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This is a Vietnam mission generator.
The idea behind this mission generator is to create plenty
of unknowns for each side. They
start by not knowing what enemy they are up against, where the
enemy is and what the enemy is up too.
The number of players in each
mission is quite flexible, however each side will need to deploy
at least 7 soldiers. A
maximum number of 40 players can easily be accommodated.
More than 40 will require some adjustment.
If the team has 10 or less players, then they get 1 squad
of equipment and replacements else 2 squads worth.
Replacements are influenced by the
force composition, the mission and some random factors.
PR0 – AMERICAN
FORCES.
A – TEAM - Green Beret’s
Each
Platoon consists of 1-2 squads.
·
Captain - Colt M1911A1 (Auto Pistol)
·
1st
Sergeant,
A
Squad consists of up to 10 soldiers:
·
Squad Leader (Staff Sergeant), Colt M1911A1 (Auto Pistol),
·
2 x Fire Team Leaders (Corporals), 9mm Browning High Power
(LRP) – may take 2nd SRP if total players under 40.
·
2 x Pigman, M60 (Morita SMG mode 5)
·
2 x Rifleman with XM177E2, 5.56mm Colt Commander
(Standard Combat Rifles)
·
1 x Radio Telephone Operator XM177E2, 5.56mm Colt Commander
(provided two way radio)
·
2 x Grenadier
with M16A1/M203 Grenada Launcher (Telescopic SMG’s)
·
1 x Heavy Weapons Specialist – M2A1-7 Portable
Flamethrower (Flamer)
The initial force
of Green Beret’s all start with 5 hit points.
All members of the squad will be NCO’s unless otherwise
stated.
50% (1,2,3) chance of one chopper worth of replacements at 10
minutes notice per squad.
Second lieutenant and Platoon Sergeant are the only units
eligible to radio for replacements and must do so through a living
trained Radio Telephone Operator.
One chopper has 8 replacements of 4 hit points each must be
taken immediately.
B – TEAM LLDB
(Luc-luong-Dec-Biet)
Each squad of
LLDB consists of:
·
First Lieutenant , Colt M1911A1 .45 Automatic Pistol (Auto
Pistol, any type), hit points 4
·
4 x Rifleman with M3A1 .45 Caliber Sub Machine Guns (Small
red-dot scope SMG’s)
·
1 x Heavy Weapons Specialist – M2A1-7 Portable
Flamethrower (Flamer)
·
3 x Rifleman with XM177E2, 5.56mm Colt Commander
(Standard Combat Rifles)
·
1 x Pigman with a M60 (Morita config 5)
All other LLDB
have 3 hit points.
LLDB receive 2D6
Replacements per squad, available anytime and appear next to first
Lieutenant. All
replacements are 3 hit points.
CIDG – Civilian Irregular
Defence Group
This is Militia
recruited from the local villages plus some full time elements
called strikers. More details on the CIDG can be found at http://www.diddybop.demon.co.uk/cidg.htm
Fortunately
they’re often a large number of CIDG available, so there are
ample replacements to make up for the fact they are poorly armed
and unskilled.
1 squad of CIDG
consists of:
·
3 x M14, 7.62mm Springfield Armoury Rifle (Combat Rifle)
·
1 x M60 (Morita LMG)
·
6 x US .38 Masterpiece Smith & Wesson Relvolver (Long
range pistols)
ALL CIDG have 2
hit points. CIDG receive 2d6 + 8 replacements per squad
Mobile Guerilla
Force
Special Forces
(Green Beret’s) led anti-communist Cambodians.
The Cambodians are from the Khmer Kampuchea Krom and are
very well trained fighters.
1 Squad of
·
Captain– Green Beret, Colt M1911A1 (Auto Pistol), ,
hit points 5
·
2 x Green Beret Fire Team Leaders, 9mm Browning High Power
(LRP) – may take 2nd SRP if total players under 40
hit points 5
·
2 x Cambodian Pigman, M60 (Morita SMG mode 5)
·
2 x Cambodian Rifleman with M14, 7.62mm Springfield Armoury
Rifle (Combat Rifle)
·
1 x Green Beret Radio Telephone Operator XM177E2 with M14
and is provided a two way radio
·
2 x Grenadier with M16A1/M203 Grenada Launcher (Telescopic
SMG’s)
All Bodes have 4
hit points and all Green Beret’s have 5 hit points.
