TEXT: i
  
  1
  Our Man in Saigon
  QUESTIONS AND ANSWERS ON ’NAM 
  MARCH 2018
  FORCES, 
  FORMATIONS, UNITS, 
  AND TEAMS
  What’s a M48 Patton Team? Is it a 
  single vehicle or a group of vehicles?
  There are four levels in ’Nam:
  • 
  Force - everything you have in the 
  game (a Force card is where you find 
  Support Units).
  • 
  Formation - a Free World company 
  or Nationalist battalion, the core of 
  your Force (a Formation card tells 
  you which Units you can have in the 
  Formation).
  • 
  Unit - a Free World platoon or 
  Nationalist company, the smallest 
  grouping of stuff (a Unit card tells 
  you what Teams are in the Unit and 
  what their characteristics are).
  • 
  Team - a single playing piece, 
  either a single vehicle or a fire team 
  of infantry.
  What is an Artillery Unit?
  It is a Unit with a weapon capable of 
  firing a Bombardment, i.e. one with a 
  ROF of Artillery or Salvo.
  COMMAND
  If a team ended its Movement so 
  that it was In Command at the 
  end of the Movement Step, does it 
  remain In Command until its next 
  Movement Step?
  Yes. In Command is defined by its posi-
  tion at the end of the Movement Step.
  The Command Leadership rules give 
  re-rolls if the Formation Commander 
  is close enough and in Line of Sight. 
  Do friendly teams block Line of Sight 
  for command?
  No. Ignore friendly teams when determin-
  ing Line of Sight for Command purposes.
  Can my Formation Commander give 
  Command Leadership re-rolls if his 
  tank is Bailed Out?
  Yes. Whether the Formation Commander 
  is Bailed Out or not has no effect.
  Most Command Leadership re-rolls 
  require the Formation Commander to 
  be close to the Unit Leader. However, 
  when Remounting a Bailed Out tank, 
  the rules say the tank itself has to be 
  close to the Formation Commander. Is 
  this right?
  Yes it is. If the Formation Commander 
  wants to motivate a Bailed Out tank to 
  Remount, they have to be close to that 
  tank, rather than the Unit Leader.
  Does the Command Leadership re-roll 
  apply to the Remount test needed when 
  a Bailed Out Tank is Bailed Out again?
  Yes. It applies to all Remount tests for 
  any reason.
  MOVEMENT
  Some Movement Orders only affect 
  teams in Line of Sight of the Unit 
  Leader. Do friendly teams block Line 
  of Sight for Movement Orders?
  No. Ignore friendly teams when determin-
  ing Line of Sight for Movement Orders.
  If my Unit fails a Blitz Move movement 
  order, does it have to Move, or can it 
  remain where it is and Go to Ground?
  It doesn’t have to Move. However, if it 
  Shoots, it must shoot with the +1 penalty.
  When a team moves using a Blitz Move 
  movement order, do the follow all the 
  normal Movement rules? Are they 
  actually moving?
  Yes. A team using a Blitz Move movement 
  order doesn’t suddenly teleport to the new 
  location. It moves 4”/10cm as normal, 
  following all the rules for moving. Then, 
  once it has finished its movement, it no 
  longer counts as having moved.
  This means that it must take any Cross 
  tests necessary, roll to cross Minefields 
  as usual, and leaves any Foxholes it has 
  dug behind.
  If I move through several pieces of 
  Difficult Terrain, do I have to take a 
  Cross check for each of them?
  Yes.
  If I moved into a wood last turn (and 
  took my Cross check then), do I need 
  to take another Cross check this turn 
  to move out of it?
  Yes. If you start your Movement in 
  Difficult Terrain, you need to take a 
  Cross check at that time.
  If a Unit Leader issues a Cross Here 
  order, can they use it to cross multiple 
  pieces of Difficult Terrain?
  Yes they can. Any team from the Unit 
  crossing any of the Difficult Terrain 
  within 6”/15cm of where the Unit 
  Leader crossed will benefit.
  Does a Dig In or Mine Clearing move-
  ment order prevent teams that are not 
  digging foxholes or clearing mines 
  from moving?
  No. Teams that are not using the 
  Movement Order can act as they wish.
  Can 
  a 
  team 
  move 
  through 
  a 
  friendly team?
  No. The Moving Through Gaps rule 
  applies. If the gap isn’t big enough, then 
  you can’t move through it.
  Remember, Infantry ignore their base 
  when using this rule, so can move through 
  pretty small gaps, and Tanks Teams can 
  easily move through them.
  During the time that ’Nam The Vietnam Miniatures Game has been out, players have asked questions about the 
  game. The questions and their answers have been gathered into this document. Please note that this is an 
  on-going project. To help players who have read earlier versions of Our Man in Saigon, new material is marked 
  with a line in the left margin. — Phil Yates, Game Designer
  
  2
  TRANSPORT
  Some Transport Units like the UH-1 
  Huey Aviation Platoon and the M113 
  Cavalry Patrol have teams that can 
  carry Passengers, but that are not 
  Transport Attachments to a particular 
  Unit. Who can they carry?
  They can carry any Infantry Units in 
  their Force.
  If a Unit is being carried as Passengers, 
  can they use the Blitz Move movement 
  order to Dismount?
  Yes, as long as all the rules for Dismounting 
  (such as you can’t do it after the Transport 
  has moved) are obeyed.
  Can a Passenger Dismount using a 
  Shoot and Scoot movement order from 
  a Transport vehicle that did not move 
  in the previous Movement Step?
  No. You can only Mount and Dismount 
  in the Movement Step.
  Can I use a Movement Order to 
  Dismount 
  my 
  infantry 
  from 
  a 
  Transport after it has moved?
