Last Updated April 8, 2007

TURN SEQUENCE

Cards are drawn one by one. Each one represents a platoon of either side. (any platoon). When one side's card is drawn they may carry out the actions to the right :-

The pack of cards has one card per platoon (inc FO's) per player plus some extras. This can be varied at the scenario level but the basic is
+1 card for VC
+1-2 cards for US
+0-1 cards for attacking side

Once every platoon on one side has been activated once in a turn, (excepting those on overwatch), any additional cards may be used to reactivate platoons giving them a second turn. NB that no platoon (inc FO's) may be activated more than twice. MOST platoons will only be activated once per turn.

NB Snipers can be activated at any time without a card.


ALLOWABLE ACTIONS

Morale Check at beginning of every action

Move & Fire
Move & Close Assault
Stand & Fire
Overwatch (fire later)

MOVEMENT
Infantry
6"(+2)
PC's & CC's
8"(+2)
HMG or light gun push
6"
Tank or APC
12"/18"
Truck
6"/18"

1st speed is across non road open terrain. 2nd speed is for roads only. See terrain chart for effects on movement. (+2) is extra movement bonus if charging into hand to hand this turn.

HMG, Mortar, Recoiless Rifles may not move and fire in same activation.

 

MORALE TABLE

At the beginning of each platoons activation 1D6 must be thrown. The modifiers to right are added to this roll and the table below consulted to determine

Resultant Morale
Implication
Dice
Platoon OK All squads reduce their suppression levels by 1
5+
Platoon Unsteady All squads retain their current suppression and disruption levels
3-4
Platoon Shaken All squads are at least suppressed and can not advance, can still fire. (Any squad that starts Disrupted remains so)
1-2
Platoon Routed All squads are disrupted and will fall backwards for one full move or until reach cover. If start in cover must abandon it and pull back to next level
<1

MORALE CHECK
0% of platoon disrupted
+2
0% of platoon DEAD
0
<= 33%
-2
<=50%
-3
>50%
-4
No friends within 10"
-1
Tanks within 10" of enemy infantry without friendly infantry within 5"
-1
Infantry within 10" of enemy tanks (not APC) without Tanks, RPG or RR troops within 5"
-2
Whole platoon disrupted
-2
Platoon or Company commander
0, +1, +2
Veteran Platoon
+2
Green Platoon
-2
Part of Platoon Veteran
+1
Part of Platoon green
-1
USA troops
-1

SPOTTING TABLE
Cover / TARGET Large Vehicle Medium Veh.
Large Gun
Small Veh.
Medium Gun
Inf Squad / Small Gun
dummy card
Target in Open
40"
30"
20"
20"
Target under Cover
20"
10"
5"
5"
Spotting Modifiers
Spotter Suppressed
-1

SPOTTING RANGES

80" / 60" / 40" / 30" / 20" / 10" / 5" /2"
Each modifier moves the max range target can be spotted at either left (+) or right (-)

Spotting through smoke
-2
Target Moving
+2
Target Firing
+2
Spotter Higher
+1
GUN PENETRATION TABLE (1D10)
Gun
Med Tank
APC
50 Cal
N/A
7
Recoiless Rifle / RPG / LAW M72 / Russian 76.2mm
6
3
US - 90mm
Russian 85mm
4
1
Range >18" & <=36"
-2
Firing at softskin vehicle
+3
Per extra barrel on multi barrel
+1
Tank (not APC) hit on side or rear
+1

If you equal the score the vehicle is destroyed. Roll for any passengers with 1D6.
3,4= suppressed / 5= Disrupted / 6= Dead
If you score 1 less than required the vehicle is disrupted. Roll for passengers as above but deduct -1 from the roll.
If you score 2 less than required the vehicle is suppressed Don't roll for passengers.


