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Our Man in Saigon QUESTIONS AND ANSWERS ON ’NAM


MARCH 2018
During the time that ’Nam The Vietnam Miniatures Game has been out, players have asked questions about the
game. The questions and their answers have been gathered into this document. Please note that this is an
on-going project. To help players who have read earlier versions of Our Man in Saigon, new material is marked
with a line in the left margin. — Phil Yates, Game Designer

FORCES, Can my Formation Commander give once it has finished its movement, it no
Command Leadership re-rolls if his longer counts as having moved.
FORMATIONS, UNITS, tank is Bailed Out? This means that it must take any Cross
AND TEAMS Yes. Whether the Formation Commander tests necessary, roll to cross Minefields
What’s a M48 Patton Team? Is it a is Bailed Out or not has no effect. as usual, and leaves any Foxholes it has
single vehicle or a group of vehicles? dug behind.
There are four levels in ’Nam: Most Command Leadership re-rolls
• Force - everything you have in the require the Formation Commander to If I move through several pieces of
game (a Force card is where you find be close to the Unit Leader. However, Difficult Terrain, do I have to take a
Support Units). when Remounting a Bailed Out tank, Cross check for each of them?
the rules say the tank itself has to be Yes.
• Formation - a Free World company close to the Formation Commander. Is
or Nationalist battalion, the core of this right?
your Force (a Formation card tells If I moved into a wood last turn (and
you which Units you can have in the Yes it is. If the Formation Commander took my Cross check then), do I need
Formation). wants to motivate a Bailed Out tank to to take another Cross check this turn
Remount, they have to be close to that to move out of it?
• Unit - a Free World platoon or tank, rather than the Unit Leader.
Nationalist company, the smallest Yes. If you start your Movement in
grouping of stuff (a Unit card tells Difficult Terrain, you need to take a
Does the Command Leadership re-roll Cross check at that time.
you what Teams are in the Unit and
apply to the Remount test needed when
what their characteristics are).
a Bailed Out Tank is Bailed Out again? If a Unit Leader issues a Cross Here
• Team - a single playing piece,
Yes. It applies to all Remount tests for order, can they use it to cross multiple
either a single vehicle or a fire team
any reason. pieces of Difficult Terrain?
of infantry.
Yes they can. Any team from the Unit
What is an Artillery Unit?
MOVEMENT crossing any of the Difficult Terrain
It is a Unit with a weapon capable of within 6”/15cm of where the Unit
Some Movement Orders only affect
firing a Bombardment, i.e. one with a Leader crossed will benefit.
teams in Line of Sight of the Unit
ROF of Artillery or Salvo.
Leader. Do friendly teams block Line
of Sight for Movement Orders? Does a Dig In or Mine Clearing move-
COMMAND No. Ignore friendly teams when determin- ment order prevent teams that are not
If a team ended its Movement so ing Line of Sight for Movement Orders. digging foxholes or clearing mines
that it was In Command at the from moving?
end of the Movement Step, does it If my Unit fails a Blitz Move movement No. Teams that are not using the
remain In Command until its next order, does it have to Move, or can it Movement Order can act as they wish.
Movement Step? remain where it is and Go to Ground?
Yes. In Command is defined by its posi- It doesn’t have to Move. However, if it Can a team move through a
tion at the end of the Movement Step. Shoots, it must shoot with the +1 penalty. friendly team?
No. The Moving Through Gaps rule
The Command Leadership rules give When a team moves using a Blitz Move applies. If the gap isn’t big enough, then
re-rolls if the Formation Commander movement order, do the follow all the you can’t move through it.
is close enough and in Line of Sight. normal Movement rules? Are they Remember, Infantry ignore their base
Do friendly teams block Line of Sight actually moving? when using this rule, so can move through
for command? pretty small gaps, and Tanks Teams can
Yes. A team using a Blitz Move movement
No. Ignore friendly teams when determin- order doesn’t suddenly teleport to the new easily move through them.
ing Line of Sight for Command purposes. location. It moves 4”/10cm as normal,
following all the rules for moving. Then,

