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Author Topic: Let's Play Vietnam 65 - Turn 10: Heading South  (Read 2075 times)

thobal

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Let's Play Vietnam 65 - Turn 10: Heading South
« on: June 07, 2015, 01:48:57 pm »

    So I started playing this game a couple of days ago. It's an interesting little foray into winning hearts and minds in asymmetrical warfare. Each new game has a random map and one can rename units if they desire. We desire so just post away if you want to.

Spoiler: game setup (click to show/hide)
We're going with the harder of the two difficulty presets because hey I've won two games in a row on regular and I'll have help for all of you.

Spoiler: Intel Map (click to show/hide)
Looks like we got a decent enough roll. With that nice central road we might consider using more APCs than I usually do.

Spoiler: Units (click to show/hide)
These are the units we have and the units we can buy(and their costs). I didnt include it, but we also have a howitzer.

The general rules are as follows: 
  • Only the infantry can see anything.
  • Artillery cant move on it's own and can only deploy at bases, but can fire long distances and is very powerful.
  • Everything has to be supplied via helicopter if it isn't in a base or it dies.
  • HQ heals and repairs stuff, but stuff can be repaired or refueled in the field by engineers.
  • Artillery Shells and Reinforcements all start at HQ, but fuel and supplies can be found at your firebase.
  • Only one fire-base can be built and you cant move it.
  • ARVN units can be trained by Green Berets(the only unit that can see more than one tile) at Forward Bases.
  • The enemy can appear more or less and random.(not really, but it feels like it)

There are other things but it'll be safe enough to ignore them until they come up or someone asks.
[/list]

Anyways, I'm sure it'll be fun. If you want a unit, just claim it in the thread and I'll post turn one once I get a little interest. If you have any questions about the game, I'll be happy to answer them. I'm not affiliated in anyway with the publisher, I just enjoy playing it.
« Last Edit: June 09, 2015, 07:09:10 pm by thobal »
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thobal

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Unit List

Troops:
Green Beret: Sheb
Infantry: Unclaimed
Infantry: Unclaimed
Infantry: Unclaimed
Infantry: Unclaimed

Armour:
M48 Parron: GentlemanRaptor
M113 APC: Unclaimed
M113 APC: Unclaimed

Helicopters
Huey: Unclaimed
Huey: Unclaimed
Huey: Unclaimed

Support
M113 Engineer: Unclaimed
Howitzer: Unclaimed
« Last Edit: June 07, 2015, 08:03:44 pm by thobal »
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thobal

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Re: Let's Play Vietnam '65 - Turn 1: Interviewing the Locals
« Reply #2 on: June 07, 2015, 02:30:44 pm »

Eh, I decided to just get on with it.

Turn 1: Interviewing the Locals
In the interest of securing the trust of the eastern villages I've order visits to the four closest to HQ. The hueys will drop off Infantry at Plei Ya Po, Plei Gi, and Do Chi. Delta Company will walk to My Thoab from it's first stop at Do Chi. At the same time, Alpha Company will clear mines for the Engineers who will be building out  to connect HQ with the main road. The Engineers ultimate objective will be the construction of the Firebase somewhere amongst the southwestern villages. The main question at this point is where the enemy will appear and how we should meet them.

Spoiler: The First Flight Out (click to show/hide)
Spoiler: Deploying the Troops (click to show/hide)
Spoiler: End of the Turn (click to show/hide)
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thobal

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Re: Let's Play Vietnam '65 - Turn 2: First Contact
« Reply #3 on: June 07, 2015, 03:11:13 pm »

Turn 2: First Contact
Bravo Company reached Plei Gi and during the course of their visit they were informed that there was a VC Cadre just east of Plei Ya Po. As luck would have it, Charlie Company was just finishing a visit there and was able to destroy this formation before it could melt into the jungle. Alpha company is being brought in to conduct surveillance and Bravo is being sent south to conduct another village visit. Currently debating whether to continue road construction or if the engineers should move forward and conduct a FOB to increase the effective range of our helicopters. Now also might be a good time to use some of our political capital to bring in reinforcements.

Spoiler: Enemy Located (click to show/hide)
Spoiler: End of Turn 2 (click to show/hide)
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Sheb

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Re: Let's Play Vietnam 65 - Turn 2: First Contact
« Reply #4 on: June 07, 2015, 03:23:25 pm »

So what are the win conditions? Can I have the green berets unit?
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thobal

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Re: Let's Play Vietnam 65 - Turn 2: First Contact
« Reply #5 on: June 07, 2015, 03:36:12 pm »

So what are the win conditions? Can I have the green berets unit?

The game runs 45 turns in this mode. The object is to prevent the other side from running "hearts and minds" missions(basically visiting) the little villages. If you make visits to the villages they might like you a little more and they might share intelligence. If you attack enemies near the villages or you lose fights or units and they'll like you less.
 Each village has an individual loyalty, but they overall score is what matters at the end of the game. If you score greater than 60% that a decisive victory, less than 40% is decisive defeat. If a village dislikes you enough the NVA will set up an artillery support base nearby. So basically if you start losing, it's hard to turn around.
But you get "money" by destroying enemy units and generally your units are stronger than the AI. So there are virtues to a "target rich environment."
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Sheb

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Re: Let's Play Vietnam 65 - Turn 2: First Contact
« Reply #6 on: June 07, 2015, 03:57:30 pm »

What's the range of our choppers?
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thobal

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Re: Let's Play Vietnam 65 - Turn 3: Welcome to the Party
« Reply #7 on: June 07, 2015, 04:09:04 pm »

Sheb: The Huey's single turn range is visible in the picture "first flight out" on turn 1. However, it has 4 fuel and can fly "on empty" so to speak(one last turn with 0 fuel).
I had finished this turn and was writing it up when you arrived, so it'll be the last without input.

