Please scroll through and look at all of the things that this project offers while you listen to our "radio" ad for the game! Feel free to post questions down below; we'll answer them as soon as we can.
This is the first and only game of its kind about the Vietnam War. Now fifty years after the Tet Offensive in 1968, a better understanding of the most complex war in the modern era is now available. A simple and yet realistic game, there's no other simulation of the Vietnam War like this. Designed by a West Pointer and an authority on the Vietnam War, this game is both realistic and comprehensively fun!
NOTE: If you are new to kickstarter and would like to order multiple games or simply add any of the various add-ons (like the Jumbo maps), kickstarter limits backers to one selection. However, all you have to do is add on the price for each additional game and/or add-on to your one pledge amount.
You will receive an e-mail confirmation when the campaign ends to make sure you get everything you want.
If all your add-ons are shipping to the same address, you only need to apply the shipping cost once ($25 in the Americas, $35 overseas). If you order a double set of game pieces, add $10 shipping for that even if going to the same address.
SPECIAL EDITION BONUS: The Special Edition game comes with a set of Jumbo maps for free (in addition to the normal maps that come with the game). And, if anybody adds the Jumbo maps to their game, you will still get the normal maps, too. :-)
LOWER VAT: Overseas backers, note that your VAT will be based on a much LOWER wholesale cost, not what you pledged for, so don't worry about a high VAT. Because we're not a game company, we can do this legitimately, so the actual sales value of your game will be as much as 1/4 your pledge amount, depending on the edition you order. Add-ons do NOT increase the VAT because they will be shipped in the same box, so not to worry.
Here's a link to the pdf of the beta rules. Keep in mind that these are by no means the print-ready version or anywhere near final or professionally laid out yet, just a homemade brew to lay out the basic premise of the core concepts in their early forms.
Just click the download button, type in the anti-bot code, and it'll download a version to you hard drive. :-)
Still, this is an entirely workable set of core rules and has been played repeatedly as it's evolved, and if you read any paragraph, you can see how very simply the concepts and the rules truly are.
They're really quite basic and straightforward, which is why the whole war can be finished in a couple weekends (if it lasts all ten year), and once you play a turn or two, you have the whole system down.
Prototype Deployment Cards (not final artwork; used for playtests)
All of the game pieces have already been designed and crafted and are ready for mass production. There will be game pieces for the NVA, VC, the ARVN (molded in a lighter green than the American sculpts), the U.S., and even the nationalities of the neighboring countries. You can view the profiles of most of the various game piece types down below and get an idea and a better look at them.
The Communist player begins the game with control in Quang Duc province, and a hidden-strength VC unit there.
On Turn 2 of 1965, the Communists move an NVA hidden force chit into Quang Duc province from the Cambodian province of Mondolkiri. So, the Allied player then decides to attempt an ambush with his Green Berets unit there. Unfortunately for him, the ambush die roll is a “6”, so that moving Communist unit remains hidden.
The Viet Cong unit in that same province remains hidden. There is a Communist supply counter in Mondolkiri province, along with another hidden strength NVA force chit that has remained there. So, the Allied player decides at the start of Turn 3 that it is time to do something about this NVA concentration. The Allied player decides that it would be a good idea to include some ARVN units in this operation. The ARVN 22nd Division has an available infantry unit in Bao Loc city along with an elite ARVN Ranger unit. Both are activated to move. The Ranger unit moves automatically because it is an elite formation, but the Allied player has to check to see if the 22nd Division infantry will make the intended move (he checks this by using the ARVN effectiveness rule, and rolls a die). The 1d6 die roll is a “4,” high enough so that the 22nd Division’s infantry moves along with the Ranger into Quang Duc province.
The hidden-strength VC unit there then tries to ambush those moving Allied units as they enter its province space. To do so, the ambushing VC unit is picked up and is revealed to be one of the “2 strength” game pieces (In other words, it is a whole regiment!) The Communist player then rolls his ambush check die roll, which is another “4”, so no ambush occurs (the ARVN have gotten lucky twice).
Next, the newly-arrived U.S. 1st Cavalry Division is helicoptered in. Using its helos, the 1st Cav Division’s movement is an “airmobile” type of movement and splits off to sweep into land in two different provinces (One of the brigades moves to the Darlac province space, and the other two brigades, plus the division artillery element, moves into the Quang Duc province space. The VC unit that is already in the Quang Duc province space is now eligible to attempt another ambush as the two U.S. brigades and artillery enters there. So, the Communist player rolls for another ambush and this time only rolls a “2,” which means that the Communist player must increase his Casualty Track by one point (representing the loss of a couple platoons due to a botched ambush attempt). So far, so good for the U.S.
Now that significant Allied forces have been assembled in the province, and the movement phase is complete, the Allied player now declares combat! (Queue The Ride of The Valkyries).
However, the Communist player has one more trick up his sleeve: He can attempt an "evasion" die roll with that Viet Cong unit. But! He chooses not to evade and instead decides to pick up and reveal the strength of the hidden NVA force chit he has there…three full regiments of North Vietnamese Army regulars!
