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Vietnam Missions

Tour of Duty, Battlefronts new book on the Vietnam War, includes eight missions tailored specically for Vietnam, but these arent the only missions available. The standard missions from the Flames Of War rulebook are equally applicable to Vietnam, along with special missions and scenarios you develop for your own games. This document contains the missions from the Flames Of War rulebook, modied to make them easier to use in Vietnam. They have had the Guerilla Reserves special rule added, the victory conditions adjusted, and other small changes that help Vietnam War gamers. Youll notice that these missions dont use the Fire Support Base special rules by default. This gives you the choice as to whether you want to have your artillery on the table in classic Flames Of War style, or whether you want to keep your artillery safe o table. Discuss which option you prefer with your opponent and adjust the mission to suit your preferences. Happy gaming, and enjoy your tour of duty! - Phil

THE VIETNAM WAR MINIATURES GAME

FREE-fOR-ALL (FaIR FIGHT)


In highly-mobile engagements it is not uncommon for forces to suddenly nd themselves in contact with the enemy. The freewheeling battles that result are little more than all-in brawls. Free-for-All uses the Meeting Engagement, and Guerrilla Reserves special rules. 8/20cm

No Mans Land

YOUR ORDeRS
Free World Player The enemy is moving large forces to reinforce their attacks on major bases and cities. Bring your repower to bear to destroy them. Nationalist Player The oensive has begun. You must move into position to launch your attack. Destroy any Imperialist troops that try to delay you.

12/30cm

16/40cm

Defender places two Objectives here

PRepARING FOR BATTLe


1. Both players roll a die. The player with the higher score chooses one of the long table edges to attack from. The other player defends from the opposite table edge. 2. Starting with the attacking player, both players place two Objectives on the opponents side of the table. The Objectives must be at least 16/40cm from the centre line of the table and may not be placed within 8/20cm of the side table edges. Both of a players Objectives must be within 48/120cm of each other. 3. Each players Deployment Area is their own half of the table, excluding the area within 12/30cm of the centre line.

Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive

16/40cm

12/30cm

No Mans Land

8/20cm

4. A Nationalist player with an Infantry Company may elect to hold all but one of the platoons (Nationalist companies) that would normally be Deployed on the table in Guerrilla Reserve instead, ignoring the usual Deployment Areas. If they do this, the Battalion HQ also starts the game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves are Deployed as normal. 5. Both players, starting with the attacking player, alternate Deploying their platoons. If the Nationalist player elected to use Guerrilla Reserves, they will only Deploy the platoons that are not in Guerilla Reserves. 6. Deploy Resistance teams anywhere on the table. 7. Both players, starting with the attackingplayer, now Deploy any Warrior teams that are not part of a platoon and all Independent teams.

2. Both players now roll a die. The player who nished Deploying their platoons rst adds +1 to their roll. The player with the higher result has the rst turn. In the event of a tie rollagain.

ENDING THe BATTLe


The battle ends when: a player starts their turn having Taken either of the Objectives that they placed, or a 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.

DeCIDING WHO WON


The 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.

BeGINNING THe BATTLe


1. Starting with the attacker, both players make Reconnaissance Deployment moves for any Recce teams they have on table.

Attacker places two Objectives here

Defender deploys here

Attacker deploys here

VIeTNAM MISSIONS

ENCOUNTER (FaIR FIGHT)


Two advancing forces clash, each determined to get through to their objectives. Soon a whirling battle develops as reserves arrive on the anks. Encounter uses the Delayed Reserves, Meeting Engagement, Guerrilla Reserves, and Scattered Reserves special rules. 8/20cm

No Mans Land Defender has Scattered Reserves Defender deploys here Each player places one Objective here

YOUR ORDeRS
Free World Player A patrol has located an enemy force. Gather your troops and pile on. Nationalist Player The Imperialists have entered the killing zone before the planned ambush is ready. Attack now before they realise theirdanger.

