by Pete English
Photos by Nick Ciampa
I use the Battleground rules set for my Vietnam skirmish games. Any set of skirmish rules will work. Game table is roughly 7.5 x 6. American forces can enter within 10 of roadway at Point A on map. Communist forces can set up anywhere 20 from Point A. Top: Americans ambush NVC in rice paddy. 20mm Britannia figures.
Briefing In November 1967, the Communist forces were moving south in preparation of the Tet Offensive. Contact was taking place more frequently with American patrols. The scenario represents one of the many contacts that took place leading up to Tet. The game is set in War Zone C, north of Saigon. Terrain Huts: The huts are made of grass. They will block for sighting, but the only cover you get from them is shade. Light Woods: Half movement and sighting is a maximum of 2. Rice Paddy / Fields: lose 1 movement. The dikes around the paddies should be considered to be same cover as a stone wall. Trail: Normal movement along trail. Sighting is a maximum of 4 down trail and 2 into woods on the sides. Victory Points
3 points for each VC / NVA heavy wound or KIA 5 points for each VC / NVA captured (HW prisoner doesnt count) 1 point for each captured supply point 1 point for each LMG / RPG captured 3 points for each HMG captured VC / NVA:
5 points for each US heavy wound or KIA *If a VC / NVA figure with LMG or RPG is hit, roll 1 die.
Even: May be considered recovered by VC / NVA but not returned to use in game. United StatesYour platoon is part of a Search and Destroy operation. You are to sweep the village and surrounding area for any sign of Communist troops and locate any supply caches. Capture of prisoners is encouraged for the intelligence that can be gained for interrogation. Each US soldier has 4 hand grenades. Rifle Platoon:
1 x Platoon Leader M-16, 14 1 1 x Platoon Sgt M-16, 14 2 1 x RTO M-16, radio, 12 1 x Medic M-16, 16 2 x M-60 gunners M-60 machine gun, 12 2 x AG M-16, 12 3 X Rifle Squads, each with:
Fire Support
or 4 x 105mm guns, must have RTO to call artillery. Availability 3. One call for support per turn, but can not call for both in same turn. CommunistsForces are moving into position for the upcoming Tet Offensive. Supplies must be placed in preparation for the attacks. Troops must be moved with discovery to assigned assault location. Keep American forces from discovering weapons and supply caches placed in village area. 20 pts of weapons / supplies caches that must be placed within 10 of a hut. Caches can be broken up into groups of 5 pts each (i.e.: 4 caches of 5 pts, 2 caches of 10 pts or 1 of 5pt and 1 of 15pts), but all must be placed within 10 of a hut. Each action / turn an American figure is within 5 of cache, roll 1d20. Weapons discovered on a roll of 6 or less. Roll once for each figure within 5 of supplies. There are 2 x 4 man bunkers and 2 x 2 man trenches that you may set up on board. To represent the variety of forces that the American troops could encounter, roll 1D6. Your force make up will be determined from the chart below:
Regional Force VC Morale 10, 1 hand grenade each dud on roll 16 or higher. Platoon HQ: 1 x Platoon leader AK-47, 12 - 1 1 x Runner SKS (self loading carbine) 1 x LMG gunner M-60 machine gun (captured) 1 x AG - SKS 1 Rifle Squad:
3 x minefield / booby trap areas 6 x 6. Each US figure rolls d20 per action in area. Hand grenade explodes if roll is 1-4. D6=2: D6=3: 2 x Rifle Squad:
D6=4: D6=5: 2 x Rifle Squad:
D6=6:
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