1
TRANSPORT immediately take off again, and you’ll several infantry teams. Which ones can
Some Transport Units like the UH-1 need space around the helicopters to dis- I shoot at?
Huey Aviation Platoon and the M113 mount the passengers. You can’t shoot through walls, so you’ll
Cavalry Patrol have teams that can need to see the target team through a door
carry Passengers, but that are not Can I use the Blitz Move order to land or a window to be able to hit it.
Transport Attachments to a particular my Helicopters? The Terrain Table has a bit of an oddity
Unit. Who can they carry? No, you cannot do this. where it says that doors and windows are
They can carry any Infantry Units in Short Terrain while the walls they are
their Force. Can I have my Helicopter Loiter off in are Tall Terrain. It makes more sense
table as a Shoot and Scoot or some- to view the doors and windows as Tall
If a Unit is being carried as Passengers, thing similar after the Movement Step? Terrain too.
can they use the Blitz Move movement No. The only way to Loiter is to use the That means that you’ll be able to see any
order to Dismount? Helicopter’s movement in the Movement teams in the building that you have line
Yes, as long as all the rules for Dismounting Step to do so. of sight to through a door or a window,
(such as you can’t do it after the Transport and that are within 2”/5cm of the door
has moved) are obeyed. If my Helicopter Loitered last turn, or window.
where does it move onto the table from? The converse applies for teams looking out
Can a Passenger Dismount using a It moves on to the table from the table of the building at your troops too.
Shoot and Scoot movement order from edge in your deployment area.
a Transport vehicle that did not move If I fire Smoke at a team in the upper
in the previous Movement Step?
SHOOTING storey of a building, where do i place
No. You can only Mount and Dismount How many weapons can an Assault the Smoke Marker?
in the Movement Step. Boat shoot each turn? On the ground in front of the building.
An Assault Boat may shoot all of its
Can I use a Movement Order to Can a team in the upper storey of a
weapons at the same time.
Dismount my infantry from a building see over the Smoke Marker?
Transport after it has moved?
My Monitor Assault Boat lists No. Smoke is Tall Terrain and cannot be
No. Teams cannot Dismount after their 3x  20mm gun as one of its weapon seen over.
Transport has moved. lines. Does that allow it to fire three
separate 20mm guns, each with LINE OF SIGHT
Can a Transport take or dispute an ROF 3 for a total of ROF 9? Do the general Line of Sight and
Objective? Concealment rules for Tall terrain
Yes it does.
No they can not. apply to Hills?
What about my Gunship helicopter No. The specific Line of Sight and
Can Passengers in a Transport take or with Twin MGs? Concealment rules for Hills cover the
dispute an Objective? special case of Hills.
The Twin MGs are a single weapon with
Yes they can. the combined firepower of both weapons.
If I have a team on a high hill trying to
HELICOPTER MOVEMENT My M48 Patton tank has two machine- shoot at a team on the far side of a low
Can I move under a Helicopter? guns. The .50 cal AA MG has ROF building, can It do so?
Yes you can. Although the mounting 3, while the other only has ROF 1. The only way to answer that is to get
post will limit where you can end Why is that? down to the level of the model and see if
your movement. Adding more machine-guns after the there is a Line of Sight over the building
first has diminishing returns. The first to the opposing team.
Can any Helicopter Land, or just machine-gun has the most effect, while
Transport Helicopters? When can each additional machine-gun adds a MIXED TARGETS
Helicopters Land? smaller increment. My tanks are shooting at a unit of three
Only Transport Helicopters can Land, enemy tanks, one standing in the open,
and only when they are Mounting or What do I do if there isn’t enough space one concealed at the edge of a wood,
Dismounting Passengers. to rotate a team to face the target? and one out of sight behind the woods.
If the team can rotate by moving slight- What score do I need to hit them if
Where can I Land a Transport Helicopter? ly away from the obstacle, then do so. they are within 16”/40cm and have a
Otherwise, it just rotates as far as it can Is Hit On number of 3+?
Pretty much anywhere that the model can
reasonably be placed. Troops can rappel and shoots anyway. If your tanks target the tank in the open,
down into a woods if there is no clearing. they’ll need 3+ to hit. They could target
They can jump out of a hovering helicop- A shooting team has line of sight to the tank in the woods (needing 4+ as it
ter onto a flat building roof, etc. a window into a building containing is Concealed), but would normally gain
little from doing so.
Remember if you try and land within
4”/10cm of enemy troops, you’ll have to

