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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
Copyright: 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.
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.
Author Credits: Piers Brand and Shawn Carpenter
Layout Designer: Dixie McCartney, dixmcc@gmail.com
Play-testers: 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.
Special Thanks to: 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 History: Publication Version Date


Ambush Valley 1.2.3 October 3, 2009
Last Revised on: December 13, 2009

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

ii Ambush Valley Ambush Alley Force on Force


Table of Contents
Introduction..................................................................... 1 CS Gas Grenades...................................................... 14
Designers Notes........................................................... 1 Recoilless Rifles........................................................ 14
Figure Availability.......................................................... 2 Bows and Crossbows................................................. 14
Alternate Basing............................................................ 3 Bolt-Action Rifles & Semi-Auto Rifles............................. 14
Using this Book.............................................................. 3 Booby Traps............................................................. 15
Design Note Boxes......................................................... 3 Claymore Mines........................................................ 15
Improvised Alarms..................................................... 16
Vietnamization................................................................. 4 Special Rules............................................................... 17
Sequence of Play Related Changes............................... 4 Civilians in Ambush Valley. ........................................... 17
Tunnel Spots (Hot Spots)................................................ 4 Special Troop Types..................................................... 17
Initiative in Ambush Valley............................................... 5 Medic. .................................................................... 17
Unit Definitions & Attributes ......................................... 5 Tunnel Rat ............................................................... 18
Regulars & Irregulars . ................................................... 5 Pointman ................................................................ 18
Troop Quality. ............................................................... 6 Kit Carson Scout . ..................................................... 18
Supply Quality............................................................... 6 Scout Dog Teams...................................................... 19
Terrain........................................................................... 7 Suicide Squads ........................................................ 19
Special Terrain Effects.................................................... 8 NVA Sappers ........................................................... 19
VC & Terrain............................................................... 8 Vehicle Rules: Aircraft................................................. 20
Spotting Charlie........................................................... 8 Spotter Aircraft............................................................ 20
Ambush!. .................................................................. 9 Spotter Aircraft During Daylight Hours............................ 20
Combat........................................................................ 10 Spotter Aircraft During Nighttime Hours.......................... 20
Body Armor................................................................ 10 Red, White & Pink Teams.............................................. 20
Night Fighting.............................................................. 10 Pink Team Operations................................................. 21
Night Eyes. .............................................................. 11 Napalm...................................................................... 21
Starlight Scopes........................................................ 11 Vehicle Rules: Boats.................................................... 22
Illumination Rounds & Flares........................................ 11 Boat Damage Charts.................................................... 22
Off-Board Artillery. ...................................................... 12 Light Boats............................................................... 22
Special Weapons......................................................... 12 Heavy Boats............................................................. 22
SMGs & Shotguns..................................................... 12 Boat Stats. ................................................................. 23
Handguns................................................................ 13 Army Lists. .................................................................... 24
M14 Modified Rifle. ................................................... 13 The US Army in Vietnam.............................................. 24
M60 Machine Gun..................................................... 13 US Platoon Lists.......................................................... 24
M79 Grenade Launcher The Blooper. .......................... 13 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

Ambush Alley Force on Force Ambush Valley iii


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


United States............................................................... 34
Step 1: Operation Assessment ..................................... 51
Helicopters................................................................. 38
Fixed Wing Aircraft....................................................... 41 Step 2: Casualty Status and Recovery ........................... 52
Republic of Vietnam (South Vietnam).......................... 43 Step 3: Campaign Victory Points................................... 53
Australia...................................................................... 44 Step 4: Combat Team Development . ............................. 53
HELICOPTERS. ........................................................... 44 Step 5: Returned to Duty and Replacements ................... 56
Democratic Republic of Vietnam (North Vietnam)....... 45 Replacements and Combat Development........................ 57
Building the Insurgency............................................... 58
Snoopin & Poopin: Campaigning in Ambush Valley........ 46 Disillusionment............................................................ 58
Get to Know Your AO.................................................... 46
What Type of Campaign Are We Playing?........................ 46 Improved Supplies....................................................... 58
Whats the campaign setting?........................................ 46 Improved Troops. ........................................................ 58
Whats the campaign duration?. .................................... 47 Improved Tactics......................................................... 58
What force am I playing? ............................................. 47 Improved Leadership.................................................... 59
What level of force am I playing?. .................................. 47 Regular Platoon Log.................................................... 60
Is this a co-op campaign?............................................. 47 Insurgency Log............................................................ 61
Defining Your Force..................................................... 47
Your Platoon............................................................... 47 Solo & Co-Op vs. Victor Charlie..................................... 62
Starting Ratings. ....................................................... 47 Hot Spots in Solo/Co-Op Games.................................. 62
Platoon Attached Assets. ............................................ 48 VC Motivation.............................................................. 62
Available Assets........................................................ 48 VC Action Checks......................................................... 62
The Campaign Turn Sequence..................................... 48
Pre-Action Sequence.................................................... 48
Scenario 1: Search & Destroy at Dak Po ...................... 64
Step 1: Receive Mission and Objectives ......................... 48 Scenario 2: Operation Crimp......................................... 67
Step 2: Determine Plan and Issue Orders . ...................... 49
Step 3: Reconnoiter ................................................... 50 Scenario 3: Battle of Ap Bac, 2nd January 1963............ 69
Step 4: Initiate Plan ................................................... 50
Execute Operation ....................................................... 51
Scenario 4: Operation Starlite Hill 30,
Fog of War............................................................... 51 14th January 1966. ....................................................... 71
Spending Operational Momentum Points......................... 51
Scenario 5: The Old French Plantation at Quan Loi........ 73
Initiative................................................................... 51
End of Game. ........................................................... 51 Scenario 6: Stirring the Hornets Nest....................... 76

iv Ambush Valley Ambush Alley Force on Force


Introduction
jungle of the Viet Cong. I also have to thank Cyril, our resident
Designers Notes Frenchman, who has turned out to be an excellent Viet Cong
commander! Finally I have to thank my wife Ruth and my
From Piers Brand daughter Evey, who both put up with Daddy and his strange
When I first started playing Ambush Alley, I was struck by the hobby.
innovative set of mechanisms it utilises. It dawned on me that
this system could be used to game many wars and conflicts. I hope Ambush Valley will give players a good feel for the
When I was asked to help play-test Force on Force, I jumped period. I have tried to avoid being too Hollywood in approach
at the chance. My involvement in play-testing ultimately led to the rules but I hope to have kept the cinematic feel that
to me volunteering to write a supplement for the Vietnam seems to run through all the AAG systems. As always
War. though, if you disagree with the rules, change them to suit
you! Please give the rules a go first, though; they may just be
When players of Force on Force were informally polled about
to your liking!
what period/theatre theyd like to see supplements for, the
Vietnam conflict was one of the most asked for subjects. Its Now that Ambush Valley is finished, I guess I better start
easy to see why. The AAG system allows players to fight two- writing something else Till then remember Charlie owns
player battles between widely disparate forces with each side the night but napalm smells like victory!
standing a chance of winning thanks to the scenario driven
Piers Brand, September 09
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.
From Shawn Carpenter
When Robby and I first began work on Ambush Alley, we
What I have tried to achieve with this supplement is a selection were really excited about the games flexibility. We envi-
of specific modifications to Force on Force mechanics sioned players using it for everything from cops and robbers
which allow the play of games that evoke the atmosphere to cowboys and Indians and we had no doubt it would
and tactical challenges of the Vietnam War. Ive also tried someday see action in Vietnam. When Force on Force was
to achieve a complete melding of Ambush Alley and Force released, we realized we had all the building blocks in hand to
on Force to give the Viet Cong the right feel in play. When create a Vietnam War game that was capable of representing
combined with the campaign rules, players can use Ambush both the guerrilla style insurgency of the Viet Cong and the
Valley to fight their own tour of duty on either side of the professional, conventional operations mounted by the North
war. Vietnamese Army.
This supplement is intentionally light on history. I hope When Piers Brand volunteered to take the helm on the Ambush
players will take the time to go and read a few of the excellent Valley project, we were overjoyed. From Piers participation
books available on Vietnam and immerse themselves further as a play-tester for Force on Force, we knew that he was
in the period. The Vietnam War is a fascinating conflict which a thorough-going, thoughtful rules mechanic whose game
is worthy of further study and the sheer variety of forces
designing skills were augmented by a keen eye for historical
deployed will be of interest to all wargamers.
detail. We felt that these attributes, coupled with his passion
Finally a few personal words of thanks: First to Shawn and to create a Vietnam game that would be fun for the VC player,
all the others at AAG, without their support this project would too, made him the perfect choice to lead the design effort on
never have been finished. Next I have to thank my gaming this game. I think the following Theater Book proves we made
club based in Kildare, Ireland. Without their willingness to the right choice.
play Vietnam games these rules would never have been
Enjoy!
tested to destruction! I owe a lot to Brian, Skip, Sean, Ruardhi
and Thomas, all of whom spent many moons clearing the Shawn Carpenter, October 09

Ambush Alley Force on Force Ambush Valley 1


Figure Availability
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.

2 Ambush Valley Ambush Alley Force on Force


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.

Using this Book


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.

Design Note Boxes


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 Notes
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.

Ambush Alley Force on Force Ambush Valley 3


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) Tunnel Spots
Ambush Valley uses a similar mechanism to Ambush Alley At the beginning of the game, place five (5) Tunnel
to represent insurgent entry points. Players familiar with Spot counters on the table. No Tunnel Spot may be
Ambush Alley will recognise hot spots, but in Ambush placed within 6 of another. Each Tunnel Spot should
be labelled with a number from 1 to 5.
Valley they are called Tunnel Spots.
Roll 1D6 for Tunnel Spot each reinforcement unit
Some scenarios require the use of Tunnel Spots to randomize appears from. VC player picks spot on a roll of 6.
the entry points for reinforcements. In Ambush Valley these
represent entrances to Viet Cong tunnel networks. Unless the VC units may move into Tunnels. Tunnels will hold a
scenario dictates a different method, Tunnel Spots are placed number of units equal to active Tunnel Spots.
as follows: If a Tunnel Spot is neutralized, roll 1D6 for each unit
in the tunnels. Units are eliminated on a roll of 1.
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. may not be targeted and remains off-table till the players
next turn.
Some scenarios will specify Tunnel Spot locations while
others will leave their placement entirely to the players dis- The VC player may move a unit in the tunnel network back
cretion. Some scenarios may use board edges and forego onto the table in any following turn by activating the unit and
the use of Tunnel Spots all together. designating the Tunnel Spot from which it will emerge. A unit
Tunnel Spots have a secondary role in Ambush Valley: They emerging from the tunnels may move make a Cautious move
recreate the advantages of the Viet Cong tunnels without but can only engage in Reaction fire for that turn.
the need for bookkeeping and maintain the fast flow of the
Enemy troops with line of sight to a Tunnel Spot may interrupt
game.
the movement from it and open fire as enemy units exit the
Players using Viet Cong forces may move units into a tunnel tunnels.
during the movement phase. If the unit can reach a Tunnel
Spot with more than half of its figures during its movement, it The Viet Cong player may hold units in the tunnels for as
is removed from the board and placed to one side. The unit long as he wishes. The tunnel complex may hold a number

4 Ambush Valley Ambush Alley Force on Force


of infantry units equal to the current number of active tunnel
spots on the table. Unit Definitions & Attributes
If a Tunnel Spot is neutralised by the enemy roll a D6 per unit Regulars & Irregulars
currently in the tunnels. On a roll of 1, a unit is eliminated Regulars and Irregulars are defined in Ambush Valley as
by the C4 used to destroy the tunnel or rendered combat follows:
ineffective by CS gas grenades. Such units are removed from
play. Regulars are professional soldiers who have received
military training, are under military discipline, and function as
Certain scenarios may not feature tunnels and others might a cohesive group on the battlefield. US Army, Special Forces,
only allow Tunnel Spots to be used as a point for reinforce- ARVN, South Korean troops and the North Vietnamese Army
ment. This is specified in each scenario briefing. Tunnel are all classed as regulars.
Spots may be used as normal Hot Spots if the players wish,
forfeiting the added benefit of the tunnel network and associ- Irregulars, on the other hand, are armed militants with
ated rules. minimal military training and discipline. The main example of
Irregulars in Ambush Valley includes of course the Viet Cong,
Initiative in Ambush Valley but other tribal groups such as the Hmong and Montagnards
may well be classed Irregulars.
Initiative in Ambush Valley is determined in the same manner
as a standard Force on Force game, with the following Irregulars may occasionally be led by Regulars, but Irregular
additions: troops cannot be integrated into a Regular unit. Irregular units
may also fight alongside Regular units on the same side in
US forces always gain +1 Initiative die in the Initiative
a scenario.
phase.
CIDG Forces are classed as Irregulars led by Regular troops.
Viet Cong forces may never hold the Initiative. In games
involving the Viet Cong the US or other Free World player will Note that Irregular forces in Ambush Valley are not subject to
always hold the Initiative. the Irregular Morale Shrink rule, although they may become

Ambush Alley Force on Force Ambush Valley 5


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 particu-
larly talented individuals will actually have Elite troop quality).

Supply Quality
The following rules apply in relation to the Force on Force
rules for Supply Quality.
Poorly Supplied: Poorly Supplied units have limited ammu-
nition, 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 disad-
vantages 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.

6 Ambush Valley Ambush Alley Force on Force


Terrain
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

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 challeng-
ing 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

Ambush Alley Force on Force Ambush Valley 7


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
to hide in dense jungle terrain but requires them to be on the SEALs are allowed to make a Troop Quality check to spot VC
edge of a terrain feature in order to fire at enemy forces. units in cover outside of their Optimum Range.

Troops in a Heavy Foliage terrain feature may see half their Kit Carson Scouts - These VC turncoats are particularly
Optimum Range through the terrain to target enemy units adept at spotting their former comrades hiding places and
inside the terrain with them. may make a Troop Quality check to spot VC units in cover
For example, a LRRP squad, Troop Quality D10, inside a outside of their Optimum Range.
dense area of jungle designated as Heavy Foliage Cover Attempts to spot VC in Heavy Foliage Cover (dense jungle or
wants to engage a Viet Cong unit occupying the same terrain woodland, Elephant grass etc) suffer a -1 die shift to Troop
feature. If the Viet Cong unit is within 5" they may fire at the
Quality rating.
enemy.
Paddy Fields impede movement due to the mud and water Examples of Play
in them. Units may not make Rapid moves when moving A squad of US soldiers with an attached Kit Carson scout,
through paddy fields. Certain scenarios may remove this Troop Quality D8, are moving through a rubber plantation.
effect. Outside of Optimum Range is a Viet Cong infantry cell hiding
among the trees. The Kit Carson scout rolls his D8 and will
Special Terrain Effects successfully spot the enemy unit on a 4+. If the enemy had
VC & Terrain been in Heavy Foliage Cover he would have rolled a D6 for
Viet Cong units suffer no movement penalties for terrain other his Troop Quality check.
than impassable terrain, which remains impassable to them. A Squad of US Green Berets with Troop Quality of D10 is
moving along a trail through dense jungle. Up ahead the
Spotting Charlie VC player has an MG unit in a piece of dense jungle terrain
Viet Cong units were renowned for their ability to remain
designated as Heavy Foliage Cover. The Green Beret unit
concealed even when enemy troops passed nearby. The
rolls a single D8 to try and spot the enemy unit, requiring a
following rules recreate this characteristic in game terms.
4+ to be successful.
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.

8 Ambush Valley Ambush Alley Force on Force


Ambush!
Units that are deployed Hidden or Unobserved in a terrain
feature, such as Viet Cong or Special Forces, and are outside
Design Note
an enemy units Optimum Range may utilise the Ambush Timing an Ambush
special rule. The TROOP QUALITY test in the Ambush rule is
meant to simulate the ambushing units ability to
Hidden or Unobserved units that open fire on a unit that has not
get the timing of an attack right if they pass the
spotted them may make a Troop Quality test. If they pass the test, TROOP QUALITY test, they lay in wait and hold their
they automatically win any reaction. If the Hidden or Unobserved fire until just the right moment to take their target by
unit fails the test, reaction rolls are made as normal. surprise, but if they fail it, they spring the Ambush
too early or give their position away, allowing their
Units may interrupt an Ambush but will always fire after the
intended victims the opportunity to react with fire
unit conducting the Ambush, even if the ambushing unit fails or movement!
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 then made as normal and the USMC unit wins, opening fire
patrolling towards them. The VC player makes a Troop Quality
as the NVA give away their position. Two other USMC units
check, rolling a D8 needing 4+. He rolls a 7 and springs
wish to interrupt, but they will fire after the NVA has returned
the ambush successfully, opening fire with no reaction test
made as he gets the drop on the ARVN unit. fire on the original USMC unit.

An NVA unit is lying in wait hidden in a hut covering a road US or ARVN units with an attached Kit Carson Scout or a
junction. They decided to try and Ambush an advancing designated Pointman will roll reaction tests as normal and
USMC unit. The NVA player rolls a D8 for his Troop Quality may not be ambushed. The skills of their specialists make
check needing 4+. He rolls a 3 and fails. Reaction tests are ambushing these troops more difficult.

Ambush Alley Force on Force Ambush Valley 9


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.
Night Fighting
We toyed around with other options as well, winding While American troops and their allies had the technological
up with the following three approaches: advantage over their Vietnamese adversaries, that superior-
ity didnt extend to the night-mastery that we see in todays
Only allow the extra defense dice to count
modern armies. Night vision devices tended to be too large
when the unit is hit by artillery fire or other
and cumbersome to be of much tactical value on patrol or in
explosive or fragmentation based weaponry.
a firefight. Even the famed Starlight Scope was bulky and
Count an extra defense dice for impossible to use on the move.
each unit with body armor as per
With technology out of the picture, superiority at night
standard Force-on-Force rules.
defaulted to the side that was most attuned to its environ-
Ignore the use of body armor altogether! ment, men who were able to sort out night sounds, smells,
Were including these options here to allow you to and the slightest blur of shadow to find and locate the enemy
choose the one that best fits your groups particu- before their enemy found them. While Special Forces and
lar vision of the fighting in Vietnam. Obviously, the other elite units might boast of this familiarity with the night,
options are all mutually exclusive and youll want only the VC could truly call themselves its master.
to be sure everyone knows which option youve
settled on before the game begins.
We own the day, Charlie owns the night.

10 Ambush Valley Ambush Alley Force on Force


Night Eyes Off-board mortars or artillery may fire illume missions in lieu
The normal Force on Force rules for night fighting apply of HE or smoke, if the FO or other leader has access to a
in Ambush Valley, but some units have developed night radio and passes a Troop Quality check to call in the illume.
eyes. Illumination rounds negate night combat effects for both
VC are treated as if they have night vision devices. This is to forces for 2 turns, starting the turn after the flare was fired.
represent their familiarity with the local environment and long Units that have had the protective cover of night suddenly
practice in moving and fighting at night. torn away from them by Illumination rounds have a tendency
Kit Carson Scouts, Special Forces units, snipers and SEAL to freeze in place. When illumination rounds are fired by a
teams are also treated as if they are equipped with night force, all units in the opposing force must make a Troop
vision devices. Other units may receive this benefit based on Quality test to move. They may fire as normal.
the dictates of a scenario. Due to the nature of forest canopies, units firing at targets
Units who havent developed night eyes suffer a -1 die shift located wholly within dense woods and heavy jungle still
to their Troop Quality die when attempting to Spot Charlie suffer night combat effects.
or other hidden units, Booby Traps, or ambushes.
Flares
A variety of flares were also used to provide temporary illu-
Starlight Scopes mination and/or to warn of enemies approaching under the
Units equipped with starlight scopes have some advantages cover of night. These flares, often known as slap flares or
at night. If a unit equipped with a starlight scope doesnt trip flares, could be used in two ways: Slap flares could be
move, it can make normal spot checks at daylight ranges. used to directly illuminate an area while trip flares could be
Figures who have not moved and are equipped with weapon used set Booby Traps that, when triggered, would launch a
mounted starlight scopes may engage targets at normal flare and simultaneously illuminate the intruder while alerting
ranges and without penalty. defenders to his presence.

Slap Flares
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.

