WHERE'S CHARLIE?
20mm Platoon Level Vietnam Rules (V3.6)
By Pete Jones
Last Updated: 22nd March 2000
Amendments (shown in green over last version): Changes to RPG rules. Weapon
ranges to hit distances altered. Alterations made to delay in artillery fire.
Introduction
These rules are designed for fighting the Vietnam War in 20mm scale but could be
adapted for other scales. It allows any number of troops to be used (provided you have
the space).
The Vietnam War was a unique war in many ways. We had the mighty super-power
with unlimited weaponry and money versus the guerilla army with small arms and
homemade booby traps.
The war also saw the first use of the helicopter on the battlefield. Although the war
was mainly about infantry actions there was other situations of interest to the
wargamer too: Sieges (Khe Sanh); street to street fighting (Hue); guerilla operations
by the US side (LURP, Special Forces and CIA ops); riverine warfare and the use of
armour.
For Where's Charlie troops should be kept in squads (I suggest no more than 2"
between each figure in the squad).
Equipment Required
Ruler
6 sided dice
Pinned Markers
Prone markers
No Fire Markers
Terrain Markers (counters marked 1,2,3.. and upwards)
Scale
1" =10m
Motivation.
In S.L.A. Marshalls excellent books he discusses the soldiers "reservoir of energy",
many things effect how troops react in battle. Their training, enthusiasm, experience
and leadership are all factors that have to be taken into consideration. To reflect this
each unit and officer is given a rating between 4 and 10, this is known as their Gung-
Ho factor. The higher the number the better the troops.
Each time a unit or officer wants to conduct certain events he must roll 2D6 and roll
equal to or less than his current Gung-Ho to succeed. If he rolls greater than his Gung-
Ho he has failed the action. Besides a simple succeed or fail he may also have a
critical success (which is any double equal to or below his Gung-Ho) and he may
have a critical failure (any double greater than his Gung-Ho). A roll less than or equal
to Gung-Ho is presented by =<
I do not like generic factors for troops but nevertheless some starting point is required
for people with little knowledge of the war. I have drawn up some generic Gung-Ho
factors for different troop types, these are not and should not be cast in iron. The
reason for this is some units performed excellently in certain battles or in certain years
and at other times were hopeless. Another thing was that different units within a
Formation varies (e.g. 27th Marines were poor, the 3rd and 4th Marines were
excellent troops). So what I'm saying is research the unit in action before awarding
them their Gung-Ho factor.
Factor Troop Type
10 This should only be saved for characters like the Air Cavalry commander in
Apocalypse Now played by Robert Duvall.(Nothing will ever effect him and
he's loved by his men).
9 Airmobile, Armoured Cavalry, 101 Airborne, LURPS, Australian SAS,
Green Berets, ROK Marines
8 ARVN Airborne, US Marines, ROK, Australian, New Zealand
7 Regular NVA, ARVN Rangers, US Infantry, Kit Carson Scouts, VC Main
Force (post '68)
6 ARVN, VC Main Force (pre '68)
5 ARVN (3rd, 5th, 9th, 18th Divs), VC Locals
4 VC Locals, Dan Cong, CIDG
If you want to vary the possible Gung-Ho rating decide on whether the troops at the
start of the scenario are poor, fair or excellent. When they first make contact roll a
D10 and consult the table.
Poor 1 = 4 Gung Ho 2-6 = 5 Gung Ho 7-0 = 6 Gung Ho
Fair 1 = 6 Gung Ho 2-6 = 7 Gung Ho 7-0 = 8 Gung Ho
Excellent 1-5 = 8 Gung Ho 6-0 = 9 Gung Ho
Move Sequence
Each player must roll a D6 at the start of the turn for every squad on the table. If the
VC/NVA have hidden units on the table they can be rolled for and recorded secretly
against the unit details and location.
To the D6 the player adds his Gung-Ho factor and any modifers from the table below,
this gives his activation level. Each squad should be clearly marked on the table with
his activation level by either a counter or a dice.
