12.07.2015 Views

Vietnam Missions - Flames of War

Vietnam Missions - Flames of War

Vietnam Missions - Flames of War

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Two advancing forces clash, each determined toget through to their objectives. Soon a whirlingbattle develops as reserves arrive on the flanks.Encounter uses the Delayed Reserves, MeetingEngagement, Guerrilla Reserves, and ScatteredReserves special rules.Your OrdersFree World PlayerA patrol has located an enemy force. Gatheryour troops and pile on.Nationalist PlayerThe Imperialists have entered the killing zonebefore the planned ambush is ready. Attack nowbefore they realise their danger.Preparing for Battle1. Both players roll a die. The player with thehigher score chooses one <strong>of</strong> the long table edgesto attack from. The other player defends fromthe opposite table edge.2. Starting with the attacker, both players placean Objective in their own half <strong>of</strong> the table.3. Both players, having placed an Objective intheir own half <strong>of</strong> the table, now place a secondObjective, this time in their opponent’s half <strong>of</strong>the table, again starting with the attacking player.All Objectives must be at least 16”/40cm fromthe centre line <strong>of</strong> the table and may not beplaced within 8”/20cm <strong>of</strong> the side table edges.4. Starting with the attacker, both players nownominate at least half <strong>of</strong> their platoons to beheld <strong>of</strong>f the table in Delayed and ScatteredReserves.5. A Nationalist player with an Infantry Company may electto hold all but one <strong>of</strong> their platoons (Nationalist companies)in Guerrilla Reserve instead, ignoring the usual DeploymentAreas. If they do this, the Battalion HQ also starts the game<strong>of</strong>f table in Guerrilla Reserve with the rest <strong>of</strong> their force.Platoons that cannot be held in Guerilla Reserves are held inDelayed and Scattered Reserves.6. Each player’s Deployment Area is their own half <strong>of</strong> thetable, excluding the area within 12”/30cm <strong>of</strong> the centre line.Both players, starting with the attacking player, now alternateDeploying their remaining platoons.7. Deploy Resistance teams anywhere on the table.8. Both players, starting with the attacking player, nowDeploy any <strong>War</strong>rior teams that are not part <strong>of</strong> a platoon andall Independent teams.Beginning the Battle1. Starting with the attacker, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.Encounter (Fair Fight)Attacker hasScattered ReservesEach player placesone Objective here8”/20cmAttacker deploys here12”/30cm16”/40cmNo Man’s LandNationalist playerdices to determinethe table quarter inwhich their GuerillaReserves arriveNo Man’s Land16”/40cm12”/30cmDefender deploys here8”/20cmDefender hasScattered ReservesEach player placesone Objective here2. Both players now roll a die. The player who finishedDeploying their platoons first adds +1 to their roll. Theplayer with the higher result has the first turn. In the event<strong>of</strong> a tie roll again.Ending the BattleThe battle ends when:• a player starts their turn having Taken either <strong>of</strong> theObjectives that were placed in the enemy DeploymentArea, or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Deciding Who WonThe player that took an Objective in the opponent’sDeployment Area wins the battle, forcing the enemy ontothe defensive and winning the day. Otherwise, the playerwith the greater Victory Point total wins the game.<strong>Vietnam</strong> <strong>Missions</strong>


