VG Vietnam

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    1. Introduction . .. .. . . . . . . . . . . . . .. . . . . . .. 3The Rules, 3. The Map, 3. The Playing Pieces, 3. CiI(/I'I.~and Tables, 4. hacks and Disptuvs , 4. Record Sheets, 4.Scale, 5. Abbreviations, 5.

    2. The GameTurn. . . . . . . . . . . . . . . . . . . . . 52.1 Sequence Outline. . . . . . . . . . . . . . . . . . . . . . . . . . .. 52.2 Operations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 5Movement 6How Units MOI'e, 6. t : : f J i o C l . I ofOther Units, 6. Movementof Stacks, 6.3.1 Zones of Control. . . . . . . . . . . . . . . . . . . . . . . . . . . .. 6Which Units Exert ZOe\ 7. AIoI'('II1

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    9. BrigadeLevel Formations 17A Item ale Deployments, 17. Switching BetweenDeployments, 17. Breakdowns, 18.

    10. Limited Intelligence 18Political Sections, 18.

    11. TheARVN 1811.1 Ineffective Units 18Strategic Movement of Ineffective Units, 18.11.2 Regional Forces 1911.3 Rangers 19Ranger Border Interdiction, /9. Rangers in Search andDestroy Operations, 19. Destruction of Rangers, 19.

    12. The Seasonal Interphase 19Sequence Outline, 19.

    13. Pacification 20The Pacification Procedure, 20. Locating Regions, 20.Modifications to the Pacification Die Roll, 20.Pacif ication Results, 20.

    See Insert Index for list of charts, tables, and sheets appearingon pages 21 through 28.14. Strategic Bombing 29

    14.1 Interdicting Infiltration Routes 2914.2 Attacking the North 29Morale Effects, 29.

    15. South Vietnamese Politics 2915.1 Leaders 29Spheres of Influence, 30. Leader Ratings, 30. LoyaltyAdjustment, 30.15.2 Leader Replacement 3015.3 Coups 30Inducing a Coup, 31.15.4 Determining Effectiveness 31

    16. Morale and Commitment 3116.1 Game Events and Morale 3116.2 Invasions 32US Invasions, 32. ARVN Invasions, 32. Definition of"Invasion," 32.16.3 Reinforcements and Commitment 32New Commitment, 32.16.4 Offensives 33Immediate Effects of an Offensive, 33. MoraleEffects, 33.

    17. Reinforcements 33Limit on Countermix, 33. Secrecy of Reinforcements, 33.17.1 US Reinforcements 33Ground Forces, 33 . US HQ's, 33 . Support, 33 . TheMcbiamara Line, 33.

    17.2 Free World AlliesKorea,34. Thai land, 34. Australia, New Zealand,Philippines, 34. Withdrawals, 34. Eliminated FWAUnits, 34.17.3 Population and Draft LevelsNorthern Recruitsfor the VC,34.17.4 ARVN RecruitingSupplies, 34. ARVN Units and Support, 35. UpgradingtheARVN,35.17.5 VC MobilizationPopulation, 35. Depletion of VC Recruits, 35. Supplies,35. Trail Supply, 35. Sea Supply, 35. Supply Pool, 36.Restrictions on the Expenditure of Supply, 36. RegionalMaximums, 36. Supply Conduits, 36. Placing VC Units,36. VC Battalions, 36. VC Regiments, 36. Deployment oPoli tical Sections, 36.17.6 TheNVAAir Defense, 36. The Trail, 36.17.7 WithdrawalFinal Withdrawal, 37. Restrictions on Withdrawal,37.17.8 InfiltrationLeaving the Trail, 37. Entering the Trail, 37. Blocking theTrail, 37. Combat on the Trail, 37.

    18. Scenarios18.1 NonCampaign ScenariosOperation Starlite, 38. The First Vottev, 42. Masher!White Wing, 42. War Zane C: Operations Attleboro andCedar Fa{{s, 42. The Battle for I Corps, 43. Quyet Chien:AR VN Operations in the Della, 43. TeE, 44. The EaslerOffensive, 44. The Fall of South Vietnam, 45.18.2 Campaign Scenarios1965-1975: The Battle for South Vietnam, 45.After Tet, 46.OPERATIONS FLOW CHAATSOperations Flow Chart, 46. Search and Destroy/Clear anSecure Flow Chart, 47 . Security Flow Chart, 47.MORALE CHART

    INSERT INDEXNLF Player Chart & TableSheetCombat Results Table, 21. Strategic Bombing Table, 21.Unit Chart, 22. Blockade Chart , 22. OperationSummary, 22.NlF Record SheetPopulation Control Sheet. . . . . . . . . . . . . . . . . . . . . .Population Control Reference SheetUS Record Sheet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .US Player Chart & Table SheetCombat Results Table, 27. Strategic Bombing Table, 27.Unit Chart, 28. Blockade Chart, 28. OperationsSummary, 28.

    Design CreditsDesign: Nick KarpGraphic Design: Ted KollerDevelopmental Assistance: David Amidon, Tony CurtisTesting and Commentary: Dr. Michael Bogdasarian, Guy AndrewOrlando Bradley, Frederic C. Catlin, Thomas F. Fine, GregFlaccavento, Tom Glascow, Leon Loo, Craig Maye, Michael Phelps,Joe Studholme, Rick Trembley, Paul Westkaemper, Gilbert WintersResearch Assistance: Larry FontanaRules Editing: Bob RverProduction: Ted Koller, Bob Ryer, Colonial Composition, MonarchServices, Inc., Elaine M. Adkins (Camera Department Coordinator)Front Cover Art: Jim TalbotProject Oversight: W. Bill

    Game ComponentsEach copy of Vietnam: 1965-/975 should contain the followingcomponents: One Rules Booklet, three sheets of 260 die-cutcardboard playing pieces. two 22 "x32 II rnapsheets, two 6-sidedand one counter storage tray.Game QuestionsIf you have questions about the rules to Vietnam, please writequestions so they can be answered with a simple one-word respwhen possible. Enclose a stamped, self-addressed envelope andquestions to: Vietnam Questions, Victory Games, Inc., 43 WesStreet, New York, NY 10001.

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    Historically significant locations and terrain features rto guerrilla war are depicted on the map. A hexagonal gbeen superimposed over the terrain to regulate movemenother game functions. Each hexagon (or "hex") is numbereasy reference.

    VIETNAM RULES; PAGE3

    1a IntroductionVietnam: 1965-1975 simulates the military and political aspectsof the United States' involvement in Vietnam from 1965 on. Oneplayer controls the resources of the United States, South Viet-nam, and their allies. The other player controls the NationalLiberation Front of South Vietnam and the Democratic Republicof (North) Vietnam. A variety of scenarios recreating both in-dividual operations and grand strategy of the war are provided.The shorter scenarios can be played in an evening, while a cam-paign game (simulating the entire war) takes several hundredhours to play to completion.THE RULESThe rules to Vietnam are divided into consecutively numberedSECTlONS(major topics), some of which are further divided intoSUBSECTIONS(secondary topics under the major headings).Numerical references In sections and subsections are usedthroughout the rules for both clarity and brevity.

    Only rules Sections 1 through 11 are needed to play theshorter (single operation) scenarios, and it is recommended thatthe players not bother with Sections 12 through 17 until they areready for a longer game. Occasional references will be made toSections 12-17 in the first half of t he rules; such references maybe ignored for the purposes of t he shorter scenarios.THE MAPThe game-map depicts all of South Vietnam and adjacent areasof Laos, Cambodia, and North Viet nam. It has been produced intwo sections. The maps should be oriented in the same directionand assembled according to the following diagram.r--'.~------.

    Some of the scenarios will require only one map. Since thesouthern map does not have certain charts necessary for play,place it on top of the northern map (which does have thenecessary charts) in the manner indicated below to save spacewhen a scenario calls for only the southern map.

    THE PLAYING PIECESThe cardboard pieces (called "units" when referring to mpieces) represent military formations and support thaticipated, or might have participated, in the historical camVarious markers and memory aids have also been provided.Sample Playing PiecesThe values on the following four playing pieces are represenof the values on all units in the game.

    TYPICAL GROUND COMBAT UNIT (US Infantry)

    MOVEMENT POINALLOWANCEARTILLERY STRE

    NO/[' that the Movement Po intAllowance JOt some USunils isblocked in whi le 10 ind icate theunit cannOf be airmobitized.

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    VIETNAM RULES: PAGE 4Summary of Unit Types

    Headquarters

    Infantry

    Mechanized

    Airmobile

    Armored

    Artillery

    Marine

    Airborne

    Armored Cavalry

    Ranger

    Back

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    [JFront BackSummary of Marker TypesFront BackOperations Complete

    f ' O l i T I C A L BE C T I O N N006

    VC Political Section

    ~M~L::JAir PointBI~~~Replacement PointGOear

    Holding/Patrol Operation

    Riverine Point

    I T : : 5 I I T ~ ~ : :Airmobile (Transport)I A t " ' ' ' I L _ A _ t t _ a c _ k _ S - - I+100Attacks

    S E A S O NTu rn 1

    S E A S O NT urn 2

    Season/Turn

    Three-Star Leader Two-Star LeaderI T J Dne-Star Leader InterdictionSupply Conduit Captured Capital

    Cruiser. . . . . . . . . . . .6Trail Status Free-Fire Ship

    A unit's size and designation are extremely importantUnit size is indicated as follows: II: Battalion; III: RegimBrigade; XX: Division. Throughout the rules, "brigadeunits" mean "units of brigade or regiment size."CHARTS AN D TABLESSeveral charts and tables are used in Vietnam to condensimplify various game functions. These include the Terrfects Chart, Combat Results Table, Pacif ication Table, SBombing Table, SVN Leader Loyalty Table, Morale CharChart, and Blockade Chart. These charts and tables (excPacification Table) are printed on the map and some areagain in each player's Chart and Table Sheet, locatedcenter of this booklet.

    xfRACKS AND DISPLAYS. A number of tracks and displays are provided as aids tokeeping. These include the Game-Turn Track, theRecord Track, the SVN Leader Display, and the Ho ChTrail Track.Two markers indicate the year and current season. Thtwo game-turns each season, so the face of the Seasonshows whether the first or second turn of the season is in p

    The General Record Track is used to record constantlying quantities: air support remaining, unused heltransport, riverines, and replacements. The track is numfrom 0 to 99, and by flipping over a marker to its reverseside, values from 100 to 199 can be recorded.