  No. Teams cannot Dismount after their 
  Transport has moved.
  Can a Transport take or dispute an 
  Objective?
  No they can not.
  Can Passengers in a Transport take or 
  dispute an Objective?
  Yes they can.
  HELICOPTER MOVEMENT
  Can I move under a Helicopter?
  Yes you can. Although the mounting 
  post will limit where you can end 
  your movement.
  Can any Helicopter Land, or just 
  Transport Helicopters? When can 
  Helicopters Land?
  Only Transport Helicopters can Land, 
  and only when they are Mounting or 
  Dismounting Passengers.
  Where can I Land a Transport Helicopter?
  Pretty much anywhere that the model can 
  reasonably be placed. Troops can rappel 
  down into a woods if there is no clearing. 
  They can jump out of a hovering helicop-
  ter onto a flat building roof, etc.
  Remember if you try and land within 
  4”/10cm of enemy troops, you’ll have to 
  immediately take off again, and you’ll 
  need space around the helicopters to dis-
  mount the passengers.
  Can I use the Blitz Move order to land 
  my Helicopters?
  No, you cannot do this.
  Can I have my Helicopter Loiter off 
  table as a Shoot and Scoot or some-
  thing similar after the Movement Step?
  No. The only way to Loiter is to use the 
  Helicopter’s movement in the Movement 
  Step to do so.
  If my Helicopter Loitered last turn, 
  where does it move onto the table from?
  It moves on to the table from the table 
  edge in your deployment area.
  SHOOTING
  How many weapons can an Assault 
  Boat shoot each turn?
  An Assault Boat may shoot all of its 
  weapons at the same time.
  My 
  Monitor 
  Assault 
  Boat 
  lists 
  3x  20mm gun as one of its weapon 
  lines. Does that allow it to fire three 
  separate 20mm guns, each with 
  ROF 3 for a total of ROF 9?
  Yes it does.
  What about my Gunship helicopter 
  with Twin MGs?
  The Twin MGs are a single weapon with 
  the combined firepower of both weapons.
  My M48 Patton tank has two machine-
  guns. The .50 cal AA MG has ROF 
  3, while the other only has ROF 1. 
  Why is that?
  Adding more machine-guns after the 
  first has diminishing returns. The first 
  machine-gun has the most effect, while 
  each additional machine-gun adds a 
  smaller increment.
  What do I do if there isn’t enough space 
  to rotate a team to face the target?
  If the team can rotate by moving slight-
  ly away from the obstacle, then do so. 
  Otherwise, it just rotates as far as it can 
  and shoots anyway.
  A shooting team has line of sight to 
  a window into a building containing 
  several infantry teams. Which ones can 
  I shoot at?
  You can’t shoot through walls, so you’ll 
  need to see the target team through a door 
  or a window to be able to hit it.
  The Terrain Table has a bit of an oddity 
  where it says that doors and windows are 
  Short Terrain while the walls they are 
  in are Tall Terrain. It makes more sense 
  to view the doors and windows as Tall 
  Terrain too.
  That means that you’ll be able to see any 
  teams in the building that you have line 
  of sight to through a door or a window, 
  and that are within 2”/5cm of the door 
  or window.
  The converse applies for teams looking out 
  of the building at your troops too.
  If I fire Smoke at a team in the upper 
  storey of a building, where do i place 
  the Smoke Marker?
  On the ground in front of the building. 
  Can a team in the upper storey of a 
  building see over the Smoke Marker?
  No. Smoke is Tall Terrain and cannot be 
  seen over.
  LINE OF SIGHT
  Do the general Line of Sight and 
  Concealment rules for Tall terrain 
  apply to Hills? 
  No. The specific Line of Sight and 
  Concealment rules for Hills cover the 
  special case of Hills.
  If I have a team on a high hill trying to 
  shoot at a team on the far side of a low 
  building, can It do so?
  The only way to answer that is to get 
  down to the level of the model and see if 
  there is a Line of Sight over the building 
  to the opposing team.
  MIXED TARGETS
  My tanks are shooting at a unit of three 
  enemy tanks, one standing in the open, 
  one concealed at the edge of a wood, 
  and one out of sight behind the woods. 
  What score do I need to hit them if 
  they are within 16”/40cm and have a 
  Is Hit On number of 3+?
  If your tanks target the tank in the open, 
  they’ll need 3+ to hit. They could target 
  the tank in the woods (needing 4+ as it 
  is Concealed), but would normally gain 
  little from doing so.
  
  3
  I’ve just scored three hits rolling 3, 
  3, and 5. How are my hits allocated? 
  Which hits can I allocate to the tank 
  in the woods? Can I allocate hits to the 
  tank behind the woods?
  The score you rolled to get the hit has no 
  impact on how the hits are allocated. 
  Think of it this way. The hardest part of 
  hitting a target on the modern battlefield 
  is finding it without being hit first. A 
  lone tank sitting in the open is a dead 
  giveaway. Where there’s one, there’ll be 
  more. Now that you know where the 
  enemy are, it’s a lot easier to find the rest 
  of the unit that’s trying to hide.
  So, in game terms, having figured out 
  where the enemy is, you’ve scored three 
  hits. The first hit has to go to the target 
  tank, and all hits have to be allocated 
  to valid targets, so the tank behind the 
  woods can’t be hit. That leaves two more 
  hits to be allocated. They have to be allo-
  cated evenly, so one has to go to the tank 
  in the woods, leaving you the choice of 
  which of the two will take the second hit.
  Does a Passenger in a vehicle 
  destroyed by a Brutal weapon like the 
  152mm main gun of a Sheridan tank 
  re-roll its save?
