionally for transport. If you commit one for that purpose, and then only move one or two eligible ground units with it, the entire helicopter unit is still considered to have been used up on that mission.

14.2 Dust-Off

If an air-moved unit is eliminated, nothing happens to the helicopter unit that transported it. The transported and eliminated ground unit is checked on the URT according to the normal rules.

14.3 Landing Zone (LZ) Markers

The Allied player has Landing Zone (LZ) markers for use on the map. These are received via scenario and reinforcement schedules. The Allied player places LZ markers at the start of each Allied Movement Phase. Simply place them, no more than one per hex, in any hexes not occupied by a Communist unit or stack. The Allied player doesn't have to place an LZ if he doesn't want to, and may move a deployed LZ marker from its hex to any other hex at the start of any of his movement phases, or remove it from the map. LZ markers allow airmobile-eligible units to make airmobile moves to and from their hex as if it were an Allied main base hex.

Note: Any airmobile qualified Allied unit may use an LZ (not just US units).

LZ markers have no effects on stacking or combat. If a Communist unit occupies a hex containing an LZ marker, it is removed from the map. It may be reused on the following turns. The Allied player is not required to use a placed LZ marker.

15.0 SUPPRESSION

15.1 Combat Effective

Units are always in one of two states: "Combat Effective" or "Suppressed." Combat effective units function normally within the scope of the rest of the rules. Suppressed units are indicated by having a Suppressed marker placed atop them. Combat effective units become suppressed due to certain results on the BT (Bombardment Table).

15.2 Suppressed Mobile Units

Suppressed units are affected as follows:

Exception: UW strength is not, however, affected.

Suppressed Mobile Units have their combat and movement strengths halved (attack and defense), and lose their ZOC. A unit that is both suppressed and out of supply may not attack, as well as having its defense and movement halved.

Suppressed units with a "+" symbol lose their special assault ability.

Suppressed Supply units may provide supply only to units in their own hexes.

Suppressed static units have their combat strengths halved, and lose any ZOC.

15.3 Recovery from Suppression

During the Suppression Recovery Phase of each player turn, the current player should remove all Suppressed markers from atop his units anywhere on the map. Recovery from suppression is automatic (except for Communist units in ZOC). Note, though, there is nothing to prevent a given unit or stack from being bombarded and suppressed across multiple game turns.

16.0 LOGISTICS

16.1 Supply States

Allied units are always and everywhere considered to be fully supplied. Communist units, however, exist in three supply states: Out-of-supply (OOS), supplied, and attack supplied.

Designer's note: Allied units do not check for supply in part because of the massive US logistical effort, but also because the effects of supply are built into other game mechanics, such as the Allied firebase bonus.

16.2 Lines of Supply

To determine the supply state of Communist units, trace a line of supply (LOS) from their present hexes to a legal supply source. A line of supply is a path of hexes, no longer than six hexes in length, from the Communist unit or stack back to a legal supply source hex.

LOS may be traced into and/or through any hexes on the map, even ones occupied by one or more Allied units. They may even also be traced across all-sea hexsides (but not into or through all-sea hexes).

16.3 Supply Sources

Communist units located in Communist base hexes printed on the map are always in supply while in those hexes. The same is also true for Communist units located in the northernmost hex row of the north map (although other units cannot trace LOS to the northernmost hex row.*) Communist units not in any of those hexes are required to trace their LOS to any friendly-controlled Communist base hex that's within six hexes (regardless of the actual terrain movement cost) of their location. Note that the VC Military region restriction doesn't apply to Communist units' LOS tracing.

*Except to the base in 3424 (Panhandle).

16.4 Supply Effects

Supplied Communist units function normally, as described in these rules. However, Communist mobile units that become Out-of-Supply (OOS) as of the start of their movement lose half of their MA during that entire phase (even if they become in supply again immediately).

The supply status of any Communist mobile units involved in an attack should be checked as part of that battle's resolution process (see section 10.0). Attacking units found to be OOS at that time have their attack factors halved. If more than one unit is to be halved during a particular attack, add up all of those units' combat factors, and make just one grand division. Round down any remainder. There may be both supplied and unsupplied units involved in the same combat.

Note: Communist units' defensive combat strength is never reduced by any supply state.

16.5 Communist Static Unit Supply

Communist static units are always in supply.

16.6 Cadre Unit Supply

Cadre units are always in supply.

16.7 Maximum Attack Supply

In order to make use of Maximum Attack Supply, the attacking Communist units must already be in supply as explained above. That being the case, if there is a Communist supply unit located in a Communist base hex that's no more than six hexes away from a given unit or stack of attacking Communist units, that player may decide to "burn" that supply unit by removing it from the map.

Note: Supply units may indeed provide attack supply to units attacking from their own hex.

After "burning" the supply unit, the effect is to double the attack strength of all the involved Communist units in the attack being supplied by that burned supply unit. A burned supply unit may provide Maximum Attack Supply to more than one hex of attacking Communist units, provided they're all involved in the same attack, and they are all within six hexes of the supply unit. If a stack is being given Maximum Attack Supply, not all the units in it must attack, nor are all attacking units in that hex required to be involved in the same attack. Some could attack elsewhere using another supply unit, or by simply using regular supply, or attack while OOS, etc. Attacks may contain any mix of both attack supplied and/or regularly supplied and/or Out-of-Supply Communist units.

Note: A supply unit must be expended ("burned") to provide Maximum Attack Supply. Simply being in a Communist Base hex is not enough.

16.8 Supply Units and Movement

Supply units move per their movement class. However, they must always end their move in a hex containing a Communist Base, or a road or trail leading to a Communist base; Moreover, the base cannot be in a destroyed state. They cannot move if they would end in any other type of hex.

16.9 Supply Units & Combat

Communist supply units have no combat value of their own. They do not count for stacking. Their sole function is to provide supply and Maximum Attack Supply. If attacked while stacked with other Communist units, the supply unit must be the last mobile unit given up to satisfy any combat result loss requirements. If alone in a hex when attacked, they are automatically eliminated; no die roll is necessary (although bombardments are resolved normally, nevertheless).

Strategy: Communist supply units are generally placed in hexes containing communist garrisons, so there will always be other units to defend them.

16.10 Supply Unit Eliminations

Supply units eliminated by combat or "burned" are not placed in Refit, but in the Reinforcement box instead. They are available as reinforcements if the scenario calls for them.

17.0 STATIC UNITS, BASES & CITIES

17.1 Cities, Bases

All cities and bases of both sides printed on the map have automatic static Garrison units in them, representing regional and local forces, militia, rear echelon military forces, other self-defense units, etc.

17.2 South Vietnamese Cities & Allied Main Bases

Whenever the Communist player gains control of a South Vietnamese city or Allied main base hex, flip over the US or ARVN static Garrison unit located there. A Communist counterpart Garrison unit is printed on the reverse of each such Allied unit. That unit (now flipped over) immediately begins functioning as a Communist static unit in that same hex. That process also reverses itself as of the instant that the Allied player regains control of any such hex. And, that process may occur and reoccur in any given hex(es) any number of times throughout a game. Note that the URT is never consulted in relation to the elimination of such units; the conversion process is immediate and automatic.

Note: A Garrison unit is never eliminated, but simply flipped from one side to the other.

17.3 Control of Communist Bases

The same Garrison conversion process doesn't occur when the Allied player gains control of a Communist base hex (that is to say, one that began the game as a Communist base hex, not a base hex that had once been Allied). In that case, remove the eliminated Communist Garrison unit instead. If any subsequent Communist Reorganization, Reinforcement and Refit Phase begins without there being one or more Allied units in a previously captured Communist base hex, the Communist Garrison unit is immediately returned to that hex (and only that); then that base instantly resumes all normal functions for that side until such time, if ever, it is again captured by Allied forces. Note that the URT is never consulted in relation to the elimination of such units; it's dependent on the control status of the lost Garrison unit's base hex.

17.4 Garrisons & Bombardment

Communist Garrison units are never eliminated due to any bombardment result. But, they can be suppressed normally.

17.5 Garrisons & Supply

Garrison units are always in supply.

17.6 Garrisons & Stacking

Garrison units do not count for stacking. But, there may never be more than one Garrison unit in a hex at one time.

17.7 Garrisons & Combat Result

A Garrison unit in a hex being attacked must be the last unit given up to satisfy any combat result loss requirements.

17.8 Allied Main Bases

Allied Main Bases, printed on the map itself, represent major logistical centers, explained as follows:

  • If a US Garrison is received as a reinforcement, the Allied player places it in a city or Main Base hex (if it is not besieged) that is not enemy occupied.
  • Remove the ARVN Militia from the hex and replace it with the Garrison.
  • If there are no available hexes, the US garrison unit is placed aside and received on the first turn that there is an available hex.

17.9 Potential Base Hexes

These are not in existence in 1964 or 1965. The Allied player can build them as follows: if the hex is occupied by an Allied unit and there is a US garrison unit available as a reinforcement, place the garrison in the hex and the base is activated. Place a Main Base marker (star) on the hex as a reminder. For the rest of the game it functions as a Main Base hex (the marker is never removed).

Potential Main Base Hexes include: Quang Tri, Vung Tau, Cam Ranh Bay, Vung Tau, My Tho, and Kompong Saom Sihanoukville.

18.0 RIVERINE OPERATIONS

18.1 Riverine Units

The Allied (US) player has riverine units. They are treated exactly as mobile land units, with the following exceptions:

Riverine units move only on river and/or coastal hexes. They pay one half (0.5) movement point per each hex entered, regardless of the terrain in the hex. When moving along a river, they may only move along the course of the river, that is, across hexsides traversed by the river as printed on the map. When moving along the coast, they may not cross all-land hexsides.

18.2 Riverine Combat

Riverine units participate in combat normally, but they may only attack units on adjacent river and/or coastal hexes (adjacent to the course of that river, but never from one coastal or river hex to another across an all-land hexside).

19.0 ALLIED FIREBASES & SPECIAL FORCES CAMPS

19.1 Allied Firebases

Firebases are treated as static units in every respect. They have the following special capability:

If Allied units are attacking or being attacked within two hexes (or in their own hex) of a combat-effective firebase, the Allied player receives a one-column shift in his favor. No more than one firebase may support an attack or defense, regardless of how many firebases may be in the area.

A firebase may support any number of friendly forces attacking and defending during a game turn (including themselves when defending).

Designer's Note: Firebases are printed with unit I.D. numbers that correspond to Allied divisional numbers. But any Allied unit may use any firebase, as the U.S. forces were very flexible moving units through them. Also note, however, firebases aren't backprinted with Communist counterpart units.

A unit may not receive more than one shift for firebase support, regardless of other firebases in radius, but each firebase may support any number of friendly units.

19.2 Eliminated Firebases

When any firebase unit is eliminated in combat, it's removed from the map, and a regular URT check is made for it. No firebase may ever be set up in any hex containing an Allied Garrison unit (cities and main base hexes) or Special Forces Camp.

19.3 Special Forces (SF) Camps

Special Forces Camps have a special intelligence capability. The instant a Communist unit or stack moves next to an Special Forces camp, that player must immediately reveal every unit in that force to the Allied player. To do so, simply turn all such Communist units face up, and keep them that way while they remain adjacent to the camp. The Allied player is free to look through such stacks until it is no longer next to that camp.

19.4 LRRPs (Long Range Recon Patrols)

Special Forces Camps have no combat-enhancing abilities, unlike firebases. They are not returned to play once they're eliminated.

