Chain of Command DMZ V2

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CHAIN OF

COMMAND
DMZ

SECOND TOUR

A SUPPLEMENT FOR GAMING CHAIN OF


COMMAND IN THE VIETNAM CONFLICT
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CHAIN OF COMMAND DMZ - V2
Second Tour

INTRODUCTION
Welcome to Chain of Command - DMZ Second Tour.

The second instalment of an unofficial Chain of Command supplement for the Vietnam War.

This supplement has been written with the overall intention of being used with the Chain of Command
Main Rulebook.

The layout has been designed to allow for easier reference during games.

A large part of this supplement has been based on the excellent set of unpublished Chain of Command Cold
War rules designed by Richard Morrill (Monty Lardo) and the Chain of Command Rule set by the Too Fat
Lardies Team.

A big thank you is also extended to Michael Moore, Andrew Champion, Andrew Parkes, Len Tracey and
members of the League of Ordinary Gentlemen Wargames Club who have contributed greatly to this
project.

I don't profess to be an expert so any suggestions or feedback for improvements is always appreciated.

If anyone has any questions or is seeking any rules clarifications do not hesitate to contact me.

For more Chain of Command - DMZ action visit my blog at http://carportgaming.blogspot.com.au/

Cheers
Jason Sendjirdjian

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GROUND SCALE
12” equal to 50 metres.

Overwatch: Leaders may order their troops to go on Overwatch. Troops on Overwatch hold their ground
and cover a 90 degree arc of fire, as indicated by the Overwatch marker. They may fire at full effect at any
enemy troops who enter that arc of fire at any point in the current Turn. Overwatch markers are removed
at the end of the Turn; or when a Leader gives the troops an order to do something else.
NB: Units stay on overwatch during a turn until a Leader gives the troops an order to do something else
even after firing. Units on overwatch can only fire once per phase.

Team Leaders: Team Leaders command a specific team whether that be a fire team or a support weapons
team. They may also be a vehicle commander.
These are present to represent forces with strong JNCO leadership, giving them more flexibility in using the
command dice they have.
Team Leaders are activated on a 2.
They have 1 initiative point.
A team leader can only influence his own team and he must be within unit integrity of them.
They only test for leader casualty if their own team suffers a casualty.
If their team suffers as many casualties as men in the unit then they are automatically hit.
Team leaders that are hit are immediately killed (they do not roll on the leader casualty result).

MULTIPLE PHASES
Any time a player rolled 2 sixes or more for consecutive phases the subsequent roll is made with one less
dice.
e.g. Player 1 rolls 5 dice 6,6,5,2,1.
Next roll they roll 4 dice 6,6,3,1.
Next roll they roll 5,2,1.
It is now Player 2 turn.

COMMAND AND CONTROL

COMMAND DICE RESULTS


ROLL EFFECT
1 Activate or Deploy one Team with its leader
2 Activate or Deploy one Section or Squad with its Leader
Activate or deploy a Team Leader with his Team
3 Activate or Deploy one Junior Leader with his Section, Squad or Team
4 Activate or Deploy one Senior Leader
Activate or deploy a Ranking Senior Leader
5 Add one to your Chain of Command Points total
6 Phase Sequence Dice

DEPLOYING ONTO THE TABLE


Direct Fire Off tables assets

Direct Fire Off table assets are deployed using a marker on a friendly table or flank no further forward than
the foremost friendly JOP still in play i.e. not blocked or captured. (If that JOP is compromised i.e. blocked
or captured, then the asset is IMMEDIATELY removed from play and may take no further part in the game.
No Force Morale roll is taken for such a loss.)

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This may not be moved for the rest of the game and all firing uses this as the point from which there must
be a Line of Sight to the target and determines what cover the target is in from that point.

The weapon activates on a Command Dice roll of 5, firing and hitting as though at long range.
When Direct Fire Off-Table Assets are activated on a 5, the dice may not be used to increase the number of
Chain of Command points.

A Direct Fire Off-Table Asset may never be engaged by enemy fire. However, its line of sight may be
blocked by smoke or a mortar barrage.

NB: These rules do not apply to Indirect Off-Table assets such as mortars which have their own rules.

ACTIVATING TROOPS ON-TABLE


On a Command Dice roll of 2, a Team Leader may be activated. He may immediately use his Command
Initiatives to command any of his men in his command range.

Section and Team Actions

A Section or Team that has been activated may elect to do any one of the following:

1. Make no movement and adopt a Tactical stance, seeking out the best cover where they are. Place a
Tactical Marker with the Unit. Move Tactically and end their movement in the best cover available,
placing a Tactical Marker with the Unit.

2. Move and fire (both at reduced effect) in whichever order the player wishes.

a. Elite may move 1D6 and fire normally or move or 2D6 and fire at ½ effect.
b. Regulars and Green may move 1D6 and fire at ½ effect.

3. Move and not fire.

All members of the Section or Team must do the same thing when activated together unless activated by a
leader, who can use his CI to order different teams to do different things.

LEADER INITIATIVE
Team Leaders.

Team Leaders command a specific team whether that be a fire team or a support weapons team. They may
also be a vehicle commander. They may only influence the men in their own team and are activated on a 2.

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COMMAND INITIATIVE

COMMAND INITIATIVE
RANK ACTIVATES ON INITIATIVE RANGE
Team Leader 2 1 Only his own team and he must
be within unit integrity them.
Junior Leader 3 2 6”
Senior Leader 4 3 9”
Ranking Senior Leader 4 4 12”

UNIT ACTIVATIONS

When activated, any Leader, who is attached to his men or within command range of them, may use one
Command Initiative to do the following:

Activate one Team or Section to move or fire. If they are firing he may add his own fire himself at no cost in
Command Initiative.

Activate a single Team and place it on Overwatch. (2 Command initiatives to place a squad on overwatch)

Activate one weapons Team, Section or Squad to put down Covering Fire into an area of terrain.

Leaders may also use one Command Initiative to activate a dedicated infantry anti-tank Team to use their
weapon against an infantry target.

UNIT ACTIONS DEFINED

Overwatch: Only Leaders may deploy a Team on Overwatch using one Command Initiative. This represents
them taking time to explain the area to be covered. If a Leader wishes to put a whole Section on Overwatch
he will have to spend one Command Initiative per Team. Support Weapons may be placed on Overwatch by
Leaders in the same way as infantry.

Once on Overwatch, the Team will then cover an arc of fire of 90° from its position. The Team will remain
on Overwatch through multiple Phases, only coming off Overwatch if the Turn finishes or they are activated
by a Leader to do something else.

To deploy a Unit on Overwatch counts as its activation for that Phase (it may do nothing else) as it deploys
to take up the best stance to cover the area ordered.

Any team on overwatch may:

Fire at full effect against any enemy firing in their arcs after the enemy has fired but before the enemy
moves if they are indeed planning to move.

Fire at full effect against any enemy moving in their arcs at any point in the movement.

But they may only fire once in a phase.

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THE PHASE SEQUENCE

THE TURN END


THE TURN END
All smoke other than that from a fire is removed from the table
All Tactical and Overwatch markers are removed
Any barrages will now cease
All illumination is removed

RESTRICTED WEAPON MOVEMENT


Weapons which are NOT 'fire and forget' cannot move in the Phase in which they fire regardless of how
they are mounted.

UNIT FACING
Rifle and light weapon Teams are considered to have a 240° arc of fire to their front (i.e. if the unit is facing
12 o clock, it has an arc of 8 through 4) unless firing from a window when this is reduced to a 90° degree arc
of fire. When activated, they may change their facing to whatever direction they wish without counting as
moving. If moving they may end their movement facing in any direction they wish.

Tripod-mounted machine guns have a 120˚ arc to their front. If they wish to change their facing by up to
90˚ this counts as 1D6 of movement, thereby reducing firing in that Phase as normal for their troop class.
Any greater change of facing will require a Normal Move, meaning no fire can be undertaken in that Phase.

Anti-tank guns, infantry guns, ATGW, AGL etc have a 90° arc of fire, 45° either side of the barrel, and
measured from the front of the gun shield or the breech block if no shield is present. To engage a target
outside that arc they must spend one whole Phase turning to face that direction.

INFANTRY FIRE
THE ARSENAL TABLES
Fire Power Dice are shown under the range band.
Halves rounded down
WEAPON CLOSE EFFECTIVE LONG NOTES
Pistol 0-12" -
½
Bolt Action Rifle 0-24" 24"-48" 49"+
½ ½ ½
Semi Auto Rifle 0-24" 24"-48" 49"+
1 1 1
Semi Auto Carbine 0-24" 24"-36" 37"+
1 1 1
Auto Carbine 0-12" 12"-36" 37"+
1½ 1 1
Assault Rifle 0-12" 12"-48" 49"+
1½ 1 1
SMG 0-12" 12-18" 18-24"
2 1 ½
Shotgun 0-12" - -
3
Carbine (Pistol 0-12" 12-18" 18-36"
ammo) 2 1 1

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Auto Rifle e.g. LSW 0-24" 24-48" 49"+
3 3 2
Magazine LMG 0-48" 49"+
4 3
SAW 0-48" 49"+
5 4
Belt Fed LMG 0-48" 49"+ Lose 2 Firepower when crew
6 5 reduced to 1
Includes M60 & RPD.
Tripod Mount All Off Table Lose 3 Firepower when crew
MMG/HMG 7 6 reduced to 1. HMGs reduce cover
by one level
DMR 0-48" 48"+ Hit on 4+/5+ Roll for hits as if in
1 1 open.
Sniper Unlimited Unlimited See section 9.5 Roll for hits as if in
1 1 open. Double Shock. .50 cal adds 1
additional shock for both shock
and kill results.
Grenade/Rifle 4-48" 49"+ Reduce cover by one level unless
grenade 2 in open, 2 in open, target has overhead cover
3 enclosed 3 enclosed
Blooper and 7-36" 37”+ Reduce cover by one level unless
Underslung Grenade 2 in open, 2 in open, target has overhead cover
launcher 3 enclosed 3 enclosed
Auto Grenade With LOS No LOS Reduce cover by one level unless
launcher 8 8 target has overhead cover
RPG-2 4-36” Reduce cover by one level
2
RPG-7 4-48” Reduce cover by one level
3
Flamethrower 0-12" All cover is ignored. Shock is
10 doubled
2"/50mm mortar With LOS No LOS Reduce cover by one level unless
2 2 target has overhead cover
60mm mortar 24” + with 24”+ Reduce cover by one level unless
LOS No LOS target has overhead cover
3 3
3"/80mm/ 81mm Any Range Dice for hits on all Teams within
mortar 4 per team. the barrage area. All units Pinned
8 for a squad
without
teams
Internal Vehicle MG 0-18" 18"+
5 5
Top Mounted MMG 0-24" 24"+ HMG’s reduce cover by one level
or HMG 6 5
20/30mm Cannon 0-48" 49"+ Reduce cover by one level
8 8
Vehicle 0-36" All cover is ignored. Shock is
Flamethrower 12 doubled
Chaingun 0-48" 48”+
10 10

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AUTO-CANNON FIRE
Auto-cannon fire will reduce any cover by one level and shock is doubled.