Because the MGF
works well behind enemy lines in deep penetration missions,
replacements are rare.
33% chance of
replacements per squad, take 15 minutes to arrive.
Replacements can only be radioed for by a Captain through a
living RTO. Replacements consist of 8 Cambodians arriving in
a UH1-1H Huey
COMMUNIST FORCES
North Vietnamese
Army
This is the North
Vietnamese regulars, more correctly called the “People’s Army
of Vietnam”. These
are well trained, properly equipped soldiers.
Unfortunately that are also much harder to replace than VC,
this is reflected by the relative high hit points but low number
of replacements
Equipment:
Can choose any weapons not assigned to the pro-American
forces. Typical weapons are:
·
Chinese Type 56 7.62mm Assault Rifle (Chinese AK47 copy)
– Combat Rifles – any number
·
MAT-49
Modified 9mm Sub-Machinegun – Any available SMG – any number
·
.45 Viet Cong Thompson Sub-Maching Gun – Any available
SMG – any number
·
Soviet Tokarev 7.62mm Automatic Pistol – Any LRP or SRP
– Any number
·
Soviet RPK 7.62 Machine Gun – Morita LMG – Maximum of 1
per squad.
·
Soviet Makarov – Auto Pistol – Maximum of 1 per Squad (NVA
Officer’s only)
Flame throwers
are not allowed to NVA or any other communist forces.
Hit Points: 4
Replacements: 1D6
+ 2 per squad, available anytime from the deployment area.
Local Viet Cong
These are barely
equipped and mostly untrained local militia, often hard to
distinguish from other villagers.
Local VC usually stay close to their home village.
Equipment: Soviet
Tokarev 7.62mm Automatic Pistol – Any LRP or SRP.
Up to 3 x Chinese
Type 56 7.62mm Assault Rifle (Chinese AK47 copy) – Combat Rifles
if available after US choice.
Replacements:
2D6 +5 per
squad available anytime from deployment area.
Hit Points: 2 hit
points
Main Force Viet
Cong
Formed into
regular Divisions, the main force VC were usually reasonable well
equipped. Main Force
VC could be encountered anywhere in South Vietnam.
Equipment:
Can choose any weapons not assigned to the pro-american
forces
Hit Points: 3
Replacements: 1D6
+ 6, available anytime from the deployment area.
Equipment:
Can choose any weapons not assigned to the pro-american
forces. Typical weapons are:
·
Chinese Type 56 7.62mm Assault Rifle (Chinese AK47 copy)
– Combat Rifles – any number
·
MAT-49
Modified 9mm Sub-Machinegun – Any available SMG – any number
·
.45 Viet Cong Thompson Sub-Maching Gun – Any available
SMG – any number
·
Soviet Tokarev 7.62mm Automatic Pistol – Any LRP or SRP
– Any number
·
Soviet RPK 7.62 Machine Gun – Morita LMG – Maximum of 1
per squad.
Not allowed Flame
Throwers or Auto Pistols.
GENERAL BACKGROUND
Each possible
mission is situated in the III Corps Tactical Zone (CTZ).
III CTZ is located to the south of Saigon.
Set up
1-
Pro Communist Units need access to 3 ammo boxes
2-
A flag chosen by the Pro-American forces must be set up on
a trail or open area within an area defined by the Mission
Director.
Each mission is
30 minutes long.
Except if the
pro-communists are on an ambush mission or US Forces are on
Counter-Ambush, the US forces start anywhere in the battlefield
that is not in sight of the south edge.
Communist enter the battlefield somewhere along the south
boundary edge as specified by the Mission Director.
RANDOM ELEMENTS
Dice
Die roles for
force composition, objectives, replacements and deployment is done
with the side’s commander and in secret.
STEP 1 –
Determine Force
The Pro-American
forces consist of up to 2 squads of the following forces.
1,2 – CIDG
3 – LLDB/CIDG
4 – Green
Beret’s
5 - Green Beret/LLDB
6 – Mobile
Guerilla Force
The Pro-Communist
forces are:
1, NVA
2,3,4 Viet Cong
Main Force
5,6 Local VC
Replacements
availability is based on the unit type and a random element see
unit description.
