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8/13/2019 Unclassified Vietnam Missions
1/13
Vietnam Missions
1
THE VIETNAM WAR MINIATURES GAME
Tour of Duty, Battlefronts new book on the Vietnam War, includes eight missions tailored specifically for Vietnam, butthese arent the only missions available. Te standard missions from the Flames Of Warrulebook are equally applicable toVietnam, along with special missions and scenarios you develop for your own games.
Tis document contains the missions from the Flames Of Warrulebook, modified to make them easier to use in Vietnam.Tey have had the Guerilla Reserves special rule added, the victory conditions adjusted, and other small changes thathelp Vietnam War gamers. Youll notice that these missions dont use the Fire Support Base special rules by default. Tisgives you the choice as to whether you want to have your artillery on the table in classic Flames Of Warstyle, or whetheryou want to keep your artillery safe off table. Discuss which option you prefer with your opponent and adjust the missionto suit your preferences.
Happy gaming, and enjoy your tour of duty! - Phil
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Both players now roll a die. Te player who finishedDeploying their platoons first adds +1 to their roll. Teplayer with the higher result has the first turn. In the eventof a tie roll again.
ENDINGTHEBATTLE
Te battle ends when:
a player starts their turn having aken either of theObjectives that they placed, or
a player starts their turn with six more Victory Points thantheir opponent.
If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
Te player that took their Objective has secured the ground,forcing the enemy onto the defensive and winning the day.Otherwise, the player with the greater Victory Point total
wins the game.
2.
In highly-mobile engagements it is notuncommon for forces to suddenly findthemselves in contact with the enemy. Tefreewheeling battles that result are little morethan all-in brawls.
Free-for-All uses the Meeting Engagement, andGuerrilla Reservesspecial rules.
YOURORDERS
Free World Player
Te enemy is moving large forces to reinforcetheir attacks on major bases and cities. Bringyour firepower to bear to destroy them.
Nationalist Player
Te offensive has begun. You must move intoposition to launch your attack. Destroy anyImperialist troops that try to delay you.
PREPARINGFORBATTLE
Both players roll a die. Te player with thehigher score chooses one of the long table edgesto attack from. Te other player defends fromthe opposite table edge.
Starting with the attacking player, bothplayers place two Objectives on the opponentsside of the table. Te Objectives must be at least16/40cm from the centre line of the table andmay not be placed within 8/20cm of the side
table edges. Both of a players Objectives mustbe within 48/120cm of each other.
Each players Deployment Area is theirown half of the table, excluding the area within12/30cm of the centre line.
A Nationalist player with an Infantry Company may electto hold all but one of the platoons (Nationalist companies)that would normally be Deployed on the table in GuerrillaReserve instead, ignoring the usual Deployment Areas. Ifthey do this, the Battalion HQ also starts the game off tablein Guerrilla Reserve with the rest of their force. Platoonsthat cannot be held in Guerilla Reserves are Deployed asnormal.
Both players, starting with the attacking player, alternateDeploying their platoons. If the Nationalist player elected touse Guerrilla Reserves, they will only Deploy the platoonsthat are not in Guerilla Reserves.
Deploy Resistance teams anywhere on the table.
Both players, starting with the attacking player, nowDeploy any Warrior teams that are not part of a platoon andall Independent teams.
BEGINNINGTHEBATTLE
Starting with the attacker, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.
1.
2.
3.
4.
5.
6.
7.
1.
12/30cm 16/40cm
8/20cm
Defenderplacestwo
Objectiveshere
12/30cm16/40cm
8/20cm
AttackerplacestwoObjectiveshere
Attackerdeployshere
Defende
rdeployshere
FREE-FOR-ALL (FAIR FIGHT)
No Mans Land
No Mans Land
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
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VIETNAMMISSIONS
3
Both players now roll a die. Te player who finishedDeploying their platoons first adds +1 to their roll. Teplayer with the higher result has the first turn. In the eventof a tie roll again.
ENDINGTHEBATTLE
Te battle ends when:
a player starts their turn having aken either of theObjectives that were placed in the enemy Deployment
Area, ora player starts their turn with six more Victory Points than
their opponent.
