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Operations Flowchart Living Rules v1.0 / 02.11.

22 / Changes in blue VIETNAM 1965-1975


Allied Operation
Operations Summary
Units ineligible to be assigned for operations: Actions that cause “Ops Complete”: Actions that do NOT cause “Ops Complete”: NLF Operation
• Units assigned to Hold or Patrol • Strategic Movement/Naval Transport or Security Op in • Alert movement
• Units marked with an “Ops Complete” counter the Strategic Movement Phase • Reaction movement
Reaction Movement Possible [4.9]: If an
• NLF units on the Ho Chi Minh Trail • Any friendly operation during the Operations Phase • Retreat
Operating Unit/Stack ends movement adjacent
• Ineffective ARVN units can only be assigned to EXCEPTION: Independent artillery which neither moves • Defensive artillery fire
to a non-target enemy unit, that unit may move
Strategic Movement Ops, and only in the Strategic nor fires in an operation is considered not to have been • Dedicated artillery firing in support of friendly its full MP, and does not itself cause Reaction.
Operations Phase assigned to the operation operations to which it is not assigned VC units may Disperse whenever they are given
• Defensive Reserve or Offensive Reserve • Breaking down/recombining a brigade/regiment
the opportunity to take Reaction Movement.
• Placement as a reinforcement
VC Alert Movement does not cause Reaction
Movement.
Incidental Attacks Possible [4.11]: One-
NLF elects to Allied willing to NLF willing to End of Round-only combat. Artillery and air support
Begin Operation
operate? operate? operate? Operation Phase may be used. No naval support. No pursuit.
No retreat.

NLF executes Allied executes NLF executes


an operation an operation an operation

Search & Destroy [3.1] Clear & Secure [3.2] Hold [3.3.1] Patrol [3.3.2] Security [3.4] Naval Transport [3.5] Strategic Bombardment [3.7]
Identical to Search & • Can also be declared • Can also be declared • Can also be declared • Can also be declared Movement [3.6] • Assign Artillery/Air
Destroy except: during Special during Special during the Strategic during the Strategic • Cannot end in an Naval support ≥ 4, post
See Diagram A
• ARVN Rangers cannot Movement Phase. Movement Phase. enemy-occupied hex. Free-Fire Zone reduction.
Operations Phase or Operations Phase or
be used. during a Clear & during a Clear & • Unit or single stack • Units move (airmobile/ • Allied: Can also be
• Pursuit Allowance must begin the phase amphibious movement conducted during the
Secure Operation. Secure Operation. See Diagram C
reduced by 2. • May not move or attack. • May not move or attack. on a road. can be used) within Strategic Movement
• Clear & Secure units • Exert no ZOC. • The MP cost to leave • A single stack may their MP allowance to a Phase. 0MP when
may be placed on • Combat strength the ZOC of units on contain US or ARVN Port not occupied by an moving along road.
Patrol or Hold at the (ground + organic Patrol is 2. units, not both. FWA enemy unit, then move MPs used for ZOC
end of any Round they arty) doubled. For • ARVN Bn (||) and with either. to any Port or Landing exit & off road.
are not in a hex with losses, it’s not doubled, units with ground Beach not occupied by • NLF: Can only be
Target Units. but their doubled arty combat strength of 0 an enemy unit and end conducted during
See Diagram B
strength does count can’t Patrol. movement. Operations Phase.
against enemy losses. MP allowance tripled.
See Diagram A
• Regional Forces are
Designate units Designate units
never doubled. Designate units
• Dedicated artillery
which is Holding may Return to Support Declaration
Begin Operation Support Declaration
still support eligible
operations. Move
Move
Designate units Return to
Begin Operation Return to
Begin Operation
Return to
Begin Operation

Diagram A Search & Destroy / Clear & Secure Living Rules v1.0 / 02.11.22 / Changes in blue VIETNAM 1965-1975
Allied only action Reaction Movement Possible [4.9]: If an Operating Unit/Stack ends movement Offensive Interdiction. Increases MP cost to leave a hex for both sides. Air/naval/artillery
adjacent to a non-target enemy unit, that unit may move its full MP, and does not support points can be used. 3 SP = +1 MP, 7 SP = +2 MP (Allied SPs 1/2 in non-Free-Fire Zone)
NLF only action itself cause Reaction. VC units may Disperse whenever they are given the opportunity
to take Reaction Movement. VC Alert Movement does not cause Reaction Movement.
Incidental Attacks Possible [4.11]: One-Round-only combat. Artillery and air
Defensive Interdiction. Increases MP cost to leave a hex for both sides. Air/naval/artillery
support may be used. No naval support. No pursuit. No retreat. support points can be used. 3 SP = +1 MP, 7 SP = +2 MP (Allied SPs 1/2 in non-Free-Fire Zone)
Airmobilization and Riverine points [4.61; 4.6.2]: Any
START
Allied units may be airmobilized. at any point during an op-
eration, or at the start of any Reaction move by expenditure Announce Attack (reveal
(reveal VC
VC units)
units)
Search & Destroy [3.1] Clear & Secure [3.2]
of Airmobile Points. Same for Riverine Points making a unit
amphibious.
Designate Defender Chooses Terrain
Operating Units

