SEARCH & DESTROY
ERRATA AND NEW OPTIONAL RULES
SEARCH & DESTROY was a remake and an improved version of the
older game GRUNT. It was certainly better and easier to play.
However, several rule ambiguities still existed in the game which
caused some misunderstanding of some of the rules sections. In
many cases these were new rules which were contradicted by old
rules from GRUNT which were left in the rule book when they
should have been taken out. SPI never put out an errata sheet for
SEARCH & DESTROY, even though many rules questions were received
and answered by them. In this article I am listing the errata
based on the questions that I sent in to them and the answers
that I received. I am also introducing some new optional rules of
my own creation.
ERRATA
[3.6] Game Scale
ADD - The time scale is twelve minutes per turn. (This is based
on the fact that the time scale was six minutes per turn in GRUNT
and the doubling of the Movement Allowances in SEARCH & DESTROY
doubles the time.)
[6.23] Line of Sight
ADD - Hexsides common to only one blocking terrain hex do not
block the line of sight if the line of sight longitudinally
bisects the hexside. If the line of sight bisects an intersection
of hexsides common to both blocking terrain and non-blocking
terrain hexes, then the line of sight is not blocked at that
intersection.
[13.2] US Leadership
[13.24] ADD - In the Standard Game where there is only the
Company Commander unit in the company, if the Company Commander
unit loses leadership, then the die must be rolled for each squad
in the company to see if they lose leadership control.
[16.0] Improved Positions
Procedure ADD - Units that start the game set up on the mapboard
may not be considered to be in Improved Positions unless
specifically allowed to by the scenario deployment instructions.
If so allowed the owning player may have all, some, or none of
his units in Improved Positions.
ADD - [16.4] Hidden Deployment of Improved Positions
Hidden units that are in Improved Positions need not have the
improved position counter placed on top of them until they have
been spotted in any manner by enemy units. Hidden units that are
in Improved Positions must be recorded on a separate sheet of
paper, in which case the unit and the hex number of the hex it is
in is recorded. Hidden NLF units which improve their positions
while in the line of sight of or adjacent to a US Personnel Unit
are exposed and flipped over at the end of their turn. In the
case of Dummy unit, it is immediately removed from the game.
[19.2] Ammunition Supply
[19.21] Third sentence should read as follows: Once you are "out
of ammo", you can no longer fire, though NLF units reaching an
NLF Ammunition Cache and US units reaching an Ammunition Supply
Counter may resupply.
[19.24] ADD - The US Player may call in as many Ammunition Supply
Counters as he desires per turn. (He has in game terms an
unlimited supply.) Only one Supply Counter may be placed in a hex
at any one time. The counter may be placed in any hex where a
helicopter can land.
[20.0] Casualty Combat Results
[20.13] Personnel Unit Casualties
ADD - All Squads and Leadership counters which have a printed
Attack Strength on them are eliminated from the game when they
have received at least six casualties. All Leadership counters
that have no printed Attack Strength on them are eliminated after
they have received at least two casualties. This will require
record keeping for each unit that has received casualties.
[20.2] Transportation of Casualties
ADD - [20.24] US Medic and NLF Porter units may carry up to a
maximum of four WIA, two KIA, or one KIA and two WIA casualties.
US and NLF squad size units may carry up to twelve KIA and/or WIA
casualties in any combination.
[20.4] Abandoned/Captured Casualities
[20.42] ADD - Additionally, the US Player receives at the end of
the game, twenty-five Victory Points for each captured NLF
casualty (KIA or WIA) that he has a US unit stacked with (i.e.
transporting). (For propaganda purposes.)
[20.43] Second sentence should read - Additionally, he receives
at the end of the game, sixty Victory Points for each captured US
casualty (KIA or WIA) that he has an NLF unit stacked with (i.e.
transporting), for each US casualty left alone on an Anti-
Personnel unit, and for each US casualty left alone in any other
hex on the board with no US unit stacked with it. (Again for
propaganda purposes.)
ADD - [20.44] The NLF Player now only receives twenty Victory
Points for each helicopter destroyed.
