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Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

 
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Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI) - 2/19/2022 3:51:38 PM   
berto


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Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

The purpose of this AAR is to: showcase the game's many features; to explain some of the finer points of game play; to post some pretty screenshots; and to have some fun.

For this AAR, I have decided to play the scenario Binh Gia 3, The Sacrifice. This is the third and final episode of a Vietnamese Civil War scenario trilogy. To set the stage, here is the Scenario Information back story for all three of the Binh Gia scenarios:



VN_641230_Binh_Gia Scenario Information

30 December, 1964
[Binh Gia, 67 km SW of Saigon South Vietnam]:

While there was political unrest in Saigon, the Communist leadership in North Vietnam and the NLF were formulating plans to fight the South. Besides actions in the Mekong Delta, the Viet Cong were ordered to conduct other military operations in South Vietnam as part of their Winter-Spring Offensive.

Since July, the new Viet Cong 271st and 272nd Regiments had overrun a number of strategic hamlets, including Xan Sang, Cam Xe, Dog Xa and Thai Khai.

The next target for the 271st Regiment was the fortified village of Binh Gia in Phuoc Tuy Province. The village was populated by roughly 6,000 Roman Catholics that had fled from North Vietnam and resettled there.

The 1st Battalion of the 271st Regiment started their assault in the early morning hours. The defending Popular Force units were overwhelmed and retreated into the bunkers near the village parish.

Reinforcements, in the form of the 30th Ranger Battalion, were helicoptered with helicopters of the 118th Aviation Company and attempted to retake the village.

---------

VN_641231_Binh_Gia Scenario Information

31 December, 1964
[Binh Gia, 67 km SW of Saigon South Vietnam]:

The previous day's battle saw the 30th Ranger Battalion mauled and split between the parish area and the outskirts of the western side of the village. The Viet Cong were reinforced by another battalion of the 271st Regiment and had dug in in preparation for another assault by Government forces.

Due to the shortage of helicopters and the long transit times from Bien Hoa, only a company at a time could be transported. The 38th ARVN battalion landed unopposed to the south of Binh Gia, while the 4th ARVN Marine Battalion, the "Killer Sharks", had their first company on the ground, securing their Landing Zone to the northwest.

The 38th Rangers began their assault on the village and ended up spending the whole day fighting against the entrenched Viet Cong. Only when the 4th Marines started their attack did the Viet Cong begin to falter.

With gunships and air support, the ARVN units eventually pushed the Viet Cong back into the Quang Giao Plantation.

--------

VN_641231_Binh_Gia_PM

31 December, 1964
[Binh Gia, 67 km SW of Saigon, South Vietnam]:

The seesaw battle of Binh Gia ended with the 4th Marines and Rangers retaking the village.

Gunships of the 68th Assault Helicopter Company pursued the retreating Viet Cong units into the Quang Giao rubber plantation. One of the gunships was hit by ground fire and crashed in the plantation, the crew perishing on impact.

Elements of the 4th Marines expanded their perimeter to the east and advanced into the plantation to recover the downed crew. Shortly after the Marine company arrived on the scene, an artillery barrage landed amongst the unit, followed shortly by waves of Viet Cong. The rest of the 4th Marines were then sent to rescue the beleaguered company.

Meanwhile, the Viet Cong 271st Regiment had reorganized and prepared for a fight.



A 2D screenshot of most of the battlefield, with the hot spot hex located at the site of the helicopter crash:



I have toggled ON Map Hints, to emphasize the map terrain hexsides. You can toggle Map Hints by means of the highlighted Map Toolbar button, by the menu selection Display > Map Hints, or by my preferred method, hotkey \ (also Alt+0).

The same general area, in 3D. Note where the Jump Map outlines the displayed map, and how much larger the full scenario map is.



In the 3D screenshot, I have highlighted the ARVN units by means of the * hotkey. There is also a Highlights Toolbar button (at the lower left of the screenshot), else you can use the menu Display > Highlight > All Units.

For this AAR, I have chosen Turquoise as my Highlight Color:



You have 16 different Highlight Colors to choose from. You can select your favorite color. Or you can select a color that works best for the given map. Sometimes a lighter color will work best on a darker map (one filled with jungle). At other times, a darker Highlight Color might work better on a lighter map (one filled with rice paddies). Experiment to see what works best for you!