Declare 1 Target Hex. Enemy units, if any, in the Determine Total DRMs: Combat Ratio* + TEC + unused Pursuit MPs (only on 2nd and
Is this an Allied Search & Destroy Op?
Target Hex are Target Units. subsequent Rounds) (Note: Attackers do not have to use all their ground strength in the attack)
* compare attacker and defender combat strength + support (max 3 times unmodified
contributed combat strength, not including Regional Forces)
Roll for Rangers [10.3.2] and place if desired. If Declare Air/Naval support. Naval can only be
1d6 < the number of Rangers in play, then receive added if the Allied player is the Operating player. Roll 1d6
Rangers equal to the die roll. Rangers are placed into Declare Free-Fire Zone. If not, each Allied
any hex containing an Operating Unit. No more than artillery, air, naval support point is 1/2 [7.6].
1 Ranger per hex. See Diagram D (Apply Casualties)

Offensive Interdiction. Increases MP cost to leave a Round Of Operation Complete: All Support Points for both sides are again available for use
hex for both sides. Air/Naval/Artillery support points can Move. Operating player may move any in the actions of the following Round.
be used. 3 SP = +1 MP, 7 SP = +2 MP. Counts toward of the Operating Units.
first Round fire. (Allied SPs 1/2 in non-Free-Fire Zone)
Retreat. Any Target Units surviving the attack may move their full MP in any direction. Retreating
units cannot end their retreat in an enemy-occupied hex. Any hexes occupied by Target Units
Are there VC Defenders? Are there any Target Units in adjacent hexes or after retreat are Target Hexes in the operation’s new Round.
hexes occupied by Operating Units?
Defensive Reserve Activation and Movement [6.10.1]. May be taken before/after
any target(s) have retreated. If any Target Units survive, any non-Target Unit eligible to
participate in an operation may move their full MP. Mark a unit that is used as a Defensive
Alert Roll [4.8]: VC Units only. 1d6 + foot MP cost Reserve as Ops Complete.
of the Target Hex = Alert Move MPs. If any ARVN units Are there Operating
are assigned to the operation, add 1 to the Alert Move Units in the Target Hex?
MPs. Pursuit. MPs = Combat’s pursuit result + unit’s pursuit modifier - 2 if Clear & Secure Op.
Airmobilization grants a +0 pursuit to the unit (useful for Artillery and HQs).
Dispersal [4.10]: VC Units only. On the first Round Does the Operating
of an operation, VC units in the Target Hex may player want to attack? Offensive Reserve Activation and Movement [6.10.2]. Any Allied unit eligible to participate in
be removed from the map and the VC Repl pool is an operation may be assigned to the operation and move its full MP. They may participate in
increased by the ground combat strength of the combat, but they are not considered when computing pursuit bonus. If they’re the only units
unit(s). attacking, then Pursuit Bonus = 0.
If Clear & Secure Ops: Operating Units
may be assigned to Patrol or Hold Ops.
Alert Move [4.8]: VC Units only. Any VC units in the
If Clear & Secure Ops: Operating Units not in a Target
Target Hex may move. Any hex occupied by Target
Hex may be assigned to Patrol or Hold Operations.
Units after all Alert movement is complete is a Return to
Target Hex. Begin Operation
Remove Interdiction Markers
Diagram B Security Living Rules v1.0 / 02.11.22 / Changes in blue VIETNAM 1965-1975
Eligible Units
Allied only action Reaction Movement Possible [4.9]: If an Operating Unit/Stack ends movement
• Unit or single stack must begin the phase on a road.
adjacent to a non-target enemy unit, that unit may move its full MP, and does not
NLF only action • A single stack may contain US or ARVN units, not both.
itself cause Reaction. VC units may Disperse whenever they are given the opportunity
to take Reaction Movement. VC Alert Movement does not cause Reaction Movement.
Incidental Attacks Possible [4.11]: One-Round-only combat. Artillery and air
support may be used. No naval support. No pursuit. No retreat.