ADD - [20.45] For each peasant killed or wounded by enemy fire
[10.2], the non-firing Player now only receives 15 Victory Points
if he is NLF or 10 Victory Points if he is US. Casualty markers
are not placed on the board for civilian casualties, the points
are just awarded. This includes fire of any kind (ground,
artillery, airstrikes, etc.), but does not include casualties
caused by interrogation [23.0].
[20.5] Casualty Victory Point Schedule
In the Type of Casualty Column, the third line should read "Each
KIA or WIA captured/abandoned" and the fifth line should read
"Each peasant killed or wounded by Enemy Fire".
[20.6] MEDIVAC
[20.61] ADD - MEDIVAC "helicopters" may land on hexes with
personnel units with casualties on them. This is the only
exception to rule {9.15].
[20.64] ADD - Personnel units in a hex where the MEDIVAC is shot
down under go an immediate 3-1 attack. Any resulting casualties
are placed in the hex.
[21.0] Artillery, Air Strike, and Tank High Explosive Fire
Procedure: ADD - All enemy and friendly personnel units are
attacked in the affected hexes.
[21.2] Patterns of Fire Diagrams
The Artillery Strike Pattern diagram should have a North Arrow
pointing up next to it and should have the Artillery Center of
Impact counter in it. The Tank HE Fire diagram should have the
Tank HE Center of Impact counter on it.
[21.24] ADD - The Artillery Strike Pattern is set up on the Game
Map in relation to the North Arrow on the map, not to the point
of view of the Forward Observer unit calling in the fire.
ADD - [21.25] Air Strike Patterns may be of any shape providing
the hexes are in contact with each other on at least two hexsides
(i.e. each hex is adjacent to at least two other strike hexes)
and it is in a contiguous pattern (i.e. no unaffected hexes in
the middle of the pattern).
[22.0] Tanks and Armored Personnel Carriers [APC's]
ADD - [22.35] When using the Fire and Movement Rule [17.0], an
NLF Cadre unit may expend up to six Movement Points and still be
able to fire the RPG-7. There are no modifiers to the Vehicle
Defense Table for this.
ADD - [22.36] When using the Increased Fire Rate and Ammunition
Supply Rule [19.0], a NLF Cadre unit that has fired its RPG-7 may
when it resupplies with ammunition (Rule [19.22]) be resupplied
with another RPG-7 round. This procedure may be repeated as many
times in the game as the NLF Player desires.
[22.4] Vehicle Defense Table
[22.41] ADD - Successive Immobilized results have no additional
effect on the vehicle. The NLF Player receives no Victory Points
for immobilizing or destroying a vehicle. The only exception to
this is if a scenario's victory conditions awards points for
destroyed or immobilized vehicles in that particular scenario.
[23.0] Interrogation
[23.14] Should Read - If, in the second interrogation attempt,
the US Player wounds a peasant being interrogated, the NLF Player
is awarded ten Victory Points. If, in the third attempt at
interrogation (possible only with ARVN units), the US Player
kills a peasant being interrogated, the NLF Player is awarded
twenty Victory Points.
[23.15] Third sentence should read - If the second result is
"Peasant Wounded", then the Porter can be considered as
eliminated (killed) by interrogation.
[23.16] Should read - In all interrogation by US units, the US
Player has the option of stopping after the first attempt or die
roll.
[23.2] How ARVN Interrogate: ADD - All three attempts are made in
a single turn. A peasant unit that receives a peasant wounded
result may still be interrogated a third time. (Note: If a Porter
receives a Wounded result in the second attempt, he is eliminated
and may not be interrogated a third time.)
[23.3] Interrogation Results Table
Explanation of Results: A = Located one Ammunition Cache.
ADD [23.4] Combined US/ARVN Orders of Battle
In scenarios where the US Player has both US and ARVN units in
his order of battle, he may make only one interrogation attempt
with any one of his US units and may make as many interrogation
attempts as he has ARVN units in a single Turn, in accordance
with the rules in this section.
[24.0] Organization of Forces
ADD - [24.11] The US Player may additionally receive Artillery
and Air Strike assets as provided for by the scenario
instructions.
[24.12] ADD - All fractions are rounded up, i.e. a "1" Attack
Strength halved remains a "1".
[24.2]North Vietnamese [NVA] and Viet Cong Organization
There are three NLF Leader (Cadre) counters in a VC Company, not
two.
