WRITTEN BY DARBY ECKLES
ARTWORK BY PAUL KIME 
   FNG 2
ND
 TOUR 
 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
TOC  
TABLE OF CONTENTS 
I NTRODUCTI ON        1 
EQUI PMENT NEEDED        1 
The Dice          1 
  Passing Dice        1 
  Rolling 1/2D6        1 
  Counting Successes      1 
  Possibilities        2 
  Reading &Adding the Dice     2 
  How Many D6        2 
Figures and Terrain        2 
  15mm vs. 28mm or Something Else  2 
  "Dance With Who You Brung"    2 
  Basing Figures        2 
  Defining Facings       2 
  Easy Figure Identification      2 
Tables            3  
1 BASI CS          3 
DEFI NI NG CHARACTERS      3 
Stars and Grunts          3 
Star Advantages          3 
  Larger Than Life        3 
  Cheating Death        3 
  Free Will        4 
  Star Power        4 
Reputation          4 
Weapons          4 
Attributes          5 
  Determining Attributes      5 
Useful Gear          6 
  Flashlight        6 
  Pencil Flare/Starburst Cluster    6 
  Starlight Scope/Device      6 
  Wire Cutters        7 
  Flak Jacket        7 
  Chicken Plate        7 
2 THE LI STS        7 
FREE WORLD FORCES (FWF)    7 
COMMUNI ST FORCES (CF)      7 
USI NG THE LI STS        7 
UNI T ORGANI ZATI ON - PLATOON    7 
Platoon HQ          7 
Platoon HQ Attachments        8 
# Squads or Sections in the Platoon     8 
# Soldiers Per Squad        8 
Dice Generation          8 
Individual Rep          8 
NCO            8 
Jr. NCO            8 
LMG            8 
# Soldiers w/GL          8 
# Riflemen          8 
AMERI CA LI ST         9 
ANZAC AND ARVN LI ST      10 
COMMUNI ST LI ST        12  
3 ORGANI ZI NG YOUR FORCE 
GROUPS          14 
LEADERS          15 
Commanders          15 
Jr. NCOs          16 
REPLACI NG LEADERS       16  
4 RULES OF WAR      16 
TURN SEQUENCE         16 
ACTI ONS          17 
OTHER ACTI ONS        17 
ORDER OF ACTI VATI ON      17 
MOVEMENT          17 
Normal Movement        17 
Fast Movement          17 
Going Prone          18 
Crawling          18 
I NVOLUNTARY MOVEMENT      18 
Duck Back          18 
Retire            18 
REACTI ON          19 
Multiple Tests          19 
FNG 2
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TOC  
Completing Reactions        19 
How to Take a Reaction Test      19 
The Reaction Tests        19 
  Line of Sight        19  
  In Sight          19 
  In Sight Activation Order      20 
    In Sight or Not      20 
  In Sight Actions        21 
  Forfeiting In Sight Actions    21 
  Adding Characters to Ongoing In Sight  21 
  "I'm Not Dead Yet!"      22 
After the In Sight Is Resolved      22 
  Received Fire        22 
  Man Down        22 
  Cohesion Test        23 
  Recover From Knock Down    23 
  Heroes All        23 
    Hero Mode      23 
STATUS AND ACTI ONS        24 
Carry On          24 
Duck Back          24 
Obviously Dead          24 
Out of the Fight          24 
Retire             24 
Stunned            24 
RANGED WEAPONS        25 
Arc of Fire or Spread        25 
List of Weapons          25 
  Small Arms        25 
  Machine Guns        26 
    Setting Up Machineguns    27 
  Anti-Tank Weapons      27 
  Grenades and Other Weapons    28 
Armor Piercing Weapons        30 
Outgunned Rankings        30 
SHOOTI NG          30 
Line of Sight          30 
Cover and Concealment        30 
  Cover and Concealment and LOS    31 
Order of Fire          31
  Applying Shots        31 
Targeting          32 
  Shooting Sequence      32 
  Ranged Combat Table      32 
Determining Damage        32 
Recon by Fire          32 
Throwing Grenades and Readying LAWS    32  
Hitting With a Blast Circle Weapon     34 
  Protection From Cover      34 
Who's Got the Grenade?        34 
MELEE          35 
Melee Weapons          35 
Charge into Melee Test        35 
  How to Charge into Melee     35 
  Charging into Melee Example    35 
  Melee Combat        37 
  Multi-Figure Melee      37 
Breaking Off Melee        38 
  Grunts Breaking Off Melee    38 
Damage From Fire or Melee      38 
  Stunned          38 
  Out of the Fight        38 
  Obviously Dead        38 
Auto-Kill or Capture        38 
Retrieving Wounded        38 
MEDI CS          39 
Applying First Aid        39 
Medic Availability      39 
Wounded Way Station        39 
Evacuating the Wounded        39 
AFTER THE BATTLE        40 
After the Battle Recovery Test      40  
5 - BUI LDI NGS        40 
Building Size          40 
Collapsing Areas          40 
Entering and Exiting Buildings      41 
Movement and Cover Inside Buildings    41 
Building Defensive Values      41 
Firing at Buildings - APR        41 
Damaging Buildings        41 
Firing at Buildings - Non-APR      42 
Explosions Within Buildings      42 
Bunkers           42 
  Damaging Bunkers      42 
  Suppressing Bunkers      42 
  Clearing Out the Bunker      43 
Burning Down Buildings        43    
6 TERRAI N         44 
SETTI NG UP THE TABLE      44 
Terrain Generator Tables        45 
  What About Buildings       46 
  Building Types        46 
What Type of Terrain Pieces?      46 
  Bamboo         47 
  Bomb Craters        47 
  Clear          47 
FNG 2
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TOC  
  Elephant Grass        47 
  Forest          47 
  Hill          47 
  Impassable        48 
  Jungle          48 
  Marsh          48 
  Mud          48 
  Rice Paddies        49 
  River/Stream/Canal      49 
    Water Depth      49 
    Current Speed      49 
    Crossing Water      49 
    Swimming      49 
      Combat  While Swimming 50 
      Aiding Other Swimmers  50 
  Road          50 
  Rough          50 
  Sand          50 
    Sand Dune      50 
  Scrub/Savannah        50 
  Swamp          51 
Man Made Features        51 
  Barbed/Concertina Wire      51 
  Infantry Fighting Positions    51 
  Minefield        51 
  Punji Stakes        51  
7 PLAYI NG THE GAME    52 
The Good Old Days        52 
Solo            52 
Same Side          52 
Head to Head          52  
8 CAMPAI GN        53 
Time in the Campaign        53 
Getting Started          53 
DEROS            53 
Choosing Your Corps        53 
  Corps Zones and Areas of Operations  53 
Determining the Area of Operations     54 
Terrain Generator Tables        54 
AO Status          54 
CI VI LI ANS          55 
Civilian REP's          55 
Activating Civilians        55 
How Many          55 
Where Are They          55 
What Are They Doing?        55 
Civilian Reactions        55 
Speak Local          55 
I NDI GENOUS TROOPS        56 
9 MI SSI ONS         57 
MI SSI ONS BY THE NUMBERS      57 
Support Level          58 
Enemy Activity Level        58 
Weather and Day Part        58 
Determining the Mission        59  
10 PEFS          60 
PEF ACTI VATI ON AND MOVEMENT    60 
MOVI NG PEFS        61 
Special PEF Movement        61 
PEFs That Have Previously Moved     61 
Resolving PEFs          61 
PEFS AND PCS        62 
EAL Potential Contact        62 
Sneaky Local VC         64 
BOOBY TRAPS          65 
Wide Spread Booby Trap        65 
Localized Booby Trap        65 
Target of the Trap        65 
Triggering Traps          65 
TUNNEL ENTRANCE        65 
Entering the Tunnel        65 
Time Down          66 
Tunnel Encounters and Survival      66 
Tunnel Rescues          67 
Collapsing Tunnels        67 
Tunnel Search Rewards        67  
11 FI RST CONTACT      67 
THE ENEMY          67 
Enemy Activity Enemy        68   
HOW THE VC AND NVA MOVE    69 
TACTI CS          69 
LVC Melt Away          70 
VC/NVA Defensive Tactics      70 
FNG 2
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 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
TOC   
12 RANDOM EVENTS 
SPI DER HOLE          71  
13 ESCALATI NG BATTLES    72 
SUPPORT          72 
Radios and Field Phones        72 
MAKI NG THE CALL        72 
Who Makes the Call        72 
Failed Calls          72 
Passing on Orders and Requests      73 
Radios, Huh! What Are They Good For?    73 
Activating a Subordinate        73 
SUPPORT OPTI ONS        73 
Who Can Call In Support        74 
The Golden Rule         74 
Available Support        74 
  Ready Support        74 
  On Demand Support      74 
FWF Support Level        74 
  Support Level 1        75 
  Support Level 2        75 
  Support Level 3        75 
  Support Level 4        75 
  Support Level 5        75 
  Support Level 6        75  
14 ARTI LLERY AND MORTARS  76 
FORWARD OBSERVERS      76 
REGI STERED TARGET POINTS (RTP)    76 
REQUEST TABLE        76 
Mortar Fire Mission        77 
Deviation          77 
RESOLVI NG MORTAR HI TS      78 
Proximity to Friendly Troops      78 
Danger Close          78 
ARTI LLERY STRI KE        78 
Deviation          79 
RESOLVI NG ARTI LLERY HI TS      79 
Proximity to Friendly Troops      79 
Targeting Buildings        79 
I LLUMI NATI ON ROUNDS      79  
15 TAC AI R        80 
REQUEST TABLE        80 
Available Aircraft        80 
STRAFI NG THE BATTLEFI ELD     81 
Flight Line          81 
Firing at the Aircraft        82 
  Aircraft Damage        82 
Attacking with Aircraft - Bombs      82 
Attacking with Aircraft - Guns      83 
Loiter Time          83 
Aircraft Munitions        83 
  Bombs          83 
  Guns          83 
  Napalm          83 
  Rockets          84 
  WP Marking Rocket      84 
FACS            84 
Strafing Run          84 
Spotting Run          84 
  Marking the Target      84 
  Spotting for Artillery      84 
SPOOKY, SPECTER, AND PUFF THE MAGI C 
DRAGON          84  
16 HELI COPTERS 
HELI COPTER MOVEMENT      85 
Hovering          85 
Helicopter Insertions and Extractions    85 
  Firing at the Helicopter      86 
  Landing the Helicopter      86 
  Unloading and Unloading the Helicopter  86 
  Take Off        86 
GUNSHI PS          87 
Request Table          87 
  Available Gunships      87 
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 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
TOC  
FI REFLI ES AND NI GHTHAWKS     88 
LOHS            88 
DUSTOFF/MEDEVAC        88 
Request Table          89 
  Available Helicopters      89 
Hot LZ            89 
MedEvac Benefits        89 
Helicopter Weapons and Effects      89 
  Door Guns        89 
  Mounted Guns        89 
  Auto Grenade Launcher      89 
  Rockets          90 
Chin Turrets          90 
Door Gunners          90 
Passengers Firing from the Door      90 
Dropping "Stuff"          90 
Damaging Helicopters        91  
17 REI NFORCEMENTS     93 
WHEN REI NFORCEMENTS ARRI VE    93 
REI NFORCEMENTS TABLE      93 
FWF Reinforcements        93 
VC/NVA Reinforcements        95 
Political Officers and Cadre      96 
REQUESTI NG REI NFORCEMENTS    97 
Reinforcement Request Table      97 
WHERE REI NFORCEMENTS ARRI VE    97  
18 SQUAD MI SSI ONS      98 
Ambush           98 
Defense            99 
Fight            100 
Patrol            100 
Recon            101 
AFTER THE MI SSI ON        102 
Victory Points          102 
  Body Count        102 
Mission Result          102 
Medals            103 
Improving Rep and Attributes      104 
  Additional Attributes      104 
  Decreasing Rep        104 
Short Timers          104 
Replacements          104 
  Replacing Leaders      105  
19 FI NAL THOUGHTS            105 
HOW DO I  WI N?        105 
WHERE ARE THE POI NTS?      105 
DESI GNER NOTES AND OTHER RAMBLI NGS  106 
LAST CALL          106 
THANK YOU          106 
DEDI CATI ON          107 
FWF HELI COPTERS        108 
FWF AI RCRAFT        109 
PLATOON ROSTER SHEET      110 
QRS            112  
SPECI AL THANKS TO: 
Paul Kime: For another great cover. 
Ken Hafer, Bob Minadeo and Ron "Baddawg" 
Strickland: For insisting that, "It's not just a gang warfare 
game." 
The THW Yahoo Group: For continued support and 
ideas. 5100 members and still growing! 
And Lil           
FNG: 2
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 Tour  
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
1 
I NTRODUCTI ON 
Bullets thwack into the muddy paddy youre using as 
cover. A light machine gun has part of your squad pinned 
down. Two of your men are lying wounded out in the open 
and screaming for help while one of your guys is 
hunkered down behind that fallen log and isnt moving 
anytime soon. Theres a bomb laden plane overhead that 
could help, but you have no way to signal. All hell is 
breaking loose and everyone is looking to you for the 
answer, hoping that you dont do something dumb to get 
them all killed like some Fu*#in New Guy (FNG). The 
sweat beads up on your forehead as the pressure mounts, 
and you wonder; what have I gotten myself into?? 
Welcome to the world of FNG. 
So began the first edition of FNG. That was just about five 
years ago. Since then we've seen the release of over a 
dozen new titles, two lay-out changes, and more 
importantly, modifications to the way Two Hour Wargames 
are played. These modifications, in part, came from the 
feedback provided by our 4400 member Yahoo Group. 
They have helped to streamline the playability of the game 
while enhancing its pucker factor or realism.  
Now it's time to apply these enhancements to FNG. It's 
your 2nd and last tour as there wont be a FNG 3. Count on 
it. So like we said in the original 
Sit back, give the game a quick read; pop in your favorite 
60s music CD, and prepare for hours of fun with this 
challenging yet simple game. When the bullets start flying, 
fight with bravery and courage, and try to not to freeze up 
in the face of danger like a FNG! 
*********************************************** 
Be sure to check out the Two Hour Wargames Yahoo 
Group linked below for answers to questions and free 
downloads for other THW games. 
http://games.groups.yahoo.com/group/twohourwargames/ 
WORDS OF ADVI CE 
The rules are presented to you in order from setup through 
playing the game as you will use them. At the end of each 
section are "stop signs" that direct you to perform small 
exercises to help you understand the rules. We highly 
recommend that you do them.    
EQUI PMENT NEEDED 
You will need a few things to play FNG.  They are: 
  Six-sided dice, also known as d6. It is best to have 
at least six of these, and the more you have, the 
quicker games will play. 
  One ruler or measuring device, ideally one per 
player. 
  Any combination of metal, plastic or paper 
figures in a consistent scale of your choice. 
  Something to represent buildings and other terrain 
features. 
  A flat surface at least 4'x4' with larger usually 
being better.  
  A deck of playing cards or tiles to mark tunnels if 
tunnels are used.  
THE DI CE 
During the game you will be required to roll dice in a 
variety of ways. They are:  
PASSI NG DI CE 
When attempting to pass dice roll two six-sided dice 
(2d6) and compare each result individually to the 
Reputation (page, 4) or REP of each figure taking the test.         
  If a result is equal or less than the REP then the 
figure has passed that die.  
  If the score is higher than the REP then the figure 
has failed that die.  
  We say a figure can pass 2, 1, or 0d6 when we roll 
Passing Dice.   
Note that there will be times when the figure may roll 
more or less than 2d6 but the number of d6 that can be 
passed will be listed on that test. 
Example  Sgt E6 Parker (REP 4) must take a Received 
Fire Test (page, 22). He rolls 2d6 and scores a 1 and a 5. 
As the 1 is equal or less than his Rep of 4, he has passed 
1d6. 
ROLLI NG 1/2D6 
Rolling 1/2d6 is a way to roll a number from 1 to 3 using 
1d6. Simply count any result of 1 or 2 as a result of one, 3 
or 4 as a result of two, and 5 or 6 as a result of three.  
COUNTI NG SUCCESSES 
Another way to use the dice is by rolling them and 
counting successes. Only a result of 1, 2, or 3 is counted as 
a success. 
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 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
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Example: The NVA soldier enters melee and rolls 4d6.  The 
soldier scores a 1, 3, 3, and 4. This translates into three 
successes. 
POSSI BI LI TI ES 
You may see numbers in parenthesis such as (1-2). This 
means that there is a chance of an event happening based 
on a d6 roll. 
Example  The Machine Gunner may also be armed with a 
pistol (1). This means that on a result of 1 when rolling 1d6 
the Machine Gunner has a pistol. 
READI NG AND ADDI NG THE DI CE 
And sometimes you simply read the result of the d6 for 
what it is and add the scores together.  
Example  On the Ranged Combat Table I roll a 3 and a 6 
for a total of 9.  
HOW MANY D6? 
How many d6 do you roll? This is found by looking in the 
upper left corner of each table. There will be a number that 
tells you how many d6 should be rolled. This will usually 
be 3, 2, or 1. When a word like REP or Target appears this 
means to roll 1d6 for each point of whatever the word is.   
Example  An American in a Jeep (Jeep Leader REP 4) 
must roll an In Sight Test (page,19) so tosses 2d6 versus 
the Leaders REP to see a Viet Cong soldier (REP 5) that 
has come into sight at the side of a road. The Jeep Leader 
and the Viet Cong later go into melee. They see the word 
REP on the Melee Table. They each roll 1d6 per point of 
REP. The American Leader will roll 4d6 while the Viet 
Cong (REP 5) will roll 5d6. 
FI GURES AND TERRAI N 
Literally dozens of figures can be used with FNG. There 
arent any official figures so play with what you already 
have.    
You can choose from metal figures, plastic figures, or even 
paper figures. Sizes range from 6mm to 54mm and 
everything in between. The best part is that you can use 
any of them and still play FNG. If you dont already have 
figures, you can find them in gaming stores, at 
conventions, or online.  
Finding terrain can be handled the same way or you can 
build it from scratch. Some very nice paper terrain is 
available online that will work just fine.  eBay is one 
source for terrain; it is also a good way to find painted 
figures. 
Perhaps the best form of guidance will come from joining 
the Two Hour Wargames Yahoo Group and asking your 
questions there.  
http://games.groups.yahoo.com/group/twohourwargames/ 
15MM VS. 28MM OR SOMETHI NG ELSE 
That's all a matter of choice. The rules as written are 
designed for 20mm figures. 
"DANCE WI TH WHO YOU BRUNG" 
FNG includes a wide variety of troop and aircraft types. 
Bottom line is, don't stress over it if you dont have the 
exact model, just use what you have! 
BASI NG FI GURES 
Each figure represents one real person. The easiest way to 
base your figures for FNG is one figure on a round or 
square base. Either style will work. 
Vehicles may not need to be mounted. If they are just be 
sure to use the smallest base necessary.    
Figures previously mounted for other rule systems will 
also work. 
DEFI NI NG FACI NGS    
Charging onto the rear of an enemy or shooting to its rear 
depends upon the actual physical location of the attacker.  
To qualify as a rear attack the attacker must begin and end 
its movement behind the front facing of the target. The 
front facing is defined as 90 degrees to the left and right of 
the way the figure is facing.     
EASY FI GURE I DENTI FI CATI ON 
As your figures may have the same uniforms, weapons, 
and even poses we encourage you to use a system to 
identify your figures. Reputation (REP) is an important 
aspect that further defines your figure. Heres an easy way 
to use the system that will allow you to identify the REP of 
a figure at a distance. 
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 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
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On the rear of each base, paint a small colored stripe to 
represent its Rep. 
  Green = REP 3 
  Red = REP 4 
  Blue = REP 5 
  White = REP 6 
You can take this a step further adding a color coded stripe 
to represent different squads as well. If doing so then the 
left stripe will be REP and the right will be the squad. 
  Blue = 1st squad 
  Red = 2nd squad 
  Green = 3rd squad 
TABLES 
Wherever possible all the tables that you will usually use 
during the game have been grouped together in the back of 
the book.   
1 BASI CS 
In this first section you will be introduced to the Infantry 
rules. You will learn how to move your figures, fire with 
them, take Reaction Tests, and much more. Learning the 
rules will be a simple process and you should be able to get 
started in 30 minutes or so.  We recommend that you play 
this section as many times as needed for you to feel 
comfortable with the rules before moving on to other 
sections.  
In FNG you can easily handle a squad to start with but as 
the mechanics become more familiar to you running 
multiple squads or a platoon will be very easy for you.  
The key is to play the game! Like anything else the more 
you do it the better and quicker you get at it. 
The first thing you need to know is how your figures, also 
known as characters, are defined. What makes them 
special?  
DEFI NI NG CHARACTERS 
FNG is played with individual figures referred to as 
characters. Characters are defined in the following ways. 
  Is it a Star or a Grunt? 
  What is its Reputation? 
  What type of weapons does it have? 
  Does the character have any Attributes?     
STARS AND GRUNTS 
There are two types of characters. They are Stars and 
Grunts. 
STARS  Characters that represent you, the player. We 
suggest your Star begins with a Reputation of 5, though 
that is not a necessity. 
GRUNTS  These are the non-player characters (NPC) or 
figures that do not represent a player. They may be friends 
or foes and will come and go as the game progresses. 
NPCs are controlled by the game mechanics. 
STAR ADVANTAGES    
Being a Star in FNG allows for four important advantages. 
These are: 
  Larger Than Life 
  Cheating Death 
  Free Will 
  Star Power 
LARGER THAN LI FE (LTL) 
FNG can be used to capture the cinematic flavor of modern 
action movies where the Star is a larger than life character. 
This is represented in the following way. 
  Stars cannot be killed by anyone with a REP 
lower than the Star. Instead, the worse result a 
Star could receive would be out of the fight. 
Example- American SGT Riker (REP 5) is shot by a REP 4 
NVA infantry man. The NVA scores an obviously dead 
result but SGT Riker is out of the fight instead because 
your Star has a higher REP than the NVA figure that killed 
him. 
CHEATI NG DEATH 
A Star can be killed by anyone with an equal or higher 
Reputation. When this occurs the Star may declare that he 
is Cheating Death. He is immediately removed from the 
game and whisked safely from the battlefield. 
  When a player chooses to Cheat Death his REP is 
immediately reduced by one level but if things go 
well it can return or even get higher. 
Example- SGT Riker (REP 5) is shot by a NVA Lieutenant 
REP 5 with a SMG. The NVA scores an obviously dead 
result so SGT Riker should be dead. Instead he uses the 
Cheating Death rule and leaves the game. He is now a 
REP 4 when he returns from the hospital.    
FNG: 2
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 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
4 
FREE WI LL 
Each time a Star must take certain Reaction Tests the Star 
can choose which of the three possible results he wants 
without rolling dice. These tests are those noted with an 
asterisk (*) next to it. The important thing to remember is 
that Free Will does not apply to the In Sight Test (page, 
19)! 
Example SGT Riker is shot at by the enemy. He is a Star so 
can choose his reaction on the Received Fire Test. He 
chooses to pass 2d6 and carries on. 
STAR POWER 
Star Power is usually reserved for Stars but can sometimes 
be found in Grunts. Star Power is the ability of a character 
to ignore normally disabling damage. Stars start with Star 
Power equal to their REP.  
  Whenever a character with Star Power takes any 
damage it will roll a number of d6 equal to its Star 
Power.  
  Any result of 1, 2, or 3 reduces the damage by one 
level and the Star Power d6 is retained for future 
use. 
  Any result of 4 or 5 means the damage stays but 
the Star Power d6 is retained for future use. 
  Any result of 6 means the damage stays but that 
die is removed from the characters Star Power 
for the rest of the Mission.   
Damage reduces as follows  
  A result of Obviously Dead (page, 24) becomes 
Out of the Fight (page, 24).   
  A result of Out of the Fight becomes Stunned 
(page, 24).   
  A result of Stunned becomes Carry On (page, 24).  
It is possible to reduce damage by multiple levels if you 
roll several results of 1, 2, or 3.   
Star Power must be used before the Larger Than Life or 
Cheating Death rules are used!  
Example:  A Star with a REP of 5 is hit by a LMG taking 
one Out of the Fight (OOF) and one Obviously Dead (OD) 
result.  The player rolls 5d6, one d6 per point of the Stars 
REP.  The results are 1, 2, 2, 5, and 6.  He uses the "1" to 
reduce the OOF to a stunned. He uses both "2"s to reduce 
the OD to OOF and then to Stunned. The 4 and 5 have no 
effect, but like the "1" and "2" s are retained for future use. 
The "6" has no effect, is discarded and cannot be used the 
remainder of the Mission (page, 57).      
REPUTATI ON 
Reputation or REP represents a combination of training, 
experience, morale, and motivation and is an expression of 
a characters overall fighting quality. There are six possible 
levels of Reputation: 
  Reputation 6  These larger than life action 
heroes are few and far between. They are the stuff 
of legends. 
  Reputation 5 - These are veterans of numerous 
successful missions. Combat experienced officers, 
NCOs, and troops would have a Reputation of 5.    
  Reputation 4   - These are reliable men of some 
experience or highly trained highly motivated 
troops. Troops who have successfully gone 
through combat are examples of REP 4. 
  Reputation 3  These are people of unknown 
quality who have seen little or no action, or have 
become cautious as their tours are coming close to 
ending (Short Timers, page, 104). Newly trained 
troops going into combat for the first few times 
would have a Reputation of 3.    
  Reputation 2 - These are green or poor quality 
troops with little motivation or desire for combat. 
Poorly trained or impressed into service troops 
would be REP 2. 
  Reputation 1  Civilians and anyone else who 
does not have weapons training and combat 
experience.  
WEAPONS 
Most characters are assumed to have a ranged weapon 
whether pistol, assault rifle, etc. Some characters such as 
civilians, hostages, and children often do not. 
It is possible for a character to have more than one weapon 
such as a rifle and pistol. Players are encouraged to count 
the figure to be armed with the weapons the figure has. 
Weapons are covered in more detail in the appropriate 
sections entitled Ranged Combat (page, 25) and Melee 
(page, 35).  
Example  I have three infantry figures. One is a NCO with 
an M-16, another is a soldier with a M-16, while the last 
soldier has an M-79 grenade launcher and a holstered .45 
cal M1911A1 pistol.      
FNG: 2
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 Tour  
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
5 
ATTRI BUTES 
FNG uses Attributes to further define characters. Using 
Attributes is strictly optional but will greatly enhance your 
games. Feel free to use Attributes as much or as little as 
you desire. 
In theory all figures on the board could have an Attribute 
generated for them. For practical purposes we have limited 
Attributes to your Star and the Grunts in your squad as 
well as the FNGs that transfer in. But if you really want to 
give out more Attributes then feel free to do so. After all is 
said and done, it's your game!  
DETERMI NI NG ATTRI BUTES  
Stars and Grunts receive Attributes in different ways. 
  You are allowed to choose two Attributes for your 
Star. When Stars raise a level in REP (page, 4) 
they are allowed to choose another Attribute.   
  You roll dice for each Grunt. First roll 1d6 then 
roll a second 1d6 and look up the results on the 
Attributes Table. When Grunts raise a level in 
REP (page, 4) they roll to add another Attribute.   
  Note that if your REP goes down you do not gain 
another Attribute when it returns to the previous 
REP. 
Example  There are two slots open in my squad due to 
casualties. After I roll on the appropriate Army List (page, 
7) to determine the REP of the replacements I then roll for 
their Attributes. Pfc. Able scores a 4 then a 5. He's a Poser. 
Pfc. Barnes scores a 6 and a 2 so he's Tough.    
1+1                  ATTRIBUTES  
(Read the result as rolled)  
1  3  ATTRI BUTES 
1 (1)  
Agile: When the character is fast moving he does 
not suffer any firing penalties.   
1 (2)  
Athlete: Adds 1d6 when taking the Fast Move 
Test. counting all three results. 
1 (3)  
Ball Player: Character has an arm so can toss a 
grenade 9" instead of 6". 
1 (4)       
Born Leader: Adds 1d6 to all personal Reaction 
Tests except for the In Sight and Recover From 
Knock Down Tests.  
  Any friendly characters within 4 of the 
Born Leader will react as the Born 
Leader does regardless of what their 
reaction would have actually been. 
1 (5) 
Brawler: Adds 1d6 when in melee.   
1 (6)     
Clumsy: When testing to Fast Move and fails 
with doubles the clumsy figure will move is 
normal Fast Move then fall in place counting as 
Stunned and prone. Counts a -1 to Survival vs. 
Booby Traps in tunnels. Counts a -1when rolling 
on the Tunnel Encounter Table. 
2 (1)   
Coward: Treat Duck Back as Retire and counts a 
-1d6 on the Charge into Melee Test. Cowards will 
not go into tunnels. 
2 (2)    
Crack Shot: Will roll 2d6 instead of 1d6 when 
firing a single shot from a rifle, counting the best 
score. If firing from a prone position he receives a 
third 1d6. 
2 (3)   
Dumb Ass: When active roll 1d6 versus Rep.  
  If pass 1d6 then carry on.  
  If pass 0d6 will not activate. 
2 (4)  Fast: Allowed to add 2" each move. 
2 (5)  
Fluent: Soldier automatically passes any Speak 
Local Tests (page, 55).  
2 (6)   
Grenadier: Will roll 2d6 instead of 1d6 when 
firing hit with an HE round from a grenade 
launcher, counting the best score. 
3 (1)   
Hard As Nails: Roll 3d6 when taking the Recover 
From Knock Down Test. Counts a +1 to Survival 
in tunnels. 
3 (2)   
Knifeman: Adds 1d6 when in melee but only if 
using a hand-held bayonet or knife. Also can toss 
the blade up to 4" as if shooting. 
3 (3)     
Looter: Empty structures, entrenchments, 
corpses, or anything that offers possibility of loot 
can delay the soldier for 1d6 turns. A Leader can 
stop this by moving within 4" of the Looter. Will 
always spend 1 additional turn inside tunnels 
searching for loot. 
3 (4)   
Lucky: This character can re-roll any result once 
per Mission. Counts a +1 to Survival in tunnels. 
3 (5)  Marksman: +1 to hit when firing. 
3 (6)   
Medic: This character is trained to perform as a 
Medic (page, 39), even if not actually a Medic.         
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4  6  ATTRI BUTES 
4 (1)  Nerves of steel: Ignores results of Duck Back. 
Counts a +1 when taking the Charge into Melee 
Test. 
4 (2)  
Old Hand: When fired upon will count all Out 
Gunned Rankings (page, 30) as 1 lower. 
4 (3)  
Pigman: Soldier counts a +1 to REP when firing 
a light machine gun, such as the M-60. 
4 (4)        
Pointman: Soldier receives the following benefits 
but only when walking "Point". 
  Counts a +1d6 when taking the In Sight 
Test. 
  Counts a +1 to REP for spotting enemy 
ambushes, tunnel entrances and booby 
traps. 
  Pointmen count 8" distance, rather than 
4" distance, to be part of a group as long 
as they are ahead of the group in the 
direction of travel.  
4 (5)  
Poser: Will roll only 1d6 when taking the 
Received Fire Test. Counts a -1d6 when taking the 
Charge into Melee Test. 
4 (6)  
Quick Reflexes: Counts a +1d6 when taking the 
In Sight Test. Counts a +1 to Survival in tunnels. 
5 (1)  
RTO Wizard: Counts 1 REP higher when using a 
radio. 
5 (2)  Shirker: Is always considered to be outgunned 
when taking the Received Fire Test. 
5 (3)  
Shortsighted: Counts a -1d6 when taking the In 
Sight Test.  
5 (4)  Slight: Counts a -1d6 when in Melee. Counts a -1 
to the minimum number of turns spent in tunnels.   
5 (5) 
  Slow: Subtracts 2" from its normal and fast Move. 
5 (6)  
Stealthy: Opposing figures will count -1d6 when 
taking an In Sight Test against this figure. Counts 
a +1when rolling on the Tunnel Encounter Table 
and when rolling for survival versus enemies. 
6 (1)  Swimmer: Rolls +1d6 for Swim Tests (page, 49). 
6 (2)  Tough: Treats Retire as Duck Back instead. 
Counts a +1d6 when taking the Charge into Melee 
Test. Counts a +1 to Survival in tunnels. 
6 (3)     
Trap Finder: This character is automatically the 
figure selected when the need to randomly 
determine who encounters a trap arises.  The 
character counts a +1 to REP for disarming traps 
and rolls 3d6 instead of 2d6 for discovering 
Spider Holes. Counts a +2 to Survival vs. Booby 
Traps in tunnels. Counts a -1 to the minimum 
number of turns spent in tunnels.   
6 (4)  
Tunnel Rat: Specialist in search and destroy 
missions in tunnels. Armed with a .45 Caliber 
pistol, hand-held bayonet, and 3 blocks of C-4 
which can collapse a tunnel section. Also have the 
Quick Reflexes and Trap Finder Attributes when 
inside tunnels. Counts a +2 to Survival in tunnels. 
6 (5)  
Unlucky: If within 3 of a figure that is hit, there 
is a chance (1) this is hit instead. Counts a -1 to 
Survival in tunnels.   
6 (6)  Wuss: Counts a -1d6 when taking the Charge into 
Melee Test and when in Melee.    
USEFUL GEAR 
These items are commonly found on soldiers throughout 
the combat zones. 
FLASHLI GHT 
There is a chance (1-2) that a soldier is carrying a 
flashlight. Flashlights have two modes of operation: 
regular and red filtered. Flashlights in regular operation at 
night are used under the following rules. 
  LOS (page, 19) is doubled in most terrain with 
the exception of elephant grass (page, 47) as it is 
too dense. 
  Any figure using a flashlight or anyone 
illuminated by the flashlight, is seen and can be 
fired upon using daylight ranges. 
Flashlights in red filter mode are used under the following 
rules.  
  The flashlight only provides 6 of LOS to the 
front of the figure and cannot be seen by anyone 
outside of the illuminated area.  
  Outdoors, this mode really confers no bonus, 
though it is particularly useful in the pitch black 
of a tunnel complex.  
  When using the red filter mode the figure is seen 
at normal sighting distance out in the open, and at 
12 in darkened buildings. 
PENCI L FLARE/STARBURST CLUSTER 
There is a chance (1-2) that a soldier is carrying a Pencil 
Flare/Starburst Cluster.  These small single shot devices 
were used for both signaling and illumination. Several are 
usually carried by a squad. The flare can be launched only 
when Active and does not count as firing a weapon. The 
player nominates a point within 18 of the firer as the 
center of the 24 illumination circle. The flare lasts one 
full turn and all within the circle count as visible as if 
during daylight. 
STARLI GHT SCOPE/DEVI CE 
Considered Top Secret gear by the U.S. Government, 
this trumpet-sized light amplification system began to 
appear in line combat units in mid 1967 in small numbers. 
By late 1968, at least each platoon had access to one or 
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more for night missions. In FNG each platoon is 
considered to have access to one scope or device.   
For the Starlight scope to work there must be a decent 
amount of ambient light, such as from the moon or stars. It 
will not function on rainy nights. 
When in operation, night LOS for the user is tripled in 
open terrain, and doubled in any other terrain except 
elephant grass. As the device does not make light of its 
own, its use cannot be detected. 
WI RE CUTTERS 
There is a chance (1) that a soldier is carrying wire cutters 
and if on a specific Mission that would require them then 
at least one character will have them.  Wire cutters can be 
used to clear barbed wire obstacles at 1x1 per full turn of 
use and to add +1 to a users REP to deactivate tripwire 
booby traps and Command Detonated Mines (page, 29).  
FLAK J ACKET 
Intended to protect individuals from shrapnel, a flak jacket 
will reduce the Impact of blast weapons, such as bombs 
and grenades, by 1 down to a minimum Impact of 1. 
Wearing a Flak Jacket reduces the character's normal 
movement by one inch and Fast Move by two inches. 
CHI CKEN PLATE 
Cumbersome armor issued to helicopter crews. Reduces 
the impact of ballistic and blast weapons by -1, down to a 
minimum of 1. 
Chicken Plates are far too cumbersome to wear on the 
ground or in the field. Any crewman on the ground will be 
considered to have removed the armor so that one can 
move more freely.  
2 THE LI STS 
This section will provide you with the Army Lists that are 
used in FNG. This covers the time frame starting roughly 
in January 1967 through the beginnings of 
Vietnamization in 1969. 
The following Army Lists are provided- 
FREE WORLD FORCES (FWF): 
  American Army, USMC  
  Australian and New Zealand Army Corps 
(ANZAC) 
  Army of the Republic of Vietnam (ARVN), 
Civilian Irregular Defense Group (CIDG) led by 
US and Vietnamese (LLDB) Special Forces. 
COMMUNI ST FORCES* (CF) 
  Local and Main Force Viet Cong (LVC, MVC) 
  North Vietnamese Army (NVA) 
*The author is well aware that not all Viet Cong and their 
sympathizers were Communist Party members, nor maybe even 
ascribed to communist ideals.  However, as the VC fell under 
Communist command the generalization is made for ease of 
identification of who was on whose side.  
These lists only cover infantry forces and the weapons they 
used. Helicopters and aircraft are found in their own 
sections while rules for armor and other ground vehicles 
will be covered in another book. 
Note: The lists provided show the most common field 
organization of the units described, rather than the paper 
layout of official published TO&Es.  Units on the ground 
bore little resemblance to their official layout and it was 
extremely rare for any unit to be at full strength due to 
combat loses, illness, and troops in rear areas for 
administrative purposes.  Almost all units mutated their 
organization to better fit the environment and type of war 
that was being fought. 
USI NG THE LI STS 
Heres how to use the lists. 
  Decide which army you want to use and go to that 
list. 
  Choose which unit type you want to play for that 
nationality or branch of service. 
It's that simple. 
Example - I want to play Americans. I go to the American 
List and find three choices. I decide to use the USMC list. I 
then go to the USMC column and go down the list one row 
at a time. This will tell you all you need to know about 
your unit. 
UNI T ORGANI ZATI ON - PLATOON  
Here's the information about your platoon or the parent 
unit that your squad belongs to. The information is shown 
as what the unit would look like at full strength. 
PLATOON HQ   
This is the  platoon headquarters, which includes the 
Platoon Commander, who may act as the Force 
Commander - FC (page, 15) and other troops not directly 
assigned to a particular squad.  
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PLATOON HQ ATTACHMENTS 
Here are other characters that may accompany your 
platoon on deployment.  
  Medics (page, 39). 
  Forward Observers (FOs) (page, 76). 
  Radio Telephone Operators (RTOs) (page, 72). 
Here's how you determine if they present for the mission: 
  At the beginning of the game roll 1d6 for each 
character. On a result of 1 or 2 he is attached to 
your squad. 
#OF SQUADS OR SECTI ONS I N THE PLATOON 
This tells you the number of squads, or sections as they are 
called by some countries, which are in your platoon. This 
number does not include a Headquarters or HQ 
squad/section that is usually attached.   
#SOLDI ERS PER SQUAD   
This is the number of soldiers in the squad when it is at full 
strength. This is often referred to as paper strength. This is 
also the maximum size of the squad regardless of the result 
of dice generation.   
DI CE GENERATI ON   
This tells you how to generate the actual number of men 
that are in the squad as opposed to its paper strength.  
The base number is the minimum number of soldiers in the 
squad. To this add the result of rolling 1d6 to generate the 
starting number of soldiers in the squad. 
Example - My U.S. Army unit has 5+1d6 soldiers in its 
squad. I roll 1d6 and score a 6. That gives a total of 11 but 
as the maximum is 10, I can only have 10.     
Note that all nations would always keep their LMG and 
other special weapons intact in the squad as long as there 
are soldiers to handle them. This is reflected as follows: 
  The first soldiers in the squad are always the 
NCO, the Jr. NCO, and the LMG gunner.  
  The next soldier would be a rifleman that acted as 
the LMG assistant.  
  The next soldier in the squad will carry a Grenade 
Launcher.  
When all of the specialists listed above are accounted for 
the remaining soldiers will be ordinary riflemen.  
Example - A squad of eight soldiers would consist of the 
five specialists outlined above and three riflemen.   
I NDI VI DUAL REP 
This gives a range of REPs for your soldiers. Rolling 1d6 
per soldier will determine its REP.  
NCO   
This tells you what weapon the NCO or non-commissioned 
officer is carrying. NCOs will also count as Leaders (page, 
15).  NCOs in squads will be Sergeants, or Corporals 
(ANZACs).  NCOs in Platoon HQ will be Platoon 
Sergeants usually ranked Sergeant First Class or Gunnery 
Sergeant (USMC). 
J R. NCO   
This tells you what weapon the Jr. NCO is carrying.   They 
usually led a fire-team and also count as Leaders.  They are 
usually Corporals or Lance Corporals (USMC and 
ANZACs).   
LMG   
This tells you how many LMGs and gunners there are in 
the squad and what they are carrying. They also carry a 
pistol for close self-defense.      
#SOLDI ERS W/GL   
This tells you how many men are armed with a grenade 
launcher weapon, and what type it is.  They also carry a 
pistol for close self-defense.     
#RI FLEMEN   
This tells you the maximum number of ordinary riflemen 
there are in the squad and what they are armed with. 
Notes: RTOs always carry an AN/PRC-25 (or similar) 
radio along with their normal weapons load.           
FNG: 2
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AMERI CA
U.S. Army: (1-3) chance of 1d6 M-72 LAWs per squad.  All LTs, NCOs and RTOs carry smoke grenades.  Each squad carries 1/2d6 
Claymore CDM.  May wear Flak Jackets if desired.  Each squad carries 1d6 blocks of C-4 PE. 
USMC: M-16s replaced the M-14 types by mid 1968, though some M-14a1 were retained for firepower.  (1-2) chance of M-20 rocket 
launcher or 90mm RR per platoon (players choice), replacing a single rifle.  After mid 1968 (1-3) chance of 1d6 M-72 LAWs per squad, 
replacing the chance of M-20 or 90mm RR.  All LTs, NCOs and RTOs carry smoke grenades.  Each squad carries 1/2d6 Claymore CDM.  All 
are issued Flak Jackets.  Each squad carries 1d6 blocks of C-4 PE. 
SF CI DG: M-16s replaced all other rifles by early 1969.  BARs were replaced by M-60s. (1-2) chance of 1d6 M-72 LAWs per squad.  All SF 
NCOs and RTOs carry smoke grenades. Each squad carries 1/2d6 Claymore CDM.  Each squad carries 1d6 blocks of C-4 PE. 
(1)  FO RTO only appears if there is an FO (Forward Observer) attached to the mission.  If an FO is attached, but not an FO RTO, then the 
FO will carry the radio. If an FO RTO is called for, but not FO, then neither appears.  Both are only authorized to carry pistols, but may 
carry rifles if you wish. 
(2)  USMC medics are called Corpsmen, and are supplied by the U.S. Navy. They  are combat trained.  They are authorized to carry only 
pistols, though they may carry an assault rifle if you wish. 
(3) Special Forces (SF) Leader.  Usually found as pairs in the field in an advisory roll to a CIDG company.  They often took direct control of 
units during combat, and may be armed with just about anything short of LMGs.  In this case, they represent the de facto platoon leader for 
the mission, and may be armed with just about anything (though they prefer using what their troops are using).  CIDG soldiers are all 
indigenous Vietnamese troops, whether lowland Vietnamese, ethnic Chinese Nungs, Cambodian or Laotian expatriates, or Montagnard hill 
tribesmen.  Roll 1d6 for REP for the Special Forces Leader: (1-3) REP 4, (4-5) REP 5, (6) REP 6.  There is a (1-2) chance that the SF NCO 
has the Fluent Attribute.  
(4) All carry a .45 M1911A1 auto-pistol in a side holster.    
UNIT ORGANIZATION - PLATOON  ARMY INFANTRY  USMC  SPECIAL FORCES CIDG 
Platoon HQ  
LT, NCO, & RTO - M-16  
LT, NCO, and RTO - M-14. 
Medic 
(2) (4) 
SF NCO 
(3) 
, RTO, Translator & 
LLDB LT - M-2 
Platoon HQ Attachments  
FO, FO RTO 
(1)
 & Medic 
(4)  
FO, FO RTO 
(1)
, Medic 
(2)
, 
M-60 LMG 
Medic 
(4)  
# of Squads in platoon  3  3  3-4 
# Soldiers per Squad  10  14  12 
Dice Generation   5 + 1d6  8 + 1d6  6 + 1d6 
Individual REP  1  3 = REP 3  1  2 = REP 3  1  3 = REP 3 
  4  5 = REP 4  3  5 = REP 4  4  5 = REP 4 
  6 = REP 5  6 = REP 5  6 = REP 5 
NCO per squad  1x SF M-16  1x SA M-14  1x SF M-2 or SMG 
Jr. NCO per squad  2x SF M-16  3x SA M-14  2x SF M-2 or SMG 
LMG per squad  1x M-60  3x SF M-14a1  1x BAR 
# Soldiers w/GL per squad  2x M-79 
(4)
  1x M-79 
(4)
  1x M-79 
# of Riflemen per squad  4x SF M-16  6x SA M-14  7x SA M-1 or SF M-2 
FNG: 2
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ANZAC AND ARVN
UNIT ORGANIZATION - PLATOON   ANZAC  ARVN-PRE 1968  ARVN-POST 1968 
Platoon HQ   
LT - 9mm SMG, NCO - 
L1A1, RTO - 9mm SMG, 
Runner - L1A1 
LT - pistol, NCO - M-2, RTO 
- pistol  
LT - pistol or M-16, NCO - M-
16, RTO - M-16  
Platoon HQ Attachments   
FO, FO RTO 
(1)
 , Medic 
(2)   
US Advisor 
(3)
 - M-2, FO, FO 
RTO 
(1)
 , Medic   
US Advisor 
(3)
 - M-16, Advisor 
RTO - M-16, FO, FO RTO 
(1)
 , 
Medic 
(2) 
# of Squads in platoon  3  3  3 
# Soldiers per Squad  10  10  10 
Dice Generation   5 + 1d6  5 + 1d6  5 + 1d6 
Individual REP  1  3 = REP 3  1 - 4 = REP 3  1  3 = REP 3 
  4  5 = REP 4  5 = REP 4  4  5 = REP 4 
  6 = REP 5  6 = REP 5  6 = REP 5 
NCO   1x 9mm SMG  1x M-2 or SMG  1x M-16 
Jr. NCO per squad  1x L1A1  2x M-2 or SMG  3x M-16 
LMG per squad  1x M-60  1x M-60 or BAR  1x M-60 
# Soldiers w/GL per squad  1x M-79 
(2)
  1x M-79 
(2)
  1x M-79 
(2) 
# of Riflemen per squad   
4x L1A1 
1x L1A1 Auto 
1x 9mm SMG 
5x M-1 or M-2   
4x M-16    
ANZAC: (1-3) chance of 1d6 M-72 LAWs per squad.  All LTs, NCOs and RTOs carry smoke grenades.  Each squad carries 1/2d6 Claymore 
CDM.  ANZAC forces used the SLR until mid 1968, at which time the SLR and most SMGs were replaced by the M-16. Each squad carries 
1d6 blocks of C-4 PE. May use Runner rules in VC special rules section. 
ARVN- pre 1968: (1-2) chance of M-20 rocket launcher per platoon.  All LTs, NCOs and RTOs carry smoke grenades.  Each squad carries 
1/2d6 Claymore CDM.   ARVN LT has (1-3) chance of being a political appointee and must make Speak Local rolls when commanding 
troops. 
ARVN- post 1968:  (1-3) chance of 1d6 M-72 LAWs per squad.  All LTs, NCOs and RTOs carry smoke grenades.  Each squad carries 1/2d6 
Claymore CDM.  May wear Flak Jackets if desired.  Each squad carries 1d6 extra blocks of C-4 PE.  ARVN LT has (1-3) chance of being a 
political appointee and must make Speak Local rolls when commanding troops. 
(1) FO RTO only appears if there is an FO (Forward Observer) attached to the mission.  If an FO is attached, but not an FO RTO, then the 
FO will carry the radio. If an FO RTO is called for, but not an FO, then neither appears.  Both are only authorized to carry pistols, but may 
carry rifles if you wish.  
(2) All carry a .45 M1911A1 auto-pistol in a side holster. 
(3) U.S. Advisor is a U.S. soldier assigned by MACV (Military Assistance Command Vietnam, the FWF command headquarters) to act as a 
combat advisor to the leaders of Vietnamese forces.  In practice, however, they were more often used to call in American support not normally 
accessible to Vietnamese forces because there was an American in trouble.  Determine Advisor REP by rolling on the U.S. Army Individual 
REP chart above. U.S. Advisors do not count as ARVN when calling for support, though ARVN soldiers still count as ARVN if they attempt to 
do so.      
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SMALL ARMS 
PI STOL  RANGE  TARGETS  I MPACT 
M-1911A1 .45 Caliber  12  2  2 
SMG - MED CALI BER  RANGE  TARGETS  I MPACT 
F-1 9mm SMG  18  3  1 
L3A1 Sterling  20  4  1 
9mm SMG  18  4  1 
SMG - LARGE CALI BER  RANGE  TARGETS  I MPACT 
M-3A1 Grease Gun   20  3  2 
M-1 Thompson  24  4  2 
SELECT FI RE (SF) - MED 
CALI BER CARBI NE 
RANGE  
TARGETS  
I MPACT  
M-2 Carbine .30 Caliber 
Pistol round 
24  
4  
1  
SEMI -AUTOMATIC 
RI FLES (SA) 
RANGE  
TARGETS  
I MPACT  
M-1 Garand .30 Caliber  48  
2  
3  
L1A1 SLR 7.62mm  48  
2  
3  
M-14 7.62mm  48  2  3 
BOLT ACTI ON RI FLE 
(BA)  
RANGE  
TARGETS  
I MPACT  
Springfield .30 Caliber  48/60 
(1)
  1  3 
SELECT FI RE  RI FLES 
(SF) 
RANGE  
TARGETS  
I MPACT  
L1A1 SLR Auto 7.62mm  48  
3  
3  
M-14a1 7.62mm  48  3  3 
M-16 or M-16A1 
5.56mm 
48  
4  
2  
BAR .30 cal  48  3  3 
COMBAT SHOTGUN   RANGE  TARGETS  I MPACT 
Remington 12 gauge  12  2 
(2)
  2 
(1) Range is 60 when used with a sniper scope. 
(2)At a range of 3 Target is reduced to 1. Roll 2d6 and count the 
best result. At a range of over 3" Target is 2. Roll 4d6 and count 
the best two results.   
MACHI NE GUNS 
LI GHT MACHI NE GUN  RANGE  TARGETS  I MPACT 
M-60 7.62mm  48  5  3 
MEDI UM  MACHI NE GUN  RANGE  TARGETS  I MPACT 
M1917 .30 Caliber  48  5  3 
HEAVY  MACHI NE GUN  RANGE  TARGETS  I MPACT 
.50 cal M2HB  60  4  5/APR2  
GRENADES AND OTHER WEAPONS 
TYPE  RANGE  TARGETS  I MPACT 
Grenade - Thrown  6  5 circle  2 
M-79/M203 GL         
     High Explosive   
12" min. 
36" max. 
5 circle  
2  
     Buckshot  12  3  2 
Demolition Charge 
(1)
  3  5 circle  4/APR 5 
Claymore CDM 
(2)
  1x8x8  all  3 
C-4  
plastic explosive 
(2) 
0  
5 circle  
2/APR2 
(3)  
 (1) When Active before using must set timer for 0-3 turns until 
detonating.  
