Last Updated April 8, 2007
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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