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?

Wrong:

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.”)
    OBJECTIVES_3_SIDE_A_CAPTURED = true
end

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)
    NW_ZONE_SIDE_A_OWNED = true
end

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.”)
    end

end

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)
        end
    else — occupied
        if attype == INDIRECTFIRE_COMBAT then
            inc_event_points(side, -1)
        elseif attype == AIRSTRIKE_COMBAT then
            inc_event_points(side, -2)
        end
    end
end

end

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.

 

Replayability

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.

 

Conclusion

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!

 

 

 

Campaign Series Event Engine in Vietnam 1.0: Accessing Adaptive AI

Welcome to the second Developer Diary on how to use CS Event Engine in Vietnam 1.0. In the first part we talked about the latest CSEE version in CS Vietnam 1.0, now let us have a look how the new CSEE Lua library interacts with another Campaign Series gem: the Adaptive AI database.

Note: This is meant as an introductory blog about the coming features. There will be a complete CS Event Engine manual shipping out together with the game install. 

Adaptive AI in a nutshell

Adaptive AI became available as of Campaign Series: Middle East 2.0. Here’s what our Lead programmer Berto wrote at the time, emphasis mine:

The Campaign Series AI — One size does not fit all!

Arabs did not fight the same way as Israelis. Jordanians outclassed the Egyptians, who outclassed the Syrians. Israel’s combat doctrines changed from 1948 to 1956 to 1967 to 1973 and beyond. The cocky Israelis at the beginning of the Yom Kippur War learned to give their revitalized Egyptian foes newfound respect and learned to change their ways. Adapt or die.

From nation to nation, from war to war, from year to year, even from one battle to the next — they all differed, so much evolved. But in the traditional Campaign Series, as in most (all?) war games, there is one and only one AI. Locked down tight. Mostly inaccessible to the scenario designer, much less to the player. Until now…

We have devised a new customizable AI System. Customizable by side, by nation, by scenario. Open to the scenario designer’s tweaking. Also to modder’s. We call this new system: “Adaptive AI.” As in: An AI that adapts to the side, the nation, the era, the individual scenario. (Not as in: Adapts real-time to changing game play circumstances. But that too will be implemented in future updates.)

The purposes of the Adaptive AI are:

  • To coach the AI in ways and things it is too dumb to figure out by itself.
  • To achieve game play “balance”.
  • Not so much to improve the AI play as to better simulate actual combatant and scenario conditions.
  • To achieve greater “realism” and “historical fidelity”.
  • To add randomness.
  • Thereby increasing replayability.

These cross purposes are often at odds with one another. Some Adaptive AI parameters will make the AI opponent “better”; others will make it “worse”. It all depends. Some players will like the increased uncertainty; others will not. It all depends. That’s why the Adaptive AI is optional. Select it or not as you wish.

Looking back at Adaptive AI: yes, it was static, required creating and adjusting scenario specific *.ai files, but at the same time: it truly opened the game parameter database for the scenario designers. If only it would have been easier to use…

Adaptive AI in Vietnam 1.0

Fast forward to CS: Vietnam 1.0, and the Adaptive Ai database itself got a thorough upgrade for Vietnam 1.0. At the time of writing this there’s a template file now with a slot for 200 adaptive AI parameters. So many new aspects the scenario designer can adjust on a per-scenario basis!

Campaign Series Vietnam Adaptive AI

But what is completely new is the ability to access these parameters as the scenario plays on – from the CSEE Lua code, dynamically throughout the scenario play!

Now, the AI truly adapts itself as how the events take place during the play if the scenario designer so chooses. Have all the SAI controlled troops change their stance from a rear-guard action with Opportunity Fire set at sniping at long ranges to Ambush stance, where they only fire when they see the white of the eyes of their opponent! How cool is that!

Accessing AI parameters from CSEE Lua code

As a recap, here’s how the Adaptive AI was used with CS Middle East 2.0. See below for an example of how it worked at the time: first create a scenario specific *.ai file from the template, then tweak the parameters you want to change.