Dust UP (Fair Fight)The Free World is out in force, looking fortrouble. The Nationalists are preparing to attack.Dust Up uses the Delayed Reserves, MeetingEngagement, and Guerrilla Reserves rules.Your OrdersFree World PlayerNow that you have found the enemy, destroythem before they can get away.Nationalist PlayerThe <strong>of</strong>fensive has begun. Destroy the Imperialistsand get into position for the main attack.Attacker deploys here8”/20cm8”/20cmEach player placesone Objective hereDefender’sreserves arrivewithin 16”/40cm<strong>of</strong> cornerNo Man’s LandPreparing for Battle8”/20cm1. Mark the centre <strong>of</strong> the table so that the tableNationalist playerquarters are obvious to both players.dices to determine Centre Linethe table quarter in2. Both players roll a die. The player with theCentre Line which their Guerillahigher score chooses a table quarter to attackReserves arrive8”/20cmfrom, leaving the other table quarter in theirown end empty. The other player deploys inthe opposite table quarter, likewise leaving theother table quarter in their own end empty.8”/20cmEach player’s Deployment Area is their assignedquarter, excluding the area within 8”/20cm <strong>of</strong>No Man’s Landthe centre line.3. Starting with the attacker each player placesan objective in their own Deployment Area atleast 8”/20cm from all table edges. Next startingwith the attacker each player places an objectiveAttacker’sin the enemy Deployment Area at least 8”/20cm reserves arrivefrom all table edges.within 16”/40cm<strong>of</strong> corner8”/20cm4. Starting with the attacker, both playersnominate at least half <strong>of</strong> their platoons to be held<strong>of</strong>f the table in Delayed Reserves.2. Both players now roll a die. The player who finished5. A Nationalist player with an Infantry Company may electDeploying their platoons first adds +1 to their roll. Theto hold all but one <strong>of</strong> their platoons (Nationalist companies)player with the higher result has the first turn. In the eventin Guerrilla Reserve instead, ignoring the usual Deployment<strong>of</strong> a tie roll again.Areas. If they do this, the Battalion HQ also starts the game<strong>of</strong>f table in Guerrilla Reserve with the rest <strong>of</strong> their force.Platoons that cannot be held in Guerilla Reserves are held inDelayed Reserves.6. Each player’s Reserves arrive up to 16”/40cm from thecorner in the empty table quarter at the enemy’s end <strong>of</strong>the table.7. Both players, starting with the attacking player, alternateDeploying their remaining platoons.8. Deploy Resistance teams anywhere on the table.9. Again starting with the attacker, both players nowDeploy any <strong>War</strong>rior teams that are not part <strong>of</strong> a platoon andall Independent teams.Beginning the Battle1. Starting with the attacker, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.Each player placesone Objective hereDefender deploys hereEnding the BattleThe battle ends when:• a player starts their turn having Taken either <strong>of</strong> theObjectives that were placed in the enemy DeploymentArea, or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Deciding Who WonThe player that took an Objective in the opponent’sDeployment Area wins the battle, having secured key terrain,opening the way for the decisive blow. Otherwise, the playerwith the greater Victory Point total wins the game.


There comes a time in every conflict when aforce must dig in and prepare to repel a massiveassault from the enemy.No Retreat uses the Ambush, Guerrilla Reserves,Prepared Positions, and Reserves special rules.Your OrdersAttacking PlayerThe enemy are trapped. Destroy them nowbefore the opportunity passes.Defending PlayerYou have encountered an unexpectedly largeenemy force. Hold on for reinforcements.No Retreat (Defensive Battle)Attacking playerdeploys hereNo Man’s Land16”/40cm<strong>Vietnam</strong> <strong>Missions</strong>Preparing for BattleNationalist player dices to1. The defending player chooses which shortdetermine the table quartertable end they will defend. This half <strong>of</strong> the tablein which their GuerillaReserves arriveis their Deployment Area. The attacking playerwill deploy in the other table half.8”/20cmDefending playerdeploys here2. Starting with the defender, both playersnow place one Objective each in the defender’send <strong>of</strong> the table. The Objectives must be atleast 8”/20cm from the centre line <strong>of</strong> the table,Both players placeand may not be placed within 8”/20cm <strong>of</strong> anyan objective heretable edge.3. Next the defending player nominates at least 8”/20cm8”/20cmhalf <strong>of</strong> their platoons to be held <strong>of</strong>f the table inReserves. All Reserves will arrive along the shorttable edge in the attacking player’s table half.4. A Nationalist player with an InfantryCompany may elect to hold all but one <strong>of</strong> their8”/20cmplatoons (Nationalist companies) in GuerrillaDefending player’sReserve instead, ignoring the usual Deploymentreserves arrive hereAreas. If they do this, the Battalion HQ alsostarts the game <strong>of</strong>f table in Guerrilla Reserve with the rest <strong>of</strong> 4. If a Nationalist player is attacking, their Minefields andtheir force. Platoons that cannot be held in Guerilla Reservesare held in Reserves (if the Nationalist player is defending) orBooby Traps may not be placed in the defender’s DeploymentArea during the game.deployed as normal.5. The defender may then nominate one <strong>of</strong> the remaining Ending the Battleplatoons to be held in Ambush.The battle ends when:6. Finally, the defender Deploys their remaining platoons. • the attacking player has Taken any <strong>of</strong> the Objectives at thestart <strong>of</strong> their turn,7. The attacking player’s Deployment Area is their half <strong>of</strong>• the defending player starts any <strong>of</strong> their turns, starting fromthe table, excluding the area within 16”/40cm <strong>of</strong> the centreturn six, with no attacking teams in the defender’s half <strong>of</strong> theline. The attacker now Deploys all <strong>of</strong> their platoons.table, or8. Deploy Resistance teams anywhere on table.• a player starts their turn with six more Victory Points than9. Both players now Deploy any <strong>War</strong>rior teams that are not their opponent.part <strong>of</strong> a platoon and all Independent teams, starting withthe defending player.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Beginning the Battle1. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.2. The attacking player has the first turn.3. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.Deciding who WonIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.