MULTI-BARRELLED WEAPONS
Multi-barrelled weapons such as quad-mounted MGs or auto-cannons fire with the normal number of Dice
but +1 dice will be added for each extra barrel firing.

To Hit Table
TARGET GREEN REGULAR ELITE

Close/Effective 3+ 4+ 5+
Long 5+ 6 6+

Roll for Effect


Roll a D6 for each hit on his Unit on the Table below:

MISS SHOCK KILL


OPEN 1 2,3,4 5,6
LIGHT 1,2, 3,4,5 6
HARD 1,2,3, 4 5 6

Flak Vest
Troops wearing Flak Vest ignore the first kill caused by HE fire and convert it to a 2 points of shock.

Grenade Launchers/Bloopers
May only be fired when an individual man is commanded by a Leader using a Command Initiative.

Roll to hit and for effect in the same way as all infantry fire, but reduce cover by one level unless the target
has overhead cover.

INFANTRY ANTI-TANK WEAPONS

Tank Hunters
To resolve the attack consult the table below.

HAND-HELD ANTI-TANK WEAPONS


Weapon Result
Petrol Bomb A.P. strike of 3 doubling any Shock inflicted
Grenade and Petrol A.P. strike of 6 doubling any Shock inflicted
can
Satchel Charge A.P. strike of 6

SNIPERS
Counter Sniping.
If an enemy sniper fires and a friendly sniper has LOS to the enemy sniper figures, then he may test to see if
he has spotted his counterpart. He uses the same process as everyone else, but adds 1 to his spotting roll
and a further adjustment is made for relative quality, 1 on the dice for each level. For example, an Elite
sniper trying to spot a Regular sniper would have a +2, the basic +1 and a further +1 for the difference in
quality. Once spotted, the sniper engages with 1D6 as normal but with any hit counting as a kill. This
reflects that the round may just be close enough to let the target know he has been spotted and that it is
time for a quick exit stage left!

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Designated Marksmen- A DMR remains with his unit but fires in much the same way as a sniper but hits on
a 4+ and leaders and specialists will also be hit on a 4+. Shock is not doubled for a DMR.

BACK-BLAST WEAPONS
Many AT weapons and recoilless rifles produce a significant back-blast which means they may not fire from
enclosed spaces such as buildings. The exception here would be a very large building with open internal
areas, such as a church or factory.

SUPPORT WEAPONS FIRE


Support Weapon Teams
Support Weapon Teams will continue to function until every Team member has been killed. However,
weapons need at least a two man crew to function effectively. Once reduced to one man, they will not
be able to move or rotate, although they may continue to target any enemy within their arc of fire.

Medium Mortar Batteries


Use the main rules except Spotting.
Battery can be contacted and called in by a Senior Leader.

Spotting:
If the LOS to target used is from an Observer then +1 to ranging in roll
If the LOS to target used is from a Senior Leader no adjustment to ranging in roll
If the LOS to target used is from a Section/Squad Leader within command distance of a Senior Leader
or Observer calling on the barrage then -1 to ranging in roll. (Command range for an observer is treated
as the same as a Senior Leader ie: 9inches)

Fire support
Use the same rules as for Medium Mortars except this is for one round of fire only.
The Target unit is pinned and smoked. Pinning ceases and smoke clears at end of next phase.
If multiple Fire Support options are taken then the barrage can be repeated up to that many times
or can be called in a separate barrages following the Medium Mortar rules.

OFF-TABLE MORTARS DEPLOYING SMOKE


Off-table mortars and guns may deploy smoke using exactly the same mechanisms as firing a barrage.
However, smoke will be deployed covering the relevant square area. All smoke is removed from play at the
end of the Turn (unless a Chain of Command Dice is played).

TRANSPORT HELICOPTERS
These will always commanded by a leader on board the helicopter activated on a 3. Any gunners are
activated separately using the leaders initiatives.
Door gunners fire as for a vehicle mounted internal weapon, the reduction being due to the relative
instability of the firing platform.

The Passengers: These are the infantrymen carried. When activated by a Leader, they may disembark from
the carrier. At this point, the player must choose which men are disembarking and which, if any, are
remaining on board.

Transport helicopters need to land to drop off or collect troops. Whilst this is likely to occur off table due to
the risks of landing so close to the enemy, should they wish to operate on table, the following applies:

To deploy/lift personnel by landing:

1st Phase: Move the helicopter to the location you are using as your landing site. This requires the pilot to
be activated.
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2nd Phase: The helicopter lands. This requires the pilot to be activated.
3rd Phase onwards: Embark/disembark as normal. This requires the troops to be activated.
Final Phase: Lift off and fly away. This requires the pilot to be activated.

Fast Roping. As above except fast roping starts on the 2nd Phase and you can insert 2 teams a Phase from a
helicopter.

Helicopters have unlimited movement over the table, but must actually be represented if they are
operating in a tactical role such as operating at low altitude to insert or extricate troops. Hovering
helicopters may 'drift' up to 6" in any Phase without it counting as moving.

Anti-Aircraft Fire
Anti-aircraft fire can only take place when the target helicopter is operating in a tactical role i.e. where it is
flying low over the table. It will normally occur when transport helicopters are attempting to insert or
extract troops. Hovering helicopters may also be attacked with small-arms fire provided the attacking
troops are within 36" of the aircraft.

To make an anti-aircraft attack the unit must not be pinned or suppressed and rolls 2D6 and adjusts as
follows:

SUBTRACT
-1 for each point of Shock on the firer
-2 if the firer is in an area under fire

ADD
+2 if the firer is a heavy anti-aircraft unit e.g. S60 or SAM
+1 if the firer is a light anti-aircraft unit such as AA MGs
+1 if the firer is using an RPG

Check the result against the following table to see if the aircraft has been hit.

Target Roll
Helicopter 11

If the roll is successful and the target is hit roll on the following table to see what the effect is. Again add
+1 if the firer is a light anti-aircraft unit or RPG,
+2 if a heavy anti-aircraft unit or a SAM-7 ground to air missile.

Dice Result
1-5 Helicopter driven off, may not attack/land/disembark troops this turn.
6 Helicopter damaged, leaves the table immediately and does not return.
7+ If landed Helicopter destroyed where it is otherwise Helicopter is downed and crashes off table.
Crew dead. 1D6 hits on any infantry within 4”. 2D6 hits on any passengers.

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CLOSE COMBAT

RESOLVING CLOSE COMBAT


Each side will roll 1D6 for each man, not including Leaders, in the Close Combat. Adjust the number of dice
rolled according to the list below, in the order listed, rounding down for odd numbers.
Neutralised units engaged in close combat will immediately surrender.

CLOSE COMBAT
Add 1D6 for the Command Initiative level of every one of your Leaders present
Add 2D6 for each troop quality level higher than the enemy
Add 1D6 for each D6 of movement the enemy moved to get into contact (in the first round only)
Subtract 1D6 for each two points of Shock on your men in the fight
Aggressive/Stubborn Troops add 1D6 for every three men if attacking/defending
Add 1D6 for each Shotgun, SMG, Assault Rifle, auto carbine or automatic rifle
Subtract 1D6 for every 2 bolt action rifles
Add 3D6 for each SAW or magazine fed LMG
Add 4D6 for each belt fed LMG or 6D6 for each MMG or HMG any defender has if the attacker is in their
arc of fire (first round only)
If you are defending light cover add 1D6 for each three D6 you already have (first round only)
If you are defending heavy cover add 1D6 for each two D6 you already have (first round only)
If you have been hit in the rear now remove half of your dice (first round only)
For Pinned units remove half the dice you have so far

Total up the number of dice to be rolled by each side. If one side has four or more times as many dice as
their opponent, then the side with fewer dice Routs immediately. They will fall back 3D6 inches with their
backs to the enemy and take eight points of Shock. If unable to fall back, they will surrender.

If neither side Routs, both players roll their total number of dice. Each 5 inflicts one point of shock and
each 6 kills one enemy. If multiple Teams are involved, casualties are spread equally between them
with the opponent deciding which Team is allocated any odd hits. Only one odd hit can be apportioned
to any single Team.

RESULTS OF CLOSE COMBAT


Now compare the number of killed on both sides and refer to the list below:

Draw: Fight again immediately unless one side becomes Neutralised due to Shock, in which case that
side will rout (see above). This occurs for a maximum of three rounds, after which both sides retire 4”
to take a breather.

DEFEATED BY 1
Thrown back 8” facing the enemy. Aggressive troops attacking or stubborn troops in defence ignore a
defeat by 1 and fight again immediately.

DEFEATED BY 2
Thrown back 11” facing the enemy. Add one point of Shock on each Team (if sections have no teams,
add 2 shock per section).

DEFEATED BY 3
Run away 14” facing away from the enemy. Add two points of Shock on each Team(if sections have no
teams, add 2 shock per section).

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DEFEATED BY 4+
Treat as wiped out.

The winner may choose to advance to occupy the ground previously held by their defeated opponent
or to hold their own position.

SHOCK

The Cumulative Effects of Shock


During the combat our games represent, troops will move down and up a ladder of Combat
Effectiveness. There are 4 steps on this Ladder.

1. Good Order. The Troops have no shock and can operate freely.

2. Degraded. The unit has some shock, which affects its ability to move and fire, but it is still
very much 'in the fight'.

