Nam Intro Article1
Nam Intro Article1
Nam Intro Article1
PATROL ECHO-TWO-ONE,
SEARCH AND DESTROY,
SOMEWHERE IN THE MEKONG DELTA
NAM ‘68
RULES INTRODUCTION
AND EXTENDED EXAMPLE OF PLAY
This article is to introduce new players to the rules The Referee and Creating a Scenario
of Nam ’68 and add some ‘designer’s notes’ on the The referee’s primary job is to create the scenario
ideas behind the game. Nam ’68 is not a standard that the US player will face. He will then control
2-player wargame. It does not use any system of the VC forces for that scenario. Scenario creation
points values and there are no army lists to pick is done as preparation before the game. So, just as
forces from. It does not attempt to be a balanced for a game, here we’ll run through the sequence
‘fair-fight’ game. Some games can be very uneven required to create a scenario. This is all covered in
(just like real battles). Nam ’68 is a ‘narrative detail in the rulebook.
wargame’, it relies upon one player as the referee
creating the game and the other player (or players), 1. Threat Level: Each scenario has a threat level,
taking control of an American platoon to play-out from Low (code named Lima) to Medium (Mike)
the referee’s scenario. to High (Hotel). The higher the threat the level,
the more and better VC forces you’re likely to face
Nam ‘68 can be played as one-off games, but and tougher the missions get. In return though,
includes a campaign system ‘Tour of Duty’, which the higher the threat level, the more US forces
links scenario together to play through over available and the better their support is. The threat
12-months of a single platoon’s tour in-country. level is randomly generated, chosen or is set by the
campaign.
NAM ‘68
Game’s Scope
Nam ’68 is skirmish game. It deals with actions In our scenario the referee randomly generates
of, at maximum, a platoon of men, or sub-units the location. It is wetlands, so lots of streams,
of that platoon in smaller games. The basic rivers, marshes, etc. Welcome to the Mekong Delta,
‘unit’ of the game is an individual man. Each prepare to get soaked!
man can act independently and there are no
unit coherence rules, etc. Units, usually fire These four steps can be expressed as the mission
teams, deploy together, but then each man can code. So, Hotel (High threat level). Two (2 squad
act on his own, so some might be suppressing game). 5 (Mission 5). 3 (Location 3, wetlands). It is
the enemy with M16 fire, whilst others move, code Hotel-Two-Five-Three.
launch a 40mm HE grenade, or are are pinned
down themselves, or need medical aid, etc. It 5. Civilians. The location dictates if any, and how
is not game of battles, but firefights. Vehicles many, civilians are in the area of our firefight.
do feature, but in small numbers, one or two Civilians can have a role to play in the game
helicopters or M113s or maybe even a tank. and are run by the referee. Including civilians is
There is fire support from mortars, artillery, optional and so can be ignored if the referee so
helicopter rocket pods, etc, but again, not in wishes.
every game and not in great numbers, a single
rocket pod strike in game might be it. The In a Hotel threat-level game, in wetlands, there are
rules cover the detailed actions of a man on the no civilians about. They have already cleared out.
ground with his M16. The player is roughly in This means it’s a free-fire zone, any model on the
command as a Lieutenant or Platoon Sergeant. tabletop can be considered VC and can be shot at
and will count towards the final body count.
The game will usually involve from 10 or 12
models (smallest) up to 40-50 models (largest), 6. Search Points. These are locations of interest that
and game time should run from a couple of the US player can search during the game. They
hours for a small firefight up to 4-5 hours for the might be something, VC stores, weapons, etc., or
largest games. nothing. The US player won’t know until he sends
somebody to take a look.
In our example scenario, the threat level is The Search and Destroy Mission designates 2
randomly generated and set at High – Hotel, so Search Points to be placed on this tabletop.
expect a stiff fight from Charlie today.
