’NAM – THE VIETNAM MINIATURES GAME QUICK REFERENCE SHEET
STARTING STEP (P. 25) CHECK UNIT LAST STAND (P. 60) REVEAL AMBUSHES (P. 187)
1 Remount Bailed Out Tanks In Good Spirits if: Place Teams in Deployment Area, not within
2 Rally Pinned Down Units • No Teams Bailed Out or Destroyed, or 4”/10cm of enemy, 16”/40cm if in Line of
3 Check Unit Last Stand • 3 or more Infantry Teams, Sight unless Concealed by Terrain.
4 Check Formation Last Stand • 2 or more Tanks (not Bailed Out), or
• 2 or more Gun Teams remain. ROLL FOR RESERVES (P. 188)
5 Check Victory Conditions
If not In Good Spirits, score Morale Roll one die first turn of Reserves, two
6 Reveal Ambushes rating or Unit is Destroyed. dice second turn, three dice third turn,
7 Roll for Reserves etc. Each score of 5+ brings on a Unit.
8 Roll for Strike Aircraft CHECK FORMATION LAST STAND (P. 61)
STARTING
9 Remove Friendly Smoke Markers If Formation doesn’t have at least two GUERILLA FIGHTERS (P. 66)
Units on table or in Reserve, it is Destroyed. Roll when Guerilla Fighters arrive from
REMOUNT BAILED OUT TANKS (P. 43) Reserve:
May not Move, Shoot, Bombard, BORN IN THE NORTH (P. 66) • 1 to 4: deploy in numbered quarter
or Assault. If Bailed Out again, pass If Unit is Destroyed, roll Morale rating to • 5 or 6: deploy in any quarter
Remount or Destroyed. return as a new Unit in Reserves. Choose Must be deployed at least 12”/30cm from
to Destroy Unit before Unit Last Stand test. all enemy teams.
Score Remount rating to Remount.
CHECK VICTORY CONDITIONS (P. 185) ROLL FOR STRIKE AIRCRAFT (P. 25)
RALLY PINNED DOWN UNITS (P. 46)
Most games end when player starts their On a score of 4+, a Unit of Strike Aircraft
Shoot with Moving ROF, cannot Move
turn Holding an Objective or with six arrives until the end of the turn.
closer to visible enemy or Bombard.
more Victory Points than the opponent.
Score Rally rating to Rally.
STAYING IN COMMAND (P. 27) MOVEMENT ORDERS (P. 32) DIG IN — MOVEMENT STEP
In Command if end movement: Unit Leader can issue one Order per turn Score Skill rating to dig Foxholes. Teams
• within 6”/15cm of Unit Leader, or to Teams that are In Command. then Shoot with Moving ROF, but cannot
• within 8”/20cm of Unit Leader if Unit BLITZ MOVE — BEFORE MOVING fire Bombardments.
has eight or more Teams.
Score Skill rating to Move Teams up to
4”/10cm. Can only Move at Tactical this MINE CLEARING — MOVEMENT STEP (P. 202)
OUT OF COMMAND (P. 27) If not Pinned Down, Infantry remove
turn. If do not Move further, Shoot with
If not In Command, Team must: Halted ROF. Otherwise, Teams from the Minefield within 2”/5cm (after entering
• remain in place, Unit cannot Dash and suffer the +1 to Minefield last turn). Cannot Move
• Move at Tactical with +1 penalty on hit penalty for Moving Out of Command. further, Shoot, Bombard, or Assault.
MOVEMENT
score To Hit when Shooting, or
• Move at Dash towards Unit Leader. CROSS HERE — WHILE MOVING PASSENGERS (P. 30)
Teams Crossing Difficult Terrain reduce Dismount at the start or Mount at the
MOVING THROUGH TERRAIN (P. 28) end of Movement. If not yet Moved,
Cross rating by 1 within 6”/15cm of Leader.
Move at Tactical and Shoot or Assault, Transports can Move at Dash after
or Move at Terrain Dash. FOLLOW ME! — AFTER MOVING Passengers mount.
Move Unit Leader forward 4”/10cm,
DIFFICULT TERRAIN (P. 28) TRANSPORT HELICOPTERS (P. 31)
then Score Motivation to Move Teams
Score Cross rating or stop Moving. forward 4”/10cm. Pass or fail, teams Transports land at the end of their
that are In Command cannot Shoot. Movement. Next turn Passengers Mount
CROSSING MINEFIELDS (P. 202) or Dismount and Transports take off.