[24.35] Command Control Chart (US Only)
The Battalion Commander normally controls two company commanders
but in scenarios where the US Player has three or more companies,
he would control the company commanders of all of them.
[26.0] Helicopter Gun Support
ADD - Players may want to craft their own helicopter counters to
mark the hexes where the various types of helicopters are on the
mapboard.
[27.0] Optional Scenarios
[27.14] Operation Clean House Scenario
US Player Forces: Players will have to use counters from another
game of SEARCH & DESTROY to make the third company. Alternately
they may create their own counters. In either case the third
company would be "C" Company.
[27.23] Kien Phoung Province Scenario
NLF Player Forces Deployment: enter anywhere on the east map edge
on Game turn One. Move first.
US Player Forces Deployment: helidrops on the first Game Turn in
the normal manner. Move second.
Counter Sheet
There is a misprint on two of the US units; there appears to be
doubles of the mortar squads 1/4/A and 2/4/B. One of each should
be 1/4/B and 2/4/A respectively.
NEW OPTIONAL RULES
[31.0] NLF Company and Battalion Cadre Units
General Rule:
In the game the NLF Platoon Cadre units represent more than just
the platoon leader, platoon sergeant, and runner. They also
represent additional company and battalion level support weapons
(in this case, extra medium machine guns and RPGs) which is why
they have an Attack Strength of two. The NLF at times supported
their troops with regimental level support weapons and units,
mostly in the way of heavy machine guns, recoilless rifles, and
sappers. These would likely be kept under control of the next
higher command levels, namely the company and battalion
commanders. To facilitate this, each NLF company will now have a
Company Cadre unit as part of its structure.
Procedure:
Create three Company Cadre units. These will be labeled as 1st,
2nd, and 3rd Companies. Each of these will have an Attack
Strength of two and the standard Movement Allowance of twelve
except as noted below. These units follow the same rules as the
other cadre units in terms of command control [15.1]. There is
one Company Cadre unit in a Mixed Company, a VC Company, and an
NVA Company. There are three Company Cadre units in an NVA
Battalion.
[31.1] Additional Abilities
In addition to their leadership abilities the Company Cadre, and
the Battalion Cadre unit that is in the game, may have sapper
personnel, a recoilless rifle, or heavy machine guns as part of
their Attack Strength. These are allocated to the NLF Player by
the scenario NLF Player Forces instructions. These are then
assigned to the Company and/or Battalion Cadre units in the force
by the NLF Player. No more than one of these additional support
elements may be assigned to a Cadre unit. Example: The NLF Player
receives two Heavy Machine Guns and one Sapper for an NVA
Battalion in a scenario. He may assigned each to which ever of
the three Company or one Battalion Cadre units of his choice.)
[31.11] Heavy Machine Guns: A Cadre unit that has a Heavy Machine
Gun assigned to it adds two to the die roll when firing at
helicopters. (These are 12.7mm anti-aircraft machine guns,
usually Soviet style ones, but these may be captured US .50 cal
ones as well.) However, a Cadre unit that has a Heavy Machine Gun
has its Movement Allowance reduce to six Movement Points in the
game. (These machine guns are pretty heavy to be carrying
around.)
[31.12] Sappers: A Cadre unit that has Sappers assigned to it
adds two to the die roll when conducting a Close Assault [32.0].
(Sapper units would do their work before or after a scenario, not
during. In a scenario they would normally be no better than any
other squad in terms of firepower. Their special ability in close
assaults comes from the occasional flamethrower, and the
explosives that they would normally carry, from which they could
make satchel charges.)
[31.13] Recoilless Rifle: A Cadre unit that has a Recoilless
Rifle assigned to it may fire at vehicles as if it is an RPG-7.
(These are various types, usually Soviet 82mm ones or captured US
75mm ones.) The difference is that a recoilless rifle may fire up
once per turn during the game, not just once per game as with the
RPG-7. The Vehicle Defense Table is used, but there are no
modifiers to the die roll except add two if the vehicle is an
APC. A Cadre unit which fires the Recoilless Rifle at a vehicle
may not make a regular fire attack in the same turn. A Cadre
which has a Recoilless Rifle may not have an RPG-7. A Cadre unit
that has a Recoilless Rifle has its Movement Allowance reduced to
six Movement Points in the game. (Again, these weapons are rather
heavy to carry around.)