GUN TO HIT TABLE (1D10)
Roll "6" or more on 1D10 to attain a hit. NB all Bazooka and RPG type weapons only have a range of 10". Then apply accuracy rating.
LAW M72, RPG etc
-2
Russian early 76.2mm & Recoiless Rifle
-1
Russian 85mm +
USA 90mm
0
Then apply following modifiers :-
Range >18" & <=36"
-2
Firers are Veterans
+1
Firers are Poor
-1
Firer is Suppressed
-1
Target is under cover
-1
Per extra barrel on multi barrel
+1
Target moved >3"*
-1
Firing through smoke*
-2
Firer (Tank) moved this turn*
-2
"Proximity Fire"*
-2

Disrupted firers can't fire.
RR can't move more than 1" and fire.
Items marked * only count the highest, not cumulative

SMALL ARMS SHOOTING
Borrowing an idea from Crossfire, each squad, or machine gun has a number of D6 to fire. The more that hit the more damage they inflict.
Unit
nD6
Rifle
3D6
LMG Squad
4D6
Assault Rifle Squad
4D6 <=5"
3D6 <=16" (+1D6 Gren Launch)
2D6 >16"
Minigun
5D6
50 Cal (vehicle)
4D6
30 Cal (vehicle)
3D6
Range
Die score to hit
<=16"
5,6 on D6
>16" - 40"
6 on D6 (AR/Rifle/LMG)
5,6 on D6 (30cal / 50cal / minigun / direct HE)
-1D6 if target is under cover (NOT direct HE Tanks)
-1 on each die if firer Suppressed
Both above if "Proximity Firing"
Add up the hits scored by each Squad or machine gun (NOT each platoon)
1 hit
Target Suppressed
2 hits
Target Disrupted
3+ hits
Target Killed
VC when charging into close combat ignore Suppressed results but count Disrupted hits as kills. At all other times they behave as other nationalities.
Softskin vehicles hit by small arms are destroyed if Disrupted.

AREA FIRE
Weapon
nD6
Guns <75mm
2D6
50mm mortar / Guns 75mm - 85mm
3D6
80mm Mortar / Guns 88mm - 122mm / Aerial Rockets
4D6
Guns >122mm / 120mm Mortars / 90mm beehive rounds
5D6
If target is in indirect cover -1D6

Each model gun fired pick a target and then roll a scatter dice & 1D6. Place a 5" diameter area fire template in resulting location, all infantry 100% and vehicles at least 50% under the template are hit. NB tanks firing direct HE use D6 equiv from above and fire on small arms table.

Casualties are as per small arms fire. a 5,6 on each D6 is a hit. All batteries fire as a separate template. If firing at armoured vehicles, the process is identical except only 6's count as hits.

FOO's may not move and plot artillery fire in the same activation

DIVISIONAL ARTILLERY
Local artillery falls when Local FOO calls it down. Divisional artillery can only be called down by Divisional FOO and is called at the beginning of the turn, and falls at the end of the turn. Normally only USA 81mm mortars and guns and smaller are "Local", all vietnamese counts as divisional

CLOSE ASSAULT (1D10)
The defending platoon may fire at an attacker so long as it has not already engaged in close combat this turn, even if it has already fired. Get a point blank shot and are then engaged by any surviving attackers who were not supressed or worse.
For each squad etc in a close assault roll 1D10 and add modifiers. If one side has > 1:1 odds roll one dice for each unit, count the highest score rolled.
If an attacker lines up against a defender. One additional defender can come to the defenders aide so long as they are not in combat, within 2" and part of the same platoon (inc attachments)
If attacker wins a combat the defender loses one squad etc and any survivors retreat 2". The attacker can advance into defenders vacant position if wish.
If the defender wins a combat the attacker loses a squad etc and any survivors retreat 2". Loser always decides which unit has been lost if more than one unit engaged.
If close combat scores are drawn, fight continues when either one side gets next activation, OR another platoon joins in.

