Showing posts with label Vietnam War. Show all posts
Showing posts with label Vietnam War. Show all posts

Sunday, November 16, 2025

Surviving 'Nam at Hold the Line - 'It Was the Best of Times, It Was the Worst of Times..."

    A squad of Viet Cong stalk towards the players in Friday's "Surviving 'Nam" game at Hold the Line
"It was the best of times, it was the worst of times" -- for the Americans in my Vietnam game, that is! Same rules, same scenario. Different players, different tactics and dice rolls...and wildly different results! I ran my Surving 'Nam rules this past weekend at Hold the Line convention. Both games were full with four players ready to take on the role of a U.S. platoon sent to search Stone Buddha Market for signs of it being a Viet Cong supply depot. Both games had experienced miniatures players who understood tactics. So, why did the U.S. go down to their worst defeat in my eight play tests on Friday afternoon, yet succeed better than any so far on Saturday?

    American troops from the Big Red One infantry division advance towards a village in Vietnam
I have had some time to analyze the two different games since then. Yes, some of it was due to some seriously bad luck. On the whole, the players rolled much better on Saturday than they did on Friday. However, I don't think more Viet Cong popped up to attack them on Friday, though. It wasn't "How Many?" but rather "Where?" the V.C. showed up. I think it came down to half the American force getting bogged down in a killing field on the tabletop. There is a rice paddy and open area on one side of the board edge where the U.S. soldiers enter. The two right flank squads were unable to press past this area and into the village. Meanwhile, the HQ element and other squad mostly went the other direction and made good progress, separating the two. Unfortunately for those on the right, most of the of the V.C. that arrived on table showed up right across the river from them in the light vegetation along the river. The soldiers themselves had little cover, and all too often failed their rolls to avoid enemy fire. When other soldiers would run to check on the Down soldiers, and try to get them back on their feet or at worst drag them to cover, they were shot and went Down, too.

    On Saturday, one U.S. squad crossed the river and effectively guarded the platoon's flank that way
In my Surviving 'Nam rules, a soldier that is targeted by enemy fire must try to roll above the foe's Danger Level modified by cover. If they roll exactly the Danger Level (or one above or below), they are Pinned. If they roll below that, but more than a "1" (natural one is out of action), they are counted as Down. However, if a friendly soldier spends an action checking on a "Down" soldier, the player rolls on a chart. Results can vary from out of action, disabled, walking wounded, lightly hurt, or unhurt at all (maybe the bullet hit an item of equipment and knocked the force knocked them down and stunned them). The rule rewards historical behavior. Soldiers would check on their friends who had been hit, and help patch them up. 

    Right flank squad led by Sgt. Rogers motioning his men forward, crossing the river into the scrub
In Friday's game, the two squads that advanced across the rice paddy and open ground did so slowly, often failing their activation rolls, which causes the draw of a card from the event deck (which can possibly bring fresh V.C. onto the table). As the left wing disappeared into the jungle or buildings on the left,  those squads on the right began to take casualties and get bogged down. Joe M, playing the far right flank -- and frankly responsible for many of the atrocious dice rolls -- at one point had all five of his soldiers out of action. Jeff G, the next squad in, tried to send guys out to help, but as they ran to their buddies they were shot down, too. Jeff cleverly used smoke grenades to block off the visibility of some of the V.C., but there simply were too many enemy opposed to just one part of the American force.

    Sgt. Summers points his squad towards the village & its market, which they are ordered to search
The other thing that really hurt the Americans on Friday was the HQ element was out of position to spot the bulk of the V.C. Two of their biggest "guns" are in the HQ squad -- the M60 machine gunner and the lieutenant himself and his ability to call in fire missions (off-board artillery) on the enemy. I honestly remember the M60, whose suppressive fire can sometimes effectively pin an entire V.C. squad, firing only ONCE the entire game! And the lieutenant had "gone left" so wasn't in position to see the overwhelming amount of V.C. popping up to attack the American right and call in fire on them. There are two "Fire Mission" event cards that come up in the deck, and there was a significant drought of them being drawn during the Friday game, as well. Because a number of cards call for the event deck to be reshuffled, it can mean that some cards simply never come up, while others come up more often because the reshuffling puts the former on the bottom and the latter near the top. I actually like how this makes each game different. 

    A V.C. machine gun team inside a bunker ambushes the American advance
So, even though the Colonel on the Horn card came up and modified the player's mission on Friday, the players eventually got to a point where they felt there was no hope of collecting their wounded and getting off the table. For the first time in my eight personal play tests, my players cried "Uncle!" and admitted they had lost the mission. They were simply going to have to leave wounded on the field to be able to get the other two squads off the table. I actually have 7-8 other groups play testing the rules in the U.S., U.K, and Italy, and that has happened once or twice to others. However, that was before I made changes and toned down the lethality. This was the first time I witnessed it in action myself, so I was trying to figure out why it happened, and especially when I felt I had the mechanics "bloodiness" tweaked to the right level.

    'Incoming!' V.C. mortar fire begins to impact near the HQ squad - the lieutenant seems unimpressed
Although it may seem I am blaming the HQ squad player for being out of position, it was the group's plan that his squad move to the left. All players tried their hardest to do the tactically correct thing to do. Jeff's smoke grenades were a clever tactic that mitigated the danger of an enemy machine gun bunker and a deadly V.C. sniper. Ultimately, I fee the players were victim of bad luck with most of the enemy showing up concentrated in exactly the wrong place for their plan. And when it came to critical rolls, they seemed to fail them regularly. All of that said, I had some serious soul searching going on that night! 

