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The following are a set of modifications and additions for The
Men
of Company B, the US period Vietnam ruleset by RFCM/Peter
Pig. This is not a complete ruleset, and you will need a set of The
Men of Company B to play.
The rules are given by section, and if no entry is present
then the
existing rules stand unchanged. The original set is aimed at "search
and
destroy" missions, and Les Gars will also use this as the basic
scenario. Other scenario ideas will also be discussed.
Section 0 of the rules (background, weapons, etc.) is mostly
irrelevant
to our period. See the rest of this site for equivalent French
Indochina
details.
The Rules Modifications, by Section
1. No change
2. Throughout the rules, substitute "VM" (Viet Minh) for
"VC" (Viet
Cong) and "CEFEO" (French Expeditionary Corps) for "US".
3. No change
4. No change
5. No change
6. Don't forget to include Calcaires (rough,
limestone hills
arising from flat terrain). Treat these as rough hills.
7. Major alterations here:
1. Order of Battle for VM Forces
1. Regular VM Units
There must be at least 5 small-arms armed groups
There may be no more than 5 heavy weapons groups
No tanks or vehicles are allowed
Regular VM may use on-board artillery
Regular VM may use off-board artillery in the same way as CEFEO
forces
2. Regional and Militia VM Units
There must be at least 5 small-arms armed groups
There may be no more than 4 heavy weapons groups
At least 1/3 of stands must be militia
No tanks or vehicles are allowed
No artillery allowed
2. VM Points Costs
Regular (Bo Doi Chu Luc) group with small
arms = +15
Regular (Bo Doi Chu Luc) group with Mortar (max 2) = +25
Regular (Bo Doi Chu Luc) group with HMG (max 2) = +25
Regular (Bo Doi Chu Luc) group with Recoilless Rifle (max 2)
= +25
Regional (Bo Doi Dia Phuong) group with small arms = +12
Regional (Bo Doi Dia Phuong) group with Mortar (max 1) =
+20
Regional (Bo Doi Dia Phuong) group with HMG (max 2) = +15
Regional (Bo Doi Dia Phuong) group with Recoilless Rifle (max
1) = +22
Militia (Dan Quan Du Kich) group with small arms = +10
Artillery Piece (no tow - may not move!) = 40
Booby-trapped Zone, Light = +20
Booby-trapped Zone, Heavy = +40
Porter Group = +6
Liabilities as per main rules
3. Order of Battle for CEFEO Forces
1. Regular CEFEO Units
There must be at least 4 small arms groups
There may be no more than 1 company commander group
There may be no more than 4 heavy weapons groups (HMG, RCL/bazookas,
mortars)
There may be no more than 2 tanks or armoured cars
The groups can be elite (Legion, some Marsouins and
Africans), regular
(most Marsouins, Africans, some Indochinese) or poor quality (most
Indochinese,
some Africans).
2. Group Mobile
There must be at least 4 small arms groups
There may be no more than 2 company commander groups
There may be no more than 4 heavy weapons groups (HMG, RCL/bazookas,
mortars)
There may be no more than 3 tanks or armoured cars
The groups can be elite (Legion, some Marsouins and
Africans), regular
(most Marsouins, Africans, some Indochinese) or poor quality (most
Indochinese,
some Africans). Tanks and other AFVs may not be poor quality.
3. Paras
There may be no vehicles
There may be no more than 2 heavy weapons groups (HMG, RCL/bazookas
or mortar)
The groups can be elite (BEP, BCCP, most BPC, some
BPVN) or regular
(most Indochinese, some colonials).
4. AVN (Vietnamese National Army)
There must be at least 4 small arms groups
There may be no more than 1 company commander stand (French)
There may be no more than 1 tank or AFV (may not be elite)
The groups can be regular (some "elite" units) or
poor quality (most
AVN troops).