19.5 Stacking Prohibition

The Allied player may never stack Special Forces Camps and firebases in the same hexes, nor may Special Forces Camps and/or firebases be stacked in the same hexes as Allied main bases or cities. However, Special Forces Camps and firebases do not count against regular stacking in any case.

20.0 FOG O' WAR & DUMMY UNITS

20.1 The New York Times

The Communist player may always know a composition of any Allied stack anywhere on the map, as well as those on the Turn Record Track. In short, the Allied player cannot hide any of his units from inspection.

20.2 Examining Communist Units

Communist mobile units are always deployed face down while on the map or the Turn Record Track. Whenever there's a static unit in a hex with one or more mobile units (on either side), that static unit should always be positioned as the top unit in that stack. The Allied player may examine Communist mobile units only as follows:

  • During combat: During the resolution of a ground combat or bombardment upon a Communist stack. Even then, such examination is only made after the attack/bombardment is declared and Allied units committed to it. The Allied player may not call off an attack or bombardment once it has been declared.
  • Special Forces (SF) Camp Surveillance: When any Communist stack is adjacent to an Allied Special Forces Camp, even if only momentarily, the Allied player is free to inspect all units in that stack. This also reveals any dummy units, if any, present.
  • MAC V SOGs: If the Allied player uses any SOG unit to reveal them (see below).

20.3 Revealing / Concealing Communist Mobile Units

Once flipped face up (revealed), Communist mobile units must thence remain face up until the Communist Reinforcement, and Refit Phase, at which time it is then flipped face down (unless it is adjacent to an Allied Special Forces Camp).

20.4 Mapping

Both players are always free to examine the terrain in a hex under any force of enemy units.

20.5 Communist Dummy Units

The Communist player is provided with "dummy" units at the start of play in all scenarios. In general, they function as mobile units (they are deployed face down, they count for stacking, they have movement factors of six, when eliminated their return is checked on the URT, etc). However, dummy units possess no combat values, and may never attack (nor may they be counted as part of a siege). On the offensive, their presence doesn't prohibit actual Communist mobile units stacked with them from attacking. But, they may not be given up to satisfy any combat losses. On the defense, dummies are eliminated (and checked for on the URT as NVA or VC units) as soon as an Allied attack declaration into their hex causes them to be revealed, or when a bombardment result calls for them to be eliminated.

Note: Dummy unit do indeed project a ZOC so long as they are on their hidden side. Furthermore, no retreat is permitted into a hex containing a hidden dummy unit (so long as it is not revealed to be a dummy).

During the initial set up, there may not be more than one dummy unit deployed per hex. That restriction is cancelled, though, once play begins. After that, the Communist player may stack normally with dummy units. He may even create and move stacks containing nothing but dummy units.

Note: Dummy units are not revealed by merely being stacked with a stack of units that are conducting an attack, unless the combat results requires any result that must reveal that dummy unit, in which case it is immediately eliminated normally.

21.0 ALLIED SOG & COMMUNIST CADRE UNITS

21.1 Application

The US and ARVN SOG units represent "special operations groups," which were primarily used for various covert missions. Communist Cadres represent leadership and the ability to mobilize local forces. SOGs and Cadres can be deployed on the map, or may be kept off of the map to be placed and used when needed. After they have been used, place them in the Used box. Each such marker may be utilized at designated points during the sequence of play.

21.2 SOGs Intelligence

The Allied player may, at any time during his player turn, place SOG units anywhere on the map (other than hexes in North Vietnam), which contain one or more Communist units. The Allied player then examines all of the Communist units in that hex. The marker is then removed from the map and placed in the used box. It may be reused again in the following turn.

21.3 SOGs and Allied Combat

The Allied player may, during any combat place one (and only one!) SOG unit with a friendly force that is attacking or defending. This raises the UW value of one unit by one. The SOG marker is then removed from the map, and placed in the Refit box, and must use the URT to return to play.

21.4 Cadres & Communist Combat

The Communist player may, during any combat, place one Cadre unit with a friendly force which is attacking or defending. It must be placed in a combat in which at least one unit of the same nationality is being used (VC cadres can support VC and NVA; Khmer Rouge can support Khmer Rouge; Lao, Laotian). This raises the UW value of one unit by one. The marker is then removed from the map, and placed in the Refit box, and must use the URT to return to play. Use the VC modifiers.

21.5 Combat Results

SOG and Cadres aren't affected by the outcomes of combat of forces they support.

22.0 BORDERS & MOVEMENT RESTRICTIONS

22.1 Border Strictures

The following strictures apply concerning borders:

  • NVA units may move anywhere on the map.
  • VC units may only move within their military region.
  • Pathet Lao units may only move in Laos.
  • Khmer Rouge units may only move in Cambodia.
  • Red Chinese units may move anywhere on the map.
  • US units may move anywhere in South Vietnam (see 22.4).
  • ARVN Airborne, Marine and Ranger units may move anywhere in South Vietnam (see 22.4). Regular ARVN units may only move within their corps zone of placement.
  • Free World Allied units may only move within their corps zone of placement.
  • Laotian units may only be in Laos.
  • Cambodian units may only be in Cambodia.
  • US, ARVN and Free World Allied air, NAV and SOG units may operate anywhere in South Vietnam (see 22.4).

22.2 Across-Border Attacks

Units may attack across border hexsides, but they are restricted from advancing after combat or retreating across any border that they are not otherwise eligible to cross normally.

22.3 Reinforcements Arrival Locations

Units that are limited in their movement, if eliminated and returned as replacements, do not have to be placed in the corps area or zone in which they were initially placed; They can be placed anywhere within their normal replacement restrictions.

22.4 Widening the War

Allied ground units may not enter North Vietnam, Laos or Cambodia. Any Allied units that begin a scenario deployed into those countries may not move or attack, nor do they exert ZOC. Communist units may move in and through Laos and Cambodia within normal movement rules. Communist units may not enter hexes containing Allied units in Laos and Cambodia, nor attack them, nor trace a LOS through them.

Note: Certain scenarios will modify this rule. Furthermore, Allied units may enter Cambodia as of 1970.

23.0 POLITICAL & MILITARY VICTORY POINTS

23.1 Gaining Victory Points

Players gain political and/or military victory points (PVP & MVP) for various game occurrences. Each player uses the counters provided to track his own MVP and PVP on the Victory Point Track printed on the map. All MVP and PVP totals begin at zero at the start of play of all scenarios. The PVP and MVP totals of both sides are always kept in the open, and are known by both players.

If either player's MVP and/or PVP totals go beyond 100, flip that marker over to its "+100" side, and place it in the "1" space of the track (indicating that there are now 1+100 victory points accrued).

If either player's MVP and/or PVP totals fall below zero, remove the corresponding marker from the Turn Record Track and keep track of the negative totals on a piece of scrap paper until such time as that game ends or that player accrues positive victory points again.

Note: You do not lose the game simply because you have gone under zero MVP or PVP. However, you may not voluntarily expend MVP or PVP if this would bring you under zero.

23.2 Victory Points Tabulator

The Victory Point Tables, indicating when MVP and PVP are awarded, is printed at the end of these rules. The tables indicate how many points are gained or lost, and at what time in the game turn those changes are to be recorded.

The Allied and Communist Victory Points Tables are reproduced at the end of section 34.0.

23.3 City/Base PVP Value

The PVP value of each city and base printed on the map is shown in the center of those hexes. For example, the PVP value of the city of Hue is "4".

23.4 Body Count MVP Value

MVP for units eliminated in combat also include the Bombardment Table, units eliminated due to being unable to retreat, as well as units eliminated by normal combat (the CRT).

23.5 Capturing

A hex is considered captured the instant that a unit occupies it. If that unit moves out, the points are not lost. However, if the enemy reoccupies that hex, then he gains the points for its recapture.

24.0 VICTORY CONDITIONS

24.1 Military / Political Victories

There are two types of victory in In Country, military and political. Victory is generally determined at the end of the game, though certain conditions arising during the course of a game may end play and give a player an automatic "sudden death" victory.

24.2 Types of Victory

Throughout the course of the game, players score MVP (Military Victory Points) and PVP (Political Victory Points). At the end of the game, players check to see what kind of victory they may have attained through accrual of those VP. A player may gain either a military or political victory, or perhaps even both at the same time, each judged according to its own conditions.

24.3 Military Victory

At the end of the game, the player who has at least 25 more MVP than his opponent has won this kind of victory. If neither player has that point margin, neither player is considered to have won this kind of victory.

24.4 Political Victory

At the end of the game, the player who has at least 25 more PVP than his opponent has won this kind of victory. If neither player has that point margin, neither player is considered to have won this kind of victory.

24.5 Decisive Victory

At the end of the game, the player who has won both a military and political victory, as described above, has won this kind (the best kind) of victory.

24.6 Draw

A draw occurs if: 1) neither player gains any victory; or 2) if one player gains a military victory and the other a political victory.

24.7 Sudden Death Decisive Victory

If, at the end of any game turn, one player has both 25 or more MVP and 25 or more PVP than his opponent, the game ends at that time, and that player has won a sudden death Total victory. The other side's national morale is considered to have collapsed.

24.8 Communist Sudden Death Military Victory

If, at the end of any game turn, the Communists occupy all Allied city and base hexes in South Vietnam which have a VP value of "2" or more, the game ends. The Communist have won a sudden death Total Victory.

24.9 Allied Sudden Death Military Victory

If, at the end of any game turn, the Allies occupy all Allied city and base hexes in South Vietnam which have a VP value of "2" or more, and occupy or all Communist bases with a VP value of "2" or more, the game ends. The Allies have won a sudden death Total victory.

24.10 Explanation of Victory Levels

Victory levels are defined as follows:

  • Draw: The war will probably last another decade.
  • Military Victory: You maintain a strong presence in Southeast Asia; the war will likely be decided in a later campaign.
  • Political Victory: You have won the hearts and minds of the South Vietnamese people; the war will likely be decided in a later campaign.
  • Total: You have won the Cold War in Asia.

25.0 US AIR CAVALRY UNIQUE RULES

25.1 Flight of the Valkyries

Certain units are designated as Air Cavalry. The term is used somewhat generically in the game in order distinguish them for their unique capabilities.

Designer's Note: There are more 'airborne' designated units in that game than were officially organized in reality, but this is done so for purposes of consistency of terminology.

Air Cavalry units are distinguished from other units in the following aspects:

  1. They are the only static units in the game that are able to attack.
  2. They never advance after combat.
  3. They can attack enemy units up to a number of hexes equal to the US C2 limit away from their firebase hex.
  4. They provide a special enveloping attack.
  5. They can give "defensive support" to other friendly units that are being attacked up to six hexes away from its firebase location hex.

25.2 Deployment

Air Cavalry units must always be deployed on a firebase indicated as an Air Cavalry Firebase. They may temporarily move out of the firebase during a combat phase to attack or assist a friendly unit in a defense, but always must return to the firebase from which they started the combat phase.

When initially deployed on the map, or brought back as replacements, place them on any available Air Cavalry Firebase. If none exists, then hold them off map until one is built, and deploy it on the ensuing Allied Reinforcement Phase.

