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Infantry Platoon deploys onto a hot LZ

VC Company moves through a village

FROM THE DELTA TO THE DMZ uses a card driven turn system, with each complete 'Deck' covering 30 minutes of action, giving unlimited variation to your games. A separate 'event' card deck adds period flavour. The cards are weighted to reflect the characteristics of the two sides, adding even more 'feel' to the game. The rules are designed for larger battles, with 1 stand of figures representing a Squad, meaning a US Platoon will consist of 3 Rifle Squads, an MG Squad and a Platoon Leader.

Although designed primarily for 15mm figures, they can also be used with 6mm/10mm/20mm figures. The basing system is that used in other 'stand' based rules such as Crossfire/Spearhead. They can also be used with 25mm figures based on stands, but we would suggest a 50% increase in all distances stated in the rules for these larger figures.

Here are just some of the period-specific items covered by the rules:

*MEDEVAC
*Tunnel Complexes
*Broken Arrow
*Free Fire Zones
*Mortar Locating Radar
*Recon By Fire
*Napalm
*Flareships And Star Shells

The rules were written to reflect the methods of fighting used by both sides. Artillery and Airpower can be brought in close, but at the risk of casualties from friendly fire. The VC can get into contact and grab the US 'by the belts' to avoid the worst of the fire. Leadership is vital to success, from Platoon all the way up to Battalion level, with Leader stands playing a crucial part in the game.

Additonal options are also included to allow the VC player to keep his forces from being fixed in position, and even to disperse his forces from the game if it gets to hot! Included are rules that allow the local population to hide VC fighters, with bursts of fire coming from even the most peaceful looking groups of shuffling peasants!

Of course, at the end of the day, it is all about the bodycount. A Victory Point system, each set tailored to the relevant side, combined with specific objectives, such as finding arms cache's or holding vital terrain, will help you decide the outcome of the battle, as it may not always be clear. Again, this reflects the nature of the conflict.

The rules themselves come spiral-bound, with fully plasticised front and back covers. Also included are both the Game and Event Card Decks, a Quick Reference Sheet, as well as a sheet of counters needed during the game. At the back of the book are Company-level Army Lists, and a sample scenario.

© 2002-2006 JST UK

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