12/30cm

16/40cm

Attacker has Scattered Reserves Attacker deploys here

PRepARING FOR BATTLe


1. Both players roll a die. The player with the higher score chooses one of the long table edges to attack from. The other player defends from the opposite table edge. 2. Starting with the attacker, both players place an Objective in their own half of the table. 3. Both players, having placed an Objective in their own half of the table, now place a second Objective, this time in their opponents half of the 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 be placed within 8/20cm of the side table edges. 4. Starting with the attacker, both players now nominate at least half of their platoons to be held o the table in Delayed and Scattered Reserves. 5. A Nationalist player with an Infantry Company may elect to 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 game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves are held in Delayed and Scattered Reserves. 6. Each players Deployment Area is their own half of the table, excluding the area within 12/30cm of the centre line. Both players, starting with the attacking player, now alternate Deploying their remaining platoons. 7. Deploy Resistance teams anywhere on the table. 8. Both players, starting with the attackingplayer, now Deploy any Warrior teams that are not part of a platoon and all Independent teams.

Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive

Each player places one Objective here

16/40cm

12/30cm

No Mans Land

8/20cm

2. Both players now roll a die. The player who nished Deploying their platoons rst adds +1 to their roll. The player with the higher result has the rst turn. In the event of a tie rollagain.

ENDING THe BATTLe


The battle ends when: a player starts their turn having Taken either of the Objectives that were placed in the enemy Deployment Area,or a 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.

DeCIDING WHO WON


The player that took an Objective in the opponents Deployment Area wins the battle, forcing the enemy onto the defensive and winning the day. Otherwise, the player with the greater Victory Point total wins the game.

BeGINNING THe BATTLe


1. Starting with the attacker, both players make Reconnaissance Deployment moves for any Recce teams they have on table.

DUST UP (FaIR FIGHT)


The Free World is out in force, looking for trouble. The Nationalists are preparing to attack. Dust Up uses the Delayed Reserves, Meeting Engagement, and Guerrilla Reserves rules.
Attacker deploys here

8/20cm

Defenders reserves arrive within 16/40cm of corner

YOUR ORDeRS
Free World Player Now that you have found the enemy, destroy them before they can get away. Nationalist Player The oensive has begun. Destroy the Imperialists and get into position for the main attack.

Each player places one Objective here

No Mans Land

8/20cm

PRepARING FOR BATTLe


1. Mark the centre of the table so that the table quarters are obvious to both players. 2. Both players roll a die. The player with the higher score chooses a table quarter to attack from, leaving the other table quarter in their own end empty. The other player deploys in the opposite table quarter, likewise leaving the other table quarter in their own end empty. Each players Deployment Area is their assigned quarter, excluding the area within 8/20cm of the centreline. 3. Starting with the attacker each player places an objective in their own Deployment Area at least 8/20cm from all table edges. Next starting with the attacker each player places an objective in the enemy Deployment Area at least 8/20cm from all table edges. 4. Starting with the attacker, both players nominate at least half of their platoons to be held o the table in DelayedReserves.

8/20cm
Centre Line

Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive

Centre Line

8/20cm

8/20cm
Each player places one Objective here No Mans Land Defender deploys here

Attackers reserves arrive within 16/40cm of corner

8/20cm

5. A Nationalist player with an Infantry Company may elect to 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 game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves are held in Delayed Reserves. 6. Each players Reserves arrive up to 16/40cm from the corner in the empty table quarter at the enemys end of thetable. 7. Both players, starting with the attacking player, alternate Deploying their remaining platoons. 8. Deploy Resistance teams anywhere on the table. 9. Again starting with the attacker, both players now Deploy any Warrior teams that are not part of a platoon and all Independent teams.

2. Both players now roll a die. The player who nished Deploying their platoons rst adds +1 to their roll. The player with the higher result has the rst turn. In the event of a tie rollagain.

ENDING THe BATTLe


The battle ends when: a player starts their turn having Taken either of the Objectives that were placed in the enemy Deployment Area,or a 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.

DeCIDING WHO WON


The player that took an Objective in the opponents Deployment Area wins the battle, having secured key terrain, opening the way for the decisive blow. Otherwise, the player with the greater Victory Point total wins the game.

