The Devil's Dust Bowl - Dac Song Province, 1969

By Phil Stevens

In this Scenario for our free rules ‘Nam 69’ we take a look at a US patrol in the Dac Song province during the October of 1969. The idea is to give a flavour for the rules in a search and destroy style mission. The rules are available in the download section of Wargames Journal.

Introduction

By late 1969, American forces operating within South Vietnam had radically changed their tactics. The Americans began setting up a series of ‘Fire-Bases’. These heavily gunned areas of resistance were used to send out troop sorties and the Americans turned to launching sweeping manoeuvres into known enemy territory. Supported by the Fire Bases, and with increased support from aircraft and artillery, infantry platoons or company sized units would frequently set out to ambush, reconnoitre or destroy the communist enemy.

Often, these patrols would discover enemy arms caches or command networks that could be heavily defended. Outnumbered, and often isolated, it was often the quick thinking of the patrol commander who ensured that his force made it back alive!

This scenario is a character based multi-player recreation of one such patrol that operated in the Dac Song Province in the South of Vietnam. This area, only a few miles away from the Cambodian border remained one of the fiercest areas of conflict throughout the whole war. However, by late 1969, it was critical to both sides, as it represented one of the key routes in which arms arrived to support the Southern Viet-Cong from the communist North.

As squad Leaders the players have been given the order to sweep through the troublesome Beip Nom valley, known to the US troops as the ‘Devils Dust Bowl’ - a name that does much to describe the inhospitable jungle conditions. This area is a known hot bed of Viet Cong activity.

The Scenario: This game requires a referee to play the communist forces and sees each Player undertaking the role of a Squad Leader of an infantry platoon from the 113th ‘Electric Strawberry’ Division (so called due to the shape of the insignia on their sleeves). As the leader of their squad, you are responsible for ensuring that your men survive the mission, while as a team, Players must endeavour to complete the mission that the platoon has been ordered to fulfil.

US Briefing: For the last two months there has been sporadic Viet-Cong resistance in the Beip Nom Valley area. However, up until now, it was believed that this route was a trail that allowed Viet-Cong access to the border, and as a consequence it was kept under surveillance. Irregular Viet-Cong platoon sized activity has been observed along the trail that lies at the bottom of the valley, but no other communist forces have been encountered. Operating out of Fire Base Foxtrot the surrounding villages have been pacified but no movement of the local Viet Cong has been traced to any of these settlements.

Three days ago a platoon sized reconnaissance force was sent to sweep through the valley. After a day of no contact, a battalion level force of well-equipped Viet Cong ambushed them. After taking heavy casualties the patrol was extracted and the valley was saturated with artillery and air strikes in order to destroy any Viet Cong within the area. Subsequent air reconnaissance can find no trace of the Viet-Cong forces - they have simply disappeared.

Headquarters believe that the area is far more than just a trial and that the Communists must have some important base nearby. A small but well equipped reconnaissance platoon is to be sent to find out what is going on in the area. Support will be available to this force but essentially a fast moving reconnaissance of the area is required.

US Order of battle and Objectives

The US forces will consist of the following: Three rifle squads, each of 6+D6 men, commanded by a sergeant. Each Character in the squad should have an M16 and one should have an M79 grenade launcher with 4 high explosive grenades. The Patrol commander will command a group composed of the Platoon HQ consisting of the lieutenant, the platoon radio operator and a runner all armed with M16’s.

The lieutenant will also command the Platoon heavy weapons section comprising two M60 Machine Gunners and two loaders armed with M16’s. Attached to the Platoon HQ should also be a demolition expert armed with 4 explosive charges and an M16. Each player will create the appropriate Character cards for their group before the game begins. When creating each Character either use the samples provided or randomly determine the various Character abilities by consulting the following list to determine the appropriate statistics.

Wep: Roll 1D6; stat is -1 if a 1 is rolled, 0 if 2-5 is rolled and +1 if a 6 is rolled

Hwep: Roll 1D6; stat is -1 if a 1 is rolled, 0 if 2-5 is rolled and +1 if a 6 is rolled

Wit: 3 + D3 (+1 if a leader)

Cool: 4 + D3 (+1 if a leader)

The US objectives are to exit from the northern table edge and specifically:

• The reconnaissance of the valley area by following the trail and evading detection by any enemy unless favourable combat conditions exist.

