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.