Ambush VAlley
A FORCE ON FORCE THEATER BOOK FOR THE VIETNAM CONFLICT
Notices:
While every effort has been made to prepare an accurate, thorough and error-free document, your comments and suggestions regarding improvements to this user’s manual are appreciated. Please forward suggestions and requests for clarification to info @ ambushalleygames.com
Copyright:
Ambush Valley ©2009, Ambush Alley Games. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, ar t and text herein are copyrighted by Ambush Alley Games.
This product is a work of fiction. Any similarity to actual people, organizations, places or events is purely coincidental. Images:
Game photos ©2009, Ambush Alley Games. Gameplay scenes courtesy of Green Machine Gamers. Figure photography by Piers Brand and AdamBullied Bullied. Figures from the collections of Piers Brand and Thomas Robson.
Author Credits:
Piers Brand and Shawn Carpenter
Layout Designer:
Dixie McCartney,
[email protected]
Play-testers:
Green Machine Gamers (Brian Walsh, Cyril Vallins, Thomas Hannigan, Ruardhi Hennesey, Hennesey, Brian McAffee & Sean McCambridge), Jim Wonacott, Robert Adams, Michael Moore, Joseph Trevithick, Trevithick, Leigh Neville, Donogh McCarthy and Jeremy Harris.
Special Thanks to:
Rich Jones for his Patrol rules; Chris Maes for his efforts on the online Motor Pool; and Dave Phipps for initial work on the campaign r ules.
Publication History:
Publication Ambush Valley
Version 1.2.3
Last Revised on:
December 13, 2009
Date October 3, 2009
“Ambush Alley,” the running man logos, “Force on Force” and “Ambush Valley” © 2009 Ambush Alley Games.
Notices:
While every effort has been made to prepare an accurate, thorough and error-free document, your comments and suggestions regarding improvements to this user’s manual are appreciated. Please forward suggestions and requests for clarification to info @ ambushalleygames.com
Copyright:
Ambush Valley ©2009, Ambush Alley Games. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, ar t and text herein are copyrighted by Ambush Alley Games.
This product is a work of fiction. Any similarity to actual people, organizations, places or events is purely coincidental. Images:
Game photos ©2009, Ambush Alley Games. Gameplay scenes courtesy of Green Machine Gamers. Figure photography by Piers Brand and AdamBullied Bullied. Figures from the collections of Piers Brand and Thomas Robson.
Author Credits:
Piers Brand and Shawn Carpenter
Layout Designer:
Dixie McCartney,
[email protected]
Play-testers:
Green Machine Gamers (Brian Walsh, Cyril Vallins, Thomas Hannigan, Ruardhi Hennesey, Hennesey, Brian McAffee & Sean McCambridge), Jim Wonacott, Robert Adams, Michael Moore, Joseph Trevithick, Trevithick, Leigh Neville, Donogh McCarthy and Jeremy Harris.
Special Thanks to:
Rich Jones for his Patrol rules; Chris Maes for his efforts on the online Motor Pool; and Dave Phipps for initial work on the campaign r ules.
Publication History:
Publication Ambush Valley
Version 1.2.3
Last Revised on:
December 13, 2009
Date October 3, 2009
“Ambush Alley,” the running man logos, “Force on Force” and “Ambush Valley” © 2009 Ambush Alley Games.
Introduction.....................................................................1 Designer’s Notes ..................... ............................................ ..................................... .............. 1 Figure Availability .................... ........................................... ..................................... .............. 2 Alternate Basing....................... .............................................. ..................................... .............. 3 Using this Book ........................................... .................... ......................................... .................. 3 Design Note Boxes....................... ............................................. ................................. ........... 3
Vietnamization ................................................................4 Sequence of Play Related Changes ......... ................. ................ ............. ..... 4 Tunnel Tu nnel Spots (Hot Spots) ........ ................ ................ ................ ................. ............... ...... 4 Initiative in Ambush Valley ........ ................ ................. ................. ................ ............. ..... 5 Unit Definitions & Attributes ........ ................ ................ ................ ................ ........ 5 Regulars & Irregulars ....... ................ ................. ................ ................ ................ ............ .... 5 Troop Quality ................... .......................................... ............................................. ...................... 6 Supply Quality ..................... ............................................ ......................................... .................. 6 Terrain ...................... ............................................. ............................................. ............................. ....... 7 Special Terrain Effects ........ ................ ................ ................ ................. ................. .......... .. 8 VC & Terrain ..................... ............................................ ......................................... .................. 8 ............................................ ..................................... .............. 8 Spotting Charlie ..................... ............................................. ............................................. ...................... 9 Ambush! ...................... Combat ..................... ............................................ ............................................. ........................... ..... 10 Body Armor ..................... ........................................... .......................................... .................... 10 Night Fighting ...................... ............................................. ....................................... ................ 10 Night Eyes ..................... ........................................... .......................................... .................... 11 Starlight Scopes .................... ........................................... ................................... ............ 11 Illumination Rounds & Flares ....... ............... ................. ................. ............... ....... 11 Off-Boardd Ar tillery .................... Off-Boar ........................................... ................................... ............ 12 Special Weapons ..................... ............................................ ................................... ............ 12 ........................................... ............................... ......... 12 SMGs & Shotguns ..................... ........................................... .......................................... .................... 13 Handguns ..................... ............................................ ............................... ........ 13 M14 Modified Rifle ..................... M60 Machine Gun ...................... ............................................. ............................... ........ 13 M79 Grenade Launcher – The Blooper ........ ................ ................ ........... ... 13
........................................... .................................. ........... 14 CS Gas Grenades .................... ............................................ .................................. ........... 14 Recoilless Rifles ..................... ................ ................ ................ ................ ................ ........ 14 Bows and Crossbows ........ ................ ................. ............ ... 14 Bolt-Action Rifles & Semi-Auto Rifles ........ Booby Traps ....................... ............................................. ..................................... ............... 15 Claymore Mines ..................... ............................................ .................................. ........... 15 Improvised Alarms ...................... ............................................. .............................. ....... 16 Special Rules..................... ........................................... ......................................... ................... 17 Civilians in Ambush Valley ........ ................ ................ ................ ................. ............ ... 17 Special Troop Types ...................... ............................................. .............................. ....... 17 ........................................... ............................................. .......................... .... 17 Medic .................... ........................................... ......................................... ................... 18 Tunnel Rat ..................... ............................................. ......................................... ................... 18 Pointman ....................... ........................................... .................................. ........... 18 Kit Carson Scout .................... ........................................... .................................. ........... 19 Scout Dog Teams .................... Suicide Squads ...................... ............................................. .................................. ........... 19 NVA Sappers ...................... ............................................ ..................................... ............... 19 Vehicle Rules: Aircraft ........ ................ ................ ................ ................ ................ ........ 20 Spotter Aircraft ...................... ............................................ ..................................... ............... 20 Spotter Aircraft During Daylight Hours ......... ................. ................ .......... .. 20 Spotter Aircraft During Nighttime Hours ........ ................ ................ .......... 20 Red, White & Pink Teams ........ ................ ................ ................ ................ ............. ..... 20 ................ ................ ................ ................ ................ ........ 21 Pink Team Operations ........ Napalm .................... ........................................... ............................................. .......................... .... 21 Vehicle Rules: Boats ........ ................ ................ ................. ................. ................ .......... .. 22 Boat Damage Charts ........ ................ ................ ................. ................. ................ .......... .. 22 ........................................... ......................................... ................... 22 Light Boats ..................... ............................................. ..................................... ............... 22 Heavy Boats ....................... Boat Stats ..................... ........................................... ............................................. ....................... 23
Army Lists .....................................................................24 The US Army in Vietnam ....... ................ ................. ................ ................ ............. ..... 24 US Platoon Lists ................... .......................................... ...................................... ............... 24 US Aero-Rifle Platoon ........ ................ ................ ................. ................. .............. ...... 24 CIDG Mike Force Platoon, 1968 ........ ................. ................. ................ .......... .. 25 ................. ................ ................ ................ .......... 26 USMC Rifle Platoon, 1969 ......... ................. ................ .......... .. 26 Infantry Platoon, Scout (Dog) or IPSD ......... The Viet Cong .................... .......................................... ......................................... ................... 27 Viet Cong Local Force ........ ................. ................. ................ ................ ................ .......... 27 Viet Cong Main Force ........ ................ ................ ................. ................. ................ .......... .. 27 Viet Cong Sample OOBs ........ ................ ................ ................. ................. .............. ...... 29 Local Force Viet Cong Cadre ........ ................ ................ ................ ................ ........ 29 Main Force Viet Cong Cadre ........ ................ ................ ................ ................ ........ 29 The North Vietnamese Army ........ ................ ................. ................. .............. ...... 29 NVA Platoon List .................... .......................................... ..................................... ............... 30 NVA Infantry Platoon ....... ................ ................. ................ ................ ................ .......... 30 NVA Sapper Assault Team ......... ................. ................ ................ ................ .......... 30
The ARVN ...................... ....................... ...................... 31 ARVN Platoon List ...................... ...................... ........... 31 ARVN Infantry Platoon 1963-66 ............... ........................ ................. .......... .. 31 ARVN Regional Force Platoon 1971 ................ ........................ ............. ..... 31 ................ 32 GVN National Police Field Force Platoon 1968 ................ The Republic of Korea ................ ........................ ................ ................ ................ ........ 32 R.O.K Platoon List ...................... ...................... ........... 33 ROK Infantry Platoon 1963-66 ................ ........................ ................ ............. ..... 33 The Australian and.................... ....................... ........... 33 New Zealand Army (ANZAC) ................ ......................... ................. .............. ...... 33 ANZAC Platoon List ................. ......................... ................ ................ ................ ............ .... 33 ANZAC Platoon ...................... ....................... ........... 33
Vic .........................................................................34 34 United States ..................... ...................... ................... 34 Helicopters ....................... ....................... .................. 38 Fixed Wing Aircraft .................... ....................... ........... 41 Republic of Vietnam (South Vietnam) ................ ........................ .......... 43 Australia .................... ....................... ...................... .... 44 HELICOPTERS ....................... ...................... ............... 44 Democratic Republic of Vietnam (North Vietnam) ...... ..... 45
snoopin’ & Poopin’: Capainin in A Va ....... 46 Get to Know Your AO ................ ........................ ................. ................. ................ .......... .. 46 What Type of Campaign Are We Pl aying? ................ ........................ ........ 46 What’s the campaign setting? ................ ......................... ................. .............. ...... 46 What’s the campaign duration? ................ ........................ ................ ............. ..... 47 What force am I playing? ................ ........................ ................ ................ ............. ..... 47 What level of force am I playing? ................ ......................... ................. .......... .. 47 Is this a co-op campaign? ................ ........................ ................ ................ ............ .... 47 Defining Your Force ...................... ....................... ....... 47 Your Your Platoon...................... ...................... ................... 47 Starting Ratings ....................... ...................... ........... 47 ........................ ................ ................ ............. ..... 48 Platoon Attached Assets ................ Available Assets ..................... ....................... ........... 48 The Campaign Turn Sequence ................ ........................ ................. ............ ... 48 Pre-Action Sequence ................ ........................ ................. ................. ................ .......... .. 48 Step 1: Receive Mission and Objectives ................ ........................ ........ 48 ....................... ...... 49 Step 2: Determine Plan and Issue Orders ................. ......................... ................ ................ ................ .......... 50 Step 3: Reconnoiter ................. Step 4: Initiate Plan ................ ........................ ................ ................. ................. .......... .. 50 Execute Operation ..................... ...................... ........... 51 Fog of War ...................... ...................... ....................... .................. 51 ........................ ........ 51 Spending Operational Momentum Points ................ Initiative ..................... ....................... ...................... 51 End of Game ....................... ...................... ............... 51
After Action Sequence ................ ......................... ................. ................ ................ ........ 51 ........................ ................ ............ .... 51 Step 1: Operation Assessment ................ ......................... .......... 52 Step 2: Casualty Status and Recovery ................. ......................... ................. .......... 53 Step 3: Campaign Victory Points ................ ......................... ............. ..... 53 Step 4: Combat Team Development ................. Step 5: Returned to Duty and Replacements ................ ................... ... 56 Replacements and Combat Development ....................... ....................... 57
Building the Insurgency ................ ........................ ................. ................. ............. ..... 58 Disillusionment ....................... ...................... .............. 58 Improved Supplies ..................... ....................... .......... 58 Improved Troops Troops ..................... ...................... .............. 58 Improved Tactics..................... ...................... .............. 58 Improved Leadership ................ ........................ ................ ................ ................ ........... ... 59 Regular Platoon Log ................ ........................ ................ ................ ................ ........... ... 60 Insurgency Log ....................... ....................... ............. 61
soo & Co-Op v. Victo Cai ..................................... 62 Hot Spots in Solo/Co-Op Games ............... ........................ ................. .......... 62 VC Motivation ..................... ....................... ................. 62 VC Action Checks.................... ...................... .............. 62
scnaio 1: sac & Dto at Da Po ...................... 64 scnaio 2: Opation Cip ........................................ 67 scnaio 3: batt of Ap bac, 2 nd Jana 1963 ........... 69 scnaio 4: Opation Opation stait hi 30, 14t Jana 1966 ........................................................71 scnaio 5: T Od Fnc Pantation at Qan loi ....... 73 scnaio 6: stiin t hont’ Nt ....................... 76
DesIgNer’s NOTes Fo Pi band When I first started playing Ambush Alley , I was struck by the innovative set of mechanisms it utilises. It dawned on me that this system could be used to game game many wars and conflicts. When I was asked to help play-test Force on Force, I jumped at the chance. My involvement in play-testing ultimately led to me ‘volunteering’ to write a supplement for the Vietnam War. When players of Force on Force were informally polled about what period/theatre they’d like to see supplements for, the Vietnam conflict was one of the most asked for subjects. It’s easy to see why. The AAG system allows players to fight twoplayer battles between widely disparate forces with each side standing a chance of winning thanks to the scenario driven game system. This is ideal for Vietnam and gives players a reason to play as Viet Cong or NVA instead of always playing the ‘Good Guys’. What I have tried to achieve with this supplement is a selection of specific modifications to Force on Force mechanics which allow the play of games that evoke the atmosphere and tactical challenges of the Vietnam War. I’ve also tried to achieve a chieve a complete melding of Ambush Alley and and Force on Force to give the Viet Cong the right ‘feel’ in play. When combined with the campaign rules, players can use Ambush Valley to fight their own ‘tour of duty’ on either side of the war. This supplement is intentionally ‘light’ on history. I hope players will take the time to go and read a few of the excellent books available on Vietnam and immerse themselves further in the period. The Vietnam War is a fascinating conflict which is worthy of further study and the sheer variety of forces deployed will be of interest to all wargamers. Finally a few personal words of thanks: First to Shawn and all the others at AAG, without their support this project would never have been finished. Next I have to thank my gaming club based in Kildare, Ireland. Without their willingness to play Vietnam games these rules would never have been tested to destruction! I owe owe a lot to Brian, Skip, Sean, Ruardhi Ruardhi and Thomas, all of whom spent many moons clearing the
jungle of the Viet Cong. I also have to thank Cyril, our resident Frenchman, who has turned out to be an excellent Viet Cong commander! Finally I have to thank my wife Ruth and my daughter Evey, who both put up with Daddy and his strange hobby. I hope Ambush Valley will will give players a good feel for the period. I have tried to avoid being too ‘Hollywood’ in approach to the rules but I hope to have kept the cinematic feel that seems to run through all the AAG systems. As always though, if you disagree with the rules, change them to suit you! Please give the rules a go first, though; they may just be to your liking! Now that Ambush Valley is finished, I guess I better start writing something else… Till then remember – Charlie owns the night but napalm smells like victory! —Piers Brand, September ’09
Fo sawn Capnt When Robby and I first began work on Ambush Alley , we were really excited about the game’s flexibility. We envisioned players using it for everything from cops and robbers to cowboys and Indians – and we had no doubt it would someday see action in Vietnam. When Force on Force was released, we realized we had all the building blocks in hand to create a Vietnam War game that was capable of representing both the guerrilla style insurgency of the Viet Cong and the professional, conventional operations mounted by the North Vietnamese Army. When Piers Brand volunteered to take the helm on the Ambush Valley project, project, we were overjoyed. From Piers’ participation as a play-tester for Force on Force, we knew that he was a thorough-going, thoughtful rules mechanic whose game designing skills were augmented by a keen eye for historical detail. We felt that these attributes, coupled with his passion to create create a Vietnam game that would be “fun for the VC player player,, too,” made him the perfect choice to lead the design effort effor t on this game. I think the following Theater Book proves we we made the right choice. Enjoy! —Shawn Carpenter, Carpenter, October ’09
FIgure AVAIlAbIlITy For figures, a number of companies make Vietnam items in a variety of scales. For me, Vietnam has always been played in 20mm. This allows me to make use of various plastic kits for helicopters and vehicles. In 20mm, Britannia Miniatures produce a complete range of miniatures for US, ANZACs, VC and NVA with a range of resin vehicles. They also produce some nice village pieces, water buffalo, Tax Collectors and various useful vignettes of downed helo crews and disembarked tankers. Also in 20mm Liberation/RH Models produce some excellent VC and NVA types with more currently being released. They also make some very nice, and very useful, US troops with M14s as well as M16s. The Platoon 20 range produced by East Riding Miniatures is also of interest to players using 20mm figures. They have figures for most of the combatants, and although old sculpts, there are still some very nice figures in the range. My personal collection is a mix of all three companies because they fit together so well. Elhiem Miniatures has also recently made their entrance into the 20mm Vietnam market. They currently produce a range of CIDG/Mike Force and plan to release further sets covering Special Forces and ARVN troops. Their models are very nicely produced with great animation and they fit well with other 20mm figure ranges. Finally in 20mm, and located at the smaller end of the scale, is the SHQ Miniatures range, covering US, ARVN and VC troops. These are slimmer figures but well-detailed and the range is quite well covered. In 28mm there are a number of companies producing figures for Vietnam. Both Westwind Productions and The Assault Group have extensive Vietnam ranges and Force of Arms also does an exceptional Vietnam range with some very high quality vehicles. In 15mm a number of companies make suitable figures. Flashpoint and Peter Pig are the front runners in this scale.
AlTerNATe bAsINg Many Ambush Valley players may already have modern military figures based on multi-figure stands for use with other games. This basing method works perfectly fine with Ambush Valley , so there’s no need to rebase your existing armies or replace them with new figures. Simply treat each stand as a fireteam and keep track of how many casualties it has taken with casualty caps, counters, a die placed by the stand … whatever method seems most convenient to you.
usINg ThIs bOOk This book is broken down into a number of separate parts, each of which contains rules and additions to the basic Force on Force rules. You will need a copy of Force on Force to play Ambush Valley . This supplement has the following sections; Vietnamization – Changes and new rules to give Force on Force a Vietnam feel. Force Descriptions – Rules, OOBs and vehicles for using your troops in the ‘Nam. Snoopin’ and Poopin’ – A set of platoon level campaign rules for Ambush Valley . Scenarios – A selection of games to get you ‘in-country’.
DesIgN NOTe bOxes You’ll find Design Note boxes scattered throughout these rules. We’ve included them to give you a better idea of the designer’s reasoning and the design philosophy behind certain rules. We find that we enjoy games more when we know what the designer was thinking when he or she wrote a rule, so we thought you’d appreciate some insight into the thought processes behind some of our rules.
DESIGN NOTES We thought that since we like knowing what designers were thinking when they wrote a rule, you might, too! We’ll share our reasoning in boxes like this throughout the book.
This section of Ambush Valley contains new rules and additions to Force on Force. This new material has been designed to give the Force on Force rules a distinct Vietnam “flavor.” US players will face a hidden and elusive enemy who uses Booby Traps with cunning precision, while the Viet Cong player must match his motley force of poorly armed guerrillas’ intimate knowledge of local terrain against the US player’s overwhelming firepower. Each rule that follows includes a detailed description and refers to the section of the Force on Force rules they relate to, if appropriate.
seQueNCe OF PlAy relATeD ChANges TuNNel sPOTs (hOT sPOTs) Ambush Valley uses a similar mechanism to Ambush Alley to represent insurgent entry points. Players familiar with Ambush Alley will recognise ‘hot spots,’ but in Ambush Valley they are called Tunnel Spots.
Some scenarios require the use of ‘Tunnel Spots’ to randomize the entry points for reinforcements. In Ambush Valley these represent entrances to Viet Cong tunnel networks. Unless the scenario dictates a different method, Tunnel Spots are placed as follows: At the beginning of the game, place five (5) Tunnel Spot counters on the table. No Tunnel Spot may be placed within 6” of another. Each Tunnel Spot should be labelled with a number from 1 to 5. Some scenarios will specify Tunnel Spot locations while others will leave their placement entirely to the player’s discretion. Some scenarios may use board edges and forego the use of Tunnel Spots all together. Tunnel Spots have a secondary role in Ambush Valley : They recreate the advantages of the Viet Cong tunnels without the need for bookkeeping and maintain the fast flow of the game. Players using Viet Cong forces may move units into a tunnel during the movement phase. If the unit can reach a Tunnel Spot with more than half of its figures during its movement, it is removed from the board and placed to one side. The unit
Tnn spot At the beginning of the game, place five (5) Tunnel Spot counters on the table. No Tunnel Spot may be placed within 6” of another. Each Tunnel Spot should be labelled with a number from 1 to 5. Roll 1D6 for Tunnel Spot each reinforcement unit appears from. VC player picks spot on a roll of 6. VC units may move into Tunnels. Tunnels will hold a number of units equal to active Tunnel Spots. If a Tunnel Spot is neutralized, roll 1D6 for each unit in the tunnels. Units are eliminated on a roll of 1.
may not be targeted and remains off-table till the player’s next turn. The VC player may move a unit in the tunnel network back onto the table in any following turn by activating the unit and designating the Tunnel Spot from which it will emerge. A unit emerging from the tunnels may move make a Cautious move but can only engage in Reaction fire for that turn. Enemy troops with line of sight to a Tunnel Spot may interrupt the movement from it and open fire as enemy units exit the tunnels. The Viet Cong player may hold units in the tunnels for as long as he wishes. The tunnel complex may hold a number
of infantry units equal to the current number of active tunnel spots on the table. If a Tunnel Spot is neutralised by the enemy roll a D6 per unit currently in the tunnels. On a roll of 1, a unit is eliminated by the C4 used to destroy the tunnel or rendered combat ineffective by CS gas grenades. Such units are removed from play. Certain scenarios may not feature tunnels and others might only allow Tunnel Spots to be used as a point for reinforcement. This is specified in each scenario briefing. Tunnel Spots may be used as normal Hot Spots if the players wish, forfeiting the added benefit of the tunnel network and associated rules.
