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Last
weekend, I took the first scenario from the Surf’s Up booklet out to
Millenniumcon 14 in Austin, Texas to run two games. I had scheduled the
games to run on Saturday afternoon and then the Sunday morning ‘extended
slot,’ which would run from 0930-1600. I decided to do this because it
seems that at many conventions the four hour time slot is not enough
time to come to a conclusion with the game. As we all know, it’s never
just the game; it’s also the storytelling and general camaraderie
around the table that sometimes drags a game out past the intended time.

The
Saturday afternoon game was full, even though we had one person drop out
due to illness. I could certainly understand that, having been sick
myself the previous week, so I am sending him pictures of the Saturday
game. I was afraid that the game was not going to go well at first; for
some reason Saturday, I had trouble explaining the game concepts in a
way that made sense to me, much less the players (many of whom were new
to TFL games). Finally, in frustration I said, “Let’s just start
playing and you will pick it up as we go along.”
The
US players came on from long edge of the board, stumbling through the
jungle for the first couple of turns. Then, they quickly spotted a VC
squad dug into a trench right in the middle of the road! This allowed
the US to immediately ask for authorization to use their off-board
assets. Apparently the District Chief didn’t like this village very
much, as the card came up very quickly on the next turn.
At
this point the fight was on, and the US forces on this end of the table
rapidly began coming off blinds so that they could shoot. Much to their
surprise however, the US troops auto-spotted a platoon of Main Force VC
in trenches just inside the tree line where they deployed. In the
ensuing shootout on the next turn, the US troops got to fire first and
applied a lot of shock to the platoon, but not many kills. This was
something that would continue throughout the game, with both sides
making excellent saving throws resulting in a lot of shock, but few KIAs.
After a couple of turns of fire, the VC in the jungle trench routed out
of the position and across the road. One of the American commanders
decided to pursue the VC across the road in an attempt to capture them
in close combat since they were suppressed and carrying a great deal of
shock. Much to his surprise, there was another VC platoon across the
road, and they caught him with a great shot at close range which
resulted in 37 hits on his platoon. Of those 37 hits, only 5 were kills
though and 4 of them were on one squad. This put them into Awe, and they
dropped their dead and retreated back into the jungle.
Luckily
for the Americans, it was not an ambush, since the blinds card had
already come up earlier in the turn and the second VC platoon had
reserved all their dice. Also, by being pinned down where they were,
they were able to prevent the VC platoon from coming out and removing
the dead US troops. Even with all their shock, they were able to keep up
a hot enough fire to prevent any VC units from coming out and engaging
them in close combat. They also were able to allow the troops coming up
behind them to start searching the huts without interference, and one of
the rice caches was found.
Now,
the VC player decided to see if he could mess with the US player’s
minds, and put out several blinds on the opposite end of the table. The
US did not, however, take the bait.

While
all this was going on, a half battery of 105mm guns was bombarding the
trench in the middle of the road. They had a bit of trouble getting on
target at first, but even when they hit a hut with civilians in it, no
one was killed. After a few turns of being fired on, the MG squad in
that trench succumbed to Shock so they bugged out but were able to take
their dead with them. In the last turn of the game, the FO moved the
artillery fire into the jungle so as to cover everyone there, and the US
forces suffered a critical wound which caused them to mark a position
for the Dustoff bird.
Militarily,
the scenario was a draw. The US found one rice cache out of three, and
while they inflicted a lot of shock on the VC, there weren’t a lot of
dead. Politically speaking, the VC dead and one cache was enough to give
the Americans a 5 point political victory even with 9 US dead. So, the
US pulls out a close one. What was most interesting was that, even with
my poor explanations of how the game worked, after about 2-3 turns the
system “clicked” for everyone. The US players, especially, were
using fire and manoeuvre, and coordinating their off-board artillery
quite well for players with no experience. Unfortunately, my list of
players was thrown away so I don’t have names for everyone, but their
pictures have been uploaded onto the Yahoo group.
Sunday,
however, was a completely different game. I had only two players, so
they played the Americans and I played the VC. Because of this, I didn’t
take as many pictures on Sunday as I should have.
Both
of these players were ex-military, so they understood the necessity of
cover, and moving carefully. They came up with a simple plan, stuck to
it, and it resulted in a resounding political victory for the US forces.
They came in on the same board edge as the Saturday group did, came out
of the jungle, came off blinds and started searching the huts. My setup
was different from the one on Saturday though, and the searching troops
quickly came under fire from a bunker with an MMG in it. The US players
quickly concentrated fire on the bunker, pinned it repeatedly, and
forced the survivors to run into the jungle leaving their dead behind.
What is interesting here is that the player who came under fire said,
“play the period not the rules, right?”, and quite searching the hut
to return fire with the rest of the platoon. This caused him to miss the
rice cache there, since he moved out of the hut after the bunker was
silenced.

The
Americans continued their advance slowly, and it was a good thing they
did, because once again they auto-spotted a large dug-in VC force in the
tree line. This was a full platoon of Main Force VC, with entrenchments.
Once again, the US got the drop on the VC in the gunfight, and were able
to inflict massive amounts of shock and casualties on them. My dice
rolling was not as good as the VC player from Saturday, and the dead
piled up in the trench as each of the units fled. While most of the US
platoon cleared out the trench, one squad actually went into the jungle
after one of the retreating squads to try and capture it. After a couple
of rounds of close combat, the remainder of the VC fled deeper into the
jungle. Over on the American right, the local hamlet level VC were
engaging the US forces, but bolt-action rifles against M16s are not a
fair fight, regardless of how you look at it. The hamlet level VC left
about 6 bodies on the ground when they decided to get away from the
Americans.
Unfortunately,
both of the players had time constraints so we had to cut the game short
after this photo was taken. There was still a Main Force platoon out
there, and I think that possibly I could have done some more damage to
the US, but probably not enough. Militarily, the game was truly a wash.
He inflicted large casualties on me, but did not find any rice caches. I
kept the rice caches intact, but definitely did not inflict 30%
casualties on the US forces. Politically, the game was a disaster for
the VC. There were at least 10-12 bodies left on the field, and possibly
more. Because of that, the US players easily scored the political points
needed for a major victory. I did not get a picture of the players on
Sunday, but fortunately the convention photographer did, and I’ve
uploaded that into the Yahoo group with the other pictures.
Interestingly enough, the balding player in the picture played in all
three of the Lardies games that were put on!
Brian
Weatherby
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