Here’s how some changes to Opportunity fire settings were made with CS: Middle East 2.0. A bit crude perhaps, but it got the job done:

Campaign Series Middle East Adaptive AI

So, what happens there, exactly? Here’s what the Sirte scenario specific AI file sets to play it out:

  • opfire_sam2_helo_prob defines the likelihood Opportunity Fire kicks on against an aerial target. Think of this as SAM Radar noticing the target, and giving the firing co-ordinates to SAM batteries
  • opfire_sam2_helolow_prob and opfire_sam2_helohigh_prob then define the likelihood the individual SAM battery being able to lock on to target, and to launch their missiles against the target.

In CS Vietnam 1.0, you can set those values you want changes within the scenario specific Lua file.

Here’s an example of how you set up Opportunity Fire values per generic level. This snippet shows just the part for setting Op Fire for all your armored units:

Campaign Series Vietnam CSEE Adaptive AI

Let us look at available CSEE functions in detail. There’s one for setting a value anew and another one for increasing or decreasing the existing value per the parameter provided:

  • set_adaptive_ai (side, nation, index, value)
  • inc_adaptive_ai (side, nation, index, increment)

Here are the parameters, explained:

  • side — “a”, “b”, or some function or expression evaluating to either of those side values
  • nation — integer, or some function or expression evaluating to an integer; from 0 to 99
  • index — integer, or some function or expression evaluating to an integer; from 0 to max Adaptive AI parameter #
  • value — integer, -1 or greater
  • increment — integer; 0, positive or negative

Let us then look at the first call from the code example:

  • set_adaptive_ai (“nil”, FRENCH_NATION, 30, OP_MEDIUM)

And here’s what the parameters mean:

  • “nil” – most AI parameters are set either per nation, or per side. Opportunity fire is per Nation, so side is not provided, ie. nil.
  • FRENCH_NATION – there’s just two values for side, side “a” or side “b”. FRENCH_NATION is a variable with a value of “a”, used as a mnemonic and for ease of use. One could simply say “a” here as well.
  • 30 – this is the Adaptive AI parameter index. 30 is for tanks firing at hard targets, 31 is for tanks firing at soft targets, etc. Parameters are explained in the manual, and in the Init-ai database file for baseline values.
  • OP_MEDIUM – this is a mnemonic for a number value for medium range, ie. 2.

… and that’s all there is to access any of the circa 200 Adaptive AI parameters via CSEE Lua code, at any time, for any reason.

Here’s another example, this time from the CS: Middle East 3.0 early BETA. This is actually an equivalent of what was shown above per how these parameters were accessed via the *.ai files. This time, totally dynamic, with an ability to set and change these values per how the scenario play ebbs and flows.

Campaign Series Vietnam CSEE Adaptive AI

To quote Berto again: Totally dynamic, no time restrictions whatsoever.

Thank you for reading this far!

In part 3 of the CSEE Developer Diary we will ber talking about how to program the computer opponent, or Scripted AI (SAI), to have a keen operational sense, in addition to how legacy AI handles the tactical situations.

Stay tuned!

 

 

 

 

The French Indochina War in Vietnam 1.0

Running through the years from 1948 to 1967, Campaign Series: Vietnam 1.0 will cover the three wars of the time period, the French Indochina War, the Vietnamese Civil War, and the first years of US involvement in Vietnam. And with 100+ scenarios, we hope there’s something for everyone to dive in.

We’ll start this new countdown to Vietnam 1.0 blog series with the French Indochina War. Here goes (with a disclaimer we are still with a late BETA version of the game)!

The French Indochina War in Vietnam 1.0

Rewind your clock back to 1948, as that’s where the French Indochina War kicks off in the battle of Giong Dinh. Here’s the Scenario Selection dialog with the current beta:

From the Sky – Battle of Giong Dinh

At Giong Dinh, it is still relatively low key, with a quick company sized jump to clear out a suspect Viet Minh operations center there:

French Paras at Giong Dinh

Looks innocent enough?

Building up from there, the battle of Mao Khe in 1951 is covered next. Defending Mao Khe is approximately a Battalion sized French formation against the elements of the Viet Minh 308th, 312th and 316th Divisions.

Day River Campaign

After Mao Khe, the war – and scenarios depicting it – escalate quickly. What follows then is a five-scenario long coverage of the Day River Campaign, where if playing vs computer you actually get to play both sides. First as Viet Minh, for the first two scenarios, it is important you’ll quickly learn the tactics to overwhelm the French positions. Using the cover of the night shall be important as well.

