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Vietnam Missions - Flames of War

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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

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