Showing posts with label Surviving 'Nam. Show all posts
Showing posts with label Surviving 'Nam. Show all posts

Sunday, June 21, 2026

Showcasing Surviving 'Nam at Origins 2026

A squad of VC arrive on table, while U.S. soldiers prowl forward through the bamboo & jungle
For the last several years, our Great Lakes chapter of the Historical Miniatures Gaming Society, has put on a slate of miniatures events at Origins Game Fair in Columbus, OH. The convention brings in thousands of gamers of all types -- role players, card players, board gamers, and of course, miniature players. We take the opportunity to put on highly visible events and utilize the show as a chance to recruit members to our chapter. What better place, I thought, to run some games of Surviving 'Nam and generate some interest for the rules imminent release?

    Soldiers of the 1st Infantry Division advance towards an isolated Vietnamese hamlet to search it
I scheduled six game over the course of three days at Origins. I would run a different scenario from the rule book each day. Even before the convention began, all four slots in my six games were completely booked! Whoa -- sold out before the first attendee arrives! For the first time ever, I would run two games on Wednesday of Origins. I always considered that just a set up day, and never thought about running games then. However, scheduled events begin at noon Wednesday, so I figured I would run twice on that day since my games had openings for only four players each. I took Friday off, as another GM requested a round table for one day, and I deferred to him so that our HMGS Great Lakes area would fill the tables more consistently. 

    My 4 players in 'Check out the Hooches' contemplate the tactical situation & debate a plan
Through the years running games at Origins, I've always enjoyed the chance to introduce folks who'd never played a miniatures game to the thrill and spectacle of historical miniatures. This year was no exception, as I had players who were typically board gamers or role players sign up and have a great time. I also had my share of miniature gamers, interested in playing a Vietnam War game or who thought the concept of Surviving 'Nam sounded interesting. One player confessed that Apocalypse Now is his favorite war movie. So, unlike at a miniatures convention, GMs tend to get an interesting mix of players around their table.

    U.S. lieutenant, trailed by his radioman, leads his fire team forward in 'Tanks for the Help' 

Tanks for the Help!

The first scenario that I ran is called Tanks for the Help! In this case, a U.S. tank has broken down on a Vietnamese country road. Worried the Viet Cong will sneak up and blow it up while it is being repaired, the U.S. infantry are tasked with fanning out in the woods all around it and keeping any V.C. from getting close. The enemy does hear about the tank, and soon is moving towards the positions that the players' fire teams have taken up. Each player controls one 5-man unit of U.S. soldiers from the Big Red One infantry division. 

   Wednesday evening players move up their fire teams and take positions to repel a VC assault
The game begins in the Countdown to Contact phase, where each player may move his figures one action as they hurriedly take up positions to protect the tank. When a 1d6 roll, plus turns elapsed, equals "6" the V.C. arrive in positions rolled randomly by the players. Most scenarios have a positive or negative modifier to the Countdown to Contact roll. This allows it to occur sooner or later, on average. Still, despite the modifier, the randomness of 1d6 means the players never really know when the V.C. will launch their attack.

    And here they come! Two VC squads, each with an RPG, hoping to blow up the disabled tank
Tactically, this is a fairly straight forward scenario. The players must knock a specified number of enemy out of action to break the spirit of the V.C. attack. At the end of every turn, the V.C. figures on table get an extra movement forward towards the players. If the number of enemy on table runs low, more arrive on the back edge and begin assaulting forwards. In my first game of the convention, the players' rolls were amazing. They rarely failed their activation rolls, resulting in fewer shots against the players than you might expect. When targeted, they typically rolled high and avoided the enemy fire. What's more, the Event Cards smiled upon them, as well. No Light Machine Gun appeared. No Sniper! card appeared. Those are the two deadliest cards for players in the deck, along with All Hell is Breaking Loose (which activates ALL V.C. on the table for a shot if in line of sight or a move, if not. All Hell didn't come up till late in the game when the V.C. numbers were depleted.

    More VC arrive and prepare to enter a thick patch of bamboo & assault the defending Americans
Not to take anything away from the player's tactics. They had a solid battle plan, grasped the mechanics quickly, and used their fire team leader's free activations cleverly to shoot down any V.C. that appeared in dangerous positions. They were by far the luckiest of the half dozen sets of players, though, and they finished the mission fairly quickly and efficiently. I felt bad for them that they never really had that "Oh, crap!" moment when V.C. are popping up all around them and their soldiers are going Down. Still, what player doesn't like to win? So, Surviving 'Nam started off at Origins with a successful first U.S. mission.

