SEARCH & DESTROY
ERRATA AND NEW OPTIONAL RULES
by
Alan R. Arvold
SEARCH & DESTROY was a remake and an improved version of the
older game GRUNT. It was certainly better and easier to play.
However, several rule ambiguities still existed in the game which
caused some misunderstanding of some of the rules sections. In
many cases these were new rules which were contradicted by old
rules from GRUNT which were left in the rule book when they
should have been left out. SPI never put out an errata sheet for
SEARCH & DESTROY, even though many rules questions were received
and answered by them. In this article I am listing the errata
based on the questions that I sent in to them and the answers
that I received. I am also introducing some new optional rules of
my own creation.
ERRATA
[3.6] Game Scale
ADD - The time scale is twelve minutes per turn. (This is based
on the fact that the time scale was six minutes per turn in GRUNT
and the doubling of the Movement Allowances in SEARCH & DESTROY
doubles the time.)
[6.23] Line of Sight
ADD - Hexsides common to only one blocking terrain hex do not
block the line of sight if the line of sight longitudinally
bisects the hexside. If the line of sight bisects an intersection
of hexsides common to both blocking terrain and non-blocking
terrain hexes, then the line of sight is not blocked at that
intersection.
[13.2] US Leadership
[13.24] ADD - In the Standard Game where there is only the
Company Commander unit in the company, if the Company Commander
unit loses leadership, then the die must be rolled for each squad
in the company to see if they lose leadership control.
[16.0] Improved Positions
Procedure ADD - Units that start the game set up on the mapboard
may not be considered to be in improved positions unless
specifically allowed to by the scenario deployment instructions.
If so allowed, the owning player may have all, some or none of
his units in improved positions.
ADD - [16.4] Hidden Deployment of Improved Positions
Hidden units that are in improved positions need not have the
improved position counter placed on top of them until they have
been spotted in any manner by enemy units. Hidden units that are
in improved positions must be recorded on a separate sheet of
paper, in which case the unit and the hex number of the hex it is
in is recorded. Hidden NLF units which improve their positions
while in the line of sight of or adjacent to a US Personnel Unit
are exposed and flipped over at the end of their turn. In the
case of Dummy unit, it is immediately removed from the game.
[19.2] Ammunition Supply
[19.21] Third sentence should read as follows: Once you are "out
of ammo", you can no longer fire, though NLF units reaching an
NLF Ammunition Cache and US units reaching a supply unit, may
resupply.
[19.24] ADD - The US Player may call in as many Ammunition Supply
Counters as he desires per turn. (He has in game terms an
unlimited supply.) Only one Supply Counter may be placed in a hex
at any one time. The counter may be placed in any hex where a
helicopter can land.
[20.0] Casualty Combat Results
[20.13] Personnel Unit Casualties
ADD - All squads and Leadership counters which have a printed
Attack Strength on them are eliminated from the game when they
have received at least six casualties. All Leadership counters
that have no printed Attack Strength on them are eliminated after
they have received at least two casualties. This will require
record keeping for each unit that has received casualties.
[20.2] Transportation of Casualties
ADD - [20.24] US Medic and NLF Porter units may carry up to a
maximum of four WIA, two KIA, or one KIA and two WIA casualties.
US and NLF squad size units may carry up to twelve KIA and/or WIA
casualties in any combination.
[20.4] Abandoned/Captured Casualities
[20.42] ADD - Additionally, the US Players receives at the end of
the game, twenty-five Victory Points for each captured NLF
casualty (KIA or WIA) that he has a US unit stacked with (i.e.
transporting). (For propaganda purposes.)
[20.43] Second sentence should read - Additionally, he receives
at the end of the game, sixty Victory Points for each captured US
casualty (KIA or WIA) that he has an NLF unit stacked with (i.e.
transporting), for each US casualty left alone on an Anti-
Personnel unit, and for each US casualty left alone in any other
hex on the board with no US unit stacked with it. (Again for
propaganda purposes.)
