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Vietnam Missions - Flames of War

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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

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