spclear.gif (43 bytes)


OUTDOOR > MISSIONS > VIETNAM FRONT

www.lasertag.com.au
About Laser Tag






spclear.gif (43 bytes)













Scenario Design by Peter Lander

Vietnam Front

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.



Home | About Us | Missions | Weapons | Next Event
Conditions of Play | Join Us  | News | Generate Your Character


Copyright © 1999-2002 Scapequest. All Rights Reserved



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

0