25.3 Combat

Air Cavalry units, whether as a division or broken down into brigades, defend normally. Whenever attacking, they may project their combat factors against enemy units in hexes up to the US C2 limit a distance from its firebase hex. When counting range, count from the base to the enemy occupied hex (don't count the base hex; do count the enemy occupied hex). The attack range may be traced into and across all terrain types, water bodies, and/or enemy occupied hexes. However, when Air Cavalry units attack, all terrain effects of the defender's hex are still taken into account. Air Cavalry units suffer combat losses in the same way as normal attacking units, in both ranged and adjacent attacks.

25.4 Advance and Retreat

Air Cavalry units may not advance after combat. They are never affected by a retreat (since they always occupy a firebase).

25.5 Enveloping Attack

When Air Cavalry units constitute at least half of the combat factors involved in an Allied attack, that attack becomes an "enveloping attack", regardless of the actual position of Allied units.

Exception: An enveloping attack is not available when the attacked hex is a city or Communist base hex.

An Air Cavalry unit may generate an enveloping bonus whether attacking alone or in conjunction with other friendly units. To gain the bonus when attacking alone, however, the divisional counter must be on the map and conducting just that one attack.

25.6 Defensive Support

The Allied player may commit any Air Cavalry units to provide defensive support to any other friendly unit or stack within its range that's being attacked by enemy units in that game turn's Communist Attack Phase. To do so, the Allied player must announce the defensive commitment of that Air Cavalry (after the Communist player has declared an attack), and he then adds in the Air Cavalry's combat factor when he is calculating the defense strength of the hex being attacked.

Note: The Air Cavalry firebase may not be under siege.

In any game turn in which the 1st Air Cavalry Division, or any of its component brigades, provided defensive support to another friendly unit, that component, or the whole division if it was used in that way, may not attack during that game turn's Allied Combat Phase. Use an Op Complete marker if you need an on-map memory aid in this regard.

25.7 Base Integrity

Air Cavalry units may only ever operate from a specifically designated "Air Cavalry Firebase." It is not required to operate from one with the same I.D., but must be an "Air Cavalry Firebase" (not a regular Firebase).

25.8 Redeployment

During a Movement Phase, Air Cavalry units may move only from Air Cavalry Firebase to an Air Cavalry Firebase that is within movement range; This constitutes the unit's entire movement for the US player's Movement Phase. An Air Cavalry unit that redeploys may not attack during the same Allied player turn. The Allied player may not move Air Cavalry units in any other way (i.e., to non-air cavalry firebase hexes).

Note: The Airmobile and the Air Assault rules in sections 13.0 and 14.0 don't, in any way, apply to Air Cavalry units.

26.0 VIETNAM 1965 SCENARIO: Year of the White Horse

With North Vietnamese regulars moving into South Vietnam, the US commits its ground forces to the war. One of the first campaigns involved the 1st Cavalry Division (Airmobile) employing the new helicopter tactics. The short scenario covers the 1st Cav's operations in the Ia Drang Valley, while the extended scenario goes into Operation White Wing.

Scenario Length: Short Scenario = 1965 = October IV - November IV. Extended Scenario = 1965 = October IV - 1966 = March I.

Starting Points: Communist = Military = 5; Political = 5. Allies = Military = 0; Political = 0.

26.1 Allied Set-up (Allies set up first)

  • US C2 = 6
  • ARVN C2 = 4
  • Allied Controlled Cities = All in South Vietnam.
  • Restrictions = All Allied units must start set up in cities or bases (not potential bases).

ARVN Units:

  1. I Corps Zone = 1 x "3" [1st division], 1 x "2" [2nd division], 1 x "1" [RFPF infantry regiment], 1 x "2" [1st ranger].
  2. II Corps Zone = 2 x "2" [22nd, 23rd division], 1 x "2" [2nd ranger], 1 x "2" [2nd armored cavalry].
  3. III Corps Zone = 1 x "2" [25th division], 1 x "1" [5th, 18th* division], 1 x "1" [RFPF infantry regiment], 1 x "2" [3rd ranger].
  4. IV Corps Zone = 2 x "2" [9th, 21st division], 1 x "1" [7th division], 1 x "2" [4th ranger], 1 x "1" [RFPF infantry regiment], 1 x "3" [River Assault Group].
  5. Saigon = 2 x "2 (A)" [1st, 2nd airborne], 1 x "2" [147th, 258th* marines].
  6. Anywhere in South Vietnam = 1 x "2" [91st ranger], 1 x "2" [1st armored cavalry], 1 x "1" [NPFF counterinsurgency], 1 x firebase.
  7. Garrisons = In each Saigon hex = 1 x "2"; 1 x "1" in each other South Vietnamese city hex and in Chu Lai, Pleiku, Bien Hoa, Can Tho, Soc Trang.
  8. Allied Refit Box = 1 x "1" [RFPF infantry regiment].

*Do not set up these units during the Campaign Game; they arrive during the turn indicated in the order of battle.

USA Units:

  1. I Corps Zone = 1 x "12" [3rd* USMC division], 1 x "3" [7/1 USMC], 1 x firebase.
  2. II Corps Zone = 1 x "3" [1/101* airborne].
  3. III Corps Zone = 1 x "12" [1st* division], 1 x "3 (1)" [173rd* airborne], 1 x firebase.
  4. Hex 1732 = 1 x "12" [1st* air cavalry], 1 x firebase.
  5. Garrisons = 1 x "2" each in Da Nang, Nha Trang, Long Binh.
  6. LZ available = three.

Note: Hex 1732 represents An Khe.

Allied Units:

  1. ROK = II Corps Zone, coastal cities only = 1 x "9" [Cap* division], 1 x ROK* firebase.
  2. ANZAC = III Corps Zone = 1 x "2" [ANZTF*] in Phuoc Le (hex 3127).

*Do not set up these units during the Campaign Game; they arrive during the turn indicated in the order of battle.

Special Forces:

  1. I Corps Zone = 2 x SF Bases;
  2. II Corps Zone = 4 x SF Bases (one must be set up in hex 1329);
  3. III Corps Zone = 2 x SF Bases;
  4. IV Corps Zone = 2 x SF Bases;
  5. Nha Trang = 1 x "2 (2)" [5th MSF].
  6. SOG units = US Delta, ARVN 77th.

Note: Hex 1329 represents Plei Me.

Available Box:

  1. US = 1 x SAC, 8 x TAC, 3 x Helicopter, 1 x Air Cdo, 1 x naval strike.
  2. ARVN = 1 x TAC.

Additional Restrictions (Scenario):

On the first turn, the USA 1st Air Cavalry unit may not reorganize, move, attack or contribute its strength to friendly units' defense. It defends in its own hex normally. Starting with Turn 2 it functions normally.

Additional Restrictions (Campaign):

During 1964, US air units may only be used during the Defensive Air Phase of the Communist player's turn.

Allied Incursions into North Vietnam, Laos and Cambodia:

No incursions have occurred.

26.2 Communists Set-up (Communist sets up second)

  • NVA C2 = 5
  • VC C2 = 6
  • Communist Controlled Cities/Bases/Towns = all in North Vietnam, Laos and Cambodia, plus all Communist bases in South Vietnam.

NVA Units:

  1. Laos = 1 x "5" [304th* division].
  2. Cambodia (on any 609 or 701 base hex) = 1 x "6" [325th division].
  3. B-4 Front Zone (must be on a Communist base hex) = 1 x "5" [2nd* division].
  4. B-1 Front Zone (must be on a Communist base hex) = 1 x "5" [3rd* division].
  5. Saigon Front Zone (must be on a Communist base hex) = 1 x "4" [9th* division].
  6. Delta Front Zone = 2 x "1" regiments.
  7. Garrisons = 1 x "2" in each of all of the Communist base hexes.

*Do not set up these units during the Campaign Game; they arrive during the turn indicated in the order of battle.

VC Units:

  1. B-4 Front Zone = 2 x regiments, picked at random
  2. B-1 Front Zone = 3 x regiments, picked at random
  3. B-3 Front Zone = 2 x regiments, picked at random
  4. B-2 Front Zone = 2 x regiments, picked at random
  5. Saigon Front Zone = 1 x regiment, picked at random
  6. Delta Front Zone = 5 x regiments, picked at random
  7. Cadres available = 7 total (place in any Front Zone, not in any enemy unit's hex).

Supply: Five total. Place on any Communist base hexes in North Vietnam, Laos and/or Cambodia.

Dummy Units: Seven total (VC and/or NVA). Place on any Communist units or bases anywhere on the map.

Communist Supply (Scenario and Campaign Game):

As of any game turn of 1965 (of the Communist player's choice), he may declare that all Communist units are automatically supplied on that game turn (only), including attack supply. Communist units still have to expend supply units if they want to conduct Maximum Attack Supply.

Campaign Game only (additional):

  • NVA in Laos = NVA 1 x "4" division, 1 x "1" regiment.
  • Pathet Lao in Laos = 2 x "1" regiments.
  • Khmer Rouge in Cambodia = 1 x cadre.

26.3 1965 Reinforcement Schedule

TurnUSAARVNAlliesSpecial ForcesNVAVC
October IV 1965 [start all scenarios]--1 x "2" ROK [marine brigade]-1 x "2" regiment-
October V------
November I----1 x "2" regiment, 1 x Supply Unit-
November II1 x TAC

27.0 VIETNAM 1968 SCENARIO: Tet!

The Communists launch their big offensive during the Vietnamese Lunar New Year. And, as everyone knows, while the US won militarily, it lost politically as American leadership lost faith in its ability to gain victory in Vietnam. The short scenario shows the initial Communist offensive, while the extended scenario goes into the Allies counterattack and the second wave of Communist attacks.

Game Length = Short Scenario = 1968 = January V - May II. Extended Scenario = 1968 = January V - June IV.

Starting Points = Communist = Military = 0; Political = 10. Allies Military = 5; Political = 0.

27.1 Allied Set-up (Allies set up first):

  • US C2 = 6
  • ARVN C2 = 4
  • Allies Controlled Cities = All in South Vietnam.

ARVN Units:

  1. I Corps Zone (not on or adjacent to Khe Sanh) = 1 x "3" [1st division], 1 x "2" [2nd division], 1 x "1" [RFPF infantry regiment], 1 x "2" [1st ranger], 1 x "2" [1st armored cavalry].
  2. II Corps Zone = 2 x "2" [22nd, 23rd division], 2 x "2" [2nd, 3rd ranger], 1 x "2" [2nd armored cavalry].
  3. III Corps Zone = 1 x "2" [25th division], 2 x "1" [5th, 18th division], 2 x "2" [4th, 5th ranger], 1 x "2" [3rd armored cavalry].
  4. IV Corps Zone = 2 x "2" [9th, 21st division], 1 x "1" [7th division], 1 x "2" [6th ranger], 1 x "2" [4th armored cavalry], 1 x "3" [RAG].
  5. Saigon = 1 x "2" [1st airborne], 1 x "2" [147th marine].
  6. Anywhere in South Vietnam (not on or adjacent to Khe Sanh) = 3 x "2" [2nd airborne, 91st ranger, 258th marine], 1 x "1" [RFPF infantry regiment], 3 x "1" [counterinsurgency], 2 x firebase (one per Corps Zone maximum).
  7. Garrisons = In each Saigon hex = 1 x "2"; 1 x "1" in each other South Vietnamese city hex and in Vung Tau, Can Tho, Soc Trang.
  8. Allied Refit Box = 3 x "1" [RFPF infantry regiments].

