The Son Tay Prison Raid
North Vietnam, 21st November, 1970

Historical Background and Briefing

by Steve Wilson


T his scenario requires one umpire and three to eight players (more could be accommodated, less may unduly slow the game down and perhaps lose some of the 'flavour'). The umpires role is crucial, not only does he arbitrate over what occurs but he also controls the NVA once the raid is started. He performs a similar function in this scenario to a 'Games Master' in a role playing game. The umpire will need to spend a little time preparing the scenario.

Please note that what follows is more of a guide than hard instructions. Umpires are encouraged to use their own initiative and adapt this scenario to suit their own players, style, rules etc. The games is based on the actual raid but may not mirror it exactly (for example the size has been 'cut down' for playability with the raiding group reduced from 56 men to 28). Umpires may wish to further modify it, using it as a starting point for their own scenario (more of this anon).

The game is played in 2 parts. The first section consists of the players planning the raid, gathering equipment, assigning tasks and briefing the umpire on their plan. The second is the more 'conventional' tabletop wargame where the raid is resolved. As such the game should provide something rather different from normal and gives the 'planners' rather than the 'figure movers' a chance to shine. When we played this scenario it took about 2 1/2 hours, split fairly evenly between planning and execution (how you split the time and if you wish to impose a limit is up to you). It really depends on your style of play (and how much time you have available) whether you wish to play this scenario 'against the clock'. We play in a pub and I ruled that the raid had to be heading home before last orders (which did generate a certain amount of time pressure!).

SET UP

The umpire should set up the prison camp (see below) and the immediate surrounding area (only) on the wargames table. The players may examine this to their hearts content whilst planning the mission. This will form the centrepiece of the tabletop action once the raid commences.

THE BRIEFING

To speed things along this should be made available to all players.

In 1970 the U.S. was winding down its war in Vietnam. Opinions on the war had divided the nation, but the Americans were united on one thing, -the fate of their POWs held in North Vietnam. You gentlemen are going to plan and execute a rescue mission on Son Tay Prison Camp and 'bring the boys home'. Son Tay is situated only 23 miles from Hanoi.

THE PLAN

On the night of 21 November your helicopters will take off from Thailand, fly across Laos and follow the Song Con river deep into North Vietnam. You will make a combat assault against Son Tay prison and rescue the 30 American airmen held there.

Your helicopters will be accompanied by C130 aircraft which can act as tankers.

Upon reaching the target the C130s will drop flares over the prison and 'firefight simulators' to the east and south. Simultaneously the navy will launch diversionary airstrikes against Hanoi (flares only, the President Nixon bombing ban remains in place) and conduct MIGCAP and SAM suppression missions.

The details of the ground assault are for you to plan. This should include:

The equipment used, each groups various tasks, the route taken by the helicopters across the table to their LZ (and the location(s) of the LZs) etc.

INTELLIGENCE

Son Tay is believed to hold 30 American prisoners. Their state of health is unknown, but it would be surprising if they were not suffering from malnutrition and disease.

Guards are estimated to number between 20 and 40. These are low quality NVA. The nearest other enemy forces are the Son Tay artillery school 30 minutes drive to the north (approx. 15 turns) and the 12th infantry regiment 40 minutes to the south (approx. 20 turns).

The CIA have built a replica of the prison (codenamed Barbera) from aerial photos. Here you can practice and plan (note allow players to measure distance, work out fire probabilities etc. to their hearts content whilst the planning is going on. Once the raid starts then it's a different story).

FORCES

You have 28 Green Berets, all tough veterans. They have been drawn from several special units. They are the elite of America's elite. The leaders are:

Colonel 'Bull' Simmons has special forces experience stretching back to WW2. Arguably the greatest special forces leader of his day.

Lt Colonel 'Bud' Sydnor is the 2 i/c. He also has a wealth of combat experience with 'ice water in his veins'.

Captain 'Dick' Meadows is a born soldier. As a special forces sergeant he captured a NVA artillery battery in Laos and received a battlefield commission (the first of the war).

Lt Colonel 'Doc' Cataldo is the Green Berets chief surgeon. Although old for combat he has volunteered for this and is highly competent.

AIR SUPPORT

Helicopters -as many as required to transport the raid and extract it (together with all the prisoners). One may be configured as a gunship.

C130s, enough to refuel the helicopters and provide illumination (flares) during the raid.

In addition to your helicopters and C130s you have the following direct support:

    5 A1 tasked for ground attack. 18 F4 tasked for MIGCAP.
    5 F105 tasked for SAM suppression and to act as decoys ('Wild Weasels').

Notes - the umpire may need to impose some sort of limit on the total number of helicopters. I allowed the players the minimum with one 'spare'.

The C130s were 'factored in'. For flare support I allowed a pass over the table every other turn during which 4 flares could be dropped (in a straight line at pre determined intervals). The flares illuminated for a random number of turns (1-3). After 4 such passes all flares were expended. These flare runs can either be preplanned or directed during the mission over the net.

The Son Tay Prison Raid North Vietnam, 21st November, 1970


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