2
I’ve just scored three hits rolling 3, anti-aircraft team or target, but is still shoot at another Aircraft Unit later in
3, and 5. How are my hits allocated? just Smoke for Concealment. the same turn?
Which hits can I allocate to the tank No. Once it has shot, that weapon can’t
in the woods? Can I allocate hits to the Does my K-2 (T-54) have to point shoot again for the rest of the enemy turn
tank behind the woods? its turret at a helicopter to shoot its and your next turn.
The score you rolled to get the hit has no AA MG at it?
impact on how the hits are allocated. No. The AA MGs can engage targets If I shoot part of my Unit at one enemy
Think of it this way. The hardest part of in different directions from the main Aircraft Unit immediately before it
hitting a target on the modern battlefield 100mm gun. Since they cannot easily shoots, can I shoot the rest of the Unit
is finding it without being hit first. A be repositioned on the model and would at another enemy Aircraft immediately
lone tank sitting in the open is a dead have no effect if you could, you do not before it shoots later in the enemy turn?
giveaway. Where there’s one, there’ll be need to point them at the target. Yes. Each time you react to an enemy
more. Now that you know where the Aircraft Unit that is about to shoot by
enemy are, it’s a lot easier to find the rest AA IN THE ENEMY TURN shooting at it. In effect, this triggers a
of the unit that’s trying to hide. What ROF do Anti-aircraft weapons mini Shooting Step for your AA Unit.
So, in game terms, having figured out use when shooting at Aircraft in the You go through the normal shooting
where the enemy is, you’ve scored three enemy turn? sequence, including declaring targets
hits. The first hit has to go to the target They use their full ROF. If shooting in for those teams that will shoot. When
tank, and all hits have to be allocated their own turn, this is whatever ROF they the next enemy Aircraft Unit is about
to valid targets, so the tank behind the would normally have, Moving ROF or to shoot, you declare targets for any AA
woods can’t be hit. That leaves two more Halted ROF depending on whether they weapons that have not yet shot this turn,
hits to be allocated. They have to be allo- moved if Dedicated AA, otherwise 1 die. and so on as each enemy Aircraft Unit
cated evenly, so one has to go to the tank prepares to shoot.
In the enemy turn, the fire with their
in the woods, leaving you the choice of
best ROF. That is normally their Halted
which of the two will take the second hit. If my Anti-aircraft weapon shoots at an
ROF, but if they have no Halted ROF,
that will be their Moving ROF, but Aircraft in the enemy turn, the rules say
Does a Passenger in a vehicle once again, with ROF 1 if they are not the Weapon cannot shoot in Defensive
destroyed by a Brutal weapon like the Dedicated AA. Fire or Assault in its next Assault step?
152mm main gun of a Sheridan tank How does that affect a Team?
re-roll its save? If the weapon cannot shoot, the Team
Anti-aircraft weapons shooting in
Yes. Passengers of a Destroyed vehicle need the enemy turn shoot immediately can fire its other weapons in Defensive
to make an Infantry Save, and Brutal before the Aircraft shoots. Can you be Fire. For example, a K-3 (PT-76) shoots
forces them to re-roll any Infantry Saves. more specific? its 12.7mm AA MG at some helicopters,
As it says, the AA weapon shoots imme- then is assaulted by some enemy infantry.
ANTI-AIRCRAFT SHOOTING diately before the Aircraft, so whenever It can shoot its MG in Defensive Fire,
If a Tank Team shooting at aircraft is the player declares that they are going to but not its 12.7mm AA MG.
at the very edge of a wood, does it see shoot with their Aircraft, the AA player However, because one of its weapons shot
the aircraft unconcealed, as it would an can jump in and try to shoot them down at an Aircraft in the enemy turn, the K-3
enemy tank? first. You can wait to shoot your Aircraft cannot Assault in its next Assault Step.
Yes, terrain works the same for aircraft until after your tanks have knocked out
as for any other team, with the excep- the enemy AA weapons if you want to, My Anti-aircraft team fires during
tion that all Short Terrain and any Tall which would limit the amount of AA fire the enemy turn at some aircraft, then
Terrain more than 4”/10cm from the they would take. doesn’t do anything in their own next
ground Team is ignored. turn, are they Gone to Ground in the
If an enemy Helicopter doesn’t shoot next enemy turn?
If my Anti-aircraft team is in the in its turn, can I shoot at it in the No, it effectively grabbed its shooting
middle of a wood, can it still shoot enemy turn? from its own next turn.
at aircraft? No. You must wait until your own turn The basic concept is it can’t be Gone to
Yes, although the Aircraft will be to shoot at it. Ground if it shot in or since its last turn.
Concealed. Nothing ever blocks Line
of Sight to Flying Aircraft. Presumably If my Anti-aircraft weapon shot in If it is Night and my Anti-aircraft
the Anti-aircraft Unit is set up in a my previous turn, can it shoot at an weapon shoots at an Aircraft in the
small clearing. Aircraft in the enemy turn? enemy turn, does the enemy need to
Yes it can. You don’t need to predict when roll on the Night Vision Table to see it?
Does Smoke ever block Line-of-Sight enemy Aircraft will appear. However, No. It will be visible at night until the
to and from Flying Aircraft? once it shoots at an Aircraft in the enemy beginning of the next enemy turn.
No, however it does provide Concealment. turn, it cannot shoot in its own next turn.
Smoke is in effect treated as Tall Terrain
for the purpose of Line-of-Sight to Flying If my Anti-aircraft weapon shoots at
Aircraft, meaning if within 4”/10cm of an Aircraft in the enemy turn, can it