    The SVN Leader Display is used to record theloyalt ies of the upper echelon of South Vietnamese leadersh

    The Ho Chi Minh Trail Track is used (0 record the stthe Trail: how well-developed the infiltration routes awhat damage they have sustained as a result of US bombing

    RECORD SHEETSWritten records must be kept on certain information relethe play of the game. Each player has a personal record srecord information pertaining only to him. The NLF playask to see the US player's sheet at any time; the US playnot ask to see the NLF sheet. These sheets are coded to indwhat point during the season each section is to be filledexample, GT1 indicates that a section is to be filled in durfirst phase of the game-turn; S-5D indicates that (heshould be filled in during the fourth segment of the fifth pthe seasonal interphase (see 2.1, Sequence Outline; 12, SInterphase; and the Abbreviated Sequence of Play on theern map). Note that most 0f the US sheet and all 0f the NLare unnecessary in non-campaign scenarios.

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    VIETNAM RULES: PAGE 5B oth players also jo in tly manage the Population C ontrolS heet. T his sheet records the am ount of population friendly tothe South V ietnam ese (S aigon) governm ent. A P opulation C on-trol R eference S heet (w hich need not be copied) is also provided,contain ing the Pacification T able, P opulation S hift Scale, and asum mary of procedures and m odifications relevant to pacifica-tio n. T his sh ee t is u see o nl y in c am pa ig n sc en ario s.The Record Sheets provided w ith the gam e are sam ples onlyand should not be w ritten on . The players should m ake copies ofth es e sh ee ts b ef ore b eg in nin g p la y.

    SCALEEach hex represents an area 6 m iles (or 1 0 k il ome te rs ) a cr os s.T here are tw o gam e-turns p er season.ABBREVIATIONSA num ber of abbreviations are used for brevity through the rulesand o n som e of the co unters:R illes. A RV N: Arm y of t he R epublic of (S outh) V ietnam . FWA :Free W orld A llies. NLF: National L iberation Front. NVA:North V ietnam ese A rm y. N VN : N orth V ietnam . RF: R egionalForces. SVN: South V ietnam . US: United States. VC : V iet-C ong. Z OC : Z one of C ontrol.Counters . A: Armor. ANZ: Australia-New Zealand ArmyCorps. B P: B lack Panthers. C A: C apital. CAG: C ivic ActionG roup. C av: C avalry. M : M arine. P: Parachute. RO: Royals.. R TA : Royal Thai Army. QC : Queen's C obras. IC : l st C avalry(Airmobile)

    2 . T he G ame-T urnIn a real miluury campaign. thousands of things hlifJPf'1I (II oJ/ce. Theprayers, however, have onlyfonr hand and t,I'I) tnituls; IIH',I' cannotmanipulate all their uni ts (111(/ make all 1'('/""'1111 decisionss imultaneously. The folto wing sequence has 1 1 ( ' 1 ' 1 1 d('siRllcd to recreatethe feel of the conflict ill Vie/lU/1I), al/ri the adl'(/I /wg('s anddisadvantages of each side.Vietnam; 1965-1975 is p la ye d in su cc ess iv e ( JAME~ Tu RNS.E ac hgam e-turn is com posed of a num ber of PHA SES,som e of w hichare further subdivided in to S EGMENTS .D uring each gam e-turn,the players maneuver their units and engage in combat. Thisframework of game-turns, phases, and segments provides al og ic al o rd er in w hic h th es e ac tio ns a rc c on du cte d.

    2.1 Sequence OutlineGame-Turn (Conduct twice each season)1. Support PhaseThe U S player indicates available air, airm obile, and riverinesupport on his Record Sheet, and places the correspondingm arkers on the G en eral R ecord T rack2. Special Operations Designation PhaseThe U S player notes any units on holding or patrol operations.T he N LF player then does the sam e.3. Strategic Movement PhaseThe US player may conduct security operations and employs tr at eg ic a nd n av al m o vem en t.4. Operations PhaseA . DESIGNAT IONEGMENTT he N LF player decides w hether he or the U S player w ill conductan O PE RA TION. T he indicated (P HA SING) player th en no tes thetype of operation he w ill conduct, w hich units w ill participate ini ts f ir st ROUND , an d c ho os es i ts TARGETHEX ( if a pp li ca bl e) .

    Nora: From this point all, different types of operations followdifferent sequences. The following sequence applies in most cassee Section 6 and {he Operations Flow Chart for variations.B . SUPPORTDECLARATIONEGMENTThe US player may allocate naval units and air supporto pera tio n, a nd m ay d ec la re fre e-fire z on es.C. MOV EMENTSEGM ENTThe phasing player m ay m ove any and all of the units assigthe operation. If a unit enters an enem y-occupied hex othethe designated target hex, com bat m ay ensue im mediatelyU S player m ay use airm obile or am phibious resources toU S, ARV N, and FW A units.D . ALERTSEGMENT(ONl.YINUS OPERATIONS)The US player m ay place Interd iction m arkers. The NLFthen checks to see how much of a warning his forces rbefore the current operation. VC units in the target hem ov e a v aria bl e a mo un t.E. COM BATSEGMENTB o th p lay ers m ay place Interdiction m arkers. T he phasingm ay then conduct com bat against the target hex. C asualtiassessed. If the phasing player declines or is unable to cc om ba t, th e o pe ra tio n e nd s imm ed iate ly .aile ROUNDof the operation has now been compteted. If combplace in the Combat Segment, begin another round by continuingsegments F, G, H, and I. Repeal Segments F through I unlit thephasing player is unwilling or unable 10 auack in Segment I .F . RETREATSEGMENTDefending units may retreat their full MovementA llowance. The US player may activate and move dere ser ve s, if h e is th e d efe nd in g p la ye r.G . PURSU ITSEGMENTPhasing units may move to the extent allowed by the cresult and their own pursuit modifiers. The US player mtiv ate o ffe nsiv e r es erv es if h e is th e p ha sin g p la ye r.H . INTERDICTIONREMOVALSEGMENTR em ov e all In terd iction m arkers from the m ap.I . CON TINUOU SOPERA TIONSCOM BA TSEGM ENTP erform ed as S egm ent E .alice one operation has been completed, return 10 Segment A.Continue until neither player is able or willing to COl/duel alloperation.5. Game-Turn Indication PhaseT he passage of one turn is noted on the G am e-T urn T rack.

    2.2 OperationsThe central concept of Vietnam is th e O PERAT ION .In a ntion, one player com mits certain of his units to a particularSom etim es that goal w ill be as sim ple as "hold." M ore frely, the goal of an operation w ill be the destruction ofunits. A ny given friendly unit m ay be assigned to no morone operation ina given turn. Pos sib le o pe ra tio ns i nc lu de :S EA RCHANDDE STROY.T he m ost co mm on op eration, andeffectiv e at elim in ating enem y u nits. U nits m ove, an d m aydesignated enemy TARGET units. The target units canretreat, and attacking units pursue. C om bat can then takeagain, sparking more retreat and pursuit. This se(com bat-retreat-pursuit) m ay occur any num ber of tim esoperation.H OLDING.U nits assign ed to a ho ld in g operation m ay not mattack, bu t they defend at do uble strength.PATROl.. U nits on patrol may not move or attack, but thterfere w ith the m ovem ent of nearby enem y units.

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    VIETNAM RULES: PAGE6CLEARANDSECURE. A variant of the search and destroy opera-tions. Units pursue at a slower pace, but have the option toswitch to a holding or patrol operation at any point. Only the USplayer may conduct clear and secure operations.SECURITY.Units may move and attack enemy units On roads. On-ly the US player may conduct security operations.STRATEGICMOVEMENT.Units may move very quickly, but maynot attack.NAVALTRANSPORT.Units may move by sea, but not attack. Onlythe US player may conduct naval transport.BOMBARDMENT.Artillery, air, and naval power may be used toshell enemy forces.OFFENSIVERESERVE.Units may join a search and destroy or clearand secure operation already in progress. Only the US playermay designate offensive reserves.DEFENSIVERESERVE.Units may help defend against an enemysearch and destroy operation. Only the US player may designatedefensive reserves.

    Each of these operations may take place during the Opera-tions Phase. In addition, US strategic movement, navaltransport, and security operations may occur during the StrategicMovement Phase, and units may be assigned to holding or patroloperations in the Special Operations Designation Segment. Thekey point is that no one unit may do more than one operation in agiven turn.

    There are a variety of things that a unit can do that are notoperations. A complete list of all operations and other things aunit can do is provided in the Operations Summary in the pulloutat the center of these rules.

    3. MovementIn most wars, there isa line orfront, across which opposing forcesface one another. Each combatant tries /0 hold onto his territory, andpush or maneuver the other into surrendering ground. Vietnam wasdifferent. Even at the heigh! of us involvement, there weresimply notenough US troops to hold a line along the entire length of the countryand to prevent the infiltration oj men and equipment. The resutt ofthis was veryfluid combat.Each game-tum represents six and a half weeks. In thai period oftime, most formations could easily move the length of the map, Aunit's ability to influence combat is limited to a much smaller area,however, since it must respond ro tacticat situations in a timelymanner. Thisfact issimulated in the game by allowing units 10 movesmall distances a virtually unlimited number of times.Each hex on the map represents ten kilometers. Most of theterrain in Vietnam is rugged and heavily overgrown. The unitssimulated in tiregame simply could no/ prevent hostile forces frommoving through such a large area, They could make movementdifficult or costly, however, by patrolling vigorously or settingambushes along tireline of march.At various points during the game, the players will have the op-tion to move their units from one position on the hex field toanother. Such movement isalways voluntary.HOW UNITS MOVEUnits are moved, individually or in groups, across the map, trac-ing a path through contiguous hexes. To move together as agroup, units must begin stacked in the same hex.

