This is the ninety-sixth in a series of posts on the Vietnam War. See here for the previous post in the series or go back to the master post.
It’s been a couple of years now since I’ve played what was called a “beginner scenario” created by a user for Squad Battles: Vietnam. See the post linked here, where I also include some information about the site that organized these extras and how to download them (which, apparently, still works). The same scenario creator also made a second hypothetical, which I played the other day.
This one, titled Pick Up Time, involves a pair of platoons making their way to a landing zone for pickup, only to find the extraction contested.
![](https://ettubluto.wordpress.com/wp-content/uploads/2022/09/pickup1.jpg?w=1024)
The scenario is long enough for interesting things to happen and lets the player make meaningful choices that will determine the ultimate outcome. The most obvious example involves the designation of a primary and backup landing zone. You COULD make for the primary extraction point, as I’m doing in the above screen shot. You could skip that and head straight to the second. You could also do as I’ve done (as illustrated by the second screen) and abort your move on the first LZ and then make an attempt at the alternate.
The nature of the helicopter units in Squad Battles means that you’re under no obligation to use either of the pre-designated landing zones. Helicopters in-game can land just about anywhere. I assumed, however, that the proper way to play this scenario was to pick up on or about the victory hexes designated for this purpose. Also (if I understand the instructions), the victory hexes are there to drive the AI, not to determine victory. For the player’s scoring purposes, points are earned by exiting forces off the edge of the map and this can only be done via a helicopter ride.
![](https://ettubluto.wordpress.com/wp-content/uploads/2022/09/pickup2.jpg?w=1024)
The terrain itself contributes to making this a more interesting mission than your average encounter in the jungle. Even on foot, your squads can cover a handful of hexes in a turn. This provides consequences to your tactical decisions. Does your squad provide covering fire? Do they move and shoot? Or do they reposition themselves using their maximum movement allowance?
Support comes in the form of helicopter gunships. In my initial play through, as I so often do, I suffered pretty heavy vehicle losses. My experience was that my line of sight to the enemy means he’s eventually going to visit a lethal round upon my air support units. It doesn’t help me that I have no idea just how close I have to be with rockets and Gatling guns to maximize their effectiveness. Maybe I am not properly standing off when it comes time to dole out some pain. Then again, maybe this is just part of the game and if you aren’t willing to take it you shouldn’t be dishing it out.
As before, the best part of this scenario for me is how it deviates from the stock scenarios which, despite each of them being grounded in a different historical situation, start to get a same-old, same-old feeling to them. Pick Up Time is very different than these stock scenarios; at least those that I can recall. It makes use of a few aspects of the engine that you rarely see. In the end, it prioritizes movement over weaponry, in that your goal is to get everyone on board a helicopter and get them out – shooting the enemy is only valuable to the extent that it helps you accomplish the first.
If not clear from the second screenshot, I did lose the scenario pretty badly. Another aspect of this scenario’s design, however, is that it should be suitable to multiple replays as I attempt to “get it right.”
Return to the master post for Vietnam War or return to the air starting with the next post.