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Indochina War

Indochina War Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
    • 2.1 Game Equipment
    • 2.2 Game Map
    • 2.3 The Counters
    • 2.31 Military Units
    • 2.32 Unit Classes
    • 2.33 Game Markers
    • 2.35 Definition of Terms
    • 2.36 Die Roll Modifier
    • 2.37 Game Scale
  • 3.0 Sequence of Play
    • 3.1 Sequence of Play
    • 3.2 Game Length
  • 4.0 Allied Units
    • 4.1 FEF
    • 4.2 Communists
  • 5.0 Political Points
    • 5.2 Gaining & Losing Political Points
    • 5.3 Expending Political Points
  • 6.0 Random Events
  • 7.0 Mobilization & Reinforcements
    • 7.2 Political Points & Mobilization
    • 7.3 US and Chinese Military Assistance
    • 7.4 Placing Reinforcements
    • 7.5 Reinforcements
    • 7.6 Replacements
    • 7.7 Special Costs
  • 8.0 Reorganization
    • 8.1 Procedure
    • 8.2 Equivalents
  • 9.0 Movement
    • 9.2 Movement Costs
    • 9.4 Forced March
    • 9.5 Prohibited Movement
    • 9.6 Enemy Zones of Control
    • 9.7 Special Terrain Movement
    • 9.8 Special Unit Movement
    • 9.9 Movement Points Remaining Track
  • 10.0 Land Unit Stacking
  • 11.0 Zones of Control
    • 11.2 Extent of ZOC
    • 11.4 Movement Effects
    • 11.5 Combat Effects
    • 11.6 Supply Effects
  • 12.0 Air Operations
    • 12.2 Placement
    • 12.3 Air Strike Missions
    • 12.4 Air Transport
    • 12.5 Antiaircraft Fire
    • 12.6 Naval Strike
    • 12.7 B-29 Missions
  • 13.0 Land Combat
    • 13.1 Attacking and Defending
    • 13.3 Choice of Combat Results Tables
    • 13.5 Combat Results
    • 13.6 Advance & Retreat after Combat
  • 14.0 Combat Effectiveness, Disruption & Recovery
    • 14.3 Sources of Disruption
    • 14.4 Secondary Disruptions
    • 14.5 Recovery from Disruption
  • 15.0 Logistics
    • 15.1 Supply Points
    • 15.2 Line of Supply (LOS)
    • 15.3 Logistical Functions
    • 15.5 Allies
    • 15.6 Supply Point Destruction & Capture
    • 15.7 Airborne Supply
    • 15.8 Air Units
  • 16.0 Fortifications
    • 16.3 Combat Effects
    • 16.4 Destruction of Fortifications
  • 17.0 Militia
    • 17.1 Control of Cities & Towns
    • 17.2 FEF Militia Capabilities
    • 17.3 Communist Militia
  • 18.0 DNA Units & Riverine Operations
    • 18.1 Movement
    • 18.2 Zones of Control
    • 18.3 Combat
    • 18.4 DNA Amphibious Movement
  • 19.0 Airborne Units
  • 20.0 Other Special Units
    • 20.2 Bases
  • 21.0 Fog of War
  • 22.0 Crossing Borders
  • 23.0 Far Eastern Staging Area
  • 24.0 Victory Conditions
    • 24.1 Levels of Victory
    • 24.2 Ceasefire
    • 24.3 Explanation of Victory Levels
  • Optional Rules
  • 25.0 Death Commandos
  • 26.0 Weather
    • 26.3 Effects of Monsoons
  • 27.0 Overruns
    • 27.3 Procedure
    • 27.4 Post Overrun
    • 27.5 Airstrikes
  • 28.0 Ambush
    • 28.5 Post Ambush
  • 29.0 Intervention
    • 29.1 French Emergency Reinforcements
    • 29.2 US Intervention
    • 29.4 Chinese Intervention
    • 29.5 World War Three
  • 30.0 Atomic Bombs
    • 30.1 Procedure
  • 31.0 General Offensive & Uprising
    • 31.2 Effects
  • Experimental Rules
    • Going Underground
    • Aircraft Range
    • Naval Operations
  • 38.0 Indochina Scenarios
    • INTRODUCTORY SCENARIO: THE RACE FOR INDOCHINA
    • SCENARIO 1. ASSAULT ON THE RED RIVER DELTA
    • SCENARIO 2. DIEN BIEN PHU
  • Counter Sheet Corrections

1.0 Introduction

Indochina is a simulation of several critical campaigns of the First Indochina War, 1946-54. In this war, the communist-led Viet Minh defeated the French Expeditionary Forces and seized control of North Vietnam, thereby setting the stage for later wars in Vietnam. Indochina is a two player game. One player controls the Communists, the other the French Expeditionary Forces (abbreviated FEF).

The game simulates periods of intense conventional warfare, when the Communists launched major offensives. Consequently, its coverage of guerrilla warfare and other unconventional operations is secondary. It was during the periods of major offensives operations that there was the possibility for a decision in the First Indochina War.

Indochina has two scenarios, Assault on the Red River Delta and Dien Bien Phu. The game system allows for the creation of scenarios from 1946 to 1955.

2.0 Game Components

2.1 Game Equipment

A complete set of Indochina should include the following parts: one game map, one set of game rules, 280 die cut counters, one set of game charts (printed on the map). Players will also need one 6-sided die.

2.2 Game Map

The game map shows French Indochina as it was in 1945-54. A hexagonal grid has been superimposed on the mapsheet to regularize movement of units, and to delineate terrain types. For newcomers to wargaming, units are placed in hexes, and must remain within the hex boundaries at all times.

(1) The FEF player has an Air Unit Holding Area. This is used to organize Air missions.

(2) The FEF player has a Far Eastern Staging Area. This is used to hold reinforcements.

2.3 The Counters

These represent the armed forces which actually fought, or could have fought, in the original campaign. There are two basic types of counters in the game: Units, which represent military forces, and Markers, which are used to record various game functions and other information. Units are broken down further into a number of special categories.

2.31 Military Units

See Sample unit on next page. The front side of the unit indicates its combat effective status; the reverse side of the unit is its disrupted status.

A parenthesized combat strength means the unit can only defend, and never attack.

A plus sign (+) between the combat strength and movement factor indicates a Light unit. A minus sign (-) indicates a Heavy unit.

Land Combat Unit Types

  • Mechanized
  • Regular infantry
  • Light infantry
  • Airborne infantry
  • Marine infantry
  • Death Commando
  • Artillery
  • Cadre
  • Guerrilla
  • Gendarmerie
  • Militia
  • Base
  • DNA (Naval Assault Division)*

Air Unit Types

  • Airstrike
  • Air transport

Naval Unit Types

  • Naval bombardment

*Note that DNA units are considered land units, not naval units.

Unit size

  • X = group, mobile group or brigade [terms used interchangeably]
  • III = regiment
  • II = battalion/squadron
  • = cadre (battalion sized)
  • DNA units are group size. Each DNA unit in the game actually represents a group of three historical DNAs.

Unit abbreviations

French

  • BDMI: Bataillons de Marche Indochinois (Indochinese March Battalions, combined French-Indochinese commando units)
  • Bergerol: French commando
  • BMEO: Brigade Marine d'Extreme Orient (Far East Marine Brigade)
  • Col: Colonial infantry regiment
  • DBLE: Demi-Brigade de Legion Etrangere (Foreign Legion half-brigade)
  • DIC: Division d'Infanterie Coloniale (Colonial Infantry Division)
  • DM: Division Mobile (Mobile Division)
  • DNA: Division Naval d'Assaut (Dinassaut/Naval Assault Division)
  • EO: Extreme Orient (Far East)
  • GCMA: Groupement de Commandos Mixtes Aeroportes (Mixed Airborne Commando Group)
  • Nord: "North"

Vietnamese National Army

  • AN: Annam
  • CC: Cochin China
  • GAP: Groupement Aeroporte (Vietnamese Airborne Group)
  • Im. Gd.: Imperial Guard
  • TDKQ: (Tieu-Doan Kinh-Quan, Vietnamese Light Infantry Battalions)
  • Ton: Tonkin

Cambodian National Army

  • CC: Chasseurs Cambodgienes (Cambodian Rifles)
  • GN: Garde Nationale (National Guard)

Laotian National Army

  • CL: Chasseurs Laotienes (Laotian Rifles)
  • GN: Garde Nationale (National Guard)

USA

  • Cav: Cavalry (historical unit title)
  • CIA: Central Intelligence Agency

Communist

  • A: Annam
  • Cap: Capital Regiment
  • CC: Cochin China
  • T: Tonkin
  • KI: Khmer Issarak
  • PL: Pathet Lao
  • PLA: People's Liberation Army
  • VM: Viet Minh

National Colors

There are two players in the game, Communist and French Expeditionary Forces (FEF). Each player may control forces from more than one nation.

FEF Controlled

  • French: tan

  • Vietnamese National Army: green on tan

  • Laotian National Army: white on tan

  • Cambodian National Army: orange on tan

  • United States: green on yellow

  • Note the distinction here between "French" and "French Expeditionary Forces;" French refers to the French Empire forces deployed in Indochina, while FEF includes also Vietnamese, Laotian and Cambodian National Army units, as well as American allies.

  • Historical Notes. Most of the French units in the game contained considerable numbers of Indochinese troops (e.g., the FEF airborne groups contained French, Foreign Legion and Vietnamese parachute battalions). The Vietnamese, Cambodian and Laotian "National Army" units also include various quasi-independent forces, such as the Cao Dai, Hoa Hao, and Binh Xuyen sects which controlled considerable anti-Viet Minh paramilitary forces in Vietnam.

Communist Controlled

  • Viet Minh (Vietnamese): white on red
  • Pathet Lao (Laotian): white on red
  • Khmer Issarak (Cambodian): yellow on red
  • People's Republic of China: black on red

2.32 Unit Classes

Units are divided into two classes, Heavy and Light. A plus sign (+) between the combat strength and movement factor indicates a Light unit. A minus sign (-) indicates a Heavy unit.

A unit's class has the following game effects: Heavy and light units pay different Movement Point costs to move on the map in accordance with their class. Light unit Zones of Control extend into all adjacent hexes. Heavy unit Zones of Control are restricted (see Terrain Effects Chart).

2.33 Game Markers

Game Markers are used to indicate various game functions. (Note that certain markers are backprinted with other types of markers. Players use whichever side they need for the current game function.) The number of markers in the game is not a design limit; should players need more, they may improvise more.

  • Airborne Supply. Indicates a hex in which airborne supply has been landed.
  • Atomic Bomb/Fallout. The front side indicates the availability of a US atomic bomb; the reverse side indicates a hex in which an atomic bomb has been used.
  • Fortification. Used to indicate entrenched or otherwise fortified zones.
  • Turn. Used to indicate which turn (month) it is. The reverse indicates a "General Offensive/General Uprising" is in effect: see Optional Rules.
  • Political Points. Indicates the current number of Political Points a player has accumulated.
  • Port. Allows the FEF to construct a new port facility, contingent upon US ground forces intervening.
  • Year. Indicates current year.

2.34 Game Charts and Tables are used to conduct certain game functions, and to simplify certain game procedures. These include:

  • Air Units Completed/Available. Used to organize air units in play.
  • Airstrike Table. Used to resolve air to ground attacks.
  • Combat Results Tables (CRTs): Used to resolve Land Combat; there are two CRTs, Mobile and Assault.
  • Movement Points Remaining. Used to record the number of movement points a force has remaining.
  • Odds. Used as a mnemonic to assist players in determining current number of shifts to combat odds (place a blank marker on starting combat odds, then shift left/right for combat shifts due to terrain, etc.).
  • Political Points. Used to indicate the current number of Political Points each player has.
  • Terrain Effects Chart. Used to show the effects of various terrain types on movement.
  • Turn Record Chart. Used to indicate the current game turn and phase.