3. Pinned. Sections or Teams will become Pinned when their Shock level exceeds the number
of men and Leaders remaining in the Unit. If a Unit was fired at while moving, and was
Pinned as a result, then they will halt at the point where they took fire. A Pinned Unit
should be identified with a suitable marker to indicate its state.

While Pinned, a Unit may not move, and any firing it does is undertaken with a 50%
reduction in firing dice, after the effect of any Shock is taken into account.

A Pinned Unit increases its level of cover by one, as most of its men are seeking cover.

A Pinned Unit may not use any of its Section anti-tank weapons, rifle grenades/bloopers or
hand grenades. A Pinned specialist anti-tank Team or support Team, such as an anti-tank
gun firing A.P., may still fire, but with a -2 on its “to hit” roll.

4. Neutralised. Sections or Teams with double the amount of shock as men and Leaders
remaining in the Unit become Neutralised. If a Unit was fired at while moving, and was
Neutralised as a result, then they will halt at the point where they took fire. A Neutralised
Unit should be identified with a suitable marker to indicate its state – a second pinned
marker works well.

While Neutralised, a Unit may not move or fire except that, if they were not fired on in the
previous phase and they are not in cover, they will move backwards a maximum of 2D6
(without any deductions for Shock) towards the nearest cover, where they will halt.

A Neutralised Unit increases its level of cover by one as most of its men are seeking cover
as for a pinned unit.

If engaged in close combat, they will surrender.

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RALLYING SHOCK
The effects of Shock are not permanent. A Unit may have its Shock reduced when a Leader uses his
Command Initiatives to rally the Unit. Once a unit has had sufficient shock removed, it can move
back up the ladder to the next highest level i.e. Neutralised to pinned, pinned to degraded,
degraded to good order. To remove a pin marker, a leader must spend 2 CI in a single phase to
remove the marker. Neutralised is represented by 2 markers, so, even if you rally enough shock to
move back up to degraded, you still need to spend 4 CI (2 per marker) to move first from
Neutralised to pinned and then from pinned to degraded. These CI are in addition to those
required to remove the shock. For example, a team of 3 men has 5 shock and is pinned. A leader
spends 2 CI to remove 2 shock leaving 3 men and 3 shock but they remain pinned. Next phase, the
leader uses 2 more CI to remove the pin marker.

FORCE MORALE

BAD THINGS HAPPENS TABLE

Treat Neutralised results as routed on the Bad Things Happen Table.

Add the following to the table.


No Effect -1 point -2 points -3 points
Team Leader killed 1234 56

SECONDARY VICTORY CONDITIONS


Free World Forces
Free World Forces may achieve an alternative Victory at the end of any phase/turn in which they currently
have control of or have captured a total of at least 2 enemy Jump off Points and their current morale level
is 5+. They can also win scenarios under normal victory conditions.

NVA/VC
NVA and VC Forces may achieve an alternative Victory by reducing a Free World Forces Morale to 4 or Less
and withdrawing all on table units from the table whilst their final morale remains above 0.
They can also win scenarios under normal victory conditions.

Withdrawing from the Table


In order to retire from the field a NVA/VC unit may leave via a friendly jump off point or any table edge
provided no enemy units are within 12 inches and line of sight to the unit at the start of it's move.
Each unit leaving the game this way via a JOP or table edge will not return and will roll with the risk of
dispersing on a 5+ if from a friendly JOP or 4+ if from any table edge.
If a unit disperses a roll is made against section wiped out on the morale table and immediately effects the
players morale.
Snipers and immobile teams may withdraw from where they are deployed with the risk of dispersing on a
5+ if there is no enemy within 12 inches and line of sight or 4+ if there is enemy within 12 inches and line of
sight.

NB: Victory can be achieved by a force via either method.

13
VARIABLE FORCES IN THE FIELD
Those wishing to better represent variable forces in the field can achieve this through an idea taken from
the Charlie Company rules.
Players from both sides roll for their platoon at the start of the game to determine it's Platoon size.
Force ratings are not adjusted by these rolls.

NB: A platoon may never be bigger than it's original starting size.

HQ
HQ size is determined by rolling a D6 treating a 1 as a 2 and a 6 as a five.
This determines how many men are in the HQ.
Any roll above 2 are additional men that can be used to supplement squads.

Squads
Standard squad size:
13 = D6+7
10 = D6+4
9 = D6+3

So a standard NVA squad of 9 will roll D6+3 for each of it's 3 squads to determine their size.

Once all rolls are made players can adjust their squads as they see fit supplementing them with additional
HQ men but not exceeding and original squad or platoon size. Any additional men are ignored.
Players can decide which weapons from the original squads are maintained.

Sections & Squads without Sub-Teams


The following rules apply to sections or squads without sub-teams:
They suffer only one Shock when moving 'at the double'.
They require only one Team entrenchment for the entire Squad or Section.
They roll twice for hits from barrages.
They activate only on a Command Dice roll of 2. Any sub-Teams, such as Scouts, which are
Split off from the Squad will activate on a Command Dice roll of 1.
The whole squad may be placed on Overwatch by their Leaders using two Command
Initiative.

14
SUPPORT OPTIONS
M60 GPMG with 3 crew
At the start of a game this support option can be attached as an additional M60 GPMG with 2 crew team to
an existing squad.

Massive Artillery Bombardment


The Massive Preliminary bombardment is a variation on the Pre-Game bombardment, happening
immediately before the tabletop game begins. The attack affects not just enemy troops but also
buildings and vehicles.

Massive Artillery Bombardment versus Buildings


Immediately before the patrol Phase, roll a D6 for each building on the table.
On a roll of 5 or 6, the building has been hit.
Next roll a further D6 for any buildings which have been hit on the following table.

Roll Result
1,2 Building is on fire unstable
3,4 Building is Unstable
5,6 Building collapses. Reduced to rubble which counts as light cover

Buildings which are on fire may not be occupied and may have no Jump-Off Points placed within
them. Test to see which direction the wind is blowing by rolling a D6 on the mortar template,
with 1 indicating North.
Place a continuous 12” trail of smoke in the direction indicated. This will break Line of Sight
for all troops.
When all buildings are checked and any resulting smoke placed, continue with the Patrol Phase as
normal.

During the game, damaged buildings are treated as follows:

Buildings on Fire
When a Turn ends, roll a D6 for each building on fire. On a roll of 1 to 3 nothing happens.
On a roll of 4 to 6 the fire is extinguished and the smoke removed. The remaining rubble
may not be occupied.

Unstable Buildings
Buildings which are unstable may be occupied but may collapse on a Turn End.
When a Turn ends, roll a D6 for each unstable building. On a roll of 5 or 6 the unstable
building will collapse. Any troops within the building or within 4” of it will roll for 1D6
hits per Team as though in the open. Any survivors from the Teams inside the building
are placed immediately adjacent to it by the owning player.

Massive Preliminary Bombardment versus Infantry


Any enemy troops wishing to deploy onto the table in the first Turn must roll to see if they arrive as
though under a Pre-Game Bombardment. If they do arrive, each Team will also roll 1D6, squads without
teams 2D6 to see how much Shock the bombardment has caused them to suffer. Units who suffer excess
Shock may be Pinned, Units with double Shock will be Neutralised. A Neutralised unit results in a Force
Morale Test, as usual.
If any Team rolls a 6 when checking for Shock then roll for any Leader with that Team. On a 6 that Leader
has his Command Initiative reduced by one level. This does not result in a Force Morale Test.

15
Massive Preliminary Bombardment versus Vehicles
After a Massive Preliminary Bombardment attack many roads may be blocked by rubble.
Enemy Vehicles and AFVs attempting to enter the table must roll a D6 as though under an Pre-Game
Bombardment.

Ambush
A player may choose this support option to perform an ambush up to section/squad size. An ambush
differs from a Chain of Command dice Ambush.
An Ambush allows a single, as yet deployed infantry team OR SQUAD/SECTION to be placed anywhere
within 12” of a friendly Jump‐Off Point and further than 6” from any enemy
infantry.
The unit may then fire immediately without further activation.
The unit will make their attack and then must be kept on the table in the ambush position at
the end of the phase.
If the player’s opponent has troops on Overwatch covering the area from which the ambush is made, they
may fire after the ambushing unit has fired.

Political Cadre
A Political Cadre is a Senior Leader armed with an SMG. He may be attached to and influence any NVA
troops in the game, whether from the core platoon or supports. He counts as one man for morale purposes
when considering Shock levels and one man in any Close Combat. A Political Cadre cannot be part of a crew
for a crewed weapon.

Local Knowledge (NVA)


Allows NVA player to either deploy one unit an additional 6” further from a Jump-Off point than would
normally be the case OR to move a jump-off point up to 18” in any direction, so long as it is further than
12” from any enemy troops or Jump-Off Point.

Local Knowledge (VC)


Allows VC player to either deploy one unit an additional 6” further from a Jump-Off point than would
normally be the case OR to move a jump-off point up to 18” in any direction, so long as it is further than
12” from any enemy troops or Jump-Off Point.

Who is my Enemy?
Option 1 - Mama San
A Mama San acts as a distraction when a Free World Senior Leader is activated. When the player activates a
Senior Leader, the Communist player may interrupt, placing the Mama San adjacent to the Leader to
provide misleading information. As a result the Senior Leader may not activate in the current Phase and the
Command Dice roll of 4 is lost. The Mama San is left in place on the table. On subsequent activations, the
Senior Leader in question must roll a D6. On a roll of 1 to 3 he is still being diverted by the Mama San and
his activation is lost. On a roll of 4 to 6 he recognises the ruse and may activate as normal. The Mama San is
removed from the game. This does not count as the loss of a support option and no Force Morale Test
results.

