Current Gaming Projects

Wednesday, May 27, 2009

20mm Black & Tan War Miniatures


Just a quick posting of my latest items that I got painted. These are Liberation Miniatures' 20mm "Black & Tan / Auxies with Tam O'Shanters" and one of there Irish Republican miniatures as well. I painted the British up for "Auxies" with their later issued blue uniforms.
The first picture was taken outside in the natural sunlight. Shortly after taking it, it started to rain. So the rest of the pictures were taken with a flash and light indoors, that is why they look different.




Sunday, April 19, 2009

Recruits Convention - March, 2009

Recruits Convention - March, 2009

Nam, 1967 - Inside the Iron Triangle
Cold War Commander Rules, After Action Review
 


This year for Spring Convention of Recruits, Steve H. and I ran a Cold War Commander game of Vietnam, modified for convention use. The modifications were very minor changes and I will cover those later. First thing, we will cover is the trip up and about Recruits. 

Recruits 

Recruits is very nice three-day convention held twice a year (Spring and Fall) in Lee Summit, Missouri, just south of Kansas City, Missouri. The Lee Summit High School is extremely nice about allowing the convention to be held in their gym. There is always a good number of vendors, both local and out of state. It normally draws a fairly good size crowd these, with players coming in all over the Mid-West (Missouri, Kansas, Oklahoma) and even further! (Texas, Tennessee, etc) It is a must if you live in the area or happen to be in the area. http://recruits.mtswebsites.com/

This Spring convention was either the third or fourth convention for me (I can’t remember right now and I know Steve had been to one to three more than that. Last Fall, Curtis T. rode with us to the convention, but this convention he went up with another friend of his, Alan. So with the spare room in the car, we reluctantly allowed ‘Timmy!’ to ride with us…nah, just kidding…he was able to get away for the day this time. Like the last several times, we would drive off from St. Louis that Saturday before the sun rise, drive four hours or so to con, check in, eat breakfast, tour the vendors, set up the game, play a fun game, roll up, check the vendors again, play in someone else’s game, eat diner, and drive four hours back for a fun filled 20 hours or more experience! 






This convention appeared not to have nearly the usual turn out, which may have been part of the economics the way that it is today, but also there was really bad weather expected that Saturday in Kansas City and St. Louis. It did rain most of the day and there was some heavy snow in the afternoon. I found out later that it snowed hard enough that the Kansas City airport did close down for a while (probably about 20-30 miles away.) Also the three of us were busy counting the number of wreck cars and SUV’s on the side of the highway on the trip back due to the snows.

Now, on to the game!

The Convention Modifications to Cold War Commander

Cold War Commander is a fun and great system. It is design mainly for one on one playing or a couple of players on each side for larger games. But in conventions, most convention players have never played the game system that they attend as they want to try something new or just want to play in scenario that interest them. Also there is generally a time restriction for how long a game can go on as the tables are to be used by some one else later. So with that in mind, we attacked the way we were going to run this to make it entertaining for everyone.

First, everyone was going to be American players, just like in RAFM’s, Charlie Company, rules. Steve was going to run the Viet Cong in the game and I was going to be the narrator and guide to rules and system to the players. Next thing is that ignored the Breakpoint level for both sides. We want the players to keep going for the whole game time slot. Third, the US Army was treated not as ‘conscripts’ as in the normal system since this was early in the war before the morale of the army started to slip and also so the players could charge VC stands without any restrictions if they want. Fourth, I upped the Command Value of the US by one point. Again, I was reflecting that this operation was rehearsed several times before they executed the plan and also give the players a better chance to do several actions each turn. Finally, the major change was the how the US CO would work. Normally when a Headquarters (HQ) stand fails its first command roll, the CO can immediately take over and keep issuing commands until it fails or stops. But in the game, once a command stand stops ordering commands, it can’t start up again later in the turn (example, HQ1, then the CO, followed by HQ2, and then the CO again). So we changed that if a HQ failed its first command roll, the player gets to roll again under the CO’s command value, but then it reverts back to the HQ stand. Then the CO can be used by another failed HQ, if needed. Also, for the CO’s command roll, the distance from the CO stand to the unit did not matter, only the distance between the units being commanded for modifications to the command roll. The reason behind this is that the US CO is flying around overhead in a Huey and can fly where he is needed and also to keep it simple for the players. The trade off is that the CO can only re-roll for failed first time command rolls.
 