[31.14] In the case of the Heavy Machine Gun and the Recoilless
Rifle, when using the Fire and Movement Rule [17.0] the Cadre
unit may expend up to three Movement Points and still be able to
fire them. Like the RPG-7, the Recoilless Rifle receives no die
roll modifiers for this when it is fired.
[31.15] In the case of the Recoilless Rifle, when using the
Increased Fire Rate and Ammunition Supply Rule [19.0], Cadre
units which have expended four units of fire, regardless of
whether they were making normal fire attacks or anti-vehicular
attacks with the Recoilless Rifle, are considered to be out of
ammo and must resupply in order to fire again. Recoilless Rifles
may not use the increased fire rate, they may only fire once per
turn.
[31.16] Once assigned, these additional support elements stay
with the NLF Cadre units to which they are assigned and also
share in their fate. When using the Casualty Combat Results
Table, casualties incurred by the Cadre unit does not cause the
loss of these abilities.
[31.17] For inclusion in pre-existing scenarios, here is a list
of additional forces for the NLF Player.
27.11: Add 1 Company Cadre Unit, 1 Recoilless Rifle
27.12: Add 1 Company Cadre Unit, 1 Sapper
27.13: Add 2 Company Cadre Units, 1 Sapper, 1 Recoilless Rifle
27.14: Add 3 Company Cadre Units, 1 Sapper, 2 Heavy Machine Guns
27.21: Add 1 Company Cadre Unit, 1 Heavy Machine Gun
27.22: None
27.23: Add 1 Company Cadre Unit, 1 Sapper
27.24: Add 1 Company Cadre Unit, 1 Sapper
27.25: Add 1 Company Cadre Unit, 1 Sapper
27.26: Add 1 Company Cadre Unit, 1 Heavy Machine Gun
27.31: Add 1 Company Cadre Unit, 1 Heavy Machine Gun
[32.0] CLOSE ASSAULT TACTICS
General Rule:
A Close Assault may occur between opposing units that are in
adjacent hexes. This optional rule simulates the close in
fighting at under fifty meters range where point blank fire, hand
grenades, and in some cases, hand-to-hand fighting reigns
supreme. All personnel units may be close assaulted, but only
those units with an Attack Strength have the ability to Close
Assault enemy units. Snipers are an exception, they may not Close
Assault enemy units even though they have an Attack Strength.
Close Assaults may only occur at the end of a Player's Combat
Phase and also during the US Player's Search Phase. Vehicles may
also be Close Assaulted as described later on.
Procedure:
After all fire attacks are made against enemy units during a
combat phase, a player may then conduct Close Assaults attacks
against enemy personnel units in hexes adjacent to those
containing friendly personnel units. An enemy unit may be Close
Assaulted by friendly units from more than one adjacent hex. The
attacking player adds up all of the Attack Strengths of the
participating close assaulting units to get a total and compared
it to the Attack Strength of the defending enemy unit to get the
combat odds. Defending personnel units with no Attack Strength
defend with a strength of one. The attacker then rolls the die
using the appropriate Combat Results Table. Terrain has no effect
on the defending unit's Attack Strength but Improved Positions in
the defender's hex add one to it. Pinned units may not use Close
Assault but may be Close Assaulted.
[32.1] Combat Results in Close Assaults
[32.11] Points Combat Results Table
[32.111] If the defending unit receives no result, it remains in
the hex.
[32.112] If the defending unit receives a Pinned result, a Pinned
marker is placed on it but it does not move from the hex.
[32.113] If the defending unit receives a Destroyed result, it is
removed from the board and the attacking player receives ninety
Victory Points if US or 240 Victory Points if NLF.
[32.114] If the defending unit receives a Pinned result and the
attacking player scores Victory Points, the defending player
retreats out of its hex to an adjacent hex clear of enemy units
and receives the Pinned marker there. The attacking player
receives the Victory Points listed on the Combat Results Table.
If the defending unit can not retreat because it is surrounded,
then it is destroyed as in rule [32.113] above.
[32.115] The attacking player may one score one set of Victory
Points. If the defending unit is destroyed, the attacking player
only scores the points listed in the above rules, not those
listed above and those listed on the Combat Result Table.
