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Vietnam Missions

Tour of Duty, Battlefront’s new book on the Vietnam War, includes eight missions tailored specifically for Vietnam, but
these aren’t the only missions available. The standard missions from the Flames Of War rulebook are equally applicable to
Vietnam, along with special missions and scenarios you develop for your own games.
This document contains the missions from the Flames Of War rulebook, modified to make them easier to use in Vietnam.
They have had the Guerilla Reserves special rule added, the victory conditions adjusted, and other small changes that
help Vietnam War gamers. You’ll notice that these missions don’t use the Fire Support Base special rules by default. This
gives you the choice as to whether you want to have your artillery on the table in classic Flames Of War style, or whether
you want to keep your artillery safe off table. Discuss which option you prefer with your opponent and adjust the mission
to suit your preferences.
Happy gaming, and enjoy your tour of duty! - Phil

THE VIETNAM WAR MINIATURES GAME



Free-for-All (Fair Fight)
In highly-mobile engagements it is not
uncommon for forces to suddenly find
themselves in contact with the enemy. The 8”/20cm
freewheeling battles that result are little more
than all-in brawls.
Free-for-All uses the Meeting Engagement, and No Man’s Land
Guerrilla Reserves special rules.
12”/30cm 16”/40cm
Your Orders
Free World Player
The enemy is moving large forces to reinforce
their attacks on major bases and cities. Bring

Defender places two Objectives here

Attacker places two Objectives here


your firepower to bear to destroy them.

Defender deploys here


Attacker deploys here
Nationalist Player
The offensive has begun. You must move into Nationalist player
position to launch your attack. Destroy any dices to determine
the table quarter in
Imperialist troops that try to delay you. which their Guerilla
Reserves arrive
Preparing for Battle
1. Both players roll a die. The player with the
higher score chooses one of the long table edges
to attack from. The other player defends from
the opposite table edge.
2. Starting with the attacking player, both 16”/40cm 12”/30cm
players place two Objectives on the opponent’s
side of the table. The Objectives must be at least
16”/40cm from the centre line of the table and No Man’s Land
may not be placed within 8”/20cm of the side
table edges. Both of a player’s Objectives must
be within 48”/120cm of each other.
8”/20cm
3. Each player’s Deployment Area is their
own half of the table, excluding the area within
12”/30cm of the centre line.
4. A Nationalist player with an Infantry Company may elect 2. Both players now roll a die. The player who finished
to hold all but one of the platoons (Nationalist companies) Deploying their platoons first adds +1 to their roll. The
that would normally be Deployed on the table in Guerrilla player with the higher result has the first turn. In the event
Reserve instead, ignoring the usual Deployment Areas. If of a tie roll again.
they do this, the Battalion HQ also starts the game off table
in Guerrilla Reserve with the rest of their force. Platoons Ending the Battle
that cannot be held in Guerilla Reserves are Deployed as The battle ends when:
normal. • a player starts their turn having Taken either of the
5. Both players, starting with the attacking player, alternate Objectives that they placed, or
Deploying their platoons. If the Nationalist player elected to • a player starts their turn with six more Victory Points than
use Guerrilla Reserves, they will only Deploy the platoons their opponent.
that are not in Guerilla Reserves. If the Nationalist player elected to use Guerilla Reserves,
6. Deploy Resistance teams anywhere on the table. neither player can win before their sixth turn.

7. Both players, starting with the attacking player, now Deciding Who Won
Deploy any Warrior teams that are not part of a platoon and
all Independent teams. The player that took their Objective has secured the ground,
forcing the enemy onto the defensive and winning the day.
Otherwise, the player with the greater Victory Point total
Beginning the Battle wins the game.
1. Starting with the attacker, both players make
Reconnaissance Deployment moves for any Recce teams
they have on table.


Vietnam Missions
Encounter (Fair Fight)
Two advancing forces clash, each determined to
get through to their objectives. Soon a whirling
battle develops as reserves arrive on the flanks. 8”/20cm

Encounter uses the Delayed Reserves, Meeting


Engagement, Guerrilla Reserves, and Scattered
Reserves special rules. No Man’s Land

Your Orders 12”/30cm 16”/40cm

Scattered Reserves

Scattered Reserves
Free World Player

Defender has
Attacker has
A patrol has located an enemy force. Gather
your troops and pile on.
Nationalist Player
The Imperialists have entered the killing zone

Defender deploys here


Attacker deploys here
before the planned ambush is ready. Attack now
before they realise their danger. Nationalist player
dices to determine
the table quarter in
Preparing for Battle which their Guerilla
1. Both players roll a die. The player with the Reserves arrive
higher score chooses one of the long table edges
to attack from. The other player defends from
Each player places

