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The Fight for National Route One (Part 2) - Submitted by Barrie Lovell

This section is for the Umpire's eyes only - do not read if you are a player!

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Umpire's Instructions & Notes

LAW shock - The NVA armoured units, although well trained and drilled, were not used to combat and the effects of the shoulder fired 66mm LAW frequently unnerved the tank crews. The first time a LAW knocks out an NVA tank, dice (1D6) for each other tank in LoS of the destroyed vehicle. On a score of 5 the tank is pinned and must pass a morale test in order to move again, but on a score of 6 the crew panic at the effect of the LAW and abandon the vehicle! The vehicles may not be re-used unless a crew from another tank takes over. ARVN troops may not use the abandoned tanks but may set fire to them if desired. Any stand which spends one action in base to base contact with the tank may set fire to it.

ARVN Aid Post - One part of the barracks must be nominated as an Aid Post and will contain 1D6+5 casualty markers. These represent casualties wounded earlier in the fighting and must be saved from falling into Communist hands.

ARVN Ammunition Bunker - One of the bunkers/buildings within the barracks area must be nominated as an ammunition store (see miscellaneous events #1 below and map showing the bunker used in the game).

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Miscellaneous Events

The following miscellaneous events may occur at any time during the battle and are designed to add a little spice and interest to the game without being too silly. Each initiative the umpire will draw a card from a pack. If the ace of spades is drawn one random event is picked from the list. Each time the ace of spades is drawn the pack is reshuffled. In addition, each side may call for a miscellaneous event twice during the game. They may do so at any point even if they do not have the initiative. The events may affect friendly as well as enemy troops and should be used with caution! Once an event has occurred it is removed from the list.

  • Ammunition store explosion at Militia Barracks: An ammunition bunker at the militia barracks explodes. Any stands within 2 base widths of the bunker are immediately suppressed and must dice, being killed on a score of 5 or 6.
  • Downed Aircrew need rescuing: Hold a piece of paper approx 3’ above the table and release it. Place a downed pilot stand at the point where it lands.
  • Downed helicopter: As above but replace the marker with a crashed helicopter and crew stand.
  • Incorrect orders to Fall Back: One randomly chosen enemy unit (platoon sized) misunderstands an order or misjudges the situation and falls back 18" away from the most dangerous enemy threat and, as far as possible, towards its own baseline. If the unit leaves the table then it may not return until the side next has the intiative.
  • Short Round (either side): One randomly chosen unit comes under fire from a short round. Treat as an artillery attack and dice to see which stand is affected.
  • Lost Comms: The communications fall into confusion at a critical moment – the side with the initiative lose it and play passes to the opposition.
  • Broken Arrow artillery mission (Either side): All friendly off table artillery (and air if ARVN) is being diverted to assist another friendly unit (which is in trouble if ARVN or is advancing heroically if NVA). No further off table support is permitted until the player throws a score 5 or 6 at the start on any subsequent initiative.
  • Breakdown (NVA only): A randomly chosen NVA tank breaks down and remains immobile for the remainder of the game.
  • Dust Off (ARVN only): Helicopter resources are available for casualty evacuation for a period of two hours.
  • Lull in the fighting: Everything slows down for half an hour as the troops pause and get themselves sorted out. All Pinned and Suppressed units recover. Pinned or Suppressed units currently in the open may withdraw to the nearest safe cover. Add half an hour to the game clock and dice to see which side starts with the next initiative.
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Air Power

A USAF F-4 makes a bombing run on the NVA recoilless rifle that had knocked out one of the ARVN M113’s

NVA Infantry Reserves

NVA reserves move forward behind the tanks

Fight for the Town

NVA and South Vietnamese Marines battle for control of the town

Copyright

All figures and photographs are from the personal collection of Barrie Lovell © 2000

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