• If engagement appears favourable engage in combat in order to assess Viet Cong strength. Every attempt will be made to ensure support is available to you should it be required.

• The identification of type and purpose of - and destruction of -any enemy buildings

• The return of the patrol to Fire Base Foxtrot.

Communist Order of battle and Objectives

The referee will dictate the communist forces targets, movement and morale. Their actions will be as pre-determined as necessary. They will operate as far as possible like a real player exploiting weaknesses, going for important figures first, routing etc, so be ready for a tough time.

The referee will have at his disposal in the area one Viet Cong HQ section, three rifle squads and one heavy weapons squad, approximately a platoon sized force.

The platoon HQ should consist of D3 Characters and be armed with AK-47’s. Each rifle squad should have 6+D3 Characters. One should have an RPG, one an LMG and half the remainder rifles the other half AK-47’s. The heavy weapons squad should have 2 medium Machine Guns; each crewed by 2 Viet Cong.

The Referee should indicate on the map the position of each communist group with a cross. When deployed each Character from the appropriate group must be deployed within 12” of the area indicated on the map. The referee must also indicate on the map the location of three communist buildings or store huts. One of which must be in the Montard village and the remaining two must be within 12” of the trail and not within 12” of the table edge.

Victory Conditions

At the end of the game total the victory points for the US players as follows:

Destruction of all three enemy buildings in the area 20 points

Each VC killed 1 point

Each American returned to base 2 points

The capture of a VC member 10 points

Each American killed - 5 points

Loss of the Platoon Commanders Radio - 10 points

Loss of the Demolition NCO - 5 points

The objective of the game is to achieve a positive result - however, a score of +10 would be good, +20 very good, and +30 excellent (but unlikely!)

Scenario Special Rules

There are several special rules that will be used to add realism and tension to the game. These are outlined below.

Visibility: In order to replicate the claustrophobic tension of jungle combat, visibility is reduced to 18” with the jungle obscuring vision and targets. This only applies to jungle action; trails or open spaces are as normal.

Personality Cards: In order to build on the fact that the US players represent specific personalities they must decide on a name for their Leader and roll a D3 before the game starts. This indicates the number of In-Country attributes that you have picked up while you have been doing your tour. You can choose from the list of skills indicated below.

In-Country Skills

Tracking: Your experience on your tour has allowed you to pick up excellent jungle tracking skills. By performing nothing but a Move action you can tell pretty much all there is to tell about a set of tracks. This skill allows the Character to ask the Referee for insight into any tracks the Character spots.

Explosive Knowledge: Having been posted with a Demolition officer, he showed you the results that a carefully placed det-cord can do. If it goes bang the chances are you can use it! This skill allows the Character to use Explosives

Weapons Speciality: Maybe you’re a natural, or maybe you train hard - but you are the best shot in the Platoon with an M60 or M79 Grenade Launcher although you’re not any better with your M16. This skill allows the Character to get +2 to hit with the above weapons

Crack-shot: ‘Take your time - breathe with your target,’ is what you were taught. Now it’s paid off. This skill allows the Character to get + 2 to all To-Hit rolls with an M16.

In-Country Wisdom: You know the tricks of the trade. You’ve seen kids come and go and you’ve learnt the ropes of this war, and it gives you an edge. As you pass on this information, maybe you can stop some of your kids going home in a body bag. This skill allows the Character to ask the Referee any two questions at the beginning of the game.

Hell-Bound: You’re gone. Earth ‘aint for you, but Heaven don’t want you either. So you’re stuck here, in Vietnam. Some say that you’re going to hell, but maybe he doesn’t want you either! It seems every day something with your name on it misses.

This skill allows the Character a D10 saving roll. Roll a D10 for each hit on the Character. On the result of an 8, 9 or 10 any small arms shot has no effect and the appropriate Wound Cards are not effective

God-watched: The Squad likes you. Charmed or blessed, you could walk ‘em through fire without getting them burnt. This skill allows the Character to ignore 1 hit per game on a Squad member within 12”.

Downloads

The following file is an Adobe Acrobat PDF and contains the key elements of this scenario: Orbats and Special/Scenario rules. Simply click on the want you want to view or download.

Devil Dust Bowl Special Rules and Briefing

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