  V.C. machine gun has downed one G.I. already, and is one of the deadlier enemy weapons in the game
I honestly felt that I had fixed Surviving 'Nam from being too bloody for the Americans. adjusted to the correct level. And then suddenly, I had the worst outcome in all of my play tests! Over dinner and beers, I talked to my friends about it. My friend Jim W, who had played in the previous weekend's play tests in World At War (and had his group win handily), chimed in. He said that is the beauty of a balanced scenario and rules. Things CAN go to Hell if the players meet the "perfect storm" of bad luck and unfortunate tactical choices. He argued that, if the players can't struggle when luck is not going their way and they make bad choices, then the scenario or rules are too easy. Jim felt it was bound to happen if you play a scenario often enough. What he said made sense, and I looked forward hopefully to Saturday's game.

    On Friday, the U.S. soldiers swarmed the bunker and took it out with grenades and M16 fire
So, what went different, Saturday to make the same scenario go so well? As I mentioned earlier, their rolls were better. However, remember that patch of light vegetation across the river? The right flank squad instead crossed the river and occupied those two patches of vegetation. Most of the event cards that place new enemy troops on table stipulate the new enemy be placed in cover NOT occupied by the player's forces. The American right wing moving quickly along the opposite bank of the river cut off any enemy squads from arriving there -- except for isolated individual V.C. soldiers popping up in spider holes. Plus, my friend Mike S (playing Surviving 'Nam for the first time) made it a point to use his M60 machine gun regularly and keep his lieutenant where he could best see patches of cover where enemy troops might spring up. Even though Mike didn't get many fire mission cards (bad luck there), his HQ squad was in better position to support either wing of his platoon. He maneuvered his M60 gunner into position to suppress the enemy bunker and its machine gun when it appeared. Then, he shifted position to hammer the biggest enemy main ambushing force when it finally arrived on the table.

 The players on Saturday also did a better job of keeping their squad leaders near their heavier weapons support (M60 for the HQ and M79 grenade launchers for the other squads). This allowed them to use the squad leader's free action he can hand out each turn and give those weapons a second chance to fire every turn. Between the grenade launchers and M60, effective fire was promptly laid down on enemy immediately after they appeared. More than once, a squad of V.C. would appear, and within short order, grenades fired by the "bloop gunners" would devastate their ranks. In fact, when the Colonel on the Horn card came up on Saturday, the players decided to hold off obeying his directive to break contact and exfiltrate. Instead, they chose to continue with their mission searching the market awhile longer. They felt they had the situation under control, and indeed the results showed that they did.

    Many villagers scattered quickly once the Americans arrived, this poor granny froze on the bridge

Thankfully, even the players who cried "Uncle!" on Friday night said they had a blast with the rules. The rules have been tightened up to the point where, after my play tests, the gamers really don't have any rules changes they would suggest. Instead, they say it worked great and excitedly talk about other periods the mechanics would work for, as well. It is always satisfying as a GM to provide a good time for your players. It was also a thrill for me to see the players gel together as a team and work their hardest to help accomplish the mission. After running my Viking Town Raid earlier this year, and running Surviving 'Nam twice at conventions, I am becoming more and more of a fan of cooperative miniatures games. The players really seem to enjoy reacting together as a team and covering each other's backs. Their smiles when they accomplish their mission or overcome the more dangerous enemies, such as the V.C. machine guns and snipers, is a reward for me as a GM. 

It may be time now to pivot my play testing to designing and test-driving scenarios instead of looking for things in the rules that need changed. I'll shift my own writing from making changes in mechanics to editing the text of the rules so that they are clear and well organized. To be sure, you will read more of my own solo Vietnam games and accounts of my Big Red One platoon as I play test more scenarios. I also want to run through an entire year campaign -- 12 missions -- and see if anything else comes up that I might need to fix in those mechanics. So, stay tuned and see how the platoon fares in its upcoming fourth mission when it is one third of the way through its time "In Country." Hopefully, it will be the best of times for them and not the worst...haha!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 290
  • Miniatures painted in 2025: 269

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 53
  • Terrain painted in 2025: 67

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 136
  • Scatter painted in 2025: 212

Sunday, November 9, 2025

Surviving 'Nam at World at War convention

    I ran two play tests of "Surviving 'Nam" at World at War convention this past weekend
I'm lucky in that my games tend to be popular at regional conventions. Whether that is because of setting up a pretty tabletop or reputation for running a fun game, I don't know. So, I would normally feel bad about running a game that could take only four players. However, World at War at Fort Meigs, Perrysburg, OH, is a smaller convention with fewer attendees. So, it seemed a perfect fit to take Surviving 'Nam up there and run a couple more play tests. Each game would have four players --- the most I've had yet. And it was also the first time I have taught the rules in a convention setting. My good fortune continued as the weekend arrived, and I had a full table in each game.

    Villagers arrive at the weekly Stone Buddha Market in Piit Baub village unaware soldiers are coming
Throughout the course of my previous four play tests, and based on feedback from more than half a dozen playtesters in the U.S., U.K., and Italy, I have been steadily scaling back the lethality of the event cards and mechanics. Not only would I see how my rules played out with four live players (not me running solo), I would also get a good feel for how deadly the newest iteration of these cooperative miniatures rules would be. I was very pleased to see that both games played out similarly, and it was not too lethal at all. In fact, both Friday afternoon and Saturday morning's games saw the fewest casualties inflicted on U.S. forces yet in one of my games. I feel I may have adjusted the danger level correctly. Now, it will simply be tightening up things here and there and writing some actual rules for, say, when the Viet Cong have suffered enough casualties and break contact (ending the game). Players could continue taking turns until every U.S. soldier has withdrawn from the table, but I found that there comes a point in the game when the outcome is obvious. Either the U.S. is going to be able to withdraw with no problem, or the V.C. are reduced to so few figures left that realistically they would break off contact and not continue the fight.

    I had two full tables of players over the weekend -- here is the Saturday group moving troops
The mission for these two games was my version of a "Market Day" scenario my U.K. play testers, Bob F and Pete S,  ran a few weeks ago. My game -- "Stone Buddha Market" -- would have the U.S. enter from one of the short edges of a 3'x4' board. They would move to the center of the table where a small village was hosting a weekly market in its center, alongside the river (one of the long edges) and where a wooden bridge crosses the water. The four U.S. squads (Fire Teams, actually, in size) had to search two designated larger hooches, the market itself, and both sampans tied up beneath the bridge. Once they had done that, the whole platoon could exit on their choice of three board edges. 