Hold the Line (Defensive Battle)When outnumbered, you have to rely even moreon intangibles like surprise to even the odds.Hold the Line uses the Ambush, DelayedReserves, Guerrilla Reserves, and PreparedPositions special rules.Your OrdersAttacking PlayerYour opponent is weak and isolated. Smashthem quickly and seize your objectives.Defending PlayerAmbush the enemy, then push them back whenhelp arrives.Attacking playerdeploys hereNo Man’s Land16”/40cmPreparing for BattleNationalist player dices to1. The defending player chooses which shortdetermine the table quartertable end they will defend. This half <strong>of</strong> the tablein which their GuerillaReserves arriveis their Deployment Area. The attacking playerwill deploy in the other table half.8”/20cmDefending playerdeploys here2. Starting with the defender, both playersnow place one Objective each in the defender’send <strong>of</strong> the table. The Objectives must be atleast 8”/20cm from the centre line <strong>of</strong> the table,Both players placeand may not be placed within 8”/20cm <strong>of</strong> anyan objective heretable edge.3. Next the defending player nominates at 8”/20cm8”/20cmleast half <strong>of</strong> their platoons to be held <strong>of</strong>f thetable in Delayed Reserves. These Reserves willarrive along the short table edge in the attackingplayer’s table half.4. A Nationalist player with an Infantry8”/20cmCompany may elect to hold all but one <strong>of</strong> theirDefending player’splatoons (Nationalist companies) in Guerrillareserves arrive hereReserve instead, ignoring the usual DeploymentAreas. If they do this, the Battalion HQ also starts the game 3. As both sides are in Prepared Positions, all platoons may<strong>of</strong>f table in Guerrilla Reserve with the rest <strong>of</strong> their force. begin the game Dug In.Platoons that cannot be held in Guerilla Reserves are held in 4. If a Nationalist player is attacking, their Minefields andDelayed Reserves (if the Nationalist player is defending) or Booby Traps may not be placed in the defender’s Deploymentdeployed as normal.Area during the game.5. The defender may then nominates up to two <strong>of</strong> the remainingplatoons to be held in Ambush.Ending the Battle6. Finally, the defender Deploys their remaining platoons. The battle ends when:7. The attacking player’s Deployment Area is their half <strong>of</strong> • the attacking player has Taken any <strong>of</strong> the Objectives at thethe table, excluding the area within 16”/40cm <strong>of</strong> the centre start <strong>of</strong> their turn,line. The attacker now Deploys all <strong>of</strong> their platoons. • the defender starts any <strong>of</strong> their turns, from turn six, withno attacking teams in the defender’s half <strong>of</strong> the table, or8. Deploy Resistance teams anywhere on table.• a player starts their turn with six more Victory Points than9. Both players now Deploy any <strong>War</strong>rior teams that are not their opponent.part <strong>of</strong> a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves,the defending player.neither player can win before their sixth turn.Beginning the Battle1. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.2. The attacking player has the first turn.Deciding who WonIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.