BeGINNING THe BATTLe


1. Starting with the attacker, both players make Reconnaissance Deployment moves for any Recce teams they have on table.

VIeTNAM MISSIONS

NO RETREaT (DEfENSIVE BaTTLE)


There comes a time in every conict when a force must dig in and prepare to repel a massive assault from the enemy. No Retreat uses the Ambush, Guerrilla Reserves, Prepared Positions, and Reserves specialrules.
Attacking player deploys here

YOUR ORDeRS
Attacking Player The enemy are trapped. Destroy them now before the opportunity passes. Defending Player You have encountered an unexpectedly large enemy force. Hold on for reinforcements.
No Mans Land

16/40cm
Nationalist player dices to

PRepARING FOR BATTLe

determine the table quarter 1. The defending player chooses which short in which their Guerilla table end they will defend. This half of the table Reserves arrive is their Deployment Area. The attacking player 8/20cm Defending player will deploy in the other table half. deploys here 2. Starting with the defender, both players now place one Objective each in the defenders end of the table. The Objectives must be at least 8/20cm from the centre line of the table, Both players place an objective here and may not be placed within 8/20cm of any tableedge. 3. Next the defending player nominates at least 8/20cm 8/20cm half of their platoons to be held o the table in Reserves. All Reserves will arrive along the short table edge in the attacking players table half. 4. A Nationalist player with an Infantry Company may elect to hold all but one of their 8/20cm Defending players platoons (Nationalist companies) in Guerrilla reserves arrive here Reserve instead, ignoring the usual Deployment Areas. If they do this, the Battalion HQ also starts the game o table in Guerrilla Reserve with the rest of 4. If a Nationalist player is attacking, their Mineelds and their force. Platoons that cannot be held in Guerilla Reserves Booby Traps may not be placed in the defenders Deployment are held in Reserves (if the Nationalist player is defending) or Area during the game. deployed as normal. 5. The defender may then nominate one of the remaining ENDING THe BATTLe The battle ends when: platoons to be held in Ambush. the attacking player has Taken any of the Objectives at the 6. Finally, the defender Deploys their remaining platoons. start of their turn, 7. The attacking players Deployment Area is their half of the defending player starts any of their turns, starting from the table, excluding the area within 16/40cm of the centre turn six, with no attacking teams in the defenders half of the line. The attacker now Deploys all of their platoons. table, or 8. Deploy Resistance teams anywhere on table. a player starts their turn with six more Victory Points than 9. Both players now Deploy any Warrior teams that are not their opponent. part of a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves, the defending player. neither player can win before their sixth turn.

BeGINNING THe BATTLe


1. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce teams they have on table. 2. The attacking player has the rst turn. 3. As both sides are in Prepared Positions, all platoons may begin the game Dug In.

DeCIDING wHO WON


If the game ends because the attacking player started one of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the game. Otherwise, the player with the greater Victory Point total wins the game.

HOLd THE LINE (DEfENSIVE BaTTLE)


When outnumbered, you have to rely even more on intangibles like surprise to even theodds. Hold the Line uses the Ambush, Delayed Reserves, Guerrilla Reserves, and Prepared Positions specialrules.
Attacking player deploys here

YOUR ORDeRS
Attacking Player Your opponent is weak and isolated. Smash them quickly and seize your objectives. Defending Player Ambush the enemy, then push them back when helparrives.
No Mans Land

16/40cm

Nationalist player dices to PRepARING FOR BATTLe determine the table quarter 1. The defending player chooses which short in which their Guerilla table end they will defend. This half of the table Reserves arrive is their Deployment Area. The attacking player 8/20cm Defending player will deploy in the other table half. deploys here 2. Starting with the defender, both players now place one Objective each in the defenders end of the table. The Objectives must be at least 8/20cm from the centre line of the table, Both players place an objective here and may not be placed within 8/20cm of any tableedge. 3. Next the defending player nominates at 8/20cm 8/20cm least half of their platoons to be held o the table in Delayed Reserves. These Reserves will arrive along the short table edge in the attacking players table half. 4. A Nationalist player with an Infantry 8/20cm Defending players Company may elect to hold all but one of their reserves arrive here platoons (Nationalist companies) in Guerrilla Reserve instead, ignoring the usual Deployment Areas. If they do this, the Battalion HQ also starts the game 3. As both sides are in Prepared Positions, all platoons may o table in Guerrilla Reserve with the rest of their force. begin the game Dug In. Platoons that cannot be held in Guerilla Reserves are held in 4. If a Nationalist player is attacking, their Mineelds and Delayed Reserves (if the Nationalist player is defending) or Booby Traps may not be placed in the defenders Deployment deployed as normal. Area during the game. 5. The defender may then nominates up to two of the remaining platoons to be held in Ambush. ENDING THe BATTLe The battle ends when: 6. Finally, the defender Deploys their remaining platoons. 7. The attacking players Deployment Area is their half of the attacking player has Taken any of the Objectives at the the table, excluding the area within 16/40cm of the centre start of their turn, the defender starts any of their turns, from turn six, with line. The attacker now Deploys all of their platoons. no attacking teams in the defenders half of the table, or 8. Deploy Resistance teams anywhere on table. a player starts their turn with six more Victory Points than 9. Both players now Deploy any Warrior teams that are not their opponent. part of a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves, the defending player. neither player can win before their sixth turn.