    Sgt. Rogers motions the platoon forward as the Big Red One soldiers arrive on the table edge
My games feature a pre-battle portion of the game called "Countdown to Contact." During this phase, players do not roll for activations. Each soldier receives one and they move onto the table and can make progress towards their objectives before the V.C. launch their ambush. At the end of each turn, a die is rolled to see if Countdown to Contact ends and the V.C. arrive. At that point, I deploy a number of enemy soldiers, dictated by the size of the U.S. force for balance purposes. There was a mosquito in the ointment in this game, though. The game begins with 12 Vietnamese civilians scattered across the table, but mostly in the market near the riverside. At the end of each turn, the players roll on a chart to see what each villager does. They could be freeze in fear, move away from the U.S. troops (or V.C., if present), panic and sprint towards a board edge, or are revealed as a V.C. If they are V.C., they immediately move into cover and fire on the U.S. soldiers.

    1st Lt. Xavier 's column heads towards the first hooch in Piit Baub while a farmer is in the rice paddy
Both games saw more villagers than expected turning out to V.C. and opening fire. This automatically brings a halt to the Countdown to Contact type of movement. From this turn forward, players do the normal movement turn sequence -- rolling one or two 20-sided dice to activate each of their men. However, I decided that I would not deploy the ambushing V.C. until the end of the turn when players rolled a single d6 score high (as would normally end Countdown to Contact). That would spring the ambush. On Friday, this happened at the end of the third turn. However, on Saturday, it did not occur until the end of the sixth turn. This gave the U.S. forces time to deal with the locals turned V.C. and any enemy that arrived via the event cards (which are turned over, one-for-one, when players fail their activation rolls). I think this helped the U.S. players survive the initial V.C. attack. In effect, it simulated the V.C. committing themselves piecemeal rather than in one massive hammer blow.

    Two squads of the platoon march along the river, while the rest move in from the jungle fringes
Both games progressed similarly, with the soldiers of the Big Red One (U.S. First Infantry Division) taking surprisingly few casualties. One scary moment occurred in Saturday's morning's game. Just as 1st Lt. Xavier's column of five men took shelter behind a small hut on stilts, someone's failed die roll resulted in the placement of an enemy bunker with a machine gun team inside. Random roll had it show up directly behind Xavier and his men! They were bunched up close enough that all five were pinned by the fire, with Xavier going "Down." My Saturday players got VERY lucky, as the machine gun's fire seemed to have rejuvenated their dice rolling abillty. There were no failures of consequence by players on their activation rolls until after they had managed to take out all three members of the machine gun team. The medic was right there, too, and checked on Xavier. He discovered that the C.O. was only lightly wounded. Apparently, he was also pissed off at the Vietnamese! He and his men sprinted towards the market.

    Bad place for a bunker to show up! As the lieutenant's group passes by, it opens up on the soldiers
Once there, Lt. Xavier managed to get on the radio and call in a series of Fire Missions on the growing number of V.C. all around the board. Squad after squad was decimated by mortar and helicopter gunship fire. From looking very bad, suddenly the board began to open up. The only V.C. remaining were in remote corners of the board where their fire was relatively ineffectual because of long range and cover. The battalion's lieutenant-colonel chimed in on the radio calls and ordered the platoon to abandon the search mission and simply rack up the body count, then exit the battlefield. There is an Event Card in the deck called "Colonel on the Horn" which can cause various things to happen. It is shuffled into the deck on the first reshuffle, and actually came up and both days, helping players each time. Potentially, it can make a mission harder or easier, or simply waste the platoon commander's actions as he gives "sitreps" to the micro-managing senior officer.

    "The L-T is down!" Members of his platoon cluster around to check on their C.O.
Both Friday and Saturday's players ended up having to carry only one comrade off the table -- not counting any Lightly Wounded who could walk off on their own. Sitting back after the game was concluded, we judged both times taht the platoon had completed their mission. One of the players commented that, having read all my previous posts with after-action reports, these two missions at World at War were probably the two most successful, so far. I definitely agree! Even more heartening was the fact that the game flowed very smoothly and did not bog down at all with four players. In the beginning, I admit that I would play "border collie." I would urge the next player in turn order to select his figure to activate and roll immediately after we had resolved any event cards for the previous player (while that player was resolving movement or firing). The players got in the habit of anticipating their turn and being ready to go. With only a three hour time slot for the games, I was happy to see both games easily finished in time.

    Incoming V.C. mortar fire lands amongst members of the platoon as they dash towards the ville
Speaking of happy, all of the players said they had a lot of fun. A number of them are also regular players of a different Vietnam rules set, so I wondered if they might be predisposed to question the rules mechanics when they differed from what they were used to playing. However, they all internalized the rules quickly and figured out tactics to take advantage of the mechanisms. Everyone said they enjoyed themselves. At the end, when I asked for feedback or suggestions for the rules at the end, there were no real rules quibbles. The one or two comments were more cosmetic, like perhaps have linear templates for a gunship's fire mission, or maybe wrapping their heads around the scale of visibility and shooting. They felt that the ranges I was using were a good compromise and "looked right" for 28mm figures shooting.

    Viet Cong guerrillas lurk at the edges of the rice paddy ready to open up on the platoon
The next two play tests are less than a week away. I'll be headed up to the third annual Hold the Line convention in norther Ohio, run by the Firelands Game Group. I'll do the same thing (once each on Friday and Saturday) and same scenario. I'll be curious with a larger sampling pool (four games as opposed to two), will I see worse activations rolls and thus more struggles for the Americans? Or will the scenario play out like the previous games and see the U.S. handle the V.C. at Stone Buddha Market? Stay tuned to see!