3
Can a Helicopter Shoot at an enemy Bombardment by their second attempt, If I can just get a corner of my team
Helicopter in the enemy turn? they won’t be able to Spot for the repeat into Contact is that enough?
No. Aircraft can only shoot at other Bombardment as their third attempt will No. The rules require the front edge to be
Aircraft in their own turn. be taken up still trying to Range In the in contact, not a corner.
new Bombardment.
How does my Anti-aircraft Unit shoot Do I have to Contact the front edge
at an Unarmed Transport Helicopter A Spotting team must have Line of the enemy team, or can I contact
that is Landing to drop off Passengers? Of Sight to the Aiming Point when it anywhere?
Ranging In. Do friendly teams block
A Transport Helicopter that Lands trig- You can Contact any part of the enemy
Line of Sight for spotting?
gers AA in the Enemy Turn in the same team with the front edge of your team,
way that a Helicopter’s Shooting does. No. Ignore friendly teams when determin- the front, side, or rear of its base, or even
The Helicopter is still a Flying Aircraft ing Line of Sight for Spotting purposes. a corner of its base.
at this point, but will Land immediately
if it survives. SMOKE BOMBARDMENTS Do I need to be square to the enemy
If I’m attempting to fire a Smoke team’s base when I Contact them?
SHOOTING AT Bombardment (and it’s a once per No. You stop when you Contact them,
ASSAULT BOATS game option) and fail to Range In, can and may or may not be square on to them
When an Assault Boat loses its third I try again later? at that point.
Damage Box, it is immediately beached Yes you can. Until you actually fire the
on the nearest river bank. How does Smoke Bombardment, you still have the My teams need to be within 4”/10cm
this work? ammunition stocks to try again. to Charge into Contact. Does that
The player turns their Assault Boat allow an Infantry team that is 4”/10cm
towards the nearest river bank and moves Can I use an existing Ranged In behind another Infantry team that
it straight forward until it reaches the marker from a previous turn to fire a charged to charge as well?
bank, where it stops until repaired. Smoke Bombardment without needing Yes. As long as its 4”/10cm move brings
to Range In again? it into Contact with the enemy (wheth-
ARTILLERY Yes you can. er directly or through a fellow Infantry
Mortars like the M106 don’t have a team), it can charge.
direct-fire line. Does that mean that ASSAULTS
they can only fire bombardments? An Infantry team has Contacted the Can a Tank contact the enemy by
enemy if ‘its front edge is as close as moving into contact with another tank
Yes it does.
it can get to the enemy team’ or ‘its that is in Contact with the enemy?
If my Artillery Battery fails to Range front edge is as close as it can get to No. Only Infantry teams can Contact
In, can it Shoot with direct fire? Can it another Infantry team from its own the enemy through a friendly team,
still be Gone to Ground? Unit that is directly in Contact with an and only if that friendly team is also an
enemy team.’ Infantry team.
No. It fired ranging shots for the
Bombardment, preventing it from What does the phrase ‘as close as it can
get’ mean? Do I have to Charge into Contact with
Shooting and revealing its position.
the closest enemy team?
This phrase is used to cover all the phys-
I have an Artillery Battery that is firing ical things that can prevent a team from No you don’t. You can Charge into
a Repeat Bombardment. I also have being placed physically in contact with Contact with any enemy team that is
another Artillery Battery that I want to another, such as a wall or hedge between close enough, but you must take the short-
Range In on a new target. Can I use them, or even irregularities in the table est route to Contact that team.
the same team as the Spotting team for surface. Basically, if you can’t fit them any
both Bombardments? closer together than they are, then they If my defending Unit passes its
are in Contact. Motivation test to Counterattack, can
Yes you can. However, although the
it Charge into Contact with teams
Repeat Bombardment automatically
If my Infantry team doesn’t have from other Units on the attacking
Ranges In on its first attempt, that
enough movement to physically touch player’s side?
still counts as the Spotting Team’s first
Ranging In attempt. You can then use the enemy team, but moves as close No. Neither player may bring additional
the Spotting team’s second (and third if as it can given its charge move, is it teams into the assault. On the attacking
necessary) attempt to Range In the other in Contact? player’s side, only the teams that initially
Artillery Battery. No. It is still not as close as it can pos- assaulted are in the fight. On the defend-
sibly get to the enemy team, so it is not er’s side, only those within 8”/20cm of
Can I do it the other way around, with in Contact. them at the start of the assault are in
the Spotting team Ranging In the new the fight.
Artillery Bombardment first?
Yes you can. However, if the Spotting
team doesn’t Range In the new