The Game

The general set up was similar as the last Vietnam game that I posted up on my blog. The pictures of the game table below are to give a rough orientation of directions prior to me going into the background of the game. 

 


The top of the picture is the East board edge and the road heading to Saigon. The bottom of the picture is the West board edge which the road to Ba Cat leads to the north edge of the table. The village is in the northwest corner of the board.

The table looking the opposite direction (top is the west, bottom is the east.)

The scenario of the game is based off of Operation Cedar Falls in 1967, just down sized in scale. Three of the four players had never played in one of our games and never played in a Cold War Commander game. While Curtis had played in our games before, he was great enough to help fill in the fourth player slot so that the others could run a smaller forces and pick up on the rules faster. Two of the US Army players (Mike and Matthew) were running the Air Assault elements. The other two US Army players (Curtis and Alan) were each pushing a mechanized column. So just a quick break down of the forces:

Each Air Assault element was a weak infantry company of two infantry platoons. Each platoon had one headquarters (HQ) stand, three infantry squads (stands), and one weapons squad (machine gun stand). The weapons squad was also armed with M72 LAW rockets for bunker busting.

Both mechanized columns were pretty much the same, but with one column were a ‘Bull’ Plow and two trucks to full fill the battalion’s mission. The mechanized columns had one platoon of mechanized infantry (1 HQ, 3 infantry squads, and 1 weapons squad with M72 LAWs) plus their tracks (2 standard M113s and 2 ACAV M113s). To give the column some extra firepower, a M48A3 tank was attached to the platoon.

Off-board, the players had access to an A-1 Skyraider with one load of napalm bombs and another load of cluster bombs, and some regular old iron bombs; an UH-1D gunship; and several tubes of 105mm artillery, but all of this could only be used after a scenario specific conditions were met first…more on that later.

Mission Briefing

“Attention! Officer in the room!” bellowed the Command Sergeant Major. The room fell very quite after the sound of companies’ officers and Non-Com’s jumped to attention.

The Battalion Commander of the Up-teenth Battalion stepped in to the command post’s meeting room. “Be seated. Gentlemen, today we are going into the Iron Triangle and start cutting Charlie’s means of operation out of business. As you know, in Operation Crimp last year, we discovered massive tunnel complexes all around this area. The local villagers are supplying the VC with food and recruits and we have not been able to stop the VC from visiting the villages. MACV has decided that if we can’t stop the VC from visiting the villages, then we will move the villages.”

“Alpha and Bravo Companies will air lift in near the hamlet of Tien Phu. You will mostly be landing in rice paddies and some open areas. Your primary mission is to secure the local villagers working in the fields, escort them back to their huts and have them grab all of their personal belongs. Charlie Company will be divided in two mechanized columns. One column will be traveling south from Ba Cat to the hamlet on orders to engage any VC relief forces trying to stop the removal of the village. The second column will be traveling from the base camp outside of Saigon and will be escorting the trucks that move the villagers and their belongings out of the area and back towards Saigon. Also, in that column will be a ‘Bull’ Plow from an engineer outfit that will knock down the buildings of the village while both Alpha and Bravo provide area security.”

“There will probably be mostly Regional VC and limited Main Force VC as intelligence believes that a VC battalion is scattered around the area. We don’t know what the VC has in the immediately area, but I can tell you is that he will not be happy once he realizes that we are taking his gravy ticket with us when we leave. “

“One last thing, MACV was very clear on this, there will be no air strikes or artillery strikes until all the villagers are secured and in the village. So grab those villagers fast and get them back to village.” With that the Battalion Commander was finish and the CSM barked out, “You got thirty minutes till we mount up, get moving! Hoo-Ah!”

