Victory Insider - Vietnam Part 2
Victory Insider - Vietnam Part 2
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VICTORY INSIDER 3
By Tony Curtis
Whenever you playa ingle VielllGm cenario or campaign game, the assume that the VC is a 2-1-7 battalion. The six hexes around 1775 are
U.S. player alway has a nagging problem: the VC. Those inverted VC clear terrain, and even though a minor river hexside has to be crossed
units are reaJly lippery and elusive. They alert out of dangerous situa- to enter 1776 and 1876, the overall movement advantage for a VC unit
tions. They react out of area where they could be trapped. They u e using alert movement is more favorable here than almost anywhere else
trategic movement to escape from provinces swarming with U.S. units, on the map. In other word , if you can catch the VC here, you can catch
or cro the border to helters in Cambodia or Laos. them anywhere.
In order to catch the VC, you will have to rely on your workhorse For this example, both Choung Thien and Ba Xuyen province are
tactic: the earch and de troy (S&D). It comes in an infinite variety of not firmly enough under government control to withstand free-fire and
shape and ize:. There are no pre- et number of ground unit or sup- not enougb under VC control where free-fue wouldn't matter. So free-
port level required. The trick is to u e enough force to do the job without fire will nOI be used. All province captials and towns are garrisoned
overkiJIing. ot u ing enough force is false economy at its worst be- by mi cellaneous ARVN battalion, not shown in the illustrations.
cause the allocated units cannot be reused even though the VC get away. The U.S. player is the phasing player and he declares a S&D mission
You have to throw out all of your pre-conceived ideas about how to against 1775 u ing the e previou Iy uninvolved units:
engage in combat. Simply moving one or two units next to a VC unit Headquarter, 9th U.S. Infantry Division
in a target hex is a waste of your time and units. Occupying the target Headquarters, 2nd Brigade 9th Divi ion plu the three organic
hex alone is no guarantee of succe either. battalion, in econd deployment
The U.S. player has to develop a methodical approach to hi S&D
operations. You have to remember that unlike standard combat units Illustration 1·1
the VC can react out of harm's way before combat. VC units are not
powerful. They will 10 e the fight when cornered by a U.S. player utiliz-
ing ufficient force. The re:al trick for the U.S. player is to ensure that
the VC cannot run far enough during any round of combat.
Again tingle VC units, I prefer to u e a surround and interdict sys-
tem which practically nullifies all cbance of VC escape. There is a trade-
off to thi type of operation. It requires high number of ground unit
and support levels. The high chance of succe s makes it worth it. There
are additional benefit to using higher force levels: higher odd produce
higher VC ca ualties. When amassing combat strength for the higher
odds attacks, make sure that the majority of the points are air or artillery
points. Large numbers of ground units with little or no fLrepower are
inherently inefficient and tend to receive more ca ualties than they in-
flict. Check out the combat results table. Eight strength points upport-
ed by 24 air/artillery points is far more effective than 24 strength point
supported by 8 air/artillery points.
A econd advantage is the increased pursuit bonu es generated by the
higher odds. VC units surviving the fir t round of combat have a far
less chance to escape when U.S. units are able to come storming after
them with high pur uit bonu es. These higber pursuit bonuses help fuel
sub equent round of combat. All unu ed pursuit translates into higher
positive die roll modifier for the combat. Finally, after the VC units
are destroyed or chased across the border the higher pursuit bonuse
generated aid in repo itioning the operational units for future operation
or to block the retreat of VC units not yet targeted.
mobilized 10 2076; the 9th Air Cavalry Squadron is not moved; the 1st Illustration 1-4
Battalion Mechanized, 2nd Brigade, 9th Division is moved by road 10
2075; and the HQ, 2nd Brigade. 9th Division is moved by airmobile
to 2075.
The U.S. player pursues with eight air points and the following units:
the 2nd Battalion, 2nd Brigade, 9th Division is ainnobilized to 2178;
the 3rd Batlalion, 2nd Brigade, 9th Division is airmobilized to 1978;
the HQ, 9th Division is moved by airmobile to 2076.
Note that pursuit movement for ground units is the printed pursuit
modifiers plus the + 2 pursuit bonus gained in round one of combat.
