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La vallée de la mort

La vallée de la mort Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
  • 3.0 Game Terms
  • 4.0 Game Scale
  • 5.0 Sequence of Play
  • 6.0 Weather and Random Events
  • 7.0 Supply
  • 8.0 Reinforcements and Replacements
  • 9.0 Air Units
  • 10.0 Artillery Units
  • 11.0 Movement
  • 12.0 Combat
  • 13.0 Recovery and Repair
  • 14.0 Special Units
  • 15.0 Victory
  • 16.0 Campaign Game
  • 17.0 Battle Scenarios
  • 18.0 Designer's Notes
  • 19.0 Unit Designations
  • 20.0 Bibliography
  • Random Events Table

1.0 Introduction

Vallée de la mort (death valley) is a simulation of this epic siege that ended the French colonial presence in Asia and marked the beginning of a 21-year struggle for national unification. The game is designed for 2 players, one taking the role of the French commander of the fortress complex at Dien Bien Phu, the other of General Giap, commanding the Viet-Minh forces laying siege. The game and scenarios are small enough to be played solitaire, however.

2.0 Game Components

Each game of Vallée de la mort includes the following components:

  • rules booklet,
  • 11" by 17" game map,
  • 280 counters,
  • 3 players' aid sheets.

Note that one or preferably two 6-sided dice are needed to play.

2.1 The Rules Booklet: This rules booklet contains all of the rules required for play. They have been structured to approximately follow the sequence of play (see 5.0). Players should keep the rules booklet at hand during play for quick reference.

2.2 The Game Map: The game map represents the actual battle ground in northwest Vietnam. Areas have been superimposed on the terrain to regulate game functions. The interior playing area is surrounded by four areas representing the valleys surrounding the battlefield. These areas are playable and treated as other areas regardless of the superimposed tracks, legend and scale (exception, see 9.2).

2.3 The Counters: The sheet of counters includes unit and play aid counters. The units (or army counters) represent the combat forces involved in the struggle. The play aid counters, referred to as markers in the rules, are used to facilitate various game functions.

Note that before play, the counters must be mounted. Glue the counter sheet onto Bristol board or heavy cardstock and cut out the individual counters. Poster board is usually too thin (but is fine if doubled up) and corrugated cardboard is too thick. Also, a paper cutter can be helpful at producing sharp, square units.

2.4 Players' Aid Sheets: The players' aid sheets contain the various charts and tables required for play. Players should keep these handy for reference during play.

3.0 Game Terms

Air units: The French player controls all air units (F4U, F6F, F8F, SB2C, A-26, PBY, C-119 and C-47).

Areas: The map is divided into areas. The terrain in each area is defined on the map legend.

Artillery-type units: Howitzers (105mm and 155mm), Katyusha rockets, mortars (82mm and 120mm), and anti-aircraft (37mm and MG) units.

Borders: The borders or boundaries between adjacent area are relevant to play. Their colour codes are defined on the map legend. Note: Route 41 and the Pavie Track are not borders nor do they affect movement or combat in any way.

Casualty Markers: A marker used to indicate a unit's reduced combat strength. Casualty markers are placed underneath an affected unit and oriented with the unit such that the unit's current strength is displayed at the bottom of the casualty marker.

Combat Strength: A quantification in strength points of a unit's ability to engage in combat. The combat strength is also an indicator of how many steps a unit has.

Infantry-type units: Infantry, engineer (French), assault engineer (Viet Minh), parachute, and Quad 50 machine gun units.

Initiative: This is determined during the assault phase to establish which player will conduct movement and combat (assault phase impulses 5.6.1 to 5.6.5) first.

Morale Rating: A quantification of a unit's training and élan. The higher the number, the better the unit's morale. A unit's morale rating is reduced by one if it has been reduced to half of its combat strength or less.

Movement Allowance: A quantification in movement points (MPs) of a unit's ability to move during a movement phase/impulse.

Overland Transport Holding Area (OTHA): An abstraction of the overland transport system used by the Viet Minh to bring resources to the Dien Bien Phu valley. The OTHA is on the Viet Minh player aid sheet.

4.0 Game Scale

Each turn of the game represents one week. Each assault impulse represents one day. A point of combat strength represents 150 to 200 men, 6 aircraft, 5 or 6 guns, or a single tank. An inch on the map corresponds to 700 yards.

5.0 Sequence of Play

Vallée de la mort is played in game turns - a maximum of 11 to completion. Each turn is subdivided into of phases. The assault phase, if played, is subdivided into impulses. All phases and impulses must be played in the sequence described below:

5.1 Weather Determination and Random Events Phase: The French player rolls a die and consults the Weather Table on the player aid sheet to determine the turn's weather (see 6.1). Next, both players roll a die and total the results. This die roll total is then compared to the Random Events Table to determine if a random event occurs this turn (see 6.2). Note: Not performed on turn one.

5.2 Supply Phase: Both players trace supply lines from their units to supply sources to determine if they out of supply (OOS). Such units are marked with an OOS marker (see 7.0). Note: Not performed on turn one.

5.3 Reinforcement Phase: Both players determine if reinforcement units are available and will be deployed this turn (see 8.0). The Viet Minh player rolls a die to determine the number of counters that may enter the OTHA (see 8.1; 8.3).

5.4 Air Asset Allocation Phase (French player only): The French player determines how many and which types of aircraft are available this turn (see 9.1). He then allocates the units/markers that will carried by air transport aircraft this turn (see 9.5).

5.5 Strategic Phase: The players perform the following steps in the specified order for this phase:

5.5.1 Artillery Bombardment: The Viet Minh player performs bombardment attacks with any in-supply, unfired artillery units (see 10.2; 10.3). The French player may interrupt this bombardment fire by allocating his/her in-supply, unfired artillery units to counter-battery fire (see 10.5). Once the Viet Minh player is finished performing artillery bombardment, the roles are reversed. The French player now announces which in-supply, unfired artillery units will bombard. Note: the Viet Minh player may not perform counter-battery fire.

5.5.2 Air Bombardment and Transport: The French player allocates air units to air bombardment, flak suppression and air transport (see 9.2, 9.4, 9.5). Air bombardment and flak suppression missions can be flown against Viet Minh units in the OTHA during this phase as well. The Viet Minh player then allocates anti-aircraft units to specific attacking air units and resolves AA fire (see 9.6). The air bombardment and air transport mission are then resolved by the French player.

5.5.3 Strategic Movement: The Viet Minh player may move first any in-supply, on-map or OTHA unit, anywhere on the map, recording the MP expenditure for the unit as it is moved (see 11.1). The French player may interrupt the unit's move with opportunity bombardment fire from in-supply, unfired artillery units (see 10.4). Next, the French player may move a unit and the Viet Minh player can conduct opportunity bombardment fire. This alternation, with both sides conducting strategic movement/opportunity fire, continues until both players pass.

Note: Viet Minh 105mm batteries may not conduct opportunity bombardment missions.

5.6 Assault Phase: Both players roll a die and the high die roll wins the initiative. The player with the initiative performs steps 5.6.1 to 5.6.5 first, followed by his/her opponent. Players alternate repeating these steps of the assault phase until both declare a pass, or up to 7 assault phases have been played in a turn.

5.6.1 Movement Impulse: The initiative player may move unfired units, and those that were not moved strategically, up to the limits of the units' movement allowance (see 11.2). Units must stop if they move adjacent to an enemy-occupied area.

5.6.2 Air and Artillery Support Impulse: Both players allocate artillery, and the French player may allocate air units to support missions (see 9.3, 10.2). Only in-supply, unfired artillery units may perform support missions. Again the French player may interrupt the Viet Minh artillery support fire by firing counter battery fire (see 10.5). The Viet Minh allocates AA fire with unfired, in-supply units and resolves their attacks (see 9.6). Both sides then resolve their fire/air support missions, the initiative player first.

5.6.3 Fire Combat Impulse (defensive then offensive): The defending (non-phasing) player fires any undisrupted, unfired units at enemy units that are within range (see 12.1). The attacking (phasing) player then fires any undisrupted, unfired units at enemy units that are within range.

5.6.4 Assault Combat Impulse: The phasing announces which unfired, undisrupted units that are adjacent to enemy units will conduct assault combat (see 12.2). Undisrupted defending units in the area being attacked may then conduct a final round of defensive fire. The phasing player then moves the eligible designated attacking units into the defender's area and resolves the assault combat.

5.6.5 Disruption Recovery Impulse: The phasing player attempts to remove disrupted markers from his/her units (see 13.3). Infantry units that engaged in fire combat are reoriented so that they can fire again during the opponent's combat fire combat impulse.

5.7 Repair and Recovery Phase: Any remaining disrupted units automatically recover. Both players may attempt repairs on damaged air/tank units (French player only), construct entrenchments (Viet Minh player only) and remove OOS markers (see 13.0).

5.8 Victory Determination and Game Turn Advancement Phase: Both players assess the number of VP gained that turn and determine whether the victory conditions for the scenario/game have been met. If not, the turn record marker is advanced to the next weekly turn space and the assault phase marker reset to one.

6.0 Weather and Random Events

During the weather determination and random events phase, players roll for the current week's weather and for any random events that may occur.

