Grymme
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Joined: 12/16/2007 Status: offline
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The Campaign scenario is actually starting to come together nicely, there are still smaller things to do, but those qualify more under the adding flavour category so i am going to start a human vs human game. I will be playing the communists. Might make a small AAR about it. Meanwhile here is the Briefing, in its current state. It looks much better in word format, but you can get an idea. Vietnam 1965-1975 Index Movement Terrain & Locations Weather Intelligence The ARVN Ineffective Units Rangers Combat Pacification Strategic bombing Politics SVN leaders Coups Morale and commitment Game events and morale Invasions Reinforcements and commitment Offensives Reinforcements Free world allies Population and draft levels Northern recruits for the VC ARVN recruiting Supplies Augmenting the ARVN VC mobilization Population Supplies Local guerilla companies The NVA Withdrawal Scenarios Sources and Credits Vietnam 1965-1975 by Victory Games The Rise and Fall of an American Army by Shelby Stanton Vietnam Order of Battle by Shelby Stanton Victory by the People’s Army by the military institute of Vietnam Various books on the subject by Osprey SOG A Rumour of War by Caputo. Abbreviations NVA = North Vietnam or Democratic Republic of Vietnam PAVN = People’s Army of Northern Vietnam NLF = National Liberation front PLAF= Peoples Liberation Armed Forces SVN= South Vietnam or Republic of Vietnam ARVN = Army of the Republic of Vietnam. Scale The game starts in June 1965 and ends in June 1975 if not before. Each round is a month long. Every third month (June, September, December and March) is a seasonal interface. Units are generally battalions or regiments with brigade or division level HQs. One subformation generally represents a squad of infantry or approximately 10 vehicles. General rule changes The effect of tactical supply is greatly reduced. Units only get a 5% supply automatic drop. Supply has no weight. Each side gets a more than nesscessary supply dumped at the HQ closest to Saigon/Dong Hoi. HQ power distance is changed from 3 to 8 and each step away reduces staff bonus by 10%. It is still possible to build new units from PPs but the cost is increased. Building a new unit cost 5PPs and building a new HQ 10PPs. Changing a units HQ only carries a 10% penalty. Morale recovery is 100% each round. The map The white borders are province borders. White names are province names. The two numbers in the hex directly below the province names are SVN controlled population in the province and the total population in the province. Cities with circles in them are provincial or special zone capitols. Cities with port symbols are starting locations for raising new Free world units. Movement The movement matrix has changed in some ways. Foot Wheel Tracked Artillery Airmobile Riverine Grassland 14 10 10 40 6 - Cultivated 14 40 30 50 6 - Sea - - - - 6 10 Jungle 30 50 40 70 6 - Swamp 35 60 60 - 6 10 Hills 28 30 30 90 6 - Forrested hill 40 70 60 90 6 - Mountains 40 70 70 100 6 - Urban 14 10 10 30 6 25 Fortification 14 10 10 30 6 25 Fortress 14 10 10 30 6 25 Road 14 7 7 30 6 - Ship Grassland - Cultivated - Sea 4 Jungle - Swamp - Hills - Forrested hill - Mountains - Urban 20 Fortification 20 Fortress 20 Road - Apart from the normal movement types Vietnam introduces two special movement types: Airmobile and riverine. Air mobilized units are land units that move on land but with air speed. Units mobilized by riverine vessels are good at moving in swamp terrain and can move in urban and sea terrain but nowhere else. Terrain & Locations Heavy Forrest has been given a 30 hide value instead of 20. There are a couple of new terrains in Vietnam: Grassland, Forrested hills and cultivated. Grassland & cultivated hexes are basically plains (although cultivated hexes provide an extra modifier in the pacification phase). Forrested hills are basically low mountains but with some extra cover (hide value 25 instead of 20). Roads or other locations cannot be built in this scenario. 