NAM BREAD MAN PLATOON PATROL

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1 NAM BREAD MAN PLATOON PATROL VIETNAM WAR use D3 D6 D8 D10 D12 2CM EQUALS 11 METRES 20 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5, MM DIAMETER BASES FOOT FIGURE 2x 20MM DIAMETER BASES OXEN/MULE NO NEED FOR BASES for Tanks Mortars Artillery Helicopters Machine Guns BATTLEFIELD 180cm x 120cm split into 24 SECTORS of 30cm x 30cm, then each sector split into 9 Zones of 10cm x 10cm.Always number from the Top left edged square with 1 to 4 etc. Total Total SECTORS 24 Total ZONES 216 Before turns begin the Viet Cong player can map out 2 tunnels in 4 adjoining Sectors each with 2 exit/entrances ending inside a zone. Movement in tunnels is always at 3cm.. The NVA/Viet Cong always starts on the edge opposite U.S They can also map out up to 10 booby traps (x marks the spot) When a figure moves over or onto the area check that figures D6 score if it is less than 5 the figure loses 1 life. Players involved:- 1 against 1 or U.S 1 player per squad and if more players 1 playing the Platoon HQ and 1 the weapons squad. Vietnamese players 1 per squad or extra players with 4 squads or cells plus Combat Support plus HQ. To pick type of U.S. platoon throw 1xD6 to see which Platoon i.e 1Ranger,2 Special, 3 Rifle, 4 Airborne, 5 Light, 6 Air Assault. 1 SEQUENCE equals 1 U.S players turn then 1 Vietnamese players turn THE U.S always goes first from any edge. Before each SEQUENCE starts each figure throws 1xD3 1xD3(use different colour dice) 1xD6 1xD8 1xD10 1xD12 These scores last for 1 Sequence unless troop types permit a reroll at the beginning of the sequence (your turn and your opponents turn)

2 No Rerolls if Civilians, for any Crew, New Recruits. Can Reroll D8 D10 Regulars U.S Infantry Foreign Troops Can Reroll D8 D10 D12 Viet Cong /NVA Can Reroll D8 D10 D12 Special Forces Snipers Elite Forces Repeat same procedure and reroll the dice again in the next Sequence Squad Leaders are no different from any other figure. D3 the score equals the number of actions for 1 figure ( move fire or melee) in 1 Sequence. i.e score a 2 so 1 figure is allowed 2 actions. D3 (different colour dice) the score equals the number of lives a figure has in 1 Sequence i.e a roll of 3 means the figure has 3 lives this sequence. you lose lives to firing and melee. This is the same for Oxen/Mules only use D3 D3 (different colour dice ) per sequence D6 the score to save 1 figure from firing in 1 Sequence a score of 4 5 or 6 saves from Rifle firing 5 from Machine guns and any automatic weapons 6 from Grenades /artillery fire D8 (1 Action) Up to 3 Actions, the score to hit in firing in 1 Sequence a score of 4 is a hit in the open 5 is a hit in soft cover 6 is a hit in hard cover. a score of 5 is a hit in the open if enemy figure is crawling or prone 6 is a hit in soft cover if figure is crawling or prone 7 is a hit if figure is in hard cover and is crawling or prone. A 3 is needed if firing automatic weapons i.e so to hit in the open would be 3 a hit in soft cover would be 4 etc. EVERY FIGURE CAN FIRE. Line of Sight only Pick your target 360 degrees, 45 degrees of machine gun barrel. All artillery and air strikes are classed as from off the battlefield All hits on Vehicles are to the Crew, when no Crew are left the Vehicle is classed as destroyed. Crew in Soft skin Vehicles are classed as in soft cover Crew in light tanks, APC are classed as in Hard Cover.AFV you need a 8 Soft skinned Vehicle Crew can be killed by all firing Light Tanks,APC and AFV Crew can be killed by RPG s Recoiless Rifles Heavy Mortars Artillery Bazookas M72 law Airstrikes. D10 the score you use to attack or defend in melee in 1 sequence MELEE (1 Action) D10 Up to 3 Actions Your D10 score against your opponents D10 score the highest score is the winner. The difference deduct off opponents lives D3 If opponents score is higher no deductions