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Post #: 1
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/19/2022 5:25:37 PM   
berto


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The Scenario Briefing:



Battle of Binh Gia


SITUATION:

The village of Binh Gia was captured. Now your forces have been tasked with cleaning up the area, and tracking down any Viet Cong that are left. Unfortunately, one of the helicopter gunships was shot down in the Quang Giao Plantation and the crew needs to be recovered (HEX 59,49).

Friendly Forces: The 38th Ranger Battalion and 4th Marine Battalions are in the area, securing the village.

Enemy Forces: Intelligence confirms that several battalion-sized remnants of the 271st Viet Cong Regiment are still in the vicinity, but they seem to be retreating to the east.


MISSION:

Your primary mission is to save the US helicopter crew, secure the rescue LZ (HEX 59,46), and wait for the arrival of the slick to take the downed crew out. You must clear the Quang Giao Plantation and capture Ap Quang Giao (HEXES 62,45 , 63,45 and 64,45). Your secondary mission is to defend Binh Gia and Hill 101, patrol around the village, and destroy any remaining Viet Cong in the area.

Some American helicopter gunships will be available for support.


EXECUTION:

1st/4th Marine Battalion will rescue the downed helicopter crew, while the remainder of 4th Marine Battalion will advance and patrol to the east of the village. The 1st/4th Marines will secure the landing zone and wait for the arrival of the slick to recover the downed crew.

After the downed crew has been recovered, use 4th Marine Battalion to secure Ap Guang Giao (HEXES 62,45 , 63,45 and 64,45) and clear the Quang Giao Plantation.

Good luck, Commander!


POLITICAL:

ou lose Event Points for indirect firing or ordering airstrikes on inhabited hexes (village, city, suburb), whether or not occupied by the enemy.


ADMIN:

The supply levels are high at the beginning of the scenario, but expect them to taper off as the operation proceeds. Additional supply is not scheduled.


COMMAND AND CONTROL:

Weather is expected to remain consistent during the course of the mission, although it is becoming dark with nightfall expected around Turn 20.



A close-up view of the central battle area:



The 1st/4th Marines (highlighted in green via the 'z' hotkey) are to move in the directions of the arrows to recover the downed helicopter crew, also to secure Ap Quang Giao.

The remainder of the ARVN force, the 38th Ranger Battalion, is to defend Xa Binh Gia, and to patrol the area, keeping at a distance any lurking VC.

Especially in 2D mode (my preference), it can be hard to discern elevations. I will often use the '.' (period) hotkey to toggle ON/OPFF display of elevation #s. (I will frequently slip into 3D mode to make better sense of elevations also.) Note too where I have toggled ON Elevation Contours (hotkey 'c', also the appropriate Map Toolbar button, else menu Display > Map Contours). To emphasize the map contours, I have selected Options > Map Contours > Widths > 3. My Map Contours > Colors is set to Medium (where the available choices are Light, Medium, or Dark).



Here too experiment to see what works best for you. So many game customizations!

From the screenshot, with contours all set, we can better see that Xa Binh Gia is slightly elevated, as are Ap Quang Giao and the Plantation to the east and southeast.

< Message edited by berto -- 2/19/2022 5:29:24 PM >


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(in reply to berto)
Post #: 2
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/19/2022 9:10:55 PM   
berto


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TURN #1

Right at the outset, we face an urgent, critical situation: Recovering the downed helicopter Crew.



The (green boxed) Crew needs to get to the LZ (the Landing Zone, the green circled hex). Problem is, they are Fixed, because dead and/or incapacitated. Apart from the enemy firing at them, thereby releasing them from their Fixed status, another way we can unfix them is to get a nearby ARVN unit, for example the yellow circled platoon, to or adjacent to the Crew hex. Where presumably they will pick up the Crew and carry them away.

In the Release Dialog, note the "[2] 999". The 999 is an arbitrarily high Turn #. If the ARVN forces reach the vicinity of the Crew, this will trigger a special CSEE (Campaign Series Event Engine) event that will release the Crew from their Fixed state, by dynamically changing that 999 to the current turn #. Thereafter the Crew can, hopefully, be moved away to the LZ.

