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Scott Elaurant
16/05/07
Introduction
This supplement is intended as an expansion to army lists for Modern Flames of War. It presents army lists, equipment and statistics for the principle combatants of the Vietnam War: the Western allies - Australia, Republic of (South) Korea (ROK), United States, (South) Vietnam Republic (ARVN), and North Vietnam and the Viet Cong. The format has once again been kept as close to the format of WWII Flames of War lists as possible. Players need a copy of the Flames of War rules to play this game. Although most people think of the Vietnam War as a guerilla war, this is misleading in terms of the scale of the fighting. It was a twenty year struggle involving, at its peak, over one million US personnel, and considerably more North and South Vietnamese units. There were many battles of company and battalion level, with some up to divisional level, especially in the major NVA offensives of the final years. It is more accurate to describe Vietnam as a war, fought with unconventional tactics. The points costs have not yet been thoroughly play-tested, and should be regarded as a guide only at this stage. Like Flames of War, infantry costs are held constant, but vehicles and heavy weapons vary (decline) in each era, since their values are relative.
II
In modern FOW, armies are rated within one of three eras: early (1950 to 1969), middle (1970 to 1989) and current (1990 onwards). These eras have been chosen because they correspond to significant changes in military technology and tactics. They may be thought of as the mechanised era (early helicopters and mobile armies), the missile era (middle ATGWs and SAMs) and the electronic era (current advanced sensors, chobham and reactive armour, and GPS). The period of the Vietnam War (1950 to 1954 against France, and 1960 to 1975 against US and South Vietnam) covers two different eras, and hence there are actually two sets of army lists. However this is also convenient, since significant changes occurred in the forces involved around 1970.
Infantry Weapons
Most of the Infantry weapons used in the Vietnam War were the same as, or based on, those used during World War Two (especially the assault rifles used by later German forces). Marching Fire (fire at full ROF with 1) and Moving Fire (fire at full ROF) rules are the same as in WW2. All infantry teams are rated as one of the following: Team Rifle Rifle/MG Rifle/MG (marching fire) MG SMG Assault Rifle GPMG Scott Elaurant Range 16 16 16 16 4 8 16 ROF 1 2 2 3 3 3 4 2 AT 2 2 2 2 1 1 2 FP 6 6 6 6 6 6 6 Vietnam War examples: Snipers, Springfield, SKS M1, SLR Multi LMG/ auto rifles Shotguns AK47, M16 Tripod M60, FN MAG 16/05/07
III
New Rules
Vietnam saw the introduction of some major new military technologies, including widespread use of helicopters, and later guided missiles. The following rules are designed to reflect the characteristics of new technologies employed in this era:
Claymores
The Claymore is a devastatingly powerful portable mine which has become widely used by western infantry since the Vietnam War. It can be quickly planted and triggered either by tripwires or remote control or both. They have a coen of fire which can spread out for over 50 metres. Any infantry or engineer platoon with claymores may place a minefield section (normal size 2 inches wide by 8 inches long) once per game while moving. The minefield must be placed so that it is in the space that the platoon has just moved through, although it may be orientated in any direction. It may not be orientated so that teams are already in the area of the minefield. Any unit which enters the minefield must roll for casualties as normal. Claymores may only be placed once per platoon, and once detonated are removed.
Helicopters:
Helicopters are a specialised form of air-power used extensively in the Vietnam War: Players should use 15mm models to represent helicopters on the battlefield. Ideally, they should be mounted on plastic stands to show their true altitude. Helicopters move independantly, but count as either part of their platoon if transports, or as a separate platoon (for company morale) if gunships. Helicopters are not subject to the risk of enemy control like conventional aircraft. Helicopters are moved at the end of the movement phase like aircraft, and are subject to anti-aircraft fire. Unlike aircraft, helicopters may remain on the battlefield for more than one turn, and may only move a fixed distance up to their movement allowance. A Helicopter move is 40 inches, across open terrain. Helicopters fly at very low altitude (Nap of Earth = NOE) over the battlefield. They are slowed by the need to manoeuvre around or above difficult terrain. If a helicopter moves across any difficult terrain except water, the movement is reduced accordingly. A Helicopter move is 24 inches, across open terrain. Helicopters are assumed to be at a level directly above the terrain they are positioned on for Line of Sight purposes. Eg. a helicopter behind a forest may be hidden, but a helicopter in a forest hovers above it, and will not be hidden by it; Helicopters may be shot by enemy weapons with AA capability, just like aircraft; Helicopters may only load or unload passengers at the start of their movement. Helicopters may not make assault moves, nor unload passengers in that phase.
