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‘NAMTM – Gameflow System© V1-8 - Created by Gordon Elliott – June 2021 CHECK UNIT LAST STAND (P.

21 CHECK UNIT LAST STAND (P.60) In Good Spirits if:


• No Teams Bailed Out or Destroyed or 3 or more Infantry Teams
CHECK FORMATION
LAST STAND (P.61) If
Formation doesn’t have at
CHECK VICTORY CONDITIONS (P.185)
Most games end when player starts their Turn.
• 2 or more Tanks (not Bailed Out) or 2 or more Gun Teams remain. Holding an Objective or with six more
STARTING STEP (P.25) REMOUNT BAILED OUT TANKS (P.43) May not Move, Shoot, Bombard, or assault. least two Units on table or in
If not In Good Spirits, score Morale rating or Unit is Destroyed. Victory Points than the opponent.
1 Remount Bailed Out Tanks 1 If Bailed Out again, pass Remount or Destroyed. Score Remount rating to Remount. Reserve, it is Destroyed.
VOLUNTARY WITHDRAWAL (P.66) Before Nationalist player takes last
2 Rally Pinned Down Units 2
stand test player may voluntarily destroy units with guerilla fighter special rule. ROLL FOR STRIKE
3 Check Unit Last Stand 3 ROLL FOR OVERALL Measure
RALLY PINNED DOWN UNITS (P.46) Shoot with Moving ROF, cannot
4 Check Formation Last Stand 4 RESERVES (P.188) AIRCRAFT (P.25) On a – Any time and any
move closer to visible enemy or Bombard. Score Rally rating to Rally. BORN IN THE NORTH GUERILLA FIGHTERS (P.66) Roll
5 Voluntary Withdrawal 5 Roll one die first score of 4+, a Unit of distance. Line of sight
STARTING 6 Check Victory Conditions 6 (P.66) If Unit is Destroyed, when Guerilla Fighters arrive from turn of Reserves, two Strike Aircraft arrives until (LOS) – see Distance
7 Reveal Ambushes / Smuggle 7 REVEAL AMBUSHES (P.187) Place Teams in Deployment Area, not within 4”/10cm of roll Morale rating to return Reserve: • 1 to 4: deploy in numbered dice second turn, the end of the turn. If held Ruler. Special rules /
8 Roll for Reserves (see box) 8 enemy, 16”/40cm if in Line of Sight unless Concealed by Terrain. SMUGGLE (P.67) as a new Unit in Reserves. quarter • 5 or 6: deploy in any quarter. No three dice third turn, in reserve only roll when abilities see P.65-69
9 Roll for Strike Aircraft (see box) 9 Nationalist Player may attempt to move objectives. Roll 1xD6 score 4+ relocate Objective to Choose to Destroy Unit space then roll again. Must be deployed at etc. Each score of 5+ unit arrives from reserve
10 Remove Friendly Smoke Markers location of RT within 8"/20cm and Destroy RT. Otherwise, Objective remains in place. before Unit Last Stand test. least 12”/30cm from all enemy teams. brings on a Unit.
AFTER MOVE:– Follow me order (P.33)–
OVERVIEW 4 types (Tactical (can also fire / BEFORE MOVE:- Move wounded markers (P.200) to triage DURING ANY MOVE:- Crossing Difficult terrain (P.28)– test for using skill – if passed move as normal over terrain. If fail stop issued by team leader – leader moves 4”/10cm
assault), Terrain Dash, Cross Country Dash, teams (Max 3 - forth wound destroys) or Medivacs (Max 6). at edge of terrain. If cross here order issued add +1 to die. first then anyone in team within command of
Road Dash – all dash moves cannot be within Is the unit going to be out of command at the end of the Mounting/Dismounting Transport (P.30-31) – move to transport and mount, if transport has not yet moved the transport can move at the leader will also be able to move a further
8” of enemy nor can they fire) – These can be move? (P.27) (Command range is 8”/20cm for units of 8+ and dash speed. Passenger cannot shoot / assault while mounted. To dismount then do so at the start of the turn and move away from the 4”/10cm if the team leader passes a skill test.
supplemented by orders (see next boxes). 6”/15cm for smaller units): If yes then they cannot be given transport which can then also move. No mount and dismount in the same turn. Cannot mount / dismount within 4”/10cm of enemy. If Pass or fail teams in command can not shoot.
Unless assaulting, all units cannot move within orders, can remain in place (no penalties), move using tactical enemy move within 4”/10cm of a helicopter then it will take off. Up to 3 teams on a tank team unless it says otherwise on its team card.