    A unit expends Movement Points to enter new hexes. Thenumber of Movement Points to enter a hex varies according toterrain (see Terrain Effects Chart on map). A unit may expend anumber of Movement Points equal to or less than its MovementPoint Allowance each time it moves. It may not exceed its Move-ment Point Allowance. Note that some units will be unable toenter certain types of terrain as a result of this provision. Unused

    Movement Points may not be saved from one turn to thenor may they be transferred among units. A unit's MovePoint Allowance for most purposes is printed on its counter.allowance may be magnified if the unit employs strategicment (3.3). The Movement Point Allowance of units engagpursuit after combat are determined by the combat results (EFFECTS OF OTHER UNITSFriendly units have no effect on friendly movement; any nuof friendly units may move through or end their movementsame hex. There are no limits on the stacking of friendly uniThe presence of enemy units does affect movement.may not enter an enemy-occupied hex unless they will havecient Movement Points to leave it.EXCEPTION: Target hexes, 5, I.

    Units leaving enemy-occupied hexes must pay 2 additMovement Points in excess of the amount required by the tentered. Units leaving enemy zones of control (3.1) museither 1o r 2 additional Movement Points. The enemy playerforce friendly units entering enemy-occupied non-target heinterrupt their movement and attack (3.2). Units may notheir movement in enemy-occupied non-target hexes.MOVEMENT OF STACKSAny number of friendly units in a hex may be moved togetha group (or STACK). If some of the units have lower MovePoint Allowances than others, all the moving units assumlowest Movement Point Allowance of all. Different unitpay different costs to enter certain terrain types; the highestapplicable to any of a group of units moving together as a stassessed against all the units. Units that begin movetogether may not split up and move separately during the cof movement. Units may be left behind while the rest of amoves on, but they may not resume movement later. One smovement must be completed before another stack's moveis begun.Example:

    111/1 (mechanized) and 2/1/1 (infantry; foot) are in hex 4924They begin movement together as a stack. They have aMovement Point Allowance of 8 (the lower of the twoMovement Point Allowances - that of the infantry unit). Tenter 5023 for 1 Movement Point, and 5022 for 5. 1/1/1 stopthere, and 2/1/1 moves on through 5021 to 5121,a t a cost oMovement Point for each hex.

    3.i Zones of ControlMost units with a Combat Strength greater than 0 exert a zocontrol (ZOC) into the six hexes directly adjacent to the hexoccupy. Zones of control extend into hexes containing eunits, and into hexes containing ZOC's of either side. NoteZOC's do not extend into hexes containing friendly units.

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    VIETNAM RULES: PA GE 7player's units may simultaneously exert a zoe over the samehex. There is no additional effect gained by having more thanone unit exert a ZOC into a given hex. Note that units in the samehex as enemy units do exert ZOC's into surrounding hexes.Zones of control never extend into all-sea hexes, nor do they ex-tend across all-sea hexsides.

    NOTE: There is no zoe in the hex containing both sides' units.WHICH UNITS EXERTZOCsAll units with ground Combat Strengths greater than 0 exertZOC's, except AR VN battalions. AR VN battalions have noZOC, despite the fact that they do have a ground CombatStrength. NLF political sections and supply conduits do haveZOC's, even though they have no Combat Strength (10, 17.5).MOVEMENT PENALTIESUnits leaving an enemy-controlled hex normally pay a penalty of1 Movement Point. If any of the enemy units exerting the ZOCare on a patrol operation (6.2), the cost penalty is 2 MovementPoints instead of L Units leaving an enemy-occupied hex pay apenalty of 2 Movement Points. These penalties are cumulativewith interdiction (7.5). Note that units may move freely amongenemy ZOC's and occupied hexes provided they have thenecessary Movement Point Allowances.

    The 25th division's armored unit moves through the indicatedpath. The total number of Movement Points expended isprinted along each hex of Its movement. Note that the US unitcould end Its movement In 5019 (a hex containing enemy units)only if 5019 were a target hex (5.1).

    The 25th division's armored unit moves through the indicapath. It could be forced into an incidental attack when it mthrough 5222 if the VC unit were not a target unit. After tharmored unit ended its movement (in 5019), if the VC in 50were not a target uni t, the VC could make a reaction moveNote that no extra Movement Points were expended to bythe holding VC, since the VC unit has no ZOC while on aholding mission (6.2).3.2 Incidental AttacksIf enemy units enter a hex containing friendly non-targetthe non-moving player may, at his option, require the munits to attack. This is called an INCIDENTALattack. The coodds are determined normally (5.4). Artillery and air sumay be called in (naval gunfire may not; 7.2). Casualtiedetermined normally, There is no pursuit or retreat, howevany defending units remain, the moving units must leave th(paying the additional 2 Movement Points to leave an eoccupied hex); the moving units may continue moving.defending units are destroyed, the moving units may smove on at the owning player's discretion. There is no MovePoint penalty in this case. Ineffective ARVN units may notincidental attacks (11.1).Example:

    Friendly armored unlt A moves along the dotted path. It pMovement Points to enter enemy unit B's hex (4 for cultivaterrain, + 1 for B's ZOC).The enemy player decides to forcincidental attack. The attack is resolved (5.4)and B isdestroyed, but A survives. A moves on, entering enemy unhex at a cost of 11/2Movement Points ( 1 / 2 for the road, +1C's ZOC). The enemy player decides not to force an attacktime. A must leave the hex. It continues along the road,expending 2 1 1 2 Movement Points for the next hex (1/2for throad, +2 to leave C's hex).

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    VIETNAM RULES: PAGE8

    3.3 Strategic MovementBoth players' units may employ strategic movement. Unitsemploying strategic movement may enter or pass through enemyZOC's and enemy-occupied hexes (paying normal exit costs), bu tmay not end their movement in an enemy-occupied hex. Theymay perform incidental attacks, but may undertake no otherattacks. Strategic movement is an operation, and never occursduring any other type of operation. If units end strategic move-ment in an enemy ZOC, the enemy unit may move its full Move-ment Point Allowance in reaction(S.3). Strategic movement maynot be used to enter or move along the Ho Chi Minh Trail (17.8).US STRATEGIC MOVEMENTUS-controlled units may conduct strategic movement either dur-ing the Strategic Movement Phase or during the OperationsPhase. US units using strategic movement spend 0 MovementPoints when moving along roads. They retain their full Move-ment Point Allowance to pay ZOC exit costs and to move off-road. They may continue moving along roads after they have ex-hausted their Movement Point Allowance (although they will bestuck if they enter an enemy ZOC). Airmobile and riverine (8)movement may not be employed during strategic movement .NlF STRATEGIC MOVEMENTNLF strategic movement may take place only during the Opera-tions Phase. The Movement Point Allowance of NLF-control1edunits employing strategic movement is tripled. NLF units useroads at normal speed.

    3.4 Naval TransportUS-controlled units within their Movement Point Allowance ofaport hex may employ naval transport. Such units move normally,using their unmodified Movement Point Allowances, until theyreach the port. Airmobile or amphibious movement may beemployed (8). Incidental attacks may occur along the way. Theport may be in an enemy ZOC, but may not be enemy-occupied.The units are then moved directly to any port or landing beachnot occupied by an enemy unit. If the transported unit ends itstransport in an enemy ZOC, the enemy unit may make a reactionmove(5.3).

    4~TerrainThe terrain in the different parts of Vietnam varied greott. High,heavily vegetated mountains covered tile interior 0/ the north (d thecountry. In the south. the flat, muddy Mekong River/lowed throughrice pauies and mangrove swamps. High-ridged hills l ind triple-canopyjungle stretched be/ween 1101'111 and sou/h.Each hex on the map contains one or more types of terrain. Somecontain towns, roads, ports, borders, and so forth. Rivers andescarpments run along some hexsides. Each type of terrain has aneffect on play. These effects are summarized on the Terrain Ef-fects Chart.

    4.1 Terrain Effects on MovementA unit expends a different number of Movement Points to enterdifferent types of terrain. The Movement Point cost to enter ter-rain .varies depending on the type of unit moving (see Terrain Ef-fects Chart): armored, mechanized, armored cavalry, artillery,US-controlled HQ's (17.6) use mechanized Movement Pointcosts. Units in the US 1st Cavalry Or Wist division (and units tem-porarily airrnobilized) use airmobile Movement Point costs (8).All other unit types (including VC and NVA HQ's) pay footMovement Point costs.

    Mech Unit Types[QJ [El2 l [!][ E ] us-conuouec HQ's,

    Foot Uni t Typest : 8 J Gkl a: ' 8 J [E] VCandNVAHQ's,

    Airmobile Uni~A,lsO u0~~sternpoa~rncc, l~eo.

    Many hexes contain more than one type of terrain.ferent terrain types have different Movement Point cogreater cost is charged for the hex. If a stack moving ascontains units of different types, the entire stack is charghighest Movement Point cost charged any unit in the stack

    Units moving along a road from one road hex to anoththe road Movement Point cost rather than the cost of theHexside terrain is ignored.

    Minor rivers and escarpments run along some heWhenever such hexsides are crossed (except by road) addMovement Points must be expended.

    Major rivers do not conform neatly to a hexagonalRather than distort the Mekong out of recognition, the rbeen drawn as it actually flows. For game purposes, "hexsides have been added to determine when a river's moand combat penalties are assessed. Such hexsides may beat the Movement Point cost noted on the Terrain EffectsA unit may cross a water hexside into an enemy-occupie(even moving along a road), only by airmobile or amphmovement (8).

    All-sea hexes and all-sea hexsides may be entered orthrough only by units employing airmobile movement.

    4.2 Terrain Effects on CombatThe terrain occupied by a defending force modifies theused to determine the results of an attack. If more than oof terrain is present in the defender's hex, each round ofthe defending player may select which modifier will be used

    Regional forces may aid the defense of US-controlledcultivated, town, city, and major city hexes (11.2) .HEXSIDE EFFECTSUnits attacking across escarpment hexsides are halved inCombat Strength when determining the combat ratio, wiunit's Combat Strength rounded down individually beforing their Combat Strengths together. Non-amphibious(8.3) attacking across water hexsides are similarly halvedairmobile units and artillery may attack across all-sea nexsi

    4.3 BordersMost borders run through hexes rather than along heUnits are judged to be on one side or the other of a borderfollowing fashion:

    Units on an international border hex are considered towhichever side of the border the owning player desires.units on or adjacent (0 a border hex may be attacked wviolating neutrality (16.2).AR VN units on corps zone boundaries are considerwhichever side the NLF player chooses when checking fortiveness (11. 1).

