The difficulty settings available are Regular and Veteran, and I have been progressing through the Regular setting so far. There is a major update to the game on the near horizon that while I am looking forward to I also want to complete the game (Steam based achievement wise) before this update so it doesn’t shift how I have been playing too much. The myriad of changes coming are all exciting, however the game in its current condition is a damn fine product.
This is my current shadowbox from the beginning of the
scenario. The various decorations, medals, tabs, rank, etc. all relate to the cumulative
success of the gameplay to date.
This is the situation I am dealt with at the beginning (I am not sure if these maps are procedurally generated with a set number of pieces, however I have yet to encounter a duplication that I am aware of).
The Vietcong and the NVA come from the west, while the US and ARVN forces come from the east. The name of the game is to increase the Hearts and Minds rating (currently at a value of 50) to the point that it shifts in favor of the US (60) which will result in a Decisive Victory outcome.
There are 10 villages on the map that largely influence the Hearts and Minds rating (along with success in combat), however not all of them have to be addressed or occupied.
The large jungle terrain area running diagonally through the
map will prove to be one of the toughest challenges yet for me in this game.
The USA Main Base starts out with a Deploy Reinforcements bar which lets you shop for additional forces which cost Political Support (currently at 12,500). At the start of each scenario you are given three Huey helicopters, three Infantry units, one Green Beret unit, one M113 Engineer unit, and one Howitzer.
The infantry is the primary ground force as they can set ambushes against the enemy while the Green Beret cannot, however the special forces unit has its own unique capability in that it can stay in the field longer before resupply making it a great long range scouting tool. In Forward Operating Bases they can train ARVN units (which take three turns) at no cost to Political Support (basically training up a free Infantry unit).
While not as robust as the American Infantry unit, the ARVN unit can plug holes out in the field. I have found though that they do get injured in combat a lot, which requires medical evacuation all the way to the USA Main Base for triage.
The first thing that I do in any scenario is to evaluate the
map and determine where I want to set my Fire Base (you only are allowed one),
and typically this has been towards the center of any map orientated to service
as many villages as possible (as I will park the bulk of my air transport there).
Here I send the Engineer unit out first which will take three turns to
reach the desired tile where they will begin construction.
Next up I deploy all infantry units by Huey helicopter to
enter the closest villages to the USA Main Base. This particular flight will
take one additional turn to reach the LZ and offload the troops. The fire
burning in the village signifies that there may be some intelligence available.
Using some of the Political Support available at the outset
I purchase a Chinook helicopter for 4,000 and use it to transport the Green
Beret unit into the field. The Chinook has a greater range than the Huey and
can be invaluable in resolving some resupply and medivac challenges in the jungle.
I then purchase an AH-1 Cobra attack helicopter for 3,000
and send it out on a sortie to be available to strike the enemy once
intelligence reveals known locations. I have come to depend on fielding at
least two of these units per scenario to prosecute the majority of targets.
Once the Fire Base (FB here on out) is constructed, I order the Chinook to
transport the Howitzer unit forward. If I wanted to, I could then purchase
another artillery piece for the USA Main Base but I did not have a need to in
this scenario.
The Engineer unit is ordered to construct a Forward
Operating Base (FOB here on out) to the far west, situated nicely between three villages (two of
which are connected by a road which greatly increases travel ability for ground
units).
Unfortunately the Engineer unit has to navigate through the thick
jungle terrain and will take several turns to arrive at the desired tile where they will begin construction.
A set of NVA Infantry is revealed by the Green Beret scouting
advance and is dealt with by an Air Strike. These kills increase Political
Support and can improve the Hearts and Minds rating (currently at 49 which
would be a Defeat outcome at this point if the scenario were to end here,
however all games go 45 turns).
In this instance the infantry come into contact with a VC
Cadre unit and have a 71% chance to successfully engage them. I opt to use the
Howitzer at the Fire Base to the west which has an 80% chance, and they are
able to kill the enemy unit.
The blue cubes on the various units indicate that they are
down to two turns worth of supply and have to be dealt with, otherwise the unit
will be permanently lost. Note the location of the Engineer unit below the FB:
I had earlier canceled its order to construct a FOB and instead used it to
clear some jungle in front of another village, for which I purchased a new
Infantry unit at the USA Main Base for 1,000 Political Support (PS here on out) and are
transporting them forward with the Chinook.
The Green Beret unit has made it to the village in the
center of the western edge of the map and their supply cube is colored red
indicating that if they are not serviced this turn they will be lost. In this
case I have no air asset that can obtain supplies from the FB and get them
there in one turn, so I have to use the Air Supply option at the cost of 500
PS.
After clearing some jungle earlier, the Engineer unit has
advanced on new orders to build the FOB between the three villages in the west however they came under heavy fire and suffered damage. In an attempt to
address this I brought forward a Cobra to engage a VC Cadre unit that also
showed up.
Subsequently an NVA Infantry unit also joined the fray and
in the ensuing combat I ended up losing the Engineer unit which costs 4,000 PS
to replace (and incrementally increases for additional purchases as do all
units).