Trip Flares
Fire-bases and temporary positions were often ringed with
a combination of Claymore Mines and trip flares. Trip flares
Illumination Rounds & Flares were normally activated by trip wires situated across likely
Illumination rounds fired by mortars or artillery and flares avenues of approach to alert defenders of an enemy intrusion
launched from the ground or from aircraft were often used into their perimeter.
to roll back the night and blunt the edge the VC possessed
during night attacks. The following rules describe their game If a scenario indicates that a force has strung trip flares
effects in Ambush Valley. around their position, any enemy unit that moves within twice
the Optimum Range of the unit within the defensive position
Illumination Rounds must make a Troop Quality check. If they pass the check,
On-board mortars or M79 grenade launchers may fire illumi- theyve successfully bypassed any alarms for movement in
nation rounds (or illume) at the beginning of any given turn, that turn. If they fail the check, they trip a flare and are auto-
in lieu of HE or smoke. No die roll is required. matically illuminated and spotted by the enemy.

Ambush Alley Force on Force Ambush Valley 11


Off-Board Artillery NVA artillery may never be heavier than light artillery.
In the case of US, ARVN, ROK, and ANZAC forces, off-board Example: An NVA Platoon Leader (Troop Quality D8) wishes
artillery in Ambush Valley is governed by the same rules to call down mortar fire on an ARVN unit within 8 of a
described in Force on Force with the added requirement that Tunnel Spot that he has recorded as a Designated Target for
a unit calling in a fire mission must include a radio operator artillery support. The NVA Leader must pass a Troop Quality
that is not seriously wounded or dead. 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
The following modifiers applied to the Troop Quality Test for
dice roll. He rolls a 6 and successfully calls in the off-board
the fire mission request:
mortars on the target.
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
Fire Mission Request Modifiers
ANZAC Forces: +1 Free World Troops (must have a living RTO):
Spotter is an actual Forward Observer: +1
Viet Cong and NVA off-board artillery is handled slightly dif- Spotter is a Special Forces leader: +1
ferently to reflect their lack of radio communications below Spotter is a Squad Leader or lower: -1
battalion level. ARVN Forces: -1
Viet Cong units may never have designated off-board artillery. ANZAC Forces: +1
The only support they will receive will be via Booby Trap/
NVA Troops
Asset Cards. Mortars fired when played with an asset card
Spotter is an actual Forward Observer: +1
may target any unit on the table, but the card is discarded
NVA: - 1
after use.
NVA Radio Communications: - 1
Only NVA Leaders and FOOs may call in off-board artillery Designated Target: +1
at targets within their line of sight, no other models may do
Only NVA Forward Operations Officers can call in Fire
so. They follow the standard procedures with the following
missions.
modifiers:
Spotter is an actual Forward Observer: +1
NVA: - 1
NVA Radio Communications: - 1 Special Weapons
Designated Target: +1
SMGs & Shotguns
If the NVA unit making the request is located in a bunker Some weapons have been designed specifically for use in
and the scenario permits, it may have a field telephone close quarters battle, including firearms like the shotgun and
line to a battery. This will negate the minus for NVA Radio submachine gun.
Communications.
Close Combat firearms have been designed to be very
The above factors limit the rapid response of NVA artillery effective at in your face ranges, but the factors that make
to reflect the historical difficulty that the NVA had in its them so useful in a virtual knife fight dont serve them so well
employment. when engaging targets at long range.
However, the NVA may fire on Designated Targets. In In game terms, Close Combat weapons such as shotguns
scenarios that feature designated targets, the NVA player may and SMGs throw an extra die in Close Combat or when firing
identify up to D6 locations (terrain features, buildings, Tunnel at a target within Optimum Range. Beyond Optimum Range,
Spots, road junctions) before the beginning of the game as Close Combat weapons use a D6 for their Firepower Quality
pre-plotted artillery zones. NVA artillery may be called down die regardless of the firing units Troop Quality.
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.

12 Ambush Valley Ambush Alley Force on Force


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 M60s deployed as Weapons Teams follow the above rules
Firepower die. and may claim their weapons team bonus for Fire & Move
and Sustained Fire!
M14 Modified Rifle
The USMC maintained a dedicated Automatic Rifleman in M79 Grenade Launcher The Blooper
their fire teams. He was issued with a modified M14 that The M79 Grenade Launcher was a popular weapon with
could be fired on full auto. Despite the small magazine American troops in Vietnam. Its wide range of ammuni-
capacity and being somewhat difficult to control when fired tion types and its accuracy in the hands of an experienced
on full-auto, the weapon remained in USMC units even after grenadier added yet more firepower to US Squads deployed
the M60 was introduced. Players fielding USMC units with in Nam.
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.

M60 Machine Gun


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.

Ambush Alley Force on Force Ambush Valley 13


The M79 is governed by the following rules: leave its present position, even though it is in cover and
pinned, and moves 12 to the nearest cover in the direction
Grenade Launcher - Any model equipped with an M79 gets
of its base edge. The unit may also be shot at by units on
+1 Firepower dice.
overwatch as it retreats from its position.
Beehive - The grenadier may elect to use a Beehive M576
Buckshot round at close range. The grenadier receives +2 Recoilless Rifles
Firepower dice for targets in Optimum Range. Recoilless Rifles have been popular since their introduction
in World War Two. They are capable of throwing a heavy shell
CS Gas Grenades from a relatively light gun tube. They are generally deployed
US Units may use CS as anti-tank weapons, but are effective against infantry as
Gas against enemy well. In game terms, they are a heavy support weapon that
units occupying struc- can either move or shoot (not both) and can only fire once
tures (houses, bunkers per turn. They are classified as 3D Firepower weapons. All
etc). To make a CS rules relating to anti tank guns in Force on Force apply to
attack, the unit must recoilless rifles.
be within Optimum
Range of its target Bows and Crossbows
and have a clear line Some indigenous troops made use of bows and crossbows
of sight. One firepower for hunting. In some cases these were used in combat. The
die is rolled for each following rules describe the use of such primitive weapons
model making the in combat.
attack. Defense rolls
are made as normal. The player may elect to fire part of the Units armed with bows or crossbows use their standard
squad normally while others use CS Gas. Resolve the attacks Troop Quality die to determine Firepower when firing at
separately, but they must both be at the same target unit. units within Optimum Range. When firing at targets beyond
Optimum Range, they use a D6 for Firepower regardless of
Every hit on the unit forces a Morale test. Multiple hits reduce their normal Troop Quality.
the units Morale dice type by one step for every hit (to a
minimum of D6). Units that fail the Morale test must move Bows and Crossbows have a maximum range of 3 x Optimum
to alternative cover, even if already in cover, and count as Range.
pinned. This is to reflect the success that US forces had All units targeted by models armed with such bows and
when using CS Gas to clear structures, particularly during crossbows gain an extra defense die to represent the fickle
the fighting for Hue. nature of primitive weapons designed for hunting rather than
CS Gas grenades should be seen as a scenario specific combat.
weapon, but players may agree on their use in games as
standard. Bolt-Action Rifles & Semi-Auto Rifles
During the Vietnam War both sides had units equipped with
Example: A USMC rifle team is clearing part of Hue City. out-dated weaponry. The Viet Cong made use of various
They spot a four-man NVA unit hiding in a building. As they WW2 era weapons, such as a variety of bolt-action rifles,
are within Optimum Range they decide to use CS Gas to plus weapons such as the SKS Carbine. On the US side
clear the unit out of its cover. some units used Garand rifles and M1 Carbines.
Two members of the team open fire with their weapons These units would be outclassed in terms of firepower
as normal with no effect. The USMC player now rolls two compared to units equipped with contemporary assault rifles
firepower dice for his attack with CS Gas grenades. He such as the M16 and AK-47. To reflect this, units that have
scores two hits on the NVA unit. over half their models equipped with bolt action or semi-auto
The NVA unit (Morale D8) must now take its Morale test with rifles lose one Firepower die to represent their slower rate of
its Morale shifted down one die type (from D8 to D6). The fire.
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

14 Ambush Valley Ambush Alley Force on Force


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 interrup-
tions. 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 A group of ARVN Rangers (Troop Quality D8) are on patrol
the card is discarded with no effect upon the unit other than through dense jungle. The VC player attacks a unit with the
a 1 movement penalty. 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
If a Booby Trap card is played that is not a trap (such as the
triggered!
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
Claymore Mines
made. Units equipped with Claymores may utilise them to attack an
enemy force moving within line of sight.
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. A unit with Claymores may use them to attack the enemy
either in its own turn or as a reaction to enemy movement.
If a target unit is moving through difficult terrain (Dense The unit may fire a Claymore at any enemy unit that comes
Woods, Paddy Fields and Heavy Foliage) the unit makes its within twice Optimum Range (this represents the distance at
test with a -1 die type shift for its Troop Quality (i.e., a troop which remotely detonated claymores could be triggered from
with a D10 Troop Quality would make its test as if it had a ambush positions).
quality of D8).
The firing unit must make a successful Troop Quality test in
Examples of Play order to fire the Claymores. If the Troop Quality test is suc-
A unit of US Marines (Troop Quality D8) is moving through cessful, the target unit takes an 8D8 Firepower attack.
open terrain at Cautious speed (6). The VC play a Grenade
If the unit fails its Troop Quality test it may try again in sub-
Trap card on the unit. The unit must roll 4+ on a D8 to
sequent turns.
discover the trap before setting it off. The unit rolls a 5 and
successfully avoids the trap. The card is discarded by the Units may only use their Claymores once per game unless a
VC player. scenario indicates otherwise.

Ambush Alley Force on Force Ambush Valley 15


Design Note
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
Example: An American LRRP Team (Troop Quality D10) is the placement of mines using a Troop Quality test.
hiding in bushes beside a well worn jungle track. A Viet Cong If a unit passes the Troop Quality test, it recognized
unit moves to within 20 of the American unit and the player a trail or path that the VC might use and their field
decides to use his claymores. The American player passes craft has paid off. If a unit fails a Troop Quality test,
a Troop Quality test for the unit and successfully fires the the chances are its because the VC unit has shown
claymores at the Viet Cong. The Viet Cong unit takes an 8D8 up at a place where no mines were placed. As the
firepower attack. VC unit (or other VC units) continue to approach,
they may blunder into the path of mines the unit
Claymores may also be used to as part of a prepared defense did place hence Troop Quality tests after the first
at a firebase or other strongpoint and are used as described has failed.
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 Improvised Alarms
unit a chance to fire one set of claymores to represent the US units would often ring their defensive positions with
mines set in a defensive pattern around the base. Players improvised alarms such as small bells on strings, empty
should note that in such games the attacking force should tin cans full of pebbles, etc. VC or NVA approaching their
significantly outnumber the defender... especially if the position at night were likely to stumble across one of these
defender is liberally equipped with claymores! 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.

16 Ambush Valley Ambush Alley Force on Force


hit by off-board weapons the civilian group will move in a
Special Rules random direction.

Civilians in Ambush Valley 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
Civilian groups play a fundamental role in games of Ambush
Valley and will appear in many of the scenarios. Some will is targeted by fire and takes casualties, they must make an
be normal peasants going about their daily business, while immediate Morale test. If the unit fails they count as pinned
others may well be disguised members of the Viet Cong. for the rest of the turn while they argue over who fired, spend
time calling off fire or just generally shocked by the events.
Due to their rules of engagement, US Players may not target Viet Cong, NVA and ROK forces need never take such a
civilian groups or direct off-board support within 12 of them Morale test. Causing casualties on civilian groups will also
unless a friendly unit within that distance is under enemy cause the loss of Victory Points as noted in the scenario.
fire. Players fielding ARVN forces may not target the civilians
directly but have no restrictions on their use of off-boards Special Troop Types
support. Viet Cong forces may target civilian groups with fire Players can include these special troops to add a little extra
if they so wish. flavour to their games. They are designed to give added per-
Civilian models should be moved by the VC player and may sonality to a force and reflect some of the more specialist roles
be moved as an interruption to firing. They have a default played by soldiers during the Vietnam War.
troop quality rating of D6 for any reaction-based tests. If
the civilians move into the line of fire of US troops, the US Medic
unit may not fire if the civilians block the line of sight to the The medic in US military units performed a vital function during
intended target. This allows the VC player to use civilians as the war. They provided critical emergency first aid to stabilize
a blocking force against enemy firepower. seriously wounded personnel and patch up the lightly wounded.
It was due in no small part to their work that 82% of men seriously
The VC player may also elect to swap civilian groups for injured in Vietnam managed to recover. Given the role they played,
a successful reinforcement roll if he wishes. The player often risking their own lives to save another, we wanted to give
immediately removes the civilian group and places the VC them a role on the tabletop that reflects their heroic nature. The
reinforcements within 4 of the civilian groups position. This following special rules apply to Medics in Ambush Valley:
is to simulate VC units posing as civilians to ambush US
forces. Stay with me, buddy
Every turn that a seriously wounded figure remains on the
If a civilian group is fired upon, resolve the firing in the table, a roll must be made to see if the figure succumbs to
following manner. The civilian group will make no reaction their wounds. At the start of each turn roll a d6. On a roll of 1
test and will make its defense rolls based on a D6 troop the injured man has died from his wounds. This effect may be
quality rating. There is no need to test for Morale and after avoided if the model is placed with a Medic.
being fired upon the civilian group will move a full movement A Medic may be detached from his parent unit and may look
distance from the direction of firing or to the nearest piece after any number of seriously wounded models. Once with a
of cover to break line of sight between them and the attacker. Medic, the seriously wounded no longer need to roll each turn
They may however never move nearer to the unit firing. If 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 station-
ary 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.

Ambush Alley Force on Force Ambush Valley 17


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.

Kit Carson Scout


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 particu-
Tunnel Rat larly adept at spotting VC traps, caches and hiding places.
US/ARVN/ANZAC/ROK platoons may have a specialist Tunnel A Free World Force may have one Kit Carson Scout per
Rat attached. Tunnel Rats are governed by the following platoon.
rules: A unit with a Kit Carson Scout may perform a Troop Quality check
If the unit containing the Tunnel Rat moves into contact with against Booby Traps, even when moving at the Rapid speed
a Tunnel Spot, it is taken out of action immediately and the as the scout will quickly spot likely traps and VC field signs. At
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.

18 Ambush Valley Ambush Alley Force on Force


Cautious speed the Scout will receive a re-roll to the Troop Military Working Dog teams in Ambush Valley follow the
Quality check should he fail a roll. At Rapid speed, the scout basic rules presented for them in Force on Force and have
may not re-roll a failed test. the following additional effects on play:

A Kit Carson scout may also make a Troop Quality check to If a Scout Dog fails its Troop Quality check to spot a
spot any VC in line of sight, even those in cover outside his Booby Trap, it receives a re-roll. If the re-roll is suc-
Optimum Range. cessful, the Booby Trap is spotted and avoided. If
the re-roll fails, the Booby Trap is not detected.
Unfortunately, there is always the chance that the Kit Carson
Scout Dogs also receive a re-roll for a
Scout may not be reliable. On the first turn that a unit con-
failed attempt to detect an Ambush.
taining a Kit Carson Scout comes under fire, the scout must
immediately take a Morale check. If he fails the check, the Automatically spots VC units within 8
scout runs off into the bushes never to be seen again. This +1 to all TQ rolls related to moving
check is only performed once per game. or dispersing civilians

Scout Dog Teams Suicide Squads


Scout Dogs were used extensively by US forces in Vietnam. Certain VC units were designated as suicide squads and fear
Their keen senses kept many a patrol from walking into an of death in combat was not an issue to them. These units
ambush or alerted OPs of approaching VC infiltrators. 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.

Ambush Alley Force on Force Ambush Valley 19


Quality test at the beginning of the turn. They may also engage
Vehicle Rules: Aircraft ground targets in gun-runs with no night-fighting penalties.
For the most part, aircraft in Ambush Valley adhere to the
AC47D Spooky gunships, and (from 1967 on) the OV-1
rules presented in Force on Force. A few notable exceptions
and OV-10, were equipped with the latest in night vision and
are noted below, however.
heat sensing technology of the day and were quite effective
night-time predators. As a result, these aircraft deployed over
Spotter Aircraft the battlefield at night prevent VC Out of Contact Movement
Both fixed wing and rotary wing aircraft were often employed (although this does not apply to VC units in tunnels) and
as spotters and forward observers for units and artillery detect hidden units with a successful Troop Quality check
batteries on the ground. as during the day, and may engage ground targets at night
without night fighting penalties.
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.
Red, White & Pink Teams
Air Cavalry units often operated beyond the range of friendly
Spotter aircraft can also spot enemy troop movements on artillery. Helicopter gunships often acted in support of Air
the ground, no matter how stealthy that enemy might be. To Cavalry operations to provide them with aerial artillery
reflect this, VC units may not make Out of Combat moves if support in the form of rockets and withering hails of lead.
a spotter aircraft is able to make a successful Troop Quality These gunships were organized in two ship teams, known
test at the beginning of a turn. Note that VC inside tunnels are as Red Teams.
not subject to this rule.
Pairs of OH6 Loach spotter choppers were used to locate
Spotter Aircraft During Nighttime Hours and fix enemy activity on the ground (despite the rapid
advances in electronic sensor technology during the Vietnam
Most fixed wing aircraft during the Vietnam conflict lacked
era, Loaches and the Mark I eyeball proved to be the most
the night vision capabilities to function as effective spotters
effective sensor platform of the war). Loaches were also
during hours of darkness. A notable (and notorious) exception
was the AC-47 Spooky Gunship, and (from 1967 on) the OV-1 organized in pairs, which were referred to as White Teams.
and OV-10. Some helicopters were equipped with powerful It was a common practice to pair a gunship from a Red Team
Xenon spotlights that could be used in both the visible and with a Loach from a White Team to form a Pink Team. Pink
infrared spectrum. Teams were hunter/killer teams that specialized in locating,
During hours of darkness, helicopters equipped with Xenon fixing, and destroying enemy positions. They were brutally
spotlights may still block VC Out of Contact Movement, and efficient at this task.
they may detect hidden units, by making a successful Troop 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

20 Ambush Valley Ambush Alley Force on Force


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 napalm blast can be represented on the table. Once the
or reveal themselves by firing at any Loach that comes within attacking player has successfully called in an airstrike with a
18 of their position. Such units are automatically spotted by napalm equipped aircraft, he rolls an 8D10 Firepower attack
both ground units and the Loachs partner gunship. against the target unit. The defending unit may not count any
Once a Loach has been engaged by the enemy (and the Defense dice other than its model total. Cover and armor are
enemy locations thus spotted and fixed), it is removed from ignored. All units, friend or foe, within 10 of the target unit
the table after all ground fire against it is resolved. The Loach are also hit by a 6D10 attack.
(assuming it survived the ground fire) is now loitering off
Additionally, all areas of jungle, woods, elephant grass, or
the tables edge, waiting for the all clear from the gunship to
manmade structures (other than brick or concrete buildings)
resume hunting for targets.
within 10 of the target unit are ignited. Any units in burning
After ground fire against the Loach has been resolved, the terrain must immediately evacuate in a direction away from
Cobra gunship may immediately engage ground targets using the enemy. Any units that have all their models wounded in
the standard Force on Force helicopter Gun Run rules. an ignited area are considered KIA and are removed from
Once all visible targets have been destroyed, the Loach may terrain.
return to resume hunting targets for the Cobra, which is All terrain features hit by napalm become impassable for two
removed from the board until fresh enemy positions have turns following the attack. Buildings burn for a single turn
been fixed. before collapsing, after which they are removed from the
tabletop.
Napalm All NVA/VC units actually struck by the napalm attack are
Napalm strikes were devastating and fearsome. Napalm
automatically Pinned. All other units in the force must make
canisters could be dropped by fast burners or ground support
a morale check or suffer a Pinned result as well.
aircraft to virtually purge an area of all life and deny that area
to the enemy until the resulting fires abated. The canisters Each napalm strike uses two napalm canisters/bombs. Once
tumbled as they struck, bounding across the countryside to all of its napalm canisters have been expended, an aircraft
spread a long swath of flaming fuel. may make no further napalm strikes.
While most Napalm strikes would cover the average sized Napalm is a very effective and highly dangerous weapon. Its
playing area, smaller bombs and hits from the edge of a use should be limited to set scenarios.