If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
Te player that took an Objective in the opponentsDeployment Area wins the battle, forcing the enemy onto
the defensive and winning the day. Otherwise, the playerwith the greater Victory Point total wins the game.
2.
wo advancing forces clash, each determined toget through to their objectives. Soon a whirlingbattle develops as reserves arrive on the flanks.
Encounter uses the Delayed Reserves, MeetingEngagement, Guerrilla Reserves, and ScatteredReservesspecial rules.
YOURORDERS
Free World Player
A patrol has located an enemy force. Gatheryour troops and pile on.
Nationalist Player
Te Imperialists have entered the killing zonebefore the planned ambush is ready. Attack nowbefore they realise their danger.
PREPARINGFORBATTLE
Both players roll a die. Te player with thehigher score chooses one of the long table edgesto attack from. Te other player defends fromthe opposite table edge.
Starting with the attacker, both players placean Objective in their own half of the table.
Both players, having placed an Objective intheir own half of the table, now place a secondObjective, this time in their opponents half ofthe table, again starting with the attacking player.
All Objectives must be at least 16/40cm from
the centre line of the table and may not beplaced within 8/20cm of the side table edges.
Starting with the attacker, both players nownominate at least half of their platoons to beheld off the table in Delayed and ScatteredReserves.
A Nationalist player with an Infantry Company may electto hold all but one of their platoons (Nationalist companies)in Guerrilla Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also starts the gameoff table in Guerrilla Reserve with the rest of their force.
Platoons that cannot be held in Guerilla Reserves are held inDelayed and Scattered Reserves.
Each players Deployment Area is their own half of thetable, excluding the area within 12/30cm of the centre line.Both players, starting with the attacking player, now alter-nate Deploying their remaining platoons.
Deploy Resistance teams anywhere on the table.
Both players, starting with the attacking player, nowDeploy any Warrior teams that are not part of a platoon andall Independent teams.
BEGINNINGTHEBATTLEStarting with the attacker, both players make
Reconnaissance Deployment moves for any Recce teamsthey have on table.
1.
2.
3.
4.
5.
6.
7.
8.
1.
12/30cm 16/40cm
8/20cm
12/30cm16/40cm
8/20cm
Eachplayerplaces
oneObjectivehere
Attackerdeployshere
Defende
rdeployshere
No Mans Land
ENCOUNTER (FAIR FIGHT)
No Mans Land
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
Defenderhas
ScatteredReserves
Attackerhas
ScatteredReserves
Eachplayerplaces
oneObjectivehere
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DUST UP (FAIR FIGHT)
Both players now roll a die. Te player who finishedDeploying their platoons first adds +1 to their roll. Teplayer with the higher result has the first turn. In the eventof a tie roll again.
ENDINGTHEBATTLE
Te battle ends when:
a player starts their turn having aken either of theObjectives that were placed in the enemy Deployment
Area, ora player starts their turn with six more Victory Points than
their opponent.
If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
Te player that took an Objective in the opponentsDeployment Area wins the battle, having secured key terrain,
opening the way for the decisive blow. Otherwise, the playerwith the greater Victory Point total wins the game.
2.
Te Free World is out in force, looking fortrouble. Te Nationalists are preparing to attack.
Dust Up uses the Delayed Reserves, MeetingEngagement, and Guerrilla Reservesrules.
YOURORDERS
Free World PlayerNow that you have found the enemy, destroythem before they can get away.
Nationalist PlayerTe offensive has begun. Destroy the Imperialistsand get into position for the main attack.
PREPARINGFORBATTLE
Mark the centre of the table so that the tablequarters are obvious to both players.
Both players roll a die. Te player with thehigher score chooses a table quarter to attackfrom, leaving the other table quarter in theirown end empty. Te other player deploys inthe opposite table quarter, likewise leaving theother table quarter in their own end empty.Each players Deployment Area is their assignedquarter, excluding the area within 8/20cm ofthe centre line.
