Sunday, July 23, 2023

Tactical Combat In Vietnam

This report took a while, and I may not post again for a week or more. Life is busy, work exhausting and I am taking a staycation to deal with some stuff. This means I missed a good round of interwar Tactical Combat last Saturday, because my work schedule is annoyingly wonky.

But the Saturday before that, I made it to Das Krieg Haus again for a game set in Vietnam; specifically Ben Het, 3 March 1969.

CIDG camp, with target objective (a 175mm gun) to left.
This was a night battle - primarily a to-hit modifier, as range for most weapons at this scale (1:1) is unlimited. Shooting in Tactical Combat is akin to The Sword and the Flame - roll-under on a D20, so we mostly required 5 or less to hit. Since most weapons have two or more shots, this isn't as bad as it looks, and even at 1:1, it was mostly an armor battle and there weren't, say, hundreds of infantry on the table. It's assumed this is a fraction of the larger combat.

This was also a rare tank-on-tank action - Two M48 Pattons and an M42 Duster vs. eight PT-76 light tanks and a BTR-50 tracked transport. This was a PAVN attempt to break into a Civilian Irregular Defense Group camp (backed up by the armor and a handful of US advisors and spec-forcers). So the rest of the units (some of them reserves) were:

US/SVN: One 60mm mortar, one 4.2" mortar, 27 CIDG with M16s, light machine guns, grenade launchers and light antitank weapons, eight American advisors with two Starlight scopes, two .50 cal machine guns (one of them in a jeep, two recoilless rifles (one of them in a jeep). Plus, for fun, a couple TV reporters who spent most of the game hiding behind the one hut on the battlefield.

PAVN: 25-man assault platoon with light mgs and RPG-7s, eight two-man wire-cutter teams, a Maxim machine gun and two 82mm mortars.

Everyone had illumination shells, although in practice brewed-up tanks shed far more light. The Americans also had a bunch of fortification elements - trenches, sandbags, four buried mines (which went under the road where it left the outer defenses near the enemy deployment zone), and four Claymores (two went near that exit, and two in front of the angle in the wire closest to our left flank).

I engaged in a bit of gamesmanship by claiming Jim Johnson as my partner, since my tactical ability (despite all that reading) is practically nil and he kicked my arse last time out. Since we were on defense we mostly just threw fire downrange, with only a little repositioning as reserves turned up, so it's not like the SEATO side really needed more than one player. 

But when I suggested I was mostly an observer here, the others pointed out my enthusiasm for blasting NVA infantry off the board. And two PT-76s.

Anyway...

The blameless defenders of democracy set up on the hills to the (effectively) south and center. The star denotes the objective, an M107 175mm gun. We were permitted to set up to a dozen troops on the central "ridge", which Jim placed in foxholes as a sacrificial "speed bump." The PAVN infantry could set up anywhere on the jungle edges outside the wire, and their armor had to come from the NW corner up the road.
Our "inner" deployment.
The objective was to kill or protect (depending on side) the M107 self-propelled gun at the center of the CIDG camp. It would not fire, but "accidental" scattering of missed mortar shells would not suffice to hit it either - the enemy would either have to get into line of sight to call down fire or hit it with a demo charge.

The secondary objectives were casualty ratio - a side that caused twice as many as it took would be deemed to have won, but retrieved casualties (dragged off table by the NVA, medevaced by the Americans) would not count against this. In practice, the NVA players decided that keeping an uninjured man on the firing line was preferable to using him to help a second man away, and for Jim and me it was somewhere between not remembering and fearing the helicopter would be shot down - especially once the camp was lit up.

Our assumption was that - while the NVA vehicles would have to come on via the road - their infantry would hit us elsewhere, and most likely from the eastern corner. They would try to swamp our right flank and pass through to the objective. This was why we placed the Duster there, so as to shoot up masses of infantry. As it turned out, they were more spread out, which left the Duster and all of my assets (I got the right flank while Jim took the center and left) in dead ground with fewer targets. This is due to the fact that, the NVA having reconnoitered the ground beforehand, they got to set up second.