Option 2 - Civilians
The Communist player may deploy up to two Groups of Civilian figures (each one counting as a
Who is my Enemy Support Option). (Use 60mm round bases for 28mm, 40mm round for
15mm figures). After the patrol Phase is complete, the Civilian bases are placed on a road 24” from
a Free World Jump-Off Point of the Communist player’s choosing.
On each Communist Phase, the Civilian bases are moved towards the closest Free World Jump-Off Point
at a rate of 2D6 inches per Phase.
If they are contacted by any Free World unit, they are then under the control of the Free World player who
will move them 2D6 in each of his Phases. Civilians block line of sight. The Communist or Free World
player may instantly disperse a Civilian Group by shooting through it, either specifically to disperse

16
the Civilians or when targeting an enemy unit blocked by the group.
A Communist unit may disperse a Civilian Group without penalty. A Free World unit dispersing a Civilian
Group will roll on the Force Morale Table. On a roll of 1 to 3, there is no effect. On a roll of 4 to 6, their
Force Morale will be reduced by one point. If a Free World unit successfully moves a group of
Civilians off the table, they roll on their Force Morale. On a roll of 1 to 3, there is no effect. On
a roll of 4 to 6 they add one point to their Force Morale.
If Communist troops come within 12” of Civilians, they disperse automatically. If caught in the detonation
range of a demolition, the Civilians are dispersed with a Force Morale Test as above if the detonation is
undertaken by Free World forces.

Option 3 - Anyone that stands still is a well disciplined VC


This group is treated as a Civilian base, as covered by Who is My Enemy - Civilians but at any point while
under Communist control it may be replaced with an RPD team with 2 crew from one of the Communist
squads that has yet to be deployed onto the table. It may immediately activate with no Command Dice
required. Firing or moving. If the base is contacted by Free World troops before this occurs, then the base
in question is simply Civilians and they disperse immediately.

Option 4- Sniper!
A single Sniper! treated like a designated marksmen (DMR) may be placed anywhere on the table by the
Communist player, although they will never shut down or capture enemy Jump-Off Points if placed near or
on them.
This Sniper! will activate on a Command Dice roll of 1 and will fire on any Free World troops using the
below table.
Sniper! Effective Long Hit on 4+/5+
0-48" 48"+ Roll for hits as if in open.
1 1 Shock is not doubled
Similar to a sniper they may be repositioned with a Chain of Command dice and they are removed from the
game if shot or contacted by Free World troops. This does not count as the loss of a support option and no
Force Morale Test results.

17
APPENDIX 1
ARMY LISTS

AUSTRALIAN AND NEW ZEALAND ARMY CORP (ANZACS)

ANZAC RIFLE PLATOON 1965 – 1971


Patrolling was the cornerstone of 1 Australian Task Force’s (1ATF’s) operations in Phuoc Tuy Province.
Rather than wait behind the wire for the Viet Cong to launch attacks on the Task Force base, the Australians
sought to control the area around Nui Dat, denying the Viet Cong any element of surprise and making it
difficult for them to move undetected.

SPECIAL RULES/NATIONAL CHARACTERISTICS

Command Dice: 5

Silent Patrolling
When deploying from Jump off Points, regular troops deploy within 9” and elite troops within 12”.
Enemy forces attempting to Ambush an ANZAC force must deploy further than 10” from any ANZAC
infantry unit.

Scout Group
ANZAC scout groups may move with 1D6 or 2D6 and assume a Tactical stance at the end of their
movement. If they are within line of sight of their Section Leader he can activate them for one
Command Initiative without being in command range.

Five Rounds Rapid


When a Leader is attached to a rifle Team and uses two or more Command Initiatives to activate that Team,
he may add that many D6 to the Team’s firing dice to reflect his controlling their rapid fire.

Australian troops are rated as aggressive.

Infantry Platoon

Platoon Force Rating:


Regular: +4

PLATOON HEADQUARTERS
1 x Lt, Senior Leader with Owen SMG
1 x Platoon Sergeant, Senior Leader with L1A1 SLR

Sections 1-3
1 x Corporal, Junior Leader with Owen SMG
Scout group Gun Group Rifle Group
1 x Scout with Owen SMG 1 x Lance Corporal, Team Leader L1A1 4 x Rifleman with L1A1 SLR
1 x Scout with L1A1 SLR SLR and M-79
1 x GPMG M-60 with 2 Crew

Options
1 Rifleman in Rifle Group may have M-79 instead of Lance Corporal.
From 1967 replace any Owen SMGs with M16A1 assault rifles.

18
SUPPORT LISTS
The numbers in brackets refer to the maximum number that can be taken per platoon.
Where there is no number, there is no limit.
LIST ONE
Stretcher Bearer (Treated as Medical Orderly) (1)
Assault Pioneer Mine Clearance Team, 4 men (2)
Assault Pioneer Cutting Team, 4 men (2)
Assault Pioneer Team, 4 men (2)
Minefield (3)
Barbed Wire (2)
Minefield (3)
Jeep, no crew
OC (Adjutant) (1)
Entrenchments for one Team
LAW (6)
LIST TWO
Roadblock (1)
Pre-Game Barrage
Ambush (1)
Fire Mission (3)
LIST THREE
Assault Pioneer Flamethrower Team, 4 men (1)
Carl Gustav Team (2 men) on or off table (2)
LIST FOUR
Engineer Section (2 teams) with Junior Leader (1)
MMG (M60) on tripod mount with Junior Leader and 3 crew on
or off table (2)
LIST FIVE
ANZAC Regular Section with Junior Leader (1)
US Infantry Regular Squad with Junior Leader (1)
M113 with mounted .50cal, Junior Leader and 1 crew.
Forward Observer and 81mm mortar section (1)
LIST SIX
M113 Cadillac Gage T50 machine gun turret with Junior leader
and 1 crew. (From 1967)
M113 FSV with Junior leader and 1 crew. (From 1970)
LIST EIGHT
90mm Recoilless Rifle with 3 crew and Junior Leader. (3)
LIST NINE
106mm M40 Recoilless Rifle Team with 3 crew and Junior Leader
(3)
LIST TEN
Centurion MK5 with Junior Leader

19
ARVN RIFLE PLATOON 1965 - 1971

SPECIAL RULES/NATIONAL CHARACTERISTICS

Command Dice:
Regulars: 5
Green: 4 + 1 additional different coloured dice counting any 5 or 6 rolled only and ignoring any 1-4 rolled.

Infantry Platoon

Platoon Force Rating:


Regulars Before 1968: -3
Regulars From 1968: +0

Green Before 1968: -7


Green After 1968: -5

Before 1968
PLATOON HEADQUARTERS
1 x 2nd Lieutenant, Senior Leader with SMG
1 x Platoon Sergeant, Junior Leader with SMG

Sections 1-3
1 x Sergeant, Junior Leader with SMG
BAR Team Rifle Team
1 x BAR with 2 crew 1 x Corporal, Team Leader with M1 or M2
1 x Rifleman with M1 or M2 3 x Rifleman with M1 or M2

From 1968
PLATOON HEADQUARTERS
1 x 2nd Lieutenant, Senior Leader with M16
1 x Platoon Sergeant, Junior Leader with M16

Sections 1-3
1 x Sergeant, Junior Leader with M16
Fire Team 1 Fire Team 2
1 x Grenadier, M-79 1 x Corporal, Team Leader with M16
2 x Rifleman with M16 3 x Rifleman with M16

20
SUPPORT LISTS
The numbers in brackets refer to the maximum number that can be taken per platoon.
Where there is no number, there is no limit.
LIST ONE
Medical Orderly (1)
Engineer Mine Clearance Team, 4 men (2)
Engineer Wire Cutting Team, 4 men (2)
Engineer Demolition Team, 4 men (2)
Minefield (3)
OC (Adjutant) (1)
Barbed Wire (2)
Jeep, no crew
Entrenchments for one Team
LAW (From 1969) (6)
LIST TWO
Roadblock (1)
Pre-Game Barrage (1)
Fire Support (3)
Ambush (1)
3.5" Rocket Launcher with 3 crew (1)
LIST THREE
Sniper Team (1)
Pioneer Flamethrower Team, 4 men (1)
M60 GPMG with 3 crew (From1968) (2)
60mm mortar Junior Leader and 3 crew on or off table (1)
LIST FOUR
Massive Preliminary Bombardment
MMG (M60) on tripod mount with Junior Leader and 3 crew on
or off table (3)
Engineer Section (2 teams) with Junior Leader (1)
LIST FIVE
US Regular Squad with Junior Leader (1)
ARVN Regular Squad with Junior Leader (1)
M2HB .50 cal HMG on tripod with Junior Leader and 3
Crew on or off table (1)
M113 with mounted .50cal, Junior Leader and 1 crew.
Forward Observer and 81mm mortar section (1)
LIST SEVEN
M41 Walker Bulldog with Junior Leader
LIST EIGHT
90mm Recoilless Rifle with Junior Leader and 3 crew
M113 ACAV with Junior Leader, Driver and two crew for 2 m60s.
M113 with M74 twin-MG turret, Driver two crew for m60s and
Junior leader.
LIST NINE
106mm M40 Recoilless Rifle with Junior Leader and 3 crew.

21
UNITED STATES ARMY

US RIFLE PLATOON 1965 – 1971

SPECIAL RULES/NATIONAL CHARACTERISTICS

Command Dice: 5

Medics
A medic may use his activation to remove one point of shock from a unit that he joined.
To do the this, the Medic must join the unit and spend one activated Phase assisting them.
NB: This is in addition to the Medical orderly rules from the main book .

Infantry Platoon

Platoon Force Rating:


Regulars Armed with M14: +1
Regulars Armed with M16: +4

PLATOON HEADQUARTERS
1 x Lieutenant Senior Leader with M14
1 x Platoon Sergeant Senior Leader with M14
1 x Medic, Medical Orderly

Sections 1-3
1 x Squad Leader, with M14
Fireteam 1 Fireteam 2
1 x Team Leader, with M14 1 x Team Leader, with M14
1 x Grenadier, Pistol .45 cal, M-79 1 x Grenadier, Pistol .45 cal, M-79
2 x Rifleman, with M14 3 x Rifleman, with M14

Options
From 1966 replace M14 rifles with M16A1 assault rifles.