    A VC rifleman spots the squad's radioman and stalks forward, hoping to get off a clear shot at him
The next game did not have the same easy path to victory. They suffered losses, but were ultimately able to inflict enough casualties to break the back of the V.C. resolve. After the game, I walked the players what they would do if they were playing this game as part of a campaign, which Surviving 'Nam is intended to do. Each game represents a mission during one month of their yearlong tour of duty in Vietnam (13 months if Marines). So, I'm hoping players will fight their way through all 12, with the goal of getting as many of their soldiers through their time "In Country" alive. 

    Players used my new 'measuring sticks' (3-D printed sticks with 1 inch bands from RRB Minis)
After the game, players must roll for each wounded U.S. soldier, even if they were Lightly or Walking Wounded. If they were carried off-table by friends, and if the wounds were lighter, they receive bonuses to the roll. The resulting out come can result in the loss of the soldier to the fire team, for example if they roll low and geet Killed in Action or Lost a Limb. The soldier could also have suffered a Million Dollar Wound!, which gets the soldier a ticket home but without horrible disfigurement or debilitating injuries. Or they may roll Enjoy Japan! (three months recuperation), Enjoy Japan! (two months) or REMF for a Month! (one month). The players enjoyed that aspect of the game, too, and were also interested in the rolls to see what kind of replacement they would get if their numbers fell too low. All in all, the showcasing of the rules was off to a solid start on the first day of the convention. In hindsight, I would probably bring a more tactically challenging mission to a convention next time, as well as one that has more cool looking terrain on it for eye candy for passers by!

    Four friends from Utah all signed up for my Thursday evening game & were a blast to play with

Check out the Hooches

I have to confess that the games I had on Thursday were likely my favorites of the convention. I had fun all six times I ran Surviving 'Nam, of course, and enjoyed my groups of players. I think I got very lucky as everyone seemed to have a positive attitude and no curmudgeons seemed to sign up for any of my games. Nevertheless, whether because of the way Thursday's games played out or the nature of the scenario, Thursday was an absolute blast! At the end of each session I ran, the players seemed very, very excited about the game. Many said they were looking forward to its release (I told them my best guess was about a month or so until that happens). Some asked about the figures and where they could get them. I helped them navigate to Crucible Crush's Black Sun range page on their website. It was exactly the kind of day  someone writing a new rules set wants to have.

    Peaceful Vietnamese hamlet with villagers doing daily chores about to be disrupted by the US arrival
In Check out the Hooches, which was actually the first scenario I play tested solo back in August of 2025, the players' fire teams need to conduct a search of two hooches in a small hamlet in a jungle clearing. Along with a vegetable field, barn, and pig pen, the hooches are surrounded by patches of jungle. This is where the V.C. pop up when the Countdown to Contact phase of the game ends. And in the morning game on Friday, the players' troops paid in blood for the successes the Americans had yesterday. Light machine gun bunkers opened up on the players from the table edges, snipers appeared taking pot shots at key leaders, and All Hell was breaking loose many times. 

    As the soldiers arrive in column, the villagers begin to panic & flee -- like granny on the far left!
In fact, one unfortunate player on right wing of the American advance, ended up facing the bulk of the V.C. who arrived (including both enemy bunkers). Prior to this mission, I had never had one player's entire fire team be knocked Down or Out of Action. In Surviving 'Nam, when a player does not roll high enough to avoid an enemy shot, he is "Down." He cannot activate until another player goes over to check on him, and hopefully patch him up and get him back into the fight. The roll on the Down chart provides a series of possible results from Out of Action to a lucky hit that was deflected by a piece of equipment. 

    One U.S. sergeant leads his fire team quickly to encircle the right side of the village
The terrain of the village also does not provide clear lines of fire for the Americans. There is no one place they can set up their M60 light machine gun to sweep the entire village. Fields of fire and lines of sight are restricted, and the skirmish degenerates into a number of separate actions. Unfortunately, the player on the right suffered greatly because of it. His sergeant and all four soldiers were Down or Out of Action for the last half hour of the game, it seemed. However, the left faced less opposition and fought their way forward to the hooches and was able to search them. Reinforcements from another player's squad were able to get some members of the team up and moving and help carry off the others for a very narrow escape.