2.35 Definition of Terms

  • Combat Effective: A unit that is cohesive; in game terms, it is not Disrupted. This is represented by the face up (full strength) side of the unit.
  • Combat Strength: The basic military strength of a unit. This is based on the effectiveness of the unit's firepower and leadership.
  • Combat Unit. A unit with a combat strength of "1" or more (even if parenthesized).
  • Disrupted. A unit that has lost its combat effectiveness. This is represented by the reverse (reduced strength) side of the unit.
  • Enemy. Units belonging to the side opposing the player.
  • Friendly. Units belonging to the player.
  • Indochina. Vietnam, Laos and Cambodia.
  • Movement Factor. The basic number of hexes a unit may move in a turn. This is also a measure of a unit's ability to maneuver on an operational scale.
  • Non-phasing Player. The player who is not the Phasing Player.
  • Occupation. A player occupies a hex if he has a land unit physically occupying it. Simply being the last to have passed through the hex is not sufficient to qualify for occupation. The presence of enemy zones of control have no effect on occupation.
  • Phase. A segment of a turn in which each player conducts various operations.
  • Phasing Player. The player whose turn is occurring.
  • Unit Designation. The unit's historical identification, number or name.

2.36 Die Roll Modifier

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).

2.37 Game Scale

Each hex is 25 kilometers across. Each game turn represents one month.

Errata

  • Map: The town of Da Lat (hex 2409) should have a dotted line around its hexsides. Angkor Wat (hex 3819) has no effect on play (it is not a town). Hex 2147 is swamp.
  • Terrain Effects Chart: The detail dropped out of the terrain type boxes. Swamp Terrain has the grass symbol. Cultivated terrain has the cross-hatching. Roads are solid white lines. Trails are broken white lines. Coast is part land, part sea.
  • Terrain Effects Chart (add): Air Transport (all types) costs 2 movement points. Naval and amphibious movement costs all movement points.
  • Bombardment Chart: B1: ignore case (1), that is, disrupted units are not eliminated by a B1 result.
  • Bombardment Chart: B2: ignore case (1), that is, disrupted units are not eliminated by a B1 result.
  • Bombardment Chart: B3: case (1) should read "eliminate one disrupted combat unit; AND"
  • Counter errata: All units which have a "1" combat strength on their front side should have a parenthesized (1) on their reverse. The US CIA unit should be a (1)+3 on its reverse.
  • The Viet Min 202 Mechanized Regiment should have a Heavy unit sign on the reverse side (i.e., it should be a 1-3). Also, it should have the regiment symbol, not division.
  • The Khmer Issarak units (yellow on red) should have "KI" on them.

3.0 Sequence of Play

Indochina is played in turns called Game Turns. Each Game Turn is divided into an Events Phase, two Player Turns (Communist player turn and FEF player turn) and a Political points phase. 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.

3.1 Sequence of Play

(1) Events Phase. The players roll on the Events Table and apply the result.

(2) Communist Player Turn

  • (a) Communist Mobilization Phase. The Communist player places any reinforcements for the turn via expenditure of Political Points and as a result of Military Assistance.
  • (b) Communist Reorganization Phase. The Communist player may breakdown/reform units and place fortifications.
  • (c) Communist Movement Phase. The Communist player moves some, none or all his land units. Overrun/Ambush may also occur during movement.
  • (d) FEF Defensive Air Phase. The FEF player may conduct Air Operations [note that this phase occurs during the Communist turn].
  • (e) Communist Combat Phase. The Communist player conducts Land Combat.
  • (f) Communist Recovery Phase. The Communist player attempts to restore any Disrupted units to their Combat Effective status.

(3) FEF Player turn.

  • (a) FEF Mobilization Phase. The FEF player places any reinforcements for the turn via expenditure of Political Points and as a result of Military Assistance.
  • (b) FEF Reorganization Phase. The FEF player may breakdown/reform units and place fortifications.
  • (c) FEF Movement Phase. The FEF player moves some, none or all his land units. Overrun/Ambush may also occur during movement.
  • (d) FEF Offensive Air Phase. The FEF player may conduct Air Operations.
  • (e) FEF Combat Phase. The FEF player conducts Land Combat.
  • (f) FEF Recovery Phase. The FEF player attempts to restore any Disrupted units to their Combat Effective status.

(4) Political Points Phase. Players calculate any Political Points gained/lost for holding cities/towns (note that other Political Point changes may occur throughout the game turn; see the Political Points chart).

(5) End of Turn Phase. The game turn now comes to an end.

3.2 Game Length

Players continue the sequence of play until the requisite number of Game Turns as indicated in the scenario are completed, at which point the game comes to an end and final victory is evaluated.

4.0 Allied Units

A player may control units from more than one country.

4.1 FEF

The FEF player controls French, Vietnamese National, Cambodian National, Laotian National, and US units.

4.2 Communists

The Communist Player controls Viet Minh, Khmer Issarak, Pathet Lao and Chinese units.

4.3 All units on each side are completely friendly to each other, may stack and conduct combat together, use each other's supply, etc.

5.0 Political Points

Central to play of the game are Political Points. Political Points are a quantification of the general levels of popular support and political will, as well as military morale, for each side. Players use the Political Points markers to keep track of current levels.

5.1 Both the Communist and FEF player have their own Political Points Indexes. The initial Political Point level for each player is set by the scenario. It may change in the course of the game owing to various actions and events.

5.2 Gaining & Losing Political Points

Players gain and lose political Points in the course of the game play for the following (see particular rules sections and related charts for details):

(1) Random Events (see specific Events).

(2) Elimination of Units (see Political Points Table for exact amounts).

(3) Capturing and/or holding cities and towns (see Political Points Table for exact amounts). These are calculated during the Political Points Phase.

(4) Players expend Political Points to form units. See [7.0] and [8.0].

5.21 If a player's Political Points reach 100 then they can go no higher; they can go lower.

5.22 If a player's Political Points reach "0" then the game comes to an end and the other player wins a Decisive Victory.

5.23 If some event would cause a player's Political Point total to both go higher and lower simultaneously, then determine the difference (positive or negative) and then add/subtract the appropriate amount.

5.3 Expending Political Points

5.31 Players may voluntarily expend Political Points to create new units: see [7.0] and [8.0].

5.32 Reinforcement Options. Players may bring in additional US and Chinese reinforcements by expending the designated number of Political Points.

5.33 A player must have the Political Points to expend before taking any of these actions.

6.0 Random Events

The Random Events rule accounts for the wide range of political, diplomatic and military factors that impacted on the campaign. During the Events phase, one or the other player rolls two dice and consults the Random Events Table. (It is recommended that players alternate die rolling.)

6.1 Roll two dice. Treat one die as the "tens" digit, and the other as the "ones" digit to produce a number between 11 and 66. Find the appropriate number on the table, and apply the result. Example: The player rolls a "1" and a "2;" this causes event 12, "Dau Tranh," to come into play.

6.2 Unless otherwise specified, an Event may occur more than once per game.

  • It is highly recommended that players read the Random Events Table prior to play inasmuch as some of the events will have a major effect on the game.

7.0 Mobilization & Reinforcements

Reinforcements are additional units received in the course of the game. Reinforcements are placed (usually) in the friendly Reinforcement phase.

7.1 A player may receive reinforcements in one of several ways:

(1) Political Point expenditure. Via expending Political Points in the Mobilization Phase.

(2) Military Assistance. As a result of the US and Chinese Military Assistance tables in the Mobilization Phase.

(3) Events. Generated by the Events chart. These are Placed in the friendly Reinforcement Phase of the turn the Event occurs.

7.2 Political Points & Mobilization

7.21 A Player may expend Political Points to Mobilize units. The Mobilization Chart summaries the following information:

(1) Type. This is the type of unit which may be mobilized.

(2) Number of Political Points. These are expended per unit at the instant the unit is mobilized.

(3) Location. Where the unit is actually placed. This is usually in the same hex as a friendly unit of a particular type. A player may not place a newly mobilized unit on a unit which was mobilized in the same phase. Certain units may be mobilized in China or the Far Eastern Staging Area; in this event, simply place the units anywhere in the appropriate location.

7.22 Only Reinforcements generated by Mobilization cause the player to expend Political Points. Other forms of Reinforcements do not require expenditure of Political Points.

  • For example, the FEF player decides to mobilize a Vietnamese National Army infantry group. He expends 1 Political Point and places the appropriate unit on any French controlled base within Vietnam. The FEF player then decides to mobilize a French mechanized group; he expends 3 Political Points and places the unit in the Far Eastern Staging Area.

7.23 Limits. There is no limit per se to the number of units a player may mobilize in a turn, other than the capability to expend Political Points. A player may place a maximum of one unit per hex per Mobilization Phase. The FEF player may mobilize an unlimited number of units in the Far Eastern Staging area (as long as other requirements are met).

7.24 The number of units in the counter mix is a limit. If a certain unit type is called for as a reinforcement but is not available, then it is not received. Exception: Militia, see [17.0].

7.3 US and Chinese Military Assistance

At the beginning of each friendly Mobilization phase (before Political Point Expenditure), the player rolls one die on his respective Military Assistance Table (FEF rolls on the US table, the Communists on the Chinese table). This results in the player being given extra supply points and possible extra units.

7.31 Units and supply points received as a result of Military Assistance do not cost Political Points.

  • Military Assistance is in addition to any reinforcements received as a result of Intervention [29.0].

7.4 Placing Reinforcements

7.41 Reinforcements are placed as per instructions in the various rules sections.

7.42 The FEF player places certain reinforcements in his Far Eastern Holding Area. They enter the map via naval transport, (see the Far Eastern Holding Area rule), amphibious landing, air transport or airborne landing, if qualified.

7.43 FEF air and naval strikes are placed in the Air Available area and are ready for use immediately.

7.44 If instructions for placing a reinforcement unit require that the player place it in the same hex as another friendly unit of a specified type, and no such friendly unit currently exists on the map, then the unit may not be mobilized this turn.

  • The unit on which the new unit is placed must be combat effective.

7.45 Note that the Communist player may place units in China.

7.5 Reinforcements

Reinforcements may move and fight normally in the turn they are brought into play. Placing them on the map does not count against their movement for the turn.

7.6 Replacements

A unit which has been eliminated in combat may be brought back into play as a reinforcement later in the game if reinforcements call for that particular type of unit.

  • Design note: There is no distinction, per se, between reinforcements (new units) and replacements (previously eliminated units which are brought into play). Some extra units are provided in the counter mix so that players can experiment with alternative scenarios.

7.7 Special Costs

7.71 Increase the Political Point cost by +1 for each Communist unit which is placed on mountain, jungle or swamp hexes. Communist units recruited on city, town or cultivated and clear hexes pay the listed cost.

  • This is because of the low density of population in these regions. Note this applies only to the Communists, not the FEF.

7.72 US and Chinese units may only be recruited to replace Intervention units previously lost.

8.0 Reorganization

A player may replace certain division sized units with groups or regiments, and vice versa. Breaking down divisions or reforming them is termed Reorganization.

8.1 Procedure

8.11 Breakdown. To break down divisions, remove the unit from the map and replace it with the number and type of groups/regiments indicated below. Breakdown may occur only during the friendly Reorganization phase. It may NOT occur during Combat to extract losses.

  • Why not during combat? If you are going to form your units up into big division for mass attacks, expect to take lots of casualties. C'est la guerre!

8.12 Reform. A player may combine groups/regiments into divisions during the Reorganization Phase. The groups/regiments must be in the same hex. Remove the group/regiment units from the map and replace them with an equivalent division.