Starting with the attacker each player placesan objective in their own Deployment Area atleast 8/20cm from all table edges. Next starting
with the attacker each player places an objectivein the enemy Deployment Area at least 8/20cmfrom all table edges.
Starting with the attacker, both playersnominate at least half of their platoons to be heldoff the table in Delayed Reserves.
A Nationalist player with an Infantry Company may electto hold all but one of their platoons (Nationalist companies)in Guerrilla Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also starts the gameoff table in Guerrilla Reserve with the rest of their force.Platoons that cannot be held in Guerilla Reserves are held in
Delayed Reserves.Each players Reserves arrive up to 16/40cm from the
corner in the empty table quarter at the enemys end ofthe table.
Both players, starting with the attacking player, alternateDeploying their remaining platoons.
Deploy Resistance teams anywhere on the table.
Again starting with the attacker, both players nowDeploy any Warrior teams that are not part of a platoon andall Independent teams.
BEGINNINGTHEBATTLEStarting with the attacker, both players make
Reconnaissance Deployment moves for any Recce teamsthey have on table.
1.
2.
3.
4.
5.
6.
7.
8.
9.
1.
8/20cm
8/20cm
8/20cm
Eachplayerplaces
oneObjectivehere
Attacker
deployshere
De
fenderdeployshere
No Mans Land
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
Defendersreserves arrivewithin 16/40cm
of corner
Attackersreserves arrivewithin 16/40cm
of corner
No Mans Land
E
achplayerplaces
o
neObjectivehere
8/20cm
8/20cm
8/20cm
Centre Line
Centre Line
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HOLD THE LINE (DEFENSIVE BATTLE)
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLETe battle ends when:
the attacking player has aken any of the Objectives at thestart of their turn,
the defender starts any of their turns, from turn six, withno attacking teams in the defenders half of the table, or
a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
If the game ends because the attacking player started oneof their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.
3.
4.
When outnumbered, you have to rely even moreon intangibles like surprise to even the odds.
Hold the Line uses the Ambush, DelayedReserves, Guerrilla Reserves, and PreparedPositionsspecial rules.
YOURORDERS
Attacking Player
Your opponent is weak and isolated. Smashthem quickly and seize your objectives.
Defending Player
Ambush the enemy, then push them back whenhelp arrives.
PREPARINGFORBATTLETe defending player chooses which short
table end they will defend. Tis half of the table
is their Deployment Area. Te attacking playerwill deploy in the other table half.
Starting with the defender, both playersnow place one Objective each in the defendersend of the table. Te Objectives must be atleast 8/20cm from the centre line of the table,and may not be placed within 8/20cm of anytable edge.
Next the defending player nominates atleast half of their platoons to be held off thetable in Delayed Reserves. Tese Reserves willarrive along the short table edge in the attacking
players table half.
A Nationalist player with an InfantryCompany may elect to hold all but one of theirplatoons (Nationalist companies) in GuerrillaReserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also starts the gameoff table in Guerrilla Reserve with the rest of their force.Platoons that cannot be held in Guerilla Reserves are held inDelayed Reserves (if the Nationalist player is defending) ordeployed as normal.
Te defender may then nominates up to two of the re-maining platoons to be held in Ambush.
Finally, the defender Deploys their remaining platoons.
Te attacking players Deployment Area is their half ofthe table, excluding the area within 16/40cm of the centreline. Te attacker now Deploys all of their platoons.
Deploy Resistance teams anywhere on table.
Both players now Deploy any Warrior teams that are notpart of a platoon and all Independent teams, starting withthe defending player.
BEGINNINGTHEBATTLEStarting with the defender, both players make
Reconnaissance Deployment moves for any Recce teamsthey have on table.
Te attacking player has the first turn.
1.
2.
3.
4.
5.
6.
7.
8.
9.
1.
2.