Scott Elaurant
16/05/07
Helicopter Extraction
The US is expert at the helicopter evacuation and treatment of wounded men, which has saved many lives. A US Platoon or Company leader may call for the helicopter evacuation of any US infantry or gun platoon that has taken casualties. For this to be possible, teams of the platoon must be within 4 inches of a suitable landing zone (LZ). In the next US movement phase a sufficient number of UH1 Huey transport helicopters immediately arrive on the US base table edge. The helicopters must move on the table to land and load the evacuating platoon, and then leave the table via the shortest route. The helicopters may only fire at enemy teams which are visible from the LZ. Any US platoon successfully evacuated does not count as lost and still counts as on table for morale purposes, to reflect the morale boost gained from knowing that medical attention was quickly available. Helicopters may still be shot down by AA during the course of evacuation and if so any teams carried are lost.
Jet Aircraft
Jet Aircraft were widely used in Vietnam, and their speed made them rapid to respond, while being difficult to hit by conventional AA weapons. Jet aircraft also increased greatly in cost, and their loss was far from trivial. The air-support rules in the basic FOW game, continue to be used, with these additions: Jet strikes need specialist planning. Only Observers may call Jet air strikes. Jet aircraft are faster moving and difficult to hit. They may only be shot at by Anti-Aircraft weapons as in the basic game. To reflect their greater speed and difficulty in targeting, Jet Aircraft are only hit on a roll of 6 by AA fire. (If the AA weapon has AirRadar, it may still hit jet aircraft with a skill test.) Any Jet Aircraft shot down count as destroyed teams for Company morale purposes. Each three Jet Aircraft shot down count as a destroyed platoon.
Jungle Warfare:
Although Vietnam is not all jungle, with many cleared lowlands and swamp areas, much of the heaviest fighting between allied and NVA mian forces occurred in jungle areas. The following rules are designed to represent the special characteristics of jungle terrain: The table is assumed to be covered in jungle (treat as thick forest) except where other terrain is placed. At least 50% of the table area must be jungle. Jungle is treated as dense forest for all movement and combat purposes except, The Jungle canopy provides some protection against indirect fire artillery. All teams in jungle count as in both concealment and bullet proof cover against indirect fire artillery (not mortars).
Missiles:
Missiles are powered by a rocket motor and guided to their target by an operator. They are usually very accurate, although may suffer from a long flight time, have a minimum range, and be vulnerable to countermeasures. Missiles may only be fired by helicopters, vehicles or infantry that are stationary. Missiles are accurate reroll any to hit dice that missed; Scott Elaurant 4 16/05/07
Modern FOW: Vietnam War Army Lists: 1960 to 1975 Missiles have a minimum range specified any target within this is not affected; Missiles are slow to react they may not be fired by defenders during assaults; Missiles depend on their operator to guide them in flight they may not be fired if pinned (some vehicles with internal reloading may ignore this restriction);
Rockets:
Rockets are updated versions of the WW2 bazookas and panzerschrecks. They are powered by a rocket motor but are not guided and simply fired at their target. They are usually short ranged and not very accurate, but are powerful and easy to use. Rockets use High Explosive Anti-Tank (HEAT) warheads Unlike Missiles, Rockets may move and fire
Improved Armour:
Often the biggest threat to armour in Vietnam was from mines or infantry hand-held anti-tank weapons. Sandbag Armour This was used not only on the outside of vehicles, but also on the floor to protect against mines. Any vehicle with Sandbag Armour which is hit by a mine or Heat round front may avoid the effects of any penetration on a roll of 4+. Spaced Armour This was the first generation of tank armour designed to resist versus Heat rounds. Any Spaced armoured vehicle which is hit by a Heat round may avoid the effects of any penetration on a roll of 4+.
