by Matthew Hartley
IntroductionThe two games presented here, "Heroes" and "Other Hero", look at exactly the same situation - the attempted extraction of marine recon units wounded pointman under sniper fire during the battle for Hue. However in one game we see the situation for the viewpoint of the marines, and in the other from that of the sniper. As you will see, the different perspectives produce two completely different games. Heroes You are a young raw lieutenant, just assigned to a Marine squad. You have been ordered to recon an area of the enemy held city of Hue. Your pointman has just been hit by a sniper and lies exposed but still alive ahead of you. The remaining men and you have taken cover. What do you do now? Game set-up and layout The game is played over three areas (as shown below). hese areas can be of any reasonable size ( say 1 foot square each ), although their actual size is unimportant. Assorted rubble, low-walls burnt vehicles etc. can be added to taste, although they have no effect on the game. Eight clearly different pieces (figures or counters) are needed to represent the marines. No other markers will be needed, as the sniper never shows himself. Key starting position of marines One wounded marine is placed prone in area 1, the remaining seven marines are placed in area 3. All unwounded marines have a GUTS score. This is basically a non-variable EDNA score, distilled from all the factors which make up normal EDNA values (morale, training, etc.) The squad has the follows Guts scores :
"Ice-cube" WOUNDED "Tex" 9 "Buster" 8 "Reflex" 7 "Snowball" 7 "Legs" 6 "Edsel" 6 A success result occurs if the roll on a 2d6 is equal to or less than the Guts score. A total above the Guts score is a failure. Any natural double (double 1, double 2 etc.) is a critical. A marine who is wounded has no Guts value. They can not participate in any way and exist merely to be rescued. Wounded here means seriously wounded.
Turn Sequence The game progresses in a series of turns. During each turn there are a number of phases during which events may occur. These phases proceed in the order described below. Leader Action Leader Action During this phase the Lt. may attempt to perform one of four action. Only one action may be attempted per tum, and that attempt may only take place once. These actions are: Marine reaction roll Any marine who is not the Lt.; wounded; who has moved already this turn; or is providing covering fire; or who is carrying a wounded comrade, must make a guts roll and consult the table below: A marine who begins the turn in the same area as a wounded marine may make a Guts roll to carry that wounded marine one area (towards area 3). A success results in both the marines moving to the new area. A failure means that they do not. Any critical is treated as a success. Sniper ShootingAll unwounded marines in areas 1 and 2 may be hit by the sniper. For each marine in those areas at this phase a roll of d6 is made and the table below consulted to see if the marine has been wounded. Marines in area 3 are not eligible targets for the sniper (they are behind good cover).
Marines gain no benefit from covering fire when they are in an area with smoke. In fact they are in danger of being accidentally shot by their own side. Each marine in an area with smoke whilst at least one marine in area 2 or 3 is providing Covering Fire must make an additional d6 roll. On a roll of 6 the marine has been wounded by friendly fire. If there are more than two wounded marines in any one area then the sniper will kill the excess marines. No roll is needed for this. Bug out At the end of each turn, all unwounded marines and any wounded marines with at least one unwounded marine to carry them (one unwounded marine per wounded marine) may be withdrawn from area 3 with a successful Guts roll from the Lt. if he is still unwounded and in the same or adjacent Area, or by a successful Guts roll for each unwounded marine in Area 3. Bugging out is entirely optional, but the opportunity only arises at the end of each turn. Winning the game The players aim is to withdraw as many marines as possible (by Bugging Out of Area 3) without leaving wounded marines behind. Success is measured by how well the player manages this. Peoples HeroIntroduction You are an NVA sniper, working alone in the streets of Hue. Your mission is to kill as many of the hated American invaders as possible. You have been taught that you can lure more soldiers to their deaths by seriously wounding one of their colleges, who they will undoubtedly try to rescue. Now is your chance to put that training into practice. Game set-up and layout The game is played on one area. The area can be of any reasonable size ( say 1 foot square), although the actual size is unimportant. Assorted rubble, low-walls burnt vehicles etc. can be added to taste, although they have no effect on the game. Markers or figures will be needed to represent the American marines. No figure is required to represent the sniper. Markers or a paper record will need to be kept to indicate which marines have leg or gut shot wounds. The game begins with one marine (the pointman) placed in the area. He begins the game uninjured. The sniper has a Nerve score. This is basically an EDNA score, distilled from all the factors which make up normal EDNA values (morale, training, etc. ). The snipers starting Nerve value is 8. Shooting requires a successful Nerve roll. A success result occurs if the roll on 2 d6 is equal to or less than the Guts score. A total above the Guts score is a failure. Turn Sequence The game progresses in a series of turns. During each turn there are a number of phases during which events may occur. These phases proceed in the order described below. Sniper Shooting Sniper Shooting The sniper may fire once per turn at any one marine in the area. The sniper decides on the target figure and determines the type of shot attempted. There are three different types of shot, each one will have a different effect on the target if successful, and each one carries a different Nerve test modifier.
Other modifiers. Smoke in area. - 4 Nerve. (this includes covering fire from outside the area) If the roll is successful the effects are applied to the target marine immediately. Marine reaction The marine squad reacts to the sniper during this phase. A d6 is rolled on the table below, with appropriate modifiers applied. Roll Result Modifiers: - 1 per marine not wounded or dead and currently in the area. New marines can be placed anywhere in the game area. Marines who have been in the area for at least one turn mat remove one injured fellow marine. Both the wounded and the unwounded marine are removed from the area. If there are no wounded marines in the area during this phase, all remaining unwounded marines withdraw and the game is over. Marine shooting Roll 1 d6 for each marine in the area who is not wounded or dead. On a roll of 6, the sniper looses one point of Nerve permanently. If the snipers Nerve is reduced to less than 2, he bugs out and the game is over. Back to The Gauntlet No. 13 Table of Contents Back to The Gauntlet List of Issues Back to Master Magazine List © Copyright 1998 by Craig Martelle Publications This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |