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Ambush VAlley

A Force on Force TheATer Book For The VieTnAm conFlicT

Notices:

While every effort has been made to prepare an accurate, thorough and error-free document, your comments and suggestions regarding improvements to this users manual are appreciated. Please forward suggestions and requests for clarification to info@ ambushalleygames.com Ambush Valley 2009, Ambush Alley Games. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Ambush Alley Games. This product is a work of fiction. Any similarity to actual people, organizations, places or events is purely coincidental.

Copyright:

Images:

Game photos 2009, Ambush Alley Games. Gameplay scenes courtesy of Green Machine Gamers. Figure photography by Piers Brand and Adam Bullied. Figures from the collections of Piers Brand and Thomas Robson. Piers Brand and Shawn Carpenter Dixie McCartney, dixmcc@gmail.com Green Machine Gamers (Brian Walsh, Cyril Vallins, Thomas Hannigan, Ruardhi Hennesey, Brian McAffee & Sean McCambridge), Jim Wonacott, Robert Adams, Michael Moore, Joseph Trevithick, Leigh Neville, Donogh McCarthy and Jeremy Harris. Rich Jones for his Patrol rules; Chris Maes for his efforts on the online Motor Pool; and Dave Phipps for initial work on the campaign rules. Publication Ambush Valley Last Revised on: Version 1.2.3 Date October 3, 2009

Author Credits: Layout Designer: Play-testers:

Special Thanks to:

Publication History:

December 13, 2009

Ambush Alley, the running man logos, Force on Force and Ambush Valley 2009 Ambush Alley Games.

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Table of ConTenTs
Introduction..................................................................... 1
Designers Notes .......................................................... 1 Figure Availability ......................................................... 2 Alternate Basing............................................................ 3 Using this Book ............................................................. 3 Design Note Boxes........................................................ 3 Sequence of Play Related Changes .............................. 4 Tunnel Spots (Hot Spots) ............................................... 4 Initiative in Ambush Valley .............................................. 5 Unit Definitions & Attributes ........................................ 5 Regulars & Irregulars .................................................... 5 Troop Quality ................................................................ 6 Supply Quality .............................................................. 6 Terrain .......................................................................... 7 Special Terrain Effects ................................................... 8 VC & Terrain .............................................................. 8 Spotting Charlie .......................................................... 8 Ambush! ................................................................... 9 Combat ....................................................................... 10 Body Armor ............................................................... 10 Night Fighting ............................................................. 10 Night Eyes ............................................................... 11 Starlight Scopes ....................................................... 11 Illumination Rounds & Flares ....................................... 11 Off-Board Artillery ....................................................... 12 Special Weapons ........................................................ 12 SMGs & Shotguns .................................................... 12 Handguns ............................................................... 13 M14 Modified Rifle .................................................... 13 M60 Machine Gun..................................................... 13 M79 Grenade Launcher The Blooper ........................... 13
CS Gas Grenades...................................................... 14 Recoilless Rifles ....................................................... 14 Bows and Crossbows ................................................ 14 Bolt-Action Rifles & Semi-Auto Rifles ............................ 14 Booby Traps ............................................................ 15 Claymore Mines ....................................................... 15 Improvised Alarms .................................................... 16

Vietnamization ................................................................ 4

Special Rules.............................................................. 17 Civilians in Ambush Valley ............................................ 17 Special Troop Types .................................................... 17 Medic ..................................................................... 17 Tunnel Rat .............................................................. 18 Pointman ................................................................ 18 Kit Carson Scout ...................................................... 18 Scout Dog Teams...................................................... 19 Suicide Squads ........................................................ 19 NVA Sappers ........................................................... 19 Vehicle Rules: Aircraft ................................................ 20 Spotter Aircraft ........................................................... 20 Spotter Aircraft During Daylight Hours ........................... 20 Spotter Aircraft During Nighttime Hours ......................... 20 Red, White & Pink Teams ............................................. 20 Pink Team Operations ................................................ 21 Napalm ..................................................................... 21 Vehicle Rules: Boats ................................................... 22 Boat Damage Charts ................................................... 22 Light Boats .............................................................. 22 Heavy Boats ............................................................ 22 Boat Stats .................................................................. 23

Army Lists ..................................................................... 24

The US Army in Vietnam............................................. 24 US Platoon Lists ......................................................... 24 US Aero-Rifle Platoon ............................................... 24 CIDG Mike Force Platoon, 1968 ................................... 25 USMC Rifle Platoon, 1969 .......................................... 26 Infantry Platoon, Scout (Dog) or IPSD ........................... 26 The Viet Cong ............................................................. 27 Viet Cong Local Force .................................................. 27 Viet Cong Main Force................................................... 27 Viet Cong Sample OOBs ............................................... 29 Local Force Viet Cong Cadre........................................ 29 Main Force Viet Cong Cadre ........................................ 29 The North Vietnamese Army ....................................... 29 NVA Platoon List ......................................................... 30 NVA Infantry Platoon ................................................. 30 NVA Sapper Assault Team .......................................... 30

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Table of ConTenTs
The ARVN ................................................................... 31 ARVN Platoon List ....................................................... 31 ARVN Infantry Platoon 1963-66 .................................. 31 ARVN Regional Force Platoon 1971 ............................. 31 GVN National Police Field Force Platoon 1968 ................ 32 The Republic of Korea ................................................ 32 R.O.K Platoon List ....................................................... 33 ROK Infantry Platoon 1963-66 ..................................... 33 The Australian and...................................................... 33 New Zealand Army (ANZAC) ....................................... 33 ANZAC Platoon List ..................................................... 33 ANZAC Platoon ........................................................ 33

Vehicles ......................................................................... 34

United States .............................................................. 34 Helicopters ................................................................ 38 Fixed Wing Aircraft ...................................................... 41 Republic of Vietnam (South Vietnam)......................... 43 Australia ..................................................................... 44 HELICOPTERS ............................................................ 44 Democratic Republic of Vietnam (North Vietnam) ...... 45

After Action Sequence ................................................. 51


Step 1: Operation Assessment .................................... 51 Step 2: Casualty Status and Recovery .......................... 52 Step 3: Campaign Victory Points .................................. 53 Step 4: Combat Team Development .............................. 53 Step 5: Returned to Duty and Replacements ................... 56 Replacements and Combat Development ....................... 57

snoopin & Poopin: Campaigning in Ambush Valley ....... 46

Get to Know Your AO................................................... 46 What Type of Campaign Are We Playing?........................ 46 Whats the campaign setting? ....................................... 46 Whats the campaign duration? ..................................... 47 What force am I playing? ............................................. 47 What level of force am I playing? ................................... 47 Is this a co-op campaign? ............................................ 47 Defining Your Force .................................................... 47 Your Platoon............................................................... 47 Starting Ratings ........................................................ 47 Platoon Attached Assets ............................................. 48 Available Assets ....................................................... 48 The Campaign Turn Sequence .................................... 48 Pre-Action Sequence ................................................... 48 Step 1: Receive Mission and Objectives ........................ 48 Step 2: Determine Plan and Issue Orders ....................... 49 Step 3: Reconnoiter .................................................. 50 Step 4: Initiate Plan ................................................... 50 Execute Operation ...................................................... 51 Fog of War............................................................... 51 Spending Operational Momentum Points ........................ 51 Initiative .................................................................. 51 End of Game ............................................................ 51

Building the Insurgency .............................................. 58 Disillusionment ........................................................... 58 Improved Supplies ...................................................... 58 Improved Troops ......................................................... 58 Improved Tactics......................................................... 58 Improved Leadership ................................................... 59 Regular Platoon Log ................................................... 60 Insurgency Log ........................................................... 61

solo & Co-Op vs. Victor Charlie..................................... 62

Hot Spots in Solo/Co-Op Games ................................. 62 VC Motivation ............................................................. 62 VC Action Checks........................................................ 62

scenario 1: search & Destroy at Dak Po ...................... 64 scenario 2: Operation Crimp ........................................ 67 scenario 3: battle of Ap bac, 2nd January 1963 ........... 69 scenario 4: Operation starlite hill 30, 14th January 1966 ........................................................ 71 scenario 5: The Old French Plantation at Quan loi ....... 73 scenario 6: stirring the hornets Nest....................... 76
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IntroductIon
DesIgNers NOTes
From Piers brand
When I first started playing Ambush Alley, I was struck by the innovative set of mechanisms it utilises. It dawned on me that this system could be used to game many wars and conflicts. When I was asked to help play-test Force on Force, I jumped at the chance. My involvement in play-testing ultimately led to me volunteering to write a supplement for the Vietnam War. When players of Force on Force were informally polled about what period/theatre theyd like to see supplements for, the Vietnam conflict was one of the most asked for subjects. Its easy to see why. The AAG system allows players to fight twoplayer battles between widely disparate forces with each side standing a chance of winning thanks to the scenario driven game system. This is ideal for Vietnam and gives players a reason to play as Viet Cong or NVA instead of always playing the Good Guys. What I have tried to achieve with this supplement is a selection of specific modifications to Force on Force mechanics which allow the play of games that evoke the atmosphere and tactical challenges of the Vietnam War. Ive also tried to achieve a complete melding of Ambush Alley and Force on Force to give the Viet Cong the right feel in play. When combined with the campaign rules, players can use Ambush Valley to fight their own tour of duty on either side of the war. This supplement is intentionally light on history. I hope players will take the time to go and read a few of the excellent books available on Vietnam and immerse themselves further in the period. The Vietnam War is a fascinating conflict which is worthy of further study and the sheer variety of forces deployed will be of interest to all wargamers. Finally a few personal words of thanks: First to Shawn and all the others at AAG, without their support this project would never have been finished. Next I have to thank my gaming club based in Kildare, Ireland. Without their willingness to play Vietnam games these rules would never have been tested to destruction! I owe a lot to Brian, Skip, Sean, Ruardhi and Thomas, all of whom spent many moons clearing the jungle of the Viet Cong. I also have to thank Cyril, our resident Frenchman, who has turned out to be an excellent Viet Cong commander! Finally I have to thank my wife Ruth and my daughter Evey, who both put up with Daddy and his strange hobby. I hope Ambush Valley will give players a good feel for the period. I have tried to avoid being too Hollywood in approach to the rules but I hope to have kept the cinematic feel that seems to run through all the AAG systems. As always though, if you disagree with the rules, change them to suit you! Please give the rules a go first, though; they may just be to your liking! Now that Ambush Valley is finished, I guess I better start writing something else Till then remember Charlie owns the night but napalm smells like victory! Piers Brand, September 09

From shawn Carpenter

When Robby and I first began work on Ambush Alley, we were really excited about the games flexibility. We envisioned players using it for everything from cops and robbers to cowboys and Indians and we had no doubt it would someday see action in Vietnam. When Force on Force was released, we realized we had all the building blocks in hand to create a Vietnam War game that was capable of representing both the guerrilla style insurgency of the Viet Cong and the professional, conventional operations mounted by the North Vietnamese Army. When Piers Brand volunteered to take the helm on the Ambush Valley project, we were overjoyed. From Piers participation as a play-tester for Force on Force, we knew that he was a thorough-going, thoughtful rules mechanic whose game designing skills were augmented by a keen eye for historical detail. We felt that these attributes, coupled with his passion to create a Vietnam game that would be fun for the VC player, too, made him the perfect choice to lead the design effort on this game. I think the following Theater Book proves we made the right choice. Enjoy! Shawn Carpenter, October 09

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For figures, a number of companies make Vietnam items in a variety of scales. For me, Vietnam has always been played in 20mm. This allows me to make use of various plastic kits for helicopters and vehicles. In 20mm, Britannia Miniatures produce a complete range of miniatures for US, ANZACs, VC and NVA with a range of resin vehicles. They also produce some nice village pieces, water buffalo, Tax Collectors and various useful vignettes of downed helo crews and disembarked tankers. Also in 20mm Liberation/RH Models produce some excellent VC and NVA types with more currently being released. They also make some very nice, and very useful, US troops with M14s as well as M16s. The Platoon 20 range produced by East Riding Miniatures is also of interest to players using 20mm figures. They have figures for most of the combatants, and although old sculpts, there are still some very nice figures in the range. My personal collection is a mix of all three companies because they fit together so well. Elhiem Miniatures has also recently made their entrance into the 20mm Vietnam market. They currently produce a range of CIDG/Mike Force and plan to release further sets covering Special Forces and ARVN troops. Their models are very nicely produced with great animation and they fit well with other 20mm figure ranges. Finally in 20mm, and located at the smaller end of the scale, is the SHQ Miniatures range, covering US, ARVN and VC troops. These are slimmer figures but well-detailed and the range is quite well covered. In 28mm there are a number of companies producing figures for Vietnam. Both Westwind Productions and The Assault Group have extensive Vietnam ranges and Force of Arms also does an exceptional Vietnam range with some very high quality vehicles. In 15mm a number of companies make suitable figures. Flashpoint and Peter Pig are the front runners in this scale.

FIgure AVAIlAbIlITy

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AlTerNATe bAsINg

Many Ambush Valley players may already have modern military figures based on multi-figure stands for use with other games. This basing method works perfectly fine with Ambush Valley, so theres no need to rebase your existing armies or replace them with new figures. Simply treat each stand as a fireteam and keep track of how many casualties it has taken with casualty caps, counters, a die placed by the stand whatever method seems most convenient to you.

This book is broken down into a number of separate parts, each of which contains rules and additions to the basic Force on Force rules. You will need a copy of Force on Force to play Ambush Valley. This supplement has the following sections; Vietnamization Changes and new rules to give Force on Force a Vietnam feel. Force Descriptions Rules, OOBs and vehicles for using your troops in the Nam. Snoopin and Poopin A set of platoon level campaign rules for Ambush Valley. Scenarios A selection of games to get you in-country.

usINg ThIs bOOk

Youll find Design Note boxes scattered throughout these rules. Weve included them to give you a better idea of the designers reasoning and the design philosophy behind certain rules. We find that we enjoy games more when we know what the designer was thinking when he or she wrote a rule, so we thought youd appreciate some insight into the thought processes behind some of our rules.

DesIgN NOTe bOxes

We thought that since we like knowing what designers were thinking when they wrote a rule, you might, too! Well share our reasoning in boxes like this throughout the book.

Design noTes

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Vietnamization
This section of Ambush Valley contains new rules and additions to Force on Force. This new material has been designed to give the Force on Force rules a distinct Vietnam flavor. US players will face a hidden and elusive enemy who uses Booby Traps with cunning precision, while the Viet Cong player must match his motley force of poorly armed guerrillas intimate knowledge of local terrain against the US players overwhelming firepower. Each rule that follows includes a detailed description and refers to the section of the Force on Force rules they relate to, if appropriate.

seQueNCe OF PlAy relATeD ChANges


TuNNel sPOTs (hOT sPOTs)
Ambush Valley uses a similar mechanism to Ambush Alley to represent insurgent entry points. Players familiar with Ambush Alley will recognise hot spots, but in Ambush Valley they are called Tunnel Spots.

Tunnel spots
At the beginning of the game, place five (5) Tunnel Spot counters on the table. No Tunnel Spot may be placed within 6 of another. Each Tunnel Spot should be labelled with a number from 1 to 5. Roll 1D6 for Tunnel Spot each reinforcement unit appears from. VC player picks spot on a roll of 6. VC units may move into Tunnels. Tunnels will hold a number of units equal to active Tunnel Spots. If a Tunnel Spot is neutralized, roll 1D6 for each unit in the tunnels. Units are eliminated on a roll of 1.

Some scenarios require the use of Tunnel Spots to randomize the entry points for reinforcements. In Ambush Valley these represent entrances to Viet Cong tunnel networks. Unless the scenario dictates a different method, Tunnel Spots are placed as follows: At the beginning of the game, place five (5) Tunnel Spot counters on the table. No Tunnel Spot may be placed within 6 of another. Each Tunnel Spot should be labelled with a number from 1 to 5. Some scenarios will specify Tunnel Spot locations while others will leave their placement entirely to the players discretion. Some scenarios may use board edges and forego the use of Tunnel Spots all together. Tunnel Spots have a secondary role in Ambush Valley: They recreate the advantages of the Viet Cong tunnels without the need for bookkeeping and maintain the fast flow of the game. Players using Viet Cong forces may move units into a tunnel during the movement phase. If the unit can reach a Tunnel Spot with more than half of its figures during its movement, it is removed from the board and placed to one side. The unit

may not be targeted and remains off-table till the players next turn. The VC player may move a unit in the tunnel network back onto the table in any following turn by activating the unit and designating the Tunnel Spot from which it will emerge. A unit emerging from the tunnels may move make a Cautious move but can only engage in Reaction fire for that turn. Enemy troops with line of sight to a Tunnel Spot may interrupt the movement from it and open fire as enemy units exit the tunnels. The Viet Cong player may hold units in the tunnels for as long as he wishes. The tunnel complex may hold a number

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of infantry units equal to the current number of active tunnel spots on the table. If a Tunnel Spot is neutralised by the enemy roll a D6 per unit currently in the tunnels. On a roll of 1, a unit is eliminated by the C4 used to destroy the tunnel or rendered combat ineffective by CS gas grenades. Such units are removed from play. Certain scenarios may not feature tunnels and others might only allow Tunnel Spots to be used as a point for reinforcement. This is specified in each scenario briefing. Tunnel Spots may be used as normal Hot Spots if the players wish, forfeiting the added benefit of the tunnel network and associated rules.

uNIT DeFINITIONs & ATTrIbuTes


regulArs & IrregulArs
Regulars and Irregulars are defined in Ambush Valley as follows: Regulars are professional soldiers who have received military training, are under military discipline, and function as a cohesive group on the battlefield. US Army, Special Forces, ARVN, South Korean troops and the North Vietnamese Army are all classed as regulars. Irregulars, on the other hand, are armed militants with minimal military training and discipline. The main example of Irregulars in Ambush Valley includes of course the Viet Cong, but other tribal groups such as the Hmong and Montagnards may well be classed Irregulars. Irregulars may occasionally be led by Regulars, but Irregular troops cannot be integrated into a Regular unit. Irregular units may also fight alongside Regular units on the same side in a scenario. CIDG Forces are classed as Irregulars led by Regular troops. Note that Irregular forces in Ambush Valley are not subject to the Irregular Morale Shrink rule, although they may become

INITIATIVe IN Ambush VAlley

Initiative in Ambush Valley is determined in the same manner as a standard Force on Force game, with the following additions: US forces always gain +1 Initiative die in the Initiative phase.

Viet Cong forces may never hold the Initiative. In games involving the Viet Cong the US or other Free World player will always hold the Initiative.

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subject to that rule under special circumstances (See Disillusionment in the Snoopin and Poopin chapter).

TrOOP QuAlITy
Troop Quality values from Force on Force remain unchanged in Ambush Valley, but here are some Vietnam specific examples of their application: Green/Untrained Units: Armed civilians, Police, poor quality military units, militia, and local force Viet Cong Experienced/Trained Units: Regular military formations, including Marines and Airborne, specialist Police Units, Viet Cong Main Force and North Vietnamese Army. Veteran Units: As Trained units above, but with extensive and intense combat experience, such as 1st Air Cav or ARVN Tigers, and specialist trained military troops such as NVA Sappers. Elite Units: Green Berets, SEALs (Note that most members of elite organizations will be Veterans only a few particularly talented individuals will actually have Elite troop quality).

The following rules apply in relation to the Force on Force rules for Supply Quality. Poorly Supplied: Poorly Supplied units have limited ammunition, poor rations, a shortage of water, or any number of other logistical shortcomings that might adversely affect their combat effectiveness. In game terms, Poorly Supplied units lose a die of Firepower. This would apply to some Local Force Viet Cong units as specified in the scenario. Normally Supplied: Normally Supplied units suffer no disadvantages and gain no advantages over other units. Well Supplied: Well Supplied units have pouches full of ammunition and bellies full of decent rations. They have all the beans, bullets, and bandages they need to take it to the enemy in style. In game terms, well-supplied units gain a die of Firepower. In Ambush Valley, all US Army units are classified as Well Supplied as their default setting.

suPPly QuAlITy

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While Ambush Valley uses the same cover types as Force on Force, there is a new addition to reflect areas of dense jungle, heavy overgrown woodland and Elephant grass. Such areas reduce movement and visibility and are known as Heavy Foliage Cover in Ambush Valley. Forests, groves, and stands of trees can impede both movement and line of sight. They may also provide cover for units sheltering within them. Woods generally fall into one of three categories: Dense, Average, and Light. Dense Woods are impassable to vehicles. They block LOS past 2 from their edge. Visibility within a Dense Wood is also limited to 2. Infantry units may only use Cautious Movement through Dense Woods and may claim the benefit of Solid Cover. Average Woods are passable by vehicles, but they may only move at Cautious Speed. Infantry movement is not hindered by Average Woods. Average Woods block LOS past 4 from

TerrAIN

their edge. Visibility within an Average Wood is also limited to 4. Infantry inside an Average Woods may claim the benefit of Solid Cover. Light Woods are little more than decorative clumps of trees and thin underbrush. They do not block LOS or impede infantry or vehicle movement. Light Woods provide no special cover benefits. Heavy Foliage Cover blocks line of sight. Non-indigenous troops may only use Cautious Movement when moving through or in terrain designated as Heavy Foliage Cover. Certain troop types, such as LRRPs or Green Berets may have this restriction removed as detailed in the scenario. This allows Viet Cong, other Vietnamese troops and highly trained US forces an advantage over regular troops in this challenging terrain. Troops inside a Heavy Foliage Cover terrain feature cannot be seen unless they are at the edge of the terrain feature and cannot be spotted by units who are not within Optimum Range. Units in Heavy Foliage have no line of sight out of it unless on the edge of the terrain feature. This allows troops

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Example: A VC light MG team has taken cover in a stand of trees. A US Army fireteam with a Troop Quality of Trained moves within 10 of the VC but cannot engage them. The VC are outside the Army fireteams Optimum Range and so cannot be seen or fired upon. When the VC unit opens fire, it will reveal its position and become visible to all enemy units within line of sight. Viet Cong troops in the open or moving are spotted by all troops in line of sight. Certain US Forces have the ability to spot concealed Viet Cong outside of Optimum Range. These are detailed below; US Special Forces - All LRRP Teams, Green Berets and SEALs are allowed to make a Troop Quality check to spot VC units in cover outside of their Optimum Range. Kit Carson Scouts - These VC turncoats are particularly adept at spotting their former comrades hiding places and may make a Troop Quality check to spot VC units in cover outside of their Optimum Range. Attempts to spot VC in Heavy Foliage Cover (dense jungle or woodland, Elephant grass etc) suffer a -1 die shift to Troop Quality rating.

to hide in dense jungle terrain but requires them to be on the edge of a terrain feature in order to fire at enemy forces. Troops in a Heavy Foliage terrain feature may see half their Optimum Range through the terrain to target enemy units inside the terrain with them. For example, a LRRP squad, Troop Quality D10, inside a dense area of jungle designated as Heavy Foliage Cover wants to engage a Viet Cong unit occupying the same terrain feature. If the Viet Cong unit is within 5" they may fire at the enemy. Paddy Fields impede movement due to the mud and water in them. Units may not make Rapid moves when moving through paddy fields. Certain scenarios may remove this effect.

Examples of Play
A squad of US soldiers with an attached Kit Carson scout, Troop Quality D8, are moving through a rubber plantation. Outside of Optimum Range is a Viet Cong infantry cell hiding among the trees. The Kit Carson scout rolls his D8 and will successfully spot the enemy unit on a 4+. If the enemy had been in Heavy Foliage Cover he would have rolled a D6 for his Troop Quality check. A Squad of US Green Berets with Troop Quality of D10 is moving along a trail through dense jungle. Up ahead the VC player has an MG unit in a piece of dense jungle terrain designated as Heavy Foliage Cover. The Green Beret unit rolls a single D8 to try and spot the enemy unit, requiring a 4+ to be successful.

Special Terrain effecTS


Vc & Terrain
Viet Cong units suffer no movement penalties for terrain other than impassable terrain, which remains impassable to them.

Spotting charlie
Viet Cong units were renowned for their ability to remain concealed even when enemy troops passed nearby. The following rules recreate this characteristic in game terms. Viet Cong troops that are stationary and in cover may not be seen beyond Optimum Range unless they open fire. Such units are said to be Unobserved. Viet Cong units that open fire are seen by all troops in line of sight.

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Ambush!
Units that are deployed Hidden or Unobserved in a terrain feature, such as Viet Cong or Special Forces, and are outside an enemy units Optimum Range may utilise the Ambush special rule. Hidden or Unobserved units that open fire on a unit that has not spotted them may make a Troop Quality test. If they pass the test, they automatically win any reaction. If the Hidden or Unobserved unit fails the test, reaction rolls are made as normal. Units may interrupt an Ambush but will always fire after the unit conducting the Ambush, even if the ambushing unit fails the Troop Quality check. Example: A Main Force VC unit is lying in wait hidden in the jungle beside a road. They want to ambush an ARVN unit patrolling towards them. The VC player makes a Troop Quality check, rolling a D8 needing 4+. He rolls a 7 and springs the ambush successfully, opening fire with no reaction test made as he gets the drop on the ARVN unit. An NVA unit is lying in wait hidden in a hut covering a road junction. They decided to try and Ambush an advancing USMC unit. The NVA player rolls a D8 for his Troop Quality check needing 4+. He rolls a 3 and fails. Reaction tests are

The TROOP QUALITY test in the Ambush rule is meant to simulate the ambushing units ability to get the timing of an attack right if they pass the TROOP QUALITY test, they lay in wait and hold their fire until just the right moment to take their target by surprise, but if they fail it, they spring the Ambush too early or give their position away, allowing their intended victims the opportunity to react with fire or movement!

