Re-Written Rulebook

Download as pdf or txt
Download as pdf or txt
You are on page 1of 30

FIRST TEAM: VIETNAM

Table of Contents:
Sec. Title Page

1.0 Introduction 2

2.0 Important Concepts 4

2.1 Identified vs. Contacted units 4

2.2 Command Points 5

2.3 Stacking Limits 5

2.4 Infantry counters & Step Losses 5

2.5 Garrisons 6

2.6 Fatigue 7

2.7 When is supply consumed and what are the effects of being out of supply? 7

3.0 Sequence of Play 7

3.1 Command Phase 7

3.2 Intelligence Phase 8

3.3 Supply Phase 9

3.4 First American Assault Phase 9

3.4.1 Air Strike Segment 9

3.4.2 First Transport Segment 11

3.4.3 Ground Movement Segment 12

3.4.4 Support Segment 14

3.4.5 Open Combat Segment 16

3.4.6 Final Transport Segment 16

3.5 First NVA Assault Phase 16

3.5.1 First Target Determination Segment 16


3.5.2 NVA Offboard Movement Segment 17

3.5.3 Second Target Determination Segment 18

3.5.4 NVA Ground Movement Segment 18

3.5.5 NVA Ambush Segment 19

3.5.6 NVA Open Combat Segment 20

3.5.7 NVA Evasion Segment 20

3.5.8 American Maintenance Segment 20

3.6 Second American Assault Phase 20

3.7 Second NVA Assault Phase 16

3.8 Fatigue Reduction Phase 21

3.9 Final Supply Phase 21

4.0 Combat Procedure 21

5.0 Victory Conditions 27

6.0 Optional Rules 28

6.1 Invasion of Cambodia 28

6.2 NVA Artillery 29

7.0 Initial Set-Up 29

1.0 INTRODUCTION
Background: In 1965, North Vietnam committed its army to the conquest of South Vietnam. The plan
was to cut South Vietnam in half through the Central Highlands from Cambodia to the sea. The
proposed route was through the American Special Forces Camp at Plei Me (G4 on the map), then to the
coast near the port of Qui Nhon, approximately 300 miles northeast of Saigon. In response to this
increased activity of the North Vietnamese Army (NVA), the United States dispatched the newly formed
First Air Cavalry Division to Vietnam to contain the offensive. The 1st Air Cav was the result of the U.S.
Army's experiments with the helicopter since the end of World War II. The hope was that fresh
American manpower, plus the innovation of "vertical envelopment" would turn the war in South
Vietnam's favor.
From October 27, to the end of November, the 1st Air Cav destroyed one NVA regiment and badly
mauled another. Unfortunately, while inflicting severe damage to the NVA, the 1st Air Cav also suffered
heavy casualties, particularly at an obscure river basin called the Ia Drang Valley. In the desperate
fighting there, almost 100 Americans died, and an equal number were wounded. First Team: Vietnam is
a solitaire simulation of this series battles.

Game Play and Victory: The attempt to cut South Vietnam in half during 1965 was the first real military
bid the NVA made to end the war. The hope was for a quick victory. However, barring that, there was
always the awareness that the Americans, like the French before them, would give up and go home if
the cost became too great. Either was an acceptable outcome. For the U.S, the goals were not so clear,
except for one: to stop the North Vietnamese from achieving its goals, preferably by shattering the force
being used.

To that end, the game simulates the operation. The game is played over 15 turns. Each turn is broken
into phases and some of those phases are broken into segments. The Americans attempt to locate NVA
units and then the Americans (you) and the NVA (the Artificial Intelligence) take turns assaulting
(moving, ambushing, firing). Supply is consumed and units recover from fatigue. If the NVA solely
occupy the Pleiku space, you automatically lose the game. Otherwise, victory is determined by the NVA
victory points are totaled at the end of the game. You do not receive victory points. You can only cause
the NVA to lose them through inflicting casualties and deny them victory points by denying them their
goals. The NVA will gain points for casualties inflicted on you and, during the game, they will earn
victory points if they solely hold certain locations (roads and U.S. Special Forces camps). Your goal will
be to prevent this, destroy the enemy, while inflicting as few of casualties as possible on your units.

The map covers an area of approximately 400 square miles. Each turn equals two days. Each combat
strength point represents 100-300 men, depending on the unit.
2.0 IMPORTANT CONCEPTS
2.1 Identified vs. Contacted NVA units: Because of the nature of the jungle terrain, the enemy location
will begin unknown. As the game progresses, he will move closer and closer to his location goals. This
game is about finding the enemy, pinning him down, and eliminating him before he meets his objectives
and minimizing your casualties in the process.

Therefore, to succeed, you first need to know there is an enemy out there. Once you can confirm there
is and you know their general whereabouts, then you try to nail down their exact position, so that you
can eliminate them. The game handles this by having units start in the "Unknown Box." This means you
have no idea that enemy is even out there. If you successfully identify the enemy, that moves them to a
Zone Box in the "Zone Display." For example, there is a "Zone A" box. That represents 6 locations on
the map: A1, A2, A3, A4, A5, and A6. You know the enemy is somewhere in one or more of those 6
locations, but you don't know exactly where. Units that are identified (in a Zone box) cannot be
attacked with infantry or artillery or tactical air strikes. You could attempt to bomb them, but without a
location fix, your chances of success are slim.

Once an identified unit (a unit in a zone box) in contacted, that means its exact location is known and it
is moved to the regular playing map to a specific location (example: A3).

IDENTIFIED (NVA UNITS IN ZONE A) CONTACTED (NVA UNITS SHOWN)

This concept is very important. Take time to understand the difference between identified and
contacted units. If you do not, you will not understand how to play this game.
2.2 Command Points are abstract means of representing an army's ability to support its ground troops.
Each turn you will receive command points. You will spend these points to use artillery, helicopters, air
support, as well as gather intelligence needed to locate the enemy, and supply your ground troops with
ammunition and food. Only the infantry can be used without command points and only the American
player (you) have command points.

2.3 Stacking Limits: Stacking limits are as follows:

• American Stacking in An Khe & Refit Boxes: Unlimited stacking.

• American Stacking in a Location: Up to four companies from one infantry battalion may stack in
a location. If mixing battalions, only two may stack. Pathfinder (3.4.2), Special Forces Camp
Markers, and Support Markers (3.4.4) do not count against stacking.

• NVA units in the Unknown Box or a Zone Box on the Zone Display. Unlimited stacking.

• NVA Stacking in a Location: Up to six units may stack in a location. Artillery does not count
against stacking.

Stacking Examples
Legal Illegal

All four (A,B,C,D) companies of the same The first 3 companies are from the same battalion.
battalion (1) and regiment (8) The 4th company is from the 2nd battalion.