Ambush Alley Force on Force Ambush Valley 21


Boats have individual movement speeds dependent on their
Vehicle Rules: Boats type. Boats may not move in a turn in which they wish to
The war in Vietnam saw Free World forces make substantial disembark passengers and must be within two inches of a
use of riverine and coastal forces. The Brownwater Navy riverbank to do so.
became a famous element of the war. Whole units could Passengers unloading from a vehicle may only use Cautious
be stationed and supplied by boats and missions launched movement. Passengers may use Rapid movement to board
from the waterways to interdict Viet Cong supply routes. We a vehicle, however.
have included a number of boats to provide players with the
chance to field this unique element of the Vietnam War. Units may only use Suppression Fire or fire as a Reaction on
the turn they dismount.

Boat Damage Charts


Light Boats
d6 1 HIT 2 HITS 3 HITS 4+ HITS PING
Evasive
No damage but make a Morale Check, if it fails the boat takes
1 PING Movement FP Dice evasive action.
Action
Evasive
2 Movement FP Dice Withdraw Evasive Action
Action
3 Movement FP Dice Withdraw Sinking
The boat veers violently to avoid fire and may make no further
attacks this turn.
4 FP Dice Withdraw Sinking
FP Dice
5 Withdraw Sinking The Firepower for all the boats weapons are cut in half.
This may represent damage to weapon systems, injuries
6 Sinking to gunnery crew, or damage to the boat that renders it an
unstable gun platform.
Heavy Boats
Withdraw
d6 1 HIT 2 HITS 3 HITS 4+ HITS
The boat withdraws from the table for the rest of the game.
Evasive It may make a successful Morale check to disembark
1 PING PING
Action Movement
Evasive any troops it is carrying before it leaves. It moves off the
2 PING Movement FP Dice table at its normal speed and may make a Morale check to
Action
Evasive disembark troops on each turn it remains on the table while
3 Movement FP Dice Withdraw
Action withdrawing.
4 Movement FP Dice Withdraw Sinking
Sinking
5 FP Dice Withdraw 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
6 Withdraw Sinking 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.

22 Ambush Valley Ambush Alley Force on Force


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: Class 2 / 2D8
SURVIVABILITY: 4+ / 1D8
CREW: 5

NOTES: May carry one fire-team of up to five models.

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: Class 2 / 2D8
SURVIVABILITY: 4+ / 1D8
CREW: 4
NOTES: 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.

Armored Troop Carrier


MOVEMENT: 10 per turn
FIREPOWER:
.50 Cal turret: 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.
DEFENCE: Class 3 / 3D10
SURVIVABILITY: 4+ / 1D10
CREW: 8
NOTES: May carry up to 25 models.

Ambush Alley Force on Force Ambush Valley 23


Army Lists
The US Army in Vietnam US Platoon Lists
US Forces in Vietnam used a variety of TOEs and OOBs
This section provides examples of US Forces involved in dependent on the time period, the area in which they were
Vietnam and covers any special rules applicable to them. fighting, the preferred method of combat of the troops
The US Army in Vietnam varied in quality and Morale through- involved and numerous local improvisations to the force
out the war and players should feel free to try out different structure. The following OOBs should be seen as suitable
combinations of Troop Quality and Morale ratings to get the generic forces, but feel free to change them as you see fit
feel they want from their forces. We suggest a default setting US commanders in Vietnam often did!
of both Troop Quality and Morale of D8. This can be increased
for experienced troops and Morale lowered for those green
US Aero-Rifle Platoon
units with poor Morale or units with lots of short-timers Trained (D8), Morale D8
among its men. Using the AA Games system allows players This list covers a standard Aero-Rifle Platoon. These troops
to customize forces to fit a chosen scenario. would utilise helicopter transport to bring the fight directly to
the enemy. They would be supported by various elements,
Special Rules including gunships and artillery, and could bring massive
firepower to bear on an enemy. Once an enemy was identified
Well Supplied
units could be quickly moved to engage them by helicopter
In Ambush Valley, all US Army units are classified as Well and were always ready to pile on.
Supplied as their default setting. Well Supplied units have
pouches full of ammunition and bellies full of decent rations. Platoon HQ
They have all the beans, bullets, and bandages they need 1 x Officer with M16
to take it to the enemy in style. In game terms, well-supplied 1 x NCO with M16
units gain a die of Firepower. 1 x RTO with M16
4 x Aero Rifle Squad
Rules of Engagement 1 x Squad Leader with M16
US Players may not target civilian groups or direct off-board 2 x Team Leader with M16
support within 12 of them unless a friendly unit within that 2 x Grenadier with M79
distance is under enemy fire. 6 x Riflemen with M16
Superior Intel
US Forces in Ambush Valley always gain an extra die in the
Initiative phase due to the difficulty and lack of communica-
tions 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.

24 Ambush Valley Ambush Alley Force on Force


CIDG Mike Force Platoon, 1968
US Personnel Veteran (D10), Morale (D10); Players have the opportunity to try something
different with these units. If they wish, they can
Locals Trained (D8), Morale D10
class the local troops as Irregulars and use the rules
The CIDG program began in late 1961 as a counterinsurgency governing that troop class to apply to all non-US
experiment in the central highlands of South Vietnam. Under Personnel in the unit. This will make for an interest-
the direction of the CIA, U.S. Special Forces began working ing game, especially against VC, with insurgents
with the Montagnard tribesman of Buon Enao village in Darlac fighting Irregulars led by regular troops.
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 In 1969, MACV deemed that the Vietnamese Army was able
result of these measures the enemy was denied access to its to take over the missions of border surveillance and interdic-
source of food, intelligence and manpower. tion. The 37 CIDG camps not already closed or converted to
Following this success, Special Forces began expanding the Regional Forces status were transferred to the ARVN Border
perimeter beyond Buon Enao to encompass nearby hamlets, Rangers in late 1970, as were the Camp Strike Forces.
and by the end of 1962 the program had secured several The Civilian Irregular Defense Group program officially ended
hundred villages in Darlac province.
on 31 December 1970.
Despite the obvious achievements of the CIDG program
under the CIA, by July 1963 control had been transferred to Platoon HQ
Military Assistance Command Vietnam (MACV) as part of 1 x Leader with M16
Operation Switchback. Following this change of command, 1 x NCO with M16
the programs emphasis switched from defensive counterin- 1 x RTO with M16
surgency to offensive warfare. Rather than gradually growing 1 x Medic with M16
the village defense system as the CIA had done, MACV rapidly 4 x Rifle Squad
expanded the program and began establishing CIDG camps 2 x NCO with M16
along the Cambodian and Laotian borders. These served as 1 x Grenadier with M79
bases for offensive operations, from which Special Forces 7 x Soldiers with M16
and CIDG Camp Strike forces conducted border surveillance, Weapons Squad
ambushes and attacks against the Viet Cong and infiltrators 1 x NCO with M16
from North Vietnam. As part of MACVs strategy of attrition, 2 x Gunners with M60
Special Forces and the CIDG provided vital intelligence for 2 x Assistant Gunner with M16
conventional units on enemy infiltration, movements and the
If you wish to field an earlier Mike Force, then deploy three
order of battle.
rifle squads rather than four and replace the M16 with M1
In late 1965 the CIDG became a two tiered force, with Mobile Carbines and the M79 with a BAR. In the Weapon Squad,
Strike Forces created in addition to the existing Camp Strike remove the M60s and replace with M191A6 LMGs plus four
Forces. Located in each of the four corps areas and with extra soldiers with M1 carbines and a grenadier with M79.
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.

Ambush Alley Force on Force 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 Dog Team Rotations
IPSDs employed a rotation system to ensure that dogs and
Rifle Teams
their handlers didnt suffer from excessive combat fatigue.
1 x Corporal w/M16
All Scout Squads were listed on a rotation board. When a
1 x Automatic Rifleman w/M14 Modified
squad went out on a mission, it was moved to the bottom
2 x Riflemen w/M16
of the rotation and returned to its home base in the rear area
Prior to 68, the issued rifle was the M14. The modified until it rotated back to the top.
M14 used by the teams Automatic Rifleman was capable As a result of this team rotation, Dog Teams are never con-
of automatic fire and was equipped with a bipod. See M14 sidered to be fatigued, even if the units theyre supporting are.
Modified Automatic Rifle. Additionally, Dog Teams assigned as an available resource
Each platoon could also be issued two additional M60 GPMGs to a platoon in a campaign game are never treated as if they
that were deployed at the discretion of the platoon leader. have fought in consecutive missions (unless the campaign
narrative indicates that there was no time for a rotation to
Infantry Platoon, Scout (Dog) or IPSD occur).

Trained (D8), Morale (D10) Organization


Scout Dog teams acted as point teams for infantry patrols Platoon
and their dogs were trained to alert (provide a silent 1 x HQ Squad
warning) if they detected ambushes, mines, booby traps, 4 X Scout Squads
tunnel entrances or other hidden threats. These teams gained
HQ Squad
a well deserved reputation for saving the lives of the infantry
1 x Commander
patrols they warded - often through the heroic self-sacrifice
1 x Platoon Sgt.
of the dogs and handlers themselves. 1 x Clerk
Army and Marine Scout Dogs were trained at Ft. Benning 1 x Vet Tech
under an interservice agreement (the dogs themselves were Scout Squad
actually procured by the Air Force which had an ongoing 1 x Dog Handler w/Small Arms
security dog program and were then sold to the Army for 1 x Dog
use in the IPSDs). Both Army and Marine IPSDs followed 1 x Visual Tracker w/Small Arms
the organization described below. IPSDs were deployed to 1 x RTO w/Small Arms
Vietnam from 1966 on. 1 x Rifleman w/Small Arms

26 Ambush Valley Ambush Alley Force on Force


The Viet Cong
This section of the book describes the Viet Cong-the guerrilla Design Note
force that fought a tenacious and bloody war against US
forces only to see their power reach its zenith during the Tet
What, No Shrinkage?
Offensive. The Viet Cong proved an elusive and cunning foe, We decided to remove the Shrink Morale effect
making use of booby traps and ambushes to inflict casual- from the Viet Cong as it didnt really fit with the
ties on US and ARVN forces. Their ability to blend back into image of the VC we wished to convey. The VC often
the civilian population made tracking them down even harder fought long and hard against their opponents and
and the difficulty in doing so often created more problems for tended to suddenly vanish rather than drift away
the forces based in South Vietnam. from the fighting in dribbles and drabs. You can see
this reflected in the Fight Another Day rule. By
All VC units are considered to be Irregulars, but they are not removing the Shrink effect, we think the rules more
subject to the Irregular Morale result of Shrink under normal accurately reflect the character of the Viet Cong
circumstances. (and also made it more fun to play as the elusive
In Ambush Valley there are two types of Viet Cong force that enemy).
players can use. These are detailed below: As an option, players could apply the Shrink rules
to Local Force units, but they may find that VC units
Viet Cong Local Force fall apart very quickly!
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 Lack of Initiative
but possessed excellent field-craft and made cunning use Any VC unit that does not have either an attached leader or a
of traps and ambushes. To represent these troops Ambush clear line of sight to a leader must make a successful Troop
Valley rates them as Irregulars with a Troop Quality D6 and Quality check in order to move. Units that fail may not move
Morale D8. but may still fire. This is to represent the VCs characteristic
Local Force units also receive D8 Booby Trap cards at the lack of Initiative and the effect that loss of leaders had on
start of the game unless the scenario specifies otherwise. Viet Cong forces. Even those seen as elite units, such as
the Suicide Squads that attacked the US Embassy during Tet,
All Local Force units are classed as Poorly Supplied and suffered from this problem.
lose 1 Firepower die.
Poor Communications
Viet Cong Main Force Due to the virtual lack of communications and the need to
Main Force units were full-time guerrilla fighters who pre-plan operations, Viet Cong forces may never hold the
conducted full scale operations against South Vietnam. They Initiative. Any force playing against a Viet Cong force will
were better equipped and often well trained when compared always be classed as the Aggressor.
to Local Force units. They would often be trained by an NVA
advisor and were capable of mounting sustained, large-scale The Elusive Foe
ambushes on enemy forces. To represent these troops Viet Cong units that are stationary and in cover may not be
in Ambush Valley they are rated as Troop Quality D8 and spotted by enemy forces unless they are within a spotting
Morale D8. Main Force units also receive D6 Booby Trap units Optimum Range. VC units that are moving, in the open
cards at the start of the game unless the scenario specifies or firing within line of sight are spotted immediately.
differently. Viet Cong units may always make use of out-of-contact
movement unless stated otherwise in the scenario.
Special Rules
Ambush! Victory through Blood
Viet Cong forces may make use of the Ambush rules in the Viet Cong forces do not follow the normal rules for casual-
main section. ties. The VC were adept at removing their wounded and dead

Ambush Alley Force on Force Ambush Valley 27


On a roll of 6, the VC player may choose any specified

Design Note entry point or swap the unit for any group of civilians on the
tabletop.
Tougher VC? No rolls for reinforcements are made until at least one round
We also tested a variant of this rule that allowed of fire has been exchanged with VC units (in other words, if no
VC models to be ok on a roll of 5+. This works fire was exchanged in Turn 1 of a scenario, no reinforcements
particularly well if you want to give the US player a
are rolled for at the beginning of Turn 2 no reinforcements
really rough time of it and will certainly make for a
very hard fight. will arrive until the turn after VC units are taken under fire
during a scenario). This is intended to simulate the lack of
While perhaps not suitable for use in every game,
Viet Cong communications and the fact that their men often
the improved survival roll is a nice way of portray-
ing truly hardened fighters willing to fight to the last headed towards the sounds of gunfire.
man Or to just give your mates playing the US a
nasty surprise!
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
from the battlefield, often as they fell. Due to this unorthodox day. Any troops that leave the battlefield in this manner are
approach to CASEVAC, Viet Cong units dont roll for their not counted for Victory Points by an enemy force.
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).

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 reinforce-
ments 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.

28 Ambush Valley Ambush Alley Force on Force


Out of Contact Movement
To reflect their local knowledge of the terrain, Viet Cong units The North Vietnamese Army
may always make use of out of contact movement unless the The North Vietnamese Army (NVA) provide gamers with a
scenario states otherwise. regular force with which to oppose Free World forces on the
tabletop. As a regular force they have a number of special
Example Viet Cong Detachments rules that help give them characteristics commonly associ-
ated with the NVA.
Local Force Viet Cong Cadre NVA Forces are suggested to have a default setting of troop
Troop Quality D6, Morale D8 quality Trained (D8) and Morale D8. This will make them
hard opponents for a regular Free World force, though this is
Local Force VC troops were often farmers and workers by
tempered by their own rules.
day and guerrilla fighters by night. Their training and quality
varied greatly and they were often poorly equipped. They Special Rules
could, however, occasionally give a Free World Force a run Ambush!
for their money. NVA forces may make use of the Ambush rules.

1 x Local Force Cadre Command Lack of Initiative


1 x Force Leader Any NVA unit that does not have either an attached leader or
1 x Runner 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
3 x Local Force Squad but may still fire. This is to represent the lack of Initiative and
1 x Leader with SMG the effect that loss of leadership had on NVA forces.
8 x Vietcong with various small arms (rifles, SMGs etc)
Battle Plan
Due to having to operate by a fixed battle plan, NVA forces
Main Force Viet Cong Cadre always lose one Initiative die per phase to represent poor
Troop Quality D8, Morale D8 communications and the adherence to a pre-battle plan, often
Viet Cong Main Force (Chu Luc) personnel were full-time regardless of the present circumstance.
insurgents prosecuting a war against ARVN and US Forces. Determined to Win
They were formidable opponents, often well armed and NVA Forces are hardened to the struggle against the enemy.
capable of devastating attacks on an unwary enemy. To represent this, NVA units may ignore all Morale results
other than Pinned. In other words, an NVA unit that is Pinned
1 x Main Force Command twice will suffer no further adverse effects and will not Fall
1 x Force Leader Back.
1 x Runner
1 x Gunner with 50mm Mortar Forward for the Cause
NVA Forces may push on regardless of casualties. NVA
1 x Loader with rifle
Players may elect to ignore wounded and leave them behind.
3 x Main Force Cadres The models are removed as per KIA figures and the unit does
Rifle Cell not count as having dependents. However, a Morale check
must be taken each time the unit abandons casualties. If the
1 x Leader with SMG
unit fails, its Morale is broken and it is removed from play as
5 x Vietcong with various small arms (rifles, SMGs etc)
it disperses back into the countryside.
Support Cell
This rule may be considered optional and may be used at the
1 x Leader with Rifle players discretion, assuming both players agree. If players
1 x Gunner with RPD (or equivalent LMG or B-40 or elect not to use this, NVA forces follow the normal casualty
RPG-7) rules as in the Force on Force rulebook, but roll on the WW2
1 x Loader with Rifle First Aid Table rather than the standard casualty table.

Ambush Alley Force on Force Ambush Valley 29


NVA Platoon List NVA Sapper Assault Team
Trained (D8), Morale D10
NVA Infantry Platoon
Cell 1 Penetration Team
Trained (D8), Morale D8
3 x Sappers with AK-47 and Bangalore Torpedo
NVA Regulars began to head south in 1965, fighting their
first major encounter against the Americans at the Battle of Cell 2 Assault Team
la Drang in November of that year. They were a force limited 1 x Sapper with B40 Rocket Launcher
by rudimentary technology but highly capable and dedicated 2 x Sappers with AK-47 and Shaped Charge
to their cause.
Cell 3 Assault Team
Platoon HQ 1 x Sapper with B40 Rocket Launcher
Officer with AK-47 2 x Sappers with AK-47 and Anti-Tank Grenades
NCO with AK-47
Runner with SKS Carbine Cell 4 Fire Support (only in one of the
two assault teams per Raiding Party)
3 x Rifle Squads 2 x Sapper with B40 Rocket Launcher
1 x NCO with AK-47 1 x Sapper with AK-47
1 x Gunner with RPD
1 x Grenadier with RPG-2 Two of these Assault Teams form a Raiding Party,
6 x Soldier with AK-47 supported by the following elements:
Security Element
Support would be attached from the parent company and
1 x Sapper with B40 Rocket Launcher
could consist of Type 53 MMGs, Type 31 60mm Mortars and
2 x Sapper with AK-47 and Claymore
Type 56 57mm Recoilless Rifles.
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

30 Ambush Valley Ambush Alley Force on Force


Special Rules
The ARVN Follow the Leader
The Army of the Republic of Vietnam (ARVN) is another ARVN units rated as Trained (D8) or below must have line of
Regular, Free World force that players may wish to use in sight to a leader figure or a unit leader in order to move. If
Ambush Valley. the unit does not have a leader the unit must pass a Troop
The quality of ARVN troops varied dramatically among units, Quality check in order to move. This does not affect their
ranging from very good to very poor. Many ARVN units were ability to fire.
capable of extremely hard fighting against a capable enemy.
ARVN Platoon List
The soldiers of the ARVN have received a bad press over the
years, especially in wargame rules, and it is hoped that the ARVN Infantry Platoon 1963-66
more balanced appraisal presented here might inspire people Trained (D8) and Morale (D8)
to try playing the Vietnam War with something other than the Platoon HQ
usual US Forces. 1 x Officer with M1 Carbine
This list can be used to recreate forces from early in the war 1 x RTO with M1 Carbine
to the final hard-fought battles against the NVA. Maneuver Squad
1 x NCO with M1 Carbine
ARVN forces have a default rating of troop quality Trained (D8)
1 x NCO with M1 SMG
and Morale D8. This can then be further modified dependent
6 x Soldiers with M1 Garand
upon scenario or the unit a player wishes to recreate. Some
other examples of ARVN forces are; 2 x Fire Squad
1 x NCO with M1 Carbine
ARVN Rangers Veteran (D10) and Morale D10 1 x NCO with M1 SMG
9th Infantry Division Poor (D6) and Morale D6* 1 x Soldier with BAR
5 x Soldiers with M1 Garand
22nd Infantry Division Trained (D8) and Morale D10**
Support for this platoon would come from its parent
Players should feel free to try out different combinations as company and the company weapons team. It could include
the quality of ARVN troops varied dramatically. 60mm M19 Mortars, M1919A6 LMGs and M20A1B1 Rocket
*The ARVN 9th Infantry Division is included here as the ARVN itself Launchers.
called it the worst division in the army with poor combat perfor-
mance and very high desertion rates. ARVN Regional Force Platoon 1971
**The 22nd Infantry Division is one of the average units in the Trained (D8) and Morale (D8)
ARVN but has been given a higher Morale as it was one of the Platoon HQ
last formations to surrender. 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.

Ambush Alley Force on Force Ambush Valley 31


The Republic of Korea
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.