7. Sub-Plot. This is a special event or unexpected
2. Game Size. Games can be played in one of three twist to the scenario. They are again optional and
sizes, set by the number of US squads involved. It can be ignored. Sub-plots are randomly generated
can be a 1-squad, 2-squad or full 3-squad size game and can throw-up such things as extra VC
(so small, medium or large). This can be randomly reinforcements, extreme weather, night fights or
generated or picked, depending on time available make extra US fire support available, etc.
to play, models, etc.
The referee rolls on the sub-plot table and
The referee here picks a 2-squad game, so medium generates one for the scenario. He rolls and the
size. result is that the US platoon has an attached FOO
on this mission. An extra man, with a radio directly
3. Mission. This is randomly generated and dialled in to the fire support. He’ll be handy.
depends on the threat level. Tougher missions
come with the higher threat level, easier, routine 8. VC Forces. Finally the referee generates the VC
security patrols come with low threat levels. forces that will be lurking on the tabletop. This is
done using a standard deck of playing cards. The
Our Hotel threat level mission is randomly number of cards used is set by cross referencing
generated. It is Mission 5, ‘Search and Destroy’. the threat level and game size. Each suit is a
different type of VC force, from Local Guerrillas
4. Location. This basically sets what the terrain – armed civilians (Hearts), to VC Regional Force
will be like and can be randomly generated or just (Clubs), to VC National Force (Spades) and traps,
chosen, based on player’s terrain collection, etc. ruses and special stuff (Diamonds). Jokers are
The location can such things as around a village, in also used. The deck has suits removed depending
deep jungles, wetlands or open jungle scrub, etc. on the threat level. In Hotel threat level there are
NAM ‘68
The referee choses 4 to keep: • King of Clubs: Regional Force VC. A 3-man
medium machine gun team with .30 cal MG.
• 8 of Spades. 8 Main Force VC fighters armed Morale Value 9.
with AK-47s and a hand grenade. 1 has a RPG-7
launcher. 1 is a commander. Morale Value 24. • 5 of Clubs. Regional Force VC. 3 men armed
with various SMGs and 1 sniper with a scoped
• Jack of Diamonds. A sniper with scoped bolt- bolt-action rifle. Morale Value 12.
action rifle in a hidden bunker. Morale Value 3.
16 VC in all, with a total Morale Value is 48.
M20 Team
16. Spec4 McNeil with M20 bazooka and M1911A1
pistol
17. Private Weir with M16 and extra bazooka
ammo
3rd Squad
Fire Team 5
18. Sergeant Swados, squad leader, with M16 and
WP grenade
19. Private Madden with M16
20. Private Lunn with a shotgun
21. Private Hobbs with M79 grenade launcher and
M1911A1 pistol
8. Private Scardino with M79 grenade launcher and 22. Private Simmonds with M16 (new recruit)
M1911A1 pistol
9. Private Beard with M16 MG Team 2
23. Private Pfeiffer with M60 and M1911A1 pistol
MG Team 1 24. Private Jacobs with M16 and extra M60 ammo
10. Private Anderson with M60 and M1911A1
pistol It is now up to the referee to set-up a ‘wetlands’
11. Private Berg with M16 and extra M60 ammo tabletop terrain and brief the US player. His two
squads are on a Search and Destroy mission
Fire Team 4 through the Mekong wetlands, with two search
12. Corporal Hansen, fire team leader, with M16 points to investigate (both fisherman’s huts).
and WP grenade Anybody they encounter here is VC, as it’s a free
13. Private Santos with M79 grenade launcher and fire zone, so they can start racking-up the body
M1911A1 pistol count. Search those huts. Destroy the VC…
14. Private Kaplan with M16
NAM ‘68
Game Play
Turn 1 Search, Medic!, Command (for commanders only),
First, the referee choses to reveal the King of Clubs Request Support Fire, etc. Here the VC have way
card and place their 3-man MMG team in bushes in more Orders than needed at the moment, with just
their deployment zone. It’s going to open fire and a 3-man team to command. Orders will get tighter
trigger the firefight. as more troops arrive on the tabletop.
