Alan Snider - Aug 28, 2006 11:01 am (#15238 Total: 15269) Solitaire gaming is crap, but I may have to learn to enjoy it. http://www.stalag17wargames.com/ SPI Year of the Rat GAMENIGHT, August 26/2006: Well everyone, it has been a long time since I've managed to get some gaming done. I spent an evening out in Langley with Clayton Baisch and Craig Nynych. They continued to toil away on their game of "The Longest Day", and inbetween turns Clayton and I set up SPI's "Year of the Rat". This is a Vietnam game which covers the 1972 Spring offensive. I took command of the VC, while Clayton got to be the big, bad Americans (+ south Vietnamese). The setup is quite critical for the Vietnamese, who must initially place 14 units (7 of which are dummies) on the map within two hexes outside of Vietnam, next to their respective regions as per the historical setup. Then the American place their units and finally the balance of Vietnamese forces are placed with 5-6 units of VLF(?) which start behind enemy lines. The same placement holds for supply units and dummy supply...as the American really have no idea where the Vietnamese push will come from (as all Vietnamese units are hidden until combat) To start, the Vietnamese are considered to be in supply for the first 2 turns and the pressure is on them to take advantage straight out of the gate. Due to the supply rules, the Vietnamese cannot attack unless they are within 8 hexes of an actual supply unit (that can be expended). There are plenty of cities within reach just beyond the 8 hex range, so if at all, these must be taken in the first 2 turns. They must subsequently be defended, although the American only recover 1 VP per city if/when they recapture, while the VC get 2 VP's for capturing it the first time. In the initial push, the limitations of my deployment were evident, as I likely had put too much force up in the North. My thought was I could quickly deal with the meagre forces there and flood into the central provinces... Supply (and the CRT) the became my next hurdle, as the CRT was nearly bloodless (except at 8-1 or greater). This meant retreat into enemy ZoC's would be the only way to eliminate enemies. This was only part of the strategy though, as simply forcing a retreat to occupy a city/town was the most central to VP's. The elimination thing was important early on, as this reduced the ZoCs that the VC faced in order to flood into a particular region. The supply expendituure was tricky, as one could activate ANY units that were within an 8 hex range on a single supply. This suggested an "all or nothing" approach with VC attacks. Also important was the fact that there is only 7 actual VC supply units; meaning that after the first 2 turns, the VC could only launch 7 attacks in the final 9 turns. The US deployment (and mine too), did not allow for much of an incursion inland, as I got bunged up in rough terrain and ZoC's. I will add that the movement rules require that you pay for both entering and leaving a ZoC (worse for the US). It takes very little to bring things to a standstill. I had the most success in the central region of Vietnam capturing a few border towns, as well as 2 towns up in the North, where my strength was mostly concentrated. It was at this time that the see-saw battle of US airpower and it's ability to 'pin' or 'disorganize' a unit took effect. This made it extremely difficult to co-ordinate a strong Vietnamese attack. every time I saddled up to get a 4-1 or so attack, the US would batter it into a 2-1 opportunity instead. After padding a lead of about 8 VP's, I struggled to get a couple more, but the aforementioned US airpower was the balancing factor. As a result I was force to launch a few piddly attacks at 2-1 on the off chance I could roll a "1" for dr1 result. I totally fluked out an succeeded with a few of these, really annoying the Americans. The most successful part of the Vietnamese strategy was in the Mekong Delta region and near Saigon, where I deployed solid dummies and dummy supply. The Americans never did try their luck with them after they captured a city as they must have looked too strong. Eventually as the game proceeded, the bluff slowly became clear as the Vietnamese player must remove 1 dummy unit per turn starting with the 3rd turn (of 11). I was most successful in slowly giving up ground while simultaneously revealing a dummy, while at the same time maintaining an illusion of strength. The mid-game involved the see-saw battle of US airpower and the Vietnamese ability to rally, hoping to get a legitimate attempt to attack and capture a town to gain more VP's. Problem was, the US just kept getting more and more air power so thing did not get better. In addition, the US air Cav, allowed them to drop in units where needed and this often messed things uop just prior to a Vietnamese offensive. The USA were able to use their airpower in brutal forces to get the "disorganized' roll they needed to knock the VC to half strength prior to a follow-up ground attack in the North (2 cities) and one city in the central area of Vietnam. It was fairly easy to force a retreat to recapture the towns. Simultaneous to the above, the Vietnamese made a crazy run with 4-5 infantry units from the North through a clear area and into a relatively open region containing a few cites the US was not currently protecting. This somewhat balanced off the losses of the 3 cities the US had been able to capture. the VC likely spent the last 3 turns of the game without any supply left (unbeknownst to the Americans). In the final tally, the Vietnamese had 9 VP, good for a draw but just barely. This game is one of those simple ones which effortlessly simulates the situation without a lot of rules. I spent all my time on strategy and none of my time in the rulebook; always a sign of a good game. I will say that the Vietnamese setup determines much as to how their game will go, and I likely did not have the best setup to start. Up North where I had deployed my strength, there is some ugly terrain which can waste turns to get through and has few cities to capture. This is also where the VC reinforcements come from, so it is not as critical to deploy units there to start. I will recommend "Year of the Rat" to anyone who wants a clever yet simple Vietnam game with plenty of uncertainty and replayability. I believe I will try this again next weekend.