Simple Rules For Multiple Players

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Nam 69

Simple Rules for Multiple Players


Introduction
These rules are based around company level actions in the Vietnam
conflict and are designed to involve multiple players and achieve a
result in a few hours.
They are deliberately very simple, allowing players to create their own
detail or interpretation as required. The game has been designed for
quick play with the minimum use of tables or requirement for dice
rolling. The emphasis is on speed which in larger games is often more
desirable than complete accuracy.
In the game all players generally play the one side and represent elements of the US forces
deployed in Vietnam. The communist forces are normally played by the referee although if
required they could be allocated to a player if necessary.
During play testing 20mm scale figures and vehicles were used but the rules will easily cope
with up-scaling to 25/28mm or downscaling to 15mm.

The US Forces
Each player in the game will normally control a squad or comparable sized unit and exercise
the command responsibility appropriate to their rank. A Company commander will therefore
control players designated as Platoon commanders, while these in turn will control their
allocated Squad leaders.

The Communist Forces


The referee would normally control the communist forces and will determine their actions in
accordance with the pre-determined scenario objective of the Communist side.
Unless allocated to a player the communists should not have Character cards. The referee will
determine the chance of various actions occurring as required. This will include the morale
and the effects of any wounds on the communist forces.

The Referee
The referee is a vital component of the game. As well as controlling the communist forces in
the game they will be responsible for setting up the scenario and giving each of the US
players their briefings and objectives. It is the referee who will ensure that the game flows to
a proper conclusion.

The Turn Sequence


The game is divided into the following phases:
1.

The Communist player draws an Action Card

2.

Each Communist group is activated in turn and can perform the following
activities when activated:
Movement
Firing
Events

3.

Each US player draws an Action Card

4.

Working UP the command structure (i.e. squads first then any platoon HQs
and finally the Company HQ) each US group is activated and can perform
one or more of the following activities when activated:
Morale
Movement
Firing
Communication
Special Actions

Character Cards
Each US player selects the soldiers in his group from the various Character cards that are
available.
Each character in the players group has a Character card that gives information on their
abilities. The various Character abilities are as follows:
Wep:

Any bonuses or modifiers for using standard weapons such as pistols, rifles
and assault rifles.

Hwep:

Any bonuses or modifiers for using LMG's, MMG's, RPG's, M-79s and
Recoilless Rifles.

Wit:

A rating out of ten for general intelligence that is used to calculate the chance
of certain Special Actions working. The higher the better

Cool:

A rating out of ten used for morale tests. The higher the better

The various Character cards should also have space to record any wounds and equipment
such as weapons, grenades or radios carried by the character.

Action Cards
Cards are an essential part of the game and they are used to drive special actions or events in
the game by helping to replicate the unpredictable element of warfare. They are also a useful
mechanism for keeping tables and dice rolling to a minimum. There are two types of cards:
Each US player draws one Action Card in the appropriate part of the turn. Action cards
contain various elements that may assist the player in the game, such as air strikes, medical
support etc. Action cards can often be played against the enemy to hinder them.
As part of a specific scenario certain players may be allocated one or more cards before the
game starts to represent a pre-arranged event such as an air strike.
Referees should feel free to add their own cards to the deck to cater for specific situations.
Some Action cards can be used by the Communist forces and often represent events that can
occur to the US forces on patrol such as a mined road or poor radio communication due to
interference.
Each Action card will give details of what it does, which side can use it and when it can be
used. Unless otherwise stated an Action Card can be kept by the player until required and
there is no limit on the number that each player may hold. Once played an Action card is
returned to the bottom of the Action card deck

Wound Cards
A wound card is drawn whenever a character or vehicle takes damage. They provide a
description of the injury or damage inflicted along with its effects in game terms. Injuries can
range from being lightly wounded to being killed or destroyed.
Injuries should be recorded on the appropriate Character card for reference

Special Equipment Cards


Special Equipment cards represent the various vehicles available to the players.
The card contains all of the information that is required to field them, such as
Weapon types and damage profiles.
Special Equipment cards can be assigned to players by the referee for certain scenarios or can be
randomly selected for a quick skirmish games.

Activating a Group
Upon activating each Character in a group can perform one of the following types of activity:
1.
2.
3.
4.
5.

Move then fire


Fire then move
Elect not to move to obtain Over Watch status.
Attempt communication with another player.
Perform a Special Action

Note that a Character can attempt to Spot twice during their activation regardless of the
chosen activity and the requirement to take a Morale test may also occur at any time during
the Characters activation. Characters from the same group may perform different activities.

Morale
A group or individual character must take a Morale test during the Moral Phase of their
activation whenever the following situations occur:

A Character must test if fired on by Over Watch Fire and they wish to continue to Move
or Fire.