BeGINNING THe BATTLe


1. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce teams they have on table. 2. The attacking player has the rst turn.

DeCIDING wHO WON


If the game ends because the attacking player started one of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the game. Otherwise, the player with the greater Victory Point total wins the game.

VIeTNAM MISSIONS

PINCER (DEfENSIVE BaTTLE)


When the enemy attacks, hit their anks to trap them and destroy them entirely. Pincer uses the Ambush, Delayed Reserves, Guerrilla Reserves, and Prepared Positions specialrules.
Attacking player deploys here

YOUR ORDeRS
Attacking Player Break into the enemy position and take your objectives, ghting o any counterattacks. Defending Player Use a well-placed counterattack to trap and destroy the enemy forces.
No Mans Land

16/40cm
Nationalist player dices to

PRepARING FOR BATTLe

1. The defending player chooses which short determine the table quarter table end they will defend. This half of the table in which their Guerilla Reserves arrive is their Deployment Area. The attacking player will deploy in the other table half. 8/20cm Defending player deploys here 2. Starting with the defender, both players now place one Objective each in the defenders end of the table. The Objectives must be at least 8/20cm from the centre line of the table, Both players place and may not be placed within 8/20cm of any an objective here tableedge. 3. Next the defending player nominates at least half of their platoons to be held o the table in Delayed Reserves. These troops will arrive along 8/20cm 8/20cm either of the long table edges in the defending players table half. The defending player may choose the edge that each platoon arrives from when it arrives from Reserves. 8/20cm 4. A Nationalist player with an Infantry Company may elect to hold all but one of their platoons (Nationalist companies) in Guerrilla Reserve 3. As both sides are in Prepared Positions, all platoons may instead, ignoring the usual Deployment Areas. If they do this, begin the game Dug In. the Battalion HQ also starts the game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be 4. If a Nationalist player is attacking, their Mineelds and held in Guerilla Reserves are held in Delayed Reserves (if the Booby Traps may not be placed in the defenders Deployment Area during the game. Nationalist player is defending) or deployed as normal. 5. The defender may then nominate one of the remaining ENDING THe BATTLe platoons to be held in Ambush. The battle ends when: 6. The defender Deploys their remaining platoons. the attacking player has Taken any of the Objectives at the 7. The attacking players Deployment Area is their half of start of their turn, the table, excluding the area within 16/40cm of the centre the defender starts any of their turns, from turn six, with no attacking teams in the defenders half of the table, or line. The attacker now Deploys all of their platoons. a player starts their turn with six more Victory Points than 8. Deploy Resistance teams anywhere on table. their opponent. 9. Both players now Deploy any Warrior teams that are not part of a platoon and all Independent teams, starting with If the Nationalist player elected to use Guerilla Reserves, neither player can win before their sixth turn. the defending player.

BeGINNING THe BATTLe


1. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce teams they have on table. 2. The attacking player has the rst turn.

DeCIDING wHO WON


If the game ends because the attacking player started one of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the game. Otherwise, the player with the greater Victory Point total wins the game.