Attacking playerdeploys here
8/20cm
Defending playerdeploys here
Both players placean objective here
8/20cm
8/20cm
16/40cm
Nationalist player dices todetermine the table quarter
in which their Guerilla
Reserves arrive
No Mans Land
8/20cm
Defending playersreserves arrive here
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VIETNAMMISSIONS
7
PINCER (DEFENSIVE BATTLE)
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLE
Te battle ends when:the attacking player has aken any of the Objectives at the
start of their turn,the defender starts any of their turns, from turn six, with
no attacking teams in the defenders half of the table, ora player starts their turn with six more Victory Points than
their opponent.
If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWONIf the game ends because the attacking player started one
of their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.
3.
4.
When the enemy attacks, hit their flanks to trapthem and destroy them entirely.
Pincer uses the Ambush, Delayed Reserves,Guerrilla Reserves, and Prepared Positionsspecial rules.
YOURORDERSAttacking Player
Break into the enemy position and take yourobjectives, fighting off any counterattacks.
Defending Player
Use a well-placed counterattack to trap anddestroy the enemy forces.
PREPARINGFORBATTLETe defending player chooses which short
table end they will defend. Tis half of the table
is their Deployment Area. Te attacking playerwill deploy in the other table half.
Starting with the defender, both playersnow place one Objective each in the defendersend of the table. Te Objectives must be atleast 8/20cm from the centre line of the table,and may not be placed within 8/20cm of anytable edge.
Next the defending player nominates at leasthalf of their platoons to be held off the table inDelayed Reserves. Tese troops will arrive alongeither of the long table edges in the defending
players table half. Te defending player maychoose the edge that each platoon arrives fromwhen it arrives from Reserves.
A Nationalist player with an InfantryCompany may elect to hold all but one oftheir platoons (Nationalist companies) in Guerrilla Reserveinstead, ignoring the usual Deployment Areas. If they do this,the Battalion HQ also starts the game off table in GuerrillaReserve with the rest of their force. Platoons that cannot beheld in Guerilla Reserves are held in Delayed Reserves (if theNationalist player is defending) or deployed as normal.
Te defender may then nominate one of the remaining
platoons to be held in Ambush.Te defender Deploys their remaining platoons.
Te attacking players Deployment Area is their half ofthe table, excluding the area within 16/40cm of the centreline. Te attacker now Deploys all of their platoons.
Deploy Resistance teams anywhere on table.
Both players now Deploy any Warrior teams that are notpart of a platoon and all Independent teams, starting withthe defending player.
BEGINNINGTHEBATTLEStarting with the defender, both players make
Reconnaissance Deployment moves for any Recce teamsthey have on table.
Te attacking player has the first turn.
1.
2.
3.
4.
5.
6.
7.
8.
9.
1.
2.
Attacking playerdeploys here
8/20cm
Defending playerdeploys here
Both players placean objective here
8/20cm
8/20cm
16/40cm
Nationalist player dices todetermine the table quarter
in which their Guerilla
Reserves arrive
No Mans Land
8/20cm
Defendersreserves
arrivefromthesidesDe
fendersreserves
arrivefromthesides
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SURROUNDED (DEFENSIVE BATTLE)
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLE
Te battle ends when:
the attacking player has aken any of the Objectives at thestart of their turn,the defending player starts any of their turns, starting from
turn six, with no attacking teams within 16/40cm of eitherObjective, or
a player starts their turn with six more Victory Points thantheir opponent.
If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
If the game ends because the attacking player started one
of their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.
5.
Te enemy is surrounded. Wipe them out witha concentric attack.
Surrounded uses the Immediate Ambush,Guerrilla Reserves, and Prepared Positionsspecial rules.
YOURORDERS
Attacking Player
Your opponent is weak and isolated. Smashthem quickly and seize your objectives.
Defending Player
You must hold your ground and fight off theoverwhelming attack.
PREPARINGFORBATTLE
Te attackers Deployment Area extends8/20cm onto the table from both short ends.
Te defenders Deployment area is the centre ofthe table more than 24/60cm from both shorttable ends.
Te attacker now places two Objectives in thedefenders Deployment Area at least 4/10cmfrom the edges of the Deployment Area and atleast 8/20cm from the table edges.
