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As you hopefully all know, there is a form called "Scenario Balance Report", accessible from the MBC main page. Its goal is to provide information about the balance of individual scenarios based on actual battle experience, so in order to make it easier especially for new club members to decide which scenario to play. There are the results.
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| Scenario |
3
|
2
|
1
|
0
|
-1
|
-2
|
-3
|
Average
|
Comments
|
likely biased
|
| Ankhe Pass |
1
|
1
|
2
|
|||||||
| Ap Bac |
1/1
|
1/1
|
2
|
|||||||
| Ap Chinh An |
2
|
2
|
||||||||
| Ap Pau Bang |
1
|
-2
|
||||||||
| Ben Suc - 1a |
1
|
3
|
X
|
|||||||
| Chau Nhai |
1
|
1
|
1
|
1
|
-0.5
|
|||||
| Con Thien |
1
|
1
|
1
|
-1.7
|
||||||
| Con Thien (f) |
1
|
0
|
||||||||
| Dai Do - 1 |
1
|
-1
|
X
|
|||||||
| Dai Do - 2 |
1
|
-1
|
X
|
|||||||
| Dai Do - 3 |
1
|
1/2
|
1.3
|
|||||||
| Dak To Hills |
1
|
1/1
|
1
|
1
|
0.6
|
|||||
| Dau Tieng |
1
|
0
|
X
|
|||||||
| Dawn Assault |
1
|
-2
|
X
|
|||||||
| Dodge City - 1 |
1
|
1
|
-2.5
|
|||||||
| Dong Ap Bia - 1 |
1
|
1
|
0.5
|
|||||||
| Dong Ap Bia - 2 |
1
|
2
|
||||||||
| Dong Ap Bia - 3 |
1
|
1
|
||||||||
| Easter Offensive 1972 |
1
|
0
|
||||||||
| Firebase Mary Ann |
1
|
1/1
|
-1.7
|
|||||||
| FSB Ripcord - 1 |
1
|
1/1
|
1
|
|||||||
| FSB Ripcord - 2 |
1
|
-3
|
||||||||
| Hill 724 |
1
|
-1
|
||||||||
| Hue - 1 |
1/1
|
1
|
2.7
|
|||||||
| Hue - 2 |
2/3
|
1
|
1
|
-0.4
|
||||||
| Hue - 3 |
1
|
1
|
1
|
1/1
|
1
|
|||||
| Hue - 4 |
1
|
3
|
||||||||
| Hue - 6 |
1
|
1
|
1
|
-1
|
||||||
| Khe Sanh |
2
|
2
|
X
|
|||||||
| Kim Son |
1
|
1
|
||||||||
| Kontum |
1
|
-1
|
||||||||
| Ky Phu |
1/1
|
1
|
-1.3
|
|||||||
| Le Bac - 1 |
1
|
1/1
|
1
|
-0.3
|
||||||
| Le Bac - 2 |
1/1
|
1
|
||||||||
| Long Tan |
1
|
-1
|
||||||||
| LZ Aloui |
1
|
2
|
X
|
|||||||
| LZ Blue |
1/1
|
1
|
2.7
|
|||||||
| LZ Hereford |
1
|
-2
|
X
|
|||||||
| LZ X-Ray |
1
|
1
|
1
|
0
|
||||||
| Montagnard Village Raid |
1
|
1
|
||||||||
| Nui Ba Den |
2
|
1
|
||||||||
| Ph Tnaot |
1
|
1
|
1
|
0
|
||||||
| Rach Ba Rai - 1 |
1
|
-3
|
||||||||
| Rach Ba Rai - 2 |
1
|
1
|
||||||||
| Recon Zone Alpha |
1
|
-2
|
||||||||
| Skirmish at Route 527 |
1/1
|
1
|
1
|
-0.8
|
||||||
| Song Chang - 1 |
1
|
1
|
-1.5
|
|||||||
| Song Lau - 1 |
1
|
2
|
0.3
|
|||||||
| Song Lau - 3 |
1
|
-1
|
||||||||
| Song Ngan - 1 |
1
|
2
|
||||||||
| Song Ngan - 2 |
1
|
-3
|
X
|
|||||||
| Tan Son Nhut - 1 |
1
|
2
|
||||||||
| Thanh Son |
1
|
-3
|
||||||||
| Thon Que Chu -1 |
1
|
3
|
X
|
|||||||
| Trung Luong - 1 |
1
|
1
|
-0.5
|
|||||||
| Trung Luong - 3 |
1
|
-3
|
X
|
|||||||
| Trung Luong - 6 |
1
|
-2
|
||||||||
| West Saigon |
1
|
2
|
-1.3
|
|||||||
| Welcome to Phuoc Tuy Province |
1
|
-2
|
X
|
|||||||
| Xa Xuan Loc |
1
|
0
|
||||||||
What does this table say? First, the columns 3 - 2 ..... - 3 indicate
how players see this scenario, and how often the individual judgements were
given by Imperialist players (blue) and Communist players (red). The numbers
mean:
| 3 | "... is not worth playing for the Communists" |
| 2 | "... considerably favors the Imperialists" |
| 1 | "... slightly favors the Imperialists" |
| 0 | "... is balanced" |
| -1 | "... slightly favors the Communists" |
| -2 | "... considerably favors the Communists" |
| -3 | "... is not worth playing for the Imperialists" |
|
The average value in the following column obviously indicates
the overall result. The meaning is also expressed by the background colors.