Defenders reserves arrive from the sides

Defenders reserves arrive from the sides

SURROUNdEd (DEfENSIVE BaTTLE)


The enemy is surrounded. Wipe them out with a concentric attack. Surrounded uses the Immediate Ambush, Guerrilla Reserves, and Prepared Positions specialrules. 8/20cm
Attacking player deploys here

YOUR ORDeRS
Attacking Player Your opponent is weak and isolated. Smash them quickly and seize your objectives. Defending Player You must hold your ground and ght o the overwhelming attack.
No Mans Land

24/60cm

Defending player deploys here Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive The attacker places two Objectives here

4/10cm

PRepARING FOR BATTLe


1. The attackers Deployment Area extends 8/20cm onto the table from both short ends. The defenders Deployment area is the centre of the table more than 24/60cm from both short table ends. 2. The attacker now places two Objectives in the defenders Deployment Area at least 4/10cm from the edges of the Deployment Area and at least 8/20cm from the table edges. 3. A Nationalist player with an Infantry Company may elect to 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 game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves are Deployed asnormal. 4. The defender now nominates one platoon to be held in Immediate Ambush, then Deploys the remainingplatoons. 5. The attacking player now Deploys their entire force. They may Deploy their platoons in either part of their Deployment Area, but must Deploy at least one platoon in each half of their DeploymentArea. 6. Deploy Resistance teams anywhere on table. 7. Both players now Deploy any Warrior teams that are not part of a platoon and all Independent teams, starting with the defending player. 8/20cm

8/20cm

4/10cm

Defending player deploys here

No Mans Land

24/60cm

8/20cm

Attacking player deploys here

5. If a Nationalist player is attacking, their Mineelds and Booby Traps may not be placed in the defenders Deployment Area during the game.

ENDING THe BATTLe


The battle ends when: the attacking player has Taken any of the Objectives at the start of their turn, the defending player starts any of their turns, starting from turn six, with no attacking teams within 16/40cm of either Objective, or a 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.

BeGINNING THe BATTLe 1. The defender places the platoon they held in Immediate Ambush.
2. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce teams they have on table. 3. The attacking player has the rst turn. 4. As both sides are in Prepared Positions, all platoons may begin the game Dug In.

DeCIDING wHO WON


If the game ends because the attacking player started one of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the game. Otherwise, the player with the greater Victory Point total wins the game.

VIeTNAM MISSIONS

FIGHTING WITHdRawaL (DEfENSIVE BaTTLE)


A ghting withdrawal allows defeated commanders to preserve the bulk of their forces while falling back to a more defensible location. Fighting Withdrawal uses the Ambush, Guerrilla Reserves, Prepared Positions, and Strategic Withdrawal specialrules. 8/20cm

No Mans Land

YOUR ORDeRS
Attacking Player Smash the enemy rearguard to exploit your victory, turning their retreat into a rout. Defending Player You must cover your withdrawal as the army falls back to the next defensible position.
Defender places one Objective here Attacker places two Objectives here

PRepARING FOR BATTLe


1. The defender chooses a long table end to defend. This half of the table is their Deployment Area. The attacking player will deploy in the other table half. 2. The defender places an Objective on their side of the table at least 8/20cm away from all table edges and at least 8/20cm back from the centre line. 3. The attacker now places two Objectives in the same area so that no two Objectives are more than 48/120cm apart and all are more than 8/20cm from any other Objective.

Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive

16/40cm

8/20cm

8/20cm

No Mans Land

4. A Nationalist player with an Infantry Company may elect to 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 game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves are Deployed as normal. 5. The defender Deploys their entire remaining force. They may hold one platoon in Ambush. 6. The attackers Deployment Area is their half of the table, excluding the area within 16/40cm of the centre line. The attacker now Deploys the remainder of their force. 7. Deploy Resistance teams anywhere on table. 8. Both players now Deploy any Warrior teams that are not part of a platoon and all Independent teams, starting with the defending player.

8/20cm

4. If a Nationalist player is attacking, their Mineelds and Booby Traps may not be placed in the defenders Deployment Area during the game.

ENDING THe BATTLe


The battle ends when: the attacking player has Taken any of the Objectives at the start of their turn, at the start of the defenders eighth turn (remember to check Company Morale if necessary before determining who won), or a 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.

BeGINNING THe BATTLe


1. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce teams they have on table. 2. The attacking player has the rst turn. 3. As both sides are in Prepared Positions, all platoons may begin the game Dug In.