22
SUPPORT LISTS
The numbers in brackets refer to the maximum number that can be taken per platoon.
Where there is no number, there is no limit.
LIST ONE
Medical Orderly (1)
Engineer Mine Clearance Team, 4 men (2)
Engineer Wire Cutting Team, 4 men (2)
Engineer Demolition Team, 4 men (2)
Minefield (3)
OC (Adjutant) (1)
Barbed Wire (2)
Jeep, no crew
Entrenchments for one Team
LAW (6)
LIST TWO
Roadblock (1)
Pre-Game Barrage (1)
Fire Support (3)
Ambush (1)
M60 GPMG with 3 crew (3)
LIST THREE
Sniper Team (1)
Pioneer Flamethrower Team, 4 men (1)
LIST FOUR
Massive Preliminary Bombardment
MMG (M60) on tripod mount with Junior Leader and 3 crew on
or off table (3)
Engineer Section (2 teams) with Junior Leader (1)
LIST FIVE
US Regular Squad with Junior Leader (1)
ANZAC Regular Squad with Junior Leader (1)
M2HB .50 cal HMG on tripod with Junior Leader and 3
Crew on or off table (1)
M113 with mounted .50cal, Junior Leader and 1 crew.
Forward Observer and 81mm mortar section (1)
LIST SIX
M42A1 Duster with Junior Leader
M132 Zippo with Junior Leader
LIST EIGHT
90mm Recoilless Rifle with Junior Leader and 3 crew
M113 ACAV with Junior Leader, Driver and two crew for 2 m60s.
LIST NINE
106mm M40 Recoilless Rifle with Junior Leader and 3 crew.
LIST TEN
M48 Patton with Junior Leader.

23
USMC RIFLE PLATOON 1965 – 1971

SPECIAL RULES/NATIONAL CHARACTERISTICS

Command Dice: 5

Flak Vests
U.S troops ignore the first kill caused by indirect fire weapons and RPGs and convert it to a 2 points of shock.

Medics
A medic may use his activation to remove one point of shock from a unit that he joined. To do the this, the
Medic must join the unit and spend one activated Phase assisting them.
NB: This is in addition to the Medical orderly rules from the main book.

Infantry Platoon

Platoon Force Rating:


Regulars Armed with M14: +3
Lose 1 Fireteam: +2
Lose 2 Fireteams: +1
Lose 3 Fireteams: 0

Regulars Armed with M16: +9


Lose 1 Fireteam: +6
Lose 2 Fireteams: +4
Lose 3 Fireteams: +2

PLATOON HEADQUARTERS
1 x 2nd Lieutenant Senior Leader with M14
1 x Platoon Sergeant Senior Leader with M14
1 x Corpsman Medical Orderly

Sections 1-3
1 x Sergeant Junior Leader with M14
1 Grenadier with M-79 40mm Grenade Launcher and pistol
Fireteam 1 Fireteam 2 Fireteam 3
1 x Corporal,Team Leader with 1 x Corporal,Team Leader with 1 x Corporal,Team Leader with
M14 M14 M14
3 Rifleman with M14 3 Rifleman with M14 3 Rifleman with M14

Options
From 1967 replace M14 rifles with M16A1 assault rifles.

24
SUPPORT LISTS
The numbers in brackets refer to the maximum number that can be taken per platoon.
Where there is no number, there is no limit.
LIST ONE
Medical Orderly (1)
Engineer Mine Clearance Team, 4 men (2)
Engineer Wire Cutting Team, 4 men (2)
Engineer Demolition Team, 4 men (2)
Minefield (3)
Barbed Wire (2)
Minefield (3)
Jeep, no crew
OC (Adjutant) (1)
Entrenchments for one Team
LAW (6)
LIST TWO
Roadblock (1)
Pre-Game Barrage
Ambush (1)
Fire Mission (3)
M60 GPMG with 3 crew (3)
3.5" Rocket Launcher with 3 crew (2)
LIST THREE
Sniper Team (1)
Pioneer Flamethrower Team, 4 men (1)
60mm mortar Junior Leader and 3 crew on or off table with
Forward Observer (1)
LIST FOUR
Engineer Section (2 teams) with Junior Leader (1)
MMG (M60) on tripod mount with Junior Leader and 3 crew on
or off table (3)
Massive Preliminary Bombardment
LIST FIVE
USMC Regular Squad with Junior Leader (1)
US Infantry Regular Squad with Junior Leader (1)
M2HB .50 cal HMG on tripod with Junior Leader and 3
Crew on or off table (1)
M113 with mounted .50cal, Junior Leader and 1 crew.
Forward Observer and 81mm mortar section (1)
LIST SIX
M42A1 Duster with Junior Leader
LIST SEVEN
M67A2 Zippo with Junior Leader
LIST EIGHT
M50A1 Ontos with Junior Leader (1965 - 1970)
90mm Recoilless Rifle with Junior Leader and 3 crew
LIST NINE
106mm M40 Recoilless Rifle Team with 3 crew and Junior Leader
(3)
M48 Patton with Junior Leader

25
NORTH VIETNAMESE ARMY (NVA)
"The North Vietnamese Army was a formidable fighting force. Although ostensibly fighting what was
originally a guerilla war, after Tet in 1968 the NVA took on the main responsibility for the
war in South Vietnam. Organised and equipped as a regular army the NVA were extremely well motivated;
tenacious and merciless when on the attack and elusive on the defense. If they had a single weakness it
was, like many communist armies, an inflexible approach to the changing tactical situation. The
consequence of this was extremely high rates of attrition amongst it's soldiers. Many NVA units were
completely decimated (battle of the Ia Drang for instance) and subsequently withdrawn from the theatre to
be rebuilt.
Fighting against the NVA was a totally different situation than confronting VC, even Main Force
VC units, since the NVA had integral weapons platoons and, certainly in the DMZ (I Corp), reasonable
artillery supporting fire."

SPECIAL RULES/NATIONAL CHARACTERISTICS


Command Dice:
Regulars: 5

Human Wave
An NVA Senior Leader can use all of his Command Initiative to order all the units within his Command
Distance that haven’t been activated yet in that Phase, to assault the enemy. Any troops so activated can
choose to move up to 4D6 straight towards their chosen enemy (terrain dependant), each squad dicing for
its own movement. They halve their Shock for Movement purposes (rounding up). Any Squad or Squads
which gets within 4” from enemy initiates Close Combat.
Defenders will count any unit that moved 4D6 as 3D6 for defense purposes.

Hard to Detect
The NVA tactics of dispersal, rapid concentration and excellent camouflage mean they are hard to target
during their build up. If an opponent takes a pre-game game barrage the NVA player will add +1 to their
dice when attempting to bring forces onto the table.

Infantry Platoon

Platoon Force Rating:


Regulars Armed with SKS: +2
Regulars Armed with AK47: +4

PLATOON HEADQUARTERS
1 x 2nd Lieutenant, Senior leader with SKS
1 x Senior Sergeant, Junior leader with SKS

Squads 1-3
1 x Sergeant, Junior leader with SMG or SKS
1 x RPD with 2 crew
1 x RPG-2
5 x Riflemen armed with SKS

Options
Before 1967 add two rifle grenade launchers to each section.
From 1967 Replace SKSs with AK-47s.
From 1968 replace RPG-2 with RPG-7.

26
SUPPORT LISTS
The numbers in brackets refer to the maximum number that can be taken per platoon.
Where there is no number, there is no limit.
LIST ONE
Barbed Wire (2)
Entrenchments for one Team
LIST TWO
Roadblock (1)
RPG team, 2 men (1)
Local Knowledge*
Ambush (1)
Pre-Game Barrage
LIST THREE
Political Cadre (1)
60mm mortar Junior Leader and 3 crew on or off table with
Forward Observer (1)
Political Cadre (1)
Sniper Team (1)
Fire Mission (3)
LIST FOUR
0.30 Cal MMG with Junior Leader and 3 crew on or off table(1)
57 mm Recoilless Rifle with Junior Leader and 3 crew on or of
table (1)
Sapper Penetration Cell* (1)
Green Infantry Squad with Junior Leader (1)
LIST FIVE
Regular Infantry Squad with Junior Leader (1)
Recce Squad consisting of
1 x Sergeant, Junior Leader with SMG or SKS
10 x Rifleman armed with SKS
DSHK 12.7mm HMG (Can be tripod mounted as A/A) with a
Junior Leader and 3 crew on or off table (1)
0.30 Cal MMG Junior Leader and 3 crew in a Bunker (Hard
Cover) (1)*
75 mm Recoilless Rifle with Junior Leader and 3 crew (1)
Forward Observer and 82mm mortar section (1)

SAPPER PENETRATION CELL*


Can only be selected in scenarios where the enemy may take entrenchments or static defences.
Special Characteristics - Elite
4 men, 2 x AK-47, 2 x Wire Cutters, 3 x Bangalore Torpedoes
Team counts as a Mine clearing Team a Wire clearing Team and a Demolition Team

TRIPOD MOUNTED MMG in a Bunker


Treated as Hard Cover including from above.
Can be deployed using the rules for Ambushes without requiring the use of a Chain of Command dice.
May not be selected as a support option in scenarios where the player cannot take entrenchments.

27
VIET CONG MAIN FORCE

VC Mainforce Regulars
Known as 'hard hats' since they wore the ubiquitous pith helmet, these forces operated and were
organised along traditional military lines. Organised into battalions consisting of 3 Rifle Company's and a
Combat Support Company these troops were, on the whole, well trained, aggressive and well led.
On larger operations they could be organised and deployed as regiments of 2-3 battalions.

VC Mainforce Regional Guerrillas


The Mainforce Regional units of the Vietcong more often than not operated as independent companies but
often split up and dispersed into platoons, squads and cells. These soldiers were fulltimers and were better
equipped and trained than the local guerrillas. The personnel of these units were often local to the area in
which they served.
Generally these units operated within their home region and fought as fully formed units.

VC Local Guerrillas
These were the archetypal 'farmers by day, soldiers by night', comprising those either too old or too young
to fight in the regular VC units and dressed as local peasant farmers.
Whilst their primary activities consisted of intelligence gathering, sniping and emplacing booby traps, these
troops were employed in the support of VC Regional and Main Force units operating in their locality as
porters, scouts and guides.
Force size was dependent on the size of the local village or hamlet and ranged from a single 3 man cell to a
platoon of 3-4 squads. Generally operated at the squad level of 12 men.

MAIN FORCE VC PLATOON 1965 – 1968

SPECIAL RULES/NATIONAL CHARACTERISTICS

Command Dice:
Regulars: 5
Green: 4 +1 Different Coloured dice counting 5-6 only.