Both the 2nd and 3rd Battalion use 3 lh movement points, rounded up
to four. Both have a pursuil allowance of five (+ 3 printed on dle counter
and + 2 from combat). This leaves them with a + 1 modifier for second
round combat. U.S. attack strength is 14 (six ground strength plus eight
air points, divided by two, added to the eight artillery points that is also
halved). VC defense strength is three. Basic odds is 4-to-1 which yields
a +4 modifier to the die roll. The VC unit defends in marsh and receives
a -I benefit. Net die roll modifier is +4.
The U.S. player rolls a four, modified to eight. The U.S. player suffers
an ainnobile loss. The YC player, seeing the +4 pursuit modifier from
combat. knows he cannot possibly outrun the pursuing U.S. units. He
takes some comfort from inflicting an airmobile loss, and removes the
VC unit from play to satisfy the two strength point loss. End of operation.
To summarize the preceding example, the most potent VC weapon -
the ability to escape - is neutralized. This allows the U.S. player to
effectively utilize his two premier weapons: firepower and mobility. Most
of the time, the YC units won't be able to escape. In this, the most favor-
able of situations for the YC, there was only one chance in six that the
VC unit could break contact with all of the surrounding U.S.lARVN
units and force tennination of the operation without first round combat.
Even then, the VC unit would be force<! into an incidental attack, and
all available air and artillery points would be applied, since none would
be neede<! for a first round combat which could not occur.
Other setbacks can spoil an operation. The die roll for rangers can
exceed the number in the holding box, forcing the U.S. player either
10 scramble for more units to plug escape routes or launch the operatioll
on a shoestring and hope the VC bombs on the alert die roll. Poor first
round combat results can limit for pursuit, especially for artillery, alld Illustration 1·5
can cancel future combat rounds due to poor odds and the risk of high
casualities.
Still, most terrain the VC hides in is less favorable (sometimes much
less so) than what was presented here. Allowing for all the possible set-
backs, the kill ratio should run close to five out of every six operations
undertaken. Using a good U.S.lFWA/ARVN force level (described else-
where), 15 to 20 operations per turn can be conducted easily. Multi-
plied by two, we have 30 to 40 operations per season. If the VC player
is willing to field 30 to 40 VC units, or more, per season, the U.S. player
will easily destroy or force dispersal of 25 to 30 units per season.
Illustration 2-1
I III
o• 8
B
~.
'II 2_ xx
4 2 6 o~ 5
Illustration 2·3
and 4119.
Note that the VC unit which was the target of the clear and secure
operation has retreated to 3918. The cluster is still unbroken. It has simply
shifted and taken on a different shape. Placing that VC unit in 3918 will
Illustration 2-2 hinder the operation against target hex 3917. Note, however, that the
clear and secure operation did yield two benefit to the U.S. player.
Hexes 3815 3816 and 3717 are almost impossible to retreat through
due to the patrol status of the 2/4 Marine battalion (note the VC unit
also on patrol. The VC can effectively utilize patrol to inhibit access
to VC clusters or to curtail road movement). Since another 3rd Marine
Division unit i part of the S&D operation, the HQ 3rd Marine Divi-
sion artiUery may add its eight artillery points since it is within range.
HQ 2nd ARVN Division an9 HQ, 4th Marine Regiment are air-
mobilized. Fourteen artillery points are used to provide +2 interdlction
(eight from HQ, 3rd Marine Division; 3 from HQ, 2nd ARVN Divi-
sion; 2 from the 6th ARVN Regiment; and 1 from the HQ, 4th Marine
Regiment). The remaining artillery points are held on-call for combat.
As U.S.lARVN units move into or adjacent to the target hex, the three
VC units not in the target hex can all react. The sequence ofU .S.lARV
movement wiJI determine when the VC units will react. All three VC
units could react away from the target hex but that would isolate the
target unit and fragment the cluster. All three VC units could react into
the target hex, but that would put all four into jeopardy on the second
round when interdicting artillery is witched to upport. The first round
combat odd for the U.S.lARVN would indeed be low. Quite possibly
the VC would react one or two units. For purposes of this example,
the VC unit in 3916 will react into the target hex. If it does not, and
the target VC unit retreats, the VC unit would have been isolated if it
had remained in 3916. The VC unit in 3817 will stay in place to provide
a secure path of retreat. The VC unit in 3918 will remain in place to
make it more difficuJt for the ARVN 6th Regiment to pursue on round
two.
