Cards for countering enemy aviation.
PS: I thought for a long time about what type to assign to the S-75M. Should I leave the obvious one or come up with a new one? So I decided to leave it blank. I'd be happy to hear your suggestions.
#My Reflections on the Vietnam War (Second Indochina War).
29 messages · Page 1 of 1 (latest)
Probably keep it artillery. Most fixed AA units are artillery.
If needed, add an additional trait called SAM that says: Can only attack air.
And I suppose the US faction would be based around using air to deploy ground forces.
Maybe:
For helicopter units, they can also retreat of their own will instead of attacking or moving and can move twice in a turn.
UH-1 Iroquois: (Helicopter)
4k
1-3 2op.
When this unit enters the frontline, add a 3k or less infantry from your hand to the frontline.
And to synergize with this-
Medivac: (Order)
2k.
Return a friendly air unit to hand. Fully repair a friendly infantry and add a copy to your hand.
So the archetype would be moving air units in and out of the frontline to transfer cheaper infantry into the battlefield.
Honestly there could be a somewhat funny Vietnamese card about American politicians, because people sometimes forget how much dumb politics made things tougher.
For example: American aircraft could ONLY enter Vietnam through a single air corridor where the Vietnamese had the bright idea to put all of their air defense. American aircraft were not allowed to attack these air defenses lest they accidentally kill a soviet assistant. And when the phantom came with radar attack capabilities, they were ordered only to attack when they had visual identification.
America probably still would have gotten out had they not had to deal with these political issues, but nevertheless, they did.
So here are some cards based off of them:
Pathway restriction, Countermeasure, Vietnamese, 2k.
When an enemy air unit operates, retreat it instead.
Soviet SAM, Countermeasure, Vietnamese, 4k.
When an enemy attacks a unit with SAM, give all friendly SAM units Immune until they attack.
Identification required, Countermeasure, Vietnamese, 0k.
When an enemy attacks, counter the attack.
That's an interesting concept.
It would be very annoying to deal with at times though, as all countermeasures tend to be.
I suppose the real question is the main dynamics between the two main factions are, and what would the 'minor' powers be that may support them.
I think the US should be about using powerful air units to batter enemy forces, and trying to cycle units in and out of hand to copy and repair them rather than buff them.
You started this so I presume you have a vision for vietnam, but based on what you have displayed so far, I'm guessing its somewhat based around disrupting enemy strategy and producing direct counters.
Maybe we need a unit with a "Countermeasures cannot trigger"
In this kind of dynamic, I think something like that would be an elite 100%. However smaller units that gain intel on and debuff countermeasure cards might be viable, something like:
Infantry, 4k. (2/2) 1op.
When this unit enters the frontline, increase the cost of a random countermeasure in enemy hand by 1.
Here is a list of potential minor powers:
China,
South Vietnam,
Australia,
Soviet union,
Laos,
Cambodia,
South Korea.
The Royal Australian Regiment
Blue Dragons (2nd Marine Brigade)
Well regardless of all the potential things that could be drawn from this, here are some other helicopters:
AH-1 Cobra: US, Helicopter, 4k. (2-5) 2op. Standard.
Enemies targeting friendly helicopters target this unit instead.
CH-47 Chinook: US, Helicopter, 5k. (1/5) 2op, Limited.
Blitz
Units in the frontline operate for one less while this unit is in the frontline.
CH-43: US, Helicopter, 4k. (2/4) 1op, Limited.
Deployment: Give a friendly infantry +2 attack and immune. Return it to hand at the start of your next turn.
Hmmm, how about this:
Royal Australian: Australian, 3k. (1/4) 2op. Standard.
Gains +1 attack when a friendly unit enters the frontline.
So essentially, if you are constantly moving units in and out of the frontline, this unit will gain attack.
Blue Dragons: Korea, Infantry, 3k. (2-3) 1op. Limited.
When returned to hand, gain +1 +2.
Bringing this unit back into your hand gives it permanent buffs.
They are Korean
I thought that dragon was a bit weird of a name for a US infantry unit, but the picture shows pretty much just american equipment.
During the Vietnam War, the South Korea received most of its weapons from US
And during the Korean war. It took a while for them to get an independent industrial basis.
how does "retreat this unit before it attacks" work?
I assume its actually supposed to be retreat after it attacks because as it is it sounds like you just waste 3 kredits, which probably wasn't the intention.
Oops, sorry, that was a typo.
so its meant to be like a hit and run unit?
like the salamander*
Revised version.
It's more like a KOMET*
Historical sources mentioned that after using anti-aircraft systems of this type, positions had to be changed to evade detection and destruction.