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Contre Les Viets

Wargaming Rules for the French Indochina War
The Turn. Two types of phases are represented, moving and firing. Players alternate rolling 2d6’s that will initiate one of the two
Once a phase has been determined, players alternate activating platoons starting with the player who rolled for the phase. Activation
might be moving a unit, firing with a unit, or just removing a suppression marker. There’s an advantage is having the initiative! Each unit
must be activated, even if it does nothing that phase.
Whenever a 7 or doubles are rolled, a firing phase takes place. The player who rolled gets to fire with one of his units (plus any
number of supporting units such as mortars). Firing then alternates between players, one unit at a time, until every eligible unit has fired.
On any roll other than a 7 or doubles, a movement phase takes place. The player who rolled can move a unit first, then his opponent,
and so on until all eligible units have moved.
After three consecutive movement phases, there is an automatic fire phase. Likewise, after three fire phases there is an automatic
movement phase.
This method represents the ebbs and flows of combat. Several fire phases can be rolled in a row representing a particularly fierce
firefight. Likewise, several move phases can be rolled allowing a faster force to outflank a slower one.
Placement. Unlike in previous wars, soldiers in the 20th century rarely started an engagement with an exact knowledge of the
enemy’s location. Thus a majority of troops don’t start the game in sight of the opponent on the tabletop.
The defender places ¼ of his platoons on table in his deployment area. The remainder of his troops are concealed and remain off the
The attacker may place as many of his platoons on the table as he likes in his starting area. His reconnaissance forces can be held off
the table since they are likewise concealed, while regular troops can be placed in the deployment area as reinforcements during the
Scenario instructions will determine which troops begin on or off the table.
More on how concealed troops move, shoot and are spotted later but keep in mind that it’s better to be hidden and ambush an enemy
than fight in plain sight.
Moving. Players alternate moving troops and can move up to half their forces on the table per move phase, rounding up.
Movement from one eligible unit can be transferred to another to allow a double move.

Shooting. Units fire by choosing a target within range and rolling the number of d6’s equal to its firepower. Each 5 and 6 rolled is a hit.
Each hit will result in the target rolling on its damage chart which varies for unit types. Infantry could become pinned, or a tank could
be destroyed as the result of fire.
Certain factors can increase the damage from firing.
Infantry which moved in the previous phase must add one on the damage chart if they take a hit.
Flanking fire adds one to the firepower dice of infantry and reduces the value of armor protection. To achieve flanking fire, the
attacker must have an additional unit forming a right angle or greater within range of the target unit. Both units don’t need to fire to
achieve the flanking fire bonus – it’s enough that the target unit knows it’s getting surrounded.
Some units are designed to support others in combat, such as mortar units. These weapons units are attached to rifle platoons and can
boost the effectiveness of their parent platoon by adding to its firepower. Such units can also support friendly troops as long as the heavy
weapon unit can see the enemy.
Factors that affect shooting are listed with the damage charts.
Mortar units can also fire at enemy platoons they can see in the open at a range of 18 inches.

Range. The range of nearly all weapons greatly exceeded what was effective in combat. Thus the range depends on the type of target
and how difficult it is to see. Terrain, buildings, fortifications and other troops block line of sight.
Against vehicles or infantry in or adjacent to cover, weapon and site range is 8 inches. Infantry in the open are hit at 12 inches while
tanks in the open can be targeted at 24 inches. Infantry mortars have a range of 18 inches and don’t need to see the point of impact.

Concealed Troops and Shooting. Troops in hiding have the advantage of firing first at spotted enemies. Platoons kept off the table
can be placed during a shooting phase and can fire in that phase. They must be placed in or adjacent to cover (they had to have been
hiding behind something) and outside of the control range of enemy troops (troops can only sneak up so close to the enemy).
However, troops can be placed within the control range of an enemy unit if they’re in base contact with existing friendly units.

Assaults. Platoons can charge enemies in a movement phase representing close-quarters action with bayonets, pistols, submachine
guns and hand grenades.
Once in base contact, the defender first rolls as if firing. Any hits against the attacker are resolved immediately. The attacker or
attackers then roll as if firing and any hits are resolved.
If neither side is routed or destroyed, separate the two platoons slightly – the combat was a stalemate.

Bombardments. Artillery of various types can lay down bombardments that suppress enemy troops. In each scenario, artillery
support will be described for each force if available.
Artillery support can be requested each fire turn by rolling a d10. Different types of support will have differing numbers or less that
must be rolled for a successful request. For each successful request, a +1 is added to the die roll as supporting units run out of
Before rolling, chose a visible enemy platoon (or point on the battlefield within view) on which the bombardment will fall. Depending
on the type of artillery, the effects of the bombardment will last for a number of move and fire phases and will fall a number of inches
from the chosen point. Any units under the bombardment, or who emerge from concealment under this bombardment, receive a
automatic hit at the end of the turn.
A platoon in the force must be able to see the bombardment point.