(2) See weapon description located on page, 29. 
(3) Per each 1kg block. 
ANT-TANK WEAPONS 
TYPE  RANGE  TARGETS 
(1)
  I MPACT 
(3) 
M-20 3.5 rocket 
launcher  
30  
4" circle  
2/APR 7   
M-72 LAW 
(4)  
24  
4" circle  
2/APR 5   
57mm Recoilless 
Rifle 
48  
5 circle  
2/APR 5   
90mm Recoilless 
Rifle 
48  
8 circle  
3/APR 8   
106mm Recoilless 
Rifle 
(2) 
60  
10 circle  
4/APR 9   
 (1) All AT weapons have a Target Rating of 1 when used against 
vehicles or buildings. 
(2)- Only jeep, APC, or static mounted.  Not portable by a 
person. 
(3)- Back Blast up to 6 directly behind shooter, as Impact 2 hit 
to anyone within 1 of this in line.  
(4) Disposable 1-shot weapon, not reloadable.          
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COMMUNI ST
UNIT ORGANIZATION - PLATOON   NVA  MAIN FORCE VC  LOCAL VC 
Platoon HQ  
LT w/AK-47, NCO w/AK-
47, RTO w/AK-47 
LT w/AK-47, NCO w/AK-
47, Runner w/SMG, Medic   Guerrilla Leader, NCO, Runner 
Platoon HQ Attachments  
FO, FO RTO 
(1)
, Medic, 
Political Officer, LVC Guide  
FO, FO RTO 
(1)
, Medic, 
LMG, LMG, Political Officer  
Medic, LMG, Cadre  
# of Squads in platoon  3  3  3 
# Men per Squad  12  10-12  9 
Dice Generation   6 + 1d6  6 + 1d6  4 + 1d6 
Individual REP  1-2 = REP 3  1-3 = REP 3  1-4 = REP 3 
  3-5 = REP 4  4-5 = REP 4  5 = REP 4 
  6 = REP 5  6 = REP 5  6 = REP 5 
NCO  1x AK-47  1x AK-47  1x 
Jr. NCO  1x AK-47  1x AK-47 or SKS  2x 
LMG  2x RPD LMG  1x LMG  1x LMG 
# Men w/GL  2x RPG-2 or RPG-7  1x RPG-2 or RPG-7  1x RPG-2 
# of Riflemen  6x AK-47 or SKS  4x AK-47, 4xSKS  4x AK-47, 4xSKS 
(1)Forward Observer Radio Telephone Operator (Radioman) the FO RTO only appear if there is an FO attached to the mission.  If an FO is 
attached, but not an FO RTO, then the FO will carry the radio himself.  If an FO TRO is called for, but no FO, then neither appear.
NVA: (1-3) chance of Leader having a Claymore CDM.  After mid 1968 AK-47 totally replaces SKS.  RPG gunners also get 
AK-47 and RPG-2 is upgraded to RPG-7. 1d6 satchel charges per squad. 
MFVC: No AK-47 before mid 1967, only SKS, SMG, BA Rifle or other weapons (see VC Special Rules).  1/2d6 satchel 
charges per squad.  RPG-7 (1-2), otherwise RPG-2. 
LVC: (1-3) chance of Leader having 1x Satchel Charge.  (1-3) chance of Leader having a Claymore CDM.  (1-3) chance of 
having 1/2d6 satchel charges per squad.  See VC Weapons special rules below for weapons load-out. 
VC WEAPONS 
With the Vietcong being an insurgency type army rather than a regular standing army, they were armed with a wide variety of 
weapons. These tended to be the oldest types.  
When creating a Local VC (or early MFVC) unit, or determining the weapons carried by the assistants in weapons teams (for 
VC and NVA) roll 1d6 for each member and consult the following table:  
# RESULT 
1(1-2)  M3A1  SMG   French MaT-49, 5-6) 
1 (3-4)  Thompson SMG 
1 (5-6)  French MaT-49 
2 (1-2)  French MaT-49 
2 (3-6)  Chinese PPsh 
3 (1-4)   BA Rifle 
3 (5-6)  M1 Carbine 
4 (1-2)  M2 Carbine 
4 (3-4)  M1 Garand  
4 (5-6)  SKS 
5  AK - 47 
6 (1-4)  AK - 47 
6 (5-6)  M-16 
Another (and easier) way of determining weapons is to just check the figure and use what it is carrying. 
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SMALL ARMS 
PI STOL  RANGE  TARGETS  I MPACT 
Tokarev TT-307.62mm   12  2  1 
SMG - MED CALI BER  RANGE  TARGETS  I MPACT 
MaT-49 9mm  24  3  1 
PPsH 41/43 9mm  24  4  1 
SELECT FI RE (SF) - MED 
CALI BER CARBI NE  RANGE  TARGETS  I MPACT 
M-2 SF Carbine .30 
Caliber Pistol round 
24  2/4  1 
SEMI -AUTOMATIC (SA) 
CALI BER  CARBI NE  
RANGE  
TARGETS  
I MPACT  
M-1 SA Carbine  24  2  1 
SEMI -AUTOMATIC 
RI FLES (SA) 
RANGE  
TARGETS  
I MPACT  
SKS 7.62mm  48 
(2)
  2  3 
BOLT ACTI ON RI FLE 
(BA)  
RANGE  
TARGETS  
I MPACT  
Mosin Nagant 7.62mm  48/60 
(1)
  1  3 
SELECT FI RE  RI FLES 
(SF) 
RANGE  
TARGETS  
I MPACT  
AK-47 (Type-56) 
7.62mm 
48  
2/3  
3  
 (1) Range is 60 when used with a sniper scope. 
(2) -1 to hit beyond 30". 
MACHI NE GUNS 
LI GHT MACHI NE GUN  RANGE  TARGETS  I MPACT 
DPM (Type-53 LMG)   48  4  3 
RPD (Type-56 LMG)   48  5  3 
BAR .30 Caliber 
(1)
  48  2/3  3 
MEDI UM  MACHI NE GUN  RANGE  TARGETS  I MPACT 
M1917 .30 Caliber  48  5  3 
HEAVY  MACHI NE GUN  RANGE  TARGETS  I MPACT 
DShK-46 12.7mm  60  4  5/APR2 
 (1) No Loader.  There is a chance (1) that it will jam each time it 
is fired. Actually an SF rifle, not true LMG, but acted in 
LMG/SAW capacity within VC squads. 
GRENADES AND OTHER WEAPONS 
TYPE  RANGE  TARGETS  I MPACT 
Grenade - Thrown  6  5 circle  2 
(1) 
Claymore CDM 
(2)
  1x8x8  all  3 
Satchel Charge 
(3) 
3  1 circle  5/APR 5 
(1) Whenever a grenade is thrown or launched there is a chance 
(1-2) that the grenade is a dud and does not explode. The target 
takes a Received Fire Test but does not count as outgunned. This 
dud test is taken whether a hit or miss occurred. 
 (2) See weapon description located on page, 29. 
(3) When Active before using must set timer for 0-3 turns until 
detonating  
ANT-TANK WEAPONS 
TYPE  RANGE  TARGETS 
(1)
  I MPACT 
(3) 
RPG-2 (B-40)  
12min/ 
24 max 
4" circle  
2/APR 7     
RPG-7 (B-41)  
12min/ 
48max  
5circle   
3/APR 8    
57mm Recoilless 
Rifle  
48   
5 circle   
2/APR 5    
82mm Recoilless 
Gun 
48  
4 circle  
3/APR8   
107mm Recoilless 
Rifle 
(2) 
60  
8 circle  
4/APR 8   
 (1) All AT weapons have a Target Rating of 1 when used against 
vehicles or buildings. 
(2)- Not easily man portable once it is set up.  Can be broken 
down and moved during game but takes six turns to take down or 
set up. 1d6 rounds of HEAT and 1d6 rounds HE available per 
gun. 
(3)- Back Blast up to 6 directly behind shooter, as Impact 2 hit 
to anyone within 1 of this in line.    
 STOP!  
Go to page, 110 and make a copy of the Platoon Roster 
that you will find there. This is where you will track the 
info for your platoon. Choose an army list and then your 
platoon type. Build and outfit your personal squad. Roll up 
all their stats from Attributes to REP and dont forget to do 
the same for your Star as well. Now build the rest of the 
platoon, remember, you don't need to roll Attributes for 
them. Once you've done this move on to the next section, 
Organizing Your Force.          
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3 ORGANI ZI NG 
YOUR FORCE 
Individual figures are combined to form your basic squad. 
Either the squad by itself or combined squads (platoon) 
will make up your force. 
There are two special rules that can affect the organization 
of your figures in your unit and how you can move them. 
They are the Group and Leader rules.  
GROUPS 
At the start of the battle each side must divide their figures 
into groups of one or more figures. This is usually by 
squads.  
Figures in the same group must: 
  Remain within 4" of one or more figures in the 
group. 
  Have a LOS to one or more figures in the group 
and/or be in LOS of one or more figures in the 
squad. 
If any of the above two requirements no longer apply, then 
the figure or figures are in a separate group, and will 
activate on the highest REP in the group, who may or may 
not be a Leader.     
In the picture above we see an 8 figure squad. All of the figures 
are within 4" of another figure.   
In this picture one member of the squad has been hit and is no 
longer functioning. This could be stunned, out of the fight, or 
obviously dead but as he is not in carry on status the link between 
figures is broken. There are now two groups that will activate 
separately. 
You can form or break apart your group into larger or 
smaller groups at anytime during the turn when you are 
active or when forced to do so by a Reaction Test (page, 
19). 
Groups are not permanent. A player can group figures, as 
desired, during each turn of Activation. For example, say 
you have three soldiers in a line with an interval of 3 
between figures. On your Activation you could move these 
figures as a group of three, as a group of two and another 
of one, or as three groups of one. In any event the choice 
you make this Activation does not have to be repeated on 
your next Activation. 
 All figures within a group must be from the same platoon 
unless a Leader has joined the unit and taken command of 
the figure(s).   
Example  A soldier from 
1st squad finds himself alone and 
next to figures from 3rd squad. The leader can declare the 
figure now attached to 3rd squad until further notice.  It 
takes one turn to detach figures from a unit.  
Remember that a group differs from a unit in that groups 
are created and disbanded on an ad hoc basis, while units 
are permanent organizational structures. 
PLATOON COHESI ON 
Multiple squads will group together to form a platoon. 
Squads in the same platoon can activate together under the 
REP of the Platoon Leader if they: 
  Remain within 4" of one or more figures in the 
platoon. 
  Have a LOS to one or more figures in the platoon 
and/or be in LOS of one or more figures in the 
platoon. 
If any of the above two requirements no longer apply, then 
the squad is a separate group and will activate on the REP 
of the squad leader.                
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In the picture above we see a full platoon of three squads. Squads 
A and B are grouped together and activate at the same time. 
Squad C is more than 4" from A and B so will activate separately.    
In the picture above squads A and B have spread apart into 
separate groups. Squad C then activated and moved within 4" of 
the other squads. The squads are now grouped together into a 
platoon and will activate at the same time.  If the platoon leader 
was with squad C it could activate squads A and B as soon as it 
comes into contact.  
LEADERS 
In FNG we use a variety of Leaders based on the number 
of units that they command.  Let's start with the Squad 
Leader. 
Each squad will have one figure (NCO) designated as its 
Squad Leader. See the Army Lists for more clarification.  
Leaders have the following benefits: 
  The Leader allows for all figures in the group to 
activate when the Leader does. 
  Leaders are allowed to apply a Leader Die (LD) 
to the Received Fire, Man Down and Cohesion 
Reaction Tests (page, 19). A (Ldr) is at the end of 
each test to remind you.  
  To use Leader Die choose a different colored d6. 
Roll it and compare the result to the REP of the 
Leader.  
  If the Leader passes 1d6 this pass result is added 
to the number of 2d6 each figure in the group 
passed.    
  If the Leader passes 0d6 the result is ignored. 
Example - A squad comes under fire. Each squad member 
that qualifies rolls 2d6 compares the scores against their 
REPS.  
Three soldiers pass 2d6, four soldiers pass 1d6 and two 
soldiers pass 0d6.  
The Leader (REP 5) tosses his Leader Die and scores a 4. 
He passes 1d6 and this is added to the number of passes 
each member scored. This means that now seven soldiers 
pass 2d6 and two soldiers pass 1d6.   
COMMANDERS 
In addition to each squad having a Squad Leader, each side 
may have figures that command the sides various platoons 
(groups of squads) or company (groups of platoons). The 
chain of command cascades down the echelon from 
Company Commander to Platoon Commanders to Squad 
Leaders.  The highest echelon Commander on the table, 
from Squad leader on up, is considered to be the Force 
Commander (FC).   
Example - Only my squad is on the table. My Leader is 
REP 5 as he is a Star. He is the Force Commander. I roll 
for reinforcements and the Platoon Commander (REP 3) 
arrives on the table. He is now the Force Commander.    
Force Commanders have several special abilities:   
  Force Commanders can activate their own group 
and any other groups under their command if the 
Leaders of those groups are within 12" and within 
LOS. If the groups are out of LOS of the FC he 
can attempt to activate them by radio if both he 
and the receiving unit have radios. 
  Lower echelon Commanders within 12 and LOS 
of the Force Commander MUST use the Force 
Commanders REP for Activation, even if their 
REP is higher than the Force Commanders. 
  Although a Force Commander has a Leader Die it 
can only be applied to the group that the Leader is 
with. If the Leader joins a group he assumes 
command of that group. Only one Leader Die can 
be applied to a group at a time.  
Example  The Activation Roll is five.  The Platoon Leader 
(REP 5) moves to within 12" of both Squad Leader "A" 
(REP 4) and Squad Leader "B" (REP 3). They may now 
activate at the same time.  
Later the Leader joins Squad B, effectively assuming 
command. When the squad takes a Reaction Test it will use 
the Platoon Leaders Leader Die instead of the Leader Die 
of the actual Squad Leader. 
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On the next turn the same Platoon Leader is active and 
wishes to activate one of his squads that are out of LOS 
that has a REP 3 Leader and a radio. The REP 5 Platoon 
Leader moves into contact with his RTO and uses the 
RTO's radio to make a call to activate the group led by the 
REP 3 Leader. 
Later, the Company Commander (REP 4) arrives at the 
scene of the battle, becoming the Force Commander. He 
and his RTOs join the Platoon Leader.  The Activation roll 
for the next turn is a 5.This would normally allow the 
Platoon Leader to activate, however he must use the 
Company Commanders REP to activate as he is within 
12 and in LOS. 
J R.  NCOS   
Whenever a squad loses its Squad Leader the Jr. NCO 
(non-commissioned officer) assumes command and 
functions as the Leader.  If both the Leader and Jr. NCO(s) 
are either obviously dead or out of the fight the squad 
member with the highest REP will assume command and 
function as a Junior NCO.  Note that the Jr. NCO may 
have a lower REP than one (or more) of the squad 
members.  If a higher Leader (Officer or HQ NCO) is lost 
the senior NCO takes over the platoon and his Jr. NCO 
takes over the group (squad/section/team). 
REPLACI NG LEADERS 
Whenever a group finds itself without a Leader (missing 
both its Leader and Jr. NCOs) the highest REP in the group 
will assume command and function as a Jr. NCO. The 
exemption is that it cannot use the Leader Die.   
STOP!  
Go to page 14 and review the two things that must happen 
to form a group. 
Go to page 1 and review the procedure for passing dice. 
Then review how the Leader Die is used. Lay out a REP 4, 
REP 3 and REP 2 soldier with a REP 4 Leader. The 
following d6 are rolled. 
The Leader scores a 2, 5 and a Leader Die result of 3. 
The REP 4 Soldier scores a 4 and 6. 
The REP 3 soldier scores a 2 and 6. 
The REP 2 soldier scores a 1 and 4. 
How many d6 does each figure pass? 
(1)
 Once you are 
familiar with the process move on to the next section, 
Rules of War. 
(1) The correct answer is they all passed 2d6. 
4 RULES OF WAR 
Now lets go over the rules in the order that you will use 
them during the game.  
TURN SEQUENCE 
FNG is played in turns. Although battles can last an 
unlimited number of turns, each turn follows a strict 
sequence. 
  Before the game begins select 2d6 of different 
colors to use as Activation Dice. 
  Designate one color for the Free World Forces 
and one color for the Communist Forces.   
  Roll the Activation Dice to start each turn. This is 
called rolling for Activation.  With each roll for 
Activation read the dice two ways: individually 
and as a total. 
  If the die scores are doubles check for a Random 
Event (page, 70). Resolve the event then roll for 
Activation again as rolling doubles is not a turn.  
  Reading each die individually: If the die scores 
are not doubles then read each die individually. 
The higher score determines which side will 
activate its groups first. 
  Read the total: If the total rolled is 7, then there is 
a chance for reinforcements for the side that 
rolled the higher score.  See Reinforcements 
(page, 93) for more information. 
  Each sides die score also determines which REP 
or higher of the corresponding side can activate.  
  Only groups with a REP equal to or 
higher than the Activation die roll can be 
activated.   
  Groups on the same side activate from 
the highest to the lowest REP. When 
more than one group share the same REP 
the groups can be moved as the player 
desires. 
Example: A Blue 4 and a Yellow 3 are rolled. The Blue side 
scored higher so this side activates first. Blue can activate 
only groups that are led by a REP 4 or higher Leader.  
Since the Total is "7" Blue's side may also get 
reinforcements since Blue's die roll of 4 is higher. 
  After the first group has completed all its actions, 
and any reactions it may have caused have been 
resolved, the active side is allowed to proceed to 
its next group.  
  After all of one sides groups have been activated, 
the other side can activate one group at a time 
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under the above REP restriction as determined by 
their Activation die score. Continue to do so until 
all groups have been activated and all reactions 
resolved.  
Example: A Blue 4 and a Yellow 3 were rolled. The Blue 
side has finished activating all of its groups it wanted to. It 
is now the Yellow sides turn. Yellow can activate only 
groups that are led by a REP 3 or higher Leader.    
  After both sides have moved all of their eligible 
groups and all reactions have taken place the turn 
is over and Activation dice are rolled again. 
This system will mean that many times lower REP figures 
or groups with a low REP Leader will not be able to move. 
This even includes ground vehicles. This reflects their lack 
of confidence and hesitancy to engage the enemy. It also 
stresses the importance of higher REP Leaders! Don't 
despair as even if you are not active you can react to what 
the enemy is doing. This is called the Reaction System and 
what differentiates Two Hour Wargames from other games. 
Now that you know the turn sequence we will explain the 
rules in the order that they will occur during the game turn. 
Lets start with actions. 
ACTI ONS 
When a character is active it can voluntarily do one of the 
following actions. 
  Move up to full distance. The character can fire at 
any time during its move and continue any 
remaining move after firing. A character can 
always fire once when active, called active fire, 
regardless of any firing called for due to a 
reaction result. 
Example  Pfc. Pink walks around a corner and triggers 
an In Sight Test. Billy and the enemy exchange reaction 
fire. Later Billy continues his move and comes up behind 
an enemy that cannot see him. He decides to take his 
active fire.    
  Stay in place. The character may change the way 
he is facing if desired and/or fire.  
  Charge into melee.    
In addition these other actions can be performed but they 
will take one full turn of uninterrupted Activation to do so. 
If the character is forced to take a Reaction Test during the 
Activation it is considered to be interrupted. 
  Set up a crew served weapon such as a recoilless 
rifle or medium or heavy machine gun. 
  Attempt to disarm or place a booby trap. 
OTHER ACTI ONS 
When active, figures can do the following other actions 
while moving normally, but forfeit their active fire.  
  Pick up dropped weapons.  
  Reload a weapon.  
  Attempt to make a call on a radio (page, 72). 
ORDER OF ACTI VATI ON 
When a side is active it must activate its groups from the 
highest to the lowest REP. When more than one group has 
the same REP the player can choose the order the groups 
will activate.   
MOVEMENT 
There are two types of movement, voluntary, when the 
figure is active, and involuntary when caused by a 
Reaction Test (page, 19). 
NORMAL MOVEMENT 
Normal movement for all infantry figures is 8.  This can 
be modified by the use of Attributes. 
FAST MOVEMENT 
If desired a player may choose to move a group at a faster 
speed than normal. This is called a Fast Move and done in 
the following manner: 
  Move the group their normal movement.  
  Roll one set of 2d6 for the group and apply the 
results each figure's REP individually. 
  The figure is allowed to move an additional 4 
inches for each d6 that is passed.     
Example - A NVA soldier, REP 4, declares his intent to 
Fast Move. He rolls 2d6 and scores a 3 and 5. He passes 
the 1d6 (3) so is allowed to move 4 more inches. Next turn 
he attempts to Fast Move and rolls a 3 and 4. He passes 
2d6 (3&4) so is allowed to move up to 8 more inches. 
A figure that Fast Moves any distance, no matter how 
short, is considered to be fast moving unless it goes prone, 
stops behind cover, declares it has stopped or is forced to 
stop.  
A figure may be considered Fast Moving for Actions and 
Reaction Tests only until its next Activation or until it Fast 
Moves once more. 
A figure that Fast Moved on a previous turn but that cannot 
activate this turn is no longer considered to be fast moving. 
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Example  A group of four figures want to Fast Move. They 
consist of one REP 5 (NCO), two REP 4s, and one REP 3. 
All figures are moved their normal 8" and the Fast Move 
Test is taken. 2d6 are rolled for the group with the results 
being a 5 and a 4. 
The NCO (REP 5) passes 2d6 so moves up to 16". 
The REP 4 figures rolls 1d6 and so may move up to 12". 
The REP 3 figure passes 0d6 so may move up to 8". 
He still counts as Fast Moving. 
Note that sometimes groups can end up strung out when 
they fast move. 
GOI NG PRONE 
Figures can go prone at anytime during their turn.  
  This ends their movement.  
  Makes them slightly more difficult to hit when 
being shot at.  
  May still count concealment and cover.  
  Half of their movement distance is needed to 
regain their feet.    
  Being prone in cover breaks Line of Sight to/from 
the figure.   
Active figures that choose to go prone can still active fire 
and even take In Sight Tests. A figure forced to go prone 
by a reaction result forfeits their active fire. 
CRAWLI NG 
A figure may crawl up to 1/2 their normal movement 
distance per turn, counting as prone. If desired the 
crawling figure make take the Fast Move test but with only 
1d6.   
Crawling movement may be combined with prorated 
upright movement if the upright movement takes place 
after the crawl.   
I NVOLUNTARY 
MOVEMENT  
Figures can be forced into involuntary actions and 
movement due to the results of a Reaction Test.  The 
procedures for taking a Reaction Test will be described 
later. However, the possible involuntary actions and moves 
are as follows. 
DUCK BACK  Move to the nearest cover within 6. This 
can be in any direction, even forward.  If cover is not 
available within 6 then the figure will drop prone in place, 
ending its turn.  If already in cover, the figure remains in 
place, but ducks down or behind this cover to become out 
of sight of the attacker. 
Figures in Duck Back cannot see or be seen by the cause 
of the test, unless they have gone prone in the open and are 
still in LOS. 
RETI RE - The figure has been shaken and does not want to 
continue the mission. Here's what happens when Retire is 
scored: 
  All retiring figures will move to the nearest cover 
within 12 away from the cause of the test, even if 
already in cover. 
  Those that caused this result are allowed a Parting 
Shot, firing at the fleeing figure at full Target 
Rating with the target counting as Fast Moving. 
Parting shots do not cause a Received Fire 
Reaction Test.  
  Once Free World Forces reach cover the figure 
will count as if in Duck Back and will only fire if 
fired upon or melee if charged. Having a valid 
target to fire at is not enough for the retired 
figure to fire. 
  Communist figures that reach cover are removed 
from the table and will not return. 
  If a figure scores a second Retire result in the 
same turn it is forced to leave the table as fast as 
possible away from the enemy. Any figure fired 
upon or charged by enemy is immediately 
removed from the table and considered to be 
Missing in Action (MIA) and are lost.    
STOP!  
Set up two groups of three figures on opposite sides. One 
group is American with a REP 5 NCO, one REP 4 soldier 
and one REP 3 soldier. 
The other group is NVA with a REP 4 NCO, one REP 5 
soldier and one REP 3 soldier. 
Set them up at opposite ends of the table and out of sight of 
each other. 
Roll Activation Dice and move the groups as explained 
previously.  
Try to Fast Move each group. 
When one group comes into sight of the other that group 
will Duck Back. Carry out the Duck back movement. 
Once you are familiar with this process move on to the 
next section, Reaction.  
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REACTI ON 
This section covers the heart of the Two Hour Wargames 
gaming system. While copied to a certain extent by others, 
it's what makes us different. It's called the Reaction 
System. You will love it or you will hate, but it will get a 
reaction out of you! 
Reaction Tests reflect how a character will perform when 
under physical, mental or emotional stress during a 
confrontational situation.    
Figures will take Reaction Tests during the game when 
called upon. Here's a list of the Reaction Tests used in 
FNG.  
  In Sight 
  Received Fire 
  Man Down 
  Cohesion 
  Recover from Knock Down 
All of the tests can be found on the individual Quick 
Reference Sheets (QRS) in the rear of the book. 
MULTI PLE TESTS 
There may be times when a figure qualifies for more than 
one Reaction Test. In these cases one set of 2d6 are rolled 
and the results applied to all the tests with the worse result 
being counted. For an example of how this can occur and 
how it is handled see the Man Down example (page, 22).  
Here are the Reaction Test results from best to worst: 
  Carry On 
  Duck Back 
  Retire 
COMPLETI NG REACTI ONS 
There may be times when a figure is carrying out a 
Reaction Test and may be forced to take another test prior 
to completion of the first. When called on to do this the 
figure immediately takes the second Reaction Test, cannot 
score better than the first result, but can score worse. 
Example - Pfc. Jim Bob Joe takes a Received Fire Test and 
scores a result of Duck Back. Pfc. Joe moves towards 
cover and into the sight of a NVA soldier triggering an In 
Sight Test.  
Both soldiers take the In Sight Test and the NVA soldier 
fires at and misses Pfc. Joe before he has completed his 
Duck Back move. Pfc. Jim Bob Joe cannot fire as he has 
not completed his Duck Back result. Jim Bob Joe takes a 
Received Fire Test and passes 2d6 which would allow him 
to carry on. However, he cannot score better than the Duck 
Back result so must continue his move.  
HOW TO TAKE A REACTION TEST 
Here's how a Reaction Test is taken. 
  Determine which test or tests apply. 
  Determine which figure must take the test.  
  For the Received Fire, Man Down and Recover 
From Knock Down Tests use the following 
procedure. 
  Roll any applicable Leader Die versus the Rep of 
the Leader and determine if it is passed. 
  Next roll 2d6 versus the Rep for each figure 
taking the test and determine how many d6 are 
passed.   
  Add the results of the Leader Die and determine 
how many total d6 the figure has now passed.  
  Carry out the results based on the number of d6 
passed. This will be 3, 2, 1 or 0d6. 
THE REACTI ON TESTS 
Reaction Tests represent immediate unthinking reactions to 
certain events. Here's a real life example. You're in the 
kitchen and grab a pot. It is hot and you immediately let go 
of it. That's a reaction. 
Next you grab a towel and then grab the pot. That's an 
action. Before we take a closer look at each Reaction Test 
let's start with Line of Sight. 
LI NE OF SI GHT  
To shoot something you must first be able to see it. A 
straight line from the shooter to the target is called a Line 
of Sight or LOS. Line of Sight extends across the whole 
table and is blocked only by friendly figures, terrain, 
buildings and sometimes reduced by weather.  
The same applies to Reaction Tests. If you do not have an 
LOS you usually will not have to take the Reaction Test. 
The Cohesion Test (page, 23) is one exception 
  LOS extends 180 degrees along the front facing 
of the figure.  
  In daytime in clear terrain LOS extends the length 
of the table. 
  In nighttime the LOS is reduced to 12. However, 
targets in a well-lit area will count LOS as normal 
for those firing at them. Those in the well-lit area 
are still restricted to 12".  
  LOS can be further reduced by terrain and 
weather conditions. 
I N SI GHT  
Note that this test is taken differently than the others.  
Whenever a figure has an opposing figure enter into its 
LOS, and the opposing figure was not seen previously 
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during this activation phase, both figures take this test. 
Here's how we do it: 
  The In Sight Test is triggered as soon as any 
figure in a moving group comes into sight.  
  Once the test is triggered the moving group is 
allowed to move its figures up to two additional 
inches.  
  The test is the only one that is interactive. Both 
the qualifying active and reactive groups take the 
test at the same time.  
  To qualify the figure must have a LOS to an 
enemy figure.  
I N SI GHT ACTI ON ORDER 
Each qualifying figure starts with 1d6 per point of Rep. 
  Modify this number of d6 by any applicable 
Attribute and Circumstance. 
  There is no maximum number of d6 that can be 
rolled. 
  There is no minimum number of d6 that can be 
rolled and there may be times when the figure 
reaches 0d6. At this time he counts as if scoring 
zero successes.   
  All figures roll their modified d6 total looking for 
successes (score of 1, 2 or 3). 
  Place a d6 with the number of successes scored, 
facing up, and next to the figure. This is for ease 
of play. When the figure resolves their action 
remove the d6. 
  The highest number of successes conducts its 
action first moving down to the last and lowest. 
See the In Sight Resolution Table (page,21) 
  See the Order of Fire section for more info (page, 
31). 
After the In Sight test is completed, figures in the moving 
group that triggered the test can continue their movement 
and active fire if they have not already done so. 
New figures coming into sight, even if from the same 
group will trigger a new In Sight Test.  
In the above picture both sides are out of sight of each other. The 
white side activates.  
The white side moves out from behind the wall. As figure "8" 
enters the sight of at least one enemy the In Sight Test is 
triggered.   
The white side is allowed to move the rest of its figures in the 
group an additional 2". This brings "7" into sight of the enemy.   
All qualifying figures (A, B, C, 7 & 8) will now take the In Sight 
Test. 
I N SI GHT OR NOT 
Figures are always in sight or not.  
A figure is in sight when  
  An enemy figure can trace a line of sight (page, 
30) to that figure. This still applies even if that 
figure is in cover or concealed.    
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A figure is not in sight when-  
  It cannot be seen because of intervening terrain. 
Figures in Duck Back or Retire behind cover fall 
into this category.    
  It cannot be seen due to weather or light 
restrictions.   
Example  Sgt. Billy Pink is inactive and behind a 
building. Minh is on the other side and not in sight. Minh 
is active and moves up to the corner of the building and is 
now seen by Sgt. Billy. Minh is considered to be In Sight 
yet still in cover. Both characters will now take the In Sight 
Test. 
Sgt. Billy is REP 5 so starts with 5d6. He subtracts 1d6 
because Minh is in cover. He rolls 4d6 and scores a 1, 2, 2, 
and 6 for three successes. 
Minh is REP 4 so starts with 4d6. He is active and moved 
so subtracts 1d6. He rolls 3d6 and scores a 2, 3 and 3 for 
three successes. 
As the two have scored the same amount of successes each 
will conduct its action at the same time!  
REP                  IN SIGHT   
      (Looking for successes)  
A score of 1, 2, or 3 is a success 
A score of 4, 5, or 6 is a failure.  
ATTRI BUTE    MOD  
Pointman on Point  +1d6 
Quick Reflexes   +1d6 
Shortsighted  -1d6 
Target is Stealthy  -1d6 
CI RCUMSTANCE  MOD  
Active - Character is active and moved  -1d6 
Concealed - Opponent is concealed.  -1d6 
Ducking Back - Character is Ducking Back 
(1) 
Retiring - Character is Retiring 
(1) 
(1) Ducking Back or Retiring figure cannot fire and will complete 
its reaction instead. 
I N SI GHT ACTI ONS 
Once we know the order that the figures will resolve their 
action we must determine what they will do when it is their 
turn. Here's how this is done: 
  Go to the In Sight Resolution Table. 
  Stars can choose their action when it is their turn. 
  Go down the table from top to bottom, stopping at 
the first circumstance that applies to the character. 
Carry out the action required by that 
circumstance. 
  After the action is completed remove the d6 from 
the figure signifying when it was to act. 
Example - Continuing the previous example Sgt. Billy is 
going to act first. Starting from the top I go down the list. 
He is not outgunned (page, 30), out of range, ammo or 
does not have a ranged weapon. Therefore he counts as 
Otherwise. 
I roll 1d6 versus his REP of 5 and score a 4. He passes 1d6 
and fires. He rolls on the Ranged Combat Table (page, 32) 
and misses. He removes his d6. 
Minh now acts. He does the same thing and also falls into 
the Otherwise category. He rolls 1d6 and scores a 6. He 
passes 0d6 and Ducks Back (page, 18), forfeiting his 
chance to fire. He removes his d6. 
Minh, even though he is in Duck Back must now take the 
Received Fire Test. Remember that if Minh scores a better 
result than Duck Back he must still take the worse result 
(page, 19). 
I N SI GHT RESOLUTI ON TABLE 
WHEN I T'S YOUR TURN 
Stars choose their action  
If outgunned:  
  Duck Back. Sorry but you forfeit your chance to 
respond.  
If out of range, ammo or do not have a ranged weapon:    
  If in range to charge take Charge into Melee Test. 
  If out of range to charge Duck Back. Sorry but 
you forfeit your chance to respond. 
Otherwise: 
  Roll 1d6 versus REP. 
  Pass 1d6 = Fire 
(1)
. 
  Pass 0d6 = Duck Back. 
(1) First round only of In Sight all active shooters count as snap 
firing. 
FORFEI TI NG I N SI GHT ACTI ONS 
Any time during the In Sight sequence one of the 
following occurs the involved figure forfeits its In Sight 
action. 
  If forced to Duck Back. 
  If hit by fire. 
  If involved in a melee. 
ADDI NG CHARACTERS TO ONGOI NG I N SI GHTS 
There may be a time where an In Sight Test is called for 
and all the figures involved roll their d6. As one option 
during an In Sight is for a figure to Charge into Melee its 
movement may take it into sight of a figure that is not 
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involved in the In Sight. In this case the new figure takes 
the In Sight normally and will take action normally 
depending upon how many successes were scored.   
In this picture A, B, C, 7 and 8 are all In Sight and take the test. 
All d6 are rolled and placed next to each figure. Let's assume that 
C does not have a ranged weapon and charges instead. When it 
clears the wall L has a LOS so is allowed to take the In Sight 
Test. If he rolls more successes than C then he would be allowed 
to act before C finished his charge.  If he scores less he would act 
after C in the normal order. 
"I 'M NOT DEAD YET!" 
There will be times when all figures that have taken the In 
Sight Test will have fired, taken their Reaction Tests and 
now both sides have figures still left In Sight. What 
happens now? 
Just continue the turn normally. 
AFTER THE I N SI GHT I S RESOLVED 
After the In Sight sequence has been resolved, i.e. all 
eligible figures have acted, the following Reaction Tests 
are taken, just as they are during the normal turn.  
RECEI VED FI RE  
Stars do not have to roll d6 when taking this test but can 
choose to automatically pass 2d6, 1d6 or 0d6 instead.    
Whenever a figure has been shot at and not hit it will take 
this test. All figures within 4" and LOS of the targeted 
figure will also take the test and react accordingly if 
possible.      
After all In Sight actions have been carried out Figures "A" and 
"B" fired at figure  "8". "C" fired at "7". All of them missed 
causing "7" and "8" to take the Received Fire Test. Even though 
"8" has been shot at by two shooters he will only take one test. 
 "L" is within 4" of "7" so will take the test as well. Leader Die is 
rolled first then each member of the group rolls 2d6, versus their 
Rep. All three pass 2d6 which results in their being able to carry 
on. If the result had been Duck Back all three would have Ducked 
Back.  
MAN DOWN  
Stars do not have to roll d6 when taking this test but can 
choose to automatically pass 2d6, 1d6 or 0d6 instead.    
Any figure within 4 and LOS to a friendly figure that 
suffers a result of Stunned, Out of the Fight, or Obviously 
Dead will take this test.    
In the previous example "A" and "B" fire at "8". "C" fires at "7". 
Let's assume that "8" is hit and goes down while "7" is missed. 
"8" could be Stunned, Out of the Fight, or Obviously Dead, it 
doesnt matter; "8" still goes down. Figures "5", "L" and "7" are 
all within 4" and LOS to "8" so they must take the Man Down 
Test. I roll 1d6 Leader Die. 
"L" , "5" and "7" each roll 2d6 for the test and score a result of 
Duck Back. In addition they take the Received Fire Test, use the 
same dice scores as previously rolled, and take the worse result.  
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COHESI ON TEST 
Stars do not have to roll d6 when taking this test but can 
choose to automatically pass 2d6, 1d6 or 0d6 instead.    
The Cohesion Test is taken differently than all of the other 
Reaction Tests and taken for the following reasons: 
  When any figure in a group calls for it due to a 
Received Fire Test result. 
  When any figure in a group calls for it due to a 
Man Down Test result. 
  When called for by a Charging into Melee result. 
The Cohesion Test is taken by the whole group whether or 
not they were involved in the original Reaction Test. Here's 
how the Cohesion Test is taken: 
  Leader Die is rolled normally. 
  Only one set of 2d6 are rolled for the whole group 
and applied individually to each member taking 
the test.    
Staying with the previous example where figures "5", "L" and "7" 
are all within 4" and LOS to "8" so they must take the Man Down 
Test. Figures "5" and "L" pass 2d6.  
Figure "7" passes 0d6 causing a result of Cohesion Test. All the 
figures in the group, including those that did not take the previous 
Reaction Test ("4") will now take the Cohesion Test.   
I roll 3d6 again; a new Leader Die is rolled plus 2d6 for the 
group and score a 6 for the Leader Die (pass 0d6) and a 3 and 4 
for the other 2d6 which will be applied to the whole group, 
including "4". 
"4" is a REP 3 so passes 1d6. The unit is at half strength, having 
suffered losses previously, so he scores a result of Retire. 
"5" and "7" are REP 4 so pass 2d6 and carry on. 
"L" is REP 5 and passes 2d6 and carries on.     
RECOVER FROM KNOCK DOWN   
Whenever a figure is Knocked Down due to Damage it 
will immediately take this test and carry out the result. 
Note that figures wearing flak jackets will roll 3d6 instead 
of 2d6. This is noted on the QRS.    
Example  Sgt. Jones has been hit by fire and is Knocked 
Down. He is wearing a flak jacket so rolls 3d6 and takes 
the Recover From Knock Down Test passing 1d6. Sgt. 
Jones is now Out of the Fight.    
HEROES ALL 
Whenever double ones (snake eyes) are rolled for any of 
the following Reaction Tests, this means the figure will go 
into hero mode. 
  Received Fire 
  Man Down 
HERO MODE 
This means the figure will always pass 2d6 whenever it 
has to take these tests for the rest of the game. In addition 
he will never count worse than scoring the same number of 
successes as his opponent when taking the Charge into 
Melee Test.  
Which figure? Simply roll 1d6 for each figure and add the 
score to its REP. High total is the hero with ties being 
rolled off.    
Example  Pvt. Charles takes a Man Down test and passes 
2d6 with snake eyes. He is now in hero mode. Later Pvt. 
Charles takes a Received Fire Test and automatically 
passes 2d6. Two turns later he wants to charge and takes 
the Charge into Melee Test. He scores two successes less 
than his opponent but this is modified to score the same 
number. The target fires at full Target Rating and Pvt. 
Charles moves into melee.             
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STATUS AND ACTI ONS 
Here we will explain the terms found on the Reaction Tests 
Table. 
CARRY ON  The figure is in good order and can act and 
react as desired. A figure is considered to be carrying on if 
it is not doing any of the following. 
  Ducked Back 
  Leave the Battlefield 
  Obviously Dead  
  Out of the Fight 
  Retire 
  Stunned  
DUCK BACK  Move to the nearest cover within 6. This 
can be in any direction, even forward.  If cover is not 
available within 6 then the figure will drop prone in place, 
ending its turn.  If already in cover, the figure remains in 
place, but ducks down or behind this cover to become out 
of sight of the attacker. 
Figures in Duck Back cannot see or be seen by the cause 
of the test, unless they have gone prone in the open and are 
still in LOS. 
OBVI OUSLY DEAD  The wound is so severe it is obvious 
that the character is dead. 
OUT OF THE FI GHT  The figure is wounded and cannot 
continue to shoot or engage in melee. Roll 1d6, with a 
result of (1-2) the figure is walking wounded and may 
still move on its own, but at half speed.  A (3-6) result 
means the figure cannot move on its own and must be 
retrieved by others. If contacted by enemy the figure is 
considered to be captured. 
RETI RE - The figure has been shaken and does not want to 
continue the mission. Here's what happens when Retire is 
scored: 
  All retiring figures will Move to the nearest cover 
within 12 away from the cause of the test, even if 
already in cover. 
  Those that caused this result are allowed a Parting 
Shot, firing at the fleeing figure at full Target 
Rating with the target counting as Fast Moving. 
Parting shots do not cause a Received Fire 
Reaction Test.  
  Once Free World Forces reach cover the figure 
will count as if in Duck Back and will only fire if 
fired upon or melee if charged. Having a valid 
target to fire at is not enough for the retired 
figure to fire. 
  Communist figures that reach cover are removed 
from the table and will not return. 
  If a figure scores a second Retire result it is forced 
to leave the table as fast as possible away from 
the enemy. Any figure fired upon or charged by 
enemy is immediately removed from the table and 
considered to be Missing in Action (MIA) and are 
lost.   
STUNNED  Figure may not act or react until having spent 
one full turn of Activation doing nothing. 
STOP!  
Set up two groups of three figures on opposite sides. One 
group is American with a REP 5 NCO, one REP 4 soldier 
and one REP 3 soldier. 
The other group is NVA with a REP 4 NCO, one REP 5 
soldier and one REP 3 soldier. 
Set them up at opposite ends of the table and out of sight of 
each other. 
Roll Activation Dice and move the groups as explained 
previously.  
Try to Fast Move each group. 
When one group comes into sight of the other resolve an In 
Sight Test. Roll 1d6 for each group. The lower score means 
that that group has taken a casualty. If tied then both 
groups took a casualty.  
Have each side take their Reaction Tests. Carry out the 
result. Were there still opposing figures In Sight after the 
first In Sight was taken? Did you take another In Sight, 
continuing until only one side had any figures eligible for 
more In Sights. 
Once you are familiar with this process move on to the 
next section, Ranged Weapons.  
The original cover as it appeared in 2007. 
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RANGED WEAPONS 
There are three ways to inflict damage in FNG.  The first 
way is through ranged weapons fire, the second is through 
melee (hand-to-hand combat), and the third is through area 
fire weapons (i.e. weapons with a blast area such as 
grenades, mortars, artillery, tank guns, etc.).  
Each weapon is defined by type. In some cases weapons 
have been lumped into broader categories. Weapons are 
defined by four characteristics. 
Each weapon is listed on the appropriate weapons table 
found in each army list. 
Type  What they are  
Range  The range listed for every weapon is its effective 
range or the range that the firer feels it has a reasonable 
chance of hitting the target. This range is considerably 
shorter their maximum ranges. 
Targets  The maximum number of d6 rolled when the 
weapon is fired. Each d6 has the potential to do damage to 
a separate target and any or all dice may be applied to one 
or more figures.  Not all the Target dice need be used when 
firing.  Target also defines the arc of fire (spread) of the 
weapon.  
Example  A submachine gun with Target of 3 may fire at 
up to three targets in a 3 spread (arc of fire). 
If the weapon fires a round that explodes, such as a hand 
grenade, the weapon will have a blast circle, centered on 
the nominated spot where it landed.  All targets inside this 
circle will be affected by the blast.   
Impact  The damage a hit from the weapon can do.      
ARC OF FI RE OR SPREAD 
Each weapon has an arc of fire or spread equal to 1 for 
each point of Target Rating it has. The first figure fired at 
defines where the arc of fire begins. All figures in the arc, 
up to the Target Rating, can be hit.    
In the picture above the shooter has a 3 spread, defined by the 
Target Rating of 3. He is allowed to shoot up to 3 targets, one per 
inch of spread if desired.   
LI ST OF WEAPONS  
This is a generic listing for the handguns, submachine 
guns, shotguns, carbines, rifles, and machine guns used by 
the soldiers that took part in combat in Vietnam.   
Please note that not all the participants in the Vietnam War 
are included in FNG.  Some of these nations and other 
pieces of equipment, weapons, etc. will be made available 
in the form of supplements and source books. We have 
made the weapon categories broad to include as many 
weapons as possible. Feel free to pop a weapon into a 
category if it does not appear in these rules. 
SMALL ARMS 
These are the weapons carried by the individual soldier 
and came in a variety of sizes and shapes.  The letters in ( ) 
are the abbreviation used for that weapon.   
Pistols (P) - These weapons were produced in prodigious 
numbers and used by officers and police. They came in a 
wide variety of shapes and sizes, were standard issue or in 
some cases privately purchased. Pistols were used mostly 
by officers or as a backup weapon. Most could be fired 
with one hand.  For American forces, the Colt M1911A1 
.45 Caliber semi-automatic pistol was the most common, 
while the NVA heavily utilized the small Tokarev TT-30 
7.62mm Russian pistol (or Chinese copies). 
Submachine guns (SMG) - Submachine guns were 
produced and used in prodigious numbers by most WW II 
combatant Armed Forces as well as some civilian police. 
Many remained in use for decades after. This class 
includes all full automatic, large capacity, magazine fed, 
short ranged, compact weapons fitted with a permanent, 
removable, folding, or retractable butt stock. Submachine 
guns come in small (~7.62mm), medium (~9mm), and 
large calibers (.45 cal).  In the early years of the conflict 
ARVN forces were equipped with the venerable 
Thompson, which persisted in service with the CIDG into 
1969.  The Communists used Chinese copies of the classic 
Soviet PPsh in several forms, as well as remnant French 
MAT- 49s.      
Bolt-action Rifles and Carbines (BA) - At the start of the 
20
th
 Century these weapons, using a straight pull or turn 
bolt action, were the standard weapons for infantry, 
cavalry, artillery and other troops. These weapons were up 
to 5 long, tipped with up to 20" of bayonet, and weighed 
around eight or nine pounds. Firing a powerful cartridge of 
6.5mm to 8mm caliber, these weapons were usually 
sighted out to a range of 2,000m. Soldiers were slowly and 
painstakingly trained to use these weapons out to a range 
of 1,000m at mass targets.  The problem in the field, of 
course, was spotting an individual at 1000m.  On the other 
hand, they made a good sniper rifle.  Old French and 
Japanese weapons of this type were occasionally fielded 
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by Local Viet Cong forces, though the old Soviet Nagant 
bolt-action rifle was more common.  American forces used 
several types of scoped bolt-action rifles in the sniper role. 
Semi-automatic Rifles (SA)  Most nations had their own 
version of these weapons.  The U. S. provided the ARVN 
and CIDG with WW II M-1 Garand rifles early in the 
1960s, which were large and difficult for the small 
Vietnamese to control. The Main Force Viet Cong and 
NVA units fielded the Soviet SKS.  Both U.S. Army and 
USMC infantry were issued the M-14 rifle until the M-16 
assault rifle became available in 1966, while ANZAC 
forces used the FN designed L1A1 7.62mm NATO SLR. 
Selective Fire Rifles (SF)  Another name for the now 
standard issue assault rifle.  Select fire rifles could fire 
either in semi-automatic mode, or fully automatic mode, 
allowing for many more bullets to be put downrange in a 
very short period of time.  The USMC modified the basic 
M-14 to fire 7.62mm rounds on full automatic, as well as 
providing it with a bipod for better stability.  Renamed the 
M14a1, it became a squad automatic support weapon, 
issued in limited numbers, replacing the BAR from WW II 
which had essentially the same characteristics and the 
same 20 round magazine. It was removed from service 
when the 5.56mm M-16 was rushed into combat.  Dubbed 
the black gun, plastic wonder, or Matty Mattel. The 
M-16 was much lighter than the M-14, its ammunition 
was lighter, allowing more to be carried. Early versions 
suffered from frequent jams due to use of cheaper 
propellant which badly fouled the bolt.  This was alleviated 
by chrome plating the inside of the barrel and adding a 
forward assist to force a dirty bolt closed, allowing the 
weapon to blossom into a very effective system as the 
M16A1.  Opposing it in Communist hands was the rugged 
and now classic 7.62mm AK-47 and Type-56.  The Type-
56 is essentially a Chinese copy of the AK-47, sometimes 
with a folding wire-type stock.   
Semi-Automatic Medium Caliber Carbine (SA) The 
weapon known as the M-2 Carbine uses a weak pistol 
caliber round (.30-cal Carbine), is magazine fed, and fully 
automatic.  Light and easily controlled, it was a favorite of 
Vietnamese and Montagnard people and the main weapon 
of the CIDG for most of the conflict.  It saw service on 
both sides. Those captured early from the ARVN were 
pressed into service by the Viet Cong.  The semi-automatic 
version, the M-1 Carbine, was also available. 
Combat Shotguns (CS) - These weapons are slide action, 
short barrel, tube magazine fed weapons. Though not 
issued for use, many found their way into frontline service.  
Not very effective in the jungles of Vietnam, they were 
nevertheless frequently found in the hands of Pointmen on 
patrol or MPs working in urban areas.  Combat shotguns 
can engage multiple targets as other weapons with the 
following restrictions.  
  At a range of 3 or less they will hit only one 
target, but roll two dice, using the best result. 
  At any range over 3 they will hit a maximum of 
two targets, but roll four dice, using the best two 
results.  
Example  Cpl. Barnes fires a Combat Shotgun at two 
targets. Unfortunately, he is at 2 range and can only hit 
one of them even though the Target Rating is 2. He is 
allowed to roll 2d6 counting the best roll against the 
target.  
MACHI NE GUNS  
These were the killing weapons of WW I and II, and the 
foundation of firepower in more recent times. They came 
in a variety of calibers which were used in different ways.  
For simplicity they have been classified as follows: 
  Light Machine Gun (LMG)  These are fully 
automatic, generally belt fed rifled weapons with 
a bipod for support but also can be fired from the 
waist on a sling while on the move.  These deadly 
weapons are generally crewed by a gunner with 
an assistant, and are easily set up by going prone. 
Included in this group is the U.S. M-60, the 
Soviet pan magazine fed DP1928 and DT LMGs 
and the drum fed RPD.  The U.S. Browning .30 
cal M1919A4 on a tripod and the M1919A6 with 
a bipod and stock are also considered LMG. 
NOTE: When firing from a non-setup position, such as 
from the hip, the user suffers 1 to the weapon Target 
rating as well as a 1 penalty to its REP for all shooting 
rolls. 
  Medium Machine Gun (MMG)  These weapons 
were known as Heavy Machine Guns in WW I 
and WW II. These positional weapons were air or 
water-cooled and either tripod or wheeled 
carriage mounted and used primarily for 
defending positions.  Examples include the 
German 7.92mm Maxim MG08 and Bergmann 
MG10/MG15 sometimes used by Communist 
forces, and the Browning .30-cal M1917 that was 
being phased out by U.S. forces but supplied 
early during the war to South Vietnamese units.  
In FNG these weapons have a crew of three 
soldiers, and cannot be fired unless setup on a 
tripod or carriage.   
  Heavy Machine Gun (HMG)  These weapons 
were used against lightly armored vehicles as well 
as personnel. They are crewed by three soldiers 
and were often found mounted on vehicles as an 
anti-aircraft machinegun.  They were slow firing 
but very effective.  The U.S. weapon was the 
M2HB .50 cal machinegun, while the Soviet 
weapon, the 12.7mm (.51 cal) HMG DShK 1938 
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was often used to shoot down helicopters and 
aircraft.  They may not be fired unless properly 
set up.  