2.4 Infantry counters and Step Losses: The game provides two double-sided counters for each NVA
infantry company, representing the 4 steps it possesses. When the company is on its first three steps, it
is considered "combat-ready," but when it is down to its final step, it is considered "broken:"
---> ---> --->

Combat-ready Combat-ready Combat-ready Broken

Each American infantry company is represented by one double-sided counter. When the counter is on
its strongest side, it is classified as "combat-ready." When it is on its reduced side, it is "broken:"

--->

Combat ready Broken

Infantry units are the only American units that take step losses. Supporting units (ex: artillery,
helicopters, air strike units) do not have a broken side.

Every infantry counter has an ID designator at the top. The NVA display Company/Regiment. U.S. units
display Company/Battalion/Regiment. Each unit has a pair of numbers across the bottom. The first
number is combat strength. The second is the efficiency rating. These will be discussed in greater detail
through the rules, as will the other counters.

2.5 Garrisons: If the NVA conquer a Special Forces Camp location, half of the units that attacked it
(rounding up) must garrison the location. If they move into a road location or conquer a road location
not containing a Special Forces Camp, one unit must garrison the location. See 4.0, Step 14 for
determining which units must garrison. No other location requires a NVA garrison. If a NVA unit(s) is in
one of these locations by itself without a HOLD marker on it/them at the end of any segment (sub-
phase), place a HOLD marker on it/them.

Special Forces Camp Garrisons: Special Forces Camp Garrisons are considered infantry units, except
they may not use ground movement or helicopter transport, and they do not retreat in combat. They
do not count against stacking limits and they have no "broken" side; if they are broken, they are
eliminated. However, casualty points against Special Forces Garrisons are not registered on the Casualty
Point Track, even though they still suffer fatigue (See 4.0, Step 11 for more details). Special Forces
Camps were predominantly Montagnard tribesmen with about a dozen Green Berets directing the force.
If they break, they are assumed to melt back into the Central Highlands. If evacuated, only the Green
Berets would be taken out, and thus the force ceases to exist.
2.6 Fatigue. American units become fatigued due to combat results or by moving (see 3.4.3). If a
company is fatigued it will have a single fatigue marker it, numbered between F1 (Fatigue level = 1) and
F4 (Fatigue level = 4). If a unit increases or decreases its level of fatigue, swap out the counter. If its
fatigue level increases to level 5, it is flipped over to its broken side and all the fatigue is reset to 0. If a
broken unit achieves the 5th level of fatigue, it is eliminated. If a combat-ready unit with fatigue
becomes broken due to a “1B”, “2B”, or “3B” result, the fatigue is NOT removed.

Example Fatigue Marker

2.7 When is supply consumed and what are the effects of being out of supply? American ground units
in map locations (not the An Khe box) consume one step of supply as a result of:
1. Ambush: Any time American Ground forces ambush or are ambushed (this represents firing
wildly).
2. Ground combat at the instant of combat.
3. During the final Supply Phase. Units in a location without a supply marker are unsupplied and
suffer various effects explained later.

Effects of being out of supply:


1. May not initiate ground combat.
2. NVA units receive a +4 column shift in combat.
3. May not recover steps of fatigue.
4. Add one extra step of fatigue when using ground movement (1 total for road movement).

Only the American player (you) tracks supply. The NVA are always considered in supply as are American
units in the An Khe box.

3.0 Sequence of Play


The map contains a Sequence of Play track to help keep track of the turn sequence. This section is going
to cover the sequence in detail. If you understand these concepts, use the map track to see an
abbreviated sequence of play.

3.1. Command Phase. The player (American) receives up to 20 command points. Use them
or lose them: they cannot be saved from turn to turn. Place the "Command Point" marker on the "20"
space of the "Command Point Track." These command points will be used support the infantry troops in
the field through supply, transportation, artillery and gunship support, transportation and intelligence.
3.2. Intelligence Phase. During this phase, the player attempts to locate landing zones as well
as pin down the enemy's whereabouts. Each turn, you may attempt to locate multiple landing zones,
but you may only make one attempt to find the enemy. You may do these in any order that you wish.
Example: attempt to locate 2 landing zones; attempt to find the enemy; attempt to locate another
landing zone. To be very clear, understand that your attempt to locate may be EITHER to contact an
enemy unit OR to identify an enemy unit, but not both (see 2.1 to understand the difference).

Locating a landing zone. Spend one command point, select a LZ marker on the map, and flip it over. If it
says "No LZ," remove it. Otherwise, it is a legitimate landing zone and remains on the map.

Locate Enemy Units: To make the attempt to locate the enemy, spend 1 command point to make the
lone attempt for the turn along with 0-2 additional command points to modify the die roll and increase
the chances of success. These additional points are spent before the die is rolled. Each additional
command point spent reduces the die roll by 1. Therefore, spending 3 command points turns a "4" die
roll into a "2." If your modified die roll is less than or equal to 1, you succeed.

IDENTIFY If you successfully identified units, roll a die and consult the American Intelligence
Table. Cross index the turn with the die roll. The letter shown (A through J) tells you that
there is a regiment located in that zone. Example: on Turn 1, if you rolled a 4, you now
know the regiment is in zone B. Keep in mind that means it could be in B1, B2, B3, B4, B5, or
B6. You don't know until you successfully contact it.

Select all of the units from the lowest numbered regiment in the Unknown Box and move
them to the designated zone in the "Zone Display." An example unit is shown below. The
5/32 represents the 5th company from the 32nd regiment. When selecting which regiment
to place in the zone box, be sure to use the SECOND number.

CONTACT If you successfully contacted units, you have contacted the lowest numbered
company in the lowest numbered regiment in that zone. The question becomes how many
additional companies did you contact and where exactly are they located on the map? In
order to determine this, after succeeding in your intelligence roll, roll a second and third die.
The second die indicates which location number in that number the unit(s) will be placed
and the third determines the maximum number of consecutive companies from the same
regiment that were contacted. Note: this is the only way that a broken unit is placed on the
map.

Example #1: All 9 companies (1/32 through 9/32) of the 32nd regiment are located in Zone
B. After succeeding in the attempt to contact them, the two dice are 4, and 3. The 4
indicates that they are moved to B4. The third die indicates that 3 consecutive companies,
starting with the lowest numbered one, are place. Therefore, 1/32, 2/32, 3/32 would be
moved to location B4.

Example #2: Zone C has 7/32, 8/32, 9/32, along with 101/65, 102/65, and 103/65. After
succeeding in the attempt to contact them, the two dice are 2, and 5. The 2 indicates that
they are moved to C2. The third die indicates that up to 5 consecutive companies, starting
with the lowest numbered company one in the lowest numbered regiment (7/32), are
placed. However, there are only 3 companies in the 3nd regiment, so you only place 7/32,
8/32, and 9/32 in space C2. You do NOT place any of the units from the 65th regiment. If
the 8/32 was not in the Zone Box, only the 7/32 would have been placed, since 7/32 and
9/32 are not consecutive.