Turn One

Both Captains Mike and Matthew were wondering “How did I get into this mess” as the UH-1D’s were flying over the jungle canopy towards the hamlet of Tien Phu. The crew chief’s personal radio hanging on the bulk wall was blaring out ‘Paint It Black’ by the Rolling Stones as they approach the landing zones. CPT Mike’s company touched down to the northwest (1st Platoon) and west (2nd Platoon) of the village. CPT Matthew’s company touched down to the south (1st Platoon) of the village and one platoon further to the southwest (2nd Platoon) near the small bridge that crosses over the irrigation system for the rice fields.

CPT Mike’s 2nd platoon starts advancing to grab some villagers that he saw just south of his landing zone. His 1st platoon secured their LZ and waited orders. As CPT Mike was waiting, a report of a heavy machine gun was heard. On top of the hill just northeast of the village was a VC heavy machine gun team was set up to shoot at any American helicopters that would be checking out the village, but the wily Americans just landed outside of his range!

CPT Matthew’s 1st Platoon moved quickly to the north and started to occupy the village. The 2nd Platoon start to send the majority of the platoon north to check out some people they saw in the rice paddies to the south of the village and right next to 1st Platoon’s LZ that they just ignored and left alone! One squad from the 2nd moved to check out the little bridge.

Both mechanized columns started to roll in but were not too happy about moving down the jungle roads. (They both only made one successful command roll!) 

 


CPT Alan (commanding the mechanized column on west side of the board – not in this picture) is watching the action as the air assault elements move in to round up the villagers and hold the town. CPT Mike on the other hand is looking over at CPT Alan’s column and probably wondering, “When are they going to start moving?”

Turn Two


CPT Mike’s 1st Platoon started to move eastward just north of the village to move in engage the VC heavy machine gun on the hill. His platoon took some fire and one squad was pinned down. But they were able to suppress the machine gun and forced it to fall back for a while. His 2nd Platoon got the one group of civilians into the village so they could start gathering their belongings.

CPT Matthew’s 1st Platoon broke up into two groups, the first was just one infantry squad securing the north half of the village and the second group of two infantry squads and the weapons squad moved south back towards their LZ to check out what it was in the rice paddies. The 2nd Platoon, minus one squad moved up and seized the second group of villagers and also went to check out the mysterious group in the rice paddies… 

 


CPT Mike pondering his next move while CPT Curtis totally ignoring the fact that his mechanized column is surrounded by VC flags! Towards the bottom middle, CPT Matthew’s 1st Platoon just finished moving an encircling pattern around something in the rice paddies. I wonder, what it could be?...


“Those are not farmers! They’re VC!”

The elements of the 1st Platoon start to engage in a brisk and heavy fire fight with two squads of VC that posing as farmers. In the close quarters fire fight, both VC squads were finally destroyed, but at the cost of an infantry squad.

CPT Matthew’s 2nd Platoon now moves up and rounds up the other villager’s stand. He starts moving them towards the village when the dreaded high pitch whistle is heard…”INCOMING!” Two VC mortars in the wood lines to the west of the paddy fields started lobbying mortar rounds on the 2nd Platoon. In an amazing display of Viet Cong marksmanship, the two mortars eliminated one infantry squad with one round of fire! As the mortars are too far away for rifle fire, the 2nd Platoon tries to round up the villagers while under fire.

CPT Curtis' column starts moving down the road with no flank security and the other dreaded sound to hear, that of “Whoosh!” of RPG’s were heard coming from the tree line on the south side of the road. The second and third M113’s erupt in balls of flame as the infantry squads riding on top of them are thrown all over in mass carnage. Recovering for the ambush, the lead and rear APC’s dismount the remaining infantry squad and the weapons squad to move up and start engaging the two ambushing VC squads. The rest of the convoy starts trying to by pass the burning wrecks of two M113s.


Just a faction of a second before the sound of RPG’s being shot off…

And just a few minutes later.
CPT Curtis's weapons squad and M113 ACAV starts to pour heavy fire into the eastern VC squad, suppressing it. The M48A3 is out of position and can’t fire this turn.

On the other side of the battle, CPT Alan over hears on the Battalion commo net that CPTCurtis was ambushed and took heavy casualties. So deciding to be a little bit more cautious, he dismounts his infantry platoon to provide flank security and proceeds down the road slowly looking out for booby traps and ambushes…which was a very good thing!