  Yes. Passengers of a Destroyed vehicle need 
  to make an Infantry Save, and Brutal 
  forces them to re-roll any Infantry Saves.
  ANTI-AIRCRAFT SHOOTING
  If a Tank Team shooting at aircraft is 
  at the very edge of a wood, does it see 
  the aircraft unconcealed, as it would an 
  enemy tank?
  Yes, terrain works the same for aircraft 
  as for any other team, with the excep-
  tion that all Short Terrain and any Tall 
  Terrain more than 4”/10cm from the 
  ground Team is ignored.
  If my Anti-aircraft team is in the 
  middle of a wood, can it still shoot 
  at aircraft?
  Yes, although the Aircraft will be 
  Concealed. Nothing ever blocks Line 
  of Sight to Flying Aircraft. Presumably 
  the Anti-aircraft Unit is set up in a 
  small clearing.
  Does Smoke ever block Line-of-Sight 
  to and from Flying Aircraft?
  No, however it does provide Concealment. 
  Smoke is in effect treated as Tall Terrain 
  for the purpose of Line-of-Sight to Flying 
  Aircraft, meaning if within 4”/10cm of 
  anti-aircraft team or target, but is still 
  just Smoke for Concealment.
  Does my K-2 (T-54) have to point 
  its turret at a helicopter to shoot its 
  AA MG at it?
  No. The AA MGs can engage targets 
  in different directions from the main 
  100mm gun. Since they cannot easily 
  be repositioned on the model and would 
  have no effect if you could, you do not 
  need to point them at the target.
  AA IN THE ENEMY TURN
  What ROF do Anti-aircraft weapons 
  use when shooting at Aircraft in the 
  enemy turn?
  They use their full ROF. If shooting in 
  their own turn, this is whatever ROF they 
  would normally have, Moving ROF or 
  Halted ROF depending on whether they 
  moved if Dedicated AA, otherwise 1 die. 
  In the enemy turn, the fire with their 
  best ROF. That is normally their Halted 
  ROF, but if they have no Halted ROF, 
  that will be their Moving ROF, but 
  once again, with ROF 1 if they are not 
  Dedicated AA.
  Anti-aircraft weapons shooting in 
  the enemy turn shoot immediately 
  before the Aircraft shoots. Can you be 
  more specific?
  As it says, the AA weapon shoots imme-
  diately before the Aircraft, so whenever 
  the player declares that they are going to 
  shoot with their Aircraft, the AA player 
  can jump in and try to shoot them down 
  first. You can wait to shoot your Aircraft 
  until after your tanks have knocked out 
  the enemy AA weapons if you want to, 
  which would limit the amount of AA fire 
  they would take.
  If an enemy Helicopter doesn’t shoot 
  in its turn, can I shoot at it in the 
  enemy turn?
  No. You must wait until your own turn 
  to shoot at it.
  If my Anti-aircraft weapon shot in 
  my previous turn, can it shoot at an 
  Aircraft in the enemy turn?
  Yes it can. You don’t need to predict when 
  enemy Aircraft will appear. However, 
  once it shoots at an Aircraft in the enemy 
  turn, it cannot shoot in its own next turn.
  If my Anti-aircraft weapon shoots at 
  an Aircraft in the enemy turn, can it 
  shoot at another Aircraft Unit later in 
  the same turn?
  No. Once it has shot, that weapon can’t 
  shoot again for the rest of the enemy turn 
  and your next turn.
  If I shoot part of my Unit at one enemy 
  Aircraft Unit immediately before it 
  shoots, can I shoot the rest of the Unit 
  at another enemy Aircraft immediately 
  before it shoots later in the enemy turn?
  Yes. Each time you react to an enemy 
  Aircraft Unit that is about to shoot by 
  shooting at it. In effect, this triggers a 
  mini Shooting Step for your AA Unit. 
  You go through the normal shooting 
  sequence, including declaring targets 
  for those teams that will shoot. When 
  the next enemy Aircraft Unit is about 
  to shoot, you declare targets for any AA 
  weapons that have not yet shot this turn, 
  and so on as each enemy Aircraft Unit 
  prepares to shoot. 
  If my Anti-aircraft weapon shoots at an 
  Aircraft in the enemy turn, the rules say 
  the Weapon cannot shoot in Defensive 
  Fire or Assault in its next Assault step? 
  How does that affect a Team?
  If the weapon cannot shoot, the Team 
  can fire its other weapons in Defensive 
  Fire. For example, a K-3 (PT-76) shoots 
  its 12.7mm AA MG at some helicopters, 
  then is assaulted by some enemy infantry. 
  It can shoot its MG in Defensive Fire, 
  but not its 12.7mm AA MG.
  However, because one of its weapons shot 
  at an Aircraft in the enemy turn, the K-3 
  cannot Assault in its next Assault Step.
  My Anti-aircraft team fires during 
  the enemy turn at some aircraft, then 
  doesn’t do anything in their own next 
  turn, are they Gone to Ground in the 
  next enemy turn?
  No, it effectively grabbed its shooting 
  from its own next turn.
  The basic concept is it can’t be Gone to 
  Ground if it shot in or since its last turn.
  If it is Night and my Anti-aircraft 
  weapon shoots at an Aircraft in the 
  enemy turn, does the enemy need to 
  roll on the Night Vision Table to see it?
  No. It will be visible at night until the 
  beginning of the next enemy turn.
  
  4
  Can a Helicopter Shoot at an enemy 
  Helicopter in the enemy turn?
  No. Aircraft can only shoot at other 
  Aircraft in their own turn.
  How does my Anti-aircraft Unit shoot 
  at an Unarmed Transport Helicopter 
  that is Landing to drop off Passengers?
