Initially I had liked these rules for a number of reasons. For one, they are designed to take into account the fact that free world forces rarely saw their opponents. Opposition forces in Charlie Company are identified by muzzle flashes and the miniatures may never appear on the table. Further, I like the fact that opposition forces are run by the game master. The Viet Nam conflict is marked by free world forces searching for targets or being attacked in static bases. If a human player is in charge of NVA or VC units there is really no reason for that player to ever end up in a less than ideal encounter.
I did have some concerns with the rule system. They are based on one player running a squad or platoon. There is some question about the depth of decision making a squad leader would be expected to make. A platoon leader might have more autonomy but it seems like the company is a good level to control in this theater. I also wondered how well the rules would portray the war itself- would they just simulate a postwar/modern battle or would they carry period flavour?
For the purposes of the game I ran two historical encounters. The first was from Small Unit Action in Viet Nam: Summer, 1966, the chapter called Mines and Men. The second scenario was based on Three Companies at Dak To, from Seven Firefights in Vietnam. This is also available online. The former involves three squads and some armor fending off a weak ambush by Viet Cong. I was hoping to use it to teach basic rules and give the players a sense of the game. The Three Companies game involves a platoon stumbling into an aggressive company of NVA regulars. This was designed to illustrate the value of a quick withdrawal followed by lots of air and artillery support.
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Next- the game and after action.
Small unit action is available online here:
ReplyDeletehttps://archive.org/details/SmallUnitActionInVietnamSummer1966UnitedStates.--MarineCorps--History--VietnamWar1961-1975.
I knew I'd read it online somewhere! Thanks!
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