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Farmers by Day, Soldiers By Night

Rules for VC Local Force and Guerilla Actions VC Local Guerrillas
"These were the archetypal 'farmers by day, soldiers by night', comprising those either too old or too young to fight in the regular VC units and dressed as local peasant farmers.
Whilst their primary activities consisted of intelligence gathering, sniping and emplacing booby traps, these troops were employed in the support of VC Regional and Main Force units operating in their locality as porters, scouts and guides.
Force size was dependent on the size of the local village or hamlet and ranged from a single 3 man cell to a platoon of 3-4 squads. Generally operated at the squad level of 12 men."

The following can be used for games involving any guerilla style actions and are suited to Village Patrol/Policing actions, Convoy and other Ambushes etc.

NB: At this stage rules for Civilians interactions are still required. Irregular Force
Local Force VC use the Irregular Rules.

(See Irregular Rules reproduced courtesy Happy Wanderers Abyssinian War Rules at the bottom of this article)

The default Local Force VC motivation starts on Motivated (4).
NB: The Irregular Force rules do not apply to crew served weapons which are treated the same as in the main rules.

Our Land
VC Patrol Markers use 14” as both their move distance and the distance from a friendly Patrol Marker within which they must remain.
Other than this additional 2” they operate as normal Patrol Markers.

Di Di Mau
Local Force VC Leaders can spend a Chain of Command pip (not dice) to leave the table with a unit which can include themselves in contact with a JOP provided they are outside of line of sight of any enemy within 12 inches. This can be done before or after movement. They can then re enter at another jump off point (as for a normal unit placement) in a subsequent phase.

Poor Shots
All Local Force VC units including crew served weapons and snipers suffer a +1 penalty to all shooting to hit.

Platoon Force Rating
Regular: -7

Command Dice: 4 +1 Different Coloured dice counting 5-6 only.

Platoon Headquarters
Commander (Superior Junior Leader) with SMG
Deputy Leader (Junior Leader) with SMG.

27 Guerrillas armed with SKS

The Local Force VC player can group these in units as they choose prior to the first phase using the following restrictions:
Min size of a unit - 3 men
Max size of a unit - 12 men

For the purposes of the rules each team counts as a ‘Leaderless Section’ activating on a Command Dice result of ‘2’, unless activated by a Leader VC Local Force Support List
Figures in brackets denote max allowed

List 1
Entrenchments for one Team
Junior Leader armed with SMG (Must be attached to one unit) (3)
Exchange one Guerrilla's SKS for a RPD LMG (Counts as 1 man crew) (3)
Exchange one Guerilla's SKS for a RPG-2 (6)
Hand Grenades for one squad

List 2
Roadblock (1)
CoC dice (1)
Booby Trap (1)
Sniper Team (2)

List 3
0.30 Cal MMG 5 crew (1)
57 mm Recoilless Rifle team, 5 men (1)

List 4
0.30 Cal MMG 5 crew in a Bunker (Hard Cover) (1)

List 5
Regular Main Force Infantry Squad with Junior Leader (1)
(Uses Regular Force Rules however is subject to Poor Shots)
Main Force List

New Details Explained

0.30 Cal MMG in a Bunker
Tri-Pod Mounted MMG.  Treated as Hard Cover including from above.
This can be deployed using the rules for Ambushes without requiring the use of a Chain of Command dice.

Booby Trap
Played as an interrupt on a team or vehicle moving. The booby trap is detected on a 3+ if team was moving at tactical speed, 5+ at normal speed and not spotted when running.  Elites get a +1 to their roll.  Unit immediately stops where it is when played and may take no further action this phase.  If it is undetected it goes off and any unit affected is then temporarily pinned until end of it’s next activated phase (unless it is pinned due to sufficient shock then this is treated as normal).
Fire power is D3+3 for both AP and HE.  Treated as per normal shooting rolling for any hits and then effect  (any other teams within four inches may be affected) treating target as in the open.  Shock is doubled.

The following rules also apply for any games against a Local VC Guerilla force.

Rules of Engagement
Free world forces may not call for mortars until fired upon by enemy.

Changes to Morale
Free World Forces will roll on the Morale Table under Team Wiped Out for each casualty suffered.  Note any failure will affect the Irregular Motivation Table.

Political Victory
The Local VC Forces may achieve a Political Victory by withdrawing all on table units from the table in any battle where their morale remains above 0 and the Free World Forces Morale is 3 or Less.  They can also win scenarios under normal victory conditions

Withdrawing from the Table
In order to retire from the field a Local Force VC unit may leave via a friendly jump off point or any table edge provided no enemy units are within 12 inches and line of sight.

Each unit leaving the game this way via a JOP or table edge will not return and will roll with the risk of dispersing on a 5+ if from a friendly JOP or 4+ if from any table edge.

If a unit disperses a roll is made against section wiped out on the morale table.
Snipers and immobile teams may withdraw from where they are deployed with the risk of dispersing on a 5+ if there is no enemy within 12 inches and line of sight or 4+ if there is enemy within 12 inches and line of sight. The following Free World Forces are used.
Each Force starts as 2 squads or sections.
Support is per their lists.

A U.S force may take a Medic or a Kit Carson Scout from List 1.

