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Hue City - Allied counterattack - February 01, 1968 - February 29, 1968

Marines in the ruins
Pacific Theater By: nemesszili - Last update: 09/17/2012
Axis Player: Allied Player:
x4 x5 x6 x7
    first You play first

Historical Background:
The Tet Offensive began on January 30, 1968, during the anniversary of the Vietnamese New Year, when many ARVN soldiers were on leave. NVA troops entered the city in the early hours of January 31, capturing most of the citadel and the southern parts of the city, besieging the ARVN HQ and taking most of MACV. US forces were based about 10 miles from the city at Phu Bai Airstrip and were also subject to communist attacks. After repelling them, they were ordered to move out to Hue and support ARVN troops.

US forces arrived at MACV on 2000 hours on January 31. They established defensive positions and prepared for combat operations. The next day the Marines began attacking along the Perfume River to retake the southern part of the city. They successfully retook the University of which students' helped the Viet Cong. At the same time, ARVN troops, notably the famous Black Panther company launched a successful attack on Tay Loc Airfield. After clearing the southern bank of the Perfume, US forces entered the citadel from the west and linked up with ARVN troops which were fighting inside. On February 29, after a napalm attack on the Palace, US Marines entered, tore down the Viet Cong flag and raised their own on the flagpole. The battle of Hue ended as a tactical victory, but the losses sustained in the battle irreversibly turned American opinion on continuing the war.

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

ARVN & USMC: 6 cards
You begin.

NVA: 4 cards

Conditions of Victory:
5 medals for the NVA
7 medals for the US/ARVN

The Power Plant and the Palace are Temporary Medal hexes for the US Player.

Three hexes of Tay Loc Airfield form a Temporary Majority Medal, worth 1 medal for the US Player.

The MACV Compound is a Temporary Medal hex for the NVA Player.

As long as there is an NVA unit on at least 1 city hex in the center, the NVA Player receives 1 medal.

Special Rules:
The walls of the Palace (represented by hill hexes) are impassable hexes.

The rice paddy hexes on the right flank represent a river. It may only be crossed by the bridges. Only the sniper and the mortar unit may fire across either river.

All NVA infantry units may move 2 and still battle, if they move next to a US unit (IJA Banzai War Cry rule).

Special Weapon Asset rules (SWAs 4 - Special Weapon Assets) are in effect for the 1 NVA unit equipped with Anti-Tank weapons (SWAs 5 - Anti-Tank Gun Late War), the US unit equipped with Mortars (SWAs 6 - Mortar Late War) and the US and NVA units equipped with a Machine Gun (SWAs 7 - Machine Gun Late War). Place the proper badges on these units.

The three NVA units marked by Partisan badges are Viet Cong (Nations 1 - French Resistance).

Place a badge on the US Engineer unit (Troops 4 - Combat Engineers).

Place badges on the ARVN elite Black Panther infantry unit (Troops 2 - Specialized Units).

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 any more.

Re-supply rules (Actions 24 - Re-supply) are in effect for the ARVN Half-track unit (Troops 19 - Half-Tracks).

When a US unit steps on the hex marked by a battle star, he may immediately roll 2 dice against the NVA unit in the palace as per Air Power rules (representing the Napalm attack on the palace).

Place a battle star on the NVA Sniper unit in the center (Troops 10 - Snipers).

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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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