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by

JOHN REEVES and GREG NOVAK with KURT HUMMITZSCH


Editors: Special thanks to: Susan Shug, Bruce Neidlinger,
Kurt Hummitzsch, Nancy Hummitzsch, Hieke Kubasch
Tom Frank Thanks to the following playtesters and members of
Cover: Bob Murch Charlie Company who've served in the ranks over
Cover Design: Nick Morawitz the last few years
Interior Art: Dave McKay, Tom Frank, Bob Murch Captains: Frank Chadwick, Ken Vreeman
Page Design: Nick Morawitz Lieutenants: Gary Swanson, Neil Lastator, Greg Larson,
Layout: Nick Morawitz, Jesse Becker, Dave McKay Brian Lastator and Don Apperson
Photos courtesy of: Sergeants: Loren Wiseman, Steven Anderson,
Dave Nilsen, Patton Museum of Cavalry and Armor Tom Climber, Jim Ceney, Tom Reed, Tom Like,
Fort Knox, KY Don Graymeyer, Al Bonse, Ted Hampton,
Introductory scenario and fiction: Colin McClelland Chris Riegel, Jim Roots, Chris Muckucki,
Steve Stannis, et al.
Copyright 1986,1988,1994,1997 by RAFM Company Inc. ...All rights reserved. No part of this book may be reproduced or utilized in any form or
by any means electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written
permission from the publisher.
Produced by RAFM Company Inc., Unit 155b Copernicus Blvd., Brantford, Ontario, Canada N3P 1N4, Phone (519) 759-1995
Stock #0015 ISBN# 0-920727-09-3 UPC# 7 312390015
Printed in Canada
WELCOME TO CHARLIE COMPANY .. 3 5.0 CS - COMMAND, CONTROL AND 9.0 SUPPORTING FIRE ................. 43
FORWARD.................................................... 3 COMMUNICATION ................................ 27 9.1 LIMITATIONS ON
FROM COLIN MCCLELLAND................... 3 5.1 OPERATIONAL ORDERS .................27 SUPPORTING FIRE ................................43
FROM KURT HUMMITZSCH................... 3 HELICOPTER ASSAULTS:......................28 9.2 DEVIATION TEMPLATE .....................43
DEDICATION ............................................. 3 5.12 COMMAND, CONTROL, AND 9.3 INDIRECT ARTILLERY FIRE...............43
EXPERTISE...........................................29 9.31 FOS (FORWARD OBSERVERS) .........43
1.0 INTRODUCTION ........................ 4 9.32 SPOTTING ROUNDS .........................43
5.13 DETACHMENTS.............................29
1.1 GAME REQUIREMENTS .................... 5 5.14 COMMUNICATION ......................29 9.33 FIRE FOR EFFECT..............................44
5.141 FACE TO FACE COMMUNICATIONS . 29 9.34 ARTILLERY DAMAGE........................44
2.0 MUSTER IN: ............................ 7
5.142 RADIO TELEPHONES ................ 29 9.35 ARTILLERY DAMAGE
2.1 BACKGROUND ...................................... 7 RESOLUTION - AMERICAN................. 44
5.143 INTERACTION WITH HELICOPTERS
US MARINE CORPS.................................. 9 AND AIRCRAFT..................................29 9.36 ARTILLERY DAMAGE
2.2 ORGANIZING A COMMAND .............10 5.144 POPPING SMOKE ........................29 RESOLUTION- NVA/VC.........................44
9.37 PRE-PLOTTED FIRE ..........................45
2.3 TIME IN COUNTRY .............................11 5.2 NVA/VC C3 .......................................... 30
9.38 DIRECT FIRE BY MORTARS............. 45
2.31 NCOS' TIME IN COUNTRY ............11 5.21 OPERATIONAL ORDERS ..................30
9.39 WILD FIRE..........................................45
2.32 OFFICERS' TIME IN 6.0 TURN SEQUENCE ................... 31
COUNTRY.............................................11 9.4 HELICOPTER GUNSHIPS ............... 45
6.1 DURATION OF TURNS....................31 9.41 HELICOPTER GUNSHIP
2.33 FIELD PROMOTIONS .....................11
6.2 TURN SEQUENCE.............................31 CONTROL: ..............................................45
2.4 EXPERTISE ...........................................11 9.42 HELICOPTER GUNSHIP WEAPONS
2.5 AUXILIARY TROOPS ........................12 7.0 MOVEMENT ............................ 33 AND DAMAGE........................................45
2.51 SOUTH VIETNAMESE ......................12 7.1 FOOT MOVEMENT........................... 33 9.5 AIR STRIKES....................................... 46
ARVN—(ARMY OF THE REPUBLIC OF 7.11 PATROL............................................. 33 9.51 CONTROL ......................................... 46
VIETNAM)..........................................12 7.12 CHARGE ........................................... 33 9.52 BOMB DAMAGE................................ 46
MARINES,AIRBORNE, AND RANGERS.12 7.13 MARCH ............................................. 33 9.53 NAPALM ............................................ 46
RUFF PUFF'S—(POPULAR FORCES)..12 7.14 COMBAT........................................... 33 9.54 GROUND ATTACK SPECIALISTS..... 46
CIDG—(CIVILIAN IRREGULAR 7.2 VEHICLE MOVEMENT .................... 34 9.55 STRAFING.......................................... 46
DEFENSE FORCE)..............................13 7.21 WHEELED VEHICLES...................... 34 9.56 BOMBS AS BOOBY TRAPS ............... 46
2.52 AUSTRALIANS..................................14 7.22 TRACKED VEHICLES ....................... 34
2.53 ROK....................................................14 10.0 CLOSE COMBAT
7.23 WATERBORNE VESSELS .................. 34
2.54 AMERICAN .......................................14 AND SPECIAL RULES................ 47
7.3 AERIAL MOVEMENT ....................... 34
3.0 THE GAME MASTER 7.31 ATTACK AIRCRAFT.......................... 34 10.1 CLOSE COMBAT.............................. 47
AND HIS ROLE........................ 16 7.32 FAC AIRCRAFT ................................. 34 10.2 NORMAL ANTI-AIRCRAFT FIRE 47
7.33 OBSERVATION 10.22 LANDING ZONE
3.1 SCENARIO GENERATION ............... 16 ANTI-AIRCRAFT FIRE ......................... 47
HELICOPTER (LOACH) ....................... 34
3.2 VC/NVA GENERATION .................... 17 7.34 ATTACK HELICOPTERS .................. 35 10.3 NIGHT ACTIONS ............................ 47
4.0 TERRAIN ...............................20 7.35 TRANSPORT 10.31 EXPERTISE ...................................... 47
HELICOPTERS...................................... 35 10.32 VISIBILITY ...................................... 47
4.1 NATURAL TERRAIN .........................20
7.4 TERRAIN EFFECTS CHART ............ 35 10.33 ILLUMINATION.............................. 48
4.11 OPEN .................................................20
7.5 BOOBY TRAP/MINES ....................... 35 10.34 NIGHT SCOPES .............................. 48
4.12 BRUSH...............................................20
10.35 NIGHTHAWKS ............................... 48
4.13 ELEPHANT GRASS ...........................20 7.51 PUNGI STAKES................................. 36
10.36 WEATHER....................................... 48
4.14 FOREST .............................................20 7.52 HOMEMADE WEAPONS................. 36
4.15 DENSE FOREST ................................20 7.53 PRESSURE RELEASE MINES............ 36 10.4 ONTOS ............................................... 48
4.16 JUNGLE .............................................21 7.54 CLAYMORE MINES .......................... 37 10.5 SAPPERS AND ENGINEERS ......... 49
4.17 RUBBER PLANTATIONS ..................21 7.55 SPECIAL MINES ............................... 37 10.51 AMERICAN ENGINEERS ............... 49
4.18 RIVERS AND STREAMS ...................21 8.0 DIRECT FIRE......................... 38 10.51 FLAMETHROWERS........................ 49
4.19 SWAMP..............................................21
8.1 LIMITATIONS ON DIRECT FIRE... 38 10.6 GUNSHIPS......................................... 49
4.2 MAN-MADE TERRAIN ....................21
4.21 VILLAGES..........................................21 8.2 VISIBILITY ......................................... 38 10.7 RIVERINE OPERATIONS ............... 49
4.22 URBAN COMBAT.............................21 8.3 SMALL ARMS FIRE........................... 38 10.8 PRISONERS ....................................... 50
4.23 BUNKERS AND 8.31 GRENADES ..................................... 38 10.9 BEEHIVE ROUNDS ......................... 50
ENTRENCHMENTS..............................22 8.4 DIRECT FIRE SUPPORT
4.24 TUNNELS..........................................22 10.10 THE GAMEMASTER CLAUSE .... 50
WEAPONS ............................................. 40
4.25 RICE PADDIES ..................................23 11.0 AFTER ACTIONS REPORT ........ 51
4.26 CANALS.............................................23 8.41 RESTRICTIONS ................................ 40
8.42 AMMUNITION................................. 40 11.1 PLAYER FIGURES............................. 51
4.27 ROADS, TRAILS, AND PATHS..........23
4.28 VEHICLES AS COVER......................24 8.43 DIRECT FIRE SUPPORT WEAPONS 40 11.2 NON-PLAYER FIGURES................. 51
4.29 BOOBY TRAPS AND OTHER 8.44 ANTI-VEHICLE FIRE........................ 40
8.45 SNIPERS .............................................41 12.0 DESIGNER'S NOTES ...............51
PITFALLS...............................................24
8.5 COMBAT RESULTS ............................ 41 13.0 INTRODUCTORY SCENARIO .....52
4.291 PUNGI STAKES...............................24
4.292 HOMEMADE WEAPONS...............24 8.51 COMBAT RESULTS—AMERICAN.... 41 14.0 ADVANCED SCENARIO ............54
4.293 PRESSURE RELEASE MINES..........24 8.52 COMBAT RESULTS—NVA/VC ......... 42 15.0 GLOSSARY OF TERMS .............55
4.294 CLAYMORE MINES........................24 16.0 BIBLIOGRAPHY.....................57
4.295 SPECIAL MINES..............................24
4.3 LINE OF SIGHT..................................25 APPENDIX A — VEHICLE DATA.........58
4.4 HILLS AND GULLIES.........................25 APPENDIX B — AIRCRAFT DATA ......60
APPENDIX C — WORKSHEETS .........62
FORWARD FROM COLIN MCCLELLAND
Charlie Company - A set of rules to game Vietnam on a When first asked to play Charlie Company by my friends
tabletop with miniatures! I was skeptical. I knew why they had asked me. They'd
The players are all American NCO's and officers " in played a couple of games and felt that the rules seemed to
country"; the referee designs each scenario and controls truly represent the squad level combat, and the frustration
the hidden forces of the NVA\VC enemy. This makes at times, typical of Vietnam. Since I had served there with
Charlie Company a unique tabletop miniatures game, for the USMC they wanted me to participate and see what I
a substantial amount of role playing is involved; you will thought. With some trepedation I finally agreed. I thought
have a figure on the tabletop that is you - 100%. You that perhaps I should play the VC and see if some of the
can't even talk to the other players unless your figure is in tricks they tried on us in Nam would work on the tabletop
a position to do so! You have to survive twelve missions as they had in the bush.
(12 months game time) to complete your tour and rotate I was surprised by the "feel" of the game. I was watch-
home. ing my US opposition making decisions under the same
The question: What is winning? pressure we had had to face in the field. In addition, I felt
A: Defeating the enemy the weight of the same firepower we had in Nam come
or down on my head and it was formidable. I must admit I
B: Surviving your tour of duty. was impressed; however, before I got enthusiastic I de-
The choice is yours. Charlie Company is unique in the cided to play and witness a few more games. I liked what
fact that you must balance the achievement of your short I played, I liked what I watched; most of all, and I must
term goals - defeating the VC - with your ultimate objec- emphasize this, I liked the "feel" it gave for combat in Viet-
tive - lasting until your DEROS date comes up and you nam.
(your miniature at any rate) can hop that freedom bird back —Colin McClelland
to the world.
In most other miniature battle simulations, players are
in a contest with one another and the miniatures do the F ROM KURT H UMMITZSCH
dying - a certain detachment is achieved and artificial
I was the commander of the game mentioned above and
morale rules are required to represent your men's sense of
I can tell you it was the toughest and most exciting game
self preservation.
we've played yet. We have tried out many different things
Charlie Company places you- the player- virtually on
including Marines in Hue during Tet, backed up an ARVN
the tabletop, in harms way, so to speak. The other players
squad and MP's in a jeep; Special Forces operations with
are with you on the table, facing the enemy. You must co-
regular US troops and CIDG. The game system is both
operate together, execute and follow mission planning and
flexible and fun. I've read a number of books about the
orders to both win and survive - good luck, have fun and
Vietnam War written by vets relating their own experiences
get some!
and I can tell you that for all its simplicity you won't find
a better game to give you a true feeling for what it was like
to be, or command, a grunt, or small unit of grunts, in Nam.
One last thing I should mention, I love tac air, but, make
sure you drop your napalm far away from your own people.
Our customary initiation into Charlie Company is for some
FNG Lt. to call in an air strike and toast a few of his own
people. If it happens to you, welcome to the club. If you
avoid this, congratulations, and may your luck hold out
until it's time to return to the world.
—Kurt Hummitzsch

DEDICATION
CHARLIE
Dedicated to the men of Charlie Company, 2nd Platoon,
1st Bn., 4th Marines. COMPANY

3
"The enemy may be operating from the delusion that political pressure combined with the
tactical defeat of a major military unit might force the US to throw in the towel."
—Gen. William C. Westmoreland. November 1967

Nine Rules for Personnel of US Military Charlie Company is an ongoing miniature game that
Assistance Command, Vietnam simulates the unique circumstances that were part of the
The Vietnamese have paid a heavy price infantry's ground war in Vietnam. Charlie Company can
for their long fight against the be played with as few as three players or as many as 20
Communists. We military men are in players. The key to the game is that one player acts as the
Vietnam now because their government has gamemaster, who is responsible for setting up and running
asked us to help its soldiers and people the game. The remaining players play on the same side,
in winning their struggle. The recreating the role of a US infantry company in Vietnam
Vietcong will attempt to turn the people from 1964-1972. The individual player's role is that of a
against you. You can defeat them at every commander of either a squad, a platoon, or a company.
turn by the strength, undrestanding and While individual figures will be needed for each soldier
generosity you display with the people. under the command of a player, the game mechanics are
Here are ninesimple rules: based on the player's role as a commander.
Distribution-1 to each member of the As a sergeant, a player deals with what is happening to
United States Armed Forces in Vietnam. his squad, i.e.: what types of fire it is taking, who has been
1. Remember we are guests here. We make hit, how bad the effect was, what can be seen at the mo-
no special demands and seek no ment, and what effect our fire is having, etc. As a lieuten-
special treatment. ant commanding a platoon, a player is concerned with the
2. Join with the people! Understand actions of the platoon's squads, the placement of the pla-
their life, use phrases from their toon headquarters, the evacuation of any wounded, and
language and honor their customs the heavy weapons. A player acting as the company com-
and laws. mander deals with the same problems, but must now worry
3. Treat women with kindness and re-
about platoons instead of squads. The company commander
is also in charge of the overall operation.
spect .
Every soldier who served in the US Army knew that 365
4. Make personal friends among the days after his arrival in Nam, he would be able to embark
soldiers and common people. on the "freedom bird,"which would carry him back to the
5. Always give the Vietnamese the right States. Players' characters have the same goal: to survive
of way. their time "in country" and to return to the "land of the
6. Be alert and ready to react with your round eyes." With rare exceptions, the American military
military skill. experience in Nam was a series of operations mounted
7. Don't attract attention by loud, rude against enemy targets, with units rotated into and out of
or unusual behavior. base camps between these operations. For purposes of
8. Avoid separating yourself from the
Charlie Company, each game is considered as a month,
with any player whose character manages to survive a
people by a display of wealth or
maximum of 12 games to have won his war and to have
privilege.
returned home.
9. Above all else you are a member of The non-mechanized (leg) units made up over 75% of
the US Military Forces on a the ground combat units in Vietnam, a percentage that be-
difficult mission, responsable for came even higher when one considers that most of the ar-
all your official and personal mored cavalry squadrons were used as road escorts and
actions. Reflect honour upon similar duties. With only three tank battalions serving in
yourself and the United States of
CHARLIE America.
Nam, the average "grunt" in the field could go through his
tour of duty without ever having served with any armored
COMPANY elements. As result, while armored vehicles appear in the
game, the emphasis of the game is on the role of the infan-

4 tryman.
and critiqued by all before the action started. All elements 1.0
Ground Combat Units of a VC/NVA unit knew just what to do in an action, and INTRODUCTION
Armored Cavalry Squadrons - Divisional 6 why their part was important. Each element was under or- 1.1 GAME
ders, and made every attempt to carry out those orders. REQUIREMENTS
Armored Cavalry Squadrons - 11th ACR 3 Personal initiative was not part of the NVA/VC structure.
Mechanised Infantry Battalions 10 If the plan was flawed, no attempts could be made to change
Tank Battalions 5 it on the battlefield other than aborting it. The NVA/VC
Total Mechanized Units 22 forces are also represented by individual figures, but are
Air Cavalry Infantry Battalions 9 organized into squads and companies. These units either
function or not, depending on the fire that the NVA/VC
Air Mobile Infantry Battalions 10
takes in a turn. Actual casualties will not be determined for
Airborne Infantry Battalions 7 the NVA/VC. For these reasons, we recommend that the
Light Infantry Battalions 15 gamemaster run the NVA/VC formations in Charlie Com-
Riverine Infantry Battalions 3 pany. Players can be allowed to command the NVA/VC
Infantry Battalions 27 forces if they wish, but they will have to do so under the
limitations experienced by the NVA/VC forces. It is often
Total Non-Mechanized Units 71 just easier to allow the gamemaster to run these forces as
part of the game system.
On the other hand, air and artillery elements were present
in amazing numbers. For artillery support alone, the fol- 1.1 GAME requirements
lowing units were sent by the US Army to Vietnam:
One player to act as gamemaster, and two or more play-
ers for the Americans. As a rule of thumb, a complete rifle
Artillery Units platoon can be fielded for each four players. For an excel-
lent mix of forces, we suggest that each player paint one
105 mm towed Howitzer Battalions 32 American infantry squad, one NVA/VC squad, and one set
105mm SP Howitzer Battalions 2 of either civilians, or one set of dead and wounded figures,
or other special pack. This guarantees that there will be
155mm towed Howitzer Battalions 7
enough figures for a game. Armored vehicle and helicop-
155 SP Howitzer Battalions 5 ter models will also be needed if they are used in the sce-
155/8" Battalions 5 nario being played. Die rolls are either ten sided die (re-
175mm/8" Battalions 12 ferred to as D10), or six sided die (referred to as D6).
Total Artillery Battalions 63

The average infantry battalion could often call on the


support of one or more artillery battalions, as well as the
support of the battalion's own 4.2" mortars. For air sup-
port there were air force squadrons, helicopter gunships,
naval and marine Squadrons. A lack of firepower was rarely
the problem. The enemy forces were twofold. First, there
was NLF (National Liberation Front), otherwise known as
the VC (Viet Cong). These were the native South Viet-
namese who were fighting for the reunification of their
country. They in turn were divided into the local elements
and the Main Force. The local elements were what was
usually called the Viet Cong, the VC, "Charlie," or even
the "local yokels." Ill-equipped and ill-armed, they were
not viewed as a significant problem. The Main Force, on
the other hand, were the "pros," and you tangled with them
at your own risk. As the war went on. the elements of the
Main Force slowly evaporated due to attrition. The second
enemy force, and the part that grew in size throughout the
60's, was the NVA, or the North Vietnamese army. Some-
times referred to as the PAVN (Peoples Army of Vietnam),
it was made up of citizens of the People's Republic of Viet-
nam, fighting in a war of unification miles from their home.
Equipped to the standards of a modern army, on paper it "The combat infantryman is the reason that the rest of
was a match for the US Army. While its lack of supplies the military exists. Even the USS New Jersey, or a B52,
and air support put it at a disadvantage when fighting is only smoothing the way for the man with the bayonet. CHARLIE
The only way any war gets won is for the combat troop
Americans, it was more than willing to search for the tac-
tics needed to overcome the odds. The forces of the NLF to walk into enemy HQ. This is especially true in a COMPANY
guerrilla war. He has to go into those jungles and drag

5
and the NVA had a very different tactical doctrine than
that used by the United States. Since both formations lacked the bastards out."
an effective tactical communications network on the battle- —Ralph Zumbro, Tank Sergeant.
field, they relied upon a tactical plan that was rehearsed
1.0
INTRODUCTION
1.1 GAME
REQUIREMENTS

These rules are primarily intended for 20mm figures with trench lines, resin streams and what have you. Because of
a ground scale of approximately 1" equal to 2 yards. RAFM Charlie Company's unique and variable terrain require-
produces a full line of Charlie Company miniatures repre- ments we suggest some kind of modular format. Well bal-
senting the forces of the US, its allies and those of the VC/ anced terrain set up is almost an art unto itself. Not enough
NVA enemy. Each figure represents one individual, heavy cover and the VC/NVA will be slaughtered by overwhelm-
weapon, vehicle or aircraft. The figures should be mounted ing US firepower; gratifying to the players perhaps, but
on individual bases. Pennies are an excellent base. 5/8" not much of a challenge: too much cover and restricted
squares cut from sturdy sheets of artboard or polystyrene terrain and the game bogs down into an arduous slog which
plastic work well also. 20mm figures look appropriate with the players cannot hope to win. Again, not a desirous out-
either 1/76, 1/72 or HO scale model kits and accessories. come. Many commercially available terrain systems and
Plastic vehicles, buildings, AFV's, helicopters, aircraft and products exist but there are even more ways to do it your-
sometimes trees, bunkers and sandbagged revetments are self as well. Some suggestions will be found in the appro-
readily available to supplement the current range of fig- priate terrain sections. Modelling terrain, collecting and
ures. painting figures can be as rewarding as playing the game
These miniatures will need terrain to maneuver itself and certainly enhances the whole game experience.
over,objectives to take and cover to seek. A flat playing
surface of at least 4' x 6' is
required. Larger battles
may demand more area, es-
pecially if full armour, air,
and artillery support are
used. Upon the battlefield
the GM will place appropri-
ate terrain. Terrain set up
can be as simple or as com-
plex as the players and ref
want (and as their time and
finances allow,), ranging
from a green felt sheet
draped over books and
blocks of wood with con-
struction paper shapes de-
noting areas of woods,
buildings and such to elabo-
CHARLIE rately sculpted three dimen-
sional topographical models
COMPANY complete with bunkers, lush
vegetation, paddy dikes,