Sniper Teams:
Sniper teams with specialist weapons and training are a common part of modern warfare. Snipers may always chose their target the firer allocates any hits from Snipers; Snipers have Rate of Fire 1 but always hit a target in range on a to-hit die score of 6; Snipers are trained to infiltrate they may always be set up as per the ambush rules in their own deployment zone Snipers may be detached from platoons and moved like observers, but otherwise must be in command control to move; Snipers may not move and fire they must remain stationary to shoot; Snipers are trained to evade combat. They may not roll to attack in assaults;
Technology:
Many armoured fighting vehicles and even some infantry squads are now equipped with advanced technology. (Other technology has the same effect as in WW2 FOW.) AirRadar These allow anti-aircraft weapons to fire at Jet Aircraft at full effect. Antiaircraft teams equipped with or linked to a Radar still hit Jet Aircraft with a skill test. Cannister Special anti-personnel round which allows firer to double Rate of Fire within 8 inch range, but AT is reduced to 5.
Scott Elaurant
16/05/07
Modern FOW: Vietnam War Army Lists: 1960 to 1975 GrenadeLaunchers These are infantry weapons that allow grenades to be delivered at a significant rate of fire and over longer ranges. They will give a team a higher Firepower test (usually 5+) over its firing range. Gyro (Short for: Gyrostabilised) This is a much more advanced version of the stabilisers used by US WWII tanks to improve the accuracy of moving fire. Any Gyro equipped vehicle may fire at full Rate of Fire without penalty while moving. Laser This range-finding device greatly increases the accuracy of long range fire and observation. Any Laser equipped team ignores the effects of any penalties for long range (i.e. over 16 inches) when rolling ot hit, or to spot for artillery fire. Night Vis This represents a range of technology which enables teams to see accurately at night. Any NightVis equipped team does not need to roll for visibility range (normally equal to a dice times 4 inches) when trying to hit, or observe at night.
Scott Elaurant
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Scott Elaurant
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Infantry Company
A force based around an Infantry Company must contain: A Company HQ and 2 or 3 Infantry Platoons Weapons platoons available to an Infantry Company are: A Weapons Platoon Anti-tank Section Support platoons for an Infantry Company can be: A Mortar Platoon A Scout Platoon Up to 2 Tank Platoons An Anti-aircraft Platoon An Anti-tank Platoon An Engineer Platoon An Artillery Battery A Helicopter Gunship Section You may have up to one support platoon for each combat platoon in the Company
1 Infantry Company HQ
Company Leader has Command Net. This consists of 2 Command teams: 1 Command Rifle/MG team in Jeep 1 2IC Rifle/MG team in Jeep 1 Observer team in Jeep HQ 60 points
Scott Elaurant
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Scott Elaurant
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Modern FOW: Vietnam War Army Lists: 1960 to 1975 Cost with 1 Section 240 points (Optional) replace all M47s with M48 Patton - 20 points per M48
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Modern FOW: Vietnam War Army Lists: 1960 to 1975 (Optional) Replace Jeeps with M113 or M577 for Staff team - 20 points each
Armoured Company
A force based around an Armoured Company must contain: A Company HQ of 2 Tanks 2 to 3 Tank Platoons Weapons platoons available to an Infantry Company are: A Scout Platoon A Mortar Platoon Support platoons for an Infantry Company can be: An Anti-aircraft Platoon An Anti-tank Platoon An Engineer Platoon An Artillery Battery A Helicopter Gunship Section You may have up to one support platoon for each combat platoon in the Company
1 Armoured Company HQ
Company Leader has Command Net. This consists of 2 Command teams: 1 Command M47 Patton tank 1 2IC M47 Patton Tank HQ 160 points
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Modern FOW: Vietnam War Army Lists: 1960 to 1975 Up to 2 attack Helicopter Platoons are permitted HQ and Infantry Platoon teams are Confident Veteran at the costs below:
1 Infantry Company HQ
Company Leader has Command Net. This consists of 2 Command teams: 1 Command Rifle/MG team in UH1 Huey 1 2IC Rifle/MG team 1 Observer team HQ 80 points
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Intel Briefing on the American Army (1960 to 1975) Tanks and Other Fighting Vehicles