    Meanwhile, another fire team begins to ascend the stairs of the closest hooch to search the interior
The butcher's bill was much greater in this firefight than in the two previous games. At least one soldier was KIA and another lost a limb and would be going home after recuperating at an army hospital. One of the things I really like about Surviving 'Nam is how each game plays out so differently. Player activation rolls tend to be streaky. One moment they're cruising along, gunning down V.C. riflemen. The next minute, they're rolling multiple failures in a row for activations. Snipers appear and gun down a squad leader or officer. Light machine guns open fire and pin key troops. And every time they un-pin, another burst of LMG fire sends them diving back for cover. The Event Cards are streaky, too. It may seem like forever till the first Fire Mission! card comes up (which enables them to call in mortar strikes on the enemy). And just when things seem their bleakest, Fire Mission after Fire Missions seem to appear, as you reshuffle the deck after each time that card comes up. The players cheer as a bunker is neutralized or a enemy squad that appeared on their rear is blown up by artillery.

    Just then, the VC spring their ambush and pop out of the jungle to open fire on the Americans
All of this seemed to happen on Thursday in the two runnings of the scenario. One player had such a great time he showed up Saturday to play again. Afterwards, as Jenny and I were walking back from a nearby brewpub, I confessed that I think that Surviving 'Nam is my strongest rules set to date. Of all the ones I've written, it seems to be the most tight and do the best job of abstracting certain things while still giving players the visceral thrill and uncertainty of combat. 

    A bloody firefight begins on the right that will end up with the entire U.S. fire team going down

Temple at River Bend

On Wednesday in Tanks for the Help, I informed the player's ahead of time what the number of V.C. was that they had to dispatch to stop the enemy attack. On Saturday, in Temple at River Bend, I decided to keep that secret. The U.S. player force is taking the role of the "hammer" in a hammer and anvil attack. They are to engage a V.C. who have made camp in a ruined temple complex in the jungle. They need to cause enough casualties to get them running in the opposite direction -- straight into an off-board ambush laid by the rest of the company. 

    Saturday morning's crew was also very fun, alternately bickering with & encouraging each other
I guessed the board might be my best looking one of the convention, so had told earlier players during the week to stop on Saturday and check out the tabletop. It included three scratch-built, ruined temple buildings or stupas, along with an aquarium scenery temple that I prettied up with vegetation. The wide greenish-brown river bend looks the right color for a jungle river and the scattered pieces of jungle-choked ruins look very evocative, I feel. The fields of fire for the attackers are also restricted by the various patches of jungle, and the shape of the river forces them to expose themselves to enemy fire at closer ranges than they'd prefer to gain line of sight on the enemy.

    Bend in the river opposite the temple complex presented a tactical challenge for the U.S players
Like many of the 12 scenarios which will be included in the rules, they are based on actual incidents I've read from the memoirs of soldiers who served in Vietnam. This one even occurred to members of the Big Red One, which is the unit my 28mm Black Sun figures are painted up to depict. I fought this one solo back in August of last year, too. Check out that more detailed battle report here if you're interested. When I am running games at a convention, I always try to set up my table as far in advance as possible. I hope the table layout will "sell" the game and encourage folks to sign up. Or in this case, to show up and hope to fill any spots of no-shows (which was actually a bit of a problem this year at Origins). Saturday morning's game had two no-shows, which allowed me to include both players who were waiting and hoping to secure a spot in my sold-out event. One of those was a very enthusiastic returning player from Thursday.

    U.S. soldiers advance to get within line of sight of the VC inside the ruined temple complex
One thing I thought was humorous all convention long was that the first players to arrive chose NOT to take on the role of the lieutenant's fire team, and instead picked one of the sergeants'. Even the lure of the M60 machine gun team wasn't enough for players to step forward to be the "Looey" -- perhaps they'd read or seen too many accounts of Vietnam which mention the sometimes short life expectancy of an officer in charge of an infantry squad! Anyway, Saturday morning's lieutenant was a younger player who hadn't played too many historical miniatures games, I surmised. Still the other players encouraged and helped him along, joking with him much as veteran sergeants might with a brand new officer. The four players probably had the best chemistry of any of the half dozen games I ran. They rooted for each other to succeed and laughed off the pitfalls their fire teams encountered.

