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

Wednesday, August 20, 2025

Surving 'Nam Playtests: Mission 2 - Temple at River Bend

    1st Squad lined up in the trees along the river, ready to open up on any V.C. that appear
Both squads crouched in a circle around Lt. Cooper and Cpl. Kern. "There's a ruined temple complex across the river up ahead," Cooper said, pointing at his folded map. "S-2 say that there's good Intel some V.C. are using it as a bivouac and bunker against H&I fire. Our mission is to sneak up on it, pour fire into it, and drive the V.C. out of there. Second & Third Platoon are waiting in ambush along the trail they'll withdraw on and should shoot them up pretty good. Those we don't get, that is!"

    View of the tabletop before the battle -- the Americans would enter from the right, V.C. on the left
Cpl. Kern jumped in quickly. "As soon as you catch sight of the river, get in cover. Move through the trees, hump them like they're your high school buddy's girlfriend!" A couple squad members chuckled. "We're a diversion - don't take stupid risks. No John Wayne bullshit!" All were nodding or smiling at that comment, though Cooper looked at Kern a little funny. "First squad on me...let's move out. Hawk - you got point. Watch out for punji sticks!" Hawk grinned and flipped Kern the bird. He patted the pogue Otis on the shoulder as he walked by, whispering something that sounded like, "See -- told you this would be fun...!" 

    Led by Cpl. Kern, 1st Squad enters on the left -- immediately taking cover in the trees
This was my second playtest of my Surviving 'Nam: A Year In-country with Mr. Charles rules. I was encouraged after the first playtest, though it had been exceptionally bloody for the platoon. Losing NCOs left and right meant that 1st squad was now led by a corporal and 2nd by the lieutenant himself. The river he referred to took a wide U-shaped bend with the U.S. soldiers from the 1st Infantry Division (Big Red One) walking into the pocket of the "U." There was ample patches of medium vegetation on the platoon's side of the river, as well as opposite. In addition, across the river were several temple buildings and ruins, as well as a couple newer hooches. 

    Led by Lt. Cooper, 2nd Squad enters on the right and they also immediately take to the trees for cover
I gave this scenario a "+1" to the roll on ending the Countdown to Contact phase. Unlike last game, though, it took three full turns of Squad Leader-based movement before the die roll equaled or exceeded six (die roll + turns elapsed +1). During this early phase of the game, the squad leader rolls two dice per figure in his command. Successes are doled out to the soldiers as chosen by the players, with no figure receiving more than two. That meant both squads had good firing positions in cover, lining the bank of the river. The squad leaders were also in position to direct their soldiers (and give one of them a free activation each turn), and the new medic, Cpl. Frank, was back from the firing line in the center, as much as he could be. In short, we were ready once the enemy showed his face.

    Both squads advancing cautiously forward towards the river, sticking to the cover as Cpl. Kern said
After the first playtest, I tweaked the transition from the Countdown to Contact phase to the normal activation procedure. This time, instead of just moving straight into it, I first flipped Event Cards until it I revealed three cards that brought enemy onto the board. After rolling randomly for where they were deployed, I then started into rolling for my soldier's activations. I alternated a soldier from Kern's 1st Squad with one from Cooper's 2nd Squad, like two players would do if they were playing the game cooperatively. However, I was absolutely on fire with my rolling! I rarely failed activations -- unlike the first playtest! 

    1st Squad in their positions along the river, with the new medic, Cpl. Frank on the far right
In short order, the three lone VC whose cards were revealed were gunned down by the U.S. soldiers. The terrified clerk/typist even got the first kill, shooting a black-clad man across the river from him who was lining up a shot with his RPG. Someone laughed and shouted, "Get some, Otis!" Pfc. Griffin took aim at a rifleman in the distance, squeezed off a burst, and watched him fall to the ground. 2nd squad's M79 gunner, Pvt. Janowicz, moved to where he could see one of the V.C. behind the temple complex, and popped off a shot. It landed on-target, and the last of the three V.C. that I had just put on the table dropped as a casualty. Someone was still out there, though. Every time Cpl. Hawk raised his head, he drew a "That Was Close!" event card, which put a pin on him. There was a sniper out there...somewhere! Maybe not the most accurate one, but hitting close enough to keep the corporal's head down!

    2nd Squad watches incoming V.C. mortar fire land short across the river, causing no casualties
It wasn't till the end of the next turn that a V.C. light machine gunner came on board, but way off in the far corner of the board. So, for a turn and a half, Kern's and Cooper's squads held their positions or shifted just slightly. On the following turn, though, things began to happen. A squad of five V.C. popped up in the woods just across the river, on the unit's right. They lit up poor Pvt. Carter's position, but he hugged dirt and the rounds went overhead. When the fire slackened, he looked up, saw one moving and squeezed off a burst, pumping his fist as he saw him fall. Lt. Cooper had apparently been busy while the platoon was waiting for the V.C. to initiate contact, though. Shortly after the enemy squad appeared, a fire mission from the company mortars landed right on their position. I had drawn the first "Fire Mission" card during the lull, and it then it came up a second time (which is when it is actually played on an enemy) immediately after the enemy squad appeared. Cooper's radioman, Pfc. Byars, patted the lieutenant's shoulder as the rounds crashed around the enemy squad, whispering, "Get some, L-T!" Not to be outdone, Pvt. Janowicz lobbed a M79 round on target, too, killing another. After a bloody first mission, the platoon seemed to be ready for payback this time!