    Units on regional boundaries are considered in the regthe defending player's choice for artillery free-f ire distin(7.6). Note that one region may be chosen one roundanother on the next.

    The US player may determine which region NLF unregional boundaries are considered to occupy when comppacification modifiers. NLF units on SVN national bordnot count toward pacification unless the border hex is cultOrcontains a town (13).NOT5: US-con/rolled units may never enter North Viet nam.

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    VlETNAM RULES: PAGE9

    5~Search and DestroyOperationsMilitary planning is usually considered in terms of objectives,Commanders decide what they hope to achieve, and then allocate thenecessary resources. In Vietnam, this basic unit of planning wasthe operation,The most important problem experienced by American forces inVietnam was not taking territory; USforces werestrong enough to goanywhere that they wererequired, The problem was engaging theenemy, NLF forces could hide among the people, or melt away intothe jungle when USforces arrived. '{fie AR VN had been heavilyinfiltrated by NLF sympathizers; VC units frequently knew about animpending operation before the AR VN troops actually involved in tt.Moreover, the exact posit ion of VcIorces was rarely known, USforces often vainly beat the bushesfor guerrillas that had never beenthere in the first place, or had departed at the first sign of trouble,Effectively, the NLF determined when they would engage, Thisinitiative issimulated by allowing the NLF player to choose whoconducts the next operation.Combat in Vietnam was rarely static. Forces constantlymaneuvered, shifting ill response to enemy movement, Friendly forcescould react to support otherfriendlyforces in tirevicinity, or tointerfere with enemy activities. A typical operation would usually be aseries of short, sharp engagements, separated by quick maneuver andrepositioning. The players will qf(ick~)'find that the most importantadvantage of us units is not their strength or even their firepower, buttheir flexibility in a running battle. A USJ{m:t' call respond effectivelyto enemy movement, pursuing afleeing enemy force, or block ing anavenue of retreat. And in a pitched battle, US communications andcoordination help build all overwhelming momentum."Search and Destroy" was ttte US army's terminology for theaggressive reconnaissance inforce common in the first two-thirds oft ire war. Units would be sent out to trv to Iind the enemy. Onceengaged, the units would try to pin III(' t'nemy down and destroy him,calling for reserves if necessary.Both players may conduct any number of operations in a givenOperations Phase, Atthe start of the Ope rations Phase, the NLFplayer decides who will conduct the first operation. After eachoperation is finished, (he NLF player decides who willconductthe next. The player selected istermed the OPllRATINOr PHASINGplayer. The NLF player must designate the US player 10 conductthe next operation if he himself is unable (or unwilling) (0do so.The US player may decline (0 conduct an operation. If (he USplayer does decline, the NLF player has two alternatives: he mayend the Operations Phase; or he may conduct an operationhimself. If he chooses the latter option, the Operations Phasecontinues, The Operations Phase ends only when the US player isdesignated to perform an opera! ion, refuses, and the NLF playerthen chooses to end the phase, The Operations FlowCharts sum-marize this procedure.

    ASSIGNMENTSWhen a player is designated to conduct an operation, hemay doanyone of the following: assign units to a patrol, holding, securi-ty, search and destroy, or clear and secure operation; conductstrategic or naval movement; or conduct bombardment. Unitsassigned to an operation are termed OPERATINGNITS,Strategicand naval movement are described in 3.3 and 3.4, patrol,holding, and security missions inSection 6, and bombardment in7.4. The remainder of this rules section describes search anddestroy operations. Clear and secure operations share mostcharacteristics of search and destroy operations; the advantagesand disadvantages of this option are described inSection 6.

    ELIGIBILITY FOR OPERATIONSUnits which have already been assigned to a friendlyare ineligible to beassigned to an operation, NLFunitsChi Minh Trail are also ineligible (17.8). The Operatimary lists all actions that render a unit ineligible for oIt is recommended that a unit's counter be tilted diswhenever it has completed its operation and that all coreturned to the same orientation at the end of each OPhase. A number of OPERATIONSOMPLETEmarkers hprovided for those players who prefer that notation,

    5.i The Operational SequenceWhen a player chooses to conduct a search and destroand secure operation, hemay designate one TARGETHEnot designate more than one, although he can cdesignate no target hex), If there are any enemy units ithey are automatically TARGETUNITS,A target hex neanywhere near any operating units.SUPPORT DECLARATIONThe US player may then assign air support to the operanaval support, if he isthe operating player), He may defire zones (7.6) ifhe so chooses,MOVEMENT IN AN OPERATIONThe phasing player may then move any of the units heathe operation, up to the limit of their MovemeAllowances. They may enter enemy zoe's. They maytarget hex. They may also enter other enemy-occupiedlong as they do not end their movement there (they menough Movement Points remaining to leave any otheoccupied hex they enter, including the extra 2 Movemefor leaving an enemy-occupied hex; 3.2). No unit need bnor need moving units move toward the target hex. Thplayer may then perform interdiction (7.5), The NLFdefending) may take a free ALERTMOVE(his MovemAllowance willvary; see 5.2). Both players may then pdiction markers, If, after all movement is complete, aoperating units are in a hex containing target units, comoccur. If any are adjacent to a target unit, combat maythe phasing player's discretion.CONTINUOUS OPERATIONSIf the phasing player is unwilling or unable to engage iafter all operating units have finished their movemendefending player has conducted any alert movement, ttion ends immediately.

    If combat does occur, a new ROUNDis initiated: Tunits may retreat, and operating units may pursue. Atthis movement, combat may take place again. If it doeoperation ends; if combat does take place, a third rounwith retreat, pursuit, and more potential combat; andoperation may continue for any number of rounds. Anends only if all operating units have completed their pretreats are completed, and the operating player iseithor unwilling to engage in combat. If the operatingunable or unwilling to conduct combat, the operationimmediately.

    5.2 AlertIf the NLF player is the defending player in a newlysearch and destroy or clear and secure operation, any Vthe target hex may conduct ALERTMOVEMENT.lert mtakes place after all phasing units have moved, all reabeen taken (5.3), and any interdiction the US player dbeen conducted (7.5), Any hex occupied by target unitalert movement iscomplete is considered a target hex,

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    VIETNAM RULES: PAGE 10A LER T MOVEM EN T PO IN T A LLOWANCEThe roll of one die is added to the foot Movement Point cost ofthe target hex to derive the Movement Point Allowance of theVC units in the target hex for purposes of alert movement, Thisallowance might exceed the Movement Point Allowance printedon the counter. Ifany ARVN units are assigned to the operation,add I to this Movement Point Allowance.EXAMPLE: Two VC battal ions in a marsh hex are the target of anoperation involving AR VN rangers. The die is a 4. The VC may eachexpend up to 8Movement Points in alert movement (4for the roll, +3for terrain, + I for AR VN units).R ES TR IC TIO NS ON A LER T MOV EM EN TNVA units may not employ alert movement. Alert movement ispossible only during the first round of an operation. Note thattarget units may employ alert movement even if no enemy unitsare near them.Units defending against security operations (6.3) may notemploy alert movement.Alert movement isconsidered a reaction move (5.3), and thusnever causes reaction itself.DISPERSALAs an alternative to alert movement, VC units in a target hex onthe first round of an operation have the additional option ofDISPERSAL.he VC unites) are removed from the map and theVC replacement pool (5.5 and 17.5) is increased by the groundCombat Strength of the unites). Note that nothing is recoveredwhen VC HQ's, political sections (10), or supply conduits (17.5)disperse. The NLF player may see the alert die roll beforedeciding whether or not to disperse. Some units may disperse andothers not; the NLF player isnot restricted to one option or theother.

    5.3 Reaction MovementThe majority of units on the map will not be involved in anygiven operation. They may become temporarily involved by theproximity of operating enemy units.

    If an enemy unit ends its movement adjacent to a friendlyunit which is not participating in the operation (either as anoperating unit or a target unit), the friendly unit may immediate-ly move its full Movement Point Allowance in a REACTIONMoVE.Operating and target units are not eligible for reaction.Reaction isentirely voluntary; a player need not take a reactionmove if he does not wish to. VC units may disperse (5.2)whenever they are given the opportunity to take a reaction move.A reaction move may be in any direction. Enemy ZOC's may beentered, as may enemy-occupied hexes (but See 3.2), with theproviso that the unit does not end its movement in a non-targethex containing enemy units (it must have the Movement Pointsto leave any other enemy-occupied hex that itmay enter).

    If a VC unit reacts into an operation's target hex during thefirst round of the operation, it becomes a target unit, eligibleforalert movement (5.2). Defending units may end reaction move-ment in a target hex, even if it contains enemy units: they im-mediately become target units themsel ves.Units reacting to a retreat or to the movement of defensive re-serves(5.6)may not end their movement ina target hex.

    Note that movement isnecessary to trigger a reaction move.So long as an operating unit simply remains where it is, reactionmovement will not betriggered. Thus, holding and patrol opera-tions (6.2) and bombardment (7.5), involving no movement, willnever trigger reaction movement.A given unit may react any number oftimes during the courseof an operation, or even during one round. Reacting does notmake a unit ineligible to participate in an operation or to react atother times; reaction isentirely "free."Units may react in stacks or individually. One stack's reaction

    must be completed before another's begins. The owning plmay choose the order inwhich any reactions are taken.Reaction movement must be taken immediately after thegering unites) has completed its movement, even when an option isstill in progress. Reaction occurs before alert movemenNote that aile reaction move cannot trigger another; a reing unit may end its movement adjacent to an enemy unit withtriggering further reaction on either part.

