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Dice are rolled, DRMs are applied (all negative by the way), and a chart is consulted. The amount of that population which is controlled (and presumably friendly and pacified) by SVN is tracked (either using the on map Population Control representation with counters or with pencil (NOT pen) on a photocopy of the provided Population Control Sheet – DON’T USE THE ORIGINAL!). Each point roughly equates to 50,000 people. Those 35 regions (some of which are SVN provinces while others are an amalgamation of two or more such provinces) are each tracked with a population value ranging from 4 to 15. ![]() Oh, and a third thing I suppose – the ability of the Allied player to successfully roll high with two six-sided dice for each of the 35 regions on the map. In the game, the effects of these efforts are tied to two things: SVN morale (we’ll talk more about that later) and the presence of NLF units in key hexes like capitals or farmland (cultivated hexes). The phrase most people are familiar with is to win the “hearts and minds” of the people. In reality, it was a jumbled set of disjointed US-led, -enabled, -funded, - effort covered under a SVN umbrella. Technically, the “pacification” program was a South Vietnamese government led project. SEASONAL INTERPHASE SEQUENCE OF PLAYįor the record, although we won’t be going through it line by line, this is the Sequence of Play for the Seasonal Interphase:Īs in many other games, the Seasonal Interphase is an interlude in the operational on map gameplay during which both sides conduct administrative activities. #Line of sight vietnam gameplay plusSide Note: Remember when we said it was a long game? Let’s do the math – 8 turns a year times 10 years = 80 turns PLUS there four Seasonal Interphases per year for another 40 of those – give or take. In a general sense, this is when each side sets war policy aims for the next season, and, in the long run, tries to set the tone for the conduct of the war. In between those two turns, are the Seasonal Interphases, and it is in this part of the game that the course of the war is set. #Line of sight vietnam gameplay fullNational Liberation Front (NLF) – includes: North Vietnam (NVN) and Army (NVA), Viet Cong (VC)Īs described before, game play follows a cycle of four seasons, Spring, Summer, Fall, Winter, each of which contains two turns (so, eight turns per full year of play). Australia, New Zealand, Thailand, Philippines, South Korea), South Vietnam (SVN) #Line of sight vietnam gameplay freeGLOSSARIAL INTERLUDE (I’ll just define these up front to save time)Īllied – includes: United States (US), Free World Allies (FWA, e.g. That’s all well and good, and the non-Campaign scenarios are a hoot to play in and of themselves, but the game really shines and comes into its own in the Campaign scenarios. The previous article pertained to both and highlighted the mechanics which comprise the vast majority of activities the players will undertake during the course of play. Then you can decide if this is the Vietnam game you’re looking for.Īs we alluded to a few times, there are really two parts to this game, non-Campaign and Campaign scenarios. To finish up, we’ll cover some of the aspects of the Campaign game which contribute to making this game experience so rich and fulfilling. In Part 2 of this series, we took a deep dive into the underlying structure of the mechanics of the game. #Line of sight vietnam gameplay seriesIn Part 1 of this series of articles, we looked at the components of this GMT Edition of a game often referred to as “brilliant” in terms of its ability to capture the essence of the Vietnam War. ![]()
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