Incoming! - Miscellaneous & Period Rules

Downed Aircrew

Rescuing downed aircrew was a regular feature of the Vietnam War and operations could easily be diverted when a friendly aircraft went down. Attempts were also made to recover the bodies of dead aircrew. In the event of an aircraft or moving helicopter being shot down the owning player must test for the aircrew. Throw 1D6.

Fixed Wing Aircraft:

Helicopters:

The following rules apply to Downed Aircrew.

US Dog Handler Teams

This represents the use of dogs to locate enemy troops and caches.

A dog team adds +1 to any dice throws to detect the enemy or their equipment and doubles the distance at which enemy troops are located in jungle and similar dense terrain (ie detection range increases from 1 stand width to 2 stand widths.

Optional Rules - Ammunition Supplies

The Vietnam war was remarkable for the prodigious amounts of ammunition expended by the Free World forces. The following rules are designed to reflect these high rates of fire and the problems associated with resupply. To resupply from an ammunition marker takes one initiative during which the unit must remain stationary.

A fire team or heavy weapon is resupplied by moving to within one base width of the ammunition marker (or a porter stand moving to within one base width of the stand to be resupplied) and remaining there for one friendly initiative, after which it is considered resupplied.

Free World Off Table Artillery/Heavy Mortars

Small arms and Direct Fire heavy weapons

On table Heavy Weapons

Free World Forces

Ammunition may be resupplied by helicopter. To request an ammunition resupply the senior commander present must first nominate the type of ammunition required and then throw 1D6 and score 5 or 6. A failure does not lose the initiative.If successful the resupply will then arrive on the table in 1D6 initiatives.

Each helicopter can carry sufficient small arms ammunition to resupply 15 fire teams/stands or 3 heavy weapons or 1 artillery or heavy mortar. One fire team stand is required to unload the ammunition. Small arms and mortar ammunition can be unloaded from a helicopter by any fire team. Artillery ammunition must be unloaded by an artillery crew within 2 stand widths of the artillery. Ammunition supplies should be represented by an appropriate marker.

Beehive and Flechette Munitions

These were developed to give artillery, large calibre RCL weapons and AFVs (90mm+ guns) a self defence capability against enemy infantry. They are similar in effect (but far more effective) to the old "canister" or "case" shot. To represent the use of these munitions any tank, RCL or on-table artillery piece may throw two extra fire dice when firing at any dismounted enemy troops in the open and within two base widths of the firing weapon. This may occur as part of the normal firing routine or when the weapon or vehicle is being attacked in close combat. In the case of close combat attacks note that the target stand must be within the firing weapons permitted arc of fire.

Note however that supplies of these munitions were not unlimited. Each weapon will start the game with 1D6 beehive/flechette fire missions. Due to the scarcity of these munitions no resupply is permitted.

Communist Forces

To request an ammunition resupply the senior commander present must first nominate the type of ammunition required and then throw 1D6 and score 5 or 6. A failure does not lose the initiative. If successful the resupply will arrive on table in 1D6 initiatives. Ammunition is carried by a porter stand. Each porter stand may carry sufficient small arms ammunition for 10 stands or one heavy weapon. Porters may centralise the ammunition for collection or may distribute it.

Fighting during the Hours of Darkness

The Night Fighting rules from the Crossfire Hit the Dirt Supplement apply. The following rules are additional to the supllement rules:

Civilians

If civilian buildings or agricultural areas are present on the table top, and the area has not been declared as a Free Fire Zone by the Free World Player, then the communist player may deploy 2D6 stands of civilians. These may be used to inhibit or restrain the Free World Player actions as follows;

Innocent Civilians:

Mistaken identity:

This rule allows the communist player to use civilian traffic for movement or for the Free World Player to risk accidentally firing on civilians:

This may only occur providing that the stand has not already been located by the enemy. If at any time the stand is contacted in close combat, is within one base width of an enemy stand, is fired upon or attempts to fire then the correct stand is placed on the table.

Note:

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Site last updated 11th June 2011