    5.4 CombatCombat may occur in four circumstances: 1.Between operaunits and target units. 2. Between units on a security operatand enemy units on roads. 3. When a unit is passing throughenemy-occupied hex and is forced to perform an incidentaltack. 4. Bombardment attacks.Security operations are described in 6.3, incidental attack3.2., and bombardment in 7.5. The following paragraphs spfically describe the combat procedure that is used in searchdestroy and clear and secure operations, though the procedfor determining combat ratios and modifiers are similar inother three cases.WHIC H U NIT S M AY A TT AC KDuring an operation, after all operating units have movedany reaction and alert movement have been taken and intertion markers placed, the phasing player declares whether heattack and, if so, which of his eligible units will participate.target hexes occupied by operating units must be attacked.operating units in a target hex must attack some target hexnecessarily the one they occupy). Operating units adjacenttarget hex may participate, at the phasing player's discretiThere is no advantage or disadvantage to attacking from a tahex (as opposed to attacking from a hex adjacent to it). Uwhich are not assigned to the operation may not attack.EXCEPTION: Dedicated artillery may contribute support, even if noassigned; see 7.1.

    Operating units which are not in or adjacent to a targetmay not contribute ground Combat Strength to the att(though they may be able to contribute artillery strength). Sadjacent operating units may attack, and not others, as the ping player desires. A player could also choose not to use allgiven unit's strength in an attack. All target units must defehowever; if any units in a hex are attacked, all must be attackA given target hexmay be attacked only once in a round.

    T HE C OM BA T R AT IOThe ratio between the total strength attacking a target hexcluding artillery) and the total strength defending in that hexcluding artillery) isdetermined bydividing the greater strengththe smaller and then rounding off in favor of the defender.EXAMPLES: A tracker 10, defender 3 - the ratio is3 to 1. Attackerdefender 16- the ratio is I to 4.

    Two fractional ratios are also used: 3to 2 and 2 to 3. ThusStrength Points attacking 16would be a ratio of 3 to 2, sinceless than 2 to 1, but is at least 3 to 2. Seven Strength Pointstacking 8would be a ratio of 2 to 3, since it isnot quite I to 1isat least 2 to 3.If a target hex contains only units with ground ComStrengths of 0, the hex has a ground Combat Strength of 1 wcalculating the combat ratio and losses. Ifall the units attackingiven target hex in any manner other than bombardment (have ground Combat Strengths of 0, the attacking units areautomatically destroyed (no die is rolled; the units are simremoved from the map).

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    ViETNAM RULES: PAGE 11MODIFIERS TO THE DIE ROLLA single die is then rolled, and the combat ratio determinedabove is then used to modify the roll, If the ratio is Jess than I toI,the modifier is negative; if the ratio is greater than I to I, themodifier is positive:

    1 to 5 or worse - 51t04 - 4I to 3 - 31 t02 - 22 to 3 -11 to I 03 t02 + 12 to I + 23 to I + 34 to I + 45 to I or better + 5

    The combat die roll is also modified by the target hex's terrain(see the Terrain Effects Chart and 4.2) and (on the second andsubsequent rounds) by unused Pursuit Allowances (5.6). Afterall modifications, t he combat die roll is cross-referenced on theCombat Results Table to determine the two results of combat:CASUALTIESand PlmSUIT AI.I.OWANCES,which are explained in5.5 and 5.6, respectively.

    Note that modified die rolls greater than II are treated as II,and modified rolls less than 4 arc treated as -4.

    5.5 CasualtiesCasualties taken in combat arc determined by cross-referencingthe modified combat die roll with each force's strength. Enemyartillery, naval, and air power arc added to friendly strengthwhen determining losses, but friendly artillery, naval, and airpower are not. I t is necessary to cross-reference once for the at-tacking force, and once for the defending force.EXAMPLE: 23 Strength Points c. 19 of them grolilld, 4 art illery -attack 12 Strength Po ill IS, .5 0/ which lire grouru), 7 artlltery. Thede/ending units are in a j ung! hex. The die mil is 4, whict: is modifiedby + 1/01' Ie combat rat i() (J 3 to ), and hy ..../ [or Ie terrain,netting a 4. The attacker's ground C'OIll/Wf Sffl'llglh plus defendingartillery yield 26 (191' 7 ' "26). The attacker suf fers 2 losses. Thedefender's modified Sln'lIllllI (~19 (51 o f) vietds 111).Is.

    The defending player disuibutcs his losses first, then the at-tacker allocates his.

    REPLACEMENT POINTS B~e p J+100All losses sustained in combat may be absorbed in two ways: byremoving units, 0]' by expending REPLACEMENTPOINTS. Eachground Strength Point o r an eliminated unit or ReplacementPoint expended satisfies one point of losses. Replacement Pointsare assigned in the scenarios. They may also be created in thecampaign game (17). Replacement Points may be expended onlyif they arc available; if a player is unable (or unwilling) toeliminate replacements, any losses suffered will mean thedestruction of entire units.EXAMPLE: A US/ore(' containing IwO units with ground strengths 0/4and 2 sustains a s-ooint loss. Ifno Replacement Points were available,the -t-strength unit would be eliminated. If 1 Replacement Point wereavailable, (he US player could eliminate the 2-strength unit andreplacement instead. 1/3 or 11101'1' Reptocement Points were available,neither 0/ the units need be destroyed, as the entire loss could beabsorbed by reducing the Replacement Pool by 3.

    Losses sustained by FWA (17.2) units may be absorbed by ex-pending US Replacement Points. Losses sustained by any othergroup may be absorbed only be expending that group's own Re-placement Points.

    ALLOCATING LOSSESLosses may be divided among a player's nationalitieswishes. US replacements may not be eliminated to sano US or FWA units are present, however. Similarlyand SVN replacements may not be used unless thospresent.

    A player may not expend Replacement Points inforce's Combat Strength.EXAMPLE: A 2-strengfh VC battalion suffers 3 losses. NoReplacement Points may be expended, insufficient 10 covloss, so the unit must be removed.HQ and artillery units have Combat Strengthselimination of either type of unit satisfies 1 poinonetheless, and 1 Replacement Point may be expetain losses suffered by HQ or artillery units unaccofriendly units with ground Combat Strengths. HQunits may not be removed to sustain losses unless tadjacent to the target hex.

    All- losses inflicted by the Combat Results Tsatisfied by eliminating all friendly units that partibattle and were in or adjacent to the target hex; nReplacement Points need be expended.

    US and VC brigade-level units may be brokentain losses (9).

    VC REPLACEMENT RECOVERYIf a VC unit sustains combat losses less than its grouStrength, and the NLF player chooses to eliminateference between its Combat Strength and the lossemay be claimed as an increase in VC replacements avEXAMPLE: A VC (ground Combat Strength 0/6) regimentpoints worth 0/ losses. The NLF player removes if; his repool is increased by 4.

    SUPPORT LOSSESCertain combat rolls indicate the loss of Air or Airm(in addition to any indicated normal losses). Theroll (rather than the original die roll) is used to detlosses. No more than I point of a given type may bea given operation; after one point of a given type hfurther losses of that type are ignored for the duroperation. Note that losses of a given type may occurtype of point has been allocated to the operation (mobile Point will never be lost if no airmobile orunits are assigned to the operation; 8). A given type onot be allocated to a particular attack to incur lossesneed only be allocated to the operation. If an airmobidicated but no Airmobile Points exist to be lost (poss1st Cav or lOist units), the US player loses I Victscenarios, and 1US morale in campaign games.

    5.6 Retreat and PursuitIfcombat takes place in a round, retreat and pursuitRETREATSAny target units surviving an attack may move theiment Point Allowance in any direction. Such(RETREAT) is always voluntary; surviving target unoption not to move at all.

    Retreating units may move in any direction. Thetogether, or to different hexes. If a target unit ends iin a hex occupied by friendly non-target units, thomediately become target units as well. Retreating unithrough enemy ZOC's and enemy-occupied hexesstrictures of 3.1 and 3.2. They may not end theirenemy-occupied hex that does not already contain ta

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    u

    VIETNAM RULES: PAGE 12N EW TARGE T HEXESAny hexes occupied by target units after all retreats have beentaken are target hexes in the operation's new round,PURSUITAfter all desired retreats have been conducted, operating unitsmay conduct pursuit movement. Their Movement PointAllowance for pursuit is determined by totalling the combat'spursuit result (see Combat Results Table) and each unit's pursuitmodifier (printed on the counter), A unit's Pursuit Allowancecan exceed its printed Movement Point Allowance,EXAMPLE: Two US battalions with printed pursuit modifiers 0/ +4 and+3, respectively, participate in a battle. The pursuit result 0/ the battleis -I, The first battalion may expend up to 3Movement Points inpursuit, while the second could expend 2 Movement Points,

    Note that the movement of defending units is irrelevant topursuit; so long as combat took place, all operating units (in-cluding those not directly involved in combat) may conduct pur-suit movement, even if no target units retreated or all target unitswere eliminated,

    Pursuit movement need not be in the direction of any targetunit. Pursuing units may enter and leave enemy ZOC's. Theymay enter enemy-occupied non-target hexes (risking an inciden-tal attack; 3.2) provided they also leave such hexes (they must,therefore, have sufficient Movement Points to do so). They mayenter a new target hex and remain there,

    COMBAT PURSUIT BONUSESIf a pursuing unit ends its pursuit with Movement Points remain-ing, the remaining Movement Points are added to the combat dieroll of any attacks that unit makes that round. A unit must con-tribute ground Combat Strength to an attack to receive thisbonus. If more than one pursuing unit contributes ground Com-bat Strength to a particular attack, the lowest such modifier isused. If the lowest total Pursuit Allowance of any attacking unitis less than 0, a negative modifier will be applied. Thus, it willsometimes be beneficial to leave some units out of an attack.Pursuit bonuses will never affect the first round of an operation,since no pursuit occurs unti l after the first round's combat.EXAMPLE: A US unit of ground Combat Strength 3 and pursuitmodifier 0/ +4 attacks a VC unit with ground Combat Strength I inmountainous terrain. The combat odds are 3 to I, giving a die rolfmodifier 0/ +3. The terrain's modifier is -3, balancing the odds for anet modifier 0/ O . A I is rolled. The following round, assuming theVC remains in the hex and the US unit does not move, the modifier tothe combat die is +3 (3/01' the odds, -3 for terrain, -1 for the firstround's pursuit combat result, +4/or the US unit's innate pursuitmodifier),

    5/42 II X Xrn 1 ~o r 6 o ~ 6UNITS WITHOUT PURSUIT MODIFIERSUnits without printed pursuit modifiers ordinarily may not con-duct pursuit. Such US-controlled units may be airmobilized(8.2), however, and thereby permitted to pursue, using the pur-suit result of the combat as their entire Pursuit Allowance.POPULATION CENTERSPopulation centers (major cities and capitals) modify the combatdie roll, just as any other terrain type, In addition, they have aspecial effect On the combat pursuit result of the first round ofcombat. Units attacking major cities ignore positive pursuitresults received on the first round of combat. In addition, theirinnate Pursuit Allowance is reduced to O . Capitals have a similarbut not identical effect: ignore all positive rolled pursuits receiv-ed on thefirs! round, but retain innate modifiers.