  A Transport Helicopter that Lands trig-
  gers AA in the Enemy Turn in the same 
  way that a Helicopter’s Shooting does. 
  The Helicopter is still a Flying Aircraft 
  at this point, but will Land immediately 
  if it survives.
  SHOOTING AT  
  ASSAULT BOATS
  When an Assault Boat loses its third 
  Damage Box, it is immediately beached 
  on the nearest river bank. How does 
  this work?
  The player turns their Assault Boat 
  towards the nearest river bank and moves 
  it straight forward until it reaches the 
  bank, where it stops until repaired.
  ARTILLERY
  Mortars like the M106 don’t have a 
  direct-fire line. Does that mean that 
  they can only fire bombardments?
  Yes it does.
  If my Artillery Battery fails to Range 
  In, can it Shoot with direct fire? Can it 
  still be Gone to Ground?
  No. It fired ranging shots for the 
  Bombardment, 
  preventing 
  it 
  from 
  Shooting and revealing its position.
  I have an Artillery Battery that is firing 
  a Repeat Bombardment. I also have 
  another Artillery Battery that I want to 
  Range In on a new target. Can I use 
  the same team as the Spotting team for 
  both Bombardments?
  Yes you can. However, although the 
  Repeat 
  Bombardment 
  automatically 
  Ranges In on its first attempt, that 
  still counts as the Spotting Team’s first 
  Ranging In attempt. You can then use 
  the Spotting team’s second (and third if 
  necessary) attempt to Range In the other 
  Artillery Battery.
  Can I do it the other way around, with 
  the Spotting team Ranging In the new 
  Artillery Bombardment first?
  Yes you can. However, if the Spotting 
  team doesn’t Range In the new 
  Bombardment by their second attempt, 
  they won’t be able to Spot for the repeat 
  Bombardment as their third attempt will 
  be taken up still trying to Range In the 
  new Bombardment.
  A Spotting team must have Line 
  Of Sight to the Aiming Point when 
  Ranging In. Do friendly teams block 
  Line of Sight for spotting?
  No. Ignore friendly teams when determin-
  ing Line of Sight for Spotting purposes.
  SMOKE BOMBARDMENTS
  If I’m attempting to fire a Smoke 
  Bombardment (and it’s a once per 
  game option) and fail to Range In, can 
  I try again later?
  Yes you can. Until you actually fire the 
  Smoke Bombardment, you still have the 
  ammunition stocks to try again.
  Can I use an existing Ranged In 
  marker from a previous turn to fire a 
  Smoke Bombardment without needing 
  to Range In again?
  Yes you can.
  ASSAULTS
  An Infantry team has Contacted the 
  enemy if ‘its front edge is as close as 
  it can get to the enemy team’ or ‘its 
  front edge is as close as it can get to 
  another Infantry team from its own 
  Unit that is directly in Contact with an 
  enemy team.’
  What does the phrase ‘as close as it can 
  get’ mean?
  This phrase is used to cover all the phys-
  ical things that can prevent a team from 
  being placed physically in contact with 
  another, such as a wall or hedge between 
  them, or even irregularities in the table 
  surface. Basically, if you can’t fit them any 
  closer together than they are, then they 
  are in Contact.
  If my Infantry team doesn’t have 
  enough movement to physically touch 
  the enemy team, but moves as close 
  as it can given its charge move, is it 
  in Contact?
  No. It is still not as close as it can pos-
  sibly get to the enemy team, so it is not 
  in Contact.
  If I can just get a corner of my team 
  into Contact is that enough?
  No. The rules require the front edge to be 
  in contact, not a corner.
  Do I have to Contact the front edge 
  of the enemy team, or can I contact 
  it anywhere?
  You can Contact any part of the enemy 
  team with the front edge of your team, 
  the front, side, or rear of its base, or even 
  a corner of its base.
  Do I need to be square to the enemy 
  team’s base when I Contact them? 
  No. You stop when you Contact them, 
  and may or may not be square on to them 
  at that point.
  My teams need to be within 4”/10cm 
  to Charge into Contact. Does that 
  allow an Infantry team that is 4”/10cm 
  behind another Infantry team that 
  charged to charge as well?
  Yes. As long as its 4”/10cm move brings 
  it into Contact with the enemy (wheth-
  er directly or through a fellow Infantry 
  team), it can charge.
  Can a Tank contact the enemy by 
  moving into contact with another tank 
  that is in Contact with the enemy?
  No. Only Infantry teams can Contact 
  the enemy through a friendly team, 
  and only if that friendly team is also an 
  Infantry team.
  Do I have to Charge into Contact with 
  the closest enemy team?
  No you don’t. You can Charge into 
  Contact with any enemy team that is 
  close enough, but you must take the short-
  est route to Contact that team.
  If my defending Unit passes its 
  Motivation test to Counterattack, can 
  it Charge into Contact with teams 
  from other Units on the attacking 
  player’s side?
  No. Neither player may bring additional 
  teams into the assault. On the attacking 
  player’s side, only the teams that initially 
  assaulted are in the fight. On the defend-
  er’s side, only those within 8”/20cm of 
  them at the start of the assault are in 
  the fight.
  
  5
  When my Unit Counterattacks, can I 
  move teams that have been Contacted 
  by the enemy?
  No. A team that is in Contact with the 
  enemy, either because the enemy Charged 
  into Contact with them, or because the 
  team Charged into Contact with the 
  enemy, cannot move. It is already in 
  Contact with the enemy (because the 
  enemy is in Contact with it), and must 
  fight the enemy it is in Contact with 
  before seeking out other targets.