6
2.1 BACKGROUND squad having an M-113 APC and an additional driver, while
the mortar squads were issued M-125 mortar carriers. With
the Army build up brought about by the Berlin and the
Since the players are acting as the officers and NCOs of
Cuban Missile Crisis', the US Army found the early 60's
an infantry company, it is appropriate to look at the back-
to be a time of growth. The new ROAD TO&E's returned
ground of this formation. The United States Army spent
the size of an American division into a force to be reck-
the 1950's gearing up for a war in Europe against the hordes
oned with. By 1963, the Army found itself ready and able
of the Warsaw Pact. After the ill-fated attempt to use the
to take on a Soviet attack for the first time since the end of
pre-atomic division and battle groups was deemed a fail-
the Korean War. The US Army's entry into Vietnam threw
ure, a new TO&E, the 1962 ROAD (Reorganization Ob-
these plans out the window.
jective Army Division) was adopted in its place. Since the
Since the existing intelligence information implied that
Warsaw Pact was going to hurl masses of armored forma-
armored and mechanized units would be operating at a dis-
tions against NATO, the new organization was designed to
advantage, the Army decided that the old fashioned leg
blunt such an attack. Firepower was seen as the answer,
infantry would be needed. Helicopters were seen as a means
and so an infantry company was given the following ele-
of solving the transport problem, but the anti-tank weap-
ments:
ons and transport deemed necessary for war in Europe did
not appear suitable for Vietnam. Most of the AT weapons
were left behind, and the crews used to form additional
ROAD Infantry Company rifle companies.
Company Headquarters Since no one was certain what would work in Vietnam,
from 1965 to 1967 units were given a wide latitude to ex-
1st Rifle Platoon
periment with modified TO&Es. No less than 12 different
Platoon Headquarters - 3 men light infantry battalion TO&Es were used, while 70+ dif-
1st Rifle Squad- 10 men ferent company TO&Es were in use at one time or another.
2nd Rifle Squad - 10 men Out of these new experimental formations a new "leg" in-
3rd Rifle Squad - 10 men fantry battalion emerged. The "leg" infantry battalions
Weapons Squad - 11 men found themselves with a battalion headquarters, headquar-
2 M-60 Machine Guns ters company, four infantry companies (Lettered A to D),
2 90mm Recoilless Rifle and a combat support company (lettered as Company E).
2nd Rifle Platoon One major change in the TO&E for the infantry was the
as above arrival of the M-16 rifle and the M-79 grenade launcher,
3rd Rifle Platoon both designed to improve the firepower of the formation.
as above Some US Army divisions were sent to Vietnam with the
Weapons Platoon M-14, but these were replaced by the M-16 in the field.
While infantry companies were to have an actual strength
Platoon Headquarters - 8 men of 171 to 190 men, army policy was to allow at least a
1st Squad - 6 men 10% increase in strength. On paper, each infantry com-
1 81 mm mortar pany was to have from 190 to 210 men on the rolls. For
2nd Squad - 6 men field service, a company would have both additional at-
as above tachments of RTOs (radio telephone operators), medics,
3rd Squad - 6 men FOs (forward observers), and detachments for a base force
as above left behind for supply and support services. On paper, an
AT Squad - 11 men infantry company in the field would have the organization
2 106mm Recoilless Rifle and equipment listed on the chart below: (All figures not
listed as having a special weapon are armed with the M-
The ROAD Infantry Battalion was to have a battalion 16.) Mechanized units, not ACAV, are organized as above,
headquarters, combat support company including four 4.2" with the exception that each squad has a M-113 to trans-
mortars, a 106mm recoilless rifle platoon, and three infan- port the squad, and one extra man assigned per squad to CHARLIE
try companies. The companies were equipped with light drive the M-113.
trucks, jeeps, and "mechanical mules" to move the equip- COMPANY
ment listed above about the road net of western Europe.
The large number of AT weapons was intended to counter
the Warsaw Pact's superiority in these areas. Mechanized
infantry battalions used the same organization, with each
7
2.0 MUSTER The major area where the TO&Es differed in the infan- pany was forced to leave most of its company headquar-
IN: try battalions, was in the weapons squad of the rifle pla- ters back at the base camp to handle the normal paperwork
2.1 BACKGROUND toon, and the weapons platoon of the rifle company. In the and supply. Additional men were detached for other duty,
(CONT.) rifle platoon, some units used the above mix of two M-60 sent on R&R, held awaiting courts or on light duty, or just
machine guns each with a three man crew, and one 90mm not present (ie. dead). The average field strength of the
recoilless rifle with a two man crew. The problem was that infantry company would be closer to 140 men than the
the two man 90mm RR team could carry the weapon and 190+ that they had on paper. At times some companies
only four rounds. Other units dropped the 90mm RR and reported less than 100 men in the field, with some compa-
added an extra man to each machine gun team to carry nies dropping as low as 60 men.
ammo and provide for a replacement crewman when
needed. Another practice was to replace the 90mm RR with
a third machine gun, giving that gun a two man
Field Strength (Paper)
team.Gamers are free to experiment with their organiza- Leg Infantry Company — 1965
tions, with the single provision that the US Army doctrine
did not allow the M-60s to be placed in the rifle squads.
Company Headquarters
The weapons platoon had the same problem. The 81mm 1 Captain
mortar squads had been designed to be moved by vehicle. 1 First Lieutenant (Forward Observer)
On foot, the six man crew could carry the weapon and 12 1 First Sergeant
to 24 rounds into the field. This was only enough ammo to 1 Medic
keep the weapon in serious action for 5 to 10 minutes. The 3 RTOs (Radio Telephone Operators)
only way for a weapons platoon to keep a weapon in ac- 1 Runner
tion would be for one squad to carry the weapon, and for
the other two squads to carry additional ammunition. Even
1st Rifle Platoon
Platoon Headquarters
then, if serving in jungle area, the problem of attempting
to fire mortars out of double or triple canopy forest made 1 Second Lieutenant
their use difficult at best. The conversion of the company 1 Platoon Sergeant
weapons platoon into an additional rifle platoon did not 1 Medic
solve the problem. At full strength, the converted platoon 2 RTOs
was half the size of the normal rifle platoon, and lacked 1st Rifle Squad
any machine guns for firepower. Units that attempted to 1 Sergeant
use the weapons platoons as rifle platoons were never very 1 Corporal
happy with the results. Players who wish to command a 2 Privates with M-79's
weapons platoon and convert it to a different organization 6 Privates
are free to do so. However they may not increase the size 2nd Rifle Squad
of the platoon, and must find other players wishing to serve
as above
in its ranks as the squad commanders. The "paper" com-
pany strengths rarely carried over into the field. Each com- 3rd Rifle Squad
as above
Weapons Squad
1 Sergeant
2 Corporals
6 Privates
2 M-60 Machine Guns
1 90mm Recoilless Rifle
2nd Rifle Platoon
as above
3rd Rifle Platoon
as above
Weapons Platoon
Platoon Headquarters
1 First Lieutenant
1 Platoon Sergeant
2 Sergeants (Forward Observer for Mortars)
3 RTOs (Radio Telephone Operators)
1 Runner
1st Squad
1 Corporal
1 Private with M-79
4 Privates
1 81 mm mortar
2nd Squad
as above
3rd Squad
as above
2.0 MUSTER IN:
USMC Infantry Company US MARINE CORPS US MARINE CORPS
Company Headquarters The United States Marine Corps and the US Army looked
at the situation in Vietnam with a totally different view
1 Captain point. The Marines, unlike the other branches of the armed
1 First Lieutenant (Artillery Forward Observer) forces, actually had a field manual dealing with guerrilla
1 Gunnery Sergeant warfare. After WW I, the Marines found themselves fight-
2 Corpsmen ing in Central America and the Caribbean. During these
3 RTOs wars, the Marines experienced many of the same prob-
1 Runner lems that arose in Vietnam. It was also during this time
1st Platoon that the Marine Corps began its first attempts at using air-
Platoon Headquarters craft for tactical support of ground troops.
1 Second Lieutenant Marine Corps infantry companies were organized along
1 Platoon Sergeant entirely different lines than those of the Army. The Ma-
rines learned during WW II that they might be forced to
1 Right Guide Sergeant
survive on their own without any additional fire support.
2 Corpsmen
Players who first play army units and then Marine units,
2 RTOs will undoubtedly be surprised by the difference in firepower
1st Squad of the two forces.
1 Sergeant The Marine rifle platoon was just that, without a weap-
3 Corporals - fire team leaders ons squad. The modified M-14s were equipped with bipods,
1 Private - with M-79 Grenade Launcher and were used as automatic rifles. Each squad was broken
3 Privates - with modified M-14s down into three fire teams. Each fire team was led by a
6 Privates - with M-14s corporal, with one modified M-14, for use as an automatic
2nd Squad weapon, and two regular M-14s. Starting in 1968, the
as 1st Squad Marines switched to using the M-16 rifle. In some units
the older modified M-14s were kept for their additional
3rd Squad
fire power. All personnel in the weapons squad were
as 1st Squad
equipped with M-14s. Field practice was to take the ele-
2nd Platoon ments of the weapons platoon and to distribute them
as 1st Platoon amongst the rest of the platoons. The only exception to
3rd Platoon this were the 60mm mortars, which would remain back at
as 1st Platoon base to provide artillery support for the troops in the field.
4th (Weapons) Platoon Each Marine platoon would receive, two M-60s, two 3.5"
Platoon Headquarters rocket launchers and nine additional privates, who would
1 Second Lieutenant assist the weapon operators. Marine battalions always had
1 Platoon Sergeant four infantry companies, as well as a headquarters and head-
2 Corpsmen quarters company. An 81mm mortar platoon, and a single
106mm recoilless rifle provided additional fire power if
1 RTO
1st Squad - Mortar
1 Sergeant
2 Corporals
7 Privates
3 60mm Mortars
2nd Squad - Anti-tank
1 Sergeant
3 Corporals
9 Privates
6 3.5" Rocket Launchers
3rd Squad - Machine Gun
1 Sergeant
3 Corporals
18 Privates
6 M-60 Machine Guns

"0300 IS the f*****g Marine Corps"


—anonymous Drill Instructor,
CHARLIE
Parris Island 1964 COMPANY

9
2.0 MUSTER IN: needed. Special note: The Marines also provided the first
US MARINE CORPS armor in Vietnam quite accidentally. When ordered to de- Starting Strength
(CONT.) ploy, the Marines pack up everything that they have and
2.2 ORGANIZING A
Determination Chart
take it with them, regardless, unless ordered otherwise.
COMMAND When ordered to go to Vietnam they followed their usual USMC
procedure and took their tanks with them. The Senate ac- Company Headquarters 1-D6 +3
cused them of attempting to expand the war by bringing in
Platoon Headquarters 1-D6 + 3*
armor. The Marine Corps leaders merely replied that they
had not been ordered to leave the armor behind. By acci- Infantry Squads 1-D6 + 8
dent, Marine Corps armor was the first in Vietnam, and Weapons Squad:
proved to the skeptics back in the States that armor could Anti-Tank 1-D6+4
be used effectively in Vietnam. Machine Gun 2-D6 + 10

2.2 ORGANIZING A * For these formations, roll a D6, and consider a roll of 1 as
a 2, and a roll of a 6 as a 5.
COMMAND
Players will need one figure for each man under their
When playing Charlie Company, it is best if you orga- command, but should realize that their commands' will
nize a platoon at first. Do not activate the company head- not always be at book strength.
quarters until you have two platoons in the field. The ideal Example: A US Army platoon is being organized for four
number of players for a platoon is four, with one player players. The numbers rolled are as follows:
serving as the platoon commander, and the other three play- Platoon Headquarters 4 men
ers serving as the rifle squad commanders. The weapons 9 men
1st Rifle Squad
squad can either be commanded by a fifth player, or as- 7 men
signed to serve under the command of the platoon com- 2nd Rifle Squad
mander. The latter option gives the platoon commander a 3rd Rifle Squad 7 men
club to use over his subordinates; the ability to attach or Weapons Squad 7 men
detach elements from the weapons squad to the rifle squads This gives the platoon a total strength of 34 men. The
as reinforcements. Once players have been assigned com- platoon commander decides to even out the rifle squads to
mands, they need to determine the actual number of men seven men each, and assigns the additional men to the
under their command at the start of the campaign. Using weapons squad and the platoon headquarters. The figures
the charts below, determine the number of men in each
representing the players are listed in italics. The first num-
unit. After the starting strengths have been rolled, the pla-
toon commander has the right to "level" the squads of his ber in brackets is the total number of men in the unit. The
command by shifting men between squad. second number is the number of men the formation should
have according to the TO&E.The sample platoon has the
following organization:
Starting Strength Rifle Platoon
Platoon Headquarters (5/5)
Determination Chart 1 Second Lieutenant
US Army 1 Platoon Sergeant
Company Headquarters D6+2 1 Medic
2 RTOs
Rifle Platoon Headquarters D6*
1st Rifle Squad (7/10)
D6 + 4 1 Sergeant
D6+3 1 Corporal
Mortar Platoon Headquarters D6 + 2 2 Privates with M-79s
Mortar Squad D6* 3 Privates
If a mechanized unit is being formed, add I to each die rolled 2nd Rifle Squad (7/10)
as above
for the vehicle driver.
3rd Rifle Squad (7/10)
as above
Weapons Squad (8/9)
1 Sergeant
2 Corporals
5 Privates
2 M-60 Machine Guns
CHARLIE
COMPANY

10
This rifle platoon is now ready for the field, though it is 2.0 MUSTER IN:
short 10 privates. Again, players will note that they will
2.33 FIELD PROMOTIONS 2.2 ORGANIZING A
rarely be able to start their formations at full strength If a sergeant is killed during a game he will be replaced COMMAND
TO&E, but rather the usual field attrition has already by his corporal. If the corporal is killed, he will be replaced (CONT.)
started. At the end of each game, dead and seriously by one of the privates who will come forward to lead the 2.3 TIME IN COUN-
wounded figures will be removed from the unit and die squad. New squad leaders must re-roll their expertise. The TRY
rolls for replacements will be made. Players will find that new expertise level must be used even if it is lower than 2.31 NCOS' TIME IN
commanders who are not careful with the lives of the troops COUNTRY
the original expertise level. If an Army squad is used, they
under their command will end up commanding fewer and 2.32 OFFICERS'
will receive a new sergeant for the next game, and will re- TIME
fewer troops as the campaign goes on. roll his expertise. If a Marine squad is used, the new squad IN COUNTRY
leader is assumed to have remained in charge, and his cur- 2.33 FIELD
2.3 TIME IN COUNTRY rent expertise is used and may be increased normally. PROMOTIONS
2.4 EXPERTISE
Players of Charlie Company are assumed to be serving
as squad, platoon, and company commanders. Each player
2.4 EXPERTISE
needs to determine two important items; first his time "in Once the time in country has been determined for play-
country" and second, his personal expertise as a com- ers at the start of the game, expertise needs to be rolled for
mander. The US Army decided not to allow any units sent those players who have already been in country. A player
to Vietnam to serve together, fearing that the unit might with a time in country of zero will not roll for expertise
end up stripped of all personnel when they all completed until he is under fire for the first time. Expertise is used to
their tour of duty at the same time. To avoid this, these determine how effective a player will be as a commander.
units were subject to massive transfers upon arrival in Viet-Players with a high expertise have a better chance of deal-
nam. Any unit in Nam after early 1965 would have a mix- ing with the problems of command, while those with a
ture of men who had been in action and newcomers. low expertise will have more problems. A player's exper-
tise may increase as the game goes on, with an expertise
2.31 NCOS' TIME IN level of 9 being the highest that can be obtained. The use
of expertise is further explained in Section 5.1. A squad's
COUNTRY expertise is equal to that of its direct commander. To deter-
mine starting expertise, roll a D6 and add to it any of the
At the start of the campaign or when a new command is
modifiers on the table below:
set up, all NCO characters should roll 2 D6, and then sub-
tract 1. The resulting number is the number of months that
they have already been in country. The difference between
that number and 12 is the number of games that they must Expertise Modifiers
survive to win their personal quest to return to the States. MODIFIER
Example: An NCO player rolls 2 D6 for a total of a 6. He
would then subtract 1 for a total of 5. This means that his Time in country 1-4 months +1
time in country at the start of the campaign is five months. Time in country 5-8 months +2
To win, he must survive the next seven games. In practice, Time in country 9-12 months +3
the US Army did not promote squad members to fill va-
1965-1967 +1
cancies as squad commanders. The theory was that a newly
promoted man from within the unit would be returning 1970 -1
home all too soon when his time was up. Instead, new ser- USMC + 1
geants (products of "shake and bake" schools at boot camp) Airborne school* + 1
were sent out as replacements for those sergeants killed, Ranger School # +2
seriously wounded, or lucky enough to return home. A
player who needs to start a new sergeant as a squad com- Special Forces # +3
mander will start with a time in country of one * Airborne Units Only
# Only at Gamemasters Discretion
2.32 OFFICERS' TIME IN
COUNTRY
Officers use a different system to determine their time Example: A player who is serving as an NCO command-
in country. The US Army attempted to rotate officers be- ing the 1st Rifle Squad has been in country for five
tween staff and line duty whenever possible, having them months. He rolls for his expertise, on a D6, and adds 2.
serve six months on staff duty, and six months in com- His roll is a 4, with a plus 2 equals 6. His expertise is a
mand of a line unit. Officers roll a D6 with a 1 - 3 indicat- six. At the end of each game, all surviving players should
ing that the officer has just arrived in country, and will roll a D10, counting a Was a 0. If they roll higher then
command first, and do staff duty second. In this case, his their current expertise, their expertise number is raised
time in country starts as a 0. On a die roll of a 4 - 6, the by 1. In the case of the player mentioned above, a roll of
officer has completed his staff duty, and has been in coun- a 7, 8, or 9 would be needed to raise his expertise by 1 CHARLIE
try already for six months. He starts the game with a time to a 7.
in country of six months. Unlike the NCOs, officers will COMPANY
normally only serve in command of their platoon or com-
pany for six months. After six games he will either rotate
home, or to a staff position, and a new commander will
need to be appointed for the unit.
11
2.0 MUSTER IN:
2.5 AUXILIARY
2.5 AUXILIARY TROOPS
TROOPS
2.51 SOUTH
Auxiliary troops are included in the game as additional
VIETNAMESE soldiers. They are not intended for use by the players.
ARVN—(ARMY OF
THE REPUBLIC 2.51 SOUTH VIETNAMESE
OF VIETNAM)
MARINES.AIRBORNE, "0615; We met two ARVN M41 tanks coming out of the
AND RANGERS city in full retreat. They looked very natty, men
wearing black berets, turrets polished-they were also
scared shitless; you could see the whites of their eyes
at one hundred yards. They told of RPGs and B40
rockets being fired out of trees and windows... "
—Ralph Zumbro, Tank Sergeant
The South Vietnamese armed forces that American
units encountered in the boonies came in a wide vari-
ety of troop types, formations, and armament. They
often answered to entirely different command
structures. The information on these units is de-
signed to add color to Charlie Company. These
troops should be controlled by the
gamemaster. Players can occasionally com-
mand these units, but the gamemaster must
take into account that the goals of most aux-
iliary troops were far different from those of
the Americans serving in Nam.
The South Vietnamese Auxiliary Table is
used to determine the expertise rating and the
number of dice these troops roll per figure in
combat. All supporting weapons have been fac-
tored into this table, so that BARs, LMGs, etc.
need not be used unless otherwise indicated.
The gamemaster should use the expertise number
as a quick means of determining the auxiliary units'
ability to engage in combat. If a unit rolls its expertise
number or less, it will follow orders for that turn. If it
fails the die roll, the unit will not follow orders.
The different formations that might be found in a
Charlie Company game are:
ARVN—(ARMY OF THE REPUBLIC OF
VIETNAM)
In 1965, the regular troops and officers of the South
Vietnamese army were poor quality conscripted troops.
The Americans nicknamed them "Marvin the ARVN."
Their equipment was substandard, and ARVN soldiers
were issued M-l rifles and BARs for basic combat for-
mations. When Vietnamization started, the ARVN were
issued better weapons and became more combat worthy.
Roll a D6+4 to determine the size of an ARVN forma-
tion. The squad is commanded by a NCO. To determine
the overall expertise number and weapons allotment for
the squad, roll an D6, adding +1 for every year after 1965;
thus an ARVN unit encountered in 1968 would roll a D6, Roll a D6+4 to determine the size of a squad of
adding +3 to the roll for the three years difference. rangers\airborne troops. Each squad is commanded by a
MARINES,AIRBORNE, AND RANGERS sergeant. After 1966, add a M-69 and a M-79 to each ranger
The elite troops of the South Vietnamese army were bet- squad as additional weapons. Roll a D10, adding +1 for
ter equipped and led. The airborne and marines were often every year after 1968 to determine the overall expertise
used as "coup prevention" troops for most of this period number and the weapons allotment for the squad.
Rangers can have two squads present in a game with a
CHARLIE are were not found in the field. The rangers were often the
headquarters of an officer, a RTO, and a platoon sergeant.
most aggressive ARVN troops in the field. A study of those
COMPANY Viet Minh officers and men who joined the South Viet- A ranger officer is totally uninterested in obeying any or-
namese army after the departure of the French in 1954 ders from American or junior rank officers.

12 showed that almost all became members of the rangers or


airborne.
RUFF PUFF'S— CIDG—(CIVILIAN IRREGULAR 2.0 MUSTER
(POPULAR FORCES) DEFENSE FORCE) IN:
When the fortified hamlet project began, it became ob- American Special Forces were deployed into the high- 2.51 SOUTH
vious that local villagers would have to be armed to drive lands of Vietnam in an attempt to halt the Viet Cong be- VIETNAMESE
(CONT.)
off the Viet Cong. The armed villagers were named the ginning in 1962. There the "Green Berets" encountered
RUFF PUFF'S—
Popular Forces, and were armed with an assortment of WW the Montagnards and other tribes who were the indigenous (POPULAR
II and earlier weapons. They reported to the local provin- people of Vietnam. Forced into the mountainous areas by FORCES)
cial governor and they attempted to keep control over their the Vietnamese, they had in turn been protected by the CIDG—(CIVILIAN
own area. "Ruff Puff's" were most often found guarding French. The Montagnards regarded the special forces as IRREGULAR
checkpoints and carrying out security within their area. their new protectors. They were enlisted into a new mili- DEFENSE
They are totally uninterested in going out and looking for tary formation that was not officially part of the Army of FORCE)
"Charlie." (In some cases, being a "Ruff Puff served as a The Republic of Vietnam. Under the control of their Ameri-
daytime job for "Charlie.") An additional problem was that can advisors, they patrolled the highlands and did what
many provincial governors tended to pad their muster rolls they could to cut the communist supply lines.
with "ghost" members, so that the "Ruff Puffs" were often CIDG formations consist of a patrol of 3D6 men, one of
short of manpower. which is an RTO. One Green Beret is present as com-
The size of a "Ruff Puff squad is determined by rolling mander, and if the patrol is greater than 10 men, an addi-
a D6+2; the squad is commanded by a sergeant. To deter- tional Green Beret may be added as second in command.
mine the overall expertise number and weapons allotment To determine the overall expertise level number and
for the squad, roll a D10, subtracting -1 for every year prior weapon allotment for the squad, roll a D10 and add +1 for
to 1968. every year after 1965. The patrol may be armed with an
M-60, and the Green Berets may carry M-16s or other
weapons of their choice.

South Vietnamese Auxiliary Soldiers Table


Ruff Puff's Airborne Civilian ARVN
Popular Ranger Irregular Regular
Die Rolls Forces Marines Defense Force Troops
1 expertise 3 expertise 7 expertise 6 expertise 3
dice 1/4 dice 1/2 dice 1/4 dice 1/4
2 expertise 3 expertise 7 expertise 6 expertise 4
dice 1/4 dice 1/2 dice 1/4 dice 1/4
3 expertise 4 expertise 7 expertise 7 expertise 4
dice 1/4 dice 1/2 dice 1/4 dice 1/4
4 expertise 4 expertise 7 expertise 7 expertise 5
dice 1/4 dice 1/1 dice 1/2 dice 1/2
5 expertise 4 expertise 8 expertise 7 expertise 5
dice 1/4 dice 1/2 dice 1/2 dice 1/2
6 expertise 5 expertise 8 expertise 8 expertise 6
dice 1/4 dice 1/1 dice 1/2 dice 1/2
7 expertise 5 expertise 8 expertise 8 expertise 7
dice 1/4 dice 1/1 dice 1/1 dice 1/2
8 expertise 6 expertise 9 expertise 8 expertise 7
dice 1/2 dice 1/1 dice 1/1 dice 1/1
9 expertise 6 expertise 9 expertise 9 expertise 8 CHARLIE
dice 1/2 dice 1/1 dice 1/1 dice 1/1 COMPANY
10 expertise 7
dice 1/2
expertise 9
dice 1/1
expertise 9
dice 1/1
expertise 9
dice 1/1 13
2.0 MUSTER IN: The American commanders of the CIDG formations are
CIDG—(CIVILIAN not interested in using their patrols for assault troops. They
IRREGULAR were used to patrol or to carry out hit and run actions. Full
DEFENSE scale combat was someone else's job.
FORCE)-CONT.
Using The Chart: The gamemaster decides that for a
2.52 AUSTRALIANS
2.53 ROK
Search and Destroy Mission, the players will encounter a
2.54 AMERICAN "Ruff Puff" road checkpoint in the middle of nowhere. The
gamemaster rolls a D6 and gets a 5. He then adds 2, mak-
ing the size of the "Ruff Puff" squad seven men. The year
of the scenario is 1967, so he rolls a D10 and subtracts
one(-l). The die roll is 8, which is modified to a 7. The
"Ruff Puffs" have an expertise level of five with a one die
firepower per four men present.
The above situation can be run in several ways. The "Ruff
Puffs" can open fire when they sight the Americans, fear-
ing they are VC, or the American point man may report the
"Ruff Puffs" as VC and open fire. 2.53 ROK
Korea sent combat troops to Vietnam starting in 1965.
2.52 AUSTRALIANS The Republic of Korea (ROK) troops were very brutal in
Australian units operated along the coastline in the III their dealing with the VC and suspected VC sympathizers.
Corps area. Some members of the Australian Special Air When they first arrived, they were primarily armed with
Service also operated with CIDG and American Special WW II weapons and uniforms. Starting in 1967 they were
Forces. Note: Australian squads will normally have one supplied with M-16s. Note: In Charlie Company, ROK
Sgt., one corporal, and eight privates. In Charlie Company, units armed with WW II weapons throw 1 die per two fig-
Australian soldiers carry the FN, which in game terms is ures. Support weapons still use normal dice. ROK troops
equivalent to an M-16. One soldier will be armed with an armed with M-16 rifles throw 1 die per figure. A ROK
M-60. To determine Australian expertise, roll a D6 and squad will have one sergeant, one corporal, and seven pri-
add 2. Australian SAS members should have a minimum vates. One private will be armed with a BAR in the WW II
expertise of six. Australian units also used the M-113. equipped squads. Squads armed with M-16s will have one
Squads so equipped will have one extra soldier who is a M-79 and one M-60. ROK squads' expertise ratings are
driver. determined by rolling a D6 and adding 2. The minimum
expertise for a ROK squad is five. ROK troops may use
the M-113, and squads so equipped will have an extra pri-
vate who acts as a driver.

2.54 AMERICAN
American auxiliary units are Engineers, Special Forces,
and LRRP teams. Engineers were not normally sent into
the field by themselves, but would be attached to various
units for temporary assignments. No more than three engi-
neers should be used in any game. Engineers have special
capabilities described in the special rules section.
American Special Forces teams normally contain five
soldiers. These teams would work with and lead CIDG
forces. Special Forces troops roll for expertise normally
with the appropriate modifiers. Special Forces should al-
ways be used with CIDG squads. LRRP teams were spe-
cial surveillance teams made up of four men. Each team
would have one M-60, and a radio. They were assigned to
count communist forces moving down the various trails
and to report the number of soldiers and direction they were
traveling.
LRRP teams were supposed to avoid combat if possible,
so should usually be used in a rescue scenario, or to re-
trieve a team from the field game. LRRP roll for expertise
normally, with the additional ranger bonus.
The gamemaster in Charlie Company is not only in AREA OF OPERATIONS
charge of setting up and running the game, but also serves
as both the American High Command and as the NVA/ CARD RESULT
VC. He must provide the American players with their op- Spades/Clubs Free Fire Zone
erational orders, including supporting weapons and other Hearts/Diamonds Inhabited Area
necessary information. For the NVA/VC, he must provide
a troop mix, standing orders, and guidelines for fighting
any action that might result. There are several excellent FIRE SUPPORT
books on infantry combat in Vietnam written by S. L. A.
Marshall that are a good possible source of scenarios . In CARD RESULT
addition, ARNO Press and Battery Press have both pub- 2,3, 2-4.2" Battalion Mortars
lished similar books on small unit actions which can serve 4,5, 4-4.2" Battalion Mortars
as additional resources for scenarios. The problem in us- 6,7, 2-105mm Howitzers
ing these books is that the players may come to feel that
the gamemaster is out to "get" them. After all, the most 8,9,10 6-105mm Howitzers
interesting scenarios in those books involve cases in which Jack 6-105mm Howitzers
fighting was hot and heavy, and the players may not al- 2-Helicopter Gunships
ways be interested in taking part in such actions. As play- 1-Observation Helicopter
ers get close to finishing their tour of duty, they may start Queen 6-105mm Howitzers
feeling a bit paranoid. To solve this problem, the follow- 2-Helicopter Gunships
ing system is presented as a means of setting up a sce-
nario. The gamemaster should modify these force totals as 1 Observation Helicopter
needed to provide a well balanced game. or

3.1 SCENARIO King 6-155mm Howitzers


2-Helicopter Gunships
GENERATION 1-Observation Helicopter
The gamemaster shuffles a deck of playing cards, and or
the overall American commander picks one card to deter- 2-Attack Aircraft
mine the American mission. This SAME card will not only Ace 6-155mm Howitzers
determine the mission that the Americans will be ordered 2-Helicopter Gunships
to carry out, but the transport, the area of operations, and
the fire support that will be on call. 1-Observation Helicopter
4-Attack Aircraft
MISSION 1-FAC
CARD RESULT
Example: If the seven of hearts is drawn, the American
2,3,4, Search For Enemy Patrols mission is to search hamlets for VC/NVA rice caches.
5,6,7, Search for Rice Cache The troops will be moved by helicopter to their area of
operations, and will have on call a platoon (two tubes)
8,9, Search for Supply Cache
of 105mm howitzers. Note that more support weapons
10, Search for Tax Collector/Radio should be allocated to the unit depending on how seri-
Jack Search for Area Headquarters ous the mission is considered.
Queen Search for Base Camp The gamemaster must then set up a game where that
King Search for Rest Camp mission can be carried out. He may not send the Ameri-
Ace Search for Main Force Unit cans into the highlands where there are no hamlets or rice
CHARLIE caches for them to search for in vain. The players will not
be allowed to use their supporting firepower freely until
COMPANY TRANSPORT they have made contact with the enemy. If the scenario
turns against the American players, the gamemaster will