SETTI NG UP MACHI NEGUNS 
Medium and Heavy Machineguns are heavy weapons that 
require a three soldiers or more crew to move the weapon 
around and keep it firing effectively.  Medium and Heavy 
Machineguns need to be mounted on tri-pods or carriages 
in order to fire.  This means that at least one soldier will be 
needed to cart around each part of the weapon.  For 
example, the U.S. .50 cal M2HB HMG needs one soldier 
to carry the gun, one to carry the barrel, and one to carry 
the tripod with more soldiers to carry the ammunition. 
Setting up a Medium or Heavy Machinegun takes a full 
Activation for fully crewed weapons, (two soldiers for 
Light Machineguns, three soldiers for Medium and Heavy 
Machineguns).  During setup, the team may not move, fire, 
or commit any other action, and must be in base-to-base 
contact.  For each crewmember the team is missing or does 
not have, setup will take an additional Activation. 
Light Machineguns with bipods (such as the M-60, RPD 
and DP series) may be setup simply by going prone if fully 
crewed.  If missing a crewmember the gunner instead 
gains an extra d6 to roll on the Hasty Machinegun Setup 
Table below.  If the gunner is in some other position, such 
as behind a wall, in a building, in a trench, etc, the crew 
must spend a full turn setting up as with MMGs or HMGs.  
Light Machineguns may be fired from a non-setup 
position, such as from the hip or while on the move, but 
the user suffers a 1 penalty to its REP for all shooting 
rolls.  The M-14a1 and the BAR are set up if the gunner 
goes prone and may also fire "from the hip" like other 
LMG.  The M-14a1 and BAR have a 1-man gunner crew 
with the "assistant" carrying additional magazines but who 
cannot load the gun. 
Crews fired upon while attempting to set up their weapon 
count as not having a weapon available to return fire on the 
Received Fire Table. 
All fully crewed teams may attempt to hastily set up their 
machinegun, by rolling on the table below.         
2       HASTY MACHINEGUN SETUP   
(Taken vs. REP of the team Leader)  
CI RCUMSTANCE  MODI FI ER 
LMG with bipod going prone and not 
fully crewed. 
+1d6  
#DI CE  
PASSED 
RESULT 
2  The machinegun is ready to fire 
immediately.  
1  The machinegun can fire in reaction.   
0  The machinegun can fire when next active.    
ANTI -TANK WEAPONS 
This category includes any weapon whose primary purpose 
is to defeat tanks. They range from rocket launchers to 
Hand Tossed Anti-Tank Grenades and everything in 
between. 
Recoilless Rifle (RR) - Many if not all nations at this time 
armed their forces with recoilless rifles for anti-tank work.  
Easy to maintain and move, they had the draw-back of an 
immense back blast that could injure or kill anyone caught 
directly behind the weapon when fired.  The shaped-charge 
warheads of most were effective against both hard and soft 
targets and they also fired an effective HE round.  For 
simplicity RRs are grouped into the following three 
classes. 
Note: Weapons of this type have an 8 back blast directly 
behind the shooter that causes an Impact 3 hit to anyone 
within 1 of this line. 
Small Bore RRs  Up to 60mm.  These were soldier 
portable weapons capable of destroying light fortifications 
and armored vehicles, but were mostly ineffective against 
infantry.  The widely used 57mm RR is a prime example. 
Large Bore RRs  Up to 90mm and also a soldier portable 
weapon but just barely.  Many were fired from tripods or 
vehicle mounts, though the 90mm RR used by the USMC 
was shoulder fired.  Mounted 75mm RR were used 
extensively by both sides to great effect, and the 82mm RR 
was occasionally found among the NVA. 
Very Large Bore RRs  These are very large and ungainly 
weapons usually found mounted to fortifications or 
vehicles.  The U.S. 106mm RR (copied by the Communists 
in 107mm) could be jeep or APC mounted, or mounted on 
a tripod. The weapon was capable of penetrating almost 
any bunker or fortification it hit, as well as blowing 
shrapnel over a wide area. 
Bazookas, LAWs and RPGs  Much lighter than their 
larger brethren, easily portable by a soldier and capable of 
dealing with most fortifications and vehicles, these 
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weapons also had a lethal back blast and cannot be fired 
inside a bunker or other building or if a figure is behind the 
weapon.  Like recoilless rifles, these warhead launchers 
relied on shaped-charge munitions, rather than kinetic 
energy like conventional cannon.  They were handy and 
effective, and were just as common as machineguns on the 
Vietnamese battlefield. 
Note: All of the following weapons have an 6 back blast 
directly behind the shooter that causes an Impact 2 hit to 
anyone within 1 of this line. 
Bazooka (BZ)  The M20 Rocket Launcher (aka 
Bazooka), fielded mostly by the USMC, was portable by a 
soldier with a crew of two, single shot and reloadable. 
Bazookas fired a 3.5 shaped charge AT rocket that was 
effective against light and medium fortifications.  
Bazookas may be fired once each turn when fully crewed, 
every other turn if used by one person. 
LAW  The M72 Light Anti-tank Weapon (LAW) is a 
collapsible and disposable single shot weapon intended to 
destroy vehicles.  In Vietnam, its 66mm rocket warhead 
was found to work reasonably well against most bunkers. 
Despite being only marginally accurate and mostly 
ineffective against infantry it was hauled into the field by 
Free World Forces in prodigious quantities.  Once fired, 
the tube was usually broken before being discarded so it 
could not find new life as a booby trap.  A LAW must be 
made ready before firing.  See Readying The 
Grenade/LAW, page, 32). 
Rocket Propelled Grenade (RPG)  RPGs were ubiquitous 
among VC and NVA units.  Firing low velocity rocket 
assisted shaped-charge rounds, the RPG was capable of 
destroying lightly armored vehicles, and damaging or 
destroying tanks.  They were even effective against 
infantry due to the shrapnel caused by the casing of the 
82mm warhead.  Two types of RPG were used during the 
conflict; the early RPG-2, which fired the B-40 rocket 
grenade, and the later RPG-7, which fired the much more 
effective B-41 rocket grenade.  Aside from firing a fin-
stabilized rocket grenade, the RPG-7 also had an optical 
sight and better launch fusing.  They may be fired once per 
turn. 
GRENADES AND OTHER WEAPONS 
This section covers hand grenades and other unique 
weapons such as the flame-thrower, "Molotov cocktail," 
and satchel charges.     
Grenade (GR)  Grenades are all given a 6 range when 
thrown and can engage an unlimited number of targets in a 
5 diameter blast circle. Perfect for clearing out buildings 
and entrenchments the hand grenade has an Impact of 2. 
All factions had access to one or more types of these anti-
personnel grenades.  They are relatively useless against an 
armored vehicle unless it is open topped and can be thrown 
inside the vehicle. 
Note: Grenades used by Communist forces were often 
made in jungle factories and put together with adhoc 
parts, causing a large number of duds.  Whenever a VC or 
NVA soldier throws a grenade, roll an additional d6 if the 
roll to-hit is successful.  If the result is a 5 or 6, the 
grenade is a dud and does not explode. All figures within 
the intended blast circle must still roll a Received Fire Test 
using an OR 2 less than normal. 
Smoke Grenade (SGR)  Commonly carried by Leaders 
and RTOs and used to mark friendly positions, smoke 
grenades come in a variety of colors.  They may also be 
used to block LOS and provide concealment for figures 
within their effect. Here's how they work: 
  Smoke is increased and removed after the 
Activation roll and prior to either side activating 
each turn following the turn the smoke grenade 
was deployed. 
  The first turn when activated, smoke will billow 
out to cover a 5 circle centered on the grenade.  
  The second turn the smoke covered area will 
lengthen to cover an area 5 wide by 10 long, 
with the length oriented to follow the wind, if 
there is any (see Weather later).   
  On the third turn an area 5 wide by 15 long will 
be covered.   
  After the third turn, no more smoke is deployed, 
and the area covered dissipates and is removed 
from play.   
  If there is no wind, the grenade will only cover 
the original 5 circle for all three turns of the 
grenade's effectiveness.  
Overhead foliage may keep smoke from rising.  There is a 
chance (1-3) that the smoke will not rise above the 
branches of a single or double canopy jungle. Triple 
canopy jungle will always prevent the smoke from rising 
above the branches. Smoke that cannot rise above the 
branches cannot be seen from outside of the jungle area.   
Figures within smoke cannot fire or be hit by fire but will 
still take a Received Fire Test. The smoke cloud also 
blocks LOS from one side to the other.   
Rifle Launched Grenades (RGL) - In addition to being 
thrown by hand, grenades can be launched from rifles or 
carbines with an attachment designed for this purpose. The 
range for this is 20.  This sort of weapon became 
increasingly rare as time wore on, due to more modern 
grenade launchers becoming available.  These grenades 
can be Fragmentation or Anti-tank grenades. 
Grenade Launcher (GL)  U.S. forces replaced the rifle 
launched grenades and their special attachments with the 
M-79 grenade launcher starting in 1961.  The blooper, as 
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it was often called due to its sound when fired, looked like 
a single barrel sawn-off shotgun with a very large bore.  It 
was a single shot, reloadable weapon that fired 40mm 
High Explosive fragmentation grenades out to 350m.  
Loaded much like a break-open shotgun, the M-79 was 
capable of firing a variety of rounds including HE and 
buckshot.  Despite looking ungainly, the weapon could be 
loaded and fired quickly with an exceptional user (those 
with the Grenadier Attribute) being able to put two to three 
rounds in the air before the first one fired even landed, 
allowing the weapon to be fired in Reaction as well as 
when Active firing.  Those without this Attribute may only 
fire it once per turn. It fires like a rifle with aimed fire up 
to 150m and using aimed indirect fire from 150m up to 
350m.  The M203 grenade launcher, designed to attach 
under the barrel of an M-16, is much like the M-79 except 
it is more difficult to reload.  Each time the M203 is fired, 
the user must roll on the Ready the Grenade Table (page, 
33).  
Command Detonated Mine (CDM) - The Claymore mine, 
and other CDMs like it, are devastating anti-personnel 
devices capable of obliterating anyone caught in its path of 
destruction. Normally used as an ambush or defensive 
weapon, CDM can be setup by a soldier in one turn of 
uninterrupted Activation, facing a specific direction. The 
CDM can then be detonated from up to 12 away, having a 
4 long Impact 2 back blast similar to RPGs.  When 
detonated, CDM project hundreds of ball bearings into a 
triangular area that is 1 wide at the front of the mine, 8 
deep, and 8 wide at its far end.  Any figures within this 
blast zone take an Impact 3 hit, friend or foe. 
The VC and NVA also used a type of CDM that was a 
large explosive charge, usually placed under a culvert or 
emplaced in the ground next to a road (now called a 
Improvised Explosive Device).  This could be C4 or 
several demolition charges but usually was either a dud 
U.S. 155mm shell or dud U.S. bomb.  The VC/NVA player 
must place these before a game starts (see Booby traps 
page, 65) or one may appear as a Potential Contact (page, 
60) in the course of a game. 
Flame-thrower (FT)  Used against bunkers and tunnels, 
Flame-throwers saw limited use by infantry in Vietnam but 
could often be found with Engineers or mounted on APCs 
and specialized Flame-thrower tanks in armored units 
(covered in Book 2), as well as on some watercraft.  Here's 
how they work. 
  This weapon leaves a path of flame wherever it is 
used that will last until the battle is over. 
  Infantry flame-throwers have a limited range of 
12 and Target Rating of a 3 wide path.  
  Every figure within the 3 wide path is an eligible 
target.  
  Flame-throwers have an Impact of 5 and an APR 
of 5.  
  These weapons may be fired only once per turn.  
There are two special circumstances that affect flame-
throwers in Vietnam. 
  Each time a flame-thrower is fired note the die 
score rolled on the Ranged Combat Table (page, 
32).  If the score is a 1 then the flame-thrower 
has only one shot left. Any other result is ignored. 
  Those attempting to pass through residual flame 
left behind by a flame-thrower attack must roll 
2d6 versus their REP. If they pass 2d6 they may 
move through the flame. Each figure moving 
through the flames must test for damage as 
follows. 
  Roll 2d6 and add the scores. 
  Apply the result to the Ranged to Hit Table (page, 
19) as if the figure had been the target of a flame 
thrower attack. 
Satchel & Demolition Charges (SC)  Large canvas 
covered TNT based explosives used against tanks, 
bunkers, and buildings. This category also includes all 
other similar devices such as sticky bombs, grenade 
clusters, etc. Here's how they work: 
  May be hand-tossed at a range of 3 or less or 
placed directly next to the target.  
  Satchel charges are assumed to already be rigged 
but the charges must be must be readied or 
prepped using the Ready the Grenade Table 
(page, 33). 
  Once readied, the satchel charge will explode 
(Throwing a Grenade, page, 34).  
Note: Communist demo charges are slightly more 
powerful than FWF charges. 
Plastic Explosive (PE) - Plastic explosive is the building 
block of cutting type demolition charges, as well as the 
explosive used in claymore mines.  Sometimes called 
plastique, the U.S. military uses the designation C-4.  It 
comes in 1kg. (2.2 pound) butterstick shaped blocks 
wrapped in heavy plastic. It can be shaped to direct the 
power of the blast and is inert until both heat and pressure 
is applied (such as via a blasting cap). It makes a fast and 
sharp explosion.  PE may be burned to heat rations without 
exploding, unless force is applied, like someone attempting 
to stamp it out. Here's how it works: 
  Plastic explosive has an Impact of 2 and an APR 
of 2 per each block used.  Multiple blocks may be 
added together to make a more forceful explosion. 
  It takes a full turn to rig a PE block/bundle to 
explode in 1 to 4 turns, after which it must be 
must be readied or prepped (Ready the Grenade 
Table, (page, 33).  
  Plastic explosives detonate at the end of the turn 
of which it was rigged to explode. 
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  Plastic explosives may not be thrown, as the 
impact of landing will dislodge the detonators. 
ARMOR PI ERCI NG WEAPONS 
Some infantry weapons are capable of piercing armored 
targets even if they were not designed for that purpose. 
Those that can will have the letters APR (for Armor 
Piercing Rating) and a number attached to it. This is the 
Penetration of the weapon when used against Armor Rated 
targets or targets with a Defensive Value (DV) (page, 41).   
OUTGUNNED RANKI NGS 
When firing, some weapons are perceived to have greater 
firepower than others. This is called the weapons 
Outgunned Ranking (OR).  
  If a target is shot at by a weapon with a higher 
OR than what the target has or if the target cannot 
shoot back due to being out of ammo or out of 
range, then the target is outgunned. The target 
will take the Received Fire Test (page, 22) but 
cannot score a result better than Duck Back 
(page, 18).  
Example  SGT Billy has a submachine gun (OR 3) but is 
out of ammo. He is fired on by Tran who is using a semi-
automatic rifle (OR 2). SGT Billy takes the Received Fire 
Test and passes 2d6. Although SGT Billy has a weapon 
with a better OR than the shooter, as he cannot fire 
because he is out of ammo he instead must duck back.    
Na          OUTGUNNED RANKINGS    
Stars, figures retrieving wounded and chargers are never 
outgunned.   
OUTGUNNED 
RANKI NG 
WEAPON TYPE 
5   
Flame-throwers, Grenades, Grenade 
Launchers, Satchel Charges, and all 
Antitank weapons 
4  HMG, MMG, and LMG 
3  SF, BAR, SMG, and shotguns 
2  Semi-automatic rifles and carbines 
1  Other ranged weapons not listed 
0  
Those that cannot return fire, out of ammo, 
or out of range 
TI GHT AMMO/OUT OF AMMO 
Anytime two or more 1s are rolled when firing a weapon 
it is out of ammo and cannot be fired again until reloaded.  
It takes one turn of Activation to reload the weapon.  
Figures reloading weapons may move but cannot exceed 
their normal movement. 
The weapon is considered out of ammo after all d6 for the 
current firing have been applied. 
Weapons with dedicated loaders who are serving the 
weapon have to have three or more "1s" rolled when firing 
to be out of ammo.  A dedicated loader cannot do anything 
except feed the firing weapon. These include all light 
machineguns, medium machineguns, and heavy 
machineguns.  It specifically excludes the U.S. BAR and 
the U.S. M-14a1.  
Example  Linh fires with a SMG and rolls a 1, 1, and 5. 
He scores one hit with the 5 but the two 1s mean he is 
out of ammo.    
SHOOTI NG 
Shooting a weapon and hand-to-hand combat are distinctly 
different ways of inflicting damage. This is reflected by the 
different game mechanics used in FNG.  
LI NE OF SI GHT  
To shoot something you must first be able to see it. A 
straight line from the shooter to the target is called a Line 
of Sight or LOS. Line of Sight extends across the whole 
table and is blocked only by friendly figures, terrain, 
buildings, and sometimes weather. 
  LOS is to the front of the figure up to a 180 
degree arc. 
  In nighttime the LOS is reduced to 12 in open 
areas, and further reduced in other terrain types 
(page, 44). However, targets in a well-lit area, 
under a flare, or in the beam of a flashlight or 
searchlight will count as normal for LOS for 
those firing at them.  
  LOS during rain is reduced to 24 in open terrain 
and reduced by 1/3 of normal in other terrain 
types. 
  LOS in fog or heavy continuous rain is reduced to 
12 in the daytime and 6 at night in open areas 
and 1/2 the normal sighting distance in other 
terrain types. 
COVER & CONCEALMENT  
Targets in cover and concealment are harder to hit with 
Ranged Fire. What's the difference between cover and 
concealment?  
  Cover reduces the exposed area of the target as in 
being behind a sandbag position. Cover can stop 
bullets. 
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  Concealment reduces the visibility to the target 
such as being in bushes. Concealment cannot stop 
bullets. 
  A target can be in cover, in concealment or in 
both. 
Before the game starts players should agree to which areas 
of the table provide cover and which provide concealment. 
COVER & CONCEALMENT AND LOS 
Cover and concealment does not block LOS to the figures 
within it. It does make them harder to spot and those 
taking an In Sight Test to see them will suffer a -1d6 
penalty.  
Intervening cover or concealment does block LOS if it is 
tall enough. 
ORDER OF FI RE 
Fire is resolved in the following way: 
  All eligible figures take the In Sight Test. Each 
figure rolls 1d6 per level of Rep, modified by any 
applicable circumstances.  
  Determine the number of successes (score of 1, 2 
or 3) rolled by each figure. Those that score zero 
successes cannot fire during this round of In 
Sights. For ease of play place a d6 marker, with 
the number of successes scored, face up next to 
the figure.   
  The highest score will fire first, followed by the 
next highest and continuing to the last or lowest 
figure. Ties will fire simultaneously. 
  Next, all targets of fire are declared in the 
following manner starting with the inactive side. 
  Each figure will target the closet enemy figure 
that has not yet been targeted. Once all figures are 
targeted then return to the closest figure and work 
your way down. 
Example - I have four inactive figures firing at three active 
figures. I start with the closest target and after all of the 
active figures have been targeted I target the closest figure 
a second time.  
  Any active figure targeted by an inactive figure 
will exchange fire with that figure but may target 
additional figures if having sufficient Target 
Rating.  
  If the inactive side has fewer figures than the 
active side, any active figures that have not been 
targeted will fire at the closest untargeted inactive 
figure. 
  Stars can always choose their targets regardless of 
them being targeted or not.  
Example - I have three inactive figures firing at five active 
figures. The inactive figures (A, B and C) target the closest 
active figures 1, 2 and 3. Active figures 4 and 5 target the 
two closest inactive figures (A and B).    
  If a miss occurs remove the d6 marker from the 
shooter and move on to the next shooter. 
  If a hit occurs remove the d6 marker and 
immediately roll on the Ranged Combat Damage 
Table.  
  If the figure is knocked down or worse remove its 
d6 marker. Figures that lose their d6 marker in 
this manner cannot fire this round of In Sights. 
  If the figure is missed due to being in cover do 
not remove its d6 and it is allowed to fire when it 
is its turn. 
  If a figure has targeted an enemy and that enemy 
is hit before it can fire, the figure must still fire at 
the declared target. 
  Continue firing in order.  
  After all firing is complete all figures still 
carrying on will take their Reaction Tests.  
Example - Sgt. Billy Pink (REP 5) and Pvt. Charles (REP 
4) turn a corner triggering an In-Sight Test with Tranh 
(REP 3).  
After all have rolled their In Sight Sgt. Billy will fire first, 
Tranh second and Pvt. Charles will go last.  
Tranh will target first as he is inactive. He targets Sgt. 
Billy. Sgt. Billy and Pvt. Charles declare that they are 
firing at Tranh.  
Sgt. Billy fires first and hits Tranh causing him to go Out of 
the Fight. It is now Tranh's turn to fire but as he was hit he 
cannot. Pvt. Charles must still fire at Tranh. 
APPLYI NG SHOTS 
A figure may fire at up to one target per point of Target 
Rating of the weapon.  
  The shooter may fire at targets more than 1" from 
each other only if he spends one point of Target 
Rating to bridge each 1" gap between targets.         
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In the picture on the left "A" has a SMG with a Target Rating of 
3. As the distance from "1" to "3" is 3", the swath of the SMG, all 
are eligible targets. "A" fires 1d6 at all three targets. 
In the picture on the right "A" has a SMG with a Target Rating of 
3. As the distance from "1" to "3" is 3", the swath of the SMG, all 
are eligible targets. However, as the targets have a gap larger 
than 1" between them; one point of Target Rating must be spent 
for each 1" of gap. Therefore "A" fires 1d6 at target "1", fires 1d6 
to bridge the gap and fires 1d6 at target "3".   
  Before firing the shooter must declare how many 
shots will go onto each target. It is possible for 
one target to have multiple hits. 
  Roll the dice and arrange the dice from the 
highest to the lowest.  
  Apply the dice to the targets as stated prior to 
shooting with the highest d6 on the first target.  
Example  Tranh fires his SMG at Barnes and Nobles. He 
declares to fire 2d6 at the first target, Barnes, and the third 
at Nobles. Tranh rolls 3d6 and scores a 3, 5, and 2. The d6 
are laid out from high to low (5, 3, and 2). The 5 and 3 will 
be applied to Barnes and the 2 is applied to Nobles. 
TARGETI NG 
When firing due to an In Sight Test, figures are targeted as 
previously outlined (Order of Fire, page, 31). However, 
there are two additional targeting rules. They are: 
  When taking an active fire, the shooter may target 
specific figures regardless of proximity. 
  Stars can always choose their target whether 
taking an active fire or due to an In Sight Test. 
SHOOTI NG SEQUENCE 
1 - Shooter rolls 1d6 per each point of weapons Target 
Rating adding each result individually to the shooter's Rep. 
2 - Arrange totals from highest to lowest and apply to 
targets. 
3 - Consult the Ranged Combat Table to determine if 
there's a hit. 
Target        RANGED COMBAT  
(1d6 + Rep)  
A result of two or more ones means out of ammo.  
# RESULT 
6 or less  SHOOTER MI SSED 
7  SHOOTER MI SSED I F 
  Moved fast. 
  Snap firing. 
TARGET WAS MI SSED IF  
  Charging. 
  Concealed. 
  In Cover. 
  Prone. 
  Moved fast. 
  Is second or higher target. 
OTHERWI SE  HI T.  
8  SHOOTER MI SSED I F 
  Moved fast. 
  Snap firing. 
TARGET WAS MI SSED IF  
  In Cover 
  Is third or higher target. 
OTHERWI SE HIT. 
9+ SHOOTER HITS TARGET 
Example - Sgt. Billy REP 5 traces a LOS to two enemy 
figures in cover. He fires 3 rounds from his M-16 declaring 
one round on the first figure and two on the second. Sgt. 
Billy rolls a 3, 4 and 6. The dice are arranged 6, 4, and 3. 
The first die (6) is applied to the first target. The 6 plus 
REP of 5 equals 11 so a hit is scored. The second result is 
a 9 so is a miss. The third result is an 8 so is also a miss. 
DETERMI NI NG DAMAGE   
Each time a figure is hit the shooter must roll on the 
Combat Damage Table. Roll 1d6 and compare the score to 
the Impact of the weapon.  
1                 COMBAT DAMAGE   
 (Read d6 as rolled)  
# RESULT 
1  Target is Obviously Dead.    
Equal to Impact or 
less but not a "1" 
Target is Out of the Fight.  
Greater than Impact  Target is Knocked Down and 
immediately takes Recover From 
Knock Down Test.     
Note that it is possible that a result of hit will be changed 
to a result of miss due to the target being in cover. When 
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this occurs be sure to leave the d6 marker on the target as 
he may still be allowed to act. 
Example  Sgt. Billy has hit Phouc with his M-16.  Sgt. 
Billy rolls 1d6 and scores a 4. This is greater than the 
Impact of 2 so Phouc should be knocked down but as he is 
in cover he is missed. He retains his d6 marker and when it 
is his turn he returns fire. He shoots at Sgt. Billy and 
scores a hit. He rolls a 5 which is greater than the 
weapon's Impact of 3 so knocks Billy down. Sgt. Billy rolls 
to Recover From Knock Down and passes 2d6. Billy is 
Stunned. Phouc now takes a Received Fire Test.   
RECON BY FI RE 
Troops often fire into areas in which they suspect an 
enemy may lurk or more to force them to reveal 
themselves for more direct action than to actually cause 
them damage.  In game terms, Recon by Fire may be used 
by some of a player's troops to force a PEF (page, 60) to 
be revealed, and to just maybe cause a little damage or 
confusion. 
Here's how to Recon by Fire. 
  Select a PEF within twice the LOS distance of the 
unit that will fire.   
  Declare which figures will attempt to Recon by 
Fire. 
  Add together the Target Ratings of all the figures 
firing.  
  Roll a number of d6 equal to the total Target 
Rating of the weapons being fired by the declared 
figures. 
  Count how many sixes were rolled and consult 
the Recon by Fire Table.  
  Figures that fired are Out of Ammo with the 
exception of crew served weapons  which count 
all 1s rolled towards being Out Of Ammo (page, 
30).  
 TR             RECON BY FIRE   
(Compared to the PEF REP)  
#Sixes Rolled  Result 
Equal or less 
than the PEF 
REP 
PEF is not resolved. Continue play 
normally.  
More than the 
PEF REP     
PEF resolved. If troops they will 
immediately take the Received Fire Test. 
In addition, each six more then PEF 
REP counts as a hit on a random figure. 
Roll Damage normally. 
 Example- 1st Squad is moving in single canopy jungle 
and has a PEF marker that is 12 away. The player decides 
to Recon by Fire.  
The player selects three soldiers with M-16s to fire, 
totaling 12d6 being rolled, and resulting in five 6s being 
scored. 
The PEF has a REP of 4 so the player scored 1 more six 
than the REP of the PEF. Looking on the Recon by Fire 
Table means the PEF is immediately resolved. If troops are 
placed there is a chance of one possible casualty.  The PEF 
will now take a Received Fire Test and Man Down Test if 
there is a casualty. All troops that fired at the PEF are now 
Out Of Ammo, and must spend their next Activation 
reloading. 
THROWI NG GRENADES AND 
READYI NG LAWS  
A figure can only throw one grenade per turn. But before 
the figure may throw it the character must ready or prepare 
the grenade. LAW rockets are quick to deploy, but the 
strain of combat can lead to mistakes.  Just like grenades, 
LAWs must be readied using the same procedure.  This 
table must also be used for using rifle grenades.  
Note that LAW rockets and rifle grenades use the Ranged 
Combat Table when firing. 
 Here's how we do it: 
  Roll 2d6 versus the REP of the active character 
and consult the Ready Grenade/LAW Table. 
2           READY THE GRENADE   
(Taken vs. Rep)  
#D6 
PASSED 
RESULT 
2  Grenade is readied and can immediately be 
tossed.  
1  Grenade is not readied but can be tossed in 
reaction or when next active.  
0  Grenade is not readied but can be tossed 
when next active.   
Grenades can be thrown up to 6. Here's how it is done: 
  Nominate the spot the grenade is to land. 
  Roll 2d6 versus the throwers REP. 
Count the number of d6 passed and consult the Throwing a 
Grenade Table.     
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2        THROWING A GRENADE   
(Taken vs. Rep)  
#D6 
PASSED 
RESULT 
2  Grenade lands on the nominated spot. Center 
the blast circle on the nominated spot and 
check for damage.    
1    If the thrower cannot see the nominated 
spot, such as behind cover or 
concealment, the grenade misses. The 
explosion causes the target to take a 
Received Fire test.   
  If the thrower can see the nominated 
spot or the grenade is being dropped 
over a wall, rolled into a doorway, or 
similar, it lands on the nominated spot. 
Center the blast circle on the nominated 
spot and check for damage.    
0  Oops! Grenade is dropped at the feet of the 
thrower. Center the blast circle on the 
nominated spot and check for damage.   All 
within the blast circle must roll their Rep or 
less on 1d6 to drop prone and escape 
damage.   
Example  Tan decides to toss a grenade at Sgt. Billy who 
is in cover. He is aiming for a spot beyond the cover that 
he cannot see, effectively throwing blind. He rolls 2d6 
versus his REP of 4 and scores a 3 and a 6. He has passed 
1d6 and misses but still must roll the dud test (page, 13). 
He scores a 3 so the grenade was good. Billy takes the 
Received Fire Test and passes 2d6 but must duck back as 
the grenade outguns his M-16. Nguyen now runs up to the 
wall and drops a grenade over it. Nguyen also passes 1d6 
but as he is dropping it over the wall and not throwing it 
the grenade hits.  As Nguyen is using Communist grenades, 
he must roll the additional 1d6 to test for a dud, and rolls a 
3.  The dud test is passed and the grenade explodes.   Billy 
now tests for damage. 
HI TTI NG WI TH A BLAST CI RCLE 
WEAPON  
Any weapon with a Target of a "circle" is a blast circle 
weapon. Once the blast circle weapon has hit/landed on the 
nominated spot, the player will center a blast circle 
template on it. Any figure inside the template, including 
friendly figures as well as the thrower, is a potential 
casualty and consults the Damage Table.    
PROTECTI ON FROM COVER 
As mentioned previously cover can stop a bullet. It also 
may stop the effects of a blast circle weapon. Here's how 
we do it: 
  Figures in the blast circle with cover between 
them and the center of the blast circle may have 
their damage reduced. 
  If the cover has a Defensive Value (page, 41) 
equal or greater than the Impact of the blast 
weapon the figure will Duck Back.  
  If the cover has a Defensive Value less than the 
Impact of the blast weapon then damage is carried 
out normally. 
 Example  Smith nominated a spot outside the building 
and tossed the grenade. It landed on target and those 
outside were hit but some potential targets were inside. The 
building had DV of 3, while the grenade has Impact of only 
2 - so those inside with cover between them and the 
nominated target point would be stunned. 
 WHOS GOT THE GRENADE? 
This rule eliminates the need for bookkeeping where 
grenades are concerned. So long as grenades are available 
to that force, whenever a figure needs to use a grenade, it 
is assumed to have one. It is not necessary to keep track of 
where the grenades are on an individual basis. Yes, its 
fudging but it makes the game move more quickly!  
STOP! 
Before going any farther take two sides of two figures each 
and do the following: 
Place them 6" from each other. 
Give them a variety of weapons. 
Roll an In Sight Test. 
Resolve the firing. 
Take any Received Fire or Man Down Tests and continue 
to resolve In Sights until one side cannot fire any more. 
Roll Recover From Knock Down Tests as needed. 
Attempt to throw a grenade at least once. 
When you're done move on to the Melee Section.       
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MELEE 
When figures come into contact they can enter into melee 
(hand-to-hand combat). Melee is the last resort of the 
desperate! 
MELEE WEAPONS  
There are four types of weapons used in melee. They are:   
Unarmed   -1d6 
Improvised weapon  0d6 
Hand-held bayonet or knife    +1d6 
Rifle mounted bayonet   +2d6  
  Unarmed - This is what is used by unarmed 
characters. This weapon has a -1d6 modifier when 
rolling on the Melee Combat Table (page, 37).  
  I mprovised Weapon - This is what is used when a 
character uses a non-weapon physical item as a 
weapon. Let's say a branch for example. This 
weapon has a 0d6 modifier when rolling on the 
Melee Combat Table.  
  Hand-held knife or bayonet  Just like it sounds. 
This weapon has a +1d6 modifier when rolling on 
the Melee Combat Table.  
  Rifle Mounted Bayonet  This also includes a 
machete or two-handed engineering tool. This 
weapon has a +2d6 modifier when rolling on the 
Melee Combat Table.                
CHARGI NG I NTO MELEE TEST 
The only way to enter melee is via the Charging into 
Melee Test. The test taken when a figure, whether active or 
inactive, want to come into contact to melee an enemy.  
HOW TO CHARGE I NTO MELEE 
Here's how the Charge into Melee Test is taken:   
  When an active figure has LOS to a target and 
enough movement to contact it, even if it 
requiring a successful Fast Move, it can attempt 
to charge. If it takes a Fast Move and comes up 
short it cannot melee and the In Sight Test is 
taken instead. 
  Chargers can declare a charge at anytime during 
their turn even if the target of the charge was out 
of LOS at the start of the charger's turn. When the 
group moves into LOS instead of triggering an In 
Sight Test it can declare the intent to charge. 
Move the group an additional 2" before the test is 
taken. 
  Declare which figures are charging which targets. 
  If being charged by more than one figure the 
target figure rolls one set of dice and applies the 
results against all of the figures that are charging 
it. The target will take the worse result. 
  All figures take the Charging into Melee Test 
(page, 35) at the same time.   
  Each figure starts with 2d6 and adds or subtracts 
d6 as circumstances and modifiers apply.  
  All figures roll the modified total of d6 and 
compare the scores against their Rep. 
  Determine how many d6 are passed for each 
figure.  
  Compare the number of d6 passed by the charger 
to the target. 
  Carry out the results on the Charge Resolution 
Table.     
Note that the only Reaction Test that is taken when a 
charge is declared and when rolling on the Charging into 
Melee Table is the Cohesion Test and this is taken only if 
directed by a Charge into Melee result.         
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2             CHARGING INTO MELEE 
(Taken versus Rep)   
ATTRI BUTE  MODI FI ER 
Brawler  +1d6 
Coward  -1d6 
Nerves of Steel  +1d6 
Poser  -1d6 
Tough  +1d6 
Wuss  -1d6 
CI RCUMSTANCE  MODI FI ER 
Target in cover  +1d6 
Target charged to flank  -1d6 
Target charged to rear  -2d6 
Outnumbered 3:1 or more  -1d6 
CHARGE RESOLUTI ON TABLE 
#D6 PASSED  CHARGER  TARGET 
3+ more 
than 
opponent 
Target takes 
Cohesion Test. 
Charger moves into 
melee. If target 
leaves the battlefield 
then occupy the 
vacated spot and 
take Parting Shot  
Target fires at Full 
Target Rating.   
Charger takes 
Cohesion Test. 
2 more than 
opponent 
Target may not fire. 
Charger moves into 
melee 
Target fires at Full 
Target Rating.  
Charger moves 
into melee. 
1 more than 
opponent  
Target fires one shot. 
Charger moves into 
melee.  
Target fires at Full 
Target Rating.  
Charger moves 
into melee.  
Same as 
opponent 
Target fires at Full 
Target Rating.  
Charger moves into 
melee.    
Target fires at Full 
Target Rating.  
Charger moves 
into melee.           
CHARGI NG I NTO MELEE EXAMPLE 
Here's a detailed example of how the Charging into Melee 
Test is carried out.  
The white side starts their turn out of sight of the black 
side.   
The white side activates and "8" and "L" move into sight. Here's 
the scene after they have moved the additional 2" allowed. The In 
Sight Test is taken. The In Sight action order is "8", A, B, then 
"L". Targets are declared with "8" charging A and "L" charging 
B. "8" goes first and "8" and A take the Charge into Melee Test.    
Each figure starts with 2d6 and adds and subtracts modifiers 
based on circumstances.  After the number of d6 are determined 
each figure rolls against their Rep.  
"8" passes 2d6 more than "A". Looking on the Charge into Melee 
Table (page, 35) we see that "A" cannot fire. "L" moves into 
contact and a melee is immediately resolved. After it is resolved A 
has defeated "8". It is now A's turn to act but they have forfeited 
their action because they have been involved in melee. It is now 
B's turn to act and he fires at "L" and misses. "L" now gets to act 
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and continues his charge. "L" and B now take the Charge into 
Melee Test.  
MELEE COMBAT 
Any figure that passes the Charge into Melee Test and 
comes into contact will now go into melee. Line up the 
charging figures in contact with the target figures. Now it's 
time to melee.  
  Each figure starts with 1d6 for each point of Rep.    
  Add or subtract d6 based on Melee Weapon, 
Attribute or Circumstance. 
  Each figure rolls its modified total of d6 counting 
all successes (scores of 1, 2 or 3). 
  If one figure has scored more successes than the 
other it has scored a hit and its opponent has been 
knocked to the ground. The winner scores one 
Impact Point for each success more it has rolled 
than the loser. 
  If a hit is scored the winner now rolls1d6 on the 
Damage Table with the cover modifier for rolling 
2, 4, or 6 not being counted. 
  If both figures score the same number of 
successes they are evenly matched and will 
remain in melee.   
Rep            Melee Combat  
(Looking for successes)  
A score of 1, 2, or 3 is a success 
A score of 4, 5, or 6 is a failure.  
MELEE WEAPON    MOD   
Unarmed   -1d6 
Improvised weapon  0d6 
Hand-held bayonet or knife    +1d6 
Rifle mounted bayonet   +2d6 
ATTRI BUTE  MOD 
Brawler   +1d6 
Knifeman using hand-held bayonet or 
knife 
+1d6 
Slight  -1d6 
Wuss  -1d6 
CI RCUMSTANCE  MOD 
Attacked From Behind - if the figure 
is attacked in the back by an opponent 
-2d6 
Evenly Matched - If scored a result of 
evenly matched this turn during a 
melee.   
-1d6 
Prone - The character is prone and in 
melee 
-2d6 
#                 MELEE RESULTS 
 (Comparing successes)    
#
SUCCESSES 
RESULT  
Score more 
than 
opponent 
Enemy knocked down. Roll 1d6 on Combat 
Damage Table. Count one Impact point for each 
success more than opponent. Cover is not 
counted. 
Score same 
as opponent 
Evenly matched. Remain in melee and when 
next active may fight another round of melee or 
break off. 
If the attacked by another opponent while 
evenly matched will count a -1d6 in the melee. 
Example - Pvt. Charles (REP 4) is in melee with Tranh 
(REP 3).  
Pvt. Charles starts with 4d6 for Rep and adds the 
following modifiers: 2d6 for Rifle Mounted Bayonet and 
+1d6 for being a Brawler. He will roll 7d6 and scores a 1, 
2, 2, 3, 5, 5, and 5 for 4 successes (scores of 1, 2 or 3). 
Tranh starts with 3d6 for Rep and adds the following 
modifiers: +1d6 for a Hand-Held Knife and -1d6 for being 
Slight. He will roll 3d6 and scores a 1, 4 and 5 for 1 
success (scores of 1, 2 or 3). 
Pvt. Charles has scored three more successes so has won 
the melee and will count an Impact of 3. 
Charles now rolls 1d6, scores a 2 and checks the Damage 
Table. As the result is Equal to Impact or less but not a "1" 
Tranh goes Out of the Fight. Note that the cover modifier 
for rolling a 2, 4, or 6, does not apply when in melee.   
MULTI -FI GURE MELEE 
Up to four figures may melee one figure. This is done by 
contacting the figure with two figures to its front facing 
and two figures to its rear facing. Here's how the melee 
takes place: 
  Only one figure at a time can attack.  
  Stars may choose when they will take their turn to 
melee.   
  The charger decides in which order the figures 
will attack. 
  The attacking and defending figures conduct a 
round of melee. 
  If the defender lose the melee it rolls on the 
Recover From Knock Down Table before the next 
melee is resolved. 
  Melees continue until all have fought..   
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Example - Sgt. Billy Pink (REP 5) is in melee with two 
figures to his front. Sgt. Billy and the first figure fight a 
round of melee and score a result of Evenly Matched. The 
next figure attacks and he and Sgt. Billy will fight a round 
of melee with Sgt. Billy counting a -1d6 for already being 
Evenly Matched with the first figure.  
STOP! 
Before going any farther take two figures and do the 
following: 
Place them 6" from each other. 
Give them different melee weapons. 
Take a Charge into Melee Test. 
Resolve a melee. 
Do this a second time then add one figure to one side. 
Take a Charge into Melee Test. 
Resolve a multi-figure melee. 
When you're done move on to the Breaking Off Melee 
Section.   
BREAKI NG OFF MELEE 
Anytime a Star that is still in melee, from a result of 
Evenly Matched, becomes active it may choose to end the 
melee by moving at least 1 away from the enemy. It can 
do this unless blocked by terrain such as when having their 
back to a wall. Once the melee is broken off both sides 
take the In Sight Test. This could result in one or more 
sides being fired upon.  
GRUNTS BREAKI NG OFF MELEE 
Anytime a Grunt that is still in melee, from a result of 
Evenly Matched, becomes active it must test to see if it 
will choose to end the melee by moving at least 1 away 
from the enemy. It can do this unless blocked by terrain 
such as when having their back to a wall. Once the melee 
is broken off both sides take the In Sight Test. This could 
result in one or more sides being fired upon. 
 Here's how we do it: 
  The Grunt rolls 1d6 versus its Rep. 
  If it passes 1d6 it remains in melee. 
  If it passes 0d6 it breaks off the melee and moves 
1d6 inches away.   
Example - Pvt. Charles (REP 4) and Chou (REP 5) are in 
melee having scored a result of "Evenly Matched". Chou 
activates first and must check to see if he continues the 
melee. Chou rolls 1d6 and scores a 6, breaking off the 
melee. Chou moves 3" away towards cover and triggers an 
In-Sight Test as soon as he is 1" away. Chou has scored 
more successes in the In Sight Test so finishes his Duck 
Back move. If Charles had scored more successes he would 
have fired before Chou finished his move. 
DAMAGE FROM FI RE OR MELEE  
There are three stages of damage in FNG. They are, in 
order of severity from least to most: 
  Stunned. 
  Out of the Fight 
  Obviously Dead 
STUNNED 
Figure is knocked to the ground and may not act or react 
until having spent one full turn of activation doing nothing.  
OUT OF THE FI GHT 
The figure has taken a potentially fatal wound and cannot 
continue the battle. There is a chance (1-2) that he is able 
to move at half normal speed on his own (walking 
wounded). Otherwise he cannot move on his own and must 
be retrieved by others.   
OBVI OUSLY DEAD  
The figure has taken damage that is so severe it is obvious 
that the figure is dead. 
AUTO-KI LL OR CAPTURE 
If an active figure comes into contact with a Stunned or 
Out of the Fight figure he can choose to automatically 
dispatch the figure or capture him. If captured the figure 
must be guarded by at least one armed figure or 
immobilized. Each armed figure can guard up to six enemy 
figures.   
RETRI EVI NG WOUNDED 
Retrieving wounded soldiers and evacuating them off of 
the battlefield for treatment was a hallmark of the Vietnam 
War, especially on the Free World Forces' side.  
Helicopters could be called in to carry a wounded soldier 
to a hospital unit, greatly increasing the likelihood that he 
would survive his injuries. Players can attempt to recover 
their wounded during the mission. Here's how to retrieve a 
wounded character: 
  Figure moves adjacent to the wounded figure.  
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  Figure picks up wounded figure and reduces 
current movement by 2". 
  Figures can fire weapons when retrieving 
wounded figures but will count as Snap Firing. 
  Figures charged while retrieving wounded will 
drop the wounded. Stars can choose to keep the 
wounded but will melee at a -2d6.   
  Those retrieving wounded are never outgunned.  
MEDI CS 
We now introduce those unsung heroes of every war, the 
medic. These are characters with limited medical training 
but their presence on the field can be the difference 
between life and death. Here are some special rules for 
Medics:  
  Medics are created using the appropriate army 
list.  
  They always count as retrieving wounded when 
they come under fire. 
  They will only defend themselves in melee if 
charged. 
APPLYI NG FI RST AI D 
Normally when a figure receives a result of Out of the 
Fight it is out for the balance of the game. But if a medic 
can reach the fallen figure he may apply medical 
assistance. This will take one full turn of uninterrupted 
activation and can be done on the next activation. The test 
is taken only once per victim. Here's how it is done: 
  Roll 1d6 versus the REP of the Medic. 
  Roll 1d6 versus the REP of the Out of the Fight 
character.  
  Count the number of passed d6 and consult the 
First Aid Table.  
1/1                       FIRST AID     
(Taken vs. Rep of the Medic and the victim)  
#D6 
PASSED 
RESULT 
2  Just a flesh wound.  Figure will immediately 
return to the fight at normal REP. 
1  Figure has lost one point of REP for the 
remainder of the battle but will immediately 
return to the fight. 
0  Figure remains Out of the Fight.    
Example - Sgt. Billy Pink (REP 5) takes an Out of the 
Fight result.  Medic Phil (REP 4) activates and comes into 
contact with Sgt. Billy. On the following turn of activation 
he can attempt First Aid. He spends a full turn of 
uninterrupted First Aid working on Billy. If he were 
interrupted he would have to start all over.  
The player rolls 1d6 versus Medic Phil's REP of 4 and 
scores a 5. 
He then rolls 1d6 versus Sgt. Billy's REP of 5 and scores a 
3. 
The player has passed 1d6 so Billy returns to the fight but 
at REP 4. Three VC now activate and trigger an In Sight 
Test. Billy is allowed to react and take the test. 
MEDI C AVAI LABI LI TY 
Each platoon has one Medic. When the full platoon is not 
on the table there is a chance that the Medic is. Here's how 
we do it: 
  Roll 1d6 for the first squad on the table. On a 
score of 1 or 2 the Medic is attached to that 
squad. 
  When two squads are on the table roll 1d6. On a 
score of 1, 2, 3, or 4, the Medic is attached to one 
of the squads at random. 
  When the rest of the platoon arrives on the table 
the Medic will arrive as well if he is not already 
on the table. 
WOUNDED WAY STATI ON 
Players may choose to leave or group their wounded in one 
place protected by at least one non-wounded figure. This 
can be used instead of carrying them with the unit. 
EVACUATI NG THE WOUNDED 
There are two ways to evacuate your wounded from the 
battle field. Physically move them off the table through 
your table edge or have them removed by helicopter or 
other vehicle.           
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AFTER THE BATTLE 
Ideally players will form their squad and use them in a 
campaign setting. When you do you must see what 
happens to your Out of the Fight characters.  
At the end of the battle, troops Out of the Fight (OOF) or 
Retired that are within 6 of your troops/side or were 
recovered will use the After the Battle Recovery Table.  
Otherwise the enemy captures them and they are 
considered to be Missing in Action (MIA). 
Stars are always recovered by their own side. 
AFTER THE BATTLE RECOVERY TEST 
Each recovered Out of the Fight figure will use the After 
the Battle Recovery Test. Here's how we do it: 
  Roll 2d6 vs. the REP of each figure that went Out 
of the Fight. 
  Determine how many d6 were passed and consult 
the After the Battle Recovery Table.  
2          AFTER THE BATTLE RECOVERY     
(Taken vs. current Rep of the figure)  
A score of "6" is an automatic failure  
CI RCUMSTANCE  RESULT 
Evacuated by foot or vehicle  +1 to REP 
Evacuated by Medevac helicopter  +2 to REP   
#D6 
PASSED 
RESULT 
2  Figure recovers to normal REP and stays 
with the squad.  
1  Figure recovers at -1 to REP. Returns to 
squad as a Replacement after 1/2d6 Missions.      
0  Figure either dies from wounds or is returned 
home.  
STOP! 
Before going any farther take two figures, both REP 4, and 
do the following: 
Place them in melee. Roll for each to Break Off the Melee 
and resolve it. This may require an In Sight Test to be 
taken. 
Now pick one figure as being Out of the Fight. 
The other figure is the Medic. Apply First Aid. 
Resolve an Out of the Fight figure on the After the Battle 
Table. 
When you've finished you've learned all the rules for a 
basic infantry battle. Now move on to playing with 
Buildings.  
5 BUI LDI NGS  
This section also includes other man-made structures. 
Buildings vary both in size and the materials that they are 
made from.  
BUI LDI NG SI ZE  
Buildings come in different sizes with the larger ones 
being composed of more than one area. For game purposes 
we need to divide buildings into areas of roughly 6x6 
(for 25-36mm figures). Roughly because if your 
building is 6x8 or even 8x8 there is no need to call it 
more than one area, unless you want the added detail.  
COLLAPSI NG AREAS 
Additional floors above or below the ground floor areas 
will also count as additional areas. 
As noted on the Building Penetration Table found in the 
QRS a hit from an APR weapon can have a catastrophic 
effect on a building area.  
  If an area collapses and it has another area above 
it there is a chance (1-3) that this area will also 
collapse. Occupants in the area below are 
automatically Obviously Dead.  Those inside the 
upper area take the Recover from Knock Down 
Test.   
  When all areas of one level of a building have 
collapsed, all areas above will collapse as well. 
Collapsing multi-story brick, masonry, stone or concrete 
(but not thatch or wood) buildings that have a floor 
collapse have the following effects: 
  The floor immediately under a collapsed section 
is considered rubble/rough terrain.  
  Intact floors below this will remain intact.  
Example: A basement under a collapsed second floor 
remains intact while the first floor becomes rubble. The 
rubble covers the footprint of the collapsed area.    
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ENTERI NG AND EXI TI NG BUI LDI NGS   
Figures may enter or exit a building through a door or 
window. 
  Going through a door is at a 2" movement 
reduction. 
  Going through a window ends their movement. 
MOVEMENT AND COVER I NSI DE 
BUI LDI NGS 
Here's how figures move inside buildings: 
  Movement inside buildings is at normal speed. 
  Moving figures count as if in concealment while 
stationary figures count as if in cover. 
  Moving up or down one level can be done at a 
reduction of half movement at appropriate 
locations such as stairs, ladders, or holes to 
another level.  
BUI LDI NG DEFENSI VE VALUES 
A building has a Defensive Value (DV) based upon the 
materials it is made of and the method of its construction. 
Here are the structures used in FNG: 
  Bunker  Earthen bunker reinforced with 
sandbags or wood and with overhead cover would 
be DV 5. 
  Concrete  Typical basement walls or stone 
walled building. These structures have a DV of 4. 
  Concrete/steel structure The rare major 
reinforced bunker such as an underground 
command center with DV of 10.  
  Dirt berm Typical mounds of packed dirt found 
around quickly built bases and often topped with 
sandbags, these thick barriers have a DV of 6.  An 
emplaced gun or mortar pit will have a dirt berm 
with sandbag covering around it to protect the 
weapon with a slit trench for cover for the crew. 
  Frame structure  Made of wood or lightweight 
materials providing a DV of 1. 
  Hooch  A hut constructed of bamboo and fronds 
or grass, it offers concealment but no cover 
whatsoever so has a DV of 0. Collapsing this type 
of structure will only result in Obviously Dead 
occupants if they roll 1d6 versus their Rep and 
pass 0d6. A collapsed building of this type does 
not create rubble but its concealment properties 
remain. 
  Log bunker  The typically encountered VC and 
NVA jungle bunker made of logs and dirt with a 
DV of 4.  
  Masonry buildings  Brick type house or 
structure providing a DV of 3. 
