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    Hordes in the Nam (HITN):Hordes of the Things TM Variant forthe 20 th Century wars in Indochina

    By Matt Kirkhart

    IntroductionHordes of the Things T M is arguably one of the most exible rulesets for wargaming available.Initially designed as a set for fantasy gaming, players have adapted the rules for traditionalhistorical wargaming including the Colonial period, World War I and II, and Modern warfare.

    The following is simply an extension of the exibility of !TT for wargaming the wars of the"# th Century in Indochina, speci$cally the %rench&Indochina War in the '()#*s through'(+#*s, the merican War in -ietnam in the '( #*s and '(/#*s, along with the variousborder clashes throughout this period.

    The following is only a !TT variant. 0ou will still need the !TT ".# ruleboo1 to play.

    2ome modi$cations and additions to the standard !TT rules were needed to give areasonable interpretation of warfare in Indochina, but the core of these rules is veryconsistent with !TT. 34orts were made to balance the typical !TT rules against capturingas much as possible the period details that capture the nuances of warfare during thiscon ict.

    2pecial than1s to 5iccardo 6nati for his 7e 8ellis -ietnam rules which inspired this !TTvariant.

    Choice of Figure Mode! "ca!eIT9 can be used with any scale of $gure or model but is written for '+mm $gures. 2ee

    : rmy Composition; later for rules for putting together a force for play.

    #rmy "i$e% Troo& 'e&resentation% !aying #rea round"ca!e

    The basic game is played with two opposing armies each composed of elements whose totalcost e

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    3ach complete turn represents approximately '# minutes of real time for the ") = gameand "# minutes for the /" = game.

    Troo& *e+nitions The following are the troop or element types used in game. The nearest !TT ei.e. MD Ereyhound, M''B?.

    Tan. (/ehemoths): ny heavily armored trac1ed vehicle armed with machinegun andcannon. Tan1s may be either the heavy or lighter tan1s of the period.

    Truc. (N #): Eeneric term meaning any vehicle, usually wheeled, that is used to movetroops and e

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    recon troops that are better trained and e

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    e!ementirplane, 8arrage, Tan1 )

    8a@oo1a, elicopter, Machinegun, Mortar, 5ecoilless 5i e, 2appers Brmored Car, =C, Main %orce, 5=E, 5egulars, 2pecial %orces "

    8ooby Trap, Euerrillas, Truc1 '

    5ather than simply purchasing each element individually without concern for armycomposition, as is often the case for traditional !TT armies, players should consider thefollowing guidelines to ma1e IT9 armies as historically accurate as possible.

    It is recommended that each ") = army begin with a core of one foot platoon with asupport weapon element. The only exception is a -C, Gocal %orce -iet Minh or other:guerrilla; army which has no constraints except that no vehicles or 8arrage elements maybe a part of the army.

    If Mass 8attles is being played >/" =? players can stay with the platoon&level organi@ationand simply have three di4erent ") = armies on the same side. !r, given the /" =maximum, it is possible to have one large army on a company scale. The following areguidelines for the core =latoon elements of a ") = army and the core Company elements of

    a /" = army.

    Core !atoon Cost Core Com&any Cost' x Main %orce or5egular =latoon A> rmy Eeneral?

    " = ' x Main %orce or5egular Company A> rmy Eeneral?

    " =

    B x Main %orce or5egular elements

    = ( x Main %orce or5egular elements >Bper platoon?

    'D =

    ' x 2upport Weaponelement >usually aba@oo1a, G W, 5=E?

    B = ' x Machinegun, ' xMortar, ' x5ecoilless 5i eelements

    ( =

    B x 8arrage elements ( =' x Euerrillas>:recon;?

    ' =

    Tota! # Cost '' = Tota! # Cost B( =

    Terrainny type and shape of terrain can be used, but the length plus the width of the terrain

    feature itself may not exceed ') inches or an area of ')) inches if varied shape terrain isused. The exception to this rule are rivers and roads which may be any length and must gofrom one edge of the board to another edge, including the same edge.