Name Points Mobility Front Armour Side 6 6 3 6 6 2 2 2 2 3 0 4 3 2 Side 2 2 2 Equipment and Notes Top 1 1 1 1 1 0 0 1 1 0 0 1 1 1 Top 1 1 1 152mm gun, AAHMG, coaxMG, Gyro, NightVis 105mm gun, AAHMG, coaxMG, Gyro, NightVis 152mm gun AAHMG coaxMG, NightVis, Stabilised 90mm gun, AAHMG, coaxMG, NightVis, Stabilised 90mm gun, AAHMG, coaxMG, Stabilised 81mm mortar, AA HMG, Mortar carrier 107mm mortar, AA HMG, Mortar carrier 155mm howitzer, AAHMG TOW launcher, Cherry-picker, Amphibious, TI 106mm RCL 106mm RCL 40mm AA gun 20mm Vulcan cannon, Amphibious, NightVis 1 passenger, 76mm gun, co-ax MG, TOW Light Tank, Stabilised 1 passenger, 75mm gun, co-ax MG, TOW Light Tank 1 passenger, AAHMG, AAMG, AAMG Amphibious, NightVis, Recce 1 passenger, AAHMG, Recce Equipment 3 passengers, AA HMG, Amphibious, NightVis 2 passengers, AA HMG, Amphibious, ArtRadar 4 Passengers, Co-axHMG, Amphibious
Transports
Vehicle Jeep M113 M577 LVTP-7
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Infantry Teams
Team Points Range ROF Anti-Tank Firepower Rifle/MG team 20 16"/40cm 2 2 6 Assault Rifle team 20 8"/20cm 3 1 6 Firing LAW 72 (20) 8"/20cm 1 14 5+ GPMG team 20 16"/40cm 3 2 6 HMG team 20 16"/40cm 3 5 6 3.5 inch RCL team 15 2"-16" 1 13 4+ 90mm RCL team 30 2"-32" 1 15 3+ Man-portable Redeye team 25 24"/60cm 1 (2) (5+) Command team 10 12"/30cm 3 2 6 Observer team 30 Staff team 5 Optional 40mm GL: add a 40mm grenade launcher to a US transport vehicle for +20 points
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Australian Army
Use organisation of Infantry, Armoured or Cavalry Company Tank Platoons are only available in Early War era. Leopard not used in Vietnam Motivation and Training: Confident Veteran Chose vehicles, helicopters and infantry teams from following table only;
Infantry Company
A force based around an Infantry Company must contain: A Company HQ and 2 or 3 Infantry Platoons Weapons platoons available to an Infantry Company are: A Mortar Platoon An Assault Pioneer Platoon Anti-tank Section Support platoons for an Infantry Company can be: A Scout Platoon Up to 2 Cavalry Squadrons Up to 2 Tank Platoons An Anti-aircraft Platoon An Artillery Battery A Helicopter Gunship Section You may have up to one support platoon for each combat platoon in the Company
1 Infantry Company HQ
Company Leader has Command Net. This consists of 2 Command teams: 1 Command Rifle/MG team 1 2IC Rifle/MG team HQ 50 points (optional) add M113 transport 20 points
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Modern FOW: Vietnam War Army Lists: 1960 to 1975 1 Staff team in Jeep 1 Observer team in Jeep 3 gun sections, with 2 M101 105mm howitzers, 2 trucks. Cost with 3 sections 330 points Cost with 2 sections 230 points Cost with 1 section 130 points (Optional) 0-2 off table support battery of 105mm howitzers 100 points (Optional) 0-1 off table support battery of 155mm howitzers - 150 points
Armoured Company
This must contain: A Company HQ and 2 or 3 Infantry Platoons Weapon Platoon and Support options are the same as for an Infantry Company.
1 Armoured Company HQ
1 Centurion tank Company Commander 1 Centurion tank Company 2IC Cost 280 points
Cavalry Company
Same as an Infantry Company except cavalry Platoons replace Infantry Platoons.
1 Cavalry Company HQ
Company Leader has Command Net and all have Recce skill. Consists of 2 teams: 1 Command Rifle/MG team in Recce M113 1 2IC Rifle/MG team in Recce M113 HQ 110 points
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Intel Briefing on the Australian Army (Vietnam) Tanks and Other Fighting Vehicles
Name Points Mobility Front Armour Side 6 6 8 2 2 2 0 2 Equipment and Notes Top 2 2 2 0 0 1 0 1 105mm gun, co-ax MG, AA HMG, Gyro, Laser, Light, NightVis, Spaced, Wide tracks 105mm gun, co-ax MG, AA HMG, Gyro, Laser, Light, Spaced, TI, Wide tracks 84mm gun AAHMG coaxHMG NightVis Stabilised 81mm mortar, AAHMG Mortar carrier 107mm mortar, AAHMG Mortar carrier 107mmRCL, NightVis, Recce 76mm gun, coaxMG, Amphibious, NightVis, Stabilise 1 passenger, AAHMG, coaxMG, NightVis, Recce 1 passenger, AAMG 3 passengers TwincoaxMG, Amphibious, NightVis 2HMG, Observer, Recce 3 passengers, 2xAAMG, Recce, TI
Self-prop. Artillery Confident Veteran Self-propelled Anti-tank Confident Veteran Recce Confident Veteran
Transports
Land Rover LWB M113 OH58 Kiowa UH1 Huey
* Infantry teams are armed with FN SLR (MG teams), or Owen/F1 (SMG teams) ** May attach M113 FSV to any Mechanised Infantry Platoon with M113 transport.
