Route 66:
A Vietnam Scenario 1969

Umpire's Notes

by Steve Wilson


IF YOU PLAN TO PLAY THE AMERICANS or NVA/VC, READ NO FURTHER!

The main objectives of this scenario are two fold, firstly to try and generate a 'typical' Vietnam action (it does not aim to be a 'fight to the death' but rather a hit and run action), secondly to indicate to players that the world doesn't always stop at the edge of the table! As such it may not be to everyone's taste so please modify accordingly.

PREPARATION

You will need to prepare a set of markers for the NVA/VC troops and weapons. Each 'cell' should have its equivalent (live) marker, e.g. NVA cell, 3 x AK47 or VC cell, 1 x AK47, 2 x SKS carbine or HMG and 2 crew etc. In addition there should also be a quantity of dummy markers (perhaps a ratio of 3 or 4 dummies to 2 live).

Obviously live markers and dummy markers are identical until turned over to reveal what they signify. The markers we use are green rectangles (approx. 1" x 2") with the details written on the underside.

The dummies have messages such as 'the wind in the trees', 'your imagination', 'a wild beast' etc. written on them. These are read out when spotted to help the feel of the game. You may prefer a more prosaic 'dummy' or to simply leave them blank. We find the use of such markers (as opposed to hidden map moves) speeds play, clarifies potential line of sight problems and cuts down on 'gamey' behaviour. This mechanic I believe particularly assists this scenario. If you prefer hidden movement via maps then do so (the scenario does not require the use of such markers).

Ensure there is a copy of the map for Table 3 available for the NVA/VC players so they can plot the location of mines etc.

You may wish to 'cast' quite carefully the roles for each of your players.

THE FORCES

I have been deliberately vague to allow you to tailor the scenario to your own requirements (or figure availability). It is up to you how large the squads are and into what detail you wish to go concerning weapons, ammo (although I do suggest limiting the number of RPG and mortar rounds available) etc. The VC should in the main be poorly equipped . When I played this scenario I gave the Americans 1 'ACAV' APC and 2 standard M113s. I do plan to run this scenario again (for a different group of players), this time equipping the Americans with 3 'ACAV' vehicles, 1 standard APC and adding 3 unarmed trucks to the convoy. The NVA will be bolstered by a 57mm recoiless rifle.

If you think the NVA/VC are too strong under your rules reduce them (unless you want a 'fight to the finish' scenario), this game aims to generate a 'hit and run action' (with the Americans being completely uncertain about what exactly is going on).

How detailed you wish to be concerning command control etc. is up to you and the rules you use. There should be some limitations on use of Radios etc. You may wish to insist that all NVA/VC from the same squad enter form the same point etc.

THE MAP AND TERRAIN

Treat the map as a suggestion. Adjust the terrain according to taste and what you have available. Strict accuracy is not required and playing this on a different sized table should make little difference.

Remember that although Americans and NVA/VC markers are on the tabletop there is no contact until the Americans have crossed the table twice and so enter Table 3. Penalise vehicles for off road movement.

The rivers and streams are fordable at a considerable cost in time (and perhaps a chance of becoming stuck?).

WEAPONS EFFECTIVENESS

The response of the howitzers at the Firebase should be very rapid - if the convoy calls upon them. RPGs do not seem to have been overly effective against APCs in Vietnam (whatever the manuals may say). Should an APC run over a mine roll % dice for effect.

    SMALL 15% of being damaged.
    MEDIUM 20% damage, 10% immobilised.
    LARGE 30% damage, 20% immobilised, 10% knocked out.

A damaged APC moves at 1/2 speed and fires at 1/2 effect on the following turn.

An immobilised APC may not move (at all) and cannot fire on the following turn.

Knocked out should be self explanatory. Only this result can cause crew/passenger casualties (but must should be stunned or pinned rather than killed or wounded).

I allow the crew to repair damage (from outside the vehicle!). Immobilised APCs can be towed.

You may wish to modify the above.

Should infantry detonate a mine small is equal to a light mortar shell, medium to a medium and large to a heavy.

I ruled the mines were hastily emplaced and so unless hidden in the woods there was a 'fair' chance of them being spotted. Spotted mines should have reduced lethality. Because of this I suggest you increase the probability of a dud, especially for command detonated (but not tell the players). Mines could be defused.

Command detonated mines obviously need a wire leading to an active figure.

Americans using the 'mad minute' had their fire doubled for that turn.

Aggressive use of the APCs should cause morale problems for the VC. The VC will also be unused to heavy artillery barrages.

Running the Game

There is no time or ground scale as such.

The umpire should remember that initially although it appears that both sides are on the same table there is no contact until the Americans enter Table 3. When the Americans exit Table 1 break it to them gently that they have another table length to traverse (it is up to the umpire whether he informs them that they have 4 tables to traverse or merely there is still 'some distance to go'. If the Americans insist, they should probably be told the exact distance). Up to this moment the Americans should be unaware of this. Reposition the terrain and proceed along Table 2. Exactly how creative you wish to be concerning making each table 'different' terrain wise is up to you (but for ease of play and time considerations I suggest you keep the same basic layout for each table).

The umpire is encouraged to control the 'pace' of the game by adding events as the convoy progresses. When I played I had a friendly 'mob' of civilians greet the convoy at the first village (asking for cigarettes, chocolate etc.) slowing the vehicles down until the village was cleared. At the second village a reporter hitched a lift. Just over the first bridge was an overturned cart partially blocking the road. These 'everyday' occurrences add variety and it is interesting to see how the American players react. The umpire can preplan these (and I'm sure think of others), have a random events table or simply make them up as the game progresses.

I'm sure most American players will assume they will be ambushed somewhere on the first table and move accordingly (slowly and cautiously, dismounting infantry to search houses etc.). Let them. Only start to press them when they hit Table 2 (and not even then if you have plenty of 'real' time). If you are using the marker system their presence will also unsettle the Americans. The Americans will no doubt try to spot these - it is up to the umpire whether he allows the Americans to roll the dice or roll them himself secretly. Should the Americans roll the dice and 'spot' a marker prior to entering Table 3 the NVA/VC players may either look at the marker and announce 'there is nothing there', leaving the marker in place or move it back 6". If the marker is a dummy they may choose to reveal it as such (and so cunningly imply the other markers are about to ambush etc.). The overall idea is to keep the Americans in a state of complete uncertainty.

Should the Americans request air or artillery support prior to being ambushed this should be refused. Why do they need it? You may wish to roll some dice etc. as though the request is being considered.

Upon the Americans reaching Table 3 the 'real wargame' starts (although of course the Americans don't know this!). Use your normal tabletop rules. If the NVA/VC set up is bunched around the American entry point simply move the terrain etc. to extend the table towards the Americans (neither side should profit from the `edge of the world').

If the time available to play (rather than game time) starts to get limited the umpire should point out to the Americans it is late afternoon and they need to be at the firebase before dark (as 'the night belongs to Charlie').

The Americans are always automatically spotted.

GAME END

Once the ambush has been resolved (probably ending with one side exiting the table) the game ends. It is impossible to give a `formula' for determining victory (as the Americans discovered!), the umpire should use his judgement. The Americans would only gain points' for recovered enemy losses and should be penalised very heavily if they abandon any of their own losses. Damaged or immobilised APCs do not count towards a NVA/VC win unless overrun. It is possible for everyone to 'lose' or everyone to `win'.


Route 66 A Vietnam Scenario 1969


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