A fraction of .5 has been rounded up for chosing the color. You can find additional
comments posted by individual reporting players here below, or directly by clicking
on the "view" in the next column.
Individual comments: By Communist player / by Imperialist player (side actually played in the scenario) My opponent and I agree that without the addition of LOTS of support this is a slaughter of the ROKs. Good enjoyable scenario, the ROK flamethrower APC's are a problem. The Imperialist player starts with a draw and can get a minor victory with 2 of the three front VP "10" hexes that lie in the rice paddies outside of RPG and rifle range. Unload the mortars in the far paddies where they start making sure you have a line of sight to the VP "20" hexes. They will be outside of RPD LMG range and are used to pin/disrupt and kill enemy machine guns that open up on your troops. Keep your armored VP M-113's well to the rear of the rice paddy. Grab the 3rd VP hex if mortar and machine gun casualties put the VC into the 3? total. This will give you a major victory. Totally unhistorical but it works. Easy to get quick US minor and then withdraw. However, VC can make a good comeback with effective anti-armor weapons late. IMO after taking the first three objective hexes, which they will take, the Imperialist should only be at a draw instead of a minor victory. The victory conditions could also stand to be farther apart. A hard fight for the NVA if one surrounds them by helicopter transport. There might be a chance if they hide in the woods and concentrate, then ambush any lonely platoon. The best way - IMO - to win as US, is to surround the VC positions and then attack simultaneously from 3 directions. A frontal assault would suffer greater risk of being repulsed. Keep the helos away from the MG's..! The reason it is unblananced is due to the large amount of points each vehicle is worth. The victory conditions should be spread out a bit. I lost over 60 infantry and officers and I still had a 20+ point margin on my major victory. He lost 9 vehicles and 1 man. No chance at all. I downed 5 choppers, but still had no chance as my troops were totally destroyed. The NVA forces outnumber the Imperialists, who have to cross an open field in order to get to their objectives. However, with 18 turns (I think) the scenario is too small to allow the Commies to really capitalize on their numerical superiority. A pity, you can't really make use of the opportunities this big and interesting map would provide. I would consider this battle fairly balanced, aside from the fact that the VC have to move a fair distance to get to the objectives. Restrictions on movement (which includes every scenario) and not enough turns prevents the Allied player from mounting any attack in the numbers necessary to take very many objectives. Also, LOS is horrible negating any combined fire by massed units. Lack of smoke or mortars also hinders the Allied player. The Allies must nflict many casualties without taking too many themselves since the objectives are almost unreachable. One of my favorite - the US player should ensure the draw, then work to take extra victory hexes and enemy casualties for the minr victory. Do not try to take the hill!! ... at least this is my impression, but the game ended with a surrender in turn 20. I don't know whether more support and heavy arms would not have turned the tide in favor of the Imperialists. Another game I am currently fighting seems to indicate that my opponent maybe just had particularly bad luck. Too heavily weighted against the US in the stock scenario. Am playing both of my modified versions now and both play better than the original. At least there's some chance of extracting some of your men out in the two mods. NVA has superiority in numbers, but US has armor support. To prevail as US forces you need to consolidate forces from the initial placement, or you will be cut up. A well rounded scenario. I believe this variant gives the US a chance to get their feet under them as opposed to the stock game. I almost got a minor victory in it, but he got a victory hex back on the last turn. A very good play IMHO. One less tank of the Marines or releasing the fixed NVA platoon in the North would balance this scenario considerably. My opponent admits some big mistakes in this fight, allowing him just a little hope for a good issue. However, he succeeds in making my troops pinned any time and takes one of the objectives. In order to get a better opinion about the chances of success for each side, we play this battle again. I was opposed to a good defender. He succeeds
to contain my attack, making many losses in my troops (a very effective mortar)
and breaking my command with 2 leaders out of combat. Loosing only one I couldn't finish this one since my opponent disappeared. However, it is pretty obvious that this is one of the overbalanced scenarios that are fun for neither side. Both sides have one hill (well, the Imperialists have to occupy theirs first, but with choppers and the Commies far away, no problem) to defend and one to attack, and jungle impedes movement in a way as to make it nearly impossible to ever get even near the objective. This was the first time I played this scenario
and did not know what I was up against or how far away my opponent was to start.