16 CARD
Spades/Hearts
Clubs/Diamonds
RESULT
Helicopter Lift
Road/Leg Movement
need to provide the Americans with additional supporting
helicopters and aircraft. Troops may not be available, but
support weapons always are.
MAIN FORCE TABLE
3.2 VC/NVA GENERATION CARD RESULT
3.0 THE CAME
MASTER
AND HIS ROLE
Once the mission card for the Americans is pulled, the 2,3,4 2-D6 Men
3.1 SCENARIO
VC/NVA forces present are determined. The American GENERATION
player takes the deck and deals the gamemaster cards to 5,6 2-D6 Men
7,8,9 3-D6 Men 3.2 VC/NVA
determine the size of the opposing force. If the American GENERATION
card is a two to 10, then two cards are dealt to the 10 4-D6 Men, 4-Bunkers
gamemaster. If the American card is a face card, then four Jack 6-D6 Men, 4-Bunkers
cards are dealt to the gamemaster. These cards are not seen 1-D6 Booby Traps
by the Americans, but are kept by the gamemaster in order
to determine the extent of the NVA/VC opposition At this 2-.51 AAMG
point the remainder of the deck should be sealed in an en- Queen 8-D6 Men, 6-Bunkers
velope until the game is over. If the action takes place in a 2-D6 Booby Traps
Free Fire Zone, then all black cards are used, as well as 2- 51 AAMG, 2-82mrn mortars
highest red card to determine the NVA/VC force structure. King 10-D6 Men, 8-Bunkers
If the action takes place in an inhabited area, then all RED
cards are used, as well as the lowest BLACK Card. The 2-D6 Booby Traps
type, the number of troops and the weapons are determined 4-.51 AAMG, 2-82mm mortars
by each card and the year of the scenario: Ace 12-D6 Men, 8- Bunkers
3-D6 Booby Traps
NVA/VC FORCE TYPE 4-.51 AAMG, 2-120mm mortars
65-66 67-68 69+
Diamonds VC VC VC NVA TABLE "The army must be
Hearts VC Main Force NVA CARD RESULT in the people like
Clubs Main Force NVA 2,3,4 2-D6 Men fish are in the
water"
Spades NVA NVA NVA 5,6, 3-D6 Men —Mao Tse Tung
7,8,9 4-D6 Men
10, 4-D6 Men
Example: Heart is drawn for troop type in a 1965 sce- 4-Bunkers
nario. The VC table will be used to determine the num- Jack 8-D6 Men, 4-Bunkers
ber of figures present. If a heart was drawn in a 1967
scenario, the Main Force table would be used. If a heart 2-.51 AAMG,
was drawn in a 1969 scenario, the NVA table would be 2-82mm mortars
used. These troop tables are built on the assumption that Queen 10-D6 Men. 6--Bunkcrs
the Americans will field at least two rifle platoons. The 4-.51 AAMG
gamemaster may vary the tables depending upon the 2-82mm mortars
number of American troops being used.
King 10-D6 Men, 8-Bunkers
1-D6 Booby Traps
VIET CONG TABLE
4-.51 AAMG, 2-120mm mortars
CARD RESULT
Ace 12-D6 Men, 8-Bunkers
2,3,4 1-D6 Men
2-D6 Booby Traps
1-D6 Booby Traps 4-.51 AAMG, 4-120mm mortars
5,6 2-D6 Men
7, 8, 9 2-D6 Men After the force size is determined for the VC/NVA, the
1-D6 Booby Traps gamemaster must roll for the actual number of figures
10 4-D6 Men, 2 Bunkers present, and organize them into platoons and squads. In
addition to the weapons listed above, the following light
2-D6 Booby Traps weapons are present:
Jack 4-D6 Men, 4 Bunkers
Viet Cong: Poor Weapons for Small Arms, 1 LMG per 16
2-D6 Booby Traps men, 1 RPG-2/B-40 per 20 men.
Queen 6-D6 Men. 4 Bunkers Main Force: Mixed Weapons for Small Arms, 1 LPD per
3-D6 Booby Traps 12 men, 1 RPG-2/B-40 per 12 men.
King 8-D6 Men, 6 Bunkers NVA: AK-47s for Small Arms, 1 LPD per 12 men, 1 RPG-
2 per 8 men. After 1967 RPG-7s are found in NVA
CHARLIE
3-D6 Booby Traps
units. COMPANY
Ace 8-D6 Men, 8 Bunkers
3-D6 Booby Traps
17
The local VC will defend
the rice as long as possible.
If the Americans stay away
from them, they will make
no effort to reveal their pres-
ence. If the Americans at-
tack the hamlet in force,
they will either flee the ham-
let and snipe at the Ameri-
cans, or drop their weapons
and hide among the inhab-
itants. The local VC are not
interested in making their
hamlet a target for American
heavy weapons or aircraft.
The squad of Main Force
VC can be used in several
different ways as part of the
scenario. These options
might include:

These forces should be organized into squads of similar 1. The squad is a cadre and their escort, who are touring
type. Local VC can be pooled together, NVA pooled to- the area in an attempt to encourage the locals to
gether, etc. However a squad may only contain troops from make greater efforts against the Americans. They
the same army (VC, Main Force, NVA). Infantry squads are staying at one of the hamlets in the area.
should have only small arms and light weapons and con- One option for this unit is that if attacked, it will escort
tain 5 to 10 figures. Weapons squads should have one crew the cadre to safety as quickly as possible, and
served weapon and a crew of three to five men. Platoons make no effort to seek contact with the Ameri-
should have a headquarters squad of two to four figures, cans. If forced to stand and fight, they will cover
and three to four squads of the same army. Infantry pla- the escape of the cadre. The other option is that
toons may only have infantry squads attached, while weap- the cadre, seeking to bolster the morale of the
ons platoons may only have weapons squads attached. All local VC, will take command of them and
elements of a platoon may be combined into a company. attempt to hold off the American forces.
This company can have a three to five man headquarters 2.The squad is proceeding to the hamlet to pick up the
unit, and three to five platoons attached. Example: In the rice cache. If they encounter the Americans they
mission listed above (i.e. the Search for the Rice Cache), will fall back, making no effort to stand, but will
the American player deals the gamemaster two cards; the carry out a rear guard action.
seven of clubs and the 10 of diamonds. Since the mission 3. The squad is assigned to a local hamlet for R&R,
is in an inhabited area, all red cards are used, as well as the which may or may not be the hamlet containing
lowest black card. The game takes place in 1965, so the the rice cache. If the opportunity exists, they will
diamonds are VC, and the clubs are main force. The forces attempt to defend their hamlet. Making the
present are the following: hamlet a target is not a concern of theirs. They
will not be interested in fighting to the last man.
Main Force 4. The squad is moving through the area carrying
7 of Clubs 3 D6 = 11 men, 1 RPG-2, 1 LPD dispatches. They were planning to spend the
Viet Cong night at the hamlet. They will avoid the Ameri-
10 of Diamonds cans and will not initiate a fight. They will stand
4 D6= 13men, 1 LMG
and fight to buy time for part of the squad with
2 D6 = 8 Booby Traps the dispatches to escape.
2 Bunkers In the case of Options 2 and 4 (above), the Main Force
VC squad would enter the board at a preset time and move
The gamemaster forms two squads of Viet Cong, one along its path until it became aware that the Americans
with seven men, with LMG, and one with six men. The were present. They would not be allowed to react to the
Main Force VC are formed into a single squad of 11 men. Americans until they were aware of them. Note that the
The local VC are the defenders of the hamlet where the outcome of the game may be changed by the interaction
rice is stored, and the bunkers and booby traps should be between the Main Force VC squad and the Americans. If
CHARLIE placed around this hamlet. The gamemaster could present the Americans end up attacking and destroying the cadre
COMPANY this area as a village of several hamlets, and leave it up to and his escort, they could claim a victory, even though that
the Americans to decide how they wish to handle the prob- was not the mission that they were assigned.

18 lem.
4.13 ELEPHANT GRASS
Areas of elephant grass will limit both movement and
visibility. Foot figures may not Charge or March though
elephant grass and move 1/4 of their usual movement
Wheeled vehicles may not enter elephant grass. Tracked
vehicles use 1/4 of their cross country speed. Visibility is
limited to 1" within the elephant grass. Troops at a higher
elevation than an area of elephant grass will be able to
locate and fire at figures moving though the grass. Figures
taking fire while in elephant grass are in light cover. El-
ephant grass can be made by gluing model railroad field
grass to pieces of card or thin wood. Grass door mats also
work well for this.

4.14 FOREST
Figures on foot move normally in forest areas. Tracked
vehicles move at 1/2 of their cross country movement.
Wheeled vehicles move at 1/4 of their cross country move-
ment. Visibility within forest is 16". Figures in forest are
When setting up terrain for a game, the gamemaster in light cover. Forest can be represented by model trees
should begin by drawing up a map of the area where the interspersed with pieces of lichen. The outer area of the
mission will take place. The American commander should forest can be represented with sand or pieces of felt.
be given a copy of this map. The quality of the map de-
pends on the area that the mission is to take place. When-
ever operations are in a built up area, the players should be 4.15 DENSE FOREST
given excellent maps. Operations in the highlands should This is dense forest terrain with a triple or a double
only show basic types of terrain (i.e. woods and clearings). canopy tropical rain forest. When US troops reported that
All types of terrain must be placed on the gaming table in they were operating in the "jungle," they were actually in
such a fashion that the differences can be seen by the play- dense forest. Foot movement is 1/2 of normal movement.
ers. The following are the different types of terrain and the Tracked vehicles move at 1/4 of their cross country move-
effects on combat and suggestions for setting up the gam- ment. Tracked vehicles must roll a D6 each turn in order to
ing table. attempt to move. The vehicle commander must indicate
where he is attempting to move, roll a 5 or a 6 to succeed.
4.1 NATURAL TERRAIN A failed roll results in the vehicle remaining in place for
the turn; it is considered to have used half of its move-
ment. Tracked vehicles following behind another tracked
vehicle do not have to roll if the first vehicle was success-
4.11 OPEN ful, but must follow the lead vehicle for their entire move.
This is an area with little or no vegetation to provide If the lead vehicle fails its movement roll, the following
cover. This area must be shown. Figures moving on foot vehicles must remain stationary for the turn. Wheeled ve-
pay no additional cost while moving through the area and hicles may not enter dense forest. The tree lines and hedges
vehicles move at their cross country speed. Visibility is found in village areas are treated as dense forest, even
not blocked by open areas. Open areas are best represented though they are only 1" wide. Visibility within dense for-
by a ground cloth used on top of the table. est is 10". Units in a dense forest are in medium cover.
Dense forest can be represented by model trees mixed with
CHARLIE 4.12 BRUSH lichen and twigs. Sand or felt should be used to mark the
outer area of the dense forest.
COMPANY Brush includes areas of limited undergrowth. Figures on

20
foot and tracked vehicles move at their normal speed.
Wheeled vehicles move at 1/2 of their cross country speed.
Visibility is not limited in brush. Figures in brush using
Patrol or Combat movement are in light cover. Brush can
be represented on the table by lightly scattered lichen.
4.16 JUNGLE
This is heavily wooded terrain with the triple or double
canopy of a tropical rain forest. Figures moving on foot
through jungle may only travel in single file. If fired upon
they may spread out, but must return to single file before
continuing to move. Figures on foot may not Charge or
March through jungle. Movement through jungle is 1/4
normal movement distance. Wheeled and tracked vehicles
may not enter jungle. Visibility in jungle is 3". Units in
jungle are in medium cover. Jungle may be represented
by model trees and pieces of lichen. Sand or felt should
be used to represent the outer area of jungle.

4.17 RUBBER PLANTATIONS


The rubber plantations of Vietnam tended to provide a
unique type of cover. They were laid out with rows of
rubber trees running in straight lines with all the under-
growth removed. Figures on foot move normally, but ve-
hicles use their cross country movement speeds. Visibil-
ity in plantations is 32". Units in a plantation are in light
cover.
Plantations are best represented with model trees glued
4.2 MAN-MADE TERRAIN
on to straight pieces of wood or card. They should be placed
in evenly spaced rows.
Gamemasters Note: Though four different types of for-
4.21 VILLAGES
est exist, it is rare that three or four different types will Villages in Nam were made up of several hamlets clus-
exist on the same gaming table. The best way to handle tered together. The hamlets in turn were made up of a gath-
forests is to use your ground cloth as the most common ering of buildings separated by hedgerows and tree lines.
type of terrain found in the area and use sand pieces of felt Individual buildings were rarely found outside a hamlet.
or model trees to represent the other areas. For game purposes, represent a hamlet with two to six build-
ings separated from one another and surrounded with tree
4.18 RIVERS AND STREAMS lines and hedges made of lichen. Paths through the village
and gaps in the hedges should be indicated as well. Troops
Figures on foot may cross streams unless the gamemaster within buildings are in medium cover. Troops on foot move
indicates otherwise. Units on foot crossing a stream do so through villages at their normal movement. Movement
at 1/4 of their normal movement. Wheeled vehicles may within a building is at 1/2 of normal movement. Soldiers
not cross streams except at suitable fords or bridges. Fords searching a building must remain within it for at least one
cost 1/4 of the vehicles' cross country speed. Tracked ve- turn. Vehicles moving within a village use 1/2 of their cross
hicles may cross streams anywhere at a cost of 1/4 of their country move. Tree lines and hedgerows in and around
cross country movement rate. It is up to the gamemaster to villages are impassable to all vehicles. A tank with a closed
decide if any streams are shallow enough to be crossed by top may demolish any buildings that provide light cover
vehicles. Deep streams may only be crossed at fords. A by remaining adjacent to them for one turn, and announc-
tracked vehicle moves at 1/4 its cross country speed while ing their intention to demolish the building.
in a ford. Rivers may only be crossed via a bridge or boat. Visibility within a village halts at any tree line/hedge,
Rivers are always large enough to handle any boats avail- or building that it crosses. A unit holding a position in a
able. Rivers are always known and should be marked on hedge/tree line or building may see out of it to the next
any map. Rivers and streams do not block line of sight. obstacle.
Figures in a stream may claim light cover from fire which Visibility though a gap in a tree line/ hedge continues to
crosses the stream bank they are behind. Troops may not the next tree line/hedge in the normal manner. The tree
claim any cover bonus from fire which originates from the lines/hedges in a hamlet are the same as dense woods for
opposite stream bank. purposes of movement and fire.

4.19 SWAMP 4.22 URBAN COMBAT


Swamp terrain is a cross between jungle and a stream. Urban combat is combat within the modern cities of
No vehicles or motorized boats may enter swamps. Troops South Vietnam. This type of fighting was rare and only
on foot may not charge or march through swamps. Swamps occurred during the Tet Offensive of 1968, The Easter Of-
are normally only found in the southern parts of Vietnam. fensive during 1972, and the fall of Saigon during 1975.
CHARLIE
Visibility in swamps is 3". Troops in swamps are in me- The main problem experienced by the Americans was COMPANY
dium cover. an unfamiliarity with this type of combat. Soldiers from
some of the large US cities may have had some experience
with gang wars, and used their knowledge of urban com-
bat. To see if a squad has a "street smart" soldier in its
21
4.0 TERRAIN ranks before the game begins, all American players should bunker, the VC can build a weapons pit for mortars or
4.2 MAN-MADE roll a D6. On a roll of 1, the squad will use its normal AAMGs. Entrenchments can be built at the discretion of
TERRAIN (CONT.)expertise for the game. A roll of 2 or more means the squad the gamemaster for scenarios involving fortified villages
4.23 BUNKERS AND will use 1/2 of its normal expertise rating. and base camp games. Troops in bunkers may only fire
ENTRENCH- The major problem with urban combat is that troops out of specially constructed slots. This is referred to as their
MENTS quickly become separated, therefore making it harder to firing arc. This arc must be marked on the gamemaster's
4.24 TUNNELS
maintain a cohesive fighting force. Troops who currently map. Troops outside of the firing arc may not be fired upon
occupy a building do not double their dice for being in by troops within the bunker. Bunker exits must also be
combat order. Up to two figures may fire out of a single marked on the map.
window during a turn. Once inside a building, a player's American base areas are also fortified in Charlie Com-
figure must spend a one minute turn to issue orders to his pany. American bunkers each hold three to six men or a
"The sniper was in squad, or they are treated as a detachment. If troops are crew served weapon, and are also linked by communica-
a spider hole outside in the street, they follow orders normally but still tion trenches. Weapon pits can contain any mortars or ar-
use their reduced expertise ratings. All movement in a build- tillery weapons. Sandbagged revetments can provide ad-
inside a half-
ing is done at 1/2 the normal movement rate. Vehicles may ditional protection within the base perimeter. Barbed wire
destroyed shack,
not enter stone or masonry buildings. Direct fire support is used to surround the base area. Unless removed, any
and previous
weapons that are fired against the wall of a building will figures attempting to move through barbed wire must roll
shells had simply
breach the wall. The breech will be equal to 1" per hit, 2 D6. The number rolled is the number of inches the unit
bounced off his loses from its movement. Barbed wire may be removed by
caused by the weapon. Walls may also be breached by a
ground-level placed satchel charge. Troops in a stone or masonry build- VC/NVA sappers, either by cutting the wire, or by using a
roof." ing are in hard cover. Troops may see figures firing out of satchel charge. A satchel charge will clear a 3" area of wire.
—Zumbro, Tank doors or windows, but unless inside the building, may not Areas cleared of wire are treated as open ground for move-
Sergeant see into the building from outside. It takes one minute to ment purposes. Cut wire clears an area wide enough for
move up or down stairs one level within a building. one figure to pass through. VC/NVA sappers were often
4.23 BUNKERS AND capable of moving through wire without getting caught in
it. Any sappers using a combat move at night may move
ENTRENCHMENTS through barbed wire without any loss of movement. Bun-
kers provide hard cover. Entrenchments and fox holes pro-
During the Vietnam War,VC hamlets had bunkers and
vide medium cover. Sandbag revetments provide medium
entrenchments built into the hedges and tree lines, which
cover.
included communication trenches to allow the defenders
to move about the area. In addition many families built air
raid shelters under their homes, which could also be used 4.24 TUNNELS
as bunkers. In Charlie Company bunkers are given to VC/ During the Vietnam War, the communist forces made
NVA units as part of their force structure, but may only be extensive use of major tunnel systems. The most famous
used in scenarios where the force is defending an area. area, the Iron Triangle, located north of Saigon was origi-
Each bunker can hold one VC/NVA squad, headquarters, nally used during WW II against the Japanese during their
or a single crew served weapon with its crew. In place of a occupation. It was expanded and used against the French
during the Indo-China war. It was used most extensively
during the Vietnam War
against the Americans. The I
Corps Military District below
the DMZ was another area that
had many tunnels. Tunnels
were built in areas with a high
content of clay in the soil, and
so were not common through
out the entire country. Tunnels
may be any length. If more
than one tunnel exists in a sce-
nario and they are connected,
a central chamber must be
marked on the map. Tunnels
may not be placed under any
rivers, streams, canals, or rice
paddies. All tunnels must have
an entrance marked on the
map. A tunnel may have one or more entrances. Entrances 4.0 TERRAIN
may be placed in buildings, bunkers, trenches, or any other
4.26 CANALS 4.2 MAN-MADE
non-water terrain. Every 24" of tunnel must have an air Canals were needed to move the water supply from paddy TERRAIN
shaft, which must be marked on the map. Air shafts may to paddy. They range in size from a drainage ditch to those (CONT.)
be placed on the ground or built into the frames of a vil- large enough to handle a large boat or barge. Canals tended 4.24 TUNNELS
lage hootch or outbuilding. Movement within a tunnel is (CONT.)
to be built in straight sections, though the sections did not
4.25 RICE PADDIES
12" per 1 minute turn. To keep track of troops moving in a always link up in a straight line. Minor canals should be 1" 4.26 CANALS
tunnel, the gamemaster should mark the tunnel off in 12" to 2" wide. Canals wider than this are major canals. For 4.27 ROADS, TRAILS,
lengths. To enter a tunnel from outside costs 1" per indi- game purposes, all minor canals are considered fordable AND PATHS
vidual figure entering. Figures entering a tunnel remain in for units on foot, unless the gamemaster indicates other-
the entrance until they actually begin movement within wise. Troops on foot crossing canals do so at 1/4 their regu-
the tunnel. Figures moving out of a tunnel must have en- lar movement. Wheeled vehicles may not cross canals ex-
tered the entrance during the previous move. Troops may cept on suitable bridges. Tracked vehicles may cross ca-
be placed within 1/2 of their movement rate from the tun- nals at the discretion of the gamemaster. This information
nel entrance. American units may discover tunnel entrances should be made available to the American commander if
and air shafts in one of two ways. he requests it. Ground units may only cross a major canal
If an American unit crosses an air shaft or camouflaged by using a bridge or by boat. All major canals are large
entrance, the gamemaster rolls for 1/2 of the squad leader's enough to handle riverine craft. Major canals are always
normal expertise. A successful roll results in the Ameri- known and should be marked on any map. Canals do not
cans discovering the tunnel entrance or air shaft. A non- block line of sight. Figures may claim light cover from
camouflaged entrance in clear terrain is automatically spot- fire that crosses over their canal bank. Troops may not claim
ted. Otherwise a successful expertise roll will be needed. any cover bonus from fire which crosses over the opposite
Troops in a discovered entrance may be fired on normally. bank.
Grenades may be dropped down an air shaft, affecting any
troops currently in that 12" tunnel section. Smoke grenades 4.27 ROADS, TRAILS, AND
may also be dropped into entrances and air shafts. Any
entrances or air shafts within 30" will create a smoke marker PATHS
for three minutes. This is useful for finding entrances and
Roads are at least 4" wide. Vehicles move along them at
determining the direction of tunnels. American soldiers may
the road movement rate. Foot figures move down a road as
not enter any tunnels discovered during a game. Tunnel
if they were in open terrain. For purposes of visibility along
entrances may be collapsed and made unusable by having
a road, it is treated as open terrain, regardless of the type
claymore mines placed in them, or by placing satchel
of terrain the road runs through. Where roads cross canals,
charges in the entrance.
bridges are assumed to exist unless the gamemaster indi-
Troops in a tunnel may not be attacked by supporting
cates otherwise. Trails are at least 2" wide. Vehicles move
fires of any type. Troops fired on in a tunnel entrance are
along them at the cross country movement rate. Foot fig-
in light cover.
ures move down a trails as if they were in open terrain.
Visibility along a trail is 16" or the maximum visibility of
4.25 RICE PADDIES the terrain the trail runs through. Where trails cross canals,
Villages tended to be surrounded with rice paddies in all fords are assumed to exist unless the gamemaster indicates
shapes and sizes. These paddy areas were separated by otherwise. Paths are at least 1" wide. Foot figures move
berms. These berms can vary in size from very narrow to down a path as if they were in open terrain. Vehicles may
wide enough for a road or trail. Paddies can be made from not use a path; instead, they use the terrain on either side
colored sheets of paper, grass carpet or Plexiglas sheets. of it to determine their movement. Visibility along a path
For Plexiglas, paint one side of the sheet a dull brown or is 6" or the maximum visibility of the terrain through which
green and place the shiny side up. Paddies can be cut into the path runs. Where paths cross canals, foot bridges are
different sizes and shapes, and should measure any where assumed to exist unless the gamemaster indicates other-
from 4" X 4" to 8" X 8". Berms can be made from brown wise. Piano Keyed Roads and Trails: A favorite VC tactic
paper or from painted and shaped balsa wood. Visibility is was to "piano key" roads and trails running through the
not blocked by paddies or berms. Figures sheltering be- areas they held. Deep ditches were dug as wide as half of
hind a berm may claim light cover from fire that crosses the road, alternating from one side to the other. This al-
the berm. All movement across a paddy is done at 1/2 lowed the use of the road by ox carts, bicycles, or indi-
movement for figures on foot and at 1/4 cross country move viduals on foot. Troops on foot move at their normal speed.
for tracked vehicles. Wheeled vehicles may not enter a Tracked vehicles can still move along a piano keyed road
paddy. Movement along a berm is at a normal movement or trail, but it costs twice their movement. Wheeled ve-
rate. hicles cannot use piano keyed roads or trails.

CHARLIE
COMPANY

23
4.0 TERRAIN 4.28 VEHICLES AS COVER 4.291 PUNGI STAKES
4.2 MAN-MADE
TERRAIN (CONT.) Armored vehicle crews may expose themselves to en- Each booby trap point used will purchase 16, 1" X 1"
4.28 VEHICLES AS emy fire by sitting partially outside of their hatches. Troops squares of pungi stakes. Each time a figure passes though
COVER riding in a M-113 may also expose themselves to enemy one of these squares, it will check on the Booby Trap/Mine
4.29 BOOBY TRAPS fire by standing up through the vehicle's rear hatch. Ex- Damage Table with a D6 roll. Once a figure has passed
AND OTHER posed troops are in medium cover versus enemy fire. Troops through the area, the pungi stakes are revealed. On follow-
PITFALLS ing turns other figures may elect to bypass the pungi stakes.
in an open-topped vehicle are in medium cover, unless re-
4.291 PUNGI STAKES
ceiving fire from a higher elevation, in which case they are
4.292 HOMEMADE
WEAPONS
in light cover. Passengers riding on the back of an armored 4.292 HOMEMADE WEAPONS
4.293 PRESSURE
vehicle who are fired upon are in light cover versus enemy
fire which crosses the turret before hitting them. Passen- Each booby trap point used will purchase 8, 1" X1"
RELEASE MINES
gers on a vehicle do not have any cover (by the vehicle) if squares of homemade weapons. These can vary in type
4.294 CLAYMORE
MINES fired on from a higher elevation. Troops may take shelter from .51 bullets (set to go off when stepped on), to hand
behind a vehicle by being adjacent to the vehicle. Troops grenades rigged with trip wires, etc. Each time a figure
sheltering behind an armored vehicle are in medium cover passes though one of these squares it will check on the
versus fire that first crosses the vehicle. Unarmoured ve- Booby Trap/Mine Damage Table with a D10 roll. Once a
hicles provide light cover versus fire that first crosses the figure has passed though the area, the location of the home-
vehicle. Passengers riding in a truck are in light cover. made weapons is revealed and on following turns other
figures may elect to bypass them. Another favorite home
4.29 BOOBY TRAPS AND made weapon was a leg hold trap, which was a wooden
frame with large nails pointing in and downwards. The trap
OTHER PITFALLS worked by catching a soldier's foot in the frame. The nails
prevented the soldier from removing the device himself.
For game purposes, all items such as claymore mines, When one or two of his friends came up to help him, some
pungi stakes, pressure release mines, and homemade weap- concealed VC/NVA would open fire on the Americans.
ons are Booby Traps and Other Pitfalls. The exact size and
effectiveness of each type differs. American units may use
pressure release mines and claymores when defending en-
4.293 PRESSURE RELEASE
trenched areas. Claymores may be used in the field to a MINES
limited extent. Pungi stakes were normally only used if
currently operating with CIDG or in a village defense pro- Each booby trap point used will purchase 4, 1" X 1"
gram, where barbed wire was not always available. VC squares. Each time a player's figure passes through one of
and NVA units may receive Booby Traps as part of their these squares, they will check on the Mine Detonation Table
available force structure, but are limited in their use. Local to see if the mine detonates. If the mine is detonated, check
VC units may only use pungi stakes and homemade weap- on the Booby Trap/Mine Damage Table with a D10 roll.If
ons as part of their defensive works. Main Force VC and the mine fails to go off, the minefield remains in play. If
NVA units may use mines, pungi stakes, and special mines another figure passes through the area, the process is re-
as part of their defensive set up. Neither group may use peated. Detonated mine areas are removed from the game.
such weapons while on the offensive. Once placed, these
weapons are neutral and will attack whoever wanders into 4.294 CLAYMORE MINES
them. For that reason, areas containing these weapons are
usually marked in some manner to help prevent friendly Up to three claymore mines may be carried by a US Army
losses. squad, at the gamemaster's discretion, in scenarios taking
place after 1966 . Claymore mines can be used as part of
the defenses at any American military base. The use of clay-
more mines by the VC should be limited. Their main source
of supply for these prized weapons was the US Army it-
self, either by capture in the field or by removing the
weapon from US defenses. If US claymores are used, each
one costs two booby trap points per weapon. Claymore
mines may be detonated by command, and can be set off
during either the fire or movement phase, by a
predesignated figure within 6" of the mine. Claymore mines
are pointed in a set direction, and cover a path 3" wide and
12" long when detonated. In addition, there is a back blast
in the opposite direction, 2" wide and 4" long. Any figures
in either path must check for casualties on the Booby Trap/
Mine Damage Table.