If Move within 2”/5cm of Minefield or over SHOOT AND SCOOT — ASSAULT STEP Transports cannot land within 4”/10cm
Booby Trap, score Skill rating else hit with Score Skill rating to Move Teams that did of enemy and immediately take off if
Anti-tank 5 (3 if Guerilla) and Firepower 1+. not Move, up to 4”/10cm. any enemy move within 4”/10cm.
SHOOTING STEP (P. 34) LINE OF SIGHT (P. 36) HOW MANY DICE (P. 40)
1 Check Range Tall terrain blocks Line of Sight after Roll one die per point of ROF. Halted
2 Check Line of Sight 2”/5cm unless Range is 6”/15cm or less. ROF if did not Move and not Pinned
3 Check for Concealment Buildings and Hills block Line of Sight. Down, otherwise Moving ROF.
Line of Sight to Aircraft is never blocked.
4 Declare Targets
Smoke Screen blocks Line of Sight if SCORE TO HIT (P. 40)
5 Rotate to Face Range is more than 6”/15cm. Roll Target Team’s Is Hit On number:
6 Roll to Hit
SHOOTING
Add +1 to score needed if:
7 Assign Hits CONCEALMENT (P. 37)
• Range is over 16”/40cm
8 Roll Saves Concealed if entirely behind or in Tall or • Concealed (but not Gone to Ground)
Short terrain, or at least half hidden by • Shooter moved Out of Command
WHICH WEAPONS CAN FIRE (P. 34) Buildings or Hills. • Shooting through Smoke
Tanks or Aircraft may either fire all of its Stationary Infantry are Concealed. • Shooting at Night
Machine-guns, or one other weapon. Gun Teams in Foxholes are Concealed. Add +2 to score needed if:
Infantry or Guns may fire one weapon. • Concealed and Gone to Ground
Cannot Shoot if Dash, Follow Me, or GONE TO GROUND (P. 26, 40)
Cross Here. Teams that don’t Move, Shoot, or 7+ OR MORE TO HIT (P. 40)
Pinned Down Teams shoot as Moving Assault are Gone to Ground. Scouts can If need 7+, must roll 6 followed by 5+
Move and still be Gone to Ground. If need 8+, must roll 6 followed by 6
’NAM – THE VIETNAM MINIATURES GAME QUICK REFERENCE SHEET
ASSIGN HITS (P. 41) OTHER SAVES (P. 44) ANTI-AIRCRAFT ROF (P. 40)
First hit must be assigned to target. Roll Save, otherwise Destroyed. If Dedicated AA weapons shoot at full ROF.
Remaining hits assigned evenly to: Infantry or Gun in Bulletproof Cover, or Other AA weapons shoot at ROF 1, with
Aircraft, must roll Firepower to Destroy. +1 to hit if already ROF 1.
• Valid targets
• Part of same Unit as target Team
• Same type as target Team PINNED DOWN (P. 46) SHOOTING ASSAULT BOATS (P. 45)
• Within 6”/15cm of target Team Pinned Down if Unit takes a total of 5 Assault Boats are Damaged rather than
hits. If at least 12 Teams, only Pinned Destroyed. First two Damage have no
MISTAKEN TARGET (P. 41) Down if Unit takes a total of 8 hits. effect. Third Damage immobilises and
On 3+ target player can swap all swap- Armoured teams and Aircraft cannot be beaches boat. Fourth Damage Destroys it.
pable hits between two Teams. If they Pinned Down. Instead of Shooting an Assault Boat may
succeed, they can roll again to swap hits Shoot with Moving ROF, cannot Move roll Skill rating to reduce Damage by one.
SHOOTING
between another pair. Tanks must be closer to visible enemy or Bombard.
more than 8”/20cm and Infantry or Guns KILLING COMMANDERS (P. 45)
more than 4”/10cm away to swap.
SHOOTING AIRCRAFT (P. 35) Appoint another Team from HQ or roll 3+
ROLL ARMOUR SAVES (P. 42) Nothing blocks Line of Sight for Aircraft. to appoint another Team within 6”/15cm.
Target player rolls and adds: Aircraft are only Concealed by terrain
within 4”/10cm of ground troops. TRIAGE & MEDEVAC (P. 200)
• Armour rating
• +1 if range is over 16”/40cm Only Anti-aircraft (AA) weapons can shoot Team is Destroyed on roll of 5+, otherwise
at Strike Aircraft. AA, Anti-helicopter, and Wounded. If Wounded again it is Destroyed.
