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Move Terrain Zone of Observation* Attacker LZ

Terrain Type Cost Def. Value Control? Aerial | Patrol Combat Effects Type
Mot. = 2
Clear 1 Yes Auto NE F/O
Others = 1
Primary
Mot. = ½ Mot. = 2
Road OT OT OT OT
Others = 1 Others = OT
Sec.
Road 1 OT OT OT OT OT

Both: +1
Town 1 2 No 3|6 VP FWA F
Bombardment
Broken Arrow Air Points PAVN 66th Regt Variable Entry
SF Camp OT 4 No OT Both: +3 O Die Number Die Number Turn Die Roll for Entry
Roll of Points Roll of Points 1 1
No Maneuver 1-2 10 1 30 2-4 1-2
US Base 1 5 No Auto Assault +3 O 3-5 7 2 25 5-8 1-3
6-8 5 3-5 20 9-12 1-4
Tea
Plantation 1 2 Yes Auto NE F/O 9-10 3 6-8 15 13+ 1-5
9 10 Explanation:
Explanation of Results:
Both: +2 10 5 In the PAVN Reinforcement Phase, the PAVN player
Hot Landing Zone: The number of extra Air
Pleiku 1 4 No Auto VP FWA F secretly rolls one die. If the 66th arrives, he rolls another
Bombardment +1 DRM for every two Points indicated are
immediately available for use die to determine the entry area. The PAVN player may
additional adjacent
in that combat. deceive the US player by always rolling twice and/or using
Light enemy occupied hexes
Hidden Movement markers to simulate entry.
2 2 Yes 4|5 Both: +1 F/O
Jungle
Notes:
Dense * Observation DRM:
Jungle
3 3 No 2|3 Both: +2 F –1 per adjacent Air Defense Fire Damage
friendly-occupied Air Defense Fire To Hit
hex Die Target Type
Brigade HQ OT 4 No OT Both: +2 O –1 for assisting Patrol Die Roll All Targets Roll OBS Gunship Transport Air Pt.
marker ≤2 Hit If HIT, 1 STEP STEP STEP –4*
3+ Miss then
Forested Italic TDV: No Retreat 2 STEP Abort 2 STEP –3*
3 3 Yes 3|4 Both: +2 F with Step Loss &
Hill DRM: 3 Abort 2 Abort 1 Abort 2 –2
Fatigue (8.5.7 #1) –1 per revealed artillery unit adjacent
4 Abort 2 –3 Abort 1 –1
Terrain Effects Chart

Mountain Bold TDV: No Retreat –1 if Observation Helo [Optional Rule]


4 4 No 2|3 Both: +2 None with Fatigue (8.5.7 #2) 5 Abort 1 –2 2F -
Jungle
Bold+Italics LZ Type 6 Abort 1 –1 2F -
indicates unit retains 7+ - - 1F -
Village OT OT OT OT OT OT 1/2 MA.
: Indicates terrain DRM: –2: vs. Observation Helicopter [Optional Rule]
which motorized units Explanation of Results:
Broken 3 3 Yes 4|5 Both: +1 F/O may enter. Motorized STEP: One step loss from among the type of unit that was
units are: attacked. A step loss on a transport also inflicts a step loss on
Marsh/ NE: No Effect the transported unit.
2 2 Yes 6|7 NE F Abort 1 or Abort 2: Abort for 1 or 2 turns. All units of the type
Paddy
attacked must abort the mission and return to the “Grounded
1” or “Grounded 2” box on the Helicopter Basing display.
Stream OT OT OT OT OT OT #F: That number of transported ground units are Fatigued.
#: Subtract that number from total bombardment value of the
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P.O. Box 1308, Hanford, CA
stack.
River NE NE NE NE Both: +1 NE 93232 *: One Air Point is permanently lost by the FWA player.
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Assault Combat Table Combat Refusal
Combat Strength All:
Die
+1 if any unit(s) Fatigued
Roll 1 2-3 4-6 7-9 10-12 13-15 16+
≤1 1 1 2 2 2 3 4 PAVN: May always attempt.
2 1 1 1 2 2 2 3 –# TDV of hex (Exception: 6.2.6)
3 - 1 1 1 2 2 3 –1 if Hidden Movement marker
4 - - 1 1 1 2 2 FWA: Delta/CIDG may always attempt;
5 - - - 1 1 1 2 other US may attempt only if not in
Maneuver Combat Table 6 - - - 1 1 1 1 Op. LZ, Town, US Base, Brigade HQ,
or SF Camp; ARVN may only attempt
Combat Odds 7 - - - - 1 1 1
Die if Truong in hex (exception: CIDG).
8 - - - - - 1 1
Roll 1:3 1:2 1:1 1.5:1 2:1 3:1 4:1 5:1 6:1 –# TDV of hex (only if Delta/CIDG)
9 - - - - - 1 1
–2 D2F2 D3F2 D3F3 D3F3 D4F3 D4F4 D5F4 D6F4 D6F4 10+ - - - - - - -
–1 D2F1 D2F2 D2F2 D2F2 D3F3 D4F3 D4F4 D5F4 D6F4
Assault Combat DRMs: Defender DRMs:
0 D1F1 D1F1 D2F1 D2F1 D2F2 D3F2 D4F3 D4F4 D5F4 Attacker DRMs:
–#: Leader Rating
–#: Leader Rating
–1: if Attacker uncoordinated
Attack Coordination
1 D1 D1F1 D1F1 D2F1 D2F1 D3F2 D4F2 D4F4 D5F4
–1: each additional Hidden –1: Patrol marker [Optional Rule] Out of Command ER values:
2 BF1 D1 D1F1 D1F1 D2F1 D2F1 D3F2 D4F3 D4F4 Movement marker flipped to +1: > 0 but < 50% of steps Fatigued ARVN: 5
3 BF1 BF1 D1 D1F1 D2F1 D2F1 D3F1 D4F3 D4F4 Ambush +2: ≥ 50% of steps Fatigued PAVN: 3
–1: if PAVN mortar section is All modifiers are cumulative, but
4 AF1 BF1 BF1 D1 D1F1 D2F1 D2F2 D4F2 D4F3 Ambushing < ER: Fully coordinated
cannot be greater than +3 nor less
–1: per attacking hex over two = ER: No attacker support allowed
5 AF2 AF1 BF1 BF1 D1 D1F1 D2F1 D3F3 D4F3 than –3.
–1: Armor attacking in Clear or Tea = ER+1: Uncoordinated; no attacker support
6 AF3 AF2 AF1 BF1 BF1 D1 D2F1 D3F2 D4F2 Plantation Explanation of Results: allowed; Maneuver 1L; Assault: +1
+1: if uncoordinated Player removes that number of steps for attacker, –1 for defender
7 A1F1 AF3 AF2 AF1 BF1 BF1 D1F1 D2F1 D3F3 from the attacking or defending force,
+#: Terrain Effects ≥ ER+2: No attacker support allowed;
8 A1F2 A1F1 AF3 AF2 AF1 BF1 D1 D1 D3F2 as appropriate. Maneuver Combat cancelled;
9 A1F3 A1F2 A1F1 AF3 AF2 AF1 BF1 D1 D3F1 Note: If DRMs make it impossible to achieve a result, an unmodified roll of “1” Defender picks one stack to Assault:
always results in one step loss. +1 for attacker, –1 for defender
10 A2 A1F3 A1F2 A1F1 AF3 AF2 BF1 BF1 D2F1
11 A2F1 A2 A1F3 A1F2 A1F1 AF3 AF1 BF1 D1
12+ A3 A2F1 A2 A1F3 A1F2 A1F1 AF2 AF1 BF1