1.1 Reinforcement Areas US reinforcements can arrive at any of the following locations: Hue, Da Nang, Tam Ky, Qui Nhon, Nha Trang, Cam Ranh, Yung Tao, Saigon and My Tho (all marked with a port symbol). There are airbases at start placed outside the cities of (from north to south) Da Nang, Pleikku, Nha Trang, Pham Rang, Bien Hoa, and Can Tho. Reinforcements in the form of air points & airmobile points can only arrive here. 1.1 Honolulu & Okinawa Honolulu is a US base and Okinawa a USM base. Each base produce 5K every round. Each also cost 2 replacement points each round. If there are not enough replacement points available then the production of the bases shuts down. The production will reopen again automatically when replacement points are available. Honolulu and Okinawa are the only locations available for customized production of replacements. 1.2 Vinh Linh, Dong Hoi & Lang Mo Vinh Linh, Dong Hoi and Lang Mo are NVA cities. Each city produces 3K every round. They do not cost replacement points to operate. They can be subject to strategic bombing. They each have 3000 structural points and rebuild automatically 200 each round. 1.3 Saigon & Vung Tao Saigon is an SVN city and Vung Tao a SVM city. Saigon produces 5K and Vung Tao 2k. They do not cost replacement points to operate. 1.4 The Ho Chi Minh Trail (Tchepone, Saravaneh, Ban Tasseng, Lomphat, O’rang & Svay Riengh) There are six potential NLF bases on the Ho Chi Minh trail. These are (from north to south) Tchepone, Saravaneh, Ban Tasseng, Lomphat, O’rang and Svay Riengh. Tchepone and Saravaneh start the game as NLF bases. The other locations can be converted to NLF bases by upgrading the Ho Chi Minh trail. Each location has 1000 structural points and produce 1K each round. The number of fully functional (undamaged) bases on the Ho Chi Minh trail determines how many military supplies are created by spending a NVA commitment point. Bases can be damaged by strategic bombing from the US or occupied by invading Laos or Cambodia. A damaged or occupied base does not count when it comes to determine how many supplies the NLF receives. Upgrading the trail has the following cost and effects. Functional bases 1 commitment= Military supplies Cost to upgrade to None 6 At start 1 7 At start 2 8 At start 3 9 8 4 10 10 5 11 12 6 12 12 Intelligence The communist side has no fog of war which means that they can always see the exact location of all free world units. 2.1 Weather During monsoon season (March, April and May) US air units suffer a 50% negative offensive modification in combat. Peoples NVA (dark blue) These are North Vietnamese army regular army soldiers. They have a high morale of 60 but units start with no experience with the exception of staff that starts with 40 experience. VC (dark red) Viet Cong. Communist guerilla in South Vietnam. They have a high morale of 60 and units start with 20 experience except for staff which start with 60 experience. US (light green) United State army units. They have morale of 50 and start with no experience. Each round every US unit has an 8% chance of losing all its experience because of troop rotation. USM (dark green) SVN (yellow) South Vietnamese regulars. They make up the Army of the Republic of Vietnam (ARVN). These men are troubled by a low morale of 40 and start with no experience. Each round there is a 7% chance that a South Vietnamese unit will be ineffective causing a 100% drop in readiness. This chance increases to 15 % if the government is unstable and 30 % if there is a coup. SVM (light yellow) South Vietnamese Marines. These elite troops do not suffer from ineffectiveness. They have a base morale of 45. Korean (purple) Thai (grey) Australian (light blue) ANZAC (brown) Philippines Free World Allies Korean After commitment reaches 50 there is a 50% chance each season that the Capitol Division arrives in Saigon. After the Capitol Division has arrived there is a 20 % chance each season that the 9th Division will arrive. After both these divisions has arrived there is a 35 % chance each season that the 2nd Marine Brigade will appear. Each Division automatically increases commitment by 3 and the Marine Brigade by 1. Australian, ANZAC and Phillipine CAG The Australian Royal Regiment with ANZAC battalion and the Phillipine CAG group will all appear after Free world commitment reaches 150. Thai When US commitment has reached 200 there is a 50 % chance each season that the Royal Thai Division will arrive as in Saigon. It automatically increases commitment by 3. There are no replacements for Free World Allied units. Combat Max stacking in a hex has been changed from 100 to 300 and max per extra hex side from 50 to 150. The seasonal interface The seasonal interface occurs once every three months (June, September, December and March). During the seasonal interface pacification and South Vietnamese politics occur. The seasonal interface is also the only time to deploy new units, military supplies, economic aid programs