The Allied player has a battle on his hands.
Still, the Allied player has a LOT of firepower in Quang Duc province (an ARVN infantry, an ARVN ranger, two U.S. infantry, and the division artillery). But, that ARVN infantry must check for effectiveness again (the ARVN ranger does not have to check for effectiveness because it is an “elite” type of unit). Unfortunately for the Allied player, his effectiveness die roll is only a “3,” which is not good enough; but guess what; because that ARVN infantry is in the same space as an elite Green Berets unit, the ARVN’s effectiveness die roll is a success!
(Tactical hint: It is good to team up non-elite ARVN with Green Berets for this reason. This is the best way to keep the South Vietnamese Army units effective).
Now it’s time to resolve combat!
Adding the combat strength of all the Allied game pieces in Quang Duc, we have:
2 x ARVN Infantry (strength of 2)
2 x U.S. Infantry (strength of 2)
1 x U.S. Artillery (strength of 3)
And, don’t forget the Green Berets that were already in that province (strength of 1) .
Total Allied combat strength in Quang Duc province is “8”.
Adding the combat strength of all the Communist game pieces, we have:
1 x VC (strength of 2)
1 x NVA (strength of 3)
Total Communist combat strength is Quang Duc province is “5”. The Allied player has a slight advantage, but not enough to guarantee that he won’t suffer a lot of casualties (and he could even lose the battle if he rolls very poorly). But, the Allies have one big advantage…
The Allied player can draw on all of this available airpower to support this battle
(Tactical Hint: The Communist player can dilute Allied airpower by spreading out his forces and forcing the Allied player to spread out his airpower, leaving less to concentrate in any one space).
Allied airpower available is:
1 x Huey Gunship squadron (strength of 2)
1 x Thunderchief squadron (strength of 3)
1 x B-52 (strength of 3)
The Allied player may therefore add 8 more strength points to his combat (for a total of 16). Now it’s time for the Allied player to roll his attack die roll: He rolls a respectable “4” and simply adds that to his 16 (for a grand total of 20; a very good result). When checking the Battle Board, a result of 20 eliminates four Communist units! …a devastating defeat for the Communist force in Quang Duc province.
But…the Communist player also gets a die roll… The Communist player now rolls his die and rolls a higher roll of “5” (a good roll) and adds that to his total Communist strength of 5, so the Communist player’s final result is 10 (a decent result).
When checking the Battle Board again, a result of 10 eliminates one U.S. infantry. This will bring down the U.S. National Will track a little. So even though the battle was a stunning victory for the Allied player, and he is happy that he has cleared out Quang Duc province of all Communist game pieces, the loss of his 1st Cavalry infantry deducts from American public opinion about the war in Vietnam. If this happens too many times each year, the Allied player may want to rethink his strategy.
But the Communist player can’t afford losses like he just suffered, either, and will have to do something different in the future.
(Tactical Hint: The Communist player should start bringing down more mortars with his forces to increase their firepower).
The Communist player will know that the Allied player is going to build more airpower, bring in more divisions, and conduct more offensives next turn, so he decides to stay back in neutral Cambodia until he can buy some more reinforcements. Next time, the Communist player intends to build some earthen bunkers in the provinces he controls. That will prove to be a surprise to the Allied player!
If you would like to order multiple copies of any version(s) of The War in Vietnam game (Bronze, Silver, Gold, Platinum and/or Special Editions), contact us about greatly reduced shipping costs (if all multiple copies will be shipped to the same address), and we'll work with you as much as we can.
Note that none of the stretch goal components are or ever will become available separately. Stretch goals will only be shipped with their parent game.
Risks and challenges
No worries! We'd already made all the arrangements with the relevant manufacturers before we embarked upon this project, and everything is ready to roll once we can pay the factories to start their production. And, moreover, everyone involved with this project is well-qualified in their area of responsibility and we have access to all of the talent that we could ever need to make this project successful. We're committed to ensure that the War in Vietnam is fun, handsome, and free of errata. What is more, because the design for this game is basically complete, we have plenty of time to focus on development and playtesting once this project is funded. Furthermore, we only intend to do one print run of this game, and thus it is our obsession to make absolutely sure that this game is perfect. Even still, the designer is eagerly be available on -line to answer questions and to help new players jump into the game once it is released.
It is our goal to have this game ready by about September of this year. We believe we can accomplish this fairly easily because everything is basically ready to go. It is even possible that the game could be ready before then, but because we'd like to conduct as much playtesting as possible (to guarantee an airtight set of rules) we won't over-promise by suggesting that the game will be available before then. Indeed, we realize that unforeseen things may potentially delay the production of the game, though we do not consider this to be very likely or only one of our quality assurance situations (to ensure that all components are are of the highest standards.) But rest assured that all the companies we are partnering with are experienced and have manufactured many games and components before, so we expect everything to go well.
We will update this project as things move along. Please do feel free to ask any questions you may have. We'd love the opportunity to talk about this game!
The War in Vietnam team
- (33 days)