Next, the VC must generate their Orders. Nam Even though it is the VC’s turn, the US player
’68 uses a system of Orders, with each order also gets to do something. He draws a single
issued to an individual model. All models can act counter and keeps it secret. This is the number of
independently and attempt whatever Order they ‘Hazards’ he has for the VC turn (Hazards the VC
are given (unless they are pinned). Models do not will face). A Hazard is an action a player can take
have to remain with their fire teams or squads, but in the opponent’s turn and includes such things
it helps if they do. Models close enough to their as ‘Return Fire’, ‘Ammo Checks’ and ‘Resolve
unit leader can follow his lead and do as he does, Checks’, as well as detonating any booby-traps, for
without it costing extra Orders. the VC. The US player draws a 4 and so can inflict
4 Hazards on the VC in their turn.
There are two types of Order: Basic and Advanced.
The forces gets 2D6 Basic orders. The VC roll 8. Here is how those Orders and Hazards get expended.
There are only two basic orders, these are: make
a Cautious Move (5”) or use Suppressing Fire. VC TURN 1
The VC also get to draw 2 counters for Advanced VC Advanced Order 1. Covering Fire
orders. They draw a 4 and a 3, so 7 Advanced One of the MG team’s riflemen goes on Covering
orders. There are many Advanced orders, Fire and so can interrupt the US player next turn to
including Sprint, Targeted Fire, Covering Fire, shoot.
NAM ‘68
12
23
End of their first turn, all 3 VC have had their one VC Hazard 1. Ammo Check
allowed Order. The VC player again request the M60 gunner make
an Ammo Check. He rolls again and fails this time.
• The final part of any turn is to Rally, which The belts are going down fast. The M60 gunner is
removes pinned markers, but the VC don’t have marked as ‘low on ammo’ and can no longer fire
any pinned troops, so no need to Rally yet. as if on full-auto. Pfeiffer must use less rounds,
that’ll effect his ability to suppress stuff. If he fails
a second Ammo Check, he’s out and can’t fire
the M60 at all. He needs his number 2 to aid him,
yelling ’Ammo Jacobs! Ammo! Where the hell are
you?’.
US Basic Action 2. Cautious Move. Fire Team 5 under fire at the creek’s edge.
The rookie Private Simmonds does the same, about
to pop his cherry on his first action. determined by a weapon’s action, but the faster it
shoots, the harder the check is. Experienced troops
US Advanced Action 3. Sprint modify this, as does having an unpinned ammo
To get to the front, the team’s grenadier, Hobbs, bearers with you (Jacobs is a case in point here,
sprints across the creek. being pinned he can’t help Pfeiffer’s M60’s Ammo
Checks).
– Interrupt: VC Hazard 3. Resolve Check
Before Sprinting, the VC player request Hobbs • All US troops have had an Order, so its time to
makes a Resolve Check, to see if he’s willing to Rally. At the creek’s bank, with Jacobs and Madden
take the risk of getting up and running with all the pinned down, the US player decides he will Rally.
bullets flying. Hobbs is a veteran, with a Resolve To do so, he takes the first morale counter of the
of 3+. He rolls a 4 and so moves. He sprints up game and for each morale counter taken, up to 3
2D6+4” (you can roll random or take a flat 10”), pinned men can take a Resolve check to unpin.
and covers 11” to get up with the others and ready Jacobs passes and is unpinned, Madden fails and
his M79. remains heads down… that VC had him in his
sights, so he ain’t putting his head up again yet.
US Basic Order 3. Cautious Move The morale counter drawn is a special, ‘Hit by
Platoon Sergeant Kennedy, leading Fire Team 4 Fire’. The US player can secretly hold on to this
to the left rear, starts to move up to support the and use it when he wants, later in the game. It
under-fire guys on point, with a cautious move. means an enemy targeted by Suppressing Fire will
actually be hit by it.
