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

Historical Background and Briefing

by Steve Wilson


IMPORTANT!


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

Initially the umpire should have set up the table as per Map 1. This represents both the actual prison area and the CIA mock up. It is important to note that when the umpire sets up the table at the start he should leave free areas to the north, east and especially the south (blank tablespace - if the players ask about this tell them its 'typical terrain' - paddies, a few hooches etc). Ideally if you can set up a table (as per Map 1) and then add additional tables to the playing area as the raid unfolds (according to Map 2.) Alternatively set up the table in this 'style' and then change it as the game progresses.

Please note that the maps are an abstraction of the actual terrain. There should be no problems if you wish to further modify them according to what terrain you have available

RUNNING THE GAME

The following gives details of what I did. I imagine that everyone has an individual style and will want to approach this game in a different way so treat the following as suggestions to use, modify or ignore - whatever works best for you.

Before the game assign the NVA defenders to locations. I used the simple system of putting 5-10 in each building, 2 in each trench section, bunker or tower and a 3 man patrol at the southern bridge (the pillbox I had as empty - but the Americans of course didn't know this). For playability I 'deemed' each figure to be equipped with AK 47s. You may want to be more detailed (perhaps a LMG in some of the bunkers?) but don't overdo it, remember you're going to be controlling all the NVA an you'll want to keep the game moving. In terms of total numbers I think it really depends what rules you are using and how difficult you want to make things for the players. Between 20-40 (approx. 60 in the actual raid) for the prison area should be about right.

Unknown to the Americans the secondary school had been converted into a training centre for the NVA (the tutors allegedly being Russians). During the mission one of the helicopters went astray and landed close to the school resulting in a heavy firefight (which the Americans comprehensively won). About 50 -60 NVA (apparently 100-200 in the raid) should be placed in the school (buildings and bunkers), maybe with an armoured car, certainly with some soft skin transports. See map 3 for details on the school.

Obviously the NVA should only be placed on table as they are 'discovered'. Make sure the players understand the risk of prisoner casualties if they 'blaze away willy-nilly'.

If the Americans stay on the ground a long time then the umpire may bring on reinforcements from the Artillery School or the 12th Infantry Regiment. During the raid as the last Americans lifted off they were menaced by '4 light vehicles' moving past the Industrial complex. It is suggested that from about turn 15 the umpire brings on a couple of armoured cars from the south side of the table (with lorried troops around turn 20). Around turn 20 infantry patrols start arriving from the north. The umpire again may wish to adjust this according to his rules, how the raid is progressing etc. You will also note that the American information is wrong - it is the southern reinforcements who arrive first (this is deliberate).

THE NVA

Unlike many Vietnam scenarios this time it is the NVA who have been completely surprised. The Americans managed to get in and out with only one casualty (despite bumping into the 'school'). Initially the NVA had fairly low morale (to simulate confusion). More importantly, when firing I ruled that if the NVA were being 'engaged' (under fire, close assaulted or merely with the threat of fire) their chance to hit when firing at the Americans WAS ONLY 1% PER FIGURE FIRING. This has the virtue of being simple and fast, and provided the Americans 'hold it together' and take steps to deal with threats as they arise gives a historical result. Certainly the prison guards never knew what hit them.

That allegedly many of the troops in the 'school' were Russian or Chinese doesn't seem to have made them any more effective in the firefight.

You may wish to upgrade the quality of reinforcements as they arrive, or give the 'school' a chance to organise itself if it is not engaged. How long it takes the 'school' to move to the relief of the prison I leave to you, but I don't think they would have rushed, probably initially merely sending out a patrol. I would be wary about making them the equivalent of NVA troops operating 'down south'.

THE BEST LAID PLANS ...

During the raid, despite 100 rehearsals not all went as planned and there were some 'near things'. The umpire should consider employing any of the following to disrupt the Americans (and will no doubt think of his own). The umpire can preplan these, or have them occur on a die roll etc. Some may be negated by the players pre raid planning.

Trees. The American planning failed to account for the fact that the trees in the area would have grown during the rainy season. Consequently the leading helicopters had some near misses approaching the LZ.

The crash landing assault into the prison nearly became simply a crash (due to trees and a washing line).

As the gunship prepared its firing run a warning light came on indicating transmission failure. The crew ignored it and the gunship flew perfectly. Does a helicopter malfunction? If so, how badly?

The helicopter carrying Simmons and his team landed by mistake just outside the school. Initially believing this was the prison they immediately close assaulted it. They realised their mistake when it was noticed the buildings were 2 stories high (the prison only had single story buildings).

Winds over the prison were stronger than anticipated which blew the helicopters slightly off course. This coupled with the fact that the 'school' looked almost identical to the prison from the air explains Simmons' mishap. The umpire should certainly consider having the chance of a helicopter landing in the wrong place.