    The defending player may also choose : ungle; as the terrain board itself. In this case, theentire playing area is considered to be covered with ungle and each traditional :terrainpiece; that would normally be used during a !TT game is now considered to be anythingother than : ungle,; i.e. open terrain, water feature. In other words, unli1e in the typicalgame where the part of the game board that is not a terrain feature is considered to be openterrain, in a : ungle; game only the terrain features are open terrain. ll other parts of theboard are : ungle;

    If the : ungle; option is chosen, an additional terrain feature called a :trail; may be used.andle the :trail; as if it were a river except that it is considered to be open terrain for

    movement and shooting purposes.

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    /ar,ed 3ire8arbed wire is considered to be a terrain feature, but unli1e other features barbed wire canbe destroyed by 2appers or 8arrage. Therefore, it is best to mount barbed wire on basesthat are )#mm wide >depth is not as important? so that they the section can be removed if itis destroyed.

    Trenches The defending player may select trenches as a terrain feature. They may be any si@e andshape as long as they adhere to the re

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    *e&!oying /oo,y Tra&s uerri!!as8ooby Trap elements may be deployed whenever an enemy element enters or moves inrough going. It costs ' =I= to deploy a 8ooby Trap and the 8ooby Trap element isimmediately placed in contact with the target element. Which side of the element the8ooby Trap contacts is up to the owner of the 8ooby Trap element. The movement of the

    target element may be halted prematurely to do so. %or example, if an element is moving inches during which time the B rd through the + th inch of movement puts the element in badgoing, the element may be forced to stop moving any time during that B rd to + th inch ofmovement.

    Euerrillas elements may be deployed as 8ooby Trap elements >see above? indicating anambush attac1, or the Euerrillas element may ta1e the place of a Civilian element on theboard whenever desired by the owning player. 5egardless, it costs ' =I= to deploy aEuerrillas element.

    If 8ooby Traps or Euerrillas elements do not have an enemy element within inches theymay be removed from the board. If these elements have been removed from the board forany reason they may be returned according to the normal procedure mentioned above.

    owever, the $rst time they are returned it costs " =I= to deploy them again, the second and$nal time they can be returned costs B =I=.

    Tactica! Mo ess per the normal rules for !TT except for below.

    /ar,ed 3ire%oot and all Mounted elements except for tan1s and =Cs must stop moving whencontacting enemy barbed wire. Move the element into base contact with the barbed wire asif the two were in close combat.

    !n the next turn, elements in contact with the barbed wire may move through it as if it wasbad going. %or shooting purposes, however, barbed wire is considered to be good going.

    8arrage and 2apper elements in contact with barbed wire automatically destroy a )#mmwide area the next time the element is activated.

    7estroyed areas of barbed wire, or areas of friendly barbed wire, are good going.

    /oo,y Tra&sn element in base contact with a 8ooby Trap element may only move if it ties or wins a

    close combat die roll >see :Combat;?. If it loses, it may not move this turn.

    If a 8ooby Trap element loses the close combat roll remove it from play. It may return againaccording to the rules for deploying 8ooby Traps >see :7eploying 8ooby Traps Euerrillas;?.

    5m,ar.ing *isem,ar.ing from Vehic!es%oot elements must begin in base contact with the vehicle to embar1. The vehicle maymove normally after embar1ing.

    %oot elements may move normally when disembar1ing from a vehicle. The vehicle may notmove during that turn.

    He!ico&ters

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    Mortar, 5ecoilless 5i e=C, rmored Car, Command

    8un1er, Main %orce, 5egularsHB HB

    8ooby Trap or Euerrillas H" >Euerrillas only? H"

    *istance "hooting7istance shooting is combat between elements that are not in base contact, but are withinthe maximum range of the shooting element.

    3lements in base contact may not engage in distance shooting.

    5!ement Ty&e Ma7imum'ange

    8a@oo1a " inchesEuerrillas, Main %orce, 5egulars, 2appers, 2pecial %orces ) inches

    irplane, =C, elicopter, MachinegunL + inchesMortarLL inches

    Tan1 '# inchesL irplane, =C, elicopter, and Machinegun may $re in the player*s bound as well as theopponent*s bound.LLMortar shooting is not bloc1ed by other elements or terrain features between it and thetarget element.

    *istance "hooting Modi+ers The following modi$ers apply only to shooting attac1s. The modi$er applies to the roll of theelement listed $rst in the description.

