Ronald F. Clayton
If they replenish in any other Allied port only check marks in their Fuel boxes can be erased; SSM ASW, AAA TORP BOMB, and AIR SSM marks cannot be era ed' US, CalladiQl/. If Oktyabrskiy is out of supply, in-port replenishment cannot take place there, nor can it take place in Petropavlovsk (1100).
The result will be a number; this is the number of boxes the player's Reinforcement marker advances on his Reinforcement Track. Each group also has an indicated placement hex or locale. Since his die roll was even, the So"iet player has his choice of which unils will be damaged. Submarines using their ASW value in defensive combat against a Torpedo attack do 1101 expend IDRP boxes, although once all its IDRP boxes have been checked off, it can no longer use its ASW value in defensive combat against a Torpedo attack. startxref Limited US forces had to be everywhere in the face of dispersed NLF attacks with only tepid support from the ARVN forces. In the campaign and other scenarios, they can benefit from being more passive and reacting to US movements. However, if a PC unit is not situated in a port hex within its own country during the Fuel Phase of the Terminal Cycle (which occurs in Night Game Turns only), it is automatically eliminated (sunk); the opposing player receives Victory Points for PC units lost in this manner. 0000008370 00000 n (Cruise Missile attacks cannot be nuclear.) 3 JP N 3 ~ TWADA N N cs N 3 us N 3 .4l.l.l-. Elements of the 3rd Marines were activated as defensive reserves using airmobile points, and quickly got into contact with the attacking forces to start a push back.
A Gentlemans War; A New Bolt Action Starter Set Coming Soon, Hollywood Cavalry Ride Into Knuckledusters Gunfighters Ball, Modiphius Announce Community Content Program For 2D20 Day. Oriskany's recent look at Vietnam, piqued my interest to re-visit an old hex-and-counter game I played (somewhat) as a teenager and rediscovered again in the last decade or so as a Vassal module.
The hard copy game is played on two 3422 sheets with a hex map of Vietnam and numerous charts and tables. Specifically, an attacker can return to the hex from which that unit entered if it is clear of enemy units after any round of combat, breaking off the combat. A unit can replenish before all its fuel and ammunition boxes have been checked off. Air units can continue to make nuclear attacks as long as there are unchecked boxes on the owning player s Air Unit Nuclear Attack section of his Logistics Roster. 0000011506 00000 n If it started in the enemy units hex, it can move to any adjacent hex clear of enemy units instead, again breaking off the combat. During the Reinforcement Phase of the Strategic Cycle, starting with Game Turn 4, both players roll a die and consult the Reinforcement Table. On an odd roll, the command failure applies to the Soviet player; on an even roll (including "0"), command failure applies to the Allied player. Surface and submarine units are unaffected. 0000172789 00000 n each unit in the force is damaged and the exua damage is ignored. Surface and submarine reinforcements arriving at a destroyed port are unaffected. If neither player has used nuclear weapons and the Armistice marker has advanced into the" egotiations Progres " box on the Armistice Track, neither player can use them for the rest of the game. If a player has used nuclear weapons before the Armistice marker reaches thi box, both players can freely use them for the rest of the game. 0000000016 00000 n Battalion and regiments from the 1st and 2nd ARVN are available - the 2nd is 'ineffective' for the whole of the scenario (cannot conduct operations, essentially a garrison force). Non-Chinese units can never 7th Fleet Rules, Page 44 replenish from Fqing. During the Mine Segment of the Strategic Cycle the Soviet player can place a single Mine marker in any coastal hex (not including hexes containing only islands) adjacent to a Soviet submarine. Ive found some aspects of this classic game not terribly believable, and I have variants to propose to fix some of these to my liking. During the Minesweeping Phase, either player roll the die once for each hex on the map containing mines. Also, Allied air units cannot activate from airfields in the Philippines (they can perform strategic missions and CAP). Out of Fuel: When all of a unit's Fuel boxe have been checked off, the unit has run out of fuel.
*17.0 Political and Random Events Advanced Game Scenarios last until an armistice or until the end of the 36th Game Turn, whichever comes first. There is no attacker break off or retreat rule beyond using pursuit points to move away from the enemy. If the Allied player had rolled a "0'; which is four less than the number of mines in the hex.
Each year is split into 4 seasons and each season has 2 turns. Early gains in the north could not be retaken by the US forces without putting critical towns at risk in the central area of the Corps.
