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Scenario Balance Reports

For Squad Battles Vietnam and Tour Of Duty

 

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.

 

Scenario
3
2
1
0
-1
-2
-3
Average
Comments
likely biased
                     
Ankhe Pass
1
 
1
       
2
view
 
Ap Bac
1/1
1/1
2
view
Ap Chinh An
2
2
view
Ap Pau Bang          
1
 
-2
view
 
Ben Suc - 1a
1
3
view
X
Chau Nhai    
1
1
1
1
 
-0.5
view
 
Con Thien
1
1
1
-1.7
view
Con Thien (f)      
1
     
0
view
 
Dai Do - 1        
1
   
-1
 
X
Dai Do - 2        
1
   
-1
 
X
Dai Do - 3
1
1/2
1.3
view
Dak To Hills  
1
1/1
1
1
   
0.6
view
 
Dau Tieng
1
0
X
Dawn Assault          
1
 
-2
view
X
Dodge City - 1
1
1
-2.5
view
Dong Ap Bia - 1    
1
1
     
0.5
view
 
Dong Ap Bia - 2  
1
         
2
   
Dong Ap Bia - 3    
1
       
1
   
Easter Offensive 1972      
1
     
0
view
 
Firebase Mary Ann        
1
1/1
 
-1.7
view
FSB Ripcord - 1
1
1/1
1
view
FSB Ripcord - 2
1
-3
view
Hill 724        
1
   
-1
view
 
Hue - 1
1/1
1
2.7
view
Hue - 2
2/3
1
1
-0.4
view
Hue - 3
1
1
1
1/1
1
view
Hue - 4
1
           
3
view
 
Hue - 6
1
1
1
-1
view
Khe Sanh
2
2
view
X
Kim Son    
1
       
1
view
 
Kontum        
1
   
-1
view
 
Ky Phu      
1/1
 
1
 
-1.3
view
 
Le Bac - 1
1
1/1
1
-0.3
view
Le Bac - 2      
1/1
     
1
view
 
Long Tan        
1
   
-1
view
 
LZ Aloui  
1
         
2
view
X
LZ Blue
1/1
1
2.7
view
LZ Hereford          
1
 
-2
view
X
LZ X-Ray  
1
 
1
 
1
 
0
view
 
Montagnard Village Raid      
1
     
1
view
 
Nui Ba Den    
2
       
1
view
 
Ph Tnaot    
1
1
1
   
0
view
 
Rach Ba Rai - 1            
1
-3
view
 
Rach Ba Rai - 2    
1
       
1
view
 
Recon Zone Alpha          
1
 
-2
view
 
Skirmish at Route 527
1/1
1
1
-0.8
view
Song Chang - 1        
1
1
 
-1.5
view
 
Song Lau - 1
1
2
0.3
view
Song Lau - 3        
1
   
-1
view
 
Song Ngan - 1  
1
         
2
view
 
Song Ngan - 2            
1
-3
 
X
Tan Son Nhut - 1  
1
         
2
view
 
Thanh Son            
1
-3
view
 
Thon Que Chu -1
1
           
3
view
X
Trung Luong - 1      
1
1
   
-0.5
view
Trung Luong - 3          
1
-3
view
X
Trung Luong - 6          
1
 
-2
view
 
West Saigon      
1
 
2
 
-1.3
view
 
Welcome to Phuoc Tuy Province          
1
 
-2
view
X
Xa Xuan Loc      
1
     
0
view
 
         
   
 

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.
Finally, what do I mean by "likely biased" in the last column? My idea was that a player who reports a defeat and considers the scenario heavily unbalanced in favor of his opponent is more likely to be biased in his judgement than a player who reports a victory and admits that the scenario balance was in his favor. Also I think that a player who reports a victory is most likely to claim that the scenario was balanced, so I regard this as a likely bias, too. Whether this says anything about the comments provided or not is up to you to decide. (Several contradicting reports on an individual scenario are not marked as biased, even if I consider some or all of them to be, since the tendencies will cancel each other out.)

 

Individual comments:

By Communist player / by Imperialist player (side actually played in the scenario)

Ankhe Pass

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.

Ap Bac

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.

Ap Chinh An

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..!

Ap Pau Bang

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.

Ben Suc - 1a

No chance at all. I downed 5 choppers, but still had no chance as my troops were totally destroyed.

Chau Nhai

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!!

Con Thien

... 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.

Con Thien

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.

Dai Do - 3

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
objective, the issue was a draw.

Dak To Hills

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.
At the hilltop position in the South, gaining that position gave me the marginal victory. I felt that, from where I first observed his troops with my helicopters, if I could just pin them far enough away, they would never make it to the front in enough numbers to overwhelm my position. I pushed my position out two squares to get could observation, but was ready to fall back when pressed. Disrupting is almost as good as a pin because if you fire, you cannot move a hex.
Anyway, it looks like my opponent ran out of turns to reach that VP hex for an assault. He pushed well and mutilated my position on the last turn but the strategy paid off - he could not reach the victory hex to assault it in time. His forces were also decimated.
US Casualties: 1 leader 48 men
NVA Casualties: 2 leaders 55 men
NVA held their starting VP hex in the north
US took the mountaintop VP hex in the south

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.

Dawn Assault

Commies have superiority in numbers and have all approaches that reinforcements might use mined. Tough scenario!

Dodge City - 1

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.

Dong Ap Bia - 1

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.
My opponent was very aggressive and took needless casualties.
It should be an easy draw for the US, and a not too difficult victory with some patience.

Easter Offensive 1972

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.

