Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #8

We are at a crucial point in the scenario: How to get both Crew and EVAC helo safely to the LZ?

With the Crew (turquoise circle, screenshot following), I have toggled ON the Reac[H]able hexes display (hotkey 'h', else the indicated Toolbar button).

Image

Ideally, we move the Crew through covered terrain. I have also toggled ON the on-map TEM (Terrain Effects Modifier) numbers. The first hex move, to a Meadow hex with a TEM advantage of just 0.95 (where direct fire on that hex is 95% effective compared to uncovered, clear terrain) is dicey. If the Crew is to be shot up, killed, the risk is greatest there. If they survive that hex move, the next hex move, to a Village hex with a TEM of 0.65, is much less risky. The final hex move, to the LZ should be fine.

But this begs the question: In a single turn, can the Crew even make it that far? Yes, evidently they can, if the Reac[H]able hexes highlights are to be believed. (Due to path finding limitations, the Reac[H]able hexes highlights are not always 100% accurate.) Fortunately, there is a path along the way that will help to speed up movement. Fortunate too that despite their Fatigued status, the Crew can still reach the LZ in one go. In the previous turn, after failing to Double-Time the Crew at the outset, I made a second mistake of Double-Timing them after their first hex move. That accomplished nothing; their Reac[H]able hexes were unchanged, but now they were Fatigued. D'oh!

(Incidentally, my invented narrative says that the Crew consists of 1 KIA, two seriously wounded, and two badly shaken. How can they move about so quickly like that? Maybe they shouldn't be able to. Which is why we are considering implementation of a new counter flag, XIncapacitated. Incapacitated units, applicable to leaders only most probably, will be permanently Disrupted, permanently Fatigued, will have their movement limited to one hex per turn (unless a passenger), and whatever else we can think of. Available in future game patches and releases.)

What about the EVAC helo (turquoise circle, screenshot following)?

Image

(I have toggled ON the Visibility highlight, with the hot spot at the Village hex. The visibility extends just one or two hexes to the south and east. I infer from this that the Orchard (and Village) hexes block LOS from further away.)

Currently at High flight zone, I plan to fly the EVAC helo to the hex two hexes north of the village, there to descend to Low flight zone. That is their point of greatest vulnerability, maybe. At High flight zone, they are impervious to most or all ground AA fire. When dropping to Low, they become vulnerable.

The next hex after that, I will descend the helo to Nap of Earth flying. At NOE, they are even more vulnerable. With the on-map elevation #s toggled ON, note where at that hex, the higher elevations surrounding should shield them from any AA fire coming from the north and east, where VC are known to be operating. (I know this, because that is where enemy arty fire is coming from.)

The hex after that, the LZ, is where the EVAC helo will land. The Orchard hexes surrounding should block any LOS firing from any VC lurking nearby.

I can't just have the Crew and the EVAC helo at the LZ, of course. VC could emerge from the Orchard, assault, and capture them. I would need also to move Marines into that LZ hex to defend both helo and Crew.

But wait! Should we not fire at the surrounding VC first? For likely they will opfire at the Crew as they move. Bad idea, our firing initially at those VC. Because what if they were to retreat into that first Path hex? That would spoil everything. The Crew would then have no hope of reaching the LZ in a single dash. No, better to do the movements first, then fire later.

Fingers crossed, here goes...
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #8

The Crew, and accompanying Marine Engineers, make the first hex move, are opfired at a couple of times, and survive, no SP hits:

Image

Leaving the Engineers behind, the Crew continues into the Village. From there, several other Marine platoons accompany them to the LZ. No more VC opfire. Problem half solved!

Image

The other half of the problem: Getting the EVAC helo to the LZ unscathed.

The EVAC Huey flies around, and even though flying High is opfired at more than once.

Image

The Huey descends to Low, is opfired at again. It drops to NOE, flies to the LZ hex, and there safely lands. Success!

Image

In all, six opfires (from the yellow circles, including from off map), six misses. Wonderful luck!