    Enemy mortar fire begins to zero in on the Americans as they near the bank of the muddy river
Unlike in the other scenarios, two V.C. light machine gun teams appear immediately when Countdown to Contact ends. Along with the Sniper! Event Card, these are the deadliest dangers the players face. As the LMGs began to pin the players, they began to grow a little desperate. The desire to move their soldiers out of line of sight of the machine gun was very real. However, that left precious few shooters to have eyes on the enemy and try to take them out. It was interesting watching how the players dealt with this danger in the scenario. 

    Taking cover in some jungle near the river, American soldiers fire upon the VC to drive them out
In the final game Saturday evening, I honestly felt at one point that the players might lose and have to withdraw. Two fire team leaders went down within minutes of each other. That robs the players of the free action that the leader can grant to one of his men when he activates. That second shot in a turn by the M60 gunner or M79 grenade launcher can often be the key to suppressing the enemy's biggest squads or heaviest weapons. The push on the players' right stalled and the Fire Mission cards never seemed to arrive. 

    VC mortar barrage somehow threads its way through a group of Americans without hitting any
Suddenly it broke open, though. The young man in charge of the lieutenant decided to risk him moving forward so he could see both enemy machine guns. And wouldn't you know it? That was just when battalion artillery called back and asked for the fire mission coordinates. First one and then the other machine gun was taken out of action by the barrage. The players were nearing their goal when a potential disaster occurred. The We're Outflanked! event card was drawn, and a six-man enemy squad appeared in a patch of woods right behind the squad medic, machine gunner, and assistant gunner. The only figure that had not activated yet in that turn was the assistant gunner -- who was an FNG. These new guys have the worst percentage chance to activate. 

    'We're Outflanked!' card gives U.S. players an "oh, crap!" moment with VC arriving on their rear
The young man controlling the lieutenant's fire team rolled two successes, though. He had the FNG prep and throw a grenade which took four of the six enemy out of action. The first turn of the next turn, his machine gunner spun around and KO'd the remaining two. Those six enemy eliminated took them over their target score and won them the game. The older players cheered the young man's success, which was heart-warming. It was especially good to see him to get a chance to redeem himself, as the M60 had been engaged with one of the enemy LMGs for most of the game. He just never seemed to roll high enough to take it out, pinning it time after time. 

    Picture of a VC bunker (roof taken off) from an earlier 'Check out the Hooches" game
The weekend was full of moments like this, it seemed. Although I apologize to any of my players reading this if I got minor details of their game wrong. After six games run during an extended weekend of gaming, the action tends to blur. I had a sign with a QR code next to my table, linking people to the Surviving 'Nam posts on Lead Legionaries. So, welcome aboard to any new readers of my blog. I tend to update it a couple times a week. I hope you become regular readers. Rest assured, I will definitely announce it here first when the rules are published and ready to purchase as print on demand book or download as a PDF. Stay tuned! 

    My game was one of many (and NOT the best looking!) of many put on by HMGS Great Lakes
Thanks to everyone who played in my games and all the kind comments from passers by at the convention about how my tabletop looked. I really appreciated the positive feedback given. For my players, though, know that you gave me every bit as much of an enjoyable time as my game did for you! 

 MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 125

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59

Wednesday, June 3, 2026

Surviving 'Nam Layout is Underway! Check out these Photos!!

    I fell in love with this atmospheric river village scene from the moment I saw it -- great job, David F!
The layout phase has begun for my Vietnam cooperative & solo miniatures game, Surviving 'Nam: An Infantryman's Year 'In Country." All 12 scenarios have been written, most of the proofreading is completed, and the rule book is now being laid out in the publishing program. Part of that process was gathering awesome photos of Vietnam miniatures and scenery to illustrate it. 

    You can almost hear the waterfowl and slap the mosquitos in this sampan scene set up by Jenny T
I'm lucky in that three of my prolific play testers, Bob F, Pete S, and David F, have an amazing collection of terrain and miniatures and were willing to stage photos for the rules. Coupled that with my own collection, and Jenny and myself staging photos, I ended up with more than enough photos to fill the rule book with excellent artwork. Surviving 'Nam is being published by Andrea Sfiligoi of Ganesha Games. He is giving me sorely-needed graphics and layout advice and will be making the final call on what photos make it in the book. However, I thought I would do this post to share some of my favorites. 