When the enemy attacks, hit their flanks to trapthem and destroy them entirely.Pincer uses the Ambush, Delayed Reserves,Guerrilla Reserves, and Prepared Positionsspecial rules.Your OrdersAttacking PlayerBreak into the enemy position and take yourobjectives, fighting <strong>of</strong>f any counterattacks.Defending PlayerUse a well-placed counterattack to trap anddestroy the enemy forces.Pincer (Defensive Battle)Attacking playerdeploys hereNo Man’s Land16”/40cm<strong>Vietnam</strong> <strong>Missions</strong>Preparing for Battle1. The defending player chooses which shorttable end they will defend. This half <strong>of</strong> the tableis their Deployment Area. The attacking playerwill deploy in the other table half.2. Starting with the defender, both playersnow place one Objective each in the defender’send <strong>of</strong> the table. The Objectives must be atleast 8”/20cm from the centre line <strong>of</strong> the table,and may not be placed within 8”/20cm <strong>of</strong> anytable edge.3. Next the defending player nominates at leasthalf <strong>of</strong> their platoons to be held <strong>of</strong>f the table inDelayed Reserves. These troops will arrive alongeither <strong>of</strong> the long table edges in the defending 8”/20cmplayer’s table half. The defending player maychoose the edge that each platoon arrives fromwhen it arrives from Reserves.4. A Nationalist player with an InfantryCompany may elect to hold all but one <strong>of</strong>their platoons (Nationalist companies) in Guerrilla Reserveinstead, ignoring the usual Deployment Areas. If they do this,the Battalion HQ also starts the game <strong>of</strong>f table in GuerrillaReserve with the rest <strong>of</strong> their force. Platoons that cannot beheld in Guerilla Reserves are held in Delayed Reserves (if theNationalist player is defending) or deployed as normal.Defender’s reservesarrive from the sides5. The defender may then nominate one <strong>of</strong> the remainingplatoons to be held in Ambush.6. The defender Deploys their remaining platoons.7. The attacking player’s Deployment Area is their half <strong>of</strong>the table, excluding the area within 16”/40cm <strong>of</strong> the centreline. The attacker now Deploys all <strong>of</strong> their platoons.8. Deploy Resistance teams anywhere on table.9. Both players now Deploy any <strong>War</strong>rior teams that are notpart <strong>of</strong> a platoon and all Independent teams, starting withthe defending player.8”/20cm8”/20cmNationalist player dices todetermine the table quarterin which their GuerillaReserves arriveDefending playerdeploys hereBoth players placean objective hereDefender’s reservesarrive from the sides8”/20cm3. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.4. If a Nationalist player is attacking, their Minefields andBooby Traps may not be placed in the defender’s DeploymentArea during the game.Ending the BattleThe battle ends when:• the attacking player has Taken any <strong>of</strong> the Objectives at thestart <strong>of</strong> their turn,• the defender starts any <strong>of</strong> their turns, from turn six, withno attacking teams in the defender’s half <strong>of</strong> the table, or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Beginning the Battle1. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.2. The attacking player has the first turn.Deciding who WonIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.


The enemy is surrounded. Wipe them out witha concentric attack.Surrounded uses the Immediate Ambush,Guerrilla Reserves, and Prepared Positionsspecial rules.Your OrdersAttacking PlayerYour opponent is weak and isolated. Smashthem quickly and seize your objectives.Defending PlayerYou must hold your ground and fight <strong>of</strong>f theoverwhelming attack.Surrounded (Defensive Battle)Preparing for Battle1. The attacker’s Deployment Area extends 8”/20cm8”/20cm8”/20cm onto the table from both short ends.The defender’s Deployment area is the centre <strong>of</strong>the table more than 24”/60cm from both shortThe attacker placestable ends.two Objectives here2. The attacker now places two Objectives in the4”/10cm Defending player deploys heredefender’s Deployment Area at least 4”/10cmfrom the edges <strong>of</strong> the Deployment Area and atleast 8”/20cm from the table edges.3. A Nationalist player with an InfantryCompany may elect to hold all but one <strong>of</strong> theirNo Man’s Landplatoons (Nationalist companies) in GuerrillaReserve instead, ignoring the usual Deployment24”/60cmAreas. If they do this, the Battalion HQ alsostarts the game <strong>of</strong>f table in Guerrilla Reservewith the rest <strong>of</strong> their force. Platoons that cannot8”/20cmAttacking playerbe held in Guerilla Reserves are Deployeddeploys hereas normal.4. The defender now nominates one platoonto be held in Immediate Ambush, then Deploys the5. If a Nationalist player is attacking, their Minefields andremaining platoons.Booby Traps may not be placed in the defender’s DeploymentArea during the game.5. The attacking player now Deploys their entire force.They may Deploy their platoons in either part <strong>of</strong> theirEnding the BattleDeployment Area, but must Deploy at least one platoon inThe battle ends when:each half <strong>of</strong> their Deployment Area.• the attacking player has Taken any <strong>of</strong> the Objectives at the6. Deploy Resistance teams anywhere on table.start <strong>of</strong> their turn,7. Both players now Deploy any <strong>War</strong>rior teams that are not • the defending player starts any <strong>of</strong> their turns, starting frompart <strong>of</strong> a platoon and all Independent teams, starting withthe defending player.turn six, with no attacking teams within 16”/40cm <strong>of</strong> eitherObjective, or• a player starts their turn with six more Victory Points thanBeginning the Battletheir opponent.1. The defender places the platoon they held in Immediate If the Nationalist player elected to use Guerilla Reserves,Ambush.neither player can win before their sixth turn.2. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.3. The attacking player has the first turn.4. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.8”/20cmAttacking playerdeploys hereNo Man’s LandDefending player deploys hereNationalist player dicesto determine the tablequarter in which theirGuerilla Reserves arrive24”/60cm4”/10cmDeciding who WonIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.