CLOSE COMBAT MODIFIERS
RPG & LAW M72 V Vehicles
+2
M113
+1
Turreted Tank
+2
Armoured vehicle initiating close combat +1
Assault Rifle squad V Inf/Gun
+1
LMG Squad +0
Defender "Indirect" cover
+1
Defender Suppressed
-1
Defender Disrupted
-2
Recoiless Rifle or HMG or Gun or Mortar or Truck
-2
Veterans +1
Poor troops -1
NB If attacker is disrupted or suppressed before close combat is resolved then they never make it into close combat

M113's & ACAV's
These can normally carry 2 or 3 squads per vehicle (each model represents 2-3 M113's).
1 Squad may shoot in any direction from on top of the M113. In addition the HMG may fire in whatever firing arc the vehicle represents. (Squads inside an M113 may not fire).
50Cal's count as 4D6. 30 Cal's would only be 3D6.
Only 2 weapons may fire per activation. A squad counts as a weapon and each HMG counts as a weapon e.g. could fire HMG + 1 squad.
Squads may only fire if the vehicle moved <= half speed. (HMG's may fire at any speed)
If the vehicle moves >2 inches all fire from squads not HMG's lose 1D6.
Would lose the same D6 if firing supressed. Not cumulative only lose 1D6.
If the target is under cover lose a further D6 (You never go below 2D6)
Squads can not be shot inside an M113. If riding as passengers they count as in the open.

 


TERRAIN CHART
Terrain
Movement
Spotting Cover
(blocks LOS?)
Direct Fire Cover
Indirect Fire cover or close combat
River
1/2 off road speed.
No
No
No
Building
1/2 off road speed. FULL for infantry
Yes (+blocks LOS)
Yes
Yes
Dense Jungle Infantry half speed. Impassable to vehicles
Yes (+blocks LOS)
Yes
Yes
Open Jungle
1/2 off road speed. FULL for infantry
Yes (+blocks LOS)
Yes
No
Bunker
1/2 turn to enter or exit
Yes (LOS OK)
Yes*2
Yes*2
Road
Road speed
No
No
No
Hill Crest
Full off road speed
No & see further
Yes
No
Trench
1/2 turn to enter or exit
Yes (LOS OK)
Yes
Yes
Wall
No delay to cross inf and tracked.
NO guns, wheel or halftracked
Yes (LOS OK)
Yes
No
Hedge
No delay to cross. NO guns, wheeled
Yes (LOS OK)
No
No
Rough Scrub
1/2 off road speed. FULL for infantry
Yes (+blocks LOS)
Yes
No

LOS simplified dead zone - if the firer is highest, target lowest and something in between higher than target but lower than firer then the dead zone is 1/2 distance from firer to obstacle.

NB Dense jungle often has "Paths" which count as open Jungle through them.

 

GROUND TO AIR FIRE
Any unit can fire at a Helicopter or aircraft unit if it passes within 10". They count as 3D6 for firing. Only exception is a dedicated AA HMG which counts as 4D6 and can shoot at air units passing within 20".
a score of 5 or 6 on each D6 is a hit
1 hit has no effect
2 hits suppresses the target. 2 suppressions = no extra effect
3 hits means the target is damaged and leaves the board immediately. 2 damages causes it to crash
4 hits the target explodes in mid air

LINE OF SIGHT

Walls, Hedges etc give some cover but do not block line of sight past them, see terrain table for details

All troop types can shoot through all friendly troops without risk so long as they are not shooting through more than one friendly vehicle or squad. Shooting through more is not permitted, unless the firer is on higher ground.

A firer on a hill shooting at a target on low ground, with an intervening object between the two, which is higher than the target but lower than the firer, has a dead spot beyond the intervening obstacle equal to half the distance between the firer and the intervening obstacle. For game purposes normally assume trees and buildings etc are level "1", ordinary ground is level "0" and hills are level "2". More complex Line of sight can be introduced if you can be bothered to work it out!

 

 

HELICOPTERS
  All helicopters can move either 3 feet per turn, or 18" and a landing or take off.
  A slick with a 50 Cal counts as a basic 50 cal against jungle targets would fire in Proximity mode. i.e. Only 3D6 and only hit on 6's.
 A Gunship can fire a mini gun, again normally in proximity mode. It can also fire rockets in pairs. First pair are aimed at a target, any additional pairs fired in same turn the aim point is moved 2" along line of travel. Then ALL rockets that have been fired are individually diced for deviation. This can result in quite a large coverage.