Timing An AmBush

Design noTe

then made as normal and the USMC unit wins, opening fire as the NVA give away their position. Two other USMC units wish to interrupt, but they will fire after the NVA has returned fire on the original USMC unit. US or ARVN units with an attached Kit Carson Scout or a designated Pointman will roll reaction tests as normal and may not be ambushed. The skills of their specialists make ambushing these troops more difficult.

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COmbAT
bODy ArmOr
In Ambush Valley the only body armor available is the US-issued Flak Vest. These gave indifferent protection at best, as they were often worn unzipped, fell apart from the rigours of combat or were discarded by the soldiers. They also offered little protection from actual bullets: indeed, M60 crews found that a belt or two of 7.62mm ammo for their guns offered better bullet protection than the flak vest.

To reflect this primitive form of modern body armor, units in body armor only receive an extra armor defense die when hit by fragmentation weapons, such as RPG, mortar, or artillery fire.

Design noTe
FlAk VesTs
As stated above, Vietnam era body armor wasnt really designed to stop a bullet and was unlikely to do so. We opted to give flak vests some value against fragmentation attacks, however, because thats what the vests were actually designed to do. We toyed around with other options as well, winding up with the following three approaches: Only allow the extra defense dice to count when the unit is hit by artillery fire or other explosive or fragmentation based weaponry. Count an extra defense dice for each unit with body armor as per standard Force-on-Force rules. Ignore the use of body armor altogether! Were including these options here to allow you to choose the one that best fits your groups particular vision of the fighting in Vietnam. Obviously, the options are all mutually exclusive and youll want to be sure everyone knows which option youve settled on before the game begins.

NIghT FIghTINg

While American troops and their allies had the technological advantage over their Vietnamese adversaries, that superiority didnt extend to the night-mastery that we see in todays modern armies. Night vision devices tended to be too large and cumbersome to be of much tactical value on patrol or in a firefight. Even the famed Starlight Scope was bulky and impossible to use on the move. With technology out of the picture, superiority at night defaulted to the side that was most attuned to its environment, men who were able to sort out night sounds, smells, and the slightest blur of shadow to find and locate the enemy before their enemy found them. While Special Forces and other elite units might boast of this familiarity with the night, only the VC could truly call themselves its master.

We own the day, Charlie owns the night.

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The normal Force on Force rules for night fighting apply in Ambush Valley, but some units have developed night eyes. VC are treated as if they have night vision devices. This is to represent their familiarity with the local environment and long practice in moving and fighting at night. Kit Carson Scouts, Special Forces units, snipers and SEAL teams are also treated as if they are equipped with night vision devices. Other units may receive this benefit based on the dictates of a scenario. Units who havent developed night eyes suffer a -1 die shift to their Troop Quality die when attempting to Spot Charlie or other hidden units, Booby Traps, or ambushes.

Night eyes

Off-board mortars or artillery may fire illume missions in lieu of HE or smoke, if the FO or other leader has access to a radio and passes a Troop Quality check to call in the illume. Illumination rounds negate night combat effects for both forces for 2 turns, starting the turn after the flare was fired. Units that have had the protective cover of night suddenly torn away from them by Illumination rounds have a tendency to freeze in place. When illumination rounds are fired by a force, all units in the opposing force must make a Troop Quality test to move. They may fire as normal. Due to the nature of forest canopies, units firing at targets located wholly within dense woods and heavy jungle still suffer night combat effects. A variety of flares were also used to provide temporary illumination and/or to warn of enemies approaching under the cover of night. These flares, often known as slap flares or trip flares, could be used in two ways: Slap flares could be used to directly illuminate an area while trip flares could be used set Booby Traps that, when triggered, would launch a flare and simultaneously illuminate the intruder while alerting defenders to his presence. A unit equipped with slap flares may use them to illuminate the enemy, either in its own turn or as a reaction to enemy movement. The unit may fire them at any unit. The firing unit must make a successful Troop Quality test in order to launch the flare effectively. If successful, the flares negate night combat effects for both forces for the remainder of the turn. If the unit fails its Troop Quality test it may try again in subsequent turns. Units may only use their slap flares once per game.

Flares

starlight scopes

Units equipped with starlight scopes have some advantages at night. If a unit equipped with a starlight scope doesnt move, it can make normal spot checks at daylight ranges. Figures who have not moved and are equipped with weapon mounted starlight scopes may engage targets at normal ranges and without penalty.

Slap Flares

Trip Flares

Illumination rounds & Flares

Illumination rounds fired by mortars or artillery and flares launched from the ground or from aircraft were often used to roll back the night and blunt the edge the VC possessed during night attacks. The following rules describe their game effects in Ambush Valley.

Fire-bases and temporary positions were often ringed with a combination of Claymore Mines and trip flares. Trip flares were normally activated by trip wires situated across likely avenues of approach to alert defenders of an enemy intrusion into their perimeter. If a scenario indicates that a force has strung trip flares around their position, any enemy unit that moves within twice the Optimum Range of the unit within the defensive position must make a Troop Quality check. If they pass the check, theyve successfully bypassed any alarms for movement in that turn. If they fail the check, they trip a flare and are automatically illuminated and spotted by the enemy.

On-board mortars or M79 grenade launchers may fire illumination rounds (or illume) at the beginning of any given turn, in lieu of HE or smoke. No die roll is required.

Illumination Rounds

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OFF-bOArD ArTIllery

NVA artillery may never be heavier than light artillery. Example: An NVA Platoon Leader (Troop Quality D8) wishes to call down mortar fire on an ARVN unit within 8 of a Tunnel Spot that he has recorded as a Designated Target for artillery support. The NVA Leader must pass a Troop Quality Test in order to call in the support. He is using a radio, but as he is firing at a designated target he only suffers a -1 to his dice roll. He rolls a 6 and successfully calls in the off-board mortars on the target.

In the case of US, ARVN, ROK, and ANZAC forces, off-board artillery in Ambush Valley is governed by the same rules described in Force on Force with the added requirement that a unit calling in a fire mission must include a radio operator that is not seriously wounded or dead.

The following modifiers applied to the Troop Quality Test for the fire mission request: Spotter is an actual Forward Observer: +1 Spotter is a Special Forces leader: +1 Spotter is a Squad Leader or lower: -1 ARVN Forces: -1 ANZAC Forces: +1 Viet Cong and NVA off-board artillery is handled slightly differently to reflect their lack of radio communications below battalion level. Viet Cong units may never have designated off-board artillery. The only support they will receive will be via Booby Trap/ Asset Cards. Mortars fired when played with an asset card may target any unit on the table, but the card is discarded after use. Only NVA Leaders and FOOs may call in off-board artillery at targets within their line of sight, no other models may do so. They follow the standard procedures with the following modifiers: Spotter is an actual Forward Observer: +1 NVA: - 1 NVA Radio Communications: - 1 Designated Target: +1 If the NVA unit making the request is located in a bunker and the scenario permits, it may have a field telephone line to a battery. This will negate the minus for NVA Radio Communications. The above factors limit the rapid response of NVA artillery to reflect the historical difficulty that the NVA had in its employment. However, the NVA may fire on Designated Targets. In scenarios that feature designated targets, the NVA player may identify up to D6 locations (terrain features, buildings, Tunnel Spots, road junctions) before the beginning of the game as pre-plotted artillery zones. NVA artillery may be called down on any unit within Optimum Range (as determined by the spotters Troop Quality) of the center of the location. The spotter will receive a +1 on his Troop Quality test to call in the mission.

Fire mission request modifiers


Free World Troops (must have a living RTO): Spotter is an actual Forward Observer: +1 Spotter is a Special Forces leader: +1 Spotter is a Squad Leader or lower: -1 ARVN Forces: -1 ANZAC Forces: +1 NVA Troops Spotter is an actual Forward Observer: +1 NVA: - 1 NVA Radio Communications: - 1 Designated Target: +1
Only NVA Forward Operations Officers can call in Fire missions.

sPeCIAl WeAPONs
smgs & shotguns
Some weapons have been designed specifically for use in close quarters battle, including firearms like the shotgun and submachine gun. Close Combat firearms have been designed to be very effective at in your face ranges, but the factors that make them so useful in a virtual knife fight dont serve them so well when engaging targets at long range. In game terms, Close Combat weapons such as shotguns and SMGs throw an extra die in Close Combat or when firing at a target within Optimum Range. Beyond Optimum Range, Close Combat weapons use a D6 for their Firepower Quality die regardless of the firing units Troop Quality.

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handguns

Like SMGs and Shotguns, handguns are very, well, handy in close quarters. They dont throw down the volume of fire that a SMG or shotgun does, however, and so are a little less effective.

A figure firing a handgun at a target in Optimum Range receives a reduction of one die type to its Troop Quality (i.e., a figure with a Troop Quality of D8 would throw a D6 when using a handgun). Troop Quality cannot be reduced below D6. Handguns cannot fire effectively enough at targets beyond Optimum Range to engage them at all. Handguns are very effective in Close Combat, however, and figures using handguns in Close Combat receive a bonus Firepower die. M60s deployed as Weapons Teams follow the above rules and may claim their weapons team bonus for Fire & Move and Sustained Fire!

The USMC maintained a dedicated Automatic Rifleman in their fire teams. He was issued with a modified M14 that could be fired on full auto. Despite the small magazine capacity and being somewhat difficult to control when fired on full-auto, the weapon remained in USMC units even after the M60 was introduced. Players fielding USMC units with Automatic Riflemen equipped with the modified M14 may use the following rule. If the unit containing the figure armed with the M14 Modified Rifle remains stationary, the model gains +1 Firepower dice.

m14 modified rifle

The M79 Grenade Launcher was a popular weapon with American troops in Vietnam. Its wide range of ammunition types and its accuracy in the hands of an experienced grenadier added yet more firepower to US Squads deployed in Nam.

m79 grenade launcher The blooper

The M60 is the US Forces main squad based support weapon in Ambush Valley. The development of the M60 was heavily influenced by World War Two designs. Although it had a number of problems in South-East Asia, including jamming and its weight, the M60s firepower was a welcome addition to the firepower available to US troops in Vietnam. The following rules recreate the M60 in Ambush Valley. Heavy - The M60 was a heavy weapon to lug around the Boonies. To represent this, any model armed with an M60 who uses Rapid movement receives no extra bonus firepower dice. He may only claim 1 die as his usual firepower. Fire & Move - If a model armed with an M60 makes a normal Cautious move, it receives +1 Firepower dice to represent the M60s automatic fire. Sustained Fire! - If a model armed with an M60 remains stationary and opens fire, it receives +2 Firepower dice.

m60 machine gun

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The M79 is governed by the following rules: Grenade Launcher - Any model equipped with an M79 gets +1 Firepower dice. Beehive - The grenadier may elect to use a Beehive M576 Buckshot round at close range. The grenadier receives +2 Firepower dice for targets in Optimum Range.

leave its present position, even though it is in cover and pinned, and moves 12 to the nearest cover in the direction of its base edge. The unit may also be shot at by units on overwatch as it retreats from its position.

recoilless rifles

Cs gas grenades

US Units may use CS Gas against enemy units occupying structures (houses, bunkers etc). To make a CS attack, the unit must be within Optimum Range of its target and have a clear line of sight. One firepower die is rolled for each model making the attack. Defense rolls are made as normal. The player may elect to fire part of the squad normally while others use CS Gas. Resolve the attacks separately, but they must both be at the same target unit.

Recoilless Rifles have been popular since their introduction in World War Two. They are capable of throwing a heavy shell from a relatively light gun tube. They are generally deployed as anti-tank weapons, but are effective against infantry as well. In game terms, they are a heavy support weapon that can either move or shoot (not both) and can only fire once per turn. They are classified as 3D Firepower weapons. All rules relating to anti tank guns in Force on Force apply to recoilless rifles.

bows and Crossbows

Some indigenous troops made use of bows and crossbows for hunting. In some cases these were used in combat. The following rules describe the use of such primitive weapons in combat.

Every hit on the unit forces a Morale test. Multiple hits reduce the units Morale dice type by one step for every hit (to a minimum of D6). Units that fail the Morale test must move to alternative cover, even if already in cover, and count as pinned. This is to reflect the success that US forces had when using CS Gas to clear structures, particularly during the fighting for Hue. CS Gas grenades should be seen as a scenario specific weapon, but players may agree on their use in games as standard. Example: A USMC rifle team is clearing part of Hue City. They spot a four-man NVA unit hiding in a building. As they are within Optimum Range they decide to use CS Gas to clear the unit out of its cover. Two members of the team open fire with their weapons as normal with no effect. The USMC player now rolls two firepower dice for his attack with CS Gas grenades. He scores two hits on the NVA unit. The NVA unit (Morale D8) must now take its Morale test with its Morale shifted down one die type (from D8 to D6). The NVA player rolls 4D6. He fails his Morale test and the unit is pinned. As the unit is under attack with CS Gas it must

Units armed with bows or crossbows use their standard Troop Quality die to determine Firepower when firing at units within Optimum Range. When firing at targets beyond Optimum Range, they use a D6 for Firepower regardless of their normal Troop Quality. Bows and Crossbows have a maximum range of 3 x Optimum Range. All units targeted by models armed with such bows and crossbows gain an extra defense die to represent the fickle nature of primitive weapons designed for hunting rather than combat.

bolt-Action rifles & semi-Auto rifles

During the Vietnam War both sides had units equipped with out-dated weaponry. The Viet Cong made use of various WW2 era weapons, such as a variety of bolt-action rifles, plus weapons such as the SKS Carbine. On the US side some units used Garand rifles and M1 Carbines.

These units would be outclassed in terms of firepower compared to units equipped with contemporary assault rifles such as the M16 and AK-47. To reflect this, units that have over half their models equipped with bolt action or semi-auto rifles lose one Firepower die to represent their slower rate of fire.

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booby Traps
Rather than using an Asset card deck, the Viet Cong force uses the Booby Trap card deck. Booby Trap cards function in the same manner as Asset Cards; they provide extra support to the VC force, generally in the form of various traps and devices with which to harass and injure enemy models. The Viet Cong player receives a number of Booby Trap cards specified by the scenario. These may be used as the VC player sees fit during the course of the game. The Viet Cong player may use a given card once per game and may target any enemy unit (other than air or riverine assets) at anytime during the turn sequence. The effects of the card are applied immediately, as are the results of any Morale tests that may be required. If played as an interruption along with other units interrupting, the Booby Trap card is always played first and its effects applied before any other interruptions. Once a Booby Trap card is played, it is removed from the VC players hand and returned to the bottom of the Booby Trap deck. When a Booby Trap card is played, the unit it is played against may make a Troop Quality roll to avoid the trap, if it successfully passes the test it may avoid the trap safely and the card is discarded with no effect upon the unit other than a 1 movement penalty. If a Booby Trap card is played that is not a trap (such as the Sniper, Bunker, Mortar and Local Support cards), the target unit may not make a Troop Quality roll against its play. Only those cards marked as Trap! require or allow a roll to be made. If a unit targeted by a Booby Trap is making a Rapid Move, it gets no roll and suffers the effects of the trap immediately. If a target unit is moving through difficult terrain (Dense Woods, Paddy Fields and Heavy Foliage) the unit makes its test with a -1 die type shift for its Troop Quality (i.e., a troop with a D10 Troop Quality would make its test as if it had a quality of D8).

A group of ARVN Rangers (Troop Quality D8) are on patrol through dense jungle. The VC player attacks a unit with the Spike Board card. As the unit is in difficult terrain the ARVN player must roll 4+ on a D6. He rolls a 3 and the trap is triggered!

Claymore mines
Units equipped with Claymores may utilise them to attack an enemy force moving within line of sight. A unit with Claymores may use them to attack the enemy either in its own turn or as a reaction to enemy movement. The unit may fire a Claymore at any enemy unit that comes within twice Optimum Range (this represents the distance at which remotely detonated claymores could be triggered from ambush positions). The firing unit must make a successful Troop Quality test in order to fire the Claymores. If the Troop Quality test is successful, the target unit takes an 8D8 Firepower attack. If the unit fails its Troop Quality test it may try again in subsequent turns. Units may only use their Claymores once per game unless a scenario indicates otherwise.

Examples of Play A unit of US Marines (Troop Quality D8) is moving through open terrain at Cautious speed (6). The VC play a Grenade Trap card on the unit. The unit must roll 4+ on a D8 to discover the trap before setting it off. The unit rolls a 5 and successfully avoids the trap. The card is discarded by the VC player.

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represenTing clAymore mines


So, a unit can only use Claymore Mines once per turn, but if it fails its Troop Quality test it can try again later? Huh? The Troop Quality test to fire Claymores at an enemy doesnt just represent the successfully triggering of a mine, it also represents a units foresight in placing a mine. We didnt want to resort to book-keeping or onboard counters and dummy counters to represent Claymores, so we abstracted the placement of mines using a Troop Quality test. If a unit passes the Troop Quality test, it recognized a trail or path that the VC might use and their field craft has paid off. If a unit fails a Troop Quality test, the chances are its because the VC unit has shown up at a place where no mines were placed. As the VC unit (or other VC units) continue to approach, they may blunder into the path of mines the unit did place hence Troop Quality tests after the first has failed.

Design noTe

Example: An American LRRP Team (Troop Quality D10) is hiding in bushes beside a well worn jungle track. A Viet Cong unit moves to within 20 of the American unit and the player decides to use his claymores. The American player passes a Troop Quality test for the unit and successfully fires the claymores at the Viet Cong. The Viet Cong unit takes an 8D8 firepower attack. Claymores may also be used to as part of a prepared defense at a firebase or other strongpoint and are used as described above. The quantity of claymores available to the defenders is dictated by the scenario. In games featuring attacks on firebases the simplest method to handle defensive claymores is to allow every defending unit a chance to fire one set of claymores to represent the mines set in a defensive pattern around the base. Players should note that in such games the attacking force should significantly outnumber the defender... especially if the defender is liberally equipped with claymores!

Improvised Alarms
US units would often ring their defensive positions with improvised alarms such as small bells on strings, empty tin cans full of pebbles, etc. VC or NVA approaching their position at night were likely to stumble across one of these alarms and the ensuing racket would reveal their position. If a scenario indicates that a force has strung improvised alarms around their position, any enemy unit that moves within twice the Optimum Range of the unit within the defensive position must make a Troop Quality check. If they pass the check, theyve successfully bypassed any alarms for movement in that turn. If they fail the check, they trip an alarm and are automatically spotted by the enemy.

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sPeCIAl rules
CIVIlIANs IN Ambush VAlley
Civilian groups play a fundamental role in games of Ambush Valley and will appear in many of the scenarios. Some will be normal peasants going about their daily business, while others may well be disguised members of the Viet Cong. Due to their rules of engagement, US Players may not target civilian groups or direct off-board support within 12 of them unless a friendly unit within that distance is under enemy fire. Players fielding ARVN forces may not target the civilians directly but have no restrictions on their use of off-boards support. Viet Cong forces may target civilian groups with fire if they so wish. Civilian models should be moved by the VC player and may be moved as an interruption to firing. They have a default troop quality rating of D6 for any reaction-based tests. If the civilians move into the line of fire of US troops, the US unit may not fire if the civilians block the line of sight to the intended target. This allows the VC player to use civilians as a blocking force against enemy firepower. The VC player may also elect to swap civilian groups for a successful reinforcement roll if he wishes. The player immediately removes the civilian group and places the VC reinforcements within 4 of the civilian groups position. This is to simulate VC units posing as civilians to ambush US forces. If a civilian group is fired upon, resolve the firing in the following manner. The civilian group will make no reaction test and will make its defense rolls based on a D6 troop quality rating. There is no need to test for Morale and after being fired upon the civilian group will move a full movement distance from the direction of firing or to the nearest piece of cover to break line of sight between them and the attacker. They may however never move nearer to the unit firing. If

hit by off-board weapons the civilian group will move in a random direction. If an ARVN, US Army or ANZAC unit causes casualties by fire on a civilian unit, or is in line of sight of a civilian unit that is targeted by fire and takes casualties, they must make an immediate Morale test. If the unit fails they count as pinned for the rest of the turn while they argue over who fired, spend time calling off fire or just generally shocked by the events. Viet Cong, NVA and ROK forces need never take such a Morale test. Causing casualties on civilian groups will also cause the loss of Victory Points as noted in the scenario.

sPeCIAl TrOOP TyPes

Players can include these special troops to add a little extra flavour to their games. They are designed to give added personality to a force and reflect some of the more specialist roles played by soldiers during the Vietnam War.

The medic in US military units performed a vital function during the war. They provided critical emergency first aid to stabilize seriously wounded personnel and patch up the lightly wounded. It was due in no small part to their work that 82% of men seriously injured in Vietnam managed to recover. Given the role they played, often risking their own lives to save another, we wanted to give them a role on the tabletop that reflects their heroic nature. The following special rules apply to Medics in Ambush Valley:

medic

Stay with me, buddy Every turn that a seriously wounded figure remains on the table, a roll must be made to see if the figure succumbs to their wounds. At the start of each turn roll a d6. On a roll of 1 the injured man has died from his wounds. This effect may be avoided if the model is placed with a Medic.
A Medic may be detached from his parent unit and may look after any number of seriously wounded models. Once with a Medic, the seriously wounded no longer need to roll each turn and can await CASEVAC. Players are encouraged to set up forward aid stations and casualty evacuation points at which to post a medic and drop off their wounded.

Its just a nick, youll live. If a unit with a figure suffering a light wound remains stationary and there is a medic within 6, the Medic may try and patch up the wounded soldier. On a successful Troop Quality test one light wound is removed from the unit. A single Medic may only remove one Light Wound per turn. This is to represent the Medics patching up lightly wounded soldiers and getting them back into the firing line, an often vital role especially when in defense.

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Pointman

Some US/ARVN/ ANZAC/ROK soldiers excelled in the role of Pointman, leading their squads through the terrain, taking extra care to spot the enemy and his traps. Squads with a Pointman may use the following rule. If moving at Cautious speed the Pointman may re-roll any failed Troop Quality check to spot enemy Booby Traps. Free World Forces may have one Pointman per Platoon unless otherwise stated in a specific scenario.

The Pointman also increases his Optimum Range to the next die type for the purposes of spotting concealed VC. Thus, if the Pointman has a Troop Quality of D8, he will spot VC in cover as if he had a Troop Quality of D10, or out to 10.

Tunnel rat
US/ARVN/ANZAC/ROK platoons may have a specialist Tunnel Rat attached. Tunnel Rats are governed by the following rules: If the unit containing the Tunnel Rat moves into contact with a Tunnel Spot, it is taken out of action immediately and the unit does not need to spend a turn in contact with the Tunnel Spot to neutralise it from play. In addition, if any Viet Cong troops are currently hidden in the Tunnels they are removed from play on a 1 or a 2 on a D6. If the scenario dictates that the Tunnel Spots represent entry points and not tunnels, the Tunnel Rat has no effect and the unit must spend a turn in contact with the Tunnel Spot to neutralise it as normal.

These men were former Viet Cong who turned against their previous comrades and were employed by the US/ARVN/ ANZAC/ROK as scouts and informers. They proved particularly adept at spotting VC traps, caches and hiding places. A Free World Force may have one Kit Carson Scout per platoon. A unit with a Kit Carson Scout may perform a Troop Quality check against Booby Traps, even when moving at the Rapid speed as the scout will quickly spot likely traps and VC field signs. At

kit Carson scout

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Cautious speed the Scout will receive a re-roll to the Troop Quality check should he fail a roll. At Rapid speed, the scout may not re-roll a failed test. A Kit Carson scout may also make a Troop Quality check to spot any VC in line of sight, even those in cover outside his Optimum Range. Unfortunately, there is always the chance that the Kit Carson Scout may not be reliable. On the first turn that a unit containing a Kit Carson Scout comes under fire, the scout must immediately take a Morale check. If he fails the check, the scout runs off into the bushes never to be seen again. This check is only performed once per game.

Military Working Dog teams in Ambush Valley follow the basic rules presented for them in Force on Force and have the following additional effects on play: If a Scout Dog fails its Troop Quality check to spot a Booby Trap, it receives a re-roll. If the re-roll is successful, the Booby Trap is spotted and avoided. If the re-roll fails, the Booby Trap is not detected. Scout Dogs also receive a re-roll for a failed attempt to detect an Ambush. Automatically spots VC units within 8 +1 to all TQ rolls related to moving or dispersing civilians

scout Dog Teams


Scout Dogs were used extensively by US forces in Vietnam. Their keen senses kept many a patrol from walking into an ambush or alerted OPs of approaching VC infiltrators.

suicide squads

Certain VC units were designated as suicide squads and fear of death in combat was not an issue to them. These units often took part in important attacks on enemy facilities, such as those against the US Embassy during the Tet Offensive and the attacks on the Da Nang airbase.

Any unit designated as a Suicide Squad in the scenario need never take a Morale test.

NVA sappers

NVA Sappers are teams designated for the initial assaults on Firebases or high value targets. They may re-roll failed Morale checks. They follow all other rules that apply to VC, though, including Lack of Initiative. The use of these troops will generally be specified by the scenario.