3 If even Opponent can continue in melee or move away +2 to attacker if defending figure is crawling or prone +1 if defender behind hard cover. Base to Base contact You still melee if in soft hard/cover so long as both figures are contacting between soft/hard cover D12 the score you use to observe an enemy in soft or hard cover in 1 sequence Your figure picks only 1 enemy figure and uses his observation score to see if his score is higher, if even or lower then your figure cannot see the enemy figure and cannot move or fire or melee with that figure.your opponent does not reveal his score to you This is based on trust Example :- A U.S infantry figure rolls D3 D3 D6 D8 D10 D12 Scores are This means he has 1 movement action 2 lives, a save he can reroll his D8 even though he has a hit in the open, can leave his D10 as it is an average score and his observation skills in this sequence are poor. The Defending player does not tell the Attacker his dice scores. Based on Trust The Attacker will know when a figure is killed when it is taken off. MORALE If you lose any lives and are down to 1 life on your D3 in your current turn and your D3 throw in your next Sequence is 1 ( if squad leader is killed it is 2) then you cannot move towards any enemy and must move backwards for 1 move You can still fight in melee if attacked but you cannot fire. You can go back to normal if you do not throw 1 (2 If Squad Leader is killed) on you next D3 ORGANISTATION Viet Cong Irregular force of peasants, farmers and women and children. North Vietnamese Army regular soldiers reasonably well trained and usually formed in larger numbers and took over from the Viet Cong when they were virtually destroyed ( lost troops) in the Tet Offensive Viet Cong Guerrillas usually to young or old to fight for the Viet Cong usually setting booby traps scouting and sniping and ranged from a single 3 man cell to a platoon of 3-4 squads. Usually operated in a squad of 12 men. Regional VC operated as independent companies but would be split up into platoons squads and cells and would fight in their local area NVA Main force Regulars organised into battalions of 3 Rifle Companies and a Combat Support Company.

4 On larger operations they could be organised into regiments of 2-3 battalions VC Main Force Company (Take bits out for a regional force) 1xCompany HQ Section 3x Rifle Platoons (each 1x Platoon HQ Section, 4 x Rifle Squad Combat Support Elements (attached) Company HQ Section 1x Captain 1 x Lieutenant 1x RTO ( Radio Telephone Operator) 2x Runner Rifle Platoon HQ Section 1x Lieutenant 1x Senior Sergeant 1x Runner Rifle Squad 1x Sergeant 1x Corporal 1x RPD 7.62mm MG (1x Rifleman) 6x Riflemen Combat Support 1x Sergeant 1x Corporal 1x.30mm MG (3crew) 1x60mm Mortar (3crew) 1x 57mm RR (3crew) 3x Riflemen

5 VC also used a lot of RPG.s mainly the RPG-2 RPG-7 Heavy Weapon Platoons usually consisted of 12.7mmAAMG.s 81/82mm Mortars and Recoilless Rifles normally 75mm Higher Formation BATTALION Battalion HQ, Political Staff, 3x Rifle Companies, 1xCombat Support Company, 1xSignal Platoon, 1x Recon Platoon, 1x Sapper Platoon Viet Cong carried an assortment of arms SKS carbines vintage rifles SMG but few AK-47 U.S. Army All dismounted infantry units use the same basic ideas in combat,but some differences exist between organisations. The Company Weapons Platoon provided Marine 6x M60, 6xantitankM72LAAW, 3x60mm mortar)army was M72LAW, Army 81mm mortar. Usually mortar fire was called in to a specific area like Artillery before advancing. 3 men per Mortar. Special Forces A-Team were units of between 20-40men usually dropped by helicopter or parachuted in the drop zone. Each Platoon has 1 forward observer attached to the radio operator and 1 Platoon aidman. Light Infantry Rifle Platoon 1 Platoon HQ (Platoon Leader,Platoon Sergeant, Platoon radio operator M14 M16) with 2 Machine Gun teams (Each Machine Gun has 2 men, a Machine gunner and an assistant). 3 Rifle Squads Infantry Rifle Platoon 1 Platoon HQ (Platoon Leader, Platoon Sergeant, Platoon radio operator M14 M16) 3 Rifle Squads 1 Weapons Squad of 1 squad leader and ((2 Machine Gun teams ), 2 antiarmour teams each consisting of 1 anti-armour gunner and 1 assistant))