USA Units:

  1. I Corps Zone (not on or adjacent to Khe Sanh) = 2 x "12" [1st, 3rd marine], 1 x "9" division [23rd division], 1 x "3" [3/4 brigade], 2 x firebase.
  2. II Corps Zone = 1 x "12" [1st air cavalry], 1 "3" [1/101 air cavalry], 1 x "3" [173rd airborne], 2 x "3" [1/4, 2/4 infantry]. 1 x air cavalry firebase, 1 x firebase.
  3. III Corps Zone = 2 x "12" [1st, 25th divisions], 1 x "4" [11th armored cavalry], 1 "3" [3/101 air cavalry], 2 x "3" [1/9th, 3/9th infantry brigades], 3 x firebases.
  4. IV Corps Zone = 1 x "3" [2/9th infantry], 3 x "4" [1/TF116, 2/TF116, 1/TF117 riverine], 1 x firebase.
  5. Khe Sanh = 1 x "3" [26th marine regiment], 1 x firebase.
  6. II or III Corps Zone = 2 x "3" [2/101, 17th air cavalry], 1 x air cavalry firebase.
  7. Garrisons = 1 x "2" each in Da Nang, Chu Lai, Pleiku, Nha Trang, Cam Ranh Bay, Long Binh, Bin Hoa, Cam Ranh Bay, Vung Tau.
  8. Base markers = Cam Ranh Bay, Vung Tau.
  9. LZ available = five.

Allied Units:

  1. ROK = (a) I Corps Zone, coastal cities only = 1 x "2" [marine]; (b) II Corps Zone, coastal cities only = 2 x "9" [CAP, 9th divisions], 1 x firebase. ROK divisions may be broken down into brigades during initial deployment.
  2. ANZTF = III Corps Zone = 1 x "3" [ANZTF].
  3. Thai = III Corps Zone = 1 x "2" [QC].
  4. Philippine = III Corps Zone = 1 x "2" [CAG counterinsurgency].

Special Forces:

  1. I Corps Zone = 1 x "2" [1st MSF], 2 x SF bases; II Corps Zone = 1 x "2" [2nd MSF], 4 x SF bases; III Corps Zone = 1 x "2" [3rd MSF], 2 x SF bases; IV Corps Zone = 1 x "2" [4th MSF], 3 x SF bases; Nha Trang = 1 x "2" [5th MSF].
  2. SOG units = US Delta, Gamma, Omega, Sigma, ARVN 77th (five total).

Air Available Box:

  1. US = 2 x SAC, 12 x TAC, 7 x helicopter, 2 x air commando, 1 x naval strike.
  2. ARVN = 2 x TAC, 1 helicopter.
  3. Allies = 1 x TAC.

Allied Tet Reaction:

a) Allied Movement Restrictions = On game Turn 1, Allies units which begin the movement phase in an enemy ZOC may not exit that ZOC for the remainder of the movement phase.

b) ARVN Rally. On the first Allied Reinforcement and Refit phase in which the Communists control any city or major base hex in South Vietnam, the Allied player rolls one die and receives that number of RFPF units (five max) as additional reinforcements.

c) ARVN Refits. On all turns thereafter, ARVN units gain a "+1" modifier when using the Unit Return Table.

d) Khe Sanh. If at the end of the game the Allies occupies Khe Sanh, the Allies gains 5 Political Points. No other points are gained/lost for Khe Sanh.

Allied Incursions into North Vietnam, Laos and Cambodia: No incursions have occurred.

27.2 Communists (Communist sets up second):

  • NVA C2 = 5
  • VC C2 = 6
  • Communist Controlled Cities/Bases/Towns = all in North Vietnam, Laos and Cambodia, plus all Communist bases in South Vietnam.

NVA Units:

  1. North Vietnam or Laos = 1 x "6" division, 1 x "5" division, 1 x "2" armor, 1 x "2" sapper, 1 x "1" regiment.
  2. Laos = 1 x "4" division.
  3. Cambodia = 2 x "4" division.
  4. B-4 Front Zone = 2 x "2" regiments, 1 x "1" regiment.
  5. B-1 Front Zone = 2 x "5" divisions.
  6. B-3 Front Zone = 1 x "5" division.
  7. B-2 Front Zone = 1 x "1" regiment.
  8. Saigon Front Zone = 1 x "4" division, 1 x "2" sapper.
  9. Delta Front Zone = 2 x "2" regiments, 2 x "1" regiments. (10) Adjacent to Khe Sanh = 1 x "6" division, 1 x "5" division.
  10. Garrisons = 1 x "2" each in all Communist base hexes.

VC Units:

  1. Sappers = select all three VC sappers and place them anywhere in South Vietnam.
  2. B-4 Front Zone = 2 x regiments, picked at random.
  3. B-1 Front Zone = 3 x regiments, picked at random.
  4. B-3 Front Zone = 2 x regiments, picked at random.
  5. B-2 Front Zone = 2 x regiments, picked at random.
  6. Saigon Front Zone = 3 x regiments, picked at random.
  7. Delta Front Zone = 5 x regiments, picked at random.
  8. Cadres available = 10 total.

Supply: Six total. Place on any Communist base hexes in North Vietnam, Laos and Cambodia.

Dummy Units: Nine total. Place on any Communist units or bases anywhere on the map.

Communist Shock Effect:

  1. Communist Supply = All Communist units are automatically supplied on the first two turns of the game, including attack supply. They still have to expend supply units if they want to conduct Maximum Attack Supply.
  2. Communist Infiltration = During the Communist Movement Phase of turn 1, Communist units may ignore Allied ZOCs.
  3. Communist Surprise. Skip the Allies Defensive Air Phase on Turn 1.
  4. Political Points. During his combat phase of Turn 1, the Communist player receives +1 Political point for each attack he makes against Allies cities and printed bases, regardless of the outcome of the attacks. He receives +2 Political Points for each attack against a Saigon hex.
  5. Khe Sanh = If at any time in the game a Communist unit occupies Khe Sanh, the Communists gain 5 political points (and keep them even if they lose Khe Sanh).

Campaign Game only (additional):

  • NVA in Laos = NVA 1 x "4", 2 x "1" regiment.
  • Pathet Lao in Laos = 2 x "1" regiments.
  • Khmer Rouge = 2 x cadre; 1 x regiment, drawn at random.

28.0 VIETNAM 1970 SCENARIO: Into Cambodia

This covers the Allied incursion into Cambodia in 1970 to destroy Communist bases.

Game Length = IV April 1970 – III July 1970

Starting Points = Communist = Military = 0; Political = 0. Allied Military = 0; Political = 0.

28.1 Communists (Communist sets up first):

  • NVA C2 = 5
  • VC C2 = 5
  • Communist Controlled Cities/Bases/Towns = all in North Vietnam, Laos and Cambodia, plus all Communist bases in South Vietnam except the Iron Triangle. Place a Base Destroyed marker on the Iron Triangle hex.

NVA Units:

  1. North Vietnam or Laos = 4 x "5" division, 1 x "4" division, 1 x "2" armor, 1 x "2" sapper, 2 x "2" regiments, 2 x "1" regiments, 1 x "3" AA division.
  2. Cambodia = 2 x "4" division, 1 x "1" regiment.
  3. B-4 Front Zone = 1 x "2" regiment, 1 x "1" regiment.
  4. B-1 Front Zone = 1 x "5" division.
  5. B-3 Front Zone = 1 x "2" regiment.
  6. B-2 Front Zone = 1 x "1" regiment.
  7. Saigon Front Zone = 2 x "1" regiment.
  8. Delta Front Zone = 1 x "2" regiment, 1 x "1" regiment.
  9. Garrisons = 1 x "2" each in all Communist base hexes.
  10. Communist Refit Box = 1 x "6" division.

VC Units:

  1. B-4 Front Zone = 1 x regiment, picked at random.
  2. B-1 Front Zone = 2 x regiments, picked at random.
  3. B-3 Front Zone = 1 x regiment, picked at random.
  4. B-2 Front Zone = 1 x regiment, picked at random.
  5. Saigon Front Zone = 2 x regiments, picked at random.
  6. Delta Front Zone = 3 x regiments, picked at random.
  7. Garrisons = 1 x "1" in Khe Sanh (flip side of ARVN garrison).
  8. Cadres available = 4 total.
  9. Permanently eliminated = 6 x cadre.

Supply: Four total. Place on any Communist base hexes in North Vietnam, Laos and Cambodia.

Dummy Units: Six total. Place on any Communist units or bases anywhere on the map.

Campaign Game (additional, must use in this scenario):

  • NVA in Laos = NVA 1 x "4", 1 x "1" regiment.
  • Pathet Lao in Laos = 2 x "1" regiments.
  • Khmer Rouge = 2 x cadre; 3 x regiments, drawn at random. Place in Cambodia Underground box.

28.2 Allied Set-up (Allies sets up second)

  • US C2 = 6
  • ARVN C2 = 5
  • Allies Controlled Cities = All in South Vietnam.

Allied units may be set up anywhere in the Corps Zones except in Communist base hexes. Divisions may be broken down into component units at the Allied player's option.

ARVN Units:

  1. I Corps Zone (not on or adjacent to Khe Sanh) = 1 x "4" [1st division, stronger side], 1 x "2" [2nd division], 1 x "1" [18th division], 1 x "2" [1st ranger], 1 x "2" [1st armored cavalry], 1 x firebase, 1 x RFPF [picked at random].
  2. II Corps Zone = 2 x "2" [22nd, 23rd divisions], 2 x "2" [2nd, 3rd ranger], 1 x "2" [2nd armored cavalry], 1 x firebase, 1 x RFPF [picked at random].
  3. III Corps Zone = 1 x "3" [25th division, stronger side], 1 x "2" [5th, stronger side], 2 x "2" [4th, 5th ranger], 1 x "2" [3rd armored cavalry, increased strength], 1 x firebase, 1 x RFPF [picked at random].
  4. IV Corps Zone = 2 x "2" [9th, 21st division], 1 x "1" [7th division], 1 x "2" [6th ranger], 1 x "2" [4th armored cavalry], 1 x "3" [RAG], 1 x firebase, 1 x RFPF [picked at random].
  5. Saigon Zone = 1 x "2" [1st airborne], 1 x "2" [147th marine].
  6. Anywhere in South Vietnam (not on or adjacent to Khe Sanh) = 5 x "2" [2nd, 3rd airborne, 91st ranger, 258th, 369th marine], 1 x "1" [RFPF infantry regiment], 5 x "1" [counterinsurgency].
  7. Garrisons = In each Saigon hex = 1 x "2"; 1 x "1" in each other South Vietnamese city hex (except Khe Sanh), plus one each in Can Tho, Soc Trang.
  8. Allied Refit Box = 3 x "1" [RFPF infantry regiments].

USA Units:

  1. I Corps Zone = 1 x "12" [101st airborne, air cavalry configuration], 1 x "12" [3rd marine division], 1 x "9" [23rd infantry division], 1 x "4" [1/5 mechanized], 1 x air cavalry firebase, 2 x firebase.
  2. II Corps Zone = 1 x "12" [4th infantry division], 1 x "4" [TF South], 1 x "3" [173 airborne], 1 x firebase.
  3. III Corps Zone = 1 x "12" [1st Cav, air cavalry configuration], 1 x "12" [25th division], 1 x "4" [11th armored cav], 1 x "2" [199th infantry, counterinsurgency side], 1 x air cavalry firebase, 1 x firebase.
  4. IV Corps Zone = 1 x "2" [3/9th infantry, counterinsurgency side], 4 x "4" [1/116, 2/116, 1/117, 2/117 riverine].
  5. II, III or IV Corps Zone = 2 x "3" [2/101, 17th air cavalry], 1 x air cavalry firebase.
  6. Garrisons = 1 x "2" each in Da Nang, Chu Lai, Pleiku, Nha Trang, Long Binh, Bin Hoa, Cam Ranh Bay, Vung Tau, My Tho.
  7. Base markers = Cam Ranh Bay, Vung Tau, My Tho.
  8. LZ available = six.