  Sandbagged position  These have a DV of 2.  
FI RI NG AT BUI LDI NGS - APR  
Only APR rated weapons can damage buildings. Here's 
how we do it: 
  The shooter specifies what area of the building he 
is aiming at. Remember this is a 6" section and 
could be the whole building or a part of it. 
  If firing a weapon with a Target number higher 
than 1, all shots are considered to hit the same 
building area unless specifically spread out by the 
player, with each shot after the first suffering a 
single (non cumulative) 1 to REP penalty.  
  Next roll 2d6 versus the REP of the shooter and 
check the Building Target Table.   
2            BUILDING TARGET 
Taken vs. REP of the shooter  
CI RCUMSTANCE  MODI FI ER 
Firing at target over 48" away  -1 to REP  
#
D6PASSED 
RESULT 
2   
Hit: 
  Roll on Building Penetration Table. 
1           
If shooter Fast Moved: 
   Miss. Target ignores fire. 
If target is a bunker: 
  Miss. Target ignores fire. 
If firing at a building with multiple areas: 
  Hit next closest area at random. 
Target takes Received Fire Test.  
Otherwise: 
  Hit. Roll on Building Penetration 
Table. 
0  
Miss: 
  Target ignores fire. 
DAMAGI NG BUI LDI NGS 
When a building area has been hit by an APR weapon it 
may suffer damage. Here's how we do it: 
  Start with the APR of the weapon. 
  Subtract the Defensive Value of the affected area. 
  Determine the difference and consult the Building 
Penetration Table.   
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2           BUILDING PENETRATION   
(APR - DV)  
#DI CE 
PASSED 
RESULT 
2  
Building area under fire collapses and all 
inside are obviously dead.    
1   
Round causes havoc.  All inside building 
area take the Recover from Knock Down 
Test. 
0  
Round does not penetrate. Occupants of 
building take the Received Fire Test.  
Example- SGT Reese (REP 4) fires a LAW (APR 5) at an 
old French Colonial brick storefront (DV 3) to try and 
blast out some NVA hidden within.  The building has two 
floors, and Reese chooses to fire at the upper floor.  His 
Building Target roll results in passing 1d6, with the LAW 
hitting the bottom floor.  The APR of the Law is 5. The 
Defensive Value of the building is 3. The difference is 2. 
Reese rolls 2d6 versus the target number of 3 and scores a 
1 and 4.  The round penetrates the building causing all the 
occupants to take a Recover From Knock Down Test but 
the building is still intact. 
FI RI NG AT BUI LDI NGS - NON - APR  
It is possible to fire at a building with a non-APR weapon 
if it has an Impact higher than the DV of the building. 
Here's how we do it: 
  The shooter may or may not know that there are 
actually targets inside the building. 
  The shooter specifies an area to fire and rolls on 
the Ranged Combat Table normally. Only a score 
of 10 or greater results in a hit on a target at 
random. 
  Damage is rolled for each hit being sure to 
subtract the DV from the Impact to arrive at a 
new Impact. 
  Be sure to count any "ones" for running out of 
ammo! 
Example- Three NVA are inside a makeshift structure that 
serves as a bar (DV 1).  SFC Garcia (REP 5) fires his M-
16 (Impact 2) and scores a hit.  Damage is tested for 
versus an Impact of 1, due to the buildings DV of 1 
reducing the Impact by 1.     
EXPLOSI ONS WI THI N BUI LDI NGS 
Being enclosed spaces, buildings have a tendency to focus 
the blast effect of explosives, making them much more 
dangerous.  Anytime an explosion occurs within a building 
area, such as from a grenade, the Impact is increased by 
one. 
BUNKERS 
Bunkers are engineered fighting positions designed to 
provide the most protection for the occupant as well as 
maximizing his defensive posture. Bunkers are often 
interconnected with trenches or tunnels as well as covered 
by other fighting positions. Here's how bunkers work: 
  Bunkers will always have an entrance on the 
opposite of its front facing. 
  It may (1-3) have a tunnel entrance inside. 
  The security provided by a bunker allows for its 
occupants to roll 3d6 instead of 2d6 when taking 
the Received Fire Test. Communist bunkers can 
hold 1/2d6 figures. 
  FWF bunkers are large enough for up to four 
figures. 
  Figures inside bunkers have their LOS and firing 
arc reduced to 90 out of any opening or 
aperture. 
  Bunkers provide protection from any blast effects 
weapon (other than flame-throwers) that land 
outside as long as the Impact is not greater than 
the DV.   
  The Outgunned Rating of blast circle weapons 
that miss count as 2 less when considering 
Reaction Tests for troops in bunkers. 
DAMAGI NG BUNKERS 
Hitting a bunker with an Impact higher than its Defensive 
Value is handled like hitting a building. What if you do not 
have an APR capable of penetrating the bunker? You can 
fire at it with weapons that cannot penetrate but could 
suppress the occupants. 
SUPPRESSI NG BUNKERS  
When you try to suppress a bunker you are trying to get 
the shooters on the inside to duck back from the apertures 
so they can no longer fire out. Instead of using the normal 
small arms fire rules we substitute the following 
procedures when attempting to suppress structures: 
  Declare the targeted bunker and all figures firing 
at it. 
  Roll In Sight for all involved. 
  Only those figures able to fire before the bunker 
occupants may attempt to suppress the bunker. 
Those in the firing order behind the bunker 
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occupants count as having fired, but do not roll 
dice. 
  The figures attempting to suppress the bunker 
each roll a number of d6 equal to their weapons 
Target Rating. Explosive weapons count as 5d6. 
  Count all successes (scores of 1, 2 or 3). 
  Compare the total number of successes to the DV 
of the bunker. 
  If the number of successes is less than the DV of 
the bunker there is no effect. 
  If the total number of successes exceeds the DV 
of the bunker then the occupants roll on the 
Bunker Suppression Table versus their average 
REP, rounded up, and immediately carryout the 
results. 
  This procedure can also be used against other 
structures as well. 
2               BUNKER SUPPRESSION  
(Taken vs. the average Rep of the occupants, rounded up)  
#D6 
PASSED 
RESULT  
2  Carry on. The occupants are not suppressed. 
1  If at least twice as many successes were scored 
than the Defensive Value of the bunker: 
  Suppressed. Occupants may not react or 
fire until they are next active. 
Otherwise: 
  Carry on but at a -1 REP for next 
activation. 
0  Suppressed. The occupants may not react or fire 
until they are next active.  
Example- A pair of VC with an average REP of 3 are firing 
from a log bunker that has a DV of 4.  I declare that I want 
to use 6 troops with M-16s to attempt to suppress the 
bunker, and an In Sight test is rolled for both sides.  The 
VC both score 2, while my troops score 5, 4, 3, 2, 1, and 1.  
Only the troops that scored 5, 4, and 3 are able to actually 
fire, as those that scored 2 or 1 are would either act at the 
same time or after the bunker occupants.  Those not 
actually firing still count as having fired. 
I roll 12d6 for the M-16s, scoring 6 successes, which is 
more than the DV of 4 of the bunker.  The VC roll 1d6 
versus their average REP of 3 and pass 1d6.  Since the 6 
successes I scored are not twice as much as the DV of 4 the 
VC will act at 1 REP until their next activation.    
CLEARI NG OUT THE BUNKER 
Once you have the bunker suppressed it's easy to take it 
out. Just run up to the aperture and drop in a grenade. 
BURNI NG DOWN BUI LDI NGS 
Many of the structures in Southeast Asia are made of very 
flammable materials, such as palm, grass thatch, and 
bamboo.  FWF were often called upon to destroy enemy or 
abandoned structures of various types during the course of 
operations, usually by burning them down. Intentionally 
igniting a flammable building (which would include 
masonry and brick buildings, but not concrete ones) is a 
simple process. Here's how we do it:  
  All soldiers are considered to be carrying a lighter 
or matches or something that can start fires. 
  A figure must declare he is attempting to ignite a 
fire while being in contact with the structure. 
  It takes a full turn of uninterrupted Activation per 
DV of the structure to start the fire in one 6x6" 
area of the structure.  
  If it is a normal rain then increase the DV of the 
structure by one when attempting to burn it down. 
  If it is a monsoon rain then increase the DV of the 
structure by three when attempting to burn it 
down. 
  More than one figure at a time may attempt to 
start a fire in the same structure, combining their 
work to shorten the time it takes to start the fire 
by one turn of Activation per added figure but 
never less than one full turn of Activation. 
Once the structure is burning use the following procedure: 
  Once the fire is burning it will reduce the DV of 
the structure by one point for each turn of 
activation.   
  When the DV is reduced to zero all adjacent 
building sections will then catch on fire. 
  Anyone caught in a building reduced to zero DV 
is Obviously Dead. 
Individuals caught in a burning structure must test to see if 
they remain inside or flee the structure. Here's how we do 
it: 
  When active roll 2d6 versus the REP of the 
figure. 
  Determine how many d6 are passed. 
  Consult the In a Fire Table.        
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2                     IN A FIRE   
(Taken vs. the average Rep of the occupants)  
#D6 
PASSED 
RESULT  
2  Leave if the structure is at DV 1. Otherwise carry 
one.   
1  Leave if the structure is at DV 1 or half of its 
original DV. Otherwise carry one.   
0  Figure suffers damage as if hit by an Impact 3 
weapon. If Stunned count as Out of the Fight. 
Those recovered will count a -1d6 penalty when 
taking the After the Battle Recovery Test. 
Burning structures create smoke while they burn using the 
same rules as smoke grenades (page, 44), with the 
exception that the smoke does not have a chance of going 
away.  Structures burn until reduced to DV 0.  
STOP! 
Before we go any farther, let's destroy some buildings. 
You have come across a concrete building with three VC 
inside. What is its DV? What is the minimum APR that 
will allow you to roll on the Building Penetration Table? 
You have a squad of ten men with M-16s and one soldier 
with an M-20 Rocket Launcher.  Use the M-16s to 
suppress the building and the M-20 to knock it out. 
If your Rep 4 M-20 soldier fired and scored a result of 1 
and 6 with the M-20 on the Building Penetration Table 
what happened? 
Now move on to the section on Terrain.            
6 TERRAI N  
The country of South Vietnam had some of the most 
incredible scenery, as well as an amazing variety of 
different terrain types.  You may encounter everything 
from the shifting sand dunes and pine trees of the northern 
coast and palm-choked swamps of the southern delta to 
savannah-like grasslands and jungle-covered hillsides.  It 
wasnt all just a carpet of green! 
Terrain plays a major part in movement and how a battle 
may unfold.  Some terrain types offer excellent cover, but 
are difficult to move through, while others are reasonably 
clear.   
The Free World Forces divided the country info four 
command zones, called Corps Tactical Zones (CTZ), or 
just Corps for short.  In FNG each CTZ is further 
divided into Areas of Operation (AO) which represent the 
general areas that combat commonly occurred. The Corps 
and their Areas of Operation are: 
  I  Corps: DMZ, Coastal and Interior. 
  I I  Corps: Coastal, Interior and Highlands. 
  I I I  Corps: Coastal, Interior, Highlands Free Fire 
Zone, and Swamp. 
  I V Corps: Swamp, Interior, and Free Fire Zone. 
The terrain on the table will be determined by the Corps 
that you choose to play (page, 53). 
SETTI NG UP THE TABLE 
The first thing you must do is to divide your table into six 
equal parts, called sectors.   
  On a 5x3 table (an average kitchen table) you 
will have two rows of three sectors, each being 
roughly 1-6x1-7. 
  On an 8'x4' (normal plywood sheet) or 8'x5' 
(normal convention table made from two 8'x30" 
tables) you will need larger sectors, and may wish 
to adjust base game length to compensate for the 
larger area. 
Below is a diagram of table 5' long x 3' wide. 
S
h
o
r
t 
s
i
d
e 
Long side 
1  2  3 
4  5  6  
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Terrain may now be placed.  There are several ways to do 
this.   
  The first is to just place terrain as you want to, 
whether based on a map or on a whim.   
  Another is for each player to take turns placing a 
bit of terrain rolled from the random tables below.   
  Finally, there is the random method, where the 
table is broken down into 6x6 areas (small 
table) or 1'x1' areas (large table). Roll 1d6 for 
each section sequentially on the Terrain Generator 
Table for the appropriate Corps.  
2      TERRAIN GENERATOR - I CORPS 
(2d6 added together)  
# DMZ (1)  COASTAL (3)  I NTERI OR (2) 
2  
Double canopy 
jungle 
River  Triple canopy 
jungle 
3  
Rough  Road 
(1)
  Double canopy 
jungle 
4  
Scrub  Single canopy 
jungle 
Forest 
5  Scrub  Clear  Scrub 
(2) 
6  Clear  Scrub  Rice paddy 
7  Elephant grass  Rice paddy  Rice paddy 
8  Craters 
(1)
  Forest  Hill 
(4) (3)   
9  
Single canopy 
jungle 
Forest  River 
10  Bamboo  Sand dunes  Bamboo 
11  Hill 
(4) (3) 
   Hill 
(4)
  Craters 
(1) (3)   
12  Craters 
(1) (3) 
   Swamp  Hill 
(4) 
(3) 
(1)This terrain is laid on top of another type of terrain such as a 
crater in Elephant Grass. Roll again for the type of terrain that is 
underneath. 
 (2) Will be inside a Marsh during rainy season.  
(3) Will be muddy during the monsoon season. 
(4)This terrain is laid under another type of terrain such as a 
wooded hill. Roll again for the type of terrain that is on top of it.          
2      TERRAIN GENERATOR - II CORPS 
(2d6 added together)  
# COASTAL (3)  I NTERI OR (2)  HI GHLANDS (1) 
2  
Road
(1)
  Single canopy 
jungle 
Road 
(1) (3)   
3  
River  Double canopy 
jungle 
Elephant grass 
4  
Forest  River  Triple canopy 
jungle 
5  Swamp  Elephant grass  Hill 
(4) (3)   
6  
Rice paddy  Rice paddy  Double canopy 
jungle 
7  
Bamboo  Double canopy 
jungle 
Hill 
(4) (3)   
8  
Clear  Rice paddy  Double canopy 
jungle 
9 
Double canopy 
jungle 
Scrub 
(2)
  Hill 
(4) (3)   
10 
Single canopy 
jungle 
Hill 
(4) (3) 
   Triple canopy 
jungle 
11  Rice paddy  Bamboo  Clear 
12  Hill 
(4)
  Clear  Marsh 
(4) 
(1)This terrain is laid on top of another type of terrain such as a 
crater in Elephant Grass. Roll again for the type of terrain that is 
underneath. 
 (2) Will be inside a Marsh during rainy season.  
(3) Will be muddy during the monsoon season. 
(4)This terrain is laid under another type of terrain such as a 
wooded hill. Roll again for the type of terrain that is on top of it.  
2       TERRAIN GENERATOR - III CORPS - #1 
(2d6 added together)  
# COASTAL (3)  I NTERI OR (3)  HI GHLANDS (1) 
2  Hill 
(4)
  River  Forest 
3  Scrub  Swamp  Scrub 
4  Bamboo  Hill 
(4)
  River 
5  
Rice paddy  Double canopy 
jungle 
Bamboo 
6  Forest  Forest 
(2)
  Hill 
(4) (3)   
7  
Double canopy 
jungle 
Rice paddy  Double canopy 
jungle 
8  
Forest  Scrub  Triple canopy 
jungle  
9  Marsh 
(4)
  Clear  Hill 
(4) (3)   
10  Bamboo  Rice paddy  Elephant grass 
11  
River  Hill 
(4)
  Triple canopy 
jungle 
12  
Hill 
(4)
  Bamboo  Triple canopy 
jungle 
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(1)This terrain is laid on top of another type of terrain such as a 
crater in Elephant Grass. Roll again for the type of terrain that is 
underneath. 
 (2) Will be inside a Marsh during rainy season.  
(3) Will be muddy during the monsoon season. 
(4)This terrain is laid under another type of terrain such as a 
wooded hill. Roll again for the type of terrain that is on top of it.  
 2       TERRAIN GENERATOR - III CORPS - #2 
(2d6 added together)  
# FREE FI RE ZONE (0)  SWAMP (1) 
2  Rice paddy  River 
3  Bamboo  Bamboo 
4  Hill 
(3)
  Scrub 
(2) 
5  Craters 
(1)
  Rice paddy 
6  Double canopy jungle  Swamp 
7  Scrub 
(2)
  Double canopy jungle 
8  Double canopy jungle  Swamp 
9  Forest  River 
10  Double canopy forest  Swamp 
11  Termite mounds 
(1)
   Bamboo 
12  River  Scrub 
(2) 
(1)This terrain is laid on top of another type of terrain such as a 
crater in Elephant Grass. Roll again for the type of terrain that is 
underneath. 
(2) Substitute a River during the rainy season, rather than 
originally rolled terrain type. 
(3)This terrain is laid under another type of terrain such as a 
wooded hill. Roll again for the type of terrain that is on top of it.  
2       TERRAIN GENERATOR - IV CORPS  
(2d6 added together)  
# SWAMP (2)  I NTERI OR (1)  FREE FI RE ZONE (0) 
2  River  River  River 
3  Swamp  Road 
(1) (3) 
   Hill 
(1) 
4  Bamboo  Rough  Swamp 
5  Rice paddy  Hill 
(4)
  Swamp 
6  Rice paddy 
(3)
  Rice paddy  Rice paddy 
7  Swamp  Swamp  Bamboo 
8  Rice paddy  Rice paddy  Scrub 
(2)     
9  
Double canopy 
jungle 
(2) 
Clear  Swamp 
10  
River  River  Double canopy 
jungle 
(2)     
11  
Scrub 
(2)   
   Bamboo  Single canopy jungle 
12  
Swamp  Double canopy 
jungle 
Swamp 
(1)This terrain is laid on top of another type of terrain such as a 
crater in Elephant Grass. Roll again for the type of terrain that is 
underneath. 
 (2) Will be inside a Marsh during rainy season.  
(3) Substitute a River during the rainy season, rather than 
originally rolled terrain type. 
(4)This terrain is laid under another type of terrain such as a 
wooded hill. Roll again for the type of terrain that is on top of it. 
WHAT ABOUT BUI LDI NGS? 
A quick look on the Terrain Generators shows that there 
aren't any buildings listed. But you do have a chance of 
buildings on your table and here's how we do it: 
  After you have set your terrain on the table roll 
1d6 for each section on the table. 
  If the result is equal or less than the number in 
parenthesis (called the Population Value) next to 
the Area of Operation there is a building present 
in that section. 
  After all sections have been rolled move any 
isolated (in non-adjacent sections) buildings into 
a section that already has one or more buildings. 
Example - My platoon is part of II Corps and my next 
Mission is in the Highlands (1). I roll 6d6, one for each 
section and scores 3 ones, equal or less than the number in 
parenthesis next to the Highlands. I have three buildings 
located in sections 1, 3 and 4. I move the building from 
section 3 into section 1, rolled randomly.   
BUI LDI NG TYPES 
The type of buildings found in the area will be hooches 
(grass huts) pig pens, sheds, and similar. When structures 
are present there is a chance that there will also be civilians 
present. Here's how we find out: 
  Roll 1d6. 
  If the result is equal or less than the number in 
parenthesis (called the Population Value) next to 
the Area of Operation there are civilians present. 
See the section on Civilians (page, 55).  
WHAT TYPE OF TERRAI N PI ECES? 
In this section we cover the types of terrain you will fight 
your battles over. This will cover a general description of 
the terrain and what effect it may have on your figures. For 
ideas on terrain and buildings I would suggest viewing 
movies of the appropriate genre.      
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Depending upon the size of your section the size of the 
terrain piece will vary but it is best if it covers the whole 
section. The boundary of the terrain area should be easy to 
distinguish. A piece of felt works well for this purpose. 
Trees, rocks, scrub, etc. can be overlaid over the felt, with 
the edge of the felt outlining the terrain boundaries.  
It is also possible to blend terrain, such as a wooded hill. 
No matter what, make the terrain work for you with 
whatever you have.  
Bamboo: Stands of bamboo are found throughout 
Vietnam, and provide a ready source of building material, 
as well as good concealment.  Nearly impossible to move 
through quietly due to dried leaves and fallen shoots, 
bamboo is a tangle of verticals and leaf clumps that 
sometimes have to be crawled through, rather than cut 
through.  Resilient and dense, bamboo has the following 
effects: 
  Reduces foot movement by half. 
  Provides concealment from the ground and air, 
but not cover. 
  Reduces LOS to 8 in the day and 6 at night. 
  Increases the Impact of blast circle weapons by 1 
due to splintering. 
Bomb craters: Often found or created on the battlefield, 
these loose-dirt holes can become a source of both 
protection and a deathtrap at the same time. When called 
for there will 1/2d6 craters placed randomly in the table 
section starting in the center. Bomb craters vary in size 
based upon the weapon that made it. To determine the size 
of the crater roll 1d6 and consult the Crater Size Table. All 
of the craters will be the same size. 
1                            CRATER SIZE  
(Read the score as rolled)  
# CRATER SI ZE 
1  3" diameter artillery crater. 
2  6" diameter small (500 lb) bomb crater. 
3  6" diameter small (500 lb) bomb crater. 
4  
8" diameter large (750 lb) bomb or large (16" 
battleship) naval cannon crater. 
5  
8" diameter large (750 lb) bomb or large (16" 
battleship) naval cannon crater. 
6  12" diameter huge (1000 lb+) bomb crater. 
Bomb craters have the following effects: 
  Reduce movement by half. 
  Count as cover for figures inside the crater when 
at the edge/lip of the crater. 
  Figures over 1" away from the edge are 
considered out of LOS from those outside of the 
crater and cannot be hit by small arms fire, unless 
the enemy figure outside the crater is at the 
edge/lip shooting into the crater. 
  Figures within a crater, whether at the edge or 
center, count as being in clear terrain for blast 
circle attacks that center anywhere within the 
crater. 
Clear: Open, empty area without any possible cover or 
concealment.  This could be a meadow, soccer field, or the 
cleared area along the side of a main road or other sparsely 
vegetated area.  There are no movement or LOS 
restrictions for Clear terrain.   
Elephant Grass: A sharp-edged menace found throughout 
the country, elephant grass can grow to over 10 tall and 
create a stifling wall of green.  Elephant grass has the 
following effects: 
  Foot movement is reduced by a quarter. 
  LOS is 4 at all times. 
  Figures within elephant grass count as in 
concealment, but not cover from the ground, and 
as in clear terrain from the air. 
  Figures at the edge can see beyond and be seen 
from outside.  Once inside the grass 1" away from 
the edge, they cannot see or be seen from outside 
the grass. 
Forest: Includes pinewoods, plantations, and orchards.  
There is little undergrowth due to poor soil or constant 
human tending.  Forest has the following effects: 
  Movement is not reduced through these areas.  
  Visibility between figures inside these terrain 
features is limited to 18 in the daytime and 9 at 
night.  LOS in orchards/plantations is 36 along 
cleared rows, but only 18 across rows. 
  Those at the edge of these terrain features count 
as in cover and can see out and be seen from 
outside the area. Those 4 or farther inside from 
the edge cannot be seen by anyone outside over 
12 from the edge (6 at night). 
  Figures count as within cover from the ground 
and air, but are never fully concealed due to the 
lack of any undergrowth. 
Note: Abandoned plantations that are no longer being 
worked, which are the vast majority of them, count as 
single canopy jungle. 
Hill:  Hills are elevations that slope down in two directions 
and block line of sight between figures that are on opposite 
sides of its center or ridgeline. A hill is assumed to be from 
12' to 30 higher than flat land.  Multiple levels increase 
the height of the hill. 
Hills are an auxiliary terrain type, in that another terrain 
type is laid over the top of it. Roll again for the terrain type 
they are a part of, placing both and counting only the 
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worse case attributes of both. Hills have the following 
effects: 
  Movement up a hill is at a 1/4 speed reduction. 
  Figures within 1" of the crest of the hill can see 
and be seen and are considered to be in cover 
from direct fire from those on the opposite side. 
I mpassable: Base of inaccessible mountains or sheer cliff 
side or pure muck. Impassable terrain has the following 
effect: 
  Movement allowed only on a road and at a 
quarter of normal movement.    
J ungle: There are three types of jungle:  
  Single canopy. 
  Double canopy. 
  Triple canopy.   
It is not important how you represent the different types on 
the gaming table, as long as they are noticeably different as 
each has a different game effect as below. 
Single Canopy Jungle  as the name implies, single canopy 
jungle has only one layer of treetops, which allows a lot of 
light to penetrate to the jungle floor.  Because of this there 
is a ton of tangled undergrowth, making movement 
difficult and visual distances short.  Single canopy jungle 
has the following effects: 
  Foot movement is reduced to quarter speed 
through these areas.  
  Visibility between figures inside these terrain 
features is limited to 6 in the daytime and at 
night. 
  Those at the edge of single canopy jungle count 
as in cover and fully concealed, and can see out 
and be seen from outside the jungle area. Those 
1 or farther inside from the edge cannot be seen 
from anyone outside due to the heavy 
undergrowth. 
  Figures within single canopy jungle count as in 
both cover and concealment from the ground, as 
well as in cover from blast circle attacks. 
  Figures within single canopy jungle count as fully 
concealed from the air for ranged combat and 
spotting purposes. 
Double Canopy Jungle  double canopy jungle is the stuff 
of every soldier and explorers' nightmares.  It has two 
distinct layers of canopy foliage, which allows some light 
to penetrate to the jungle floor, but not much.  It is the 
most common type of jungle in Vietnam.  Due to heavy 
shadows, double canopy is the most difficult type of jungle 
to see into from above.  Double canopy jungle has the 
following effects: 
  Foot movement is reduced to half speed through 
these areas.  
  Visibility between figures inside these terrain 
features is limited to 8 in the daytime and 6 at 
night. 
  Those at the edge of double canopy jungle count 
as in cover and can see out and be seen from 
outside the area. Those 1 or farther inside from 
the edge cannot be seen from anyone outside the 
jungle due to the heavy undergrowth. 
  Figures within count as in both cover and 
concealment from the ground and the air. 
Triple Canopy Jungle  triple canopy jungle has many 
layers of canopy foliage, which all seems to weave 
together to form an almost solid top.  Almost no light 
penetrates to the jungle floor, creating a dark and humid 
atmosphere of rot where there is never a breeze.  Because 
of this there is almost no undergrowth.  Triple canopy 
jungle has the following effects: 
  Foot movement is not reduced, unless it is on a 
slope.  
  Visibility between figures inside these terrain 
features is limited to 12 in the daytime and 9 at 
night. 
  Those at the edge of triple canopy jungle count as 
in cover and can see out and be seen from outside 
the jungle area. Those 4 or farther inside from 
the edge cannot be seen from anyone outside the 
jungle due to the heavy shadows and tree trunks. 
  Figures within triple canopy jungle count as in 
cover from the ground but not as concealed. 
  Figures within triple canopy jungle cannot be 
seen from the air, except from hovering 
helicopters within 2.  
Marsh: Essentially a quagmire of wet and muddy ground, 
marshes can be found in any terrain other than sand dunes 
or on hills.   
Marsh is an auxiliary terrain type, in that another terrain 
type is laid over the top of it. Roll again for the terrain type 
they are a part of, placing both and counting only the 
worse case attributes of both. If a hill or sand dunes is 
rolled, there will be no Marsh. Marsh has the following 
effects: 
  Reduce foot movement by half. 
  Marshes do not provide cover or concealment. 
  LOS is reduced to 24 in the day, and 12 at 
night. 
Example- A marsh is rolled on a Terrain Table.  A second 
roll shows that it is grouped with elephant grass, creating 
an area where foot movement is reduced by half, LOS is 4 
at all times, and counts as concealment from the ground 
but not the air. 
Mud:  Certain terrain types become a slurry of mud when 
exposed to extended periods of rain, such as during the 
monsoon season.  These terrain types are noted on the 
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random tables in the Missions section.  Note that some 
terrain types become mud in some regions, but not others.  
Marsh has the following effects: 
  Normal movement is halved. 
  Fast moving is not possible. 
Rice Paddies: Perhaps the most iconic of Vietnam terrain, 
rice paddies are (mostly) rectilinear fields separated by 
thick raised earthen dikes that are easily traversed when 
dry.  Paddies are encountered either full of water, or 
completely dried out, depending on the season.  Paddies 
have the following effects: 
  Reduce movement by half when flooded. 
  Count as open terrain when dry. 
  Dikes provide cover and concealment from fire 
and observation across a dike to figures in the 
paddy touching the dike but no cover or 
concealment for figures or vehicles on the dike. 
  The fields count as concealment for prone figures, 
but not figures standing, unless near harvest 
season (determined by players before game) 
where the crops are considered tall grass. 
River/Stream/Canal: Especially prevalent in the delta 
region, blue lines may occur just about anywhere. Here's 
how we handle Rivers and the like. 
  When a river is called for in one section it will 
run the length of the board from one table edge to 
the opposite edge through adjacent sections if 
need be but it will go around or between hills.  
  Rivers run along and around a hill even if that 
means it will change its direction.  
  Rivers run either from west to east (1-2), east to 
west (3), south to north (4) or north to south (5-6) 
through the center of each section.  
  If there are roads on the table that cross the river 
then they will do so at a ford.  Bridges are only 
encountered based on a scenario.  
  If there is no road and no bridge on the river it 
must be forded or swum across.  See Crossing 
Water (page, 49).   
  Canals and streams are 4 + 1d6" wide. 
  Rivers are 8 + 1d6 wide.   
  Figures in a river or canal or on a river bank count 
as in cover from figures outside the river, unless 
those enemy figures are on the banks themselves 
or have LOS to, down, or from the river. 
WATER DEPTH  
There are three waters depths. They are: 
  Depth 1- The water is less than knee deep and 
does not cause any penalties while crossing, and 
counts as open terrain. Figures may attempt to 
Fast Move through the water normally. 
  Depth 2 - The water is over waist deep and slows 
regular movement by half. You may still use 
weapons while wading through the water. You 
may decide to swim (page, 49) instead of wading 
at a rate of 6 per turn though you may not use 
weapons while doing so. Figures may attempt to 
Fast Move through the water but using only 1d6.   
  Depth 3 - The water is considered to be very deep 
and can only be crossed by swimming. 
CURRENT SPEED 
The current speed is a measure of how fast the water is 
flowing. The higher the speed the harder it is to cross the 
water. Current speed is used in the following ways: 
  It is subtracted from the REP when taking the 
Swimming Test (page, 50).  
  It is the distance in inches any figure swimming 
across will be carried downstream by the current 
each turn, whether they pass their Swimming Test 
or not. 
CROSSI NG WATER 
Crossing the numerous murky rivers and canals of Vietnam 
can be a time consuming and exhausting affair, especially 
if the water is deeper than a person is tall or it is flowing 
fast. If there are no easy crossing points, such as a bridge 
or ford, the only option may be to swim or wade across. 
Before you can cross the river you must know two things 
about the river: 
  Its water depth. 
  Its current speed. 
As most rivers and canals are silted and murky, the 
condition can only be discovered by someone entering the 
water.  Here's how you do it: 
  Move the figure 3" into the water. 
  Roll 1/2d6 twice. 
  The first result is the water depth. 
  The second result is the current speed. 
Once a single figure discovers the speed of the water it 
applies for the whole body of water for the whole Mission.  
Once a single figure discovers the depth of the water it 
only applies 12" up and down stream. Any figure moving 
outside of this area must check for depth for the next 12". 
SWI MMI NG 
At the beginning of each turn of Activation figures in 
Depth 3 water must, and those in Depth 2 water may, 
attempt to swim. Here's how we do it: 
  Start with the REP of the swimmer. 
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  Subtract the current speed of the water from the 
swimmer's REP. 
  Roll 2d6 versus this modified REP and consult 
the Swimming Table. 
  Carry out the results based on the number of d6 
that are passed.  
2                   SWIMMING  
(Taken vs. Rep less current speed of the water)  
#D6 
PASSED 
RESULT  
2  No Problems. The figure may swim up to 6". 
1  If having reached this result previously during this 
swimming attempt the figure counts as if passed 
0d6. Otherwise  
Slight Trouble. The figure begins to founder 
slightly but may swim up to 3".   
Figures in Slight Trouble count a -1 to their 
REP if involved in melee this turn.    
0  Big Trouble. The figure is in danger of drowning. 
He does not move this turn and must pass 2d6 
when next rolling on this table or be reached by 
another figure next turn, or he will drown at the end 
of that turn. 
COMBAT WHI LE SWI MMI NG 
Figures that are swimming may not fire weapons or throw 
grenades. They can engage in melee combat counting a 
minus one to their Rep if fighting those on shore.  
  Any figure put Out of the Fight will drown in two 
turns if not aided.  
  Any figure Knocked Down will automatically be 
in Slight Trouble on the Swim Table next turn 
when/if the figures recovers from knock down. 
AI DI NG OTHER SWI MMERS 
Out of the Fight or swimmers otherwise in distress can be 
aided in the following ways: 
  One or more figures must swim to them within 
one turn of being in distress to keep them afloat. 
Otherwise they will drown. 
  Figures helping those in distress move at half 
their normal swimming speed once they have 
retrieved them. 
  If only one swimming figure attempts to rescue 
the casualty, the rescuer will count a -1 to its REP 
for Swimming Tests for as long as the casualty is 
in tow, or until another figure arrives to help.   
  A maximum of two figures may help another 
figure in water. 
  The crew of a watercraft may move next to the 
OOF figures and haul them aboard as well.  
Road: Obviously well maintained hard surface road. A 
road is laid on top of another type of terrain such as a hill. 
Roll again for the type of terrain that is underneath. Roads 
have the following effects: 
  When a road is called for in one section it will run 
the length of the board from one table edge to the 
opposite edge through adjacent sections if need 
be. 
  Roads run either from left to right (1-3) or north 
to south (4-6) through the center of each section.  
  A road allows normal road movement when 
combined with another piece of terrain such as a 
road going over a hill or through woods.     
  If there are three or more buildings on the table 
they will be grouped together around the road as 
close to the center of the table as possible.  
  Roads are 3 + 1/2d6" wide.   
Rough: Includes boulder fields, rubble, felled trees and 
rough terrain with patches of cover and concealment. 
Rough terrain has the following effects: 
  Movement reduced to half speed through these 
areas.  
  Visibility between figures inside these terrain 
features is limited to 12 in the daytime and 6 at 
night. 
  Those at the edge of these terrain features count 
as in cover and can see out and be seen from 
outside the area. Those 1 or farther inside from 
the edge cannot be seen from anyone over 12 
away (6 at night).  
Sand: Typical beach. Counts as open terrain and does not 
impede foot movement at all. 
Sand Dune:  Large and sinuous, sand dunes are 
encountered along the shores and slightly inland in the I 
Corps area. Often over man high, sand dunes count as 
hills.  They are a minimum of 12 long and 6 wide. Sand 
dunes have the following effects: 
  Dunes are difficult to move over on foot, reducing 
movement by half. 
Scrub/Savannah: Essentially an open area covered in 
short shrubs and low grass with only the occasional tree, 
scrubland provides no hindrance or bonus other than the 
following: 
  Provides concealment to prone. Prone figures can 
be seen by standing figures 6 or closer.  Prone 
figures can see standing figures 12" away or 
closer.   
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  Figures in scrub/savannah count as in the open 
from the air. 
Swamp: Most often found in the IV Corps river delta 
region, swamps are also widespread anywhere there is 
water.  Densely populated with mangrove trees or nipa 
palms, swampy areas are very taxing to move through.  
Swamps have the following effects: 
  Reduce foot movement by half. 
  Count as cover from ground and air, but not 
concealment. 
  Visibility between figures inside these terrain 
features is limited to 12 in the daytime and 6 at 
night. 
  Those at the edge of swamps count as in cover 
and can see out and be seen from outside the 
swamp. Those 4 or farther inside from the edge 
cannot be seen from anyone outside the swamp 
due to tree trunks and roots. 
MAN MADE FEATURES 
Just about anywhere a fighting man stays for longer than a 
smoke break hell modify the area for defensive purposes 
in order to better protect his hide.  The following are some 
of those features often encountered on a battlefield. 
BARBED/CONCERTI NA WIRE 
Barbed wire is used to strengthening defensive positions.  
It may be encountered in a single strand (1-3), double 
strand (4-6). Barbed wire has the following effects: 
  Single barbed wire strands are 2 deep. Double 
strands are 4 deep. 
  Barbed wire may be crossed at 2 per turn, but 
only if the figure scores at least 4" additional 
movement on a Fast Move Test.  If scoring 3" or 
less the figure is moved 1". If scoring zero 
additional movement the figure remains in place.  
Crossing the wire in this manner takes the figures 
full movement for the turn, regardless of how 
much it had left when it contacted the wire.   
  A 4x4 hole may be blown in barbed wire with a 
satchel charge, recoilless rifle, or bazooka/RPG 
round.  Grenades are not strong enough. 
  Wire cutters may be used to clip a 1" x 1" 
opening. 
I NFANTRY FI GHTI NG POSI TI ONS 
 Below ground plane dug out positions; these include 
foxholes, spider holes trenches and some natural terrain 
features such as ditches and berms.  They do not impede 
movement, but do provide cover for those within them.  
Foxholes and trenches can be camouflaged.  Spider holes 
are always camouflaged. 
Camouflaged positions count as both cover and 
concealment.  
Prone figures within these constructs cannot be hit by 
small arms or blast circle attacks centered outside of their 
hole up to Impact 3/APR 3, but count as in cover from 
larger explosions. 
Infantry fighting positions are available when a scenario 
allows them or when you agree on their use in a game. It 
takes too long to dig a foxhole or a trench during a fire 
fight. 
Note: Spider holes are limited to VC and NVA troops and 
FWF Special Forces troops. 
MI NEFI ELD 
Intentionally laid (not booby traps) anti-personnel 
minefields are rarely encountered in Vietnam, except 
around the most well protected NVA bases or as relics of 
the French Indochina war and as scenario specific terrain.  
However, in case one is encountered, minefields have the 
following effects: 
  Cover an area 6x6. 
  For each turn a figure is within the area they must 
roll 1d6 vs. REP.  Passing 0d6 results in an attack 
with a 5 blast circle at Impact 2 being centered 
on that figure, attacking any others within the 
blast circle. 
  Minefields may only be cleared by Engineers at a 
rate of 2x2 per turn of dedicated work per 
individual, or by artillery or airstrikes.  Artillery 
and rockets or bombs have a chance to clear a 
6x6" area of (1) Artillery barrage; (1-2) Rocket or 
(1-3) 500 lb bomb; (1-4) 750 pd bomb and a 
1000+ pound bomb just kind of replaces the field 
with a crater.  Don't roll to determine if the field 
is clear until a figure has moved into it and failed 
its 1d6 REP check. 
PUNJ I  STAKES   
Nothing more than sharpened lengths of bamboo or 
bamboo splinters (often covered with excrement to cause 
infections), punji stakes are nevertheless very capable of 
penetrating both flesh and boot.  This effective deterrent 
will often be found around villages, as a booby trap on 
trails, around Special Forces camps, and especially VC and 
NVA bases and fortifications. 
  Punji stakes cover an area at least 4x4" deep 
unless a booby trap in which case there is a small 
covered pit with several stakes within. 
  They may be crossed at 2 per turn. 
  For each turn a figure is within the area the figure 
must roll 1d6 vs. REP.  Passing 0d6 results in an 
Impact 1 hit being taken by that figure. 
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  Punji stakes may be manually removed by 
spending an entire turn doing nothing (including 
moving or shooting) but clearing an area 2x2. 
  A 4x4 hole may be blown in punji stakes with a 
satchel charge, or recoilless rifle, bazooka/RPG 
round, or 1 block of C-4.  Grenades are not 
powerful enough.  
STOP! 
This completes the terrain section of the rules. I suggest 
that you generate three or four tables of terrain before 
moving on. Once you have learned how to do this you can 
put together all that you have learned.  
Start with a small 3'x3' table and generate the terrain. 
Sprinkle in a building or two. 
Grab a squad of infantry and one to fight against. 
Now play a game or two.  
When you're comfortable with the mechanics move on to 
the next section, Playing the Game.     
7 PLAYI NG THE 
GAME 
As you may or may not know all Two Hour Wargames can 
be played solo, same side (cooperatively) and head to head 
(competitively). Everyone knows the benefits and pitfalls 
of head to head but let's discuss solo and same side. 
THE GOOD OLD DAYS 
In the not so good old days when you were forced to play a 
game solo it was pretty bleak. There weren't any good 
mechanics to recreate a live opponent. You were honor 
bound to make the best move for each side and surprise 
was out of the question. Not to mention the work of setting 
up a battle, let alone a campaign. 
First you had to figure out what type of battle you were 
going to fight. Then what type of terrain you would be 
fighting over and what each side had in the way of 
numbers and troop types. The list goes on and on. Once 
you were done and all set up to play you gave it a whirl but 
it usually ended up as a boring game if you finished it at 
all.  
Play on the same side? No way. That was until Two Hour 
Wargames came along. 
SOLO 
Now it's not only possible to play solo its also a joy. Why? 
Because when you add the Campaign rules all the work is 
done for you. 
From deciding the forces involved to the scenario you play 
all you have to do is bring out the figures and generate 
everything by rolling some dice and consulting some 
tables. And by doing this no two games will ever be alike.  
SAME SI DE 
So we've explained how THW handles solo play so now 
let's explain same side gaming. What's it good for? 
Usually when you teach someone a game you go easy on 
them or beat the stuffing out of them. Neither option is too 
attractive. 
But now you can play with them and beat the stuffing out 
of the game instead. Now you can sit around with a few of 
your buds and play together instead of against them. And 
it's a great way to get new players into the game whether 
it's your friend, your kid or (gasp) your wife or girlfriend! 
Give it a try. 
HEAD TO HEAD 
So we've talked about solo and same side playing. That's 
where this section really comes into play for generating 
your battles.  
But what about those times you want to play head to head? 
It's real simple.  
  Agree on the Mission Type (page, 59) and what 
role each player will play.   
  Decide what forces each player will use. 
  Each player receives three PEFs. 
  Each player notes what each PEF, numbered 1 to 
3, actually are. They can be actual troops or 
empty decoys. 
  PEFs are placed as outlined in the Mission and 
PEFs are used to replace the figures of the 
entering force.  When resolved the forces are 
revealed without rolling on any table. 
  Follow the Special Instructions for the Mission as 
written. 
PEFs? Mission Type? What the?  
No worries, just keep reading. 
Now that we've explained the ways to play the game let's 
get started. First off, lets talk about Campaigns.   
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8 CAMPAI GN 
Campaigns can be as simple or as detailed as you want. 
The choice is up to use. Feel free to use as little or as much 
of the following rules for your battles and campaigns. In 
this part you will learn about Missions and how to link 
several together into a continuous campaign where the 
result of one battle will sometimes affect the course of the 
next. During this campaign your squad and platoon will 
constantly change and your characters come and go as the 
fortunes of war dictate. 
You will be playing one tour of duty.   
TI ME I N THE CAMPAI GN 
The campaign takes place during a two-year timeframe 
starting in January 1967 and ending at the end of 
December 1968.  You may start at any point in this time 
frame, as long as the campaign concludes no later than 
December 31, 1968. 
The campaign is played in bi-monthly turns. Each month 
has two parts, an early part and a late part roughly 
corresponding to two-week periods, giving a full one-year 
tour twenty four turns, and a full thirteen month USMC 
tour twenty six turns. 
Example  The first campaign turn is early January while 
the second campaign turn is late January. 
GETTI NG STARTED 
To get started you must do the following: 
  Choose which army list to use (page, 7). 
  Decide which unit type you will use from the 
army list (page2, 9, 10, or 12). 
  Fill out your Platoon Roster 
(1)
 (page, 110). 
  Assign each soldier their DEROS (page, 53). 
  Decide which Corps you will be fighting in (page, 
53). With a little research this can be historical if 
you choose.  
You may wonder why you should create the full platoon 
when in most cases you will only be using a squad for a 
mission.  Well, having the full platoon fleshed out and 
ready will make things go quicker when reinforcements 
are called for, or when larger Missions occur.  It also 
allows you to shuffle troops around between Missions to 
fill out squads that have taken loses or to bolster a weak 
squad with some stronger men from another. 
DEROS 
DEROS (Date of Estimated Return from Over Seas) is the 
term used to indicate how much time is left in a soldiers 
tour, in months.  Once a soldier has reduced his DEROS to 
zero he heads home and is replaced by a new soldier 
(called an "FNG", or "Cherry"). This means your men will 
be coming and going during your tour of duty. Here's how 
we do it: 
  When creating your platoon, roll 2d6 for all 
troops of NCO rank or below.  
  Add the scores together and place the result in the 
DEROS column of the Platoon Roster. This is the 
number of months 
(1) 
before the soldier returns 
home and must be replaced. 
  Roll 1d6 for each Officer. This is the number of 
months 
(1) 
before the Officer is reassigned and 
must be replaced.  
(1) Remember, two campaign turns equals one month. 
CHOOSI NG YOUR CORPS 
What Corps you choose will influence where your 
Missions will take place.  
  The U.S. Marine Corps fought almost exclusively 
in I Corps during the campaign time frame.   
  ANZAC forces fought mostly in central and 
eastern III Corps.   
  Units that were a part of Riverine Task Forces 
operated in IV Corps and southern III Corps. 
  U.S. Army, Special Forces and ARVN forces 
fought everywhere and anywhere.   
Some units, such as 1
st
 Cav, frequently moved about, 
sometimes even moving to a whole new Corps Area. This 
is totally up to you what you want to do.   
To help with your choice we'll provide some important 
information and where it can be found. For the best bang 
for your buck go down the list one at a time, referring to 
the pages where listed. 
CORPS ZONES AND AREA OF OPERATI ONS 
Each Corp operated in its own Zone. Operations were 
focused in different areas in each Corps Zone.  For 
example, in IV Corps combat operations took place mostly 
near population, rice growing and water transport centers, 
while in II Corps most operations were focused either in 
the lowlands between the cities and the foothills or in the 
deep highlands to block NVA infiltration from Laos and 
Cambodia. 
This is reflected by the Terrain Generator Table (page, 45) 
for each Corps. 
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DETERMI NI NG THE AREA OF OPERATI ONS 
Here's how you will determine in which Area of 
Operations (AO) your Mission will take place.   
  Roll 1d6 for each column on the appropriate 
Terrain Generator. Add 2 to the column where 
your last Mission was. The high score is the 
column to use, re-roll any ties.   
Example - I am using the II Corps Table. I roll 1d6 for 
each of the three columns. I score a 3 for Coastal, 4 for the 
Interior and a 3 for the Highlands. My last Mission was in 
the Highlands so I add 2 to my score for a total of 5. My 
Mission will be in the Highlands.         
TERRAI N GENERATOR TABLES 
The Terrain Generator Tables (page, 45) will tell you what 
type of terrain to expect. This will range from thick jungle 
to clear terrain. Take a look at each table to see how they 
differ. 
AO STATUS 
The villages, districts, and provinces of South Vietnam 
were often labeled with one of three political statuses to 
show the level of government influence and control in 
these areas.  They were: 
  Pro-Communist.  
  Contested. 
  Pacified. 
AO Status tells us what level enemy resistance to expect.   
2           AO POLITICAL STATUS 
(2d6 added together) 
I  CORPS  MODI FI ER 
DMZ  +1 
Coastal  +1 
Interior  +2 
I I  CORPS  MODI FI ER 
Highlands  +1 
Coastal  +2 
Interior  +1 
I I I  CORPS  MODI FI ER 
Free Fire Zone  +2 
I V CORPS  MODI FI ER 
Swamp  +1 
Free Fire Zone  +2 
Interior  -1  
# RESULT 
2 or less to 5  Pacified. Reduce the Enemy Activity 
Level by one. 
6 to 8  Contested. No modifier to the Enemy 
Activity Level. 
9 to 12+  Pro-Communist. Increase the Enemy 
Activity Level of the enemy by one.  
Example - I am operating with II Corps. I roll 2d6 and 
score a 3 and 5 for a total of 8. I modify this by 1 as my 
Mission is in the Highlands. Looking on the table I see that 
the modified total of 9 means the area is Pro-Communist.    
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CI VI LI ANS 
Most of the Vietnam War was fought in and around 
villages and hamlets teaming with non-combatants.  It is 
true that some had their sympathies for the Communists 
and some supported the government, but most just wanted 
to be left alone to live as they had for hundreds of years. 
Note: In highland areas, civilians will always be 
Montagnards.  Vietnamese will be found in all other areas. 
CI VI LI AN REPS 
All civilians are REP 2.   
ACTI VATI NG CI VI LI ANS 
Civilians will activate at the end of each turn that any 
Activation score of 3 or better is rolled on either d6. 
HOW MANY 
There will be 1/2d6 civilians per building. 
WHERE ARE THEY  
They will be 1+ 1/2d6" from the building. 
WHAT ARE THEY DOI NG? 
The activities listed are for start-of-game purposes only, as 
troop interaction or nearby combat will most likely change 
the priorities of non-combatants. Here's how we find out 
what they are doing:  
  Roll 1d6 for each civilian. 
  Read the result as rolled and consult the Civilian 
Activity Table.  
1                       CIVILIAN ACTIVITY  
(Read the score as rolled)  
# CRATER SI ZE 
1  
Speaking with nearest civilian within 1" or moving 
towards nearest civilian. 
2  Moving towards field/paddy/orchard or pig pen. 
3  Moving towards nearest building.  
4  Just sitting or standing around. 
5  
Working on textile/mending clothing/weaving etc. 
6  
Heading at normal speed to move off-table via a 
road or trail if present. 
CI VI LI AN REACTI ONS 
Naturally, civilians are afraid of combat.  No one wants to 
be caught in the crossfire. Here's how we do it: 
  Whenever any shooting or explosions occur 
within 12 of a civilian, or the target of such is 
within 12 and LOS, each group of civilians must 
roll 2d6 versus REP. 
  Determine the number of d6 passed and consult 
the Civilian Reaction Table.  
  Immediately carry out the results.  
2            CIVILIAN REACTION 
(Taken versus REP) 
#D6 
PASSED 
RESULT  
2   
Civilian Fast Moves away from the shooter or 
towards cover, whichever is closer. 
1  Civilian moves towards nearest cover. 
0 
Civilian drops prone (1-3) or remains standing 
frozen in place (4-6).    
Any civilian casualty will count a -1 Victory Point towards 
the Mission unless otherwise noted. 
SPEAK LOCAL 
Few Free World soldiers came to Vietnam with the ability 
to speak a single word of the indigenous languages, 
making any dialog near impossible.  However, most troops 
learned to jumble together English, French, and a few 
words of Vietnamese to be able to communicate in a very 
unreliable pidgin. Here's how we communicate with 
Civilians and Indigenous Troops (page, 56) in FNG:  
  Figures must be in base-to-base contact. 
  Player may choose to speak with any or all 
civilians present but each civilian maybe spoken 
to only once. 
  Player starts with 1d6 per each point of REP. 
  Civilian starts with 1d6 per each point of Enemy 
Activity Level. 
  Both sides modify their d6 total for any 
applicable circumstances.  
  Roll modified total looking for successes, a result 
of 1, 2, or 3. 
  Compare the number of successes rolled by each 
side and consult the Speak Local - Civilians 
Table. 
  Immediately carry out the results. 
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REP        SPEAK LOCAL - CIVILIANS 
 (REP versus EAL)    
CI RCUMSTANCE AFFECTI NG PLAYER  MODI FI ER  
Do not have the Fluent Attribute.  -2d6   
CI RCUMSTANCE AFFECTI NG CI VI LI AN  MODI FI ER 
Shooting has already occurred on the table 
or a civilian building has been destroyed. 
