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Nam 1/200th Wargame Rules

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TITLE:  Nam: 1/200th Wargames RulesNam 200 Cover

AUTHOR: Mark R. Heel

PUBLISHER: Partizan Press

PUBLICATION DATE: 1989

WEB SITE/SUPPORT FORUM: None

PRICE (with date): £4.00 (in 1991 !)

REVIEWED BY: Mark “Extra Crispy” Severin

PERIOD COVERED: The Vietnam War

THE BOOK: Nam is an old school pamphlet, running a scant 16 pages. Simple card stock cover, B&W interior, with simple line drawings. It includes a tactical rule set, operational game, as well as basic troop information for the US and VC. No allies or NVA are listed. A small QRS is included as well.

SCOPE: Nam is aimed at company level fights and focuses on units not individuals. Includes a hex based campaign style system as well.

ARMY SIZE: It recommends a US platoon or NVA/VC company at minimum.

BASE UNIT: Units are platoons and companies with individual stands representing fireteams.

GAME SCALES:

  • Ground Scale: 1mm = 1 meter
  • Time scale 1 turn = not stated, probably a few minutes at most.
  • Figure/Base Ratio 1:1
  • Recommended Figure Size: 1/200 or smaller
  • Table Size: None stated.
  • Game Length: Not known. Self described as “fast play.”

BASING SIZES: Infantry fireteams should be based on 2cm diameter bases.

TURN SEQUENCE:

  1. Reaction: Essentially a morale phase, units that took casualties check to see if they retreat or carry on.
  2. Support: Artillery, mortar and aircraft fire is resolved.
  3. Movement (Terrain appears to only affect AFVs)
  4. Spotting: Roll to spot enemy units.
  5. Firing

GAME MECHANICS:

The game mechanics are what might today be called “rudimentary.”

Reaction: Units that take casualties check Reaction. A d6 is rolled and modified for casualties, being bombarded, lost bunkers, etc. If the result is above 0, the unit carries on. If below zero it may refuse to advance, but may still fire. If it rolls horribly, it will rout off the table/surrender.

Support: Artillery and air strikes are resolved. Accuracy is first checked on a d6. On a 5 or 6 the strike is on target. Repeat fires get a positive modifier. All stands and buildings under the area of effect are then diced for. A d6 is rolled and the target is destroyed based on the type of bombardment and the die roll. AFVs are destroyed by mortars on a 6, for example, but on a 5 by bombs.

Movement: A short table of movement rates is given. Terrain affects vehicles at 50%. Mount/dismount cost 50% and heavy weapons require a full turn to set up before firing.

Spotting: To spot the enemy, roll a d6 modified for terrain, moving, firing etc. The result is checked on the Spotting table which depends on type of spotter and range. Only spotted units may be targeted for bombardment or firing.

Fire Combat: Each firing stand rolls a d6 to score a hit. If successful, a d6 is rolled to check for damage. Depending on the Firing weapon and situation of the target, you must roll equal to or greater than the target number to destroy the target. For example, an HMG firing at infantry not in a bunker will destory the target on a roll of 3+

Operational Game: The Operations Game (consisting of a brief 2 pages) calls for movement of units on a hex map, with combat being resolved using the ministures rules.

ARMY LISTS/SCENARIOS:

Rudimentary lists for the US and VC are included. ARVN and ANZAC are simply US troops without differentiation. No NVA lists are included.

REVIEWER’S COMMENTS:

Well, the rules themselves occupy a very scant 8 pages, including the introduction and outline of troop formations. Frankly, the rules are entirely contained on the QRS!

PLAYER’S COMMENTS:

Not played.

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