6.1 Weather Effects: At the beginning of each turn, starting with turn 2, a player rolls a die and consults the Weather Table to determine the weather for that turn. The weather is automatically clear on turn one.

6.1.1 Clear: The Viet Minh player adds 3 to the die roll that determines the number of units that may enter the OTHA that turn (see 7.4.1; 8.1).

6.1.2 Overcast: The French player receives 2/3rds of his/her undamaged air units for possible use during turns with overcast weather (drop any fractions; see 9.1). The remaining, undamaged air units are turned upside down in the available space to denote their grounded status. Low altitude airdrops by air transport units are not permitted.

The Viet Minh player adds 4 to the die roll that determines the number of units that may enter the OTHA on overcast turns (see 8.1). The Viet Minh player adds one to the exit die roll for steps/units in the OTHA (see 7.4.1; 8.1).

6.1.3 Rain: The French player receives 1/3rd of his/her undamaged air units for possible use during turns with rainy weather (drop any fractions; see 9.1). The remaining, undamaged air units are turned upside down in the available space to denote their grounded status. Low-level air operations by any air units are not permitted. All AA fire attacks have one subtracted from the die roll.

The Viet Minh player adds 5 to the die roll that determines the number of units that many enter the OTHA on rain turns (see 8.1). The Viet Minh adds 2 to the exit die roll for steps/units in the OTHA (see 7.4.1; 8.1).

6.2 Random Events: Starting with turn 2, both sides roll a die during the weather determination and random events phase and total the results (see 5.1). The sum of the die rolls indicates which random event, if any, will occur (see Random Events Table). Note: certain events can happen only once per game, while others can be applied more often.

7.0 Supply

For ground units to function at full effectiveness they must be in supply. Due to the remoteness of the Dien Bien Phu valley, both sides had to transport supplies in order to support the contesting forces. The stockpiles of supplies which players use to determine the supply status of their units are abstracted using the supply tracks on their player aid sheets. Supply units are used to increase the levels on the supply tracks and determine how much was brought to Dien Bien Phu each turn.

7.1 Supply Tracks: Players record the status of their supply depots at Dien Bien Phu using the supply track markers on their player aid sheets' supply tracks. The individual scenario instructions indicate the at-start status of both sides' supply tracks.

Supply markers are adjusted upwards for each supply unit that is successfully brought to the battlefield. For the Viet Minh player, these are supply units that exit the OTHA. For the French player, these are supply units that are successfully air dropped into the fortress by air transport units.

7.2 Supply Expenditure: The supply track markers are adjusted downwards one space for each of the following:

  • 1 space for each unit of artillery that fires.
  • 1 space for each division currently in play (Viet Minh player only; count the 148th Regiment as part of the 304th Division).
  • 1 space for every 20 steps currently in play (French player only. All tank units, regardless of how many are in play, are counted as 1 step).
  • 1 space for each hit on the De Castries' HQ (French player only).

7.3 Supply Effects: Units that are in supply move and fight normally. Units that are judged to be out of supply are marked with an OOS marker. The effects of being out of supply are as follows:

  • Movement, combat, and morale ratings reduced by one (to a minimum of one).
  • Opportunity fire is not permitted.
  • Artillery units may not bombard or fire except defensively versus close assault.
  • AA units subtract 1 from all AA fire die rolls.
  • During the recovery phase all OOS units must roll one die. If the die roll is greater than the unit's printed morale rating the unit loses a number of steps equal to the die roll difference. Units may be totally eliminated in this fashion.

7.4 Supply Sources: An unlimited number of supply units are available to each player each turn. The number that can be entered into play is limited though, as both players need to transport their supply units to Dien Bien Phu, either through the OTHA (see 8.1.1; 8.1.2) or by air transport (see 9.5). The number of supply counters provided in the countermix is not intended to represent any limit; players are free to make more supply units should the need arise.

7.5 Supply Lines: Beginning with turn 2, units deployed onto the map must trace a supply line to a supply source in order to be considered in supply. For Viet Minh units, the 4 valley areas (northwest, northeast, southwest, southeast) are supply sources. For French units, the area containing De Castries' HQ is the supply source.

Supply lines are traced during the supply phase and again at the beginning of the recovery phase. A supply line can be of any length that is free of enemy units on turns when the required supplies are expended. Units unable to trace a supply line, or do not have supply points expended for them once a supply line is traced, are considered out of supply.

8.0 Reinforcements and Replacements

Reinforcements are new units that enter play after the initial set up. Replacements step are used to rebuild existing infantry units that have been reduced in strength during play. Note: Artillery-type units, tanks, engineers, and completely eliminated units may not be rebuilt with replacements.

8.1 Viet Minh Reinforcements: Viet Minh reinforcements are listed on the Reinforcements Chart of the Viet Minh player aid sheet. The 36th and 102nd Regiments of the 308th Division and the 148th Independent Regiment are available starting on turn one. The Katyusha rocket batteries of the 351st Division enter as reinforcements on turn 7 (April 4).

Reinforcement units are initially placed in the OTHA, subject to that turn's unit capacity (see 8.1.1). The 102nd Infantry Regiment, however, begins the game in the OTHA. Each reinforcement unit (except the 102nd) counts as one against the total number of units allowed to enter the OTHA for that turn (see 8.1.1).

The 148th Independent Regiment may enter on any turn, but the Viet Minh player must pay a number of VPs equal to the roll of one die plus 1 VP for each turn that remains to be played. The units of 148th deploy immediately to the map at either the Southeast or Southwest map-edge areas. These reinforcement units are the only ones that do not have to enter the OTHA.

DESIGNER'S NOTE: The 148th was used to guard against a possible French relief effort from Laos, Operation Condor. Deploying this force to the valley of Dien Bien Phu was a risk by General Giap. Is your luck as good?

8.1.1 Entering the Overland Transport Holding Area: Viet Minh supply, reinforcement and replacement units are brought to the Dien Bien Phu valley via an overland transport system that is abstracted using the OTHA on the Viet Minh player aid chart. Each turn during the reinforcement phase, the Viet Minh player rolls one die to determine the number of units that may enter the OTHA that phase. This equals the die roll plus 3 on clear turns, 4 on overcast turns, and 5 on rainy weather turns.

Note: Each reinforcement unit, replacement or supply counter counts as one regardless of its number of strength points.

8.1.2 Exiting the Overland Transport Holding Area: Units exit the OTHA as part of strategic of assault impulse movement (see 5.5.3; 5.6.1). For each unit a die is rolled. On a die roll of 5 or less the unit may exit the OTHA. Add one to the die roll if the weather is overcast, 2 if the weather is rainy. Units cannot exit the OTHA the same turn in which they arrive.

8.2 French Reinforcements: French reinforcements are listed on the Reinforcements Chart of the French player aid sheet. Each of these units may be entered into play at the VP cost listed plus 1 VP per turn yet to be played in the game, including the current turn. For example, entering the 1st Colonial Para unit on turn 4 would cost 9 VPs: 2 plus 1 VP for each of the 7 turns remaining in the game.

Exception: There is no VP cost for deploying the 5th Vietnamese parachute battalion as a reinforcement.

DESIGNER'S NOTE: These paratroop units represented the strategic reserves for the entire French High Command. The committal of any of these units to Dien Bien Phu means a lack of resources to deal with threats elsewhere. So, do you feel lucky?

The three F4U air units enter on game turn 8. There is no VP cost to deploy the 3 F4U air units (see 9.0).

All French paratroop reinforcements must be air dropped into the fortress using air transport units during the air bombardment and transport phase (see 5.5.2).

8.3 Viet Minh Replacements: The Viet Minh player has an unlimited number of replacement steps available during the game. However, these must be bought in at a cost of 1 VP per replacement step. Use the replacement counters provided in the game to record the steps that have been purchased. The steps must be entered in the OTHA the same way as supply and reinforcement units (see 8.1.1). Each replacement step counts against the OTHA turn capacity. They are also subject to bombardment attacks by French air units and must roll for exiting the OTHA (see 9.2; 8.1.2). Eliminated replacement steps do cost an additional VP as per the victory point schedule, even if still in the OTHA (this is war, deal with it). Each replacement step that exits the OTHA may be used to remove one hit from any in-supply, reduced unit during that turn's recovery phase.

8.4 French Replacements: The French player has a finite number of replacement steps that is determined at the beginning of the game. During what would be the weather phase of turn 1, the French player rolls a die and adds 10. That is the total number of replacement steps he/she may enter during the game.

Exception: Air transport of a reinforcement unit may result in it landing reduced due to a damaged transport air units. The non-landed combat strengths of such a unit would be added to the replacement pool (see 9.5).

All French replacement steps must be air dropped into the fortress using air transport units. Each successfully landed replacement step may be used to remove one hit from an in-supply, reduced French, Algerian, Moroccan, Vietnamese, or Foreign Legion, or French infantry-type unit during that turn's recovery phase.

9.0 Air Units

The French player has air units that can perform the following missions:

  • Air bombardment (PBY, A-26, SB2C)
  • Tactical air support (all except PBY, C-47 and C-119)
  • Flak suppression (all except PBY, C-47 and C-119)
  • Air transport (C-47 and C-119 only)

All French air units are based off-map. At the start of the game all but 4 air units are considered ready and available (indicated with red capabilities values). The "Flying Tigers" C-119 unit is only available per a random event (blue) and the 3 F4U Corsair units enter on turn 8 as reinforcements (purple). Air units can be made unavailable due to the availability die roll at the beginning of each turn, and damage or elimination from combat.

