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Tet '68

Tet '68 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
    • 2.1 General
    • 2.2 The Rules
    • 2.3 The Map
    • 2.4 The Counters
    • 2.5 A Sample Ground Unit
    • 2.6 Nationality
    • 2.7 Unit Identification Abbreviations
      • 2.7.1 US Units
      • 2.7.2 Communist Units
    • 2.8 Unit Size
    • 2.9 Unit Types
    • 2.10 Combat Factor
    • 2.11 Movement Factor
    • 2.12 Steps
    • 2.13 Guerrilla Units
    • 2.14 NVA Regulars
    • 2.15 Other Counters
    • 2.16 Choosing Sides
  • 3.0 Turn Sequence
    • 3.1 In General
    • 3.2 Sequence of Play
  • 4.0 Weather
    • 4.1 Weather Determination
    • 4.2 Bad Weather Effects
  • 5.0 Replacements
    • 5.1 In General
    • 5.2 NVA Regular Units
    • 5.3 NVA Guerrilla Units
    • 5.4 NVA Restrictions
    • 5.5 US Units
    • 5.6 US-Allied Units
    • 5.7 South Vietnamese Units
  • 6.0 Reinforcements
    • 6.1 US Reinforcements
    • 6.2 Other Reinforcements
  • 7.0 Movement
    • 7.1 In General
    • 7.2 Movement Types
      • 7.2.1 Foot
      • 7.2.2 Mechanized
      • 7.2.3 Airmobile
      • 7.2.4 Riverine
      • 7.2.5 US 7th Fleet
      • 7.2.6 SAC Air Unit
    • 7.3 Road Bonus
    • 7.4 Impassable Terrain
    • 7.5 Marine Special Movement
      • 7.5.1 Amphibious Movement
  • 8.0 Guerrillas
    • 8.1 In General
    • 8.2 Open Guerrillas
    • 8.3 Underground
    • 8.4 Changing Modes
  • 9.0 Intelligence
    • 9.1 Underground Regulars
    • 9.2 NVA Dummy Units
  • 10.0 Stacking
    • 10.1 In General
    • 10.2 Overstacking
    • 10.3 Enemy Units
  • 11.0 Combat
    • 11.1 In General
    • 11.2 Multi-Unit/Multi-Hex Combat
    • 11.3 Resolution Procedure
    • 11.4 Combat Results
      • 11.4.1 No Effect
      • 11.4.2 Step Loss
      • 11.4.3 Retreat
    • 11.5 Further Combat
    • 11.6 Advance after Combat
    • 11.7 Terrain Effects on Combat
      • 11.7.1 Combat on the Positional CRT
      • 11.7.2 Combat on the Mobile CRT
  • 13.0 Interdiction
    • 13.1 In General
    • 13.2 Interdiction Attack Procedure
    • 13.3 Terrain
    • 13.4 Collateral Damage
    • 13.5 Anti-Aircraft Fire
  • 14.0 Intelligence Warfare
    • 14.1 In General
    • 14.2 Procedure
    • 14.3 Intelligence Combat Results
  • 15.0 Self-Defense Hexes
    • 15.1 Movement
    • 15.2 Combat
    • 15.3 Restoration of City's Self-Defense Factor
    • 15.4 Laotian and Cambodian Cities
    • 15.5 Bases and CIDG Camps
    • 15.6 Restoration of Self-Defense Factor for a Base or Camp
      • 15.6.1 Bases
      • 15.6.2 Camps
    • 15.7 Use of Captured/Recaptured Bases and Camps
  • 16.0 Logistics
    • 16.1 In General
    • 16.2 LOCs
    • 16.3 Communist Supply Sources
    • 16.4 US Supply Sources
    • 16.5 Guerrilla Units
    • 16.6 Movement Effects
    • 16.7 Combat Effects
    • 16.8 Weather Effects
  • 17.0 Popular Areas
    • 17.1 In General
    • 17.2 Supply Effects
    • 17.3 Movement Effects
    • 17.4 Political Combat
    • 17.5 Captured Cities
    • 17.6 Neutral Popular Areas
  • 18.0 National Borders
    • 18.1 In General
    • 18.2 Communist Restrictions
    • 18.3 Paramilitary Restrictions
    • 18.4 US Restrictions
  • 19.0 Dau Tranh (Total Struggle)
    • 19.1 In General
    • 19.2 Replacements
    • 19.3 Movement
    • 19.4 Combat
    • 19.5 Intelligence Warfare
    • 19.6 Political Combat
    • 19.7 Dau Tranh Replacement
  • 20.0 First Turn Surprise
  • 21.0 Victory
    • 21.1 In General
    • 21.2 Communist VPs
      • 21.2.1 Attacks against American Units
      • 21.2.2 Occupied South Vietnamese Cities and Bases
    • 21.3 US VPs
    • 21.4 Determining the Winner
    • 22.5 Total Victory
    • 22.6 Historical Outcome
  • Game Variants
  • 22.0 NVA Full Commitment
    • 22.1 Declaring Full Commitment
    • 22.2 Reinforcements
    • 22.3 Replacements
  • 23.0 US Contingency Reinforcements
    • 23.1 In General
    • 23.2 Reinforcements
    • 23.3 Replacements
  • 24.0 Bombing North Viet Nam
    • 24.1 In General
    • 24.2 Procedure
  • 25.0 Cambodia and Laos
    • 25.1 In General
    • 25.2 NVA vs. Cambodia
      • 25.2.1 NVA VP Cost
      • 25.2.2 Cambodian Deployment
      • 25.2.3 Cambodian Units
    • 25.3 NVA vs. Laos
      • 25.3.1 NVA VP Cost
      • 25.3.2 Laotian Deployment
    • 25.4 Border Restrictions
    • 25.5 US Unlimited War
      • 25.5.1 Declaration
  • 26.0 Increased US Guerrilla Warfare Option
  • 27.0 No US Guerrilla Warfare Option
  • 28.0 Increased NVA Infiltration
  • 29.0 Operation Phoenix
    • 29.1 Declaration
    • 29.2 Phoenix Effects
  • 30.0 Scenarios
    • 30.1 Scenario Descriptions
    • 30.2 General Setup Instructions
    • 30.3 US Reinforcement Schedule
    • 30.4 Tet!
      • 30.4.1 US Set Up
      • 30.4.2 NVA Set Up
    • 30.5 Operation Complete Victory
      • 30.5.1 NVA Setup
      • 30.5.2 US Setup

1.0 Introduction

A. Tet '68 is a simulation of the climactic 1968 Tet Offensive in Viet Nam. The objective of the game is to show what happened during this campaign, how the United States and its allies, despite winning a military victory, were defeated psychologically and politically.

B. Tet '68 is a two-player game. One player (US) controls the American, South Vietnamese and other allied forces. The other player (NVA) commands the regular and guerrilla forces of the North Vietnamese Army, the Viet Cong insurgents, and their Communist allies.

C. Central to playing Tet '68 is the understanding that the NVA player and the US player score victory points (VPs) differently. The NVA player receives VPs for attaining political objectives, while the US player wins them by accomplishing military goals.

D. Each game turn represents one week. Each hexagon (hex) on the map represents 25 miles from side to opposite side.

2.0 Game Components

2.1 General

The components of the game are the rules, the map, and the counters (also called units, or unit counters). Several charts and other player aids are printed on the mapsheet to ease play. You must provide one standard six-sided die to resolve combat.

2.2 The Rules

A. Read the rules through in their entirety before beginning play.

B. For a simpler game, do not use these rules:

  1. Weather (4.0)
  2. Replacements (5.0)
  3. Intelligence (9.0)
  4. Combat Support (12.0)
  5. Interdiction (13.0)
  6. Intelligence Warfare (14.0)
  7. Logistics (16.0)
  8. Popular Areas (17.0)
  9. Dau Tranh (19.0)
  10. NVA Full Commitment (22.0)
  11. US Contingency Reinforcements (23.0)
  12. Bombing North Viet Nam (24.0)
  13. Cambodia and Laos (25.0)
  14. Increased US Guerrilla Warfare Option (26.0)
  15. No US Guerrilla Warfare Option (27.0)
  16. Increased NVA Infiltration (28.0)
  17. Operation Phoenix (29.0)
  18. Operation Complete Victory (30.3)

2.3 The Map

A. The map represents the significant terrain and population distribution in South Viet Nam and Cambodia, along with parts of Laos, Thailand, and North Viet Nam. A hex grid is printed on the map to regulate the placement and movement of units. A unit is considered to be in only one hex at any one time.

B. Each hex contains terrain features which may affect the movement of units and combat between units. Terrain features on the map have been altered slightly from their real world configurations to fit within the hex grid, but the relationships between the terrain from hex to hex are accurate to the degree necessary for presenting players with those same space-time dilemmas faced by their historic counterparts in the actual campaign.

C. South Viet Nam is divided into four Military Regions (MR I, MR II, MR III, and MR IV). The regions are used only to facilitate initial unit set up. They have no other impact on the game.

2.4 The Counters

A. There are 200 counters in this game, representing ground and naval units, and air support points. After reading the rules through one time, carefully punch out the counters. Trimming the dog-ears off their corners with a fingernail clipper will greatly facilitate handling and stacking during play.

B. Each ground unit counter contains several pieces of information: Nationality, Unit Identification, Unit Size, Unit Type, and Combat and Movement Factors.

2.5 A Sample Ground Unit

This unit is the US 1st Infantry Division. It has a combat factor of 9, and a movement factor of 3. (The sample counter's callouts, as printed, are: Unit Size; Unit ID; Combat Factor; Unit Type; Movement Factor; and "Indicates 2 Steps" for the dot in the upper right corner.)

