Several Klicks In The Nam

By Pete Jones
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial 2.5 License.

INTRODUCTION
These rules have been created to fight company-sized actions in Vietnam. They have been designed to be simple to use and to allow a quick flowing game.

MAP
A hex map is used with terrain features.

SCALE
1 hex = 1 mile. 1 turn = 12 hours.

DICE
Use D6.

UNITS
Units are represented by cardboard counters (which you have to make yourself). They are colour coded:

US : Green
ARVN : Light Blue
VC : Black
NVA : Red.

Each counter should be marked with the troop type (inf, armour, mech etc.), attack factor, defence factor, movement range, motivation rating. The VC and NVA counters are placed face down, so the allied player does not know which unit is which. The VC/NVA player can have up to the same number of dummy markers as actual units. The allied players counter are always shown face up.

UNIT TYPES

Type

Move

Attack

Defend

Motivation

Range

Notes

CIDG

9

1

2

2

 

 

US Infantry*

6

2

4

2

 

 

US Mech

8

4

4

3

 

 

US Marines*

6

3

4

3

 

 

Armour

8

5

5

3

 

 

Special Forces

7

4

4

4

 

 

ARVN*

6

2

2

1

 

 

ARVN Mech

8

3

3

2

 

 

VC (Local)

9

1

1

1

 

 

VC (Mainforce)*

9

2

3

2

 

 

NVA*

9

3

4

3

 

 

NVA Sappers

9

4

4

4

Mortars

2

5

2

3

2

 

Artillery

0

6

2

3

8

 

Gunship

All

5

 

 

 

Huey

All

1

 

 

 

 Carries 2

Obs Chopper

All

2

 

 

 

 

Attack planes

All

10

 

 

 

 

* Heavy weapons company add +1 to attack and defence values

TURN SEQUENCE
Declare units on WATCH orders.
Declare units on PATROL orders (Allies only).
Move Phase.
Bombardment Phase
Air Defence Phase
Combat Phase

STACKING
4 ground units may be stacked in one hex.

ZONE OF CONTROL
A unit has a zone of control to all adjacent clear or road hexes. Units in patrol mode have their ZOC range increased by 1 (2 for special forces)", i.e. 2 in road and clear hexes, 1 in non-clear.

.A unit when moving must stop if entering an enemy ZOC. Units in a ZOC of an enemy unit can move to another hex under the ZOC of an enemy unit but must use all of its movement points to do soUnits may not retreat through an enemy ZOC.

TERRAIN TYPES

Each hex should be marked with one type of terrain

Type

Movement Cost

Defence Value

To Spot

Clear

1

1 (2 mech)

Auto

Road

½ (1 infantry)

1 (2 mech)

Auto

Elephant Grass

2

2 (1 mech)

1-3

Landing Zone

2

2 (1 mech)

Auto

Jungle

3

3 (1 mech)

1-2

Village

1

2 (1 mech)

1-3

Town

1

4 (1 mech)

1-2

Firebase

1

4 (1 mech)

1-2

Bunker

2

4 (1 mech)

1

Paddy Fields

2

2 (1 mech)

1-3

Hill

2

2 (1 mech)

1-3

Mountain

4

4 (1 mech)

1

River

No entry

 

 

MOVEMENT
The units move depending on its motivation rating.

Units with a motivation of 1 move first. Once all units with a motivation of 1 have moved then units with a motivation of 2 move etc.

Units spend movement points by consulting the terrain type cost. E.g for each clear hex they enter costs 1 movement point. It costs half a point for each road hex they enter.

Units may move in a stack of up to 4 units. You may drop off or pick up units on the way provided that the stack does not exceed 4 units.

No unit my enter an enemy occupied hex in the movement phase. Units may move through friendly units.

Mechanised units may only enter clear hexes, road hexes or any hex that is within 1 hex of the road.

To board/unboard a troop carrying aircraft costs one movement point by the unit

boarding/unboarding.

Troop carrying helicopters can only carry the number of units specified in their troop type table.

Units on WATCH mode may fire in the movement phase at any point and get a -1 roll to the combat resolution table.

