Vietnam REvolution

Thanks for the kind words, pleased you have some vetnam figs hanging around, so until BF evo rulebook comes out, grab them and have fun...

1. Armour, yes give the Usa 6+, call if vets, or luck for the american heros, and have the move score of 4", as th heat slows them done, on course the north army and charlie will be 5".

2. the specail trats for BF is what makes the game stand out, and easy to write as well, the ones i gave you took me under seconds to think about and already feel like a Vc stuff game.

When the rulebook comes out you have rules for helicopters, mines, roadside bombs, airsrikes, arty.
So get yourself building terrain, and remember to post pictures on this board to show people what you can do with a great set of rules..

Love to do the falklands as well...

Cheers
Alan
 
i watched "appocalypse now" last night (didnt see the end) and oif thats any thing to go buy i wouldnt be interested in gaming it,

but on the other hand if i watch "tour of duty" id be chomping at the bit.
 
Mr Evil said:
i watched "appocalypse now" last night (didnt see the end) and oif thats any thing to go buy i wouldnt be interested in gaming it,

but on the other hand if i watch "tour of duty" id be chomping at the bit.

You should definitely see "We Were Soldiers". You'll go absolutely frothing mad about wanted to game that battle. Great movie, too.
 
Wow, i have actually seen all of those other than "Good Morning Vietnam"...

And yeah Apocalypse Now is hardly representative of most combat in Vietnam. Apart from the Airborne heli assault its mostly about one special forces guy on a very specific mission...

Nick
 
There are a number of fan projects underway regarding BF:Evo. Check out the mongoose mods group for some of them (and some ideas as to how things have been structured so far).

I can see Vietnam as fun. And Korea can be done with the WWII rules (not an awful lot of tech there that isn't see in WWII).
 
I was wondering if the following special rule for VC fighters (Not NVA) is a good idea? I would be interested to know if others who have actually play tested the game think that it would be too difficult/unbalancing/pain in the ass to use in the game?

Guerrilla Fighters
These fighters are experts at the hit and run attack, attacking out of cover and then moving off. As such they gain an armour save of 4+ when in cover but when ever they are suppressed they must move away and out of LOS of any enemy at the first opportunity. They must continue using their actions to accomplish this until they succeed. Once this has been accomplished they can act as normal thereafter. This can be negated if the unit is within the command range of an officer who is successful at 'Driving the Troops on' i.e. he removes the suppression on the unit.

'Driving the Troops On' is an ability that a VC Officer has. VC Officers are bought individually, but have the ability to attach themselves to other units. The 'Driving the Toops on' ability works as follows:

Drive the Troops on
A VC Officer can attempt to remove a Suppression result if within command range of a Suppressed unit. The officer can remove 1 lost action due to Suppression on a roll of 4+. This costs an action.
 
Those rules are way too complex to use. They're fine for some other games based around lots of complex special rules like D&D and Warmachine, but for BFE simplicity is key.

Best way to represent geurrilla fighters is to give them an ambush ability, other ways is to let them take an extra +1 to target from obscurement while inside a terrain feature. That or this model can use a ready action to become invisible to LOS while inside a terrain feature and cannot be targetted by attacks until they move or attack.

As for the VC officer, well instead of a random roll, why not just allow them to give back up to one or two actions lost from suppression or leader loss. This makes them similar to a command squad, but not quite as potent as giving a unit a third action.

In general, the simpler the wording and fewer effects, the better the ability. The evolution rules is a tightly woven web of simple rules that interconnect to make a very tactical game. Thus, you only have to make small changes here and there to really change the feel of the game, often this can be somewhat abstract.
 
Thanks Turtle, I suspected that they might be a little complicated. Out of interest how would an Ambush ability work?

Edit: Sorry, just read your post again and saw you had explained Ambush.
 
Actually, I was thinking an ambush ability similar to what the skinnies have in SST. Basically you declare a terrain feature at the beginning of the game and hold a squad off board. At any time during your turn you can place that squad on that terrain feature and take its actions. Essentially, the unit has been hiding there all along.
 
I have come up with three additional rules for my NAM mod. I have not attempted to do any point costings for them. Thanks to Turtle for the Ambush idea.

let me know if you think they are too complicated/rubbish etc.


AMBUSH!
Either side may spend points on Ambush units. For each Ambush Unit that the player buys he may write down one identifiable piece of terrain within his deployment zone (maybe in neutral ground as well?). His unit stays off the board until either:
1. He decides to activate the unit. The unit is placed within the terrain piece (or zone – see below) and can then act as normal in the player’s turn.
2. An enemy unit enters the terrain piece (or zone – see below)

If the terrain piece is very large the players can agree to divide them into smaller zones.

Any unit can be chosen as an Ambush Unit. It costs double (1.5x? – also Ambush Sappers and Recon units should probably cost proportionally less).