8.13 Political Cost. It costs one Political Point to form a division during the Reorganization Phase. It costs no Political Points to break down a division.

  • And no, the player does not get back the original Political Point expended for forming a division when breaking down that division (this rule represents the allocation of leadership resources to commanding larger formations).

8.2 Equivalents

8.21 French:

  • Mechanized division = 3 x mechanized groups.
  • Infantry division = 2 x Infantry groups + 1 x mechanized group.
  • Airborne Division = 3 x airborne groups.

8.22 Vietnamese National Army:

  • Infantry division = 2 x Infantry groups + 1 x mechanized group.

8.23 Viet Minh:

  • Infantry division = 3 x regular infantry regiments.
  • Artillery division = 3 x artillery regiments.

8.3 Disrupted divisions may break down. The resulting groups/regiments are all considered disrupted. Disrupted groups/regiments may reform. The resulting division is considered disrupted. A player may recombine combat effective and disrupted groups/regiments, but the resulting division is always considered to be disrupted.

8.4 Nationalities

Units of one nationality (e.g., French, Vietnamese National) within one side may reorganize only using units of the same nationality. (e.g., a French division could not break down into Vietnamese National Army units.)

8.5 Chinese and US divisions may not break down.

9.0 Movement

During a player's Movement Phase he may move all, some or none of his units. Each unit may be moved as many or few hexes as the player wants, as long as its Movement factor is not exceeded. Unused movement points may not be accumulated or transferred from unit to unit.

9.1 Move each unit individually from one hex to another. Once a unit has been moved, and the player's hand withdrawn, the unit may not be moved again. During a player's movement phase, only friendly units may be moved. No enemy movement may occur during a friendly Impulse.

9.2 Movement Costs

9.21 Each hex entered costs a certain number of movement points (MPs) to enter, depending on whether the unit is Heavy or Light class.

9.22 Some hexsides crossed during movement cost additional MPs. The extra cost for hexsides is paid as the unit crosses the hexside. This is in addition to the movement point cost for entering the hex.

  • Note: There are no additional hexside costs in Indochina, but the rule is included for completeness for later system use.

9.3 A unit may always move a minimum of ONE hex per turn, provided it is not moving into prohibited terrain, a hex containing an enemy combat unit, or moving directly from one enemy zone of control to another.

9.4 Forced March

A unit's movement factor may be doubled by Forced March. (e.g., a unit with a movement factor of "6" would have it increased to "12" for that Movement phase.) One Supply Point allows all units in one hex that are in supply to conduct forced march. Supply Points for forced march are expended at the instant the force begins its movement.

9.5 Prohibited Movement

A unit may never enter a hex containing enemy combat units of any kind or terrain that it is not allowed to enter according to the Terrain Effects Chart.

9.6 Enemy Zones of Control

There is no extra movement point cost to enter or exit enemy zones of control, providing that the unit does not move directly from one enemy zone of control to an adjacent zone of control. Units may move through enemy zones of control (i.e., directly from one to another) by paying extra movement points (see Zone of Control and Infiltration rules).

9.7 Special Terrain Movement

9.71 Roads: When moving along a road (from one road hex to another through a connected road) Heavy class units pay only one quarter (1/4) MP and Light class pay one half (1/2) MP per road hex.

  • Units still must pay the extra movement point cost (+2 MP) for moving through enemy zones of control along a road.

9.72 Bridges. Bridges allow units to cross river hexsides at no additional movement cost when using road movement.

9.73 Rough terrain (jungles, swamp, mountain). Heavy class units pay an increased MP cost when entering these types of terrain. See the Terrain Effects Chart.

9.74 Rivers. Note that unlike many wargames, rivers run through hexes, not along hexsides. There is no extra cost for rivers.

9.8 Special Unit Movement

9.81 Airborne Movement/Air Transport. These are covered in their own rules sections.

9.82 Riverine Movement. This is covered in its own rules section [20.0].

9.9 Movement Points Remaining Track

This is used to record the current number of movement points a force has remaining for a Movement Phase. This is convenient for recording remaining movement when conducting Overruns, etc.

10.0 Land Unit Stacking

Stacking is having more than one friendly unit in the same hex.

10.1 The stacking limit in the game is two divisions per hex. A group/regiment is equivalent to one half a division for stacking purposes. A player could therefore have any combination of the following in a single hex:

  • Two divisions
  • One division and two regiments or groups
  • Four regiments or groups

10.11 Exception 1: A player may, in addition, have any number of cadres, bases, or battalions in a hex. Air units, naval strikes, militia, and game markers never count against stacking.

10.12 Exception 2: Stacking in Mountain hexes is reduced to one division or equivalent (even on roads in mountains).

10.2 The stacking limit applies only at the END of a particular phase (enemy or friendly). (i.e., a player can move, retreat, and advance after combat through a friendly hex in excess of the stacking limit as long as the situation is restored by the end of the phase.)

10.21 A player may violate stacking limits (intentionally or unintentionally). If at the end of the movement or combat phase (enemy or friendly) the number of friendly units in a hex exceed the stacking limit then all friendly units in that hex are Disrupted. (Already Disrupted units remain Disrupted). There is no penalty for overstacking at the end of phases other than the movement or combat phases (e.g., a player can overstack reinforcements as long as he moves them off during his movement phase.)

10.22 In an overstacked hex, the player may employ only units up to the normal stacking limit for combat, attacking or defending. If defending, then all defending units are subject to combat results.

10.3 Friendly and enemy land units may never be stacked in the same hex.

10.4 Units of different nationalities on the same side may stack together.

10.5 Initial Deployment

Units must be deployed within stacking limits during initial scenario deployment.

11.0 Zones of Control

Land Units in the game have Zones of Control. Zones of Control (ZOC) represent the area a unit can influence through its firepower, patrols, and surveillance capabilities.

11.1 All land combat units with a non-parenthesized combat strength have a ZOC (but effects vary: see 11.11). Units with a parenthesized combat strength have no ZOC of any kind.

11.11 Unit class and ZOC. Units are divided into two classes, A plus sign (+) between the combat strength and movement factor indicates a Light unit. A minus sign (-) indicates a Heavy unit. All FEF units are Heavy except for light infantry, cadre, and gendarmerie type units. All Communist units are Light except for artillery and mechanized type units.

11.2 Extent of ZOC

Zones of control extend into all six hexes adjacent to a unit. The presence of a unit (friendly or enemy) blocks or negates an enemy zone of control for purposes of judging supply.

11.21 Zones of control do NOT extend into and through terrain which a unit would otherwise be not able to enter.

11.22 Zones of Control of Heavy units do not extend into jungle, mountain, cultivated and swamp hexes. However, they do extend into jungle, mountain and swamp hexes if there is a contiguous road or trail between the unit and the hex. Heavy unit ZOCs also extend into cultivated hexes via contiguous road/trail hexes.

11.3 Zones of Control affect ONLY enemy land units. They never affect enemy Air units. Air units have no ZOC.

11.4 Movement Effects

11.41 Units may enter OR leave enemy zones of control at no extra movement point cost.

11.42 Infiltration: Moving directly from one enemy ZOC to another is called Infiltration. It costs a unit TWO (2) extra movement points to move from one enemy ZOC directly into another ZOC. The extra movement point cost is in addition to any normal cost for entering the hex.

11.5 Combat Effects

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

11.52 Advance after combat. Units may advance after combat through enemy ZOC at no penalty.

11.53 Retreat. Units may retreat into an ZOC (but remember, not into enemy land units). A Combat Effective unit which retreats into an enemy zone of control becomes disrupted. A disrupted unit which retreats into an enemy zone of control is eliminated.

11.6 Supply Effects

Line of Supply may not be traced into or through enemy ZOC unless a friendly combat unit occupies the hex (friendly units negate the effects of enemy ZOC for supply purposes).

11.7 Zones of control extend across border hexes at all times.

11.71 Exception: FEF ZOCs do not extend into China.

12.0 Air Operations

The FEF Player has Air Units which he can employ in various missions. There are two types of air missions in the game:

(1) Bombardment: these attack enemy ground units.

(2) Air Transport: these are used to move units by air during the friendly movement phase.

12.1 Air units represent from 1 to 3 air groups, depending upon the number of airplane symbols the counter. They may be used like "change," with the player breaking them down or reforming them at any time in the game, included during combat. The only restriction is that one type of airstrike may not be interchanged for another type.

  • e.g., the FEF player could exchange a 3 group airstrike for three 1 group airstrikes, or one 2 group and one 1 group airstrike.
  • Note that air units are never disrupted; their reverse side represents a different amount of air groups.

12.11 All Air Strike mission are performed first in each Air Phase, then all Air Transport missions.

12.2 Placement

12.21 A player starts his Air units in his Air Units Available holding area. When he uses them for a mission, he places them on the map. When the mission is completed, he replaces them in the Air Units Completed holding area. At the end of each game turn, the player places all Air Units that were in his "Completed" holding area back in his "Available" holding area.

12.22 Increased Sorties. Normally, an individual Air Unit may be employed once per complete Game Turn; e.g., an air unit which was used in the French Defensive Air Phase could not be used in the French Offensive air phase of the same turn. However, at the beginning of the FEF Offensive Air Phase (in the FEF Player Turn) the FEF player may transfer any air unit in the Air Units Missions Completed box to the Air Units Missions Available box by expending one supply point per unit transferred.

  • Note this presumes that the air unit so transferred had conducted a mission during the FEF Defensive Air Phase during the Communist Player Turn. Otherwise there is no supply cost for air missions.

12.23 Air units may be reused from turn to turn (as long as they have not been eliminated).

12.24 Air units are never affected by the outcome of land combat. They may be affected by antiaircraft fire (see below).

12.25 Air units do not stop block ground unit movement, retreat or advance, nor do they have zones of control.

  • Note that Air units are placed on the map only when executing missions.

12.3 Air Strike Missions

12.31 Air Strike units may be used to conduct Bombardment attacks on enemy ground units.

12.32 Bombardments. Bombardment takes place during the friendly Air Offensive or Defensive phase. Place the Airstrike unit(s) in any hex(es) containing enemy ground units. A player may not conduct Strikes against hexes containing only enemy Militia, Cadres or (obviously) hexes containing friendly units.

12.33 Procedure:

(1) Place the airstrikes in the hex to be bombarded.

(2) Roll one die on the Bombardment Table, making any modifiers called for.

(3) Apply the results.

12.34 The player must place all airstrike units he desires to place at the start of the Air Operations phase. He then resolves them one at a time.

  • Note this is different from the procedure for other types of combat, where the player can select whether or not to initiate combat on a one to one basis. The airstrike rule represents problems in assessing battle damage in this environment.

12.35 A player may use an unlimited number of airstrikes against a single hex.

12.36 Air Units used for Strike missions are removed from the map and placed in the Air Units Mission Completed box at the end of the Strike attack.

12.37 The player may bombard a particular hex only once per Air Phase. Airstrike missions are flown against hexes, not individual units. They may affect all enemy units in a hex.

  • Note that players may NOT employ bombardment missions to add to the combat strength of attacking land units during the Combat phase; that is, there is no "close air support" per se.

12.4 Air Transport

A player may transport certain land units types via Air Transport. This is done in the friendly Air Operations Phase. Simply indicate the units to be transported and move them. Each air transport unit may transport any of the following: (1) one group/regiment; OR (2) one airborne supply marker. An air transport unit can also transport one battalion or cadre sized unit. Note that both heavy and light units may be air transported. DNA units may not be transported.

12.41 Each unit to be transported requires one Air Transport Unit. The unit to be transported must start in a hex containing either a city, base or fortification marker or town. All of these are considered to contain airfields. The air transported unit must be landed on any hex which contains a friendly occupied city, town, base or fortified marker. The starting and landing hexes may be in enemy ZOC. FEF city, town, base and fortification markers are all considered to contain airfields.

