Yeah, I think that counts as a "Random Event"! |
In one of my decks is a card that is called “Random
Event”. That card is shuffled in the regular
deck. When the “Random Event” is pulled,
then roll 1d6 or 2d6 depending on how random you want things to be. Personally, I will roll a 1d6 for night
actions and 2d6 for day actions as it is always more chaotic at night. Regardless, on a roll of one or two ones,
something happens and then you draw from the deck of random events that are
listed below. You can tailor your random
events to include some or none of the below.
Or maybe add / delete some as the game continues; for example a platoon
that having a real hard time crossing a river might mean that the “Relieved of
Command” card will be added to the deck.
On the same lines, if the “Relieved of Command” card comes up, instead
of it being a random Big Man, the umpire might say that the off board high
command decided that the platoon leader that can’t get his men to cross the
river will automatically be the one that will be relieved of command. Since these are not official, tailor them to
your scenario.
So let’s go through each of the cards here in no
specific order and explain how I will use them to affect the game!
Accidental
Discharge: Someone accidentally discharged their weapon. Maybe they saw something or someone was just
being a ‘Gomer Pyle’, but they gave away your position. A random hidden unit is now on a blind or a
blind is now placed out.
Fragging
Attempt: Instead of rolling a fragmentation grenade
into the officers’ latrine, someone decides that he will to try to kill the
unpopular man in the field. Roll for the effect of one hit on a random Big Man.
If it is 1970 or later, roll for two hits if the Big Man is with the US armed
forces.
Friendly
Fire: Due to confusion, poor visibility, or someone didn’t
communicate where they were, one squad/team that has not used its action dice
will engage another friendly unit.
Minor
Accident: Someone got careless and did something wrong
causing minor injuries to some of the other squad/team members. Roll a D3 for shock to squad/team.
Major
Accident: Someone really screwed up! The mortar man failed to noticed that the
last mortar round did not launch before dropping another round down the tube
causing it to explode. Roll a D6 for the
number of hits and then for the affects. Also, if a six is rolled, any weapon
or vehicle with the unit is also knocked out.
Booby
Trap: Some old forgotten booby trap detonates on
the last squad/team that moved. It
affects either side.
Weather
Change: The effects are pretty much what it
says. In the latest TFL Seasonal Special
(Summer 2013) there is a better article on the weather in Vietnam. I created this random event card before that.
Wind
Change: The smoke from the grenade quit moving and
started to go straight up as the wind came to a stop. The wind either shifts in a different
direction, stops, or even increases in speed.
Visibility
Change: The overcast started to break up and the full
moon started to increase the area that the listening post could see. This could be the light level
increasing/decreasing due to weather. It
could also be, if it is raining, showing the rain is letting up or getting
worst.
Improved
Spotting: The sun just glinted off the enemy’s rifle
barrel just right so the point man was able to spot them. One spotting attempt gets a +1.
Poor
Vision: Thankfully the shadows were just right that
the enemy’s point man was not able to see our hidden machine gun bunker. One spotting attempt gets a -1.
Squad
Lost (No movement): “Hang on, let’s look at that map again.” The squad cannot move this turn, but can do
other actions.
Squad
Lost (Wrong Area): “Damnmit! We are wrong side of the rice paddy.” The next squad/team that moves in cover is
moved by the opposing player until they come to open terrain.
Squad
Lost (Scattered): “Where in the hell are we?” The next squad/team that moves in cover rolls
a scatter dice and moves the full distance or until they come to the open
terrain.
Lucky
Break on Intel: “Looks like a map which their positions drawn
on it!” One random hidden unit is now
placed on a blind or if everything is on blinds, one dummy blind is removed.
Blood
Trail: A blood trail is found and leads off in a
trail. If the VC uses a “Di Di Mau” card
to create two blinds, the US discovers which the real blind is and which the
phony blind is. The phony blind is
removed.
Sleeping
on Duty: “Zzzz…” Only effects games at night where
combat has not started yet. A random defending
platoon/blind cannot do any movement or spotting for the rest of the game until
combat breaks out.
US
Armor Cavalry Mad Minute: At their night defensive position, the troop
commander received orders to conduct a Mad Minute right now. A Mad Minute was a tactic in which every gun
in the night defensive position would open fire for a period of time at a
random set time into the surrounding cover to discourage the VC/PAVN in
attempting to assault them at night. This
event would only apply to a game where the VC/PAVN is doing a night attack, has
not been spotted (blinds do not count towards being spotted) and no combat has
been started. Also, all of the defending units are now placed on the board and
are no longer considered to be under a blind for the rest of the game.
Harassment
Fire Mission: Random artillery
shells start falling in the general area to harass enemy movement towards a
friendly defensive position. This only
occurs in night games where VC/NVA has not been spotted, the allies are in a
defensive position, and no combat has been started.
“Hurry
Up”: “Double
time! Move! Move!” The next moving
squad/time gets one free action die for movement only.
Radio
Interference: “Sir, I can’t get 1st
Platoon!” This turn no communication
between friendly players can be done unless they are in command range to the
other Big Man and no air/indirect fire can be called in or corrected.
Mission
Change: “Six actual, I want you now to go ahead cease
your attack on the village and now assault the bunker complex.” Higher ups decided to change your mission in
the middle of it. The military victory
objectives are now different.
Counter
Orders from Higher Up: “Six actual,
I am counter commanding your request for artillery.” A higher level officer decides that you
really don’t need the type of support that you requested and cancels it. Try again later. (This is especially true if you were with the
US 1st Infantry Division in late 1967)
“Up
From the Ranks!” PFC Johnson tightened his grip on his M16 and
looking over the leaderless 1st squad, and then yelled, “Follow
me! Let’s go!” A squad that is not under command now has a
Status I Big Man that is permanently attached to that squad for the rest of the
game.
Relieved
of Command: “If you can’t get your men across that river,
I will find someone that can!” Remove
one random Big Man and replace him with a new NCO Big Man, except for the
CO. If the CO is replaced, one of the
Platoon Leaders is now the new CO and a new NCO Big Man becomes that platoon’s
leader. Roll for to determine the new
Big Man’s status per the normal rules.
Random
Event A & B: These are the catch all for something that is
not listed above, like artillery priority dropping a level because another
company is now even in a bigger firefight and the higher ups decide that they
are more important.
I hope that some will find this food for thought for
their future gaming experiences.
Look out for Charlie!
Sapper