2”/5cm of infantry and guns. Tanks are the (+1 to firing to hit) or use dash to move directly as possible to If transport destroyed in assault all are killed otherwise saving throws for passengers – if successful face any direction but pinned. AFTER FIRING:- Shoot and Scoot
only units to be able to move within 2” of tanks their leader. If no (in command) then move, shoot, fire and Dig in Order (P.32) – Issued by Unit Leader. Instead of moving infantry and guns can try to dig in. 1xD6 rolled and must get equal or order – Shoot then test for move using
without assaulting them but they cannot assault assault normally. greater than skill to be dug in otherwise fail. Either way can shoot using moving ROF but no bombardment fire allowed. If no shooting skill – if passed move up to 4”/10cm.
other tanks. Units can be limited or degraded if Blitz order (P.32)– test for using skill–if passed move unit 4in– or assault then gone to ground (GTG). In foxholes classed as bulletproof cover and concealed.
they are not in command – see next box. classed as not having moved–can then move again using normal Mine / Booby Trap Clearing Movement Order (P.202)- Issued by leader to any tank with mine clearing equipment or any team AFTER ASSAULT:- Gone to Ground (GTG) –
No interpenetration of units except for infantry movement. If fail then no move and fire with +1. within 6” of leader and which has moved into a minefield in a previous turn to clear any minefield within 2” of the team. Team count any team that does not move, fire or assault is
MOVEMENT considered gone to ground and gets the defence
through or passed through by everything else. Cross here order (P.33) – issued by team leader for crossing as moving but do not move or shoot or assault. For booby traps as above but move to trap then leader issues order, if successful then
Any unit can move through a gap (ignore difficult terrain – leader moves first then anyone in team within remove trap. benefits. They are also considered to be concealed
bases) but must be wide enough for vehicle / 6in of where the leader crossed gets a +1 to their die roll Mines / Booby Traps (P.202)- Test for mines if you move within 2"/10cm of Minefield and booby traps if you move onto them. Roll if infantry in the open. Place a marker beside
gun to fit through. (including the leader) for trying to cross the terrain. Cannot D6 and get less than unit skill rating to cross safely. Otherwise hit with anti-tank 5 with firepower 1+. Must save to survive. Tanks use them and remove it if they move, fire or assault.
Must finish movement within 4”/10cm if going shoot or assault this turn. top armour. If hit then tanks bail out or are destroyed within the minefield. If save is successful then continue moving but pinned at
AT AIRCRAFT (P.40):- Only Anti-aircraft
to assault this turn but cannot have moved Resistance Fighters (P.67) On PAVN turn both players roll the end of movement.
(AA) weapons can shoot at Strike Aircraft. AA,
more than 10”/25cm during movement. Also and highest uses resistance move table to move teams. Draw Aircraft – Unlimited movement in a turn. Place anywhere. Helicopters remain on table but can be moved to loiter off table and appear
Anti-helicopter, and Infantry (not Heavy
see terrain chart. PAVN moves them. during the next movement turn. Move them from their table edge to anywhere on the table.
Weapons) can shoot at flying Helicopters. They
SHOOTING STEP MISTAKEN TARGET (P.41):– attempt to exchange hits can shoot in own Shooting Step or
WHAT CAN AND CANNOT FIRE:- No TO HIT (P.40):- Add +1 to SAVE ROLLS (P.50):- One die per hit and if an armoured unit that is hit then
(P.34) from one team to another similar team that could have been immediately before Aircraft shoots in enemy
firing if, the team moved at dash speed, hit (cumulative) if failed add +1 if range is over 16”/40cm (not if it is bombard).
1 Check Range assigned hits (even if it didn’t get any). Roll 3+ to succeed, Shooting Step. If they shoot in enemy
carried out Follow Me, Mine clearing or Blitz order, out of command, For armoured unit: Bombard use top armour. Roll D6 & add armour rating.