CHARLIE
COMPANY

24
4.0 TERRAIN
4.2 MAN-MADE
TERRAIN
(CONT.)
4.28 VEHICLES AS
COVER
4.29 BOOBY TRAPS
AND OTHER
PITFALLS
(CONT.)
4.295 SPECIAL
MINES
4.3 LINE OF SIGHT
4.4 HILLS AND
GULLIES

"No, I don't think


that's a good idea,
sir"
—Anonymous
Sgt,
4th Marines,
March 26/66 just
prior to an
ambush.

enough to see over the tops of any surrounding trees or


4.295 SPECIAL MINES buildings. Hills that are tall enough will allow troops on
In addition to the above, the VC made a practice of build- top to see over the trees, but will not allow them to see
ing specialized mines from unexploded American ordnance. anything at ground level behind the trees. Troops on top of
These could range from 81 mm mortar shells up to 500 lb. a hill adjacent to elephant grass can see troops moving
bombs. Due to the lack of heavy vehicles on the VC/NVA through the grass, regardless of line of sight restrictions.
side, road mines were quite common. Homemade clay- Troops on top of a hill firing down on an open-topped ve-
mores were also built. The gamemaster should determine hicle may fire on the crew—who will get light cover. Troops
what types of ordnance is available to the VC and the cost on a higher elevation may look over a lower hill or eleva-
of the weapons. Smaller weapons, such as the 81mm mor- tion of the same hill, but may not see anything at ground
tar rounds would be triggered by trip wires. The larger level. Gullies also contain elevations like hills, but they go
weapons such as buried bombs would be command deto- down as opposed to up. The sides of a gully are normally
nated. These weapons use the same burst radius and dam- steep. Troops moving into or out of a gully may move 1/2
age, as the weapon from which they are built. their normal rate. Vehicles may or may not enter a gully at
the gamemaster's discretion. Troops standing in a gully
4.3 LINE OF SIGHT may only see troops at the same elevation as themselves or
troops standing on a hill which is adjacent to the gully. To
Lines of Sight may not be traced more than 1" into jungle, see out of a gully, troops must be at the top edge of the
dense forest, elephant grass, and swamp. Lines of sight gully.
may also be blocked by hills and smoke. Open areas have Gullies are treated the same as streams for cover and
an unlimited line of sight. line of sight purposes.
Troops in combat order on top of a hill get light cover
4.4 HILLS AND GULLIES versus any fire originating at ground level that crosses at
least one elevation. No other cover benefits are provided
Hills are elevations that rise above the table. Gullies rep- by hills.
resent dried river beds that fill with water to become tem-
porary rivers during the monsoon season. Hill elevations
represent about a 5' rise per elevation. If the elevations are
close enough together to create a steep slope, this may slow CHARLIE
movement up and down a hill. Steep hills and their move- COMPANY
ment effects are best left to the gamemaster to decide. The

25
American players may or may not be aware of the pres-
ence of steep slopes, but if in open terrain, they will be
visible to any troops who can see the hill. It will be very
rare that any hills will exist in a scenario that are high
Charlie Company is designed as a game of small unit ORDER OF MARCH: If the command is entering the "Plummer was
leadership. The areas of command, control, and communi- game table on foot, the order of march must be trying to talk to
cations are of the greatest importance. The NVA/VC ap- indicated. The senior American officer must deter- 2/27th on the TR.
proach to the battlefield was far different than that of the mine where each squad is placed, and at what inter- He wanted
US Army. The gamemaster will operate the NVA/VC ac- vals additional elements will arrive. Any attachments medevac and in
cording to a preset plan. The players must make an opera- of weapons and RTOs should be noted as part of the a hurry; several
tion plan that can be altered during the course of the game. order of march. of the battalion's
1. Company Orders: The Company will advance towards wounded were in
grave condition.
5.1 OPERATIONAL the hamlet "Ap Bac 4" with the 1st Platoon leading,
followed by the Company Headquarters and the 2nd But he couldn't
ORDERS Platoon. The Company Headquarters will be 6" to the
rear of the 1st Platoon's Headquarters. The 2nd
raise 2/327th.
There was too
The American commander, with the help of his subordi- Platoon Headquarters will be 6" to the rear of the much traffic on
nates, needs to draw up a plan of action for the game. (In Company Headquarters. the net. One
playtesting, players often spent one evening setting up their 2. First Platoon Orders: The Weapons Squad of the 1st foreword
plan. Players discovered that preparation time was well Platoon will be assigned as follows: One M-60 team observer was
spent.) This plan must include the following information: will be attached to the 2nd Squad of the 1st Platoon busy calling for
and one M-60 team will be attached to the 3rd Squad support fires
OBJECTIVE: The purpose of the mission (i.e. search for of the 1st Platoon. Remaining soldiers will be attached from the artillery
a rice cache, sweep an area, attack a base camp, etc.). to the Platoon Headquarters. First Squad of the 1st and ARA. The
SUPPORT: This is the indirect fire and air strikes that the Platoon will serve as point and will be assigned one FAC was also
force will have on call. This should be established RTO. The point will advance first, followed by the asking for one
before the game begins. All artillery indirect fire will Platoon Headquarters 6" to its rear. The 2nd and 3rd thing or another.
be controlled by an artillery FO (forward observer). Squads will follow 6" to the rear of the Platoon So was Colonel
This consists of an observer and a RTO, who are Headquarters, with one squad on either side of the Moore. He tried
attached to the company headquarters. If the observer Platoon Headquarters. and tried again
is from the battalion mortar squad, he is a sergeant. If 3. Second Platoon Orders: The 2nd Platoon will advance to get his
he is from an artillery battery, he is a first lieutenant. If in a column of squads. The Order of March will be requests through,
company headquarters has not been activated yet, Platoon Headquarters, Weapons Squad, 1st Squad, then gave it up,
then attach the FO and his RTO to the headquarters of and 2nd Squad. These squads shall remain closed up saying: "Hell,
the senior American officer. This team will be con- and ready for deployment as needed. Third Squad will this is plain
trolled by that player. Air and helicopter strikes will be be assigned one RTO and will serve as rear guard. It babel."
controlled by the force commander. Likewise, attack shall remain 12" to the rear of 2nd Squad of 2nd —S.L.A.
helicopters may have an observation helicopter Platoon. Marshall,
attached to help coordinate their attacks. The These orders advise everyone how the command is or- Vietnam: Three
gamemaster should give a ground force with potential ganized and how they will proceed. First Platoon has bro- Battles
tactical air support a FAC (forward air controller). ken up its weapons squad, 2nd Platoon has kept its weapon
The FAC flies in a light airplane. If FAC is present, a squad intact. The location of the RTOs is noted. If the 3rd
separate player should command it (this is an excel- Squad of the 1st Platoon was to start the engagement by
lent place to use a person who wants to see how the running into a NVA/VC unit, the gamemaster could pro-
game is run, but is not interested in playing yet). ceed to set up the game at that point, even if the other units
Ground troops may communicate with FOs and were not yet on the table.
helicopters by radio. If the battalion 81mm mortars
are to be used, a FO and RTO will be attached to the
ground troops, as well as a RTO at the mortar site.
Since most of the firepower used by the US is coming
from these supporting units, it is very important that
lines of communication are provided for before the
start of the engagement. If aircraft and/or helicopters CHARLIE
are attached to the force, then their arrival time needs
to be predetermined at the start of the scenario. COMPANY

27
Weapons Squad
1 Sergeant
2 Corporals
5 Privates
2 M-60 Machine Guns
Each helicopter can take nine men, therefore a total of
36 men can be transported in the first wave. The American
commander decides to fly the FO and his RTO in on the
first wave. If any problems should occur the FO will be on
hand. The load for the first wave and their landing posi-
tions are as follows:
UH-11/1 (1st Lift, 1st Load) — 12 O'clock
Platoon Headquarters
1 Second Lieutenant
1 RTO
1st Rifle Squad
1 Sergeant
1 Corporal
2 Privates with M-79s
3 Privates
HELICOPTER ASSAULTS:
If the command is entering the game table by helicopter, UH-1 1/2 (1st Lift, 2nd Load) — 3 O'clock
then a lift plan must be made, as well as an order of march. Platoon Headquarters
The gamemaster should let the American commander know 1 Medic
how many helicopters may land in each LZ at the same 2nd Rifle Squad
time, as well as the types of helicopters that will be used 1 Sergeant
for the lift. All transport helicopters used for an operation 1 Corporal
will be of the same type. The most common helicopter was 2 Privates with M-79s
the UH-1 "Huey." Data on other helicopters is listed in 3 Privates
Appendix B. The late war UH-1 was used in armed or un- Weapons Squad
armed versions. The armed version carried nine men, and 1 Private
had a M-60 door gun on each side. The unarmed version
had no weapons, but could carry 11 men. The choice of
UH-1 1/3 (1st Lift, 3rd Load) — 9 O'clock
which version to take should be left to the American com- Attached Units
mander. 1 FO
Example: the largest LZ can take 4 Hueys at the same 1 RTO
time. It is close to a known VC hamlet, so the decision is 3rd Rifle Squad
made to land with armed transports. The 1st Platoon is 1 Sergeant
to land and secure the LZ, after which the 2nd Platoon 1 Corporal
and Company Headquarters will land. The following is 2 Privates with M-79s
the strength of the 1st Platoon: 3 Privates
Platoon Headquarters UH-1 1/4 (1st Lift, 4th Load) — 6 O'clock
1 Second Lieutenant Platoon Headquarters
1 Platoon Sergeant 1 Platoon Sergeant
1 Medic 1 RTO
2 RTOs Weapons Squad
1st Rifle Squad 1 Sergeant
1 Sergeant 2 Corporals
1 Corporal 4 Privates
2 Privates with M-79s 2 M-60 Machine Guns
3 Privates The lift provided in the example above is designed to
2nd Rifle Squad ensure that if any helicopters are aborted or shot down, the
1 Sergeant entire lift is not at risk. In addition, the o'clock listing tells
1 Corporal each load what side of the LZ to secure upon their arrival.
2 Privates with M-79s The lead load secures the top of the zone, the second load
3 Privates moves to the right, the third to the left, and the last covers
CHARLIE 3rd Rifle Squad the rear. If the LZ should turn out to be "hot" (contested by
the NVA/VC), the troops lifted in will know what to do
COMPANY 1 Sergeant
from the start. Additional lifts will proceed into the LZ at
1 Corporal
three to five minute intervals. Each lift will need to be as-

28 2 Privates with M-79s


3 Privates
signed a position until all of the forces involved are down
on the LZ. Additional time will then have to be spent form-
ing up according to the units' order of march.
5.12 COMMAND, CONTROL, 5.14 COMMUNICATION 5.0 C3 -
COMMAND,
AND EXPERTISE The single most important element that the gamemaster CONTROL AND
COMMUNICA-
Figures in view of their direct commander will always MUST keep under control at all times is communications TION
obey orders when not in combat. If visibility limitations between the American players. Players may only talk to 5.1 OPERATIONAL
are such that a commander can not see all of his men, he each other about the game under one of the following two ORDERS (CONT.)
can maintain control of them by forming a single file and conditions (and even then conversations must be limited): HELICOPTER
placing himself at the head. In this case the unit will fol- 5.141 FACE TO FACE COMMUNICATIONS ASSAULTS:
Players whose personal figures are within 2" of each other (CONT.)
low his orders. If a unit is separated due to visibility, then
5.12 COMMAND,
the section with the commander will remain under his or- may talk freely to one another as long as they do not hold
CONTROL,
ders. The remaining troops will be treated as a detachment. up the game. While any such conversations are taking place, AND EXPER-
The two exceptions to this automatic obedience to orders the gamemaster should proceed with the game. If two play- TISE
can be found under Section 7.1. ers wish to spend a half hour working out a new plan, the 5.13 DETACHMENTS
game should continue without interruption. 5.14 COMMUNICA-
5.13 DETACHMENTS 5.142 RADIO TELEPHONES TION
5.141 FACE TO
Players whose personal figure is within 1" of a RTO may
If a commander wishes to send a figure or detachment communicate with any other player within 1" of a RTO at FACE
out of sight, the commander then issues general orders (i.e. COMMUNI-
the end of a turn. If more than one player is next to the CATIONS
"scout that path and report back," "set up an outpost on same RTO, a decision must be reached as to who is using
that ridge," etc.). The figures start on their mission, but 5.142 RADIO
it before any RTO conversations commence. Rank always TELEPHONES
once they pass out of the commander's sight, the wins. Players are of equal rank must roll a die; the high 5.143 INTERAC-
gamemaster takes control of these figures. The gamemaster man wins. All RTO conversations occur simultaneously. TION WITH
may leave the figures on the board or remove them from The time spent talking should be equal to half of the time HELICOPTERS
sight at the his discretion. Figures that are separated dur- spent on the turn. If the turn was 1 minute, players may AND
ing movement due to terrain are treated as detachments, talk for 30 seconds. If the turn was 5 minutes, players may AIRCRAFT
and will attempt to rejoin their command. The gamemaster talk for 2.5 minutes. The gamemaster must announce when 5.144 POPPING
rolls a D10 on subsequent turns. If the roll is equal to or RTO conversations will start and finish. Players must stop SMOKE
less than the commander's expertise, the figures continue talking at that time regardless of whether they have fin-
to carry out their orders. If the roll is higher than the exper- ished their conversations. Players will quickly find that in
tise number, the figures may fail to carry out their orders, any game where one has a multitude of players with ac-
depending on the type of mission. Some missions will be cess to RTOs the effect of an overloaded radio net can be
partially successful at the discretion of the gamemaster. easily simulated.
The commander who sent the troops off on their mission
is never told the results of the die roll. 5.143 INTERACTION WITH HELICOPTERS
AND AIRCRAFT
Example: Sergeant Anderson orders two men to help move Players who are attempting to communicate with heli-
a wounded soldier back to the aid station at the Com- copters and aircraft will not only need to use the services
pany Headquarters. Sergeant Anderson's expertise is a of a RTO; they will have to establish and work from a point
5. The gamemaster decides that the men will return with of reference. This point of reference needs to be a recog-
the wounded soldier without problems, but rolls each nizable geographic point on the gaming table.
turn against Sergeant Anderson's expertise of 5. It takes As the gamemaster controls of these aircraft and heli-
six turns for the men to reach the company headquar- copters, it will be his responsibility to interpret the requests
ters, and on four of those turns, a 6 or higher was rolled. of the players. If a village on the board is divided into three
Based on these die rolls, the gamemaster decides that hamlets and the players request fire on the village, or fire
the two figures will remain at headquarters for the next on the first hamlet, the gamemaster has to decide which
four turns resting, and will not make an effort to return hamlet to attack. Players will need to be very specific about
to their squad until after that time is up. On the fifth giving such orders.
turn, the gamemaster will roll to determine what the 5.144 POPPING SMOKE
two men will do. If the roll is successful, the men will Players who wish to establish a geographic point may
start back. If the roll is unsuccessful, the men will not "pop smoke." Any commander will carry a number of
return. Sergeant Anderson may decide at some point to smoke grenades with different colored smoke. In the course
come looking for these two laggards. of a game, a player may "pop smoke" during the com-
mand phase in order to establish his position. Smoke gre-
nades come in a number of different colors (red, orange,
green, purple, and yellow). Once popped, they remain in
play for three minutes. They can be used to establish loca-
tions for Med Evacs, Landing Zones, and target reference
points for aircraft and helicopters. For the record, the cor-
rect way for a player to "pop smoke" is to "pop" it, and CHARLIE
report the fact in the communication phase without men-
tioning the color of the smoke used. COMPANY

29
5.0 C3 - The conversation between a player needing a Med Evac
COMMAND, and the gamemaster should go as follows: 5.2 NVA/VC C3
CONTROL AM)
COMMUNICA- Player (by RTO): "I am popping smoke " - (player places
TION green, or other color, smoke grenade marker on the table. 5.21 OPERATIONAL ORDERS
5.1 OPERATIONAL Gamemaster: "I spot green smoke. "
ORDERS As mentioned in Section 3, the gamemaster must also
5.143 INTERAC-
Player (by RTO): "I confirm green smoke. " put together a plan that the NVA/VC forces will follow.
TION WITH Players who announce by RTO that" I am popping green NVA/VC units must move in squads. They should not be
HELICOPTERS (or other color) smoke" should not be surprised to find broken down into smaller formations unless the
AND AIRCRAFT other smoke grenades of the same color appear- gamemaster feels that it is necessary. Figures oper-
(CONT.) ing on the table. The NVA/VC often have ating command controlled mines and the oc-
5.144 POPPING
small detachments in the field with casional sniper are two such examples,
SMOKE
(CONT.)
captured American radios whose but their use should be limited. The
job was to listen for such com- two basic possibilities for the NVA/
5.2 NVA/VC C3
5.21 OPERATIONAL
munications, and act accord- VC were to either follow the plan
ORDERS ingly, in an attempt to confuse as ordered or to abort the opera-
the pilots. The best way to tions. The use of such doctrine
make smoke grenades for was foreign to the American con-
game use is to spray paint cept of warfare, where the stress
a cotton ball with the ap- is on personal initiative. Lack-
propriate color. These may ing communications equip-
then be attached to a small ment, it was a system that
base or left loose. worked for the NVA/VC. The
type of the plan for the game will
depend on the scenario. A plan for
defending a base camp will have the
"In its early days, the NVA options of hold at all costs or a fight-
was, like all peasant ing withdrawal. If the Americans are
revolutionary armies, weighted thrown into disorder by a failed attack,
disproportionately the NVA/VC cannot launch an unplanned
towards infantry. Revolutionary forces regard man- counterattack designed to take advantage of the con-
power as their primary currency and there is never any fusion in the American ranks. The NVA/VC must stand in
shortage of it in Far Eastern nations...Infantry are the place or retreat. An ambush scenario might have one NVA/
easiest troops to train, provided their equipment is kept VC squad serving as bait, while the rest of the force waits
at a fairly low technological level and their tactics in prepared positions. If the Americans take the bait and
simple..." pursue the fleeing squad, they will be pulled into the am-
—Anthony Robinson ed., Weapons of the Vietnam War bush zone. If the Americans fail to take the bait, the am-
bush zone cannot be moved. If a player or players wish to
play the NVA/VC side, and can accept these restrictions,
the gamemaster may allow it. Experience has shown that
this is very difficult for the average gamer to do, and it is
strongly recommended that the gamemaster control the
NVA/VC.
6.1 DURATION OF TURNS 6.2 TURN SEQUENCE
Turns in Charlie Company are either one minute or five Each game turn is divided into phases. All activity within
minutes long. During combat turns should be one minute a phase must be completed before the next phase starts.
long. If there is no combat action, then turns can be five
minutes long. If, for example, a
barrage is being dropped on an
enemy position, a five minute
turn can be used. THE TURN SEQUENCE:
All movement rates and simi- All activity within a phase is completed before the next phase
lar units are given in terms of
one minute turns. If you are us- starts.
ing five minute turns, you must COMMAND PHASE:
remember to multiply all of
these factors by 5. A unit that Radio requests are made for supporting fire..
can normally move at a rate of Announce type of movement to be used by, to the referee.
4", could therefore move up to
20" during a five minute turn. MOVEMENT PHASE:
The gamemaster should use a
mixture of turn lengths to ensure All movement is carried out according to the orders.
that the players do not regard the Check for booby traps, search for concealed caches, setting up
one minute turns as "danger-
crew served heavy weapons.
ous," and the five minute turns
as "safe." The mixture of turn DIRECT FIRE PHASE:
lengths also keeps the game
moving along. If the players Fire carried out by units that can see the location on which they
wish to reorganize their com- are firing.
mands or have their troops rest
while awaiting support, etc., the SUPPORTING FIRE PHASE:
gamemaster should switch to
Requested fire by off board artillery, or air strikes , is carried out.
longer turns. If there is a chance
of action, he should switch to Weapons on the table which are firing indirect fire at a target.
shorter turns. The gamemaster
must ensure that all of time used FIRE EFFECTS PHASE:
by players for conversations and
Effects of all hits accumulated in the course of turn are resolved.
any other actions is accounted
for in the game. If a player needs For Americans, this will require use of the
30 minutes for the Med Evac to Combat Results Table - American.
arrive - then advance the game For the Gamemaster the use of the
by 30 minutes. Combat Results Table - NVA/VC

CLOSE COMBAT PHASE:


RTO PHASE:
US players may communicate with each other.
These phases are repeated each turn , as needed. For example, if there is
no indirect fire taking place, skip the indirect phase for that turn. If
no one is firing,skip the firing phase. for that turn
Movement is divided into three, types, foot (the most common), vehicles
(both land and water), and aerial (suppoting aircraft and helicopters). All
movement takes place during the movement phase, along with checks for any
booby traps or mines encountered during the turn.
6.0 TURN SE-
QUENCE 6.21 COMMAND PHASE 6.22 MOVEMENT PHASE
6.1 DURATION OF Players radio for any supporting fire, which will arrive All movement occurs. This includes checking for booby
TURNS
on a following turn. Unit commanders must announce the traps, searches for concealed caches, setting up crew served
6.2 TURN SEQUENCE type of movement that their units will be using during the heavy weapons, etc.
(CONT.)
turn.
Examples: 6.23 DIRECT FIRE PHASE
"I want the 105 battery to hit the tree line east of the vil-
lage. " (radio communication). Units on the table that can see their targets may fire
during this phase. Note that enemy units may not be seen.
"Headquarters and Weapons Squad of the 1st Platoon
will make a Patrol move towards the village."
6.24 SUPPORTING FIRE
"First Squad will advance toward the river in a Combat
move." PHASE
All off board artillery fire or air strikes that were re-
quested in a previous COMMAND PHASE occurs. Any
weapons on the playing surface that are engaged indirect
fire at a target will also fire at this time.

6.25 FIRE EFFECTS PHASE


The effects of all hits accumulated in the course of the
turn are resolved at this time. The players use the Combat
Results Table - American, and the gamemaster uses the
Combat Results Table - NVA/VC.
The results of the rolls on these tables take effect in the
COMMAND PHASE of the following turn.

6.26 RTO PHASE


US players may communicate with each other.
These phases are repeated each turn as needed. For ex-
ample, if there is no indirect fire taking place, skip the
SUPPORTING FIRE PHASE for that turn.
There are three types of movement in Charlie Company: To execute a Charge move, the player must roll his ex-
foot (the most common), vehicles (both land and water), pertise or less on a D10. If the unit is under fire at this
and aerial (supporting aircraft and helicopters). time, subtract 2 from the die roll. If the roll is successful,
the unit will move at the Charge rate towards its objective.
7.1 FOOT MOVEMENT If the unit's movement does not carry it to the objective
and a Charge is ordered for the next turn, no additional roll
"Patrolling is one of those arts of war that should be will be needed to continue the Charge move.
mastered by all units and individuals engaged in armed If the roll is unsuccessful, the unit will move towards its
conflict. For patrols, when well conducted, can extend objective at the Patrol rate. Units moving at a Charge rate
the eyes and ears of a commander to remarkable are assumed to be making no use of cover, and are limited
distances, and often enable a commander to locate and in their ability to return fire.
destroy an enemy force before the enemy force can Charges may not be carried out in these types of terrain:
locate and destroy him." rice paddies, jungle, dense forest, elephant grass, and
—LTC Albert N Garland, USA (Ret.) swamp.
Infantry in Vietnam
As discussed in Section 6.21, during the COMMAND
7.13 MARCH
PHASE players must choose the type of movement that March movement allows a unit to move 16" per one
their units' will be using in the following MOVEMENT minute turn. Units moving in March should be in some
PHASE. The four types of movement are Patrol, Charge, type of column. Units in March may not move closer than
March, and Combat. The type of action used will affect 4" to any known enemy figure, and must halt at that dis-
the ability of a unit to respond to fire and booby traps/ tance if they encounter a previously hidden enemy figure.
mines during the course of the movement. The movement March movement is used by troops who are not ready
type also determines the unit's movement rate during the for action. Marching troops may not return fire, and the
movement phase. This rate is modified by the terrain that number of hits inflicted upon them may increase if they
the unit is moving through. are fired upon.
While March can be viewed as "trolling for ambush,"
players may find it useful to shift troops quickly within a
7.11 PATROL secured area without having to make die rolls for a unit's
expertise.
Patrol is the basic movement rate within the game sys-
tem. Units moving at a Patrol rate are assumed to be mak- 7.14 COMBAT
ing some use of cover, checking the ground for mines and
traps, and staying reasonably alert. Units moving at a Pa- Combat movement allows a unit to move 4" per one
trol rate move 8" per one minute turn before any adjust- minute turn. Units with a Combat move do not have to
ments for terrain. Units at the Patrol movement rate are move.
not required to move. Figures placed on outpost duty will Units using Combat movement are assumed always to
be assumed to be acting under a Patrol Order. be making the best use of cover, are always in a position to
return fire, and are searching closely for signs of the en-
7.12 CHARGE emy.
Units under enemy fire, or who can see enemy units,
Charge movement allows a unit to close on an objective may be given a Combat Order. Units that are not under
at a rate of 24" per one minute turn. The objective must be fire, or that have no enemy units in sight, may be given a
a visible, specific geographic point that can be clearly iden- Combat Order and will obey it for the first five minutes.
tified. For example, units can charge a village, a tree line, If a Combat Order has been in effect for five minutes
or a stream bed without problems. You cannot, however, and there is no enemy fire, or there are no visible enemy
order a unit to charge a point 20" ahead in the woods. units, the unit commander's expertise will be used to de-
Units using a Charge must move at least 12", unless such termine what happens. Roll a D10; if the number rolled is
a move would bring them into contact with an enemy fig- equal to, or less than the commander's expertise, the Com-
CHARLIE
ure or cause them to pass the point of their objective. When bat Order remains in effect. If the die roll is higher than the COMPANY
the objective is reached, the charge will halt. When they commander's expertise, then the combat movement is con-
contact an enemy figure, the moving figures must halt at verted to Patrol movement. Any new attempt to impose a
least 1" from that figure. Combat Order must be rolled for each turn thereafter until
enemy fire is taken, or enemy figures are seen, after which
33
combat orders may be freely issued.
7.23 WATERBORNE VESSELS
Waterborne vessels may move along canals and rivers.
The gamemaster may place limits on their movement, de-
pending upon the size of the waterway that they are mov-
ing along. Waterborne vessels following a canal or stream
may freely change direction to remain in the waterway upon
which they are traveling. Turning a waterborne vessel in
place takes five 1 minute turns.
To load or unload troops from a waterborne vessel, the
vessel must be stationary. It takes one minute to unload
troops from a waterborne vessel. Troops loading into a
waterborne vessel must start the turn adjacent to it. It takes
two minutes to load troops into a waterborne vessel.

7.3 AERIAL MOVEMENT


Aerial movement depends on the type of aircraft being
used. There are five types of aircraft used in the game:
Attack Aircraft, FAC Aircraft, Observation Helicopters,
Attack Helicopters, and Transport Helicopters. Appendix
7.2 VEHICLE MOVEMENT B lists the basic information for each type of aircraft.