Allied Units:

  1. ROK = (a) I Corps Zone, coastal cities only = 1 x "2" [marine]; (b) II Corps Zone, coastal cities only = 2 x "9" [CAP, 9th divisions], 1 x firebase. ROK divisions may be broken down into brigades during initial deployment.
  2. ANZTF = III Corps Zone = 1 x "3" [ANZTF].
  3. Thai = III Corps Zone = 1 x "6" division [RTExD].

Special Forces:

  1. I Corps Zone = 1 x "2" [1st MSF], 2 x SF camps; II Corps Zone = 1 x "2" [2nd MSF], 4 x SF camp; III Corps Zone = 1 x "2" [3rd MSF], 2 x SF camp; IV Corps Zone = 1 x "2" [4th MSF], 3 x SF camp; Nha Trang = 1 x "2" [5th MSF].
  2. SOG units = US Delta, Gamma, Omega, Sigma, ARVN 77th. Campaign game = Phoenix, Phung Hoang.

Air Available Box:

  1. US = 3 x SAC, 12 x TAC, 8 x helicopter, 2 x air commando, 2 x naval strike.
  2. ARVN = 3 x TAC, 1 helicopter.
  3. Allies = 1 x TAC.

Special Allied Victory Conditions: Allies gain an additional +2 Military VP for each Communist Base in Cambodia destroyed or occupied at the end of the scenario.

Allied Incursions into North Vietnam, Laos and Cambodia: No incursions have occurred, but the Allied player must conduct an Incursion into Cambodia on the first turn of the scenario.

Allied Initiative: On the first turn of the scenario, skip the Communist Player Turn.

29.0 VIETNAM CAMPAIGN GAME RULES

29.1 Introduction to the Campaign Game

The Campaign Game can cover any number of years of the War. Players should agree upon the starting and ending turns prior to beginning play. The Order of Battle shows all major units which fought in South Vietnam as well as adjoining areas of Laos and Cambodia.

Set-up the game per the 1965 scenario (Year of the White Horse), although the game actually begins in the December II turn of 1964 per the Year of the White Horse set-up. Unit arrivals begin as of the December II turn.

29.2 Operations

Unlike when playing scenarios, the campaign is regulated by "Operations" which dictate when units from both sides may move and attack. To track the operations that both sides conduct, each side is provided with an "Operation Complete" marker which is placed on the Victory Point Track to track how many operations are granted and used each game turn (although operations have no effect upon victory points whatsoever).

Operations are granted automatically at the beginning of each new game turn (for example, January I); each player rolls one six-sided die and thus receives that quantity of operations for that turn (exception, see 29.8), which are immediately recorded on the Victory Point Track. As operations are used by each side, that side's marker is reduced on the Victory Point Track to reflect the number of operations remaining for that turn.

Both sides roll for and receive their operations at the same time, but the Communist player always conducts his operations, if any, first (as per the Sequence of Play), but neither player is ever required to conduct any operation.

Each operation may be used to activate any and/or all of his friendly units in any one particular zone as delineated on the map (any one Corps zone for the Allied side, any one Front zone for the Communist zone). An operation can never activate units in two or more zones at the same time under any circumstances.

Note: The map is segmented into Corps zones and Front zones. The Allied player must use the Corps zones for his operations, and the Communist player must use Front zones for his operations.

When a player announces that he will be conducting an operation for that game turn, he must also declare which zone wherein his declared operation will be occurring. Any and all friendly units in that zone may move and/or attack (or conduct any other type of function there), even if that movement or attack will ultimately occur in another zone (after the activated unit has moved, for example). No units from two or more zones may be activated together, however, under any circumstances.

A player may conduct multiple operations during the same game turn (for example, the May III turn of 1967), but no more than one operation may be conducted per each of that side's zones. If a player intends to conduct more than one operation (amongst different zones) on the map, they must all be conducted together per the Sequence of Play (in other words, all movement of every unit in all zones must be completed together, then all combat, et cetera, for example). Once a player has completed all operations that he intends to conduct (deducting them from Victory Point Track as they are conducted), his phases end for that game turn.

Any activity in a particular zone requires an operation, regardless of how many or few units are involved. If a player only intends to move one unit, or all of the units in a zone, it requires an operation to do. Activity in a zone only ever requires one operation for that turn, however, in any case.

29.3 Free Operations

Once per each month (except during any Monsoon turn), the Allied side receives one free operation (in addition to the operation(s) received by die roll each game turn), which may be utilized during any single game turn of the Allied player's choice. The free operation is considered a normal operation in every respect, and may be used in any one eligible zone per the normal rules. The Allied player is not required to pre-determine when he will use this freely granted operation, and it is not added to the Victory Point Track, but is simply declared as being used at any time that the Allied player chooses (except when the Communist player is conducting his own operation).

However, this free monthly operation expires as of the first game turn of 1973, and is never reinstated.

Similarly, as of 1973 (and later), once per each month (except during any Monsoon turn), the Communist side receives one free operation (in addition to the operation(s) received by die roll each game turn), which may be utilized during any single game turn of the Communist player's choice. The free operation is considered a normal operation in every respect, and may be used in any one eligible zone per the normal rules. The Communist player is not required to pre-determine when he will use this freely granted operation, and it is not added to the Victory Point Track, but is simply declared as being used at any time that the Communist player chooses (except when the Allied player is conducting his own operation).

29.4 Airpower During Operations

Airstrikes alone, during either player's turn, do not require the expenditure of an operation. This does not apply to helicopters or transport aircraft being used to move units on the map, which would require an operation for the movement of the unit(s) normally.

29.5 Saving Operations

It is permissible for a player to save his operations from one turn to the next throughout the game, but no more than half (round fractions down) of the operations that a side had received for that game turn may be saved.

29.6 Cambodia and Laos

Cambodia and Laos are exceptions inasmuch as they are not segmented by zones. Thus, Cambodia and Laos are each considered a single large zone for purposes of conducting operations therein by either side.

29.7 Cross Zone Operations

If a unit is activated in a particular zone (wherever it began that turn), an operation expended for that zone allows any units activated therein to move within, out, out and then back in, and even conduct combat into or within another zone. It does not require an additional operation to do so; only the zone where the activated unit began requires an operation expenditure.

29.8 Weather

During any Monsoon weather turn (any turn box that is blue, from May IV to October III), the number of operations rolled by each player is automatically halved (rounded down, meaning that it is possible for a player to receive no operations during that game turn). Furthermore, no free operations are granted during any Monsoon game turn. This rule does not prevent any player from using operations he had saved from previous game turns, however. For purposes of this rule, Monsoon is considered to be in effect across the entirety of the map during Monsoon game turns.

29.9 Tet Offensive

During any month of the 1968 game year, the Communist player may declare the "Tet Offensive". During each game turn of that chosen month, the Communist player will receive one free operation in each Front zone (but not Cambodia and Laos, where he must expend operations normally if he wishes to conduct any operations there).

29.10 Tet Rally (Tet Reaction)

The first game turn in the month immediately following the Tet Offensive is known as the Tet Rally. ARVN units use the "+1" modifier on the URT during each turn until I January 1974, at which time the modifier reverts to "0".

Some units are arrivals only if the Tet Offensive has occurred (during the same turn or any turn prior to their listed arrival turns); these units are indicated in the order of battle as "Tet Reaction". These units are listed with an arrival turn, which is when they arrive if the Tet Offensive occurs before (not during or after) that game turn. If, however, the Tet Offensive does not occur until that game turn or after, such units will arrive a number of game turns later, as indicated by the Tet Reaction number (for example, "Tet Reaction, 22 turns" indicates that that unit will arrive twenty-two turns after the turn that Tet Offensive had been declared and begun).

29.11 Nguyen Hue Offensive

During any month of the 1972 game year, the Communist player may declare the "Nguyen Hue Offensive". During each game turn of that chosen month, the Communist player will receive one free operation in each Front zone (but not Cambodia and Laos, where he must expend operations normally if he wishes to conduct any operations there).

Additionally, Allied air units may only fly during the Defensive Air Phase during the Nguyen Hue Offensive month.

29.12 Nguyen Hue Rally (Nguyen Hue Reaction)

If any US ground unit is attacked by any Communist unit, the Allied player receives the US 3/82nd Airborne Brigade and one Naval strike (as of the turn following), as well as the 9th Marine Brigade (two turns later) as automatic reinforcements, which may arrive at any Allied base that is not under communist control.

Some units are arrivals only if the Nguyen Hue Offensive has occurred (during the same turn or any turn prior to their listed arrival turns); these units are indicated in the order of battle as "Nguyen Hue Reaction". These units are listed with an arrival turn, which is when they arrive if the Nguyen Hue Offensive occurs before (not during or after) that game turn. If, however, the Nguyen Hue Offensive does not occur until that game turn or after, such units will arrive a number of game turns later, as indicated by the Nguyen Hue Reaction number (for example, "Nguyen Hue Reaction, 2 turns" indicates that that unit will arrive two turns after the turn that Nguyen Hue Offensive had been declared and begun).

29.13 Vietnamization

As of the 1970 year, at least half (fractions rounded up) of the operations conducted must be performed by ARVN (only) units. The remaining operations may be conducted by any US and/or Allied units (including ARVN units) normally.

29.14 Maximum Reinforcement Option

Assuming other political dynamics were in effect (perhaps John F. Kennedy hadn't been assassinated, or that Walter Cronkite had died before the Tet Offensive, whatever you may conjure up), this optional rule assumes a 'surge' of troop deployments to Vietnam, known as the Maximum Reinforcement Option. This option only applies during the Campaign Game as an optional rule, and it simply allows the Allied player to bring more units in country (no pun intended) at the cost of political points. These additional units are listed throughout the order of battle as "Maximum Reinforcement Option" with an arrival date. They generally have no departure date, but cost an amount of political points, as listed.

30.0 CAMPAIGN GAME VICTORY CONDITIONS

To win the Campaign Game, the player must fulfill one of the following conditions at the end of any game turn:

  1. Either side: Have at least 100 more combined Military and/or Political Points than the opponent before the end of the last game turn. The side that is ahead on points wins the game.
  2. Communist only: If the Communists occupy all Allied city and base hexes in South Vietnam, Laos and Cambodia (if belligerent) which have a VP value of "2" or more, the Communist have won the game.
  3. Allies only: If, at the end of any game turn, the Allies control all Allied city and base hexes in South Vietnam, Laos and Cambodia (if belligerent) which have a VP value of "2" or more, and occupy or have destroyed all Communist bases with a VP value of "2" or more in South Vietnam, the Allied have won the game.

Note: If Cambodia is neutral, then its cities and bases do not count per the above calculations. Cities and bases in Laos always count, regardless of incursions.

30.1 Campaign Game Victory Points

These are listed on the VP Chart under Campaign Game Only (see the end of these rules).

31.0 COMMAND CONTROL (C2) LEVELS

Command Control Levels for the Campaign are set by the Campaign

[Editor's note: the source text ends mid-sentence here, and the Campaign Command Control chart it refers to is not in the rules text. The printed sentence is left as it appears. The paragraph that follows appears under this heading in the source, but its content (the cost of a replacement attempt) matches section 32.0 and is printed here in its printed position.]