In the North, because of the distance involved and his uphill position, my plan
was to move into 9 hex range where I could see his positions, use my M-60's
and M-79's to disrupt and pin his troops and use the artillery and bombers to
get casualties. That way I would be able to bomb without casualties from friendly
fire. The terrain in this scenario severely hampers foot movement. By the time the NVA reaches the U.S. army hilltop LZ, there's only time for an all-or-nothing assault. After playing this scenario again, I would say that the Commies have a good chance of winning it. Though the Imperialist artillery can be devastating, the Imperialist player can use it only very early in the game, when the lines are still distant from each other, lest he runs the risk of hitting his own troops. The Commies have a good chance of taking the southern hill. If the Imperialist player is conservative with his helicopters, he is lacking their fire support, and if he isn't, the Commies can gain some easy points. My opponent had a very good strategy. To refuse the fight in a frontal assault with many losses to take the North Hill and concentrate all his fire support to defend the South Hill. He was assured to gain a minor victory in bleeding my troops during their difficult advance to the far objective. To balance this scenario, it will need more turns, giving the possibility of a real assault for the NVA player. Commies have superiority in numbers and have all approaches that reinforcements might use mined. Tough scenario! Outnumbered 1.5 to 1 and advancing across wide open terrain against an enemy that has HMGs and Recoiless Rifles in bunkers every few hexes. Yeah, right! Do yourself a favor and delete the scenario file. Bloody battle for the Americans who have to go uphill through slow wooded terrain against dug-in Commies with RPGs and RPDs. Fortunately, the Americans have a 3:1 advantage in personnel. They need it. The victory hexes sit right in front of
the NVA bunkers. The imperialists should be able to take these without too much
damage. After 20 turns most of our armor was dead, the few leaders we had at game start were pretty much gone, and almost every unit was either Demoralized or Pinned. Another 20 turns of this was just too unbearable to contemplate. We agreed to leave it as the Draw that it stood at. Both sides lost over 100 men and 6-8 tanks/APCs. This scenario really does have potential, but it needs work. A TO&E that was historically accurate and a handful of leaders on both sides would probably do wonders for this game. It's supposed to be 1972 but some of the ARVN weapon loadouts look more like it's 1962. The NVA have a ridiculously high number of Satchel Charges in almost every infantry unit. I'd recommend playing this once, but not twice. This one should be named FireBase Mary Jane!
The situation is that the Americans are arrayed in bunkers, protected somewhat
by claymores and wire. However, the wire has been cut in several places so it's
not really much help. It's also night. Not only that, but all your men are high
from some really good Cambodian Red. They are all disrupted, fixed, and have
low morale. And even though this is a firebase and four 155mm guns are located
here, the crews are apparently off in the brothels of Saigon. The guns are unmanned.