Vehicles are divided into three types; wheeled, tracked, 7.31 ATTACK AIRCRAFT
and waterborne. Appendix A lists the basic information
for each vehicle. The ability of a vehicle to move depends Attack aircraft may cross the board in a straight line from
on its type and on the terrain. a point on any one edge of the board to another point on
Vehicles moving at full speed are assumed to be under a another edge of the board. Once any attack aircraft has
March Order. Vehicles moving at less than full speed, but made a pass across the board, it may not return for a num-
at more than half speed are under a Patrol Order. Vehicles ber of turns equal to its turn around time.
moving at half speed or less are assumed to be under a An attack aircraft may remain on station as long as it
Combat Order. has ordnance left aboard. It may not attempt to spot targets
A vehicle must be stationary for troops to be loaded and in an attempt to attack them, but must attack targets spot-
unloaded from the vehicle. It takes a half a minute to un- ted and marked by a FAC or by ground troops.
load troops from a vehicle. Troops loading into a vehicle
must start the turn adjacent to the vehicle. It takes one 7.32 FAC AIRCRAFT
minute to load troops into a vehicle.
A FAC (forward air control) aircraft, move on a point by
point basis, using up to four locations. Movement between
7.21 WHEELED VEHICLES each point must be in a straight line. A spotting attempt
Wheeled vehicles pay movement costs based on the ter- may be made at each point. A FAC may decide not to move
rain they are moving through. Wheeled vehicles have a and remain at the same point on the board. In this case, it is
Road Movement Rate and a Cross Country Movement assumed to be orbiting the point in question. FACs are as-
Rate. Note that wheeled vehicles may not enter all types of sumed to be flying low and slow as they attempt to carry
terrain. out their missions.
Wheeled vehicles following a road/trail, may freely FACs must make an Expertise Factor roll for all attempts
change direction to remain on the path that they are fol- to spot enemy troops and positions. Due to the nature of
lowing. Upon reaching a road or trail junction, the vehicle their job, a FAC's expertise is equal to a roll of a D6+3.
may freely change direction and follow a new route. Turn- A FAC aircraft may remain on station for two hours at a
ing a wheeled vehicle 180 degrees takes two minutes. time. It is armed with white phosphorous rockets which it
can use to mark targets.
7.22 TRACKED VEHICLES
7.33 OBSERVATION
Tracked vehicles pay movement costs based on the ter-
rain they are moving through. Unlike wheeled vehicles, HELICOPTER (LOACH)
tracked vehicles have a single movement speed. Note that An observation helicopter functions in the same manner
tracked vehicles may not enter all types of terrain. as a FAC. Its movement is on a point by point basis, using
Tracked vehicles following a road or trail may freely up to four locations. Movement between each point is in a
change direction to remain on the path that they are fol-
CHARLIE lowing. Upon reaching a road/trail junction, the vehicle
straight line. A spotting attempt may be made at each point.
An observation helicopter may elect not to move, but
COMPANY may freely change direction and follow a new route. Turn- remain hovering at the same point on the board. While
ing a tracked vehicle, up to 180 degrees, takes one minute. hovering, observation helicopters add +2 to any spotting

34 Tracked vehicles that are listed as Amphibious may move


in water at 10% of their normal speed.
attempts.
Observation helicopters must make an Expertise Factor
roll to attempt to spot enemy troops and positions. An ob-
7.4 TERRAIN EFFECTS 7.0 MOVEMENT
7.3 AERIAL
servation helicopters expertise is equal to a roll of a D6+3.
An observation helicopter may remain on station for one
CHART MOVEMENT
(CONT.)
hour at a time. Its available weapons depend on the type of 7.33 OBSERVATION
Vehicles are divided into three types: wheeled, tracked,
observation helicopter being used. HELICOPTER
and waterborne. Appendix A lists the basic information (LOACH)-CONT.
for each vehicle. 7.34 ATTACK
7.34 ATTACK HELICOPTERS HELICOPTERS
TERRAIN EFFECTS CHART: 7.35 TRANSPORT
Attack helicopters move on a point by point basis, using HELICOPTERS
up to four points. They may conduct an attack at any point Terrain Foot Tracked Wheeled
7.4 TERRAIN
during the course of their movement. Movement between Villages 1/2 1/2 1/2 EFFECTS CHART
each point must in be a straight line. 7.5 BOOBY TRAP/
Attack helicopters can only attack targets spotted by Rice Paddy 1/2 1/4 NA
MINES
ground troops or by observation helicopters. Canals 1/4 GM NA
Jungle 1/4 NA NA
7.35 TRANSPORT
Dense Forest 1/2 1/4 NA
HELICOPTERS Forest 1 1/2 1/4
Transport helicopters differ from the aircraft types men- Rubber
tioned; they will land on the board. These helicopters are
Plantation 1 1 1
most vulnerable to enemy ground fire during the period of
transition between level flight and vertical flight. Elephant Grass 1/4 1/4 NA
Transport helicopters may enter the board at a given Brush 1 1 1/2
point, and then may move to a second, and then a third
point. A helicopter wishing to change from horizontal to Swamp 1/4 NA NA
vertical movement must announce the fact and must al-
GM - The gamemaster should determine whether or not the
ready be present on the board. The helicopter may move
up to 12", and then land during the turn that the transition canal can be crossed.
is made. Any troops carried may disembark at the end of NA - Vehicles can not enter this area, not applicable to that
the turn and are placed adjacent to the transport helicopter. mode of transportation.
Follow the reverse procedure to load troops from the
ground or to take off after landing . The helicopter starts
the turn on the ground, and any troops that are to be loaded
on the helicopter must be adjacent to it. The helicopter loads
7.5 BOOBY TRAP/MINES
at the start of the turn, and may move up to 12". It then The discovery and resolution of booby traps and mines
makes the transition to horizontal flight. The helicopter occurs during the MOVEMENT PHASE. Each time that a
exits the board in the same manner as it entered. figure in a unit moves into an area where either device
Med Evac helicopters function in the same manner as exists, a die roll must be made to determine whether or not
transport helicopters. It takes one minute to load a single the device is spotted. It should be remember that once
seriously wounded figure aboard a Med Evac helicopter. placed, these weapons are neutral and will attack who ever
If four seriously wounded men need to be lifted out, then wanders into them. For that reason, areas containing these
the Med Evac must spend four minutes on the ground. A weapons are usually marked in some manner to prevent
Med Evac can hold up to six seriously wounded figures. friendly losses. The VC did not want their troops or their
Note: While not every clearing was able to take a heli- civilian supporters to be placed at risk by their own de-
copter, the Army kept track of those clearings that were vices.
large enough to do so and assigned code names to most of To determine if the devices are spotted, roll a D10 against
them. Players will have an idea of which clearings in their the expertise of the unit's direct commander. If the number
area of operations can take helicopters. Players should re- rolled is equal to, or less than the commander's expertise,
member that if the US Army knows which clearings are the device is spotted.
useful for LZs, the NVA/VC will also have a good idea. Modify the die roll by adding 4 if the unit has a March
On occasion, the NVA/VC went to great lengths to pre- or Charge Order. Subtract 4 from the die roll if the unit has
pare the LZ's for possible American use. a Combat Order. If the roll is successful, the figure stops
prior to reaching the device. If the die roll fails to locate
the device, it may or may not inflict damage on the unit. A
die roll of 10 or more always results in a failure to spot the
mine or booby trap.
If the attempt to locate a mine or a booby trap fails, then
the players or the gamemaster must roll a D10 for possible
damage on the Booby Trap/Mine Table.
CHARLIE
Example: Sergeant Harris squad is moving down a path COMPANY
under a Patrol Order. Sergeant Harris' expertise is an
8, so each turn the gamemaster rolls a D10, for an 8 or
less. If the roll is successful, the device is spotted before
the squad runs into it.
35
7.0 MOVEMENT
7.5 BOOBY TRAP/
MINES (CONT.)
7.51 PUNGI STAKES
7.52 HOMEMADE
WEAPONS
7.53 PRESSURE
RELEASE MINES

7.51 PUNG1 STAKES 7.53 PRESSURE RELEASE


These were more a "nuisance weapon" than a cause of MINES
death, and were easy to make and place. In addition to These weapons are activated by first putting pressure on
being used to defend a sight in lieu of barbed wire, they a plate, and are detonated by the removal of the pressure.
were often placed in possible helicopter LZs. Helicopter The blast not only injures the person who detonated the
pilots had a habit of not touching down in a LZ; instead device, but any others within 3" of the figure who set off
they would hover several feet above the ground to avoid the mine.
mines. Troops jumping into such an area would often take The gamemaster rolls 2 D6 on the table below to deter-
serious losses from booby trapped LZs. mine what happens in this situation.
To determine damage from pungi stakes, roll a D6 for
each figure moving though the area on the following table. MINE DETONATION TABLE
Booby Trap/Mine Table
insert table here 3, 5, 7, 9,11, 4, 6, 8,10 2,12,
Add +1 to the die if jumping out of a helicopter into an No Effect Mine Detonated Triggered
LZ, or if the unit has a Charge Order.
Once a roll has been made for pungi stakes, the unit
No Effect: The mine fails to detonate and the minefield re-
moving though the area is alerted to their existence.
Whenever pungi stakes are used in place of barbed wire, mains in play. Repeat the process if another figure passes
each figure passing through the stakes must check for pos- through the area.
sible wounds, unless they are following behind a figure Mine Detonated: The mine goes off and the figure who deto-
which has already moved through the stakes. nated the mine checks for damage with an additional +5
on the Booby Trap/Mine Table. All figures within 3" of the
point of detonation will also check on the Booby Trap/
7.52 HOMEMADE WEAPONS Mine Table, but without any additional modifiers.
To determine damage from homemade weapons, roll a Mine Triggered: The figure who stepped on the mine has
D10 for each figure moving though the area on the Booby triggered it, but it has not gone off. At this point, the player
Trap/Mine Table. Once a figure has passed though the area, in question may do one of two things; first, he may move
all other figures away from the area. Then the figure who
the location of the homemade weapons is revealed, and on has stepped on the mine may either step off and detonate
following turns other figures may elect to bypass the area. the mine, and roll for damage—or—the commander may
attempt to save the figure. The commander rolls 2 D6 for
the number of 1 minute turns needed to attempt this task.
This usually involved finding the plate and weighing it
CHARLIE down. At the end of that time, the commander rolls against
his expertise on a D10. If the roll is less than, or equal to
COMPANY the commander's expertise, the trapped figure is saved. If
the roll is higher than the commander's expertise, both

36
figures must check on the Booby Trap/Mine Damage Table
with a +5 modifier.
7.54 CLAYMORE MINES In addition, there is a back blast area 2" wide and 4" 7.0 MOVEMENT
long behind the mine. Any figures in the back blast area 7.5 BOOBY TRAP/
The claymore mine is a command detonated weapon set must also check for casualties, rolling a D10 with a +1 MINES (CONT.)
to fire along a pre-selected line. It has a back blast, so it is modifier on the Booby Trap/Mine Damage Table. 7.54 CLAYMORE
placed with care. When the claymore mine is placed, the MINES
location of the controlling figure must be specified. The 7.55 SPECIAL MINES 7.55 SPECIAL MINES
controller must be within 12" of the mine. The mine can
be detonated in any turn that the controlling figure is able The VC sometimes used unexploded bombs or mortar
to engage in small arms fire. rounds as booby traps. These weapons use the normal tem-
Claymores can be used with a tripwire, and placed where plate size and hit numbers to resolve casualties. Thus, a
enemy movement might set it off. The gamemaster handles weapon built from an 81mm mortar round would use the
the placement and firing of such weapons. blast effect of that weapon. (See the Supporting Fire rules
When detonated, claymore mines cover a path 3" wide for additional information.)
and 12" long. All figures within the first 4" must check on
the Booby Trap/Mine Damage Table, rolling a D10 with a
+5 modifier. All figures from 4" to 8" of the blast point
must also check on the Booby Trap/Mine Damage Table,
rolling a D10 with a +3 modifier. All figures in the 8" to
12" of the blast point check on the Booby Trap/Mine Dam-
age Table, rolling a D10 with a +1 modifier.

CHARLIE
COMPANY

37
"Fire wins wars, All direct fire, whether from small arms or from heavier the rear corner of the vehicle through the opposite front
and it wins the supporting weapons, will take place during the DIRECT corner. This is done from both corners of the vehicle, and
skirmishes of FIRE PHASE. All direct fire is announced before any cal- the area within the front arc is the covered arc of the ve-
which wars are culations or die rolls are made. Once announced, direct hicle. A turreted vehicle has two separate covered arcs, the
composed" fire is assumed to occur, even if the target is destroyed hull and the turret. The turret covered arc is determined in
—S.L.A. prior to the resolution of the direct fire. the same manner as for the hull. A turret covered arc may
Marshall, be different from the hull covered arc if the turret is facing
Men Against Fire. 8.1 LIMITATIONS OF other than straight forward. An exposed commander uses
the vehicle's normal expertise, and can spot in any direc-
DIRECT FIRE tion.
Troops who are stationary are not placed on the board
Direct fire may be directed at visible enemy units or sus- until spotted. Each unit commander can scan a 6" wide
pected enemy positions (blind fire). Direct fire may not be area to attempt to spot the enemy. If he rolls his expertise
conducted through friendly figures, or within one inch of or less, then any enemy troops in that area are spotted and
either side of a friendly figure, unless the figure in ques- remain spotted as long as they remain in sight. If a spotted
tion is currently operating under a Combat Order. enemy unit moves beyond a terrain's maximum visibility
distance, the figures are removed from the table. If for any
reason, all American units lose sight of an enemy unit, the
8.2 VISIBILITY unit is removed from the table.
If the enemy troops are not firing during the turn that the
There are visibility limitations depending upon the type expertise roll is made, add 5 to the die roll. Players are
of terrain that a unit occupies. The visibility limits given in always told of the direction from which they are receiving
the terrain section are the distance at which moving troops Small Arms Fire, and are free to spot in that direction.
are automatically spotted. Due to the nature of the game, Troops firing Direct Fire Support Weapons are always
the NVA/VC will rarely worry about being spotted. Either spotted when they open fire.
the American troops will be advancing on their positions,
or the NVA/VC will be attacking American positions that
have already been scouted. 8.3 SMALL ARMS FIRE
Vehicle crews in armoured, turreted vehicles have spe-
cial line of sight restrictions. A vehicle may be buttoned Small arms fire is based on the type of weapon that the
up, with its crew all inside the vehicle, or open, with the unit is armed with, and computed as follows: Range is not
vehicle commander sitting partially outside his turret hatch. considered a factor.
A buttoned up vehicle crew may only see outside the ve- The number of dice that a unit has is determined by the
hicle by using built in periscopes, which limit their visibil- chart below, and then modified according to the terrain,
ity. Buttoned up crews use 1/2 of their normal expertise orders, and other factors involved. The final number of
for their own spotting attempts. A buttoned up crew may dice are then rolled, and any roll of a 5 or a 6 is a hit.
only attempt to spot targets located within their covered
arc. A covered arc is found by running a straight line from 8.31 GRENADES
Hand grenades and smoke grenades should be assigned
to a squad. Once a squad has used all of its grenades, it
RIGHT FLANK may no longer use any more grenades of that type. Hand
grenades must be declared before any dice are thrown for
combat. One D6 per hand grenade is thrown for accuracy.
FRONT On a roll of a 6, the grenade is on target and its dice are
added together with all other dice. Any other result means
the grenade has missed its target and its dice are not added.
REAR Smoke grenades do not roll for accuracy.
White phosphorous grenades are chemical smoke gre-
FRONT nades that burn at a very high temperature when exposed
to air. White phosphorous grenades are treated like regular
hand grenades for accuracy, but any squad successfully hit
with a white phosphorous grenade is automatically sup-
LEFT FLANK pressed.
The Marine Corps 3.5" rocket ORDERS 8.O DIRECT
launcher may also fire FIRE
white phosphorous O RDERS DICE 8.3 SMALL ARMS
rounds. The 3.5' white Firing Unit had a Charge Order X 1/2 FIRE (CONT.)
phosphorus rounds also 8.31 GRENADES
Firing Unit had a Patrol Order X1
automatically suppress
Firing Unit had a March Order No Fire Allowed
their target. This suppres-
sion is the same as if it Firing Unit had a Combat Order X2
were caused by casualties The second factor is the Order that the target unit is
from combat results. operating under:
White phosphorous gre- Target Unit had a Charge Order X2
nades and 3.5" rocket
Target Unit had a Patrol Order X1
rounds landing in a grass
hootch during a non-rain Target Unit had a March Order X2
game will automatically set Target Unit had a Combat Order X 1/2
the hootch on fire. Any
troops inside of a burning The last factor deals with any additional cover that the
hootch must exit during the target unit may have, as well as whether or not the location
follow- of the unit has been spotted.
ing turn or they are killed.
Hand grenades may be thrown up to 12". White phos- TARGET MODIFICATIONS
phorous grenades and smoke grenades may be thrown up COVER DICE
to 6". Any figure adjacent to a door or window may toss a
grenade through the opening without an accuracy roll. The Target in Light cover X 1/2
inside of buildings, bunkers, trenches, and tunnels are en- Target in Medium cover X 1/4
closed areas. Open areas are any outdoor locations. Target in Hard cover X 1/4
Target Unit has Not Been Spotted X 1/2
SMALL ARMS TABLE
All fractions are always rolled up, so that a result as low as
WEAPON TYPE DICE
1/4 or even 1/8 results in a die roll.
Poorly Armed
Local VC armed with a mixture of weapons
Example: Sergeant Borises squad has 9 men, 7 with M-
such as bolt action rifles, carbines, SMG's,
etc, per four figures l die 16's, two with M-79's, and an attached M-60 team with a
gunner and loader. On the previous turn, the squad took
Mixed fire from NVA/VC troops in the tree line of a hamlet, some
VC Main force, other troops armed 20" away. Sergeant Bonse orders a Combat move this turn,
with M-1 rifles, M-1 carbines, and rolls his Expertise to spot the enemy position.
per two figures 1 die
Well Armed
7 M-16's @ 1 die each 7 dice
any troops armed with M-16 or AK-47
assault rifles, per figure armed l die 2 M-79's over 10", 2 dice each 4 dice
M-79, M-203 Grenade Launcher — 1 M-60 with loader 4 dice
per figure armed Totals 15 dice
0-10" (Flechette round) 3 dice
over 10" (HE round) 2 dice
LMG — Older model light machine gun, The number of dice rolled are modified as follows:
BAR,Bren ,etc. The target units it under a Combat Order (X2) and the
if fired by individual figure 1 dice firing unit is under a Combat Order (X1/2), Therfore
if assisted by loader 2 dice the final modifier is: (15X2 = 30)-(30 X 1/2)= 15; so
the number of dice rolled remains at 15.
M-60 LPD
if fired by individual figure 2 dice The NVA/VC are in hard cover. The modifier is X 1/4, so
if assisted by loader 4 dice the number of dice would be reduced to 3 3/4, or rounded
up to 4. If Sergeant Bonse makes his expertise roll and
MMG — Must be on tripod with loader, and sights the enemy location, he would roll 4 dice for 5's or
operating under a under Combat Order 4 dice 6's. If he failed to sight the enemy's location, then the
HMG — .50 M2, .51 AAMG Must be on tripod with number of dice would be reduced to 2 for blind fire.
loader, and operating under a Combat Order 5 dice
Hand Grenade*
open area 2 dice
in an enclosed area 3 dice CHARLIE
White Phosphorous Grenade Auto Suppress Target
COMPANY
The total number of dice rolled will be modified by sev-
eral factors, the first of which will be the Order that the
firing unit is operating under: 39
8.0 DIRECT FIRE
8.4 DIRECT FIRE
8.4 DIRECT FIRE SUPPORT WEAPON STRENGTHS
WEAPON TYPE DICE
SUPPORT
WEAPONS
SUPPORT Vehicle Mounted MMG -
8.41 RESTRICTIONS
8.42 AMMUNITION
WEAPONS 1 crewman needed 4 dice
8.43 DIRECT FIRE Vehicle Mounted .50 HMG-
Direct fire support weapons fire independently of small
SUPPORT 1 crewman needed 5 dice
arms fire. Their dice are not added to any small arms fire.
WEAPONS LAW- 1 per figure after 1967 (A) 3 dice
8.44 ANTI-VEHICLE
Different support weapons that are firing at the same 6"
FIRE area may combine the total number of dice thrown. RPG-2, B-40 -
2 man crew - one with weapon, loader
8.41 RESTRICTIONS with a maximum of 10 rounds (D10) 3 dice
RPG-7 - 2 man crew - one with weapon,
With the exception of vehicle mounted weapons, all of loader with a maximum of 6 rounds(D6) 4 dice
the weapons on the following chart may only be used un- 3.5" Rocket Launcher -
der a Combat Order (for more information, see Section
2-3 man crew - one with weapon.
7.0, Movement). The number of dice rolled is NOT doubled
1-2 loaders, each with 4 rounds (A) 4 dice
for being under such an order. The Combat Order takes
XM-134 Mini-gun - vehicle weapon 12 dice
into account the time needed to prepare the weapon to fire.
Vehicles which move at a patrol rate may fire any ve- 40mm Bofors per gun - vehicle weapon 5 dice
hicle machine gun. Vehicles which move at a combat rate 57mm Recoilless Rifle -
may fire any weapon in the course of the turn. 2 man crew - one with weapon,
All recoilless rifles have a back blast. When fired, any 1 loader with a
figure within 2" of the direct rear of the weapon will take a maximum of 10 rounds (D10) 3 dice
hit. The crew for a recoilless rifle are placed on each side 75mm Recoilless Rifle - 2-3 man crew - one with
of the weapon to avoid this problem. No recoilless weap- weapon.
"..I assumed we ons may ever be fired from within a bunker or building. 1-2 loader with up in 6 rounds each (D6) 3 dice
were still in the 75mm Tank Gun - vehicle weapon 10 dice
enemy's open field 8.42 AMMUNITION 76mm Tank Gun - vehicle weapon 10 dice
of fire so I
continued to crawl The gamemaster must determine the available ammuni- 90mm Recoilless Rifle -
toward the tion for all support weapons in the game prior to the game. 2 man crew - one with weapon,
thatched hut. An The type of ammunition used is not important. The basic 1 loader with 4 rounds.
enemy gunner assumption for all of these weapons is that the crew will Additional crewmen can carry
walked his rounds use the proper round for the task at hand. 8 rounds each (A) 4 dice
in on me, one Ammunition for all weapons used by the NVA/VC is 90mm Tank Gun - vehicle weapon
bullet piercing my listed in terms of dice. The gamemaster rolls for the num- 20 rounds carried 12 dice
canteen, then ber of rounds carried when drawing up those forces. 100mm Tank Gun - vehicle weapon 14 dice
another ricochet- The rate of fire for all direct fire support weapons is one 105mm Howitzer - 4 man crew 12 dice
ing off the earth round per turn. The number of dice rolled takes into ac-
count the actual rate of fire. 106mm Recoilless Rifle - 2 man crew -
and hitting me in
vehicle or stationary mount,
the forehead. I lay
still, hoping the 8.43 DIRECT FIRE SUPPORT 152mm 8 rounds present (A) 6 dice
enemy would Tank Gun - Vehicle weapon.
assume he had
WEAPONS 15 rounds carried 20 dice
killed me, then The following information gives the weapon name, crew
yelled to one of size, rounds carried, and total number of dice rolled per
the men in the hut turn. Weapons marked with an "A" are limited to US forces 8.44 ANTI-VEHICLE FIRE
to cover me as I or their allies only.
ran for the hut." Most of the above weapons can be used for anti-vehicle
fire. The vehicle must be visible to the firing weapons crew.
—Frank Lee,
Only one die is rolled; a roll of a 3-6 being a hit at a range
"Wounded" in The of 6" or less, and a 4-6 indicating a hit at any other range.
Vietnam Experi- To determine damage, roll the number of dice that the
ence: Combat weapon normally rolls and add all of the dice together.
Photographer Subtract from this roll the armor value of the target ve-
hicle (soft vehicles have a armor value of zero). If the re-
maining value is greater than zero, the vehicle has been
damaged. Compare the resulting number with the type of
CHARLIE vehicle to determine the actual damage.
COMPANY

40
8.0 DIRECT FIRE
ANTI-VEHICLE FIRE 8.5 COMBAT RESULTS 8.4 DIRECT FIRE
Number Armored Unarmored Waterborne SUPPORT
The results of Direct fire are given in terms of hits. The WEAPONS
1-3 A B A results of hits upon the Americans and the NVA/VC are (CONT.)
4-6 B C A handled in two entirely different manners. The effects of 8.45 SNIPERS
fire, whether direct or indirect, on American troops can be 8.5 COMBAT
7-9 C D B carried out as hits occur in the course of a turn. The effects RESULTS
10-12 D D C of fire upon NVA/VC troops is not resolved until the end 8.51 COMBAT
A: Minor Damage: One crewman hit. Roll on Combat of the turn, after all fire (direct, indirect and support fire) RESULTS-
Results American has been resolved. AMERICAN

B: Mobility damage, Driver hit: Vehicle speed halved.