  DEFENSIVE FIRE
  If my Infantry teams are stationary in 
  Flat Terrain, and therefore Concealed, 
  can they use the Sneaking Up on Tanks 
  rule to prevent the Tank teams that 
  they are Assaulting from performing 
  Defensive Fire?
  No. The Infantry must be Concealed by 
  Short or Tall Terrain.
  Does getting Pinned Down by some-
  thing like being hit by a Minefield, 
  Booby Trap, or the Defensive Fire of 
  a Flame-thrower force my assaulting 
  Unit to Fall Back and end the assault?
  No. The only thing that forces you to Fall 
  Back is taking a sufficient number of hits 
  from Defensive Fire. A single hit that 
  Pins Down a Unit will not do that.
  Do Helicopters get to do defensive fire 
  in assaults?
  No, Flying Aircraft play no part 
  in assaults.
  ASSAULT COMBAT
  If I have two teams in Contact with 
  two enemy teams and both of enemy 
  teams score hits, can I allocate both 
  hits to the same team?
  No. You must spread the hits around if 
  there are multiple teams that are eligi-
  ble targets.
  If I have an Infantry team and a Tank 
  team, both in Contact with an enemy 
  rifle team and an enemy RPG team, 
  can I allocate the RPG hit to the 
  Infantry team and the rifle team’s hit to 
  the Tank team?
  Yes. Presumably the Infantry team were 
  attempting to protect the Tank team from 
  the RPG, and kept it away from the Tank 
  team, but died in the process.
  My Super Bazooka anti-tank teams 
  have the Assault 5+ special rule. What 
  does this mean?
  It means that instead of hitting on a 
  4+ in Assaults like the larger M16 rifle 
  teams, the small Super Bazooka teams hit 
  on a roll of 5+.
  How do my infantry kill tanks 
  in assaults?
  Infantry that hit a tank in an Assault 
  may either use their normal Anti-tank 
  rating against a tank’s Side armour or 
  Anti-tank 2 against its Top armour. 
  Using weapons like the Super Bazooka 
  can be very effective against lighter vehi-
  cles like the PT-76, but have limited effect 
  against heavy tanks like the K-2 (T-54). 
  Against these infantry in the open can 
  only endure and hope the tanks break off 
  before the infantry’s own determination 
  to counterattack fails. 
  COUNTERATTACK
  I have passed my roll to Counterattack. 
  Can I add additional teams into the 
  Assault, or am I limited to those teams 
  already involved?
  You are limited to those teams already 
  involved in the assault. That means only 
  the teams that originally assaulted on the 
  attacker’s side and those originally with 
  8”/20cm of them on the defender’s side.
  BREAKING OFF
  If an enemy Tank Unit assaults my 
  infantry and forces them to Break 
  Off. I have tanks within 6”/15cm of 
  the assaulting teams, do my tanks also 
  need to Break Off?
  Yes they do. When their infantry support 
  falls back, they do too.
  My tanks failed their Counterattack 
  test and are Breaking Off. Directly 
  behind them there is a hedge, but just 
  off to the side is a gate. Do they have to 
  go back over the hedge and risk failing 
  their Cross test and getting captured, 
  or can they detour through the gate”
  The rules are deliberately somewhat soft 
  on the matter. It would be silly to require 
  the tank to cross the hedge if it could 
  move a few millimetres to the side and go 
  through the gate, for instance.
  If a team can dodge an obstacle, it may 
  if you want it to. Whichever choice you 
  make, though, it must take the shortest 
  path to do so.
  My troops are surrounded by enemy 
  infantry when they need to Break Off. 
  Can they move through the infantry 
  to get away?
  If that is the shortest path to safety, then 
  yes they can.
  When I assault troops in a building, 
  do I have to go through the doors 
  and windows?
  Yes. The walls are Impassable Terrain, so 
  you can’t move or fight through them.
  Does getting Pinned Down by some-
  thing like being hit by a Minefield, 
  Booby Trap, or the Defensive Fire of 
  a Flame-thrower force my assaulting 
  Unit to Fall Back and end the assault?
  No. The only thing that forces you to Fall 
  Back is taking a sufficient number of hits 
  from Defensive Fire. A single hit that 
  Pins Down a Unit will not do that.
  If I Counterattack against a team in 
  a Minefield or Booby Trap, do I risk 
  getting hit by it?
  Yes, even if the models didn’t move, they 
  are still moving around in a minefield.
  LAST STAND
  I have a Unit of one tank. When does 
  it have to take a Unit Last Stand test?
  A Unit only needs to take a Last Stand 
  Test at the start of a turn when it has 
  at least one team Destroyed or Bailed 
  Out. So, your Unit would only need to 
  test if the tank was Bailed Out and failed 
  to Remount.
  The phrase ‘only count teams that 
  are In Command’ under In Good 
  Spirits in Unit Last Stand only refers 
  to the second part of the rule that lists 
  how many teams you need to be In 
  Good Spirits if you’ve taken casual-
  ties, correct?
  Yes. Driving away from them doesn’t 
  make the morale effect of the casual-
  ties go away.
  A Formation is In Good Spirits if it has 
  two Units still in existence. Can the 
  HQ be one of those?
  Yes it can, although it doesn’t have to be.
  Do the Units need to be In Good 
  Spirits to keep their Formation In 
  Good Spirits?
  No, they just have to still be in existence.
  
  6
  What happens if an flying UH-1 Huey 
  Aviation Platoon fails its Unit Last 
  Stand check while carrying Passengers?
  The Helicopters fly off carrying their 
  Passengers with them, since the infantry 
  cannot Dismount from a Flying Aircraft.