0000127655 00000 n Combat with nuclear weapons is resolved normally with the following exceptions: SSM: A unit using nuclear SSM's has its SSM Attack value increased. For each unit using nuclear weapons, the owning player crosses out its "N" (or checks off a box in the case of air units) in the appropriate area of the Logistics Roster. Feedback welcome and especially playtest reports. This scenario captured the spirit of the Tet Offensive. Subject to the following restrictions for each Ammunition PoiD[ (AP) box of a replenishment unit checked off the owning player can do one of four things for friendly surface units in the same hex: He can erase all SSM, ASW and AAA (but not cruise missile or nuclear weapon) check marks from a single non-carrier surface unit. 22.2 ALTERNATE AIR WINGS ON US AIRCRAFT CARRIERS 24 us N N 1 "'+75 UK The US Navy is in the process of reorganzing its carrier air wings to provide more long-range striking power at the expense of shorter-ranged interceptors. 18.1 AVAILABILITY OF REINFORCEMENTS * Random Events: The Random Events Table may call for an addition to a player's Reinforcement Table rolls. After Tet SVN population controlled is 250 in line with VC controlled 110. I Dont Believe It (TM) and I want a different attacker retreat procedure. Once a player has used nuclear weapons, both players can use them without penalty for the rest of the game. Next issue unlimited combat rounds in each operation until the defenders successfully run away farther than the pursuit can chase them or the attackers snowball such high pursuit modifiers that it is suicide not to take full unit losses instead of using replacement points. Submarines in Deep mode can perform Torpedo Combat, but their Torpedo values are halved (round fractions down).
This project hopes to introduce the game as seen in the Vassal module as well as include an example battle report from a scenario or two. When the Reinforcement marker advances, a player receives the reinforcement groups corresponding to the boxes through which the Reinforcement marker moved and including the box in which it ends. The NLF player continued the attacks in the south, focusing on the ineffective 2nd ARVN forces. The operating player may impose offensive interdiction around the target hex to limit enemy movement. Sun & Moon STL Edition Kickstarter Is Live! * Bombing: All US INT and ATK air units plus Soviet S24 air units can make nuclear Bombing attacks. and AAA check marks from Stert (expending one AP), three BOMB check marks from KHawk (expending three more AP's), and, finally, all the ASW and AIR SSM check marks from KHawk (expending the fifth AP). Submarines in Deep mode can perform ASW Combat normally, but they cannot conduct Cruise Missile or SSM attacks. 65 or less is a US victory, 66-85 is a draw. The US player has an array of independent artillery that can be brought onto the board, air points for tactical or strategic support, airmobile and riverine points to move troops quickly or enhance their pursuit through difficult terrain, and even a limited number of cruisers and a battleship that can provide bombardment support near the coast.
VC units in the south make some quick pushes in Quang Tri province to occupy towns and cultivated hexes. 0000171304 00000 n A nuclear ASW attack cannot be made against a submarine occupying a base hex. The NLF player scores points for occupying even if expelled in this scenario, so it becomes a true rush for the population centers. Morale is constantly decreasing and can drop quicker from heavy build-up of US forces, US losses, unrestrained bombing, or invasions of Laos or Cambodia. Roll20 and OneBookShelf Level Up By Combining Forces! It may be moved along the track during the Political Events Phase. HIGHS N N Ol 4 0 2. so N SYSEV N AM 30 2_*. *Placement Restrictions: If an arrival hex is enemy-occupied, reinforcements can be placed in any empty or friendly-occupied mapedge hex within five hexes of the original arrival hex. After Game Turn 21, the base comes back into supply (and remains so for the rest of the game) at the moment at least one Soviet SC unit unloads there. TIle Soviet player cannot select StLou because undamaged units must be selected first.
Brigade HQ 3 ground battalion counters with an additional HQ counter with artillery support Im playing through one of the starting scenarios with a friend online and will try to post results. 0000170916 00000 n Stert (CG) , and Klzoo (CS) are stacked in the same hex.
Meet Some Of Necromundas New Underhive Criminal Royalty! 0000175630 00000 n The VC counters display hidden for the US player as they only know where the VC have presence, but not necessarily the strengths until that unit acts. 0000009767 00000 n Players do not consult the Armistice Table on Game Turn 1. Note: It should be stressed that the "N' is crossed off when a nuclear weapon is used, not one of the boxes. The US player receives reinforcements at the start of Turn 2 (3 1st Cav regiments and Div HQ). Combat: If a submarine in Deep mode is attacked by ASW Combat, the attacker subtracts one from his die roll. Lack of Torpedo ammunition does not affect a submarine's detection capabilities. support a 3 strength ground unit with 18 firepower in a non-free fire zone to get 12 combat strength for odds purposes. The full revised rules in Word format are attached here , Some additional revisions to charts and to scenarios .
