Operation Apocalypse: The First Cavalry in Vietnam O. A. simulates the engagement of one airmobile company, compnay Alpha, charged with 'cleaning out' a village occuppied by the Viet Cong. This game is designed for the solitaire player. The player controls the actions of the U.S. units, opposed by the V.C. units on the defense, which react in accordance to the rules. Para not translated The game requires 2d6. 0. Overall Scale 5 mins per turn Each unit 10-12 men Other units 2-4 men (except political units - 1-2 men) Random movement The V.C. movement and mistaken fire (mortar and bombardment) are determined randomly, using the direction roses on the map. In all these case, throw 1 dice and apply the result. Note: if movement would thereby enter impassable terrain, move back to passable terrain. A dice is thrown for *each* hex. Use the classic rose for fire, use either for movement according to the rules. 1. Sequence of play 1 Aerial bombardment US player (place observation planes) 2 Airmobile phase 3 VC counterattack From turn 3, determine if a VC counterattack is launched. (Once per game) 4 DCA phase - see rule 7 5 Land operations US player carries out operations in the following order: Helicopter landing Embarking and disembarking US movement VC defensive fire Movement of civilians and VC that have not fired. (Possible US reaction fire) US defensive fire Demolition charges: US units that have not moved or fired may lay a demo charge (see 11.1) 6 Evacuation phase Helicopters on the ground may take off. Such helicopters may quit the map. Medical helos take off and quit the map according to rule 11 Logistic withdrawal: after 4 turns helos must leave the map. 7 Marker phase The player removes temporary markers which affect combat units. All smoke grenade markers are removed, except medical evac. markers. Advance the turn marker. 2 Units and markers 2.1 US units US units are represented by double faced units. Squads: identified by their commander. The front is the full strength unit, the back after one step loss. Medical team: signalled by a red cross. The back indicates that the team has been used on a casualty. The team is destroyed by one loss. Company commander: front represents Col. Stodden, the back Cpt. Owen. The US player has the following helos: 12 transports 1 command helo 1 evac helo 2 Cobras (attack helos) 2 Recon helos Face up - in air; face down - on ground The player also has one airstrike, face up as an observation plane, face down as a bomber. The aircrew of both airplanes and helos are placed when their aircraft is shot down. Front - full strength; back - wounded (one step lost). 2.2 Platoon Company Alpha comprise 3 platoons, each with 4 squads (1-4). Each squad must be within 2 hexes of another squad of the same platoon. If a platoon loses 50% of steps (or more), it must stop offensive movement. The squads may fire but may not move. It may be evacuated by helo. 2.3 VC units VC combat units have two sides (face up; full strength, face down; reduced). Civilian units represent non coms. Two of these are in fact terrorists (suicide squads), armed with grenades and another civilian hides the political commisar. Civilian units are elimnated by any loss. The specials (the terrorists and commisar) earn victory points. The VC have two machine guns, and one 82mm mortar. Face up, they are ready to fire, face down, ready to move. 2.4 Bunkers The VC have two bunkers - see diagram page 32 for field of fire. Face up intact; face down destroyed. 2.5 Markers See specific rules for their use 3 Stacking 3.1 US units - 5 points per hex Squad - 3 Medical - 2 Commander & pilots - 1 In addition 1 helo per hex. Wrecked helos only prevent other helos landing. Units transported by helo do not count towards stacking. 3.2 VC units For each hex., 3 civilians or 2 civilians and 1 VC, or 2 VC. In addition, only one heavy weapon is allowed per hex. Once revaled, the commisar does not count towards stacking. A bunker may be occupied by 1 VC unit. 3.3 Transport helos. One transport helo may transport 5 stacking units. Transported units are placed on the helo, disembarked units underneath. 4 Movement 4.1 Overall A US unit may use all or some of its MPs. Move one unit at a time. 4.2 Movement restrictions A unit carrying a mortar or a machine gun halves it MPs. Stacking limits apply. 4.3 Assault US or VC combat units may combine movement with assault. At the end of movement the unit fires with a penalty of -2. Exception: A US unit that carries out assault when adjacent to an enemy unit that is reduced captures it without firing (but does get a 'fired' marker). This occurs after defensive fire. Note also a unit that is pinned may not fire in assault. 