|The third wave begins! The third NVA battalion makes its push into US positions|
|LOS rules are tough and the US player can't open fire yet until they're within 5cms. That's good for the NVA!|
|The US player is fighting off NVA platoons from every turn! THe US right platoons hold but the left platoons are knocked out by intense frontal assaults.|
|hand to hand!|
|the US forces are pushed out of the woodline for now|
|but a counter-attack takes shape next turn|
|US FAO calling in "danger close" missions|
|D Company to the rescue! Reinforcements from the other side of the LZ arrive and counter-attack the treeline.|
|unflocked recoiless rifle stand. Gave a good showing for themselves and knocked out the US Heavy weapons teams lending support. This game is far from over!|
|The victorious, half-painted NVA troopers advance|
Since I post these for many of my games, I thought this would be an appropriate time to post since this was a new style of game I haven't played yet. If you find yourself playing in a Vietnam battle, here are some things to consider:
Final Protective Fires: Not sure what other Armies call it, but in the US Army, FPF are a final wall of steel between you and the enemy. This blocks the enemy from advancing on your position and is a life saver when you're outnumbered 3:1 locally. In both cases of rules, both FFT3 and CWC, FPF worked exactly as they should, although CWC had a much bigger fire radius.
Aggressive Infantry Tactics: Boy if that doesn't sound like common sense after looking an an infantryman's resume and job description. One of the best moves in the game was sending an additional US company over to the woods to clear out those NVA troops before they could mass again. Spoiling attacks are ok too. If you have a good opportunity to flank the enemy or to launch a counter-attack - do it and don't wait for the third wave to finish you off.
Working with Helicopters: With the dawn of "modern" gaming (late 20th century) as its own bona-fide wargaming genre, you should get used to the joys and heartbreaks of working with rotary wing tactical aviation. There are alot of different avenues to explore here and not just for CWC or FFT3. Helos add a true third dimension to the battlefield, enabling you to spot and call in artillery fire on the enemy's reinforcements before they've even reached the forward edge of the battle area. Transport ships can drop your infantry mostly where you'd like them to be dropped, and gunships can be used as airborne artillery or aerial tanks - just dont forget that their skin can literally be punctured with a screw-driver so a bullet could really cause trouble inside one... Case in point was the first battle when the NVA ZPU shot down my Huey-Hog. (too bad because I was going to use the rockets the following turn...). Always be cognizant of the enemy situation and keep your helos moving.
Great game. I think CWC was probably more fun than FFT3 for straight-up infantry engagements. The action flows a little faster and in CWC the infantry are still a potent force to be reckoned with. I am looking forward to playing more CWC-Vietnam and will hopefully get to play around with some deliberate NVA attacks in the future.