    While Lt. Cooper scans the opposite bank for enemies, his fire mission explodes into the V.C. squad
Cpl. Kern decided to switch positions to be closer to his M60 gunner, Pfc. Boston. As he was darting through the trees, he triggered a wire and KABOOM! Kern fell, and his buddy Hawk shouted, "MEDIC!" Cpl. Frank sprinted over to Kern, rolled him over and chuckled. Slightly panicked, Kern said, "What the Hell's so funny? I'm hit!" The medic pulled Kern's mess kit loose from his pack -- it was shredded, and had taken the shrapnel from the small explosion. Kern's voice cracked a little when he laughed, but his relief was obvious.

    Medic Cpl. Frank checks on the down Cpl. Kern, who triggered a booby trap during his movement
"Go get 'em, tiger --  you're okay!" Frank said, pulling the dazed squad leader to his feet. In Surviving 'Nam, a soldier who rolls lower than the Danger Level of an enemy shot, booby trap, incoming artillery, etc., is "Down." Another soldier needs to spend an action checking on them, at which point the players roll to see the result of the wound. It can range from "out of action" to "Holy Shit!" (when a player's was knocked to the ground by the force of the round or explosion, but they are unwounded). That's what happened to the lucky Cpl. Kern. He dashed off, grinning back at the medic.

    A squad of 3 V.C. riflemen appear on table and move up to take cover behind a Buddhist stupa
Cpl. Frank took off running again when he heard the shout of "MEDIC!" from Pfc. Griffin, on 2nd squad's flank. As he sprinted over (rolled a "20" which gives an extra action for a total of 3!), Griffin shouted to him that Carter had been hit. Frank found the African-American soldier laying motionless on the ground. He looked pretty messed up, so he didn't hesitate. He snatched him up and carried him out of the patch of trees and line of sight of the enemy. He called over to the lieutenant and let him know that Carter would need a Medevac. Cooper nodded and told Byars to make the call ASAP. The squad had just taken its first casualty. Would this mission end up being like the last, with seven soldiers riding out on Medevac choppers? Cooper hoped not, Capt. Meyer would have his ass if it did!

    The V.C. squad moves from behind the stupa into firing positions in the hard cover of the temple
Meanwhile, Pvt. Janowicz was watching the far treeline beyond the temple complex. He'd seen three V.C. dart out of the trees and duck behind a massive stone stupa. Too hard of a shot, he thought -- the rounded  stone surface would just bounce his round away from the enemy. Sure enough, the trio soon darted from behind the structure and raced to the cover of a crumbling stone wall and Buddha statue. "Better pray to your fat buddy, suckers," he smiled, lining up the shot. Ka-BOOM! "Got two of them!" he shouted. While reloading, he called to Boston, the M60 gunner. "You going to fire that hog, today?" Boom! "Got the other," Janowicz laughed. The M60 gunner just shook his head. Now, that crazy Chuck knows I didn't have line of sight on those dudes, he thought.

    Janowicz's first M79 round lands between 2 V.C. sheltering behind a Buddha statue, taking them out
Suddenly, AK-47 fire hammered out from behind the platoon. Cpl. Kern shouted, "Boston, on our six! Enemy to the rear!" Boston spun away from the river and saw a half dozen black-clad enemy stalking towards them, firing from the hip. He laid down a sheet of covering fire, just like his mentor, Pfc. George, had taught him. All the enemy hit the dirt, one obviously wounded. Suddenly he heard Janowicz shout, "Get down...RPG!" An explosion in the trees caused a fresh round of cursing from an obviously unwounded but narrowly missed Janowicz. Kern was shouting again, "Across the river, Boston! V.C. bunker in the trees!!" The unmistakable sound of an enemy light machine gun fire from across the river made Boston spin back again. 

    V.C. RPG gunner pops up & attempts to give Janowicz a taste of his own medicine, narrowly missing
"God damn it!" Boston cursed, hosing fire towards the muzzle flashes coming from the trees. How did they miss that freaking thing? Shit was hitting the fan, now! Boston fired off another burst at the bunker, then turned and layed down suppressive fire on the squad behind them. "A little help, guys!" he called. 1st Squad's M79 man Cassidy cursed and moved along the river until he could see the bunker. He popped off a shot, but missed long. The bunker's machine gun fired another burst and the FNG Warfield, who had been trying to follow Boston around with more M60 ammo, screamed and went down. "I'm hit!" he called.

    Enemy LMG in a bunker across the river opens up on 1st Squad, catching the Americans by surprise
Kern called out to Boston, "I got Warfield -- you keep up the suppressive fire! You're doing great...no matter what Janowicz says!" The squad leader ducked through the trees to Warfield. The new guy was rolling around in agony screaming he was hit. Kern grabbed him, found the wound -- a bullet had scraped a hunk out of his shoulder, and bandaged it. Kern put his hands on either side of the terrified soldier's face. "You're going to be okay -- it was just a graze. Now, grab your rifle and move towards the rear. The C.O. says its almost time to go!"