TUNNELLING

The VC/NVA can purchase Tunnel entry/exit points before the battle begins. These must be deployed on the board when the VC player deploys his forces. They must be placed within a piece of terrain, which can include bunkers, buildings etc. In addition the VC player may purchase hidden entrances/exits. These are placed as desired on any turn the player wishes to use them. They cannot be placed on open ground. Once placed they cannot be moved. A unit exiting or entering through a hidden exit must use a Ready action, at the end of the ready action they are placed around the exit or replaced as a tunnel marker.

Tunnel markers represent units within a tunnel system. One tunnel marker per unit, regardless of size. Movement is halved in tunnels.

The VC player may never have more tunnel markers in operation than the tunnel network allows. The network allowance must be bought before the battle begins. They cost X.
Network Tunnel Markers
Major Tunnel Nexus 4
Extensive 3
Moderate 2
Sparse 1

The VC player can have units start as Tunnelling markers. In this case he does have to reveal which units they are. He must, of course, write it down so he can show it when the tunnel marker exits the tunnel system.

DON’T LEAVE YOUR BUDDIES BEHIND!
US forces did not like leaving wounded or KIA in the field and would do there best to bring the back to a suitable evacuation point. A model that has been taken out by a Target or Kill Result can be carried back to an evacuation spot. Every model can carry 1 model, but can only use move actions. It does not cost an action to pick/put down a model. Every 2 models returned in this way only counts as 1 casualty for the purposes of the Shattered Victory Rule.

Before the battle begins the US player must designate one area on the board as the evacuation point. This must be within his deployment zone. If it is not on the edge of the board it must be in clear terrain i.e. it is a helicopter evacuation on the front line. The evacuation zone can be up to 12x12” area. The US player can choose the size of the zone but minimum is 6x6”.
 
Hmm....so I should make some card backgrounds for this, huh?

-Vietcong/NVA
-USArmy/USMC
-South Vietnamese Army/Marines
-Aussie SAS
-South Koreans Army
-Japanese SF
-Soviet Russian Advisors
 
So far I have worked out a number of VC and NVA units, including VC command sections, village, regional and main force VC, along with VC sappers, snipers and Mortar teams. The same has been done for NVA.

I have worked out a US Light Infantry Company which includes mortars, Fwd Observers and Medics, as well as having a stab at a Ranger/Recon unit and a Sniper Unit.

Apart from the rules I mentioned in the post above, I have worked out a simple system for off-board support (Napalm!), mortars, darkness and a number of new special rules covering things like stealth, veteran units, lack of military training etc..

The one thing I haven't done at the moment is get into trying to cost things - not sure if I am qualified really!

Anyway, if anyone is interested in seeing what I have got so far PM me with your email address and I will send you the Doc.
 
Hiromoon said:
Hmm....so I should make some card backgrounds for this, huh?

-Vietcong/NVA
-USArmy/USMC
-South Vietnamese Army/Marines
-Aussie SAS
-South Koreans Army
-Japanese SF
-Soviet Russian Advisors

That would be most awesome and appreciated.
 
USMC Vietnam
USMCVietnamBlankCard1test.jpg


USArmy Vietnam
USArmyVietnamBlankCard1test.jpg


North Vietnamese Army
NVAVietnamBlankCard1test.jpg
 
I am trying to figure out a rule for Napalm - mainly Napalm bombs from airstrikes. At the moment I have it doing D6+2 in a 6" firezone.

Does anyone have any better ideas?

On another point, I have made medics, Fwd Observers and VC/NVA officer have the special rule: independent. At the moment they are bought as part of another unit (expect the VC/NVA Officer). Independennt works as follows:

Independent
This type of a model can leave/join any unit on the controlling Player’s turn, so long as it is within the command range of the leader of that unit.

The independant models can therefore attach themselves to other units to help it survive and avoid suppression.

Two questions:
1. Should these units be initially bought as part of another unit, or should you just buy them individualy, like SST Officers?

2. Is the way I am working independant a good idea?
 
The independent rule looks good...

The Napalm on the other hand is tricky. We're talking what basically amounts to flaming liquid Styrofoam.... If anything, it should do more than just D6+2
 
I choose a D6+2 because I didn't want it to be auto death for a model i.e. a model has a target value of 4+, so with a D6+2 it is possible to get a 3 if you roll a 1. But I have now just realised that a 1 is an auto failure anyway, so I don't think it really matters too much.

Given a 1 is an auto-miss, then it really depends how often you want it to get a kill result against a soldier and how damaging it wants to be against vehicles. In the MOD I am working on, a Medic unit can 'cure' a model that has been taken out by a Target result, so a kill result could be quite useful.

I was also thinking of Napalm lasting more than a turn, so that surviving models inside the zone would have to move out of the way or get burned again, but didn't know whether this would be a pain to keep track off.
 
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