2 Check Line of Sight can continue to try to exchange hits between other teams Shooting Step, they cannot Defensive Fire,
Cross Here order or is a salvo / range over 16”/40cm, If outcome is greater than enemy (EN) Anti-tank, no effect. If the outcome
3 Check for Concealment until fail to get 3+. Cannot attempt this if enemy is within Shoot next Shooting Step, or Assault next
SHOOTING bombardment firing unit that moved concealed (another +1 if also equal to EN Anti-tank, roll Firepower Test to Bail Out tank (If roll equal or
4 Declare Targets 4”/10cm for non-tank teams and within 8”/20cm for tank Assault Step. Mark them up as fired if they do
(exception – aircraft) or is spotting for such gone to ground), shooting greater then firing unit’s firepower). If the outcome is less than EN Anti-tank,
5 Rotate to Face teams. Can only swap once per team. shoot. Dedicated AA weapons shoot at full
a unit. If the team is pinned down / through smoke or at night. roll Firepower to Destroy tank, otherwise Bail Out. Second Bail out – Roll
6 Roll to Hit HULL OR TURRET (P. 42):- If the target is turreted then ROF. Other AA weapons shoot at ROF 1, with
attempted to dig in / is in a building / is Must have – line of sight remount or is destroyed.
7 Assign Hits consider location of the firer. In front if in front of line +1 to hit if already ROF 1.
intending to assault this turn / has wounded (LOS) – see Distance Ruler. For non-armour unit: Roll Save, otherwise Destroyed. If infantry or Gun in
8 Roll Saves across front of hull and turret. Side if behind both lines.
marker then use moved rate of fire. Use the target’s to hit score Bulletproof Cover, or Aircraft, then firing unit must roll Firepower to Destroy.
SMOKE SHOOTING (P.46/ Can only fire one weapon unless a tank / (with above modifiers) then Roll if front and side both visible: • 1 to 3—hit hull (use
52) Must be fired at the assign hits, use mistaken side armour) • 4 to 6—hit turret (use front armour) TRIAGE & MEDEVAC (P.200) When a team is PINNED DOWN (P.46)-BAILED OUT (P.32) Pinned
aircraft when you can fire all machine guns
beginning of Shooting Step. For target (see next box) and then Destroyed roll D6 on 5+ still Destroyed, otherwise Down if Unit takes a total of 5 hits (before save rolls). If at
or one other weapon. Assault Boats can fire
each weapon firing place two roll saves. Wounded. If Wounded again it is Destroyed. least 12 Teams, only Pinned Down if Unit takes a total of 8
all of their weapons each turn. 7+ OR MORE TO HIT (P.40) If SHOOTING ASSAULT
smoke markers - 2"/5cm circles. Wounded Shoot with Moving ROF, cannot Charge, hits (before save rolls). Armoured teams and Aircraft cannot
need 7+, must roll 6 followed by 5+. BOATS (P.45) Assault be Pinned Down. Shoot with Moving ROF, cannot Move
For units firing smoke each hit HOW MANY DICE can transfer Wounded to another team within 2”/5cm
GONE TO GROUND If need 8+, must roll 6 followed by 6 Boats are Damaged closer to visible enemy or Bombard. Bailed Out teams –
gets a marker. Line starts at (P.40) Roll one die per before Moving. Triage team can have three wounded,
point of ROF. Halted ROF (P.26, 40) rather than Destroyed. cannot move, fight or issue orders until they are remounted.
aiming point or on top of team CONCEALMENT (P.37) Concealed if entirely but is Destroyed by fourth. Medevac helicopters (if
if did not Move, not Teams that don’t Move, First two Damage have
that gets hits. Firing unit cannot behind or in Tall or Short terrain, or at least half destroyed replace automatically next turn) can have
wounded and not Pinned Shoot, or assault are Gone to no effect. Third Damage Formation
fire anything else this turn. hidden by Buildings or Hills. Stationary Infantry are six Wounded, and remove all of them by Loitering.
Down, otherwise Moving Ground. Scouts can Move immobilises and beaches Commander
Mistaken target rule cannot be Concealed. Gun Teams in Foxholes are Concealed.
ROF. and still be Gone to Ground. boat. Fourth Damage DESTROYED UNIT LEADERS (P.47) Appoint another Team from the Unit within 6”/15cm and in