 

AIRCRAFT
Aircraft can make ONE pass.

Bombs Equivalent of 150mm artillery but deduct 1" from the deviation distance dice roll as very accurate
Napalm Roll full deviation roll. Nothing counts as cover against Napalm. Causes 5D6 damage on everything under it. Strip is 4" X 8" per plane. Any survivors from attack are automatically disrupted.

 

PLATOON & COMPANY COMMANDERS

Platoon commanders add their + factor to 1 squad in a close combat, and to the entire platoon for a morale check. Company Commanders add their bonus to the squad they are a part of for close combat, and can add their plus to one platoon for a morale check, (Platoon or company commander rating, not both), all company level attachments are treated together as a platoon.

 

MINES
Mines are supplied in 2" X 2" strips. For every mine strip available you get 2 bogus strips.They can be placed anywhere on the defenders side of the board, They are not revealed as genuine or fake until a unit crosses them. A scenario may call for Mines to be hidden.
M113's or Tanks crossing a minefield roll 1D6. On a 5,6 they are destroyed. All crew and passengers inside are killed. Passengers on top are thrown off and roll 2D6 for damage. On a 3,4 the vehicle loses a track and is unable to move further in the game. All crew and passengers inside roll 3D6 for damage, passengers on top dismount unhurt. on a 1,2 they clear the minefield and the minefield is removed. It takes 1/2 a move to pass the minefield. If the vehicle is destroyed it is left in the minefield and NO other vehicle may enter that square for the remainder of the game,
Trucks and Jeeps crossing a minefield roll 1D6. On a 3,4,5,6 they are destroyed, all passengers roll 4D6 for damage, on a 1,2 they clear the minefield and the minefield is removed. It takes 1/2 a move to pass the minefield. If the vehicle is destroyed it is left in the minefield and NO other vehicle may enter that square for the remainder of the game,
Engineers spend 1/2 a turn to clear a minefield square. Roll 1D6 on a 6 the engineers are destroyed otherwise minefield goes.
Other infantry crossing a minefield roll 1D6, on a 5,6 the infantry are destroyed, 3,4, they pass the minefield but it is still active, 1,2 they clear a path and remove that 2" square.

It takes 1/2 a turn to clear a minefield even a dummy. In all above cases enemy on overwatch may fire as units enter the minefield. If they score suppressed or better the mine clearer halts the rest of the turn, taking no damage from the minefield but not clearing it or identifying it as a Dummy. Mines are destroyed by a kill result for artillery. One template only affects ONE minefield square, there is no roll for deviation.

BARBED WIRE
Represented in 2" X 1/2" strips

Artillery Destroyed on a kill, don't roll for deviation
Wheeled Vehicles Can't Pass
Half Track 1/2 turn to cross. 6 on 1D6 get stuck, otherwise wire destroyed
Tank Destroy wire no speed reduction
Engineers 1/2 turn to destroy
Infantry Roll 1D6 every 1/2 turn. 5,6 clears a section. Can not fire on any turn wire is being cut.
Anyone on overwatch can prevent wire cutting by scoring a suppression or better against unit attempting it.

SNIPERS
Snipers are placed with hidden movement and can't move. Don't put a card on the table to represent their position, they are only marked on a copy of the table by the owning player. They are spotted by anything that moves within 3 inches of them. A spotted Sniper is removed from the game as either killed or fled.
More commonly the Sniper fires before it is spotted. A Sniper can fire double the normal distances through woods, built up areas etc, and can otherwise shoot to a maximum range of 24 inches. They always roll 3D6 regardless of range, cover etc. Hits are scored as per normal on a roll of 5 or 6.
Snipers can be activated and fire at any point in any turn, no card required for the activation,
Snipers never take morale checks.
For Squad targets casualties are scored normally, for single figure targets, 1 dice hit Disrupts the target and 2 or more hits kills the target.
Once the Sniper has fired once, his location is announced and he is removed from the game unhurt.

