Campaign Series: Middle East 2.30 Update (Remaster!) Available Now

Campaign Series Middle East 2.30 Update

The latest update is available to download and install from the following areas:

  • The Check for Update button on the game launcher (recommended for ease of use)
  • The download section on the product page (opens in a new tab)
  • Direct FTP download (initiates an immediate download)

Note that the 2.30 Update is a complete remaster of the game. We recommend you uninstall the old version before installing this new version, or at minimum, install this into a new folder, say “Campaign Series Middle East 2.30”.

We hope you enjoy this latest version of the game!

Here’s the changelog per the latest 2.30 manual. A detailed changelog with multiple screenshots of new graphics and features is also available at Matrix Games website. (opens in a new tab)


17.1 Middle East Update Log for 2.30

17.1.1 Errata

  • No errata for 2.30

17.1.2 Enhancements

  • Implementation of new Game Action Speed system for speeding up, slowing down, pausing the AI turns, PBEM replays and human player turns. See Status à Action Speed à AI Play à Slow Down and Status à Action Speed à Replay à Slow Down for setting the AI play and Replay speeds while in the Human Player turn mode with new ALT+ and CTRL+ associated Hot Keys.
  • Implemented a message to display a confirmation of the changed Action Speed.
  • Unit List and Info Box were given makeovers to make it easier to read the information with larger and bolder fonts, revised layout and new graphics.
  • Implemented Options à Unit List à Unselected Highlights à White, Black, Alternate, None options for the Unit List.
  • Implemented new side bar Unit List icons, including new icons for Double Time and Slow Time
  • Implemented a white halo for red Unit List values.
  • Implemented Display à Roaming Mode (CTRL+SPACE) for quickly identifying units as you move the mouse over the map. Clicking anywhere on the map will toggle OFF Roaming Mode.
  • Implemented Slow Time for all units except Aircraft that allows units to expend more Action Points when moving to reduce the likelihood of casualties from Mines and IED’s.
  • Updated the Toolbar to incorporate buttons for Slow Time, Roaming Mode, and Game Action Speeds and revised placement of the Jump Map button.
  • Implemented new, dynamic, random Hex Info Box CSLogoXX images, with the option to fix images on a per scenario basis by appending [LG##] to the scenario description in the scenario editor.
  • Implemented Options à Damage Results à Position à Center, Upper Left, Upper Right, Lower Left and Lower Right, allowing the user to display the Damage Results where they prefer.
  • Overhaul of Mine/IED system with improved movement effects, including the addition to night and enemy proximity effects, delayed side awareness and several bug fixes.
  • IED’s now operate much like Mines in most ways. (For instance, step-down reductions, on activation and removal, not all in one go.)
  • Revised the Scenario Information dialog to display the scenario’s map region and biome.
  • Implemented the Scenario Information dialog in the scenario editor.
  • The Location Dialog will no longer display the ‘=’ and ‘+’ border labels, just the relevant place names.
  • Implemented a new Place All button in the Arrived Dialog for placing all listed reinforcements with a single click.
  • Units moving Double Time will be more likely to lose concealment and Units moving in Slow Time will be more likely to remain concealed.
  • Implemented single button Opportunity Fire Limit adjustments within the Opportunity Fire Dialog.
  • Implemented new XAlliedAttack/XAxisAttack hex flags that has the game engine recording any combat action originating from any hex and for any such hex, the “authorization denied” will not apply to artillery fire and.
  • Implemented additional Lua CSEE Debugging capabilities in the scenario editor.
  • Updates/improvements in the Find Organization Dialog in game and the Forces Dialog in the scenario editor providing additional information such as the hex location.
  • The Units/SPs/Losses Dialog will now also show unit type surviving Strength Points in addition to Strength Point losses.
  • Watercraft out in open water and in waterways will no longer have a chance of being concealed.
  • Implemented additional testing features, for on the fly toggling ON/OFF new and work-in-progress features.