used. It lasts until the sides next
ADDITIONAL BATTERIES (P.49) Destroys it. Instead of within 6”/15cm as the Unit Leader. KILLING COMMANDERS (P.45) Appoint LOS of team carrying
turn. Blocks LOS unless Range
LINE OF SIGHT (P.36) Tall terrain blocks Line of Sight after 2”/ If successfully in Ranging In, Spotting Team can Shooting an Assault Boat another Team from HQ or roll 3+ to appoint another Team within 6”/15cm. out Pinned Rally,
is 6”/15cm or less. Add 1 to any
5cm unless Range is 6”/15cm or less. Buildings and Hills block Line use the rest of rolls to Range In another Unit up may roll Skill rating to
score if shooting / bombarding / NUMBER OF ROLL SAVES (P.50) Remount Attempt (for
of Sight. Line of Sight to Aircraft is never blocked. Smoke Screen to max of three (including first unit). reduce Damage by one.
spotting into, through or out of PINNED DOWN bailed out teams),
blocks Line of Sight if Range is more than 6”/15cm. WEAPONS Roll saves as for Shooting,
smoke. ROLL TO HIT (P.50) Roll to hit each Team except tanks use Top (P.50) Infantry, counterattack roll or Last
FIRING
under Template. Roll Target Team’s Is Hit On Gun, and
SELECT AIMING POINT (P.48) IS IT A REPEAT BOMBARDMENT ROLL TO RANGE IN (P.49) Three NUMBER armour, and no Bulletproof Stand roll then they can
attempts to Range In on Skill. Add number, add +1 to score needed if: • Ranged in on Cover behind terrain or Unarmoured Tank
Pick an Aiming Point in Line of Sight (P.51) If on the same aiming point then MODIFIER re-roll if they fail. This
+1 to score needed if: • Template Second Attempt • Repeat Bombardment where Units are Pinned
ARTILLERY of Spotting Team. Template cannot be auto range in. If spotting team can not see 1 or 2 Re-roll Hits Gun Shield. If Repeat includes the commander.
would cover Short or Tall Terrain or Spotting Team can’t see Aiming Point. Add +2 to Down by 1 hit.
within 4”/10cm of friendly Teams (8”/ target +1 to hit dice. Inf and Guns re-roll 5 or more Re-roll Bombardment, re-roll
20cm if Aircraft). save rolls. Smoke Screen • Ranging In at Night score needed if: • Ranged In on Third Attempt. Misses Infantry and Gun Saves. KEY
CHARGE INTO CONTACT (P.53) Assaulting ASSAULTING THROUGH OPPONENT’S DEFENSIVE FIRE (P.55) FALL BACK FROM DEFENSIVE FIRE (P. 56) D6 = six sided dice
ASSAULT STEP (P.53) WHAT CAN AND
Teams move up to 4”/10cm into Contact with the TERRAIN (P.54) Score Cross Defending Teams within 8”/20cm of Assaulting Attacker will Fall Back & be Pinned if they take 5 hits P.10 = page number in ‘Nam book
1 Charge into Contact CANNOT ASSAULT:-
enemy. Infantry Teams can move into contact number to cross Difficult Teams fire at Halted ROF (Moving ROF if Pinned or if at least 12 Assaulting Teams then 8 hits. If all LOS = Line of Sight CA= Counterattack
2 Opponent’s Defensive Not allowed if, team is a
with an Infantry Team that is in Contact. Terrain, otherwise fall back Down). Defensive Fire hits Side armour. Tanks Tanks teams attacking with Top armour 1 or 2 only 4" = measurement in inches
Fire heavy weapon, moved at
2”/5cm. cannot Defensive Fire if Contacted by Infantry Fall Back if 2 or more Teams (or all if less) are Bailed 10cm = measurement in centimeters
3 Roll to Hit dash speed or over 10"/ Strike Aircraft (P.25) Remove from table that were Concealed and did not Move or Shoot. Out or Destroyed. Fall Back 2”/5cm from Defenders. GTG = gone to ground
4 Roll Saves 25cm at Tactical, carried
5 Check if Assault is out movement order or HQ = Headquarters PURPLE= Smoke
RESISTANCE FIGHTERS (P.67) Destroy a resistance COUNTERATTACK… (P.58-59) TEST TO COUNTER- CHECK IF ASSAULT ROLL SAVES P.57) NP = Nationalist Player RED = NP only
ASSAULTS Over Mine clearing orders other team (RT) after it Shoots, or if it fails Smuggle an Defenders become Assaulters and ATTACK (CA) (P.57) IS OVER (P.57) Assaulter No saves for Infantry,
6 Test to Counterattack than Follow Me or is a RT = Resistance Team EN = Enemy
Objective (see Reveal Ambushes in starting phase), or is Charge into contact. No Defensive Score CA rating to CA, wins if Defenders within Guns, or Unarmoured. ROLL TO HIT
7 Counterattack or salvo / bombardment firing ROF = Rate of Fire AA = Anti-Aircraft