    U.S. soldiers begin to enter the market place, ready to begin searching for V.C. & contraband
So, what else am I working on, in the meantime? I probably will continue to create more bamboo stands. I have another 15 bamboo trees finished and ready to glue onto their base. My two larger rice paddies are ready for the edging strips to represent the rice plants. Figure-wise, I also have eight 28mm goblin archers that are in the flocking stage. Just this morning, I pulled out three of the Gripping Beast trolls I bought earlier this year, and epoxied their weapons and shields onto them. They also received their White Gesso primer, and will be started on tomorrow. Oh, and James from Fireland Games was at World at War on Saturday and hand-delivered my copy of Dragon Rampant, 2nd Edition rules. Woo-hoo! I'm looking forward to reading over it this week.

V.C. reinforcements appear near the bridge, ready to ambush the American soldiers

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 290
  • Miniatures painted in 2025: 258

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 53
  • Terrain painted in 2025: 67

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 136
  • Scatter painted in 2025: 212

    U.S. troops enter the market place, driving off the V.C. so they can begin to search 

 
    A lightly wounded Lt. Xavier calls in fire missions to clear the way for the platoon to extricate

Thursday, November 6, 2025

Table All Set Up for Surviving 'Nam Playtests at World at War

    A view of my table set up in the basement to prepare for running Surviving 'Nam this weekend
It has been a busy last two weeks getting things ready for two upcoming conventions -- World at War at Fort Meigs this weekend (Nov. 7-8) and Hold the Line at Camp Perry, OH, the following weekend (Nov. 14-15). I've mainly been working on three things -- more bamboo and rice paddies as mentioned in the last post, and a couple sampans and Japanese Fishing Village items from Miniature Building Authority. I would like to get more bamboo stands done, but I have enough of the rest of the stuff ready to go. I proved it to myself by setting up the game table this afternoon.

    View from the back corner of the table looking towards the market (Viet Cong's view...?)
It turned out that I don't need the two large rice paddies that are nearly completed. Oh well, the sooner they get done, the better...right? I am using all of the MBA market stuff and sampans, though. I'll include pictures of them in this post, along with views of my table. In fact, it was setting up the table that made me realize I really didn't need the larger rice paddies. The board was crowded enough with my various Vietnam buildings, river, and jungle. There definitely wasn't room for them! 

    Close up of Stone Buddha Market, with various market stands and types of food for sale
I'm trying to duplicate one of the scenarios my most prolific play testers, Bob and Pete, ran. Thus was born the ville of Piit Baub at a river and trail crossroads in the territory assigned to the Big Red One (U.S. 1st Infantry Division)! The center of the board is Stone Buddha Market, a weekly trading place for villages and hamlets in the area. The market is adjacent to a wooden bridge crossing the river. Two sampans are pulled up alongside the bridge and shore, selling their fish (and other illicit wares?). Fanning out from the marketplace are my two scratch-built jungle huts, my resin MBA farmer's house and barn, and two 3-D printed hamlets on stilts that I also picked up from MBA. Beyond them is the jungle. Abutting the river are the ville's rice paddies. 

    One of the two sampans I painted up, along with some of the fishing village items
I think the table looks really nice, and I'm happy with seeing all the various elements I've been working on come together. Hopefully, I will have enough stands of bamboo for a second patch of heavy vegetation done, but if not, it is no biggie. The plan is for the U.S. infantry to enter on the left board edge (as you're looking at the market from the bridge), search several hooches, the market place, and sampans, then exit on the right. I'm sure the Viet Cong will have something to say about that, though! Jenny and I got in a last-minute playtest of the scenario this evening, and it went well. No blow-by-blow of the game, as I plan to do that for my games at the two conventions.

    Close up of the Buddha altar and a few more of the fishing village items in front of it (and on table)
I think the game went well. When it looked like the U.S. infantry had things in hand, we called the game and headed for bed, as it was getting late. Out of 17 U.S. infantry that marched onto the table, all but three were able to walk off. Since this was a one-off play test, I didn't roll for their recovery in the rules. One of Jenny's two squads really took it on the chin, so to speak. However, my HQ element and 3rd Squad came away fairly unscathed. We did lose our M60 gunner, though, which would have been a bad thing in the long run. However, the M79 grenade launchers and the lieutenant's fire missions were making up for the loss of our heavy hitter.

    The U.S. infantry marched onto the table from the left hand board edge in the above photo
Will I change anything because of the play test? I think I will add a fifth squad member to 1st, 2nd, and 3rd Squad (HQ already has five figures). I was trying to imagine an individual player controlling Jenny's 1st Squad when two (or was it three?) of their men went down. It might not be that fun having only 1-2 figures to control. It also helped me remember that I needed to print out enough copies of the Civilian Random Movement table so that everyone can help with moving the villagers. It also encouraged me to create a couple smoke templates in case any of the players decide to throw a smoke grenade to cover their movement or block a firing lane for the V.C. And finally, I'm going to reprint my event card deck. The one I had been using was my first draft with hand-written changes. Might as well have a fully armed and operational Death Star, er event card deck at the game's first public showing! 

    A look at 3rd Squad and HQ elements entering the outskirts of the village
Technically, I had not actually decided on what the scenario parameters were before the play test. I'm glad that it forced me to commit to a force of V.C. to arrive on table when the "Countdown to Contact" phase ends and the enemy springs their ambush. I thought the size of the enemy force worked out well. I will likely reduce the number of civilians on table, too. It took awhile at the end of each turn to move them all. I also reduced the number of search points the U.S. soldiers have to investigate to make the game fit in the three hour window. Similarly, I will give them a choice of three table edges to exfiltrate from. Everyone who signs up knows that it is a play test of the rules, but nevertheless I want to give them a satisfying game.   
    One of the civilians was secretly a V.C. -- jumping down off the bridge into the cover & opening fire
Otherwise, I need to go back up to Office Max and print off some stuff and then pack everything up so we are ready to leave for Fort Meigs Friday morning. I hope my players have fun. I promise a more extensive battle report for those two games. I expect that I will have four players for each, but it is no biggie if not. Being a cooperative game and with the enemy force tailored to the size of the friendly forces, it would be easy to modify. Expect to hear back from me on either Sunday or Monday!

