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Tunnel Warfare

Tunnel systems are built up of sections. A section may be one of the following:

  • A length of tunnel
  • A dug-out
  • A bunker
  • A trench
  • A camouflaged entrance or spider hole

Other features of a tunnel system include Tunnel Junctions and Booby Traps.

Tunnels - A length of tunnel begins or terminates at either a dug-out, a bunker, a trench, and entrance, a spider hole or a junction.

Dug-Out - These represent the barracks, kitchens, workshops, hospitals, command posts, armouries and storerooms that were found within the tunnel systems. Each of these areas is large enough to hold 2, 4, 6 or 8 stands. Concealed entrances may be located within dug-outs and cost extra if using the points system.

Bunkers and Trenches - These are above ground features that may also include an unconcealed entrance at no extra points cost. Concealed entrances cost extra if using the points system.

Camouflaged entrance or sniper's spider hole - These are essentially the same thing. They can only be found by using a search action.

Junction - A point where three or more tunnel sections meet.

Booby Trap - Any of the above tunnel features can be booby trapped.

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Movement and Visibility Underground

Movement is between sections and is similar to movement above ground between terrain features. A stand can enter a section, but not enter and exit a section, in one action via an entrance or from an adjacent section.

Only one action per initiative is allowed for each stand in a tunnel to represent the difficulty in underground movement. A failed underground action does not result in the loss of initiative, but if a player changes from underground to above ground actions and loses the initiative, he may not return to underground actions until he regains the initiative.

Visibility underground is limited to observation from one section into an adjacent section.

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Troops eligible to operate underground

Only the following troops can operate in tunnel systems:

  • Free World Forces: A maximum of one stand per company may operate underground
  • US Tunnel Rats: These were specialist troops who would carry out underground operations (see below).
  • VC Tunnel Garrison. These were troops who lived in and maintained the tunnel system. They will have an intimate knowledge of the system. This knowledge frequently gave them the edge over their opponents and they area always treated as Veteran. NVA cannot provide a tunnel garrison

Heavy weapons (mortars and machine guns) may be moved underground but may not be fired underground.

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Tunnel Rats

These were specialist troops who would be placed on standby when it was expected that tunnels would be encountered. A Tunnel Rat team consists of two stands (Veteran). They enter the table top with the searching unit or may be called in via helicopter (test for initiatives delay as for Dust-Off). Once on the table the Tunnel Rat squad must be escorted by at least two stands of infantry. The escort must remain with the Tunnel rats until they exit the playing area or leave via helicopter. Tunnel Rats may blow up bunkers, entrances etc as if they were engineers.

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Underground Combat

No firing actions are permitted underground - all combat is considered close combat due to the short ranges involved. When underground troops do not count as SMG armed and may not use Ambush Fire.

Only one stand per side may fight in close combat underground. Each side throws 1D6 and applies the following modifiers:

  • VC Defending +1
  • Veteran Troops +1
  • Tunnel Rats +1
  • Heavy Weapon Crew -2

The highest score wins. The loser throws 1D6 and is destroyed on a score of 5 or 6 or else withdraws to the next section. Free world units must remove casualties from the tunnel system before taking any further offensive action underground.

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Engineers

Engineers may set charges to blow up a section of a tunnel system. Only the entrance or the first adjacent section of the tunnel system may be destroyed. This counts as one action and the owning player must announce that it is taking place. It may receive reactive fire and takes the entire initiative to prepare the charges. At the end of the player's initiative he throws 1D6. The section will be destroyed on a score of all but a 1 (charges failed to detonate, tunnel intact etc). If the section is not destroyed the player may repeat the procedure during a subsequent initiative.

Engineers are also assumed to search for booby traps and are counted as if in cover (-1 dice) if a booby trap is triggered.

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Mapping Tunnel Systems

The VC player will need to prepare two maps prior to the start of the game:

  • Surface Map: This map will show the locations of all above ground features including bunkers, trenches, tunnel entrances etc.
  • Underground Map: This map will show a schematic of all underground features (including entrances, tunnels, dug-outs etc). This is used to record VC movement and locations and Free World troops may descend into the tunnels to explore them. If an umpire is not available then the VC player must describe what the Free World player can see.
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