Expend a number of Political and/or Military Points (of any combination) equal to twice each such unit's combat value, then make a check for it on the Unit Return Table. If the URT calls for the unit to be eliminated instead of replaced, it is returned to the pool of eliminated units, and the player may attempt replacement again on a future turn for it. However, he has forfeited the cost for the first attempt, and must pay the cost against for each subsequent attempt.

32.0 REPLACEMENT OF PERMANENTLY ELIMINATED UNITS

During the Campaign Game, both players may replace units which have been permanently eliminated via the URT.

32.1 Replacement of Cadres & SOGs

Cadres and SOGs which have been permanently eliminated cost four points to undergo a replacement attempt. A player can break down eliminated divisions into Control (C2) Chart. They change on the designated turns.

[Editor's note: the source sentence "A player can break down eliminated divisions into" runs into the C2 chart reference and the text is incomplete as printed. It is transcribed as printed.]

33.0 BOMBING NORTH VIETNAM (Operations Rolling Thunder & Linebacker)

"Operation Rolling Thunder" was the US aerial campaign against North Vietnam conducted in 1965-68, "Operation Linebacker" was the 1972 aerial offensive. Air and NAV units on the Order of Battle/Order of Appearance as "Operation Rolling Thunder" and "Operation Linebacker" are used only in the Campaign Game, and those air units may only be used to bomb North Vietnam (although any other air units may bomb North Vietnam, as well, if the US player desires).

33.1 Bombing North Vietnam

The Allied player may employ some, none or all of available TAC, SAC and NAV to bomb North Vietnam. This is declared on the I Turn of any month. Transfer the TAC, SAC and/or NAV to the Bomb North Vietnam Boxes. They must remain in that box until the I Turn of the next month, at which point the player can decide to assign units again, or transfer them back to the regular air available box.

Note: While the player may have units in the Bomb North Vietnam box, he does not have to conduct any bombing in a turn if he decides against it. The units simply remain in the box and do nothing.

33.2 Bombing Procedure

Bombing of North Vietnam takes place at the start of the Communist player turn. The Allied player simply declares if he is conducting either Restricted or Unrestricted Bombing (this makes a difference with the result), and then declares the units he will use, totaling the number of bomber counters he has assigned to the bombing of North Vietnam. Then, roll one die on the Bombing North Vietnam Table, and apply the results as indicated (see below).

33.3 Linebacker

During any 1972-1975 game turn, each US TAC type of air unit is counted double (as if it was two air units), and each US SAC air unit is counted triple (as if it was three air units) to reflect the intensified bombing and superior weapons being used at that time.

Bombing North Vietnam Table (Campaign Rules)

Bomber counters bombing => / die roll12345-67-89-1213-1617+
1LDLDLDMDMDMDDDDDDD
2-LDLDLDLDMDMDMDDD
3-

Bombing North Vietnam Results (Restricted Bombing / Unrestricted Bombing):

  • LD: Limited Damage. Restricted: Double the number of points expended for Communists to build Supply units and NVA regiments this turn. Unrestricted: Double the number of points expended for Communists to build Supply units and NVA regiments this turn.
  • MD: Major Damage. Restricted: Allies roll a second die and receive that number of Political Points. Communists cannot build any Supply units or NVA regiments this turn. Unrestricted: Allies roll a second die and receive double that number of Political Points. Allies roll a third die and receive that number of Military Points. Communists cannot build any Supply units or NVA regiments this turn.
  • DD: Decisive Damage. Restricted: Allies roll a second die and receive that number of Political Points. Allies roll a third die and receive that number of Military Points. Communists cannot build any Supply units or NVA regiments this turn. Unrestricted: Allies roll a second die and receive double that number of Political Points. Allies roll a third die and receive double that number of Military Points. Communists cannot build any Supply units or NVA regiments this turn.
  • R: Reaction. Restricted: Communists roll one die and receive that number of Political Points. Unrestricted: If this is 1965-71, Communists roll one and receive triple that number of Political Points. If this is 1972 or later, Communists roll one die and receive double that number of Political Points.
  • A1: Anti-Aircraft. The Allied player eliminates one bombing unit (which may be SAC) and place it in the Refit box.
  • A2: Anti-Aircraft. The Allied player eliminates two bombing units (which may be SAC) and place them in the Refit box.
  • -: No effect.

34.0 VIETNAM ORDER OF BATTLE & ORDER OF APPEARANCE

34.1 Explanation

The following chart lists the arrival and departure dates (turns) for all of the units of the Campaign Game. The chart is organized as follows:

Units: Units are listed by their historic identification. Where no identification is listed (say, for withdraws), the chart simply implies that that quantity of that type of unit (such as Special Forces camps) arrives or is withdrawn.

Deployed: This is the game turn in which the unit would be received as a reinforcement. Units listed as “Start, II December 1964” are set-up at the start of the game, in addition to the set-up as indicated by the “Year of the White Horse” scenario (although some units of the Year of the White Horse scenario are not set-up during the Campaign Game, and are so noted). During the Campaign Game, units that arrive must arrive in a friendly base hex, unless specified otherwise.

Withdrawn: For Allied units, the game turn in which the unit was withdrawn from Vietnam. Units scheduled for withdrawal are simply removed from the map or Refit pool during the Allied Reinforcement phase of the designated turn. A unit which has been permanently eliminated is considered withdrawn. The Allied player must withdraw an air, helicopter or naval marker that is in play before withdrawing one from the Refit pool. Units without a designated withdrawal date are never withdrawn, and are only removed from the map when eliminated.

Notes: Any additional information. Also, see the Campaign Game rules for optional units.

34.2 Campaign Set-up

Set-up all of the units listed as Start, II December 1964 (as well as those indicated in the Year of the White Horse scenario), as well as the following starting Communist units per the following parameters:

15 x random VC regiments in Vietnam, maximum of 5 per Front zone, not in any city or base. Deploy face down.

3 x sapper regiments (C-10, 402, Hue)

10 x random NVA regiments in Vietnam, maximum of 5 per Front zone, not in any city or base. Deploy face down.

5 x supply in Vietnam, in any hexes of the Communist player’s choice.

All dummy units (NVA and VC) Deploy face down.

US Army UnitsDeployedWithdrawnNotes
1st Brigade, 1st Air Cavalry Division (air cavalry configuration)II September 1965IV April 1971
2nd Brigade, 1st Air Cavalry Division (air cavalry configuration)II September 1965IV April 1971
3rd Brigade, 1st Air Cavalry Division (air cavalry configuration)II September 1965IV June 1972
Firebase, 1st Air Cavalry DivisionII September 1965IV April 1971(the 11th Aviation Group, divisional helicopter command, is factored into the unit).
1st Brigade, 1st Infantry DivisionI October 1965III April 1970
2nd Brigade, 1st Infantry Division
US Air, Helicopter, Bombardment and Landing Zone markersDeployedWithdrawnNotes
TAC x 3, Helicopter x 1, Air Cdo x 1, NAV x 1, Landing Zone x 1Start, II December 1964-(TAC represents various squadrons in Thailand plus two US carrier groups. Helicopters represents various MACV units; plus 1st Air Commando Wing).
TAC x 1I February 1965-(represents USN carrier group)
TAC x 1 * (see 33.0)I April 1965-* See Rolling Thunder option (6234th Tactical Fighter Wing (becomes 388th in April 1966])
TAC x 1 * (see 33.0)II April 1965-* See Rolling Thunder option (represents USN carrier group)
Landing Zone x 1I May 1965
TAC x 1, SAC x 1, Helicopter x 1
Allied and CIA UnitsDeployedWithdrawnNotes
ROK 1/Cap RegimentIV September 1965II March 1973
ROK 2/Cap RegimentIV September 1965II March 1973
ROK 3/Cap RegimentIV September 1965II March 1973
ROK 28/9 RegimentIV September 1966III March 1973
ROK 29/9 RegimentIV September 1966III March 1973
ROK 30/9 RegimentIV September 1966III March 1973
Republic of Vietnam (ARVN) UnitsDeployedNotes
1st Infantry DivisionStart, II December 1964
2nd Infantry DivisionStart, II December 1964
3rd Infantry DivisionI October 1971
5th Infantry DivisionStart, II December 1964
7th Infantry DivisionStart, II December 1964
9th Infantry DivisionStart, II December 1964
18th Infantry DivisionMay III, 1965Note: Originally designated as 10th Infantry Division
21st Infantry DivisionStart, II December 1964

[Editor's note: several rows in the Communist Units table (NVA Infantry Regiments, VC Cadre Regiments, Communist Supply units) cite "32.2" for their arrival. The rules text has no section 32.2; section 32.0 contains only 32.1. The cross-reference is transcribed as printed.]

Communist UnitsMobilizedNotes
NVA 1st DivisionIII December 1965Deploy in Laos or B-4 Front zone
NVA 2nd DivisionIII October 1965Deploy in Laos or B-4 Front zone
NVA 3rd DivisionI September 1965Deploy in Cambodia or B-1 Front zone
NVA 4th DivisionI January 1975
NVA 5th DivisionIII November 1965Deploy in Cambodia or Saigon Front zone
NVA 6th DivisionI January 1975
NVA 7th DivisionII June 1966Deploy in Cambodia or Saigon Front zone
NVA 8th DivisionI January 1975
US Marine UnitsDeployedWithdrawnNotes
1st Marine RegimentII January 1966II May 1971
3rd Marine RegimentII April 1965II September 1969
4th Marine RegimentII May 1965II November 1969
5th Marine RegimentII May 1966II April 1971
7th Marine RegimentII August 1965II October 1970
9th Marine RegimentII March 1965II August 1969

Allied Victory Points Table

EventPolitical PointsMilitary PointsWhen Checked
Each Communist base hex captured+ (political points printed on map)-Gain immediately
Each Communist occupied Allied city or printed base recaptured by Allied forces- VP value printed on map-Gain immediately
Each Communist division or Chinese army eliminated in combat-+ 3Gain immediately
Each Communist regiment or Chinese division eliminated in combat-+ 1Gain immediately
Each Communist garrison unit eliminated in combat-+ 1Gain immediately
Each Communist Cadre eliminated via URT outcome+3