The ARVN need to reach the Crew hex ASAP, since presumably the VC know of the helicopter downage and are intent on getting to the Crew first, and capturing them.

In this next screenshot, with an ARVN Marine Platoon 63 B selected, we hit the 'h' hotkey (else select the Reachable Hexes Toolbar button, else try the menu Display > Reachable Hexes) to highlight the hexes that the ARVN platoon can move to.



Two hexes closer to the Crew. Can we do better? What if we try to Double Time that platoon (by means of the indicated Toolbar button, else the Ctrl+Q hotkey, else menu Units > Double Time)?



Yes! By going faster, the platoon can move three hexes closer to the Crew. We have them do just that.

Note the yellow 'F' for that platoon in the Unit List, indicating the unit is now Fatigued, because having Quick Timed.



The ARVN are not yet adjacent to the Crew, so the latter remain Fixed for now. But soon, next turn, they should be rescued/retrieved! <fingers crossed>

< Message edited by berto -- 2/19/2022 9:16:42 PM >


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(in reply to berto)
Post #: 3
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/19/2022 10:06:57 PM   
berto


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TURN #1

Speaking of getting a move on, here without elaboration are the ARVN deployments at the end of Turn #1, ARVN Side A phase:



The highlights indicate Moved units (hotkey 'm').

< Message edited by berto -- 2/19/2022 10:09:31 PM >


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Post #: 4
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/20/2022 3:09:58 AM   
berto


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TURN #2

In the preceding VC Side B phase, ominous enemy movement sounds, but no sightings or weapons firing.

The 1st Company, 4th Marines have made contact (turquoise circle) with the downed helicopter Crew! The scene at the crash site is grim: One KIA, two seriously wounded, and another two badly shaken. Are they ever happy to see the ARVN Marines!

The remainder of the battalion are moving forward as fast as the jungle terrain will allow.

As for the Ranger Battalion around Binh Gia, they are ordered to stay put, refrain from patrolling, until the promised American helo gunships arrive.

The situation at the end of Turn #2, ARVN Side A phase:



Again, the highlights indicated Moved units (hotkey 'm').

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Post #: 5
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/20/2022 6:55:28 PM   
berto


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TURN #2

In the VC Side B phase, first enemy sighting! No exchange of fire, though.



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Post #: 6
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/20/2022 8:44:04 PM   
berto


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TURN #3

As Turn #3 opens, I see this welcome news:



The helicopter Crew are released! They can now move towards the LZ just to the north to await their eventual helicopter EVAC.

But the LZ is Produce Field terrain, with hardly any cover, and no fortifications. Too easy to get shot up there. While waiting for the arrival of the American EVAC helicopter, best to stay at the village just to the west of the LZ in the meantime.

At the Objective hex just to the west of the LZ, at the Village hex, I set the Crew, also the US Advisor 4th Marine, to Weak Defend. These are obviously not front-line combat formations. If assaulted, good if they retreat to minimize casualties.

To the south (magenta circle, screenshot following), the ARVN 1st Platoon, 1st/4th Marines, direct fire twice at the nearby VC but score no hits.



The 4th Marines press forward. The ARVN platoon just to the west of Ap Quang Giao is opfired at several times, unconcealing a couple more VC units. Although the ARVN platoon has enough APs to return the opfire, they don't. It's because at that distance, two or three hexes, they are unlikely to cause any damage to the VC in Village hexes. More importantly, if they were to fire, they might draw additional opfire. For this reason, it is not always a good thing to fire your units, and consume all of your unused APs. Better to save your APs for possible opportunity fire next phase, if the VC leave the Villages and advance out into the relative open.

The situation at the close of Turn #3, ARVN Side A phase:



In the preceding screenshot, I have toggled ON Highlight Headquarters (hotkey Q). This is to easily identify the HQs (and Leaders) where, like the helicopter Crew, I can set them to Weak Defend. Focus on the Hospital at Binh Gia. Note the '-' ('Minus') shield icons in the Unit List, indicating that those units are set to Weak Defend.