    NVA insurgents stalk through the elephant grass in this excellently posed vignette by Jenny T
The fact that the rule book will be in full color is something I am looking forward to, as well. Andrea suggested it, and said that it really won't drive up the costs that much. The wargaming rule book standards for publishing have gone up and up in recent years, so this will make my rules look a bit more like they belong on the shelf...ha, ha! So, enjoy these pictures, and I will keep you posted on its progress.

    Pete S's Buddha scene has wonderful warm colors & hope it makes the rule book!

    I love David F's green river water in this village scene the set up - definitely publication worthy!

    Vietnamese insurgents arrive in a friendly village and immediately set up base there in Bob F's photo

    You've seen these guys once or twice! One of my photos of a US patrol passing through a village

    Perfect for my "Downed Airmen" scenario -- Pete S's crew being taken prisoner by the Vietnamese

 
    Bob F set up a Vietnamese floating market with civilians and took pictures of it for my rules
 
    "Don't shoot my water buffalo, sir!" My 28mm Vietnam figs I set up in a vignette for the rulebook
Surviving 'Nam will also feature a deck of cards, which control the actions of the enemy Vietnamese troops. This will be my first time using Drivethrucards, so I thought I should go out and find an artist to do some simple illustrations for each one. I saw the artwork of Uriah Groves on Facebook, and reached out to him. We made a deal for him to supply a number of Vietnam-themed black and white images to match the cards and their effects. Check out his work on Instagram!

    Likely, this image drawn by Uriah will be on the back of each card in the deck
So, with the flurry of work on Surviving 'Nam's publication, my painting has slowed to a halt over the last couple days. Still, it was important to get this out while Andrea had time to help me through the process. It has been since Mean Streets that I published a set of rules and my skills had gone rusty in the intervening years. Thanks to Andrea for his expertise, and hopefully the production will keep scooting along! 

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 110

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 26

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 59 

Tuesday, April 21, 2026

Fortunate Outcome to Vietnam 'Search & Destroy' Mission

    V.C. machine gun in a bunker opens up on the U.S. soldiers in my 'Surviving 'Nam' game at DayCon
I had one more playtest at a convention for my Surviving 'Nam rules before going "all in" on laying out the rule book to get it published. I ran my "Search & Destroy" scenario for four gamers that I consider friends in the Saturday morning slot at DayCon 2016. One of them even admitted he never signs up for 9am games, but made an exception (and the trip from Cincinnati) just to play in my game. Thanks, Ed -- that is quite the compliment! In fact, I knew all four of my players and was happy to see they'd signed up.

    My 4 players at DayCon 2026 -- I consider all four friends & I was very excited to see them signed up
In this mission, the players start on one board edge and have to exit the opposite corner. During their progress across the board, they have to search at least five V.C. bodies and cannot leave the table until there are less than six enemy on table. Due to the last time I ran this game at Buckeye Game Fest in March, I increased the scenario modifier so that the V.C. couldn't spring their ambush until the players had at least three turns of "Countdown to Contact" movement across the table. Wouldn't you know it? Just like my players at BGF, they rolled a "6" on the first turn that the V.C. could possibly arrive! 

    2 of the fire teams arrive on board, moving cautiously along a path between jungle & elephant grass
The random placement of four V.C. squads did a fairly good job of surrounding the four American fire teams on the table. It was kind of fun to see the players' faces when the last enemy squad was deployed. They knew they were in for a fight. Every dice roll became important and the tension rose almost immediately. The four players had a good battle plan in place, though, and they had troops in just the right spots to immediately put fire on the ambushing V.C. Would they get a chance to do that, though? It all depended on their activation rolls. Each failure by a player to activate one of his soldiers meant that I flipped a card, which typically activates the enemy or brings more on table.

  U.S. soldiers progress across the board, taking advantage of their 'Countdown to Contact' moves
The players admitted at the end that they had been very fortunate with the cards drawn from the Event Deck. Almost immediately, a Fire Mission card came up, which meant the radioman had established contact with battalion artillery. This also prompts a reshuffle, which means both Fire Mission cards are somewhere in the deck, ready to be drawn. In this case, one of the next cards was "Colonel on the Horn." This one is a complete wildcard, with the colonel possibly changing or scrubbing the mission, demanding a detailed Situation Report (causing the C.O. and Radioman to lose their turn), or -- in this case -- actually doing something good. The colonel demanded "body count," which meant that card counted as a Fire Mission card. That was the best possible outcome for the players (and the worst for the V.C.). Sure enough, BOOM! The player controlling the lieutenant called in an artillery strike on an unfortunate squad of V.C. who'd just showed up in an open corner of the board.