INITIATIVe IN Ambush VAlley Initiative in Ambush Valley is determined in the same manner as a standard Force on Force game, with the following additions: US forces always gain +1 Initiative die in the Initiative phase. Viet Cong forces may never hold the Initiative. In games involving the Viet Cong the US or other Free World player will always hold the Initiative.
uNIT DeFINITIONs & ATTrIbuTes regulArs & IrregulArs Regulars and Irregulars are defined in Ambush Valley as follows: Regulars are “professional” soldiers who have received military training, are under military discipline, and function as a cohesive group on the battlefield. US Army, Special Forces, ARVN, South Korean troops and the North Vietnamese Army are all classed as “regulars.” Irregulars, on the other hand, are armed militants with minimal military training and discipline. The main example of Irregulars in Ambush Valley includes of course the Viet Cong, but other tribal groups such as the Hmong and Montagnards may well be classed Irregulars.
Irregulars may occasionally be led by Regulars, but Irregular troops cannot be integrated into a Regular unit. Irregular units may also fight alongside Regular units on the same side in a scenario. CIDG Forces are classed as Irregulars led by Regular troops. Note that Irregular forces in Ambush Valley are not subject to the Irregular Morale Shrink rule, although they may become
subject to that rule under special circumstances (See Disillusionment in the Snoopin’ and Poopin’ chapter).
TrOOP QuAlITy Troop Quality values from Force on Force remain unchanged in Ambush Valley, but here are some Vietnam specific examples of their application: Green/Untrained Units: Armed civilians, Police, poor quality military units, militia, and local force Viet Cong Experienced/Trained Units: Regular military formations, including Marines and Airborne, specialist Police Units, Viet Cong Main Force and North Vietnamese Army. Veteran Units: As Trained units above, but with extensive and intense combat experience, such as 1st Air Cav or ARVN ‘Tigers’, and specialist trained military troops such as NVA Sappers. Elite Units: Green Berets, SEALs (Note that most members of “elite” organizations will be Veterans – only a few particularly talented individuals will actually have Elite troop quality).
suPPly QuAlITy The following rules apply in relation to the Force on Force rules for Supply Quality. Poorly Supplied: Poorly Supplied units have limited ammunition, poor rations, a shortage of water, or any number of other logistical shortcomings that might adversely affect their combat effectiveness. In game terms, Poorly Supplied units lose a die of Firepower. This would apply to some Local Force Viet Cong units as specified in the scenario. Normally Supplied: Normally Supplied units suffer no disadvantages and gain no advantages over other units. Well Supplied: Well Supplied units have pouches full of ammunition and bellies full of decent rations. They have all the “beans, bullets, and bandages” they need to take it to the enemy in style. In game terms, well-supplied units gain a die of Firepower. In Ambush Valley , all US Army units are classified as ‘Well Supplied’ as their default setting.
TerrAIN While Ambush Valley uses the same cover types as Force on Force, there is a new addition to reflect areas of dense jungle, heavy overgrown woodland and Elephant grass. Such areas reduce movement and visibility and are known as Heavy Foliage Cover in Ambush Valley . Forests, groves, and stands of trees can impede both movement and line of sight. They may also provide cover for units sheltering within them. Woods generally fall into one of three categories: Dense, Average, and Light. Dense Woods are impassable to vehicles. They block LOS past 2” from their edge. Visibility within a Dense Wood is also limited to 2”. Infantry units may only use Cautious Movement through Dense Woods and may claim the benefit of Solid Cover. Average Woods are passable by vehicles, but they may only move at Cautious Speed. Infantry movement is not hindered by Average Woods. Average Woods block LOS past 4” from
their edge. Visibility within an Average Wood is also limited to 4”. Infantry inside an Average Woods may claim the benefit of Solid Cover. Light Woods are little more than decorative clumps of trees and thin underbrush. They do not block LOS or impede infantry or vehicle movement. Light Woods provide no special cover benefits. Heavy Foliage Cover blocks line of sight. Non-indigenous troops may only use Cautious Movement when moving through or in terrain designated as ‘Heavy Foliage Cover’. Certain troop types, such as LRRPs or Green Berets may have this restriction removed as detailed in the scenario. This allows Viet Cong, other Vietnamese troops and highly trained US forces an advantage over regular troops in this challenging terrain.
Troops inside a ‘Heavy Foliage Cover’ terrain feature cannot be seen unless they are at the edge of the terrain feature and cannot be spotted by units who are not within Optimum Range. Units in Heavy Foliage have no line of sight out of it unless on the edge of the terrain feature. This allows troops
Example: A VC light MG team has taken cover in a stand of trees. A US Army fireteam with a Troop Quality of Trained
moves within 10” of the VC but cannot engage them. The VC are outside the Army fireteam’s Optimum Range and so cannot be seen or fired upon. When the VC unit opens fire, it will reveal its position and become visible to all enemy units within line of sight.
Viet Cong troops in the open or moving are spotted by all troops in line of sight. Certain US Forces have the ability to spot concealed Viet Cong outside of Optimum Range. These are detailed below;
to hide in dense jungle terrain but requires them to be on the edge of a terrain feature in order to fire at enemy forces. Troops in a ‘Heavy Foliage’ terrain feature may see half their Optimum Range through the terrain to target enemy units inside the terrain with them. For example, a LRRP squad, Troop Quality D10, inside a dense area of jungle designated as ‘Heavy Foliage Cover’ wants to engage a Viet Cong unit occupying the same terrain feature. If the Viet Cong unit is within 5" they may fire at the enemy. Paddy Fields impede movement due to the mud and water in them. Units may not make ‘Rapid’ moves when moving through paddy fields. Certain scenarios may remove this effect.
Special Terrain effecTS Vc & T Viet Cong units suffer no movement penalties for terrain other than impassable terrain, which remains impassable to them.
Sottg ch Viet Cong units were renowned for their ability to remain concealed even when enemy troops passed nearby. The following rules recreate this characteristic in game terms. Viet Cong troops that are stationary and in cover may not be seen beyond Optimum Range unless they open fire. Such units are said to be Unobserved. Viet Cong units that open fire are seen by all troops in line of sight.
US Special Forces - All LRRP Teams, Green Berets and SEALs are allowed to make a Troop Quality check to spot VC units in cover outside of their Optimum Range. Kit Carson Scouts - These VC turncoats are particularly adept at spotting their former comrades’ hiding places and may make a Troop Quality check to spot VC units in cover outside of their Optimum Range.
Attempts to spot VC in Heavy Foliage Cover (dense jungle or woodland, Elephant grass etc) suffer a -1 die shift to Troop Quality rating.
Examples of Play A squad of US soldiers with an attached Kit Carson scout, Troop Quality D8, are moving through a rubber plantation. Outside of Optimum Range is a Viet Cong infantry cell hiding among the trees. The Kit Carson scout rolls his D8 and will successfully spot the enemy unit on a 4+. If the enemy had been in ‘Heavy Foliage Cover’ he would have rolled a D6 for his Troop Quality check. A Squad of US Green Berets with Troop Quality of D10 is moving along a trail through dense jungle. Up ahead the VC player has an MG unit in a piece of dense jungle terrain designated as ‘Heavy Foliage Cover’. The Green Beret unit rolls a single D8 to try and spot the enemy unit, requiring a 4+ to be successful.
A! Units that are deployed Hidden or Unobserved in a terrain feature, such as Viet Cong or Special Forces, and are outside an enemy unit’s Optimum Range may utilise the Ambush special rule. Hidden or Unobserved units that open fire on a unit that has not spotted them may make a Troop Quality test. If they pass the test, they automatically win any reaction. If the Hidden or Unobserved unit fails the test, reaction rolls are made as normal.
Units may interrupt an Ambush but will always fire after the unit conducting the Ambush, even if the ambushing unit fails the Troop Quality check.
DESIGN NOTE TIMING AN AMBUSH The TROOP QUALITY test in the Ambush rule is meant to simulate the ambushing unit’s ability to get the timing of an attack right – if they pass the TROOP QUALITY test, they lay in wait and hold their fire until just the right moment to take their target by surprise, but if they fail it, they spring the Ambush too early or give their position away, allowing their intended victims the opportunity to react with fire or movement!
Example: A Main Force VC unit is lying in wait hidden in the jungle beside a road. They want to ambush an ARVN unit patrolling towards them. The VC player makes a Troop Quality check, rolling a D8 needing 4+. He rolls a ‘7’ and springs the ambush successfully, opening fire with no reaction test made as he gets the drop on the ARVN unit.
then made as normal and the USMC unit wins, opening fire as the NVA give away their position. Two other USMC units wish to interrupt, but they will fire after the NVA has returned fire on the original USMC unit.
An NVA unit is lying in wait hidden in a hut covering a road junction. They decided to try and Ambush an advancing USMC unit. The NVA player rolls a D8 for his Troop Quality check needing 4+. He rolls a ‘3’ and fails. Reaction tests are
US or ARVN units with an attached Kit Carson Scout or a designated Pointman will roll reaction tests as normal and may not be ambushed. The skills of their specialists make ambushing these troops more difficult.
COmbAT bODy ArmOr In Ambush Valley the only body armor available is the US-issued Flak Vest. These gave indifferent protection at best, as they were often worn unzipped, fell apart from the rigours of combat or were discarded by the soldiers. They also offered little protection from actual bullets: indeed, M60 crews found that a belt or two of 7.62mm ammo for their guns offered better bullet protection than the flak vest. To reflect this primitive form of modern body armor, units in body armor only receive an extra armor defense die when hit by fragmentation weapons, such as RPG, mortar, or artillery fire.
DESIGN NOTE FLAK VESTS As stated above, Vietnam era body armor wasn’t really designed to stop a bullet and was unlikely to do so. We opted to give flak vests some value against fragmentation attacks, however, because that’s what the vests were actually designed to do. We toyed around with other options as well, winding up with the following three approaches: • Only allow the extra defense dice to count when the unit is hit by artillery fire or other explosive or fragmentation based weaponry. • Count an extra defense dice for each unit with body armor as per standard Force-on-Force rules. • Ignore the use of body armor altogether!
We’re including these options here to allow you to choose the one that best fits your group’s particular vision of the fighting in Vietnam. Obviously, the options are all mutually exclusive and you’ll want to be sure everyone knows which option you’ve settled on before the game begins.
NIghT FIghTINg While American troops and their allies had the technological advantage over their Vietnamese adversaries, that superiority didn’t extend to the night-mastery that we see in today’s modern armies. Night vision devices tended to be too large and cumbersome to be of much tactical value on patrol or in a firefight. Even the famed “Starlight Scope” was bulky and impossible to use on the move. With technology out of the picture, superiority at night defaulted to the side that was most attuned to its environment, men who were able to sort out night sounds, smells, and the slightest blur of shadow to find and locate the enemy before their enemy found them. While Special Forces and other elite units might boast of this familiarity with the night, only the VC could truly call themselves its master.
“We own the day, Charlie owns the night.”
Nit e The normal Force on Force rules for night fighting apply in Ambush Valley , but some units have developed “night eyes.” VC are treated as if they have night vision devices. This is to represent their familiarity with the local environment and long practice in moving and fighting at night. Kit Carson Scouts, Special Forces units, snipers and SEAL teams are also treated as if they are equipped with night vision devices. Other units may receive this benefit based o n the dictates of a scenario. Units who haven’t developed night eyes suffer a -1 die shift to their Troop Quality die when attempting to “Spot Charlie” or other hidden units, Booby Traps, or ambushes.
stait scop Units equipped with starlight scopes have some advantages at night. If a unit equipped with a starlight scope doesn’t move, it can make normal spot checks at daylight ranges. Figures who have not moved and are equipped with weapon mounted starlight scopes may engage targets at normal ranges and without penalty.
Off-board mortars or artillery may fire illume missions in lieu of HE or smoke, if the FO or other leader has access to a radio and passes a Troop Quality check to call in the illume. Illumination rounds negate night combat effects for both forces for 2 turns, starting the turn after the flare was fired. Units that have had the protective cover of night suddenly torn away from them by Illumination rounds have a tendency to freeze in place. When illumination rounds are fired by a force, all units in the opposing force must make a Troop Quality test to move. They may fire as normal. Due to the nature of forest canopies, units firing at targets located wholly within dense woods and heavy jungle still suffer night combat effects.
Flares A variety of flares were also used to provide temporary illumination and/or to warn of enemies approaching under the cover of night. These flares, often known as slap flares or trip flares, could be used in two ways: Slap flares could be used to directly illuminate an area while trip flares could be used set “Booby Traps” that, when triggered, would launch a flare and simultaneously illuminate the intruder while alerting defenders to his presence.
Slap Flares A unit equipped with slap flares may use them to illuminate the enemy, either in its own turn or as a reaction to enemy movement. The unit may ‘fire’ them at any unit. The firing unit must make a successful Troop Quality test in order to launch the flare effectively. If successful, the flares negate night combat effects for both forces for the remainder of the turn. If the unit fails its Troop Quality test it may try again in subsequent turns. Units may only use their slap flares once per game.
Trip Flares
Iination rond & Fa Illumination rounds fired by mortars or artillery and flares launched from the ground or from aircraft were often used to roll back the night and blunt the edge the VC possessed during night attacks. The following rules describe their game effects in Ambush Valley .
Illumination Rounds On-board mortars or M79 grenade launchers may fire illumination rounds (or “illume”) at the beginning of any given turn, in lieu of HE or smoke. No die roll is required.
Fire-bases and temporary positions were often ringed with a combination of Claymore Mines and trip flares. Trip flares were normally activated by trip wires situated across likely avenues of approach to alert defenders of an enemy intrusion into their perimeter. If a scenario indicates that a force has strung trip flares around their position, any enemy unit that moves within twice the Optimum Range of the unit within the defensive position must make a Troop Quality check. If they pass the check, they’ve successfully bypassed any alarms for movement in that turn. If they fail the check, they trip a flare and are automatically illuminated and spotted by the enemy.
OFF-bOArD ArTIllery
NVA artillery may never be heavier than ‘light artillery’.
In the case of US, ARVN, ROK, and ANZAC forces, off-board artillery in Ambush Valley is governed by the same rules described in Force on Force with the added requirement that a unit calling in a fire mission must include a radio operator that is not seriously wounded or dead.
Example: An NVA Platoon Leader (Troop Quality D8) wishes to call down mortar fire on an ARVN unit within 8” of a Tunnel Spot that he has recorded as a ‘Designated Target’ for artillery support. The NVA Leader must pass a Troop Quality Test in order to call in the suppor t. He is using a radio, but as he is firing at a designated target he only suffers a -1 to his dice roll. He rolls a ‘6’ and successfully calls in the off-board mortars on the target.
The following modifiers applied to the Troop Quality Test for the fire mission request: Spotter is an actual Forward Observer: +1 Spotter is a Special Forces leader: +1 Spotter is a Squad Leader or lower: -1 ARVN Forces: -1 ANZAC Forces: +1 Viet Cong and NVA off-board artillery is handled slightly differently to reflect their lack of radio communications below battalion level. Viet Cong units may never have designated off-board ar tillery. The only support they will receive will be via Booby Trap/ Asset Cards. Mortars fired when played with an asset card may target any unit on the table, but the card is discarded after use. Only NVA Leaders and FOOs may call in off-board artillery at targets within their line of sight, no other models may do so. They follow the standard procedures with the following modifiers:
Spotter is an actual Forward Observer: +1 NVA: - 1 NVA Radio Communications: - 1 Designated Target: +1 If the NVA unit making the request is located in a bunker and the scenario permits, it may have a field telephone line to a battery. This will negate the minus for NVA Radio Communications. The above factors limit the rapid response of NVA artillery to reflect the historical difficulty that the NVA had in its employment. However, the NVA may fire on ‘Designated Targets’. In scenarios that feature designated targets, the NVA player may identify up to D6 locations (terrain features, buildings, Tunnel Spots, road junctions) before the beginning of the game as pre-plotted artillery zones. NVA artillery may be called down on any unit within Optimum Range (as determined by the spotter’s Troop Quality) of the center of the location. The spotter will receive a +1 on his Troop Quality test to call in the mission.
Fi miion rqt modi Free World Troops (must have a living RTO): Spotter is an actual Forward Observer: +1 Spotter is a Special Forces leader: +1 Spotter is a Squad Leader or lower: -1 ARVN Forces: -1 ANZAC Forces: +1 NVA Troops Spotter is an actual Forward Observer: +1 NVA: - 1 NVA Radio Communications: - 1 Designated Target: +1 Only NVA Forward Operations Officers can call in Fire missions.
sPeCIAl WeAPONs smg & sotn Some weapons have been designed specifically for use in close quarters battle, including firearms like the shotgun and submachine gun. Close Combat firearms have been designed to be very effective at “in your face” ranges, but the factors that make them so useful in a virtual knife fight don’t serve them so well when engaging targets at long range. In game terms, Close Combat weapons such as shotguns and SMGs throw an extra die in Close Combat or when firing at a target within Optimum Range. Beyond Optimum Range, Close Combat weapons use a D6 for their Firepower Quality die regardless of the firing unit’s Troop Quality.
handn Like SMGs and Shotguns, handguns are very, well, “handy” in close quarters. They don’t throw down the volume of fire that a SMG or shotgun does, however, and so are a little less effective. A figure firing a handgun at a target in Optimum Range receives a reduction of one die type to its Troop Quality (i.e., a figure with a Troop Quality of D8 would throw a D6 when using a handgun). Troop Quality cannot be reduced below D6. Handguns cannot fire effectively enough at targets beyond Optimum Range to engage them at all. Handguns are very effective in Close Combat, however, and figures using handguns in Close Combat receive a bonus Firepower die.
m14 modid ri The USMC maintained a dedicated ‘Automatic Rifleman’ in their fire teams. He was issued with a modified M14 that could be fired on full auto. Despite the small magazine capacity and being somewhat difficult to control when fired on full-auto, the weapon remained in USMC units even after the M60 was introduced. Players fielding USMC units with Automatic Riflemen equipped with the modified M14 may use the following rule. If the unit containing the figure armed with the M14 Modified Rifle remains stationary, the model gains +1 Firepower dice.
m60 macin gn The M60 is the US Force’s main squad based support weapon in Ambush Valley . The development of the M60 was heavily influenced by World War Two designs. Although it had a number of problems in South-East Asia, including jamming and its weight, the M60’s firepower was a welcome addition to the firepower available to US troops in Vietnam. The following rules recreate the M60 in Ambush Valley . Heavy - The M60 was a heavy weapon to lug around the Boonies. To represent this, any model armed with an M60 who uses Rapid movement receives no extra bonus firepower dice. He may only claim 1 die as his usual firepower. Fire & Move - If a model armed with an M60 makes a normal Cautious move, it receives +1 Firepower dice to represent the M60’s automatic fire. Sustained Fire! - If a model armed with an M60 remains stationary and opens fire, it receives +2 Firepower dice.
M60s deployed as Weapons Teams follow the above rules and may claim their weapons team bonus for ‘Fire & Move’ and ‘Sustained Fire!’
m79 gnad lanc – T boop The M79 Grenade Launcher was a popular weapon with American troops in Vietnam. Its wide range of ammuni tion types and its accuracy in the hands of an experienced grenadier added yet more firepower to US Squads deployed in ‘Nam.
The M79 is governed by the following r ules: Grenade Launcher - Any model equipped with an M79 gets +1 Firepower dice. Beehive - The grenadier may elect to use a ‘Beehive’ M576 Buckshot round at close range. The grenadier receives +2 Firepower dice for targets in Optimum Range.
