Sunday, October 26, 2014

Vietnam 1965 to 1975: Campaign Game - 1965

Well, I didn't get much time to play my first Vietnam campaign game this week due to the insane amount of work I had on my plate.  However, I did get the chance to sit down through Saturday morning and afternoon and get things rolling a bit.  I'll be updating this blog with weekly progress.

I haven't moved any units yet but holy cow, SO MUCH has happened anyways.

Here's a rundown as summer of 1965 begins.


The NLF player places a division within arm's reach of the SVN/NVN border.  They look ready to sweep down into South Vietnam, which is a bit alarming.  I only have a handful of ARVN regiments protecting it.

Map after NLF set up.


As the NLF player, I decided to purchase 4 regiments and 20 battalions of VC and placed them throughout South Vietnam, especially in the inland areas.  The VC are basically everywhere on the map.  I don't think I left a province untouched with their presence.  It is going to take a long time and it will be a really hard fight to root them out of these areas.  If I can't do that, they will eventually win over the South Vietnamese civilians to their side.

The capital is basically under siege, surrounded by about a dozen VC units.  The wide swath of South Vietnam that separates III Corps and II Corps are filled with VC.  Many of the Viet Cong are on the roads running through these provinces, nicely preventing the ARVN corps from operating together in any coordinated fashion.

Okay, so there were lots of enemy units sitting in the countryside and at unknown levels of strength.   Here's a look at the map I've made of Vassal to show key areas.  Please note that I'm playing this game on paper map in my office so the troop strength for VC is not accurate.  I have no idea of any of the VC counter troop strength on my map as you can see from the above photo.

Area around Saigon and Bien Hoa surrounded by VC.

The area that stretches between Binh Dinh and Quang Nam is VC dominated


Further east of Saigon all the way to the coast is full of VC units.

After skipping the Pacification phase, it was time for the American player to declare his strategic bombing missions.  Since I'm playing solo, I just decided to roll a d10 to determine how many air points I would be spending on hitting the Ho Chi Minh trail and bombing the North.  As it turns out, we spent 6 air points on the trail and 2 on the North.  It was a paltry amount, I'll agree, but this war was just starting.  The US player scores 1 hit on the Ho Chi Minh trail.  With only 2 points assigned to bombing the North, I decided that these had better count - so I allowed the planes to conduct unrestrained bombing.  As it turns out, the bombing was totally ineffective.  It reduces US morale by 2 but the South Vietnamese are delighted and morale goes up by 4.

Next up was the Trail status and Blockade segment.  I really doubt I did this right but I muddled my way through the rulebook and gave it a shot anyways.  The Ho Chi Minh trail had been hit by US air power and it's effectiveness went from level 4 to level 3.  The NLF committed 3 supply points to running the US blockade and had 17 supply points available by sea.

Now it was time for the US/SVN to try and replace the two 2-star generals who were less than trustworthy.  Rolling a 7 for both the chief of the SVN air force and the chief of the SVN navy, this meant that I failed to replace them.  Their loyalty sunk down to 5, the lowest possible level.  I did manage, however, to replace the 1-star leader of the 2nd ARVN division with a terrific guy whose loyalty was maxed out at 13.  Well, at least there was some good news here.

Next, I checked to see if the military had had enough and went for a coup.  I rolled an 8 for the coup roll and only two members of the chiefs of staff stayed loyal while the rest wavered and my army and navy chiefs plotted a coup, which succeeded.  The South Vietnamese government fell (-8 morale SVN, -3 US morale) and Bao Dai was replaced as my 3-star leader.  Suddenly I was dealing with General Minh, who was much more agreeable to the South Vietnamese military (-1 morale for SVN, 0 morale for US).

End of SVN Morale Adjustment segment - 2 star leaders



The SVN Morale Adjustment segment came and it was time once again to pay the butcher's bill in terms of leaders.  With an SVN morale that had dropped from an initial 65 down to 60, I rolled on the loyalty table and found that all leaders of C faction dropped by 1 loyalty.  Things were not looking so good for the South Vietnamese.  The US morale stayed fairly steady at 515 down from 520,  a small drop due to the unrestrained bombing campaign and the recent government coup.  NVN morale popped up by 5 from 10 to 15.



End of seasonal interphase - 1 star SVN leaders


During the recruitment segment, I decided to try some new things.

I decided that the US was going to try and primarily leave the war to the South Vietnamese to deal with as best as they could.  This may be a huge mistake but I've always kind of wondered what might have happened if the US had opted to resist the temptation to send in many thousands of their own men.