12.42 Air Transport is conducted in the friendly Air Operations Phase (Defensive and Offensive). It is conducted after all airstrike bombardments are resolved.

  • Note this means that the French player can airlift reinforcements to threatened hexes in the enemy turn.

12.43 Units that use air transport may conduct movement normally in that turn. Air transport costs zero movement points. The unit may move both before and after the air move. A land unit may conduct air transport in both the friendly and enemy player turns of the same game turn.

12.44 Restrictions. A player may not use a mountain or prohibited hex to start or end an air transport mission.

12.45 Airborne assaults. Airborne units (with the parachute symbol) may be landed on hexes not containing a friendly city, town, base or fortified marker (see 12.41). They may not be landed in hexes containing enemy units or prohibited terrain; they may land in enemy zones of control.

  • There is no penalty per se for airborne assaults into an enemy ZOC; note, however, that Antiaircraft fire may affect transported units, see [12.5].

12.46 Air Drop of supplies. A player may land an airborne supply marker in a hex that does not contain a friendly city, town, base or fortified marker.

12.5 Antiaircraft Fire

12.51 Bombardment. Antiaircraft fire is integrated into the Bombardment Table. When resolving Bombardment combat, certain results will cause the loss of air units.

12.52 Air transport. Normally, air transport missions are not affected by antiaircraft fire. However, when the FEF player is conducting air transport missions that begins or ends in a hex adjacent to any Communist units, he must roll on the "AT" line of the Bombardment Table prior to completing the mission. This includes air transport, airborne landings, and airdrop of supplies. Results may include loss of air units and aborting missions.

12.53 Eliminated air units are removed from play. Aborted air units are placed in the Missions Completed box without executing their missions.

12.54 If the Communist player has one or more artillery units in or adjacent to a hex into which air missions are being flown, then there is an additional die roll modifier.

  • This represents the effects of the heavier antiaircraft weapons present in the Viet Minh heavy division.

12.6 Naval Strike

Naval strike units represent gunnery support from offshore warships. Each naval strike is treated exactly like an airstrike for bombardment, with the following exceptions:

(1) They may be used only against coastal hexes, or against land hexes adjacent to coastal hexes.

(2) They are never affected by antiaircraft fire.

12.7 B-29 Missions

The FEF player may deploy B-29 units as a result of US intervention. These are treated exactly like other airstrikes, with the following exceptions:

(1) They may not be combined in attacks with other types of airstrikes or naval bombardment.

(2) They may never bombard any hex adjacent to FEF land units.

(3) They are never affected by antiaircraft fire.

13.0 Land Combat

Land Combat occurs between adjacent opposing land units at the phasing player's discretion during the Combat Phase. The phasing player is the attacker, the non-phasing player is the defender, regardless of overall strategic posture. Land Combat is resolved using the Combat Results Tables (CRTs). There are two CRTs: Mobile and Assault.

13.1 Attacking and Defending

13.11 Land Combat occurs only if the attacking side chooses to fight. A player may attack with some, none or all of his units. A player can combine more than one unit into a single attack, but all the attackers must be adjacent to a single defending hex. If a unit is adjacent to more than one hex containing enemy units, it may attack only one of those hexes. Each unit may attack only once per friendly Combat Phase. If the attacker has more than one unit in a hex, he may attack with some, none, or all of them.

13.12 All units defending in a single hex must defend together, and their combat strengths must be added together to form a single combined total. The defender may not withhold units from the defense.

  • For example, the attacker has two units adjacent to a defending hex. He could combine them into one single attack, or have them each attack separately.

13.13 A defending hex may be attacked more than once in a single combat phase, as long as no attacking unit attacks more than once.

13.2 For each specific Ground Combat:

(1) The attacker states which attacking units will be attacking which defending units, and whether or not Attack Enhancement will be used [15.34].

(2) Determine which CRT the combat will take place on (the Mobile Table or the Assault Table), and whether or not Defense Enhancement will be used [15.35].

(3) Determine combat odds:

(a) Total the combat strengths of all attacking units.

(b) Total the combat strengths of all defending units.

(c) Divide the attacker's total combat strength by the defender's total combat strength.

(d) If the attacker's strength is greater than the defender's, any fractions are dropped and this is the ratio used to determine which odds column will be used.

  • For example, if the attacker has 14 combat strength points, and the defender has 5, the combat odds would be 14÷5, which equals 2.8/1. Drop the fraction and you get a final odds of 2/1.

    (e) If the defender's combat strength is greater than the attacker's, then round the fraction up.

  • For example, if the defender has 10 combat strength points and the attacker 6, the combat odds would be 1/1.67 rounded to 1/2.

(4) Find the matching odds column on the appropriate Combat Results Table (CRT).

(5) Determine any shifts for terrain or fortifications.

(6) Roll one die, and cross index the result.

(7) Immediately apply the combat result, then go on to the next combat, if any.

13.21 Combat modifiers. Certain conditions will modify the odds column used. Shifts to the left favor the defender. Shifts to the right favor the attacker. All modifiers are cumulative. Shifts are cumulative up to five shifts per player per individual combat.

  • For example, an attacker has four times the strength of the defender. The attacker has one shift to the right (for a General Offensive/General Uprising) and the defender two to the left (for terrain). The final odds would be 3/1.

Modifiers include:

(1) Terrain. The terrain the defender is on will sometimes modify the odds column used. Check the Terrain effects chart. There are different shifts for Communist and FEF defenders.

(2) Fortification. The presence of a fortification marker in the defender's hex gives a one column shift in his favor.

13.22 Should starting odds be greater than 7/1 (or less than 3/1), then use the 7/1 (or 3/1) column as the baseline for determining the final shift. For example, the attacker has ten times as much strength as the defender. The defender is in terrain which would give him two shifts to the left. The final odds would be 5/1 (starting with 7/1 as the baseline and shifting two columns to the left).

13.23 Supply. Attacking units which have received Attack Enhancement [15.34] double their combat factors. Defending units which have received Defense Enhancement [15.35] double their combat factors. This is computed in steps (3a) and (3b) of the combat resolution procedure.

13.3 Choice of Combat Results Tables

There are two combat results tables in Indochina: the Mobile CRT and the Assault CRT.

13.31 Who determines which CRT will be used.

(1) If FEF forces are defending in a fortification hex, or if the FEF player is attacking and all attacking units are Light class units, then the FEF player chooses which CRT will be used.

(2) In all other circumstances, the Communist player chooses which CRT will be used.

  • Note that in a situation where the defender chooses the CRT, the defender still remains the defender; he does not switch roles with the attacker. For example, a Communist force (with 9 combat factors) is attacking a FEF force (with 3 combat factors) defending in a fortification hex. The FEF decides the combat will be resolved on the Assault CRT. The Communist player executes the attack on the Assault CRT; the odds would be 3/1 prior to any shifts for defensive terrain.

13.4 Attacks are resolved one at a time, The attacker need not declare which units are attacking which defenders until the actual movement of combat.

13.5 Combat Results

Combat Results are the outcomes of combat. They are explained adjacent to the charts themselves.

13.6 Advance & Retreat after Combat

These are a form of specialized movement which occur as the result of certain Combat results.

13.61 Advance after combat: an advance after combat is conducted immediately upon receiving certain combat results. The attacking player may move some, all, or none of his land units that participated in the attack into a hex so designated. Units may advance after combat through enemy zones of control at no penalty. They may not enter otherwise forbidden terrain. Advance after combat does not cost any movement points.

(1) Extent of advance. Units generally may advance one hex maximum after combat. Certain units may advance two hexes after combat. The first hex must be the one formerly containing the enemy unit(s). The second may be any adjacent hex not occupied by an enemy unit. See the CRT for which units are qualified for two hex advances.

13.62 Retreat. Units which are required to retreat do so in accordance with instructions on the CRT. Note there are restrictions on which hexes a unit can retreat into.

13.7 A unit which has retreated into a hex which then comes under attack must defend again. It defends normally. (Note that since retreating units usually will have been Disrupted, they will generally be at a disadvantage in such circumstances).

13.8 Units prohibited from entering a certain terrain type may not advance/retreat into it unless advancing/retreating along a contiguous road.

13.9 Attack into prohibited terrain. Units may attack into terrain types they could not normally enter. Exception: units may not attack into/across all sea or all lake hexes/hexsides.

14.0 Combat Effectiveness, Disruption & Recovery

Units are in one of two states:

(1) Combat Effective: this is the normal state of a unit, indicated by the front side of the unit.

(2) Disrupted: this is indicated by inverting the unit to its reverse side.

14.1 Combat effective units function normally.

14.2 Disrupted units have reduced combat strength and movement, as indicated on the counter. Disrupted units retain their Zones of Control, unless their reverse side's combat strength is parenthesized.

14.3 Sources of Disruption

Combat Effective units may become Disrupted by any/all of the following:

(1) Certain combat results.

(2) Retreating into an enemy zone of control.

(3) Overstacking.

14.4 Secondary Disruptions

A Disrupted unit which is Disrupted again as a result of combat or retreating through an enemy zone of control is eliminated. Other game functions which might require a unit to be disrupted again do not cause the elimination of the unit; it simply remains disrupted (e.g., overstacking).

  • Why? Unless there is the pressure of combat, the troops are considered to be just milling around.

14.5 Recovery from Disruption

Units convert from their Disrupted side to their Combat Effective side through Recovery. Recovery occurs during the friendly Recovery phase.

14.51 Recovery Procedure:

(1) The unit is within a Line of Supply (and a Supply Point is expended). A single supply point can support the recovery of one friendly disrupted unit in range.

(2) A player must expend TWO supply points to cause the recovery of units in an enemy ZOC (note that Light class ignore the ZOC of Heavy class units in this case).

15.0 Logistics

Logistics is the process of providing supply, maintenance, replacements, administrative and medical support to the armed forces. In the game, logistics are represented by Supply Points. Players expend Supply Points to perform certain game functions. These enhance their ability to conduct movement, combat and recovery, and to build fortifications.

15.1 Supply Points

Each player's total logistical capability is represented by his current number of Supply Points on the friendly Supply Points Index. A player expends Supply Points to perform certain game functions.

15.11 Expending Supply. When supply is expended, reduce the current friendly Supply Index by the amount used.

15.2 Line of Supply (LOS)

In order to use Supply Points, the player must trace a Line of Supply from a friendly Base to the hex(es) in which the supply itself will be expended.

15.21 FEF Line of Supply. A FEF LOS begins in a friendly combat effective Base, is traced along up to 16 friendly road and/or trail hexes, and may terminate in a hex up to two hexes from a friendly road or trail or from the Base itself. Disrupted FEF bases may be used as supply sources. However, the road/trail portion of the supply line may be no longer than 8 hexes. The off-road/trail portion is still two hexes.

15.22 Communist Line of Supply. A Communist LOS begins in a friendly, combat effective Base, is traced along any type of friendly hex up to six hexes from the Base itself. Disrupted Communist bases may be used as supply sources; however, the supply line may be no longer than 3 hexes.

15.23 "Friendly" hexes. A friendly hex is one which is not occupied by enemy units or their zones of control. The presence of a friendly combat unit in a hex negates the effects of an enemy ZOC for purposes of tracing LOS.

15.231 Prohibited hexes. Neither player may trace LOS through a hex containing enemy units or all sea hexes or hexsides. FEF LOS may not be traced into or through China. Communist LOS may be traced through China. Lake hexes are okay.

  • Note that otherwise, players do not pay movement points for tracing LOS through different types of terrain: e.g., the six-hex radius for Communist LOS could be traced through mountains and clear terrain equally.

