Fire in The Lake Strategy Guide v1.3
Fire in The Lake Strategy Guide v1.3
Change History
1. How to use this document
Version 1.0 (Published to BGG 1/19/2015)
2. US (United States)
a. Strategic Principles Version 1.1 (Published to BGG 1/20/2015)
● Added “Pivotal Events” section
b. Basic Tactics ● Populated some “Advanced Tactics”
c. Advanced Tactics ● Added page numbers
d. Primary Objectives Version 1.2 (Published to BGG 2/4/2015)
e. Secondary Objectives ● Added “Strategic Principles”
f. Tertiary Objectives ● Added faction commentary
● Changed document name
3. ARVN (Army of the Republic of Vietnam) ● Reorganized sections
a. Strategic Principles
Version 1.3 (Published to BGG 11/5/2015)
b. Basic Tactics ● Changed US Primary Objective
c. Advanced Tactics “increase support” wording from
“
Requires US Troop(s) + COIN Control” to
d. Primary Objectives “ ”
Requires a US Piece + COIN Control
e. Secondary Objectives ● Corrected odd PDF page breaks
f. Tertiary Objectives
4. VC (Viet Cong)
a. Strategic Principles
b. Basic Tactics
c. Advanced Tactics
d. Primary Objectives
e. Secondary Objectives
f. Tertiary Objectives
5. NVA (North Vietnamese Army)
a. Strategic Principles
b. Basic Tactics
c. Advanced Tactics
d. Primary Objectives
e. Secondary Objectives
f. Tertiary Objectives
6. Pivotal Events
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How to use this document
● Read LefttoRight
● Column headers guide you, and are consistent across all factions
● Merged cells illustrate multiple methods to accomplish an objective (see #1), or they illustrate that a given Operation/Action might influence the
board in multiple ways (see #2 )
● For example, to achieve the ARVN Basic Tactic Reposition Troops”
of “
○ You may… move troops into an adjacent space...
By carrying out... Sweep Op
○ OR ,
You May… redistribute 6 Troops and/or Rangers… By carrying out... Transport Special Activity
○ OR ,
You May… redistribute your Troops and/or Police...
By carrying out...Patrol Op
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US
(United States) Victory =
Support + Available (uncommitted) forces
As the US, you hit hardest in terms of sheer military power, but your win condition requires that you spend a significant portion of your time on rather
passive operations of training and preparing for the pacification step of coup rounds to further your longterm goals. The VC’s goals directly conflict with
your own. ARVN ostensibly support your efforts through training operations of their own, but don’t lose sight of the fact that ARVN ultimately wants to
govern away the support garnered in some (or all) of these spaces. The NVA represent a threat to Saigon and/or to the COIN control you need to Pacify
and win hearts & minds. You must balance your commitment of troops to this conflict with the support for the southern regime.
2population spaces are high priority for all factions, and will therefore become hotly contested. Bases add flexibility to the way COIN
players can respond to threats.
Bases aid in provincial defense
Without bases, troops must sweep/patrol/transport/air lift into spaces. Secondly, police are excluded from many of these maneuvers.
Bases give both COIN players the ability to train 6 ARVN cubes (including police). While the base survives, you’ll be much better able to
rally troops/police to resist incursion.
For the reasons above, US bases in cities seem a bit silly. The only tangible benefits are (a) makes assaults in the city more powerful for
Avoid bases in cities US Troops (but this requires enemies to walk into the situation in the first place), and (b) allow you to train in that city. Weigh the pros &
cons before deciding to use bases in this (relatively) passive manner.
Without Aid, ARVN won’t have the resources you need to Train, Train, and Train again. Oh, and to pacify. And to use their troops in
combined assaults. You get the point. One campaign where you’re short on resources will show you just how impossible it is to get
Victory requires sufficient Aid
things done without sufficient Aid. I don’t know that a magic number exists, but Aid < 20 will certainly begin to cramp your style. And Aid
< 10 (combined with some sabotaged LoCs) will limit COIN options considerably.
Since Air Strikes work against your win condition, each Air Strike in a space that results in loss of support effectively comes at an
Eliminate enemy troops through additional cost of 3 resources (and the requisite time & effort involved in Training) needed to recover that lost support, and
it helps VC’s
Assaults instead of Air Strikes win condition. Use this powerful tool very sparingly. A great part of Air Strike’s value comes from the fact that your opponents must
always consider the fact that you CAN use it, even if you rarely/never do.