Modifiers:
+2 Fresh Troops (no combat this game) -2 Under Artillery fire or Airstrikes
+1 In soft cover -1 Attacked in flank
+2 In hard cover -2 Attacked in rear
+3 In bunker -2 Each casualty received
+1 Not under fire
The squad with the lowest activation level becomes the active player (if two units
have the same activation level they roll a D6 and the lowest roll becomes the active
player). When the unit has finished all actions the unit with the next highest activation
level becomes the active player. This continues through to the player with the highest
activation level. When all players have been that is the end of the current turn.
During its active phase the unit may:
Move
Fire
Move and fire or fire and move
Request Artillery/Airstrikes
Load/unload from a vehicle/helicopter
Search for booby traps/stores
Interrogate prisoners
The non-active player may make opportunity fire at the active unit. See Opportunity
Fire.
Movement
Infantry can travel in 3 modes: Cautious, Patrol, Fast.
Cautious: In this mode the troops are looking for booby traps and the enemy.
Patrol: The normal mode, moves faster but less chance of finding booby traps.
Fast: A mode of travel to move quickly over large distances when there are no
threats. However, very susceptible to enemy fire and booby traps.
3D6 are rolled each time infantry want to move and consult the following table:
Good Terrain Bad Terrain
Mode
Single Middle Dice Single Lowest Dice (VC, Lurps,
Cautious Rangers: Middle dice)
2 x Highest Dice 2 x Lowest (VC, Lurps,
Patrol Rangers:Highest & Lowest)
All 3 2 x Lowest (VC, Lurps,
Fast Rangers:Highest & Lowest)
All movement rates reduced by 50% at night
-2" Crossing obstacle
½ turn to mount/dismount
½ a turn to pick up stores etc.
½ speed if carrying stores (not porter)
2 men carrying a wounded buddy travel at half speed.
Figures in the open may move half and then go prone, if a figure is pinned it may also
go prone (but not move). The figure should be marked with a prone marker. A figure
may stand up and move up to half its movement roll. A figure who has moved under
half and is fired at with opportunity fire may only go prone after receiving the
incoming fire. If moving greater than half may not go prone.
Good Going Bad Going
Unit Type
3D6 1D6 x 1
Tracked AFV (heavy)
3D6 1D6 x 1
Wheeled Movement
Unlimited -
Aircraft
10" -
PABR (Patrol boat)
Helicopters have unlimited movement, they take 1 move to hover before landing, 1
move landed to load, 1 move hovering after landing and then they have unlimited
movement again.
Hidden Movement
In the Vietnam war the VC were very hard to find, to simulate this in these rules
numbered markers are place in all the terrain pieces on the table. That is in jungle;
elephant grass, hills; buildings etc. Large pieces of terrain may have more than 1
marker.
The VC player then notes on a piece of paper the location of all his units, stores and
booby traps by writing the marker number next to them. He may also write down
other locations applicable to the game i.e. the location of peasants.
If a hidden unit wishes to move but is not within the visibility of the Allied troops
then move the marker as if moving the unit within the movement rules. To confuse
the Allied player it is suggested you also do the same for 2-3 markers where nothing
is concealed.
If an Allied player takes a piece of terrain where a marker is and there is nothing
concealed there the marker should be removed or turned over.
A hidden unit may use opportunity fire.
Visibility
Unless the VC/NVA fire they will not be placed on the table. Exceptions to this are: if
they are the in open and within 16" of US and moving; or if in paddy fields and within
8" and moving; or if in the jungle and within 4" and moving.
Hearing distances are: Vehicle:15"; US moving: 8"; VC moving: 4"; Weapon fire:
30"; Choppers: 35". In all cases the figures would be put on the table.
Searching
2 figures, a tank or APC take 1 turn to search, whilst searching they cannot fire. To
search a terrain card place figures on top of it. The troops can capture any stores
hidden there and may carry them off moving at half speed. Alternately they may
spend one entire move destroying the stores.
Firing
Units travelling in FAST mode may not fire. Pinned figures may not move, but
they may fire. Roll the number of dice per number of figures firing depending on the
weapons the figure is equipped with. Then apply any modifiers.