  • Implemented several new CSEE functions: fire_indirect_nearest_from(), garrison(), accompany(), order_airstrike(), move_slow(), has_attack().
  • In the Scenario Editor, implemented a new, standalone Missions Dialog, for specifying one or more Mission Types for each side. (We anticipate making expanded use of this legacy capability, both in the EAI and the CSEE/SAI.)
  • Expanded the list of Mission Types from the legacy 11 to 23.
  • Extended the sound categories from 35 to 43, to accommodate the eight new aircraft/helicopter sound types.
  • Extended Map Hints to display ‘W’ marker labels at inland Waterway hexes.
  • In 2D, when direct firing blindly into apparently empty hexes, the tracer fire and explosion graphics will newly display.
  • Trace fire and light arms explosion graphics will no longer display, and map recentering to the target hex will not happen, if the target hex is out of Line of Sight.
  • Implemented the new CSEE functions: game(), game_name(), scenario(), missions(), mission_name(), region(), region_name(), biome(), biome_name(), condition(), shuffle().
  • Implemented a new CSEE/SAI uber function, attack_sequential().
  • Implemented a new CSlint utility,, for modifying unit flag values.
  • Revised the CSlint utilities & to accommodate the new Mission Types and new CSEE functions.
  • With the -V command-line option, every game EXE will display its version # and build time/date.
  • Revamped the log system ERRID codes, for better CSEE/SAI debugging.
  • Updated several CSlint utilities.
  • Ambush situations will now come with assault background sounds.
  • Implemented several new CSEE functions: attack_nearest_arc(), hexes_habitat().
  • Enhanced Developer debugging.
  • In the game engine Status Bar, spread out display elements to mitigate info crowding.
  • Implemented new CSEE function: counters_active(), function_name().
  • Removed the OK button from most reports, clicking anywhere will dismiss the dialog.
  • Added new command-line parameter (-V), for reporting the EXE version and whether or not the built in DEBUG or RELEASE mode.
  • Implemented new and improved Tool Bars.
  • Implemented colour-coded border map labels.
  • Implemented dynamic, customizable message dialog backgrounds (with all such image BMP’s in a new game folder, Backgrounds).
  • Implemented two new CSEE message dialogs: Bulletin (between Message & Report in size), and Remark (the smallest, smaller that Note). Also implemented new CSEE functions pertaining to the new dialogs, including an auto sizing, all-purpose dialog() function.
  • Incorporated the previous Monochrome (“Coin”) bases mod as the new Alternate Bases. The earlier Alternate Bases have been retained as Insignia Bases.
  • In user.lua, revised csee_check() with improved CSEE memory management (garbage collection)
  • Reinforcement arrival scatter extends to all types of reinforcements, not just paratroops.
  • Implemented Help àUnit Handbook (Passenger) (ALT + F2) to reveal stats of passenger.
  • Implemented Higher Organization Highlight (select and press CTRL) in the scenario editor.
  • Implemented dialog windows minimize, maximize and restore for many of the larger dialogs.
  • Improved Highlighting of selected unit in Unit List.
  • Changed and increased font for numbers in the Unit List.
  • Implemented Display à Hex Jump for map, scn editors and in game (ALT + X).
  • Updated Scrolling Options and Screen Edge default.
  • Added new assault sounds to enhance play.
  • Added new combat and assault graphics with much more variation.
  • Added aircraft ordnance indicators to quickly identify ordnance loads in CAS dialog.
  • Airstrikes are centered on the map when they arrive.
  • Added “Ambush” feature where 0 Assault value units will potentially suffer losses or eliminations if attempting to perform an assault.
  • Implemented Separate Side A and Side B Objective Points displays in Victory dialog.
  • Implemented ability for selecting unit in the Organization dialog to find a unit on the map.
  • Implemented cycle through currently selected/highlighted company using Next.
  • Implemented Option for centering map on combat area.
  • Implemented Option à Center on Action to recenter the map to where combat occurs.
  • Implemented TrackID Jump (ALT + K) to find and select a unit by its TrackID
  • PBEM: With Enhanced Reporting ON, no dialogs are displaying during replay. With Enhanced Reporting OFF, dialogs will display with full details.
  • Helicopters flying Nap of the Earth at night have an increased movement cost over day time flight

