The following scenario was designed to represent a sector which a platoon has been tasked with closing off during a Sweep and Clear mission. In response the enemy is attempting to either break out of the closing net or engage the force in order to allow a break out elsewhere in another sector.
The Free World Forces are the Attacker in this Scenario with the NVA/VC being the defender.
Each side can win Either of two ways.
To win a victory, one side must force his opponent to withdraw from the table, either voluntarily or due to a reduction in his Force Morale, whilst keeping his own Force Morale at 3 or greater.
Additional Free World Forces Victory Conditions
Free World Forces may achieve an alternative Victory at the end of any phase/turn in which they currently have control of or have captured a total of at least 2 enemy Jump off Points and their current morale level is 4+.
Additional NVA/VC Conditions
Move one Team to the enemy base line.
If neither side manages to achieve any of their victory conditions then the game ends in a draw.
A Chain Of Command - DMZ After Action Report
Below is a brief After Action Report of a game using the the above scenario.
Main Force VC 1968
Support - Local Knowledge, Regular Infantry Squad.
Support - OC (Adjutant), M113
|Areas of trees treated as Woods|
|Rice paddies were flooded. No running, reduced movement|
|Grass areas waist high. Light Cover. Open when moving|
|Village. Open Ground. Buildings Light Cover|
|Small Tunnel Entrances used as VC Jump off points|
|Coloured Smoke for U.S Jump Off Points|
|Jump Off Points (JOP) deployed|
|Local Knowledge. VC Central JOP moved|
|First U.S Squad deploys on overwatch|
|Second Squad attempts to flank|
|Second Squad on the move|
|Second Squad sweeping towards enemy JOP|
|Scouts from Third U.S Squad deploy|
|First two VC squads appear|
|They put down fire and are returned in kind|
|More VC appear|
|U.S M113 deploys and opens up|
|VC units make their move|
|The break out is on|
|The VC are hit with a wave of fire|
|The U.S Second squad turns the VC flank|
|VC Tunnel entrance is shut down|
|VC break out is stopped dead in it's tracks|
The VC attempted a bold move by using Local Knowledge and utilising their longer patrol movements to deploy their markers as far up the table as possible. This was not without risk as it allowed the U.S to potentially shut them down quickly as they had the first turn. They VC attempted to rush the U.S by deploying as quickly as possible through the rice paddies trying to break through the net. Unfortunately for them the tactic did not work and they were cut down on mass in their dash across the open paddies.
Further Errata to Chain of Command - DMZ
We had discussions after the game in regards to the Army List support option of a Chain of Command Dice. This was originally included mainly to allow ambushing options. Given it's potential to affect other aspects of the game we have decided to replace the CoC Dice support option as follows. I think this should make for a better gaming experience.
Replace the CoC Dice(1) support option in any army lists with Pre-Planned Ambush(1).
A player may choose this support option to perform a pre-planned ambush. A pre-planned ambush differs from a normal Ambush.
A Pre-Planned Ambush allows a single, as yet undeployed infantry team OR SQUAD/SECTION to be placed anywhere within 12” of a friendly Jump‐Off Point and further than 6” from any enemy infantry.
The unit may then fire immediately without further activation. An ambush conducted like this represents a pre-planned ambush site.
The unit will make their attack and then must be kept on the table in the ambush position at the end of the phase.
If the player’s opponent has troops on Overwatch covering the area from which the pre-planned ambush is made, they may fire after the ambushing unit has fired.
Further Errata can be found here