Multiply the attacking unit's SSM Attack value by the following factors, which vary depending on the number of enemy surface ships (of any type) in a target hex: NUMBER OR SURFACE UNITS IN HEX 13 or more 5 to 12 4 or less SSM ATTACK VALUE MULTIPLE x5 x4 x3 A unit using nuclear SSM's cannot make intensive and maximum attacks. (US Player view) VC and NVN attacks in the north of the Corps pushed the ARVN forces out of Dong Ha and Quang Tri. If a surface or submarine unit's "N" has been crossed off, it cannot use that type of nuclear weaponry for the rest of the game. *Soviet (but not Allied) air units with SSM values can make nuclear SSM attacks. In hindsight, this is where I should have pushed more as the US Player. Gerry Can Show You Crackle Paint On A 15mm Jagdtiger Painting Tutorial | Fla Community Spotlight: Germans In East A Free RPG Day Comes To Town This Saturd Login or Create a FREE Account To Click This Button. Being an offensive (Tet), the NLF player scores a point for every attack made.
Inactive HQs can support units of the same formation in range, but not units of other formations. For each Soviet air unit making such an attack, the Soviet player checks off one SSM box in the Air Unit Nuclear Attacks section of his Logistics Roster. The NVA 304th, 325th, & 320th divisions and some minor support can be deployed anywhere in NVN or Laos. This enhancement is not used in defensive combat against Torpedo attack. %%EOF Notice, this means a +1 combat now has entries -1, -1, +0, +1, +1 , +2 with expectation +1/3rd. If the die ron was even (including 0), the enemy player decides which units will suffer damage. If you send home parts of a full division, you must Pay for any of the extras that came for free when you decided to commit the whole division. Armistice Table: During the Political Events Phase of the Strategic Cycle, the Allied player rolls a die and both players consult the Armistice Table. They can make an unlimited number of SSM attacks and never need to be replenished (but they cannot make intensive and maximum SSM attacks). 0000017718 00000 n During this phase, players can also remove Deep markers from their submarines. 0000173143 00000 n ~ 20.1 HOW TO ENTER DEEP MODE \Slb7 During the Submarine Mode Phase of the Strategic Cycle, first the Soviet player and then the Allied player can place Deep markers on any or all of their submarines whose Movement Allowance is two or more. The Grimdark Trench Crusade Miniatures Range Hits Kickstarter, Follow The Fellowship In Upcoming LOTR LCG Saga Expansion, Harlequin Rose Joins The Birchwood Range By Lucid Eye. .d-Air Refueling: Soviet air units activating in Petropavlovsk (1100) or Vladivostok (0227) and US air units activating from a carrier (not counting Wasp) or Clark Field (1666) Kadena (1448), or Kunsan (0438) can use mid-air refueling. Reinforcements can be placed on the map in violation of stacking restrictions, but they must adhere to these restrictions at the end of the Action Phase of the current turn. The US player receives a smaller amount of points for VC units destroyed or dispersed or NVN counters destroyed or replacement points expended. This event can happen any number of times per game to the same player. 0000004408 00000 n This couples to unlimited rounds per operation and the snowballing pursuit bonus mechanics, but the basic issue arises on its own. * At-8ea Replenishment Restrictions: At-sea replenishment i ubject to the following restrictions: 1. Example of Mine Damage: An Allied force consistillg of the undamaged US Fife (DD) , Crmln (FF) , alld Cvlnd (AA), and the damaged StLou (AA) occupies hex 1241, which also cOll/aillS four Mille markers (the maximum allowed ill a hex).