3.3 Supply Phase. An example of supply counters is shown below. One represents a full supply
and the second one is a flipped supply counter showing a half supply. Whenever supplies are
consumed, you consume one step of supply. This is done by either flipping a full supply counter to the
half-supply side or by removing a half-supply counter from the location. Counters can be combined and
divided in a location so long as the number remained the same.

During the American supply phase, full strength supply counters can be purchased and placed from the
unused pile to the An Khe box at the cost of 1 command point per counter. The supply counters are not
a hard limit. You can substitute coins or other markers if you run out of supply counters. See 2.7 to see
why you need to make sure that you have plenty of supply counters.

3.4 First American Assault Phase. The U.S. player will have two assault phases,
separated by a NVA Assault Phase (3.5). Each of them consists of the following seven steps.

3.4.1 Air Strike Segment. Airstrikes include both sorties by tactical fixed wing aircraft like
the A-4 Skyhawks and bombardments by strategic bombers, such as B-52s. An example of air strike
counters are shown below. The top counter represents a B-52 and the bottom two counters represent
tactical air strike units.
During this segment, these units can attack locations with NVA units (which, by definition (2.1) of being
in a location are contacted units) or attack identified units in a Zone Box in the "Zone Display."

The tactical air strike counters have two values: the first value is used in combination with ground units'
combat strength during the "Open Combat Segment" (Section 3.4.4). The second value is used during
this Air Strike Segment. B-52 units have a single value because they can ONLY be used during this
segment. They lack the accuracy to be used in close combat support. The B-52 counters may only be
used one time each. After they are used, remove them from the game for good.

Pay 2 command points for each B-52 and each Tactical air strike counter used.

Airstrikes against zones: To perform an airstrike against a unit in a zone box on the Zone Display, select
which counter(s) will attack which zone boxes. B-52 and Tactical Air Strike counters MAY combine for a
attack against a zone. Next, roll two dice. If you roll doubles, you succeed, otherwise you fail. You may
attack up to 6 counters in the zone. Follow the procedure below.

Airstrikes against locations: To perform an airstrike against a unit in a map location, first pay 2 command
points for each B-52 OR each of the Tactical air strike counters used. Again, you cannot combine B-52
and tactical air strikes against the same location and a location may only be attacked by air strikes once
per turn. B-52s cannot bombard Pleiku nor may they bombard a location if there are any U.S. units in it.
Follow the procedure below:

Airstrike Procedure: Use the B-52s printed value or if using the tactical air strike counter(s), use the
second (smaller) number. Start on the “1” column of the combat results table. Next, sum up the total
strike value of all participating units and attack enemy counter separately. Divide the total strike value
by the combat value of the enemy counter. Round down in favor of the NVA unit. That is the number of
column shifts to right. Find that column and roll 2d6. If the results of the die roll against a single unit
would affect multiple units, only apply the results to the one unit. NVA units do not fire back.
Example: a pair of B-52s attack a location with four 8 strength NVA companies. Each unit is attacked at
60 vs. 8, resulting in 7 shifts to the right for combat superiority. You would roll the die four times under
the “8” column and if you rolled a 9 or 11 (2B), it would only apply to one unit.
3.4.2 First Transport Segment. Any transport helicopter (marked with a "T" like the
example below) in the An Khe box (NOT "Refit Box") may transport one infantry unit OR one supply
marker in any of these means:

1. Between An Khe and a Landing Zone (LZ) for 0 Command Points.


2. Between a LZ and An Khe, including retreats for 0 Command Points.
3. Both 1 and 2, unless a Pathfinder was transported in 1 (above) for 0 command points.
4. From one LZ to another LZ (see below for definition) for 1 Command Point. (Exception: The 1/9
Transport helicopter may only transport the 1/9 infantry unit but it also costs 0 command points
to use.) Units and supply markers cannot be transferred to or from An Khe with this option.

A Landing Zone (LZ) consists of:


• Any revealed LZ marker
• Pleiku
• Duc Co and Plei Me Speical Forces Camp.
• A location containing a Pathfinders marker (see below on this page)

Ambush: When transporting to a Landing Zone, if there are any only NVA units in that location, then an
Ambush (4.0) occurs.

At the end of the Transport Segment, return the transport helicopters. If the helicopter counter is on its
combat-ready side, flip it over to its fatigued side and place it in the An Khe box. If it was already on its
fatigued side, return it to the Refit Box. During the American Maintenance Segment, all helicopters in
the An Khe box are flipped over to their combat ready side. All helicopters in the Refit Box remain there
indefinitely unless one command point per helicopter is paid during this segment. Remember, each turn
consists of four transport segments and only one American Maintenance Segment, so manage those
helicopters carefully!

Pathfinders: A transport helicopter carries the Pathfinder unit for the entire segment. It may not
exchange. A Pathfinder unit allows the helicopter to land in any location free of NVA units. This
location becomes a legitimate Landing Zone for this segment, so other transport helicopters carrying
infantry and supply may land there during this segment as well. The pathfinder unit is returned to the
An Khe Box at the end of the Transport segment. If it is ambushed, it has no combat value. If stacked
with other units and forced to retreat, it retreats by the helicopter that brought it.
3.4.3 Ground Movement Segment. Any American ground units that was transported
during the First Transport Segment (3.4.2) may not do anything during this segment. Remaining units
have the choice of either moving to a new map location or receiving a HOLD marker, which aids in
combat. Units which start the Segment with a HOLD marker on them may move, but first, remove the
Hold Marker. Units may move one at a time or in stacks (player's discretion) to an adjacent location
connected by a line of any color. U.S. ground units that move by ground will also increase Fatigue by the
amount in the table below. If the unit is traveling without a supply marker, it adds one to the fatigue
cost. To determine the amount, locate the color of the connection between the two locations and
cross-reference it on the table below:

Color Type Fatigue Cost

Orange Road 0

Green Jungle 1

Blue River 1

Black Jungle + Mountain 2

All four connection types are shown in this one picture (white dots separate zones).
Example, a pair of units move from D4 to D5 in the picture above. One unit has no fatigue and the other
has 1 level of fatigue, meaning it has a “F1” marker beneath it. After moving the units, place a “F2”
marker underneath the unit that previously had no fatigue and for the other unit, replace the “F1”
marker with a “F3” marker.

Example Fatigue Marker

Movement restrictions: American infantry units may move to one adjacent location along a connected
path of any color. It can move to a second connected location only if both movements were along road
connections and the first location entered does not contain NVA units. American units may not enter
Cambodia unless using optional rule 6.1. American units which choose to place a HOLD marker on them
at the end of the segment or wish to remain under a HOLD marker cannot move during this segment or
during the previous Transport Segment.

An Khe ground movement: American units may use ground movement to move from the An Khe box to
the I2 or J4 locations (but not J3) or vise-versa.