You have only 2 officers, both are fixed and I think both are necessary to operate
the radio. Despite the balance issues, this one is one of the coolest battles I've played. A desperate night battle attempting to defend the firebase. I wish there had been a option that said not worth playing as either side. Here's the SITREP: The NVA is sitting on a hill in bunkers parked either next to or two hexes away from all three victory hexes. Since Grenade Launchers on unspotted targets and the miniguns on the two Loach choppers (a.k.a. "Flying NVA Victory Hexes") are pretty much useless against targets in bunkers, there is no opportunity to effectively prep fire the objective. Unless the NVA player is a fool, he'll sit in he bunkers and wait for your nine US squads to crest the hill with no action points left and waste them with all nine of his squads. The US player could maybe draw by grabbing all three victory hexes on the last turn and suffering the defensive fire, but then again, why bother? If you want to waste this much time, watch "Glitter". At least seeing Whitney Houston suck that bad is marginally entertaining. ... seems the only thing for the Imperialists to do here is getting slaughtered. Even though this was a draw, I believe it
slightly favors the Communists. Why? The US starts out with one VP hex (20 pts)
and needs 40 for a minor victory. However, more than half of his forces are
fixed although they can fire a few long distance shots if the Commie moves into
their LOS. The second Objective hex is quite distance, uphill with the entire
Communist force between it and the mobilized Allies. Give the number of turns,
almost equity in firepower between the Commies and the the activited US forces,
it seems quite impossible for the US to succesfully move that far and successfully
assault the hex. Therefore, it seems a battle of attrition. I turned the objective
of the scenario around from taking the hill to just trying to hold what the
Allies begin with. The only hope for other than a draw for the To win a Major victory the USMC player need
only drive his M-48's to the exit hex and remove them. The infantry can stay
snug in their trucks and need never even break cover. No amount of American
casualties short of busting a tank will make it a Minor American. I recommend
NOT using optional fire effects in this mission. They virtually prevent the
extreme end of the Combat results and a freak shot is the only way to take out
a Patton tank with an RPG-2/B-40. Played this as both sides in the tournament, but only one report: Major Victory as the Americans and Major Defeat as the VC. I consider this pretty hopeless for the VC. If you can hold the American to less than a 100 point major victory you should consider it a major victory for you! In the tournament my opponent lost 2 tanks to b40 fire on his first turn! He got a truck stuck in the mud too. Nevertheless, he still won a major victory. The most unbalanced sceniro I have played in any HPS game, the VC have no chance. Very balanced. The US have firepower superiority, but have to cross a bridge and take out Commie forces in city buildings before they can even reach the objectives. A few turns more (than 12) might make it too easy for the Imperialists. BTW the Commie squads on top of the wall that can't get down are nonsense. I put balanced because the Americans reported
two major victories. Not sure how they did it - I suffered 58 casualties! I
demoralized lots of VC units, but still could capture only two objectives and
was using captured VC weapons at the end because my M16s had become so ineffective.
It's another fun one to play no matter the Played as both sides in the tournament, but only one report: Major Victory as both sides. I consider this one to be more or less balanced after my second playing as the Americans. I'll write up what I did and put it in the Alice's Restaurant forum. I also won a major victory as the VC, but the VC side doesn't control how this is one goes down - the best they can do is counter the American plan. Played as both sides for the tourney, got overwhelming major victories as both. US player has lots of men, VC has better position - just a matter of your tactics and thinking. Also people have to remember to hold city hexes as the defenders of any scn - the 24+6 protection value it gives you is nothing to sneeze at. If you swiftly take position in the buildings near the bridge and you arrive to hold them, the Imperialist will some difficulties to advance. Don't give easy target to the enemy tanks and don't forget to use all RPG2 for your sappers. You can make many losses to the uncovered Marines. ... the Communists would probably lose if it was longer than a mere 12 turns. It appears to me that a draw is a respectable
result for the US given the seemingly favorable defensive position of the Communist
player. And my opponent was also very good at defense clearly preserving units
to fill in as I attritioned him from "across the street." It is a
continuous firefight and very tense, tense, and somewhat The VC/NVA don't really have to do much here except sit tight and inflict as many casualties on the Marines as possible. Played both sides for the tourney and finished
with overwhelming major victories for both. The VC might have it easier cause
they don't have to do very much, but the US player has just a good a chance
with some thought out tactics. Though my opponent suffered a shocker of a start
as the Yanks. US firepower overwhelms Communists. US firepower overwhelms Communists. Good Scenario. 12 turns are too short to overwhelm fortified positions even with superior numbers (which I suspect the Imperialists didn't have). With many good line of sight for your HMG and LMGs, it will be not easy to advance for the Imperialist troops without big losses. To concentrate all his troops on west side for an advance through woods is a feasible option for the Imperialist player and perhaps a better choice. Not much manpower for the NVA. Also this US flamethrower is really mean. With some poor manpower, you have neither
HMG nor mortar and you have to fight against an enemy with bazooka, flamethrower
and artillery support. You cannot hold your positions. Your only hope is to It favors the US because, while the US player
can get a minor victory and should be assured a draw, the Communist player must
play for the draw. Unless he inflicts very heavy casualties on the US Thank god for hold fire ... once you lose