15.24 Ultimate supply sources. To be used as a source for Supply Points, each Base must, in turn be located in or be able to trace a line of hexes of any length to one of the following:

(1) FEF: a FEF occupied city or port (even if in an enemy ZOC).

(2) Communist: a Communist occupied city (even if in an enemy ZOC) or (in 1950 or later) any road or trail hex in China on the north edge of the map.

15.241 Restrictions. The same restrictions on hexes under [15.23 & 15.231] apply to tracing the line of hexes from the Base back to its ultimate supply source.

15.3 Logistical Functions

15.31 Entrench. Place a Fortification marker in a hex. There must be at least one friendly combat unit in the hex. This occurs in the friendly Reorganization phase. Each Supply Point expended can build one Fortification.

15.32 Forced March. Units double their movement factor. Forced March occurs in the friendly movement phase. One Supply Point allows all units in one hex to conduct Forced March (they do not have to move as a stack or into the same hexes). Supply Points for Forced March are expended at the instant that units move.

15.33 Increased Sorties (FEF only). Transfer any air unit in the Air Units Missions Completed box to the Air Units Missions Available box. The FEF player may do this at the beginning of the FEF Offensive Air Phase by expending one Supply Point per unit transferred.

15.34 Attack Enhancement. One Supply Point doubles the combat strength of all attacking units in one hex for one combat. Attack Enhancement can occur in the friendly Movement phase for Overrun/Ambush (see Optional Rules) and the Combat Phase for normal combat.

15.35 Defense Enhancement. One Supply Point doubles the combat strength of all defending units in one hex for one combat. Defense Enhancement can occur in the friendly Movement phase for Overrun/Ambush (see Optional Rules) and Combat Phase for normal combat.

15.36 Recovery. A disrupted status unit is flipped to its full strength side. This occurs in the friendly Recovery phase. One Supply Point causes the recovery of one disrupted unit. It requires two supply units to cause the recovery of a unit in an enemy ZOC.

15.4 A player is not required to expend Supply Points to move, attack or defend. Units always move, attack and defend using their printed strength. Expenditure of Supply Points gives additional movement and combat multipliers.

15.5 Allies

A player may use supply points for all friendly units on his side. Supply units have no "nationality."

15.6 Supply Point Destruction & Capture

At the instant a friendly base is eliminated owing to any type of combat the owning player rolls one die. He must immediately deduct that number of Supply Points from his total (to a minimum of 0). If the Base is eliminated owing to Land Combat and the enemy player advances at least one combat unit into the hex the Base formerly occupied, the enemy player receive a number of Supply Points equal to 50% of the number deducted (round fractions up).

15.7 Airborne Supply

Airborne Supply markers represent temporary concentrations of supply delivered by air. An airborne supply marker may be landed by either air transport (on a friendly airfield hex) or by parachute landing (see the air transport/airborne movement rule).

15.71 An airborne supply marker may be created in any friendly mobilization phase by expending the designated number of Political Points (subject to availability of the markers). It is then placed in the friendly Air Mission box.

15.72 During any friendly Air Phase, the FEF player may move airborne supply markers onto the map via air transport. Each air transport unit may move one airborne supply marker.

15.73 Once on the map, airborne supply may never move, do not count for stacking, and are not affected by combat results.

15.74 Airborne Supply may provide attack or defense supply in the immediately following combat phase to all units in the hex for that combat phase (units outside the hex may not trace LOS into their hex), at which point it is expended. Airborne supply may also be used to provide recovery for one unit in the hex. Airborne supply markers are automatically removed from play at the end of the player turn immediately following the one they were dropped in. They may also be used to build fortifications, see rule [16.0].

15.75 Airborne supply markers are automatically eliminated if at any point the enemy occupies their hex, or if all friendly units in the hex are removed or retreated off. They are not otherwise affected by combat.

  • The number of airborne supply markers in the game is a design limit. Players may not create additional markers. US airborne supply may not be brought into play until the US has intervened.

15.8 Air Units

See 12.22 for supply effects on air units.

15.9 Disrupted Bases Recovery. A disrupted Base may "recover" itself as long as it traces a LOS to an ultimate supply source and by paying the normal recovery costs (as well as being recovered by other Bases). It may recover other friendly units in the same turn, but using the LOS lengths under 15.21 and 15.22.

16.0 Fortifications

A player may build fortifications to enhance the defensive capabilities of his units. The FEF player may also use air transport to and from friendly fortification markers.

16.1 Players may create fortification markers in a hex by having a friendly combat unit in the hex and expending a Supply Point within LOS or an Air Supply marker. Fortification occurs during the friendly Reorganization phase. Place a fortification marker in the hex.

16.2 Units may move and conduct combat in the turn they fortify. Once a fortification marker is in a hex, all friendly units in the hex gain the benefit of that fortification. A fortification may be placed in any type of playable hex. There may never be more than one fortification marker in a hex.

16.3 Combat Effects

(1) All units defending in a fortification receive a one column shift in their favor (to the left) when defending. This is in addition to other benefits for other terrain in the hex. Units attack normally from a fortification.

(2) In addition, FEF units defending in a fortification may choose the CRT on which to resolve the battle, and may convert a DD into an BB result on the CRT (at the FEF player's option).

16.4 Destruction of Fortifications

A fortification marker is removed from the map under the following circumstances:

(1) If all friendly units move out of the hex.

(2) If all friendly units are eliminated/retreated out of the hex.

16.41 Note that this means the friendly player may never capture and use enemy fortifications.

17.0 Militia

All city and town hexes controlled by the FEF have an intrinsic defense strength (representing militia and local garrisons). This strength is not represented by units, rather it is printed on the map. The Communist player has militia units (1-0) that can either be mobilized through expending Political Points, or placed for free in a city or town when he captures it.

17.1 Control of Cities & Towns

Cities/towns are considered to be controlled by the FEF unless there is a Communist militia in the hex (denoting Communist control).

  • Note that when the FEF player has control of a city/town, he does not need to garrison it with other units in order to maintain control; the Militia looks after his interests.
  • Since the FEF player's units may never enter China, all Chinese cities are always Communist controlled.

17.13 Change of Control. Control of a city/town changes the instant that an enemy unit occupies the hex itself, which can occur only via advance after combat in Land Combat (see [13.6]).

17.2 FEF Militia Capabilities

FEF Militia is considered to be a unit for purposes of the hex it occupies (e.g., it blocks enemy movement and LOS, etc.), with the following modifications:

17.21 FEF Militia may never be moved nor increased in strength. FEF Militia does not count for stacking.

17.22 FEF Militia has no Zone of Control.

17.23 FEF Militia may never attack. It may only defend (and if other friendly units are in the hex, it adds its strength to their defense strength).

17.231 FEF Militia may not be enhanced in strength when defending alone (by supply, terrain, etc.).

17.232 FEF Militia is affected by combat results only as follows:

(1) The enemy player attacks the city/town using Land Combat, and

(2) inflicts a result which would cause the elimination/disruption/retreat of all units in the hex, and

(3) eliminates/retreats off all non-Militia units in the hex, and

(4) advances after combat into the hex.

(5) The instant that all this happens, the FEF Militia is eliminated and control changes. Place a 1-0 Communist militia marker in the hex.

17.233 Note that simply eliminating all enemy units in a hex is not sufficient to eliminate the FEF militia; there must be an advance after combat into the hex (units using two hex advance may continue to move on; the instant that the advance into the hex occurs, the militia is eliminated and replaced with a communist militia).

17.234 FEF Militia are never affected by disruption. However, if a SK, BB or DD result is inflicted on a hex containing only FEF militia, then the militia is eliminated if the enemy chooses to advance after combat into the hex.

  • If there are other units in the hex with FEF Militia, then the militia may not be taken as losses in place of other units.

A DE or DR result against FEF militia (and Communist militia defending in cities/towns) also causes its elimination.

17.235 Fortifications. If FEF Militia is the only defending unit in a hex with a friendly fortification, then the FEF player may not convert DD results into BB. The FEF player may do so if there are Militia and non-Militia units both defending.

17.3 Communist Militia

The Communist player has a number of 1-0 militia units. These units are Light class units, are always in supply, do not move or count for stacking, have a ZOC, and may defend normally. They enter the game in two ways: by being mobilized (costing Political Points) in the Mobilization Phase; or through being placed in a city/town (for free) when the Communist player captures it. The Communist player may use militia for the Viet Minh, Pathet Lao and Khmer Issarak. Unlike other units, the Communist player may create more militia than in the counter mix.

17.31 Mobilizing Communist Militia. Communist militia units may enter the game in the Mobilization Phase by expending one Political Point and placing the militia unit on top of any undisrupted Communist cadre unit. This may be done in any hex in Indochina.

17.32 Communist Militia and combat.

17.321 If a Communist militia unit which is located outside a city or town receives a "DR" result, then it is retreated normally (even though it has no movement factor). Disruption results inflicted by land combat against militia outside of cities and towns eliminates the militia. Militia may not advance after combat.

17.322 If a communist militia unit in a city or town is attacked, then apply 17.232 to it (that is, it is eliminated only if the FEF clears the hex and advances after combat into it, at which point the FEF would regain his own militia strength for the city or town).

17.33 Communist Militia and Cities/towns. When the Communist player gains control of a city or town by advancing after combat into it, one Communist militia unit is immediately placed (without expenditure of Political Points) in the city or town. The militia unit denotes Communist control of the city or town; if it is ever removed for any reason, then the city or town automatically reverts to FEF control (which also automatically reactivates the FEF militia there).

17.34 Communist militia is never affected by air and naval bombardment.

  • Note that there never will be a time when a city/town hex is "neutral" (not controlled by either player).

17.35 There may never be more than one Communist militia unit in a hex.

17.36 Unlike other units, there is no limit to the number of militia units in play. Players may construct extra counters if mobilization calls for them.

18.0 DNA Units & Riverine Operations

DNA (Dinassaut—Naval Assault Division) units are flotillas of armed river craft with organic amphibious troops. DNA units are treated exactly as group sized land units, with the following exceptions:

18.1 Movement

DNA units may move only on river, lake and coastal hexes. They pay one movement point per hex entered, regardless of the type of terrain in the hex.

18.2 Zones of Control

DNA units are affected by enemy ZOCs and the presence of enemy units normally. DNA ZOC extend through all lake and all coastal hex sides.

18.3 Combat

DNA units conduct combat normally. They may attack units on adjacent non-river, non-coastal hexes. They may advance after combat and retreat only onto contiguous river/coastal hexes. If forced to retreat onto non-river/coastal hexes, they are eliminated instead.

18.4 DNA Amphibious Movement

FEF units may transport units via sea or river. This is called DNA Amphibious Movement.

18.41 DNA Amphibious Movement take place during the friendly Movement Phase. It is conducted as follows:

(1) The unit to be transported must start in the same hex as a friendly DNA unit.

(2) The DNA unit moves, carrying the transported unit.

(3) At the end of the movement phase, the unit is disembarked.

18.42 Capacity. Each DNA unit may amphibiously transport one regiment/group (divisions may not be transported). There is no movement cost to pick up or drop off units. Transported units count against hex stacking limits. Units must be disembarked at the end of the movement.

18.43 If a DNA unit conducts an Overrun or is involved in an Ambush, the combat factors of the transported units do not count. Transported units are affected by the combat as follows: if the DNA retreats/advances, then the transported unit must advance/retreat with it; if the transported unit is disrupted, then the transported unit is disrupted; if the transporting unit is eliminated, then the transported unit is eliminated.

18.44 A unit being transported by DNA may conduct no other movement in the same turn. A DNA unit may not continue moving after dropping off units.

18.45 Riverine Supply. A Base unit being transported by a DNA unit may provide supply points if other prerequisites for LOS are met.