Fighting Withdrawal (Defensive Battle)A fighting withdrawal allows defeated commandersto preserve the bulk <strong>of</strong> their forces whilefalling back to a more defensible location.Fighting Withdrawal uses the Ambush,Guerrilla Reserves, Prepared Positions, andStrategic Withdrawal special rules.Your OrdersAttacking PlayerSmash the enemy rearguard to exploit yourvictory, turning their retreat into a rout.Defending PlayerYou must cover your withdrawal as the armyfalls back to the next defensible position.Preparing for Battle1. The defender chooses a long table end todefend. This half <strong>of</strong> the table is their DeploymentArea. The attacking player will deploy in theother table half.2. The defender places an Objective on theirside <strong>of</strong> the table at least 8”/20cm away from alltable edges and at least 8”/20cm back from thecentre line.3. The attacker now places two Objectives inthe same area so that no two Objectives aremore than 48”/120cm apart and all are morethan 8”/20cm from any other Objective.4. A Nationalist player with an InfantryCompany may elect to hold all but one <strong>of</strong> theirplatoons (Nationalist companies) in GuerrillaReserve instead, ignoring the usual DeploymentAreas. If they do this, the Battalion HQ alsostarts the game <strong>of</strong>f table in Guerrilla Reservewith the rest <strong>of</strong> their force. Platoons that cannot be held inGuerilla Reserves are Deployed as normal.5. The defender Deploys their entire remaining force. Theymay hold one platoon in Ambush.6. The attacker’s Deployment Area is their half <strong>of</strong> the table,excluding the area within 16”/40cm <strong>of</strong> the centre line. Theattacker now Deploys the remainder <strong>of</strong> their force.7.Deploy Resistance teams anywhere on table.8. Both players now Deploy any <strong>War</strong>rior teams that are notpart <strong>of</strong> a platoon and all Independent teams, starting withthe defending player.Beginning the Battle1. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.2.The attacking player has the first turn.Attacker deploys here3. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.No Man’s Land16”/40cmNo Man’s LandNationalist playerdices to determinethe table quarter inwhich their GuerillaReserves arrive4. If a Nationalist player is attacking, their Minefields andBooby Traps may not be placed in the defender’s DeploymentArea during the game.Ending the Battle8”/20cmThe battle ends when:• the attacking player has Taken any <strong>of</strong> the Objectives at thestart <strong>of</strong> their turn,• at the start <strong>of</strong> the defender’s eighth turn (remember tocheck Company Morale if necessary before determining whowon), or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Deciding who Won8”/20cm8”/20cmDefender places one Objective hereAttacker places two Objectives hereDefender deploys here8”/20cmIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.<strong>Vietnam</strong> <strong>Missions</strong>


