Showing posts with label 'Nam. Show all posts
Showing posts with label 'Nam. Show all posts

Sunday, September 12, 2021

Flames of War 'Nam - Hot LZ

Due to Covid, it's been almost two years since playing a miniature wargame on the tabletop.  And, it's been almost five years since our last Flames of War Vietnam game, (back from before even the 'Nam book was released).  In 2016, we played the Fair Fight scenario, with Strom playing the Local Forces.  This time, it was my turn to take my (now fully painted) VC Local Forces army into battle for the first time.

We decided on the Hot LZ scenario, with Strom playing his US Air Mobile force.  My 50 point Vietcong force included:

  • Two (maxed-out) Local Forces Infantry Companies (with rifles),
  • One Anti-Air Platoon,
  • Front Artillery Unit (with six guns),
  • A Front Artillery Observer,
  • Six Local Resistance Teams,
  • Three Machine Gun Bunkers, and
  • Five Booby Traps.


For the Hot LZ scenario we each placed one objective, and the winner was the player to capture the opponent's objective.  Strom placed his objective near the road and I placed mine in the village.  Some of the US forces started on the table (defending their objective), while the remaining units would come onto the board as reserves, delivered by helicopters.  The VC forces would enter the game, randomly, using Guerrilla Reserves.

 
 

My first Local Forces Infantry Company entered the table in the dense jungle, and engaged the US forces near their objective.  The forces traded fire, and each side took casualties.  The US forces called in artillery, and the strength of my force was slowly winnowed down over the course of the game.  Later, they would launch a futile assault on the objective. 

 
Meanwhile, my other Local Forces Infantry Company entered the table and secured my objective within the village.  
 



They were attacked by two US helicopters - a Huey and a Loach.  They took a few casualties before finally digging in.  They were later joined by the Anti-Air Platoon, which scored a victory by taking down the Huey with anti-aircraft fire.



The US touched down three transport helicopters, which soon landed a sizable US force outside the village.  It was a short slog into the village, and the VC forces would do their best to delay their movement toward my secured objective.  The village was now also occupied by Local Resistance (villagers), with questionable loyalties....
 
 
 
 

With the villagers observing for the VC artillery, fire rained down on the US forces as they marched toward the village.  We traded artillery fire back and forth, and both forces slowly took casualties.  The Loach avenged the destroyed Huey by eliminating my artillery observer unit, (which had unwisely tried to get a better view at the advancing US forces).



Booby traps delayed the US force's attempted march into the village, and then the VC machine gun bunkers entered the game....  The machine guns further complicated the US's efforts to attack.  My opponent's Navy SEALS would attempt to neutralize one of the bunkers, silently advancing in the jungle flanking around its firing arc.

Finally, my Local Forces Infantry Company which attempted to overtake the US objective after a failed assault finally failed its morale roll, and was destroyed.  It failed its roll to recycle and re-enter the game.


With both forces now well dug in around their own objectives and only limited ability on both sides to formulate any competent attack, the game could have lasted many more turns just trading artillery strikes until one force had the advantage.  But instead, we called it a draw, as dusk fell over the battlefield....

All in all, it was a fun game, and helped us become re-accustomed to the rules.  Unfortunately, we found the 'Nam rulebook to be not very well organized, but we soon had most of the special rules for our forces memorized.  Many of the rules questions we had were addressed in the official "Our Man in Saigon" FAQ document.  Although we will likely play Team Yankee ("World War 3") for our next Flames of War game, we are looking forward to future 'Nam games.

Monday, January 21, 2019

Flames of War: 'Nam - Viet Cong Local Forces Infantry Battalion

After almost four years of working on them off and on, this weekend I finally completed my Viet Cong Local Forces Infantry Battalion for Flames of War: 'Nam.

Since I started the force, the new 'Nam book was released which changed some options.  I custom created a sniper model that can't be used, and a few of the command stands are no longer needed. In all, with off-table artillery and Guerilla Booby Traps, I can assemble just over 50 points under the new rules.










I built the machine gun nests out of toothpicks and greenstuff, but most of the miniatures are a mix of Battlefront's miniatures and the Viet Minh offerings from Eureka Miniatures.  Although the Viet Minh miniatures are not ideal for this time period, I found that they sized better for the 15mm scale look I was going for, and they mix in with Battlefront's official miniatures well enough.