Sometime later the new Engineer unit makes it to the FB as
the Howitzer is engaging a VC RPG unit at the edge of the jungle. The artillery
have four rounds available that can only be fired one per turn and require
resupply from the USA Main Base which takes a helicopter out of the logistical
resupply cycle that has been churning all game.
The SSW area of the map is turning into a hot zone with
multiple enemy contacts. I had already lost an Engineer unit here (and have
subsequently purchased two more), and my Green Beret unit is in some trouble as
they are poor at direct action against other units.
One of the threats is put down by an Air Strike from an F4 Phantom
dropping Napalm (which oddly enough can only be used against an enemy target,
and not to clear jungle).
In an effort to save my battered Green Beret unit I deploy
two Cobra attack helicopters to screen a medivac from a Chinook coming from the
FB.
Later on I use one of the new Engineer units to construct an
FOB to train up some ARVN units, and to clear a path through the jungle to a
village buried deep in the SE corner of the map. While operating in the thick foliage
they are attacked and take damage, which causes me to route them back to the FB
for repairs (although I later changed this to the FOB which was closer).
At turn 21 the map filters indicate the massive amount of VC
and NVA contacts to the west. During the attempted extraction of the Green
Beret unit, my Chinook was shot down and lost along with the troops they were
trying to medivac. At that point I said the hell with this and abandoned any
hope of building an FOB in that area.
This requires me to purchase a new Green Beret and Chinook
at the USA Main Base and transport them to the FOB so that I can train an ARVN
unit.
Once the ARVN unit is available, I order them to the village
deep in the SE jungle area of the map that was partially cleared by an Engineer
unit earlier.
The Green Beret unit trains another ARVN unit at the FOB and
I redeploy the forces to cover both villages (helicopters cannot offload in
anything that is not a clear tile or base, which the farmland below the village on the
left of the image is not).
The Hearts and Minds rating has turned in my favor, here up
to 61 while one of the replacement Engineer units is engaged and damaged while
trying to clear a path through the jungle.
There was some notable VC activity to the immediate east of
my Fire Base which was dealt with by whatever unit available had the highest
percentage of success, and here in a rare occasion I use infantry to directly
engage and destroy the threat (yypically I would defer to artillery or attack helicopter).
The Howitzer takes no damage from a ranged attack, where the Cobra can fly back
to a base if it is damaged. Infantry however require a helicopter to be taken
out the of the supply cycle to transport them all the way back to the USA Main Base
for medical attention.
Depending on location, this can take both the helicopter
and the troops out of combat for several turns.
Here an Air Strike fails to kill an NVA Base and I
mistakenly take two Cobras that have been loitering in the area too long to
engage the enemy, which proves to be a costly mistake on my part for one of the
birds.
So close yet so far away. This Cobra was one tile away from
being able to land in the same turn, and I had no closer Engineer unit to rush
to it any earlier to construct an FOB for it to land at.
Although I had given up on the idea of constructing an FOB out there, I still tried to maneuver or deliver troops to the area to enter the villages. Here an Infantry unit is offloaded directly into a minefield and takes damage immediately negating their effectiveness.
This side of the map has been a bitch.
During the last turns I have been deploying all air assets across
the map to uncover any enemy that may be lurking so I could nail them with
artillery, attack helicopter, or the Air Strike capability. Additionally I take
all ground troops off ambush and have them sweep for mines, which can allow for
a bump up in the Hearts and Minds ratings if some are cleared.
I have achieved a Hearts and Minds rating of 69 (my best to
date has been 83 but this was a very tough map to draw for an AAR), the Foreign
Service 3 rating (for playing 13 games), and a promotion to Major General, all of which
results in a Decisive Victory outcome.
The shadowbox is updated with the additional star on the
shoulders and the FS3 is the additional hash on the right lower arm.
Post Mortem
This was one of the hardest scenarios that I have played due to how the map was configured. The swath of jungle running diagonally forced the vast majority of my operations to the NE, and whenever I ventured to the SW I would suffer casualties that proved costly to address.
While I ultimately secured a Decisive Victory outcome, it was significantly lower than many other recent victories.
Tim so are you really enjoying the game still? Are there a lot of scenarios? It seems from reading your posts about it to be very nuanced and interesting.
ReplyDeleteYeah I am still enjoying it, and I am making a concerted effort to complete the game by obtaining all of the Steam based achievements (currently at 29 of 51).
ReplyDeleteTechnically speaking there are no scenarios, there isn’t even a campaign (dynamic, branching, or otherwise).
The game consists of a procedurally generated map that will always have ten villages and consist of 45 turns. As you play one game after another, you accumulate rank points which go to promotions (which have some perks later on), awards, medals and ticking off the in-game achievements which appear to be seamlessly integrated with the Steam achievements.
Once you complete a scenario, it is on to the next procedurally generated map (if you choose to continue to play). I have 25 hours on record already, and in ten years on Steam and 200+ games, it currently is ranked 10th most played game, so it has some staying power.
An average 45 turn game takes approximately one and a half hours to complete.
Oh that is interesting. I really enjoy reading about the strategy in each post.
ReplyDelete