The small hamlet of Au Fuc is typical of many small family communities in the area where the locals scratch out a sustenance living from farming the land and raising livestock. Recent Operations have sought to drive the communist forces from the area to create a pacified area where the locals can go about their lives without the VC taxing their crops.
Area of Operations
The operation is centered on the small ville of Au Fuc and its surrounding area of jungle growth, bamboo and rice paddies. Clear tracks lead into the top and bottom of the ville. The area is considered pacified causing a -1 on the VC support and EAL
Mission
First section have been tasked to patrol the area for any sign of VC activity and check in on the villagers. The Platoon Lt. with his RTO will be along for the walk. The US have a support level of 4. The US will enter the area through the centre of the Jungle edge
The Communist forces have a support level and EAL of 1 and start the game with 2 PEFs for faster play these will be considred Rep 3 for activation.
The mission starts in the morning under clear skies and must be completed by mid afternoon (14 turns) to allow for extraction.
Turn 1
US win Initiative and under the command of the Rep5 squad Sgt they begin a cautious approach to the village while the old hand brings up the rear.
No VC activation this turn
Turn 2
US win the initiative and move up to the edges of the village taking up fire positions but not drawing any LOS to a nearby PEF
The villagers continue to go about there daily lives
The VC fail to activate again so the two PEFs remain hidden in place.
Turn 3
US and VC both activate this turn with the US winning the initiative they consolidate their position at the head of the Ville alert for any VC activity.
The PEF lurking to the jungle to the rear of the US Squad moves rapidly through Cover to the other side of the Ville.
The one nearest the Americans breaks cover to enter the LOS of the US troops behind the bushes
First Contact! We get to work out what we might be facing . The roll is low and we get "Where's Charlie". If we encounter anything It's likely to be Main Force VC elements local Charlie having been driven from the area however this time it's a false alarm just some of the wildlife moving about.
Turn 4
No US activation this turn as they freeze in place.
The Last PEF doubles back the way it came to move into a position to close with the US Troops. It however ends its turn in an exposed position but the US troops are all looking the wrong way for LOS.
Turn 5
The US win the initiative and activate first. The M60 gunner having sensed something turns round and establishes LOS with the exposed PEF. Resolving the PEF reveals it's a Potential Contact, The roll is low and again it's a false alarm, Just a villager going about their day. Some US Troops start to sweep around the edge of the vill towards the paddy fields.
Turn 6
No activity as neither side can activate.
Turn 7
US activate and enter the ville in force. The squad Cpls question two of the villagers while the rest secure the perimeter. Both villagers assure that there are NO VC, VC Bad! ( in game terms they would both have revealed one PEF each if any were still in play)
Turn 8
US Activate but the squad Sgt again has to move to give orders to push out and check the surrounding scrub.
On the Flank the fire team arrive at the paddy fields just as the last Civilian emerges from the ville.
Turn 9
The US again can activate and while the main body of the squad forms up and prepares to continue the patrol the flank team make contact with the last villager who enthusiastically tells the Troops that ALL VC Gone , We very Happy.( in game terms they would reveal all PEF's and also offer to lead the troops past any boobytraps safely)
Turn 10
US Activate, Morning turns to Afternoon and the skies remain clear.
While the flank fireteam return to the squad our Old Hand takes his team into the bush to check for any sign of Charlie.
Turn 11
Doubles on the initiative dice means a random event. This could be Charlies last chance to hurt the squad but we come up with a Lull in the Battle and no one get to move.
Turn 12
US squad activates and move through the dense Jungle back towards their extraction point.
Turn 13
All US troops return to the extraction point, As the hueys lift over the village, to return to base, life for the villagers returns to normal.
The Squad revealed two PEF's for 4VP
Searched all 9 sectors of the area for 9VP
No ready support calls also + 6VP
The mission was completed in time and with no Friendly casualties so No VP deductions Gives us a score of 23 giving a result of "Normal Mission, Go grab a shower and a beer"
Debrief
Second outing solo with this game that just continues to grow on me, Having cleared both PEF's fairly quickly it would be easy to think the game over but the chance of random events and their effects can keep the game tense while you seek to complete the mission. A couple of missed activations and the lull in the battle event mean't the patrol went down to the wire to reach the extraction point in time.
Having spent a few weeks knocking together some hooches I was keen to get the ville on table and see how Civilians can affect how the game plays. In this case the interaction were all positive and the revealing of PEF's could be a big game changer. Sadly i didn't get to experience what happens when there is contact and the civilians react to firing and its knock on effects to interactions. Another time with a few more civilians on table will reveal all on that one.
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