Each player places


one Objective here

one Objective here


the opposite table edge.
2. Starting with the attacker, both players place
an Objective in their own half of the table.
3. Both players, having placed an Objective in 16”/40cm 12”/30cm
their own half of the table, now place a second
Objective, this time in their opponent’s half of
the table, again starting with the attacking player. No Man’s Land
All Objectives must be at least 16”/40cm from
the centre line of the table and may not be
placed within 8”/20cm of the side table edges.
8”/20cm
4. Starting with the attacker, both players now
nominate at least half of their platoons to be
held off the table in Delayed and Scattered
Reserves. 2. Both players now roll a die. The player who finished
Deploying their platoons first adds +1 to their roll. The
5. A Nationalist player with an Infantry Company may elect player with the higher result has the first turn. In the event
to hold all but one of their platoons (Nationalist companies) of a tie roll again.
in Guerrilla Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also starts the game
Ending the Battle
off table in Guerrilla Reserve with the rest of their force.
Platoons that cannot be held in Guerilla Reserves are held in The battle ends when:
Delayed and Scattered Reserves. • a player starts their turn having Taken either of the
Objectives that were placed in the enemy Deployment
6. Each player’s Deployment Area is their own half of the
Area, or
table, excluding the area within 12”/30cm of the centre line.
• a player starts their turn with six more Victory Points than
Both players, starting with the attacking player, now alter-
their opponent.
nate Deploying their remaining platoons.
If the Nationalist player elected to use Guerilla Reserves,
7. Deploy Resistance teams anywhere on the table. neither player can win before their sixth turn.
8. Both players, starting with the attacking player, now
Deploy any Warrior teams that are not part of a platoon and Deciding Who Won
all Independent teams. The player that took an Objective in the opponent’s
Deployment Area wins the battle, forcing the enemy onto
Beginning the Battle the defensive and winning the day. Otherwise, the player
1. Starting with the attacker, both players make with the greater Victory Point total wins the game.
Reconnaissance Deployment moves for any Recce teams
they have on table.


Dust UP (Fair Fight)
The Free World is out in force, looking for
trouble. The Nationalists are preparing to attack.
8”/20cm Defender’s
Dust Up uses the Delayed Reserves, Meeting reserves arrive
Engagement, and Guerrilla Reserves rules. within 16”/40cm

Attacker deploys here


of corner

Your Orders

Each player places


one Objective here
Free World Player
Now that you have found the enemy, destroy
them before they can get away. No Man’s Land
Nationalist Player
The offensive has begun. Destroy the Imperialists 8”/20cm
and get into position for the main attack.

Preparing for Battle


8”/20cm
1. Mark the centre of the table so that the table Nationalist player
quarters are obvious to both players. dices to determine Centre Line
the table quarter in
2. Both players roll a die. The player with the Centre Line which their Guerilla
higher score chooses a table quarter to attack Reserves arrive 8”/20cm
from, leaving the other table quarter in their
own end empty. The other player deploys in
the opposite table quarter, likewise leaving the
other table quarter in their own end empty. 8”/20cm
Each player’s Deployment Area is their assigned

Each player places


one Objective here
quarter, excluding the area within 8”/20cm of

Defender deploys here


No Man’s Land
the centre line.
3. Starting with the attacker each player places
an objective in their own Deployment Area at
least 8”/20cm from all table edges. Next starting
with the attacker each player places an objective Attacker’s
in the enemy Deployment Area at least 8”/20cm reserves arrive
from all table edges. within 16”/40cm
of corner 8”/20cm
4. Starting with the attacker, both players
nominate at least half of their platoons to be held
off the table in Delayed Reserves.
2. Both players now roll a die. The player who finished
5. A Nationalist player with an Infantry Company may elect Deploying their platoons first adds +1 to their roll. The
to hold all but one of their platoons (Nationalist companies) player with the higher result has the first turn. In the event
in Guerrilla Reserve instead, ignoring the usual Deployment of a tie roll again.
Areas. If they do this, the Battalion HQ also starts the game
off table in Guerrilla Reserve with the rest of their force.
Platoons that cannot be held in Guerilla Reserves are held in
Ending the Battle
Delayed Reserves. The battle ends when:
6. Each player’s Reserves arrive up to 16”/40cm from the • a player starts their turn having Taken either of the
corner in the empty table quarter at the enemy’s end of Objectives that were placed in the enemy Deployment
the table. Area, or
• a player starts their turn with six more Victory Points than
7. Both players, starting with the attacking player, alternate their opponent.
Deploying their remaining platoons.
If the Nationalist player elected to use Guerilla Reserves,
8. Deploy Resistance teams anywhere on the table. neither player can win before their sixth turn.
9. Again starting with the attacker, both players now
Deploy any Warrior teams that are not part of a platoon and Deciding Who Won
all Independent teams. The player that took an Objective in the opponent’s
Deployment Area wins the battle, having secured key terrain,
Beginning the Battle opening the way for the decisive blow. Otherwise, the player
1. Starting with the attacker, both players make with the greater Victory Point total wins the game.
Reconnaissance Deployment moves for any Recce teams
they have on table.


