wargame - charlie company - infantry combat in vietnam 1965-1975

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Wargame rules, tactical, Vietnam

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  • by JOHN REEVES and GREG NOVAK with KURT HUMMITZSCH

    Editors: Kurt Hummitzsch, Nancy Hummitzsch, Tom Frank

    Cover: Bob Murch Cover Design: Nick Morawitz Interior Art: Dave McKay, Tom Frank, Bob Murch Page Design: Nick Morawitz Layout: Nick Morawitz, Jesse Becker, Dave McKay Photos courtesy of:

    Dave Nilsen, Patton Museum of Cavalry and Armor Fort Knox, KY

    Introductory scenario and fiction: Colin McClelland

    Special thanks to: Susan Shug, Bruce Neidlinger, Hieke Kubasch

    Thanks to the following playtesters and members of Charlie Company who've served in the ranks over the last few years

    Captains: Frank Chadwick, Ken Vreeman Lieutenants: Gary Swanson, Neil Lastator, Greg Larson,

    Brian Lastator and Don Apperson Sergeants: Loren Wiseman, Steven Anderson,

    Tom Climber, Jim Ceney, Tom Reed, Tom Like, Don Graymeyer, Al Bonse, Ted Hampton, Chris Riegel, Jim Roots, Chris Muckucki, Steve Stannis, et al.

    Copyright 1986,1988,1994,1997 by RAFM Company Inc. ...All rights reserved. No part of this book may be reproduced or utilized in any form or by any means electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written permission from the publisher.

    Produced by RAFM Company Inc., Unit 155b Copernicus Blvd., Brantford, Ontario, Canada N3P 1N4, Phone (519) 759-1995 Stock #0015 ISBN# 0-920727-09-3 UPC# 7 312390015 Printed in Canada

  • WELCOME TO CHARLIE COMPANY .. 3 FORWARD.................................................... 3

    FROM COLIN MCCLELLAND................... 3 FROM KURT HUMMITZSCH................... 3 DEDICATION ............................................. 3

    1.0 INTRODUCTION ........................ 4 1.1 GAME REQUIREMENTS.................... 5

    2.0 MUSTER IN: ............................ 7 2.1 BACKGROUND...................................... 7

    US MARINE CORPS.................................. 9 2.2 ORGANIZING A COMMAND .............10 2.3 TIME IN COUNTRY.............................11

    2.31 NCOS' TIME IN COUNTRY ............11 2.32 OFFICERS' TIME IN

    COUNTRY.............................................11 2.33 FIELD PROMOTIONS .....................11

    2.4 EXPERTISE ...........................................11 2.5 AUXILIARY TROOPS ........................12

    2.51 SOUTH VIETNAMESE......................12 ARVN(ARMY OF THE REPUBLIC OF

    VIETNAM)..........................................12 MARINES,AIRBORNE, AND RANGERS.12 RUFF PUFF'S(POPULAR FORCES)..12 CIDG(CIVILIAN IRREGULAR

    DEFENSE FORCE)..............................13 2.52 AUSTRALIANS..................................14 2.53 ROK....................................................14 2.54 AMERICAN.......................................14

    3.0 THE GAME MASTER AND HIS ROLE........................ 16

    3.1 SCENARIO GENERATION ...............16 3.2 VC/NVA GENERATION ....................17

    4.0 TERRAIN ...............................20 4.1 NATURAL TERRAIN .........................20

    4.11 OPEN.................................................20 4.12 BRUSH...............................................20 4.13 ELEPHANT GRASS...........................20 4.14 FOREST .............................................20 4.15 DENSE FOREST ................................20 4.16 JUNGLE.............................................21 4.17 RUBBER PLANTATIONS ..................21 4.18 RIVERS AND STREAMS...................21 4.19 SWAMP..............................................21

    4.2 MAN-MADE TERRAIN ....................21 4.21 VILLAGES..........................................21 4.22 URBAN COMBAT.............................21 4.23 BUNKERS AND

    ENTRENCHMENTS..............................22 4.24 TUNNELS..........................................22 4.25 RICE PADDIES ..................................23 4.26 CANALS.............................................23 4.27 ROADS, TRAILS, AND PATHS..........23 4.28 VEHICLES AS COVER......................24 4.29 BOOBY TRAPS AND OTHER

    PITFALLS...............................................24

    4.291 PUNGI STAKES...............................24 4.292 HOMEMADE WEAPONS...............24 4.293 PRESSURE RELEASE MINES..........24 4.294 CLAYMORE MINES........................24 4.295 SPECIAL MINES..............................24

    4.3 LINE OF SIGHT..................................25 4.4 HILLS AND GULLIES.........................25

    5.0 CS - COMMAND, CONTROL AND COMMUNICATION ................................ 27

    5.1 OPERATIONAL ORDERS .................27 HELICOPTER ASSAULTS:......................28

    5.12 COMMAND, CONTROL, AND EXPERTISE...........................................29

    5.13 DETACHMENTS.............................29 5.14 COMMUNICATION ......................29

    5.141 FACE TO FACE COMMUNICATIONS . 29 5.142 RADIO TELEPHONES................ 29 5.143 INTERACTION WITH HELICOPTERS

    AND AIRCRAFT..................................29 5.144 POPPING SMOKE ........................29

    5.2 NVA/VC C3 .......................................... 30 5.21 OPERATIONAL ORDERS ..................30

    6.0 TURN SEQUENCE ................... 31 6.1 DURATION OF TURNS....................31 6.2 TURN SEQUENCE.............................31

    7.0 MOVEMENT ............................ 33 7.1 FOOT MOVEMENT...........................33

    7.11 PATROL.............................................33 7.12 CHARGE ...........................................33 7.13 MARCH.............................................33 7.14 COMBAT...........................................33

    7.2 VEHICLE MOVEMENT ....................34 7.21 WHEELED VEHICLES......................34 7.22 TRACKED VEHICLES.......................34 7.23 WATERBORNE VESSELS..................34

    7.3 AERIAL MOVEMENT .......................34 7.31 ATTACK AIRCRAFT..........................34 7.32 FAC AIRCRAFT.................................34 7.33 OBSERVATION

    HELICOPTER (LOACH) .......................34 7.34 ATTACK HELICOPTERS ..................35 7.35 TRANSPORT

    HELICOPTERS......................................35 7.4 TERRAIN EFFECTS CHART ............35 7.5 BOOBY TRAP/MINES .......................35

    7.51 PUNGI STAKES.................................36 7.52 HOMEMADE WEAPONS.................36 7.53 PRESSURE RELEASE MINES............36 7.54 CLAYMORE MINES..........................37 7.55 SPECIAL MINES ...............................37

    8.0 DIRECT FIRE......................... 38 8.1 LIMITATIONS ON DIRECT FIRE... 38 8.2 VISIBILITY ......................................... 38 8.3 SMALL ARMS FIRE........................... 38

    8.31 GRENADES .....................................38 8.4 DIRECT FIRE SUPPORT

    WEAPONS ............................................. 40 8.41 RESTRICTIONS ................................ 40 8.42 AMMUNITION................................. 40 8.43 DIRECT FIRE SUPPORT WEAPONS 40 8.44 ANTI-VEHICLE FIRE........................ 40 8.45 SNIPERS .............................................41

    8.5 COMBAT RESULTS ............................ 41 8.51 COMBAT RESULTSAMERICAN.... 41 8.52 COMBAT RESULTSNVA/VC ......... 42

    9.0 SUPPORTING FIRE ................. 43 9.1 LIMITATIONS ON

    SUPPORTING FIRE................................43 9.2 DEVIATION TEMPLATE .....................43 9.3 INDIRECT ARTILLERY FIRE...............43

    9.31 FOS (FORWARD OBSERVERS) .........43 9.32 SPOTTING ROUNDS.........................43 9.33 FIRE FOR EFFECT..............................44 9.34 ARTILLERY DAMAGE........................44 9.35 ARTILLERY DAMAGE

    RESOLUTION - AMERICAN................. 44 9.36 ARTILLERY DAMAGE

    RESOLUTION- NVA/VC.........................44 9.37 PRE-PLOTTED FIRE ..........................45 9.38 DIRECT FIRE BY MORTARS............. 45 9.39 WILD FIRE..........................................45

    9.4 HELICOPTER GUNSHIPS ............... 45 9.41 HELICOPTER GUNSHIP

    CONTROL: ..............................................45 9.42 HELICOPTER GUNSHIP WEAPONS

    AND DAMAGE........................................45 9.5 AIR STRIKES....................................... 46

    9.51 CONTROL ......................................... 46 9.52 BOMB DAMAGE................................ 46 9.53 NAPALM ............................................ 46 9.54 GROUND ATTACK SPECIALISTS..... 46 9.55 STRAFING.......................................... 46 9.56 BOMBS AS BOOBY TRAPS ............... 46

    10.0 CLOSE COMBAT AND SPECIAL RULES................ 47

    10.1 CLOSE COMBAT.............................. 47 10.2 NORMAL ANTI-AIRCRAFT FIRE 47

    10.22 LANDING ZONE ANTI-AIRCRAFT FIRE ......................... 47

    10.3 NIGHT ACTIONS ............................ 47 10.31 EXPERTISE ...................................... 47 10.32 VISIBILITY ...................................... 47 10.33 ILLUMINATION.............................. 48 10.34 NIGHT SCOPES .............................. 48 10.35 NIGHTHAWKS ............................... 48 10.36 WEATHER....................................... 48

    10.4 ONTOS ............................................... 48 10.5 SAPPERS AND ENGINEERS ......... 49

    10.51 AMERICAN ENGINEERS............... 49 10.51 FLAMETHROWERS........................ 49

    10.6 GUNSHIPS......................................... 49 10.7 RIVERINE OPERATIONS............... 49 10.8 PRISONERS ....................................... 50 10.9 BEEHIVE ROUNDS ......................... 50 10.10 THE GAMEMASTER CLAUSE .... 50

    11.0 AFTER ACTIONS REPORT........51 11.1 PLAYER FIGURES............................. 51 11.2 NON-PLAYER FIGURES.................51

    12.0 DESIGNER'S NOTES ...............51 13.0 INTRODUCTORY SCENARIO .....52 14.0 ADVANCED SCENARIO ............54 15.0 GLOSSARY OF TERMS .............55 16.0 BIBLIOGRAPHY.....................57 APPENDIX A VEHICLE DATA.........58 APPENDIX B AIRCRAFT DATA ......60 APPENDIX C WORKSHEETS .........62

  • FORWARD Charlie Company - A set of rules to game Vietnam on a

    tabletop with miniatures! The players are all American NCO's and officers " in

    country"; the referee designs each scenario and controls the hidden forces of the NVA\VC enemy. This makes Charlie Company a unique tabletop miniatures game, for a substantial amount of role playing is involved; you will have a figure on the tabletop that is you - 100%. You can't even talk to the other players unless your figure is in a position to do so! You have to survive twelve missions (12 months game time) to complete your tour and rotate home.