    An "Outflanked!" Event Card brings a squad of V.C. riflemen onto the Americans' rear
When the sound of the M60 died down for a second, Janowicz called out, "Hey Boston! I bet I get the bunker before you do..." The M60 gunner smiled despite himself, loaded another belt of ammo, and fired at the bunker's opening. He swore he could see the rounds disappearing inside. Then he saw the 40mm grenade from Janowicz's M79 bounce through the hole and inside. BOOM! Well, so much for that -- even if he had killed the gunner, Janowicz would claim he did it. "TOLD YOU! Woowee! Did you see that shot, Boston?" 

    Pvt. Janowicz, at right, admires his shot bouncing a 40mm grenade through the bunker's opening 
Lt. Cooper's voice cut through the din. "Time to go, everyone! Janowicz -- shut your trap and move out!" Slowly, the squads begin to pull back. Each soldier would fire off a few shots at VC that were still attacking, then darted out of the trees towards the rear. Cooper's radioman Byars moved to help Cpl. Frank with Carter, and the two picked up speed, moving the unconscious private to the rear. Cpl. Kern lingered towards the rear, making sure no one got left behind. As he turned to run, he saw Lt. Cooper watching him. The two locked eyes, both smiled, and raced under the trees. 

    Pfc. Byars & Cpl. Frank, the medic, carry a badly wounded Pvt. Carter toward the rear & Medevac

The platoon's mission was to provide a diversionary attack on the temple complex. I ruled that once the platoon had killed a number of enemy equal to their numbers, that would be considered a sufficient diversion. When the enemy squad showed up on our rear, as a player I did the quick math, and calculated that would take us over the number required. Of course, that was also when the bunker and the RPG man appeared! Through the first half of the game, I was thinking, "This one is too easy." When Carter went down, and the enemy started appearing one after another, I was thinking, "Oh, crap -- here it comes again!" However, in the last game my dice went south at crunch time. This game, they stayed fairly consistent. 

    1st & 2nd Squad exfiltrate from the battlefield, having scored satisfying payback on the V.C.
I had only two wounded to roll for -- I got lucky when Cpl. Kern survived the booby trap unscathed. I knew Pvt. Warfield should be okay. He was only Lightly Wounded (+4 to the roll), and he made it off table (+1). I rolled the d20 and he got more than a 20. You want a high roll on the injury table. So, he was fine and wouldn't miss any time -- which the other soldiers would probably say was good since he just got there! I was sweating it a bit on Pvt. Carter. He was out of action (no modifier), but was carried off-table (+1). Carter scored, "Enjoy Japan!" He would be recuperating in Okinawa and miss the next three missions. All in all, the platoon had a MUCH better post-battle than after the first mission. 

    Screen shot of my Post-Battle Recovery table that wounded soldiers must roll on 

Organizationally, Cpl. Frey would return to take command of 2nd Squad next month. However, with Carter out, 2nd Squad needed another body -- it was only Frey, Griffin, and Janowicz. So, this meant one roll on the Replacements table. I scored a "15" -- "Welcome to the squad!" Capt. Meyer transferred a junior NCO from one of the other platoons over to 1st Platoon, 2nd Squad. He is "Grunt" status -- combat experienced. So, the guys will be happy to welcome Cpl. Bosa to their unit. Speaking of which, I imagine there has to be one or two readers out there who have figured out my naming system for the Big Red One!  Over to 1st Squad -- they are back to full strength in March with Pfc. Tatum's return. Otherwise, the new medic performed great under pressure (no failures on activation rolls). Lt. Cooper is starting to perform well under pressure -- he and Kern worked well together on this mission. So, February was a relatively good month for Alpha Company, 1st Battalion, 16th Infantry Regiment -- at least our little section of it!

    A screen shot of my replacement table -- only one roll on it needed after this mission!
On the rules writing front, there are a couple tweaks that I'm going to make after this game, but I am happy with how the it is playing. Earlier this week, I got a chance to assemble the first draft of the rules into a coherent organization. So, if you are interested in helping me playtest Surviving 'Nam, please reach out to me. I have three folks who have done so already, so they should be getting some files this week. I hope you enjoyed the battle report. It obviously doesn't record every die roll and every Event Card drawn, hopefully conveys the main flow of the game and the action. 

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 167

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 36
  • Terrain painted in 2025: 61

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 150

Sunday, August 17, 2025

Resin Bunkers from MBA for Vietnam Project

    28mm NVA Jungle Bunker available from Miniature Building Authority - you can see fig inside
I picked up these four resin bunkers and sniper positions at Historicon 2025 from Miniature Building Authority. Not that every game is going to include a bunker, but the North Vietnamese and Viet Cong did use them, and they were usually well-camouflaged, making it hard to see them. My plan was to have them "appear" on the tabletop when a light machine gun Event Card is drawn in my Surviving 'Nam rules. Same with the sniper positions, though I may need to purchase a prone figure or two to have them and their base actually fit inside the position with the roof on! Oh, no -- just when you thought it was safe -- more purchases! 

    Coconut Log MG Bunker from MBA (originally made by Acheson Creations) with some VC figs
These 28mm pieces were originally produced by Acheson Creations, and Kirk at MBA has picked up them up and carries them on his website. All of the pieces came with detachable roofs. I purchased the Coconut Log Bunker, NVA Jungle Bunker, and two of the Sniper Positions. I'm a big fan of Acheson pieces, but have learned by now that you MUST do something to get of the mold release agent. Otherwise, your paint will bead up like rain on a newly-waxed car -- or pull away and bubble. My method is to put them in the dishwasher with soap on a low heat, light wash cycle. Next, I prime them with Krylon Fusion Acrylic black matte spray paint. The final step before painting is to go over the surface with a 50/50 mixture of black craft paint and water, to ensure all crevices are fully filled.