Dice per number of
Range
Weapon Figures
1:2
50"
Old Rifles
2:1
30"
M14, M16, AK47, SLR etc
3:1
10"
SMG
1:1
3"
Pistol
3:1
7"
Shotgun
4:1
60"
LMG (M60)
3:1
36"
M79 or M203
6:1
HMG (0.50) and RCL and PKM and 60"
Minigun
10:1
Unlimited
Tank Guns, Cannons, Minigun, Flexigun.
Modifiers (cumulative):
Halve The Dice
If a figure is pinned
Firer Recon By Fire*
Firer moving in Patrol mode
Target in soft cover
Vehicle moving over half distance
Double The Number of Dice
Firer ambushing enemy (first round of fire only)
Target moving fast
Quarter The Number of Dice
Target in hard cover
Optional modifiers :
Gung-Ho =>10 : Double the number of dice (this simulates better troops having
better firepower)
Gung-H0 <=6 : Halve the number of dice
*Recon by fire is when the enemy has not been seen and the firer is firing wildly to try
and flush them out.
Hand Grenades have a range of 4" and add 2 dice to the total of the firing weapons.
To Hit
There are two possible results when the dice are rolled:
Potential Hit (For each figure hit a saving roll must be made)
Pinned
Range Roll required
Up to 15" (or less by weapon) 6: Hit, 5: Pinned
15" + 6 number of hits halved, 5: Number of pins halved
Tank Guns, cannons, minigun 5, 6
Saving Roll Per Figure:
Each figure when hit (not pinned) makes a roll to save:
In jungle/forest; in a building ; bunker; carried by AFV 3+
In village or paddy field; in soft vehicle 4+
In the open 5+
Modifiers:
-1 for peasants
+1 wearing flak jacket
+1 if prone
If figure does not make saving roll he is a casualty. If he makes a saving roll he
becomes pinned, he cannot move but can fire as area fire. In these rules there is no
distinguishing in casualty type, they are considered out of action for the rest of the
game.
Remember both sides must make every effort to recover their casualties.
Optional: If you wish to know if the casualty is wounded or killed roll a D6, the figure
is injured on a 1-3 for small arms or 1-2 for heavy weapons. Wounded casualties
cannot fight but they can be interrogated if captured.
Opportunity Fire
When a player is the non-active player he may make opportunity fire in the active
players phase, providing he hasn't already fired this turn. He can elect to fire at any
point in the active players phase. When he has finished firing mark that unit "No
Fire". He cannot now shoot in his own phase, at the end of the turn all "No Fire"
markers are removed from units.
Direct Fire on Vehicles / Soft Targets
Used by RPG's, tank guns, mortars etc. against vehicles and soft targets (including
vehicles and infantry).
see direct fire rules
40"
LAW (66mm) or RPG
see direct fire rules
50"
MAW (Carl Gustav)
see indirect fire
Min 5"
60mm Mortar rules
see indirect fire
Min 10"/18"
81/82mm Mortar rules
see indirect fire
Min 50"
Mortar 82mm + rules
Unlimited See indirect fire
Rocket pods, Chopper grenade launcher, artillery rules
Area of burst = 3" x 3". Saving roll per figure, in blast area.
Roll D6: 5,6 = hit (-1 if target moving).
If an RPG rolls a 1 it has run out of ammo.
TankAPC PABR Soft Result
1,2 1,2 1-3 1 Ineffective
3-5 3-4 2-3 Immobilised: Requires 5,6 to get going again.
Penetrated armour. Crew and passengers make a saving
roll each. Soft vehicles and PABR are destroyed.
6 5-6 4-6 4-6 Armoured vehicles are destroyed unless hit by an RPG :
roll D6 for vehicle and it is only destroyed on a 6 other
wise it is immobilised as above.
Small arms against soft vehicles -2 to roll
Direct Fire on Helicopters
Require 6 to hit. Only when chopper landing or hovering.
Small arms may fire at aircraft on flight path.
Saving roll against RPG = 4+
Saving roll against small arms = 2+
If the saving roll is not made the chopper is shot down. Make saving rolls for all
occupants as if in open.
Artillery Fire
The Allied player is restricted on using artillery within 1000 metres of a village,
unless in a Free Fire Zone. Even when under attack it will be difficult to receive
artillery fire that close to a village
The requesting officer must be a platoon commander or higher to request artillery.
