Incoming! - Vehicles

11.1 Vehicular actions

An armoured vehicle will have one action per initiative, however once it has carried out this action the controlling player may attempt another action with the same armoured vehicle. To continue with another action the player throws 1D6. A score of 4 or more allows the vehicle to carry out another action. The controlling player may continue to throw for further actions until:

In each of the cases above the initiative then passes to the enemy.

11.1.1 Vehicle Group Moves

The following rules have been devised to allow for vehicle group movement and firing, and for firing on the move.

11.1.2 Vehicle Group Fire and Firing on the Move

US, ARVN and Australian armoured vehicles may form Firegroups and Crossfires as detailed in the original Crossfire rules. This represents the high level of command and control available in the form of radios etc. NVA armour may also form Firegroups and Crossfires providing that the vehicles are within one base width of each other.

Many of the armoured vehicles (and modified trucks etc) used were designed to lay down large amounts of suppressive small arms fire with the aim of either killing the enemy or at least keeping his head down. To simulate this any vehicle equipped with machine guns or cannon, or which has a Fire Team stand being carried as passengers, may put down suppressive fire whilst moving. However, accurate small arms fire fire from moving vehicles is extremely difficult, if not almost impossible, to achieve so the following rules are used.

A failure to suppress the target in the usual way will lose the initiative on completion of the movement.

APC passenger capacity

An M113 APC may carry a maximum of two fire team stands.

11.1.3 Helicopters

On table Helicopters allocated to players as part of the scenario may be used as follows depending on their type and role.

Helicopter Initiative and Actions

Helicopters are treated differently from normal vehicles due to their flight capabilities. Helicopters may move, pivot and fire exactly as if they were an infantry squad with the following exceptions:

A helicopter may also enter or leave the playing area, but it may not do both in the same initiative.

Troops dismounting from a helicopter may make one action only - this must be a move action. Boarding a helicopter takes one action, as does loading casualties or unloading supplies.

Anti-Helicopter Fire

Direct or Reactive fire may be used to engage helicopters providing that:

Firing at Moving helicopters

Firing at Stationary helicopters

Helicopters which are stationary on the ground are treated as unarmoured targets and may be fired on as normal, with the following results:

Helicopter Data

Helicopter Type Passengers/Load Weapons Notes
General Utility Helicopter (eg UH-1Huey) 2 Fire Team/Command Stands Doorgunners fire each side as a fire team when landing and taking off ----
Large Transport helicopter (eg CH-47 Chinook or CH-53) 6 Fire Teams/Command Stands Doorgunners fire each side as a fire team when landing and taking off May also carry one field gun, crew and ammunition.
UH-1 Huey Gunship None Forward firing weapons (Rockets, miniguns and grenade launchers): 5D6 Doorgunners fire each side as a fire team Forward firing arc is as per heavy weapons.
AH-1 Cobra Gunship None Forward firing weapons only (Rockets, miniguns and grenade launchers): 5D6 Forward firing arc is as per heavy weapons.
LOH-6 Loach None Forward firing minigun: 4D6 Doorgunner fires as a fire team on RHS only Forward firing arc is as per heavy weapons.

Note that an FO, medic, Dog team or similar stand takes half the space of a fire team or command stand when calculating passenger loads. A heavy weapon stand is the equivalent of two fire team or command stands.

11.2.1 Anti- Vehicle Fire

If a vehicle is destroyed there is a risk it will burn. Throw 1D6:

Type of Vehicle Burns on score of
Truck or SSV 4+
M113 or LVTP series 5+
Other 6

Burning vehicles will produce a 1 stand smoke screen in a randomly determined direction, the smoke stand being placed adjacent to the vehicle itself. The usual effects of smoke on LOS apply.

Effects of Anti-Tank fire on AFV crews and passengers

Under the original Crossfire rules APC passengers received kills equal to the EFF of the gun while the poor old tank crews are not even considered. This does not realistically reflect the use of such armoured vehicles in Vietnam nor the effects of enemy fire on AFVs. In many instances the nature of a firefight could change as the Free World Forces struggled to recover damaged vehicles and injured crews. The following rules are therefore used to replace the original Crossfire rules:

Tank Crews

Tanks are specifically designed to withstand enemy fire, however even if the armour is not penetrated the crews are still vulnerable to secondary effects of a hit such as spalling. During the fighting for Hue in 1968 several USMC M-48 tanks were hit repeatedly by RPG/RCL fire, with many casualties amongst the crews although the tanks themselves were still capable of fighting.

APC Crews and Passengers

APCS, being more lightly armoured than a tank and the occupants more vulnerable to the effects of anti-tank fire, stand a greater chance of suffering casualties if hit.

Small arms fire against exposed crew and passengers

This section covers all personnel who need to stand up and physically expose themselves to enemy fire in order to fire their own weapons. Fire Teams firing from moving vehicles, and APC crews firing externally mounted machine guns, may be engaged by small arms as normal, being counted as if in cover. The effects of the fire are:

Note that it will usually be advisable for vehicles with suppressed or killed crews to withdraw! This is left to the player's discretion, rather than allowing the vehicle to be removed from play, as it may well change the course of a game as the Free World player endeavours to recover a damaged or suppressed vehicle before the VC or NVA finish it off.

11.6 Soft Skinned Vehicles (SSV) and Transport

SSVs and transport models may be used with the following rules:

The vulnerability of passengers to enemy fire is covered in Anti-Vehicle Fire 11.2.1

Vehicle and Heavy Weapon Data

Vehicle/Weapon Arm Acc Pen HE/EFF HD Notes
Jeep - - - - - May carry 1 Fire Team/Command stands or 1 HMG
Truck - - - - - May carry 6 Fire Team/Command stands
M-41 Tank 4/2 +1 +1 4/2 Yes May carry two Fire Team/Command stands
M-48 Tank 6/3 +2 +2 5/2 Yes May carry two Fire Team/Command stands
M-551 Sheridan 4/2 0 0 5/3 Yes May carry one Fire Team/Command stands
M-113 2/1 - - 1 x HMG No May carry two Fire Team/Command stands
M-113 ACAV 2/1 - - 2 x HMG No No passengers allowed
M-113 Vulcan 2/1 0 0 4/3 No No passengers allowed
LVTP Series 2/1 - - Fires as a fire team No -
LVTP Series with 105mm howitzer 2/1 0 0 5/3 No -
M-42 Duster 4/2 0 -1 5/3 Yes -
Ontos 2/1 +1 +2 4/2 No -
Centurion Tank 6/3 +2 +2 5/2 Yes May carry two Fire Team/Command stands
T-55 Tank 6/3 +1 +2 5/2 No May carry two Fire Team/Command stands
T-34 Tank 5/3 +1 +1 4/2 No May carry two Fire Team/Command stands
PT-76 Light tank 3/2 0 0 4/2 No May carry two Fire Team/Command stands
RPG series, LAW, 3.5" RCL (Bazooka) - - +1 - Yes -
57mm RCL - 0 +1 3/1 Yes -
90mm+ RCL - +1 +2 4/2 Yes -
105mm Gun (On Table) - 0 0 5/3 Yes -
155mm Gun (On Table) - 0 0 6/3 Yes -
Bunker 5/4 - - - - -

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Site last updated 11th June 2011