    U.S. soldiers investigate MBA's 'Sniper Position' - it blends in well with my Jungle Scatter pieces!
Typically, Acheson pieces are a snap to paint up. Sometimes, it is only 3-4 colors on something and you're done, except for flocking. These were a bit more complex, though. I decided to do the wooden log construction of the bunkers first. I did a wet brush of dark brown, letting them dry overnight. Then, I did two highlights -- the first in Howard Hues Camo Brown and the second in Khaki. I'm always happy with the wood look this color combo gives, and these were no exception.

    A V.C. machine gunner inside the Coconut Log Bunker with the roof off of it
Next up, I went to work on the very thick vegetation molded onto both the roofs and the bottom parts of the positions. I decided to go with a three-color approach. First, I painted it all in a very dark green craft color that I have. After drying overnight, I did a medium green dry brush. These pieces are excellently sculpted, and have nice deep grooves in the palm fronds that are perfect for dry brushing. The next morning I put on the final very light green dry brush -- applied lightly. I really liked how the vegetation looked at this stage, and think it will blend in nicely with the model trees I use on the tabletop, which was a concern I had originally.

    The bottom part of the NVA Jungle Bunker comes in two pieces, with the roof as a 3rd piece
The final detail on the pieces were the boulders or large rocks modeled into the vegetation at various points. In carefully looking over these pieces, I found that I had painted a number of the rocks green thinking they were vegetation instead of rock. Even after I thought I was done, I found more of them! I did a three-color approach to these, as well. I used a Charcoal craft paint as a base coat, then a medium and finally light gray dry brush highlight. At this stage, everything was painted. I liked how they looked, but definitely wanted to do a wash on them before flocking. 

    MBA's 'Sniper Position' with palm frond roof off of it - the inside portion is too small for my figs!
In the end, I did two washes. For the vegetation, I used a dark brown vehicle wash from Vallejo. In creating my jungle scatter pieces, I had toned down the green plastic of those with a brown wash. I felt that doing a brown wash on top of the vegetation on the bunkers would give them a similar look to the scatter pieces. I was glad that I made that decision. I think the brown-washed vegetation looks great! Next, I did a black wash on the rocks and wood. The last step would be flocking, and like everything else with these bunkers, it would be multi-step and more complex than usual.

    Side view of 'NVA Jungle Bunker' - you can see the separate back wall better in this photo
First, I had to paint all of the earth that was showing. I used my usual craft brown paint. This was fiddly in some places, as I had to pick out the brown between individual palm fronds or rocks. Some modelers might have painted the earth first, in the time-honored paint "inside out" approach. However, I was afraid I would have too much splash over with the wet and dry brushing of the vegetation and boulders. Of course, I could have done the earth first and then gone back and just touched up the mistakes. If I were to more of these pieces, that's probably the method I would try next. 

    'I'm not going in there...YOU go in there!' -- a close up look at the front of the Sniper Position
Once the earth color had dried, the time for flocking had come. I have an old Elmer's glue bottle that I keep filled with half white glue, half brown craft paint (the same color I use for the earth). Once again, I carefully brushed this onto the brown earth spots, and then poured over Woodland Scenics Blended Turf. I tapped off the excess, and then used a makeup brush and a soft paint brush to whisk off the excess flocking from the leaves and boulders. I seized the chance of a borderline low humidity that day to spray the flocked pieces with Krylon clear matte.

    This look at the roof of the NVA Jungle Bunker gives a good picture of the intricate detail
The final step in the flocking process was to add patches of Woodland Scenics Blended Green Grass in irregular patches to the turf. It is a similar process I use for many of my bases, and I like the effect it gives. Like with my miniature bases, I also glued on a few tufts here and there. And leaves! I am really liking the touch that miniature leaves give to figure bases and terrain flocking. Now, I just need to find another source of them before I run out. One final spray coat and these bunkers are done! Well...they were supposed to be done. I wasn't 100% happy with how the roofs sat on the bunkers. I swore they fit nice and snug before I primed and painted everything! However, they seemed a little wobbly after it was all done. So, I decided to add a layer of black felt to the bottom of the roofs. Not only would it essentially be invisible when the roof was sitting on the bunker, the felt material should both snag and cushion the posts a little, and help them sit a little more secure. That is the hope, at least!

    Front of the Coconut Log Bunker -- you can barely see the flesh of the prone machine gunner inside
I'm very happy with how these bunkers and sniper positions came out. I'm so glad that Kirk from MBA has kept some of the incredible Acheson terrain line in production. If you need a few bunkers for either Pacific theater of World War II or Vietnam, I highly recommend these!

    Top down look at a Sniper Position which shows the dry brushing on the palms fairly well
So, what else is on my painting desk? Since terrain is often a "do a little bit and let dry overnight" kind of pace, I have been working off and on the last five Fantasy Fishmen I had primed and ready to go. They're off to a great start and are pretty far along. After that, I have some decisions to make as far as miniatures go. I can begin painting my horde of 28mm metal Orcs and Goblins, or I can do up a few batches of miscellaneous stuff I've been wanting to get done eventually. My guess is it'll be Orcs and Goblins, but we shall see!