We still need to worry about VC in the vicinity approaching the LZ. One of the American helicopter gunships (turquoise circle, screenshot following) advances, fires, and destroys a VC platoon (magenta circle)!

Image

The other Gunship (Hog) swings around from the north, fires at the VC unit due south, forcing it to retreat to the northwest. This frees up that hex for an ARVN platoon to move in.

Image

The Crew, the EVAC Huey, and accompanying ARVN Marines now occupy the LZ:

Image

There is still a risk on takeoff and getting safely away. But thus far, this all could hardly have gone any better!

To the south, more skirmishing. At turn's end, I plot ARVN artillery to target Ap Quang Giao, a likely origin for further AA fire; also the hexes just to the south and southeast of the LZ, in case any VC should happen to show up there. Is there a risk of the ARVN arty fire drifting northward onto the LZ? Yes, but that is a risk I am willing to take.
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #8

At Turn #8, Side B VC phase open, VC arty rains down on the Village west of the LZ, no hits; and also several hexes to the west, with the VC targeting their own guys.

The three isolated VC platoons (yellow circles, screenshot following) continue their dogged pursuit of the American helo Crew (now at the LZ).

Isolated skirmishing to the southwest.

The situation at the conclusion of the VC phase, at the beginning of Turn #9, Side A ARVN phase:

Image

The American helicopter Crew is poised for rescue!
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #9

The American helo Crew load onto the EVAC Huey. The Huey climbs to NOE, and ...

Image

... VC AA fire aims from the northeast (yellow circles, including off-map) and misses!

Do I have the EVAC Huey climb to Low flight level in place, or fly Nap of Earth to the south, hoping for blocked enemy LOS? I opt for the latter, and ...

Image

More enemy AA fire (yellow circle), and more misses! So much for my hoped for blocked LOS. :roll:

The EVAC Huey climbs another flight zone, to Low level, and ...

Image

... still more VC AA fire (yellow circle), and missed again!

Another hex move southward, the Huey climbs to High flight zone, and ...

Image

No more enemy AA fire!

Flying High, the Huey flies away from the enemy AA guns and southward then northwestward around known VC units:

Image

We have effectively made our escape!

So lucky! Any one of those half dozen or more AA fires could have shot down that Huey. But no!

The American helo gunships circle around to blast the VC. A lucky strike finishes off a VC company. The ARVN side gains 25 EPs!

Image

The rest of the ARVN phase plays out. The ARVN withdraw, regroup.

ARVN arty targets VC in the vicinity.

The EVAC Huey and gunship helo escorts fly High off to the northwest (turquoise circle, at Xa Binh Gia, screenshot following).

The situation at the end of Turn #9, Side B ARVN phase:

Image

Looking good!
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #9

The VC (yellow circle, screenshot following) get some payback. Firing twice at the ARVN platoon just to the north, the VC score 4 SP hits and destroy an entire ARVN platoon (magenta circle)!

Image

Sounds, many sounds of shuffling feet heard off in the distance. Ominous sounds to an extent never heard before. A harbinger of bad things to come?

By means of the ';' (semicolon) hotkey, I have toggled ON display of on-map Concealment Modifiers. The 0s are effectively no concealment, -1 is weak concealment, -2 and -3 strong concealment. Produce Field (0), Meadow (1), and Orchard (1) provide no to poor concealment. Forest (-2), Light Jungle (-3), and Village (-3) offer good concealment. If the enemy is on the march but we don't spot them, concealment is one good reason why. (Another might be blocked LOS.)

The situation after conclusion of the VC phase, at the start of the Turn #10, Side A ARVN phase:

Image
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #10

We fly (High) the American helicopters to the northwest corner of the map, where they first entered (although I suppose flying to any map edge would do):

Image

I select the menu choice Units > Remove From Map. (I could just as easily use the hotkey Ctrl+E, else the Units Toolbar "Remove units from map" button.)

Image

A dialog pops up:

Image

Okay! 100 EPs for rescuing the Crew. I'll take it!