ADD - [20.44] The NLF Player now only receives twenty Victory
Points for each helicopter destroyed.
ADD - [20.45] For each peasant killed or wounded by enemy fire
[10.2], the non-firing Player now only receives 15 Victory Points
if he is NLF or 10 Victory Points if he is US. Casualty markers
are not placed on the board for civilian casualties, the points
are just awarded. This includes fire of any kind (ground,
artillery, airstrikes, etc.), but does not include casualties
caused by interrogation [23.0].
[20.5] Casualty Victory Point Schedule
In the Type of Casualty Column, the third line should read "Each
KIA or WIA captured/abandoned" and the fifth line should read
"Each peasant killed or wounded by Enemy Fire".
[20.6] MEDIVAC
[20.61] ADD - MEDIVAC "helicopters" may land on hexes with
personnel units with casualties on them. This is the only
exception to rule {9.15].
[20.64] ADD - Personnel units in a hex where the MEDIVAC is shot
down under go an immediate 3-1 attack. Any resulting casualties
are placed in the hex.
[21.0] Artillery, Air Strike, and Tank High Explosive Fire
Procedure: ADD - All enemy and friendly personnel units are
attacked in the affected hexes.
[21.2] Patterns of Fire Diagrams
The Artillery Strike Pattern diagram should have a North Arrow
pointing up next to it and should have the Artillery Center of
Impact counter in it. The Tank HE Fire diagram should have the
Tank HE Center of Impact counter on it.
[21.24] ADD - The Artillery Strike Pattern is set up on the Game
Map in relation to the North Arrow on the map, not to the point
of view of the Forward Observer unit calling in the fire.
ADD - [21.25] Air Strike Patterns may be of any shape providing
the hexes are in contact with each other on at least two hexsides
(i.e. each hex is adjacent to at least two other strike hexes)
and it is in a contiguous pattern (i.e. no unaffected hexes in
the middle of the pattern).
[22.0] Tanks and Armored Personnel Carriers [APC's]
ADD - [22.35] When using the Fire and Movement Rule [17.0], an
NLF Cadre unit may expend up to six Movement Points and still be
able to fire the RPG-7. There are no modifiers to the Vehicle
Defense Table for this.
ADD - [22.36] When using the Increased Fire Rate and Ammunition
Supply Rule [19.0], a NLF Cadre unit that has fired its RPG-7 may
when it resupplies with ammunition (Rule [19.22]) be resupplied
with another RPG-7 round. This procedure may be repeated as many
times in the game as the NLF Player desires.
[22.4] Vehicle Defense Table
[22.41] ADD - Successive Immobilized results have no additional
effect on the vehicle. The NLF Player receives no Victory Points
for immobilizing or destroying a vehicle. The only exception to
this is if a scenario's victory conditions awards points for
destroyed or immobilized vehicles in that particular scenario.
[23.0] Interrogation
[23.14] Should Read - If, in the second interrogation attempt,
the US Player wounds a peasant being interrogated, the NLF Player
is awarded ten Victory Points. If, in the third attempt at
interrogation (possible only with ARVN units), the US Player
kills a peasant being interrogated, the NLF Player is awarded
twenty Victory Points.
[23.15] Third sentence should read - If the second result is
"Peasant Wounded", then the Porter can be considered as
eliminated (killed) by interrogation.
[23.16] Should read - In all interrogation by US units, the US
Player has the option of stopping after the first attempt or die
roll.
[23.2] How ARVN Interrogate: ADD - All three attempts are made in
a single turn. A peasant unit that receives a peasant wounded
result may still be interrogated a third time. (Note: If a Porter
receives a Wounded result in the second attempt, he is eliminated
and may not be interrogated a third time.)
[23.3] Interrogation Results Table
Explanation of Results: A = Located one Ammunition Cache.
ADD [23.4] Combined US/ARVN Orders of Battle
In scenarios where the US Player has both US and ARVN units in
his order of battle, he may make only one interrogation attempt
with any one of his US units and may make as many interrogation
attempts as he has ARVN units in a single Turn, in accordance
with the rules in this section.