Vietnam Missions
No Retreat (Defensive Battle)
There comes a time in every conflict when a
force must dig in and prepare to repel a massive
assault from the enemy.
No Retreat uses the Ambush, Guerrilla Reserves, Attacking player
Prepared Positions, and Reserves special rules. deploys here

Your Orders
Attacking Player
The enemy are trapped. Destroy them now
before the opportunity passes.
Defending Player No Man’s Land
You have encountered an unexpectedly large
enemy force. Hold on for reinforcements. 16”/40cm

Preparing for Battle Nationalist player dices to


1. The defending player chooses which short determine the table quarter
table end they will defend. This half of the table in which their Guerilla
Reserves arrive
is their Deployment Area. The attacking player
will deploy in the other table half. 8”/20cm Defending player
deploys here
2. Starting with the defender, both players
now place one Objective each in the defender’s
end of the table. The Objectives must be at
least 8”/20cm from the centre line of the table, Both players place
and may not be placed within 8”/20cm of any an objective here
table edge.
3. Next the defending player nominates at least 8”/20cm 8”/20cm
half of their platoons to be held off the table in
Reserves. All Reserves will arrive along the short
table edge in the attacking player’s table half.
4. A Nationalist player with an Infantry
Company may elect to hold all but one of their
8”/20cm Defending player’s
platoons (Nationalist companies) in Guerrilla
Reserve instead, ignoring the usual Deployment reserves arrive here
Areas. If they do this, the Battalion HQ also
starts the game off table in Guerrilla Reserve with the rest of 4. If a Nationalist player is attacking, their Minefields and
their force. Platoons that cannot be held in Guerilla Reserves Booby Traps may not be placed in the defender’s Deployment
are held in Reserves (if the Nationalist player is defending) or Area during the game.
deployed as normal.
5. The defender may then nominate one of the remaining Ending the Battle
platoons to be held in Ambush. The battle ends when:
6. Finally, the defender Deploys their remaining platoons. • the attacking player has Taken any of the Objectives at the
start of their turn,
7. The attacking player’s Deployment Area is their half of
• the defending player starts any of their turns, starting from
the table, excluding the area within 16”/40cm of the centre
turn six, with no attacking teams in the defender’s half of the
line. The attacker now Deploys all of their platoons.
table, or
8. Deploy Resistance teams anywhere on table. • a player starts their turn with six more Victory Points than
9. Both players now Deploy any Warrior teams that are not their opponent.
part of a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves,
the defending player. neither player can win before their sixth turn.

Beginning the Battle Deciding who Won


1. Starting with the defender, both players make If the game ends because the attacking player started one
Reconnaissance Deployment moves for any Recce teams of their turns holding an Objective or the defending player
they have on table. kept them away from the Objectives, that player wins the
2. The attacking player has the first turn. game. Otherwise, the player with the greater Victory Point
3. As both sides are in Prepared Positions, all platoons may total wins the game.
begin the game Dug In.


Hold the Line (Defensive Battle)
When outnumbered, you have to rely even more
on intangibles like surprise to even the odds.
Hold the Line uses the Ambush, Delayed
Reserves, Guerrilla Reserves, and Prepared Attacking player
Positions special rules. deploys here

Your Orders
Attacking Player
Your opponent is weak and isolated. Smash
them quickly and seize your objectives.
Defending Player No Man’s Land
Ambush the enemy, then push them back when
help arrives. 16”/40cm