DeCIDING wHO WON


If the game ends because the attacking player started one of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the game. Otherwise, the player with the greater Victory Point total wins the game.

Defender deploys here

Attacker deploys here

HaSTY ATTaCK (MObILE BaTTLE)


Sometimes there is not time to organise a proper assault on a defended position. Hasty Attack uses the Delayed Reserves, Immediate Ambush, Guerrilla Reserves, Prepared Positions, Reserves, and Scattered Reserves specialrules. 8/20cm 8/20cm

No Mans Land

YOUR ORDeRS
Attacking Player You must seize one of your objectives before the enemy rallies and pushes you back. Defending Player Hold the initial assault, then force the enemy back when your reserves arrive.
Defender places one Objective here Attackers reserves arrive here

12/30cm

8/20cm

Defender places one Objective here Attacker places two Objectives here

PRepARING FOR BATTLe

dices to determine 1. The defending player chooses the long table the table quarter in edge that they will defend. Their Deployment which their Guerilla Area is their half of the table, excluding the area Reserves arrive within 8/20cm of the centre line. The attacking players Deployment Area is the other half of the table, excluding the area within 12/30cm of the centre line. 2. The defending player places one Objective in the attackers Deployment Area at least 16/40cm 12/30cm 8/20cm 16/40 cm from the centre line and not within 8/20cm of either side table edge. 3. The defender then places one Objective and No Mans Land then the attacker places two Objectives in the defenders Deployment Area at least 12/30cm from the centre line and not within 8/20cm of any table edge. 8/20cm 8/20cm 4. The attacker nominates at least half of their platoons to be held o the table in Reserves, arriving from the long table edge in their Deployment Area. 3. The attacking player has the rst turn. 5. The defender then nominates at least half of their platoons 4. As both sides are in Prepared Positions, all platoons may to be held o the table in Delayed and Scattered Reserves. begin the game Dug In. 6. A Nationalist player with an Infantry Company may elect 5. If a Nationalist player is attacking, their Mineelds and to hold all but one of their platoons (Nationalist companies) Booby Traps may not be placed in the defenders Deployment in Guerrilla Reserve instead, ignoring the usual Deployment Area during the game. Areas. If they do this, the Battalion HQ also starts the game o table in Guerrilla Reserve with the rest of their force. ENDING THe BATTLe Platoons that cannot be held in Guerilla Reserves held in The battle ends when: a player starts their turn having Taken any of the Objectives Reserves as normal for that player. 7. The Defender may nominate a platoon to be in Immed that were placed in the enemy Deployment Area, the defender starts any of their turns from turn six with no iateAmbush, then Deploys their remaining platoons. attacking teams in the defenders table half, or 8. The attacker now removes one of the Objectives that they a player starts their turn with six more Victory Points than placed on the table and Deploys their remaining platoons. their opponent. 9. Deploy Resistance teams anywhere on table. If the Nationalist player elected to use Guerilla Reserves, 10. Deploy any Warrior teams that are not part of a platoon neither player can win before their sixth turn. and all Independent teams, starting with the defender. DeCIDING wHO WON If the game ends because a player started one of their turns BeGINNING THe BATTLe holding an Objective in the opponents Deployment Area 1. The defender places the platoon in Immediate Ambush. 2. Starting with the defender, both players make Recon or the defending player kept the attacker away from the Objectives, they win. Otherwise, the player with the greater naissance Deployment moves for any Recce teams. Victory Point total wins the game.

Nationalist player

10

Defender has scattered reserves

Defender deploys here

Attacker deploys here

VIeTNAM MISSIONS

CaULdRON (MObILE BaTTLE)


In the dark, forces were often totally ignorant of enemy moving quite near to them. Cauldron uses the Delayed Reserves, Guerrilla Reserves, Immediate Ambush, Prepared Positions, Random Deployment, and Reserves specialrules.
Attackers reserves arrive from the sides

20/50cm
No Mans Land

YOUR ORDeRS
Attacking Player The enemy wandered into your positions during the night. Attack immediately to destroy them. Defending Player At dawn, you nd yourself in the middle of an enemy position facing a counterattack.