Hasty Attack (Mobile Battle)Sometimes there is not time to organise a properassault on a defended position.Hasty Attack uses the Delayed Reserves,Immediate Ambush, Guerrilla Reserves,Prepared Positions, Reserves, and ScatteredReserves special rules.8”/20cmNo Man’s Land8”/20cm10Your OrdersAttacking PlayerYou must seize one <strong>of</strong> your objectives before theenemy rallies and pushes you back.Defending PlayerHold the initial assault, then force the enemyback when your reserves arrive.Attacker’s reserves arrive hereDefender places one Objective herePreparing for BattleNationalist player1. The defending player chooses the long tabledices to determineedge that they will defend. Their Deploymentthe table quarter inwhich their GuerillaArea is their half <strong>of</strong> the table, excluding the areaReserves arrivewithin 8”/20cm <strong>of</strong> the centre line. The attackingplayer’s Deployment Area is the other half <strong>of</strong>the table, excluding the area within 12”/30cm<strong>of</strong> the centre line.2. The defending player places one Objectivein the attacker’s Deployment Area at least16”/40 cm from the centre line and not within16”/40cm12”/30cm8”/20cm8”/20cm <strong>of</strong> either side table edge.3. The defender then places one Objective andthen the attacker places two Objectives in theNo Man’s Landdefender’s Deployment Area at least 12”/30cmfrom the centre line and not within 8”/20cm <strong>of</strong>any table edge.4. The attacker nominates at least half <strong>of</strong> their8”/20cm8”/20cmplatoons to be held <strong>of</strong>f the table in Reserves,arriving from the long table edge in theirDeployment Area.3. The attacking player has the first turn.5. The defender then nominates at least half <strong>of</strong> their platoons 4. As both sides are in Prepared Positions, all platoons mayto be held <strong>of</strong>f the table in Delayed and Scattered Reserves. begin the game Dug In.6. A Nationalist player with an Infantry Company may elect 5. If a Nationalist player is attacking, their Minefields andto hold all but one <strong>of</strong> their platoons (Nationalist companies)in Guerrilla Reserve instead, ignoring the usual DeploymentBooby Traps may not be placed in the defender’s DeploymentArea during the game.Areas. If they do this, the Battalion HQ also starts the game<strong>of</strong>f table in Guerrilla Reserve with the rest <strong>of</strong> their force.Platoons that cannot be held in Guerilla Reserves held inReserves as normal for that player.Ending the BattleThe battle ends when:• a player starts their turn having Taken any <strong>of</strong> the Objectives7. The Defender may nominate a platoon to be in ImmediateAmbush, then Deploys their remaining platoons. • the defender starts any <strong>of</strong> their turns from turn six with nothat were placed in the enemy Deployment Area,attacking teams in the defender’s table half, or8. The attacker now removes one <strong>of</strong> the Objectives that they• a player starts their turn with six more Victory Points thanplaced on the table and Deploys their remaining platoons.their opponent.9. Deploy Resistance teams anywhere on table.If the Nationalist player elected to use Guerilla Reserves,10. Deploy any <strong>War</strong>rior teams that are not part <strong>of</strong> a platoon neither player can win before their sixth turn.and all Independent teams, starting with the defender.Beginning the Battle1. The defender places the platoon in Immediate Ambush.2. Starting with the defender, both players make ReconnaissanceDeployment moves for any Recce teams.Attacker deploys here12”/30cm8”/20cmDefender deploys hereDefender places one Objective hereAttacker places two Objectives hereDefender has scattered reservesDeciding who WonIf the game ends because a player started one <strong>of</strong> their turnsholding an Objective in the opponent’s Deployment Areaor the defending player kept the attacker away from theObjectives, they win. Otherwise, the player with the greaterVictory Point total wins the game.


