Green Beret,
A cardboard journey to the Central Highlands
Recently (ok several months ago) my friend Brian asked me to
have a look at one of his latest games. Green Beret, a revision of his old game
on the US Special Forces and local militias action in Vietnam Central Highlands
between 1963 and 1964. Being an expert on Vietnam (not a self appointed one,
beside my, hopefully, soon to be published book on the subject I have presented
at several seminar in King's College London and at the Institute of Historical
Research in London on the topic) and liking Vietnam wargames I just jumped in.
Before the deployment of ground combat units in Vietnam in
1965 (but air and helicopter units were trickling there from 1962 onward). The CIA firs,t the US Army Special Force
later tried to stem the tide of communist infiltration from Laos and Cambodia
creating a long string of camps along South Vietnam border manned by American
Green Berets and local militias. These militias were recruited from the various
non Vietnamese Montagnard tribes that lived along the two sides of the Annamite chain. These were Nung, Bru,
Meo, Hmong people who had different customs, language, and culture from the
settled lowlander Vietnamese. They had always been considered foreigners (or
even barbarians) by the town settlers of the coast and often mistreated. The
French had found them quite happy to side with them against the lowlanders.
They fit perfectly on the US COIN approach to use local groups to fight
communists. In exchange for concessions (and a lot of promises) from Saigon,
aid and weapons from Washington, and a lot of persuasion they agreed to fight
for Diem and his successors against the invaders from the North. The Civilian
Irregular Defense Group (CIDG) was thus born and a long page of the history of
the US Special Forces started.
Green Beret sends you in the central Highlands around Kontum
and Pleiku. It is a game for two players. One player controls the Free World
Allies (FWA, it was the official acronym at the time, I do not see any reason
to change) and motely collection of US special forces, ARVN (South Vietnamese)
regulars, and local Montagnards. The other player the VC player (do you need an
explanation for this acronym?) controls both local troops, North Vietnamese
coming from Cambodia and passing themselves for local communists, and, finally,
a smattering of Hanoi's regulars.
Disclaimer and a
first rant...
Ok first an important disclaimer. I have not played the nice
looking version of Green Beret from One Small Step Games with die cut counters
and professional graphic, but the DtP version from BTR Games. This led me to a big mess... being BTR games
accustomed to the North American tradition the map is designed to be printed on
Legal size paper... but living in Italy Legal paper is impossible to buy so I
had to use A4 paper and shrink to fit (in two sheets) and that resulted in
having the maps a little small for the counters, especially in the tracks...
now it is so difficultt for members of the NATO to use the same paper
standards? What is the point of having the western world using two different
paper standards? Well this remind me of a discussion between an US Army officer
and a British Army Reserve Officer at a NATO conferences... they discussed for
hour of wargaming scenarios. For my BA friend a scenario is... well what a
wargaming scenario is supposed to be. For the US officer it was a database...
here goes NATO coordination... ok ranting done... back to reviewing...
Introduction
If you look closely you see why I was ranting... but the map is quite nice. |
Once
you open the virtual ziplock bag (or envelope)
you find a map, a slim rules booklet, a series of charts, and some counter-sheets that you have to mount and print. Everything in my virtual copy
was in fighting order. The Map is quite nice. It is area based (more or less
each are is a district) and the area grid is superimposed on an actual topo
map. It gives you a good period effect even if the areas looks like bricks on a
wall. They are lined up rather well. Pictures of the "standard"
edition I have seen show a more usual area maps, but the BTR games edition has
a strange effect. Mind you nothing is hampering your game play, but the effect
is like a wall. The counters are workmanlike with rather nice pictures. The A
Teams have a smiling Green Beret (taken for a real contemporary photo) while on
their back they have the observation
tower of an CIDG camp. The other units have mix of icon and NATO
symbols. Everything is rational except the strikers that have a static garrison
symbol and the ARVN Rangers tha,t instead of having an airborne ranger symbol
have a paratrooper one and that made me always thinking of the ARVN Airborne,
not that far fetched considering the red berets were indeed used there, at Plei
Me and Duc Co... in the latter camp the battalion adviser was a certain Captain
H. Norman Schwarzkopf. Once mounted the
package is fine as it is (except for my previous rant... but this is not
Brian's fault... this is lack of standardization...).
