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INTRODUCTION
BODYCOUNT is a new concept in modern wargaming. It is played by 2-6 players and an umpire The firepower of modern infantry and that of their supporting weapon systems is such that if you can see your target then you can usually kill it. The problem, of course is finding the enemy before he finds you: and no previous Wargames rules have tackled this adequately. In BODYCOUNT the players are U.S. squad leaders and maneuver their men over the Wargames table to seek out and destroy the Viet Cong. But no VC figures are deployed on the table at the start. They are moved by the umpire on a scale map. If the players spot the VC on the move then the enemy figures are placed on the table for as long as they remain in view. Viet Cong who go to ground however, or are already firing from cover are not put on. They can only be seen if you overrun their position, or they get up and overrun you. Additional difficulties for the players are provided by the presence of civilian figures in some games. Harming them or their property will drive the neighborhood into supporting the communists and so loses victory points Yet some villages might already support the guerillas and some innocent looking civilian figures can be VC with concealed weapons. BODYCOUNT bridges the gap between role-playing skirmish games and rules for battalion level modern warfare. As in a skirmish game, players have 'personal' figures whose actions are central, whether you charge at the head of your squad towards the enemy machine-gun post or hide behind a bush the whole time smoking Laotian red. Unlike ordinary role-playing games however, BODYCOUNT contains full rules for the use of whole Infantry companies supported by artillery, airstrikes and helicopter gunships. Copyright IAN C. DRURY, NIGEL J. DRURY and TABLETOP GAMES January 1988 (Second Edition
CREDITS PREVIOUSLY PUBLISHED by Illustration by Martin Cooley. ARCLIGIIT PRODUCTS 1983 Play testing : Lewis Atter Martin Cooley Andy Dean Ian Walker Eric Wignall Marcus Watney Plus many members of the Winchester and Oxford Wargames Clubs.
CONTENTS
Page Number Scales 3 Setting up a Scenario 3 Victory 4 Victory Points 5 Ideas for Scenarios 5 Sample Game 6 Troop Quality 7 Mines and Booby Traps 8 Movement 9 Acquisition 10 Small Arms Fire 11 Locating Firing Positions 13 Fire and Movement 14 Melee 15 Grenades and Grenade Launchers 16 Air Operations 17 AA Fire 19 Communications 21 Artillery Fire 22 Casualties from a single round 23 Casualties from a Barrage 24 25 Snipers and Aimed Fire Tank and Anti-Tank Weapons 26 Hits on Armoured Vehicles 27 Hits on Unarmoured Vehicles 28 Casualties 28 Morale 29 Players Notes 30 Game Masters Notes 31 Troop Ratings 32 Troop Quality and Weapons 33 Model Availability 35 Bibliography 36
Scales
1) One inch on the table represents 5 metres 2) One game-turn represents one minute. 3)One figure or model represents one man or vehicle.
NOTE: Throughout these rules 'D' means a die, thus 'D10' is a ten-sided die.
Setting up a Scenario
The umpire decides the scenario and controls the play of the game. He positions and maneuvers the VC, civilians, journalists and anyone else he includes in the game while the players command US or allied squads. If there are not enough players to have one per squad then give each player a platoon. One player must be designated overall commander and a chain of command established. The commander will be responsible for calling down artillery and air-strikes and summoning casualty evacuation helicopters.
Essential preparation
The only essential preparation is for the umpire to have a scale map of the Wargames table; it is a good idea to do this on graph paper. The Viet Cong, civilians and any other non-player forces will move on this map. Figures to represent them will only be placed on the table if the US players' figures spot them moving. In games where the players have artillery and/or air support they ought to have a map as well, but it need not be as detailed as the umpire's.
RUNNING A GAME
Having decided the scenario and drawn the map, the umpire then gives a map to the players and briefs them on the situation and objective before giving them orders from above. These may range from defend the firebase to searching a village and so on. While the players ponder over their map and make their plan the umpire sets up the table according to his master map. It is important to keep close track of game time since air support will take some time to arrive, 5 to 20 minutes depending on the scenario. Not all moves need be a minute long. It is often sensible to make double, treble or even longer moves to maintain the pace of the game. Just ask the players to move their figures for several turns at once: many on-table actions like searching a hut will obviously take a fair while if they are to succeed
Rules of Engagement
There were limitations on US action imposed by the High Command for political reasons: to avoid overt violations of borders, and minimize civilian casualties etc. In the area (laughingly) called the De-Militarized Zone, there were few restrictions but near centers of population the use of heavy weapons was usually strictly regulated. Typically, no artillery or air-strikes were allowed within 1,000m of a village unless it was occupied by major enemy forces. Even then, clearance from superior officers had to be obtained.
Wounded
Both sides made great efforts to evacuate their wounded and even their dead and it is important for the umpire to make the VC under his control behave true to form. The players should do likewise.
Use of figures
VC figures are only positioned on the table when seen by the players' figures. You will find you need fewer VC figures than are actually engaged during the course of most games. It is vital to remember that figures lying prone cannot be seen unless in unusually open ground. When the US forces come under fire, they are told roughly how many weapons are firing and whether the fire is single-shot or automatic. Even If they spot where the fire is coming from, no VC are placed on the table. Only put the figures on if they are seen moving, are in close combat, surrendering or their bodies are discovered.
Victory
The American strategy in Vietnam was to fight the Viet Cong in conventional style battles while leaving the South Vietnamese army (ARVN) to 'pacify' the villages and population centers. The theory was that massive US firepower and mobility would inflict such massive losses on the VC that North Vietnam would find it too expensive in manpower to keep supporting them and that, starved of North Vietnamese soldiers and unable to recruit from the villages of the South, the VC would wither away. So, with in a war without clearly defined front lines and with the US objective of simply killing large numbers of VC for every American casualty, the success of a battle in Vietnam could not be measured In the same way as in a conventional conflict, Victory could not be judged in terms of ground won or cities captured. In this war of attrition they were judged by the bodycount. Players in BODYCOUNT win or lose according to the ratio between their own casualties and those they inflict on the VC and have managed to find. No points are awarded for VC killed but dragged away by their comrades. The player with the most points is the winner. Each player only counts losses inflicted or suffered by his own squad. But the commander counts all casualties, US and VC as he is responsible for the conduct of the overall operation. Players should be warned that excessive competitiveness tends to be counter-productive: he who refuses to risk his men to assist another unit in trouble will probably not receive much help in future games.