[24.0] Organization of Forces
ADD - [24.11] The US Player may additionally receive Artillery
and Air Strike assets as provided for by the scenario
instructions.
[24.12] ADD - All fractions are rounded up, i.e. a "1" Attack
Strength halved remains a "1".
[24.2]North Vietnamese [NVA] and Viet Cong Organization
There are three NLF Leader (cadre) counters in a VC Company, not
two.
[24.35] Command Control Chart (US Only)
The Battalion Commander normally controls two company commanders
but in scenarios where the US Player has three or more companies,
he would control the company commanders of all of them.
[26.0] Helicopter Gun Support
ADD - Players may want to craft their own helicopter counters to
mark the hexes where the various types of helicopters are on the
mapboard.
[27.0] Optional Scenarios
[27.14] Operation Clean House Scenario
US Player Forces: Players will have to use counters from another
game of SEARCH & DESTROY to make the third company. Alternately
they may create their own counters. In either case the third
company would be "C" company.
[27.23] Kien Phoung Province Scenario
NLF Player Forces Deployment: enter anywhere on the east map edge
on Game turn One. Move first.
US Player Forces Deployment: helidrops on the first Game Turn in
the normal manner. Move second.
Counter Sheet
There is a misprint on two of the US units; there appears to be
doubles of the mortar squads 1/4/A and 2/4/B. One of each should
be 1/4/B and 2/4/A respectively.
NEW OPTIONAL RULES
[31.0] NLF Company and Battalion Cadre Units
General Rule:
In the game the NLF platoon Cadre units represent more than just
the platoon leader, platoon sergeant, and runner. They also
represent additional company and battalion level support weapons
(in this case, extra medium machine guns and RPGs) which is why
they have an Attack Strength of two. The NLF at times supported
their troops with regimental level support weapons and units,
mostly in the way of heavy machine guns, recoilless rifles, and
sappers. These would likely be kept under control of the next
higher command levels, namely the company and battalion
commanders. To facilitate this, each NLF company will now have a
Company Cadre unit as part of its structure.
Procedure:
Create three Company Cadre units. These will be labeled as 1st,
2nd, and 3rd Companies. Each of these will have an Attack
Strength of two and the standard Movement Allowance of twelve
except as noted below. These units follow the same rules as the
other cadre units in terms of command control [15.1]. There is
one Company Cadre unit in a Mixed Company, a VC Company, and an
NVA Company. There are three Company Cadre units in an NVA
Battalion.
[31.1] Additional Abilities
In addition to their leadership abilities the Company Cadre, and
the Battalion Cadre unit that is in the game, many have sapper
personnel, a recoilless rifle, or heavy machine guns as part of
their Attack Strength. These are allocated to the NLF Player by
the scenario NLF Player Forces instruction. These are then
assigned to the company and/or battalion Cadre units in the force
by the NLF player. No more than one of these additional support
elements may be assigned to a cadre unit. Example: The NLF Player
receives two heavy machine guns and one sapper for an NVA
battalion in a scenario. He may assigned each to which ever of
the three Company or one Battalion Cadre units of his choice.)
[31.11] Heavy Machine Guns: A Cadre unit that has a heavy machine
gun assigned to it adds two to the die roll when firing at
helicopters. (These are 12.7mm anti-aircraft machine guns,
usually Soviet style ones, but these may be captured US .50 cal
ones as well.) However, a cadre unit that has a heavy machine gun
has its Movement Allowance reduce to six Movement Points in the
game. (These machine guns are pretty heavy to be carrying
around.)
[31.12] Sappers: A Cadre unit that has sappers assigned to it
adds two to the die roll when conducting a close assault [32.0].
(Sapper units would do their work before or after a scenario, not
during. In a scenario they would normally be no better than any
other squad in terms of firepower. Their special ability in close
assaults comes from the occasional flamethrower, and the
explosives that they would normally carry, from which they could
make satchel charges.)