9.1 Air Unit Availability: During the reinforcement phase the French player rolls a die twice. The first die roll indicates the number of undamaged air transport steps (C-119s can carry 2, C-47s 1) that are immediately placed in the flown space of the French player aid sheet. The second die roll indicates the number of other undamaged air units that are also placed in the flown space. These air units represent the air missions that were used to support other French-controlled areas in Northern Vietnam. (Note: The weather roll in the weather phase may have already reduced the number of air units that can fly; this reduction is made from the available air units after weather effects are determined).

9.1.1 Maximum Air Effort: Once per month the French player can declare that a maximum air support effort is underway in support of the Dien Bien Phu fortress. In this case all undamaged air units are made available and the French player rolls only 1 die. This die roll is the number of VPs that the French player must deduct for not rendering air support to the other forces in Vietnam that turn. Note: Maximum air effort also affects the French close combat initiation die roll as per rule 11.5.

9.2 Air Bombardment: Air units capable of air bombardment (have "B or B+" on the counter) may attack Viet Minh units on the map or the OTHA during the bombardment phase of the game turn. All units within a map area are affected by a bombarding air unit. Units in the OTHA and the four valley deployment areas (NE, SE, NW, SW) are targeted individually. Air units that are conducting bombardment attacks are placed atop the targeted area/unit. The air unit's altitude is declared (high or low) and AA fire is resolved. Surviving air units then resolve the bombardment attack by rolling a die for each attacking air unit and consulting the Air and Artillery Bombardment Table. Modify the die roll as follows:

  • +2 if the attack is at low altitude
  • +1 if the targeted unit is in clear terrain
  • -1 if the target is in jungle terrain.
  • -1 per entrenchment (-2 maximum).
  • +1 if the attacking unit is an A-26
  • -1 if the air unit is damaged

The first hit on a Viet Minh ground unit or replacement step results in a disrupted marker being placed on the unit. A subsequent hit will result in a step reduction being inflicted upon the targeted unit. A maximum of 1 step reduction per turn can be inflicted on a ground unit during the bombardment phase (whether from air or artillery). Any hit at all on a supply unit will result in its elimination.

Note: Units in the OTHA should be turned upside down and shuffled before the French player allocates each attacking air unit's target (any disrupted/hit markers stay with units making them sitting ducks). Turn the Viet Minh units right side up after all air bombardments for the turn have been resolved.

9.3 Tactical Air Support: During the assault phase air units can perform tactical air support missions against Viet Minh ground units (see Unit Legend). Place the attacking air unit atop the targeted Viet Minh unit. The air unit's attack altitude is announced and AA fire is resolved. Surviving air units resolve air support missions by rolling a die for each air unit. A die roll of 5 or more results in a hit being scored on the targeted unit. Modify the die roll as follows:

  • +2 air unit is attacking from low altitude.
  • +1 Viet Minh unit is in clear terrain
  • -1 Viet Minh unit is in jungle terrain.
  • -1 per entrenchment for defending Viet Minh units (-2 maximum)

The first hit results in the targeted unit becoming disrupted. Subsequent hits will result in a step reduction on the ground unit.

Note: Unlike bombardment fire, units targeted in tactical air support (and defensive fire from artillery versus close assault) may be reduced more than 1 step or even totally eliminated.

9.4 Flak Suppression: Air units can perform flak suppression missions when they are placed atop a Viet Minh AA unit. All flak suppression missions are at low altitude. Resolve any AA fire attacks. There is no die roll for a surviving air unit performing a flak suppression mission unlike other air attacks. Rotate the air unit 90 degrees if it is damaged as a memory aid, however. The air unit is left atop the AA unit for the remainder of the turn to denote its suppressed status. A suppressed AA unit has a -1 die roll modifier for any AA attacks it makes for rest of the turn.

9.5 Air Transport: French reinforcements, replacements and supply points must be air dropped into the fortress using air transport units (C-47s and C-119s). Each C-47 can carry 1 step and the C-119s can carry 2 steps. A full strength paratroop battalion would take 4 C-47s, 1 C-119 and 2 C-47s or if in play, both C-119s to be air dropped.

During the air asset allocation phase, the French player should divide the available air transports into stacks with their cargo (supply, replacements or reinforcements) placed beneath (see 5.4). During the air bombardment and transport phase of the strategic turn, these stacks are deployed in the De Castries' HQ area (see 5.5.2). Declare the air unit's altitude and resolve any flak suppression missions and AA fire next. Finally all surviving air transports resolve their air drops by rolling on the Airdrop Table on the French player aid sheet.

Note: It is possible for a reinforcement unit to be only partially dropped due to damage or the elimination of the air transports that were carrying it. If any 1 step of the unit is disrupted, the entire reinforcement unit is also disrupted. If some of the steps are turned back due to damaged air transports, these steps are added to the replacement pool. The unit still lands if at least 1 step does, in whatever condition. Steps that were carried by shot-down air transports are eliminated.

9.6 Anti-Aircraft (AA/flak) Fire: The Viet Minh player can fire upon French air units with the on map AA units as well as the OTHA AA fire factors (3 shots). On map AA units have an unlimited range and may fire at any air units on the map but not the OTHA. An undisrupted AA unit can fire once during the strategic air phase and once again during an assault air impulse (Clarification: that's for one, not every, impulse). It does not cost any supply points to fire AA units. After the French player has designated all targets of the air units, and the altitudes at which they are flying, the Viet Minh player then declares the targets of AA units that are firing. For each targeted air unit roll a die and consult the AA Fire Table on the Viet-Minh player aid sheet.

9.6.1 AA Fire Effects: Air units can suffer the following results from AA fire:

Damage: A damaged air unit must make an immediate die roll. An even die roll means the air unit immediately aborts the mission and is placed in the damaged air units space of the French player aid sheet. An odd die roll means that the air unit may continue performing the declared air mission before being placed in the damaged air units space. Players may want to rotate a damaged air unit 90 degrees as a memory aid. Damaged air units that are hit and damaged again are not eliminated, but automatically abort (no second die roll). Damaged air units may not be used again in the game until they are repaired.

Elimination: An eliminated air unit is considered to be shot down and the air unit is placed in the shot down space of the French player aid sheet. The specified air mission is not carried out. If the air unit was a transport, any cargo it was carrying is eliminated. The Viet Minh player receives VPs for eliminated air units, and any replacement or reinforcement steps that were carried.

10.0 Artillery Units

Both sides have artillery units that can be used for the following missions:

  • Bombardment of enemy units
  • Bombardment of the French supply track (Viet Minh player only)
  • Counter-battery fire against enemy artillery units
  • Direct fire support (assault impulse only)

Artillery units can fire once per turn. For example, if an artillery unit fires during the bombardment phase, it cannot fire later during an assault phase of the same game turn. There is no limit to the number of times a unit can be fired upon during a turn, however. Exception: artillery units may always fire defensively at no supply cost in close assault combat against enemy units in the same area.

Artillery units also must be in range to fire upon a target. The ranges of the artillery units in the game are as follows:

  • 155mm and 105mm howitzers, 120mm mortars and Katyusha rockets have unlimited range.
  • 82mm mortars have a range of 2 areas.
  • AA guns can fire on air units at any range. AA guns may not fire on ground units or conduct bombardment attacks (Although an artillery type unit, this is a doctrinal limitation. The Viet Minh concealed the AA guns' positions as much as possible until they fired upon the French aircraft).

Artillery units can fire only if a supply point is expended to do so (see 7.2).

10.1 Basic Line of Sight: Units may fire into, but not through, the following terrain: jungle, hills and friendly occupied areas. A line of sight is judged as a number of connected areas, free of friendly units and jungle terrain, between the firing and targeted units.

Note: The areas comprising the LOS may be greater than the firing unit's range.

10.2 Artillery Bombardment: Unfired, undisrupted artillery units that are in supply can perform bombardment attacks during the bombardment phase. The supply track is adjusted down one space for each unit that fires. The attacker designates the target and the defender announces if there will be counter-battery fire made against the firing unit. If the artillery unit is not disrupted by the counter-battery fire, the attacker then rolls a die and consults the Air and Artillery Bombardment Table for each unit in the targeted area. Modify the die roll as follows:

  • +1 if the targeted unit is in clear terrain.
  • +1 for every 4 MPs expended by the target unit (opportunity bombardment only, see 10.4)
  • +1 if an undisrupted friendly non-tank unit is adjacent to the targeted area.
  • -1 if the target is in jungle terrain.
  • -1 per entrenchment (-2 maximum).

The first hit from bombardment fire results in the targeted unit being disrupted. An additional hit (from either air or artillery fire) during the bombardment phase will cause the disrupted unit to be reduced 1 step. A unit can not be reduced by more than 1 step per turn, nor can it be totally eliminated, from bombardment fire (whether air or artillery) during the bombardment phase.

Note: Bombardment fire affects all units in a map area. This differs from air and artillery support fire, opportunity bombardment, counter-battery fire, or fire combat between infantry/tank units when individual enemy units are targeted (see 10.4, 10.5, 12.1). Additionally, any units in the 4 valley deployment zones (NE, SE, NW, SW) are always targeted individually by bombardment fire.