Your biggest opportunity to pacify comes during the coup round, but it requires the combination of Troops + Police. Interestingly, this sets
Pair troops with police to aid in up internal tension because you’ll sometimes want your troops clumped together in larger groups for better shock attack capabilities
scoring using Air Lift + Assault. A welltimed patrol is probably the best way to efficiently place troop cubes with police in places you’ll be able to
pacify.
Whenever possible, train Irregulars either with the intent of putting them on the board, or with the intent of flipping used ones back to
Always deploy the max Irregulars inactive. Irregulars pose defensive threats that must be considered by the insurgent players. Without deploying them, you save your
opponents a lot of risk and complexity.
The NVA Special Action “Bombard” can target adjacent spaces that contain 3+ troop cubes (ARVN and/or US), or which contains a
Limit concentrations of troops to
COIN base. While it isn’t the worst thing that can happen, consider the risks vs. rewards when making a space vulnerable to bombard.
those places it’s most meaningful
Note that only troop cubes can be selected for removal by Bombard; special forces and police are immune.
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Basic Tactics You may... By carrying out... Notes & details
(various
Protect Bases ❏ Never leave a base without Troop/Irregular pieces to protect it
movement/train ops)
Protect troops and bases
Protect against Ambushes
❏ Ensure province/city has some level of support, AND
within provinces/cities or from N/A
❏ Ensure province/city contains at least 3 cubes
adjacent provinces/cities
If US Troops begin their turn in the same space as enemy pieces (Space A), you may A ssault + Air Liftand resolve the
Assault + Air Lift + Assault
to attack twice in
Assault in Space A, then interrupt the Assault to Air Lift those Troops into a second location (Space B), then continue the
the same turn with US Troops
Assault in Space B. In effect the same US Troops have struck twice in the same turn.
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Primary Objectives You may... By carrying out... Notes & details
Move pieces to the ❏ Move Troops & Bases back to Available box
Maximize Available forces to
Commitment
(Coup 6.5) &
Available box (remove ❏ Reducing Troops too early limits your ability to increase Support and limit
increase overall score Events
them from the map) enemy activity
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Secondary You may... By carrying Notes & details
Objectives out...
Support ARVN Outnumber NVA/VC units in spaces. Use (see tactics to remove ❏ COIN control is required to Pacify (your primary objective)
movement and/or removal tactics to enemy or reposition ❏ COIN control is only essential to ARVN victory
Promote COIN Control achieve numeric superiority. Troops) ❏ Monitor ARVN total points and act accordingly
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ARVN
(Army of the Republic of Vietnam) Victory =
COIN + Patronage
As the ARVN, your ability to conduct combat pales in comparison to your mobility to move among the cities & LoCs and the versatility of your Ranger
Special Forces to search and destroy enemy units. The US is your COIN compatriot, but their goals simply do not align with your own, and if you spend
the majority of your time assisting US with the eradication of insurgent forces through sweeps & raids, you will likely find yourself outdistanced in the end
as the US pulls away through their training & pacification operations. The NVA work directly against you for control of cities & provinces, and your combat
ability is roughly equal to theirs unless you conduct combat operations in Highland spaces where the defensive ground makes the fight uneven. You can
train and deploy new troops to conflict areas (if they are cities) both rapidly and at very little cost compared to the NVA’s level of effort to achieve the same
ends, but provinces pose a much more difficult challenge since you must redeploy away from these areas during coup rounds. You require more than 50
points to win and if you manage to hold only the cities
then you’re 14 points closer to victory. Perhaps you can manage to leech the US of 30+ Patronage
so you can get away with only becoming involved in wrestling for three or four provinces?
Removing insurgents can be helpful, and when things approach a breaking point, but at each point in the game where you’re put to
Increase patronage as a top priority a decision of “remove insurgents” or “increase patronage”, give serious consideration to increasing patronage. You’ll need upwards
of 30 patronage to attain your win condition.
Yes they’re your rivals, but you only need to outnumber them. Carefully consider the extent to which you want to engage them,
Consider how much of an enemy you
because your troops are tactically weaker than the US and much less able to inflict losses due to the severe limitations on the
must make of insurgents
Transport special activity.
Aid gives you resources, and without these your campaign will likely falter. Additionally, you require Aid if you intend to Govern
Maximize Aid
(since govern converts Aid to Patronage).
