4.0 Movement, Command and Control
The following rules reflect national command and control flexibility by determining how fire teams and attached heavy weapons may move.
US/ANZAC/ROK/NVA/VC Main Force: A Squad must have LOS to its PCG if it wishes to move. It may end the move out of LOS of its PCG but may not move again until LOS is re-established.
ARVN/SVN Militias/VC Local Forces: A Squad must have LOS to its PC if it wishes to move and must end its move within LOS of its PC.
4.0.1 Company Command Groups
Fire Teams which do not have LOS to their Platoon Command Group may operate as normal if the command and control requirements can be met by having LOS to their Company Command Group.
4.0.2 Exceptions to the normal movement and command and control rules
The following units may operate independently from their Command Groups at all times; LOS to the command group is not required (in effect they are treated as the German units in the original rules).
- Free World Special Forces Teams: Some Special Forces units (LRRPS etc) operate in patrol or small fire team sized units. They are considered to be Veteran troops for movement purposes. See organisation charts for details.
- VC main Force/NVA Sappers and Recon Squads: These were recruited from amongst communist party members or soldiers who had excelled or shown exceptional qualities during their training. They were given specialist training and taught to believe that they were an elite with the VC/NVA. They were frequently used for important tasks on the battlefield.
4.3 Terrain Features
The following extra terrain features are added to the game:
- Paddy Fields
- Jungle
Tree Lines are treated as Bocage/Hedges/Walls
Back to Top4.4 Terrain Feature Capacity/Protective Cover
Dry Paddy Fields (representing a dry paddy field with a raised dyke surrounding the field). Does not block LOS. Troops in base to base contact with the edge of the field recieve protective cover from direct fire only (representing the use of the dyke as protective cover). Troops not in contact with the edge of the field are treated as if in the open. Passable to all vehicles.
Wet Paddy Fields (representing flooded fields with crops during the rice growing season). Treated as fields for fire and LOS. Wheeled vehicles are not permitted to enter Wet Paddy Fields. Tracked vehicles may enter them but must test for bogging down each time they move or pivot. Vehicles risk bogging as follows:
| Vehicle | Score to Bog Down | Score to unbog | Permanently Mired on |
| M-113 series | 2 | 4+ | 1 |
| Amphibious tractor or similar | 3 | 5+ | 2 |
| Tank | 4 | 6+ | 3 |
Another vehicle of similar size, or a specialist recovery vehicle may assist with the recovery if it is within one base width of the bogged vehicle at the start of the player’s initiative. Assisted recovery may trigger reactive fire against the assisting vehicle. Assisted recovery will add a +1 modifier to the unbogging dice roll (+2 if a specialist recovery vehicle), however a basic dice score of 1 will always result in a permanently mired vehicle. A vehicle that is permanently mired may not be subsequently unbogged during the game.
Very Dense Jungle (particularly dense vegetation which affects movement and visibility) - Movement and visibility is restricted to one stand width per action. Direct fire is not permitted beyond this distance, although Recon by Fire is allowed. Supporting fire may be called down on speculative targets beyond the LOS.
Armoured Vehicles - Provision of shelter
Tracked armoured vehicles may provide cover for troops sheltering behind them in the following circumstances:
- The sheltering troop stand must be in base to base contact with the armoured vehicle.
- The armoured vehicle must interdict the line of fire between the firing stand and the target stand.
- Tracked armoured vehicles only provide cover for Direct Fire weapons and not Indirect Fire.
- A maximum of two stands may shelter behind an armoured vehicle.
4.4.2 Hardpoints, Bunkers and other Structures - Camouflaged Field Defences
In built up/urban areas such as major towns etc the normal rules for bunkers etc apply. Trenches and bunkers found outside of these area however tended to be smaller and the following rules apply:
- Bunkers with overhead protection may only hold 1 fire team/HMG
- Mortars (any calibre) may NOT be fired from bunkers with overhead protection or from inside buildings. They may operate from a flat roof however.
- Due to problems with backblast Recoilless anti-tank weapons (RPGs, RCLs, LAW etc) may NOT be fired from bunkers with overhead protection or from inside buildings. Defenders wishing to fire RPGs etc must expose themselves to fire, and simply get the -1 dice cover benefit. Exposing themselves to fire may triger a reactive fire.
- Trench systems may hold as many fire teams/weapons as may fit in them. VC/NVA snipers may fire from spider holes which are treated as Bunkers for return fire.
- Bunkers may be attacked by anti-armour weapons such as LAW, RPG, Recoilless Rifles and tank main guns. The normal method for anti-tank fire is used and if the bunker is destroyed the occupants are destroyed with it. If the occupants are destroyed then place a casualty marker next to the bunker.
On This Page
Camouflaged Bunker
NVA Recon Squad
Village Paddy Fields