As the lead M113 ACAV neared the bend in the road, the VC ambush tried to set off a road side bomb…the VC rolled all ‘ones’ for the attack! It appears that the M113 ACAV drove over the electrical wires and cut them with its tracks!!! Not to be discouraged, the two hidden VC squads in bunkers open fired with rifles and RPGs and hit the M113 ACAV with multiple rounds and RPG rockets which were amazing bounced off of the troops’ gear and the angle of the slope on the front armor, but it did crack the driver’s periscope causing the driver to stop (suppression). Little did we know then, that this would be the luckiest M113 ACAV in all of South Vietnam! As for the next couple of turns, it was repeatedly hit with RPG rounds but glancing them off with that fine 1.5” thick Aluminum armor!!! 



The Luckiest M113 in all of South Vietnam leading the western mechanized column.
 


Turn Three and Beyond! 

Ok, I sort of lost track by now of what happen on what turn…so we will do sort of a general summary of the rest of the game by the player’s force.


CPT Alan continued to methodically attack and destroy the two VC bunkers, including getting the M48A3 up close enough to use its Beehive rounds on the bunkers.


Bunker Busting Alan!

 
After clearing out the bunkers, CPT Alan was able to mount up and push on and link up with CPT Matthew’s command. But just before that happen…

CPT Matthew was finally able to get the last group of villagers in the village to gather their belongings. Finally performing that task, he called up to the Battalion commander in the overhead Huey requesting permission to call in the airstrike on those annoying VC mortars. As the area could now be called a ‘Free Fire Zone’ permission was granted. In true gaming spirit, why settle for some 105mm howitzers, when you can call in a Skyraider with ‘snake and nape’ (cluster bombs and napalm bombs). The call was successful and even though the center of the attack deviated, the VC mortars were still in the attack zone…


“Sandy One, this is Bravo Two-Niner, I have a mission for you. I want snake and nape along the tree line just west of my marker” “Roger that, Bravo Two-Niner. Sandy One, out.”
“I love the smell of napalm in the morning…it is smell of victory.”

Just another gratuitous photo of the ‘snake and nape’ attack!


Part of CPT Curtis's column started to arrive in the village while his dismounted troops, a M113 ACAV, and the M48A3 blazed away with rifles, grenades, machine guns, LAW rockets, and 90mm Beehive rounds…to almost no effect!!! One attack was like 30 dice and a complete miss! Eventually the VC’s got tired of shooting or was running low on ammo and decided to ‘di di mau’ out of the area. But CPT Curtis finally got one of the two VC stands before they left.

The ‘Bull’ Plow got to the village and started to doze over the buildings.


The ‘Bull’ Plow getting ready to knock down the north half of the village.
 
CPT Mike’s platoons provided security to the engineer in the ‘Bull’ Plow. A couple of VC squads showed up in the woods to the east of the village and CPT Mike’s command made short work of them, but not without losing two of his squads.

With that, the VC’s decided that they had enough and started to pull out of the area and let the Americans alone. 


CPT Alan’s column linking up with CPT Matthew’s command. Hmmm, I wonder if CPT Curtis noticed that CPT Alan’s command is completely intact?


As the Battalion Commander’s Huey watches over the final destruction of the village, the infamous VC sniper, Long Phu, pops up out of a spider holes and takes a shot at the ‘Bull’ Plow. Missing (yet again), he crawls back into the tunnel complex to hide and reappear some other day.

The mission is complete, time to call in the Huey for a lift back to the base camp.
Beer and BBQ Water Buffalo Time!

Well, I think every one had fun and found it a challenging scenario. Besides having a lot of people drooling over the terrain made by Steve, we received some great praise for being professional and knowing what is the right flavor for the game by Mike, the one air assault player. The reason that this was a big thumbs up was that Mike was in South Vietnam with the Marines in 1969!

Monday, March 16, 2009

A brief summary of the last month...plus

Well, it has been over a month since my last post…and I don’t have a lot to show for that time.

During this period of time, I have been slowly working on my 10mm US Vietnam project. I currently have 10 infantry stands, 6 machine gun stands, 4 headquarters, 2 recon stands, and 1 LRRP stand on my work bench. I hope to have them complete by the end of March. With this, I will have completed the bulk of my main US force for all of my Vietnam games. I will start working and finishing up the various support and armor stands next, re-doing my old infantry & command stands that have the uniforms looking brown instead of green and repaint them to the green uniform, and then begin all of my conversion items.