In the dark, forces were <strong>of</strong>ten totally ignorant <strong>of</strong>enemy moving quite near to them.Cauldron uses the Delayed Reserves, GuerrillaReserves, Immediate Ambush, PreparedPositions, Random Deployment, and Reservesspecial rules.Your OrdersAttacking PlayerThe enemy wandered into your positions duringthe night. Attack immediately to destroy them.Defending PlayerAt dawn, you find yourself in the middle <strong>of</strong> anenemy position facing a counterattack.Preparing for Battle1. The defending player chooses the long tableside where they will defend. Their DeploymentArea is this half <strong>of</strong> the table excluding the areawithin 20”/50cm <strong>of</strong> the side table edges.2. The attacking player places two Objectivesin the defender’s Deployment Area at least4”/10cm from the centre line <strong>of</strong> the table, atleast 8”/20cm from long table edge and at least24”/60cm from the short table edges.3. The defender nominates at least half <strong>of</strong> theirplatoons to be held in Delayed Reserve. Thesewill arrive on the opposite table edge.4. The attacker must nominate at least half <strong>of</strong>their platoons to be held in Reserve. These willarrive from either short table edge. The attackingplayer may choose which edge each platoonwill arrive from when it arrives from Reserves.5. A Nationalist player with an InfantryCompany may elect to hold all but one <strong>of</strong>their platoons (Nationalist companies) in Guerrilla Reserveinstead, ignoring the usual Deployment Areas. If they dothis, the Battalion HQ also starts the game <strong>of</strong>f table inGuerrilla Reserve with the rest <strong>of</strong> their force. Platoons thatcannot be held in Guerilla Reserves are held in Reserves asnormal for the player.6. The defender nominates one platoon to be in ImmediateAmbush, then Deploys their remaining platoons.7. The attacker Deploys their remaining platoons using theRandom Deployment special rules.8.Deploy Resistance teams anywhere on table.9. Both players now Deploy any <strong>War</strong>rior teams that are notpart <strong>of</strong> a platoon and all Independent teams, starting withthe defending player.Beginning the Battle1. The defender places the platoon in Immediate Ambush.2. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.3.The defending player has the first turn.Cauldron (Mobile Battle)Defender’s reserves arrive hereAttacker’s reserves arrive from the sidesAttacker uses random deploymentOn a roll <strong>of</strong> 5 or 6 they choose whichquarter to deploy inNo Man’s Land4”/10cmNationalist playerdices to determinethe table quarter inwhich their GuerillaReserves arriveNo Man’s LandAttacker places twoObjectives here24”/60cmAttacker’s reserves arrive from the sides20”/50cm8”/20cmDefender deploys here4. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.5. If a Nationalist player is attacking, their Minefields andBooby Traps may not be placed in the defender’s DeploymentArea during the game.Ending the BattleThe battle ends when:• the attacking player has Taken any <strong>of</strong> the Objectives at thestart <strong>of</strong> their turn,• the defending player starts their turn with no attackingteams within 16”/40cm <strong>of</strong> either Objective, or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Deciding who WonIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.<strong>Vietnam</strong> <strong>Missions</strong>11


Breaking out <strong>of</strong> a cut <strong>of</strong>f position is alwaystricky, though much easier if friendly forces arebreaking in to rescue the trapped troops.Breakthrough uses the Delayed Reserves,Guerrilla Reserves, Mobile Reserves, andPrepared Positions special rules.Your OrdersAttacking PlayerPunch through the enemy cordon to meet upwith the relieving force.Defending PlayerThe enemy is trapped. Hold <strong>of</strong>f the relievingforce to keep them that way.Breakthrough (Mobile Battle)Preparing for Battle1. Mark the centre <strong>of</strong> the table so that the tablequarters are obvious to both players.2. The defending player chooses two diagonally-oppositetable quarters as their DeploymentAreas.3. The attacker then chooses one <strong>of</strong> the remainingtable quarters. Their Deployment Area is all<strong>of</strong> this table quarter that is more than 8”/20cmfrom both table centre lines.4. The attacker places two Objectives inthe final table quarter. They must be at least8”/20cm from the table centre lines and edges.5. A Nationalist player with an InfantryCompany may hold all but one <strong>of</strong> their platoons(Nationalist companies) in Guerrilla Reserveinstead, ignoring the usual Deployment Areas.If they do this, the Battalion HQ also starts thegame <strong>of</strong>f table in Guerrilla Reserve with the rest<strong>of</strong> their force. Platoons that cannot be held inGuerilla Reserves held in Reserves as normal for that player.6. The defender deploys any or all <strong>of</strong> their remainingplatoons allowed by the Mobile Reserves special rule.7. All remaining platoons are held <strong>of</strong>f the table in Reserves.The Reserves will arrive along the long table edges in theirDeployment Areas within 16”/40cm <strong>of</strong> the table corner.8. If not using the Guerilla Reserves special rule, the attackermust hold at least one platoon, and may hold up to half <strong>of</strong>their platoons, <strong>of</strong>f table to make a flank attack as DelayedReserves. The troops held in Delayed Reserves will arrivealong the long table edge within 24”/60cm <strong>of</strong> the corner inthe quarter containing the Objectives.9. The attacker now Deploys the rest <strong>of</strong> their force.10. Deploy Resistance teams anywhere on table.11. Deploy any <strong>War</strong>rior teams that are not part <strong>of</strong> a platoonand all Independent teams, starting with the defender.Beginning the Battle1. Starting with the defender, both players make ReconnaissanceDeployment moves for any Recce teams.2. The attacking player has the first turn.Attacker deploys here8”/20cmDefender’sreserves arrive infirst 16”/40cm <strong>of</strong>long table edgeDefender deploys here8”/20cmNo Man’sLandNationalist playerdices to determinethe table quarter inwhich their GuerillaReserves arrive8”/20cmNo Man’s Land8”/20cmDefender deploys hereAttacker places twoObjectives hereDefender’sreserves arrive infirst 16”/40cm <strong>of</strong>long table edge8”/20cm8”/20cmAttacker’s reserves arrive in first124/60cm <strong>of</strong> long table edge3. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.4. If a Nationalist player is attacking, their Minefields andBooby Traps may not be placed in the defender’s DeploymentArea during the game.Ending the BattleThe battle ends when:• the attacking player has Taken any <strong>of</strong> the Objectives at thestart <strong>of</strong> their turn,• the defending player starts their turn with no attackingteams within 16”/40cm <strong>of</strong> either Objective, or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Deciding who WonIf the game ends because the attacker started one <strong>of</strong> theirturns holding an Objective in the opponent’s DeploymentArea or the defending player kept the attacker away from theObjectives, they win. Otherwise, the player with the greaterVictory Point total wins the game.12