[32.12] Casualty Combat Results Table
[32.121] If the defending unit receives no result, it remains in
the hex.
[32.122] If the defending unit receives a Pinned result, a Pinned
marker is placed on it but it does not move from the hex.
[32.123] If the defending unit receives a Pinned result and
receives casualties of any kind, it retreats out of its hex into
an adjacent hex clear of enemy units and receives the Pinned
marker there. In addition, the defending unit leaves any
casualties in the vacated hex, both those just received and those
sustain in previous attacks.
[32.124] If the defending unit can not retreat out of the hex
because it is surrounded, it is removed from the board and six
KIA markers are placed in the hex if the defending is a squad or
cadre, one KIA marker if the unit is a Sniper, and two KIA
markers if the unit is any other type of personnel unit. These
casualty markers will be in addition to those already there from
previous attacks.
[32.2] Advance After Close Assault Combat
One attacking unit must enter the defending unit's hex if that
hex is vacated by the defender. The attacking unit(s) do not take
casualties in Close Assault attacks.
[32.3] Close Assaults During the US Search Phase
During the Surprise Attack Segment of the US Search Phase, the
defending NLF unit may, if it is capable of performing Close
Assaults, either conduct a normal fire attack or perform a Close
Assault, the NLF Player's choice. If the NLF Player Close
Assaults the US unit, it adds two to its die roll when resolving
the surprise attack on the Combat Result Table. All other Close
Assault rules apply.
[32.4] Restrictions
Units may not conduct a normal fire attack on the same player
turn that they Close Assault. A unit may not move on the same
turn that it Close Assaults, except to move into a vacated hex
after the attack is resolved. Attacking units which are
transporting units may not conduct Close Assaults. A defending
unit which suffers no result in a Close Assault combat may freely
move or fire in the owning player's subsequent player turn. A
personnel unit may only Close Assault one enemy unit per friendly
turn but may be Close Assaulted by as many as six enemy units
during an enemy player turn. A unit is not required to Close
Assault an adjacent enemy unit, it may fire instead but all fire
attacks must be resolved before the player may conduct Close
Assaults.
[32.5] Fire and Movement
When using the Fire and Movement Rule [17.0] a personnel unit may
expend up to half of its Movement Allowance and still Close
Assault. However its Attack Strength is halved.
[32.6] Increased Fire Rate and Ammunition Supply
When using this rule [19.0] a personnel unit may double its
Attack Strength in a Close Assault by expending two units of
fire.
[32.7] Sappers
When a NLF Cadre unit with Sappers conducts a Close Assault, it
adds two to the die roll on the Combat Results Table. When
conducting a surprise Close Assault [32.3] it adds four to the
die roll, two for the surprise attack, and two for the Sappers.
[32.8] Vehicles
Both the M48 and the M113 vehicles may be Close Assaulted by the
NLF Player. The M113 defends with a strength of one and the M48
defends with a strength of two. The only combat result that
applies against either vehicle is the "h" result on the Combat
Results Table. The "h" result means that the vehicle is
destroyed. Any other result is treated as No Effect. Vehicles may
not Close Assault enemy units, but they may fire at them at one
hex range.
[33.0] RIVER PATROL BOATS
General Rule:
In certain scenarios in SEARCH & DESTROY, the US Player may
receive River Patrol Boats as part of his forces. These boats
were lightly armored, thus giving their crews an increased
measure of protection, but as the crew members on deck were still
partially exposed, were still vulnerable to ordinary infantry
fire.
[33.1] Patrol Boat Firepower
Each Patrol Boat has a normal Ground Attack Strength of twelve
Strength Points which may only be used within the limitations of
Line of Sight [6.2]. The hex on either side of the River hexside
that the boat is in counts as one hex of range, both to and from
the boat. This fire may be applied to a single hex or it may be
split into two attacks of six Strength Points each which could be
applied to two separate hexes. Patrol Boats may only use their
firepower in the Combat Phase of a Friendly Player Turn in which
they expended one half or less of their Movement Points in the
immediately preceding Movement Phase.
