Victory In Vietnam - Version II (rev 2004)
Copyright C 2002 Bruce Costello
TABLE OF CONTENTS
1.	Preparation for Play
2.	Sequence of Play
3.	Basic Airpower
4.	Supply
5.	Stacking
6.	Land Movement
7.	Hidden Units and Detection
8.	Reaction Movement
9.	Land Combat
10.	Introductory Scenarios (See Scenario Folder)
11.	Reinforcements and Replacements
12.	Naval Operations
13.	Strategy Card Play
14.	Special Operations
15.	Intermediate Scenarios (See Scenario Folder)
16.	Advanced Air Rules
17.	Nuclear Weapons
18.	Advanced Scenarios: (See Scenario Folder)
19.	Campaign Game (See Scenario Folder)
20.	Designers Notes (with tips and clarifications)
21.	Credits
22.	Free Aide de Camp Download instructions

U.S. Colonel to North Vietnamese Colonel after the War:
“You know, we never lost a battle.”

The North Vietnamese Colonel thought a moment, then replied:
“That is true. It is also irrelevant.”

Colonel Harry Summers, ‘On Strategy’
1.0	 PREPARATION FOR PLAY
Once the components have been sorted, separate the counters and choose a scenario and sides. Players set up their units in accordance with the scenario instructions. Place the game turn markers (year and season) on the Game Turn tracks.
NOTE: Players who own Victory in Vietnam – I; this version is different in a number of ways. Please study the rules carefully to catch the differences and new flavours of this game.
1.1	Game Components
Each copy of Victory in Vietnam includes;
1 11” x 17” game map
1 sheet of 280 single sided playing counters
1 rules booklet and 1 scenario booklet
4 player aid sheets with various tables and information
63 Strategy Cards (additional available via download)
1.2	Game Scale
Each Game Turn represents one season (Spring, Summer, or Fall). Land units are divisions, independent brigades and regiments, guerilla main forces and special forces groups.
Air units represent an abstract number of sorties of 50-100 aircraft. Naval units represent task forces and task groups.
Each hex on the map is approximately 50 miles across.
1.3	Changes from Victory in Vietnam – I
The four-season year has been replaced by a three-season year. Weather has been embedded in the new game turn structure. There are no more monsoon rules. Other changes have been made to enhance play balance and game vitality.
1.4	The Ten Sided Die
ViV uses a single ten-sided die. The designer feels this allows a richer range of possibilities. The number “0” is always read as ten (10), never zero (0).
1.5	The Counters
There are two basic types of playing counters: military units and game markers. Military units represent combat formations involved in the struggle. The game markers are used as memory aids or record-keeping devices. Supply units and SAM units are considered to have defense strength of '1' if caught alone in a hex with no combat units with printed strength. This defense strength is used to defend against attack or overrun, and may not be used to attack enemy units.
1.5.1	Military units:
Military units are divided into Land units (also called Ground units), air, naval and special units. See Unit Legend on the Player Aid how to read the information on unit-group counters. Communist Supply units, Artillery and SAMs are Land units. Helicopters are air units.
NOTE: ARVN elite units are ranger, marines, and airborne units. These are capable of Reaction Movement.
1.5.2	Counter Abbreviations:
A	Armor
ANZ	Australian / New Zealand
ARVN-	South Vietnamese Army
C	Air Cavalry
CV	Aircraft Carrier Battlegroup
DRM	Die Roll Modifier
FA	Field Artillery
FB	Firebase
HMG	Hmong Tribesmen
KR	Khmer Rouge
Lao	Laotian Royalist Army
MA	Movement Allowance
MN	Montagnard Tribesmen
MC	Mechanized
NG	American National Guard
NVA	North Vietnamese Army
PL	Pathet Lao
PRC	China
PT	NVA PT boat flotilla
RGR	ARVN elite Rangers
ROK	Republic of Korea
SAM	Surface to Air Missiles
SVN	South Vietnam
Thai / Pl -	Thai and Philippine
Thai	Thailand
U.S.	American
USSR	Soviet
VC	Viet Cong
VP	Victory Points
1.5.3	Nationalities and Service Branches:
A unit’s nationality and branch is indicated by its color: See Player Aid for Unit Types.
Allied Counters:
White on blue-	US Navy
White on dark green-	ARVN
Black on light green-	RVNAF (SVN Air Force)
Black on olive green-	US Army / US Guerillas
Black on green-	USMC (US Marine Corps)
Black on faded green-	Royal Laotian Army
Black on mint green	Cambodian Army
Black on dark turquoise	ROK (Republic of Korea)
Black on turquoise	Thai Army and Philippine
Black on khaki-	ANZAC Forces in SVN
Black on light blue	US Air Force
Communist counters:
Black on light red-	North Vietnamese Air Force
Black on red	NVA (North Vietnamese)
Black on purple-	Khmer Rouge (Cambodian)
Black on yellow-	Pathet Lao (Laotian)
Black on orange-	PRC (Chinese)) forces
Black on brown-	USSR – (Soviet forces)
1.5.4	General game terms and abbreviations
ALLIED – The Allied side controls all U.S., ARVN, ANZUS, ROK, and Thai forces during the game. It is possible he may come to control the Cambodian (FANK) and Royal Lao units.
COMMUNIST – The Communist player in most scenarios controls all NVA, VC, PL and KR troops. It is possible the Communist side may also come to control PRC and USSR forces.
CONTROL –  Facilities are controlled by the player who owned them at start of the game, unless the enemy currently has a unit occupying the hex.
FACILITIES -  Bridges, airfields, ports, cities.
NUKE – generic for Nuclear Weapons
STACK – one to three land units, or one to two air units (not counting helicopters).
VP – Victory Points – subtracting VP favours the Communist player while adding VP favours the Allied player.
1.5.5	Special Situations:
* Luang Prabang is Communist controlled at the start of the game.
* Tchepone is neutral and does not have a garrison, nor does it generate victory points.
* Likewise, in Cambodia Svay Rieng and Verakei do not have garrisons but they do generate victory points for the Communist if occupied after Cambodia enters the war.
* Savannakhet and Vietene now generate VP for the Communist player. However, Allied VP costs to invade Laos or activate Thailand are also reduced.
1.6	Victory Conditions
Each scenario lists victory conditions. Typically, they are based on the current victory point score, for which two markers (a x 1 and a x10) are provided. Standard victory points are summarized on the back of the Scenario book.  Players should note these don’t necessarily apply to some of the basic scenarios.
2.0	SEQUENCE OF PLAY
The sequence of play is standard for all scenarios, though some shorter one-turn scenarios may delete various Phases. Each scenario identifies who is the first player and who is the second.
2.1	Strategic Phase
2.1.1	Strategy Card Draw step (Campaigns only):
Each Player selects four strategy cards with the Allied player making selections first (see 13.0). Players may freely play from zero to three cards per turn but must pay +1 (NVA player) or –1 (U.S. player) VP to play the fourth (see 13.3)
2.1.2	Commando step:
Attempt commando raids by playing appropriate Strategy Cards and resolving on the Raid Results Table. First player goes first, executing all his raids, then second player goes. After, the Allied player may place ‘Pacify’ and/or ‘Search and Destroy’ markers. (See 14.0)
2.1.3	Strategic Bombing step:
Roll for U.S. ECM (optional; see 16.4.3)
Each player may make strategic bombardment attacks using eligible units. First player goes first. The Strategic Bombing Phase is the only time bombing strikes are allowed to attack facilities, reinforcement cities/ports such as Hanoi or Haiphong, or air defences in North Vietnam.  Strikes may also be flown on any land combat units anywhere on the map.
Air units flown during this phase are unavailable until the start of the next game turn. Place a ‘Flown Strat’ marker on them, even if shot down.
2.1.4	Available Unit Entry / Firebase Movement step:
Players place newly arrived units in the Available box. Select units from the Available box and deploy them onto the map, paying victory point penalties where called for. Replacement air units with ‘Flown Strat’ markers can be taken but may not fly again during the current turn.
Firebases may now be moved (See 6.1.3).
2.2	First Player Land Phase
The first player moves his units, conducts overruns, undergoes enemy reaction of various sorts, and conducts combat. Air/helicopter units of either player may be flown once this phase and again during the Second Player Land Phase (unless shot down).
2.2.1	Movement step:
The phasing player may move (land, air, and naval) units and may conduct desired overruns as he moves each stack.
NOTE: units marked ‘Search and Destroy’ or ‘Pacify’ can’t move unless relieved of those markers and missions.
The non‑phasing player may attempt to detect moving hidden units and immediately conduct reaction bombardment strikes (see 6.2). Units which don’t move may NOT be targeted by Reaction Bombardment.
Naval units are automatically detected and subject to immediate combat whenever they come in range of enemy naval or air (not land) units that can attack them. (See 12.7)
2.2.2	Enemy Reaction Movement step:
The non‑phasing player does his reaction moves. Place ‘reaction’ markers in vacated hexes. (See 2.23, 8.0, 8.2.3).
2.2.3	Land Combat step:
1. Conduct bombardment against enemy land combat units (only!) - first the phasing player rolls then the non-phasing player.  Any enemy units in politically eligible areas may be struck, not just units adjacent to friendly units.
2. Conduct one land battle at a time per following sequence:
*    Conduct each land assault combat (‘set-piece battle).
*    Advance immediately after each combat if the defenders were eliminated, retreat, or made reaction movement out of the target hex prior to combat (hex should have a reaction marker). The Phasing Player may immediately conduct exploitation and second combat if allowed (See 9.2.9)
*    Continue until all land battles have been fought.
2.2.4	Disruption Removal step:
Remove disruption markers from supplied friendly units and facilities. Remove Reaction markers. Flip units to hidden.
2.2.5	Victory Point step:
If it is the Communist player turn, subtract any VP for face-up units in Allied towns, ports, and cities.
2.3	Second Player Land Phase
The second player repeats steps 2.2.1 – 2.2.5 above. Air units of both sides flown in the First Player Land Phase may be flown again.
2.4	End of Turn Phase
2.4.1	Resolution step:
Resolve Search and Destroy and Pacification operations plus play any appropriate ‘End Phase’ Strategy Cards now.
2.4.2	VP adjustments step:
Check for any VP adjustments due to Strategy Cards in play, such as the FREE FIRE ZONE card.
Adjust the victory point track for any VP achieved as per Scenario instructions or VP Schedule
2.4.3	Ports Upgrade step:
Upgrade port sites to functional ports each Spring Game Turn (See 11.2.1).
2.4.4	Remove markers step:
Remove Tactical Nuclear Weapon counters (not Strategic nuclear markers), and all Strat Flown markers.
2.4.5	Game end check step:
Check for game’s end as per scenario and card instructions.
3.0	BASIC GAME AIR POWER
These are the basic rules covering air power in Victory In Vietnam. Players wishing a more detailed operational feel should refer to the advanced rules for air power (see 17.0), noting that for the most part those rules complement, but do not replace, these. The exception is the Basic Game Communist Air Defence rule (see 3.10).
NOTE: Helicopters are generally treated as air units, except they don’t conduct air combat (air combat is an advanced rule) and they don’t take losses the same way as air units. When a rule specifically excludes helicopters, reference will be made to "fixed wing" air units
3.1	When Air Units May be Flown
Air units may conduct air missions either during the Strategic Phase or both Player Phases, not both. If used or shot down during the Strategic Phase, air units are placed on the next game turn, when they can be used again either during the Strategic Phase or the Player Land Phases.
3.1.1	Mission Limits:
Only one mission can be attempted per hex per phase
Exception: the Allied Strategy Card for INTENSE AIR CAMPAIGN. This allows a second Strategic air bombardment phase that turn.
3.1.2	 Air Units Used During Both Player Land Phases:
Air units flown during the Player Land Phases may conduct missions during both Player Phases (unless shot down).
3.1.3	Air Unit Uses During the Land Phase:
During player phases, they can be used to immediately attack detected moving units (reaction bombardment), or used to provide either bombardment or ground support during the combat phase.
3.1.4	Unit Fly One Mission per Phase:
No one air unit can be flown more than once per player
Land Phase.
3.1.5	Post Mission:
After use, surviving units are returned to base and their orientation adjusted (or flip the units) so that players know they may not be flown again that Land Phase.
During the Strategic Phase, place on the turn track in the next turn's space.
3.2	Air Unit Basing
Air units may only be based in a friendly airbase or on an aircraft carrier. Helicopters may base in any friendly airbase, town, port, city, or atop a friendly unit.
3.2.1	Land Basing:
Only one fixed wing air unit plus one helicopter can stack on an airbase or CV. Air units can only base on an airbase or CV. Helicopters may base one per hex that contains a unit, town, city, port or airbase facility. A helicopter in an airbase may stack together with one air unit. If an airbase gets Disrupted or is seized by the enemy player, any air unit currently on the ground there is automatically eliminated.
3.2.2	Aircraft Carrier Basing:
Up to one air unit plus one helicopter may base on a given CV, and such units must be of either the U.S. Navy or Marines. All Air Force air units must use an airbase.
3.2.3	American Land Based Air Units:
All American air units may base in any friendly, supplied airbase on the map or in off‑map holding boxes. Only B‑52s may base in Guam holding boxes.
3.2.4	South Vietnamese Air Units:
 South Vietnamese aircraft may only base in South Vietnam. As with U.S. units, helicopters do not count against air unit limits in basing or stacking.
3.2.5	Communist Air Units:
If using rule 16.0, Communist air units may base on‑map subject to the same one unit per airbase restriction as Allied air units. They may also base off-map in China if either of the cards ‘Chinese Aid’ or ‘Chinese Entry’ are in effect.
3.3	Air Unit Ranges
American and ARVN fixed wing air units have unlimited range.
Communist air units are only used in the game if the advanced air rules 16.0 are in use and may only fly within the range specified by the scenario instructions (typically, 5 hexes except for the Tu22, which has unlimited range).
Helicopter ranges are printed on the counters.
Air movement isn’t traced like land movement. Simply place the air units on their target hex, if within range.
3.4	Air Unit Capabilities
Air units have two combat strengths: anti‑air and bombing. Air units stack over a target hex when using bombardment combat and stack with friendly units (attacking or defending) when using close air support.
3.4.1	Anti-Aircraft Strength:
Anti‑air strength is used in conjunction with the advanced air rules. Some air units have a parenthesized anti-aircraft strength; these may only be used to defend, and may never be assigned to Intercept. Helicopters do NOT have an anti-aircraft strength.
3.4.2	Bombardment Strength:
Aircraft (and helicopter) bombardment strengths may be used both for conducting bombardment and for close air support in both the basic and advanced air rules.
3.4.3	Air Unit Stacking in Combat:
One or two fixed wing air units can be used in a single hex during a mission. Additionally, one or two helicopters can be used. So, two air and two helicopters can stack together for the same mission.
3.5	Air Missions
Air units may be assigned to the following missions:
3.5.1	Air Interception Missions:
Up to two air units per combat may be sent to intercept enemy air units attempting to bombard or give close air support. Any NVA SAM unit’s in-range of the combat may add their support.