Sappers and Claymores, Flares and Improvised Alarms

Sappers were notoriously effective at bypassing defensive traps such as Claymore Mines, trip flares, and improvised alarms. If a Sapper unit is the target of one of these defensive measures, it may make a Troop Quality test. A successful check indicates that the unit was able to avoid the defensive measure and it was not triggered.

Some sappers were so adroit at detecting and avoiding Claymore Mines that they would turn the mines around to face the defenders, who would receive a lethal surprise when they squeezed the clackers to detonate their mine. To represent this, sappers who have successfully avoided a Claymore Mine may opt to make a second Troop Quality test with -2 to their die roll. If the test is successful, the unit that fired the claymore receives the attack instead of the sappers. If they fail the test, the sappers receive the claymore attack after all.

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For the most part, aircraft in Ambush Valley adhere to the rules presented in Force on Force. A few notable exceptions are noted below, however.

VehICle rules: AIrCrAFT

Quality test at the beginning of the turn. They may also engage ground targets in gun-runs with no night-fighting penalties. AC47D Spooky gunships, and (from 1967 on) the OV-1 and OV-10, were equipped with the latest in night vision and heat sensing technology of the day and were quite effective night-time predators. As a result, these aircraft deployed over the battlefield at night prevent VC Out of Contact Movement (although this does not apply to VC units in tunnels) and detect hidden units with a successful Troop Quality check as during the day, and may engage ground targets at night without night fighting penalties.

sPOTTer AIrCrAFT

Both fixed wing and rotary wing aircraft were often employed as spotters and forward observers for units and artillery batteries on the ground.

spotter Aircraft During Daylight hours

In daytime operations, spotter aircraft can be used as real Forward Observers to call in fire missions or air strikes.

Spotter aircraft can also spot enemy troop movements on the ground, no matter how stealthy that enemy might be. To reflect this, VC units may not make Out of Combat moves if a spotter aircraft is able to make a successful Troop Quality test at the beginning of a turn. Note that VC inside tunnels are not subject to this rule.

Air Cavalry units often operated beyond the range of friendly artillery. Helicopter gunships often acted in support of Air Cavalry operations to provide them with aerial artillery support in the form of rockets and withering hails of lead. These gunships were organized in two ship teams, known as Red Teams. Pairs of OH6 Loach spotter choppers were used to locate and fix enemy activity on the ground (despite the rapid advances in electronic sensor technology during the Vietnam era, Loaches and the Mark I eyeball proved to be the most effective sensor platform of the war). Loaches were also organized in pairs, which were referred to as White Teams. It was a common practice to pair a gunship from a Red Team with a Loach from a White Team to form a Pink Team. Pink Teams were hunter/killer teams that specialized in locating, fixing, and destroying enemy positions. They were brutally efficient at this task. Typically, a Loach would fly low and slow over an area in search of the enemy. The low flying Loach made a tempting target that few enemy troops on the ground could resist. They often gave their position away by firing at the little bird. This was usually a fatal mistake. The Loach would circle and drop a smoke grenade to mark the enemy position and then dart away, its rapid, jerky movement making it a difficult target at best. Once the scout chopper was clear, a gunship would swoop in from above and orient on the smoke. Chain guns and rocket salvos told the rest of the story, which usually culminated with a dead or scattered enemy unit. If a Pink Team located a significant enemy force, an Aerorifle platoon might be sent to make contact while the Pink Team provided support fire and engaged leakers. If the contact

reD, WhITe & PINk TeAms

spotter Aircraft During Nighttime hours

Most fixed wing aircraft during the Vietnam conflict lacked the night vision capabilities to function as effective spotters during hours of darkness. A notable (and notorious) exception was the AC-47 Spooky Gunship, and (from 1967 on) the OV-1 and OV-10. Some helicopters were equipped with powerful Xenon spotlights that could be used in both the visible and infrared spectrum. During hours of darkness, helicopters equipped with Xenon spotlights may still block VC Out of Contact Movement, and they may detect hidden units, by making a successful Troop

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proved merited, more Pink Teams and Aerorifle platoons might be deployed to the area to Pile On the enemy.

Pink Team Operations

White Teams and Read Teams are covered by the rules for Spotter Aircraft above and the normal Helicopter Gun Run rules in Force on Force, but Pink Teams require a little extra attention. Loaches move very slowly across the battlefield, often at speeds of less than 80 knots. Rather than cut a scorching strip across the table as fast burners and Cobra gunships do, the Loach ambles along over the table at low altitude. Loaches begin play at the controlling forces friendly table edge and may move 18 per turn while conducting Pink Team operations. The Loachs partner, a Cobra gunship is left off the table and is assumed to be loitering at altitude waiting to swoop down when its little friend has fixed enemy positions for it to destroy.

Loaches are a powerful temptation to ground troops. To reflect this, all Hidden units must make a Troop Quality test or reveal themselves by firing at any Loach that comes within 18 of their position. Such units are automatically spotted by both ground units and the Loachs partner gunship. Once a Loach has been engaged by the enemy (and the enemy locations thus spotted and fixed), it is removed from the table after all ground fire against it is resolved. The Loach (assuming it survived the ground fire) is now loitering off the tables edge, waiting for the all clear from the gunship to resume hunting for targets. After ground fire against the Loach has been resolved, the Cobra gunship may immediately engage ground targets using the standard Force on Force helicopter Gun Run rules. Once all visible targets have been destroyed, the Loach may return to resume hunting targets for the Cobra, which is removed from the board until fresh enemy positions have been fixed.

napalm blast can be represented on the table. Once the attacking player has successfully called in an airstrike with a napalm equipped aircraft, he rolls an 8D10 Firepower attack against the target unit. The defending unit may not count any Defense dice other than its model total. Cover and armor are ignored. All units, friend or foe, within 10 of the target unit are also hit by a 6D10 attack. Additionally, all areas of jungle, woods, elephant grass, or manmade structures (other than brick or concrete buildings) within 10 of the target unit are ignited. Any units in burning terrain must immediately evacuate in a direction away from the enemy. Any units that have all their models wounded in an ignited area are considered KIA and are removed from terrain. All terrain features hit by napalm become impassable for two turns following the attack. Buildings burn for a single turn before collapsing, after which they are removed from the tabletop. All NVA/VC units actually struck by the napalm attack are automatically Pinned. All other units in the force must make a morale check or suffer a Pinned result as well. Each napalm strike uses two napalm canisters/bombs. Once all of its napalm canisters have been expended, an aircraft may make no further napalm strikes. Napalm is a very effective and highly dangerous weapon. Its use should be limited to set scenarios.

NaPalm

Napalm strikes were devastating and fearsome. Napalm canisters could be dropped by fast burners or ground support aircraft to virtually purge an area of all life and deny that area to the enemy until the resulting fires abated. The canisters tumbled as they struck, bounding across the countryside to spread a long swath of flaming fuel.

While most Napalm strikes would cover the average sized playing area, smaller bombs and hits from the edge of a

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The war in Vietnam saw Free World forces make substantial use of riverine and coastal forces. The Brownwater Navy became a famous element of the war. Whole units could be stationed and supplied by boats and missions launched from the waterways to interdict Viet Cong supply routes. We have included a number of boats to provide players with the chance to field this unique element of the Vietnam War.

VehICle rules: bOATs

Boats have individual movement speeds dependent on their type. Boats may not move in a turn in which they wish to disembark passengers and must be within two inches of a riverbank to do so. Passengers unloading from a vehicle may only use Cautious movement. Passengers may use Rapid movement to board a vehicle, however. Units may only use Suppression Fire or fire as a Reaction on the turn they dismount.

bOAT DAmAge ChArTs


light boats
d6 1 2 3 4 5 6 1 HIT PING Evasive Action Movement FP Dice Withdraw Sinking 2 HITS Evasive Action Movement FP Dice Withdraw Sinking 3 HITS Movement FP Dice Withdraw Sinking 4+ HITS FP Dice Withdraw Sinking

PING No damage but make a Morale Check, if it fails the boat takes evasive action. Evasive Action The boat veers violently to avoid fire and may make no further attacks this turn. FP Dice The Firepower for all the boats weapons are cut in half. This may represent damage to weapon systems, injuries to gunnery crew, or damage to the boat that renders it an unstable gun platform.

heavy boats
d6 1 2 3 4 5 6 1 HIT PING PING Evasive Action Movement FP Dice Withdraw 2 HITS PING Evasive Action Movement FP Dice Withdraw Sinking 3 HITS Evasive Action Movement FP Dice Withdraw Sinking 4+ HITS Movement FP Dice Withdraw Sinking

Withdraw The boat withdraws from the table for the rest of the game. It may make a successful Morale check to disembark any troops it is carrying before it leaves. It moves off the table at its normal speed and may make a Morale check to disembark troops on each turn it remains on the table while withdrawing. Sinking The boat begins to take on water and sink. If the boat has any remaining movement it may use this to move to a riverbank and beach. If unable to do so, any troops carried onboard must make a Troop Quality check to swim to safety. All heavy weapons are deemed lost and units that reach the bank count as pinned for the rest of the turn.

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bOAT sTATs
Pbr mkI & II
MOVEMENT: 12 per turn FIREPOWER: Twin .50s: 3D, May fire to front and side of boat. .50 cal with 40mm GL: 3D, May fire to side and rear of boat. Crew Weapons/MGs: 1d addition to any fire arc. DEFENCE: CREW: NOTES: Class 2 / 2D8 5 May carry one fire-team of up to five models. SURVIVABILITY: 4+ / 1D8

Patrol Air Cushion Vehicle (PACV)


MOVEMENT: 15 per turn FIREPOWER: Twin .50s: 3D, May fire to front and side of boat. Crew Weapons/MGs: 1d addition to front and side of boat. DEFENCE: CREW: NOTES: Class 2 / 2D8 4 May carry up to ten models. May also cross any flat terrain but may not cross-terrain obstacles such as woods, jungle, walls etc. It may cross hills, dirt banks, such as around paddy fields, and swamps. SURVIVABILITY: 4+ / 1D8

Armored Troop Carrier


MOVEMENT: FIREPOWER: .50 Cal turret: 10 per turn 3D, May fire to front and its side of boat. Cannon turret: 4D, may fire in all arcs. Crew Weapons/MGs: 1d addition to any fire arc. Class 3 / 3D10 8 May carry up to 25 models.

DEFENCE: CREW: NOTES:

SURVIVABILITY: 4+ / 1D10

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Ambush VAlley 23

Army Lists
The us Army IN VIeTNAm
This section provides examples of US Forces involved in Vietnam and covers any special rules applicable to them. The US Army in Vietnam varied in quality and Morale throughout the war and players should feel free to try out different combinations of Troop Quality and Morale ratings to get the feel they want from their forces. We suggest a default setting of both Troop Quality and Morale of D8. This can be increased for experienced troops and Morale lowered for those green units with poor Morale or units with lots of short-timers among its men. Using the AA Games system allows players to customize forces to fit a chosen scenario.

us PlATOON lIsTs

US Forces in Vietnam used a variety of TOEs and OOBs dependent on the time period, the area in which they were fighting, the preferred method of combat of the troops involved and numerous local improvisations to the force structure. The following OOBs should be seen as suitable generic forces, but feel free to change them as you see fit US commanders in Vietnam often did!

us Aero-rifle Platoon
Trained (D8), Morale D8 This list covers a standard Aero-Rifle Platoon. These troops would utilise helicopter transport to bring the fight directly to the enemy. They would be supported by various elements, including gunships and artillery, and could bring massive firepower to bear on an enemy. Once an enemy was identified units could be quickly moved to engage them by helicopter and were always ready to pile on. Platoon HQ 1 x Officer with M16 1 x NCO with M16 1 x RTO with M16
4 x Aero Rifle Squad 1 x Squad Leader with M16 2 x Team Leader with M16 2 x Grenadier with M79 6 x Riflemen with M16

Special Rules
Well Supplied In Ambush Valley, all US Army units are classified as Well Supplied as their default setting. Well Supplied units have pouches full of ammunition and bellies full of decent rations. They have all the beans, bullets, and bandages they need to take it to the enemy in style. In game terms, well-supplied units gain a die of Firepower. Rules of Engagement US Players may not target civilian groups or direct off-board support within 12 of them unless a friendly unit within that distance is under enemy fire. Superior Intel US Forces in Ambush Valley always gain an extra die in the Initiative phase due to the difficulty and lack of communications exhibited by their opponents. When playing against a Viet Cong force, the US Player always has the Initiative and is classed as the Aggressor for the entire game.

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CIDg mike Force Platoon, 1968


US Personnel Veteran (D10), Morale (D10); Locals Trained (D8), Morale D10 The CIDG program began in late 1961 as a counterinsurgency experiment in the central highlands of South Vietnam. Under the direction of the CIA, U.S. Special Forces began working with the Montagnard tribesman of Buon Enao village in Darlac province. They fortified the hamlet, constructed shelters and established an early warning system. A strike force was also created to patrol the village and to conduct ambushes. As a result of these measures the enemy was denied access to its source of food, intelligence and manpower.
Following this success, Special Forces began expanding the perimeter beyond Buon Enao to encompass nearby hamlets, and by the end of 1962 the program had secured several hundred villages in Darlac province. Despite the obvious achievements of the CIDG program under the CIA, by July 1963 control had been transferred to Military Assistance Command Vietnam (MACV) as part of Operation Switchback. Following this change of command, the programs emphasis switched from defensive counterinsurgency to offensive warfare. Rather than gradually growing the village defense system as the CIA had done, MACV rapidly expanded the program and began establishing CIDG camps along the Cambodian and Laotian borders. These served as bases for offensive operations, from which Special Forces and CIDG Camp Strike forces conducted border surveillance, ambushes and attacks against the Viet Cong and infiltrators from North Vietnam. As part of MACVs strategy of attrition, Special Forces and the CIDG provided vital intelligence for conventional units on enemy infiltration, movements and the order of battle. In late 1965 the CIDG became a two tiered force, with Mobile Strike Forces created in addition to the existing Camp Strike Forces. Located in each of the four corps areas and with another at Nha Trang, Mike Forces were organized to rapidly reinforce any CIDG camp under attack. Trained to a higher standard than the regular CIDG Strikers, Mike Force troops also conducted long-range patrols, raids and small-scale conventional combat operations. From 1967 Special Forces gradually began to hand over control of CIDG camps to their Vietnamese counterparts, the Lac Luong Dac Biet (LLDB). Both Camp and Mobile Strike Forces were also increasingly used in conjunction with regular US, ARVN and Free World forces and participated in both the urban fighting during the Tet Offensive and the 1970 Cambodian Incursion.

Players have the opportunity to try something different with these units. If they wish, they can class the local troops as Irregulars and use the rules governing that troop class to apply to all non-US Personnel in the unit. This will make for an interesting game, especially against VC, with insurgents fighting Irregulars led by regular troops.

In 1969, MACV deemed that the Vietnamese Army was able to take over the missions of border surveillance and interdiction. The 37 CIDG camps not already closed or converted to Regional Forces status were transferred to the ARVN Border Rangers in late 1970, as were the Camp Strike Forces. The Civilian Irregular Defense Group program officially ended on 31 December 1970.

Platoon HQ 1 x Leader with M16 1 x NCO with M16 1 x RTO with M16 1 x Medic with M16 4 x Rifle Squad 2 x NCO with M16 1 x Grenadier with M79 7 x Soldiers with M16
Weapons Squad 1 x NCO with M16 2 x Gunners with M60 2 x Assistant Gunner with M16
If you wish to field an earlier Mike Force, then deploy three rifle squads rather than four and replace the M16 with M1 Carbines and the M79 with a BAR. In the Weapon Squad, remove the M60s and replace with M191A6 LMGs plus four extra soldiers with M1 carbines and a grenadier with M79.

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Ambush VAlley 25

usmC rifle Platoon, 1969


Trained (D8), Morale (D10) The United States Marine Corp played a fundamental role in the Vietnam War, taking part in some of the conflicts most famous battles Da Nang, Hue City and Khe Sanh. The USMC served in Vietnam till they were withdrawn in 1971, only to briefly return in 1975 during the evacuation of Saigon. Platoon HQ 1 x Leader with M16 1 x NCO with M16 1 x RTO with M16 1 x Scout with M16 2 x Navy Corpsmen (Medics) with M16
3 x Rifle Squads 1 x NCO with M16 1 x Grenadier with M79 3 x Rifle Teams Rifle Teams 1 x Corporal w/M16 1 x Automatic Rifleman w/M14 Modified 2 x Riflemen w/M16
Prior to 68, the issued rifle was the M14. The modified M14 used by the teams Automatic Rifleman was capable of automatic fire and was equipped with a bipod. See M14 Modified Automatic Rifle. Each platoon could also be issued two additional M60 GPMGs that were deployed at the discretion of the platoon leader.

Dog Team Rotations IPSDs employed a rotation system to ensure that dogs and their handlers didnt suffer from excessive combat fatigue. All Scout Squads were listed on a rotation board. When a squad went out on a mission, it was moved to the bottom of the rotation and returned to its home base in the rear area until it rotated back to the top.
As a result of this team rotation, Dog Teams are never considered to be fatigued, even if the units theyre supporting are. Additionally, Dog Teams assigned as an available resource to a platoon in a campaign game are never treated as if they have fought in consecutive missions (unless the campaign narrative indicates that there was no time for a rotation to occur).

Infantry Platoon, scout (Dog) or IPsD


Trained (D8), Morale (D10) Scout Dog teams acted as point teams for infantry patrols and their dogs were trained to alert (provide a silent warning) if they detected ambushes, mines, booby traps, tunnel entrances or other hidden threats. These teams gained a well deserved reputation for saving the lives of the infantry patrols they warded - often through the heroic self-sacrifice of the dogs and handlers themselves.
Army and Marine Scout Dogs were trained at Ft. Benning under an interservice agreement (the dogs themselves were actually procured by the Air Force which had an ongoing security dog program and were then sold to the Army for use in the IPSDs). Both Army and Marine IPSDs followed the organization described below. IPSDs were deployed to Vietnam from 1966 on.

Organization
Platoon 1 x HQ Squad 4 X Scout Squads
HQ Squad 1 x Commander 1 x Platoon Sgt. 1 x Clerk 1 x Vet Tech Scout Squad 1 x Dog Handler w/Small Arms 1 x Dog 1 x Visual Tracker w/Small Arms 1 x RTO w/Small Arms 1 x Rifleman w/Small Arms

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This section of the book describes the Viet Cong-the guerrilla force that fought a tenacious and bloody war against US forces only to see their power reach its zenith during the Tet Offensive. The Viet Cong proved an elusive and cunning foe, making use of booby traps and ambushes to inflict casualties on US and ARVN forces. Their ability to blend back into the civilian population made tracking them down even harder and the difficulty in doing so often created more problems for the forces based in South Vietnam. All VC units are considered to be Irregulars, but they are not subject to the Irregular Morale result of Shrink under normal circumstances. In Ambush Valley there are two types of Viet Cong force that players can use. These are detailed below:

The VIeT CONg

WhAT, no shrinkAge?
We decided to remove the Shrink Morale effect from the Viet Cong as it didnt really fit with the image of the VC we wished to convey. The VC often fought long and hard against their opponents and tended to suddenly vanish rather than drift away from the fighting in dribbles and drabs. You can see this reflected in the Fight Another Day rule. By removing the Shrink effect, we think the rules more accurately reflect the character of the Viet Cong (and also made it more fun to play as the elusive enemy). As an option, players could apply the Shrink rules to Local Force units, but they may find that VC units fall apart very quickly!

Design noTe

The Local Force units would be best described as part-time guerrillas. They would often work on their farms and fields during the day and carry out small operations and ambushes at night. They were generally poorly armed and equipped but possessed excellent field-craft and made cunning use of traps and ambushes. To represent these troops Ambush Valley rates them as Irregulars with a Troop Quality D6 and Morale D8. Local Force units also receive D8 Booby Trap cards at the start of the game unless the scenario specifies otherwise. All Local Force units are classed as Poorly Supplied and lose 1 Firepower die.

VIeT CONg lOCAl FOrCe

Lack of Initiative Any VC unit that does not have either an attached leader or a clear line of sight to a leader must make a successful Troop Quality check in order to move. Units that fail may not move but may still fire. This is to represent the VCs characteristic lack of Initiative and the effect that loss of leaders had on Viet Cong forces. Even those seen as elite units, such as the Suicide Squads that attacked the US Embassy during Tet, suffered from this problem. Poor Communications Due to the virtual lack of communications and the need to pre-plan operations, Viet Cong forces may never hold the Initiative. Any force playing against a Viet Cong force will always be classed as the Aggressor. The Elusive Foe Viet Cong units that are stationary and in cover may not be spotted by enemy forces unless they are within a spotting units Optimum Range. VC units that are moving, in the open or firing within line of sight are spotted immediately.
Viet Cong units may always make use of out-of-contact movement unless stated otherwise in the scenario.

Main Force units were full-time guerrilla fighters who conducted full scale operations against South Vietnam. They were better equipped and often well trained when compared to Local Force units. They would often be trained by an NVA advisor and were capable of mounting sustained, large-scale ambushes on enemy forces. To represent these troops in Ambush Valley they are rated as Troop Quality D8 and Morale D8. Main Force units also receive D6 Booby Trap cards at the start of the game unless the scenario specifies differently.

VIeT CONg mAIN FOrCe

Special Rules
Ambush! Viet Cong forces may make use of the Ambush rules in the main section.

Victory through Blood Viet Cong forces do not follow the normal rules for casualties. The VC were adept at removing their wounded and dead

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Ambush VAlley 27

Design noTe
Tougher Vc?
We also tested a variant of this rule that allowed VC models to be ok on a roll of 5+. This works particularly well if you want to give the US player a really rough time of it and will certainly make for a very hard fight. While perhaps not suitable for use in every game, the improved survival roll is a nice way of portraying truly hardened fighters willing to fight to the last man Or to just give your mates playing the US a nasty surprise!

On a roll of 6, the VC player may choose any specified entry point or swap the unit for any group of civilians on the tabletop. No rolls for reinforcements are made until at least one round of fire has been exchanged with VC units (in other words, if no fire was exchanged in Turn 1 of a scenario, no reinforcements are rolled for at the beginning of Turn 2 no reinforcements will arrive until the turn after VC units are taken under fire during a scenario). This is intended to simulate the lack of Viet Cong communications and the fact that their men often headed towards the sounds of gunfire.

from the battlefield, often as they fell. Due to this unorthodox approach to CASEVAC, Viet Cong units dont roll for their casualties on the First Aid table. Instead, roll a single D6 for each casualty as it is taken. On a roll of 6 the models is OK and is placed back into the line. Any other result indicates that the model is removed. These modified casualty results represent both wounded fighters and those carrying dead and wounded away from the battle. Viet Cong forces never count as having dependents, however VC units who take casualties in a turn may only use Reaction Fire (unless they used Defensive Fire prior to receiving casualties).

Fight Another Day Viet Cong units that are subjected to a Pull Back Morale result must make an immediate Troop Quality check. If the unit fails the test, it disperses into the jungle to fight another day. Any troops that leave the battlefield in this manner are not counted for Victory Points by an enemy force.

Tunnels Viet Cong players may make use of tunnel systems as detailed in Tunnel Spots. Reinforce! A Viet Cong force may receive reinforcements as the game progresses. This is scenario specific, but will generally involve a roll against a set insurgency level designated by the scenario.
The VC player must roll lower than the Insurgency Level on a D6 to receive reinforcements. Roll on the scenarios Reinforcement Table to determine what kind of reinforcements arrive. If reinforcements do arrive, roll a D6 to determine which Tunnel Spot each reinforcement unit will arrive from, unless alternate arrival points are indicated by the scenario.

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Out of Contact Movement To reflect their local knowledge of the terrain, Viet Cong units may always make use of out of contact movement unless the scenario states otherwise.

exAmPle VIeT CONg DeTAChmeNTs


local Force Viet Cong Cadre
Troop Quality D6, Morale D8 Local Force VC troops were often farmers and workers by day and guerrilla fighters by night. Their training and quality varied greatly and they were often poorly equipped. They could, however, occasionally give a Free World Force a run for their money. 1 x Local Force Cadre Command 1 x Force Leader 1 x Runner 3 x Local Force Squad 1 x Leader with SMG 8 x Vietcong with various small arms (rifles, SMGs etc)

The North Vietnamese Army (NVA) provide gamers with a regular force with which to oppose Free World forces on the tabletop. As a regular force they have a number of special rules that help give them characteristics commonly associated with the NVA. NVA Forces are suggested to have a default setting of troop quality Trained (D8) and Morale D8. This will make them hard opponents for a regular Free World force, though this is tempered by their own rules.