Driver checks on Combat Results American with a -2 8.51 COMBAT RESULTS—
C: Major damage on vehicle: All crew and passengers check AMERICAN
for hits on Combat Results American.
D: Vehicle Destroyed: All crew and passengers must roll The effect of hits upon an American unit is handled in a
for hits on Combat Results American with a +3 die roll
two step process. First, roll a die to determine which fig-
modifier.
ures were hit. With most units, it is simplest to number the
figures within the area, and roll a D10. In this process, a
given figure may be hit more than once.
8.45 SNIPERS Roll once on the following table For each hit upon a
figure.. If a figure rolls two different effects for two differ-
American and VC/NVA units both used snipers. Snipers ent wounds, the more serious of the two is used. In some
are specially trained marksmen who usually operated alone. cases, there will be an additional die modifier to the roll.
In Charlie Company, American snipers will be assigned to For example, each crew member in a vehicle that is de-
a squad, but may operate separately from their squad. Snip- stroyed would add 3 to their die roll.
ers attack in a special way; they choose an initial target,
which may be any figure in the squad. Roll a single die AMERICAN COMBAT RESULTS "Sgt. John L White
and on a roll of 6, a hit is scored, regardless of terrain. If a of Company B,
successful hit is scored, the actual figure hit must be deter- DIE ROLL EFFECT spotting a man in
mined. The two closest figures within 4" of the initial tar- 1 No Effect a tree, turned to a
get may also be hit. Each figure is assigned the number 1,2 2,3,4 Figure Pinned nearby machine
or 3,4 or 5,6. A D6 is rolled to determine the actual figure 5,6,7 Figure Suppressed gunner, shouting
hit. The figure whose number is rolled must roll on the "There's a sniper
8,9 Figure Seriously Wounded* in the tree!" The
Combat Results - American Table with a +3. A squad at-
tacked by a sniper may attempt to spot the sniper by roll- 10+ Figure Killed gunner fired a
ing 1/2 of their expertise or less on the following turn only. Figure Killed: The figure in question should be replaced
long burst into the
A failed sniper check results in the sniper not being lo- tree, setting it
with a dead figure. If manning a heavy weapon or an RTO,
cated. A successful sniper check places the sniper on the ablaze. As the two
that item is destroyed.
table. A located sniper may be attacked on the following men scanned the
Figure Seriously Wounded: The figure in question should area for another
turn, and remains on the table, as long as it remains in line
be replaced with a wounded figure. If manning a heavy target, the blast
of sight of any enemy squads. American snipers who score weapon or an RTO, that item may be used by another fig-
a hit on a VC/NVA squad automatically kill one figure. If from an exploding
ure if he can reach it. For each one minute turn that a
the figure is using a support weapon, it is destroyed. Seriously Wounded figure is untreated by a medic, roll a rocket knocked
D10. On a roll of zero, the figure has died. A medic may both of them down
treat any wounded figures by remaining adjacent to them but seconds later
for a number of turns. Roll 1 D6; the number rolled is the they were on their
number of one minute turns that the medic must work on a feet and firing."
wounded figure to stabilize him. Once a medic has treated —John A. Cash,
the wounded figure no further die rolls are necessary. Med- John Albright and
ics who are treating wounded may not carry out any other
task during that turn. Seriously wounded figures may not
Allan W.
function in the game. They must be removed from the area Sandstrum,
if at all possible. One figure can move a seriously wounded Seven Firefights in
figure at half speed. Seriously wounded figures may be Vietnam.
Med Evaced off the field. Any commander with an RTO
can call for a Med Evac helicopter. It will arrive 2 D6
minutes after it is requested. The helicopter can hold up to
six seriously wounded figures, and will spend one minute
on the ground per figure loaded. If the Med Evac helicop-
ter is fired upon, follow up Med Evac missions may have CHARLIE
helicopter gunships as an escort.
Figure Suppressed: The figure may neither move nor fire in COMPANY
the following turn.
Figure Pinned: The figure may not move during the follow-
ing turn, but may fire. 41
COMBAT RESULTS CHART NVA/VC 8.52 COMBAT RESULTS—
NUMBER OF HITS ON UNIT
NVA/VC
Die Roll 1 2 3 4 5 6 7 8 9 10
The effect of hits upon the NVA/VC is handled as fol-
-1 B B C C D D E E F F lows: The gamemaster keeps track of the total number of
0 A B B C C D D E E F hits taken by a NVA/VC squad during the course of the
turn, from both Direct and Supporting Fire. He then uses
1 A A B B C C D D E E the Combat Results Chart NVA/VC and rolls one D6.
2 NE A A B B C C D D E The D6 is modified as follows:
3 NE NE A A B B C C D D TARGET UNIT IS: MODIFIER
4 NE NE NE A A B B C C D Unit is local VC -2
5 NE NE NE NE A A B B C C Unit fired on by Direct Fire Support Weapon .
6 NE NE NE NE NE A A B B C Aircraft or Artillery this (urn -2
Unit is Main Force VC or elite NVA +2
7 NE NE NE NE NE NE A A B B
8 NE NE NE NE NE NE A A N B For the NVA/VC, "killed" refers to those figures that
have been removed from action by serious wounds or fig-
Modified die rolls of less then -1 are treated as -1, modified die rolls greater than 8 are
ures actually killed in action. The difference between the
treated as 8 two is not relevant within the game system, as the NVA/
VC will attempt to carry out both the dead and wounded
whenever possible.
RESULTS OF THE Example: A local VC squad of seven figures, entrenched
COMBAT RESULTS CHART NVA/VC in a village, is fired upon by an American platoon. The
Americans inflict six hits on the unit, so Column 6 is
NE—No effect used. There are no Direct Fire Support weapons in use
A—One figure is killed - the gamemaster should roll at random to determine which by the Americans. The modifiers are: -2 for local VC.
figure was hit. If the figure was manning a heavy weapon, it is destroyed. The gamemaster rolls a 5. After subtracting 2 for being
B—Two figures are killed. All remaining figures in the unit are pinned for the next turn. local VC, the final result is 3, which gives a level B ef-
They may fire, but may not move unless it is part of a general retreat. fect. Two figures are killed and the remaining five are
C—Two figures are killed. All remaining figures in the unit are suppressed for the next pinned. If the unit were to retreat, the two figures marked
killed would be carried off with the surviving VC. If there
turn. They may not fire, and may not move unless it is part of a general retreat.
are two NVA/VC squads present in the same area within
D—Half of the unit is killed. All remaining figures in the unit are suppressed for the
6"of each other, the hits are divided between the two
next turn. They may not fire, and may not move unless it is part of a general retreat. units. Two separate die rolls are made for the combat
E—Half of the unit is killed. All remaining figures in the unit will retreat from the results. One unit might stand while another might fall
position. For every one figure retreating, one killed figure is carried off. back. The results of the die roll are not known to the
F—The entire unit is killed. American players unless they can see the enemy unit. If
For the NVA/VC, "killed" refers to those figures that have been removed from action firing at NVA/VC troops in the open, the American play-
ers would have some idea of the effect of their fire. If
by serious wounds or figures actually killed in action. The difference between the
two is not relevant within the game system, as the NVA/VC will attempt to carry out firing at a tree line from which enemy fire is coming, the
Americans might be told that the enemy fire is weaken-
both the dead and wounded whenever possible.
ing, but they would not be told the reason why.

CHARLIE
COMPANY

42
All supporting fire, whether from artillery, helicopters, mortars, the FO will be a sergeant. If they are from an at- "By the time they
or aircraft takes place during the SUPPORTING FIRE tached artillery unit, the FO will be a lieutenant. The FO is had progressed
PHASE. All supporting fire is announced before any cal- part of the overall command group, and uses the overall 150 meters, the
culations or die rolls are made. Once announced, support- commander's expertise as their base for all die rolls. To men could see the
ing fire will take place, though not always in the location call fire, FOs and their RTO must be under a Patrol or Com- edge of the
requested by the player. bat Order for that turn. village and the
For NVA/VC troops, FOs may only be used in games lead elements
9.1 LIMITATIONS ON where bunkers or entrenchments exist. The FO is assumed could hear enemy
to be connected by field telephone to the mortar/gun crews. soldiers yelling as
SUPPORTING FIRE If the FO is forced to leave his position, he loses the ability they tried to get
to act as a FO. away from the
Supporting fire must be directed by a FO, an Observa- curtain of steel
tion Helicopter, FAC, or command figure with a RTO. The
spotter must be able to see the area that is to be attacked. 9.32 SPOTTING ROUNDS which had
descended on
Blind fire with these weapons is considered very hazard- FOs can call for a spotting round in a COMMAND them. Then the
ous to one's health. In areas of very limited visibility, the PHASE by designating a visible point they wish to fire on. low pitched
use of supporting fire will be very difficult and may lead During the SUPPORTING FIRE PHASE, they place the explosions from
to casualties among one's own troops. deviation template on the target so that the center of the the 81mm mortar
Only one of the three possible assets will be operating in template is on the target. The player then rolls a D10. A rounds began
any given area at the same time. If there is artillery fire, FO adds 2 to his roll. If the final roll is a 9 or greater, the testifying to the
aircraft and helicopters flying support missions will clear spotting round falls on target. If the roll is less than 9, the initial success of
the area. If aircraft are operating in the area, artillery fire number rolled will determine the direction that the spot- Captain Adams'
will halt. It is possible to use these different assets in the ting rounds will fall. Roll one more die; this roll will equal plan, for the
course of a game on the same target, but never at the same the number of inches away from the deviation template reported tunnel
time. the spotting rounds will land. complex was
Once the spotting round is placed, the FO can shift it to being raked from
9.2 DEVIATION TABLE any other point within his visibility during the next turn. one end to the
He does so by calling for another spotting round in the other and any
The Deviation Template will be used to determine the COMMAND PHASE, and moves the round to its new lo- enemy soldiers
actual point of impact for supporting fires. To use the Tem- cation during the SUPPORTING FIRE PHASE. who had fled
plate, place it so that Direction 1/5 is along the axis of the there could do
attack being carried out. Roll a D10. On a modified die little to ward of
roll of 9 or better, the attack is on target. On any modified the mortar fire."
die roll of less than 9, the attack is shifted in the direction —Garland(Ed.)
rolled. One die, either a D6 or D10 is then rolled for dis- Infantry in
tance. The distance that the attack deviates will depend on Vietnam.
the type of mission carried out.

9.3 INDIRECT ARTILLERY FIRE


The most common supporting fire is indirect artillery
fire. While not as lethal as air strike, it can be controlled
with greater ease and can last for a longer period of time.
At the start of a scenario, the American forces will know
what artillery assets are available.
The direction from which the artillery is firing must be
determined before the start of the game; this will establish
a baseline for the placement of the artillery templates. CHARLIE
9.31 FOS COMPANY
(FORWARD OBSERVERS)
FO teams are made up of a FO and a RTO. If they are
from the company's 81mm mortars or the battalions 4.2"
43
9.0 SUPPORTING If there is no FO with a unit re-
FIRE ARTILLERY TABLE
questing artillery fire, then the se-
9.3 INDIRECT
nior commander can take his place. WEAPON PRIMARY HIT SECONDARY HIT
ARTILLERY SIZE ZONE NUMBER ZONE NUMBER
FIRE
He rolls for his expertise or less,
(CONT.) with a +2 die roll modifier, each turn
that he attempts to place a spotting 60mm 1-1/2 .6 2-1/2 .3
9.32 SPOTTING
ROUNDS round. Unlike FOs, who may freely 75mm 2" .7 3" .4
(CONT.) shift a spotting round once they
9.33 FIRE FOR have first placed it, a unit com- 81/82mm 2" .8 4" .4
EFFECT mander must re-roll each time he at-
9.34 ARTILLERY
tempts to shift it. 105mm/4.2" 2-1/2" 1 5" .5
DAMAGE
9.35 ARTILLERY
Spotting rounds have no effect on 120/122mm 3" 1.2 6" .6
DAMAGE combat; they represent rounds fired
RESOLUTION - at a slow rate of fire, often using 155mm 4" 1.6 8" .8
AMERICAN smoke. They allow a FO to control
9.36 ARTILLERY his fire. It is possible to use a spot- 175mm 5" 1.9 10" .9
DAMAGE ting round to mark a target for an
RESOLUTION- attack by helicopters or aircraft.
203mm/8" 6" 2 12" 1
NVA/VC
Templates are circular. Templates can be shifted up to 6" in any
direction during following turns by FOs, and will damage those areas
that they cover.
9.33 FIRE FOR
EFFECT
Once spotting rounds are established,
the FOs can call for a Fire for Effect Mission. This
mission will be centered upon the point where the spotting
9.35 ARTILLERY DAMAGE
round was placed, and remain there as long as the FO RESOLUTION - AMERICAN
wishes it. Commanders (non FOs) wishing to keep the
mission on target will have to roll for their expertise each In the example given above with a hit value of 2.4, each
turn. Failure to roll less than their expertise will result in of the three American figures will take two hits. To resolve
the mission being halted on the following turn. All fire hits after the decimal point, roll a D10. If the number or
missions from different guns will fire at the same target. The less is rolled, additional hits are taken by the affected fig-
blast zones must be placed so that at least all of the sec- ure. In the example above, with a .4 hit per figure, each
ondary blast zones are touching each other. One fire for figure who rolls a 4 or less will receive a third hit. Figures
effect primary blast zone must be centered over where the rolling a 5 or higher will take two hits only. All figures
spotting round landed. which are hit must roll on the Combat Results - American
The templates and the damage values are on the with a +3 modifier.
Artillery Table.
9.36 ARTILLERY DAMAGE
9.34 ARTILLERY DAMAGE RESOLUTION- NVA/VC
Terrain effects modifiers for artillery are as follows: The gamemaster multiplies the modified damage value
times the number of figures in the burst area, and uses that
ARTILLERY DAMAGE as the total number of hits taken by the NVA/VC from
Unit under March or Charge Order X2 artillery fire. If the final result ends in a decimal, roll for it.
This result is then added to the number of hits taken by the
Unit under Combat Order X 1/2 NVA/VC from direct fire.
Unit in soft cover X1 Example: An NVA squad of eight figures is in a bunker
Unit in medium cover X 1/2 (hard cover) and comes under 105mm howitzer fire from
Unit in hard cover X 1/4 three guns. The NVA are under the primary zone of a
single template. The base value of a 105mm primary
zone is a 1:1 X 1/2 = .5 as the NVA are under a Combat
Example: An American squad is charging forward when
Order, and then times 1/4 =.125 for being in hard cover.
three figures are caught in the primary burst of a 120mm
The base chance of .125 is first multiplied by 8, for the
mortar. The base chance of a 120mm round's primary burst
number of figures present (.125 x8 = 1). The number of
radius is 1.2. Since the unit is charging, the chance of a hit
hits taken by this squad from Supporting Fire is 1.
is doubled to 2.4.
Players are reminded that artillery fire is neutral. Any
figure caught within the burst radius of a weapon must
CHARLIE check for damage.
COMPANY

44
9.0 SUPPORTING
9.37 PRE-PLOTTED FIRE 9.42 HELICOPTER GUNSHIP FIRE
In cases where units are defending a position and have WEAPONS AND DAMAGE 9.3 INDIRECT
ARTILLERY
had a chance to dig in, FOs may pre-plot artillery fire. Up Helicopters attack an area 4" wide by 12" long. The at- FIRE (CONT.)
to six geographic points on the table may be used, and ar- tack is handled in the same manner as for direct fire sup- 9.37 PRE-PLOTTED
tillery fire called upon that point will fall without a need port weapons. Any figures in the attack area must roll for FIRE
for spotting rounds. potential damage. If more than one group is in the attack 9.38 DIRECT FIRE BY
area, calculate the number of dice to be thrown for each MORTARS
9.38 DIRECT FIRE BY group separately. All dice are then rolled for each group 9.39 WILD FIRE
9.4 HELICOPTER
MORTARS individually, and any hits are applied.
GUNSHIPS
With the exception of the 2.75" rockets, each weapon
9.41 HELICOPTER
The 60mm mortars may be fired directly at targets if the system on a gunship is assumed to have enough ammuni-
GUNSHIP
mortar crew can see the target themselves. If the crew is tion for four attacks. The number of dice thrown for the CONTROL:
operating under a Combat Order, all of their mortar fire is weapons that can be carried are as follows: 9.42 HELICOPTER
on target. Players are reminded, if they can see the target, GUNSHIP
there is also a chance that the target can see the mortars. HELICOPTER GUNSHIP WEAPONS WEAPONS AND
It takes two crewmen to move a 60mm or 81/82mm WEAPON TYPE DICE DAMAGE
mortar and base plate. Each additional crewman can carry
up to six rounds. The 120mm/4.2" mortars may only be 40mm Grenade Launcher Nose Mounted 16 dice
moved by truck. VC/NVA units may transport these weap- XM-134 Minigun 12 dice "Before I really
ons on foot, but they may not be fired while being moved. M-60 MG 4 dice had time to reflect
XM-18 Machine Gun 6 dice on the proceed-
9.39 WILD FIRE 2.75" Rocket - each 4 dice
ings I was rolling
in again. I keyed
All artillery missions given above are based on the con- Note: with the exception of 2.75" rockets, each weapon may the transmitter:
cept that the FO will have time to call in and adjust fire. only be used 4 times before running out of ammo. Combat "Roger, Hobo
This is not always the case. An FO can order a Fire for modifiers are the same as for regular direct fire. four zero, I've got
Effect Mission on a target without taking the time to fire you off to the
Modifiers to the dice are the same as for Direct Fire Support
spotting rounds. He declares the target and rolls a D10. west, and I'll be
weapons.
If the final roll is 9 or more, the mission lands as in- in from the
ended and may be shifted on later turns. If the die roll was north." Lowrey's
Example: A company commander orders a "Hog" gun-
less than 9, the Deviation Table will be used to determine napalm went off,
ship to attack a tree line from which his unit is taking fire.
the actual point of impact. If the impact point is visible, splashing north to
No NVA/VC troops have been spotted. The "Hog" fires its
the mission can be shifted on later turns. If the target point south. The
bow grenade launcher (16 dice), and 24 rockets (4 dice
is not visible, the artillery will also cease to fire on the gunners irrigated
each) into the area.
following turn. the sky as one
The gunship has a total of 112 dice to start with. The
NVA/VC are entrenched, (hard cover, x 1/4) which reduces might a lawn on a
9.4 HELICOPTER the dice to 28. The units are under a combat order (X 1/2= summer's
14 dice) and have not yet been spotted ( X 1/2= 7dice). afternoon."
GUNSIIIPS The final number of dice rolled for hits in this case is 7 —Richard S.
Drury, My Secret
Helicopter gunships came into their own as a weapon in dice. Any rolls of 5 or 6 indicate a hit on the NVA squad. War
Nam. They did not have to fly over the target they were
attacking, they could remain on hand longer, they could
attack close in targets, and they belonged to the Army!
The first gunships were the so called "Hogs", which were
field conversions of UH-1B transport helicopters. They
were replaced with the "Cobra," which was built for the
sole purpose of serving as a gunship.

9.41 HELICOPTER GUNSHIP


CONTROL:
Gunships can be called in to attack a target by an obser-
vation helicopter or by the overall commander of the ground
force. In theory, gunships could spot and then attack their
own targets, but they usually had their targets passed on to
them by someone else. The gunship must have a direct
line of sight to the target area when it attacks.
The controlling party designates the area to be attacked.
The player controlling the gunships, or the gamemaster,
rolls for deviation. If the roll is 9 or better the attack is on
target. If the roll is less than 9, the attack will deviate in the
direction rolled. Roll a D10 and halve the result, rounding
fractions up, for the number of inches the attack deviates.
.0 SUPPORTING Example: A F-100 flies over a village and drops two 750#
FIRE 9.5 AIR STRIKES bombs. The deviation rolls are 10 and 9, so both bombs
9.5 AIR STRIKES hit their targets. A VC squad of eight men is sitting in an
9.51 CONTROL The role of air strikes was to deliver high concentrations
entrenchment in the bombs' blast zone. Three figures
9.52 BOMB DAMAGE of HE or napalm as quickly as possible. Prop driven air-
are in the primary zone, and the other five figures are in
9.53 NAPALM craft may strafe targets that they can see themselves. They
the secondary zone. The hit number for the primary zone
9.54 GROUND may not strafe enemy troops that can only be seen by ground
is 2.5 X 3= 7.5 hits. The secondary zone hit number is
ATTACK troops. Different aircraft, carry different bomb loads. Ap-
SPECIALISTS
1.5 X 5 =7.5 hits. The total number of hits is 15. The VC
pendix B details the different aircraft and their maximum
9.55 STRAFING are under a Combat Order, 15 X 1/2= 7.5, and in a
bomb load. The gamemaster can determine the actual bomb
9.56 BOMBS AS trench, hard cover 7.5 X 1/4=1.875 hits, which is
load, or allow the overall American commander to deter-
BOOBY TRAPS rounded up to 1.9 hits. A roll of 9 or less results in 2 hits
mine the bomb load before the start of the game.
on the VC squad from supporting fires. The second bomb
lands directly on a building containing a four man
9.51 CONTROL AAMG team. All four figures are in the primary hit zone.
Aircraft can be directed to a target by an FAC or by the The hit number for the primary zone is 2.5 X 4=6 hits.
overall commander of the ground force. A FAC marks its They are in medium cover, 6X 1/2= 3 hits. They are not
target by using a spotting rocket. It must over fly the tar- under a Combat Order, so the final number of support-
get, and then roll its expertise or less. If the attempt is suc- ing fire hits is 3.
cessful, the target is marked with white smoke. If the at-
tempt fails, the FO may not mark the target, but may at- 9.53 NAPALM
tempt to spot it again on following turns. The overall ground
commander can name a target point for the bomb run. They Napalm is dropped like bombs. The template is best made
must place a smoke marker on the board to be used a refer- by a large piece of foam or cotton painted black. Napalm,
ence point by the attacking aircraft. The smoke may be once dropped, will continue to burn for five minutes. Any
placed on the intended target, or close to their own posi- figures in or moving through the area are hit.
tion to mark their own location.
Attacking planes will use the smoke marker as a refer- NAPALM TABLE
ence point for their target. All air strikes must roll on the Weapon Size Size Damage
Deviation Table to determine the actual point of impact.
Jet aircraft that miss their target check for direction as nor- 500# napalm bomb 5" x 20" 1.0
mal, but double the D10 roll for distance. Propeller driven 750# napalm bomb 6" x 30" 1.0
aircraft do not double their D10 roll for deviation distance.
1000# napalm bomb 8" x 40" 1.5
9.52 BOMB DAMAGE
The area covered by a bomb is a circle, the diameter of 9.54 GROUND ATTACK
which depends upon the bomb size. An aircraft may lay a
line of bombs along its path after the target point, with the SPECIALISTS
bombs landing from 3 to 9 inches apart at the commander's When rolling for deviation, any attacks made by Marine
request. Bombs may also be dropped in groups of two or Corps F4 Phantoms or A-l Sky Raiders, add 5 to the de-
more. Damage from bombs is handled in the same manner viation die roll. Aircraft flown by Navy pilots add 1 to their
as artillery fire. deviation die roll.
BOMB TABLE
ZONE NUMBER ZONE NUMBER
9.55 STRAFING
Only A-l Sky Raiders and T-28 Trojans may strafe
250# 4" 2 8" 1 ground targets. To strafe, the pilot must be able to see the
500# 5" 2.5 10" 1.25 intended target. He may not be directed to it by a FAC.
Aircraft may strafe while making a bombing run, either
750# 6" 2.5 12" 1.5 before or after dropping their ordnance. Strafing is always
1000# 7" 3.5 14" 1.75 on target and no accuracy roll is required. A strafing run
starts 6" before the target unit and ends 6" past the target
The damage for bombs is computed in the same manner unit. A strafing run is 4" wide and must run in a straight
as for artillery fire with the following modifiers. line along the flight path of the aircraft. Any friendly units
caught in a strafing attack are also attacked, and any hits
must add +3 for supporting fire. Strafing aircraft may strafe
UNIT SITUATION MODIFIER
up to four times; they are then out of ammo.
Unit under March or Charge Order X2
CHARLIE Unit Under Combat Order X 1/2 9.56 BOMBS AS BOOBY TRAPS
COMPANY Unit in Soft cover X1
If the booby trap is a bomb, only the primary burst zone
Unit in Medium cover X l/2 size and damage are used. For AT damage, use the damage

46 Unit in Hard cover X 1/4 value of the number of dice that are rolled for damage.
Example: A 500 Ib. bomb used as a road mine would at-
tack with a value of 2.5 hits per person, and attack any
vehicles with three dice (2.5 rounded up to three).
10.1 CLOSE COMBAT ANTI-AIRCRAFT DAMAGE TABLE
Die Roll Effect
All figures within 3" of an enemy fight one additional
round of combat at this time. Figures that were pinned, 1 -4 No effect
suppressed, wounded or killed in the prior fire phase may Minor damage on aircraft or
not fire at this time. Only figures within 3" of an enemy helicopter. If hit again, add one
figure may take part in this round of combat. one extra D5 to the total thrown.
During this phase, hits are on a die roll of 4, 5, or 6.
Normal modifiers for direct fire apply. 9-12 Major damage on aircraft. Must
leave the game without dropping
10.2 NORMAL any additional ordnance. Helicop-
ters must land in the closest safe LZ
ANTI-AIRCRAFT FIRE on the board, and may not take off
for the remainder of the game. All
The normal NVA/VC AA weapon was a .51 caliber HMG crew and passengers must check on
mounted on a tripod manned by a three man crew. This
the Combat Results American chart
was not a mobile weapon, so it must be set up at the start
for possible casualties.
of the game. The crew must be currently operating under a
Combat Order to fire in an anti-aircraft mode. Roll 10 dice 13-16 Major Damage on the target:
versus any target. If firing at a helicopter gunship or attack Aircraft must exit the game without
aircraft, hits are scored on any die rolls of 6. If firing at dropping any additional ordnance.
FACs, observation helicopters or transport helicopters, hits Helicopter crashes. All crew and
are scored on any die rolls of a 5 or 6. passengers must check for possible
For the damage inflicted, reroll any dice that hit, total casualties on the Combat Results
the number rolled, and compare it to the Anti-Aircraft Dam- American Table with +3 to the die
age Table.
roll.
17+ Aircraft/Helicopter explodes in mid
10.22 LANDING ZONE air. No survivors.
ANTI-AIRCRAFT FIRE
The nightmare scenario for any American commander 10.3 NIGHT ACTIONS
was a "hot" LZ: the NVA/VC firing on the helicopters as
they landed. The night in Vietnam belonged to Charlie. The Ameri-
NVA/VC troops may fire at helicopters with small arms, can Army made many attempts to take the night away from
direct fire support weapons, and supporting fire only dur- the enemy, but was never totally successful. The turnover
ing the helicopters transitional move or while the helicop- in American troops was such that the average unit never
ter is on the ground. All fire directed at helicopters is halved aquired the experience needed to operate effectively at
as if firing at a target in Combat Order. Supporting fire night. All fire at night is treated as blind fire. While sol-
that lands directly on top of a helicopter uses the full diers can shoot at the muzzle flashes, the exact location of
strength primary zone hit number. To determine the dam- the firing figures is difficult to determine.
age to a helicopter, all dice which hit it are re-rolled, and
totaled. This total is found on the Anti-Aircraft Damage 10.31EXPERTISE
Table.
The expertise numbers for troops operating at night is
halved, rounding up all fractions.

10.32 VISIBILITY CHARLIE


Minimum visibility at night is 1". On a moonless night, COMPANY
reduce visibility to 1/8 of normal, with a maximum vis-

47
ibility of 4" in the open. In normal moonlight, reduce vis-
ibility to 1/4 of normal, with a maximum visibility of 8" in
the open. In full moonlight, reduce visibility to 1/2 of nor-
mal, with a maximum visibility of 16" in the open.
10.0 CLOSE
COMBAT 10.33 ILLUMINATION 10.36 WEATHER
AND SPECIAL
RULES
The basic form of illumination at night was the use of The American Army tended to reduce its operations dur-
flares and illuminating rounds. Flare pistols can be issued ing the monsoon season due to the fact that its aircraft could
10.3 NIGHT ACTIONS
(CONT.)
as needed in a scenario. Trip wire flares were also used, not operate during rainy weather. Any games taking place
10.33 ILLUMINATION and can be fired in a manner similar to claymore mines. during the monsoon season may not use any helicopters or
10.34 NIGHT SCOPES Illumination rounds for supporting fire weapons have tactical air support. Helicopters may operate during light
10.35 NIGHTHAWKS an illumination area equal in size to the secondary burst rain, but not tactical air support. Light rain reduces a squad's
10.36 WEATHER radius of the weapon. They are placed in the same manner expertise by 1/4. Heavy rain (monsoon) reduces a squad's
10.4 ONTOS as spotting rounds. Illuminating rounds do not turn the dark- expertise by 1/2 . All dice rolled in combat are quartered.
ness into the light of day, but do improve the chances of Maximum line of sight is reduced to 1/2 of normal, with
spotting anything within their zone. Troops attempting to maximum line of sight in clear terrain being 40".
spot into an illuminated area, use their normal expertise If it has been raining long enough the ground may turn
for a spotting attempt. If the attempt is successful, they to mud. Mud will double the normal costs for moving up
may fire on their target with full dice as long as they can or down a hill for troops on foot. Vehicles may or may not
maintain a line of sight to the target. Troops who fail the be allowed up or down hills at the gamemaster's discre-
spotting attempt may fire at the shadows, but only get 1/2 tion. Streams and rivers may become impassable to troops
of their dice. Figures moving directly between an illumi- and vehicles. Vehicles may become stuck if the mud is
nated area and a spotting unit are backlit. They are silhou- heavy enough. Roads should remain passable, but the ter-
etted against the flare and are automatically spotted. Troops rain on the edge of the road may become impassable to
firing at backlit troops roll their normal number of dice. vehicles. Heavy mud may also lessen the effects of sup-
An illuminated area can be seen beyond the limits of porting fire. Reducing the number of hits taken by 1/4 or
normal night vision range if there is no intervening terrain 1/2 is the best way to handle this.
that would block the line of sight.
Example: Sgt. Reed's squad is on night duty at afire base.
The perimeter of the base is rigged with flares attached
10.4 ONTOS
to trip wires. There is a full moon, so the maximum vis- The Ontos was an anti-tank vehicle that mounted six
ibility is 8". external 106mm recoilless rifles. Originally designed for
A squad of main force VC decide to snipe at the Americans. the airborne, it proved unsatisfactory and was given to the
As they move into position, one of the snipers sets off a trip Marine Corps. Due to the delicate nature of its aiming sys-
flare. The flare is 15" away from Sgt. Reed's, but he can see tem, an Ontos needs to roll a 5 or 6 to score a hit. Nor-
its location, and can make an expertise roll to try and see mally, one of its recoilless rifles would be fired at a time,
the VC who set it off. however they could all be fired at once. An Ontos firing all
of its weapons at once may not fire again during the game,
due to the fact that the alignment of the guns would be
10.34 NIGHT SCOPES thrown all out of whack, making accurate fire impossible.
The "Starlight" night vision device was an attempt to Each weapon on an Ontos must be reloaded from the out-
use technology to solve the problem of night visibility. side. It takes one minute per crewman loading to load one
"Starlights" are rare in the field at this point, as there was a recoilless rifle.
desire to keep the new technology from falling into enemy
hands. When used "Starlight" devices increase the visibil-
ity range for the equipped figure to that of full moonlight.