To this end, the US decided to grant lots of economic aid to South Vietnam, lots of US flags, food and medical programs in the villages, etc. as well as significant amounts of military aid.  The US spends 3 commitment on economic aid and SVN morale goes up by 5.   American military equipment flows in after spending 6 commitment for a total of 42 supply points that the SVN can use to upgrade their regiments in the field.  12 ARVN regiments are upgraded (that's four divisions) at a cost of 36 supply points.  The remaining supplies go to buying 8 replacement points for the ARVN, 2 armored cavalry battlions (1 placed in Cam Ranh and the other in Qui Nhon).  With six supply points left, I went and decided to purchase 3 regiments from the 25th ARVN division and place them in Saigon. The one star leader proved to be exceptional with a rating of "3" (as opposed to what is shown in the picture above) and a loyalty of 10.

Finally, I decided that without much direct US ground support, the ARVN would need all the help they could get from the air. I bolstered US commitment by another 3 points and gained back 9 air points to use in the field.  I should have probably purchased some airmobile and riverine points too but I decided to keep the US commitment low and just see what the ARVN could do without too much help.  I shudder to think what might happen if ARVN units prove largely ineffective this season.  If so, I'll have to start pulling in US ground forces to do the job for them.

Here are the numbers so far for the SVN/US side:

1.  US Committment: 37, Morale: 515, Air Support:  22,  Air Mobile Points: 2
2.  SVN Morale: 66, Draft Level 30, Supply: 0, Replacement Points: 8, Population: 216

I think that is correct so far!  I've done my best with it.  I'll update next week on my progress.  So far, it's been very slow-going.  Lots of rule-checking and leafing through the rulebook for quite some time.

Sunday, October 19, 2014

Vietnam: The Campaign Game 1965 to 1975 - SVN/US Setup

Disclaimer:  I have trouble finishing my breakfast so the prospect of finishing a full monster campaign game of Vietnam is pretty dim.  Some of you might ask, "Why even start then?", which is a valid question but my only answer to that is, "I want to at least catch the flavor of the game and catch a glimpse of why so many people love it so much."

Disclaimer #2:  I really have no idea what I'm doing here.  Really. I've played through one scenario (the first one) and now I'm on the campaign.

Setup:

We start off in the summer of 1965.

Sam & The Pharaohs have released their hit song "Wooly Bully", which is climbing to the top of the American Hit 100 Chart, where it will sit for a week before being knocked off by "Help Me Rhonda"



NASA is about to launch Gemini 4 and the first space walk by an American is about to take place.

The Voting Rights Act of 1965 will be passed, a landmark piece of legislation during the Civil Rights Movement.

LBJ will announce an increase of 50,000 troops to Vietnam on June 28th.

With the setting established, here we go back in time together...

The 3rd and 4th US Marine Regiments deploy in Da Nang with their HQs.

The SVN draft 7 divisions from the population for a total of 91 supply points, leaving only 9 points left.  No idea if this is a good or bad thing.

Here's how the placement breaks down from north to south.

I Corps

5th Division and 2nd Division are set up basically as buffers against any NVA incursions.  They're situated along the major routes going into South Vietnam.  5th Division is up in Quang Tri and Thua Thien with an HQ, arty, and a regiment sitting in Hue City.  2nd Division is further south in Quang Nam playing backup to the USMC 3rd and 4th regiment stationed in Da Nang.  Hopefully, the combination of these three forces working together in concert will be able to achieve something special.


I Corps sets up near the border with North Vietnam


II Corps

This consists of three SVN divisions, the 18th, 7th, and 3rd,  Basically, there is a large chunk of South Vietnam that I've left between I and II Corps and this particularly worries me.  However, I wanted to really avoid spreading my ARVN out too thin.  The 18th Division is in charge of Binh Dinh while the 7th has small forces sitting in Phu Bon and Phu Yen province.  This leaves Kontum, Quang Tin, and Quang Ngai provinces without any ARVN troop presence.

 

The 3rd ARVN Division is deployed a bit further south down the coast, mostly in Khan Hoa.  It's starting to strike me just how much my deployment has avoided the rough terrain inland in favor of setting up near the coastline.  It seems that the inland areas will probably be prime areas for the VC to recruit and operate.

III Corps

This consists entirely of 9th ARVN Division, which is situated in and around Saigon and Bien Hoa.  They'll mostly be protecting the capital this summer.  I don't plan on using them for any wild goose chases against the VC.

