| 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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