RULES MODIFICATIONS:

1. NVA ALERT MOVEMENT:  NVA units may also make alert die rolls. However, subtract four from the roll in addition to all other modifiers.

2. U.S.  BASECAMPS: Each U.S. division and/or independent regiment or brigade may, but does not have to select  a basecamp hex (mark each with an appropriate counter). A division's basecamp hex defends with three ground strength points, those for regiments/brigades defend with one ground strength point (this is in addition to any actual units in the hex). Basecamps have no ZOC and may not force incidental attacks. A basecamp can be moved only during the US Organizational Segment of the Seasonal Interphase (to any desired hex). Basecamp strengths are in addition to any Regional force strengths in the hex. Any destroyed basecamp counts as a destroyed US unit during the following Seasonal Interphase.

3. SPECIAL FORCES CAMPS:  Special forces camps may be placed on or up to two hexes away from any border hex in the I, II, or III Corps Zones, and in the IV Corps Zone north of the Mekong River. Each special forces camp occupies one hex (and is marked with an appropriate counter). Special forces camps have no ZOC and may not force incidental attacks. The NVA player may move through such a hex but does so as if that hex were occupied by an enemy unit (i.e. the moving unit may only exit the hex at the cost of two extra movement points). The NVA player may only stop in the hex if he attacks and destroys the camp. Each camp defends with one ground strength point. ARVN or U.S. Replacement Points may be used to absorb losses taken by any camp. Each special forces camp within a region negates one half of one negative die roll modification for pacification (US choice if on a regional border).Three special forces camps may be placed at a cost of one U.S. Commitment Point. The U.S. player starts the full campaign game with nine special forces camps already in place, and may have up to 12 such camps at any one point in time. The US player subtracts one from a region's pacification role for each special forces camp destroyed in the preceding season.

4. CAPTURING SPECIAL FORCES CAMPS AND BASECAMPS: Although VC and NVA units may move through special forces camps and basecamps (paying exit costs as for occupied hexes), to stay in the hex (and thus capture/destroy the feature) the feature must be attacked and the hexes inherent strength (including any additional garrison or Regional Force) destroyed.

5. ARVN OFFICER SHIFTING: At the start of the campaign game, after ARVN officers are selected and placed, the U.S. player may immediately change the places of any two Corp level commanders, or may withdraw one or two such leaders and redraw each. The US player may also change the places of any four divisional commanders (but may not redraw) This rule is designed to reflect the critical nature of the Chief of Staff and the better-led nature of the 1st, Marine and Parachute divisions. Any changed officer must re-roll for loyalty.

6. INCREASED VC POLITICAL SECTIONS: Until the VC recruitment/infiltration rate reaches one, six political sections are placed each turn, with no limit to the counter mix (make more if necessary). Once the VC recruitment/infiltration rate reaches one, place four political sections each turn.

7. SEA TRANSPORT OF VC SUPPLY: (Modification of Rule 17.5) Sea transport of VC supplies is uneconomical (and virtually never
undertaken) using the ratio of NVN commitment to VC supplies listed in the rules.  Adopt the following correction: calculate the amount of VC supply that gets through the U.S. blockade normally, per the procedure given in the rules, then add 2 additional VC supply for each NVN commitment expended to determine how much supply it actually received.

8. CONTINUED GAME/1976: If the NVA player doesn't win by the end of the Spring 1975 Season, the game can be continued (to the same victory conditions applied then at the end of Winter 1976):

	- New South Vietnamese Classes Coming of Age: At the start of the summer 1976 Season, and each season thereafter, the South Vietnamese draft level is reduced by five at the start of the Vietnamese Morale Phase of each Seasonal Interphase;

	- Dissolving/Resurrecting/Returning Units: After Spring 1975, the South Vietnamese player may dissolve Ranger units. Also, previously withdrawn and/or dissolved units may be returned to play (if appropriate costs/procedures are followed), including the return of U.S. units previously withdrawn, IF one or more U.S. ground combat units were present in South Vietnam at the end of Spring 1975 and for each turn thereafter;

	- Increased Cambodian Hostility: To reflect increased Khmer Rouge hostility (after their Spring 1975 victory), the NVA player must roll one die at the start of each NVA Morale Phase of each Seasonal Interphase. On a roll of 1 through 4 the NVA player must permanently remove one NVA division (or equivalent) from at or as close to the Cambodian border as possible and place it "in Cambodia" (just left - west of the Ho Chi Minh trail). This division acts as a permanent shield for other VC/NVA units and infrastructure operating along the Cambodian border;

	- U.S. Morale: If any U.S. ground combat units remain in South Vietnam at the end of Spring 1975, it is possible that U.S. resolve will increase. At the start of the U.S. Morale Phase of each Seasonal Interphase beginning with Summer 1975, roll one die. On a roll of 1 through 4, increase U.S. morale by 10 points. After any failed roll (i.e. a 5 or a 6) subtract one from the next season's die roll; continue subtracting one for each failed die roll until the U.S. rolls successfully to increase it's morale (thus, the U.S. player can only "fail" this morale roll twice in a row before the third roll will automatically succeed and the "1 through 4" pattern will start over);

	- NVA/Communist Block War Weariness: During each NVA Morale Phase of each Seasonal Interphase, beginning with Summer 1975, the NVA player must roll for war weariness (in North Vietnam and within it's supporters in the Communist Block). On a roll of 1 permanently reduce each season's gain in NVA morale by three (i.e. reduce it by that amount in every Morale Phase thereafter).  After any failed roll (i.e. a 2 through 6) subtract one from the next season's die roll; continue subtracting one for each failed die roll until the NVA rolls to decrease it's morale (thus, the NVA player can only "fail" this morale roll five times in a row before the sixth roll will automatically succeed and the requirement to roll 1 for a decrease will start over);

	-  NVA Security Operations: If no U.S. units remain in South Vietnam at any point after Spring, 1975, NVA units may thereafter conduct security operations.