those TOW equipped helos you better pray you got all the tanks ... One of the toughest, most balanced games I have ever played. My opponent played excellently and would have had a minor victory if we hadn't used variable ending. This is a great, balanced scenario. Would be quite balanced, if not for a bit too much US arty support and not enough long range weapons on the commie side. If attacking a well-entrenched enemy with a height advantage across wide open terrain is your bag, this is the scenario for you! A draw is possible if your artillery is well-used, but I'll buy a drink for the man that can scrape together a minor Marine Corps win against even a marginally compotent NVA opponent. Just made minor victory by one point. Managed to flank the VC and cross with a platoon + but VC resistance meant I never got further. Took my two VP hexes and he kept his two on his side of the river! Great fun! Well balanced and funny. A static resistance for the Communists. Don't run out of your cover because strong Imperialist artillery and defensive fire will punish you. Choose good targets and fire at them to prevent ennemy advance in a good timing. At the end of our game, my opponent was not far to take his objective on the hill. Draw by one point (end game 29 points - US minor victory at 30 points)- this is another excellent scenario to play. Well balanced. Victory acquired in the last turn. All front objectives were attacked by Imperialist troops. My right flank stood firm and was rescued by some troops in reserve. The enemy broke through my left flank, but exhausted by the fight, was repulsed later by a counterattack. Although I won a major victory, I say that it "slightly" favors the Communists because I think a slight change in strategy by my opponent would have either won it for him or gotten a draw. The Communists really have many more men but it is slow going for them to maneuver in 12 turns. I decided early to settle for two objective hexes and a solid "minor"... had he concentrated his forces on the closer victory hex I have no doubt that he would have prevented not only a major but may have won. A second playing may prove either that it does "slightly" favor the Communists or perhaps would indicate "balanced" is the more true evaluation. I can't say it was the misfortune of a new player as my opponent won his first two club games ... two in a row ... a feat I have yet to experience. I think the Aussies were lucky as to how the battle developed. Time was on our side. The scenario looks interesting in that both
sides have armor and there is a central clearing surrounded by jungle making
for some interesting possibilities. Then the first turn starts. For some reason
the NVA start the game controlling the VP hexes in the middle of the clearing
but have absolutely no way of reaching them in under 3 to 4 turns. Meanwhile
the ARVN forces chopper in and/or ride into the LZ, capture the VP hexes unopposed,
set up defensive positions in good terrain at the two entrances to the LZ, and
wait for the NVA to arrive. One could argue that stealthy maneuver is called
for here. He would be right except your every move is watched by the helos as
you approach the LZ. Maneuver is limited anyway: spent 12 turns moving my HMG
and RR units forward, the HMG took one shot at a helo, the RR never got close
enough to get a clear LOS. A platoon of infantry likewise, and they had the
additional fun of being mortared the whole time they moved up. Worst, most lopsided scenario in the bunch; impossible to win as the VC.... How I got suckered into playing this one I'll never know.... An interesting scenario. The Commies are totally outnumbered and have virtually no hope of holding any objective that the Americans decide to take. The only thing the Commies have going for them is high-value targets to take out. I got a total of 12 helos and tanks and managed to get a minor victory (was close to a major). If the Allies just play it super cautious with the helos, there is really no way at all that the Communist have a prayer of winning. The game is decidedly balanced in the US
favor and against the VC. The US can grab too many undefended or lightly defended
victory hexes at the beginning and then defend them with armor support. It would
be an interesting balanced game if the US player only received victory
points for the three western VP hexes. Then he would have to fight hard! Against a competent VA player, it is a very difficult battle for the US player. As US, I just stood my ground giving up a hex now and then to shorten lines or regroup. Not enough turns for the Communists to break through and take a victory hex. Jeez this was a slaughter - two seasoned SB playtesters going at each other. I gambled on my opponent weakening his northern sector to bolster the southern and it paid off. Smart players both and it was knife fight to the end. Loved it :D Evenly balanced unless you use FOW (who does not use FOW?). Then mortars are basically useless, and effective mortars are what are needed to even the score against RPG's. There are no victory levels - it is either a communist or allied major victory by who gets one point more. The players should agree to adjust the victory point levels before or after play. The game was very close. I stopped my opponent with a -3 point defeat for him which we agreed under the circumstances was a draw. An interesting scenario that seems to have a fair number of tactical possibilities for the Commie player thanks to the presence of a cave network. Not a very exciting scenario. The Communists, according to my opponent, do not have the forces to make a credible attack for the mountaintop VP hex and I was able to take all three VP hexes. US Casualties 2 leaders 76 men; Communist casualties 3 leaders 61 men. Minor Victory only. Seems very difficult to pull off a major and don't now how the US player could lose! I played in the NVA side as a manuver game. This is a fun one to play, especially as a learning scenario, but as the Americans, realize you are playing not to be defeated, not for a major victory. It's takes little time to play and could be done as an on-line game. The US player should consider a draw at least a virtual victory. Americans can't hope to do better than a minor victory given the number of turns and point setup. The NVA should play a very intelligent and
lucky play to get a minor victory in this. Actually it has plenty of troops
but there are three main objectives to defend and NVA doesn't have enough troops
to deploy on three of them. When you loose one Victory hex the best you can
get as NVA is a draw, putting aside all the casualties you have taken defending
them. Plus yankees have two cobras. Riverine patrol for the US. unwinnable
for them. The NVA can take out the boats as they pass, and block the river.