Contre Les Viets

Wargaming Rules for the French Indochina War
Damage Charts
Infantry damage chart (2d6):
2: Platoon unaffected
3: Platoon unaffected
4: Platoon suppressed
5: Platoon suppressed
6: Platoon suppressed
7: Platoon suppressed
8: Platoon routed
9: Platoon routed
10: Platoon wiped out
11: Platoon wiped out
12: Platoon wiped out

Infantry damage modifiers:
Fortified: -2
Target moved in previous phase and is in the open: +1 firepower
Each supporting mortar/recoilless rifle detachment: +2 firepower
Vehicle damage chart (2d6):
2: Minor damage, no effect
3: Tank routed
4: Tank routed
5: Tank routed
6: Guns disabled
7: Tank disabled, crew escape
8: Tank disabled, crew escape
9: Tank disabled, crew escape
10: Internal explosion, all crew killed
11: Internal explosion, all crew killed
12: Massive explosion, any infantry within base contact killed.
Vehicle damage modifiers:
Armored car: -1
Tank: -2

Infantry Damage:
Suppression. Each suppression confers a penalty to a platoon for the next phase or phases in the case of movement. If
the next phase is movement, the platoon cannot move and if a shooting phase, the platoon fires with one less firepower
die for each suppression marker..
A suppression marker is removed after a platoon is activated and has suffered the penalty. Thus a platoon could receive
a suppression marker in a fire phase, then fire at a reduced capacity in that same phase and remove the marker.
Platoons with a suppression marker have no control range – they’re so pinned down enemies can infiltrate their
Routed. Infantry are sent scrambling to the rear. At the end of each move phase they’ll go their full distance towards
their starting line, avoiding enemy troops. If contacted by enemy they’ll surrender. They’re immune to any further
damage except Wiped Out but are destroyed if they come into base contact with enemies.
Wiped Out. Immediately removed from the field. Any attached weapons units are also destroyed.

Vehicle Damage:
Routed: Tank must retreat to its starting edge, moving its full distance each move phase and avoiding enemies. If
contacted by enemy they’ll surrender. They’re immune to any further damage except Disabled/Explosion.
Guns Disabled. The tank’s firepower is gone, but it can still move and spot for friendly units.
Tank Disabled. The tank’s crew bails out and is placed in base contact with the tank.
Internal Explosion. Tank disabled and crew killed.
Massive Explosion. Fuel and ammunition cook off, resulting in a fireball that kills crew and infantry within 1 inch.

Contre Les Viets

Wargaming Rules for the French Indochina War
Platoon Stats:

Each platoon is a round stand of three figures, or one vehicle. The number of dice rolled, fire power, is given for antipersonnel (AP) and then for anti-vehicle (AV). Movement and control range in inches.
French Colonial
Move: 3
Control range: 4
Firepower: 2 AP/1 AV
French Legion/Paras
Move: 4
Control range: 6
Firepower: 3 AP/1 AV
French Commandos
Move: 5
Control range: 6
Firepower: 2 AP

Viet Minh Regulars
Move: 3
Control range: 5
Firepower: 3 AP/1 AV

Viet Minh Guerillas
Move: 4
Control range: 6
Firepower: 2 AP
Trin Sat
Move: 5
Control range: 8
Firepower: 1 AP

Jeep-mounted platoons
Move: 10 (Roads) or 6 (open country)
Control range: 4 (0 on roads)
Firepower: As platoon. -1 AP when mounted. Takes one movement phase to dismount/mount
Light tanks
Move: 6 (10 on roads)
Control range: 4 (0 on roads)
Firepower: 3 AP/2 AV

Bazooka platoon
Same stats as parent platoon.
Firepower: 2 AP/2 AV

Recoilless rifles platoon
Same stats as parent company.
Firepower: 2 AV or can support a friendly unit against an enemy in line-of-sight at 12 inches.
Mortar platoon
Same as other platoons in the company. Firepower 1 AP/1 AV when firing on its own.
Can support a friendly unit against enemies within 18”, no line-of-sight required.

155mm Artillery
Off-board. Must roll 5 or more on a d10 to complete fire request (made during a fire phase). Add one to number needed
for each completed fire request.

Contre Les Viets

Wargaming Rules for the French Indochina War
Bombardment covers 6 inches around the chosen point and lasts for two phases (fire or movement).
1 AV for each vehicle under bombardment.

Contre Les Viets

Wargaming Rules for the French Indochina War

Defense of Muong Khoua:

French Garrison:
3 Rifle platoons (Colonial)
1 Recoilless rifle platoon (Colonial)

Garrison Reinforcements:
2 Jeep-mounted platoons (Colonial)

Viet Minh Besieging force:
3 Viet Minh platoons (guerillas, infiltrated)
5 Viet Minh platoons (guerillas)
1 Mortar platoon (guerillas)
Paratroop relief force:
3 Rifle platoons (Para)
1 Mortar platoon (Para)
Artillery support (155mm)

Viet Minh ambush force:
4 Viet Minh platoons (Regulars)
1 Mortar platoon (Regulars)
1 Recoilless rifle platoon (Regulars)

The Map:

A French outpost, manned by Senegalese troops and a small mobile detachment, has come under attack. A paratroop relief force must
reach it before it’s overwhelmed by Viet Minh. However, there’s another force of Viet Minh positioned to intercept the advancing paras.
The board should be about 2 by 4 feet. Paras begin on the board along one of the shorter edges, and the fort is placed a foot from the
other short edge. The board should have plenty of cover and perhaps a road running from the fort to the para’s edge.
The fort’s garrison is placed in the fort. The mobile detachment is a reconnaissance force and can be held off the board but must be
placed within 18 inches of the fort.

The Viet Minh besieging force starts with 6 platoons around the fort at least 8 inches away from the fort and 3 platoons off the table.

The Viet Minh ambushing force starts on one of the board’s longer edges. It must be at least 12 inches from the para’s edge and out of
the paras’ control range. Two of its platoons may be kept off the table.

The French player places units first, then the Viet Minh player. The French player rolls first to start the game. In the illustration below,
all off-board troops are shown on the map. Jungle patches should be spread around for cover and concealment of hidden troops.

The goal for the French is to save the fort and avoid more than 50% casualties. The Viet Minh want to inflict heavy casualties and wipe
out the garrison.