Dien Bien Phu, the final gamble


Dien Bien Phu, the final gamble

Here is the place where we will discuss the game Dien Bien Phu, the final gamble

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Latest Activity: Sep 7

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Comment by Kim Kanger on September 2, 2012 at 11:38am

Deduct French gas and food:

The French player deducts 3 gas and 4 food (he starts the game with only 9 gas and 12 food).

If unable to deduct 3 gas then no ammo may be included in the coming airdrop (simply because the French can't collect the ammo from where they are dropped) and no tanks and artillery may be moved.

If unable to deduct 4 food then units with only 2 in moral (and perhaps even those with 3 in moral) will start losing steps (desertion, either towards home in case of the Thais, or internally to the banks of the river Nam Yum in case of the North African units)


Comment by Kim Kanger on September 1, 2012 at 5:45pm
VM Barrage:
The game turn represents 3 days and the VM part of it is during the night while the French part is during day. VM artillery had preregistered on all strongpoints so that they could fire blind during night. So, you must place the artillery barrage counters on a strongpoint. The divisions' heavy weapon sections (the three "HW" barrage markers) must be placed within 2 hexes of a unit from that division.

You can see at the top of the tables how the barrage die roll works. basically you roll for each unit within the barrage zone (the hex where the barrage marker is plus the six surrounding hexes) and there is no effect if you roll below its moral. It becomes shaken if you roll its moral or more. If you roll a 6, it takes a step loss. There are two die roll modifiers.

Shaken units receive a shaken marker on top. Support units that get shaken simply get their barrage marker flipped into its shaken side.

Comment by Kim Kanger on September 1, 2012 at 11:11am

My pleasure, John

Comment by John Kranz on September 1, 2012 at 10:40am

Thanks for setting up this group.

Comment by Kim Kanger on September 1, 2012 at 8:01am

To download the terrain chart and the tables and the game turn sequence, go to: http://talk.consimworld.com/WebX?8@478.S5fGbtNG0As.44@.1dd51... and you will find them at message 176.

Comment by Kim Kanger on September 1, 2012 at 8:01am

I will here go through and demonstrate the game and system

Here is the setup of the game:


You will recognize the terrain features but you will also see that all of them seem to be within either dark or light zones. These zones are grouped into three large areas where each area is connected with one of the Viet Minh divisions. A discreet red border runs between the three areas. Each zone is marked by a coloured circle which says "Trench Zone" and a number. Number one zone for each area is situated along the map edge and number two further into the map centre and so on. Dark and light zones will alternate in order to differ them from each

A unit's upper number represents its moral and the lower one its strength. The single number on support units (artillery and mortars) represents its moral.

The scale is:

Each game turn is 3 days.

Battalions for VM infantry and artillery. VM units may not stack.

Companies for French infantry, batteries for artillery and platoons for mortar (equals 4 guns/tubes per artillery and mortar counter). French units may stack up to three units. Support units (artillery, mortars and tanks) count as 1/2 unit in stacking (rounded up).

Each hex is 150 meters which makes it very crowdy for a battalion. It is correct nevertheless since, for example, VM attacked the eastern side of strongpoint Gabrielle with two full regiments.

The reason why the strength value for a VM battalion is 9 and for a paratrooper company it is as high as 7 is that these numbers do not represent normal strength odds. They are used for a different calculation. More on that later.

The reason why the moral is the same on its flipped side is because units on both sides in this siege fought on ferociously even after having taken severe losses. The reason why the strength is almost the same on its flipped side is because that even after heavy casualties a unit often had most of its machineguns and mortars left, and since a hex is so small a unit had no problem to field enough troops facing a hexside even when depleted (there were enough troops behind to rush forward).

There are two kinds of "ZoC" here:

1) Zone of Control (ZoC): Any of the six hexes around a unit which includes a trench (VM-controlled strongpoint or trench zone hexes for the VM. French-controlled strongpoints for the French) IF the unit in question is in the same trench (all trench zones which have becomed entrenched become a giant common trench in this regard. Strongpoints are separate as you can see on the map. A unit in a strongpoint do not have a ZoC in a separate strongpoint one hex away).

You may not enter an enemy ZoC except when making an assault.

2)Zone of Fire (ZoF): Any of the six hexes around a unit which is not a ZoC.

You must stop when entering an enemy ZoF.


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