6 Air Assault Rifle Platoon same as Infantry Rifle Platoon Airborne Rifle Platoon same as Infantry Rifle Platoon Ranger Rifle Platoon 1 Platoon HQ (Platoon Leader, Platoon Sergeant, Platoon radio operator M14 M16) 3 Rifle Squads 1 Weapons Squad of 1 squad leader and 3 machine gun teams (each machine gun has 3 men ( 1 machine gunner,1assistant machine gunner, and 1ammunition bearer) The most common Rifle Squad has 9 soldiers (but could be 10) consisting of 1 squad leader, 2 fire team leaders M14,M16 with 2 automatic riflemen 2 riflemen 2 grenadiers (1 Rifleman extra if 10 soldiers) Marines Marines had larger squads 1 squad leader with M14/M16 Grenadier with M79 1 Fire Team of 4 marines (Corporal with M14/M16 1 Automatic Rifleman 2 Riflemen 1 Squad of 3 fire teams (12 men per squad) 1 Rifle Platoon of 3 squads 1 Rifle Company of 3 rifle platoons Australian Rifle Platoon 1Platoon HQ (1 Officer 3 other ranks) 3x Rifle Sections 1xRifle Section 10 other ranks 1xM60 1xM79 Cavalry Regiment ( 2/3 of helicopters were Hueys) 1 st Squad of 4 troops

7 A Troop 3x M48 5x M113 1x M113 81mm Mortar 1x M113 Command Vehicle B Troop C Troop as above as above D Troop Air Cavalry Troop Troop HQ Weapons Platoon (RED) 11x AH-1 Cobra Attack Helicopter (adjust to newer Helicopters and weapons etc) Scout Platoon (WHITE) 10x 0H-6 Cayuse Scout Helicopters (adjust to newer Helicopters and weapons etc) Aero Rifle Platoon (BLUE) 5x UH-1 Huey Transport 1x HQ section 4x Rifle Squads 1 Squad of men Inclusive of 1x M60 1x M79 and 1 pack radio. Terrain is placed by the invaded i.e Viet Cong 2 hills, 2 woods, 3 Jungle 1 river if required, 1 village with 2 paddy fields and 2 swamps

8 1 Sequence equals up to 3 Actions (D3) you can move 3 times or fire move melee or melee 3 Actions, or fire 3 actions, move 1 Action melee 2 Actions, Melee 1 Move 2 etc ALL FIGURES ARE ALLOWED UP TO 3 ACTIONS WHETHER FIRING, MOVING, MELEE IN THERE SEQUENCE WHEN ENDED NVA/VIET CONG SEQUENCE SOFT SKIN VEHICLES HAVE UP TO 3 ACTIONS FOR MOVEMENT 1 FIGURE NEEDED PERSONNEL CARRIERS HAVE UP TO 3 ACTIONS FOR MOVEMENT 1 FIGURE NEEDED LIGHT TANKS HAVE UP TO 3 ACTIONS FOR MOVEMENT 1 FIGURE NEEDED AFV HELICOPTERS HAVE UP TO 3 ACTIONS FOR MOVEMENT. 1 FIGURE NEEDED D3 MOVEMENT (1760yards)1625metres x4miles divided by60minutes divided by 11metres x 2cm divided by 3 actions Each D3 movement action for a Foot/art figure is 6cm walk crawl 3cm No deductions for moving through Hard cover for foot/art figure. No deductions for moving through Soft Cover for foot /art figure Each 1 movement action for Soft skin vehicles, AFV,APC,Light Tanks on track/road is 52cm Each 1 movement action for Soft skin vehicles,afv,apc, Light Tanks off road is 26 cm Each 1 movement action for AFV,APC Light Tanks swimming is 6cm Half all the above movements except swimming for PT-76, BTR 50 Each 1 movement action for PBR is 44cm Each 1 movement action for Helicopters is 157cm Each 1 movement action for a Oxen/Mule is trot 11cm gallop 13cm Each 1 movement action for an oxen/mule with Wagon/Cart or if laden with supplies is 6cm (up to 2 Oxen/mule per wagon/cart. You can only go across soft cover/hard cover at halve speed for AFV/ Light Tanks. Soft Skin vehicles keep to tracks and roads.