2.6 Nationality

The counters are printed in the following color schemes:

NationalityColors
United StatesBlack on green
US AlliesBlack on brown
South Viet NamRed on gold
North Viet NamGold on red
Viet CongBlack on red
People's Republic of ChinaWhite on red

2.7 Unit Identification Abbreviations

2.7.1 US Units

IDName
1C1st Cavalry Division
5MSF5th SF Mobile Strike Force
50M5th SF Project Omega
5SF5th Special Forces
AAirborne
ANZACAustralian/New Zealand
ARVNArmy of the Republic of Viet Nam (South Vietnamese)
CC-1,2,3,4Civilian Irregular Defense Groups
CAGCivic Action Group
CAMCambodian
CAPCapital Division
CCN, CCC, CCS

2.7.2 Communist Units

IDName
IGInfiltration Group
KRKhmer Rouge
MRMilitary Region
NLFNational Liberation Front
PLPathet Lao
PRCPeople's Republic of China
S-GSaigon-Gia Ninh Special Zone
SVSao Vang
T-TTri-Thien

2.8 Unit Size

A unit's organizational size is denoted by the symbol along its top edge. These symbols are, from largest to smallest:

SymbolSize
XXXXArmy
XXDivision (Front, if bracketed)
XBrigade (Group, if bracketed)
IIIRegiment
IIBattalion
+Cadre

2.9 Unit Types

A. All ground units belong to four basic categories.

  1. Mechanized units are those whose primary means of locomotion is provided by motorized vehicles.
  2. Foot units (non-mechanized) are those whose primary means of locomotion is provided by legs, human or animal.
  3. Airmobile units are those whose method of movement is by means of helicopter. They are designated by having an asterisk printed next to their movement factor.
  4. Riverine units move by river and coastal water vessels.

The unit types and their categories are:

Unit TypeCategory
Mechanized InfantryMechanized
Armor (Tank)Mechanized
Armored CavalryMechanized
RiverineRiverine
InfantryFoot
MarinesFoot
ParamilitaryFoot
Special Action Forces/RangersFoot
CadreFoot
Military Police (MP)Foot
LogisticsFoot
Psychological OperationsFoot

Some types listed above as foot also appear as airmobile units. That distinction is easily recognized by their higher and asterisked movement factors.

2.10 Combat Factor

This is the measure of the unit's ability to participate in combat.

2.11 Movement Factor

This is the measure of the unit's ability to move across the map. The movement factor is made up of movement points (MPs).

2.12 Steps

A. Steps are the measure of a unit's ability to absorb combat losses before it is eliminated. Unit elimination in game terms does not mean every man in it is dead, only that the unit has suffered enough casualties and equipment wastage to make it cease to function effectively.

B. Units with a dot in the upper-right corner of their front sides have two steps. That is, they are back-printed, with the front side representing the unit at full strength, and the reverse representing its weaker side. If a unit with two steps takes a casualty (suffers a step loss), flip it so its reverse (weaker) side shows.

C. Most units have only one step and therefore have combat and movement factors printed on only one side. If a one-step unit or a two-step unit with its reverse side already showing takes a casualty, it is eliminated and removed from the map.

2.13 Guerrilla Units

A. These units have black or white stars printed on their (otherwise blank) reverse sides. In addition to having the capabilities of regular units, they are able to go underground to perform covert activities.

B. Units placed face down on the map with their star showing are considered to be underground, and have special abilities which are explained later in the rules.

C. When placed face up on the map they are considered to be open and are treated as normal units.

2.14 NVA Regulars

These units have a gold star printed on their reverse sides. They are placed on the map with the star showing to conceal their identity when playing the game with the limited intelligence rules.

2.15 Other Counters

There are also counters that do not represent combat units. Their functions are explained in later sections of the rules. These counters are:

Marker (as printed)Name
DAU TRANHDau Tranh
Air x1 PointsAir Points
USA VPVictory Points
GAME TURNGame Turn

2.16 Choosing Sides

A. Choose which side each side will command. The US side controls the Americans (US), the South Vietnamese, and their allies.

B. The NVA (or Communists) controls all North Vietnamese units, the Viet Cong, and their allies. For brevity, all US-controlled units will be called US units and all NVA-controlled units will be called NVA units.

3.0 Turn Sequence

3.1 In General

Each game of Tet '68 is divided into a variable number of one week Game Turns. Each Game Turn is divided into two Player Turns, each of which is further subdivided into several phases. Each action taken by a player must be taken in the appropriate phase. Once a phase is finished, a player may go back to perform some forgotten action only if the opponent graciously permits it.

3.2 Sequence of Play

A. Weather Check Phase

B. NVA Turn

  1. Reinforcement/Replacement Phase
  2. Movement Phase
  3. Combat Phase
  4. Political Combat Phase

C. US Turn

  1. Reinforcement/Replacement Phase
  2. Movement Phase
  3. Combat Phase
  4. Political Combat Phase

D. NVA VP Tally Phase

4.0 Weather

4.1 Weather Determination

During the Weather Check Phase, the NVA rolls one die. On a 1, the weather for turn is bad. On a 2-5, the weather is good (which has no effects on play).

4.2 Bad Weather Effects

A. Only All-weather (red) roads exist. Other roads (in black) are washed out and have no effect on movement.

B. No more than three air points may be allocated for ground support in a single combat. The 7th Fleet unit is not affected by bad weather.

C. No more than one airmobile unit may move into a hex.

  1. Two or more airmobile units that move may not end their movement in the same hex.
  2. This effect applies only to airmobile units that move during the turn. If two airmobile units begin a bad weather turn already together in a hex, they may both remain there; one is not forced to leave. An airmobile unit may move into a hex containing another airmobile unit providing the unit already in the hex did not move there in the same turn.

D. No more than three air points may be used in a single interdiction attack.

E. NVA Lines of Communication (LOCs) are reduced to two hexes. US LOCs are reduced to one hex (16.8).

5.0 Replacements

5.1 In General

A. Only previously eliminated units are eligible to return to the game as replacements.

B. Unit replacement occurs before a side's Movement Phase.

C. Neither side receives any replacements on the January 4 turn.

D. Replacements may not be accumulated. If an eliminated unit is not available for replacement, the replacement opportunity is lost for that turn.

5.2 NVA Regular Units

One NVA regular unit may be replaced each turn. It may be placed on any friendly, non-neutralized base in North Viet Nam.

5.3 NVA Guerrilla Units

A. NVA guerrilla replacement is determined by the current Communist VP total. Refer to the Replacement Chart and find the VP total range that covers the current Communist VP total. Next to that range is a replacement number (1-6).

B. Roll one die and compare it to the replacement number.

  1. If the die roll is less than half the replacement number, two guerrilla units may be replaced.
  2. If the die roll is greater than or equal to half the replacement number, but not greater than the replacement number, one NVA guerrilla unit may be replaced.
  3. If the die roll is greater than the replacement number, no NVA guerrilla units may be replaced.

Example: The NVA VP total is 68. The replacement number is 5. The NVA rolls a 3, which is less than 5 but not less than one-half of 5. The NVA receives one guerrilla replacement. On a 1 or 2, it would have received two replacements; on a 6, it would have received none.

5.4 NVA Restrictions

A. When replacing two units, one must be a local force unit, and the other must be a cadre, paramilitary, or sapper unit.

B. If there are not sufficient units available to meet this requirement, then only one unit may be replaced.

C. When only one replacement is called for, the unit may be of any available type.

D. The PL guerrilla unit may be placed on any hex in Laos not occupied by a US unit.

E. The KR guerrilla unit may be placed on any hex in Cambodia not occupied by a US unit.

F. All other Communist guerrillas may be placed on cadre units, no more than one per cadre. If there are no cadres in play, place the replacements on any north map-edge hex in North Viet Nam and/or Laos that does contain a US unit.

5.5 US Units

A. One previously eliminated American unit may be replaced each turn, or one reduced American unit may be brought back to full-strength.

B. A replaced American unit may be deployed on any friendly, non-neutralized base in South Viet Nam or Thailand. Replaced units return at full-strength.

C. A reduced unit that is brought back to full-strength may be anywhere on the map at the time.

5.6 US-Allied Units

A. One previously eliminated Allied (non-American, non-ARVN) unit may be replaced on the first turn of each month. (That is one unit in total, not one per ally.)

B. Place Laotian and Cambodian units on any friendly, non-neutralized cities in their respective countries.

C. Place Thai units on any friendly, non-neutralized base in Thailand or South Viet Nam.

D. Place all other allied units on any friendly, non-neutralized base in South Viet Nam. If no proper placement hex is available for a given allied unit, it cannot come back that turn.

5.7 South Vietnamese Units

A. One or two previously eliminated South Vietnamese units may be replaced per turn. Place them on any friendly, non-neutralized base in South Viet Nam.

B. Similar to NVA guerrilla replacement, the US rolls one die and compares it to the replacement number next to the current Communist VP total.

C. If the die roll is greater than the replacement number, replace one unit.

D. If the die roll is equal to or less than the replacement number, replace two units.

E. Once the US succeeds in rolling less than or equal to the replacement number, it does not have to roll again. Two units can be replaced each turn for the remainder of the game. (This represents the South Vietnamese government initiating an emergency mobilization in response to Communist successes.)

6.0 Reinforcements

6.1 US Reinforcements

A. Three American units are received as reinforcements during the game. These three units enter the game on the turns listed on the US Reinforcement Schedule (30.3).

B. Place reinforcements at anytime during the US Movement Phase of the proper turn, on any friendly city hex or non-neutralized base.

6.2 Other Reinforcements

The game variants allow for the possibility of reinforcements to enter the game for both sides. See the details in those variant rules (22.0, 23.0, 25.0-28.0) for where, how, and why they enter the game.

7.0 Movement

7.1 In General

A. In general, every ground unit has a Movement Factor printed in the bottom right corner. This is the number of movement points (MPs) available for the unit to use to move during each of its side's Movement Phases throughout the game. Units move by expending MPs for each hex entered.

B. MPs may not be accumulated from turn to turn, nor may they be loaned from one unit to another.

C. A unit must move from hex to adjacent hex, in any direction or combination of directions; no skipping of hexes is allowed.

D. Each side may move all, some, or none of his units in each of its Movement Phases.

E. Units which do move are not required to expend all available MPs before stopping.

F. The movement of one unit must be completed before that of another may be started.

G. A player may go back and readjust the movement of a unit only if the opponent graciously allows it.

7.2 Movement Types

A unit's movement type (or class) determines how the unit may move.