Heres my fix first, reduce all the Pursuit column entries on the combat results table by -1. *Cruise Missile Ammunition: Cruise missile-equipped submarines expend cruise missile ammunition in exactly the same way as surface units (see 16.2). Im the US player and hes NLF, which means I dont get to see his VC units. Now the big one on the pursuit mechanic. The table may call for the players to consult the Random Events Table (see 17.2). Follow-up attacks were poorly executed (dice rolls!!) TI,e Soviet player selecls Fife QIld CrmJn. Easy STL printable scenery, [unofficial Hobby Hangout] #119 Because of Dragonas, Dilapidated Modern Ruins : 3d-printable decorated miniature bases & terrain p, [Kickstarter] Baron's Stronghold scenery - STL files, Interview with Ben Robbins (Microscope, Kingdom, and Follow), South Vietnam and Campaign Political Leader tracks, First Volley Scenario - US Player initial setup, Mid-country - Ho Chi Minh Trail shown red/blue. If they can maintain contact with 2 MPs, they may have a decent second round combat. 0000168991 00000 n Those without Fuel boxes. For each air unit performing an SSM attack, one AIR SSM box is checked off. If all Mine markers are on the map, no more can be placed. the US units KHawk (CV). <]/Prev 992304>> 0000170530 00000 n You assign the replacement points to units when the loss is incurred and keep tracking it until the operation is over. If Subic Bay is out of supply, in-port replenishment cannot take place there, nor can it take place in Manila (1767). Nuclear weapons availability is above and beyond the number of boxes for other weapons systems. For example, if the Reinforcement marker advanced from box 23 to box 30, the player receives reinforcement groups 24 through 30. Replenishment Units: On the Reinforcement Charts, replenishment units (CS, AM, OL) are printed in italics. The single counter is stronger when massed then when broken down, but its zone of control if limited to only the 6 surrounding hexes. Victory Points: When the Armistice marker advances, the players may receive Victory Points (see 23.0). If the attacker can reach the retreating units hex, combat continues. Mine Limitations: The number of Mine markers provided in the game (25) is a strict limit. Target forces have an opportunity to retreat, paying extra movement costs for terrain, leaving enemy hexes and zones of control and for interdiction placed. But one division doesnt bleed unlimited amounts or break down to avoid the same inside 6 weeks.
The affected player rolls a die and consults the Zone Table. its Area Anti-Air value is multiplied by five. Resources can be spent to improve it for movements and supplies, though the US player can devote resources to degrade and interdict the trail.
In the ensuing Strategic Air Phase, he cannot perform any strategic missions in the indicated zones and air units situated on airfields or carriers in these zones perform no strategic missions at all. 2. NOTABLE EXCEPTION: Example of In-Port Replenishment: Durillg the Replenishment Phase, the US ullits OWen (FF) , Kirk (FF) , Fife (DD) , Mrmck (OL) , alld Seatl (CS) occupy Naha. Also, Soviet-controlled air units cannot activate from airfields in Vietnam (they can perform strategic missions and CAP). You can use them to display text, links, images, HTML, or a combination of these.
The combat result gives a Pursuit modifier which is added to a units inherent bonus to see how far they can move in pursuit. I hope that helps. My house rule 3 rounds of combat maximum in one operation.
If a hex contains damaged and undamaged units the undamaged units must take damage from mine before any damaged units are affected. 28/32mm vehicles, minis, and scenics! Such attacks can be made only against enemy surface units - not against bases.
Neither rule says which order these limits apply, so some may think you can e.g. *16.8 BASES AND SUPPLY Some Allied and Soviet bases may run out of supply. In this case, StLou would have been sunk upon receiving its second damage result. US morale is changed by game events, the ARVN army can be improved and provisioned, naval blockades limit the supplies getting to the NLF forces, Ho Chi Minh Trail effectiveness is abstracted to infiltrate forces deep along the Cambodia or Laos borders, strategic bombing of the North slows their build-up, South Vietnamese political and army leaders are modelled in different factions that can change over time and even initiate coups the game was deep. The combat system also featured a pursuit mechanic and innovative firepower-attrition systems that are quite clever and worth keeping, but require some tweaks to remain realistic.
UN Breakthrough: Add I to all Armistice Table die rolls for the rest of the game. He decides to erase the Fuel check marks from Stert(expending the FP), the SSM, ASW. VC draft level is 245%, in line with the new reductions in recruit efficiency at 200, 300, and 400% of VC controlled population, so -1 recruit efficiency is already in effect and -2 will be hit at 300% VC draft level. The NLF player controls the tempo of the game by usually having the option of deciding who gets to take the next action. 19.1 AVAILABILITY OF NUCLEAR WEAPONS Only US and Soviet units can use nuclear weapons. Posting up a battle report from a game played some time ago now, so my memory may be a little foggy on this one. The scenarios in Vietnam 1965-75 are meant to give a taste of different aspects of the game found in a full campaign. If the die roll is greater than the number of Mine markers, the mines have no effect and the active force resumes it movement. I get that the games expectation is that a side losing a tactical fight should have to retreat, and that the pursuit system is the incentive to retreat. The US player is forced to act to maintain control of the population in each of the 35 regions on the map to ensure adequate supplies and manpower are available for the ARVN improvements, allowing them to replace US forces as morale drops. Air units can also make nuclear attacks (see below). Surface units whose SSM boxes are followed by a star (*) cannot have their SSM check marks erased if they replenish at-sea. To keep track of which units moved how far, put a slash (I) in a Fuel box jf the unit moves more than one hex in any of the three Action Phases of the AM, PM, and Night Game Turns. This scenario rewards attacks and quick gains and my opponent was being quite aggressive(!). When using these rules, ignore the surface unit stacking limit listed in Section 6.0.