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Basic Tactics You may... By carrying out... Notes & details
Move Troops into an adjacent ❏ May first move onto a Guerrillafree LoC, then continue into a Province
Sweep
Op
space or City
may
❏ Destination(s) be provinces if they are adjacent to the LoC
Redistribute 6 Troops and/or
network
Rangers from a single space into
Reposition Troops
Transport
Special Activity ❏ May combine with other Ops to create opportunities that were
16 “destination” spaces
previously impossible
following the LoC network
❏ Path traveled cannot contain guerrilla units
Redistribute your Troops and/or ❏ Pieces must end their moves on Cities/LoCs
Patrol
Op
Police among Cities/LoCs ❏ Pieces must stop in spaces with Insurgent pieces
❏ Active Guerrillas can attack troops, but not without an element of risk
Activate Guerrillas
Sweep
Op on the part of the insurgent player (see “attack” rule 3.3.3)
❏ Active Guerrillas are vulnerable to Assaults
(various movement/train
Protect Bases ❏ Never leave a base with fewer than 2 other pieces
ops)
If ARVN Troops begin their turn in the same space as enemy pieces (Space A), you may A ssault + Transport and resolve
Assault + Transport + Assault
to attack twice in
the Assault in Space A, then interrupt the Assault to Transport those Troops into a second location (Space B), then continue
the same turn with ARVN Troops
the Assault in Space B. In effect the same ARVN Troops have struck twice in the same turn.
Train + Transport
to immediately redeploy
Normally you can only place newlytrained pieces on bases or cities. This combination allows you to respond to an
newlyplaced pieces to provincial or contested
immediate threat in a province (or NVAcontrolled space) by immediately moving your newlyplaced pieces there.
areas
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Primary Objectives You may... By carrying out... Notes & details
❏ ...in nonCOINcontrolled spaces ❏ Rangers may move to an adjacent space as part of this action, but
to take them over and increase Remove pieces (including they may not utilize LoCs to increase the distance traveled.
your score inactive Guerrillas) using Raid
Special Activity ❏ Multiple Rangers may move into the selected space, but only 1
❏ ...in COINcontrolled spaces to Rangers Ranger per space may be Activated to remove enemy units.
subdue resistance and maintain ❏ Can remove up to 2 enemy pieces; bases last.
score
Activate & Assault Guerrillas ❏ Activates Guerrillas equal to cubes on each LoC, and free Assault on
Patrol
Op
on LoCs 1 LoC
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Tertiary Objectives You may... By carrying out... Notes & details
Place bases in provinces where Replace 3 cubes with a base ❏ Recommend provinces only because bases only benefit cities by
Train
Op
troops are needed after coups after training in a province increasing its total ARVN piece count
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VC
(Viet Cong) Victory =
Opposition + Bases
As the VC, you represent a highly resilient and adaptable force who can achieve major goals without needing large numbers of massed personnel. On
average, COIN requires a twostep approach to remove your pieces (Sweep + Assault), and in the event COIN forces manage to eliminate you from a
space, you are still able to Rally there as long as the space is not in support. It only takes a single guerrilla to make major leaps toward victory through a
Terror op, and (potentially) again later during the Agitation phase of the next coup round if COIN doesn’t gain control of that space. The US competes with
you directly since they seek to garner support, and their air strikeswhile powerfulwork against them unless the space is already in full opposition. The
NVA takes a sometimes ambivalent, sometimes aggressive stance toward you. They’re able to steal your base and undermine opposition using their
powerful infiltrate special action. The ARVN potentially have the least to gain by opposing you since they only seek to keep some spaces in support in
order to leech Patronage from the US.
Top priority to the VC is the ability to influence opposition & bases, and the key to that is producing guerrillas. Don’t let your
Maximize your presence on the board by
numbers dwindle, and buffer spaces that contain bases with a few extra guerrillas. Subverting will either remove 2 ARVN cubes, or
continually rallying, protecting bases,
remove 1 cube + place a face down guerrilla; you almost cannot go wrong with thisunless it makes more sense to do some
and subverting vulnerable ARVN cubes
ambushing..
This is one of your most potent weapons against the US. Since the US can only add 10 more troops to the board during the
commitment phase of a coup (and only if they do not reposition any troops already on the ground), 3 troops removed represent a
Ambush
permanent decrease in US forces even though they don’t necessarily make it to the “out of play” box. Additionally, each ambushed
piece means 3 Aid during the upcoming Coup round, which will limit COIN operations during the following campaign.