US Basic Order 4. Cautious Move (NCO action)
Following their NCO’s lead, for 1 Order any/all
of fire team 4 can take the same Basic Order. They
all cautiously move to, moving along the bank of
the river channel and through the first paddy field.
4 men move but it costs just 1 Order as a NCO
action.
Suppressing Fire
A Basic Action, suppressing fire is the most
common form of shooting and very quick to
resolve. The dice roll required is determined by
the weapons ‘action’. So fully automatic is far
more effective than ‘single action’, with ‘semi-
auto’ in the middle. HE is also very effective at
pinning, with grenades, etc. A pinned enemy
can’t do very much, and unpinning cost morale
counters, which build-up towards a force’s total
morale value (their break point).
A target is entirely safe from Suppressing fire VC Sniper takes aim, and is immediately hit by the return fire.
though. If the attack rolls a 6 and the cover save He rolls a 2, fails and is hit by the sniper’s round.
a 1 (always a fail), the the target is also ‘hit by Rolling for the wound it’s a 1, another knick! The
fire’ and wounded. bullet does no serious damage, although Lunn’s
pinned, hitting the dirt as the sneaky sniper almost
VC TURN 2 got him!
The VC command roll gives them 5 Basic Orders
and the counter draw 6 Advanced Orders. The US VC Advanced Orders 2, 3 and 4. Sprint
draw a special counter for Hazards. These can’t be All three of SMG guys runs for the trees.
used as Hazards and count as 0, so no Hazards for
the VC this turn (but they don’t know this). VC Basic Orders 1 and 2 . Suppressing Fire
With the .30 cal gunner pinned, both the rifleman
To start with, the VC must reveal another force must stand in. They fire their old Mosin-Nagant
card. They turn over the 5 of Clubs and reveal a rifles and one pins Jacobs again. He still can’t help
3-man SMG squad and a single sniper. These are Pfeiffer on the ’60, and he’s on his last belt!
placed in their deployment zone.
• That is all the VC actions done. Next, Rallying.
VC Advanced Order 1. Targeted Fire The VC players takes a first morale counter (a 2)
The newly placed sniper has lined up Lunn (in Fire and rolls to Rally the pinned .30 cal gunner. He
Team 5 with the shotgun). For Targeted Fire, first rolls a 1 and fails and remained pinned, maybe he’s
the sniper must spot his target. He does. Then he bleeding more than he thought from the earlier
rolls to-hit, aid by his scope. He hits! Lunn needs flesh wound.
a cover save for the bushes he’s in, which is 5+.
US TURN 2
8 Basic Orders are rolled and the Advanced Orders
draw is a 2 and special counter, which is a 0, so 2
Advanced Orders in all. The VC draw 3 Hazards in
return.
14 12
24 2
18
US Basic Order 7. Cautious Move (NCO Acton) VC Advanced Order 3. Run and Gun
The rest of the team follow on for 1 Order. Same again, another SMG-armed VC moves up
through the trees and opens up on Lunn, behind
US Basic Order 8. Suppressing Fire the hut. Lunn is not pinned.
Pfeiffer on the M60, only risking short bursts from
his last belt. He tries to pin a VC rifleman and fails. US Hazard 1. Return Fire
Lunn returns the fire with his shotgun’s buckshot.
VC Hazard 3. Ammo Check The VC’s cover save prevents him from being
Has Pfeiffer used the last of his ammo belt? He pinned as Lunn peppers the undergrowth with the
takes the Ammo Check, now for the lower rate of Remington.
fire, and passes – phew! He has a few rounds left
yet. VC Advanced Orders 4. Sprint
The third SMG-armed VC needs to Sprint to catch
• All Orders used, on to Rallying and the US the others in their close range firefight.
NAM ‘68
Targeted Fire
This is aiming and trying to hit the target. The
first step is to spot the enemy (not required for
Suppressing Fire) and for enemies hidden in
jungle bushes, this can be tough. It gets easier if
they are shooting. Targeted fire can then roll to-
hit, and if the target’s cover save does stop the
rounds, they are wounded.
23 13
22