 

NOTES

TURN SEQUENCE - The first action every platoon, once activated MUST carry out is the morale check action. (EXCEPTION - no unit is ever forced to take a morale check if on the previous turn it did not fire any of it's elements direct fire weapons nor was fired upon by any enemy forces). One of the remainder actions can be carried out. Most are self explanatory. If Overwatch is selected this platoon may choose to fire at any point later in this turn. It is now permissable to fire overwatch sections at different points throughout the turn as targets appear. Nor can any move, minimum pivoting necessary to bring target into field of fire is allowable

NB at the end of the turn every platoon on overwatch must have a go. Even if they choose not to fire they must still carry out a morale check. (i.e. you can't use overwatch to get out of a morale check.)

When a platoon on overwatch decides to fire, they must carry out a morale check, before firing. If bad then no firing will take place. First unit in a platoon on overwatch to fire triggers this for the whole platoon.

NOTE - As each card is drawn it must be used immediately, in most cases this involves a platoon doing something, or going onto Overwatch, activation cards can not be saved until later when they may be useful.

UNIT SCALES - The following scales were assumed for this game.
1 Platoon commander or FO on a base 5/8ths inch X 1 1/4" = a single man plus possibly an assistant.
3 infantry or 2 cavalry on a base roughly 1 1/4" square = a squad of 8-12 men
HMG & 2 crew on a base roughly 1 1/4" square = 2-3 HMG's and crew
Mortar & 2 crew on a base roughly 1 1/4" square = 2-3 Mortars and crew (Mortars and all indirect artillery can be off board it doesn't really matter)
1 officer + 2 other figures on a base roughly 1 1/4" square = a Company commander stand
3 squads + a single platoon commander figure = a platoon (The squads would often be 2 rifle and 1 LMG)
Inf company = a company commander stand that can fight as a squad, +1-2 Mortars at company level + 3 platoons (possibly mechanised)
Tanks and on board artillery can be organized as independent 2 section platoons or attached to an infantry platoon. Inf platoon may have up to 2 H/Track, 2 Trucks, 1 Mortar, 1 ATG, 1 AFV attached to it (can't have trucks and halftracks in one platoon). (Russians can have a Tank company of 5 tanks inc one command vehicle)
Half tracks and trucks MUST be attached to an infantry (or ATG) platoon.
1 gun or tank model = 2-3 actual vehicles / guns
1 inch on the board = 25 yards. As such tank shooting ranges are described as <500 yards. 500-1,000 yards and extreme range.
AFV, Jeeps, etc can carry 1 infantry squad per model vehicle
M113's and small lorries can carry 2 infantry squads per model vehicle
Large trucks can carry 3 infantry squads per model vehicle
In the above three cases platoon commanders and FO's don't count, everyone else counts as a squad

HIDDEN DEPLOYMENT - If this is used the defender normally puts down a 1 1/4" piece of card for each of their platoons, in addition for every 2 real cards they are given one bogus card to place. (This can be varied for scenarios). The nature of the cards are only uncovered once within spotting range. Put down full sized cards for FO's and company commanders. No cards are neccessary for platoon commanders they may be placed anywhere on the board within 2" of one of their squads when first revealed. Once a hidden counter is revealed as either genuine or fake it can never become hidden again.

MOVEMENT - Elements can move the distances in the chart. Terrain effects on movement are indicated in the terrain chart. Generally wheeled vehicles go best across roads. tracked vehicles go well across open ground and infantry go well across difficult terrain. Infantry can move a little faster than normal in a turn that they end in hand to hand combat, simulating the "Charge" into combat.

NOTE - HMG's Mortars and towed/pushed ATG's can't move and fire. LMG's and Tanks, can.