9th ARVN set up in and around Saigon.

IV Corps

The final ARVN division is the 21st, which is deployed around the Mekong Delta, operating in the flatlands and swamps of three separate provinces, Phong Din, Sa Dec, and An Giang.  These guys are pretty much on their own and won't be able to expect much help from III Corps.  Out of all the areas I'm worried about, this is the big one.  It seems like a perfect place for the VC to do their thing with relative impunity.

IV Corps (21st ARVN) deployed along Mekong Delta


We draw our leaders for the South Vietnamese ARVN forces and here's what we get:

1.  We get Bao Dai for our 3-star general.  The ARVN troops don't like him (-3 morale to SVN) but the Americans do (+1 US morale).

2.  We get a bunch of real winners in our starting leadership pool for the ARVN spheres of command.  Looking at it, we have no less than three leaders whose loyalty is highly questionable and who the US will need to try and replace at the earliest possible moment.  This is alarming as it's apparently the South Vietnamese Air Force and Navy commanders who are among the least loyal.  It's a crying shame that the leader of II Corps is unhappy as he is easily one of my best commanders (and also in charge of three ARVN divisions).  The Chief of Staff is a bumbling fool who I can foresee having problems with in the near future unless I do something about it.  Luckily, we have passable leaders for III Corps and IV Corps who seem to be at least somewhat up for the job.  I can see a real mess looming ahead.

Two star commanders - Loyalty & Effectiveness


3.  The 1-star leaders of each division are a damn sight better than their superiors.  Most of the men are loyal (four of them at 10 loyalty and one at 9 loyalty rating) and competent soldiers, especially the leader of 9th Division.  The only real concerns here are 2nd division's commander, who I'll be trying to replace very soon.  I can also see a potential issue with the commander of 7th ARVN division, but we'll let it go for now.


Divisional commanders; Loyalty & Effectiveness chart
US morale is 520 and commitment is 25.  We have 21 air points, 2 airmobile points, 3 replacement points, and one cruiser.

We start off with all of the SVN provinces in the neutral range of population control so neither side has won any hearts and/or minds as of yet.

Well, that's the SVN/US side set up!  I don't know if I did well or not (and I'm not sure I care - I'm just really interested to see how it plays out). Next up comes the NLF player's set up.  I'll talk about that next time.  If you see any mistakes, please feel free to let me know!

Monday, October 13, 2014

Scenario 4 - World at War: Counterattack

Well, it's been a little while since I've played a game of World at War and I thought I would get back to my roots this weekend and post a playthrough of a scenario from one of my favorite expansions - Counterattack.  This time we'll be playing the first scenario of the Steckler campaign called "Little Red Riding Hood".

This scenario features a battle between Task Force Eagle and elements of the Soviet Forward Security Element (FSE).  It takes place on Map W, a cozy little affair that comes with the Counterattack expansion.  There are a couple of interesting terrain features here like stone walls (that add a +1 defensive bonus for any fire that goes across them) and orchards, which offer some limited defensive terrain cover.   The Americans enter on the west side of the map from hex A9 while the Soviets can enter anywhere along the eastern side of the map.


TF Eagle:  A little bit of everything in here - tanks, IFVs, infantry, and two leaders.


Forward Support Element:  We're a bit tank heavy here with the T-64s and the BRDM-AT could prove lethal



Victory conditions:  The Americans want to take the three hamlets on the map while the Warsaw Pact wants to prevent this from happening.  The Americans score a total victory if they can nab all 3 villages by the end of turn 5, a significant victory with 2 hamlets and the Soviets score a win if the Americans can only grab one hamlet.

Setup:  There's a lot of steel being committed by both sides here for such a small map.   The Soviets keep their T-64s stacked with the HQ while the US player spreads itself a bit thinner, opting to work with lone units instead of stacking them.  Steckler gets put with a Bradley and the infantry while the leader gets stacked with one of the Abrams.  For the Soviets, I wanted to pump up their infantry a bit too, so I stacked Volotov with an infantry unit loaded on the BMP-1.





Turn 1:  TF Eagle goes first and pushes up along the road from A9, cross the bridge, and secures the southwestern hamlet.  The Soviets enter the board and move up their BMP loaded with infantry into the southeastern hamlet.  The T-64s get in position to cover the approach to the southeast hamlet and it looks like the rest of the Soviet forces are preparing to try and take the northwest hamlet next turn.