7.2.1 Foot

A. Foot units may move into an adjacent land hex at a cost of 1 MP per hex. They pay no additional MP cost for the terrain in the hex regardless of the type.

B. A foot unit may enter an enemy-occupied hex only under the following conditions:

  1. The moving unit is an underground (star side showing) guerrilla unit, or
  2. All the enemy units in the hex being moved into are underground guerrilla units.

Design Note: The NVA may expend a Dau Tranh to improve the movement rates of some of its units (19.3).

7.2.2 Mechanized

A. Mechanized units may move into an adjacent land hex at a cost of 1 MP per hex.

B. If they move into a mountain, swamp, or jungle hex they end their movement there for the turn, regardless of the number of remaining MPs. This is true even if they begin their turn in a mountain, jungle, or swamp hex and move into an adjacent hex of any of those types.

C. A mechanized unit may enter an enemy occupied hex only if all the enemy units there are underground guerrillas.

7.2.3 Airmobile

A. Airmobile units may enter any hex, either land or sea, at a cost of 1 MP per hex. They may, however, only end their movement on land hexes.

B. They may move through enemy-occupied hexes whether the enemy units are underground or not, but they may end their movement in an enemy occupied hex only if all the enemy units there are underground guerrillas.

7.2.4 Riverine

A. Riverine units move only from river or coastal hexes to a connected river or coastal hex at the cost of 1 MP per hex, regardless of the other terrain in the hex.

B. A riverine unit may enter an enemy-occupied hex only if all the enemy units there are underground guerrillas.

7.2.5 US 7th Fleet

This unit has unlimited movement, but may be placed only in all-sea hexes. Within that limit, it is not even necessary for the US to trace a path of hexes when moving this unit. Simply pick it up and place it on any desired all-sea hex on the map.

7.2.6 SAC Air Unit

This unit does not move in the same sense as any other unit. It is only used during the Combat Phase, and is placed on the map by the US at that time.

7.3 Road Bonus

A. Mechanized units may ignore mountain, jungle, and swamp terrain if they move from a road hex to a connecting road hex.

B. US foot and mechanized units receive a movement bonus of an 6 MPs when moving along a road. Anytime such a unit moves from a road hex to connected a road hex, it may expend one of its six bonus MPs instead of one of its regular MPs. These bonus points may only be used for movement along roads, and they may only be used as one continuous block of points.

Example: A US foot unit which normally has 3 MPs moves from a jungle hex onto a road, expending 1 MP to do so. It then moves along that road for three hexes, expending three of its six road-bonus MPs. It then moves off the road and goes through two mountain hexes, expending 2 MPs, to another road. Even though it is now on a road again, it cannot expend its remaining bonus MPs because the road bonus must be used as one continuous set of MPs.

7.4 Impassable Terrain

A. Except for airmobile units, no ground units may enter all-sea hexes or cross all-sea hexsides.

B. Airmobile units may move through all-sea hexes, but may not end their movement there.

C. The naval unit may only be placed on all-sea hexes.

D. Ground units may enter coastal hexes.

E. No unit may voluntarily move off the map.

7.5 Marine Special Movement

7.5.1 Amphibious Movement

A. A US Marine unit (anchor symbol in the unit type box) may perform amphibious movement in the US Movement Phase if it began the Movement Phase on a coastal hex.

B. It may then move to any other coastal hex within any country it is permitted to enter.

C. A unit using amphibious movement may also perform any other type of movement for which it is eligible in that same Movement Phase.

D. It may also engage in combat and execute advance after-combat normally.

7.5.2 Opposed Landing

A. A marine unit using amphibious movement may attempt to land on coastal hexes occupied by enemy units. To do so, place it unit on top on the enemy units in the coastal hex.

B. In the following Combat Phase, the marine unit must attack those enemy units, following the normal combat routine.

C. Adjacent friendly units may assist in the attack, and support points may be allocated to it.

D. If all enemy units are not driven from the coastal hex, however, attacking marine units are completely eliminated.

7.6 Increased Airmobility

A. The US may expend up to ten air points to allow some of its foot units to move as airmobile units. The air point cost per unit is equal to the unit's combat strength. Example: A 6-3 American infantry division would cost six air points.

B. Air points expended in this way cannot be used for ground support or interdiction during the same turn.

C. The SAC air counter cannot be used to provide airmobility.

D. This grant of extra airmobility lasts for only one Movement Phase per expenditure.

E. Only one paramilitary foot unit may become airmobile per Movement Phase. However, a given Foot unit may become airmobile any number of times in the game, provided the air points are available and expended.

8.0 Guerrillas

8.1 In General

US units with a white star and Communist units with a black star on their reverse sides are guerrilla units. When placed on the map with the star showing, such units are underground. When face up, they are open.

8.2 Open Guerrillas

A. These are treated in all ways as regular combat units.

B. All units, whether guerrilla or not, are considered to be open when their counter information is showing.

8.3 Underground

A. While underground, guerrillas may move freely (that is, without having to stop or pay additional movement costs) into and through enemy occupied hexes and self-defense hexes (15.0). They may even end their movement in an enemy occupied hex while underground.

B. Guerrillas may not attack, nor may they be attacked, while underground.

C. They are ignored if stacked with friendly open units that are attacked.

D. An underground unit may not be examined by the enemy player; its identity and values are hidden it becomes open.

8.4 Changing Modes

A. A guerrilla unit may go from open to underground and vice versa at any time during its Movement Phase at no cost in movement points.

B. It may do this any number of times during its Movement Phase.

C. It may not go from underground to open, however, when in a hex that contains open enemy units.

D. Guerrilla units may go from open to underground and vice versa during retreats (11.4.3.C) and advances after combat (11.6.B).

9.0 Intelligence

9.1 Underground Regulars

A. NVA units with a gold star on their reverse are regulars. They may go underground in the same manner as guerrilla units (9.0).

B. When underground, regulars are treated just like underground guerrilla units except:

  1. They may not enter hexes containing US units, either open or underground.
  2. Only underground US guerrilla units may enter and move through underground NVA regulars' hexes, but US guerrillas may not go open while in such hexes.
  3. If an underground US guerrilla unit ends its movement in a hex containing any underground NVA regular units, all the NVA regular units in that hex immediately go open. Underground Communist Guerrilla units remain underground in such situations.
  4. Underground NVA regular units can be attacked by US units and immediately change to open mode when such an attack is declared. Underground Communist Guerrilla units remain underground in such situations.

9.2 NVA Dummy Units

A. The three 0-4 and five 0-5 units represent erroneous US intelligence estimates. The instant one of these units is forced to go open it is removed from the map.

B. The NVA may do this voluntarily at anytime during its Movement Phase.

C. The US does not receive VPs for these units.

D. In any NVA Reinforcement/Replacement Phase, any revealed (and hence eliminated) dummy units may be placed, underground, on any non-neutralized NVA base or NVA underground unit and thus reenter the game.

10.0 Stacking

10.1 In General

A. The placement of more than one unit into the same hex is called stacking.

B. Both sides may stack up to four ground units of any type in the same hex.

C. The stacking limit applies at the end of the Movement Phase, and at the end each retreat and advance after a combat. If a hex is overstacked at any of those times, the owning side must eliminate enough units (of its choice) to bring the stack within limits.

10.2 Overstacking

Units may be overstacked during movement and during retreats after combat. Any number of friendly units may pass through a hex during a given Movement Phase, but the stacking limit must be met at the end of Movement Phases and at the end of retreats.

10.3 Enemy Units

Enemy underground units do not count toward the stacking limit for friendly units.

Example: A hex could contain four US units and four Communist units in underground mode, for a total of eight units in that hex. The US could not stack another of its own units in the hex, even if it were in underground mode itself. Likewise, the NVA Player could not stack any more units in the hex.

11.0 Combat

11.1 In General

A. During the Combat Phase, friendly units may attack adjacent enemy units. The attacker is the side whose turn it is, and the other side is the defender, regardless of the overall situation in the game.

B. Attacking is always voluntary.

C. Attacks made not be made across all-sea hexsides; they may be made across coastal (land and sea) hexsides.

D. The attacker may make as many or as few attacks as desired, and need not announce all attacks beforehand.

E. The attacker may resolve the attacks in any order as desired.

F. Each attack must be entirely resolved before the next is begun.

G. No attacking unit may be involved in more than one attack in a given Combat Phase, and no enemy unit may be attacked more than once per Combat Phase.

H. A unit's combat strength is indivisible and may not be divided among different battles, either on attack or defense.

11.2 Multi-Unit/Multi-Hex Combat

A. A stack of units defending in a hex must be attacked as if it were a single, combined unit.

B. Not all units in the attacker's hex(es) must participate in the attack; some could attack another hex (as part of a different attack), while others might not attack at all.

C. Attacking units in two or more hexes may attack together into a single hex.

D. Only one defending hex may be the object of any single attack.

Player's Note: The term attacker refers to the side initiating the combat, and the other side is the defender. It is important to keep this distinction in mind because both sides roll the die in the combat resolution process. The side rolling the die at any given instant is called the firing side.

11.3 Resolution Procedure

To resolve a battle:

  1. The attacker selects hex to be attacked and designates the adjacent units to attack it.
  2. The defender totals the combat factors of all the defending units in that hex, adding any self-defense strength factor in the hex (15.0).
  3. The defender selects one of the two Combat Results Tables (CRTs): Mobile or Positional.
  4. Using the selected CRT, the defender finds the column heading under which its total combat strength in the battle falls and rolls one die.
  5. The die roll is cross-referenced with the combat strength column yielding the combat result. The result is immediately applied to the attacker's units.
  6. The attacker then selects a CRT and totals the combat factors of the surviving units designated to attack the hex.
  7. The attacker rolls one die and finds the combat result on the selected CRT. The result is immediately applied to the defending units. This concludes the combat.
  8. If any attacking units survive the defensive fire, they must still carry out the attack. Combat cannot be canceled once initiated by the attacker.
  9. If all the attackers are eliminated, there is no attacker portion of the combat procedure. However, if, during a regular US attack with both US ground units and air support points involved, all US ground units are destroyed by Communist defensive fire, the supporting air points may make an interdiction attack instead (13.0).