    On the 1st chance of the ambush arriving, it happened! A squad of V.C. arrive in a patch of bamboo 
Having seen a number of games played (and having done my own solo play tests), I also think the players were fortunate in their timing of cards drawn. The most deadly cards in the game, the two copies of "All Hell Breaking Loose!" didn't come up until the end of the game when there were few V.C. left on board. One time, there was only one enemy was on the table! The player's inevitable die rolls failures came, of course, but were streaky. When one player was suffering a case of double failures to activate (two Event cards drawn), the next players would roll particularly well and bring fire upon the V.C. who had just popped up.

    Another squad enters the board behind the players, stalking through the elephant grass
There was a hairy moment when a V.C. light machine gunner showed up in the player's rear and began firing on the C.O.'s team. One soldier went "Down" and three others were pinned, including the M60 gunner. Next, a sniper popped up and fired at the lieutenant from the cover of the nearby elephant grass. Things were looking ugly for that player. However, he weathered that storm, had the lieutenant use his free action to unpin the M60 gunner, who on his turn, suppressed the enemy machine gun team. He also rolled well all three times the sniper activated to shoot at his C.O. figure. Needing a 7+ on 1d20, he was successful every time. Whew! 

    Most dangerously, a squad showed up opposite side from 2 U.S. soldiers in some temple ruins
As the players continued to pass the majority of their activation rolls, they began to wear down the enemy squads. Their M79 gunners were particularly key to their success, as more and more black-clad infantrymen went down after bloop gun grenades landed on target. The V.C. were not so lucky with their "Incoming!" mortar fire cards. Twice, the rounds deviated to j-u-s-t the right spot, despite it looking like any shift in location would have to hit a soldier! 

    And just like that, fortune went the soldiers' way with a lucky, early arrival of a Fire Mission!
Another thing that helped the players was they had gotten far enough on board to seize solid cover. So, when the enemy fired on them, they were in good positions. Not so lucky were the V.C., who often showed up in much lighter cover. The players were able to use that to their advantage to line up higher percentage shots on the enemy, while suffering low percentage return fire. All in all, things seemed to be going their way. The one enemy soldier who'd been downed by the V.C. machine gun turned out to be only lightly wounded. He was soon back in the fight.

    John L, who had volunteered to be the 'Point' fire team, prepares to move his soldiers up
I remarked a few times during the game that it looked like they were going to be very lucky and never have the "Bunker!" event card drawn. It wasn't till late in the game that it finally showed up. Too little, too late! What's more, an excellent roll by an M79 gunner (15+ on 1d20, if I remember correctly) popped an explosive round through one of the firing ports. The bunker was quickly neutralized without causing any U.S. casualties.

    V.C. sniper in the grass would fire 3 times at the lieutenant, & against the odds, missing him!
All in all, as lucky as I was in having four great guys show up to play my game, the players themselves were lucky in their Event Card draws. They also seemed to roll above average most of the time -- especially with their shooting dice. Once the enemy fire slackened, they were able to leapfrog their advance forward and search the required enemy bodies. As the last V.C. were removed from the table by accurate U.S. fire, I went ahead and called the game in their favor. I decided to spare them "going through the motions" and having to exit the table at the required board corner. It had been a fun game for them, so far. I figured why end it with some anticlimactic drudgery? Ha, ha! They had proved that Lady Luck was on their side for this Search & Destroy mission. The V.C. had been given a bloody nose, and would likely withdraw to lick their wounds, in this situation.