The NOrTh VIeTNAmese Army

Special Rules
Ambush! NVA forces may make use of the Ambush rules. Lack of Initiative Any NVA unit that does not have either an attached leader or a clear line of sight to a leader must make a successful Troop Quality check in order to move. Units that fail may not move but may still fire. This is to represent the lack of Initiative and the effect that loss of leadership had on NVA forces. Battle Plan Due to having to operate by a fixed battle plan, NVA forces always lose one Initiative die per phase to represent poor communications and the adherence to a pre-battle plan, often regardless of the present circumstance. Determined to Win NVA Forces are hardened to the struggle against the enemy. To represent this, NVA units may ignore all Morale results other than Pinned. In other words, an NVA unit that is Pinned twice will suffer no further adverse effects and will not Fall Back. Forward for the Cause NVA Forces may push on regardless of casualties. NVA Players may elect to ignore wounded and leave them behind. The models are removed as per KIA figures and the unit does not count as having dependents. However, a Morale check must be taken each time the unit abandons casualties. If the unit fails, its Morale is broken and it is removed from play as it disperses back into the countryside.
This rule may be considered optional and may be used at the players discretion, assuming both players agree. If players elect not to use this, NVA forces follow the normal casualty rules as in the Force on Force rulebook, but roll on the WW2 First Aid Table rather than the standard casualty table.

main Force Viet Cong Cadre


Troop Quality D8, Morale D8 Viet Cong Main Force (Chu Luc) personnel were full-time insurgents prosecuting a war against ARVN and US Forces. They were formidable opponents, often well armed and capable of devastating attacks on an unwary enemy. 1 x Main Force Command 1 x Force Leader 1 x Runner 1 x Gunner with 50mm Mortar 1 x Loader with rifle 3 x Main Force Cadres Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc)
Support Cell 1 x Leader with Rifle 1 x Gunner with RPD (or equivalent LMG or B-40 or RPG-7) 1 x Loader with Rifle

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Ambush VAlley 29

NVA PlATOON lIsT


NVA Infantry Platoon
Trained (D8), Morale D8 NVA Regulars began to head south in 1965, fighting their first major encounter against the Americans at the Battle of la Drang in November of that year. They were a force limited by rudimentary technology but highly capable and dedicated to their cause. Platoon HQ Officer with AK-47 NCO with AK-47 Runner with SKS Carbine 3 x Rifle Squads 1 x NCO with AK-47 1 x Gunner with RPD 1 x Grenadier with RPG-2 6 x Soldier with AK-47
Support would be attached from the parent company and could consist of Type 53 MMGs, Type 31 60mm Mortars and Type 56 57mm Recoilless Rifles.

NVA sapper Assault Team


Trained (D8), Morale D10 Cell 1 Penetration Team 3 x Sappers with AK-47 and Bangalore Torpedo Cell 2 Assault Team 1 x Sapper with B40 Rocket Launcher 2 x Sappers with AK-47 and Shaped Charge Cell 3 Assault Team 1 x Sapper with B40 Rocket Launcher 2 x Sappers with AK-47 and Anti-Tank Grenades Cell 4 Fire Support (only in one of the two assault teams per Raiding Party) 2 x Sapper with B40 Rocket Launcher 1 x Sapper with AK-47
Two of these Assault Teams form a Raiding Party, supported by the following elements:

Security Element 1 x Sapper with B40 Rocket Launcher 2 x Sapper with AK-47 and Claymore Reserve/Exploitation Element 1 x Sapper with B40 Rocket Launcher 1 x Sapper with RPD or captured M60 7 x Sapper with AK-47 and Shaped Charge Fire Support Element 2 x Gunner with 82mm Mortar 2 x Loader with AK-47

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The ArVN
The Army of the Republic of Vietnam (ARVN) is another Regular, Free World force that players may wish to use in Ambush Valley. The quality of ARVN troops varied dramatically among units, ranging from very good to very poor. Many ARVN units were capable of extremely hard fighting against a capable enemy. The soldiers of the ARVN have received a bad press over the years, especially in wargame rules, and it is hoped that the more balanced appraisal presented here might inspire people to try playing the Vietnam War with something other than the usual US Forces. This list can be used to recreate forces from early in the war to the final hard-fought battles against the NVA. ARVN forces have a default rating of troop quality Trained (D8) and Morale D8. This can then be further modified dependent upon scenario or the unit a player wishes to recreate. Some other examples of ARVN forces are; ARVN Rangers Veteran (D10) and Morale D10 9th Infantry Division Poor (D6) and Morale D6* 22nd Infantry Division Trained (D8) and Morale D10** Players should feel free to try out different combinations as the quality of ARVN troops varied dramatically.
*The ARVN 9th Infantry Division is included here as the ARVN itself called it the worst division in the army with poor combat performance and very high desertion rates. **The 22nd Infantry Division is one of the average units in the ARVN but has been given a higher Morale as it was one of the last formations to surrender.

Special Rules
Follow the Leader ARVN units rated as Trained (D8) or below must have line of sight to a leader figure or a unit leader in order to move. If the unit does not have a leader the unit must pass a Troop Quality check in order to move. This does not affect their ability to fire.

ArVN PlATOON lIsT


ArVN Infantry Platoon 1963-66
Trained (D8) and Morale (D8) Platoon HQ 1 x Officer with M1 Carbine 1 x RTO with M1 Carbine
Maneuver Squad 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 6 x Soldiers with M1 Garand 2 x Fire Squad 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 1 x Soldier with BAR 5 x Soldiers with M1 Garand
Support for this platoon would come from its parent company and the company weapons team. It could include 60mm M19 Mortars, M1919A6 LMGs and M20A1B1 Rocket Launchers.

ArVN regional Force Platoon 1971


Trained (D8) and Morale (D8) Platoon HQ 1 x Officer with M16 1 x RTO with M16 3 x Soldiers with M16
3 x Rifle Squads 2 x NCO with M16 1 x Soldier with M79 Grenade Launcher 5 x Soldiers with M16
Support for this platoon would come from its parent company and the company weapons team. It could include 60mm M29 Mortars and M60 LMGs. Soldiers may or may not be equipped with flak vests.

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Ambush VAlley 31

Various units of the South Korean Army (ROK) served in Vietnam. They gained a reputation for hard fighting and brutality inspired by a deep-rooted hatred for the communist enemy. The ROK reputation was backed by cold hard statistics. In a war that centered around the body count, ROK units would regularly return kill ratios of 25:1 compared to the average US kill ratio of 9:1. After the NVA locked horns with the Korean White Horse Division during Operation Baek Ma 9, the NVA command advised units that contact with ROK Forces must be avoided at all costs. ROK units have a default rating of Trained (D8) and a Morale rating of D10. All ROK units will also utilise the following rules during play.

The rePublIC OF kOreA

Special Rules
Well Supplied In Ambush Valley, all ROK Army units are classified as Well Supplied as their default setting. Well-supplied units gain a die of Firepower.

gVN National Police Field Force Platoon 1968


Trained (D6) and Morale (D6) Patrol Platoon HQ with Ton Truck 1 x Leader with M79 1 x Assistant Leader with M1 Carbine 1 x RTO with .38 Revolver 1 x Driver with M1 Carbine 1 x Medic with .38 Revolver
3 x Patrol HQ Patrol Leader with M1 Carbine 3 x Patrol Squad 1 x Team Leader with M1 Carbine 1 x Constable with BAR 1 x Constable with M1 Garand 1 x Constable with M1 Carbine 6 x Patrol Squad 1 x Team Leader with M1 Carbine 1 x Constable with M1 Carbine 1 x Constable with M1 Garand 1 x Constable with Shotgun

Cache Hunters Any ROK unit rolling to find hidden caches may add +1 to the die roll to represent the excellent ability the ROK troops had in discovering enemy stores during the Vietnam War. Ambush the Ambushers Any ROK unit that moves into cover and is out of line of sight of enemy units may go hidden. They may then use the Ambush rule to engage enemy units. ROK units that are hidden in ambush may not be spotted unless an enemy unit is within Optimum Range. Hard Fighting All ROK units gain +1 die in close assaults to represent both their innate close combat skill and their sheer ferocity when fighting a communist foe.

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r.O.k PlATOON lIsT


rOk Infantry Platoon 1963-66
Trained (D8) and Morale (D10) Platoon HQ 1 x Officer with M1 Carbine 1 x RTO with M1 Carbine 1 x Soldier with M1 Garand and M7 Rifle Grenade Launcher 2 x Soldier with M1 Garand Weapons Squad 1 x NCO with M1 Carbine 2 x M1919A6 LMG Gunner 2 x Assistant Gunner with M1 Carbine 1 x Soldier with M20A1B1 Rocket Launcher 1 x Assistant with M1 Carbine 1 x Gunner with 60mm M19 Mortar 1 x Loader with M1 Carbine
3 x Rifle Squad 2 x NCO with M1 Carbine 2 x Soldier with BAR 5 x Soldiers with M1 Garand
Support for this platoon would come from its parent company and the company weapons team. It could include 57mm M18 Recoilless Rifles and M1919A4 MMGs.

Australian and New Zealand forces also engaged in successful, and often hard-fought battles against their communist enemies. The ANZAC force allows a variation from the US and provides an interesting army with some unique vehicles The powerful Centurion tank being one! Standard ANZAC troops have a default rating of Trained (D8) and a Morale rating of D10. Australian SAS have a default rating of Elite (D12) with a Morale rating of D12 to represent the depth of their training and high level of motivation.

The AusTrAlIAN AND NeW zeAlAND Army (ANzAC)

Special Rules
Well Supplied In Ambush Valley, all ANZAC Army units are classified as Well Supplied as their default setting. Well Supplied units gain a die of Firepower. Rules of Engagement ANZAC Players may not target civilian groups or direct off-board support within 12 of them unless a friendly unit within that distance is under enemy fire. Fast Response ANZAC Players may re-roll any failed Troop Quality check in relation to artillery requests. This reflects the far faster response time of ANZAC artillery compared to US artillery in the Vietnam theatre.

ANzAC PlATOON lIsT


ANzAC Platoon
Troop Quality D10/Morale D8 1 x Platoon HQ 3 x Rifle Sections
Platoon HQ 1 x Officer M16 1 x Platoon Sergeant SLR 1 x RTO with M16 1 x Batman with SLR Rifle Section 1 x NCO with M16 1 x NCO with SLR 2 x Scouts with M16 1 x Gunner with M60 1 x Assistant Gunner with SLR 1 x Grenadier with M79 3 x Riflemen with SLR

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Ambush VAlley 33

Vehicles
uNITeD sTATes
m48A2 Patton
Firepower: Defense: 90mm cannon (3D) Crew served MG (3D) Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10) 4

Survivability: 4 + / D10 Crew:

m67 zippo flame tank


Firepower: Defense:

Flamethrower (10d) Crew served MG (3D) Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10) 4 Intimidating weapon.

Survivability: 4 + / D10 Crew: Notes:

m551 sheridan
Firepower: Defense:

152mm cannon (5D) Shillelagh ATGM (4D) Crew served MG (3D) Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) 4 ATGM and gun may not fire in same turn. ATGM may not fire if vehicle moves.

Survivability: 4 + / D8 Crew: Notes:

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m42 Duster
Firepower: Defense:

2x 40mm AA cannons (5D) Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) 4

Survivability: 4 + / D8 Crew: Notes: Open-topped turret. Gun crew fired at as personnel get the in cover and hard cover defense die modifiers.

m163 Vulcan ADA system


Firepower: Defense:

20mm Gatling-type gun (4D) Front: Class 2 (2D8) Side/rear/deck (1D8) 4 Amphibious (w/preparation). May not move and fire at air assets. 4x 50-cal HMGs (6d) Front: Class 1 (2D6) Side/rear/deck (1D6) 3 Open topped vehicle and turret. Gunner fired at as personnel get the in cover and hard cover defense die modifiers. 2x MG (4D)

lVTP-5

Firepower: Defense:

MG (3D) Front: Class 2 (2D8) Side/rear/deck (1D8) 3 + 32 Amphibious. HMG (3D) Front: Class 2 (2D8) Side/rear/deck (1D8) 2+9 Amphibious (w/preparation). Flamethrower (10d) Front: Class 2 (2D8) Side/rear/deck (1D8) 2 Amphibious (w/preparation). Intimidating weapon (flamethrower). Due to the fuel cell, if the vehicle takes any successful hits, any rolls on the hit table are rolled at a +2.

Survivability: 4 + / D8 Crew: Notes:

Survivability: 4 + / D8 Crew: Notes:

m16 halftracks (quad 50s)


Firepower: Defense:

m113 APC
Firepower: Defense:

Survivability: 4 + / D8 Crew: Notes: Firepower: HMG (3D) Defense:

Survivability: 4 + / D6 Crew: Notes:

m132 zippo

m706 (V-100) Commando


Firepower: Defense: Front: Class 2 (2D8) Side/rear/deck (1D8) 3+2

Survivability: 4 + / D8 Crew: Notes:

Survivability: 4 + /D8 Crew:

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m113 ACAV
Firepower: Defense:

1 x HMG, 2 x GPMG (5D) Front: Class 2 (2D8) Side/rear/deck (1D8)

Survivability: 4 + / D8 Crew: Notes: 2+5 Amphibious (w/preparation). Due to gun shields, gunners fired at as personnel get the in cover and hard cover defense die modifiers.

m38A1, m151 gun-jeeps


Firepower: Defense:

50-cal HMGs (4D) or 106 recoilless rifle (5D) Front: Class 1 (1D6) Side/rear/deck (1D6) 3 or 4

m577 Command Vehicle


Firepower: Defense: 1 x HMG (3D) Front: Class 2 (2D8) Side/rear/deck (1D8) 2+5 Amphibious (w/preparation). HMG (3D) Front: Class 2 (2D8) Side/rear/deck (1D8) 2+2 Amphibious.

Survivability: 4 + / D8 Crew: Notes:

Survivability: 4 + / D6 Crew:

m106 107mm mortar carrier


Defense: Front: Class 2 (2D8) Side/rear/deck (1D8) 6

m114

Firepower: 107mm (4.2) mortar (indirect fire only) MG (3D)

Firepower: Defense:

Survivability: 4 + / D8 Crew: Notes:

Survivability: 4 + / D8 Crew: Notes: Amphibious (with preparation), mortar may be dismounted.

m50 Ontos
Firepower:

6x 106mm recoilless rifles (each 5D) Defense: Front: Class 1 armor (2D6) Side/rear/deck (1D6)

Survivability: 4 + /D6 Notes: Open topped. It may fire twice per turn, but must not fire for one full turn after 6 shots (due to need to reload).

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2-1/2-ton, 5-ton gun trucks


Firepower: Defense: Front: Class 1 (2D6) Side/rear/deck (1D6) 4

2x 50-cal HMGs (4D), or 4x 50-cal HMGs (6d)

m107 sP 175mm howitzer


Firepower: Defense:

Survivability: 4 + / D6 Crew: Notes: Open topped vehicle and turret. Gun crew fired at as personnel get the in cover and hard cover defense die modifiers.

175mm howitzer (6d) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 4 Notes: Open crew platform. 105mm howitzer (4D) MG (3D) Defense: Front: Class 3 (3D10) Side/rear (2D10) Deck (1D10) Survivability: 4 + / D10 Crew: 5 155mm howitzer (5D) MG (3D) Defense: Front: Class 3 (3D10) Side/rear (2D10) Deck (1D10) Survivability: 4 + / D10 Crew: 6 203mm howitzer (7d) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 4 Notes: Open crew platform. Firepower: Defense: Firepower: Firepower:

m108 sP 105mm howitzer

m125 81mm mortar carrier


Defense: Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: Notes: 6

Firepower: 81mm mortar (indirect fire only) MG (3D)

m109 sP 155mm howitzer

Amphibious (with preparation), mortar may be dismounted. 105mm howitzer (4D) MG (3D) Front: Class 2 (2D8) Side/rear/deck (1D8) 4 Amphibious.

lVTP-5 105mm howitzer


Firepower: Defense:

m110 sP 203mm (8") howitzer

Survivability: 4 + / D8 Crew: Notes:

m729 Combat engineer Vehicle (CeV)


Defense: Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10)

Firepower: 165mm cannon (6d against buildings, works and personnel/4D against armored vehicles) Crew served MG (3D)

Survivability: 4 + / D10 Crew: 4 Notes: Dozer blade, boom with winch.

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Ambush VAlley 37

helICOPTers
uh1b slick
Defense: Survivability: Firepower: Crew: Notes: 3D8 D6 2 x M6O GPMGs (1 per side): 2D 2 + 7 (Or 3 casualty litters and 2 seated casualties) Door Guns can only engage targets on their side of the aircraft.

Characteristics: Agile, Slow

uh1e slick (usmC)


Defense: 3D8 D6 2 x M6O GPMGs (1 per side): 2D 2 + 8 (Or 4 casualty litters) Door Guns can only engage targets on their side of the aircraft. Survivability: Firepower: Crew: Notes:

Ch21 shawnee
Defense: Survivability: Firepower: Crew: Notes:

3D8 D6 2 x Dual M2 HMGs (Hvy. Support): 4D

2 + 22 (Or 12 casualty litters) Door Guns can only engage targets on their side of the aircraft.

Characteristics: Agile, Slow

Characteristics: Agile, Slow

uh1F slick (usAF)


Defense: 3D8 D6 2 x M6O GPMGs (1 per side): 2D 2 + 10 (Or 6 casualty litters) Door Guns can only engage targets on their side of the aircraft. Survivability: Firepower: Crew: Notes:

Characteristics: Agile, Slow

uh1b Dust Off


Defense: Survivability: Firepower: Crew:

3D8 D6 None. 2 + 4 casualty litters and 2 seated casualties

Characteristics: Agile, Slow

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uh1b m6e3 gunship


Defense: Survivability: Firepower:

3D8 D6 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D 4 x M60 GPMGs: Med. Support 8D (combined) 2 x 2.75mm 8 Rocket Pods: Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow

uh1b hog gunship


Defense: Survivability: Firepower:

3D8 D8 2 x M60 GPMG Door Guns (1 per side): Med Support 2D 2 x 2.75mm 24 Rocket Pods: Hvy. Support Single Pod Salvo 5D Double Pod Salvo 10D Crew: 2 Characteristics: Agile, Slow

uh1b Frog gunship


Defense: Survivability: Firepower:

3D8 D8 2 x M60 GPMG Door Guns (1 per side): 4 x M60 GPMGs: 1 x 40mm Chin Mounted AGL: 2 x 2.75mm 8 Rocket Pods:

Med. Support Med. Support Med. Support Hvy. Support

2D 8D (combined) 3D Single Pod Salvo: 4D Double Pod Salvo: 8D

Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow

uh1b heavy hog gunship


Defense: Survivability: Firepower:

3D8 D6 2 x 2.75mm 24 Rocket Pods:

1 x 40mm Chin Mounted AGL: Crew: 2 Characteristics: Agile, Slow

Hvy. Support Single Pod Salvo: 5D Double Pod Salvo 10D Med. Support 3D

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Ambush VAlley 39

Ah1g Cobra gunship


Defense: Survivability: Firepower:

3D8 D10 Turret: 1 x 7.62 Minigun: Hvy. Support - 4D 1 x AGL: Hvy. Support 4D 2 x 2.75mm 7 Rocket Pods (1 per wing): Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D 2 x 2.75mm 19 Rocket Pods (1 per wing): Hvy. Support Single Pod Salvo: 6D Double Pod Salvo: 12D Characteristics: Agile, Slow, Robust Crew: 2

uh1b m21 gunship


Defense: Survivability: Firepower:

3D8 D6 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D 2 x M134 7.62 Miniguns: Med. Support 8D (combined) 2 x 2.75mm 8 Rocket Pods: Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow 3D8 D6 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D 2 x M134 7.62 Miniguns: Med. Support 8D (combined) 2 x 2.75mm 8 Rocket Pods: Hvy. Support Single Pod Salvo: 4D Double Pod Salvo: 8D Crew: 2 Notes: Door Guns can only engage targets on their side of the aircraft. Xenon Spotlight. Characteristics: Agile, Slow

uh1m Firefly gunship


Defense: Survivability: Firepower:

Ch47 Chinook
Defense: Survivability: Firepower: Crew: Notes:

3D8 D6 2 x M6O GPMGs (1 per side): 2D 3 + 33 (Or 24 casualty litters) Door Guns can only engage targets on their side of the aircraft.

Characteristics: Agile, Slow

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FIxeD WINg AIrCrAFT


A1 skyraider
Defense: Survivability: Firepower: 3D8 D10 4 x (2 each wing) 20mm Cannon (Med. Support): 8D 12 x (6 per pod each wing) 5 inch Zuni Rockets (Hvy. Support): 3D for a Single Rocket, 6D for a pair, or 12D for a full salvo 4 x 500 lbs. bombs (Hvy. Support): 12D, 8 inch blast radius, or 4 x Napalm canisters (dropped 2 at a time for effect described in Napalm rule) Crew: 1 Characteristics: Agile, Fast, Robust

A37 TWeeT
Defense: Survivability: Firepower:

3D8 D10 1 x GAU 11A 7.62 Internal Minigun (Med. Support): 6D 2 x 500lb Bombs (1 per wing, Hvy. Support): 12D w/8 inch radius 2 x Napalm (dropped together for effect described in Napalm rule) Crew: 1-2 Notes: Armored Cockpit Characteristics: Fast, Agile, Extremely Robust 3D6 D6 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo 2 FAC AC armed with Marker rounds fired in pairs to mark targets for Ground attack craft. The marker rounds were not intended to cause enemy casualties in themselves. Also used by FOOs to target indirect fires by Guns, Howitzers, and Mortars. Characteristics: Slow, Agile

l-19 FAC

Defense: Survivability: Firepower: Crew: Notes:

O2A FAC

Defense: Survivability: Firepower: Crew: Notes:

3D6 D6 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo 2 FAC AC armed with Marker rounds fired in pairs to mark targets for Ground attack craft. Marker rounds were not intended to cause enemy casualties in themselves. Also used by FOOs to target indirect fire by Guns, Howitzers, and Mortars. Characteristics: Slow, Agile

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Ambush VAlley 41

OV 1 mohawk - ground Attack Configuration


Defense: Survivability: Firepower:

3D8 D8 4 x 7 rocket pods (2 ea wing) 2.75 FFAR Marker or HE (Med. Support): 4D fired in pairs, 8D fired in two pairs, or 12D for a full salvo 1 x 20mm Cannon Pod: (Med. Support) 4D Counterweight ECM Pod: -1 to enemy AA radar Crew: 2 Notes: Operated by Army and Air Force in surveillance configuration equipped with (then) state of the art FLIR, SLAR and other sensors to direct ground or CAS onto enemy in low visibility conditions. Could also seed area with audio and seismic sensors to detect enemy hidden in heavy canopy jungle. Also functioned as normal FAC when dedicated FAC is unavailable. Player is required to declare rocket type (marker or HE) at game start. Characteristics: Slow, Very Agile 3D8 D8 4 x (2 per wing)7 Rocket FFAR or Marker (Med. Support): 4D fired in pairs, 8D fired in two pairs, 12D fired in a full salvo or 4 x (2 per wing) 5 inch Zuni Rockets (Hvy. Support): 12D per salvo of 4 rockets (a single round of fire from the rocket pod) or 4 x 250 Lbs. bombs (may drop 2 per run Hvy. Support): 8D with 4 inch blast radius Crew: 2 Notes: May carry 2.75 rockets, 5 inch rockets, or 250lb bombs. Player must decide payload at beginning of game. Characteristics: Slow, Very Agile

OV 10 bronco (black Pony) - ground light strike Configuration


Defense: Survivability: Firepower:

OV 10 Air Force ground light strike Configuration


Defense: Survivability Firepower:

3D8 D8 4 x (2 per wing in internal sponsons) M60c MGs (Light Support): 4D 2 x (1per wing) 7 round 2.75 Rocket Pods (Med. Support): 4D fired in pairs, 8D in a salvo Crew: 2 Notes: This version was used as an escort for unarmed recon OV10s on surveillance or bomb damage assessment missions. It could also carry 2 AA missiles. Characteristics: Slow, Agile 3D8 D8 3 x 7.62 Miniguns (Heavy Support): 12D 48 x MK 24 Illumination Flares Crew: 8 Notes: The Spooky Gunship can only make Orbital Attacks (using a pylon turn around the target). It cannot make strafing runs as all its weapons are side mounted. Spooky gunships were commonly used for interdiction missions along the Ho Chi Minh Trail and were fitted with the worlds most advanced (for the time) nightfighting sensors and vision aids. Spookys M24 flares were capable of lighting up an entire battlefield. See the rules for illumination rounds and flares. Characteristics: Slow, Robust

AC47 spooky gunship


Defense: Survivability: Firepower:

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rePublIC OF VIeTNAm (sOuTh VIeTNAm)


m41 Walker bulldog
Firepower: Defense: 76mm cannon (3D) MGs (3D) Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) 4

Survivability: 4 + / D8 Crew:

m8 greyhound
Firepower: Defense:

37mm cannon (2D) MGs (3D) Front: Class 1 (2D6) Side/rear/deck (1D6) 4 Open-topped turret.

Survivability: 4 + / D6 Crew: Notes:

m24 Chaffee
Firepower: Defense:

75mm cannon (3D) MGs (3D) Front: Class 2 (2D8) Side/rear/deck (1D8) 5

Survivability: 4 + / D8 Crew:

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Ambush VAlley 43

AusTrAlIA
Centurion
Firepower: Defense: 105mm cannon (4D) Crew served MG (3D) Front: Class 4 (4D10) Side/rear (3D10) Deck (2D10) 4

Survivability: 4 + / D10 Crew:

m113 FsV
Firepower: Defense:

76mm gun (3D) MMG (2D) Front: Class 2 (2D8) Side/rear/deck (1D8) 4 Amphibious (w/preparation). Co-axial HMG-GPMG (4D) Front: Class 2 (2D8) Side/rear/deck (1D8) 2+9 Amphibious (w/preparation).