17.1.3 Fixes

  • Fixed the unscripted (no Scripted AI) artillery blind fire strikes. The AI will no longer fire blindly (to be implemented in the future).
  • In the map editor, fixed an issue where the region and biome changes were not saving to the .map file.
  • Fixed several LCG issues in the code, including more than one Crash to Desktop.
  • Fixed color inconsistency in Command Report and Damage Results Dialogs.
  • Fixed a bug in the map editor where the biome would not show properly in Values à Region and where the biome would not show properly in the Values à Biome.
  • Updated the frontend code to process the latest version # LCG .scl files properly.
  • Fixed a bug possibly preventing an amphibious unit moving from land to water or vice versa.
  • Fixed a bug where Landing Zones might be cleared in waterway hexes.
  • Fixed a bug where loaded waterway transports may be prevented from moving.
  • Fixed several bugs preventing the display of the on-map Unknown Unit marker.
  • Fixed a bug where a ferrying watercraft unit may leave a hex and potentially strand a ferried ground unit in the water. Ferrying watercraft will no longer be able to move if any potential ferried units have moved to shore. This action costs 50 Action Points.
  • When entering a roadblock hex, the moving side will gain side awareness immediately and the roadblock marker will instantly show.
  • Fixed a bug for some Options changes for the Unit List would not update automatically.
  • Fixed the broken Static All toolbar option.
  • Fixed a bug where the DaisyCutter operations were not working for ground units.
  • Fixed a bug where on PBEM (and LAN Play) scenario start, the New Scenario dialog (and Player Dialog), the Rules button was broken.
  • Fixed a bug with Units à Move Air Units Off Map in the scenario editor.
  • Revised CSEE counters_weakest() function.
  • Fixed several UI color and background pattern issues.
  • Extended the game opening splash video by 10 seconds, in case the Windows Media Player is unusually slow to start.
  • Fixed other minor bugs and made other code improvements.

17.1.4 Graphics

  • Revised Water graphics.
  • Revised Dune graphics.
  • Fixed several unit display artifacts.
  • Cleaned up some game engine and scenario editor dialog display issues.
  • Replaced new Toolbar graphics.
  • Implemented new “button” monochrome unit bases.
  • Tweaks to “coin” monochrome unit bases graphics.
  • Minor UI graphics fixes.
  • Added ~60 new Backgrounds images.
  • Fixed a number of *.bit unit outline files.
  • Fixed several minor UI color issues.
  • Fixed several 3D map graphic issues.
  • Added photos for the new dynamic, random Hex InfoBox CSLogo## images.

17.1.5 Data

  • Numerous unit data edits.
  • Massive update for French forces.
  • Updated all maps with side awareness.
  • Revised aircraft statistics based on OOB file enhancements.
  • Added additional background sounds.
  • Revised movement values in Scrub and Paths for infantry.
  • Updated file with additional functionality for checking Lua files.
  • Map Editor – Plain, Water & Forest labels have been renamed Anthro, Hydro & Natural.
  • Revised CSlint tools.
  • Revised Digging In chance.
  • Revised Lua scripting to speed up unit movement.
  • Revised the airstrike scatter probability.
  • Revised the Weapon.pdt to incorporate the new special forces supply units.
  • Raised village TEM to 0.70.
  • Added new Special Forces supply unit to France/UK.
  • Revised the Weapon.pdt to incorporate the new special forces supply units.
  • Revised the Sounds.dat to incorporate the new sounds for aircraft and helicopters.
  • Fixed several other sound issues.
  • Updated to check for fire capable units with a zero-fire cost

17.1.6 Scenarios

  • Fixed Map in Bootcamp 4.
  • Revised Sirte scenarios with scripting.
  • Removed scripting for all other scenarios.

17.1.7 Mods

  • No new mods for the 2.30 UPDATE.

17.1.8 Manual

  • Revised Manual to include all the latest features.

The first impressions are out for Campaign Series: Vietnam!

“Is this the most detailed Vietnam War Game in existence? Quite possibly yes!”