4.4. Embarking and disembarking A helo may disembark passengers on the ground during the ground phase. The units are placed in the helo's hex. In the same way, units may embark a grounded helo in the same hex. Units which disembark have 2 MPs for that turn. 4.5 Terrain and movement The terrain table summarises the cost per hex., except: - Burning terrain is impassable - Trenches: 1 MP to move to a connected trench hex. - River: water hexes are impassable. If the bridge is destroyed, it may not be crossed on foot. 4.6 Helo movement. Moved across the board without MP constraint. 5 Firing 5.1 Overall In their phase, units may fire within their range (shown on each counter). Each unit may only fire once per turn. Each unit may be subjected to fire several times per turn. Neutralised units may not fire. Use a 'fired' marker to indicate units that have fired. A fire against a hex affects all units in that hex. Resolve each fire before moving to the next. They do not have to be indicated at the beginning of the phase. Fire against airborne helos: a fire against a helo is resolved on the DCA table, at the corresponding range). Use the relevant modifiers. 5.2 Reaction fire. Each unit moves hex. by hex.. AT each hex., each enemy unit that has not yet fired, may do so. The moving unit stops temporarily, receives fire, then may resume if possible. 5.3 VC fire VC units fire automatically during US movement or immediately after. During the movement phase, VC units fire at a moving unit within range, except as follows: - an airborne helo is in range of the VC unit - a US unit that has not yet moved is nearer that the moving unit Exception: in this case, a VC unit does fire at a US unit that moves adjacent. Immediately after US movement, VC units yet to fire, follow the following priority: 1. The nearest airborne helo 2. The nearest infantry unit in terrain of protection 0 3. Nearest infantry unit 5.4 Line of sight To trace a line of sight (LOS), trace a line free of obstacle between the centres of the hexes of the firer and target. The LOS is blocked by buildings, jungle, ruins, fences, high grass or burning hexes. 5.5 Fire resolution All firing is resolved in a similar manner. The player throws 1 dice and applies the modifiers. Look up the result on the fire table. 5.6 Modifiers Target hex terrain modifiers. Cross fire: a unit fired on twice or more, whilst in the same hex. and the same turn, from a direction opposite to the previous shot, is caught in a crossfire. Strafing fire: a helo firing on a unit in terrain of 0 protection and at less than 3 hexes undertakes strafing fire. The passengers firing from such a helo may also benefit. 5.7 Results A: the target stops movement N: the target stops movement and may not fire. Use N. marker P: the unit loses one step. E: the unit (plus heavy weapons) is removed. 6 Heavy weapons 6.1 Overall The machine guns and the mortar are all heavy weapons. A VC unit is neede to use the weapon. The VC unit may fire itself and the weapon. US units may not use these weapons. 6.2 DshK-38 When it fires, all units (friendly included) in the line of fire on the ground are attacked, to a range of 5 hexes beyond the target hex. Obstacles may block this line of fire. If more VC units are in this line, the MG may not fire (except that an adjacent US unit must be fired on). MG may fire twice per turn (mark with fired marker after second shot), but has only one DCA shot. In all cases, respect the priorities laid out in 5.3. It may fire on the same target that is moving, but into a different hex. 6.3 Mortars The minimum range is 4 hexes (i..e. targets within 4-20 hexes). It may not fire at targets in bunkers or buildings. The mortar throws one dice to determine its accuracy: 1-2 on target 3-6 dispersed - throw 1d6 and use rose to move hex hit one hex. 7 Antiaircraft fire (DCA) 7.1 Overall VC units and the MGs may fire at helos in the air, and the observation plane. The ranges are as follows: VC: 5 hexes MGs: 10 hexes Airborne units are always visible, except to units in bunkers and buildings. DCA fire is in addition to regular fire. Units must fire at the nearest airborne unit. 7.2 Fire procedure. Throw 2d6 and consult DCA table. Modifiers: -1 against Cayuse or Cobra -1 if the target is in the sun i.e. the LoS crosses the east map edge -1 at 5 hexes or more. 7.3 Results D: destroyed. Direction 1d6, distance 2d6. Place a wreck marker in that hex. Passengers and equipment are eliminated. Units in the crash hex are destroyed. C: crash. Place a wreck marker in a random adjacent hex (1d6). Passengers and equipment are placed in the hex, and each take one step loss. Exception: if the unit crashes in buildings, river or jungle, passengers etc are destroyed. The crash hex. is unaffected. CS: crash, equipment safe; as above, except the passengers etc., is safe E: damaged; a helo immediately leaves the game (but it does not count as lost). A helo on the ground may not take off, but instead recieves a CS result. The observation plane retires but is back the following turn. In the movement phase, downed aircrew must move towards the nearest US squad, and awaits evacuation. Aircrew may not fight. 