    Last look at the NVA Jungle Bunker with 2 of my 28mm 'Black Sun' range NVA troops

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 167

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 36
  • Terrain painted in 2025: 61

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 150

Friday, August 15, 2025

Surviving 'Nam: In Between Missions Update on Replacements

    The Big Red One (1st Infantry Division) patrols on a claustrophic trail in Vietnam

As unlucky as 2nd Lt. Cooper's platoon was in its first month in Vietnam, they were actually fairly fortunate when I rolled for their replacements. My plan is for each squad (a "fire team" would be more accurate term for their unit size) to be allowed to go down 20% from five members to four before they receive reinforcements. However, since both the sergeant of 2nd Squad and his assistant, Cpl. Frey, wouldn't be reporting for duty next mission, I assumed that the company commander would tell Cooper to "suck it up" and lead 2nd Squad for a few weeks till Frey was back. I pulled up my draft of my Surviving 'Nam rules, grabbed a 20-sided die, and started rolling up poor Lt. Cooper's fate. This blog update is to give you a look at the campaign process -- a key part of which is replacing losses suffered by the platoon!

    1st Squad's roster -- will field 4 soldiers instead of five with Pfc. Tatum still wounded
Sure enough, when Cooper showed up at the tent belonging to Capt. Meyer, CO of Alpha Company, 1st Battalion, 16th Infantry Regiment, he was given the hard news. "I'm not putting a PFC in charge of a squad -- 2nd is yours, for the time being." The captain glowered at him, sucking intensely on a cigarette. "Cpl. Kern can be trusted to take charge of 1st Squad. He's been with them since the States." Meyer insisted that the 1st squad knew Kern and trusted him. He also told Cooper to promote assistant gunner Boston to PFC and have him carry the M60. According to Sgt. Bruce's AAR, sent from the hospital in Saigon, Boston had been johnny-on-the-spot in his first action. He'd be fine carrying the "hog." "And by the way, Cooper, word is Sgt. Bruce lost his leg. Both he and Hayes won't be back. Tough luck, but there it is..."

Adding in Lt. Cooper & his radioman, 2nd Squad will field 5 soldiers
The captain knew that still left holes in Cooper's platoon. At least two to fill in 1st Squad, an assistant M60 gunner, and scrounging up a new medic for the platoon. The captain got on the horn and pulled Cpl. Frank from his duties as medic at Firebase Ganesha. When Frank arrived on the chopper a couple hours later, he brought a surprise with him. Cpl. Hawk, who'd stepped on punji sticks the company's third day in the field, declared himself fit for duty and rode in with him. "Hot damn, Hawk! You just made my day!" Knowing Cooper was watching the exchange, he told Hawk he could help Kern in 1st Squad. He enjoyed the disappointed look on Lt. Cooper's face. That damned Butterbar still needed to prove himself! Exfiltrating and leaving his platoon in the field...he's lucky he wasn't facing a court martial! 

    After filling key openings, the platoon welcomes a new medic & assistant gunner
Not expecting much, the captain requested another assistant M60 gunner and another man for 1st Squad. Somebody had a sense of humor back at base, though. They sent one of their clerk/typists, a terrified looking Pvt. Otis out, along with a cherry fresh from the States -- Pvt. Warfield. He assigned the FNG Warfield to help Boston, and the Pogue Otis to Kern and Hawk. With Hawk back, he told Cooper, they were still coming out ahead. "I've got another mission for you. We're making a sweep in a couple days. More details to follow, but don't screw this one up! You almost had more of your men ride home in Medevac birds than humped back on their own! Dismissed." Lt. Cooper swallowed hard, saluted, and left, glad to be out of the captain's menacing presence. 

* Butterbar = Second Lieutenant
* Pogue = People Other than Grunts
* FNG = F@$king New Guy 

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 167

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 36
  • Terrain painted in 2025: 57

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 150

Thursday, August 7, 2025

First Playtest: Surviving 'Nam - A Year In-Country with Mr. Charles...

    Viet Cong have an ambush ready for the soldiers of the Big Red One in my first play test of the rules
Well, the system worked! And boy, was it bloody for my soldiers from the Big Red One (1st Infantry Division)!! 2nd Lt. Cooper was tasked with leading two squads with an attached M60 light machine gun (LMG) team and medic, to check out a small, Vietnamese hamlet, taking place as part of a company-wide sweep. Each squad was led by a veteran sergeant with three riflemen and an M79 bloop gunner (grenade launcher). A total of 15 soldiers, recently arrived in Vietnam, were humping single-file on a trail through the bush heading towards the hooches of Su Khoi Dau Khong Vui. From the distant sounds of firing from where the other platoons in the company likely were, they could expect contact at any moment. If it happened, it would be their first significant firefight of their 12-month tour of duty. The troopers were nervous, but confident in their sergeants, old timers Sgt. Hayes and Sgt. Bruce. However, they still were not 100% sure about their brand new second lieutenant, Cooper, who'd just been placed in charge of their platoon shortly after arriving in Vietnam.  