Attacker uses random deployment On a roll of 5 or 6 they choose which quarter to deploy in

4/10cm
Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive Attacker places two Objectives here

8/20cm
Defender deploys here

Defenders reserves arrive here

PRepARING FOR BATTLe

1. The defending player chooses the long table side where they will defend. Their Deployment Area is this half of the table excluding the area within 20/50cm of the side table edges. 2. The attacking player places two Objectives in the defenders Deployment Area at least 4/10cm from the centre line of the table, at least 8/20cm from long table edge and at least 24/60cm from the short table edges. 3. The defender nominates at least half of their platoons to be held in Delayed Reserve. These will arrive on the opposite table edge. 4. The attacker must nominate at least half of their platoons to be held in Reserve. These will arrive from either short table edge. The attacking player may choose which edge each platoon will arrive from when it arrives from Reserves. 5. A Nationalist player with an Infantry Company may elect to 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 game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves are held in Reserves as normal for the player. 6. The defender nominates one platoon to be in Immediate Ambush, then Deploys their remaining platoons. 7. The attacker Deploys their remaining platoons using the Random Deployment special rules. 8. Deploy Resistance teams anywhere on table. 9. Both players now Deploy any Warrior teams that are not part of a platoon and all Independent teams, starting with the defending player.

No Mans Land

24/60cm

Attackers reserves arrive from the sides

4. As both sides are in Prepared Positions, all platoons may begin the game Dug In. 5. If a Nationalist player is attacking, their Mineelds and Booby Traps may not be placed in the defenders Deployment Area during the game.

ENDING THe BATTLe


The battle ends when: the attacking player has Taken any of the Objectives at the start of their turn, the defending player starts their turn with no attacking teams within 16/40cm of either Objective, or a 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.

BeGINNING THe BATTLe


1. The defender places the platoon in Immediate Ambush. 2. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce teams they have on table. 3. The defending player has the rst turn.

DeCIDING wHO WON


If the game ends because the attacking player started one of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the game. Otherwise, the player with the greater Victory Point total wins the game.

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BREaKTHROUGH (MObILE BaTTLE)


Defenders reserves arrive in rst 16/40cm of long table edge

Breaking out of a cut o position is always tricky, though much easier if friendly forces are breaking in to rescue the trapped troops. Breakthrough uses the Delayed Reserves, Guerrilla Reserves, Mobile Reserves, and Prepared Positions specialrules. 8/20cm
No Mans Land Defender deploys here Attacker deploys here

YOUR ORDeRS
Attacking Player Punch through the enemy cordon to meet up with the relieving force. Defending Player The enemy is trapped. Hold o the relieving force to keep them that way.

PRepARING FOR BATTLe

8/20cm

1. Mark the centre of the table so that the table quarters are obvious to both players. 2. The defending player chooses two diagon ally-opposite table quarters as their DeploymentAreas. 3. The attacker then chooses one of the remaining table quarters. Their Deployment Area is all of this table quarter that is more than 8/20cm from both table centre lines. 4. The attacker places two Objectives in the nal table quarter. They must be at least 8/20cm from the table centre lines and edges. 5. A Nationalist player with an Infantry Company may 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 game o table in Guerrilla Reserve with the rest of their force. Platoons that cannot be held in Guerilla Reserves held in Reserves as normal for that player. 6. The defender deploys any or all of their remaining platoons allowed by the Mobile Reserves special rule. 7. All remaining platoons are held o the table in Reserves. The Reserves will arrive along the long table edges in their Deployment Areas within 16/40cm of the table corner. 8. If not using the Guerilla Reserves special rule, the attacker must hold at least one platoon, and may hold up to half of their platoons, o table to make a ank attack as Delayed Reserves. The troops held in Delayed Reserves will arrive along the long table edge within 24/60cm of the corner in the quarter containing the Objectives. 9. The attacker now Deploys the rest of their force. 10. Deploy Resistance teams anywhere on table. 11. Deploy any Warrior teams that are not part of a platoon and all Independent teams, starting with the defender.

Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive

8/20cm 8/20cm
Attacker places two Objectives here Attackers reserves arrive in rst 124/60cm of long table edge

8/20cm
Defender deploys here

3. As both sides are in Prepared Positions, all platoons may begin the game Dug In. 4. If a Nationalist player is attacking, their Mineelds and Booby Traps may not be placed in the defenders Deployment Area during the game.