10.3 French Supply Track Bombardment: The Viet Minh player may bombard the De Castries' HQ, located in the Central Fort area of the map during the bombardment phase. The Viet Minh player designates a firing unit, reduces the Viet Minh supply, resolves any counter-battery fire and then the bombardment fire against the French HQ. Unlike regular bombardment, supply track bombardment does not affect any French units in the Central Fort zone, nor does any bombardment fire "spill over" and affect the De Castries HQ (see 10.2).

The bombardment DR of the De Castries' HQ is modified by +1 if a Viet Minh unit is adjacent to the Central Fort area. Each hit on the HQ reduces the French supply track by 1.

10.4 Opportunity Bombardment: Unfired, undisrupted artillery units that are in supply can fire on moving ground units during the strategic phase's movement impulse. At any point during the unit's movement the opposing player may declare an opportunity bombardment attack and designate the firing artillery units. As with regular bombardment, a supply unit is expended, and counter-battery fire by the moving player's artillery units may be triggered. Resolve the opportunity bombardment as per 10.2 above. If the moving unit is hit, its movement is immediately ended in addition to being disrupted/reduced.

Note: Viet Minh and Katyusha rocket or 105mm batteries may not conduct opportunity bombardment attacks (see 14.3).

10.5 Counter-Battery Fire: Unfired, undisrupted French artillery units that are in supply can perform counter-battery fire against enemy artillery units that are performing bombardment attacks (regular or opportunity). After each declared artillery bombardment attack in that phase counter-battery fire can be announced. The targeted firing artillery unit and the counter-battery units are designated and a die is rolled for each of the targets. A die roll of 5 or more results in a hit. Modify the die roll as follows:

  • -1 if the artillery unit is in a jungle area.
  • -1 if entrenched (-2 maximum)
  • +1 if an undisrupted friendly unit is adjacent to the targeted area.

A hit causes the enemy artillery unit to be immediately disrupted and its bombardment mission to be of no effect. The enemy artillery unit is still considered to have been fired, and still loses the supply step allocated from the supply track (see 7.2).

Note: Counter-battery fire may be performed both in the bombardment phase and against artillery support fire in the tactical impulses.

11.0 Movement

Ground units can move during either the strategic or assault phases' movement impulses, but not both. The movement allowance of each unit is used to determine how far it may move during a particular phase (clarification: the movement allowance is used in the strategic phase more for determining the die roll modifier for any opportunity bombardment fire that may occur). Units move from one map area to another contiguous area paying the appropriate MP costs listed on the Terrain Effects Chart. Units that have a movement allowance of 0 may never move during the game. Units with a movement allowance greater than 0 may always move at least one area in an assault phase if it expends all of its MPs to do so. In all cases a unit's movement ceases when it moves into an area adjacent to an enemy unit. Units may move from one valley area to another at a cost of 4 MPs.

11.1 Strategic Movement: Players alternate moving their units during this phase, the Viet Minh player moving the first unit. Ground units that have a movement allowance greater than 0 may move an unlimited number of areas during the strategic movement phase. The opposing player conducting opportunity fire (see 10.4) may interrupt a unit's movement. Players should monitor the MP expenditure of a unit in this case. At the conclusion of a unit's move, rotate it 90 degrees as a memory aid to indicate that it can not move, fire or launch assault combats for the remainder of the turn. This phase is completed once both players have declared they have finished moving units strategically.

11.2 Tactical Movement (Assault Phase): The player with the initiative moves and conducts combat first, followed by the opponent in his/her half of the assault phase. Ground units that have a movement allowance greater than 0, and have not moved or fired previously, may move up to the limits of the movement allowance during the movement impulse of the assault phase. Unlike movement during the strategic movement phase, a unit may not expend more MPs than its printed movement allowance and the rules governing supply. Units may conduct either fire or assault combat after tactical movement, unlike units that utilized strategic movement.

11.3 Stacking: Players may have a maximum of 2 regiments in an area at the end of a movement phase. Exception: There is no limit to the number of units that may occupy the 4 valley areas (NW, NE, SW, and SE). 3 battalions equal a regiment, and 4 companies equal a battalion. There is no limit to the number of units that may move through an area. A player may move a maximum of 2 regiments into an enemy-occupied area during assault combat. Units found to be in excess of the stacking limit must be retreated out of the area. The owning player must eliminate any units that can not be retreated. Tanks do not count toward stacking.

12.0 Combat

There are two forms of combat in Vallée de la mort: fire and assault. The phasing player voluntarily initiates both forms of combat with any eligible units. Units may only perform one type of combat per assault phase turn. Units may not launch fire or assault attacks if they have moved strategically or conducted bombardment attacks previously that turn.

12.1 Fire Combat: Each impulse undisrupted, infantry and tank units that will not be used in assault combat may fire (offensively or defensively) on enemy units that are in range. All infantry and tank type units (infantry, paratroop, engineer and Quad 50) may fire on enemy units up to one area away (i.e., in adjacent areas). The attacker designates the unit that is firing, the targeted enemy unit and rolls a die. Refer to the Fire Combat Results Table for die roll modifiers.

If the die roll is less than the firing unit's combat strength then a hit is scored. The first hit will cause the targeted unit to be disrupted. If already disrupted, the targeted unit is reduced 1 step. A supply step is not expended if an artillery unit is firing defensively versus assaulting enemy units in the same area as the artillery unit (see 12.2).

12.2 Assault Combat: Supplied units that have not fired or strategically moved may launch assault combats against enemy units in an adjacent area. Disrupted units may not launch assault combats, and suffer adverse die roll modifiers when defending. The attacker designates the units launching the assault combat and designates the area being assaulted.

One assaulting unit must be chosen as the lead unit and its morale rating will be used to determine the morale die roll modifier. All undisrupted defending units in the area, even those that have fired earlier, may fire once again on any of the assaulting units as per 12.1 above. Undisrupted artillery units that are in an area being assaulted may fire without the need to expend a supply point to do so and even if they have already fired earlier in the turn/phase. Surviving assaulting units are then moved into the defender's area (players may use an assault marker instead to indicate this to avoid counter congestion).

The defending player must choose a lead unit, as the attacker did, and its morale rating will be used to determine the morale die roll modifier. The strengths of all of the attacking and defending units are totalled and expressed as a ratio (i.e. 39 attacking versus 10 defending is a 3:1 attack). Unit's strengths are modified for terrain, disruption and supply. The attacker rolls one die to resolve the assault attack and consults the Assault Combat Results Table, applying all applicable die roll modifiers. (Note: all die roll modifiers are cumulative.)

The possible combat results are as follows:

  • AE = all of the attacking units are eliminated.
  • DE = all of the defending units are eliminated.
  • ½ = half of the affected side's combat strengths are eliminated (round fractions down, but at least 1)
  • 1/4 = one quarter of the affected side's combat strengths are eliminated (round fractions down, but at least 1)
  • 1 = affected side losses 1 step.
  • R = Retreat. The affected side must retreat all of its units to an area not occupied by the enemy. All units become disrupted at the end of the retreat. (Exception: tanks are not disrupted/damaged following a retreat).
  • EX = each side loses 1 step.
  • BB = Bloodbath. Both sides' lose 1 step. The weaker side must either retreat all of its units or eliminate an additional step. The stronger side must match this additional step loss, or the stronger side must retreat all of its units. This process is continued until one side retreats, or the smaller force eliminates itself.
  • -- = No effect.

The first step loss incurred from assault combat must come from a side's lead unit. The owning player allots additional step losses.

ASSAULT COMBAT EXAMPLE: The French player is attacking with 3 full-strength units: the 1st Colonial paratroop, the 5/7 Algerian infantry and a tank unit. The Viet Minh player is defending with the full-strength, disrupted 1/88 infantry of the 308th Infantry division and a reduced (1step/combat strength) engineer company of the 351st division in H-1, a French fortified area. The Viet Minh player fires defensively with both units rolling a 5 (that misses) for the infantry unit and a 1 (a hit) for the engineers. The engineer unit had fired at the 5/7 Algerian and the hit caused it to become disrupted. After a successful die roll for the parachute mafia (see 14.5), the French player moves the 2 undisrupted attacking units into the same area as the Viet Minh units. The combat strengths total 5 for the French (4 + 1) against the Viet Minh's 5 (4 +1). This reduces to a 1-1 attack with the French tank unit's shifting the odds to 2-1. The best morale ratings of the two sides are normally the same (1st colonial's 5 and the 1/88's 5), but the Viet Minh player has had the lead unit's decreased to 4 for the disruption. The tank unit adds 1 to the morale rating of the French player's lead unit, so it is increased to 6. This creates a +2 modifier for morale difference. There are no die roll modifiers for terrain. Since more than half of the Viet Minh force is disrupted, +2 is added to the die roll. There is no die roll modifier for the Viet Minh engineers since they are defending. The net die roll modifier is +4. The French player rolls a die and consults the CRT. The die roll of 3 is modified to a 7, a Ex/R. Both players must lose a step from their lead units and the surviving Viet Minh units must be retreated out of the defender's area and then become disrupted. The already disrupted 1/88 losses an additional step following the retreat.