Maneuver Combat Column Shifts: Explanation of Results: Bombardment/Support Table


1L: if Attacker uncoordinated A#: Attacking force loses steps (one, two, or three), beginning
Efficiency Rating Shift: with the lead unit, and each retreats one hex. Bombardment Strength
If equal: no column shift Die
D#: Defender divides the numbered result by the TDV of the hex, DRMs: –1 Artillery firing within two hexes of Truong
> 1-2: one column shift Roll 1-2 3-5 6-9 10-14 15-19 20+
dropping fractions, and removes that number of steps starting +1 if no friendly unit is adjacent
> 3-4: two column shifts with the lead unit, and retreats one hex. 1 2F 3F 4F 4F 6F 6F
≥ 5: three column shifts +2 if only Hidden Movement marker
F#: Affected player Fatigues units (one, two, three, or four). If all 2 1F 2F 3F 4F 4F 6F
Maneuver Combat DRMs: units in that force are already Fatigued, no additional Fatigue is 3 1 2 3F 3F 4F 4F Explanation of Results:
–1: Defender’s hex > 0 but < 50% of steps Fatigued applied; however, one unit in the stack takes a step loss (owner’s Offensive Bombardment: Divide the number result by the TDV
–2: Defender’s hex ≥ 50% of steps Fatigued 4 1 2 2 3 3F 4F
choice). (drop all fractions). The result is the number of steps lost by the
–#: Attacker’s Support result 5 1 1 2 2 3 4F target force.
+/–#: Leader Rating BF: Both sides Fatigue their lead unit (only) and remain in place.
6 - 1 2 2 3 3 Defensive Bombardment: As above, except TDV for the attacker
–1: Armor attacking in Clear or Tea Plantation BOLD ITALICS: Two-hex retreat instead of one-hex on an A or D
–1: Attacking from 3-4 hexes and Coordinated result. 7 - 1 1 2 2 3 is always two.
–2: Attacking from 5-6 hexes and Coordinated 8 - - 1 1 2 2 Maneuver Combat Support: The result becomes a DRM for that
+1: Patrol marker [OPTIONAL RULE] Retreat Exceptions: 9 - - - 1 1 2 Maneuver Combat. The attacker’s result is a negative DRM while
+#: Terrain effects (defender’s hex) the defender’s result is a positive DRM to the ensuing Maneuver
1. If attacked by Maneuver and Assault, there is no Retreat. 10+ - - - - 1 1 Combat die roll.
+#: Defender’s Support result 2. Terrain may allow No Retreat (see TEC).
All modifiers are cumulative, but cannot be greater than +3 nor F: Fatigue a unit in the target hex during Offensive Bombardment.
less than –3.

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