Hue is a tactical-level wargame simulating the Battle of Hue during the 1968 Tet Offensive of the Vietnam War. Originally published by Simulations Design Corporation in 1973 as “Battle for Hue” (a pull-out game in Conflict #6), it was reissued by Mayfair Games in 1982 as a boxed set with a new map and revised rules. One player commands the North Vietnamese/Viet Cong forces that captured the city, while the other player controls American and South Vietnamese forces attempting to retake it through fierce urban combat.
Components
1 Game map (city of Hue with urban terrain)
Unit counters (NVA/VC and US/ARVN forces)
Combat Results Table (CRT)
Terrain effects chart
Turn track
Die/dice
Rules booklet
Setup
Lay out the map of Hue.
The NVA/VC player places forces in defensive positions throughout the city as specified by the scenario.
The US/ARVN player places forces at designated entry points and any initial positions.
Set the turn track to turn 1.
Turn Structure
Each game turn consists of:
NVA/VC Phase — Move and attack with communist forces.
US/ARVN Phase — Move and attack with allied forces.
Supply/Reinforcement Phase — Check supply and bring in reinforcements.
Street fighting, building-to-building combat, and strongpoint assaults are modeled.
Fire Support
The US/ARVN player may have access to artillery and air support.
Fire support is limited by rules of engagement and the risk of civilian casualties.
Scoring / Victory Conditions
The US/ARVN player wins by recapturing key areas of Hue within the allotted number of turns.
The NVA/VC player wins by holding significant portions of the city.
Victory points may be awarded for controlling key buildings, the Imperial Citadel, and other strategic locations.
Special Rules & Edge Cases
Urban warfare: The game specifically models the challenges of fighting in a dense urban environment, including limited lines of sight and close-range combat.
Imperial Citadel: The historic Citadel of Hue is a key objective with special defensive properties.
Rules of engagement: Fire support restrictions reflect the historical concern about damaging the ancient city.
Historical accuracy: Designed only five years after the actual battle, praised for accurately simulating the fierce street fighting.
Civilian presence: The urban setting introduces considerations not present in open-terrain wargames.