12.3 Combat Results: Units that have been engaged in combat (bombardment, fire, or close assault) can have the following results imposed upon them:

12.3.1 Disruption: Units that are disrupted are marked with a disrupted marker. Disrupted units may not move or launch assault attacks. Disrupted units may not perform fire combat. Disrupted units have their morale rating reduced by 1 while disrupted (but never to less than 1, however). Disrupted units suffer a step loss if disrupted again.

12.3.2 Step Reduction: Units can suffer a step reduction due to a numbered, exchange, or bloodbath results in combat. A casualty marker is placed underneath the affected unit with the marker rotated to reflect the unit's new combat strength. A unit is eliminated when its combat strength reduced to zero.

12.3.3 Retreat: A unit that retreats must, if possible, move to the closest area that is not occupied by an enemy unit. This may mean that units must retreat through a series of contiguous areas until a safe area is arrived at. A unit may retreat through an enemy-occupied area if it passes a morale die roll. If the die roll is higher than the unit's morale rating, a number of steps equal to the difference are deducted from the unit (which may eliminate the unit). Units that have a movement allowance of 0 are destroyed if forced to retreat. All units that retreat are disrupted at the end of the retreat. Already disrupted units that retreat suffer an additional step loss if they fail a morale check die roll at the end of the retreat (except tanks). Note: An area from which an assault combat was launched is still considered to be occupied by the attacker even if all of the attacking units were moved into the defender's area for the assault.

13.0 Recovery and Repair

Damaged French air and tank units can be repaired during the recovery phase of each turn. All disrupted units can attempt to recover at the end of the player's action impulse or automatically during the strategic recovery phase.

13.1 Damaged Units: For each damaged unit to be repaired roll a die. A die roll of 1-3 results in the unit being repaired. Repaired air units are immediately placed in the aircraft available space of the French player aid sheet. Repaired tank units have the disrupted marker removed. A die roll of 4-6 means that the unit is not repaired and must wait until next turn's recovery phase for another repair attempt.

13.2 Shot Down Aircraft: For every two air units of the same type that are in the shot down space of the French player aid sheet, one of the units can be placed in the damaged units space and the other permanently removed from play.

13.3 Disrupted Units: During the disruption recovery impulse, the phasing player may attempt to recover any disrupted units. To recover a disrupted, in-supply unit, roll a die (remember to trace supply lines at the beginning of the recovery phase to see if a disrupted out of supply unit's supply has been restored). A die roll less than or equal to the unit's printed morale rating results in the disrupted marker being removed. Remember, however, that a unit that has been reduced to half-strength has a new morale rating of 1 less than that printed on the counter. A unit that fails the morale rating die roll remains disrupted.

Disruption recovery is automatic during the strategic recovery phase of the turn.

13.4 Unsupplied and Fired Units: Remove any out of supply (OOS) marker for units that now can trace a supply line during the strategic recovery phase. Fired artillery units are reoriented during the strategic recovery phase so that they may be fired again next turn. Infantry-type units of both sides are reoriented at the end of each assault recovery phase to indicate they may fire again during the next assault phase.

14.0 Special Units

A number of units in the game have unique capabilities.

14.1 French Tanks: Each unit represents an individual tank that fought in the battle. Undamaged tank units do not have regular combat strengths and morale ratings as other units. Rather, a tank unit adds 1 to the strength and morale ratings of any one infantry unit that it is stacked with. Also, a tank unit shifts the odds one column in the French player's favour during assault combat. Tanks defending by themselves have a combat strength and morale rating of 1. Tank units do not count towards stacking.

Disrupted tanks units are considered damaged. Damaged tanks may not move, do not lend the combat strength, morale and odd shifts described above. Damaged tanks defend with morale and combat strength ratings of 1. Damaged tanks may be towed 1 area per movement impulse by an undamaged tank that expends all of its MPs to do so. Damaged tanks may retreat if towed, otherwise a damaged tank is destroyed if forced to retreat. Tanks are not damaged/disrupted following a retreat. Damaged tanks may be repaired during the repair/recovery phase with a die roll of 1-3.

14.2 Viet Minh Anti-Tank Fire: Viet Minh infantry battalions can fire 1 shot, up to one area away, of anti-tank fire per turn against tank units in addition to using their regular strength to conduct fire combat. For each infantry unit that fires roll a die. On a die roll of 5 or more a hit is scored. Modify the die roll as follows:

  • -1 if the infantry battalion has been reduced to 2 or 1 combat strength
  • +1 if the infantry unit is firing from a hill

The first hit causes the tank unit to be damaged per 11.1 above. A damaged tank that is hit again is destroyed.

14.3 Katyusha Rocket Batteries: These 2 units are available as reinforcements. They may only move from the OTHA. Once set up on the map, they may no longer be moved. Katyusha rocket batteries may only perform bombardment attacks during the strategic turn. They may not perform opportunity bombardment attacks. The following special rules apply to these units:

  • They cannot be engaged by counter-battery fire (see 10.5)
  • They do not require the expenditure of a supply point to be fired (see 7.2)
  • They do not target individual units, but will impact every unit in an area. To resolve the bombardment attack, roll a die for each unit in the area. A hit is scored on a die roll of 6. This die roll is not modified as with other artillery bombardment attacks. For each unit that is hit roll a second die roll. If the die roll exceeds the unit's morale rating, it is marked with a disrupted marker and a number of hits equal to the difference are immediately applied. Units may be eliminated by this application of hits.

DESIGNER'S NOTE: the simultaneous impact of dozens of rounds of rocket-fired artillery rounds was devastating. For many that had endured weeks of shelling and close-quarter fighting, this proved to be too much.

14.4 Viet Minh Engineers: The Viet Minh player has 3 battalions of combat engineers. These units were used in a number of ways during the siege.

14.4.1 Entrenchments: Engineer units can be used to construct an entrenchment in the area in which it is located or any adjacent area not occupied by an enemy unit. The engineer may not move, fire, or launch an assault during the turn. It may be the target of such combat, however. During the recovery phase the engineer unit can place an entrenchment marker, 1 per step in the unit. If the engineer unit was disrupted, it may still place the entrenchments if it first recovers. Up to 2 entrenchments can be constructed in an area. Once placed, entrenchments can not be removed except by the Viet Minh player. (The French just did not have the resources to do this).

14.4.2 Mine: Once per game the engineers may construct a mine. It takes 4 steps of engineers 2 turns to do this. The Viet Minh player announces the construction of the mine and places the mine marker on the turn record track 2 turns away (i.e., announcement on turn 3 means the mine is available on turn 5). The area being mined may be any French-occupied area that is adjacent to a Viet Minh-occupied area. The engineers that are doing the mining are also removed from the map until the mine is completed. On the turn that the mine is made available the mine unit is placed on the targeted area and the engineer units redeployed in a Viet Minh occupied area adjacent to it. If the targeted area is no longer adjacent to any Viet Minh area, the mining attempt is considered to have failed and the mine marker is removed. If there are any French engineers in the mined area roll a die for each engineer unit. On a die roll of 6 the mining attempt was detected and successfully counter-mined by the French engineers. The mine is removed

If the mine marker has not been removed, it is detonated during the bombardment phase. The Viet Minh player attacks all French units in the area by rolling a die for each unit. If the die roll exceeds the unit's morale rating, it is marked with a disrupted marker and a number of hits equal to the difference are applied. The unit may be destroyed by the mine's detonation.

14.4.3 Assault Combat: Engineers may launch combat assaults. 1 is added to the Viet Minh player's close assault die roll per engineer step (+2 maximum). This die roll modifier does not apply if the engineer unit is defending. If so used, the engineer unit does not have to be the lead unit in the assault, but will take the first step reduction should any be called for in the combat results.

14.5 Parachute Mafia: The French command structure of the Dien Bien Phu fortress completely broke down once the siege commenced: Gen. De Castries fell into a depression, his aide Col. Keller suffered a nervous breakdown and had to be evacuated, and Col. Piroth of the artillery committed suicide. The battalion leaders of the elite parachute units took over de facto command of defensive operations for much of the campaign. This rule simulates this unique command arrangement.

Any time that the French player wishes to launch an assault combat a die must be rolled immediately before it is launched. Modify the die roll as follows:

  • +1 for each parachute battalion in the assault.
  • +1 if the attack is on an area of the fortress compound
  • +1 if maximum air effort has been declared that turn.
  • +1 if an undamaged tank is accompanying the assault
  • -1 if the assault is taking place in an area outside of the fortress compound.

If the die roll is 5 or more the assault proceeds normally. If the die roll is 4 or less the assault is cancelled and does not take place.

14.6 Quad 50 Machineguns: These French AA batteries provided deadly concentrated firepower support for the French defenders against the Viet Minh's infantry assaults. The combat strengths of these units are doubled when firing on Viet Minh infantry type units in the following circumstances:

  • Against non-entrenched targets in clear terrain
  • Against any assaulting Viet Minh units in the same area (i.e. defensive fire)

14.7 Viet Minh Command Control: The Viet Minh divisional command control network was hamstrung by a lack of radios and was very dependent on advance rehearsal for offensive operations. Only units from the same division may participate in fire/assault actions against enemy units in the same area. Bombardment attacks by artillery are not limited by this rule.