    EXAMPl.E: A battation with a printed pursuit modifier of +2 attacksand receives a pursuit result 0/ +3 on the Combat Results Table. 1/the target hex werenOI il l a capital, city, Ormajor city, the unit'sPursuit Allowance would be 5/01' the second round. 1/ the target hewere a capita} or city, the Pursuit Allowance would be 2, 1/ the targhex werea major city, the Pursuit Allowance would be O . If a pursuresult of +3 were rolled again on the second round, the modifiedPursuit Allowance would then be 5 in any of the three cases. Sinceeffects 0/ population centers apply only to pursuit results receivedduring the first round 0/ combat, Pursuit Allowances/or later rounare calculated normuily.

    5.7 ReservesThe US player may call in reserves whenever his units are eligito pursue or retreat, allowing him to supplement ~ friendoperation or strengthen his forces defending against a hostoperation. Any kind of ground unit may be employed areserve; Air Points and naval units may not (7). The NLF playmay not utilize reserves.

    DEFENSIVE RESERVESIf the US player is defending against an NLF search and destrooperation, he may activate DEFENSIVEreserves. After the combdie roll, if any target unit remains, any non-target unit controlleby the US player which is eligible to participate in an operatio(5.1) may be named a defensive reserve. Defensive reserves mmove their full Movement Point Allowance, exactly asretreating from combat. The movement of defensive reservmay be taken before or after any target units have retreatedThey may be anywhere on the map (not necessarily even nearcombat), They may spark reaction movement. Defensivreserves move once, If they end their movement in a hex containing target units, they become target units themselves. Otherwisthey become uninvolved in the operation (and are eligiblereaction if operating units end movement adjacent to themMovement as a defensive reserve is considered an operation, amakes a unit ineligible for future operations,

    OFFENSIVE RESERVESIf the US player is the phasing player, he may call on OFFENreserves after all target units have retreated. Offensive reservmay be employed only on search and destroy and clear asecure operations (not security operations). Any US, FWA,SVN units eligible to participate in an operation may be usedan offensive reserve. A unit is simply designated a reserve, assied to the operation in progress, and may immediately movefull Movement Point Allowance. It may not conduct pursumovement that round, but it may participate in combat and psue normally thereafter; it becomes an operating unit.

    On the round they are brought in, offensive reserves areconsidered when computing the combat pursuit bonus (5.6);later rounds they are considered normally, just as if theybeen assigned to the operation in the Designation Segment. I fonly operating units participating in an attack are newly avated reserves, the combat pursuit bonus is O. Once a unitbeen used as an offensive reserve, it becomes ineligible for otoperations during the turn.

    5.8 MultiTargeted OperationsA given operation may be assigned only one target hex at its staIn later rounds, as target units retreat and split up, more than otarget hex may exist. All operating units pursue normally, awhen the time comes for combat, one die is rolled for each targhex against which combat is undertaken.

    All retreats and pursuits are conducted after the results ofattacks have been applied. The lowest pursuit result of any ofbattles in a combat round is used for all operating units.

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    VIETNAM RULES: PAGE I3MULTlPLEATTACKSThe operating player chooses the order in which attacks are ex-ecuted. He may see the result of one attack before decidingwhether to attack elsewhere. Note that ground and artillerystrength may be used only once in a given round; a given unit'sstrength may be divided among different attacks, but eachStrength Point may be used only once per round. If a unit'sstrength were divided between two attacks and the unit weredestroyed in the first at tack, any strength allocated to the secondattack would be lost. All casualties received in an attack againstone target hex are applied before the combat ratio for the next isdetermined.

    If a given target hex is not attacked in a given round, the unitsin it become uninvolved and their hex is no longer a target hex.Such units may not conduct a retreat.

    6~Special OperationsMost operations ill Viet110/11 fell into aJew broad categories. Searchand destroy operations were designed 10 seek out and eliminate enemyforces. Operalions intended 10 push enemy forces out oj all area andprevent their return fall under the heading oj clear and secure.Assignments to keep the major lines oj communication open werecalled security operations. Patrol operations represent aggressivepotrolling intended to inhibit enemy movement. Holding operationsrepresent digging in and plotting artillery coordinates.Special rules apply to each of the types of operation discussed inthis Section.

    6.1 Clear and SecureThe type of operation described in Section 5 is a search anddestroy operation. Clear and secure operations are identical,with the following modifications. 1. The Pursuit Allowances ofunits on a clear and secure operation are reduced by two. 2. Unitsthat participate in a clear and secure operation may be placed onholding or patrol operations at the end of any round which docsnot leave them in a target hex. 3. Only the US player may conductclear and secure operations.

    The US player may choose which operations t he units willconvert to. Some units may be assigned to hold, others to patrol.Once assigned to a holding or patrol operation, a unit becomesuninvolved in the clear and secure operation and may not resumeit. Note that ARVN rangers may not be used on clear and secureoperations (II).

    6.2 Holding and PatrolDuring the Special Operations Designation Phase, the playersassign units to holding and patrol operations (the US playerassigns first, then the NLF player). Units may also begin holdingand patrol operations during the Operations Phase. Units onholding or patrol missions should be denoted by the markers thatare provided.Units assigned to a holding OJ' patrol mission remain on thatmission until the next Special Operations Designation Phase, atwhich point the operation may be suspended or continued. If aunit on a patrol or holding operation retreats or conducts reac-tion or alert movement, it is taken off its operation (though it isstill ineligible for operations until the next turn). IneffectiveAR VN units (11.1) may not be assigned to holding or patroloperations.HOLDING OPERATIONSA unit assigned to a holding operation may not move or attack.Its Combat Strengths (both ground and artillery) are doubled ifattacked (air and non-organic artillery firing in support of it arenot doubled, however). It may not apply its ground Combat

    Strength to friendly attacks. The undoubled artilleryholding dedicated artillery may still supplement teligible units (7.1). Units on holding operations exeto the six adjacent hexes. Note that a holding unit'Combat Strength is used to determine losses, butbling of its artillery does contribute to enemy casRegional forces are not doubled by holding operationPATROL OPERATIONSUnits on a patrol operation may not move or attack.normally. The Movement Point cost to leave the ZOpatrol is doubled, to 2. Battalion-size ARVN anground Combat Strengths of 0 may not be assignoperations.

    6.3 SecurityThe US player (only) may assign friendly units to setions during the Strategic Movement Phase or thePhase. Only units beginning a phase on a road msecurity operations, and only one unit or stack ofassigned to any given security operation.EXCEPTION: Independent artillery may be assigned 10 secuoperations, even if not on a road or part oj the main stacroad artillery may not move, although it may fire in suppoperation; 7_1.RESTRICTIONS ON SECURITY OPERATIONSThe moving stack of a security operation may notUS and AR VN units. FWA units may be freelysecurity operations with either ARVN or US units,AR VN units may not be together in a security operaing stack.

    Units assigned to security operations may moveroads for the entire operation. They move alonO-Movement Point cost, but may not move off-road.enter enemy-occupied road hexes (note that no alertallowed; 5.2). They must then attack immediately.odds, die-roll modifiers, and casualties are assesse(5.5), and retreat (5.6) may be conducted as usual, wviso that retreating units may not end their movemenfrom which the operating units entered the hex ofmodified Pursuit Allowance of the operating unitsecurity operation, however; ignore all pursuit mpursuit results on the Combat Results Table.

    After any retreats by defending units, the operamay withdraw any or all of the operating units to twhich they entered the hex of combat. Such units bvolved, and may not resume the operation. Other opemust continue to attack if defending units remain inall defending units in the hex have retreated or beenthe operating units may continue their movement, peing and attacking other enemy-occupied road hexes.

    Units on security missions (like all units) may notMovement Point Allowances, but they expend Moveonly to exit enemy ZOC's. Note that a unit may contiafter it has expended all its Movement Points; it simleave any enemy ZOC that it enters.

    Units on security operations may not attack eneadjacent hexes - only units in their own hex.

    Some of the units on a security operation mayment while others continue the operation. Once a uoff from the operating units, it may not resume thehowever.

    Reaction movement is never triggered during thesecurity operation; after such an operation has ended,units adjacent to formerly operating units may takemove (5.3).

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    VICI~I -,IAM RULES: PACE 14

    7" FirepowerMassive amounts of artillery and airpower were SI'I1I 10 Vietnutn andon callfor lise ill thefiel. Artil terv 1I'(lS deptoyea ill "[ire-hoses."li}!,lilly.f()rlifled enclosures, close 10 th TroOPS iT was supportiJl!!" andq(11'1i deep ill tlte jungle. r r II(,(,S')II/)', i l ( 'oli id 1'1'(,11 be rapullreposit ioned by helicopler.