Firebase Mary Ann

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 fact this scenario seems unbalanced at first it is a good one to play for the Americans; it's a great one to play as the NVA, of course. First of all because it's scary for the American player; a night attack through the wire, you have to be there to get it. Second because it gives the American player practice with illumination and with artillery support. The trick with illumination is to light up the enemy and not yourself; not as easy as it sounds because the illumination scatters. It scatters a lot! Same with the artillery fire support. I was rather disappointed with effect of the 155's, even when they landed directly on units they didn't seem to do much.
If I were to play this one again I would consider using the 155 FFE near my own men to free them; they are in bunkers after all. There are no scheduled releases for the American fixed units, the only way they get to move is if they are fired at. The unmanned guns are worth a lot, 72 points total! About the only hope to save them is to get your men on them first. Actually, the guns cost me 90 points because somehow my opponent got credit for killing 5 of them even though there are only 4?!

Despite the balance issues, this one is one of the coolest battles I've played. A desperate night battle attempting to defend the firebase.

FSB Ripcord - 1

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.

FSB Ripcord - 2

... seems the only thing for the Imperialists to do here is getting slaughtered.

Hill 724

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
US as I saw it was to defend and try to inflict the other 20 points necessary by taking casualties. This proved not possible and indeed obtaining a Draw by a margin of only 5 points was actually lucky on my part. I think the only reason my opponent did not get it up to a minor was that I retreated out of LOS where feasible and minimized my own fire and hence the Communist return opportunity fire thus preserving a small edge in points. I think as soon a my opponent, new to the club, learns the game and some of these end game nuances, he will win this battle if he plays it again with anyone. In summary, this scenario seems to me in the category of "balanced" or perhaps slightly favors the Communist if the Commie really gets aggressive.

Hue - 1

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.
The historical mission of relieving the MACV complex required, absolutely REQUIRED infantry. The tanks were of limited use at Hue due to the built up nature of the terrain and the limited availability of 'concrete piercing fuses' for the 90mm HE shells.(1) source Marines Under Armor, Kenneth Estes
This is a for fun only mission.

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.

Hue - 2

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
balance. One word of advice - stay away from the VC sapper unit! That one unit caused me 11 or 12 casualties - 7 of them in a single turn.

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.

Hue - 3

... 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
frustrating with little room for any real tactical "flanking" but it might be possible if the US plans it carefully. To me it is balanced if not favoring the Communist slightly. The short length makes me want to say that the US must make their move, if any, earlier rather than later, or they just won't have the time and the strength to take
a VP hex if the Communist player is on his toes.

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.

Hue - 4

US firepower overwhelms Communists.

Hue - 6

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.

Khe Sanh

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
make enough casualties and then retreat and disappear in the jungle.

Kim Son

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
player, a draw is the best he will get. Still a lot of fun to play for both sides!

Kontum

Thank god for hold fire ... once you lose those TOW equipped helos you better pray you got all the tanks ...
If the ARVN player sets up ambushes all over the place and then tries suckering the NVA in, it can pay off. Dropping arty behind the NVA frontlines is also an idea, as they move pretty slow, and you can get a few as they come off the ridge. Switch to canister rounds and wait for them to walk down the road - hit the middle of the column and then start pinning and assaulting ...
Likewise the NVA player can recon by tank, which get's messy for the ARVN player if they lose the helos early.

Ky Phu

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.

Le Bac - 1

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.

Le Bac - 2

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.

Long Tan

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.

LZ Aloui

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.
The only NVA wildcard is the tanks. I killed all five of his, he killed four and immobilized the last of mine. If you have at least one tank survive there is a small chance you could grab and hold at least one objective, though all the ARVN infantry have LAW's. A beast of a scenario to play as the NVA.

LZ Blue

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!

LZ Hereford

Against a competent VA player, it is a very difficult battle for the US player.

LZ X-Ray

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.

Montagnard Village Raid

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.

Nui Ba Den

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!

Ph Tnaot

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.
Last comment: not a funny scenario; not much choices for the NVA and if the NVA player gets a draw in this he should see himself victor.

Rach Ba Rai - 1

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
looks good though.

Rach Ba Rai - 2

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.

Recon Zone Alpha

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.

Skirmish at Route 527

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.

Song Chang - 1

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.

Song Lau - 1

I really like this scenario for several reasons.
First off, it is not a purely offensive/defensive type of engagement. Although the U.S. forces are mainly on the defense they do have opportunities to maneuver in this scenario. And I have won as the U.S. by not sitting back on defence on top of the victory locations (I have also lost by doing this <g>).
Secondly, the NVA can do more than just sit and wait to get pounded by the U.S. forces as seems to be the case in many of the scenarios.
Thirdly, it is pretty well balanced. I might give a slight edge to the NVA, but perhaps that is just because my only loss was when I played the U.S. forces solo vs. the AI as the NVA (the first time I played it).
Note: I have played this game 3 times, once TCP/IP as the NVA and twice solo as the U.S.

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
forces. My opponent did an excellent flanking attack around my right. I had only two squads in that area and the rest on the hill did not have a line of sight there. I attempted to split fire from those squads to pin or disrupt the advancing NVA to slow their progress and insure they couldn't get close enough to the victory hexes.
It worked although he mutilated those two squads. With more turns, the end might have been far different. His advance was still powerful when time ran out. He was a worthy opponent.

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.

Song Lau - 3

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.

Song Ngan - 1

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.

Tan Son Nhut - 1

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.

Thanh Son

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!

Thon Que Chu

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.

Trung Luong - 1

The Yanks dont have much chance to do anything, unless they rush headlong toward the entrenched communists.

Trung Luong - 3

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?

Trung Luong - 6

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?

West Saigon

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.

Welcome to Phuoc Tuy Province

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.

Xa Xuan Loc

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