VICTORY POINTS
US gain points as follows: 5 pts for each VC body found 6 pts for each VC captured alive 10-30pts for capturing an arms cache or VC supply store 15 pts for capturing a heavy weapon e.g. mortar or 12.7mm machine-gun US lose points as follows: 6 pts for each US soldier killed 4 pts for each US soldier wounded and not medevaced in under 30 minutes 2 pts for each US soldier wounded and medevaced in under 30 minutes 2-6pts for each civilian killed 1-4pts for each civilian wounded 5 pts for each tank or helicopter damaged 15 pts for each APC destroyed 25 pts for each helicopter destroyed 30 pts for each tank destroyed
React Force:
A common VC tactic was a double ambush: a patrol or convoy would be attacked, luring out a reaction force which would itself run into an ambush. In this scenario, the players try to fight their way through to the victims of an ambush and have to balance the need for a speedy advance with the danger of being ambushed themselves.
A SAMPLE GAME
The map following shows a simple ambush scenario, the starting positions of the VC are marked on. The US forces - a weak company of 6 rifle squads, will enter the table from the bottom right hand corner. Their orders are to search the small hamlets of Vung Bac and Ap Bac for evidence of Viet Cong activity and to engage and destroy any enemy they manage to contact. Support fire is provided from a nearby fire base, a battery of 105mm guns being on call. In addition to marking the VC positions on the map, the umpire writes orders for them. In this case, squad 3 and the 12.7mm machine-gun are instructed to hold their position as long as possible. Squad 1 is to open fire on the US troops the moment they come on the table, the VC plan being to encourage the Americans to outflank them, thus running on to the minefield to the north and being engaged by Squad 2. Having no radios, the VC will obviously find it difficult to change their plan if the US forces do something unexpected. Even in a game when the VC do have radio communications, the umpire should always note what information they have to act on. Unlike the umpire, the VC do not have satellite vision over the whole battlefield.
KEY TO MAP
House Hill
Bridge
Stream
Dirt Road
Jungle
(2) VOQ 2 terrain ie. Elephant grass (3) VOQ 3 terrain ie. Scrub (8) VOQ 8 terrain ie. Open paddy field Concealed VC supply dump containing food and ammuniyion One 7 manVC squad Tripod mounted 12.7mm machine-gun and 2 crew (dug in) Minefield made up of 4 home-made bombs Flagpole with communist flag pulling it down removes pin from a concealed grenade
Troop Quality
To reflect the differences in both training and courage, troops are assigned numerical ratings from 1 (worst) to 5 (best) for a number of abilities: Aggression This Is used to determine the willingness of men to advance under fire and/or charge the enemy. A level of 5 indicates either enormous courage or an unfortunate ignorance of modern firepower. Discipline This quantifies the rapidity with which troops respond to orders under difficult circumstances eg. being ambushed, or trying to retreat while under fire. The better trained and more experienced the unit, the better it's discipline. Green troops might have high aggression but will not be highly disciplined. Endurance The ability of troops to keep their heads in a fire-fight or while under artillery fire. Men with high endurance keep firing back when ordinary soldiers are cowering at the bottom of the foxhole wishing they'd flunked the medical at boot camp. Fieldcraft How good troops are at spotting mines and traps before discovering their location the hard way. It also rates how good they are at setting booby traps themselves and how good they are at spotting enemy movement and moving quietly down a trail. NVA sappers were adept at laying and avoiding traps, as well as slipping through the jungle without being spotted. At the other end of the scale, US draftees new in country ('Cherries' or 'FNG's) tramped about with their kit badly secured so that It rattled and never saw the enemy until it was too late. Technical Competence This rates the mens' weapon handling: can they fire off a full magazine and reload one after another without fumbling it, and can they control the muzzle-climb in the process? With a grenade in their hands are they more of a menace to their comrades than to the enemy? Bravery and fieldcraft are all very well but if they cannot clear a jammed gun quickly, it could be body bags all around.
Procedure
Subtract the fieldcraft rating of the moving unit from that of the man or woman who set the trap. Cross-index the score with the movement rate to give the percentage chance that the troops will spot the trap, resolve using percentage dice. Result Searching Patrol/Crawl -4 -3 -2 -1 0 +1 +2 +3 +4 97 95 85 70 50 35 20 10 2 90 85 60 50 35 25 10 5 1
* claymores have a cone-shaped kill zone 10 inches long, 5 inches wide at the end. Use number in parenthesis if these weapons are detonated electrically
Numbers In parenthesis mean shift one column to the right if the figure is wearing a flak jacket
Movement
ON FOOT
The maximum distance troops can move on foot during one game turn is:crawl 2 inches search* 3 inches patrol # 6 inches 3" only if moving in jungle, not on a trail walk 9 inches 3" only if moving through flooded paddy field advance by rushes 12 inches run 24 inches *search speed is a slow walk, looking for trip wires etc. just in front of the feet. # patrol speed Is similar but less thorough. Troops patrolling, searching, or walking will go to ground immediately they are shot at. These movement rates may not be used by troops who are under fire this or last turn. Troops advancing by rushes or running who are shot at may go to ground If they wish which will reduce their casualties. Generally, the faster troops move, the easier they will be spotted.
VEHICLES
Vehicle movement Is different: vehicles are allotted a number of movement points (MPs), each inch moved across the table costing a different amount of MPs depending on the terrain. Vehicle Type Movement Points Terrain 2wheel drive 4wheel drive Tracked Wheeled Ashphalt road 0.5 0.5 1 Light eg. jeep 72 Dirt road 1.5 1 1 Heavy eg. Lorry 60 Soft ground 4 2 1.5 Tracked Elephant grass 8 4 2 Fast eg. M113 60 Light scrub 4 3 2 Medium eg. M48 48 Orchard P 12 3 Heavy eg. bulldozer 36 Woods P 12 4 Jungle P P 12
P = Movement in this terrain is prohibited.
Acquisition
This procedure is used to determine whether one unit can see another. Stationary units are invisible because troops lying down in almost any terrain except the middle of a road will vanish behind the vegetation. For the US players, this means you will only see the Viet Cong if you spot them moving or If you bump into them. Terrain is allotted a number quantifying the relative difficulty of observing through or over it. This number is known as the Visual Obscurity Quotient, or VOQ.
Procedure
1 Roll a D6 + 4 If observing from high ground over terrain with VOQ 2 or more. + 5 if observing from a tree top + 6 if in a helicopter flying NOE + 1 per 2 figures moving on a 10 inch frontage 2 Subtract the moving unit's fieldcraft rating from that of the spotting unit and add the result if positive, subtract it if negative. 3 Adjust as follows according to the movement rate of the moving unit: crawl -6 patrol/search 0 advance by rushes +4 charging/running +8 standing unawares +3 4 Multiply the sum of the stages 1 to 3 by the VOQ of the terrain the moving unit is in. If it was moving between different VOQ terrain, multiply by the highest. VOQs are as follows: dense rain forest 1/2 woods 1 5 foot high elephant grass 2 scrub, bushes & tall grass 3 uncultivated grassland 4 clear ground e.g. ploughed field 6 level open space 8 The final score is the range in inches up to which the moving unit can be seen by the spotting unit. If the moving unit is further a way then It Is not spotted.
