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South Vietnam, February 01, 1965, NLF/NVA army of 338 units opposed to USA/ARVN army of 458 units for a battle of complexity 2.62 at Company(I) level on a 5 Km/Hex map for 180 turns of Full Week each. by Jason Mallette submited on 27-07-2005 Rugged-Defense Playing Statistics
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The Vietnam WarVersion 1.2 A campaign scenario encompassing South Vietnam, parts of North Vietnam, Cambodia and Laos. The South Vietnamese Forces, major US forces and some limited Free World Allies attempt to prevent a communist take-over of Vietnam and beyond. The scenario is set up for PBEM and play vs. the computer and it should give you a good run for your money. 1. UNIT COLORS 1.1. NORTH VIETNAM
1.2. US ARMY/ARVN
2. Beginning of Conflict and U.S.'s involvement January 1 - February 7, 1965 Vietcong forces mount a series of attacks across South Vietnam. They briefly seize control of Binh Gia, a village only 40 miles from Saigon. Two hundred South Vietnamese troops are killed near Binh Gia, along with five American advisors. February 7, 1965 A U.S. helicopter base and advisory compound in the central highlands of South Vietnam is attacked by NLF commandos. Nine Americans are killed and more than 70 are wounded. President Johnson immediately orders U.S. Navy fighter-bombers to attack military targets just inside North Vietnam. April 3, 1965 An American campaign against North Vietnam's transport system begins. In a month-long offensive, Navy and Air Force planes hit bridges, road and rail junctions, truck parks and supply depots. April 7, 1965 The U.S. offers North Vietnam economic aid in exchange for peace, but the offer is summarily rejected. Two weeks later, President Johnson raises America's combat strength in Vietnam to more than 60,000 troops. Allied forces from Korea and Australia are added as a sign of international support. I apologize for not giving the option to the US/ARVN player to invade North Vietnam but the map would have been too big and definitley too many events needed. Besides the political ramifications for doing so, I think it would have been a little dangerous to provoke Red China during these times what with them just completing nuclear testing and what. You will have to be satisfied with attempting to save Saigon from the NLF forces and the NVA forces pouring over the borders. 3. Events The scenario starts off very slowly First, US advisory group is attacked and withdrawn. Second, Rolling Thunder Theater option appears for US/ARVN player. Third, NLF/NVA are given theater options to begin deploying NLF forces as well as trail and AAA units. Upon these theater options, ARVN units will become active, according to which region the NLF is being deployed in. Fourth, US/ARVN will be given theater option to deploy US forces or go it alone with US economic aid, which consists of ARVN units being deployed to bolster it's defense. From this theater option, most events will occur as well as most Theater options that appear later in the scenario. The primary focus of the NLF/NVA units, should be to try and control the cities and population. A variable meter is started early in the scenario which will count the number of variable points gained by having NLF/NVA units attack cities or stay within a certain distance of Provincial capitols, usually 3 hexes. From this variable meter, the ARVN will be affected by an ever increasing number, which they must try and keep to a minimum. Keeping control of cities and the surrounding area is key to Pacification and Victory, for both sides. There is a delayed Guerrilla effect loop which will be activated sometime during the early phase of the war and will be turned off later when the need no longer exists. 4. Some Theater options available (CHECK THEATER OPTIONS EVERY TURN)
All of the theater options are activated by another event or a delayed action. Only turn 29 is a known turn effect trigger. This will signal a change in US strategy towards pacification and Populace control. Only NVA units are scheduled to arrive at a specific time, all other units will be triggered by events and delays. If ARVN choose to try and go it alone, they will be given a second chance for US involvement during turn 29 but without all the special Ops and some of the other theater options which may have occurred during the first opportunity for US involvement. IF ARVN go it alone, there are not a lot of options for the player. Mostly put up a good defense and pray the NVA don't decide to attack right away. The P.O. (programmed opponent) for single player mode should be a good opponent, P.O. speaking. Objective track changes as well as all theater options timely triggered will give a good opponent whether it be US or NVA. If a person would like to play against the ARVN P.O., the US automatically enters the conflict, with all theater options activated in accordance with the NVA player's actions. Should be fairly balanced. 5. Notes There are no house rules, except 1. The NVA Player must select the theater option during turn 1 or soon thereafter. Nothing to do till then. The first 5 turns or so are very boring and very quick. You should be able to PBEM these turns in about an hour, back and forth then proceed from there. NVA gain a victory if the Variable meter reaches 100 or if they capture Saigon. ARVN gain a victory if they can last the whole 180 turns. Shock effects and other effects will be triggered by events tied to cities which are attacked or have enemy units near to them. Refugee, supply and shock effects will come into play. As well as air shocks due to Air bases being destroyed. It is a fairly rounded scenario with a little bit of everything included. The theater options should keep the player's active. Remember to check every turn for possible Theater options. I would sicerely like to thank Boonierat for his excellent Map. I tried to do it justice. Hopefully I accomplished that. This version is going to testing and may be changed. I will make any changes necessary and will note any made. |