19.0 Airborne Units

19.1 Airborne units which are utilizing air transport may be landed on any hexes other than prohibited or enemy occupied. Note that they must begin the airborne move on a hex with a friendly base, fortification, city or town.

19.2 Airborne Supply markers may also use airborne landing.

20.0 Other Special Units

20.1 FEF Light Class Units

These units move using the Light class column on the TEC. Also, if all attacking units in Land Combat are FEF Light class, the FEF player may choose which CRT will be used, AND defending Communist units do not receive terrain benefits for jungle, mountain and swamp (i.e., no defensive shifts).

20.2 Bases

Bases are treated like normal combat units, with the following additions:

(1) Certain reinforcements must be placed only on friendly combat effective bases (see Mobilization Chart).

(2) FEF Bases may be used as embarkation/debarkation points for air transport.

21.0 Fog of War

Players are limited as to when they can examine enemy units.

21.1 Players may examine stacks of enemy units only under the following conditions:

(1) At the instant of combat (Overrun, Ambush, Land Combat or Air Strike). Each player can examine all enemy units in the involved hexes.

  • Once a player has declared a combat, he may not cancel it, even if he finds he is attacking at unfavorable odds.

(2) The Communist player may examine all FEF units within Vietnam, Laos or Cambodia at any time.

21.2 Certain Random Events allow players the opportunity to examine enemy stacks.

21.3 A player must always inform the enemy whether or not units in a stack have ZOCs at the instant a friendly unit moves adjacent.

22.0 Crossing Borders

22.1 The following limitations exist on crossing borders:

(1) French and US forces may never enter or attack into China. They may cross all other borders.

(2) Vietnamese National, Cambodian National, Laotian National, Khmer Issarak and Pathet Lao units may never cross a border.

(3) Viet Minh guerrillas may never cross a border.

(4) Viet Minh non-guerrilla units may cross all borders.

22.2 ZOCs always cross Vietnamese, Cambodian and Laotian borders. Units may always attack across Vietnamese, Cambodian and Laotian borders (although they are limited in advances and retreats by [22.1]).

22.3 China. Only Chinese and Viet Minh non-guerrilla units may enter/exit China. The FEF player may never move into China, attack across Chinese border hexsides, or into Chinese hexes (including air attacks). FEF ZOCs never extend across the border into China. Communist units may attack across the border, and their ZOCs extend across the border.

22.4 Neither player's units may ever enter Burma or Thailand.

23.0 Far Eastern Staging Area

The FEF player has a Far Eastern Staging Area.

23.1 Certain FEF units which are to be received as reinforcements in a turn (as designated by the scenario) are placed in the Far Eastern Staging Area. They may be moved onto the map by a variety of means:

23.11 Naval Transport. The FEF player moves the units to any port hex on the map. The port hex must be occupied by at least one friendly combat effective base to be usable.

(1) Port Capacity. Each port on the map may be used to land a maximum of three regiments/groups or equivalent (one division), plus any number of smaller unit sizes per turn. In order to use a port, the FEF must occupy the hex with at least one friendly unit. The presence of enemy ZOCs does not affect port capacity.

  • Note that there are only four printed ports on the map: Haiphong, Cam Ranh, Saigon, and Veal Renh.

(2) Saigon access. In order to use Saigon as a port, the FEF must:

[1] occupy Saigon AND

[2] the river hex to its south leading to the sea must not be occupied by enemy units.

23.12 Amphibious Invasion. The FEF player may move a number of units up to his Amphibious Invasion capacity from the Far Eastern Holding Area to any coastal hex on the map. This is in addition to Port capacity. The coastal hex must have no enemy units in it (it may be in an enemy ZOC).

(1) The FEF player may move a maximum of the following via Amphibious Landing each turn: one regiment/group or smaller unit.

(2) Optional US Intervention: If US Ground intervention is in effect, then increase the FEF amphibious invasion capacity to three regiments/groups or one division per turn (smaller units count as regiments).

  • Note that units must land in a coastal hex; they may not assault from an all sea hex.

23.121 Units which begin their turn in a Port hex may also conduct amphibious invasions. This counts against total amphibious capacity for the turn.

23.122 A unit which uses any kind of Naval Movement or Amphibious Landing expends all of its movement for the turn.

23.13 Air transport. The unit flies onto an appropriate landing hex on the map, utilizing an air transport unit.

23.14 Airborne Assault. Same as air transport, expect may be done only by airborne units, landing anywhere on the map utilizing normal airborne landing rules.

23.15 Air units. Air units do not have to be transported onto the map. They are placed in the Air Units box and may begin conducting operations immediately.

23.16 DNA units. DNA units may enter the map only via Naval Transport or Amphibious Invasion, within the above capabilities. They may not "sail" from the Staging Area onto the map.

23.2 Once on the hexagon portion of the map, units may not be moved back into the Far Eastern Staging Area.

23.3 There is no limit to the number of units which may be placed in the Far Eastern Staging Area.

23.4 Units in the off map base may not contribute their combat strength to on map combat. Communist units may never move or attack into the Far Eastern Staging Area.

24.0 Victory Conditions

At the end of the game, players determine who is the winner. There are two distinct types of victory in Indochina: Military and Political.

24.1 Levels of Victory

A player can gain either or both a Military or Political Victory, each with its own conditions. If a player gains both a Military and a Political Victory, then he has gained a Decisive Victory.

(1) Military Victory: At the end of the game, the player:

[1] occupies all cities on the map (with either units and/or militia), AND

[2] occupies at least 51% of all towns in Indochina on the map.

(2) Political Victory: One player has at least 60 more Political Points than the enemy at the end of the game.

(3) Decisive Victory: There are two ways to gain a Decisive Victory:

(a) If at any time in the game, one player's Political Points fall to 0 (or lower) and the other player has at least 1 Political Point, then the game comes to an immediate end and the other player wins a Decisive Victory.

(b) if at the end of the game, a player has gained both a Military and Political Victory.

(4) Draw: a draw occurs if:

(a) neither player gains any Victory level, or

(b) if one player gains a Military Victory and the other a Political Victory, or

(c) if for some reason both player's Political Points simultaneously fall to 0.

24.2 Ceasefire

During any turn in which a Geneva Talks Event is in effect, players may agree to a Ceasefire, ending the game. Both players immediately check for victory conditions and determine the winner, if any. Both players must agree to the Ceasefire or the game continues.

24.3 Explanation of Victory Levels

  • Decisive: Your side wins the Cold War in Asia.
  • Political: Your side gains the allegiance of the majority of Indochinese people.
  • Military: You maintain a strong presence in Southeast Asia.
  • Draw: The war will be going on for decades.

Optional Rules

Players may use the following rules to enhance realism and complexity and change play balance.

25.0 Death Commandos

Death commandos represent small groups of Communist assault troops who were especially fanatic. They may make special sapper attacks.

25.1 Whenever combat effective Death Commando units are involved in an attack against French units which are defending in fortification or city hexes, the Communist player may declare Death Commando Assault. This shifts the final combat odds by one column to the right. Whatever the combat result, the Death Commando unit is eliminated.

  • Death Commandos do not provide a shift for defense or any other combat operation other than Land Combat attack.

25.2 A maximum of one Death Commando unit may be declared per Death Commando assault, for a maximum of one shift to the right.

25.3 Death Commandos have no disrupted status. When disrupted for any reason, they are eliminated.

26.0 Weather

There are two types of weather in the game, Clear and Monsoon.

26.1 All October through April turns are Clear turns. All May through September turns are Monsoon turns.

26.2 Effects of Clear Weather: all game functions are normal.

26.3 Effects of Monsoons

(1) Only 50% of FEF air units are available by type each game turn. At the start of the turn, prior to the Events Phase, the FEF player selects which air units will be available. Round up any fractions. Unused air units are placed aside but may be used on a later turn. US air units are also affected by this rule.

  • For example, the FEF player has 6 airstrikes and 3 air transport units. In a Monsoon turn, he could use 3 airstrikes and 2 air transports.

(2) Movement. Increase the movement cost of all hexes by +1 per hex entered. Exception: units pay normal movement costs for roads (trails cost +1 extra).

(3) Combat. Shift all Land Combat attacks one additional column to the left.

(4) Supply. Reduce Communist LOS from six to three hexes. Reduce FEF off-road LOS from two to one hexes. French may not trace LOS along trails (but may trace through other terrain in the hex normally).

  • Note: the restrictions placed on players by this rule may seem severe, but historically the severity of the monsoon season really did shut down campaigns. If you use any optional rules at all, you should use this one.

27.0 Overruns

Overruns are a special type of combat which occurs during movement. All combat unit types may make Overruns.

27.1 A force may conduct combat during its Movement Phase by declaring an Overrun. This costs the moving force FOUR (4) extra movement points. Play is temporarily suspended while the Overrun combat is resolved.

27.2 All units conducting an Overrun must start in the same hex and remain together for the entire movement. They may not pick up other units along the way; they may drop units off. An Overrunning force may also drop off units after the Overrun is complete, but those units may move no further. Units conducting an Overrun may attack normally in their combat phase.

27.21 A maximum of two divisions (or four regiment/group sized units) may conduct each Overrun. An Overrun may not be conducted out of a hex in excess of stacking limits (e.g., if a hex contains two friendly groups, a player could move a force of up to one division into it and conduct an Overrun into an adjacent hex.)

27.22 an Overrun may be conducted only against one single hex at a time.

27.3 Procedure

(1) The attacker declares an Overrun and pays the extra movement points.

(2) The French player may conduct airstrikes against the enemy hex (against the defender if attacking, against the attackers if defending).

(3) Resolve the Overrun, using normal rules of combat (including choice of CRT); the attack is shifted one column to the left extra for the Overrun.

27.31 Players calculate the normal effects of terrain or fortifications for the Overrun.

27.32 Both the attacker and defender may expend Supply points to double the combat factors of units involved in the Overrun. Supply must be within LOS of the Overrunning force or force to be Overrun.

27.33 A single force may conduct as many Overruns as it has movement points to accomplish. A single enemy unit may be attacked by Overrun any number of times of times in a single turn.

  • Unlike some other wargames, the Overrunning units do not move into the enemy units' hex when conducting an Overrun. Overruns are conducted from the adjacent hex, the same as normal combat.

27.4 Post Overrun

27.41 Neither player may advance after combat, regardless of the combat result. The Overrunning force may continue moving by expending movement points normally.

27.42 Termination. Should the attacking force receive a result which forces it to retreat or causes the disruption or elimination of one or more attacking units, or a No Effect, then that force must cease movement for the phase.

27.5 Airstrikes

The French player may call in airstrikes using available airstrike units.

  • There is a negative die roll modifier for airstrikes conducted during Overruns—see Airstrikes Table.
  • Note that air transport may NOT be conducted during an Overrun.

28.0 Ambush

Whenever a phasing force moves directly from one enemy ZOC to another enemy ZOC, the non-phasing player may declare Ambush and force the phasing force to attack in a modified form of Overrun.

28.1 Whenever a phasing unit (or stack of units) moves directly from one non-phasing ZOC to another nonphasing ZOC, the non-phasing player may declare Ambush. The Phasing player MUST attack with the moving units. The Ambush is conducted in the hex into which the unit moved.

If the non-phasing player has more than one applicable hex of units which can conduct an ambush against a phasing moving force, then he can declare only one of those hexes as conducting the ambush.

28.2 Ambush is executed exactly like an Overrun, with the following exceptions:

(1) The attack is shifted two columns to the left (instead of one).

(2) Ambush costs the moving force no movement points.