The radios (as usual) did not work quite as well as expected. The umpire may wish to accentuate this.

ARE THE NETS SECURE?

When the raid was inbound, it appeared momentarily from intercepted transmissions, that a MIG had picked it up and was being vectored to intercept (actually both MIG and radar were completely bemused by the Navy's diversions).

During the raid 1 F105 was shot down (and others damaged). An immediate search and rescue operation had to be mounted which could have impacted on the extraction of the raiders.

Anti Aircraft. The NV air defences were utterly confused by all the air activity and never engaged the raid - but that's not to say it couldn't have! They also launched an enormous number of SAMs.

When the Americans left there was momentary concern that they had left someone behind.

Of course, the biggest problem encountered by the Americans was the fact that there were no prisoners! They had been moved earlier (possibly due to earlier American bombing!). Whether the umpire includes prisoners to be rescued in this scenario is up to him, but he must always emphasise to the players that there are prisoners present to be rescued.

RULES

We used our own rules (distantly related to 'Bodycount') which I further simplified for this game in order to ensure it moved at a rapid pace. I would think that this scenario would work with any skirmish rules although the umpire may have to adapt them (or the scenario) for this particular game. I think the most important thing is to keep it simple and fast. Don't get bogged down in fine details, especially when controlling the NVA.

Remember this is a night attack, visibility should be very low (hence the requirement for flares).

I played that flares dropped by the C130s has a 12" illumination radius. Firing at illuminated figures gave a considerable fire bonus.

Helicopters were allowed 2 actions/turn. An action was either move, land/take off or fire.

Explosives, it took 4 units to destroy a bunker/tower (maybe more for a pillbox), 8 for a bridge and 1 for a hooch or section of fence/wire.

Ground Attack. Hit on a 6 (1D6), 4-6 if target was marked (and a bonus for being 'talked in' etc). If it missed it scattered 2-12" (roll for random direction). The lethal area of an airstrike was a circle with an 8" radius. Each Al could make 1 attack (it was then deemed to have expended all its munitions).

WINNING

Hopefully much of the pleasure from this game should be the taking part rather than the 'winning' but players will want to know how they've done. When I ran the scenario the prison was empty, but to give the players a yardstick for their performance I ruled that the raid would be considered a political/ propaganda success if the prison was totally searched with minimal losses. For losses total the number of casualties and muliply by 10. The players have to roll higher using dice in order for the losses to be 'deemed acceptable'. There were stringent penalties for bodies not recovered, abandoned wounded and helicopters unable to fly not being destroyed (and this should include helicopters crash landing in the prison).

Obviously if you modify the scenario (prisoners being present, a NVA ambush etc) then the above should probably be modified.

Beyond the above I think it's really up to you. This is a fairly 'free wheeling' scenario and no one can possibly arbitrate for everything that might occur. Part of the fun I had was seeing how the the preplanned routines devised by the players worked during the raid itself. The umpire should always be actively involved and player initiative should be encouraged. The dice are always available to decide if an action succeeds or fails. I'll just repeat that umpires are encouraged to use this as a guide for constructing their own scenario. I see no reason why it couldn't be used for any other conflicts from 1945 on.

THE RAID

Barring a few minor mishaps and some 'near things' the raid went as clockwork for the Americans. They had one man wounded and were on the ground for approx. 25-30 minutes. Unfortunately, there were no prisoners!

THE GAME

I played with an 'empty' prison (but I think the players were fairly convinced that there were prisoners present). Of the 'events' I had the gunship apparently malfunction on the approach - the players ignored this and it continued to work perfectly. Simmons landed next to the 'school' but the player in command after a brief firefight backed off and called in the Als which dealt with that (I rolled a die for each helicopter as it approached the LZ, on a 1 it landed in the wrong area). There was a chance of radio malfunction but it never occurred. The players lifted off just as the southern reinforcements came across the bridge (which was meant to have been demolished but the demo' charge was not large enough). The players suffered 2 casualties (both recovered). Interestingly the players opted against the crash landing in the prison. The game provided a different and stimulating evenings gaming, and I certainly enjoyed watching the players come up with their plan and then executing it.

FIGURES

The demands of this scenario are fairly modest.

Figures are available in both metal and plastic. You will need 28 American troops and maybe some aircrew and prisoners. Although the above suggests upwards of 100 NVA you can get by with rather less if you simply rotate casualties. Vehicles are nice for this scenario but not essential. Helicopters may cause a problem, the Americans actually used HH-3 and HH-53. When we played I used Hueys (as the scenario is 'cut down' this actually worked well as it kept everything in proportion). In a pinch you can make do with markers, or by 'deeming' them to be present.

SOURCE

B.F. SCHEMMER "The Raid 1986 ed.

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


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