We haven't looked at the Victory Dialog for a while:

Image

Adding in those 100 EPs, the Side A ARVN EPs total is now 135. With Total Points now up to 44, we have climbed out of Minor Defeat into Draw range. Can we build on that and win ultimate victory?

(Note where Objective Points are now broken out into separate Side A OPs and Side B OPs, where before they were consolidated. This is new to CSVN v1.10.)
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #10

I notice that many of the ARVN frontline units are Conserving Ammo, as indicated by the hollow bullet icon in the Unit List:

Image

From the game Manual:

Image

Conserving Ammo (short on ammo) has an attacking unit firing at 50% effectiveness, and assaulting at 75%. Not good.

Why is the ammo so low? The next screenshot helps to explain:

Image

The Marine VNMC Battalion HQ is rather far to the rear, at the Binh Gia Cathedral. Not only is it currently Out of Ammo, the HQ's Combat Efficiency rating, its ability to supply and control the troops, is quite low as far out as the ARVN front line.

With the Command Range map display toggled ON (use the Common > Display command range button, else the 'W' hotkey, else the menu selection), the hex highlights show the area where Combat Efficiency is 50% or greater. Outside that highlighted area, the Combat Efficiency is less than 50%. At the ARVN front line, it is down to 35% or less.

One thing we should try is to move the VNMC Battalion HQ forward.

Note too, in the HexInfo Box, where the general Ammo & ArtyAmmo levels are down to 66 & 68 respectively. At scenario's start, they were both 80. There's no escaping it. We are running short of ammo, and supplying the troops is getting to be more and more difficult.
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #10

From the Scenario Briefing:

"Your primary mission is to save the US helicopter crew, secure the rescue LZ (HEX 59,46), and wait for the arrival of the slick to take the downed crew out. You must clear the Quang Giao Plantation and capture Ap Quang Giao (HEXES 62,45 , 63,45 and 64,45). Your secondary mission is to defend Binh Gia and Hill 101, patrol around the village, and destroy any remaining Viet Cong in the area."

I have foreboding about moving against Ap Quang Giao, and fanning out into the Quang Giao Plantation, after hearing (if not seeing) all that VC shuffling about last turn. Also considering the supply situation. Better to await the expected helicopter gunship reinforcements.

I have sent ARVN Rangers to patrolling north of Binh Gia, however. I am curious to discover where all the VC artillery and AA appear to be firing from.

The VNMC Battalion HQ (turquoise circle) leaves the Cathedral and ventures eastward, outside of Binh Gia town.

With on-map elevations toggled ON ('.' hotkey), and the Moved units highlight set ('M' hotkey), the situation at the end of the Turn #10, Side A ARVN phase:

Image
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #10

With the American helicopter Crew out of the picture, their would-be VC captors (yellow circle, screenshot following) extricate themselves and retreat (green arrows).

From the east and northeast, new VC join the fray.

Following conclusion of the VC phase, the situation at the start of Turn #11, Side A ARVN phase:

Image

This fight ain't over yet!
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #11

The ARVN (yellow circle) fire at the approaching VC (magenta circle). Note that, even with the Enhanced Reporting optional rule selected, enemy combat results are not always "Unknown effects vs. unknown units":

Image

The VC were in fairly open terrain, in this case in a Produce Field hex (turquoise circle) with a concealment factor of 0, i.e., no effective concealment:

Image

(In the screenshot preceding, by means of the ';' (semicolon) hotkey, I have toggled ON display of on-map Concealment Modifier #s. Or one could use the Map Toolbar button for that, else the menu selection Display > Concealment Modifiers.)

When displaying combat results, there is an element of chance involved. Details are revealed not just by rigid formula. The Fog of War might lift briefly, or it might not.

North of Xa Binh Gia, the ARVN Rangers patrol northward tentatively.

With the frontline so fluid, I refrain from targeting any artillery or airstrikes.

Note (in the screenshot following) where I have moved the VNMC Battalion HQ (turquoise circle) as far forward as I feel comfortable with. Supply should move forward to the frontline better now.

