Wednesday 21 February 2018

Gimme Shelter

Flank Attack - Kon Tum Province 1967


https://www.youtube.com/watch?v=RbmS3tQJ7Os

A Chain Of Command - DMZ After Action Report

Below is an After Action Report using the Chain of Command Flank Attack Scenario

Background
Kon Tum Province June 1967

A U.S Platoon, part of the 503rd Airborne Infantry has been isolated and flanked by elements of the 24th PAVN Regiment.

Attacker - NVA
Defender - U.S

Additional CoC-DMZ Victory Conditions
Free World Forces
Free World Forces may achieve an alternative Victory at the end of any phase/turn in which they currently have control of or have captured a total of at least 2 enemy Jump off Points and their current morale level is 4+.
They can also win scenarios under normal victory conditions.

NVA/VC
NVA and VC Forces may achieve an alternative Victory by reducing a Free World Forces Morale to 3 or Less and withdrawing all on table units from the table whilst their final morale remains above 0.
This victory condition fits in well with the CDS "Three Strongs Attack" objective.
They can also win scenarios under normal victory conditions.

Withdrawing from the Table
In order to retire from the field a NVA/VC unit may leave via a friendly jump off point or any table edge provided no enemy units are within 12 inches and line of sight to the unit at the start of it's move.
Each unit leaving the game this way via a JOP or table edge will not return and will roll with the risk of dispersing on a 5+ if from a friendly JOP or 4+ if from any table edge.
If a unit disperses a roll is made against section wiped out on the morale table and immediately effects the players morale.
Snipers and immobile teams may withdraw from where they are deployed with the risk of dispersing on a 5+ if there is no enemy within 12 inches and line of sight or 4+ if there is enemy within 12 inches and line of sight.

Terrain
Woods
  • Broken ground for foot movement.
  • Vehicles treat as Heavy Going.
  • Wheeled and partially tracked vehicles may not move in Heavy Going.
  • Variable Line of sight is 6 + D6 inches.
Light cover
  • Clear Ground
  • Open Terrain
Fallen Logs
  • Light Cover
Grass on the mat is treated as Light Cover if stationary and Open if moving.


Multiple Phases
Any time a player rolled 2 sixes or more for consecutive phases the subsequent roll was made with one less dice.
e.g. Player 1 rolls 5 dice 6,6,5,2,1.
Next roll they roll 4 dice 6,6,3,1.
Next roll they roll 5,2,1.
It is now Player 2 turn.

Pre-Planned Ambush
Replace the CoC Dice(1) support option in any army lists with Pre-Planned Ambush(1).

Pre-Planned Ambush
A player may choose this support option to perform a pre-planned ambush. A pre-planned ambush
differs from a normal Ambush.

A Pre-Planned Ambush allows a single, as yet undeployed infantry team OR SQUAD/SECTION to be placed anywhere within 12” of a friendly Jump‐Off Point and further than 6” from any enemy
infantry.

The unit may then fire immediately without further activation. An ambush conducted like this
represents a pre-planned ambush site.

The unit will make their attack and then must be kept on the table in the ambush position at
the end of the phase.

If the player’s opponent has troops on Overwatch covering the area from which the pre-planned
ambush is made, they may fire after the ambushing unit has fired.

The Forces
NVA 1967 - Morale 9

Support - 10pts
  • Recce Squad
  • Forward Observer with 60mm Mortar Section (covers a 12inch square area)
  • Pre-Planned Ambush

The Forces
U.S 1967 - Morale 9

Support - 3pts
  • Sniper Team
 

The Game
The Table Layout.

NVA table edges bottom and right of screen.

End of Patrol Phase.  Red NVA. Blue U.S.

Jump off points deployed.  Tunnels NVA.  Coloured smoke U.S.

NVA Jump Off Point.

View on U.S right flank.

U.S deployment zone near open area at top of screen. 

Brown ground treated as open terrain. 

NVA first phase.  Scouts from Recce squad probe U.S flank.

NVA scouts move through wooded area.

NVA Recce squad deploys in an attempt to find the U.S flanks.

NVA Recce squad.  Support option.

A U.S squad deploys to establish the perimeter.

U.S Sniper also deploys.

The NVA have found the U.S positions as the second U.S squad deploys.

Enemies close.  Visibility is fleeting in the thick Jungle.

Second NVA squad deploys to flank the U.S.

The NVA begin to emerge from the Jungle flanking the U.S on two sides.

With repeat phases and the use of a Planned Ambush
the NVA pour fire into the left flank of the U.S

Through weight of fire the central U.S squad becomes suppressed.
The tide starts to turn however as the U.S bloopers go to work on the NVA
squads wounding leaders.  The sniper then opens up killing
the 60mm mortar observer before he can call in a bombardment.

The NVA begin to close in on the U.S right flank.

The U.S are pressured on both flanks but fight on stoically.

With their morale impacted through injured leaders and the loss of their
observer the NVA begin to move into close combat range through the Jungle.

The U.S Squad top right becomes isolated as the squad to their right
off screen is wiped out.

Two NVA squads launch an assault against the isolated U.S squad hoping
numbers will tell against an enemy who is not pinned.

Close combat ensues.
Casualties occur on both sides however more NVA leaders are wounded.

View of NVA right flank.  U.S squads in the centre of screen have
suffered several casualties.

View after close combat.
The U.S squad pulls back but with NVA morale badly affected by loss of
leadership the NVA retreat to the safety of the Jungle to regroup.

A very fun game.  All was going well for the NVA as they hit the U.S on two flanks pouring in aggressive fire.  The U.S were never out of it however as their firepower began to tell in the firefight.  With several wounded leaders and the killing of their 60mm mortar observer from a blooper round the NVA morale took several hits (plenty of 6s rolled for Bad Things Happening morale rolls) causing them to leave the fight.  What looked like the U.S position being overrun turned into a U.S victory albeit a costly one.

Monday 19 February 2018

Saturday 3 February 2018

Vietnamization

Converting Battlefield in a Box Terrain to Vietnamese Muddy Rivers


I had a bunch of Battlefield in a Box Rivers lying around that weren't seeing much action so I decided to convert them to Muddy Vietnamese Rivers for use with my Vietnam War table.

Battlefield in a Box River Sections



Although they snaked the Battlefield in a Box pieces I had would only flow to opposite ends of the table.  In order to allow for more variety I cut one of the sections into smaller pieces to allow the river to flow if different directions.

The next step was to paint the blue sections of the rivers in a brown earth colour as a base for the still water I was going to pour.

Vallejo Still Water

Given that I wanted to go with a stilled effect I chose to use Vallejo Still Water.  This stuff flows very easily and is a minimal mess, no fuss product.  There are plenty of instructional how to videos on you tube showing its use.

I added a small mix of these paints to the Still Water

A small amount of paint was added to the Still Water mix.
I went with a 90% Provincial Beige, 5% Burnt Umber, 5% Raw Sienna mix.

The River left to dry. The ends were taped before pouring the Still Water.

The ends of the rivers were taped and a thin layer of the still water was poured.  I let this dry for 24 hours and then did a second thin pour.

The finished river sections with flock added to the banks.

The rivers were left 24 hours to fully dry.  They were cleaned up and flock added to the banks.  I have avoided adding grass tufts at this stage as the river sections will be stored on top of each other.


The Finished Product
Long grass, bushes and trees will be added along side the river as needed.

The river sections are flexible enough to be placed on small rises.

They are also weighty enough  to sink into the teddy bear fur mat.

Rivers are always handy as Vietnamese villages were usually located nearby.

Heading up river