Preparing for Battle Nationalist player dices to


1. The defending player chooses which short determine the table quarter
table end they will defend. This half of the table in which their Guerilla
Reserves arrive
is their Deployment Area. The attacking player
will deploy in the other table half. 8”/20cm Defending player
deploys here
2. Starting with the defender, both players
now place one Objective each in the defender’s
end of the table. The Objectives must be at
least 8”/20cm from the centre line of the table, Both players place
and may not be placed within 8”/20cm of any an objective here
table edge.
3. Next the defending player nominates at 8”/20cm 8”/20cm
least half of their platoons to be held off the
table in Delayed Reserves. These Reserves will
arrive along the short table edge in the attacking
player’s table half.
4. A Nationalist player with an Infantry
8”/20cm Defending player’s
Company may elect to hold all but one of their
platoons (Nationalist companies) in Guerrilla reserves arrive here
Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also starts the game 3. As both sides are in Prepared Positions, all platoons may
off table in Guerrilla Reserve with the rest of their force. begin the game Dug In.
Platoons that cannot be held in Guerilla Reserves are held in 4. If a Nationalist player is attacking, their Minefields and
Delayed Reserves (if the Nationalist player is defending) or Booby Traps may not be placed in the defender’s Deployment
deployed as normal. Area during the game.
5. The defender may then nominates up to two of the re-
maining platoons to be held in Ambush. Ending the Battle
6. Finally, the defender Deploys their remaining platoons. The battle ends when:
7. The attacking player’s Deployment Area is their half of • the attacking player has Taken any of the Objectives at the
the table, excluding the area within 16”/40cm of the centre start of their turn,
line. The attacker now Deploys all of their platoons. • the defender starts any of their turns, from turn six, with
no attacking teams in the defender’s half of the table, or
8. Deploy Resistance teams anywhere on table.
• a player starts their turn with six more Victory Points than
9. Both players now Deploy any Warrior teams that are not their opponent.
part of a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves,
the defending player. neither player can win before their sixth turn.

Beginning the Battle Deciding who Won


1. Starting with the defender, both players make
If the game ends because the attacking player started one
Reconnaissance Deployment moves for any Recce teams
of their turns holding an Objective or the defending player
they have on table.
kept them away from the Objectives, that player wins the
2. The attacking player has the first turn. game. Otherwise, the player with the greater Victory Point
total wins the game.


Vietnam Missions
Pincer (Defensive Battle)
When the enemy attacks, hit their flanks to trap
them and destroy them entirely.
Pincer uses the Ambush, Delayed Reserves,
Guerrilla Reserves, and Prepared Positions Attacking player
special rules. deploys here

Your Orders
Attacking Player
Break into the enemy position and take your
objectives, fighting off any counterattacks.
Defending Player No Man’s Land
Use a well-placed counterattack to trap and
destroy the enemy forces. 16”/40cm

Preparing for Battle Nationalist player dices to


1. The defending player chooses which short determine the table quarter
table end they will defend. This half of the table in which their Guerilla
is their Deployment Area. The attacking player Reserves arrive
will deploy in the other table half. 8”/20cm Defending player
2. Starting with the defender, both players deploys here
now place one Objective each in the defender’s
arrive from the sides

arrive from the sides


Defender’s reserves

Defender’s reserves
end of the table. The Objectives must be at
least 8”/20cm from the centre line of the table,
Both players place
and may not be placed within 8”/20cm of any an objective here
table edge.
3. Next the defending player nominates at least
half of their platoons to be held off the table in
Delayed Reserves. These troops will arrive along
either of the long table edges in the defending 8”/20cm 8”/20cm
player’s table half. The defending player may
choose the edge that each platoon arrives from
when it arrives from Reserves. 8”/20cm
4. A Nationalist player with an Infantry
Company may elect to hold all but one of
their platoons (Nationalist companies) in Guerrilla Reserve
3. As both sides are in Prepared Positions, all platoons may
instead, ignoring the usual Deployment Areas. If they do this,
begin the game Dug In.
the Battalion HQ also starts the game off table in Guerrilla
Reserve with the rest of their force. Platoons that cannot be 4. If a Nationalist player is attacking, their Minefields and
held in Guerilla Reserves are held in Delayed Reserves (if the Booby Traps may not be placed in the defender’s Deployment
Nationalist player is defending) or deployed as normal. Area during the game.
5. The defender may then nominate one of the remaining
Ending the Battle
platoons to be held in Ambush.
The battle ends when:
6. The defender Deploys their remaining platoons. • the attacking player has Taken any of the Objectives at the
7. The attacking player’s Deployment Area is their half of start of their turn,
the table, excluding the area within 16”/40cm of the centre • the defender starts any of their turns, from turn six, with
line. The attacker now Deploys all of their platoons. no attacking teams in the defender’s half of the table, or
8. Deploy Resistance teams anywhere on table. • a player starts their turn with six more Victory Points than
their opponent.
9. Both players now Deploy any Warrior teams that are not
part of a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves,
the defending player. neither player can win before their sixth turn.

Beginning the Battle Deciding who Won


1. Starting with the defender, both players make If the game ends because the attacking player started one
Reconnaissance Deployment moves for any Recce teams of their turns holding an Objective or the defending player
they have on table. kept them away from the Objectives, that player wins the
game. Otherwise, the player with the greater Victory Point
2. The attacking player has the first turn.
total wins the game.


