Gunner Scott
Forum Guru
Howdy all you crazy out of shape ASL people;
My buddy Bob and I have been playing a few of the Fight for Hue scenarios from everybodies favorite publisher CH!. (I feel like I am walking into a porn shop when buying CH stuff lol). This module is not bad, it is not thankfully Festung Buddapest or Fight for Seoul level complexity but does have a few warts. Typical of all CH published material we all know and love.
So far we are on our second scenario from this module, we did play Hue#9 Ontos Debut which was fun with the Marines trying to wrest control of the Hue University building with Bob's Marines overwhelming my defense by turn 6 out of a 9 turn game, so it was not a lop sided affair but very challenging for both sides, the Marines have some serious fire power but the NVA have the ability if they do not fire or are in the ACT of moving gain concealment benefits when being fired upon. It is sort of a strange amalgamation of an anti skulking rule.Are next scenario we plan to play is a bit larger and more counter dense and is Hue#11 Truongs Troopers which See's the AVRN try and root out out both NVA and VC defenders.
Well, we did screw up the map set up (I did), plus both of us getting used to the Hue rule nuances and getting a few clarifications from RT, nothing really earth shattering, we decided to reset up Hue 11 Truongs Troopers.
So below are pics of my defense as the NVA/ VC with the first pic being all my HIP stuff, then the second pic being all my non HIP stuff with the HIP units (HIP units are turned toward the south east hexside then the 3rd pic is just of my onboard units and the last pic is of the scenario card.
It is an interesting module but if you are looking for tightly written rules/ SSR's, then you might be disappointed, there some problems, I am not going to lie but if you are interested in the Vietnam war, and can look past many of the warts then this might be for you.
My ftf buddy is coming by sunday afternoon and we plan to get in probably 4 or 5 turns then finish this one up sometime during the week. Some noticeable things here: The NVA and VC in all the scenarios have no dummy concealment counters, I wonder if RT was intending to have the NVA/ VC use the jap night concealment option. The are no trenches or pillboxes in any scenario while at the actual battle there were numerous pillboxes in the NVA inventory. Even though the NVA have DC Hero capabilities, there are 0 and I mean 0 DC's in any of the scenarios.
So nice map, easy going SSR's and rules (not crazy super complicated andy hershey level of presentation lol) but a lack of other things I would say. Will try to keep this thread updated on how the playings of such scenarios progress.
My buddy Bob and I have been playing a few of the Fight for Hue scenarios from everybodies favorite publisher CH!. (I feel like I am walking into a porn shop when buying CH stuff lol). This module is not bad, it is not thankfully Festung Buddapest or Fight for Seoul level complexity but does have a few warts. Typical of all CH published material we all know and love.
So far we are on our second scenario from this module, we did play Hue#9 Ontos Debut which was fun with the Marines trying to wrest control of the Hue University building with Bob's Marines overwhelming my defense by turn 6 out of a 9 turn game, so it was not a lop sided affair but very challenging for both sides, the Marines have some serious fire power but the NVA have the ability if they do not fire or are in the ACT of moving gain concealment benefits when being fired upon. It is sort of a strange amalgamation of an anti skulking rule.Are next scenario we plan to play is a bit larger and more counter dense and is Hue#11 Truongs Troopers which See's the AVRN try and root out out both NVA and VC defenders.
Well, we did screw up the map set up (I did), plus both of us getting used to the Hue rule nuances and getting a few clarifications from RT, nothing really earth shattering, we decided to reset up Hue 11 Truongs Troopers.
So below are pics of my defense as the NVA/ VC with the first pic being all my HIP stuff, then the second pic being all my non HIP stuff with the HIP units (HIP units are turned toward the south east hexside then the 3rd pic is just of my onboard units and the last pic is of the scenario card.
It is an interesting module but if you are looking for tightly written rules/ SSR's, then you might be disappointed, there some problems, I am not going to lie but if you are interested in the Vietnam war, and can look past many of the warts then this might be for you.
My ftf buddy is coming by sunday afternoon and we plan to get in probably 4 or 5 turns then finish this one up sometime during the week. Some noticeable things here: The NVA and VC in all the scenarios have no dummy concealment counters, I wonder if RT was intending to have the NVA/ VC use the jap night concealment option. The are no trenches or pillboxes in any scenario while at the actual battle there were numerous pillboxes in the NVA inventory. Even though the NVA have DC Hero capabilities, there are 0 and I mean 0 DC's in any of the scenarios.
So nice map, easy going SSR's and rules (not crazy super complicated andy hershey level of presentation lol) but a lack of other things I would say. Will try to keep this thread updated on how the playings of such scenarios progress.
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