A Nationalist player with an InfantryCompany may elect to hold all but one of theirplatoons (Nationalist companies) in GuerrillaReserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ alsostarts the game off table in Guerrilla Reservewith the rest of their force. Platoons that cannotbe held in Guerilla Reserves are Deployedas normal.
Te defender now nominates one platoonto be held in Immediate Ambush, then Deploys theremaining platoons.
Te attacking player now Deploys their entire force.Tey may Deploy their platoons in either part of theirDeployment Area, but must Deploy at least one platoon ineach half of their Deployment Area.
Deploy Resistance teams anywhere on table.
Both players now Deploy any Warrior teams that are notpart of a platoon and all Independent teams, starting withthe defending player.
BEGINNINGTHEBATTLE
Te defender places the platoon they held in ImmediateAmbush.
Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.
Te attacking player has the first turn.
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
1.
2.
3.
4.
5.
6.
7.
1.
2.
3.
4.
Attacking playerdeploys here
8/20cm
Defending player deploys here
The attacker placestwo Objectives here
8/20cm
8/20cm
24/60cm
No Mans Land
8/20cm
Attacking playerdeploys here
Defending player deploys here
No Mans Land
4/10cm
4/10cm
24/60cm
Nationalist player dicesto determine the tablequarter in which their
Guerilla Reserves arrive
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VIETNAMMISSIONS
9
FIGHTING WITHDRAWAL (DEFENSIVE BATTLE)
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLE
Te battle ends when:
the attacking player has aken any of the Objectives at thestart of their turn,at the start of the defenders eighth turn (remember to
check Company Morale if necessary before determining whowon), or
a player starts their turn with six more Victory Points thantheir opponent.
If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
If the game ends because the attacking player started one
of their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.
4.
A fighting withdrawal allows defeated com-manders to preserve the bulk of their forces whilefalling back to a more defensible location.
Fighting Withdrawal uses the Ambush,Guerrilla Reserves, Prepared Positions, andStrategic Withdrawalspecial rules.
YOURORDERS
Attacking Player
Smash the enemy rearguard to exploit yourvictory, turning their retreat into a rout.
Defending Player
You must cover your withdrawal as the armyfalls back to the next defensible position.
PREPARINGFORBATTLE
Te defender chooses a long table end to
defend. Tis half of the table is their DeploymentArea. Te attacking player will deploy in theother table half.
Te defender places an Objective on theirside of the table at least 8/20cm away from alltable edges and at least 8/20cm back from thecentre line.
Te attacker now places two Objectives inthe same area so that no two Objectives aremore than 48/120cm apart and all are morethan 8/20cm from any other Objective.
A Nationalist player with an InfantryCompany may elect to hold all but one of theirplatoons (Nationalist companies) in GuerrillaReserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ alsostarts the game off table in Guerrilla Reserve
with the rest of their force. Platoons that cannot be held inGuerilla Reserves are Deployed as normal.
Te defender Deploys their entire remaining force. Teymay hold one platoon in Ambush.
Te attackers Deployment Area is their half of the table,excluding the area within 16/40cm of the centre line. Te
attacker now Deploys the remainder of their force.
Deploy Resistance teams anywhere on table.
Both players now Deploy any Warrior teams that are notpart of a platoon and all Independent teams, starting withthe defending player.
BEGINNINGTHEBATTLE
Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.
Te attacking player has the first turn.
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
1.
2.
3.
4.
5.
6.
7.
8.
1.
2.
3.
8/20cm
16/40cm
DefenderplacesoneObjectivehere
AttackerplacestwoObjectiveshere
Attackerdeployshere
Defende
rdeployshere
No Mans Land
No Mans Land
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
8/20cm
8/20cm 8/20cm
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HASTY ATTACK (MOBILE BATTLE)
Te attacking player has the first turn.
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLETe battle ends when:
a player starts their turn having aken any of the Objectivesthat were placed in the enemy Deployment Area,
the defender starts any of their turns from turn six with noattacking teams in the defenders table half, or
a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
If the game ends because a player started one of their turnsholding an Objective in the opponents Deployment Areaor the defending player kept the attacker away from theObjectives, they win. Otherwise, the player with the greaterVictory Point total wins the game.
