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Warlord US Infantry Box - Oriskany Jim Ventures Once More Into 28mm

Warlord US Infantry Box - Oriskany Jim Ventures Once More Into 28mm

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USMC vs. NVA, Hill Battles near DMZ, 1967 (replay)

Tutoring 8
Skill 8
Idea 8
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So I’m trying this again, just to see if I get the balance right.  I’m adding the US off-board artillery back in, but making the NVA booby traps a bit nastier, IF the Marines do  not use Assault Movement (reduced speed, more safety, a Valor & Victory rule I didn’t use in the live game with Rasmus).  Also firmed up the victory conditions and other rules for the scenario (most of which are more or less standard for Valor & Victory Vietnam).

Casualties:  Every American Half Squad or officer or medic eliminated = a Casualty marker.  After Action Phase: Medic can automatically evac one casualty marker assuming he is stacked with the casualty after Advance and Assault.   Others can evac if they roll “Rally” (6 or 7).

Evacuated casualties = 3 VP for NVA player.

“Captured” casualties = 6 VP for NVA player.

NVA casualties = 1 for the US player.

NVA POWs (if evacuated) = 2 for the US player.

Civilians:  Move during both sides movement phase.   1-3, no movement.  4-6, they move 2 hexes.  1d6 for direction.   1 = north, clockwise from there. Americans lose 6 VP for any civilian counter they kill. They are worth 2 casualty points if struck by intentional / unintentional fire.

POWs:  Every NVA stack eliminated via close assault creates one POW.  They have to be evacuated by an American infantry unit physically off the table via a friendly edge.  One infantry type can carry off many POW counters.  Must get to friendly edge of map, infantry unit can then rejoin the rest of the game.  They are worth 2 casualty points if NVA wants to shoot at them.

Booby Traps:  Every time a US stack moves in Movement Phase (not 1 hex  in Advance and Assault Phase), roll 2d6 for the etack.  11-12, a booby trap is hit, immediately eliminates one half squad / medic / officer, replace with casualty marker.  US can reduce chance of only a 12 on 2d6 by using Assault Move (+1 Cover) rules.

Objectives:  Each objective is worth 3 VP for the owning player at the end of SIX TURNS.

So below we have the NVA set up.  I have broken more squads into fireteams (half squads), have the +2 commander with the mortar team, and was a little more aggressive in “tripping” the Marine entry onto the eastern, northeaster, or southeastern edges of the table with forward deployment of NVA spotter / GPMG teams

USMC vs. NVA, Hill Battles near DMZ, 1967 (replay)

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oriskanyrasmus Recent comment authors
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rasmus
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@oriskany look like the HMG might have a better field of fire – but we will see …

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