Viet Minh artillery units may not perform counter-battery fire attacks.

Viet Minh 105mm artillery units may only perform bombardment attacks, and may not perform opportunity bombardment at all.

DESIGNER'S NOTE: The Viet Minh 105mm batteries were deeply dug-in for concealment. That severely restricted the gun's field of fire and ability to adjust to new targets.

15.0 Victory

In Vallée de la mort, victory is determined by victory points (VPs). VP generally are received by elimination of enemy units, reinforcements brought on and the surrender of Dien Bien Phu (represented by De Castries' HQ).

During the victory determination and game turn advancement phase, players calculate the number of VP gained that turn and determine whether the victory conditions for the scenario/game have been met. If not, the turn record marker is advanced to the next weekly turn space and the assault phase marker reset to one.

Victory conditions for the campaign game are described in the following sections. Victory conditions for the battle games follow the same general rules but contain additional sources of victory points.

15.1 Victory Determination: At the end of each turn calculate the VP won or lost by each player. The game is over at the end of any turn that the Viet Minh player has occupied the area that contains General De Castries' HQ. Barring that eventuality, play continues until the end of the May 4th turn (turn 11).

DESIGNER'S NOTE: The game's end in the last week of May is predicated on the likelihood that further military operations would have been rendered impossible by the monsoon season and the Geneva peace talks. Like so many other military campaigns, politics and nature will decide what soldiers can not.

15.2 Viet Minh Victory Points: The Viet Minh player receives victory points as follows:

  • +1 VP for each French combat strength eliminated or surrendered.
  • +1 VP for each air unit shot down.
  • +20 VP if Dien Bien Phu surrenders during March.
  • +10 VP if Dien Bien Phu surrenders during April.
  • +0 VP if Dien Bien Phu surrenders during May.
  • -1 VP for every step of the 308th infantry division eliminated.
  • -1 VP for every replacement step deployed to the OTHA.

15.3 French Victory Points: The French player receives victory points as follows:

  • +1VP for each Viet Minh step eliminated.
  • -? VP for maximum air effort.
  • -? VP for each parachute reinforcement unit.
  • +10 VP if Dien Bien Phu has not surrendered by the end of the game.

The player with the most VPs at the end of the game wins.

16.0 Campaign Game

This scenario covers the entire siege of Dien Bien Phu. Game length is 11 turns. The French player sets-up first, followed by the Viet Minh player.

16.1 French Player Set-Up:

  • Beatrice: 3rd Battalion, 13th Foreign Legion Demi-Brigade.
  • Gabrielle: 5th Battalion, 7th Algerian Regiment, 1st Foreign Legion Mortar Company (120mm)
  • Anne-Marie: 3rd Tai Battalion, 2nd Foreign Legion Composite Mortar Company (120mm)
  • Claudine (C-1, C-2 or C-3): 1st Battalion, 13th Foreign Legion Demi-Brigade, 4th Colonial Artillery Batteries (2 units, 105mm and 155mm), 10th Colonial Artillery Section (105mm), 1st Foreign Legion Heavy Mortar Company (120mm).
  • Dominique (D-1, D-2 or D-3): 3rd Battalion, 3rd Algerian Regiment, 4th Colonial Artillery Section (105mm)
  • Sparrowhawk: 1st Quad 50 Machinegun battery.
  • Juno: 2nd Quad 50 Machinegun battery.
  • Elaine (E-1, E-2 or E-3): 1st Battalion, 4th Moroccan Regiment, 2nd Tai Battalion, 2nd Company, 31st Engineers.
  • Francoise: 1st Tai Battalion.
  • Huguette (H1 to H7): 1st Battalion, 2nd Foreign Legion Regiment.
  • Central Fortress (De Castries' HQ): 1st Foreign Legion Parachute Battalion, 8th Colonial Parachute Battalion, 1st Company, 31st Engineers, 7 tanks (Ettlingen, Smolensk, Bazaille, Mulhouse, Conti, Auerstadt, Douaumont).
  • Isabelle: 3rd Battalion, 3rd Foreign Legion Regiment, 2nd Battalion, 1st Algerian Regiment, 10th Colonial Artillery Battery (105mm), 3 tanks (Nuemach, Posen, Ratisbonne).
  • Weime: 431st and 432nd Tai Companies.

The French begin with 45 steps of supply.

16.2 Viet Minh Set-Up:

  • Northwest Valley Area: 308th Infantry Division, all units except the 36th and 102nd Regiments.
  • Northeast Valley Area: 312th Infantry Division, all units.
  • Southeast Valley Area: 316th Infantry Division, all units.
  • Southwest Valley Area: 304th Division, 57th Regiment, all units.
  • Any of the 4 Valley Areas: 351st Heavy Division, all units (except the Katyusha rocket batteries).

The Viet Minh begin with 50 steps of supply.

16.3 Victory Determination: Calculate VPs as in 15.0.

16.4 Scale of Victory: Divide the winner's VP total by the loser's. The ratio is the scale of victory achieved in Vallée de la mort.

  • 3-1 or more, decisive victory. If the Viet Minh player has won, the entire country of Vietnam is united under Ho Chi Minh. Vietnam becomes a leading power in Asia, an economic tiger that will hold its own against Japan and Korea. Much will be written on this unique version of Communism that does not truck with China or the Soviet Union.
  • If the French have won, Vietnam becomes a member of the French Union. Vietnam will become a fully independent nation following the collapse of De Gaulle's government in the late 1960s.
  • 2-1, major victory (Viet Minh historical). For the Viet Minh, French colonial rule is ended, but America's increased presence at the peace talks, and aid to the defeated French will result in Vietnam's partition. A 20-year struggle for national reunification is just starting.
  • For the French player, colonial rule will continue, at least for now. Another war with communist insurgents will occur in a few years when Mao Tse-Tung's well-armed and supported forces seek to spread the rule of the proletariat to China's neighbours.
  • 1-1, a Draw. For both players the French colonial era will end. However, a weakened and partitioned Vietnam will be set up under a UN mandate. The Viet Minh are discredited and an era of political turmoil, assassinations and economic strife descend on the country that was once considered the "Pearl of the Orient." Diplomats around the world view the former French colony as the Balkans of Asia.

16.5 Optional Rule, French Trucks: The French had a small number of trucks in Dien Bien Phu when the siege began. Once in the game the French may move or retreat any one artillery-type unit that has a MP allowance of 0 from one fortress area to another connected fortress area. The retreat/movement may not be into or through any other type of terrain other than fortress (blue).

17.0 Battle Scenarios

These shorter scenarios can serve as learning tools for the game system as well as a mini-game for those with limited playing time.

17.1 Assault on Beatrice, March 13, 1954: The game length is 1 action impulse, weather is clear.

17.1.1 French Player Set-Up:

  • Beatrice: 3rd Battalion, 13th Foreign Legion Demi-Brigade.
  • Central Fortress: 8th Colonial Parachute Battalion, 1st Foreign Legion Parachute Battalion, and 3 tanks.
  • Claudine: 4th Colonial Artillery Batteries (2 units, 155mm and 105mm), 1st Foreign Legion Heavy Mortar Company (120mm).
  • Air units: 1 die roll, French player's choice of F6F, F8F or SB2C.

17.1.2 Viet Minh Player Set-Up:

  • Northeast Valley Area: 312th Infantry Division (10 units), 151/1 Assault Engineers, 1 37mm AA, 2 MG AA units.

17.1.3 Special Scenario Rules:

  • Only the 8th Colonial and 1st Foreign Legion Parachute Battalions and the 3 tanks may be moved by the French player. The 3rd Battalion, 13th Foreign Legion Demi-Brigade may only move if it is retreated.
  • The Viet Minh player has the initiative.
  • Ignore the supply rules for this scenario. All units are considered to be in supply.
  • The Parachute Mafia rule is in effect.
  • There is no maximum air support effort.
  • The Viet Minh player may only attack French units in areas in or adjacent to Beatrice. They may not move/assault through any of the other blue French fortified areas.

17.1.4 Victory conditions: Calculate VPs as in 15.0. Award 3 VPs for the side that controls Beatrice at the end of the game. The side with the most VPs at the end of the game wins.

17.2 Assault On Gabrielle, March 14-15, 1954: The game length is up to 3 action impulses, the weather is clear.

17.2.1 French Player Set-Up:

  • Gabrielle: 5th Battalion, 7th Algerian Regiment, 1st Foreign Legion Composite Mortar Company (120mm).
  • Anne-Marie: 3rd Tai Battalion, 2nd Foreign Legion Composite Mortar Company (120mm).
  • Central Fortress: 5th Vietnamese Parachute Battalion, 1st Foreign Legion Parachute Battalion, and 3 tanks.
  • Claudine: 4th Colonial Artillery Batteries (105mm and 155mm), 1st Foreign Legion Heavy Mortar Company (120mm).
  • Air units: 1 die roll, French player may chooses from F8F, F6F or SB2C.

17.2.2 Viet Minh Player Set-Up:

  • Northeast or Northwest Valley Areas: 88th, 102nd Regiments, 151/2 Assault Engineers, 3 AA units (1 37mm, 2 MGs), 1 105mm, 1 82mm and 1 120mm artillery units.