10.35 NIGHTHAWKS
One of the earliest attempts to take the night away from
Charlie was by modifying Huey helicopters. These modi-
fied helicopters were called Nighthawks. An early field
modification that became a standard type was the flare ship.
This carried 12 externally mounted flares that could be
dropped in any order. These flares have the same illumina-
tion radius as a 60mm mortar flare. The other type of Night-
hawk mounted a searchlight or landing lights in the left
door of the helicopter. Later versions were equipped with
a .50 HMG and a night sight. The searchlight aboard a
helicopter will illuminate a 30" circle. Any troops within
the illuminated area are treated as if in daylight for spot-
ting and shooting. Any troops on the table who can trace a
CHARLIE line of sight to a Nighthawk currently using a spotlight,
may fire at it. All night rules apply for firing at a Night-
COMPANY hawk.

48
or Puff the Magic Dragon, converted from old WW II C- 10.0 CLOSE
10.5 SAPPERS AND 47 Sky Trains; Specter, converted from C-130 Hercules, COMBAT
ENGINEERS and Lightning, converted from C-119 Flying Box Cars.
Specters and Lightnings were equipped with a variety of
AM) SPECIAL
RULES
night sensors to help them spot the enemy in the dark. 10.5 SAPPERS AND
Communist sappers were elite assault troops trained in
Gunships may not fire on any targets within the inner pe- ENGINEERS
the use of explosives. During a base camp assault, the at- 10.51 AMERICAN
tacks would be led by sappers who would clear the wire rimeter of a base camp or fire support base. The different
ENGINEERS
and attack important locations within the camp with satchel aircraft types and the weapons they were armed with can 10.52 FLAMETHROW-
charges. be found in Appendix B. Gunship crews must have their ERS
In Charlie Company, a sapper using Combat movement expertise ratings rolled as normal for their spotting attempts 10.6 GUNSHIPS
may move through barbed wire without any movement loss. on ground targets. Gunships may spot their own targets or
10.7 RIVERINE
If the sapper spends one minute in the wire, he may cut a have their targets relayed to them by a FAC on the ground. OPERATIONS
1" hole in the wire. Troops following behind sappers may Gunship night ranges are double those of ground forces.
move through the hole without any movement loss for the Gunships with night sensors use Starlight scope rules for
wire. Sappers may each carry up to three satchel charges. range determination, and use their full expertise for spot-
A satchel charge is treated like a 155mm shell for burst ting their own targets. Gunship weapons attack a 5" by 20"
radius and damage. A satchel charge successfully thrown area, with the exception of the 75mm howitzer which is
into a building or bunker does double the normal damage. treated as regular artillery for blast size and hit numbers.
A satchel charge may be thrown up to 10". Satchel charges
also may be used to breach walls or blow open doors. To GUNSHIP WEAPONS AND DAMAGE
do this they must be placed against their intended target. WEAPON TYPE DICE
To place a satchel charge, the sapper must move adjacent
7.62 Minigun 12
to the wall or door. The sapper must spend one minute
stationary while setting the satchel charge, but may fire 20mm Gatling Gun 20
normally. The sapper moves away from the target the fol- 40mm Bofors Gun 5
lowing turn, , and the satchel charge goes off during the 75mm Howitzer Normal Artillery
SUPPORTING FIRE PHASE. A sapper who is suppressed
or killed while setting the satchel charge has not success-
fully set the charge and it doesn't detonate. A satchel charge
being set by a sapper who is killed is lost and may not be
10.7 RIVERINE
recovered. Once a satchel charge detonates it is no longer OPERATIONS
available.
The Riverine units, or the Brown Water Navy , operated
10.51 AMERICAN ENGINEERS in the southern most part of Vietnam in the IV Corps mili-
tary region. This part of Vietnam was the most populous
American engineers may also use satchel charges. Ameri- and the least accessible. It is called the Delta, and is full of
can engineers are auxiliary troops who will be attached to rivers swamps and islands. Most operations here involved
a platoon or company in small numbers. Engineers may searching boats that moved up and down the rivers for
also use mine detectors to find mines. These were usually weapons being smuggled in from Cambodia. However,
used in the morning to clear mines placed during the night there were ground actions that would be carried out against
from roads. A figure equipped with a mine detector has an communist positions. These actions can be recreated us-
expertise rating of 9 for mine detection purposes. Engi- ing Charlie Company rules.
neers may clear a 1" X 1" square of mines per one minute The best way to run this type of a game is to treat one
they remain stationary adjacent to the mines. Engineers board edge as the shore line where the American units are
may collapse tunnel entrances by placing a satchel charge starting from, and have them move inland to carry out their
in the entrance of the tunnel. operations. The major difference during a riverine game is
the support available. There were very few fire bases from
10.52 FLAMETHROWERS which to get support, and only a few Huey Hogs were avail-
able. Aircraft were mainly operating North, and thus were
Engineers may also be armed with flame throwers. Flame not very numerous either. The main supporting fire was
throwers roll 15 dice for combat. These dice are not doubled provided by the 81mm mortar, which would be carried
for Combat Order, nor do their target's receive any cover aboard various support vessels escorting the assault craft.
benefits. Flame throwers have a maximum range of 20". These support vessels would carry a number of other weap-
Flame throwers automatically set grass buildings on fire ons to use in a direct fire mode against communist forces
during non-monsoon games. When a figure armed with a
that could be seen from the river. These would include
flame thrower is killed, the player must roll a D10. On a
40mm grenade launchers, .50 HMG, and 40mm bofors.
roll of 10 the flame thrower has exploded. All troops within
Troops inland may call in mortar fire from support vessels
3" of the exploding flame thrower are attacked by a nor-
mal flame thrower attack. normally. Any communist troops who move into a loca-
tion where they can be seen from the river, and therefore
by the off board support vessels, may be attacked by the
CHARLIE
10.0 GUNSHIPS support vessels. Weapons mounted on a support vessel are COMPANY
treated as if they were mounted upon an ordinary vehicle
During the Vietnam war the US converted some of its
cargo planes into gunships. They were used only during
the night and provided protection for American base camps
and fire support bases. The different types were: Spooky
or aircraft. The 40mm grenade launchers that miss their
target will deviate 1/2 the distance rolled. 40
10.0 CLOSE is going on at higher levels. Prisoners may be executed,
COMBAT 10.8 PRISONERS but any troops involved would normally be exposed and
AND SPECIAL court martialed, thereby removing them from the campaign.
RULES Enemy troops may be taken prisoner in one of two ways:
10.8 PRISONERS they may surrender or they may be captured. VC/NVA may
10.9 BEEHIVE surrender at the gamemaster's option, but it should be 10.9 BEEHIVE ROUNDS
ROUNDS stressed that they were not suicidal fanatics. Americans
may surrender during 1965 and early 1966, but they would Flechette rounds, or beehive rounds as they were called
10.10 THE
GAMEMASTER be unlikely to do so after this period. To capture enemy in Vietnam, were originally developed for the gun used on
CLAUSE troops, they must first be pinned or suppressed. Any troops the M-551 Sheridan. They operate very much like a shot
who can move within 2" of pinned or suppressed enemy gun shell when fired. The shell is filled with thousands of
troops and announce a capture attempt, capture the enemy tiny steel darts that were capable of cutting down small
troops. Captured troops must be guarded or they will es- trees. The Sheridan, 105mm, and 155mm guns used the
cape. One figure may guard up to five enemy soldiers. If beehive round. When a beehive round is fired it covers a
any VC/NVA prisoners who are being guarded are hit, roll cone shaped area 30" long and 12" wide. Any troops within
for damage as if they were Americans. Prisoners who man- the cone must check to see if they are hit. Beehive rounds
age to escape will charge away from any enemy troops are equivalent to three times the primary burst radius hit
they can see, and will attempt to move off the closest board number for the weapon firing it, or three times the normal
edge. Escaped prisoners are unarmed, and may no longer number of dice thrown. Beehive rounds reduce the target's
fire during the game. Prisoners may be interrogated by their cover by one level.
captors. Very few Vietnamese speak English, and few
Americans will know more than a few words of Vietnam- 10.10 THE GAMEMASTER
ese. All questions asked during an interrogation must be
phrased as a question. To see if the prisoner responds, roll CLAUSE
a D10 at the beginning of the interrogation. If this roll is
equaled or exceeded during the interrogation, then the ques- Other rules needed to cover other special circumstances
tion will be answered. The type of information revealed will be determined by the gamemaster.
should match that which the soldier would know. Com- At the end of a game, players will need to prepare their
munists like to keep their underlings in the dark about what command for the next game.
losses suffered in the last engagement. Once the total short- "Happiness and
11.1 PLAYER FIGURES fall is known within the unit, replacements are rolled up. sadness I will
For every six vacancies in a unit, roll a D6 for the num- remember
Player figures who have finished their tour of duty are ber of replacements that the unit will receive. A unit short forever"
considered to have been sent home, having finished their 22 privates will roll 3 D6 for replacements. If there are
365 days "in country." Players whose figures have finished —NVA soldier's
less than six vacancies, roll an individual D6 for each va- diary, Suoi Ca
their tour at this time may wish to change roles or start cancy, with a roll of a six resulting in a replacement. If a
new characters. Players whose personal figures were killed Mountians,
unit was short three medics, it would have three separate Feb. 1967.
must start a new command figure. Player figures that were D6 rolls for replacement medics. It will be up to the unit's
wounded will return in time for the next game. Brennan's War
overall commander to assign replacements.
All player figures who survived, whether wounded or Players will note that their units will remain under
not, should roll a D10. If they roll higher then their current strength between actions, and that those players who keep
expertise level, they gain one level. A die roll of a zero is putting their command at risk and taking casualties will
always a failure. Remember that the highest expertise al- often find their command getting smaller.
lowed is a "9".

11.2 NON-PLAYER
FIGURES
All non-player figures which were killed or wounded
are removed from the unit's organization. This takes into
account the normal turnover found in any command as
troops rotated home. The unit needs to determine the num-
ber of vacancies in terms of non-player Sergeants, Corpo-
rals, RTOs, Medics, and Privates. This shortfall includes
all vacancies that the unit had, not just the result of the

The first question that most gamers have at this point had the support of the American people. The backlash
are "where are the morale rules?" A study of actions in against the war after mid 1968 had its effect on the US
1965-68 indicated that there is no need for morale rules. Army in Nam in more ways than one.
For the American soldiers of this period, morale is not a These rules were play tested over a period of several
factor. Men might be pinned down, movements toward the years by the University of Illinois Conflict Simulations
enemy may not happen, but the nature of the war is such Club. In the end, we were able to field an entire infantry
that American troops will fight on to the end. The reasons company. Some of the operations were successful, some
for this are that there was no place to retreat and that if were failures, but all were enjoyable and good fun. It was
wounded, the troops knew that the Med Evac system would interesting to see how players would react as their charac- CHARLIE
see them safely off the battlefield. The gamemaster has the ters approached the end of their tour of duty, and became COMPANY
right to "frag" any overall commander who fails to see far more careful as to how willing they were to take chances

51
that his wounded are Med Evaced to a safe place as soon with their unit.
as possible. Prior to early 1968, the War in Vietnam had The following scenario is provided as an introduction to
not lost its popular appeal, and the troops still felt that they Charlie Company.
"Lt. Baker." The captain's words snapped Baker's atten-
tion away from thoughts about last night's ambush.
SCENARIO FORCES
"Yes sir," he responded quickly, omitting the salute as AMERICAN
he turned to face the captain. You didn't salute in a combat
U.S.Army Infantry Platoon
zone, unless of course you didn't like your superiors.
"We just got word that the ARVN are planning to send a AMERICAN OPERATIONAL ORDERS
convoy down the road tomorrow." The captain paused. See — Introductory Scenerio Operational Orders —
"Sir." Baker did not require further clarification as to U.S. Army on next page
which road his officer meant. The platoon had humped its
dusty expanse on numerous occasions in the past, for both
Marvin and Uncle Sam's truckers. For most of the distance
it wasn't too bad. The shoulders of the road were broad
and had actually been cleared in the not too remote past.
Paddies sloped gently down to a stream on one side al-
though steep, wooded hills approached uncomfortably close
to the shoulder in places. So, one flank at least, was easy to
secure. Mines and booby traps were a constant menace,
especially to highballing tracks and deuce-and-a-halfs and
there were a couple of places where the hills offered VC
bushwackers lots of cover.
"I want your platoon to sweep it and make sure it's clear."
The captain glanced back towards the air conditioned cool-
ness of the CP.
"uh...immediately sir?" inquired Baker.
"That's right Lieutenant. Ready your platoon, then come
back here and I'll brief you on your available support.
Shouldn't be any real problems."
"Yes sir" replied Lt Baker as the captain turned back
towards the command bunker. Baker looked at Jeffries, his
RTO. "Get Sergeant Soto."
"Yes sir." The private grabbed his M16 and moved
quickly. Jeffries was a fast one even with a heavy PRC-25
on his back. Unencumbered he could be speed incarnate.
Sgt Soto showed up less than three minutes later. Main Force: 10 men with AK-47s
"You heard." said Baker, picking up his own rifle and Viet Cong: 2 Squads:
cinching his steel pot down. 1 with 13 men, 1 LMG, mixed arms;
"Yessir. Already got the squads saddling up." 1 with 16 men, 1 LMG, mixed arms;
The Lieutenant started back towards the CP. Soto fell in 1 sniper
along side. "Captain said it should probably be no prob-
VC OPERATIONAL ORDERS:
lem," Baker ventured.
Harrass the American Force with ambushes, snipers and
Soto stopped. Baker continued on a step, noticed, stopped
booby traps. Do not commit heavily, but prove to the Ameri-
himself and turned to face the NCO. Their eyes met. A
cans that they do not control the road.
moment of silence then Baker grinned.
"I know, Sergeant, I know." Soto shook his head then VC SPECIAL ORDERS:
strode forward to join his Lieutenant. Main Force will suffer as many casualties as required.
Viet Cong squads will take one casualty each before with-

CHARLIE IMPORTANT! drawing.


EQUIPMENT:
COMPANY 2 mines to be placed on the road. They may not be
placed within the boundaries of the village or
PLAYERS! D0 NOT READ
52
within 12" of the entry point of the US players.
ANY FARTHER. 2d6 worth of booby traps and mines to be placed
anywhere on the board.
Introductory Scenario Operational Orders — U.S. Army

OBJECTIVE
MISSION:
Clear road of all mines.& booby traps. Engage and
try to destroy any VC units. Avoid unneccesary casualties
or damage. to the ville.

SUPPORT
DIRECT FIRE INDIRECT FIRE CLOSE AIR SUPPORT
None 2x81mm Mortar (off-board) Pink Team**
105mm Battery (off-board)

Hut Road Shore Line

Individual American Entry


Rice Tree Point
Paddy CHARLIE
Treeline COMPANY
Hedge

53
BACKGROUND may be used. All vehicles must remain at least 6" behind
the engineers. The American forces start on the road and
Vietnam May 12, 1966. II CORPS Road Clearing must remain on the road until they are fired upon.
It's another morning in the Vietnam war and, as usual, Supporting fire is three 81mm mortar tubes. No FO is
some lousy "gooks" were up last night laying mines on the provided, and no more than one RTO should be present
road. You are just so fortunate to have been assigned to with the Americans. The remainder of the company is lo-
road duty for the month. This basically means that you sit cated off board at the base camp. Up to one additional pla-
around checking the passes of the local "slopes" on their toon may be summoned by the American commander. They
way to the nearby village market, and then escort the mine will arrive on foot, and will take 10 minutes to arrive on
sweepers up to the next check point when some other poor board after they are summoned. The American objective is
slob gets to take over for you. Just think some day your to protect the convoy and cause more VC casualties than
children will ask, " Daddy, what did you do during the American.
war?" You can reply, "Well I got to make sure the roads VC
were safe, and that them tricky little gooks weren't trying Three Main Force squads, 2 local VC squads, a 4 man
to smuggle any water buffalos loaded with explosives into platoon headquarters, and 1 sniper are set up on the board
the local village." prior to the American entry. All squads are equipped with
Oh well, you could be worse off. Out there in the jungle one RPG-2. Seven mines must be placed on the road, and
"humping" about the "boonies" with a 40 pound pack and 5" of mines may be placed wherever the VC wish. The
VC using you for target practice. With this tank behind Main Force VC squads must be able to see the mined road
you no VC in their right mind would bother you, so you locations when they set up. The local VC are guides who
were guaranteed at least one easy month before you get to must set up within 12" of a Main Force squad. The sniper
return to the world. may set up any where on board, but must have a clear line
of sight to the road. The sniper starts the game in a spider
hole with a 12" tunnel connected to it.
SCENARIO FORCES
VC OPERATIONAL ORDERS:
AMERICAN The sniper will open the attack by firing on the Ameri-
One American platoon with two engineers attached as cans. If he is not spotted, he will move through his tunnel
auxiliaries. One M-48 tank, some trucks following behind to its exit. If none of the Americans fire on his position, he
waiting to get moving with their daily cargo. No gun trucks will return to his spider hole and snipe at the Americans
again. If his original posi-
tion is fired at, he will exit
the board. The Main Force
squads want to destroy as
many vehicles as possible
using their RPGs. Each
squad will attempt to de-
stroy at least one vehicle.
After a squad has destroyed
its vehicle it may leave the
board voluntarily. The local
VC squads will remain hid-
den and act as a rear guard
if the Americans should at-
tempt to follow the Main
Force squads off the board.
If the Main Force squads be-
come pinned down, the lo-
cal VC will attempt to move
towards the convoy and use
their RPGs to destroy some
vehicles. This diversion will
hopefully allow the Main
Force units to begin to pull
back.
20 MIKE MIKE — The 20mm Gatling guns carried in a CS GRENADE — Tear gas grenade. International
variety of aircraft. CTZ — Corps Tactical Zone, numbered I through IV
Phonetic
—A — north to south.
Alphabet:
A.O. — Area of operations. (Refers to a location in which —D—
A — Alpha
a unit carries out its orders.) DELTA — The letter "D" in the phonetic alphabet.
AAMG — Anti-aircraft machine guns of various types. DEROS — The date when enlistment ended, and a B — Bravo
C — Charlie
ADC — Assistant Division Commander. soldier would be sent home.
D — Delta
AK47 — Standard NVA assault rifle. DESK JOCKEY — Soldier or officer who has spent time
E — Echo
ALPHA — The letter "A" in the army phonetic alphabet. in area or administrative area.
F — Foxtrot
The phonetic alphabet was used to spell out words in DIVARTY — Divisional artillery. Usually refers to
G — Gulf
radio conversations. headquarters, but could also refer to all of the artillery
H — Hotel
ARA — Aerial rocket artillery. Cobra helicopters armed in the division.
I — India
with 4 rocket pods. DIVISION — The Army's major maneuver element. J — Juliet
ARC LIGHT — An air raid of B52 bombers. Commanded by a two star general, it would have a K — Kilo
ARTY —Artillery. strength of 18,000 to 24,000 men. L — Lima
ARVN — Army of the Republic of Vietnam. The armed DMZ — Demilitarized zone. Border area between North M — Mike
forces of South Vietnam. and South Vietnam. N — November
—B— DUST OFF, MED EVAC — Evacuation of wounded by O — Oscar
BATTERY — The basic unit in the artillery. helicopter. P — Papa
BIRD DOG — O-1 observation aircraft, used by both the DUSTER — American anti-aircraft vehicle mounting Q — Quebec
Air Force and Army as a spotter. two 40 mm bofors Anti aircraft guns. R — Romeo
BLUE MAX — Slang term for aerial rocket artillery. —E — S — Sierra
BLUES — Cav fast reaction and recon aerorifle platoons. EAGLE FLIGHT — A reaction force circling in aircraft, T — Tango
BOFORS — A 40mm antiaircraft gun from World War II. waiting for potential targets to be identified. U — Uniform
BRAVO — The letter "B" in the army phonetic alphabet. ECHO — The letter "E" in the phonetic alphabet. V — Victor
BROWN WATER NAVY — US and ARVN water craft EM — Enlisted man (men). W — Whiskey
that operated in the rivers of Vietnam. — F— X — X-Ray
—C— F.S.B. — Fire support base: base camp with artillery. Y — Yankee
FAC — Forward Air Controller. Communicates with Z — Zulu
C&C — Command and control aircraft, in which a
commander would circle over a battlefield and issue tactical air support from the ground.
orders to the ground troops. FAST MOVER — Jet aircraft.
C-130 HERCULES — Air Force transport aircraft. FDC — Fire direction center.
C.O. — Commanding officer. FIRE BASE — See F.S.B.
CG — Commanding general. FLARE — An illumination device which can be dropped
CHARLIE — Derived from "VICTOR CHARLIE" which from aircraft, or fired from the ground.
is NATO phonetic lingo for VC.
FM — Frequency modulation, also known as Fox Mike;
CHICKEN PLATE — Body armor worn by helicopter
used in most tactical radios.
crews.
FNG — Fucking new guy. Name given to new soldiers in
CHOPPER — Another word for helicopter.
CIDG — Civilian Irregular Defence Group. Composed of country.
Vietnamese native tribes under the command of US FRAG — Slang for killing unpopular officers. ( Started
Special Forces teams. with the use of fragmentation grenades.)
CINCPAC — Commander in chief Pacific. FREE FIRE ZONE — An area where the civilian
CLAYMORE — Anti-personal mine containing 700 steel popula- CHARLIE
tion has been removed. Any people left are considered
balls. Lethal up to 50 meters.
to be the enemy and may be fired upon.
COMPANY
COMPANY — Basic building block unit for all non-

55
artillery and non-cavalry units in the army. FREEDOM BIRD — The 747 that would return US
COMUSMACV — Commander, US Military Assistance soldiers home after their tour of duty was completed.
Command Vietnam.
CP — Command post.
15.0 GLOSSARY —G— M79, BLOOPER — A 40mm grenade launcher.
OF MACV — Military Assistance Command Vietnam.
GI — Term for American soldiers, carried over from
TERMS
World War II. American military headquarters, located in Saigon.
G-R GOOK, ZIP, ZIPPER HEAD, SLANT, SLOPE, DINK — MEDIC — Medical aid man in the Army, Corpsman in
Derogatory terms used by Americans to describe the Marines.
Vietnamese people. MOH — Medal of honour, the highest award for valour
GOOKINESE — US slang for the Vietnamese language. in the US Army.
GREEN BERETS — Popular name given to US Special —N—
Forces, taken from the colour of their distinctive head gear. NAPALM — Jellied gasoline used in air strikes.
GRUNT — American soldier, usually a private. NCO — Non commissioned officer, a seargent. Some-
—H— times referred to as noncoms.
H&I — Harassing and interdiction artillery fires. NET — Short for radio network. All tactical radios
HE — High explosive ammunition. operated within a defined network on a designated
HO CHI MINH TRAIL — A major multi-lane network frequency.
of trails and roads which ran from North to South NIGHT HAWK, FLARE SHIP — Helicopters which
Vietnam through Laos and Cambodia. dropped flares at night.
HOG — Armed Huey. NVA — North Vietnamese Army. The North Vietnamese
HOG — Huey B-model, armed with various rocket tubes referred to their army as the Peoples Army of
and machine guns. Vietnam.(PAVN)
HOOTCH — Any dwelling for human occupation. —O—
HOT LZ , GOING IN HOT — Receiving ground fire OLD MAN — Usually some one over the age of twenty.
during a helicopter assault. ON STATION — Support aircraft which are in the area
HOTEL — Letter "H" in the phonetic alphabet. and can respond immediately to ground troop
HQ — Headquarters. requests.
OP — Observation post.
HUEY — Hughes UH1 helicopter. The most used
helicopter of the Vietnam war. Used for medevac, ORDER OF BATTLE — Listing of units committed to a
theater of operations. Obtaining a correct order of
cargo carrier , gunship, and troop transport. battle on the enemy was a major intelligence opera-
HUN — F100 Super Saber jet. tion.
—I— ORDNANCE — Bombs mortar shells etc..
IN COUNTRY— In Vietnam, not in the US ORGANIC — Military term for hardware items-
INDIANA — Letter "I" in phonetic alphabet. vehicles, aircraft, weapons — that belong to a specific
INDIGS — Indigenous people of Vietnam, the native unit. All other material comes to units on a mission
people, example the Montagnard tribes. basis, and the commander sometimes has limitations
in its employment.
—K —
—P—
KIT CARSON SCOUTS — VC defectors who operated
PADDY DADDY — US term for the local V.C.
with American forces.
PF — Popular Forces. Troops hired by the government to
KLIK — Kilometer, a measure of distance.
act as village garrison units. Quite often they were
—L— neither popular nor successful.
LOACH — OH6A observation helicopter. PHANTOM — F4 Phantom jet.
LOGGING — Practice of sending logistics helicopters to PINK TEAM — One cobra, one Loach helicopter team.
troop units. The Loach would scout out a target and the Cobra
LP — Listening post. would attack it.
LRRP — Long Range Recon and Patrol. Small teams of POLICE — Military term for clean-up of an area.
soldiers sent out to count the number of communists PRC25, PRIC 25 — Back pack FM radio. Basic commu-
moving through an area, to give the commanders nications for nearly every level of command within
some idea of enemy troop strength. the division except aviation units.
LT. — Lieutenant. PUNGI STAKES — Sharpened bamboo sticks used as
LZ — Landing zone: an area where helicopter borne booby traps.
troops are dropped off. PZ — Pick-up zone: an area where helicopters pick up
troops.
— M—
M102 — The 105mm howitzer used by the 1st air —R—
cavalry. It was light enough to be carried slung RECON, RECCE — Reconnaissance.
beneath a Huey. REDCON — Readiness condition.
CHARLIE M16 — 5.56mm caliber , basic rifle of the REVETMENTS — Walls made of sand bags.
COMPANY US infantryman. RPD — Soviet caliber 7.62mm light machine gun used
M60 — US caliber 7.62 mm, platoon machine gun. by the communist forces.

