Vietnam 1965-1975 4 - Operation Starlite (3)
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Let's see if third time really is the charm. This game I'm not going to consult the playthrough. I'm going to work the rules and the flowcharts. I should be fine. All of the operations in this scenario are going to be Search & Destroy, which makes it easier.
I have no idea how long this is going to take to play out. The previous play occupied most of a weekend, at least mentally.
Turn 1
1. Support Phase
The US player indicates available air, airmobile, and riverine support on his record sheet, placing appropriate markers on the General Record Track.
- Naval: 6
- Air: 4
- Airmobile: 1
2. Special Operations Designation Phase
- The US player notes any units on holding or patrol operations.
- The NLF also notes units on holding or patrol operations.
None.
3. Strategic Movement Phase
The US player may conduct security operations and employ strategic and naval movement.
None.
4. Operations Phase
The heart of the Vietnam 1965-1975 game is the operation. The three main things to remember about operations are:
- The NLF player always determines who performs the next operation, and may choose to pass in favor of the US player performing an operation (Section 5, page 9).
- Each unit may perform only one operation per turn (Section 2.2, page 5).
- Operations proceed as a series of rounds until the US declines is unable to perform further operations. The NLF then decides to either continue operations or end the Operations Phase (Section 5, page 9).
Operations are explained in brief in Section 2.2, page 5, and described in detail in Section 5, page 9 of the rules.
A. Designation Segment
As explained in the preface material in Section 5 (page 9), the NLF always designates who conducts the next operation. The designated player is the phasing player and commences to:
- Choose the type of operation;
- Choose which units participate;
- Specify the target hex of the units (if applicable).
- Operation:
- Units:
- Target Hex:
Operation 1, VC
- Operation: Search & Destroy
- Units: PolSec, 79 Reg.
- Target Hex: 5020.
Operation 2, USMC
- Operation: Search & Destroy
- Units: 3/3/3M, 2/4/3M
- Target Hex: 5020
Operation 3, USMC
- Operation: Search & Destroy
- Units: 3/7/1M, 2/12, 7/1M HQ
- Target Hex: 4820
B. Support Declaration Segment
The US player may:
- assign air support;
- assign naval support;
- declare free fire zones.
Section 5.1 (page 9) contains details.
Operation 1, VC
None.
Operation 2, USMC
- 4 Air Points
- 6 Cruiser Points
- No Free Fire
Operation 3, USMC
- 4 Air points
C. Movement Segment
The movement segment applies only during Search & Destroy, Clear & Secure, Security, Naval Transport, or Strategic Movement Operations.
At the end of enemy Operating movement, any friendly units in the ZOC and not the Target Hax may move their full movement allowance in Reaction.
Operation 1, VC
- PolSec move to 5120
- 70R to 5020
Operation 2, USMC
- 3/3/3M and 2/4/3M to 5020.
- VC PolSec does Reaction move to 5019.
Operation 3, USMC
- 3/7/1M to 4920
- 2/12 to 4919.
- 7/1M HQ to 4819 via Airmobile
Reaction: PolSec unit moves Quang Ngai.
D. Alert Segment (only in US operations)
The Alert segment only applies during allied Search & Destroy, Clear & Secure, amd Bombardment Operations. The Operating player may perform Interdiction (7.5.2); the NLF player may Alert (4.8).
Operation 1, VC
N/A
Operation 2, USMC
- Interdiction 1 level from Cruiser.
- VC roll 5, MA is 5 (roll) + 1 (cultivated terrain) - 2 (scenario) = 4 MP
- VC spend 2 to leave hex, +1 interdiction, +1 enter 4920.
Operation 3, USMC
- Interdict 4820 with 4 Air and 2 Artillery
- VC roll 4 + 3 - 2 = 5.
VC moves to 4721, which is out of combat range, and this is game over with a VC win.
E. Combat Segment
ADD NOTES HERE
Operation 1, VC
None.
Operation 2, USMC
We're going to fight. The odds are 1:1, this is going to be brutal.
- US: 6 + 2 VC support = 8
- VC: 6 + 4 US Air support = 10
I need to roll a 5 or 6, or I'm in a lot of trouble!
Roll: 5 - US: lose 0, +2 Pursuit. - VC: lose 1
F. Retreat Segment
Operation 1, VC
None.
Operation 2, USMC
VC Retreat: 4820.
G. Pursuit Segment
Operation 1, VC
N/A
Operation 2, USMC
3/3/3M, 2/4/3/M pursue into 4920.
H. Interdiction Removal Segment
Remove all Interdiction markers from the map.
Operation 1, VC
N/A
Operation 2, USMC
Remove interdiction from 5020.
I. Continuous Operations Combat Segment
Now return to Segment and and repeat until neither player is able or willing to conduct an operation.
Operation 1, VC
N/A
Operation 2, USMC
Not enough support, going to call it after Round 1.
Operation 1 (recap)
5. Game Turn Indication Phase
AAR
Here's the situation at the end of the game
Very interesting, and very clever with the VC Political Section, which makes it really hard to figure out where to land the firepower. I think perhaps the example in the Playbook was possibly the worst move by the VC coupled with the best move by the Marines. This scenario bears playing through a few more times to get it figured out.
As it also turns out, this is not that bad. It's a bit involved like OCS, but pretty straightforward when considering the actual conditions on the ground. The VC did slip away a lot.
And, I knocked it out in about two and half hours.