11.4 Combat Results

A. Apply results immediately.

B. When the elimination of steps is called for, the owning side applies the losses as desired.

ResultMeaning
-No Effect
1, 2, 3Step Loss
RRetreat

Design Note: The NVA can expend a Dau Tranh to improve its numbered combat results (19.4).

11.4.1 No Effect

The result has no effect on the involved units for that side.

11.4.2 Step Loss

A. The affected side must lose that number of steps from its involved units. Each step eliminated from a division-sized unit satisfies one increment of the combat result.

B. It takes two steps eliminated from non-division-sized units to satisfy one increment of combat result. (The PRC army is considered division-sized for step-loss purposes.)

C. Step losses may come from any involved units. The owning side has complete freedom to apportion losses among its units.

D. A one-step unit (or a two-step unit on its reduced side) that suffers a step loss is eliminated.

E. A two-step that suffers a step loss is flipped to its reduced side.

F. Ignore step losses that exceed the number of steps available to be lost in any given battle.

Example 1: The NVA receives a combat result of 2 against its stack of two divisions and two non-division units. It can eliminate the two divisions, or one division and the two non-division units to satisfy the combat result as desired.

Example 2: The US receives a 3 combat result against a stack of two full-strength American divisions and one non-division unit. It could eliminate one division (satisfying two loss increments) and flip the other division to its reduced side (satisfying the third loss increment). The non-division unit cannot be used for losses since it would only account for one-half of a loss increment.

11.4.3 Retreat

A. This result is found only on the Mobile CRT. The firing side (the one selecting the Mobile CRT) must move all of its involved units at least one hex away, in any direction, from the hex in which they began the combat.

B. Retreating units may move up to their full movement allowance with all the conditions and restrictions for regular movement, except that there is no road bonus.

C. As with regular movement, guerrilla units may go from open to underground and vice versa any number of times during a retreat.

D. The number of hexes retreated is up to the owning side, as long as all affected units retreat at least one hex.

E. Retreating units do not have to retreat the same distance or direction.

F. A unit that cannot retreat at least one hex must take a

step loss instead.

11.5 Further Combat

If a unit retreats into a hex in which other units are involved in a combat later in the same Combat Phase, the retreated unit does not contribute in any way to that combat; however, such units are subject to the new combat result.

11.6 Advance after Combat

A. After an attack in which the defending hex is emptied of defenders, whether by elimination or retreat, any or all victorious attackers may advance into the hex vacated by the defender (within the stacking limit).

B. Guerrilla units and NVA Regulars may go underground during an advance after combat.

C. The defender never advances after combat.

11.7 Terrain Effects on Combat

The terrain in the defender's hex can affect the die roll result if the combat is resolved on the Positional CRT, or when the result applied to the defender is received on the Mobile CRT.

11.7.1 Combat on the Positional CRT

A. If the defending hex contains jungle, mountain, swamp, city, or a CIDG (Civilian Irregular Defense Group) camp, apply a +1 die roll modification (DRM) to the attacker's combat resolution die roll.

B. If the defending hex contains a base, apply a +2 DRM to the attacker's combat resolution die roll.

11.7.2 Combat on the Mobile CRT

If the defending hex contains a base, then reduce the combat result applied to the defender by 1. A result of 1 is reduced to 0.

11.8 NVA Sapper Effects

If the surviving attacking Communist units in a battle include at least one sapper unit, all terrain effects are ignored in that battle. This means, for example, if the attacking NVA chose the Positional CRT, the defender terrain would be ignored if there were at least one surviving NVA Sapper with the attacking units. If the Mobile CRT were selected, the defender result would then not be reduced by 1.

11.9 Overwhelming Strength

A. On the Positional CRT, when a firing side's total combat strength (including combat support, 12.0) is at least 47, use the 47+ column and apply a -1 DRM from the combat die roll for every 10 full combat factors over 46.

Examples: A total combat strength of 56-65 would use the 47+ column with a -1 DRM, along with any other applicable modifiers. A strength total of 55 would result in no DRM; a total of 65 would still give only a -1 DRM, and a total of 66-75 would give a -2 DRM.

B. On the Mobile CRT, all strengths of 32 and over are resolved on the 32+ column, and there are no DRMs for strengths beyond that column.

12.0 Combat Support

12.1 In General

The US may supplement its combat factor total, both for attack and defense, with additional combat factors from the 7th Fleet, the SAC, and/or by expending air points.

12.2 Air Points

A. The US receives 52 air points per turn from January through March, and 55 air points per turn April through June. The US can receive nine additional air points as contingency reinforcements (23.0), with a cost in VPs.

B. Each air point represents one combat factor.

C. Each time a US ground unit is involved in a combat, either on attack or defense, the US may expend any number of air points to supplement its ground combat factors. The number of air points expended is subtracted from those available and the Air Point Track markers are adjusted to reflect this.

D. The number of air points that will be used to support is stated after the combat has been declared, but before the defender rolls. The air point combat factors are added to those of the US ground units involved in the combat.

E. Air points are themselves never subject to any combat results.

F. Air points may be used in conjunction with ground units and self-defense hexes, and they may be used alone for Interdiction Attacks (13.0). Air points have an unlimited range and may be used anywhere on the map.

G. Each air point may be used only once per turn.

H. Air points may not be accumulated from turn to turn; any not used on any given turn are lost.

I. At the beginning of each turn, place the Air Point markers on the appropriate Air Point Track boxes for that turn.

12.3 7th Fleet

A. This naval unit has a combat factor of 6, which, like air points, may be added to the combat factors of US units involved in combat anywhere on the map, whether attacking or defending, if the defender's hex is within two hexes of the fleet marker.

B. The fleet may be used once per turn in conjunction with ground units and self-defense hexes, never alone.

C. Its combat factor cannot be split among different combats.

D. The US must declare its use in a combat before the defender rolls.

E. The fleet is not affected by combat results.

F. Flip the marker to its USED side at the completion of the combat.

G. At the beginning of each new turn, place the marker with its combat factor showing to indicate it is available for that new turn.

12.4 SAC Air Unit

A. This air unit has a combat factor of 6 which, like the 7th

Fleet, may be added to the combat factors of US units involved in combat anywhere on the map, whether attacking or defending.

B. The SAC unit is affected by weather like air points. On bad weather turns the SAC unit cannot be combined with other air points, and only three SAC points may be used during such turns.

C. The SAC unit is kept off map by the US side until its use.

D. The unit may be used once or twice per turn in conjunction with ground units and self-defense hexes.

E. Its combat factor can be used for six factors in one combat or three factors in each of two combats.

F. The US must declare its use in a combat before the defender rolls.

G. The fleet is not affected by combat results.

H. It may be used alone, but only for the purpose of making interdiction attacks (13.0).

I. After the first use, flip the marker to its 3 side as a reminder that it has been used once that turn. After being used the second time it is placed in its USED box.

J. At the beginning of each new turn, place the marker in its AVAILABLE box with the 6 point side showing.

12.5 Collateral Damage

A. There is the possibility of extensive civilian collateral damage that can be used for Communist propaganda purposes anytime the US:

  1. Uses any type and number of combat support points to assist an attack; or
  2. The NVA defending hex contains a city or popular area (regardless of which color it is), or;
  3. The US elects to use the Positional CRT to resolve the combat.

B. If the US rolls an unmodified 6 in any of the above circumstances, collateral damage has occurred. The NVA rolls on the Positional CRT using the same combat strength column just used by the US. This die result is not modified for any reason. This does not cause any combat losses; instead, immediately add that number of VPs to the current NVA total.

C. The Collateral Damage die roll is made in addition to (not instead of) the normal combat die roll made by the NVA during combat resolution.

13.0 Interdiction

13.1 In General

A. Interdiction allows the US to use air points to attack Communist units without the presence of US units. Interdiction attacks occur any time during the US Combat Phase.

B. Only the following are eligible to be targets of interdiction attacks:

  1. Open or underground NVA regulars,
  2. Open Communist guerrillas, and
  3. NVA bases.

13.2 Interdiction Attack Procedure

A. The US declares an interdiction attack by indicating the target hex and the number of air points and SAC points (if available and the US wishes to use them) in the attack. Deduct the number of air and SAC points from the available total.

B. If the target hex contains a Communist base, the attack must be resolved on the Positional CRT; otherwise, the use the Mobile CRT.

C. Roll one die and apply the result.

ResultEffect(s)
2, 3Eliminate one Communist unit (NVA's choice) and neutralize the base (if present).
1US receives one VP.
RNo Effect

13.3 Terrain

Terrain affects interdiction attacks in the same way it affects regular combat die rolls. Use the same DRMs as in 11.7.

13.4 Collateral Damage

When resolving interdictions, a 6 on the Positional CRT will still cause a Collateral Damage Check (12.5) to be made by the NVA.

13.5 Anti-Aircraft Fire

There is no antiaircraft fire effect in interdiction attacks and no defender fire die roll.

14.0 Intelligence Warfare

14.1 In General

A. Units with an I to the right of their unit symbols may conduct intelligence combat against enemy underground units.

B. Intelligence combat is declared and resolved at any time during the Combat Phase.

C. Intelligence attacks and regular attacks may be resolved in any order, even mixed together if the side wishes.

D. An I unit may not, however, perform both intelligence combat and regular combat in the same Combat Phase.

14.2 Procedure

A. A friendly open unit may conduct intelligence combat in its Combat Phase when stacked with any number of enemy underground guerrilla units.

B. More than one intelligence attack may be made against a single hex, but no unit may attack more than once per Combat Phase.

C. Each attacking I unit resolves its combat separately, even if there are several attacking units in the hex. All I units in an attacking hex are not required to attack simply because one of them does.

D. All enemy underground guerrilla units in the hex are the defenders. The defending hex may have both open and underground units in it.

E. The attacking side declares an attack with an I unit, rolls one die, and finds the result on the Intelligence Combat Results Table. The defenders do not get to fire back as in regular combat.

Design Note: It is impossible to launch intelligence combat against underground NVA regulars because: 1) an open US

unit may not stack with them; and 2) an underground US guerrilla unit causes the NVA units to go open.