The US player moves his units across the bridge and claims the SW hamlet with Steckler.  Soviets get into the nearest village and claim it too.


Turn 2:  The Americans go first and fire at the Soviet BMPs loaded with infantry in the southeast hamlet..  The BMP is destroyed but Volotov and the infantry survive and are now sitting in the hamlet, sad and disrupted.

The Americans send their HQ and a Bradley up north towards the northwest hamlet while an Abrams stacked with a leader covers the trail approaches to the east.  Steckler and his men are unloaded in the southwest hamlet with a Bradley sitting in the same hex to cover against any armor attacks.

The FSE gets a chit pull next and they send a small force (two T-64s w/ HQ and a BRDM-AT) through the woods towards the northwest village.  One hex of cultivated terrain is all that separates these guys from the American HQ and Abrams in hex F5.  Talk about close combat!




Turn 3:  No chits are pulled for either side here.

Turn 4:  Time is running short and neither side has claimed the northwest hamlet in F4.  Americans get the first chit and take a couple of ineffective shots against the T-64 way down south and the Soviet infantry in the southeast hamlet.  Even the Abrams stacked with an HQ fails to do much against the Soviet tanks stacked with their HQ.  In frustration, the Bradley platoon is sent in alone to claim the hamlet in F4 and an event occurs.  The Soviet BRDM-AT tries to hit the Bradley platoon but does little except disrupt it.

The FSE now has a go and Volotov and his infantry manage to reduce and disrupt the Abrams stacked with the leader in F7.  The T-64 fires at Steckler and the infantry sitting in the hamlet in F8 but fail to score any hits.

The BRDM-AT fires at the American HQ and Abrams unit but misses completely and is marked Ammo Depleted (AAARGGH!).  The Soviets decide to just go for broke and send in their two full platoons of T-64s stacked with the HQ against the lone Bradley platoon in the northwest hamlet.  It seems like a sure thing but nope!  The Bradley takes only one disruption while the Soviet units take a disruption each in what must have been the most incompetent assault on a village ever undertaken.  The frustration mounts for the Russians.


End of Turn 4:  Americans and Soviets are disrupted down south while failed assault by Soviets against the lone Bradley in the hamlet (covered by the BTR marker) are par for the course at this point.



Turn 5:  The Americans decide to just cling on here and inflict some damage on the Soviets.  The main priority is to keep the Soviets near the northwest hamlet from regrouping and assaulting the lone BMP again.  The HQ and Abrams in F5 destroy one of the Soviet T-64 platoons stacked with the HQ.  The Bradley is disrupted and cannot fire.  If the Soviets get a chit pull and undisrupt, the Americans will be alone and in real trouble against another assault.

Meanwhile down south, there's yet more ineffective fire from Steckler and his men, who fire off some Dragons at the T-64 in the nearby woods and then call in artillery on Volotov.  All of it misses and the Soviets are left sitting pretty.

With one end turn marker already pulled, there was a 50/50 chance for an FSE chit pull but fate had other plans for the Soviets and the next end turn marker got pulled.  End result:  The Americans won this one with a significant victory (two hamlets held).




End of turn 5:  Soviets get nowhere while the Americans deliver a bit more punishment before the game ends.


Conclusion:  What can I say?  This was a real nail-biter.  The close nature of the combat ended up really limiting how each unit moved and fought.  Everyone was always in striking range of each other and opportunity fire was a constant threat.  There was just nowhere for anybody to hide while still taking their objectives.  I'd like to say this was just bad luck for the Soviets but I felt the T-64 down south could have been used to better effect.  By mid-game, it seemed reasonable to assume that the Americans had just left a skeleton force to hold the southwest hamlet and a well-timed push towards it with tanks and infantry may have been enough to force the US player to withdraw some of his forces from the northwestern hamlet. In this scenario, you've basically got to push your guys the entire time and just take chances, especially with the single chit for each side in the cup.  Conservative play here by the Soviets will probably get them into trouble with this scenario.


Sunday, October 5, 2014

Firepower - The Desert Rescue (Part 3)

Well, we've got the American Special Forces guys all sorted out so now it's time to figure out how the Libyans are going to deploy.  Since I'm playing solo here, we're going for a random setup by rolling dice for each member of both Libyan squads to determine what each guy is doing and where he is on the map.  The Americans are taking the Libyans completely by surprise so none of them will be entirely ready for a fight but there will be varying degrees of combat readiness among them.