Surrounded (Defensive Battle)
The enemy is surrounded. Wipe them out with
a concentric attack. Attacking player
8”/20cm deploys here
Surrounded uses the Immediate Ambush,
Guerrilla Reserves, and Prepared Positions
special rules.
24”/60cm
Your Orders
Attacking Player No Man’s Land
Your opponent is weak and isolated. Smash
them quickly and seize your objectives.
Defending Player
You must hold your ground and fight off the Defending player deploys here 4”/10cm
overwhelming attack.
Nationalist player dices
Preparing for Battle to determine the table
1. The attacker’s Deployment Area extends quarter in which their
8”/20cm Guerilla Reserves arrive 8”/20cm
8”/20cm onto the table from both short ends.
The defender’s Deployment area is the centre of
the table more than 24”/60cm from both short The attacker places
table ends. two Objectives here

2. The attacker now places two Objectives in the 4”/10cm Defending player deploys here
defender’s Deployment Area at least 4”/10cm
from the edges of the Deployment Area and at
least 8”/20cm from the table edges.
3. A Nationalist player with an Infantry No Man’s Land
Company may elect to hold all but one of their
platoons (Nationalist companies) in Guerrilla
24”/60cm
Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also
starts the game off table in Guerrilla Reserve
with the rest of their force. Platoons that cannot 8”/20cm Attacking player
be held in Guerilla Reserves are Deployed deploys here
as normal.
4. The defender now nominates one platoon
to be held in Immediate Ambush, then Deploys the 5. If a Nationalist player is attacking, their Minefields and
remaining platoons. Booby Traps may not be placed in the defender’s Deployment
Area during the game.
5. The attacking player now Deploys their entire force.
They may Deploy their platoons in either part of their Ending the Battle
Deployment Area, but must Deploy at least one platoon in
The battle ends when:
each half of their Deployment Area.
• the attacking player has Taken any of the Objectives at the
6. Deploy Resistance teams anywhere on table. start of their turn,
7. Both players now Deploy any Warrior teams that are not • the defending player starts any of their turns, starting from
part of a platoon and all Independent teams, starting with turn six, with no attacking teams within 16”/40cm of either
the defending player. Objective, or
• a player starts their turn with six more Victory Points than
Beginning the Battle their opponent.
1. The defender places the platoon they held in Immediate If the Nationalist player elected to use Guerilla Reserves,
Ambush. neither player can win before their sixth turn.
2. Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce teams Deciding who Won
they have on table. If the game ends because the attacking player started one
of their turns holding an Objective or the defending player
3. The attacking player has the first turn.
kept them away from the Objectives, that player wins the
4. As both sides are in Prepared Positions, all platoons may game. Otherwise, the player with the greater Victory Point
begin the game Dug In. total wins the game.


Vietnam Missions
Fighting Withdrawal (Defensive Battle)
A fighting withdrawal allows defeated com-
manders to preserve the bulk of their forces while
falling back to a more defensible location. 8”/20cm
Fighting Withdrawal uses the Ambush,
Guerrilla Reserves, Prepared Positions, and
Strategic Withdrawal special rules. No Man’s Land

Your Orders
Attacking Player
Smash the enemy rearguard to exploit your
victory, turning their retreat into a rout.

Attacker places two Objectives here


Defender places one Objective here
Defending Player
You must cover your withdrawal as the army

Defender deploys here


falls back to the next defensible position.

Attacker deploys here


Nationalist player
Preparing for Battle dices to determine
1. The defender chooses a long table end to the table quarter in
which their Guerilla
defend. This half of the table is their Deployment Reserves arrive
Area. The attacking player will deploy in the
other table half.
2. The defender places an Objective on their
side of the table at least 8”/20cm away from all
table edges and at least 8”/20cm back from the
centre line.
16”/40cm 8”/20cm 8”/20cm
3. The attacker now places two Objectives in
the same area so that no two Objectives are
more than 48”/120cm apart and all are more
No Man’s Land
than 8”/20cm from any other Objective.
4. A Nationalist player with an Infantry
Company may elect to hold all but one of their
platoons (Nationalist companies) in Guerrilla 8”/20cm
Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also
starts the game off table in Guerrilla Reserve
with the rest of their force. Platoons that cannot be held in 4. If a Nationalist player is attacking, their Minefields and
Guerilla Reserves are Deployed as normal. Booby Traps may not be placed in the defender’s Deployment
Area during the game.
5. The defender Deploys their entire remaining force. They
may hold one platoon in Ambush. Ending the Battle
6. The attacker’s Deployment Area is their half of the table, The battle ends when:
excluding the area within 16”/40cm of the centre line. The • the attacking player has Taken any of the Objectives at the
attacker now Deploys the remainder of their force. start of their turn,
7. Deploy Resistance teams anywhere on table. • at the start of the defender’s eighth turn (remember to
8. Both players now Deploy any Warrior teams that are not check Company Morale if necessary before determining who
part of a platoon and all Independent teams, starting with won), or
the defending player. • a player starts their turn with six more Victory Points than
their opponent.
Beginning the Battle If the Nationalist player elected to use Guerilla Reserves,
neither player can win before their sixth turn.
1. Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce teams
they have on table. Deciding who Won
If the game ends because the attacking player started one
2. The attacking player has the first turn.
of their turns holding an Objective or the defending player
3. As both sides are in Prepared Positions, all platoons may kept them away from the Objectives, that player wins the
begin the game Dug In. game. Otherwise, the player with the greater Victory Point
total wins the game.