In the end, I will have a US Army infantry battalion (leg), where each stand represents a squad, a weapon system, or a vehicle. Along with this, I will have an Armored Cavalry platoon, artillery and air support, and various engineers and convoy units.

When I get completed, I will be taking a picture of each completed company and posting them up here.

As I start seeing the completion of the main force of this project, I am looking to what I am planning to do in the future. And the future looks very French!

I am already working on my French paratroopers for French Indochina. I got the flashing cleaned off, primed and mounted on the bases. I also got the base coat on for the uniforms. I had to stop myself as I really need to finish the Americans.

I have decided that I will also start on a Blitzkrieg Commander/IABSM French armor force for 1940, to be ready for the 70th anniversary of the Fall of France. I have ordered the toys and I am now a waiting for their arrival. They will mostly be miniatures from Pithead. What Pithead doesn’t have, will be filled by Minifigs miniatures.

On the travelling side, I visited Guilford Courthouse battlefield (American War of Independence). I have placed pictures of the battlefield here: http://picasaweb.google.com/joeantarctica/GuilfordCourthouseNationalMilitaryPark#

I also visited the Atlanta’s exhibit for the First Emperor of China’s Terracotta Army. But they would not allow photographs…so no picture of Qin Dynasty warriors…bummer.

Later this month, I am attending the Spring Recruits gaming convention in Kansas City, MO, http://recruits.mtswebsites.com/ on March 28 (we will only be there for the one day and not the whole convention.) Combatcolours and I will be running a modified “convention” version of Cold War Commander, so that it will accommodate 6 players, which will all be running the US forces in a 1967, Operation Cedar Falls, Vietnam game. It will be a similar one as the one that I posted earlier, but with some differences. Expect pictures from that.

Wednesday, December 31, 2008

After Action Report for CWC Vietnam game ‘Operation Cedar Falls’ on 12/27/08

After Action Report for CWC Vietnam game ‘Operation Cedar Falls’ on 12/27/08


Hey, it has been a while since I put up an ‘After Action Report’ (AAR) for a miniature game. Well, I finally got in a game and also had my camera. So grab an icy cold one, crank up the soundtrack to “Platoon” or “Tropic Thunder” and enjoy the report! 

Basic general gaming information and over view: 

The game was run at B&B Games in Eureka, MO, on 12/27/08. While B&B Games is not a miniature gaming store (it specializes in card games and multi-player on-line games), the owner is extremely nice and has allowed us and other miniature gamers to use a part of us store for running games. THANK YOU, B&B GAMES!!!!! (http://bandbgameshop.com/)

This was the second Vietnam game that Steve H. and I have done using the ‘Cold War Commander’ rules. The first game was many, many, many months ago and it was more of an experiment to try out the rules and see how things would work with the different rules from ‘Blitzkrieg Commander’. Afterwards, we realized that we may have mis-understood some rules, but overall this game ran pretty smooth for understanding the rules. One thing that we both agreed upon prior to the game was that the VC Breakpoint would be done for a normal battle group, instead of that for guerrilla battle groups as his forces were all Main Force Viet Cong. There are things that we will discuss about for the rules later, but overall, we are very happy with the system.

The table and terrain was laid out and own by Steve, but the three Vietnamese buildings were mine from Time Cast. Steve's hand made the roads, rice paddies, and the Viet Cong (VC)’s trenches which shown up later in the game. The colorful hidden markers or blinds that look like a VC flag were made by me and are smaller than the one that is pictured in one of my previous post. I have also made smaller versions of the hidden markers and will probably use them in the next ‘Nam game.

The miniatures are both Steve's and mine. Steve provided all of the VC stands for the game. They were all painted and landscaped by him. Steve also provided the 4 UH-1 Huey “Slicks” which are the pre-painted Furuta Choco Egg collectibles, as I don’t have any helicopters finished yet. The US Army stands are mine. All of the figures are from either the 10mm Pendraken or Minifigs Vietnam Wars lines, unless noted later in the blog.

