From: Bruce Costello Subject: New Victory in Vietnam scenarios (BELOW ARE TWO NEW SCENARIOS FOR 'VICTORY IN VIETNAM' BY MICROGAME CO-OP. THE FIRST DEALS WITH AN ALT-HISTORY SITUATION WHERE NORTH VIETNAM AND CHINA MAKE AN ALL OUT CONVENTIONAL ATTACK IN SOUTHEAST ASIA IN 1964. THE SECOND DEPICTS THE HISTORICAL SITUATION OF THE FIRST FEW YEARS OF AMERICAN GROUND INVOLVEMENT IN VIETNAM, UP UNTIL JUST BEFORE THE TET OFFENSIVE.) * * * * * 20.5 HOT WAR '64 This scenario can be played in an evening, however players are advised that most optional rules must be used and therefore the complexity of play can be high. This scenario is intended to portray the worst-case situation American planners had to prepare for; a joint conventional assault in Southeast Asia by the combined forces of North Vietnam and China. While such an alliance or scenario was extremely unlikely, it does make for a very lively short game and interesting alternative history. Quotes from the actual U.S. war planning documents support this; "Both OPLANS 32-64 and 39-65 provide for either non-nuclear or nuclear options. Strategic Air Command forces are to be utilized to strike selected targets within China using nuclear and/or non-nuclear weapons, as directed by the Joint Chiefs of Staff." And: "As early as practicable, counteroffensive operations to regain friendly territory and to liberate North Vietnam will be initiated. Amphibious forces will launch a major assault on North Vietnam to seize the initiative, cut enemy supply lines and routes of withdrawal, and facilitate the ground offensive. Concurrently, US/Allied ground forces will mount a major offensive along the coastal axis northward from Da Nang; forces in other areas will launch simultaneous attacks; and air and naval attacks will be intensified. The magnitude and intensity of operations will be increased until favorable conditions are achieved to force the enemy to accept terms for the cessation of hostilities, the reunification of Vietnam, and the curtailment of Communist influence in Southeast Asia." 20.5.1 Game Length: The game lasts five turns, from fall 1964 until fall 1965. The Communist is the first player every turn. 20.5.2 Setup: Set Victory Points to + 25, reflecting towns/cities friendly to US in Thailand and South Vietnam. Vung Tau, Da Nang and Thailand are available as ports to the American Player. Haiphong is available as a port to the Communist player. Port capacity is not an issue in this scenario. The American player sets up first. South Vietnam and Thailand are allied to the American player. All town, and city garrisons are considered active and friendly to the side allied with the given country. All Thai airbases are available. Both sides have the usual At Start units in the Available Box which may be taken as per 20.5.3. All units listed 'At Start' on the American player's setup card are placed as listed. Additionally, the U.S. 199th Infantry Brigade and the two 5-5 Thai divisions setup anywhere in the on-map section of Thailand. The U.S. 173rd Airborne and Marine III Brigades setup anywhere in South Vietnam. An additional B-52 sets up in the Guam holding box and three F105F's, one F100 and 1 F4C setup in any friendly airbase. At sea are two American carrier battle groups and the 7th Fleet. Five tactical nukes are available to the U.S. per turn (use during the Strategic phase or either player turn and remove during the end phase) and may be used on-map as per rule 19.3.1. When engaging in Theater Nuclear Warfare, up to four Strategic Nukes can be used per game on map; use of these do not automatically end the game the same turn. Cambodian and Laotian units are neutral and may not move until attacked. Only the Communist player can attack these units, and such attack is mandatory if any face-up Communist units move adjacent at any time, including due to retreat. The Communist may opt to eliminate such units instead of retreating them adjacent. There are no reinforcements or replacements for either nationality. American side units may move adjacent to Laotian units, but may not stack with them unless Laotian towns or units have been attacked. American side units can enter Cambodia only if face-up Communist units do so first. American side units cannot move adjacent to Cambodian units. The American must bomb at least one hex away from Cambodian cities and may only nuke if Cambodia has been attacked by Communists and only in jungle or mtn hexes. The Communist player sets up second, and may deploy eligible NVA units in hidden mode; Chinese units may only be hidden inside China and must always display face up outside China. All NVA units shown at start on the Communist Unit Appearance Chart, all units from the first 'Soviet Aid' box, plus one infantry division from the Available Box set up as follows - two NVA infantry divisions and one supply, the PT boat, and two air units setup anywhere in