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In document Boletín de Medicina y Traducción (página 66-69)

When ground reinforcements are called for we must determine where they will arrive. Here's how it's done:

 Roll 1d6

 Read the result as rolled and consult the Reinforcement Entry Table.

1

R

EINFORCEMENT

E

NTRY (Read the result as rolled)

# RESULT

1 Enter the table edge to the player's left at a maximum of 12" up that edge.

2 Enter the left side of the table edge behind the player up to 12" towards the center.

3 Enter the table behind the player up to 6" to either side of the center.

4 Enter the table directly behind the player up to 6"

to either side of the center.

5 Enter the right side of the table edge behind the player up to 12" towards the center.

6 Enter the table edge to the player's right at a maximum of 12" up that edge.

S TOP !

Let's recap Reinforcements.

Reinforcements can be Activation based. Whenever a "7"

is rolled on the Activation dice. The higher side rolls 2d6 versus its Support Level if FWF or its Activity Level if VC/NV consulting the Reinforcements Table (page, 93).

The reinforced side then rolls a number of d6, adds the scores, and consults the appropriate Reinforcements Tables based on their Support or Activity Level.

If the VC/NVA side does not have figures on the table their reinforcements take the form of a PEF.

The FWF player can request reinforcements just like any other form of support, first Making the Call (page, 72) then using the Reinforcements Request Table (page, 93).

Political officers and Cadre figures (page, 96) have special rules.

To find out where the reinforcements arrive the Reinforcement Entry Table (page, 97) is used.

18 S QUAD

M ISSIONS

In squad sized missions, only medic or machinegun attachments from the parent platoon may be rolled for.

However, the squad may also roll to see if it receives a radio as an attachment, making one member the RTO if it is received.

A MBUSH

You know the drill: setup in a hiding spot along a likely avenue of travel, and wait an uncomfortable eternity for the enemy to come waltzing by.

And if or when the enemy does come, blow the enemy‟s their ass away before the enemy even knows you‟re there.

O

BJECTIVE

 Your objective is to either survive an ambush, or to ambush an enemy force.

Ambush: To be successful, you must eliminate as much of the enemy force as possible before the turn limit expires.

Ambushed: To be successful, you must preserve as many of your troops as possible while eliminating or driving away the ambushing force before the turn limit expires.

S

PECIAL

I

NSTRUCTIONS

 Roll 1d6 and add the score to the EAL of the area.

 If the result is "6" or less you have ambushed the enemy.

 If the result if "7" or higher you have been ambushed.

 Game length is six turns. After six turns there is a chance (1-3) that the mission objectives change into those of a Fight mission (page, 100).

EAL

AND

E

NEMY

F

ORCES

 One PEF plus a chance (1-3) of an additional PEF per level of EAL above 1. Count any resolved PC as Enemy Reinforcements instead.

D

EPLOYMENT

 After placing terrain on the table, roll 1d6 to determine in which sector your unit will deploy.

If ambushing: Place your squad in the most favorable terrain and cover within the deployment sector.

Roll 1d6 versus the Squad Leader's REP, and if the roll passes the squad may set out its Claymore CDMs (if any are available).

Form the enemy resolved PEFs into one long single file column with 1" gaps between figures. Place the head of the column in the nearest least favorable cover/terrain within LOS and weapons range of all your squad members.

If ambushed: Place enemy resolved PEFs in the most favorable terrain and cover within the deployment sector.

 Form your squad/platoon into one long single file column with 1" gaps between figures. Place the head of the column in the nearest least favorable cover/terrain within LOS and weapons range of all enemy ambushers.

S

PECIAL

R

ULES

:

 As both sides begin the game in LOS, no In Sight checks are made the first turn by the ambushers.

 If the side being ambushed has the first Activation, it may attempt to spot the ambush position.

 Only the lead squad or the Player's squad may roll to spot the ambush (not all squads in a Platoon) but if the ambush is spotted the entire Platoon spots the ambush.

Roll 2d6. If any figure in the squad passes 2d6 versus its REP the ambush is spotted. If spotted, the ambushed troops may immediately open fire and then move or go prone, turning the tables on their enemy and foiling the ambush.

 If not spotted the ambushers immediately open fire when they are active.

P

ENALTIES AND

R

EWARDS

 Three VP are earned per VC/NVA captured unharmed, two VP if captured wounded (OOF).

 Two VP are earned per confirmed VC/NVA dead.

 One VP is earned per unconfirmed VC/NVA dead.

 Ten VP are lost per FWF MIA.

 Five VP are lost per FWF dead.

 Two VP are deducted per FWF wounded.

D EFENSE

Your squad is assigned a somewhat isolated position, and the enemy smells possible weakness. Prepare to defend yourselves!

O

BJECTIVE

 Your objective is to defend the assigned material/location.

 To be successful, you must keep the VC/NVA from capturing the assigned material/location until the game length expires.

S

PECIAL

I

NSTRUCTIONS

 Game length is a minimum of 10 turns with the possibility of additional turns.