Human Wave
A VC Senior Leader can use all of his Command Initiative to order all the units within his Command Distance
that haven’t been activated yet in that Phase, to assault the enemy. Any troops so activated can choose to
move up to 4D6 straight towards their chosen enemy (terrain dependant), each squad dicing for its own
movement. They halve their Shock for Movement purposes (rounding up). Any Squad or Squads which gets
within 4” from enemy initiates Close Combat.
Defenders will count any unit that moved 4D6 as 3D6 for defense purposes.

Hard to Detect
The VC tactics of dispersal, rapid concentration and excellent camouflage mean they are hard to target
during their build up. If an opponent takes a pre-game game barrage the VC player will add +1 to their dice
when attempting to bring forces onto the table.

Our Land
VC Patrol Markers use 14” as both their move distance and the distance from a friendly Patrol Marker
within which they must remain.
Other than this additional 2” they operate as normal Patrol Markers.

28
Infantry Platoon

Platoon Force Rating:


Regulars Armed with SKS: +2
Regulars Armed with AK47: +4

Green troops Armed with SKS: -4


Green troops Armed with AK47: -2

PLATOON HEADQUARTERS
1 x Lieutenant, Senior leader with SKS
1 x Senior Sergeant, Junior leader with SKS

Squads 1-3
1 x Sergeant, Junior leader with SMG or SKS
1 x RPD with 2 crew
6 x Riflemen with SKS

Options
Replace up to 1 Rifleman in each squad with an RPG-2.
From 1968 Replace SKSs with AK-47s.
From 1968 replace RPG-2 with RPG-7.

29
SUPPORT LISTS
The numbers in brackets refer to the maximum number that can be taken per platoon.
Where there is no number, there is no limit.
LIST ONE
Barbed Wire (2)
Entrenchments for one Team
Who is my Enemy? (2)
LIST TWO
Roadblock (1)
RPG team, 2 men (1)
Local Knowledge*
Ambush (1)
LIST THREE
Political Cadre (1)
60mm mortar Junior Leader and 3 crew on or off table with
Forward Observer (1)
Political Cadre (1)
Sniper Team (1)
LIST FOUR
Sapper Penetration Cell* (1)
Green Infantry Squad with Junior Leader (1)
LIST FIVE
Regular Infantry Squad with Junior Leader (1)
0.30 Cal MMG with Junior Leader and 3 crew on or off table(1)
57 mm Recoilless Rifle with Junior Leader and 3 crew on or of
table (1)
LIST SIX
0.30 Cal MMG Junior Leader and 3 crew in a Bunker (Hard
Cover) (1)*
75 mm Recoilless Rifle with Junior Leader and 3 crew (1)
DSHK 12.7mm HMG (Can be tripod mounted as A/A) with a
Junior Leader and 3 crew on or off table (1)
Forward Observer and 82mm mortar section (1)

SAPPER PENETRATION CELL*


Can only be selected in scenarios where the enemy may take entrenchments or static defences.
Special Characteristics - Elite
4 men, 2 x AK-47, 2 x Wire Cutters, 3 x Bangalore Torpedoes
Team counts as a Mine clearing Team a Wire clearing Team and a Demolition Team

TRIPOD MOUNTED MMG in a Bunker


Treated as Hard Cover including from above.
Can be deployed using the rules for Ambushes without requiring the use of a Chain of Command dice.
May not be selected as a support option in scenarios where the player cannot take entrenchments.

30
APPENDIX 2
SUPPORT WEAPONS CHARTS
Free World Master Arsenal
Armoured Cars & Carriers
Vehicle Armour A.P. H.E. Speed Secondary Notes
Cupola mounted 30cal M1919A4
LVTP5A1 1 - MG Average - Capacity: 37
50cal M2HB MG Flexible on cupola mount
M113 2 2 HMG Fast - Capacity 13
Hatch armor and gun shield for mounted
50cal M2HB machine gun, Two 7.62mm
M60 light machine guns pintle mounted
M113 ACAV 2 2 HMG Fast 2xMG with gun shields.
M113 Cadillac T-50 turret mounting twin .30 Browning
Gage T50 machine machine guns, counts as mounted MMG
gun turret 2 - MG Fast - firing at 1.5 times effect
Turret mounting twin .30 cal machine guns,
Two 7.62mm M60 light machine guns pintle
mounted with gun shields. Twin machine
M113 with M74 guns count as mounted MMG firing at 1.5
twin-MG turret 2 - MG Fast 2xMG times effect.
M113 FSV 2 4 5 Fast Co-Ax MG Gun turret.
6 x 106mm Recoilless Rifles. Fires an
individual round per leader initiative.
Each shot is rolled for individually even
when firing a volley to determine the
outcome.
Reloading is time consuming and only
M50A1 Ontos 2 16 5 Average - occurs at the end of each turn.
M42A1 Duster 2 3 9 Average Co-Ax MG Open topped
M132 Zippo 2 - 6 Flame Fast Co-Ax MG M10-8 flame gun 360 degrees
M67A2 Zippo 8 2 (0.50cal) 6 Flame Average Co-Ax MG Pintle Mounted 0.50cal.
M48A3 Patton 11 13 7 Average Co-Ax MG Pintle Mounted 0.50cal.
Sheridan Tank 2 8 13 Fast Co-Ax MG Pintle Mounted 0.50cal.
M24 Chaffee 4 6 6 Co-Ax MG ARVN up to TET, Bow MG
M41A3 Walker
Bulldog 4 10 5 Co-Ax MG ARVN replaced Chaffee
Centurion MK 5/1 10 17 7 Average Co-Ax MG Pintle Mounted 0.50cal.
Anti-Tank and Infantry Guns
Weapon A.P. H.E. Notes
May only be used when an individual man
is commanded by a Leader using a
Command Initiative. Can target armour,
infantry or bunkers. Min 4", range bands of
12" (from 0). Limited Ammo – 3. Reduces
3.5" Bazooka 11 2 cover by one level.
May only be used when an individual man
is commanded by a Leader using a
Command Initiative. Can target armour,
infantry or bunkers. Range 4-24", Range
bands of 12" (from 0). Reduces cover by
LAW 8 3 one level. One Shot weapon.
Range bands of 24" (from 0). Reduces cover
Carl Gustav 10 3 by one level.
90mm Recoilless Rifle 14 4 Light
106mm Recoilless Rifle 16 5 Light

31
Communist Master Arsenal
Armoured Cars & Carriers
Vehicle Armour A.P. H.E. Speed Secondary Notes
T34/85 5 9 7 Co-Ax Bow MG
PT76 3 6 5 Slow Co-Ax Low profile Amphibious
T54/Type 59 11 13 8 Fast Co-Ax Pintle HMG
Anti-Tank and Infantry Guns
Weapon A.P. H.E. Notes
May only be used when an individual man is
commanded by a Leader using a Command
Initiative. Can target armour, infantry or
bunkers. Min 4",Max 36”, range bands of
12" (from 0-48")
Limited Ammo – 3. Reduces cover by one
RPG-2 8 2 level
May only be used when an individual man is
commanded by a Leader using a Command
Initiative. Can target armour, infantry or
bunkers. Min 4",Max 48”, range bands of
12" (from 0). Limited Ammo – 3. Reduces
RPG-7 11 3 cover by one level
57 mm Recoilless Rifle 3 3 Light
75 mm Recoilless Rifle 4 4 Light

32
APPENDIX 3
TERRAIN
"Combat in the jungle is characterized by long periods of developing the situation and looking for the
enemy; and short periods of violent, and sometimes unexpected, combat. The thick foliage and rugged
terrain of most jungles limit fields of fire and speed of movement. Battles are not fought for high ground
as frequently as conventional battles. Orientation is on the enemy rather than on the terrain. Hills in the
jungle are often too thickly vegetated to permit observation and fire, and therefore do not always qualify as
key terrain. In the jungle, roads, rivers and streams, fording sites, and landing zones are more likely to be
key terrain features".
(FM90-5 Jungle Operations)

Whilst the main rule book for Chain of Command covers most terrain encountered additional rules are
important for representing the battlefields of South East Asia and more importantly to produce a game
reflective of the Vietnam conflict. These rules draw from both the Field Manual (FM90-5) Jungle
Operations and Len Tracey's excellent Terrain guide for WW2 Malaya featured in Lardies Christmas Special
2015 which can also be used if players prefer.

VARIABLE LINE OF SIGHT


Some of the distances for line of sight are listed as variable (including a D6 roll) reflecting difficulties in
spotting and fleeting glimpses through trees/vegetation.
Variable line of sight is rolled for every time a unit needs to determine how far it can see. This includes
rallying and command orders.
Troops on Over watch or Ambushing roll 2 D6 for Variable line of sight and always take the higher roll. This
is to reflect troops ability to better spot movement.
NB: The variable line of sight advantage will always be with the unit on over watch or interrupting.

FOOT TERRAIN AND MOVEMENT


Open Ground: Movement is conducted without penalty.

Broken Ground:Tactical and Normal movement allowed, but no moving “At the Double.”

Heavy Going: Tactical and Normal movement allowed with one subtracted from each D6 of movement. No
moving “At the Double.”

Really Heavy Terrain: Tactical and Normal movement allowed with two subtracted from each D6 of
movement.
No moving “At the Double.”

VEHICLE MOVEMENT
Broken Ground: Slow and Wheeled vehicles move as infantry, with the total rolled on the dice indicating
the distance moved in inches. Average vehicles move with an additional 1” of
movement for each D6 used to move, Fast vehicles add 2” per D6.

Heavy Going: Fully tracked vehicles may move here with the total rolled on the dice indicating the distance
moved in inches, whatever the speed rating of the vehicles, and with a chance of
becoming immobilised due to damage to the running gear. Wheeled and partially tracked vehicles may not
move in Heavy Going.

Really Heavy Terrain: Impassable to all vehicles.

33
Solid Obstacles: Fully‐tracked vehicles crossing solid obstacles must do so at fast speed but will discard
the lower dice rolled. If they roll a double they will become temporarily immobilised. On subsequent
activation of the driver, they will roll a D6, freeing themselves on a roll of 5 or 6 and moving that far in
inches. However, a roll of 1 will mean that they are permanently immobilised for the rest of the game.