North Vietnam. Two NVA infantry divisions, the armored and artillery regiments, and one supply setup anywhere in Laos. The SAM units may setup in either North Vietnam or Laos. All NVA and guerrilla units may set up in hidden mode, except the air units. Both NVA air units and all Chinese air units setup in any airbases in North Vietnam or may be held off-map in China. Six face up Chinese 4-5 Infantry divisions set up within one hex of Vinh. The initial four Viet Cong units may set up in any ungarrisoned hex in South Vietnam. Khmer Rouge and Pathet Lao guerrillas may set up in any hex in their countries not adjacent to neutral units, towns, or cities. Pathet Lao may receive one unit per turn. There are no additional Khmer Rouge units that may be taken during the game, though the one unit may be replaced if lost. Khmer Rouge and Pathet Lao units may never leave their countries; Viet Cong may and may even setup in North Vietnam. 20.5.3 Reinforcements and Replacements: Both sides get new units but the procedure is slightly different than in the standard game. Both sides have units that begin the game in their respective Available Box. The Communist player has all units shown in their at-start Available Box (minus one NVA division deployed onto the map). No other units, except units destroyed in combat, are placed in the Available Box. Except as per the restrictions of General Asian War, all Chinese units are always replaced each turn. These start the turn on the north edge of the map in China. Chinese air units may enter in friendly undisrupted airbases or remain off-map. Two supply units may enter via China, if in the Available Box. The NVA gets one infantry plus one supply unit in each of Hanoi or Haiphong, if these arefriendly, unnuked currently and undisrupted. NVA may additionally replace one unit of either Armor, Air, Sam, or Artillery if Haiphong is friendly, undisrupted, unnuked, and unmined (unlikely!). Regardless, the NVA always gets one replacement infantry division. Three VC and one Pathet Lao units may be taken if available. The VC may set up in North or South Vietnam, while the Pathet Lao must enter in Lao's. The one Khmer Rouge unit is replaced if lost. On Turn 1 the American player receives the 3rd Marine division and Marine Air Wing in Da Nang, the ANZUS brigade in any port, and the 1st Air Cavalry division in any ARVN airbase. On the Thai edge of the map the American receives the 25th Infantry division, the 5/1 Mechanised brigade, plus the 82nd Airborne division (which may alternately arrive any of the six Thai airbases). Roll one die for each of the three reinforcement CV's; they arrive on a 1-6. On Turn 2 the American player gets the 1st Marine division (at sea), the 1st Infantry division in any ARVN port, one Firebase anywhere plus the Huey attack helicopter in any ARVN port or airbase as well as any remaining CV's. If General Asian War conditions are not yet in effect, the ROK Marine Brigade arrives in any ARVN port. In Thailand, the American gets the 4th and 23rd Infantry divisions, the 3/1 Armor brigade, the 42nd FA and 11th Armored Cavalry and the Thai/PI regiments along the map edge. On Turn 3, If General Asian War conditions are not yet in effect, the ROK Tiger Division arrives in any ARVN port. The American 29th and 69th National Guard Brigades arrive in any ARVN port or along the Thai map edge. The American Player replaces units normally at the following rate - Starting Turn Two, up to three units per turn of any units currently in the Available Box, plus all air units. Lao and Cambodian units lost are not placed in the Available Box, though Hmong and Montagnard guerrilla units may be. 20.5.4 Special Scenario Rules: The following reflect special rules situations in effect for this scenario only. * The entire map is playable, including the part printed with the name of the game. * All optional rules are in effect except 19.1 (Free Fire Zones), 19.2 (Agent Orange), 19.4.3 (NVA integrated air defenses), 19.4.7 (Low Level Penetration), 19.4.8 (Wild Weasels) and 19.7 (Operation Phoenix). * When using rule 19.6 Poison Gas, only American Special Forces and all Soviet Land combat units may execute Poison Gas attacks. * Disregard the Political Events section entirely, especially TET and Vietnamization. * Disregard the Victory Point Schedule. * Except as noted disregard in 20.5.3, disregard the reinforcement sections of the player's setup cards. 