[31.13] Recoilless Rifle: A Cadre unit that has a recoilless
rifle assigned to it may fire at vehicles as if it is an RPG-7.
(These are various types, usually Soviet 82mm ones or captured US
75mm ones.) The difference is that a recoilless rifle may fire up
once per turn during the game, not just once per game as with the
RPG-7. The Vehicle Defense Table is used, but there are no
modifiers to the die roll except add two if the vehicle is an
APC. A cadre unit which fires the recoilless rifle at a vehicle
may not make a regular fire attack in the same turn. A Cadre
which has a recoilless rifle may not have an RPG-7. A Cadre unit
that has a recoilless rifle has its Movement Allowance reduced to
six Movement Points in the game. (Again, these weapons are rather
heavy to carry around.)
[31.14] In the case of the heavy machine gun and the recoilless
rifle, when using the Fire and Movement Rule [17.0] the Cadre
unit may expend up to three Movement Points and still be able to
fire them. Like the RPG-7, the recoilless rifle receives no die
roll modifiers for this when it is fired.
[31.15] In the case of the recoilless rifle, when using the
Increased Fire Rate and Ammunition Supply Rule [19.0], Cadre
units which have expended four units of fire, regardless of
whether they were making normal fire attacks or anti-vehicular
attacks with the recoilless rifle, are considered to be out of
ammo and must resupply in order to fire again. Recoilless rifles
may not use the increased fire rate, they may only fire once per
turn.
[31.16] Once assigned, these additional support elements stay
with the NLF Cadre units to which they are assigned and also
share in their fate. When using the Casualty Combat Results
Table, casualties incurred by the cadre unit does not cause the
loss of these abilities.
[31.17] For inclusion in pre-existing scenarios, here is a list
of additional forces for the NLF Player.
27.11: Add 1 Company Cadre Unit, 1 Recoilless Rifle
27.12: Add 1 Company Cadre Unit, 1 Sapper
27.13: Add 2 Company Cadre Units, 1 Sapper, 1 Recoilless Rifle
27.14: Add 3 Company Cadre Units, 1 Sapper, 2 Heavy Machine Guns
27.21: Add 1 Company Cadre Unit, 1 Heavy Machine Gun
27.22: None
27.23: Add 1 Company Cadre Unit, 1 Sapper
27.24: Add 1 Company Cadre Unit, 1 Sapper
27.25: Add 1 Company cadre Unit, 1 Sapper
27.26: Add 1 Company Cadre Unit, 1 Heavy Machine Gun
27.31: Add 1 Company Cadre Unit, 1 Heavy Machine Gun
[32.0] CLOSE ASSAULT TACTICS
General Rule:
A Close Assault may occur between opposing units that are in
adjacent hexes. This optional rule simulates the close in
fighting at under fifty meters range where point blank fire, hand
grenades, and in some cases, hand-to-hand fighting reigns
supreme. All personnel units may be close assaulted, but only
those units with an Attack Strength have the ability to Close
Assault enemy units. Snipers are an exception, they may not Close
Assault enemy units even though they have an Attack Strength.
Close Assaults may only occur at the end of a Player's Combat
Phase and also during the US Player's Search Phase. Vehicles may
also be Close Assaulted as described later on.
Procedure:
After all fire attacks are made against enemy units during a
combat phase, a player may then conduct Close Assaults attacks
against enemy personnel units in hexes adjacent to those
containing friendly personnel units. An enemy unit may be Close
Assaulted by friendly units from more than one adjacent hex. The
attacking player adds up all of the Attack Strengths of the
participating close assaulting units to get a total and compared
it to the Attack Strength of the defending enemy unit to get the
combat odds. Defending personnel units with no Attack Strength
defend with a strength of one. The attacker then rolls the die
using the appropriate Combat Results Table. Terrain has no effect
on the defending unit's Attack Strength but Improved Positions in
the defender's hex add one to it. Pinned units may not use Close
Assault but may be Close Assaulted.