[33.2] Patrol Boat Movement
Each Patrol Boat has a Movement Allowance of forty Movement
Points. Boats expend one Movement Point for each river hexside
that they enter. Patrol Boats move along river hexsides but the
actual boat counter is in an adjacent hex with its bow pointing
towards the river hexside that it is actually occupying. Boats
may move through each other but may not end the Movement Phase
occupying the same river hexside with another boat. Patrol Boats
may end the Movement Phase in the same hex as another unit,
friendly or enemy, but is not considered to be stacked with it as
the boat is actually in the river hexside. Boats may travel along
the bridge hexside (the bridge is assumed to be high enough for
the boat to pass under safely). Boats may move in either
direction along the river but may only move in one direction per
Movement Phase.
[33.3] Attacking Patrol Boats
Patrol Boats may be attacked by infantry fire. The boat has a
defense strength of three (due to the light armor). Patrol Boats
do not use the defense strength of the hex that their counter is
in.
[33.31] Points Combat Results Table
A Patrol Boat is considered to be destroyed when it has a total
of 180 points scored against it using the NLF point values. This
will require record keeping.
[33.32] Casualty Combat Results Table
A Patrol Boat is considered to be destroyed when it has incurred
at least six casualties (KIA and/or WIA). Casualty markers are
stacked with the boat and move along with it as it moves.
[33.33] Patrol Boats ignore Pinned results from either Combat
Results Table.
[33.34] Patrol Boats may also be attacked with RPG-7 and
Recoilless Rifles. Use the Vehicle Defense Table in resolving the
attack. There are no modifiers to the die roll. An Immobilized
result means that the boat may not move from the hexside it
currently occupies but may still use its firepower. A second
Immobilized result means that it is destroyed.
[33.35] A destroyed Patrol Boat is removed from the board. Any
Victory Points scored against the boat or casualties stacked with
the boat are ignored or removed from the board. (These are just a
means of tracking the progress of the boat's destruction.) The
NLF Player does not receive any Victory Points for destroying
Patrol Boats except those awarded to him by the Victory
Conditions of the scenario in question.
[33.4] Additional Rules
[33.41] A Patrol Boat may not probe or search a hex. It may not
use the Improved Positions [16.0], Increased Rate of Fire and
Ammunition Supply [19.0], and Leadership [13.0] rules. It may not
Close Assault or be Close Assaulted [32.0].
[33.42] A Patrol Boat may act as a Forward Observer for purposes
of calling in Artillery Fire and Air Strikes.
[33.43] A Patrol Boat may not transport any units or counters
except the casualty counters incurred from attacks against it.
[33.44] In scenarios where the Patrol Boats are being used, no
combat or Personnel units (even Dummies) may move across a River
hexside except at the Bridge hexside. (The rivers are too wide or
deep to wade across.)
SEARCH & DESTROY: NEW SCENARIOS
The following scenarios were originally created by Phil
Kosnett and published in MOVES Magazine Issues #23 and #27.
However in their original form they were rather crude and
sometimes incomplete. I modified them so they are better
organized and fit with the new optional rules listed here on
Grognards.
SCENARIO 1: The Mechanized Sweep
In the later years of the war, heavy mechanized sweeps were made
through lightly held NLF areas in hopes of flushing out troops,
and with lesser emphasis, discovering supplies. These sweeps were
rarely successful as the enemy simply avoided contact. However
sometimes they would set up anti-armor ambushes using recoilless
rifles backed up by three-man RPG-7 teams. These would set up in
the treelines or elephant grass, execute their ambushes, then run
away.
ARVN Player Forces: Four Tanks, Five APC's carrying an ARVN Elite
Platoon.
Deployment: Enter on any edge of the board on Game Turn One. Move
first.
Additional ARVN Firepower: Five Cobra Strikes, 5 Attack Strength
Points each.
NLF Player Forces: Three VC Squads, One NLF Platoon Cadre Squad,
One Sniper, Two Peasants, One Ammo Cache, Four
Mines, Twenty Dummies.
Deployment: VC Squads, NLF Platoon Cadre Squad, and Sniper set up
in Treeline or Broken Hexes. All other units may set
up anywhere on the board. Move second.
Additional NLF Firepower: None.
Special Rules:
1. Cobra Strikes are Airstrikes by Cobra Gunships firing barrages
of rockets. Treat as normal airstrikes but the Attack Strength
is 5 Strength Points per hex in the eight hex pattern. These
airstrikes can not be shot down (they are flying too high).