Communist Victory Points Table

EventPolitical PointsMilitary PointsNotes
Each Allied city or printed base captured+ (VP value printed on map)-Gain immediately
Each Allied occupied Communist base recaptured by Communist forces- (political points printed on map)-Gain Immediately
Each USA or Free World Ally division eliminated in combat+ 3+ 6Gain immediately
Each USA or Free World Ally brigade/regiment eliminated in combat+ 1+ 2Gain immediately
Each USA or Free World Ally division which breaks down as a result of combat+ 1-Gain immediately
Each ARVN mobile unit eliminated+1
  • 6.12 DRMs
  • 6.13 Placing Refit Units
  • 6.14 Permanently Eliminated Unit
  • 6.15 Divisional Breakdown
  • 6.16 Air Unit Refits
  • 6.17 Units Beginning in the Refit Box
  • 6.18 Allied Garrison Unit Refits
  • 6.19 Communist Garrison Refits
  • 6.20 US & ARVN Firebases
  • 6.21 Communist Supply Units
  • 6.22 Communist Dummy Units (Refit)
  • 6.23 Areas of Placement Restrictions
  • 6.24 Reorganization
  • 6.25 Breaking Down Procedure
  • 6.26 Combining Sub-Units
  • 6.27 Suppression
  • 6.28 Restrictions & Strictures
  • 7.13 Communist A Shau & Ia Drang Valley Movement
  • 7.14 Communist Supply Unit Movement
  • 10.13 Retreat Disadvantages
  • 10.14 Advance After Combat
  • 10.15 Attacking into Restricted Areas
  • 10.16 All-Sea Hexsides
  • 10.17 Rest
  • 11.13 Static Unit Immunity
  • 11.14 Unit Eliminations
  • 29.13 Vietnamization
  • 29.14 Maximum Reinforcement Option
  • Refitting: The process by which eliminated units (eliminated by certain combat results) may be returned to the map.
  • Siege: The condition that exists whenever a friendly city, base, firebase or Special Forces Camp, or base area is in an enemy zone of control (though not enemy occupied).
  • -
    -
    -
    -
    1 x regiment, picked at random
    November III [end short scenario]----1 x "4" [5th division] (on any Communist base in Cambodia)-
    November IV------
    December I-1 x "2" [3rd armored cavalry]--1 x "1" regiment, 1 x Supply Unit-
    December II1 x TAC----1 x regiment, picked at random
    December III1 x "4" [TF 116], 1 x helicopter---1 x "5" [1st division]-
    December IV1 x "3" [3/25 infantry]----1 x cadre, picked at random
    January I 19661 x "3" [1/1 USMC]1 x "2" [5th ranger]-1 x 0 (+1)1 x "1" regiment, 1 x Supply Unit-
    January II-----1 x regiment, picked at random
    January III1 x "3" [2/25 infantry]-----
    January IV------
    January V------
    February I----1 x "6" [308th division]-
    February II-----1 x regiment, picked at random
    February III------
    February IV------
    March I [end extended scenario]1 x TAC---1 x "1" regiment, 1 x Supply Unit-
    -
    LD
    LD
    LD
    LD
    MD
    MD
    MD
    4----LDLDLDMDMD
    5R +A2R +A2R +A2R +A2R +A2R +A2R +A2R +A2R +A2
    6A1A1A1A1A1+RA1+RA1+RA1+RA1+R
    I October 1965
    III April 1970
    3rd Brigade, 1st Infantry DivisionII July 1965III April 1970
    Firebase, 1st Infantry DivisionIII October 1965III April 1970
    1st Brigade, 4th Infantry DivisionI October 1966I December 1970
    2nd Brigade, 4th Infantry DivisionII August 1966I December 1970
    3rd Brigade, 4th Infantry DivisionII October 1966III April 1970
    Firebase, 4th Infantry DivisionI October 1966I December 1970
    1st Brigade, 5th Mechanized Infantry DivisionIV July 1968IV August 1971Tet Reaction, 28 turns
    2nd Brigade, 5th Mechanized Infantry DivisionMaximum Reinforcement Option (IV July 1968)-Cost = 4 Political Points
    3rd Brigade, 5th Mechanized Infantry DivisionMaximum Reinforcement Option (IV July 1968)-Cost = 4 Political Points
    Firebase, 5th Mechanized Infantry DivisionMaximum Reinforcement Option (IV July 1968)-Cost = 4 Political Points
    1st Brigade, 6th Infantry DivisionMaximum Reinforcement Option (I November 1967)-Cost = 3 Political Points
    2nd Brigade, 6th Infantry DivisionMaximum Reinforcement Option (I November 1967)-Cost = 3 Political Points
    3rd Brigade, 6th Infantry DivisionMaximum Reinforcement Option (I November 1967)-Cost = 3 Political Points
    Firebase, 6th Infantry DivisionMaximum Reinforcement Option (I November 1967)-Cost = 3 Political Points
    1st Brigade, 9th Infantry DivisionI January 1967II August 1969
    2nd Brigade, 9th Infantry DivisionIV July 1969II October 1970(Historically, converted to Mobile Riverine Force, I February 1967).
    3rd Brigade, 9th Infantry DivisionIII December 1966II October 1970
    Firebase, 9th Infantry DivisionIII December 1966III August 1969
    11th Brigade, 23rd Infantry Division (Americal)III December 1967II November 1971
    196th Brigade, 23rd Infantry Division (Americal)IV August 1966IV June 1972
    198th Brigade, 23rd Infantry Division (Americal)III October 1967II November 1971
    Firebase, 23rd Infantry Division (Americal)IV September 1967IV November 1971
    1st Brigade, 25th Infantry DivisionIV April 1966II December 1970
    2nd Brigade, 25th Infantry DivisionIII January 1966IV April 1971
    3rd Brigade, 25th Infantry DivisionIV December 1965II December 1970
    Firebase, 25th Infantry DivisionII December 1970II December 1970
    2nd Brigade, 82nd Airborne DivisionMaximum Reinforcement Option (I February 1968)-Cost = 6 Political Points
    3rd Brigade, 82nd Airborne DivisionIII February 1968II December 1969Tet Reaction, 3 turns
    1st Brigade, 101st Airborne Division (airmobile configuration)IV July 1965January III, 1972
    2nd Brigade, 101st Airborne Division (airmobile configuration)III November 1967II February 1972
    3rd Brigade, 101st Airborne Division (airmobile configuration)III November 1967III December 1971
    Firebase, 101st Airborne DivisionIII November 1967III January 1972101st Airborne converts to air cavalry configuration I July 1969. Divisional helicopter command listed under 101st/160th Aviation Group, below.
    29th Infantry BrigadeMaximum Reinforcement Option (II May 1968)-Cost = 3 Political Points
    69th Infantry BrigadeMaximum Reinforcement Option (II May 1968)-Cost = 3 Political Points
    173rd Airborne BrigadeI May 1965IV August 1971
    199th Infantry BrigadeII December 1966II October 1970
    1st Air Cavalry BrigadeI September 1970II February 1971
    17th Air Cavalry BrigadeIV October 1967April IV, 1972
    1st Aviation Brigade FirebaseIV May 1966IV March 1973
    6th Armored Cavalry RegimentMaximum Reinforcement Option (I March 1967)-Cost = 4 Political Points
    11th Armored Cavalry RegimentII September 1966March I, 1971
    1st MSF special operationsI July 1966IV December 1970
    2nd MSF special operationsI June 1966IV December 1970
    3rd MSF special operationsI June 1966IV December 1970
    4th MSF special operationsI January 1966IV December 1970
    5th MSF special operationsStart, II December 1964IV December 1970
    46th MSF special operationsMaximum Reinforcement Option (any Allied turn after the Tet Offensive has occurred).-Cost = 2 Political Points
    DeltaStart, II December 1964IV June 1970This is a SOG unit
    OmegaI August 1966I June 1972This is a SOG unit
    SigmaI August 1966I May 1971This is a SOG unit
    GammaI June 1967IV May 1970This is a SOG unit
    PhoenixI July 1968IV June 1972This is a SOG unit. Tet Reaction, 22 turns
    TF 1/116 riverineIII December 1965I April 1971
    2/TF 116 riverineIII March 1966I April 1971
    1/TF 117 riverine (Conversion)Available: I February 1967II October 1970(Historically replaced 2nd Brigade/9th Infantry Division).
    2/TF 117 riverineI July 1968I April 1971
    TFS (Task Force South) Mechanized Brigade (Conversion)Available: III June 1966IV December 1970
    TFO (Task Force Oregon) Airborne Brigade (Conversion)Available: I April 1967IV November 1971
    Special Forces camps x 10Start, II December 1964IV December 1970: become ARVN units.See Special Forces Base Camps rule for reinforcement
    Garrison 1Start, II December 1964IV February 1970Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 2StartI April 1971Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 3StartII May 1971Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 4II November 1965III November 1971Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 5III December 1965IV April 1972Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 6II March 1966IV June 1972Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 7III May 1966III August 1973Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 8II August 1968III August 1973Place in any Allied occupied printed base or city hex. When withdrawn, replace unit with ARVN garrison unit automatically.
    Garrison 9Maximum Reinforcement Option (III November 1968)-Cost = 1 Political Point
    Garrison 10Maximum Reinforcement Option (II February 1969)-Cost = 1 Political Point
    II June 1965
    -
    (represents 1st Marine Air Wing)
    TAC x 1* (see 33.0)III June 1965-* See Rolling Thunder option (represents USN carrier group)
    TAC x 2II July 1965-(represents 3rd, 355th Tactical Fighter Wings)
    Helicopter x 1IV August 1965-(represents 12th Aviation Group)
    Landing Zone x 1II September 1965-
    TAC x 1II November 1965-(represents 12th Tactical Fighter Wing)
    TAC x 2 * (see 33.0)II December 1965-* See Rolling Thunder option, (represents 8th , 355th Tactical Fighter Wings)
    Helicopter x 1III December 1965-(represents 17th Aviation Group)
    TAC x 1, Helicopter x 1, ACdo x 1, Landing Zone x 1I March 1966-(represents 366th Tactical Fighter Wing, 14th and 315th Special Operations Wings)
    TAC x 1* (see 33.0)I May 1966-* See Rolling Thunder option (represents USN carrier group)
    TAC x 1I January 1967-(represents 31st Tactical fighter Wing)
    SAC x 11 February 1967(represents B-52s)
    TAC x 1I March 1967-(represents 37th Tactical Fighter Wing)
    TAC x 1I April 1967-(represents 56th Special Operations Wing)
    Landing Zone x 1III November 1967-
    Helicopter x 2III December 1967-(represents 16th, 164th Aviation Groups)
    SAC x 1I February 1968-Tet Reaction, 1 turn
    Landing Zone x 1I March 1969-
    TAC x 1I April 1968-Tet Reaction, 9 turns
    TAC x 1III April 1968-Tet Reaction, 11 turns
    TAC x 1, Helicopter x 1I July 1968-(represents 633 Special Operations Wing, 164th Aviation Group, redesignated as 101st Aviation Group, July 1969).
    Helicopter x 1III February 1969-(represents 165th Aviation Group)
    NAV x 1IV September 1968-
    TAC x 1I April 1972-Nguyen Hue Reaction, 1 turn
    TAC x 2II April 1972-Nguyen Hue Reaction, 2 turns
    2 x SAC * (see 33.0), 1 x TAC * (see 33.0)II April 1972-*See Operation Linebacker
    TAC x 1III April 1972-Nguyen Hue Reaction, 3 turns
    TAC x 1IV April 1972-Nguyen Hue Reaction, 4 turns
    TAC x 2, TOW Helicopter x 1I May 1972-Nguyen Hue Reaction, 5 turns
    TAC x 1II May 1972-Nguyen Hue Reaction, 6 turns
