Saturday, 27 May 2023

ANZAC's in Vietnam - Chain of Command

Members of 5 Platoon, B Company, 7th Battalion, The Royal Australian Regiment (7RAR), just north of the village of Phuoc Hai, beside the road leading to Dat Do.
https://en.wikipedia.org/wiki/File:7_RAR_Vietnam_(AWM_EKN-67-0130-VN).jpg

Today I organised a Chain of Command game, set in Vietnam 1964. The protagonists were the ANZAC forces against the North Vietnam Army (NVA). I wrote up a fictitious scenario briefing for both sides, which you can read below. 

The core CoC rules were modified for the period using Jason Sendjirdjian’s supplement DMZ Second Tour. You can find a copy of this supplement here:

http://carportgaming.blogspot.com.au

The engagement is scenario six in the core rules book – attack on an objective, which is a small NVA supply dump. 

The victory conditions are either per the core rules book, of a political victory per the DMZ supplement.

The ANZAC political victory is to secure two jump of points with their force morale of +4. The NVA political victory is to withdraw their forces from the table with a force morale of above 0 and reduce the ANZAC’s morale to +3 or less. 

Both sides are regulars with 5 command dice.

Most of the terrain is covered with a rubber tree plantation, in the photos this is the green area that cover most of the table, there are some trees on it but otherwise please use your imagination. 

The plantation gives a variable line of site of 12”+1D6. There is a stream bisecting the table but the banks are deep; troops inside the stream are out of LOS, unless the observer is directly on the lip of the stream. The stream counts as a major obstacle to cross to.


Briefings
ANZAC BRIEFING: Patrolling is the cornerstone of our operations in Phuoc Tuy Province. Rather than wait behind the wire for enemy attacks, our patrolling denies the enemy the element of surprise.

However, things may be about to change as SIGINT reports the transfer of the 129th NVA Regt to Phuoc Tuy Province; the 129th are known to be a hard-core NVA regiment. 

Federal Elections are due in Australia and HQ suspect that an all-out attack may take place shortly, to undermine domestic support for Australia’s involvement in Vietnam. Brigade HQ has ordered a significant increase in the number and size of patrols in our AoO, to detect and disrupt the enemy.


Despite air reconnaissance efforts, no significant sign of the 129th has been detected. This is probably because the 129th is dispersed below the canopy of the various rubber plantations here abouts. 

This Province is known for many good fresh water sources and it is reasonable to assume that units of the 129th will not be far away from these.


NVA BRIEFING – 129th REGIMENT: 
Our regiment has seen continuous high intensity action against US capitalist forces and their local lackies, for the past six months. Despite much successes, High Command recognised that our regiment needs a period of rest, reinforcement, and resupply, before returning to the liberation struggle. 


Our regiment has been sent to Phuoc Tuy Provence, a quiet coastal area where supplies and men can be smuggled in by sea, rather than using the arduous jungle route. You are reminded comrade, that “rest” does not mean idleness; both new and established comrade-soldiers are to be subjected to both physical and ideological training. 

The regiment will be distributed amongst the many rubber plantations that dominate the country here abouts. Local volunteers report that the area has abundant clean water sources and food will be provided by the local population. 

Construct a simple camp and training area for your platoon, near a suitable water source and await further orders.


How the game played:
As with all the games I put on at the club, they never play out as I expect; I suppose that is part of the fun of being the GM. This is especially so when there are experienced CoC players involved and today was no exception, with two of our club CoC stalwarts involved against each other. I think it was Napoleon Bonaparte who said “Don’t give me a good general, give me a lucky one” and today’s game had a good deal of unusual luck. 

For those familiar with the CoC rules, will know that rolling double-six on the command dice entitles the phasing play to a repeated phase, rather than passing the next phase initiative to the opposition. I don’t think I have ever seen a CoC game with so many double-sixes rolled.


The ANZAC’s started with a good force morale dice roll, putting their morale at 11. The NVA weren’t
so lucky with their dice roll, but they did get a force morale increase of 1 for being highly indoctrinated, putting their morale at 9. 

The ANZACs used their support points for a fourth infantry section and an ambush. The NVA opted for an entrenchment, which they never used and for local knowledge, which allowed them to move a JOP 18” without the need for an accumulating Chain of Command dice.


As attackers the ANZAC’s were the first phasing players and away the game went with a big start. The ANZAC’s rolled double-six with their five command dice, which allowed them a second go. With the almost certainty of being able to bring on a large force over two consecutive phases, the ANZAC’s went big on deployment. As well, the ANZAC sections had dedicated scouts, which were pushed forward towards the nearest NVA jump of point (JOP). 


Now it was the turn of the NVA, who replied in kind, as they rolled double-six too. Wishing to seize an early advantage, the NVA, knowing they were going to get the next phase, used their local knowledge to advance one of their JOP’s to outflank the ANZAC’s. 

Two NVA sections were deployed in a reverse L deployment. One section on overwatch and the other engaging the ANZAC’s directly.


Now the ANZAC’s replied expecting a back and forth engagement, but on the next NVA roll of the command dice it was double-six again and the double phases were causing the ANZAC’s casualties to pile up. 

Realising the need for a determined response to wrest back control of the situation, the ANZAC’s used their ambush support option to deploy the fourth section to face off against the NVA and bring on more firepower.


Next the NVA rolled double-six on their command dice again and the volume of fire directed at one of the ANZAC sections became too much and it routed away. With an extra section and a good force morale, while unexpected, this wasn’t a major setback for the ANZAC’s. 

