The Smell of Napalm
The Smell of Napalm
The Smell of Napalm
Civilians D4
VC/ARVN D6
NVA/US Infantry/Marines D8
+1 (small arms
Stationary Nil -
only)
Crawl 1” -4 +3
Walk D6” - -
Run 2D6” -2 +2
Vehicles 3D6" -
Halve movement in bad going. Note wheeled vehicles cannot be used in paddies or
jungles. Tracked vehicles can be used in lightly wooded areas but not jungles.
Figures who go prone or stand up may move up to half or may fire (with a -1
modifier).
Firing
Each weapon rolls a particular dice.
Pistol D4 5"
Shotgun D6 10”
M14/M16/AK47/SLR D6 90"
M60 D8 200"
Distance of
Weapon Radius Attack Dice
Deviation
HE 106mm+ and
12" D12 1D20”
rockets
If the round misses roll the deviation dice together with the appropriate distance dice
to see where the round falls.
As you can see a squad who calls in artillery too close and is off target could end up
with his squad being wiped out if he's not careful.
Booby Traps
The trap rolls attack dice as follows:
Punji Sticks D6
Crossbow trap D6
Drop trap D8
Mines D12
Grenades D10
The defender rolls his normal dice. The defender adds the following modifiers:
+1 to the roll if crawling
-2 to the roll if running.
If the trap score is less than the defenders score the trap is spotted. If, however, the
traps score is greater than the defenders score the trap is activated casuing a casualty
to the defender. If it is an explosive trap roll within the normal blast radius for every
other figure.
Anti Vehicle Fire (RPG,Tank Guns, Chopper Rockets)
LAWs and RPGs have a range of 20", tank guns and helicopter rockets have enough
range to cover the table. All fire from these weapons must be aimed. Roll a D10 on
the following table, the figure to the left of the / is the minimum score required to
immobilise the target, the figure to the right being the minimum required to destroy
the target.
Target D10
M113, Ontos, M56, M114, PT76, Type 63, M41, M42 8/9
Bunker -/9
Helicopter -/10
If a vehicle is destroyed roll a D8 for each person within the vehicle, each figure rolls
his normal skill dice as per the firing rules.
Helicopter Rules
Helicopters hovering over the table or passing over it cannot be shot at. If a helicopter
drops to a height where it is using its door gunners against ground targets then any
ground forces with M60 or HMG may fire at the helicopter. (See below).
Choppers spend 1 move on the ground dropping troops off. At this time small arms
may fire at the chopper.
When eligible to fire at a chopper the weapon rolls its normal weapons dice. Choppers
roll a D20 as their skill dice. If the attackers dice is greater than the choppers dice roll
on the above table using a D10 a 10 shoots the chopper down otherwise the aircraft
absorbs the hits.
To decide where the chopper crashed roll a deviation dice and a D20 for the distance
of the deviation in inches.
Squad Organisations
The details below are the authorised strength of squads, due to casualties and a
shortage of recruits squads were often short of men.
ARVN SQUAD
1 Sergeant
1 Corporal
2 x M79
6 x Riflemen
AUSTRALIAN SQUAD
1 Corporal (SLR later M16)
1 Lance Corporal
1 M60 + loader (SLR)
1 First Rifleman M79 +SLR
2 Scout Riflemen (M16 or SLR or Owen Machine Carbine)
2 Riflemen (SLR)
NEW ZEALAND SQUAD
1 Corporal
2 Riflemen (Scouts)
1 M79
3 Riflemen
Squad Details:
Acknowledgements
I'd like to thank the comments of the Vietgaming List available from e-groups.
Especially JH and John Barker.
For more free rules visit: http://www.freewargamesrules.co.uk
© Pete Jones 2000, these rules may be freely distributed.