[32.1] Combat Results in Close Assaults
[32.11] Points Combat Results Table
[32.111] If the defending unit receives no result, it remains in
the hex.
[32.112] If the defending unit receives a Pinned result, a Pinned
marker is placed on it but it does not move from the hex.
[32.113] If the defending unit receives a Destroyed result, it is
removed from the board and the attacking player receives ninety
Victory Points if US or 240 Victory Points if NLF.
[32.114] If the defending unit receives a Pinned result and the
attacking player scores Victory Points, the defending player
retreats out of its hex to an adjacent hex clear of enemy units
and receives the Pinned marker there. The attacking player
receives the Victory Points listed on the Combat Results Table.
If the defending unit can not retreat because it is surrounded,
then it is destroyed as in rule [32.113] above.
[32.115] The attacking player may one score one set of Victory
Points. If the defending unit is destroyed, the attacking player
only scores the points listed in the above rules, not those
listed above and those listed on the Combat Result Table.
[32.12] Casualty Combat Results Table
[32.121] If the defending unit receives no result, it remains in
the hex.
[32.122] If the defending unit receives a Pinned result, a Pinned
marker is placed on it but it does not move from the hex.
[32.123] If the defending unit receives a Pinned result and
receives casualties of any kind, it retreats out of its hex into
an adjacent hex clear of enemy units and receives the Pinned
marker there. In addition, the defending unit leaves any
casualties in the vacated hex, both those just received and those
sustain in previous attacks.
[32.124] If the defending unit can not retreat out of the hex
because it is surrounded, it is removed from the board and six
KIA markers are placed in the hex if the defending is a squad or
cadre, one KIA marker if the unit is a Sniper, and two KIA marker
if the unit is any other type of personnel unit. These casualty
markers will be in addition to those already there from previous
attacks.
[32.2] Advance After Close Assault Combat
One attacking unit must enter the defending unit's hex if that
hex is vacated by the defender. The attacking unit(s) do not take
casualties in Close Assault attacks.
[32.3] Close Assaults During the US Search Phase
During the Surprise Attack Segment of the US Search Phase, the
defending NLF unit may, if it is capable of performing Close
Assaults, either conduct a normal fire attack or perform a Close
Assault, the NLF Player's choice. If the NLF Player Close
Assaults the US unit, it adds two to its die roll when resolving
the surprise attack on the Combat Result Table. All other Close
Assault rules apply.
[32.4] Restrictions
Units may not conduct a normal fire attack on the same player
turn that they Close Assault. A unit may not move on the same
turn that it Close Assaults, except to move into a vacated hex
after the attack is resolved. Attacking units which are
transporting units may not conduct Close Assaults. A defending
unit which suffers no result in a Close Assault combat may freely
move or fire in the owning player's subsequent player turn. A
personnel unit may only Close Assault one enemy unit per friendly
turn but may be Close Assaulted by as many as six enemy units
during an enemy player turn. A unit is not required to Close
Assault an adjacent enemy unit, it may fire instead but all fire
attacks must be resolved before the player may conduct Close
Assaults.
[32.5] Fire and Movement
When using the Fire and Movement Rule [17.0] a personnel unit may
expend up to half of its Movement Allowance and still Close
Assault. However its Attack Strength is halved.
[32.6] Increased Fire Rate and Ammunition Supply
When using this rule [19.0] a personnel unit may double its
Attack Strength in a Close Assault by expending two units of
fire.
[32.7] Sappers
When a NLF Cadre unit with Sappers conducts a Close Assault, it
adds two to the die roll on the Combat Results Table. When
conducting a surprise Close Assault [32.3] it adds four to the
die roll, two for the surprise attack, and two for the sappers.