3.
4.
5.
Sometimes there is not time to organise a properassault on a defended position.
Hasty Attack uses the Delayed Reserves,Immediate Ambush, Guerrilla Reserves,Prepared Positions, Reserves, and ScatteredReservesspecial rules.
YOURORDERS
Attacking PlayerYou must seize one of your objectives before theenemy rallies and pushes you back.
Defending PlayerHold the initial assault, then force the enemyback when your reserves arrive.
PREPARINGFORBATTLETe defending player chooses the long table
edge that they will defend. Teir Deployment
Area is their half of the table, excluding the areawithin 8/20cm of the centre line. Te attackingplayers Deployment Area is the other half ofthe table, excluding the area within 12/30cmof the centre line.
Te defending player places one Objectivein the attackers Deployment Area at least16/40 cm from the centre line and not within8/20cm of either side table edge.
Te defender then places one Objective andthen the attacker places two Objectives in thedefenders Deployment Area at least 12/30cm
from the centre line and not within 8/20cm ofany table edge.
Te attacker nominates at least half of theirplatoons to be held off the table in Reserves,arriving from the long table edge in theirDeployment Area.
Te defender then nominates at least half of their platoonsto be held off the table in Delayed and Scattered Reserves.
A Nationalist player with an Infantry Company may electto hold all but one of their platoons (Nationalist companies)in Guerrilla Reserve instead, ignoring the usual Deployment
Areas. If they do this, the Battalion HQ also starts the gameoff table in Guerrilla Reserve with the rest of their force.Platoons that cannot be held in Guerilla Reserves held inReserves as normal for that player.
Te Defender may nominate a platoon to be in Immed-iate Ambush, then Deploys their remaining platoons.
Te attacker now removes one of the Objectives that theyplaced on the table and Deploys their remaining platoons.
Deploy Resistance teams anywhere on table.
Deploy any Warrior teams that are not part of a platoonand all Independent teams, starting with the defender.
BEGINNINGTHEBATTLETe defender places the platoon in Immediate Ambush.
Starting with the defender, both players make Recon-naissance Deployment moves for any Recce teams.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
1.
2.
8/20cm
16/40cm
DefenderplacesoneObjectivehere
AttackerplacestwoObjectiveshere
DefenderplacesoneObjectivehere
Defende
rdeployshere
No Mans Land
No Mans Land
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
8/20cm
8/20cm16/40cm
8/20cm
Attackerdeployshere
12/30cm
Attackersreservesarrivehere
12/30cm
8/20cm
8/20cm
Defenderhas
scatteredreserves
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VIETNAMMISSIONS
11
CAULDRON (MOBILE BATTLE)
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLETe battle ends when:
the attacking player has aken any of the Objectives at thestart of their turn,
the defending player starts their turn with no attackingteams within 16/40cm of either Objective, or
a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWONIf the game ends because the attacking player started oneof their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.
4.
5.
In the dark, forces were often totally ignorant ofenemy moving quite near to them.
Cauldron uses the DelayedReserves, GuerrillaReserves, Immediate Ambush, PreparedPositions, Random Deployment, and Reservesspecial rules.
YOURORDERSAttacking PlayerTe enemy wandered into your positions duringthe night. Attack immediately to destroy them.
Defending PlayerAt dawn, you find yourself in the middle of anenemy position facing a counterattack.
PREPARINGFORBATTLETe defending player chooses the long table
side where they will defend. Teir Deployment
Area is this half of the table excluding the areawithin 20/50cm of the side table edges.
Te attacking player places two Objectivesin the defenders Deployment Area at least4/10cm from the centre line of the table, atleast 8/20cm from long table edge and at least24/60cm from the short table edges.
Te defender nominates at least half of theirplatoons to be held in Delayed Reserve. Tese
will arrive on the opposite table edge.
Te attacker must nominate at least half of
their platoons to be held in Reserve. Tese willarrive from either short table edge. Te attack-ing player may choose which edge each platoon
will arrive from when it arrives from Reserves.