    Layout of my fictional Vietnamese hamlet & the hooches the soldiers have been tasked to investigate
My system is an adaption of Ganesha Games' cooperative or solo miniatures game, Sellswords & Spellslingers.  The intention is for players to each control a squad of American soldiers trying to survive their year-long tour in Vietnam. The enemy, in this battle the Viet Cong (VC), are controlled by the Event Cards and the game's mechanics. I played it as if I were two separate players, though, each controlling a squad and splitting the attached elements up between them. My imaginary two players would alternate activating a soldier until all soldiers had acted, and then a new turn would begin. 

The game lasted 11 turns, with the final group of soldiers exiting the table, assisting their wounded comrades to safety. They left behind 21 dead or wounded VC at the hamlet, but suffered grievous wounds in the process. Luckily, that included only one American Killed in Action (KIA). After the battle, I rolled on the chart for recovery from wounds to see who would be available next month (Mission #2), who would still be recuperating in the rear, and who had the misfortune to make a quick full recovery and be available for the next scenario...ha, ha! The ranks will be considerably thinned for that game, with each squad down from five to four and three new replacements assigned to fill the void. I'm getting ahead of myself, though! How about a battle report?

    The Big Red One in column as it marches past fields & patches of woods as it nears the hamlet
In the lead, Sgt. Hayes motioned his point man and slack man towards the hooches, as they came into view. Things seemed peaceful, with about a dozen Vietnamese farmers and villagers going about their business in the fields, leading animals, or stopping to stare at the approaching G.I.'s. For my rules, I've created a new pre-battle sequence called Countdown to Contact. Instead of players rolling for each soldier individually for their actions, and then moving them like normal, each player rolls two dice per soldier under their command all at once. He then assigns the dice to figures and moves them. Any failures to activate do NOT result in the draw of an Event Card. This pre-battle sequence is meant to reflect that players nott really know when the you-know-what is going to hit the fan. So, Sgt. Hayes gave his lead three soldiers two moves towards the hooches, hoping to get them checked out before any enemy appeared, while the rest of his squad followed up with one move. Sgt. Bruce moved his squad up behind, some beginning to fan out into the woods to the left of the trail.

    Sgt. Bruce's 2nd Squad begins to deploy into the woods to cover 1st Squad's search of the hamlet
At the end of each turn of Countdown to Contact, a single d6 is rolled. You add +1 for each elapsed turn, plus any scenario modifiers to the roll (I gave this scenario, "Check out the Hooches!", a +2, meaning I was adding three total to the die roll). If a "6" or higher is rolled, Countdown to Contact ends and the normal activation procedure begins. Players then roll one or two 20-sided dice (their choice) for each of their characters -- called PCs. I've changed it from the three dice of Sellswords to two dice to make for fewer wild swings in events. Veterans activate on a roll of 7+ (Sgt. Hayes and Sgt. Bruce were the only veterans, having seen combat in Korea). Most troops are "Grunts," and activate on an 8+, while FNGs on a 9+ (the N&G stand for "New Guy" -- can you figure out what the "F" is for?). Wouldn't you know it, but I rolled to end Countdown to Contact after only one turn! That was only the first of many unexpected things to occur for my newly-arrived troops!

    Even before the shooting started, some of the villagers wisely decided to flee for safety
I had also created a chart for civilian movement, with results ranging from Freeze to moving away from U.S. troops, moving away from any VC, double moving towards the nearest board edge, and even "transforming" into a VC, revealing a weapon, and opening fire or throwing a grenade. I rolled at the end of each turn, with most civilians having escaped off-table by turns 4 or 5. Only one doughty old mamasan, just as she neared the table edge, pulled out a sub-machine gun from under her black pajamas and joined the VC in the woods. Meanwhile, Pvt. Parker and Pfc. Taum reached the stairs of the two hooches by the end of their moves. The rest of the two squads were moving up to cover them, expecting gunfire at any moment.

    First VC enemy appears - a light machine gun team opens fire on the U.S. soldiers in the hamlet
I jotted down on a notepad any thing I encountered during the play test that I thought needed clarified or changed. One of the first changes I feel I will make was prompted by the sequence of Event Cards I flipped for each activation failure of my soldiers. The first four or five would have activated enemy troops (called "Foes" in the rules) if any had been present. However, since none began on the table, I was skating by with no ill effect from some pretty nasty cards, such as "All Hell Breaking Loose" (which activates all foes on the table). So, my first change will be that once Countdown to Contact ends, scenarios will dictate a certain number of foes be placed on the table immediately. The first one that eventually did show up was an enemy LMG team in the woods along the left hand board edge. It opened fire, pinning several soldiers, but not taking anyone "Down." One of the effects of an LMG in my game is that, even if its roll to hit is unsuccessful, it "Pins" its target and any other enemies within 2". Everything I have read about Vietnam indicated the M60 was the killing weapon in close combat on the battlefields of Vietnam. I found this to be true in my play test, as well. The American's M60 and the VC's RPD (and also the U.S. grenade launchers), wreaked the most havoc on the enemy.