Conduct all air combats first, before any other missions. Helicopters are not involved nor affected (see also 16.0).
NOTE: This mission can only be flown if using advanced air rules.
Certain air units have parenthesised air combat values. These units may not intercept, they may only use their anti air strength to defend against attacking enemy air units.
3.5.2	Air Bombardment Missions:
Bombardment missions are treated the same in both basic and advanced air rules. Such missions may combine attack strength with other bombarding units, including artillery and naval units.
Reaction bombardment strikes are done sequentially during land movement. Bombardment phase strikes are done collectively, i.e. together, during that phase, resolving all strikes before going to the next phase.
For a given Land or Strategic Phase bombardment, place all attacking air units (including escorts, supporting helicopters etc) then resolve air defence fires (or air combat/SAM’s and interception if using the advanced air rules) then resolve each air strike.
For Reaction strikes, assign only the stack of air units for the strike and resolve combat.
NOTE: Bombardment or Close Support missions are sometimes referred to generically as Air Strikes.
Bombardment missions are executed against units or facility target types, not both simultaneously. A single target type in a hex must be specified; either a stack of units or a facility. Only one bombardment mission can be assigned per hex in a given phase.
Exception: The INTENSE AIR CAMPAIGN Strategy card allows two missions per air unit, thus two bombing strikes per hex. Complete all first missions before you reassign aircraft to new missions for a second round of attacks.
Facilities can only be struck during the Strategic Phase.
Units are subject to Bombardment Missions during either Player Land Phase and / or during the Strategic Phase.
No Bombardment or Close Support missions inside North Vietnam are not allowed unless the ‘ROLLING THUNDER’ Strategy Card has been played and is currently in effect. Air strikes can be made during the Strategic Phase (against units or facilities) and again during the Land Combat Phases (against units only).
Air strikes are only allowed in China after the CHINESE ENTRY Strategy Card has been played.
NOTE: Strategic Phase Bombing Advantages - The advantage of bombardment during the Strategic Phase is due to the sequence of play (see below).
Also, the Strategic Bombing phase is the only time air strikes are allowed to attack reinforcement cities and ports such as Hanoi or Haiphong, or air defenses such as SAM sites, airbases, or the NVA Air Defense Command Post.
Units can also be attacked, as well as during the Player Land Phases. If a unit is disrupted during the Strategic Phase it is susceptible to destruction by a second disruption inflicted during a Land Combat Bombardment step.
3.5.3	Close Air Support Missions:
Close air support missions support combat between land units. A maximum of two air units, two helicopters and two warships may provide close air support to a single land combat (see 9.2).
3.5.4	Return to Base / ‘Strat Flown’ markers:
Air units (not helicopters) used during the Strategic Phase are marked with ‘Strat Flown’ markers. These are considered committed to a strategic bombing campaign and may not be flown during Land Phases.
Air units used during the Land phases are returned to any appropriate base and flipped over or changed in facing to indicate they have flown that phase. They are available at the start of each player’s Land Phase (i.e. they may be flown twice per turn) and again during the End Phase.
3.6	Attack Helicopters
Attack helicopters may perform bombardment or close air support missions. Up to two Attack Helicopters may be used for either type of mission. Unlike aircraft, attack helicopters have a printed range in hexes, which is the maximum they may fly from their base to the target hex.
3.6.1	Helicopters Are Invulnerable to Air Defence:
Neither Attack or Transport helicopters may be intercepted or fired at by SAMs. Neither may they be fired at by the Basic Game Air Defences. They can be lost through land combat (see 3.6.2).
3.6.2	Helicopters and Ground Combat Results:
Unlike other air units, Attack and Transport helicopters may be selected to take losses when stacked in the same hex as land units involved in combat, just like any other friendly land combat unit. They are also susceptible to disruption.
3.7	Bombardment in General
Bombardment may be conducted by all the following:
air units, in‑range friendly artillery, Firebases, helicopters, nuclear weapons or naval gunfire. It may either be conducted by individual units or by any combination of the above units.
3.7.1	Bombardment Results Table:
This table is used to resolve all bombardment. There are two columns – one giving unit results, the other facility results. Results are; losses (units) or disruption (units or facilities).
Note: facilities DO include airbases
3.7.2	Bombardment Procedure:
Total the bombardment strength of all attacking units and roll the die. Add the die roll to the total bombardment strength and then subtract any die roll modifiers. Look on the Bombardment Results Table and cross reference the final modified number to the result.
The column ‘Results to Units’ applies to units, and ‘Results to Facilities’, facilities. ‘Loss’ means remove the unit and place in the Available Box, and ‘Disruption’ means place a disruption marker on the target unit(s) or facility.
Only one bombardment attack is allowed at a time and only one type of target – facilities or units – can be attacked. If more than one artillery/naval/air unit is bombarding a hex, they must combine strengths.
Modifiers are given for the type of terrain in the hex the target unit(s) or facility is located in.
There is also a –2 DRM modifier for attacking hidden units.
If attacking face-up units, the attacker may select which units are to receive any results. If attacking hidden units, the attacker must blindly select which to apply bombardment results.
EXAMPLE: It is the Strategic Phase and the Allied player is bombing Haiphong. There are two hidden NVA units in the city, as well as the port and reinforcement capacity. If the Allied player decides to bomb the units, he must select which one to attack before rolling the die and without seeing the unit. He decides instead that this will be a facility attack.
One B-52 and one F111 are making the strike. The total bombing strength is 5 + 4 = 9. –1 is subtracted for bombing a city but the Allied player does not have to subtract –2 for the hidden units as they are not being attacked. A die is rolled, and the result is ‘3’. This is added to the running total; 9 – 1 + 3 = 11.
Looking on the Bombardment Results Table, the Allied player cross-references ‘Bombardment Strength +’ to the ‘Results to Facilities’ table, which cross-referencing die roll column 10-12 indicates ‘Facility Disrupted’. A disruption marker is placed on top of Haiphong. The port is inoperative and no replacement unit is generated that turn for Haiphong. The land units are unaffected. The surviving air units return to base.
NOTE: B-52’s cannot be used in the Air Bombardment role against friendly cities or ports in South Vietnam or Cambodia. They may be used against targets in all other terrain, including hexes with friendly town or neutral towns..
NOTE: Reaction Bombardment is done by the non-phasing player during friendly land unit movement. (See 9.1.4)
3.8	Disruption
Disruption results last until the markers are removed. The Disruption Removal phase is stated in the Sequence of Play.
3.8.1	Disrupted Units:
Disrupted combat units may not attack. If disrupted units are again disrupted before their marker is removed, the units are treated as a ‘loss’ and placed in the Available Box. Be sure to record any VP’s for such losses.
Disrupted units may not conduct overrun nor enter any ‘siege’ hex.
3.8.2	Disrupted Cities:
Disrupted cities lose their ability to generate reinforcement / replacement units and supply units (but not supply). No new units can be taken for that city until the disruption marker is removed.
NOTE: the Allies pay a VP penalty the first time they bomb either Hanoi or Haiphong (not each time).
3.8.3	Disrupted Bridges:
Bridges are locations where roads or rails cross river hexside. Place a disruption marker on a road or railroad hex adjacent to the river hexside. Units must pay the full terrain cost of crossing the river along any of the hexsides bordering the hex which they cross.
3.8.4	Disrupted Airfields
Aircraft based at disrupted airfields may not fly.
3.8.5	Disrupted Ports
These cannot be used as supply sources nor can new units enter via amphibious transport. In the case of Haiphong, certain Soviet aid cannot enter (see 11.1.3).
3.9	Close Air Support
Up to two air units plus two attack helicopter units may provide close air support to attacking or defending friendly land units.
Add the combined bomb factors of supporting air and/or helicopter units to the combat strength of the attacking or defending stack or garrison. Factor in terrain, situation (ambush, hidden?) and other types of support (artillery), and resolve as a normal land combat (see 9.2).
Air units do not suffer from any losses on the Land Combat Results Table, except helicopters which may be disrupted or otherwise used to satisfy land unit losses.
NOTE: B-52’s cannot be used in the Close Support role in battles for friendly cities in South Vietnam or Cambodia. They may be used for all other terrain.
3.10	Basic Game Communist Air Defence
(Ignore this rule if using Advanced Air Rules, 16.0)
There are no Communist air units or SAMs in the basic game. Instead there is an overall Air Defence strength which is effective against air bombardment and close air support strikes within five hexes of Hanoi. Use an NVA air or SAM unit as a marker on the Victory Points Track to display current Air Defence strength. The Communist Basic Game Air Defence strength may never exceed 9.
3.10.1	Basic Air Combat Resolution
After all air units have been placed for bombardment or close support and prior to resolution of any bombing attacks, the Communist player resolves air Defence combat.
To be attacked by the Communist air defence strength, targeted air units must be within five hexes of Hanoi.
The Communist Air Defence Strength can fire during the Strategic Phase and again during both Land Combat Phases.
Helicopters, airborne and airmobile units aren’t affected by air defence fire.
Only ONE such attack is made, regardless of how many air stacks the Allied player has in range. The Communist player selects the target stack.
Roll one die and add the result to the current NVA air Defence strength. Refer to the Air Combat Results Table and apply results immediately, prior to any bombardment or land combat resolution.
The Allied player selects the first air unit lost from the target stack, and the NVA player chooses any second unit lost. All losses are suffered prior to executing the air units’ mission.

IMPORTANT NOTES: Air units that fly missions during the Strategic Phase should have a ‘Flown Strat’ marker placed on them to indicate they can’t fly missions again during the Land Phases. In this latest version of ViV-2, this marker remains on shot-down air units, indicating that if taken as a replacement they may not be flown during the Land Phases.
EXAMPLE: The ALLIED player places an F-4c with a bombardment strength of 3 and an F-104c with a strength of 1 together in one hex. In another hex, an A1E with a bombardment of 2 and an F-105f with strength of 2 is placed..
The Communist player has an air defense value of 5. He selects the stack with the F-4c as the target and rolls a die, consulting the Air Combat Results Table. The die roll is a 4, and the defense value is 5, so the total is 9. One air unit is lost. The Allied player selects the F-104c as the loss.
3.10.2	How to Attack the Communist Air Defence
During the Strategic Phase (only!) the Allied player may use bombardment to reduce the Communist Air Defence strength.
During the Strategic Phase, place a stack of aircraft (plus helicopters, if in range and desired) you desire to use to attack the air defence on any hex within five hexes of Hanoi. This stack may be placed on any hex within the radius.
After Communist air defence fire, declare you are attacking air defences and resolve bombardment. For each bombardment result (Loss or Disruption) reduce the Communist air Defence strength level by one.
EXAMPLE: It is the Strategic Phase. The Allied player places an air stack with a B-52 (bombardment=5), an F105G ) bombardment = 3) and an in-range attack helicopter (bombardment = 1) for a total bombardment strength=9. The Communist Air Defence strength is currently 4. There is more than one stack of Allied air units within five hexes of Hanoi, and the Communist fires at another stack, not the one the Allied plans to use to attack the Air Defence strength.
After, the Allied player conducts his bombardment, declaring the NVA Air Defence as the target and rolling a ‘6’, which combined with the 9 bombing strength = 15. The result is one loss and one disruption, thus the Communist Air Defence Strength is reduced by 2 to a new total of 2.
NOTE: It costs –2 victory points the first time the allies bomb Communist air defences. The same goes for bombing an NVA airbase or SAM for the first time with the Advanced Air Rules (Victory Point Schedule).These are one time cost – see the Campaign Victory Point Schedule on back of the Scenario booklet for a summary.
4.0	SUPPLY
The Vietnam War was fought between armies with very different logistical doctrines. The USA was a modern hi‑tech force highly dependent on supply, but elaborately equipped with all necessary tactical transport to ensure that supply was available in virtually any situation. The Communists (particularly the NVA) and their guerrillas were an army that believed that "getting by without" is the highest virtue.
4.1	Communist Supply
All NVA and Guerrilla units are always in automatic supply. The only exception is artillery units for purposes of bombardment.
PRC and Soviet units are in supply if they can trace a path clear of enemy units up to ten hexes to a railroad hex, which in turn can trace a line of friendly undisrupted hexes to the north map edge. They are also in supply if they within five hexes of the northern map edge.
4.2	Communist Artillery Supply
In order to fire in a bombardment, all Communist artillery units must be stacked in the same hex as one of the mobile supply units. The supply unit must be expended to allow the artillery to conduct the bombardment.
NOTE: Communist artillery may engage in non-barrage land attack or defence if stacked with a friendly combat unit.  Supply expenditure not required.
4.3	Communist Supply Augmentation
If a Communist supply unit is stacked together with other friendly Communist land units (of any nationality), the supply unit may be expended and removed to increase the combat factors of EACH combat unit in the hex by 1. This works for either attack or defence.
4.4	Allied Supply Requirements
All Allied units are in supply if there is at least one friendly undisrupted and un-nuked port on the map and the units are not undergoing siege (see 9.3).
Airmobile units or units stacked with a transport helicopter cannot be placed out of supply due to siege though there must still be a supply port somewhere.
NOTE: The Thai holding box is considered a supply port when the THAI BASES strategy card is played. Pnomh Penh is considered a supply port if the CAMBODIAN COUP strategy card is successfully played and no Communist units are face up adjacent to the Mekong River between Pnomh Penh and the ocean.
4.5	U.S. Guerrilla and Special Forces Supply
All U.S. controlled Guerrilla and Special Forces units are always automatically in supply.
4.6	Allied Air Supply
Besieged units may be put into supply if the Allied player places a transport helicopter in the hex with the units
4.7	Out of Supply Effects
* Out of supply units cannot recover from disruption.
* Out of supply units may not conduct overrun nor reaction movement.
* Out of supply Allied units cannot make administrative movement. (See 6.51).
* American air units may not be based in South Vietnam if there are no ports friendly to the Allied side.
5.0	STACKING
Air and Naval units, Firebases and game markers do not count in unit stacking. Air units do count against air unit stacking. Naval units have no stacking value. All other units have stacking limits.
5.1	Land Unit Stacking
A player may have up to three land units of any size or type (including Communist supply) in a given hex at the end of his land movement phase. Only one side can have units in a hex, except during overrun or siege (see 6.7, 9.3). In those cases, both players may have up to three land units of their respective side in the hex.
5.1.1	No Losses due to Overstacking:
Units are never lost due to overstacking.
5.1.2	Overstacking and Defence:
If hexes are overstacked, only three units can be used in attack or Defence. All the defenders units in a hex can suffer combat effects if attacked, even if they retreated into the hex from a previous battle that phase. If units are retreated during combat into another friendly stack, and the new hex is overstacked, these units must continue to retreat (if possible) so as to immediately correct the overstacking.
5.1.3	Overstacking and Attack:
No units in an overstacked hex may attack!
