Good Morning, Vietnam!
The United States has just committed to protect South Vietnam from communist forces in North Vietnam. The U.S. has several carriers based off the coast, from which they can conduct bombing raids and land troops via helicopter onto the mainland.
Throughout the game, the U.S. and the N.V.A. can recruit “native” units (South Vietnamese for the U.S. and Viet Cong for the N.V.A.) from the population to supplement their efforts.
| Cost | Moves | Attack | Defend |
Regular (US or NVA) Infantry 3 1 1 2
Recruited (SV or VC) Infantry 2 1 1 1
Artillery 4 1 2 2
APC 3 2* 1 2
Armor 5 2* 3 2
Helicopter 5 4 2 1
Fighter 10 6 4 3
Bomber 15 inf 4 1
*Only 1 move in swamp or allowable jungle zones. 2 moves in F0 zones (see below).
Helicopters can carry either 2 infantry or 1 artillery, or additional units if a Landing Zone (LZ) has been built.
Airbase - Can house fighters and helicopters, only place helicopters can land, takes two turns to build
Artillery Positions - enables artillery to be based in a jungle region
LZ - enables helicopters to carry +1 unit (3 inf or 2 arty)
Jungle Zones and F-Ratings:
Zones that have an F-Rating have a certain density of jungle. In certain areas, some unit types may not operate. In others, positions must be prepared by infantry units before they are able to operate. In the densest of jungles, units must be airlifted in.
All of the following restrictions are for American units only. NVA units are mostly exempt (see �Combat actions:VIETNAMESE�)
| Infantry | Artillery | Tanks/APC’s |
F4 - Very, very dense - Airlift No No
F3 - Very dense - Airlift After pos’ns No
F2 - Dense - As combat* After pos’ns No
F1 - Light - Yes As combat* As combat*
F0 - Open - Yes Yes Yes
- To move through these zones with these units, their combat actions must be used
Swamp Zones : Tanks and artillery may move through swamp zones, but may not fight unless they are directly attacked.
R- and C-Ratings:
In South Vietnam, every zone has an �R�, or recruitment rating (1-3). Every turn, add up the R-Rating for every zone you have units in. This is the number of IPC’s your army receives towards the recruitment of SV or VC units. (This rule applies to both the US and NVA)
In North Vietnam, every zone has a �C�, or conscription rating. Every turn, add up the C-Rating for every zone with no American units in it. This is the NVA IPC earning.
- Buy/recruit units
- Bombing missions
- Combat move/actions
- Non-combat move/actions
- Place purchased units
Phase 1: Buy Units
Americans: The US gets a flat income of 30 IPC’s to represent draft classes
N. Vietnam: NVA uses the process mentioned in the previous section.
Both sides purchase native units.
All unit purchases are set aside until the end of the turn.
Phase 2: Bombing Missions
American Bombers can can carry out two actions:
The American player must mark zones it wishes to bomb with a bomb marker, then the next turn, combat will be resolved. Bombers will travel over zones and if NVA anti-aircraft are in these zones, they may choose to fire on the bombers. Each AA rolls 1 D6 for each bomber flying over, and must roll a 1 to hit.
Once the bombers arrive, they must roll 4 dice and roll to hit as usual.
Bombers may attempt to remove a jungle tile, thus lowering the F-rating of a zone. For each bomber, roll a D12 and a D6 (alternately
2D6 and another D6). The D12 must be lower than the D6 for the operation to be successful.
Phase 3: Combat Actions
Combat actions are different for each faction.
The NVA can carry out several actions in the combat phase.
1. Extra Recruitment
3. Combat Move
1. Extra Recruitment
During the combat phase, the NVA troops may choose to avoid combat and focus on recruiting additional Vietcong troops.
Roll a D3. If the result is <= the R-rating for the zone, add a VC infantry unit to the zone.
If a unit is exposed, it may use its combat action to infiltrate, or become invisible to the American player. Move all infiltrating units to the hidden NVA Strategic Board. The infiltrating units may make 1 (non-combat) move after they have concealed themselves. They must not make another action until the following turn.
If an infiltrated unit is revealed, either by an American patrol action or an attack that it initiates (see below), it must wait 1 turn to infiltrate again.
3. Combat Move
Unlike the US, the NVA and VC are not hampered by jungle zones. They may move infantry and artillery through all zones 1 move per turn, hidden from the American player. Tanks and APC�s may move 1 move per turn as well, but may not infiltrate.
As such, Vietnamese units may make a combat move into any territory. Once combat is initiated, all attacking units (some may wish to remain hidden) are revealed, and will stay revealed until they can re-infiltrate on the next turn.
The US can carry out several combat actions. Carry out actions starting farther north and moving south.