The situation at the end of the Turn #11, Side A ARVN phase, with Moved Units counter highlights toggled ON (hotkey 'M'):

Image

(In that last screenshot, by means of hotkey Alt+N ([N]o Toolbar), I have toggled OFF display of the Toolbar.)
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #11

The VC have stirred themselves and are advancing in force. They take advantage of gaps in the ARVN line, or try to.

To the south, VC enter the breach, but ARVN opfire forces them back (in/out green arrows, screenshot following).

To the east, the VC are more successful (successive green arrows). Several ARVN units are now encircled, and isolated. Clever that VC AI!

I have toggled ON the on-map Morale Modifier #s (hotkey ', apostrophe; else the Map > Toggle Morale Modifiers button; else menu Display > Morale Modifiers).

As you can see (small yellow circles), Village hexes confer a morale bonus of 2. As opposed to Meadow or Produce Field hexes, which offer 0 benefit for morale. (The Morale bonus for Forest and Light Jungle is 1.) The higher the morale, its base morale and modified by terrain (also the presence of leaders), the better a unit will do in assault combat and the less likely it will retreat from combat of any type.

With their generally lower morale ratings (and other factors), ARVN are no match for VC out in the open. ARVN do best in covered terrain (high TEM) with high morale bonus, for instance Village. If I set an unbroken line of ARVN units, inevitably some of them would need to occupy open terrain with little or no morale bonus. Where they would be shot up and torn up by VC assaults. Thus, there is this tension when playing the ARVN. Interesting choices!

To the west, the VNMC Battalion HQ (turquoise circle) is now three hexes forward from its starting position at the Binh Gia Cathedral. Its Command Range (where Combat Efficiency is >= 50%) thus extends three more hexes forward also. Whereas before the ARVN frontline troops' Combat Efficiency was 35 or less, with the Marines' HQ having moved forward, the CE is now 45 or better. Small improvement, but I'll take it!

Good players (not saying I am one) pay attention to these details. Good players reference frequently the on-map modifier #s (also the F2 Unit Handbook stats, etc.) and on-map unit and terrain highlights. Use them!

The situation at the conclusion of the Turn #11, Side B VC phase, at the start of the Turn #12 Side A ARVN phase:

Image
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #12

With VC swarming about, it's nevertheless time to plug the holes in the ARVN line; it is time to pull back.

The situation at the conclusion of the Turn #12, Side A ARVN phase (with Moved Units counter highlights toggled ON):

Image

(Note where I have switched to using Options > Counters > Counter Style > Alternate, with faint counter watermark and slightly larger counters.)

That ARVN stack (turquoise circle, screenshot following) at Quang Giao Plantation is in perilous position, ripe for VC flanking assault. Will they somehow survive?

Oh, I almost forgot. American helicopter gunship reinforcements have arrived at the northwest corner of the map:

Image

Just in the nick of time!
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #12

A sizeable VC contingent (yellow circle) assaults the 2nd/4th Marine Company (turquoise circle) at the sharp angled right portion of the ARVN defensive line. The ARVN hold.

Image

Are those VC (yellow circle, screenshot following) probing the ARVN center in preparation for an attack on Binh Gia town? Or is that just a feint to draw ARVN away from the main attack to the east?

The nearly surrounded VC platoon (green circle) makes its escape (green arrow, below).

More shuffling sounds are heard off in the distance. What are the VC up to?

The situation at the conclusion of the VC phase, after the ARVN arty attacks (with little apparent result), at the start of the Turn #13, Side A ARVN phase:

Image
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #13

The ARVN pull back, being careful where possible to defend in covered terrain.

With the on-map TEM #s toggled ON (hotkey '/'), note (screenshot following) where the ARVN occupy hexes with a TEM of 0.70 or better; or if not, then in fortified hexes with Bunker, Trench, or IP (Improved Position). If the VC draw close, they will be out in relatively open terrain, in Meadow and Tall Grass hexes with TEMs of 0.95 and 0.90 respectively.