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 Cache Hunters


Trained (D6) and Morale (D6) Any ROK unit rolling to find hidden caches may add +1 to
the die roll to represent the excellent ability the ROK troops
Patrol Platoon HQ with Ton Truck
had in discovering enemy stores during the Vietnam War.
1 x Leader with M79
1 x Assistant Leader with M1 Carbine Ambush the Ambushers
1 x RTO with .38 Revolver Any ROK unit that moves into cover and is out of line of
1 x Driver with M1 Carbine sight of enemy units may go hidden. They may then use
1 x Medic with .38 Revolver the Ambush rule to engage enemy units. ROK units that are
3 x Patrol HQ hidden in ambush may not be spotted unless an enemy unit
Patrol Leader with M1 Carbine is within Optimum Range.
3 x Patrol Squad Hard Fighting
1 x Team Leader with M1 Carbine All ROK units gain +1 die in close assaults to represent both
1 x Constable with BAR their innate close combat skill and their sheer ferocity when
1 x Constable with M1 Garand fighting a communist foe.
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

32 Ambush Valley Ambush Alley Force on Force


R.O.K Platoon List The Australian and
ROK Infantry Platoon 1963-66 new zealand Army (ANZAC)
Trained (D8) and Morale (D10) Australian and New Zealand forces also engaged in success-
Platoon HQ ful, and often hard-fought battles against their communist
1 x Officer with M1 Carbine enemies. The ANZAC force allows a variation from the US
1 x RTO with M1 Carbine and provides an interesting army with some unique vehicles
1 x Soldier with M1 Garand and M7 Rifle Grenade The powerful Centurion tank being one!
Launcher Standard ANZAC troops have a default rating of Trained (D8)
2 x Soldier with M1 Garand and a Morale rating of D10. Australian SAS have a default
rating of Elite (D12) with a Morale rating of D12 to represent
Weapons Squad the depth of their training and high level of motivation.
1 x NCO with M1 Carbine
2 x M1919A6 LMG Gunner Special Rules
2 x Assistant Gunner with M1 Carbine Well Supplied
1 x Soldier with M20A1B1 Rocket Launcher In Ambush Valley, all ANZAC Army units are classified as
1 x Assistant with M1 Carbine Well Supplied as their default setting. Well Supplied units
1 x Gunner with 60mm M19 Mortar gain a die of Firepower.
1 x Loader with M1 Carbine
Rules of Engagement
3 x Rifle Squad
ANZAC Players may not target civilian groups or direct
2 x NCO with M1 Carbine
off-board support within 12 of them unless a friendly unit
2 x Soldier with BAR within that distance is under enemy fire.
5 x Soldiers with M1 Garand
Support for this platoon would come from its parent company Fast Response
ANZAC Players may re-roll any failed Troop Quality check
and the company weapons team. It could include 57mm
in relation to artillery requests. This reflects the far faster
M18 Recoilless Rifles and M1919A4 MMGs.
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

Ambush Alley Force on Force Ambush Valley 33


Vehicles
United States
M48A2 Patton
Firepower: 90mm cannon (3D)
Crew served MG (3D)
Defense: Front: Class 4 (4D10)
Side/rear (3D10)
Deck (2D10)
Survivability: 4 + / D10
Crew: 4

M67 Zippo flame tank


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

M551 Sheridan
Firepower: 152mm cannon (5D)
Shillelagh ATGM (4D)
Crew served MG (3D)
Defense: Front: Class 3 (3D8)
Side/rear (2D8)
Deck (1D8)
Survivability: 4 + / D8
Crew: 4
Notes: ATGM and gun may not fire in same turn.
ATGM may not fire if vehicle moves.

34 Ambush Valley Ambush Alley Force on Force


M42 Duster
Firepower: 2x 40mm AA cannons (5D)
Defense: Front: Class 3 (3D8)
Side/rear (2D8)
Deck (1D8)
Survivability: 4 + / D8
Crew: 4
Notes: Open-topped turret. Gun crew
fired at as personnel get the
in cover and hard cover
defense die modifiers.

M163 Vulcan ADA system LVTP-5


Firepower: 20mm Gatling-type gun (4D) Firepower: MG (3D)
Defense: Front: Class 2 (2D8) Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8) Side/rear/deck (1D8)
Survivability: 4 + / D8 Survivability: 4 + / D8
Crew: 4 Crew: 3 + 32
Notes: Amphibious (w/preparation). May not move Notes: Amphibious.
and fire at air assets.
M113 APC
M16 halftracks (quad 50s) Firepower: HMG (3D)
Firepower: 4x 50-cal HMGs (6d) Defense: Front: Class 2 (2D8)
Defense: Front: Class 1 (2D6) Side/rear/deck (1D8)
Side/rear/deck (1D6) Survivability: 4 + / D8
Survivability: 4 + / D6 Crew: 2+9
Crew: 3 Notes: Amphibious (w/preparation).
Notes: Open topped vehicle and turret. Gunner fired
at as personnel get the in cover and hard M132 Zippo
cover defense die modifiers. Firepower: Flamethrower (10d)
HMG (3D)
M706 (V-100) Commando Defense: Front: Class 2 (2D8)
Firepower: 2x MG (4D)
Side/rear/deck (1D8)
Defense: Front: Class 2 (2D8)
Survivability: 4 + / D8
Side/rear/deck (1D8)
Crew: 2
Survivability: 4 + /D8
Notes: Amphibious (w/preparation). Intimidating
Crew: 3+2
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.

Ambush Alley Force on Force Ambush Valley 35


M113 ACAV
Firepower: 1 x HMG, 2 x GPMG (5D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 2+5
Notes: 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 M577 Command Vehicle


Firepower: 50-cal HMGs (4D) Firepower: 1 x HMG (3D)
or Defense: Front: Class 2 (2D8)
106 recoilless rifle (5D) Side/rear/deck (1D8)
Defense: Front: Class 1 (1D6) Survivability: 4 + / D8
Side/rear/deck (1D6)
Crew: 2+5
Survivability: 4 + / D6
Notes: Amphibious (w/preparation).
Crew: 3 or 4
M114
M106 107mm mortar carrier Firepower: HMG (3D)
Firepower: 107mm (4.2) mortar (indirect fire only)
Defense: Front: Class 2 (2D8)
MG (3D)
Side/rear/deck (1D8)
Defense: Front: Class 2 (2D8)
Survivability: 4 + / D8
Side/rear/deck (1D8)
Crew: 2+2
Survivability: 4 + / D8
Notes: Amphibious.
Crew: 6
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).

36 Ambush Valley Ambush Alley Force on Force


2-1/2-ton, 5-ton gun trucks M107 SP 175mm howitzer
Firepower: 2x 50-cal HMGs (4D), or Firepower: 175mm howitzer (6d)
4x 50-cal HMGs (6d) Defense: Front: Class 2 (2D8)
Defense: Front: Class 1 (2D6) Side/rear/deck (1D8)
Side/rear/deck (1D6) Survivability: 4 + / D8
Survivability: 4 + / D6 Crew: 4
Crew: 4 Notes: Open crew platform.
Notes: Open topped vehicle and turret. Gun crew
fired at as personnel get the in cover and
M108 SP 105mm howitzer
Firepower: 105mm howitzer (4D)
hard cover defense die modifiers. MG (3D)
M125 81mm mortar carrier Defense: Front: Class 3 (3D10)
Side/rear (2D10)
Firepower: 81mm mortar (indirect fire only)
Deck (1D10)
MG (3D)
Survivability: 4 + / D10
Defense: Front: Class 2 (2D8)
Crew: 5
Side/rear/deck (1D8)
Survivability: 4 + / D8 M109 SP 155mm howitzer
Crew: 6 Firepower: 155mm howitzer (5D)
MG (3D)
Notes: Amphibious (with preparation), mortar may
be dismounted. Defense: Front: Class 3 (3D10)
Side/rear (2D10)
LVTP-5 105mm howitzer Deck (1D10)
Firepower: 105mm howitzer (4D) Survivability: 4 + / D10
MG (3D) Crew: 6
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8) M110 SP 203mm (8") howitzer
Firepower: 203mm howitzer (7d)
Survivability: 4 + / D8
Defense: Front: Class 2 (2D8)
Crew: 4 Side/rear/deck (1D8)
Notes: Amphibious. Survivability: 4 + / D8
Crew: 4
Notes: Open crew platform.

M729 Combat Engineer Vehicle (CEV)


Firepower: 165mm cannon (6d against buildings, works
and personnel/4D against armored vehicles)
Crew served MG (3D)
Defense: Front: Class 4 (4D10)
Side/rear (3D10)
Deck (2D10)
Survivability: 4 + / D10
Crew: 4
Notes: Dozer blade, boom with winch.

Ambush Alley Force on Force Ambush Valley 37


Helicopters
UH1B Slick
Defense: 3D8
Survivability: D6
Firepower: 2 x M6O GPMGs (1 per side): 2D
Crew: 2 + 7 (Or 3 casualty litters and 2 seated
casualties)
Notes: Door Guns can only engage targets on
their side of the aircraft.
Characteristics: Agile, Slow

UH1E Slick (USMC) CH21 Shawnee


Defense: 3D8 Defense: 3D8
Survivability: D6 Survivability: D6
Firepower: 2 x M6O GPMGs (1 per side): 2D Firepower: 2 x Dual M2 HMGs (Hvy. Support): 4D
Crew: 2 + 8 (Or 4 casualty litters) Crew: 2 + 22 (Or 12 casualty litters)
Notes: Door Guns can only engage targets on Notes: Door Guns can only engage targets on
their side of the aircraft. their side of the aircraft.
Characteristics: Agile, Slow Characteristics: Agile, Slow

UH1F Slick (USAF)


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

UH1B Dust Off


Defense: 3D8
Survivability: D6
Firepower: None.
Crew: 2 + 4 casualty litters and 2 seated
casualties
Characteristics: Agile, Slow

38 Ambush Valley Ambush Alley Force on Force


UH1B M6E3 Gunship
Defense: 3D8
Survivability: D6
Firepower: 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: 3D8
Survivability: D8
Firepower: 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: 3D8
Survivability: D8
Firepower: 2 x M60 GPMG Door Guns (1 per side): Med. Support 2D
4 x M60 GPMGs: Med. Support 8D (combined)
1 x 40mm Chin Mounted AGL: Med. Support 3D
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 Heavy Hog Gunship


Defense: 3D8
Survivability: D6
Firepower: 2 x 2.75mm 24 Rocket Pods: Hvy. Support Single Pod Salvo: 5D
Double Pod Salvo 10D
1 x 40mm Chin Mounted AGL: Med. Support 3D
Crew: 2
Characteristics: Agile, Slow

Ambush Alley Force on Force Ambush Valley 39


AH1G Cobra Gunship
Defense: 3D8
Survivability: D10
Firepower: 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: 3D8
Survivability: D6
Firepower: 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

UH1M Firefly Gunship


Defense: 3D8
Survivability: D6
Firepower: 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

CH47 Chinook
Defense: 3D8
Survivability: D6
Firepower: 2 x M6O GPMGs (1 per side): 2D
Crew: 3 + 33 (Or 24 casualty litters)
Notes: Door Guns can only engage targets on their
side of the aircraft.
Characteristics: Agile, Slow

40 Ambush Valley Ambush Alley Force on Force


Fixed Wing Aircraft
A1 Skyraider
Defense: 3D8
Survivability: D10
Firepower: 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: 3D8
Survivability: D10
Firepower: 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

L-19 FAC
Defense: 3D6
Survivability: D6
Firepower: 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo
Crew: 2
Notes: 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

O2A FAC
Defense: 3D6
Survivability: D6
Firepower: 2 x (one per wing) 7 shot 2.75 FFAR or Marker rounds (Med. Support): 4D fired in pairs, 8D fired in full salvo
Crew: 2
Notes: 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

Ambush Alley Force on Force Ambush Valley 41


OV 1 Mohawk - Ground Attack Configuration
Defense: 3D8
Survivability: D8
Firepower: 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

OV 10 Bronco (Black Pony) - Ground Light Strike Configuration


Defense: 3D8
Survivability: D8
Firepower: 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 Air Force Ground Light Strike Configuration


Defense: 3D8
Survivability D8
Firepower: 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

AC47 Spooky Gunship


Defense: 3D8
Survivability: D8
Firepower: 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) night-
fighting 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

42 Ambush Valley Ambush Alley Force on Force


Republic of Vietnam (South Vietnam)
M41 Walker Bulldog
Firepower: 76mm cannon (3D)
MGs (3D)
Defense: Front: Class 3 (3D8)
Side/rear (2D8)
Deck (1D8)
Survivability: 4 + / D8
Crew: 4

M8 Greyhound
Firepower: 37mm cannon (2D)
MGs (3D)
Defense: Front: Class 1 (2D6)
Side/rear/deck (1D6)
Survivability: 4 + / D6
Crew: 4
Notes: Open-topped turret.

M24 Chaffee
Firepower: 75mm cannon (3D)
MGs (3D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 5

Ambush Alley Force on Force Ambush Valley 43


Australia

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

M113 FSV
Firepower: 76mm gun (3D)
MMG (2D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 4
Notes: Amphibious (w/preparation).

M113A1 T50
Firepower: Co-axial HMG-GPMG (4D)
Defense: Front: Class 2 (2D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Crew: 2+9
Notes: Amphibious (w/preparation).

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

44 Ambush Valley Ambush Alley Force on Force


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

T-54
Firepower: 100mm cannon (3D)
Coax MG (2D)
Defense: Front: Class 3 (3D8)
Side/rear (2D8) BTR-50P ZSU-23/4
Deck (1D8) Firepower: MG (2D) Firepower: 4 x 23mm cannon (6d)
Survivability: 4 + / D8 Defense: Front: Class 2 (2D8) Defense: Front: Class 2 (2D6)
Side/rear/deck (1D8) Side/rear/deck (1D6)
Crew: 4
Survivability: 4 + / D8 Survivability: 4 + / D6
T-34/85 Crew: 2 + 20 Crew: 2
Firepower: 85mm cannon (3D) Notes: Amphibious. Open- Notes: Open-topped turret.
MG (3D) topped.
Defense: Front: Class 3 (3D8)
Side/rear (2D8) ZSU-57/2
Deck (1D8) Firepower: 2 x 57mm cannon (5D)
Survivability: 4 + / D8 Defense: Front: Class 2 (3D10)
Crew: 4 Side/rear (2D10)
Deck (1D10)
BRDM-1 Survivability: 4 + / D10
Firepower: MG (2D) Crew: 4
Defense: Front: Class 1 (2D6) Notes: Open-topped turret.
Side/rear/deck (1D6)
Survivability: 4 + / D6
Crew: 5
Notes: Amphibious.
T-55A
Firepower: 100mm cannon (3D)
BTR-152 HMG, Coax MG (3D)
Firepower: MG (2D) Defense: Front: Class 3 (3D8)
Side/rear (2D8)
Defense: Front: Class 2 (2D8)
Deck (1D8)
Side/rear/deck (1D8)
Survivability: 4 + / D8
Survivability: 4 + / D8
Crew: 4
Crew: 2 + 17
Notes: Open-topped.

Ambush Alley Force on Force Ambush Valley 45


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 Get to Know Your AO
you begin to identify with them. You probably find yourself The Area of Operations in which your Ambush Valley
hoping that the M60 gunner who stood his ground and saved campaign takes place will determine the nature of the
the day by single-handedly driving off two VC cells survives campaign itself, influencing everything from the types of
the next game you use him in. Sure, youre going to use the scenarios played to the variety of forces available to both
figure again no matter what, but you really dont want to see players. So, before embarking on a campaign, you must
him get tipped over as a casualty.
make a few decisions:
And if he does get taken out of action, you find yourself
wondering what happens to him. Does he get shipped home? What Type of Campaign Are We Playing?
Is it just a flesh wound and hes back in the bush the following There are two types of Ambush Valley campaign: Campaign
week? Who knows? Packs and Free-Form Campaigns.
Its for people like you (and us) that we wrote the campaign Campaign Packs feature pre-designed scenarios that, played
rules for Ambush Valley. Now you can play interlocking (or
together, follow a set narrative plotline. Campaign Packs may
even unrelated) scenarios and follow a unit of your devising
either be published packs or they may be prepared by one or
through their tour of duty, learning the fate of each of the lead
both players in advance of the campaign. Campaign Packs
heroes who struggle so valiantly on your gaming table.
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 determin-
ing 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?

46 Ambush Valley Ambush Alley Force on Force


Players should also agree in advance about what forces are
available in the setting, including what types of vehicles, Defining Your Force
artillery, aircraft, and so forth are available. Players should
also determine at this time the starting Supply Quality and
Your Platoon
As mentioned above, we suggest that campaigns follow the
Confidence Levels of their forces.
exploits of a single platoon. The size and composition of
that platoon will vary according to the nature of the force it
Whats the campaign duration? belongs to and the theatre it is deployed in.
This is obvious for a Campaign Pack the campaign is as
VC forces are not defined at all, but their starting assets are,
long as the pack says it is. If playing a Free-Form Campaign,
as explained later.
the players will have to agree on a campaign length.
Normally, campaigns may be three to twelve turns in length. Starting Ratings
Longer campaigns are perfectly acceptable as long as both We suggest your platoon begin with the following ratings:
players agree to a length. Troop Quality & Morale: We suggest that platoons begin their
A Free-Form Campaign may also be declared to be open first campaign with a Troop Quality of Trained and a Morale of
ended, meaning that it ends when both players agree it ends D10. You may decide to raise or lower these values, however,
if ever. as long as both players agree with the alteration.
Confidence Level: We suggest your platoon begin with a
What force am I playing? Confidence level of Confident.
Campaign Packs will dictate the forces available and each Supply Quality: We suggest that your platoon begin with an
player must choose which force hes playing. Average Supply Quality unless the force it belongs to generally
In a Free-Form Campaign, the players can play whatever has a higher or lower rating. In such a case, apply the forces
combative forces are available in the setting theyve normal Supply Quality.
selected. Leadership: We suggest that your Platoon Leader and
Platoon Sergeant (or equivalent) should begin the campaign
What level of force am I playing? with a +1 Positive Leadership value.
We suggest that campaigns follow the progress of a platoon, If you want to make things a little more interesting, roll a D6
with each player taking the role of a platoon leader. for each leader in your platoon down to the Squad Leader
level. On a roll of 6, consult the Leadership Rating Table to
In Ambush Valley campaigns focusing on combat against
determine leaders leadership rating.
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.
Leadership Rating Table
Is this a co-op campaign? d6 Leadership Rating
Most campaigns are head-to-head affairs with two players 1 -2
contending against one another, but campaigns in which both
players are on the same side are also possible. 2-3 -1

If youre playing a co-op campaign, we suggest that each 4-5 +1


player be given their own unit(s) to control and that, wherever 6 +2
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!

Ambush Alley Force on Force 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
Platoon Attached Assets 5. Replacements
Determine what assets your platoon has, based on its type.
These should be assets that are more or less homogenous Pre-Action Sequence
to the platoon or are directly attached to it available assets
from higher up are discussed in Available Assets. Step 1: Receive Mission and Objectives
Each Campaign Turn consists of a scenario. The scenario
Does it have M113s for transport? Helos? Or is it a straight
may be part of a campaign pack or it may be randomly
leg platoon? Does it have an FAC assigned? An FO? A determined.
Scout Dog team? Decide all this before the campaign begins
and note it on your Platoon Record Sheet. If playing through a campaign pack, the scenarios will be
played in the order presented in the pack. Some campaign
Available Assets packs may indicate that random missions may occur
between scenarios use the Random Scenario Generator to
Players should decide in advance what assets their platoons
determine the nature of those missions.
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!

