2.1 Fire Teams, Squads and Platoons
The basic fighting unit in the game is the fire team of between 3-5 men. Fire teams of the same squad/platoon operate in conjunction with each other. 2-3 Fire Teams make up a squad, and 2-3 squads make up a platoon.
Back to Top2.2 Heavy Weapons
These include man portable heavy weapons such as tripod mounted machines guns of 7.62mm or larger calibres, mortars of 60 - 120mm calibre, and Recoilless Rifles (RCL) of 57mm/3.5" calibre or greater (US Bazookas etc, Soviet/Chinese SPG9 etc).
Artillery pieces may be included if the scenario involves emplaced positions such as those found on firebases etc. Similar weapons mounted on vehicles or riverine vessels are dealt with in the appropriate section of the rules.
2.2.1 Attached Heavy Weapons
HMGs and Recoilless Rifles (RCL) are the most common crew served weapons. A single HMG or RCL may operate independently or may be attached to a particular platoon. A maximum of three such weapons may be attached to any one platoon. Unattached weapons may operate independently.
2.2.2 Mortars and Artillery
On table mortars of up to 60mm calibre may be moved and fired in the same way as HMGs and RCLs. Artillery pieces and mortars of greater calibre must be set up in an established firing position at the start of the game. They may not move from these positions although they may pivot as normal. 60mm Mortars may not fire in the same initiative in which they move.
Mortars and artillery may not be attached to any units below company level. These operate independently in conjunction with a Forward Observer (see section 7.0 which specifies which types of unit may function as a Forward Observer).
Back to Top2.3 Command Groups
In Incoming! the term "Command Group" replaces the Crossfire term "Commanders". Command Groups represent the leaders and the personnel who control and co-ordinate the actions of the squads and heavy weapons which are directly subordinate to them in action. It includes the leaders themselves, supporting senior ncos, radio operators and runners etc. Commanders vary in their quality and therefore in their ability to assist subordinate squads. See Appendix - Organisation charts.
Battalion Command Groups function like Company Command Groups, except that they may assist any squad in their battalion.
Command Groups will be rated according to their leadership and command and control abilities and will have either a "0", "+1" or "+2" modifier for Rallying and Close Combat purposes. The higher the rating the greater the effect the command group may have on the action. The rating is a combination of the experience, personality, training and abilities of both the leader and his command group staff. The “0” rating is included to allow for poorly trained, incompetent or disliked leaders and command group staffs.
Command group ratings are determined by one of the following methods:
- Determined as part of the scenario
- Randomly prior to the start of play
- Allocated using the points system
The ratings for the US forces are designed to reflect the fact that early in the war many of the US units had well trained and motivated leaders, with well trained, experienced and motivated soldiers. Following a period of heavy attrition amongst the ranks of junior officers and senior nco's, the quality of the leadership declined and was never rebuilt. To this was added the problems of short service nco's with little more experience than the men they were leading, poorly trained and/or inexperienced officers, and a leadership philosophy which placed more emphasis on "management" rather than "leadership". Thus early war period units will have a high level of leadership ability, whereas later war units will not. The date of 1967 is chosen as an arbitrary date, following the period of the "big battles" which saw heavy US casualties.
Australian and New Zealand command group ratings reflect the high standards of training, long service nco's, professionalism and esprit de corps which applied to the ANZAC troops throughout their deployment.
NVA/VC Main Force command groups will typically display average leadership with the majority being rated as "1". This is to reflect their consistent motivation and indoctrination coupled with sound training and political indoctrination.
Randomly Determined Ratings
Dice (1D6) for each command group prior to the start of the game. The ratings for each Command Group will apply for the duration of the game.
| Troop Type | Rating "0" | Rating "1" | Rating "2" |
| US Elite up to 1967 (eg 1st Cav, 101st Airborne, 173rd Airmobile, 11th ACR), USMC 1965-1967, ANZACs | 1 | 2,3,4 | 5,6 |
| NVA and VC Main Force, ROK, ARVN Elites (Rangers 1968+, Marines and Airborne), other US up to 1968, US Elite 1967+, USMC 1968+ | 1,2 | 3,4,5 | 6 |
| Other US and ARVN | 1,2,3 | 4,5 | 6 |
| VC local forces ARVN militias | 1,2,3,4 | 5 | 6 |
| US Advisors to indigenous forces | 1 | 2,3,4 | 5,6 |
Allocation using the points system
| Troop Type | Rating "0" | Rating "1" | Rating "2" |
| US Elite up to 1967 (eg 1st Cav, 101st Airborne, 173rd Airmobile, 11th ACR), USMC 1965-1967, ANZACs | 25% | 50% | 25% |
| NVA and VC Main Force, ROK, ARVN Elites (Rangers 1968+, Marines and Airborne), other US up to 1968, US Elite 1967+, USMC 1968+ | 30% | 50% | 20% |
| Other US and ARVN | 50% | 30% | 20% |
| VC local forces ARVN militias | 70% | 20% | 10% |
| US Advisors to indigenous forces | 25% | 50% | 25% |
2.3.1 Platoon Command Groups (PCGs)
All rules for PCs apply except where noted below. A PCG is required to coordinate the squad movements of all troop types as explained in Movement and Command and Control, section 4.0. The following rules apply to PCGs:
- A PCG may assist a subordinate squad or fire team in Close Combat as per the original crossfire.
- A PCG also counts as a fire team when engaged in Close Combat.
- A PCG is treated as an SMG group for direct fire purposes
2.3.2 Company Command Groups (CCG)
All rules for CCs apply. A CCG may not fire. It may defend itself as a fire team stand if attacked in close combat.
Political Cadre - NVA and VC Mainforce Only: These troops may have a Political Cadre at company level. The political cadre is a highly motivated and indoctrinated political officer, responsible for political education and morale and usually well known and respected by the troops. They may assist any squad within the company by adding +2 to Rally dice throws. They are represented by a single figure. They are destroyed if hit by fire (suppress or kill) or if contacted by an enemy squad in close combat.
2.3.3 Killed Commanders/Destroyed Command Groups
Destroyed Platoon Command Groups: If a PCG is destroyed then it may be replaced by the methods detailed in Crossfire, at the option of the owning player. In addition a PCG which has no surviving squads may be assigned to take over command of the platoon.
Back to Top2.5 Troop Quality
There are three troop quality levels: Veterans, Regular and Green troops. These equate to the following historical troop types:
- Veterans - Experienced and well motivated troops, such as NVA or US Air Cavalry Troopers, who can operate effectively on the battlefield. Some of the ethnic troops employed by the US Special Forces also fall into this category.
- Regular - The bulk of trained soldiers. Most of the troops will fall into this category, including US draftees from the combat units (infantry, artillery and armour), SF Mike forces etc.
- Green - Inexperienced or poorly trained troops (US rear area troops, village militia etc).
On This Page
US Fire Team Stand
NVA 57mm Recoilless Rifle
US Mortar Squad
US Company Command Group
US Platoon HQ
NVA Political Cadre