Example
An 8 man US squad, figures at 1 inch intervals, is advancing by rushes through elephant grass towards the edge of the jungle 20 inches ahead. Marked on the umpire's map on the tree line is a squad of 7 NVA regulars. To determine whether the NVA see the Americans, the umpire rolls a D6 and scores 2. He adds 4 because there are 4 pairs of figures advancing. The US fieldcraft rating is 3, that of the NVA Is 4. Subtracting 3 from 4 gives 1, so another 1 is added, making the score 7. Going to step (3], the US troops are advancing by rushes add 4, making the score 11. The Americans are in elephant grass, VOQ 2. 1 1 X 2 = 22, so the NVA can spot their enemy if they are within 22 inches: time to slip off the safety catch!
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TABLE 1 - FIRE POINTS Weapon Automatic rifle Self-loading rifle Carbine Automatic carbine Sub-machine gun Bolt action rifle Break action shotgun Magazine shotgun Pistol Box-fed LMG Belt-fed LMG Medium machine gun M79, M203 or flechette TABLE 2 HIT CONVERSION Fire points + frontage 1 RFE 2 7 4 5 8 8 4 4 9 3 6 10 12 7 2 5 5 4 4 6 6 3 3 7 2 6 10 12 6 3 .2 10 4 3 3 4 4 2 2 3 0 5 9 11 5
range in inches 15 3 2 2 2 2 2 1 1 0 5 8 10 2 20 2 ? 2 2 1 1 0 0 4 8 9 30 1 2 1 1 1 3 7 9 50 1 2 0 0 1 3 6 9 70 1 1 1 3 4 7 -
0.5 .1
TABLE 3 - FIGURES IN TARGET AREA Stance of figure: Prone and hiding Dug in and firing Prone and firing Patrolling or searching and go to ground Advancing by rushes or kneeling Running or walking & go to ground Running example
Six US figures are patrolling down a road in single file when a 12.7mm machine-gun fires at them from directly ahead at a range of 10 inches. The men go to ground immediately. The fire zone is 1 inch wide, and, as all the figures are within 10 inches of each other, they are all included. The machine-gun puts out 11 fire points at this range. The fire points are divided by the frontage of the fire zone which obviously gives a result of 11 and this is converted on Table (2) to give a resultant fire effect of 0.6. Looking at Table (3) we see that each of the target figures is counted as 1 so 0.6 is multiplied by 6, giving the expected number of hits as 3.6. This means that there are 7 rolls of the dice with a 50% chance of a hit, and 1 of 10%. The umpire rolls the dice and scores 47, 32, 81, 22, 61, 75, 93, and 01. This gives 4 hits. All figures in the fire zone were moving in the same way and therefore were on the same line in Table (3), so all have the same chance of being hit. When it has been determined which figures were hit and how many times (it is possible for more than one hit to occur on the same figure), refer to the casualty table to discover the effect of each hit.
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Procedure:
1 2 3 Roll 2 D6 and add the scores Add the VOQ of the terrain between the firing unit and the spotting unit. Modify for altitude: If on high ground +3 If in helicopter flying NOE or at low altitude +10 If in helicopter at medium altitude +5 If up a tree +5 Deduct as follows according to the action of the unit which is trying to spot: crawling, patrolling or searching -2 standing or walking -4 advancing by rushes -6 running -8 Add as follows according to the weapons being used by the firing unit: + 1 per automatic rifle, SMG or magazine shotgun used by the firer's. + 1/4 per bolt-action rifle, self-loading rifle or pistol + 2 per box-fed LMG + 3 per belt-fed LMG + 6 per medium machine gun (12.7 mm) + 12 per rocket launcher or recoilless rifle round fired. Multiply the total score by the VOQ of the terrain the firer's are in. If the range between the spotting unit and the firer's is equal to or less than this number then the position of the firing unit is revealed.
Important Note
This table is very similar to the one used to spot moving units, but note that this table uses a pair of D6 where the spotting movement table uses only one.
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2)
3)
5)
6)
If the advancing unit stops before reaching the firing unit, the firer's themselves can attempt to initiate close combat if their opponents are now within 6 inches. Calculate fire effect as above but divide the fire points of the unit originally moving by 2. A unit fired on while advancing may return fire during the same turn but at 1/2 effect. Its return fire is calculated after it has been shot at by the stationary unit and after taking a morale test, so there may not be many people able or willing to fire back. A stationary unit which spots fire coming from an area may return fire at full effect if it was directed at another unit, at 1/2 effect if it was directed at itself.
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Melee
Troops within 6 inches of the enemy may engage them in close combat (see Fire and Movement). Close combat is fought in rounds of which there can be up to 4 each turn. In each round, the table below is used to determine how many casualties each side inflicts then dice are rolled to decide which side has to take a morale test. If the side which takes a morale test flees, then the victorious side uses the close combat table once more to inflict more casualties on the enemy as they bug out. Otherwise, close combat continues. Using the table To calculate the casualties inflicted by a unit, cross index the weapon carried by each figure with the TC of the unit and add up the score. Divide this by 100 to give a percentage chance of inflicting casualties. This is diced for as in small arms fire i.e. count each 100% as 2 rolls at 50% and dice for other fractions as normal. Casualties in close combat Regardless of what weapons are being used in close combat, all hits are diced for on the casualty table as if they were from 50cal. machine-gun fire. Figures which suffer a 'near miss' result are not pinned down for the rest of the turn, but are not included in the next round of close combat. Grenades in close combat A figure armed with grenades can count the value of his weapon plus 1 grenade per round. Do not dice to hit the target as usual, just add the number given on the table.