The rules used, as mention earlier are ‘Cold War Commander’ (CWC) and are a very playable set. We were using the “Search and Destroy” scenario from the rules. The game was inspired by ‘Operation Cedar Falls’ in January, 1967. The US Army was 2000 pts and the VC had 1000 pts. Each stand equals one vehicle or one squad.

While we never designated North or South for table orientation, for the purpose of this AAR, the road edge the US forces coming in on will be the East edge. That means in the pictures, the village is to the west of the US entry side, the rice paddies are west of the village and the LZ is northeast of the village.
The game table with the South edge being on the left and North on the right side of the picture.

The game table looking from the opposite direction

The darker green areas with the tall palm trees are jungle with high canopies where the helicopters could not land or take off if their flight path was perpendicular to the terrain.

Operation Orders – US Army:

The US Army Players: Sapper Joe, Pat C., and Mike D.

1st Infantry Division’s commanding officer has decided to launch a battalion size search and destroy operation of a village of Long Bien Dein (fictional). Battalion (BN) has made arrangements for mobilizing the various companies for this operation, as well as providing engineer, artillery, and close air support assets. Due to the reduced manpower strength of the various line companies, the weapons platoons were broken up to bring the line platoons to strength.

Alpha Company (A Co.) will be air lifted to the valley just north of the village and create a blocking screen to prevent the Viet Cong (VC) from escaping from the village. (This company is off board and not part of the game.)

Bravo Company (B Co.) will be air lifted to secure a flank of the village and move in to engage in the search and destroy operation. One platoon will be flown in on UH-1s to secure the Landing Zone (LZ). The remainder of the company will be air lifted in on CH-47s after the LZ has been secured. Attached to the company will be Scout Dog team for locating VC formations.

Charlie Company (C Co.) will be ground mobile with one platoon mounted in M113s and the remaining two platoons mounted in 2-1/2 ton trucks. The BN CO will be with this mobile column, as well as the engineering assets.

Delta Company (D Co.) will remain at base camp to provide base security for the artillery command. (This company will not be in the game, but the base camp is where the off-board artillery is located.)

Engineering assets will include one squad of engineers with a M113 and one M132 flamethrower.

Artillery assets will include one battery of two sections of 105mm howitzers.

Close Air Support assets will be provided by an UH-1 gunship.

Commander’s Intent (Victory objectives): The Primary objective is to break the VC force and route them out of the village (VC Battle group must fail their Break Point roll); failing that, Division expects that the BN will be able to have high body count to show that victory is certain (Inflict 25% or more stands lost of the VC Battle group.)

Break down of fixed formations for the game:

BN CO – 1 (Battle group’s Break Point is 13)

B Co.: 1st Plt - HQ-1, Infantry -3; 2nd Plt - HQ-1, Infantry -4; 3rd Plt - HQ-1, Infantry -4; also available are 1 Scout infantry (Dog team) Recce and 1 LAW upgrade. (Please note that 1st Plt is one infantry short compared to the others.)

B Co’s Airlift: UH-1N – 4; CH-47D – 2; Air Assault Assets – 4 (Note: in this game, the cargo capacities for these helicopters are halved for what is stated in the CWC’s stats. It just makes more sense for the numbers.)

C Co.: 1st Plt - HQ-1, Infantry -4; 2nd Plt - HQ-1, Infantry -4; 3rd Plt - HQ-1, Infantry -4; also available is 1 LAW upgrade.

C Co’s transportation: M113’s – 4, 2-1/2 ton trucks – 4 (Note: in this game, the cargo capacities for the M113’s are halved for what is stated in the CWC’s stats. It just makes more sense for the numbers.)

Engineer Asset: Combat Engineer - 1; M113 - 1; M132 Flamethrower - 1

Artillery Asset: 105mm Howitzer (towed) – 2

Close Air Support Asset: UH-1D gunship – 1

Total points: 2015 points

Orders from the 165th Regiment – Viet Cong:


The Viet Cong Players: Timmy!, and Steve

With fortune, we were able to be made aware of a large American offensive against our District. We have moved and hidden our heavy weapons and supplies caches, but we must show some fight against the imperialistic Americans. As such, your understrength battalion has been selected to give a fight to the Americans. Remember our teachings of guerrilla warfare, “The guerrilla wins if he does not lose.” (Major Victory: if the VC inflicts twice or more casualties than taken; Minor Victory: if the VC inflicts more casualties than taken.)

