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Author Topic: Surviving 'Nam - first playtest of coop rules  (Read 1390 times)

Offline carlos marighela

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #15 on: August 11, 2025, 04:02:09 AM »
Bird Dog Down! Very nice. :-*
Em dezembro de '81
Botou os ingleses na roda
3 a 0 no Liverpool
Ficou marcado na história
E no Rio não tem outro igual
Só o Flamengo é campeão mundial
E agora seu povo
Pede o mundo de novo

Offline Cat

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #16 on: August 11, 2025, 05:04:56 AM »
Umm, this war is kinda Huey obligate!

Offline carlos marighela

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #17 on: August 11, 2025, 06:28:12 AM »
You can kinda sidestep the Hueys by fielding USMC but yeah, they are pretty iconic. Of course it's unlikely that a model is going to be on the table for more than a turn and unless you are playing a scenario where they are landing on a hot LZ, you'll rarely require more than one for Dustoffs.

What i want to see is a club game with multiple 1/48 RC Hueys all doing the Apocalypse Now beach scene. And no I'm not suggesting a trail of burning erosene along the far table edge to simulate the 'smell of napalm'. lol

Online flatpack

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #18 on: August 11, 2025, 07:20:17 AM »
Can you imagine the health and safety statement, or even the risk assessment for that game ?  lol lol
You’d need a fire crew on standby.
Flatpack

Offline mikedemana

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #19 on: August 11, 2025, 06:31:20 PM »
What i want to see is a club game with multiple 1/48 RC Hueys all doing the Apocalypse Now beach scene.

That would be amazing! Maybe CapnJim can come up with something? I saw lots of helicopters scattered here and there on desks or shelves in our Toy Box visit this past weekend...

Mike Demana

Offline CapnJim

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #20 on: August 11, 2025, 07:07:17 PM »
Sorry Mike.  None of my birds are RC.  They're all manually controlled... ;)
"Remember - Incoming Fire Has the Right-of-Way"

Offline mikedemana

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #21 on: August 15, 2025, 06:28:53 PM »


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 (fire team, actually) 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 chart for replacements in my draft of the rules, grabbed a 20-sided die, and started rolling up poor Lt. Cooper's fate.


Here's a look at the roster for 1st Squad -- I'll notate what happened to each soldier in the box beneath after the mission

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...


Here's 2nd Squad's roster -- I know, these aren't much to look at and are just screen shots from the document I'm using to track the platoon's progress on their 12-month tour

The captain knew that there were 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!


The attached elements of the platoon, subbing out a new photo of Boston carrying the "hog" (M60)

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.

Seeing how it's Friday already, it looks like the next playtest won't be till Monday or Tuesday, at the earliest. I have made good progress in assembling the rules into a first draft, though. So, that's good news. Hope you enjoyed the in between games update. The platoon will be thinner on the ground next mission. They're bringing 12 guys into the field as opposed to 15 last time. I'm looking forward to seeing how they do...!

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

Mike Demana

Offline CapnJim

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #22 on: August 16, 2025, 07:03:13 PM »
Interesting, Mike.  Looking forward to your next playtest AAR.

Offline mikedemana

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #23 on: August 18, 2025, 05:58:46 PM »
I'm hoping that next game will be this evening or tomorrow night at the latest! Enjoy your vacation, Jim!!

Mike Demana
« Last Edit: August 18, 2025, 06:01:35 PM by mikedemana »

Online flatpack

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #24 on: August 18, 2025, 11:26:32 PM »
Hope you get an enjoyable game Mike

Offline pws

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #25 on: August 20, 2025, 03:04:38 PM »
Hope you get an enjoyable game Mike

Quoted! Looking forward to play it. We had so much fun with the "Pulp/Africa" scenario ;)
« Last Edit: August 20, 2025, 03:09:24 PM by pws »
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Offline mikedemana

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #26 on: August 20, 2025, 06:25:55 PM »
I should be sending flatpack the files for the rules and everything this week! I really appreciate you guys testing it out for me. And on that note, here is the second playtest of Surviving 'Nam. I played it out last night and it went well. Started off slow (as I was rolling great, then the doo-doo hit the circular, oscillating air movement device and things got real interesting!).  :o


    1st Squad lined up in the trees along the river, ready to open up on any V.C. that appea

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!

End Part 1

Mike Demana

Offline mikedemana

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #27 on: August 20, 2025, 06:34:16 PM »
Begin Part 2


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.

And of course, all comments, questions, and suggestions greatly appreciated!

Mike Demana

Online flatpack

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #28 on: August 20, 2025, 07:09:10 PM »
Great ongoing jungle action Mike.

Offline has.been

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Re: Surviving 'Nam - first playtest of coop rules
« Reply #29 on: August 21, 2025, 07:29:16 AM »
Looking forward to play-testing with Flatpack.  :)

 

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