Morale
At the end of each round of close combat roll a D6 for both sides. Add their respective Aggression Ratings to their scores. If one side outnumbers the other by 2:1 it adds 1 to its total, if by 3:1 or more, it adds 2. The side with the lower score must take a morale test. If the result is 'shaken' or worse, then it runs away. As it does so, the victors get a free round of close combat. Weapon Technical Competence 1 Automatic rifle Light machine gun M79 flechette Automatic carbine Carbine Combat shotgun Bolt action rifle Self-loading rifle Break action shotgun Sub-machine gun Revolver Automatic pistol Grenade 10 3 1 10 5 5 4 5 2 10 2 3 5 2 15 5 2 15 8 10 6 8 5 15 4 5 5 3 20 10 5 25 10 25 8 10 5 25 8 10 10 4 30 15 10 35 15 40 15 20 10 35 10 10 15 5 40 20 10 45 20 55 20 25 10 45 15 15 20
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Missing If the grenade does not hit the intended target, use the following tables to find out where It lands. a) For hand grenades and grenade launchers fired at a target over 30 inches away, roll a D10: 1,2,3 under 4,5,6 over 7,8 right 9,0 left Hand grenades miss by 1 inch. Grenade launchers by a D6 inches. b) For grenade launchers fired at a target within 30 inches: 1,2,3, under by a D6 inches* 4,5,6,7,8 over by a D10 inches 9 left by a D6 inches 0 right by a D6 inches *but there is a minimum distance from the firer equal to his or her Technical Competence rating in inches, i.e. if a firer with a TC rating of 4 manages to fire a round short of the target, it may land no closer than 4 inches. Less well trained troops can actually end up in the burst zone of their own grenades! Own Goals Grenades are not the safest of weapons, especially in badly trained hands. Roll percentage dice according to the Technical Competence of the grenadier. If the score fails to exceed the number given below, the grenade goes off in the hand:
TC 1 10 2 5 3 2 4 1 5 1
Dice score
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Failure to explode Grenades have a basic 1 % chance of not exploding when they land. In damp conditions this should be increased to at least 2%, home made grenades, sometimes used by the enterprising villager, have at least a 5% chance of not going off, according to the whim of the umpire. If a grenade fails to explode, the umpire rolls the percentage dice:
Air Operations
Movement of aircraft Airplanes make 1 pass per turn in a straight line, helicopters can move from any point to any point, hover or land. All aircraft can elect to fly normally or 'evade' which reduces the chance of being hit by ground fire but reduces the accuracy of air launched weapons as well. They may fly at 4 different altitudes: High, Medium, Low and Nape of the Earth (NOE). It takes one turn to move from one altitude to another.
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TABLE 4 Accuracy of Bombs & Rockets D10 score/error direction MG or GL 1,2,3,4, 5 6 7,8,9,0 under left right over D10 D6 D6 D10
The die score for error is doubled if at medium and quadrupled if at high altitude. TABLE 5 STRAFING (only possible if flying NOE or Low) Target Aircraft flying at: Point Target Linear Target NOE straight 80 NOE evading 70 Low straight 60 Low eveading 50 TABLE 6 CASUALTIES Weapon 90 75 80 55 Target
Prone(1/2) Prone(1) Prone (2 + ) Trench Hooch Brick building 7.62mm MG 1 4 5 3/0 6 5 0.50 cal MG 2 4 5 3/0 6 5 Minigun 2 10 11 9/0 12 11 20mm cannon 2 10 10 10/0 14 13 750lb bomb <10" 16 17 18 16/0 18 18 750lb bomb <5" 19 20 20 18/10 20 20 1000lb bomb <10" 17 18 19 17/0 19 19 1000lb bomb <5" 20 21 22 19/12 21 21 Napalm 16 19 20 20/12 20 11 Rocket pod x 7 6 15 16 12/6 18 14 Rocket pod x 19 8 17 18 16/8 19 18 40mm GL 1 10 14 12/5 15 7 Single rocket 1 7 8 4/1 10 6 CONVERSION TABLE factor 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 % per man 2 3 3 4 5 5 6 7 8 10 12 14 17 20 24 28 34 40 48 57 67 80
Notes on table 6 1) The numbers in parenthesis after 'prome' are the VOQ of the terrain that the troops are in, i.e. if lying down in dense jungle, use the (1/2) column. 2) A hooch is the average smelly hut found in South-East Asia, made of grass, cardboard, corrugated iron, plastic sheeting etc. Easily knocked flat and rebuilt. 3) The number to the left of the slash in the 'trench' column is used if its occupants are foolish enough to be up and firing when the aircraft attack. The number on the right is used when they are hiding at the bottom of the trench. 4) A 19 round rocket pod either hits the same area as a 7 round pod in which case use the numbers given for the 19 pod on the table, or hits an area 1 5 X 15 or 10 X 20 using the factors for a 7 round pod. 5) Add 4 to the factor if the troops are crawling about while under attack, add 8 if they are upright.
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Anti-Aircraft Fire
TABLE 7 ANTI-AIRCRAFT FIRE
Weapon
Range H 4 30 30 75 20 18 25 60 95 1 M 2 20 20 45 15 14 15 40 70 E 1 10 10 25 12 12 15 20 50
Fireteam 7.62mm MG 0.50 cal MG 0.50 cal MG 57mm AA 37mm AA SA-7 Quad 0.50 Quad 0.50
Helicopters 2 H M E H 3 1 1 5 25 10 4 55 25 10 4 55 65 30 15 85 18 15 11 35 15 13 10 30 10 5 5 70 50 20 9 90 85 60 30 97
3 M 3 40 40 60 20 15 65 80 97
This gives the percentage chance of an anti-aircraft weapon scoring hits on an aircraft. Roll equal to or less than the number given using percentage dice. Helicopter targets are divided into 3 groups: (1) is for basic utility helicopters, UH-1's ('Hueys', Kiowas etc). (2) is for small observation helicopters like the Loach plus the less maneuverable but tougher helicopter gun ships. Category (3) is for big transport choppers like the Chinook or Jolly Green Giant. The letters underneath refer to the helicopter's movement while under fire. H = hovering, M = moving normally, E = evading. The damage line will be used on Table 8 if a hit is achieved. All weapons except fire-teams and 7.62mm machine-guns may engage aircraft at up to medium height. Only 57mm and 37mm guns and SA-7 missiles may fire at aircraft at high altitude. To hit aircraft at medium height and higher is however, more difficult: halve the chance of a hit at medium altitude and quarter it at high.
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Medium Helo. Gunship Helo. Transport Helo. Light Jet/ Prop aircraft Large Jet/ Prop aircraft
KEY N= C= X= D= S= No effect. ...... Crew member hit, dice which. Aircraft explodes. Aircraft damaged, must return to base. If helicopter; must crash on table, crew dice on casualty table If aircraft; crew must eject - 65% chance with ejector seat, 40% if not.