The boats are loaded with troops, so NVA score massive points for sinking one.
It A tough fight, but a good one. The scenario could probably use a bit of tweaking ... adding in some more commie forces. Removal of one of the victory hexes on the US side would also be good ... the one closest to the river is a total gimme for the US, and at 20 points that doesn't help the commie player much. American Hueys are very vulnerable, I shot down 4 of them and this gave me lots of points. The US troops got in amongst my positions but couldn't make up the points. Very good one. At minimum the victory conditions for this game need to be adjusted. A -10 get's you a major loss as the Yanks. With only 10 points between the different levels. Too much open ground to cover against heavily armed VC ... Hard for the Imperialists, but not impossible. Again, a few turns more would change a lot. I agree with the comment that the victory level thresholds are too close to each other, but that's a fact for most canned scenarios as well. One of the more balanced scenarios from the US perspective. Or I met a very skillful opponent!! This would not be easy for the Communists, who have to cross almost coverless ground to reach the fortified objectives, and that in only 12 turns, but for the fact that a single objective taken together with a chopper downed will usually assure victory. Now we all know who easy those things go down, and to achieve fire superiority at the southernmost objective will usually be possible. I really like this scenario for several
reasons. The US units can gain the victory hexes
and safety of the rice paddies before the NVA can press their attack. The NVA
seem to greatly outnumber the US Funny to play. The hidden advance of my troops with a protection of the ground, has allowed to avoid many losses and to come upon my opponent. A heavy fire preparation was indispensable before the great assault on all the objectives. Troops with good morale are your spearhead in this battle and help you a lot for the victory. US Forces need to traverse allot of open area under fire to even get near the objectives. It can be done using cover, and I took one OBJ; but then ran out of turns. If the scenario lasted longer, the US could take most objectives and do better. Too many fixed units for NVA side. Choose a protected landing zone near the central objectives, then attack with a cautious choppers support (beyond MGs and RPGs range). Suppressed fire from choppers and advance with good timing will help you to gain many objectives. Disappointing scenario, easy to capture the objectives on the east of the map, but that's not enough for a win. When the NVA player goes for the objective to the west, that's when the US player gets all his reinforcements, making advance impossible. Very dificult - too many useless vehicles worth many points attacking from the west - not enough infantry. Not very exciting for the NVA - just sit and shoot! A badly designed scneario. The NVA player does not have a single chance to change the outcome of the battle. You cannot stand and fight, you cannot pull back, you cannot maneuvre. A Commie should avoid this one. The Yanks dont have much chance to do anything, unless they rush headlong toward the entrenched communists. Think this has been reported many times before, but the VPs for helicopters throw this thing way out of balance. On Turn 1 I lost 2 helos. I held all the VP locations, but with the loss of the 2 helos I was left with no chance to improve beyond a major defeat. All the defender had to do in this case was disappear back into the jungle and be done with it. Weird - or intended? A great idea for a scenario, a hot LZ. However it is hampered severely by the too fragile helicopters. Loosing two on insertion is valid, losing the third as it egresses, jinking, etc. from RPK fire at over 200 meters is an all too typical thing! When will HPS address this? Both sides have a tough time moving, but the imperialist forces have a real challenge just getting close to the objectives. Tough to get any movement for ARVN/Imperialists without getting pinned. Need to leverage helos to gain ground and get to a VP hex, but be careful...VC have good weaponry in this scenario to take out helos, which results in a draw at best, more likely minor defeat or worse for Imperialists. Against a good opponent like I faced, my push wasn't quick enough to stop him from sealing off the road after I was only able to exit two vehicles. Losing my tank in the early turns didn't help since I couldn't use it to force my way through. I spent the last four turns retreating and hiding my "character" to keep him alive for the next battle of the campaign. Air support not much help unless observer can see target. Good balance play overall. |
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Last updated Sunday, December 12, 2004, 03:20 PM