 At the end of 10 turns, roll 1d6. If the result is 5 or 6, then the game ends. If the result is lower, an additional turn occurs. Repeat at the end of each additional turn.

 Claymore CDMs may be setup at game start unless there are civilians present in the AO.

Roll 1d6 to determine what you are defending. Add one to the roll if the AO is populated (pages, 46 and 55).

(1) Radio Relay team. A team of four M-16 armed soldiers, one senior NCO and three RTO's, sitting atop a hill need to be guarded until the special mission they are supporting concludes.

(2) Resupply site. The site is a clearing at least 10” in diameter. A UH-1 Slick carrying six passengers worth of supplies (see Resupply Missions section) will arrive and land to drop off supplies (or kick them from the door if the LZ is not large enough to land in) 1d6+2 turns from the start of the game. If landed, it will remain on the ground for two full turns before taking off, giving your troops a small window to unload all of the supplies.

(3) Water party. The squad must guard two unarmed troopers while they fill canteens for the Company. Place a river or pond on the table top (rice paddies will NOT do). Squad enters from a table edge in a random sector and must travel to the water source. It takes two full turns for the canteens to be filled, during which time the unarmed troopers may do anything else. The squad must then exit the tabletop via their entry point with the water.

(4) Wounded. 2d6 wounded with a medic and an RTO await Dustoff helos in a clearing (at least 10” in diameter). The squad must guard them from enemy action while the rest of the Platoon and Company are engaged in a fight nearby. The

RTO must call for Dustoff (modify per the SL of the mission). More than one Dustoff may be necessary depending upon the number of wounded.

(5) Check Point. Place a road on the tabletop.

The checkpoint is located at midpoint of the road.

Until combat begins, on any turn that the Activation score total is greater than six, 1d6 civilians appear at the end of the road (even chance of either end). Civilians will travel along the road exiting the table at the opposite end from where they entered. The squad must check each civilian as they pass by making a Speak Local check. Any roll that passes 2d6+ discovers an anomaly with the individual in question. A roll of (1-5) turns out to be nothing, (6) the papers are fake and the person must be detained until the end of the game. Passing 1d6 or 0d6 results in the papers being fine and the civilians continuing on their way.

(6+) Bridge. Place a river on the tabletop with a bridge spanning it at midpoint, as well as a road or trail leading to and from the bridge. There is a sandbagged defensive position that can hold four soldiers at each end of the bridge. Until combat begins 1d6 civilians appear at the end of the road (even chance either end) on any turn that the Activation score total is greater than 6. Civilians will travel along the road to exit the table on the road at the opposite end from where they entered.

EAL

AND

E

NEMY

F

ORCES

 One PEF per level of EAL.

D

EPLOYMENT

 After the terrain is placed roll 1d6 to determine which sector your unit will begin or place the unit in the appropriate location per the Special Instructions section.

 Roll 1d6 per PEF to determine in which sectors they are deployed.

 Each PEF and PC deploys into the best cover nearest the center of the sector.

 VC/NVA reinforcements enter via table edges of random sectors.

P

ENALTIES AND

R

EWARDS

 Five VP are earned for completing the assigned mission and if no enemies are within 6” of the mission objective at game end.

 Two VP are earned per VC/NVA captured unharmed, one VP if captured wounded (OOF).

 Two VP are earned per confirmed VC/NVA dead.

 Two VP are earned per suspicious civilian detained as a result of Speak Local checks during the Check Point mission.

 One VP is earned per unconfirmed VC/NVA dead.

 Ten VP are lost per FWF MIA.

 Four VP are lost per FWF death.

 Four VP are lost if the assigned mission is not completed (the items or location is captured, FWF are wiped out, or key personnel are taken out).

 Two VP are deducted per FWF wounded.

F IGHT

The enemy has been spotted! Now, go kill him!

O

BJECTIVE

 Your objective is to destroy the enemy forces.

 To be successful, you must inflict as many casualties on the enemy as possible while taking as few casualties as you can.

S

PECIAL

I

NSTRUCTIONS

 Game length is a minimum of 12 turns with the possibility of additional turns.

 At the end of 12 turns, roll 1d6. If the result is 5 or 6, then the game ends. If the result is lower, an additional turn occurs. Repeat at the end of each additional turn.

EAL

AND

E

NEMY

F

ORCES

 One PEF, plus a chance (1-3) of an additional PEF per level of EAL above 1.

 If the EAL is 5 or greater then one of the resolved PEFs will be a PC. When resolving a PEF the player will roll 1d6. On a score of 1-3 it is a PC instead. The last PEF will always be a PC if it has not been encountered previously.

D

EPLOYMENT

 After placing terrain on the table, roll 1d6 to determine what sector your unit starts in. Your unit starts the game in the best cover nearest the center of this sector.

 FWF reinforcements arrive from the table edge of the squads deployment sector.

 Roll 1d6 per PEF and PC to determine which sectors they deploy in.

 Each PEF and PC deploys into the best cover nearest the center of the sector unless in the same

sector as the FWF, in which case they deploy into the best terrain in the sector near the center of the table.