    The question: What is winning? A: Defeating the enemy or B: Surviving your tour of duty. The choice is yours. Charlie Company is unique in the

    fact that you must balance the achievement of your short term goals - defeating the VC - with your ultimate objec- tive - lasting until your DEROS date comes up and you (your miniature at any rate) can hop that freedom bird back to the world.

    In most other miniature battle simulations, players are in a contest with one another and the miniatures do the dying - a certain detachment is achieved and artificial morale rules are required to represent your men's sense of self preservation.

    Charlie Company places you- the player- virtually on the tabletop, in harms way, so to speak. The other players are with you on the table, facing the enemy. You must co- operate together, execute and follow mission planning and orders to both win and survive - good luck, have fun and get some!

    FROM COLIN MCCLELLAND When first asked to play Charlie Company by my friends

    I was skeptical. I knew why they had asked me. They'd played a couple of games and felt that the rules seemed to truly represent the squad level combat, and the frustration at times, typical of Vietnam. Since I had served there with the USMC they wanted me to participate and see what I thought. With some trepedation I finally agreed. I thought that perhaps I should play the VC and see if some of the tricks they tried on us in Nam would work on the tabletop as they had in the bush.

    I was surprised by the "feel" of the game. I was watch- ing my US opposition making decisions under the same pressure we had had to face in the field. In addition, I felt the weight of the same firepower we had in Nam come down on my head and it was formidable. I must admit I was impressed; however, before I got enthusiastic I de- cided to play and witness a few more games. I liked what I played, I liked what I watched; most of all, and I must emphasize this, I liked the "feel" it gave for combat in Viet- nam.

    Colin McClelland

    FROM KURT HUMMITZSCH I was the commander of the game mentioned above and

    I can tell you it was the toughest and most exciting game we've played yet. We have tried out many different things including Marines in Hue during Tet, backed up an ARVN squad and MP's in a jeep; Special Forces operations with regular US troops and CIDG. The game system is both flexible and fun. I've read a number of books about the Vietnam War written by vets relating their own experiences and I can tell you that for all its simplicity you won't find a better game to give you a true feeling for what it was like to be, or command, a grunt, or small unit of grunts, in Nam.

    One last thing I should mention, I love tac air, but, make sure you drop your napalm far away from your own people. Our customary initiation into Charlie Company is for some FNG Lt. to call in an air strike and toast a few of his own people. If it happens to you, welcome to the club. If you avoid this, congratulations, and may your luck hold out until it's time to return to the world.

    Kurt Hummitzsch

    DEDICATION Dedicated to the men of Charlie Company, 2nd Platoon,

    1st Bn., 4th Marines.

    CHARLIE COMPANY

    3

  • "The enemy may be operating from the delusion that political pressure combined with the tactical defeat of a major military unit might force the US to throw in the towel."

    Gen. William C. Westmoreland. November 1967

    CHARLIE COMPANY

    4

    Nine Rules for Personnel of US Military Assistance Command, Vietnam

    The Vietnamese have paid a heavy price for their long fight against the Communists. We military men are in

    Vietnam now because their government has asked us to help its soldiers and people in winning their struggle. The

    Vietcong will attempt to turn the people against you. You can defeat them at every turn by the strength, undrestanding and generosity you display with the people. Here are ninesimple rules:

    Distribution-1 to each member of the United States Armed Forces in Vietnam. 1. Remember we are guests here. We make

    no special demands and seek no special treatment.

    2. Join with the people! Understand their life, use phrases from their language and honor their customs and laws.

    3. Treat women with kindness and re- spect .

    4. Make personal friends among the soldiers and common people.

    5. Always give the Vietnamese the right of way.

    6. Be alert and ready to react with your military skill.

    7. Don't attract attention by loud, rude or unusual behavior.

    8. Avoid separating yourself from the people by a display of wealth or privilege.

    9. Above all else you are a member of the US Military Forces on a difficult mission, responsable for all your official and personal actions. Reflect honour upon yourself and the United States of America.

    Charlie Company is an ongoing miniature game that simulates the unique circumstances that were part of the infantry's ground war in Vietnam. Charlie Company can be played with as few as three players or as many as 20 players. The key to the game is that one player acts as the gamemaster, who is responsible for setting up and running the game. The remaining players play on the same side, recreating the role of a US infantry company in Vietnam from 1964-1972. The individual player's role is that of a commander of either a squad, a platoon, or a company. While individual figures will be needed for each soldier under the command of a player, the game mechanics are based on the player's role as a commander.

    As a sergeant, a player deals with what is happening to his squad, i.e.: what types of fire it is taking, who has been hit, how bad the effect was, what can be seen at the mo- ment, and what effect our fire is having, etc. As a lieuten- ant commanding a platoon, a player is concerned with the actions of the platoon's squads, the placement of the pla- toon headquarters, the evacuation of any wounded, and the heavy weapons. A player acting as the company com- mander deals with the same problems, but must now worry about platoons instead of squads. The company commander is also in charge of the overall operation.

    Every soldier who served in the US Army knew that 365 days after his arrival in Nam, he would be able to embark on the "freedom bird,"which would carry him back to the States. Players' characters have the same goal: to survive their time "in country" and to return to the "land of the round eyes." With rare exceptions, the American military experience in Nam was a series of operations mounted against enemy targets, with units rotated into and out of base camps between these operations. For purposes of Charlie Company, each game is considered as a month, with any player whose character manages to survive a maximum of 12 games to have won his war and to have returned home.

    The non-mechanized (leg) units made up over 75% of the ground combat units in Vietnam, a percentage that be- came even higher when one considers that most of the ar- mored cavalry squadrons were used as road escorts and similar duties. With only three tank battalions serving in Nam, the average "grunt" in the field could go through his tour of duty without ever having served with any armored elements. As result, while armored vehicles appear in the game, the emphasis of the game is on the role of the infan- tryman.

  • Ground Combat Units Armored Cavalry Squadrons - Divisional 6 Armored Cavalry Squadrons - 11th ACR 3 Mechanised Infantry Battalions 10 Tank Battalions 5

    Total Mechanized Units 22 Air Cavalry Infantry Battalions 9 Air Mobile Infantry Battalions 10 Airborne Infantry Battalions 7 Light Infantry Battalions 15 Riverine Infantry Battalions 3 Infantry Battalions 27 Total Non-Mechanized Units 71

    On the other hand, air and artillery elements were present in amazing numbers. For artillery support alone, the fol- lowing units were sent by the US Army to Vietnam:

    Artillery Units 105 mm towed Howitzer Battalions 32 105mm SP Howitzer Battalions 2 155mm towed Howitzer Battalions 7

    155 SP Howitzer Battalions 5 155/8" Battalions 5 175mm/8" Battalions 12

    Total Artillery Battalions 63

    The average infantry battalion could often call on the support of one or more artillery battalions, as well as the support of the battalion's own 4.2" mortars. For air sup- port there were air force squadrons, helicopter gunships, naval and marine Squadrons. A lack of firepower was rarely the problem. The enemy forces were twofold. First, there was NLF (National Liberation Front), otherwise known as the VC (Viet Cong). These were the native South Viet- namese who were fighting for the reunification of their country. They in turn were divided into the local elements and the Main Force. The local elements were what was usually called the Viet Cong, the VC, "Charlie," or even the "local yokels." Ill-equipped and ill-armed, they were not viewed as a significant problem. The Main Force, on the other hand, were the "pros," and you tangled with them at your own risk. As the war went on. the elements of the Main Force slowly evaporated due to attrition. The second enemy force, and the part that grew in size throughout the 60's, was the NVA, or the North Vietnamese army. Some- times referred to as the PAVN (Peoples Army of Vietnam), it was made up of citizens of the People's Republic of Viet- nam, fighting in a war of unification miles from their home. Equipped to the standards of a modern army, on paper it was a match for the US Army. While its lack of supplies and air support put it at a disadvantage when fighting Americans, it was more than willing to search for the tac- tics needed to overcome the odds. The forces of the NLF and the NVA had a very different tactical doctrine than that used by the United States. Since both formations lacked an effective tactical communications network on the battle- field, they relied upon a tactical plan that was rehearsed

    and critiqued by all before the action started. All elements of a VC/NVA unit knew just what to do in an action, and why their part was important. Each element was under or- ders, and made every attempt to carry out those orders. Personal initiative was not part of the NVA/VC structure. If the plan was flawed, no attempts could be made to change it on the battlefield other than aborting it. The NVA/VC forces are also represented by individual figures, but are organized into squads and companies. These units either function or not, depending on the fire that the NVA/VC takes in a turn. Actual casualties will not be determined for the NVA/VC. For these reasons, we recommend that the gamemaster run the NVA/VC formations in Charlie Com- pany. Players can be allowed to command the NVA/VC forces if they wish, but they will have to do so under the limitations experienced by the NVA/VC forces. It is often just easier to allow the gamemaster to run these forces as part of the game system.