Design Note: The NVA may expend a Dau Tranh to improve its Intelligence Combat die roll result (19.5).

14.3 Intelligence Combat Results

ResultExplanation
No EffectNothing happens.
Attacker AmbushEliminate one defending underground enemy guerrilla unit.
Defender AmbushEliminate the attacking I unit.
Massive Repression (NVA Attacker)All defending US guerrilla units are eliminated.
Massive Repression (US Attacker)US selects to a) eliminate all defending Communist guerrilla units in the hex, but instead of the US receiving VPs for them, the NVA receives 4 VPs, regardless of the number of units lost; OR b) treat the result as a No Effect.

15.0 Self-Defense Hexes

A. Cities, bases, and CIDG camps are self-defense hexes. All such hexes have an intrinsic combat factor of 1.

B. Self-defense hexes are considered to be combat units in all ways, except they cannot move, retreat, or attack. They can only defend and block open enemy units from moving through them.

C. A self-defense hex benefits only its original owner. The other side may not use the self-defense combat factor of an enemy base it occupies.

15.1 Movement

A. Self-defense hexes have no movement factors.

B. Self-defense hexes block the movement of open, but not underground, enemy units.

C. Underground enemy units may not stop in a self-defense hex.

D. Open enemy units may only enter a self-defense hex if the hex is neutralized (15.7), already occupied by another enemy unit, or as a result of advance after combat.

E. Self-defense hexes do not count toward stacking limits. Thus, four units may stack in a self-defense hex.

15.2 Combat

A. Self-defense hexes may only defend. They may not attack.

B. If other friendly units are in its hex, add its combat factor to the defending combat total.

C. If friendly units in the self-defense hex attack, do not add the combat factor to the attacker's combat total.

D. If there are no friendly units stacked with it, an attacked self-defense hex defends with its combat factor and uses the Positional CRT to resolve its defense fire.

E. A self-defense hex defending alone has its combat factor eliminated if the attacker obtains a combat result other than No Effect.

F. Ignore terrain DRMs when a self-defense hex is defending alone.

G. Air points, the 7th Fleet, and the SAC unit may support self-defense hexes that are defending alone.

H. If defending with other units, the self-defense hex's combat factor is eliminated only after all the other defending units are eliminated or retreat from the hex.

I. The self-defense intrinsic combat factor may not be used to satisfy a defender's step loss combat result.

J. Once the self defense combat factor is eliminated, the attacker may advance to occupy the self-defense hex.

15.3 Restoration of City's Self-Defense Factor

A city self-defense hex automatically restores its combat factor the instant it is not occupied by open enemy units. It may lose and restore its combat factor any number of times in a game.

15.4 Laotian and Cambodian Cities

Laotian and Cambodian cities cannot be attacked by either side, unless using the appropriate variant rules.

15.5 Bases and CIDG Camps

A. Captured bases and camps do not have their self-defense strengths restored when left unoccupied by enemy units. The presence of friendly units in the base or camp hex is necessary to restore their self defense strengths.

B. When an enemy unit advances into a base or camp hex to capture it, the base or camp is neutralized. Indicate this by placing a NEUTRALIZED marker on the hex.

C. A neutralized base or camp has no self-defense strength, even after all enemy units have left the hex. (This is why the marker is placed there.)

15.6 Restoration of Self-Defense Factor for a Base or Camp

When a base or camp is recaptured (that is, again entered by the original owner's units) its self-defense strength is restored either immediately or some time after the recapture if the correct units are not present at the time of recapture. Only open units may be used to restore and deneutralize bases and camps.

15.6.1 Bases

The instant a friendly non-guerrilla unit enters a neutralized base, its self-defense strength is restored, and it is no longer neutralized. (Remove the marker.) Bases cannot be restored by guerrilla units.

15.6.2 Camps

The instant a friendly guerrilla unit enters a neutralized camp, its self-defense strength is restored, and it is no longer neutralized. (Remove the marker.) Camps can only be restored by guerrilla units.

15.7 Use of Captured/Recaptured Bases and Camps

A. Captured bases and camps may never be used by the enemy side for any purpose. Ignore their presence in the hex while their hex is enemy-controlled.

B. Recaptured bases and camp hexes that are still

neutralized (because the correct unit type has not yet restored its self-defense strength) continue to affect combat as terrain when occupied by friendly units, but they do not contribute a self-defense strength since they are technically still neutralized.

C. Unoccupied bases and camps that have been recaptured but are still neutralized do not block enemy movement and the enemy receives the full VPs for entering them again.

D. Bases and camps may be captured, recaptured, neutralized, and deneutralized any number of times in a single game.

16.0 Logistics

16.1 In General

A. For units to engage in combat at full effectiveness, they must have logistical support. That support is obtained by having a line of communications (LOC) to a supply source.

B. Supply sources must, in turn, be able to trace a supply line back to a either a specific map edge, city, or base.

16.2 LOCs

A. LOCs are traced from units to a supply source. When counting the LOC length do not count the unit's hex, but do count the supply source's hex.

B. LOCs may not be traced into or through hexes containing enemy units, enemy self-defense strengths, enemy popular area hexes not occupied by an open friendly unit, or all sea hexes. They may not be traced into or through a hex within a country that the unit doing the tracing is prohibited from entering.

C. Communist LOCs may be up to five hexes long.

D. US LOCs may be up to three hexes long, and may be traced along a road for up to an additional six contiguous hexes.

16.3 Communist Supply Sources

A. Communist supply sources are non-neutralized Communist bases that can, in turn, trace a supply line.

B. Supply lines may be any number of hexes long, but may not be traced into or through hexes containing enemy units, enemy self-defense strengths, enemy popular area hexes unoccupied by an open friendly unit, or all-sea hexes.

C. They may not be traced into or through hexes within a country prohibited to that side.

D. NVA bases 354, 367 and 704 may only trace their supply lines to Sihanoukville (1034).

E. All other NVA base supply lines must be traced to the north map edge (the Ho Chi Minh Trail).

F. The NVA 559 logistics unit may be used as a supply source, provided it can trace a supply line to Sihanoukville or to the north map edge.

16.4 US Supply Sources

A. US supply sources are non-neutralized US bases, cities, and logistics units.

B. US bases do not have to trace a supply line anywhere to function as a supply source.

C. A US logistics unit may function as a supply source if it can trace a supply line to a US base or city that is also an active supply source (that is, it is not neutralized).

D. Airmobile type units are automatically in supply if they are within 12 hexes of a US supply source. No line of hexes is traced, they simply have to be within 12 hexes of a supply source.

E. Air points, the SAC unit, and the 7th Fleet unit do not require supply.

16.5 Guerrilla Units

A. Guerrilla units (of both sides) may use friendly Popular Areas unoccupied by enemy units as supply sources.

B. Popular Areas do not have to trace a supply line to function as guerrilla supply sources; however, such hexes may not be occupied by an enemy unit, whether open or underground.

C. The guerrilla unit must trace an LOC to the Popular Area hex.

D. The LOC may be traced through enemy units and self-defense strengths.

E. US guerrilla units may use non-neutralized CIDG camps as supply sources just as though the camp were a friendly popular area.

16.6 Movement Effects

A. Only unsupplied US units have their movement affected.

B. US units may not use their road bonus if unsupplied.

C. Unsupplied mechanized units may still use roads to move through mountain, jungle, and swamp terrain at normal movement rates.

D. The supply status of a unit is determined the instant it begins to move.

E. Units may be willfully moved to a hex wherein they will be out of supply.

16.7 Combat Effects

A. An unsupplied attacking unit has its numbered (1, 2, or 3) combat result reduced by one. A 1 result becomes a No Effect.

B. Unsupplied defending units have any numbered combat result scored against them increased by one. A 3 becomes a 4, but a No Effect remains unchanged. R results are also unaffected by supply.

C. The combat supply status of a unit is determined at the instant the combat is declared. In situations where some of the units on one side in a battle are unsupplied and others are supplied, if units contributing more than one-half of the total combat strength are unsupplied, then all units are of that side are treated as unsupplied.

16.8 Weather Effects

A. During bad weather turns, the maximum Communist LOC length is reduced to two hexes, and the maximum US LOC length is reduced to one hex.

B. The US LOC road bonus (16.2.D) is still in effect during bad weather, but only along all-weather (red) roads.

C. Airmobile units must still be within 12 hexes of a supply source, but only one airmobile unit may trace a LOC out of any given hex.

D. Supply lines are not affected by bad weather.

17.0 Popular Areas

17.1 In General

A. Popular Areas represent rural populations in small towns and villages. Control of a Popular Area indicates the political sympathies of the people in that area.

B. A side may attack an occupied enemy Popular Area by using Political Combat. The result of such combats may reduce the VP total of either side.

17.2 Supply Effects

A. LOCs and supply lines may not be traced into or through enemy Popular Areas unless the hex is occupied by an open friendly unit at the time of the tracing.

B. Friendly guerrilla units may use friendly, unoccupied Popular Areas as supply sources.

17.3 Movement Effects

A. Underground units ending their movement in an enemy Popular Area hex are immediately flipped to their open side, even if the hex is occupied by another friendly unit.

B. Underground units may move through enemy Popular Area hexes without being revealed.

17.4 Political Combat

A. This describes political operations conducted among a populace sympathetic to the enemy, in an effort to sway their support. During the Political Combat Phase, a side may attack any enemy Popular Area hexes occupied by one or more of its open units.

B. A popular area may be attacked only once per Political Combat Phase.

C. Roll a die for each attack, and find the result on the Political Combat Results Table, applying the DRMs below.

DRMEvent/Condition
+1There is at least one enemy underground guerrilla unit in the hex. It cannot be a dummy unit.
-1There is at least one attacking political unit (P) in the hex.

D. The DRM cannot be greater than +1 nor less than -1.

Design Note: The NVA may expend a Dau Tranh to improve its Political Combat die roll result (19.6).

17.5 Captured Cities

Political combat may be conducted against a captured city just as though it were an enemy Popular Area. Political combat may be waged against non-South Vietnamese cities when the appropriate variant game options are in effect (25.0).