8 Helicopters 8.1 Types Recon: may only transport downed aircrew. Transport and command: may fire twice per turn Gunships: Affects two hexes in afire resolution- resolve seperately - the second hex is immediately behind the target hex. and if there is a choice the player may choose. Gunships may not land. 8.2 Medevac: may transport combat units and downed aircrew. If it is shot down it is replaced by a standard transport helo. 8.3 In flight or landed Helos are either in flight (face up) or landed (face down). Embarking or unloading any units may only take place when a helo is landed, during the US land movement phase. In the evac phase a helo may take off and leave the map. 8.4 Target location A helo or passengers may only fire on sighted targets. A VC unit in clear terrain, or that moved into or out of high grass is automatically sighted. A VC unit in a trench is marked by an adjacent helo in flight. A VC unit in ruins or tall grass is marked if a helo (in flight) is within 4 hexes.. In all other cases, the helo must throw 1d6 to sight the unit, before firing: Cayuse & command helos: 1-5 locates Huey & Cobra: 1-4 locates Each helo may only make one attempt per turn. If that fails, it may not fire. A helo firing on a target already sighted by another helo, has a -1 adjustment to the die roll. Apart from the sighting limitations, in flight helos (and passengers) can fire on all in range targets, without need of a LoS 8.5 Reinforcements Downed or destroyed aircraft are replaced after three turns (place the unit three turns ahead on the turn track). 8.6 Evacuation After 4 turns on the map, the helos must leave the map ( in order to resupply). They return 3 turns later, in the airmobile phase. At the end of turn 4 all helos, except those already downed, leave the map, returning three turns later. Helos evacuating prisoners or casualities also return 3 turns later. 9 Aerial support 9.1 Calling in air support The command unit, on the ground or in the air, may ask for aerial support during the bombardment phase. The player places the Cessna marker on the target hex, with a LoS to the commander. If the commander is airborne, he may locate any hex. on a throw of 1-4 (all terrainThe Cessna is orientated towards a hex. side, to indicate the direction of bombardment. 9.2 Bombardment On the following turn the Cessna is replaced by the Phantom. See the diagram. Then throw one dice to test the accuracy; 1-4 on target, 5-6 off target. Throw one dice and move the aircraft one hex according to the rose. The US player may choose high explosive or napalm, before checking accuracy. 9.3 Effects Terrain. Bunkers, buildings or bridges are destroyed by HE. A destroyed building becomes a ruin. A VC unit may DCA fire, but is then sighted. Other terrain types are destroyed. If a bridge, building, jungle or tall grass is hit by napalm it is set alight. At the end of the turn the marker is removed, a burning building now becoming a ruin. Units Bombardment is resolved against hexes individually. HE and napalm have the same effect, other than the bunker modifier. 10. Medical aid Medical evacuation AT the end of aturn in which medical crew are stacked with a US unit that has sustained a loss, the player may place 'purple smoke' on the hex. NB this is not like regular smoke (see 11.2) The following turn, the medical helo is placed on the hex, and then embarks the wounded unit in the evac phase. At the end of the phase, the US squad is back to full strength. 11 Special actions 11.1 Demolition charges At the end of the land phase, a US squad who neither moves or fires or neutralised may place a demo charge in an adjacent hex. containing a bunker. The bunker is then destroyed and the occupants attacked on the bombardment table. 