5.1.4	Players Must Correct Overstacking:
As soon as units can legally move, enough of them must do so to correct the overstacking situation. Players are honour bound to do so.
5.2	Air Unit Stacking
Generally, one air unit can stack at an airbase. One helicopter can stack at an airbase, port, town, city, or on a friendly unit, and helicopters do not count for air unit stacking on an airbase.
In combat, up to two air units and two helicopter units can stack over a target hex. See 3.2 (Air Unit Basing) and 3.43 (Air combat stacking).
6.0	LAND UNIT MOVEMENT
Land units can make several varieties of move, depending on type. Victory in Vietnam is a highly interactive game, the non phasing player needs to remain alert during an opponents phase for opportunities to make Reaction Bombardment.
6.1	Tactical Land Unit Movement
Undisrupted land units may move up to the limit of their printed movement allowance, tracing movement from hex to hex and paying movement costs for each type of terrain entered. The unit with the least movement factor determines movement for a stack, although such may be dropped off and the stack may then continue movement. (See 3.8.1 for disrupted unit movement limitations and 6.13 for political limitations on movement.)
6.1.1	Movement and Terrain:
Movement costs are summarised on the Terrain Effects Chart. Terrain costs are cumulative only for crossing rivers; in all other cases use only the cost for the hex entered.
6.1.2	Hidden Unit Movement Factor:
All hidden units are regarded to have a movement factor of six, regardless of their printed movement factor.
6.1.3	Firebase Movement:
Firebases don’t do tactical movement. Instead, hey may be freely picked up and placed during Strategic Phase, in a hex with another un-besieged friendly unit or friendly garrison. This same procedure is used either for existing firebases or newly arriving ones.
NOTE: Reaction Movement is covered under separate rules (see 8.0).
EXAMPLE: A face-up stack of two NVA units, one an infantry with a movement of ‘6’ and the other an artillery with a movement of ‘4’, is moving from hex 1107 to hex 1007. Hex 1007 is a mountain hex across a river. The cost is 2 movement points to enter the hex and +1 movement for the river, as there is no road. Thus, it costs 3 movement points (or MP) to enter the hex. Because all surrounding terrain is either mountainous or across a river, it will cost 2 MP to enter any other hex. Thus, the infantry can move one more hex but not the artillery.
Players Note: If the stack was hidden the artillery could make the move, as hidden units all have 6 MP. This sounds incredible but it represents the known ability of the NVA to break units into efficient (and stealthy) march units and then move rapidly through the jungles. This is exactly what happened at Dien Bien Phu.
6.2	Reaction Bombardment
During enemy movement non-phasing players may attempt to bombard detected units as they move adjacent to friendly units or garrisons. The Communist player may not use artillery for Reaction Bombardment, but may use air units if they are in range (See 3.7 for Bombardment in General).
IMPORTANT NOTE: Reaction Bombardment is quite different from Reaction Movement (see 8.0) which takes place only after all phasing units have moved.
Units moving via Airmobile or Airborne movement may not be the target of reaction bombardment.
Units using Reaction Movement are subject to Reaction Bombardment.
Bombardment must occur before targeted, overrunning units enter a hex. Request the phasing player to stop movement so that reaction bombardment may be resolved. If any units are disrupted, the phasing player may not conduct the overrun. Disrupted units may not move further that player turn.
NOTE: Since Reaction Bombardment must occur before a unit(s) enters a hex, phasing player units which begin the phase adjacent to enemy units are not subject to it if they attempt an overrun.
EXAMPLE: a US Special Forces unit, the ‘SOG’, is hidden in Laos in hex 0910. A stack with the NVA 316 Infantry division and a supply moves adjacent in hex 1109 in preparation to attempt an overrun. The US does not need to attempt detection as face-up units are automatically detected. Before the NVA enters hex 0910 the US player announces reaction bombardment, and brings in an F105f to attempt to bombard the stack. He could have used more air units (assuming they are available) but wishes to hold some air in reserve for other fights. If the NVA stack survives the bombardment and is undisrupted, it may enter hex 0910 to attempt overrun.
6.3	Zones of Control
There are no zones of control in Victory In Vietnam. Instead, there are the detection and reaction mechanisms. (See 8.0)
6.4	Road Movement
Units that move along a road pay one movement point per hex and no additional costs for crossing hexsides, regardless of terrain.
6.5	Administrative Land Unit Movement
Provided a unit is not disrupted and does not conduct overrun, it may use administrative movement to increase its movement rate. If a unit or stack is detected while administratively moving and disrupted by immediate bombardment attack, it must immediately cease movement for the turn.
Terrain costs, detection, and reaction bombardment rules apply as normal.
6.5.1	Allied Administrative Movement:
Allied units must be supplied to conduct administrative movement (i.e., not under siege and with friendly ports).
* Mechanized type US and ARVN land units may move up to triple their printed movement when moved along roads or clear terrain.
* Mechanized units double their movement in other terrain. .
* All other supplied ARVN, Allied and US land units move at double the normal movement rate.
* Units using amphibious movement cannot use administrative movement that turn.
* Allied units making administrative movement may NOT overrun during the same player phase. They may make conduct set-piece land combat however.
6.5.2	Communist Administrative Movement:
All Communist units may move at double their normal printed movement factor in all terrain, hidden or face up.
* Remember that hidden units ALL have 6 movement points, regardless of type (thus, double equals 12).
* Communist units that move administratively CAN make overrun attacks and conduct set-piece land combat.
6.6	Communist Rail Movement:
Communist units which start on a rail hex (or off map in China) may move to any other point on that rail network without paying any mp’s to do so. They may make normal tactical or administrative movement thereafter.
They may not use rail movement to enter a disrupted city hex or cross a river hex side if a disrupted marker is on either side of the river on the rail.
They are susceptible to reaction bombardment.
Such units may freely combine this rail movement with other movement, including administrative movement, in the same Land Phase.
6.7	Overrun
Overrun is a function of movement, although resolution uses the same general procedures as land combat (see 9.0) with the following additions.
6.7.1	Targets
Land combat units may attempt to overrun enemy land units, firebases, and the garrisons of towns, cities, ports, airbases in a hex during movement.
6.7.2	Requirements:
Units intended to conduct overrun must begin the movement phase stacked together, be in supply and undisrupted. Overrunning units pay an additional movement point to enter the hex of enemy units they are attempting to overrun.
The non phasing player may attempt reaction bombardment prior to friendly units entering the target units hex if the overrunning units did not begin the phase adjacent to the target of the overrun.
6.7.3	Restrictions:
Stacks with armored units may only attempt overrun in a clear terrain hex. Mechanized units may only overrun in clear or jungle terrain.
Allied units using Administrative movement cannot conduct overrun – Communist units can.
There is no reaction movement during overruns, reaction movement occurs when all phasing player movement, including overruns, is complete. Thus, units targeted by overrun cannot slip away.
IMPORTANT - Overrunning units are considered automatically detected prior to entering the target hex unless the overrunning units started the turn adjacent to the target hex.
Thus in most circumstances, the enemy can conduct reaction bombardment on the overrunning stack prior to it entering the target hex, providing that the overrunning stack did NOT start the turn adjacent to the target hex (big hint on tactics here!).
Normal bombardment (see 9.1) as occurs in set piece battle as per 9.2 cannot occur prior to overrun, only reaction bombardment.
6.7.4	Support:
Supporting air, attack helicopter, artillery, and naval units can still contribute Close Support strength to the overrun assault for either side. Assign all supporting assets (air, helicopter, artillery etc) before the unit enters the enemy hex and before any hidden enemy units are revealed.
6.7.5	Ambush During Overrun:
If overrunning units enter a hex occupied by any hidden units, the defending player may immediately declare ambush combat. Conduct land combat as normal but with a +3 DRM to the defender’s roll.
6.7.6	Resolution:
Conduct overrun as per standard land combat rules (9.0) with the following modifications.
There is a -1 DRM to the attackers die roll.
Overrunning units that are successful in clearing the target hex may continue movement but may not make additional overruns, except exploitation (see 9.29).
If unsuccessful in clearing the target hex, the overrunning units retreat one hex, cease movement, and are all disrupted.
There is no limit on number of overruns by stacks containing armour other than available movement factors and that the overrunning units remain undisrupted.
NOTE: As most units are capable of Reaction Movement, they can either move out of set-piece combat situations or reinforce critical points. Since overrun happens during the phasing player movement phase, the defender is not able to take advantage of Reaction Movement. Overrun is a key tactic in Victory in Vietnam – this can’t be overstressed...
6.8	Amphibious Invasions
Moving land combat units from sea to any clear terrain coastline hex that does not have a friendly port is considered an amphibious invasion. Amphibious invasion is conducted during the land movement phase. Units that are in a port may move to sea and make an invasion the same turn. In the advanced rules, NVA PT boats can intercept invading units (see 12.5)
6.8.1	Requirements:
At least one marine unit must be included in any invading stack, thus, the Communist player may never make amphibious invasions (no marines).
Amphibious invasion costs no movement points, other than the terrain cost to enter the invaded hex. Units may move to a port prior to embarkation, but must have at least sufficient remaining movement points to enter the invasion hex. After landing, any remaining movement factors can be expended in tactical movement.
6.8.2	Restrictions:
Administrative Movement is not allowed for units using Amphibious invasion or transport.
The destination hex or hexes must be clear, except perhaps for cities, ports, or towns.
6.8.3	Amphibious Combat Resolution:
Amphibious invasion against an enemy occupied hex is treated as an overrun. FAILURE to successfully overrun defenders results in the loss of all attacking units.
EXAMPLE: The U.S. 26/5M Brigade (4-6) is in Danang along with the U.S. 25 Infantry division (7-6) and the 7th Fleet Surface Action Group. The ALLIED player, during his Land Movement Phase, decides to use them to support a ground incursion north of the DMZ. He traces movement along the 1400 hex row to hex 1409, then lands them in the vacant hex 1309. The stronger 7th Fleet unit accompanies the landing force and is available to lend support to the landing hex, if it were defended or if it faces counterattack later. After landing, the two units still have five movement points available in case it is desirable that they move further.
6.9	Amphibious Transport
Any undisrupted combat unit may move from a port to another friendly port hex or clear coastal hex containing a friendly unit. This costs no movement points. Such units may then continue movement using any remaining movement factors, as per normal movement including administrative movement.
6.10	Airborne Paradrops
To conduct a paradrop, airborne units must begin the turn on an airbase or arrive from off-map holding box. They may be dropped in any clear or jungle hex, and make tactical land movement afterwards.
Airdropped units that did not land in a hex containing enemy units have two tactical movement points left.
If dropped on an enemy occupied hex, treat the battle as an overrun.
If the drop is to reinforce a town under siege, there is no overrun, the paras automatically become besieged along with the garrison and defending units.
NOTE: there are five airborne units in the game: the US 82nd and 173rd, the ARVN Para, the Soviet and PRC units.
6.11	Airborne Transport
Supplied undisrupted airborne units that begin the turn in a friendly airbase or off the map may be flown to a friendly town or airbase. Simply pick them up and place them there. They may use tactical movement thereafter. This is another way new units might enter the game (see 11.2.2).
6.12	Helicopter and Airmobile Movement
Supplied undisrupted airmobile units (and also helicopters or infantry type units stacked with transport helicopters) may fly from the hex they are in to another hex within printed range of the unit. Terrain costs are ignored; movement is at the rate of one movement factor per hex entered. Ignore enemy units passed over.
Airmobile units do not require transport helicopters – they have their own indigenous transport. Note that Special Forces units are considered to have airmobile capability. Other infantry type units do require transport helicopters.
Airmobile units may land in enemy occupied hexes to conduct an overrun.
Undisrupted airborne and infantry units may be transported by the separate helicopter transport units in the game the same way as airmobile units, per the same rules for airmobile movement indicated above. The transporting units and helicopters must begin the phase in the same hex and remain together all the way to the destination hex.
US transport helicopters can move one division, while the ARVN helicopter unit can move either the special forces brigade, the para brigade, or one ranger unit.
Airmobile movement may be doubled using Administrative movement (see 6.5). Airmobile units cannot overrun if using Administrative movement
6.13	Political Limitations on Movement
Unless allowed by Strategy Cards, land units may only operate (move, attack, etc.) in certain countries.
6.13.1	Communist:
Viet Cong can operate in North or South Vietnam. They can move in Laos or Cambodia, but may not attack unless the appropriate Strategy Card has been played, activating those countries as a belligerent or unless the country has been conquered.
NVA can operate anywhere except China, however in order to attack anything in Laos, Cambodia, or Thailand either player must first play the appropriate Strategy Card - for example VIOLATE LAOS, (See 13.0).
PRC and Soviet units are limited the same as the NVA, except the PRC can always move in China.
Scenario instructions take precedence.
6.13.2	Allies:
ARVN, U.S., and Allied units have the same restrictions as the NVA except they may not enter North Vietnam until a Strategy Card is played.
Only Allied Special Forces may enter Laos, Cambodia, or North Vietnam but only in hidden mode. If revealed, they must turn face down a.s.a.p, and may not conduct ambushes.
Other units cannot enter these countries until allowed by card play.
6.13.3	Lao and Cambodians:
Cambodian and Khmer Rouge may never operate anywhere but in Cambodia
Royal Lao and Pathet Lao may never operate anywhere but in Laos.
7.0	HIDDEN UNITS AND DETECTION
These rules represent the best Communist tactical advantage.
7.1	Eligibility
Either player’s guerrilla units, Special Forces, and all NVA (not other communist!) infantry, armour, artillery, SAM and supply units may be hidden.
No U.S., PRC (Chinese), Soviet, or ARVN units, (except Special Forces, HM and MN guerrillas), may ever be hidden. Also, air units and the NVA ‘Air Defence Command Control’ units may never be hidden.
NOTE: the NVA Air Defence Unit must ALWAYS be face up on top of any given stack it is with.
7.2	 Hidden Unit Etiquette
Hidden units are treated as infantry for movement purposes and have a nominal movement of six movement points, which can be used for tactical or administrative movement. Hidden units remain hidden at the discretion of the owning player, or until detected.
7.2.1 Face up units on top of a stack: In a mixed stack of hidden and face-up units, the face-up units are always placed on top.
7.2.2 Units can enter the map hidden: New NVA or Guerrilla units can be placed on the map hidden.
7.2.3 Hidden units can occupy enemy town hexes: Units can remain hidden in the same hex as enemy towns without causing combat. Hidden units may not remain hidden in hexes with enemy units, cities, airbases or ports.
7.2.4 When to hide units: Face – up units may return to hidden status during the Disruption Removal sub-phase.
7.3	Detection Assets
Detection assets include the following; face-up land and naval units, towns, cities, ports, or airbases. Hidden units may not be used as detection assets.
Disrupted friendly units can still be used as a detection asset.
Face‑up units are automatically detected.
7.4	When to Detect Units
7.4.1	Commando sub-phase of the Strategic Phase:
This is done by either using the LRRP card (Allies only) or by rolling a single detection attempt against adjacent hexes to friendly detection assets which contains an enemy hidden unit or units (either side).