Survivability: 4 + / D8 Crew: Notes: Firepower: Defense:

m113A1 T50

Survivability: 4 + / D8 Crew: Notes:

helICOPTers
uh1D/h
Defense: 3D8 Survivability: D6 Firepower: 2 x M6O GPMGs (1 per side): 2D Crew: 4 + 10 (Or 6 casualty litters) Notes: Door Guns can only engage targets on their side of the aircraft. Characteristics: Agile, Slow

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DemOCrATIC rePublIC OF VIeTNAm (NOrTh VIeTNAm)


PT-76
76mm cannon (3D) MG (3D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 3 Notes: Amphibious. Firepower:

T-54

100mm cannon (3D) Coax MG (2D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 4 85mm cannon (3D) MG (3D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 4 MG (2D) Front: Class 1 (2D6) Side/rear/deck (1D6) Survivability: 4 + / D6 Crew: 5 Notes: Amphibious. MG (2D) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 2 + 17 Notes: Open-topped. Firepower: Defense: Firepower: Defense: Firepower:

Firepower:

bTr-50P
Firepower: Defense:

T-34/85

MG (2D) Front: Class 2 (2D8) Side/rear/deck (1D8) Survivability: 4 + / D8 Crew: 2 + 20 Notes: Amphibious. Opentopped. 2 x 57mm cannon (5D) Front: Class 2 (3D10) Side/rear (2D10) Deck (1D10) Survivability: 4 + / D10 Crew: 4 Notes: Open-topped turret. Firepower: Defense:

zsu-23/4
Firepower: Defense:

4 x 23mm cannon (6d) Front: Class 2 (2D6) Side/rear/deck (1D6) Survivability: 4 + / D6 Crew: 2 Notes: Open-topped turret.

zsu-57/2

brDm-1

T-55A

bTr-152

100mm cannon (3D) HMG, Coax MG (3D) Defense: Front: Class 3 (3D8) Side/rear (2D8) Deck (1D8) Survivability: 4 + / D8 Crew: 4

Firepower:

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Snoopin & poopin: Campaigning in ambuSh Valley


If youre like the designers here at Ambush Alley Games, the more games you play with the same set of figures the more you begin to identify with them. You probably find yourself hoping that the M60 gunner who stood his ground and saved the day by single-handedly driving off two VC cells survives the next game you use him in. Sure, youre going to use the figure again no matter what, but you really dont want to see him get tipped over as a casualty. And if he does get taken out of action, you find yourself wondering what happens to him. Does he get shipped home? Is it just a flesh wound and hes back in the bush the following week? Who knows? Its for people like you (and us) that we wrote the campaign rules for Ambush Valley. Now you can play interlocking (or even unrelated) scenarios and follow a unit of your devising through their tour of duty, learning the fate of each of the lead heroes who struggle so valiantly on your gaming table.

geT TO kNOW yOur AO


The Area of Operations in which your Ambush Valley campaign takes place will determine the nature of the campaign itself, influencing everything from the types of scenarios played to the variety of forces available to both players. So, before embarking on a campaign, you must make a few decisions:

WhAT TyPe OF CAmPAIgN Are We PlAyINg?

There are two types of Ambush Valley campaign: Campaign Packs and Free-Form Campaigns. Campaign Packs feature pre-designed scenarios that, played together, follow a set narrative plotline. Campaign Packs may either be published packs or they may be prepared by one or both players in advance of the campaign. Campaign Packs are generally three to twelve scenarios in length. Free-Form Campaigns are simply a selection of random scenarios strung together to represent part of some units tour of duty. A Free-Form Campaign is composed of randomly generated scenarios, scenarios designed by the players, or appropriate pre-published scenarios selected by one or both of the players. If players wish to determine a winner in a Free-Form Campaign, they should agree on a turn length ranging from three to twelve turns, with each turn representing a game of Ambush Valley. If desired, however, a Free-Form Campaign can continue indefinitely without ever determining a winner. Sometimes campaigning is a journey, not a destination.

WhATs The CAmPAIgN seTTINg?

Players should establish in advance what the nature of the campaign setting will be. Will they be using a pre-published Campaign Pack or will they be playing a Free-Form Campaign set in the delta? Or in Montagnard country? Is the campaign set early in the Vietnam conflict or later?

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Players should also agree in advance about what forces are available in the setting, including what types of vehicles, artillery, aircraft, and so forth are available. Players should also determine at this time the starting Supply Quality and Confidence Levels of their forces.

DeFININg yOur FOrCe


yOur PlATOON
As mentioned above, we suggest that campaigns follow the exploits of a single platoon. The size and composition of that platoon will vary according to the nature of the force it belongs to and the theatre it is deployed in. VC forces are not defined at all, but their starting assets are, as explained later.

WhATs The CAmPAIgN DurATION?


This is obvious for a Campaign Pack the campaign is as long as the pack says it is. If playing a Free-Form Campaign, the players will have to agree on a campaign length. Normally, campaigns may be three to twelve turns in length. Longer campaigns are perfectly acceptable as long as both players agree to a length. A Free-Form Campaign may also be declared to be open ended, meaning that it ends when both players agree it ends if ever.

starting ratings
We suggest your platoon begin with the following ratings: Troop Quality & Morale: We suggest that platoons begin their first campaign with a Troop Quality of Trained and a Morale of D10. You may decide to raise or lower these values, however, as long as both players agree with the alteration. Confidence Level: We suggest your platoon begin with a Confidence level of Confident. Supply Quality: We suggest that your platoon begin with an Average Supply Quality unless the force it belongs to generally has a higher or lower rating. In such a case, apply the forces normal Supply Quality. Leadership: We suggest that your Platoon Leader and Platoon Sergeant (or equivalent) should begin the campaign with a +1 Positive Leadership value. If you want to make things a little more interesting, roll a D6 for each leader in your platoon down to the Squad Leader level. On a roll of 6, consult the Leadership Rating Table to determine leaders leadership rating.

WhAT FOrCe Am I PlAyINg?


Campaign Packs will dictate the forces available and each player must choose which force hes playing. In a Free-Form Campaign, the players can play whatever combative forces are available in the setting theyve selected.

WhAT leVel OF FOrCe Am I PlAyINg?


We suggest that campaigns follow the progress of a platoon, with each player taking the role of a platoon leader. In Ambush Valley campaigns focusing on combat against the VC, only the regular (US, ARVN, ROK, etc.) player will be in charge of a specified unit again, we suggest a platoon. The VC player will be in charge of the entire insurgent force in the area. See Developing the Insurgency.

Is ThIs A CO-OP CAmPAIgN?


Most campaigns are head-to-head affairs with two players contending against one another, but campaigns in which both players are on the same side are also possible. If youre playing a co-op campaign, we suggest that each player be given their own unit(s) to control and that, wherever possible, all players have units represented in each scenario. When this isnt possible, we suggest that the odd man out assist with running the opposition force!

leadership rating Table


d6 1 2-3 4-5 6 Leadership Rating -2 -1 +1 +2

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Ambush VAlley 47

The CAmPAIgN TurN seQueNCe


Pre-Action Sequence 1. Receive Mission and Objectives 2. Determine Plan and Issue Orders 3. Reconnoiter 4. Initiate Plan 5. Execute Operation Execute Operation Play the game! After Action Sequence 1. Operation Assessment 2. Casualty Status and Recovery 3. Campaign Victory Points 4. Combat Development 5. Replacements

Platoon Attached Assets


Determine what assets your platoon has, based on its type. These should be assets that are more or less homogenous to the platoon or are directly attached to it available assets from higher up are discussed in Available Assets. Does it have M113s for transport? Helos? Or is it a straight leg platoon? Does it have an FAC assigned? An FO? A Scout Dog team? Decide all this before the campaign begins and note it on your Platoon Record Sheet.

Pre-ACTION seQueNCe
step 1: receive mission and Objectives
Each Campaign Turn consists of a scenario. The scenario may be part of a campaign pack or it may be randomly determined. If playing through a campaign pack, the scenarios will be played in the order presented in the pack. Some campaign packs may indicate that random missions may occur between scenarios use the Random Scenario Generator to determine the nature of those missions.

Available Assets
Players should decide in advance what assets their platoons are likely to have available to them from higher up, such as company or battalion assets. This doesnt limit the assets that a platoon might randomly receive during a mission due to a Fog of War card draw, but it does limit what assets the unit can specifically request from higher up during a scenario. See Calling Big Brother. Platoons will rarely have higher level assets assigned to them other than on-call mortars, CASEVAC, loaner transport, etc. They may occasionally be teamed with tanks or LAVs. Thought should also be given to what units a platoon might reach out to for help are there Special Forces operating in the area? Friendly Irregulars? These available assets will come in handy during scenarios, when their assistance can be called for to help secure key victory conditions albeit by sacrificing some victory points to do so!

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mission generator
Roll 1D6.
Your force must deploy within 3" of the table centre line. You are withdrawing under pressure or have been ordered to withdraw in the face of enemy forces while slowing them without taking unacceptable casualties. Your objective is achieved by exiting at least half your force off your base edge by the end of turn four. You have been ordered to take up blocking positions in support of a battalion assault on a hostile village. Your task is to secure the battalion flank and sweep up any leakers from the village. You will hold your position until ordered to RTB. You must deploy within 6(8)" of your table edge. You have secured your objective when you start the turn within a 3" of an objective marker on the other half of the table with no enemy within 5". You must hold it until the end of the game. Another Company has stumbled on to a small bunker complex. You are to roll it up from the right flank and continue the assault to the enemys rear in order to block his escape and prevent reinforcement. You may deploy your force within a 6" of your base edge. Your objective is to exit at least half your force over the enemys base edge by the end of the game.

1 Breaking Contact

2 Blocking Positions

You have been ordered to assault a location that reliable sources have identified as a VC command center. Neutralize it and bring back the most senior officer and any intel you can lay hands on! You must contact (move within 3" of) one of the objectives on your opponents half of the board and then return at least one unit off your table edge by the end of the game. Ground and air patrols have been encountering sporadic fire from the vicinity of a certain village. You are to conduct a sweep and clear operation in the area. Deploy 5" from your table edge and advance past the centerline by the end of Turn 4. Do not allow any enemy units to exit the board. You have Charlie on the run, but the boys at Battalion are afraid youre walking into a prepared counter-attack. Fall back to defensive positions and prepare to hold on to the ground youve taken! Your force must start within 3" of the table centre line. Success is achieved by holding both objectives in your half of the board at games end.

4 Snatch and Grab

5 Sweep and Clear

6 Consolidate! Hold What You Have!

3 Over Run

Do NOT reveal your mission to the other player. Make a note of it on a slip of paper and keep it in your pocket to reveal at the games end.

If playing a Free Form Campaign, the scenario for each Campaign Turn will be determined using the Mission Generator. Ambush Valley scenarios involving regular forces on both sides (US vs. NVA, for instance) require both players to roll for a mission and each side must complete its own mission objectives to earn victory points. Scenarios involving Regular vs. Irregular forces (US vs. VC, for instance) only require the regular player to determine a Mission. The VC have victory conditions that apply to all scenarios and may earn bonus points for objectives that the regulars fail to meet.

step 2: Determine Plan and Issue Orders


Based on the missions they are assigned (or the dictates of the scenario being played from a campaign pack) players select which of their units to commit to action. At minimum, each player should deploy two squads (roughly four to six fireteams each). Additional assets may also be assigned from the forces Available Assets with the appropriate expenditure of Operational Momentum Points.

Operational Momentum Points


Each force is assigned 2D6 Operational Momentum Points at this time (some scenarios may indicate that this roll should be modified in some way to represent the relative importance of an operation). These points represent the operational

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Ambush VAlley 49

momentum that each force has accumulated prior to the actual operation. VC and other Irregular troops do not receive Operational Momentum Points. Operational Momentum Points may be kept and converted to Victory Points at the end of the game, or they may be spent now (and during the course of the game) to purchase additional assets from the forces pre-determined pool of Available Assets. Examples for the costs of Available Assets are given in the Available Asset Cost table. Players should use these costs as a guideline to price out their own assets. The cost of all assets should be determined prior to the beginning of the campaign. Note that the price of available assets may differ from scenario to scenario in our published campaign packs. This is to represent the variable value of such assets based on

the mission at hand. It is suggested that players take the same approach when pricing out their own available assets, although this will require quite a bit of trust and cooperation between the players involved.

step 3: reconnoiter
Setting Up Terrain

Scenery, objectives, and Hot Spots are set up during this phase and the table edge for each player is determined. The area of terrain the board represents will be dependent on what theatre of operations in which the campaign is set. If youre playing a published scenario from a Campaign Pack, this bit is easy; just set everything up the way the scenario dictates! The suggested amount of terrain features on the table top is around 9-11items and should include plenty of LOS blocking features and hard cover, all spread out fairly evenly over the table. Care should be taken to ensure that it is always possible to make a run move to the next piece of forward cover and normally possible to make a Cautious move to the nearest piece of cover.

Available Asset Costs


Asset Sniper Team On Call Light Mortars Fireteam from Own Platoon Squad from Own Platoon Soft-Skin Transport Transport IFV/APC SpecOps Fireteam SpecOps Squad Transport Helo Tank Helicopter Gunship Artillery Fast Burner Air Support Gunship Air Support
Operational Momentum Points Expended

Setting Up Objectives

2 2 2 5 3 6 3 6 6 8 8 8 8 10

One piece of scenery in each quadrant of the table is designated as an Objective. Players take turns designating what piece of terrain is an Objective, dicing off with the highest Troop Quality die associated with a unit in the force they are deploying during this game. High die goes first.

Setting Up Hot Spots

If the game involves insurgents or Irregular forces, place all Hot Spots now, following the normal rules for their placement.

Determine Players Board Edges

Dice off again using the highest Troop Quality die associated with a unit in the force they are deploying during this game. High die picks his board edge. The opposite board edge is assigned to the other player.

step 4: Initiate Plan

The normal forces used to play are two squads (or sections) and maybe a Lt and a medic (we play on a D6 roll of a 4+ the player is allowed to choose one, on a 6 they get both). This will give 4 units for most nations. It is up to the players to choose if they each draw a Fog of War card before play begins. We usually do, but be warned it can occasionally have a disproportionate effect on the game. Fog of War cards are obtained as normal during the game.

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Set up your units according to the mission youre playing (or according to the dictates of the scenario, if its from a Campaign Pack). Dice off as described earlier to determine who sets their units up first.

AFTer ACTION seQueNCe

This half of the Campaign Turn determines what affect the game just finished has on the forces involved.

exeCuTe OPerATION
Fog of War

step 1: Operation Assessment


Victory Points

In other words: play the game!

In this phase, each forces Victory Points will be totalled and the Victor and Margin of Victory will be determined. Add up Victory Points at the games end to determine the winner. In a scenario from a published Campaign Pack, use the Victory Points provided by the scenario plus any remaining Operational Momentum points to determine a forces total Victory Points. In a Free-Form Campaign (or if a random mission is being used in a Campaign Pack campaign), use the Victory Points below to determine each sides Victory Point total:

In a published scenario, draw a Fog of War card or not, as directed by the scenario (if this is a Force on Force game Insurgents never draw Fog of War cards). If this is a random mission, each player may choose whether or not to draw a Fog of War card in the first turn. Fog of War cards are generated as described by the core rules during the course of play.

spending Operational momentum Points

At the beginning of any turn and prior to determining Initiative, either (or both) players may spend Operational Momentum Points to purchase additional assets from their Available Assets pool. These assets will appear at the purchasing players table edge and may be activated as normal once play for the turn begins. Note that a force and its transport must be purchased separately, even if transport is Normally Supplied for the unit being purchased. The cost to bring on additional assets is subtracted from the forces Operational Momentum Points. Since any of these points left unspent at the end of the game are added to the forces Victory Points, a force is basically gambling that an additional asset will gain them more Victory Points than they cost.

Victory Points for Free World Forces


For Each Objective Achieved: 15 VP For Each WIA: -1 VP (-2 if Casualty is an Officer) For Each KIA: -2 (-3 if Casualty is an Officer) For Each POW: -3 (-4 if Casualty is an Officer) For Every Enemy AFV Disabled: 3 VP For Every Enemy AFV Destroyed: 5 VP For Each Civilian Mob Peacefully Dispersed: 5 VP Plus Any Remaining Operational Momentum Points

Victory Points for VC

Initiative

Insurgents receive the following Victory Points in a Free-Form Campaign, regardless of the Mission the Regular player drew: For Each Insurgent Leader Killed: -1 VP For Each Regular Vehicle Disabled: 5 VP For Each Regular Vehicle Destroyed: 7 VP For Each Civilian Casualty: 5 VP For Each Civilian Mob Converted to Insurgents or Influenced: 3 VP For Each Objective the Regular Player Fails to Achieve: 15 VP

If this is an engagement between regular forces (US vs. NVA, for instance), Initiative is determined normally unless dictated by the scenario.

end of game

Games last for 5 - 8 turns. At the end of Turn 5, the player with Initiative rolls a D6: On a 4+ the game continues as normal, a roll of less than 4 indicates the game is over. At the end of Turn 6, make the same check on a D8, and then on a D10 at the end of Turn 7. Play automatically ends at the end of Turn 8 and the After Action sequence begins.

Determining the Victor

To determine the winner of the game, compare the difference between the two Victory Point totals.

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If the totals are equal, the engagement is considered an inconclusive Draw. If one side has: More Victory Points than its opponent, but less than twice as many: Marginal Victory. Twice as many Victory Points as its opponent: Victory. Thrice as many Victory Points as its opponent: Decisive Victory.

step 2: Casualty status and recovery


Once an operation is complete, the fate of Free World casualties (US, NVA, ROK, ANZAC, ARVN, etc.) must be determined. This step does not apply to VC forces. There are seven categories of casualties (as defined by the US Department of Defense): Deceased: The soldier subsequently dies of wounds received in action. Add one die to your Replacement Pool. Duty Status - Whereabouts Unknown: Roll again on the Straggler table after the next scenario. Missing: Roll 2 Troop Quality dice on the Straggler table below. Very Serious Injury: The soldier sustained injuries that permanently remove him from the campaign. Add one die to your Replacement Pool. Serious Injury: The soldier requires additional medical treatment before returning to duty. Add one die to your Replacement Pool. Incapacitating Injury: The soldier is recuperating. Add one die to your Returned to Duty Pool. Not Seriously Injured: The soldier rejoins his unit immediately. While KIAs from the battlefield are easy to recognize, other casualties may appear to be more or less seriously injured

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than they actually are until treated by actual physicians in a medical facility. To determine what category a figure that has suffered a Serious Wound during play falls into, find the category below that best describes the casualtys treatment during the game or condition at the end of the game and roll on the table associated with it:

evacuated Casualties
Die Roll Total 2 3 4-5 6-7 8+ Casualty Status Deceased Add 1D to Replacement Pool Very Serious Injury Add 1D to Replacement Pool Serious Injury Add 1D to your Replacement Pool Incapacitating Injury Add 1D to your Return to Duty Pool Not Seriously Injured Rejoin unit immediately

Evacuated Casualties
If the casualty was evacuated off the table before the end of the scenario, roll 2 Troop Quality dice (added together) on the following table. Note that evacuated includes CASEVAC as well as simply moving off the table with a friendly unit.

Accompanied Casualties
If a casualty is still on the table at the end of the scenario and is accompanied by friendly combatants, roll 2 Troop Quality dice (added together) on the following table. Note accompanied includes having any friendly combat troops within 2.

Accompanied Casualties
Die Roll Total 2 3-4 5-6 7-9 10+ Casualty Status Deceased Add 1D to Replacement Pool Very Serious Injury Add 1D to Replacement Pool Serious Injury Add 1D to your Replacement Pool Incapacitating Injury Add 1D to your Return to Duty Pool Not Seriously Injured Rejoin unit immediately

Stragglers
If a casualty is still on the table at the end of the scenario and is unaccompanied by friendly combatants roll 2 Troop Quality dice on the following table.

Captured
Casualties who are captured become POWs. Each POW a Force loses subtracts 5 points from its Campaign Victory Points for the Campaign Turn. If players desire, they may create a scenario revolving around a mission to rescue their POWs, but in general, once a casualty becomes a POW, it is lost to its force forever.

step 3: Campaign Victory Points


Once the Victory Points for both sides have been determined and any points subtracted for POWs, record the scores for each force as their Campaign Victory Points for the Campaign Turn.
Die Roll Total 2-3 4-6 7-9 10+

stragglers
Casualty Status Duty Status Whereabouts Unknown* Captured Recovered. Roll on the Accompanied table above. Recovered. Roll on the Evacuated table above.

step 4: Combat Team Development


As teams of men face combat together, they become increasingly close knit and develop a group dynamic that, hopefully, increases their chances of surviving and prevailing in their next engagement. The following rules reflect this evolution of successful combat teams. By contrast, teams that fare poorly in combat are unlikely to form into well-honed fighting units.

*Roll for casualtys status on this table again after the next scenario.

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Eligibility for Team Development

Combat is the furnace that forges units into what they will become, for good or for ill, so only units who find themselves in the thick of it will have the opportunity to roll on the Campaign Development chart. A team is considered to be eligible for advancement if it meets each of the following requirements during the scenario: 1. The team successfully engaged at least one hostile unit and inflicted at least one casualty to a hostile unit during the game. 2. The team was engaged by at least one hostile unit and no member was killed or captured during the scenario. Later fatalities that may occur as the result post game casualty evaluation do not count against this restriction. On a related point, units that abandon their casualties are not eligible for advancement.

Campaign Development Chart


Roll D10 1 2-5 6 7 8 9 10 Development Combat Fatigue. The team suffers a temporary negative effect. No development Firepower development Defense development Reaction development Special development Leadership development

Combat advancements represent a units coming together as team and developing a bond both internally (between unit members), and externally (between the unit and other units in its squad and/ or platoon). This bond requires time and familiarity to form, a luxury that attached assets may not have. Assets are assigned to the platoon as needed and are usually drawn from a pool of available assets so the Scout Dog Team that goes out on patrol with your unit on todays mission may not be the one that goes out with you on your next mission. Rotation of assets makes developing a strong synergy between them and the platoons units difficult to impossible so, no combat advancements for attached or available assets. Unless, of course, you want to make an exception for some units as always, these are your rules. If you disagree with our interpretation of the situation, feel free to apply your own!

Why cAnT my ATTAcheD scouT Dog TeAm geT comBAT ADVAncemenTs?

Design noTe

Each Regular team that meets both criteria may roll one D10 on the Unit Development chart (note that Insurgent or Irregular units do not use this chart, nor are they governed by these rules see Developing the Insurgency for the rules covering their advancement). The result of the die roll indicates whether the units participation in this Campaign Turn has caused it to suffer from Combat Stress, remain unchanged, or gain a rank in one of the five unit development areas. Only members of the platoon itself are eligible for combat advancement. Attached or available assets are not eligible for advancement.

Combat Fatigue
Much in the same way it influences how a unit will cope with extreme physical demands, a units training and experience will often dictate how well it reacts to the intense psychological stress of combat. The immediate effects of combat stress are covered in the core rules, but combat stress can also have more insidious, long term effects if a unit is not given sufficient time to rest and recuperate before being thrust back into the cauldron of combat. These rules deal with those long-term effects, often referred to as combat fatigue. Units suffering from combat fatigue, as indicated by their die roll on the Unit Development Chart, are likely to suffer a drop in combat efficiency. They may be slower to react or indecisive when faced with tactical decisions. They may begin to ignore basic combat discipline to the detriment of their own survival and the safety of others who depend on them.

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Combat Fatigue Chart


Die Roll Total 2-3 4-5 6-7 Combat Fatigue Effect Degraded Defense. Until the team recuperates, one of their Defense dice degrades one die type. For example, if a team would roll 5D8 for Defense, they will roll 4D8 and 1D6 instead. Degraded Firepower. Until the team recuperates, one of their Firepower dice degrades die type. For example, if a team would roll 6D8 for Firepower, they will roll 5D8 and 1D6 instead. Degraded Morale. Until the team recuperates, their Morale Die degrades by one die type. For example, a D10 Morale unit becomes a D8 Morale unit. Units reduced below D6 Morale become combat ineffective and may not be fielded until they recuperate. Degraded Reactions. Until the team recuperates, their Troop Quality level degrades one level when making Reaction rolls. For example, a D8 Troop Quality unit would throw a D6 when making a Reaction roll. Units may not have their Troop Quality reduced below D6 for purposes of Reaction checks. Loss of Edge. Until the team recuperates, they gain no benefit from any previous Unit Development ranks. Fatigued. Although suffering from combat stress, the teams combat effectiveness is not impacted at this time. Raise the units combat stress level by 1 in all future scenarios until the unit recuperates.

8-9 10-11 12+

To determine what effect, if any, combat fatigue has had on a unit, roll 2 Troop Quality dice and compare their total on the Combat Fatigue table.

Firepower Development
Rank 1: Once per game, immediately after the team rolls to engage a hostile, the player may choose to reroll one (and only one) of its lowest Firepower dice. Rank 2: The unit adds 2 to their Optimum Range. Rank 3: The unit is upgraded one Quality Die level when engaging a hostile with Firepower or Close Combat attacks.

Continuous Combat
Once a team begins to suffer from combat fatigue, their effectiveness will continue to degrade until they have an opportunity to recuperate. If a fatigued unit doesnt sit out the next Campaign Turn, it must roll again on the Combat Fatigue chart, regardless of what was rolled on the Unit Development chart. All combat fatigue results are applied cumulatively.