lllustration 2-3: a die roll of three or greater on the alert roll will allow
the two VC units to alert out of the target hex. The odds ay that they
wHl get a three or better, so in this example the two VC units alert to
3817 where they join a third VC unit. The U.S. player now has a problem
of in ufficient force. He has adjacent to 3817 only one U.S. battalion
plus fourteen artillery points which would be reduced to even if free-
fire was not used. A first round combat without free-fire would go in
with a -2 or -3 modifier due to basic odds plus defensive terrain modi-
8 VICTORY INSIDER
fiers. The U. S. player can either attack at bad odds or declare free- fire. round attack since only seven points are needed for + 2 interdiction with
A low odds attack results in high U .S./ARVN casualties with no offset- free-fire. The second shortcoming was not having any ground units or
ting gain because there are no offensive reserves available. The only artillery available to u e as offensive reserve to increase second round
real choice is to declare free-fire, inflict as many casualties on the VC odd and make it possible to run the three VC units into the ground.
units as possible, and hope that the pacification die roll is not hurt by
the minus two for free-fire. Example Two: Quang Tri Province
The concept of this operation was good The clear and secure worked Th.is silUatio~ ponrays the effects of" surrounding • a VC cluster with
well. The shortcomings for the U.S. player were twofold. First it takes U.S./ARV units on the first round. The area of operations is Quang
more units and support points to go after VC clusters in mountain or Tri province. Free-fue has not been declared. The following force are
fore ted hills than anywhere else on the map. Since no additional sup- available to the U.S. player: 1/4, 3rd Marine Division; an armored bat-
port was available, the U.S. player should have declared free-fire at the talion from the 3rd Marine; the 5th ARV regiment; two ARV ranger
start of the S&D operation. Without free-fire, the odds were good that units; one cruiser; four air points and two airmobile poims. Firepower
the four VC units would survive to lower the pacification roll by -2 and maneuver units are both in hart upply. The target hex is 4717.
anyway. Declaring free-fire would have put more firepower into the fir t The U.S. cruiser provides + 1 interdiction on the target hex. This is
offset by + I addition to VC alen movement from ARVN participation.
Illustration 3·1 There is enough power to eliminate the target ve unit if it remains in
the target hex. There are not enough maneuver battalions to spare for
a preliminary clear and ecure. The ve cluster has to be surrounded
to the extent that the VC unit reacting out of the target hex would re-
main in contact with at least one U.S./ARV unit so that combat could
be forced on the ve. lllustration 3/1 shows the initial po ition .
llIustration 3-2: One ARVN ranger unit is placed in 4716 and remains
there. The second ranger unit is placed in 4918 and moves on foot to
4719. Neither VC unit in the adjacent hexes take reaction movement.
The 5th ARVN regiment moves on foot to 4517. The adjacent VC unit
does not react. The 1/4 Marine battalion moves on foot to 4717, the
target hex. The Marine armored battalion moves into 4817. The VC
unit in 4617 reacts into 4518 when the 1/4 Marines move into the target
hex. The cruiser provides + I interdiction. The air points are reserved
for combat.
An alen roll of three through six would allow the ve target unit to
move into adjacent hex 4718. Although there is a VC unit in the hex
and the terrain is rough there are II U.S./ARVN ground strength points
adjacent. That is not a really desirable option. On an alert roll of five
or six however the VC target unit can move into 4518 or 4618. Both
hexes are also rough terrain and contain one VC unit each. The big ad-
vantage to these hexe is the relative weakness of the adjacent ARV
units. The optimal hex is 4618 where only the ARVN ranger unit is ad-
jacent.