    The player's success wasn't all luck -- they did a great job keeping their men in good cover all game
The next scheduled convention play tests are at Origins Game Fair in Columbus, June 17-21. I will be running Surviving 'Nam Wednesday evening, as well as twice Thursday and Saturday. If you would like to try out the rules, sign up to play! Event registration supposedly begins in less than a week on Tabletop Events. Who knows? Maybe I'll have excellent news then and tell you that the rules have been submitted to the publisher and copies will be available soon! Until then, I will likely do 2-3 more final, solo play tests to double-check a couple of the dozen scenarios that will be included in the rules. So, stay tuned here for more Surviving 'Nam soon...!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 173
  • Miniatures painted in 2026: 85

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 3
  • Terrain painted in 2026: 22

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 16
  • Scatter painted in 2026: 56 


Monday, March 16, 2026

Search & Destroy Mission with Surviving 'Nam at Buckeye Game Fest

    The squads' point men advance through the elephant grass in another game of "Surviving 'Nam"
I decided to take a risk and play test one of my scenarios for Surviving 'Nam at a local gaming convention this past weekend. Typically, I will have play tested it solo before springing it on players. However, I think most game masters (especially those who wrote the rules) get a good feel for play balance once they've run a number of games and created a good handful of scenarios. As this would be Mission #8 that I'd designed, I decided to take the risk.

    The heavily wooded board where the squad would conduct their 'Search & Destroy' mission
In this mission, the players began at one corner of the board and are attempting to cross to the opposite corner. They are on a Search & Destroy mission with the goal of killing as many Viet Cong as possible. Additionally, they must search five bodies for intelligence. They can't exit from the board until there are six or less enemy figures on table. The battalion commander wants "body count" and it is up to the players and their reinforced squad to provide it for him.

    Three U.S. fire teams advance onto the board, probing for contact with enemy Viet Cong
I had three players for the game, so each controlled a five-person fire team led by a veteran sergeant. They were also given platoon headquarters elements of an M60 gunner and his assistant, the platoon commanding officer and his radioman, and a medic. They split these five figures up among their teams. The scenario calls for the U.S. soldiers to march onto the board. One fire team begins on the board in the corner. Another marches on during the first Countdown to Contact phase, and the final one on the second. During Countdown to Contact, there are no enemy figures on the board. Each figure receives one action, which is typically used to move. My players also took the opportunity to begin to fan out, with the second team heading right to cover one of the squad's flanks, while the other began to move towards a patch of bamboo that would be on their left.

    My players march their forces onto the board, uncertain of when contact with the V.C. will occur
After turn 2 of Countdown to Contact, one of the players rolls 1d6. If they roll a "6", the V.C. spring their ambush and appear on the board. If not, they get another turn of movement and the V.C. will show up on a 5-6, or 4-6 on the next turn, and so on. Do you want to guess what the designated player rolled? Yep! A "6" on the very first turn possible. We then randomly rolled placement for the ambushing V.C., with two large squads of riflemen appearing in patches of jungle just within line of sight of the squad's advance scouts. Another very small squad and a number of individual V.C. riflemen also popped up on board. Once all the figures were on the board, it was time for the shooting to start!

    Contact is made very early in the maneuver phase of the game - a large squad of V.C. pop up
Like the fire team moving into the jungle to guard their right, the team on point decided to move their lead soldiers into cover. However, they chose the lightest cover on the table, a patch of elephant grass along their proposed line of march. They chose not to veer into any of the medium or heavy vegetation nearby. What's more, the player had also put the FNG on point, accompanied by the assistant machine gunner (also an FNG). For those who don't know, the "N" and "G" stand for "New Guy." I'll leave you to guess what the "F" stands for in the terminology of U.S. soldiers in Vietnam! There are three levels of troops under my rules, Veterans, Grunts, and FNGs.

   The early springing of the ambush kept many of the U.S. soldiers bottled up in their entry area
These two unfortunate newbie soldiers were targeted by numerous V.C., who typically fire at the closest soldier. It took a number of shots, but eventually both FNGs were "Down." In my rules, once a friendly soldier is hit and "Down," it can't take any actions until another comes and checks on it. This reinformces historical behavior of troops in Vietnam. They would check on their buddies when hit. Once the friendly figure moves into contact and spends an action, a roll is made on a chart to see how badly hit they were. There are about a half dozen results, ranging from "Messed Up" (out of action) to the soldier having been knocked down by the force of the bullet, but unharmed. Perhaps his equipment absorbed the blow. "Hey buddy, you're okay -- it hit your canteen! That's not blood all over your leg...it's water!"
I warned them to spread out because they were vulnerable -- V.C. mortar fire barely misses

