Sunday, 25 December 2016

Going up the Country.

Two Chain of Command DMZ Vietnam after action reports


Below are two Chain of Command NAM after action reports using the VC Local Force Guerilla forces and rules.

VC Local Force Guerilla Rules

Key to troops and markers in pictures:
  • All Platoon HQ and squad leaders bases are marked with a white base.
  • All team leaders are marked with grey bases.
  • All other troops are marked with black bases.
  • Shock markers are coloured Yellow for 1pt, Orange for 2pts and Red for 5pts.
  • U.S Jump off points are marked as coloured smoke.
  • VC jump off points are marked with tunnel entrances.

Notes on Terrain

RICE PADDY
  • Dry: The paddy field counts as open ground for cover and line of sight. Treated as open for foot movement and Heavy Going for Vehicles.
  • Infantry units up against dikes gain hard cover.
  • Vehicles treat dikes as solid obstacles.
  • Vehicles crossing the dikes count any hits as weakest armour.

BUSH
  • This was treated as woods per the main book rules.


SCENARIO
Both after action reports are for the following patrol scenario.
(This scenario is an adaptation of the Chain of Command - Patrol scenario)
 


INTRODUCTION
This game is based on patrolling actions. The aim of patrolling was to drive the Viet Cong from their jungle sanctuaries and camps and to remove them from areas where they could exert influence over the local people.

THE PATROL PHASE
Both sides enter the table at one single point, dicing to see which of their two entry points they use. On a 1, 2 or 3, their Patrol Markers may be deployed on the table edge at Point 1. On a 4, 5 or 6, this will be at Point 2. Each player chooses whether to start the game with three or four Patrol Markers. At the end of the Patrol Phase both players will place three Jump‐Off Points on the table.

FORCE SUPPORT
For support roll 1D6. On a roll of 1 or 2, both sides may select support from List 1 (amended
depending on relative Platoon Strength Ratings).
On a roll of 3 or 4, they may select support from List 2. On a roll of 5 or 6, List 3 is used. Neither
side may select a preliminary barrage, entrenchments or static defences as their choices. (This does not include the VC MMG Bunker)

OBJECTIVE
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. If neither side achieves this the result will be a draw.
The VC Local Force may also win by achieving a Political  victory which will also override a draw result.
The Free World Forces player will be the active player in the first Phase of the game.

FORCES
Both forces were kept the same for each game.
VC Defender - Support List 10
U.S Attacker - Support List 3



VC LOCAL FORCE GUERILLAS

Platoon Force Rating
Regular: -7


Command Dice: 4 +1 Different Coloured dice counting 5-6 only.

Platoon Headquarters
Commander (Superior Junior Leader) with SMG
Deputy Leader (Junior Leader) with SMG.

27 Guerrillas armed with SKS

The Local Force VC player can group these in units as they choose prior to the first phase using the following restrictions:
Min size of a unit - 3 men
Max size of a unit - 12 men

For the purposes of the rules each team counts as a ‘Leaderless Section’ activating on a Command Dice result of ‘2’, unless activated by a Leader

LOCAL VC SUPPORT
List 1
2 x Exchange one Guerrilla's SKS for a RPD LMG (Counts as 1 man crew)

List 2
1 x Booby Trap
1 x Sniper Team

List 4
1 x 0.30 Cal MMG 5 crew in a Bunker (Hard Cover)



FREE WORLD FORCES

U.S ARMY
PLATOON FORCE RATING
Regulars: 0

Command Dice: 5

Rifle Platoon HQ
1 x Lieutenant Senior Leader with M16
1 x Platoon Sergeant Senior Leader with M16

Rifle Squad x 2
1 x Squad Leader, with M16

Fireteam 1
1 x Team Leader, with M16
1 x Grenadier, Pistol .45 cal, M-79
2 x Rifleman, with M16

Fireteam 2
1 x Team Leader, with M16
1 x Grenadier, Pistol .45 cal, M-79
3 x Rifleman, with M16

U.S SUPPORT
List 1
1 x Medic

List 2
1 x 1 M60 GPMG with 2 crew

The After Action Reports
I'll let the pictures do most of the talking with additional comments above each picture.

Table Layout
The table layout remained the same for both games with both sides commencing their deployments from the same table side for each game.  The layout was designed to reflect a local village area.


The VC edge seen on the left and the U.S on the right.


View from VC table edge.


View approaching the village from the U.S table edge.


View of the Village from the U.S table edge.


Village huts closest to the VC table edge.  The brown area is treated open terrain.


Village looking towards U.S table edge.


Here piggy, piggy, piggy.


Game 1
End of patrol Phase. The VC pushed their patrol markers hard down their left flank in an attempt to limit the U.S deployment.  This was made easier by their ability to move 14 inches a turn.


Jump off points are placed.  The U.S spread their JOPs evenly.  The VC place theirs around the village.  With Local Knowledge they also knew they had the ability to move a Jump Off Point (JOP) up to a further 18 inches at the end of the JOP phase.


The VC uses Local Knowledge at the end of the JOP phase and move the JOP on their left flank into the Rice Paddy hoping to pressure this area of the table.