Moving supply markers: Combat units may carry supply markers with them in ground movement (but
not retreat, covered later). Supply markers are bound by the same movement restrictions as combat
units except in addition, they cannot move by themselves, nor can they be passed off to another unit
during movement. In other words, they are limited by the same movement restrictions as infantry units.

Entering a location with NVA units. If the location contains only NVA units, this triggers an Ambush.
Resolve immediately using 4.0.

Entering a zone with identified NVA units: After all American ground movement is completed for the
segment and HOLD markers have been placed, total the number of American occupied locations in any
zone that American units entered by ground movement or helicopter transport, which also contain
Identified NVA units in the corresponding Zone Box on the "Zone Display." If the zone entered is zone D
or Zone G, be sure to include the garrison at the Duc Co and Plei Me Special Forces Camps, respectively
(if they are still there), but only if American units entered OTHER locations in that zone. Do not examine
zones where American units did not enter this segment.

Example: Identified NVA units occupy Zone G. G4 contains the Plei Me Special Forces Camp Garrison:

• Case 1: No other American units occupy any locations in Zone G. Ignore this step.

• Case 2: An American infantry company moved from B4 to G4. Ignore this step.

• Case 3: An American infantry company moved from C4 to G2. Perform this step. The total
locations equals 2 (G2 and G4).
Next, roll a die: if the die roll is less than or equal to the number of American occupied locations in that
zone, then all identified NVA units become contacted. First, separate the broken units in the Zone Box.
(Broken units only enter the map through an intelligence roll.) Next, start with the lowest numbered
combat-ready NVA company in the lowest numbered regiment and place six consecutively numbered
combat-ready companies (again, not broken units) in a stack. If the number of consecutive companies is
less than six, then stop once the chain of consecutive units is broken. Of the remaining units, take the
lowest numbered company in the lowest numbered regiment and repeat. Continue to repeat until all of
the units are in stacks of 1-6 high. Roll a die for each stack and place it in the location number
corresponding to that number. If this causes more than 6 NVA units in one location, re-roll and place
the entire stack in that location until stacking limits are satisfied and then move on to the next stack
until all stacks have been placed. If the location contains American units that were not there at the start
of the Transport phase, this triggers an Ambush. Resolve immediately using 4.0.

Example: Following the example above, the Zone G box has the following identified units: 1/32-8/32 (8
companies), and 101/65-106/65 (6 companies). The first stack would be composed of 1/32, 2/32, 3/32,
4/32, 5/32, and 6/32. The die roll is 2. Place it in G2. This would trigger an ambush, which would be
resolved immediately. The second stack would be composed of 7/32, and 8/32. The die roll is 1. Place it
in G1. The last stack is made up of 101/65, 102/65, and 103/65, 104/65, 105/65, and 106/65. The third
die roll is 1. That would result in 7 units in the G1 location, causing over-stacking. So the die is re-rolled.
The result is 4. Place all 6 units in G4. Because the Special Forces Camp Garrison was already there
before the American Movement (Transport + Ground) began, there is no ambush.

Check for NVA evasion: After all American ground movement is completed for the Ground Movement
Segment, check areas that contain both NVA and U.S. troops, using the procedure in 3.5.7.

3.4.4 Support Segment. Allocate units to support ground units: commit artillery and tactical
air strikes and scramble helicopters (gunships, observation, and Aero-Rockets).

Artillery: There are 4 Artillery battalions. Each battalion includes four batteries, each represented by a
counter. Three of the four battalions are dedicated artillery and thus, have a Roman numeral on the left
side of their NATO artillery designator (I, II, or III). This Roman numeral is a support number and
indicates which infantry companies they support. The infantry companies also have a Roman numeral in
the same location. If the Roman numerals over every infantry company match the artillery battery, it
costs 1 command point to support the location with that particular artillery battery. However, if the
location contains a Special Forces Camp Garrison or any of the infantry companies in the location have a
different Roman numeral, it costs 2 command points. The fourth artillery battalion, the 2/17 is not
dedicated artillery: it has no support number (Roman numeral) and may support any location for 1
command point. You may not commit artillery that is on its "FIRED" side. The following picture
illustrates the support structure (The Roman numeral is circled to indicate the battalion):
Tactical Air Strikes: It costs 2 command points to add each tactical air strike marker to a combat
location. Only tactical strike units may be used (no B-52s -- do you really want them dropping bombs
that close to your units from that high?). Use the FIRST value shown on the tactical air strike marker.

Gunship and Observation helicopters: It costs 1 command point each to commit a Gunship and/or
Observation helicopter from the An Khe Box (NOT the Refit Box) to a combat location. There is no
benefit to committing more than one of each to the battle. Examples of each are shown below:

Observation helicopters provide a column shift bonus in battles where artillery is committed. Gunship
helicopters reduce American casualties by half. Because Special Forces Camps negate casualties, you
should not commit a gunship to a battle at that location. These helicopters are covered in more detail in
the combat section (4.0).

Note: The 1/9 Gunship and 1/9 Observation helicopter (shown above) do not cost any command points
to use. However, they may not be committed to a battle unless the 1/9 infantry company is in the
battle.

Aero Rocket Companies: It costs 1 command point each to commit an Aero-Rocket Company marker to
a combat location from the An Khe Box. It may not be committed if it is in the Refit Box. After it is used
in battle, it is flipped to its "REFIT" side and placed in the Refit Box. Example counters are shown below:
Aero-Rocket Companies can aid the effectiveness of American ground units. Additionally, unlike other
support units, they can attack a NVA location free of American combat units during this segment. Each
Aero-Company marker has two values. The first is used when supporting ground units. This value is
added to the combat value of the ground units and/or supporting air strike units. Aero-Rockets may
also attack a location by themselves without ground support. In that case, use the second value,
combining the second value of all Aero-Rocket companies attacking the location and attack each NVA
unit in the hex individually with this amount. Follow the procedure for air strikes in 3.4.1. Example: To
use the two Aero-Rocket Companies shown above would cost 2 command points (1 each). If used to
support a U.S. ground unit, 31 points would be added to the U.S. combat value. If they were both
attacking a NVA location free of U.S. units, they would attack each NVA marker with attack strength of 6
(3+3). Also, one could be used to support a U.S. ground unit while the other is used to attack a NVA
location free of U.S. units.

3.4.5 Open Combat Segment. This segment resolves combat as per the procedure
outlined in 4.0. Combat is not mandatory. Units it Pleiku or in Special Forces Camps with intact Garrisons
are considered under a HOLD marker, and MAY initiate combat, but units underneath HOLD markers in
other locations may not initiate combat.