+2d6 
Civilian has been wounded or killed by 
directly or indirectly by FWF.  
+2d6  
#SUCCESSES 
SCORED 
RESULT  
Twice that of 
Civilian  
Civilian reveals all enemy PEFs.  Will 
accompany player force negating all booby 
traps. Will move as directed this turn.   
More than 
Civilian 
Civilian reveals the nearest booby trap (1-4) 
or PEF (5-6). Next Booby Trap triggered 
above ground is treated as disarmed. 
Civilians will move as directed this turn, but 
only at normal speed.  
Same number 
as Civilian 
Civilians will not divulge any information. 
Will not move this turn but will next turn.  
Less than 
Civilian 
Civilians will not divulge any information or 
move without force. To force them to move 
fight a round of melee. *  If the civilian wins 
it will flee Fast Move away. Any other result 
means the civilian will move as directed.  
* No actual damage is dealt, just physical intimidation is used. 
Example - Sgt. Billy Pink (REP 5) runs into a lone civilian 
on the road. He wants to speak with him so the Speak 
Local -Civilians Test is taken. Billy rolls 5d6 but isnt 
Fluent so it is reduced to 3d6. He scores 2 successes. 
The civilian rolls 3d6 as the Enemy Activity Level of the 
area is 3. She scores 1 success. As Billy scored one more 
success than the civilian she reveals the nearest booby trap 
(1-4) or PEF (5-6). Next Booby Trap triggered above 
ground is treated as disarmed. If directed, she would move 
this turn, but only at normal speed. 
I NDI GENOUS TROOPS  
Though the majority of troops will be of the same 
nationality, there are instances where units will be of 
mixed identity, such as Special Forces CIDG, and getting 
the troops to do as you command can be the key to 
battlefield survival. The following rules are taken from the 
point of view of a U.S. Advisor to an allied indigenous 
unit, be it ARVN or CIDG. 
Any time an Advisor attempts to get his unit to do 
anything more complex than follow me and shoot the bad 
guys, a Speak Local - Indigenous Troops Test must be 
taken to see if the unit understands and follows the orders. 
This does not mean that the soldiers are dumb, just that the 
Advisor may need to explain his orders to them in a way 
that theyll understand him. This would include actions 
such as splitting a squad into smaller fire teams, so one fire 
team or squad can create a base of fire while another 
assaults, ordering a soldier to search for booby traps, and 
many other instances. Here's how we do it in FNG:  
  Figures must be in base-to-base contact.  
  Player must speak with the highest ranking 
character in the group who will relay the order to 
his men. 
  Player starts with 1d6 per each point of REP. 
  Player modifies his d6 total for any applicable 
circumstances.  
  Roll modified total looking for successes, a result 
of 1, 2, or 3. 
  Count the number of successes and consult the 
Speak Local - Indigenous Troops Table. 
  Immediately carry out the results.  
REP  SPEAK LOCAL - INDIGENOUS TROOPS 
 (Looking for successes)  
CI RCUMSTANCE AFFECTI NG PLAYER  MODI FI ER  
Do not have the Fluent Attribute.  -2d6   
Unit has taken 25% or more casualties  -1d6  
#
SUCCESSES 
SCORED 
RESULT  
3   Indigenous Troops will act as ordered, and no 
further Speak Local tests will be necessary for 
this group for the remainder of the battle due to 
a rapport that has been built with the Advisor. 
2  Indigenous Troops will wait until next turn to 
act on the orders given. 
1  Indigenous Troops will wait until next 
Activation to act on the orders given, but only at 
normal movement speed. 
0  Indigenous Troops being directed will 
voluntarily not act this turn, other than to fire on 
the enemy.    
FNG: 2
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Example- SFC Chambers (REP 4) is advising an ARVN 
platoon.  He is attached to one squad, which he wants to 
wait in a tree line to cover another squad he wants to 
quickly advance into some rice paddies.  He tells the 
ARVN lieutenant his plan, and takes the Speak Local test 
with only two dice as he does not have the Fluent Attribute. 
He scores one success so the Indigenous Troops will wait 
until next Activation to act on the orders given, but only at 
normal movement speed.   
STOP! 
Lay three buildings on the table. Determine how many 
Civilians are present, where there are and what they are 
doing. 
Move to them and using the Speak Local - Civilians Table 
question each Civilian. 
If you choose to play Indigenous Troops then return to this 
section and practice with the Speak Local - Indigenous 
Table. 
Now let's show you how to set up a Mission.  
9 MI SSI ONS 
The campaign in FNG revolves around how your squad or 
platoon carries out their Missions. The Missions are 
interlocking and the results of one can affect the results of 
the next.  
CONTACT 
At the start of each Campaign turn you must see if you will 
have a Mission. Here's how we do it: 
  Roll 2d6 versus the REP of your Star, the squad 
leader, modifying if needed. 
  Determine how many d6 were passed and consult 
the Contact Table.         
2                 CONTACT 
(Taken versus REP) 
CI RCUMSTANCE  MODI FI ER 
Rainy season (May to November)  -1 to REP  
#D6 
PASSED 
RESULT  
2  
You make contact with the enemy. Go to 
Mission by the Numbers (page, 57).  
1   
No Contact on this campaign turn but the next 
time you take this test you will roll 3d6 
instead.  Go to After The Mission (page, 102).  
0  
No contact on this campaign turn.  Go to After 
The Mission (page, 102).  
MI SSI ONS BY THE NUMBERS 
Once you have made contact it's time to set up the 
Mission. Here's how we do it: 
  Go to the appropriate Corps Terrain Generator 
Table (page, 45) to determine the Area of  
Operations for the Mission. 
Example - I go to the Terrain Generator - II Corps (page, 
45) and roll 1d6 for each Area of Operations listed across 
each column. The high score rolled is for the Highlands. 
This is my Area of Operations.  
  Go to the AO Political Status Table (page, 54) 
and determine the status of the AO. 
Example - I am operating with II Corps. I roll 2d6 and 
score a 3 and 5 for a total of 8. I modify this by 1 as my 
Mission is in the Highlands. Looking on the table I see that 
the modified total of 9 means the area is Pro-Communist.  
  Determine the FWF Support (page, 74).  
Example - I roll 2d6 and score a 2 and a 3. I take the lower 
score of 2. My Support Level is 2.    
  Determine the Enemy Activity Level (page, 58).  
Example - I roll 2d6 and score a 2 and a 3. I take the lower 
score of 2. My Support Level is 2.    
  Next determine the Day Part and Weather (page, 
58) for the Mission.  
Example - I go to the Day Part/Weather Table (page, 58) 
and roll 2d6. The total is a 6 with a result of "Morning. 3 + 
1/2d6 turns of Daylight then go to 7".   I then roll 2d6 and 
score a 9 for weather. There will be "inclement weather" 
during the Mission.   
FNG: 2
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  Determine the type of Mission (page, 59). 
Example - I'm playing in the Highlands and roll 2d6 for a 
total of 6. Looking on the Mission Type Table under the 
Highlands column I see that I have a Recon Mission.   
SUPPORT LEVEL 
The FWF strategy in Vietnam during the campaign 
timeframe was one of body count, rather than one of 
territorial control. Vast tracts of land were never visited by 
either side, while others were visited time and again 
because of suspected enemy presence. Whether you expect 
to be in the midst of large enemy troop concentrations or in 
a dry hole is determined prior to the mission by 
determining the Support Level of your enemy. Here's how 
we do it: 
  Roll 2d6. 
  If the d6 came up doubles count either score. 
  If they do not then count the lower score. 
The Support Level or SL is very important. It will affect 
how many Possible Enemy Force markers (page, 60) are 
used at the start of the Mission and when and if either side 
receives reinforcements (page, 93).   
Example - I roll 2d6 and score a 3 and 5 for the 
Communist Support Level. I use the lower score, the 3, and 
modify this by +1 as determined by the results of the AO 
Political Status roll. This makes the Enemy Support Level 
4. I then roll 2d6 and score a 2 and a 3. I take the lower 
score of 2. My Support Level is 2.   
ENEMY ACTI VI TY LEVEL (EAL) 
Before the mission it's time to determine the Enemy 
Activity Level (EAL). To do this we roll 2d6. 
  If the d6 came up doubles count either score. 
  If they do not then count the lower score. 
  Add or deduct any modifiers from the AO 
Political Status Table.  The final result is the 
Enemy Activity Level (EAL) of the AO (area of 
Operations) that you are in. 
The EAL is very important. It will affect when and if the 
enemy will receive reinforcements and how many PEFs 
and PCs are placed on the table at the beginning of a 
mission. It will also indicate what support the VC/NVA 
have available, as mentioned in the EAL portion of each 
Mission description. Generally the higher the EAL the 
more enemy you will see.   
WEATHER AND DAY PART 
Weather can be a large factor in battles, as it limits 
visibility and often grounds powerful FWF aerial assets.  
South Vietnam seemed to have two distinct seasons: 
monsoon and dry (or not so rainy).  The rainy season is 
generally from May to November, with much less rain in 
the winter.  
You can't change the weather but you can pick the time of 
day (Day Part) you wish to fight. Actually you can choose 
the weather and Day Part as well if you want. Remember, 
it's your game! 
But we suggest that you use the Weather/Day Part Table 
when playing your games because in Nam you aren't the 
guy making those decisions! Here's how we do it: 
  Roll 2d6 and add the scores together. 
  Consult the Day Part column to see when the 
Mission begins.  
  Track the turns that are played adjusting the Day 
Part as written. 
Example - I roll a 3 and a 5 for a total of 8. The Missions 
starts in the Afternoon and there is 10 turns of Daylight. 
On the 11th turn I check the Day Part column in the 10 
row and adjust the Day Part. It becomes Evening with 6 + 
1/2d6 turns of Daylight. I roll a   
  Next roll 2d6 and add the scores together. Consult 
the Weather Column to see what the weather will 
be like. 
  The weather will remain the same for the whole 
Mission unless variable weather is rolled. When 
doubles are scored for next Activation use the 
result to check the weather for the remainder of 
the Mission. 
Example - I roll 2d6 for the weather and score a 7. This 
means the Mission is currently experiencing clear skies. 
Three turns later double fours come up for Activation.  The 
weather has now become inclement and remains that way 
for the remainder of the Mission. 
What is inclement or terrible weather?  That could be 
whatever you decide it is but I'm thinking fog, rain, storms, 
etc. It's not what it is it's what effects it has on the Mission.       
FNG: 2
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2            WEATHER/DAY PART   
(2d6 added together)  
CI RCUMSTANCE  MODI FI ER 
Rainy season (May to November)  +1  
# DAY PART  WEATHER 
2  Night. 3 + 
1/2d6 turns of 
Night then go 
to 3. 
Clear skies. 
3 or 4  Pre-Dawn. 3 + 
1/2d6 turns of 
Night then go 
to 5.    
Clear skies. 
5  Morning. 10 
turns of 
Daylight then 
go to 7. 
Clear skies. 
6  Morning. 3 + 
1/2d6 turns of 
Daylight then 
go to 7.    
Clear skies. 
7  Afternoon. 10 
turns of 
Daylight then 
go to 10. 
Variable weather. Treat as 
Clear Skies until any 
"doubles" are rolled for 
Activation.  Consult the 
Weather Column using the 
total scored.  
8 or 9  Afternoon. 3 
turns of 
Daylight then 
go to 10. 
I nclement weather. When 
any aircraft is supposed to 
fly there is a chance (1-2) 
that it cannot get off the 
ground. If go airborne will 
arrived 1/2d6 later then 
listed. 
10 or 11  Evening. 3+ 
1/2d6 turns of 
Daylight then 
go to 12. 
Terrible weather. All 
aircraft are grounded. LOS 
reduced to 12" in Daylight 
and 6" at night. Mud where 
applies on Terrain 
Generator Table. 
Rice paddies count as 
flooded. 
Roads not affected. 
12+  Night. 10 turns 
of Night then 
go to 3. 
Terrible weather. All 
aircraft are grounded. LOS 
reduced to 12" in Daylight 
and 6" at night. Mud where 
applies on Terrain 
Generator Table. 
Rice paddies count as 
flooded. 
Roads not affected.  
DETERMI NI NG THE MI SSI ON 
Here's how to determine what your Mission is: 
  Roll 2d6 and add the scores. 
  Consult the Mission Type Table using the column 
for your Area of Operations.    
2              MISSION TYPE   
(2d6 added together)  
# DMZ  COASTAL  I NTERI OR 
2  Defense  Defense  Fight 
3  Recon  Patrol  Ambush 
4  Ambush  Recon  Defense 
5  Patrol  Ambush  Recon 
6  Ambush  Recon  Patrol 
7  Fight  Patrol   Recon 
8  Patrol  Defense  Patrol 
9  Patrol  Fight  Fight 
10  Fight  Defense   Defense 
11  Defense  Fight   Patrol 
12  Patrol  Defense  Fight  
# HI GHLANDS  FREE FI RE ZONE  SWAMP 
2  Fight  Defense  Fight 
3  Ambush  Ambush  Recon 
4  Defense  Fight  Ambush 
5  Patrol  Recon  Patrol 
6  Recon  Fight  Patrol 
7  Recon  Defense  Ambush 
8  Patrol  Patrol  Recon 
9  Fight  Ambush  Recon 
10  Fight  Patrol  Defense 
11  Defense  Recon  Patrol 
12  Fight  Fight  Patrol  
Example - I have a Mission in the Highlands and roll 2d6. 
I score a 7. This means the Mission is a Recon Patrol.       
FNG: 2
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STOP! 
You've just completed a large section of the Campaign 
rules so let's review. 
Break down a table into six sections. Now generate your 
PEFS with the enemy having Your tour of duty will be 
twelve or thirteen months. Each month has two parts, an 
early and a late part. There is a possibility of you having a 
Mission during each part. 
Roll your DEROS for each of your soldiers. 
Choose which Corps Zone you want to play in. 
Let's see if you will have a Mission 
Roll for Contact versus the REP of your Star, the Squad 
Leader. 
Go to the appropriate Corps Terrain Generator Table (page, 
45) and roll for the AO of the Mission. Remember what 
AO stands for?  
Determine the AO Political Status (page, 54). 
Now play a game or two. Roll up the Support Levels for 
both sides. Did you modify the enemy IL by the results of 
the AO Status? 
Determine the Day Part and Weather for the Mission.  
Roll for the type of Mission (page, 59).   
When you have done this a couple of times we can move 
on to the next section, Possible Enemy Forces, or PEF.                 
10 PEFS  
PEF stands for Possible Enemy Force. We use PEFs to 
limit the intelligence the player has. By using PEFs we 
create an uncertainty as to size of the enemy force, its 
composition and location. PEFs are not always enemy 
forces but could be PCs, Potential Contact. A PC is a 
building or similar and is placed on the table when the PEF 
is resolved. 
PEFs are used in every Mission. Here's how we use PEFs:   
  After the table has been set and forces generated, 
unless noted otherwise by the scenario, roll 1d6. 
The score indicates which numbered section of 
the map could contain a Possible Enemy Force or 
(PEF).  
  Place an enemy figure of any type or a marker if 
you so choose in this section of the board to 
represent the possible PEF.  
  If a terrain feature could block the LOS from your 
force to the PEF be sure to place the PEF in a 
manner that does so. 
  If no such feature is present then place the PEF in 
the center of that section. 
  Repeat this process until you have one PEF for 
each point of Enemy Activity Level (page, 58).  
  It is possible to have more than one PEF in the 
same section. 
PEF ACTI VATI ON AND MOVEMENT 
PEFs have a REP equal to the Enemy Activity Level. If 
you find that this is, at times, too fast or too slow for you, 
make all PEFs REP 3. In either case this REP is used to 
determine when the PEF will activate just as if they were 
figures. 
Every time a PEF activates it will test to see if it will 
move. Here's how we do it: 
  Roll 2d6 for each PEF going in order from the 
PEF closest to the player's troops to the one 
farthest from the player's troops. 
  Do not proceed to the next PEF all the actions 
caused by the current PEF have been completed. 
Example - There are three PEFs on the table. I score a 2 
for activation so the PEFs will activate. The PEF closest to 
my troops is moved first. It comes into LOS so it is now 
resolved. Enemy figures are placed on the table, In Sights 
are taken, shooting occurs and Reaction Tests are made. 
After all of the actions have been completed I now roll for 
the next closest PEF.  
FNG: 2
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MOVI NG PEFS 
When a PEF activates we must see how it will move. 
Here's how we do it: 
  Roll 2d6 versus the REP of the PEF. 
  Determine how many d6 are passed. 
  Consult the PEF Movement Table and 
immediately carry out the results.   
2              PEF MOVEMENT    
(Taken versus the REP of the PEF)  
#D6 
PASSED 
RESULT 
2  If there are other PEFs on the table roll 1d6: 
  (1-2) - PEF moves 16" directly towards 
the nearest PEF, staying out of LOS of the 
enemy, and stops 4" away. 
  (3-6) - PEF moves 16" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61).  
If no other PEFs are on table roll 1d6: 
  (1-3) - PEF does not move but splits into 
two separate PEFs. 
  (4-6) - PEF moves 16" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61). 
1  If there are other PEFs on the table roll 1d6: 
  (1-3) - PEF moves 8" directly towards 
nearest PEF, staying out of LOS of the 
enemy, and stops 4" away. 
  (4-6) - PEF moves 8" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61).  
If no other PEFs on table roll 1d6: 
  (1-2) - PEF does not move but splits into 
two separate PEFs.  
  (3-6) - PEF moves 8" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61). 
0  PEF doesnt move.     
SPECI AL PEF MOVEMENT 
PEFs do not suffer any terrain movement penalties. 
PEFS THAT HAVE PREVI OUSLY MOVED 
PEFs that have previously moved can still be Potential 
Contacts (PCs).  This represents the uncertainty of their 
location and not actual movement. 
RESOLVI NG PEFS 
Whenever a player's group comes into LOS of an opposing 
PEF it's time to determine what that PEF is composed of. It 
could be enemy forces, possible enemy contact, or maybe 
just a bad case of nerves. Here's how we resolve a PEF:  
  Be sure that there is a valid LOS between the 
payer's group and the PEF. This happens when 
the player is active and his group moves into LOS 
or the PEF is active and moves into LOS.  
  PEFs in cover can be seen while those with cover 
between the player group and PEF cannot. 
  If not roll 2d6 versus the Enemy Support Level 
and consult the PEF Resolution Table.  
  Immediately carry out the result based on the 
number of d6 passed.  
  If this is the first PEF to be resolved then go to 
First Contact (page, 67) prior to rolling on the 
Enemy Reinforcements (page, 93) or Potential 
Contact Tables (page, 62).  
2              PEF RESOLUTION 
 (Taken versus Enemy Support Level) 
#D6 
PASSED 
RESULT  
2  Contact! 
Roll 1d6. Subtract 1 to the score if this is a Pro-
Communist Area of Operations. 
  (1-4) Roll on the Enemy 
Reinforcements Table (page, 93). 
  (5-6) Roll on the Potential Contact 
Table (page, 62). 
1  There might be something there.  
Roll 1d6. Subtract 1 to the score if this is a Pro-
Communist Area of Operations. 
  (1-4) Roll on the Enemy 
Reinforcements Table (page, 93) but 
use the Pass 1d6 column. A result of 
"0" or less results in no contact. 
  (5-6) Roll on the Potential Contact 
Table (page, 62). 
0  False alarm. Just a case of the nerves! 
FNG: 2
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PEFS AND PCS 
Use this anytime you have Non-Player or NP forces on the 
table regardless of the Mission you choose to play. 
The enemy will take three forms. It will either be a PEF 
(Possible Enemy Force, which could be a lone individual, 
a squad, a vehicle or even a platoon), a PC (Possible 
Contact, which could be a hooch, booby trap, bunker, or 
figment of the imagination) or it will actually be a group of 
figures.  
The number of PEFs on the table are determined by the 
mission description, appear when a VC unit goes sneaky, 
or per the PEF Movement Table.  Use some sort of marker 
to show the position of the PEF, which is considered to be 
the middle of whatever unit it represents.  Numbering each 
marker on the backside also helps to keep the confusion 
down. 
Before the game begins, the player should determine the 
Activity Level and Posture of the PEFs, whether by choice 
or random determination from the provided tables. 
Exactly what a PEF marker represents or is standing in for 
is not determined until a Player figure has both:  
  Gained LOS to the marker. 
  Passed an In-Sight test. 
If both of the above conditions are met, the PEF marker is 
considered revealed, and the results of the In-Sight test 
are carried out. 
When a PEF or PC is revealed, roll on the appropriate 
Reinforcement Table or Potential Contact Table for the 
current EAL (in the QRS) to determine what the marker 
actually represents, then roll on the appropriate Force 
Table to determine the REPs of the individuals being 
placed.   
EAL           POTENTIAL CONTACT 
EAL# in d6 rolled on appropriate EAL chart when 
reinforcements are called for or due to arrive 
When booby trap is rolled, the trap is not at the marked 
location, but instead 1 away from the FWF figure closest 
to the PC marker.  
ENEMY ACTI VI TY LEVEL 1 (1D6) PC 
# RESULT 
1-3  Nothing. 
4  Wide spread booby trap 
5  
DV3 two-man Bunker.  It is (1-5) not occupied or 
(6) occupied by riflemen. 
6   
Grass hooch.  It is (1-5) abandoned and empty or 
(6) it has a cache 100 lbs of supplies within.  
ENEMY ACTI VI TY LEVEL 2 (2D6) PC 
# RESULT 
2-3  Nothing. 
4  Wide spread booby trap 
5  Localized booby trap.  
6  
DV3 two-man Bunker.  It is (1-5) not occupied 
or (6) occupied by riflemen. 
7   
Grass hooch.  It is (1-5) abandoned and empty 
or (6) it has a cache 100 lbs of supplies within. 
10  Tunnel entrance. 
11-12    
DV4 four-man fighting bunker.  It is (1-2) not 
occupied, (3-4) occupied by 1d6 riflemen, or 
(5-6) occupied by a two-man LMG team.  
ENEMY ACTI VI TY LEVEL 3 (3D6) PC 
# RESULT 
3-5  Nothing. 
6-8  Wide spread booby trap 
9-10   
Grass hooch.  It is (1-4) abandoned and empty or 
(5-6) it has a cache 100 lbs of supplies within. 
11   
DV3 two-man Bunker with a campfire area next to 
it.  It is (1-4) not occupied or (5-6) occupied by 
two riflemen. 
12   
Grass hooch.  It is (1-5) abandoned and empty or 
(6) it has a cache 100 lbs of supplies within. 
13  Tunnel entrance. 
14   
DV4 four-man fighting bunker.  It is (1-2) not 
occupied, (3-4) occupied by 1d6 riflemen, or (5-6) 
occupied by a two-man LMG team. 
15  Tunnel entrance. 
16    
1d6 two-man fighting positions (foxholes).  They 
are (1-3) not occupied, (4-5) occupied by a half 
squad, or (6) so old and eroded and not useable. 
17     
A pair of grass hooches and a thatched covered 
area.  Looks like a VC/NVA rest stop.  It (1-3) is 
not occupied, (4-5) is occupied by a half squad, or 
(6) has 200 lbs of supplies amongst the structures.  
18    
Three DV4 two-man fighting bunkers, 6 apart 
and connected with trenches.  The area is (1) not 
occupied, (2-3) occupied by a half squad, or (4-6) 
occupied by a full squad.    
FNG: 2
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ENEMY ACTI VI TY LEVEL 4 (4D6) PC 
# RESULT 
4-5  Nothing. 
6-9  Wide spread booby trap 
10   
Grass hooch.  It is (1-4) abandoned and empty or 
(5-6) it has a cache 100 lbs of supplies within. 
11   
DV3 two-man Bunker with a campfire area next 
to it.  It is (1-4) not occupied or (5-6) occupied 
by riflemen. 
12    
Grass hooch.  It is (1-3) abandoned and empty, 
(4-5) it is occupied by a half squad, or (6) it has 
a cache, 100 lbs of supplies within. 
13  Tunnel entrance. 
14   
DV4 four-man fighting bunker.  It is (1-2) not 
occupied, (3-4) occupied by 1d6 riflemen, or (5-
6) occupied by a two-man LMG team. 
15  Tunnel entrance. 
16 
1d6 two-man fighting positions (foxholes).  
They are (1-3) not occupied, (4-5) occupied by a 
half squad, or (6) so old and eroded and not 
useable. 
17     
A pair of grass hooches and a thatched covered 
area.  Looks like a VC/NVA rest stop.  It (1-3) is 
not occupied, (4-5) is occupied by a half squad, 
or (6) has 200 lbs of supplies amongst the 
structures.  
18-20     
Three DV4 two-man fighting bunkers, 6 apart 
and connected with trenches.  The area is (1) not 
occupied, (2-3) occupied by a half squad, or (4-
6) occupied by a full squad. 
21-23    
Small camp containing 1d6 grass hooches and 
1/2d6 two-man DV3 fighting bunkers, all within 
an 8 circle.  It is (1-3) not occupied or (4-6) 
occupied by a squad. 
24    
Four-man HMG anti-aircraft fighting position.  
It is (1-3) not occupied, (4-5) occupied by an 
HMG team, or (6) old and not useable.   
ENEMY ACTI VI TY LEVEL 5 (5D6) PC 
# RESULT 
5  Nothing. 
6-8  Wide spread booby trap 
9-10   
Grass hooch.  It is (1-4) abandoned and empty 
or (5-6) it has a cache, 100 lbs of supplies 
within. 
11   
DV3 two-man Bunker with a campfire area 
next to it.  It is (1-4) not occupied or (5-6) 
occupied by riflemen. 
12   
Grass hooch.  It is (1-3) abandoned and empty, 
(4-5) it is occupied by a half squad, or (6) it has 
a cache 100 lbs of supplies within. 
13  Tunnel entrance. 
14    
DV4 four-man fighting bunker.  It is (1-2) not 
occupied, (3-4) occupied by 1d6 riflemen, or 
(5-6) occupied by a two-man LMG team. 
15  Tunnel entrance. 
16-18  Wide spread booby trap 
19     
A pair of grass hooches and a thatched covered 
area.  Looks like a VC/NVA rest stop.  It (1-3) 
is not occupied, (4-5) is occupied by a half 
squad, or (6) has 200 lbs of supplies amongst 
the structures.  
20-22     
Three DV4 two-man fighting bunkers, 6 apart 
and connected with trenches.  The area is (1) 
not occupied, (2-3) occupied by a half squad, or 
(4-6) occupied by a full squad. 
23-25    
Small camp containing 1d6 grass hooches and 
1/2d6 two-man DV3 fighting bunkers, all 
within an 8 circle.  It is (1-3) not occupied or 
(4-6) occupied by a squad. 
26    
Four-man HMG anti-aircraft fighting position.  
It is (1-3) not occupied, (4-5) occupied by an 
HMG team, or (6) old and not useable.  
27-28    
1d6 two-man fighting positions (foxholes).  
They are (1) not occupied, (2-5) occupied by a 
squad, or (6) so old and eroded and not useable. 
29         
Battalion command complex.  A single six man 
DV4 bunker with two radios, 1d6 two-man 
DV4 fighting bunkers, and 1d6 grass hooches 
are all within an 8 circle and connected with 
trenches and containing 1d6x100 lbs of 
supplies.  The complex is (1) not occupied, (2-
3) occupied by a squad, (4-5) occupied by a 
platoon or (6) old and destroyed. 
30        
Truck park with 1d6 trucks, (1/2)d6 grass 
hooches and 1d6x100 lbs of supplies.  There 
must be a trail nearby heading off table.  It is 
(1-3) not occupied or (4-5) occupied by 1d6 
mechanics (count as REP 3 civilians) and a half 
squad, or (6) it is bombed out and everything is 
already destroyed.     
FNG: 2
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ENEMY ACTI VI TY LEVEL 6 (6D6) PC 
# RESULT 
6  Nothing. 
7-10  Wide spread booby trap 
11-12   
Grass hooch.  It is (1-4) abandoned and empty 
or (5-6) it has a cache 100 lbs of supplies 
within. 
13-14   
DV3 two-man Bunker with a campfire area 
next to it.  It is (1-4) not occupied or (5-6) 
occupied by riflemen. 
15    
Grass hooch.  It is (1-3) abandoned and empty, 
(4-5) it is occupied by a half squad, or (6) it 
has a cache 100 lbs of supplies within. 
16-18  Tunnel entrance. 
19    
DV4 four-man fighting bunker.  It is (1-2) not 
occupied, (3-4) occupied by 1d6 riflemen, or 
(5-6) occupied by a three-man MMG team. 
20    
A pair of grass hooches and a thatched 
covered area.  Looks like a VC/NVA rest stop.  
It (1-3) is not occupied, (4-5) is occupied by a 
half squad, or (6) has 200 lbs of supplies 
amongst the structures. 
21-23    
Small camp containing 1d6 grass hooches and 
1/2d6 two-man DV3 fighting bunkers, all 
within an 8 circle.  It is (1-3) not occupied or 
(4-6) occupied by a squad. 
24  Tunnel entrance. 
25-27     
Three DV4 two-man fighting bunkers, 6 
apart and connected with trenches.  The area is 
(1) not occupied, (2-3) occupied by a half 
squad, or (4-6) occupied by a full squad. 
28-29  Wide spread booby trap 
30    
Four-man HMG anti-aircraft fighting position.  
It is (1-3) not occupied, (4-5) occupied by an 
HMG team, or (6) old and not useable.  
31-32    
1d6 two-man fighting positions (foxholes).  
They are (1) not occupied, (2-5) occupied by a 
squad, or (6) so old and eroded and not 
useable. 
33           
Battalion command complex.  A single six 
man DV4 bunker with two radios, 1d6 two-
man DV4 fighting bunkers, and 1d6 grass 
hooches are all within an 8 circle and 
connected with trenches and containing 
1d6x100 lbs of supplies.  The complex is (1) 
not occupied, (2-3) occupied by a squad, (4-5) 
occupied by a platoon and a four-man BHQ 
element of two RTOs, an NCO, and an Officer 
or (6) old and destroyed. 
34        
Truck park with 1d6 trucks, 1/2dg grass 
hooches and 1d6x100 lbs of supplies.  There 
must be a trail nearby heading off table.  It is 
(1-3) not occupied or (4-5) occupied by 1d6 
mechanics (count as REP 3 civilians) and a 
half squad, or (6) it is bombed out and 
everything is already destroyed. 
35        
A POW camp.  There are 1d6 grass hooches, 
1d6 two-man fighting positions, and 2d6 one-
man bamboo cages.  It is (1-3) old not 
occupied, (4-5) occupied by a squad or (6) 
occupied by a squad and 2d6 ARVN prisoners 
in poor health (each counting as REP2 and 2 
VP if rescued and exited from the table) 
36        
Regimental HQ.  1/2d6 four-man HMG Anti-
aircraft fighting positions, a single six man 
DV4 bunker with two radios, 1d6+2 two-man 
DV4 fighting bunkers, and 1d6+2 grass 
hooches are all within a 12 circle and 
connected with trenches and containing 
1d6x100 lbs of supplies.  The complex is (1) 
not occupied, (2) occupied by a squad, (3-5) 
occupied by a platoon and a RHQ element of 
three RTOs, an NCO, and a high ranking 
Officer or (6) old and destroyed. 
SNEAKY LOCAL VC 
The Vietcong knew the areas in which they operated 
intimately.  So well, in fact, they often seemed to disappear 
immediately after a contact. Here's how we handle that in 
FNG: 
  Anytime all the figures of a LVC unit have been 
out of the LOS of FWF units for a full turn, the 
LVC unit is removed and replaced with two PEFs. 
  These new PEFs are randomly placed in the 
closest section of the table that does not contain 
any FWF units.  
STOP! 
Now it's time to resolve some PEFs. Break a 3x3 foot table 
into nine sections. Wait! How do you number them? Good 
questions. Break it into 3 rows with the top row farthest 
from the player's table edge being 1, 2 and 3. The center 
row is 4, 5 and 6. And the three sections closest to the 
player's table edge is 7, 8, and 9. When you use this 
method the PEFs will only be in sections 1 to 6 with 
sections 7 to 9 always empty. This is great for a Defend 
Mission with the player occupying section 7 to 9. 
The Enemy Activity Level is 4. How many PEFs will there 
be?  What are their REPs? 
FNG: 2
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Now roll for Activation once for each PEF on the table. 
Move them accordingly using the PEF Movement Table. 
After each turn resolve one PEF. Be sure to resolve at least 
one PC as well.  
When you are finished it's time to move on to the next 
section. 
BOOBY TRAPS 
More often designed to maim than kill, booby traps were 
excellent area denial and psychological warfare weapons. 
Troops who find booby traps tend to get jumpy and 
nervous, as there may be many, many more around them. 
For simplicity's sake we grouped the types of traps based 
on their results. In FNG we use two types: 
  Wide-spread damage. 
  Localized damage.  
WI DE SPREAD BOOBY TRAP 
This type of trap will attack multiple-targets in its range. 
Here are the specifics: 
  Once the target is determined center a 5" blast 
circle on it. 
  All targets in the blast will roll for damage against 
an Impact of 2. 
  See the section Protection From Cover (page, 34). 
LOCALI ZED BOOBY TRAP 
This type of trap affects only the figure that triggers it. 
Here are the specifics: 
  Only affects one figure. 
  Figure takes an Impact 1 hit. 
TARGET OF THE TRAP 
Whenever a trap is triggered from a Random Event result 
we use the following procedure: 
  Roll 1d6 for each friendly group on the table. The 
group with the highest score is the target. Re-roll 
any ties. 
  Next roll 1d6 for each figure in the target group. 
The figure with the highest score is the target. 
Any figure acting as Point Man will roll 2d6 
counting the highest score. 
  Now we must determine if the target figure had 
triggered the booby trap. 
TRI GGERI NG TRAPS 
Whenever a figure encounters a wide-spread booby trap 
there is a chance that he may be able to disarm it, 
preventing it from exploding. Here's how we do it: 
  The figure "steps" on the trap. 
  Roll 2d6 versus the figure's REP. 
  Determine how many d6 are passed and consult 
the Disarm Trap Table. 
  Immediately carry out the results. . 
2                     DISARM TRAP  
(Taken versus Rep) 
A score of "6" is always a failure  
#OF 
SUCCESSES 
PI LOT 
2  Trap is deactivated and rendered 
worthless. 
1   Immediately roll 1d6.  
  Pass 1d6 the trap is deactivated 
and rendered worthless. 
  Pass 0d6 the trap explodes with 
all in blast circle taking an Impact 
2 hit.    
0   Trap explodes with all in blast circle taking 
an Impact 2 hit.   
TUNNEL ENTRANCE 
Communist forces in Southeast Asia made extensive use of 
tunnels. Sizes varied from short escape tunnels to gigantic 
complexes capable of housing thousands of people and 
able to store enough supplies for a battalion. It was both 
frustrating and frightening to U.S. troops that the VC and 
NVA could, and would, pop up anywhere, then disappear 
just as quickly. Even the large U.S. base at Cu Chi was 
found to have a huge tunnel network beneath it. Here's 
how we handle tunnels in FNG: 
  When a Tunnel Entrance result is scored the 
player has discovered a tunnel. 
  He can choose to enter the tunnel or note it for 
destruction at a later date. Reporting back with 
the info is worth 3 Victory Points (page, 102).  
BE ADVISED: Once you send your soldiers into a tunnel 
complex you have little to no control over them until they 
resurface.  Read the following pages carefully before 
entering a tunnel complex. 
ENTERI NG THE TUNNEL 
The player may decide to have one or more men enter a 
tunnel to search for enemy supplies, intelligence, or even 
prisoners.  Discovering and securing any of these things 
result in the gaining of Victory Points (page, 102) for 
whatever mission you are committed to.  However, rather 
than taking up table space and slowing the pace of combat, 
in FNG we handle tunnels somewhat abstractly.   
FNG: 2
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Entering a tunnel costs a figure 4 of movement for the 
turn and only 2 figures per turn may enter any particular 
tunnel entrance per turn.   
Figures that enter together are considered a single group 
and move and fight together.  Each group applies the worst 
personal modifiers to any situations that may develop.  
This means that if one figure has +2 to Survival but his 
companion has a 1 to Survival, then they both count as 1 
to Survival! 
TI ME DOWN 
Once a figure or group has entered the tunnel complex 
there will be a minimum number of turns that they must 
spend exploring the complex before there is a chance that 
they may have discovered something of value, allowing 
them to roll on the Tunnel Success Table.  To determine 
the minimum number of turns required: 
  Roll 1d6 and subtract 1 per point of EAL above 3, 
to a minimum total score of 1. 
Furthermore, the amount of time which a figure or group 
remains below ground is random, as they are beyond 
effective command and control.  Each turn roll 1d6: 
  If the score is equal to or greater than the amount 
of time the figure/group has been in the tunnel 
they are still exploring. 
  If the score is less than the time the figure/group 
has been in the tunnel the figure/group emerge. 
If the figures emerge before completing the minimum 
required number of turns exploring then the delve is 
counted as unsuccessful with nothing found and they may 
not roll on the Tunnel Success Table. 
TUNNEL ENCOUNTERS AND SURVI VAL 
Each group exploring a tunnel complex must roll 1d6 each 
turn.   
  If the result is equal to or higher than the 
VC/NVA Activation score for the turn then some 
sort of encounter has occurred.   
  Roll 1d6 on the Tunnel Encounter Table and 
modify if required.        
1                  TUNNEL ENCOUNTER  
(Read result as rolled)  
CI RCUMSTANCE  MODI FI ER 
Clumsy  -1 
Stealthy  +1 
Tunnel Rat  +2  
#  RESULT 
0  Encountered an Enemy.  
Count a -1 on the Tunnel Survival roll. 
1   Encountered an Enemy.  
Count a -1 on the Tunnel Survival roll. 
2   Encountered a Booby Trap.  
Count a -1 on the Tunnel Survival roll. 
3  Encountered an Enemy.  
4  Encountered a Booby Trap.  
5  Encountered an Enemy.  
Count a +2 on the Tunnel Survival roll. 
6+  Encountered a Booby Trap.  
Count a +2 on the Tunnel Survival roll.  
With the encounter determined we must now see if the 
figure(s) survive their brush with danger.  
  Each individual rolls 1d6 and adds their REP. 
  Deduct the EAL from the above result. 
  Modify by any applicable circumstances. 
  Consult the Tunnel Survival Table.  
1                  TUNNEL SURVIVAL  
(Read result as rolled)  
CI RCUMSTANCE  MODI FI ER 
Clumsy  -1 
Stealthy  +1 
Tunnel Rat  +2 
Using a pistol  +1 vs. enemies 
Using silenced pistol  +2 vs. enemies 
Using any other firearm  -1 vs. enemies & traps 
Using no firearm  -2 vs. enemies  
#  RESULT 
3 or less  Something unknown has happened to the 
figure.  Those above ground at the tunnel 
entrance hear gunfire or an explosion.  The 
figure must be rescued by another, otherwise 
counts as MIA. 
4  Figure is injured and counts as 1 REP 
remainder of time in tunnel.  When he 
emerges he will be counted as OOF. 
5 or more  A-OK.  The figure has survived the 
encounter. 
FNG: 2
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TUNNEL RESCUES 
Both figures already inside the tunnel complex or at the 
surface may attempt to rescue a downed explorer.   
  A figure already in a tunnel complex may attempt 
to rescue the downed figure next turn. 
  A figure at the entrance must spend half the 
number of turns in the tunnel complex as the 
downed individual in order to locate them.  
Once a downed figure has been reached the rescuer must 
attempt a Tunnel Survival roll against the same hazard, but 
at +1.  If the rescuer survives the encounter he then 
emerges on the following turn with the downed figure.  To 
determine the status of the downed figure roll for combat 
damage; if the contact was an Enemy count the Impact as 
4, while if the contact was a booby trap count the Impact 
as 3.  (Note: the Impact increase is to simulate the dangers 
of combat in a very enclosed space, as well as the 
possibility of prolonged bleeding while crawling or being 
dragged through the tunnel.) 
COLLAPSI NG TUNNELS 
Collapsing tunnels and sealing off entrances is a good way 
to not only deny the enemy their further use, but to also 
gain those all-important Victory Points.  A tunnel entrance 
can be sealed or a tunnel can be collapsed by a figure 
within the complex setting a charge made up of a single 
block of C-4 (see page 29).  A separate charge per EAL 
point must be set in order to collapse enough of the tunnel 
complex to deny it to the enemy.  The charges can either be 
time-set, or instead have a line run to the surface and all 
detonated at once on command.  Any figures inside the 
tunnel when a charge detonates must immediately roll to 
Survive a +2 booby trap Tunnel Encounter.  If they fail, 
they must be rescued as above. 
1 Victory point is gained per tunnel section 
collapsed/tunnel entrance sealed. 
TUNNEL SEARCH REWARDS 
When a figure emerges from a tunnel complex after the 
minimum number of required turns has been reached they 
are considered to have had a successful search and may 
roll on the Tunnel Success table.  An additional roll on the 
table may be made per additional turn beyond the 
minimum the figure spend within the tunnel complex.     
1                  TUNNEL SUCCESS 
(Read result as rolled)  
#  RESULT 
1   Nothing special found.  +1 VP for exploration. 
2   Nothing special found.  +1 VP for exploration. 
3  Nothing special found.  +1 VP for exploration. 
4  Supplies found.  1+1/2d6 VP gained. 
5  Supplies found.  1+1/2d6 VP gained. 
6  Intel found!  1+1d6+1/2 EAL VP gained.  
11 FI RST 
CONTACT 
You've made contact with the enemy or will be doing so 
very shortly. Now it's time to see who you are fighting and 
how aggressive they are. Party time! 
When the very first PEF of the game is resolved from the 
PEF Resolution be sure to use this procedure before rolling 
on the Enemy Reinforcements (page, 93) or Potential 
Contact Tables (page, 62). 
THE ENEMY 
Here's how we find out who you are fighting. This is based 
on the Corps Zone and the Area of Operations of the 
Mission. All enemy units for the balance of the Mission 
will be of this type.  
  Roll 1d6 and read the result as rolled. 
  Use the appropriate Enemy Generator Table.  
1      ENEMY GENERATOR - I CORPS 
(Read the result as rolled)  
# DMZ    COASTAL    I NTERI OR   
1  NVA  LVC  MFVC 
2  NVA  LVC  MFVC 
3  NVA  MFVC  NVA 
4  NVA  MFVC  NVA 
5  NVA  NVA  NVA 
6  NVA  NVA  NVA     
FNG: 2
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1      ENEMY GENERATOR - II CORPS 
(Read the result as rolled)  
# COASTAL   I NTERI OR   HI GHLANDS  
1  LVC  LVC  MFVC 
2  LVC  MFVC  NVA 
3  MFVC  MFVC  NVA 
4  MFVC  MFVC  NVA 
5  MFVC  NVA  NVA 
6  NVA  NVA  NVA  
1           ENEMY GENERATOR - III CORPS - #1 
 (Read the result as rolled)  
# COASTAL   I NTERI OR   HI GHLANDS  
1  LVC  LVC  LVC 
2  LVC  LVC  MFVC 
3  LVC  MFVC  MFVC 
4  MFVC  MFVC  NVA 
5  MFVC  NVA  NVA 
6  NVA  NVA  NVA  
1           ENEMY GENERATOR - III CORPS - #2 
 (Read the result as rolled)  
# FREE FI RE ZONE   SWAMP  
1  LVC  LVC 
2  MFVC  LVC 
3  MFVC  MFVC 
4  NVA  MFVC 
5  NVA  NVA 
6  NVA  NVA  
1           ENEMY GENERATOR - IV CORPS -   
 (Read the result as rolled)  
# SWAMP   I NTERI OR   FREE FI RE ZONE 
1  LVC  LVC  MFVC 
2  LVC  LVC  MFVC 
3  MFVC  MFVC  NVA 
4  MFVC  MFVC  NVA 
5  MFVC  MFVC  NVA 
6  NVA  NVA  NVA 
Now that you know who you're fighting let's see how they 
will fight. 
ENEMY ACTI VI TY LEV EL  
The NVA and VC troops were not an enemy that fought 
just to fight.  Often they had their own agenda which 
dictated whether they stood and fought to the bitter end of 
a battle or if they avoided battle at all costs, even if they 
out-numbered their opposition.   
The Enemy Activity Level (EAL) represents a 
combination of how active and aggressive they are. When 
you contact the enemy for the first time you this is 
revealed in the following way: 
  Roll 2d6 versus the EAL. 
  Determine how many d6 are passed and consult 
the VC/NVA Activity Table. 
  Immediately adjust the EAL and PEF REP if 
called upon and follow any other instructions that 
may be found. 
  This activity and any changes it brings apply for 
the remainder of the game.  
2            VC/NVA ACTIVITY  
(Taken versus Activity Level)  
#D6 
PASSED 
RESULT  
2           
We've stepped in it!" - +1EAL 
  PEF REP is 5 (page, 4). 
  Roll for Reinforcements (page, 93) 
with 3d6 instead of 2d6. 
  VC/NVA figures will count a +1 to 
REP when taking the Received Fire 
Reaction Test. 
  VC/NVA figures will take the 
Cohesion Test with 3d6 instead of 
2d6.  
1      
"It's just business as usual."  
  PEF REP is 3 (page, 4). 
  Roll for Reinforcements (page, 93) 
normally with 2d6. 
  VC/NVA figures will take all Reaction 
Tests normally.  
0           
Wheres Charlie? -1EAL 
  PEF REP is 1 (page, 4). 
  Roll for Reinforcements (page, 93) 
with 1d6 instead of 2d6. 
  VC/NVA figures will count a -1 to 
REP when taking the Received Fire 
Reaction Test. 
  VC/NVA figures will take the 
Cohesion Test with 1d6 instead of 
2d6.  
FNG: 2
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HOW THE VC AND NVA MOVE 
When PEFs are first deployed they will move according to 
the PEF Movement Table.  PEFs move before visible 
enemy forces during the VC/NVA Activation phase. 
When PEFs are spotted and determined to be actual units 
and those figures are placed on the table they will use the 
VC/NVA Action Tables instead of the PEF Movement 
Tables.   
Activation is still from closest enemy group to farthest 
enemy group.  
TACTI CS 
When a PEF is converted into enemy figures we must 
determine what they will do when they activate and how 
they will fight. Here's how we do it: 
  VC and NVA squad members will maintain 
command distance. 
  Unless in melee or required by a Reaction Test, 
they will keep the following spacing between 
figures. 
  LVC 2" between figures. 
  MFVC 3" between figures. 
  NVA 4" between figures. 
  In cases where squad members are closer than 
required, on the next available opportunity spread 
the squad out to maintain the necessary distance. 
When a VC/NVA group activates: 
  If the VC/NVA group does not outnumber the 
closest player group by 50% or more figures they 
will use Defensive Tactics (page, 70).   
  Otherwise they will use the VC/NVA Action 
Table. 
Here's how they do it: 
  Roll 2d6 versus the REP of the VC/NVA group 
Leader. The number of d6 rolled maybe modified 
by circumstances found on the VC/NVAA Action 
Table. 
  Determine the number of d6 passed. 
  Consult the VC/NVA Action Table and 
immediately carry out the result.       
2      VC/NVA ACTION TABLE 
(Taken versus Activity Level)  
CI RCUMSTANCE  MODI FI ER  
If outnumber closest player group by twice 
the number of figures. 
+1d6  
#D6 
PASSED 
RESULT  
2                    
Assault"  
  If outside of 12" will move at fastest 
speed to get into range of opponent 
staying in cover if possible. Once 
within range will set up to fire.  
  If within 12" will split into two equal 
sized groups. One group, with any 
support weapons, will fire at the 
enemy while the second group will 
attempt to charge, fast moving if 
needed. 
  If within 6" will behave as if within 
12" but roll 1d6 for each group 
member. There is a chance (5-6) that 
one or more group members will 
attempt to ready and throw grenades. 
After grenades are thrown the other 
group members will charge into melee. 
(1) 
1           
"Maneuver." 
  If within 12" count as if passed 2d6.  
  If outside 12" 
(2)
 and LOS will Fast Move. 
  If outside 12" 
(2)
 and in LOS will move at 
normal speed. 
  Move to the best cover that allows as much 
firepower as possible to be aimed at the 
weakest enemy position if the FWF are on 
a defense mission. 
0        
Harass."  
  Will move to be at maximum range/LOS to 
enemy targets. 
  Will target the most isolated figure that will 
cause the least number of figures to return 
fire. 
  Will suffer a -1d6 when forced to take the 
Charge into Melee Test. 
(1) If outnumber the opponent by three or more times their 
number the VC/NVA will use "human wave" tactics. Will not stop 
to throw grenades and count a +1auto-success when taking the 
Charge into Melee Test. 
(2) LVC will turn into 2 PEFS instead. See VC Melt Away. 
FNG: 2
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LVC MELT AWAY 
The Vietcong knew the areas in which they operated 
intimately.  So well, in fact, they often seemed to disappear 
immediately after a contact. We use this rule to reflect this: 
  Anytime an LVC unit activates and is over 12 
away and LOS from FWF troops they are 
removed from the table and replaced with 2 PEFs 
set 4 apart.  These are treated as normal PEFs in 
regards to movement and REP.   
  If one of the PEFs is spotted and resolved with 
the result of nothing, then the other PEF is the 
actual troops.   
  Likewise, if one of the PEFs is spotted and 
resolved as any kind of troops, they will be the 
original LVC that initially melted away and are 
re-placed on the table, while the other PEF is 
declared a dummy and removed from play. 
VC/NVA DEFENSI VE TACTI CS 
When a VC/NVA group does not outnumber closest player 
group by 50% or more figures they will use the following 
defensive tactics: 
  They will fast move to the nearest fortifications if 
it is closer than the enemy. If it is not 
  They will remain in place.  
  In either case they will fire at the closest enemy. 
  If approached by enemy forces roll 1d6 for each 
VC/NVA figure. There is a chance (6) that they 
will attempt to ready and throw grenades. 
  They will only leave fortifications or cover only if 
forced to by a Reaction Test or if they find 
themselves outnumbering the closest player group 
by 50% or more figures.  
STOP! 
Your squad is in II Corps in the Highlands Enemy 
Generator Table. Who are you fighting? It's the NVA, look 
it up. 
The current EAL is 3 with PEF REP being 3 as well. Now 
roll 2d6 on the VC/NVA Activity Table. 
Did anything change? How so? 
Note that the changes are reflected in the Infantry QRS 
(page, 112) and the Reinforcements Table (page, 112). 
When you are ready, let's move on to Random Events.  
12 RANDOM 
EVENTS  
War is an uncertain event with random occurrences dotting 
the battlefield. Seemingly with no rhyme or reason random 
events can pop up to ruin your day. Note that using 
Random Events is optional. Here's how we handle this in 
FNG: 
  Whenever doubles are rolled add the dice 
together. 
  Roll 1d6 and add the score to the Activation Dice 
total. 
  Determine the new total and consult the Random 
Events Table.  
AD + 1      RANDOM EVENTS   
(Added to Activation Dice total)  
# RESULT 
3  The weather changes, becoming one level worse. 
Clear skies go to Inclement Weather while 
Inclement Weather goes to Terrible Weather. 
4   Radio jammed.  FWF attempts to Make The Call 
cannot be made for 1/2d6 turns. 