and other assets. Creating new units The only new troops that can be deployed in between seasonal interface months are replacements and VC companies. During the seasonal interface units are generally deployed by playing the appropriate action card. On the action card the cost of deploying the unit is listed. US and NVA units generally cost commitment to bring in. ARVN and NLF units cost military supplies and personnel in the form of drafting from the population. Military supplies for creating ARVN and NLF units are created by the NVA or US spending commitment to build military supplies. Personnel for ARVN are the available SVN controlled population. Personnel for the NLF is available controlled population or through infiltrating recruits from the north. ARVN and other free units can be placed in any of the port cities. NVA units can be placed in North Vietnam. PLAF companies can be placed anywhere in South Vietnam. Battalions can be placed anywhere in South Vietnam in proximity to the trail (4-8 hexes) or within 5 hexes of the coast. Regiments and Division HQs can be places anywhere in South Vietnam in proximity to the trail. Building Military Supplies Building up military supplies for the ARVN is not complicated. Playing the appropriate action card nets 7 supplies and cost 1 commitment. Building military supplies for the NLF can be done in two ways, by sending them down the Ho Chi Minh Trail or by Sea Supply. The number of supplies created by sending them down the Ho Chi Minh trail is described more in detail in the Ho Chi Minh trail section. Spending 1 commitment can net 6-12 supplies depending on the optimal and effective status of the trail. The number of supplies built by using sea supply depends on the status of any existing Naval Blockade. Every commitment spent can create 5-10 supply according to this formulation. 5 supplies is automatically created. For each one of supply 6-10 there is an interdiction chance of 10% for every US commitment spent on the naval blockade. Example: If the US naval blockade were 3 then the chance of each supply above 5 being interdicted would be 30 % for a statistical likelihood of 1,5 supplies being interdicted each round. Raising NLF draft The NLF also uses its controlled population for creating units but the communist side can also spend commitment to infiltrate personnel to the south and thereby raising the possible draft by raising the population. The number of new population added by spending commitment is related to the previous relationship between the current draft and the available population according to this schedule. Draft level less than 400 % of population 12 personnel Draft level 401-600 % of population 9 personnel Draft level 601-800 % of the population 6 personnel Draft level 801 % or more of the population 3 personnel Pacification Each pacification phase the US player must determine the effects of the war on the Vietnamese people. This is done province by province. Each province has a population between 12 and 45 points (with 210 for Saigon and Gia Dinh). Each point represents 15 000 - 20 000 people. The population in a province will usually be divided between supporting the SVN and the NFL. Each pacification phase this can be subject to change. A random 1-100 roll is made. The higher the roll the more population shifts towards SVN control. A lower roll indicates a shift towards NFL control. The total amount of population available for SVN and NFL is the SVN/NFL total population and this determines how large of an army either side can draft. The development of the total population of each side can be viewed in the statistics window under pop. 6.1 Pacification table Die roll Population shift >1 -4 1-20 -3 21-30 -2 31-40 -1 41-50 0 51-70 +1 71-80 +2 81-90 +3 <91 +4 The random roll is subject to the following modifiers. -5/10 If a capital in the province is enemy occupied (some provinces have several capitols). -1 for each 90 power points of enemy forces in the province. -1 /for each 120 power points of enemies in any cultivated hex, airfield, or town in the province (in addition to the above number so the same unit is counted twice if in a town or cultivated hex). -5 if SVN morale is less than 70. +5 if SVN morale is more than 140. -1 For each 5% population less 50 % of the total population in control of SVN (max 10). +1 for each 5% population more than 50 % of the total population in control of SVN (max 10). + 5 if the option Free World advantage is chosen. Strategic Bombing The US can perform strategic bombing of NVA cities in North