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Solo VC Actions

These rules provide a solo player with randomized procedures for selecting squads, determining encounters, and resolving combat against VC forces in Vietnam. Squads are determined by a roll of 1-10, with different units assigned to different numbers. Each turn, a roll is made to determine what is encountered - civilians, VC, or nothing - with further rolls to randomize the type of VC contact, from snipers to artillery fire. Charts also determine the type of enemy faced and how they will react in combat, holding fire, firing, or trying to engage in close quarters. The rules aim to simulate solo play against VC forces in a randomized and procedural manner.

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0% found this document useful (0 votes)
89 views3 pages

Solo VC Actions

These rules provide a solo player with randomized procedures for selecting squads, determining encounters, and resolving combat against VC forces in Vietnam. Squads are determined by a roll of 1-10, with different units assigned to different numbers. Each turn, a roll is made to determine what is encountered - civilians, VC, or nothing - with further rolls to randomize the type of VC contact, from snipers to artillery fire. Charts also determine the type of enemy faced and how they will react in combat, holding fire, firing, or trying to engage in close quarters. The rules aim to simulate solo play against VC forces in a randomized and procedural manner.

Uploaded by

MarioRossi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

SOLO VC ACTIONS

These rules can be tagged on to any set of rules you use, they are ideal for the solo player or if you
are like me fed up of umpiring a game it gives you a chance to play the Allies. The VC play is all
randomised.

SQUAD SELECTION
To pick the squad or squads you will play with roll on the following table:

1-2ARVN
3-5US Marines
6-8US Infantry
9-10Special Forces

CONTACT TABLES
Before the game starts you should define what risk area you are operating in, this will depend on the
year and your location of operations.
Roll once per move on the following table.

Low Risk Area Medium Risk Area High Risk Area Type

1-60% 1-40% 1-20% OK

61-70% 41-50% 21-30% Civilians

71-100% 51-100% 31-100% VC

This will give you what you will come across on that move. If VC is rolled then we need to
establish what we are up against.

VC Contact Table

1-10%Sniper
11-20%Sniper (in bunker)
21-30%Hidden squad
31-50%Booby trap
51-80%Enemy squad
81-90%DAV rounds of artillery fire
91-00%Move up one risk area
Now that we know what were up against what type of troops are we facing.

Enemy Type
1-2 Local VC
3-8 Mainforce VC
9-10 VC Cadre or NVA regulars

Snipers

Roll on enemy type table. Roll each turn for the snipers if you roll a 9,10 on a 10 sided dice then
cease firing, next move dice again for the sniper to see if he's gone or he's still there.

01-60% Slipped away


61-00% Starts firing again

Sniper in Bunker

It is soft cover bunker


1-3 Solitary sniper with rifle
4-7 LMG team
8-9 MMG team
10 HMG team
(reaction for the sniper is the same as above i.e. ceases firing on a 9 or 10)

Artillery

This tells us what type of incoming artillery we are about to receive


1 152mm Howitzer
2-3 122mm Howitzer
3-10 81mm Mortar

Booby Traps

What sort of booby trap have we activated


01-20% Grenade in tin can (small explosive)
21-35% Punji Pit (non explosive)
36-45% Small AP mine
46-55% Medium AP mine
56-60% Large AP mine
61-95% VC home made bomb (small explosive)
96-100% Captured Claymore mine

Hidden Squad

Dice randomly to see which terrain it is in. Moving squads divide table sides into areas and dice to
see where they come on and then dice to see which terrain they are heading towards.

ENEMY ACTIONS

Hold Fire Combat


VC Cadre 1-45% 45-59% 60-
100%

VC Mainforce 1-45% 45-69% 70-


100%

Local VC 1-35% 35-79% 80-100


Hold: Move to nearest cover and hold fire until enemy 150 metres away. Dice on sniper table to slip
away +1 modifier.
Fire: Open fire immediately.
Combat: Try to engage in close combat. Roll 8-10 and half squad will engage in fire-fight whilst the
rest of the squad tries to outflank enemy and engage in hand to hand.
Each move rollD10 +1 for each casualty suffered if 9,10 rolled they pull out to nearest cover or
cease fire if in cover.
If you pursue dice on sniper table to see if they have slipped away or not.

This page may freely be distributed provided The Society of Twentieth Century Wargamers as
credited.

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