This is a brief report of my first few solo games of Men of
Company B (MCB) (RFCM, 2017). Normally I don’t publish my solo trials with new
rule sets, but in this case I thought it might be useful to give a flavour of
the resulting games. My figures are 20mm individually based but this works fine
within the rules; each figure equals a stand. The VC leaders are represented by
a NVA figure to clearly distinguish them. I’m also short of SE Asia buildings,
so I’ve used ruined stone buildings instead, which works OK. I only have 8/9
cache markers, so I created a quick ‘top man’ marker designed to look like ‘Uncle
Ho’s’ birthday cake!
Cache Loop shown at bottom, includes 'Uncle Ho's' birthday cake marker |
The first game was a ‘regular’ US platoon with a troop of
carriers and an extra infantry stand, versus VC opposition. The VC tried for
‘snipers’ and ‘experienced leader’, but both attempts failed. The US deployment saw the platoon commander
on one side of the table, whilst the 2 squads were located on the opposite
edge. The initial turns saw the US squads moving into the nearest building
squares and searching (they did find the ‘top-man’ cache). I pushed their luck
too far because this frenetic activity resulted in ‘failed’ activations, and
this meant the platoon commander failed to move quickly. This was a bad
decision! The arriving VC managed to recruit new stands from peripheral
buildings and then move against the lone US platoon commander. He took shelter
in some jungle but the VC quickly assaulted, forcing the commander into the
open, where he was easily eliminated. This early loss in the game was a disaster
for the White Star forces: All units lost 2 activation dice due to ‘out of
command’; there would be no artillery support, and no Casevac of casualties! At
this point the carrier troop arrived, but the VC were able to displace the
arrival point by 5 squares! The carriers were isolated and a close by VC unit
fired and took one carrier out! The second carrier only had 2 activation dice
(-2 for isolation, -3 for KO’d carrier), so moved slowly down the road towards
friendly forces. Unfortunately this attracted VC opportunity fire, who promptly
threw ‘boxcars’! The carrier failed its save and the unit was kaput! The
remaining US squads began taking casualties, failing morale checks which
exacerbated their low activation dice pool. They had no choice but to hunker-down
as the VC closed in. The game ended and the points tallied up: A Decisive
Victory (+39) for the VC!
The basic US forces available in both games |
Lesions learnt: The US platoon command squad is very weak
(only 2 stands) and it needs to be quickly moved to a central position,
protected by other squads. I think it should also go ‘Down’ whenever possible. I’m
not sure if a squad leader can be upgraded into a new platoon commander? US
forces need to move in a co-ordinated manner, working as a team. They should
also aim to move quickly to search as many village/building squares as
possible. The VC need to recruit up to 5/6 bases ASAP but should aim to leave 1
or 2 peasant bases for later use. Once a VC unit is reduced to 2 or 3 bases
then it will have negligible impact and should bug-out ASAP to be re-cycled.
The second game played was a re-run of the first, again the
VC failed to get a ‘sniper’. This time the initial US deployment was much more
favourable; the platoon commander was central and had squads either side in
village/building squares! By the halfway point in the game the US were well on
top; they had searched a good number of villages, found the best caches, moved
the carriers unharmed to a central supporting position, and Casevac’d the few casualties sustained. The VC were
struggling, but the US got over-confident and moved a squad into an isolated
position. The VC nipped into a bamboo grove and plastered the isolated squad
with fire. In the last turns the VC again gambled; They moved squad against the
central US platoon commander and, with only 2 remaining activation dice, they fired
from close range scoring ‘boxcars’! The US platoon commander responded by
throwing ‘snake-eyes’ for his saving throw! The platoon commander bit-the-dust
again! The game ended and the points were added up: A ‘Narrow Victory’ (+5) for
the White Star forces. The victory could have been better, the dice for the
caches was 8-down compared to the expected average result. The US had killed 18
bases of VC, but in the process killed 9 peasant bases. The media was outraged
(rolled ‘6’ on the dice for killing more than 4 bases of peasants). With a bit
more care and better dice rolling, the White Star forces could easily have
achieved a more decisive result.
Lesions learnt: Don’t get ‘cocky’. Stick with a steady
approach through to the end of the game. Gamble if you are ‘behind’ in the
final turns because the ‘Dice Gods’ seem to appreciate the gesture! The VC
should maximise bamboo groves and place then centrally near villages. The US
player needs to swap the bamboo so that they are peripheral on the table edges.
Once VC get into the bamboo, they are a b****r to shift! Artillery is the best
option but deviation can cause peasant and friendly casualties.
Overall, the game moves very fast. The ‘Push the Luck’
mechanism works very well. It is surprising how quickly you pick up the rules
and how little you need to refer to either the QRS or rulebook. The main thing
I needed to remind myself of was the -2 dice when shooting etc. with the ‘raw’
VC. I have yet to try many of the special options e.g. helicopter gunships and
snipers (the VC failed to get these in both games). Over the next week or so I plan to play again
with these options, and also try the NVA game (I will simply use VC figures as
NVA). Then, I will look at the supplementary games given at the back of the
rules. I very much doubt whether I will manage any opposed games over the next
couple of months.
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