For each Libyan camp guard, I rolled on the following table to determine setup area:

01 - 15:  Located in tower

Roll again for tower location:
1 - tower 401 (H10)
2 - tower 402 (H4)
3  -tower 403 (S2)
4 - tower 404 (AA4)
5 - tower 405 (Y9)

16 - 25:  Located in pillbox

Roll again for pillbox location:
1 - 5: pillbox 406 (W1)
6 - 10: pillbox 407 (K1)

26 - 35:  Sleeping in barracks (building P2)

36 - 45: Patrolling camp wire (R8 or V9)

46 - 60: Manning check point (Y7 or G8)

61 - 70: Checking on prisoners (Q7)

71 - 80: Drinking from well (S5)

81 - 90: Snoozing in foxhole 408 or 409 (I5 or Y3)

91 - 00: Eating in mess hall (M8)

Okay, so we roll 16 times to establish where each Libyan will be and we get the following results:

Solder  #1: 38
Soldier #2: 97
Soldier #3:100
Soldier #4: 49
Soldier #5: 91
Soldier #6: 96
Soldier #7: 92
Soldier #8: 88
Soldier #9: 65
Soldier #10: 68
Soldier #11: 58
Soldier #12: 41
Soldier #13: 93
Soldier #14: 60
Soldier #15: 97
Soldier #16: 82


Wow!  I guess it must be lunch time!  We have no fewer than 7 guys (an entire squad!) eating in the mess hall when the Americans arrive.  That could be quite devastating if the Americans play their cards right.

Two men (#16 and #8) are snoozing in their foxholes, one in Y3 and the other in I5.  Two other men (#1 and #12) are dutifully patrolling along the wire.  Three Libyans (#4, #11, #15) are manning the two check points on either side of the camp.  The other two (#9 and #10) are checking on prisoners.  I'm amazed no one ended up in a tower or pillbox despite there being a 25% chance of it happening.  In a way, I suppose this makes a bit of sense since the Americans have Franks watching the camp from a concealed position before the rest of the squad arrives.  I suppose he would have warned the rest of his buddies that the Libyans were at chow and now was the perfect time for a raid.  The last thing we do here is just roll a d6 for facing for each guy (with "1" being north).

Libyans at setup

The US soldiers in the M-113 are going to enter along the road to the northeast of the camp while Franks is out on top of a sand dune to the north east on his own with a sniper rifle watching over the camp and feeding recon reports.  He can also be activated to pick off any Libyans if they wander into his sights.  Since the "hills" on the map to his south don't exist in this scenario, he has clear line of sight to some of the camp.

US operators in yellow are to the north of the camp (M-113 to northeast and Franks on hill to northwest)
With two free chit pulls, the Americans start off with the M-113 tearin' ass down the road from the northeast directly south towards the camp.  Jensen is driving while Laroque mans the .50 cal mounted on the bow.  No subtlety here.  In true 80's action style, the guys are driving right into the camp with an M-113 and killing all the bad guys.  Simple plan but it might just work.


The M-113 drives south down the road and nears the camp. 
On the other side of the camp, Franks takes a sniper shot at a Libyan guard who is out patrolling near the barbed wire in hex V9.  The first shot goes wide but the second one hits its mark and we roll on the hit location for a "1".  Franks' target is instantly killed!  Well, that's one less enemy to worry about.

Franks uses his trusty sniper rifle to take out a POW camp guard in V9.
Second chit pull goes to the Americans and let's see what kind of damage we can do here.  The APC tries to run over the two Libyans (11 and 15) standing at the checkpoint in G9.  They both make rolls to try and avoid the oncoming armored behemoth.  #11 rolls a 9 (squish) while #15 manages to avoid getting run over with a roll of 3.  The M-113 grinds to a halt just in front of the mess hall, where an entire squad of Libyans is enjoying what may be their last meal.

The M-113 arrives in the middles of the camp!  It's show time.


Franks, our super sniper, takes 2 shots at another Libyan guard (#12) who is 12 hexes away in hex R8 this time. The first shot hits while the second one misses.  The shot hits in the leg, totally incapacitating the camp guard.

Franks works his magic and takes out another camp guard.

Okay, next chit pull goes to the Libyans in squad 2 (the blueish counters).  They activate the guy who was dozing in the foxhole (but who is now wide awake as an APC has just torn straight through the camp gates right in front of him).  He levels an RPG at the M-113 and we roll an 8.  The scatter shows the RPG hits short of the APC and in true A-Team fashion, the bad guys miss spectacularly.