19.0 Tactical Nuclear Warfare (Optional) The game assumes that only conventional weapons are being used. Air units can always perform strategic missions and CAR regardless of ammunition. hV{PSW>y b These units are not received as reinforcements unless the logistics option is used (see 16.0). [unofficial weekender] First week of leave done. The NLF player can build a strong and effective North Vietnamese army as well as the Viet Cong.
A unit can be damaged a maximum of once per Action Segment by mines. On a result of 0, the marker does not advance. Games of commitment getting free commitment back for sending home the divisional armor battalion or accumulating armies of free HQs gamey, ridiculous, I Dont Believe It (TM). With the action over and the dust settled, the NLF player scored a narrow win with a final score of 87 (1 point past a draw!!).
These boxes are used only when optional rule 22.8 is being employed. and these lIIlilS are flipped 10 their damaged side. 0000005341 00000 n ASW: Surface, submarine, and air units making nuclear ASW attacks have their ASW values multiplied by five. The campaign game is won if the NLF player ever captures Saigon or controls a significant portion of South Vietnam population. 0000014114 00000 n Ignore this result if it occurred earlier in the game. My goal is to get rid of gamey while leaving the core of the game. 16.3 SUBMARINES AND AMMUNITION EXPENDITURE Submarines have two types of ammunition boxes: SSM and Torpedo (IDRP). Notice also that the new rule for replacements being limited to ground combat strength minus 1 over a whole operation now means that you need maneuver units to spend replacements to absorb combat results. xref Allied Bases: If, by the Fuel Phase of the Tertninal Cycle of Game Turn 21, no US SC or FC units have "unloaded" (see 23.2) in Subic Bay (1567), that base is considered out of supply. If the unit is a submarine, he erases all check marks in the unit's TORP and SSM boxes. The use of Free Fire zones and widespread support stemmed further advances, but gave away valuable Victory Points and handcuffed the US ability to act offensively. There are six possible results, which are explained below: UN Talks Collapse: Subtract I from all Armistice TaNe die rolls for the rest of the game. Security allows a US stack to move entirely along a road, paying only movement costs to enter and leave enemy zones of control. [unofficial weekender] three, two, one, LIFTOFF! This does means that the +1 range on the CRT should be thought of as historically normal odds for even exchange. The US player has a large array of ground forces to deploy, ranging from Marines, infantry, mechanized and airmobile troops. This was played over the excellent Vassal module for this game and part of the delay was waiting on some image files from my opponent playing the NLF (VC/NVN) side. Remove Out of Fuel/Out of Ammo markers when a unit replenishes. Reinforcements Enhanced:. The operating player designates acting forces and a target hex. Its Movement Allowance is one. If the result calls for the Armistice marker to be advanced one space, this should be done immediately.
In a campaign, an offensive has great impacts on US morale back home which curtails support available in subsequent turns. The SSM Attack/Range values of such an attack are 50/2 (even if the unit is damaged). NOTABLE fXCS'TION: 20.2 EFFECTS OF DEEP MODE Submarines in Deep mode operate normally with the following exceptions: Movement: The Movement Allowance of all submarines in Deep mode is one. * Aircraft SSM's: Some US carriers have a special series of boxes labeled .. AIR SSM. '
(Units already damaged which are damaged by mines are sunk.) 0000003855 00000 n
The VC forces are also deployed face down, their type and strengths hidden from the US player until engaged in combat. 0000015364 00000 n Victory Games' Vietnam 1965-75 is a battalion/regiment sized grand strategy game of the Vietnam War during the period of direct US involvement. The NLF player may lose some battles, but this scenario shows how an offensive can go a long way towards winning a war. Page 46 The Bombing value of units performing nuclear Bombing attacks is enhanced in the same manner as SSM's (see above). He can erase all SSM ASW, AAA, and AIR SSM check marks from an aircraft carrier.