48 Ambush Valley Ambush Alley Force on Force


Mission Generator
Roll 1D6.
1 Breaking Contact 4 Snatch and Grab
Your force must deploy within 3" of the table centre You have been ordered to assault a location that reliable
line. You are withdrawing under pressure or have been sources have identified as a VC command center.
ordered to withdraw in the face of enemy forces while Neutralize it and bring back the most senior officer and
slowing them without taking unacceptable casualties. any intel you can lay hands on! You must contact (move
Your objective is achieved by exiting at least half your within 3" of) one of the objectives on your opponents
force off your base edge by the end of turn four. half of the board and then return at least one unit off
your table edge by the end of the game.
2 Blocking Positions
You have been ordered to take up blocking positions in 5 Sweep and Clear
support of a battalion assault on a hostile village. Your Ground and air patrols have been encountering sporadic
task is to secure the battalion flank and sweep up any fire from the vicinity of a certain village. You are to conduct
leakers from the village. You will hold your position until a sweep and clear operation in the area. Deploy 5" from
ordered to RTB. You must deploy within 6(8)" of your your table edge and advance past the centerline by the
table edge. You have secured your objective when you end of Turn 4. Do not allow any enemy units to exit
start the turn within a 3" of an objective marker on the the board.
other half of the table with no enemy within 5". You
must hold it until the end of the game. 6 Consolidate! Hold What You Have!
You have Charlie on the run, but the boys at Battalion are
3 Over Run afraid youre walking into a prepared counter-attack. Fall
Another Company has stumbled on to a small bunker back to defensive positions and prepare to hold on to the
complex. You are to roll it up from the right flank and ground youve taken! Your force must start within 3" of
continue the assault to the enemys rear in order to block the table centre line. Success is achieved by holding
his escape and prevent reinforcement. You may deploy both objectives in your half of the board at games
your force within a 6" of your base edge. Your objective end.
is to exit at least half your force over the enemys
base edge by the end of the game.

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 Step 2: Determine Plan and Issue Orders
Campaign Turn will be determined using the Mission Based on the missions they are assigned (or the dictates of
Generator. the scenario being played from a campaign pack) players
select which of their units to commit to action.
Ambush Valley scenarios involving regular forces on both
sides (US vs. NVA, for instance) require both players to roll At minimum, each player should deploy two squads (roughly
four to six fireteams each). Additional assets may also be
for a mission and each side must complete its own mission
assigned from the forces Available Assets with the appro-
objectives to earn victory points.
priate expenditure of Operational Momentum Points.
Scenarios involving Regular vs. Irregular forces (US vs. VC,
Operational Momentum Points
for instance) only require the regular player to determine a
Each force is assigned 2D6 Operational Momentum Points at
Mission. The VC have victory conditions that apply to all this time (some scenarios may indicate that this roll should
scenarios and may earn bonus points for objectives that the be modified in some way to represent the relative importance
regulars fail to meet. of an operation). These points represent the operational

Ambush Alley Force on Force Ambush Valley 49


momentum that each force has accumulated prior to the the mission at hand. It is suggested that players take the
actual operation. same approach when pricing out their own available assets,
although this will require quite a bit of trust and cooperation
VC and other Irregular troops do not receive Operational
between the players involved.
Momentum Points.
Operational Momentum Points may be kept and converted Step 3: Reconnoiter
to Victory Points at the end of the game, or they may be Scenery, objectives, and Hot Spots are set up during this
spent now (and during the course of the game) to purchase phase and the table edge for each player is determined.
additional assets from the forces pre-determined pool of
Available Assets. Setting Up Terrain
The area of terrain the board represents will be dependent on
Examples for the costs of Available Assets are given in the
what theatre of operations in which the campaign is set.
Available Asset Cost table. Players should use these costs
as a guideline to price out their own assets. The cost of all If youre playing a published scenario from a Campaign Pack,
assets should be determined prior to the beginning of the this bit is easy; just set everything up the way the scenario
campaign. dictates!
Note that the price of available assets may differ from The suggested amount of terrain features on the table top is
scenario to scenario in our published campaign packs. This around 9-11items and should include plenty of LOS blocking
is to represent the variable value of such assets based on 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

Available Asset Costs cover and normally possible to make a Cautious move to the
nearest piece of cover.
Operational Momentum
Asset
Points Expended Setting Up Objectives
Sniper Team 2 One piece of scenery in each quadrant of the table is desig-
nated as an Objective. Players take turns designating what
On Call Light Mortars 2 piece of terrain is an Objective, dicing off with the highest
Troop Quality die associated with a unit in the force they are
Fireteam from Own Platoon 2 deploying during this game. High die goes first.
Squad from Own Platoon 5
Setting Up Hot Spots
Soft-Skin Transport 3 If the game involves insurgents or Irregular forces, place all Hot
Spots now, following the normal rules for their placement.
Transport IFV/APC 6
Determine Players Board Edges
SpecOps Fireteam 3 Dice off again using the highest Troop Quality die associated
SpecOps Squad 6 with a unit in the force they are deploying during this game.
High die picks his board edge. The opposite board edge is
Transport Helo 6 assigned to the other player.

Tank 8
Step 4: Initiate Plan
Helicopter Gunship 8 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+
Artillery 8 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
Fast Burner Air Support 8
to choose if they each draw a Fog of War card before play
Gunship Air Support 10 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.

50 Ambush Valley Ambush Alley Force on Force


Set up your units according to the mission youre playing
(or according to the dictates of the scenario, if its from a
After Action Sequence
This half of the Campaign Turn determines what affect the
Campaign Pack). Dice off as described earlier to determine
game just finished has on the forces involved.
who sets their units up first.

Execute Operation Step 1: Operation Assessment


In this phase, each forces Victory Points will be totalled and
In other words: play the game!
the Victor and Margin of Victory will be determined.
Fog of War Victory Points
In a published scenario, draw a Fog of War card or not, as Add up Victory Points at the games end to determine the
directed by the scenario (if this is a Force on Force game winner.
Insurgents never draw Fog of War cards). If this is a random
mission, each player may choose whether or not to draw In a scenario from a published Campaign Pack, use the
a Fog of War card in the first turn. Fog of War cards are Victory Points provided by the scenario plus any remaining
generated as described by the core rules during the course Operational Momentum points to determine a forces total
of play. Victory Points.
In a Free-Form Campaign (or if a random mission is being
Spending Operational Momentum Points used in a Campaign Pack campaign), use the Victory Points
At the beginning of any turn and prior to determining Initiative, below to determine each sides Victory Point total:
either (or both) players may spend Operational Momentum
Points to purchase additional assets from their Available Victory Points for Free World Forces
Assets pool. These assets will appear at the purchasing For Each Objective Achieved: 15 VP
players table edge and may be activated as normal once For Each WIA: -1 VP (-2 if Casualty is an Officer)
play for the turn begins.
For Each KIA: -2 (-3 if Casualty is an Officer)
Note that a force and its transport must be purchased sepa-
For Each POW: -3 (-4 if Casualty is an Officer)
rately, even if transport is Normally Supplied for the unit being
purchased. For Every Enemy AFV Disabled: 3 VP

The cost to bring on additional assets is subtracted from the For Every Enemy AFV Destroyed: 5 VP
forces Operational Momentum Points. Since any of these For Each Civilian Mob Peacefully Dispersed: 5 VP
points left unspent at the end of the game are added to the Plus Any Remaining Operational Momentum Points
forces Victory Points, a force is basically gambling that an
additional asset will gain them more Victory Points than they Victory Points for VC
cost. Insurgents receive the following Victory Points in a Free-Form
Campaign, regardless of the Mission the Regular player drew:
Initiative For Each Insurgent Leader Killed: -1 VP
If this is an engagement between regular forces (US vs. NVA,
for instance), Initiative is determined normally unless dictated For Each Regular Vehicle Disabled: 5 VP
by the scenario. For Each Regular Vehicle Destroyed: 7 VP
For Each Civilian Casualty: 5 VP
End of Game
Games last for 5 - 8 turns. For Each Civilian Mob Converted to
Insurgents or Influenced: 3 VP
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 For Each Objective the Regular Player
the game is over. At the end of Turn 6, make the same check Fails to Achieve: 15 VP
on a D8, and then on a D10 at the end of Turn 7.
Determining the Victor
Play automatically ends at the end of Turn 8 and the After To determine the winner of the game, compare the difference
Action sequence begins. between the two Victory Point totals.

Ambush Alley Force on Force Ambush Valley 51


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

52 Ambush Valley Ambush Alley Force on Force


than they actually are until treated by actual physicians in a
medical facility.
To determine what category a figure that has suffered a Evacuated Casualties
Serious Wound during play falls into, find the category below
Die Roll Total Casualty Status
that best describes the casualtys treatment during the game
or condition at the end of the game and roll on the table asso- Deceased
2
ciated with it: Add 1D to Replacement Pool
Very Serious Injury
Evacuated Casualties 3
Add 1D to Replacement Pool
If the casualty was evacuated off the table before the end of Serious Injury
4-5
the scenario, roll 2 Troop Quality dice (added together) on the Add 1D to your Replacement Pool
following table. Note that evacuated includes CASEVAC as Incapacitating Injury
6-7
well as simply moving off the table with a friendly unit. Add 1D to your Return to Duty Pool
Not Seriously Injured
Accompanied Casualties 8+
Rejoin unit immediately
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 accompa-
nied includes having any friendly combat troops within 2.
Accompanied Casualties
Die Roll Total Casualty Status
Stragglers
If a casualty is still on the table at the end of the scenario and 2
Deceased
is unaccompanied by friendly combatants roll 2 Troop Quality Add 1D to Replacement Pool
dice on the following table. Very Serious Injury
3-4
Add 1D to Replacement Pool
Captured 5-6
Serious Injury
Casualties who are captured become POWs. Each POW a Add 1D to your Replacement Pool
Force loses subtracts 5 points from its Campaign Victory 7-9
Incapacitating Injury
Points for the Campaign Turn. Add 1D to your Return to Duty Pool
Not Seriously Injured
If players desire, they may create a scenario revolving around 10+
Rejoin unit immediately
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 Stragglers


Once the Victory Points for both sides have been determined Die Roll Total Casualty Status
and any points subtracted for POWs, record the scores for
each force as their Campaign Victory Points for the Campaign Duty Status
2-3
Whereabouts Unknown*
Turn.
4-6 Captured
Step 4: Combat Team Development Recovered. Roll on the
As teams of men face combat together, they become increas- 7-9
Accompanied table above.
ingly close knit and develop a group dynamic that, hopefully, Recovered. Roll on the Evacuated
10+
increases their chances of surviving and prevailing in their table above.
next engagement. The following rules reflect this evolution *Roll for casualtys status on this table again after
of successful combat teams. By contrast, teams that fare the next scenario.
poorly in combat are unlikely to form into well-honed fighting
units.

Ambush Alley Force on Force Ambush Valley 53


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 them- Campaign Development Chart
selves in the thick of it will have the opportunity to roll on the Roll D10 Development
Campaign Development chart. Combat Fatigue.
A team is considered to be eligible for advancement if it meets 1 The team suffers a temporary
negative effect.
each of the following requirements during the scenario:
2-5 No development
1. The team successfully engaged at least one
6 Firepower development
hostile unit and inflicted at least one casualty
to a hostile unit during the game. 7 Defense development

2. The team was engaged by at least one hostile unit 8 Reaction development
and no member was killed or captured during the 9 Special development
scenario. Later fatalities that may occur as the result 10 Leadership development
post game casualty evaluation do not count against
this restriction. On a related point, units that abandon
their casualties are not eligible for advancement.
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
Design Note rules see Developing the Insurgency for the rules covering

Why cant my their advancement). The result of the die roll indicates whether
the units participation in this Campaign Turn has caused it to
attached Scout Dog suffer from Combat Stress, remain unchanged, or gain a rank

Team get combat in one of the five unit development areas.

advancements? Only members of the platoon itself are eligible for combat
advancement. Attached or available assets are not eligible for
Combat advancements represent a units coming
together as team and developing a bond both advancement.
internally (between unit members), and externally
(between the unit and other units in its squad and/ Combat Fatigue
or platoon). This bond requires time and familiarity Much in the same way it influences how a unit will cope with
to form, a luxury that attached assets may not have. extreme physical demands, a units training and experience
Assets are assigned to the platoon as needed and will often dictate how well it reacts to the intense psychologi-
are usually drawn from a pool of available assets cal stress of combat. The immediate effects of combat stress
so the Scout Dog Team that goes out on patrol are covered in the core rules, but combat stress can also
with your unit on todays mission may not be the
have more insidious, long term effects if a unit is not given
one that goes out with you on your next mission.
Rotation of assets makes developing a strong sufficient time to rest and recuperate before being thrust back
synergy between them and the platoons units into the cauldron of combat. These rules deal with those
difficult to impossible so, no combat advance- long-term effects, often referred to as combat fatigue.
ments for attached or available assets.
Units suffering from combat fatigue, as indicated by their die
Unless, of course, you want to make an exception
roll on the Unit Development Chart, are likely to suffer a drop
for some units as always, these are your rules. If
you disagree with our interpretation of the situation, in combat efficiency. They may be slower to react or indeci-
feel free to apply your own! sive 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.

54 Ambush Valley Ambush Alley Force on Force


Combat Fatigue Chart
Die Roll Total Combat Fatigue Effect
Degraded Defense. Until the team recuperates, one of their Defense dice degrades one die type. For
2-3
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
4-5
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
6-7 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
8-9 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.
10-11 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
12+
time. Raise the units combat stress level by 1 in all future scenarios until the unit recuperates.

To determine what effect, if any, combat fatigue has had on a Firepower Development
unit, roll 2 Troop Quality dice and compare their total on the Rank 1: Once per game, immediately after the team rolls to
Combat Fatigue table. engage a hostile, the player may choose to reroll one (and
only one) of its lowest Firepower dice.
Continuous Combat
Rank 2: The unit adds 2 to their Optimum Range.
Once a team begins to suffer from combat fatigue, their
effectiveness will continue to degrade until they have an Rank 3: The unit is upgraded one Quality Die level when
opportunity to recuperate. If a fatigued unit doesnt sit out the engaging a hostile with Firepower or Close Combat attacks.
next Campaign Turn, it must roll again on the Combat Fatigue
Defense Development
chart, regardless of what was rolled on the Unit Development
Rank 1: Once per game, immediately after the unit is engaged
chart. All combat fatigue results are applied cumulatively.
by a hostile, the player may choose to reroll one (only one) of
its lowest Defense dice.
Recuperation
A chance to rest and get adequate food and shelter is an Rank 2: Once per game, at the start of the turn, the unit may
important part of recovering from combat fatigue. For the set up in An Excellent Position as per the Fog of War card
purposes of the campaign, a team automatically recuperates of the same name.
from all their combat stress simply by not being assigned to a Rank 3: This units defense is now upgraded by one Troop
mission during the Issue Orders phase of a Campaign Turn. Quality die type, i.e., from D8 to D10.

Unit Development Areas Reaction Development


The first time a team rolls a Firepower, Defense, or Reaction Rank 1: Once per game, immediately after the unit rolls a Reaction
development, they gain the Rank 1 advancement in that test, the player may choose to reroll their Reaction die.
development category. If they roll the same development Rank 2: Conditions which would normally adjust Reaction
following a subsequent scenario, they gain Rank 2, and so rolls negatively do not apply to this team.
forth up to Rank 3.
Rank 3: This unit throws one Quality Die type higher than
The five Development Areas and the effects of each of their normal when making Reaction rolls, i.e., if the unit has a
ranks are as follows: Troop Quality of D8, it would roll a D10 for all Reaction rolls.

Ambush Alley Force on Force Ambush Valley 55


Special Team Development Leadership Development
Roll 1D12: Roll 1D6:
1 Advanced Overwatch: When on Overwatch, 1 Able and Willing: The unit may re-roll its
this team may React whenever a friendly team first failed Morale test of the game.
within LOS engages a hostile by combining
2 Plan B: The units player may draw one Fog of War
half its FP with the friendly teams roll. All other
normal rules apply. This Reaction qualifies as a card before the start of the game to hold. This card
Reaction for purposes of Firepower reduction. may be played at the start of any turn after the first.

2 Get Some!: If this unit wins the Reaction roll against a 3 Misdirection: When a 6 is rolled to determine
hostile, it may choose to reduce its own Defense dice the Hot Spot for the placement of new VC units,
by 1 to add 1 die to Firepower for the round of fire. roll one D6. On a 4+, the Regular Player may pick
the Hot Spot rather than the Insurgent Player.
3 Cover Fire!: If this unit wins the Reaction roll against a
hostile, it may choose to reduce its own Firepower dice 4 Master of Chaos: At the start of play, the player for
by 1 to add 1 die to its Defense for the round of fire. this unit may look at the top two cards of the Fog
of War deck and choose to place one or both back
4 Babysitters: The unit no longer suffers a -1
on top of the deck or at the bottom of the deck.
Firepower penalty when they have Dependents.
5 Situational Awareness: This leader provides
5 Alley Dogs: The unit may immediately go In
one Command Die. This special die may
Cover after completing a Cautious Move.
be used at any time, once per game, to con-
6 Fearsome: Insurgent Units Shrink on a 1 or 2 tribute an additional die to any one roll.
against this team. In addition, when this team launches
a Close Assault the Defenders loses half their FP 6 Unf**k Yourself: Once per scenario, this
rather than just -1 dice, on their Defensive Fire. leaders unit may roll a Troop Quality Check
if his unit is suffering from Combat Fatigue.
7 Cowboys: The unit may choose to engage On a 4+ the effects of the Combat Fatigue
one additional target when Splitting Fire. is negated until the end of the scenario.
8 Shoot and Scoot: As long as this unit does not have
Dependants or Casualties, they have the option to Fire Step 5: Returned to Duty and Replacements
and then Rapid move. They still suffer all the normal Once all advancement checks have been made, determine
penalties for a Rapid Move, including -1 Firepower. the status of your casualty figures by consulting your Unit
9 Boonie Rats: Hostiles entering the game after the Sheet.
first turn may not be placed within 6 of this team. Casualties fall into one of two categories: Returned to Duty
10 Bushmasters: The unit gets one free or Replacements.
3 move after all setup is complete, but Each casualty category indicates whether a wounded figure
before the actual start of the game. should be added to the Return to Duty or Replacement
11 Hard: Once per game this team my reroll Pool on your unit status sheet. Rolling a die for each figure
one result on the First Aid table. will determine whether figures are returned to their unit or
replaced with a FNG.
12 Ace Point Man: This unit may identify a single
figure as a Designated Point Man. If the designated Roll for Casualties in Return to Duty Pool
point man is killed, the unit loses this advantage. Roll a unit Quality Die for each casualty figure in the Returned
It is possible for a unit to have more than one to Duty pool. On a 4+ they join their unit update your
Ace Point Man, but no additional advantage Roster.
(other than having a spare) is accrued.
On a roll of less than 4, the casualty remains in the Returned
to Duty pool.

56 Ambush Valley Ambush Alley Force on Force


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 Replacement Table
4+ they are moved to the Return to Duty Pool and continue Die
Replacement Quality
to recuperate - update your Return to Duty and Replacement Roll
pool. 1-2 Cherry D6 TROOP QUALITY/D8 Morale
On a roll of less than 4, the casualty is determined to be
3-5 FNG D8 TROOP QUALITY/D8 Morale
unfit for duty and your unit receives a replacement. Roll
on the Replacement table to determine the quality of the 6 Lifer D10 TROOP QUALITY/D10 Morale
replacement.

Replacements and Combat Development


Combat Developments reflect a teams hard won synergy are serious and are allocated to the Replacement Pool. When
in combat, their ability to work together without any extra casualty recovery checks are made at the end of the next
effort or superfluous communication. When team members campaign turn, both the wounded soldiers roll less than a 4
are lost and replacements are brought in, that synergy can and are sent home. Two replacements are assigned to the
change. Too many replacements, regardless of their quality, fireteam.
can reduce a units combat effectiveness until a new synergy
Since the fireteam has received replacements equal to half its
is formed.
size in a single campaign turn, it must make a modified Troop
If half or more of a unit are replaced at once, it must make Quality test to determine if it loses its Combat Advancements.
a Troop Quality test modified by -1 for each replacement The unit is Trained, so it rolls a D8. It needs to roll a 4+ to
assigned to it in this campaign turn. If the test is passed, the retain its Combat Developments but receives a -1 to its die
unit retains its combat advancements. If it fails, the unit loses roll for each replacement it has received (-2 in this case).
any Combat Advancements it has received. The unit rolls a 5, which would normally be a success, but
Example: A fireteam of four soldiers takes it on the nose the -2 modifier for two replacements reduces the roll to a 3,
during a mission and receives two casualties. Both casualties which is a failure. The unit loses its Combat Developments.