56 M67 — US 90mm recoilless rifle.


M72 LAW — American light antitank weapon. Used
against vehicles or infantry.
RPG — Rocket propelled grenade launcher. Used against
both infantry and vehicles.
RTO — Radio telephone operator.
RVN — Republic of Vietnam.
—S— THE WORLD — The USA. 15.0 GLOSSARY
OF
SAPPER — Soldiers trained in the art of demolitions. THUD — F105 Thunderchief jet.
TERMS
SATCHEL CHARGE — Explosive package fitted with a TO&E — Tables of organization and equipment.
handle for ease of throwing and carrying. TOC — Tactical operations center. s-z
SEAL — Sea air land — US Navy Special Forces. TOUR OF DUTY — The 12 month period spent in 16.0
SECTION 8 — Insane. Straight jacket material. Vietnam. BIBLIOGRAPHY
Example: TRACK — Any tracked vehicle.
The condition of the editors after two successive TUBE ARTILLERY — Artillery that fires projectiles from
nights spent proofreading/re-writing. a gun barrel or tube, as opposed to rocket artillery.
SITREP — Situation report. —U—
SKS — Soviet carbine. USAF — United States Air Force.
SLICK — Unarmed helicopter used to carry troops. —V—
SMOKY THE BEAR — Air Force flare ship, usually a C- VC — Viet Cong. Communist guerrilla forces.
123, but occasionally a C-47. VICTOR — The letter "V" in the phonetic alphabet.
SNAKE — Cobra helicopter. VNAF — Vietnamese Air Force. The Air Force of South
SPAD, SANDY — A1E Sky Raider (air plane bomber). Vietnam.
SPOOKY, PUFF THE MAGIC DRAGON — Old World —W—
War II C47 cargo plane, armed with miniguns. WHISKEY— The letter "W" in the phonetic alphabet.
STRAFE — Propeller driven air craft attacking ground WIA — Wounded in action.
targets with their machine guns. WILLIE PETE — White phosphorous grenade. (Chemi-
STRIKERS — Slang for members of the strike force, a cal smoke which burns at a very high temperature.)
military force recruited by the American Special — XYZ —
Forces. X-RAY — The letter "X" in the phonetic alphabet.
—T— XO — Executive officer. The assistant to the commander
TAC AIR — Tactical Air Support. of units below division level.
TANGO — The letter "T" in the phonetic alphabet. YANKEE — The letter "Y" in the phonetic alphabet.
THE HOOK, SHIT HOOK — Chinook helicopter. ZAPPED, KIA — Killed.
THE NAM — Reference to the war or the country. An
American term for Vietnam ( pronounced NOM)

The following works are suggested for those looking for Against Fire, William Morrow Co., New York 1947, 1961;
ideas for scenarios, or additional information on "Nam" West to Cambodia, Cowles, New York 1969
Bonds, Ray, editor, The Vietnam War, Crown Publishers, Mills, Nick. The Vietnam Experience: Combat Photographer,
New York 1979 Boston Publishing Co., Boston 1983
Bowman, John, The World Almanac of the Vietnam War, World Palmer, Bruce, The 25 Year War, University of Kentucky, 1984
Almanac, New York, 1985 Palmer, David, Summons of the Trumpet, Presidio Press, 1978
Brennan, Matthew, Brennan's War, Presidio Press, Novato 1985 Robinson, Anthony,(ed.), Weapons of the Vietnam War, Bison
Cash, et al: Seven Fire fights in Vietnam, Government Printing Books, Greenwich 1983
Office, Washington DC, 1970 Stanton, Shelby, The Rise and Fall of the American Army,
Drury, Richard S., My Secret War, St. Martin's Press, New York 1986 Vietnam Order of Battle, US News and World Report
Dunstan, Simon, Vietnam Tracks: Armor in Battle 1945-75, Washington, DC, 1981
Presidio Press, Novato 1982 Thompson, Sir Robert, (ed.), War In Peace: Conventional and
Garland, Albert N., Infantry in Vietnam: Small Unit Actions In Guerrilla Warfare Since 1945, Harmony Books, New York 1981
the Early Days: 1965-66, Battery Press, Nashville 1967,1982 West, Francis, Small Unit Action in Vietnam, Battery Press
Heer, Michael, Dispatches, Knopf, New York, 1978 Reprint, Nashville, TN, 1982
McDonough, James, Platoon Leader Zumbro, Ralph, Tank Sergeant, Presidio Press, Novato 1986 CHARLIE
Maitland, Terrence and Mclnerney, Peter. The Vietnam The following books published by Squadron Signal Pub-
Experience; A Contagion of War, Boston Publishing Co., lications Carroltan Texas, and written by Jim Mesko, are COMPANY
Boston 1983 highly recommended: Armour in Vietnam (1982), Ground
Marshall, S. L. A.
Ambush, Cowles, New York 1969; Battles in the Monsoon,
Morrow, New York 1969; Bird, Cowles, New York 1968; Men
War Vietnam 1&2 (1990 & 1992) and Riverine (1985).
These books contain useful background information, and
have excellent colour plates.
57
The following are basic vehicle types used by the various Movement rates are given as Road movement/Cross
country movement.
combatants during the Vietnam war. There were many
T: The weapon is in a turret or on a pivot with a 360
field modifications to these vehicles, and players who can
degree field of fire.
prove the existence of these various other vehicles, should
TA: Indicates amphipbious capability.
feel free to represent them in their games.
TC: Weapon is mounted on top of vehicle turret
Armor is presented as FRONT/ FLANK. The front ar-
S: Weapon is mounted on the side of the vehicle. It can
mor represents the armor located on the vehicles front fac-
fire 180 degrees, on either the right or left side of the ve-
ing. Flank armor represents the armor on the side and rear
facings. hicle.

Type 1: Wheeled Vehicles


Type Speed Armament Crew Passengers
M-151 Jeep 60/30 None 1 3
M- 151 Jeep 60/30 T: M-60 2 2
M- 151 Jeep 60/30 T: 106 RR 3 -
M- 151 Jeep 60/30 T:XM-174 3 -
V 100 Armored Car 50/25 T: 2- MMG 4 -
Armor 6/6
M-35 Truck 50/25 None 1 20
M-35 Gun
Truck 50/25 T 4 - .50 HMG 6 -

58
Type 2: Tracked Vehicles
Type Speed Armament Crew Passengers
M- 48 A3 Tank 30" T: 90mm Gun 4 8 Riders
Armor 18/8 T:MMG
TC: .50 HMG
M-113 APC 40" TA T: .50 HMG 2 9
Armor 4/4
M-113 ACAV 40"TA T.50 HMG 6 -
Armor 5/5 S: 2- MMG
M-106 35" T: .50 HMG 6 -
4.2" Mortar
M-125 40" T: .50 HMG 6 -
Armor 2/2 Open Topped T: .50 HMG
M-551 Sheriden 40" TA T:152mm 4 8 Riders
T: MMG
TC: .50HMG
M - 163
Anti Aircraft 40" TA T:XM 134 Mini-gun 3 -
Armor 5/5
M- 41 Walker
Bulldog * 42" 76mm Gun 4 8 Riders
Armor 9/6 T: .50 HMG
M-24 Chaffee * 50" T: 75mm Gun 5 8 Riders
Armor 8/5 T: .50 HMG
Hull: MMG
Ontos 50" 6 106mm 3 -
Armor 5/5 Recoilless Rifles

NVA ARMOR
Type Speed Armament Crew Passengers
T55(l) 32" T: 100mm Gun 4 8 Riders
Armor 16/9
Pt 76(2) 24" TA T: 76mm Gun 3 4 Riders
Armor 5/4 T: MMG
* Used only by ARVN forces.
1: First encountered 1972 during Easter Offensive 2: First encountered in 1968 at Pleiku

59
The following are basic vehicle types used by the various Movement rates are given as Road movement/Cross
country movement.
combatants during the Vietnam war. There were many
T: The weapon is in a turret or on a pivot with a 360
field modifications to these vehicles, and players who can
degree field of fire.
prove the existence of these various other vehicles, should
TA: Indicates amphipbious capability.
feel free to represent them in their games.
TC: Weapon is mounted on top of vehicle turret
Armor is presented as FRONT/ FLANK. The front ar-
S: Weapon is mounted on the side of the vehicle. It can
mor represents the armor located on the vehicles front fac-
fire 180 degrees, on either the right or left side of the ve-
ing. Flank armor represents the armor on the side and rear
facings. hicle.

Type 1: Wheeled Vehicles


Type Speed Armament Crew Passengers
M-151 Jeep 60/30 None 1 3
M- 151 Jeep 60/30 T: M-60 2 2
M- 151 Jeep 60/30 T: 106 RR 3 -
M- 151 Jeep 60/30 T:XM-174 3 -
V 100 Armored Car 50/25 T: 2- MMG 4 -
Armor 6/6
M-35 Truck 50/25 None 1 20
M-35 Gun
Truck 50/25 T 4 - .50 HMG 6 -

58
Type 4: FAC Aircraft
Type Armament Crew

L-19/O12- 4 Smoke Rockets 1 -2


O2 Bird Dog 4-8 Smoke Rockets 1 - 2
OV-10 Bronco 8 Smoke Rockets

Type 5: Attack Aircraft


TYPE TURN AROUND * ARMAMENT CREW
F-100 Super Saber 3 7500#'s Ordinance 1
A-4 Skyhawk 2 5000#'s Ordinance 1
F-4 Phantom 3 10 000#'s Ordinance 2
A-37 Dragonfly† 2 5600#'s Ordinance 2
A-1 Sky Raider 1 8000#'s Ordinance 1-2
T-28 Trojan † 1 2 gun Pods @ 2
2 - 500# Bombs
2-7 Tube Rocket Launchers
B-26 Marauder 2 5000#'s Ordinance 2

† Used only by VNAF.


@ May Strafe
* Number of turns before an aircraft may re-enter the board after an attack run.

Type 6: Gunships
TYPE ARMAMENT CREW
Spooky, Puff the Magic Dragon 3 - 7.62 Miniguns 3
2 - 20mm Gatling Guns 5
2 - 7.62mm Miniguns
Night Vision
Specter 2 - 7.62mm Miniguns 6
2 - 7.62mm Miniguns
2 - 40mm Bofors Gun
1 - 75mm Howitzer
Night Vision
ROSTER AND THE OPERATIONAL ORDERS
SHEET
WORKSHEETS The Operational Orders Sheet, the Unit Composition
Charlie Company roster sheets are provided for your use Sheet and the Load Composition Sheet are all to assist the
although any blank paper will do. Permission is granted US players in the planning and execution of their missions.
to photocopy these sheets for your own personal use. The Operational Orders Sheet provides a place to list all
the support assets available to the force, plus slots where
THE UNIT ROSTER written orders are recorded so that everyone knows their
task. Marching or arrival order can also be noted. The
The Charlie Company Unit Roster acts as a log of the Load Composition Form is used to keep track of the con-
fate of a unit and its commander over the course of the tents of each particular helicopter in a serial, APC or truck
campaign. in a column, group of assault boats, etc.
At the top of the roster the player fills in the unit
commander's name, his current expertise, and the cam- MOVEMENT ORDERS AND
paign year. Optionally, number of smoke and hand gre-
nades available for a specific scenario can be recorded as ARTILLERY PREPLAN
well.
The names and ranks of the men in the unit should be
RECORDS
entered under "Soldier Identity". Naming your troops and The Movement Orders and Artillery Preplan Records
watching the events of their tours, their trials and tribula- are for optional written movement orders and recording
tions, helps personalize the campaign and adds greatly to pre-planned fire missions respectively.
the game. In the "1" column of the Campaign Month sec-
tion for the unit CO, the player's figure, record his exper-
tise level. Remember that you don't know a subordinate's
expertise until he is forced to use it during the game, ie.
upon the demise of his commander. You can create a short
timer's calendar for your figure by circling the last month
he must complete. Subtract his time in country from 12,
13 for jarheads or just circle "6" for officers. As each game
scenario (1 month) is completed, the CO's expertise is
logged in the appropriate column. When, and if, the circled
box is filled you've made it...break out the cold ones!
The fate of other members of the unit can also be tracked
on the roster by checking off the scenarios they complete,
until they reach their DEROS dates, are wounded or are
killed.

THE VEHICLE RECORD


SHEET
Vehicle record sheets are used by filling in the appropri-
ate details on the vehicle or aircraft from Appendix A or B.
Crew expertise, ammunition expenditure and vehicle dam-
age can all be recorded here.

CHARLIE THE VC/NVA UNIT ROSTER


COMPANY The VC/NVA Unit Roster is intended for use by the ref-
eree. Pre-generated squads are denoted on this form. They

62 can be re-used, saving the ref time in future games, or the


squads and their leaders can return in later scenarios as
recurring characters.
NVA/VC UNIT ROSTER

63
UNIT IDENTITY WEAPON TYPE EXTRA EQUIPMENT

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:

Notes:
VEHICLE DATA SHEET
VEHICLE TYPE/ID CREW EXPERTISE ARMOR MOVEMENT DAMAGE ARMAMENT CURRENT AMMO
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:
Notes:

64
Notes:
UNIT ROSTER

65
Commander: Current Expertise: Hand Grenades: Smoke Grenades:
Campaign Year: Campaign Months
Soldier ID 1 2 3 4 5 6 7 8 9 10 11 12

Roster Abbreviations: Status: WND-wounded, KIA-killed in action, VAC-vacancy


Notes:
Operational Orders

OBJECTIVE

SUPPORT
DIRECT FIRE INDIRECT FIRE CLOSE AIR SUPPORT

ORDER OF MARCH
Company Orders:

Platoon Headquarters Orders:

1st Platoon Orders:

2nd Platoon Orders:

3rd Platoon Orders:

4th Platoon Orders:

Attached Unit Orders:

66
Unit Composition- Platoon Down

Platoon Headquarters-

First Squad- Second Squad-

Third Squad- Fourth Squad-

Attached Squad-

67
LOAD COMPOSITION

Unit Lift Load

Unit Lift Load Unit Lift Load

Unit Lift Load Unit Lift Load

Unit Lift Load

68
THE TURN SEQUENCE:
All activity within a phase is completed before the
next phase starts.
COMMAND PHASE:
Radio requests are made for supporting fire.
Announce type of movement to be used by, to the
referee
MOVEMENT PHASE:
All movement is carried out according to the orders.
Check for booby traps, search for concealed caches,
setting up crew served heavy weapons.
DIRECT FIRE PHASE:
Fire carried out by units that can see the location on
which they are firing.
SUPPORTING FIRE PHASE:
Requested fire by off board artillery, or air strikes, is
carried out.
Weapons on the table which are firing indirect fire at
a target.
FIRE EFFECTS PHASE:
Effects of all hits accumulated in the course of turn
are resolved.
For Americans,this will require use of the
Combat Results Table - American
For the Gamemaster the use of the
Combat Results Table - NVA/VC.
CLOSE COMBAT PHASE:
RTO PHASE:
US players may communicate with each other.
69
1a COMMAND PHASE—Request For Supporting Fires 1a
Units

Game
turns

70
1b COMMAND PHASE—Announce Movement 1b
Units

Game
turns

71
2 MOVEMENT PHASE—Tables 2

TYPE OF DISTANCE TRAVELED


MOVEMENT USED PER TURN

Charge 24"
March 16"
Patrol 8"
Combat 4"

TERRAIN EFFECTS CHART:


Type Foot Tracked Wheeled Visibility Cover
Village\
Buildings 1/2 1/2 1/2 Obstacle Med
Rice Paddy 1/2 1/4 Na - Light
Canals 1/4 Gm Na - Med
Jungle 1/4 Na Na 3" Med
Dense Forest 1/2 1/4 Na 10" Med
Forest 1 1/2 1/4 16" Med
Rubber
Plantation 1 1 1 32" Light
Elephant
Grass 1/4 1/4 Na 2" Light
Brush 1 1 1/2 - Light
Swamp 1/4 Na Na 3" Med

MINE DETONATION TABLE BOOBY TRAP/ MINE TABLE


3,5,7,9,11 4, 6, 8, 10, 2, 12 1,2,3,4,5, 6, 7, 8, 9, 10+
No Effect Mine Mine No Effect Serious Wound Dead
Detonated Triggered
Pungi Stakes: Roll a D6 for effect, with a +1 to the die roll if
+5 To Damage Has Not Yet
the unit has a Charge order, or if it jumped out of a heli-
Roll Exploded copter.
Pressure Release Mines: Roll 2 D6 on the Mine Detonation Homemade Weapons: Roll a D10 on the above table.
Table. All friendly figures within 3" of an exploding mine Claymores: Roll a D10 for effect, with a modifier of +5 for
must roll for damage as well. the first 4", +3 for 4" to 8", +1 for 8" to 12".

72
3 DIRECT FIRE PHASE—Tables 3

SMALL ARMS TABLE* SUPPORT WEAPON


WEAPON TYPE DICE STRENGTHS*
Poorly Armed - per 4 figures 1 die WEAPON TYPE DICE
Mixed - per 2 figures 1 die Vehicle Mounted MMG 4 Dice
Well Armed - per figure 1 die Vehicle Mounted .50 HMG 5 Dice
M79, M- 203 Grenade Launcher - M72 Law 3 Dice
per figure armed Rpg-2, B-40 3 Dice
0- 10" (flechette round) 3 dice
Over 10" 2 dice Rpg-7 4 Dice
LMG, BAR, Bren, etc. 3.5" Rocket Launcher 4 Dice
XM 134 Minigun 12 Dice
if fired by individual figure 1 die
if assisted by loader 2 dice 40mm Bofors / Per Gun 5 Dice
M60, LPD 57mm Recoilless Rifle 2 Dice
If fired by individual figure 2 dice 75mm Recoilless Rifle 3 Dice
if assisted by loader 4 dice 75mm Tank Gun 10 Dice
MMG - Must be on tripod with loader 76mm Tank Gun 10 Dice
must be under combat order 4 dice
90mm Tank Gun 12 Dice
HMG- .50, M2, .51 AAMG
90mm Recoiless Rifle 4 Dice
must be on tripod with loader
106mm Recoiless Rifle 6 Dice
and operating under combat order. 5 dice
Hand Grenade ** 100mm Tank Gun 14 Dice
open area 2 dice 105mm Howitzer 12 Dice
In an enclosed area 3 dice 152mm Tank Gun 20 Dice
White Phosphorous Grenade * Auto Suppress
Combat modifiers are the same as for
Target direct fire.
* See expanded table on page 39 *See expanded table on page 40
** Grenades must be declared before combat dice are
rolled. Roll a D6 for accuracy. A "6 " hits and the
grenade dice are added to other dice being thrown. TARGET MODIFICATION
SITUATION MODIFIER
Target in Light cover X 1/2
Target in Medium cover X 1/4
Target in Hard cover X 1/4
Target unit has not
been spotted yet X 1/2

ANTI-VEHICLE FIRE
Number Armored Unarmored Waterborne
ORDERS
1-3 A B A SITUATION MODIFIER
4-0 B C A
Firing unit had a Charge order X1/2
7-9 C D B Firing unit had a Patrol order X1
10-12 D D C Firing unit had a March order No Fire Allowed
Firing unit had a Combat order X2
A: Minor Damage: One crewman hit. Roll on Combat Re-
sults American The second factor is the Order that the target unit is
B: Mobility damage, Driver hit: Vehicle speed halved. Driver operating under:
checks on Combat Results American with a -2 Target unit had a Charge order X2
C: Major damage on vehicle: All crew and passengers check Target unit had a Patrol order X1
for hits on Combat Results American. Target unit had a March order X2
D: Vehicle Destroyed: All crew and passengers must roll for Target unit had a Combat order X 1/2
hits on Combat Results American with a +3 die roll modi-
fier.
73
4 SUPPORTING FIRE PHASE—TABLES 4

ARTILLERY TABLE BOMB TABLE


WEAPONPRIMARY HIT SECONDARY HIT BOMB SIZEPRIMARY HIT SECONDARY HIT
SIZE ZONE NUMBER ZONE NUMBER ZONE NUMBER ZONE NUMBER
60mm 1-1/2 .6 2-1/2 .3 250# 4" 2 8" 1
75mm 2" .7 3" .4 500# 5" 2.5 10" 1.25
81/82mm 2" .8 4" .4 750# 6" 2.5 12" 1.5
105mm/4.2" 2-1/2" 1 . 5" .5 1000# 7" 3.5. 14" 1.75
120/122mm 3" 1.2 6" .6
155mm 4" 1.6 8" .8 The damage for bombs is computed in the same manner
175mm 5" 1.9 10" .9 as for artillery fire, with the following modifiers.
203mm/8" 6" 2 12" 1 BOMB DAMAGE
Templates are circular. Templates can be shifted up to 6" in UNIT CONDITION MODIFIER
any direction during following turns by FOs, and will dam- Unit under March or Charge Order X2
age those areas that they cover.
Unit under Combat Order X1/2
Unit in Soft cover X1
ARTILLERY DAMAGE Unit in Medium cover X1/2
UNIT CONDITION MODIFIER
Unit in Hard cover X1/4
Unit under March or Charge Order X2
Unit Under Combat Order X 1/2 NAPALM TABLE
Unit in soft cover X1 Template Damage
Unit in medium cover X1/2
Weapon Size Size Value
Unit in hard cover X 1/4
500# napalm bomb 5" x 20" 1.0
750# napalm bomb 6" x 30" 1.0
HELICOPTER GUNSHIP WEAPONS 1000# napalm bomb 8" x 40" 1.5
WEAPON TYPE DICE
40mm Grenade Launcher Nose Mounted 16 dice
ANTI-AIRCRAFT DAMAGE TABLE
XM-134 Minigun 12 dice
M-60 MG 4 dice Die Roll Effect
XM-18 Machine Gun 6 dice 1 -4 No effect
2.75" Rocket - each 4 dice 5-8 Minor damage on aircraft or helicopter. If
Note: with the exception of 2.75 " rockets, each weapon may hit again, add one extra D6 to the total
only be used 4 times before running out of ammo. Combat thrown.
modifiers are the same as for regular direct fire. 9-12 Major damage on aircraft. Must leave the
Modifiers to the dice are the same as for Direct Fire Support game without dropping any additional
weapons. ordinance. Helicopters must land in the
closest safe LZ on the board, and may not
take off for the remainder of the game. All
GUNSHIP WEAPONS AND DAMAGE crew and passengers must check on the
WEAPON TYPE DICE Combat Results American chart for possible
casualties.
7.62 Minigun 12
13-16 Major Damage on the target: Aircraft must
20mm Galling Gun 20
exit the game without dropping any addi-
40mm Bofors Gun 5 tional ordinance. Helicopter crashes. All
75mm Howitzer Normal Artillery crew and passengers must check for possible
casualties on the Combat Results Americas
table with +3 to the die roll.
17+ Aircraft/Helicopter explodes in mid air. No
survivors.

74
5 FIRE EFFECTS PHASE—Tables 5

AMERICAN COMBAT RESULTS


DIE ROLL RESULT
1 No Effect
2,3,4 Figure Pinned
5,6,7 Figure Suppressed
8,9 Figure Seriously Wounded*
10+ Figure Killed

Figure Killed: The figure in question should ures by remaining adjacent to them for a wounded figures may be Med Evaced off the
be replaced with a dead figure. If manning number of turns. Roll one D6. The num- field. Any commander with an RTO can call for
a heavy weapon, or an RTO, that item is ber rolled, is the number of 1 minute turns, a Med Evac helicopter. It will arrive 2D6 min-
destroyed. the medic must work on a wounded fig- utes after it is requested. It can hold up to 6 se-
Figure Seriously Wounded: The figure in ure to stabilize him. Once treated by a riously wounded figures, and will spend one
question should be replaced with a medic, no further die rolls are made by minute on the ground per figure loaded. If the
wounded figure. If manning a heavy the wounded figure. Medics who are treat- Med Evac helicopter is fired upon, follow up
weapon, or an RTO, that item may be used ing wounded may not carry out any other Med Evac missions may have Helicopter Gun-
by another figure if they can reach it. For task during that turn. Seriously wounded ships as an escort force.
each one minute turn that a Seriously figures may not function in the game. They Figure Suppressed: The figure may neither move,
Wounded figure is untreated by a Medic, must be removed from the area if at all nor fire, in the following turn.
roll a D10. On a roll of 0, the figure has possible. One figure can move a seriously Figure Pinned: The figure may not move, during
died. A medic may treat any wounded fig- wounded figure at half speed. Seriously the following turn, but may fire.

The effect of hits upon the NVA/VC is handled as follows: The gamemaster keeps track of the total number of hits taken by a NVA/VC
squad during the course of the turn, from both Direct and Supporting Fire. He then uses the chart below, and rolls one D6. The D6 is
modified as follows:

RESULTS OF THE
UNIT MODIFIERS COMBAT RESULTS CHART NVA/VC
UNIT MODIFIER NE—No effect
Unit is local VC -2 A—One figure is killed - the gamemaster should roll
Unit fired on by Direct Fire Support Weapon, at random to determine which figure was hit. If
the figure was manning a heavy weapon, it is de-
Aircraft or Artillery this turn -2 stroyed.
Unit is Main Force VC or elite NVA +2 B—Two figures are killed. All remaining figures in
the unit are pinned for the next turn. They may
fire, but may not move unless it is part of a general
COMBAT RESULTS CHART NVA/VC retreat.
NUMBER OF HITS ON UNIT C—Two figures are killed. All remaining figures in
the unit are suppressed for the next turn. They may
Die Roll 1 2 3 4 5 6 7 8 9 10 not fire, and may not move unless it is part of a
general retreat.
-1 B B C C D D E E F F
D—Half of the unit is killed. All remaining figures in
0 A B B C C D D E E F the unit are suppressed for the next turn. They may
1 A A B B C C D D E E not fire, and may not move unless it is part of a
general retreat.
2 NE A A B B C C D D E E—Half of the unit is killed. All remaining figures in
3 NE NE A A B B C C D D the unit will retreat from the position. For every
one figure retreating, one killed figure is carried
4 NE NE NE A A B B C C D off.
5 NE NE NE NE A A B B C C F—The entire unit is killed.
6 NE NE NE NE NE A A B B C For the NVA/VC, "killed" refers to those figures that
have been removed from action by serious wounds
7 NE NE NE NE NE NE A A B B or figures actually killed in action. The difference
8 NE NE NE NE NE NE A A B B between the two is not relevant within the game
system, as the NVA/VC will attempt to carry out
Modified die rolls of less then -1 are treated as -1, modified die rolls greater than 8 are
both the dead and wounded whenever possible.
treated as 8

75
USING THE DEVIATION DEVIATION TABLE

TABLE
The Deviation Template will be used to determine
the actual point of impact for supporting fires. To use
the Template, place it so that Direction 1/5 is along
the axis of the attack being carried out. Roll a D10.
On a modified die roll of 9 or better, the attack is on
target. On any modified die roll of less than 9, the
attack is shifted in the direction rolled. One die, either
a D6 or D10 is then rolled for distance. The distance
that the attack deviates will depend on the type of
mission carried out.

6 RTO PHASE 6

Players may talk to each other if they have an RTO figure adjacent to their
commander figure, or are within 2" another figure. If one minute turns are
eing used, allow 30 seconds of real time for conversations. If 5 minute
turns are used allow 2 1/2 minutes real time for conversation .

AN EXAMPLE OF CALL FOR FIRE


Unit requesting fire support mission Call sign: RED DOG

Artillery Battery Call sign: BLUE DRAGON


"BLUE DRAGON, This is RED DOG, over"
"RED DOG, this is BLUE DRAGON, over."
"BLUE DRAGON, This is RED DOG, request for fire, over."
"RED DOG, this is BLUE DRAGON, say co-ordinates and
bearing, over."
"BLUE DRAGON, coordinates are (give coordinates),
bearing, (give direction to target in Mils).
Fire one, I will re-direct, over."
"RED DOG, we copy coordinates (read back of coordinates
and bearing). Firing one, over."
"BLUE DRAGON, this is RED DOG. Drop 50, right 100. Fire
one, over."
"BLUE DRAGON, this is RED DOG. YOU are on target.
Fire for effect."

76

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