20.5.5 Chinese Limitations and Capabilities: Chinese units may only stay hidden inside China proper. Chinese 3-5 Infantry divisions cannot use Reaction Movement (16.0). NVA PT boats may base in any hex of China and may be automatically replaced the same as Chinese units, if destroyed. The Chinese airborne unit may remain in China off-map or base on map in NVA airbases. It may be used once per game for an airborne paradrop (15.7) or airborne Transport (15.9) within 5 hexes of the northern map edge (if deployed off map) or of it's friendly, undisrupted NVA airbase. The Soviet airborne unit has the same limitations and options, if it is in play. Chinese (and NVA) air units can only make strikes or intercept within five hexes of the north map edge or a friendly, undisrupted airbase. Only the Soviet TU-22 air unit has unlimited range throughout the game. The Chinese have no Tactical Nuclear capability but once per game may attempt a Strategic Nuclear attack on any one hex on the map. Identify the target hex and roll a die; on a 1-5 place a Strategic Nuclear marker on the hex and resolve the attack normally per 19.4. The Chinese lose this capability if the American Player makes a successful strike indicating this result on the Asian Nuclear War table. 20.5.6 Communist Turn One Air Surge: On turn one all Communist air units can attack any hex on the map (NOT the holding boxes!) during the Strategic Bombing Phase. After, they revert to the normal 5 hex range (except the TU-22). Strategic Bombing Attacks may be made in conjunction with the NVA PT boats. 20.5.7 General Asian War: During any Strategic Phase, either player can declare that a General Asian War exists. The effect is stated as a cost to the declaring player in victory points, and a loss of Korean reinforcements for the American side. The American player can begin to make nuclear and or conventional bombardment strikes on China proper, both on and off map. The American player may conduct conventional air bombing strikes on China proper during the Strategic Bombing Phase and using air strikes. Attacks can be made off-map as well; any disrupted or loss result on the Bombardment Table results in one Chinese unit (including PT boats) in the Available Box not being available as a replacement during the current game turn. The American player may select which unit(s). If nuclear weapons are in use, nuclear strikes off-map are made alone, though conventional strikes as outlined above may supplement. Nuclear strikes do not require air units, but are made by central strategic forces of the United States (ie, SAC missiles and bombers). The American player can decide whether to use 'Selected Strikes' (costing no victory points but more limited in effect) or go for an all-out Strategic Strike: ASIAN NUCLEAR WAR TABLE Die Roll Result 1-3 Reduce Available Chinese replacement units by three this turn 4-6 Reduce available Chinese replacement units by six this turn The Chinese Strategic Nuclear Strike option may not be used this turn. 7-10 No further Chinese replacements for the remainder of the game The Chinese Strategic Nuclear Strike option is permanently eliminated. Die Roll Modifiers: - 3 DRM if using 'Selected Strikes (cost no VP if nuclear weapons use previously declared) +3 DRM if using an all out Strategic Strike (-5 VP, additional to whatever VP were debited or credited by whomever first used nuclear weapons) 20.5.8 Play Balance Options: The following may be used to restore perceptions of play balance or as alternate setups to the scenario itself. If the US side seems to have the advantage, add the Soviet Units. These arrive game turn one. The Mech unit sets up adjacent to Hanoi and the Airborne unit can arrive off-map or at any friendly, undisrupted airbase. The Soviets can use one Tactical nuclear attack per turn plus two Strategic nuclear attacks per game turn. The Soviet units are capable of using Gas warfare. If using the Soviet units, include the War in Europe and Global Thermonuclear War options (20.5.9 and 20.5.10). If the Communist side appears to have the advantage, deploy the six Chinese infantry divisions in China proper and cancel the Communist Air Surge. 20.5.9 Soviet's Attack NATO: This option may be executed only if the Soviets are actively involved on the ground in the game. At the Communist player's option, at the beginning of any Strategic Bombing Phase he may declare a Soviet attack on NATO. All American side reinforcements are immediately cancelled, and only replacement (ARVN or THAI) may henceforth be taken, at the rate of one unit per turn (either nationality per turn, not both). During the End Phase of the current game turn, the Communist player rolls one die and consults the following table (assuming the US did not respond earlier by nuking him to Kingdom Come!). USSR VS. NATO Die Roll Result 1 - 5 Europe Overrun. Subtract 35 Victory Points 6 - 8 NATO neutralized. Subtract 20 Victory Points 9 - 10 NATO Wins and USSR Collapses. Game ends immediately in American Victory! Die Roll Modifiers: - 2 DRM if achieved 'Enemy Hurt' or 'Enemy Crippled' during Global Thermonuclear War 20.5.10 Global Thermonuclear War: If both the American and USSR units are in the game, during any Strategic Bombing Phase when either the American or Communist player is tired of life or in a just plain mean, spiteful, nasty and ornery mood, they may