Cs ga gnad US Units may use CS Gas against enemy units occupying struc tures (houses, bunkers etc). To make a CS attack, the unit must be within Optimum Range of its target and have a clear line of sight. One firepower die is rolled for each model making the attack. Defense rolls are made as normal. The player may elect to fire part of the squad normally while others use CS Gas. Resolve the attacks separately, but they must both be at the same target unit. Every hit on the unit forces a Morale test. Multiple hits reduce the unit’s Morale dice type by one step for every hit (to a minimum of D6). Units that fail the Morale test must move to alternative cover, even if already in cover, and count as pinned. This is to reflect the success that US forces had when using CS Gas to clear structures, particularly during the fighting for Hue. CS Gas grenades should be seen as a scenario specific weapon, but players may agree on their use in games as standard. Example: A USMC rifle team is clearing part of Hue City. They spot a four-man NVA unit hiding in a building. As they are within Optimum Range they decide to use CS Gas to clear the unit out of its cover. Two members of the team open fire with their weapons as normal with no effect. The USMC player now rolls two firepower dice for his attack with CS Gas grenades. He scores two hits on the NVA unit. The NVA unit (Morale D8) must now take its Morale test with its Morale shifted down one die type (from D8 to D6). The NVA player rolls 4D6. He fails his Morale test and the unit is pinned. As the unit is under attack with CS Gas it must
leave its present position, even though it is in cover and pinned, and moves 12” to the nearest cover in the direction of its base edge. The unit may also be shot at by units on overwatch as it retreats from its position.
rcoi ri Recoilless Rifles have been popular since their introduction in World War Two. They are capable of throwing a heavy shell from a relatively light gun tube. They are generally deployed as anti-tank weapons, but are effective against infantry as well. In game terms, they are a heavy support weapon that can either move or shoot (not both) and can only fire once per turn. They are classified as 3D Firepower weapons. All rules relating to anti tank guns in Force on Force apply to recoilless rifles.
bow and Coow Some indigenous troops made use of bows and crossbows for hunting. In some cases these were used in combat. The following rules describe the use of such primitive weapons in combat. Units armed with bows or crossbows use their standard Troop Quality die to determine Firepower when firing at units within Optimum Range. When firing at targets beyond Optimum Range, they use a D6 for Firepower regardless of their normal Troop Quality. Bows and Crossbows have a maximum range of 3 x Optimum Range. All units targeted by models armed with such bows and crossbows gain an extra defense die to represent the fickle nature of primitive weapons designed for hunting rather than combat.
bot-Action ri & si-Ato ri During the Vietnam War both sides had units equipped with out-dated weaponry. The Viet Cong made use of various WW2 era weapons, such as a variety of bolt-action rifles, plus weapons such as the SKS Carbine. On the US side some units used Garand rifles and M1 Carbines. These units would be outclassed in terms of firepower compared to units equipped with contemporary assault rifles such as the M16 and AK-47. To reflect this, units that have over half their models equipped with bolt action or semi-auto rifles lose one Firepower die to represent their slower rate of fire.
boo Tap Rather than using an ‘Asset’ card deck, the Viet Cong force uses the Booby Trap card deck. Booby Trap cards function in the same manner as Asset Cards; they provide extra support to the VC force, generally in the form of various traps and devices with which to harass and injure enemy models. The Viet Cong player receives a number of Booby Trap cards specified by the scenario. These may be used as the VC player sees fit during the course of the game. The Viet Cong player may use a given card once per game and may target any enemy unit (other than air or riverine assets) at anytime during the turn sequence. The effects of the card are applied immediately, as are the results of any Morale tests that may be required. If played as an interruption along with other units interrupting, the Booby Trap card is always played first and its effects applied before any other interrup tions. Once a Booby Trap card is played, it is removed from the VC player’s hand and returned to the bottom of the Booby Trap deck. When a Booby Trap card is played, the unit it is played against may make a Troop Quality roll to avoid the trap, if it successfully passes the test it may avoid the trap safely and the card is discarded with no effect upon the unit other than a –1” movement penalty. If a Booby Trap card is played that is not a trap (such as the Sniper, Bunker, Mortar and Local Support cards), the target unit may not make a Troop Quality roll against its play. Only those cards marked as ‘Trap!’ require or allow a roll to be made. If a unit targeted by a Booby Trap is making a Rapid Move, it gets no roll and suffers the effects of the trap immediately. If a target unit is moving through difficult terrain (Dense Woods, Paddy Fields and Heavy Foliage) the unit makes its test with a -1 die type shif t for its Troop Quality (i.e., a troop with a D10 Troop Quality would make its test as if it had a quality of D8).
Examples of Play A unit of US Marines (Troop Quality D8) is moving through open terrain at Cautious speed (6”). The VC play a ‘Grenade Trap’ card on the unit. The unit must roll 4+ on a D8 to discover the trap before setting it off. The unit rolls a ‘5’ and successfully avoids the trap. The card is discarded by the VC player.
A group of ARVN Rangers (Troop Quality D8) are on patrol through dense jungle. The VC player attacks a unit with the ‘Spike Board’ card. As the unit is in difficult terrain the ARVN player must roll 4+ on a D6. He rolls a ‘3’ and the trap is triggered!
Cao min Units equipped with Claymores may utilise them to attack an enemy force moving within line of sight. A unit with Claymores may use them to attack the enemy either in its own turn or as a reaction to enemy movement. The unit may ‘fire’ a Claymore at any enemy unit that comes within twice Optimum Range (this represents the distance at which remotely detonated claymores could be triggered from ambush positions). The firing unit must make a successful Troop Quality test in order to fire the Claymores. If the Troop Quality test is successful, the target unit takes an 8D8 Firepower attack. If the unit fails its Troop Quality test it may try again in subsequent turns. Units may only use their Claymores once per game unless a scenario indicates otherwise.
DESIGN NOTE REPRESENTING CLAYMORE MINES So, a unit can only use Claymore Mines once per turn, but if it fails its Troop Quality test it can try again later? Huh?
Example: An American LRRP Team (Troop Quality D10) is hiding in bushes beside a well worn jungle track. A Viet Cong unit moves to within 20” of the American unit and the player decides to use his claymores. The American player passes a Troop Quality test for the unit and successfully fires the claymores at the Viet Cong. The Viet Cong unit takes an 8D8 firepower attack.
Claymores may also be used to as par t of a prepared defense at a firebase or other strongpoint and are used as described above. The quantity of claymores available to the defenders is dictated by the scenario. In games featuring attacks on firebases the simplest method to handle defensive claymores is to allow every defending unit a chance to fire one set of claymores to represent the mines set in a defensive pattern around the base. Players should note that in such games the attacking force should significantly outnumber the defender... especially if the defender is liberally equipped with claymores!
The Troop Quality test to “fire” Claymores at an enemy doesn’t just represent the successfully triggering of a mine, it also represents a unit’s foresight in placing a mine. We didn’t want to resort to book-keeping or onboard counters and dummy counters to represent Claymores, so we abstracted the placement of mines using a Troop Quality test. If a unit passes the Troop Quality test, it recognized a trail or path that the VC might use and their field craft has paid off. If a unit fails a Troop Quality test, the chances are it’s because the VC unit has shown up at a place where no mines were placed. As the VC unit (or other VC units) continue to approach, they may blunder into the path of mines the unit did place – hence Troop Quality tests after the first has failed.
Ipovid Aa US units would often ring their defensive positions with improvised alarms such as small bells on strings, empty tin cans full of pebbles, etc. VC or NVA approaching their position at night were likely to stumble across one of these alarms and the ensuing racket would reveal their position. If a scenario indicates that a force has strung improvised alarms around their position, any enemy unit that moves within twice the Optimum Range of the unit within the defensive position must make a Troop Quality check. If they pass the check, they’ve successfully bypassed any alarms for movement in that turn. If they fail the check, they trip an alarm and are automatically spotted by the enemy.
sPeCIAl rules CIVIlIANs IN Ambush VAlley Civilian groups play a fundamental role in games of Ambush Valley and will appear in many of the scenarios. Some will be normal peasants going about their daily business, while others may well be disguised members of the Viet Cong. Due to their rules of engagement, US Players may not target civilian groups or direct off-board support within 12” of them unless a friendly unit within that distance is under enemy fire. Players fielding ARVN forces may not target the civilians directly but have no restrictions on their use of off-boards support. Viet Cong forces may target civilian groups with fire if they so wish. Civilian models should be moved by the VC player and may be moved as an interruption to firing. They have a default troop quality rating of D6 for any reaction-based tests. If the civilians move into the line of fire of US troops, the US unit may not fire if the civilians block the line of sight to the intended target. This allows the VC player to use civilians as a blocking force against enemy firepower. The VC player may also elect to swap civilian groups for a successful reinforcement roll if he wishes. The player immediately removes the civilian group and places the VC reinforcements within 4” of the civilian group’s position. This is to simulate VC units posing as civilians to ambush US forces. If a civilian group is fired upon, resolve the firing in the following manner. The civilian group will make no reaction test and will make its defense rolls based on a D6 troop quality rating. There is no need to test for Morale and after being fired upon the civilian group will move a full movement distance from the direction of firing or to the nearest piece of cover to break line of sight between them and the attacker. They may however never move nearer to the unit firing. If
hit by off-board weapons the civilian group will move in a random direction. If an ARVN, US Army or ANZAC unit causes casualties by fire on a civilian unit, or is in line of sight of a civilian unit that is targeted by fire and takes casualties, they must make an immediate Morale test. If the unit fails they count as pinned for the rest of the turn while they argue over who fired, spend time calling off fire or just generally shocked by the events. Viet Cong, NVA and ROK forces need never take such a Morale test. Causing casualties on civilian groups will also cause the loss of Victory Points as noted in the scenario.
sPeCIAl TrOOP TyPes Players can include these special troops to add a little extra flavour to their games. They are designed to give added personality to a force and reflect some of the more specialist roles played by soldiers during the Vietnam War.
mdic The medic in US military units performed a vital function during the war. They provided critical emergency first aid to stabilize seriously wounded personnel and patch up the lightly wounded. It was due in no small part to their work that 82% of men seriously injured in Vietnam managed to recover. Given the role they played, often risking their own lives to save another, we wanted to give them a role on the tabletop that reflects their heroic nature. The following special rules apply to Medics in Ambush Valley:
“Stay with me, buddy…” Every turn that a seriously wounded figure remains on the table, a roll must be made to see if the figure succumbs to their wounds. At the start of each turn roll a d6. On a roll of ‘1’ the injured man has died from his wounds. This effect may be avoided if the model is placed with a Medic. A Medic may be detached from his parent unit and may look after any number of seriously wounded models. Once with a Medic, the seriously wounded no longer need to roll each turn and can await CASEVAC. Players are encouraged to set up forward aid stations and casualty evacuation points at which to post a medic and drop off their wounded.
“It’s just a nick, you’ll live.” If a unit with a figure suffering a light wound remains stationary and there is a medic within 6”, the Medic may try and patch up the wounded soldier. On a successful Troop Quality test one light wound is removed from the unit. A single Medic may only remove one Light Wound per turn. This is to represent the Medics patching up lightly wounded soldiers and getting them back into the firing line, an often vital role especially when in defense.
Pointan Some US/ARVN/ ANZAC/ROK soldiers excelled in the role of Pointman, leading their squads through the terrain, taking extra care to spot the enemy and his traps. Squads with a ‘Pointman’ may use the following rule. If moving at ‘Cautious’ speed the Pointman may re-roll any failed Troop Quality check to spot enemy Booby Traps. Free World Forces may have one Pointman per Platoon unless otherwise stated in a specific scenario. The Pointman also increases his Optimum Range to the next die type for the purposes of spotting concealed VC. Thus, if the Pointman has a Troop Quality of D8, he will spot VC in cover as if he had a Troop Quality of D10, or out to 10”.
kit Caon scot Tnn rat US/ARVN/ANZAC/ROK platoons may have a specialist Tunnel Rat attached. Tunnel Rats are governed by the following rules: If the unit containing the Tunnel Rat moves into contact with a Tunnel Spot, it is taken out of action immediately and the unit does not need to spend a turn in contact with the Tunnel Spot to neutralise it from play. In addition, if any Viet Cong troops are currently hidden in the Tunnels they are removed from play on a ‘1’ or a ‘2’ on a D6. If the scenario dictates that the ‘Tunnel Spots’ represent entry points and not tunnels, the Tunnel Rat has no effect and the unit must spend a turn in contact with the ‘Tunnel Spot’ to neutralise it as normal.
These men were former Viet Cong who turned against their previous comrades and were employed by the US/ARVN/ ANZAC/ROK as scouts and informers. They proved particularly adept at spotting VC traps, caches and hiding places. A Free World Force may have one Kit Carson Scout per platoon. A unit with a Kit Carson Scout may per form a Troop Quality check against Booby Traps, even when moving at the ‘Rapid’ speed as the scout will quickly spot likely traps and VC field signs. At
‘Cautious’ speed the Scout will receive a re-roll to the Troop Quality check should he fail a roll. At Rapid speed, the scout may not re-roll a failed test.
Military Working Dog teams in Ambush Valley follow the basic rules presented for them in Force on Force and have the following additional effects on play:
A Kit Carson scout may also make a Troop Quality check to spot any VC in line of sight, even those in cover outside his Optimum Range.
• If a Scout Dog fails its Troop Quality check to spot a Booby Trap, it receives a re-roll. If the re-roll is successful, the Booby Trap is spotted and avoided. If the re-roll fails, the Booby Trap is not detected.
Unfortunately, there is always the chance that the Kit Carson Scout may not be reliable. On the first turn that a unit con taining a Kit Carson Scout comes under fire, the scout must immediately take a Morale check. If he fails the check, the scout runs off into the bushes never to be seen again. This check is only performed once per game.
• Scout Dogs also receive a re-roll for a failed attempt to detect an Ambush. • Automatically spots VC units within 8” • +1 to all TQ rolls related to moving or dispersing civilians
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Scout Dogs were used extensively by US forces in Vietnam. Their keen senses kept many a patrol from walking into an ambush or alerted OPs of approaching VC infiltrators.
Certain VC units were designated as suicide squads and fear of death in combat was not an issue to them. These units often took part in important attacks on enemy facilities, such as those against the US Embassy during the Tet Offensive and the attacks on the Da Nang airbase. Any unit designated as a ‘Suicide Squad’ in the scenario need never take a Morale test.
NVA sapp NVA Sappers are teams designated for the initial assaults on Firebases or high value targets. They may re-roll failed Morale checks. They follow all other rules that apply to VC, though, including ‘Lack of Initiative’. The use of these troops will generally be specified by the scenario.
Sappers and Claymores, Flares and Improvised Alarms Sappers were notoriously effective at bypassing defensive traps such as Claymore Mines, trip flares, and improvised alarms. If a Sapper unit is the target of one of these defensive measures, it may make a Troop Quality test. A successful check indicates that the unit was able to avoid the defensive measure and it was not triggered. Some sappers were so adroit at detecting and avoiding Claymore Mines that they would turn the mines around to face the defenders, who would receive a lethal surprise when they squeezed the clackers to detonate their mine. To represent this, sappers who have successfully avoided a Claymore Mine may opt to make a second Troop Quality test with -2 to their die roll. If the test is successful, the unit that “fired” the claymore receives the attack instead of the sappers. If they fail the test, the sappers receive the claymore attack af ter all.
VehICle rules: AIrCrAFT For the most part, aircraft in Ambush Valley adhere to the rules presented in Force on Force. A few notable exceptions are noted below, however.
sPOTTer AIrCrAFT Both fixed wing and rotary wing aircraft were often employed as spotters and forward observers for units and artillery batteries on the ground.
spott Aicaft Din Dait ho In daytime operations, spotter aircraft can be used as “real” Forward Observers to call in fire missions or air strikes. Spotter aircraft can also spot enemy troop movements on the ground, no matter how stealthy that enemy might be. To reflect this, VC units may not make Out of Combat moves if a spotter aircraft is able to make a successful Troop Quality test at the beginning of a turn. Note that VC inside tunnels are not subject to this rule.
spott Aicaft Din Nitti ho Most fixed wing aircraft during the Vietnam conflict lacked the night vision capabilities to function as effective spotters during hours of darkness. A notable (and notorious) exception was the AC-47 Spooky Gunship, and (from 1967 on) the OV-1 and OV-10. Some helicopters were equipped with powerful Xenon spotlights that could be used in both the visible and infrared spectrum. During hours of darkness, helicopters equipped with Xenon spotlights may still block VC Out of Contact Movement, and they may detect hidden units, by making a successful Troop
Quality test at the beginning of the turn. They may also engage ground targets in gun-runs with no night-fighting penalties. AC47D “Spooky” gunships, and (from 1967 on) the OV-1 and OV-10, were equipped with the latest in night vision and heat sensing technology of the day and were quite effective night-time predators. As a result, these aircraft deployed over the battlefield at night prevent VC Out of Contact Movement (although this does not apply to VC units in tunnels) and detect hidden units with a successful Troop Quality check as during the day, and may engage ground targets at night without night fighting penalties.
reD, WhITe & PINk TeAms Air Cavalry units often operated beyond the range of friendly artillery. Helicopter gunships often acted in support of Air Cavalry operations to provide them with “aerial artillery” support in the form of rockets and withering hails of lead. These gunships were organized in two ship teams, known as Red Teams. Pairs of OH6 “Loach” spotter choppers were used to locate and fix enemy activity on the ground (despite the rapid advances in electronic sensor technology during the Vietnam era, Loaches and the Mark I eyeball proved to be the most effective “sensor platform” of the war). Loaches were also organized in pairs, which were referred to as White Teams. It was a common practice to pair a gunship from a Red Team with a Loach from a White Team to form a Pink Team. Pink Teams were “hunter/killer” teams that specialized in locating, fixing, and destroying enemy positions. They were brutally efficient at this task. Typically, a Loach would fly “low and slow” over an area in search of the enemy. The low flying Loach made a tempting target that few enemy troops on the ground could resist. They often gave their position away by firing at the little bird. This was usually a fatal mistake. The Loach would circle and drop a smoke grenade to mark the enemy position and then dart away, its rapid, jerky movement making it a difficult target at best. Once the scout chopper was clear, a gunship would swoop in from above and orient on the smoke. Chain guns and rocket salvos told the rest of the story, which usually culminated with a dead or scattered enemy unit. If a Pink Team located a significant enemy force, an Aerorifle platoon might be sent to make contact while the Pink Team provided support fire and engaged “leakers.” If the contact
proved merited, more Pink Teams and Aerorifle platoons might be deployed to the area to “Pile On” the enemy.
Pink Te Opertions White Teams and Read Teams are covered by the rules for Spotter Aircraft above and the normal Helicopter Gun Run rules in Force on Force, but Pink Teams require a little extra attention. Loaches move very slowly across the battlefield, often at speeds of less than 80 knots. Rather than cut a scorching strip across the table as fast burners and Cobra gunships do, the Loach ambles along over the table at low altitude. Loaches begin play at the controlling force’s friendly table edge and may move 18’ per turn while conducting Pink Team operations. The Loach’s partner, a Cobra gunship is left off the table and is assumed to be loitering at altitude waiting to swoop down when its little friend has fixed enemy positions for it to destroy. Loaches are a powerful temptation to ground troops. To reflect this, all Hidden units must make a Troop Quality test or reveal themselves by firing at any Loach that comes within 18” of their position. Such units are automatically spotted by both ground units and the Loach’s partner gunship. Once a Loach has been engaged by the enemy (and the enemy locations thus spotted and fixed), it is removed from the table after all ground fire against it is resolved. The Loach (assuming it survived the ground fire) is now loitering off the table’s edge, waiting for the all clear from the gunship to resume hunting for targets. After ground fire against the Loach has been resolved, the Cobra gunship may immediately engage ground targets using the standard Force on Force helicopter Gun Run rules. Once all visible targets have been destroyed, the Loach may return to resume hunting targets for the Cobra, which is removed from the board until fresh enemy positions have been fixed.
NaPalm Napalm strikes were devastating and fearsome. Napalm canisters could be dropped by fast burners or ground suppor t aircraft to virtually purge an area of all life and deny that area to the enemy until the resulting fires abated. The canisters tumbled as they str uck, bounding across the countryside to spread a long swath of flaming fuel. While most Napalm strikes would cover the average sized playing area, smaller bombs and hits from the edge of a
napalm blast can be represented on the table. Once the attacking player has successfully called in an airstrike with a napalm equipped aircraft, he rolls an 8D10 Firepower attack against the target unit. The defending unit may not count any Defense dice other than its model total. Cover and armor are ignored. All units, friend or foe, within 10” of the target unit are also hit by a 6D10 attack. Additionally, all areas of jungle, woods, elephant grass, or manmade structures (other than brick or concrete buildings) within 10” of the target unit are ignited. Any units in burning terrain must immediately evacuate in a direction away from the enemy. Any units that have all their models wounded in an ignited area are considered KIA and are removed from terrain. All terrain features hit by napalm become impassable for two turns following the attack. Buildings burn for a single turn before collapsing, after which they are removed from the tabletop. All NVA/VC units actually struck by the napalm attack are automatically Pinned. All other units in the force must make a morale check or suffer a Pinned result as well. Each napalm strike uses two napalm canisters/bombs. Once all of its napalm canisters have been expended, an aircraft may make no further napalm strikes. Napalm is a very effective and highly dangerous weapon. Its use should be limited to set scenarios.
VehICle rules: bOATs The war in Vietnam saw Free World forces make substantial use of riverine and coastal forces. The ‘Brownwater Navy’ became a famous element of the war. Whole units could be stationed and supplied by boats and missions launched from the waterways to interdict Viet Cong supply routes. We have included a number of boats to provide players with the chance to field this unique element of the Vietnam War.
Boats have individual movement speeds dependent on their type. Boats may not move in a turn in which they wish to disembark passengers and must be within two inches of a riverbank to do so. Passengers unloading from a vehicle may only use Cautious movement. Passengers may use Rapid movement to board a vehicle, however. Units may only use Suppression Fire or fire as a Reaction on the turn they dismount.
bOAT DAmAge ChArTs lit boat d6
1 HIT
2 HITS
3 HITS
4+ HITS
1
PING
Evasive Action
½ Movement
½ FP Dice
2
Evasive Action
½ Movement
½ FP Dice
Withdraw
3
½ Movement
½ FP Dice
Withdraw
Sinking
4
½ FP Dice
Withdraw
Sinking
5
Withdraw
Sinking
6
Sinking
PING No damage but make a Morale Check, if it fails the boat takes evasive action. Evasive Action The boat veers violently to avoid fire and may make no fur ther attacks this turn. ½ FP Dice The Firepower for all the boat’s weapons are cut in half. This may represent damage to weapon systems, injuries to gunnery crew, or damage to the boat that renders it an unstable gun platform.
hav boat d6
1 HIT
2 HITS
3 HITS
4+ HITS
1
PING
PING
Evasive Action
½ Movement
2
PING
Evasive Action
½ Movement
½ FP Dice
3
Evasive Action
½ Movement
½ FP Dice
Withdraw
4
½ Movement
½ FP Dice
Withdraw
Sinking
5
½ FP Dice
Withdraw
Sinking
6
Withdraw
Sinking
Withdraw The boat withdraws from the table for the rest of the game. It may make a successful Morale check to disembark any troops it is carrying before it leaves. It moves off the table at its normal speed and may make a Morale check to disembark troops on each turn it remains on the table while withdrawing. Sinking The boat begins to take on water and sink. If the boat has any remaining movement it may use this to move to a riverbank and beach. If unable to do so, any troops carried onboard must make a Troop Quality check to swim to safety. All heavy weapons are deemed lost and units that reach the bank count as pinned for the rest of the turn.
bOAT sTATs Pbr mkI & II MOVEMENT:
12” per turn
FIREPOWER: Twin .50s: 3D, May fire to front and side of boat. .50 cal with 40mm GL: 3D, May fire to side and rear of boat. Crew Weapons/MGs: 1d addition to any fire arc. DEFENCE:
Class 2 / 2D8
SURVIVABILITY: 4+ / 1D8 CREW:
5
NOTES:
May carry one fire-team of up to five models.