Turn 3: Welcome to the Party
Bravo Company's tour paid off again when the villagers in Phu Nhon revealed the position of another VC Cadre. Delta also received intelligence about enemy units in the same area. One of this units was within artillery range of HQ and was easily destroyed. The other is one the river and out of range. Bravo is moving north to cut off their escape and the Green Berets, code named 'Sheb' will be used to keep tabs on their location. The Huey's are short on fuel so we're bringing them in. Delta was resupplied by air and will escort the engineers to construct a Forward Operating Base. It may be prudent to shift the planned base location south a bit, as the jungle south east of Plei Ya Po seems connected to the Ho Chi Min Trail

A note on the Ho Chi Min Trail: In this game it snakes invisibly across the map and serves as a spawn point for VC cardres to head off onto their dastardly missions.

Spoiler: End of Turn 3 (click to show/hide)

But before I hit the end turn button, I should probably buy some stuff and so I'll ask you all for thoughts on the subject. With the nice long road a tank, an APC and some more infantry might be nice. But then again Green Berets + Attack Helicopters are a very powerful tool. Since you asked about range earlier, I'll note that Chinooks are also faster and carry more fuel and come in handy trying to check in on the villages on the far side of the map.
« Last Edit: June 07, 2015, 04:16:25 pm by thobal »
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Sheb

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Re: Let's Play Vietnam 65 - Turn 3: Welcome to the Party
« Reply #8 on: June 07, 2015, 04:15:20 pm »

I think APCs and a tank should be a priority. We can get to 6 villages out of 9.
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thobal

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Re: Let's Play Vietnam 65 - Turn 3: Welcome to the Party
« Reply #9 on: June 07, 2015, 04:20:34 pm »

I should mention that tanks and apc also require fuel and so shouldn't stray too far from engineers.
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thobal

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Re: Let's Play Vietnam 65 - Turn 4: Armoured Thrust
« Reply #10 on: June 07, 2015, 04:40:44 pm »

Turn 4: Armored Thrust
During the enemy mobilization phase Charlie Company ambushed and destroyed an enemy formation in the jungle.

We've been reenforced with 2 APC, a new Infantry Company, and an M48 tank. This area has unusually good roads and we intend to make use of them. Bravo Company was picked up on the road and will check out the southern valley. Intel reports mounting enemy activity and it may be in that area. Charlie is closing on the remaining visible enemy with Sheb dropping away. Delta and Echo have been picked up by the APCs and will accompany the Engineers. It'll be a nasty surprise for anyone who tries to stop them.


Spoiler: Large Ground Force (click to show/hide)
Spoiler: Uneventful Turn (click to show/hide)

At the end turn, the VC Cadre moved next to Sheb's Green Berets. They arent really much of a threat but Sheb only has 40% to win. You can fall back and wait for the cavalry to show up or engage them yourself. Worse case scenario is usually needed to get airlifted back to HQ to heal but this is my first time on this difficulty.
« Last Edit: June 07, 2015, 04:46:38 pm by thobal »
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Sheb

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Re: Let's Play Vietnam 65 - Turn 4: Armoured Thrust
« Reply #11 on: June 07, 2015, 04:51:52 pm »

Can't I engage them together with Charlie Company (that's the other company in the south, right?)
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Quote from: Paul-Henry Spaak
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thobal

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Re: Let's Play Vietnam 65 - Turn 4: Armoured Thrust
« Reply #12 on: June 07, 2015, 04:54:30 pm »

Unfortunatly, Charlie is slogging through the jungle and cant catch up this turn. Alternatively, you could help the tank target them.
« Last Edit: June 07, 2015, 04:57:04 pm by thobal »
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Sheb

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Re: Let's Play Vietnam 65 - Turn 4: Armoured Thrust
« Reply #13 on: June 07, 2015, 04:57:48 pm »

Oh, the hell, let's attack.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

thobal

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Re: Let's Play Vietnam 65 - Turn 5: Out of Action
« Reply #14 on: June 07, 2015, 05:01:19 pm »

The rest of the turn isn't finished but you took casualties and dispersed the Cadre. You march towards the road to wait for the helicopters.

Turn 5: Out of Action
FOB has been set up at the first bend in the road. The armored units are all there at this time. We should send a unit north to check up there. And we will, just not yet. The Green Berets got aggressive and will be out of action for a little bit. We're going to keep them at the FOB to train up a native unit before sending them back to HQ though. We've also moved the howitzer up to the FOB. The weather forcast looks lousy, but we're going to push up with the armor anyways.

Spoiler: End of Turn 5 (click to show/hide)

Turn 6: No Photo
No photo this turn because nothing really happened. The engineers cleared som brush between the FOB and Plei Ya Po while Delta and Charlie beat the bushes.

Turn 7: Dual Duel
Two VC Cadres appeared and just as quickly were destroyed. The brute force approach proposed by Sheb seems to be working. There will be a pause now as the armor refuels and resupplies, but then we'll push down the road and build the firebase somewhere around Hlu Klah.

Spoiler: Looking good! (click to show/hide)
« Last Edit: June 07, 2015, 05:48:05 pm by thobal »
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