MORALE - Each and every time a platoon (inf or vehicles) is activated the platoon morale is rolled for. This is one roll that covers all squads and attached units, So if a Platoon had an attached ATG and half track they would be included in the result. NB They would also be included in the platoon total for working out percentage of casualties suffered. (EXCEPTION - no unit is ever forced to take a morale check if on the previous turn it did not fire any of it's elements direct fire weapons nor was fired upon by any enemy forces)

Normally either all squads within a platoon have their morale equally raised or lowered by the resulting roll. The only exception is where squads have already been suppressed or disrupted by enemy fire and the morale result is no result. Or if a squad is disrupted and the result is Platoon Shaken, the disrupted squad(s) remain disrupted, all others become suppressed

Normally a whole platoon is one morale class. To add a bit of colour to the period I allow US platoons to be part vet part regular and part green, rolling a dice to see what percentage you get. Try this if you like...

Trucks and other softskin vehicles are not included in the total count of units in a platoon, but they DO count as casualties if destroyed. Motto is DON'T endanger your softskin transport. e.g. 4 squad platoon carried on 2 lorries. The count for the platoon is 4. If a squad and a lorry were destroyed casualties for the platoon would count as 50%

SUPPRESSED troops can fire with a penalty but they can't move.
DISRUPTED troops can't advance or fire. If they aren't in cover they must retreat to find cover.
If suppression levels are reduced by 1, Disrupted become Suppressed, and Suppressed become normal

SMOKE - Is fired by artillery. For mortars and guns upto 105mm each model gun (representing 2-3 real artillery pieces) will lay a smoke screen 3" wide by 1 1/2" deep. Greater than 105mm will be 5" wide and 2 " deep. It will remain on board for the remainder of the turn and then dissipate. Positioning is as per ordinary artillery. So position your smoke early in the turn, and then maneuver under it's cover. If it is needed for the following turn, get a new barrage down very early or risk your troops being out in the open. Smoke seriously reduces spotting and shooting effectiveness but does not affect close combat, so use it to mask an assault.

SPOTTING - The spotting rules are heavily influenced by Battlefront which has I believe excellent spotting rules. There are no rolls to spot a target. You are either within spotting range or not. I believe this speeds play without losing much realism. Recce and FO's are given a bonus to allow them to spot out the enemy.

If hidden initial deployment is being used (scenario optional) uncover the unit for the rest of the game once one unit (perhaps recce) spots it.

Whilst an enemy is spotted by any friendly squad or vehicle all other friends are aware of the enemies approximate location and may fire upon it, LOS permitting with a hefty -2 penalty to hit for tank guns, and small arms modifiers of -1 dice and only 6's count as hits, this is called "Proximity Shooting", so long as such units have a LOS to the target. Chance of killing anything is small but they may be able to supress the enemy. In summary this is when one friendly is close enough to spot an enemy, all other friendlies within LOS and range can fire with a -2 modifier even though they are not close enough to spot the target unit themselves.

In a "Built Up Area" or "Dense Jungle" all units can spot and fire on another unit if it is either in an attached "section of building" or within 5". Roads within a BUA all count as cover as well, only exception is anyone charging from building to building or across roads count as in the open when defenders fire at them on the way into close combat, at all other times they count as cover. Also if charging from room to room of a large building attackers count as in cover for the assault. Use common sense with these rules, if a target is within 5" but obviously in a position that it could not be seen then it can't. Any arguments, toss a coin, war is an uncertain thing! (Open Jungle paths in a dense jungle would normally count as Dense jungle for spotting, i.e. they must be within 5" to spot anything).

Some terrain items allow natural cover for infantry, some are a result of digging in, and some would provide hull down positions for vehicles. All this has been abstracted in these rules and are covered by "Cover"

NB Artillery observers may not use proximity fire, they must be able to see the target to bring down artillery. Not so bad as they get a bonus to their spotting range. You may like to count recce armoured cars as local forward observers if you wish them to be able to bring down mortar fire on targets they identify. (I changed this rule)

FIRE PRIORITY - Each firing unit can largely fire at whatever it wants, though it should fire at a unit that poses an obvious and clearly superior threat to itself than a "Tactical" target, use common sense to allow this.