[32.8] Vehicles
Both the M48 and the M113 vehicles may be Close Assaulted by the
NLF Player. The M113 defends with a strength of one and the M48
defends with a strength of two. The only combat result that
applies against either vehicle is the "h" result on the Combat
Results Table. The "h" result means that the vehicle is
destroyed. Any other result is treated as No Effect. Vehicles may
not Close Assault enemy units, but they may fire at them at one
hex range.
[33.0] RIVER PATROL BOATS
General Rule:
In certain scenarios in SEARCH & DESTROY, the US Player may be
receive River Patrol Boats as part of his forces. These boats
were lightly armored, thus giving their crews an increased
measure of protection, but as the crew members on deck were still
partially exposed, were still vulnerable to ordinary infantry
fire.
[33.1] Patrol Boat Firepower
Each Patrol Boat has a normal Ground Attack Strength of twelve
Strength Points which may only be used within the limitations of
Line of Sight [6.2]. The hex on either side of the River hexside
that the boat is in counts as one hex of range, both to and from
the boat. This fire may be applied to a single hex or it may be
split into two attacks of six Strength Points each which could be
applied to two separate hexes. Patrol Boats may only use their
firepower in the Combat Phase of a Friendly Player Turn in which
they expended one half or less of their Movement Points in the
immediately preceding Movement Phase.
[33.2] Patrol Boat Movement
Each Patrol Boat has a Movement Allowance of forty Movement
Points. Boats expend one Movement Point for each river hexside
that they enter. Patrol Boats move along river hexsides but the
actual boat counter is in an adjacent hex with its bow pointing
towards the river hexside that it is actually occupying. Boats
may move through each other but may not end the Movement Phase
occupying the same river hexside with another boat. Patrol Boats
may end the Movement Phase in the same hex as another unit,
friendly or enemy, but is not considered to be stacked with it as
the boat is actually in the river hexside. Boats may travel along
the bridge hexside (the bridge is assumed to be high enough for
the boat to pass under safely). Boats may move in either
direction along the river but may only move in one direction per
Movement Phase.
[33.3] Attacking Patrol Boats
Patrol Boats may be attacked by infantry fire. The boat has a
defense strength of three (due to the light armor). Patrol Boats
do not use the defense strength of the hex that their counter is
in.
[33.31] Points Combat Results Table
A Patrol Boat is considered to be destroyed when it has a total
of 180 points scored against it using the NLF point values. This
will require record keeping.
[33.32] Casualty Combat Results Table
A Patrol Boat is considered to be destroyed when it has incurred
at least six casualties (KIA and/or WIA). Casualty markers are
stacked with the boat and move along with it as it moves.
[33.33] Patrol Boats ignore Pinned results from either Combat
Results Table.
[33.34] Patrol Boats may also be attacked with RPG-7 and
Recoilless Rifles. Use the Vehicle Defense Table in resolving the
attack. There are no modifiers to the die roll. An Immobilized
result means that the boat may not move from the hexside it
currently occupies but may still use its firepower. A second
Immobilized result means that it is destroyed.
[33.35] A destroyed Patrol Boat is removed from the board. Any
Victory Points scored against the boat or casualties stacked with
the boat are ignored or removed from the board. (These are just a
means of tracking the progress of the boat's destruction.) The
NLF Player does not receive any Victory Points for destroying
Patrol Boats except those awarded to him by the Victory
Conditions of the scenario in question.
[33.4] Additional Rules
[33.41] A Patrol Boat may not probe or search a hex. It may not
use the Improved Positions [16.0], Increased Rate of Fire and
Ammunition Supply [19.0], and Leadership [13.0] rules. It may not
Close Assault or be Close Assaulted [32.0].
[33.42] A Patrol Boat may act as a Forward Observer for purposes
of calling in Artillery Fire and Air Strikes.
[33.43] A Patrol Boat may not transport any units or counters
except the casualty counters incurred from attacks against it.
[33.44] In scenarios where the Patrol Boats are being used, no
combat or Personnel units (even Dummies) may move across a River
hexside except at the Bridge hexside. (The rivers are too wide or
deep to wade across.)