A Nationalist player with an InfantryCompany may elect to hold all but one oftheir platoons (Nationalist companies) in Guerrilla Reserveinstead, ignoring the usual Deployment Areas. If they dothis, the Battalion HQ also starts the game off table inGuerrilla Reserve with the rest of their force. Platoons thatcannot be held in Guerilla Reserves are held in Reserves asnormal for the player.
Te defender nominates one platoon to be in ImmediateAmbush, then Deploys their remaining platoons.
Te attacker Deploys their remaining platoons using theRandom Deployment special rules.
Deploy Resistance teams anywhere on table.
Both players now Deploy any Warrior teams that are notpart of a platoon and all Independent teams, starting withthe defending player.
BEGINNINGTHEBATTLETe defender places the platoon in Immediate Ambush.
Starting with the defender, both players makeReconnaissance Deployment moves for any Recce teamsthey have on table.
Te defending player has the first turn.
1.
2.
3.
4.
5.
6.
7.
8.
9.
1.
2.
3.
24/60cm
Attackerplacestwo
Obje
ctiveshere
Attackerusesrandomdeployment
Onarollof5or6the
ychoosewhich
quartertodeployin
Defende
rdeployshere
No Mans Land
No Mans Land
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
4/10cm 8/20cm
20/50cm
Attackers reserves arrive from the sides
Attackers reserves arrive from the sides
Defendersreservesarrivehere
8/13/2019 Unclassified Vietnam Missions
12/1312
BREAKTHROUGH (MOBILE BATTLE)
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLE
Te battle ends when:
the attacking player has aken any of the Objectives at thestart of their turn,
the defending player starts their turn with no attackingteams within 16/40cm of either Objective, or
a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
If the game ends because the attacker started one of theirturns holding an Objective in the opponents Deployment
Area or the defending player kept the attacker away from theObjectives, they win. Otherwise, the player with the greaterVictory Point total wins the game.
3.
4.
Breaking out of a cut off position is alwaystricky, though much easier if friendly forces arebreaking in to rescue the trapped troops.
Breakthrough uses the Delayed Reserves,Guerrilla Reserves, Mobile Reserves, andPrepared Positions special rules.
YOURORDERS
Attacking PlayerPunch through the enemy cordon to meet up
with the relieving force.
Defending PlayerTe enemy is trapped. Hold off the relievingforce to keep them that way.
PREPARINGFORBATTLEMark the centre of the table so that the table
quarters are obvious to both players.
Te defending player chooses two diagon-ally-opposite table quarters as their Deploy-ment Areas.
Te attacker then chooses one of the remain-ing table quarters. Teir Deployment Area is allof this table quarter that is more than 8/20cmfrom both table centre lines.
Te attacker places two Objectives inthe final table quarter. Tey must be at least8/20cm from the table centre lines and edges.
A Nationalist player with an Infantry
Company may hold all but one of their platoons(Nationalist companies) in Guerrilla Reserveinstead, ignoring the usual Deployment Areas.If they do this, the Battalion HQ also starts thegame off table in Guerrilla Reserve with the restof their force. Platoons that cannot be held inGuerilla Reserves held in Reserves as normal for that player.
Te defender deploys any or all of their remainingplatoons allowed by the Mobile Reserves special rule.
All remaining platoons are held off the table in Reserves.Te Reserves will arrive along the long table edges in theirDeployment Areas within 16/40cm of the table corner.
If not using the Guerilla Reserves special rule, the attackermust hold at least one platoon, and may hold up to half oftheir platoons, off table to make a flank attack as DelayedReserves. Te troops held in Delayed Reserves will arrivealong the long table edge within 24/60cm of the corner inthe quarter containing the Objectives.
Te attacker now Deploys the rest of their force.
Deploy Resistance teams anywhere on table.
Deploy any Warrior teams that are not part of a platoonand all Independent teams, starting with the defender.
BEGINNINGTHEBATTLE
Starting with the defender, both players make Recon-naissance Deployment moves for any Recce teams.
Te attacking player has the first turn.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
1.
2.
