Vietnam Solitaire first play
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In my quest to acquire a broad selection of English-language games on Vietnam, I picked up the Special Edition of Vietnam Solitaire. The original game is a $4 print-and-play. This one features extended rules, 88 laser cut counters (thick!) and additional scenarios.
I'm not going to take a lot of notes on this play. Mostly will limit myself to a few remarks per turn.
Turn 1
Bombed the trail and did some combat with ARVN. Managed to remove some VC.
Political Points at 6. Not a good start!
Turn 2
(I forgot to roll for Political Events.)
Phases:
- Trail Rolled 1,1 for placing Trail counters, but there is already trail in Haiphong, lucky.
- Attack Trail Green Beret roll 3 against Laos, no effect, and 2 against Hanoi, remove Hanoi trail marker. Advance PP by 2.
- Raise/Move US/ARVN Put a few on the map to attempt to get some PP back by clearing occupied areas.
- US/ARVN Combat VC rolls a 1, takes out an ARVN unit in Mekong, bummer. US take out that VC though.
- Place VC/NVA VC placed into Highlands Area 5. NVA placed in Area 6 of Hue as only the Haiphong Trail is active.
- Insurgency Combat none this turn.
- NVA/VC Offensive Roll 5, Mekong, no NVA or VC present, no offensive.
- Air Cav Movement None on the map this turn.
- Victory Check Mekong and Saigon are free of Communist forces, move PP back to 8. Political Events roll 5, no US/Allied ground units next turn.
Last turn, I also carried the Political Points forward, which is a mistake, it's to be reset at the current game turn. This really changes everything, because I was at 9 political points, and really couldn't see how it would be possible not to get creamed inside of 4-5 turns. So that makes more sense.
Turn 3
Since the Political Points get reset after each turn, it's time to call in the Cavalry, the Air Cav to be precise, which is expensive at 3 PP per unit. Except, bummer, political roll means cannot emplace US/ARVN ground troops this turn.
- Trail Roll 3 and 6.
- Attack Trail Since no US/ARVN ground troops can be placed this turn, going all out on the trail. Trail marker removed from Haiphong, remains in Laos, removed from Cambodia.
- Raise/Move US/ARVN no ground troops allowed this turn.
- US/ARVN Combat no ground troops allowed this turn.
- Place VC/NVA VC placed in Northern Saigon. NVA placed in Area 3-4 of Highlands.
- Insurgency Combat no insurgency this turn.
- NVA/VC Offensive NVA offensive in Region 1, Hue. ARVN make no hit, lose 1 of 2 units, retreat to the Area 5 box.
- Air Cav Movement no air cav units on the map.
- Victory Check Only Mekong free of Communist forces, PP at 9. Roll 3, no Green Beret attacks next turn.
Turn 4
- Trail roll 3, 6, add Trail to Cambodia.
- Attack Trail B52 on Laos, roll 2, remove; B52 Cambodia roll 4 remove. There are no trail markers down.
- Raise/Move US/ARVN Air Cav in Area 1-2 Cu Chi, move ARVN to Area 1. More ARVN in Hue and Highlands, might be a bad idea.
- US/ARVN Combat VC eliminated from Cu Chi. VC eliminated from N. Saigon.
- Place VC/NVA VC placed in Area 1 of Region 5 (Mekong). No trail on map, so no NVA placed this turn.
- Insurgency Combat None this turn.
- NVA/VC Offensive Roll 6, offensives in all Regions. * Hue: ARVN roll 1,2 (lucky) destroy 1 VC and 1 NVA, suffer 1 loss and retreat. * Highlands, VC roll 1,1 both ARVN destroyed! 1 VC destroyed. * Mekong: 1 VC destroyed.
- Air Cav Movement Air Cav stays in Cu Chi.
- Victory Check PP 15, busted. Should have let Hue and the Highlands alone, losing all those ARVN units hurt.
AAR
Pretty cool little game. I like it enough to play it several more times, and I think it's definitely beatable.