    Wliell slipporling groundforces, aniiierv was deadty . Spouerscould" walk" a burrug into WI enemy force wit t: minima! ri sk 10friendt units . Firepower W(IS also used 10 inhibi! enem 1I101'1'11l!'1I1. A11'1(/1 of (Initer [ire would block enentv ret 1'1'(/1 while [rienrlly forcesadvanced. /l thirt! tactic W(lS saturation bombing, must often usillgairpower. l.arg strikes would be directed into all area, hoping 10catch al l enemy /Ol"C("Artillery is an important part of the US player's arsenal, and anot-insignificant part of the N LF player's. M ost combat unitshave an Artillery Strength as well as a C ombat Strength , B othplayers have H Q and artillery units w hose entire strcngt h is ar-tillery, The US player also has A ir Points and naval gunfire,w hich function exactly like A rtillery S trength P oints. A ir, naval,and A rtillery S trength m ay be com bined freely and are co llective-l y te rm e d SUPPORTPO lNTS,

    x x"[J 23 [!]o ~ 6 Og6

    6/27 II[!]o " ! q 67.i Types of ArtilleryThree types of units have Artillery Strength: D ED IC ATEDar-til le ry ; I NDEPENDENTa rtil lery ; a nd c om ba t u nits w ith ORGANICAr ti ll e ry St rength ,DEDICATED ARTILLERYD ivision and brigade-level HQ 's and artillery directly subor-dinate to a division are D ED IC ATE Dartillery (note that only theUS 2 3rd D ivision has a directly subordinate artillery unit),D edicated artillery m ay support only units under the sam e COI11-m and, A division's artillery can support any operation in w hichunits from the division arc involved (i.e., operations in w hichdivisional units are assigned, or have been selected as targetunits), A brigade-level H Q can support any operation in whichunits from th e brigade are involved, D edicated artillery m ay firein s up po rt o f frien dl y o pera tio ns any number oj rimes in a turn.It m ay, provide fire support or interdiction for an operation,w ithout being assigned to it, and w ithout becom ing ineligible foran operation itself. D edicated artillery m ay not provide sup portfor an operation unless units from its comm and are currentlyassigned to it, nor m ay it move in an operation to w hich it has notbeen assigned .INDEPENDENT ARTILLERYE xce pt f or th e u nit d irec tl y su bo rd in ate to the U S 2 3rd D ivision,all units w ith the artillery type sym bol are IN DEP EN DEN T_In-d ependent artillery m ay support any friendly u nits, regardless ofform ation or nationality, A n independent artillery unit m ay sup-port on ly a friendly operation to w hich it is assign ed, If, how ever,at the conclusion of an operation an assigned independent artil-lery unit has neitherfired nor /11O\'ed, it rem ains eligible to con-duct future operation s. In other w ords, independent artillery m aym ove and/or fire in one friendly operation; if it is assigned to anoperation but does neither, it is still free for futu re operations (ine ff ec t, i t w as n ev er c omm it te d (0 th e o pe ra tio n in th e first p la ce).ORGANIC ARTILLERYO RG AN IC artillery is built into m any units w ith ground C om batS trengths (e.g, V C regim ents have an organ ic A rtillery S trengthof 2 ), A unit's organic artillery m ay be used in any operation orcom bat in w hich the unit tak es part,

    DEFENSEA ll three types of artillery m ay support any number offriendtydefenses. A ny artillery w ithin range (7 ,2 ) of defending friendunits m ay provide ground support or interdiction (7 _5). Dedcated artillery m ay still support only the defense of units undthe sam e com mand, O rganic artillery m ay support only the uinto which it is buill. F iring defensively is not consideredoperation and docs not render an artillery unit ineligible for futher operat ion s.

    7.2 Restrictions on ArtilleryThe range of units with artillery capacity is noted on thecounters. If there are tw o bullets ( ), the unit m ay fire acrotw o intervenin g hexes, U nits w hose A rtillery S tren gth is notedone bullet (.) m ay fire across one 'intervening hex. U nits w hoA rtillery S trength is not m arked w ith a bullet m ay only use theArtillery Strength in their own hexes or in adjacent hexes, Atillery Strength may never be applied at more than the unim ax im um a llo wab le ra ng e,In all cases, the attacker in a particular com bat (even if henot the operating player) allocates artillery and air before td efe nd er d ocs so .EXAMPI.E: The US player is conducting {/II OP(!I'(l{iOIl, lie units reactthrough a Us-occupi! hex and the US player forces incidental('0111/)111. The NLF player must dectare artillery support before the uplayer does so.

    SUPPORTING INCIDENTAL ATTACKSA rtillery or airpow er assigned to an operation m ay support aincidental attacks by operating units, though any such suppocounts against the support available for that round of the opertion, Units defending against an incidental attack m ay be suported by airpow er assigned to the operation, and any artilleeligible to aid on defense (see above), A u nit's A rtillery S trengm ay only be applied once in any given round (including incidetal attacks), but it m ay be applied in each round of an operationA unit's A rtillery S trength m ay be divided am ong different targhexes, incidental attacks, and/or interdictio n (7 .5) as the ow ninplayer sees fit. N aval gunfire (7 .4) m ay not be used in incidentattacks.LIMITS TO ARTILLERY SUPPORTA rtillery, air, and naval support in excess of 3 tim es the friendunm odified ground C om bat Strength involved in a com bat is nconsidered w hen calculating the com bat ratio, T he fu ll am ouof supporting strength is still added to enemy strength whd et erm in in g l os se s,EXAMPLE: Two US 175111mindependent anillery units are Slackedtogether (alone) in a hex. They are supported by 5 Air Points. Theirrota! Defense Strength (f attacked would be 4 (I as the minimumground Combat Strength for any target hex, and 3 as the maximumartillery and/or air possible for support of 1ground Strength Point).A force attacking them would STili add 2510 its strength whencatcutotim; i ts own losses (assuming the region lVere free-f ire; 7,6 ~1101, theforce's Defense Strength would stit! be 4, bUI only 12 wouldbe added /0 enemy strength when calculating losses.).

    Artillery Strength is never halved by hexside terraibombarding across an escarpment or water hexside does nd im in is h t he e ff ec ti ve ne ss o f a rt il le ry ,

    7.3 AlrpowerT he instructions to each scenario assign a num ber of A ir Pointo the U S player. D uring campaign scenarios, m ore A ir Poinw ill becom e availab le throu gh the reinforcem ent process (1 7 ,W hen he receives A ir P oints, the U S player should note theirrival on his Record Sheet. During the Support Phase of ea

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    VIETNAM RULES; PAGE 15game-turn, the US player should examine his Record Sheet todetermine how many Air Points are available to him (i.e., howmany he has received over the course of the game, minus any thathave been destroyed; in campaign games, the amount of airalready committed to strategic bombing, 14.1, will also be sub-tracted from the amount available). This amount should benoted on the General Record Track with the Air Availablemarker. As Air Points are used in the course of the turn, thismarker should be decremented toward O.EXAMPLE: The USplayer has received 30 Air Points over the course ofa game. Four have been destroyed, and 6 were employed in strategicbombing. The Air Available marker isplaced inposition 20 of theGeneral Record Track. If 3Air Points were then used, the markerwould be repositioned at 17. A given Air Point may be used oncepergame-turn (and thus twice each season). Air Points may not be used ifnot available (i.e., once the Air Available marker is at 0, no further airmay be employed that game-turn). The use of Airmobile (8.2) andRiverine Points (8.3) is identical.

    One Air Point is equivalent to an Artillery Strength of 1. Itmay bombard, interdict, or provide ground support, exactly likeArtillery Strength (7.5). Air Points may be used anywhere on themap, without range restrictions

    Air support for a given operation must be declared during theSupport Declaration Segment of an operation, and no more maybe added in the course of the operation. Once allocated, each AirPoint may be used once per round. They may be divided as theUS player sees fit between interdiction and battles (including in-cidental attacks). Note that a given Air Point remains availablefor use throughout an operation, even if a combat result in-dicates that it has been destroyed (5.5); air losses are applied atthe end of an operation.EXAMPLE: Seven Air points are assigned to an operation. One isdestroyed during the operation's first round. The loss is noted on theUSplayer's Record Sheet (reducing air available for later turns), but 7Air Points remain available for later rounds of that operation.WEATHERMonsoons disrupted the use of tactical air power over much ofSVN during the spring. During campaign scenarios only, reducethe number of Air Points available for tactical use by 25 percent(round remaining points down). Immediately after placing theAir Available marker, it should be repositioned at 75 percent ofits original value. Note that these points are not destroyed; theyare merely unavailable for that season. Since weather has alreadybeen taken into account when determining the specifications forthe non-campaign scenarios, no modification of available airshould take place in 1hese scenarios. Available Airmobile Pointssuffer an identical 25 percent reduction during spring seasons(8.2).

    J e r s e v Cruim.- ~. . . 16 o. 67.4 NavalGunfireThe US player may be assigned ships in a scenario. He may alsoprocure additional ships in a campaign game (17.1). One bat-tleship (the New Jersey) and up to three cruisers may be commit-ted to Vietnam. These ships may be committed to any friendlyoperation involving US units. Committing the battleship to anoperation is equivalent to committing 16 Air Points, with theproviso that these points may be applied only to hexes within 4 (3intervening; ... ) hexes of an all-sea hex. The cruisers each have astrength of 6 and a range of 3 (2 intervening: ) hexes. Ships maybe assigned to one operation per turn. They may be used onceeach round of the operation to which they are committed.

    Example:

    An operation In Quang Ngai has split, so that it now htarget hexes, 5018 and 5023. The N ew J ers ey has beenassigned to support the operation. The US player migthe N ew J ers ey in 5319 to support the nothern battle(allocating, say, 10 points of its 16 to that battle). Oncroll for that combat has been made, the New Jersey cshifted to 5421 to apply Its remaining 6 points of suppother battle.

    7.5 Support MissionsArtillery, naval gunfire, and airpower may be used onsions: ground support; interdiction; and bombardment.GROUND SUP PORTWhen used for ground support, artillery, naval gunfirePoints increase the Combat Strength of a friendly forcetack or defense, and increase enemy casualties. Each spoint adds 1 to a friendly force's Combat Strengcalculating the combat ratio (to a maximum of 3 timeground strength; 7.2), and 1 to enemy strength when ccasualties.INTERDICTIONInterdiction markers increase the Movement Point cosof both sides to leave a hex. If3 Support Points are appterdict a given hex, 1 Movement Point is added to tleave it . If 7 points are applied, the additional cost icannot be interdicted for a penalty greater than 2. Theinterdiction are assessed in addition to those of zoe's,and enemy-occupied hexes. Interdiction markers mayin a hex at the start of a Combat Segment of an operatiothe first round of an operation) during the Alert Segmare removed after all of the round's retreats and purbeen executed. Hexes containing enemy or friendly uninterdicted without restriction. Interdiction affects frienemy units alike.