5  Booby trap.  The figure closest to a PEF has hit a 
booby trap.  Check for discovery and type.  (Does 
not apply to VC/NVA) 
6  The weather changes, becoming one level better. 
Terrible Weather goes to Inclement Weather while 
Inclement Weather goes to Clear Skies. 
7  Spider hole. The group closest to a PEF has 
encountered a Spider Hole (page, 71). (Does not 
apply to VC/NVA) 
8  The group/PEF farthest from the enemy is ordered 
to withdraw by moving towards the nearest table 
edge at the best speed possible, and will continue 
to do so until they exit the table.  If none, then the 
next time reinforcements are due for this side none 
arrive. 
9  Sudden lull in the battle. Only figures already 
within LOS may fire this turn, all others may not 
fire voluntarily.  No voluntary movement may be 
made by figures or PEFs unless they are in the 
open and are moving to cover. Medics may activate 
and act as normal. Airstrikes may not be made.  
Only medevacs may enter or exit the table this 
turn.  Artillery may arrive as normal. 
10  An Out of the Fight figure for the FWF (1-4) or the 
VC/NVA (5-6) revives and is back to normal 
condition without REP reduction. 
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11  New barrel.  The first LMG on this side to fire 
counts the gunner as +1 REP for one attack. 
12  Sudden shower/clear pocket.  If not already 
raining, then next turn a sudden monsoon rain falls 
counting as Terrible Weather, lasting only the one 
turn.  If it is already raining, then the rain suddenly 
stops next turn, then resumes the following turn. 
13  Reduced support.  The SL for the FWF (1-3) or 
EAL of the VC/NVA (4-6) immediately decreases 
by 1.  
14  An Obviously Dead FWF figure turns out to only 
be severely wounded, and is now Out of the Fight 
instead. 
15  Random artillery fire.  Roll 1d6 for each sector 
with highest result being hit. Three rounds of 
artillery target the center of the sector.  Roll for 
deviation using the FWF deployment table edge as 
the originating edge to the center of the affected 
sector. 
16  Increased.  The SL for the FWF (1-3) or EAL of 
the VC/NVA (4-6) immediately increases by 1. 
17  Decisive.  A group Leader or PEF of this side is +1 
REP for the rest of the game to everything except 
firing his weapons. Roll 1d6 for each group/PEF 
with the highest result being the affected 
group/PEF. 
18  Echo Mike!  End Mission!  Regardless of any 
current conditions Charlie disappears and the 
mission ends. Count up VP counting as if exited 
table. 
SPI DER HOLE 
A spider hole is a camouflaged covered Defensive Position 
that allows the soldier in the hole some observation out of 
the hole, provides concealment until he opens fire and 
cover after he starts shooting.  These holes are used by 
both VC/NVA. Here's how we resolve them when they are 
generated by the Random Events Table. 
  Roll 1d6 for each FWF group on the table. The 
highest score is the target of the Spider Hole with 
all ties meaning there are multiple Spider Holes! 
  The group that is the target of the Random Event 
rolls 1d6 and consults the Spider Hole Table to 
determine its location.       
1                   SPIDER HOLE   
 (Reading the result as rolled)  
# GAEA PRIME 
1  Spider hole is to the rear of the group. 
2  Spider hole is to the rear of the group. 
3  Spider hole is to the rear of the group. 
4  Spider hole is to the left of the group. 
5  Spider hole is to the right of the group. 
6  Spider hole is to the front of the group.  
  Once the direction of the hole is determined roll 
for the distance it is from the group. The distance 
is 1d6 + 6 or LOS, whichever is shorter. 
  Next, the closest infantry figure to the spider hole 
will test to see if he notices the cover being lifted 
before the ambusher inside can attack. If the 
testing figure has the spider hole in its LOS he is 
allowed to roll 2d6 vs. its Rep and consult the 
Spider Hole Discovery Table. If the figure has the 
Trap Finder or Point Man Attribute (page, 6) he is 
allowed to roll 3d6 counting the best two results. 
  If there are no figures facing the spider hole, then 
the nearest figure rolls 2d6 vs. its REP at 2 and 
consults the Spider Hole Discovery table. 
2              SPIDER HOLE DISCOVERY   
 (Taken versus Rep)    
#D6 
PASSED 
RESULT  
2  Place the spider hole. 
Figure spots the spider-hole and can make a 
free Ranged Combat attack once the spider-
hole is placed. 
1  Place the spider-hole.  
The occupants of the hole open fire if to the 
front of the group. If to the rear the occupant 
will charge the nearest target figure instead. Go 
directly to melee and do not take the Charge 
into Melee Test. Support weapons team fires 
instead of charging. 
0  Place the spider-hole.  
The occupants fire then charge closest enemy 
in LOS. Go directly to melee and do not take 
the Charge into Melee Test. Support weapons 
team fires instead of charging.   
  Once placed, a spider hole contains one of the 
following determined by rolling 1d6 on the Spider 
Hole Occupant Table.  
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1           SPIDER HOLE OCCUPANT   
 (Reading the result as rolled)  
# RESULT 
1  One Rep 4 soldier with an RPG.   
2  One Rep 4 soldier with a SF Rifle.   
3  Two Rep 4 soldiers with SMGs. 
4  Two Rep 3 soldiers with SF Rifles.   
5  Two Rep 3 soldiers with SF Rifles.   
6  Two man Rep 4 light machine gun team.  
STOP! 
You roll 2d6 and the results are double threes. What 
happens next? 
The Activation score comes up double fours. You roll 1d6 
and score a 2. What is the Random Event? 
The Activation score comes up double twos. You roll 1d6 
and score a 6. What is the Random Event?  
13 ESCALATI NG 
BATTLES 
In this section you will be introduced to the other assets 
that are available at higher levels of command. By using 
this section you can watch your battles escalate into larger 
engagements on their own. Naturally you can choose to 
use or not use this section and still have an enjoyable 
game.   
SUPPORT 
In this section you will learn the rules that pertain to 
different forms of support for your ground troops, and the 
ways to employ that support. 
RADI OS AND FI ELD PHONES 
The lifeline of every FWF soldier in Vietnam; radios were 
the most important piece of equipment next to the 
individual weapon. Radio operators, called RTOs (Radio 
Telephone Operator) were perhaps the most powerful 
individuals on the battlefield.  With their radio they can not 
only keep up on Battalion gossip, but also summon 
reinforcements, call forth the awesome power of artillery 
and air power, as well as medical evacuation for the 
wounded.  When we speak of radios we also include 
hardwired field phones.   
In FNG whenever a Leader, Forward Observer (FO), or 
RTO uses their radio it is referred to as Making the Call.  
MAKI NG THE CALL 
Radios arent perfect, and neither are the people that use 
them. Atmospheric conditions can also play a big part in 
whether or not a message gets through to where it needs to 
go. Making a successful call not automatic. Here's how we 
do it: 
  Declare who the character is trying to call. 
  Start with the REP of the character wanting to 
Make the Call. 
  Modify the REP by any applicable circumstance. 
  Roll 1d6 versus REP with a result of pass 1d6 
being successful.  
1                   MAKING THE CALL 
(Result read as rolled)  
CI RCUMSTANCE   MODI FI ER  
Inclement or terrible weather  -1 to REP 
Atop of the tallest hill on the table   +1 to REP 
Using a hardwired field phone  +1 to REP 
Check for atmospheric conditions. 
Roll 1d6: If score a "1" 
-1 to REP 
               If score a "6"  +1 to REP 
WHO MAKES THE CALL 
Normally the RTO is used when Making the Call. But 
Leaders will use their REP if they are in physical contact 
with the RTO. They are then assumed to be holding the 
phone/radio.     
FAI LED CALLS 
Only one call may be attempted per turn from the same 
radio or field phone. 
Example- Spec 4 Jones platoon is in heavy contact with a 
company of Main Force Vietcong. His LT (Lieutenant) 
wants him to call for artillery support. Jones is REP 4 and 
the Platoon RTO.   
Jones checks the circumstances to see if his chances of 
success are modified. They are in inclement weather so 
has his REP reduced by 1. 
He must then check for atmospheric conditions and scores 
a "1". This results in another -1 to his REP. 
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His modified REP is now 2 and Jones rolls 1d6 for 
success. He scores a 3. No luck. He cannot attempt any 
more calls on this radio. 
When he is next active Jones tries again. 
It is still inclement weather so he takes the -1 to REP 
penalty. 
This time he scores result of 4 on his atmospheric 
conditions check for no effect. 
His modified REP is now 3 and Jones rolls 1d6 for 
success. He scores a 3. The connection is made and the 
communication is carried out. 
PASSI NG ON ORDERS AND REQUESTS 
A Leader can have a RTO or Field Telephone operator 
pass an order if the Leader is within 4" of the RTO/Field 
Telephone Operator (and doesn't need to be in LOS).  This 
uses the operator's REP.   
RADI OS, HUH! WHAT ARE THEY GOOD FOR?  
What can players use radios for? After successfully 
Making the Call you can:  
  Activate a subordinate. This allows for lower Rep 
groups to activate out of turn. 
  Call in Artillery Support (page, 78). This requests 
artillery or mortar fire to be brought against the 
enemy. 
  Call in Airstrikes (page, 80). This summons fixed 
wing strike aircraft to the field to conduct 
airstrikes against the enemy. 
  Call in Helicopters (page, 85). This summons 
helicopter to the field to attack the enemy or 
transport troops in or out of the battle. 
  Call in Reinforcements (page, 93). This summons 
additional ground forces to the field.   
ACTI VATI NG A SUBORDI NATE 
When active a Commander may use the radio to activate a 
Leader with a lower REP to activate out of turn. Here's 
how we do it: 
  First the Leader with the lower REP must be 
under the Commander's command. 
  Next the Commander successfully Makes the Call 
to the subordinate group. 
  The Commander rolls 1d6 versus his REP.  
  If the Commander passes 1d6 the target group 
forfeits its normal activation and immediately 
activates instead.   
  If the Commander passes 0d6 the target group 
does not forfeit its normal activation, does not 
activate now, and the Commander may not act 
further for the rest of the Activation. 
Example- The Activation roll for the American side is 4.  A 
Squad with a REP 3 Leader and a radio is in perfect 
position to move through some cover to attack some VC in 
the open.  Normally they may not act voluntarily this turn.  
However, the Company Commander moves to make base-
to-base contact with his RTO, checks atmospheric 
conditions and passes the Making The Call test, 
establishing contact with the squad's Platoon Leader's 
RTO who is within 4 of his Platoon Commander (also 
REP 3), who has Command Distance (12") of the Squad 
the Company Commander wants to move.  The Platoon 
Commander receives the order and activates, allowing him 
to activate the squad that may now rush forwards and 
catch the VC in the open.  
STOP! 
Go over the section on Making the Call. Read and give it a 
couple of tries, it just may save your squad! 
SUPPORT OPTI ONS 
Free World Forces were pretty fortunate in usually having 
the resources to call forth a massive amount of firepower 
to offset their disadvantage of being spread so thinly across 
the countryside.  A unit in trouble could normally expect 
some sort of help or extra firepower in less than 30 
minutes from the first call going out. 
In FNG, FWF players have the ability to use their radios to 
call for several different types of support to aid them in 
their battles from the following list: 
Artillery  Both mortars and artillery of various sizes 
Tactical Air support (Tac Air)  Airstrikes with fixed wing 
aircraft and aerial spotters 
Helicopters  Gunships, aerial spotters, transports, medical 
evacuation, and resupply 
Reinforcements  Ground troops 
It is up to the requesting player to decide what type of 
support the player wants based upon the possible 
availability of the different types of support, as well as the 
abilities of that support.  There is no need to call for an 
airstrike with 750 lb bombs and the potential for those 
bombs to land on friendly forces or innocent civilians 
when a few extra troops or a well placed 60mm mortar fire 
mission would do the job just as well! 
You may only have one type of support active on the table 
at a time.  Thus, you may have either a helicopter mission 
going on, or have artillery falling on the table, but not both 
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at the same time.  The reasoning is: no one wants to fly an 
aircraft into an area where explosive objects are falling 
from the sky!  The possibility of an aircraft fatally 
intersecting with the trajectory of an indirect fire mission is 
too great to risk.  This does not include aircraft loitering 
off-table, as they may do so at a safe distance. 
Here's how we Call in Support: 
  Declare who you are calling and what you want. 
  Successfully Make the Call. 
  Roll on the appropriate Request Table (page, 76, 
80, 87, or 89). 
  Sit back and watch the war. 
Yes, it all sounds great in theory but let's break it all down. 
WHO CAN CALL I N SUPPORT 
Only the on-table Force Commander (highest ranking 
Leader on the table whether a Company Commander, 
Platoon Commander, or Squad leader), can call in support. 
This is usually via an RTO.  
When more than one Commander is on the table, requests 
by lower echelon Commanders must be relayed up through 
the on-table chain of command, usually needing the RTOs 
to make radio calls. 
Example - My Squad Leader needs support. He is not the 
Force Commander as the Platoon Leader is on table. My 
Squad Leader would need to successfully Make the Call to 
the Platoon Leader who would then attempt to call in 
support. 
THE GOLDEN RULE 
Before you go shopping at the Support Store remember the 
Golden Rule. 
You may only have one type of support active on the table 
at a time.   
AVAI LABLE SUPPORT 
There are two types of support in FNG. They are: 
   Ready Support (page, 74). 
  On Demand Support (page, 74). 
READY SUPPORT 
Ready Support assets are pre-planned support missions 
dedicated to your Mission and available at a moment's 
notice, often arriving immediately. Here's how you receive 
Ready Support: 
  To use Ready Support, an RTO or Commander 
must make a successful radio call to 
Headquarters.   
  Once connection is established roll 1d6 and 
consult the Ready Support request Table. 
  Carry out the results.  
1                  READY SUPPORT REQUEST  
(Read the result as rolled)  
# RESULT 
1  The Support arrives and is immediately available 
for use. 
2  The Support arrives and is immediately available 
for use. 
3  The Support arrives and is immediately available 
for use. 
4  The Support arrives when the requesting player is 
next Active.  
5  The Support arrives when the requesting player is 
next Active. 
6  The Support has been urgently tasked to another 
mission and is no longer available as Ready 
Support.  
Once a Ready Support mission has been called for and 
expended or is otherwise no longer available, that type of 
support may only be accessed again by using On Demand 
Support. When Ready Support has been exhausted, calling 
for On Demand Support often results in Victory Point loss 
for the Mission (page, 102).   
ON DEMAND SUPPORT 
Demand Support is support assets that may be available for 
use during a mission, but that are not dedicated to your 
mission.  The assets may be tasked to other missions or 
otherwise not available for immediate use, and must be 
requested from higher Headquarters.  Here's how you 
receive On Demand Support: 
  To use On Demand Support an RTO or 
Commander must make a successful radio call to 
Headquarters.   
  Once connection is established roll 1d6 and 
consult the appropriate Support Request Table 
(page, 76, 80, 87, or 89).  
Calling for On Demand Support often results in the loss of 
Victory Points for the Mission (page, 102).    
FWF SUPPORT LEVEL 
We've already established how Support Level is 
determined (page, 72). The higher the Support Level the 
greater the chance of seeing reinforcement and other forms 
of support. Here are more details. 
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SUPPORT LEVEL 1 
Ready Support: None. 
On Demand Support: 
  Mortars at a -1 modifier on the Artillery/Mortars 
Request Table. 
  Medevac at a -1 modifier on the Medevac 
Request Table. 
  All other support at a -3 modifier to the 
appropriate Request Table. 
Reinforcements: 
  Only possible through Activation roll (page, 93). 
SUPPORT LEVEL 2 
Ready Support: None. 
On Demand Support: 
  Mortars via Artillery/Mortars Request Table. 
  Medevac via Medevac Request Table. 
  All other support at a -2 modifier to the 
appropriate Request Table. 
Reinforcements: 
  Reinforcements at a -2 modifier on the 
Reinforcements Request Table. 
  Also possible through Activation roll (page, 93). 
Other: 
If on a Defense Mission (page, 99) receive 1/2d6 
Registered Target Points (RTP, page, 76).    
SUPPORT LEVEL 3 
Ready Support:  
  One helicopter mission (page, 87). 
On Demand Support: 
  Mortars via Artillery/Mortars Request Table. 
  Medevac via Medevac Request Table. 
  Artillery at a -2 modifier on the Artillery/Mortars 
Request Table. 
  All other support at a -1 modifier to the 
appropriate Request Table. 
Reinforcements: 
  Reinforcements at a -1 modifier on the 
Reinforcements Request Table. 
  Also possible through Activation roll (page, 93). 
Other: 
If on a Defense Mission (page, 99) receive 1d6 Registered 
Target Points (RTP, page, 76).    
SUPPORT LEVEL 4 
Ready Support:  
  One helicopter mission (page, 87). 
  1 FAC (page, 84). 
On Demand Support: 
  Mortars via Artillery/Mortars Request Table. 
  Medevac via Medevac Request Table. 
  Artillery at a -1 modifier on the Artillery/Mortars 
Request Table. 
  All other support at a -1 modifier to the 
appropriate Request Table. 
Reinforcements: 
  Reinforcements via the Reinforcements Request 
Table. 
  Also possible through Activation roll (page, 93). 
Other: 
If on a Defense Mission (page, 99) receive 1d6 Registered 
Target Points (RTP, page, 76).    
SUPPORT LEVEL 5 
Ready Support:  
  One helicopter mission (page, 87). 
  1 FAC (page, 84). 
  1 Artillery Mission (page, 78). 
On Demand Support: 
  All support via appropriate Request Table (page, 
76, 80, 87, or 89).    
Reinforcements: 
  Reinforcements via the Reinforcements Request 
Table. 
  Also possible through Activation roll (page, 93). 
Other: 
If on a Defense Mission (page, 99) receive 2d6 Registered 
Target Points (RTP, page, 76).   
SUPPORT LEVEL 6 
Ready Support:  
  One helicopter mission (page, 87). 
  1 FAC (page, 84). 
  1 Artillery Mission (page, 78). 
  1 Reinforcement (page, 93). 
On Demand Support: 
  All support with no modifiers via appropriate 
Request Table (page, 76, 80, 87, or 89).      
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Reinforcements: 
  Reinforcements via the Reinforcements Request 
Table. 
  Also possible through Activation roll (page, 93). 
Other: 
If on a Defense Mission (page, 99) receive 2d6 Registered 
Target Points (RTP, page, 76).    
STOP! 
No quiz just a recap. 
There are four types of Support available the FWF player. 
They are: 
Artillery 
Tactical Airstrikes 
Helicopters 
Reinforcements 
To call in support the on-table Force Commander declares 
who he is calling and what he wants. Successfully Make 
the Call (page, 72). Roll on the appropriate Request Table 
(page, 76, 80, 87, or 89). 
Ready Support is assets that are set aside for your 
immediate use. This is based on your Support Level (page, 
58) and requires the use of the Ready Support Request 
Table (page, 74). You still need to Make the Call. 
On Demand Support are assets that may be available for 
you to call in. You still need to Make the Call and must roll 
on the appropriate Request Table.              
14 ARTI LLERY 
AND MORTAR 
SUPPORT 
Artillery and mortar support are effective and game 
changing events. Before we get into them in more detail 
let's cover two things, Forward Observers (FO) and 
Registered Target Points (RTP). 
FORWARD OBSERVERS 
Units in the field sometimes have a Forward Observer 
(FO) attached for the operation to provide better 
coordination with supporting artillery units.  
Forward Observers are trained in the fine art of calling and 
adjusting artillery fire and are represented in FNG in the 
following way:    
  Forward Observers follow the same procedures 
when Making the Call (page, 72).   
  Have a positive modifier when requesting 
artillery/mortar support.   
  Halve the deviation of artillery/mortar strikes on 
targets to which they have LOS. 
  May communicate with aircraft overhead and 
direct them to attack in the same manner as a 
FAC, but without the REP bonus for the pilot 
making the attack. 
REGI STERED TARGET POINTS (RTP) 
Registered Target Points are defensive fire pre-plotted 
target points coordinated between the defending unit and 
an artillery or mortar unit (on- or off-table).  In effect, it 
provides a known point and set or coordinates that the 
weapons are able to fire on at a moments notice.  
Approved requests for artillery or mortar fire on RTPs 
(whether Ready Support or On Demand): 
  Occur immediately 
  Disregard the time on the Request Table 
REQUEST TABLE 
When requesting artillery or mortar support, use the 
following procedure: 
  Roll 1d6. 
  Modify the score by any applicable modifiers. 
  Consult the table and carry out the results.  
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1             ARTILLERY/MORTAR REQUEST  
(Read the result as rolled)  
WHO'S CALLI NG  MODI FI ER 
Force Commander is Lieutenant  +1 
Force Commander is Captain or higher  +2 
Forward Observer making the call  +2 
CI RCUMSTANCE  MODI FI ER 
Calling for a Registered Target Point  +2 
Area has Population Value of 3  -3 
SUPPORT LEVEL  MODI FI ER 
Support Level 1 - Mortars  -1 
Support Level 1 - Artillery  -3 
Support Level 2 - Artillery  -2 
Support Level 3 - Artillery   -2 
Support Level 4 - Artillery  -1  
# RESULT 
1 or 
less 
Request denied!  No assets are available for 
the remainder of the game. 
2  Well see what we can do.  No assets are 
available this turn, but another request attempt 
may be made on a later turn. 
3  Standby.   One weapon is available, arrives in 
1+1/2d6 turns.   
4  Request granted.  Two weapons available, 
arrives in 2 turns.   
5  Round out! Two weapons available, arrives 
next turn.   
6 or 
greater 
On the way! Three weapons available, arrives 
this turn.   
Now that we've gotten this out of the way let's go into 
more detail on Mortar and Artillery support, starting with 
the more common of the two. 
MORTAR FI RE MI SSI ON 
Mortars are high-angle weapons capable of lobbing a 
round over intervening terrain. High Explosive (HE) 
mortar rounds create lethal shrapnel over a good-sized 
area, but lack the penetrating power and airburst ability of 
artillery.  This is what we use when a Mortar Fire Mission 
is called in. 
When a Mortar Fire Mission is called in here is how it's 
handled: 
  The fire mission will lasts for only one turn.  
  The fire mission will consist of three rounds for 
one turn from each weapon firing. 
  Target any RTP (page, 76) or section that has one 
or more enemy groups in it.  
  Announce the target spot in the section that you 
are aiming for. This can be an enemy figure, 
vehicle or terrain feature such as a building. 
  Roll 2d6 versus the REP of the requester 
(character that called in the support). 
  Modify the REP, determine how many d6 were 
passed, and consult the Hitting w/ Mortars Table. 
Carry out the results.  
2               HITTING W/ MORTARS  
(Taken vs. REP)  
CI RCUMSTANCE  MODI FI ER  
Non-Registered Target Point out of 
LOS to character 
-1 to REP  
#D6 
PASSED 
RESULT  
2  Round lands on target.  Roll on Deviation Table. 
1  Round lands in area.  Roll twice on the Artillery 
Deviation Table. 
0  Round misses. Roll three times on the Artillery 
Deviation Table. 
DEVI ATI ON 
When a result of deviation occurs on the Hitting 
w/Artillery/Mortars Table follow this procedure:  
  Roll 1d6, read the result as rolled, and consult the 
Deviation Table for each round as it is fired. 
  When rolling more than once on the table spot the 
first round, then deviate the second round based 
on the spot of the first round, and finally deviate 
the third round based on the spot of the second 
round. 
  Mortars will deviate by 6" in the direction listed 
from the target spot based on the callers position 
in relation to the target. 
  Deviation distances are reduced by half if the fire 
was called in by an FO.               
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1                MORTAR DEVIATION   
(Reading the result as rolled)  
CI RCUMSTANCE  MODI FI ER 
If fire is called in by FO.  Reduce deviation by 1/2  
# ROUND LANDS 
1  Round lands long. 
2  Round lands off to the left of the target point. 
3  
Round lands off to the right of the target point. 
4   Rounds lands short. 
5  Round lands on target. 
6  Round lands on target.  
RESOLVI NG MORTAR HI TS 
Like other blast circle weapons, any figure within the blast 
circle of a mortar round has the possibility of taking 
damage.   
  Once the target is determined center the blast 
circle on the target point. 
  Use a 6" blast circle for a mortar. 
  Each target in the blast circle will roll 1d6 versus 
the Impact Value of the weapon. 
  Impact 2/APR2 for mortars. 
  See the section Protection From Cover (page, 34). 
PROXI MI TY TO FRI ENDLY TROOPS 
There are restrictions on placing rounds close to friendly 
forces to prevent a short round.  Normally, indirect fire 
is only allowed close if circumstances are dire; such as a 
unit is being overrun by the enemy.  
  The target spot can be no closer than 20 from 
friendly troops 
DANGER CLOSE 
There are those times where friendly mortars or artillery 
must be called in either close enough to friendly positions 
that they may cause casualties, or right on top of them.  
This is called Danger Close, and was not a common 
practice.  Despite the commander on the ground 
supposedly being the final voice on these sorts of calls, 
they were sometimes overruled by higher echelons of 
command or even the artillery commanders themselves. 
Here's how we do it: 
  When a player wants to bring any sort of indirect 
fire closer than the minimum allowed the 
Commander must roll 1d6 versus his REP.   
  If the roll passes, the player immediately loses 
4VP, but the indirect fire mission will proceed.   
  If the roll fails the player immediately loses 8VP, 
the indirect fire missions does not proceed, and 
there is a chance (1-2) that the Commander will 
be relieved of command after the mission. 
ARTI LLERY STRI KE 
Artillery encompasses everything from the small 75mm 
pack howitzer to self-propelled 175mm guns and 
monstrous battleship based 16 guns.  Capable of placing a 
curtain of steel around a unit in trouble as well as 
penetrating covered defensive positions, artillery is used 
much like mortars, though normally not as close.  All 
artillery may fire HE and this is what we use when an 
Artillery Strike is called in.  
When an Artillery Strike is called in here is how it's 
handled: 
  The strike will lasts for only one turn.  
  It will consist of three rounds for one turn from 
each weapon firing. 
  Target any RTP (page, 76) or section that has one 
or more enemy groups in it.  
  Announce the target spot in the section that you 
are aiming for. This can be an enemy figure, 
vehicle or terrain feature such as a building. 
  Roll 2d6 versus the REP of the requester 
(character that called in the support). 
  Modify the REP, determine how many d6 were 
passed, and consult the Hitting w/Artillery Table. 
Carry out the results.  
2             HITTING W/ARTILLERY  
(Taken vs. REP)  
CI RCUMSTANCE  MODI FI ER  
Non-Registered Target Point out of 
LOS to character 
-1 to REP  
#D6 
PASSED 
RESULT  
2  Round lands on target.  Roll on Deviation Table. 
1  Round lands in area.  Roll twice on the Artillery 
Deviation Table. 
0  Round misses. Roll three times on the Artillery 
Deviation Table.     
FNG: 2
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DEVI ATI ON 
When a result of deviation occurs on the Hitting 
w/Artillery Table follow this procedure:  
  Roll 1d6, read the result as rolled, and consult the 
Deviation Table for each round as it is fired. 
  When rolling more than once on the table mark 
the first target spot. 
  Next the second target spot will deviate based on 
the first target spot. 
  Finally the third target spot will deviate based on 
the second target spot. 
  Artillery will deviate by 12" in the direction listed 
from the target spot. 
  Deviation distances are reduced by half if the fire 
was called in by an FO. 
1             ARTILLERY DEVIATION   
(Reading the result as rolled)  
CI RCUMSTANCE  MODI FI ER 
If fire is called in by FO.  Reduce deviation by 1/2  
# ROUND LANDS 
1  Round lands long. 
2  Round lands off to the left of the target point. 
3  
Round lands off to the right of the target point. 
4   Rounds lands short. 
5  Round lands on target. 
6  Round lands on target.  
RESOLVI NG ARTI LLERY HI TS 
Like other blast circle weapons, any figure within the blast 
circle of an artillery round has the possibility of taking 
damage.   
  Once the target is determined, center the blast 
circle on the target point. 
  Use a 12" blast circle for artillery. 
  Each target in the blast circle will roll 1d6 versus 
the Impact Value of the weapon. 
  Impact 4/APR 5 for artillery. 
  See the section Protection From Cover (page, 34).  
PROXI MI TY TO FRI ENDLY TROOPS 
There are restrictions on placing rounds close to friendly 
forces to prevent a short round.  Normally, indirect fire 
is only allowed close if circumstances are dire; such as a 
unit is being overrun by the enemy.   
  The target spot can be no closer than 36 from 
friendly troops  
TARGETI NG BUI LDI NGS   
When a building or Defensive Position is hit by artillery 
refer to the Damaging Buildings section (page, 41).    
I LLUMI NATI ON ROUNDS 
These rounds are flares attached to a parachute for night 
use.  Use normal firing procedures when using this round.  
However, rather than impacting the ground the shell bursts 
in the air and slowly drifts to earth, bathing an area 
appropriate for the weapon used in light, creating daylight 
LOS within this area.  Artillery rounds will illuminate a 
36 circle for three full turns, while mortar rounds will 
illuminate a 24 circle for three turns.  Illumination rounds 
drift with the breeze at 6 per turn, 12 per turn with strong 
winds, and fall straight down with no wind.  Only one 
illumination round per weapon may be fired per turn.   
STOP! 
Divide the table into six sections. Place your squad in 
section 6 and the enemy in section 2. 
Call in a Mortar Fire Mission (Artillery/Mortar Request 
Table). Did you Make the Call first? Roll to hit (Hitting 
w/Mortars Table) and check for deviation ( Artillery 
Deviation Table). 
Carry out the damage. 
Do the same with Artillery. 
Notice how the rounds can deviate. Keep this in mind 
when you are playing the game!        
FNG: 2
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15TACAI R 
Tactical Air Support (called Tac Air, or airstrikes) is 
usually called in when you absolutely, positively have to 
have a target blasted to little tiny bits. When aircraft hit the 
right target with the right weapons, it has a devastating 
effect that is almost beyond compare.  They may even 
rearrange the landscape. When you're calling in an Air 
Strike it is pretty much game over man, one way or the 
other.  
In order to utilize an air strike that is available or on scene, 
either a FAC plane (page, 84) must be in the air over the 
battlefield, or a Forward Observer (page, 76) must be on 
the ground. However, if playing USMC, you do not 
require an FO or a FAC if the aircraft on station are also 
USMC. 
A successful radio communication between the people on 
the ground and the FAC must be made before an attack 
can take place. 
REQUEST TABLE 
When requesting Tac Air support, use the following 
procedure: 
  Make the Call (page, 72). 
  Roll 1d6. 
  Modify the score by any applicable modifiers. 
  Consult the table and carry out the results.                 
1                      AIRSTRIKE REQUEST  
(Read the result as rolled)  
WHO'S CALLI NG  MODI FI ER 
Force Commander is Lieutenant  +1 
Force Commander is Captain or higher  +2 
SUPPORT LEVEL  MODI FI ER 
Support Level 1    -3 
Support Level 2    -2 
Support Level 3  -1 
Support Level 4  -1  
# RESULT 
1 or 
less 
Request denied!  No assets are available for 
the remainder of the game. 
2  Wait one out.  No assets are available this turn, 
but another request attempt may be made on a 
later turn. 
3  Stirring the coals!   FAC will arrive in 
1+1/2d6 turns with an airstrike available the 
following turn.  
4  Support in-bound. FAC will arrive next turn 
with an airstrike available the following turn. 
5  Where do you want it? A FAC has arrived and 
an airstrike will be available next turn. 
6 or 
greater 
Rolling in hot! A FAC is overhead and an 
airstrike is available immediately. 
AVAI LABLE AI RCRAFT 
Once an Airstrike has been authorized you have to see 
what aircraft is available. The aircraft type available will 
dictate the types and amount of ordinance available to be 
expended. Here's how we do it: 
  Roll 1d6 on the Aircraft Availability for the 
appropriate Corps Zone.  
  Roll a second d6 for Pilot REP.   
1            I CORPS AIRCRAFT AVAILABILITY 
(Read the result as rolled)  
# RESULT 
1    
USMC F-4: 
  (1-2) REP 4 
  (3-4) REP 5 
  (5-6) REP 6 
2     
USAF A-1 Skyraider: 
  (1) REP 3 
  (2) REP 4 
  (3-5) REP 5 
  (6) REP 6  
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3    
USAF F-100 Hun: 
  (1) REP 3 
  (2-4) REP 4 
  (5-6) REP 5 
4    
USMC A-4 Skyhawk: 
  (1-2) REP 4 
  (3-4) REP 5 
  (5-6) REP 6 
5    
RAAF Canberra: 
  (1) REP 3 
  (2-4) REP 4 
  (5-6) REP 5 
6     
USAF A-37 Dragonfly: 
  (1) REP 3 
  (2) REP 4 
  (3-5) REP 5 
  (6) REP 6  
1     II, III, IV CORPS AIRCRAFT AVAILABILITY 
(Read the result as rolled)  
# RESULT 
1    
RAAF Canberra (VNAF A-1 if IV Corps): 
  (1) REP 3 
  (2-4) REP 4 
  (5-6) REP 5 
2     
USAF or VNAF A-1 Skyraider: 
  (1) REP 3 
  (2) REP 4 
  (3-5) REP 5 
  (6) REP 6 
3    
USAF F-100 Hun: 
  (1) REP 3 
  (2-4) REP 4 
  (5-6) REP 5 
4       
II and III Corps - USAF A-4 Skyhawk: 
  (1-2) REP 4 
  (3-4) REP 5 
  (5-6) REP 6 
  IV Corps - VNAF T-28 Trojan: 
  (1-3) REP 4 
  (5-6) REP 5 
5    
USAF F-4 (USN if IV Corps): 
  (1) REP 3 
  (2-4) REP 4 
  (5-6) REP 5 
6     
USAF A-37 Dragonfly: 
  (1) REP 3 
  (2) REP 4 
  (3-5) REP 5 
  (6) REP 6 
STRAFI NG THE BATTLEFI ELD 
The use of aircraft in FNG does not require an actual 
model. In most cases aircraft will loiter off-table 
awaiting the signal to attack. The following rules represent 
an aircraft flying over the battlefield and firing its weapons 
at eligible targets or strafing the field.  
FLI GHT LI NE 
First we must establish the Flight Line. Here's how we do 
it: 
  First decide the part of a table edge where the 
aircraft will arrive from. This is where the run 
will start. 
  Next determine the part of the edge on another 
side of the table that the aircraft will depart from. 
This is where the run will finish. 
  Connect the two with a line. This is called the 
Flight Line.  String or yarn works well for this. 
Aircraft may attack targets up to 3 on either side 
of this line. 
After establishing the Flight Line it's time to line up and 
declare the run. Here's how we do it: 
  The owner of the aircraft declares where the 
aircraft is entering on the Flight Line and where it 
will exit.  
  He declares that the craft is making a strafing 
run, bombing run, napalm run, or rocket 
run.  Only one type of weapon can be used 
during the attack run, as the attack setup is 
different to the pilot depending upon the weapon 
being used.  
  During a bombing run aircraft may drop one or 
more bombs, even mixing bomb types, counting 
each as a separate attack with separate impact 
points.  They may even drop their bombs on 
points that are off the table, but along the flight 
line, with the blast circles affecting on-table 
targets, though their Flight Line must cross at 
least part of the table. 
On the players next Activation it's time to make the run. 
The aircraft enters the table and the attack run begins. 
  The aircraft moves along the Flight Line and any 
enemy figure that is within 12 of the Flight Line 
and can trace LOS to it must take the Anti-
Aircraft Check and act accordingly. 
  Figures in bunkers or under triple canopy jungle 
do not have LOS to airstrikes.     
FNG: 2
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2                   ANTI-AIRCRAFT CHECK 
(Taken versus REP)  
#D6 
PASSED 
RESULT 
2       
Those with OR 2 or lower weapons will Duck 
Back.  
Those with OR 3 or higher weapons roll 1d6 
versus REP. 
  Pass 1d6 stand and fire at the 
approaching aircraft. 
  Pass 0d6 Duck Back. 
1   
Infantry will Duck Back. 
Vehicles will head for cover and Duck Back. 
0    
Infantry will Retire away from aircraft Flight 
Line.    
Vehicles will head for cover and Duck Back.  
FI RI NG AT THE AI RCRAFT 
Figures that stand and fire will do so in the following way: 
  Add the OR of all of the weapons firing at the 
aircraft and have a range of at least 24". RPGs 
and LAWs only count if they are loaded/prepared. 
  If an eligible figure is within terrain that provides 
cover or concealment from the air count their OR 
as half. 
  Divide the OR total by the REP of the aircrafts 
Pilot and round up. 
  The result is the number of d6 that is rolled on the 
Golden BB Table. The minimum number of d6 is 
equal to the REP of the Pilot.  
93                  GOLDEN BB  
(Taken vs. REP of the Pilot)   
#D6 
PASSED 
RESULT 
3+  No effect, Pilot continues attack run. 
2  Pilot presses the attack, but at 1 REP. 
1 or less    
Aircraft veers away and breaks off the 
attack.  There is a chance (1-3) that he 
returns to base for the remainder of the 
game. 
Figures that fire upon aircraft cannot fire any further that 
turn. This includes when they are Active or inactive.  
AI RCRAFT DAMAGE 
It is possible that the weapons fire from the ground will 
cause damage to the aircraft. Here's how we do it: 
  When rolling on the Golden BB Table keep track 
of the number of d6 that the Pilot did not pass. 
  Each d6 not passed is a hit against the aircraft by 
the weapon that was used with the highest Impact, 
not APR. 
  Roll on the Aircraft Damage Table for each hit.  
Example- Ten Main Force VC in the open are within 12 
of the Flight Line of a F-100 with a REP 4 Pilot making a 
bombing run. Eight of the VC pass 2d6 on the Anti-Aircraft 
Check.  Four are armed with AK-47s (OR 3 each), one is 
armed with an LMG (OR 4), another with an RPG-7 (OR 
5), while the other two have SKS (OR 2) and cannot 
effectively fire at the aircraft due to their low OR. The total 
OR is 21, divided by the pilots REP of 4 which gives 6d6 
on the Golden BB Table, rounding up.  The pilot passes 
3d6 vs. his REP, but three do not pass. He rolls those three 
on the Aircraft Damage Table using the Impact of 3.    
1             AIRCRAFT DAMAGE   
(Read the result as rolled)  
# RESULT 
1   
Aircraft receives two points of 
damage. Deduct it from the Damage 
Points of the craft. 
 Pilot counts as 1 REP for remainder 
of the game. 
Impact or less but 
not a 1  
Aircraft receives one point of 
damage. Deduct it from the Damage 
Points of the craft. 
Higher than 
Impact 
No effect. 
Damage to the aircraft is cumulative. If the damage taken 
during the game exceeds the Damage Points of the aircraft 
it flies somewhere off- table and crashes. 
Pilots that are reduced to half their starting REP due to 
damage or Golden BB Checks will return to base and no 
longer participate in the battle. 
ATTACKI NG WI TH AI RCRAFT- BOMBS 
After the AA and Golden BB Test are taken it's time to 
complete the run. When using bombs, rockets, or napalm 
here's how we do it: 
  Declare the nominated impact points for each 
individual ordinance. 
  Roll 1d6 for each one. 
  Roll normally on the Range Combat Table (page, 
32). Be sure to take into account whether the 
impact point is within cover or concealment from 
the air.   
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  If a miss occurs roll 1d6 and consult the Airstrike 
Deviation Table.    
1                    AIRSTRIKE DEVIATION   
(Read result as rolled)  
CI RCUMSTANCE  MODI FI ER 
Firing from a helicopter  Deviation distance is halved  
# RESULT 
1  On target, no deviation. 
2  On target, no deviation. 
3  Attack hits 2d6 past the target. 
4  Attack hits 2d6 short of the target. 
5  Attack hits 4d6 past the target. 
6  Attack hits 4d6 short of the target by  
All deviation moves the center of the attack the indicated 
direction from the intended impact point based upon the 
aircraft's Flight Line.  
ATTACKI NG WI TH AI RCRAFT- GUNS 
After the AA and Golden BB Test are taken it's time to 
complete the run. When using LMG, HMG, or auto-cannon 
here's how we do it: 
  All targets within 3" of either side of the Flight 
Line will suffer an attack. 
  Using the Pilot's REP roll once for each figure on 
the Ranged Combat Table. 
  Any hit is carried out normally while each miss 
causes a received Fire Test taken by groups of 
figures that were fired upon.  
WEAPON  I MPACT 
LMG  3/APR 2 
HMG  5/APR 3 
Auto-Cannon  5/APR 5 
LOI TER TI ME 
Because of high fuel usage, aircraft have a very limited 
time over the battlefield during which they make take part 
in the fight.  A plane may only make as many passes as it 
has weapons types available.  Thus, a plane with auto-
cannon and 500 lb and 750 lb bombs may only make two 
attack passes, as it only has two weapons types (cannons 
and bombs).  If it also had napalm, it would be able to 
make three attack passes, as napalm is a different weapon 
type than guns and bombs.  Having to veer off of an attack 
counts as an attack pass. 
Regardless of the number of weapon types, jet aircraft may 
only remain in play for five turns (whether they spend 
the time loitering or attacking), after which they will return 
to base. 
Propeller driven aircraft, such as the A-1 Skyraider, T-28 
Trojan and FACs may remain in play for up to 12 turns. 
AI RCRAFT MUNI TI ONS 
Planes are capable of carrying a wide variety of weapons, 
both internally and on pylons.  Below is a list and stats for 
various weapon systems used in tactical support roles. 
BOMBS: Bombs come in 250 lb Fragmentation, 500 lb, 750 
lb, or White Phosphorous (WP) high-drag types.  
Fragmentation bombs rely on concussion and splinters to 
do damage.  WP bombs create smoke and incendiary (fire) 
effects.  Bombs (other than WP) will create a crater as 
sized in the terrain section.  All APR attacks versus 
Armored Vehicles is against the side armor DV regardless 
of facing (unless the bomb lands directly on top of the 
vehicle).  Figures within a bombs blast circle that are not 
hit are automatically stunned. 
  250 lb Frag.  36 blast circle, Impact 2, APR 3, 
counts as REP 5 for blast circle attacks. 
  500 lb.  20 blast circle, Impact 3, APR 6, counts 
as REP 6 for blast circle attacks. 
  750 lb. 30 blast circle, Impact 4, APR 8, counts 
as REP 6 for blast circle attacks. 
  WP.  36 blast circle, Impact 5, APR 3, counts as 
REP 6 for blast attacks.  36 blast circle remains 
as smoke.  Roll 1d6 at the start of each turn, with 
(1-4) resulting in the smoke dissipating and being 
removed from play. 
GUNS: Whether machineguns or canon, aerial guns fire 
explosive shells and are classified as LMG, HMG or AC 
(Autocannon; these may be several 20mm Autocannon or 
one 20mm Gatling). 
NAPALM: Napalm is jellied gasoline contained in 
aluminum drop tanks that burns on contact with oxygen 
and sticks to just about anything. Here's how we use it: 
  When using napalm a 6" wide by 18" long 
template represents the affected area. Center the 
6" wide side of the template on the target spot 
with the 18" length extending along the Flight 
Line of the aircraft. 
Everything within the template takes an Impact 4/APR 5 
hit each turn that it is within the template. Figures in 
napalm can only attempt to get out of its effects and may 
not commit any actions including firing. They do not take 
any Reaction Tests until they are out of the template or the 
napalm has burned out. Here's how we do it: 
  Roll 1d6 for each template. 
  (1-3) = the napalm remains active. 
  (4-6) = the napalm burns out and is removed from 
play. 
FNG: 2
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ROCKETS: Unguided fin stabilized rockets, usually fired in 
salvos. Each multiplier in the aircraft stat (such as Rocket 
x4) is the number of attacks that may be made by the 
weapon during a pass. 
  12 blast circle, Impact 3, APR 3, counts as REP 
4 for blast attacks. 
WP MARKI NG ROCKET: Unguided fin stabilized White 
Phosphorous rocket, usually fired singly to mark targets 
for other aircraft. 
  5 blast circle, Impact 5, APR 3, counts as REP 6 
for blast attacks. 
  Acts as a smoke grenade but will rise above any 
jungle canopy to be visible from above.  
FACS 
Forward Air Control (FAC) planes are much more than 
just aerial traffic cops. FACs are either REP 4 (1-2), REP 5 
(3-5), or REP 6 (6). 
Here's how they are used in FNG: 
STRAFI NG RUN: If there are no airstrikes during a players 
Activation and a FAC is present, it may make a run across 
the table as if it were making a strafing run. During this 
run, the pilot may either fire one of his weapons, such as a 
WP marking rocket or his personal weapon (by sticking it 
out of the window and making a standard attack!), or it 
may make a spotting run. 
SPOTTI NG RUN: During a spotting run, the pilot attempts to 
spot targets on the ground. Here's how we do it: 
  Establish a Flight Line for the aircraft. 
  Any enemy group, vehicle, or PEF within 12" to 
each side of the Flight Path may be spotted. 
  Roll 2d6 versus the REP of the Pilot as he tries to 
spot each target. 
  Determine how many d6 are passed. 
  Consult the Aerial Spotting Check and note the 
results.   
  If an air strike is available the next turn, he may 
direct it against any spotted targets or the center 
of the terrain feature the target was spotted in. 
Jungle does not count as a terrain feature, but a 
hill, cross-road, rice paddy, or village does.        
2             AERIAL SPOTTING CHECK  
(Taken vs. REP)  
CI RCUMSTANCE  MODI FI ER 
Target in cover from the air  -1d6 
Target in concealment from the air  -1d6 
Spotting check taken from an hovering 
helicopter 
+1d6  
#D6 
PASSED 
RESULT 
2+  
Target spotted.  PEF is immediately 
resolved.      
1 or less  
Target not spotted.  PEF remains 
unresolved. 
MARKI NG A TARGET: If the FAC marks a target with a WP 
marking rocket, using normal rocket firing procedure 
(page, 30), all aircraft ground attacks that impact within 
24 of the smoke count the pilots REP as one higher. 
SPOTTI NG FOR ARTI LLERY: FACs may also direct artillery 
fire against enemy troops that are spotted the previous turn 
by an Aerial Spotting Check. When doing so they use the 
same bonuses as if a FO (page, 76).  
SPOOKY, SPECTER, AND PUFF THE 
MAGI C DRAGON  
Spooky, Specter, and Puff the Magic Dragon were the 
names of a distinct new type of air support that became 
available in Vietnam. Flying at night, specially modified 
cargo aircraft, primarily C- 47s, C-119s, and C-130s, 
provided heavy firepower and illumination for the Grunts 
on the ground. These planes were armed with a variety of 
weapons, including 7.62mm mini-guns, 20mm Vulcan 
cannons, 40mm BOFORs guns, and even a 105mm 
howitzer in the C-130 version! These weapons were all 
mounted to fire out of the left side of the plane, which 
made lazy left turns, hosing down the ground below. Their 
rate of fire was so tremendous that the continuous line of 
tracers coming down from the sky looked as if a dragon 
was breathing fire upon the land.  
For game purposes, these planes are all considered to be 
AC-47 Spooky or Puff gunships, armed with four 
7.62mm mini-guns and air droppable flares.  
AC-47s perform as follows: 
  They may either target a swath 12 wide across 
the table, similar to an aircraft strafing run, or fire 
in a doughnut swath 8 wide with a minimum 
interior radius of 10, and a maximum interior 
radius of 20.  
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  Anything and everything within this swath, friend 
or foe, is attacked as if by a Target 4, Impact 3 
weapon at REP 5.  
  Only two gun runs may be made before the plane 
runs out of ammunition; however it may still 
remain on station providing illumination similar 
to artillery and mortars, dropping one mortar 
sized illumination round per turn.   
  AC-47s may be in play for a total of eight turns.  
  These planes fly only at night and must be 
specifically requested.   
  They are not subject to being attacked from the 
ground, except by HMG or larger ground AA.  
HMG are allowed a Received Fire Test any time 
an AC-47 fires on the gaming area, even if the 
HMG was not in the area attacked, counting the 
aircraft as Fast Moving. Hits are resolved the 
same as a hit by a Golden BB attack.    
STOP! 
Here's a recap of using Tac Air support. 
 It all starts with Making the Call (page, 72). 
Then roll on the Airstrike Request Table (page, 80). 
Roll on the appropriate Aircraft Availability Table (page, 
80) and check the FWF Aircraft List (page, 109) to see 
what aircraft will arrive and what it is armed with. 
There must be a FAC (page, 84) on the table before the 
airstrike can take place. 
Establish the Flight Line (page, 81). 
Go over the Anti-Aircraft Check (page, 82).  
Take the Golden "BB" Test (page, 82). 
Roll 1d6 on the Aircraft Damage Table (page, 82) for each 
d6 failed on the Golden "BB" Test. 
Carry out a Bombing Attack and an attack using guns to 
see the differences. 
A plane may only make as many passes as it has weapons 
types available.   
Most fixed wing aircraft can spend a maximum of 5 turns 
"in play" either making attacks or loitering off the table 
before it must return to base. FAC can remain "in play" up 
to 12 turns. 
Review the capabilities of the FAC (page, 84) and how 
they are used. 
Next up, helicopters.  
16 HELI COPTERS 
Helicopters were the perfect vehicles for the rugged terrain 
of Vietnam, and were used to get people, supplies, and 
firepower to even the most remote parts of the country. 
There are three basic categories of helicopters: 
  Transports (such as the Huey slick and 
USMCs UH-34D Hus).  
  Gunships (such as the Huey hog or the Cobra). 
  Observation (such as the loach).  
Each has its own particular function on the battlefield, but 
they all act in much the same manner. 
HELI COPTER MOVEMENT 
Initially, helicopters travel across the tabletop just as 
aircraft do (Flight Line, page, 81) with four major 
differences. They are: 
  When called upon they will roll on the Piloting 
Table (page, 86). 
  They may choose to hover. 
  They may land on the table. 
  Helicopters may stay in play for up to eight 
turns. 
HOVERI NG 
During their movement helicopters may elect to hover 
(stop in mid-air) over one spot or hover and then land. 
Hovering immediately halts the helicopter's movement for 
the rest of the turn and immediately forces all enemy 
forces with LOS within 24 to roll an Anti-Aircraft Check 
(page, 82).  
The next Activation, a hovering helicopter can rotate to 
face a different direction before leaving its hover and 
moving in that direction off-table.  
HELI COPTER I NSERTI ONS AND EXTRACTI ONS 
Players may decide to simulate a helicopter being used to 
pick up or deliver troops to the battlefield. Here's how we 
do it and note that this process may require the use of an 
appropriate mode: 
  At the start of the owning players Activation, plot 
the Flight Line (page, 81) of the helicopter.  
  Next plot where the helicopter will attempt to 
land. This must be a clear area! 
  Roll 2d6 versus the REP of the Pilot and consult 
the Helicopter Piloting Table. 
  Immediately carry out the results based upon the 
action of the helicopter. 
FNG: 2
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  Remember that the movement of the helicopter 
may trigger an Anti-aircraft Check (page, 82).  
2         HELICOPTER PILOTING   
(Taken vs. REP)   
CI RCUMSTANCE  MODI FI ER 
Flying in Inclement Weather  -1 to Pilot REP   
Flying at night  -1 to Pilot Rep  
#D6 
PASSED 
RESULT 
2     
Flying - Skims the top of the trees and may 
not be fired upon unless crossing an open 
area. 
Landings, take-offs and hovers - Occurs 
without piloting mishap.   
