From: Brandon Einhorn Subject: Re: Overrated Games Steve Gilliard has a point concerning the scale of Vietnam. This war is interesting at the squad/platoon level and there are not many games that cover this well. I played Grunt once about 15-20 years ago and it seemed ok at the time. But Victory Games Vietnam does seem to do a good job covering the entire war at the brigade level. I dont think its at the wrong scale, it covers different aspects than the standard tactical game, namely the political and strategic objectives of the war. I can certainly understand if someone is simply not interested in this subject, but I think the game is quite good. I dont think it was ever popular enough to be overrated. For those of you interested, below is a brief description of the play of the game. This is the standard game without the advanced/campaign game rules. There are 2 turns per season. I think the scale is somewhere around 5 miles a hex but I dont remember. Scenario victory points are based on the number of step losses inflicted and control of regional capitols, cities, towns, and cultivated areas. Units are battalion with some VC and ranger companies. Each turn players conduct a series of operations, so the movement is interactive not Igo/You go. The US player has the choice of taking an operation or passing. If he passes, the NVA player may perform an operation, but if he passes the turn ends. There are several types of operations available: 1) Security - unit expend NO movement points (MP) if they move along roads and may attack enemy units blocking roads. 2) Search and destroy - units have a ZOC and move and attack normally 3) Defensive - no ZOC, but a defensive bonus 4) Clear and Secure - after (during) a S&D mission they may change to C&S, which has some other strength/weakness 5) Patrol - more effective ZOC ZOCs force enemy units to expend more MPs. There are air points and artillery uniys that have atrillery points. Based on the odds level there are modifiers to the combat table. To resolve combat you total the number of land strength points (SP) you have + the enemy air points and artillery, and roll a die, modified by the odds table modifiers, terrain, pursuit modifiers, etc. This will give the number of losses YOU suffer. Thus artillery puts the enemy on a bloodier table as well as adding combat points. The CRT calls for step losses. These are drawn from your national manpower reserves [after all each operation represents weeks]. The loser may then retreat his MA. The attacker may pursue [move again so as to attack] based on the CRT result + the units pursuit modifier. US cavalry [helicopter] units have high pursuit bonuses, while SVA units have low bonuses. The pursuing units may move and attack the fleeing defenders only, but any unused pursuit bonus is ADDED to the die roll, and can quickly lead to the defenders being wiped out. Ther are HQ units that allow one to concentrate the battalions into a regiment. Its stronger, but slower and less flexible [1 unit instead of 3]. There are rules for reaction movement, and VC alert movement. The VC can usually run, esp if the SVA are included in the attack. But SVA losses count half of USA losses. Its been several years since playing so I dont remember all the details but there are rules for UN allies, and their withdrawal. Overall, I like this game a lot. I think Ill play it again in a few weeks. Along with Frederick the Great. [3W or AH/SPI] ./