Launch Impressions and First Playthrough AAR

It is 1965 and the US ground war in Vietnam is in full swing. As a US Army commander, wage a counter-insurgency (COIN) war to secure the Ia Drang valley, on the border with Cambodia.
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kongxinga
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Launch Impressions and First Playthrough AAR

Post by kongxinga »

This game is amazing, especially for the price.

I achieved decisive victory on regular, lost some arvins, one US inf, an engineer, and a Huey in total.

Your most important units are engineers. At the start of the game, have one engineer make a beeline for the spot of your main fire base. I would also clear forests and make roads along the way if possible and if that does not cause a turn delay.

Another engineer should spam a forward base near the HQ, have your Green Beret walk in and start training Arvins (theses guys rock so hard it is unbelievable. Better intel, no PP malus if lost, can hold their own when ambushing or with some exp.) Your green beret is also very important and hard to replace. ONce the 2 arvins are out, move the beret to another forward base and repeat. The 2 arvins would be enough to visit and hold the two nearest villages.

Once the main firebase is done, your engineers should clear the forests in order to make roads to link up villages to your bases. Your HQ plus initial arvins can usual hold 2 villages. Make sure the main firebase has easy access to 5 villages (2 turn access via APCs, heli if needed). Save for a chinook.

Move your arty piece to the main fire base.

Once other arvins come out, have them make tours of nearby villages.

With 7 villages being held, you are on your way. Around this time you might get NVA intervention with tanks. Use air strikes or tanks if needed. I did not buy any Apaches, nor any armour, and my arty piece was almost always out of position. Which meant that I would often detect but have no one to respond.

I am scared of RPG ambushes, since I don't think I can ever get to them without mechanized transport, and they shoot at choppers or APCs. I usually had an airstrike deal with them.

When most villages are connected, build some forward bases, have your arvins in ambush there. These forward bases should be in the way of the Ho Chin Ming Trail. When you see the fire, go visit, then back to base. your choppers seems to resupply everyone in a base at one time.

Once the situation for the seven villages have stabilized, push with arvins and US inf and engineers to clear and build roads to the last 2. You will want the escort because likely the NVA base is there as you have left these alone for 20 or so turns! Have an airstrike handy to hit the base. I don't know how the base fired upon my discovering troops, but as I had no movement, I had to airstrike or lose an US inf.

At these point all your arvins in your rear will visit and reveal no new intel, likely because you have been killing so many VC. It is pretty much wait until the game is over.

i think I need to find a way to spare some points for a QRF, like tanks or an Apache. I spent most of my points on supplies, movement, bases, repairs, logistics and engineers. Thank god for those arvins. :mrgreen:
Now time for Veteran!

This captures the flavour of COIN very well, my only gripe is there doesn't seem to be a way to deny access to the villages. It seems the VC will always get through, and all you can do is have guys on ambush (or waste your green beret trying to detect them). Clearing forests also does not seem to help in detection, which makes no sense. If I see a group of people out of the village, that is pretty much Vietcong. For example, if you see a large group of people in the middle of the desert, that is extremely strange, but the same large group in a large city is not so strange. So a large group of people on the edge of the forest on a grassy field far from villages is pretty much guaranteed to be VC. So if I clear off the forest, I think I should see this group sooner, but they seem to waltz in in stealth mode even with cleared forests. The NVA also has stealth mode, which is strange as I thought they were regulars.
FroBodine
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Re: Launch Impressions and First Playthrough AAR

Post by FroBodine »

This is more of a walkthrough of how to play the game. I haven't played the game yet, but I hope this post doesn't spoil too much.
zakblood
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Re: Launch Impressions and First Playthrough AAR

Post by zakblood »

great posts lads, keep them coming and glad you like it, i and a few others beta'd the game and really hammered it so any question, just fire away :roll: :wink:
Sabratha
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Re: Launch Impressions and First Playthrough AAR

Post by Sabratha »

kongxinga wrote: Your most important units are engineers.
That is an interesting point to make, you seem to have a different approach to me alltogeather. My impression was that green berets and cobras are most important - one to find opfor (and train nw units to look for opfor), the second to deal the coup de grace.

Engineers for me... well, depends on the map in question. After I make a firebase and landing zones fo the various villages, engineers become of little use for me, though forward bases in vteran are a must.
kongxinga wrote:The NVA also has stealth mode, which is strange as I thought they were regulars.
AFAIK this game is supposed to represent the early US intervention period of the war - 1965. The NVA crossing the border at that time were better armed and trained than VC, but they fought a partisan style war too. The vast majority of NVA infantry operated at battalion level with no heavy weapons aside from mortars. Ia Drang was a sligth expection - NVA artillery in Ia Drang was a surprise for the US and in general something very rare as far as the conflict in this period. AFAIK Tanks were used in the south first only during the Tet ofensive.

Although I'd agree on tanks in this game. Tanks in the game now appear and disappear in the same way as opfor partisans, which makes no sense. I think tanks in clear terrain should be "spottable" within 3 hexes by any unit.
kongxinga
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Re: Launch Impressions and First Playthrough AAR

Post by kongxinga »

That might actually work, do Cobras outrange rpg ambushes (3 hexes)? I am not sure how to deal with those rockets in Veteran. Infantry are not fast enough to catch them, can't drop infantry from helicopters, artillery usually out of position, tanks, tanks don't seem to outrange it (never had a chance to try).

My turn 1 BO usually has 2 engineers, but I think I can cut that down to 1 and get the Cobra or another green beret. 3 engineers usually means I run out of PP to clear forests after a few turns any ways. So 1 engineer spams forward base so green beret can start training arvins, and the other engineer beelines to the firebase location, stopping to clear or build roads if possible. All the opportunities when the arvins get good intel, but nothing to react with is costing me a lot of PP.
zakblood
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Re: Launch Impressions and First Playthrough AAR

Post by zakblood »

there's a few way to play, but tbh i'm not spoiling it for anyone and saying, find your own way, you never know, might be another one yet unknown
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mind you i've had a head start
Sabratha
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Re: Launch Impressions and First Playthrough AAR

Post by Sabratha »

kongxinga wrote:That might actually work, do Cobras outrange rpg ambushes (3 hexes)? I am not sure how to deal with those rockets in Veteran. Infantry are not fast enough to catch them, can't drop infantry from helicopters, artillery usually out of position, tanks, tanks don't seem to outrange it (never had a chance to try).

My turn 1 BO usually has 2 engineers, but I think I can cut that down to 1 and get the Cobra or another green beret. 3 engineers usually means I run out of PP to clear forests after a few turns any ways. So 1 engineer spams forward base so green beret can start training arvins, and the other engineer beelines to the firebase location, stopping to clear or build roads if possible. All the opportunities when the arvins get good intel, but nothing to react with is costing me a lot of PP.
Cobras can dispatch them, if you are in range. Stay on the outer side of the rpg (Do not fly past them etc) and you can fire at them from 2 hexes without being spotted.
Every Single Soldier
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Re: Launch Impressions and First Playthrough AAR

Post by Every Single Soldier »

There are at least four different paths to victory, maybe you guys can find more .... :shock:

Thanks for the feedback, it is exactly why I developed this game, was for this type of interaction :)

Good point with NVA armor being spotted from further.

The issue with access to villages is a big point, in earlier version you could prevent access by simply putting a unit in the village but then the game dies as once you have 10 units , 1 in each villages you can't lose. Even with ambushes, we had to make it at least a few hexes away from th Gil for the same reason.
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