Jungles and Highlands represent places where you can dig in versus ground forces due to increased difficulty to expose & engage
Terrorize high population spaces with troops. But as long as a space is not in support, you can rally in very flexible ways to begin operations on new fronts at any
time.
It only takes a single guerrilla to commence Terror ops and push Agitation during a coup round. Even if you take heavy losses,
Small numbers can have large impact don’t become demoralized or discount your chances. COIN will find it very difficult to move around and train/pacify while they’re
scrambling to eliminate your men using Air Strikes, and they’re required to use 2step elimination process (Sweep + Assault).
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Basic Tactics You may... By carrying Notes & details
out...
❏ Marching into spaces with support may activate guerrillas (see 3.3.2)
Move Troops into adjacent
Reposition Troops
March
Op ❏ Marching into spaces with support will deter US Air Strikes
spaces
❏ LoCs are free
❏ Bases greatly improve guerrilla unit creation and are part of your win condition
Add Guerrillas and/or Bases ❏ Prioritize Highland spaces because they are much more difficult for COIN to remove
to spaces without any level
Rally
Op your units
of support ❏ Consider rallying in cities when possible. NonCOIN controlled cities automatically
Add forces to the board
sabotage all adjacent LoCs during Coup rounds.
Inactivate Guerrillas to
❏ Inactive Guerrillas can only be removed by Special Forces (Rangers/Irregulars)
protect themselves and
Rally
Op
❏ Active Guerrillas are vulnerable to Assaults
nearby bases
Protect troops and bases
❏ Never leave a base with fewer than 2 other pieces to protect from Special Forces
(movement/rally/subvert
Protect Bases ❏ Consider protecting important bases (Highland bases?) with 6 Guerrillas to protect
to add Guerrillas)
against Air Strikes
Terror + Tax
to remove the support caused by
By executing this combination, you remove the support that taxation generates while pocketing a potentially large net profit.
taxation
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Primary You may... By carrying out... Notes & details
Objectives
Activate inactive ❏ Contributes to your win condition
Increase opposition Guerrillas to shift spaces Terror
Op ❏ Focus on highpopulation areas due to greater score
toward opposition ❏ Terror tokens make Pacification more expensive
❏ Bases greatly improve guerrilla unit creation and are part of your win condition
Add Guerrillas and/or ❏ Prioritize Highland spaces because they are much more difficult for COIN to remove
Bases to spaces without
Rally
Op your units
Increase your presence
any level of support ❏ Consider rallying in cities when possible. NonCOIN controlled cities automatically
on the board by adding
sabotage all adjacent LoCs during Coup rounds.
Guerrillas and Bases
Replace ARVN pieces
Subvert
Special Activity ❏ Also reduces ARVN patronage
with your own pieces
Temporarily sacrifice points & ❏ Taxing LoCs remove the “con” of promoting support
Increase funds expose a guerrilla to generate Tax
Special Activity ❏ Consider combining with Terror to reduce support wherever you increased
income it
March
Op
Place at least one guerrilla in ❏ Only one guerrilla is required to agitate during the coup.
Position guerrillas to
locations
without COIN control ❏ Guerrillas do not need to be inactive to agitate.
Agitate during the next Rally
Op
where you’ll benefit from a shift ❏ Your opponent might perceive one guerrilla as “not worth it to sweep &
coup round
toward opposition eliminate”, which only helps you
Subvert
Special Activity
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NVA
(North Vietnamese Army) Victory =
NVA + Bases
As the NVA, your primary mission is control of South Vietnam’s population through superior military strength. Your conventional combat ability combined
with your numbers make you capable of going toetotoe with COIN, and terrain has no impact to your combat capability (COIN doesn’t have this luxury).
You also have capable guerrilla units at your disposal for other operations such as establishing bases and ambushing COIN. The ARVN directly oppose
you in the south, and Saigon itself is a tempting gem that alone represents ⅓ of your victory condition. Cultivate the Ho Chi Minh trail to maximize your
campaign options. Target highpopulation provinces to maximize your efforts toward your goal. The VC work with you to disrupt and threaten COIN, but
you’re a major threat to the VC!
the fact is The moment you decide VC has become a threat, you can replace their bases with your own. Saves you a lot
of work...
