
Introduction
These rules are blatantly stolen from Paul Scrivens-Smith set of World War II house clearing rules but modified for the 1968 Tet Offensive. They are intended to give a fun Vietnam skirmish game in a built up environment that can handle up to 5 players a side on a table up to 3' by 3' . They contain a few new ideas so approach them with an open mind.
Requirements
Pens
and Paper
Six sided dice (D6) NOTE D3 is a D6 halved
Percentage dice (D100)
Tape measure
Periscope (optional)
Calculator (handy for calculations)
Four to six figures per person- 20mm (these must be in upright poses as will become clear later)
Terrain - a ruined city/town section (See Below)
Terrain
If you cannot afford to cover a 2' by 3' area with commercially produced ruined buildings you can construct your own. Get some 3mm card or 3mm cork floor tiles. For each ruined building take a tile and cut it down with a craft knife to 8" by 12", this is the base of your building. Take the rest of the cork or card and cut it into two strips 2" by 8", these are used to make your walls. Cut out the walls and cut doors and windows in them. Then break the cork along the length of the wall to give a rough, bombed-out look to them. Once you have made the wall sections glue them together onto to the 8" by 12" cork bases, and glue some debris to them. When the glue is dry spray them from a good distance with black spray paint to give them a smoky/burnt look. Make the town up with spaces in between the tiles for roads. One side takes the Americans or ARVN and he has to move across the table clearing the houses of VC and NVA.
Troop Statistics
Each player needs to roll up the troop statistics for each of his figures, these are as follows-
Initiative: Officers/NCO's/Rambo's: D3+1 Others:D3
Weapon Skill: Officers/NCO's/Rambo's :4D6x10 Others:3D6x10
Move sequence
Move
Initiative 1 figures
Move Initiative 2 figures
Move Initiative 3 figures
Move Initiative 4 figures
Fire Initiative 4 figures
Fire Initiative 3 figures
Fire Initiative 2 figures
Fire Initiative 1 figures
Fire Initiative 0 figures
Movement
Troops
in the open/on roads (ie not on a tile) 9"
Troops on a tile but not in a building 6"
Troops in buildings 3"
It takes 1/2 move to climb over a wall that is up to chest height on a figure.
It takes a full move to climb over a wall that is higher than the figure (but not over 1.5 times his height)
Firing
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Pistol |
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SMG |
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Carbine (old) |
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M16/AK47 |
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M60 |
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M79 |
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NOTES- Assault rifles can fire as either single shot or as automatic.
Automatic weapons can fire as single shot weapons as normal or have a cone of fire that at its wide end is a quarter of the range, but halving the hit chance. For instance - An AK47 on automatic at 4" range has a beaten zone 1" wide but to the hit chance is halved. M79 has a blast radius of 2".
To determine a hit take the firers weapon skill and modify it by the range modifier, this is the score or less needed on a D100 to get a chance of a hit. Any complete 100's count as an automatic hit, with the remainder being the chance of getting another. For instance - A figure with an M16 at 13" and weapon skill of 120 would have a 30% (120 x ¼) chance of hit.
Then roll if the figure is partially hidden roll beneath or equal to the number on a D6 to hit.
Head visible : 1
Head and chest : 2
Head, chest and stomach: 3
Head, chest, stomach and groin: 4
Head to Boots: 5
Once you have determined if a hit has been made throw a D3, this is the number of initiative points that the target looses. If a figure is reduced to zero initiative points he can fire but not move, anything below zero is dead.
Example of a fire fight
Hoy Loc has 2 initiative points, a weapon skill of 110 and is armed with an AK47, Private Davies has 2 initiative points, a weapon skill of 160 and is armed with an SMG.
As they have the same initiative they fire at the same time the range is 7", Loc is firing from a window with only his head and chest showing, and Davies is leaning out of a doorway with his head, chest and stomach showing . To get a hit Loc needs to throw under 55% (110 x ½ ), he throws 78 and misses. As there is only one target present Davies switches to single shot and lets rip. Davies needs to throw under 20% (160 x 1/8), he throws 07 and has a chance of a hit. Because Loc is only showing his head and chest, Davies needs to throw 2 or less on a D6 to hit, Davies throws a 1. He then throws for the effect and throws a 2, Loc is now down to initiative 0, and Daviess comrades slap him on the back.
Duckbacks
If a figure is targeted during a move phase by a firer with higher initiative, and the firer gets a hit on the percentage dice, but misses on the cover dice, then the target is forced to duck back, temporarily reducing his initiative to 0 for the remainder of the turn (mark with a counter).