4
When my Unit Counterattacks, can I My Super Bazooka anti-tank teams My troops are surrounded by enemy
move teams that have been Contacted have the Assault 5+ special rule. What infantry when they need to Break Off.
by the enemy? does this mean? Can they move through the infantry
No. A team that is in Contact with the It means that instead of hitting on a to get away?
enemy, either because the enemy Charged 4+ in Assaults like the larger M16 rifle If that is the shortest path to safety, then
into Contact with them, or because the teams, the small Super Bazooka teams hit yes they can.
team Charged into Contact with the on a roll of 5+.
enemy, cannot move. It is already in When I assault troops in a building,
Contact with the enemy (because the How do my infantry kill tanks do I have to go through the doors
enemy is in Contact with it), and must in assaults? and windows?
fight the enemy it is in Contact with Infantry that hit a tank in an Assault Yes. The walls are Impassable Terrain, so
before seeking out other targets. may either use their normal Anti-tank you can’t move or fight through them.
rating against a tank’s Side armour or
DEFENSIVE FIRE Anti-tank 2 against its Top armour. Does getting Pinned Down by some-
If my Infantry teams are stationary in Using weapons like the Super Bazooka thing like being hit by a Minefield,
Flat Terrain, and therefore Concealed, can be very effective against lighter vehi- Booby Trap, or the Defensive Fire of
can they use the Sneaking Up on Tanks cles like the PT-76, but have limited effect a Flame-thrower force my assaulting
rule to prevent the Tank teams that against heavy tanks like the K-2 (T-54). Unit to Fall Back and end the assault?
they are Assaulting from performing Against these infantry in the open can No. The only thing that forces you to Fall
Defensive Fire? only endure and hope the tanks break off Back is taking a sufficient number of hits
No. The Infantry must be Concealed by before the infantry’s own determination from Defensive Fire. A single hit that
Short or Tall Terrain. to counterattack fails. Pins Down a Unit will not do that.

Does getting Pinned Down by some- COUNTERATTACK If I Counterattack against a team in


thing like being hit by a Minefield, I have passed my roll to Counterattack. a Minefield or Booby Trap, do I risk
Booby Trap, or the Defensive Fire of Can I add additional teams into the getting hit by it?
a Flame-thrower force my assaulting Assault, or am I limited to those teams
Yes, even if the models didn’t move, they
Unit to Fall Back and end the assault? already involved?
are still moving around in a minefield.
No. The only thing that forces you to Fall You are limited to those teams already
Back is taking a sufficient number of hits involved in the assault. That means only
from Defensive Fire. A single hit that the teams that originally assaulted on the
LAST STAND
Pins Down a Unit will not do that. attacker’s side and those originally with I have a Unit of one tank. When does
8”/20cm of them on the defender’s side. it have to take a Unit Last Stand test?
Do Helicopters get to do defensive fire A Unit only needs to take a Last Stand
in assaults? BREAKING OFF Test at the start of a turn when it has
No, Flying Aircraft play no part If an enemy Tank Unit assaults my at least one team Destroyed or Bailed
in assaults. infantry and forces them to Break Out. So, your Unit would only need to
Off. I have tanks within 6”/15cm of test if the tank was Bailed Out and failed
the assaulting teams, do my tanks also to Remount.
ASSAULT COMBAT
If I have two teams in Contact with need to Break Off?
The phrase ‘only count teams that
two enemy teams and both of enemy Yes they do. When their infantry support
are In Command’ under In Good
teams score hits, can I allocate both falls back, they do too.
Spirits in Unit Last Stand only refers
hits to the same team?
to the second part of the rule that lists
No. You must spread the hits around if My tanks failed their Counterattack
how many teams you need to be In
there are multiple teams that are eligi- test and are Breaking Off. Directly
Good Spirits if you’ve taken casual-
ble targets. behind them there is a hedge, but just
ties, correct?
off to the side is a gate. Do they have to
go back over the hedge and risk failing Yes. Driving away from them doesn’t
If I have an Infantry team and a Tank
their Cross test and getting captured, make the morale effect of the casual-
team, both in Contact with an enemy
or can they detour through the gate” ties go away.
rifle team and an enemy RPG team,
can I allocate the RPG hit to the The rules are deliberately somewhat soft
A Formation is In Good Spirits if it has
Infantry team and the rifle team’s hit to on the matter. It would be silly to require
two Units still in existence. Can the
the Tank team? the tank to cross the hedge if it could
HQ be one of those?
Yes. Presumably the Infantry team were move a few millimetres to the side and go
through the gate, for instance. Yes it can, although it doesn’t have to be.
attempting to protect the Tank team from
the RPG, and kept it away from the Tank If a team can dodge an obstacle, it may
if you want it to. Whichever choice you Do the Units need to be In Good
team, but died in the process.
make, though, it must take the shortest Spirits to keep their Formation In
path to do so. Good Spirits?
No, they just have to still be in existence.