successfully Questioned. Fire. …OR BREAK OFF otherwise can Break 4”/10cm are Destroyed or Hit Side for Tanks with (P.56) All
Break Off unit that Fired or spotted Back Link Lines --- Assault --- Saves
QUESTIONED RT (P.67) – Free world infantry or tank Defenders retire 6”/15cm or are Off. CA goes back and Bailed Out. Defender must Anti-tank rating, or Top assaulting teams
8. Strike Aircraft for a firing unit, fired at leader (not shoot & is not pinned & can’t assault or go to Destroyed. Can move victorious with Anti-tank 2 and in Contact must
--- Smoke --- Triage/Medevac
forth until one side wins Break Off.
removed Aircraft, is pinned down, ground) issues Question Locals Movement order. Roll Unit up to 4”/10cm but not within or other side breaks off. Firepower 1+. Then use score Assault --- Aircraft --- After Firing/Assault
9. Questioning attempted to dig in or fired 1xD6 scoring 5+ one RT within 4"/10cm of leader is 2"/5cm of EN. normal save process. rating To Hit. --- Formation Commander influence
Resistance Fighters at halted rate of fire. destroyed. Otherwise no effect.
¾ - GAP 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
0”/0cm -Test for booby traps. 4” / 10cm 6” / 15cm 8” / 20cm 10” / 25cm 12” / 30cm 16” / 40cm
-Blitz move order maximum -Artillery Bombardment area -In command for units 8+. -Salvo area (square). -Guerrilla Fighters must be -Over this when firing then +1 to hit.
¾”/2cm-Under this then not distance team can move then (square). -No dash move if enemy within -If team moves under this deployed at least this distance -When deploying ambush teams must be beyond this distance away
classed as a gap therefore no move using normal movement. -In command for 7 or under. this range. movement can then assault. from all enemy teams. from the enemy if not in cover (see 4”/10cm above) and enemy has
visibility of the target. NOTE: -Must move to within this to -If viewer is within this distance -Exclusion zone in which friendly LOS.
Gaps can only be moved through assault. of the target in tall terrain then forces cannot be if firing any aircraft weapon otherwise not allowed. -When trying for a saving roll if the firer was over this distance from
if a unit can fit through. Infantry -Follow me move order after they can be seen but target is -Smuggle. Nationalist Player may attempt to move objectives. Roll 1xD6 score 4+ relocate Objective to the team then +1 to the saving die.
ignore their base size for this. initial movement commander concealed (also see target within location of Resistance Team (RT) within 8"/20cm and Destroy RT. Otherwise Objective remains..
Tanks can move through moves this and then tests for rest 2” / 5cm of tall terrain edge). -Defender shooting during an assault can fire any friendly team within this range at any enemy assaulting team within this range of the shooter. Hits are only assigned to enemy
infantry and vice versa but tanks of unit. -Distance within from their teams within this range. Mistaken targets CANNOT be used.
moving past tanks must have the -When hunter-killer helicopter is leader to gain benefit of +1 from -Cannot attempt to switch hits using Mistaken Target within this range for tank teams (also see 4”/10cm for other teams).
gap to do so. airborne within this distance of cross here order. -When team is assaulting and they are allowed to shoot in the shooting phase then they must target a team within this range of the team they intend to assault.
tall terrain (this includes smoke)
-If the team leader or commander is killed then they can be replaced by a team within this distance of the original team. Otherwise for team leaders the formation commander must be within this distance to
2”/5cm-In tall terrain over this it is always concealed.
nominate a new team leader. For the formation commander if no team is within this distance then roll a die on 3+ can swap otherwise killed.
distance into the terrain then -Shoot and scoot move order
-If formation commander is within this distance (and in LOS) of unit carrying out Pinned Rally, Remount Attempt (for bailed out teams), counterattack roll or Last Stand roll then they can re-roll if they fail. This
