After a late email crossing last night, I found enough interest to play another Vietnam game today in the morning with our favourite rules Charlie Don't Surf. As a new player was to be introduced to the game and some of the other gamers have been in the dry dock for several months, I decided to play a simple scenario to refresh the game mechanics, only involving infantry. Browsing Surf's Up (CDS's companion book), I found scenario #7 "County Fair" interesting enough, on top of not having played it yet.
The context is 1967, the operations leading to win the minds and hearts of the population living in areas suspected to be controlled by the Vietcong. The Free World Forces mission is to secure militarily the hamlet of Rang Dong, only to be followed by a civic group with food and medicine supplies.
The map above shows the area of operations. A former French rubber plantation in the north east side, including two colonial brick buildings; typical local hooches are scattered around the rice paddies, at the edge of a thick jungle area.
The FWF comprised two US infantry platoons reinforced with one ARVN regular platoon of three rifle squads and a weapons section. The primary objective is to clean Rang Dong of suspected VC elements (20 points) and avoid any civil casualties (10 points). Given the nature of the mission no artillery or aerial support would be available except in the most dire conditions.
Gaming table from the south |
Within the area, the Communist player deploys one VC regular platoon and one local security force (2 squads ranked as "obsolete rifles"). Their primary objective is to ambush the FWF at least twice (20 points) and to leave through their tactical edge with at least 75% of its initial forces (10 points).
The map shows the VC deployment at the start of the game, initially in hidden blinds. The blinds on the left are a dummy blind (with the letter "D") and the main regular VC platoon; those on the right are another dummy and the local security detachment. The tactical edge is on the south and the yellow arrow marks the entry point of the FWF (unknown to the Communist player).
The peaceful dwellers of Rang Dong ...before a rain of lead falls on them |
We saw action very early in the game as the FWF deployed in the western edge of the table. They had four blinds, one for each platoon and the remaining a dummy (recon force for those not familiar with the TooFatLardies systems).
FWF advancing cautiously |
Ambush!! |
First game moves |
The rest of the game saw the FWF crossing the line of rice paddies and sweeping the table from West to East. However the VC player was not yet defeated despite loosing one of its platoons (abandoning the table broken through that edge with heavy casualties).
The remaining platoon hide in the jungle on the south using a Di Di Mau card and waited patiently for one of the FWF units to move close enough to trigger a second ambush ...
Ambush!!! |
... while placing the dummy blind inside one of the colonial brick buildings to at least slow down the advance of the FWF in the center of the table. A US platoon was duly caught in a second ambush, after which the VC unit moved quickly through oits tactical edge, ending the game.
Military victory for the FWF player: 30 points (Rang Dong secured + no civil casualties) vs 20 points for the Communist player (ambushed twice the FWF forces); the VC forces leaving the table were less than 75% of the total initial force.
Political victory: another clear win for the FWF. The broken VC platoon leaving the table next to the tactical edge left their dead comrades on the field and in addition another 4 were captured by the US forces patrolling the flanks. At the end of the game the US platoon had received 4 kills vs more than 15 killed or captured of the VC units.
As mentioned above, in my view the VC charge early in the game was a risky move and tipped the game in favour of the FWF player; however the Communits player argued in the after game briefing that running in the open field was like playing sitting ducks (considering the higher firepower of the enemy), and therefore it was better to try striking and causing the maxium harm to the US.
Overall a very enjoyable game for all parties involved, comnplex free from the point of view of the rules (no helicopters, no artillery and no armour) but challenging enough as shown today.
Gorgeous looking table and a very engrossing (and well written) bat rep. Thanks.
ReplyDeleteVery nice! I appreciate the write up as well. Thanks again.
ReplyDeleteI agree with the above comments as well. Super looking game and set up.
ReplyDeleteAwesome write up and great looking table.
ReplyDeleteThanks for the comments, I really appreciate. I do my best considering that I'm not an English native speaker; actually one of the reasons to do this blog was practising my written English and it seems to be working so far, at least in the light of your comments today
ReplyDeleteVery nice AAR. I like a lot your tables; they are wonderful!
ReplyDeleteGreate AAR, very nice pictures !
ReplyDeletebest regards Michael
Charlie's mistake wasn't the human wave... it was setting up the ambush with no covered retreat route
ReplyDelete