5
What happens if an flying UH-1 Huey Can an Aircraft be a Spotting team for another M48 Patton Tank Platoon as
Aviation Platoon fails its Unit Last another Unit’s Artillery Bombardment? Formation Support?
Stand check while carrying Passengers? A Helicopter can, as long as it doesn’t No. You may not take a Unit of the same
The Helicopters fly off carrying their move. A Strike Aircraft cannot as it must type (that is the same name) as you already
Passengers with them, since the infantry Move every turn. have in your Force as Formation Support.
cannot Dismount from a Flying Aircraft.
NATIONALIST RULES If I take an Inter-Allied Support
AIRCRAFT The Nationalist Attack rule stops Units Formation, can I take Support Units
Are Aircraft Units subject to the normal that don’t have the Night Attack rule from both nationalities?
rules for being In Command and Out from moving out of their deployment No. You must choose a Force Diagram
of Command? area. Isn’t this a rather harsh restriction from one country or the other to base your
Yes. They are Units, so all the Unit rules on the opponent? force on, and can only take options shown
apply to them. The rule only applies to the player making on that diagram (including the Allied
a Night Attack. Any of their formations Formation option). Since Support Units
that can’t Night Attack have to wait until are only found in the Force Diagram
Can Aircraft use Movement Orders?
dawn to move forward to support the (and not in Formation Diagrams), the
No they cannot. None of them are useful only Support Units available are those
to Aircraft. attack. Their opponent’s Units are free to
move as they like. from the principal nationality.

An Aircraft cannot take or contest an


Objective, but can the Passengers in When troops arrive using the Guerilla MISSIONS
my Helicopter do so? Fighters rule, are they moving or can All infantry are in Foxholes at the start
they stay in place and shoot with their of the game. Does this include infantry
No. They have to Dismount to do so.
Halted ROF? that deployed in No Man’s Land using
They can move or remain in place or the Spearhead rule?
AIRCRAFT SHOOTING
move as the player chooses. Yes it does.
If a Tank Team is right on top of a
bare hill, does it count as concealed to
aircraft as it would to an enemy tank? If they don’t move, are they in Foxholes Can passengers in a Transport take or
when they are placed using the Guerilla dispute an Objective?
On a hill, a tank in a ‘hull down’ posi- Fighters rule?
tion behind the crest is using the hill as a Yes they can.
form of Short Terrain in the same way it Yes. If a Unit is placed using the Guerilla
would use a wall to gain concealment, so Fighters rule, they are in Foxholes. In missions like Free-for-All that have
it would not be concealed from Aircraft. alternating deployment, can I ‘deploy’
On the other hand, if it was hiding Do Free World Helicopters limit where my Strike Aircraft to effectively skip
behind the hill, it would be concealed. Nationalist Teams can be placed with my turn to deploy?
the Guerilla Fighters rule? No. Strike Aircraft must be your last
My Skyraider is strafing a unit of No. Aside from mounting point of their deployment after all other Units have
BTR-50 armoured personnel carriers flight stand which is a physical limita- been deployed.
with its quad 20mm MGs. Does tion, Nationalist Teams can be freely
it target one vehicle then allocate placed near or under Helicopters. RESERVES
hits as usual? How do I work out my Reserves if I
Yes it does. The hits are shared between BUILDING A FORCE have spent less then the permitted
the target and other teams from the pla- The US Airmobile Air Cavalry Troop maximum points on my force?
toon within 6”/15cm as normal. doesn’t appear to have a Formation The important point to remember is
Commander. Is this correct? that you are allowed 60% of the per-
AIRCRAFT BOMBARDMENTS Yes. The Formation Commander remains mitted maximum points value on table
I want to use the bombs on my aircraft. safely airborne, controlling the battle, but at the start of a game with Reserves. So,
Do they operate as a single combined unable to decisively intervene to inspire if your force is smaller, it just means
Artillery Unit or as one Artillery Unit units at critical moments. that your Reserves will be less than the
per aircraft? remaining 40%.
They are a single combined Artillery How many of each Formation
Unit, so the whole Unit gets one Salvo can I field? Are Formation HQ Units affected by
template with the appropriate number of the Deep Reserves special rule that
You may field as many of each Formation
weapons firing. restricts a player to one Tank Unit with
as you wish.
Front armour 4 or more or one Aircraft
What is the Danger Close distance for Unit on table at the start of the game?
Can I take a M48 Patton Tank Platoon
an Aircraft using a Salvo Template? Unit as part of a M48 Patton Tank Yes. The restriction applies to all Units,
It is 8”/20cm, the same as an Company Formation, and then take regardless of their function.
Artillery Template.

