"The North Vietnamese Army was a formidable fighting force. Although ostensibly fighting what was originally a guerilla war, after Tet in 1968 the NVA took on the main responsibility for the war in South Vietnam. Organised and equipped as a regular army the NVA were extremely well motivated; tenacious and merciless when on the attack and elusive on the defense. If they had a single weakness it was, like many communist armies, an inflexible approach to the changing tactical situation. The consequence of this was extremely high rates of attrition amongst it's soldiers.
Many NVA units were completely decimated (battle of the Ia Drang for instance) and subsequently
withdrawn from the theatre to be rebuilt.
Fighting against the NVA was a totally different situation than confronting VC, even Main Force
VC units, since the NVA had integral weapons platoons and, certainly in the DMZ (I Corp), reasonable artillery supporting fire."
Courtesy GRUNT online.
NEW DETAILS EXPLAINED
RPD
Treat as Belt Fed LMG
RPG-2
- May only be used when an individual man is commanded by a Leader using a Command Initiative.
- Can target armour, infantry or bunkers.
- AP:8 HE:2 Min 4", range bands of 12" (from 0)
- Min 4", range bands of 12" (from 0-48")
- Limited Ammo - 3
RPG-7
- May only be used when an individual man is commanded by a Leader using a Command Initiative.
- Can target armour, infantry or bunkers.
- AP:11 HE:3 Min 4", range bands of 12" (from 0)
- Limited Ammo - 3
60mm Light Mortar Barrage
- This barrage covers a 12 inch square area.
60mm mortar Team, 3 crew
- Treated the same as Chain of Command main rule book
Type 57 7.62mm MMG in a Bunker
- Tri-Pod Mounted MMG
- Treated as Hard Cover including from above.
- Can be deployed using the rules for Ambushes without requiring the use of a Chain of Command dice.
- May not be selected as a support option in scenarios where the player cannot take entrenchments.
57 mm Recoilless Rifle
- AP:3 HE:3
75 mm Recoilless Rifle
- AP:4 HE:4
POLITICAL CADRE
A Political Cadre is a Senior Leader armed with an SMG. He may be attached to and influence ANY NVA troops in the game, whether from the core platoon or supports. He counts as one man for morale purposes when considering Shock levels and one man in any Close Combat. A Political Cadre does not fire or crew crewed weapons.
LOCAL KNOWLEDGE
Allows NVA player to either deploy one unit an additional 6” further from a Jump-Off point than would normally be the case OR to move a jump-off point up to 18” in any direction, so long as it is further than 12” from any enemy troops or Jump-Off Point.
NVA PLATOON 1965 - 1970
NATIONAL CHARACTERISTICS
Human Wave
An NVA Senior Leader use all his Command Initiative to order all the units within his Command Distance that haven’t been activated yet in that Phase, to assault the enemy. Any troops so activated can choose to move up to 4D6 straight towards their chosen enemy (terrain dependant), each squad dicing for its own movement. They halve their Shock for Movement purposes (rounding up). Any Squad or Squads which gets within 4” from enemy initiates Close Combat. Defenders will count any unit that moved 4D6 as 3D6 for defense purposes.
Hard to Detect
The NVA tactics of dispersal, rapid concentration and excellent camouflage mean they are hard to target during their build up. If an opponent takes a pre-game game barrage the NVA player will add +1 to their dice when attempting to bring forces onto the table.
PLATOON FORCE RATING:
Regulars Armed with SKS: +2
Regulars Armed with AK47: +4
Command Dice: 5
Platoon Head Quarters
1 x 2nd Lieutenant, Senior leader with SKS
1 x Senior Sergeant, Junior leader with SKS
Squads one to three
1 x Sergeant, Junior Leader with SMG or SKS
1 x RPD with 2 crew
1 x RPG-2
5 x Riflemen armed with SKSs
Options
Before 1967 add two rifle grenade launchers to each section.
From 1967 Replace SKSs with AK-47s.
From 1968 replace RPG-2 with RPG-7.
NVA SUPPORT LIST
Figures in brackets denote max allowed
List 1
Barbed Wire (2)
Entrenchments for one Team
List 2
Roadblock (1)
RPG team, 2 men (1)
Local Knowledge*
Pre-Game Barrage (1)
CoC dice (1)
List 3
Sniper Team
60mm mortar Team, 3 crew (3)
Forward Observer and 60mm Mortar Section (1)
Political Cadre (1)
Type 57 7.62mm MMG 5 crew (3)
57 mm Recoilless Rifle team, 5 men (3)
List 4
Sapper Penetration Cell* (1)
Forward Observer and 82mm mortar section (1)
DSHK 12.7mm HMG (Can be tripod mounted as A/A) with 5 crew (3)
Type 57 7.62mm MMG 5 crew in a Bunker (Hard Cover) (3)
75 mm Recoilless Rifle team 5 men (3)
List 5
Regular Infantry Squad with Junior Leader (3)
Recce Squad consisting of
- 1 x Sergeant, Junior Leader with SMG or rifle
- 10 x Rifleman armed with SKSs
SAPPER PENETRATION CELL*
Can only be selected in scenarios where the enemy may take entrenchments or static defences.
Special Characteristics - Elite and Diehards
4 men, 2 x AK-47, 2 x Wire Cutters, 3 x Bangalore Torpedoes
Team counts as a Mine clearing Team a Wire clearing Team and a Demolition Team
Nice work, looks pretty good to me
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