The Libyan (#15) who narrowly avoided getting run over by the APC manages to collect his nerves and he turns to run in the direction of the M-113 behind him, hoping to pick off the Americans as they exit the rear hatch.  Still standing, he takes cover behind a tree and prepares to shoot.

RFL15 takes cover behind a tree to the rear of the M-113 and prepares to fire.


The US player pulls the next chit.  The rear hatch on the APC pops open and it's time for guys to start getting to work.  McCreary, still in a crouch, turns to see the Libyan guard #15 standing at the tree directly in front of him, preparing to fire.  The American squad leader pumps out two rounds from his M-16 on semi-automatic and hits with the first shot (rolling a 1) and incapacitates his enemy with a nasty arm wound.

Smith clambers out of the APC shortly thereafter and runs into the hex where the Libyan guard lay dying.  He takes cover behind the same tree and is in a crouched position, covering one of the doors to the mess hall with his automatic rifle.


Smith rushes to the tree in I9 while McCreary stands near the hatch and fires.


Libyan squad 1 gets the next chit pull and two of the guys in the mess hall move.  One of them goes to cover the window while the other one goes out the door.  The Libyans in squad 2 go next and one of the  guards rushes towards the prisoners' quarters to defend the building from intrusion.  Meanwhile, in the mess hall, one of the guards grabs an RPG and heads out the door, hoping to take out the American APC.

RFL13 camp guard rushes out the door with RFL3 standing in the doorway.


The US player gets the next chit pull.  The APC is starting to get surrounded so Laroque, who is manning the M-113's .50 cal, sprays the two hexes in front of him.  He somehow misses the guy with the RPG right in front of the APC and only 5 yards away but does manage to kill one of the Libyan guards coming out the door of the mess hall.  Laroque fires again and finally manages to kill the guy standing immediately in front of the M-113.

McCreary senses the impending danger to the APC as Libyans scramble towards it at close range. He gives his action points to Vincent and Collier, who both run out of the APC.

Vincent and Collier rush out the back of the APC while Laroque fires his .50 cal at the nearest enemies.


Libyans go next with one of the guys in the prisoner's building coming out to see what's going on while another guard throws a grenade at the APC from around the corner of the mess hall.  It lands in K6, exploding but causing no harm.

The next chit pull goes back to the Libyans, who activate one guard at the mess hall window who sees Collier and Vincent running from the APC hatch.  He crouches and fires on full auto and hits Collier in the head with the first shot before the weapon jams.  Well, there goes the Americans' machinegun!  Another Libyan runs out of the mess hall and tries to get away from the heat of the action.

Americans get the next chit pull and Smith fires on full automatic into the mess hall window. After firing two full bursts, he misses on everything but the last shot.  It hits the Libyan guard's weapon and a roll of 7 means that the gun is damaged beyond repair.  McCreary runs from the APC's hex, jumps into the mess hall through the window and engages in melee with the now-unarmed Libyan, killing him.

McCreary (RFL11) leaps through the window of the mess hall and kills one of the guards in melee.


With the final Libyan chit, one of the guards in the mess hall approaches McCreary in a fight to the death.  Unfortunately for the Americans, the Libyan is just a bit faster and manages to kill him in melee.  What a loss!  Another guard who ran out of the mess hall earlier, decides to turn and toss a grenade at the APC but it lands on the other side of the vehicle and explodes.  No one is hurt.

The Libyans get revenge when RFL7 rushes into a knife fight with McCreary and kills him.


That's the end of turn 1 and I'm going to end my playthrough here.  The Americans have 4 guys left and the Libyans have only 3 in each squad.  I would say the US has squeezed out a win here just based on how much damage they've been able to mete out in the first round.   I suspect a grenade or two tossed through the open windows would quickly take care of the rest of the guards.

Placement was decisive in this scenario.  I really didn't expect the random rolls to put so many camp guards in one building while the defensive structures were pretty much unmanned.  There was a very small window in the beginning of the round for the Libyans to launch an RPG and take out the APC with everyone in it, but the rolls to hit were off and all the Special Forces guys made it out.  It really did have the feel of an 80s action movie with one loner picking off guards from afar while the rest of the squad threw caution to the wind and flew right into the camp with no subtlety whatsoever.

Feel free to use the same maps and random tables to construct your own Firepower scenario and let me know how it goes!