I have ordered my three arty units (tip: use the Highlight Indirect Fire Units, else the Artillery Support Dialog) to indirect area fire the hexes around the ARVN perimeter at Quang Giao Plantation. I have targeted Orchard hexes only and avoided the Light Jungle hexes. I have, using the '/' hotkey (alternate: Alt+4), toggled the on-map display of TEMs, Terrain Effect Modifiers. You can see where the effect of fire at Orchard hexes is 0.90, i.e., 10% less effective; while firing at Light Jungle hexes has a TEM of 0.70, i.e., 30% less effective than full effect (as in Clear terrain). At those distances, better not to waste my arty fire on covered terrain. Try to hit 'em where it counts.

Before saving the game (see the magenta highlighted Save Game icon in the Toolbar), I take care to set Options > Backup Saves. This is to ensure that I have the current save file and up to two backups (OLDER and OLDEST) just in case.



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Post #: 7
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/20/2022 10:34:40 PM   
berto


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TURN #3

In the VC Side B phase, the VC fire their artillery from somewhere up north



but don't hit anything, except maybe monkeys or something.

Followed by more ominous movement sounds, then the enemy shows up in force.

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Post #: 8
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/20/2022 10:36:02 PM   
berto


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TURN #4

Then it's the ARVN artillery's chance to fire and ... friendly fire!



First blood! Targeted by our own guys!

The situation at the beginning of Turn #4, ARVN Side A phase:



Hey, weren't the VC supposed to be in retreat?!

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Post #: 9
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/21/2022 2:27:08 AM   
berto


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TURN #4

The 4th Marines continue their advance with a newfound seriousness, if not any greater speed. Trouble is brewing up ahead!

I reinforce the village just west of Ap Quang Giao, drawing enemy opfire. Two more SPs lost!

To the south, I have a VC platoon surrounded, but no leftover APs to mount an assault. Maybe next turn.

I have set to Weak Defend the two yellow circled platoons. It might be better to withdraw them now, but I need to hold the line as far forward as long as possible. Must keep the enemy away from the LZ.

All three ARVN mortar platoons are unavailable this turn. I have 9 airstrikes at my disposal, but the frontline is too fluid. Too much risk of hitting an empty hex, else friendlies. We'll see how it goes.

American helicopter gunships are said to be on the way. None too soon.

The situation at the end of Turn #4, ARVN Side A phase:



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Post #: 10
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/21/2022 3:27:02 AM   
berto


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TURN #4

On second thought, before turning over to the Side B phase, I decide to have the ARVN in the village just west of Ap Quang Giao Dig In.



Big mistake! This elicits more opfire from the VC at Ap Quang Giao. Strike another ARVN SP. Drat!

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Post #: 11
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/21/2022 1:56:02 PM   
berto


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TURN #4

On third thought, before turning over to the Side B phase, I consider ordering an airstrike on hex 62,45, at Ap Quang Giao. It would help if I can supress the murderous opfire coming from that place.

Before I do that, I check the Scenario Briefing:



Yes, as I remembered:

"You lose Event Points for indirect firing or ordering airstrikes on inhabited hexes (village, city, suburb), whether or not occupied by the enemy."

By hitting that village with an airstrike, I will lose EPs. But because the enemy are there, I am justified to airstrike. The EP loss would be higher if I were to strike a hex without cause (without any enemy).

I decide to take the risk. The hex being covered terrain (village), I commit to using [B]ombs.



After the targeting, the Close Air Support Dialog shows:



< Message edited by berto -- 2/21/2022 2:12:42 PM >


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Post #: 12
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/22/2022 1:40:50 PM   
berto


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TURN #4

As Turn #4, Side B VC phase opens, VC artillery fire rains down on ARVN troops, focusing especially on the output west of Ap Quang Giao.

The VC press forward, then this:



The ARVN unit at hex 57,49 (yellow circle) fires at the VC to their right, killing the unit (magenta circle), and earning 25 EPs additional for destroying an entire VC company. (Most likely a single platoon heavy weapons company.) Nice!

Immediately, the retaliation: The VC at hex 57,50 (yellow circle) fire back, scoring 2 SP hits, and sending the ARVN Marines (magenta circle) reeling back in retreat.



The VC blow big holes in the ARVN center, and pour into the breach. The ARVN fire at the infiltrating VC, but to no avail. The 1st/4th Marines and 3rd/4th Marines are cut off. The VC are near to taking the LZ!



