“Hey Sarge, I’m down to my last Magazine!!!”.
Due to high US ammo use during a firefight the VC player nominates one US command to fire at –1 for this turn.
US GAMBLE
1=Resupply not forthcoming, the VC player nominates a command to fire at –2 for this turn
5,6=US re-supply arrives together with extra Frags. All US commands fire at +1 for this turn
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A FNG collapses under the strain of all the extra kit he is humping.
One command can only move cautiously while his Squad leader sorts it out.
US GAMBLE
1=A FNG is bitten by Fire Ants and needs DUSTOFF. The US command cannot move this turn
5,6=A Slick, to carry the platoons rucks, appears at one table corner and is available until the VC player rolls for a successful gunship removal roll.
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The tunnels of Chu Chi are even more extensive than first thought.
A VC zone activated this turn ignores normal placement rules for US movement.
US GAMBLE
1=All Anti Ambush attempt receives +1 DRM for the remainder of the turn
5,6=LLDB scout is extremely effective. Zone must be placed as normal and the VC player is not permitted a zone swap attempt this turn.
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The Platoon Sergeant loses it in the village. Any US squad in contact with a civilian must interrogate for two turns.
US GAMBLE
1=”Well he was running” – Conduct one SA fire at one civilian stand. Roll for collateral check on any civilian stands.
5,6=Civilian gives positive info on the contents of two zones.
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BROKEN ARROW call heard over the radio. No Gunship or Air Strike rolls for the next three turns. (Once played this card is discarded)
US GAMBLE
1=No Gunship or Air Strike rolls permitted for the remainder of the game.
5,6=The US player receives replacement artillery support for the remainder of the game from the nearest FSB.
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The point man locates a tunnel entrance/bunker. All elements not moving cautiously must take a morale check to continue moving normally
US GAMBLE
1=VC player may place D6/2 groups within 6” of a US squad it nominates. These groups activate as normal
5,6=US player destroys the tunnel entrance/bunker and discovers High Value stores counter (capture as normal)
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The NVA deploy the 130mm M-46 gun early. This gun out ranges all US/ARVN artillery except the M107 and M110 guns. US artillery ceases fire for one turn.
US GAMBLE
1=VC player causes the US to receive no support for 2 turns.
5,6=US player counter battery fire knocks out the gun and adds one additional card to the artillery strike
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A vehicle commander not only traverses his commander's hatch, but the whole turret and spooks the nearest VC marker into attempting a self activation
VC GAMBLE
1=US player nominates an additional zone to attempt self activation.
5,6=VC player may attempt to de activate any two zones. It may also be used to re roll for any failed de activation rolls
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VC Player places all Cards of an air or artillery strike except the first. If rolls 4 + then may also reposition the first card after all other cards have been placed.
US GAMBLE
1=VC player places all of the cards for this mission anywhere on table. US player receives no support this turn
5,6=US player adds three additional cards to the air or artillery strike
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The VC nominates a zone to receive +1 to it’s firing factors for this turn
US GAMBLE
1=VC player nominates a zone to receive +2 to it’s firing for this turn
5,6=US player nominates a VC zone to receive –2 to it’s firing for this turn
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The VC player nominates a zone’s movement as Double movement
US GAMBLE
1=VC move any US group on 4+ (up to 6) before any other US movement. The US player designates which type of movement the VC attempts
5,6=No VC movement anywhere on the table this turn
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Any VC groups killed or pinned are replaced with peasants on 4+
US GAMBLE
1=VC player carries out 3 fire attacks against any target.
5,6=US get +1 to firing for all groups and equipment this turn
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ARVN/MIKE troops do not move this turn
US GAMBLE
1=ARVN/MIKE groups will not move or fire this turn
5,6=ARVN/MIKE groups get +1 to firing this turn and may move
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Higher Command demands results
US GAMBLE
1=VC player may have a second attempt at end game point scoring
5,6=US may have a second attempt at end game point scoring
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