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Incoming! - Preparation

These rules are designed for squads and fire teams with a single stand of infantry representing one fire team*, allowing for a slightly lower level game than the original Crossfire rules. The smallest unit is the fire team, two or more of which combine to make up a squad. In effect a fire team is used in the same way as a squad* in the original rules.

* The term "Fire Team" also covers the VC/NVA use of 3-5 man cells as their smallest tactical unit. The US/ARVN/ROK squad also equates to the Australian or NZ section.

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1.0 Ground/Time Scales

Ground scales (such as they are!) as per the original Crossfire Rules

Time scales: use the moving clock as detailed in the Hit the Dirt Crossfire supplement.

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1.1 Figure scales and Basing

The following units and base sizes are recommended:

  • Fire Team*: 3 - 5 figures on a base 1.5" x 1.5"
  • Command Group: 3 - 4 figures on a base 1.5" x 1.5"
  • Heavy Weapon: 1 model weapon and a crew of 3-4 figures on a base 1.5" x 1.5"
  • RPG, LAW, Bazooka or Flamethrower Team: 1 - 2 figures on a base 1" wide x 1.5” deep
  • Forward Observer: 1 or 2 figures on a base 1" wide x 1.5” deep
  • Medics: 1 - 2 figures on a base 1" wide x 1.5” deep
  • Sniper: 1 model figure on a small circular base (a penny coin is ideal)
  • Company Aid Post: 2-3 figures on a base 1.5" x 1.5"
  • US Dog Handler: 1 figure plus a dog on a base 1" wide x 1.5” deep
  • Downed aircrew: 1-3 figures on a base 1" wide x 1.5” deep
  • Engineer/Tunnel Rat Team: 3 - 5 figures on a base 1.5" x 1.5"
  • Snipers: 1 - 2 figures on a base 1" wide x 1.5” deep
  • Vehicles and guns may be based as wide/deep as necessary

AFV Crews

  • AFV crews comprise 3 or 4 figures on a base 1" wide x 1.5" deep.
  • They may be forced to abandon their vehicle by enemy fire or may do so voluntarily at the decision of the controlling player. Once dismounted they move as a normal infantry stand.
  • AFV crews are considered to be armed with personal side arms (pistols, M-16s etc), and grenades. They may fire as a Fire Team with a 1 dice penalty at targets within one base width (ie for self defence only).
  • They are treated as a Fire Team stand if engaged in close combat.
  • AFV crews may not initiate close combats.

US Advisors with ARVN and VNMC units

This rule is designed to allow ARVN and Vietnamese Marine Corps (VNMC) units to make use of US advisors. Although nominally assigned to ARVN units to provide technical expertise many of the US advisors were frequently junior in rank to those they were "advising", they were often unfamiliar with the conditions and culture within the ARVN forces and the officers whom they were supposed to "advise" often had considerably more combat experience than the young, albeit enthusiastic, Americans. This could prove to be irritating, if not downright insulting, to many ARVN officers, however US advisors often had lines of communication for US artillery and air support which would not otherwise have been available to the ARVN. Note: Do not confuse these advisors with the Special Forces "advisors" who led and carried out a command function within the various Mike forces and similar units.

To simulate these conditions the following rules apply:

  • In any game using ARVN or VNMC forces with at least a company or battalion HQ command stand present on table, the Free World player throws 1D6 at the start of the game. A US advisor stand will be present on a score of 4, 5 or 6.
  • The advisor must be attached to a nominated command stand and must stay within LOS to the nominated command stand.
  • A US advisor stand consists of 2-3 figures (one carrying a radio) on a base 1" wide x 1.5" deep.
  • The advisor stand may be used as either an artillery FO or a Forward Air Controller when the controlling player has the initiative.

Although US advisors did not have any command authority a number of them established a rapport with the ARVN soldiers and were able to step into the breach in a crisis. To represent this, if the "advised" command stand is destroyed then, on the next initiative, the Free World player throws 1D6. On a score of 5 or 6 the US advisor rises to the occasion and takes command for the rest of the game (this assumes that the US advisor would be aware of the battlefield situation and the overall "big picture"). Note however that he may not function as a command stand in the same turn in which he acts as an FO or Forward Air Controller.

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1.2 Status markers

In addition to the recommended use of squad status markers, casualty figures are used to represent casualties who may require medical evacuation or recovery for a body count and therefore need to be left on the table top as an integral part of the game.

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US Advisor

A US advisor assists his VNMC counterpart. Image courtesy of Barrie Lovell.