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Korean Army
Use organisation of Mechanised Infantry, Infantry (Rangers) and Air Cavalry (Airborne) Company; Most troops Fearless Conscript; Rangers: Fearless Trained (Cost + 20%) Chose vehicles, helicopters and infantry teams from following table only; Weapon ratings and technology special rules are same as for US Army. Intel Briefing on the Korean Army (1960's) Tanks and Other Fighting Vehicles
Name Points Mobility Front Armour Side 6 2 2 2 2 0 0 0 Equipment and Notes Top 1 0 0 1 1 0 0 0 90mm gun, AAHMG, coaxMG, NightVis, Stabilised 81mm mortar, AAHMG Mortar carrier 107mm mortar, AAHMG Mortar carrier 155mm howitzer, AAHMG HOT launcher, AAMG, TI 20mm Vulcan cannon, Amphibious, NightVis 76mm gun, coaxMG, Recce Spaced TI 30mm gun, coaxMG, Gyro, Recce Spaced TI
Self-propelled Anti-tank Confident Veteran Self-propelled Anti-aircraft Confident Veteran Recce Confident Veteran
Transports
Vehicle Points Mobility Front Side Top Equipment Jeep Free Jeep 1 passenger Reactive: A vehicle fitted with Reactive armour gets an additional 2+ save versus any Heat weapon. Adjacent infantry must roll for hits
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Self-propelled Anti-tank Confident Trained Self-propelled Anti-aircraft Confident Trained Recce Confident Trained
Transports
Vehicle M113 AH-1 Cobra*
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Battalion Choices
NVA forces are organised in Companies and Platoons like western armies. In addition, if they field more than one Company, they may also field a Battalion Headquarters. In this case, Company motivation is not tested. Instead, motivation is tested for the entire Battalion, when more than half its platoons are destroyed. You can base your NVA Battalion force on An Infantry Battalion A Tank Battalion Scott Elaurant 23 16/05/07
Infantry Battalion
The core of the NVA is its battle-hardened infantry. A force based around an Infantry Battalion must contain: A Battalion HQ and At least 2 to 3 Infantry Companies Up to one Recce Company
Infantry Battalion HQ
This consists of 2 Command teams: 1 Command Rifle/MG team 1 2IC Rifle/MG team 1 Observer team HQ 50 points
Tank Battalion
The NVA now has several regiments of Soviet and Chinese supplied tanks. It is still learning how best to use them. A force based around a Tank Battalion must contain: A Battalion HQ and At least 2 to 3 Tank Companies Up to one Infantry Company
Tank Battalion HQ
This consists of 2 Command teams: 1 Command Assault Rifle team in BTR150 1 2IC Assault Rifle team 2 BRDM 1 1 Observer team in Gaz Jeep HQ 100 points
Company Choices
You can base your NVA force on one or more: Infantry Companies Motor Rifle Companies A Recce Company A Sapper Company
Infantry Company
A force based around an Infantry Company must contain: A Company HQ and 2 or 3 Rifle Platoons Weapons platoons available to an Infantry Company are: A Weapons Platoon Anti-tank Section Support platoons for an Infantry Company can be: A Mortar Platoon A Scout Platoon An Anti-aircraft Platoon Scott Elaurant 24 16/05/07
Modern FOW: Vietnam War Army Lists: 1960 to 1975 An Anti-tank Platoon A Sapper Platoon An Artillery Battery You may have up to one support platoon for each combat platoon in the Company
1 Infantry Company HQ
This consists of 2 Command teams: 1 Command Rifle/MG team 1 2IC Rifle/MG team 1 Observer team HQ 40 points (optional) upgrade all Rifle/MG teams to Assault Rifle 5 points per team
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Tank Company