 VC/NVA reinforcements enter via table edges of random sectors.

P

ENALTIES AND

R

EWARDS

 Three VP are earned per VC/NVA captured unharmed, two VP if captured wounded (OOF).

 Two VP are earned per confirmed VC/NVA dead.

 One VP is earned per unconfirmed VC/NVA dead.

 Ten VP are lost per FWF MIA.

 Five VP are lost per FWF death.

 Two VP are deducted per FWF wounded.

P ATROL

A patrol is an everyday sort of thing. Your unit is out wandering around the boonies looking for trouble, yet hoping to not find any…

O

BJECTIVE

 Your objective is to patrol each sector and engage any enemy encountered.

 To be successful, you must gain LOS to the center of each sector from a location in that sector as well as to each PEF generated at the start of the game. You then withdraw from the tabletop via your entry point before the game length expires.

S

PECIAL

I

NSTRUCTIONS

 Game length is a minimum of 14 turns with the possibility of additional turns.

 At the end of 14 turns, roll 1d6. If the result is 5 or 6, then the game ends. If the result is lower, an additional turn occurs. Repeat at the end of each additional turn.

EAL

AND

E

NEMY

F

ORCES

 One PEF plus a chance (1-3) of an additional PEF per level of EAL above 1.

 If the EAL is 5 or greater then one of the resolved PEFs will be a PC. When resolving a PEF the player will roll 1d6. On a score of 1-3 it is a PC instead. The last PEF will always be a PC if it has not been encountered previously.

D

EPLOYMENT

 After placing terrain on the table, roll 1d6 to determine what sector your unit begins. Any table edge of that sector may be the entry point.

 FWF reinforcements only arrive at the FWF entry point.

 Roll 1d6 per PEF and PC to determine which sectors they deploy from.

 Each PEF and PC deploys into the best cover nearest the center of the sector.

 VC/NVA reinforcements enter via table edges of random sectors.

P

ENALTIES AND

R

EWARDS

 Two VP are earned for each PEF revealed by your unit (squad or your platoon but not non-platoon forces).

 Three VP are earned per VC/NVA captured unharmed, two VP if captured wounded (OOF).

 Two VP are earned per confirmed VC/NVA dead.

 One VP is earned per unconfirmed VC/NVA dead.

 Ten VP are lost per FWF MIA.

 Five VP are lost per FWF death.

 Two VP are deducted per FWF wounded, or if the unit did not exit the tabletop before the game length is reached.

 Wounded FWF NOT withdrawn with the unit or off the table (via Dust-off for example) count as 4 VP deducted.

 One VP is earned per sector patrolled

R ECON

In order to kill the enemy, you first have to find the enemy.

Recon missions are similar to patrols, but rather than wandering around looking for trouble the squad is instead checking out specific locations pinpointed by intelligence, orders, or rumor.

O

BJECTIVE

 Your objective is to scout each possible enemy location and return with the information gathered.

Direct contact with the enemy is not necessary.

 To be successful, you must resolve every PC then withdraw from the tabletop via the entry point before the game length expires.

S

PECIAL

I

NSTRUCTIONS

 Game length is a minimum of 12 turns with the possibility of additional turns.

 At the end of 12 turns, roll 1d6. If the result is 5 or 6, then the game ends. If the result is lower, an additional turn occurs. Repeat at the end of each additional turn.

EAL

AND

E

NEMY

F

ORCES

 One PC per EAL level up to 4 PCs.

 One PEF per EAL level. When resolving a PEF the player will roll 1d6. On a score of 1-5 it is a PC instead. Repeat this procedure until one PC per EAL has been revealed. Once this

requirement is reached PEFs are resolved normally.

D

EPLOYMENT

 After placing terrain on the table, roll 1d6 to determine what sector your unit begins in. Any table edge of that sector may be the entry point.

 FWF reinforcements only arrive at the FWF entry point.

 Roll 1d6 per PEF and PC to determine in which sectors they deploy.

 Each PEF and PC deploys into the best cover nearest the center of the sector.

 VC/NVA reinforcements enter via PCs first, then table edges of random sectors when all PCs have been revealed.

P

ENALTIES AND

R

EWARDS

 Two VP are earned for each PC revealed by your unit (squad or your platoon but not non-platoon forces).

 Two VP are earned per VC/NVA captured unharmed, two VP if captured wounded (OOF).

 Two VP are earned per confirmed VC/NVA dead.

 One VP is earned per unconfirmed VC/NVA dead.

 Ten VP are lost per FWF MIA.

 Five VP are lost per FWF death.

 Two VP are deducted per FWF wounded, or if the unit did not exit the tabletop before the game length is reached.

 Additional 3 VP if all PCs are revealed and squad exits the table before the game time limit expires.

S TOP !

You're almost home. All of the Missions are generated in the same way. Your first Missions should be a Patrol (page, 100).

Give it a try and when you're done come back and continue to the last section, After the Mission.

In document Boletín de Medicina y Traducción (página 66-69)