lllustration 3-3: we assume that the VC target unit gets reaction roll
of five and reacts into 4618. The U.S. player has only the single ARV
ranger unit adjacent to the hex. Since free-fire is not being used total
attack strength for the U.S. is four (two for the ranger and two for half
Illustration 3-2
VICTORY INSIDER 9
of the available air points). Chances for a favorable combat result do for the search and destroy operation, and the movements the VC units
not look favorable before the VC units are revealed. The U.S. player take in response. Three of the U.S.lARVN units are ainnobilized. They
decides to attack anyway, which is probably a mistake. The VC units arc theARVN ranger unit, the 155mm battalion and the HQ, 9th Marine
are revealed, totalling five strength points. Basic odds of four U.S. fac- Regiment. The rest move by fOOl from their original locations. The two
tors to five VC faclors yields a -I modifier to the die roll. The VC Marine baualions in 5019 have not been activated for round one, but
defend in rough terrain, so another -I modifier is added. A quick scan may be activated as offensive reserves in round two. None of the VC
of Ihe combat results table is not encouraging. Out of the six results, units take reaction movement when U.S.lARVN units move adjacent.
the ARVN will lose one strength point on four of them. The VC will The VC cluster is not completely surrounded. The VC target unit can
lose a strength point on only one out of the six. Pursuit bonuses range only alert move one hex back into the mountains even if it receives the
from + I to -2. Should the VC stand after round one combat, the 1/4 maximum alert die roll. The U.S. player allocates 14 points out of the
Marines could pursue into 4617. That addition would cancel out part 29 available air/anillery points: 4th ARVN regiment (2); HQ, 9th Ma-
or all of the -2 die roll modifier, but the U.S. player still would not rines (8); 1/27 155mm baltalion (4).
have a favorable attack. The VC player would probably retreat the tar- For this example, the VC target unit receives a high enough alert die
get units out of contact after round one combat, and "strat move" the roll to alen out of the target hex and into 4721. The U.S. player attacks
other two VC units adjacent to the retreating VC units so that a cluster the two VC units in 4721. The VC units are nipped over to reveal a
would be rebuilt in a new location. The sole U.S. gain from this opera- combined strength of six. The U.S. player has five ground strength points
tion is that. temporarily at least, the cultivated hexes in Quang Tri adjacent to the VC units plus 15 air/anillery poinls, reduced to 71h be-
province have been cleared. calise free-fire has not been declared. Basic odds arc 121h to 6, which
The concept of surrounding a cluster is viable. The VC target unit yields a +2 die roll modifier. Since the VC occupy a mountain hex (a
was not able to break contact in round one. The problem again is lack -3 die roll modifier), the final modifier is -I. A six is rolled, becom-
of ground ullits and firepower. There were weak links in the chain of ing a five: both sides suffer a one point loss. The U.S. loss is taken
units surrounding the cluster, and there was a significant chance that by the ARVN rangers in 4720. Both sides expend one replacement point.
the VC would alert into positions adjacent to them. Given the limita- The U.S. player also receives a +2 modifier for pursuit.
tions on forces, the operation was conducted as well as could be ex- Illustration 4-3 shows the two marine battalions in 5019 activated as
pected. You will find situations early in the campaign game or some offensive reserves and airmobiled to 4620 and 4522. Both lise ainnobile
of the scenarios where abundant support is not available. In those cases,
Illustration 4-2
you have to run the operations with what's on hand, so go for it and
hope for the best. If you have additional support available and run an
operation in this manner, you should be shot! This example would end
far more favorably if another U.S. infanlry battalion also occupied 4719
with the ARVN rangers, and if six more air points were available.
Carrying it one step further, add another U.S. battalion plus a 155mm
battalion as offensive reserves. It becomes a walkover for the U.S.
,-
Illustration 4-3
.m •
•
o! I 2 0 8
"
".
'lIa
1. I
~"-...L.4~
10 VICTORY INSIDER
point previou Iy II igncd t the operation. The HQ. 9th Marine uses
the third point to move back to 4822. Thi artillery unit i in po ition
to be airmobiled in! the Ihird round of combat if the pursuit modifier
i great enough. The U. . player a igns the fourth airmobile point to
the operation. moving the 2f9 Marin to 4721. That move costs three
pursuit point ( ne for leaving a VC zone of control, one for entering
a VC zone of control in a landing he • and one for the hex itself). It
would have co I four pu uit poin 10 m ve on foot, howe er. The 2/9
Marines have two unused pur uil points hich give the .S. player a
2 die roll modifier (the two n wly ti 81ed Marine battalions are ex-
cluded from pur uit computati os on their rum of activation). The U.S.
player has 10 ground su-ength poin and 9 1 air/artillery points rounded
down from 19 the I -mm baltali nand 12 air poin ). The C till
have ix trength poin . Ba ic od are ]-(0-1 which ields a 3 modi-
fier. The C are till in the mountain (~ modifier). They cancel each
other oU! lea ing the . player ith the 2 modifier from pursuit.