3.4.6 Final Transport Segment. Repeat the procedure from 3.4.2.

3.5 NVA Assault Phase. After the U.S. Assault Phase, the N.V.A. will have an assault phase
consisting of the following eight steps:

3.5.1 First Target Determination Segment. Check to see if any priority targets in
zones occupied by Identified NVA units. This occurs if identified unit(s) in a Zone Box on the off board
Zone Display is in the same zone as a priority target on the map. The priority targets are (in order of
importance:
1. Pleiku
2. Any Special Forces Camp
3. Any road location with American ground units.*
4. Any empty road location.*
5. Any non-road location with American ground units.*

* If more than one possibility exists, select the location with the lowest number (ex: G3 before G4).
Example: All of the NVA units from the 32nd regiment occupy Zone D on the Zone display. The 2/32
company is broken. By definition (2.1) these units are identified. Two priority targets occupy Zone D on
the map: Du Co Special Forces Camp in D2 and an empty road location (D5).

Next, determine how many Identified units in the zone attack the priority target. First, separate the
broken units, as they will not be leaving the Zone Box. Next, start with the smallest numbered combat-
ready NVA Company from the smallest numbered regiment in the Zone Box. Create a stack of no more
than 6 consecutively numbered combat-ready companies. Move to the next remaining lowest
numbered company from the smallest numbered regiment and create another stack of no more than 6
consecutively numbered combat-ready companies. Repeat until you have created all of the stacks. In
the example above, the first stack would contain only 1/32. The second stack would contain 3/32, 4/32,
5/32, 6/32, 7/32, 8/32. A third stack would contain 9/32. The 2/32 is not placed in any stack, since it is
broken.

For each stack, roll a die. If the die roll is less than or equal to the efficiency rating of the lowest
efficiency rating in the stack, then that entire stack is removed from the Zone Display Box and placed in
the location with the priority target. Proceed to the next stack. When placing units into locations where
there are already units, start with the lowest numbered company in the stack and place consecutive
units until the stacking limit (6) of the location has been met. Continuing the example, the first stack
passed its die roll, so the 1/32 unit is placed in D3. The next stack also passes its die roll, so 3/32, 4/32,
5/32, 6/32, and 7/32 are also placed in D3. 8/32 is not placed, as this would cause a stacking violation in
D3. The last stack passes its die roll and is placed in D5, the next highest priority target.

If the priority target is Pleiku, no die roll is made. Instead, starting with the lowest company in the
lowest regiment, the first 6 available combat-ready (2.4) NVA companies are placed there. Pay no
attention to consecutively numbered. If there are at least 6 combat-ready companies, 6 will be
placed.

Note: Because you managing an imperfect Artificial Intelligence, a certain amount of common sense
must be used. If there is not enough combat-ready NVA strength in a zone box to match the likely
American position it will attack, all they will do is move out into a road and then get blown away by air
strikes. If there is enough strength to challenge a position, but they are due to various stacks, proceed.
They could be victims of poor coordination. If this is the 2nd segment of the last turn, proceed, as this
could score them victory points.

3.5.2 NVA Offboard Movement Segment. If it is Turn 15, skip this step. Otherwise,
roll two dice and cross index the result with the turn on the NVA Offboard Movement Table. Place
newly Identified NVA units on the proper zone. Example: "23B" means move all of the companies in the
"2" (32nd Regiment.) and "3" (33rd Regiment) from the "Unknown Box" to Zone B. See "Explanation of
Results" on the NVA Off-Board Movement Table for more details. If a "-->" result, move all Identified
NVA units on the Zone Display to the highest adjacent zone box in the next highest rank:
Example: If a unit was in Zone C (Rank 3), it would move to Zone F (the highest adjacent Zone in Rank 4).

Ignore all results for broken units. Instead, move them to the lowest adjacent zone box in the next
lowest rank. When they reach Cambodia, they are removed from play.

Note: a house rule I use is if a Zone has less than 16 strength point total, and did not move during this
segment, roll D6 for each stack in the box. If the roll is less than the combat efficiency of the stack,
automatically move it one rank higher. This will allow it to reform with other units.

3.5.3 Second Target Determination Segment. If it is Turn 15 or if 3.5.2 resulted in


no offboard movement, skip this step. Otherwise, repeat step 3.5.1 for the units that moved offboard
during 3.5.2.

3.5.4 NVA Ground Movement Segment. Check all Contacted NA units to see if and
where they move. Select a location with NVA units in it and analyze it and all connecting locations that
have less than 6 NVA units and assign a point value according to this schedule:

• +1 point for the location(s) with the highest location number


• +1 for the location(s) with the highest zone letter.
• +1 if the location contains Special Forces Camp.
• +1 for each location with a road connection.
• +5 for Pleiku.
• +1 if the location contains American units with combat strength equal to or less than NVA units.
• -1 if the location contains American units with combat strength greater than NVA units.

Example: A pair of 6-1 NVA units is located in C6. G4 contains the Plei Me Special Forces Camp and four
4-3 US infantry companies. The connecting locations and B4 and G2 are clear. According to the schedule
above, C6 receives 1 point for having the largest location number (6). Zone G has the highest zone letter
(G), so G2 and G4 each receive a point. G4 gets 2 additional points for having a road connection and
Special Forces camp and loses a point for having a superior American force there. The final tally is: B4 =
0, G2 = 1, G4 = 2.

The stack of combat-ready units moves to the location with the highest sum (broken units use different
movement priorities covered shortly). If they are already in the location with the highest sum, they
don't move. If the location with the highest sum has units in it, and moving the entire stack would cause
it to be over-stacked (2.3), then starting with the lowest combat-ready company in the lowest regiment,
move a unit. Repeat until the new location has reached its stacking limit. Then move the remaining
units to the location with the second highest sum. If two locations tie, select the location that takes the
NVA units the fewest locations to Pleiku. If it is still tied, select the path randomly.

Each NVA unit may only move one location per Ground Movement Segment. There is no road bonus for
NVA units.

Broken units: Broken units move like combat-ready units, except the point system for locations uses a
different schedule:

• +1 point for the location(s) with the lowest location number


• +1 for the location(s) with the lowest Zone Class.
• -1 if the location contains Special Forces Camp or Pleiku.
• -1 for each location with a road connection.
• -5 if the location contains any American units.
• +5 Cambodia

Consume supplies: If NVA units move into a location with American supply markers, but no American
infantry units, the NVA consume the supplies, removing the supply markers from the map and for each
step of supplies, a NVA unit gains a step (2.4).

3.5.5 NVA Ambush Segment. If, during the NVA Assault phase, contacted NVA units enter
a location with ONLY U.S. units, the NVA may ambush the U.S. units if the U.S. units are not:
1. In Pleiku.
2. In Duc Co and Plei Me with intact garrison markers.
3. Under a HOLD marker.

Determine if the NVA units ambush the U.S. units by rolling against the lowest efficiency rating of the
non-broken units in the NVA stack. If the die roll is less than or than or equal to efficiency rating, the
NVA ambushes the U.S. units. Resolve immediately using 4.0.