Our sincere thanks for Agrippa Maxentius for his video review of Campaign Series: Vietnam 1948-1967. 

Agrippa Maxentius Campaign Series: Vietnam Review

Click at this image for access to Agrippa Maxentius first impressions for Campaign Series: Vietnam!


Tutorial videos now available as well

Jason Petho’s is in the process of uploading a number of tutorial videos as well. The first two videos are out now, An introdcution, and Veteran’s Guide.There’s more tutorials to come, too, including Bootcamp Video Tutorials:


Campaign Series: Vietnam 1948-1967 releases in January 20th, not long to go anymore. Exciting times! 

Campaign Series Event Engine in Vietnam 1.0: Scenario Design

Welcome to our final issue of articles discussing CSEE prior to our release of CS: Vietnam 1948-1967.

In part one, we discussed events in general. In part two, we then continued on how to access Adaptive AI parameter database dynamically, in the middle of a scenario.

Today, it is time to talk about scenario design with CSEE.

Warning: playing the war in Vietnam against what often is quite an asymmetrical enemy will be different. Managing to occupy a nice little rice paddy with an objective flag on top of it might not actually accomplish much. Instead, one needs to stay alert to events taking place during game play, often thinking of objectives beyond what mission briefings told you.

I will use a Vietnamese Civil War scenario covering Operation Chopper to walk you through some of the tools available for scenario design with Vietnam 1.0. NOTE: To be made available in a future Middle East 3.0 UPDATE as well.


Operation Chopper, 12 January 1962

Here’s the scenario briefing, much the same as they ever were. Historical. To the point. Worth a read, absolutely.

Campaign Series Vietnam Vietnamese Civil War

So, ARVN vs Viet Cong from the era of Vietnamese Civil War, before the US involvement, right?


Operation Chopper ready to commence!

Just look at that: US military advisors, transport helicopters, air recon assets such as Birddog, light recon helicopters too!

And it is 1962, so how come the US public does not know about this!

WIth scenario setting as such, let us look at our Mission Briefing first. Mission Briefings are automatically shown on Turn 1 for both sides, each with their specific briefing. They can also be accessed later via the game menu. Typically, you end up studying them several times when playing a scenario for the first time.

Here is the ARVN player briefing for Operation Chopper:

Battle of Houng Viet Con

SITUATION: ARVN forces are to root out any Viet Cong west of Saigon. This is the first time that American helicopters will be assigned for such an operation!

Friendly Forces: The 3rd and 5th Parachute Battalions are available for this mission.

Enemy Forces: A VC unit of unknown size is likely defending the area.

MISSION: Your Primary Mission is to airmobile assault into the banana groves west of Saigon. Search and destroy any Viet Cong in the vicinity.

Your Secondary Mission is to seize any supplies or headquarters discovered there.

EXECUTION: Use the American helicopters to perform airmobile assaults in the area of operations. Once the landing zones are secured, search the entire area.

NOTE: It is essential to keep the losses of American helicopters to a minimum, as the press is watching!

POLITICAL: You lose Event Points for indirect firing or ordering airstrikes on inhabited hexes (village, city, suburb), whether or not occupied by the enemy.

ADMIN: The supply levels are high at the beginning of the scenario, but expect them to taper off as the operation proceeds.

COMMAND AND CONTROL: Weather during the day will be mostly clear with visibility lightly varying as the operation unfolds.

In CS: Vietnam it is vital you consider your brief in detail.

What was said? What was perhaps not said? Were there hints and tips that perhaps looked a bit out of place, or stood out?

Let us now look at how CSEE brings a whole new ballgame to scenario designers toolbox.


Victory Conditions

Operation Chopper has its Victory Conditions set as:

  • < -300 points as Major Loss,
  • < 0 points as Minor Loss,
  • < 300 points as Draw,
  • < 600 points as Minor Win, and
  • 600+ points as Major Victory.

There must be some juicy objectives out there, then;

Campaign Series Vietnam Vietnamese Civil War

One victory point Objectives – What gives?