I
will not dwell on the sequence of play or other rules because there is a
complete example of play available on OSS Games website that will explain you
more or less evertyhing. The bones are:
Each
turn is around two weeks in the dry season and get longer during the
monsoon. In the turn there is a variable
number of action phases (in pair, one for the FWA and one of the VC) and each
phase has a variable number of operations in it. These number are determined by
the random evens picked at the start of the turn by both player. The highest
number picked is the number of phases
sum of the two numbers is the number of operations per phase. It is not random
as it could appear. The number have some linkage for the events and you will
see than when events like the Montagnard Revolt or Coups in Saigon happens
operations have a realistic slow down, while when reinforcements are dispatched
to the are the war pick up its pace. This is a nice touch. It creates some
variance but it is not randomness.
There
is a political phase were control of the districts and then recruit new forces
or train existing ones. The operations phases are the hearth of the game. There
you organize your forces in stacks for upcoming actions (a stack can conduct a
single operations per phase) and then you perform operations. You have several
possible operations, ranging from movement to assaults, and including patrols.
You can perform a special operation, ambush, in your opponent operation phase
to... ambush his forces moving in (your) friendly territory. Combat is based on what I would call a fire
system. You total all your strength points, you add the best troop rating
(quality) of your forces, and support. Roll the die, look at the table. You
inflict morale checks that coule be modified. Morale checks force the enemy to
roll against the morale of his units. Roll higher and the unit breaks. It is nice
because you have raw firepower (number of weapons), training (including also
type and quality of weapons), and the will of fight all included in a single
system. So you can have large crappy units or smaller well motivated but poorly
equipped units too. Certainly a much better approach that the single number
championed by some less than inspired designers. I need to steal the system. To
be quite honest the combat system is much more realistic and effective than the
absurd thing I have seen in military stuff I have worked on. Certainly much
better than... well what Professor Sabin push our students to use... certainly
it is not difficult to use or to learn. I will steal it!
Finally
victory is adjudicated by accumulating points. Point are gathered for
controlling districts, killing enemy forces, and, for the VC, bringing supplies
to the coast. There are three scenarios. One covers the last year before the US
intervention, when the CIDG program was more or less fully established and the
VS were trying to hole the cordon before resorting to sending a whole North
Vietnamese division against Plei Me and Duc Co (but this is another story and
another game...). The second scenarios covers the beginning of the Army managed
CIDG program in 1963. You have much less forces on both sides and a different
playing experience. Sadly you have to use the 1964 calendar, minor complaint.
The last one is the 1964 scenario with free set up on both sides.
Here
we are. Green Beret is a straightforward game with not so many rules. But what
impression this little game has left on me?
"What are you
going to say in that newspaper of yours about us in Vietnam?"
(Guess from where I
took the quote...)
Well,
apart from my initial rant about paper size I
think that Green Beret has left me
with a positive impression. The first
thing I want to highlight is that Green Beret does one thing, simulating a
single aspect of the war, for a limited time period, in a limited geographical
zone, but does it exceedingly well. I a
am always afraid of games that tries to portray the whole spectrum of the
Vietnam War. So far only Vietnam 1965-1975 succeeded. No Trumpets no Drums came
close (and I am curious to see the new edition). Heart and Minds failed miserably.
Fire in the Lake missed several points (sorry Volko if you read these lines,
the review of Fire in the Lake is on the queue, I am just in a very bad writing
mood from months...). Green Beret instead show you the realities of hits slice
of the war and really put you in the combat boots or rubber shoes of the
commanders there.