declare Global Thermonuclear War. Both players write their intent secretly on a piece of paper. If both want to use the table, flip a coin to determine who strikes first 'Heads - I win. Tails - you lose.' Immediately thereafter roll a die and consult the table below. Global Thermonuclear War Table Die Roll Result 1 Decisive Victory. Game ends immediately and you are the cosmic winner...wow. 2-3 Enemy Crippled. No further supply, reinforcements, or replacements +/- 25 VP's. 4-8 Enemy Hurt No further reinforcements. +/- 15 VP's. May roll this table 9-10 Attack Fails He who rolled suffers +/- 10 VP's. May roll this table. Die Roll Modifiers: - 3 DRM if American makes the first strike +2 DRM if the other side (meaning whichever, US or China) made the first strike NOTE: Unless the result 'May roll this table' is achieved, the other side may NOT roll back this turn. NOTE: subtract victory points if the American suffered the loss and add victory points if the Communist suffered the loss. 20.5.11 How to Win: Victory is based on Victory Points (VP). The game begins with the VP level at + 25 victory points. The fewer VP there are, the better for the Communist player. The more there are, the better for the American player. Except as specified in certain tables, the game ends at the end of the fifth turn. Captured enemy/neutral towns and cities must be garrisoned. Victory is awarded per the following schedule; 1 VP is awarded to the American player for every town he controls on the map at end of game. 2 VP is awarded to the American per City he controls on the map at the end of the game. 3 VP are awarded to the American if the Communist makes the first Nuclear attack of the game. 5 VP are awarded to the American if the Communist initiates a General Asian War. 1 VP is lost per nuclear detonation on ARVN or Thai soil at any time, of any size by either side. 3 VP are lost by the American if he initiates a General Asian War. 5 VP are lost to the American if he makes the first Nuclear attack of the game. 5 VP are lost to the American if he makes an All-Out Strategic Strike on China 5 VP are lost to the American if Saigon is captured or nuked at any time during the game. Victory Level: 31 + VP Decisive American Victory 28- 30 VP Tactical American Victory 23 -27 VP Marginal American Victory 20 - 22 VP Communist Marginal Victory 17 -19 VP Communist Tactical Victory 16 or less VP Communist Decisive Victory * * * * * 20.6 GENERAL WESTMORELAND'S WAR: Historically, the US 'lost' the war by not 'winning' before the TET offensive. This scenario tries to depict this situation and is a much shortened version of the Campaign Game and intended to portray the historical campaign. The scenario is playable in an evening. The designer has been a bit permissive in allowing certain options the good general did not have. These, however, must be paid for in Victory Points, so the American must weigh very carefully what he asks for and uses as to it's immediate, short-term value. 20.6.1 Game Length: The game begins in the Spring 1965 turn and lasts until the Fall 1967 turn. 20.6.2 Setup: The game is setup much as the Campaign Scenario (20.4). The U.S. side set's up first. Put the VP marker at 60 and port capacity at 2. Thai port and additional airbases are not available until normally scheduled. One Thai airbase is usable on the first turn. All units At Start plus those in the respective Available Boxes set up as per the instructions. The turn begins with the US committing to the war and the "Available Spring '65" units being placed into the Available Box. New units arrive as scheduled and all rules governing new units are in effect. 20.6.3 Special Rules: The following reflect the situation; * There are no Optional Rules. * Do not use the following Political Events: Tet, US Full Mobilization, Korean Crisis, Vietnamization, Ceasefire, Negotiations, US plays China vs the USSR, Thai Entry, or World War III. All other Political Events are available. * DO use the Victory Points Schedule, though of course costs and awards for Political Events not allowed may not be taken or debited. Add the following at the end of the game; if there are more than 10 VC units in the Available Box, award the US player five (5) Victory Points. If there are more than 3 NVA combat units (ie, Infantry Divisions, armor regiments, artillery regiments), award the US three (3) Victory Points. 20.6.4 How to Win: At the end of the game, the American player wins if he has at least 60 Victory Points. Otherwise, the Communist player wins. This is hard for the US to achieve in the timeframe given. Even if the American does win this scenario, in real world terms this would not mean the US would win the war, long term. It does meant that probably 1968 would not have been the decisive year that it was. Yet, given the situation and limitations it was perhaps the best that could have been hoped for by the USA.