17.2.3 Special Scenario Rules:

  • The French player may only move the tanks, the 5th Vietnamese and 1st Foreign Legion Parachute Battalions. French units in Gabrielle and Anne-Marie may only be moved by retreat.
  • The Viet Minh player may not attack French units unless they are in or adjacent to Gabrielle or Anne-Marie.
  • The Viet Minh player has the initiative.
  • The Parachute Mafia rule is in effect.
  • There is no maximum air support in effect.
  • Ignore all supply rules. All units are considered to be in supply.

17.2.4 Victory Conditions: Calculate VPs as in 15.0. Award 5 VPs to the side that controls Gabrielle at the end of the game. Award 2 VPs to the side that controls Anne-Marie at the end of the game. The side with the most VPs at the end of the game wins.

HISTORICAL NOTE: 17.1 and 17.2 should demonstrate the costly effects of assaulting head-on the French fortifications. Historically, the Viet Minh took such heavy losses that a protracted siege was mandated. The French, however, also realized just how seriously they had overestimated their own capabilities while underestimating their opponent's.

17.3 The Flak Raid, March 28, 1954: Note: This is intended as more a learning/solitaire scenario than one for competitive play. The game length is 1 action impulse, the weather is clear.

17.3.1 French Player Set-Up:

  • Claudine: 6th and 8th Colonial Parachute Battalions, 1st Battalion, 2nd Foreign Legion Regiment, 4 tanks, 4th and 10th Colonial Artillery (2 x 105mm and 1x 155mm, reduced to combat strength of 1), 1st Foreign Legion Heavy Mortar Company (120mm).
  • Air Units: 1 die roll, French player chooses from F6F, F8F, SB2C or A-26 air units.

17.3.2 Viet Minh Player Set-Up:

  • In the clear terrain area adjacent to Claudine: 36th Regiment, 308th Infantry Division (3 units), 1 37mm and 2 MG AA units, 1 entrenchment.

17.3.3 Special Scenario Rules:

  • Viet Minh units may not move except in a retreat.
  • The French player has the initiative.
  • Maximum air support is in effect.
  • The Parachute Mafia rule is not in effect.
  • Ignore all supply rules. All units are considered to be in supply.

17.3.4 Victory Conditions: The French player must eliminate or retreat all 3 of the Viet Minh AA units. The Viet Minh player wins if the French player losses more combat strengths than the Viet Minh. With any other result, or if both obtain their victory conditions, the game is a draw.

HISTORICAL NOTE: The French sortie caught the Viet Minh by surprise. Over 350 defenders were killed (2 combat strengths) and an additional 2 combat strengths of AA guns were destroyed (1 37mm, 1 MG). One of the French units was disrupted, but otherwise French casualties were light. The French withdrew back into the fortress, however, and the Viet Minh reoccupied the positions that evening. The noose continued to tighten.

17.4 Battle for the Hills, March 30-31: The game length is up to 3 action impulses, the weather is clear.

17.4.1 French Player Set-Up:

  • Dominque: 3/3 Algerian, 4 Colonial artillery section (105mm), 5th Vietnamese paratroop (3 combat strengths).
  • Elaine: 1st/4th Moroccan, 2nd Tai, 2/31 Engineer.
  • Sparrowhawk: 1 Quad 50.
  • Juno: 2 Quad 50.
  • Central Fortress: 1st Foreign Legion Parachute, 6th and 8th Colonial Parachute, 7 tanks.
  • Claudine: 4th Colonial artillery batteries (2 units, 105 and 155mm, 1 combat strength each).
  • Air units: 1 die roll +2 of F8F, F6F or SB2C air units.
  • The French player has 1 die roll +5 steps of supply.

17.4.2 Viet Minh Player Set-Up:

East of the Nam Yum River:

  • 312th Infantry division, all units from any 2 infantry regiments.
  • 316th Infantry division, all units from any 2 infantry regiments.
  • 351st Heavy division, 2 105mm, 2 120mm, and 2 82mm.
  • 6 AA units, 2 37mm and 4 MGs.
  • 2 entrenchment markers.
  • The Viet Minh player has 1 die roll +10 steps of supply.

17.4.3 Special Rules:

  • The Viet Minh player has the initiative.
  • The Parachute Mafia rule is in effect.
  • Maximum air effort is not in effect.
  • Units may not move west of the Nam Yum River.
  • Optional rule 16.5 may be used.

17.4.4 Victory Conditions: Calculate VPs as per 15.0. Additionally award 2 VPs for each area of Dominique and Elaine that are controlled by the Viet Minh player.

HISTORICAL NOTE: The Viet Minh prepared for the assault by digging entrenchments through the 2 hills east of the French fortress. The assaults were conducted at close range, with hand-to-hand combats at numerous locations. The French counter-attacked and took back all of Dominique, but they were forced to abandon the southern-most hill of Elaine. The cost to both sides was heavy, the French losing 3 combat strengths of paratroops, the entire Tai battalion, and 1-2 combat strengths of Algerians and Moroccans. The tank Bazaille was destroyed and 3 others damaged. The Viet Minh lost approximately 10 combat strengths of troops. A French surprise counter-attack a week later would eventually retake all of Elaine, but it was indeed becoming hell in a very small place.

17.5 The Battle for the Huguettes, April 1 to 23: The game is up to 24 action phases long. The weather at the scenario's start is clear.

17.5.1 French Set-Up:

  • Huguette (H1 to H7): 5th Viet parachute battalion (2 combat strengths), 1st battalion, 2nd Foreign Legion regiment, 2nd battalion, 1st Chassuers (1 combat strength), 1st company, 31st Engineers.
  • Sparrowhawk: 1st Quad 50 battery.
  • Juno: 2nd Quad 50 battery.
  • Claudine (C1-3): 1st battalion, 13th Foreign Legion Demi-brigade, 1st Foreign Legion Heavy Mortar Company, 10th Colonial artillery section (105mm).
  • Central Fortress: 1st, 6th, 8th Colonial and 1st Foreign Legion parachute battalions (3 combat strengths each), 6 tanks, 2 damaged (Ettlingen, Smolensk, Mulhouse, Conti, Auerstadt, Douamont), 4th Colonial artillery battery (105mm 1combat strength).
  • Air units: 1 die roll of SB2C, F8F, F65, or A-26. Determine the availability of air units normally during subsequent strategic phases but roll an additional die roll. die roll=1 or 2, 1 air unit is deducted, die roll=3 or 4, 2 air units deducted, die roll=5 or 6, 3 air units deducted. These air units represent those that are being used for operations on other portions of the Dien Bien Phu map.
  • The French begin the scenario with supply equal to a die roll +15.
  • The French player has 1 die roll + 3 of replacement steps available for use. The 2nd Foreign Legion parachute battalion is available as a reinforcement unit.

17.5.2 Viet Minh Set-Up:

West of the Nam Yum River (they may deploy adjacent to any of the French occupied areas):

  • 308th Infantry division, all units.
  • 151/2 Engineers.
  • 351st Heavy, 2 105mm, 2 82mm and 120mm artillery. 7 AA units (2 37mm and 5 MGs).
  • 4 entrenchments.

The Viet Minh begins the scenario with supply equal to a die roll + 25. 4 steps of supply are in the OTHA.

There are no reinforcement units available to the Viet Minh.

17.5.3 Scenario Special Rules:

  • The Viet Minh player begins the game with the initiative.
  • No units may move east of the Nam Yum River. The Viet Minh player may not enter or move adjacent to Isabelle or Weime.
  • At the end of impulses 7, 14 and 21 conduct a regular game strategic phase (i.e. units may attempt to recover, reinforcements/replacements and supply entered, and weather/random events determined).
  • The Parachute Mafia rule is in effect.
  • Maximum air effort is in effect at the beginning of the game.
  • The Viet Minh player must subtract 2 from every OTHA capacity die roll. This represents supplies going to support units in other areas of the Dien Bien Phu map.
  • Play balance rule. The French player may voluntarily disregard the -2 air unit die roll modifier whenever the number of aircraft is to be determined. Each time this option is chosen, award the VM player 1 VP.
  • Additional play balance rule. Implement random event #12 against the Viet Minh forces during the game set up. Designer's Note: The Viet Minh forces experienced a morale crisis during this offensive. The defender's tenacity, the reinforcements that continued to be parachuted into the fortress, and the heavy casualties sustained by the attackers caused many "re-education" sessions to be convened.

17.5.4 Victory Conditions: Calculate VPs as per 15.2 and 15.3. Additionally award 2 VPs for each French fortress area (not including Beatrice, Anne-Marie or Gabrielle, however) that is controlled by the Viet Minh player at the end of the game.

HISTORICAL NOTE: While both sides fought to a bloody standstill to the east, the Viet Minh's attacks to the west ground steadily on. Casualties were atrocious on both sides with fighting often being conducted at point-blank range and hand-to-hand. The collapse of the Huguettes, however, spelled the end of the French fortress.

18.0 Designer's Notes

The epic siege of Dien Bien Phu has attracted little attention in war games. This is surprising given the battle's character; a valiant defence, heroic efforts by the besiegers to assault and bring down the fortress, and a willingness by both sides' leadership to lay everything on the line to win the last battle in a war both knew was soon to end. For all who play Vallée de la mort, enjoy and learn!