    A final look at the center of Piit Baub before the action commences
MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 290
  • Miniatures painted in 2025: 258

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 53
  • Terrain painted in 2025: 67

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 136
  • Scatter painted in 2025: 212

Tuesday, November 4, 2025

Vietnam Terrain: Rice Paddies & Bamboo Stands

    Vietnamese villagers tend to their rice paddies during a moment of peace during the Vietnam War
Although I already had created plenty of jungle pieces for my 28mm Vietnam games, I did not have two of the more iconic types of terrain in that country: rice paddies and bamboo stands. I had an idea of how I would do the rice paddies, and luckily it worked out fairly well. The bamboo was going to be more of a challenge. I saw one video on YouTube where someone scratch builds amazing stands of bamboo. However, the amount of time each stand of trees would take, and the fact that I don't have an airbrush, meant I needed to come up with my own idea on this.

    28mm Viet Cong guerrillas patrol through my scratch-built stands of bamboo 
First, the rice paddies. My own travel photos from southeast Asia show various sized and shaped paddies surrounded by earthen dikes. The color of the water in some of my photos was a brilliant green, which is what gave me my inspiration. Hobby Lobby has scrapbook paper that is a mottled bright green, and also has a bit of texture to it. They also sell thin clear plastic sheets. My idea was to attach the green paper to the underside of the clear plastic so that light would reflect off the surface -- just like with water. The various colors of green on the paper would give the impression of depth. Then, I would attach some form of flocking or tufts to the top of the plastic to represent the bamboo shoots in their rows.

    Scrap-booking paper that I bought at Hobby Lobby which I felt would be perfect for rice paddy water
The berms or dikes that enclose the fields I decided to build up with wood -- either bass wood, balsa, or pine pieces I had laying around. I shaved each side of the dike with a utility knife to give sloped edges and a relatively flat top for people to walk along. I used up most of my various lengths and shapes of wood that I had accumulated making the dikes for the first three paddies. So, I had to go out and buy more more wood. So how did I assemble this list of materials into a rice paddy? I started with cutting very thin styrene plastic sheet for the base. Next, I glued the green scrapbooking paper atop it. After trimming and shaving the berms to size, I put two-part epoxy on their underside and placed them atop the clear plastic. I had to build up the corners so they would be evenly sloped all around. I did that with white glue and coarse ballast or sand.

    Yes, they look like picture frames! My wooden berms glued to the clear plastic with 1st coat of flock
The next step was to flock the berms. I started with a 50/50 mixture of brown craft paint and white glue. I brushed this onto the berm surfaces and then poured Woodland Scenics Fine Brown Ballast over the glue. This gives it a bit of a rougher, earthier surface. Once dry, I brushed on a 50/50 mixture of white glue and water over the ballast. I sprinkled that heavily with Woodland Scenics Blended Earth Turf. I tapped off the excess and set them aside to dry. Astute readers may have noticed that this is very similar to my flocking method for miniatures, and it is! I've found I like the look of ground produced this way, so why change it?

    You can see the 2nd (turf) layer of flock on the short sides with one of the 1st layers coated with glue
Normally, if flocking a miniature's base, this is the step where I do my first clear spray coat. However, I was worried about my clear matte spray paint "fogging" the plastic. I wanted to shine as if light were reflecting off of it. So, I applied blue painters masking tape to the exposed surface of the plastic. Then I sprayed each set of dikes. Once dry, I apply white glue from the bottle along the edges of the berms, smoothing it out with a wet brush. Then I sprinkle Woodland Scenics Blended Grass atop it. The very final flocking step is to add tiny pieces of green clump foliage to represent scrub and other weeds growing on both the inner and outer dike slopes. The dikes then received a heavy final clear matte spray coat.

    My first three rice paddies with the strip foliage (not cheap!) applied in uneven rows
Since the dikes are done, I can take off the blue painters tape at this stage. The most expensive step is the final step -- the rice plants themselves! I found something from Woodland Scenics called "Edging Strips" at the local train store. They are narrow strips of tall grass in various shades of green. I simply cut the strips into various lengths and affixed them in rows to be the growing rice plants. I decided to not make them continuous, solid rows, though. Instead, I left empty spaces between the strips, showing that some rice seedlings have poked above the surface and grown faster than others. For example, some rows may be in three pieces while others two. This not only looks more irregular, it uses fewer pieces of the edging strips. Those boxes are not cheap! Each strip has an adhesive backing, which is how I attached to the plastic pretty. It seems on there pretty good. 

    I like how the clear plastic surface reflects light, but you can see the green paddy depths beneath
I am happy with how the rice paddies look. Yes, I have seen other miniature gamers build much more beautiful ones, but these look serviceable and I believe will give the right effect on the tabletop. I have started two more rice paddies that will be bigger than the three smaller ones that were my first batch. I think that will help make the rice paddies look more realistic if they are of different sizes. I like how the pictures turned out, too, but I'm really looking forward to seeing how they will appear on the tabletop of the first game I run using them!

    My next two paddies will be bigger than these three - I like how the figures look on the berms
Now, on to the troublesome bamboo. I went to the various craft stores hoping to find some plastic plant that looked like bamboo with little modification. No such luck! So, I followed the YouTube video's basic method, shortening the process drastically. My prototype piece looked awful. I chucked it into the garbage can and did some serious brainstorming. I looked at Google Image Searches of bamboo and stared at the pictures, hoping for inspiration. I pulled out my plastic tubs with my various scratch-building craft items and picked through everything. Only one idea came to mind. Why not use bamboo to represent bamboo groves? Specifically, bamboo skewers! I decided to use still use the plastic plants I'd first bought from the craft store, but only as the vegetation at the top of each bamboo stalk, so to speak. The sides I would leave smooth. The first step would be to trim off a section of the plastic plant for the top and then poke or drill a hole in its bottom center. Then, I apply Tacky Glue to the pointy tip of a bamboo skewer and impale the plant into the plastic. I used a brush to spread out the Tacky Glue over the bottom part of the plant and an inch or so down the skewer. I then set the bamboo piece upright to dry.