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Communications
The standard radios carried by American units were the PRC 25 and the larger PRC 77 which had a scrambler device. The NVA often used captured radios in addition to their Chinese or Soviet equipment. This sometimes led to troops intercepting the other side's messages which can add an interesting twist to a scenario. Players can only communicate with each other if their personal figures are within 2 inches of each other, or by using radios. To establish radio contact a player informs the umpire who then rolls a D10 and adds the following to the score: + 1 if it is raining heavily. + 2 if a tropical storm is in progress. + 1 if there are more than 5 figures or any machine-guns are firing within 20 inches of either radio set. + 1 if artillery fire is impacting within 40 inches of either set. + 2 if either operator is under fire. If the score is 8 or less then communications are successfully established and remain so until either operator breaks contact or has to dice on the casualty table. As each turn only represents one minute, players should not be allowed to indulge in lengthy communication. Each radio conversation should be strictly controlled by the umpire who allows the players a D10 + 15 seconds talk per game turn, preferably out of earshot of other players. This procedure also needs to be used when players get in touch with off-table units eg. fire bases or CASEVAC helicopters. When using off-table artillery, ranging can begin on the first turn that the player controlling the Forward Observation Officer figure establishes radio contact. A player may take part in a maximum of two radio communications per turn. Alternative system If a tape recorder, or better still a Dictaphone, is available, the following system is strongly recommended as it assists greatly in the 'suspension of the disbelief which is essential in a simulation game of this kind. Each player should have a radio call sign which will often be the same for a company but with the number of the platoon added. The dicing system is still used to establish radio contact, but if a player is successful he goes to the recorder and tapes his message (again, obviously, out of earshot of the other players). He should remember to identify himself and the recipient of the message by the appropriate call signs and give map references where necessary. When communicating with off-table artillery all that needs to be recorded is the map co-ordinates of the intended target and the type of ammunition required (smoke or HE). Any messages from off table units not represented by players should be recorded by the umpire who can also add to the confusion by taping spurious messages from 'nearby' units and occasionally interfering with players messages as well. At the end of the turn all tape messages are played back to the assembled players, once only. They must, as a real unit had to, listen out for their call sign and messages intended for them. The umpire must also note carefully the map coordinates given by players who are calling in air strikes or artillery shoots!
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Artillery Fire
Ranging Before hitting the target, artillery, mortars and tank guns must range in using the ranging table. An aiming point is nominated, this will be the intended center of the barrage. Single rounds are fired until the shells are hitting the aiming point or the observer is satisfied they are near enough for him to order "Fire For Effect". A battery may fire as many ranging shots per game turn as it has technical competence points if it is firing direct i.e. the gunners can see the fall of shot themselves. If firing indirect then a battery may fire as many ranging rounds per turn as the forward observer has technical competence points. Procedure Roll the percentage dice twice, once for lateral error and once for vertical error. Always remember that although the table says 'hit' on the 46-55 line, this only means a hit in one plane. Thus it is possible to have no error in the lateral plane but still have the shells landing over or under the intended center of the barrage. Each successive shot is more accurate: the second shot's accuracy is improved by allowing the player to add or deduct (his choice) the technical competence of the gunners to both of the dice rolls, thus allowing him to reduce the error. The dice rolls for the third ranging round can be modified by 3 x the gunners' technical competence, and so on. Once a hit is achieved in one plane, the rest of the shells are assumed to 'hit' in that plane. Kill Zones These vary according to whether a single round is hitting the table or whether a barrage is being fired by a number of guns. Single shells have a circular Kill Zone which has a diameter on the table of one inch for every centimeter calibre of the weapon eg. an 81mm mortar round has a KZ 8 inches across, a shell from a 203 mm howitzer has a KZ 20 inches across. Kill Zones of batteries come in two shapes: 'Sheaf or 'box'. Sheaf fire is a line of individual Kill Zones pointing directly back towards the firing gun or battery, thus if three 105 mm howitzers fired a sheaf pattern, the Kill Zone would be 10 inches across and 31 V2 inches deep. In box fire, consider the individual Kill Zones to be square shaped and placed in a rectangular pattern like beer bottles in a crate
Casualties from artillery Figures in an artillery Kill Zone roll percentage dice to determine whether or not they may become a casualty. Roll for every figure in the zone: if the score is equal to or less than the number given then the figure must dice on the casualty table. Use Table 9 if only one round landed eg a tank fires a shell into a house, an artillery ranging round lands near some troops or infantry are using anti-tank weapons against each other (RPG-2 & RPG-7 anti-tank rockets were often used by the VC against US infantry and the American LAW system proved equally effective). All such HEAT rounds have a Kill Zone 3" across. Use Table 10 if troops are on the receiving end of a barrage.
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Dice Roll 01 02 03 04 05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96 97 98 99 00
Field Guns & Howitzers Long L11 L9 L8 L8 L7 L6 L5 L4 L3 L3 L2 L1 L1 HIT R1 R1 R2 R3 R3 R4 R5 R6 R7 R8 R8 R9 R11 Range Short Range U33 L6 U21 U28 L5 U17 U25 L5 U16 U24 L5 U14 U22 L4 U14 U19 L4 U12 U15 L3 U9 U12 L2 U7 U10 L2 U6 U8 L1 U5 U6 L1 U4 U4 L1 U3 U2 L1 U2 HIT HIT HIT 02 R1 02 04 R1 03 06 R1 04 08 R1 05 010 R2 06 012 R2 07 015 R3 09 019 R4 012 022 R4 014 024 R5 014 025 R5 016 028 R6 017 033 R6 018
Legend
Mortars Direct Fire Guns L7 U10 L8 U6 L6 U8 L7 U5 L5 U7 L6 U4 L5 U7 L6 U4 L5 U6 L5 U4 L4 U5 L5 U3 L3 U4 L4 U3 L3 U3 L3 U2 L2 U3 L2 U2 L2 U2 L2 U1 L1 U2 L1 U1 L1 U1 L1 U1 L1 U1 L1 U1 HIT HIT HIT HIT R1 01 R1 02 R1 01 R1 04 R1 02 R1 05 R2 02 R2 07 R2 03 R2 08 R3 03 R3 010 R3 04 R4 013 R4 05 R5 016 R5 06 R5 019 R5 07 R6 020 R5 07 R6 022 R6 08 R7 024 R7 010 R8 028
* = brick or concrete only, a bamboo/grass/cardboard hooch provides damn little protection from shrapnel! # = Only if the grenade goes off inside the building. If it was thrown from outside and fails to go through the window or door then it has no effect on people inside a brick or concrete building unless they are leaning out of a window or doorway.