5. GCMA (Tribesmen and CEFEO Advisors)
There may be no more than 1 company commander group (CEFEO)
There may be no more than 1 heavy weapons group (CEFEO)
There may be no more than 3 CEFEO stands (including command and
weapons)
GCMA (tribesmen) are poor quality, but move as VM
stands
4. CEFEO Points
Elite group with small arms = 17
Elite Company Commander group = 23
Elite group with HMG, mortar or RCL/bazooka = 23
Regular group with small arms = 10
Regular group with HMG, mortar or RCL/bazooka = 15
Regular Company Command group = 15
Poor-quality group with small arms = 6
Poor-quality Company Command group = 9
Poor-quality group with HMG, mortar, RCL/bazooka = 9
Armoured Car (Panhard, Coventry, M8 Greyhound) or Bren-carrier =
25
M5 Stuart tank = 25
M4 Sherman, M8 Scott or M24 Chaffee tank = 40
M3 Half-track (can carry 3 groups) = 15
Artillery Piece (typically 105mm) and Tow = 40
Crab (unarmoured, can carry 1 group, and moves at infantry speed in
water, or normal vehicle speed across swamp/paddy) = 15
Alligator (can carry 4 groups, and moves at infantry speed in water,
or normal vehicle speed across swamp/paddy) = 30
8. A few changes here:
1. Mostly as per original rules, but note that Hearts
and
Minds missions were rare for the CEFEO!
2. Only paras may deploy anywhere on the board (as there were no troop
carrying helicopters in Indo!), all other deploy on table edges.
9. Mostly as per main rules - but the roll for VM to activate zones
(9.3)
should be 4,5,6.
10. Unchanged
11. The cards are basically OK - just substitute "VM" for
"VC", "CEFEO"
for "US", and "ANV/GCMA" for "ARVN/MIKE".
12. There are a few changes to the movement rules:
1. Normal moves are: 6" for infantry groups and
slow vehicles,
12" for fast vehicles. (Trucks and armoured cars count as fast on-road,
and slow off-road. M5 Stuart, M3 half-track, Bren-carrier and M24
Chaffee
count as fast in all circumstances. M4 Sherman counts as slow in all
circumstances).
Rest of section unchanged.
2. No change. (NB Calcaires are impassable to vehicles).
3. No change - NB includes GCMA troops.
4. No change.
13. Not much to change here, but:
1. Unchanged
2. Substitute "M5 Stuart" for "ACAV" (It has only light armour,
and a small-calibre gun plus HMGs, but no transport capability).
Other
tanks are mainly M4, M8 and M24. M4 counts as "tank" for all criteria
here,
but M24 has only light armour (as per M113 or armoured car in main
rules).
M8 counts as per M24 here.
3. (NB typo in original! - this and the subsequent sections are
misnumbered) Ranges unchanged.
4. Firing method as per original rules. Factors are:
+2 to Firer's dice roll for:
Firer is tank (M4 or M24) or artillery piece
RCL/Bazooka firing at tank or other vehicle
+1 to Firer's dice roll if:
Elite quality troops (VM regulars, CEFEO paras & Legion, etc)
Short range (1/4 or less)
Heavy weapon firing at infantry
Target on road/track
If VM activated this turn (ambush)
-1 to Firer's dice roll for:
Poor quality troops (GCMA, most ANV, VM militia)
Long range (3/4 or greater)
Target in template (village, jungle, paddy fields, calcaires)
Poor visibility (night, monsoon, etc)
Firer pinned
Target is lightly-armoured vehicle (M3 half-track, M5 Stuart, armoured
car, M24 Chaffee, Alligator)
-2 to Firer's dice roll for:
Target is tank (M4)
5. Unchanged
6. Unchanged
7. Unchanged
8. Unchanged
9. Unchanged
14. Only Artillery Strikes are allowed (This, in fact, covers off-board
artillery or fighter/bomber airstrikes). These arrive on a 5,6 -
otherwise
as per standard rules. An on-board artillery piece may elect to fire
indirect
rather than direct (as per normal firing rules). If used for indirect
firing,
an artillery strike of only 1 card is used, but arrives on a 2,3,4,5,6.
The opponent may attempt to shift this area as per the rules for second
cards.
15. No change to morale rules.
16. Unchanged.
17. Unchanged.
18. No real change - ignore ARVN/Korean rule.
19. Unchanged.
20. Unchanged.
21. Unchanged.
22. Ignore this - see the rest of this site!.
23. Options to be added - watch this space!
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