    1.1 GAME requirements One player to act as gamemaster, and two or more play-

    ers for the Americans. As a rule of thumb, a complete rifle platoon can be fielded for each four players. For an excel- lent mix of forces, we suggest that each player paint one American infantry squad, one NVA/VC squad, and one set of either civilians, or one set of dead and wounded figures, or other special pack. This guarantees that there will be enough figures for a game. Armored vehicle and helicop- ter models will also be needed if they are used in the sce- nario being played. Die rolls are either ten sided die (re- ferred to as D10), or six sided die (referred to as D6).

    "The combat infantryman is the reason that the rest of the military exists. Even the USS New Jersey, or a B52, is only smoothing the way for the man with the bayonet. The only way any war gets won is for the combat troop to walk into enemy HQ. This is especially true in a guerrilla war. He has to go into those jungles and drag the bastards out."

    Ralph Zumbro, Tank Sergeant.

    1.0 INTRODUCTION

    1.1 GAME REQUIREMENTS

    CHARLIE COMPANY

    5

  • 1.0 INTRODUCTION

    1.1 GAME REQUIREMENTS

    CHARLIE COMPANY

    6

    These rules are primarily intended for 20mm figures with a ground scale of approximately 1" equal to 2 yards. RAFM produces a full line of Charlie Company miniatures repre- senting the forces of the US, its allies and those of the VC/ NVA enemy. Each figure represents one individual, heavy weapon, vehicle or aircraft. The figures should be mounted on individual bases. Pennies are an excellent base. 5/8" squares cut from sturdy sheets of artboard or polystyrene plastic work well also. 20mm figures look appropriate with either 1/76, 1/72 or HO scale model kits and accessories. Plastic vehicles, buildings, AFV's, helicopters, aircraft and sometimes trees, bunkers and sandbagged revetments are readily available to supplement the current range of fig- ures.

    These miniatures will need terrain to maneuver over,objectives to take and cover to seek. A flat playing surface of at least 4' x 6' is required. Larger battles may demand more area, es- pecially if full armour, air, and artillery support are used. Upon the battlefield the GM will place appropri- ate terrain. Terrain set up can be as simple or as com- plex as the players and ref want (and as their time and finances allow,), ranging from a green felt sheet draped over books and blocks of wood with con- struction paper shapes de- noting areas of woods, buildings and such to elabo- rately sculpted three dimen- sional topographical models complete with bunkers, lush vegetation, paddy dikes,

    trench lines, resin streams and what have you. Because of Charlie Company's unique and variable terrain require- ments we suggest some kind of modular format. Well bal- anced terrain set up is almost an art unto itself. Not enough cover and the VC/NVA will be slaughtered by overwhelm- ing US firepower; gratifying to the players perhaps, but not much of a challenge: too much cover and restricted terrain and the game bogs down into an arduous slog which the players cannot hope to win. Again, not a desirous out- come. Many commercially available terrain systems and products exist but there are even more ways to do it your- self as well. Some suggestions will be found in the appro- priate terrain sections. Modelling terrain, collecting and painting figures can be as rewarding as playing the game itself and certainly enhances the whole game experience.

  • 2.1 BACKGROUND Since the players are acting as the officers and NCOs of

    an infantry company, it is appropriate to look at the back- ground of this formation. The United States Army spent the 1950's gearing up for a war in Europe against the hordes of the Warsaw Pact. After the ill-fated attempt to use the pre-atomic division and battle groups was deemed a fail- ure, a new TO&E, the 1962 ROAD (Reorganization Ob- jective Army Division) was adopted in its place. Since the Warsaw Pact was going to hurl masses of armored forma- tions against NATO, the new organization was designed to blunt such an attack. Firepower was seen as the answer, and so an infantry company was given the following ele- ments:

    ROAD Infantry Company Company Headquarters

    1st Rifle Platoon Platoon Headquarters - 3 men 1st Rifle Squad- 10 men 2nd Rifle Squad - 10 men 3rd Rifle Squad - 10 men Weapons Squad - 11 men

    2 M-60 Machine Guns 2 90mm Recoilless Rifle

    2nd Rifle Platoon as above

    3rd Rifle Platoon as above

    Weapons Platoon Platoon Headquarters - 8 men

    1st Squad - 6 men 1 81 mm mortar

    2nd Squad - 6 men as above

    3rd Squad - 6 men as above

    AT Squad - 11 men 2 106mm Recoilless Rifle

    The ROAD Infantry Battalion was to have a battalion headquarters, combat support company including four 4.2" mortars, a 106mm recoilless rifle platoon, and three infan- try companies. The companies were equipped with light trucks, jeeps, and "mechanical mules" to move the equip- ment listed above about the road net of western Europe. The large number of AT weapons was intended to counter the Warsaw Pact's superiority in these areas. Mechanized infantry battalions used the same organization, with each

    squad having an M-113 APC and an additional driver, while the mortar squads were issued M-125 mortar carriers. With the Army build up brought about by the Berlin and the Cuban Missile Crisis', the US Army found the early 60's to be a time of growth. The new ROAD TO&E's returned the size of an American division into a force to be reck- oned with. By 1963, the Army found itself ready and able to take on a Soviet attack for the first time since the end of the Korean War. The US Army's entry into Vietnam threw these plans out the window.

    Since the existing intelligence information implied that armored and mechanized units would be operating at a dis- advantage, the Army decided that the old fashioned leg infantry would be needed. Helicopters were seen as a means of solving the transport problem, but the anti-tank weap- ons and transport deemed necessary for war in Europe did not appear suitable for Vietnam. Most of the AT weapons were left behind, and the crews used to form additional rifle companies.

    Since no one was certain what would work in Vietnam, from 1965 to 1967 units were given a wide latitude to ex- periment with modified TO&Es. No less than 12 different light infantry battalion TO&Es were used, while 70+ dif- ferent company TO&Es were in use at one time or another. Out of these new experimental formations a new "leg" in- fantry battalion emerged. The "leg" infantry battalions found themselves with a battalion headquarters, headquar- ters company, four infantry companies (Lettered A to D), and a combat support company (lettered as Company E). One major change in the TO&E for the infantry was the arrival of the M-16 rifle and the M-79 grenade launcher, both designed to improve the firepower of the formation. Some US Army divisions were sent to Vietnam with the M-14, but these were replaced by the M-16 in the field. While infantry companies were to have an actual strength of 171 to 190 men, army policy was to allow at least a 10% increase in strength. On paper, each infantry com- pany was to have from 190 to 210 men on the rolls. For field service, a company would have both additional at- tachments of RTOs (radio telephone operators), medics, FOs (forward observers), and detachments for a base force left behind for supply and support services. On paper, an infantry company in the field would have the organization and equipment listed on the chart below: (All figures not listed as having a special weapon are armed with the M- 16.) Mechanized units, not ACAV, are organized as above, with the exception that each squad has a M-113 to trans- port the squad, and one extra man assigned per squad to drive the M-113.

    CHARLIE COMPANY

    7

  • 2.0 MUSTER IN:

    2.1 BACKGROUND (CONT.)

    The major area where the TO&Es differed in the infan- try battalions, was in the weapons squad of the rifle pla- toon, and the weapons platoon of the rifle company. In the rifle platoon, some units used the above mix of two M-60 machine guns each with a three man crew, and one 90mm recoilless rifle with a two man crew. The problem was that the two man 90mm RR team could carry the weapon and only four rounds. Other units dropped the 90mm RR and added an extra man to each machine gun team to carry ammo and provide for a replacement crewman when needed. Another practice was to replace the 90mm RR with a third machine gun, giving that gun a two man team.Gamers are free to experiment with their organiza- tions, with the single provision that the US Army doctrine did not allow the M-60s to be placed in the rifle squads. The weapons platoon had the same problem. The 81mm mortar squads had been designed to be moved by vehicle. On foot, the six man crew could carry the weapon and 12 to 24 rounds into the field. This was only enough ammo to keep the weapon in serious action for 5 to 10 minutes. The only way for a weapons platoon to keep a weapon in ac- tion would be for one squad to carry the weapon, and for the other two squads to carry additional ammunition. Even then, if serving in jungle area, the problem of attempting to fire mortars out of double or triple canopy forest made their use difficult at best. The conversion of the company weapons platoon into an additional rifle platoon did not solve the problem. At full strength, the converted platoon was half the size of the normal rifle platoon, and lacked any machine guns for firepower. Units that attempted to use the weapons platoons as rifle platoons were never very happy with the results. Players who wish to command a weapons platoon and convert it to a different organization are free to do so. However they may not increase the size of the platoon, and must find other players wishing to serve in its ranks as the squad commanders. The "paper" com- pany strengths rarely carried over into the field. Each com-

    pany was forced to leave most of its company headquar- ters back at the base camp to handle the normal paperwork and supply. Additional men were detached for other duty, sent on R&R, held awaiting courts or on light duty, or just not present (ie. dead). The average field strength of the infantry company would be closer to 140 men than the 190+ that they had on paper. At times some companies reported less than 100 men in the field, with some compa- nies dropping as low as 60 men.