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TABLE 10 CASUALTIES FROM BARRAGES This is used to calculate casualties inflicted when artillery is used to bombard enemy positions. Cross index the weapon firing with the number of gun/minutes the area is shelled for. This gives the percentage chance of each figure being hit, roll for each figure individually. A gun/minute is one gun firing for one minute, thus 60 gun/minutes could be either 2 guns firing for 30 minutes or 6 guns firing for 10 minutes etc. Figures on the receiving end of an artillery barrage are assumed to be lying down and not firing. If troops run through a barrage, either because they are bugging out or they succeed a morale test to advance under fire, calculate the chance of each figure being hit by using only the number of guns and not multiplying by the length of the barrage. Troops in trenches are assumed to be lying at the bottom of them, if they have high enough morale to keep firing then count those in light trenches as in the open and those in proper trenches as in light trenches. Weapon Guns x Minutes Target 1 2 3 4 5 10 15 20 30 60 50/60mm mortar In open 2 5 7 10 12 23 34 42 52 75 In Jungle 2 5 6 7 10 18 27 34 47 71 In light trench 0 1 2 2 3 5 9 10 14 26 In trench 0 0 0 0 0 1 1 2 3 6 81 or 82 mm In open 3 6 8 10 12 23 32 41 54 79 mortar In Jungle 2 4 6 8 10 20 28 36 50 75 In light trench 0 1 2 2 3 6 9 12 17 31 In trench 0 0 0 0 0 2 3 4 6 10 107mm or 120mm In open 6 10 15 20 25 44 58 69 82 97 mortar & guns up In Jungle 5 8 13 18 20 36 49 58 74 93 to 90mm In light trench 2 3 4 5 6 12 17 23 31 52 In trench 0 0 0 0 1 2 3 4 6 12 Guns up to 125mm In open 10 18 25 32 38 62 76 86 94 99 & mortars up to In Jungle 6 12 18 24 30 51 66 76 88 99 160mm In light trench 3 5 6 7 8 15 22 28 39 63 In trench 0 0 0 1 1 2 4 5 8 15 Guns up to 180mm In open 10 20 30 40 50 75 88 94 98 99 In Jungle 10 20 30 40 50 75 88 94 98 99 In light trench 3 5 7 9 10 19 27 34 47 72 In trench 0 0 0 1 2 4 6 8 12 23 Guns over 180mm In open 10 20 30 40 50 75 88 94 98 99 In Jungle 10 20 30 40 50 75 88 94 98 99 In light trench 3 6 7 10 12 23 32 41 54 79 In trench 1 2 2 2 3 6 9 12 17 31 Target definitions
In the Open means not entrenched and in terrain other than tropical rain forest. Jungle means not entrenched but in tropical rain forest. It was found in Vietnam that triple canopy hardwood jungle afforded some protection from lighter calibre shells. Light trench means a shell scrape only a couple of feet deep in which a man can crouch. Trench means a proper slit trench or 'spider hole' 5 foot deep or more. 24
10 8
8 6
6 3
4 1
3 0
3 -
2 -
2 -
25
10
56 56 54 50 50 57 57
15
55 54 49 47 43 56 57
20
53 49 47 43 37 56 57
30
50 48 43 37 27 54 56
40
49 47 37 27 21 54 55
50
47 44 27 21 12 51 54
60
45 43 21 12 48 52
80 +
43 31 12 04 41 50
1 -6
2 -3
3 + /-0
4 +3
5 +6
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Target Movement Over 20 inches -3 Over 40 inches -6 Second and Subsequent shot At the same target +3
Target Size very large i.e. 2 storey building large vehicle eg. M60, M48, M4 medium sized vehicle i.e. T54, M24 APC eg. M113 or Armoured car Small vehicle eg. Jeep or car Suppressive Fire on infantry very small target eg. window Under machine-gun fire under artillery fire under fire from both -10 if in open -1 2 if in open -20 if in open -5 if dug in -6 if dug in -8 if dug in CONVERSION TABLE
+6 +2 +/- 0 -2 -3 -6
20 19 18 17 16 15 14 13 12 11 10 9
3 2
W HW TG TG HF HE HR HH E E H
W W
W WH WH HE HR HF HE HE HE HF R W F F E E
TG TJG TG TJGR GR GJ R HR GR HH
W HW HW HW HH HH HE HR HR HF HE HH HH TG TG TG TGG HR
KEY: H = Crewman in the vehicle hull is hit, dice on casualty table using the 'rifle' line. T = Crewman in turret hit as above. If the vehicle has no turret, count as H. E = Engine knocked out, vehicle may not move. If hit from rear and engine at the front, count as H, likewise if hit from the front and the engine is at the rear. G= Vehicle's main gun is knocked out. Subsequent 'G' hits knock out co-axial armament if any, if none, count as H. R = vehicle radio destroyed J = turret jammed in current position, if no turret, count as a 'W' hit. W = Wheels/tracks damaged. Tracked vehicle cannot move, 6-wheeled vehicles lose 2/3rds of their movement points, 4-wheeled vehicles lose 3/4 of theirs. X= Vehicle knocked out: crew must abandon it, each crew member dicing on the casualty table, using the line used by shot down helicopter crew. F = Vehicle catches fire. Dice each turn to put it out, starting with a 60% chance, decreasing by 10% each turn. Each failed attempt counts as an 'H' hit, when the chances to put it out have been exhausted it must be abandoned. A dice score of 95 + and the vehicle blows up immediately counting as an 'X' hit.
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Casualties
Each figure hit dices on this table as many times as he or she was hit. The numbers in parenthesis mean that a figure in a flak jacket is pinned down rather than wounded.
Key:
K.I.A. = Killed in Action W.I.A = Wounded: may only crawl at half speed, two wounds incapacitate the figure, three cause death. NEAR MISS This represents minor wounds and close calls: the figure Is pinned down next turn i.e. may not move or fire.
Weapon K.I.A. 0, 9 0, 9 0,9 0, 9 0,9,8 0, 9 0 0, 9 0, 9 0,9 0, 9 0, 9, 8 0, 9 W.I.A. 8, 7, 6, 5 8, 7, (6) 8, 7, (6) 8, 7, 6, 5 7, 6, 5, 4 8, 7, 6, 5, 4, 3 9 8, 7, (6) 8, 7, 6, (5) 8, 7, 6, (5) 8, 7, (6) 7, 6, 5, (4) 8, 7, 6 NEAR MISS 4, 3, 2, 1 5, 4, 3, 2, 1 5, 4, 3, 2, 1 4, 3, 2, 1 3, 2, 1 2, 1 8, 7, 6, 5, 4, 3, 2 5, 4, 3, 2 4,3 4, 3, 2, 1 5,4, 3 3, 2, 1 5,4, 3 OK
CASUALTY TABLE
Rifle bullet Pistol bullet Shotgun at more than 6" Shotgun at up to 6" 0.50 cal/12.7mm MG Napalm bomb Concussion grenade Frag. grenade WP grenade Artillery shell Mortar bomb 90 mm/106 mm flechette Helicopter or Vehicle crew
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Morale
When to test .... 1) Each turn some figures in a unit have to roll on the casualty table. 2) Being charged 3) When a unit wishes to try to use the Gung Ho table 4) When a unit, already under fire, attempts to move 5) When a unit with an Aggression Rating of 1 or 2 first sees casualties Procedure The unit rolls a pair of D6 and modifies the score as follows: Subtract Aggression Rating if it is trying to advance or charge. Subtract Endurance Rating if it is being charged or holding its ground under fire. Subtract Discipline Rating if a unit comes under fire from a previously unlocated enemy when moving or if a unit is attempting to retreat while under fire. Add 1 for the following: per figure which had to dice on the casualty table this turn. per casualty in total in the game under fire from a 0.50 cal MG. in VOQ 1 terrain unless used to it. hostile armoured vehicle within 10 inches. unit has a frontage greater than 2 inches and is in terrain at VOQ 4 or more Add 2 for the following: surprised (do not count if moving at patrol or search speed). under fire from a minigun. under attack from flame weapons. inexperienced troops under artillery fire. experienced troops under air attack. enfiladed. Add 3 for the following: fired at from the rear experienced troops under artillery fire. . inexperienced troops under air attack. no friendly troops with 20 inches. unit has a frontage greater than 2" per figure and is in terrain of VOQ 3 or less. squad leader KIA or WIA unit has no anti-tank weapons and enemy armour within 20 inches. Subtract 1 for the following: per flank/rear supported by a friendly unit at least half the size of the unit testing its morale. platoon officer with unit
Result
UNIT ACTIVITY Trying to advance under fire Being charged Stationary under fire Coming under fire while moving Trying to retire under fire OK 4 6 5 3 6 STOP 5 4-6 7 SHAKEN 6- 7 7 -9 6-87 -8 8 HIDE 8 - 12 10 9- 13 9- 12 9 - 10 BUG OUT 13 + 11 + 14 + 13 + 11 +
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Results OK = The unit has no morale problems STOP = The unit halts and may not advance towards the enemy for the rest of this turn and the whole of the next. If the unit fires, dice for each figure with a 30% chance each one keeps his/her head down and doesn't fire.