    First step is to trim off a section of the plastic plant and poke a thumbtack through the bottom
Once dry, I marked a spot along the skewer that would likely be the bottom of the stalk. I painted both the plastic plant top and the skewer stalk a medium green. I set it upright to dry, then later dry brushed them a lighter green to give some depth. Once dry again, I painted a series of horizontal lines about an inch to 3/4" inch apart in a very bright green. This is to represent the segmenting of bamboo, which is a lighter color. After the first experimental batch, I improved upon my method to stand the stalks upright. I used a scrap of foam board to poke the bamboo into to stay upright while drying. I also decided to paint the individual bamboo trees BEFORE gluing them down onto the base. The final step for each bamboo tree was to give both the tuft of vegetation on the top and the long trunk of each bamboo piece a brown wash. 

    Next you put some Tacky Glue onto the end of a bamboo skewer...because bamboo, you know!
These shafts would be set into pre-drilled holes in a 1.5" circular piece of birch wood. I purchased a whole bag from the craft store for $2.99. The holes were made with a pin vice. I did one hole in the center, five evenly spaced in a ring around the center, and then a further ring of nine around the five. In all, I used 15 bamboo skewers for each 1.5" piece. Once the bamboo had been all painted, I used wire cutters to make the final sizing trim, and then an X-acto knife to sharpen the bottom so it would go into the hole easily. I applied a blob of Tacky Glue to the bottom of each skewer and then forced it into its hole in the wooden circle. I started in the center and then progressed outward. Usually, I would have to trim off a few of the plant "leaves" so that I could crowd the trunks even closer together. That was an idea I kept from the YouTube video. Otherwise, the branches or leaves of the plastic plant stick out in all directions and push neighboring plants away. I would snip off the branches from the side facing those already in place to make sure they fit together properly.  I also tended to make the center bamboo shafts taller than the outer ones, which also helped with everything fitting together.

    Forest of skewers with their plant bits atop (I have since switched to sticking them in foam board

I noticed at this point that the circular base was very top-heavy. So, I went to the hardware store and found heavy steel washers that would fit under the wooden bases, and epoxied them into place. All that was left was to flock the surface of each base. It was easy to take a brush and paint between the bamboo stalks with my 50/50 mixture of brown paint and white glue. I then followed with my usual method and poured Fine Brown Ballast across it first. Like above, I followed that up with 50/50 white glue and water and sprinkling the Blended Earth Turf. After a spray clear coat, I dabbed in full strength white glue mostly around the other edges, and sprinkled Blended Grass. The last step was to glue in various leaf scatter, and the bases were done.

    Paint each skewer with its base coat, dry brush, and section lines BEFORE putting them in the base
Yes, it seems like a LOT of work for just a single 1.5" base, especially since each base contains 15 individually painted bamboo trees. However, if you would have seen how much time following the YouTube video would have taken, I think that would have been much, much more! I figure I'll need about three bases placed atop a piece of styrene to represent each thick bamboo groves. The plan is to do nine of these circular bases of bamboo, so I can have three medium-sized bamboo patches on the table. We'll see if I actually make that many -- it is somewhat time consuming a process! I have gone out and purchased another one of the plants I cut up for the tops ($2.99 each), so I'll be working on them for at least the next week or so, I imagine. I am also working on the two larger rice paddies. The plan is for them to get as much possible done in time for this coming weekend's game at World at War convention at Fort Meigs, in Perrysburg, OH. 
    Pre-drill all the holes in the wooden bases first, then attach their metal washer weight

    Stick them in the holes from the center outward (early version before deciding to pre-drill all holes)

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 290
  • Miniatures painted in 2025: 258

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 53
  • Terrain painted in 2025: 66

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 136
  • Scatter painted in 2025: 201

    I used 15 bamboo skewers per 1.5" round wooden base -- labor intensive? Yes, but I like them

    Final look at some V.C. patrolling through a bamboo thicket (heavy vegetation in my rules)

Friday, October 17, 2025

3rd Playtest of Surviving 'Nam - 'Perfect Ambush'

    A platoon of the Big Red One infantry division patrols a trail in Vietnam, headed for an ambush!
Cpl. Hawk was on point for the Big Red One, leading a column of 15 U.S. Army infantrymen through an area of dense jungle. Intel had advised that this area was very active with Viet Cong, but so far the two squads and headquarters element were having a walk in the park. Supposedly, in another klick or two, they'd rendezvous with the trucks to take them back to base. As the winding trail straightened out, Hawk could see it take a sharp bend to the left up ahead. He shook his head, and called just loud enough so the squad leader, Cpl. Kern, could hear, "Stay frosty and keep your spacing...this looks like a perfect ambush spot!"

    Troop dispositions at contact, with V.C. troops circled and the platoon moving to the right to exit
Just as the words left his mouth, the heavy, humid air of the jungle was shattered by gunfire. As one, the platoon hit the dirt. Kern called, "Contact nine o'clock and 12 o'clock -- and bunker between the two!" Immediately, the soldiers began to move off the relatively open trail and into the woods on the left and right. In the front of the column, soldiers began to pour fire into the bunker and the jungle to their left and front. Firing from his hip and trailed by his radioman Pfc. Byars, 2nd Lt. Cooper cursed as his M16 jammed. "Piece of shit!" 