3.5.6 NVA Open Combat Segment. This segment resolves combat. Note: Americans can
call in support outlined in 3.4.4. Be sure to check for night attack. Go to 4.0 for the step-by-step
procedure. After Combat is performed, if the NVA have sole possession of Pleiku, you lose the game.
Otherwise, if they have sole possession of any locations with a Special Forces camp or road (excluding
the "CAM 1" location), they receive victory points as per the schedule in 5.0. Note: NVA units that
ambushed during the “NVA Ambush Segment (3.5.5)” may attack again.

3.5.7 NVA Evasion Segment. After the Open Combat Segment is complete, check for NVA
evasion, following this procedure:

1. Determine the adjacent locations (NOT including the contested location) that contain only U.S.
units. Each such location subtracts one from the die roll for all evasion rolls in this procedure.

2. Roll for each broken NVA unit. On a modified roll of 1-5, it evades, moving to the corresponding
Zone Box in the "Zone Display" map. (Example: a unit successfully evading from C6 would be
placed in Zone Box C).

3. Sum the total combat strength of the NVA units against that of the U.S. units (note: do NOT
include air and ground support, as that is the next segment). If the U.S. value is greater, the
NVA will attempt to evade (proceed to step 4). Otherwise, it will not evade (skip step 4.)

4. If the NVA attempt to evade, roll a die separately for each NVA unit in the location. Subtract
one from the die roll for each adjacent location containing only American ground units. The
NVA units will evade if the die roll is equal to or greater than its current efficiency rating (Note:
the rulebook says “less than.” I am pretty sure this is a typo.) If it evades, move it to the
corresponding Zone Box in the "Zone Display" map. For a more realistic experience, roll once
for the entire stack, using the lowest efficiency rating in the stack.

3.5.8 American Maintenance Segment. All fatigued helicopters are flipped to their
combat-ready side. If they are in the Refit Box, they can be brought out of it by spending 1 Command
Point each. The Command Point cost must be paid during this segment or the unit remains in the Refit
Box until the next American Maintenance Segment. If using the optional NVA artillery rule (6.1), these
units are flipped to the combat-ready side.
3.6 Second American Assault Phase. Repeat the steps in 3.4.

3.7 NVA Assault Phase. After the U.S. Assault Phase, the N.V.A. will have an assault phase
consisting of the following eight steps:

3.8 Fatigue Reduction Phase. During this phase, American ground units in An Khe, Pleiku,
and the Plei Me and Duc Co Special Forces Camps may each remove 2 steps of fatigue if these conditions
are met:

1. They did not move this turn by ground or transport this turn.
2. There are no NVA units in their location at the start of this phase.
3. The accompanying Special Forces garrison unit is intact (Plei Me & Duc Co only).

Units under a hold marker may reduce fatigue so long as the conditions above are met. Note: a broken
unit with 0 or 1 fatigue steps will not flip over to its combat-ready side. Instead, it will be a broken unit
with no fatigue steps on it.

Next, move the turn track to the next turn. If this was the last turn, determine victory (5.0).

3.9 Final Supply Phase. All American units on the map expend one step of supply.

4.0 Combat Procedure. Follow this procedure to resolve combat and ambushes. All
combat is resolved on the Combat Results Table. This is not an odds-based table and this is not a
strength points-based table. Combat is simultaneous, but in Ambush, only one side fires. One side is
the designated "attacker" and the other is the "defender" but when determining the column to use,
each side "fires" and begins in the "1" column and adjusts to the right based on column shifts for various
criteria. After all column shifts are determined, a final column is determined, and a die is rolled. If the
final result would shift the final column beyond the table (less than 1, greater than 11), roll on the
extreme column (1 or 11). These are the steps to resolve combat:
EXAMPLE: For the following example, a pair of 4-5 American infantry companies with a full supply
marker attacks a stack of 4 NVA companies in location F3. The NVA stack consists of 2 full-strength 8-3
companies (6/32 and 7/32), a reduced 6-2 company (5/32), and a broken 2-0 company (4/32). The
Americans are supported with a pair of 25-strength Aero-Rocket companies, a pair of artillery batteries,
a gunship, and an observation helicopter. Each step in this procedure will reference this example:

1. Combat superiority (both). Total the entire combat strength for firing units (include support)
and divide by the combat strength of the defending GROUND units (do NOT include support).
Drop the remainder. The result adds that many right column shifts. The attacker never includes
broken units in this calculation, but the defender does. In the example above, when the NVA is
firing, they receive a 3 column shift for Combat Superiority (8 + 8 + 6 + 2 = 24...24/8: use only the
defending GROUND units. Also, you include the broken NVA unit because the NVA units are the
defenders in this combat). When the American player fires, he receives a 2 column shift for
Combat Superiority (4 + 4 + 25 + 25 = 58... 58/24 = 2).
2. Combat Efficiency (both). Add a number of column shifts right for the lowest combat efficiency
rating in the stack. It doesn't matter if the unit is firing or not. Ignore broken units for the NVA
side unless every NVA is broken, but you do NOT ignore broken units for the American side,
even if there are non-broken units. Continuing the example, the NVA player receives 2 column
shifts for efficiency because the lowest non-broken unit is 2. The American player receives 5
column shifts. Had one of the units been broken and displaying its 4-1 side, the column shift
would have only been reduced to 1.
3. Ambush (either). If the firing units are ambushing, two columns shifts right are added.
4. Supporting Locations (both). When GROUND units for one side solely occupy an adjacent
location to the combat location and are not under attack from Aero-Rocket companies, they
may support the firing units. Each supporting location adds 1 column shift right, no matter how
many units are in it. American units are not required to support adjacent locations. If units can
support more than one location, the American player decides which location, if either, to
support. The NVA will support the highest priority target (see 3.5.1). Each American supporting
location consumes a step of supply (Step 12). Example: Neither side can support the battle from
F2 because both sides have ground units in that space. The NVA cannot support from H2
because that force is under attack from another 6-3 Aero-Rocket Company. The NVA will
support from F4, giving them a 1 column shift right. The American units F1 have the option of
supporting F2 or F3 (not both!) or supporting neither (and to be clear, the Americans are not
required to attack in F2).
5. HOLD Marker. Units firing from under a HOLD marker, receive one column shift right while the
other side receives one column shift left for firing at units under a HOLD marker. This is the only
way to shift left. Remember: if the location is Pleiku or contain a Special Forces Camp Garrison,
the American units are considered under a HOLD marker. This does not apply in our example
because the American units in F3 are not underneath a Hold marker. If they were, they could not
attack (3.4.5). While the unit in F2 has a hold marker, it does not affect this (F3) space.
6. Artillery (U.S. only, unless using optional rules). Each artillery battery (counter) provides a 1
column shift right for its side. NVA artillery is covered in optional rule 6.2. Example: The
Americans receive 2 column shifts for having 2 artillery batteries committed to the battle.
7. NVA Night Attacks (NVA only, only during NVA Open Combat Segment). Roll a die. If the
result is 1-4, it is a night attack. Add 3 column shifts to the NVA firing total. This roll is made on
a location-by-location basis (remember, a turn covers 2 days).
8. Out of Supply (NVA only). If the American units do not have a supply marker, four column shifts
are added to the NVA firing total. In the example above, the American units have a supply
marker, so this does not apply.
9. Observation Helicopters (U.S. only). If the American player has an observation helicopter in the
same location where artillery is providing support, the American player receives one column
shift. Note: 1 column shift maximum is all that can be achieved by this step. It is not one per
artillery or one per observation helicopter. Two observation helicopters provide no benefit over
one. In our example, the American player would receive one column shift right for committing
an observation helicopter to the battle.