As long as troops/guerrillas ended their previous March move in Laos or Cambodia, then the Marching troops/guerrillas may
Utilize the Laos/Cambodia “highway” continue to March into subsequent destination(s) (see 3.3.2 for details) paying full price1 resourceper province on the travel
path.
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Basic Tactics You may... By carrying out... Notes & details
❏ Marching into spaces with support may activate guerrillas (see 3.3.2)
Move Troops into adjacent
Reposition Troops
March
Op ❏ Marching into spaces with support will deter US Air Strikes
spaces
❏ LoCs are free
❏ Bases enable troop deployment and are part of your win condition
❏ Bases in Laos/Cambodia are less appealing for COIN to move against due to
Add Guerrillas and/or Bases to
risk of removal during Coup
spaces without any level of
Rally
Op
❏ Inactive Guerrillas defend bases, and may be replaced by Troops during
support
Infiltrate
❏ Highland spaces are much more difficult for COIN to remove your units
Add forces to the board
Add troops to spaces and/or
❏ Requires a Base
replace your guerrillas with
❏ Strong Trail value improves Troop placement
troops
Infiltrate
Special Activity
❏ Must target a space with a Base adjacent to 3+ NVA troops which also contains
Remove enemy troops in either
3+ enemy Troops o n enemy base
r a
Bombard
Special Activity
adjacent spaces ❏ Only removes Troops. Cannot remove Bases, Police, or Special Forces
(Rangers/Irregulars)
March + Infiltrate
to replace VC bases with your By executing a
March + Infiltrate
, you can move troops/guerrillas into a VC space to outnumber them, and then replace their
own base with your own.
This is mentioned above in the tactics, but worth mentioning again. VC bases can be replaced with your own via infiltrate no
Replace VC base with yours
matter how many VC guerrillas may appear on that space as long as you have more pieces than VC has.
15
Primary You may... By carrying out... Notes & details
Objectives
Move pieces into spaces to ❏ Prioritize highpopulation areas
achieve numeric superiority ❏ Prioritize Highland spaces, they are much more difficult for COIN to
(see removal and
NVA Control in populated areas remove your units
reposition tactics above)
Remove enemy pieces to ❏ Important Note: VC pieces work against your total here. You must
achieve numeric superiority outnumber all nonNVA pieces.
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Tertiary Objectives You may... By carrying out... Notes & details
Protect Laos/Cambodia spaces Avoid allowing COIN control in (see reposition and ❏ During the Coup, a COINcontrolled space will cause the Trail to
to avoid Trail degradation any Laos/Cambodia spaces removal tactics above) degrade by 1, reducing your longterm mobility and income
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Pivotal Events
All of these general suggestions for timing the play of these Pivotal Events are, of course, subject to the circumstances when they are playable. Often the one playing
the Pivotal Event would prefer (not always) to have their nominal "ally" Eligible to follow up with an Op + SA (especially true if a 2player game). Sometimes you have to
play the Pivotal Event under less than ideal circumstances because the 1st Eligible can play a "killer" Event that you need to bury with that Pivotal Event Card. And as
noted, whatever Capabilities are in play can affect what the "optimum" moment is and even whether it's advisable to play the Pivotal Event at all.
Linebacker II (US Pivotal Event) :The US usually waits for the NVA Faction to play Easter Offensive (EO), and then drops Linebacker II on them when the "steam"
starts to go out of EO, as well as when the NVA has at least 10 Resources. In other words, the US play Linebacker II to essentially cripple the NVA Faction once and
for all. As the US can't "trump" any other Pivotal Event, it's rare that Linebacker II will be played first and is often played last.
The Tet Offensive (VC Pivotal Event) :Play of The Tet Offensive (TTO), by far the most "chaotic" of the Pivotal Events, should be timed by the VC player for when VC
Underground Guerrillas are in good position to make the initial Terror phase effective by increasing Opposition or more likely putting a huge dent in US Support. In
terms of placement of the 6 VC pieces (preferably VC Guerrillas) in Cities, I usually put them all in 1 City to assure an "automatic" win in the Attack, and preferably in a
City which has Support which will leave the US unable to later conduct Air Strikes without suffering Support losses. Also, if the VC can get to play shaded APC, they
can conduct, in essence, 2 TTOs. But the VC player must also be prepared for "retaliation" by the COIN forces to take out all those now Activated VC Guerrillas. It gets
even worse if unshaded Cadres is in play which may cause a VC player to hesitate playing TTO at all.
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