    The V.C. bunker dead ahead of M60 gunner Pfc. George, who would duel with it for a couple turns
Where the trail took its bend, a V.C. armed with an RPG rose and fired to his left. There was a flash and loud explosion. Leaves and branches fell like rain. The men could hear Pfc. Tatum screaming as he went down. Dammit, Hawk thought, first blood to the V.C.!  Meanwhile, more V.C. popped up from spider hole fighting positions along the left side of the platoon's column. The sounds of their AK-47's and older bolt-action rifles threatened to overwhelm the senses of the U.S. soldiers. At the rear of the column, Cpl. Frey of 2nd Squad pointed out a V.C. to his M79 gunner, Pfc. Janowicz. The bloop gunner squinted, raised his shotgun-like weapon and fired. Boom! A flash and a scream brought a smile to the eagle-eyed M79 gunner, "Got 'em, boss!"

    The soldiers quickly move off the trail and into the cover of the trees once the firing begins
Back at the front of the column, the former, Pogue Pfc. Otis, was proving his worth, again. He fired a burst at the RPG gunner who'd taken out Tatum. The grenade launcher went flying as the guerrilla threw up his hands, then collapsed. Behind him, Pvt. Cassidy chucked, "Get some, O-thai!" This was the former rear area private's second month with 1st Squad, and he was proving useful. "You are officially not a cherry anymore, O-thai!" Suddenly, the humid air whistled with the sound of incoming mortar rounds. Men hit the dirt again, but looked up hopefully when the rounds impacted solidly on the V.C. bunker.

    Pfc. Tatum is hit by the explosion of an RPG round, fired by the V.C. at the top left
Lt. Cooper called out, "Relax, boys -- those are mine!" Smoke rose from the bunker and sticks and leaves continued to fall like rain all around. The men of 1st Squad looked at each other and grinned. Cassidy shouted, "Holeee shit! Get some L.T.!!" The machine gun inside the bunker chattered again after the smoke cleared, and it was obvious at least one V.C. soldier was still alive inside. The platoon's M60 gunner, Pfc. George, was targeting the bunker, but his shots seemed to be having no effect on the enemy inside the stout wooden construction.

    Lt. Cooper removes his helmet to better spot his Fire Mission's rounds fall on the bunker
Cpl. Kern called over to his friend. "Hawk - toss a grenade through the opening. That'll finish them off!" Hawk looked uncertain, but slung his M16 and pulled out a grenade. He rose to a crouch and pulled the pin, when suddenly automatic weapon fired tore through the jungle all around him. Startled, he dropped to the ground and lost his grip on the grenade, cursing and reaching for it frantically. BOOM! "Oh shit," Kern called out. "Hawk's down!" The corporal rose and fired wildly into the surrounding jungle, blaming himself for his friend's wounding. More fire tore through the jungle, and Kern yelped and went down, too. Things weren't going well with 1st Squad -- three soldiers were down already. 
    Stupid! I had Cpl. Hawk prepare a grenade, even though he wouldn't be able to throw it till next turn
At the rear of the column, Cpl. Frey pointed out another V.C. raising up out of his spider hole to Janowicz. "I see 'em, boss." He angled his grenade launcher, estimating the distance carefully. "Now you see him..." BOOM! The round landed on target. "Now, you don't -- that's how you do it, boss! You can buy me a beer back at base..." Frey patted Janowicz as he ran by him, motioning him to move on up. As he neared Pfc. Griffin who had taken cover in the trees on the right side of the trail, he saw movement beyond him. Griffin heard the crunching of undergrowth behind him at the same time and turned. His eyes widened, bright white against his dark skin. A squad of four V.C. had appeared, outflanking them. The V.C. noticed Griffin at the same time and fired through the trees at him. His back to a thick tree, he was unharmed, but the other soldiers all hit the dirt around him.

    Outflanked! Four V.C. riflemen appear on the right & rear of 2nd Squad - a dangerous moment
Seeing the enemy bunched up, Griffin pulled out a grenade, prepared it, and lobbed it towards the oncoming V.C. The fragmentation grenade bounced once and exploded. Three of the four went down, screaming. "Good toss, Griffin!" Kern called. To Cpl. Frank, the platoon medic, he yelled for him to hurry up the trail. It sounded like 1st Squad was taking casualties. He fired at the remaining V.C., but missed. Frank took off running through the trees, but after a few steps, his boots snagged a wire. A stick grenade exploded at his feet and Frank went down, rolling and grabbing his leg. 

    A quick-thinking Pfc. Griffin tosses a grenade at the squad, taking out 3 V.C. with one attack
Meanwhile, 1st Squad and HQ were starting to take care of business. Pvt. Cassidy fired a M79 round and landed in perfectly between two enemy. The explosion tossed them into the undergrowth, where they lay still. Pfc. George and his assistant gunner Pvt. Warfield, loaded another belt into the M60. Fire laced out from the barrel, this time striking home through the bunker opening and killing the last V.C. machine gunner inside. George swiveled and fired to his left, where the large V.C. squad was guarding another bend in the trail. One went down and the others flattened themselves, pinned by the machine gun's suppressing fire. Another V.C. fell backwards as George lowered his aim. Cooper's radioman fired into the jungle while the lieutenant was taking a call from the battalion colonel. He saw one V.C. go down, but wasn't sure if he'd hit him or just made him keep his head down. 

    Pvt. Cassidy shows he's a pretty good shot with the M79, too -- not just Janowicz!
Another V.C. with a RPG popped up in the jungle to the left of radioman. Frantic fire from the U.S. soldiers poured into the jungle around him. It wasn't until Lt. Cooper called in another fire mission on the position that the RPG gunner finally went down. Meanwhile, men were checking on their comrades who had been hit. Pfc. Otis called out that Tatum was hurt bad and couldn't walk. After helping George load a fresh belt, Warfield dashed through the trees to check on Hawk. He bandaged up the now twice-wounded corporal, joking that he'd take home two Purple Hearts, now. Hawk held out his hand and Warfield helped him up. He grimaced but nodded to say he was good. Dashing up from 2nd Squad, Pfc. Carter checked on the medic. Together, they bound up his leg wound with a bandage the medic pulled out of his bag. He gave Carter a thumbs up and used his rifle to leverage himself to his feet and took a few steps. He nodded to show he was good, as well.