17.6 Neutral Popular Areas

Popular Areas in Cambodia are neutral (black triangles). These areas do not affect movement, combat, or supply. They may be attacked politically only when the variant game options are in effect (25.0).

18.0 National Borders

18.1 In General

A. The countries and portions of countries depicted on the map are: South Viet Nam, a small part of North Viet Nam, Cambodia, Laos, and Thailand.

B. National borders run through hexes and not along hexsides. A border hex is considered part of all the countries whose national territories it contains. Thus, a South Vietnamese/Laotian border hex is part of both countries.

C. Some units from each side are restricted from entering particular countries. A US unit prohibited from entering Cambodia could not enter a hex composed of only Cambodian territory, though it could enter Cambodian border hexes.

D. Units restricted from entering a given country are also prohibited from attacking into that country. However, an enemy unit, base, or city in a border hex may be attacked even if the base or city is across the border line within the border hex.

18.2 Communist Restrictions

A. Communist units may enter any country except Thailand.

B. Communist guerrilla units may enter Thailand, but may never be underground there. If they enter Thailand underground, they instantly become open on the first Thai hex entered.

18.3 Paramilitary Restrictions

Each side's paramilitary units and Communist Local Force units may never leave the country in which they start the game. If forced to do so in a retreat-after-combat, they are eliminated instead.

18.4 US Restrictions

A. US units may never leave South Viet Nam, except for US guerrillas, which may enter and operate normally in any country on the map.

Exception: 25.11.

B. US air and naval combat support may also be used anywhere on the map.

19.0 Dau Tranh (Total Struggle)

19.1 In General

A. Dau Tranh is the Vietnamese term used to represent the idea of using all means of conflict, material and spiritual, political and military, to win.

B. The NVA has five Dau Tranh markers to use in enhancing the movement and combat abilities of its units.

C. As the NVA expends Dau Tranh markers, flip them to their USED side.

D. Their replacement at the beginning of each turn is determined by the current Communist victory level.

19.2 Replacements

Before making its replacement die roll, the NVA may expend one Dau Tranh marker to apply a -2 DRM.

19.3 Movement

A. The use of Dau Tranh during movement increases the number of MPs for selected units. To use Dau Tranh for this purpose, during the Movement Phase the NVA designates a unit, expends one marker, and rolls one die. The result is the number of additional MPs the unit may expend in that Movement Phase.

B. Flip one Dau Tranh marker to its USED side for each unit so enhanced.

19.4 Combat

A. Dau Tranh may be used only for attacks, never defenses. Declare their use at the time the attack is declared.

B. Expend one Dau Tranh marker for each combat result to be enhanced.

C. When the attacking Communist combat result is a number (1, 2, or 3), increase it by one. No Effect results are unchanged by Dau Tranh.

Example: The NVA announces an attack and expends a Dau Tranh. After the US defensive combat die roll, the NVA roll results in a 2. This in increased to a 3, so the US side will lose three division steps or six non-division steps.

19.5 Intelligence Warfare

When announcing an Intelligence Attack, the NVA may expend one Dau Tranh to apply a -1 DRM, but a result of 1 remains a 1.

19.6 Political Combat

Before any Communist Political Attack, it may expend one available Dau Tranh to apply a -1 DRM for the Political Combat die roll. A result of 0 remains a 0.

19.7 Dau Tranh Replacement

A. The NVA begins with five Dau Tranh markers, and may never have more than that available at one time.

B. Starting with the second turn (FEB 1), replace USED markers at the beginning of each turn. The number of markers replaced depends on the Communist VPs at the beginning of the turn.

NVA VPsReplacements
> 672
35-671
< 350

20.0 First Turn Surprise

The Communists exploited the Tet holiday cease-fire to stage surprise attacks throughout the country. They infiltrated their personnel through crowds coming into the cities for the Lunar New Year. Many South Vietnamese units were understrength owing many of their personnel being on leave.

A. To simulate this surprise advantage the following special rules apply to the first turn (JAN 4) only.

B. Only US units in bases and CIDG camps can perform defensive fire combat. US units not in bases or CIDG camps skip the defender combat portion during first turn Communist attacks.

C. Air points, the SAC unit, and the 7th Fleet may provide combat support only for units in bases and CIDG camps.

D. There is no US turn during the first turn game. At the conclusion of the NVA Turn, adjust the Communist Victory level and proceed to the second turn (FEB 1).

Design Note: The term US unit in these rules refers to all units on the US side, not just the Americans.

21.0 Victory

21.1 In General

A. Throughout the course of the game, both sides earn VPs for certain actions; each side's points are earned differently.

  1. Communist points are primarily earned for political successes, such as capturing cities and engaging American units in combat.
  2. US VPs are focused on military objectives, such as destroying enemy units.

B. Each side has a VP Track and markers for recording its VPs. At the beginning of the game place the markers on the 0 box of the track. As a side earns points, move the marker(s) to record the accumulation or loss of points.

C. A side's VP total may go negative. To show that, place the VP markers on their reverse (negative) sides.

21.2 Communist VPs

21.2.1 Attacks against American Units

A. The NVA earns VPs both during the turn and at the end of the turn. During the turn, the NVA earns 1 VP each time it declares an attack against a hex containing at least one American unit.

B. Only the declaration is relevant to the earning of VPs, not the outcome of the attack. Only 1 VP is earned regardless of the number of American units in the hex.

C. If a Dau Tranh is expended as part of the attack declaration, the NVA earns 2 VPs if the defending hex contained at least one American unit.

Player's Note: The term American, is being used rather than US. The rule applies only to American units within the total Allied/US counter mix.

21.2.2 Occupied South Vietnamese Cities and Bases

A. At the end of each turn, the NVA earns points for having open Communist units in South Vietnamese city and/or base hexes. To earn these points, the Communist units must be on the city or base hex at the end of the turn, not just anytime during the turn.

B. These points earned are:

VPsCity
10Saigon
5Hue
2Other Cities

C. The VP values (basic, non-cadre) for city and base hexes is also printed on each such hex on the map.

D. If the occupied city hex contains an open cadre unit, the points earned are:

VPsCity/Hex Type
15Saigon
7Hue
3Other Cities
1US Base

21.3 US VPs

A. The US Side earns VPs for eliminating enemy units according to the following scheme:

VPsUnit Type
20-4, 0-5, 1-4, and 1-5 units
?All others earn points equal to their combat factors.

B. The US side does not receive points for capturing NVA bases or cities.

21.4 Determining the Winner

A. At the conclusion of the Communist VP Phase of Turn 7, the game is over and each side compares its final VP total to the following Victory Schedule:

VPsLevel
0-33No Victory
34-66Tactical Victory
67+Strategic Victory

B. The side with the highest VP total is the winner, even if both sides earn enough for a tactical or strategic victory.

C. If both sides have exactly the same point total, the game is a draw.

22.5 Total Victory

If at any the end of any turn one side's VP total is 100 or more that side wins an immediate and total victory and the game is over.

22.6 Historical Outcome

Measuring the actual campaign in game terms, the US earned a tactical victory, while the Communists won by obtaining a strategic victory.

Game Variants

A. The following game variants are divided into two groups: In-Stream Options (22.0-25.0), and Pre-Game Options (26.0-29.0).

B. In-Stream Options may be taken by a side at anytime during the course of the game, usually at the beginning of a side's turn.

C. The use of Pre-Game Options must be decided on before the play begins.

22.0 NVA Full Commitment

22.1 Declaring Full Commitment

A. At the beginning of any of its turns, before taking replacements, the NVA may declare Full Commitment of NVA forces to the offensive. Full Commitment increases its reinforcements and replacements.

B. Upon declaring Full Commitment, reduce the NVA VP total by 15 points. (Printed as "NWA" in the source; read as NVA.)

C. The NVA VP total must be at least 20 VPs before Full Commitment may be declared.

22.2 Reinforcements

Beginning with the turn Full Commitment is declared, place the seven NVA units listed below on any North Vietnamese north map edge hex, no more than two units per turn.

  1. 5 infantry divisions (4-4): 1, 308, 312, 316, B-5
  2. 1 armor regiment (2-4): 202
  3. 1 PSF group (1-4): B

22.3 Replacements

Also beginning the turn Full Commitment is declared, the NVA regular replacement rate is increased to two units per turn. Guerrilla replacements are unaffected.

23.0 US Contingency Reinforcements

23.1 In General

A. In addition to the two American units and three air points received as normal reinforcements, the US can obtain contingency reinforcements, which also increases its replacement rate.

B. The US declares it is receiving Contingency Reinforcements at the beginning of any of its turns, before taking any replacements for that turn.

C. Upon making the declaration, increase the NVA VPs by 10 points.

23.2 Reinforcements

A. On the turn following the declaration of Contingency Reinforcements, add nine air points to the US air points total.

B. Beginning with the turn following the declaration of Contingency Reinforcements, the nine US units listed below begin arriving at a rate of one per turn (US choice of unit). These reinforcements arrive per 7.1:

  1. 1 American mechanized infantry division (12-6): 5
  2. 1 American air cavalry division (6-12): 82
  3. 1 American infantry division (9-3): 6
  4. 1 American armor brigade (5-6): 3/1
  5. 1 American armored cavalry regiment (4-6): 6
  6. 1 American marine brigade (3-3): 9
  7. 2 American infantry brigades (3-3): 29NG, 69NG
  8. 1 Thai infantry division (6-3): EX

23.3 Replacements

Also beginning the turn Contingency Reinforcements are declared, the American unit replacement rate is increased to two units per turn. Allied, South Vietnamese and guerrilla replacements are unaffected.

24.0 Bombing North Viet Nam

24.1 In General

A. The US air points and 7th Fleet may be used to bomb the off-map areas of North Viet Nam and Laos in order to disrupt the flow of supplies and men to the south.

B. Strategic bombing may be executed only once in each US Combat Phase (but not during the January 4 turn).

C. At least 3 points must be allocated for the bombardment to have any effect.

D. Strategic bombing is not affected by bad weather.

24.2 Procedure

The US totals the points used for the bombing and rolls one die. On the Bombardment Table, cross index the result with the point total and immediately apply the result.

