Objective: Blow up the Hooch holding the harvest and beat a hasty retreat. Ofcourse burning it is also acceptable.
Transportation: A truck will take you within a klick of the village. Sleep there during the night and at dawn assault the village. Setup anywhere within a 360 degree ark of the village's outskirts
Forces: Your squad of elites are all Vietnam vets and have chosen weapons
that are familiar to you. The squad consists of:
*The leader (You) with the SMG variant of the AR-15,
*1 soldier with a M79 GL
*1 fig with a shotgun
*1 fig with a M-60 on loan from the GOV
*6 men have M-16s.
DON'T READ THIS UNLESS YOUR PLAYING THIS SIDE OR THE REF. SKIP TO MAP
NOTES
Guerrilla Briefing
A Yankee arms-dealer.....or rather American business man has sold you
tiny band of freedom fighters some "US Dubya-dubya two issue" Weapons as
he put it in his own words. Your forces however remain low in number. Nearby
a minority village has come to you about a temporary alliance. They had
a poor harvest this year and don't want to pay the new crop tax.
They offer you 1/7th of the next harvest if you help them defend their
village.
Units:
#1 leader with thompson SMG and 1 M1 armed guerrilla and one with a
BAR.
#2 .30 cal MG manned by 2 guerrillas.
#3 Guerrilla with BAR and two 2 foreign workers armed with WW1 rifles
#4 Guerrilla squad of 3 M-1 Garand armed soldiers
#5 Village squad of 3 WWI rifle armed foreign workers
MAP NOTES
The base of the water tower is surrounded by barbwire. The Big building has a large barn style door facing the the village and no other windows or methods of entry. The other buildings all have doors and windows as you feel is appropriate or have resources to game. On my table it takes one turn's movement for a fig to get from the barricade farthest from the big building to the closest piece of jungle. It takes 2 turns to cross the fields to the village.
Rules for Solo-Play:
DON'T Read the Guerrilla briefing. Set-up YOUR troops anywhere
in the jungle area. Now read The Guerrilla and Militia units are
set-up as follows: Unit #2 on the Water Tower, Unit #1 just inside the
door of the big building. #3 at the barricade farthest from the big building.
Units #4 and #5 are either at one of the barricades other than the one
unit #3 is at or in one of the buildings. Determine randomly with a 1d6.
* The Guerrilla force will withdraw after all the Militia are killed
* Morale for the Guerrillas is average and for the militia horrid
* If a unit attacks Barricade #1 the Guerrilla/Militia there will withdraw
up the street to the the main barricade.
*Roll 1d6 everytime any building is entered and occupied for at least
1 turn. on a 6 you find the rice here it is here. Add +2 for
under the Watertower and inside the large big building