Victory in Vietnam - Game Errata

January 17, 2000

7.2.4 Hearts and Minds Resolution Phase (clarification): This should instead be resolved under the end of turn phase (7.4), prior to examining the Victory Point Track. Hearts and minds is only resolved once per game turn.

7.2.5 Disruption Removal Phase (correction): should be numbered 7.2.4.

9.0 SPECIAL OPERATIONS (clarification): On the US side the raid-capable commando units are the special forces units (CCN, 5-SF, CCC, CCS and SOG) and the ARVN-LLDB unit. ARVN rangers are treated as elite troops (capable of reaction movement) and not commandos. US special forces are required for pacification but US or ARVN regular infantry qualify for search and destroy missions. On the Communist side, any guerilla units can conduct commando missions.

9.1.2 Air Bases (correction): Change "If the target is an airbase in South Vietnam a successful roll eliminates one air unit of the Communist choice in the base." To "If the target is an airbase in South Vietnam, a successful die roll eliminates the air unit based there."

(Clarification): Raids may only be made against airbases in South Vietnam.

9.4 Raid Resolution (correction): Change "The raid succeeds on an 8 or more. On a roll of 1 to 3 the raiding unit is eliminated. A roll of 4 - 7 yields no result" to "The raid succeeds on a roll of 6 or more. On a roll of 1 to 2 the raiding unit is eliminated. A roll of 3 - 5 yields no result."

(Correction): Section 9.4 lists different raid results than the table from the Raid Results Table. The table is correct. Change "Modify the die roll by -1 per enemy land unit or riverines in the hex and the raiding force is a guerilla" to "Modify the die roll by -1 if any enemy land units or riverines are in the hex, and the raiding force is a guerilla."

9.5 Pacification (Hearts and Minds) (addition): Add "Special Forces units may only attempt pacification against guerilla units in the same country where they are located."

9.6 Search and Destroy (Hearts and Minds) (correction): The statement in rule 9.6 that targets of Search and Destroy operations must be within three hexes of the targeted unit is accurate. The Search and Destroy Table inaccurately lists the range as '4 hexes on a die roll of 6 - 8'.

10.5.1 Basic Air Combat Resolution (correction): Delete the statement "Each stack is attacked separately."

In the basic air rules, the die is only rolled once to inflict casualties on the US player. The optional air rules use a much different procedure, where each U.S. air stack within 5 hexes of the NVA air command counter may be attacked.

10.7 Close Air Support (correction): Change "Add the total unit bombing factors to the friendly air/attack helicopter unit(s) combat strength plus any artillery and terrain effects and resolve land assault combat normally" to "Add the combined bomb factors of supporting air and/or helicopter units to the combat strength of the attacking or defending stack or garrison, factor in terrain and other support, and resolve as a normal land combat."

11.2.8 Cambodian and Lao Available Unit Entry (addition): Add "Lao units may only enter in Vientene."

12.6 NVA Supply Units (correction): Change the statement "As many supply counters may be used as are

stacked with the attacking units..." to "Only one supply unit may be expended per attacking stack ...(bringing each attacking unit strength up by 1 to a maximum of 3 per stack)"

15.3.1 Overrun (correction): Change "Cities and ports have an intrinsic garrison strength of 2" to "Ports have an intrinsic garrison strength of 2, and cities have a strength of 3"

16.1.2 Communist Side Reaction Eligibility (correction): Delete the statement "with a combat strength of 4 or higher". All listed combat unit types may react. It is also useful to note that a primary NVA tactic involved escaping set-piece attack by a form of reaction movement, and this rule allows that to happen in the game.

16.2 Reaction Unit Movement (correction): Delete the sentence "Communist armour and artillery that react are automatically detected."

18.2 Carrier Operations (correction): Change the statement "Carriers are invulnerable to any Communist

attacks (land, air or artillery) except PT boats." to "Carriers may only be attacked by in-range PT boats, strategic/tactical nuclear attacks or in-range Soviet air units (when using the optional air rules)."

Note that the TU22 Soviet bomber has unlimited range and could be used to attack with a tactical nuclear or conventional strength (all other Communist have ranges of five from Hanoi or Chinese border). Air units aboard a carrier under attack may be used in defense (again, when using optional air rules).

20.1 The Vietnamese Invasion of Cambodia, 1978 (addition): Add "The NVA player is the first player."

20.2 China Attacks North Vietnam - 1979 (addition): Add "The Chinese player is the first player."

20.4.2 Setup (Campaign Game) (addition): Add "Set the victory point indicators to 65 and the port capacity to 2. Set NVA air defense to 2 if using the basic game communist air defense (see 10.5)." Also note that the NVA is the first player except on the first turn (summer '64), which starts during the US combat bombardment phase. There are no Communist player phases in the summer '64 turn.

Victory Point Schedule (Clarification): Communist units occupying ports, towns or cities must be face up to receive victory points.

Political Events (additions): Soviet Aid and Entry after 'On a modified roll of 5 to 11 the NVA may receive

into their available box the units indicated from the Unit Appearance Chart under Soviet Aid', add 'If the Soviet aid die roll is 12, the NVA immediately receives the next block of Soviet aid units in or adjacent to Haiphong. If Haiphong is mined, captured or disrupted, these units arrive next turn in Hanoi.'

Add '+2 DRM the first turn the US first attacks SAMs, airbases, or basic Communist air defense points' to die roll modifiers:.