Pato Ai Cion Vic (PACV) MOVEMENT:
15” per turn
FIREPOWER: Twin .50s: 3D, May fire to front and side of boat. Crew Weapons/MGs: 1d addition to front and side of boat. DEFENCE:
Class 2 / 2D8
SURVIVABILITY: 4+ / 1D8
Aod Toop Cai MOVEMENT:
10” per turn
FIREPOWER: .50 Cal turret:
3D, May fire to front and its side of boat. Cannon turret: 4D, may fire in all arcs. Crew Weapons/MGs: 1d addition to any fire arc.
DEFENCE:
Class 3 / 3D10
SURVIVABILITY: 4+ / 1D10 CREW:
8
NOTES:
May carry up to 25 models.
CREW:
4
NOTES:
May carry up to ten models. May also cross any flat terrain but may not cross-terrain obstacles such as woods, jungle, walls etc. It may cross hills, dirt banks, such as around paddy fields, and swamps.
The us Army IN VIeTNAm This section provides examples of US Forces involved in Vietnam and covers any special rules applicable to them. The US Army in Vietnam varied in quality and Morale throughout the war and players should feel free to try out different combinations of Troop Quality and Morale ratings to get the feel they want from their forces. We suggest a default setting of both Troop Quality and Morale of D8. This can be increased for experienced troops and Morale lowered for those green units with poor Morale or units with lots of ‘short-timers’ among its men. Using the AA Games system allows players to customize forces to fit a chosen scenario.
Special Rules Well Supplied In Ambush Valley , all US Army units are classified as ‘Well Supplied’ as their default setting. Well Supplied units have pouches full of ammunition and bellies full of decent rations. They have all the “beans, bullets, and bandages” they need to take it to the enemy in style. In game terms, well-supplied units gain a die of Firepower. Rules of Engagement US Players may not target civilian groups or direct off-board support within 12” of them unless a friendly unit within that distance is under enemy fire. Superior Intel US Forces in Ambush Valley always gain an extra die in the Initiative phase due to the difficulty and lack of communica tions exhibited by their opponents. When playing against a Viet Cong force, the US Player always has the Initiative and is classed as the Aggressor for the entire game.
us PlATOON lIsTs US Forces in Vietnam used a variety of TOEs and OOBs dependent on the time period, the area in which they were fighting, the preferred method of combat of the troops involved and numerous local improvisations to the force structure. The following OOBs should be seen as suitable generic forces, but feel free to change them as you see fit – US commanders in Vietnam often did!
us Ao-ri Patoon Trained (D8), Morale D8 This list covers a standard Aero-Rifle Platoon. These troops would utilise helicopter transport to bring the fight directly to the enemy. They would be supported by various elements, including gunships and artillery, and could bring massive firepower to bear on an enemy. Once an enemy was identified units could be quickly moved to engage them by helicopter and were always ready to ‘pile on’. Platoon HQ 1 x Officer with M16 1 x NCO with M16 1 x RTO with M16 4 x Aero Rifle Squad 1 x Squad Leader with M16 2 x Team Leader with M16 2 x Grenadier with M79 6 x Riflemen with M16
CIDg mi Foc Patoon, 1968 US Personnel Veteran (D10), Morale (D10); Locals Trained (D8), Morale D10 The CIDG program began in late 1961 as a counterinsurgency experiment in the central highlands of South Vietnam. Under the direction of the CIA, U.S. Special Forces began working with the Montagnard tribesman of Buon Enao village in Darlac province. They fortified the hamlet, constructed shelters and established an early warning system. A strike force was also created to patrol the village and to conduct ambushes. As a result of these measures the enemy was denied access to its source of food, intelligence and manpower. Following this success, Special Forces began expanding the perimeter beyond Buon Enao to encompass nearby hamlets, and by the end of 1962 the program had secured several hundred villages in Darlac province. Despite the obvious achievements of the CIDG program under the CIA, by July 1963 control had been transferred to Military Assistance Command Vietnam (MACV) as part of Operation Switchback. Following this change of command, the program’s emphasis switched from defensive counterinsurgency to offensive warfare. Rather than gradually growing the village defense system as the CIA had done, MACV rapidly expanded the program and began establishing CIDG camps along the Cambodian and Laotian borders. These served as bases for offensive operations, from which Special Forces and CIDG Camp Strike forces conducted border sur veillance, ambushes and attacks against the Viet Cong and infiltrators from North Vietnam. As part of MACV’s strategy of attrition, Special Forces and the CIDG provided vital intelligence for conventional units on enemy infiltration, movements and the order of battle. In late 1965 the CIDG became a two tiered force, with Mobile Strike Forces created in addition to the existing Camp Strike Forces. Located in each of the four corps areas and with another at Nha Trang, Mike Forces were organized to rapidly reinforce any CIDG camp under attack. Trained to a higher standard than the regular CIDG Strikers, Mike Force troops also conducted long-range patrols, raids and small-scale conventional combat operations. From 1967 Special Forces gradually began to hand over control of CIDG camps to their Vietnamese counterparts, the Lac Luong Dac Biet (LLDB). Both Camp and Mobile Strike Forces were also increasingly used in conjunction with regular US, ARVN and Free World forces and participated in both the urban fighting during the Tet Offensive and the 1970 Cambodian Incursion.
Players have the opportunity to try something different with these units. If they wish, they can class the local troops as Irregulars and use the rules governing that troop class to apply to all non-US Personnel in the unit. This will make for an interesting game, especially against VC, with insurgents fighting Irregulars led by regular troops.
In 1969, MACV deemed that the Vietnamese Army was able to take over the missions of border sur veillance and interdic tion. The 37 CIDG camps not already closed or converted to Regional Forces status were transferred to the ARVN Border Rangers in late 1970, as were the Camp Strike Forces. The Civilian Irregular Defense Group program officially ended on 31 December 1970.
Platoon HQ 1 x Leader with M16 1 x NCO with M16 1 x RTO with M16 1 x Medic with M16 4 x Rifle Squad 2 x NCO with M16 1 x Grenadier with M79 7 x Soldiers with M16 Weapons Squad 1 x NCO with M16 2 x Gunners with M60 2 x Assistant Gunner with M16 If you wish to field an earlier Mike Force, then deploy three rifle squads rather than four and replace the M16 with M1 Carbines and the M79 with a BAR. In the Weapon Squad, remove the M60s and replace with M191A6 LMGs plus four extra soldiers with M1 carbines and a grenadier with M79.
usmC ri Patoon, 1969 Trained (D8), Morale (D10) The United States Marine Corp played a fundamental role in the Vietnam War, taking part in some of the conflicts most famous battles – Da Nang, Hue City and Khe Sanh. The USMC served in Vietnam till they were withdrawn in 1971, only to briefly return in 1975 during the evacuation of Saigon. Platoon HQ 1 x Leader with M16 1 x NCO with M16 1 x RTO with M16 1 x Scout with M16 2 x Navy Corpsmen (Medics) with M16 3 x Rifle Squads 1 x NCO with M16 1 x Grenadier with M79 3 x Rifle Teams Rifle Teams 1 x Corporal w/M16 1 x Automatic Rifleman w/M14 Modified 2 x Riflemen w/M16
Prior to ’68, the issued rifle was the M14. The modified M14 used by the team’s Automatic Rifleman was capable of automatic fire and was equipped with a bipod. See M14 Modified Automatic Rifle. Each platoon could also be issued two additional M60 GPMGs that were deployed at the discretion of the platoon leader.
Infant Patoon, scot (Do) o IPsD Trained (D8), Morale (D10) Scout Dog teams acted as “point teams” for infantry patrols and their dogs were trained to “alert” (provide a silent warning) if they detected ambushes, mines, booby traps, tunnel entrances or other hidden threats. These teams gained a well deserved reputation for saving the lives of the infantry patrols they warded - often through the heroic self-sacrifice of the dogs and handlers themselves. Army and Marine Scout Dogs were trained at Ft. Benning under an interservice agreement (the dogs themselves were actually procured by the Air Force which had an ongoing security dog program and were then sold to the Army for use in the IPSDs). Both Army and Marine IPSDs followed the organization described below. IPSDs were deployed to Vietnam from 1966 on.
Dog Team Rotations IPSDs employed a rotation system to ensure that dogs and their handlers didn’t suffer from excessive combat fatigue. All Scout Squads were listed on a rotation board. When a squad went out on a mission, it was moved to the bottom of the rotation and returned to its home base in the rear area until it rotated back to the top. As a result of this team rotation, Dog Teams are never considered to be fatigued, even if the units they’re supporting are. Additionally, Dog Teams assigned as an available resource to a platoon in a campaign game are never treated as if they have fought in consecutive missions (unless the campaign narrative indicates that there was no time for a rotation to occur).
Organization Platoon 1 x HQ Squad 4 X Scout Squads HQ Squad 1 x Commander 1 x Platoon Sgt. 1 x Clerk 1 x Vet Tech Scout Squad 1 x Dog Handler w/Small Arms 1 x Dog 1 x Visual Tracker w/Small Arms 1 x RTO w/Small Arms 1 x Rifleman w/Small Arms
The VIeT CONg This section of the book describes the Viet Cong-the guerrilla force that fought a tenacious and bloody war against US forces only to see their power reach its zenith during the Tet Offensive. The Viet Cong proved an elusive and cunning foe, making use of booby traps and ambushes to inflict casual ties on US and ARVN forces. Their ability to blend back into the civilian population made tracking them down even harder and the difficulty in doing so often created more problems for the forces based in South Vietnam. All VC units are considered to be Irregulars, but they are not subject to the Irregular Morale result of Shrink under normal circumstances. In Ambush Valley there are two types of Viet Cong force that players can use. These are detailed below:
VIeT CONg lOCAl FOrCe The ‘Local Force’ units would be best described as par t-time guerrillas. They would often work on their farms and fields during the day and carry out small operations and ambushes at night. They were generally poorly armed and equipped but possessed excellent field-craft and made cunning use of traps and ambushes. To represent these troops Ambush Valley rates them as Irregulars with a Troop Quality D6 and Morale D8. Local Force units also receive D8 ‘Booby Trap’ cards at the start of the game unless the scenario specifies otherwise. All Local Force units are classed as ‘Poorly Supplied’ and lose 1 Firepower die.
VIeT CONg mAIN FOrCe ‘Main Force’ units were full-time guerrilla fighters who conducted full scale operations against South Vietnam. They were better equipped and often well trained when compared to Local Force units. They would often be trained by an NVA advisor and were capable of mounting sustained, large-scale ambushes on enemy forces. To represent these troops in Ambush Valley they are rated as Troop Quality D8 and Morale D8. Main Force units also receive D6 ‘Booby Trap’ cards at the start of the game unless the scenario specifies differently.
Special Rules Ambush! Viet Cong forces may make use of the Ambush rules in the main section.
DESIGN NOTE WHAT, NO SHRINKAGE? We decided to remove the “Shrink” Morale effect from the Viet Cong as it didn’t really fit with the image of the VC we wished to convey. The VC often fought long and hard against their opponents and tended to suddenly vanish rather than drift away from the fighting in dribbles and drabs. You can see this reflected in the “Fight Another Day” rule. By removing the Shrink effect, we think the rules more accurately reflect the character of the Viet Cong (and also made it more fun to play as the elusive enemy). As an option, players could apply the Shrink rules to Local Force units, but they may find that VC units fall apart very quickly!
Lack of Initiative Any VC unit that does not have either an attached leader or a clear line of sight to a leader must make a successful Troop Quality check in order to move. Units that fail may not move but may still fire. This is to represent the VC’s characteristic lack of Initiative and the effect that loss of leaders had on Viet Cong forces. Even those seen as elite units, such as the Suicide Squads that attacked the US Embassy during Tet, suffered from this problem. Poor Communications Due to the virtual lack of communications and the need to pre-plan operations, Viet Cong forces may never hold the Initiative. Any force playing against a Viet Cong force will always be classed as the Aggressor. The Elusive Foe Viet Cong units that are stationary and in cover may not be spotted by enemy forces unless they are within a spotting unit’s Optimum Range. VC units that are moving, in the open or firing within line of sight are spotted immediately. Viet Cong units may always make use of ‘out-of-contact’ movement unless stated otherwise in the scenario.
Victory through Blood Viet Cong forces do not follow the normal rules for casual ties. The VC were adept at removing their wounded and dead
DESIGN NOTE TOUGHER VC? We also tested a variant of this rule that allowed VC models to be ‘ok’ on a roll of 5+. This works particularly well if you want to give the US player a really rough time of it and will certainly make for a very hard fight. While perhaps not suitable for use in every game, the improved survival roll is a nice way of por traying truly hardened fighters willing to fight to the last man… Or to just give your mates playing the US a nasty surprise!
from the battlefield, often as they fell. Due to this unorthodox approach to CASEVAC, Viet Cong units don’t roll for their casualties on the First Aid table. Instead, roll a single D6 for each casualty as it is taken. On a roll of ‘6’ the models is OK and is placed back into the line. Any other result indicates that the model is removed. These modified casualty results represent both wounded fighters and those carrying dead and wounded away from the battle. Viet Cong forces never count as having dependents, however VC units who take casualties in a turn may only use Reaction Fire (unless they used Defensive Fire prior to receiving casualties).
Tunnels Viet Cong players may make use of tunnel systems as detailed in Tunnel Spots. Reinforce! A Viet Cong force may receive reinforcements as the game progresses. This is scenario specific, but will generally involve a roll against a set insurgency level designated by the scenario. The VC player must roll lower than the Insurgency Level on a D6 to receive reinforcements. Roll on the scenario’s Reinforcement Table to determine what kind of reinforcements arrive. If reinforcements do arrive, roll a D6 to determine which Tunnel Spot each reinforcement unit will arrive from, unless alternate arrival points are indicated by the scenario.
On a roll of 6, the VC player may choose any specified entry point or swap the unit for any group of civilians on the tabletop. No rolls for reinforcements are made until at least one round of fire has been exchanged with VC units (in other words, if no fire was exchanged in Turn 1 of a scenario, no reinforcements are rolled for at the beginning of Turn 2 – no reinforcements will arrive until the turn after VC units are taken under fire during a scenario). This is intended to simulate the lack of Viet Cong communications and the fact that their men often headed towards the sounds of gunfire.
Fight Another Day Viet Cong units that are subjected to a ‘Pull Back’ Morale result must make an immediate Troop Quality check. If the unit fails the test, it disperses into the jungle to fight another day. Any troops that leave the battlefield in this manner are not counted for Victory Points by an enemy force.
Out of Contact Movement To reflect their local knowledge of the terrain, Viet Cong units may always make use of out of contact movement unless the scenario states otherwise.
exAmPle VIeT CONg DeTAChmeNTs loca Foc Vit Con Cad Troop Quality D6, Morale D8 Local Force VC troops were often farmers and workers by day and guerrilla fighters by night. Their training and quality varied greatly and they were often poorly equipped. They could, however, occasionally give a Free World Force a run for their money. 1 x Local Force Cadre Command 1 x Force Leader 1 x Runner 3 x Local Force Squad 1 x Leader with SMG 8 x Vietcong with various small arms (rifles, SMGs etc)
main Foc Vit Con Cad Troop Quality D8, Morale D8 Viet Cong Main Force (‘Chu Luc’) personnel were full-time insurgents prosecuting a war against ARVN and US Forces. They were formidable opponents, often well armed and capable of devastating attacks on an unwary enemy. 1 x Main Force Command 1 x Force Leader 1 x Runner 1 x Gunner with 50mm Mortar 1 x Loader with rifle 3 x Main Force Cadres Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPD (or equivalent LMG or B-40 or RPG-7) 1 x Loader with Rifle
The NOrTh VIeTNAmese Army The North Vietnamese Army (NVA) provide gamers with a regular force with which to oppose Free World forces on the tabletop. As a regular force they have a number of special rules that help give them characteristics commonly associated with the NVA. NVA Forces are suggested to have a default setting of troop quality Trained (D8) and Morale D8. This will make them hard opponents for a regular Free World force, though this is tempered by their own rules.
Special Rules Ambush! NVA forces may make use of the Ambush rules. Lack of Initiative Any NVA unit that does not have either an attached leader or a clear line of sight to a leader must make a successful Troop Quality check in order to move. Units that fail may not move but may still fire. This is to represent the lack of Initiative and the effect that loss of leadership had on NVA forces. Battle Plan Due to having to operate by a fixed battle plan, NVA forces always lose one Initiative die per phase to represent poor communications and the adherence to a pre-battle plan, often regardless of the present circumstance. Determined to Win NVA Forces are hardened to the struggle against the enemy. To represent this, NVA units may ignore all Morale results other than Pinned. In other words, an NVA unit that is Pinned twice will suffer no further adverse effects and will not Fall Back. Forward for the Cause NVA Forces may push on regardless of casualties. NVA Players may elect to ignore wounded and leave them behind. The models are removed as per KIA figures and the unit does not count as having dependents. However, a Morale check must be taken each time the unit abandons casualties. If the unit fails, its Morale is broken and it is removed from play as it disperses back into the countryside. This rule may be considered optional and may be used at the players’ discretion, assuming both players agree. If players elect not to use this, NVA forces follow the normal casualty rules as in the Force on Force rulebook, but roll on the WW2 First Aid Table rather than the standard casualty table.
NVA PlATOON lIsT
NVA sapp Aat Ta
NVA Infant Patoon
Trained (D8), Morale D10
Trained (D8), Morale D8 NVA Regulars began to head south in 1965, fighting their first major encounter against the Americans at the Battle of la Drang in November of that year. They were a force limited by rudimentary technology but highly capable and dedicated to their cause. Platoon HQ Officer with AK-47 NCO with AK-47 Runner with SKS Carbine 3 x Rifle Squads 1 x NCO with AK-47 1 x Gunner with RPD 1 x Grenadier with RPG-2 6 x Soldier with AK-47 Support would be attached from the parent company and could consist of Type 53 MMGs, Type 31 60mm Mortars and Type 56 57mm Recoilless Rifles.
Cell 1 – Penetration Team 3 x Sappers with AK-47 and Bangalore Torpedo Cell 2 – Assault Team 1 x Sapper with B40 Rocket Launcher 2 x Sappers with AK-47 and Shaped Charge Cell 3 – Assault Team 1 x Sapper with B40 Rocket Launcher 2 x Sappers with AK-47 and Anti-Tank Grenades Cell 4 – Fire Support (only in one of the two assault teams per Raiding Party) 2 x Sapper with B40 Rocket Launcher 1 x Sapper with AK-47 Two of these Assault Teams form a Raiding Party, supported by the following elements: Security Element 1 x Sapper with B40 Rocket Launcher 2 x Sapper with AK-47 and Claymore Reserve/Exploitation Element 1 x Sapper with B40 Rocket Launcher 1 x Sapper with RPD or captured M60 7 x Sapper with AK-47 and Shaped Charge Fire Support Element 2 x Gunner with 82mm Mortar 2 x Loader with AK-47
The ArVN The Army of the Republic of Vietnam (ARVN) is another Regular, ‘Free World’ force that players may wish to use in Ambush Valley . The quality of ARVN troops varied dramatically among units, ranging from very good to very poor. Many ARVN units were capable of extremely hard fighting against a capable enemy. The soldiers of the ARVN have received a bad press over the years, especially in wargame rules, and it is hoped that the more balanced appraisal presented here might inspire people to try playing the Vietnam War with something other than the usual US Forces. This list can be used to recreate forces from early in the war to the final hard-fought battles against the NVA. ARVN forces have a default rating of troop quality Trained (D8) and Morale D8. This can then be further modified dependent upon scenario or the unit a player wishes to recreate. Some other examples of ARVN forces are; ARVN Rangers – Veteran (D10) and Morale D10 9th Infantry Division – Poor (D6) and Morale D6* 22 nd Infantry Division – Trained (D8) and Morale D10**
Players should feel free to try out different combinations as the quality of ARVN troops varied dramatically. *The ARVN 9th Infantry Division is included here as the ARVN itself called it the ‘worst division in the army’ with poor combat performance and very high desertion rates. **The 22nd Infantry Division is one of the average units in the ARVN but has been given a higher Morale as it was one of the last formations to surrender.
Special Rules Follow the Leader ARVN units rated as Trained (D8) or below must have line of sight to a leader figure or a unit leader in order to move. If the unit does not have a leader the unit must pass a Troop Quality check in order to move. This does not affect their ability to fire.
ArVN PlATOON lIsT ArVN Infant Patoon 1963-66 Trained (D8) and Morale (D8) Platoon HQ 1 x Officer with M1 Carbine 1 x RTO with M1 Carbine Maneuver Squad 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 6 x Soldiers with M1 Garand 2 x Fire Squad 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 1 x Soldier with BAR 5 x Soldiers with M1 Garand Support for this platoon would come from its parent company and the company weapons team. It could include 60mm M19 Mortars, M1919A6 LMGs and M20A1B1 Rocket Launchers.
ArVN riona Foc Patoon 1971 Trained (D8) and Morale (D8) Platoon HQ 1 x Officer with M16 1 x RTO with M16 3 x Soldiers with M16 3 x Rifle Squads 2 x NCO with M16 1 x Soldier with M79 Grenade Launcher 5 x Soldiers with M16 Support for this platoon would come from its parent company and the company weapons team. It could include 60mm M29 Mor tars and M60 LMGs. Soldiers may or may not be equipped with flak vests.