START

Security [3.4]

Assign one unit or stack beginning a phase on a


road. Independent Artillery may be assigned for sup- Declare Air and Naval support.
Move unit(s) assigned to Security Op may only move along roads for the entire
port even if not on a road or part of the main stack, Declare Free-Fire Zone. If not, each Allied artillery, Op at a cost of 0 Movement Points and only spend MPs to exit enemy ZOCs.
but cannot move. The stack may not include both US air, and naval support point is 1/2 [7.6].
and ARVN Units. FWA with either.

Return to
Begin Operation

Offensive Interdiction. Increases MPs cost to


If the Operating Units If the Operating Units expend all MPs and cannot move
leave a hex for both sides. Air/Naval/Artillery sup-
enter an enemy-occupied due to enemy ZOC, or decide to stop moving, or have all
Announce Attack (reveal
(reveal VC
VC units)
units) port points can be used. 3 SP = +1 MP, 7 SP = +2
road hex, they must attack withdrawn; The NLF player may conduct
MP. Counts toward first Round fire. (Allied SPs 1/2 in
immediately. Reaction Movement if eligible.
non-Free Fire Zone)
Defender Chooses Terrain

Determine Total DRMs: Combat Ratio* + TEC


(Note: Attackers do not have to use all their ground
strength in the attack)
Pursuit is modified to 0 and Have all Defending
* compare attacker and defender combat strength + Have all Operating
ignore Pursuit modifiers from Units retreated or been
support (max 3 times unmodified combat strength) Units withdrawn?
the CRT. destroyed?

Roll 1d6
Retreat. Any Defending Units sur- Attacker Withdraw. Any Oper-
Round Of Operation viving the attack may move their full ating Units may withdraw to the
Complete: All Support
MP in any direction. Retreating units hex from which they entered the
Points for both sides
See Diagram D (Apply Casualties) are again available for cannot end their retreat in an ene- battle hex. Such units become Remove Interdiction Markers
use in the actions of my-occupied hex, nor the hex from uninvolved, and may not resume
the following Round. which the Operating Units entered the operation.
the battle hex.

Diagram C Bombardment Living Rules v1.0 / 02.11.22 / Changes in blue VIETNAM 1965-1975
Eligible Artillery
Allied only action Reaction Movement Possible [4.9]: If an Operating Unit/Stack ends movement
adjacent to a non-target enemy unit, that unit may move its full MP, and does not Independent, Dedicated, and Organic Artillery are all eligible for Bombardment
NLF only action itself cause Reaction. VC units may Disperse whenever they are given the opportunity Operations, and will be that unit’s operation for the Turn.
to take Reaction Movement. VC Alert Movement does not cause Reaction Movement.
Incidental Attacks Possible [4.11]: One-Round-only combat. Artillery and air
support may be used. No naval support. No pursuit. No retreat.

START

Bombardment [3.7]

Assign any combination of air/artillery/naval support


points to the operation. A minimum of 4 support Declare Free-Fire Zone. If not, each Allied artillery, Declare 1 Target Hex. Cannot target units on the
points must be assigned (post Free-Fire reduction). air, and naval support point is 1/2 [7.6]. Ho Chi Minh Trail.
No maximum number of points.

Determine Total Defender Chooses


Roll 1d6 Are there VC Defenders?
DRMs: TEC only. Terrain

See Diagram D (Apply


Casualties) Announce Attack Alert Roll [4.8]: VC Units only.
(reveal VC units) 1d6 + foot MP cost of the Target Hex =
Alert Move MPs. If any ARVN units are
assigned to the operation, add 1 to the
Alert Move MPs.

Diagram D Applying Casualties Dispersal [4.10]:VC Units only. On the


first Round of an operation, VC units in
Calculate casualty column: Opponent’s total support + your total Return to Are there any
the Target Hex may be removed from the
ground strength in combat (only defender in Bombardment). Begin Operation enemy units in the
map and the VC Repl pool is increased
original Target Hex?
by the ground combat strength of the
unit(s).
Find modified die roll: Cross reference modified die roll and your
column to find number of losses. Modified die roll may indicate loss of
Air or Airmobile Point. Only 1 of each type can be lost in an operation Alert Move [4.8]: VC Units only. Any VC
and they need to have been used in the operation [6.6.4]. units in the Target Hex may move.

Apply Casualties with Defender first: A player may not expend Re-
placement Points in excess of their force’s unmodified ground combat
strength, if forced to do so, must lose unit(s) instead.

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