Barring an reall bad di roU. thi operari n ill end up a U.S. c-
. Decent PUrsuil bon h uld aUo both artillery units to repo i-
rion to add their firepower 10 the third round of combat.
Conclusions
Th a laugh bur by no means impo ible job when
C. Th ~ are (wo poin 10 remember:
of pe for the C uni . An. forces commirred
(0 an operation are led when the C cape. The means to keep this
from happenin arc many and varied. You have the clear and ecure
operation wh.i h chang into th patrol operation, patrol operations in-
hibiting C movem nt, im rdiction, and, depending upon the terrain.
surrounding the tar I he with ur uni to pre ent cape or nigger
incidental auae' .
Second, use enough force lo get th job done. This mean employing
enough ground uni and suppon poin on lhe first round to ensure that
decent pursuit is generaled for ub equent r unds. Keep urn on hand.
especially artillery. thaI can be activated a offen ive reserves. Remember
that as VC uni cambin th make it harder for the operational uni
to maintain good od . r Ihal reason alone it makes eose to keep
offen ivc rc ervc on tap. AJ 0, when additional VC units become tar-
gel units after an peration tart , they have the di advantage of haring
a1J Ihe ri k of Ihe original V target unit, bUI they don't have the advan-
tage of an initial a1en movem nt. The U.S. player only need an in-
cremental addition f trenglh to generat'e odd . Additional force
necessary to prevent e cape g nerally aren't needed.
The alert die roll, terrain, ombat rc ull'S table and the VC player en ure
that no two operation will be exactly alik . Combine these guidelines
with your own comm n en e. and you will come out a winner.
VICTORY INSIDER 11
An Infantryman's Diary
From the Journal of Daniel "Coke" Simmons, PFC, U.S. Army
Transcribed By
WlIIiam Hamilton
Ambush represents to me the merging ofthree I'ery exciting hobbies. everything they had at us, but we gOt nine of them, losing two. Our
For gamers, there is the realism oftactical combat (with albeit very in- other casualty was the second, Stan Browne. who caught a machine pistol.
tellsh'e action); for compmer gamers there is the programmed action I incapped three guys and wounded one in hand-to-hand, and gOl allOther
paragraphs: and there is the elemelll of role-playing that gives you a with a crack shOi of my semi-auto. Got another commendation for that
\'IIriety ofoptions (would you leave your wounded budd)' behilld, or go one. All in all. we only lei twO Krauts slip through. A good day.
011 and at/emptto fillish the missioll?). For those wlto agree, ,rot ollly
is Victory coming Ollt with Purple Hean sometime in the future, but at 14 August 1944
thm time the Insider will publish a scellario of its Ol~?l! So, il is with We got our new CO today; a real vain bastard by the name of Vance
pleasure thlltwe preselU this aniele: one man 'sjoume)' through the world Hughes. The second's name is Junior Carlin, but he told everyone to
of Ambush. WEP call him Spike. He's a real decenl son, compared to Hughes. I gues
that's what you call taking the bad with the good.
7 June 1944
War is Hell, all right. All us GI's that have seen action know that 23 August 1944
for a fact. After minimal training, we were dropped into France. We Our next engagement was during an offensive, While waiting for fuel
were to capture and hold two important bridges near Caretin for the boys and supplies, we were sent ahead to SCOUt out the town of Chasal (missioll
busting through Utah Beach (missioll 4). The winds were gusting at dawn 2). We cleared all the buildings. incapping or killing nine Krauts while
and we got jerked all over the drop sile. Willie Stevens drowned in the none of us so much as bruise a shin. A lucky shot from my carbine
river when he couldn't get out of Ihe chute. Tom Wilson took one in knocked down a plane in night. Hughes, Jimmy Jackson, Lome
the belly and died before the medic came. The Krauts must have known Washburn. and even Bubba Jones gOI commendations for that mission.