25.0 Cambodia and Laos

25.1 In General

In the standard game Laos and Cambodia are technically neutral. This variant allows for the expansion of the war in two different ways.

  1. The NVA is permitted to attack US-controlled Laotian and Cambodian cities and neutral Popular Areas, but at a cost in VPs and the mobilization of additional forces against it.

  2. The US side can declare Unlimited War, permitting it to move its regular forces anywhere on the map, but this will give the NVA more points.

25.2 NVA vs. Cambodia

A. The NVA may attack US-controlled cities in Cambodia just as though they were in South Viet Nam.

B. VP accrual for captured cities is the same, with Phnom Penh being worth 5 VPs, and all other Cambodian cities worth 1 VP each.

C. The NVA may also launch political attacks against Cambodian neutral Popular Areas.

25.2.1 NVA VP Cost

A. The first time the NVA attacks any US controlled Cambodian city or popular area, it loses 10 VPs.

B. The NVA must have at least 10 VPs before making such an attack.

25.2.2 Cambodian Deployment

The instant the attack is declared, the US places one of the three Cambodian (2-3) infantry divisions (1, 2, and 7) on each of the three US-controlled Cambodian cities. Place these units before the just-declared NVA attack is resolved.

25.2.3 Cambodian Units

Cambodian army units function as US units for the remainder of the game. They trace supply as if US units and are replaced as US-allied units.

25.3 NVA vs. Laos

A. The NVA may attack US-controlled cities in Laos just as though they were in South Viet Nam.

B. VP accrual for captured cities is the same, with Laotian cities worth 1 VP each.

25.3.1 NVA VP Cost

A. The first time the NVA attacks any US-controlled Laotian city, it loses 5VPs.

B. The NVA must have at least 5VPs before making such an attack.

C. Attacking the Laotian paramilitary unit does not count as an attack on a Laotian city.

25.3.2 Laotian Deployment

A. The instant the attack in Laos is declared, the US places the Laotian Guard unit (1-3) on any US-controlled Laotian city. This unit is placed before the attack is resolved.

B. It functions as a US unit for the remainder of the game.

C. It traces supply as if a US unit and is replaced as a US-allied unit.

25.4 Border Restrictions

NVA attacks against Laos and/or Cambodia do not release US units from border crossing restrictions of rules 18.3 and 18.4, nor does it release the NVA from the provisions of 18.2 and 18.3.

25.5 US Unlimited War

25.5.1 Declaration

A. At the beginning of any US turn after the first, the US can announce Unlimited War is in effect. The instant that is declared, add 20 VPs to the NVA total.

B. The US rolls one die, finds the result on the UNLIMITED WAR REACTION Table, and immediately applies the result.

25.5.2 Effects

Unlimited War allows most US units to move and attack anywhere on the map; however, US paramilitary units must still abide by the movement restrictions in 18.3.

25.5.3 Communist Reaction to Unlimited War

A. In the NVA Reinforcement Phase following a US declaration of Unlimited War, the NVA receives all of its Full Commitment reinforcements on the north map edge in North Viet Nam or Laos. There is no VP penalty and no time delay.

B. The NVA also receives the following reinforcements.

  1. PRC: Roll one die. On a 1 or 2, add the Chinese PRC army (9-4) as a reinforcement. If it does not get the unit on the first roll, roll again each subsequent Reinforcement Phase until it arrives. This unit is a two-step unit and, if reduced, it receives a replacement step on a roll of a 1 or 2. If the unit is eliminated it can also be returned to play at full strength on a roll of a 1 or 2. It arrives on the north map edge in Laos or North Viet Nam.

  2. Other: The NVA also receives the Khmer Rouge (KR: 2-5) and the Pathet Lao (PL: 2-5) paramilitary groups.

25.6 Interaction between 25.2/25.3 and 25.5

A. The US is not prevented from declaring Unlimited War if the NVA attacks Cambodia and/or Laos.

B. Unlimited War Reaction effects override those described above in 25.2 and 25.3, unless specifically noted otherwise.

C. If Unlimited War is declared before the NVA attacks Laos or Cambodia, any subsequent attacks on those countries still may trigger the effects described in 25.2 and 25.3, but only if the Unlimited War Reaction (25.5.3) was a No Effect.

26.0 Increased US Guerrilla Warfare Option

A. Before the game begins, the US may exercise this option. For doing so it receives the four American

Special Action Force (SAF) regiments (1-3: 1, 2, 3, 4) and must then remove at least 18 combat factors from its original initial forces.

B. These factors may be taken from any or all of the following, and are permanently removed from the game:

  1. American combat units,
  2. Air points,
  3. The SAC unit,
  4. The 7th Fleet unit.

C. The SAF units have both an I and a P on their counters, but cannot be used as both intelligence and political units during the same side turn.

D. This option is mutually exclusive with 27.0.

27.0 No US Guerrilla Warfare Option

A. Before the game begins, the US may exercise this option. For doing so it receives all the units listed under the Contingency Reinforcements as part of its initial forces.

B. These units may be placed on any US base hex in South Viet Nam. However, it must then remove from his initial forces the following 12 units:

  1. SSF ranger group
  2. 50M ranger group
  3. 5MSF paramilitary group
  4. C-1, C-2, C-3, and C-4 paramilitary groups
  5. CCN, CCC, and CCS ranger groups
  6. 4th (0-3) regiment (political unit)
  7. CAP (1-3) cadre.

C. These units are permanently out of the game.

D. The US may still declare Contingency Reinforcements during the game, but that will not provide any more units. Instead, the US receives three American replacements per turn, and the Communist VP total is increased by only 10 VPs instead of 15 VPs for Contingency Reinforcements.

E. This option is mutually exclusive with 26.0.

28.0 Increased NVA Infiltration

A. Before the game begins, the NVA may secretly select this option. For doing so, substitute any two of the NVA 4-4 divisions listed under the Full North Vietnamese Commitment option (22.2) for two of the 0-4 dummy NVA divisions in its initial forces.

B. Remove the 0-4 units until later.

C. The 4-4 units are deployed face down just as though they were dummy units. The instant either of the two substitute 4-4 divisions is revealed, all the rules for NVA Full Commitment (22.0) are immediately in effect. That means all remaining reinforcements are available, as are the increased replacements, and the NVA loses 15 VPs.

D. From that point on, the two 0-4 units become available as dummies to be used normally as per 9.2.

29.0 Operation Phoenix

Operation Phoenix (known in South Viet Nam as "Phuong Hoang") was an intelligence program aimed at neutralizing the Viet Cong infrastructure through arrest, assassination, combat, and propaganda operations. It was implemented in December 1967, but the Tet Offensive disrupted its effectiveness as intelligence assets were utilized for military purposes.

29.1 Declaration

Before the game begins the US may announce that it will keep Operation Phoenix in full effect throughout the game.

29.2 Phoenix Effects

A. On the first turn the NVA automatically receives 5 VPs simply for Operation Phoenix being in effect. This is due to adverse world reaction to the extreme measures against targeted civilians permitted under Operation Phoenix.

B. All US Intelligence Combats (attacking and defending) that result in Repression are instead treated as Defender Ambush.

C. US underground guerrillas in the same hex as underground NVA Regulars (golden stars) do not force the NVA regulars to flip to their open side.

30.0 Scenarios

30.1 Scenario Descriptions

There are two scenarios in the game. The first, Tet! covers the beginning of the Communist offensive against South Viet Nam and the second, Operation Complete Victory, continues with the US/Allied counterattack. Sides should play the first scenario before attempting the second.

30.2 General Setup Instructions

A. In General, the lists below provide the deployment instructions for all units that begin the game on the map.

B. The units to which these instructions apply are identified by the number and size/type of those units, along with their combat and movement factors, followed by specific unit identifications. Example: The South Vietnamese 3R and 5R Ranger Regiments set up in 2634 and/or 2533.

C. Each side's guerrilla units may be deployed as either open or underground (8.0).

D. The number of units is listed before the type, but only if there is more than one unit of that type.

30.3 US Reinforcement Schedule

TurnReinforcements
FEB 3American air cavalry brigade (3-12): 3/82
FEB 4American marine regiment (3-3): 27
APR 13 additional air points

30.4 Tet!

30.4.1 US Set Up

A. The US sets up first. US units with a 4-digit hex number printed on their front, upper-left corners must placed in those hexes.

B. The remaining US units are placed per the instructions below.

Location(s)Unit(s)
Saigon and/or Long BinhARVN infantry division (3-3): 25; 2 ARVN ranger regiments (2-4): 3R, SR; ARVN air cavalry brigade (2-12): 1A; ARVN police group (1-3): Saigon; US MP brigade (1-3): 18
Any city hex(es) with three hexes Bien Hoa, except SaigonARVN infantry division (3-3): 18; ARVN police group (1-3): 3
Any friendly Popular Area hex(es) within three hexes of Bien Hoa2 ARVN infantry divisions (3-3): 5, 9; ARVN cadre (0-3): 3RD; ARVN paramilitary front (2-2): 3RF
Hex 2532 or hex 2733US paramilitary group (2-5): C-3
Any city or base hex(es) within MR IARVN police group (1-3): 1
Any friendly Popular Area hex(es) within MR IARVN infantry division (3-3): 2; ARVN cadre (0-3): 1RD; ARVN paramilitary front (2-2): 1RF; US cadre (1-3): MCCAP
Any city or base hex(es) within MR IIARVN infantry division (3-3): 23; ARVN police group (1-3): 2
Any friendly Popular Area hex(es) within MR IIARVN infantry division (3-3): 22; ARVN cadre (0-3): 2RD; ARVN paramilitary front (2-2): 2RF
Any city or base hex(es) within MR IV

