craine
02 Jun 05, 02:30
:halo: Beginning suggestions for the novice NLF player.
1) The novice NLF player should always agree to visible hex possession for the Allied player. (I.E. disregard optional rule #1)
a) It’s almost impossible for the allied player to enjoy playing when they are completely blind. Be nice, you will feel better about yourself once the bombs start falling. :dead:
b) Usually in return, the allied player lets the novice NLF player disregard optional rule #2.
c) Most of the scenarios for TOAW have a mind set of linear lines and territory acquisition. If the allied player sees large swaths (50%) of South Viet-Nam controlled by the NLF player, maybe panic will set in and they will over commit US formations. (Probably not now :) )
2) The novice NLF player should stick all their NLF air units in Hanoi. Then ignore them.
a) They suck.
b) It’s fun to shoot up prop driven Skyraiders with Mig-21s in ’75.
c) The US air is invincible.
If you want to be a stinker, on turn #1, you can leave your single Mig squadron on the airfield to the north of the DMZ. You can interdict helo movement for a turn or two, IF the allied player moves a helo transport near the DMZ AND transports troops via helo WITHIN range of your Migs. Of course, the US 7th Fleet arrives on turn #3 and your single Mig squadron will still be located at the airfield to the north of the DMZ and thus will be within range of the Iowa’s 16s. Smoking piles of metal or R&R in Hanoi. Some choice, huh?
3) The novice NLF player should never fight the US air. Not with your air force, AA guns, or snuffies.
a) The novice NLF player's air force, if husband carefully (or ignored for a year or two) might eventually total 6 squadrons. After being on the extremely blunt edge of the stick know as 50% interdiction for the last twenty to twenty five turns, the novice NLF player might become desperate enough to gamble and commit his air force in the struggle known as air superiority. Don’t try it. The US air would destroy the novice NLF player measly attempts without breaking a sweat. The US has plenty of F-8 Crusaders, which can only be assigned to air superiority, that are just waiting to flame some Migs. Wait for the US to go away, then have fun shooting down the RVNAF’s Skyraiders with Migs.
b) The novice NLF player is aware of the bug with AA guns. Only low attitude attacking planes are affected, maybe. The NLF player does have a couple of AA units attached to NVA divisions. Once the US air interdiction takes the effect of a 2X4 struck rapidly and repeatedly in the back of the novice NLF player’s head, the novice NLF player might decide to move his AA units back and forth to hopefully kill a US plane or two, before the AA unit is bombed into extinction. Not a bad idea actually. You might get a few, but once the B-52s arrive, fugitaboutit.
c) Snuffies, leg, troopies, foot soldiers, etc. The novice NLF player should Google “Arc light”.
True story follows. After playing Jeremy and being on the end of 50% air interdiction for several (real time/game time) years, I had to deprogram myself from the effects of Jeremy’s interdiction by playing quite a few different scenarios against the PO just to get used to moving units again without getting “hit”.
The novice NLF player should remember that the planes and equipment flown by the USAF during the Viet-Nam conflict would today still be considered acceptable for a 2nd tier air force. Some, like the B-52 are irreplaceable. The USAF is not to be scoffed at.
The novice NLF player should be thankful that Curt, AKA CSV designer, does offer therapy, without charge, against US air interdiction during the course of the game. The therapy is known in NLF circles as “CURT’S BLESSINGS” or ”VC ROCKET ARTY”. This ”VC ROCKET ARTY” has been strategically placed within range of a number of allied airfields and appears from time to time during the game. The novice NLF player should take each and every opportunity to use Curt’s special therapy gift to alleviate the effects of US air interdiction.
No major NLF info yet :p …
1) The novice NLF player should always agree to visible hex possession for the Allied player. (I.E. disregard optional rule #1)
a) It’s almost impossible for the allied player to enjoy playing when they are completely blind. Be nice, you will feel better about yourself once the bombs start falling. :dead:
b) Usually in return, the allied player lets the novice NLF player disregard optional rule #2.
c) Most of the scenarios for TOAW have a mind set of linear lines and territory acquisition. If the allied player sees large swaths (50%) of South Viet-Nam controlled by the NLF player, maybe panic will set in and they will over commit US formations. (Probably not now :) )
2) The novice NLF player should stick all their NLF air units in Hanoi. Then ignore them.
a) They suck.
b) It’s fun to shoot up prop driven Skyraiders with Mig-21s in ’75.
c) The US air is invincible.
If you want to be a stinker, on turn #1, you can leave your single Mig squadron on the airfield to the north of the DMZ. You can interdict helo movement for a turn or two, IF the allied player moves a helo transport near the DMZ AND transports troops via helo WITHIN range of your Migs. Of course, the US 7th Fleet arrives on turn #3 and your single Mig squadron will still be located at the airfield to the north of the DMZ and thus will be within range of the Iowa’s 16s. Smoking piles of metal or R&R in Hanoi. Some choice, huh?
3) The novice NLF player should never fight the US air. Not with your air force, AA guns, or snuffies.
a) The novice NLF player's air force, if husband carefully (or ignored for a year or two) might eventually total 6 squadrons. After being on the extremely blunt edge of the stick know as 50% interdiction for the last twenty to twenty five turns, the novice NLF player might become desperate enough to gamble and commit his air force in the struggle known as air superiority. Don’t try it. The US air would destroy the novice NLF player measly attempts without breaking a sweat. The US has plenty of F-8 Crusaders, which can only be assigned to air superiority, that are just waiting to flame some Migs. Wait for the US to go away, then have fun shooting down the RVNAF’s Skyraiders with Migs.
b) The novice NLF player is aware of the bug with AA guns. Only low attitude attacking planes are affected, maybe. The NLF player does have a couple of AA units attached to NVA divisions. Once the US air interdiction takes the effect of a 2X4 struck rapidly and repeatedly in the back of the novice NLF player’s head, the novice NLF player might decide to move his AA units back and forth to hopefully kill a US plane or two, before the AA unit is bombed into extinction. Not a bad idea actually. You might get a few, but once the B-52s arrive, fugitaboutit.
c) Snuffies, leg, troopies, foot soldiers, etc. The novice NLF player should Google “Arc light”.
True story follows. After playing Jeremy and being on the end of 50% air interdiction for several (real time/game time) years, I had to deprogram myself from the effects of Jeremy’s interdiction by playing quite a few different scenarios against the PO just to get used to moving units again without getting “hit”.
The novice NLF player should remember that the planes and equipment flown by the USAF during the Viet-Nam conflict would today still be considered acceptable for a 2nd tier air force. Some, like the B-52 are irreplaceable. The USAF is not to be scoffed at.
The novice NLF player should be thankful that Curt, AKA CSV designer, does offer therapy, without charge, against US air interdiction during the course of the game. The therapy is known in NLF circles as “CURT’S BLESSINGS” or ”VC ROCKET ARTY”. This ”VC ROCKET ARTY” has been strategically placed within range of a number of allied airfields and appears from time to time during the game. The novice NLF player should take each and every opportunity to use Curt’s special therapy gift to alleviate the effects of US air interdiction.
No major NLF info yet :p …