    The first U.S. casualty -- Cpl. Kern is hit by LMG fire while Pvt. Cassidy and a villager look on
Not all Event Cards activate or bring foes onto the table, though. One that didn't bring new enemy hit me on the first turn of normal activation procedure (technically Turn 2). "Colonel on the Horn" has several possible outcomes listed on the card, requiring a further die roll to see what the battalion commander wants. My roll was "Mission Scrubbed - get off table with your wounded ASAP." I reasoned that one of the other companies had walked into a nasty ambush and Cooper's squads were needed to reinforce them. That was the last thing poor privates Tatum and Parker wanted to hear, though! Now they had to double time back across the open ground with VC popping up in the woods all around the ville. This mission was FUBAR before it had barely begun! Another change I'm making is to add a few more outcomes to "Colonel on the Horn." I included ones that don't scrub the mission, including an insistent colonel requiring a detailed Situation Report right away, dammit! This will cause the C.O. and radioman to lose their next turn. 

    Pvt. Janowicz lobs a perfect 'bloop gun' shot amidst a VC squad that just opened fire on his buddies
"All Hell" was truly breaking loose as more and more VC opened fire on my guys. Turn 2 saw the first Americans going "Down." One of the key concepts of Sellswords & Spellslingers, thus also in my "Surviving 'Nam" rules, is the Danger Level (DL) of a foe. It is used when the foe shoots at a PC (the PC must roll higher than the DL to be unscathed), or when a PC is shooting AT a foe. The tricky part for that is modifiers for cover and distance must be listed as "+ / -". That thick Medium Cover is subtracted from the Danger Level of the foe when he's shooting at you, making it easier to roll. However, it has the opposite effect when your PC is shooting at an enemy tucked away behind the trees, making the number you need to roll to hit higher. The first of my troops to go Down (fail to roll over the enemy's DL) was Cpl. Kern, who had moved to the edge of the field and was drawing a bead on the enemy LMG. 

    Another squad of VC shoot from ambush downing Pfc. Griffin, but missing the medic, Cpl. Spellman
I say "Down" instead of wounded because of something peculiar I had read in numerous memoirs by soldiers who served in Vietnam. A soldier would be struck and go down. More than once, they wrote the impact of the bullet felt like they were hit by a truck. However, when someone went to check on them, they found that a piece of equipment had deflected or stopped the force of the round, and the soldier was unharmed. Or sometimes the soldier was only lightly wounded, but the sight of their blood and knowing they'd been shot was keeping them from functioning. I represent this in my rules by a roll below the DL meaning the PC goes "Down." Tip the figure over. Another friendly figure has to go and spend an action checking on him. Once that action has been spent, players roll on the chart to see how badly hurt the soldier was, in fact. A full range of possibilities from unhurt like above, lightly wounded, seriously hurt, or "Messed Up" -- out of action. 

    Having almost begun the search of the hooches, Pvt. Tatum & Pvt. Parker are hurriedly recalled
I began the play test scenario later in the evening, and was surprised when Jenny came downstairs to tell me it was 10:30pm already. Time went by fast while playing! I finished the turn, and resolved to finish the game after lunch tomorrow. My troops were in the process of falling back to our entry point, and things were looking fairly good. Cpl. Spellman, the medic, was Johnny on the spot, bouncing from one downed soldier to another. He had been targeted himself numerous times, but seemed to be leading a charmed life. Every time, he rolled above the foe's DL and came away unscathed. A shout to Spellman's rear distracted him, though, as he was checking on Pfc. Griffin. Sgt. Hayes had been hit! After patching up Griffin's flesh wound and ordering him back into the fight, he jogged off to check on his sergeant. 

    Medic & Pvt. Janowicz check on Pfc. Griffin, while behind them veteran Sgt. Hayes goes down
It was at this moment, that the wheels came off the Big Red jalopy! Spellman was Downed himself by fire from a squad of VC that had popped up to his right. Pfc. Tatum, panting from his hair-raising run through the center of the ville, stopped to help Hayes and Spellman. Another burst of fire, and Tatum went down, too. What was truly turning the tide in favor of the VC was a horrible run of my die rolling for activation. First Squad's M79 gunner, Pvt. Cassidy, failed on both his activation rolls for two turns in a row. I kept a log of what each soldier did to help me analyze the game afterwards. Turn 4 reads "x2 Failures" over and over. Plus, cards like "All Hell Breaks Loose" came up back to back. 

    One mamasan fleeing off-board changes course, pulls out a weapon, and join the VC in the woods
Sgt. Bruce was doing his best, though, to pick up the slack when his counterpart went down. He kept the M60 gunner, Pfc. George, hammering away at the VC. One ability of the squad leader is to give a free activation to any soldier within 6" -- even if they've already acted. Pfc. George and his assistant gunner Pvt. Boston, fed belt after belt through the M60. George was quick to pin and silence enemy LMGs as they opened up on the squads. However, the problem facing the Big Red One was that the guys who were Down were back out in the open, in the center of the village. Plus, it didn't help that Lt. Cooper and his radioman, back on Turn 3 when things looked smooth, extracted themselves off-table. So, no Fire Missions to lay smoke or bail out the troops with the radio gone! Nice job, "Butterbar!"

I wrote my mechanics to encourage players to do what U.S. troops would do when their buddies went down. They risk their own lives to check on them and recover their wounded. The Down mechanic rewards players for doing this. You're not really sure how badly they're hit. This encourages players to check on their buddies, like troops actually would, and help them get off the table to Medevac. 