So, it became paramount for the squad to rescue those two Down soldiers. Unfortunately, V.C. were popping up all around the squad. A light machine gun team opened up on them from the heavy cover of a tumbled down, ruined stone temple. Anyone who ventured into the elephant grass to check on those two privates would be prime targets for the deadliest V.C. weapon in the game. Initially, the players were bottle necked into their deployment corner, too. I suggested a few times they needed to spread out and move forward. There were enemy mortar round cards in the event deck! As if to punctuate my advice, one of the next players failed an activation roll, resulting in the draw of an event card. Sure enough, it was "Incoming!" The players got very lucky, as it landed in a perfect spot where no U.S. soldiers were. The blast radius was almost completely surrounded by Americans, though!

    More V.C. arrive & advance to firing positions where they can easily target the Americans
Bit by bit, the U.S. soldiers moved up. Just as a couple soldiers ventured into the elephant grass to help the Downed guys, though, they rolled and sprang the "Bunker!" card. This brought another enemy machine gun into play in a reinforced log bunker. All of those in the elephant grass not already Down were immediately Pinned by its fire. Luckily for the players, the bunker was not on the far edge of the board, like the one in the temple. Instead, it was close by in another patch of elephant grass in range on their left flank. They all breathed a sigh of relief when an M79 gunner placed a perfect shot through the firing slot of the bunker and killed or wounded all of the occupants. Whew!

    C.O. advances boldly on the right to get within line of sight of the enemy LMG pinning them down
The lieutenant in charge was a bit of a fire eater. He chose not to relay to his sergeants that, after reporting contact with the enemy on the radio, the colonel had called back to say he should withdraw his soldiers. The lieutenant chose to inflict some damage on the enemy first before withdrawing. The "Colonel on the Horn" card can cause up to half a dozen different outcomes, and fortunately for them, they had rolled "Mission Scrubbed." What's more, the lieutenant began moving up on the right with his radioman in front of all of his soldiers. He wanted to get where he could draw line of sight on the temple. Once there, the player then had to wait for one of the two "Fire Mission" cards in the deck to show up, though. The two cards weren't cooperating, though! Fire was directed at the him and his radioman. They were Pinned, too. Another of his squad showed up to put fire on the enemy LMG team, but it was ineffective. So far, the enemy were simply in too good of cover. 

    Spotting a squad of V.C., the C.O. calls down a fire mission on the black clad guerrillas
"Where the Hell is the M60?" the lieutenant shouted back. Unknown to the C.O., the player controlling the M60 rolled a natural one on his first 1d20 roll to shoot. His gun fired a few rounds and promptly jammed. He looked for his assistant to help him clear it, but the newbie was currently pinned down in the elephant grass way ahead. It wasn't till late in the game that the squad's heavy weapon finally cleared the jam and got off a few shots. By then, battalion artillery had FINALLY answered the radio. Heavy mortar rounds screamed down into the temple complex. Rock and brick shattered and deadly fragments flew everywhere. When the rounds ceased and the dust cleared, there was no sign of the LMG team. "Outstanding!" He turned and shouted to his sergeants. "Grab the wounded and let's get the Hell out of here. Battalion is pulling us back!"

    An enemy bunker opens up on the squad from their left, concealed in the elephant grass
The squad medic was the first to make it to one of the wounded troopers. He patched him up, and sent the soldier limping to the rear. The assistant gunner -- way out of place on the battlefield -- reached the injured point man. He began bandaging him, too. Another grunt arrived to help him, and together they helped the man struggle back out of the elephant grass. The sergeants directed their more experienced soldiers to toss a few smoke grenades to cover their exit, and the wedge of troops contracted backwards on itself and exfiltrated the battlefield. 

    Luckily, the battalion colonel scrubbed the mission and the squad didn't have to fight its way through
At the loss of only two wounded, the lieutenant considered it a successful action. He directed his sergeants to tabulate an estimated body count, and mentally began composing his after action report. He checked on the wounded -- the medic assured him both would make it, but they needed Medevac soon. He got back on the horn and reported the successful contact to battalion, and called for the bird to come pick up the two wounded privates. Meanwhile, his soldiers were thankful that another mission In Country had been completed and they were another day closer to that big metal bird ride home!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 159
  • Miniatures painted in 2026: 60

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 3
  • Terrain painted in 2026: 21

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 16
  • Scatter painted in 2026: 48