All ARVN artillery is unavailable this turn.

I order another airstrike, directed at the Village at hex 58,46. The last time I ordered airstrikes, both of them at a Village, both times the airstrikes were "authorization denied". Hoping for better this time around.

The American helicopter gunships (just off-screen, upper left corner) fly in from the northwest.

The situation at the conclusion of Turn #13, Side A ARVN phase:

Image
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #13

A dramatic development. A swarm of VC emerges from the jungles to the north. VC pour through the center of the ARVN line. (The sneaky bastards!) Shots are fired everywhere, but no assaults. Yet.

The situation at the conclusion of the VC phase, at the beginning of Turn #14, Side A ARVN phase (with the own-side Unit Highlights, hotkey '*', toggled ON; also Map Hints, hotkey '\', toggled ON):

Image

Ah, so that's what the VC are up to! How far and how forcefully will they press their attack?
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #13

Another screenshot demonstrating clearly the ARVN's peril (with on-map elevation #s toggled ON, hotkey '.'):

Image

We might suppose the arrows predict the likely (AI directed) Viet Cong axes of attack.

They will probably chew up a good number of ARVN units. Might the VC even retake Binh Gia town?
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

Everybody, please note: I am playing this using a revised scenario Lua script, differing in several ways from the one distributed in the current public game release, CSVN v1.10.

The improved version will be included in the forthcoming v1.11 update.
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #14

The VC have the ARVN surrounded. The ARVN have the VC surrounded. This presents both danger and opportunity. Do I retreat, or do I counterattack? I decide to do both.

At the ARVN left, I withdraw from the bunkers at Hill 101. Taking care to Double-Time the units, I have them set up within Binh Gia, on the near side of the town stone walls (Map Hint SN).

With the VC flanked, I assault in the center:

Image

The VC are overrun! (Unfortunately, I had toggled OFF Options > Reports > Persistent, so the Damage Results dialog closed before I had the opportunity to capture the moment in a screenshot.)

A second assault, this one not just a flanking but a full encirclement (confers added advantages), is equally successful:

Image

In the screenshot preceding, I have toggled ON the on-map terrain Morale Modifiers (hotkey ', apostrophe). If you look closely (small magenta circle), you will see where the defending VC suffer a morale penalty of -1 for being in a Produce Field hex.

Thus by encircling the enemy in a morale malus hex, and by attacking with sufficient force, four ARVN platoons in this case, I maximized my odds of success. The results vindicated my tactics.

Remember the American helicopter gunships? In the High flight zone, they swoop in from the northwest, circle around, descend to Low level (see the highlighted Air Descend Toolbar button), and fire at the Viet Cong two hexes distant (yellow circle to magenta circle):

Image

Result: "Unknown effects vs. unknown units". With Enhanced Reporting, we see lots of that result, don't we? :roll:

If at first you don't succeed, try, try again (with the Reac[H]able Hexes highlights toggled ON, hotkey 'H'):

Image

Again, "Unknown effects vs. unknown units", but with this difference: the VC are forced to retreat. Good, I have achieved my purpose: driving that VC platoon back. If and when they advance, they will have to traverse two hexes before making close contact. Two hexes expending APs in movement; two hexes and therefore two chances to opfire them.

With one of the ARVN stacks selected (turquoise circle), I check their fire Range by means of the Display Ran[G]e (hotkey 'G') Toolbar button. The inner Red area is for hard targets (mnemonic: ha[RD], [R]e[D]), while the outer Blue area is for soft targets. (The VC present no hard targets in this scenario, AFAIK.)

I open the Opportunity Fire Dialog. I set those units' Firing Range to Short (except for Helicopter targets, which I set to N, [N]ever; don't want to opfire at our own helos!):

Image

Similarly, I set the opfire ranges to [S]hort for other ARVN units nearby. We don't want the ARVN to opfire at distant moving VC. No, they should save their opfire for the more effective short-range blasts.