    Field Strength (Paper) Leg Infantry Company 1965

    Company Headquarters 1 Captain 1 First Lieutenant (Forward Observer) 1 First Sergeant 1 Medic3 RTOs (Radio Telephone Operators) 1 Runner

    1st Rifle Platoon Platoon Headquarters

    1 Second Lieutenant 1 Platoon Sergeant 1 Medic2 RTOs

    1st Rifle Squad 1 Sergeant 1 Corporal 2 Privates with M-79's 6 Privates

    2nd Rifle Squad as above

    3rd Rifle Squad as above

    Weapons Squad 1 Sergeant 2 Corporals 6 Privates 2 M-60 Machine Guns 1 90mm Recoilless Rifle

    2nd Rifle Platoon as above

    3rd Rifle Platoon as above

    Weapons Platoon Platoon Headquarters

    1 First Lieutenant 1 Platoon Sergeant 2 Sergeants (Forward Observer for Mortars) 3 RTOs (Radio Telephone Operators) 1 Runner

    1st Squad 1 Corporal 1 Private with M-79 4 Privates 1 81 mm mortar

    2nd Squad as above

    3rd Squad as above

  • USMC Infantry Company Company Headquarters

    1 Captain 1 First Lieutenant (Artillery Forward Observer) 1 Gunnery Sergeant 2 Corpsmen 3 RTOs 1 Runner

    1st Platoon Platoon Headquarters

    1 Second Lieutenant 1 Platoon Sergeant 1 Right Guide Sergeant 2 Corpsmen 2 RTOs

    1st Squad 1 Sergeant 3 Corporals - fire team leaders 1 Private - with M-79 Grenade Launcher 3 Privates - with modified M-14s 6 Privates - with M-14s

    2nd Squad as 1st Squad

    3rd Squad as 1st Squad

    2nd Platoon as 1st Platoon

    3rd Platoon as 1st Platoon

    4th (Weapons) Platoon Platoon Headquarters

    1 Second Lieutenant 1 Platoon Sergeant 2 Corpsmen 1 RTO

    1st Squad - Mortar 1 Sergeant 2 Corporals 7 Privates 3 60mm Mortars

    2nd Squad - Anti-tank 1 Sergeant 3 Corporals 9 Privates 6 3.5" Rocket Launchers

    3rd Squad - Machine Gun 1 Sergeant 3 Corporals 18 Privates 6 M-60 Machine Guns

    "0300 IS the f*****g Marine Corps" anonymous Drill Instructor,

    Parris Island 1964

    US MARINE CORPS The United States Marine Corps and the US Army looked

    at the situation in Vietnam with a totally different view point. The Marines, unlike the other branches of the armed forces, actually had a field manual dealing with guerrilla warfare. After WW I, the Marines found themselves fight- ing in Central America and the Caribbean. During these wars, the Marines experienced many of the same prob- lems that arose in Vietnam. It was also during this time that the Marine Corps began its first attempts at using air- craft for tactical support of ground troops.

    Marine Corps infantry companies were organized along entirely different lines than those of the Army. The Ma- rines learned during WW II that they might be forced to survive on their own without any additional fire support. Players who first play army units and then Marine units, will undoubtedly be surprised by the difference in firepower of the two forces.

    The Marine rifle platoon was just that, without a weap- ons squad. The modified M-14s were equipped with bipods, and were used as automatic rifles. Each squad was broken down into three fire teams. Each fire team was led by a corporal, with one modified M-14, for use as an automatic weapon, and two regular M-14s. Starting in 1968, the Marines switched to using the M-16 rifle. In some units the older modified M-14s were kept for their additional fire power. All personnel in the weapons squad were equipped with M-14s. Field practice was to take the ele- ments of the weapons platoon and to distribute them amongst the rest of the platoons. The only exception to this were the 60mm mortars, which would remain back at base to provide artillery support for the troops in the field. Each Marine platoon would receive, two M-60s, two 3.5" rocket launchers and nine additional privates, who would assist the weapon operators. Marine battalions always had four infantry companies, as well as a headquarters and head- quarters company. An 81mm mortar platoon, and a single 106mm recoilless rifle provided additional fire power if

    2.0 MUSTER IN: US MARINE CORPS

    CHARLIE COMPANY

    9

  • 2.0 MUSTER IN: US MARINE CORPS

    (CONT.) 2.2 ORGANIZING A

    COMMAND

    needed. Special note: The Marines also provided the first armor in Vietnam quite accidentally. When ordered to de- ploy, the Marines pack up everything that they have and take it with them, regardless, unless ordered otherwise. When ordered to go to Vietnam they followed their usual procedure and took their tanks with them. The Senate ac- cused them of attempting to expand the war by bringing in armor. The Marine Corps leaders merely replied that they had not been ordered to leave the armor behind. By acci- dent, Marine Corps armor was the first in Vietnam, and proved to the skeptics back in the States that armor could be used effectively in Vietnam.

    2.2 ORGANIZING A COMMAND

    When playing Charlie Company, it is best if you orga- nize a platoon at first. Do not activate the company head- quarters until you have two platoons in the field. The ideal number of players for a platoon is four, with one player serving as the platoon commander, and the other three play- ers serving as the rifle squad commanders. The weapons squad can either be commanded by a fifth player, or as- signed to serve under the command of the platoon com- mander. The latter option gives the platoon commander a club to use over his subordinates; the ability to attach or detach elements from the weapons squad to the rifle squads as reinforcements. Once players have been assigned com- mands, they need to determine the actual number of men under their command at the start of the campaign. Using the charts below, determine the number of men in each unit. After the starting strengths have been rolled, the pla- toon commander has the right to "level" the squads of his command by shifting men between squad.

    Starting Strength Determination Chart

    US Army Company Headquarters D6+2 Rifle Platoon Headquarters D6* D6 + 4 D6+3 Mortar Platoon Headquarters D6 + 2 Mortar Squad D6* If a mechanized unit is being formed, add I to each die rolled

    for the vehicle driver.

    Starting Strength Determination Chart

    USMC Company Headquarters 1-D6 +3 Platoon Headquarters 1-D6 + 3* Infantry Squads 1-D6 + 8 Weapons Squad:

    Anti-Tank 1-D6+4 Machine Gun 2-D6 + 10

    * For these formations, roll a D6, and consider a roll of 1 as a 2, and a roll of a 6 as a 5.

    Players will need one figure for each man under their command, but should realize that their commands' will not always be at book strength. Example: A US Army platoon is being organized for four

    players. The numbers rolled are as follows: Platoon Headquarters 1st Rifle Squad 2nd Rifle Squad 3rd Rifle Squad Weapons Squad

    This gives the platoon a total strength of 34 men. The platoon commander decides to even out the rifle squads to seven men each, and assigns the additional men to the weapons squad and the platoon headquarters. The figures representing the players are listed in italics. The first num- ber in brackets is the total number of men in the unit. The second number is the number of men the formation should have according to the TO&E.The sample platoon has the following organization: Rifle Platoon Platoon Headquarters (5/5) 1 Second Lieutenant 1 Platoon Sergeant 1 Medic 2 RTOs

    1st Rifle Squad (7/10) 1 Sergeant 1 Corporal 2 Privates with M-79s 3 Privates

    2nd Rifle Squad (7/10) as above

    3rd Rifle Squad (7/10) as above

    Weapons Squad (8/9) 1 Sergeant 2 Corporals 5 Privates 2 M-60 Machine Guns

    CHARLIE COMPANY

    10

    4 men9 men7 men7 men7 men

  • This rifle platoon is now ready for the field, though it is short 10 privates. Again, players will note that they will rarely be able to start their formations at full strength TO&E, but rather the usual field attrition has already started. At the end of each game, dead and seriously wounded figures will be removed from the unit and die rolls for replacements will be made. Players will find that commanders who are not careful with the lives of the troops under their command will end up commanding fewer and fewer troops as the campaign goes on.

    2.3 TIME IN COUNTRY Players of Charlie Company are assumed to be serving

    as squad, platoon, and company commanders. Each player needs to determine two important items; first his time "in country" and second, his personal expertise as a com- mander. The US Army decided not to allow any units sent to Vietnam to serve together, fearing that the unit might end up stripped of all personnel when they all completed their tour of duty at the same time. To avoid this, these units were subject to massive transfers upon arrival in Viet- nam. Any unit in Nam after early 1965 would have a mix- ture of men who had been in action and newcomers.

    2.31 NCOS' TIME IN COUNTRY

    At the start of the campaign or when a new command is set up, all NCO characters should roll 2 D6, and then sub- tract 1. The resulting number is the number of months that they have already been in country. The difference between that number and 12 is the number of games that they must survive to win their personal quest to return to the States. Example: An NCO player rolls 2 D6 for a total of a 6. He would then subtract 1 for a total of 5. This means that his time in country at the start of the campaign is five months. To win, he must survive the next seven games. In practice, the US Army did not promote squad members to fill va- cancies as squad commanders. The theory was that a newly promoted man from within the unit would be returning home all too soon when his time was up. Instead, new ser- geants (products of "shake and bake" schools at boot camp) were sent out as replacements for those sergeants killed, seriously wounded, or lucky enough to return home. A player who needs to start a new sergeant as a squad com- mander will start with a time in country of one

    2.32 OFFICERS' TIME IN COUNTRY

    2.33 FIELD PROMOTIONS If a sergeant is killed during a game he will be replaced

    by his corporal. If the corporal is killed, he will be replaced by one of the privates who will come forward to lead the squad. New squad leaders must re-roll their expertise. The new expertise level must be used even if it is lower than the original expertise level. If an Army squad is used, they will receive a new sergeant for the next game, and will re- roll his expertise. If a Marine squad is used, the new squad leader is assumed to have remained in charge, and his cur- rent expertise is used and may be increased normally.

    2.4 EXPERTISE Once the time in country has been determined for play-

    ers at the start of the game, expertise needs to be rolled for those players who have already been in country. A player with a time in country of zero will not roll for expertise until he is under fire for the first time. Expertise is used to determine how effective a player will be as a commander. Players with a high expertise have a better chance of deal- ing with the problems of command, while those with a low expertise will have more problems. A player's exper- tise may increase as the game goes on, with an expertise level of 9 being the highest that can be obtained. The use of expertise is further explained in Section 5.1. A squad's expertise is equal to that of its direct commander. To deter- mine starting expertise, roll a D6 and add to it any of the modifiers on the table below:

    Expertise Modifiers MODIFIER

    Time in country 1-4 months +1 Time in country 5-8 months +2 Time in country 9-12 months +3 1965-1967 +1 1970 -1

    USMC + 1 Airborne school* + 1 Ranger School # +2 Special Forces # +3 * Airborne Units Only # Only at Gamemasters Discretion

    2.0 MUSTER IN: 2.2 ORGANIZING A

    COMMAND (CONT.)