ENDING THe BATTLe


The battle ends when: the attacking player has Taken any of the Objectives at the start of their turn, the defending player starts their turn with no attacking teams within 16/40cm of either Objective, or a 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.

BeGINNING THe BATTLe


1. Starting with the defender, both players make Recon naissance Deployment moves for any Recce teams. 2. The attacking player has the rst turn.

DeCIDING wHO WON


If the game ends because the attacker started one of their turns holding an Objective in the opponents Deployment Area or the defending player kept the attacker away from the Objectives, they win. Otherwise, the player with the greater Victory Point total wins the game.

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No Mans Land

Defenders reserves arrive in rst 16/40cm of long table edge

8/20cm

VIeTNAM MISSIONS

COUNTERaTTaCK (MObILE BaTTLE)


The enemy is making a counterattack to relieve their cut o comrades. Complete the encirclement and ensure their destruction. Counterattack uses the Ambush, Guerrilla Reserves, Mobile Reserves, Prepared Positions, and Reserves specialrules. 8/20cm 8/20cm
No Mans Land Attacker deploys here

8/20cm
Defender deploys here Defender places one Objective here

8/20cm

YOUR ORDeRS
Attacking Player The enemy are trying to link up with their surrounded comrades. Close the gap to stop them. Defending Player You are expecting a relieving force at any moment. Break out and link up with them.

PRepARING FOR BATTLe

8/20cm

1. Mark the centre point of the table so that the table quarters are obvious to both players. 2. The defender chooses a table quarter as their 8/20cm Deployment Area. Their reserves will arrive from the diagonally opposite quarter. 8/20cm 8/20cm 3. The attacker chooses one of the table quarters on the other diagonal to deploy in. Their Deployment Area is all of this table quarter that is more than 8/20cm from both table centre lines. No Mans Land 4. The defender places one Objective in their Deployment Area at least 8/20cm from both centre lines and at least 8/20cm from any Defenders tableedge. reserves arrive 5. The attacker then places one Objective in within 16/40cm the table quarter opposite their Deployment 8/20cm of corner Area at least 8/20cm from both table centre lines and 8/20cm from any tableedge. 6. A Nationalist player with an Infantry Company may elect to hold all but one of their platoons 2. The defending player has the rst turn. (Nationalist companies) in Guerrilla Reserve instead, ignoring 3. As both sides are in Prepared Positions, all platoons may the usual Deployment Areas. If they do this, the Battalion begin the game Dug In. HQ also starts the game o table in Guerrilla Reserve with 4. If a Nationalist player is attacking, their Mineelds and the rest of their force. Platoons that cannot be held in Guerilla Booby Traps may not be placed in the defenders Deployment Reserves are held in Reserves if the defender, or deployed as Area during the game. normal if the attacker. 7. The defender deploys any or all of their remaining ENDING THe BATTLe platoons allowed by the Mobile Reserves special rule. One of The battle ends when: the attacking player has Taken any of the Objectives at the the platoons to be Deployed may be held in Ambush. 8. All remaining platoons are held o the table in Reserves. start of their turn, The troops held in Reserves will arrive within 16/40cm of the defending player starts their turn with no attacking teams within 16/40cm of either Objective, or the table corner opposite their Deployment Area. a player starts their turn with six more Victory Points than 9. The attacker then Deploys any of their force not in their opponent. Guerilla Reserves. If the Nationalist player elected to use Guerilla Reserves, 10. Deploy Resistance teams anywhere on table. neither player can win before their sixth turn. 11. Both players now Deploy any Warrior teams that are not part of a platoon and all Independent teams, starting with DeCIDING wHO WON If the game ends because the attacking player started one the defending player. of their turns holding an Objective or the defending player kept them away from the Objectives, that player wins the BeGINNING THe BATTLe 1. Starting with the defender, both players make game. Otherwise, the player with the greater Victory Point total wins the game. Reconnaissance Deployment moves for any Recce teams.
Attacker places one Objective here

Nationalist player dices to determine the table quarter in which their Guerilla Reserves arrive

8/20cm

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