VC Battle group:

CO – 1 (Battle group’s Break Point is 6)
HQ’s – 2
Main Force VC – 12
Sniper – 1
RPG upgrades – 6
Anti-personal booby traps – 6
Anti-tank booby traps – 3
Trenches – 9

Total points: 1000 points

Turn 1 of 12:

The BN Commander, (me…’Sapper Joe’), decided that Bravo Company’s commander (Pat C.) would make the final decision on where he was going to designate his Landing Zone (LZ) and I would decided from what route would be the best for the Charlie Company (Mike D.) and the engineering assets to move in and secure the village and still be able to provide support to Bravo Co. if needed.

Pat used his 1st Platoon with the Dog Scout section and landed just northeast of the village. As he had pre-coordinated the landings with the Light Helicopter Company, there was no scattering of this command (Air Assault Assets per CWC). Pat order the platoon to advance towards the woods to his west as there were expected VC forces in there (the hidden counters).



"Gunslinger’s" ride

Mean while, Mike drove in Charlie Company’s 1st Platoon in the attached M113’s down the road from the Assembly Area. Prior to entering the Area of Operations (AO), ‘Red’ instructed the platoon to drive off the road and parallel just off the road. So far, no fire from the Viet Cong had occurred. The BN Commander, ‘Sapper Joe’, decide to wait until more elements of Charlie Company was in the AO, prior to bring up the engineering assets as well as the BN’s M577.



Timmy! is pondering if he should defect and become a Kit Carson Scout.

Turn 2 of 12:

Gunslinger decided that better bring in the rest of Bravo Co., so the 1st Platoon’s leader calls in the 2nd Platoon to land in the same location that the 1st Platoon did. While this platoon was to be flown in on a Chinook, due to some engine failures (ie., the models were not finished in time for the game) the platoon was flown in on Huey ‘Slicks’. The ‘Slicks’ were off a little bit, but still were able to land where they were needed. 2nd Platoon was on the ground and they were to start moving to the woods to the west.



Ride of the Valkyries

Back with Mike, Charlie Company’s 1st Platoon was order to move farther down parallel road. Closing on an expected enemy position, Mike ordered them to dismount from their tracks. Suddenly, an anti-personal mine booby trap exploded on the 2nd squad near where they dismounted the M113 and wounding a man. As Mike radioed orders to advance on the VC’s position, confusion from the explosion caused a major blunder of cross fire from the M113’s .50cal machine guns and rifle and grenade fire from 3rd and 1st squad that 2nd squad was riddled to pieces from the friendly fire. While the other squads also took some wounds, 2nd squad had several dead and the rest wounded so that they had to be pull out of the line. (This was an ugly command blunder roll!) The Americans now have one stand towards their Breakpoint.



A beginning to a bad day for 2nd squad.

However as bad as that was, Mike gained control and the rest of Charlie Company’s 2nd and 3rd Platoons came on and dismounted from their trucks.

Break Point: US 1/13 – VC 0/6

Turn 3 of 12:

Again, Pat decided to risk bring in the 3rd Platoon as well and had them in the same location. There was a slight deviation, but again they had an uneventful landing. 3rd Platoon moved out to scout out the expected VC position in the woods to the east the LZ.

As 1st Platoon moved in through the woods, there was an explosion and the report of AK-47 fire…the Viet Cong finally came out to fight! 1st Platoon counterattack with deadly return fire and destroyed the VC squad. The 1st Platoon advanced a little more cautiously after that.



Another booby trap and finally a confirmed sighting of the VC!

To the south and east of the LZ, Charlie Company pushed on. The expected VC position near the booby trap that lead to the 2nd squad’s combat ineffectiveness, turned out to be an old campsite and nothing of any real interest was found. So Mike pushed the M113’s foreword, but the 2nd and 3rd Platoons made no head way towards the village as rumors of the bloody friendly fire incident caught their attention.