Now it was the turn of the ANZAC’s to roll double-six on their command dice as they moved another section into a better firing position and laid down a heavy fire on the NVA, causing some casualties, but a lot more shock on the NVA. 


And how did the NVA reply? With yet another double-six command dice which enabled them to reduce their shock in the first phase. Unlike the man rules set, in the DMZ supplement, units can go up and down on the combat shock effectiveness ladder, provided there are sufficient command initiatives to do so.

With the second roll of the command dice the NVA returned fire.


By now the ANZAC forces were starting to outflank the NVA position, allowing more and more figures to get into a good firing position. Again the ANZAC’s laid down a withering fire causing casualties and a lot of shock on the NVA; it looked like it was getting to be the end for at least one of the NVA sections. 

You guessed it, the NVA rolled their command dice and up came double-six. With an elated smile the NVA repeated what they had done the previous phase, using the first phase to remove shock and rolling again for unit activations to fire back – but – the dice gods were generous but not in the way expected.

All the NVA dice end up showing a 5!


For those of you who have played CoC, you will know that a roll of five on one of the command dice increase the accumulating Chain of Command dice by one step; once it gets to six the owning player has other options. 

In one sweep the accumulating dice came good for the NVA, with some more points carried over. But without being able to fire back at the ANZAC’s this was a very mixed blessing. 


Sure enough, the ANZAC’s didn’t miss their chance; with another round of casualties and shock inflicted on their enemy, the NVA’s position looked increasingly precarious.

The next phase was decision time for the NVA, now they had six on the accumulating dice they had the option to move their JOP again. Perhaps move it to where the troops were and then disappear down the hole? 

Unfortunately, the rule requires the JOP to be out of site of the enemy before this is allowed and the gradually outflanking ANZACS were too close now. The NVA took off some shock and hoped for the
best.


The next ANZAC phase pretty much settled things as the ANZAC firepower superiority started to dominate. 

One of the NVA units routed and the other was in a helpless way; the NVA overall company force morale was down to four as well. At this point the game was as good as over for the NVA, since the ANZACs now out-numbered them three to one and would easily capture two JOP’s per the political victory.


All agreed it had been a ferocious game, dominated by some very unusual command dice throwing!

Thanks to Bob the ANZAC and Nathan and Ian as the NVA who’s good plan was thwarted by the dice gods. 

Figures by The Assault Group, Empress Miniatures, Gringo 40, Command Miniatures amongst others.

Stephen Huntsman.

Saturday, 6 May 2023

15mm BRIGADE FIRE & FURY v2 : Chantilly (Ox Hill)


This game was my take on the Battle of Ox Hill or Chantilly, following the Second Battle of Bull Run or Manassas.

Map of the Battle of Chantilly (also know as Battle of Ox Hill) on September 1st, 1862, depicting events from 5 to 10 PM - U.S. Library of Congress.
 https://en.wikipedia.org/wiki/Battle_of_Chantilly

After the Second battle of Manassas, Union commander, Major General John Pope fell back. General Lee then started his advance pushing Jackson forward. Unusually, Jackson napped, and so his advance was delayed. Because of this the Union troops managed to put up defences. Pope then pushed divisions forward to intercept Jackson. This scenario depicts the union attack on Jackson's forces just as a driving rainstorm hits the area.


The forces arrayed were around 4,500 Union to 6,500 Confederate but the Union did have eight guns whereas Jackson kept his in reserve “JUST IN CASE”.

The game was, 'capture the flag', each side had one and a requirement to inflict as many casualties as possible. This had to be done in ten moves. As an extra problem rain comes in on turn 4. On a D6, 1 – 2 meant no fire. The forces were set up on the table as per the scenario and then I told the commanders to let rip.


The rebels pushed forward through the woods on their left in HUGE attack columns. I want everyone to know that they were HUGE as this important later. At the same time, half a dozen SMALL units advanced to meet them.

On the rebel right they pushed forward into the cornfield to support their skirmishers (I made up some rules to cover this). The Union forces moved forward in strength to cover this. Their guns were arrayed to cover the open ground to the right of the cornfield and their target flag.


With the Rebels moving forward in force the Union plan of advancing and taking the Rebel flanks went to ‘ratpoop’. The Rebel attack columns on their left came up on the Union forces and charged in.

Initially they made good progress managing to push the Union forces back but one of the Rebel columns was repulsed.

On the Rebel right their skirmishers were attacked by a Union brigade and wiped from the field and then there ensued a series of actions which resulted in the Rebels being pushed from the cornfield back into the woods. Matt, the Union commander on the left, managed to do this with of a series of D10 throws of ten. Although this put them into low on ammo it was enough. The Rebels then moved their forces to the left being chased by the Union's troops.


With the refocus of forces the Rebel commander on the left, Nathan, tried to charge again, but he met me. For the second game in a row, we fought tooth and nail. He managed to push me back exposing himself to enfiladed fire from my guns. The charges kept coming but with my, I have to say lucky, and Nathan’s, not so lucky, dice throws he was unable to take my position. Then Rebel reinforcements arrived from their right changing the whole situation.


However, time was running out and despite a lot of charging the Rebels just could not out dice those superior Union commanders. This is, of course, in my completely unbiased opinion. The games ended with a big push from the Rebels, but it just wasn’t quite enough and the games ended in an honourable draw.

So many firing units failed to fire because of the rain and this added a whole new dimension to the game. I liked it.


My thanks to Matt, Mike and Nathan for their company and the comradely banter. It was a fun game to play and umpire.

Table was 6 ft x 4 ft.
Cloth by Tiny wargames
15mm figures a combination of Blue Moon and AB.