Ticket to Ride France Ticket to Ride France

The Mekong Delta - October 01, 1968

Operation Sealords - Search and Destroy
Pacific Theater By: nemesszili - Last update: 09/17/2012
Axis Player: Allied Player:
x5 x6 x6 x6
first You play first    

Historical Background:
The Mekong Delta area was an extremely important strategic site for both communist insurgents, the VC, and South Vietnam, as the area provided South Vietnam with seventy percent of its rice, moreover, some one-third of its population lived in this region. Unfortunately for the South Vietnamese, the VC had serious support in this region, and as inner areas were dense with rice fields and jungles, which provided excellent cover for them and of course proved to be perfect ambush positions, were almost impossible to engage. The US Navy devised its first operation against the VC at the end of 1965, in Operation Game Warden. The combined sea and air forces had an overwhelming success and the VC learned the lesson well.

About a year later, during the Tet Offensive, VC forces engaged with local ARVN police and regular forces with mixed success. US forces had to intervene to stop them. PBRs, Seawolves (UH-1B Iroquis choppers), special Navy Assault Squadrons fought with precise coordination against the enemy and managed to push the VC back. Important settlements in the area were now in the hands of the South Vietnamese government.

As it was almost impossible to assert full control of the area, the VC remained present in the Mekong Delta until the fall of Saigon in 1975.

The stage is set, the battle lines are drawn and you are in command. The rest is history.

US Navy: 6 cards
You begin.

Viet Cong: 5 cards

Conditions of Victory:
6 medals for the US
4 medals for the VC

The US must also hold at least 2 of the 4 Last to Hold Objective hexes.

Special Rules:
All Vietnamese forces are Viet Cong guerrillas (Nations 1 - French Resistance).

Elite US Marine infantry units are marked by Marine badges (Units 2 - Specialized Units).

VC units may move 2 and still battle, if they move near an enemy unit.

Treat all Rice Paddy hexes as Rice Paddies.

Special Weapon Asset rules (SWAs 4 - Special Weapon Assets) are in effect for the US unit equipped with Mortars (SWAs 6 - Mortar Late War) and the 1 US and 1 VC units equipped with Machine Guns (SWAs 7 - Machine Gun Late War).

The US Patrol Boat on the left flank moves 3 and battles at 3-2-1, requires LOS and infantry battle restrictions apply for the unit. When ordered, it is treated as a tank unit. It may enter all water hexes. When destroyed, the unit does count as a medal. When it is forced to fall back, it may retreat up to 2 hexes along the waterway.

The Patrol Boat on the right is equipped with napalm, thus it ignores all battle restrictions when in close assault, but it moves only 2 and battle.

The LC on the VC baseline is a sampan fleet equipped with explosives. They are hit on grenade and only one hit is needed to destroy the unit. When it moves next to a US Patrol Boat and decides to attack, the US Player first rolls 2 dice to determine if there are hostiles or not. All dice which hit infantry are re-rolled, and if there is an infantry die, the unit is discovered and the US can fire first. Even if the US attacks first or not, the VC player follows the Kamikaze rules for the Zero, trying to destroy the unit on a tank symbol. If a grenade was rolled, the US gets a medal as well.

The US infantry unit marked by an Airborne badge is transported by helicopters. When ordered, the unit can be moved on any hex on the battlefield, which is at least at 1 hex distance from an enemy unit. When the unit arrives at its destination, it loses the badge and functions as a regular infantry unit from that point on; it may battle on the turn when it arrives, but may not move anymore.

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Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

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