In the early phases the U.S deploy a 2 man scout unit on their left flank who move forward in an attempt to provide a safe passage for the rest of the squad.


Several phases in a row allow the U.S scout team to aggressively patrol moving to within 4 inches of the VC JOP denying it's use for deployment mindful all the time of the potential threat of booby traps (Moving at tactical speed).  The U.S also deploy the rest of this squad who also threaten to flank the village from the left.  The appearance of the U.S prompts the VC to open fire from a concealed bunker located near the village (This Unit has the ability to deploy using the normal ambush rules without requiring the use of a CoC Dice).  Fortunately for the U.S casualties are light.


The U.S scouts have shut down the ability to deploy from the JOP on the left of screen however the Scouts and U.S are exposed to the VC Machine Gun Nest.


On the U.S right flank similar tactics were employed with aggressive patrolling being the key helped by multiple phases.   The U.S forward scouts manage to deny the use of the VC left flank JOP and deploy their second squad placing the M60 team on overwatch.


Unable to deploy troops from two of his three JOPs the VC decide to deploy a squad in the village to isolate the first U.S squad and wipe out the Scout team opening up the ability to widen their deployment area.


A VC sniper also deploys on the other side of the village and attempts to cause problems on the U.S right flank.  His shot flies wide and unfortunately for him he is spotted by the M60 team on overwatch who open fire killing the sniper.  The U.S scouts locate a booby trap and their movement is stalled as they deal with the threat.  (The VC attempted to delay them from securing the JOP however as the scouts were moving at tactical speed their ability to detect the booby trap was increased).


View of the positions from the VC table edge. The U.S squad on the VC right flank has thrown smoke grenades towards the Machine Gun nest so they can quickly move away before becoming pinned down whilst the VC squad move to flank them.


The VC deploy another Squad off screen to the left to isolate and destroy the U.S squad.


Death Card dropped where the sniper used to be.


The VC squad starts to swing right after taking several casualties from the U.S near the paddy fields.


The U.S end the turn and capture two JOPs.


In the next few phases the VC suffer casualties to 2 of their leaders, one being killed as well as one of their squads being wiped out.  Their morale finally reaches 0 and they melt away into the surrounding bushes.


Victory to the U.S.  Aggressive patrolling added significantly by several phases in a row allowed the U.S to shut down two out of three of the VC JOPs.  This dramatically took away their options for deployment allowing the U.S to hem them in and break them. 


Game 2
Terrain, Forces and Scenario remain the same.

For this scenario the VC rolled the Higher Morale and had first movement of Patrol Markers.  Determined not to lose control of this village they chose three Patrol markers.  With the ability to move their Patrol Markers 14 inches they pushed aggressively down the width of the table to restrict the U.S deployment.


The VC placed their JOPs towards their right flank.


Using Local Knowledge they moved one of their JOPs further forward to utilise the Heavy cover of the Paddy Bunds.


Once again the U.S start by pushing a detached scout unit forward in the hope of weeding out the enemy.


The VC respond by immediately deploying a large squad of VC behind the Paddy Field to sweep around the U.S flank threatening the U.S JOP.  The U.S respond by deploying a  unit on their right flank in order to push on the VC deployment area.


The VC look to strike early and hard before the U.S can gain the superiority in firepower.  They deploy another squad and move quickly to outflank the U.S.


They also deploy their Machine Gun Nest from Ambush firing at the U.S unit attempting to flank their force.


A consecutive phase sees the VC assault the U.S scout team also denying the U.S the use of the JOP for deployment.  With  two casualties the U.S morale takes a hit.  The VC have well and truly taken the initiative in this one.


The U.S deploy their second squad on the hill and both squads open fire on the VC near the Rice Paddy breaking that squad.  The VC sniper appears and causes havoc on the U.S squad on the hill wounding two leaders (including the U.S Platoon Leader) whilst the VC squad on their right moves into the cover of the surrounding bushes.


The U.S Force Morale takes a significant hit as the VC snipers accurate fire picks off the U.S Leaders.


The U.S fire on the Machine Gun Nest in an attempt to supress it's fire on the  U.S squad on the hill.


The VC sniper fires again causing another Leader Casualty to the U.S squad on the hill.  This reduces the U.S morale to 3.


With U.S Morale down to 3 the U.S know that the VC have done enough damage to their forces to allow for an attempted Political Victory. As a result they decide to move quickly to cut off the VC from withdrawing.  Moving at 2D6 they set off an unseen booby trap (this is played at any time in the Free World players turn as an interruption by the VC player and can be spotted based on the movement of the Free World player.  Moving at 2D6 the booby trap is spotted on a roll of 5+).
The booby trap causes three casualties pinning the U.S squad and reducing their morale to 0.


Victory to the VC.  Once again aggressive play paid dividends with the VC inflicting enough casualties on the patrolling U.S force to cause a break in morale.

I am looking to adapt further scenarios that hopefully reflect guerilla actions in Vietnam.

Any questions, comments or suggestions welcomed.

Cheers.

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