Terrain Description Key Details Effect


PRIMARY JUNGLE Foot movement is easier in Broken ground for foot
These consist mostly of large tropical rain forests than in other movement.
trees whose branches spread and types of jungle. Vehicles treat as Heavy Going.
lock together to form canopies. Vehicular traffic difficult. Wheeled and partially tracked
These canopies, which can exist at Observation from the air is nearly vehicles may not move in Heavy
two or three different levels, may impossible except where felled Going.
form as low as 10 meters from trees or construction make a gap Variable Line of sight is 6 + D6
the ground. The canopies prevent in the canopy of the rain forest. inches.
sunlight from reaching the Ground observation is generally Hard cover
ground, causing a lack of limited to about 50 meters. Visible if within 4” of the edge of
undergrowth on the jungle floor. the terrain.
Extensive above-ground root
systems and hanging vines are
common.

SECONDARY JUNGLE Foot movement is extremely slow Really Heavy Terrain for foot.
These are found at the edge of and difficult. Impassable to all vehicles.
the rain forest and the deciduous Observation limited to only a few Line of sight is 4 + D6 inches.
forest, and in areas where jungles meters. Hard cover.
have been cleared and Visible if within 4” of the edge of
abandoned. Secondary jungles the terrain.
appear when the ground has
been repeatedly exposed to
sunlight. These areas are typically
overgrown with weeds, grasses,
thorns, ferns, canes, and shrubs.
Vegetation may reach to a height
of 2 meters.
WOODED AREAS Variable Line of sight is 6 + D6
inches.
Broken Ground
Visible if within 4” of the edge of
the terrain.
LONG GRASS Knee to waist high grass. Stationary troops count as being
in light cover. Moving troops
count as being in the open.
Where a unit moved in the
previous phase they will count as
moving when fired at, but in
subsequent phases that are
assumed to be stationary.
SWAMP Mangrove Swamps Really Heavy Terrain for foot.
These are common to all low Movement restricted to foot or Impassable to all vehicles.
jungle areas where there is water small boats. Line of sight 4 + D6 inches
and poor drainage. Observation in mangrove Light cover
swamps, both on the ground and
Mangrove Swamps from the air, is poor.

34
These are found in coastal areas Concealment is excellent.
wherever tides influence water
flow. The mangrove is a shrub- Palm Swamps
like tree which grows 1 to 5 Movement through palm swamps
meters high. These trees have is mostly restricted to foot
tangled root systems, both above (sometimes small boats).
and below the water level. Vehicular traffic is nearly
impossible except after extensive
Palm Swamps road construction by engineers.
These exist in both salt and fresh Observation and fields-of-fire are
water areas. very limited. Concealment from
both air and ground observation
is excellent.
SAVANNA Movement generally easier than Broken ground for foot.
This is a broad, open jungle in other types of jungle areas for Any foot movement faster than
grassland in which trees are vehicles. tactical movement adds +1
scarce. The thick grass is broad- The sharp-edged, dense grass and Shock.
bladed and grows 1 to 5 meters extreme heat make foot Broken ground for wheeled
high. movement a slow and tiring movement.
process. Open ground for tracked
Depending on the height of the movement.
grass, ground observation may Variable line of sight 6 + D6
vary from poor to good. inches
Concealment from air observation Tracked vehicles see over it but
is poor for both troops and suffer Variable Line of sight
vehicles. restrictions seeing into it.
Light cover for foot
No cover for vehicles
Visible if within 4” of the edge of
the terrain.
BAMBOO Difficult obstacles for wheeled or Really Heavy Terrain for foot.
This grows in clumps of varying tracked vehicles. Any foot movement faster than
size in jungles throughout the Troop movement through tactical movement adds +1
tropics. bamboo is slow, exhausting, and Shock.
Troops should bypass bamboo noisy. Vehicles treat as Heavy Going.
stands if possible. Impassable to Wheeled and
partially tracked vehicles.
Variable line of sight 6 + D6
inches
Light cover except any foot
troops that are hit by any type of
HE attack are treated as in the
open to reflect bamboo
splintering.
Visible if within 4” of the edge of
the terrain.
RICE PADDY Movement by vehicles is difficult Dry: The paddy field counts as
These are flat, flooded fields in even when the fields are dry. open ground for cover and line
which rice is grown. Flooding of Concealment is poor in rice of sight.
the fields is controlled by a paddies. Treated as open for foot
network of dikes and irrigation Cover is limited to the dikes, and movement and Heavy Going for
ditches. then only from ground fire. Vehicles.
Observation and fields of fire are Wet: The paddy field counts as
excellent. open ground for cover and line

35
Foot movement is poor when the of sight purposes and Heavy
fields are wet. Going terrain for both foot and
When the fields are dry, foot vehicle movement.
movement becomes easier. Infantry units up against dikes
The dikes, about 2 to 3 meters gain hard cover.
tall, are the only obstacles. Vehicles treat dikes as solid
obstacles.
Vehicles crossing the dikes count
any hits as weakest armour.
PLANTATION Movement through plantations is Count as open ground for foot.
These are large farms or estates generally easy. Count as broken ground for
where tree crops, such as rubber Observation along the rows of vehicles
and coconut, are grown. They are trees is generally good. Variable Line of sight 12 + D6
usually carefully planned and free Concealment and cover can be inches
of undergrowth (like a well- found behind the trees, but Light cover.
tended park). soldiers moving down the Visible if within 6” of the edge of
cultivated rows are exposed. the terrain.
VILLAGE HUT Huts are treated as buildings
Local village huts constructed but only provide light cover and
of light material i.e. bamboo are destroyed by any hit from HE
etc. rounds.
Armoured vehicles can drive
through and destroy them
without any effect to the
vehicle.

36
APPENDIX 4
AFVs in the DMZ
Some changes for Vehicles and AP values for Chain if Command NAM

In order to reduce the amount of dice to a manageable figure due to higher armour and armour
penetration and to see vehicles on the table that featured during the Vietnam conflict adjustments to
Lardies current calculator can be made.

Firstly an explanation of the areas we are going to discuss of Lardies calculator method for Armoured
Fighting Vehicles (AFVs) and Gun Teams.

Full details listed in this post for those that have not seen it
http://toofatlardies.co.uk/forum/viewtopic.php?f=35&t=1058

"Armour Piercing rating is based on military data and is based on mm of penetration at 250 to 500 yards. As
follows

1-10mm = 1
11-20mm = 2
21-30mm = 3 etc

We use stats for the best and most widely available ammunition at any time. If it is as rare as hens' teeth we
ignore it. That can be introduced in a specific scenario.

Cannons also have their AP factor increased to account for a greater volume of fire.

Armour is rated according to thickness, as follows:


0 = none
1-8mm = 1
9-12mm = 2
13-20 = 3
21-30 = 4
31-50 = 5
51-65 = 6
66-80 = 7
81-100 = 8
100-121 = 9
121-140 = 10
141-150 = 11
151-170 = 12
171-185 = 13
186-200 = 14
201 - 250 = 15
251 plus = 16

We use the thickest frontal armour excluding the mantle. However, there are variations. Armour sloped 40
to 50 degrees adds +1 to the armour rating. 51 degrees and more adds +2.

AFV's are rated on six things: Armour, AP, HE (or more to the point "anti-infantry") Speed, Secondary
armament and "advantages and disadvantages"

37
CHAIN OF COMMAND -DMZ Changes
To keep things simple we base the calculations on Lardies calculator with the following change:
Armour Piercing rating of 10mm is changed to 1 inch (Lardies figures are just multiplied by 2.54).
This produces the following tables calculated in mm.

DICE AP(mm) ARMOUR(mm)


1 2.54 - 25.4 2.57 - 20.32
2 50.8 30.48
3 76.2 50.8
4 101.6 76.2
5 127 127
6 152.4 165.1
7 177.8 203.2
8 203.2 254
9 228.6 304.8
10 254 355.6
11 279.4 381
12 304.8 431.8
13 330.2 469.9
14 355.6 508
15 381 635
16 406.4 762

e.g. A.P of 400mm would be 16 dice.

The result is a table which allows dice rolls the equivalent of the Main Rule book and allows vehicles and
gun teams to fall within a reasonable Support Listing.

38
APPENDIX 5
TACTICAL ZONES

39
It's all about the Zone Defense
In order to get a better understanding of the area of operations of forces and terrain involved during the
Vietnam War it is important to know how South Vietnam was divided militarily.

The Corps Tactical Zone or CTZ


South Vietnam was divided into four zones from north to south based on the military regions organised by
the French.

These were:
I Corps – The area south of the Demilitarised Zone (DMZ) to the northern ridges of the Central Highlands
II Corps – The Central Highlands region
III Corps – The populated region between Saigon and the Highlands
IV Corps – The Mekong Delta area

I CORPS Zone
"The location and terrain of this region made it both strategically important and hard to protect. In
the north, I Corps bordered the Demilitarized Zone (DMZ) which separated South Vietnam from its
northern enemy and in fact was far from demilitarized. On the west, I Corps abutted Laos and the
enemy bases supplied by the Ho Chi Minh Trail. North Vietnamese troops could easily invade the
region from either direction, and their long-range artillery could shell northern Quang Tri from the
relative safety of North Vietnam and Laos. I Corps covered 10,000 square miles.

The terrain within I Corps favored the enemy. The rugged, jungle-blanketed mountains that cover
the western pan of the region hid Communist supply bases and the camps of main force units and
facilitated the infiltration of North Vietnamese replacements and reinforcements. East of the
mountains, a narrow rolling piedmont quickly gives way to a flat, wet coastal plain much of which
is covered by rice paddies and beyond which lie beaches of the South China Sea. Most of the
Vietnamese inhabitants of I Corps live in the flatlands, either in the thousands of villages and
hamlets interspersed among the rice fields or in the large cities of Hue and Da Nang.

Concealed among the civilians were the enemy's political agents and guerrillas, and from the
populated areas the enemy drew recruits and supplies.