Example: in the example above, the final tally is as follows:

NVA U.S.

Combat Superiority 3 2

Combat Efficiency 2 5
Ambush 0 (Not an ambush) 0 (Not an ambush)

Supporting Locations 1 0 or 1 (Player's Choice)

Hold Marker 0 0

Artillery 0 or N/A 2

Night Attacks 0 (NVA is not attacking) N/A

Out of Supply 0 (U.S. unit is in supply) N/A

Observation Helicopter N/A 1

Total 6 10 or 11

10. Consume Supplies: Remove one step of supply in every location where an American unit fired or
was ambushed. Note: in an ambush situation, the American units do not fire, but still consume
supplies (firing blindly). American units that fired from adjacent locations in support also
consume a step of supplies (see 4.0, Step 4).
11. Roll a die. After determining the final column, roll a die and add to that roll the number of units
being fired on. In our example. The NVA is attacking on column 7 (1 + 6 column shifts). The die
roll is 6. The NVA is firing on 2 American units, so add 2 to the die roll, for a modified roll of 8.
The table indicates a "3." The American player decides NOT to support from the F1 location since
either way, he would be using the 11 column (1 + 10 column shifts). He rolls a 5. Because he is
firing at 4 NVA units, he adds 4 to the roll for a result of 9. The table indicates 8*.
12. Apply Results. Apply the results of the Combat Results Table:
• - : No effect.
• R (Retreat): NVA: if multiple retreat paths exist, select the unoccupied location with the
lowest zone letter. If there are still multiple retreat paths, select the unoccupied
location with the lowest location number. If retreat is not possible, the lowest
numbered company from the lowest numbered regiment in the location takes a step
loss (2.4). USA: may retreat to any unoccupied location or any location occupied solely
by American units, so long as stacking limits (2.3) are obeyed. American units retreating
from Pleiku, a Special Forces Camp, or a space with a revealed LZ marker, may also opt
to retreat by helicopter transport. A transport helicopter is needed for each retreating
infantry unit and cannot be in the Refit Box. The infantry unit is returned to An Khe and
if the helicopter is combat-ready, it is flipped to its fatigue side and also placed in An
Khe. If it was already fatigued, it is placed in the Refit Box. The Supply markers and
Special Forces Camp Garrisons may never retreat. If retreat is not possible, and a
Special Forces Camp Garrison is in the space, it is eliminated. Otherwise, one American
infantry unit is broken and if all American infantry units are already broken, one is
eliminated, instead.
If American units retreat, they leave their supplies. The NVA consume them, removing
them from the map and for each step of supplies, a NVA unit gains a step (2.4).

Retreat Example: The American unit transported to C1 is ambushed. If it was forced to


retreat, it could retreat by helicopter. It could also retreat to D3 (unoccupied), A4
(unoccupied), or D6 (stacking limit = 2). It could not retreat to A3 (enemy occupied) or
C3, (stacking violation: it is a different brigade). If the NVA unit were forced to retreat
(hypothetical, since the Americans could not fire in an Ambush situation), if all
connecting locations (A3, A4, C3, D3, and D6) were unoccupied, A3 would be selected.
However, A3 is occupied, so the next choice is the lowest zone (A) and then the lowest
numbered unoccupied location in that zone A4. If A4 were occupied, it would retreat to
D3. If it were also occupied, it could not retreat and would take a step loss.

• # (integer: NVA): Starting with the lowest numbered company in the lowest numbered
regiment in the location, reduce the unit by one step loss (2.4). Move to the next unit.
Continue until all units have taken one step loss. If the number has not been satisfied,
continue. Example: in the example before, the NVA took 8 step losses. The lowest
numbered company/regiment is the 4/32. It takes a step loss. The rest are doled out
this way:
1st Step Loss: 2nd Step Loss: 3rd Step Loss: 4th Step Loss:

--> --> --> -->


(Eliminated)

5th Step Loss: 6th Step Loss: 7th Step Loss: 8th Step Loss:

--> --> --> -->


(Eliminated)

• # (integer: USA): This many casualty points are added to the Casualty Track. If the
Americans have a gunship in the location, this number is halved, rounded up. If the
Americans have a Special Forces Camp Garrison, do not add any points to the Casualty
Track. Additionally, the same number of Fatigue Points is distributed among the
American units in any way the player sees fit. Unlike casualties, fatigue points are not
reduced by gunships or eliminated by Special Forces Camp Garrisons. See 2.7 for more
on Fatigue. Example: in the example above, the NVA's combat result on the Americans
was "3." However, the Americans have a gunship in the location, halving the amount of
casualties. Therefore, the American player increases the Casualty Track by 2 and
distributes 3 fatigue points, giving 2 to one unit and 1 to the other.

• #B: This is the maximum number of units in the stack that MIGHT break. For the NVA,
start with the lowest numbered combat-ready company in the lowest numbered
regiment in the location and check the next highest combat-ready unit(s) until the
number of units equals the number of the combat result. For the American player, start
with the Special Forces Camp Garrison (if it is in the location) and then select additional
combat-ready units until the combat result is met. Roll a die for each unit and compare
it to the effective rating of the unit (the 2nd number). If the die roll is higher than the
effective rating of the unit, the unit breaks, which would eliminate a Special Forces
Camp Garrison. Again, do not check already broken units. They are not affected.

• A, AA, or AAA: One (A), Two (AA), or Three (AAA) combat-ready infantry units are
automatically broken. No die roll needed. Already broken units are not affected. If
applying to NVA units, start with the lowest numbered combat-ready company in the
lowest numbered regiment in the location and check the next highest combat-ready
unit(s) until the number of units equals the number of the combat result. For the
Americans, the player breaks the Special Forces Camp Garrison if it is in the location
(which eliminates it) and selects additional combat-ready infantry units to flip to their
broken side to meet the required number of broken units. Again, broken units are not
affected by this: if all of your units were already broken, this would be no effect.