    *escri&tion Modi+er2hooting element is targeting an element in bad going &'

    Target element is receiving $re from one or two enemy elementssupporting the shooter >maximum of " supporting elements?

    &' persupportingelement

    C!ose Com,atClose combat is combat between elements that are in base contact with one another.

    8ooby Trap elements may only a4ect ground elements or aerial elements that are currentlyon the ground. 8ooby traps may not a4ect aerial elements that are currently ying.

    C!ose Com,at Modi+ers The following modi$ers apply only to close combat attac1s. The modi$er applies to the rollof the element listed $rst in the description.*escri&tion Modi+er3lement is higher >uphill? than the enemy element >does not apply to aerialelements?

    H'

    3lement is on a river ban1 H'Eeneral*s element H'Main %orce, Euerrilas, or 9- 5egulars have a friendly element of same typein full front edge contact with its rear edge >:human wave attac1;?.

    H'

    8arrage attac1ing an element in bad going &'

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    3lement is being contacted on the an1 or rear by an enemy element &' perenemyelement

    Com,at 6utcomepply the following combat outcomes immediately.

    If tota! is more than that of the enemy during *istance "hooting:2appers or 2pecial %orces dvance

    If tota! is !ess than that of the enemy ,ut more than ha!f:irplane 7estroyed by irplane in contact.

    5ecoil from ground elements shooting.%lee from ground elements in contact.

    =C or rmored Car 7estroyed by irplane, 8a@oo1a, 5ecoilless5i e, 2appers, or 2pecial %orces in contact,or by 8a@oo1a, 5ecoilless 5i e or Tan1shooting.

    5ecoil from irplane, =C, rmored Car,Machinegun or Mortar shooting.

    8a@oo1a, Machinegun, Mortar, 5ecoilless5i e

    7estroyed by any in contact

    Euerrillas 7estroyed by any in contact.%lee from Euerrillas and 2pecial %orcesshooting.

    ide from other*s shooting.elicopter 7estroyed by any in contact.

    7estroyed by irplane, 8a@oo1a, orMachinegun shooting.

    5ecoil from =C, rmored Car, or Tan1shooting.

    Main %orce or 5egulars 7estroyed by Tan1 if it initiated contact thisturn.

    7estroyed if in good going by irplane,elicopter, =C, rmored Car, Machinegun

    or Mortar shooting5ecoil if in good going from other shooting or

    if in base contact.2appers or 2pecial %orces 7estroyed by Tan1 if it initiated contact this

    turn.5ecoil if in good going by irplane,

    elicopter, =C, rmored Car, Machinegunor Mortar shooting.

    5ecoil if in base contact. Tan1 7estroyed by irplane, 2appers or 2pecial

    %orces if that element initiated contact thisturn, or by 5ecoilless 5i e in contact orshooting.

    5ecoil from others in contact.%lee from 8arrage.

    Truc1 7estroyed by any in contact, or by irplane,=C, rmored Car, 8a@oo1a, elicopter,

    Machinegun, Mortar, 5ecoilless 5i e or Tan1 shooting.

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    5ecoil from others in base contact orshooting.

    If its tota! is e8ua! to or !ess than ha!f the enemy9s score:

    irplane 7estroyed by any in contact.5etire from any shooting.ll others 7estroyed

    Com,at 6utcome Mo ement

    #d ance3lement may ma1e a free move at bad going movement rate as long as the move is madetowards an enemy element. s long as an element group contains only 2appers or 2pecial%orces elements, all may ma1e this move.

    Hide3lement is immediately removed from play. It does not count as an element lost and may, insome cases, return to the game >see :7eploying 8ooby Traps Euerrilas;?.

    ursuitMain %orce and 9- 5egulars will pursue according to the normal !TT rules for pursuit.

    'ecoi!ing3lements in a trench that must recoil may move along the trench instead of bac1wards aslong as this movement does not end with the recoiling element in base contact with anenemy element.

    'etire3lement must leave the game and may not return. owever, this does not count as a lostelement for game purposes. In other words, the element still counts towards the army*s

    total number of elements and =, but it does not count as an element lost in the game. It ust may not be used any longer during the game.