An estimated 78,000 enemy troops operated in I Corps. According to allied intelligence, the
Communist order of battle included about 49,000 North Vietnamese Army (NVA) regulars, perhaps
6,000 main force Viet Cong (VC), over 12,000 VC guerrillas, and about 11,000 supply and
administrative personnel. Almost half of these troops, some 42 infantry and 11 support battalions,
were believed to be massed along or near the DMZ, while the second largest concentration-16
combat and 4 support battalions threatened Da Nang in Quang Nam Province...

In January 1970, the III Marine Amphibious Force (III MAF) was responsible for defense of the five
northernmost provinces of South Vietnam. Constituting I Corps Tactical Zone (I CTZ), these
provinces were from north to south Quang Tri, Thua Thien, Quang Nam, Quang Tin, and Quang
Ngai. Marines had operated in these provinces since 1965 and had taken a valiant and costly part
in some of the war's heaviest fighting, including the sieges of Con Thien and Khe Sanh and the
house-to-house fighting in Hue City."

Courtesy FOX COMPANY 2nd Battalion 9th Marines 3rd Marine Division website
http://www.foxco-2ndbn-9thmarines.com/

40
II CORPS Zone
"II Corps was the second allied combat tactical zone in South Vietnam. It included the Central
Highlands and contiguous central lowlands, and was known politically as the Central Vietnam
Highlands, one of the four major administrative political units of South Vietnam in the 1960s and
early 1970s. II Corps was also known as Military Region 2 (MR 2). The military and administrative
headquarters of II Corps was in Pleiku, and it consisted of the following provinces: Kontum, Binh
Dinh, Pleiku, Phu Bon, Phu Yen, Darlac, Khanh Hoa, Quang Duc, Tuyen Duc, Ninh Thuan, Lam Dong,
and Binh Thuan. The major ARVN (Army of the Republic of Vietnam) units operating in II Corps
were the 22nd and 23rd divisions."

Courtesy of www.vietnamwar.net

I Field Force Vietnam


"I Field Force, Vietnam was a corps-level command of the United States Army during the Vietnam
War. Activated on 15 March 1966, it was the successor to Task Force Alpha, a provisional corps
command created 1 August 1965 (renamed Field Force Vietnam on 25 September) for temporary
control of activities of U.S. Army ground combat units arriving in Vietnam.
I Field Force was a component of U.S. Military Assistance Command Vietnam (MACV) and had its
headquarters at Nha Trang."

Area of Responsibility and Units Assigned


I Field Force's area of responsibility was II Corps Tactical Zone, later renamed Military Region 2,
which comprised the twelve provinces of Vietnam's Central Highlands. Among the divisions and
brigades it controlled were:
 1st Cavalry Division (Airmobile)
 4th Infantry Division
 3d Brigade, 25th Infantry Division
 1st Brigade, 101st Airborne Division
 173rd Airborne Brigade
 41st Artillery Group
 52nd Artillery Group

Courtesy of wikipedia

41
III Corps
III Corps was the third allied combat tactical zone in South Vietnam. During the 1960s and early
1970s, the country was divided into four major administrative and military regions, and III Corps
extended from the northern Mekong Delta to the southern Central Highlands. It was also known as
Military Region 3 (MR 3). III Corps had its headquarters in Saigon, and consisted of the following
provinces: Tay Ninh, Binh Long, Phuoc Long, Phuoc Tuy, Long An, Binh Duong, Long Khanh, Binh
Tuy, Gia Dinh, Hau Nghia, and Bien Hoa. The 18th and 25th Divisions of ARVN (Army of the
Republic of Vietnam) played prominent roles in the military defense of III Corps, as did the 2nd
Armored Cavalry the 81st Airborne Rangers and the 1 Australian Task Force.

Courtesy http://www.vietnamwar.net

IV Corps
IV Corps was the southernmost of the four major military and administrative units of South
Vietnam in the 1960s and early 1970s. Its headquarters were located at Can Tho in the Mekong
Delta. Also known as Military Region 4 (MR 4), IV Corps was the fourth allied tactical combat zone.
It consisted of the following provinces: Chau Doc, Kien Phong, Kien Tuong, Hau Nghia, Kien Giang,
An Giang, Vinh Long, Dinh Tuong, Long An, Chuong Thien, Phong Dinh, Vinh Binh, Kien Hoa, Go
Cong, An Xuyen, Bac Lieu, and Ba Xuyen. The 7th and 9th ARVN Divisions (Army of the Republic of
Vietnam) played major roles in IV Corps military activities. The United States Ninth Infantry Division
operated extensively throughout IV Corps, attacking Vietcong units in their strongholds in the Plain
of Reeds, the
U Minh Forest, and the Seven Mountains areas.

Courtesy www.vietnamwar.net

42
APPENDIX 6
VC Main Force & NVA ORDER OF BATTLE 1967
I CORPS
Unit Location
2nd NVA Div.
1st VC Inf. Regt. (40th, 60th, 70th and 80th Batt's) Quang Ngai, Quang Tin, Quang Nam
3rd NVA Inf. Regt. (1st, 2nd and 3rd Batt's) Quang Tin, Quang Nam
21st NVA Inf. Regt. (1st, 2nd and 3rd Batt's) Quang Tin, Quang Nam
2nd VC Inf. Regt. (1st, 2nd and 3rd Batt's) Quang Ngai, Binh Dinh
324B NVA Div.
803rd NVA Inf. Regt. (1st, 2nd and 3rd Batt's) Quang Tri
812th NVA Inf. Regt. (4th, 5th and 6th Batt's) Quang Tri
90th NVA Inf. Regt. (7th, 8th and 9th Batt's) Quang Tri
325th NVA Div.
101 D NVA Inf. Regt. (1st, 2nd and 3rd Batt's) Quang Tri
95C NVA Inf. Regt. (4th, 5th and 6th Batt's) Quang Tri
18C NVA Inf. Regt. (7th, 8th and 9th Batt's) Quang Tri
5th NVA Inf. Regt. (814th Sapper Batt. and 416th Batt.) Quang Tri
6th NVA Inf. Regt. (800th, 806th NVA Batt's. and 802nd VC Batt.) Quang Tri, Thau Thien
NON-DIVISIONAL UNITS
1st NVA Batt., 31st Inf. Regt., 341st NVA Div. Quang Tri / DMZ
2nd NVA Batt., 31st Inf. Regt., 341st NVA Div. Quang Tri / DMZ
402nd VC Sapper Battalion Quang Nam
120th VC Montagnard Inf. Battalion Quang Ngai
409th VC Sapper Battalion Quang Ngai
804th VC Inf. Battalion Thua Thien
808th VC Inf. Battalion Thua Thien
810th VC Inf. Battalion Thua Thien

II CORPS
Unit Location
1st NVA Div.
32nd NVA Inf. Regt. (334th, 635th and 966th Batt's.) Pleiku
66th NVA Regt. (7th, 8th and 9th Batt's.) Kontum
88th NVA Inf. Regt. (K4, K5 and K6 Batt's.) Pleiku
24th NVA Inf. Regt. (4th, 5th and 6th Batt's.) Kontum
33rd NVA Inf. Regt. (K1 and K3 Batt's) Darlac
95B NVA Inf. Regt. (4th, 5th and 6th Batt's.) Pleiku
3rd NVA Inf. Div.
18th NVA Regt. (7th, 8th and 9th Batt's.) Binh Dinh
22nd NVA Inf. Regt. (7th, 8th and 9th Batt's.) Binh Dinh
5th NVA Inf. Div.
95th NVA Inf. Regt. (4th, 5th and 6th Batt's.) Phu Yen
18th NVA Inf. Regt. (7th, 8th and 9th Batt's.) Khanh Hoa
NON-DIVISIONAL UNITS
30th VC Inf. Battalion Phu Yen
95th NVA Arty. Battalion Phu Yen
145th VC Arty. Battaliion Lam Dong
186th VC Inf. Battalion Lam Dong
407th VC Sapper Battalion Pleiku
840th VC Inf. Battalion Binh Thuan

43
III CORPS
Unit Location
5th VC Inf. Div.
27th VC Inf. Regt. (1st, 2nd and 3rd Batt's.) Phuoc Tuy
275th VC Inf. Regt. (1st, 2nd and 3rd Batt's) Phuoc Tuy
7th NVA Inf. Div.
141st NVA Inf. Regt. (1st, 2nd and 3rd Batt's.) Tay Ninh
165th NVA Inf. Regt. (1st, 2nd and 3rd Batt's.) Tay Ninh
52nd NVA Inf. Regt. (3 unidentified Batt's.) Tay Ninh
9th VC Inf. Div.
271st VC Inf. Regt. (1st, 2nd and 3rd Batt's.) Phuoc Long
272nd VC Inf. Regt. (1st, 2nd and 3rd Batt's.) Binh Long
273rd VC Inf. Regt. (1st, 2nd and 3rd Batt's.) Long Khanh
2nd VC Inf. Regt. (267th and 269th Batt's.) Hau Nghia
69th VC Arty. Regt. (52nd and 58th Arty, and 56th AD Batt's.) Tay Ninh
70th VC Inf. Regt. (D!, D2 and D3 Batt's.) Tay Ninh
84th NVA Arty. Regt. (1st, 2nd and 3rd Rocket Batt's.) Long Khanh
101st NVA Inf. Regt. (1st, 2nd and 3rd Batt's.) Tay Ninh
NON-DIVISIONAL UNITS
C10 VC Sapper Battalion Binh Duong
Dong Nai VC Inf. Battalion Long Khanh
1st VC Inf. Battalion Hau Nghia
8th VC Arty. Battalion Binh Duong
46th VC Recon Battalion Tay Ninh
725th NVA Sapper Battalion Tay Ninh

IV CORPS
Unit Location
D 509th VC Inf. Battalion Vinh Binh
D 857th VC Inf. Battalion Sa Dec
D 7164th VC Inf. Battalion Bac Lieu
Tay Do VC Inf. Battalion Phong Dinh
U Minh 2nd VC Inf. Battalion An Xuyen
U Minh 10th VC Inf. Battalion Kien Giang
501st VC Inf. Battalion Vinh Binh
503rd VC Inf. Battalion Kien Phong
504th VC Inf. Battalion Kien Tuong
512th VC Inf. Battalion Chau Doc
514th VC Inf. Battalion Dinh Tuong
516th VC Inf. Battalion Kien Hoa

44

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