1              
Flying - Fly to target but enemy figures may 
take an Anti-Aircraft check. The Golden "BB" 
procedure is still used but any OR can be 
counted. 
 Landings  Approach botched and pilot must 
go-around, taking a full turn before 
reentering the table and attempting another 
landing. 
Take-off  Not enough power.  Pilot may 
attempt again next Activation. 
Entering hover  Attempt botched, helicopter 
continues to move in the same direction an 
additional 2d6 then hovers. 
Leaving hover  No problem, helicopter 
leaves hover. 
0                   
Flying - Sitting duck, any and all enemy 
within 24 may open fire without taking an 
Anti-Aircraft check. The Golden "BB" 
procedure is still used but any OR can be 
counted. 
Landing  Crash!  The crew has made a hard 
landing, and all aboard take an Impact 1 hit.  
The helicopter takes 2d6+1 points of damage. 
Take-off or entering hover  Stall!  Helo 
moves forwards 2d6 then makes a hard 
landing as above.  If the helicopter hits any 
intervening terrain (trees, hills, dunes, 
structures) it is destroyed and all aboard take 
an Impact 4 hit.  
Leaving hover  Helicopter spins 90 left (1-
3) or right (4-6) and moves 2d6 in that 
direction. If the helicopter hits any intervening 
terrain (trees, hills, dunes, structures) it is 
destroyed and all aboard take an Impact 4 hit.   
FI RI NG AT THE HELI COPTER 
Anti-aircraft fire against flying helicopters is handled 
exactly as with aircraft but with the following 
modifications: 
  Any OR weapon, except for thrown grenades and 
explosives, may fire at the flying helicopter. 
  The Helicopter Damage Table (page, 91) is used.   
  For each door gunner a helicopter carries (up to 
two), reduce the number of dice being rolled on 
the Golden BB Table by one but never below the 
minimum REP of the Pilot. 
Firing at landed or hovering helicopters is handled as 
follows: 
  Firing attacks are handled normally using the 
Ranged Combat Table to determine possible hits. 
LANDI NG THE HELI COPTER 
After any fire is resolved the Pilot must roll on the 
Helicopter Piloting Table to determine the result of his 
attempt to land or hover.   
  If successful the helicopter is placed on the 
selected landing spot (called an LZ, or Landing 
Zone) or hover location.  
  If the LZ is not large enough for the helicopter 
model to fit inside (including rotor blade turning 
circle) the helicopter will crash (page, 92). 
UNLOADI NG/LOADI NG  
Once the helicopter has reached the ground it can be 
loaded or unloaded in the following way:  
  On the next Activation after landing the player 
may unload passengers or supplies or pickup 
passengers or casualties up to the maximum 
allowed by that helicopter type (page, 108). 
  Casualties must be loaded by non-wounded 
figures, requiring one individual figure per Out of 
the Fight figure, or two individual figures per 
Obviously Dead figure. 
TAKE OFF 
Once the helicopter has finished loading or unloading it 
may take off in the following way: 
  On the next Activation after loading or unloading 
the helicopter may attempt to take off. 
  The helicopter attempts to take off, with the Pilot 
making a roll on the Helicopter Piloting Table 
and consulting the result for the take-off entry 
on the table.   
  If the helicopter lifts off it provokes an Anti-
Aircraft Check from enemy within LOS and 
range as normal, with the helicopter counting as a 
hovering for targeting purposes. 
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  If the helicopter crew survives the enemy fire and 
the helicopter is still operational the pilot rolls a 
second Helicopter Piloting check and consults the 
flying entry on the table to determine if the 
enemy will be able to take a further Anti-Aircraft 
check.   
  The helicopter then moves normally. 
See Door Gunners (page, 90) for more info. 
GUNSHI PS 
Gunships may make attack runs across the tabletop in the 
same manner as strafing aircraft (page, 81) with the 
following exceptions: 
  They roll on the Piloting Table to determine their 
altitude based on their action during the turn.   
  Gunships may fire rockets and fixed machine 
guns in the same pass due to there being both a 
pilot and co-pilot, each firing a different weapon 
system. 
  Gunships with chin turrets, such as the AH-1 
Cobra, may use that turret to either make strafing 
attacks, or to fire in the same manner as door 
gunners (page, 90). 
REQUEST TABLE 
When requesting gunship support, use the following 
procedure: 
  Make the Call (page, 72). 
  Roll 1d6. 
  Modify the score by any applicable modifiers. 
  Consult the table and carry out the results.               
1                       GUNSHIP REQUEST  
(Read the result as rolled)  
WHO'S CALLI NG  MODI FI ER 
Force Commander is Lieutenant  +1 
Force Commander is Captain or higher  +2 
SUPPORT LEVEL  MODI FI ER 
Support Level 1    -3 
Support Level 2    -2 
Support Level 3  -1 
Support Level 4  -1  
# RESULT 
2 or 
less 
Sorry!  No assets are available this turn, but 
another request attempt may be made on a later 
turn. 
3  Coming quickly.  Helicopter will arrive in 1d6 
turns, but may only make one pass before 
returning to base for refueling and rearming. 
4  On our way.  Helicopter will arrive in 
1+1/2d6 turns. 
5  Almost there.  Helicopter is close by and will 
arrive in two turns. 
6 or 
greater 
Overhead now! Gunship has been monitoring 
the action via radio and is available next turn.  
AVAI LABLE GUNSHI PS 
If the call for support is successful, roll on the Helicopter 
Availability Table in the appropriate Corps Zone to 
determine what type of helicopter is available for the 
attack mission. 
  All helicopters are US Army unless otherwise 
noted. 
  Roll 1d6 to determine the REP of each crewman. 
  (1) REP 3 
  (2-4) REP 4 
  (5) REP 5 
  (6) REP 6          
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1          I CORPS GUNSHIP AVAILABILITY 
(Read the result as rolled)  
# RESULT 
1  
USMC AH-1 Cobra (after mid 1968, otherwise 
USMC UH-1 gunship using Sea Wolf stats) 
2  
UH-1 Frog gunship (USMC piloted if called by 
USMC) 
3  UH-1 ARA 
4  UH-1 Hog gunship 
5  OH-6 Cayuse Loach 
6   
US Army Pink Team- OH-6 and AH-1 (after mid 
1968, otherwise use UH-1 Frog gunship instead 
of AH-1)  
1    II, III, IV CORPS GUNSHIP AVAILABILITY 
(Read the result as rolled)  
# RESULT 
1  UH-1 Slick 
2    
(1-2) UH-1 ARA, (3-4) US Navy Sea Wolf (If IV 
Corps, otherwise UH-1 ARA), (5-6) UH-1 
Bushranger (if III or IV Corps, otherwise UH-1 
ARA)  
3  UH-1 Frog 
4  
(1-4) UH-1 Hog gunship or (5-6) Heavy Hog 
5  OH-6 Cayuse Loach 
6   
Pink Team- OH-6 and AH-1 (after mid 1968, 
otherwise use UH-1 Frog gunship instead of 
AH-1) 
FI REFLI ES AND NI GHTHAWKS 
These helicopters fly missions only at night.   
Fireflies are armed as stated in the FWF Helicopter List, 
and carry a bright searchlight as well. 
  The searchlight is capable of illuminating a 24 
circle area if in a hover, or a 12 wide strip if the 
helicopter is making a linear attack.  
  When the searchlight is on the crew may make 
Aerial Spotting Checks in the illuminated area 
and the enemy may attack as normal if in range, 
but only those within 24 of the helicopter may 
attack if the helicopter is traveling through an 
illuminated area with its searchlight off. 
Nighthawks are armed as on the FWF Helicopter List, but 
also carry aerial flares. 
  They may drop one mortar-sized illumination 
round per turn.  
  They may only make Aerial Spotting Checks or 
attack enemies sighted within illuminated areas, 
and may only be fired upon by enemies with 24 
as they pass through illuminated areas. 
Due to the extra equipment that these helicopters carry, 
Nighthawks and Fireflies may not land or pick up any 
passengers. 
LOHS 
Light Observation Helicopters (LOHs), also called 
loaches or Little Birds are much smaller and more 
agile than their larger brothers. Often lightly armed, with 
maybe a LMG and a box of grenades LOHs are used as 
airborne spotters, and have the option of acting like other 
helicopters, or remaining on the tabletop. This option 
allows the LOH to act as an airborne infantryman for 
reactions and a FAC for spotting purposes, though the 
helicopter will be much slower moving and an easier target 
than it would be if it were making gun runs across the 
tabletop. When in on-table mode, use the following 
rules: 
  Activate based on Pilot REP for movement, 
though other crew may activate and fire as 
independent figures being transported. 
  Roll on the Helicopter Piloting Table to determine 
altitude. 
  A LOH may only move a total of 36 during the 
turn. 
  The helicopters observer or any passenger may 
drop grenades and smoke grenades, or use their 
personal weapons to fire upon the enemy. 
  A LOH may hover twice during the turn, counting 
entering or leaving a hover as one use.  Each must 
still be rolled for on the Helicopter Piloting Table. 
  LOH cannot move off-table until next turn. 
  A LOH, if capable, can carry one casualty as a 
Medevac in place of two passengers. 
DUSTOFF/MEDEVAC 
When a soldier is wounded, getting good medical attention 
is often paramount to his survival. Wounded soldiers that 
are evacuated off of the field of battle have a much better 
chance of survival than those who are not retrieved until 
after the battle. 
When a unit leader wishes to call a medevac (called a 
Dustoff) helicopter to take out his wounded, the normal 
procedures for calling additional support is used.     
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REQUEST TABLE 
When requesting MedEvac, use the following procedure: 
  Make the Call (page, 72). 
  Roll 1d6. 
  Modify the score by any applicable modifiers. 
  Consult the table and carry out the results.  
1                     MEDEVAC REQUEST  
(Read the result as rolled)  
SUPPORT LEVEL  MODI FI ER 
Support Level 1    -1  
# RESULT 
2 or 
less 
Sorry!  No assets are available this turn, but 
another request attempt may be made on a later 
turn. 
3  Coming quickly. Medevac will arrive in 1d6 
turns, but can only carry out 2 wounded figures, 
as it already has half a load. 
4  On our way. Medevac will arrive in 1/2d6 
turns. 
5  Almost there. Medevac is close by and will 
arrive in 2 turns. 
6 or 
greater 
Overhead now! Medevac is standing by and 
will arrive next turn. 
AVAI LABLE HELI COPTERS 
MedEvac helicopters fly the same as a standard transport 
helicopter (it is usually a UH-1) using the Helicopter 
Piloting Table and random REPS for crew. (See Available 
Gunships, page, 87).  
HOT LZS 
If there are enemy figures within 12 of the Landing Zone 
when the Medevac/Dustoff helicopter arrives, or if the 
helicopter was fired upon during its approach, then the LZ 
is considered Hot, and there is a chance that the pilot will 
not risk landing the helicopter. Here's how we do it: 
  Roll 1d6 and compare the result to the pilots 
REP.  
  If the score exceeds the REP then the Pilot has 
decided that it is too risky and flies off the table in 
the direction he was originally traveling. He may 
make another attempt when next active, with each 
failed attempt adding one to the die roll.      
MEDEVAC BENEFI TS 
Figures removed from the battlefield via MedEvac 
helicopters count their REP as one better for rolls on the 
After the Battle Recovery Table (page, 40).  
HELI COPTER WEAPONS AND 
EFFECTS 
Helicopter gunships, LOH, and troop transports carry 
limited types of munitions. Here is a list and stats for 
various weapon systems used in tactical support roles. 
Note: Rockets and grenade launcher fire from a helicopter 
also use the Airstrike Deviation Table (page, 83). Attacks 
with guns do not..  
DOOR GUNS: LMG (and sometimes HMG) are either hand 
held or mounted to a pedestal, able to fire to the flanks of 
the helicopter.   
MOUNTED GUNS: Here the types of guns that are mounted 
onto helicopters and how they are used: 
  LMG are used in strafing runs by centering a 6 
wide and 18 long template, placing its beginning 
end at the attacks nominated start point, running 
in the direction of the Flight Line. 
  RLMG (rotary light machineguns, aka mini-guns) 
and RHMG (rotary heavy machineguns, aka 
Vulcans) are used in strafing runs by centering a 
6 wide and 18 long template, placing its 
beginning end at the attacks nominated start 
point, running in the direction of the Flight Line. 
  All targets within 3" of either side of the Flight 
Line will suffer an attack. 
  Using the Pilot's REP roll once for each figure on 
the Ranged Combat Table and twice for each 
figure fired upon by RLMGs or RHMGs. 
  Any hit is carried out normally while each miss 
causes a received Fire Test taken by groups of 
figures that were fired upon.  
WEAPON  I MPACT 
LMG   3/APR 2 
RLMG  3/APR 2 
RHMG  5/APR 3 
AUTO GRENADE LAUNCHER: A belt fed 40mm high-
pressure (as opposed to the low pressure M-79 GL) 
automatic grenade launcher.  This may be used in 
conjunction with MGs for strafing runs. When the 40mm 
Auto GL is used to strafe in conjunction with the LMG the 
GL uses the centerline of the strafe template as the firing 
line of the GL for measurement purposes. 
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  If used to strafe, the weapon fires one shot per 6 
of gaming area traveled 
  If used as part of a chin turret for independent 
attacks, it may only fire once for every 24 of 
gaming area traveled.   
  Auto-Grenade Launchers use the 5" blast circle as 
does the normal grenade.  
WEAPON  I MPACT 
Auto-Grenade Launcher  2/APR 2  
ROCKETS: Unguided fin stabilized rockets, usually fired in 
salvos. Each multiplier in the aircraft stat (such as Rocket 
x4) is the number of attacks that may be made by the 
weapon during a pass. 
  12 blast circle, Impact 3, APR 3, counts as REP 
4 for blast attacks. 
CHI N TURRETS 
Only the AH-1 Cobra uses a chin turret weapon system.  It 
can mount a single LMG, a pair of LMG, or a single LMG 
and a 40mm Auto GL.  The weapons in the turret must be 
fired in the same manner at the same target(s), either 
strafing or at individual targets. 
  When strafing, dual LMGs combine in the same 
template, adding a second attack to each 
individual within the template. 
  When used to attack individual targets the 
weapons fire as Door Gunners (page, 90). 
DOOR GUNNERS 
Most, if not all, helicopters carry door gunners for their 
protection.  Armed with M-60 LMGs, they are able to fire 
from the open side doors of the helicopter or out the open 
rear loading/unloading ramps at enemy that might 
otherwise take a shot at the helicopter. Here's how door 
gunners work: 
  Have a 180-degree firing arc on their side of the 
helicopter or 180 degrees out the back of the 
helicopter. 
  Due to lots of practice, door gunners do not count 
as Fast Moving when firing from a moving 
helicopter. 
  May fire the full Target of their weapon once for 
every 24 the helicopter travels across the 
tabletop.  This fire may be split up amongst 
multiple targets as normal. 
  Reduce the number of dice being rolled on the 
Golden BB Table by one per door gunner the 
helicopter carries. 
  May fire in reaction if the helicopter is hovering 
or sitting on the ground, just like a normal 
infantryman. 
  When onboard a helicopter a door gunner will fire 
at a -1 to REP if called upon to Duck Back, but 
will not fire if called upon to retire.   
PASSENGERS FIRI NG FROM THE DOOR 
Passengers on transport helicopters (slicks) sometimes 
sit with their legs hanging out the side doors of the helos, 
or stand on the skids when coming in for a landing for a 
quick exit (called un-assing the bird).  Here's how we do 
it: 
  A maximum of three soldiers, plus the door 
gunners, may be in the door on each side of a 
helicopter with large side doors (the UH-1 and 
UH-34). 
   Passengers of observation type helicopters (such 
as the OH-6) may only fire out of the doors or 
windows next to which they are sitting.   
  Large solid body type helicopters (such as the 
CH-46) often have their windows removed to 
prevent shattered Plexiglas from injuring 
passengers, as well as often flying with the rear 
ramp partially lowered. This allows  of the 
number of total possible passengers to have firing 
positions. 
  Only these previously explained soldiers may fire 
their weapons from the helicopter, counting as 
Fast Moving on the Ranged Combat Table if the 
helicopter is moving.  If the helicopter is hovering 
they fire as normal.  
  Door gunners always fire normally. 
DROPPI NG STUFF 
Dropping grenades from helicopters can be a very 
dangerous proposition.  Grenades can bounce off of hard 
objects, coming back up at the helicopter as it travels.  
Explosions beneath a hovering bird can send it into a spin 
or injure the aircraft and crew.  And theres always the 
chance that a live grenade might fall on the floor, rather 
than out the door  Luckily, aircrews are well practiced at 
making drops. 
Dropping grenades, etc., from a helicopter uses the 
following procedure: 
  Nominate the impact point along the aircraft's 
Flight Line (or directly beneath it if it is 
hovering).   
  A roll is then made on the Dropping Stuff Table 
below, utilizing the nominated point as the target.     
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2            DROPPING STUFF 
(Taken vs. REP)   
CI RCUMSTANCE  MODI FI ER 
Helicopter is hovering  +1d6  
#D6 
PASSED 
RESULT 
2     
Success!  
Roll on Ranged Combat Table counting the 
target/point as if in the open. If a result of 
Miss occurs then the item deviates as a 
mortar round (page, 77). 
1     
Partial success!   
Roll on Ranged Combat Table counting the 
target/point as if in cover. If a result of Miss 
occurs then the item deviates double as a 
mortar round (page, 77). 
0                    
Fire in the hole!   
Thrower fumbles the toss. Roll 1d6 versus 
throwers REP.  
   Pass1d6: Item falls out of the 
helicopter, completely missing the 
intended target and being harmless.   
  Pass 0d6: The item remains in the 
helicopter. If the item is explosive 
increase the Impact by 2. All inside 
the helicopter will test for damage. If 
the Impact is  5 or more, the 
helicopter is destroyed, with all 
aboard Obviously Dead.  Smoke has 
no effect other than to cause the pilot 
to take all piloting related rolls at -2 
REP until the smoke runs out or a 
crewman is able to succeed at 
another Dropping Stuff check. 
DAMAGI NG HELI COPTERS 
Despite their size, a helicopter has a lot of open space that 
impacting rounds might pass through without damaging 
significant components.  Here's how we damage 
helicopters: 
  Whenever a helicopter takes a hit from any 
weapon, roll on the Helicopter Damage Table. 
  Weapons with an Impact of 5 or an APR of 4 or 
better will always cause twice the number of 
damage points per hit.       
1            HELICOPTER DAMAGE  
(Read the result as rolled)   
# RESULT 
1     
Helicopter receives two points of 
damage.  Roll 1d6 for each 
crewmember and passenger, with 
results of 1 denoting they are hit. 
Impact or less but 
not a 1 
Aircraft receives one point of 
damage. 
Higher than 
Impact 
No effect 
Damage to the helicopter is cumulative.  If the damage 
taken during the game exceeds the Damage Points of the 
helicopter it crashes. 
  Roll 1d6 and consult the Helicopter Crash Table 
to determine the fate of the crew and passengers.                         
FNG: 2
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1          HELICOPTER CRASH 
(Read the result as rolled)   
# RESULT 
1 or 2           
The helicopters engine fails and the pilot 
must auto-rotate down, never to fly again 
during the game. Place the helicopter 4d6 
and within 90 degrees to the direction of travel 
from the center point of the declared Flight 
Line (or straight down if hovering).  Roll 1d6 
vs. the pilots REP. 
  Pass 1d6: Helo sets down without 
injuries.   
  Pass 0d6: Each crewman and 
passenger must roll against injury as 
if hit by an Impact 1 weapon. 
3       
Control systems fail and the helo noses into a 
crash.  Place the helicopter 4d6 from the 
largest concentration of enemy that fired upon 
it last (or straight down if hovering) along the 
declared Flight Line.  Each crewman and 
passenger takes an impact 2 hit. 
4        
The helicopter comes crashing to the ground 
4d6 from the largest concentration of enemy 
that fired upon it last (or straight down if 
hovering) along the declared Flight Line. Each 
crewman and passenger must roll against 
injury as if hit by an Impact 3 weapon, and are 
thrown 1d6 from the wreck. 
5          
The tail rotor is lost and the aircraft spins into 
the ground 3d6 from the largest 
concentration of enemy that fired upon it last 
(or straight down if hovering) along the 
declared Flight Line.  Each crewman and 
passenger must roll 1d6 vs. REP. 
  Pass 1d6: Remain in the helo take an 
Impact 3 hit. 
  Pass 0d6: Thrown 2d6 from the helo 
taking a Impact 4 hit.     
6  
The helicopter explodes in midair, killing all 
aboard. 
If the crashing helicopter contacts trees, jungle, or rough 
terrain the Impact of any injury increases by one.       
STOP! 
Here's a recap for using helicopters. 
Helicopters move in a similar fashion to fixed wing aircraft 
except they can hover in place (page, 85) and land (page, 
86). 
Helicopters use the Helicopter Piloting Table (page, 86) 
whenever they are flying, landing, taking off, entering or 
leaving hover.   
Helicopters can land and load or unload supplies or troops 
(page, 86). 
You must Make the Call (page, 72) rolling on the Gunship 
(page, 87) or MedEvac Request Table (page, 89) 
depending on what you want the helicopter to do. 
Roll on the appropriate Gunship Availability Table (page, 
88) and check the FWF Helicopter List (page, 108) to see 
what helo will arrive and what it is armed with. 
Helicopters must have a landing zone (page, 86) large 
enough to set the model in. 
Helicopters can be armed with a variety of weapons (page, 
89). 
Review the section on door gunners (page, 90). 
Helicopters can be fired at by using the Anti-aircraft Check 
(page, 82) just like a fixed wing aircraft but have their own 
damage table (page, 91). 
Passengers may fire (page, 90) and drop grenades or other 
items (page, 91) from the helicopter. 
Unlike fixed wing aircraft helicopters can crash on the 
table. 
A helicopter may remain "in play" for up to eight turns 
before returning to base.                  
FNG: 2
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17 REI NFORCEMENTS 
Small units almost never operate in a vacuum.  Usually the 
rest of their platoon and company are nearby, and may be 
able to lend some help when trouble starts. 
In traditional gaming, the players usually have prior 
knowledge of the forces that they have available, and 
sometimes an idea of what the enemy will have as well. 
This is especially true when playing solo or same side.  In 
reality all that the squad or platoon leader could be sure 
was available to him were his men. In theory he had other 
forces and assets but these were doled out by the higher 
ups based on certain priorities. Sure youd like to have a 
tank for support but perhaps there are pressing issues 
elsewhere that need it more. And as for knowing what 
enemy force youd be facing, well good luck! 
Support arrives on the battlefield as reinforcements and 
can take many forms. The number of reinforcements that 
each side will receive is in direct relationship to their 
Support Level.   
To recreate this uncertainty we use Support Level and the 
Reinforcements Table. 
WHEN REI NFORCEMENTS ARRI VE 
There are two ways to determine reinforcements:  
  Activation based. 
  On Demand. 
This section covers Activation based Reinforcements. For 
information concerning On Demand Reinforcements see 
page, 74. 
Whenever the Activation dice, when added together, come 
up "7", there is a chance that the side with the higher score 
will receive Reinforcements. Here's how we do it. 
  Determine which side scored the higher number. 
  There is a chance that the side with the higher 
score will receive reinforcements. 
  Roll 2d6 versus the Support Level of the FWF 
side or the EAL of the VC/NVA side and consult 
the Reinforcements Table  
  If the army does not have any forces on the table 
the reinforcement will be a PEF instead. 
  Roll 1d6 and the result is the section that the PEF 
is placed. If there are enemy units in the section 
then the PEF is placed in the closest empty 
section.    
2               REINFORCEMENTS TABLE 
(Taken versus Support Level or Enemy Activity Level)  
CI RCUMSTANCE  MODI FI ER 
VC/NVA EAL of 5  +1d6 
VC/NVA EAL of 1  -1d6  
#D6 
PASSED 
RESULT 
2  Roll 1d6 for each level of the SL/EAL on the 
appropriate Reinforcements Table. 
1  Roll half the SL/EAL in d6 (rounded up) on 
the appropriate Reinforcements Table. 
0  No reinforcements this time. 
These reinforcements arrive at the beginning of the 
players Activation for the current turn. 
SL                FWF REINFORCEMENTS 
SL# in d6 rolled on appropriate SL chart when 
reinforcements are called for or due to arrive 
For IV Corps, tanks only arrive if there is a road, 
otherwise a boat arrives if there is a waterway large 
enough, or rest of platoon if not.  
If the result is squad or rest of platoon and your full 
platoon is already on table, then a squad from a different 
platoon arrives instead.  A platoon HQ arrives for every 
three squads from another platoon on table. 
FWF SUPPORT LEVEL 1 (1D6) 
# RESULT 
1 - 4  Squad 
5  
Three-round medium mortar barrage is available to 
be fired on a single target 
6  Rest of platoon  
FWF SUPPORT LEVEL 2 (2D6) 
# RESULT 
2  
 Three-round medium mortar barrage is available 
to be fired on a single target 
3-5  Rest of platoon. 
6-10  Squad. 
11  
Three-round medium artillery barrage is available 
to be fired on a single target. 
12   
UH-1 Hog, REP 5, arrives on the scene and 
may make a single pass before having to return to 
base.  
FNG: 2
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FWF SUPPORT LEVEL 3 (3D6) 
# RESULT 
3-4  
UH-1 Slick is in the area and immediately 
available. 
5-8  Squad. 
9-10  Rest of platoon. 
11  
Three-round medium mortar barrage is available 
to be fired on a single target 
12-14  
Pair of two-round heavy mortar barrages 
available to be fired on a single target. 
14-16  
Three-round medium artillery barrage is 
available to be fired on a single target. 
17-18   
UH-1 Hog, REP 5, arrives on the scene and 
may make a single pass before having to return 
to base. 
FWF SUPPORT LEVEL 4 (4D6) 
# RESULT 
4-5  
Pair of two-round heavy artillery barrages 
available to fire at a single target. 
6-7  
Three-round medium artillery barrage is 
available to be fired on a single target. 
8-12  Squad. 
13  
OH-6 Loach, REP 5, arrives on the scene and 
is immediately available 
14-15 
Pair of two-round heavy mortar barrages 
available to be fired on a single target. 
16-22  Rest of platoon 
23-24     
FAC arrives overhead (if a FAC is already on-
station, then a pair of attack aircraft are now 
available and their type must be determined on 
the appropriate Availability table)              
FWF SUPPORT LEVEL 5 (5D6) 
#  RESULT 
5-8   
Next successful RTO call for artillery or mortars 
automatically counts as (5) on the FWF request 
table. 
6-8  
Three-round medium artillery barrage is 
available to be fired on a single target. 
9-10  
Gunship arrives on the scene and is immediately 
available. 
11    
Two-man sniper team arrives.  The sniper is 
armed with a BA rifle w/scope, and his spotter is 
armed with an M-16 (and starlight scope if 
night).   
12-14  Squad. 
14-22  Rest of platoon. 
24+     
A FAC arrives overhead (if a FAC is already on-
station, then a pair of attack aircraft are now 
available and their type must be determined on 
the appropriate Availability table)  
FWF SUPPORT LEVEL 6 (6D6) 
# RESULT 
6-12   
The next successful RTO call for artillery or 
mortars automatically counts as (5) on the FWF 
request table. 
13-15  
Three-round medium artillery barrage is 
available to be fired on a single target. 
16-20   Squad. 
21-22    
A two-man sniper team arrives.  The sniper is 
armed with a BA rifle w/scope, and his spotter is 
armed with an M-16 (and starlight scope if 
night).   
23-26  
A gunship arrives on the scene and is 
immediately available. 
26-32  Rest of platoon. 
33+     
A FAC arrives overhead (if a FAC is already on-
station, then a pair of attack aircraft are now 
available and their type must be determined on 
the appropriate Availability table)        
FNG: 2
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EAL       VC/NVA REINFORCEMENTS 
EAL# in d6 rolled on appropriate EAL chart when 
reinforcements are called for or due to arrive or when a 
PEF is revealed 
If playing solo/same side and artillery/mortars are called 
for, they will be fired upon the farthest FWF group in LOS.  
If there are no FWF groups in LOS this turn, then the 
barrage is lost. 
ENEMY ACTI VI TY LEVEL 1 (1D6) 
# RESULT 
1 - 4   
LVC: three-man cell. 
MFVC and NVA: six man half squad with (1-3) 
LMG or (4-6) RPG. 
5  Nothing. 
6    
LVC: single LVC 
MFVC and NVA: two man RPG team with 1d6 
rockets and SKS (MFVC) or AK-47 (NVA)  
ENEMY ACTI VI TY LEVEL 2 (2D6)   
# RESULT 
2-6   
LVC: three-man cell. 
MFVC and NVA: six man half squad with (1-3) 
LMG or (4-6) RPG. 
7-9     
LVC:  three man cell with two man LMG team. 
MFVC: six man half squad with (1-3) LMG or (4-
6) RPG. 
NVA: squad with an armed LVC guide. 
10  
A three-round medium mortar barrage is available 
to be fired on a single target. 
11     
LVC: Three-man cell with an RPG 
MFVC: two man (1-3) RPG team or (4-6) LMG 
team. 
NVA: (1-3) two-man LMG team or (4-6) lone 
REP 5 sniper with SKS. 
12  Nothing.         
ENEMY ACTI VI TY LEVEL 3 (3D6) 
# RESULT 
3-4  All: Three-man MMG team 
5-8  
LVC: Full squad. 
MFVC and NVA: squad 
9-10     
LVC: Full squad 
MFVC: six man demolition unit, each with one 
satchel charge and a (1-3) SMG or (4-6) M-2 
carbine. 
NVA: three-man medium mortar team. 
11   
LVC: Cadre with two LVC bodyguards. 
MFVC and NVA: Political Officer with two 
riflemen bodyguards. 
12-14  All: Platoon HQ. 
14-16  
A three-round medium mortar barrage is 
available to be fired on a single target. 
17        
LVC: unarmed Medic and two unarmed female 
nurses (act as REP 3 civilians) 
MFVC: three-man scout team each with (1-3) 
SMG or (4-6) M-2 carbine and wire cutters. 
NVA: three-man scout team (one is Leader) each 
with AK-47s, wire cutters, and Tough Attribute. 
18  Sniper with BA rifle and scope. 
ENEMY ACTI VI TY LEVEL 4 (4D6) 
# RESULT 
4-6  All: Three-man MMG team. 
7-8     
LVC: Full squad with an RTO. 
MFVC: six man demolition unit, each with one 
satchel charge and a (1-3) SMG or (4-6) M-2 
carbine. 
NVA: three-man medium mortar team. 
9-10  All: Platoon HQ. 
11   
LVC: Cadre with two LVC bodyguards. 
MFVC and NVA: Political Officer with two 
riflemen bodyguards. 
12-14  All: full platoon 
15-16  
A three-round medium artillery barrage is 
available to be fired on a single target. 
17-18        
LVC: unarmed Medic and two unarmed female 
nurses (act as REP 3 civilians) 
MFVC: three-man scout team each with (1-3) 
SMG or (4-6) M-2 carbine and wire cutters. 
NVA: three-man scout team (one is Leader) each 
with AK-47s, wire cutters, and Tough Attribute. 
19  All: half squad with Medic. 
20-21 
LVC: three-man light mortar team. 
MFVC: two-man 82mm Recoilless Rifle team 
NVA: three-man HMG team. 
22-24  Sniper with BA rifle and scope. 
FNG: 2
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ENEMY ACTI VI TY LEVEL (5D6) 
# RESULT 
5-7  All: Three-man MMG team. 
8-9      
LVC: Full squad with an RTO. 
MFVC: six man demolition unit, each with one 
satchel charge and a (1-3) SMG or (4-6) M-2 
carbine. 
NVA: a pair of three-man medium mortar teams. 
10-11  All: Platoon HQ. 
12   
LVC: Cadre with two LVC bodyguards. 
MFVC and NVA: Political Officer with two 
riflemen bodyguards. 
13-20  All: full platoon 
21-22  
A three-round medium mortar barrage is 
available to be fired on a single target. 
23-24        
LVC: unarmed Medic and two unarmed female 
nurses (act as REP 3 civilians) 
MFVC: three-man scout team each with (1-3) 
SMG or (4-6) M-2 carbine and wire cutters. 
NVA: three-man scout team (one is Leader) each 
with AK-47s, wire cutters, and Tough Attribute. 
25-26  All: half squad with Medic and RTO. 
27-28    
LVC: a pair of three-man light mortar teams. 
MFVC: two-man 82mm Recoilless Rifle team. 
NVA: three-man HMG team with half squad. 
29  Sniper with BA rifle and scope. 
30   
A pair of three-round medium artillery barrages 
are available to be fired on a single target.               
ENEMY ACTI VI TY LEVEL (6D6) 
# RESULT 
6-7  All: Three-man MMG team 
8-9      
LVC: Full squad 
MFVC: six man demolition unit, each with one 
satchel charge and a (1-3) SMG or (4-6) M-2 
carbine. 
NVA: a pair of three-man medium mortar teams. 
10-11  All: Platoon HQ. 
12   
LVC: Cadre with two LVC bodyguards. 
MFVC and NVA: Political Officer with two 
riflemen bodyguards. 
13-20  All: full platoon 
21-22  
A three-round medium mortar barrage is 
available to be fired on a single target. 
23-24        
LVC: unarmed Medic and two unarmed female 
nurses (act as REP 3 civilians) 
MFVC: three-man scout team each with (1-3) 
SMG or (4-6) M-2 carbine and wire cutters. 
NVA: three-man scout team (one is Leader) each 
with AK-47s, wire cutters, and Tough Attribute. 
25-26  All: half squad with Medic. 
27-28    
LVC: a pair of three-man light mortar teams. 
MFVC: two-man 82mm Recoilless Rifle team. 
NVA: three-man HMG team with half squad. 
29  Sniper with BA rifle and scope. 
30-32   
A pair of three-round medium artillery barrages 
are available to be fired on a single target. 
33-34     
All: 1d6 suicide troops.  Armed with random 
weapons (from VC Weapons table) and CDMs 
strapped to their chests.  Detonating CDMs will 
kill them.  Have Nerves Of Steel Attribute. 
35-36  
Tank (if after Jan 1968, otherwise as 30 above) 
POLI TI CAL OFFI CERS AND CADRE 
When Political Officers and Cadre take part in a battle: 
  They act as an additional Force Commander 
  On any turn that the Activation Die for the 
Communist side equals their REP, they take 
defacto command for that turn (even if the 
original Force Commander has a higher REP) and 
may only activate squads with a higher REP than 
their own. 
  They are armed with a pistol (1-3), SMG (4-5), or 
an AK-47 (6).  
FNG: 2
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REQUESTI NG REI NFORCEMENTS 
Reinforcements may also be requested just like other 
forms of support. 
REI NFORCEMENT REQUEST TABLE 
When requesting reinforcements for support, use the 
following procedure: 
  Make the Call (page, 72). 
  Roll 1d6. 
  Modify the score by any applicable modifiers. 
  Consult the table and carry out the results.  
1                REINFORCEMENTS REQUEST  
(Read the result as rolled)  
WHO'S CALLI NG  MODI FI ER 
Force Commander is Lieutenant  +1 
Force Commander is Captain or higher  +2 
Forward Observer making the call  +2 
SUPPORT LEVEL  MODI FI ER 
Support Level 1    -3 
Support Level 2    -2 
Support Level 3  -1 
Support Level 4  -1  
# RESULT 
1 or 
less 
Request denied!  No reinforcements are 
available for the remainder of the game. 
2  Well see what we can do.  No reinforcements 
are available this turn, but another request 
attempt may be made on a later turn. 
3  Standby. Roll on the Reinforcements Table 
(page, 93) counting as passing 2d6. Will arrive 
in 1/2d6 turns.  
4  Be there shortly.  Roll on the Reinforcements 
Table (page, 93) counting as passing 2d6. Will 
arrive in 2 turns. 
5  Enroute. Roll on the Reinforcements Table 
(page, 93) counting as passing 2d6. Arrive next 
turn. 
6 or 
greater 
Were already here! Roll on the 
Reinforcements Table (page, 93) counting as 
passing 2d6. Available immediately.      
WHERE REI NFORCEMENTS ARRI VE 
When ground reinforcements are called for we must 
determine where they will arrive. Here's how it's done: 
  Roll 1d6 
  Read the result as rolled and consult the 
Reinforcement Entry Table.    
1                  REINFORCEMENT ENTRY  
(Read the result as rolled)  
# RESULT 
1  Enter the table edge to the player's left at a 
maximum of 12" up that edge. 
2  Enter the left side of the table edge behind the 
player up to 12" towards the center.    
3  Enter the table behind the player up to 6" to either 
side of the center.    
4  Enter the table directly behind the player up to 6" 
to either side of the center.    
5  Enter the right side of the table edge behind the 
player up to 12" towards the center.    
6  Enter the table edge to the player's right at a 
maximum of 12" up that edge.  
STOP! 
Let's recap Reinforcements. 
Reinforcements can be Activation based. Whenever a "7" 
is rolled on the Activation dice. The higher side rolls 2d6 
versus its Support Level if FWF or its Activity Level if 
VC/NV consulting the Reinforcements Table (page, 93). 
 The reinforced side then rolls a number of d6, adds the 
scores, and consults the appropriate Reinforcements Tables 
based on their Support or Activity Level. 
If the VC/NVA side does not have figures on the table their 
reinforcements take the form of a PEF. 
The FWF player can request reinforcements just like any 
other form of support, first Making the Call (page, 72) 
then using the Reinforcements Request Table (page, 93). 
Political officers and Cadre figures (page, 96) have special 
rules. 
To find out where the reinforcements arrive the 
Reinforcement Entry Table (page, 97) is used.  
FNG: 2
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18 SQUAD 
MI SSI ONS 
In squad sized missions, only medic or machinegun 
attachments from the parent platoon may be rolled for.  
However, the squad may also roll to see if it receives a 
radio as an attachment, making one member the RTO if it 
is received.    
AMBUSH 
You know the drill: setup in a hiding spot along a likely 
avenue of travel, and wait an uncomfortable eternity for 
the enemy to come waltzing by.   
And if or when the enemy does come, blow the enemys 
their ass away before the enemy even knows youre there.   
OBJ ECTI VE 
  Your objective is to either survive an ambush, or 
to ambush an enemy force. 
  Ambush: To be successful, you must eliminate as 
much of the enemy force as possible before the 
turn limit expires. 
  Ambushed: To be successful, you must preserve 
as many of your troops as possible while 
eliminating or driving away the ambushing force 
before the turn limit expires. 
SPECI AL I NSTRUCTI ONS 
  Roll 1d6 and add the score to the EAL of the area.  
  If the result is "6" or less you have ambushed the 
enemy. 
  If the result if "7" or higher you have been 
ambushed. 
  Game length is six turns.  After six turns there is a 
chance (1-3) that the mission objectives change 
into those of a Fight mission (page, 100).  
EAL AND ENEMY FORCES 
  One PEF plus a chance (1-3) of an additional PEF 
per level of EAL above 1. Count any resolved PC 
as Enemy Reinforcements instead. 
DEPLOYMENT 
  After placing terrain on the table, roll 1d6 to 
determine in which sector your unit will deploy.   
  If ambushing: Place your squad in the most 
favorable terrain and cover within the deployment 
sector.   
  Roll 1d6 versus the Squad Leader's REP, 
and if the roll passes the squad may set 
out its Claymore CDMs (if any are 
available).   
  Form the enemy resolved PEFs into one 
long single file column with 1" gaps 
between figures. Place the head of the 
column in the nearest least favorable 
cover/terrain within LOS and weapons 
range of all your squad members.    
  If ambushed: Place enemy resolved PEFs in the 
most favorable terrain and cover within the 
deployment sector.   
  Form your squad/platoon into one long single file 
column with 1" gaps between figures. Place the 
head of the column in the nearest least favorable 
cover/terrain within LOS and weapons range of 
all enemy ambushers.       
SPECI AL RULES: 
  As both sides begin the game in LOS, no In Sight 
checks are made the first turn by the ambushers. 
  If the side being ambushed has the first 
Activation, it may attempt to spot the ambush 
position. 
  Only the lead squad or the Player's squad may roll 
to spot the ambush (not all squads in a Platoon) 
but if the ambush is spotted the entire Platoon 
spots the ambush. 
  Roll 2d6. If any figure in the squad passes 2d6 
versus its REP the ambush is spotted.  If spotted, 
the ambushed troops may immediately open fire 
and then move or go prone, turning the tables on 
their enemy and foiling the ambush.  
  If not spotted the ambushers immediately open 
fire when they are active. 
PENALTI ES AND REWARDS 
  Three VP are earned per VC/NVA captured 
unharmed, two VP if captured wounded (OOF). 
  Two VP are earned per confirmed VC/NVA dead. 
  One VP is earned per unconfirmed VC/NVA 
dead. 
  Ten VP are lost per FWF MIA. 
  Five VP are lost per FWF dead.   
  Two VP are deducted per FWF wounded.  
FNG: 2
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DEFENSE 
Your squad is assigned a somewhat isolated position, and 
the enemy smells possible weakness.  Prepare to defend 
yourselves! 
OBJ ECTI VE 
  Your objective is to defend the assigned 
material/location. 
  To be successful, you must keep the VC/NVA 
from capturing the assigned material/location 
until the game length expires. 
SPECI AL I NSTRUCTI ONS 
  Game length is a minimum of 10 turns with the 
possibility of additional turns. 
  At the end of 10 turns, roll 1d6.  If the result is 5 
or 6, then the game ends.  If the result is lower, an 
additional turn occurs.  Repeat at the end of each 
additional turn. 
  Claymore CDMs may be setup at game start 
unless there are civilians present in the AO. 
Roll 1d6 to determine what you are defending.  Add one to 
the roll if the AO is populated (pages, 46 and 55). 
  (1) Radio Relay team.  A team of four M-16 
armed soldiers, one senior NCO and three RTO's, 
sitting atop a hill need to be guarded until the 
special mission they are supporting concludes. 
  (2) Resupply site.  The site is a clearing at least 
10 in diameter.  A UH-1 Slick carrying six 
passengers worth of supplies (see Resupply 
Missions section) will arrive and land to drop off 
supplies (or kick them from the door if the LZ is 
not large enough to land in) 1d6+2 turns from the 
start of the game.  If landed, it will remain on the 
ground for two full turns before taking off, giving 
your troops a small window to unload all of the 
supplies.  
  (3) Water party. The squad must guard two 
unarmed troopers while they fill canteens for the 
Company.  Place a river or pond on the table top 
(rice paddies will NOT do). Squad enters from a 
table edge in a random sector and must travel to 
the water source. It takes two full turns for the 
canteens to be filled, during which time the 
unarmed troopers may do anything else.  The 
squad must then exit the tabletop via their entry 
point with the water. 
  (4) Wounded.  2d6 wounded with a medic and an 
RTO await Dustoff helos in a clearing (at least 
10 in diameter).  The squad must guard them 
from enemy action while the rest of the Platoon 
and Company are engaged in a fight nearby.  The 
RTO must call for Dustoff (modify per the SL of 
the mission).  More than one Dustoff may be 
necessary depending upon the number of 
wounded.  
  (5) Check Point.  Place a road on the tabletop.  
The checkpoint is located at midpoint of the road.  
Until combat begins, on any turn that the 
Activation score total is greater than six, 1d6 
civilians appear at the end of the road (even 
chance of either end).  Civilians will travel along 
the road exiting the table at the opposite end from 
where they entered.  The squad must check each 
civilian as they pass by making a Speak Local 
check.  Any roll that passes 2d6+ discovers an 
anomaly with the individual in question. A roll of 
(1-5) turns out to be nothing, (6) the papers are 
fake and the person must be detained until the end 
of the game.  Passing 1d6 or 0d6 results in the 
papers being fine and the civilians continuing on 
their way. 
  (6+) Bridge.  Place a river on the tabletop with a 
bridge spanning it at midpoint, as well as a road 
or trail leading to and from the bridge.  There is a 
sandbagged defensive position that can hold four 
soldiers at each end of the bridge.  Until combat 
begins 1d6 civilians appear at the end of the road 
(even chance either end) on any turn that the 
Activation score total is greater than 6.  Civilians 
will travel along the road to exit the table on the 
road at the opposite end from where they entered.  
EAL AND ENEMY FORCES 
  One PEF per level of EAL. 
DEPLOYMENT 
  After the terrain is placed roll 1d6 to determine 
which sector your unit will begin or place the unit 
in the appropriate location per the Special 
Instructions section. 
  Roll 1d6 per PEF to determine in which sectors 
they are deployed.    
  Each PEF and PC deploys into the best cover 
nearest the center of the sector. 
  VC/NVA reinforcements enter via table edges of 
random sectors. 
PENALTI ES AND REWARDS 
  Five VP are earned for completing the assigned 
mission and if no enemies are within 6 of the 
mission objective at game end. 
  Two VP are earned per VC/NVA captured 
unharmed, one VP if captured wounded (OOF). 
  Two VP are earned per confirmed VC/NVA dead. 
FNG: 2
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 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
100 
  Two VP are earned per suspicious civilian 
detained as a result of Speak Local checks during 
the Check Point mission. 
  One VP is earned per unconfirmed VC/NVA 
dead. 
  Ten VP are lost per FWF MIA. 
  Four VP are lost per FWF death. 
  Four VP are lost if the assigned mission is not 
completed (the items or location is captured, FWF 
are wiped out, or key personnel are taken out).   
  Two VP are deducted per FWF wounded.   
FI GHT 
The enemy has been spotted!  Now, go kill him! 
OBJ ECTI VE 
  Your objective is to destroy the enemy forces. 
  To be successful, you must inflict as many 
casualties on the enemy as possible while taking 
as few casualties as you can. 
SPECI AL I NSTRUCTI ONS 
  Game length is a minimum of 12 turns with the 
possibility of additional turns. 
  At the end of 12 turns, roll 1d6.  If the result is 5 
or 6, then the game ends.  If the result is lower, an 
additional turn occurs.  Repeat at the end of each 
additional turn. 
EAL AND ENEMY FORCES 
  One PEF, plus a chance (1-3) of an additional 
PEF per level of EAL above 1. 
  If the EAL is 5 or greater then one of the resolved 
PEFs will be a PC. When resolving a PEF the 
player will roll 1d6. On a score of 1-3 it is a PC 
instead. The last PEF will always be a PC if it has 
not been encountered previously.   
DEPLOYMENT 
  After placing terrain on the table, roll 1d6 to 
determine what sector your unit starts in. Your 
unit starts the game in the best cover nearest the 
center of this sector.   
  FWF reinforcements arrive from the table edge of 
the squads deployment sector. 
  Roll 1d6 per PEF and PC to determine which 
sectors they deploy in.   
  Each PEF and PC deploys into the best cover 
nearest the center of the sector unless in the same 
sector as the FWF, in which case they deploy into 
the best terrain in the sector near the center of the 
table. 
  VC/NVA reinforcements enter via table edges of 
random sectors.  
PENALTI ES AND REWARDS 
  Three VP are earned per VC/NVA captured 
unharmed, two VP if captured wounded (OOF). 
  Two VP are earned per confirmed VC/NVA dead. 
  One VP is earned per unconfirmed VC/NVA 
dead. 
  Ten VP are lost per FWF MIA. 
  Five VP are lost per FWF death.   
  Two VP are deducted per FWF wounded.  
PATROL 
A patrol is an everyday sort of thing. Your unit is out 
wandering around the boonies looking for trouble, yet 
hoping to not find any 
OBJ ECTI VE 
  Your objective is to patrol each sector and engage 
any enemy encountered. 
  To be successful, you must gain LOS to the 
center of each sector from a location in that sector 
as well as to each PEF generated at the start of the 
game. You then withdraw from the tabletop via 
your entry point before the game length expires. 
SPECI AL I NSTRUCTI ONS 
  Game length is a minimum of 14 turns with the 
possibility of additional turns. 
  At the end of 14 turns, roll 1d6.  If the result is 5 
or 6, then the game ends.  If the result is lower, an 
additional turn occurs.  Repeat at the end of each 
additional turn. 
EAL AND ENEMY FORCES 
  One PEF plus a chance (1-3) of an additional PEF 
per level of EAL above 1. 
  If the EAL is 5 or greater then one of the resolved 
PEFs will be a PC. When resolving a PEF the 
player will roll 1d6. On a score of 1-3 it is a PC 
instead. The last PEF will always be a PC if it has 
not been encountered previously.   
FNG: 2
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DEPLOYMENT 
  After placing terrain on the table, roll 1d6 to 
determine what sector your unit begins. Any table 
edge of that sector may be the entry point.   
  FWF reinforcements only arrive at the FWF entry 
point. 
  Roll 1d6 per PEF and PC to determine which 
sectors they deploy from.   
  Each PEF and PC deploys into the best cover 
nearest the center of the sector. 
  VC/NVA reinforcements enter via table edges of 
random sectors. 
PENALTI ES AND REWARDS 
  Two VP are earned for each PEF revealed by 
your unit (squad or your platoon but not non-
platoon forces). 
  Three VP are earned per VC/NVA captured 
unharmed, two VP if captured wounded (OOF). 
  Two VP are earned per confirmed VC/NVA dead. 
  One VP is earned per unconfirmed VC/NVA 
dead. 
  Ten VP are lost per FWF MIA. 
  Five VP are lost per FWF death.   
  Two VP are deducted per FWF wounded, or if the 
unit did not exit the tabletop before the game 
length is reached. 
  Wounded FWF NOT withdrawn with the unit or 
off the table (via Dust-off for example) count as 4 
VP deducted. 
  One VP is earned per sector patrolled  
RECON 
In order to kill the enemy, you first have to find the enemy. 
Recon missions are similar to patrols, but rather than 
wandering around looking for trouble the squad is instead 
checking out specific locations pinpointed by intelligence, 
orders, or rumor. 
OBJ ECTI VE 
  Your objective is to scout each possible enemy 
location and return with the information gathered.  
Direct contact with the enemy is not necessary. 
  To be successful, you must resolve every PC then 
withdraw from the tabletop via the entry point 
before the game length expires. 
SPECI AL I NSTRUCTI ONS 
  Game length is a minimum of 12 turns with the 
possibility of additional turns. 
  At the end of 12 turns, roll 1d6.  If the result is 5 
or 6, then the game ends.  If the result is lower, an 
additional turn occurs.  Repeat at the end of each 
additional turn. 
EAL AND ENEMY FORCES 
  One PC per EAL level up to 4 PCs. 
  One PEF per EAL level. When resolving a PEF 
the player will roll 1d6. On a score of 1-5 it is a 
PC instead.  Repeat this procedure until one PC 
per EAL has been revealed. Once this 
requirement is reached PEFs are resolved 
normally.   
DEPLOYMENT 
  After placing terrain on the table, roll 1d6 to 
determine what sector your unit begins in.  Any 
table edge of that sector may be the entry point.   
  FWF reinforcements only arrive at the FWF entry 
point. 
  Roll 1d6 per PEF and PC to determine in which 
sectors they deploy.   
  Each PEF and PC deploys into the best cover 
nearest the center of the sector. 
  VC/NVA reinforcements enter via PCs first, then 
table edges of random sectors when all PCs have 
been revealed. 
PENALTI ES AND REWARDS 
  Two VP are earned for each PC revealed by your 
unit (squad or your platoon but not non-platoon 
forces). 
  Two VP are earned per VC/NVA captured 
unharmed, two VP if captured wounded (OOF). 
  Two VP are earned per confirmed VC/NVA dead. 
  One VP is earned per unconfirmed VC/NVA 
dead. 