There are a few exceptions to this (e.g. LURP and Special Firces teams).
The figure rolls on his Gung-ho factor.
Roll =< Gung-Ho Artillery arrives in D3 turns
Double =< Gung- Artillery arrives next turn.
Ho
Roll > Gung-Ho Request not authorised
Double > gung- Request not authorised wait 1D6 turns to try again
Ho
Modifiers to total:
+2 target not located
+2 FO/Officer requesting is pinned
The player now states if he wishes the artillery to arrive in box or sheaf pattern. A box
pattern has the template facing with the template at right angles to the gun firing; a
sheaf pattern is is placed along the line of fire.
Arrival of fire: 5,6 on target.
If off target roll a direction dice and 3d6. The round lands in this direction that
distance in inches.
(The direction dice can be a blank dice with arrows painted on all sides or a D8 with
the faces painted -1:N, 2:NE, 3:E, 4:SE, 5:S, 6:SW, 7:W, 8:NW).
Area of effect - 105mm : 10" x 8", 155mm : 12" x 10"
Any figure in burst area is hit on a 4,5,6. Make saving roll.
If firing at the same target each subsequent turn roll against Gung-Ho, if you roll less
than your Gung-Ho reduce the number of D6 for deviation by 1. (Thus simulating
corrective fire).
Optional Rule (Less realistic but more fun)
The calling player has to guess the measurement of the landing spot from two table
edges (usually the edge he has entered from being 1). That is where the round falls.
e.g. '63" from my base edge and 23" from the left table edge'
Each move he/she may correct the fire by calling out the new cordinates
Mortar Fire
This is similar to artillery fire but the deviation is 2D6 inches.
Area of effect - 4" x 4"
Air Support
The requesting officer rolls on his Gung-ho factor.
Roll =< Gung-Ho Airstrike arrives in 2D6 turns
Double =< Gung- Airstrike arrives in D6 turns
Ho
Roll > Gung-Ho Request not authorised
Double > gung- Request not authorised wait 1D6 turns to try again
Ho
Modifiers to total:
+2 target not located
The player requesting should indicate the exact path of the aircraft to and from the
target. Any enemy eligible to fire may do so at the aircraft.
When the air support arrives roll 1D6: 1-4 = fixed wing 5,6 = helicopter gunship.
The aircraft has only a limited time over the table: Fixed wing stay over table 1D6
divided by 2 turns. Helicopters stay over the table 1D6 turns. each aircraft can make 1
attack per turn over the table and is used as opportunity fire.
Roll a D6: 5,6 on target
If off target: 5,6 = over. 4 = left. 3 = right. 1-2 = under (x 2D6")
Area of effect - 10" x 8" along the flight path of the aircraft
Any figure in burst area is hit on a 4,5,6. Make a saving roll.
Close Combat
When troops are base to base they make carry out close combat. To resolve roll 1D6
per side:
-1 per extra opponent faced (maximum of 2 extra)
-1 pinned
+1 if figure has the highest Gung Ho
The highest result wins and all opponents are killed.
Panic
When a figure becomes a casualty all figures within 3" of it must test to see if it
panics. Roll against Gung-Ho
It does not apply to VC or NVA.
Roll =< Gung-Ho Figure O.K.
Roll > Gung-Ho Figure panics and becomes pinned. He cannot move but may still
fire.
Morale
Units must roll against their Gung-Ho when they are under fire for the first time or
they have sustained a casualty this turn.
Roll Casualties =<50% Casualties > 50%
=< Gung-Ho Unit carries on Unit carries on
Double =< Gung- Unit carries on - all figures Unit carries on
Ho become unpinned.
> Gung-Ho Unit halts may not advance Unit withdraws out of range of
towards the enemy enemy fire
Double > Gung- Unit withdraws out of range of Unit continues to withdraw from
Ho enemy fire the table
Modifiers to total:
-2 Unit in bunker
+1 Under HE fire
+1 Majority of unit pinned
(If at any point in the game you come across something that isn't mentioned in the
rules roll against the units/figures Gung-Ho factor if it rolls less or equal than it the
unit/figure succeeds!).