Both sides launched illumination shells. The markers for these were ingenius; just teased-out strips of cotton painted acid green.
Light mortars 3" radius, 4.2" mortar 6". The bulk of NVA
assault troops are visible; the ones in the back are not on-table yet,
but illumination will force them into line of sight or farther south.
Another angle on the NVA.
Nearby, an NVA heavy-weapon team.
The outer checkpoint where the tanks will come in.
The forlorn hope position is to upper left.
Concentrating my fire, I killed
half the wirecutter teams on my side.
Jim's recoilless rifle brews up a PT-76; the radius of the
firelight is 12 inches!
The sacrificial hope, about to have fire rained on it.
Brown felt strips represent foxholes.
The hill is lit up and pounded; red paper squares indicate casualties.
Our pesky recoilless is now out of the game...
... after killing another tank. The NVA advance is developing.
A man with M79 "blooper" grenade launcher
is still out of range. Our rear entrenchments
also visible.
The Allied position is entirely lit up now, and we've lost
one M48. We got a second as reinforcement, though.
My two light machine guns, a handful of rifles and a cracking eight shots a turn from the M42 were at least hindering the attack to our northeast, if not stopping it. Jim's comment was: "Turn one: the attack is commanded by a regimental commander. Turn two, a battalion commander. Turn three, a platoon leader." As the NVA tanks broke through the outer checkpoint and their infantry followed, I shifted the Duster over the crest and down the hill where it could have more targets:
I targeted the enemy light tanks, and got two kills before the turret was hit and all the crew injured or killed. They piled into the nearby emplacements.
NVA armor is almost all gone...
... but the infantry are closing.

One of our grenadiers ran down to the wire to get into range for his M79, but was killed before he could use it. Later, Jim spent a couple more lives trying to recover it, to no effect.
Here's my surviving Duster crew, clustering around the medic,
who'd narrowly escaped the burning position next to the tank.
Bottom left is a reporter asking annoying questions of men
more concerned about pain than posterity.
We had two media guys on the board, but they weren't objectives - didn't need to protect them or get a report out. So in the last two turns, I had them randomly move around and get in the way, just for fun. One approached the wounded infantry for an interview, while the other moved into position for Pulitzer-winning photos. (If he's using my phone-camera, he ain't gettin' 'em.)
Nothing but fire and a looming opponent in sight.
In the end, the Allies lost two tank crew (ten men total), and all the infantry on the hill, which the NVA were now waving flags atop. The rest of our casualties brought it up to 32, but the NVA had 70+ casualties (including all their vehicles and nearly all wirecutter teams) and never got near the M107. Their infantry was through the wire, but was unlikely to make it across open and lit-up ground to a position where they could fire on or assault the objective. Indirect fire came first in the turn sequence, which means that once you've moved to where you'll use it from, the enemy has a turn to shoot at you before you can actually bring it down.

I'd only played these rules during "bolt-action" periods - WWII and interwar. Firepower a generation later was far more devastating, with two shots a turn from every rifleman, and more machine guns per unit too. And yes, using the Duster was a delight.

As usual with this system and GM, a fine game. You can find video reports of the rules on Jim's Youtube channel, though I expect this one won't be up for a couple months. He's just released a battle report for Op: Husky. Edit: Here's the Ben Het video.

Closeups of game assets:
M48 tank and M42 Duster AA vehicle.
106mm recoilless rifle. This really did a number on the NVA.
The objective, charmingly encircled by classic toy terrain
which fits in surprisingly well!
One of Jim's fine card buildings.
Some NVA armor - some PT76 light tanks and the related
BTR50 APC.

This attack UH1 variant proxied for a medevac.
A few unused US vehicles. I think Jim provided these.

Tuesday, July 4, 2023

Hill Line Defence

Finally playing a solo game of conventional scale! Drawn from Charles S. Grant's classic Programmed Wargames Scenarios. Let's see how it goes, shall we?

