Vietnam 1965-1975; 11 - Operation Starlite (10)
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Operation Starlite continues to entertain. In the previous play I brought in Offensive Reserves, and it was awesome. I did not do a hot LZ airmobile operation, which is something I want to do, perhaps in this game. I'll be doing reduced logging again with the Search & Destroy flowchart in hand. Let's get on with the show.
Operation 1, VC
VC make their usual move to 5020 and 5120. As usual I do not know which unit is which, the USMC will have to mount a Search & Destroy operation to determine that.
Since the VC do not want to fight, they are Ops Complete.
Operation 2, USMC
Search & Destroy by 2/4/3M with Target Hex 5020.
Move: 2/4/3M moves to 5020.
Reaction: VC in 5120 moves to 5019.
Support: Naval, I want to interdict, and willing to spend the points to trap the unit if it's a regiment.
Interdiction: 6 points of Naval for 1 Interdiction level.
Alert: roll 5 - 2 scenario - 2 enemy - 1 interdiction = 0. This is interesting as had I not interdicted, the alert move would have succeeded.
Round 1
Attack: 2/4/3M reveals 70R again.
DRM:
- Odds: 3:8 is 1:3, which is -3 DRM, which is not good. I didn't bring any Air support in on this operation.
Casualties: roll 4 - 3 for 1, pursuit -1.
- VC: 6, lose 1 repl
- USMC: 5, lose 2 repl. Rolling a 4 wasn't the worst roll, but it wasn't bad either.
Maybe should have had 1-2 Air points to get the odds to 1:2.
Retreat: 6 - 2 scenario - 2 enemy in hex - 1 interdiction = 1, 70R moves to 4920.
Pursuit: carry forward +2 pursuit into next round.
Activation Reserves:
- 2/12: 4820 Airmobilized.
- 3/3/3M: 4919.
- 3/7/1M: 4920.
- 7/1M HQ: 5020.
- Cruiser: 5218.
Interdiction removed.
Round 2
I need to get a little bit luck with the die rolls, or the USMC will lose.
No offensive interdiction.
Combat factors:
- USMC: 3 + 21 / 2 support = 12.5 = 12
- VC: 8
DRM
- odds: 3:2, +1 DRM
- pursuit: +2
- total: +3
Casualties, roll 3 + 6 for 6, +2 Pursuit:
- VC: loses 2.
- USMC: loses 0.
Tie game.
Retreat: 70R to 5019.
Pursuit: 3/7/1M pursues to 5019.
Round 3
3/3/3/M attacks.
Factors:
- USMC: 3 + 21/2 => 12.
- VC: 6 + 2 = 8.
DRM:
- odds: +1
- unit pursuit bonus: +3
- pursuit bonus from die: +2
- total: +6
Casualties, roll 4 + 6 for 10, pursuit +6
- VC: 6 + 12.5 = 18.5 lose 4 repls.
- USMC: 3 + 2 = 5, lose 1.
USMC wins again!
AAR
I've blundered in the past by not moving the cruiser to stay in range. That was dumb.
Winning looks like being able to trap the VC, then driving up the DRMs with pursuit modifiers.
I'd really like to see how it plays out when a Political Section is the first encounter. Without it being completely random, very difficult for me to play a realistic decision.