If the selection
is a mixed force and the number of players on the side is less
than 11, then the force commander can choose either component of
the mixed force.
STEP 2 –
Mission
US Missions
1 Patrol
2 Defend Camp
3 Cleanse (Search
and Destroy)
4 Ambush
5 Counter-Ambush
6. Aviator Rescue
Deployment is
decided by the mission.
Pro-Communist
Missions
1,2
Recon Only
3,4
Position Mortar
5 Eliminate US
Forces
6 Ambush (Not
available if US Mission is Ambush, in that case, select 5)
PRO-AMERICAN Missions
PATROL
Aggressive
patrolling within the circular "watch" area is aimed at
further discouraging Viet Cong mortar attacks. The Patrols
objective is to ensure no VC units are able to get close enough to
your camp to either
a)
Perform direct line of sight observation on the camp (enemy
correctly identify type of flag and location of flag) and then
escape alive OR
b)
Position Mortars within 100 metres of airfield.
Mortar position is represented by a 3 x large ammunition
boxes (assumed to contain the 3 parts of 81mm Mortar) being
positioned in a small open area.
Replacements
un-modified.
CAMP DEFENSE
Your orders are
to defend a CIDG camp against attacks.
Your mission is achieved if at least 50% of your starting
number are within 20 metres of the flag and alive at the end of
the mission.
Replacements
unmodified
CLEANSE
(Search and Destroy)
Must search the
area and destroy the enemy so there are no survivors within the
search and destroy boundary area.
Gain 30% more
replacements and if no replacements rolled, then team has one
re-roll for replacements.
AMBUSH
Start mission in
the battlefield and cannot move until enemy is spotted (you are
waiting in ambush). Win
if you destroy at least 50% of the initial enemy forces in one or
more ambushes style engagements.
Loss 30% of
replacements if any.
COUNTER-AMBUSH
You have to move
down major trails as directed by the referee and retrieve 3 flags.
All units must stay within 20 metres of the trail indicated by the
NPC Captain (Mission Director). Commence at battlefield edge as
directed by the referee.
A complete circuit of the battlefield is worth 50 Victory
Points. Maximum
points are available for two complete circuits = 100 Victory
Points.
Replacements
unmodified
AVIATOR RESCUE
A Navy
Fighter-bomber has gone down somewhere around the village of Go
Doi in mountain country. The
area is heavily forested and aerial surveillance has failed to
reveal to turn up any clues as to the where abouts of the plane or
its crew. A
radio message has just arrived from Bombardier, it’s pretty
garbled, but basically he says there are VC tracking him down and
he is wounded, the pilot is dead.
One the players
on the pro-American side must be the Bombardier.
He is assigned a radio if available and will be placed into
position by the Mission Director (a long way from the rest of the
pro-american forces). The
Bombardier is armed with a US .38 Combat Masterpiece Smith &
Wesson Revolver (semi auto pistol of choice).
Hit points 2 (normally 4, but is wounded)
Victory
Condition: Bombardier is alive and with the pro-american forces at
mission end.
Replacements
unmodified
PRO-COMMUNIST MISSIONS
RECON
Move to a
position where the flag flown by the US base representing the SOC
TRANG AIRFIELD can be spotted.
Position and correct flag flown must be reported to a
referee. Start
at opposite end of the battlefield.
Replacements
reduced by 50%
MORTAR POSITION
3 x Ammo cases
must be moved within 50metres of the airfield flag.
They must remain in communist hands until the end of the
mission. Start at opposite end of the battlefield.
Replacements
unmodified
ELIMINATE US
FORCES
Destroy all
enemies with the Battlefield, Start at opposite end of the
battlefield. Enemy
driven off out of the area designated by the Mission Director at
the end of the mission are also considered destroyed for victory
point allocation.
Gain 30% more
replacements and if no replacements rolled, then team has one
re-roll for replacements.
AMBUSH
Start mission in
the battlefield and cannot move until enemy is spotted (you are
waiting in ambush)
Win if you
destroy at least 50% of the initial enemy forces in one or more
ambushes style engagements.
Loss 30% of
replacements if any.
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