Losses are about equal, but the VC have somehow earned 100 EPs, no idea why. Note: The ARVN EPs total is less than 25 due to the -5 EP malus suffered in the earlier friendly fire incident. Yes, you can lose EPs for that!

(Note too the Victory Dialog Minimize Window and Maximize Window controls newly implemented in the forthcoming CSVN v1.10. Such controls have been added to some of the game's larger dialogs but not all.)

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Post #: 13
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/22/2022 4:43:57 PM   
berto


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TURN #5

The situation at the start of Turn #5, Side A ARVN phase:



The American helicopters are arriving. Yay!

In the northwest corner of the map. Note where the gunships arrive at hex 3,0, while the EVAC Huey arrives at hex 0,0.

At the Air Toolbar, I have pressed the button to Display landable LZ hexes (light blue hex outlines).

That is a l-o-n-g way to the LZ at Quang Giao. Can the EVAC helo get there in time? Can the ARVN hold out until then? They are under strict orders to save the downed American helo Crew at all hazards, so they, the ARVN, will -- literally -- die trying!

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Post #: 14
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/22/2022 9:29:29 PM   
berto


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TURN #5

The American helicopters appear on map, but with 0 APs. Nothing more to do with them this turn.

Four platoons of ARVN Marines are isolated in the Quang Giao Plantation. Should they try to fight their way out?

If they try to run, likely as not they will meet a hail of enemy opfire along the way. Better I think for them to stand their ground and ... do what?

They could fire at the VC. With the on-map TEM values showing ('/' hotkey), you can see, in the screenshot following, that the Orchard hexes offer just 0.90 protection from enemy fire. Compared to being in Light Jungle, with its TEM of 0.70, the VC are fairly out in the open. So shoot at them, yes?

Or the ARVN could assault. This is tempting, because if the VC have the ARVN surrounded, the opposite is true; the ARVN have the VC surrounded also. Not quite "encircled" (if a unit has two or more adjacent empty or friendly occupied hexes, it is not encircled), which offers the greatest assault benefits, but "flanked", which still gives special assault advantages.

I commit the ARVN to assault. The first assault:



I was hoping for a VC retreat, but no, the VC stand firm.

The second assault seems to go no better:



Again, no hoped for VC retreat.

Happily, the ARVN still have enough APs to fire at the VC. This they do. I see a series of "Unknown effects vs. unknown units". One sees a lot of those Damage Results in this game, if one has selected the Enhanced Reporting optional rule. Which is as it should be.

On the right flank, the rest of the 4th Marine battalion approaches cautiously through the jungle. Shots are fired, also without specifically known effect.

The situation at the end of the Turn #5, Side A ARVN phase:



Well, well. Overall results (even if not skirmish by skirmish, hex by hex): The ARVN scored 5 SP hits this phase (13 VC losses now vs. 8 before) at no loss to themselves. Not bad. The 1st/4th Marines and 3rd/4th Marines remain surrounded, isolated. But the VC have been weakened.

I have set to Weak Defend stance all four of the isolated ARVN platoons (yellow circles). The ground they occupy is of no value. If assaulted, which is likely, better they yield and minimize their casualties than to stand their ground and suffer for it.

Only one of my mortar units is available to fire this turn. I target the isolated VC adjacent to the objective hex (see the arty crosshairs). I order a second airstrike on Ap Quang Giao (magenta circle). The Close Air Support Dialog now shows:



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Post #: 15
RE: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto ... - 2/22/2022 10:29:27 PM   
berto


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TURN #5

The Turn #5 Side B VC phase opens with an enemy artillery barrage. 1 ARVN SP lost.

Some scattered fire, then a devastating assault:



The 3rd/4th Marines are decimated!

Another assault:



We hold!

More VC show up. More fire is traded back and forth.

Interestingly, the VC ignore the 1st/4th Marines to their rear. They focus on the main prizes, the LZ and the American helo Crew.

The turn rolls over, then this:



WTF?! Both airstrikes appear to be canceled (because the bomb icon has vanished at Ap Quang Giao). Is the province chief in cahoots with the VC?

The situation, the grim situation, at the beginning of Turn #6, Side A ARVN phase:



With the loss of those two ARVN platoons, the loss ratio has swung decidedly in the VCs' favor. This is starting to look very bad.

_____________________________

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(in reply to berto)
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