cannot see out / be seen (also see maximum distance team can
includes the commander.
target within 6”/15cm) move.
-Exclusion Area around Salvo Bombardment in which friendly forces cannot be otherwise Salvo is not allowed (not aircraft - they have 8”/20cm exclusion zone).
-Minimum distance from the -Consolidating – After winning
-When counterattacking re-roll any fail to counter die if commander within this distance and have LOS.
enemy otherwise classed as an assault a unit can move up to
-Hits can only be assigned to eligible targets within this distance of the target team.
assault. Except for Tank on tank. this distance but must remain
-If a unit has to break off an assault then this is the distance they must move before becoming pinned down, if it cannot, it surrenders / is destroyed (must still do cross test for difficult terrain / mine fields).
-In cover (This includes within 2”/5cm from any enemy.
-When a leader or commander is bailed out they can be swapped with any of their unit / formation tank team at the start of any step that is within this distance of their bailed out team.
this distance of doors and -Cannot attempt to switch hits
-A tank team with mine clearing device or an infantry team within 6"/15cm of their unpinned unit commander can be given a mine clearing order in the movement phase instead of moving. Team are classed as
windows in buildings) & within using Mistaken Target within
moving but can not move, fire or assault this turn. The team can then remove a minefield within 2"/5cm (also see mine clearing under 2"/5cm).
this then can see out of cover but this range for teams other than
- LOS into or through smoke are blocked unless within this range or less.
still concealed however target tanks (see 8”/20cm)
would be classed as being in -Distance any enemy must be away from any landing helicopter otherwise not allowed to land or must take off immediately if enemy moves within this distance. -Resistance Fighters being Questioned – Free world infantry or tank leader (not
open unless themselves within -When shooting at aircraft if shooter is within this distance of tall terrain (this includes smoke) on path to target then both target and shooter are concealed. shoot & is not pinned & can’t assault or go to ground) issues Question Locals
concealing terrain. -When deploying ambush teams in cover must be this distance away from the enemy or 16”/40cm if not in cover and enemy has LOS. Movement order. Roll 1xD6 scoring 5+ one RT within 4"/10cm of leader is
-Must move back a minimum of -Area around Artillery Bombardment in which friendly forces cannot be otherwise bombardment is not allowed (not aircraft – 8”/20cm). destroyed. Otherwise no effect.
this distance if repelled during -If there are no surviving enemy teams within this range during an assault the assault has been won and the unit can consolidate. If Tanks are assaulting then any enemy tanks within this range do not count as tanks cannot assault tanks.
an assault.
-Test for mines if you move within this distance of Minefield. Roll D6 and get less than unit skill rating to cross safely. Otherwise hit with anti-tank 5 with firepower 1+. Must save to survive. Tanks use top armour. If hit then ‘NAMTM
tanks bail out or are destroyed within the minefield. If save is successful then continue moving but pinned at the end of movement.
-If not Pinned Down, Infantry or unit with mine clearing equipment, can remove one minefield within this distance (after entering the minefield at least one turn ago). No Movement, Shoot, Bombard, or Assault. Ruler / Distance Marker
-In short terrain when looking out over this distance then targets are concealed.
- A team with a Wounded marker can transfer marker to another team within 2”/5cm before moving including a Triage team (Max 3 -4th Destroys) or Medevac helicopters (Max 6). V2-5 Created by Gordon Elliott
- Width of one smoke hit – guns fire 2 per gun. Line is from the aiming point. June 2019
KEY Green = Movement Red = Firing Blue = Assault including movement related to assault Purple = Command / Rally / Deployment