7.4.2	During Any Land Movement Phase:
* The Non - Phasing player can make a detection attempt instantly whenever a hidden phasing unit moves adjacent to any friendly detection asset. Stop the movement and resolve detection, and any Reaction Bombardment. Phasing units may continue their movement after (if able).
* One detection attempt can be made per adjacent hex entered by enemy hidden units.
* Detection attempts may also be made each time a hidden unit moves adjacent to a friendly detection asset during either Player Phase, including during Reaction Movement.
* Units that begin the movement phase adjacent to enemy units or facilities can move into such hexes to conduct an overrun without being subject to detection and Reaction Bombardment.
7.4.3	During Land Combat Phases
Detection attempts can also be made by the phasing player by his assets adjacent to stationary enemy hidden forces. This is done prior to ‘set piece’ Land Combat Phase combat, never prior to overrun.  It can also be done prior to executing bombardments by either player who has placed air units.  If a stack of units is being bombarded and then attacked on land, detection can be attempted twice against that stack.
Units not previously detected that attack or defend are automatically detected at the instant of combat (set-piece or overrun). Defending hidden units are flipped face up and get the Ambush combat +3 DRM.
7.5	Detection Resolution
To resolve detection, roll one die, add die roll modifiers, and refer to the Detection Results Table.
EXAMPLE: A stack of two VC units is moving from hex 1119 (jungle hex) to hex 1019(mountain hex) using Tactical movement. The town of An Loc, hex 1018, has a face-up NVA unit so is not a friendly detection asset to the Allied player. Tay Ninh, hex 1020, still has a friendly Allied garrison. There is also an ARVN Special Forces unit in hex 1120. Thus, the Allied player has at least one detection asset adjacent to hex 1019. The Allied player rolls a die and consults the Detection Results Table. The die roll is a’7’; two is deducted because the VC is entering a mountain hex but one is added for the ARVN Special forces. The final result is 6 – the stack is detected and both VC units are turned face up. The Allied player may now decide whether to make a reaction bombardment strike.
7.6	Duration of Detection
Detected units must remain face up until their next friendly player disruption removal phase. If not besieged and eligible, they may then be turned face down at the discretion of the player.
8.0	REACTION MOVEMENT
During the enemy Reaction Movement step, the non-phasing player is allowed to react to enemy actions prior to combat by moving one hex (or half movement, if Airmobile type). Units are free to react even if they are not responding to a threat situation.
There is no reaction movement in overrun situations as overruns are resolved before reaction movement.
IMPORTANT NOTE: Reaction Movement is different to and independent of Reaction Bombardment (see 6.2, 9.1.4).
8.1	Units Eligible for Reaction Movement
Only supplied and undisrupted land units of the types stated below may use reaction movement.
8.1.1	Allied Side Reaction Eligibility:
All Special Forces, guerrilla, US, ROK, THAI, and ANZAC land units, and all ARVN elite (rangers, marines, airborne) units may use reaction movement.
Firebases, non-elite ARVN units, most Cambodian units (except the airmobile unit) and all Lao units are ineligible for reaction movement
8.1.2	Communist Side Reaction Eligibility:
Except as noted, most NVA, PRC and Soviet units as well as all Communist guerrilla units may react.
Hidden Communist armor units that react are turned face‑up.
Communist artillery units may not react. They may not move, nor fire reaction bombardment.
8.2	Standard Unit Reaction Movement
Any friendly, undisrupted units may perform reaction movement. They do not have to be adjacent to enemy units to react. Reacting units move one hex, unless moving by airborne or airmobile movement. Place ‘Reaction’ chits in hexes they moved from (if required for attacker to plot later advance).  The terrain to be entered must be of a permissible type for the unit. Units may move into a hex that is likely to be attacked – this is a key tactic.
The hex to be entered need not be a battle hex nor even contain any units or facilities of either side.
Overruns are not allowed as part of reaction movement.
Standard reacting units may not enter hexes occupied by enemy units (exception: airmobile and airborne movement in besieged situations). Nor may they enter undefeated enemy towns, ports, cities or airbase garrisons.
Detection attempts may be made against hidden reacting units.
Units using Reaction Movement are subject to detection and reaction bombardment if detected. Reaction fires must be resolved against these prior to entering the hex they are moving into (see 6.2, 9.1.4).
8.2.1	Airmobile Reaction Movement
Units eligible to use airmobile transport may move up to half their printed movement range, per the rules of airmobile transport (see 6.12). If unsupplied, they may only move a fourth their printed movement. They may land on hexes with besieged towns, cities, ports, airbases or units.
8.2.2	Airborne Paradrop Reaction Movement
Airborne units eligible to move via airborne paradrop may do so, and like airmobile units airborne may land in a besieged hex. This does not cause overrun combat, and the airborne unit is henceforth considered besieged. (See 6.11, 9.3).
8.2.3 Reaction Markers: Place one of these in any hex entirely vacated by reaction movement, and which do not have facilities with garrisons. The arrow can face any hex exited by such reacting units. Eligible enemy units may exploit into these hexes (see 9.2.9)
8.3	Allied Reaction Table
This table is only used in certain circumstances. The rest of the time it is ignored.
There are three Strategy Cards which, if played, place limitations on Allied reaction. These cards are TET, EASTER OFFENSIVE, and ALLIED MORALE. The first two cards require the Allied player to roll on the turn the cards are played on the table. The third, ALLIED MORALE, requires the Allied player to roll every turn thereafter, for the rest of the game. Note that if the EASTER OFFENSIVE card is played and the ALLIED MORALE card is already in effect, there is no additional effect.
The result given is the number of land combat units the Allied player may make reaction movement with that turn. In all other situations there is no limit on how many units can make reaction movement.
9.0	LAND COMBAT
While overrun combat happens during movement and standard set-piece land combat happens during the land combat phase, both are resolved according to the same procedures of land combat.
Overruns happen immediately as units enter the enemy hex – do not wait for other movement before resolving overrun combat.
For set-piece battles, resolve one at a time, completing in order; bombardment, land combat, and exploitation for a given battle before going to the next battle.
Artillery units can be used to bombard from adjacent hexes OR support Land Combat, including overrun when moving with the overrunning stack. They may do both the same combat phase. Bombardment results do not affect attacking artillery, though Land Combat may.
9.1	Bombardment Prior to Land Combat
Bombardment procedures are described in rule 3.7. Target facilities such as cities, airbases, ports and bridges can only be bombarded during the Strategic Phase. Units may be bombarded during both the Strategic and the Land Phase.
IMPORTANT NOTE: Target hexes of bombardment do not necessarily need to be attacked by land combat afterwards.
* During the Land Combat Phase, the phasing player conducts all his bombardments first, using any eligible artillery and any desired air and naval (including riverine) units. Units to be bombarded do not have to be adjacent to your own units, and bombardment may be thus be the only type of attack used against a hex.
* Next, the non‑phasing player conducts his bombardment.
* Disrupted artillery units (either side) cannot bombard.
9.1.1	Communist Bombardment Limitations
When the Communist is the non‑phasing player, he may not use his artillery to bombard. His air units must be within the range stipulated by the scenario to be eligible.
When the Phasing Player, each hex with bombarding artillery units requires the expenditure of one supply unit. Communist artillery may also add strength to ground attacks during Land Combat without expending supply.  (Note deletions here)
9.1.2	Air and Helicopter Unit Bombardment
Air units attacking hexes in range of enemy air Defences must first undergo air Defence combat (see 3.10, 16.0). Helicopters are exempt from air combat. B-52’s may not bombard cities in South Vietnam or Cambodia.
9.1.3	Bombardment Procedure
See 3.7 for the procedure. There are no retreats.
9.1.4	Reaction Bombardment
Reaction bombardment is always done by the non-phasing player against face-up (i.e., detected) MOVING enemy units. Reaction bombardment is simply an attack made against detected moving enemy unit(s) These must be adjacent to a friendly unit, town, port, city, or airbase. Follow the same procedure as for bombardment (see 3.7)
9.1.5	Allied Artillery
Allied artillery does not require supply unit expenditure. Further, Allied artillery may bombard during either players Land Phase, the Strategic Phase, and participate in Reaction Bombardment. Allied artillery may add strength to normal land combat. Some Allied artillery may make reaction movement, however Firebases may not. Firebases may only be moved during the Allied Available Unit Entry Phase.
9.2	Land Combat
Land combat is of two types; overrun (see 6.7) and Set-Piece Battles. Both use the same combat procedure.
9.2.1	Set-Piece Battle
Undisrupted land combat units that end their movement adjacent to enemy land units, may conduct attacks against such units. Attacking is voluntary; not all units need attack.
9.2.2 Overrun: Overrun is conducted using the same
procedure as set piece battles, though attackers must enter the defenders hex and there are some extra DRM’s. Only one stack may make a given overrun attack – other adjacent units take no part in the combat (see 6.7).
9.2.3	Ambush During Set-Piece Combat:
Ambush occurs when attacking a hidden unit or units, even if there is only one such unit in a stack of face up units. The effect is a +3 DRM to defenders die roll.
9.2.4	Battle:
* Only one hex can be attacked in a given battle.
* During set-piece battle, as many stacks of attacking units as can be brought to bear may attack. the target hex.
* During overrun, only the overrunning stack may attack.
* Attacking and defending units may fight only one battle during the combat phase.
Attack Strength: Turn any hidden attacking units face up, including any artillery. Add combat factors together. Add in supporting close air support including attack helicopters, artillery (firebase, mobile artillery and naval units), plus modifiers and calculate total attack strength.
Guerrilla Attack Coordination Limitations: A maximum of three guerrilla units may attack in a given battle. These may combine strength with other conventional units.
Supply counters may be expended to support the Communist attacker. (See 4.3)
Defence Strength: Turn all hidden defending units face up. Combine the combat factors of all defending units (including artillery) stacked in the attacked hex. Add the strength points shown in the Terrain Effects Chart for the terrain type occupied by the defender to the total of his units. Terrain effects are cumulative, except for standalone garrisons (see below). Add any Defence strengths of towns, ports, cities or airbases. Add any other modifiers (see the Land Combat Results Table for list).
Supply counters may be expended to support the Communist defender. (See 4.3)
Close Support: The attacker and defender may add close support to a battle. Any air, naval, or helicopter units with a combat value and within their respective ranges can give close support by adding their combat support strength to the strength of involved land units (see 3.7).
B-52’s may not provide close support in city hexes in South Vietnam or Cambodia.
9.2.5	Garrisons
Friendly towns and airbases have intrinsic garrison strengths of 1, ports have an intrinsic garrison strength of 2, and cities have a strength of 3.
NOTE: the term ‘friendly’ means a town, city, port or airbase that began the scenario controlled by that side and which is not currently occupied by enemy units...
In hexes with more than one facility, use only the single strongest facility garrison strength.
Garrison strengths under attack without other friendly land units in the hex receive no terrain modifiers.
Garrisons in conquered hexes are not considered ‘friendly’, and the hex must be garrisoned by a face-up combat unit in order to prevent the garrison from reasserting control.
9.2.6	Combat Resolution Procedure
Each player combines together the combat strength of all their units, including close air support, helicopters, artillery, firebases, naval surface units and riverines. The defender adds to his strength any terrain modifiers and DRM’s. The attacker adds or subtracts DRM’s from his total.
Both sides roll one die and add the result to their total attack or defense strength.
Compare the final attacker total to the final defender total and determine which is the smaller. Subtract the smaller number from the larger to come up with the combat differential.
The player with the higher number checks the Land Combat Results Table, looking in the ‘Die Roll’ column to find the combat differential. Cross reference to the ‘Result’ column and apply the results to the losing player. If both players' numerical result is equal, the result is a draw.
Losses are taken first, then disruptions. The winner decides which unit to eliminate except if there are helicopters on the losing side, in which case the first loss must be satisfied by removing a helicopter. If there are more disruptions than remaining units, surviving units may only have one disruption placed.
Sometimes disruptions must be placed and there are units that have been previously disrupted. If there are no other units that don’t already have a disruption, a unit or units (depending on how many disruptions the Result calls for) is eliminated.
Helicopters, artillery, firebases and riverines can be used to take losses or disruptions by an owning player, though air and other naval units cannot.
NOTE: Garrisons are not units per se and cannot be used to satisfy losses.
9.2.7	Retreat
A losing defender MUST retreat if all his units in a hex are disrupted or if there were ANY friendly unit losses. The defender may also retreat voluntarily. Undisrupted units in a hex with a firebase, town, or city may opt to remain in place and be besieged.
Retreating units must move to an adjacent permissible hex not occupied by enemy units. Inability to retreat when required results in elimination of all units in the losing stack.
(Allied player – see 9.3; Siege). Losing attacking units do not have to retreat, unless the combat was an overrun and the defender was not eliminated, retreated, nor placed into siege (see 9.3). Losing overrunning units retreat to the hex they entered from, or are eliminated if that is not possible.
9.2.8	Advance
Attacking units only may advance into an enemy vacated hex. If an enemy garrison remains in the hex after defending units retreat, winning units may still advance. In this case, the garrison is considered destroyed.
Advance may also happen if the enemy vacated the hex by reaction movement, but in this event the advance can only be done after all other combat is resolved.
Units unable to advance after losing the overrun combat of an amphibious assault are eliminated
9.2.9	Attacker Exploitation and Second Combat by Armor, Mechanized and Airmobile units
If any set-piece battle ends in the retreat or elimination of defending units from a hex, up to one stack (1 – 3 units) of attacking units may immediately enter the vacated hex, at the owning player’s discretion. Disrupted units may not participate in exploitation and are ignored when checking if the stack is eligible for exploitation.
If this exploiting stack contains at least one airmobile unit or the hex is clear terrain without a city, and contains an armored, mechanized, or armored cavalry unit, that stack may immediately enter a second hex.
Stacks containing an armored unit may then make one additional attack against any adjacent defender hex (which must be a stack armor can enter), resolved normally. Thus, such a stack can make an attack, exploit into the defender’s hex, and attack again once.
Finally, eligible units adjacent to hexes containing a ‘reaction’ marker may enter those hexes.
NOTE: Units advancing into hexes vacated during reaction movement must stop in the vacated hex; there is no exploitation in this instance.
EXAMPLE: A U.S. 7-6 infantry division (the 25th) is attempting to overrun two hidden VC units in Jungle terrain. The Allied player assigns a B52 and an F105f units to support the attack, using their bombardment factors of 5 and 2 respectively for close support. After the Allied player has assigned all desired support, the VC units are flipped face up. There is a 2-7 regiment and a supply. The Allied attack strength is therefore 7(div) + 5(B52) + 2(F105f) - 1(overrun modifier) + Allied die roll (in this case, 4) = 17. The VC decides to burn the supply. VC defence strength is; 2(guerrilla) + 1(supply) + 3(ambush modifier) + 2(jungle) + the Communist die roll of 6 = 14.