Outcome:
• If greater than Anti-tank, no effect. Infantry (not Heavy Weapons) can shoot Wounded Shoot with Moving ROF, cannot
• If equal to Anti-tank, roll Firepower at flying Helicopters. Charge, can transfer Wounded to another
Test to Bail Out tank. Can shoot in own Shooting Step or team within 2”/5cm before Moving.
• If less than Anti-tank, roll Firepower to immediately before Aircraft shoots in Triage team can have three Wounded,
Destroy tank, otherwise Bail Out. enemy Shooting Step. If they shoot but is Destroyed by fourth. Medevac
in enemy Shooting Step, they cannot helicopters can have six Wounded, and
Defensive Fire, Shoot next Shooting remove all of them by Loitering.
Step, or Assault next Assault Step.
SELECT AIMING POINT (P. 48) ROLL TO HIT (P. 50) ROLL SAVES (P. 50)
Pick an Aiming Point in Line of Sight Roll to hit each Team under Template. Roll saves as for Shooting, except tanks
of Spotting Team. Template cannot Roll Target Team’s Is Hit On number: use Top armour, and no Bulletproof
be within 4”/10cm of friendly Teams Cover behind terrain or Gun Shield.
(8”/20cm if Aircraft). Add +1 to score needed if:
• Ranged in on Second Attempt If Repeat Bombardment, re-roll Infantry
• Repeat Bombardment where Spotting and Gun Saves.
ARTILLERY
ROLL TO RANGE IN (P. 49)
Team can’t see Aiming Point.
Three attempts to Range In on Skill. Add PINNED DOWN (P. 50)
+1 to score needed if: Add +2 to score needed if:
Infantry, Gun, and Unarmoured Tank
• Template would cover Short or Tall • Ranged In on Third Attempt.
Units are Pinned Down by 1 hit.
Terrain or Smoke Screen
• Ranging In at Night NUMBER OF WEAPONS FIRING SMOKE BOMBARDMENTS (P. 52)
NUMBER MODIFIER Smoke Screen is 4”/10cm per weapon
ADDITIONAL BATTERIES (P. 49) firing. Blocks Line of Sight unless Range
1 or 2 Re-roll Hits
If Range In, Spotting Team can use rest is 6”/15cm or less. Must be fired at the
of rolls to Range In another Unit. 5 or more Re-roll Misses beginning of Shooting Step.
ASSAULT STEP (P. 53) OPPONENT’S DEFENSIVE FIRE (P. 55) ROLL SAVES (P. 57)
1 Charge into Contact Defending Teams within 8”/20cm of No saves for Infantry, Guns, or Unarmoured.
2 Opponent’s Defensive Fire Assaulting Teams fire at Halted ROF Hit Side of Tanks with Anti-tank rating, or
3 Roll to Hit (Moving ROF if Pinned Down). Top with Anti-tank 2 and Firepower 1+.
4 Roll Saves Defensive Fire hits Side armour.
5 Check if Assault is Over CHECK IF ASSAULT IS OVER (P. 57)
6 Test to Counterattack FALL BACK FROM DEFENSIVE FIRE (P. 56) Assaulter wins if Defenders within
Fall Back and Pinned Down if take 5 hits. 4”/10cm are Destroyed or Bailed Out.
ASSAULT
7 Counterattack or Break Off
If at least 12 Assaulting Teams, only Fall
Back and Pinned Down if take 8 hits. TEST TO COUNTERATTACK (P. 57)
CHARGE INTO CONTACT (P. 53)
Tanks with Top armour 1 or 2 only Fall Back Score Counterattack rating to
Assaulting Teams move up to 4”/10cm Counterattack, otherwise Break Off.
if 2 or more are Bailed Out or Destroyed.
into Contact with the enemy. Infantry
Teams can move into Contact with an Fall Back 2”/5cm from Defenders. COUNTERATTACK… (P. 58, 59)
Infantry Team that is in Contact.
ROLL TO HIT (P. 56) Defenders become Assaulters and
Charge into Contact. No Defensive Fire.
ASSAULTING THROUGH TERRAIN (P. 54) All assaulting teams in Contact must
Score Cross number to cross Difficult score Assault rating To Hit. …OR BREAK OFF
Terrain, otherwise fall back 2”/5cm. Defenders retire 6”/15cm or are Destroyed.
Move victorious Unit up to 4”/10cm.
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