Hue

A Week in Hell /1

See prior post here

The game relies on a few random elements to generate replay value and make life harder for the USMC.

  1. Rolling for the process of getting reinforcement via road convoy or air to the MACV base or the LZ. Each requires a roll for success.
  2. The other is built around the idea of nightly infiltration. Whereever a zone is controlled but not manned there is a chance an enemy VC will arrive and stay to ruin your day. Also requires a roll to see if the chit pulled unit stays, or is ‘chased off’.

Combat is conducted from one adjacent area to the next. If NVA/VC survive the first round the Marines enter the zone and tackle it and can then capture it. So you based on what I read do NOT want to wipe out the unit in round 1 of combat. Otherwise it is not yours to them convert. The assault needs to be more of a probe, then once you got contact you go full bore. Using reserve and support elements which allow chewed up units to swap out.


The cooks, and guard elements of the Marines at the outset!:


This unit must ‘clear the highway to allow the first convoy to arrive!

They get started clearing while Company Alpha is on the way.


They take on the road zones.


The Marines get lucky. Its lightly held and the NVA get popped easily.


Once killed however we must clear. This takes a phase [Each turn is divided into a minimum of 7 phases a maximum of ten of which the last is the night phase. Phases 7-10 are rolled for to see if night falls.


Our command unit is in the clearing zones box until we are successful. Then the platoon on map can go about its business.

The next zone also ends up being 1 rated.


Company A makes it to the map and moves to secure the LZ for rapid deployment of new reinforcements.


The LZ gets flipped to controlled/good to go for when the next batch arrive.


Golf Company arrives:


MACV and 1/1CP can now share their command points and they allocate both forces to clearing Northwards up river across highway 1 and into trouble.