Hasty Attack (Mobile Battle)
Sometimes there is not time to organise a proper
assault on a defended position.
8”/20cm 8”/20cm
Hasty Attack uses the Delayed Reserves,
Immediate Ambush, Guerrilla Reserves,
Prepared Positions, Reserves, and Scattered
Reserves special rules. No Man’s Land

Your Orders
Attacking Player 12”/30cm 8”/20cm
You must seize one of your objectives before the
enemy rallies and pushes you back.
Defending Player

Attacker places two Objectives here


Defender places one Objective here
Defender places one Objective here
Hold the initial assault, then force the enemy

Defender has scattered reserves


back when your reserves arrive. Attacker’s reserves arrive here

Defender deploys here


Attacker deploys here
Preparing for Battle Nationalist player
1. The defending player chooses the long table dices to determine
edge that they will defend. Their Deployment the table quarter in
which their Guerilla
Area is their half of the table, excluding the area Reserves arrive
within 8”/20cm of the centre line. The attacking
player’s Deployment Area is the other half of
the table, excluding the area within 12”/30cm
of the centre line.
2. The defending player places one Objective
in the attacker’s Deployment Area at least
16”/40 cm from the centre line and not within 16”/40cm 12”/30cm 8”/20cm
8”/20cm of either side table edge.
3. The defender then places one Objective and
then the attacker places two Objectives in the No Man’s Land
defender’s Deployment Area at least 12”/30cm
from the centre line and not within 8”/20cm of
any table edge.
8”/20cm 8”/20cm
4. The attacker nominates at least half of their
platoons to be held off the table in Reserves,
arriving from the long table edge in their
Deployment Area. 3. The attacking player has the first turn.
5. The defender then nominates at least half of their platoons 4. As both sides are in Prepared Positions, all platoons may
to be held off the table in Delayed and Scattered Reserves. begin the game Dug In.
6. A Nationalist player with an Infantry Company may elect 5. If a Nationalist player is attacking, their Minefields and
to hold all but one of their platoons (Nationalist companies) Booby Traps may not be placed in the defender’s Deployment
in Guerrilla Reserve instead, ignoring the usual Deployment Area during the game.
Areas. If they do this, the Battalion HQ also starts the game
off table in Guerrilla Reserve with the rest of their force. Ending the Battle
Platoons that cannot be held in Guerilla Reserves held in The battle ends when:
Reserves as normal for that player. • a player starts their turn having Taken any of the Objectives
7. The Defender may nominate a platoon to be in Immed­ that were placed in the enemy Deployment Area,
iate Ambush, then Deploys their remaining platoons. • the defender starts any of their turns from turn six with no
attacking teams in the defender’s table half, or
8. The attacker now removes one of the Objectives that they
• a player starts their turn with six more Victory Points than
placed on the table and Deploys their remaining platoons.
their opponent.
9. Deploy Resistance teams anywhere on table. If the Nationalist player elected to use Guerilla Reserves,
10. Deploy any Warrior teams that are not part of a platoon neither player can win before their sixth turn.
and all Independent teams, starting with the defender.
Deciding who Won
Beginning the Battle If the game ends because a player started one of their turns
1. The defender places the platoon in Immediate Ambush. holding an Objective in the ­ opponent’s Deployment Area
2. Starting with the defender, both players make Recon­ or the defending player kept the attacker away from the
naissance Deployment moves for any Recce teams. Objectives, they win. Otherwise, the player with the greater
Victory Point total wins the game.

10
Vietnam Missions
Cauldron (Mobile Battle)
In the dark, forces were often totally ignorant of
enemy moving quite near to them. Attacker’s reserves arrive from the sides
Cauldron uses the Delayed Reserves, Guerrilla
Reserves, Immediate Ambush, Prepared
Positions, Random Deployment, and Reserves
20”/50cm
special rules.
No Man’s Land
Your Orders
Attacking Player
The enemy wandered into your positions during
the night. Attack immediately to destroy them.
Defending Player

On a roll of 5 or 6 they choose which


At dawn, you find yourself in the middle of an

Attacker uses random deployment


4”/10cm 8”/20cm

Defender’s reserves arrive here


enemy position facing a counterattack.