Defense Development
Rank 1: Once per game, immediately after the unit is engaged by a hostile, the player may choose to reroll one (only one) of its lowest Defense dice. Rank 2: Once per game, at the start of the turn, the unit may set up in An Excellent Position as per the Fog of War card of the same name. Rank 3: This units defense is now upgraded by one Troop Quality die type, i.e., from D8 to D10.

Recuperation
A chance to rest and get adequate food and shelter is an important part of recovering from combat fatigue. For the purposes of the campaign, a team automatically recuperates from all their combat stress simply by not being assigned to a mission during the Issue Orders phase of a Campaign Turn.

Unit Development Areas


The first time a team rolls a Firepower, Defense, or Reaction development, they gain the Rank 1 advancement in that development category. If they roll the same development following a subsequent scenario, they gain Rank 2, and so forth up to Rank 3. The five Development Areas and the effects of each of their ranks are as follows:

Reaction Development
Rank 1: Once per game, immediately after the unit rolls a Reaction test, the player may choose to reroll their Reaction die. Rank 2: Conditions which would normally adjust Reaction rolls negatively do not apply to this team. Rank 3: This unit throws one Quality Die type higher than normal when making Reaction rolls, i.e., if the unit has a Troop Quality of D8, it would roll a D10 for all Reaction rolls.

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Special Team Development


Roll 1D12: 1 Advanced Overwatch: When on Overwatch, this team may React whenever a friendly team within LOS engages a hostile by combining half its FP with the friendly teams roll. All other normal rules apply. This Reaction qualifies as a Reaction for purposes of Firepower reduction. Get Some!: If this unit wins the Reaction roll against a hostile, it may choose to reduce its own Defense dice by 1 to add 1 die to Firepower for the round of fire. Cover Fire!: If this unit wins the Reaction roll against a hostile, it may choose to reduce its own Firepower dice by 1 to add 1 die to its Defense for the round of fire. Babysitters: The unit no longer suffers a -1 Firepower penalty when they have Dependents. Alley Dogs: The unit may immediately go In Cover after completing a Cautious Move. Fearsome: Insurgent Units Shrink on a 1 or 2 against this team. In addition, when this team launches a Close Assault the Defenders loses half their FP rather than just -1 dice, on their Defensive Fire. Cowboys: The unit may choose to engage one additional target when Splitting Fire. Shoot and Scoot: As long as this unit does not have Dependants or Casualties, they have the option to Fire and then Rapid move. They still suffer all the normal penalties for a Rapid Move, including -1 Firepower. Boonie Rats: Hostiles entering the game after the first turn may not be placed within 6 of this team.

Leadership Development
Roll 1D6: 1 2 Able and Willing: The unit may re-roll its first failed Morale test of the game. Plan B: The units player may draw one Fog of War card before the start of the game to hold. This card may be played at the start of any turn after the first. Misdirection: When a 6 is rolled to determine the Hot Spot for the placement of new VC units, roll one D6. On a 4+, the Regular Player may pick the Hot Spot rather than the Insurgent Player. Master of Chaos: At the start of play, the player for this unit may look at the top two cards of the Fog of War deck and choose to place one or both back on top of the deck or at the bottom of the deck. Situational Awareness: This leader provides one Command Die. This special die may be used at any time, once per game, to contribute an additional die to any one roll. Unf**k Yourself: Once per scenario, this leaders unit may roll a Troop Quality Check if his unit is suffering from Combat Fatigue. On a 4+ the effects of the Combat Fatigue is negated until the end of the scenario.

4 5 6

7 8

step 5: returned to Duty and replacements


Once all advancement checks have been made, determine the status of your casualty figures by consulting your Unit Sheet. Casualties fall into one of two categories: Returned to Duty or Replacements. Each casualty category indicates whether a wounded figure should be added to the Return to Duty or Replacement Pool on your unit status sheet. Rolling a die for each figure will determine whether figures are returned to their unit or replaced with a FNG.

10 Bushmasters: The unit gets one free 3 move after all setup is complete, but before the actual start of the game. 11 Hard: Once per game this team my reroll one result on the First Aid table. 12 Ace Point Man: This unit may identify a single figure as a Designated Point Man. If the designated point man is killed, the unit loses this advantage. It is possible for a unit to have more than one Ace Point Man, but no additional advantage (other than having a spare) is accrued.

Roll for Casualties in Return to Duty Pool Roll a unit Quality Die for each casualty figure in the Returned to Duty pool. On a 4+ they join their unit update your Roster.
On a roll of less than 4, the casualty remains in the Returned to Duty pool.

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Roll for Casualties in Replacement Pool After rolling for troops in the Return to Duty Pool, roll one Quality Die for each casualty in the Replacement Pool. On a 4+ they are moved to the Return to Duty Pool and continue to recuperate - update your Return to Duty and Replacement pool.
On a roll of less than 4, the casualty is determined to be unfit for duty and your unit receives a replacement. Roll on the Replacement table to determine the quality of the replacement.

replacement Table
Die Roll 1-2 3-5 6 Replacement Quality Cherry D6 TROOP QUALITY/D8 Morale FNG D8 TROOP QUALITY/D8 Morale Lifer D10 TROOP QUALITY/D10 Morale

replacements and Combat Development


Combat Developments reflect a teams hard won synergy in combat, their ability to work together without any extra effort or superfluous communication. When team members are lost and replacements are brought in, that synergy can change. Too many replacements, regardless of their quality, can reduce a units combat effectiveness until a new synergy is formed. If half or more of a unit are replaced at once, it must make a Troop Quality test modified by -1 for each replacement assigned to it in this campaign turn. If the test is passed, the unit retains its combat advancements. If it fails, the unit loses any Combat Advancements it has received. Example: A fireteam of four soldiers takes it on the nose during a mission and receives two casualties. Both casualties

are serious and are allocated to the Replacement Pool. When casualty recovery checks are made at the end of the next campaign turn, both the wounded soldiers roll less than a 4 and are sent home. Two replacements are assigned to the fireteam. Since the fireteam has received replacements equal to half its size in a single campaign turn, it must make a modified Troop Quality test to determine if it loses its Combat Advancements. The unit is Trained, so it rolls a D8. It needs to roll a 4+ to retain its Combat Developments but receives a -1 to its die roll for each replacement it has received (-2 in this case). The unit rolls a 5, which would normally be a success, but the -2 modifier for two replacements reduces the roll to a 3, which is a failure. The unit loses its Combat Developments.

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buIlDINg The INsurgeNCy


Rather than follow the development of individual VC cells, which occasionally melt away and reform with entirely different members thanks to a combination of casualties and arrest, these rules focus on the local insurgency in general. As a VC force wins engagements against the enemy, its prestige and credibility grows. It attracts more support, either directly (in the form of new recruits and weapons) or indirectly (in the form of voluntary support from the local population). Each time a VC force ends a scenario with a result of a draw or better, it may make a roll on the Building the Insurgency table. Note that multiple rolls of a single improvement raise that improvement by one rank. For instance, if a VC force rolled a 6 (Improved Supplies) after a victory and then rolled a 6 again after a subsequent victory, the force would receive Rank 2 Improved Supplies. If a force has already reached Rank 3 in an improvement and rolls that improvement again, treat the roll as No Development.
1

building the Insurgency


1D10 Result Disillusionment No Development Improved Supplies Improved Troops Improved Tactics Special development Improved Leadership 2-5 6 7 8 9 10

ImPrOVeD TrOOPs
Rank 1: The VC forces reputation has attracted some tougher, more ideologically motivated recruits. At the beginning each game, roll a D6 for each Local Force unit deployed in the scenario on roll of 4+, the unit has a Troop Quality of D8 and Morale of D10. Rank 2: Enough hard cases and ideologues have flocked to the Local Force that the Troop Quality of all Local Force units is raised to D8 and their Morale to D10. Rank 3: Roll 1D6 for each Main Force unit at the start of each game. On a 4+, the unit has a Troop Quality and Morale of D10.

DIsIllusIONmeNT
Sometimes winning can be so bittersweet that the joy of a victory is lost in its aftermath. If the VC campaign force receives a Disillusionment result, Local Force VC become subject to the Shrink rule described in the Morale rules for Insurgents in Force on Force.

ImPrOVeD suPPlIes
Rank 1: The VC force receives an influx of rice, bullets, and medical supplies. Roll a D6 at the beginning subsequent games on a roll of 4+, the Supply Quality of all VC units is raised by one level. Rank 2: Supplies pour into the VC force in such quantity that it becomes possible to establish decent stockpiles. Permanently raise the Supply Quality of all VC units to Average (although their Supply Quality may be lowered by Fog of War cards or scenario rules). Rank 3: The VC supply situation is well in hand. At the beginning of a game, roll 1D6 for each VC unit deployed in the scenario on a roll of 4+, their Supply Quality is raised to Well Supplied for the duration of the game.

ImPrOVeD TACTICs
Rank 1: VC units have developed better field craft and are more likely to spot US improvised alarms, Claymore Mines, or trip mines. They receive a +1 die shift to their Troop Quality when making tests to locate or avoid alarms, mines, or flares. Rank 2: VC units have honed their stealth skills to a fine edge. Units attempting to spot them receive a -1 to their die roll. Rank 3: VC units have become so familiar with their enemys tactics that they can usually predict their actions. All VC units receive a +1 to their Reaction Test die rolls.

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special Development
Roll 1D6 Special Development Avengers: This VC force has a reputation for avenging any losses through merciless reprisals against the villages of those that stand in the way of the revolution. CIDG and other Irregular enemy units are reluctant to engage this force and receive a -1 to all Reaction Test die rolls. Light of the Revolution: This force shines with such a true and heartfelt devotion to the revolutionary cause that it can even inspire turn-coats to return to the fold. At the beginning of the game, any Kit Carson Scouts must pass a Troop Quality test to participate in the scenario. If they fail the test, they are removed from the table. Night Stalkers: This force receives a +1 die shift to their Morale die type when fighting at night. Unpredictable: Once per game at any time during a turn, this force can compel its opponent to draw a Fog of War card. Booby Trap Artists: This force receives a +1 to its die rolls to determine how many Booby Trap cards it has for a game. Victory or Death: This VC force is so ideologically fanatical that its members will continue to fight on after receiving injuries that would normally prove disabling. When making casualty checks for this force, rolls of 5 or 6 result in the figure remaining in combat without ill effect.

ImPrOVeD leADershIP
Rank 1: VC leadership has been invigorated by recent successes. Raise the Morale of all VC leaders to D10. Rank 2: VC leaders in this force have developed a level of tactical flexibility that allows them to overcome some of the communications and command issues inherent to their force structure. Once per game the VC force may add an additional die to any die roll. Rank 3: VC leaders have tapped into the fighting spirit of their force and once per game they can deliver a motivating speech or battle-cry that raises the Morale of all VC on the table by one die type.

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regulAr PlATOON lOg


CAMPAIGN NAME: FORCE: Troop Quality: INTERNAL ASSETS: AVAILABLE ASSETS: Morale: Confidence: Supply Quality: SETTING: No. Turns: Turn No.:

UNIT ID

ROLE

NAME

Ret. To Replace? Duty

Advancements

VICTORY POINTS: RETURN TO DUTY POOL: REPLACEMENT POOL:

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INsurgeNCy lOg
CAMPAIGN NAME: FORCE: Troop Quality: INTERNAL ASSETS: AVAILABLE ASSETS: Morale: Confidence: Supply Quality: SETTING: No. Turns: Turn No.:

Advancement

Advancement Type

Description

VICTORY POINTS: RETURN TO DUTY POOL: REPLACEMENT POOL:

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Solo & Co-op vS. viCtor Charlie


Like Ambush Alley before it, Ambush Valley supports solo and co-op play. We suggest that you use these rules for engagements involving clashes with the wily VC, but with a little common sense and objectivity, they could also be used to solo play operations involving the NVA. As each Regular unit is activated, an Action Check for all VC in LOS must be made. Start with the nearest VC unit to the activated and work out from there. If a VC unit has a Leader, it may automatically make an Action Check. VC may only make one Action Check per turn. Leaderless units must make a successful Quality Check to make an Activation Check. If they fail the Quality Check, they may not attempt to act again until next turn. To make the Action Check, consult the appropriate Action Check table. Start at the top of the list of possible Actions and work down until you find the motivation that seems to apply best to the VCs current situation:

VC ACTION CheCks

We could have devised a tremendously complex method of randomly assigning the locations of Tunnel Spots at the beginning of a game. Instead, weve opted to trust the common sense of our players. Place the five Tunnel Spots on the table in logical locations in the manner described in the head-to-head version of the rules. Role-play a little and pretend youre the Insurgent player would you really want a Tunnel Spot in the middle of an open field? Or would it be better placed in that mangrove? The better you place the Insurgent Tunnel Spots, the more challenging and fun your Solo or Co-Op game will be!

TuNNel sPOTs IN sOlO/CO-OP gAmes

Civilians

If regular Unit is in sight move towards them. If no regular Unit is in sight, but a VC Unit is, move towards the VC Unit. If no Unit is in sight, will move toward the nearest Regular objective. If combat has occurred within six inches, move away from it. If a Civilian mob takes a casualty from Regular fire, up the Insurgency level by 1. Lower by 1 for casualties caused by VC. Insurgency level may only be raised and/or lowered once per turn.

Since theres no player controlling the VC in a Solo or Co-Op game, well have to rely on some basic rules that dictate how theyll act under different circumstances. All VC units and leaders are governed by a set of basic motivations. These motivations determine how theyll act when confronted by Regular movement or fire. Keeping these motivations in mind will help you govern VC actions properly. The basic motivations for all VC units/figures are described below: VC Leaders: Find a VC unit to join Leaderless VC Units: Join with a Leader or other friendly units VC Units with a Leader: Join with another friendly unit or find and attack the enemy.

VC mOTIVATION

VC Leaders w/No Unit


IF REGULARS MOVE OR FIRE IN LOS: If Regulars move in LOS, Leader will interrupt to get out of LOS, preferably towards a friendly unit
If Regulars fire at Leader, he will interrupt to move out of LOS or into cover, preferably towards a friendly unit.

IF MOVING AT END OF TURN: Move at full speed along safest route towards nearest friendly, leaderless unit. Join unit if able to come into cohesion range.

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If no friendly, leaderless unit in LOS, move at full speed along safest route towards a Tunnel Spot. If within 3 of a Tunnel Spot and no friendly, leaderless units in sight, take cover.

If fired on by Regulars and VC Firepower is >6, interrupt to fire.

VC w/No Leader
(Must pass Quality Check to act)

IF ACTIVATED AT END OF TURN: If combat occurred within 6 and unit is not in cover, move to take cover but remain out of LOS of enemy.
If combat occurred within 6 and unit is not in LOS of enemy and in cover, remain in place. If a friendly leader is in LOS, move at top speed along safest route to come into cohesion with leader. If a friendly unit is in LOS, move at top speed along safest route to come into cohesion with unit.

IF REGULARS MOVE OR FIRE IN LOS: If activated Regular unit is a vehicle and VC unit has a Support Weapon that would harm that vehicle, Interrupt to fire at vehicle.
If not in cover and Firepower is >6, Interrupt to move into cover. If not in cover and Firepower is <6, Interrupt to move out of LOS and towards nearest friendly unit. If within double Optimum Range, roll D6: On a 1 or 2, interrupt to move into Optimum Range, on a 3+ Interrupt to fire at Regulars. If within Optimum Range, Interrupt to fire. If Fired on by Regulars and VC Firepower is <6, Interrupt to move out of LOS.

VC w/Leader
IF REGULARS MOVE OR FIRE IN LOS: If activated Regular unit is a vehicle and VC unit has a Support Weapon that would harm that vehicle, Interrupt to fire at vehicle.
If not in cover and Firepower is >6, Interrupt to move into cover. If not in cover and Firepower is <6, Interrupt to move out of LOS and towards nearest friendly unit. If within double Optimum Range and Firepower less than 6, roll D6: On a 1 or 3, interrupt to move into Optimum Range, on a 4+ Interrupt to fire at Regulars. If in Optimum Range, Interrupt to fire at Regulars. If not in Optimum Range but VC have a Firepower of >6, Interrupt to fire. If Fired on and VC Firepower is <6, Interrupt to move out of LOS. If fired on by Regulars and VC Firepower is >6, interrupt to fire.

IF ACTIVATED AT END OF TURN: If combat occurred within 6 and unit is not in cover, move to take cover and gain LOS of enemy.
If combat occurred within 6 and unit is in cover within LOS of the enemy, remain in place. If no enemy unit in sight and no combat has occurred within 10, move at Cautious speed towards nearest objective. If no enemy in sight but combat has occurred within 10, move at Cautious speed towards nearest enemy unit to gain cover and LOS of enemy.

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Scenario 1: Search & DeStroy at Dak Po


This game is designed as a small skirmish scenario based on typical events of the period. It provides an easy introduction to the rules in Ambush Valley.

scenario Information
Duration of Game: 10 Turns Initiative: US throughout game Special Conditions: Tunnel Spots and VC Reinforcements Fog of War: Draw normally as dictated by Reaction Tests

Your platoon has been detailed to run a sweep of a small hamlet called Dak Po. The area is known to be home to a group of local Viet Cong but they generally do little in way of confrontation other than a few Booby Traps and the occasional rifle round. You have been ordered to search the village huts for enemy supplies and to engage and destroy any enemy forces you encounter. Standard rules of engagement apply for this encounter. You have split your force into two patrols approaching the hamlet from different directions.

us mission

6x4 Table - Mainly woods and jungle, close terrain with limited lines of sight. A: Command Squad & Rifle Squad 1 B: OP Team & Rifle Squad 2

Table setup

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To search a hooch, a unit must remain stationary by the hooch or inside it and make a successful Troop Quality check. The unit may do nothing else but may react to fire if shot at. All US forces are well-supplied and are Troop Quality D8 and Morale D8. All troops wear Flak Jackets (+1 Defense die per unit).

Point B
OP Team SGT Hooper, M16 RTO, M16 81mm Mortars from FSB Kentucky. Troop Quality check to call in. May target any enemy unit that the OP team has line of sight to with 6D8 Firepower. Rifle Squad 2 SGT Baker, M16 Grenadier, M79 Blooper 3x Rifleman, M16 Corporal Peterson, M16 Gunner, M60 Asst. Gunner, M16

US Forces

Point A
Command Squad LT. Walsh, M16 RTO, M16 Medic Kit Carson Scout, M16 (may attach to any unit) Rifle Squad 1 SGT Maxwell, M16 Grenadier, M79 Blooper 3x Rifleman, M16 Corporal Henderson, M16 Gunner, M60 Asst. Gunner, M16

US Victory Points

Each Hooch searched ....................................+5 Each VC KIA/WIA .......................................... +1 Each Civilian KIA/WIA ...................................... -1

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Your Local Force cadre has been a mild annoyance to the enemy at best. This is not from lack of enthusiasm for the cause but due to poor supplies. However a group of VC Main Force have arrived in the region bringing much needed weapons and medical supplies. You are now moving some of the supplies further North. You are about to head out from your tunnels when you hear enemy helicopters flying overhead. Given the likelihood of an enemy attack you decide to split your small force in two. One unit will move out with the supplies and you will lead the second group in defense of the hamlet. You have sent one of the local boys into the tunnels to round up the few reinforcements you have to hand. Your force is Poorly Supplied. (Optional rule Do not use the rules for semi-auto/Bolt Action weapons and spilt the VC rifle squads to be a unit of six figures and one of three figures with the RPD). Your force is Troop Quality D6, Morale D8. You receive 1D8 Booby Trap cards.

Viet Cong mission

Escort Unit

May start on either road not marked. Must exit table within 6" of point A.

Squad 2 Ming Ta Do, AK-47 (Leader) 5x Rifleman, MAT-49 SMG Gunner, RPD Lt. Support 2x Rifleman, M1 Garand Porters Two porters, unarmed, carrying supplies.
The VC Player may also position three civilian groups, each one within 12 of a hooch. Each group may be moved by the VC player during his turn or as an interruption to US firing. The VC player may also place five Tunnel Spots anywhere on the table. They may not be placed within 12 of a road exit from the table and only two may be placed within 12 of the hamlet. For turns 2 to 7 the VC player may roll for reinforcements. He must roll 4 or less on a D6 to be successful. If it is a success roll again using the table below to determine reinforcement specifics:
Die Roll 1 2 3 4 5 6 Reinforcements 1D6 Viet Cong armed with rifles and one leader with AK-47 1D6 Viet Cong armed with rifles and one leader with AK-47 1D8 Viet Cong armed with rifles and one leader with AK-47 1D8 Viet Cong armed with rifles and one leader with AK-47 1D10 Viet Cong armed with rifles and one leader with AK-47 Viet Cong MG Weapons Team, 3 figures with Maxim MG (Med. Support)

Viet Cong Forces

Hamlet Defense Force

May start in any of the four buildings.

Command Ho Ban Koo, AK-47 (Leader) Runner, MAT-49 SMG Gunner, Bren Gun (+1 Firepower Dice) Asst. Gunner, M1 Carbine Squad 1 Ma Foo Lin, AK-47 (Leader) 5x Rifleman, MAT-49 SMG Gunner, RPD Lt. Support 2x Rifleman, M1 Garand

The VC player must then roll for tunnel location. On a roll of six he may choose any Tunnel Spot or replace a civilian group with a unit of VC.

Viet Cong Victory Points

Each US soldier WIA/KIA ...............................+2 Each US soldier POW.....................................+5 Supplies exited from table ............................+20

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Scenario 2: operation crimp


The following scenario is based on the actions that took place during Operation Crimp or the Battle of Ho Bo Woods. A US platoon from the 173rd Airborne is conducting a sweep of the area. Over the past few days heavy fighting has been experienced around a number of Viet Cong tunnel and bunker complexes. As the platoon patrols along the jungle path, they are unaware they are walking into an ambush Your platoon from the 173rd Airborne is conducting a sweep of the Ho Bo Woods. There has been heavy fighting over the past few days and the Australian units to the north have had heavy contact with Viet Cong Main Force units over the last two days. Your men must patrol down the track and locate and destroy any enemy positions you find.

us mission

scenario Information
Duration of Game: 10 Turns Initiative: US throughout game Special Conditions: Tunnel Spots and VC Reinforcements Fog of War: Draw normally as dictated by Reaction Tests

Objectives

Patrol the track in the Ho Bo Woods. Your force must proceed down the track in a south-east direction until fired upon. At that time you may engage the enemy and destroy/capture any bunkers or tunnel entrances. US Forces start as shown on map and up to 6 from the track and 6 in from the table edge.

Table setup

6'x4' Table

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US Forces

All US troops have Flak Vests in this scenario.

Viet Cong Forces


Ho Bo Viet Cong Main Force Detachment
Troop Quality D8, Morale D8

Zulu Force, 1/503, 173rd Airborne


Veterans (D10), Morale D10

Platoon HQ 1 x Officer with M16 1 x NCO with M16 1 x RTO with M16 1 x FOO with M16 with 105mm Battery on call (10D8 firepower, once per turn)
1 x Squad Leader with M16 2 x Team Leader with M16 2 x Grenadier with M79 6 x Riflemen with M16 1 x Squad Leader with M16 2 x Team Leader with M16 2 x Grenadier with M79 6 x Riflemen with M16 1 x Squad Leader with M16 2 x Gunner with M60 2 x Assistant Gunner with M16 2 x Riflemen with M16 1 x Grenadier with M79

Main Force Command 1 x Force Leader with SMG 1 x Runner with M1 Carbine 1 x Vietcong with rifle 2 x Main Force Cadres Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPK 1 x Loader with Rifle Weapons Cell 1 1 x Leader with Rifle 1 x Gunner with Maxim MMG 1 x Loader with Rifle Weapons Cell 2 1 x Leader with Rifle 1 x Gunner with 57mm Recoilless Rifle 1 x Loader with Rifle

Objectives

Kill as many US troops as possible. All starting VC troops must be placed in the bunker complex. The VC player receives five Tunnel Spot markers. Three of them must be placed east of the track to represent the edge of a second tunnel network.

Victory Points Asset Cards

Each VC Bunker or Tunnel Spot neutralised...+10 Each VC Killed ..............................................+ 1

Victory Points

The US Player receives no Asset Cards for this scenario.

Viet Cong mission

Each US model KIA .......................................+ 5 Each US model WIA ......................................+ 2 Each US Model MIA ....................................+ 10

Heavy fighting against both Australian and US troops has erupted in the area for the last few days. Your Main Force platoon is deployed ready to ambush a US patrol seen heading into the area. Due to the heavy fighting in the region you cannot rely on any help reaching you, though you do have tunnel connections to other complexes.

Asset Cards

The VC player receives D6+2 Booby Trap assets for the game.