The rules are Stephen Simpson's from Wargames Illustrated #75. They are forerunners, I believe, of Beneath the Lily Banners, and I quite like them - short and simple. This is the first time I've had a table large enough to field units of the correct size (four bases) and to move them correctly (5-15").

One issue with the rules I'm using is that there are no rules for light infantry, unless you count Highlanders and Indians - which in these rules are more for assault than reconnaissance. There also aren't rules for different types of cavalry. I suppose I could use the rules for elite or green units (basically + or -1 to all rolls), but I'll leave that out for now. Given that light infantry, under programmed deployment, are often spread out across the deployment zone, that's probably fine, since usually you only get one or two regiments anyway.

That means the British defenders have six infantry regiments, one cavalry regiment and two guns. I formed them evenly, with the guns in the center, half the infantry to either side, and the cavalry forward on the left flank.

I rolled randomly for the opponent from seven choices, and the French get seven infantry, three cavalry and a gun. I roll for their deployment, and get "centre-right" - from left to right, a 2-4-4 distribution. That works for the regiments; I'll put the cavalry to the right, as part of the attack, and the gun to the left. There is a possibility that the left flank will act defensively, which will suit the gun.

The rules are modular, and have basic additions for command and control, but I'm leaving those out for this first runthrough.

Deployment from the Attackers' side. As it is July 4, there were
atmospheric sound effects to help set the scene...
I roll to determine what the French left flank will do, and it will be drawn into the attack. We're off!

Deployed infantry and guns move 5", deployed cavalry 10". If in column, they move a further five. Guns have unlimited range, but a bonus within 18". Musketry range is 10". Since they are aggressive today, the gun will move with the infantry, aiming to get close before pouring in fire. As you can see from the photo, I've kept things simple by starting everyone off deployed into line.

Turn One: The French (well, about half of them Irish or Scots) march towards the British and Hessians on the ridge. The gun will target its opposing numbers. The mechanism is very basic - D8-D6, plus or minus any factors such as, in this case, being under fire from artillery over 18" away. I rolled 2-6+1; the result is less than zero, so one of my guns takes a hit. Another and it is routed. With infantry, I'd remove a single base; with guns represented by a single base, I'll have to remember.

I'm not actually sure if guns can move and fire in this game - they can fire while deployed and they can move while deployed. Given the paucity of scale, I'm fine with it; each move can be assumed to be several minutes.


The cavalry sweeps round a putative Built-Up Area.

The French gunners "lay on."

In response, the British hold their ground and I fire both my guns at the Irish regiment opposite. They'll have a +1 for the long-range artillery, but this is balanced by a -1 for being under fire from more than one unit. Straight D8-D6: 4-5=-1. They lose a base. Simple, see?

Turn Two: More advancing.

As enemy cavalry gang up on mine, I realize I made the mistake
of not moving my grenadiers forward into 10" firing range;
they're still 12" away.
"Close up, close up!" cry the officers of the Irish Brigade.
The extreme left has some difficulty as it skirts the wood.
The guns fire on Dillon again, and with a bare success - 1 on the D8, 2 on the D6 - they take another hit and fall back, too worn to continue. That's only one of ten units eliminated, though, and the defenders are still outnumbered.

Turn Three: Time to charge. units must roll to attempt such actions, at 4+ on a D10. Remarkably, only one of the units passes. The British morale roll is at -1 for first round of melee, but +1 for being uphill. They pass. My left-flank infantry, in response, move forward, but don't quite have line of sight to the cavalry (the crown of the hill is in the way) or range to the infantry. The cavalry melee continues with no result, as does my cannonade.

I need to dress the enemy ranks here...!

Turn Four: Moved forward, and did dress ranks. Lots of firing now we're in range, but ineffective on both sides. A second cavalry unit managed to charge in, but the combat remains inconclusive, even when I charged my own left-hand infantry into it.
Round and round we go...
Turn Five: Ranks fully dressed now, but still mostly out of 
The battle looks more traditional now, but the dying light
is in the defenders' eyes...
... and they are taking casualties.
Turn Five: The lines are in musketry range, and platoon fire flickers up and down the rows of French and British.
"For what we are about to receive..."
One unit of French horse retreats, leaving the other open
to charge in ... and they fail the roll for a third time. Cowards!
The British cavalry unit is eliminated, but its opponents are still in contact with infantry as well. Musketry is again inconclusive.