6
FIREBASE DEFENCES Can I deploy a Unit in a Minefield? If
Are there any missions in which you can so, what happens?
deploy teams with the Firebase rule? Yes you can. Presumably they are dug in
Yes. In games with Firebase Defences with minefields surrounding their posi-
(used in Firebase Assault on page 195), tion, and the paths through the minefield
all Units with the Firebase special rule that they use for supply and other neces-
are deployed on table rather than in an sary activities are too difficult to negotiate
off-table Firebase. under fire.
The Unit is fine as long as it remains in
Are the M60 Teams provided its foxholes. However, if it moves or coun-
as part of a Completed Firebase terattacks if assaulted, it will have to test
Independent Teams? for casualties like any other Unit crossing
Yes they are. a Minefield.

If a Unit deployed in a Minefield, how


MINEFIELDS AND does it go about clearing it?
BOOBY TRAPS It moves ‘into’ the Minefield (i.e. out of
Are Booby Traps like Guerrilla its carefully prepared defences) testing to
Minefields or normal Minefields? do so as normal. Then in the next turn
Yes. Booby Traps are like Guerilla (having moved into the Minefield on a
Minefields in having Anti-tank 3 and previous turn as required by the rules),
being placed like Ambushes. the Unit Leader issues a Mine Clearing
order and the Minefield is removed.
If a Team is already on a Booby Trap
(or it was placed under them), do If I Counterattack against a team in
they need to test to cross it when they a Minefield or Booby Trap, do I risk
move off it? getting hit by it?
Yes teams need to test to cross a Minefield Yes, even if the models didn’t move, they
of any type whenever they move into, off, are still moving around in a minefield.
or through it.

When I place Minefields, can I overlap


them to make a Unit trying cross them
roll a Skill test for each Minefield?
No. Teams also only roll one Skill Test
to cross the Minefields safely. However,
a Team who successfully removes a
Minefield, only removes one, even if they
are in several.
When a team removes a Minefield or
Booby Trap (instead of Moving) using a
Mine Clearing Order, is that Minefield
or Booby Trap removed right away or
at the end of the Movement Step?
It is removed immediately.

When a team moves using a Blitz Move


movement order, do they still need to
take Cross tests and test to see if they
got hit by a Minefield or Booby Trap?
Yes. All the normal movement rules apply
while making a Blitz Move. The only
difference is that once you’ve finished the
Blitz Move, you don’t count as having
moved for things that happen afterwards.

7
Book and Card Updates
This section has updates to the ’Nam books and cards.

US FORCES
Page 81: An Airmobile 81mm Page 87: A Blackhorse M109 Page 107: A Marine M48 Patton
Mortar Platoon costs 4 points for Artillery Battery has a Halted and Tank Platoon costs 40 points for 5x
4x  81mm mortars, or 2 points for Moving ROF of 5 when firing Beehive. M48 Patton, 32 points for 4x M48
2x 81mm mortars. Page 97: A Tropic Lightning Rifle Patton, 24 points for 3x M48 Patton,
Page 81: A UH-1 Huey from an Company (Mech) may field a Medic or 14 points for 2x M48 Patton.
Airmobile UH-1 Huey Aviation Team as part of the Formation. Page 112: A Riverine River Assault
Platoon uses the Door Guns rule. This Page 98: A Tropic Lightning Rifle Squadron may field a Medic Team as
means that the Helicopters machine- Platoon (Mech) replaces its .50 cal AA part of the Formation.
guns can fire when Landed, but not MG with an M134 minigun, rather Page 114: A Riverine 81mm
while the Helicopter is Flying. than its MG. Mortar Platoon costs 4 points for
Page 81: An Airmobile UH-1 Huey Page 99: A Tropic Lightning M113 4x  81mm mortars, or 2 points for
Aviation Platoon is only a Transport ACAV Scout Patrol can replace its 2x 81mm mortars.
Attachment when purchased as part .50 cal AA MG with a 40mm grenade Page 114: A Riverine Assault Support
of a Special Forces Patrol. At all other launcher. This is also an MG, so can Patrol Boat costs 5 points and has
times it is a separate Unit that can carry fire with the Tank’s other MG. a Tactical speed of 10”/25cm and a
any Infantry Unit. Terrain Dash speed of 14”/35cm.
Page 101: A Tropic Lightning M113
Page 83: An Airmobile Gunship ACAV Cavalry Section can replace its Page 116: A US Army M42 Duster
Aeroweapons Platoon covers both the .50 cal AA MG with a 40mm grenade AA Platoon costs 4 points for 4x M42
AH-1 Cobra as shown, and the earlier launcher. This is also an MG, so can Duster, or 2 points for 2x M42 Duster.
UH-1 Hog gunships. Both have the fire with the Tank’s other MG. Page 118: A US Army Skyraider or
same characteristics in the game.
Page 101: A Tropic Lightning M125 Skyhawk Air Support Flight can drop
The Gatling Gunship is armed with a Cavalry Support Section costs 3 points Napalm Bombs. The rule for Napalm
Gatling gun and machine-guns with for 2x M113 ACAV and 1x M125 Bombs are as follows:
the stats shown for its Twin MGs. (81mm), or 2 points for 1x M113 Infantry, Gun, and Unarmoured Tank
Page 87: A Blackhorse M113 ACAV ACAV and 1x M125 (81mm). teams re-roll successful Saves.
Cavalry Section can replace its .50 cal
AA MG with a 40mm grenade launch-
er for +1 point. This is also an MG, so
can fire with the Tank’s other MG.