A Character must test if they wish to perform a Dash move and they where fired at last
turn

When a Group takes 50% casualties all remaining Characters in the group must take a
test.

To pass a Morale test a Character must roll greater than or equal to their Cool rating.
Pinned: If a Morale test is failed the Character is pinned and classed as Crawling for purposes
of Firing and/or Movement.
A new test is taken each time the Character is activated. If successful the Character is no
longer pinned.
A pinned Character that fails three successive Moral tests will attempt to surrender to the
nearest enemy group.

Movement
Unit Type
Infantry

Road

Off Road

Jungle

8"

6"

3"

Wheeled Vehicles

18"

10"

None

Tracked Vehicles

14"

14"

6"

Water
2 swim
3" wade
None
None unless
Amphibious

Dash: Any Character can elect to Dash to obtain a double move. The Character cannot fire
that turn.
Crawling: Infantry may crawl 3" on a Road or through Off Road terrain and 2 in Jungle
terrain. Characters who are crawling benefit from a -1 to be hit by direct fire.
Over Watch: A Character or vehicle that does not move, shoot or communicate in its turn
can go on Over Watch and elect to fire at any valid target that appears in the opponents next
activation phase as an interrupt.

Firing
Turreted vehicles and bunker slits only have a 90-degree firing arc.
Use the following table to determine the number required to hit a target. Apply the
appropriate firing modifiers to determine the target number and roll the appropriate number of
firing dice
If the die roll is greater than or equal to the target number the target is hit.
If the target is hit they take the specified number of Wound/Damage Cards and apply the
appropriate results to the target Character or vehicle. Note that a vehicle only needs to draw a
wound/Damage card if a Damage card is specifically listed in the Firing table and that the
effects of the wound or damage may vary or have no effect depending on what is written on
the card.

Weapon
Pistols
Rifles
Assault Rifle
(AK47's, M16's etc)
Shotgun / M79 Flechette
Round
LMG's
(Roll twice)
MMG's
(Roll three times)
M79 Grenade Launcher
RPG Grenade launcher
Grenade Type:
Fragmentation
Grenade Type:
Phosphorous
Grenade Type:
High Explosive
Recoilless Rifle
Satchel Charge or
Explosives

Short Range
(0-8")
6+
1 Wound Card
5+
1 Wound Card
5+
2 Wound Cards
4+
1 Wound Card
5+
2 Wound Cards
5+
2 Wound Cards
6+
As per type
6+
As per type
6+ 2 radius
2 Wound Cards
6+ 2 radius
3 Wound Cards
6+ 2 radius
1 Wound Card/
2 Damage Cards
6+
2 Wound Cards/
2 Damage Cards
Within 2" Dead/
Destroyed
Within 2-4"
2 Wound Cards/
2 Damage Cards

D10 roll required to Hit


Medium Range
Long Range
(9-16")
(17-32")
9+
1 Wound Card
8+
9+
1 Wound Card
1 Wound Card
7+
9+
1 Wound Card
1 Wound Card
8+
1 Wound Card
7+
8+
1 Wound Card
1 Wound Card
7+
8+
2 Wound Cards
1 Wound Card
7+
8+
As per type
As per type
7+
8+
As per type
As per type
-

Extreme Range
(33-48")
9+
1 Wound Card
9+
1 Wound Card
-

7+
2 Wound Cards/
1 Damage Card

8+
2 Wound Cards/
1 Damage Card

9+
2 Wound Cards/
1 Damage Card

Firing Modifiers:
All of the following modifiers are cumulative. If the target number is greater than 10 roll the
firing dice anyway. If any roll a 10 roll these dice again. A hit will be scored if the second
dice roll is greater than the target number less 10. For example if the target number was 12
the firer would need to roll 10 on the first dice roll and 3 or more on the second.
Target in prepared cover (bunker etc) -3
Target behind hard cover (wall, tree etc) -2
Target behind soft cover (foliage etc) -1
Target has moved more than 3
-1
Target is Crawling
-1
Firer has moved more than 3
-1
Firer engaging to their rear 180 facing -1

to dice roll
to dice roll
to dice roll
to dice roll
to die roll
to dice roll
to dice roll

Communication
Any character can make contact with another at any time as long as they are within 12" of
each other for voice communication.
However, should characters be separated by more than 12" they must use radio
communication if available.
Both the sending and receiving radio operators must make a successful Wit test by rolling
greater than or equal to their Wit ability to establish communications. If successful the
appropriate players are allowed 30 seconds communication time. Note that certain Action
cards may have an affect on this test or even increase communication time.
In larger games it can be fun to have different players on separate gaming tables, and let them
use cheap toy walkie-talkies' to replicate the command network of radios. In this way,
players will need to communicate clearly and accurately if they are to maximise their chances
of survival.