Viet Cong Reinforcements

On the turn that firing starts the VC player may receive reinforcement from other areas. Each turn the VC player must roll a D6, on a 5+ he may roll 2D6 on the table below for reinforcements:
Die Roll 2 3-6 7-10 11 12 Reinforcements Two-Man Sniper Team Rifle Cell (as listed above) Support Cell (as listed above) Command Cell (as listed above) Weapons Cell with Maxim MMG (as listed above)

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Scenario 3: Battle of nd ap Bac, 2 January 1963


The following scenario is based on the actions that took place during the battle for the hamlet of Ap Bac. This small battle was a victory for the Viet Cong over a numerically superior enemy supported by helicopters and armored personnel carriers. The game recreates the attack launched by several ARVN M113s against the VC defenses at the urging of the US Advisor. The attack was too little, too late and the attack was defeated. During the fighting for AP Bac the Viet Cong suffered nearly 70 casualties, while ARVN losses amounted to nearly 200 with three US advisors killed, five helicopters and three M113s destroyed. This small battle proved a cornerstone in the Vietnam War leading to the increase in US deployment. Interestingly it was the events of the fighting that led to the modification of the M113 to turn it into the ACAV

scenario Information
Duration of Game: 12 Turns Special Conditions: None. Fog of War: Draw normally as dictated by Reaction Tests Initiative: ARVN on Turn 1, roll for subsequent turns

ArVN mission

Your platoon from the 7th Infantry Division has been tasked with making a final charge at the VC lines in your M113 APCs. To date no VC troops have stood up to an armored charge, and after heavy bombing and helicopter attacks the VC seem to be about to break. Your charge should put an end to their

Table setup

6'x4' Table

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defense. After pausing to re-supply and evacuate downed helicopter crews, your men begin the attack Note If at any time the ARVN leader is killed or taken out of action, ARVN Morale drops to D6. This is to reflect the historical event where Captain Ly Tong Ba, leading the attack, was knocked unconscious. Until he recovered, his men refused to advance and sat under heavy fire, suffering casualties. Many of those casualties were senior NCOs whose traditional role was as gunner on the M113 .50 cal Machine Gun, the loss of which robbed the ARVN of one of their most potent weapons on the field that day.

Viet Cong mission

ARVN Forces
ARVN Infantry Platoon
Trained (D8) and Morale (D8)

Your troops are from the 261st Viet Cong Battalion and for the whole day have been under heavy enemy attack from both the ground and air. You have held off all but heavy artillery and air attacks, and your troops running low on ammunition has caused the line to waver. Just as you think your men are about to break, the enemy pauses its attack while it recovers wounded crews from crashed helicopters. This lull in the fighting gives you time to distribute more ammunition and speak with the section leaders. Your men, now replenished, seem more confident and as the enemy attack begins your men greet it with heavy fire!

Viet Cong Forces


Elements of 261st Viet Battalion
Troop Quality D8, Morale D8

Platoon HQ in M113 1 x Officer with M1 Carbine 1 x RTO with M1 Carbine 1 x FOO with M1 Carbine 1 x Gunner with M1919A6 LMG 1 x Asst. Gunner with M1 Carbine 1 x Medic Maneuver Squad in M113 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 6 x Soldiers with M1 Garand 2 x Fire Squad in M113 1 x NCO with M1 Carbine 1 x NCO with M1 SMG 1 x Soldier with BAR 5 x Soldiers with M1 Garand

Main Force Command 1 x Force Leader with SMG 1 x Runner with M1 Carbine 1 x Vietcong with rifle 3 x Main Force Cadres (One cadre may be equipped with anti-tank grenades) Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPK 1 x Loader with Rifle

Objectives

Objectives

Hold Ap Bac. All troops start in trenches.

Charge across the paddy fields and take the village of Ap Bac.

Victory Points Asset Cards


None.

Victory Points Asset Cards

Each building held at end of game ..... +10 points

Each building captured ...................... +10 points

The ARVN Player receives 2 Asset Cards for this scenario.

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Scenario 4: operation Starlite tH Hill 30, 14 January 1966


The following scenario is based on the action at Hill 30 during attempts to relieve the US supply column ambushed near An Cuong 2. The US Marines began Operation Starlite with promise of clearing the hamlet of An Choung 1 as helicopters landed more troops inland. However as the day progressed they came under intense pressure from VC forces. When H Company 2/4th Marines became pinned down at LZ Blue a supply column was set to bolster them but became lost and was then ambushed. Major Comer then assembled another relief force to go to their aid. The relief forces path took them over Hill 30. As they crested the hill, they were also ambushed and the battle bogged down into a war of attrition that ground on for five days. The stubborn VC resistance showed that they were capable of trading punches with US Forces before melting away to fight another day

scenario Information
Duration of Game: 12 Turns Initiative: US for the duration of the game. Special Conditions: VC Hidden Units and Tunnel Spots Fog of War: Draw normally as dictated by Reaction Tests

us mission

Your hastily assembled relief force has been ordered to strike out over Hill 30 to aid troops ambushed near An Choung 2. Your mixed force must push on as quickly as possible to reach your comrades who are under heavy enemy fire. Your column must advance along the road and exit the opposite board edge.

Table setup

6'x4' Table

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US Forces
An Choung Relief Force, US Marines
Regulars (D8), Morale D10 The Marines have been graded as Regulars for this battle to reflect the lack of combat experience in the theatre. 1 x Officer with M14 1 x NCO with M14 1 x RTO with M14 1 x FOO with M14 with 105mm Battery on call (10D8 firepower, once per turn) 2x Squad: 1 x Squad Leader with M14 2 x Team Leader with M14 2 x Grenadier with M79 6 x Riflemen with M14 1x Squad: 1 x Squad Leader with M14 2 x Gunner with M60 2 x Assistant Gunner with M14 2 x Riflemen with M14 1 x Grenadier with M79 2 x LVTP5 (carrying the above infantry) 1 x M48 Tank 1 x M-48 Flamethrower Tank 2 x Ontos

Viet Cong Forces


Hill 30 Viet Cong Main Force Detachment
Troop Quality D8, Morale D8

Main Force Command 1 x Force Leader with SMG 1 x Runner with M1 Carbine 1 x Vietcong with rifle 3 x Main Force Cadres Rifle Cell 1 x Leader with SMG 5 x Vietcong with various small arms (rifles, SMGs etc) Support Cell 1 x Leader with Rifle 1 x Gunner with RPG/B-40 1 x Loader with Rifle Weapons Cell 1 1 x Leader with Rifle 1 x Gunner with Maxim MMG 1 x Loader with Rifle Weapons Cell 2 1 x Leader with Rifle 1 x Gunner with 57mm Recoilless Rifle 1 x Loader with Rifle The VC commander also receives two anti-tank mines that may be played against the lead US vehicle in their column at any time.

Objectives

Objectives

Stop the US relief force exiting the table. VC forces all set up hidden anywhere on the table. The VC player receives 5 Tunnel Spots and may place them anywhere, but not within 12" of the road.

Follow the road and exit the opposite table edge heading for An Choung 2. Troops start on the road as marked.

Victory Points Asset Cards

Each Vehicle/Infantry Unit off table edge ....... +10

Victory Points Asset Cards

The US Player receives 2 Asset Cards at the start of the game. All US troops have Flak Vests in this scenario.

Each US Vehicle destroyed ........................... +10 Each US model KIA/WIA/POW ....................... + 2

Viet Cong mission

The VC player receives no cards his anti-tank mines are his only assets.

VC forces in the area are in heavy contact with US Marine forces. Several enemy units have been ambushed and are pinned down. Your unit has been detailed to hold Hill 30 and ambush any forces sent to out-flank An Choung 2 from the north. You must stop any such attack.

Viet Cong Reinforcements

On the turn that firing starts the VC player may receive reinforcement from other areas. Each turn the VC player must roll a D6, on a 5+ he may roll 2D6 on the table below for reinforcements:
Die Roll 2 3-6 7-10 11 12 Reinforcements Two-Man Sniper Team Rifle Cell (as listed above) Support Cell (as listed above) Command Cell (as listed above) Weapons Cell with Maxim MMG (as listed above)

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Scenario 5: The old French PlanTaTion aT Quan loi


In August 1969, several US Army units, including the 1st Battalion, 8th Cavalry, and 1st (Air) Cavalry Division, were based out of Quan Loi. Quan Loi was an area of old French plantations, and was about 50 miles north of Saigon (and about 12 miles east of the Cambodian border). Early on August 19, Quan Loi was attacked by elements of both the VC and the NVA. The VC/NVA attack was repulsed with some loss. This scenario depicts a fictional follow-up attack by a platoon from 1st Bn, 8th Cav, in which they try to clear a nearby French plantation of the remnants of the retreating VC and NVA.

scenario Information
Duration of Game: 10 Turns Initiative: The US has Initiative during the game. However, should NVA units appear as reinforcements, Initiative should be rolled for as per normal FoF rules as long as there are NVA units on the field. Special Conditions: Clearing Buildings: To clear a building, a unit must remain stationary by the hooch or inside it and make a successful Troop Quality check. The unit may do nothing else that turn, but may react fire if fired upon. Fog of War: Each player draws one Fog of War card at the beginning of turn 1. Further Fog of War cards are triggered by reaction tests.

Table setup

6'x4' Table A: Plantation buildings (gray: main houses; tan: hooches) B: Jungle. Blue squares: Helicopter Landing and Pick-up Zones (LZs and PZs)

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us mission

The Air Cav platoon is out to clear out the buildings in the plantation complex, and to destroy and tunnel entrances they may come across. The mission is to get in, clear the buildings, seal the tunnels, and get all the men in the platoon out. The US player has 10 turns in which to do so. Remember, UH-1Ds can hold up to 9 passengers.

VC/NVA mission

The VC/NVA gave the Americans a bloody nose in the attack on Quan Loi. Now they are chasing the VC/NVA remnants down like dogs. Make them pay for their impudence! Do not let them destroy the tunnels, and kill or capture as many of them as you can.

US Forces
Platoon HQ High confidence and Well Supplied (Troop Quality D8, Morale D8). Consists of an LT (M16), and RTO (M16), an FO for the mortars (M16), a medic, an 2-man M60 MG team, and a Kit Carson scout. 1st Squad High confidence and Well Supplied (Troop Quality D8, Morale D8). Consists of 2 teams one with the Squad Leader (M16), a grenadier (M79), and 2 riflemen (M16s); the other with a Team leader (M16), a grenadier (M79, and 2 riflemen (M16s). 2nd Squad Outfitted the same as 1st Squad.
All US forces are equipped with body armor (flak jackets). They arrive on the board on Turn 1 riding in the UH-1Ds.

VC/NVA Forces
1 VC leadership cell Average Confidence and Poorly Supplied (Troop Quality D6, Morale D8). Includes a leader (AK/rifle) and a runner (AK/ runner). This cell may be deployed anywhere on the board. 2 x VC Local Force Cadres Average Confidence and Poorly Supplied Poorly Supplied (Troop Quality D6, Morale D8). Each has 9 men (one leader with an AK/rifle, 6 men with AKs/rifles, 1 RPK, and 1 RPG). The 2 cadres may be deployed anywhere on the board. Main Force DSHK TEAM Average Confidence and Poorly Supplied (Troop Quality D8, Morale D8). 3-man HMG team with DSHK HMG. The team may be placed anywhere in open terrain, or at the edge of the jungle. It may not be placed inside the jungle, or in any of the buildings.
VC units deployed in a building or in the jungle may start the game hidden. The VC/NVA player receive 1D8 Booby Trap cards.

US Asset Cards

Available Air Transport: 3 UH1D Hueys. The helicopters may only drop off and pick-up troops in designated LZs/PZs. The platoon leader or a squad leader must make a successful Troop Quality check to call the helos back in for the extraction. If so, the helos appear on the board that turn, and follow normal Force on Force rules for landing and pick up. Heavy Mortar

VC/NVA Reinforcements

The VC/NVA player(s) may place five Tunnel Spots anywhere on the table, per the FoF rules. From turn 3 onward, the VC player

Victory Points

Each building cleared .......................... +5 points Each tunnel entrance sealed ................ +5 points

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may roll for reinforcements. He must roll 4 or less on a D12 to be successful. If the roll is successful, roll 2D6 on the table below:
Die Roll 2 3 4 5 6 7 8 Reinforcements 1D6-1 Local Force VC armed with AKs/rifles and one leader with AK-47 1D6 Local Force VC armed with AKs/rifles and one leader with AK-47 1D6+1 Local Force VC armed with AKs/rifles and one leader with AK-47 1D8 Local Force VC armed with AKs/rifles and one leader with AK-47 1D10 Local Force VC armed with AKs/rifles and one leader with AK-47 Local Force VC MG Weapons Team (3 figures with MMG). 1D6-1 NVA armed with AKs and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8) 1D6 NVA armed with AKs and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8) 1D6+1 NVA armed with AKs, 1 RPK, and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8) 1D8 NVA armed with AKs, 1 RPK, and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8) 1D8 NVA armed with AKs, 1RPK, 1RPG, and one leader with AK-47 (Average confidence, Poorly Supplied, Troop Quality D8, Morale D8)

Victory Points

Each tunnel entrance left open ............ +5 points Each American captured ..................... +3 points Each American KIA ............................. +2 points Each American helicopter shot down... +5 points

10

11

12

The VC/NVA player must then roll a D6 for tunnel location. On a roll of 6, he may choose any Tunnel Spot.

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Scenario 6: Stirring the hornetS neSt


December 1967: The monsoon rains have started to ease but the war has been heating up over the last few months. US forces have experienced increased contacts against the North Vietnamese regulars and the feeling among army intelligence is that a major offensive is round the corner. The 1/9 AirCav have been assigned the task of drawing the enemy out in force so that the full weight of the US firepower can be brought to bear, and ultimately destroy it.

Table setup

The game should be played on an 8 x 6 table. The main river is impassable except via boat or bridge, tributaries can be crossed at move by infantry only. Jungle sections are dense. Paddy fields count as per the rules. The firebase should be a mix of bunkers and fire pits with a minimum of one helo pad but the exact make-up is at the US players discretion.

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scenario Information

Duration of Game: 5+ Turns Initiative: The US player starts with the initiative for turn 1. Subsequent turns should be determined as per the rules. Special Conditions: The village of Plei Mei contains two civilian groups, each one within 6" of a hooch on each side of the river. Each group may be moved by the player that has control of the village during his turn or as an interruption to firing. Fog of War: Each player draws one Fog of War card at the beginning of turn 1. Further Fog of War cards are triggered by reaction tests.

Rifle Squad 2 SGT Green, M16 Grenadier, M79 Blooper Grenadier, M79 Blooper Rifleman, M16 Corporal Taylor, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16

Deployment to LZ

Paddy fields outside of Plei Mei village. Arrive on Turn 1 from the southern table edge in the Hueys.

us briefing

FSB Ladybird has been used as a base of operations over the last week to conduct missions into the surrounding hills and valley to draw out the enemy. The mission so far has only sought to bring increased mortar and rocket fire down on the base and the odd fighting encounter on patrol. It is believed that the NVA have moved into the local area and are using the village of Plei Mei to support the attacks.

Objectives

Patrol the Jungle to the North East of FSB Ladybird between the firebase and the river. All enemy forces should be eliminated and any tunnel spots neutralised. A security force must remain in the firebase at all times but its strength is to be determined by the US player. Patrol the village and surrounding paddy fields. US patrol forces must remain on the Northern bank of the river for a minimum of 5 turns and the village should be cleared of any NVA or VC.

US Forces

All US forces are Well Supplied and are Troop Quality D8 and Morale D8. All troops wear Flak Jackets.

FSB Ladybird
Command Squad Capt. Harris, M16 LT. Wolfe, M16 RTO, M16 Medic Kit Carson Scout, M16 (may attach to any unit) Rifle Squad 1 SGT Brand, M16 Grenadier, M79 Blooper Rifleman, M16 Rifleman, M16 Corporal Downy, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16

Helo 1 Command Squad LT. Wolfe, M16 RTO, M16 Medic OP Team SGT Anderson, M16 RTO, M16 105mm Howitzer from FSB Ladybird. Troop Quality check to call in. May target any enemy unit that the OP team has line of sight to with 8D8 Firepower. Helo 2 Rifle Squad 1 SGT Alvaro, M16 Grenadier, M79 Blooper Rifleman, M16 Corporal King, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16 Helo 3 Rifle Squad 2 SGT Elias, M16 Grenadier, M79 Blooper Rifleman, M16 Corporal Murphy, M16 Gunner, M60 Asst. Gunner, M16 Rifleman, M16

US Asset Cards

Available Air Transport: 3x UH1D Hueys. The helicopters may only drop off and pick-up troops in designated LZs/PZs. The platoon leader or a squad leader must make a successful TQ check to call the helos back in for the extraction. If so, the helos appear on the board that turn, and follow normal FoF rules for landing and pick up.

US Victory Points

Each VC KIA/WIA............................................ +1 Each Civilian KIA/WIA ....................................... -1 Control of the village ..................................... +20

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NVA Players briefing

Main Force DSHK TEAM

In an effort to take control of the valley, NVA forces have moved in to support the Main Force VC in the area. A large tunnel and bunker complex is under construction that overlooks the village of Plei Mei and will be used as a base of operations. The US Firebase that dominates the landscape has become the focus of attacks and over recent days, numerous rocket and mortar attacks have landed successfully. Additionally, the local village that has resisted providing much needed rice to the cause due to the US support, needs to be controlled. NVA forces are Well Supplied. Main Force VC are Poorly Supplied. Force is Troop Quality d6, Morale d8.

3-man HMG team with DSHK HMG. The VC/NVA player may also place THREE Tunnel-Spots anywhere on the table (except the firebase). They may not be placed within 12 of a road exit from the table. For turns 5 to 7 the VC player may roll for reinforcements. He must roll 4 or less on a d6 to be successful. If it is a success roll on the table below:
Die Roll 1 2 3 4 5 6 Reinforcements 1d6 Viet Cong armed with rifles and one leader with AK-47 1d6 Viet Cong armed with rifles and one leader with AK-47 1d8 Viet Cong armed with rifles and one leader with AK-47 1d8 Viet Cong armed with rifles and one leader with AK-47 1d10 Viet Cong armed with rifles and one leader with AK-47 Viet Cong MG Weapons Team, 3 figures with Maxim MG.

Main Force VC

Start to the south of Plei Mei, at least 12"

Command Leader, AK-47 Runner, MAT-49 SMG Gunner, RPD (+2 Firepower Dice) Asst. Gunner, M1 Carbine Squad 1 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, assorted small arms.

NVA Forces
Ambush Party
Can be positioned anywhere within the jungle between the river and firebase.

The VC player must then roll for tunnel location. On a roll of six he may choose any tunnel spot or replace a civilian group with a unit of VC.

NVA Booby Trap Cards NVA Victory Points

NVA player receives 1d6 booby trap cards. Each US soldier WIA/KIA ................................ +1 Each US soldier POW ..................................... +5 Each mortar round landed on firebase ............ +1 Control of the Village..................................... +20 Firebase overrun........................................... +50

Squad 1 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, Ak-47 Weapons team Gunner, RPD (+2 Firepower Dice) Assistant Gunner, AK-47 Weapons team Gunner, 2 Mortar Assistant Gunner, AK-47

Village attack force


Squad 1 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, Ak-47 Squad 2 Leader, AK-47 Grenadier, RPG-7 Rifleman x 7, Ak-47

Start 12 from the Northeastern table edge (Jungle north of paddy fields).

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FOG OF WAR

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FOG OF WAR

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FOG OF WAR

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WhATs ThAT COVer mADe OuT OF? rICe?


(Play Against VC/NVA) A position that seemed to offer decent cover turns out to be a bad spot due to poor construction or weird lines of sight. Your opponent may play this card on one building or terrain feature that would normally be considered Solid Cover. The designated piece of terrain no longer counts as Solid Cover for the duration of the game.

WhATs ThAT COVer mADe OuT OF? rICe?


(Play Against VC/NVA) A position that seemed to offer decent cover turns out to be a bad spot due to poor construction or weird lines of sight. Your opponent may play this card on one building or terrain feature that would normally be considered Solid Cover. The designated piece of terrain no longer counts as Solid Cover for the duration of the game.

WhATs ThIs WAll mADe OF? sWIss Cheese?


(Play Against US, ARVN, etc.) A position that seemed to offer decent cover turns out to be a bad spot due to poor construction or weird lines of sight. Your opponent may play this card on one building or terrain feature that would normally be considered Solid Cover. The designated piece of terrain no longer counts as Solid Cover for the duration of the game.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

WhATs ThIs WAll mADe OF? sWIss Cheese?


(Play Against US, ARVN, etc.) A position that seemed to offer decent cover turns out to be a bad spot due to poor construction or weird lines of sight. Your opponent may play this card on one building or terrain feature that would normally be considered Solid Cover. The designated piece of terrain no longer counts as Solid Cover for the duration of the game.

The COlONel sAID WhAT?


(Play Against US, ARVN, etc.) Radio communications is on the fritz and your force has just received garbled orders that contradict the mission brief. All Regular units must remain in place until the end of the next turn while orders are sorted out. Regular units may move into cover if they are not already there but no other movement is allowed. Regular units may fire as normal.

The COlONel sAID WhAT?


(Play Against US, ARVN, etc.) Radio communications is on the fritz and your force has just received garbled orders that contradict the mission brief. All Regular units must remain in place until the end of the next turn while orders are sorted out. Regular units may move into cover if they are not already there but no other movement is allowed. Regular units may fire as normal.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

bOOm!
(Play Against US, ARVN, etc.) A booby-trap or mine has detonated near one of your units! Randomly determine which Regular unit has been struck by the attack. The unit takes a 6d10 Firepower attack to which it may not React. The stricken units Defense is determined as usual.

bOOm!
(Play Against US, ARVN, etc.) A booby-trap or mine has detonated near one of your units! Randomly determine which Regular unit has been struck by the attack. The unit takes a 6d10 Firepower attack to which it may not React. The stricken units Defense is determined as usual.

uNexPeCTeD helP!
(For Side that drew Card) Sometimes the cavalry shows up whether you need them or not. Your may draw an Asset Card or Booby Trap card. The asset described on the card becomes available immediately and may be placed anywhere on the table within 6 of one of your units and no closer than 6 from any of your opponents units. Booby Trap cards are added to the VC/NVA players hand and are played normally.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

AN exCelleNT POsITION
(For Side that Drew Card) One of your units has found an excellent position that affords them unexpected protection from enemy fire! You may designate which of your units has located this excellent position. As long as the unit stays in its current position it receives an additional Defense die over and above any Cover or Armor dice. If the unit moves, it loses this advantage. Other units moving into the same position will not receive the additional Defense die.

AN exCelleNT POsITION
(For Side that Drew Card) One of your units has found an excellent position that affords them unexpected protection from enemy fire! You may designate which of your units has located this excellent position. As long as the unit stays in its current position it receives an additional Defense die over and above any Cover or Armor dice. If the unit moves, it loses this advantage. Other units moving into the same position will not receive the additional Defense die.

FIre! FIre!
(For Side that Drew Card) Your rounds have struck something flammable and set a structure ablaze! You may designate any building within LOS of one of your units (or anywhere on the table if you have air support with offensive capabilities) and declare that it is burning. Any figures in the building must immediately evacuate to a point at least 4 from the building. They may be fired on by units that are on Overwatch. The building is impassable for the duration of the game.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

FIre! FIre!
(For Side that Drew Card) Your rounds have struck something flammable and set a structure ablaze! You may designate any building within LOS of one of your units (or anywhere on the table if you have air support with offensive capabilities) and declare that it is burning. Any figures in the building must immediately evacuate to a point at least 4 from the building. They may be fired on by units that are on Overwatch. The building is impassable for the duration of the game.

The bell TOlls


(Play Against US, ARVN, etc.)
Radio chatter informs your men that one of their favourite NCOs has been injured or killed in another engagement. Roll 1d6 to determine how the news affects them: 1-3: Your force becomes despondent and demoralized. Lower your forces Morale die by one type (i.e., d8 Morale is reduced to d6). Morale cannot be lowered beyond d6. 4-6: Your force is fired up and hungry for some pay-back! Raise the Morale of every unit in your force by one die type (i.e., d8 Morale is raised to d10). Morale cannot be raised above d12.

grOuNDeD!
A ferocious storm blows up, grounding all air assets. All units have their Optimum Range reduced to 6.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

TOugher ThAN They lOOk


(Play Against US, ARVN, etc.) Intel isnt always 100% and this is one of those occasions. Your opponents are much more skilled and motivated than reports indicated. Troop Quality and Morale are bumped up one die type for the next VC Reinforcement unit that appears on the board. This increase may not raise either value above d10.

WhereD They COme FrOm?


(Play Against US, ARVN, etc.) Reinforcements arrive for the wrong guys! The VC player may make an immediate roll on the Reinforcement Table. The new unit may be placed anywhere on the table, but no closer than 6 from any enemy unit. The new unit may be activated during the current turn.

WhereD They COme FrOm?


(Play Against US, ARVN, etc.) Reinforcements arrive for the wrong guys! The VC player may make an immediate roll on the Reinforcement Table. The new unit may be placed anywhere on the table, but no closer than 6 from any enemy unit. The new unit may be activated during the current turn.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

WATCh Where yOu sTeP


(Play Against US, ARVN, etc.) A possible booby-trap or mine has been spotted in the path of one of your units. There is no time to summon EOD, so the device must be bypassed! Randomly determine the unit that has spotted the explosive. Your opponent may place a marker at least 6 from that unit and at least 4 from nearby units. None of your units may approach within 4 of the marker.

PrAIse The lOrD AND PAss The AmmuNITION!


(Play Against US, ARVN, etc.) A supply snafu or a long march up have left your units low on ammo. Your force now rolls one less die of Firepower on all attacks and reactions. This card may be applied multiple times, but can never reduce a units Firepower to zero.

Theres NOThINg FrIeNDly AbOuT IT!