9 When totally in bush /jungle unless using tracks, use a direction dice for movement till you can see a pathway or open ground. ONE MOVEMENT ACTION INCLUDES Unlimber limber enter leave building or tunnel Dismount mount enter/leave vehicle. Radio incoming/outgoing call is 1 ACTION so you would need 1 action to order a bombardment or airstrike and 1 action for the actual bombardment or airstrike so you would need at least a 2 on your D3 if you get a 3 on your D3 then you would get 2 actions of bombardment or airstrike.. On a score of 10 or more on the Radio figures observation dice you can order a bombardment or airstrike to a Zone. A zone is split into 9 areas of 10cmx10cm NOW this is the exception to the rule Throw 1 x D10 0 is a direct hit so you can choose which of the 9 squares to hit with the bombardment or airstrike,a score of 1 to 9 is an allocation of 1 square you start with 1 in the top left hand corner then 2 is next right etc. If any figures are hit check their D6 and deduct 1 life of their D3 score, repeat again if you get 2 actions. Your forward observer is placed at the beginning of the game in a Sector of your choosing. To use his observation score if radio operator has failed with his score, observer has to be in any adjacent sector. A bombardment or airstrike is classed as 1 turn. Medics Base to Base 3 Actions to recover 1 lost life (D3) for 1 figure in 1 turn Your medic must always get a 3 on a D3 to recover 1 lost life for 1 figure you cannot carry over actions. To pull something down i.e like a high fence or barricade section throw 1xD10 This is the number of actions you need to succeed for infantry and artillery to make a path width of 1 figure Throw for each section. Up to 5 figures are allowed to throw per section per one action. You choose how strong cover is so you might decide it is 2xD10 if it is a big barricade. Etc. Trucks will be able to carry 2 Squads (up to 18 men) APC will be able to carry 1 Squad.. (up to 11 men) Jeeps will be able to carry 4 men. Helicopters can carry 14 men or 6 stretchers Soft Cover Fence Bush Paddy Fields Jungle Swamp Behind Jeeps/soft skins Hard Cover Wall bridge woods buildings trench sand bag and boxes construction fieldworks overturned wagons Bunkers Behind Tanks / APC

10 FIRING PER 1 ACTION Allocation of Crews 2 Crew for Soft-skins trucks jeeps etc and APC,s 3 Crew for Light Tanks 4 Crew for Artillery Battery (no need if off table artillery strike) 4 Crew for Tanks AFV 4 Crew for Helicopters (Hueys) 2 Crew for aircraft (no need if off table Airstrike) Firing with Crews Up to 2 Crew figures per machine gun if stationary 1 Crew figure driving when required 1 Crew figure flying Helicopters but can fire Rockets so main gun would be Rockets Up to 4 Crew figures per main gun if stationary Example: if stationary T55 1 Crew figure for main gun 1 Crew figure for HMG 1 Crew figure for MG 1 Crew figure for MG Example : if moving T55 1 Crew figure driving 1 Crew figure main gun 1 Crew figure for HMG 1 Crew figure for MG Example: Stationary and firing main gun 4 Crew figures firing main gun There are no Squad Leaders/Unit Leaders for any Vehicles.

11 Ranges U.S. Mk2 Mk61 Mk34 (White Phosphorus for trenches and tunnels )Grenades sighted up to 4.5cm (25metres) Pistol /Shotgun sighted up to 9cm (50 metres ) All Artillery, (4 Crew ) AND Air Strikes( 2 Crew) occur off Board. M14 M16 sighted up to 100cm (550 metres) M14 Sniper sighted up to 125cm (640 metres) U.S Navy Seals Thompson Sub Machine Gun sighted up to 9cm (50metres) Stoner sighted up to 182cm (1000 metres) U.S Navy Seals M31 HEAT Anti-Tank Rifle Grenade sighted up to 34cm (185metres) M67 Recoilless Rifle 90mm Anti-Tank sighted up to 382cm (2100metres) M72 LAW Light Anti-Tank Portable sighted up to 25cm (200metres) Claymore Mine 60* arc sighted up to 182cm (1000metres) M60(7.62mm ) Machine Gun sighted up to 200cm (1100metres) U.S Marine Corps 7.62mm Minigun sighted up to 182cm (1000metres) M79 Grenade Launchers /M203 attachment sighted up to 73cm (400metres) L2A1AR self loading Battle Rifle sighted up to 109cm (600metres) M1919(.30mm )Browning Medium Machine Gun sighted up to 249cm (1370metres)