The rePublIC OF kOreA Various units of the South Korean Army (ROK) served in Vietnam. They gained a reputation for hard fighting and brutality inspired by a deep-rooted hatred for the communist enemy. The ROK reputation was backed by cold hard statistics. In a war that centered around the ‘body count’, ROK units would regularly return kill ratios of 25:1 compared to the average US kill ratio of 9:1. After the NVA locked horns with the Korean White Horse Division during Operation Baek Ma 9, the NVA command advised units that ‘contact with ROK Forces must be avoided at all costs’. ROK units have a default rating of Trained (D8) and a Morale rating of D10. All ROK units will also utilise the following rules during play.
Special Rules Well Supplied In Ambush Valley , all ROK Army units are classified as ‘Well Supplied’ as their default setting. Well-supplied units gain a die of Firepower.
gVN Nationa Poic Fid Foc Patoon 1968 Trained (D6) and Morale (D6) Patrol Platoon HQ – with ¼ Ton Truck 1 x Leader with M79 1 x Assistant Leader with M1 Carbine 1 x RTO with .38 Revolver 1 x Driver with M1 Carbine 1 x Medic with .38 Revolver 3 x Patrol HQ Patrol Leader with M1 Carbine 3 x Patrol Squad 1 x Team Leader with M1 Carbine 1 x Constable with BAR 1 x Constable with M1 Garand 1 x Constable with M1 Carbine 6 x Patrol Squad 1 x Team Leader with M1 Carbine 1 x Constable with M1 Carbine 1 x Constable with M1 Garand 1 x Constable with Shotgun
Cache Hunters Any ROK unit rolling to find hidden caches may add +1 to the die roll to represent the excellent ability the ROK troops had in discovering enemy stores during the Vietnam War. Ambush the Ambushers Any ROK unit that moves into cover and is out of line of sight of enemy units may go hidden. They may then use the Ambush rule to engage enemy units. ROK units that are hidden in ambush may not be spotted unless an enemy unit is within Optimum Range. Hard Fighting All ROK units gain +1 die in close assaults to represent both their innate close combat skill and their sheer ferocity when fighting a communist foe.
r.O.k PlATOON lIsT rOk Infant Patoon 1963-66 Trained (D8) and Morale (D10) Platoon HQ 1 x Officer with M1 Carbine 1 x RTO with M1 Carbine 1 x Soldier with M1 Garand and M7 Rifle Grenade Launcher 2 x Soldier with M1 Garand Weapons Squad 1 x NCO with M1 Carbine 2 x M1919A6 LMG Gunner 2 x Assistant Gunner with M1 Carbine 1 x Soldier with M20A1B1 Rocket Launcher 1 x Assistant with M1 Carbine 1 x Gunner with 60mm M19 Mortar 1 x Loader with M1 Carbine 3 x Rifle Squad 2 x NCO with M1 Carbine 2 x Soldier with BAR 5 x Soldiers with M1 Garand Support for this platoon would come from its parent company and the company weapons team. It could include 57mm M18 Recoilless Rifles and M1919A4 MMGs.
The AusTrAlIAN AND NeW zeAlAND Army (ANzAC) Australian and New Zealand forces also engaged in successful, and often hard-fought battles against their communist enemies. The ANZAC force allows a variation from the US and provides an interesting army with some unique vehicles – The powerful Centurion tank being one! Standard ANZAC troops have a default rating of Trained (D8) and a Morale rating of D10. Australian SAS have a default rating of Elite (D12) with a Morale rating of D12 to represent the depth of their training and high level of motivation.
Special Rules Well Supplied In Ambush Valley , all ANZAC Army units are classified as ‘Well Supplied’ as their default setting. Well Supplied units gain a die of Firepower.
Rules of Engagement ANZAC Players may not target civilian groups or direct off-board support within 12” of them unless a friendly unit within that distance is under enemy fire. Fast Response ANZAC Players may re-roll any failed Troop Quality check in relation to artillery requests. This reflects the far faster response time of ANZAC artillery compared to US artillery in the Vietnam theatre.
ANzAC PlATOON lIsT ANzAC Patoon Troop Quality D10/Morale D8 1 x Platoon HQ 3 x Rifle Sections Platoon HQ 1 x Officer M16 1 x Platoon Sergeant SLR 1 x RTO with M16 1 x Batman with SLR Rifle Section 1 x NCO with M16 1 x NCO with SLR 2 x Scouts with M16 1 x Gunner with M60 1 x Assistant Gunner with SLR 1 x Grenadier with M79 3 x Riflemen with SLR
uNITeD sTATes m48A2 Patton Firepower:
90mm cannon (3D) Crew served MG (3D)
Defense:
Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10)
Survivability: 4 + / D10 Crew:
4
m67 “zippo” a tan Firepower:
Flamethrower (10d) Crew served MG (3D)
Defense:
Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10)
Survivability: 4 + / D10
m551 sidan Firepower:
152mm cannon (5D) Shillelagh ATGM (4D) Crew served MG (3D)
Defense:
Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8)
Survivability: 4 + / D8 Crew:
4
Notes:
ATGM and gun may not fire in same turn. ATGM may not fire if vehicle moves.
Crew:
4
Notes:
Intimidating weapon.
m42 Dt Firepower:
2x 40mm AA cannons (5D)
Defense:
Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8)
Survivability: 4 + / D8 Crew:
4
Notes:
Open-topped turret. Gun crew fired at as personnel get the “in cover” and “hard cover” defense die modifiers.
m163 Vcan ADA t
lVTP-5
Firepower:
20mm Gatling-type gun (4D)
Firepower:
MG (3D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8
Survivability: 4 + / D8
Crew:
4
Crew:
3 + 32
Notes:
Amphibious (w/preparation). May not move and fire at air assets.
Notes:
Amphibious.
m16 aftac (qad 50)
m113 APC Firepower:
HMG (3D) Front: Class 2 (2D8) Side/rear/deck (1D8)
Firepower:
4x 50-cal HMGs (6d)
Defense:
Defense:
Front: Class 1 (2D6) Side/rear/deck (1D6)
Survivability: 4 + / D8
Survivability: 4 + / D6
Crew:
2+9
Crew:
3
Notes:
Amphibious (w/preparation).
Notes:
Open topped vehicle and turret. Gunner fired at as personnel get the “in cover” and “hard cover” defense die modifiers.
m132 “zippo”
m706 (V-100) Coando Firepower:
2x MG (4D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + /D8 Crew:
3+2
Firepower:
Flamethrower (10d)
HMG (3D) Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
2
Notes:
Amphibious (w/preparation). Intimidating weapon (flamethrower). Due to the fuel cell, if the vehicle takes any successful hits, any rolls on the hit table are rolled at a +2.
m113 ACAV Firepower:
1 x HMG, 2 x GPMG (5D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
2+5
Notes:
Amphibious (w/preparation). Due to gun shields, gunners fired at as personnel get the “in cover” and “hard cover” defense die modifiers.
m38A1, m151 n-jp
m577 Coand Vic
Firepower:
50-cal HMGs (4D) or 106 recoilless rifle (5D)
Firepower:
1 x HMG (3D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Front: Class 1 (1D6) Side/rear/deck (1D6)
Survivability: 4 + / D8
Defense:
Survivability: 4 + / D6 Crew:
3 or 4
m106 107 ota cai Firepower: 107mm (4.2”) mortar (indirect fire only) MG (3D) Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
6
Notes:
Amphibious (with preparation), mortar may be dismounted.
m50 Onto Firepower:
6x 106mm recoilless rifles (each 5D) Defense: Front: Class 1 armor (2D6) Side/rear/deck (1D6)
Survivability: 4 + /D6 Notes:
Open topped. It may fire twice per turn, but must not fire for one full turn after 6 shots (due to need to reload).
Crew:
2+5
Notes:
Amphibious (w/preparation).
m114 Firepower:
HMG (3D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
2+2
Notes:
Amphibious.
2-1/2-ton, 5-ton n tc
m107 sP 175 owit
Firepower:
2x 50-cal HMGs (4D), or 4x 50-cal HMGs (6d)
Firepower: Defense:
Defense:
Front: Class 1 (2D6) Side/rear/deck (1D6)
Survivability: 4 + / D6 Crew:
4
Notes:
Open topped vehicle and turret. Gun crew fired at as personnel get the “in cover” and “hard cover” defense die modifiers.
m125 81 ota cai Firepower: 81mm mortar (indirect fire only) MG (3D) Defense: Front: Class 2 (2D8) Side/rear/deck (1D8)
175mm howitzer (6d) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 4 Notes: Open crew platform.
m108 sP 105 owit Firepower:
105mm howitzer (4D) MG (3D) Defense: Front: Class 3 (3D10) Side/rear (2D10) Deck (1D10) Survivability: 4 + / D10 Crew: 5
Survivability: 4 + / D8
m109 sP 155 owit
Crew:
6
Firepower:
Notes:
Amphibious (with preparation), mortar may be dismounted.
Firepower:
105mm howitzer (4D) MG (3D)
155mm howitzer (5D) MG (3D) Defense: Front: Class 3 (3D10) Side/rear (2D10) Deck (1D10) Survivability: 4 + / D10 Crew: 6
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
m110 sP 203 (8") owit
lVTP-5 105 owit
Survivability: 4 + / D8 Crew:
4
Notes:
Amphibious.
Firepower: Defense:
203mm howitzer (7d) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 4 Notes: Open crew platform.
m729 Coat enin Vic (CeV) Firepower: 165mm cannon (6d against buildings, works and personnel/4D against armored vehicles) Crew served MG (3D) Defense:
Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10)
Survivability: 4 + / D10 Crew: 4 Notes:
Dozer blade, boom with winch.
helICOPTers uh1b sic Defense:
3D8
Survivability:
D6
Firepower:
2 x M6O GPMGs (1 per side): 2D
Crew:
2 + 7 (Or 3 casualty litters and 2 seated casualties)
Notes:
Door Guns can only engage targets on their side of the aircraft.
Characteristics: Agile, Slow
uh1e sic (usmC)
Ch21 sawn
Defense:
3D8
Defense:
3D8
Survivability:
D6
Survivability:
D6
Firepower:
2 x M6O GPMGs (1 per side): 2D
Firepower:
2 x Dual M2 HMGs (Hvy. Support): 4D
Crew:
2 + 8 (Or 4 casualty litters)
Crew:
2 + 22 (Or 12 casualty litters)
Notes:
Door Guns can only engage targets on their side of the aircraft.
Notes:
Door Guns can only engage targets on their side of the aircraft.
Characteristics: Agile, Slow
uh1F sic (usAF) Defense:
3D8
Survivability:
D6
Firepower:
2 x M6O GPMGs (1 per side): 2D
Crew:
2 + 10 (Or 6 casualty litters)
Notes:
Door Guns can only engage targets on their side of the aircraft.
Characteristics: Agile, Slow
uh1b Dt Off Defense:
3D8
Survivability:
D6
Firepower:
None.
Crew:
2 + 4 casualty litters and 2 seated casualties
Characteristics: Agile, Slow
Characteristics: Agile, Slow
uh1b m6e3 gnip Defense: Survivability: Firepower:
3D8 D6 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D 4 x M60 GPMGs: Med. Support 8D (combined) 2 x 2.75mm 8 Rocket Pods: Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow
uh1b “ho” gnip Defense: Survivability: Firepower:
3D8 D8 2 x M60 GPMG Door Guns (1 per side): Med Support 2D 2 x 2.75mm 24 Rocket Pods: Hvy. Support Single Pod Salvo – 5D Double Pod Salvo – 10D Crew: 2 Characteristics: Agile, Slow
uh1b “Fo” gnip Defense: Survivability: Firepower:
3D8 D8 2 x M60 GPMG Door Guns (1 per side): 4 x M60 GPMGs: 1 x 40mm Chin Mounted AGL: 2 x 2.75mm 8 Rocket Pods:
Med. Support Med. Support Med. Support Hvy. Support
2D 8D (combined) 3D Single Pod Salvo: 4D Double Pod Salvo: 8D
Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow
uh1b “hav ho” gnip Defense: Survivability: Firepower:
3D8 D6 2 x 2.75mm 24 Rocket Pods:
1 x 40mm Chin Mounted AGL: Crew: 2 Characteristics: Agile, Slow
Hvy. Support Single Pod Salvo: 5D Double Pod Salvo – 10D Med. Support 3D
Ah1g Coa gnip Defense: Survivability: Firepower:
3D8 D10 Turret: 1 x 7.62 Minigun: Hvy. Support - 4D 1 x AGL: Hvy. Support – 4D 2 x 2.75mm 7 Rocket Pods (1 per wing): Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D 2 x 2.75mm 19 Rocket Pods (1 per wing): Hvy. Support Single Pod Salvo: 6D Double Pod Salvo: 12D Characteristics: Agile, Slow, Robust Crew: 2
uh1b m21 gnip Defense: Survivability: Firepower:
3D8 D6 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D 2 x M134 7.62 Miniguns: Med. Support 8D (combined) 2 x 2.75mm 8 Rocket Pods: Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow
uh1m “Fi” gnip Defense: Survivability: Firepower:
3D8 D6 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D 2 x M134 7.62 Miniguns: Med. Support 8D (combined) 2 x 2.75mm 8 Rocket Pods: Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Xenon Spotlight. Characteristics: Agile, Slow
Ch47 Cinoo Defense:
3D8
Survivability:
D6
Firepower:
2 x M6O GPMGs (1 per side): 2D
Crew:
3 + 33 (Or 24 casualty litters)
Notes:
Door Guns can only engage targets on their side of the aircraft.
Characteristics: Agile, Slow
FIxeD WINg AIrCrAFT A1 said Defense: Survivability: Firepower:
3D8 D10 4 x (2 each wing) 20mm Cannon (Med. Support): 8D 12 x (6 per pod each wing) 5 inch Zuni Rockets (Hvy. Support): 3D for a Single Rocket, 6D for a pair, or 12D for a full salvo 4 x 500 lbs. bombs (Hvy. Support): 12D, 8 inch blast radius, or 4 x Napalm canisters (dropped 2 at a time for effect described in Napalm r ule) Crew: 1 Characteristics: Agile, Fast, Robust
A37 TWeeT Defense: Survivability: Firepower:
3D8 D10 1 x GAU 11A 7.62 Internal Minigun (Med. Support): 6D 2 x 500lb Bombs (1 per wing, Hvy. Support): 12D w/8 inch radius 2 x Napalm (dropped together for effect described in Napalm rule) Crew: 1-2 Notes: Armored Cockpit Characteristics: Fast, Agile, Extremely Robust
l-19 FAC Defense: Survivability: Firepower: Crew: Notes:
3D6 D6 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo 2 FAC AC armed with Marker rounds fired in pairs to mark targets for Ground attack craft. The marker rounds were not intended to cause enemy casualties in themselves. Also used by FOOs to target indirect fires by Guns, Howitzers, and Mortars. Characteristics: Slow, Agile
O2A FAC Defense: Survivability: Firepower: Crew: Notes:
3D6 D6 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo 2 FAC AC armed with Marker rounds fired in pairs to mark targets for Ground attack craft. Marker rounds were not intended to cause enemy casualties in themselves. Also used by FOOs to target indirect fire by Guns, Howitzers, and Mortars. Characteristics: Slow, Agile
OV 1 moaw - gond Attac Conation Defense: Survivability: Firepower:
3D8 D8 4 x 7 rocket pods (2 ea wing) 2.75 FFAR Marker or HE (Med. Support): 4D fired in pairs, 8D fired in two pairs, or 12D for a full salvo 1 x 20mm Cannon Pod: (Med. Support) 4D Counterweight ECM Pod: -1 to enemy AA radar Crew: 2 Notes: Operated by Army and Air Force in surveillance configuration equipped with (then) state of the art FLIR, SLAR and other sensors to direct ground or CAS onto enemy in low visibility conditions. Could also “seed” area with audio and seismic sensors to detect enemy hidden in heavy canopy jungle. Also functioned as normal FAC when dedicated FAC is unavailable. Player is required to declare rocket type (marker or HE) at game start. Characteristics: Slow, Very Agile
OV 10 bonco (bac Pon) - gond lit sti Conation Defense: Survivability: Firepower:
3D8 D8 4 x (2 per wing)7 Rocket FFAR or Marker (Med. Support): 4D fired in pairs, 8D fired in two pairs, 12D fired in a full salvo or 4 x (2 per wing) 5 inch Zuni Rockets (Hvy. Support): 12D per salvo of 4 rockets (a single round of fire from the rocket pod) or 4 x 250 Lbs. bombs (may drop 2 per r un – Hvy. Support): 8D with 4 inch blast radius Crew: 2 Notes: May carry 2.75 rockets, 5 inch rockets, or 250lb bombs. Player must decide payload at beginning of game. Characteristics: Slow, Very Agile
OV 10 – Ai Foc gond lit sti Conation Defense: Survivability Firepower:
3D8 D8 4 x (2 per wing in internal sponsons) M60c MGs (Light Support): 4D 2 x (1per wing) 7 round 2.75 Rocket Pods (Med. Support): 4D fired in pairs, 8D in a salvo Crew: 2 Notes: This version was used as an escort for unarmed recon OV10s on surveillance or bomb damage assessment missions. It could also carry 2 AA missiles. Characteristics: Slow, Agile
AC47 – spoo gnip Defense: Survivability: Firepower:
3D8 D8 3 x 7.62 Miniguns (Heavy Support): 12D 48 x MK 24 Illumination Flares Crew: 8 Notes: The Spooky Gunship can only make Orbital Attacks (using a pylon turn around the target). It cannot make strafing runs as all its weapons are side mounted. Spooky gunships were commonly used for interdiction missions along the Ho Chi Minh Trail and were fitted with the world’s most advanced (for the time) nightfighting sensors and vision aids. Spooky’s M24 flares were capable of lighting up an entire battlefield. See the rules for illumination rounds and flares. Characteristics: Slow, Robust
rePublIC OF VIeTNAm (sOuTh VIeTNAm) m41 Wa bdo Firepower:
76mm cannon (3D) MGs (3D)
Defense:
Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8)
Survivability: 4 + / D8 Crew:
4
m8 gond Firepower:
37mm cannon (2D) MGs (3D)
Defense:
Front: Class 1 (2D6) Side/rear/deck (1D6)
Survivability: 4 + / D6 Crew:
4
Notes:
Open-topped turret.
m24 Caff Firepower:
75mm cannon (3D) MGs (3D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
5
AusTrAlIA Cntion Firepower:
105mm cannon (4D) Crew served MG (3D)
Defense:
Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10)
Survivability: 4 + / D10 Crew:
4
m113 FsV Firepower:
76mm gun (3D) MMG (2D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
4
Notes:
Amphibious (w/preparation).
m113A1 T50 Firepower:
Co-axial HMG-GPMG (4D)
Defense:
Front: Class 2 (2D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Crew:
2+9
Notes:
Amphibious (w/preparation).
helICOPTers uh1D/h Defense: 3D8 Survivability: D6 Firepower: 2 x M6O GPMGs (1 per side): 2D Crew: 4 + 10 (Or 6 casualty litters) Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow
DemOCrATIC rePublIC OF VIeTNAm (NOrTh VIeTNAm) PT-76 Firepower:
76mm cannon (3D) MG (3D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 3 Notes:
Amphibious.
T-54 Firepower:
100mm cannon (3D) Coax MG (2D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 4
T-34/85 Firepower:
85mm cannon (3D) MG (3D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 4
brDm-1 Firepower: Defense:
MG (2D) Front: Class 1 (2D6) Side/rear/deck (1D6) Survivability: 4 + / D6 Crew: 5 Notes: Amphibious.
bTr-152 Firepower: Defense:
MG (2D) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 2 + 17 Notes: Open-topped.
bTr-50P
zsu-23/4
Firepower: Defense:
Firepower: Defense:
MG (2D) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 2 + 20 Notes: Amphibious. Open topped.
zsu-57/2 Firepower: Defense:
2 x 57mm cannon (5D) Front: Class 2 (3D10) Side/rear (2D10) Deck (1D10) Survivability: 4 + / D10 Crew: 4 Notes: Open-topped turret.
T-55A Firepower:
100mm cannon (3D) HMG, Coax MG (3D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 4
4 x 23mm cannon (6d) Front: Class 2 (2D6) Side/rear/deck (1D6) Survivability: 4 + / D6 Crew: 2 Notes: Open-topped turret.
If you’re like the designers here at Ambush Alley Games, the more games you play with the same set of figures the more you begin to identify with them. You probably find yourself hoping that the M60 gunner who stood his ground and saved the day by single-handedly driving off two VC cells survives the next game you use him in. Sure, you’re going to use the figure again no matter what, but you really don’t want to see him get tipped over as a casualty. And if he does get taken out of action, you find yourself wondering what happens to him. Does he get shipped home? Is it just a flesh wound and he’s back in the bush the following week? Who knows? It’s for people like you (and us) that we wrote the campaign rules for Ambush Valley . Now you can play interlocking (or even unrelated) scenarios and follow a unit of your devising through their tour of duty, learning the fate of each of the lead heroes who struggle so valiantly on your gaming table.
geT TO kNOW yOur AO The “Area of Operations” in which your Ambush Valley campaign takes place will determine the nature of the campaign itself, influencing everything from the types of scenarios played to the variety of forces available to both players. So, before embarking on a campaign, you must make a few decisions:
WhAT TyPe OF CAmPAIgN Are We PlAyINg? There are two types of Ambush Valley campaign: Campaign Packs and Free-Form Campaigns. Campaign Packs feature pre-designed scenarios that, played together, follow a set narrative plotline. Campaign Packs may either be published packs or they may be prepared by one or both players in advance of the campaign. Campaign Packs are generally three to twelve scenarios in length. Free-Form Campaigns are simply a selection of random scenarios strung together to represent part of some unit’s tour of duty. A Free-Form Campaign is composed of randomly generated scenarios, scenarios designed by the players, or appropriate pre-published scenarios selected by one or both of the players.
If players wish to determine a winner in a Free-Form Campaign, they should agree on a turn length ranging from three to twelve turns, with each turn representing a game of Ambush Valley . If desired, however, a Free-Form Campaign can continue indefinitely without ever determining a “winner.” Sometimes campaigning is a journey, not a destination.