    2.3 TIME IN COUN- TRY

    2.31 NCOS' TIME IN COUNTRY

    2.32 OFFICERS' TIME IN COUNTRY

    2.33 FIELD PROMOTIONS

    2.4 EXPERTISE

    Officers use a different system to determine their time in country. The US Army attempted to rotate officers be- tween staff and line duty whenever possible, having them serve six months on staff duty, and six months in com- mand of a line unit. Officers roll a D6 with a 1 - 3 indicat- ing that the officer has just arrived in country, and will command first, and do staff duty second. In this case, his time in country starts as a 0. On a die roll of a 4 - 6, the officer has completed his staff duty, and has been in coun- try already for six months. He starts the game with a time in country of six months. Unlike the NCOs, officers will normally only serve in command of their platoon or com- pany for six months. After six games he will either rotate home, or to a staff position, and a new commander will need to be appointed for the unit.

    Example: A player who is serving as an NCO command- ing the 1st Rifle Squad has been in country for five months. He rolls for his expertise, on a D6, and adds 2. His roll is a 4, with a plus 2 equals 6. His expertise is a six. At the end of each game, all surviving players should roll a D10, counting a Was a 0. If they roll higher then their current expertise, their expertise number is raised by 1. In the case of the player mentioned above, a roll of a 7, 8, or 9 would be needed to raise his expertise by 1 to a 7. CHARLIE

    COMPANY

    11

  • 2.0 MUSTER IN: 2.5 AUXILIARY

    TROOPS 2.51 SOUTH

    VIETNAMESE ARVN(ARMY OF

    THE REPUBLIC OF VIETNAM)

    MARINES.AIRBORNE, AND RANGERS

    CHARLIE COMPANY

    12

    2.5 AUXILIARY TROOPS Auxiliary troops are included in the game as additional

    soldiers. They are not intended for use by the players.

    2.51 SOUTH VIETNAMESE "0615; We met two ARVN M41 tanks coming out of the

    city in full retreat. They looked very natty, men wearing black berets, turrets polished-they were also scared shitless; you could see the whites of their eyes at one hundred yards. They told of RPGs and B40 rockets being fired out of trees and windows... "

    Ralph Zumbro, Tank Sergeant The South Vietnamese armed forces that American

    units encountered in the boonies came in a wide vari- ety of troop types, formations, and armament. They often answered to entirely different command structures. The information on these units is de- signed to add color to Charlie Company. These troops should be controlled by the gamemaster. Players can occasionally com- mand these units, but the gamemaster must take into account that the goals of most aux- iliary troops were far different from those of the Americans serving in Nam.

    The South Vietnamese Auxiliary Table is used to determine the expertise rating and the number of dice these troops roll per figure in combat. All supporting weapons have been fac- tored into this table, so that BARs, LMGs, etc. need not be used unless otherwise indicated.

    The gamemaster should use the expertise number as a quick means of determining the auxiliary units' ability to engage in combat. If a unit rolls its expertise number or less, it will follow orders for that turn. If it fails the die roll, the unit will not follow orders.

    The different formations that might be found in a Charlie Company game are: ARVN(ARMY OF THE REPUBLIC OF

    VIETNAM) In 1965, the regular troops and officers of the South

    Vietnamese army were poor quality conscripted troops. The Americans nicknamed them "Marvin the ARVN." Their equipment was substandard, and ARVN soldiers were issued M-l rifles and BARs for basic combat for- mations. When Vietnamization started, the ARVN were issued better weapons and became more combat worthy.

    Roll a D6+4 to determine the size of an ARVN forma- tion. The squad is commanded by a NCO. To determine the overall expertise number and weapons allotment for the squad, roll an D6, adding +1 for every year after 1965; thus an ARVN unit encountered in 1968 would roll a D6, adding +3 to the roll for the three years difference. MARINES,AIRBORNE, AND RANGERS

    The elite troops of the South Vietnamese army were bet- ter equipped and led. The airborne and marines were often used as "coup prevention" troops for most of this period are were not found in the field. The rangers were often the most aggressive ARVN troops in the field. A study of those Viet Minh officers and men who joined the South Viet- namese army after the departure of the French in 1954 showed that almost all became members of the rangers or airborne.

    Roll a D6+4 to determine the size of a squad of

    rangers\airborne troops. Each squad is commanded by a sergeant. After 1966, add a M-69 and a M-79 to each ranger squad as additional weapons. Roll a D10, adding +1 for every year after 1968 to determine the overall expertise number and the weapons allotment for the squad.

    Rangers can have two squads present in a game with a headquarters of an officer, a RTO, and a platoon sergeant. A ranger officer is totally uninterested in obeying any or- ders from American or junior rank officers.

  • RUFF PUFF'S (POPULAR FORCES)

    When the fortified hamlet project began, it became ob- vious that local villagers would have to be armed to drive off the Viet Cong. The armed villagers were named the Popular Forces, and were armed with an assortment of WW II and earlier weapons. They reported to the local provin- cial governor and they attempted to keep control over their own area. "Ruff Puff's" were most often found guarding checkpoints and carrying out security within their area. They are totally uninterested in going out and looking for "Charlie." (In some cases, being a "Ruff Puff served as a daytime job for "Charlie.") An additional problem was that many provincial governors tended to pad their muster rolls with "ghost" members, so that the "Ruff Puffs" were often short of manpower.

    The size of a "Ruff Puff squad is determined by rolling a D6+2; the squad is commanded by a sergeant. To deter- mine the overall expertise number and weapons allotment for the squad, roll a D10, subtracting -1 for every year prior to 1968.

    CIDG(CIVILIAN IRREGULAR DEFENSE FORCE)

    American Special Forces were deployed into the high- lands of Vietnam in an attempt to halt the Viet Cong be- ginning in 1962. There the "Green Berets" encountered the Montagnards and other tribes who were the indigenous people of Vietnam. Forced into the mountainous areas by the Vietnamese, they had in turn been protected by the French. The Montagnards regarded the special forces as their new protectors. They were enlisted into a new mili- tary formation that was not officially part of the Army of The Republic of Vietnam. Under the control of their Ameri- can advisors, they patrolled the highlands and did what they could to cut the communist supply lines.

    CIDG formations consist of a patrol of 3D6 men, one of which is an RTO. One Green Beret is present as com- mander, and if the patrol is greater than 10 men, an addi- tional Green Beret may be added as second in command. To determine the overall expertise level number and weapon allotment for the squad, roll a D10 and add +1 for every year after 1965. The patrol may be armed with an M-60, and the Green Berets may carry M-16s or other weapons of their choice.

    2.0 MUSTER IN:

    2.51 SOUTH VIETNAMESE (CONT.)

    RUFF PUFF'S (POPULAR FORCES)

    CIDG(CIVILIAN IRREGULAR DEFENSE FORCE)

    South Vietnamese Auxiliary Soldiers Table Ruff Puff's Airborne Civilian ARVN Popular Ranger Irregular Regular

    Die Rolls Forces Marines Defense Force Troops

    1 expertise 3 expertise 7 expertise 6 expertise 3

    dice 1/4 dice 1/2 dice 1/4 dice 1/4 2 expertise 3 expertise 7 expertise 6 expertise 4

    dice 1/4 dice 1/2 dice 1/4 dice 1/4 3 expertise 4 expertise 7 expertise 7 expertise 4

    dice 1/4 dice 1/2 dice 1/4 dice 1/4 4 expertise 4 expertise 7 expertise 7 expertise 5

    dice 1/4 dice 1/1 dice 1/2 dice 1/2 5 expertise 4 expertise 8 expertise 7 expertise 5

    dice 1/4 dice 1/2 dice 1/2 dice 1/2 6 expertise 5 expertise 8 expertise 8 expertise 6

    dice 1/4 dice 1/1 dice 1/2 dice 1/2 7 expertise 5 expertise 8 expertise 8 expertise 7

    dice 1/4 dice 1/1 dice 1/1 dice 1/2 8 expertise 6 expertise 9 expertise 8 expertise 7

    dice 1/2 dice 1/1 dice 1/1 dice 1/1 9 expertise 6 expertise 9 expertise 9 expertise 8

    dice 1/2 dice 1/1 dice 1/1 dice 1/1 10 expertise 7 expertise 9 expertise 9 expertise 9

    dice 1/2 dice 1/1 dice 1/1 dice 1/1

    CHARLIE COMPANY

    13

  • 2.0 MUSTER IN: CIDG(CIVILIAN

    IRREGULAR DEFENSE FORCE)-CONT.

    2.52 AUSTRALIANS 2.53 ROK 2.54 AMERICAN

    The American commanders of the CIDG formations are not interested in using their patrols for assault troops. They were used to patrol or to carry out hit and run actions. Full scale combat was someone else's job.

    Using The Chart: The gamemaster decides that for a Search and Destroy Mission, the players will encounter a "Ruff Puff" road checkpoint in the middle of nowhere. The gamemaster rolls a D6 and gets a 5. He then adds 2, mak- ing the size of the "Ruff Puff" squad seven men. The year of the scenario is 1967, so he rolls a D10 and subtracts one(-l). The die roll is 8, which is modified to a 7. The "Ruff Puffs" have an expertise level of five with a one die firepower per four men present.

    The above situation can be run in several ways. The "Ruff Puffs" can open fire when they sight the Americans, fear- ing they are VC, or the American point man may report the "Ruff Puffs" as VC and open fire.

    2.52 AUSTRALIANS Australian units operated along the coastline in the III

    Corps area. Some members of the Australian Special Air Service also operated with CIDG and American Special Forces. Note: Australian squads will normally have one Sgt., one corporal, and eight privates. In Charlie Company, Australian soldiers carry the FN, which in game terms is equivalent to an M-16. One soldier will be armed with an M-60. To determine Australian expertise, roll a D6 and add 2. Australian SAS members should have a minimum expertise of six. Australian units also used the M-113. Squads so equipped will have one extra soldier who is a driver.