French Player: You have a variety of forces at your disposal and an adequate level of support. Your tenuous supply line, and its vulnerability to artillery and AA fire make for a challenging defence, however. The judicious expenditure of supply, and knowing when/if to counterattack are crucial decisions that have to be made every turn. Knowing how to use the artillery in bombardment, counter-battery, opportunity or direct fire is equally stressful. But then, difficult decisions are the privilege of command.

Viet Minh Player: You outnumber your opponent in troops and guns, but beware of trying to do everything at once. Your balancing of assaults to take and hold ground versus preparing the way with bombardments will be key to deciding the game. Leaving your forces out in the open, or assaulting a French position without proper preparation and support can result in such heavy casualties that you may not have the strength to go all the way. Once engaged, however, go for the jugular. This is a fight in which mistakes can not be forgiven.

19.0 Unit Designations

Viet Minh Formations

308th Infantry Division, "Viet Bac" (Iron). This unit was the first divisional-sized formation created by the Viet Minh. It was considered an elite force and often used to take on the most difficult tasks. This was as close to an imperial guard that the Communist's forces would get.

312th Infantry Division, "Ben Tre/Chien Tang" (Victorious). The 312th was created in the Viet Bac, the mountainous region northwest of Hanoi where Ho Chi Minh and Vo Nguyen Giap sheltered and began the war against the French. The unit defended against the French "Street Without Joy" offensive and attacked another French "airhead" at Na San. It would be savaged in the battles of Dien Bien Phu.

316th Infantry Division, "Bien Hoa" (Highlands). The 316th was recruited among the Tho Highlanders, the region in Northern Vietnam bordering China. As with the 312th, this unit would suffer heavy casualties in assaulting the Dien Bien Phu complex.

304th Infantry Division, "Nam Dinh" (Provincial name). The 304th was formed in the Thanh Hoa region, site of the infamous Dragon's Gate bridge that was the target of so much American bombing in the years to come. The 57th Regiment was the only formation of this division to be deployed to the Dien Bien Phu valley. Most of its action was in besieging the mini-fortress of Isabelle and Weime. The remaining regiments were deployed defending the supply trails leading to Dien Bien Phu.

351st Artillery Division (Heavy). The 351st was the last division-sized formation to be made-up by the Viet Minh, and its composition was in large measure due to the nature of the fight at Dien Bien Phu. It was formed from the Capital Artillery Regiment, and so its cadre was linked to the 308th. Ironically, many of the guns in this unit were of American manufacture, having been obtained from the Chinese who had captured them from the Nationalist Chinese or in the Korean War.

148th Independent Regiment. The 148th was recruited from the villages surrounding the Dien Bien Phu area and nearby northern Laos. The unit was used to screen the approaches from Laos, and prevent the relief force of Operation Condor from reaching the defenders at Dien Bien Phu.

Dan Cong (porters). It is estimated that over 20,000 men, women, and children laboured to bring supplies and munitions to the Dien Bien Phu valley to support the Viet Minh army. Additionally, the 77th Independent and the 6th and 99th Regiments of the 304th Division (another 10,000 men or so) were also engaged in defending these supply routes and labourers. General Giap repeatedly over the years pointed to those who built, laboured and died on these supply routes as epitomizing the "People's Army in a People's War."

French Formations

Foreign Legion. The 13th Demi-Brigade had fought at another epic French defensive stand, Bir Hakeim in North Africa during the Gazala campaign. They, and the Foreign Legion's parachute and artillery battalions, were the cornerstone of the French garrison. Many of these soldiers did not survive the battle or the captivity that followed the surrender.

Colonial troops. These parachute battalions and artillery batteries were the elite formations of the French army in Vietnam. They were formed from French nationals who lived in the colony as well as Vietnamese who had chosen to fight for the French Union. The 1st Chasseurs parachute battalion was the only unit comprised of French nationals who had volunteered for duty in the colony (the French legislature had forbade compulsory service in the colony's defence). The loss of these hard-fighting and well-armed formations spelled the end of French resistance in Indochina.

Tai infantry. These companies and battalions were formed from the native population near and to the north of Dien Bien Phu. Trained primarily as counter-insurgency fighters and as raiding forces in the Viet Minh's rear areas, the Tai were not prepared to fight in WWI type siege warfare. Most deserted at the first opportunity or collapsed quickly when subjected to an all-out assault.

Algerian/Moroccan infantry. These units were led by French officers and usually fought well. The heavy casualties sustained by these units, and the humiliation of the defeat and captivity, would lead to increased revolutionary sentiments by those who survived. It would be no coincidence that many of them would be fighting their former leaders once they returned home.

Americans. The United States contributed massive amounts of material aid/assistance to the French Union forces fighting at Dien Bien Phu. As is indicated on the counter art, most of the weapons and supplies came from the U.S., whether aircraft, guns, or uniforms. There were many American volunteers piloting the transport aircraft supplying the garrison, and American advisors had traveled to Dien Bien Phu to inspect the battlefield before the siege. Consult the bibliography to learn more of how early the U.S. became involved in the war.

20.0 Bibliography

  • Billings-Yun, Melanie. Decision Against War: Eisenhower and Dien Bien Phu, 1954. New York: Columbia University Press, 1988.
  • Curry, Cecil B. Victory at any Cost: the Genius of Viet Nam's Gen. Vo Nguyen Giap. Washington, D.C.: Brassey's, 1997.
  • Dien Bien Phu and the Crisis of Franco-American Relations, 1954-55 / edited by Lawrence S. Kaplan, Denise Artaud and Mark R. Rubin. Wilmington, Delaware: Scholarly Resources, 1990.
  • Dor-Ner, Zvi. "Interview with Vo Nguyen Giap, Viet Minh Commander." From People's Century: Guerrilla Wars, 1956-1989 [Internet publication]. Boston: WGBH Educational Foundation, 1998. http://www.pbs.org/wgbh/peoplescentury/episodes/guerillawars/giaptranscript.html
  • Dunn, Peter M. The First Vietnam War. New York: Saint Martin's Press, 1985
  • Fall, Bernard. Hell in a Very Small Place: the Siege of Dien Bien Phu. Philadelphia: J.B. Lippincott, 1967.
  • Giap, Vo Nguyen. Dien Bien Phu. Hanoi: Foreign Languages Publishing House, 1964.
  • Hammer, Ellen J. The Struggle for Indochina. Stanford California: Stanford University Press, 1954.
  • Leulliot, Nowfel and O'Hara, Danny. Indo 1945-1954: From Haiphong to Dien Bien Phu [Internet publication]. http://members.tripod.co.uk/Indochine/index.html#top
  • Murray, Williamson. "Dien Bien Phu." In Military History Quarterly, vol. 9, (Fall, 1997), pp. 40-51.
  • Roy, Jules. The Battle of Dien Bien Phu. New York: Carroll and Graf Publishers, 1963.
  • Parham, David A. "Siege at Dien Bien Phu." In Conflict n. 6, (October 20, 1973), pp. 4-27.
  • Simpson, Howard R. "The Lessons of Dien Bien Phu." In Military Review, vol. 76 (January, 1992), pp. 62-72.
  • Train, Brian R. "The First Indochina War, 1946-54." In Strategy and Tactics n. 191 (May/June, 1998), pp. 4-18.

Random Events Table

Dice RollEvent
2American Mercenaries: The Flying Tigers C-119 air unit is immediately made available to the French player. This event can only happen once per game.
3Prisoner Confesses: Roll a second die. An even die roll benefits the Viet Minh player, an odd die roll the French. The player who wins the die roll automatically has the initiative for any assault impulses this turn. This event can happen any number of turns during the game.
4Rats of Nam Yum Strike: The "internal refugees" (deserters, camp followers, as well as local refugees caught in the wrong place) steal supplies. Roll a second die. An even die roll means 1 supply point is deducted from the French player's supply track, an odd die roll = 2 supply points are deducted. This event can happen any number of turns during the game. Note: If the French supply track is 0, treat as "no event."
5Ammo Dump Hit: Roll a second die. An even die roll affects the Viet Minh player, an odd die roll the French. Deduct a number of supply points equal to the die roll. This event can happen any number of turns in the game.
6, 7, 8No Effect
9Death of James' Earthquake McGoon' McGovern: The popular American CAT pilot is shot down and killed over Dien Bien Phu. Low-level airdrops may no longer be made in the game. If this is rolled again, treat as "no event."
10Parachute Mafia Relents: On this turn the French player does not have to roll for assaults as per rule 11.5. This event can happen any number of turns in the game.
  • Wynnyk, Paul F. "Vo Nguyen Giap: a Strategy for Protracted Revolutionary War." In The Changing Face of War: Learning from History / edited by Allan D. English. Buffalo: McGill-Queen's University Press, 1998.
  • 11Dau Tranh!: Increased socialist efforts result in more supplies reaching the Dien Bien Phu front. The Viet Minh player rolls a second die. The die roll is the number of steps by which the supply track is increased. If this is rolled again, treat as "no event."
    12Morale Crisis: The side with fewer VP's at this point in the game must roll a die. The die roll is the number of units that the opposing player may select for an immediate morale check die roll. Roll a die for each of the designated units. If the die roll exceeds the unit's morale rating, a number of steps equal the difference are immediately lost. Units may be eliminated in this fashion. This event can happen any number of turns in the game.