    1 x SAC * (see 33.0), 2 x TAC * (see 33.0)II May 1972-*See Operation Linebacker
    TAC x 1III May 1972-Nguyen Hue Reaction, 7 turns
    TAC x 1IV May 1972-
    TAC (ARVN) x 1Maximum Reinforcement Option (I February 1968)-Cost = 4 Political Points
    Helicopter (ARVN) x 1Maximum Reinforcement Option (I April 1968)-Cost = 2 Political Points
    TAC (Allied) x 1Maximum Reinforcement Option (I March 1968)-Cost = 4 Political Points
    Withdraw 3 x TAC-I March 1970Withdraw any three US TAC
    Withdraw 1 x TAC-I October 1970Withdraw any one US TAC
    Withdraw 1 x TAC-I December 1970Withdraw any one US TAC
    Withdraw 1 x Heli.-I December 1970Withdraw any one US Heli.
    Remove 1 x LZ-I December 1970Remove any one LZ
    Withdraw 1 x TAC-I June 1971Withdraw any one US TAC
    Withdraw 2 x TAC-I September 1971Withdraw any two US TAC
    Withdraw 1 x Air Commando-I September 1971Withdraw any one US AirCdo.
    Withdraw 1 x TAC-I November 1971Withdraw any one US TAC
    Withdraw 1 x Heli.-II November 1971Withdraw any one US Heli.
    Remove 1 x LZ-II November 1971Remove any one LZ
    Withdraw 1 x Heli.-III January 1972Do not withdraw helicopter if 101st Airborne Division has been converted to Air Cavalry
    Remove 1 x LZ-III January 1972Remove any one LZ
    Withdraw 1 x Heli.-IV January 1972Withdraw any one Heli.
    Remove 1 x LZ-I June 1972Remove any one LZ
    Remove 1 x LZ-IV June 1972Remove any one LZ
    Withdraw 1 x Heli.-II March 1973Withdraw any one US Heli.
    Withdraw 2 x TAC-III March 1973Withdraw any two US TAC
    Remove 1 x LZ-III March 1973Remove any one LZ
    All remaining US TAC, SAC, Air Cdo, helicopter and NAV-III August 1973Only one Landing Zone may be used by Allies.
    ROK FirebaseIV September 1965III March 1973
    ROK 2nd Marine BrigadeIII October 1965III February 1972
    ANZTF RegimentIV May 1965Replaced by ANZTF Brigade, I April 1966
    ANZTF BrigadeReplaces ANZTF regiment, I April 1966II March 1972
    Philippine CAG (Civic Action Group) GroupII September 1966II December 1969
    Royal Thai Expeditionary DivisionIV February 1969-
    Thai QC (Queen’s Cobras) RegimentIII September 1967III August 1968
    Thai 1st BrigadeIII August 1968IV August 1971
    Thai BP BrigadeII January 1969I March 1972
    Thai 2nd Brigade
    Thai 3rd Brigade
    Thai Vol-1 RegimentI April 1971I June 1974Deploy in Thailand Base or Allied occupied cities in Laos.
    Thai Vol-2 RegimentI January 1972I June 1974Deploy in Thailand Base or Allied occupied cities in Laos.
    Allied (Thai) FirebaseI April 1971I June 1974Deploy in Allied occupied hex in Laos.
    Thai SOG (PARU)I May 1970I June 1974
    Thai 1 x Air CdoMaximum Reinforcement Option (any Allied turn after the Tet Offensive has occurred).-Cost = 1 Political Point
    Thai Infantry DivisionMaximum Reinforcement Option (I May 1968)-Cost = 1 Political Point
    Thai Infantry DivisionMaximum Reinforcement Option (I July 1968)-Cost = 1 Political Point
    Thai 1st Mechanized BrigadeMaximum Reinforcement Option (any Allied turn after the Tet Offensive has occurred).-Cost = 5 Political Points
    Allied firebaseIV February 1969I March 1972
    ANZAC BrigadeMaximum Reinforcement Option (III December 1966)-Cost = 5 Political Points
    Gurkha BrigadeMaximum Reinforcement Option (II January 1968)-Cost = 3 Political Points
    1 x Allied AirborneMaximum Reinforcement Option (II January 1968)-Cost = 2 Political Points
    1 x Allied TACIV April 1967IV May 1971
    1 x Allied HelicopterMaximum Reinforcement Option (any Allied turn after the Tet Offensive has occurred).-Cost = 2 Political Points
    1 x Allied SOGMaximum Reinforcement Option (any Allied turn after the Tet Offensive has occurred).-Cost = 1 Political Point
    CIA WS (White Star) groupStart, II December 1964I June 1974Deploy in Laos
    CIA Air CdoStart, II December 1964I June 1974(represents Air America and various allied units)
    Cambodian Garrisons x 6Start, II December 1964-(including Ph Penh, which must be set up in hex 3716, representing Phnom Penh)
    Cambodian KS RegimentStart, II December 1964-
    Cambodian 1, 2, 3, 7, 9 Gd Infantry Divisions, Res Mechanized Brigade, ABG Airborne Brigade, Riverine Group, KSF Special Forces, 1 x ABG--Deploy anywhere in Cambodia if any Allied unit enters Cambodia.
    Laotian GarrisonsStart, II December 1964-
    Laotian MG-3, MG-4 Guerrilla groups, MR-3, MR-4 Infantry groups, 15th Airborne RegimentStart, II December 1964-
    Laotian CR special forcesI October 1968-
    Laotian MG-5 Guerrilla groupI April 1970-
    Laotian 2nd Infantry BrigadeI January 1971-
    Laotian Air CommandoMay 1970-
    22nd Infantry DivisionStart, II December 1964
    23rd Infantry DivisionStart, II December 1964
    25th Infantry DivisionStart, II December 1964
    42 Infantry RegimentStart, II December 1964
    43 Infantry RegimentStart, II December 1964
    48 Infantry RegimentStart, II December 1964
    51 Infantry RegimentStart, II December 1964
    1st Airborne BrigadeStart, II December 1964
    2nd Airborne BrigadeStart, II December 1964
    3rd Airborne BrigadeIV March 1968
    4th Airborne BrigadeI January 1975
    147th Marine BrigadeStart, II December 1964
    258th Marine BrigadeI March 1965
    369th Marine BrigadeI October 1968
    470th Marine BrigadeI January 1975
    1st Armored Cavalry BrigadeStart, II December 1964
    2nd Armored Cavalry BrigadeStart, II December 1964
    3rd Armored Cavalry BrigadeI December 1965
    4th Armored Cavalry BrigadeI January 1972
    5th Armored Cavalry BrigadeMaximum Reinforcement Option (I January 1975)Cost = 6 Political Points
    1st Ranger RegimentStart, II December 1964
    2nd Ranger RegimentStart, II December 1964
    3rd Ranger RegimentStart, II December 1964
    4th Ranger RegimentStart, II December 1964
    5th Ranger RegimentI January 1966
    6th Ranger RegimentI January 1968
    7th Ranger RegimentI October 1970
    44th Ranger RegimentI January 1974
    91st Ranger RegimentStart, II December 1964
    NPFF (National Police Field Force) GroupStart, II December 1964
    RAG (River Assault Group) riverineStart, II December 1964
    1 Counterinsurgency groupStart, II December 1964
    2 Counterinsurgency groupI January 1967
    3 Counterinsurgency groupI July 1968
    4 Counterinsurgency groupI January 1970
    Firebase 1Start, II December 1964
    Firebase 2I January 1968
    Firebase 3I January 1969
    Firebase 4I January 1970
    Firebase 5Maximum Reinforcement Option (I January 1971)Cost = 3 Political Points
    Firebase (Allied)Maximum Reinforcement Option (I June 1968)Cost = 3 Political Points
    77th SOG special operationsStart, II December 1964
    Phung Hoang SOGI July 1968Tet Reaction, 22 turns
    RFPF unitsPer each scenario
    1 x TACStart, II December 1964
    1 x TAC, Helicopter x 1I December 1966
    1 x TACI March 1969
    1 x TACI August 1972
    32 x ARVN GarrisonsStart, II December 1964Set up thirty ARVN garrison units in South Vietnam, one garrison in each of South Vietnam’s city and base hexes (but not in incomplete base hexes). Set up two additional garrisons (printed with the Saigon ID) in North Saigon (3324) and South Saigon (3225).
    NVA 9th DivisionI September 1965Deploy in Cambodia or Saigon Front zone
    NVA 10th DivisionIII September 1972
    NVA 303rd DivisionI January 1975
    NVA 304th DivisionI August 1965
    NVA 308th DivisionII February 1966
    NVA 312th Division-Deploy in North Vietnam on the same game turn that the Tet Offensive begins.
    NVA 316th Division-Deploy in North Vietnam if any Allied unit enters Laos (unless starting in Laos).
    NVA 320th DivisionIV February 1966
    NVA 324th DivisionI May 1966
    NVA 325th DivisionStart, II December 1964
    NVA 340th DivisionI January 1975
    NVA 341st DivisionI March 1972
    NVA 711th DivisionI June 1971
    NVA B5 DivisionOnly available for reorganization
    NVA 968th DivisionStart, II December 1964Deploy in Laos, only if playing the Campaign Game.
    NVA 201st Tank RegimentIV March 1972
    NVA 202nd Tank Regiment-Deploy in North Vietnam on the same game turn that the Tet Offensive begins.
    NVA 203rd Tank Regiment-Deploy in North Vietnam if any Allied unit enters Laos (unless starting in Laos).
    NVA 204th Tank RegimentIV March 1972
    NVA 205th Tank RegimentI January 1975
    NVA 572nd Tank RegimentI January 1975
    367 Antiaircraft DivisionI October 1968
    368 Antiaircraft DivisionI January 1975
    377 Antiaircraft DivisionI January 1973
    NVA Infantry RegimentsSee 32.2
    NVA GarrisonsStart, II December 1964Deploy in Communist base hexes. Note that the counter sheet provides one extra, superfluous garrison.
    NVA GarrisonStart, II December 1964Deploy in hex 1732
    VC Cadre RegimentsSee 32.2
    Communist Supply unitsSee 32.2
    VC Infantry RegimentsStart, II December 1964C-10, 402, Hue
    PL (Pathet Lao) 1st Infantry RegimentStart, II December 1964Deploy in Laos
    PL (Pathet Lao) 2nd Infantry RegimentStart, II December 1964Deploy in Laos
    Khmer Rouge Regiments and CadresStart, II December 1964Deploy in Cambodia
    26th Marine RegimentII April 1967II March 1970
    27th Marine RegimentIV February 1968IV September 1968Tet Reaction, 4 turns
    1st Marine Division firebaseI May 1965II April 1971
    3rd Marine Division firebaseI July 1965November II, 1969
    9th Marine Brigade1972 Offensive Contingency unit (see 29.12)-
    -
    Gain immediately
    Allied units occupy all Saigon hexes and Saigon is not under siege (adjacent)+2-VP Phase
    Allied units occupy Phnom Penh and Phnom Penh is not under siege (Cambodia must be a belligerent)+1-VP Phase
    No Communist mobile units in a Free World Corps Zone+ 5 per Corps Zone-VP Phase
    No Communist mobile units in Laos+ 5-VP Phase
    No Communist mobile units in Cambodia (must be belligerents).+ 5-VP Phase
    + 1
    Gain immediately
    Each Allied Firebase eliminated in combat+ 1+ 2Gain immediately
    Each Allied Garrison eliminated in combat---
    Each Allied Special Forces Camp eliminated in combat+ 1-Gain immediately
    Collateral Damage caused by SAC+2-Gain immediately
    Collateral Damage caused by non-SAC air units+1-Gain immediately
    Each time any “A” result on the Bombardment or (Campaign Game) Bombing North Vietnam Table causes the elimination of an Allied air unit.-+1Gain immediately
    Occupy or have under siege all cities in a Communist Military Region in South Vietnam+ 2 per Region-VP Phase.
    Occupy or have under siege all cities in Laos+ 1-VP Phase.
    Occupy or have under siege all cities in Cambodia (must be belligerent)+ 2-VP Phase.
    Each SOG eliminated via URT outcome-+2Gain immediately
    Allied Incursion into Cambodia+ (two die rolls if ARVN only)-Gain immediately