The enemy is making a counterattack to relievetheir cut <strong>of</strong>f comrades. Complete the encirclementand ensure their destruction.Counterattack uses the Ambush, GuerrillaReserves, Mobile Reserves, Prepared Positions,and Reserves special rules.Your OrdersAttacking PlayerThe enemy are trying to link up with their surroundedcomrades. Close the gap to stop them.Defending PlayerYou are expecting a relieving force at anymoment. Break out and link up with them.Counterattack (Mobile Battle)Preparing for Battle1. Mark the centre point <strong>of</strong> the table so thatthe table quarters are obvious to both players.2. The defender chooses a table quarter as theirDeployment Area. Their reserves will arrivefrom the diagonally opposite quarter.3. The attacker chooses one <strong>of</strong> the tablequarters on the other diagonal to deploy in.Their Deployment Area is all <strong>of</strong> this tablequarter that is more than 8”/20cm from bothtable centre lines.4. The defender places one Objective in theirDeployment Area at least 8”/20cm from bothcentre lines and at least 8”/20cm from anytable edge.5. The attacker then places one Objective inthe table quarter opposite their DeploymentArea at least 8”/20cm from both table centrelines and 8”/20cm from any table edge.6. A Nationalist player with an InfantryCompany may elect to hold all but one <strong>of</strong> their platoons(Nationalist companies) in Guerrilla Reserve instead, ignoringthe usual Deployment Areas. If they do this, the BattalionHQ also starts the game <strong>of</strong>f table in Guerrilla Reserve withthe rest <strong>of</strong> their force. Platoons that cannot be held in GuerillaReserves are held in Reserves if the defender, or deployed asnormal if the attacker.7. The defender deploys any or all <strong>of</strong> their remainingplatoons allowed by the Mobile Reserves special rule. One <strong>of</strong>the platoons to be Deployed may be held in Ambush.8. All remaining platoons are held <strong>of</strong>f the table in Reserves.The troops held in Reserves will arrive within 16”/40cm <strong>of</strong>the table corner opposite their Deployment Area.9. The attacker then Deploys any <strong>of</strong> their force not inGuerilla Reserves.10. Deploy Resistance teams anywhere on table.11. Both players now Deploy any <strong>War</strong>rior teams that are notpart <strong>of</strong> a platoon and all Independent teams, starting withthe defending player.Beginning the Battle1. Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teams.Attacker deploys here8”/20cmDefender’sreserves arrivewithin 16”/40cm<strong>of</strong> corner2.8”/20cmNo Man’sLand8”/20cmNationalist playerdices to determinethe table quarter inwhich their GuerillaReserves arriveNo Man’s Land8”/20cmDefender deploys here8”/20cm8”/20cmDefender places oneObjective hereAttacker places oneObjective hereThe defending player has the first turn.8”/20cm8”/20cm8”/20cm8”/20cm3. As both sides are in Prepared Positions, all platoons maybegin the game Dug In.4. If a Nationalist player is attacking, their Minefields andBooby Traps may not be placed in the defender’s DeploymentArea during the game.Ending the BattleThe battle ends when:• the attacking player has Taken any <strong>of</strong> the Objectives at thestart <strong>of</strong> their turn,• the defending player starts their turn with no attackingteams within 16”/40cm <strong>of</strong> either Objective, or• a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.Deciding who WonIf the game ends because the attacking player started one<strong>of</strong> their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.<strong>Vietnam</strong> <strong>Missions</strong>13

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!