TANKS V INFANTRY - Most AFV's can fire one machine gun at the same target as the main gun, OR at a separate target within the arc of fire of the HULL of the firer.AFV's firing HE at infantry do not use area fire. They roll as if infantry weapons but substituting the correct number of D6. e.g. 75mm gun would be 3D6 + possible machine gun. Note that because of the power of the shell no target counts as under cover from a direct HE round from a tank or other AFV, (Unless it is in a purpose built reinforced concrete pillbox). On the other hand most tank MG's are not as powerful and do not have the field of view of an infantry hmg therefore they only get 3D6. Pintle mounted 50 cal's, tanks that ONLY have an MG armament etc can count 4D6 for their machine gun.

TO HIT - A major factor in hitting is the range to target. Next factor in that some weapons systems are inherently less accurate and efficient than others. I have chosen a very small range of factors and am uncertain at present as to what they should be, feel free to email me with suggestions for better factors for each tank/gun combination. Tanks fire at softskin lorries etc the same as other vehicles, they just have a positive modifier to the to penetrate roll.
The factors marked * are not cumulative. Only take the highest one that applies.
Turreted vehicles do not count as moving unless have to move > 2 inches.
NB A Hull down vehicle or other target "Dug In" counts as under cover as per spotting note.
Multi barrel weapons (Quad AA) get a +1 bonus per extra barrel. e.g. on a Quad 20mm weapon there is a +3 to hit bonus

GUN PENETRATION - Softskin lorries count as light tanks but with a hefty positive modifier.

Multi barrel weapons (Quad AA) get a +1 bonus per extra barrel. e.g. on a Quad 20mm weapon there is a +3 to penetrate bonus, this is largely because of the barrage of shells hitting the target. If the weapon has no chance of penetrating the target armour it remains no chance.

If a passenger carrying vehicle is hit, remember to roll for damage to the passengers, whether internally within a half track or externally on a tank. The difference is that passengers carried internally within a halftrack count as under cover if shot at by small arms, whereas passengers carried on the outisde of an AFV do not count as being under cover.

SMALL ARMS SHOOTING - Note that as per Crossfire each squad is allocated a number of dice to represent it's firepower. If the target is under cover the firer has one less physical dice to roll. If the firer is suppressed he counts each of his dice rolls as one less than actually rolled. e.g. A suppressed rifle squad firing at close range against an enemy squad in cover only gets 2D6 and only scores a hit on a 6. An unsuppressed rifle squad firing against an opposing rifle squad in the open at close range would get 3D6 and hit with any scores of 5 or 6.

US Squads with Grenade launchers (about 1 in 3?) get an additional +1D6 on the small arms table against infantry targets between the ranges >5" and <=16". Effectively extending the 4D6 firepower of the squad right out to 16"

Small arms aganist softskin lorries is the same as against infantry squads but the lorry is destroyed if it is Disrupted or worse.

Platoon Commanders & Forward Observers - You can not target a PC or FO if other troops are within 2", (unless you are a sniper). If no other troops then fire as normal but 2 or 3 hits will kill them, supression has no effect. Similar in close combat - they can not be targeted if other troops are within 2". If unit PC is with is killed then he is lost as well. If all units within 2" are lost then FO and unattached PC's are lost. PC's and FO's under an artillery barrage are rolled for, they are killed if Disrupted or worse.

LINE OF SIGHT - I allow one layer of shooting through your own troops. The real men and vehicles occupy a smaller amount of space than they appear in the game, and real men and tanks would arrange themselves in a way to provide reasonable covering fire in an advance.

As to shooting from a hill over intervening woods or buildings at a target hiding on the other side of the woods or buildings, I have introduced very simplified dead zone rules. This should be enough it's only a game not an exercise in trigonometry!

INDIRECT FIRING - Each model gun represents 2-3 real guns. Pick a target squad or vehicle, and then roll a Games Workshop scatter dice and 1D6. The scatter dice has a number of "Hit" markers (2) and a number of arrows pointing the direction of deviation (4). If a hit is rolled center the 5" diameter area effect template (available from games workshop) over the centre of the selected target. All other squads 100% or vehicles at least 50% under the template are hit, roll seperately for each of them. If an Arrow is rolled then move the centre of the area effect template in the direction the arrow is pointing the number of inches indicated by 1D6, even if this means you are now covering your own troops.