The Differential is therefore 17(Allied) – 14 (Communist) = +3 (in the Allied favour).
On the Land Combat Results Table the result is one unit disrupted. Since the supply has already been removed, the VC unit must be disrupted, and is therefore automatically retreated. The U.S. air units have been used for the Phase and are returned to base. The 25th Division can continue moving if it has movement points remaining. As it is neither Airmobile nor is there Armour involved, there is no exploitation movement or combat.
9.3	Siege
There is but one siege marker and thus only one siege may occur at a time. Only the Allied player may put his units into a siege situation. If other siege-like possibilities occur during the siege, the Allied units must take their lumps without siege as an option. (Two major battles only come to mind as sieges during the war; Khe Sanh and An Loc).
9.3.1	Allied response to overrun:
If the Communist attempts an overrun AND the Allied player’s unit(s) are in the same hex as a town, city, port or firebase, the Allied can evade combat by declaring a siege exists.
9.3.2	During set piece battle:
A siege can also be declared during set-piece battle if the defender loses AND he has undisrupted units in a hex with a firebase, town, port, or city.
9.3.3	Procedure
Place the Siege marker on top of the hex. The movement of the overrunning (or advancing) Communist stack ends for that turn.
Opposing units remain stacked together in the siege hex until the siege is broken, the attacking player moves his units out, or the defenders are eliminated.
The besiegers may freely move units into or out of a siege hex, while defenders may only enter reinforcements via airmobile movement or paradrop. Units in siege hexes are out of supply unless air resupply is used (see 4.6).
Units in the Siege hex may attack only enemy units in the siege hex, using set-piece land combat methods. Overruns are not allowed. Only artillery in adjacent hexes, air, naval, or in-range artillery may assist battles in Siege hexes.
Besieged Allied units forced to retreat in a set-piece battle are eliminated. (a Dien Bien Phu like surrender!)
10.0	INTRODUCTORY SCENARIOS
(See Scenario Folder)
11.0	REINFORCEMENTS / REPLACEMENTS
Units made available in a given scenario and units destroyed or withdrawn on previous turns form a common pool of units, known as the Available Box. Players may select units from this box to bring onto the map during the available unit entry portion of the Strategic Phase. Unit arrival instructions, locations and stacking restrictions must be followed when placing units on the map. Certain sets of units only become available when certain Strategy Cards happen. For example, SOVIET AID will transfer air, armour, artillery, and SAM units to the Available Communist Unit box.
Units are drawn from the available box and placed on the map at a player's discretion. The Allied player has to pay victory points for losing certain units or for bringing them onto the game map (see Victory Point Schedule).
11.1	Communist Available Unit Entry
The Communist player has several sources for reinforcement: recruits, guerrillas, Soviet aid and Chinese aid.
11.1.1	NVA Recruits:
One infantry type unit plus one supply unit can be taken from the available box for each friendly, undisrupted and un-nuked city in North Vietnam (i.e., 1 Infantry + 1 supply for Hanoi and 1 Infantry + 1 supply for Haiphong).
These units are placed in or adjacent to the respective cities as the Communist player sees fit, within stacking limits.
If neither city can produce, the NVA still receives one infantry unit, which may be placed in any friendly controlled hex in North Vietnam not adjacent to enemy units. In this situation, no supply units may be taken except via Chinese aid.
See 11.1.9 for effects of mining Haiphong harbour.
The NVA PT boat can only be replaced if lost in the ‘Hot War – 64’ scenario, when it actually represents PRC units. Otherwise, it is permanently removed if destroyed.
11.1.2	Basic Game Air Defence Strength Increments:
When using the basic air rules, increase the NVA air Defence strength by one each turn if either Hanoi or Haiphong are friendly and undisrupted and Soviet aid is in effect. (see 3.5).
11.1.3	Soviet Aid to the NVA:
Soviet Chinese aid is initiated by strategy card play.
After successfully initiating Soviet Aid, add the first block of Soviet aid units on the Setup card to the Available Communist Units box. Every Spring turn thereafter; add the next block of units.
Soviet aid arrives at rate of one unit per turn while Hanoi and Haiphong are friendly and undisrupted and Haiphong un-mined. Units may be of any type from the Available Communist Units box.
If either city is disrupted or nuked or captured (or mined, for Haiphong – see 11.1.9) Soviet aid arrives at the rate of one unit every other turn. New blocks of units still arrive in the Available box.
If both Hanoi and Haiphong are captured, mined, nuked and / or disrupted, no Soviet aid arrives.

NOTE: It is not mandatory that the Communist player take these block units (air, armour, artillery and SAM); he is able to bring on infantry as well. Soviet Aid is the only way additional units of air, SAM, artillery or armour types become available.
11.1.4	Chinese Aid to the NVA:
Chinese aid is initiated by strategy card play.
Once successfully rolled, Chinese aid allows one additional unit of any type to be taken each turn from the available pool, within the limits described below.
The NVA reinforcement unit enters via rail movement into North Vietnam by crossing the Chinese border and moving south on the rail as far as a city, except air units which arrive at any NVA controlled airfield or held off-map in China.
At least one rail path must be friendly and undisrupted between the border and Hanoi or Haiphong or the unit does not arrive.
11.1.5	Chinese Available Unit Entry:
The CHINESE ENTRY Card must be played successfully to bring full Chinese Entry. When Chinese army units are available, they initially set up along the border of North Vietnam in Chinese hexes. One block of Chinese troops arrive the first turn, and the others one and two turns later respectively. Air units (if using the optional air game) and the airborne division may be deployed to on-map airbases (including captured Allied airbases) or held off map.
PRC units which are destroyed are returned to the available pool after a two turn delay. Four units per turn can then be selected from the available box in addition to any PRC units just arriving from the Setup card.
11.1.6	Soviet Available Unit Entry:
The SOVIET ENTRY Card must be played successfully to bring full Soviet Entry in the Campaign Game. Place both Soviet land units in or adjacent to Hanoi the turn of Soviet entry into the war. Air units may set up in friendly airbases or, if China has entered, off the map.
There are no Soviet replacements; remove destroyed Soviet units from the game.
11.1.7	Guerrilla Unit Arrival:
In general, guerrilla reinforcements arrive in any hex of the country of their respective nationality that is unoccupied by enemy units, towns, airfields, ports, or cities.
Viet Cong: Three Viet Cong guerrilla units are available each turn. After the NVA player plays his TET card, only two VC units are available per turn. The allied PHOENIX program card may also cause limitations.
VC units are brought on in any hex in South Vietnam not occupied by Allied units, a town, city, airbase or port. If North Vietnam is invaded, VC units may also enter there.
Pathet Lao: One Pathet Lao guerrilla unit is available per turn, and is brought on per the same restrictions as VC. PL guerrilla units may only enter in Laos.
Khmer Rouge: One Cambodian Khmer Rouge guerrilla unit is available per turn after Cambodian neutrality has been nullified by play of either the CAMBODIAN COUP, or INVADE CAMBODIA Strategy Cards. The one KR unit that begins the game is automatically replaced but only one KR unit may be on the map prior to loss of Cambodian neutrality.
11.1.8	NVA to Guerrilla Conversion:
Each turn, NVA units in South Vietnam may convert into VC guerrilla units. The procedure is to remove the NVA unit to the Available Box and replace with two VC of any strength.
Each turn, one NVA unit in Laos may convert into two Pathet Lao guerrilla units.
The NVA may never convert into Khmer Rouge.
11.1.9	Effects of the Mining of Haiphong:
If Haiphong is mined (this is done by playing the MINE HAIPHONG Strategy card and placing the ‘Mined’ marker), the NVA player loses one reinforcement and one supply unit from what he would otherwise receive each turn (see also 11.1.3).
This lasts until the marker is removed by play of the ‘CEASEFIRE’ card. The lost reinforcement can be of any type the NVA is eligible to receive in a given turn, at the discretion of NVA player.
EXAMPLE - Communist Unit Arrival. It is the Spring of 1967. First, both NVA units in the ‘Available Spring 1967’ box on the Setup Chart are Division and Supply unit). Also placed is box 3 of Soviet Aid units (Soviet Aid was rolled in Summer 1965, therefore box 2 arrived in Spring 1966. Next, the NVA player takes new NVA units, as allowed. Both Soviet and Chinese aid are in effect, and Haiphong is mined. Hanoi is ok.
In this example, Haiphong was mined during the Summer 1966 turn. Because of 11.1.3, Soviet Aid arrives only every other turn. So, there was no aid in the Fall 1966 turn, and there is aid now because it arrives ‘every other turn’. The NVA player takes a ‘2’ strength SAM unit (advanced air rules are in effect) for his Soviet Aid ration, and a 5-6 Infantry division (the 324th) destroyed previously plus one Supply unit for Hanoi’s allowance. For the Chinese Aid, he takes the ‘B-5’ Infantry Division. All units arrive in hexes adjacent to Hanoi except the B-5, which must enter on a rail hex adjacent to the Chinese border as per 11.1.4.
In Laos, he adds a 2-7 PL unit (in hidden mode) and nothing in Cambodia, where the only KR unit is still on the map. In South Vietnam, he takes three VC units (one 3-7 and two 1-7’s) and converts one NVA Infantry Division (the 341st Infantry) into two 2-7 VC units.
11.2	US, ARVN, and Other Allies Available Unit Entry
Newly available units and previously eliminated units are placed in the Available Allied Units box according to the Setup card and play of various Strategy Cards. Units withdrawn due to VIETNAMIZATION or CEASEFIRE are set aside and are out of the game, unless the Allied player plays the US RECOMMITS GROUND TROOPS card.
11.2.1	Port Restriction on Allied Land Unit Entry:
At the start of the ‘Westmoreland’s War’, ‘Hot War ‘64’, and any of the ‘Campaign scenarios’ only two ports are available. These ports are Vung Tau and Da Nang. Thus, only two Allied divisions can enter via ports in the initial turns.
NOTE: Three Brigades = 1 Division for this purpose.
In Spring 1966, Cam Ran Bay becomes active as a third port.
When the THAI BASES card is played, the Thai port capacity becomes available. Units do not have to enter play through Thailand, (the port capacity impacts everywhere, and all new units can come in via one port or spread over all ports), although they could if Thailand has been invaded or become an active belligerent.
Design Note: The underdeveloped ARVN port capacity was historically a major limitation on the speed of the American buildup.
11.2.2	Reinforcement via Strategic Air Mobility:
One U.S. airborne or airmobile unit may enter South Vietnam per turn in any friendly airbase rather than using Port entry. This does not count against Port Capacity.
11.2.3	Reinforcement via Amphibious Mobility:
Marine units can arrive on the map by conducting an amphibious invasion using amphibious transport (see 6.9) directly from the Available Box.
This special case takes place during the Land Movement Phase instead of the Strategic Phase (keep the Marines at sea with the Carriers until they invade).
11.2.4	Air Unit Reinforcement Entry:
Air and helicopter units (U.S. or ARVN) may arrive in any friendly, supplied, undisrupted air base. Port entry restrictions do not apply to such units.
Air units shot down during the immediately preceding Strategic Bombing Phase must enter with their ‘Strat Flown’ markers and may not fly missions in the Land Phase.
NOTE: Guam may base up to two B-52’s. Three of Thailand’s four airbases are not available until spring 1967.
11.2.5	Air Unit Modernization:
The Allied player may opt to swap one air unit for another. This is typically done so that less capable air units may be removed to make room for better units. Air units thus removed are out of the game permanently.
11.2.6	Aircraft Carrier Entry:
CV units (including their affiliated air units) are placed on the main map at sea.
11.2.7	ARVN Available Unit Entry:
New ARVN land units can arrive in a friendly city or port in South Vietnam at the rate of one division per controlled city (maximum two – Saigon and Hue) per turn. Again, three regiments count as a division for this purpose.
ARVN air units arrive per air basing limitations, at airbases in South Vietnam.
11.2.8	Cambodian and Lao Available Unit Entry:
A maximum of two Cambodian and two Lao units may arrive on turns that the particular country is controlled by the Allied side. There are no reinforcements for either nationality unless they are controlled by the Allies.
Cambodian units may arrive in any friendly city in Cambodia
Lao units may only enter in Vientiane.
11.2.9	Pro-US Guerrillas:
The MN (Montagnard) unit may enter from the available box and is placed on top of a U.S. Special Forces unit in or as near as possible to hex 1115 (Kontum).
The HM (Hmong tribesmen) guerrilla unit may enter from the available box to any unoccupied mountain or jungle hex in Laos but must be as close to hex 0806 as NVA unit locations allows.
11.2.10	Vietnamization Card Effects:
After Vietnamization, the Allied player can still bring in U.S. air and naval reinforcements and replace any Special Forces currently on the map. The limitation is that all ARVN air units must be brought in and based in Vietnam before U.S. air units are based. If card ‘Thai Bases’ has not been played, only one airbase is available there.
To remove units due to Vietnamization, simply pick them up from the map – As many US/Anzac/ROK/ThPi units can be removed in a turn as there are available ports. Each U.S. or Anzus unit earns 1 VP, regardless of size. Other units earn nothing, but the NVA player can force their removal via negotiations/ceasefire.
11.3	U.S. and Allied Unit Victory Point Cost
Players are not restricted to the historical buildup pattern, any number of American or Allied units may be taken in a given turn, providing;
A). Victory points are expended per the Victory Point Schedule and
B.) The entry limits on various types of units is observed.
ALLIED UNIT ARRIVAL EXAMPLE: It is the Fall turn of 1965. There are several units in the Available Box, most having gotten there from placing blocks of new units from the Setup Card plus some units killed in action. Because of the increasing Communist threat, the Allied player elects to bring on as many units as possible.
First he brings in 2 ARVN units – the 21st and 22nd Infantry divisions – this costs –1 VP. These he places in Hue, Saigon, and he also brings in one ARVN A1E at no VP cost. If a third ground unit were available he could have brought it in with no additional vp cost too, but none were.
Next, The American 1st Infantry division and 3 smaller units (the ANZUS, and ‘CCC’ Special Forces plus a Firebase) are brought in via Da Nang and Vung Tau. The Brigade-size units go to Vung Tau and the 1st Infantry, Da Nang. The 173rd Airborne Brigade is then flown into Tan Son Nhut airbase via strategic air mobility. Altogether, these new units cost –2 VP (-1 VP for 1st Division and –1 VP for the three Brigade-size units).
Finally, the last Marine Division in the Available Box lands via amphibious mobility in hex 1211, to block a prospective NVA move during that players land turn. This costs –1 vp also, for a total of –4 VP worth of new units.
12.0	NAVAL OPERATIONS
American naval superiority in the South China Sea was of great strategic significance in the conflict. Communist amphibious operations were not extensive but nonetheless of some importance, certainly as a harassment.
12.1	Large Warship Naval Movement
During the strategic phase and again during the friendly land movement phase, the 7th Fleet aircraft carriers (CVs), and the surface action groups (Seventh Fleet and New Jersey) can move freely to any all‑sea hex on the map. There is no movement limit, however the owning player must show the path of hexes the unit is moving on to determine if naval combat can take place.
