‘NAM Nationalist Forces – Part 4 Nationalist Support Units

by NDNG-Dane and Tom Burgess

Welcome back Comrades,
PAY ATTENTION TO YOUR BRIEFING

We have gone over the glorious and patriotic formations that we will use to vanquish the imperialist and their lackeys in South Vietnam. As strong as these formations are, they cannot succeed alone. They need support. Today’s briefing will explain what support units are available to our formations as they drive the dogs from the South.

We have gone over the glorious and patriotic formations that we will use to vanquish the imperialist and their lackeys in South Vietnam. As strong as these formations are, they cannot succeed alone. They need support. Today’s briefing will explain what support units are available to our formations as they drive the dogs from the South.

The PAVN included two “Jet Artillery” rocket regiments, the 368B and the 84A, each with three battalions. These made ideal artillery support for Guerilla forces because they were easily transported by manpower, required little setup, and could be evacuated quickly after firing. Perfect for forces operating in support of guerrilla warfare. The PAVN actually employed 107mm, 122mm, and 140mm rockets, but ‘Nam lumps these all together as 122mm rockets known as “DKZ-B rockets” to PAVN forces.

In game terms, the 122mm rockets are slightly cheaper than the PAVN 130mm gun units. They cost two points for three tubes or four points for six tubes. At AT 2 FB 4+, these rockets will be much less useful than the 1300mm guns against free World armored units and dug-in infantry. Note that the PAVN player can only take 130mm guns or 122mm “Jet Artillery” units, not both.

If the PAVN players take a 122mm “Jet Artillery” rocket or 130mm gun unit, then he may also take a Front Artillery Observer for 1 point. Being that ‘Nam does not give a range in bonus to observers when attempting to range in artillery, I’m not sure why you’d bother to get an observer that is so easily isolated and targeted. In both units, a 5+ will be required to range in and that will normally be a “6” in a suitably trained Vietnam battlefield. It would seem anything other the pregame ranged in targets will be difficult to achieve. Curiously, the Front Forward Observe is not an option when taking PAVN medium or heavy mortar units and 82mm Recoilless Rifles.

The 82mm Recoilless Gun Company is an excellent dual-purpose support unit for your PAVN formations. It is also available as formation unit in the Special task Battalion. At four points for three tubes or eight points for six tubes. This unit can be a big threat to Free World light tanks and APCs with an AT 14, FP 3+, 20″ range and HEAT. The unit also has the ability to bombard with a 48″ range, AT 2 and FP 4+. ‘Nam gives them a 3+ save which will also make them very resilient.

The last bombardment support option for the PAV in ‘Nam is the 120mm divisional mortars. These cost two points for three tubes and four points for six tubes. The AT 2 FP 3+ is sufficient enough and the 3+ save will keep them in the game longer. Much cheaper than the 82mm Recoilless Rifles, they will be of little help against any Free World armor. This unit does have the “Save Haven” rule which allows it to be deployed off-board. This is a useful option as I’ve often found that the large bases of the 120mm mortars make this unit hard to place on the board without being at risk to Free World attacks. This can also same the PAVN player some modeling time and costs.

Two help counter Free World air threats, PAVN support included the 14.5mm Anti-air Company and the 37mm AA Company. One of these can be taken, not both. The 14.5mm AA Company cost three points for three guns or six points for six guns. These have the Guerilla Fighters rule so can deploy in locations that surprise your Free Wold opponents. They only have a 4+ save though and the large bases will make these guns much more vulnerable than the 12.7mm AA MG units. The 14.7mm AA guns have a 20″ range, AT 5, and FP of 5+.

The other AA support option for the PAVN is the heavy 37mm AA Company. These are more expensive at four points for three guns or eight points for six guns. These also have a 3+ save and the Nest special rule. So they will be much more survivable than 14.5mm AA Company but they will also give up a Battle Point for each gun/nest lost. I find that Political Victories are usually how I win as a PAVN player, so I’m a bit loath to taking anything that potentially gives the Free World player easy Battle Points. I’m a bit surprised that these have the Guerilla Fighter rule as they are immobile. The models for these appear to be the same 37mm AA Soviet WW2 unit including the same crew figures. That’s a bit disappoints and I think I’ll just stick with the 14.5mm AA guns with appropriate PAVN crews that I already have.

The last support element that PAVN player can get is the Local Resistance teams. One to six of these can be taken at 2 points each. Note the PAVN must have at least one PAVN Infantry, Local Forces Infantry, or Special Task Battalion to fields these. So a force with only “Ironclad” formations (K-1, K-2, or K-3) would not be able to take these. These have the “Daily Business” special rule that gives random movement rates from 2″ to 6″. They have “Questioned” rule which allows a Free World leader team within 4″ of a “Local Resistance” team to issue a Movement order that destroys the “Local Resistance” Team on a 5+ roll. They also are amphibious which will let you continue to use those sampan models.

The only benefit I see that these teams is “Smuggle.” This allows a “Local Resistance” team to move an objective 8″ to the team’s location in the Ambush Step. This only occurs on a roll of a 4+, and if successful, the team is destroyed. It’s not clear if a chain of “Local Resistance” teams would be able to potentially move objective multiple iterations of 8″. If so that could be quite powerful, assuming the teams can manage to remain undiscovered with those 5+ questioning rolls and keep making their 4+ Smuggle rolls. I’m not sure a single move of 8″ would be worth the two or for points. I kind of feel that, if you are going to want to take any Local Resistance” teams that you’re going to want to take all six allowed.

So there you have it all Vietnam communist force options covered in four articles.  These forces are very challenging, fun, and interesting to play.  If you want to get ‘Nam gaming in your area but you’ve not considered running the forces from the North, you might want to give them a try and see what kind of interest you can build in your local gaming group.

NAM Nationalist Forces – Part 1 The PAVN Battalion & Special Rules

 

NAM Nationalist Forces – Part 2 The Local Force and Special Task Battalions

 

NAM Nationalist Forces – Part 3 PAVN Armored Forces

3 thoughts on “‘NAM Nationalist Forces – Part 4 Nationalist Support Units”

  1. Great overview guys. The Local Resistance teams can also act as observers (see their keywords), which is another benefit that is sometimes overlooked. Situational, but often a good use for them.

    1. I have no idea how I missed that….but yes as observers they can be very useful.

  2. That makes those resistance teams much more usefull than I thought on first sight.

    Thanks

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