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Just Another Day in the Delta

 a scenarion generator for "Contre Les Viets"

by Peter Hunt

 

Introduction

 

“Contre Les Viets” is best played with an umpire but if there are only two of you “Just Another’ Day in the Delta” can be used to generate quick play scenarios to enable you to get through several games in a session.  This system is based on the old SPI game “GRUNT”.

 

Terrain

 

The game simulates a sweep through the Red River Delta.  Terrain should consist of a village, cultivated land, a road, streams or irrigation ditches and dykes, low hills and areas of scrub, woods and jungle on a standard 6’ x 4’ table.

 

French Forces

 

French initial forces consist of one regular infantry company who arrive on the table side of their choice.  Their aim is to sweep and clear the area in four hours.  This is based on Pirey’s assertion that the industry standard for such sweeps was two villages a day.  This company is part of a sweep by a Groupe Mobile so in support there will be:-

 

ź        Artillery – one 105 mm battery may be called in direct support.

 

ź        Airpower – Emergency Request number is 5, fighters are on ramp alert.

 

ź        Reinforcements – another infantry company or a mechanised platoon, both accompanied by an artillery observer.  These will arrive one hour after being called.  Thirty minutes after being called the French player throws a secret dice to determine the location of the reinforcements.  On a 1 or 2 they will arrive anywhere on the same table edge as the original company, on a 3 or 4 they will arrive on the table edge to the left of the original table edge, on a 5 or 6 they will arrive on the table edge to the right of the original.

 

However “Just Another Day in the Delta” is just that.  Just another day in a long dirty war.  Today might bring the French into contact with a full VM company spoiling for a fight or a peaceful village with nothing more aggressive than a bad tempered water buffalo and the ubiquitous mosquitoes.  Therefore if the French commander calls for support unnecessarily and pulls resources away from other elements of the GM that need them he will have an irate colonel to answer to tonight.

 

Time

 

Use “Hit the Dirt” Special Rule 4: the Moving Clock.  The clock will advance 15 minutes at the end of each French initiative if a 4, 5 or 6 is thrown.

 

VM Forces

 

In each scenario the VM player has 30 hidden unit counters.  Three of these are for booby traps and three are for caches.  The rest are either dummies, which represent the animals and civilians in the area, or a variable number of squads and commanders depending upon the scenario.

 

The VM player throws a secret dice to determine his scenario and then deploys his hidden unit counters as he sees fit.  Rifle squads and PCs may be deployed “hidden” in the open.  They are revealed if they fire, if they are fired on, or if a French unit moves to point blank range.  Until they are so revealed they may be moved and remain hidden.

 

If the scenario allows for VM punji stakes or fortifications the VM player secretly notes the locations of bunkers, tunnels and punji stakes.

 

Caches and booby traps may only be deployed in cover and may not move.

Game Duration and Special Rules

 

The game starts with a French initiative.  It ends after four hours, when the French declare “No contact” or when the VM declare that all units which started the game on the table are either dead or have left the table. 

 

The VM player may move dummies, unrevealed squads or commanders and revealed units off the table by normal movement.

 

The French player may “investigate” any VM hidden unit counter by stating that his movement for a French squad or group is to investigate the counter.  He then specifies his route to the counter and is subject to normal reactive fire en route and, if the counter or the route is in cover, ambush fire if applicable.

 

ź        If the counter is a dummy (representing peasants going about their business) it is removed.

 

ź        If the counter is a cache the unit must spend one full initiative without movement destroying it.

 

ź        If the counter is a booby trap the investigating unit is attacked by four fire dice without any adjustment.  The booby trap is then removed.

 

ź        If the counter is a VM squad or commander it is revealed at point blank range in the open.  Such a “hidden” squad in the open cannot ambush a squad investigating it.  If the counter is a VM squad in cover it may ambush fire at its investigator or engage in close combat as a surprise encounter.

 

Winning and Losing

 

The French gain:-

 

ź        1 point for every VM squad or commander destroyed, or cache destroyed.

 

ź        2 points for every VM heavy weapon destroyed.

 

The VM gain:-

 

ź        2 points for every French squad, or commander or heavy weapon destroyed.

 

ź        4 points for every French heavy weapon destroyed in close combat.

 

ź        1/3 point for every dummy unit that is the victim of French direct fire, area fire or reconnaissance by fire.

 

ź        ˝ point for every VM unit on the table or successfully withdrawn at the end of the game.

 

If one side exceeds the other by less than 50% the result is a draw, by 51-100% they have a marginal victory, by 101% they have a decisive victory.

 

Reduce the VM victory/defeat by one level if the VM are fortified.

 

Reduce the French victory/defeat by one level if the French use an unnecessary support.  This is cumulative i.e. if the French use artillery, air and reinforcements against “sporadic opposition” their victory level would be reduced by three, so if on points they had a decisive victory this would be reduced to a VM marginal victory.

 

The Scenarios

 

Dice Score = 1.  “No Contact”

VM = 3 booby traps, 3 caches, 24 dummies.  No fortifications.

French permitted supports = nil.

Special Rules.  The French player may declare “no contact’ at any time.

 

ź        If the scenario is “no contact” the French have a decisive victory if they have investigated less than 6 hidden unit counter or a marginal victory if they have investigated 6 to 10 counters.  Any other result is a draw.

 

ź        If the scenario is “sporadic contact” the result is a draw.

 

ź        In any other scenario the French are decisively defeated.

 

Dice Score = 2 “Sporadic Contact”

VM = 3 booby traps, 3 caches, 2 snipers, one of whom is in a spider hole, 22 dummies, no fortifications

French permitted supports = nil

 

Dice Score = 3 “Light Contact”

VM =3 booby traps, 3 caches, 1 sniper, 1 PC, 3 squads, 19 dummies, 2 punji stakes, no fortifications.

French permitted supports = nil

 

Dice Score = 4 “Delaying Action”

VM = 3 booby traps, 3 caches, 1 sniper, 2 PC, 6 squads, 1 HMG or 1 x 81 mm mortar, 14 dummies, 2 punji stakes, no fortifications.

French permitted supports = Artillery

 

Dice Score = 5 “Heavy Fighting”

VM = 3 booby traps, 3 caches, 1 sniper, 1 CC, 2 PC, 6 squads, one x 81 mm mortar, 1 x HMG, 12 dummies, 4 punji stakes.  VM may fortify with spider hole for sniper and one bunker.

French permitted supports = Artillery, Air.

 

Dice Score = 6 “More than you can chew”

VM = 3 booby traps, 3 caches, 1 sniper, 1 CC, 3 PC, 9 squads, 1 HMG, 1 x 81 mm mortar, 8 dummies, 4 punji stakes.  VM may fortify with spider hole for sniper, one bunker and two tunnels.  The tunnels run between a building or bunker and the nearest other bunker, building, vegetation cover, paddy or water feature.

French Permitted supports = Artillery, Air, Reinforcements.  

 

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