12.2	Carrier Operations
The aircraft carriers (CVs) in the game represent naval battlegroups with one to two carriers and various escort vessels. Each CV is a base for one CV air unit. The air unit may alternately be based on land, but as there is a shortage of airbases plus vulnerability to raids, this typically would be an inefficient use.
Design Note: In the campaign scenario there is a potential victory point cost for having more than three CV’s on the map at one time. This represents the challenge the Americans had of spreading their naval resources globally while concentrating for a hot war.
Treat carriers as an airbase; one naval or marine air unit may base from a carrier. This includes Marine helicopters.
Carriers may not be used to bombard coastal hexes. Carriers can be stationed in any all sea hex. Historically, they were at sea Southwest of Haiphong in an area referred to as Yankee Station.
Carriers may only be attacked by air bombardment attack or strategic nuclear strikes. Air units aboard a carrier under attack may be used in defense when using the advanced air rules (there are no Communist air units in the basic air rules).

12.3	Shore Bombardment
The battleship New Jersey and the 7th Fleet Surface Action Group may conduct shore bombardment and close support of land combat in any adjacent coastal hex. They may also be used to detect Communist land units. Naval units, unlike air units, may bombard during the Strategic Phase and both players Land Phases; they stay on station throughout the turn.
12.4	Riverines
12.4.1	Movement
The US and ARVN riverine units may move an unlimited number of hexes along any river or sea coast hex‑side in South Vietnam or Cambodia (when no longer neutral). Riverines may not enter an all-sea hex nor any land hex that is not adjacent to a river. They must stop movement when adjacent to an enemy occupied hex.
12.4.2	Combat
Riverines contribute their strength to any units they are stacked with during land combat, including overruns. They do not count against the stacking limit. If alone in a hex, they may be attacked as a land combat unit.
Only face-up Communist units can enter the same hex as Riverines.
Riverines cannot be overrun; instead they retreat if alone in a hex with Communist units as a result of movement or any form of combat.
Riverines can be selected as combat losses or be disrupted.
12.5	NVA PT Boats
Though not a large force, the NVA PT boats did play a role historically and would have been a factor in any invasion of North Vietnam by the United States and its allies.
The PT boat unit can be deployed hidden and can be attacked in their base hex by air units.
The NVA PT boat cannot be used for shore bombardment or close support.
The NVA PT boat bases in any coastal hex of North Vietnam and may move up to five hexes from there. Mines in Haiphong harbour do not affect the PT boat.
Whenever Allied naval units, including amphibiously transported land units, move to a coastal hex or an all‑sea hex within range of the PT boat unit, the NVA player can request such movement be halted temporarily. He can then move his PT boats to attack.
The NVA PT boat can only be replaced if lost in the ‘Hot War – 64’ scenario, when it actually represents PRC units.
12.6	PT Boat Naval Combat
Immediate combat is mandatory when NVA PT boats move adjacent to enemy warships or at‑sea land units or air units attack PT’s or US naval units. Combat against US CVs is not allowed. PT Bombardment of land units or combat support of land battles is also not allowed.
Naval combat uses the same procedure as combat between land units (see 9.2). Players may assign naval gunfire, air, and attack helicopter units to increase their combat strength. Roll one die and consult the Land Combat Results Table.
Disrupted results against ships are ignored, except against amphibious land combat units, which must return to their home port.
12.7	Attacking Units at Sea
Warships, riverines, pt boats, and land units using amphibious transport are subject to air or pt boat attack whenever they move within range of enemy combat assets capable of attacking them. Such attacks are at the discretion of the opponent. The opponent must call ‘stop’ to such a unit(s) in a particular hex, then conduct combat immediately.
* US warships (carriers, the 7th Fleet and the New Jersey) are invulnerable to Communist land and artillery attacks.
* PT boats and / or aircraft may attack the 7th Fleet, the New Jersey or land units moving amphibiously, but may never attack carriers.
* Aircraft carriers can only be attacked by land based aircraft.
* PT boats and can be attacked by air units and/or the 7th Fleet or New Jersey.
* Riverines can be destroyed in ground combat or by air attack, but not by PT attack.
EXAMPLE: The U.S. 7th Fleet Surface Action Group (S.A.G.) is moving to bombard hex 1307 in North Vietnam. The NVA player requests it cease in hex 1409 so he can send in his PT boats. This is within the extreme outside of the PT’s five-hex range, as measured from its current base in Haiphong. The PT is placed in hex 1408. The Allied player commits the Marine air unit with its bombardment strength of 2 to support the S.A.G.
Combining the bombardment strength of the S.A.G. (2) with that of the Marine air (2) gives 4, vs 0 for the PT boat. Both players roll the die. The Allied rolls a 1, which is added to his bombardment strength for a total of 5. The NVA player rolls a 9; the Allied result of 5 is the smaller and is subtracted from the NVA 9 for a final result of 4. Consulting the Land Combat Results Table, a result of 4 yields one disruption. Since disruption results against ships are ignored, the Allied units proceeds on their way (air returning to base) and the PT goes back to Haiphong.
12.8	NVA Supply Transport & Market Time
One NVA supply counter per turn may move amphibiously from any North Vietnamese town or city to any coastal hex in South Vietnam or to hexes 0323 or 0324 in Cambodia via a contiguous path of coastal or sea hexes. The supply unit must conduct this movement face-up, and is thus automatically detected until it reaches the destination hex.
On arrival it may be flipped to hidden status and may then move normally to their full tactical movement factor.
Amphibiously transported supply units may never enter a hex with any Allied units. If they move adjacent to any Allied naval unit (including Riverines but not land units using amphibious movement), they can immediately be attacked by reaction bombardment, see 9.1.4.
Players Note: Market Time was the code name for the USN and Coast Guard supply interdiction operation in the Chinese Sea.
13.0	STRATEGY CARD PLAY
Both sides have a selection of Strategy Cards representing various options. These comprise a large array of commando actions, political gambits, and so on.
Certain cards are only available in certain scenarios or must be played at certain times. This information is given in the scenarios or on the cards.
13.1	Cards Face Up or Face Down
At the start of a game, cards used in that scenario are deployed on the table. Certain cards, the one with the ‘face’ symbol, must ALWAYS be face up when on the table, all other cards on the table must be placed face down (reflecting strategic intelligence, or lack thereof).
13.2	Card Draw
During the Strategy Card Draw step, each player can select up to four cards from those available, tossing out or keeping any he may have in hand from the previous turn. Any cards desired can be selected; there are no random card draws.
The Allied Player always draws all of his or her cards first, followed by the Communist Player. This is another reflection of the relative advantage in intelligence had by the NVA.
NOTE - Some cards have prerequisites before they can be played. These can still be chosen and held in hand but only played providing the prerequisites have been met.
No more than four cards may be in any players’ hand at this time. Cards in one’s hand are held so the opponent does not see what they are, though obviously it will be apparent when a face-up card has been picked up.
NOTE: the Global Nuclear War card comes into action only via mechanisms described on other cards and can not be played voluntarily. It can remain on the table at all times.
Players Note: keep in mind that an important aspect of card play involves what the enemy can and cannot see of your available options. As in poker, bluff plays some part in this game. The Allied player has more face-up cards than the Communist, reflecting the relative strategic intelligence situation during the actual war.
13.3	Card Play
Players may freely play three cards per turn. By paying a victory point (-1 VP if the Allies, +1 if the Communist) players may play their fourth card.
ETIQUETTE: There is no particular order as to who plays a card first, but if there is a dispute the Allied player always goes first.
Cards must only be played during the specified Phase or phases. Each card will give instructions describing which phase to play the card, what timeframes a particular card is valid for, victory point adjustments etc.
EXAMPLE: It is the ‘Summer of Love’, 1967. The US has succeeded, through hard fighting, in stabilizing the situation in South Vietnam. The Victory Point total stands at 40. Laos, Cambodia, and Thailand are officially neutral.
The NVA has made some sharp probing actions in the spring turn, but in general is conserving combat elements for TET, which he plans for early 1968. Soviet and Chinese Aid is in effect and the Allied player has been bombing North Vietnam heavily since Summer '65 as a countermeasure, using the INTENSE AIR CAMPAIGN and LONG RANGE RECON PATROL cards the previous turn.. Strategy has largely been centered around this bombing effort, on both sides.
The Allied player must always pick up cards first, as per the Sequence of Play. He looks over the cards on the table; most are in the face-up pile but a number are face down. He picks up the following cards:
AGENT ORANGE and INVADE LAOS
And also returns LONG RANGE RECON PATROL and INTENSE AIR CAMPAIGN to his hand as they are reusable.
So, the NVA player SEES the Allied player pick up the INTENSE AIR CAMPAIGN, AGENT ORANGE and INVADE LAOS cards as they are face up cards, and knows these are possible plays. The LRRP card is secret because it was shuffled in with the other face down cards after last use.
The Allied is actually considering a light incursion into Laos with ARVN forces, one or two hexes deep, to disrupt NVA troop deployments near Khe Sanh. But, the NVA player will have to assume powerful US forces will attack towards Tchepone, and will probably move his most valuable units out of harms way. Thus, by bluff the Allied player hopes to protect the weaker ARVN and easily accomplish the mission. Things could happen either way, however.
Next, the NVA player picks his cards. He already had two in hand, the (face down) VIOLATE LAOS card and the face up KOREAN CRISIS card. He had been expecting Allied action in Laos and has prepared himself for a possible pre-emptive move. The decision to use the ‘LAOS’ card will be made during the Communist Land Phase, and will be based on Allied activity (especially bombing) during the Strategic Phase, plus the intuition of the NVA player.
He selects two (face down) cards: GUERRILLA TERROR and RAID FACILITIES, both playable during the Commando sub-phase. He hopes to decrease the VP track and maybe get a US aircraft unit, keeping it out of the ongoing strategic bombing against North Vietnam. If things are going too much against him he still has the option to try for KOREAN CRISIS during the End phase.
So, the Allied player doesn't quite know what the NVA has up his sleeve, while the NVA knows the Allied has the option to invade Laos in hand as well as continue major bombing up north. Play during the turn will therefore proceed according to these facts and the ongoing strategic situation.
13.4	Card Errata and Clarifications
The following additional notes and corrections necessary in part because of space restrictions:
13.4.1	Communist Cards
*‘Third World’ – Should say ‘this card is removed once the Third World condemns the Allies’. 
*‘Soviet Aid’ – Should say the unit “arrives at Haiphong unless disrupted or mined, otherwise roll 1 – 5 to arrive at Hanoi”. New blocks of units appear and are placed in the Available box, from which they may be drawn normally. Note that units taken from the Available box can be of any type, though it requires Soviet Aid for certain unit types to be placed into that box to begin with.
*‘Violate Laos’ – add; ‘after the NVA plays this, all restrictions on Allied movement into Laos are removed.’
*’Chinese Aid’ - PRC aid is reduced if both rail links are disrupted. The card erroneously indicates a single rail link.
*’Early NVA Commitment’ – The card erroneously mentions a Special Rule 13, which doesn’t exist.
*’Pathet Lao Coup’ - Eliminate the part that says “Lao towns are not worth VP" etc. Henceforth, the NVA player receives +1 VP per town of Vientene or Savannakhet, if occupied by face up units. (Note effect on Allied ‘Invade Lao’s’ card –VP).
13.4.2	Allied Cards 
* ‘Rolling Thunder’ Instead of ‘Play any Land Phase’, should say ‘Play any Strategic Phase’.
Also, -1 VP each Spring turn this card is in effect. Allied player can remove from play any time, either by playing/accepting a ‘Negotiations’ or ‘Bombing Halt’. Card can be played again later. 
* ‘Vietnamization’ card – add ‘the Allied player must remove at least one unit per turn starting the turn’ (U.S., ANZUS, ROK or Thai/PI). ROK and Thai/PI units still do not garner any VP. (see also 11.2.10).
* ‘Mine Haiphong’ card: Add “ plus -1 VP cost per Spring Turn Haiphong is mined”.
U.S. may remove mine marker any end of turn.
* ‘Cambodia Coup’ card – Should say –3 VP, not +3 VP. Also, change VP costs to say ‘Roll die each turn used. On a 6 – 10, -1 VP.’
* ‘Bomb Red River Dykes’ – Change to “For the rest of the game treat Hanoi and Haiphong as if permanently disrupted.” Put a ‘Disruption’ marker on each, orienting the facing so as to remember the long term duration of the marker.
* ‘Free Fire Zone’ – remove marker during End of Turn.
* ‘Agent Orange’ – remove marker during End of Turn.
* ‘Chemical Warfare’ – Delete the line about Communists using poison gas against U.S. units or SOF.
* ‘Son Tay Raid’ – Should say, ‘return SOF unit to base’.
* ‘Korean Crisis’ – When removing carriers, include their assigned air units.
*’Strategic Nuclear Weapons’ – Add the pre-requisite ‘Either Soviet or Chinese Entry must be in effect’.
*’Tactical Nuclear Weapons’ – Change to “Allies must pay –5 VP PER TURN used if Soviet or Chinese entry has not yet occurred.”
*’Devil’s Deal’ – Note: the –18 VP is for sanctioning a nuclear war between China and the Soviet Union (warmonger!).
*’Invade Laos’ - If NVA side successfully plays ‘Pathet Lao Coup’ card, Allied cost to invade reduced to –1 VP per turn.
13.4.3	Both Sides cards:
*’Negotiations’– It is true that players can accept negotiations at the end of a turn, then immediately declare them at an end the following turn. This may be fine if trying to weasel out of a VP penalty (Allied side) but may harshly impact the nuance of ‘trust’ between players in the future, when negotiations/ceasefire are earnestly desired.
*’Ceasefire’ – If the game ends due to ceasefire, use the scenario victory conditions given.
13.5	New Cards
Players seeking new cards can make the following up themselves or download the PDF files from Schutze Games website: www.schutzegames.com
13.5.1	New NVA player cards
(any Campaign scenario)
*"CONGRESS HOBBLES PRESIDENT"
(Face Up)
Play once any End of Turn Phase after 1973.
Pre-requisite: Ceasefire OR Vietnamization card must be in effect.
Roll die. If result = 1-6, ‘Operation Menu’ card is permanently cancelled. Remove all U.S. forces during next ‘Available Unit’ phase. U.S. may no longer play either ‘Commit Forces’ or ‘Re-Commit Forces’ cards.
* “VIOLATE CAMBODIA”
Play once, any Land Phase
Begin Khmer Rouge reinforcements. Communists free to attack Cambodian towns and cities. Allies do not lose –5VP to play the ‘Thai Entry’ card.
Communist’s receive normal VP’s for taking Cambodian towns and cities. Cambodia surrenders if Pnomh Penh and Siem Riep are captured.
+ 4 VP
* “MINESWEEPING OPERATIONS”
Play any Strategic Phase
Prerequisite: Allies must have played ‘Mine Haiphong’ card.