With the on-map TEMs ([T]errain [E]ffect combat M[o]difers) -- the percentage reduction in fire effectiveness -- toggled ON (screenshot following), you might see where, as much as possible, I have positioned the ARVN in low-TEM hexes. For example, the ARVN (turquoise circle) in that Village hex enjoy a TEM advantage of 0.65.

Image

All three ARVN artillery units are available for a change. This being a critical point in the battle, I target them all in the manner shown (crosshairs, screenshot following), no holding back.

Except for airstrikes. I keep my six remaining airstrikes in reserve. Do you spot that airstrike marker at the Objective hex (magenta circle) at the Quang Giao Plantation? That airstrike is still pending. What's taking so long?!

The situation at the conclusion of the Turn #14, Side A ARVN phase (with the Moved Units highlights toggled ON):

Image

A most satisfying turn. The ARVN have put up a strong defense. Attack if you dare, Viet Cong!
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #14

The Viet Cong accept the challenge. They push forward in the center and on their right, advancing as far as the Binh Gia town walls.

The ARVN fire and fire and fire again at the VC. The VC do not much return fire, instead expending most or all of their APs in moving.

A VC assault takes an Objective at their left of center (at the map hotspot, screenshot following).

The situation at the conclusion of the VC phase, after the ARVN arty fire (with what results?), at the start of the Turn #15, Side A ARVN phase:

Image

In the screenshot, I have toggled ON (hotkey 'Y') the Low on or conserving ammo unit highlight. Most of the ARVN Marines right of center are low on ammo, being so far away as they are from their supply source, the 4th Marine Battalion HQ (turquoise circle), now back near to where it started at the Binh Gia Cathedral. On the ARVN right, time to pull back to Binh Gia, methinks. But will those VC in the center be so kind as to allow the ARVN to do that?
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Re: Binh Gia 3 - The Sacrifice - 12/31/64 - AAR (Berto vs. AI)

Post by berto »

TURN #15

As Turn #15 opens, a surprise:

Image

The Aviation Battalion HQ has arrived as reinforcements. This is great, because now the American helicopter gunships can refuel and rearm (at the Binh Gia Airfield west of town), can stick around and stay in the fight until the end. Otherwise, they would eventually be forced to exit the map for lack of fuel.

Note where the reinforcements arrive with 0 APs. The CSEE/SAI require that it be that way.

The Viet Cong are positioned to drive a wedge through the ARVN center. They must be stopped.

First the one, then the other, the helo gunships fly Low around and (turquoise circle, screenshot following) fire at the VC unit (magenta circle) at the forefront of the attack. Two fires, two misses (Damage Results dialogs not shown).

Image

ARVN Rangers assault from the west, Marines assault from the east. Note where, with the one ARVN unit selected (turquoise circle, screenshot following), I Add to Assault them by clicking on the Toolbar button indicated (turquoise box). A flanking assault at 4:1 odds: looks promising! I Resolve Assault using the Toolbar button to the left (magenta box), and ...

Image

... success! An entire VC platoon captured! At no loss to the ARVN.

Apart from a few potshots here and there, mainly the ARVN pull back closer to Binh Gia town, achieving a more compact defense, and shortening the supply lines.

Again, all ARVN artillery are unavailable this turn. I withhold my six remaining airstrikes for if and when things get desperate.

The situation at the conclusion of the Turn #15, Side A ARVN phase (with the Moved Units highlight toggled ON):

Image

Note the selected unit (turquoise circle), which by means of the Turn Clockwise I have turned the unit figures to face outward. The ARVN are in general retreat at their right. After movement, the troop figures are directed inward. I have Turned them Clockwise, or Counterclockwise, to "correct" their facing. Only armored units are impacted by the Armored Facing Effects optional rule, and only vehicle units expend APs when Turning. For vehicular units, facing matters. For non vehicular units, facing has no game play effect whatsoever; it is merely for show. I like my battle scenes to look "nice", so I trouble myself to reorient the units. It adds to the immersion IMO.
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