  AIRCRAFT
  Are Aircraft Units subject to the normal 
  rules for being In Command and Out 
  of Command?
  Yes. They are Units, so all the Unit rules 
  apply to them.
  Can Aircraft use Movement Orders?
  No they cannot. None of them are useful 
  to Aircraft.
  An Aircraft cannot take or contest an 
  Objective, but can the Passengers in 
  my Helicopter do so?
  No. They have to Dismount to do so.
  AIRCRAFT SHOOTING
  If a Tank Team is right on top of a 
  bare hill, does it count as concealed to 
  aircraft as it would to an enemy tank?
  On a hill, a tank in a ‘hull down’ posi-
  tion behind the crest is using the hill as a 
  form of Short Terrain in the same way it 
  would use a wall to gain concealment, so 
  it would not be concealed from Aircraft. 
  On the other hand, if it was hiding 
  behind the hill, it would be concealed.
  My Skyraider is strafing a unit of 
  BTR-50 armoured personnel carriers 
  with its quad 20mm MGs. Does 
  it target one vehicle then allocate 
  hits as usual?
  Yes it does. The hits are shared between 
  the target and other teams from the pla-
  toon within 6”/15cm as normal.
  AIRCRAFT BOMBARDMENTS
  I want to use the bombs on my aircraft. 
  Do they operate as a single combined 
  Artillery Unit or as one Artillery Unit 
  per aircraft?
  They are a single combined Artillery 
  Unit, so the whole Unit gets one Salvo 
  template with the appropriate number of 
  weapons firing.
  What is the Danger Close distance for 
  an Aircraft using a Salvo Template?
  It is 8”/20cm, the same as an 
  Artillery Template.
  Can an Aircraft be a Spotting team for 
  another Unit’s Artillery Bombardment?
  A Helicopter can, as long as it doesn’t 
  move. A Strike Aircraft cannot as it must 
  Move every turn.
  NATIONALIST RULES
  The Nationalist Attack rule stops Units 
  that don’t have the Night Attack rule 
  from moving out of their deployment 
  area. Isn’t this a rather harsh restriction 
  on the opponent?
  The rule only applies to the player making 
  a Night Attack. Any of their formations 
  that can’t Night Attack have to wait until 
  dawn to move forward to support the 
  attack. Their opponent’s Units are free to 
  move as they like.
  When troops arrive using the Guerilla 
  Fighters rule, are they moving or can 
  they stay in place and shoot with their 
  Halted ROF?
  They can move or remain in place or 
  move as the player chooses.
  If they don’t move, are they in Foxholes 
  when they are placed using the Guerilla 
  Fighters rule?
  Yes. If a Unit is placed using the Guerilla 
  Fighters rule, they are in Foxholes.
  Do Free World Helicopters limit where 
  Nationalist Teams can be placed with 
  the Guerilla Fighters rule?
  No. Aside from mounting point of their 
  flight stand which is a physical limita-
  tion, Nationalist Teams can be freely 
  placed near or under Helicopters.
  BUILDING A FORCE
  The US Airmobile Air Cavalry Troop 
  doesn’t appear to have a Formation 
  Commander. Is this correct?
  Yes. The Formation Commander remains 
  safely airborne, controlling the battle, but 
  unable to decisively intervene to inspire 
  units at critical moments.
  How 
  many 
  of 
  each 
  Formation 
  can I field?
  You may field as many of each Formation 
  as you wish.
  Can I take a M48 Patton Tank Platoon 
  Unit as part of a M48 Patton Tank 
  Company Formation, and then take 
  another M48 Patton Tank Platoon as 
  Formation Support?
  No. You may not take a Unit of the same 
  type (that is the same name) as you already 
  have in your Force as Formation Support.
  If I take an Inter-Allied Support 
  Formation, can I take Support Units 
  from both nationalities?
  No. You must choose a Force Diagram 
  from one country or the other to base your 
  force on, and can only take options shown 
  on that diagram (including the Allied 
  Formation option). Since Support Units 
  are only found in the Force Diagram 
  (and not in Formation Diagrams), the 
  only Support Units available are those 
  from the principal nationality.
  MISSIONS
  All infantry are in Foxholes at the start 
  of the game. Does this include infantry 
  that deployed in No Man’s Land using 
  the Spearhead rule?
  Yes it does.
  Can passengers in a Transport take or 
  dispute an Objective?
  Yes they can.
  In missions like Free-for-All that have 
  alternating deployment, can I ‘deploy’ 
  my Strike Aircraft to effectively skip 
  my turn to deploy?
  No. Strike Aircraft must be your last 
  deployment after all other Units have 
  been deployed.
  RESERVES
  How do I work out my Reserves if I 
  have spent less then the permitted 
  maximum points on my force?
  The important point to remember is 
  that you are allowed 60% of the per-
  mitted maximum points value on table 
  at the start of a game with Reserves. So, 
  if your force is smaller, it just means 
  that your Reserves will be less than the 
  remaining 40%.
  Are Formation HQ Units affected by 
  the Deep Reserves special rule that 
  restricts a player to one Tank Unit with 
  Front armour 4 or more or one Aircraft 
  Unit on table at the start of the game?
  Yes. The restriction applies to all Units, 
  regardless of their function.
  
  7
  FIREBASE DEFENCES
  Are there any missions in which you can 
  deploy teams with the Firebase rule?
  Yes. In games with Firebase Defences 
  (used in Firebase Assault on page 195), 
  all Units with the Firebase special rule 
  are deployed on table rather than in an 
  off-table Firebase.
  Are 
  the 
  M60 
  Teams 
  provided 
  as part of a Completed Firebase 
  Independent Teams?
  Yes they are.