The Eureka miniatures are more based on the traditional pith helmet, and I wanted to go more with the look in this photo, as opposed to the conical leaf hat so predominately featured in Battlefront miniatures.


Looking forward to putting on some Creedence and getting in a game soon.  I'm also hoping to be able to leverage some of the miniatures for some 15mm Superhero gaming, perhaps in a time-travel capacity.

Monday, October 24, 2016

Flames of War Vietnam - Fair Fight

Over the weekend Strom and I played a game of Flames of War Vietnam.  The last Navy SEAL scenario we played took longer to setup than the actual gameplay, so we wanted to try a regular, normal Fair Fight this time.  I took the Americans, running this Infantry Company at 1000 points:
  • 35 Rifle Company HQ 
  • 150 Rifle Platoon 
  • 150 Rifle Platoon 
  • 145 Aeroscout Platoon (25th) 
  • 260 Field Artillery Battery 
  • 260 Field Artillery Battery 
Strom took his NVA and Local Forces.  I placed one platoon on each of the two objectives... and waited. Except on the first turn, where I ventured out to interrogate some villagers.  I succeeded on both rolls, removing them from the play.  The first of many fortunate rolls on my behalf.  Then I waited.  My White Team was used to harass and pick off stray teams as he moved carefully under the heavy jungle canopy toward the Americans.  Eventually, through my heavy artillery strikes and precision targeting by the Loaches, I forced his Local Forces team to run and regroup (off table reserves).  

He took out one Loach and I kept the other back to save for later, better opportunities.  My platoons were still hanging tough, concealed and dug-in in the tall grass and jungle.  As he approached, he threw three units at one of my platoons. The MGs and M-16s lit the units up, despite being pinned.  The next turn I unpinned and let the NVA have it.  One more NVA team removed off the table (and later brought back on from reserves).

Strom regrouped and prepared for a second wave.  This time softening up the Americans with some artillery strikes of his own.  Between assault waves, the medic saved a few teams, which helped in the upcoming firefight. After having to pull back for a moment to address a fake-out by my other platoon (they double-timed it in a race toward his unsecured objective), Strom's units were in position.  His second wave included three units, but again was repulsed due to the MGs.  Pushing near twenty turns, Strom resigned and the game was over.  

Victory to the Americans!  I do have to admit that my rolling was a major factor in my win - it was good when I needed it to be. I made critical rolls to unpin.  I also rolled well on my infantry saves consistently over a number of turns, (where just one bad turn of failed saves could have made for a disaster).

We are looking forward to playing some more Vietnam games before we assemble our Team Yankee forces.










Friday, May 6, 2016

Flames of War Vietnam - Reliable Intel Mission


Yesterday after work I went over to Strom's house for some Vietnam-era Flames of War.  We played the Reliable Intel mission which simulates a US Navy SEAL squad deep behind enemy lines.  I played the SEALs and Strom played the VC.  The game was small - just 300 points per side.



We set our scenario on an island in the middle of the muddy Mekong delta.  The five objectives (red boxes) were placed around the island.  The extraction points (blue boxes) were the escape routes for the SEALs to end the game.  The VC started in the village (in white), while the SEALs (in black) were inserted near the first objective.  I choose to attack at night.


Strom put on some Creedence and we began....

The SEALs quickly secured the first objective.  The Patrol Boat engaged the VC, with little result for either side due to the darkness and distance of fire.  The SEALs moved quickly to the next objective while the VC moved up.  The SEALs were still searching to find the intelligence at the second objective when the VC emerged from the jungle.  A firefight ensued and the SEALs took heavy fire from multiple sides.  It was not the finest moment for the SEALs, who only caused a handful of casualties against the vastly more numerous VC.  The injured and surrounded SEALs tried to mount a defense, while the Patrol Boat raced to provide escape.  Finally unpinned, the SEALs boarded the Patrol Boat.  The VC fired on the Patrol Boat as they exited the battlefield via the extraction point.










The SEALs ended up gathering just one of the five objectives and only left the table with two teams remaining - both injured.  The Patrol Boat extracted the SEALs, allowing for a Major Defeat for the SEALs, (as opposed to a Stunning Defeat).  We stretched the rules to allow me to pickup the SEALs with the Patrol Boat away from the extraction point, which helped save me from the worst outcome.