Let us look at our briefing again, especially:

MISSION: Your Primary Mission is to airmobile assault into the banana groves west of Saigon. Search and destroy any Viet Cong in the vicinity.

Your Secondary Mission is to seize any supplies or headquarters discovered there.

This being CS: Vietnam, perhaps do not worry about capturing a single Objective, maybe it is about capturing them all, securing the area, and being rewarded a hefty Event Points award for that?

So it is.

Let us look at CSEE Lua code that deals with Objectives:

function on_objective_capture (hc, value, values, side) — DO NOT REMOVE

if (hc == OBJECTIVES[3]) and (side == SIDE_A) and not OBJECTIVES_3_SIDE_A_CAPTURED then
    inc_event_points(SIDE_A, 25)
    note(“Notice”, “For capturing OBJECTIVES[3], the ARVN gain 25 EPs.”)

Indeed some of those objectives, third one on objectives list in this case, are worth more than the others. Just that you don’t know which ones. And there’s more…

if owned(NW_ZONE, ARVN_SIDE) and not NW_ZONE_SIDE_A_OWNED then — one time only EP award
    inc_event_points(ARVN_SIDE, 100)
    note(“Notice”, “For capturing and holding the VC NW objectives zone, the ARVN side gains 100 EPs.”, ARVN_SIDE, ARVN_SIDE)

The map here is divided into areas, and once you are able to secure all the objectives there, there’s an extra reward! Be certain that there are similar bonuses for Viet Cong side for preventing you to do that, though…

Lesson learnt: Objectives are often not what they first appear in CS: Vietnam


Negative points are a new normal, too

This would not be Vietnam if things were this rosy, right. Any hints for disasters looming out there? Let us look at the Mission Briefing again.

How about this line here:

EXECUTION: Use the American helicopters to perform airmobile assaults in the area of operations. Once the landing zones are secured, search the entire area.

NOTE: It is essential to keep the losses of American helicopters to a minimum, as the press is watching!

Essential to not have any US casualties here? Hints and tips don’t often come as clear as day in CS: Vietnam.

Looking at CH-21 Shawnee stats with Unit Handbook, it is clear these are important assets. A squadron of four CH-21s, each worth 10 points, for a total of 40 points! Now that would be a painful loss indeed.

It does not stop there though, in this scenario, nor in many others, in different ways. In this particular scenario US losses are simply not allowed. It is 1962. remember.

Let us look at CSEE Lua code when unit takes a hit:

function on_unit_reduce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss, combat) — DO NOT REMOVE

    if member(trackid, _57TH_UTILITY_TRANSPORTATION_COY_61_CH21_75) then
        inc_event_points(SIDE_B, 50*loss)
        note(“Notice”, “For inflicting casualties on the US 57th Utility Transportation Coy, the VC gain ” .. 50*loss .. ” EPs.”)


For each individual transport lost, in addition to 10 point loss per unit data, there’s an additional 50 Event Points given to Viet Cong side. Remember those landing zones? You better hope, or ensure even, they are secure. One ambush, wiping out one squadron, that is 4 * 10 unit points and 4 * 50 event points lost. -240 points lost at one Landing zone disaster. And the units being transported are lost too, they add up too.

Oh, there was this too (and other little things as well, I don’t want to completely spoil this neat little scenario!):

POLITICAL: You lose Event Points for indirect firing or ordering airstrikes on inhabited hexes (village, city, suburb), whether or not occupied by the enemy.

Compare to this code snippet in scenario CSEE Lua file:

function on_hex_attack (hc, side, nation, attype) — DO NOT REMOVE

— lose EPs for indirect fire or airstrike vs. inhabited hex (village, city, suburb), whether or not occupied by the enemy
— side is the firing side
if — is_building_hex(hc) or is_habitat_hex(hc) then
    if not_occupied(hc, other_side(side)) then
        if attype == INDIRECTFIRE_COMBAT then
            inc_event_points(side, -2)
        elseif attype == AIRSTRIKE_COMBAT then
            inc_event_points(side, -5)
    else — occupied
        if attype == INDIRECTFIRE_COMBAT then
            inc_event_points(side, -1)
        elseif attype == AIRSTRIKE_COMBAT then
            inc_event_points(side, -2)


Tut tut! And, loss of points, too! And, maybe, not every scenario will be this lenient towards you?