Removal of Pinned Markers
Figures remain pinned for 1 whole turn. So when figures from a unit become pinned
they attempt to remove their pinned markers at the end of their next turn. That way
any pinned markers will be effective for one of their phases.
To attempt to remove the marker each figure must roll under their Gung-Ho factor. If
he fails, the pinned marker remains.
A figure may only have 1 pinned marker at a time.
Interrogation
Peasants and VC may be interrogated by Allied player. On first turn of interrogation
the figure will talk on a 1-3, if it is a young male on a 1-2 (+1 to dice for VC or NVA
prisoner).
If it talks it will reveal a cache of the VC players choosing. A second attempt may be
made. On a 1,2 the prisoner dies, on a 3 he reveals a VC unit of the VC players
choosing, 4 he reveals a cache of the VC players choosing, 5-6 no information passed.
(-2 ARVN interrogating)
Booby Traps
When a unit comes across a trap roll a D6
To set off Unit type
2+ On foot in fast mode
3+ On foot in patrol mode
4+ On foot in cautious mode
5+ If vehicle
Otherwise the trap is detected.
If the trap is set off make a saving roll as for each figure, if the figure survives he
withdraws and becomes pinned.
Certain traps only affect 1 figure (e.g. punji sticks) others explode as a small mortar or
grenade. Claymores have a range of 6".
Snipers
A sniper rolls a D6 on a 4-5 he pins a figure down. A 6 kills an enemy of his choice.
To disappear back into the undergrowth without being seen he has to roll under his
Gung-Ho to succeed. If he rolls a double under his Gung Ho not only does he
disappear but he also kills another enemy before leaving. If he fails his Gung Ho he
can be seen leaving so the allies may follow him. The roll may only be made once by
the sniper at a time when he wishes to try and bug out.
Communications
Communications includes requesting artillery and air support. For communication
between units 3 methods may be used.
1) Record messages on a hand held cassette recorder, play the messages back to the
recipient. If unit under fire reduce the time they are allowed to record their message.
2) Use childrens' walkie talkies, reduce talk time if under fire.
3) For each message passed roll D6 each turn. The message fails to arrive until 3+
rolled, if under fire 4+.
VC may only communicate by audible signals (e.g. whistle blasts under pre-planned
signals) or by hand delivering communications using figures as runners.
Determining VC Troops
Unless the VC player has predetermined his forces at the start of the game then when
his cards are turned over he can determine his unit as follows:
Local VC
1. VC sniper
2. 3 VC with AK47
3. 6 VC with AK47
4. 6 VC five with AK47, one with RPG
5. 9 VC eight with AK47, one with RPG
6. 12 VC eleven with AK47, one with RPG
VC Cadre
1. 3 VC with AK47
2. 6 VC with AK47
3. 6 VC with AK47
4. 8 VC with AK47
5. 9 VC eight with AK47, 1 with RPG
6. VC HMG team or mortar team or VC with RPG
NVA
1. 6 with AK47
2. 7 with AK47
3. 8 with AK47
4. 9 with AK47
5. 9 with AK47
6. RPG or HMG team or mortar team
Victory Points
At the end of the game add all points the highest score has won.
US Points VC Points
+15 Each cache destroyed +2 Each US killed
+20 Each cache captured +3 Each US captured
-10 Each fire mission or airstrike called +2 Each peasant killed by US
+3 Each VC captured +15 Each AFV destroyed
+2 Each VC killed +20 Each chopper destroyed
-2 Each casualty abandoned
-3 Each casualty from friendly fire
End Notes
The rules are designed as a fun set to be as flowing as possible, so that the game
moves quickly, but at the same time some flavour of the period is maintained. The
Vietnam War was a unique war and a good rule system should reflect this.
This system is inspired from a number of ideas and sets of rules including: Free Fire
Zone, Vietnam 1967 - Search & Destroy, Buckle For Your Dust!, Dinky Dau, Nam,
Bump in the Boonies, R.A.S.H., EDNA by Mark Hannam, Slammer for the activation
sequence.
Thanks to players at my local club especially Will and Kevin for their comments and
playtesting. Also many thanks to the active participants at the Vietgaming e-mail list.
I do hope that you find Charlie and live to tell the tale!
Pete Jones