The BN command and the engineering assets entered the AO and were bottled necked by the 2nd and 3rd Platoons milling around.





The end of Turn Three

Break Point: US 1/13 – VC 1/6

Turn 4 of 12:

Bravo Company continued to fan out from the LZ and ran into VC on both sides of the LZ! Worst yet was that they were entrenched and waiting for a fight! For the next several turns Bravo Company found itself in a serious firefight and just could not get any where.


Entrenched Viet Cong!


More entrenched Viet Cong!

Charlie Company was rather slow in advancing to the village. It appears the men were rather reluctant to take commands after the friendly fire incident. This also went on for a couple of turns of poor command dice rolling for Mike.

Break Point: US 1/13 – VC 1/6

Turn 5 of 12:

While Bravo Company slugged it out with the entrenched VC and Charlie Company moved forward slowly, the actual results where very little. The only major thing was that the VC in the village decided to finally fight and started shooting at soldiers from 3rd Platoon as well as a VC sniper took a couple of crack shots at the US forces. An anti-tank booby trap exploded near the M132, but it only angered the engineers.

Break Point: US 1/13 – VC 1/6

Turn 6 of 12:

The Winds of Fortune started to blow in favor of the US Army! The VC in the village where holed up in one building and in some trenches under the buildings raise platform. But this is a little too late as two of the three buildings in the village has been already been secured by the Army. The combat engineer squad dismounts and secures the northeast hootch and prepares to flush the VC out of the village.


Viet Cong decided to fight for the village (with an unfinished combat engineer stand moving into the hootch.)

While things are looking good in the village, again 3rd Platoon, Bravo Company just can’t break the VC’s positions. While they are delivering massive firepower, they just can’t seem to do enough to make a real difference. On the other side of the LZ, 1st and 2nd Platoon can’t seem to crack the VC positions either.


3rd Platoon, Bravo Company is giving better than they got, but still can’t crack the VC

Break Point: US 1/13 – VC 1/6

Turn 7 of 12:

“Victory is ours!” cried the BN commander after receiving the reports from Bravo Company’s firefight and the combat engineer squad in the village.

In Bravo’s firefight, 2nd Platoon was finally able to suppress the eastern flank VC squad and overrun the position. With combined rifle and grenade fire from the 1st and 2nd Platoons, the center trench collapses and exposing the VC’s command center. They VC commander and the political officer escaped to hide with the remaining VC squad in what is left of that trench line.


1st and 2nd Platoons finally start rolling up the VC positions

The M113’s from Charlie Company laid down a deadly barrage of machine gun fire on the VC squad in the trench in the village. This fire was very successful in inflicting hits and suppressing the VC squad. The combat engineer squad, being supported by their M113, close assaulted the VC trench works after taking some fire from the other two VC squads. With satchel charges and bayonets, the engineers made short work of the VC squad and seized the trenches. The VC squads realized that they were doomed and made a run for it into the rice paddies.


The lone sniper, Long Poo, rushes forward to cover the retreating VC squads from the village.
Viet Cong trying to escape the US Army

Break Point: US 1/13 – VC 4/6

Turn 8 of 12:

Bravo Company was still trying to crack the VC to the east of the LZ and was not getting anywhere. The remaining VC squad to the west of the LZ was still holding out.

Back in the village, two of the M113’s moved across the north/south road and another anti-tank booby trap went off, but no damage was done.

The M132 was order to move up and flame the VC squads as they flee in the rice paddies. It made short work of them.

The village is secured

With the VC finally reach their breakpoint, Timmy! was given the honors of rolling to see if they broke and ran or stand and try to make an orderly escape…for those not familiar with Timmy!’s dice rolling…the FOW’s Soviet dice seems to really, really hate him (see my blog entry on 3/18/08 about Timmy!’s past experiences with the Soviet dice). That is why I had to include this next picture!


The Soviet dice stays true to their feelings towards Timmy! as he rolled for the VC’s breakpoint.
 
Finally, I am including some pictures of Steve’s Viet Cong stands…beautiful, are they not?

The Viet Cong CO stand next to a relic from the war with the French

One of the Viet Cong’s Headquarters

One of the Main Force VC’s stands
Some more of Steve’s Viet Cong Main Force stands