Defender deploys here


Attacker places two
quarter to deploy in

Objectives here
Preparing for Battle Nationalist player
1. The defending player chooses the long table dices to determine
the table quarter in
side where they will defend. Their Deployment
which their Guerilla
Area is this half of the table excluding the area Reserves arrive
within 20”/50cm of the side table edges.
2. The attacking player places two Objectives
in the defender’s Deployment Area at least
4”/10cm from the centre line of the table, at
least 8”/20cm from long table edge and at least
24”/60cm from the short table edges.
3. The defender nominates at least half of their
platoons to be held in Delayed Reserve. These
No Man’s Land
will arrive on the opposite table edge.
24”/60cm
4. The attacker must nominate at least half of
their platoons to be held in Reserve. These will
arrive from either short table edge. The attack-
ing player may choose which edge each platoon
will arrive from when it arrives from Reserves. Attacker’s reserves arrive from the sides

5. A Nationalist player with an Infantry


Company may elect to hold all but one of
their platoons (Nationalist companies) in Guerrilla Reserve 4. As both sides are in Prepared Positions, all platoons may
instead, ignoring the usual Deployment Areas. If they do begin the game Dug In.
this, the Battalion HQ also starts the game off table in 5. If a Nationalist player is attacking, their Minefields and
Guerrilla Reserve with the rest of their force. Platoons that Booby Traps may not be placed in the defender’s Deployment
cannot be held in Guerilla Reserves are held in Reserves as Area during the game.
normal for the player.
6. The defender nominates one platoon to be in Immediate Ending the Battle
Ambush, then Deploys their remaining platoons. The battle ends when:
7. The attacker Deploys their remaining platoons using the • the attacking player has Taken any of the Objectives at the
Random Deployment special rules. start of their turn,
• the defending player starts their turn with no attacking
8. Deploy Resistance teams anywhere on table.
teams within 16”/40cm of either Objective, or
9. Both players now Deploy any Warrior teams that are not • a player starts their turn with six more Victory Points than
part of a platoon and all Independent teams, starting with their opponent.
the defending player. If the Nationalist player elected to use Guerilla Reserves,
neither player can win before their sixth turn.
Beginning the Battle
1. The defender places the platoon in Immediate Ambush. Deciding who Won
2. Starting with the defender, both players make If the game ends because the attacking player started one
Reconnaissance Deployment moves for any Recce teams of their turns holding an Objective or the defending player
they have on table. kept them away from the Objectives, that player wins the
3. The defending player has the first turn. game. Otherwise, the player with the greater Victory Point
total wins the game.

11
Breakthrough (Mobile Battle)
Breaking out of a cut off position is always
tricky, though much easier if friendly forces are

reserves arrive in
first 16”/40cm of
long table edge
breaking in to rescue the trapped troops.

Defender’s
Breakthrough uses the Delayed Reserves, 8”/20cm

Attacker deploys here


Guerrilla Reserves, Mobile Reserves, and
Prepared Positions special rules.

Defender deploys here


No Man’s
Land
Your Orders
Attacking Player
Punch through the enemy cordon to meet up
with the relieving force.
Defending Player
The enemy is trapped. Hold off the relieving
force to keep them that way.
8”/20cm
Preparing for Battle Nationalist player
1. Mark the centre of the table so that the table dices to determine
quarters are obvious to both players. the table quarter in
which their Guerilla
2. The defending player chooses two diagon­ Reserves arrive 8”/20cm
ally-opposite table quarters as their Deploy-
ment Areas.
3. The attacker then chooses one of the remain- 8”/20cm 8”/20cm
Defender deploys here

ing table quarters. Their Deployment Area is all

Attacker places two


of this table quarter that is more than 8”/20cm

Attacker’s reserves arrive in first


Objectives here
from both table centre lines.

124/60cm of long table edge


4. The attacker places two Objectives in
No Man’s Land
the final table quarter. They must be at least
8”/20cm from the table centre lines and edges.
reserves arrive in
first 16”/40cm of
long table edge

