Last Updated April 8, 2007
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TO HIT TARGET |
Weapon / Range
|
CC &
0-4 "
|
>4" - 12"
|
> 12"
|
Automatic Rifle
|
60%
|
40% / 30% / 10%
|
20% / 10% / 0%
|
SMG & Carbine
|
80%
|
40% / 30% / 20%
|
0%
|
standard rifle
|
30%
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30% / 20% / 10%
|
20% / 10% / 10%
|
M60 & LMG (2 dice)
|
50%
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70% / 50% / 40%
|
50% / 40% / 30%*
|
HMG (50 cal) Same as M60 & lmg but three dice
|
Grenade
|
50%
|
extra 1D10 to gun roll
|
The first number is if the target
is at patrol / run or is stationary |
The second number is for target
under cover or moving at assault speed (or on APC or in lorry /
Jeep) |
The third number is for target exact
location unknown |
Move one number to the right if
the firer is moving as he fires |
* Airborne Machine guns nearly always
use this category & Range e.g. 30% |
|
MOVE SEQUENCE |
Draw cards for each squad, or vehicle to be
moved. |
Each squad can move and fire. Command squads
can call artillery fire. This lands next turn. Insert a card for
the artillery barrage. |
|
MOVEMENT |
Patrol |
D6" |
Assault needs target |
2D6" |
Run |
3D6" |
Vehicle |
3D6" |
|
ACQUIRE TARGETS |
Speed / Skill |
cherry |
Grunt |
Green Beret |
Patrol Speed / Station |
2 |
4 |
8 |
Above is if target
moves and/or fires. If neither can't be detected beyond 4". Auto
Spot in open ground. Targets within 4" add + 2 |
<= on 1D10 you spot
the target. If you run/assault can't spot targets. If miss by 2
you fire in 3rd Column of to hit. Each Squad rolls once per turn.
In jungle max spot range is 8". In more open scrubland it is 18"
|
|
SILENT AMBUSH |
F. Craft |
You Kill Them |
They Kill You |
RAW |
30% |
30% |
GRUNT |
50% |
20% |
G. Beret |
80% |
10% |
Numbers in between = Noisy Fight |
|
WHEN HIT |
D10 |
Consequence |
9 - 0 |
DEAD ! |
7 - 8 |
Serious wound, VC Die, US will
die if not medic attended within 3 turns. |
4 - 6 |
Moderately light wound. VC Retire
from battle. US OK after 1 turn with medic. Until then can't fire
or run. |
1 - 3 |
Just a Nick. If not already had
this turn miss rest of turn. |
|
ANTI TANK TABLE |
PT76 -1 front 0 side or rear |
M48 -2 front -1 side 0 rear |
Lorry or Jeep +1 |
76mm & RR & Rocket |
+1 |
90mm Gun |
+2 |
|
VICTORY POINTS |
The following is an arbitrary
set of victory points gathered by each US player. Feel free to
change them for each battle :- |
5 points for each VC killed. |
10 points for each mortar, HMG,
or Radio |
15 for finding a hidden command
bunker or tunnel network entrance. |
10 for finding a hidden arms cache |
5 for finding a weapon on VC posing
as a civilian. |
-6 points per US soldier killed |
-3 points for each US soldier
seriously wounded, |
-4 points for each civilian killed,
-6 if woman or child. |
-5 points for helicopter damaged |
-25 points for helicopter destroyed. |
-15 points for each M113 destroyed. |
|
FIELD CRAFTS |
Rated Cherry, Grunt, Green Beret. |
Chance of detecting a trap at Patrol speed
is 30% / 60% / 90% Respectively. |
If running or at Assault speed chance is 0%!
/ 20% / 50% Respectively. |
Booby traps not detected and disarmed go off
as a grenade blast. If using claymore mines these are larger blast
than a grenade and conical and directed rather than circular like
an ordinary grenade, trap. |
|
RPG V M113 |
When an RPG is fired at an M113
from any range or angle roll one D10 on the following table:- |
1-4 |
Total miss, no effect |
5-6 |
M113 caught by the shrapnel blast
from near miss, no real damage done but can't move or fire next
turn. |
7 |
Main weapon on the M113 took the
brunt of the blast, it is destroyed and one crew member takes a
roll on the casualty table with a +2 modifier, (greater chance of
serious injury) (If mine track hit, vehicle immobilised needs 2
turns repair no crew casualties) |
8 |
Track hit, M113 slurs 3ins to one
side (random) and starts to burn, all and passengers take a roll
on the casualty table with a -1 modifier (relatively little chance
of serious injury) (Same with Mine) |
9-0 |
Direct hit, M113 explodes and bursts
into flames, ALL crew and passengers take a roll on the casualty
table with a +2 modifier, (considerable chance of serious injury)
(Mine same but pass inside M113 get +2. Inside jeep or lorry +1
and outside M113 -1) |
|
MORTARS / ROCKETS / HEAVY ARTILLERY |
Standard Mortar blast area is 3ins Diameter,
(only 2ins for tiny 51mm Mortars).
Standard blast for gunship mounted rocket pods is also 3ins Diameter,
these are fired in pairs though so always roll twice for deviation
and place two impact circles, (Deviation only D6+1 for gunships
not D10+2)
Standard 105mm artillery blast area is 3.5ins diameter, and 155mm
is 4ins diameter.
For all above there is a 33% chance of hitting target and D10+2ins
variance in random direction if miss.
ANY target in the blast area has two rolls at a 60% chance of being
affected, (down to 40% if under heavy cover, in trench etc.) |
GUNSHIP Note:- Gunship can fire one pair of
rockets and one cannon attack per turn, (Rockets can be salvoed
at same target), if have door gunner the cannon attack may be at
separate target, if a fixed mount HMG then must be same target as
rockets. Gunships can fire for 6 turns (unless salvoed). FIRING
GUNSHIPS WITHIN 7" OF US TROOPS GIVES 1/3RD CHANCE OF HITTING US
TROOPS. |
|
GRENADES |
4ins throwing range
incorporated into the close combat table as an extra dice roll.
Grenade throwers have limitless range on the board. A 33% chance
of hitting target and a D6+2ins deviation in random direction if
misses.
Grenade throwers have limitless range on the board. A 33% chance
of hitting target and a D6+2ins deviation in random direction if
misses. |
|
FIRING AT HELICOPTERS |
Small arms hits a chopper on a
D10 roll of "10". Then roll again, on a second roll of "9" a bullet
goes through the windscreen spooking the pilot, dedicated gunships
ignore, standard hueys bug out at the earliest opportunity. On
a second roll of "10" the helicopter is hit critically. If the
weapon fired at the chopper is an LMG add +2 to the second roll
if a hit scored on first roll. If the weapon was a 12.7mm HMG
or heavier chopper is hit critically on the 1st dice roll of "10",
no second roll necessary.
Critical hit = 1-2 Leave trailing smoke. 3-4 crash controlled
onto ground. 5-6 Explode in fireball !!! |
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