something was up because they blew the bridges before we could Stop Washburn was Rabbit's replacement and really showed what he was made
them. Big Bubba Jones killed a couple of Krauts and near blew off the of in his first fight.
leg of another with his Browning but didn't get more than a nod from
the Looie when we got back. Probably because he was a negro. I like
Bubba, and wouldn't want anyone else to be in a firefight with. I busted 7 September 1944
a Jerry open with my carbine as did our second in command, Stan We were senl forward 10 capture a crucial bridge across the Sambre
Browne. All in all, we gave as good as we got, killing two and incapaci- two days ago (mission 8), They told us that a Sherman would arrive
tating five more. Too bad about them bridges. Sgt. Diny Jack got a com- for backup. We reached the bridge with lillie trouble, but when the Sarge
mendation and Richie Long got a Purple Heart for gelling wounded. went to check the bridge, the Krauts blew it up. Hughes got a nasty
gash on his arm, bUI bandages and sulfa powder took care of it, Luckily,
5 July 1944 (Mission 5) we found a ford a linle ways downstream and managed to clear the area.
Dirty Jack sure lives up to his name. He volunteered us for a raid The Sarge was worried about Washburn, who'd taken a couple of bullets,
to bust up a rocket base in Holland. With help from the Dutch under- and didn't feel right waiting for the Sherman, so we kept going. Wash-
ground, we found ourselves on the outskirts of the base early yesterday burn turned out OK and both he and Sarge got Purple Hearts. Doug
morning. We had been given plenty of explosives, but found ourselves Crawford, Spike Carlin and I all got commendations.
shan of them before we would have liked. Our orders were to destroy
what we could and try 10 find some documents on a rocket the Germans 1 November 1944
were building. Well, we found the documents, blew up a tower and radar Things have calmed down, so tomorrow we're being sent to Belgium
station, but had to scram when we ran out of demo packs and things for garrison duty.
staned healing up. We gOi out, but lost our two replacements. Arnie
Davies took one between the eyes and died instantly. Charlie Simmons 5 November 1944
(he was the Rabbit, since his eyes got real big and would shake in 3 Who ever said garrison duty was easy! Yesterday, we were out on
fight) took some shrapnel in the belly and died real slow, scared as hell patrol. There must have been Krauts all through the area. Although the
and crying for the pain to stop. His last words were for his mom. I volun- attack was sudden, we killed, wounded, or incappcd II Krauts, and Big
teered to write his parents and found it worse than busting tanks with Bubba knocked oul a tank with a bazooka. Bubba later took some nasty
baseball bats. The CO destroyed a command car with a grenade and shrapnel in the leg, but we bound it up and got him out.
we kill three and incapacitate one. I didn't get any, but did get 3 com-
mendation. I found out later Ihat Stan Browne told the Looie about Rabbit 20 January 1944
dying in my arms. Wow! You want to lalk aboul hairy missions. Sixteen January saw
us approaching the bunker-packed West Wall by canoe (missioll 6). Good
10 August 1944 thing it was at nighl or we might have crapped if we'd seen all thc
After our last mission, we got 10 days R&R and then some guard bunkers. We knocked out a couple and wasted about half a dozen other
duty. Eight August, our orders came through to bivouac at Monin, a Krauls, though it cost us our CO and Bubba. That fool Hughes must
small French town. Never could spell those Frenchie names right. We have gone nuts, cause he tried to rush one of thc bunkers and got cut
got AT mines and a Jeep sinee a tank attack was expected (mission 2). in half. Washburn, Rick Long and Crawford all got commendations on
Diny Jack took along a bazook and gal Rick Long to load for him. We that one.
sure did a number on the Jerrys when they Iried to cruise through. Sgt.
Wagner and PFC Long personally KO'ed a Panzer and a Jadgpanther 25 January 1945
tank destroyer aJong with Ihree Gennans with the baz. Wagner then threw The new replacements arrived today. Our new second (Spike's now
himself on a live grenade, and aJl we found were his stripes and his Purple CO) is Willard Wilcox. and seems a decent enough son. Bubba's replace-
Heart. Thai was all we wanted to find. When the tanks started going ment is Freddie Thompson. Those are awful big shoes to fill. Fred. I
up in smoke, Krauls started crawling out of the woodwork. They lossed wonder what our next mission will be like?
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