No U.S. naval units may be adjacent to Haiphong and Haiphong must currently be undisrupted.
Roll die – on a 1-4 the mine marker is removed.
13.5.2	New Allied player cards
* “NUCLEAR DEMONSTRATION"
Play once, any Strategic or Land Phase
Execute one or two Tactical nuclear strikes in N. Vietnam, not on or adjacent to any city, town, or border hex. 
Roll die. Even Result = -3 VP's.
Odd Result = +2 VP’S.
* “BETTER ARVN TRAINING”
Play once any Strategic Phase after 1970
Prerequisite: ‘Vietnamization’ must be in effect.
Roll die. On a 1-3, ARVN forces are henceforth and permanently improved. All ARVN land units may now react and conduct Search and Destroy.
*”SEVERE EAST EUROPEAN CRISIS”
Play once in 1968 or 1969
Prerequisite: VP must be 60 or greater
Roll die. On a 1 – 3 the Soviets are totally preoccupied with a meltdown in their satellite states. Cancel all further Soviet Aid, unless and until ‘Soviet Entry’ is successfully played.
14.0	SPECIAL OPERATIONS
There are two types of special operations; Commando Raids and Hearts & Minds. Special operations are initiated during the Commando sub-phase of the Strategic Phase. It may be done by playing a Strategy card (for Commando raids) or by placing a ‘Pacify’ or a ‘Search and Destroy’ chit on specific units (Hearts and Minds).
14.1	Commando Raids
Commando raids of various types are initiated by Strategy card play. Both sides have a number of such cards. For the Communist player, there are the RAID FACILITIES, OVERRUN FIREBASE, and GUERRILLA TERROR cards. For the Allied player, there are the LONG RANGE RECONNAISANCE PATROL (LRRP), RAID FACILITIES, RAID NVA SUPPLY, and SON TAY RAID cards.
14.1.1	When and Where Raids Can Happen
In general, these cards can be played every turn provided the card has been selected. The SON TAY RAID card is unique and can only be played once per game. Players can play more than one ‘Raid’ type card per turn, but can only play each card once in the turn.
Only Special Forces and Guerrillas may conduct Commando operations. The only Allied units which can raid North Vietnam are Special Forces. Raids into China are never allowed. Raids into Cambodia and Laos are allowed, even when officially neutral, but Thailand must be active (INVADE THAILAND or THAI ENTRY cards played) in order to conduct raids there.
Units which survive the raid return to the hex they started the turn in. They may move normally and have combat during the game turn, but may not perform other Special Operations.
14.1.2	Raid Targets:
The targets for Commando raids can be:
Ports, air units at airbases, bridges, cities, detected Supply units, and special targets as defined on the Strategy cards (firebases, terror, Son Tay etc).
14.1.3	Raid Commitment and Sequencing
The first player (typically the Communist) conducts all of his raids before the second player does any.
14.1.4	Guerrilla Raid Movement
Raids are not done as normal land movement. Instead, simply place all raiding guerrilla units on designated targets in printed range of the unit. Ignore enemy units along the path of such movement but do not cross all-sea hexsides in tracing movement. Guerrillas can only make raids in their own country; the Viet Cong can do raids in both North and South Vietnam.
14.1.5	Special Forces Raid Movement:
Special Forces can raid anywhere on the map, except as per political restrictions defined in 6.13.
14.1.6	Raid Resolution Procedure:
Roll one die. Modify the roll by +2 DRM if the raider is Special Forces, and –3 DRM if the raid is by any Allied unit into North Vietnam. Consult the Raid Results Table. If the raid succeeds, obey the result described on the Strategy card.
14.2	Hearts and Minds
Hearts and Minds operations are only conducted by the Allied side and are of two types; Pacification and Search & Destroy. During the Commando portion of the Strategy Phase, place an appropriate marker on units conducting the operation. Markers are available according the Allied Setup chart. The limited number of markers is by design.
These units do not move for the remainder of the turn; if they do, remove the marker and terminate the operation. The operation is also terminated if the unit(s) is disrupted or eliminated by enemy action during the turn. Hearts and Minds are resolved during the End Phase.
14.2.1	Pacification:
Pacification operations only happen in South Vietnam and can only affect guerrilla units. The Allied player may place a ‘Pacify’ marker on any U.S. Special Forces units in South Vietnam, up to the number of such markers and units available. This unit cannot be used in a raid nor moved.
During the End Phase, point to any one enemy unit, within five hexes of the Special Forces unit.
If it is hidden, turn the target unit face up. NVA regulars or supply units remain face up but there is no other result.
If it was a guerrilla unit, roll one die and check the Pacification Results Table. There is a DRM of +1 if the VP total is over 60, and +2 if over 80. Results are either the target unit is eliminated or not.
14.2.2	Search and Destroy:
All U.S. and ROK Divisions can conduct Search and Destroy operations. ARVN Ranger units may also conduct Search and Destroy, if stacked with at least one ARVN Infantry Division. Search and Destroy operations may occur in any active, non-neutral nation with U.S. face up units inside its borders. Units used for S&D must be within those borders.
Place a Search and Destroy marker on top of the assigned unit or stack. The unit cannot move that turn, must remain undisrupted and un-besieged (see 9.3).
During the End Phase, select one Communist unit within three hexes of the marker and turn it face up (if hidden). Any guerrilla unit may be targeted; other units are turned face-down again immediately.
Roll one die, add +1 DRM if the VP total is over 50. The Communist unit is disrupted or destroyed. There is also a possibility of the Allied unit being disrupted (due to attrition).
15.0	INTERMEDIATE SCENARIOS
(See the Scenario Rules folder)
16.0	ADVANCED AIR RULES
The air war over Vietnam was long and difficult.
When using these rules, ignore the section on Basic Game Communist Air Defence rules (3.10).
16.1	Communist Air Defence Network
All NVA, Chinese, and Soviet air, command unit, and SAM units are added to the game and are available as per scenario unit entry schedules and restrictions.
16.1.1	Communist Air Units:
In most scenarios, Communist air units may only fly to intercept or attack targets within five hexes of Hanoi or the China border. The exception is the Soviet bomber, which may base off map and fly anywhere.
16.1.2	Surface to Air Missiles (SAMs):
SAMs may deploy anywhere in a friendly hex and move and act as ground units. They may be used to fire on enemy air units by themselves. They may be used in conjunction with other SAMs or friendly intercepting air units if the NVA integrated air defence is working (see 16.1.3).
During either the strategic or land bombardment phases, or during the land combat phase, SAM’s may only be fired once per phase. During Reaction Bombardment phases, SAM’s may fire each time an enemy air stack attacks within range.
SAM fire uses the same procedure as air combat resolution (see 16.3), except SAMs are not affected by results. SAM units fire once at a given enemy stack during the cycle of combats.
SAM range depends on whether the unit is within the command radius of the (undisrupted) Integrated Air Defence counter. SAMs in range can fire into the hex it occupies or an adjacent hex. If out of range, SAMs can only fire at air units making bombing attacks in its own hex.
SAM units may be attacked by bombardment, land combat, or commando raid. With a land combat strength of zero, they may only defend against attacking ground units, never attack.
16.1.3	Integrated NVA Air Defenses:
This represents the well‑coordinated and vectored combined air Defence system of North Vietnam and is depicted as a radar unit. The command radius is five hexes.
The Communist air Defence command and control counter may deploy on the map anywhere within three hexes of Hanoi. Once placed, it can only be moved if first eliminated and then brought back through replacement. The unit itself has no combat strength and is automatically eliminated if attacked alone by ground forces. I can also be eliminated by bombardment.
NOTE: the NVA Air Defence Unit must always be face up on top of any given stack it is with.
So long as this counter is undisrupted and firing units are within the five hex command arc, the Communist player may combine the strength of all in‑range SAM’s plus up to two available air units when conducting an air Defense combat... If the command counter is disrupted or eliminated, only one air Defense asset (SAM or Air unit) may fire at a given enemy air stack and all SAM ranges decrease to the hex the given SAM is in.
NOTE: The 5-hex command radius is not the same as the 5-hex air unit range.
16.1.4	NVA Air Incursions:
Once per turn, during the Strategic Phase, allow one NVA air unit to attempt a bombardment strike against enemy targets in Laos, Cambodia or South Vietnam. If the NVA attempts this, the air unit can perform no other mission that game turn.
Roll one die. If the result is a 1 or 2, the NVA player may conduct the strike. If the result Is a 6 through 10, the air unit is eliminated. Any other result simply causes the unit to return to base.
16.2	Interception
Either player may assign air units with a non‑parenthesized anti‑air capability to act as interceptors against bombarding air units.
An air unit in a base being attacked must remain in its base hex and may either chose to fight or remain on the ground and possibly be bombed.
16.2.1	Array for Combat:
One or two such air units may fly to any hex in legal range. Interceptors must occupy the same hex as the enemy air units. Air combat takes place between opposing stacks of air units in the same hex prior to bombardment. Both sides have a two - unit stacking limit, so there can be a total of 4 air units in the hex. Helicopters cannot be intercepted or involved in air combat. Add any appropriate SAM strengths to the combat.
16.2.2	Return to Base:
After combat, surviving interceptors return to any base in range. The exception is if the base the interceptor in is being attacked, it must land there and take any results from enemy bombardment.
16.3	Air Combat Resolution
NOTE: this is different from the Basic Air Combat rule in 3.0 and in fact supplants that rule, if used.
16.3.1	What may be attacked:
Unlike in the basic air rules, any stack of attacking enemy air units in range of SAMs and /or friendly interceptors may be attacked, and multiple air combats are possible, one for each attacker stack. Air combat results only affect air units and paradrops or air transport movement, not SAMs or helicopters.
16.3.2	Air Combat Different than Land Combat:
Air combat is resolved differently than land combat in that whoever wins the combat (has highest numerical result) applies the total result against the opponent without first subtracting the opponents result.
16.3.3	Air Combat Procedure:
For each air combat, both players combine all friendly air units’ anti-air strength in the hex plus in‑range SAM strengths into one combat factor. Each player rolls a die and adds the result to their combined combat factor. The player with the highest result consults the Air Combat Table and applies indicated results immediately. Each player chooses which of his own air units suffers any loss. Draws mean there are no losses or other effects.
EXAMPLE: The Allied player sends a B-52 and an F-4E to bomb the airbase at hex 120
The NVA Integrated Air Defence unit is in play, undisrupted, and within five hexes. There are two ‘1’ SAM units in hex 1205 and another ‘2’ SAM adjacent in Haiphong. The NVA player has a MiG-17 in the airbase at 1205. He decides not to send a second air unit into the battle. Both players lay their air units out.
The NVA player totals his air combat strength using both SAM’s and the Air unit. He could decide to leave the Mig-17 on the ground but decides since it is at risk anyway to use it and try to achieve Allied loss. The total NVA strength is 2+2 (SAM’s) +1 (Mig-17) = 5.
The Allied player totals his strength. The B-52 is a parenthesized ‘3’ (meaning he can’t use the bombers for interception, only self defence). The F4-E is a 3. The Allied player did not win his ECM die roll for the turn nor is there a Wild Weasel in the Allied force. So, total Allied combat strength is 3 + (3) = 6.
The NVA player rolls a die and the result is 3, yielding a total of 8 including his air defences (defence strength = 5).
Summary: NVA: 1 (strength) SAM + 1 SAM + 2 SAM + 1 Air = 5 & Die roll = 3
Total NVA air combat strength 5+3 = 8
The Allied player rolls a 1, combined with 6 yielding a 7. Summary: US: 3 (B-52) + 3 (F4E) = 6 & US Die roll = 1 
Total US air combat strength 6+1 = 7
NVA total is higher (8 vs 7) so NVA player wins, and looks up ‘8 - 10’ on the Air Combat Results Table. The result is one U.S. air unit shot down.
The Allied player chooses the F4-E for the loss, then completes the air raid by using the B-52 to bombard the hex. The target is the airbase. The surviving U.S. air unit may continue and conduct its bombardment, but first the Mig 17 must return to base at this time. If the only available base is hex 1205, the Mig is susceptible to destruction from the Allied bombing attacking.
16.4	American Countermeasures
The U.S. spent tremendous efforts during the Vietnam conflict to evolve a sophisticated Air Force that was demonstrably several classes above all others. American air superiority in the world has remained essentially unchallenged since Operation Linebacker II in the fall of 1972.
16.4.1	F-111 Low Level Penetration:
American F111s may use low‑level penetration tactics, indicated by a * on their counters. They may not be intercepted by enemy aircraft and may only be fired at by SAM units in the hex they are actually attacking. An
F-111 can combine strength with a non-F-111 and still receive the same benefit for the entire stack.
16.4.2	Wild Weasels:
Some American aircraft have a wild weasel capability (indicated by W on their counters). When these attack enemy targets in hexes with SAM sites (including the SAM units themselves), either alone or with another aircraft (of any type) in the attacking stack, only one SAM unit, which must be in the actual target hex, may fire against the attacking stack during air Defence combat. Also, two is subtracted from the Communist Air Defence die roll.
16.4.3	Electronic Counter Measures (ECM):
Each turn, during the Strategic Phase, the Allied player rolls one die. On a roll of 8, 9, or 10 he has superior ECM that game turn. Subtract one from each Communist air Defence die roll made during the turn.
16.5	Additional Bombing targets
Additional bombing targets now include SAMs and airfields.
Loss results in the removal of any SAM or air unit based in the hex. Disrupted SAM sites may not fire. Airfields that suffer disruption prevent aircraft from landing or taking off.
17.0	NUCLEAR WEAPONS
Either player may decide to use nuclear weapons after playing their appropriate TACTICAL NUCLEAR WEAPONS or STRATEGIC NUCLEAR WEAPONS Strategy card. The Communist player may do this only when the Soviet Union or China have intervened. Players should be mindful of the potentially catastrophic consequences of unleashing the nuclear genie.
17.1 Tactical Nuclear Weapons
Land, air, artillery and naval units (not riverines or PT boats) may make tactical nuclear attacks. Tactical nuclear weapons may not be used in city or town hexes nor may more than one attack be made against any given hex during a turn.
17.1.1 Tactical Nuclear Attack Procedure:
Resolve tactical nuclear attacks as a bombardment attack with a strength of 7. Additional conventional bombardment assets, such as air or artillery, may be added to the attack.
17.1.2 Post Nuclear Attack Effects:
After each tactical nuclear attack, place a tactical nuclear marker in the hex. Units must pay one extra movement point to enter the hex, and may not use administrative movement to do so. Roads, airfields, and railroads in the hex are negated until the marker is removed during the end phase. They become available for use the next turn.
17.1	Strategic Nuclear Weapons
Strategic nuclear weapons can be used to attack any hex on the map.
17.1.1	Strategic Nuclear Attack Procedure:
These are delivered by nuclear missile during the players strategic bombardment phase, thus air and other units are not required to deliver the attack. Attacks are resolved the same as tactical nuclear weapons, though with a base strength of 10. Surviving units must retreat.