  MINEFIELDS AND 
  BOOBY TRAPS
  Are 
  Booby Traps 
  like 
  Guerrilla 
  Minefields or normal Minefields?
  Yes. Booby Traps are like Guerilla 
  Minefields in having Anti-tank 3 and 
  being placed like Ambushes.
  If a Team is already on a Booby Trap 
  (or it was placed under them), do 
  they need to test to cross it when they 
  move off it?
  Yes teams need to test to cross a Minefield 
  of any type whenever they move into, off, 
  or through it.
  When I place Minefields, can I overlap 
  them to make a Unit trying cross them 
  roll a Skill test for each Minefield?
  No. Teams also only roll one Skill Test 
  to cross the Minefields safely. However, 
  a Team who successfully removes a 
  Minefield, only removes one, even if they 
  are in several. 
  When a team removes a Minefield or 
  Booby Trap (instead of Moving) using a 
  Mine Clearing Order, is that Minefield 
  or Booby Trap removed right away or 
  at the end of the Movement Step?
  It is removed immediately.
  When a team moves using a Blitz Move 
  movement order, do they still need to 
  take Cross tests and test to see if they 
  got hit by a Minefield or Booby Trap?
  Yes. All the normal movement rules apply 
  while making a Blitz Move. The only 
  difference is that once you’ve finished the 
  Blitz Move, you don’t count as having 
  moved for things that happen afterwards.
  Can I deploy a Unit in a Minefield? If 
  so, what happens?
  Yes you can. Presumably they are dug in 
  with minefields surrounding their posi-
  tion, and the paths through the minefield 
  that they use for supply and other neces-
  sary activities are too difficult to negotiate 
  under fire.
  The Unit is fine as long as it remains in 
  its foxholes. However, if it moves or coun-
  terattacks if assaulted, it will have to test 
  for casualties like any other Unit crossing 
  a Minefield.
  If a Unit deployed in a Minefield, how 
  does it go about clearing it?
  It moves ‘into’ the Minefield (i.e. out of 
  its carefully prepared defences) testing to 
  do so as normal. Then in the next turn 
  (having moved into the Minefield on a 
  previous turn as required by the rules), 
  the Unit Leader issues a Mine Clearing 
  order and the Minefield is removed.
  If I Counterattack against a team in 
  a Minefield or Booby Trap, do I risk 
  getting hit by it?
  Yes, even if the models didn’t move, they 
  are still moving around in a minefield.
  
  8
  US FORCES
  Page 81: 
  An 
  Airmobile 
  81mm 
  Mortar Platoon costs 4 points for 
  4x  81mm mortars, or 2 points for 
  2x 81mm mortars.
  Page 81: A UH-1 Huey from an 
  Airmobile 
  UH-1 
  Huey 
  Aviation 
  Platoon uses the Door Guns rule. This 
  means that the Helicopters machine-
  guns can fire when Landed, but not 
  while the Helicopter is Flying.
  Page 81: An Airmobile UH-1 Huey 
  Aviation Platoon is only a Transport 
  Attachment when purchased as part 
  of a Special Forces Patrol. At all other 
  times it is a separate Unit that can carry 
  any Infantry Unit.
  Page 83: An Airmobile Gunship 
  Aeroweapons Platoon covers both the 
  AH-1 Cobra as shown, and the earlier 
  UH-1 Hog gunships. Both have the 
  same characteristics in the game.
  The Gatling Gunship is armed with a 
  Gatling gun and machine-guns with 
  the stats shown for its Twin MGs.
  Page 87: A Blackhorse M113 ACAV 
  Cavalry Section can replace its .50 cal 
  AA MG with a 40mm grenade launch-
  er for +1 point. This is also an MG, so 
  can fire with the Tank’s other MG.
  Page 87: 
  A 
  Blackhorse 
  M109 
  Artillery Battery has a Halted and 
  Moving ROF of 5 when firing Beehive.
  Page 97: A Tropic Lightning Rifle 
  Company (Mech) may field a Medic 
  Team as part of the Formation.
  Page 98: A Tropic Lightning Rifle 
  Platoon (Mech) replaces its .50 cal AA 
  MG with an M134 minigun, rather 
  than its MG.
  Page 99: A Tropic Lightning M113 
  ACAV Scout Patrol can replace its 
  .50 cal AA MG with a 40mm grenade 
  launcher. This is also an MG, so can 
  fire with the Tank’s other MG.
  Page 101: A Tropic Lightning M113 
  ACAV Cavalry Section can replace its 
  .50 cal AA MG with a 40mm grenade 
  launcher. This is also an MG, so can 
  fire with the Tank’s other MG.
  Page 101: A Tropic Lightning M125 
  Cavalry Support Section costs 3 points 
  for 2x M113 ACAV and 1x M125 
  (81mm), or 2 points for 1x M113 
  ACAV and 1x M125 (81mm).
  Page 107: A Marine M48 Patton 
  Tank Platoon costs 40 points for 5x 
  M48 Patton, 32 points for 4x M48 
  Patton, 24 points for 3x M48 Patton, 
  or 14 points for 2x M48 Patton.
  Page 112: A Riverine River Assault 
  Squadron may field a Medic Team as 
  part of the Formation.
  Page 114: 
  A 
  Riverine 
  81mm 
  Mortar Platoon costs 4 points for 
  4x  81mm mortars, or 2 points for 
  2x 81mm mortars.
  Page 114: A Riverine Assault Support 
  Patrol Boat costs 5 points and has 
  a Tactical speed of 10”/25cm and a 
  Terrain Dash speed of 14”/35cm.
  Page 116: A US Army M42 Duster 
  AA Platoon costs 4 points for 4x M42 
  Duster, or 2 points for 2x M42 Duster.
