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Optional rule suggestions for MoCB.

Here are some house rules that Simon Tyler


(simon.tyler@ukgateway.net) uses in his games.
House amendments always abound as different people
see things differently. I don't have AK47 to compare
the various ranges and effects etc so these are how
I've amended some areas.
 
4.1 Air and Arillery Strikes
"The player will need six 3" by 3" cards for an artillery
strike. The US player will also need seven 3" by 6"
cards for his airstrike." One of the VC cards is to add 2
cards to the air or artillery strike.
 
7.2 VC Points
Bunker or Trench system (provides cover for 2
groups) 10 Points.
 
9.3 Hot/Activated Zones
"To activate a zone the US player must move a group
into contact with the marker. This groups MUST NOT
be moving rapidly if it is a ground element, or MUST
BE moving cautiously if it is an observation
helicopter."
Bunkers and Trenches. These are placed on the table
once a zone is activated as if they were VC. They
remain on the table until they are destroyed. They do
not disappear if a zone is deactivated. Each Bunker of
trench accommodates 2 foot groups, including Heavy
weapons. The occupants gain an additional modifier to
their shooting and receive an additional modifier to fire
directed against them.

A bunker is destroyed on a 3 pin result. If a US tunnel


rat squad is adjacent to the bunker and is not killed or
pinned this is reduced to a 2 pin result.
 
Local VC porters must be set up in the zone. They do
not move in the turn they appear. They move using the
normal VC movement procedure. If they are contacted
by a US ground element they may not move and may
be interrogated where upon they are removed from
play and added to the US victory points total.
 
9.4 Ambushing
If the VC player self activates the zone, the US player
cannot prevent the ambush.
 
10.1 Type of Stores
6= High value stores (radio or documents) found,
counter removed.
"If the appropriate value stores are not present in that
zone then one of lower value can be substituted by the
VC player from whatever stores he does have in the
zone."
 
If a zone is deactivated, all stores which are not in
contact with a US group disappear. (The current rule
section only covers what happens in an activated
zone)
 
12.3 VC/Mike Movement
"A score of 1 means that it cannot move that turn. A
score of 2, 3, 4, 5 or 6 means that the VC/Mike group
can ignore any movement restrictions usually caused
by the template." (This is just to tidy up movement
rules and use the same pass/fail criteria that the US
player uses).
 
12.4 Getting in and out of Vehicle and Helicopters
 
13.1 Ranges
SA range increased to 10"
Flamethrower range decreased to 4"
Snipers have the same range as HMG
Gunships have the same range as tanks.
 
13.2 Modifiers
+1 Firing from Bunker/Trench
+1 AA Gun firing at foot or vehicle group
*+2 Firer is tank (Not Sheridan Beehive or M42 Duster)
+2 Quad 50
+2 AA Gun firing at Helicopter
+3 Firer is Beehive round/M42 Duster or Vulcan
*-1 Poor visibility (Night Time) Unless equipped with
NOD
-1 Target is vehicle
-1 Firing into Bunker/Trench
-2 Target is Light Armour (PT-76, M41, ONTOS, M113,
ACAV, AMTRAC, Ac,Armd Truck, Sheridan or M42)
-3 Target is Medium Armour M48 or T55
 
13.2 Weapons and their Capabilities.
Helicopters.
With the exception of MEDEVAC helicopters nearly all
US helicopters carried weapons of some description.
Gunships carried a multitude of weapon systems from
fixed MG to rocket pods and grendade launchers.
Slicks and LOACHs normally carried an M60.
Gunships fire twice, at Tank ranges but cause an effect
as if they were a HMG. Slicks and LOACHs fire once as
Small arms with a -2 modifier. A destroyed gunship is
replaced by two bodies if it is destroyed, a Slick or
LOACH is replaced by one body if destroyed
(passengers test as per normal vehicle rules).
 
13.3 Results of firing
Personnel                           Vehicles/Helicopters
+5 = Target Pinned
+6 = Target Dead               +6 = Target Pinned
                                          +7 = Target Immobilized
                                          +8 = Target Destroyed
 
A group which is immobilized is also pinned. It may
not move for the remainder of the game.

If the target is a helicopter it is to be moved


immediately in a direction nominated by the VC, the
US player rolls the movement dice dependant on its
declared movement for this turn and the requisite
number of LIVE bases are placed on the table. The
helicopter is then removed from play.
 
13.4 Groups in destroyed vehicles
"A score of 4 or 5 means that the group is OK, 6
means that the group is pinned. Units which are
pinned in this manner do not suffer panic from
casualties to elements travelling in the same vehicle.
 
14 Air strikes, Artillery strikes and Gunships
If using air cavalry, support gunships may not be
requested until a zone has been activated.
 
14.1 Artillery Strikes
"The US player will need three 3" x 3" pieces of card
for a normal artillery strike. This may be increased
to six if the requisite random event card is played by
the VC player"
 
14.2 Air Strikes
"The US player will need four 3" by 6" cards for a
normal air strike. This may be increased to seven if the
requisite random event card is played by the VC
player"
 
14.3 Helicopters .
It is possible to have more than 2 Gunships on table if
air cavalry are being used. However only two of these
may be on call support. The remainder must be
dedicated and have points paid for their use.
The VC player may attempt to remove any helicopter
from the game. If a dedicated helicopted is removed it
may re enter the table on a roll of 3 or greater.
 
Helicopters base movement distance is 18"
additions/subtractions for rapid/cautious movement
are +/-D6x3".
 
Observation helicopters may activate zones, they may
not search stores counters. In order to activate a zone
the observation helicopter must be moving cautiously.

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