  Ten VP are lost per FWF MIA. 
  Five VP are lost per FWF death.   
  Two VP are deducted per FWF wounded, or if the 
unit did not exit the tabletop before the game 
length is reached. 
  Additional 3 VP if all PCs are revealed and squad 
exits the table before the game time limit expires.       
FNG: 2
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STOP! 
You're almost home. All of the Missions are generated in 
the same way. Your first Missions should be a Patrol (page, 
100). 
Give it a try and when you're done come back and continue 
to the last section, After the Mission.  
AFTER THE MI SSI ON 
After a campaign mission there are various things that 
need to be taken care of.   
  First and foremost is to see if your mission was a 
good one or a bad one, and apply rewards or 
penalties. 
  Check to see if anyone is being written up for 
medals.   
  Test to increase REPs for characters that had a 
successful mission. 
  Test to decrease REPs for characters that had a 
failed mission. 
  Check for Short Timers. 
  Check for Replacements. 
VI CTORY POI NTS 
During each mission your squad/platoon will earn or lose 
Victory Points (VP). VP only counts for the campaign turn 
they are earned.  
BODY COUNT 
The VC and NVA were notorious for retrieving their dead 
from a battlefield, often without FWF knowing or seeing 
anything.  This both allowed them to bury and honor their 
dead, as well as fouling up the true body counts for the 
FWF, making it difficult to determine the true effectiveness 
of operations. 
We could slow down the game by having the VC/NVA 
figures physically retrieve their dead during the game but 
instead have settled on this simple procedure: 
  Anytime a VC/NVA figure is Obviously Dead 
there is a chance (4-6) that it is a confirmed kill. 
Whoever inflicted the Obviously Dead result gets 
the credit.  
  All others are considered to be unconfirmed kills.      
MI SSI ON RESULT 
Most soldiers had no idea whether or not the missions they 
performed were of any significance.  Total up the VPs for 
the mission, including any deductions that must be made. 
  For each Ready Support (page, 74) option 
available for the Mission, but not used or called 
upon, add +3VP. 
  If any On-Demand Support (page, 74) was called 
for, deduct 5 VP from the mission per type 
(artillery, airstrike, reinforcements, etc.) called 
for.   
  If the On-Demand support called for was NOT of 
a type listed in the Ready Support section of the 
SL then deduct an additional -2 VP (-7VP total). 
If the VP total is 25 or more: 
  You had a good mission.  Roll on the Good 
Mission Table. 
If the VP total is over 8 but less than 25: 
  You had a "normal" mission.  Glad you made it 
back.  Have a shower and a beer. 
If the VP total is 8 or less: 
  You had a bad mission.  Roll on the Bad 
Mission Table. 
If the VP total is less than 0: 
  Words cannot describe how terrible your mission 
was. Roll on the Disastrous Mission Table.  
1               GOOD MISSION    
(Read result as rolled)  
# RESULT 
1  
The action is written up in Stars And Stripes.  +1d6 
to all Medal rolls. 
2  
The next replacement generated will be one REP 
better than rolled (up to REP 5). 
3  
HQ notices the unit.  +1d6 to the Replacement rolls 
for the next replacements check. 
4   
The platoon receives another (1-3) radio, (4-5) M-60 
LMG, or (6) M-79 that may be distributed as the 
player wishes. 
5     
The squad/platoon is given a cake walk mission 
for its next assignment.  The EAL of the next 
mission may only be a maximum of 3.  If the 
mission rolled requires a higher EAL, then a new 
mission must be rolled for. 
6    
The squad/platoon is rewarded for its hard work 
with an extended stand down.  No mission will be 
assigned next campaign turn.  Roll for replacements 
and short timers as normal.  
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1                 BAD MISSION    
(Read result as rolled)  
# RESULT 
1  No medal rolls for this Campaign turn. 
2  All replacements generated this turn are REP 3. 
3   
HQ notices the unit, in a bad way.  -1d6 to the 
Replacement rolls for the next replacements check. 
4  
1d6 soldiers from the platoon will be on R&R and 
unavailable for the next mission.  These will be the 
troops with the longest time In-country. 
5  All replacements generated this turn are REP 3. 
6    
The squad/platoon is given menial details and work 
parties as punishment for poor performance.  No one 
may check for increasing REP. Check for decreasing 
REP normally.  
1         DISASTROUS  MISSION    
(Read result as rolled)  
# RESULT 
1  
No replacements are allowed for this campaign turn. 
2  
All replacements received this campaign turn will be 
REP 3. 
3    
The squad/platoon is given menial details and work 
parties as punishment for poor performance.  No one 
may check for increasing REP. Check for decreasing 
REP normally. 
4     
The platoon leader is relieved of command for 
incompetence.  Generate a new platoon leader next 
turn.  The highest ranked NCO (usually the Platoon 
Sergeant in the HQ section) is in command until a 
new LT arrives. 
5      
HQ decides that this units leadership is faulty.  All 
squad leaders and the platoon leader are relieved of 
duty.  Generate new ones.  If the Star is one of those 
relieved, generate an entire new platoon that he is 
reassigned to, with all platoon members starting with 
-1 to REP with a minimum of REP 3. 
6    
HQ is so upset that the squad/platoon is confined to 
quarters for a short time.  No one may check for 
increasing REP. Check for decreasing REP normally.      
MEDALS  
In FNG your soldiers will sometimes perform actions 
above and beyond the call of duty. When this occurs, 
heres a simple system to see if they are rewarded or not. 
Each country had a Medal of Honor or comparable so for 
ease of play we call it a Medal of Valor. Here's how we do 
it: 
  Roll 2d6 versus the REP of the figure and consult 
the Medal of Valor Table.   
2                         MEDAL OF VALOR 
(Taken versus REP)  
#DI CE 
PASSED 
RESULT 
2      
Congratulations! This soldier has been 
awarded a Major Medal of Valor. This 
figure gains one additional roll to increase 
his REP, may choose another Attribute and 
is sent on R&R.  He will not be available 
for the next mission.  
1    
Good job! This soldier has been awarded a 
Medal of Valor.  This figure gains one 
additional roll to increase his REP. 
0  
You performed admirably! But no one was 
watching. 
What qualifies as medal worthy? That should be up to the 
players involved. In any case, just have fun with it!  But, 
dont go overboard 
Suggested actions that deserve possible commendations 
are: 
  Retrieving a wounded comrade while under fire. 
  Dispatching two or more enemies via melee 
combat during a single mission. 
  Eliminating four or more enemies single-
handedly during a mission. 
  Capturing an unwounded enemy soldier. 
  Single handedly destroying an occupied enemy 
bunker.        
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I MPROVI NG REP AND ATTRI BUTES 
After a Grunt has reached 10 or less on his DEROS (page, 
53) he may be able to raise his REP.  
After each successful Mission he may try and raise his 
REP by one level if he had a successful Mission. To 
qualify as a successful Mission all of the following 
requirements must be met.  It is possible that a Mission 
may be a success for one character and not another! 
  You contacted enemy forces. 
  Did not receive a result of Out of the Fight. 
  Did not retire. 
  Scored at least one confirmed kill.  
If the Encounter was a success for the character then you 
can attempt to increase the character's REP. Here's how we 
do it: 
  Roll 1d6: 
  If the score is higher than the current REP it is 
raised one level.  
  If the score is a 6 the REP will always go up 
one level regardless of the current REP.  
Your character can grow to a maximum REP of 7.  
ADDI TI ONAL ATTRI BUTES 
When a figure's REP increases there's also a chance that 
they can add another Attribute. Here's how we do it: 
  Roll 1d6.  If a "6" is scored the figure has gained 
a new random Attribute. 
DECREASI NG REP  
Just as REP can go up when you have a successful Mission 
it can go down if the Mission was a failure. So if you 
didnt meet all the requirements for a successful Mission, 
with one exception, you had a failure. What's the 
exception?  
If you did not encounter any enemy forces you do not have 
to take this check. 
If the Mission was a failure then the character then this is 
what you must do: 
  Roll 1d6.   
  If the score is a 1 the REP will go down one 
level regardless of the current REP. This can be 
attributed to stress, illness, or anything else you 
decide it to be. You can never have a Rep lower 
than 3.     
SHORT TI MERS 
Unlike previous wars, U.S. soldiers sent to Vietnam did 
not have to fight in the war for its duration. Tours of Duty 
in Nam for soldiers were 12 months for Army, and 13 
months for Marines. The effect of this was that the less 
time a soldier had left to be in country, the less likely 
most of them would be to expose themselves to danger. 
This limited their usefulness and practically negated the 
experience they had earned with sweat and blood. When 
their time was up and they rotated home, their incoming 
replacement would likely have very little, if any, 
experience, and the process would start all over. Here's 
how we reflect this in FNG: 
  When a figure starts his 10th month in-country, 
roll 1d6. 
  Add this result to the number of Attributes the 
figure has. 
  Add this total to the REP of the soldier.  
  If this number is less than the number of months 
he has been in-country his REP drops by one (to a 
minimum of REP 3) and he has become a Short 
Timer.   
  "Short Timers" can never qualify as having a 
Successful Mission (page, 104). 
Short Timer checks are made at the end of each campaign 
turn month until the figure has reached REP 3.  
REPLACEMENTS 
Units that take casualties may receive replacements after 
they return from their Mission. In addition, soldiers that 
have reached their DEROS are automatically replaced, as 
the need has been anticipated. 
Here's how we do it: 
  Roll 2d6 per open slot versus the Platoon Leader's 
REP. 
  If the Platoon Leader was a casualty then roll 
versus the REP of the Platoon Sergeant (or the 
Squad Leader with the highest REP if there is no 
Platoon Sergeant).  
  If both the Platoon Leader and Jr. NCO were 
casualties then roll versus the highest REP soldier 
left in the unit.        
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2                         REPLACEMENTS 
(Taken versus REP)  
#D6 
PASSED 
RESULT 
2  ARVN receive a replacement. 
U.S. and ANZAC receive a replacement. 
1  ARVN receive a replacement with a REP 
one lower than rolled for. 
U.S. and ANZAC receive a REP 3 
replacement. 
0  No replacement is received.  
Be sure to roll on the Attributes Table (page, 5) for each 
replacement figure if necessary. 
REPLACI NG LEADERS 
Lost Leaders and Jr. NCOs have to be replaced as follows. 
  Platoon Leaders (Lieutenants) are generated as 
normal. 
  Platoon Sergeants are replaced by the Squad 
Leader with the highest REP that has been in-
country longer than eight months.  If there are 
none, then a new Platoon Sergeant is generated. 
  Squad Leaders are replaced by Jr. NCO with the 
highest REP that has been in-country longer than 
six months, or if none then by the squad member 
with the highest REP and longest time in-country 
  Jr. NCOs are replaced by the squad member with 
the highest REP and longest time in-country.  
STOP! 
After a campaign mission just go down this list one step at 
a time. When you've finished it's time to move onto the 
next campaign turn (page, 53).  
See if your mission was a good one or a bad one, and 
apply rewards or penalties (Mission Result, page, 102). 
Check to see if anyone is being written up for Medals 
(Medal of Valor Table, page, 103).   
See if characters that had a successful mission can improve 
their REP (Improving Rep, page, 104). 
See if characters that had an unsuccessful mission will 
decrease their REP (Decreasing Rep, page, 104). 
Check the DEROS (page, 53) of all squad members to 
determine if they are now Short Timers (page, 104). 
Check for Replacements (page, 104) and replace any 
Leaders as needed. 
That's it, you're done.    
19 FI NAL 
THOUGHTS 
Here are some final thoughts and perhaps some answers to 
questions you may have. 
HOW DO I  WI N? 
It was an extreme rarity for the common Grunt to be given 
a true idea of how all the blood, sweat, and tears he has 
been shedding affected the overall war effort.  In fact, he 
was usually lucky just to be told whether or not the latest 
patrol discovered anything of significance.  Soldiers would 
sometimes get a pat on the back, or a boot in the rear. 
However, true results were never what the common troops 
were fighting for. 
The common trooper fought to stay alive, to keep his 
buddies intact, and to finish out his tour and get home in as 
much of one piece as possible. 
So, your Star surviving his entire tour intact is a major 
victory.  Being wounded, surviving, and being evacuated 
home is also a victory.  
Me? I prefer to think Im living a story when I play and 
each Mission is a chapter and the whole campaign the 
book. If I look back at the end of a fight and say Hey, I 
had a good time and it was fun, then I won.  
WHERE ARE THE POI NTS? 
There arent any, its not that kind of game. Sorry, but in 
real life no battles were equal points, and in war there is no 
such thing as a fair fight.  FNG is a pretty darn realistic 
game and putting a points system in it would just cheapen 
it, period. 
Besides, you can play same side, and that may be more 
enjoyable because you can mutually agree on the forces 
each side gets. 
Me?  I prefer the element of the unknown, the fog of 
war.  I like a fight where I dont know what to expect, 
what Im up against, or if I can even win.  It makes me 
think, weigh options, and come up with the best way to 
save my characters skin!  I may not win the mission, but to 
tell you the truth, thats not my main objective anyways.   
365 days and a wake up  
FNG: 2
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106 
DESI GNER NOTES AND OTHER 
RAMBLI NGS 
So here we are, a second edition of FNG.  Over the last 
few years a lot of people have made some great 
observations, criticisms, and suggestions.  Ive taken the 
spirit of many of these and done what I thought was the 
best thing I could do.  I used them and brought FNG up to 
date, and up to a new level of excellence (if I may say so 
myself).  This edition of FNG (and hopefully the last!) is a 
product of a lot of love and brain sweat, both from myself 
and from the players and members of the gaming 
community Ive had the pleasure of being in contact with.  
I cant express how much I appreciate you, the end user.  
The gamer.  Thank you. 
Quite a few times Ive been asked why Vietnam?  This 
has often been followed up by  I mean, itll never be as 
popular as World War II or Napoleonics  I usually 
answer with a bemused smile, and the words because its 
so different because any other response probably 
wouldnt make much sense. 
I admit to a fascination with the Vietnam War.  Its not just 
because my father fought there as a member of Special 
Forces.  Its not just because my uncle fought there as a 
USMC tanker or that another relative was an F-8 pilot and 
squadron commander.  Its not just because it was a 
different type of war.  Those are all parts of the appeal to 
me.  It was an ever changing war, and a totally different 
war depending on where and who you were fighting.  It 
was a war that didnt make much sense, a war that was 
waged with strange and contradictory rules forced upon 
the Free World participants.  It was a war fought where one 
side had an incredible edge in technology, while the other 
side had ideology and ingenuity.  It was a war that almost 
destroyed a generation, that changed our culture and our 
politics, and that forced an incredible array of issues within 
our society to the surface that we had to deal with, like it 
or not. It was the first televised war, seen in the living 
rooms of Americans every day of the week. 
It was also a war that we eventually lost, even though at 
one point we were so very, very close to winning, and an 
embarrassment only because we did not follow through 
with what we set out to do.   
All of this, this great upheaval and creation and destruction 
and sacrifice there are some incredible stories here, most 
of them untold.  Stories that no one would believe, that few 
have told and fewer have heard.  And they deserve to be 
told, their combatants deserve to be acknowledged, to be 
respected.  And if I can bring some attention to this, if I 
can keep some of the memories alive, reveal some of the 
valor and selflessness, well then Im happy. 
So, why Vietnam? 
Because we need to remember. 
Ok, I know, a little passionate and melodramatic.  So Ill 
digress a little bit. 
FNG is the game I always wanted to play, but could never 
find.  The Two Hour Wargames Reaction System has 
allowed me to create a game that has just the right feel to 
me, the right amount of grit, while still moving dang fast 
and creating a satisfying result.  And its fun!  Thats the 
best part.  And, as I said before, it wouldnt be possible 
without you all.  Thanks again. 
Take it easy.   
Darby Eckles 
Texas, 2011. 
LAST CALL 
The original FNG was the last THW set of rules with the 
"old" game mechanics. It needed an update and Darby sent 
the first draft to me in April 2010. For whatever the reason, 
never during the eighteen months that it sat on my hard 
drive, did it ever seem like the "right time" to put it into 
print. Can't explain why but sometimes things happen for 
reasons that aren't always apparent. So it was with FNG 
2nd Tour or FNG, as it's now called. 
FNG benefits greatly from the new mechanics that appear 
in the latest THW titles. These new mechanics are made 
for the type of war Vietnam was and FNG is much better 
for it. Looking back I can now see that if FNG had gone to 
print even three months earlier it wouldn't be as good as it 
is. Sometimes it's better to be lucky than good. 
I want to thank Darby and all those guys on the THW 
Yahoo Group that kept plinking at me, always asking when 
FNG was coming out. This one is for them and for those 
that served and still serve today. 
Thank you. 
Ed Teixeira12/01/2011 
THANK YOU 
Darby extends his deepest thanks to: 
Ed Teixeira. 
Mike Reese. 
Thomas Robson. 
Merle Eckles, CSM (E-9) U.S. Army, (ret.) 
Stephanie. 
Rodney Forehand, Tomas Ingvarsson, Shelby West, 
Michal Mahon Machowski, and Tom Bookwalter. 
FNG: 2
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Everyone on Fields Of Fire Vietnam gaming forum 
(http://fieldsoffireonline.freeforums.org)  
The good folks on the THW Yahoo Group.  
DEDI CATI ON 
This book is dedicated to Carlos Charlie Cota (1/28 IR, 
1st ID 1966-67*, Recondo School 67), a great soldier and 
good friend, and to those who were there.  You are all 
heroes. 
*You can read about Charlie Cotas combat actions in: 
 Marshall, S. L. A. (1968). Ambush: The Battle of Dau Tieng, 
Reissued June, 1993 by Jove Publishers                                                                                           
FNG: 2
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FWF HELI COPTERS 
AI RCRAFT 
(DP) 
CENTRAL  
WEAPONS  
LEFT SI DE  
WEAPONS 
RI GHT SI DE  
WEAPONS 
CREW  PASSENGERS 
AH-1G Cobra gunship (7)     
(1-3) 2x HMG  
1x LMG and 
1x40mm Auto-
Gr Launcher 
(4-6) 
(1) 
1xRHMG fixed 
forward 
1x rocket launcher   
1xRHMG fixed forward 
1x rocket launcher    
Pilot, 
Gunner    
0     
UH-1D/H Huey  
Slick transport (5)  
- 
M-60 door gun   
M-60 door gun   
Pilot, 
Co-pilot, 
2x Door Gunners 
8 
(2)   
UH-34D Seahorse  
HUS transport (7)  
-  - 
M-60 door gun   
Pilot, 
Co-pilot, 
Door Gunner 
12 
(3)   
UH-1C Huey 
 Frog gunship (5)   
- 
M-60 door gun 
1xRLMG fixed 
forward 
1x rocket launcher 
M-60 door gun 
1xRLMG fixed forward 
1x rocket launcher  
Pilot, 
Co-pilot, 
2x Door Gunners  
2 
(4)    
UH-1B Huey  
Hog gunship (5)  
- 
M-60 door gun 
2x rocket launcher  
M-60 door gun 
2x rocket launcher  
Pilot, 
Co-pilot, 
2x Door Gunners 
2 
(4)   
UH-1B Huey  
Heavy Hog (5)  
40mm Auto GL  
M-60 door gun 
2x rocket launcher  
M-60 door gun 
2x rocket launcher  
Pilot, 
Co-pilot, 
2x Door Gunners 
0   
UH-1C Huey  
Aerial Rocket Artillery  
(ARA) (5) 
- 
3x rocket launcher   
3x rocket launcher   
Pilot, 
Co-pilot, 
Crew Chief 
0   
UH-1N Huey Sea Wolf (6)   
Searchlight   
1x LMG fixed 
forward 
1x rocket launcher 
1x LMG fixed forward 
1x rocket launcher  
Pilot, 
Co-pilot, 
2x Door Gunners 
4 
(5)   
UH-1D Huey Firefly (5)    
- 
Searchlight 
.50cal HMG door gun  
M-60 door gun    
Pilot, 
Co-pilot, 
Light Operator, 
2x Door Gunners 
2 
(4)    
UH-1D Huey (5) 
 Nighthawk   
Aerial flares    
M-60 door gun 
1xRLMG fixed 
forward 
1x rocket launcher 
M-60 door gun 
1xRLMG fixed forward 
1x rocket launcher  
Pilot, 
Co-pilot, 
2x Door Gunners  
6 
(2)    
UH-1 Huey  
Bushranger gunship (5)   
- 
1x RLMG fixed 
forward 
1x rocket launcher 
2x M-60 door gun 
1x RLMG fixed forward 
1x rocket launcher 
2x M-60 door gun 
Pilot, 
Co-pilot, 
2x Door Gunners  
2 
(4)    
OH-6 Cayuse 
 light observation 
 helicopter Loach (5) 
- 
Personal weapon   
M-60 door gun   
Pilot, 
Observer, 
Door Gunner 
3 
(6)   
CH-46 Sea Knight 
 Phrog transport (8)   
- 
M-60 door gun    
M-60 door gun    
Pilot, 
Co-pilot, 
Crew Chief, 
Door Gunner 
20     
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FWF AI RCRAFT
AI RCRAFT 
(DP)
  CENTRAL WEAPONS   LEFT SI DE WEAPONS  RI GHT SI DE WEAPONS  CREW 
F-4 Phantom II (4) 
(7)
  (A) 1x Autocannon  (A)2 x 500 lb Bombs  (A)2 x 500 lb Bombs  Pilot, REO 
  (B) 2x Napalm  (B) 1 x 500 lb Bomb  (B) 1 x 500 lb Bomb   
A-4 Skyhawk (5)   
(A) 1x rocket launcher 1x HMG fixed forwards 
(A) 1x 500 lb bomb 
(A) 1x 500 lb bomb  Pilot  
(B) 1x 500 lb bomb  1x HMG fixed forwards 
(B) 2x 250 lb Frag bombs 
(B) 2x 250 lb Frag bombs   
A-1 Skyraider (7) 
(8)   
1x Napalm (1-3) 
1x 750 lb bomb  
(4-6) 
1x rocket launcher 
1x 750 lb bomb 
1x rocket launcher 
1x 750 lb bomb 
Pilot 
F-100 Super Saber Hun (5)  
2x Autocannon  1 x 500 lb Bomb 
1 x Napalm 
1 x 500 lb Bomb 
1 x Napalm  
Pilot 
T-28 Trojan (6)   
-  1x LMG 
1x 500 lb bomb 
1x 250 lb Frag bomb 
1x LMG 
1x 500 lb bomb 
1x 250 lb Frag bomb 
Pilot, Co-pilot 
A-37 Dragonfly (5) 
(9)  
1x HMG  2x 500 lb bomb 
1x rocket launcher 
2x 500 lb bomb 
1x rocket launcher 
Pilot, Co-pilot 
Canberra bomber (5)  
4x 750 lb bombs  1x 750 lb bombs  
1x 750 lb bombs  
Pilot, Bombardier 
O-1 Bird Dog FAC (6)  Personal  1x WP marking rocket  1x WP marking rocket  Pilot 
(#) 
O-2 Skymaster FAC (5)  Personal  2x WP marking rocket  2x WP marking rocket  Pilot 
(#) 
AC-47  
Spooky/Puff gunship (8)  
Flares   
4x RLMG 
(see page, 84)  
- 
Pilot, Co-pilot,  
Radio Operator,  
2x Gun Crew 
Note: Aircraft weapons load out may not reflect actual aircraft capacity and capability, but instead is presented in a game friendly manner 
that approximates what weaponry may be available, or what the effects of certain types of weaponry have on the battlefield.
(DP)The number is parenthesis for each aircraft is its number of Damage Points it can take. 
(#) Room for one passenger. 
(1) Gunships with chin turrets, such as the AH-1 Cobra, may use that turret to either make strafing attacks, or to fire in the same manner as 
door gunners. 
(2) May carry eight passengers in Coastal AOs (10 if ARVN due to lighter weight) and six passengers in Highland AOs (Eight if ARVN).  May 
substitute carrying one casualty (OOF or OD) per passenger slot. 
(3) May carry 12 passengers in Coastal AOs (16 if ARVN due to the lighter weight) and 10 passengers in Highland AOs (12 if ARVN).  May 
substitute carrying one casualty (OOF or OD) per passenger slot.  This aircraft only has a single exit door, on the right side.  Note: The 
USMC phrase Cut me some hus comes from the developmental name of this aircraft due to its reliability and the fact that it provided so 
much help during its use time.  The UH-34D was used by the USMC until the end of 1968, and by SOG (see FNG: Unconventional Warfare 
for more on SOG) 
(4) These helicopters are overburdened as they operate at the very extreme edge of their operational envelope due to the weight of mounted 
weapon systems and ammunition and crew.  Carrying additional passengers results in the pilots REP being reduced by one for all Piloting 
related rolls.  May substitute carrying one casualty (OOF or OD) per passenger slot.  An additional pair of passengers or another casualty 
can be squeezed in if the door guns are taken off and left at the LZ. 
(5) The Sea Wolf has a more powerful engine than other Huey models, and may carry two additional passengers or an additional casualty if 
the door guns are left at the LZ.  May substitute carrying one casualty (OOF or OD) per passenger slot. 
(6) One passenger or casualty sits in the left rear seat, the other two must stand on a skid on either side.  Carrying passengers on the skids 
results in the pilots REP being reduced by one for all Piloting related rolls, and the passengers are the first people hit by weapons fire. 
(7) The F-4 Phantom II and A-4 Skyhawk come in either A or B configurations.  Regardless, it may still only make two attack passes. 
(8) A-1 Skyraiders have huge fuel loads and may make two attacks per weapon type, for a total of six attacks.  
(9) The A-37 Dragonfly has a large fuel load and may make two bombing runs, for a total of four attack runs.   
FNG: 2
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 Tour 
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PLATOON ROSTER SHEET 
WEAPON TYPES  RANGE  TARGET  I MPACT-APR                                            
PLATOON HQ ROSTER 
# NAME  LEADER  REP  ATTRI BUTE  EFFECT  WEAPON  DEROS 
1               
2               
3               
4               
5               
6               
7               
8             
1
ST
 SQUAD ROSTER 
# NAME  LEADER  REP  ATTRI BUTE  EFFECT  WEAPON  DEROS 
1               
2               
3               
4               
5               
6               
7               
8               
9               
10               
11               
12               
13               
14                       
FNG: 2
nd
 Tour  
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2
ND
 SQUAD ROSTER 
# NAME  LEADER  REP  ATTRI BUTE  EFFECT  WEAPON  DEROS 
1               
2               
3               
4               
5               
6               
7               
8               
9               
10               
11               
12               
13               
14               
3
RD
 SQUAD ROSTER 
# NAME  LEADER  REP  ATTRI BUTE  EFFECT  WEAPON  DEROS 
1               
2               
3               
4               
5               
6               
7               
8               
9               
10               
11               
12               
13               
14                          
FNG: 2
nd
 Tour  
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
112 
2 I NFANTRY REACTI ON TESTS  
REASON  PASS 2D6  PASS 1D6  PASS 0D6 
Received Fire * (Ldr) 
+1d6 if in a bunker 
VC/NVA EAL 5 +1 to Rep 
VC/NVA EAL 1 -1 to Rep 
Retrieving wounded:  
  Carry On.   
Outgunned: 
  Duck Back 
Others: 
  Fire. 
Retrieving wounded:  
  Carry On.   
Those in cover: 
  Fire. 
Others: 
  Duck Back. 
All: 
  Take Cohesion 
Test. 
Man Down * (Ldr)  All: 
  Carry On.   
All: 
  Duck Back.   
All: 
  Take Cohesion 
Test. 
Cohesion Test (Ldr) * 
Taken by group 
VC/NVA EAL 5 +1d6 
VC/NVA EAL 1 -1d6 
All: 
  Carry On.   
If unit at 1/2 strength or less: 
  Retire. 
Otherwise: 
  Carry On.    
All: 
  Retire. 
Recover From Knock Down 
Flak Jacket allowed to roll 3d6 
instead  
All: 
  Stunned. Figure 
may not act or react 
until having spent 
one full turn of 
activation doing 
nothing. 
All: 
   Out of the Fight.     
All: 
   Obviously Dead. 
REP                     IN SIGHT   
      (Looking for successes)  
A score of 1, 2, or 3 is a success 
A score of 4, 5, or 6 is a failure.  
ATTRI BUTE    MOD  
Pointman on Point  +1d6 
Quick Reflexes   +1d6 
Shortsighted  -1d6 
Target is Stealthy  -1d6 
CI RCUMSTANCE  MOD  
Active - Character is active and moved  -1d6 
Cover or Concealed - Opponent is in cover or 
concealed. 
-1d6 
Ducking Back - Character is Ducking Back 
(1) 
Retiring - Character is Retiring 
(1) 
(1) Ducking Back or Retiring figure cannot fire and will complete 
its reaction instead.      
I N SI GHT RESOLUTI ON TABLE 
WHEN I T'S YOUR TURN 
Stars choose their action  
If outgunned:  
  Duck Back. Sorry but you forfeit your chance to 
respond.  
If out of range, ammo or do not have a ranged weapon:    
  If in range to charge take Charge into Melee Test. 
  If out of range to charge Duck Back. Sorry but 
you forfeit your chance to respond. 
Otherwise: 
  Roll 1d6 versus REP. 
  Pass 1d6 = Fire 
(1)
. 
  Pass 0d6 = Duck Back. 
(1) First round only of In Sight all active shooters count as snap 
firing.         
FNG: 2
nd
 Tour 
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
113 
Target        RANGED COMBAT  
(1d6 + Rep)  
A result of two or more ones means out of ammo.  
# RESULT 
6 or less  SHOOTER MI SSED 
7  SHOOTER MI SSED I F 
  Moved fast. 
  Snap firing. 
TARGET WAS MI SSED IF  
  Charging. 
  Concealed. 
  In Cover. 
  Prone. 
  Moved fast. 
  Is second or higher target. 
OTHERWI SE  HI T.  
8  SHOOTER MI SSED I F 
  Moved fast. 
  Snap firing. 
TARGET WAS MI SSED IF  
  In Cover 
  Is third or higher target. 
OTHERWI SE HIT. 
9+ SHOOTER HITS TARGET  
1                COMBAT DAMAGE   
 (Read d6 as rolled)  
# RESULT 
1  Target is Obviously Dead.    
Equal to Impact or 
less but not a "1" 
Target is Out of the Fight.  
Greater than Impact  Target is Knocked Down and 
immediately takes Recover From 
Knock Down Test.       
2           READY THE GRENADE   
(Taken vs. Rep)  
#D6 
PASSED 
RESULT 
2  Grenade is readied and can immediately be 
tossed.  
1  Grenade is not readied but can be tossed in 
reaction or when next active.  
0  Grenade is not readied but can be tossed 
when next active.    
2        THROWING A GRENADE   
(Taken vs. Rep)  
#D6 
PASSED 
RESULT 
2  Grenade lands on the nominated spot. Center 
the blast circle on the nominated spot and 
check for damage.    
1    If the thrower cannot see the nominated 
spot, such as behind cover or 
concealment, the grenade misses. The 
explosion causes the target to take a 
Received Fire test.   
  If the thrower can see the nominated 
spot or the grenade is being dropped 
over a wall, rolled into a doorway, or 
similar, it lands on the nominated spot. 
Center the blast circle on the nominated 
spot and check for damage.    
0  Oops! Grenade is dropped at the feet of the 
thrower. Center the blast circle on the 
nominated spot and check for damage.   All 
within the blast circle must roll their Rep or 
less on 1d6 to drop prone and escape 
damage.   
Na          OUTGUNNED RANKINGS    
Stars, figures retrieving wounded and chargers are never 
outgunned.   
OUTGUNNED 
RANKI NG 
WEAPON TYPE 
5   
Flame-throwers, Grenades, Grenade 
Launchers, Satchel Charges, and all 
Antitank weapons 
4  HMG, MMG, and LMG 
3  SF, BAR, SMG, and shotguns 
2  Semi-automatic rifles and carbines 
1  Other ranged weapons not listed 
0  
Those that cannot return fire, out of ammo, 
or out of range         
FNG: 2
nd
 Tour 
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
114 
2             CHARGE INTO MELEE 
(Taken versus Rep)   
ATTRI BUTE  MODI FI ER 
Brawler  +1d6 
Coward  -1d6 
Nerves of Steel  +1d6 
Poser  -1d6 
Tough  +1d6 
Wuss  -1d6 
CI RCUMSTANCE  MODI FI ER 
Target in cover  +1d6 
Target charged to flank  -1d6 
Target charged to rear  -2d6 
Outnumbered 3:1 or more  -1d6  
CHARGE RESOLUTI ON TABLE 
#D6 PASSED  CHARGER  TARGET 
3+ more 
than 
opponent 
Target takes 
Cohesion Test. 
Charger moves into 
melee. If target 
leaves the battlefield 
then occupy the 
vacated spot and 
take Parting Shot  
Target fires at Full 
Target Rating.   
Charger takes 
Cohesion Test. 
2 more than 
opponent 
Target may not fire. 
Charger moves into 
melee 
Target fires at Full 
Target Rating.  
Charger moves 
into melee. 
1 more than 
opponent  
Target fires one shot. 
Charger moves into 
melee.  
Target fires at Full 
Target Rating.  
Charger moves 
into melee.  
Same as 
opponent 
Target fires at Full 
Target Rating.  
Charger moves into 
melee.    
Target fires at Full 
Target Rating.  
Charger moves 
into melee.           
Rep            MELEE COMBAT  
(Looking for successes)  
A score of 1, 2, or 3 is a success 
A score of 4, 5, or 6 is a failure.  
MELEE WEAPON    MOD   
Unarmed   -1d6 
Improvised weapon  0d6 
Hand-held bayonet or knife    +1d6 
Rifle mounted bayonet   +2d6 
ATTRI BUTE  MOD 
Brawler   +1d6 
Knifeman using hand-held bayonet or 
knife 
+1d6 
Slight  -1d6 
Wuss  -1d6 
CI RCUMSTANCE  MOD 
Attacked From Behind - if the figure 
is attacked in the back by an opponent 
-2d6 
Evenly Matched - If scored a result of 
evenly matched this turn during a 
melee.   
-1d6 
Prone - The character is prone and in 
melee 
-2d6  
#                 MELEE RESULTS 
 (Comparing successes)    
#
SUCCESSES 
RESULT  
Score more 
than 
opponent 
Enemy knocked down. Roll 1d6 on Combat 
Damage Table. Count one Impact point for each 
success more than opponent. Cover is not 
counted. 
Score same 
as opponent 
Evenly matched. Remain in melee and when 
next active may fight another round of melee or 
break off. 
If the attacked by another opponent while 
evenly matched will count a -1d6 in the melee.          
FNG: 2
nd
 Tour 
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
115 
2              PEF MOVEMENT    
(Taken versus the Rep of the PEF)  
#D6 
PASSED 
RESULT 
2  If there are other PEFs on the table roll 1d6: 
  (1-2) - PEF moves 16" directly towards 
the nearest PEF, staying out of LOS of the 
enemy, and stops 4" away. 
  (3-6) - PEF moves 16" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61).  
If no other PEFs are on table roll 1d6: 
  (1-3) - PEF does not move but splits into 
two separate PEFs. 
  (4-6) - PEF moves 16" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61). 
1  If there are other PEFs on the table roll 1d6: 
  (1-3) - PEF moves 8" directly towards 
nearest PEF, staying out of LOS of the 
enemy, and stops 4" away. 
  (4-6) - PEF moves 8" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61).  
If no other PEFs on table roll 1d6: 
  (1-2) - PEF does not move but splits into 
two separate PEFs.  
  (3-6) - PEF moves 8" towards nearest 
enemy through cover at all times. If enter 
LOS of enemy immediate Resolve (page, 
61). 
0  PEF doesnt move.                 
2              PEF RESOLUTION 
 (Taken versus Enemy Support Level)  
#D6 
PASSED 
RESULT  
2  Contact! 
Roll 1d6. Subtract 1 to the score if this is a Pro-
Communist Area of Operations. 
  (1-4) Roll on the Enemy 
Reinforcements Table (page, 93). 
  (5-6) Roll on the Potential Contact 
Table (page, 62). 
1  There might be something there.  
Roll 1d6. Subtract 1 to the score if this is a Pro-
Communist Area of Operations. 
  (1-4) Roll on the Enemy 
Reinforcements Table (page, 93) but 
use the Pass 1d6 column. A result of 
"0" or less results in no contact. 
  (5-6) Roll on the Potential Contact 
Table (page, 62). 
0  False alarm. Just a case of the nerves!                                  
FNG: 2
nd
 Tour 
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
116 
2      VC/NVA ACTION TABLE 
(Taken versus Investment Level)  
CI RCUMSTANCE  MODI FI ER  
If outnumber closest player group by twice 
the number of figures. 
+1d6  
#D6 
PASSED 
RESULT  
2           
Assault"  
  If outside of 12" will move at fastest 
speed to get into range of opponent 
staying in cover if possible. Once 
within range will set up to fire.  
  If within 12" will split into two equal 
sized groups. One group, with any 
support weapons, will fire at the 
enemy while the second group will 
attempt to charge, fast moving if 
needed. 
  If with 6" will behave as if within 12" 
but roll 1d6 for each group member. 
There is a chance (5-6) that one or 
more group member will attempt to 
ready and throw grenades. After 
grenades are thrown the other group 
members will charge into melee. 
(1) 
1           
"Maneuver." 
  If within 12" count as if passed 2d6.  
  If outside 12" 
(2)
 and LOS will Fast Move. 
  If outside 12" 
(2)
 and in LOS will move at 
normal speed. 
  Move to the best cover that allows as much 
firepower as possible to be aimed at the 
weakest enemy position if the FWF are on 
a defense mission. 
0        
Harass."  
  Will move to be at maximum range/LOS to 
enemy targets. 
  Will target the most isolated figure that will 
cause the least number of figures to return 
fire. 
  Will suffer a -1d6 when forced to take the 
Charge into Melee Test. 
(1) If outnumber the opponent by three or more times their 
number the VC/NVA will use "human wave" tactics. Will not stop 
to throw grenades and count a +1auto-success when taking the 
Charge into Melee Test. 
(2) LVC will turn into 2 PEFS instead. See LVC Melt Away (page, 
70).                                                          
FNG: 2
nd
 Tour 
 2012 DARBY ECKLES  TWO HOUR WARGAMES                                
117 
LI ST OF TABLES  
AFTER THE MI SSI ON 
After the Battle Recovery        40 
Bad Mission          103 
Good Mission          102 
Medal of Valor          103 
Replacements          105 
AI RCRAFT 
Aerial Spotting Check        84 
Aircraft Availability        80 
Aircraft Damage          82 
Aircraft Deviation        83 
Aircraft Guns          83 
Airstrike Request         80 
Anti-Aircraft Check        82 
FWF Aircraft          109 
Golden BB          82 
ARMY LI STS 
Army Lists            9 
ARTI LLERY AND MORTARS 
Artillery Deviation        79 
Artillery/Mortar Request        77 
Hitting w/Artillery        78 
Hitting w/Mortars        77 
Mortar Deviation         78 
ATTRI BUTES 
Attributes            5 
BUI LDI NGS 
Building Penetration        42 
Bunker Suppression        43 
Building Target          41 
In a Fire           44 
ENEMY I NFO 
Enemy Generator s        67 
NC/NVA Action           69 
VC/NVA Activity        68 
FI RST AI D 
First Aid          39 
HELI COPTERS 
Dropping Stuff          91 
FWF Helicopters         108 
Gunship Availability        88 
Gunship Request          87 
Helicopter Crash          92 
Helicopter Damage        91 
Helicopter Guns          89 
Helicopter Piloting        86 
Medevac Request        89 
MACHI NE GUNS 
Hasty Machinegun Setup        27 
MI SSI ON SETUP 
AO Political Status        54 
Civilian Activity          55 
Civilian Reaction         55 
Contact            57 
Mission Type          59 
Potential Contact         62 
Speak Local - Civilians        56 
Speak Local - Indigenous Troops      56 
Weather/Day Part        59 
RANDOM EVENTS 
Random Events          70 
RECON BY FI RE 
Recon by Fire          33 
REI NFORCEMENTS  
FWF Reinforcements        93 
Reinforcements           93 
Reinforcement Entry        97 
VC/NVA Reinforcements        95 
Reinforcements Request        97 
SUPPORT 
Making the Call          72 
Ready Support Request        74 
TERRAI N 
Crater Size          47 
Swimming          50 
Terrain Generators        45 
TRAPS AND TUNNELS 
Disarm Trap          65 
Spider Hole          71 
Spider Hole Discovery        71 
Spider Hole Occupant        72 
Tunnel Encounter        66 
Tunnel Success          67 
Tunnel Survival          66  
FNG 2
ND
 TOUR 
 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
Index  
I NDEX 
1/2D6, 1 
15mm vs. 28mm or Something Else, 2 
Actions, 17 
Activating a Subordinate, 73 
Activating Civilians, 55 
Activation, 17 
Adding Characters to Ongoing In Sight, 21 
Additional Attributes, 104 
After the Battle, 40 
After the Battle Recovery Test, 40 
After the In Sight Is Resolved, 22 
After the Mission, 102 
Aiding Other Swimmers, 50 
Aircraft Damage, 82 
Aircraft Munitions, 83 
Ambush, 98 
America List, 9 
Anti-Tank Weapons, 27 
ANZAC List, 10  
AO Status, 54 
Applying First Aid, 39 
Arc of Fire or Spread, 25 
Armor Piercing Weapons, 30 
Artillery and Mortars, 76 
Artillery Strike, 78 
ARVN List, 10 
Attacking with Aircraft - Bombs, 82 
Attacking with Aircraft - Guns, 83 
Attributes, 5 
Auto Grenade Launcher, 89 
Auto-Kill or Capture, 38 
Available Aircraft, 80 
Available Gunships, 87 
Available Helicopters, 89 
Available Support, 74 
Bamboo, 47 
Barbed/Concertina Wire, 51 
Basing Figures, 2 
Body Count, 102 
Bomb Craters, 47 
Bombs, 83 
Booby Traps, 65 
Breaking Off Melee, 38 
Building Defensive Values, 41 
Building Size, 40 
Building Types, 46 
Buildings, 40 
Bunkers, 42 
Burning Down Buildings, 43 
Campaign, 53 
Carry On, 24 
Charge into Melee Test, 35 
Charging into Melee Example, 35 
Cheating Death, 3 
Chicken Plate, 7 
Chin Turrets, 90 
Choosing Your Corps, 53 
Civilian Reactions, 55 
Civilian REP's, 55 
Civilians, 55 
Clear, 47 
Clearing Out the Bunker, 43 
Cohesion Test, 23 
Collapsing Areas, 40 
Collapsing Tunnels, 67 
Combat While Swimming, 50 
Commanders, 15 
Communist List, 12 
Completing Reactions, 19 
Corps Zones and Areas of Operations, 53 
Counting Successes, 1 
Cover and Concealment, 30 
Cover and Concealment and LOS, 31 
Crawling, 18 
Crossing Water, 49 
Current Speed, 49 
Damage From Fire or Melee, 38 
Damaging Buildings, 41 
Damaging Bunkers, 42 
Damaging Helicopters, 91 
Danger Close, 78 
Decreasing Rep, 104 
Defense, 99 
Defining Facings, 2 
DEROS, 53 
Determining Attributes, 5 
Determining Damage, 32 
Determining the Area of Operations , 54 
Determining the Mission, 59 
Deviation, 77 
Deviation, 79 
Dice, 1 
Dice Generation, 8 
Door Gunners, 90 
Door Guns, 89 
Dropping "Stuff", 90 
Duck Back, 18 
Duck Back, 24 
Dustoff/MedEvac , 88 
EAL Potential Contact, 62 
Easy Figure Identification, 2 
Elephant Grass, 47 
Enemy Activity Enemy, 68 
Enemy Activity Level, 58 
Entering and Exiting Buildings, 41 
Entering the Tunnel, 65 
Escalating Battles , 72 
FNG 2
ND
 TOUR 
 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
Index  
Evacuating the Wounded, 39 
Explosions Within Buildings, 42 
FACs, 84 
Failed Calls, 72 
Fast Movement, 17 
Fight, 100 
Figures and Terrain, 2 
Fireflies and Nighthawks, 88 
Firing at Buildings - APR, 41 
Firing at Buildings - Non-APR, 42 
Firing at the Aircraft, 82 
Firing at the Helicopter, 86 
First Contact, 67 
Flak Jacket, 7 
Flashlight, 6 
Flight Line, 81 
Forest, 47 
Forfeiting In Sight Actions, 21 
Forward Observers, 76 
Free Will, 4 
FWF Reinforcements, 93 
FWF Support Level, 74 
Getting Started, 53 
Going Prone, 18 
Grenades and Other Weapons, 28 
Groups, 14 
Grunts Breaking Off Melee, 38 
Guns, 83 
Gunships, 87 
Head to Head, 52 
Helicopter Insertions and Extractions, 85 
Helicopter Movement, 85 
Helicopter Weapons and Effects, 89 
Helicopters, 85   
Hero Mode, 23 
Heroes All, 23 
Hill, 47 
Hitting With a Blast Circle Weapon, 34 
Hot LZ, 89 
Hovering, 85 
How Many, 55 
How Many D6, 2 
How the VC and NVA Move, 69 
How to Charge into Melee, 35 
How to Take a Reaction Test, 19 
Illumination Rounds, 79 
Impassable, 48 
Improving Rep and Attributes, 104 
In Sight, 19 
In Sight Actions, 21 
In Sight Activation Order, 20 
In Sight or Not, 20 
Indigenous Troops, 56 
Individual Rep, 8 
Infantry Fighting Positions , 51 
Involuntary Movement, 18 
Jr. NCO, 8 
Jr. NCOs, 16 
Jungle, 48 
Landing the Helicopter, 86 
Larger Than Life, 3 
Leaders, 15 
Line of Sight, 19 
Line of Sight, 30 
List of Weapons, 25 
Lists, 7 
LMG, 8 
Localized Booby Trap, 65 
LOHs, 88 
Loiter Time, 83 
LVC Melt Away, 70 
Machine Guns, 26 
Making the Call, 72 
Man Down, 22 
Man Made Features, 51 
Marking the Target, 84 
Marsh, 48 
Medals, 103 
MedEvac Benefits, 89 
Medic Availability, 39 
Medics, 39 
Melee, 35 
Melee Combat, 37 
Melee Weapons, 35 
Minefield, 51 
Mission Result, 102 
Missions, 57 
Missions by the Numbers, 57 
Mortar Fire Mission, 77 
Movement, 17   
Movement and Cover Inside Buildings, 41 
Moving PEFs, 61 
Mud, 48 
Multi-Figure Melee, 37 
Multiple Tests, 19 
Napalm, 83 
NCO, 8 
Normal Movement, 17 
Obviously Dead, 24 
Obviously Dead, 38 
On Demand Support, 74 
Order of Fire, 31 
Other Actions, 17 
Out of the Fight, 24 
Out of the Fight, 38 
Outgunned Rankings, 30 
Passengers Firing from the Door, 90 
Passing Dice, 1 
FNG 2
ND
 TOUR 
 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
Index  
Passing on Orders and Requests, 73 
Patrol, 100 
PEF Activation and Movement, 60 
PEFs, 60 
PEFs and PCs, 62 
PEFs That Have Previously Moved, 61 
Pencil Flare/Starburst Cluster, 6 
Platoon HQ, 7 
Platoon HQ Attachments, 8 
Playing the Game , 52 
Political Officers and Cadre, 96 
Possibilities, 2 
Protection From Cover, 34 
Proximity to Friendly Troops, 78 
Proximity to Friendly Troops, 79 
Punji Stakes, 51 
Radios and Field Phones, 72 
Radios, Huh! What Are They Good For?, 73 
Random Events, 70   
Ranged Combat Table, 32 
Ranged Weapons , 25 
Reaction , 19 
Reaction Tests, 19 
Reading &Adding the Dice , 2 
Ready Support, 74 
Received Fire, 22 
Recon, 101 
Recon by Fire, 32 
Recover From Knock Down, 23 
Registered Target Points (RTP), 76 
Reinforcement Request Table, 97 
Reinforcements, 93 
Reinforcements Table, 93 
Replacements, 104 
Replacing Leaders, 16 
Replacing Leaders, 105 
Reputation, 4 
Request Table, 76 
Request Table, 80 
Request Table, 87 
Request Table, 89 
Requesting Reinforcements, 97 
Resolving Artillery Hits, 79 
Resolving Mortar Hits, 78 
Resolving PEFs, 61 
Retire, 18 
Retire, 24 
Retrieving Wounded, 38 
Rice Paddies, 49 
Riflemen, 8 
River/Stream/Canal, 49 
Road, 50 
Rockets, 84 
Rockets, 90 
Rough, 50 
Same Side, 52 
Sand, 50 
Sand Dune, 50 
Scrub/Savannah, 50 
Setting Up Machineguns, 27 
Setting Up the Table, 44 
Shooting, 30 
Shooting Sequence, 32 
Short Timers, 104 
Small Arms, 25 
Sneaky Local VC , 64 
Soldiers Per Squad, 8 
Soldiers w/GL, 8 
Solo, 52 
Speak Local, 55 
Special PEF Movement, 61 
Spider Hole, 71 
Spooky, Specter, and Puff the Magic Dragon, 84 
Spotting for Artillery, 84 
Spotting Run, 84 
Squad Missions, 98 
Squads or Sections in the Platoon, 8 
Star Advantages, 3 
Star Power, 4 
Starlight Scope/Device, 6 
Stars and Grunts, 3 
Status and Actions, 24 
Strafing Run, 84 
Strafing the Battlefield, 81 
Stunned, 24 
Stunned, 38 
Support, 72 
Support Level, 58 
Support Level 1, 75 
Support Level 2, 75 
Support Level 3, 75 
Support Level 4, 75 
Support Level 5, 75 
Support Level 6, 75 
Support Options, 73 
Suppressing Bunkers, 42 
Swamp, 51 
Swimming, 49 
Tac Air, 80 
Tactics, 69 
Take Off, 86 
Target of the Trap, 65 
Targeting, 32 
Targeting Buildings, 79 
Terrain, 44 
Terrain Generator Tables, 45 
Terrain Generator Tables, 54 
The Enemy, 67 
FNG 2
ND
 TOUR 
 2012 Darby Eckles - Two Hour Wargames 1/24/2012  
Index  
The Golden Rule, 74 
The Good Old Days, 52 
Throwing Grenades and Readying LAWS, 32 
Tight Ammo, 30 
Time Down, 66 
Time in the Campaign, 53 
Triggering Traps, 65 
Tunnel Encounters and Survival66,  
Tunnel Entrance, 65 
Tunnel Rescues, 67 
Tunnel Search Rewards, 67 
Turn Sequence , 16 
Unit Organization - Platoon, 7 
Unloading and Unloading the Helicopter, 86 
Useful Gear, 6 
Using the Lists, 7 
VC/NVA Defensive Tactics, 70 
VC/NVA Reinforcements, 95 
Victory Points, 102 
Water Depth, 49 
Weapons, 4 
Weather and Day Part, 58 
What About Buildings , 46 
What Are They Doing?, 55 
What Type of Terrain Pieces?, 46 
When Reinforcements Arrive, 93 
Where Are They, 55 
Where Reinforcements Arrive, 97 
Who Can Call In Support, 74 
Who Makes the Call, 72 
Who's Got the Grenade?, 34 
Wide Spread Booby Trap, 65 
Wire Cutters, 7 
Wounded Way Station, 39 
WP Marking Rocket, 84