WhAT’s The CAmPAIgN seTTINg? Players should establish in advance what the nature of the campaign setting will be. Will they be using a pre-published Campaign Pack or will they be playing a Free-Form Campaign set in the delta? Or in Montagnard country? Is the campaign set early in the Vietnam conflict or later?
Players should also agree in advance about what forces are available in the setting, including what types of vehicles, artillery, aircraft, and so forth are available. Players should also determine at this time the starting Supply Quality and Confidence Levels of their forces.
WhAT’s The CAmPAIgN DurATION? This is obvious for a Campaign Pack – the campaign is as long as the pack says it is. If playing a Free-Form Campaign, the players will have to agree on a campaign length. Normally, campaigns may be three to twelve turns in length. Longer campaigns are perfectly acceptable as long as both players agree to a length.
DeFININg yOur FOrCe yOur PlATOON As mentioned above, we suggest that campaigns follow the exploits of a single platoon. The size and composition of that platoon will vary according to the nature of the force it belongs to and the theatre it is deployed in. VC forces are not defined at all, but their starting assets are, as explained later.
statin ratin We suggest your platoon begin with the following ratings:
A Free-Form Campaign may also be declared to be “open ended,” meaning that it ends when both players agree it ends – if ever.
Troop Quality & Morale: We suggest that platoons begin their first campaign with a Troop Quality of Trained and a Morale of D10. You may decide to raise or lower these values, however, as long as both players agree with the alteration.
WhAT FOrCe Am I PlAyINg?
Confidence Level: We suggest your platoon begin with a Confidence level of Confident .
Campaign Packs will dictate the forces available and each player must choose which force he’s playing. In a Free-Form Campaign, the players can play whatever combative forces are available in the setting they’ve selected.
WhAT leVel OF FOrCe Am I PlAyINg? We suggest that campaigns follow the progress of a platoon, with each player taking the role of a platoon leader. In Ambush Valley campaigns focusing on combat against the VC, only the “regular” (US, ARVN, ROK, etc.) player will be in charge of a specified unit – again, we suggest a platoon. The VC player will be in charge of the entire insurgent force in the area. See Developing the Insurgency.
Is ThIs A CO-OP CAmPAIgN? Most campaigns are “head-to-head” affairs with two players contending against one another, but campaigns in which both players are on the same side are also possible. If you’re playing a co-op campaign, we suggest that each player be given their own unit(s) to control and that, wherever possible, all players have units represented in each scenario. When this isn’t possible, we suggest that the “odd man out” assist with running the opposition force!
Supply Quality: We suggest that your platoon begin with an Average Supply Quality unless the force it belongs to generally has a higher or lower rating. In such a case, apply the force’s normal Supply Quality. Leadership: We suggest that your Platoon Leader and Platoon Sergeant (or equivalent) should begin the campaign with a +1 Positive Leadership value.
If you want to make things a little more interesting, roll a D6 for each leader in your platoon down to the Squad Leader level. On a roll of 6, consult the Leadership Rating Table to determine leader’s leadership rating.
ladip ratin Ta d6
Leadership Rating
1
-2
2-3
-1
4-5
+1
6
+2
The CAmPAIgN TurN seQueNCe Pre-Action Sequence 1. Receive Mission and Objectives 2. Determine Plan and Issue Orders 3. Reconnoiter 4. Initiate Plan 5. Execute Operation Execute Operation – Play the game!
Patoon Attacd At Determine what assets your platoon has, based on its type. These should be assets that are more or less homogenous to the platoon or are directly attached to it – available assets from “higher up” are discussed in Available Assets. Does it have M113s for transport? Helos? Or is it a straight “leg” platoon? Does it have an FAC assigned? An FO? A Scout Dog team? Decide all this before the campaign begins and note it on your Platoon Record Sheet.
Avaia At Players should decide in advance what assets their platoons are likely to have available to them from “higher up,” such as company or battalion assets. This doesn’t limit the assets that a platoon might randomly receive during a mission due to a Fog of War card draw, but it does limit what assets the unit can specifically request from higher up during a scenario. See Calling Big Brother. Platoons will rarely have higher level assets assi gned to them other than on-call mortars, CASEVAC, “loaner” transport, etc. They may occasionally be “teamed” with tanks or LAVs. Thought should also be given to what units a platoon might reach out to for help – are there Special Forces operating in the area? Friendly Irregulars? These “available assets” will come in handy during scenarios, when their assistance can be called for to help secure key victory conditions – albeit by sacrificing some victory points to do so!
After Action Sequence 1. Operation Assessment 2. Casualty Status and Recovery 3. Campaign Victory Points 4. Combat Development 5. Replacements
Pre-ACTION seQueNCe stp 1: rciv miion and Ojctiv Each Campaign Turn consists of a scenario. The scenario may be part of a campaign pack or it may be randomly determined. If playing through a campaign pack, the scenarios will be played in the order presented in the pack. Some campaign packs may indicate that random missions may occur between scenarios – use the Random Scenario Generator to determine the nature of those missions.
miion gnato Roll 1D6. 1 – Breaking Contact Your force must deploy within 3" of the table centre line. You are withdrawing under pressure or have been ordered to withdraw in the face of enemy forces while slowing them without taking unacceptable casualties.
4 – Snatch and Grab You have been ordered to assault a location that reliable sources have identified as a VC command center. Neutralize it and bring back the most senior officer and any intel you can lay hands on! You must contact (move
Your objective is achieved by exiting at least half your force off your base edge by the end of turn four.
within 3" of) one of the objectives on your opponent’s half of the board and then return at least one unit off your table edge by the end of the game.
2 – Blocking Positions You have been ordered to take up blocking positions in support of a battalion assault on a hostile village. Your task is to secure the battalion flank and sweep up any leakers from the village. You will hold your position until ordered to RTB. You must deploy within 6(8)" of your table edge. You have secured your objective when you start the turn within a 3" of an objective marker on the other half of the table with no enemy within 5". You must hold it until the end of the game.
3 – Over Run Another Company has stumbled on to a small bunker complex. You are to roll it up from the right flank and continue the assault to the enemy’s rear in order to block his escape and prevent reinforcement. You may deploy your force within a 6" of your base edge. Your objective
5 – Sweep and Clear Ground and air patrols have been encountering sporadic fire from the vicinity of a certain village. You are to conduct a sweep and clear operation in the area. Deploy 5" from your table edge and advance past the centerline by the end of Turn 4. Do not allow any enemy units to exit the board. 6 – Consolidate! Hold What You Have! You have Charlie on the run, but the boys at Battalion are afraid you’re walking into a prepared counter-attack. Fall back to defensive positions and prepare to hold on to the ground you’ve taken! Your force must start within 3" of the table centre line. Success is achieved by holding both objectives in your half of the board at game’s end.
is to exit at least half your force over the enemy’s base edge by the end of the game. Do NOT reveal your mission to the other player. Make a note of it on a slip of paper and keep it in your pocket to reveal at the game’s end.
If playing a Free Form Campaign, the scenario for each Campaign Turn will be determined using the Mission Generator. Ambush Valley scenarios involving “regular” forces on both
sides (US vs. NVA, for instance) require both players to roll for a mission and each side must complete its own mission objectives to earn victory points. Scenarios involving Regular vs. Irregular forces (US vs. VC, for instance) only require the regular player to determine a Mission. The VC have victory conditions that apply to all scenarios and may earn bonus points for objectives that the regulars fail to meet.
stp 2: Dtin Pan and I Od Based on the missions they are assigned (or the dictates of the scenario being played from a campaign pack) players select which of their units to commit to action. At minimum, each player should deploy two squads (roughly four to six fireteams each). Additional assets may also be assigned from the force’s Available Assets with the appropriate expenditure of Operational Momentum Points.
Operational Momentum Points Each force is assigned 2D6 Operational Momentum Points at this time (some scenarios may indicate that this roll should be modified in some way to represent the relative importance of an operation). These points represent the operational
momentum that each force has accumulated prior to the actual operation. VC and other Irregular troops do not receive Operational Momentum Points. Operational Momentum Points may be kept and converted to Victory Points at the end of the game, or they may be spent now (and during the course of the game) to purchase additional assets from the force’s pre-determined pool of Available Assets. Examples for the costs of Available Assets are given in the Available Asset Cost table. Players should use these costs as a guideline to price out their own assets. The cost of all assets should be determined prior to the beginning of the campaign. Note that the price of available assets may differ from scenario to scenario in our published campaign packs. This is to represent the variable value of such assets based on
Avaia At Cot
the mission at hand. It is suggested that players take the same approach when pricing out their own available assets, although this will require quite a bit of trust and cooperation between the players involved.
stp 3: rconnoit Scenery, objectives, and Hot Spots are set up during this phase and the table edge for each player is determined.
Setting Up Terrain The area of terrain the board represents will be dependent on what theatre of operations in which the campaign is set. If you’re playing a published scenario from a Campaign Pack, this bit is easy; just set everything up the way the scenario dictates! The suggested amount of terrain features on the table top is around 9-11items and should include plenty of LOS blocking features and hard cover, all spread out fairly evenly over the table. Care should be taken to ensure that it is always possible to make a ‘run’ move to the next piece of ‘forward cover’ and normally possible to make a Cautious move to the nearest piece of cover.
Asset
Operational Momentum Points Expended
Sniper Team
2
On Call Light Mortars
2
Fireteam from Own Platoon
2
Squad from Own Platoon
5
Setting Up Hot Spots
Soft-Skin Transport
3
If the game involves insurgents or Irregular forces, place all Hot Spots now, following the normal rules for their placement.
Transport IFV/APC
6
SpecOps Fireteam
3
SpecOps Squad
6
Transport Helo
6
Tank
8
stp 4: Initiat Pan
Helicopter Gunship
8
Artillery
8
Fast Burner Air Suppor t
8
Gunship Air Support
10
The normal forces used to play are two squads (or sections) and maybe a Lt and a medic (we play on a D6 roll of a 4+ the player is allowed to choose one, on a 6 they get both). This will give 4 ‘units’ for most nations. It is up to the players to choose if they each draw a Fog of War card before play begins. We usually do, but be warned it can occasionally have a disproportionate effect on the game. Fog of War cards are obtained as normal during the game.
Setting Up Objectives One piece of scenery in each quadrant of the table is designated as an Objective. Players take turns designating what piece of terrain is an Objective, dicing off with the highest Troop Quality die associated with a unit in the force they are deploying during this game. High die goes first.
Determine Player’s Board Edges Dice off again using the highest Troop Quality die associated with a unit in the force they are deploying during this game. High die picks his board edge. The opposite board edge is assigned to the other player.
Set up your units according to the mission you’re playing (or according to the dictates of the scenario, if it’s from a Campaign Pack). Dice off as described earlier to determine who sets their units up first.
exeCuTe OPerATION
AFTer ACTION seQueNCe This half of the Campaign Turn determines what affect the game just finished has on the forces involved.
stp 1: Opation Ant
In other words: play the game!
In this phase, each force’s Victory Points will be totalled and the Victor and Margin of Victory will be determined.
Fo of Wa
Victory Points
In a published scenario, draw a Fog of War card or not, as directed by the scenario (if this is a Force on Force game – Insurgents never draw Fog of War cards). If this is a random mission, each player may choose whether or not to draw a Fog of War card in the first turn. Fog of War cards are generated as described by the core rules during the course of play.
spndin Opationa mont Point At the beginning of any turn and prior to determining Initiative, either (or both) players may spend Operational Momentum Points to purchase additional assets from their Available Assets pool. These assets will appear at the purchasing player’s table edge and may be activated as normal once play for the turn begins. Note that a force and its transport must be purchased separately, even if transpor t is Normally Supplied for the unit being purchased. The cost to bring on additional assets is subtracted from the force’s Operational Momentum Points. Since any of these points left unspent at the end of the game are added to the force’s Victory Points, a force is basically gambling that an additional asset will gain them more Victory Points than they cost.
Initiativ
Add up Victory Points at the game’s end to determine the winner. In a scenario from a published Campaign Pack, use the Victory Points provided by the scenario plus any remaining Operational Momentum points to determine a force’s total Victory Points. In a Free-Form Campaign (or if a random mission is being used in a Campaign Pack campaign), use the Victory Points below to determine each side’s Victory Point total:
Victory Points for Free World Forces •
For Each Objective Achieved: 15 VP
•
For Each WIA: -1 VP (-2 if Casualty is an Officer)
•
For Each KIA: -2 (-3 if Casualty is an Officer)
•
For Each POW: -3 (-4 if Casualty is an Officer)
•
For Every Enemy AFV Disabled: 3 VP
•
For Every Enemy AFV Destroyed: 5 VP
•
For Each Civilian Mob Peacefully Dispersed: 5 VP
•
Plus Any Remaining Operational Momentum Points
Victory Points for VC Insurgents receive the following Victory Points in a Free-Form Campaign, regardless of the Mission the Regular player drew: •
For Each Insurgent Leader Killed: -1 VP
•
For Each Regular Vehicle Disabled: 5 VP
•
For Each Regular Vehicle Destroyed: 7 VP
end of ga
•
For Each Civilian Casualty: 5 VP
Games last for 5 - 8 turns.
•
If this is an engagement between regular forces (US vs. NVA, for instance), Initiative is determined normally unless dictated by the scenario.
At the end of Turn 5, the player with Initiative rolls a D6: On a 4+ the game continues as normal, a roll of less than 4 indicates the game is over. At the end of Turn 6, make the same check on a D8, and then on a D10 at the end of Turn 7. Play automatically ends at the end of Turn 8 and the After Action sequence begins.
•
For Each Civilian Mob Converted to Insurgents or Influenced: 3 VP For Each Objective the Regular Player Fails to Achieve: 15 VP
Determining the Victor To determine the winner of the game, compare the difference between the two Victory Point totals.
If the totals are equal, the engagement is considered an inconclusive Draw. If one side has: •
•
•
More Victory Points than its opponent, but less than twice as many: Marginal Victory. Twice as many Victory Points as its opponent: Victory. Thrice as many Victory Points as its opponent: Decisive Victory.
stp 2: Caat stat and rcov Once an operation is complete, the fate of Free World casual ties (US, NVA, ROK, ANZAC, ARVN, etc.) must be determined. This step does not apply to VC forces. There are seven categories of casualties (as defined by the US Department of Defense): Deceased: The soldier subsequently dies of wounds received in action. Add one die to your Replacement Pool. Duty Status - Whereabouts Unknown: Roll again on the Straggler table after the next scenario. Missing: Roll 2 Troop Quality dice on the Straggler table below.
Very Serious Injury: The soldier sustained injuries that permanently remove him from the campaign. Add one die to your Replacement Pool. Serious Injury: The soldier requires additional medical treatment before returning to duty. Add one die to your Replacement Pool. Incapacitating Injury: The soldier is recuperating. Add one die to your Returned to Duty Pool. Not Seriously Injured: The soldier rejoins his unit immediately.
While KIAs from the battlefield are easy to recognize, other casualties may appear to be more or less seriously injured
than they actually are until treated by actual physicians in a medical facility. To determine what category a figure that has suffered a Serious Wound during play falls into, find the category below that best describes the casualty’s treatment during the game or condition at the end of the game and roll on the table associated with it:
Evacuated Casualties If the casualty was evacuated off the table before the end of the scenario, roll 2 Troop Quality dice (added together) on the following table. Note that “evacuated” includes CASEVAC as well as simply moving off the table with a friendly unit.
Accompanied Casualties If a casualty is still on the table at the end of the scenario and is accompanied by friendly combatants, roll 2 Troop Quality dice (added together) on the following table. Note “accompanied” includes having any friendly combat troops within 2”.
Stragglers If a casualty is still on the table at the end of the scenario and is unaccompanied by friendly combatants roll 2 Troop Quality dice on the following table.
Captured Casualties who are captured become POWs. Each POW a Force loses subtracts 5 points from its Campaign Victory Points for the Campaign Turn. If players desire, they may create a scenario revolving around a mission to rescue their POWs, but in general, once a casualty becomes a POW, it is lost to its force forever.
evacatd Caati Die Roll Total
2
Deceased Add 1D to Replacement Pool
3
Very Serious Injury Add 1D to Replacement Pool
4-5
Serious Injury Add 1D to your Replacement Pool
6-7
Incapacitating Injury Add 1D to your Return to Duty Pool
8+
Not Seriously Injured Rejoin unit immediately
Accopanid Caati Die Roll Total
stp 4: Coat Ta Dvopnt As teams of men face combat together, they become increasingly close knit and develop a group dynamic that, hopefully, increases their chances of surviving and prevailing in their next engagement. The following rules reflect this evolution of successful combat teams. By contrast, teams that fare poorly in combat are unlikely to form into well-honed fighting units.
Casualty Status
2
Deceased Add 1D to Replacement Pool
3-4
Very Serious Injury Add 1D to Replacement Pool
5-6
Serious Injury Add 1D to your Replacement Pool
7-9
Incapacitating Injury Add 1D to your Return to Duty Pool
10+
Not Seriously Injured Rejoin unit immediately
sta
stp 3: Capain Victo Point Once the Victory Points for both sides have been determined and any points subtracted for POWs, record the scores for each force as their Campaign Victory Points for the Campaign Turn.
Casualty Status
Die Roll Total
Casualty Status
2-3
Duty Status – Whereabouts Unknown*
4-6
Captured
7-9
Recovered. Roll on the Accompanied table above.
10+
Recovered. Roll on the Evacuated table above.
* Roll for casualty’s status on this table again after the next scenario.
Eligibility for Team Development Combat is the furnace that forges units into what they will become, for good or for ill, so only units who find themselves in the thick of it will have the opportunity to roll on the Campaign Development chart. A team is considered to be eligible for advancement if it meets each of the following requirements during the scenario: 1. The team successfully engaged at least one hostile unit and inflicted at least one casualty to a hostile unit during the game. 2. The team was engaged by at least one hostile unit and no member was killed or captured during the scenario. Later fatalities that may occur as the result post game casualty evaluation do not count against this restriction. On a related point, units that abandon their casualties are not eligible for advancement.
DESIGN NOTE WHY CAN’T MY ATTACHED SCOUT DOG TEAM GET COMBAT ADVANCEMENTS? Combat advancements represent a unit’s coming together as team and developing a bond both internally (between unit members), and externally (between the unit and other units in its squad and/ or platoon). This bond requires time and familiarity to form, a luxury that attached assets may not have. Assets are assigned to the platoon as needed and are usually drawn from a pool of available assets – so the Scout Dog Team that goes out on patrol with your unit on today’s mission may not be the one that goes out with you on your next mission. Rotation of assets makes developing a strong synergy between them and the platoon’s units difficult to impossible – so, no combat advancements for attached or available assets. Unless, of course, you want to make an exception for some units – as always, these are your rules. If you disagree with our interpretation of the situation, feel free to apply your own!
Capain Dvopnt Cat Roll D10
Development
1
Combat Fatigue. The team suffers a temporary negative effect.
2-5
No development
6
Firepower development
7
Defense development
8
Reaction development
9
Special development
10
Leadership development
Each Regular team that meets both criteria may roll one D10 on the Unit Development chart (note that Insurgent or Irregular units do not use this chart, nor are they governed by these rules – see Developing the Insurgency for the rules covering their advancement). The result of the die roll indicates whether the unit’s participation in this Campaign Turn has caused it to suffer from Combat Stress, remain unchanged, or gain a rank in one of the five unit development areas. Only members of the platoon itself are eligible for combat advancement. Attached or available assets are not eligible for advancement.
Combat Fatigue Much in the same way it influences how a unit will cope with extreme physical demands, a unit’s training and experience will often dictate how well it reacts to the intense psychological stress of combat. The immediate effects of combat stress are covered in the core rules, but combat stress can also have more insidious, long term effects if a unit is not given sufficient time to rest and recuperate before being thr ust back into the cauldron of combat. These rules deal with those long-term effects, often referred to as combat fatigue. Units suffering from combat fatigue, as indicated by their die roll on the Unit Development Char t, are likely to suffer a drop in combat efficiency. They may be slower to react or indecisive when faced with tactical decisions. They may begin to ignore basic combat discipline to the detriment of their own survival and the safety of others who depend on them.
Coat Fati Cat Die Roll Total
Combat Fatigue Effect
2-3
Degraded Defense. Until the team recuperates, one of their Defense dice degrades one die type. For example, if a team would roll 5D8 for Defense, they will roll 4D8 and 1D6 instead.
4-5
Degraded Firepower. Until the team recuperates, one of their Firepower dice degrades die type. For example, if a team would roll 6D8 for Firepower, they will roll 5D8 and 1D6 instead.
6-7
Degraded Morale. Until the team recuperates, their Morale Die degrades by one die type. For example, a D10 Morale unit becomes a D8 Morale unit. Units reduced below D6 Morale become combat ineffective and may not be fielded until they recuperate.
8-9
Degraded Reactions. Until the team recuperates, their Troop Quality level degrades one level when making Reaction rolls. For example, a D8 Troop Quality unit would throw a D6 when making a Reaction roll. Units may not have their Troop Quality reduced below D6 for purposes of Reaction checks.
10-11
Loss of Edge. Until the team recuperates, they gain no benefit from any previous Unit Development ranks.
12+
Fatigued. Although suffering from combat stress, the team’s combat effectiveness is not impacted at this time. Raise the unit’s combat stress level by 1 in all future scenarios until the unit recuperate s.
To determine what effect, if any, combat fatigue has had on a unit, roll 2 Troop Quality dice and compare their total on the Combat Fatigue table.
Continuous Combat Once a team begins to suffer from combat fatigue, their effectiveness will continue to degrade until they have an opportunity to recuperate. If a fatigued unit doesn’t sit out the next Campaign Turn, it must roll again on the Combat Fatigue chart, regardless of what was rolled on the Unit Development chart. All combat fatigue results are applied cumulatively.
Recuperation
Firepower Development Rank 1: Once per game, immediately after the team rolls to engage a hostile, the player may choose to reroll one (and only one) of its lowest Firepower dice. Rank 2: The unit adds 2” to their Optimum Range. Rank 3: The unit is upgraded one Quality Die level when engaging a hostile with Firepower or Close Combat attacks.