  • For example, a FEF mechanized group moves from Pleiku to the hex south of Pleiku. In the hex southwest of Pleiku is a Viet Minh regiment, exerting a ZOC on both Pleiku and the hex south of Pleiku. The Viet Minh declares "ambush" and the FEF group must attack the Viet Minh regiment.

28.3 Ambush may be declared only in the enemy movement phases, not at other points in the game turn (e.g., during retreats). A particular unit may declare Ambush only once per phase. A moving enemy force may be ambushed any number of times in a single movement phase, as long as each ambush is conducted by different non-phasing units.

28.4 Units qualified to declare Ambush:

(1) Communist Light class units which are located in jungle, swamp or mountain hexes.

(2) FEF Light class units which are located in jungle, swamp or mountain hexes.

(3) If there are both qualified and non-qualified units in a hex, then the player may not declare Ambush.

(4) The phasing force may be in any type of terrain.

(5) In addition, at least one of the ambushing units must have a ZOC.

28.5 Post Ambush

28.51 Neither player may advance after combat, regardless of the combat result.

28.52 Termination. Should the moving force receive a result which forces it to retreat or causes the disruption or elimination of any unit, or a No Effect, then that force must cease movement for the phase.

29.0 Intervention

The FEF player may bring in additional reinforcements from France and the United States. The Communist player may bring in Red Chinese combat units. These actions increase the risk of World War Three breaking out.

29.1 French Emergency Reinforcements

The FEF player may declare French Emergency Reinforcements at the beginning of any FEF Mobilization Phase. The FEF player rolls one die and receives that number of French land/air units (any type or combination to the total die roll result) during this turn's Friendly Mobilization Phase. The units are placed in the Far Eastern Holding area (air units in the Air Box). This option lowers the FEF Political Point Index by 10 (the FEF player must have the points to expend). This may be done once per game.

29.2 US Intervention

29.21 US Intervention may occur only in scenarios starting 1953 or later. The FEF player declares US Intervention at the beginning of any FEF player turn, There are three US force increments which can be brought in: Air-Naval Support, Ground Intervention, and Atomic Bombs.

(1) Air-Naval Support. The FEF player rolls four dice and totals the result. He receives that number of Airstrike/Air Transport groups (any combination), plus two US naval strikes, plus one airborne supply marker during this turn's Friendly Mobilization Phase. This option raises the Communist Political Point Index by 20.

(2) Ground Intervention. The FEF player rolls one die and receives that number of US divisions (any type), plus one US Base unit, and one US cadre on this turn's Friendly Mobilization Phase. The units are placed in the Far Eastern Holding area (air units in the Air Box). The FEF player also receives a Port marker four turns following the declaration of Ground intervention. This option raises the Communist Political Point Index by 40.

(3) Atomic Bombs. The FEF player rolls one die and receives the following number of atomic bomb markers on this turn's Friendly Mobilization Phase: 1-2 = 1, 3-4 = 2; 5-6 = 3. This option raises the Communist Political Point Index by 50.

29.21 If US Intervention causes the Communist Political Index to go over 100, then reduce the French Political Index by the difference.

Optionally, if choosing an Intervention option causes the enemy Political Index to go over 100, it remains at 100 but do not lower the friendly Political Index by the difference. This can be critical when a losing player chooses an Intervention option.

29.3 The FEF player can bring any or all Intervention increments in a single game. Each may be brought in only once per game.

29.31 US and French land reinforcements are placed in the Far Eastern Holding area and may enter the map normally, or via airborne or amphibious landing.

29.32 US Port Marker. The US Port marker may be placed on the map on the fourth friendly Mobilization phase or, any friendly Mobilization phase thereafter, following the FEF declaration of US Ground Forces intervention. It may be placed on either Tourane (Da Nang), Nha Trang or Qui Nhon; there must also be a combat effective US unit in the hex at the instant of placement. Once placed, the port is treated exactly like a printed port, and may never be destroyed.

29.4 Chinese Intervention

29.41 There are two Chinese force increments which can be brought in. Chinese Limited Intervention may occur only in scenarios starting 1951 or later. Full Intervention may occur only in scenarios starting 1953 or later. The Communist player declares Chinese Intervention at the beginning of any Communist player turn. The units are received as indicated.

(1) Limited Intervention. The Communist player receives three Chinese infantry divisions during this turn's Friendly Mobilization Phase. This option raises the FEF Political Point Index by 20.

(2) Full Intervention. The Communist player receives six Chinese infantry divisions during this turn's Friendly Mobilization Phase following the declaration of Chinese intervention. The Communists also receive the Chinese base unit. This option raises the FEF Political Point Index by 40.

29.411 If Chinese Intervention causes the French Political Index to go over 100, then reduce the Communist Political Index by the difference. Optionally, if choosing an Intervention option causes the enemy Political Index to go over 100, it remains at 100 but do not lower the friendly Political Index by the difference. This can be critical when a losing player chooses an Intervention option.

29.42 The Communist player can bring in only one of the two Increments. If he chooses one he may not choose the other.

29.43 Chinese reinforcements are placed anywhere in China.

29.44 Chinese Air Force. If either Limited or Full Chinese Intervention is in effect, then at the start of each game turn, the Communist player rolls one die; the FEF player must deduct that number of FEF air units (either type, any combination) from the number available for the turn; they may be reused on future turns.

29.5 World War Three

The Events Table includes the possibility of World War Three breaking out if US or Chinese Intervention are currently in effect. If this occurs, both sides lose.

  • Historical note: Both the United States and China did, in the original campaign, provide large amounts of supplies, advisors, and even combat support personnel. These forces are included in the normal game reinforcements. Full intervention represents an active commitment of forces, and should be used with caution.
  • Design Note. US infantry units are portrayed as mechanized units in the game because they were extensively equipped with tanks and half-tracks.

30.0 Atomic Bombs

The FEF player may use available Atomic Bombs.

30.1 Procedure

(1) Place the atomic bomb marker on the hex to be attacked.

(2) Roll one die on the Atomic Bomb Table.

(3) Implement the results.

30.2 Atomic Bombs do not need to be delivered by airstrike. They are not affected by antiaircraft fire.

  • Atomic bombs are considered to be delivered by high altitude bombers not otherwise included in the game.

30.3 The FEF player may launch more than one Atomic Bomb attack per turn; however, he may attack a hex with only one Atomic Bomb per turn.

30.4 A hex being attacked by Atomic Bombs may not be attacked by other airstrikes in the same turn., The player may conduct normal combat into in a subsequent turn.

30.5 Atomic Bombs may not be reused. Once a hex has been bombed, the marker is flipped over and remains on the map for the remainder [representing fallout] of the game.

30.6 Fallout. At the end of any game turn in which a land unit is in a hex with an Atomic Bomb marker, roll one die. On a 1-3, it is affected by fallout and disrupted (eliminated if already disrupted); on a 4-6 there is no effect.

31.0 General Offensive & Uprising

Once per scenario the Communist player may declare General Offensive/General Uprising. This gives him temporary benefits in Mobilization and Combat.

31.1 The Communist player may declare "General Offensive/General Uprising" once per game. This is done at the beginning of any Communist player turn.

31.2 Effects

31.21 On the turn that General Offensive/General Uprising is declared (and that turn only), the following provisions go into effect:

(1) Immediately roll two dice and add that number to the Communist Political Point total.

(2) Shift all Communist Land Combat attacks one column to the right, in addition to any other shifts.

31.22 On the turn following the General Offensive/General Uprising turn (and that turn only), the following go into effect:

(1) The Communist player may not Mobilize any Viet Minh, Pathet Lao, or Khmer Issarak units.

31.23 General Offensive/General Uprising may not be declared on the last two turns of a scenario.

Experimental Rules

These are rules which we considered but dropped because they added complexity without contributing much to the game. Players can use them as they like.

Going Underground

  1. Communist cadres, guerillas and militia can be temporarily removed from the map. This is called Going Underground. Underground units may Resurface later in the game. The unit must be in its own country to go underground. Going underground occurs in a special "Underground Phase" which occurs at the end of both the French and Communist Movement Phases. (Editor's note: the source text has damaged quotation-mark characters here, rendered as "Underground Phase".)

  2. Procedure. During an Underground Phase, the Communist player may remove any qualified unit from the map. Record the hex from which it went Underground. On any subsequent Underground Phase, it may be returned to the map on or adjacent to the hex in which it went Underground. Resurfacing units may not be placed in prohibited terrain or in the same hex as an enemy unit. They may be placed in an enemy ZOC. Going Underground and Resurfacing do not cost political points.

  3. Communist militia located in cities may not Go Underground.

Aircraft Range

  1. Airstrikes are affected by the distance they must fly to the target. This is measured from any friendly combat effective base unit to the target hex. Additionally, the FEF player may "base" the following number of airstrikes on all sea hexes, representing aircraft carriers: French = two airstrikes; US = up to 50% of all airstrikes (round fractions up). A single airbase may launch any number of airstrikes. US and French air units may use each others' bases. US B-29 units are not affected by range (gaining neither positive nor negative die roll modifiers), are exempt from basing requirements and do not count against the US basing totals (since they were based elsewhere in the Pacific).

  2. Effects of range. The range from the base unit to the target hex provides a die roll modifier to Bombardment attack, as follows:

    (1) All airstrikes in the attack are flown from 1 to 3 hexes range: +1 modifier.

    (2) Airstrikes are flown from 4 to 6 hexes range (or a combination of 1-3 and 1-6 range): no modifier.

    (3) One or more of the airstrikes in the attack are flown from 7 hexes or greater: -1 modifier.

  3. Note that air units are not physically based on the map, the base unit simply represents the presence of friendly airbases in the region.

  4. This rule does not affect air transport and B-29s.

Naval Operations

  1. Amphibious Assault. Units using amphibious invasion may attempt to land in hexes containing enemy units. The units conduct the invasion from an adjacent all sea hex. Conduct the combat normally; if the attacker gains a result allowing them to advance after combat, then they may land in the invaded hex. If they fail to gain a result allowing them to advance after combat, then they are returned to the French Far East Staging Area with no further penalty.

  2. Invasion supply. The FEF player may expend supply points for units making amphibious invasions to double their combat factors. In this one case, the units do not have to trace a normal line of supply.

  3. River/coastal traffic. The FEF player may trace his two hex off-road/off-trail LOS through all lake and all sea hexes. The Communist player may do the same for his six hex supply radius. For purposes of this rule, the ZOCs of DNA units do extend through lake and sea hexsides.

38.0 Indochina Scenarios

INTRODUCTORY SCENARIO: THE RACE FOR INDOCHINA

This scenario shows both sides' operations to seize control of Indochina in the wake of the Japanese collapse.

  1. Game Length: November 1945 - March 1946.

  2. Starting Political Points: none, see Special Rules.

  3. French Expeditionary Force Deployment (FEF sets up first)

a. Special instructions.

(1) French Controlled Cities: Saigon, Haiphong, Hanoi, Phnom Phen, Vientiane.

(2) FEF units must obey stacking limits in initial deployment

b. French:

(1) On any FEF controlled cities in Indochina: 2 x Infantry divisions, 1 x Mechanized group, 2 x Regular infantry groups, 1 x Airborne group, 1 x Marine brigade.

(2) In the Air Available Box: 1 x airstrike group; 1 x air transport group; 1 naval bombardment marker.

c. Vietnamese National Army:

On any FEF controlled city in Vietnam: 1 x Regular infantry group.

d. Cambodian National Army:

On any FEF controlled city in Cambodia: 1 x Regular infantry group.

e. Laotian National Army:

On any FEF controlled city in Laos: 1 x Regular infantry group.

f. British (use US unit; see Special Rules):

On any FEF controlled city in Vietnam: 1 x Mechanized division.

g. Nationalist Chinese (use Chinese unit; see Special Rules):

On Haiphong and/or Hanoi: 3 x Infantry divisions.

h. FEF Supply Points: none.

i. Units do not need Supply to recover in this scenario. Instead, any disrupted unit which is not in an enemy ZOC at the end of a friendly Recovery Phase is automatically restored to combat effectiveness.