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    VIETNAM RULES: PAGE 16BOMBARDMENTDuring the Operations Phase, the player designated to conductan operation may conduct a BOMBARDMENTttack. He assignsartillery, air, and naval strength to the attack, and selects a singletarget hex. Bombardment attacks may not be conducted againstunits on the Ho Chi Minh Trail (17 . S). A minimum of 4 effective(post-free-fire; 7.6) Support Points must be allocated to anybombardment attack, though more may participate. No combatratio is computed; the combat die is rolled and modified for ter-rain, and casualties are determined normally (though the bom-barding player can suffer no losses beyond the Air Point notedOnthe table).EXAMPLE: Two NVA mechanized regiments are in a jungle hex in afree-fire zone. Six Air Points are assigned Eo bombard them, A 3 isrolled, -1[or the terrain. The NVA force suffers I loss.

    Note that bombardment is a one-shot- operation. SupportPoints are assigned to bombard. There is no movement and noInterdiction markers are placed: the die is rolled; losses aretaken; and the operation ends. Bombardment may not take placeduring the course of another operation; it is an operation itself.Note that, in the case of VC units, the alert roll is conducted nor-mally, and if, after alert movement, no NLF units remain in thetarget hex, the bombardment has no effect. There is no retreat orpursuit after bombardment.

    7.6 Free-Fire ZonesAll US artillery, naval, and air support function at reduced effec-tiveness unless the hex it is being used against is in a region whichhas been declared "free-fire." Each Support Point contributesonly Y2-point of strength (note that fractions must be retained,since they may be relevant to the combat ratio). Itwould take 6points to minimally interdict a hex in a non-free-fire zone, for ex-ample. The US player declares a region free-fire by placing amark next to the region on the Population Control Sheet. Free-Fire markers may also be placed on the map to help the playersremember when a region has been declared free-fire. Thesemarkers may be placed in any convenient spot in or near the af-fected region.

    A region may be declared free- fire only during an operation'sSupport Declaration Segment. At the end of the PacificationPhase (12), all regions revert to non-Free-fire status. Declaring aprovince free-fire makes pacification (13) more difficult, and im-poses a Victory Point penalty in non-campaign scenarios (18).Note that no free-fire distinction is made for NLF-controlledunits; they always function at full effectiveness.

    No free-fire distinction is made within Da Nang (4411) andthe entire region of Gia Dinh, Or outside SVN borders (bothsides' support functions at full effectiveness). Border hexes areconsidered part of SVN for this purpose.

    8~Airmobilityand RiverinesDuring the conjlict in Vietnam, the helicopter emerged as theworkhorse oj the army. Heliborne troops and artillery could beSWiftlytransported to where they were needed, or withdrawn where in danger.The helicopter made supplying ground forces so easy that beer couldbe brought to troops in the middle oj battle. Two entire divisions (lirelst Cav and lOlst Airborne) were officially "airmobile," equippedwith organic helicopter transport. If the need arose, other formationscould draw upon a constantly increasing pool oj helicopter resources.Note that there are no airdrops in Vietnam. Airborne units aretreated exactly as ordinary infantry. While airborne units werehistorically assigned to Vietnam, only ajew parachute operations wereattempted because oj the density oj the terrain and tile comparativeease oj heliborne mobile operations.

    All infantry and HQ's in the US 1st Cavalry and 101st Diviare permanently airmobile. The US player may temporarilymobilize other friendly units (including ARVN and FWAthrough the use of Airmobile Points. Airmobile Pointsreceived and their use recorded in the same manner as Air P(7.3). Just like Air Points, Airmobile Points may be usedper turn. They suffer a similar 25 percent reduction in numduring the spring as well (7.3).

    A number of US formations in the vicinity of the MeDelta were equipped with shallow-draft boats. The effect ofequipment is simulated by Riverine Points. Riverine Pointreceived and their use recorded in the same manner as Air Po8.1 Airmobile MovementAirmobile units ignore hexside Movement Point costs anpend 1/ 2 a Movement Point for each hex they enter (regardleterrain), except for the last. The hex that an airmobile unitits movement in is called its LANDINGHEX. The Movementcost ofa landing hex is:3, if the hex is enemy-occupied or in a patrolling enemyZOC(6.2).2, if the hex is not enemy-occupied and only in the ZOC ofpatrolling enemy units.1, if the hex contains no enemy unit or zoe.Terrain is irrelevant . Airmobile units pay normal MovePoint penalties to leave enemy ZOC's, enemy-occupied hand interdicted hexes. They may be forced into incidentatacks.Example:

    111/1Cmoves along the indicated path. It expends Y2Movement Point for 4721, 1 1 2 for 4821, Y2for 4922,1 Y2for 5(Y2, + 1 for the VC unit's ZOC), and 5 for 5123 (3 to land, +leave a patroll ing unit's ZOC).An airmobile unit (either natural ly airmobile or airmobilby Airmobile Points) has the choice of moving on the groun

    by airmobile movement. Itmay choose One alternative one rof an operation, and another the next without restriction,without expending additional Airmobile Points. Airmobileground movement may not be combined by the same unitgiven round, however. Airmobile infantry pay foot MovemPoint costs when moving on the ground. Airmobile HQ's moon the ground pay mech Movement Point costs. Unitsmobil ized by Airmobile Points (8.2) pay their normal MovemPoint rate when moving on the ground.HOT LANDING ZONESIf a unit moving by air is forced into an incidental attack orits movement in a target hex, its casualties in the ensuing b

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    VIETNAM RULES: PAGE 17will be higher. When losses are calculated after the attack, theCombat Strengths of units which moved byair into the target hexin the current round are doubled and the" Airmobile Loss"results marked with an asterisk (*) become applicable (see Com-bat Results Table).EXAMPLE: A unit with strength 3moves by air into a target hex. ItsCombat Strength is considered to be 6 when determining friendlytosses that round. If further rounds of combat take place in the samehex, its strength would be undoubted for foss determination. If theunit moved by air into a new target hex, however, its losses wouldagain bejudged as if it had a strength of6.ALLSEATERRAINAirmobile units may cross all-sea hexsides and move through all-sea hexes, through they are destroyed if they end a move at sea.Note that, because of limitations on the size of the map and therather awkward shape of Southeast Asia, there are no all-seahexes adjacent to certain stretches of coast. Airmobile units maymove through imaginary all-sea hexes off-map, provided theyreturn to the map before ending their movement.8.2 AirmobiltaatlonUnits may beairmobilized at any point during an operation, or atthe start of any reaction move, in the course of an operation.Units airmobilized by the expenditure of Airmobile Points maymove as airmobile units for the duration of the current opera-tion. Each Airmobile Point used will airmobilize one battalion orHQ. Brigade or regimental-sized units may be airmobilized for 3Airmobile Points. There is no advantage to airrnobilizing unitswhich are already airmobile. A given Airmobile Point may beused once each turn. They may be used byUS, FWA, and ARVNforces.A IRMOB IL E PURSU ITUnits without Pursuit Allowances (and thus ordinarily unable topursue) may pursue if airmobilized. They are given pursuitmodifiers of 0 (before allowing for the combat result). Such unitsmay pursue only by air; they do not have the option to pursue onthe ground.HQ's from the US 1st Cavalry and WIst divisions may pursueonly by air; they do not have the option of pursuing on theground.GROUNDBOUND UNIT S175mm artillery, armored, armored cavalry, and mechanizedunits may not be airmobilizcd. The Movement Point Allowancesof units ineligible for airmobile movement are shaded.8.3 RiverinesThe US player may expend Riverine Points to speed friendlyunits' movement through watery terrain. A given Riverine Pointmay be used once per game-turn. Riverine Points are neverdestroyed. They may be used byUS, ARVN, or FWA units. OneRiverine Point turns one battalion AMPHIBIOUS.Amphibiousunits move normally, with the following two exceptions: 1. Theyexpend 1Movement Point to enter marsh hexes. 2. They may ig-nore minor rivers and water hexsides entirely, for all purposes;they may no t enter or cross all-sea hexes or hexsides, however.A unit designated amphibious remains so for the duration ofthe operation. A unit may berendered amphibious for a reactionmove or for reserve movement, and remains amphibious for theduration of the operation in progress. Airmobile units may bemade amphibious, but they may not combine airmobile and am-phibious movement in the same move.No independent or dedicated artillery may be made am-phibious, nor may any type of unit ineligible for airmobile move-ment(8.2).Brigade-level units may be made amphibious at a cost of 3Riverine Points.

    US troops were usually deployed in small formations to materritory they could cover. Units of battalion size weresufficcombing the jungle; even in the unlikely event that somethinfor them was discovered, the helicopter meant that reservessupport were only a radio away.Depending on the nature of an operation, however, forcould be deployed in different ways. If a tough battle wereean entire brigade could be gathered and coordinated for mastrength. If the battalions of a brigade wereto be operatingindependently, but within a small area, the brigade's entireresources could be available on call to support each battalioAlternativeiy, when the battalions operated farther afield, tbrigade's artillery could be divided among the battalions, ensome support for each.All US brigades and regiments may be deployed in 3ways. The entire brigade may be one counter; the brand 3 (occasionally more) battalions with separate coube used; the 3 battalions alone may be used, with theport elements dispersed among them.ALTERNATE DEPLOYMENTS

    fiRST DEPLOYMENT

    SECOND DEPLOYMENT

    THIRD DEPLOYMENTUnder the first deployment, the front face of the brigament counter is used. The separate battalion countersplay.Under the second deployment, the rear face of theregiment HQ isused, along with the front faces of its cbattalions. The component battalions of all US brigregiments are provided in the countermix. Most briunits have 3 battalions, though some have 4.Under the third deployment, the rear faces of theregiment's component battalions are used. The HQ isnAll US battalions brought into playas reinforcemeon face-up unless an entire brigade or regiment is brouthe same turn. Ifso, any of the three deployments mayNote that a battalion may not be brought on as ament if its superior brigade or regiment is already in pthe first deployment (since the battalion is already conplayas part of that unit).SWIT CH IN G B ETWEEN D EP LO YM EN TSThe US player may switch units between alternate depduring the Unit Status Phase (of the Strategic Interphasswitch from the first deployment to either of the otheplace the component battalions in the brigade or regimflipping all counters to the correct side for the deployswitch from the second to the third deployment, simpthe HQ and flip all comp