Defense Development Rank 1: Once per game, immediately after the unit is engaged by a hostile, the player may choose to reroll one (only one) of its lowest Defense dice.
A chance to rest and get adequate food and shelter is an important part of recovering from combat fatigue. For the purposes of the campaign, a team automatically recuperates from all their combat stress simply by not being assigned to a mission during the Issue Orders phase of a Campaign Turn.
Rank 2: Once per game, at the start of the turn, the unit may set up in “An Excellent Position” as per the Fog of War card of the same name.
Unit Development Areas
Reaction Development
The first time a team rolls a Firepower, Defense, or Reaction development, they gain the Rank 1 advancement in that development category. If they roll the same development following a subsequent scenario, they gain Rank 2, and so forth up to Rank 3.
Rank 1: Once per game, immediately after the unit rolls a Reaction test, the player may choose to reroll their Reaction die.
The five Development Areas and the effects of each of their ranks are as follows:
Rank 3: This unit’s defense is now upgraded by one Troop Quality die type, i.e., from D8 to D10.
Rank 2: Conditions which would normally adjust Reaction rolls negatively do not apply to this team. Rank 3: This unit throws one Quality Die type higher than normal when making Reaction rolls, i.e., if the unit has a Troop Quality of D8, it would roll a D10 for all Reaction rolls.
Special Team Development
Leadership Development
Roll 1D12:
Roll 1D6:
1
Advanced Overwatch: When on Overwatch, this team may “React” whenever a friendly team within LOS engages a hostile by combining half its FP with the friendly team’s roll. All other normal rules apply. This “Reaction” qualifies as a Reaction for purposes of Firepower reduction.
1
Able and Willing: The unit may re-roll its first failed Morale test of the game.
2
Plan B: The unit’s player may draw one Fog of War card before the start of the game to hold. This card may be played at the start of any turn after the first.
2
Get Some!: If this unit wins the Reaction roll against a hostile, it may choose to reduce its own Defense dice by 1 to add 1 die to Firepower for the round of fire.
3
3
Cover Fire!: If this unit wins the Reaction roll against a hostile, it may choose to reduce its own Firepower dice by 1 to add 1 die to its Defense for the round of fire.
Misdirection: When a “6” is rolled to determine the Hot Spot for the placement of new VC units, roll one D6. On a 4+, the Regular Player may pick the Hot Spot rather than the Insurgent Player.
4
Master of Chaos: At the start of play, the player for this unit may look at the top two cards of the Fog of War deck and choose to place one or both back on top of the deck or at the bottom of the deck.
5
Situational Awareness: This leader provides one “Command Die”. This special die may be used at any time, once per game, to con tribute an additional die to any one roll.
6
Unf**k Yourself: Once per scenario, this leader’s unit may roll a Troop Quality Check if his unit is suffering from Combat Fatigue. On a 4+ the effects of the Combat Fatigue is negated until the end of the scenario.
4
Babysitters: The unit no longer suffers a -1 Firepower penalty when they have Dependents.
5
Alley Dogs: The unit may immediately go “In Cover” after completing a Cautious Move.
6
Fearsome: Insurgent Units “Shrink” on a 1 or 2 against this team. In addition, when this team launches a Close Assault the Defenders loses half their FP rather than just -1 dice, on their Defensive Fire.
7
Cowboys: The unit may choose to engage one additional target when Splitting Fire.
8
Shoot and Scoot: As long as this unit does not have Dependants or Casualties, they have the option to Fire and then Rapid move. They still suffer all the normal penalties for a Rapid Move, including -1 Firepower.
9
Boonie Rats: Hostiles entering the game after the first turn may not be placed within 6” of this team.
10 Bushmasters: The unit gets one free 3” move after all setup is complete, but before the actual start of the game. 11 Hard: Once per game this team my reroll one result on the First Aid table. 12 Ace Point Man: This unit may identify a single figure as a Designated Point Man. If the designated point man is killed, the unit loses this advantage. It is possible for a unit to have more than one Ace Point Man, but no additional advantage (other than having a spare) is accrued.
stp 5: rtnd to Dt and rpacnt Once all advancement checks have been made, determine the status of your casualty figures by consulting your Unit Sheet. Casualties fall into one of two categories: Returned to Duty or Replacements. Each casualty category indicates whether a wounded figure should be added to the Return to Duty or Replacement Pool on your unit status sheet. Rolling a die for each figure will determine whether figures are returned to their unit or replaced with a “FNG.”
Roll for Casualties in Return to Duty Pool Roll a unit Quality Die for each casualty figure in the Returned to Duty pool. On a 4+ they join their unit – update your Roster. On a roll of less than 4, the casualty remains in the Returned to Duty pool.
Roll for Casualties in Replacement Pool After rolling for troops in the Return to Duty Pool, roll one Quality Die for each casualty in the Replacement Pool. On a 4+ they are moved to the Return to Duty Pool and continue to recuperate - update your Return to Duty and Replacement pool. On a roll of less than 4, the casualty is determined to be unfit for duty and your unit receives a replacement. Roll on the Replacement table to determine the quality of the replacement.
rpacnt and Coat Dvopnt Combat Developments reflect a team’s hard won synergy in combat, their ability to work together without any extra effort or superfluous communication. When team members are lost and replacements are brought in, that synergy can change. Too many replacements, regardless of their quality, can reduce a unit’s combat effectiveness until a new synergy is formed. If half or more of a unit are replaced at once, it must make a Troop Quality test modified by -1 for each replacement assigned to it in this campaign turn. If the test is passed, the unit retains its combat advancements. If it fails, the unit loses any Combat Advancements it has received. Example: A fireteam of four soldiers takes it on the nose during a mission and receives two casualties. Both casualties
rpacnt Ta Die Roll
Replacement Quality
1-2
Cherry – D6 TROOP QUALITY/D8 Morale
3-5
FNG – D8 TROOP QUALITY/D8 Morale
6
Lifer – D10 TROOP QUALITY/D10 Morale
are serious and are allocated to the Replacement Pool. When casualty recovery checks are made at the end of the next campaign turn, both the wounded soldiers roll less than a 4 and are sent home. Two replacements are assigned to the fireteam. Since the fireteam has received replacements equal to half its size in a single campaign turn, it must make a modified Troop Quality test to determine if it loses its Combat Advancements. The unit is Trained, so it rolls a D8. It needs to roll a 4+ to retain its Combat Developments but receives a -1 to its die roll for each replacement it has received (-2 in this case). The unit rolls a 5, which would normally be a success, but the -2 modifier for two replacements reduces the roll to a 3, which is a failure. The unit loses its Combat Developments.
buIlDINg The INsurgeNCy Rather than follow the development of individual VC cells, which occasionally melt away and reform with entirely different members thanks to a combination of casualties and arrest, these rules focus on the local insurgency in general. As a VC force wins engagements against the enemy, its prestige and credibility grows. It attracts more support, either directly (in the form of new recruits and weapons) or indirectly (in the form of voluntary support from the local population). Each time a VC force ends a scenario with a result of a draw or better, it may make a roll on the Building the Insurgency table. Note that multiple rolls of a single improvement raise that improvement by one rank. For instance, if a VC force rolled a 6 (Improved Supplies) after a victory and then rolled a 6 again after a subsequent victory, the force would receive Rank 2 Improved Supplies. If a force has already reached Rank 3 in an improvement and rolls that improvement again, treat the roll as “No Development.”
DIsIllusIONmeNT Sometimes winning can be so bittersweet that the joy of a victory is lost in its aftermath. If the VC campaign force receives a “Disillusionment” result, Local Force VC become subject to the Shrink rule described in the Morale rules for Insurgents in Force on Force.
ImPrOVeD suPPlIes Rank 1: The VC force receives an influx of rice, bullets, and medical supplies. Roll a D6 at the beginning subsequent games – on a roll of 4+, the Supply Quality of all VC units is raised by one level. Rank 2: Supplies pour into the VC force in such quantity that it becomes possible to establish decent stockpiles. Permanently raise the Supply Quality of all VC units to Average (although their Supply Quality may be lowered by Fog of War cards or scenario rules). Rank 3: The VC supply situation is well in hand. At the beginning of a game, roll 1D6 for each VC unit deployed in the scenario – on a roll of 4+, their Supply Quality is raised to Well Supplied for the duration of the game.
bidin t Innc 1D10
Result
1
Disillusionment
2-5
No Development
6
Improved Supplies
7
Improved Troops
8
Improved Tactics
9
Special development
10
Improved Leadership
ImPrOVeD TrOOPs Rank 1: The VC force’s reputation has attracted some tougher, more ideologically motivated recruits. At the beginning each game, roll a D6 for each Local Force unit deployed in the scenario – on roll of 4+, the unit has a Troop Quality of D8 and Morale of D10. Rank 2: Enough hard cases and ideologues have flocked to the Local Force that the Troop Quality of all Local Force units is raised to D8 and their Morale to D10. Rank 3: Roll 1D6 for each Main Force unit at the start of each game. On a 4+, the unit has a Troop Quality and Morale of D10.
ImPrOVeD TACTICs Rank 1: VC units have developed better field craft and are more likely to spot US improvised alarms, Claymore Mines, or trip mines. They receive a +1 die shift to their Troop Quality when making tests to locate or avoid alarms, mines, or flares. Rank 2: VC units have honed their stealth skills to a fine edge. Units attempting to spot them receive a -1 to their die roll. Rank 3: VC units have become so familiar with their enemy’s tactics that they can usually predict their actions. All VC units receive a +1 to their Reaction Test die rolls.
spcia Dvopnt Roll 1D6
6
Special Development
1
Avengers: This VC force has a reputation for avenging any losses through merciless reprisals against the villages of those that stand in the way of the revolution. CIDG and other Irregular enemy units are reluctant to engage this force and receive a -1 to all Reaction Test die rolls.
2
Light of the Revolution: This force shines with such a true and heartfelt devotion to the revolutionary cause that it can even inspire turn-coats to return to the fold. At the beginning of the game, any Kit Carson Scouts must pass a Troop Quality test to participate in the scenario. If they fail the test, they are removed from the table.
3
Night Stalkers: This force receives a +1 die shift to their Morale die type when fighting at night.
4
Unpredictable: Once per game at any time during a turn, this force can compel its opponent to draw a Fog of War card.
5
Booby Trap Artists: This force receives a +1 to its die rolls to determine how many Booby Trap cards it has for a game. Victory or Death: This VC force is so ideologically fanatical that its members will continue to fight on after receiving injuries that would normally prove disabling. When making casualty checks for this force, rolls of 5 or 6 result in the figure remaining in combat without ill effect.
ImPrOVeD leADershIP Rank 1: VC leadership has been invigorated by recent successes. Raise the Morale of all VC leaders to D10. Rank 2: VC leaders in this force have developed a level of tactical flexibility that allows them to overcome some of the communications and command issues inherent to their force structure. Once per game the VC force may add an additional die to any die roll. Rank 3: VC leaders have tapped into the fighting spirit of their force and once per game they can deliver a motivating speech or battle-cry that raises the Morale of all VC on the table by one die type.
regulAr PlATOON lOg CAMPAIGN NAME:
SETTING:
No. Turns:
Confidence:
Supply Quality:
FORCE: Troop Quality:
Morale:
INTERNAL ASSETS:
AVAILABLE ASSETS:
UNIT ID
ROLE
VICTORY POINTS: RETURN TO DUTY POOL: REPLACEMENT POOL:
NAME
Ret. To Replace? Duty
Advancements
Turn No.:
INsurgeNCy lOg CAMPAIGN NAME:
SETTING:
No. Turns:
Confidence:
Supply Quality:
FORCE: Troop Quality:
Morale:
INTERNAL ASSETS:
AVAILABLE ASSETS:
Advancement
VICTORY POINTS: RETURN TO DUTY POOL: REPLACEMENT POOL:
Advancement Type
Description
Turn No.:
Like Ambush Alley before it, Ambush Valley supports solo and co-op play. We suggest that you use these rules for engagements involving clashes with the wily VC, but with a little common sense and objectivity, they could also be used to solo play operations involving the NVA.
TuNNel sPOTs IN sOlO/CO-OP gAmes We could have devised a tremendously complex method of randomly assigning the locations of Tunnel Spots at the beginning of a game. Instead, we’ve opted to trust the common sense of our players. Place the five Tunnel Spots on the table in logical locations in the manner described in the head-to-head version of the rules. Role-play a little and pretend you’re the Insurgent player – would you really want a Tunnel Spot in the middle of an open field? Or would it be better placed in that mangrove? The better you place the Insurgent Tunnel Spots, the more challenging and fun your Solo or Co-Op game will be!
VC mOTIVATION Since there’s no player controlling the VC in a Solo or Co-Op game, we’ll have to rely on some basic rules that dictate how they’ll act under different circumstances. All VC units and leaders are governed by a set of basic motivations. These motivations determine how they’ll act when confronted by Regular movement or fire. Keeping these motivations in mind will help you govern VC actions properly. The basic motivations for all VC units/figures are described below:
VC ACTION CheCks As each Regular unit is activated, an Action Check for all VC in LOS must be made. Start with the nearest VC unit to the activated and work out from there. If a VC unit has a Leader, it may automatically make an Action Check. VC may only make one Action Check per turn. Leaderless units must make a successful Quality Check to make an Activation Check. If they fail the Quality Check, they may not attempt to act again until next turn. To make the Action Check, consult the appropriate Action Check table. Start at the top of the list of possible Actions and work down until you find the motivation that seems to apply best to the VC’s current situation:
Civilians • If regular Unit is in sight move towards them. • If no regular Unit is in sight, but a VC Unit is, move towards the VC Unit. • If no Unit is in sight, will move toward the nearest Regular objective. • If combat has occurred within six inches, move away from it. • If a Civilian mob takes a casualty from Regular fire, up the Insurgency level by 1. Lower by 1 for casualties caused by VC. Insurgency level may only be raised and/or lowered once per turn.
VC Leaders w/No Unit IF REGULARS MOVE OR FIRE IN LOS:
VC Leaders: Find a VC unit to join
• If Regulars move in LOS, Leader will interrupt to get out of LOS, preferably towards a friendly unit
Leaderless VC Units: Join with a Leader or other friendly units
• If Regulars fire at Leader, he will interrupt to move out of LOS or into cover, preferably towards a friendly unit.
VC Units with a Leader: Join with another friendly unit or find and attack the enemy.
IF MOVING AT END OF TURN: • Move at full speed along safest route towards nearest friendly, leaderless unit. Join unit if able to come into cohesion range.
• If no friendly, leaderless unit in LOS, move at full speed along safest route towards a Tunnel Spot. • If within 3” of a Tunnel Spot and no friendly, leaderless units in sight, take cover.
VC w/No Leader (Must pass Quality Check to act)
IF REGULARS MOVE OR FIRE IN LOS: • If activated Regular unit is a vehicle and VC unit has a Support Weapon that would harm that vehicle, Interrupt to fire at vehicle. • If not in cover and Firepower is >6, Interrupt to move into cover. • If not in cover and Firepower is <6, Interrupt to move out of LOS and towards nearest friendly unit. • If within double Optimum Range, roll D6: On a 1 or 2, interrupt to move into Optimum Range, on a 3+ Interrupt to fire at Regulars. • If within Optimum Range, Interrupt to fire. • If Fired on by Regulars and VC Firepower is <6, Interrupt to move out of LOS.
• If fired on by Regulars and VC Firepower is >6, interrupt to fire.
IF ACTIVATED AT END OF TURN: • If combat occurred within 6” and unit is not in cover, move to take cover but remain out of LOS of enemy. • If combat occurred within 6” and unit is not in LOS of enemy and in cover, remain in place. • If a friendly leader is in LOS, move at top speed along safest route to come into cohesion with leader. • If a friendly unit is in LOS, move at top speed along safest route to come into cohesion with unit.
VC w/Leader IF REGULARS MOVE OR FIRE IN LOS: • If activated Regular unit is a vehicle and VC unit has a Support Weapon that would harm that vehicle, Interrupt to fire at vehicle. • If not in cover and Firepower is >6, Interrupt to move into cover. • If not in cover and Firepower is <6, Interrupt to move out of LOS and towards nearest friendly unit. • If within double Optimum Range and Firepower less than 6, roll D6: On a 1 or 3, interrupt to move into Optimum Range, on a 4+ Interrupt to fire at Regulars. • If in Optimum Range, Interrupt to fire at Regulars. • If not in Optimum Range but VC have a Firepower of >6, Interrupt to fire. • If Fired on and VC Firepower is <6, Interrupt to move out of LOS. • If fired on by Regulars and VC Firepower is >6, interrupt to fire.
IF ACTIVATED AT END OF TURN: • If combat occurred within 6” and unit is not in cover, move to take cover and gain LOS of enemy. • If combat occurred within 6” and unit is in cover within LOS of the enemy, remain in place. • If no enemy unit in sight and no combat has occurred within 10”, move at Cautious speed towards nearest objective. • If no enemy in sight but combat has occurred within 10,” move at Cautious speed towards nearest enemy unit to gain cover and LOS of enemy.
This game is designed as a small skirmish scenario based on typical events of the period. It provides an easy introduction to the rules in Ambush Valley .
scnaio Infoation Duration of Game: 10 Turns Initiative: US throughout game Special Conditions: Tunnel Spots and VC Reinforcements Fog of War: Draw normally as dictated by Reaction Tests
us miion Your platoon has been detailed to run a sweep of a small hamlet called Dak Po. The area is known to be home to a group of local Viet Cong but they generally do little in way of confrontation other than a few Booby Traps and the occasional rifle round. You have been ordered to search the village huts for enemy supplies and to engage and destroy any enemy forces you encounter. Standard rules of engagement apply for this encounter. You have split your force into two patrols approaching the hamlet from different directions.
6’x4’ Table - Mainly woods and jungle, close terrain with limited lines of sight. A: Command Squad & Rifle Squad 1 B: OP Team & Rifle Squad 2
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To search a hooch, a unit must remain stationary by the hooch or inside it and make a successful Troop Quality check. The unit may do nothing else but may react to fire if shot at.
US Forces All US forces are ‘well-supplied’ and are Troop Quality D8 and Morale D8. All troops wear Flak Jackets (+1 Defense die per unit).
Point A Command Squad LT. Walsh, M16 RTO, M16 Medic Kit Carson Scout, M16 (may attach to any unit) Rifle Squad 1 SGT Maxwell, M16 Grenadier, M79 Blooper 3x Rifleman, M16 Corporal Henderson, M16 Gunner, M60 Asst. Gunner, M16
Point B OP Team SGT Hooper, M16 RTO, M16 81mm Mortars from FSB Kentucky. Troop Quality check to call in. May target any enemy unit that the OP team has line of sight to with 6D8 Firepower. Rifle Squad 2 SGT Baker, M16 Grenadier, M79 Blooper 3x Rifleman, M16 Corporal Peterson, M16 Gunner, M60 Asst. Gunner, M16
US Victory Points Each Hooch searched .................................... +5 Each VC KIA/WIA .......................................... +1 Each Civilian KIA/WIA ...................................... -1
Vit Con miion Your Local Force cadre has been a mild annoyance to the enemy at best. This is not from lack of enthusiasm for the cause but due to poor supplies. However a group of VC Main Force have arrived in the region bringing much needed weapons and medical supplies. You are now moving some of the supplies further North. You are about to head out from your tunnels when you hear enemy helicopters flying overhead. Given the likelihood of an enemy attack you decide to split your small force in two. One unit will move out with the supplies and you will lead the second group in defense of the hamlet. You have sent one of the local boys into the tunnels to round up the few reinforcements you have to hand.
Viet Cong Forces Your force is ‘Poorly Supplied’. (Optional rule – Do not use the rules for semi-auto/Bolt Action weapons and spilt the VC rifle squads to be a unit of six figures and one of three figures with the RPD). Your force is Troop Quality D6, Morale D8. You receive 1D8 Booby Trap cards.
Hamlet Defense Force May start in any of the four buildings.
Command Ho Ban Koo, AK-47 (Leader) Runner, MAT-49 SMG Gunner, Bren Gun (+1 Firepower Dice) Asst. Gunner, M1 Carbine Squad 1 Ma Foo Lin, AK-47 (Leader) 5x Rifleman, MAT-49 SMG Gunner, RPD – Lt. Support 2x Rifleman, M1 Garand
Escort Unit May start on either road not marked. Must exit table within 6" of point A.
Squad 2 Ming Ta Do, AK-47 (Leader) 5x Rifleman, MAT-49 SMG Gunner, RPD – Lt. Support 2x Rifleman, M1 Garand Porters Two porters, unarmed, carrying supplies. The VC Player may also position three civilian groups, each one within 12” of a hooch. Each group may be moved by the VC player during his turn or as an interruption to US firing. The VC player may also place five Tunnel Spots anywhere on the table. They may not be placed within 12” of a road exit from the table and only two may be placed within 12” of the hamlet. For turns 2 to 7 the VC player may roll for reinforcements. He must roll 4 or less on a D6 to be successful. If it is a success roll again using the table below to determine reinforcement specifics: Die Roll
Reinforcements
1
1D6 Viet Cong armed with rifles and one leader with AK-47
2
1D6 Viet Cong armed with rifles and one leader with AK-47
3
1D8 Viet Cong armed with rifles and one leader with AK-47
4
1D8 Viet Cong armed with rifles and one leader with AK-47
5
1D10 Viet Cong armed with rifles and one leader with AK-47
6
Viet Cong MG Weapons Team, 3 figures with Maxim MG (Med. Support)
The VC player must then roll for tunnel location. On a roll of six he may choose any Tunnel Spot or replace a civilian group with a unit of VC.