(Play against any non-VC unit US, NVA, ARVN, etc.)
One of your units has been struck by friendly fire, either from an errant aircraft or off target artillery. Randomly determine which unit has been struck. If it is an infantry unit, each figure in the unit must roll a 4+ to avoid becoming a casualty. If a vehicle is struck, roll on the 2 Hits column of the Vehicle Damage Results chart. If the you had air assets, they are grounded as a result of the attack and lost for the rest of the game.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

huNTeD.
(Play Against US, ARVN, etc.)

gIVe em hell!
(Play Against US, ARVN, etc.) One of your units gets carried away and has a mad minute. They fire everything they have as fast as they can the next time they engage an enemy unit. Randomly determine the unit affected. This unit will receive an extra Firepower die for all attacks or Reactions for the rest of the turn. Make a Troop Quality check for the unit at the end of the turn. If the unit fails the check, it throws one less Firepower die on all attacks for the duration of the game.

INCOmINg!
(Play Against US, ARVN, etc.) One of your units is struck by a random barrage of mortar fire. Randomly determine the unit that is hit by the mortar rounds. The affected unit is struck with a Firepower of 6d6.

Your Area of Operations has just been transformed into a hunting reserve for two trained killers and its open season on insurgents! The Regular force gains a Sniper Team that can be placed anywhere within 24 of a Regular unit. The sniper team is Hidden and In Cover. It is a two man team with a Troop Quality and Morale of D10. The team is Stealthy and has Night Eyes. It may be activated immediately.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

gIVe em hell!
(Play Against US, ARVN, etc.) One of your units gets carried away and has a mad minute. They fire everything they have as fast as they can the next time they engage an enemy unit. Randomly determine the unit affected. This unit will receive an extra Firepower die for all attacks or Reactions for the rest of the turn. Make a Troop Quality check for the unit at the end of the turn. If the unit fails the check, it throws one less Firepower die on all attacks for the duration of the game.

JAmmeD!
(For Side that Drew Card) Play on an enemy unit when it is about to fire. The unit is suffering with weapon malfunctions due to dirt or poor quality ammo. The unit has its Firepower dice halved for the rest of the game.

JAmmeD!
(For Side that Drew Card) Play on an enemy unit when it is about to fire. The unit is suffering with weapon malfunctions due to dirt or poor quality ammo. The unit has its Firepower dice halved for the rest of the game.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FOG OF WAR

FOG OF WAR

FOG OF WAR

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FugAzI!
(Play Against US, ARVN, etc.) One of your squads has gone nuts, could be drugs or perhaps theyve just cracked. Roll a D6 to see whats up with them: 1,2 Paranoia reduce Troop Quality and Morale by one die step may only move at Cautious speed 3,4 Staying put, must pass a Troop Quality test to advance towards the enemy or fire (may still react fire) 5,6 Fugazi! The blood is up and they are out for the kill +1 firepower die for the rest of the game

sOmeThINgs mOVINg OVer There! FNg


Play on any US unit in response to a successful Troop Quality check for a Booby Trap. The guy who found it is new in country and he didnt notice the wire running from the Booby Trap to the secondary device Unit takes hit from trap as per the Booby Trap card. (For Side that Drew Card) One of the enemy units on the table spots something moving in the undergrowth. The unit chosen must not have a line of sight to a visible enemy unit. The unit spends the turn blazing away at the jungle and loses its ability to move or fire for the rest of the turn, though it may still use Reaction Fire with a -1 die shift to Firepower After blazing away at the jungle, a wounded pot-bellied pig emerges from the area and promptly expires on the trail.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

sOmeThINgs mOVINg OVer There!


(For Side that Drew Card) One of the enemy units on the table spots something moving in the undergrowth. The unit chosen must not have a line of sight to a visible enemy unit. The unit spends the turn blazing away at the jungle and loses its ability to move or fire for the rest of the turn, though it may still use Reaction Fire with a -1 die shift to Firepower After blazing away at the jungle, a wounded pot-bellied pig emerges from the area and promptly expires on the trail.

sNAkes AlIVe!
(Play Against US, ARVN, etc.) One unit finds itself sharing its current position with a less than happy snake. The unit must make a Troop Quality check and if it fails one of the units figures, chosen at random, is bitten by the snake. Place the model on its side and roll for injuries as normal in the following turn.

FrAg hIm
(Play Against US, ARVN, etc.) The troops are less than pleased with the new commander. The men have lost faith in him completely. He now counts as a Negative leader and units within line of sight of him take Morale tests at one die step less. Time to get a little surprise ready for putting in his tent tonight

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

shOrT TImers
One US unit has a lot of Short Timers nearing the end of their Tour incountry. The unit must make a Troop Quality test to advance and takes all Morale tests at 1 dice step. The unit will never move at Rapid speed.

NO reAlly - We ThOughT They Were VICTOr ChArlIe!


US/ARVN/etc. player rolls a Troop Quality check - if he fails, a unit with LoF/LoS on a civilian mob fires on them, either mistaking them for VC or out of frustration.

DOWNPOur
A sudden monsoon crashes down on the battlefield obscuring the fighting and making life miserable for all. Optimum Range is reduced by half and all units lose 1 firepower die when shooting. All Air Assets are cancelled. Leave this card on the table and in each Initiative phase roll 1D6. On a roll of 5 or 6, the monsoon rain stops and the effects are cancelled.

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

Ambush Valley Fog of War Card

FREE WORLD ASSETS

FREE WORLD ASSETS

FREE WORLD ASSETS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FREE WORLD ASSETS

FREE WORLD ASSETS

FREE WORLD ASSETS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FREE WORLD ASSETS

FREE WORLD ASSETS

FREE WORLD ASSETS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

ATTACheD sNIPer TeAm


US, ARVN, ANZAC, ROK A two man sniper team is attached to your force. The teams Troop Quality & Morale may be set by the scenario. If not, roll a d6 to determine their value: 1-5: Troop Quality of Trained (D8) and D10 Morale 6: Troop Quality of Veteran (D10) and D8 Morale The sniper team uses the Sniper Team rules and is Stealthy. The team has the same Confidence and Supply Quality as the majority of your force.

OFF-bOArD sNIPer TeAm


US, ARVN, ANZAC, ROK
Your forces mission is supported by one or more sniper teams located off table. On each turn, you may pick one enemy unit for the off-board sniper teams to engage. Roll 1d6 to determine if the sniper team is in position to effectively engage the target unit:
1: Sniper team cant engage the target unit. 2-3: Sniper team engages target w/5d10 Firepower. Cannot designate leaders/ support weapons as casualties. 4-5: Sniper team engages target w/5d10 Firepower. Can designate leaders/ support weapons as casualties. 6: Sniper team has been recalled. No fire this turn. Discard this Asset Card immediately.

OFF-bOArD lIghT ArTIllery


US, ARVN, ANZAC, ROK Your unit has on call support from an off-board light artillery battery. Each turn one of your units may attempt to call down a fire mission on a designated target using the Calling for a Fire Mission rules. The outcome of the mission is determined using the Resolving a Fire Mission rules.

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

Off board teams may not be fired upon.

Ambush Valley Free World Asset Card

OFF-bOArD heAVy mOrTArs


US, ARVN, ANZAC, ROK Your unit has on call support from an off-board heavy artillery battery. Each turn one of your units may attempt to call down a fire mission on a designated target using the Calling for a Fire Mission rules. The outcome of the mission is determined using the Resolving a Fire Mission rules.

ATTACheD lIghT ArmOreD VehICle


US, ARVN, ANZAC, ROK Your unit has a light armored vehicle attached, such as a ACAV, M113, Gun Truck, Ontos, etc. Its crew has the same Troop Quality and Morale as the majority of your force.

ATTACheD FAC & sPOOky Or helO guNshIP


US, ARVN, ANZAC, ROK
A Combat Air Controller (CAC) is attached to one of your units. He has the same Troop Quality, Morale, Confidence, and Supply Quality as the unit he to which he is attached and is equipped with a rifle and flak jacket. Air strikes may be requested per the Requesting an Air Support rules. Fixed-wing gunships may conduct orbital gun runs. Most helo gunships may conduct orbital or strafing gun runs. US Spooky at night, Helo gunship in day ARVN, ANZAC, ROK Helo gunship

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

ATTACheD FAC & grOuND ATTACk AIrCrAFT


US, ARVN, ANZAC, ROK A Combat Air Controller (CAC) is attached to one of your units. He has the same Troop Quality, Morale, Confidence, and Supply Quality as the unit he to which he is attached and is equipped with a rifle and flak jacket. Air strikes may be requested per the Requesting an Air Support rules. Ground Attack Planes may conduct strafing runs or drop bombs.

ATTACheD FAC & FAsT burNers


US, ARVN, ANZAC, ROK A Combat Air Controller (CAC) is attached to one of your units. He has the same Troop Quality, Morale, Confidence, and Supply Quality as the unit he to which he is attached and is equipped with a rifle and flak jacket. Air strikes may be requested per the Requesting an Air Support rules. Fast Burners may conduct strafing runs or drop bombs.

ATTACheD gPmg TeAm


US, ARVN, ANZAC, ROK A two man GPMG (most likely an M60 for the US) team is attached to your force. It is armed with a General Purpose Machine Gun (Med. Support). The team has a Troop Quality of Trained (D8) and D10 Morale. Its Confidence and Supply Quality are the same as the majority of your force.

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

FREE WORLD ASSETS

FREE WORLD ASSETS

FREE WORLD ASSETS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FREE WORLD ASSETS

FREE WORLD ASSETS

FREE WORLD ASSETS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

FREE WORLD ASSETS

FREE WORLD ASSETS

FREE WORLD ASSETS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

ATTACheD sCOuT DOg TeAm


US, ARVN, ANZAC, ROK Your force has a Scout Dog Team attached. The dog handler has a Troop Quality of D8 and a Morale of D10. He is armed with an appropriate rifle and wears a flak jacket.

TANk suPPOrT
Your force has armored support for this mission. The vehicles crew has the same Troop Quality, Morale, Confidence, and Supply Quality as the majority of your forces units.

us m48 PATTON
ARVN 1D6: 1-3 M24 Chaffee; 4-6 M41 Bulldog ANZAC Centurion MK 5/1 ROK Discard this card and draw another.

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

ATTACheD sPeCIAlIsT
Your force has a specialist attached. The specialist has a Troop Quality of D8 and a Morale of D10. He is armed with a rifle and has a flak jacket. Tunnel Rats have a pistol and CS grenades. US, ANZAC (Roll D6) 1-2: Pointman, 3-4: Tunnel Rat, 5-6: Kit Carson Scout ARVN, ROK: Pointman

ATTACheD sPeCIAlIsT
Your force has a specialist attached. The specialist has a Troop Quality of D8 and a Morale of D10. He is armed with a rifle and has a flak jacket. Tunnel Rats have a pistol and CS grenades. US, ANZAC (Roll D6) 1-2: Pointman, 3-4: Tunnel Rat, 5-6: Kit Carson Scout ARVN, ROK: Pointman

ATTACheD meDIC
US, ARVN, ANZAC, ROK One of your units has an attached Medic. He has the same TQ and Morale as the unit to which he is attached.

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

ATTACheD FAO ATTACheD meDIC


US, ARVN, ANZAC, ROK One of your units has an attached Medic. He has the same TQ and Morale as the unit to which he is attached. US, ARVN, ANZAC, ROK One of your units has an attached FAO. He has the same TQ and Morale as the unit to which he is attached. Roll a die to determine what type of battery he has on call. Roll D6: 1-4: Off board light artillery 5-6: Off board heavy artillery

meDeVAC ON CAll
US, ARVN, ANZAC, ROK Your force has a dust off chopper on standby. Make a Troop Quality test to summon it. Any unit with Casualties may turn them over for treatment by coming into base to bas contact with the chopper during their turn. This will remove the units Casualties penalty. This card can be placed twice per game and then must be discarded. This card may not be played on two consecutive turns.

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

Ambush Valley Free World Asset Card

BOOBY TRAPS

BOOBY TRAPS

BOOBY TRAPS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

BOOBY TRAPS

BOOBY TRAPS

BOOBY TRAPS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

BOOBY TRAPS

BOOBY TRAPS

BOOBY TRAPS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

ATTACheD sNIPer TeAm


A two man sniper team is attached to your force. The teams Troop Quality & Morale may be set by the scenario. If not, roll a d6 to determine their value: 1-5: Troop Quality of Trained (D8) and D10 Morale 6: Troop Quality of Veteran (D10) and D8 Morale The sniper team uses the Sniper Team rules and is Stealthy. The team has the same Confidence and Supply Quality as the majority of your force.

TOe POPPer (VC) Or ATTACheD mg TeAm (NVA)


Toe Popper: 3D8 Firepower against a single model. Discard after playing. Attached MG Team: A two man GPMG team is attached to your force. It is armed with a General Purpose Machine Gun (Med. Support). The team has a Troop Quality of Trained (D8) and D10 Morale. Its Confidence and Supply Quality are the same as the majority of your force. The MG team is a Weapons Team.

TOe POPPer (VC) Or ATTACheD mg TeAm (NVA)


Toe Popper: 3D8 Firepower against a single model. Discard after playing. Attached MG Team: A two man GPMG team is attached to your force. It is armed with a General Purpose Machine Gun (Med. Support). The team has a Troop Quality of Trained (D8) and D10 Morale. Its Confidence and Supply Quality are the same as the majority of your force. The MG team is a Weapons Team.

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

PuNJI PIT (VC) Or OFF-bOArD lT. mOrTAr suPPOrT (NVA)


Punji Pit: 4D8 Firepower against a single model. Discard after playing. Off Board Lt. Mortar Support: Your unit has on call support from an off-board Light Mortar Team. Each turn one of your units may attempt to call down a mortar salvo on a designated target using the Calling for a Fire Mission rules. The outcome of the salvo (FP of 4D8) is determined using the Resolving a Fire Mission rules.

PuNJI PIT (VC) Or OFF-bOArD lT. mOrTAr suPPOrT (NVA)


Punji Pit: 4D8 Firepower against a single model. Discard after playing. Off Board Lt. Mortar Support: Your unit has on call support from an off-board Light Mortar Team. Each turn one of your units may attempt to call down a mortar salvo on a designated target using the Calling for a Fire Mission rules. The outcome of the salvo (FP of 4D8) is determined using the Resolving a Fire Mission rules.

sPIke bOArD (VC) Or ATTACheD rPg TeAm (NVA)


Spike Board: 5D8 Firepower against a single model. Discard after playing. Attached RPG Team: Your force has a veteran RPG team attached. These two soldiers are experts with the RPG, one firing and the other re-loading a spare launcher. They have a Troop Quality of D10 and the same Morale as the majority of your forces. They are treated as a Weapon Team except when firing at enemy vehicles.

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

sPIke bOArD (VC) Or ATTACheD rPg TeAm (NVA)


Spike Board: 5D8 Firepower against a single model. Discard after playing. Attached RPG Team: Your force has a veteran RPG team attached. These two soldiers are experts with the RPG, one firing and the other re-loading a spare launcher. They have a Troop Quality of D10 and the same Morale as the majority of your forces. They are treated as a Weapon Team except when firing at enemy vehicles.

greNADe TrAP (VC) Or OFF bOArD heAVy mOrTArs (NVA)


Grenade Trap: Hits all models within 2 of selected target, 4D8 Firepower. Discard after playing. Off Board Light Mortars: Your unit has on call support from an off-board Heavy Mortar Team. Each turn one of your units may attempt to call down a mortar salvo on a designated target using the Calling for a Fire Mission rules. The outcome of the salvo (FP of 6D8) is determined using the Resolving a Fire Mission rules.

greNADe TrAP (VC) Or OFF bOArD heAVy mOrTArs (NVA)


Grenade Trap: Hits all models within 2 of selected target, 4D8 Firepower. Discard after playing. Off Board Light Mortars: Your unit has on call support from an off-board Heavy Mortar Team. Each turn one of your units may attempt to call down a mortar salvo on a designated target using the Calling for a Fire Mission rules. The outcome of the salvo (FP of 6D8) is determined using the Resolving a Fire Mission rules.

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

BOOBY TRAPS

BOOBY TRAPS

BOOBY TRAPS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

BOOBY TRAPS

BOOBY TRAPS

BOOBY TRAPS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

BOOBY TRAPS

BOOBY TRAPS

BOOBY TRAPS

AMBUSH VALLEY

AMBUSH VALLEY

AMBUSH VALLEY

sPIDer hOle (VC) Or OFF-bOArD ArTIllery suPPOrT (NVA) lAND mINe


Hits all models within 3 of selected target, 4D10 Firepower. Discard after playing.

lAND mINe
Hits all models within 3 of selected target, 4D10 Firepower. Discard after playing.

Spider Hole: VC guerrilla pops up from a spider hole to fire a burst. May target any model of VC players choice with a 3D8 Firepower attack the guerrilla then vanishes. Discard after playing. Off-Board Artillery Support: Each turn one of your units may attempt to call down a fire mission on a designated target using the Calling for a Fire Mission rules. The outcome of the mission is determined using the Resolving a Fire Mission rules.

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

sPIDer hOle (VC) Or OFF-bOArD ArTIllery suPPOrT (NVA)


Spider Hole: VC guerrilla pops up from a spider hole to fire a burst. May target any model of VC players choice with a 3D8 Firepower attack the guerrilla then vanishes. Discard after playing. Off-Board Artillery Support: Each turn one of your units may attempt to call down a fire mission on a designated target using the Calling for a Fire Mission rules. The outcome of the mission is determined using the Resolving a Fire Mission rules.

mOrTAr! (VC) Or OFF-bOArD lIghT AA guNs (NVA)


Mortar!: A VC mortar team fires a quick salvo at an enemy unit of the VC players choice with a 4D8 Firepower attack. Discard after playing. Off-Board Light AA Guns: Once per turn, on a successful Troop Quality test, may engage a single enemy air asset at combat air level.

lOCAl suPPOrT (VC) Or PT-76 lIghT TANk (NVA)


Local Support: VC Player gains a Main Force unit of two 3-man cells armed with rifles, BAR and an RPG PT-76 Light Tank: Your force has a PT-76 Light Tank attached. Its crew have the same Troop Quality and Morale as the majority of your force.

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

mg buNker
The VC or NVA player may place an MG bunker anywhere on the table at anytime. The bunker has been cleverly camouflaged and is hidden until it opens fire. Treat as a weapons team with an MMG in a fortified position. Discard after use.

mg buNker
The VC or NVA player may place an MG bunker anywhere on the table at anytime. The bunker has been cleverly camouflaged and is hidden until it opens fire. Treat as a weapons team with an MMG in a fortified position. Discard after use.

suICIDe sQuAD (VC) Or sAPPers (NVA)


Suicide Squad: Your force contains one 5 man Suicide Squad armed with rifles and an RPG. Their Troop Quality is D8 and they are not subject to Morale tests. Sappers: Your force contains one 5 man squad of Sappers armed with rifles. Their Troop Quality is D8 and their Morale is D10.

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

Ambush Valley booby Trap Card

without the best 15mm troops Dont enter ambush valley Dont enter ambush valley available without the best 15mm troops without the best 15mm troops available available
US Army Rifle Company HQ ANZAC SAS Patrol

FULL RANGE OF: NVA US Army Rifle Company HQ US Army US Army Rifle Company HQ Main Force VCOF: FULL RANGE US Marines FULL RANGE OF: NVA Local Force NVA US Army VC ANZACs Main Force VC US Army Special Forces: US Marines Main Force VC Local US SAS MarinesForce VC SEALs Local ANZACs VC Force Special Forces: LRRPs ANZACs ForceSAS Recon Special Forces: SEALs Green Berets SAS LRRPs SEALs VEHICLES: Force Recon LRRPs Green Berets M113-ACAV Force Recon M113-APC VEHICLES: Green Berets
M113-ACAV M113-APC VEHICLES: ACCESSORIES: M113-ACAV Markers M113-APC ACCESSORIES: Buildings

ANZAC SAS Patrol

ANZAC SAS Patrol

NVA Weapons Platoon

NVA Weapons Platoon

NVA Weapons Platoon

VC Cells and Markers


VC Cells and Markers

M113-APC
M113-APC

VC Cells and Markers

Markers Terrain Buildings ACCESSORIES: SOON TO Terrain BE RELEASED:

Markers M125 Mortar Track M113-APC SOON TO Buildings BE RELEASED: Patrol Boat River (PBR) M125 Mortar Track Terrain PT-76 Patrol Boat amphibious APC Communist River (PBR) ARVN BE RELEASED: SOON TO PT-76 Communist amphibious APC UH-1B ARVN Huey Track M125 MortarSlick UH-1B River (PBR) Civilians & domestic Patrol BoatHuey Slick animals PT-76 Civilians & amphibious APC Communist domestic animals ARVN UH-1B Huey Slick Civilians & domestic animals

US Army Anti-Tank Section


US Army Anti-Tank Section

US Army Anti-Tank Section

www.flashpoint-miniatures.com A Division of Siege Works Studios Pty Ltd


A Division of Siege Works Studios Pty Ltd

www.flashpoint-miniatures.com

See our monthly specials at www.eurekamin.com.au


149 Poath Road Hughesdale, Victoria 3166, Australia web www.eurekamin.com.au email nicr@eurekamin.com.au phone/fax +613 9568 4085

28mm Australians in Vietnam & Viet Cong

15mm French Indo-China War: Viet Minh & French Foreign Legion

28mm Australians in Vietnam

Vietnam ranges sculpted by Mike Braodbent


All Royal Australian Regiment section sets (100NAM01a-100NAM05) and the Viet Cong set (100NAM15) contain 10 figures each = au$29.50) 100NAM01a Command section (standing) & support section 100NAM01b Command section (kneeling) & support section 100NAM02 Rifle section (passive poses) 100NAM03 Rifle section (action poses) - firing weapons, running etc 100NAM04 Rifle section (active) - advancing, patrolling etc 100NAM05 Prone figures (2 x SLR, 2 x M16, 2 x M60 & 4 x casualty) 100NAM06 M 113 APC (resin and metal kit) au$45.00 100NAM07 M 113/T50 APC (resin and metal kit) au$50.00 100NAM08 Seated Australians, stowage and tank junk au$11.00

100NAM07 & 100NAM08


100NAM15 100NAM20 100NAM21 Viet Cong infantry 10 figures Ox Cart with load of thatch & lady with bicycle Ox Cart with load of baskets & lady with bicycle au$25.00 au$25.00 300ICW33 300ICW35 300ICW38 300ICW39 300ICW40 Viet Minh Type 92 HMG 2 figures (1) Viet Minh 60mm mortar and crew 2 figures (1) Viet Minh Bugler (2) Viet Minh Standard Bearer (2) Viet Minh Officer (2) au$3.50

28mm Australians in Vietnam

15mm French Indo-China War

Selected codes - range includes HMG's, mortars, recoiless rifles etc 300ICW01 Legionnaire in helmet with MAS 36 (6) 300ICW03a Legionnaire in helmet with FM24/29 LMG (1) 300ICW04 Legionnaire Officer in helmet (2) 300ICW12 Legionnaire in bush hat with MAT 49 (2) 300ICW30 Viet Minh with rifles: MAS36, SMLE & Type 99 (8) 300ICW32 Viet Minh with DP LMG (2)

Numbers in parentheses indicates different figure variants available. Eureka 15mm individual foot figures = au$0.80 each Postage at cost (Australian customers add 10% GST to all prices) Eureka Miniatures Agents:

UK: Fighting 15s - www.fighting15s.co.uk (tel 01983 752014) USA: Eureka Miniatures USA - eurekaminusa.com (tel 508 668 5240)

w w w. t h e a s s a u l t g r o u p . c o m

Unit K, Broxtowe Park Business Centre, Calverton Drive, Broxtowe, Nottingham NG8 6QP Email: info@theassaultgroup.com

Telephone: 0115 9133 591

US and Commonwealth Forces


Over 90 28mm miniatures, including US Marines and special forces as well as heavy weapons and ANZACs, M113s and ACAVs.

Rebel Minis is a premier manufacturer of 15mm gures and enjoys a special relationship with Ambush Alley Games. We provide starter miniature sets for Ambush Z and special Ambush Alley Battle Boxes that contain an exclusive campaign pack and all the miniatures needed to play it! So, if youre looking for ne 15mm Special Operators, armed insurgents, private contractors, police SWAT and riot teams or a ravening horde of zombies for your Ambush Alley, Ambush Z, or Force on Force game, Rebel Minis has what you need!

Vietnamese

Over 70 28mm miniatures, including VC, NVA and heavy weapons.

www.rebelminis.com

Plus a huge range of separate weapons and equipment.

D S AV ISC.O.G AI OU LA N BL T E!

Quality 15mm and 1:100 scale wargames figures


QRF Models Limited offer an extensive range of high quality 15mm and 1:100 scale modern wargames figures. The UH-1 Huey, M551 Sheridan, M113 ACAV and Ontos are just a few examples of our models suitable for gaming Vietnam. But dont take our word for it, come and look at the website to see some of the 3000+ different products we have on offer, ranging from ancient Rome to modern day Afghanistan. Our extensive ranges let you build your force, from infantry and cavalry to main battle tanks and infantry carriers, artillery to helicopters, including some of the latest equipment currently in service around the world. And if you are not in the UK, check our website for a list of stockists throughout Europe, the USA and Australia.

QRF Models Limited, Unit 2 Gibbs Marsh Farm, Stalbridge, Dorset DT10 2RU UK +44 (0)1963 363521

www.quickreactionforce.co.uk

QRF - an ideal partner for Ambush Valley!