    2.53 ROK Korea sent combat troops to Vietnam starting in 1965.

    The Republic of Korea (ROK) troops were very brutal in their dealing with the VC and suspected VC sympathizers. When they first arrived, they were primarily armed with WW II weapons and uniforms. Starting in 1967 they were supplied with M-16s. Note: In Charlie Company, ROK units armed with WW II weapons throw 1 die per two fig- ures. Support weapons still use normal dice. ROK troops armed with M-16 rifles throw 1 die per figure. A ROK squad will have one sergeant, one corporal, and seven pri- vates. One private will be armed with a BAR in the WW II equipped squads. Squads armed with M-16s will have one M-79 and one M-60. ROK squads' expertise ratings are determined by rolling a D6 and adding 2. The minimum expertise for a ROK squad is five. ROK troops may use the M-113, and squads so equipped will have an extra pri- vate who acts as a driver.

    2.54 AMERICAN American auxiliary units are Engineers, Special Forces,

    and LRRP teams. Engineers were not normally sent into the field by themselves, but would be attached to various units for temporary assignments. No more than three engi- neers should be used in any game. Engineers have special capabilities described in the special rules section.

    American Special Forces teams normally contain five soldiers. These teams would work with and lead CIDG forces. Special Forces troops roll for expertise normally with the appropriate modifiers. Special Forces should al- ways be used with CIDG squads. LRRP teams were spe- cial surveillance teams made up of four men. Each team would have one M-60, and a radio. They were assigned to count communist forces moving down the various trails and to report the number of soldiers and direction they were traveling.

    LRRP teams were supposed to avoid combat if possible, so should usually be used in a rescue scenario, or to re- trieve a team from the field game. LRRP roll for expertise normally, with the additional ranger bonus.

  • CHARLIE COMPANY

    16

    The gamemaster in Charlie Company is not only in charge of setting up and running the game, but also serves as both the American High Command and as the NVA/ VC. He must provide the American players with their op- erational orders, including supporting weapons and other necessary information. For the NVA/VC, he must provide a troop mix, standing orders, and guidelines for fighting any action that might result. There are several excellent books on infantry combat in Vietnam written by S. L. A. Marshall that are a good possible source of scenarios . In addition, ARNO Press and Battery Press have both pub- lished similar books on small unit actions which can serve as additional resources for scenarios. The problem in us- ing these books is that the players may come to feel that the gamemaster is out to "get" them. After all, the most interesting scenarios in those books involve cases in which fighting was hot and heavy, and the players may not al- ways be interested in taking part in such actions. As play- ers get close to finishing their tour of duty, they may start feeling a bit paranoid. To solve this problem, the follow- ing system is presented as a means of setting up a sce- nario. The gamemaster should modify these force totals as needed to provide a well balanced game.

    3.1 SCENARIO GENERATION

    The gamemaster shuffles a deck of playing cards, and the overall American commander picks one card to deter- mine the American mission. This SAME card will not only determine the mission that the Americans will be ordered to carry out, but the transport, the area of operations, and the fire support that will be on call.

    MISSION CARD RESULT

    2,3,4, Search For Enemy Patrols 5,6,7, Search for Rice Cache 8,9, Search for Supply Cache 10, Search for Tax Collector/Radio Jack Search for Area Headquarters Queen Search for Base Camp King Search for Rest Camp Ace Search for Main Force Unit

    TRANSPORT CARD RESULT

    Spades/Hearts Helicopter Lift

    Clubs/Diamonds Road/Leg Movement

    AREA OF OPERATIONS CARD RESULT Spades/Clubs Free Fire Zone Hearts/Diamonds Inhabited Area

    FIRE SUPPORT CARD RESULT 2,3, 2-4.2" Battalion Mortars 4,5, 4-4.2" Battalion Mortars 6,7, 2-105mm Howitzers 8,9,10 6-105mm Howitzers Jack 6-105mm Howitzers 2-Helicopter Gunships 1-Observation Helicopter Queen 6-105mm Howitzers 2-Helicopter Gunships 1 Observation Helicopter or King 6-155mm Howitzers 2-Helicopter Gunships 1-Observation Helicopter

    or 2-Attack Aircraft Ace 6-155mm Howitzers 2-Helicopter Gunships 1-Observation Helicopter 4-Attack Aircraft 1-FAC

    Example: If the seven of hearts is drawn, the American mission is to search hamlets for VC/NVA rice caches. The troops will be moved by helicopter to their area of operations, and will have on call a platoon (two tubes) of 105mm howitzers. Note that more support weapons should be allocated to the unit depending on how seri- ous the mission is considered. The gamemaster must then set up a game where that

    mission can be carried out. He may not send the Ameri- cans into the highlands where there are no hamlets or rice caches for them to search for in vain. The players will not be allowed to use their supporting firepower freely until they have made contact with the enemy. If the scenario turns against the American players, the gamemaster will need to provide the Americans with additional supporting helicopters and aircraft. Troops may not be available, but support weapons always are.

  • 3.2 VC/NVA GENERATION Once the mission card for the Americans is pulled, the

    VC/NVA forces present are determined. The American player takes the deck and deals the gamemaster cards to determine the size of the opposing force. If the American card is a two to 10, then two cards are dealt to the gamemaster. If the American card is a face card, then four cards are dealt to the gamemaster. These cards are not seen by the Americans, but are kept by the gamemaster in order to determine the extent of the NVA/VC opposition At this point the remainder of the deck should be sealed in an en- velope until the game is over. If the action takes place in a Free Fire Zone, then all black cards are used, as well as highest red card to determine the NVA/VC force structure. If the action takes place in an inhabited area, then all RED cards are used, as well as the lowest BLACK Card. The type, the number of troops and the weapons are determined by each card and the year of the scenario:

    NVA/VC FORCE TYPE 65-66 67-68 69+

    Diamonds VC VC VC Hearts VC Main Force NVA Clubs Main Force NVA

    Spades NVA NVA NVA

    Example: Heart is drawn for troop type in a 1965 sce- nario. The VC table will be used to determine the num- ber of figures present. If a heart was drawn in a 1967 scenario, the Main Force table would be used. If a heart was drawn in a 1969 scenario, the NVA table would be used. These troop tables are built on the assumption that the Americans will field at least two rifle platoons. The gamemaster may vary the tables depending upon the number of American troops being used.

    VIET CONG TABLE CARD RESULT 2,3,4 1-D6 Men 1-D6 Booby Traps 5,6 2-D6 Men 7, 8, 9 2-D6 Men 1-D6 Booby Traps 10 4-D6 Men, 2 Bunkers 2-D6 Booby Traps Jack 4-D6 Men, 4 Bunkers 2-D6 Booby Traps Queen 6-D6 Men. 4 Bunkers 3-D6 Booby Traps King 8-D6 Men, 6 Bunkers 3-D6 Booby Traps Ace 8-D6 Men, 8 Bunkers 3-D6 Booby Traps

    MAIN FORCE TABLE CARD RESULT 2 ,3 ,4 2-D6 Men

    5,6 2-D6 Men 7,8,9 3-D6 Men 10 4-D6 Men, 4-Bunkers Jack 6-D6 Men, 4-Bunkers 1-D6 Booby Traps 2-.51 AAMG Queen 8-D6 Men, 6-Bunkers 2-D6 Booby Traps 2- 51 AAMG, 2-82mrn mortars King 10-D6 Men, 8-Bunkers 2-D6 Booby Traps 4-.51 AAMG, 2-82mm mortars Ace 12-D6 Men, 8- Bunkers 3-D6 Booby Traps 4-.51 AAMG, 2-120mm mortars

    NVA TABLE CARD RESULT 2,3,4 2-D6 Men

    5,6, 3-D6 Men 7,8,9 4-D6 Men 10, 4-D6 Men 4-Bunkers Jack 8-D6 Men, 4-Bunkers 2-.51 AAMG, 2-82mm mortars Queen 10-D6 Men. 6--Bunkcrs 4-.51 AAMG 2-82mm mortars King 10-D6 Men, 8-Bunkers 1-D6 Booby Traps 4-.51 AAMG, 2-120mm mortars Ace 12-D6 Men, 8-Bunkers 2-D6 Booby Traps 4-.51 AAMG, 4-120mm mortars

    After the force size is determined for the VC/NVA, the gamemaster must roll for the actual number of figures present, and organize them into platoons and squads. In addition to the weapons listed above, the following light weapons are present: Viet Cong: Poor Weapons for Small Arms, 1 LMG per 16

    men, 1 RPG-2/B-40 per 20 men. Main Force: Mixed Weapons for Small Arms, 1 LPD per

    12 men, 1 RPG-2/B-40 per 12 men. NVA: AK-47s for Small Arms, 1 LPD per 12 men, 1 RPG-

    2 per 8 men. After 1967 RPG-7s are found in NVA units.

    3.0 THE CAME MASTER AND HIS ROLE

    3.1 SCENARIO GENERATION

    3.2 VC/NVA GENERATION

    "The army must be in the people like fish are in the water" Mao Tse Tung

    CHARLIE COMPANY

    17

  • The local VC will defend the rice as long as possible. If the Americans stay away from them, they will make no effort to reveal their pres- ence. If the Americans at- tack the hamlet in force, they will either flee the ham- let and snipe at the Ameri- cans, or drop their weapons and hide among the inhab- itants. The local VC are not interested in making their hamlet a target for American heavy weapons or aircraft. The squad of Main Force VC can be used in several different ways as part of the scenario. These options might include:

    CHARLIE COMPANY

    18

    These forces should be organized into squads of similar type. Local VC can be pooled together, NVA pooled to- gether, etc. However a squad may only contain troops from the same army (VC, Main Force, NVA). Infantry squads should have only small arms and light weapons and con- tain 5 to 10 figures. Weapons squads should have one crew served weapon and a crew of three to five men. Platoons should have a headquarters squad of two to four figures, and three to four squads of the same army. Infantry pla- toons may only have infantry squads attached, while weap- ons platoons may only have weapons squads attached. All elements of a platoon may be combined into a company. This company can have a three to five man headquarters unit, and three to five platoons attached. Example: In the mission listed above (i.e. the Search for the Rice Cache), the American player deals the gamemaster two cards; the seven of clubs and the 10 of diamonds. Since the mission is in an inhabited area, all red cards are used, as well as the lowest black card. The game takes place in 1965, so the diamonds are VC, and the clubs are main force. The forces present are the following:

    3 D6 = 11 men, 1 RPG-2, 1 LPD

    4 D6= 13men, 1 LMG 2 D6 = 8 Booby Traps

    2 Bunkers

    The gamemaster forms two squads of Viet Cong, one with seven men, with LMG, and one with six men. The Main Force VC are formed into a single squad of 11 men. The local VC are the defenders of the hamlet where the rice is stored, and the bunkers and booby traps should be placed around this hamlet. The gamemaster could present this area as a village of several hamlets, and leave it up to the Americans to decide how they wish to handle the prob- lem.