TERRAIN TABLE Dash Speed Cross Bulletproof Type of Terrain Dash Speed Cross Bulletproof Type of Terrain Dash Speed Cross Bulletproof
Height Height Height
Type of Terrain Check Cover Check Cover Check Cover

Railways
Elephant Grass (Knee High) Low Rise X-Country Dash Road or Airfield

Road &
Terrain Dash No Flat No No Short Yes Road Dash No Flat No

Hills
Spaces
Open

Elephant Grass (Waist High) Terrain Dash No Short No Gentle Hill Terrain Dash No Tall Yes Foot Bridge (No Tanks) Terrain Dash No Flat No
Elephant Grass (Head High) Terrain Dash No Tall No Steep or Rocky Hill Terrain Dash Yes Tall Yes City Streets Terrain Dash No Flat No
Yes – Inf
Mud Terrain Dash No Flat No Brook Terrain Dash No Flat No Barbed Wire – P.202 Terrain Dash roll skill Flat No
Rice Paddy Terrain Dash Yes Short No Creek or Shallow River Terrain Dash Yes Flat No ELEPHANT NIGHT VISIBILITY P.67 - RESISTANCE
Vegetation

Water
Crop Field or Open Scrub Terrain Dash No Short No Ford across a Creek / River Terrain Dash Yes Flat No GRASS – P.21 TABLE – P.201 MOVEMENT TABLE
Terrain Dash for Infantry DIE MOVEMENT
Rubber Plantation Terrain Dash No Tall No Deep River Impassable to Tanks Need 4+ Flat No SCORE Terrain Type DISTANCE SCORE
ROLL DISTANCE
Woods and Forests Terrain Dash Yes Tall No Soft Ground Terrain Dash Yes Flat Yes 1 Flat 1 OR 2 2" / 5cm
1 2" / 5cm
Dense Jungle Terrain Dash Yes Tall Yes Swamp or Lake Impassable Flat No 2 OR 3 Short 2 8" / 20cm 3 OR 4 4" / 10cm
Hedges

Hedge Terrain Dash Yes Short No Local Huts & Houses Terrain Dash Yes Tall No Head high – 5 OR 6 6" / 15cm
Walls

3 12" / 30cm
&

Terrain Dash for Infantry vehicles can

Buildings
Line of Trees Terrain Dash Yes Tall No Doors and Windows Impassable to Tanks No Tall Yes see and be seen 4 16" / 40cm
Exterior Walls but all
Banks, Gullies

Gully Access or Floor Terrain Dash No Flat No Impassable Tall Yes 4 OR 5 5 20" / 50cm
concealed.
& Cliffs

Inside Buildings
Gully Side Terrain Dash Yes Tall Yes Terrain Dash No Tall Yes Visibility – 6"/
15cm for
6 24" / 60cm ‘NAMTM -
Steep Bank or Low Seawall Terrain Dash Yes Short Yes Rubble or Craters Terrain Dash Yes Short Yes infantry / guns Other Tables
Produced by Gordon Elliott
Cliff, Cutting or High Seawall Impassable Tall Yes Wrecked Tanks/Aircraft Terrain Dash No Short Yes 6 Tall V1-2 Sept 2019

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