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

Historical Background and Briefing

by Steve Wilson


SKILLS

All troops can be trained with one speciality (skill) before the mission. These are:

MEDIC: As per rules (and see prisoners below).

SMALL ARMS: An additional Fire Bonus if shooting.

COMMS: Expert at using/repairing a radio etc. Allow to freely switch nets each turn, give a bonus when establishing contact etc.

DEMOLITIONS: Takes only 2 turns instead of 3 to set explosives. May give enhanced effect. The umpire may wish to add further possible skills to the above, perhaps RECON or HAND TO HAND COMBAT etc.

INDIVIDUALS

CATALDO is a DOCTOR. This is an enhanced Medic skill.

SIMMONS has COMM CONTROL which allows him to give orders over 2 different nets at the same time.

Only the 2 above individuals may have these special skills.

PRACTICE MAKES PERFECT

Any move or action pre planned and rehearsed prior to the start of the raid (using the mock up) can be achieved more easily during the mission. For example: Explosives prepared before hand to blow up a specific structure will take 1 turn less than normal to set (and may be more effective?).

You may add 2" to your speed to carry out a practised/planned move. You will gain a firing bonus when shooting at a preplanned target (from a preplanned site).

The umpire will listen to any other suggestions (for example, when I ran this scenario the players had a gunship practice 'taking out' the towers without hitting the camp and had the helicopters rehearse the approach route to the LZ. For the actual raid a helicopter crash landed in the middle of the prison with an assault team on board).

Note however that if there is any uncertainty as to if a move was preplanned/practised the bonus will not be given. The umpire may also wish to limit the number of preplanned routines each soldier is capable of.

RADIOS

A soldier must be carrying a radio or be within 2" of a radio operator in order to communicate on the net. Using a radio should usually preclude any other actions for the turn (with Simmons as an exception).

Only one net may be used by a figure per turn (Simmons may use two provided he has access to two radios).

There are three nets -ground forces, helicopters and aircraft.

PRISONERS

Each prisoner figure will represent 10 men. Prisoners once freed will move at 1" a turn. For each raider in base to base contact with a prisoner add one inch (to speed), two inches if a medic and four inches if Cataldo. The maximum movement rate for prisoners six inches. The umpire may wish to adjust this (the Americans believed there were 60 to 70 POWs present) or use a different figure:prisoner scale.

Prisoners will not take an active role in any combat.

MORALE

Your men will always be in perfect morale provided either a player character is with them or they are carrying out a preplanned action (otherwise normal morale rules apply).

EQUIPMENT

Generally speaking, whatever you need for the raid you can have. You decide what you want, check with the umpire and then assign it to a figure. Suggestions for equipment include:

    M60 LMG
    M79 Grenade launcher
    M16 Assault rifle (or CAR15)
    SLR
    SMG
    HMG*(1)
    Shotgun
    Pistol
    2" Mortar*
    Grenades (various types)
    Stretcher
    Explosive charges*(2)
    Claymore
    Acetylene Torch*
    Bolt Cutters
    Wire Cutters w Chain Saw*
    Axes, Crowbar, Machete etc
    Ladders, Ropes etc 49 Camera
    40 Torches
    Miners Lamps
    Goggles
    Fire Extinguishers
    Megaphone
    Ear Protectors
    Industrial Gloves 40 Night Sights
    Strobe Signal Light
    Flares
    Signal Pistol
    Radios*

Each figures equipment should be noted on the roster sheet (see example).

In addition each soldier also has a personal survival kit.

Again the above are only suggestions, the umpire can add items to the list (and I'm sure the players will think of additional items they require). Except in rare cases any reasonable request for equipment should be granted Oust about every U.S. base anywhere was tasked with supplying the raids' needs).

    * = figures equipped with this will count as encumbered.

1 will require a crew of 2, both counting encumbered.

2 a figure may carry up to 4 'units' of explosive (if 4 will count as 'encumbered'). How many 'units' of explosive (and the effects) will be needed for a task should be discussed in the planning stage. The information the umpire gives here need not be 100% accurate (when we played it was decided that 4 units of explosive would demolish a bridge - but during the raid this proved -via a die roll - to be insufficient).

Hopefully the players will be reasonable over exactly how much equipment a figure can sensibly carry. The umpire may have to arbitrate over this. Whether the umpire wishes to include ammunition requirements is up to him. When we played there were three main raiding groups, one to assault the prison, one to give fire support and one to act as security for the LZ. Each of these was equipped accordingly

NOTES

When planning the mission you should account for unexpected events. These could include one or more helicopters not reaching the assigned target, the entire raid being an elaborate ambush etc etc.

THE RAID

With the plan determined and practised (or if planning time has expired!), figures equipped and ready to go the action transfers to the tabletop (and Barbera becomes the actual prison) as the raid hits the LZ!

SET UP

The umpire has 3 maps. Map 1 is the prison and it's immediate area. Map 2 is the overall playing area (including the prison) and Map 3 is the details of the secondary school'.

Roster Sheet

Players should be given a copy of this roster sheet (below) so that they can record equipment, skills etc.

    COL = Colonel
    LTCOL = Lieutenant-Colonel
    CAPT = Captain
    LT = Lieutenant
    MSTSGT = Master Sergeant
    SGT = Sergeant

FIG should be used to record the identity of the figure representing the character, FIRE is the firing bonus the figure has (you may wish to change according to your rules).

TEAM records which team the figure is assigned to (either by leader/player or task).

IMPORTANT!


If you intend to play this
scenario rather than umpire it,
read no further! The following
is for the umpire only!

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


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