  1. Communist (Communist sets up second)

a. Special instructions.

(1) Communist Controlled Cities/Towns: none.

(2) During initial setup, Communist units may not be placed in hexes containing cities/towns; they may be placed in enemy ZOCs. Guerrilla units may not be initially placed adjacent to other friendly guerrillas.

(3) Communist units must obey stacking limits in initial deployment

b. Viet Minh

Anywhere in Vietnam: 6 x cadres, 15 x guerrillas.

c. Khmer Issarak

Anywhere in Cambodia: 2 x cadres, 1 x guerrilla.

d. Pathet Lao

Anywhere in Laos: 2 x cadres, 1 x guerrilla.

e. Communist Supply Points: none.

  1. Special Rules

a. Ignore the following rules: [5.0] Political Points, [6.0] Random Events, [7.0] Mobilization and Reinforcements, [8.0] Reorganization, [15.0] Logistics, [16.0] Fortifications, [18.0] DNA/Riverine Units, [23.0] Far Eastern Staging Area, [24.0] Victory Conditions, all Optional Rules.

b. Players may not break down/reform units during initial deployment.

c. Neither player's units may enter China.

d. Chinese units. These are Nationalists controlled by the FEF player. They are considered heavy units (ignore the + sign on them).

e. British division. This is represented by any one US mechanized division.

f. Militia and city/town control. Ignore the printed militia on the map. Both players may freely enter initially unoccupied city/town hexes. This will activate the city/town militia.

(1) When Communist units enter a city/town hex, place a Communist Militia unit in the hex (a maximum of one per hex). If the French retake the city, then the Militia is replaced if the Communists later retake it themselves.

(2) When FEF units enter a city/town hex, the printed Militia becomes active. Once activated, city/town Militia acts according to rule [17.0]. Keep track of activated Militia on a separate piece of paper, or using blank counters.

g. French reinforcements. The French player receives the following units each friendly Mobilization Phase: (1) 1 x French infantry group on November, January and March, AND (2) 1 x Vietnamese, Laotian or Cambodian National Army infantry group on December and February (any one nationality). These units are placed on any FEF occupied city. Vietnamese, Laotian and Cambodian units must be placed in a FEF occupied city of their own nationality.

h. Communist reinforcements. The Communist player receives the following units each friendly Mobilization Phase: 1 x cadre, 1 x Viet Minh infantry regiment, 3 x Guerrillas. These units are placed on any Communist cadre located in the same country, no more than one per hex per turn.

h. Victory Conditions. Ignore the normal victory conditions. Instead, players gain the following Victory Points at the end of the game:

  • Both: 3 per city occupied
  • Both: 1 per town occupied
  • Communists: 1 per cadre on the map at the end of the game

A player wins if he has at least twice as many victory points at the end of the game as his opponent.

SCENARIO 1. ASSAULT ON THE RED RIVER DELTA

This scenario covers the first major Viet Minh offensive in Tonkin. The Communists overran the French forts along the Chinese frontier and then unsuccessfully assaulted the Red River Delta, the latter action resulting in a temporary French victory.

  1. Game Length: September 1950 - June 1951.

  2. Starting Political Points: FEF = 50; Communist = 80.

  3. French Expeditionary Force Deployment (FEF sets up first)

a. Special instructions.

(1) French Controlled Cities/Towns: All except: Vinh, Dong Hai, Qui Nhon, Quang Nai, Long Xuyen, Cao Mao and Bac Lieu (in Vietnam).

(2) FEF units must obey stacking limits in initial deployment

b. French:

(1) Anywhere in Indochina, on or within one hex of any FEF controlled cities/towns: 5 x Mechanized groups, 15 x Regular infantry groups, 2 x Airborne groups, 3 x Gendarmerie groups, 2 x DNAs, 4 x Bases.

(2) In the Air Available Box: 6 x airstrike groups; 3 x air transport groups; 1 naval bombardment marker.

c. Vietnamese National Army:

(1) On or within one hex of any Vietnamese FEF controlled cities/towns: 3 x Regular infantry groups.

(2) On or within one hex of Saigon: 3 x Guerrillas.

(3) On or within one hex of Hanoi or Haiphong: 1 x Guerrilla.

d. Cambodian National Army:

On any FEF controlled Cambodian city: 1 x Regular infantry group.

e. Laotian National Army:

On any FEF controlled Laotian city/town: 1 Regular infantry group.

f. Fortifications: 5 total. One each on Mon Cai, Lang Son, Cao Bang, Hai Giang, and Lao Cay, [note: these towns are located in Vietnam along the Chinese border].

g. FEF Supply Points: 10.

h. FEF Special Reinforcement. At the beginning of the November 1950 FEF Mobilization Phase the FEF player receives the following units in the Far East Staging Area: 1 x mechanized group, 1 x airborne group. These units cost no Political Points.

  1. Communist (Communist sets up second)

a. Special instructions.

(1) Communist Controlled Cities/Towns: Vinh, Dong Hai, Qui Nhon, Quang Nai, Long Xuyen, Cao Mao and Bac Lieu. (Place one militia unit in each hex to denote Communist control of the city or town.) This is in addition to the militia listed below.

(2) During initial setup, Communist units may not be placed in hexes containing FEF controlled cities/towns or FEF units; they may be placed in enemy ZOCs. Guerrilla units may not be initially placed adjacent to other friendly guerrillas.

(3) Communist units must obey stacking limits in initial deployment

b. Viet Minh

(1) Anywhere in Vietnam north of Hue (exclusive); 2 x Regular infantry divisions, 6 x Regular infantry regiments, 4 x militia, 4 x Cadre, 10 x Guerrillas, 1 x Base. If using optional rule: 3 x Death Commandos.

(2) Anywhere in Vietnam south of Hue (exclusive): 2 x Regular infantry regiments, 2 x Cadre, 5 x Guerrillas, 2 x militia, 1 x Base.

(3) Anywhere in China): 2 x Bases.

c. Khmer Issarak

In Cambodia within three hexes of the Thai border: 1 x cadre, 2 x guerrillas, 2 x militia.

d. Pathet Lao

Anywhere in Laos: 1 x cadre, 1 x guerrilla, 1 x militia.

e. Communist Supply Points: 9.

  1. Special Rules

a. There is no Random Events phase on the First Turn of the Game. Begin the game with the normal Communist player turn.

b. Players may not break down/reform units during initial deployment.

SCENARIO 2. DIEN BIEN PHU

This scenario covers the Communist invasion of Laos which led to the battle of Dien Bien Phu and the final French defeat.

  1. Game Length: October 1953 - June 1954.

a. Starting Political Points: FEF = 60; Communist = 75.

  1. French Expeditionary Force Deployment (FEF sets up first)

a. Special Instructions

(1) FEF Controlled Cities/Towns: All except: Mon Cai, Lang Son, Cao Bang, Hai Giang, Lao Cay, Hoa Binh, Dien Bien Phu, Ninh Binh, Than Hoa, Vinh, Dong Hai, Qui Nhon, Quang Nai, Long Xuyen (in Vietnam), and Sam Neua (in Laos) (which are Communist occupied).

(2) FEF units must obey stacking limits in initial deployment

b. French:

(1) Anywhere in Indochina, on or within two hexes of FEF controlled cities/towns: 8 x Mechanized groups, 12 x Regular infantry groups, 3 x Light infantry groups, 3 x Airborne groups, 3 x Gendarmerie groups, 4 x DNAs, 3 x Cadres, 5 x Bases.

(2) In the Air Available Box: 7 x airstrike groups; 4 x air transport groups; 1 x naval bombardment marker.

c. Vietnamese National Army:

(1) On or within two hexes of any FEF controlled Vietnamese cities/towns: 2 x mechanized groups, 6 x Regular infantry groups, 2 x Commando groups, 1x airborne group.

(2) On or within two hexes of Saigon: 3 x Guerrillas.

(3) On or within two hexes of Hanoi or Haiphong: 1 x Guerrilla.

(4) On or within four hexes of Na Sanh: 2 x Guerrillas.

(5) On or within four hexes of Pleiku: 1 x Guerrilla.

d. Cambodian National Army:

On or within two hexes of any FEF controlled Cambodian cities/towns: 3 x Regular infantry groups.

e. Laotian National Army:

(1) On or within two hexes of any FEF controlled Laotian cities/towns: 1 x Regular infantry group.

(2) Anywhere in Laos: 1 x Light infantry group, 1 x guerrilla group.

f. Fortifications: 8 total

(1) 7 within two hexes of Hanoi, Haiphong or Thai Binh [note: in Vietnam].

(2) 1 on Luang Prabang [note: in Laos].

g. FEF Supply Points: 15.

  1. Communist (Communist sets up second)

a. Special Instructions

(1) Communist Controlled Cities/Towns: Mon Cai, Lang Son, Cao Bang, Hai Giang, Lao Cay, Hoa Binh, Dien Bien Phu, Ninh Binh, Than Hoa, Vinh, Dong Hai, Qui Nhon, Quang Nai, Long Xuyen (in Vietnam), and Sam Neua (in Laos). (Place one militia unit in each hex to denote Communist control of the city or town.) This is in addition to the militia listed below.

(2) During initial setup, Communist units may not be placed in hexes containing FEF controlled cities/towns or FEF units; they may be placed in enemy ZOCs. Guerrilla units may not be initially placed adjacent to other friendly guerrillas.

(3) Communist units must obey stacking limits in initial deployment

b. Viet Minh

(1) Anywhere in Vietnam north of Hue (exclusive): may not be on or adjacent to Hanoi, Haiphong or Thai Binh: 5 x Regular infantry divisions, 2 x Regular infantry regiments, 1 x Artillery Division, 3 x Cadre, 6 x Guerrilla, 4 x Militia, 3 x Bases. If using optional rule: 1 x Death Commando.

(2) Adjacent to Hanoi, Haiphong or Thai Binh (and not in hexes containing enemy units): 1 x Cadre, 2 x regular infantry regiments, 2 x Guerrillas, 1 x Militia.

(3) Anywhere in Vietnam south of Hue (exclusive): 1 x Regular infantry divisions, 1 x Regular infantry regiment, 2 x Cadre, 7 x Guerrilla, 3 x Militia, 1 x Base.

(4) In Laos and/or Cambodia within two hexes of the Vietnamese border: 3 x Regular infantry regiments, 1 x Cadre.

(5) Anywhere in China: 2 x Bases.

c. Khmer Issarak:

In Cambodia within three hexes of the Thai border: 2 x Guerrilla, 1 x Militia.

d. Pathet Lao:

Anywhere in Laos: 2 x cadres, 2 x Guerrilla, 2 x Militia.

e. Communist Supply Points: 12.

  1. Special Rules

a. There is no Random Events phase on the First Turn of the Game. Begin the game with the normal Communist player turn.

b. Players may not break down/reform units during initial deployment.

c. Optional Extended Scenario. General Navarre's original plan was to use 1954 to mobilize French strength and throw the Viet Minh off balance, then go over to the offensive in 1955. This plan was cut short by the Dien Bien Phu battle, but this option allows for players to explore what might have been. Prior to start of play by both side's mutual agreement, the scenario is extended to the April 1955 turn.

Counter Sheet Corrections

The French SF Brigades "1/BDMI, 2/BDMI, Bergerol, Marins, 3" reverses should be "1+3."

French Gendarmerie units reverses should be (1)+2.

Khmer Issaak/Pathet Lao Guerillas reverses should be 1+2.

End of source text.