LZ Mary 4:31

Tags

Following the numbering scheme defined for playing Lord of the Rings LCG, the numbers 3:31 indicate the fourth play of LZ Mary (Scenario 3) and the 31st game of Silver Bayonet.

This is another Vassal game, a follow up to the previous LZ Mary Vassal game which was almost exactly one year ago. I have not played anything on Vassal since then, but I do recall it wasn't too bad once I committed to it. I don't recall how much of the game play was completely in Vassal, but I'm going to attempt to keep as much as possible in Vassal for this play. As much because I don't feel like getting out of my comfortable chair to chase down rules and player aids and charts if those are available in the module.

Turn 1

Ambush! The FWA makes an ambush attack on the PAVN in hex 1021, where the PAVN do not get defensive assault fire. This is a complete freebie for the FWA.

FWA attacking with 3, roll 8 - 2 DRM for 6 which is - no effect. Bummer.

PAVN response

The PAVN bring in reinforcements, then maneuver around the LZ:

PAVN first maneuver

In the previous game, I forgot that the PAVN were automatically coordinated for this scenario, and did not conduct a maneuver combat, which is what we're going to do here. Here's the sequence:

Maneuver Combat Step [8.3]

  1. Determine Combat Odds: PAVN 8, FWA 4, 2:1 odds.

  2. Choose lead units: PAVN A/8/66, FWA A/1/9.

  3. Determine column shifts based on ER difference between lead units: Shift 1L for FWA benefit.

  4. Both sides, attacker first, allocate support fires from air and/ or artillery. Then, both sides resolve support fires: No supporting fire for either side.

  5. Attacker rolls on Maneuver Combat Table applying any DRMs. PAVN rolls 2 + 2 DRM for defender in Light Jungle. result is 4, which is D1 on the 1.5:1 column.

  6. Extract losses, conduct retreats, apply Fatigue: With TDV of 2 we have 1/2 = 0, so there is no step loss.

  7. If defender vacates hex, attacking units may advance. N/A.

Score

  • FWA: 3
  • PAVN: 0

Turn 2

The FWA is going to have to bombard their way to some PAVN step losses, which PAVN will need to execute a combined maneuver and assualt to either destroy steps or get a retreat.

Initial & Recovery Phases

  • FWA gets 9 Air Points.
  • There are no First or Final Fire markers to remove.
  • There is no Fatigue to recover.
  • There are no HQ to replace.

FWA Turn 2

Reinforcements flown in by helicopter.

There is no reason to move anywhere given the LZ is under attack by the PAVN.

No reason for the FWA to attack either, when they have a better chance at getting step losses on the PAVN from defensive bombardment, with much less risk. FWA is done here.

PAVN Turn 2

Reinforcements to hex 1021.

All move to envelopment the LZ:

PAVN Turn 2 movement

Since by scenario rules, this attack is automatically coordinated, we step into maneuver combat next.

  1. Determine Combat Odds: PAVN 12, FWA 8, 1.5:1.

  2. Choose lead units:

  • From the Special Units rules, the A/1/9 does not appear to be prevented from being the lead unit when in a defending stack.
  • PAVN chooses A/8/66.
  1. Determine column shifts based on ER difference between lead units: The ER comparison is 1L to the FWA favor.

  2. Both sides, attacker first, allocate support fires from air and/or artillery. Then, both sides resolve support fires: - PAVN uses the mortar for supporting fire, roll 5 for 1 with TDV 2 for no effect. - FWA brings in 9 Air, with only 3.5 steps attacking there is no Air Defense Fire (ADF). However, there is a mortar artillery unit which can be used, roll to hit: 8, for a miss. Bombardment roll is a 10, which is - for no effect. Dang!

Neither side has any support.

  1. Attacker rolls on Maneuver Combat Table applying any DRMs. Roll 8, which is AF3, not a great result for PAVN.

  2. Extract losses, conduct retreats, apply Fatigue: Fatigue to all units in the 8/66. I predict there will be some criticism coming down from Hanoi.

  3. If defender vacates hex, attacking units may advance. N/A.

This is the game.

End of game

AAR

This was a good experience, both with Vassal and using Maneuver Combat, which we really use in our games. My interest in using it more is that when it can be used, it has the potentially to get a fair number of Fatigue results on the FWA units, which are much more problematic to recover, basically having the field for a turn or more. The PAVN can deal with Fatigue easier with HQs and mobile hospitals.

I don't see how the PAVN can win this scenario except by extraordinary luck.


Tags