Vietnam. Each city has 3 000 location points. If US bombing damages a city US morale declines by 1 per city damaged that month. At the same time SVN morale rise by 1 per damaged city + 50% chance of another point. Politics in Southern Vietnam There are five different political leaders in Southern Vietnam. Each one has a specific effect on South Vietnamese and US morale Name SV Morale US morale Faction Bao Dai -3 +1 Thiueu -3 0 Minh -1 0 Ky -2 0 Than +1 0 Each round there is a possibility of political unrest or a military coup taking place in South Vietnam. The default chance of that happening is 8 % for a military coup and 7 % for unrest A military coup lowers SVN morale by 8 and Free world morale by 3. Political unrest lowers SVN morale by 3 and Free world morale by 1. Political unrest also increases the chance of a coup or further political unrest happening by 1 % per time (until a coup actually occurs when it is reset to 0). Finally political unrest and military coups increases the chance that ARVN units will become unavailable because of lack of readiness the round they occur. The chance of a coup or political unrest is also influenced by SVN morale SVN morale Less than 70 +2% chance 70-119 +-0% chance 120 or more -2% chance. The US can attempt to induce a Military Coup in South Vietnam. It does not cost anything to attempt and increases the chance of a coup happening to ca 50 %. Should a US supported coup attempt fail though it will mean a -3 decline in Free world morale. Morale and commitment Neither the US nor the powers backing North Vietnam was waging a total war. Both sides were limited in their commitment by what national morale would allow. This means that neither side may deploy units if doing so would increase the commitment of that side so that it is bigger than morale. 9.1 North Vietnamese morale is influenced by the following factors. If US commitment is between 51-75 +3 76-100 +6 101-125 +9 126-150 +12 151-175 +15 176-200 +18 201-250 +21 251-300 +24 301-350 +27 351-400 +30 401+ +35 + 20 % of new US commitment If NVN morale is between Less than 40 +5 41-70 +6 71-100 +7 101-150 +8 151-200 +9 201-300 +10 301-400 +11 401+ +12 9.2 US Morale is influenced by the following Coup -3 Unrest -1 Bombing of the north -1/ city damaged during the month. -1 for every third Regional or other capitol under enemy control. If SVN controlled population is 480 or less -2 483-570 -1 573-720 0 723-810 +1 811+ +2 If US commitment is 100-150 -1 151-250 -2 251-375 -3 376+ -4 US new commitment 5-15 -1 16-25 -2 -1 for each additional 5 commitment that round US invade North Vietnam -7 Laos -2 Cambodia -2 SVN invade North Vietnam -5 Laos -1 Cambodia -1 9.3 SVN morale is affected by the following +1/bombed NV city that month (+50% chance of another +1) +20% of new US commitment. + 1-3/+1 Economic Aid program. Scenarios: Battle for I Corps This scenario is 5 rounds long and played over the five provinces of Corps I area. 1. 1965-1975 the Battle for South VietnamThis scenario is the grand campaign. It starts in June 1965 and ends at the end of May 1975 (a total of 10 years, 40 seasons and 120 rounds). Setup The Free World player starts first. South Vietnam starts with 100 military supplies to build and deploy the ARVN army. ARVN units placed in the first round (only) can be placed in any hex in South Vietnam. South Vietnamese morale is 65. Free world morale is 520 and commitment 25. The US 3rd and 4th Marines and one Cruiser start at Da Nang. The US also have 21 air points and 3 replacement points in support. Naval blockade strength is 1. The Communist player goes second and has 90 military supplies to build his PLAF guerilla force. The Ho Chi Minh trail starts with two effective NLF bases Tchepone and Saravaneh. The communist player also gets to place one NVA division anywhere in North Vietnam or Laos. NVA morale starts at 10 and commitment at 0. The communist side has the ability to deploy 2 free companies each round and start with 4 replacement points.. Neither side can buy military supplies during the first seasonal interface. After the first round new US/ARVN forces can only be deployed in the designated reinforcement areas (marked with a port symbol). Victory The Communist side wins if SVN ever controls less than 450 in population or if communist side at any time capture and hold Saigon. The Free world side wins if neither victory condition has been fulfilled by the start of June 1975. Viet
< Message edited by Grymme -- 8/21/2011 8:34:03 PM >
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