3. Airlift Troops
4. Combat Move
NOTE: All actions are exclusive. A unit may NOT carry out two actions in one turn.
US infantry units may patrol as their combat action. Roll a D6 for each unit in a zone patrolling . If the roll is <= (5-F), an enemy unit is revealed. Roll a D3 to determine how many units reveal themselves (1-3).
NOTE: If there are no enemy units in a territory, the NVA player must reveal it at this time.
Combat ensues (see combat section). After enemy units are revealed in patrol combat, they must stay revealed on the map until they can re-infiltrate next turn (see NVA combat actions).
US infantry units may choose to build one of three improvements in a zone:
LZ - The LZ allows helicopters to carry 1 additional unit of the same type into a zone (3 infantry or 2 artillery)
Artillery Positions - This improvement allows artillery to be based in a territory. Jungle zones F2 and higher must have positions prepared before they can be placed in a territory.
Airbase - The airbase allows aircraft and helicopters to be stationed in a zone. Helicopters and aircraft MUST end their move in a zone with an airbase. Airbases take two turns to build. A unit of infantry must start building an airbase in one combat action and then the next turn finish it. If there are no infantry in a zone, the airbase cannot be finished.
3. Airlift Troops
The US may use its helicopters to transport infantry and artillery into a zone. Helicopters may move 4 times total, and must land on an airbase. Loading and unloading does NOT count as a move.
AA - Helicopters follow the same AA rules as bombers. When they fly over AA, the NVA may choose to fire on them. Each AA rolls 1 D6 for each helicopter flying over, and must roll a 1 to hit.
Hot LZ - If a helicopter is dropping troops off in a zone that secretly has enemy troops, the NVA player may choose to fire on the chopper. Roll a D6 for every firing infantry unit in the zone (some may choose to remain hidden). A roll of 1 means a hit; the helicopter and all units it is carrying is destroyed. If all helicopters are 1-hit killed in this manner, the NVA/VC units may immediately re-infiltrate instead of waiting a turn. If all choppers are NOT immediately killed, they will unload their units, all firing enemy units are revealed, and combat ensues. The helicopters may stay in combat or withdraw.
NOTE: The Americans are still considered attackers at this point, so attack values are used in combat.
After combat, standard re-infiltration rules apply.
4. Combat Move
If all conditions are right (F-Ratings, etc.) a unit may move into another zone and initiate combat with a revealed unit.
Phase 4: Non-Combat Moves
Any unit that has not moved or taken an action in the combat phase may make a move that does not result in combat, movement restrictions permitting.
Phase 5: Place Units
NVA forces may be placed anywhere in North Vietnam.
VC or SV forces may be placed in any territory with friendly units.
US forces may be placed in any territory with an airbase or in Saigon.
Combat follows much the same rules as Axis & Allies, with a couple of significant changes. Vietnam was a small scale war with unprecedented mobility, and a firefight between small patrols would often flare up into a major battle. The following rules are an attempt to capture this new fighting style:
- Call for support
At the beginning of a battle (when the pieces are placed on the battle board), both sides may call for support from nearby zones.
For the Americans, there are specific ways units can provide support:
- Infantry can make a combat move or be carried in by helicopter if necessary. Hot LZ rules do not apply in this case (see above).
- Aircraft may support if their range allows them to fly to the combat zone and return to an airbase or aircraft carrier. AA rules apply when flying over potentially hostile zones.
- Artillery may support by firing from an adjacent zone. Since the artillery units never �enter� the battle, they can only fire in support of the units in-zone. If all in-zone units are destroyed, the supporting artillery stops firing. Supporting artillery may only be attacked if one side has either an artillery unit or an air unit in-zone.
- Tanks may support if conditions would normally allow them to make a combat move into the zone.
For the Vietnamese, infantry may enter an adjacent zone freely, and artillery may support in the manner outlined above.
All support must wait 1 combat round to enter the battle. If either side is completely destroyed in the first combat round, inbound air support will fire in the second combat round, take fire and resolve casualties, and immediately withdraw. Inbound infantry will still enter the zone and the fight will continue as normal. Inbound artillery support will stop firing immediately.
- Withdrawal and Evac
During a battle, either side may choose to withdraw their units. In order to do this, 1 unit from every attack/defense level (1-4) must stay behind while the other units withdraw. The covering units stay on the board 1 combat round after the main force leaves the battle board, and then leaves.
All withdrawing units must legally move out of battle. For instance, American infantry must have helicopters on hand (or within range) to move out of battle, and tanks must be in a zone where they can move normally.
Units may move to an adjacent tile, or stay within the current zone. If they choose to stay in the current zone, they still must provide a legal move as if they were moving to another zone (helicopters, etc.).