• *: If the American player is firing and gets this result, and artillery was involved in the
combat, then one casualty point is added to the Casualty Track. Gunships do not
prevent this. If the NVA is firing and gets this result, return one helicopter to the refit
box. If it was transporting cargo, the cargo marker is returned to the An Khe Box. If
using the optional artillery rule (6.2) and the NVA artillery is in the location, even if it is
on its "FIRED" side, then one helicopter or airstrike unit is permanently eliminated and
removed from the game.

13. Return Support Units. Each artillery battery that was committed to the battle is flipped to its
"Fired" side. Observation Helicopters and Tactical Air Strike units are returned to An Khe.
Gunship helicopters are flipped to their Fatigued side and returned to An Khe. If they were
already on their Fatigued side, they are instead returned to the Refit Box. Aero-Rocket
Companies are automatically sent to the Refit Box.
14. Garrison Priority Targets (NVA only): If the NVA took a Special Forces Camp, half of the units
that attacked it (rounding up) must garrison the location. If they took a Road Location not
containing a Special Forces Camp, one unit must garrison the location. If there are more units in
the location than the garrison requirement, select the garrison by using the lowest numbered
company/companies from the lowest numbered regiment until the requirement is met. This
unit(s) is then placed under a HOLD marker. Pleiku must be garrisoned by six units, but since it
is the goal of the NVA, it goes without saying that they are not going to leave it. No other
location requires a NVA garrison.

5.0 Victory Conditions. Victory Points are awarded or removed from the NVA. The
final result determines if you won or the level of your defeat.

A) At the end of the NVA Open Combat Segment (3.5.6), determine if the NVA have sole possession of
any of the following locations and award this many victory points to the NVA total:

• Pleiku = Automatic NVA victory. You lose.


• Any road location: +1 VP each.
• Special Forces Camp at D2 or G4: +2 each. (Net +3 because it is also a road location).

B) At the end of the game, add or subtract these victory points to the NVA total:

• Each American Casualty Point inflicted: +1


• Each American Broken Company: +10
• Each Special Forces Camp Garrison eliminated: +10
• Each American infantry Company eliminated (not including SF Garrisons): +26
• Each NVA broken unit: -1
• Each eliminated NVA unit: -3 (does not include units that left the game by retreating to
Cambodia)

Determine the level of victory:


• NVA Strategic Victory (NVA takes Pleiku): The object of the NVA assault was Pleiku as the first
step towards cutting South Vietnam in half. With its capture, they would be on their way to this
goal, as well as disposing of a major American Air Base. The loss of Pleiku, the major city in the
Central Highlands, would have been an epic disaster, both militarily and politically for the
government of South Vietnam and the United States.
• NVA Tactical Victory (30+ Points): This could mean a good many things, depending on how it
came about, either through heavy American casualties or the destruction of two major Special
Forces Camps in the area. Both would have made spectacular headlines in the U.S> and
probably accelerated the anti-war movement. Additionally, Montagnard support in the Central
Highlands would have been broken, or worse, turned to NVA advantage.
• NVA Limited Victory (10-29 Points): This would mean giving the Americans a bloody nose, but
with no vital geography falling into the hands of the NVA.
• Draw (-14 to +9 Points): A draw would actually be worse for the Americans, as their prestige
would have suffered at getting as good as they gave from a supposedly inferior enemy. The
NVA might have been tempted to try a similar strategy in 1966 instead of returning to the slow
but time-tested methods of guerrilla warfare.
• American Tactical Victory (-15 Points or less): This is what actually happened. The NVA inflicted
a few hundred casualties and lost almost two regiments in the process. The force withdrew, and
the North Vietnamese rethought their approach. There is a reason why there is no Strategic
Victory for the Americans: none was possible. The North Vietnamese were simply not going to
abandon a goal of 20 years' long-standing, even in the face of losing a single force in its entirety.
The war ground on to its unfortunate conclusion, aided by the delusion of American success
created by the battle in the Ia Drang Valley.

6.0 Optional Rules. The two following rules cover situations which might have
occurred. The first, invasion of Cambodia, allows you to make the same mistake that Richard Nixon
made seven years later. The second is much more likely. When the campaign opened, a battalion of
120mm mortars and 14.5mm anti-aircraft guns were still making its way down the Ho Chi Minh Trail,
intended for the regiments which were now fully engaged in combat.

6.1 Invasion of Cambodia: The American player may move units and make airstrikes into the
six locations in Cambodia. The first turn in which this occurs, the NVA is automatically awarded 10
victory points. For each turn thereafter, in which American air units or airstrikes are present in
Cambodia, the NVA gains 5 victory points.

6.2 NVA Artillery: Three NVA artillery units are available in the game. They are permanently
attached to the first consecutive NVA infantry company in each regiment. In other words, where it goes,
the artillery goes. Like American artillery, it provides a one-column shift to the right in any combat
where it is present. If the company to which it is attached is eliminated, so is the artillery unit. If the
unit to which it is attached is broken, the artillery unit is immediately reassigned to the next highest
consecutive company which is not broken, even if the unit is in a different location. If the regiment is
entirely eliminated, then the artillery unit is also eliminated and counts as an extra eliminated NVA
company (-3 points). NVA artillery, when fired, is flipped to its "fired" side and recovers during the
American Maintenance Phase.

AA Ability Artillery: Each NVA artillery unit has an organic anti-aircraft ability. If an NVA artillery is
stacked in a location where a combat which also involves any American helicopter or tactical airstrike
unit is occurring, and the combat result includes an "*," then one helicopter or airstrike unit is
permanently eliminated. This occurs even if the NVA artillery unit has its "FIRED" side showing. Any
helicopter or airstrike unit eliminated in this way counts as an eliminated (but not broken) company, for
the NVA and scores +25 victory points.

7.0 Initial Set-Up


1. Take the 12 Landing Zone markers and place them with their "LZ" sides face up. Mix them
together. Place up to two in the locations in any zone until all the LZ markers have been placed
on the map. Note: Pleiku and Special Forces camps are automatic landing Zones. They do not
count against the "2 per Zone" limit.
2. Put the one full strength supply counter and a Special Forces Camp Garrisons in their named
locations at D2 and G4.
3. Each of the 21 NVA infantry companies has two double-sided counters (see 2.4). Separate them
from their full strength and reduced strength counters and place the reduced strength counters
to the side. Place all 21 full strength units of the NVA in the Unknown Box on the side with the
highest combat factor. If playing with the optional NVA artillery (6.2) include those, also.
4. Place all of the American combat units in the An Khe Box. The Americans do not start with any
supply markers at An Khe.
5. Place the Fatigue and Supply markers in separate stacks to the side.
6. Place the "Game Turn" Marker on "1" on the "Turn Track." Place the "Turn Phase" marker on
"Command Phase" on the "Sequence of Play" Track. Place the "Casualty" markers next to the
Casualty Track, but not on it. Place the "Command Point" marker on "20" of the "Command
Point Track."

You might also like