One
important thing that the game makes evident is the reality of the Central
Highlands. You will not score big points in controlling them per se, as brutal
it could be, the Montagnards were just an ethnic
minority despised by both vietnamese sides and put in the crossfire by
both. Yet the Montagnard areas are a critical door/corridor. You need to
control them to open or close that door. How you do it it is up to you.
I
will start with the Viet Cong side. You have plenty of problems and plenty of
capabilities. You have to balance your resources with your goals and
vice-versa. Namely you need to establish a modicum of control on the area but
also to channel supplies toward the coast where the strategic issues of the
conflict are decided. How you do it is up to you. Challenging the Free World
forces is difficult at best, stupid at worst. Backed by air-power a single CIDG
camp is a tough nut to crack. If it has strikers in garrison is even worse. If
the Rangers are available as a counterattack reserve it is... well you got the
idea. You need several battalions, if they are NVA it is even better. Let's
face it, back at the time they tended to use a full PAVN/NVA regiment to crack
a single camp and that was not a sure results. Duc Co and Plei Me never fell. A
Shau was attacked with more than a full regiment backed by plenty of AAA and
using bad weather to hamper air support, it held for several days. Lang Vei was
attacked by tanks, and for a while it almost held (and you can argue that if
the Marines had sent the reaction force it would have been different). Here the
game is doing an excellent job of portraying force capabilities.
The
other way to establish control is to endure FWA patrols and strikes and go for
the villages upping the control rating. Each militia unit and cadre is two
points, you can concentrate several and try to push the population on your
side. It is slower and not as spectacular as taking a camp but will earn you
control of the area (if the FWA does nothing or is unlucky), the ability to
spring ambushes, and less chances to be detected. Yet ideally, owning to the
camps increased patrol ability you really want a corridor without camps from
Cambodia to the coast. Of course between what you want and what you achieve in
the game there are dices, your abilities, and your opponent in between.
Another
problem (or advantage) the player is confronted with is inherent to the lack of
equilibrium inherent in the game situation. The more you achieve success the
more difficult is for your opponent to counteract your effort. The more
districts you control the more victory point you get, but also the more
information you obtain (and you have a positive modifier for your patrols if
you are the FWA or a negative modifier for FWA patrols if you are the Cong...),
and the more you can recruit. I know that this seems unbalanced but first of
all it represent the situation, second, and not less important, pushing the
pendulum in your direction is not easy. To achieve some shift in the population
allegiance of a district you need to have at least twice control point than
your opponent. It sounds easy until you realize... both sides have a limited
force pool to start with. This led to a series of agonizing decisions on both
sides.
The
Free World Allies have their own problems too. One of the key elements to
understand is that you have a finite recruiting pool for both your militia
units and your strike forces. You, in an historically correct way, cuddle your
CIDG militias for good men to form the Mike Forces. This led you to the key dilemma. Strikers are
usually better at patrolling and in combat, but it is the militia that really controls
the districts. Thus if you are here for
a strict COIN implementation of securing the Highlands on the long term, you
need militia. If you are here to shut the door by force, you need Mike
Forces. Both strategies are relevant to
victory. The COIN approach net you point every turn but... you cannot go into Cambodia
where the Cong will always recruit and these supply units will go toward the
coast if you do not have Strikers to stop them... plus... if you do not have
Strikers you encourage the Cong to beg Hanoi to send a couple of regular units
down there and get your critical camp removed...
Dilemmas
are also involved in the use of A-Teams (add relevant sound-theme now...). The
mobile side is used to enhance combat force representing their use as advisers
to local units. The other side represent the camp (shades of the eponymous
movie here). You need the mobile to support your Strikers but, well, to hold an
area camps are necessary as it is necessary their increased patrol ability. A
normal stack can perform a patrol operation against a single enemy stack in a
district, but a camp can try against everyone. On the downside a camp cannot
run away or being extracted by helo... as Brian
nicely writes:
" Stacks
containing static units (A-Teams in Camp mode, Militia and Local Forces) may
not elect to break off combat if they are being Assaulted. "
You
have an extremely limited pool of available US Special Forces NCO and officers.