30.4.2 NVA Set Up

A. Deploy NVA units second according to the instructions below.

B. NVA regulars may be deployed face down, golden star showing.

Location(s)Unit(s)
Any base or city hex(es) inside North Viet Namarmor regiment (2-4): 203; PSF group (1-4): A; paramilitary group (1-5): MRS; paramilitary regiment (2-5): 165A
Any of these hexes: 2604, Tchepone, or A Shau5 infantry divisions (5-4): 304, 320, 324B, 325C, 341
Bases 609, 701, or 740infantry division (5-4): 2
Bases 367 or 704infantry division (5-4): 3
Bases 354 or 367, or hex 2633infantry division (4-4): 5NLF
Base 704 or 367, or any Popular Area hex(es) south of hex row xx36 (inclusive)2 infantry divisions (4-4): 7NLF, 9NLF
Any friendly base hexlogistics unit (0-4): 559
Any friendly base hex(es) or stacked with any friendly unit3 infantry divisions (0-4): 611, 711, SV; 5 infantry battalions (0-5): 10, 300, 260, 510, 850

C. The following units must be placed inside South Viet Nam, within the parameters given:

Location(s)Unit(s)
Any friendly Popular Area hexes, up to four per hex if desired12 cadres (1-5): A through L
Any friendly Popular Area hex(es) north of hex row xx24 (inclusive)2 paramilitary groups (1-5): MRT-T, 211 IG; 2 paramilitary regiments (2-5): 174, D-1; local force (1-5): A
Any friendly Popular Area hex(es) within 3 hexes of 3533paramilitary group (1-5): MR6; paramilitary regiment (2-5): E6; local force (1-5): B
Any friendly Popular Area hex(es) within 3 hexes of 24322 paramilitary groups (1-5): MR7, MR8; 2 paramilitary regiments (2-5): 274, 275; local force (1-5): C
In the Iron Triangleparamilitary group (1-5): MRS-G; paramilitary regiment (2-5): D-3
Any friendly Popular Area hex(es) within 3 hexes of Phuc Vinhparamilitary group (1-5): MR9; paramilitary regiment (2-5): 273; local force (1-5): D
Any friendly Popular Area hex(es) within 3 hexes of Quan Longparamilitary group (1-5): MR4; paramilitary regiment (2-5): 70; local force (1-5): E
Within 5 hexes of bases 609 or 701, but not on an enemy city, base, CIDG camp, or Popular Area hexparamilitary group (1-5): B-3; paramilitary regiment (2-5): D-2

30.5 Operation Complete Victory

This is a second scenario for Tet '68. The first scenario, Tet!, covered the beginning of the Communist offensive, from the end of January 1968, up to the Allied counter-offensive in early April. Operation Complete Victory covers the US counteroffensive into the summer of 1968.

A. The scenario begins with the Communist VP total at 25 and the US VP total at 0.

B. There is no APRIL 2 Communist player turn.

C. The first turn begins with the US player turn.

D. Beginning with the second turn (APRIL 3), the regular sequence of play is followed.

E. All variant options are eligible to be used in this scenario.

F. Victory is determined normally at the end of the June 4 turn, if not sooner.

30.5.1 NVA Setup

A. NVA sets up first.

B. All DAU TRANH markers have been expended and are available only through replacement.

Location(s)Unit(s)
Any friendly Popular Area hex(es) in South Viet Nam4 cadres (1-5); 5 paramilitary regiments (2-5); 5 paramilitary groups (1-5)
Any base or city in North Viet Namparamilitary group (1-5); paramilitary regiment (2-5); PSF group (1-4)
Any friendly base in North Viet Nam or Laos:armor regiment (2-4); 4 infantry divisions (5-4); logistics unit (0-4)
Any friendly base in Cambodiainfantry division (5-4); 2 infantry divisions (4-4)
Any friendly base or with any unit3 infantry divisions (0-4); 5 infantry battalions (0-5)
In the NVA Regular Replacement Box2 infantry divisions (5-4); infantry division (4-4)
In the NVA Guerrilla Replacement Box8 cadres (1-5); 4 paramilitary regiments (2-5); 4 paramilitary groups (1-5); 5 sapper battalions (1-5); 5 local force groups (1-5)

30.5.2 US Setup

US sets up second.

Location(s)Unit(s)
Khe SanhUS marine division (9-3): 1
Dong HaUS marine division (9-3): 3
Hex 30073 US air cavalry brigades (3-12): 1/1, 2/1, 3/1
Hue2 US air cavalry brigades (3-12): 1/101, 3/82
Phu BaiUS air cavalry brigade (3-12): 2/101
Da NangUS marine regiment (3-3): 27
Hoi AnUS marine regiment (3-3): 26; ROK marine brigade (2-3): 2
Qui NhonROK marine division (6-3): CAP
Cam RanhROK infantry division (6-3): 9
Hex 2934ANZAC infantry brigade (2-4): ANZAC
Chu LaiUS infantry division (9-3): 23
Location(s)Unit(s)
ARVN Replacement BoxARVN infantry division (4-3); 3 ARVN infantry divisions (3-3); ARVN armored cavalry regiment (2-6); 2 ARVN ranger regiments (2-4); ARVN national police group (1-3)
  • 7.5.2 Opposed Landing
  • 7.6 Increased Airmobility
  • 11.8 NVA Sapper Effects
  • 11.9 Overwhelming Strength
  • 12.0 Combat Support
    • 12.1 In General
    • 12.2 Air Points
    • 12.3 7th Fleet
    • 12.4 SAC Air Unit
  • 12.5 Collateral Damage
  • 25.5.2 Effects
  • 25.5.3 Communist Reaction to Unlimited War
  • 25.6 Interaction between 25.2/25.3 and 25.5
  • Command and Control: North, Central, and South
    EXRoyal Thai Expeditionary Division
    FSAForward Support Activity
    LLDBLuc Luong Dae Biet (ARVN Special Forces)
    MARMarine
    MCCAPMarine Corps Combined Action Program
    MRFMobile Riverine Force
    NGNational Guard
    PHILPhilippine
    QCQueen's Cobra
    RRanger
    RDRevolutionary Development
    RFRegional Force
    ROKRepublic of Korea
    ThaiThailand
    WSOperation White Star
    Military Intelligence (MI)Foot
    National Police (NP)Foot
    SappersFoot
    Local ForcesFoot
    People's Security Force (PSF)Foot
    Air CavalryAir Mobile
    ARVN infantry division (3-3): 7; ARVN police group (1-3): 4
    Any friendly Popular Area hex(es) within MR IVARVN infantry division (3-3): 21; ARVN cadre (0-3): 4RD; ARVN paramilitary front (2-2): 4RF
    Any city or base hex(es) except Saigon or Hue4 ARVN armored cavalry regiments (2-6): 1, 2, 3, 4; ARVN marine division (4-3): MAR; ARVN air cavalry brigade (2-12): 2A
    Any friendly Popular Area hex(es)4 ARVN ranger regiments (2-4): 1R, 2R, 4R, 6R
    Any friendly Popular Area or CIDG camp hexARVN ranger group (2-12): LLDB
    Any river hex not containing an enemy Popular AreaARVN riverine brigade (2-9): RF
    Any hex not containing a city, Base, or enemy Popular AreaUS ranger group (1-12): 50M
    Any CIDG camp hex within MR IUS paramilitary group (2-5): C-1
    Any CIDG camp hex within MR IIUS paramilitary group (2-5): C-2
    Any CIDG camp hex within MR IVUS paramilitary group (2-5): C-4
    Any base or city hex except Saigon, Hue, or Khe Sanh, one unit per hex3 US military intelligence regiments (0-3): 135, 525, 144; US psychological operations regiment (0-3): 4
    Any base hex except Khe Sanh, one unit per hex2 US logistics units (0-3): 1FSA, 2FSA
    On any river hex not containing an enemy Popular AreaUS MRF (3-9)
    Hex 2632US infantry division (9-3): 1st
    Dak To or PleikuUS infantry division (9-3): 4th
    At Nha TrangUS SF (1-12): 5; US MSF (2-12): 5
    Any non-city/non-base hex in Laos or CambodiaUS ranger group (1-12): CCC
    Any non-city/non-base hex in CambodiaUS ranger group (1-12): CCS
    Any non-city/non-base hex in LaosUS ranger group (1-12): CCN; Laotian paramilitary group (2-5): WS
    Any sea hex7th Fleet
    Off-mapSAC air marker
    Stacked with any friendly unit or base5 sapper battalions (1-5): C-10, 10, 40, 402, 406
    Dau Tranh Box5 Dau Tranh markers
    Dak ToUS air cavalry brigade (3-12): 3/101
    KontumUS infantry division (9-3): 4
    Bong SonUS air cavalry brigade (3-12): 173
    Nha TrangUS ranger group (1-12): 5 SF; US paramilitary group (2-12): SMSF
    Any hex adjacent to SaigonUS infantry divisions (9-3): 1, 25; US armored cavalry regiment (4-6): 11; Thai infantry regiment (2-3): QC
    Tay NinhPhilippine political group (1-3): CAG
    SaigonUS infantry brigade (3-3): 199; US MP brigade (1-3): 18
    Tan AnUS infantry division (9-3): 9
    Any friendly Base within MR IUS cadre (1-3): CAP
    Any river hex not containing an enemy Popular AreaARVN riverine brigade (2-9): RF; US riverine brigade (3-9): MRF
    Anywhere in South Viet NamUS ranger group (1-12): 50M
    Any CIDG camp in South Viet Nam4 US paramilitary groups (2-5): C-1, C-2, C-3, C-4
    Any non-city/non-base hex in LaosUS ranger group (1-12): CCN; Laotian paramilitary group (2-5): WS
    Any non-city/non-base hex in Laos or CambodiaUS ranger group (1-12): CCC
    Any non-city/non-base hex in CambodiaUS ranger group (1-12): CCS
    Any base hex in South Viet Nam2 US logistics units (0-3): 1FSA, 2FSA; 3 US military intelligence regiments (0-3): 135, 525, 144; US psychological operations regiment (0-3): 4
    Any city or base in South Viet NamARVN marine division (4-3); 6 ARVN infantry divisions (3-3); 2 ARVN air cavalry brigades (2-12); 3 ARVN armored cavalry regiments (2-6); 4 ARVN ranger regiments (2-4); 4 ARVN national police groups (1-3); 4 ARVN cadres (0-3); 4 ARVN paramilitary groups (2-2)
    Any friendly Popular Area or CIDG camp in South Viet NamARVN ranger group (2-12): LLDB
    Any sea hex7th Fleet
    Off-mapSAC air marker
    Air Points55 per turn