8/20cm
8/20cm
Attackerplacestwo
Objectiveshere
Attackerdeployshere
No MansLand
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
NoMansLand
8/20cm
8/20cm
8/20cm
Defenderdeployshere
DefenderdeployshereD
efenders
reserve
sarrivein
first16
/40cmof
longta
bleedge
Defenders
re
servesarrivein
fi
rst16/40cmof
l
ongtableedge
8/20cm
Attackers
reservesarriveinfirst
124/60cm
oflongtableedge
8/13/2019 Unclassified Vietnam Missions
13/13
VIETNAMMISSIONS
COUNTERATTACK (MOBILE BATTLE)
Te defending player has the first turn.
As both sides are in Prepared Positions, all platoons maybegin the game Dug In.
If a Nationalist player is attacking, their Minefields andBooby raps may not be placed in the defenders Deployment
Area during the game.
ENDINGTHEBATTLETe battle ends when:
the attacking player has aken any of the Objectives at thestart of their turn,
the defending player starts their turn with no attackingteams within 16/40cm of either Objective, or
a player starts their turn with six more Victory Points thantheir opponent.If the Nationalist player elected to use Guerilla Reserves,neither player can win before their sixth turn.
DECIDINGWHOWON
If the game ends because the attacking player started oneof their turns holding an Objective or the defending playerkept them away from the Objectives, that player wins thegame. Otherwise, the player with the greater Victory Pointtotal wins the game.
2.
3.
4.
Te enemy is making a counterattack to relievetheir cut off comrades. Complete the encircle-ment and ensure their destruction.
Counterattack uses the Ambush, GuerrillaReserves, Mobile Reserves, Prepared Positions,and Reservesspecial rules.
YOURORDERSAttacking PlayerTe enemy are trying to link up with their sur-rounded comrades. Close the gap to stop them.
Defending PlayerYou are expecting a relieving force at anymoment. Break out and link up with them.
PREPARINGFORBATTLEMark the centre point of the table so that
the table quarters are obvious to both players.
Te defender chooses a table quarter as theirDeployment Area. Teir reserves will arrivefrom the diagonally opposite quarter.
Te attacker chooses one of the tablequarters on the other diagonal to deploy in.Teir Deployment Area is all of this tablequarter that is more than 8/20cm from bothtable centre lines.
Te defender places one Objective in theirDeployment Area at least 8/20cm from bothcentre lines and at least 8/20cm from anytable edge.
Te attacker then places one Objective inthe table quarter opposite their Deployment
Area at least 8/20cm from both table centrelines and 8/20cm from any table edge.
A Nationalist player with an InfantryCompany may elect to hold all but one of their platoons(Nationalist companies) in Guerrilla Reserve instead, ignoringthe usual Deployment Areas. If they do this, the BattalionHQ also starts the game off table in Guerrilla Reserve withthe rest of their force. Platoons that cannot be held in GuerillaReserves are held in Reserves if the defender, or deployed asnormal if the attacker.
Te defender deploys any or all of their remainingplatoons allowed by the Mobile Reserves special rule. One ofthe platoons to be Deployed may be held in Ambush.
All remaining platoons are held off the table in Reserves.Te troops held in Reserves will arrive within 16/40cm ofthe table corner opposite their Deployment Area.
Te attacker then Deploys any of their force not inGuerilla Reserves.
Deploy Resistance teams anywhere on table.
Both players now Deploy any Warrior teams that are notpart of a platoon and all Independent teams, starting with
the defending player.
BEGINNINGTHEBATTLEStarting with the defender, both players make
Reconnaissance Deployment moves for any Recce teams.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
1.
8/20cm
8/20cm
Attackerplacesone
Objectivehere
Attackerdeployshere
No MansLand
Nationalist playerdices to determine
the table quarter in
which their GuerillaReserves arrive
No Mans Land
8/20cm
8/20cm
8/20cm
Defenderdeployshere
8/20cm
Defenders
reserves arrivewithin 16/40cm
of corner
8/20cm
Defenderplacesone
Objectivehere
8/20cm
8/20cm8/20cm