Sh*t will happen in CS: Vietnam. As it maybe should. This is Vietnam War, after all.



MISSION: Your Primary Mission is to airmobile assault into the banana groves west of Saigon. Search and destroy any Viet Cong in the vicinity.

Your Secondary Mission is to seize any supplies or headquarters discovered there.

Holding ground will not be enough, I need to have boots on ground looking for Viet Cong assets as well. But once I have located them the scenario will become so much easier to play. CSEE to rescue.

I can quickly think of two ways having a Headquarters be as elusive as possible.

  • One is to have it move around. With CSEE, it is possible to keep track off spotted enemy units, to move towards them, or in this case: to try to avoid them.
  • Another option to handle this is to have a unit or a formation to appear randomly as you can control both the hex coordinate where the reinforcement is to arrive, and the turn it does arrive.

No two games of same scenario will be alike. Replayability.

As a scenario designer, don’t just think at tactical level though. An often repeated neat trick for replayability factor is to first have a few operation plans available for the AI side, then randomly pick one, per a die roll, upon start.



I hope we have managed to brief not only how to use CSEE in scenario design, but also how to approach CS: Vietnam game as well.

It will be quite a different experience to previous scenarios and situations within the Campaign Series. The enemy will often prove to be a cunning and devious opponent, and at times, one slip or mishap might lose a battle. Try, try again, as sometimes there just aren’t enough leeway to recover within the duration of scenario play per turns and objectives, event points, available.

How was my Operation Chopper, then? Quite a disaster at first go. I lost too many transports in particular, in just two incidents during the whole of 25 turns. I was not being careless either, just that sh*t happened, twice even. No way back for me.

But it was fun. Let me try it one more time… that will teach them!

Campaign Series Vietnam Vietnamese Civil War

Note the US casualties here – just unacceptable. Also note the orange circle: this scenario will be decided upon events that take place during the battle. Kill ratio and the points earned there, nor the Objective points held won’t decide the winner here.

So will it be in many of the CS: Vietnam scenarios. We hope you will find them refreshing in as how many of the battles were decided in other games from the series. If you find an interesting scenario “unwinnable”, maybe: try, try again.

Thank you for reading this far. Until next time!




The Vietnamese Civil War in Vietnam 1.0

Welcome to second part of articles covering the scenario content in Campaign Series: Vietnam 1948-1967, scheduled for release in January 20th, 2022.

In our first article covering the scenario content in CS: Vietnam in its initial release. we talked about the French Indochina War. In this article, we move forward to talk about the civil war period prior to the U.S. involvement, covered in 25 historical scenarios. With the usual disclaimer we’re still with a late BETA with any last-minute changes possible, here goes!

Battle of Saigon, 1955

To kick of the Civil War scenario introductions, we start in Spring 1955, set up with for an Head-to-head clash for the control of the metropolis. It can also be played as a Side B battle, having you commanding elements of Binh Xuyen’s private militia against the ARVN forces trying to pacify the area.

Campaign Series Vietnam Vietnamese Civil War

Assimilation – The Battle of Saigon is also unique in that the battle is not fought on jungles, but on the vast metropolis that the Saigon is, depicted in this wonderful map by Jason Petho:

Campaign Series Vietnam Vietnamese Civil War

The fight between the Binh Xuen and Vietnamese National Army is continued in a follow-up scenario, Forest of Assassins – Battle of Rung Sat, available for either H2H play, or waging a fight against the computer player, having you with the ARVN forces desperate to flush out the remnants of Binh Xuen militia from the vast mangrove forests around the Saigon River.

Viet Cong Arrives!

