Showing posts with label American Special Forces. Show all posts
Showing posts with label American Special Forces. Show all posts

Thursday, 11 September 2025

Tunnel Rats - Purple Haze, Stand Alone Game

I was so glad that I snapped up the Purple Haze Vietnam boardgame (I got it from Zatu Games as I was too late for the Kickstarter) as it appears to be now sold out everywhere. There is a queue of people waiting around the block for the second print run to come in. On hearing this, on impulse I looked around for the four extensions, but the only one I found still available was "Tunnel Rats". This a more stand alone game based around the US efforts against the likes of The Tunnels of Chu Chi. It appealed (see below, it is as "good" as it "looks"): 


On a "whim" (shiny thing) I got it and I am so glad I did. Atmospheric Vietnam, excellent, but with the format of a Dungeon Hack in cooperative play. Three "rats" explore the complex and for once there is not the overwhelming potential of US firepower to get you out of jail, but rather both sides are armed with knife and pistol - but even using the latter pistol is very dangerous underground (see below, the byzantine tunnel complex unfolds as the "rats" explore): 


Please see: https://boardgamegeek.com/boardgame/431208/purple-haze-tunnel-rats for more game mechanism details.

I my eyes the game is designed to play on your nerves, as in jangle them, it builds up tension. It is not so much the dangers of combat but rather the thought of ending your days entombed under the Vietnam soil because "you never got out" in time. You play against a diminishing deck that represents your mental stamina, being a "Though bastard" (TB). The TB cards are spent as you progress down and backout of the complex. Complete your mission before the claustrophobic horror gets you! Clever mechanisms abound.

Highly recommended. There are three missions in teh game, but you will play each numerous times before they "dry out" and there is much scope to design your own or run as the DM with "rat" friends searching the complex. 


Monday, 20 November 2023

"Ghosts of the Jungle" Playtest - Charlie fights, er Charlie!

I hit the critical mass (or Minimal Viable Product [MVP]) for the cast of characters, fully painted and ready for "The Ghosts of the Jungle", so it was time for a play-test  (see below, [the "specials" from a previous post are still 'in progress' - what you see here are 15 VC [Platoon 2- and Britannia Miniatures] and 8 US Special Force LRRP [Platoon 20]):


The game board is set up (see below, I chose to use 'explore mode' by giving the US insertion force a grid map, but only exposing "stuff" in LOS and not hidden from view): 


The US player (confusingly called Charlie) has been given an information extraction mission/ Get to a designation spot and retrieve some "information" and then get out. Body count was of no consequence to him, the mission's success rested on getting the "information" off the board and having all members of the LRRP intact (as in, at least with one hit point left). I added a layer of pre-game rumour "acquisition" - some helpful, some wrong and some just pla-in contradictory (in classic D&D fashion). What was ascertained was that there was little air support because teh Americans were busy elsewhere and you could and could not trust the villagers (who were VC, maybe or just "sometimes").  Although not a regular wargamer, Charlie took to the game like a duck taking to water.

Foot Note: In his own words, Charlie's success, came from his days of playing an old 1980/90's problem-solving computer games, in particular one called X-COM. This seems to fit into the "tower style" puzzle solver game, where you break through the enemy's defences by seeing weaknesses in their patterns. X-COM recently gained a second lease of life, with a 2015-20's revamp and series of follow on releases.

Back to the mission, which was played with an impressive amount of stealth and patience (waiting for the correct moment to 'move on' or to 'strike hard' ..good enough being far better than waiting "too long" for complete safe option). Reaching "X marks the spot", the "information package" turned out to be a downed (and wounded)  USAF airman, "Oh!" said Charlie (a bit of an understatement). The flyboy was promptly patched (and drugged) up by the SAS lads to get him as a "walking wounded" - the LRRP back-tracked out the way they had came in (while pushing, pulling, carrying and cajoling the Yank). The [exciting] "helicopter evacuation" option was not activated .. which would probably mean "hold a designated Alamo position" until the helicopter gunships and rescue helicopter came in. In the end the LRRP had a few scratches to show from a bit of fighting, but had successfully extricated themselves in a very professional manner! Beer on the USAF at the Australian NAAFI bar!