NB I have been giving considerable thought to blast radius and decided to go back to the 5" games workshop blast radius, but to insist that infantry sized targets are 100% under the blast radius to count. If 2 is rolled on the deviation dice (assuming artillery dice indicates a miss) the template moves away from the centre of the target 2" and it has a radius of 2.5" therefore edge of template will cover 1.125" of the original target, just failing to fully cover it. Therefore on a deviation of 1 the original target is still struck, but on a roll of 2-6 it is not.

Roll the correct number of D6 dependant upon weapon calibre, and apply any modifiers to determine how badly each of the targetted vehicles and squads are effected.

FOO's may not plot artillery fire and MOVE in the same activation. This has the effect of taking longer to call in fire for an advancing force which is reasonably realistic. Remember it is possible to activate your FOO twice he can plot artillery on one activation, and move on the other. My FOO's are foot based infantry but there is nothing stopping you giving them some faster transport, a jeep to USA FOO's for example seems reasonable

All artillery now has it's own template deviation of which is rolled for separately. Even if guns are bought in by same FOO. So if FOO brings in 2 81mm mortar barages on a target and both hit the targets under the blast radius roll 3D6 for each attack, results are in no way combined.

NB Artillery observers may not use proximity fire, they must be able to see the target to bring down artillery. Not so bad as they get a bonus to their spotting range. You may like to count recce armoured cars as local forward observers if you wish them to be able to bring down mortar fire on targets they identify. (I changed this rule)

DIVISIONAL ARTILLERY
Some artillery support may be provided from a higher echelon that is slow to respond. This applies to almost all Soviet artillery above 80mm mortar size, and German artillery of 105mm or greater calibre. USA have better artillery control so would only count this rule for their 155mm guns (optionally 105's). Only difference to ordinary artillery is that it's target is plotted at the beginning of the turn and it falls at the beginning of the next turn. I plot by putting 12 numbered counters over likely target areas and then write down which numbers I have actually targetted. Although theoretically the victim has some indication where the artillery is coming in actually it is more alarming to them seing all these potential spotting points being placed. Lots of fun!

PRE GAME BOMBARDMENT (same as divisionalartillery) - US & British forces, and to a lesser extent the Germans tended to have a lot of artillery available to their tactical commanders. This is reflected by providing them with more artillery and FO's in a normal scenario. All nationalities, but particularly the Russians, have higher echelon artillery assets that can be allocated to a pre game bombardment in a set piece attack game. This is simulated by allowing a single turns pre planned fire on turn 0. The artillery always counts as >105mm (5D6), many defenders can count dug in, note those in woods do not unless for example they were in trenches in woods in which case they would. All pre game bombardement attacks are carried out as individual rolls. Deviation is rolled for. The attacker plots location of pre game bombardment after hidden counters and minefields are deployed.

NB - Please note that pre game bombardment artillery does not need FOO's. Higher echeleon divisional artillery does require a FOO who must be in LOS to intended target at the beginning of the turn the fire is plotted. However you do not need to put a card in the pack for these FOO's as they always plot artillery at the beginning of the turn you might as well let them move whenever they like. FOO's controlling divisional artillery may not be activated more than once per turn, they basically operate outisde of the normal activation sequence.

TERRAIN CHART - The terrain chart indicates for each type of terrain that a squad or vehicle may be crossing or hiding in, what effect on movement moving across it has. Plus whether the terrain feature gives cover to spotting, cover to direct fire, or cover to indirect fire, these are quite different things.
Spotting cover does not normally block line of sight, only buildings woods and rough terrain do this, although these block LOS through them, you can still see into this terrain about 3 inches, you can see out the same distance. This is to simulate minor undulations in the terrain, otherwise one 3 foot wall could block all visability to everything beyond it.

UPDATE - These rules were adapted from my WWII rules, but we did not think they suited the skirmish level we wished to play vietnam at. If you are interested then check them out but also check the latest version of the WWII rules, I keep them updated with all our latest ideas, most of which would work in Vietnam, but do not bother to change these rules as we no longer use them