2. VC Squads represent three-man RPG-7 teams. These are each
armed with a single shot RPG-7 rocket launcher, along with
their regular firearms. These teams are removed after
receiving three casualties, any excess casualties beyond three
are ignored.
3. The NLF Platoon Cadre unit is equipped with a Recoilless
Rifle.
4. The ARVN infantry units start the game mounted on the APCs.
They may not dismount until an NLF unit has fired or has been
revealed.
Game Length: 15 Game Turns.
Victory Conditions: Standard, with the following additions:
A. Each destroyed or immobilized APC: 20 Victory Points.
B. Each destroyed or immobilized tank: 40 Victory Points.
C. Each revealed NLF unit: 10 Victory Points.
D. The Ammo Cache is worth 40 Victory Points if destroyed.
(Note: The NLF Player may only score points once for a vehicle
even if it suffers both immobilized and destroyed results during
a game.)
SCENARIO 2: Pilot Rescue
Often American pilots would be shot down over enemy held
territory. Rescue helicopters would race NLF troops to reach him,
as other US planes protected the down pilot.
US Player Forces: One Pilot (represented by a platoon leader
counter), Six Dummies (use any green US
counters).
Deployment: May set up inverted in any clear or broken hex on the
board. Move second.
Additional US Firepower: Ten Airstrikes.
NLF Player Forces: VC Company (1 Company Cadre Leader, 3 Platoon
Cadre Leaders, 3 Hard Core Squads, 6 VC
Militia Squads, 3 Snipers). Company Cadre unit
has a Heavy Machine Gun.
Deployment: Four units enter on each side of the board on Game
Turn One. All NLF counters enter face up. Move first.
Additional NLF Firepower: None.
Special Rules:
1. All US units on the map have a Movement Allowance of twelve
Movement Points. They may move anywhere on the board. A Pilot
that is WIA as a result of fire combat may not move but may
still be rescued if in Clear or Broken Terrain hexes. A KIA
Pilot is removed from the board and the NLF automatically
wins.
2. NLF units are not inverted at the end of the turn, they remain
face up the entire game.
3. NLF units must use the Search rules [12.0] when searching
enemy occupied hexes. An NLF unit that searches a hex
containing the US Pilot is considered to have captured him and
may transport him as if he is a casualty.
4. Starting on Game Turn Six, two Hueys (unarmed) and two Cobra
gunships are available to the US Player. These are for Pilot
rescue only. Only one Huey and one Cobra may be used in a Game
Turn. The Huey picks up the Pilot in the same manner as it
would a casualty. If both Hueys are shot down, two more Hueys
(unarmed) and two more Cobra gunships become available on Game
Turn Twelve. A captured pilot may not be rescued.
5. Shot down helicopters do not produce more Pilots (they are
presumed dead). Use of the Helicopter Gunship Support Rules
[26.0] is mandatory.
6. Airstrikes are considered to be unobserved.
Game Length: 20 Game Turns.
Victory Conditions: If the Pilot is rescued by the end of the
game, the US player wins. A Pilot is considered to be rescued if
he is picked up by a Huey and safely exits the board without
being shot down. The NLF Player wins by avoiding the US Player's
Victory Conditions.
SCENARIO THREE: River Patrol Boat Ambush
During the war American patrol boats would patrol the backwater
rivers and stream of South Vietnam. Often NLF units would attempt
to ambush them, in which case the boats would try to escape.
US Player Forces: Four Patrol Boats
Deployment: Enter on any side of the board, traveling along a
River hexside. Move first.
Additional US Firepower: None.
NLF Player Forces: Two NVA Platoons, One Company Cadre Leader
(equipped with Recoilless Rifle).
Deployment: Set up anywhere on the board. Move second.
Additional NLF Firepower: None.
Special Rule: US Patrol Boats may only exit off of the opposite
edge of the board that they entered on.
Game Length: 10 Game Turns.
Victory Conditions: If all four patrol boats exit off of the
mapboard, with no casualties incurred on any of them, by the end
of the game, it is an Automatic US Victory.
Otherwise, Standard Victory Conditions with the following
addition.
Destroyed or immobilized US Patrol Boat: 30 Victory Points
(Note: The NLF Player may only score points once for a Patrol
Boat even if it is both immobilized and destroyed during a game.)