SHAKEN = The same as STOP but each figure has a 50% chance of not firing HIDE = If In terrain VOQ 6 or higher, the unit runs to the nearest area with a lower VOQ and not known to be occupied by the enemy. If already in terrain of VOQ 5 or less, the troops hide which makes them harder to hit with small arms (see the Fire Points Table). However, each figure has a 90% chance of not firing. If enemy troops succeed in getting into close combat with a unit in this state then the hiding troops bug out instead.
BUG OUT = All unwounded men run away at maximum speed, they flee off the table, not stopping for anything. If within 6 inches of the enemy each figure has a 50% chance of surrendering, wounded figures of course have little choice but to surrender
Players Notes
While the victory points system encourages a degree of rivalry between players, it should be noted that when players fail to co-operate and do not obey the orders of the commander, they tend to lose the game. If one player's squad takes fire from a tree-line, the others should come to his aid, some forming a base of fire to suppress the enemy while others move to the flank to catch the VC when they retreat. Co-ordination of the squads is the job of the commander and unless the players work together this is almost impossible. Of course, things can be even more complicated if allied forces are being used. US players may well prefer to let the ARVN take the brunt of the fighting - it's their damn country after all. On the other hand the ARVN might well take the view that since the Americans have all that amazing equipment and money, they can get on with it themselves. Support Weapons Remember to use your supporting artillery with care, barrages should not be ordered on targets within 10 inches of US forces unless the situation is critical. A single 155 mm shell landing short may do the Viet Cong's job for them. Be warned of one common VC tactic, firing from the outskirts of a neutral village to encourage the Americans to shell the whole area and turn the whole area against the government. So before you turn a ville into a parking lot with the help of the air support, think! The other side of the hill This is the oldest military cliche, but no less true for that. When advancing across the table, think where you would deploy an ambush if you were the Viet Cong commander. Look out for good ambush positions, don't walk into obvious killing grounds. Use Fire and Movement, squads covering each other with someone observing at all times. Don't go through gates, climb the fence a few yard further along and never leave wounded troops unattended.
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Time
BODYCOUNT is different from run-of-the-mill Wargames which last about 10 turns whatever each turn is supposed to represent. Although each turn in BODYCOUNT represents one minute, many tasks from searching a hooch to calling in CASEVAC will take many minutes and the games master/umpire will use multi-minute moves wherever possible. The 'Patrol' and 'Search' movement rates might seem slow but in fact they are generously fast compared with the speed some units probed in potentially booby-trapped jungle. Take your time, it will often save lives. A glance at the Fire Points Table will reveal just how horribly dangerous it is to run about when people are firing automatic weapons about the place. What worked for John Wayne did not always work for the average Grunt. So, think ahead, co-ordinate your moves and support fire and hey, let's be very careful out there!
Players' objectives
The players will in most cases have the same objective eg. search the environs of a village, defend the firebase and so on, but it can make for a very interesting game if some players have slightly different objectives, particularly when Allied troops are used. For instance, the ARVN objective might not be to find VC in a village, but to steal livestock. Tribal irregulars like the Montagnards night be told by the umpire that they lose less points for wasting civilians, after all, to the Montagnards, all Vietnamese were the same: foreigners. This can place American units in quite a dilemma. American support weapons US forces often had devastating firepower from artillery, helicopters and airplanes on call and often supplied supporting fire for ARVN units. Full rules for all these weapons are provided but it is a good idea to fight some smaller scenarios first, say, with a weak company of troops supported by say 3 105mm howitzers. A small game fought to a satisfactory conclusion is usually preferable to a huge game which has to abandoned for lack of time. Detached forces Players frequently try to detach a couple of their men to perform tasks in isolation, searching a hooch or checking out a bamboo thicket. If a squad leader does move his men out of sight of his personal figure to perform a different mission from the
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rest of the squad then the umpire should control their actions until they are re-united with the rest of the squad. Men spending a long time out of the eye of their leader might not feel so keen to lay their lives on the line. TROOP RATING Unit TC US Special Forces, LURPS etc. Good US Regulars Average US Troops Australian/New Zealand Troops South Korean (the ROKs) ARVN Elite Combat Units ARVN Average Units Popular Forces Tribal Units (eg. Montagnards) NVA Sappers NVA Regulars Viet Cong Cadre/Khmer Rouge Viet Cong Main Force Units Viet Cong Local Villagers 5 4 3 5 3 3 3 1 3 5 4 3 2 1 AR 5 5 3 5 4 3 2 2 4 5 4 4 4 3
Troop Rating ER 5 5 4 5 5 3 3 2 3 5 5 5 3 2 DR 5 4 3 4 4 3 2 1 2 5 5 5 3 2 FR 5 4 3 3 3 3 2 2 4 5 4 5 4 3 Aimed Fire 6-9 3 -9 1-7 5 -9 0-8 0-8 0-6 0-4 0- 7 3-9 1 -9 0-8 0-7 0-4
INFANTRY SQUAD STRENGTHS Unit Strength (regulation/typical) US Special Forces US Regular Infantry US Marine Corps Australians South Koreans ARVN Regulars Popular Forces NVA/VC Main Force Various / 5 - 7 11 / 7 - 9 13 / 7-10 10 / 8-9 10 / 7-8 10 / 7-8 Various / 6 - 12 10/7-8
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Troop Quality
The ratings given here can only give a general picture, it is important to remember that the same unit might have fought in Vietnam for many years but its personnel might have changed entirely. The US system of limiting tours of duty to one year ensured a continuing supply of green troops. It has been said that whereas the Viet Cong had ten year's experience of fighting Americans, the US had only one years experience, but repeated 10 times. On the other hand, the Viet Cong suffered heavy casualties and sometimes threw very inexperienced troops into action, particularly after the 1968 Tet offensive. Although the NVA sapper teams were first class soldiers, the Viet Cong were not supermen and they should be rated accordingly. Everyone is familiar with the sorry state of 'Marvin the ARVN': the 1 7 year old peasant boy dragged from his village to risk life and limb for the distant government in Saigon. Then there are the ARVN paratroops who spent most of their time in barracks or bars and many Province Chiefs knew that the way to political advancement lay in minimising casualties. In most years of the Vietnam war, the ARVN lost more men by desertion than any other cause. On the other hand, some ARVN units did very well, so its up to you. Keep reading. Aimed fire ratings should generally be at the low end of the range given. Other ratings can be increased over a series of games using the same unit and players in a mini-campaign. Most Vietnam novels follow the progress of a squad or platoon over a limited period, BODYCOUNT allows you to do the same. If a campaign progresses over a long period then the players should have some fresh draftees (FNGs) to look after.