Viet Cong Victory Points Each US soldier WIA/KIA ...............................+2 Each US soldier POW.....................................+5 Supplies exited from table ............................+20
The following scenario is based on the actions that took place during Operation Crimp or the Battle of Ho Bo Woods. A US platoon from the 173rd Airborne is conducting a sweep of the area. Over the past few days heavy fighting has been experienced around a number of Viet Cong tunnel and bunker complexes. As the platoon patrols along the jungle path, they are unaware they are walking into an ambush…
scnaio Infoation Duration of Game: 10 Turns Initiative: US throughout game Special Conditions: Tunnel Spots and VC Reinforcements Fog of War: Draw normally as dictated by Reaction Tests
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6'x4' Table
us miion Your platoon from the 173rd Airborne is conducting a sweep of the Ho Bo Woods. There has been heavy fighting over the past few days and the Australian units to the north have had heavy contact with Viet Cong Main Force units over the last two days. Your men must patrol down the track and locate and destroy any enemy positions you find.
Objectives Patrol the track in the Ho Bo Woods. Your force must proceed down the track in a south-east direction until fired upon. At that time you may engage the enemy and destroy/capture any bunkers or tunnel entrances. US Forces start as shown on map and up to 6” from the track and 6” in from the table edge.
US Forces
Viet Cong Forces
All US troops have Flak Vests in this scenario.
Ho Bo Viet Cong Main Force Detachment
Zulu Force, 1/503, 173rd Airborne
Troop Quality D8, Morale D8
Veterans (D10), Morale D10
Main Force Command 1 x Force Leader with SMG 1 x Runner with M1 Carbine 1 x Vietcong with rifle
Platoon HQ 1 x Officer with M16 1 x NCO with M16 1 x RTO with M16 1 x FOO with M16 with 105mm Battery on call (10D8 firepower, once per turn) 1 x Squad Leader with M16 2 x Team Leader with M16 2 x Grenadier with M79 6 x Riflemen with M16 1 x Squad Leader with M16 2 x Team Leader with M16 2 x Grenadier with M79 6 x Riflemen with M16 1 x Squad Leader with M16 2 x Gunner with M60 2 x Assistant Gunner with M16 2 x Riflemen with M16 1 x Grenadier with M79
Victory Points Each VC Bunker or Tunnel Spot neutralised...+10 Each VC Killed ..............................................+ 1
Asset Cards The US Player receives no Asset Cards for this scenario.
Vit Con miion Heavy fighting against both Australian and US troops has erupted in the area for the last few days. Your Main Force platoon is deployed ready to ambush a US patrol seen heading into the area. Due to the heavy fighting in the region you cannot rely on any help reaching you, though you do have tunnel connections to other complexes.
2 x Main Force Cadres Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPK 1 x Loader with Rifle Weapons Cell 1 1 x Leader with Rifle 1 x Gunner with Maxim MMG 1 x Loader with Rifle Weapons Cell 2 1 x Leader with Rifle 1 x Gunner with 57mm Recoilless Rifle 1 x Loader with Rifle
Objectives Kill as many US troops as possible. All starting VC troops must be placed in the bunker complex. The VC player receives five Tunnel Spot markers. Three of them must be placed east of the track to represent the edge of a second tunnel network.
Victory Points Each US model KIA ....................................... + 5 Each US model WIA ...................................... + 2 Each US Model MIA ....................................+ 10
Asset Cards The VC player receives D6+2 Booby Trap assets for the game.
Viet Cong Reinforcements On the turn that firing starts the VC player may receive reinforcement from other areas. Each turn the VC player must roll a D6, on a 5+ he may roll 2D6 on the table below for reinforcements: Die Roll
2
Reinforcements
Two-Man Sniper Team
3-6
Rifle Cell (as listed above)
7-10
Support Cell (as listed above)
11
Command Cell (as listed above)
12
Weapons Cell with Maxim MMG (as listed above)
The following scenario is based on the actions that took place during the battle for the hamlet of Ap Bac. This small battle was a victory for the Viet Cong over a numerically superior enemy supported by helicopters and armored personnel carriers. The game recreates the attack launched by several ARVN M113s against the VC defenses at the urging of the US Advisor. The attack was too little, too late and the attack was defeated. During the fighting for AP Bac the Viet Cong suffered nearly 70 casualties, while ARVN losses amounted to nearly 200 with three US advisors killed, five helicopters and three M113s destroyed. This small battle proved a cornerstone in the Vietnam War leading to the increase in US deployment. Interestingly it was the events of the fighting that led to the modification of the M113 to turn it into the ACAV…
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6'x4' Table
scnaio Infoation Duration of Game: 12 Turns Initiative: ARVN on Turn 1, roll for subsequent turns Special Conditions: None. Fog of War: Draw normally as dictated by Reaction Tests
ArVN miion Your platoon from the 7 th Infantry Division has been tasked with making a final charge at the VC lines in your M113 APCs. To date no VC troops have stood up to an armored charge, and after heavy bombing and helicopter attacks the VC seem to be about to break. Your charge should put an end to their
defense. After pausing to re-supply and evacuate downed helicopter crews, your men begin the attack… Note – If at any time the ARVN leader is killed or taken out of action, ARVN Morale drops to D6. This is to reflect the historical event where Captain Ly Tong Ba, leading the attack, was knocked unconscious. Until he recovered, his men refused to advance and sat under heavy fire, suffering casualties. Many of those casualties were senior NCOs whose traditional role was as gunner on the M113 .50 cal Machine Gun, the loss of which robbed the ARVN of one of their most potent weapons on the field that day.
ARVN Forces
Vit Con miion Your troops are from the 261st Viet Cong Battalion and for the whole day have been under heavy enemy attack from both the ground and air. You have held off all but heavy artillery and air attacks, and your troop’s running low on ammunition has caused the line to waver. Just as you think your men are about to break, the enemy pauses its attack while it recovers wounded crews from crashed helicopters. This lull in the fighting gives you time to distribute more ammunition and speak with the section leaders. Your men, now replenished, seem more confident and as the enemy attack begins your men greet it with heavy fire!
ARVN Infantry Platoon
Viet Cong Forces
Trained (D8) and Morale (D8)
Elements of 261st Viet Battalion
Platoon HQ in M113 1 x Officer with M1 Carbine 1 x RTO with M1 Carbine 1 x FOO with M1 Carbine 1 x Gunner with M1919A6 LMG 1 x Asst. Gunner with M1 Carbine 1 x Medic Maneuver Squad in M113 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 6 x Soldiers with M1 Garand 2 x Fire Squad in M113 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 1 x Soldier with BAR 5 x Soldiers with M1 Garand
Objectives Charge across the paddy fields and take the village of Ap Bac.
Victory Points Each building captured...................... +10 points
Asset Cards The ARVN Player receives 2 Asset Cards for this scenario.
Troop Quality D8, Morale D8
Main Force Command 1 x Force Leader with SMG 1 x Runner with M1 Carbine 1 x Vietcong with rifle 3 x Main Force Cadres (One cadre may be equipped with anti-tank grenades) Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPK 1 x Loader with Rifle
Objectives Hold Ap Bac. All troops start in trenches.
Victory Points Each building held at end of game ..... +10 points
Asset Cards None.
The following scenario is based on the action at Hill 30 during attempts to relieve the US supply column ambushed near An Cuong 2. The US Marines began Operation Starlite with promise of clearing the hamlet of An Choung 1 as helicopters landed more troops inland. However as the day progressed they came under intense pressure from VC forces. When H Company 2/4 th Marines became pinned down at LZ Blue a supply column was set to bolster them but became lost and was then ambushed. Major Comer then assembled another relief force to go to their aid. The relief force’s path took them over Hill 30. As they crested the hill, they were also ambushed and the battle bogged down into a war of attrition that ground on for five days. The stubborn VC resistance showed that they were capable of trading punches with US Forces before melting away to fight another day…
scnaio Infoation Duration of Game: 12 Turns Initiative: US for the duration of the game. Special Conditions: VC Hidden Units and Tunnel Spots Fog of War: Draw normally as dictated by Reaction Tests
us miion Your hastily assembled relief force has been ordered to strike out over Hill 30 to aid troops ambushed near An Choung 2. Your mixed force must push on as quickly as possible to reach your comrades who are under heavy enemy fire. Your column must advance along the road and exit the opposite board edge.
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6'x4' Table
US Forces
Viet Cong Forces
An Choung Relief Force, US Marines
Hill 30 Viet Cong Main Force Detachment
Regulars (D8), Morale D10
Troop Quality D8, Morale D8
The Marines have been graded as ‘Regulars’ for this battle to reflect the lack of combat experience in the theatre.
Main Force Command 1 x Force Leader with SMG 1 x Runner with M1 Carbine 1 x Vietcong with rifle 3 x Main Force Cadres Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPG/B-40 1 x Loader with Rifle Weapons Cell 1 1 x Leader with Rifle 1 x Gunner with Maxim MMG 1 x Loader with Rifle Weapons Cell 2 1 x Leader with Rifle 1 x Gunner with 57mm Recoilless Rifle 1 x Loader with Rifle
1 x Officer with M14 1 x NCO with M14 1 x RTO with M14 1 x FOO with M14 with 105mm Battery on call (10D8 firepower, once per turn) 2x Squad: 1 x Squad Leader with M14 2 x Team Leader with M14 2 x Grenadier with M79 6 x Riflemen with M14 1x Squad: 1 x Squad Leader with M14 2 x Gunner with M60 2 x Assistant Gunner with M14 2 x Riflemen with M14 1 x Grenadier with M79 2 x LVTP5 (carrying the above infantry) 1 x M48 Tank 1 x M-48 Flamethrower Tank 2 x Ontos
The VC commander also receives two anti-tank mines that may be played against the lead US vehicle in their column at any time.
Objectives
Objectives
Stop the US relief force exiting the table.
Follow the road and exit the opposite table edge heading for An Choung 2. Troops start on the road as marked.
VC forces all set up hidden anywhere on the table. The VC player receives 5 Tunnel Spots and may place them anywhere, but not within 12" of the road.
Victory Points Each Vehicle/Infantry Unit off table edge ....... +10
Asset Cards The US Player receives 2 Asset Cards at the star t of the game. All US troops have Flak Vests in this scenario.
Vit Con miion VC forces in the area are in heavy contact with US Marine forces. Several enemy units have been ambushed and are pinned down. Your unit has been detailed to hold Hill 30 and ambush any forces sent to out-flank An Choung 2 from the north. You must stop any such attack.
Victory Points Each US Vehicle destroyed ........................... +10 Each US model KIA/WIA/POW ....................... + 2
Asset Cards The VC player receives no cards – his anti-tank mines are his only assets.
Viet Cong Reinforcements On the turn that firing star ts the VC player may receive reinforcement from other areas. Each turn the VC player must roll a D6, on a 5+ he may roll 2D6 on the table below for reinforcements: Die Roll
2
Reinforcements
Two-Man Sniper Team
3-6
Rifle Cell (as listed above)
7-10
Support Cell (as listed above)
11
Command Cell (as listed above)
12
Weapons Cell with Maxim MMG (as listed above)
In August 1969, several US Army units, including the 1st Battalion, 8 th Cavalry, and 1st (Air) Cavalry Division, were based out of Quan Loi. Quan Loi was an area of old French plantations, and was about 50 miles north of Saigon (and about 12 miles east of the Cambodian border). Early on August 19, Quan Loi was attacked by elements of both the VC and the NVA. The VC/NVA attack was repulsed with some loss. This scenario depicts a fictional follow-up attack by a platoon from 1st Bn, 8th Cav, in which they try to clear a nearby French plantation of the remnants of the retreating VC and NVA.
scnaio Infoation Duration of Game: 10 Turns Initiative: The US has Initiative during the game. However, should NVA units appear as reinforcements, Initiative should be rolled for as per normal FoF rules as long as there are NVA units on the field. Special Conditions: Clearing Buildings: To clear a building, a unit must remain stationary by the hooch or inside it and make a successful Troop Quality check. The unit may do nothing else that turn, but may react fire if fired upon. Fog of War: Each player draws one Fog of War card at the beginning of turn 1. Further Fog of War cards are triggered by reaction tests.
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6'x4' Table A: Plantation buildings (gray: main houses; tan: hooches) B: Jungle. Blue squares: Helicopter Landing and Pick-up Zones (LZs and PZs)
us miion
VC/NVA miion
The Air Cav platoon is out to clear out the buildings in the plantation complex, and to destroy and tunnel entrances they may come across. The mission is to get in, clear the buildings, seal the tunnels, and get all the men in the platoon out. The US player has 10 turns in which to do so. Remember, UH-1Ds can hold up to 9 passengers.
The VC/NVA gave the Americans a bloody nose in the attack on Quan Loi. Now they are chasing the VC/NVA remnants down like dogs. Make them pay for their impudence! Do not let them destroy the tunnels, and kill or capture as many of them as you can.
US Forces Platoon HQ High confidence and Well Supplied (Troop Quality D8, Morale D8). Consists of an LT (M16), and RTO (M16), an FO for the mortars (M16), a medic, an 2-man M60 MG team, and a Kit Carson scout. 1 st Squad High confidence and Well Supplied (Troop Quality D8, Morale D8). Consists of 2 teams – one with the Squad Leader (M16), a grenadier (M79), and 2 riflemen (M16s); the other with a Team leader (M16), a grenadier (M79, and 2 riflemen (M16s). 2 nd Squad Outfitted the same as 1st Squad. All US forces are equipped with body armor (flak jackets). They arrive on the board on Turn 1 riding in the UH-1Ds.
US Asset Cards • Available Air Transport: 3 UH1D Hueys. The helicopters may only drop off and pick-up troops in designated LZs/PZs. The platoon leader or a squad leader must make a successful Troop Quality check to call the helos back in for the extraction. If so, the helos appear on the board that turn, and follow normal Force on Force rules for landing and pick up. • Heavy Mortar
Victory Points Each building cleared .......................... +5 points Each tunnel entrance sealed ................ +5 points
VC/NVA Forces 1 VC leadership cell Average Confidence and Poorly Supplied (Troop Quality D6, Morale D8). Includes a leader (AK/rifle) and a runner (AK/ runner). This cell may be deployed anywhere on the board. 2 x VC Local Force Cadres Average Confidence and Poorly Supplied Poorly Supplied (Troop Quality D6, Morale D8). Each has 9 men (one leader with an AK/rifle, 6 men with AKs/rifles, 1 RPK, and 1 RPG). The 2 cadres may be deployed anywhere on the board. Main Force DSHK TEAM Average Confidence and Poorly Supplied (Troop Quality D8, Morale D8). 3-man HMG team with DSHK HMG. The team may be placed anywhere in open terrain, or at the edge of the jungle. It may not be placed inside the jungle, or in any of the buildings. VC units deployed in a building or in the jungle may start the game hidden. The VC/NVA player receive 1D8 Booby Trap cards.
VC/NVA Reinforcements The VC/NVA player(s) may place five Tunnel Spots anywhere on the table, per the FoF rules. From turn 3 onward, the VC player
may roll for reinforcements. He must roll 4 or less on a D12 to be successful. If the roll is successful, roll 2D6 on the table below: Die Roll
Reinforcements
2
1D6-1 Local Force VC armed with AKs/rifles and one leader with AK-47
3
1D6 Local Force VC armed with AKs/rifles and one leader with AK-47
4
1D6+1 Local Force VC armed with AKs/rifles and one leader with AK-47
5
1D8 Local Force VC armed with AKs/rifles and one leader with AK-47
6
1D10 Local Force VC armed with AKs/rifles and one leader with AK-47
7
Local Force VC MG Weapons Team (3 figures with MMG).
8
1D6-1 NVA armed with AKs and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8)
9
1D6 NVA armed with AKs and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8)
10
1D6+1 NVA armed with AKs, 1 RPK, and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8)
11
1D8 NVA armed with AKs, 1 RPK, and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8)
12
1D8 NVA armed with AKs, 1RPK, 1RPG, and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8)
The VC/NVA player must then roll a D6 for tunnel location. On a roll of 6, he may choose any Tunnel Spot.
Victory Points Each tunnel entrance left open ............ +5 points Each American captured ..................... +3 points Each American KIA ............................. +2 points Each American helicopter shot down ... +5 points
December 1967: The monsoon rains have started to ease but the war has been heating up over the last few months. US forces have experienced increased contacts against the North Vietnamese regulars and the feeling among army intelligence is that a major offensive is round the corner. The 1/9 AirCav have been assigned the task of drawing the enemy out in force so that the full weight of the US firepower can be brought to bear, and ultimately destroy it.
Ta stp The game should be played on an 8’ x 6’ table. The main river is impassable except via boat or bridge, tributaries can be crossed at ¼ move by infantry only. Jungle sections are dense. Paddy fields count as per the rules. The firebase should be a mix of bunkers and fire pits with a minimum of one helo pad but the exact make-up is at the US player’s discretion.
scnaio Infoation Duration of Game: 5+ Turns Initiative: The US player starts with the initiative for turn 1. Subsequent turns should be determined as per the rules. Special Conditions: The village of Plei Mei contains two civilian groups, each one within 6" of a hooch on each side of the river. Each group may be moved by the player that has control of the village during his turn or as an interruption to firing. Fog of War: Each player draws one Fog of War card at the beginning of turn 1. Further Fog of War cards are triggered by reaction tests.
us bin FSB Ladybird has been used as a base of operations over the last week to conduct missions into the surrounding hills and valley to draw out the enemy. The mission so far has only sought to bring increased mortar and rocket fire down on the base and the odd fighting encounter on patrol. It is believed that the NVA have moved into the local area and are using the village of Plei Mei to support the attacks.
Objectives Patrol the Jungle to the North East of FSB Ladybird between the firebase and the river. All enemy forces should be eliminated and any tunnel spots neutralised. A security force must remain in the firebase at all times but its strength is to be determined by the US player. Patrol the village and surrounding paddy fields. US patrol forces must remain on the Northern bank of the river for a minimum of 5 turns and the village should be cleared of any NVA or VC.
US Forces All US forces are Well Supplied and are Troop Quality D8 and Morale D8. All troops wear Flak Jackets.
FSB Ladybird Command Squad Capt. Harris, M16 LT. Wolfe, M16 RTO, M16 Medic Kit Carson Scout, M16 (may attach to any unit) Rifle Squad 1 SGT Brand, M16 Grenadier, M79 Blooper Rifleman, M16 Rifleman, M16 Corporal Downy, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16
Rifle Squad 2 SGT Green, M16 Grenadier, M79 Blooper Grenadier, M79 Blooper Rifleman, M16 Corporal Taylor, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16
Deployment to LZ Paddy fields outside of Plei Mei village. Arrive on Turn 1 from the southern table edge in the Hueys.
Helo 1 Command Squad LT. Wolfe, M16 RTO, M16 Medic OP Team SGT Anderson, M16 RTO, M16 105mm Howitzer from FSB Ladybird. Troop Quality check to call in. May target any enemy unit that the OP team has line of sight to with 8D8 Firepower. Helo 2 Rifle Squad 1 SGT Alvaro, M16 Grenadier, M79 Blooper Rifleman, M16 Corporal King, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16 Helo 3 Rifle Squad 2 SGT Elias, M16 Grenadier, M79 Blooper Rifleman, M16 Corporal Murphy, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16
US Asset Cards Available Air Transport: 3x UH1D Hueys. The helicopters may only drop off and pick-up troops in designated LZs/PZs. The platoon leader or a squad leader must make a successful TQ check to call the helos back in for the extraction. If so, the helos appear on the board that turn, and follow normal FoF rules for landing and pick up.
US Victory Points Each VC KIA/WIA............................................ +1 Each Civilian KIA/WIA ....................................... -1 Control of the village ..................................... +20
NVA Pa bin
Main Force DSHK TEAM
In an effor t to take control of the valley, NVA forces have moved in to support the Main Force VC in the area. A large tunnel and bunker complex is under construction that overlooks the village of Plei Mei and will be used as a base of operations. The US Firebase that dominates the landscape has become the focus of attacks and over recent days, numerous rocket and mortar attacks have landed successfully. Additionally, the local village that has resisted providing much needed rice to the cause due to the US support, support, needs to be controlled. controlled.
The VC/NVA player may also place THREE Tunnel-Spots anywhere on the table (except the firebase). They may not be placed within 12” of a road exit from the table. For turns 5 to 7 the VC player player may roll for reinforcement reinforcements. s. He must roll 4 or less on a d6 to be successful. If it is a success roll on the table below: below:
3-man HMG team with DSHK HMG.
Die Die Roll Roll
Rein Reinfo forc rcem emen ents ts
NVA forces are Well Supplied. Main Force VC are Poorly Supplied. Force is Troop Quality d6, Morale d8.
1
1d6 Viet Cong armed with rifles and one leader with AK-47
Main Force VC
2
1d6 Viet Cong armed with rifles and one leader with AK-47
3
1d8 Viet Cong armed with rifles and one leader with AK-47
4
1d8 Viet Cong armed with rifles and one leader with AK-47
5
1d10 Viet Cong armed with rifles and one leader with AK-47
6
Viet Cong MG Weapons Team, Team, 3 figures figure s with Maxim MG.
Start to the south of Plei Mei, at least 12"
Command Leader, AK-47 Runner, MAT-49 SMG Gunner, RPD (+2 Firepower Dice) Asst. Gunner, M1 Carbine Squad 1 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, assorted small arms.
NVA Forces Forces Ambush Party Can be positioned anywhere within the jungle between the river and firebase.
Squad 1 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, Ak-47 Weapons team Gunner, RPD (+2 Firepower Dice) Assistant Gunner, AK-47 Weapons team Gunner, 2” Mortar Assistant Gunner, AK-47
Village attack force Start 12” from the Northeastern table edge (Jungle north of paddy fields).
Squad 1 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, Ak-47 Squad 2 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, Ak-47
The VC player must then roll for tunnel location. On a roll of six he may choose any tunnel spot or replace a civilian group with a unit of VC.
NVA Booby Trap Trap Cards NVA player receives 1d6 booby trap cards.
NVA Victory Points Points Each US soldier WIA/KIA ................................ +1 Each US soldier POW ..................................... +5 Each mortar round landed on firebase ............ +1 Control of the Village..................................... +20 Firebase overrun ......................................... ........................................... .. +50