11.2 Smoke A US squad can place smoke on an adjacent hex, spending 2 MPs. The player throws 1d6: 1-4 the marker is placed, 5-6 no smoke. A smoke marker does not block a LoS, but a shot through a smoke hex suffers a -2 penalty. Smoke markers are removed at the end of the turn. 12 Civilians and terrorists 12.1 Civilian searches During the movement phase, a US unit adjacent to a hex with a civilian could spend 2 MPs to reveal the civilian. If it is the commissar he is captured, terrorists react according to 12.2 The civialians are captured by the US unit and are stacked with them (but have 2 MPs only). A US squad may have 3 civilian units or 2 VC units. These units may be exchanged between squads. 12.2 Terrorists When a search reveals a terrorist, it is placed on the squad that found it. The squad throws 1d6; 1-2 the terrorists are repulsed, otherwise the squad takes a step loss. The terrorists are then removed. Exception: if a commander, medical team or helo is in view and within 2 hexes, the terrorist heads towards them. All adjacent combat units may a reaction test as above, plus the command team or helo (but not the medical team). If the terrorist reaches its target, the command or medical team are eliminated, the helo is destroyed, but the crew is safe. 12.3 VC and civilian prisoners. Captured VC or civilian units remain stacked and move with the squad that captured them. They undergo losses normally. The US player may evacuate prisoners by helo, like US units (in order to count towards victory, see 14). The US squad does not have to go with the prisoners. 12.4 Tunnel discovery A US squad in a building hex may spend 2 MPs to attempt tunnel discovery. Throw 1d6: on 1 the building has a tunnel. The squad may then throw 1d6 to control the tunnel: 1-2 the squad falls into a trap. It takes a loss and stops further movement. If the unit is not eliminated, the tunnel is controlled. A building may only be tested once per game, and no more than two tunnels may be found in a game. 13. Scenarios 13.1 Initial setup The US player starts the game by placing all his airmobile units on the map, anywhere, in flight. Each helo may transport one or more infantry units as passengers. No US unit starts on the ground. Once his units are placed, the player determines the VC placement (see 13.2) and places all the enemy units as indicated. He determines the general attitude of the VC. The game begins with the DCA phase (no helo movement on the first turn). 13.2 VC placement The player places VC and civilian units as follows: Civilians Face down, one unit per hex. Optional: throw 1d6 for each hex and displaces it according to the rose After turn 1, the civilians move northwards 2 MPs per turn, in a random manner. Once they reach the north map edge, they are removed (but do not count towards victory). Civilians do not move if a US unit is within 2 hexes, on the ground, in sight. VC units Throw 1d6 to determine the scenario. ****where is the scenario table?***** VC attitude Throw 1d6 for the general attitude of the VC. (need the scenario table) Defence: VC units in terrain value 0 move to cover ASAP, towards buildings, jungle or trenches at random. They then remain in place without moving. Withdraw: VC units spend 2 MPs moving north in each movement phase, using assault if allowed. They are removed from the map on reaching the edge. The MG and mortar remain in place and fire until the other VC units reach jungle. The crew then dismantle the weapons and withdraw (they may not be set up again). 13.3 VC counterattack From turn 3 inclusive throw 2d6 to determine whether a counterattack takes place. On a result of 2, 5 VC squads enter the game. Subtract 1 from the DR for each turn after 4. Throw 1d6 1-2: west side: placed at 0111, towards north (one unit per hex.) 3-4: north side: placed at 2801, towards west 5-6: east side: 3212 towards north The VC moves each phase, using the rose direction in the opposite direction to entry, assaulting if possible. 13.4 Random events Jungle trail: when a US unit enters a jungle trail, throw 1d6 for the first such hex. Sniper: throw 1d6 before moving any US infantry unit 13.5 Game length After turn 6, the game may end. Throw 2d6. If the result is greater than the GT, the game ends. The game ends after turn 10. 14 Victory conditions Score points as follows 1 pt civilian unit captured, terrorist destroyed or eliminated VC unit 3 pt VC unit captured 4 pt per controlled tunnel 5 pt captured commisar (+1 if evaced) -1 civilian unit killed or off map -1 downed helo (crew safe and evaced) -2 squad injured, helo destroyed (crew safe) -3 helo downed (crew injured) -4 squad eliminated, helo destroyed with crew, medical team eliminated -5 command unit injured -6 command unit eliminated 14 or more major victory 8-13 marginal victory <8 failure Good luck