Reinforcements came only via random events, yet these people are the skeleton
of each activity. You need to think well how to employ. One of the problems of
the camps was that they were not only hungry of resources but tied up your
forces to defend and operate them. On the other hand the camps provided a rally
point for local communities and a hub for FWA forces to channel aid and
influence. They were also useful strongpoints. Still they immobilized more and
more resources. In game terms a camp has a combat strength, and sizable troop
rating, increase control (2 vs 1 of a mobile A-Team) and increase the chance of
recruitment. Stack it with a good Mike Force and it will extend its patrol
range (the difference between hauling your ruck in the jungle alone and having
facilities, mortar/105mm support, an helo pad, and other stuff). Even if you are not interesting in
controlling an district but shutting it down as a VC corridor a camp is, as it
was in real life, a powerful instrument.
This
is just a little example of the historical dilemmas the FWA player has to face.
It is also worth to note that the ARVN, the Army of the Republic of Vietnam, is
treated in a way different from the local forces. It can operate only with
itself (not with CIDG units) and, with the exception of the Ranger battalion
their troop rating is very low (but the combat strength is decent). This is not
to say that they are bad soldiers (the morale is indeed not bad), but they are
useless for anything other than direct combat (and they are better with if
deployed with a ranger battalion in support, that way they are quite scary). Their role as garrison or fire brigade against
mass of enemy conventional forces is well portrayed.
The light at the end of the tunnel
In
the end the game is a resounding success. In an age where abstraction and its
related failings are widespread
(especially in games covering less conventional actions) it is refreshing to
see a game were "clever" (read basically stupid) mechanics, cards,
anything that the crowds call "elegant" (I still need to find an
objective definition of elegance, it is like beauty, I am sure some of the
women I find extremely beautiful
will be considered ugly by others) have
been replaced by mechanics grounded in reality and that force you to confront
real world dilemma instead of gamey tactics. What I really like in Green Beret is that you immediately understand what is happening on the map. The different units are not
just a sum of values, but have distinct characters. Local units are relatively
immobile, tied to their villages, but are the one that affects the way the
locals see you. The powerful combat units coming from the Lowlands or from the
North are indeed foreigners. A Teams have their own identity and uses, and so
on. It is not just a generic system with pasted on text, it is an effort to
understand history and its mechanics.
Green
Beret is a paper time machine that send
you straight in the Central Highlands and force you to confront real dilemmas.
It also allows you to explore history, understand it, and debate it. If you
have a copy of Gillespie's Black Ops Vietnam or of Stanton's Green Berets at
War handy you will see how close the game mirrors the problems and dilemmas. If
you have the official history volumes from the USMC and the Army, or, even
better, MACV historical summaries for 1963, 1964, and 1965 the game will took
another meaning. It is also a tense game. You have decisions to take whose
outcomes are less than clear on the moment. The huge stream of counters going
toward the coast is a branch of the trail... or it is just the imagination of
my scouts (and my opponent clever use of dummy counters)? Will I prepare for a
big conventional attack to slam the door to the coast open in a couple of turns
or this will only bring down Air Commandoes, helicopter, and these nasty guys
with a panther on their helmet (ARVN rangers had a panther as emblem)?
The new graphic package... I like... great job OSS' team! |
In
the end Green Beret is realistic, it is enlightening, it is fun. It has every element of a really good game. I
am happy with it. The new edition looks also much better than the PnP version.
Miss Ania Ziolkowska has done a really good job; I know I ranted on my PnP copy
but the current version does justice to the concept. Finally it is also
reasonably priced. So what are you waiting?
In the meantime enjoy this:
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