The Day River Campaign

Playing the French side, next, you will soon learn this war will actually take some serious effort if the French rule over Indochina is to be preserved. After the French counterattack, there’s two more Side B  first scenarios with Viet Minh with the initiative.

Day River campaign is also covered in scenario designer David Galster’s excellent de Lattre’s Line series: with the first blog covering the Day River Campaign itself. Recommended reading!

Hoa Binh – Operations Tulipe and Lotus

Having fought your hardest at Day River, the Hoa Binh Campaign and the two scenarios covering it await next:

Hoa Binh Campaign – Operations Tulipe and Lotus

There’s still some linear battling to be had before the Viet Minh learns to master the asymmetrical nature of the war in the latter years.

Operation Tulipe provides the French player with a nice chance to deploy some Hammer-and-Anvil tactics…

Operation Tulipe in Action

…while Operation Lotus and the road to  Kem Pass scenario will have them on the ropes trying to keep the few routes open against a clever and cunning enemy.

Road to Kem Pass, with a widescreen view – Can’t be that difficult, can it?

Both Hoa Binh scenarios have the French with the initiative, vs a stubborn Viet Minh element on the map.

Street Without Joy

Then, three more individual battles, first at Tu Vu where the Viet Minh is about to attack a French outpost, and Na San, a larger battle with the French player defending a hedgehog perimeter around Na San against a determined Viet Minh opponent.

Then, Street Without A Joy in a large, complexity 8 scenario by Jason Petho …

The Street Without Joy

,,, together with a huge map of the area, where under Operation Camargue, one the largest use of French forces set to clear the area:

Street Without Joy in its full glory (night graphics)

Definitively a chance for some misery and lack of joy, trying to find the evasive enemy before they vanish to the darkness of the night!

Operation Castor – Dien Bien Phu

From street without joy then to Operation Castor and Dien Bien Phu.

We all know how that will end, but hopefully there will be some joy to be had, with the scenarios available in the game? Dien Bien Phu is actually covered with a hugely excting ten-scenario series!

From parachuting to valley and  taking over the objectives there, towards a siege operation the medieval warlords would be jealous of. As the Viet Minh noose tightens, there’s less and less room to maneuver for the French troops. They won’t be sitting it out though, a good few French initiatives covered here as well:

Operation Castor – a happier time

With Dien Bien Phu series, you will again have a chance to play scenarios against computer both as the French or Viet Minh player. The French player is with the initiative with Bruno Arrives, Breakthrough to Isabelle, Bruno’s FlaK Raid, and the Battle of Five Hills, while the Viet Minh player has the first go with the rest, first assaulting the Beatrice strongpoint with scenario #2, and finally putting an end to it all with scenario #10, Castor Dies.

Worth a shout here are also the articles covering the famous battle by David Galster and available at CSLegion.com, as part of Bruno’s Bunker series, for instance Operation Castor describing the French strategy behind Fortress Dien Bien Phu, and from the beginning of Bruno Arrives, to  the bitter end with Castor Dies.

KP 15

Also worth a shout – a lot of shouting going on here it seems – is the battle at the Kilometre Post 15, available here with yet another chance to have the French being ambushed by Viet Minh.

Kilometre Post 15

As per the scenario information above, tagged as ALL, the computer player shall be well equipped to handle either side here. ALL covers the head to head play against a friend as well, there will be plenty of Play by email or Hot Seat fun with all of these scenarios as well.

Missing a Battle?

Thanks for reading this far!

That’s twenty+ historical, thoroughly researched Indochina War battles covered in the game. Viet Minh, French formations, ARVN, and other troops such as the Catholic Militia, they all shall play a part.

Should that not be enough, should that one favorite historical skirmish miss from the set, worry not. While there’s over 100 scenarios included in Vietnam 1.0, there’s also the full set of editors available, per our usual standards. Complete with Orders of Battle for the era and a set of HUGE master maps to assist in creation of any new scenarios you’d like to see there.

Another set of blog posts is covering the new Campaign Series Event Engine to spiff those new creations even more up.

Next Stop: the Vietnamese Civil War

In the next blog post for this series we’ll be introducing the Vietnamese Civil War scenarios included in Vietnam 1.0.

Until then!