Winged Horse Variant Counters
Operation Climb Tiger Mountain ‘65

When playing this variant, all rules of Winged Horse apply except as deleted, added to, or amended below. Special thanks to Earl Bickford.

Chinese armies are “18”, each breaks down into 3x4-strength divisions and a 2-strength regiment. Once broken down, they may not reform. For stacking purposes, a Chinese army equals six units.Chinese units may move through, but not stack or attack with, NVA/VC.Chinese units are always in supply, but may never use max-attack supply.During breakdown, when having to eliminate a component-unit of a Chinese army, the Communist player should pick it randomly. There are no Chinese replacements: a unit once eliminated for any reason is out of play for the rest of the game.Chinese units are always face-up.To start, all 12 Chinese armies are added to the normal Communist set up. They may start anywhere in Laos and/or North Vietnam. During Game Turn 1, all Chinese movement factors are doubled and all their combats, on offense and defense, gain a one-column shift in their favor. Chinese units may make use of the valley movement bonus.All ARVN geographic restrictions are lifted, as are all penalties for “widening the war.”Normal victory conditions are suspended. This variant game ends at the completion of the Game Turn 5 Communist Player Turn. Prior to that time, the Communist player can win a sudden death victory by either: 1) eliminating from the map all US units; or 2) controlling all cities inside South Vietnam.If World War III begins (see below), the game ends in a Communist victory.
The Communist player scores VP for the capture of cities and US/ARVN bases, calculated at normal WH values. Unit eliminations don’t score VP, only geographical objectives. 
20 VP or less = Free World Major Victory 

21 to 28 VP = Free World Marginal Victory 

28 to 32 VP = Draw 

>32 VP = Communist Marginal Victory 

>42 VP = Communist Major Victory US Nukes: the US player may roll a die at the end of his player turn during Game Turn 1. At that time, on a roll of 1, he’s authorized to use nuclear weapons starting with Game Turn 2 and for the rest of the game. If he doesn’t get that authorization at the end of Game Turn 1, the authorization result is one or two at the end of Game Turn 2; one, two or three on Game Turn 3, etc. If authorization is once obtained, it remains in place for the rest of the game. Nuclear strikes may occur in any number, decided on by the US player at the start of each of his player turns once authorization has been obtained. Each strike may be either a tactical nuclear weapon or a hydrogen bomb. The procedure is: he announces how many (if any) of each type of strike he will make that turn, indicates the hex for each attack, then resolves them one at a time in any order he chooses. Tactical and/or hydrogen strikes may be made in any hexes on the map other than South Vietnamese cities. More than one strike may be plotted into the same hex during the same turn. For each tactical strike in clear terrain, roll a die and divide by two, rounding up any remainder. That’s the number (1-3) of Communist units immediately and permanently eliminated from that hex. In all other terrains, roll the die, divide by two and round down any remainder. That’s the number (0-3) of Communist units immediately and permanently eliminated from that hex. Choose eliminated units by random pulls from a coffee mug or cereal bowl. After each tactical nuclear strike, roll two dice to determine if World War III has begun. That happens on a result of 2 or 12.When resolving a hydrogen bomb strike, all the Communist units in the targeted hex are immediately and permanently eliminated no matter the terrain involved. To check for the start of World War III after each such strike, roll one die. World War III erupts on a result of six.Bases in hexes targeted for tactical nukes or hydrogen bombs are always eliminated for the rest of the game.