Special Actions
Any character may undertake a special activity. This could be any action suggested by the
player at the referees discretion. Examples could be:

Searching a hut
Attempting to climb a tree
Trying to change a damaged tyre
Making safe a booby trap

Referees may wish to apply a penalty for harder tasks, or require the player to make
successive rolls each turn for particularly long tasks.
In order to succeed in a Special Action, the player needs to roll greater than their Wit rating.
The Referee should indicate how long the requested action would take in turn times.

Spotting
In order to fire at a target, the character must have successfully passed a Spotting Test. A
character can request a Spotting test at any area to his front 180 twice per activation
To successfully spot a target the player must roll a D10 and apply the appropriate spotting
modifiers given below.
A result of Aware means that the character knows something is there, but no figures need to
be placed on the board. The Referee(s) will tell the player what he is aware of.
A result of Identified allows the player awareness of what is happening. Any enemy figures
(where appropriate) need to be placed on the board by the referee and the Referee should
explain what can be seen and by whom.

Conditions
Clear
Light Cover
Dense Jungle

Short Range
0-12
2+ Aware
3+ Identified
3+ Aware
4+ Identified
7+ Aware
9+ Identified

Spotting Table
Medium Range
13-23
3+ Aware
4+ Identified
6+ Aware
8+ Identified
9+ Aware

Long Range
24-48
5+ Aware
6+ Identified
9+ Aware
-

Spotting Modifiers
At Night
Target in Hard Cover
Target in ambush position
Target Fired this turn
Target Moved this turn
Spotter Stationary this turn

- 3 to dice roll
- 3 to dice roll
- 1 to dice roll
+ 3 to dice roll
+ 3 to dice roll
+ 2 to dice roll

Artillery, Air Support and Vehicles


Normally, Air support would come in the form of Action Cards, which would specify how it
is be resolved.
Likewise, vehicles are specified as special equipment cards and can be allocated to groups as
required by the referee.

Victory Points
Nam 69 works best when US Players (or communist players) are working together to
complete a scenario created and run by a referee.
However, in the spirit of the Bodycount mentality, where by US forces took to judging the
success of their operations by the number of communist dead, players can use a Victory Point
system to assess how successful operations are.
Each communist killed
Each captured communist
Capture/destruction of communist heavy weapon
Discovery of communist tunnel, supply area or cache

+1
+3
+2
+2

Each US killed
Each US seriously wounded
Each US wounded and evacuated from combat
Each Support Vehicle / Chopper / Plane Lost

-5
-2
-1
- 10

At the end of the game determine the totals for each US player. If the sum total for all of the
US players is a positive number the US win. If its a negative number the communists win.

Playing Campaign Games


Players may like to create a squad and take them through a tour of twelve months,
developing their skills and getting nearer and nearer to going back Stateside.
To begin a campaign, create a squad of 4D3 men, including a Sergeant who represents your
character. This is your first patrolling Squad of men. Name them, and assign them appropriate
weapons and roles within the squad. Try to ensure you have a radio operator and/or a heavy
weapon team if possible.
Next, determine each mans time left in the Nam by rolling a D12. This indicates how long
each person has left in months. The leader represents you, and will always be a rookie with 12
months left.
Life in the Nam was often a boring, mundane slog, humpin the boonies day after day with
no enemy contact. To represent this only D4 missions each month result in any contact, with
the others being undertaken off-game board so to speak.
Therefore a player undertakes D4 missions each month. Thus a full tour of duty contains
12xD4 missions. Each mission will be played as a specific scenario created by the referee.
After a month has elapsed each Characters number of months in country reduces by one and
each Character determines if they have gained any experience as outlined below.
Gaining Experience
After each month the various games will generate Victory Points and squad losses from both
death and severe injury or your Characters may have completed their tour of duty.
Every 10 victory points earned by a group allow a player to upgrade any single ability of any
one Character in the group by one to a maximum value of eight.
Losing Characters
Death, injury and going home will all serve to reduce your squad. After each death or end of
tour result for a Character roll a D6. On a roll of 4+ a new green rookie arrives to make up the
numbers. On the result of a 6, then several new recruits arrive to make the squad back up to
official size of 10 men. This represents the irregular nature of manpower in Vietnam.
Roll a D6 at the end of the game for each Character with a light injury. 1-3 will return the
Character to the squad patched up after D3 missions. A 4-6 will also require the Character to
reduce one of their character abilities by one before returning to the squad
Roll a D6 at the end of the game for each Character with a severe injury. 1-3 indicates that the
wound will return the character stateside. 4-6 will return the Character to the squad patched
up after D6 missions. The injured Character must reduce D3 of their character abilities by one
before returning to the squad.
Losing Your Leader
Loss of you main character is, obviously, to be avoided at all costs. However if it does happen
promote another member of the squad to become the new leader.

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