17.1.2	Post Strategic Nuclear Attack Effects:
Any city, town, airfield, bridge or port in an attacked hex is immediately and permanently destroyed. Place a strategic nuclear cloud in the hex. Once placed, strategic nuclear clouds are not removed.
Only mechanized or airmobile units may enter a hex with a strategic nuclear cloud, paying three additional movement points.
18.0	ADVANCED SCENARIOS
(See the Scenarios folder)
19.0	THE WAR IN VIETNAM 1964 - 1975
(CAMPAIGN GAMES - See the Scenarios folder)
20.0	DESIGNERS NOTES
The Vietnam War in Retrospect
The title of this game, Victory in Vietnam, is deliberately provocative. That being said, I have not intended a game with an a-historical advantage given one side or another.
In the narrow, classical sense of warfare, the NVA won its long struggle to conquer the south of Vietnam and the United States lost in its desire to maintain South Vietnam as a friendly U.S. nation. The war was very costly for both sides ‑ North Vietnam suffered great human losses while the US paid in political and financial capital and in many lives lost or injured.
Some historians believe that what the USA lost in the Vietnam War was more than made up for by adapting new strategies for the Cold War and by an increased willingness to win that conflict. The Soviets, it is said, came to realize that America was not the morally weak capitalist nation which they had supposed would fold at the first hard blow.
NOTE: For more historical background, the designer authored an article about U.S. War planning for Vietnam which appears in Strategy and Tactics magazine, issue 210.
20.1	Game Strategy in General
There are many possible strategies and options for players of this game -- more perhaps than I'm able to imagine.
The NVA player, with far weaker forces than the U.S. side, is much better organized for irregular warfare and their will to fight a long campaign is undoubted. Whatever strategy the US and its allies pursue, the NVA will always have at least some chance of winning.
The American side can pursue the classic strategy of slow buildup and attrition or can attempt several other strategies. Early Vietnamization combined with a sharp air war, or the enclave theory of defending key cities while supporting ARVN efforts in the interior, are but two of the in‑country strategic possibilities.
A limiting factor to any U.S. strategy will be the paucity of the American logistics infrastructure at the start of the game. Adequate ports and airbases to support the massive buildup and vast operations weren’t available until 1967.
A mid‑level option of invading Laos to cut the Ho‑Chi Minh trail may be considered. The NVA themselves seem to wonder why the US never seriously attempted this gambit, which seems to be a question of timing – it does take awhile to properly prepare such a campaign. Also available are the extremely aggressive strategic options of invading North Vietnam or using nuclear weapons.
An invasion of the North was proposed as Phase Three of the overall US warplan, OP‑Plan 32-64. Phases one and two of this plan were carried out, successfully, but in 1967 the decision to implement phase 3 was put off indefinitely. One cannot say for certain why, but taken at face value the Johnson Administration's publicly expressed worry made some sense that year. Soviet ICBM strength grew from 416 missiles to 808 by the end of 1967, doubling the force capable of hitting the United States in a thermonuclear war. Many issues in the Cold War affected the war in Vietnam.
But this is, fortunately, just a game. To lose means only that you are free to try a rematch.
20.2	Tactical Hints
20.2.1	Raiding Communist Supply
Some comment that this is a fairly useless card, but it can be used to good effect under certain conditions. For instance, a successful LRRP raid reveals a supply unit in Laos, requiring it be left face up. Not wishing to waste a bombing mission, the Allied player instead launches a supply raid using a Special Forces unit. Raiding Communist supply can be particularly effective when trying to cause confusion to a pending artillery strike or NVA offensive.
20.2.2	Communist Artillery Use.
Communist artillery works best to prepare (bombard) static Allied positions prior to an assault. This is especially desirable when the target hex contains a Firebase or when confronting Firebase complexes.
Note that Communist artillery units cannot react.
20.2.3	ARVN Coup
The best time to play the 'ARVN Coup' card is on a turn when the NVA is also conducting offensives against towns and before massive U.S. reinforcements arrive. It keeps the ARVN from effectively re-taking these towns by ground action, thus making possible to pick up some additional VP's the following turn for the occupied towns.
20.2.4	Pathet Lao Coup
Because of the change allowing the Communists to collect VP for Vientene and Savannakhet, this card becomes a potential ‘pot boiler’. Both sides need to think hard on possible implications if this card is played.
20.2.5	Coordinated tactics are the key
In a recent game (Campaign game variation: Option ‘A’) Pleiku had a US SOF (Special Forces unit) + FB (FireBase) and in Kontum, a hidden Montagnard. The NVA had the hills near Cambodia but failed in early attempts to take either town (though Kontum fell briefly after MN moved in pursuit). There were only two NVA divisions in the area, neither of which fought directly. 
First, I used the Guerrilla firebase overrun card and successfully destroyed the FB in Pleiku. This was crucial. I took Kontum after several attempts by VC at other towns sapped a fair proportion of air strength. I did it by bringing in a pair of 3-7 VC regiments adjacent to the town, and using them one at a time to overrun. The second overrun attempt was successful. 
Soon after, I used a similar assault scheme against Khe Sanh and overran that base. On that turn, VP fell to 0 and my Commies won the game (it was the Option A scenario - no US ground except SOF). It was a very close, hard-fought game. The NVA only won on the Fall 1968 turn. One or two key battles could have determined the outcome of the campaign. Very exciting!
20.2.6	Negotiations In General:
While it is possible for either player to declare negotiations over at any time, it is intended that there be nuance between the players. If one side is prone to cut off negotiations frivolously this will affect the trust of the opponent, making events like Ceasefire much harder to pull off.
NVA Negotiations:
In general, it is ALWAYS convenient for the NVA to use negotiations. There is no down side for them except perhaps # of cards they wish to play in a given turn. If the U.S. turns down negotiations, it costs that side 1 VP. While in actual war the NVA did not always go around calling for negotiations, their allies or neutrals did and this had a long-term political impact on the U.S. Ceasefire is something else, as there are restrictions on NVA. That card should be played only if the ceasefire is beneficial in victory conditions or necessary due to the military situation. Sometimes, perhaps, the NVA may want to end the game in something other than a decisive victory. The NVA can also violate the Ceasefire, something the US cannot do. 
Allied Negotiations:
The US can find the 'Negotiate' card beneficial if he decides it is not worth it to bomb the north. In that case, the possibility of gaining a VP (on a 5 or 6) is worth playing the card. Also, the US player may be trying to force a Ceasefire and of course the negotiation card is the necessary pre-requisite. Negotiations/Ceasefire cards are deliberately somewhat open and vague. The idea is that there is a sort of a diplomatic 'dance' between the players. Individual responses will be conditioned by respective political/military situations and personality quirks on any given turn.
20.2.7	Ceasefire:
Neither side is forced to accept a ceasefire. The game requires that in order to achieve a ceasefire, both sides must feel they are gaining something of advantage. It may be done to stave off a severe change in points (a prime NVA motivator) or to spare the ARVN rough handling over several turns (Allies). In the real world, the NVA won the war by accepting a ceasefire in January 1973, building up, and then attacking South Vietnam after Congress cut off all future U.S. involvement. In the core campaign game, it is also quite possible that the Allied side can ‘play the clock out’ and maintain a +99 VP lead until the last turn in 1975, thus winning a decisive victory. The skill and thought players give to negotiation and ceasefire can be as decisive or more so as anything that happens on the battlefield.
20.2.8	The Air Campaign:
The NVA is capable of constructing a very powerful air defense in the first couple of years of war. At the time, it was considered the strongest air defense network on earth. The U.S. has a supremely powerful air force but must consider possible high losses when planning any air campaign over North Vietnam.
Early in the war, the best the U.S. can do is attack hard and early to prevent build up of the NVA defense. This should allow at-will bombing to reduce NVA reinforcements. The problem here is the VP costs. An all-out attack might cost –8 VP; -3 for the Intense air campaign, - 3 first time either Hanoi or Haiphong are bombed and –2 the first time any airbase or SAM is struck. These costs can crucially interfere with the early Allied efforts to build up, and tend to scare Allied players into finding other gambits.
Striking rail bridges south of Haiphong or north towards China can usually delay NVA moves south or cost that player PRC reinforcements, although the Communist air and mobile SAM’s can still be a fair nuisance.
As the game develops more capable U.S. air units come into play. These give a late-game option of a major air campaign to the Allied side.
Whenever the Allies take on the NVA air defense full force, it will be vital to coordinate strikes so as to efficiently and rapidly pull down the network. Failure to do so will result in serious (if short term) air losses. I’ll give one hint, which will probably seem obvious: get the NVA command center counter! Get it fast, get it first.
20.3	RULES CLARIFICATIONS
1.	It is true that air units eliminated during the Strategic Phase shot down air units can return during the same phase for no cost in VP. A change is made in this version of rules such that the ‘Flown Strat’ marker must remain on the units and they can’t be used during the Land Phases. Otherwise, The effect on VP of air losses is built into the game.
2.	Communist guerrilla units that start the Land Phase adjacent to Allied units or towns, cities, airfields etc. can be used to overrun the adjacent units/towns etc without having to undergo detection (see 7.42) and thus avoid reaction bombardment first. An excellent tactic is to place new guerrilla units in eligible hexes adjacent to some such target hex and conduct an overrun. This is the game equivalent of the Communist tactic of ‘grabbing them by the belt’.
3.	To remove units due to Vietnamization or swap air units due to upgrade, see new instructions in 11.2.10 and 11.2.5, respectively.
4.	There is only one Siege marker. Thus, the allies can only run one siege operation at a time. This reflects Allied logistic issues and it is historically accurate.
5.	Communist artillery units can now participate in normal 
attack and defence; this does not require supply.  They are still unable to participate in reaction bombardment.  They may perform normal attack bombardment, which still requires expenditure of a supply unit.
21.0	CREDITS
Design: 	Bruce Costello
Graphics:	Kerry Anderson, Peter Schutze
Cover Art:	Scott Holmgren
Rules Editing:	Peter Schutze, Kerry Anderson,
Stefan Federsal
Playtesting:	Gilbert Winters, Frank Bosnich,
Bruce Costello, Stefan Federsal,
Kim Meints, Tony Coster
Honourable Mentions:
'Bud' Costello, Joseph Miranda, Joe Bisio, Greg Hunter and Stephen Federsel.
Special thanks:
Kerry Anderson, Joe Miranda, Peter Schutze, Guy Fawcett, and Perry Moore for all their helpful suggestions, proof reading and top notch encouragement.
22.0	Aide-de-Camp module DOWNLOAD Freely available at:
http://209.216.35.195/Game_Sets/Schutze%20Games/schutze.htm
(Special thanks to Dave Jones)

\2.0 SEQUENCE OF PLAY (Summary)
The sequence of play is standard for all scenarios, though some shorter one-turn scenarios may delete various Phases. Each scenario identifies who is the first player and who is the second.
2.1 Strategic Phase
2.1.1 Strategy Card Draw step (Campaigns only):
Each Player selects four strategy cards with the Allied player making selections first (see 13.0). Players may freely play from zero to three cards per turn but must pay +1 (NVA player) or –1 (U.S. player) VP to play the fourth (see 13.3)
2.1.2 Commando step:
Attempt commando raids by playing appropriate Strategy Cards and resolving on the Raid Results Table. First player goes first, executing all his raids, then second player goes. After, the Allied player may place ‘Pacify’ and/or ‘Search and Destroy’ markers. (See 14.0)
2.1.3 Strategic Bombing step:
Roll for U.S. ECM (optional; see 16.4.3)
Each player may make strategic bombardment attacks using eligible units. First player goes first. The Strategic Bombing Phase is the only time bombing strikes are allowed to attack facilities, reinforcement cities/ports such as Hanoi or Haiphong, or air defences in North Vietnam.  Strikes may also be flown on any land combat units anywhere on the map.
Air units flown during this phase are unavailable until the start of the next game turn. Place a ‘Flown Strat’ marker on them, even if shot down.
2.1.4 Available Unit Entry / Firebase Movement step:
Players place newly arrived units in the Available box. Select units from the Available box and deploy them onto the map, paying victory point penalties where called for. Replacement air units with ‘Flown Strat’ markers can be taken but may not fly again during the current turn.
Firebases may now be moved (See 6.1.3).
2.2 First Player Land Phase
The first player moves his units, conducts overruns, undergoes enemy reaction of various sorts, and conducts combat. Air/helicopter units of either player may be flown once this phase and again during the Second Player Land Phase (unless shot down).
2.2.1 Movement step:
The phasing player may move (land, air, and naval) units and may conduct desired overruns as he moves each stack.
NOTE: units marked ‘Search and Destroy’ or ‘Pacify’ can’t move unless relieved of those markers and missions.
The non‑phasing player may attempt to detect moving hidden units and immediately conduct reaction bombardment strikes (see 6.2). Units which don’t move may NOT be targeted by Reaction Bombardment.
Naval units are automatically detected and subject to immediate combat whenever they come in range of enemy naval or air (not land) units that can attack them. (See 12.7)
2.2.2 Enemy Reaction Movement step:
The non‑phasing player does his reaction moves. Place ‘reaction’ markers in vacated hexes. (See 2.23, 8.0, 8.2.3).
2.2.3 Land Combat step:
1. Conduct bombardment against enemy land combat units (only!) - first the phasing player rolls then the non-phasing player.  Any enemy units in politically eligible areas may be struck, not just units adjacent to friendly units.
2. Conduct one land battle at a time per following sequence:
*    Conduct each land assault combat (‘set-piece battle).
*    Advance immediately after each combat if the defenders were eliminated, retreat, or made reaction movement out of the target hex prior to combat (hex should have a reaction marker). The Phasing Player may immediately conduct exploitation and second combat if allowed (See 9.2.9)
*    Continue until all land battles have been fought.
2.2.4 Disruption Removal step:
Remove disruption markers from supplied friendly units and facilities. Remove Reaction markers. Flip units to hidden.
2.2.5 Victory Point step:
If it is the Communist player turn, subtract any VP for face-up units in Allied towns, ports, and cities.
2.3 Second Player Land Phase
The second player repeats steps 2.2.1 – 2.2.5 above. Air units of both sides flown in the First Player Land Phase may be flown again.
2.4 End of Turn Phase
2.4.1 Resolution step:
Resolve Search and Destroy and Pacification operations plus play any appropriate ‘End Phase’ Strategy Cards now.
2.4.2 VP adjustments step:
Check for any VP adjustments due to Strategy Cards in play, such as the FREE FIRE ZONE card.
Adjust the victory point track for any VP achieved as per Scenario instructions or VP Schedule
2.4.3 Ports Upgrade step:
Upgrade port sites to functional ports each Spring Game Turn (See 11.2.1).
2.4.4 Remove markers step:
Remove Tactical Nuclear Weapon counters (not Strategic nuclear markers), and all Strat Flown markers.
2.4.5 Game end check step:
Check for game’s end as per scenario and card instructions.