5. A Nationalist player with an Infantry


Defender’s

Company may hold all but one of their platoons


(Nationalist companies) in Guerrilla Reserve
instead, ignoring the usual Deployment Areas. 8”/20cm
If they do this, the Battalion HQ also starts the
game off table in Guerrilla Reserve with the rest
of their force. Platoons that cannot be held in
Guerilla Reserves held in Reserves as normal for that player. 3. As both sides are in Prepared Positions, all platoons may
begin the game Dug In.
6. The defender deploys any or all of their remaining
platoons allowed by the Mobile Reserves special rule. 4. If a Nationalist player is attacking, their Minefields and
Booby Traps may not be placed in the defender’s Deployment
7. All remaining platoons are held off the table in Reserves.
Area during the game.
The Reserves will arrive along the long table edges in their
Deployment Areas within 16”/40cm of the table corner.
Ending the Battle
8. If not using the Guerilla Reserves special rule, the attacker The battle ends when:
must hold at least one platoon, and may hold up to half of
• the attacking player has Taken any of the Objectives at the
their platoons, off table to make a flank attack as Delayed
start of their turn,
Reserves. The troops held in Delayed Reserves will arrive
• the defending player starts their turn with no attacking
along the long table edge within 24”/60cm of the corner in
teams within 16”/40cm of either Objective, or
the quarter containing the Objectives.
• a player starts their turn with six more Victory Points than
9. The attacker now Deploys the rest of their force. their opponent.
10. Deploy Resistance teams anywhere on table. If the Nationalist player elected to use Guerilla Reserves,
11. Deploy any Warrior teams that are not part of a platoon neither player can win before their sixth turn.
and all Independent teams, starting with the defender.
Deciding who Won
Beginning the Battle If the game ends because the attacker started one of their
1. Starting with the defender, both players make Recon­ turns holding an Objective in the ­ opponent’s Deployment
naissance Deployment moves for any Recce teams. Area or the defending player kept the attacker away from the
2. The attacking player has the first turn. Objectives, they win. Otherwise, the player with the greater
Victory Point total wins the game.

12
Vietnam Missions
Counterattack (Mobile Battle)
The enemy is making a counterattack to relieve
their cut off comrades. Complete the encircle-
ment and ensure their destruction. 8”/20cm
Counterattack uses the Ambush, Guerrilla 8”/20cm

Attacker deploys here


Reserves, Mobile Reserves, Prepared Positions, 8”/20cm 8”/20cm
and Reserves special rules.
No Man’s

Defender places one


Defender deploys here
Land
Your Orders

Objective here
Attacking Player
The enemy are trying to link up with their sur-
rounded comrades. Close the gap to stop them.
Defending Player
You are expecting a relieving force at any
moment. Break out and link up with them.
8”/20cm 8”/20cm
Preparing for Battle Nationalist player
1. Mark the centre point of the table so that dices to determine
the table quarters are obvious to both players. the table quarter in
which their Guerilla
2. The defender chooses a table quarter as their Reserves arrive 8”/20cm
Deployment Area. Their reserves will arrive
from the diagonally opposite quarter.
3. The attacker chooses one of the table 8”/20cm 8”/20cm
quarters on the other diagonal to deploy in.

Attacker places one


Their Deployment Area is all of this table

Objective here
quarter that is more than 8”/20cm from both
table centre lines.
No Man’s Land
4. The defender places one Objective in their
Deployment Area at least 8”/20cm from both
centre lines and at least 8”/20cm from any
table edge. Defender’s
reserves arrive
5. The attacker then places one Objective in within 16”/40cm
the table quarter opposite their Deployment of corner 8”/20cm
Area at least 8”/20cm from both table centre
lines and 8”/20cm from any table edge.
6. A Nationalist player with an Infantry
Company may elect to hold all but one of their platoons 2. The defending player has the first turn.
(Nationalist companies) in Guerrilla Reserve instead, ignoring 3. As both sides are in Prepared Positions, all platoons may
the usual Deployment Areas. If they do this, the Battalion begin the game Dug In.
HQ also starts the game off table in Guerrilla Reserve with 4. If a Nationalist player is attacking, their Minefields and
the rest of their force. Platoons that cannot be held in Guerilla Booby Traps may not be placed in the defender’s Deployment
Reserves are held in Reserves if the defender, or deployed as Area during the game.
normal if the attacker.
7. The defender deploys any or all of their remaining Ending the Battle
platoons allowed by the Mobile Reserves special rule. One of The battle ends when:
the platoons to be Deployed may be held in Ambush. • the attacking player has Taken any of the Objectives at the
8. All remaining platoons are held off the table in Reserves. start of their turn,
The troops held in Reserves will arrive within 16”/40cm of • the defending player starts their turn with no attacking
the table corner opposite their Deployment Area. teams within 16”/40cm of either Objective, or
• a player starts their turn with six more Victory Points than
9. The attacker then Deploys any of their force not in
their opponent.
Guerilla Reserves.
If the Nationalist player elected to use Guerilla Reserves,
10. Deploy Resistance teams anywhere on table. neither player can win before their sixth turn.
11. Both players now Deploy any Warrior teams that are not
part of a platoon and all Independent teams, starting with Deciding who Won
the defending player. If the game ends because the attacking player started one
of their turns holding an Objective or the defending player
Beginning the Battle kept them away from the Objectives, that player wins the
1. Starting with the defender, both players make game. Otherwise, the player with the greater Victory Point
Reconnaissance Deployment moves for any Recce teams. total wins the game.

13

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