    1. The squad is a cadre and their escort, who are touring the area in an attempt to encourage the locals to make greater efforts against the Americans. They are staying at one of the hamlets in the area.

    One option for this unit is that if attacked, it will escort the cadre to safety as quickly as possible, and make no effort to seek contact with the Ameri- cans. If forced to stand and fight, they will cover the escape of the cadre. The other option is that the cadre, seeking to bolster the morale of the local VC, will take command of them and attempt to hold off the American forces.

    2.The squad is proceeding to the hamlet to pick up the rice cache. If they encounter the Americans they will fall back, making no effort to stand, but will carry out a rear guard action.

    3. The squad is assigned to a local hamlet for R&R, which may or may not be the hamlet containing the rice cache. If the opportunity exists, they will attempt to defend their hamlet. Making the hamlet a target is not a concern of theirs. They will not be interested in fighting to the last man.

    4. The squad is moving through the area carrying dispatches. They were planning to spend the night at the hamlet. They will avoid the Ameri- cans and will not initiate a fight. They will stand and fight to buy time for part of the squad with the dispatches to escape.

    In the case of Options 2 and 4 (above), the Main Force VC squad would enter the board at a preset time and move along its path until it became aware that the Americans were present. They would not be allowed to react to the Americans until they were aware of them. Note that the outcome of the game may be changed by the interaction between the Main Force VC squad and the Americans. If the Americans end up attacking and destroying the cadre and his escort, they could claim a victory, even though that was not the mission that they were assigned.

    Main Force 7 of Clubs Viet Cong 10 of Diamonds

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    When setting up terrain for a game, the gamemaster should begin by drawing up a map of the area where the mission will take place. The American commander should be given a copy of this map. The quality of the map de- pends on the area that the mission is to take place. When- ever operations are in a built up area, the players should be given excellent maps. Operations in the highlands should only show basic types of terrain (i.e. woods and clearings). All types of terrain must be placed on the gaming table in such a fashion that the differences can be seen by the play- ers. The following are the different types of terrain and the effects on combat and suggestions for setting up the gam- ing table.

    4.1 NATURAL TERRAIN

    4.11 OPEN This is an area with little or no vegetation to provide

    cover. This area must be shown. Figures moving on foot pay no additional cost while moving through the area and vehicles move at their cross country speed. Visibility is not blocked by open areas. Open areas are best represented by a ground cloth used on top of the table.

    4.12 BRUSH Brush includes areas of limited undergrowth. Figures on

    foot and tracked vehicles move at their normal speed. Wheeled vehicles move at 1/2 of their cross country speed. Visibility is not limited in brush. Figures in brush using Patrol or Combat movement are in light cover. Brush can be represented on the table by lightly scattered lichen.

    4.13 ELEPHANT GRASS Areas of elephant grass will limit both movement and

    visibility. Foot figures may not Charge or March though elephant grass and move 1/4 of their usual movement Wheeled vehicles may not enter elephant grass. Tracked vehicles use 1/4 of their cross country speed. Visibility is limited to 1" within the elephant grass. Troops at a higher elevation than an area of elephant grass will be able to locate and fire at figures moving though the grass. Figures taking fire while in elephant grass are in light cover. El- ephant grass can be made by gluing model railroad field grass to pieces of card or thin wood. Grass door mats also work well for this.

    4.14 FOREST Figures on foot move normally in forest areas. Tracked

    vehicles move at 1/2 of their cross country movement. Wheeled vehicles move at 1/4 of their cross country move- ment. Visibility within forest is 16". Figures in forest are in light cover. Forest can be represented by model trees interspersed with pieces of lichen. The outer area of the forest can be represented with sand or pieces of felt.

    4.15 DENSE FOREST This is dense forest terrain with a triple or a double

    canopy tropical rain forest. When US troops reported that they were operating in the "jungle," they were actually in dense forest. Foot movement is 1/2 of normal movement. Tracked vehicles move at 1/4 of their cross country move- ment. Tracked vehicles must roll a D6 each turn in order to attempt to move. The vehicle commander must indicate where he is attempting to move, roll a 5 or a 6 to succeed. A failed roll results in the vehicle remaining in place for the turn; it is considered to have used half of its move- ment. Tracked vehicles following behind another tracked vehicle do not have to roll if the first vehicle was success- ful, but must follow the lead vehicle for their entire move. If the lead vehicle fails its movement roll, the following vehicles must remain stationary for the turn. Wheeled ve- hicles may not enter dense forest. The tree lines and hedges found in village areas are treated as dense forest, even though they are only 1" wide. Visibility within dense for- est is 10". Units in a dense forest are in medium cover. Dense forest can be represented by model trees mixed with lichen and twigs. Sand or felt should be used to mark the outer area of the dense forest.

  • 4.16 JUNGLE This is heavily wooded terrain with the triple or double

    canopy of a tropical rain forest. Figures moving on foot through jungle may only travel in single file. If fired upon they may spread out, but must return to single file before continuing to move. Figures on foot may not Charge or March through jungle. Movement through jungle is 1/4 normal movement distance. Wheeled and tracked vehicles may not enter jungle. Visibility in jungle is 3". Units in jungle are in medium cover. Jungle may be represented by model trees and pieces of lichen. Sand or felt should be used to represent the outer area of jungle.

    4.17 RUBBER PLANTATIONS The rubber plantations of Vietnam tended to provide a

    unique type of cover. They were laid out with rows of rubber trees running in straight lines with all the under- growth removed. Figures on foot move normally, but ve- hicles use their cross country movement speeds. Visibil- ity in plantations is 32". Units in a plantation are in light cover.

    Plantations are best represented with model trees glued on to straight pieces of wood or card. They should be placed in evenly spaced rows.

    Gamemasters Note: Though four different types of for- est exist, it is rare that three or four different types will exist on the same gaming table. The best way to handle forests is to use your ground cloth as the most common type of terrain found in the area and use sand pieces of felt or model trees to represent the other areas.

    4.18 RIVERS AND STREAMS Figures on foot may cross streams unless the gamemaster

    indicates otherwise. Units on foot crossing a stream do so at 1/4 of their normal movement. Wheeled vehicles may not cross streams except at suitable fords or bridges. Fords cost 1/4 of the vehicles' cross country speed. Tracked ve- hicles may cross streams anywhere at a cost of 1/4 of their cross country movement rate. It is up to the gamemaster to decide if any streams are shallow enough to be crossed by vehicles. Deep streams may only be crossed at fords. A tracked vehicle moves at 1/4 its cross country speed while in a ford. Rivers may only be crossed via a bridge or boat. Rivers are always large enough to handle any boats avail- able. Rivers are always known and should be marked on any map. Rivers and streams do not block line of sight. Figures in a stream may claim light cover from fire which crosses the stream bank they are behind. Troops may not claim any cover bonus from fire which originates from the opposite stream bank.

    4.19 SWAMP Swamp terrain is a cross between jungle and a stream.

    No vehicles or motorized boats may enter swamps. Troops on foot may not charge or march through swamps. Swamps are normally only found in the southern parts of Vietnam. Visibility in swamps is 3". Troops in swamps are in me- dium cover.

    4.2 MAN-MADE TERRAIN

    4.21 VILLAGES Villages in Nam were made up of several hamlets clus-

    tered together. The hamlets in turn were made up of a gath- ering of buildings separated by hedgerows and tree lines. Individual buildings were rarely found outside a hamlet. For game purposes, represent a hamlet with two to six build- ings separated from one another and surrounded with tree lines and hedges made of lichen. Paths through the village and gaps in the hedges should be indicated as well. Troops within buildings are in medium cover. Troops on foot move through villages at their normal movement. Movement within a building is at 1/2 of normal movement. Soldiers searching a building must remain within it for at least one turn. Vehicles moving within a village use 1/2 of their cross country move. Tree lines and hedgerows in and around villages are impassable to all vehicles. A tank with a closed top may demolish any buildings that provide light cover by remaining adjacent to them for one turn, and announc- ing their intention to demolish the building.

    Visibility within a village halts at any tree line/hedge, or building that it crosses. A unit holding a position in a hedge/tree line or building may see out of it to the next obstacle.

    Visibility though a gap in a tree line/ hedge continues to the next tree line/hedge in the normal manner. The tree lines/hedges in a hamlet are the same as dense woods for purposes of movement and fire.

    4.22 URBAN COMBAT Urban combat is combat within the modern cities of

    South Vietnam. This type of fighting was rare and only occurred during the Tet Offensive of 1968, The Easter Of- fensive during 1972, and the fall of Saigon during 1975.

    The main problem experienced by the Americans was an unfamiliarity with this type of combat. Soldiers from some of the large US cities may have had some experience with gang wars, and used their knowledge of urban com- bat. To see if a squad has a "street smart" soldier in its

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  • 4.0 TERRAIN 4.2 MAN-MADE

    TERRAIN (CONT.) 4.23 BUNKERS AND

    ENTRENCH- MENTS

    4.24 TUNNELS

    "The sniper was in a spider hole inside a half- destroyed shack, and previous shells had simply bounced off his ground-level roof."