    Pvt. Janowicz continues to "get some" with his M79 grenade launcher & another great shot!
Things continued to go downhill as the turn count rose. Sgt. Bruce went down on Turn 5. Now, both squad leaders and the lieutenant were unable to help their command. At one point, I counted that I had only five guys standing and seven laying Down or otherwise out of action. Luckily, Pvt. Carter was able to help patch up Sgt. Hayes. Once on his feet, Hayes immediately began to make a difference. His extra action motivated the soldiers to gather up their wounded buddies and begin hobbling with them to the rear. Potential disaster struck when M60 gunner Pfc. George went Down, too. Hayes pulled him to his feet, though, and the two began limping to the rear. 

    Another VC LMG team fires at Cpl. Frey as he moves to rescue Kern, who has been down for awhile
Finally, a lull in new arrivals gave the soldiers some breathing space. Using the woods as cover, the remnants of both squads pulled back and finally were able to withdraw from the field. They weren't exactly in any shape to reinforce another platoon, but they could get their seriously wounded to Medevac, which would hopefully save their lives. At the start of Turn 12, when I noticed no VC had any of the pairs of survivors hobbling together towards the rear in line of sight, I called the game. All were within one move of the board edge, so it was obvious they'd get off. Whew! What a rush, though! At one point, I thought for sure both squads were going to be completely wiped out. Well, except for lucky Lt. Cooper and his radioman Pvt. Byers, doubtless wondering where everyone else was, and why they were lagging behind on the trail! 

    Things looked bleak with both Sgt. Hayes & Sgt. Bruce, the medic, and Pvt. Tatum down in a heap
After the battle was over, I carefully recorded each soldier's status at the end of the game. Luckily, all wounded had been helped off board by their fellow soldiers. This is important because each injured soldiers requires a roll on a Recovery Chart. There are positive modifiers if a soldier has been helped off board, or if the wounds were light. I pulled up the chart, snagged a likely 20-sided die, and wished for the best. So, here are the results of the Big Red One's first action in Vietnam:

    Near the end, I began to wonder if we'd have enough uninjured soldiers to carry all the wounded!
 

1ST SQUAD

  • Squad Leader Sgt. Hayes = (Lost Limb - his war is over!) This was a frustratingly bad, post-game die roll. I had a +4 for him being only Lightly Wounded, and +1 for making it off-board. My roll? A "1" on 1d20! Apparently, the old Korean War veteran toughed out that serious leg wound at the end game, but once at the hospital it turned out much worse than it looked.
  • Cpl. Kern = fit for duty (Roll was "Bad Luck - soldier returned to unit after a few days of medical care"...ha, ha!)
  • Pfc. Tatum = out for 1 month, recuperating from wounds.
  • Pvt. Parker = Killed In Action - the unit's only fatality.
  • Pvt. Cassidy = fit for duty. 

2ND SQUAD

  • Squad Leader Sgt. Bruce = Lost Limb - his war is over! Wow - I lost both of my squad leaders on the very first mission. Will anyone survive their 12-month tour? 
  • Cpl. Frey =  out for 1 month, recuperating from wounds.
  • Pfc. Griffin = fit for duty.
  • Pvt. Carter = fit for duty (injured, but also with the "Bad Luck" roll).
  • Pvt. Janowicz = fit for duty.   

ATTACHED ELEMENTS 

  • Command Officer 2nd Lt. Cooper = fit for duty.
  • Radioman Pfc. Byars = fit for duty.
  • Medic Cpl. Spellman = Million Dollar Wound (returning to the States for treatment -- his war is over!).
  • M60 Machine Gunner Pfc. George = Lost Limb - his war is over!
  • M60 Asst. Gunner Pvt. Boston = fit for duty.

    My card deck - first play test went well, though casualties were high among the two squads!
That's one KIA and four so badly wounded their tour of duty is over. An additional two won't be back in time for the next mission. So, the ranks will be a little thin for Mission #2! Reflecting on the casualties, that's seven of 15 who reported for duty that will not be there next time. It looks like Lt. Cooper is going to have to take over 2nd Squad himself, while Cpl. Kern is promoted to promoted to lead 1st Squad. He's going to be thrilled by that outcome, I'm sure! And likely, just as thrilled that he's getting two new replacements. Actually, there IS a slim chance with each Replacement roll that you don't get a FNG, but actually get someone more experienced. In the attached elements, there will be a new assistant gunner, as Pvt. Boston is promoted and moves up to take George's place on the M60. There will also be a new medic. I'll do all the rolls to see what type of replacement they get prior to the next post.

After my first play test, I am very encouraged. It was bloody, but I had some awful luck in the mid-going of the game. I want to do at least one more game before I open it up to others giving it a run with their group or by themselves. If you're interested in play testing, send me an email (mike.demana.wwm@gmail.com). I will need to type up rules more properly than I have it now, with sections scattered here and there. Thanks for any comments on the battle report, and I hope to present Mission #2 next week sometime!

MINIATURES Acquired vs. Painted Tally for 2025

  • Miniatures acquired in 2025: 288
  • Miniatures painted in 2025: 161

TERRAIN Acquired vs. Painted Tally for 2025

  • Terrain acquired in 2025: 36
  • Terrain painted in 2025: 57

SCATTER Acquired vs. Painted Tally for 2025

  • Scatter acquired in 2025: 115
  • Scatter painted in 2025: 150