Helicopters and aircraft have unlimited movement over the map. The units may only be attacked by ground troops on their bombardment hex or when boarding/unboarding. It may pick up as many units as specified in its troop type. It my make as many pickups in a turn providing it doesn’t exceed its unit transport value (e.g. A Huey may carry 2 units it can do this in one run, or make two runs carrying two separate units from one location to another).

The chopper moves to the designated hex, the ground unit then moves to rendezvous with the chopper and spends 1 movement point to board the chopper. Choppers cannot land troops on a hex that is occupied by enemy troops.

Transport choppers may have gunship escorts. (Maximum of 4 choppers in a hex – but there may be 4 choppers and 4 ground units). This will help protect them from ground fire.

WATCH MODE
Troops in watch mode may not move and are waiting for the enemy (e.g. in ambush). Units have to be declared to be in WATCH mode and may fire at any point in the opponents movement phase. They get –1 to the dice roll.

PATROL MODE
Allied units can elect to patrol (only infantry units) this increases their zone of control 1 (2 for special forces)", i.e. 2 in road and clear hexes, 1 in non-clear.

all adjacent 2 hexes. (3 for special forces). They cannot move, attack or be transported but may defend. It is useful for spotting hidden VC/NVA units.

TRANSPORTATION
An aircraft carrying troops count as 1 unit.

SPOTTING
To spot a hidden unit a spotter must have a friendly unit adjacent to them. (Unless in patrol mode which has a range of 2 hexes). The spotting unit does not have to be involved in attack. If the unit is spotted the counter is revealed, if not spotted the allied player may attack the hidden counter (obviously he won't know what it is until the attack is declared).

The same unit may spot infinite units in a turn.

BOMBARDMENT PHASE
Artillery units / air units may bombard an enemy hex during this phase. Use the attack factor of all the combined bombardment to work out the ratio of attackers to the the defenders.

Consult the combat resolution table. Only the defenders suffer casualties.

COMBAT PHASE
The highest motivated unit attacks first in this phase, this continues down to the lowest motivated unit.

Units in adjacent hexes can be attacked. Select the target to attack. Add up the factors of all the attacking units also add any support fire. The defender adds up all their defence factors , add any defending support fire and multiply by the terrain modifier. Compare the two figures to work out the ratio for the Combat Resolution Table (round in the defenders favour).

Work out the average motivation of the attacker and the defender.

Shift the column left by the difference in motivation levels if the attacker has the higher motivation or move the column right the number of difference in motivation if the motivation of the defender is higher.(e.g. If the difference is between motivation levels is 2 in the attackers favour shift 2 columns left).

Roll 1D6.

COMBAT RESOLUTION TABLE

DIE ROLL

1:4

1:3

1:2

1:1

2:1

3:1

4:1

1

½A

½D

½D

½D

D

D

D

2

A

½DA

½D½A

½D½A

D

D

D

3

A

A

½D½A

½D½A

D½A

D

D

4

A

A

½A

½D½A

D½A

D

D

5

A

A

½A

½D½A

½D½A

½D½A

D

6

A

A

½A

½A

½D½A

½D½A

D½A

 

The results are as follows:
A : All defenders counters removed
D : All attackers counters removed
½D: Half the defenders counters removed, they retreat 1 hex
½A: Half the attackers counters removed, they retreat 1 hex
½D½A: Both sides lose half their counters and both units stand.

FIRE AGAINST AIRCRAFT
Aircraft may only be fired upon when dropping their payload or boarding/unboarding troops.

Total up the attack factors of all units, if it exceeds the combined air units attack factor the ground troops may open up. Otherwise they are considered to be keeping their heads down from good offensive fire.

To hit the aircraft roll D10: 1-2 = hit. Roll again 1-2 = 1 unit KO, 3-7 = air units abandon mission (the LZ is too hot!) 8-10 = No effect.

BOOBY TRAPS
One trap can be placed per hex, they cannot be moved and affect the opposite side that set them.

As soon as unit enters a trap hex it MUST stop. The opposing player rolls for the traps. They attack at 2:1 odds, surviving units move off next turn. Ignore terrain modifiers.

Booby traps do not count to stacking.

Booby trap attacks take place BEFORE normal attacks.

Updated 2/8/99 - thanks to Nowfel Leulliot for comments and suggestions