    Zumbro, Tank Sergeant

    ranks before the game begins, all American players should roll a D6. On a roll of 1, the squad will use its normal expertise for the game. A roll of 2 or more means the squad will use 1/2 of its normal expertise rating.

    The major problem with urban combat is that troops quickly become separated, therefore making it harder to maintain a cohesive fighting force. Troops who currently occupy a building do not double their dice for being in combat order. Up to two figures may fire out of a single window during a turn. Once inside a building, a player's figure must spend a one minute turn to issue orders to his squad, or they are treated as a detachment. If troops are outside in the street, they follow orders normally but still use their reduced expertise ratings. All movement in a build- ing is done at 1/2 the normal movement rate. Vehicles may not enter stone or masonry buildings. Direct fire support weapons that are fired against the wall of a building will breach the wall. The breech will be equal to 1" per hit, caused by the weapon. Walls may also be breached by a placed satchel charge. Troops in a stone or masonry build- ing are in hard cover. Troops may see figures firing out of doors or windows, but unless inside the building, may not see into the building from outside. It takes one minute to move up or down stairs one level within a building. 4.23 BUNKERS AND

    ENTRENCHMENTS During the Vietnam War,VC hamlets had bunkers and

    entrenchments built into the hedges and tree lines, which included communication trenches to allow the defenders to move about the area. In addition many families built air raid shelters under their homes, which could also be used as bunkers. In Charlie Company bunkers are given to VC/ NVA units as part of their force structure, but may only be used in scenarios where the force is defending an area. Each bunker can hold one VC/NVA squad, headquarters, or a single crew served weapon with its crew. In place of a

    bunker, the VC can build a weapons pit for mortars or AAMGs. Entrenchments can be built at the discretion of the gamemaster for scenarios involving fortified villages and base camp games. Troops in bunkers may only fire out of specially constructed slots. This is referred to as their firing arc. This arc must be marked on the gamemaster's map. Troops outside of the firing arc may not be fired upon by troops within the bunker. Bunker exits must also be marked on the map.

    American base areas are also fortified in Charlie Com- pany. American bunkers each hold three to six men or a crew served weapon, and are also linked by communica- tion trenches. Weapon pits can contain any mortars or ar- tillery weapons. Sandbagged revetments can provide ad- ditional protection within the base perimeter. Barbed wire is used to surround the base area. Unless removed, any figures attempting to move through barbed wire must roll 2 D6. The number rolled is the number of inches the unit loses from its movement. Barbed wire may be removed by VC/NVA sappers, either by cutting the wire, or by using a satchel charge. A satchel charge will clear a 3" area of wire. Areas cleared of wire are treated as open ground for move- ment purposes. Cut wire clears an area wide enough for one figure to pass through. VC/NVA sappers were often capable of moving through wire without getting caught in it. Any sappers using a combat move at night may move through barbed wire without any loss of movement. Bun- kers provide hard cover. Entrenchments and fox holes pro- vide medium cover. Sandbag revetments provide medium cover.

    4.24 TUNNELS During the Vietnam War, the communist forces made

    extensive use of major tunnel systems. The most famous area, the Iron Triangle, located north of Saigon was origi- nally used during WW II against the Japanese during their occupation. It was expanded and used against the French during the Indo-China war. It was used most extensively

    during the Vietnam War against the Americans. The I Corps Military District below the DMZ was another area that had many tunnels. Tunnels were built in areas with a high content of clay in the soil, and so were not common through out the entire country. Tunnels may be any length. If more than one tunnel exists in a sce- nario and they are connected, a central chamber must be marked on the map. Tunnels may not be placed under any rivers, streams, canals, or rice paddies. All tunnels must have an entrance marked on the

  • map. A tunnel may have one or more entrances. Entrances may be placed in buildings, bunkers, trenches, or any other non-water terrain. Every 24" of tunnel must have an air shaft, which must be marked on the map. Air shafts may be placed on the ground or built into the frames of a vil- lage hootch or outbuilding. Movement within a tunnel is 12" per 1 minute turn. To keep track of troops moving in a tunnel, the gamemaster should mark the tunnel off in 12" lengths. To enter a tunnel from outside costs 1" per indi- vidual figure entering. Figures entering a tunnel remain in the entrance until they actually begin movement within the tunnel. Figures moving out of a tunnel must have en- tered the entrance during the previous move. Troops may be placed within 1/2 of their movement rate from the tun- nel entrance. American units may discover tunnel entrances and air shafts in one of two ways.

    If an American unit crosses an air shaft or camouflaged entrance, the gamemaster rolls for 1/2 of the squad leader's normal expertise. A successful roll results in the Ameri- cans discovering the tunnel entrance or air shaft. A non- camouflaged entrance in clear terrain is automatically spot- ted. Otherwise a successful expertise roll will be needed. Troops in a discovered entrance may be fired on normally. Grenades may be dropped down an air shaft, affecting any troops currently in that 12" tunnel section. Smoke grenades may also be dropped into entrances and air shafts. Any entrances or air shafts within 30" will create a smoke marker for three minutes. This is useful for finding entrances and determining the direction of tunnels. American soldiers may not enter any tunnels discovered during a game. Tunnel entrances may be collapsed and made unusable by having claymore mines placed in them, or by placing satchel charges in the entrance.

    Troops in a tunnel may not be attacked by supporting fires of any type. Troops fired on in a tunnel entrance are in light cover.

    4.25 RICE PADDIES Villages tended to be surrounded with rice paddies in all

    shapes and sizes. These paddy areas were separated by berms. These berms can vary in size from very narrow to wide enough for a road or trail. Paddies can be made from colored sheets of paper, grass carpet or Plexiglas sheets. For Plexiglas, paint one side of the sheet a dull brown or green and place the shiny side up. Paddies can be cut into different sizes and shapes, and should measure any where from 4" X 4" to 8" X 8". Berms can be made from brown paper or from painted and shaped balsa wood. Visibility is not blocked by paddies or berms. Figures sheltering be- hind a berm may claim light cover from fire that crosses the berm. All movement across a paddy is done at 1/2 movement for figures on foot and at 1/4 cross country move for tracked vehicles. Wheeled vehicles may not enter a paddy. Movement along a berm is at a normal movement rate.

    4.26 CANALS Canals were needed to move the water supply from paddy

    to paddy. They range in size from a drainage ditch to those large enough to handle a large boat or barge. Canals tended to be built in straight sections, though the sections did not always link up in a straight line. Minor canals should be 1" to 2" wide. Canals wider than this are major canals. For game purposes, all minor canals are considered fordable for units on foot, unless the gamemaster indicates other- wise. Troops on foot crossing canals do so at 1/4 their regu- lar movement. Wheeled vehicles may not cross canals ex- cept on suitable bridges. Tracked vehicles may cross ca- nals at the discretion of the gamemaster. This information should be made available to the American commander if he requests it. Ground units may only cross a major canal by using a bridge or by boat. All major canals are large enough to handle riverine craft. Major canals are always known and should be marked on any map. Canals do not block line of sight. Figures may claim light cover from fire that crosses over their canal bank. Troops may not claim any cover bonus from fire which crosses over the opposite bank.

    4.27 ROADS, TRAILS, AND PATHS

    Roads are at least 4" wide. Vehicles move along them at the road movement rate. Foot figures move down a road as if they were in open terrain. For purposes of visibility along a road, it is treated as open terrain, regardless of the type of terrain the road runs through. Where roads cross canals, bridges are assumed to exist unless the gamemaster indi- cates otherwise. Trails are at least 2" wide. Vehicles move along them at the cross country movement rate. Foot fig- ures move down a trails as if they were in open terrain. Visibility along a trail is 16" or the maximum visibility of the terrain the trail runs through. Where trails cross canals, fords are assumed to exist unless the gamemaster indicates otherwise. Paths are at least 1" wide. Foot figures move down a path as if they were in open terrain. Vehicles may not use a path; instead, they use the terrain on either side of it to determine their movement. Visibility along a path is 6" or the maximum visibility of the terrain through which the path runs. Where paths cross canals, foot bridges are assumed to exist unless the gamemaster indicates other- wise. Piano Keyed Roads and Trails: A favorite VC tactic was to "piano key" roads and trails running through the areas they held. Deep ditches were dug as wide as half of the road, alternating from one side to the other. This al- lowed the use of the road by ox carts, bicycles, or indi- viduals on foot. Troops on foot move at their normal speed. Tracked vehicles can still move along a piano keyed road or trail, but it costs twice their movement. Wheeled ve- hicles cannot use piano keyed roads or trails.

    4.0 TERRAIN 4.2 MAN-MADE

    TERRAIN (CONT.)

    4.24 TUNNELS (CONT.)

    4.25 RICE PADDIES 4.26 CANALS 4.27 ROADS, TRAILS,

    AND PATHS

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  • 4.0 TERRAIN 4.2 MAN-MADE

    TERRAIN (CONT.) 4.28 VEHICLES AS

    COVER 4.29 BOOBY TRAPS

    AND OTHER PITFALLS

    4.291 PUNGI STAKES 4.292 HOMEMADE

    WEAPONS 4.293 PRESSURE

    RELEASE MINES 4.294 CLAYMORE

    MINES

    CHARLIE COMPANY

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    4.28 VEHICLES AS COVER Armored vehicle crews may expose themselves to en-

    emy fire by sitting partially outside of their hatches. Troops riding in a M-113 may also expose themselves to enemy fire by standing up through the vehicle's rear hatch. Ex- posed troops are in medium cover versus enemy fire. Troops in an open-topped vehicle are in medium cover, unless re- ceiving fire from a higher elevation, in which case they are in light cover. Passengers riding on the back of an armored vehicle who are fired upon are in light cover versus enemy fire which crosses the turret before hitting them. Passen- gers on a vehicle do not have any cover (by the vehicle) if fired on from a higher elevation. Troops may take shelter behind a vehicle by being adjacent to the vehicle. Troops sheltering behind an armored vehicle are in mediu