SCENARIO FOUR: Defense of Phnom-Penh
In 1975 as the government of South Vietnam was falling to the
NLF, the government in neighboring Cambodia was falling to the
Khmer-Rouge. Here the Cambodian government forces attempt to stop
the infiltration of Khmer-Rouge units into the outskirts of
Phnom-Penh.
Government Player Forces: Twelve Infantry Squads (Attack Strength
1), 1 Company Commander, 2 APC's.
Deployment: Sets up first anywhere northwest of the river
starting in hex 3201 and ending in hex 0117. May set
up in improved positions. Sets up first. Move second.
Additional Government Firepower: None.
Khmer-Rouge Player Forces: One Company Cadre unit (with Sappers),
Two Platoon Cadre (each with RPG-7),
Twelve VC Militia Squads, Twelve
Dummies.
Deployment: Sets up second anywhere south and east of the river
starting in hex 3201 and ending in hex 0117. Units
set up inverted. Move first.
Additional Khmer-Rouge Firepower: None.
Special Rules: None.
Game Length: 10 Game Turns.
Victory Conditions: Khmer-Rouge Player decides in writing after
both sides have set up, but before the beginning of the game,
which of the following Victory Conditions he intends to fulfill
by the end of the game.
A. Exit six units (not Dummies) off of the board between hexes
0109 and 2201 (inclusive). Must reveal units when exiting.
B. Inflict 30 casualties on the Government Player Forces without
incurring more than 20 casualties on his own forces.
Choice is revealed at the end of the game. If the Khmer-Rouge
Player fulfills his chosen Victory Condition, he wins. If he
fails, the Government Player wins.
SCENARIO FIVE: Koh Tang
Only days after the Khmer-Rouge officially took power in
Cambodia, the new government's forces kidnapped the 39-man crew
of the S.S. Mayaguez, an American freighter in disputed waters.
US Marines invaded the island of Koh Tang in the belief
(incorrect as it turned out) that the crew was being held there.
The island's defenders fought back viciously as the Marines
attempted to form a perimeter and search for the kidnapped
civilians.
US Player Forces: Two Companies (no ARVN Intelligence Teams),
One Battalion Commander.
Deployment: Helidrops anywhere in the southwest quarter of the
mapboard. Move first.
Additional US Firepower: None.
Khmer-Rouge Player Forces: Two Mixed Companies (Company Cadre
units have nothing special), Fifteen
Dummies.
Deployment: Sets up inverted in any Forest, Treeline, or Building
hexes. Move second.
Additional Khmer-Rouge Firepower: None.
Special Rule: Ignore the presence of the rivers. Treat all Clear
hexes as Broken Terrain hexes.
Game Length: 15 Game Turns.
Victory Conditions: Standard Victory Conditions.
SCENARIO SIX: Khmer-Rouge versus the RGV.
Not long after the Mayaguez Incident, the islands of the Gulf of
Siam again became a battleground as the Communist revolutionaries
of Vietnam and Cambodia took to fighting among themselves over
possible petroleum deposits in the offshore islands. The
Communist Vietnamese were assisted by former South Vietnamese Air
Force pilots flying US built aircraft.
Vietnamese Player Forces: One NVA Company, One VC Company, One
Forward Observer, (Company Cadre units
each have Sappers).
Deployment: Enter anywhere , face up, along the East edge of the
mapboard. Move first.
Additonal Vietnamese Firepower: Two Airstrikes.
Khmer-Rouge Player Forces: One Mixed Company (Company Cadre unit
has nothing special), Ten Dummies.
Deployment: Set up, inverted, anywhere west of the 3700 hexrow.
Move second.
Additional Khmer-Rouge Firepower: None.
Special Rules:
1. Ignore the presence of River hexsides. Treat all Clear hexes
as Broken terrain hexes.
2. Khmer-Rouge Player may set up ambush markers.
3. Vietnamese units must use Search Rules [12.0].
4. Vietnamese units may not be inverted at the end of the Game
Turn. They remain face up the entire game.
5. Khmer-Rouge Player receives 50 Victory Points for each
Airstike used against his forces.
Game Length: 15 Game Turns.
Victory Conditions: Standard Victory Conditions except that both
sides use the NLF Victory Point values.