Kit Carson Scout
A Kit Carson scout adds a +1 to any roll made to spotting a booby trap.  NB: This still has no effect on a team running with 3d6.  A Kit Carson Scout also forces an Ambush to deploy further than 10” from any infantry unit it is attached to.
If taken as a support option the Kit Carson scout is attached to a unit for the game. If the team is part of a squad then any of the squads teams and attached Leaders within command of the team he is attached to also benefits from his ability.

Regulars: 0

Command Dice: 5

Rifle Platoon HQ
1 x Lieutenant Senior Leader with M16
1 x Platoon Sergeant Senior Leader with M16

Rifle Squad x 2
1 x Squad Leader, with M16

Fireteam 1
1 x Team Leader, with M16
1 x Grenadier, Pistol .45 cal, M-79
2 x Rifleman, with M16

Fireteam 2
3 x Rifleman, with M16 Regulars: -1


1 x Lt, Senior Leader with M16
1 x Platoon Sergeant, Senior Leader with L1A1 SLR

Two sections each of
1 x Corporal, Junior Leader with M16

Scout group
1 x Scout with M16
1 x Scout with L1A1 SLR

Gun Group
1 x Lance Corporal, Team Leader L1A1 SLR
1 x GPMG M-60 with 2 Crew

Rifle Group
1 x Rifleman with L1A1 SLR and M-79
3 x Rifleman with L1A1 SLR Courtesy Happy Wanderers Abyssinian War Rules
Abyssinian Crisis Rules

This section attempts portrays the psychological factors of non militarised “irregulars”. The following rules pertain specifically to troops with the Irregular trait.

Unit Size
Units of Irregulars are considered to conform to certain sizes. This affects the outcome from the effects of fire and to a certain degree combat. Units are either; Small (1-6 figures), Medium (7-15 figures) or Large (16+ figures).

All irregulars may move 3D6 suffering no penalty from the effects of Shock caused by such movement.

Irregular warriors react to battlefield environments based on their current motivation. Events produce
good or bad outcomes that affect the current motivation of an irregular force. These events are the
same as those listed on the Force Morale table i.e. when something bad happens to your opponent (his force morale drops) this results in your irregular force motivation increasing, however motivation increases only if enemy Force Morale suffers a drop. Some specific scenario events or objectives may also be causes of changing motivation.
Irregular forces start the game with their motivation level set by rolling 1D6, applying any modifiers as per any scenario or army list. The levels of motivation are from bad to good; wavering,
unmotivated, reluctant (1), committed (2-3), motivated (4-5), highly motivated (6).
This is done at the same time their force morale die roll is conducted. The final score determines initial motivation.
Motivation is kept track of by using the Irregular Motivation Track (visible to both sides) or a 6-sided cube suitably marked, with motivation increasing or decreasing as described above.

Irregular warriors react differently to the effects of fire. They may shrug off a deadly fusillade or be quite badly affected by barely effective shooting.
The normal use of tracking Shock in Chain of Command is not used. Whenever an irregular unit
receives shock and/or losses from fire it rolls on the following table to determine an immediate outcome; no shock is recorded, but losses are removed before determining unit size in the test. An enemy Section that fires all its Teams at the same target assesses all its fire effects against it at one time.
When an Irregular unit suffers 2 (small units), 4 (medium units) or 6 (large units) shock from firing and combat (counting each kill as two shock for the purposes of testing), cross reference the platoon
Command Dice rating with the size of the unit taking the hits. Close Combat
Irregular’s motivation affects their close combat ability. Add 2D6 to their close combat score
for each level above Committed and subtract 2D6 for each level below Reluctant (as shown on the Irregular Force Morale and Motivation Track). The instant either of these conditions no longer exists the unit has no D6 modifiers.
Note – the shock received as a result of a combat result (p60) may cause a test on the Irregular table
above, but only if the irregular unit loses – it ignores shock if it wins the combat.

Leaders & Pin Effects
An attached leader can rally units from one morale condition to another. He does so by using 1 Command Initiative point when activated and rolling 1D6 per one expended (all at once). On a score of 6 the morale of a unit increases i.e. from Broken to Pinned, or Pinned to No Effect (it is possible for to go from broken to no effect in one phase).
Note – Being pinned can be a temporary state in a Turn as irregular morale waxes and wanes with only their current motivations accounted for by the roll of the dice and their leader’s ability to motivate.

Broken and Pinned
Broken and Pinned units, with or without attached leaders, may roll on the Irregular table to remove the effects of being Pinned or Broken in their phase. They may do so on their own command dice, however they must apply any better or worse result rolled (not the same result), unless they have a leader attached (who negates any worse result outcome).

End of Turn
When an end of turn occurs for any reason motivation returns to (4) ‘Committed’ as enthusiasm wanes or panic passes.

Pinned units roll a dice on the Irregular Fire & Combat effect table.
If they score a [✓] then they may remove any Pin markers the unit may have.
If they roll pinned [P] or [B] Broken they remain Pinned.

Broken units roll a dice on the Irregular Fire & Combat effect table.
If they roll pinned [P] they remain Pinned.
If they roll broken [B] then they are removed from play. Two After Action reports to appear soon.

Any thoughts, comments or further suggestions welcomed.
Posted by Jason Sendjirdjian at 04:25