Tank Companies are receiving the latest tanks from the Soviet Union, although our wise NVA leadership carefully saves them for the right moment to strike. A Tank Company must consist of: Tank Company HQ 2 or 3 Tank Platoons Weapons Companies available to a Tank Company are: A Motor Rifle Platoon An Anti-aircraft Platoon Support platoons for a Tank Company are: A Sapper Platoon An Anti-aircraft Missile Platoon An Anti-tank Platoon A Mortar Battery An Artillery Battalion You may have up to one support unit for each combat Platoon in the Company. Tank Company HQ Company command tank and up to 3 platoons of 3 tanks each. Cost with T34/85 Command tank - 40 points Tank Platoon A tank platoon consists of 3 tanks, one of which is the Platoon commander: Cost with 3 T34/85 tanks - 120 points Cost with 2 T34/85 tanks - 80 points Option: upgrade all T34/85s to T55 tank 40 points per tank Option: downgrade all T34/85s to PT76 tank same cost Note: All tanks must be upgraded if any are, including in HQ and Recce Company. Motorised Infantry Platoon Every Tank Battalion includes a Motorised Infantry Company. It may be deployed as separate Company or one platoon attached to each tank company. Platoon consists of 3 sections of 2 Assault Rifle teams in BTR50; One team is command team Cost with 3 BTR50 sections - 160 points Cost with 2 BTR50 sections - 110 points (optional) replace all BTR50 with BTR60 5 points less each (optional) replace all BTR50 with Trucks 10 points less each Note: All BTRs in Battalion must be upgraded if any are, including HQ and Recce.
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Modern FOW: Vietnam War Army Lists: 1960 to 1975 2 Sections, each Flamethrower team and Assault Rifle Engineer team in truck Cost at full strength 180 points Cost with 1 section 120 points (optional) replace all Trucks with BTR60 5 points each (optional) replace all Trucks with BTR60 10 points each
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Intel Briefing on the North Vietnamese Army NVA - (Vietnam War) Tanks and Other Fighting Vehicles
Name Points Mobility Front Armour Side 6 6 5 3 3 1 1 Side 2 2 Equipment and Notes Top 1 1 1 1 1 1 1 Top 0 0 100mm gun, AAHMG, coaxMG, NightVis 85mm gun, AAHMG, coaxMG, 85mm gun, AAHMG, coaxMG, 76mm gun, AAHMG, coaxMG, Light, Stabilised 75mm gun, AAHMG, coax MG, Light HMG, coaxMG Amphibious, Recce 73mm gun coaxMG, Amphibious, Recce Equipment 3 passengers, AA HMG, Amphibious, NightVis 3 passengers, AA HMG, Amphibious, NightVis
Transports
Vehicle Jeep BTR152 BTR60
Infantry Teams
Team Assault Rifle team firing RPG2 firing RPG7 HMG team AT3 team Man-portable SA7 Command team Observer team Air Radar team Staff team Points Range 15 8"/20cm 8"/20cm +5 8"/20cm 15 16"/40cm 25 4"-32" 20 24"/60cm 10 12"/30cm 10 50 5 -
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Viet Cong
The Viet Cong was trained and equipped by the NVA. However, it operated on a guerilla basis and was a much simpler and more lightly equipped force than the NVA. Tank platoons may only have the older T34/85, or captured M24s or M41s. May not take artillery or air support Main Force Infantry teams are all Confident Trained and have the Recce skill. Cadre Infantry teams are all Confident Veteran and have the Recce skill. Local Force Infantry teams are all Confident Conscript and have the Recce skill. Note: Viet Cong units may be taken as allies to fight alongside NVA forces. However, they count as separate companies for morale and loss purposes.
VC Infantry Company
A force based around an Infantry Company must contain: A Company HQ and 2 or 3 Rifle Platoons Weapons platoons available to an Infantry Company are: A Weapons Platoon Anti-tank Section Support platoons for an Infantry Company can be: A Mortar Platoon A Scout Platoon An Anti-aircraft Platoon An Anti-tank Platoon A Sapper Platoon An Artillery Battery You may have up to one support platoon for each combat platoon in the Company
1 Infantry Company HQ
Company Leader has Command Net. This consists of 2 Command teams: 1 Command Rifle/MG team 1 2IC Rifle/MG team 1 Observer team HQ 40 points (optional) upgrade all Rifle/MG teams to Assault Rifle 5 points per team
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