Ambush Alley Force on Force Ambush Valley 57


Building the Insurgency
Rather than follow the development of individual VC cells, Building the Insurgency
which occasionally melt away and reform with entirely
1D10 Result
different members thanks to a combination of casualties and
arrest, these rules focus on the local insurgency in general. 1 Disillusionment
As a VC force wins engagements against the enemy, its 2-5 No Development
prestige and credibility grows. It attracts more support, either
directly (in the form of new recruits and weapons) or indirectly 6 Improved Supplies
(in the form of voluntary support from the local population). 7 Improved Troops
Each time a VC force ends a scenario with a result of a draw 8 Improved Tactics
or better, it may make a roll on the Building the Insurgency
table. 9 Special development

Note that multiple rolls of a single improvement raise that 10 Improved Leadership
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. Improved Troops
Rank 1: The VC forces reputation has attracted some tougher,
If a force has already reached Rank 3 in an improvement
more ideologically motivated recruits. At the beginning each
and rolls that improvement again, treat the roll as No
game, roll a D6 for each Local Force unit deployed in the
Development.
scenario on roll of 4+, the unit has a Troop Quality of D8
and Morale of D10.
Disillusionment
Sometimes winning can be so bittersweet that the joy of Rank 2: Enough hard cases and ideologues have flocked to
a victory is lost in its aftermath. If the VC campaign force the Local Force that the Troop Quality of all Local Force units
receives a Disillusionment result, Local Force VC become is raised to D8 and their Morale to D10.
subject to the Shrink rule described in the Morale rules for Rank 3: Roll 1D6 for each Main Force unit at the start of each
Insurgents in Force on Force. game. On a 4+, the unit has a Troop Quality and Morale of
D10.
Improved Supplies
Rank 1: The VC force receives an influx of rice, bullets, and Improved Tactics
medical supplies. Roll a D6 at the beginning subsequent Rank 1: VC units have developed better field craft and are
games on a roll of 4+, the Supply Quality of all VC units is more likely to spot US improvised alarms, Claymore Mines,
raised by one level. or trip mines. They receive a +1 die shift to their Troop
Quality when making tests to locate or avoid alarms, mines,
Rank 2: Supplies pour into the VC force in such quantity that it
or flares.
becomes possible to establish decent stockpiles. Permanently
raise the Supply Quality of all VC units to Average (although Rank 2: VC units have honed their stealth skills to a fine edge.
their Supply Quality may be lowered by Fog of War cards or Units attempting to spot them receive a -1 to their die roll.
scenario rules). Rank 3: VC units have become so familiar with their enemys
Rank 3: The VC supply situation is well in hand. At the tactics that they can usually predict their actions. All VC units
beginning of a game, roll 1D6 for each VC unit deployed in receive a +1 to their Reaction Test die rolls.
the scenario on a roll of 4+, their Supply Quality is raised
to Well Supplied for the duration of the game.

58 Ambush Valley Ambush Alley Force on Force


Special Development
Roll
Special Development
1D6
Avengers: This VC force has a reputation
for avenging any losses through merciless
reprisals against the villages of those that
1 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
2
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
3 shift to their Morale die type when fighting at
night.
Unpredictable: Once per game at any time
4 during a turn, this force can compel its
opponent to draw a Fog of War card.
Booby Trap Artists: This force receives a +1
5 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
6 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.

Ambush Alley Force on Force Ambush Valley 59


Regular Platoon Log
CAMPAIGN NAME: SETTING: No. Turns: Turn No.:
FORCE:
Troop Quality: Morale: Confidence: Supply Quality:

INTERNAL ASSETS:

AVAILABLE ASSETS:

UNIT ID ROLE NAME Ret. To Replace? Advancements


Duty

VICTORY POINTS:
RETURN TO DUTY POOL:
REPLACEMENT POOL:

60 Ambush Valley Ambush Alley Force on Force


Insurgency Log
CAMPAIGN NAME: SETTING: No. Turns: Turn No.:
FORCE:
Troop Quality: Morale: Confidence: Supply Quality:

INTERNAL ASSETS:

AVAILABLE ASSETS:

Advancement Advancement Type Description

VICTORY POINTS:
RETURN TO DUTY POOL:
REPLACEMENT POOL:

Ambush Alley Force on Force Ambush Valley 61


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 VC Action Checks
engagements involving clashes with the wily VC, but with a As each Regular unit is activated, an Action Check for all VC
little common sense and objectivity, they could also be used in LOS must be made. Start with the nearest VC unit to the
to solo play operations involving the NVA. activated and work out from there.
If a VC unit has a Leader, it may automatically make an Action
Tunnel Spots in Solo/Co-Op Games Check. VC may only make one Action Check per turn.

We could have devised a tremendously complex method Leaderless units must make a successful Quality Check to
of randomly assigning the locations of Tunnel Spots at make an Activation Check. If they fail the Quality Check, they
the beginning of a game. Instead, weve opted to trust the may not attempt to act again until next turn.
common sense of our players. To make the Action Check, consult the appropriate Action
Place the five Tunnel Spots on the table in logical locations in Check table. Start at the top of the list of possible Actions
the manner described in the head-to-head version of the rules. and work down until you find the motivation that seems to
Role-play a little and pretend youre the Insurgent player apply best to the VCs current situation:
would you really want a Tunnel Spot in the middle of an open
field? Or would it be better placed in that mangrove?
Civilians
If regular Unit is in sight move towards them.
The better you place the Insurgent Tunnel Spots, the more
If no regular Unit is in sight, but a VC Unit
challenging and fun your Solo or Co-Op game will be!
is, move towards the VC Unit.
If no Unit is in sight, will move toward
VC Motivation the nearest Regular objective.
Since theres no player controlling the VC in a Solo or Co-Op If combat has occurred within six
game, well have to rely on some basic rules that dictate how inches, move away from it.
theyll act under different circumstances.
If a Civilian mob takes a casualty from Regular
All VC units and leaders are governed by a set of basic moti- fire, up the Insurgency level by 1. Lower by 1 for
vations. These motivations determine how theyll act when casualties caused by VC. Insurgency level may
confronted by Regular movement or fire. Keeping these moti- only be raised and/or lowered once per turn.
vations in mind will help you govern VC actions properly.
The basic motivations for all VC units/figures are described
VC Leaders w/No Unit
below: IF REGULARS MOVE OR FIRE IN LOS:
If Regulars move in LOS, Leader will interrupt to
VC Leaders: Find a VC unit to join get out of LOS, preferably towards a friendly unit
Leaderless VC Units: Join with a Leader or other friendly If Regulars fire at Leader, he will interrupt to move out
units of LOS or into cover, preferably towards a friendly unit.
VC Units with a Leader: Join with another friendly unit or find
and attack the enemy. 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.

62 Ambush Valley Ambush Alley Force on Force


If no friendly, leaderless unit in LOS, move at full If fired on by Regulars and VC Firepower
speed along safest route towards a Tunnel Spot. is >6, interrupt to fire.
If within 3 of a Tunnel Spot and no friendly, IF ACTIVATED AT END OF TURN:
leaderless units in sight, take cover. If combat occurred within 6 and unit is not in cover,
move to take cover but remain out of LOS of enemy.
VC w/No Leader
(Must pass Quality Check to act) If combat occurred within 6 and unit is not in
LOS of enemy and in cover, remain in place.
IF REGULARS MOVE OR FIRE IN LOS: If a friendly leader is in LOS, move at top speed along
If activated Regular unit is a vehicle and VC safest route to come into cohesion with leader.
unit has a Support Weapon that would harm
that vehicle, Interrupt to fire at vehicle. If a friendly unit is in LOS, move at top speed along
safest route to come into cohesion with unit.
If not in cover and Firepower is >6,
Interrupt to move into cover. VC w/Leader
If not in cover and Firepower is <6, Interrupt to IF REGULARS MOVE OR FIRE IN LOS:
move out of LOS and towards nearest friendly unit. If activated Regular unit is a vehicle and VC
unit has a Support Weapon that would harm
If within double Optimum Range, roll D6: On a that vehicle, Interrupt to fire at vehicle.
1 or 2, interrupt to move into Optimum Range,
on a 3+ Interrupt to fire at Regulars. If not in cover and Firepower is >6,
Interrupt to move into cover.
If within Optimum Range, Interrupt to fire.
If not in cover and Firepower is <6, Interrupt to
If Fired on by Regulars and VC Firepower move out of LOS and towards nearest friendly unit.
is <6, Interrupt to move out of LOS.
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.

Ambush Alley Force on Force Ambush Valley 63


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
US Mission
Your platoon has been detailed to run a sweep of a small
to the rules in Ambush Valley.
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
Scenario Information of confrontation other than a few Booby Traps and the occa-
Duration of Game: 10 Turns sional rifle round. You have been ordered to search the village
Initiative: US throughout game huts for enemy supplies and to engage and destroy any
enemy forces you encounter. Standard rules of engagement
Special Conditions: Tunnel Spots and VC Reinforcements
apply for this encounter. You have split your force into two
Fog of War: Draw normally as dictated by Reaction Tests patrols approaching the hamlet from different directions.

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

64 Ambush Valley Ambush Alley Force on Force


To search a hooch, a unit must remain stationary by the hooch Point B
or inside it and make a successful Troop Quality check. The
OP Team
unit may do nothing else but may react to fire if shot at.
SGT Hooper, M16
US Forces RTO, M16
All US forces are well-supplied and are Troop Quality D8 81mm Mortars from FSB Kentucky. Troop Quality check
and Morale D8. All troops wear Flak Jackets (+1 Defense to call in. May target any enemy unit that the OP team has
die per unit). line of sight to with 6D8 Firepower.
Rifle Squad 2
Point A SGT Baker, M16
Command Squad Grenadier, M79 Blooper
LT. Walsh, M16 3x Rifleman, M16
RTO, M16 Corporal Peterson, M16
Medic Gunner, M60
Kit Carson Scout, M16 (may attach to any unit) Asst. Gunner, M16
Rifle Squad 1 US Victory Points
SGT Maxwell, M16 Each Hooch searched.....................................+5
Grenadier, M79 Blooper Each VC KIA/WIA . ......................................... +1
3x Rifleman, M16 Each Civilian KIA/WIA....................................... -1
Corporal Henderson, M16
Gunner, M60
Asst. Gunner, M16

Ambush Alley Force on Force Ambush Valley 65


Viet Cong Mission Escort Unit
May start on either road not marked. Must exit table within
Your Local Force cadre has been a mild annoyance to the
enemy at best. This is not from lack of enthusiasm for the 6" of point A.
cause but due to poor supplies. However a group of VC Squad 2
Main Force have arrived in the region bringing much needed Ming Ta Do, AK-47 (Leader)
weapons and medical supplies. You are now moving some 5x Rifleman, MAT-49 SMG
of the supplies further North. You are about to head out Gunner, RPD Lt. Support
from your tunnels when you hear enemy helicopters flying 2x Rifleman, M1 Garand
overhead. Given the likelihood of an enemy attack you decide Porters
to split your small force in two. One unit will move out with the Two porters, unarmed, carrying supplies.
supplies and you will lead the second group in defense of the
hamlet. You have sent one of the local boys into the tunnels The VC Player may also position three civilian groups, each
to round up the few reinforcements you have to hand. 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.
Viet Cong Forces The VC player may also place five Tunnel Spots anywhere on
Your force is Poorly Supplied. (Optional rule Do not use the table. They may not be placed within 12 of a road exit
the rules for semi-auto/Bolt Action weapons and spilt the VC from the table and only two may be placed within 12 of the
rifle squads to be a unit of six figures and one of three figures hamlet. For turns 2 to 7 the VC player may roll for reinforce-
with the RPD). ments. He must roll 4 or less on a D6 to be successful. If it
Your force is Troop Quality D6, Morale D8. is a success roll again using the table below to determine
reinforcement specifics:
You receive 1D8 Booby Trap cards.
Die Roll Reinforcements
Hamlet Defense Force
1D6 Viet Cong armed with rifles and one leader
May start in any of the four buildings. 1
with AK-47
Command 1D6 Viet Cong armed with rifles and one leader
Ho Ban Koo, AK-47 (Leader) 2
with AK-47
Runner, MAT-49 SMG 1D8 Viet Cong armed with rifles and one leader
Gunner, Bren Gun (+1 Firepower Dice) 3
with AK-47
Asst. Gunner, M1 Carbine 1D8 Viet Cong armed with rifles and one leader
4
Squad 1 with AK-47
Ma Foo Lin, AK-47 (Leader) 1D10 Viet Cong armed with rifles and one leader
5
5x Rifleman, MAT-49 SMG with AK-47
Gunner, RPD Lt. Support Viet Cong MG Weapons Team, 3 figures with
6
2x Rifleman, M1 Garand Maxim MG (Med. Support)

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

66 Ambush Valley Ambush Alley Force on Force


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
US Mission
Your platoon from the 173rd Airborne is conducting a sweep
platoon from the 173rd Airborne is conducting a sweep of
of the Ho Bo Woods. There has been heavy fighting over the
the area. Over the past few days heavy fighting has been
past few days and the Australian units to the north have had
experienced around a number of Viet Cong tunnel and bunker
heavy contact with Viet Cong Main Force units over the last
complexes. As the platoon patrols along the jungle path, they
two days.
are unaware they are walking into an ambush
Your men must patrol down the track and locate and destroy
Scenario Information any enemy positions you find.
Duration of Game: 10 Turns
Objectives
Initiative: US throughout game Patrol the track in the Ho Bo Woods. Your force must proceed
Special Conditions: Tunnel Spots and VC Reinforcements down the track in a south-east direction until fired upon. At
that time you may engage the enemy and destroy/capture
Fog of War: Draw normally as dictated by Reaction Tests 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

Ambush Alley Force on Force Ambush Valley 67


US Forces Viet Cong Forces
All US troops have Flak Vests in this scenario. Ho Bo Viet Cong Main Force Detachment
Troop Quality D8, Morale D8
Zulu Force, 1/503, 173rd Airborne
Veterans (D10), Morale D10 Main Force Command
1 x Force Leader with SMG
Platoon HQ 1 x Runner with M1 Carbine
1 x Officer with M16 1 x Vietcong with rifle
1 x NCO with M16 2 x Main Force Cadres
1 x RTO with M16 Rifle Cell
1 x FOO with M16 with 105mm Battery on call (10D8 1 x Leader with SMG
firepower, once per turn) 5 x Vietcong with various small arms (rifles, SMGs etc)
Support Cell
1 x Squad Leader with M16 1 x Leader with Rifle
2 x Team Leader with M16 1 x Gunner with RPK
2 x Grenadier with M79 1 x Loader with Rifle
6 x Riflemen with M16 Weapons Cell 1
1 x Leader with Rifle
1 x Squad Leader with M16 1 x Gunner with Maxim MMG
2 x Team Leader with M16 1 x Loader with Rifle
2 x Grenadier with M79 Weapons Cell 2
6 x Riflemen with M16 1 x Leader with Rifle
1 x Gunner with 57mm Recoilless Rifle
1 x Squad Leader with M16 1 x Loader with Rifle
2 x Gunner with M60
2 x Assistant Gunner with M16
Objectives
Kill as many US troops as possible.
2 x Riflemen with M16
1 x Grenadier with M79 All starting VC troops must be placed in the bunker complex.
The VC player receives five Tunnel Spot markers. Three of
Victory Points
them must be placed east of the track to represent the edge
Each VC Bunker or Tunnel Spot neutralised....+10
of a second tunnel network.
Each VC Killed...............................................+ 1
Asset Cards Victory Points
The US Player receives no Asset Cards for this scenario. Each US model KIA........................................+ 5
Each US model WIA.......................................+ 2
Viet Cong Mission Each US Model MIA.....................................+ 10
Heavy fighting against both Australian and US troops has Asset Cards
erupted in the area for the last few days. Your Main Force The VC player receives D6+2 Booby Trap assets for the game.
platoon is deployed ready to ambush a US patrol seen
heading into the area. Due to the heavy fighting in the region
Viet Cong Reinforcements
On the turn that firing starts the VC player may receive reinforce-
you cannot rely on any help reaching you, though you do
ment from other areas. Each turn the VC player must roll a D6,
have tunnel connections to other complexes. on a 5+ he may roll 2D6 on the table below for reinforcements:

Die Roll Reinforcements


2 Two-Man Sniper Team
3-6 Rifle Cell (as listed above)
7-10 Support Cell (as listed above)
11 Command Cell (as listed above)
12 Weapons Cell with Maxim MMG (as listed above)

68 Ambush Valley Ambush Alley Force on Force


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

The following scenario is based on the actions that took place


during the battle for the hamlet of Ap Bac. This small battle
Scenario Information
Duration of Game: 12 Turns
was a victory for the Viet Cong over a numerically superior
enemy supported by helicopters and armored personnel Initiative: ARVN on Turn 1, roll for subsequent turns
carriers. The game recreates the attack launched by several
Special Conditions: None.
ARVN M113s against the VC defenses at the urging of the US
Advisor. The attack was too little, too late and the attack was Fog of War: Draw normally as dictated by Reaction Tests
defeated. During the fighting for AP Bac the Viet Cong suffered
nearly 70 casualties, while ARVN losses amounted to nearly ARVN Mission
200 with three US advisors killed, five helicopters and three Your platoon from the 7th Infantry Division has been tasked
M113s destroyed. This small battle proved a cornerstone in with making a final charge at the VC lines in your M113 APCs.
the Vietnam War leading to the increase in US deployment. To date no VC troops have stood up to an armored charge,
Interestingly it was the events of the fighting that led to the and after heavy bombing and helicopter attacks the VC seem
modification of the M113 to turn it into the ACAV to be about to break. Your charge should put an end to their

Table Setup

6'x4' Table

Ambush Alley Force on Force Ambush Valley 69


defense. After pausing to re-supply and evacuate downed
helicopter crews, your men begin the attack
Viet Cong Mission
Your troops are from the 261st Viet Cong Battalion and for the
Note If at any time the ARVN leader is killed or taken out of whole day have been under heavy enemy attack from both
action, ARVN Morale drops to D6. This is to reflect the histori- the ground and air. You have held off all but heavy artillery
cal event where Captain Ly Tong Ba, leading the attack, was and air attacks, and your troops running low on ammunition
knocked unconscious. Until he recovered, his men refused to has caused the line to waver. Just as you think your men are
advance and sat under heavy fire, suffering casualties. Many about to break, the enemy pauses its attack while it recovers
of those casualties were senior NCOs whose traditional role wounded crews from crashed helicopters. This lull in the
was as gunner on the M113 .50 cal Machine Gun, the loss of fighting gives you time to distribute more ammunition and
which robbed the ARVN of one of their most potent weapons speak with the section leaders. Your men, now replenished,
on the field that day. seem more confident and as the enemy attack begins your
men greet it with heavy fire!
ARVN Forces
ARVN Infantry Platoon Viet Cong Forces
Trained (D8) and Morale (D8) Elements of 261st Viet Battalion
Troop Quality D8, Morale D8
Platoon HQ in M113
1 x Officer with M1 Carbine Main Force Command
1 x RTO with M1 Carbine 1 x Force Leader with SMG
1 x FOO with M1 Carbine 1 x Runner with M1 Carbine
1 x Gunner with M1919A6 LMG 1 x Vietcong with rifle
1 x Asst. Gunner with M1 Carbine 3 x Main Force Cadres
1 x Medic (One cadre may be equipped with anti-tank grenades)
Maneuver Squad in M113 Rifle Cell
1 x NCO with M1 Carbine 1 x Leader with SMG
1 x NCO with M1 SMG 5 x Vietcong with various small arms (rifles, SMGs etc)
6 x Soldiers with M1 Garand Support Cell
2 x Fire Squad in M113 1 x Leader with Rifle
1 x NCO with M1 Carbine 1 x Gunner with RPK
1 x NCO with M1 SMG 1 x Loader with Rifle
1 x Soldier with BAR
5 x Soldiers with M1 Garand
Objectives
Hold Ap Bac. All troops start in trenches.
Objectives
Charge across the paddy fields and take the village of Ap Bac. Victory Points
Each building held at end of game...... +10 points
Victory Points
Each building captured....................... +10 points Asset Cards
None.
Asset Cards
The ARVN Player receives 2 Asset Cards for this scenario.