    The extra Fire Mission card came in handy as Cooper's strike takes out a V.C. RPG gunner
Lt. Cooper shouted over the gunfire, "We have an alternate pickup point, men! Gather up the wounded, exfil the way we came in!" Just as he and his radioman stood, a single shot rang out from the trees to the left. Cooper pitched forward and dropped like a stone, unmoving. Byars reached for him, rolling him over. Another single shot rang out. Byars fell on top of his lieutenant. The single shot barked again, whizzing past Pfc. George's head and causing him to duck and crouch down.

    A shot of the platoon 'taking care of business' and downing V.C. all around them
"Sniper 10 o'clock! Let him have it!" The surviving members of 1st Squad poured fire into the trees where the sniper fire had come from. No one seemed to be able to him him, though, and the single shots rang out again and again. Thankfully, the incoming fire seemed to be rattling his aim, as no one else was hit. Eventually, Pfc. George was able to take the deadly sniper down with his M60. Meanwhile, Cpl. Kern was back on his feet, also only lightly wounded. Carter and Otis were carrying Tatum between them, and the medic was sprinting towards the Cooper and his radioman. 

    Peek inside the  bunker as Pfc. George's M60 finally finishes off the last of the machine gun crew
Cpl. Hawk limped down the trail, tracing a circle with his fingers in the air. "Everyone up! Grab the wounded. We're leaving!" 1st Squad and HQ fell slowly back, carrying their wounded with them. Byars turned out to be okay, the bulky radio having absorbed the bullet. He was helping carry the C.O., who looked messed up. As they reached 2nd Squad, Janowicz and Griffin were guarding the woods to either side. The joke died on Janowicz's lips when he saw the limp form of the lieutenant being carried towards him on the trail. Cpl. Kern patted both of the rear guards on the shoulder as he walked by, praising their good work today. Janowicz couldn't resist and held up four fingers to Griffin to show how many V.C. he'd killed. Griffin grinned, then flashed a full hand and a single finger. Janowicz looked surprised, mouthed the word six, and nodded appreciatively. With those two guarding their rear, the platoon withdrew down the trail.

    After finishing off the bunker, George switches fire with his 'hog' to this V.C. squad
This was my third solo playtest of  Surviving 'Nam: A Year "In Country" with Mr. Charles rules. Before the game, I made a number of tweaks to the rules. I am very fortunate in that I have more than a half dozen groups of players testing these cooperative miniatures rules for me in the U.S., U.K., and Italy. A consensus seemed to say the rules worked well, but were fairly deadly and lethal to the U.S. soldiers. So, I dialed back the "Danger Levels," and added some non-lethal cards to the event card deck. I really liked the way this game played out. The only time the doo-doo really seemed to hit the fan was when I had a run of consecutive bad dice rolls. 

    The 'sitrep' late in the game, with soldiers checking on wounded comrades, while others keep firing
And then just when it seemed things were in hand ,and the platoon was taking care of business, that damned sniper showed up! When rolling to avoid his shots, my men threw consecutive a 2, 3, and another 3. My firing at him was equally pathetic until the M60 finally took him out. Surprisingly, the bunker LMG ended up doing nothing to my platoon. Neither did the two LMG-armed troops that popped up in 2nd Squad's area. Janowicz and Griffin took them out quickly and handily. As it was, 15 men marched down the trail, and only two needed to be carried out -- Pfc. Tatum and the unfortunate 2nd. Lt. Cooper. The other wounded walked out on their own. I consider that casualty rate acceptable -- especially in a scenario that is supposed to be a classic, L-shaped ambush.

    Getting to those who have been hit and are 'Down' is a key part of the rules & managing your squad
Sadly, the rolls took a turn for the worse on the Post-Battle Recovery Chart. Cooper lost a limb and his war is over. Two of the Lightly Wounded, though, Cpl. Hawk and Cpl. Kern, apparently were toughing out worse wounds than they appeared. Kern will be out for two months and Hawk for three. Hawk's wounding was my fault (or Kern's?). I used Kern's squad leader ability to have Hawk prepare a grenade, even though he wouldn't be able to throw it till Hawk's own activation. Before he got his turn, though, a V.C. shot him and got a "Pin" result, which means the soldier drops the grenade and is automatically "Down." A bit of an "own goal," as they would say in soccer! Griffin made up for it later, though, with his beautiful grenade toss at the V.C. squad that had outflanked the rear of the column.

    'Let's go, people - we're moving out!' Cpl. Hawk & Cpl. Kern get the troops moving off-table
So, I guess it was another game where you didn't want to be in charge! The lieutenant is out, Kern is in Da Nang recuperating, and the next likely 1st Squad leader is in a hospital in Japan recovering, too.  The sole remaining part of the platoon's leadership is Cpl. Frey. of 2nd Squad He recommend to Ltc. Meyer that Pfc. Griffin be promoted to corporal and given 1st Squad. The colonel agreed, and also pulled some strings. Another poor Pogue (People Other than Grunts) was transferred from the rear to 2nd Squad to replace Griffin. What's more, a brand new cherry "Butterbar" will be joining the platoon next mission, 2nd Lt. Fickell. The good news is the platoon's 12-month tour of Vietnam is now 25% over. Who knows? Some of them may survive Vietnam yet!

    Pfc. Carter & Pfc. Otis combine to carry a wounded Tatum faster

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 290
  • Miniatures painted in 2025: 231

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 53
  • Terrain painted in 2025: 61

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 136
  • Scatter painted in 2025: 201

So, what's been going on with my painting? I have finished my second batch of six figures for Devilry Afoot. I am underway on the next group of orcs, and am also mixing in some Native American shamans for my Franklinton campaign. Expect another update soon with pics of those finished figures. I also need to take some photos of the rice paddies I made (and you may catch a glimpse of in the photo below!).  

    Near the battle's end, the field is littered with the wounded and dead at the site of a 'Perfect Ambush'