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Victory in Viet-Nam
This is a short scenario designed to simulate the US involvement in the Viet-Nam war. Each turn simulates approximately six months, and since the scenario begins in about 1967, it is designed to last not much more than 10 turns.

The US forces will start with an overwhelming superiority in air and sea power, and will have a somewhat small ground force. The US player is limited by political considerations and must be very conservative about potential losses while gaining his objective quickly. On the Viet Cong side, they will have a majority of ground forces, with no sea power and very little air. They will receive reinforcements from their Communist allies, but they will have to rely on their virtually limitless ground forces to win the war.


Order of Battle

NVA-VietCong Forces:
The NVA-VietCong are largely ground forces. The few air units available are likely to be wiped out in the early stages of the game, forcing the player to rely on external aid to help provide air units. In addition, no naval units may be produced. The NVA-VC units also have a unique ability to infiltrate into the south. In an attempt to model realistic force structures, the NVA-VC units have limited CV strength with the exception of artillery. These units are very effective against US air, but are less effective against ground forces and completely ineffective against US naval targets.

12 IN - 20 CV total, 3 CV limit
2 ME - full strength, 3 CV limit
2 AR - full strength, 2 CV limit
4 AT - full strength, reduced effectiveness (A:2,N:0,G:1)
2 FA - full strength, 3 CV limit
1 DB - 2 CV, 3 CV limit
3 SU - 6 CV total, 3 CV limit

Additional units (of these types only) with the above limitations in excess of the above list may be purchased during the game by the NVA-VC player. No naval units may be purchased by the NVA-VC.

US Forces:
The US forces in this scenario are heavily oriented toward an air campaign, with a somewhat limited naval presence (other than the carriers) and a moderately sized ground contingent. No US forces are limited in strength, however they do not all start at full strength. The US player begins with an ample supply reserve, however he must quickly capture additional cities in the south in order to increase his production. This models the political willingness of the US to commit resources to a war unless they appear to be "winning."

4 IN - 12 CV total
2 ME - 6 CV total
2 AR - 4 CV total
4 AT - 12 CV total
3 FA - Full Strength
3 FA(ELITE)- full strength, may deploy from Carriers
1 Marine - full strength, may be used inland
1 AB - full strength
3 Carriers - full strength, may support double CV air units
2 BB - full strength, attacks ground units only if with ground units
4 DB - full strength
4 SU - full strength
4 HB - full strength

One additional US IN unit may be purchased during each production phase at the cost of one victory point in addition to the PP cost per CV strength. No other units in excess of the above list may be purchased by the US player during the game.


Game Set-Up

W
S N
E

Use maps 11 and 12, end to end. Map 11 represents the south, with the west edge representing the border with Cambodia and Laos. Map 12 represents the north, with the cities being vulnerable to bombing attacks, but no US ground troop interventions, etc.

The US player begins the game by placing his units on any two of the 2 strength cities as well as one coastal town near one of his cities and the island of (whatever) on map 11.

The NVA-VC has control of all other cities and towns on both maps and may place his units anywhere he desires in the north or south. The only airbases available are in the cities, as well as the two initial US towns. No other towns may serve as airbases.


Special Movement and Combat Rules

In an effort to simulate jungle conditions, Armor and Mechanized units from both sides may ONLY move or conduct combat on road hexes.

The US player operates according to standard Victory rules, with the exception that he may not put land troops in the North(anywhere on map 12), but can conduct air operations there at will.

During the movement phase, NVA-VC IN units may merge together thus freeing up "free cadre" blocks (see below) for a following production phase.

The NVA-VC player may exit units off the west side of board 12 during the movement phase of one turn and have them enter any empty hex on the west side of board 11 during the following turn. Units purchased via foreign aid (see below) in the previous production phase may enter the board in this manner as well. These infiltrating units should be placed face down immediately next to the west side of board 11 when leaving board 12 or when purchased during the production phase so the US player can see the preseumed level of activity he can expect in the following turn. The units must enter the board on the following turn or they are lost. The US player cannot attack these units (including by air) until they actually enter the board.

The NVA-VC player may elect to save unused PP's for sabotage purposes immediately after the production phase. At a cost of 2 PP's for each hex distant from the nearest VC unit (adjacent attacks cost 2, attacks two hexes away cost four, etc.), the VC player may declare sabotage. He specifies air, naval or ground and the US player reduces one of that type unit by one step. This may be done only once per hex in each turn, and US units may not be eliminated as a result of the sabotage. Should only 1 CV strength units be sabotaged, the attempt fails and the spent PP's are lost.

Tet offensive:(NVA-VC ONLY) On any turn before the US player has met the victory conditions and is attempting to "hold" the south, the VC player may call for the TET OFFENSIVE. He does this BEFORE the initiative roll for the turn. During the Tet Offensive the VC player moves first and intiates combat if he desires. The US player then takes his turn, however he may not initiate combat (including air), and may only maneuver his forces.


Special Supply and Production Rules

Supply
Supply units do not count against stacking limits. They do count against hex-side movement limits. Ground units (only) may use 2 supply steps per production phase to increase 2 strength steps if desired. Units that are out of supply may "use" supply units to reduce or eliminate resultant attrition.

VC IN units (only) may not be reduced below 1 due to supply attrition. VC units that are out of supply CAN cut US supply.

Production
NVA-VC IN cadres may be rebuilt at NO cost in ANY friendly or unoccupied town or city (North or South) during the production phase. No more than one "free cadre" may be produced per city or town in any given turn.

The productive capacity of cities in the north is normal and VC units may be augmented or built there as usual. PP's in cities in the south will represent the willingness of allied Communist governments to increase or decrease aid. PP's in the south may be doubled if desired and applied off board to purchase additional weaponry or supplies. During the production phase, these units are placed in northern cities or just off the western border of map 11. "Full strength" NVA-VC units (within limits as above) may be created through this mechanism if desired.

Additional IN cadres beyond the one "free cadre" may be built in a production city at a cost of 1 PP. Supply unit "cadres" also cost 1PP. All other cadre's (AR, ME, AT, FA, DB) cost 2PP's to build and 1PP to augment. Thus they must be started either through foreign aid or in the larger cities. The NVA-VC Player may combine foreign aid with on-board production in 1 PP cities to build these cadre's if he desires.

All productive capacity of friendly southern cities is available to US player, however it may only be used to rebuild or increase units from the initial order of battle. The US may bring in additional IN units to friendly ports during the production phase at the cost of one VP. The strength of the block is 1CV per PP expended. (thus blocks may be brought into ports at full strength) Otherwise, only previously existing units may be re-built and/or augmented. All cadre's other than IN and SU cost 2PP to re-build and 1PP to augment.


Victory Conditions

The US player must try to eliminate all NVA-VC forces from the South. Once the US player has achieved this goal, the NVA-VC player has one additional turn in which to re-establish a presence in the South. There is no initiative roll for this "final" turn. The NVA-VC player goes first and the US player attempts to eject him from the South once again. If the US player fails, the game continues as before, with initiative rolls, etc.

If the US Player accomplishes this he gets 10 Victory Points.

Subtract one VP for each additional IN unit brought into the war.

Subtract one VP for each 10 step losses suffered by US combat forces (SU units do not count). Keep track of step losses on a separate sheet of paper.

6-10 VP - Major Victory

2-5 VP - Minor Victory

0-2 VP - Pyrrhic Victory (Draw)

Less than 0 - Loss!

Thus once the tally of VP's lost by the US player reaches 10, the game is over.


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