12 M2.50mm Machine Gun sighted up to 1231cm (6770metres)effective 364cm (2000meters) M19 Belt fed Grenade Launcher sighted up to 364cm (2000metres) kills radius of 5metres (1cm) M2A1-7 Flamethrower sighted up to 7cm (40metres) M40 Recoilless Rifle (105mm Anti-Tank and Flechette sighted up to 245cm (1350metres) M29 Mortar 81mm sighted up to 863cm (4745metres) M30 Mortar (Mounted) Mortar sighted 1236cm (6000metres) Tanks M41 76mm 32gun (1x *50mm mg 1x*30mm mg)sighted up to 336cm (1846metres) M48 90mm gun (1x*50mm mg 1x *30mm mg) sighted to 587cm (3231metres) M551 Sheridan 152mm gun (7.62mm mg ) sighted to 909cm (5000metres) PBR Patrol Boat Riverine includes 4men 1x MK19 grenade launcher sighted up to 364cm 1 or 2 M60 7,62mm mg Rear 1x.50mm mg

13 Front m2 Browning mg (TwinM2HB) sighted up to 6770metres,effective 2000metres Huey Helicopters 1-4 men 2x M60 2x7round or 19round 70mm Rockets sighted up to 618cm(3400metres) Fired in pairs Mk4 Folding Fin Aerial Rocket (FFAR) Carry 14men or 6 stretchers Range Viet Cong NVA Viet Cong usually had Warsaw Pact weapons while NVA usually had Chinese variants TT CZ Pistols all Pistols sighted to 9cm (50metres) MAT 49 PP SH 41 all sub machine guns sighted to 27cm (150metres) RG42 RGD-5 F1 Grenades sighted up to 4.5cm (25metres) Karbiner 98K sighted up to 91cm (500metres) optics 145cm (800metres) SKS Carbine sighted to 73cm (400metres) VZ mm assault rifle sighted to 145cm (800metres) STG44 viet cong sighted up to 55cm (300metres) Mosin-nagant rifle sighted to eye 91cm (500metres) scope 145cm (800metres) Dragunov sniper rifle sighted to eye 145cm (800metres) scope 236cm (1300metres)

14 Soviet AK-47 full auto sighted to 55cm (300metres) semi-auto 73cm (400metres) China type 56 assault rifle 145cm (800metres) Light Machine Guns RPK RPD MG-42 DEGTYARYOV sighted up to 182cm (1000metres) BTR-60 Heavy Machine Gun14.5mm sighted up to 364cm (2000metres) 82-PM-41 mortar minimum 36cm(200metres) sighted up to 727cm (4000metres) Soviet 107mm Mortar sighted up to 1145cm (6300metres) 120mm towed mortar sighted up to 1090cm (6000metres) 122mm Katyusha Rockets sighted up to 1000cm (5500metres) B10,B11 Recoilless Rifle sighted up to 73cm (400metres) Rocket Propelled Grenades RPG RPG-2 sighted up to 36cm (200metres) 2 men RPG-7 1 man portable sighted up to 167cm (920metres) TYPE 69-RPG 1or 2 man sighted up to 36cm (200metres) BM P-1 Armoured Personnel Carrier 2A28 Grom, 73mm gun sighted up to 236cm (1300metres)

15 BTR50 1x7.62mm mg sighted up to 200cm (1100metres) Tanks T55 DT100mm Rifled Gun sighted up to 2909cm (16000metres) 2x 7.62mm mg 1x12.7mm dslk hmg sighted up to 364cm (2000metres) PT-76 Amphibious Light Tank D-56t 76.2mm Rifled gun sighted up to 273cm (1500metres) 7.62mm mg sighted up to 200cm (1100metres) Rat Patrol jeep (Shotgun driver, Shotgun driver with M79 Gunner with M60 Gunner with M16) Artillery Fire USED different types:- White Phosphorus Carpet Bombing Agent Orange H.E Rocket Fire UH-1 Slicks Beehive Flecthettes

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