ARVN FORCES
Page 129: An M48 Patton Tank Page 141: An ARVN Skyraider
Attachment has the Infra-Red (IR) Support Flight can drop Napalm
special rule. Bombs. The rule for Napalm Bombs
Page 138: A Marine Assault Support are as follows:
Patrol Boat costs 3 points and has Infantry, Gun, and Unarmoured Tank
a Tactical speed of 10”/25cm and a teams re-roll successful Saves.
Terrain Dash speed of 14”/35cm.
Page 140: A UH-1 Huey from an
ARVN UH-1 Huey Transport group
uses the Door Guns rule. This means
that the Helicopters machine-guns can
fire when Landed, but not while the
Helicopter is Flying.
Page 141: An M114 155mm Firebase
has a Skill rating of 5+.

8
ANZAC FORCES
Page 152: An ANZAC Centurion Page 154: An ANZAC M113 Page 157: An ANZAC OH-6
Tank Squadron HQ costs 21 points Cavalry Patrol costs 2 points for 2x Loach OP Helicopter has an Aircraft
for 3x Centurion, 14 points for M113 with T50 turret and 1x  M113 Save of 5+.
2x Centurion, or 7 points for with M74 turret or 2 points for 2x You must field a M108 Artillery Battery,
1x Centurion. M113 with M74 turret and 1x M113 M109 Artillery Battery, M101 105mm
Page 153: An ANZAC M113 Cavalry with T50 turret. Firebase, M114 155mm Firebase, or an
Troop HQ costs 3 points for 2x M113 Page 155: An M113 FSV Fire ANZAC Mortar Firebase before you
with M74 turret and 2x  M113 with Support Platoon has a Range of may field an ANZAC OH-6 Loach OP
T50 turret, 2 points for 2x M113 with 8”/20cm when firing Beehive. Helicopter.
M74 turret and 1x M113 with T50 Page 156: An Mortar Firebase costs
turret, or 1 points for 2x M113 with 9 points for 6x 81mm mortars or
M74 turret. 3 points for 2x 81mm mortars.

PAVN FORCES
Page 164: When fielding PAVN Page 173: A Local Forces 12.7mm Page 181: You must field a Front
Machine-gun Bunkers, each Team is a Anti-air Platoon has a Range Artillery Company, Front Jet-Artillery
separate Independent Team. They do of 20”/50cm. Company, or a 120mm Mortar
not operate as a Unit. Page 178: A PAVN K-3 Ironclad Company before you may field a
Page 165: A PAVN 12.7mm Anti-air Company has a Counterattack PAVN Front Artillery Observer.
Platoon has a Range of 20”/50cm. rating of 3+. Page 182: A PAVN 120mm Mortar
Page 167: A PAVN Special Tasks Page 180: A PAVN Front Artillery Company costs 8 points for 6x 120mm
Company has an Is Hit On rating of 4+. Company costs 12 points for mortar nests or 4 points for 3x 120mm
6x  130mm guns or 6 points for mortar nests.
A Special Tasks Company may add
up to 2 Flame-thrower teams for 3x 130mm guns. Page 182: A PAVN 14.5mm Anti-air
+2 points each. Company has a Gun Save of 3+.

MISSIONS
Page 188: The M60 MG Teams pro- Page 191: In the Contact! Contact! a roll of 1 or 2 the Unit arrives within
vided as part of a Completed Firebase mission, the players win by achieving 16”/40cm of the left corner of the table
are Independent Teams. their victory conditions outlined edge chosen by the Nationalist player.
In addition to the listed rules for in Winning the Game on or after On a roll of 3 or 4 the Unit arrives any-
Firebase Defences (used in Firebase their turn six. where along the chosen table edge. On
Assault on page 195), all Units with Page 196: In the Hot LZ mission, a roll of 5 or 6 the Unit arrives within
the Firebase special rule are deployed the players win by achieving their vic- 16”/40cm of the right corner of the
on table rather than in an off-ta- tory conditions outlined in Winning chosen table edge.
ble Firebase. the Game on or after their turn six. Page 199: The Streets mission uses
Page 198: In the Upriver mission, the Triage and Medevac rules.
when the Nationalist player’s Scattered
Reserves arrive, roll for each Unit. On

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