Turn Six: The French are now at the foot of the slope, yet still both sides continue to load and fire again. Only on the right are the French moves starting to bear fruit, as the Hessian grenadiers hold fast against yet another charge of French horse, now lapping about them, and the flank battalions cross bayonets.

Push of pike.
Turn Seven: The charges - most of them - go in:

Most of the fighting is inconclusive, with the exception of the Hessian grenadiers, who are finally smothered. One French unit fails its charge attempt; it and the gun instead fire into a British unit and force them to rout. This means a check on the AI chart - "A Blue Force unit is broken or falls back creating a gap in the line." I rolled "Hesitate two moves then move into the gap if it remains."
The "Gap of Danger"
At this point, that may not matter much:
With the grenadiers gone, an ominous flanking movement begins.
The British all hold, though narrowly at times. With all in melee, none are free to act.

Turn Eight: The Brits hang on as the cavalry starts to roll up their line. They attempt to break away and refuse their left flank, but fail.
Turn Nine: The next left-flank battalion is destroyed by the swarming Horse, and others take casualties, though thet guns manage to take out the Ecossais.

Turn Ten: Another British (well, Hessian) unit routs, and others take casualties. I think it's over, and I'll halt here.

So I lost the game against the attacking AI, probably because I failed to react and relied too much on my firepower. It took longer than expected, but by the end I had holes in my lines and was badly flanked. With only one roll per turn per unit, the combat system is pretty swingy and it could (and probably should) have gone far worse for me once combat was joined. My left flank held out agains outnumbering cavalry far longer than I expected.

I might change up Simpson's rules slightly - command and control rules could have made a difference, though most likely just making it more chaotic as more units refuse to obey orders. This is the second time I've run the first scenario in the book, and it's a good one to start with, though perhaps the attacker should be the active player. (Most scenarios can be played from either side.) All in all, a good game and, I think, a fair result.

The game would be far quicker if I didn't keep pausing to write it up and take pictures. With the brevity of these rules (a three-page article, one page of basic rules and one page of extra "modules") I could easily have played it through in an hour, but that might not be as interesting to read.

Next time, Scenario Two: Broken Ground.

Sunday, July 2, 2023

More Miscellaneous Stuff

Been a long and exhausting week. I have a lot of personal appointments and home improvement to catch up on. Haven't got much done gaming-wise done at all; my plan for a Battery Wagner game at work was shot down, so won't have a chance to use it at work anytime soon. This week is Fourth of July, though, so I'm hoping to get away with a "patriotic" game of some sort. I'm torn between a reenactment of North Point using Junior General and Paperboys I built during the pandemic, and a round of the Perry's TravelBattle (its Napoleonic style works just as well for War of 1812). I'm leaning towards the latter, as it's more "game-like."

So this weekend was spent working on personal stuff a bit, and a few books and hobby bitz.

I read the first volume online, and hunted
the second down on Ebay. A very interesting
biography of a perhaps over-maligned commander.

Not specifically gaming-related, but by a well-known
game designer I've gotten to know on Facebook. The
first volume's quite good so far - a fun series with
the style of a classic.

Completed the 3rd Edition 40K ruin I bought at Recon.
Very easy to build, and solid even without much glue.
May try painting it one of these days.

Another Recon purchase - Mark 6 Heresy Marines.
Each slot contains the parts for one model, in the
unlikely event I do a build-n-take at work. I'd need
inexpensive plastic glue, though.

Spent some tiring time in the heat today collecting a 
6x4 piece of light plywood. Laid atop my 2x4 plastic
table, I'm hoping this will enable me to play more
conventionally-sized games.
This week? Mostly work and a little job-searching, as usual. I hope to use the larger table to play some mid-18th century games on a more conventional scale; I'd like to work my way through all the Charles S. Grant solo scenarios.

Hope your weekend has been as productive!