With Binh Xuen and his private militia dealt with, there’s no rest for the weary among the ARVN forces, for the civil war scenarios move to battles having Viet Cong stretch its muscles. The first such battle takes place a few years later, in 1958, with The Plantation Heist – Battle of Ben Cat having the Viet Cong attacking a string of military posts around and at the town of Ben Cat. A neat Complexity 2 scenario after the large battles in the first two scenarios:

Campaign Series Vietnam Vietnamese Civil War

Skirmishing against VC continues with the next scenario taking place in 1959, Fight for the Hills – Battle of Nui Go Giap, before the scenarios move to 1960 and the four battles covering that year: battles of Mo Cay, Tranp Sup, Bec Trang and Vinh An. Playing against the computer-controlled Viet Cong will see you witnessing them perfecting their art of asymmetric warfare the conflict will become quite familiar with.

Raiding Season in Highlands

Battle of Kontum is the sole scenario covering the year 1961, but what a moody battle it is, having your ARVN base at Kontum facing themselves with a very resurgent Viet Cong  presence. It is becoming quite clear at this stage which sides is keeping the initiative at their well covered hand.

Campaign Series Vietnam Vietnamese Civil War

Operation Chopper – our first air mobile operation!

One year later, and we have our first truly air mobile scenario in Vietnam! Operation Chopper sees elements of the ARVN para battalions assaulting a non-suspecting Viet Cong force, gaining a surprise, but giving the VC a valuable lesson against these types of tactics as well. Operation Chopper also saw the first US casualties in Vietnam.

Campaign Series Vietnam Vietnamese Civil War

1962 includes another battle too, Rat in a Cage – Battle of Xang Bridge, having elements of Civil Guard and Self Defence Forces trying to eliminate a trapped VC battalion in the island of Tan.

Best laid plans…

1963 sees us with two scenarios as well, the battle of Ap Bac, and the first set back for the Civilian Irregular Defense Group program with the fall of the Hiep Hoa camp – unless you can prevent it, of course! Here’s a screenshot depicting the fortified village in its 3D night graphics glory:

Campaign Series Vietnam Vietnamese Civil War

From bad to worse – 1964

1964 is a busy year in the game, with seven Vietnamese Civil War era battles covered, including two scenario sets, first a two-scenario set for the battle of Kien Long, and a three-scenario set for the battle of Binh Gia during the last days of the year.

Here’s a screenshot from Binh Gia 3 – The Sacrifice, this time using the 2D boardgame view for a change. Scenario starts with the village of Xa Binh Gia in friendly hands, but the Viet Cong seems to not be that far off either. Wait a minute, is that a U.S. presence we are seeing here?

Campaign Series Vietnam Vietnamese Civil War

Battles of Thanh Phu Island, Mo Cay, and Ben Tre are being covered as well.

From Last stand to First Battle – 1965

Another year, with no resolution to hostilities in sight. 1965 is indeed a very busy year in CS: Vietnam 1948 -1967, with a whopping 14 scenarios covering this watershed moment in Vietnam War history.

We are only introducing the first four of them, though:

Campaign Series Vietnam Vietnamese Civil War

…as the fifth one spells the beginning of the US involvement in the war itself!

Next Article: The Vietnam War 1965-1967

So here we are, with Operation STARLITE as a teaser as the last row in this Scenario Selection Dialog screenshot…

Until then!




Three Campaign Series: Vietnam 1948-1967 teaser videos out now!

Our audiovisuals wizard Christopher Osterlund’s put together a series of teaser videos that show what to look forward to with the Campaign Series Vietnam 1948-1967 game that will be released on January 20th, 2022.


Teaser video #1

  • Play modes
  • Scenarios
  • Orders of Battle, Map and Scenario Editors


Teaser video #2

  • French vs. VM
  • USMC vs. NVA
  • ARVN vs. VC
  • US Air Cav vs. NVA


Teaser video #3

  • Hueys, Chinooks, Seahorses, Cobras
  • Slicks!
  • Sampans, Junks, LCMs, LCVPs, PCFs
  • F-4 Phantoms, A-4 Skyhawks, A-6 Intruders
  • B-52 Stratofortresses and operation Arc Light!


Full teaser video

  • …with the three previous videos combined


We hope you enjoy them!