It's 1967 and in the North West of III Corp near the Cambodian Border a US Army Platoon is conducting patrols around the Nuy Nyum River a fiercely Pro Communist area. 1st Section have been ordered to patrol and investigate the area surrounding a bend in the river for signs of Communist activity.
Area of Operations
The Area of Operations comprises a mixture of dense single canopy moving into more open double and triple canopy jungle with patches of Bamboo growing on each bank of the Noy Nom river which bisects the area.
Mission
US troops will jump off from a small clearing in the south west corner and must get boots and eyes on each of the 9 sectors of the area.
The VC begin the game with three PEF's.
The US forces have 14 turns to complete their patrol mission.
Turn 1
The US troops mill around the insertion point unable to activate. Meanwhile two PEF's have moved down through the dense jungle towards the Americans.
Turn 2
All is quiet across the jungle as neither side activates.
Turn 3
The US wins the initiative and the section splits into two squads and begins a cautious approach towards the river.
Turn 4
The US win the initiative again.
The 2nd squad gain line of sight on the first PEF, It's a small bunker, unoccupied at this time.
As this is First Contact we test for the VC disposition and roll a result of 'Where's charlie?'
This reduces the remaining PEF's to a REP of 1 , deducts 1 from the Enemy Activity Level score and will affect VC rolls for reinforcements, reaction to incoming fire and cohesion.tests
The 1st squad also gain line of sight on a second PEF which resolves to reveal a whole Platoon of VC emerging from the jungle and the riverbanks ahead.
The US troops come out on top in the in-sight tests and launch a hail of rifle fire and a blooper HE grenade into the nearest VC troops killing 3 and knocking another 8 Out Of the Fight before the VC can even open fire.
VC fail to activate but the US Troops do
1st Squad advances to the river bank dispatching 3 of the out of the fight VC and sending fire and blooper rounds up the river bank but to little effect.
The 2nd squad press on through the dense jungle in an effort to flank the VC forces on the river bank.
Turn 6
The VC fail to activate again this turn. The 1st Squad again win the insight tests and bring the M60 into operation and with the Blooper managing to to KIA 3 VC and shake the two remaining sections enough that they retire away from the US troops into cover and are removed from play.
Turn 7
VC activate & win the initiative but theremaing PEF across the river stays where it is.
The section sergeant takes two men and heads back down the river bank to look for a crossing point leaving the M60 to cover 2nd squad as they emerge from the forest up river
Turn 8
The final PEF remains stubbornly still.
2nd Squad sweep through and round up 5 Out of the Fight VC as prisoners. Leaving a man to watch over then they join with the M60 crew to provide cover fire across the river if required.
Downstream the first man into the water flounders as the bottom drops away from him and despite a very slow current he fails his swim test and begins to drown! The Sergeant uses his Star power to pass his swim test and dives in to drag the hapless trooper back to the shore.
A double 6 in the initiative test causes a random event, a roll of 6 added to the initiative total gave a "Echo Mike" End mission. Platoon HQ wants your section back ASAP
Outcome
2#3 PEF revealed 4VP
6#9 Sectors were patrolled 6VP
5 Out of the Fight Prisoners 10VP
9 VC KIA 18VP
The section failed to complete it's mission -2VP
The total VP of 36 gives a result of 'Good Mission' and a roll on the Good Mission Table which returns a +1 Rep bonus for the next replacement in the squad.
Debrief
This was my first chance to run the FNG rules from Two Hour Wargames as a solo game. The rules use a reaction system of play much like their other titles so was familiar but FNG has been tailored with lots of customisations that add that Nam flavour to the game. It took about 4 hours to play this time and probably would have continued for longer without the Echo Mike event. As a follow up to this game I'm tempted to play the same table but using the FNG: Unconventional Warfare expansion rules to have a LRRP team go in for some recon work after all most of Charlies forces melted away and the brass want to know what else may be hiding out there in the bush.