Weapons
Most US Army soldiers used the M14 until 1968 when the first large consignments of M16s arrived, although Special Forces and Air Force security troops used M16s from 1962. M16s were billed as 'self-cleaning' but due to a change in the propellant they weren't: the result was jammed rifles and dead GIs. Hence the poor reputation of the M16 which lasted until the 1970s although relatively few weapons caused problems. The M79 grenade launcher served throughout the war although supplemented by the pump action single shot M203 from 1972 onwards. Guys armed with an M79 carried a Colt M1911 .45 cal pistol as a sidearm. Anti-tank weapons like the 90 mm Recoilless rifle were generally used to defend fixed positions rather than lugged around the boonies but the 66mm Light Anti-tank Weapon (LAW) proved handy in close range infantry fighting. The M60 General Purpose Machine Gun was known as the 'Pig' for a bunch of reasons, and although its worst problems had been ironed out by the late 60s, it remains a mystery how such a mediocre weapon was ever adopted by the USA. The Viet Cong and the bewildering number of pro- and anti-government militias were armed with a host of firearms varying from the factory fresh to the truly antique. The Main Force VC and the NVA were mainly armed with AK-47s after 1967 but the mixture of Chi Corn K50 SMGs, SKS carbines and captured American guns continued to give good service.
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Weapon Classification
These are classified as follows for purposes of close combat and Fire Points Tables.
Automatic Rifle
Semi-automatic rifle such as the FN used by the Australians or the M14 used by US and South Korean troops before 1967 and by snipers until the end of the war. Carbine Short barreled self-loading gun like the World War II M1 carbine or the SKS or Chinese Type 56 carbine.
Automatic carbine
A carbine capable of automatic fire such as the automatic models of the M1 series. This category also includes the CAR-15, the cut down M16 used by Special Forces, Air Base Guards and others.
Shotguns
Pump action or automatic shotguns such as the Winchester Model 12 or Remington 870 or Browning Automatic.
Belt-fed light machine-gun
Weapons like the M60 being operated by two men. If fired by one man on his own, count as a box-fed machine gun unless on a fixed mount.
Box-fed light machine-gun
A machine gun mounted on a tripod or pivot-mounting on a vehicle firing sustained bursts from a belt feed. Note that both 7.62 mm and 0.50 cal weapons use the same line on the Fire Points Table but different lines on the casualty table. Ammunition 'Pistol rounds' are fired by all hand guns, sub-machine guns and the M1 carbine. Machine-guns smaller than 0.50 cal and other shoulder arms, except shotguns, use 'rifle bullets'.
ARMOUR CLASSIFICATION
Light Vehicles
Armored Personnel Carriers such as the M113, M3, BTR-40, BTR-152 etc. are proof against weapons of less than 0.50 cal from all angles. The M113 is proof against 0.50 cal machine-guns from the front.
Armored Cars & light tanks
The frontal armour of armoured cars like the M8 and light tanks like the M5, M551, PT-76, and Chinese Type 63 are proof against machine-guns of up to 15 mm calibre. Side and rear armour is proof against anything smaller than 0.50 cal.
Tanks
The M24, M41, M42, and Chinese Type 62 are proof against weapons of up to 30 mm cal or less from the front and up to 15 mm elsewhere. The T34 is proof against recoilless rifles of up to 75mm cal and guns of up to 40mm from the front; its sides and rear are proof against guns up to 25mm. The T54/5, Chinese Type 59, M48 and the Centurion are proof against RRs of up to 75 mm and other guns of up to 85 mm (except the US 76 mm gun on the M41) from the front. They are proof against guns up to 40mm elsewhere
NOTE: There is not much difference between Main Battle Tanks In BODYCOUNT since most action will take place at ranges of only a few hundred yards.
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MODEL AVAILABILITY
FREIKORPS of 12 Beechfield Avenue, Conlig, Co Down, BR19 7ZY, produce metal figures: The Platoon 20 range. These include a comprehensive and still expanding range of Vietnam figures and some from other ranges can be adapted. Platoon 20 are used by the authors and are strongly recommended. Esci have released a box of US troops and a box of Viet Cong figures allowing large games to be conducted on a limited budget. Plastic figures by Airfix, Esci & Matchbox can be converted, eg. Gurkhas and Australians etc. to Viet Cong and their Second World War US figures for early war Americans or ARVN/ROK although unless you can easily convert M16s and AK-47s from the weapons provided these are only suitable for the early years of US involvement 1964-66. Since the first edition of these rules were published there has been other model manufacturers who have or will be producing suitable figures for the Vietnam War Skytrex Ltd, Unit 3, Canal Bank, Loughborough, Leics. have a large range of figures and vehicles in their Firefight 20 range many of them suitable or designed for Vietnam
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BIBLIOGRAPHY
The Vietnam war has been the subject of a great mass of literature ranging from the hysterical outpourings of the liberal press that LBJ believed lost him the war to detailed political and military analysis. While tactical studies most interest the wargamer, it is essential to read the novels listed below for some understanding of the war - how it was fought, who by, and with what enthusiasm. The listed non-fiction is the most easily available and most useful for the wargamer, although it is only a small proportion of what has been produced on the subject.
Nark Baker: 'NAM' (Abacus 1981)
Not actually a novel, it is allegedly selected accounts by veterans but as no names are given.... still, it evokes the boredom, fear & moral degeneracy which is now part of the Vietnam legend.
Philip Caputo: 'Rumor of War'
An illuminating account of the dilemmas facing a U.S. officer in Nam.
David C. Isby: Weapons & Tactics of the Soviet Army (Jane's 1981)
The NVA's combat doctrine was heavily influenced by the Russian methods, their equipment was largely Russian by manufacture or design. This book is the best analysis of both.
Micheal Maclear: Vietnam, the Ten Thousand Day War (Eyre Methuen 1981)
A broad outline of war strategies of both sides and the history of the conflict.
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