70 Ambush Valley Ambush Alley Force on Force


Scenario 4: Operation Starlite
Hill 30, 14 January 1966
th

The following scenario is based on the action at Hill 30 during


attempts to relieve the US supply column ambushed near
Scenario Information
Duration of Game: 12 Turns
An Cuong 2. The US Marines began Operation Starlite with
promise of clearing the hamlet of An Choung 1 as helicopters Initiative: US for the duration of the game.
landed more troops inland. However as the day progressed
Special Conditions: VC Hidden Units and Tunnel Spots
they came under intense pressure from VC forces. When H
Company 2/4th Marines became pinned down at LZ Blue a Fog of War: Draw normally as dictated by Reaction Tests
supply column was set to bolster them but became lost and
was then ambushed. Major Comer then assembled another US Mission
relief force to go to their aid. The relief forces path took them Your hastily assembled relief force has been ordered to strike
over Hill 30. As they crested the hill, they were also ambushed out over Hill 30 to aid troops ambushed near An Choung 2.
and the battle bogged down into a war of attrition that ground Your mixed force must push on as quickly as possible to
on for five days. The stubborn VC resistance showed that reach your comrades who are under heavy enemy fire.
they were capable of trading punches with US Forces before Your column must advance along the road and exit the
melting away to fight another day opposite board edge.

Table Setup

6'x4' Table

Ambush Alley Force on Force Ambush Valley 71


US Forces Viet Cong Forces
An Choung Relief Force, US Marines Hill 30 Viet Cong Main Force Detachment
Regulars (D8), Morale D10 Troop Quality D8, Morale D8
The Marines have been graded as Regulars for this battle to Main Force Command
reflect the lack of combat experience in the theatre. 1 x Force Leader with SMG
1 x Runner with M1 Carbine
1 x Officer with M14 1 x Vietcong with rifle
1 x NCO with M14
1 x RTO with M14 3 x Main Force Cadres
1 x FOO with M14 with 105mm Battery on call (10D8 Rifle Cell
firepower, once per turn) 1 x Leader with SMG
5 x Vietcong with various small arms (rifles, SMGs etc)
2x Squad: Support Cell
1 x Squad Leader with M14 1 x Leader with Rifle
2 x Team Leader with M14 1 x Gunner with RPG/B-40
2 x Grenadier with M79 1 x Loader with Rifle
6 x Riflemen with M14 Weapons Cell 1
1x Squad: 1 x Leader with Rifle
1 x Squad Leader with M14 1 x Gunner with Maxim MMG
2 x Gunner with M60 1 x Loader with Rifle
2 x Assistant Gunner with M14 Weapons Cell 2
2 x Riflemen with M14 1 x Leader with Rifle
1 x Grenadier with M79 1 x Gunner with 57mm Recoilless Rifle
1 x Loader with Rifle
2 x LVTP5 (carrying the above infantry)
1 x M48 Tank The VC commander also receives two anti-tank mines that may be
1 x M-48 Flamethrower Tank played against the lead US vehicle in their column at any time.
2 x Ontos
Objectives
Objectives Stop the US relief force exiting the table.
Follow the road and exit the opposite table edge heading for VC forces all set up hidden anywhere on the table. The VC
An Choung 2. Troops start on the road as marked. player receives 5 Tunnel Spots and may place them anywhere,
but not within 12" of the road.
Victory Points
Each Vehicle/Infantry Unit off table edge........ +10 Victory Points
Each US Vehicle destroyed............................ +10
Asset Cards Each US model KIA/WIA/POW........................ + 2
The US Player receives 2 Asset Cards at the start of the game.
All US troops have Flak Vests in this scenario. Asset Cards
The VC player receives no cards his anti-tank mines are his
only assets.
Viet Cong Mission
VC forces in the area are in heavy contact with US Marine Viet Cong Reinforcements
forces. Several enemy units have been ambushed and are On the turn that firing starts the VC player may receive reinforce-
pinned down. Your unit has been detailed to hold Hill 30 and ment from other areas. Each turn the VC player must roll a D6, on
ambush any forces sent to out-flank An Choung 2 from the a 5+ he may roll 2D6 on the table below for reinforcements:
north. You must stop any such attack.
Die Roll Reinforcements
2 Two-Man Sniper Team
3-6 Rifle Cell (as listed above)
7-10 Support Cell (as listed above)
11 Command Cell (as listed above)
12 Weapons Cell with Maxim MMG (as listed above)

72 Ambush Valley Ambush Alley Force on Force


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
Scenario Information
Duration of Game: 10 Turns
based out of Quan Loi. Quan Loi was an area of old French
plantations, and was about 50 miles north of Saigon (and Initiative: The US has Initiative during the game. However,
about 12 miles east of the Cambodian border). Early on should NVA units appear as reinforcements, Initiative should
August 19, Quan Loi was attacked by elements of both the be rolled for as per normal FoF rules as long as there are NVA
VC and the NVA. The VC/NVA attack was repulsed with some units on the field.
loss. This scenario depicts a fictional follow-up attack by a
Special Conditions: Clearing Buildings: To clear a building,
platoon from 1st Bn, 8th Cav, in which they try to clear a
a unit must remain stationary by the hooch or inside it and
nearby French plantation of the remnants of the retreating VC
make a successful Troop Quality check. The unit may do
and NVA.
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)

Ambush Alley Force on Force Ambush Valley 73


US Mission VC/NVA Mission
The Air Cav platoon is out to clear out the buildings in the The VC/NVA gave the Americans a bloody nose in the attack
plantation complex, and to destroy and tunnel entrances on Quan Loi. Now they are chasing the VC/NVA remnants
they may come across. The mission is to get in, clear the down like dogs. Make them pay for their impudence! Do not
buildings, seal the tunnels, and get all the men in the platoon let them destroy the tunnels, and kill or capture as many of
out. The US player has 10 turns in which to do so. Remember, them as you can.
UH-1Ds can hold up to 9 passengers.
VC/NVA Forces
US Forces 1 VC leadership cell
Platoon HQ Average Confidence and Poorly Supplied (Troop Quality D6,
High confidence and Well Supplied (Troop Quality D8, Morale Morale D8). Includes a leader (AK/rifle) and a runner (AK/
D8). Consists of an LT (M16), and RTO (M16), an FO for the runner). This cell may be deployed anywhere on the board.
mortars (M16), a medic, an 2-man M60 MG team, and a Kit
Carson scout. 2 x VC Local Force Cadres
Average Confidence and Poorly Supplied Poorly Supplied
1st Squad (Troop Quality D6, Morale D8). Each has 9 men (one leader
High confidence and Well Supplied (Troop Quality D8, Morale with an AK/rifle, 6 men with AKs/rifles, 1 RPK, and 1 RPG).
D8). Consists of 2 teams one with the Squad Leader The 2 cadres may be deployed anywhere on the board.
(M16), a grenadier (M79), and 2 riflemen (M16s); the other
with a Team leader (M16), a grenadier (M79, and 2 riflemen Main Force DSHK TEAM
(M16s). Average Confidence and Poorly Supplied (Troop Quality D8,
Morale D8). 3-man HMG team with DSHK HMG. The team
2nd Squad may be placed anywhere in open terrain, or at the edge of
Outfitted the same as 1st Squad. the jungle. It may not be placed inside the jungle, or in any of
the buildings.
All US forces are equipped with body armor (flak jackets).
They arrive on the board on Turn 1 riding in the UH-1Ds. VC units deployed in a building or in the jungle may start the
game hidden. The VC/NVA player receive 1D8 Booby Trap
US Asset Cards cards.
Available Air Transport: 3 UH1D Hueys. The helicopters
may only drop off and pick-up troops in designated VC/NVA Reinforcements
LZs/PZs. The platoon leader or a squad leader must The VC/NVA player(s) may place five Tunnel Spots anywhere on
make a successful Troop Quality check to call the the table, per the FoF rules. From turn 3 onward, the VC player
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

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

74 Ambush Valley Ambush Alley Force on Force


may roll for reinforcements. He must roll 4 or less on a D12 to be suc- Victory Points
cessful. If the roll is successful, roll 2D6 on the table below: Each tunnel entrance left open............. +5 points
Each American captured...................... +3 points
Die Roll Reinforcements
Each American KIA.............................. +2 points
1D6-1 Local Force VC armed with AKs/rifles and one leader Each American helicopter shot down.... +5 points
2
with AK-47
1D6 Local Force VC armed with AKs/rifles and one leader
3
with AK-47
1D6+1 Local Force VC armed with AKs/rifles and one leader
4
with AK-47
1D8 Local Force VC armed with AKs/rifles and one leader
5
with AK-47
1D10 Local Force VC armed with AKs/rifles and one leader
6
with AK-47
7 Local Force VC MG Weapons Team (3 figures with MMG).
1D6-1 NVA armed with AKs and one leader with AK-47
8 (Average confidence, Poorly Supplied, Troop Quality D8,
Morale D8)
1D6 NVA armed with AKs and one leader with AK-47
9 (Average confidence, Poorly Supplied, Troop Quality D8,
Morale D8)
1D6+1 NVA armed with AKs, 1 RPK, and one leader with
10 AK-47 (Average confidence, Poorly Supplied, Troop Quality
D8, Morale D8)
1D8 NVA armed with AKs, 1 RPK, and one leader with AK-47
11 (Average confidence, Poorly Supplied, Troop Quality D8,
Morale D8)
1D8 NVA armed with AKs, 1RPK, 1RPG, and one leader with
12 AK-47 (Average confidence, Poorly Supplied, Troop Quality
D8, Morale D8)

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

Ambush Alley Force on Force Ambush Valley 75


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.
Table Setup
The game should be played on an 8 x 6 table. The main
US forces have experienced increased contacts against the
river is impassable except via boat or bridge, tributaries can
North Vietnamese regulars and the feeling among army intel-
be crossed at move by infantry only. Jungle sections are
ligence is that a major offensive is round the corner. The 1/9
dense. Paddy fields count as per the rules. The firebase
AirCav have been assigned the task of drawing the enemy
should be a mix of bunkers and fire pits with a minimum
out in force so that the full weight of the US firepower can be
of one helo pad but the exact make-up is at the US players
brought to bear, and ultimately destroy it.
discretion.

76 Ambush Valley Ambush Alley Force on Force


Scenario Information Rifle Squad 2
SGT Green, M16
Duration of Game: 5+ Turns Grenadier, M79 Blooper
Initiative: The US player starts with the initiative for turn 1. Grenadier, M79 Blooper
Subsequent turns should be determined as per the rules. Rifleman, M16
Corporal Taylor, M16
Special Conditions: The village of Plei Mei contains two civilian Gunner, M60
groups, each one within 6" of a hooch on each side of the river. Asst. Gunner, M16
Each group may be moved by the player that has control of the Rifleman, M16
village during his turn or as an interruption to firing.
Deployment to LZ
Fog of War: Each player draws one Fog of War card at the Paddy fields outside of Plei Mei village. Arrive on Turn 1
beginning of turn 1. Further Fog of War cards are triggered by from the southern table edge in the Hueys.
reaction tests.
Helo 1
US Briefing Command Squad
LT. Wolfe, M16
FSB Ladybird has been used as a base of operations over the RTO, M16
last week to conduct missions into the surrounding hills and Medic
valley to draw out the enemy. The mission so far has only
sought to bring increased mortar and rocket fire down on the OP Team
base and the odd fighting encounter on patrol. It is believed SGT Anderson, M16
that the NVA have moved into the local area and are using the RTO, M16
village of Plei Mei to support the attacks. 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.
Objectives
Patrol the Jungle to the North East of FSB Ladybird between Helo 2
the firebase and the river. All enemy forces should be elimi- Rifle Squad 1
nated and any tunnel spots neutralised. A security force must SGT Alvaro, M16
remain in the firebase at all times but its strength is to be Grenadier, M79 Blooper
determined by the US player. Rifleman, M16
Corporal King, M16
Patrol the village and surrounding paddy fields. US patrol forces Gunner, M60
must remain on the Northern bank of the river for a minimum Asst. Gunner, M16
of 5 turns and the village should be cleared of any NVA or VC. Rifleman, M16
US Forces Helo 3
All US forces are Well Supplied and are Troop Quality D8 and Rifle Squad 2
SGT Elias, M16
Morale D8. All troops wear Flak Jackets.
Grenadier, M79 Blooper
FSB Ladybird Rifleman, M16
Corporal Murphy, M16
Command Squad Gunner, M60
Capt. Harris, M16 Asst. Gunner, M16
LT. Wolfe, M16 Rifleman, M16
RTO, M16
Medic US Asset Cards
Kit Carson Scout, M16 (may attach to any unit) Available Air Transport: 3x UH1D Hueys. The helicopters
may only drop off and pick-up troops in designated LZs/PZs.
Rifle Squad 1 The platoon leader or a squad leader must make a successful
SGT Brand, M16 TQ check to call the helos back in for the extraction. If so, the
Grenadier, M79 Blooper helos appear on the board that turn, and follow normal FoF
Rifleman, M16 rules for landing and pick up.
Rifleman, M16
Corporal Downy, M16 US Victory Points
Gunner, M60 Each VC KIA/WIA............................................. +1
Asst. Gunner, M16 Each Civilian KIA/WIA........................................ -1
Rifleman, M16 Control of the village...................................... +20

Ambush Alley Force on Force Ambush Valley 77


NVA Players Briefing Main Force DSHK TEAM
3-man HMG team with DSHK HMG.
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 The VC/NVA player may also place THREE Tunnel-Spots
and bunker complex is under construction that overlooks the anywhere on the table (except the firebase). They may not
village of Plei Mei and will be used as a base of operations. be placed within 12 of a road exit from the table. For turns 5
The US Firebase that dominates the landscape has become to 7 the VC player may roll for reinforcements. He must roll 4
the focus of attacks and over recent days, numerous rocket or less on a d6 to be successful. If it is a success roll on the
and mortar attacks have landed successfully. Additionally, the table below:
local village that has resisted providing much needed rice to
the cause due to the US support, needs to be controlled. Die Roll Reinforcements
NVA forces are Well Supplied. Main Force VC are Poorly 1
1d6 Viet Cong armed with rifles and one leader with
Supplied. Force is Troop Quality d6, Morale d8. AK-47
1d6 Viet Cong armed with rifles and one leader with
Main Force VC 2
AK-47
Start to the south of Plei Mei, at least 12"
1d8 Viet Cong armed with rifles and one leader with
Command 3
AK-47
Leader, AK-47
1d8 Viet Cong armed with rifles and one leader with
Runner, MAT-49 SMG 4
AK-47
Gunner, RPD (+2 Firepower Dice)
Asst. Gunner, M1 Carbine 1d10 Viet Cong armed with rifles and one leader
5
with AK-47
Squad 1
Leader, AK-47 Viet Cong MG Weapons Team, 3 figures with
6
Maxim MG.
Grenadier, RPG-7
Rifleman x 7, assorted small arms. 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
NVA Forces with a unit of VC.
Ambush Party
Can be positioned anywhere within the jungle between the NVA Booby Trap Cards
river and firebase. NVA player receives 1d6 booby trap cards.

Squad 1 NVA Victory Points


Leader, AK-47 Each US soldier WIA/KIA................................. +1
Grenadier, RPG-7 Each US soldier POW...................................... +5
Rifleman x 7, Ak-47 Each mortar round landed on firebase............. +1
Weapons team Control of the Village...................................... +20
Gunner, RPD (+2 Firepower Dice) Firebase overrun............................................ +50
Assistant Gunner, AK-47
Weapons team
Gunner, 2 Mortar
Assistant Gunner, AK-47
Village attack force
Start 12 from the Northeastern table edge (Jungle north
of paddy fields).
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

78 Ambush Valley Ambush Alley Force on Force


FOG OF FOG OF FOG OF
WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Whats that cover Whats that cover Whats this Wall Made
made out of? Rice? made out of? Rice? of? Swiss Cheese?
(Play Against VC/NVA) (Play Against VC/NVA) (Play Against US, ARVN, etc.)
A position that seemed to offer A position that seemed to offer A position that seemed to offer
decent cover turns out to be a decent cover turns out to be a decent cover turns out to be a
bad spot due to poor construc- bad spot due to poor construc- bad spot due to poor construc-
tion or weird lines of sight. tion or weird lines of sight. tion or weird lines of sight.
Your opponent may play this card Your opponent may play this card Your opponent may play this card
on one building or terrain feature on one building or terrain feature on one building or terrain feature
that would normally be considered that would normally be considered that would normally be considered
Solid Cover. The designated piece Solid Cover. The designated piece Solid Cover. The designated piece
of terrain no longer counts as Solid of terrain no longer counts as Solid of terrain no longer counts as Solid
Cover for the duration of the game. Cover for the duration of the game. 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 The Colonel Said What? The Colonel Said What?
of? Swiss Cheese? (Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.)
(Play Against US, ARVN, etc.)
Radio communications is on the fritz Radio communications is on the fritz
A position that seemed to offer and your force has just received garbled and your force has just received garbled
decent cover turns out to be a orders that contradict the mission brief. orders that contradict the mission brief.
bad spot due to poor construc-
All Regular units must remain All Regular units must remain
tion or weird lines of sight.
in place until the end of the next in place until the end of the next
Your opponent may play this card turn while orders are sorted out. turn while orders are sorted out.
on one building or terrain feature Regular units may move into cover Regular units may move into cover
that would normally be considered if they are not already there but if they are not already there but
Solid Cover. The designated piece no other movement is allowed. no other movement is allowed.
of terrain no longer counts as Solid Regular units may fire as normal. Regular units may fire as normal.
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

Unexpected help!
Boom! Boom! (For Side that drew Card)
Sometimes the cavalry shows up
(Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.) whether you need them or not.
A booby-trap or mine has detonated A booby-trap or mine has detonated Your may draw an Asset Card or Booby
near one of your units! near one of your units! Trap card. The asset described on the
Randomly determine which Regular Randomly determine which Regular card becomes available immediately
unit has been struck by the attack. The unit has been struck by the attack. The and may be placed anywhere on the
unit takes a 6d10 Firepower attack to unit takes a 6d10 Firepower attack to table within 6 of one of your units and
which it may not React. The stricken which it may not React. The stricken no closer than 6 from any of your
units Defense is determined as usual. units Defense is determined as usual. 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 FOG OF FOG OF
WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


An Excellent Position An Excellent Position Fire! Fire!
(For Side that Drew Card) (For Side that Drew Card) (For Side that Drew Card)
One of your units has found an One of your units has found an Your rounds have struck something
excellent position that affords them excellent position that affords them flammable and set a structure ablaze!
unexpected protection from enemy fire! unexpected protection from enemy fire! You may designate any building within
You may designate which of your units You may designate which of your units LOS of one of your units (or anywhere
has located this excellent position. has located this excellent position. on the table if you have air support
As long as the unit stays in its current As long as the unit stays in its current with offensive capabilities) and declare
position it receives an additional position it receives an additional that it is burning. Any figures in the
Defense die over and above any Cover Defense die over and above any Cover building must immediately evacuate
or Armor dice. If the unit moves, it or Armor dice. If the unit moves, it to a point at least 4 from the building.
loses this advantage. Other units loses this advantage. Other units They may be fired on by units that are
moving into the same position will not moving into the same position will not on Overwatch. The building is impass-
receive the additional Defense die. receive the additional Defense die. able 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! The Bell Tolls


(For Side that Drew Card) (Play Against US, ARVN, etc.)
Your rounds have struck something Radio chatter informs your men that one
flammable and set a structure ablaze! of their favourite NCOs has been injured

You may designate any building within


or killed in another engagement. Roll 1d6
to determine how the news affects them:
Grounded!
LOS of one of your units (or anywhere A ferocious storm blows up,
1-3: Your force becomes despondent and
on the table if you have air support grounding all air assets.
demoralized. Lower your forces Morale die
with offensive capabilities) and declare by one type (i.e., d8 Morale is reduced to All units have their Optimum
that it is burning. Any figures in the d6). Morale cannot be lowered beyond d6. Range reduced to 6.
building must immediately evacuate
4-6: Your force is fired up and hungry
to a point at least 4 from the building. for some pay-back! Raise the Morale
They may be fired on by units that are of every unit in your force by one die
on Overwatch. The building is impass- type (i.e., d8 Morale is raised to d10).
able for the duration of the game. Morale cannot be raised above d12.

Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card

Tougher than Whered they Whered they


they look come from? come from?
(Play Against US, ARVN, etc.)
(Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.)
Intel isnt always 100% and this
Reinforcements arrive for Reinforcements arrive for
is one of those occasions. Your
the wrong guys! the wrong guys!
opponents are much more skilled and
motivated than reports indicated. The VC player may make an immediate The VC player may make an immediate
roll on the Reinforcement Table. The roll on the Reinforcement Table. The
Troop Quality and Morale are bumped
new unit may be placed anywhere on new unit may be placed anywhere on
up one die type for the next VC
the table, but no closer than 6 from the table, but no closer than 6 from
Reinforcement unit that appears
any enemy unit. The new unit may any enemy unit. The new unit may
on the board. This increase may
be activated during the current turn. be activated during the current turn.
not raise either value above d10.

Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
FOG OF FOG OF FOG OF
WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Theres nothing
Watch where friendly about it!
you step Praise the Lord and (Play against any non-VC
(Play Against US, ARVN, etc.) pass the ammunition! unit US, NVA, ARVN, etc.)
A possible booby-trap or mine has (Play Against US, ARVN, etc.) One of your units has been struck
been spotted in the path of one of your by friendly fire, either from an errant
A supply snafu or a long march up aircraft or off target artillery.
units. There is no time to summon have left your units low on ammo.
EOD, so the device must be bypassed! Randomly determine which unit has
Your force now rolls one less die of been struck. If it is an infantry unit,
Randomly determine the unit that has Firepower on all attacks and reactions. each figure in the unit must roll a 4+ to
spotted the explosive. Your opponent avoid becoming a casualty. If a vehicle
may place a marker at least 6 This card may be applied multiple is struck, roll on the 2 Hits column of
from that unit and at least 4 from times, but can never reduce the Vehicle Damage Results chart.
nearby units. None of your units may a units Firepower to zero.
If the you had air assets, they are
approach within 4 of the marker. 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. Give Em hell!


(Play Against US, ARVN, etc.)
(Play Against US, ARVN, etc.)
One of your units gets carried away and
Incoming! Your Area of Operations has just
been transformed into a hunting
has a mad minute. They fire every-
thing they have as fast as they can the
(Play Against US, ARVN, etc.) reserve for two trained killers and next time they engage an enemy unit.
its open season on insurgents!
One of your units is struck by a Randomly determine the unit
random barrage of mortar fire. The Regular force gains a Sniper affected. This unit will receive an
Team that can be placed anywhere extra Firepower die for all attacks or
Randomly determine the unit that is
within 24 of a Regular unit. The Reactions for the rest of the turn.
hit by the mortar rounds. The affected
sniper team is Hidden and In Cover.
unit is struck with a Firepower of 6d6. Make a Troop Quality check for the
It is a two man team with a Troop
Quality and Morale of D10. The team unit at the end of the turn. If the
is Stealthy and has Night Eyes. It unit fails the check, it throws one
may be activated immediately. less Firepower die on all attacks
for the duration of the game.
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 every-
thing they have as fast as they can the Jammed! Jammed!
next time they engage an enemy unit. (For Side that Drew Card) (For Side that Drew Card)
Randomly determine the unit Play on an enemy unit when it is about Play on an enemy unit when it is about
affected. This unit will receive an to fire. The unit is suffering with weapon to fire. The unit is suffering with weapon
extra Firepower die for all attacks or malfunctions due to dirt or poor quality malfunctions due to dirt or poor quality
Reactions for the rest of the turn. ammo. The unit has its Firepower ammo. The unit has its Firepower
Make a Troop Quality check for the dice halved for the rest of the game. dice halved for the rest of the game.
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.
Ambush Valley Fog of War Card Ambush Valley Fog of War Card Ambush Valley Fog of War Card
FOG OF FOG OF FOG OF
WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FOG OF FOG OF FOG OF


WAR WAR WAR

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Fugazi! Somethings moving
(Play Against US, ARVN, etc.)
over there!
One of your squads has gone
(For Side that Drew Card)
nuts, could be drugs or perhaps
theyve just cracked. Roll a D6
FNG One of the enemy units on the table
to see whats up with them: Play on any US unit in response to a spots something moving in the
successful Troop Quality check for a undergrowth. The unit chosen must not
1,2 Paranoia reduce Troop Quality
Booby Trap. The guy who found it is have a line of sight to a visible enemy
and Morale by one die step may
new in country and he didnt notice the unit. The unit spends the turn blazing
only move at Cautious speed
wire running from the Booby Trap to away at the jungle and loses its ability
3,4 Staying put, must pass a Troop the secondary device Unit takes hit to move or fire for the rest of the turn,
Quality test to advance towards the from trap as per the Booby Trap card. though it may still use Reaction Fire
enemy or fire (may still react fire) with a -1 die shift to Firepower After
5,6 Fugazi! The blood is up and blazing away at the jungle, a wounded
they are out for the kill +1 firepower pot-bellied pig emerges from the area
die for the rest of the game 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) Snakes alive! Frag Him
One of the enemy units on the table (Play Against US, ARVN, etc.) (Play Against US, ARVN, etc.)
spots something moving in the One unit finds itself sharing its current The troops are less than pleased with
undergrowth. The unit chosen must not position with a less than happy the new commander. The men have
have a line of sight to a visible enemy snake. The unit must make a Troop lost faith in him completely. He now
unit. The unit spends the turn blazing Quality check and if it fails one of counts as a Negative leader and
away at the jungle and loses its ability the units figures, chosen at random, units within line of sight of him take
to move or fire for the rest of the turn, is bitten by the snake. Place the Morale tests at one die step less.
though it may still use Reaction Fire model on its side and roll for injuries Time to get a little surprise ready
with a -1 die shift to Firepower After as normal in the following turn. for putting in his tent tonight
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

Downpour
No really - We
Short Timers thought they were
A sudden monsoon crashes down on
the battlefield obscuring the fighting
One US unit has a lot of Short Timers
nearing the end of their Tour in- Victor Charlie! and making life miserable for all.
Optimum Range is reduced by half
country. The unit must make a Troop US/ARVN/etc. player rolls a Troop and all units lose 1 firepower die
Quality test to advance and takes all Quality check - if he fails, a unit when shooting. All Air Assets are
Morale tests at 1 dice step. The unit with LoF/LoS on a civilian mob cancelled. Leave this card on the table
will never move at Rapid speed. fires on them, either mistaking and in each Initiative phase roll 1D6.
them for VC or out of frustration. 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 FREE WORLD FREE WORLD
ASSETS ASSETS ASSETS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

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ASSETS ASSETS ASSETS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

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ASSETS ASSETS ASSETS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Attached Sniper Team Off-Board Sniper Team
US, ARVN, ANZAC, ROK
US, ARVN, ANZAC, ROK
A two man sniper team is attached to
Your forces mission is supported by one
or more sniper teams located off table. Off-Board Light Artillery
your force. The teams Troop Quality & On each turn, you may pick one enemy unit US, ARVN, ANZAC, ROK
Morale may be set by the scenario. If for the off-board sniper teams to engage.
Roll 1d6 to determine if the sniper team is in Your unit has on call support from
not, roll a d6 to determine their value: position to effectively engage the target unit: an off-board light artillery battery.
1-5: Troop Quality of Trained 1: Sniper team cant engage the target unit. Each turn one of your units may
(D8) and D10 Morale 2-3: Sniper team engages target w/5d10 attempt to call down a fire mission on
Firepower. Cannot designate leaders/
6: Troop Quality of Veteran support weapons as casualties. a designated target using the Calling
(D10) and D8 Morale 4-5: Sniper team engages target w/5d10
for a Fire Mission rules. The outcome
The sniper team uses the Sniper Team Firepower. Can designate leaders/ of the mission is determined using
rules and is Stealthy. The team has
support weapons as casualties. the Resolving a Fire Mission rules.
6: Sniper team has been recalled. No fire this
the same Confidence and Supply turn. Discard this Asset Card immediately.
Quality as the majority of your force.
Off board teams may not be fired upon.
Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card

Attached FAC & Spooky


Off-Board Heavy or Helo Gunship
Mortars Attached Light US, ARVN, ANZAC, ROK
A Combat Air Controller (CAC) is attached
US, ARVN, ANZAC, ROK Armored Vehicle to one of your units. He has the same Troop
Quality, Morale, Confidence, and Supply
Your unit has on call support from US, ARVN, ANZAC, ROK Quality as the unit he to which he is attached
an off-board heavy artillery battery.
Your unit has a light armored vehicle and is equipped with a rifle and flak jacket.
Each turn one of your units may attached, such as a ACAV, M113, Air strikes may be requested per the
attempt to call down a fire mission on Gun Truck, Ontos, etc. Its crew has Requesting an Air Support rules.
a designated target using the Calling the same Troop Quality and Morale Fixed-wing gunships may conduct orbital
for a Fire Mission rules. The outcome as the majority of your force. gun runs. Most helo gunships may
of the mission is determined using conduct orbital or strafing gun runs.
the Resolving a Fire Mission rules.
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 Attached FAC &


Attack Aircraft Fast Burners Attached GPMG Team
US, ARVN, ANZAC, ROK US, ARVN, ANZAC, ROK
US, ARVN, ANZAC, ROK
A Combat Air Controller (CAC) is A Combat Air Controller (CAC) is
A two man GPMG (most likely an
attached to one of your units. He attached to one of your units. He
M60 for the US) team is attached to
has the same Troop Quality, Morale, has the same Troop Quality, Morale,
your force. It is armed with a General
Confidence, and Supply Quality as the Confidence, and Supply Quality as the
Purpose Machine Gun (Med. Support).
unit he to which he is attached and is unit he to which he is attached and is
The team has a Troop Quality of
equipped with a rifle and flak jacket. equipped with a rifle and flak jacket.
Trained (D8) and D10 Morale. Its
Air strikes may be requested per the Air strikes may be requested per the Confidence and Supply Quality are the
Requesting an Air Support rules. Requesting an Air Support rules. same as the majority of your force.
Ground Attack Planes may conduct Fast Burners may conduct
strafing runs or drop bombs. strafing runs or drop bombs.

Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card
FREE WORLD FREE WORLD FREE WORLD
ASSETS ASSETS ASSETS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

FREE WORLD FREE WORLD FREE WORLD


ASSETS ASSETS ASSETS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

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ASSETS ASSETS ASSETS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Attached Scout Dog Team Tank Support
US, ARVN, ANZAC, ROK US M48 Patton
Your force has armored support for ARVN 1D6: 1-3 M24 Chaffee;
Your force has a Scout Dog Team this mission. The vehicles crew 4-6 M41 Bulldog
attached. The dog handler has a has the same Troop Quality, Morale,
Troop Quality of D8 and a Morale of ANZAC Centurion MK 5/1
Confidence, and Supply Quality as
D10. He is armed with an appropri- the majority of your forces units. ROK Discard this card and draw another.
ate rifle and wears a flak jacket.

Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card

Attached Specialist Attached Specialist


Your force has a specialist attached.
The specialist has a Troop Quality of
Your force has a specialist attached.
The specialist has a Troop Quality of
Attached Medic
D8 and a Morale of D10. He is armed D8 and a Morale of D10. He is armed US, ARVN, ANZAC, ROK
with a rifle and has a flak jacket. Tunnel with a rifle and has a flak jacket. Tunnel
Rats have a pistol and CS grenades. Rats have a pistol and CS grenades. One of your units has an attached
Medic. He has the same TQ and Morale
US, ANZAC (Roll D6) 1-2: Pointman, US, ANZAC (Roll D6) 1-2: Pointman, as the unit to which he is attached.
3-4: Tunnel Rat, 5-6: Kit Carson Scout 3-4: Tunnel Rat, 5-6: Kit Carson Scout
ARVN, ROK: Pointman ARVN, ROK: Pointman

Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card Ambush Valley Free World Asset Card

Medevac on Call
Attached FAO US, ARVN, ANZAC, ROK
US, ARVN, ANZAC, ROK Your force has a dust off chopper on
Attached Medic One of your units has an attached
FAO. He has the same TQ and
standby. Make a Troop Quality test to
summon it. Any unit with Casualties
US, ARVN, ANZAC, ROK Morale as the unit to which he is may turn them over for treatment by
One of your units has an attached attached. Roll a die to determine coming into base to bas contact with
Medic. He has the same TQ and Morale what type of battery he has on call. the chopper during their turn. This will
as the unit to which he is attached. remove the units Casualties penalty.
Roll D6:
This card can be placed twice per
1-4: Off board light artillery
game and then must be discarded.
5-6: Off board heavy artillery 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 BOOBY BOOBY
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AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

BOOBY BOOBY BOOBY


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AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

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AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Attached Sniper Team Toe popper (VC) or Toe popper (VC) or
A two man sniper team is attached to Attached MG Team (NVA) Attached MG Team (NVA)
your force. The teams Troop Quality &
Toe Popper: 3D8 Firepower against a Toe Popper: 3D8 Firepower against a
Morale may be set by the scenario. If
single model. Discard after playing. single model. Discard after playing.
not, roll a d6 to determine their value:
Attached MG Team: A two man GPMG Attached MG Team: A two man GPMG
1-5: Troop Quality of Trained
team is attached to your force. It team is attached to your force. It
(D8) and D10 Morale
is armed with a General Purpose is armed with a General Purpose
6: Troop Quality of Veteran Machine Gun (Med. Support). The Machine Gun (Med. Support). The
(D10) and D8 Morale team has a Troop Quality of Trained team has a Troop Quality of Trained
The sniper team uses the Sniper Team (D8) and D10 Morale. Its Confidence (D8) and D10 Morale. Its Confidence
rules and is Stealthy. The team has and Supply Quality are the same and Supply Quality are the same
the same Confidence and Supply as the majority of your force. as the majority of your force.
Quality as the majority of your force. The MG team is a Weapons Team. 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 Punji Pit (VC) or Spike Board (VC) or


Off-Board Lt. Mortar Off-Board Lt. Mortar Attached RPG Team (NVA)
Support (NVA) Support (NVA) Spike Board: 5D8 Firepower against a
Punji Pit: 4D8 Firepower against a Punji Pit: 4D8 Firepower against a single model. Discard after playing.
single model. Discard after playing. single model. Discard after playing. Attached RPG Team: Your force has
Off Board Lt. Mortar Support: Your Off Board Lt. Mortar Support: Your a veteran RPG team attached. These
unit has on call support from an unit has on call support from an two soldiers are experts with the RPG,
off-board Light Mortar Team. off-board Light Mortar Team. one firing and the other re-loading a
Each turn one of your units may attempt Each turn one of your units may attempt spare launcher. They have a Troop
to call down a mortar salvo on a des- to call down a mortar salvo on a des- Quality of D10 and the same Morale
ignated target using the Calling for a ignated target using the Calling for a as the majority of your forces. They
Fire Mission rules. The outcome of the Fire Mission rules. The outcome of the are treated as a Weapon Team except
salvo (FP of 4D8) is determined using salvo (FP of 4D8) is determined using
when firing at enemy vehicles.
the Resolving a Fire Mission rules. the Resolving a Fire Mission rules.

Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card

Grenade Trap (VC) Grenade Trap (VC)


Spike Board (VC) or or Off Board Heavy or Off Board Heavy
Attached RPG Team (NVA) Mortars (NVA) Mortars (NVA)
Spike Board: 5D8 Firepower against a
Grenade Trap: Hits all models Grenade Trap: Hits all models
single model. Discard after playing.
within 2 of selected target, 4D8 within 2 of selected target, 4D8
Attached RPG Team: Your force has Firepower. Discard after playing. Firepower. Discard after playing.
a veteran RPG team attached. These Off Board Light Mortars: Your Off Board Light Mortars: Your
two soldiers are experts with the RPG, unit has on call support from an unit has on call support from an
one firing and the other re-loading a off-board Heavy Mortar Team. off-board Heavy Mortar Team.
spare launcher. They have a Troop Each turn one of your units may attempt Each turn one of your units may attempt
Quality of D10 and the same Morale to call down a mortar salvo on a des- to call down a mortar salvo on a des-
as the majority of your forces. They ignated target using the Calling for a ignated target using the Calling for a
are treated as a Weapon Team except Fire Mission rules. The outcome of the Fire Mission rules. The outcome of the
when firing at enemy vehicles. salvo (FP of 6D8) is determined using salvo (FP of 6D8) is determined using
the Resolving a Fire Mission rules. the Resolving a Fire Mission rules.

Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card Ambush Valley Booby Trap Card
BOOBY BOOBY BOOBY
TRAPS TRAPS TRAPS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

BOOBY BOOBY BOOBY


TRAPS TRAPS TRAPS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY

BOOBY BOOBY BOOBY


TRAPS TRAPS TRAPS

AMBUSH VALLEY AMBUSH VALLEY AMBUSH VALLEY


Spider Hole (VC) or
Off-Board Artillery
Support (NVA)
Spider Hole: VC guerrilla pops up from

Land Mine Land Mine a spider hole to fire a burst. May target
any model of VC players choice with
Hits all models within 3 of Hits all models within 3 of a 3D8 Firepower attack the guerrilla
selected target, 4D10 Firepower. selected target, 4D10 Firepower. then vanishes. Discard after playing.
Discard after playing. 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 Mortar! (VC) or
Support (NVA) Off-Board Light Local Support (VC) or
Spider Hole: VC guerrilla pops up from
a spider hole to fire a burst. May target AA Guns (NVA) PT-76 Light Tank (NVA)
any model of VC players choice with Mortar!: A VC mortar team fires a Local Support: VC Player gains a
a 3D8 Firepower attack the guerrilla quick salvo at an enemy unit of the VC Main Force unit of two 3-man cells
then vanishes. Discard after playing. players choice with a 4D8 Firepower armed with rifles, BAR and an RPG

Off-Board Artillery Support: Each attack. Discard after playing. PT-76 Light Tank: Your force has a
turn one of your units may attempt Off-Board Light AA Guns: Once per PT-76 Light Tank attached. Its crew
to call down a fire mission on a turn, on a successful Troop Quality have the same Troop Quality and
designated target using the Calling test, may engage a single enemy Morale as the majority of your force.
for a Fire Mission rules. The outcome air asset at combat air level.
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

Suicide Squad (VC)


MG Bunker MG Bunker or Sappers (NVA)
The VC or NVA player may place The VC or NVA player may place Suicide Squad: Your force contains
an MG bunker anywhere on the an MG bunker anywhere on the one 5 man Suicide Squad armed
table at anytime. The bunker has table at anytime. The bunker has with rifles and an RPG. Their
been cleverly camouflaged and is been cleverly camouflaged and is Troop Quality is D8 and they are
hidden until it opens fire. Treat as hidden until it opens fire. Treat as not subject to Morale tests.
a weapons team with an MMG in a a weapons team with an MMG in a Sappers: Your force contains one
fortified position. Discard after use. fortified position. Discard after use. 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
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enter ambush valley
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US Army Rifle Company HQ ANZAC SAS Patrol

FULL RANGE OF:


NVA
US Army Rifle Company HQ ANZAC SAS Patrol
US Army US Army Rifle Company HQ ANZAC SAS Patrol
Main Force
FULL RANGEVCOF:
US RANGE
FULL Marines
NVA OF:
Local
NVA US Force
Army VC
ANZACs
US Army
Main Force VC NVA Weapons Platoon
Special
Main US Forces:
ForceMarines
VC
US SASLocal Force VC
Marines
ANZACs
SEALs
Local Force VC NVA Weapons Platoon
Special
LRRPs
ANZACs Forces: NVA Weapons Platoon
SAS
Force Forces:
Recon
Special
SEALs
Green Berets
SAS LRRPs
SEALs
VEHICLES: Force Recon
LRRPsGreen Berets
M113-ACAV
Force Recon VC Cells and Markers
M113-APC
VEHICLES:
Green Berets
M113-ACAV
VEHICLES:M113-APC VC Cells and Markers
ACCESSORIES:
M113-ACAV
Markers
M113-APC
ACCESSORIES: M113-APC VC Cells and Markers
Buildings
Markers
Terrain
Buildings M113-APC
ACCESSORIES:
SOON TO Terrain
BE RELEASED:
Markers
M125 Mortar
TO BETrack M113-APC
Buildings
SOON RELEASED:
PatrolM125
Boat River
Mortar (PBR)
Track
Terrain
PT-76 Patrol
Communist
Boat amphibious
River (PBR) APC
ARVN
SOON TO PT-76
BE RELEASED:
Communist amphibious APC
UH-1B Huey Slick
ARVN
M125 Mortar Track US Army Anti-Tank Section
PatrolUH-1B
Civilians
Boat&Huey Slick
domestic
River animals
(PBR) US Army Anti-Tank Section
PT-76 Civilians
Communist& amphibious
domestic animals
APC
ARVN
UH-1B Huey Slick US Army Anti-Tank Section
Civilians & domestic animals

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