  Page 118: A US Army Skyraider or 
  Skyhawk Air Support Flight can drop 
  Napalm Bombs. The rule for Napalm 
  Bombs are as follows:
  Infantry, Gun, and Unarmoured Tank 
  teams re-roll successful Saves.
  ARVN FORCES
  Page 129: An M48 Patton Tank 
  Attachment has the Infra-Red (IR) 
  special rule.
  Page 138: A Marine Assault Support 
  Patrol Boat costs 3 points and has 
  a Tactical speed of 10”/25cm and a 
  Terrain Dash speed of 14”/35cm.
  Page 140: A UH-1 Huey from an 
  ARVN UH-1 Huey Transport group 
  uses the Door Guns rule. This means 
  that the Helicopters machine-guns can 
  fire when Landed, but not while the 
  Helicopter is Flying.
  Page 141: An M114 155mm Firebase 
  has a Skill rating of 5+.
  Page 141: 
  An 
  ARVN 
  Skyraider 
  Support Flight can drop Napalm 
  Bombs. The rule for Napalm Bombs 
  are as follows:
  Infantry, Gun, and Unarmoured Tank 
  teams re-roll successful Saves.
  Book and Card Updates
  This section has updates to the ’Nam books and cards.
  
  9
  ANZAC FORCES
  Page 152: An ANZAC Centurion 
  Tank Squadron HQ costs 21 points 
  for 3x Centurion, 14 points for 
  2x Centurion, or 7 points for 
  1x Centurion.
  Page 153: An ANZAC M113 Cavalry 
  Troop HQ costs 3 points for 2x M113 
  with M74 turret and 2x  M113 with 
  T50 turret, 2 points for 2x M113 with 
  M74 turret and 1x M113 with T50 
  turret, or 1 points for 2x M113 with 
  M74 turret.
  Page 154: 
  An 
  ANZAC 
  M113 
  Cavalry Patrol costs 2 points for 2x 
  M113 with T50 turret and 1x M113 
  with M74 turret or 2 points for 2x 
  M113 with M74 turret and 1x M113 
  with T50 turret.
  Page 155: An M113 FSV Fire 
  Support Platoon has a Range of 
  8”/20cm when firing Beehive.
  Page 156: An Mortar Firebase costs 
  9 points for 6x 81mm mortars or 
  3 points for 2x 81mm mortars.
  Page 157: 
  An 
  ANZAC 
  OH-6 
  Loach OP Helicopter has an Aircraft 
  Save of 5+.
  You must field a M108 Artillery Battery, 
  M109 Artillery Battery, M101 105mm 
  Firebase, M114 155mm Firebase, or an 
  ANZAC Mortar Firebase before you 
  may field an ANZAC OH-6 Loach OP 
  Helicopter.
  PAVN FORCES
  Page 164: When fielding PAVN 
  Machine-gun Bunkers, each Team is a 
  separate Independent Team. They do 
  not operate as a Unit.
  Page 165: A PAVN 12.7mm Anti-air 
  Platoon has a Range of 20”/50cm.
  Page 167: A PAVN Special Tasks 
  Company has an Is Hit On rating of 4+.
  A Special Tasks Company may add 
  up to 2 Flame-thrower teams for 
  +2 points each.
  Page 173: A Local Forces 12.7mm 
  Anti-air 
  Platoon 
  has 
  a 
  Range 
  of 20”/50cm.
  Page 178: A PAVN K-3 Ironclad 
  Company 
  has 
  a 
  Counterattack 
  rating of 3+.
  Page 180: A PAVN Front Artillery 
  Company 
  costs 
  12 
  points 
  for 
  6x  130mm guns or 6 points for 
  3x 130mm guns.
  Page 181: You must field a Front 
  Artillery Company, Front Jet-Artillery 
  Company, or a 120mm Mortar 
  Company before you may field a 
  PAVN Front Artillery Observer.
  Page 182: A PAVN 120mm Mortar 
  Company costs 8 points for 6x 120mm 
  mortar nests or 4 points for 3x 120mm 
  mortar nests.
  Page 182: A PAVN 14.5mm Anti-air 
  Company has a Gun Save of 3+.
  MISSIONS
  Page 188: The M60 MG Teams pro-
  vided as part of a Completed Firebase 
  are Independent Teams.
  In addition to the listed rules for 
  Firebase Defences (used in Firebase 
  Assault on page 195), all Units with 
  the Firebase special rule are deployed 
  on table rather than in an off-ta-
  ble Firebase.
  Page 191: In the Contact! Contact! 
  mission, the players win by achieving 
  their 
  victory 
  conditions 
  outlined 
  in Winning the Game on or after 
  their turn six.
  Page 196: In the Hot LZ mission, 
  the players win by achieving their vic-
  tory conditions outlined in Winning 
  the Game on or after their turn six.
  Page 198: In the Upriver mission, 
  when the Nationalist player’s Scattered 
  Reserves arrive, roll for each Unit. On 
  a roll of 1 or 2 the Unit arrives within 
  16”/40cm of the left corner of the table 
  edge chosen by the Nationalist player. 
  On a roll of 3 or 4 the Unit arrives any-
  where along the chosen table edge. On 
  a roll of 5 or 6 the Unit arrives within 
  16”/40cm of the right corner of the 
  chosen table edge.
  Page 199: The Streets mission uses 
  the Triage and Medevac rules.
  For more information about Team Yankee visit
  WWW.NAMMINIATURESGAME.COM
  
SOURCE: textdata/thevault/Osprey System/NAM/NAM - Our Man in Saigon - Questions and Answers on 'NAM - March 2018.pdf