View Full Version : Operation HAPPY VALLEY

July 24th, 2005, 11:05 AM
After the first months of 1965, VC domination in the Vinh Thanh valley is total. Forts, schools, churches, bridges and other buildings are metodically burned. The former village and hamlet leadership is destroyed or discredited.

The mission is to provide security for batteries A and C, 77th artillery, and company B, 8th engineers, during the construction and establishment of a US special forces camp, and to pacify the valley through offensive military operations.

Assaulting units have to travel as lightly as possible to increase mobility in the rugged terrain. No more than one 81mm mortar may be carried by each company, leaving the others at the battalion base.
The combat support company may be used as an additional maneuver element. So reconnaissance platoon, antitank platoon, heavy mortar platoon and company headquarters, may be given a mission as a blocking force into which the assaulting companies maneuver the enemy. Other roles may be security for the CP, eagle flights and as a battalion quick reaction force.

Operation Happy Valley is divided in three different phases:

(1) Domination
(2) Resettlement and Reconstruction
(3) Consolidation

Units of the 1st cavalry division will be involved only in the first phase (Domination)
In this phase air assault of one and two company sizes will be conducted daily against know
or suspected VC locations, covering an area from 3000 to 5000 meters in leght and 1000 meters in width. Rice paddies, hamlets and narrow valleys will be the average terrain on wich the units will move. When hill terrain will be the common ground, a manouver element will be helilifted to the high ground, which then will move down towards a prepositioned blocking force in the valley covering the natural and expected routes of VC withdrawal. VC camps and training camps may be present.

On each LZ artillery preparatory fire will soften possible enemy presence and clear the ground for the assaulting forces. Precise timing is necessary to avoid friendly casualties in the landing. Air strikes will be followed by intensive 105MM howitzer fire and after the landing gunships will sweep the surrounding area. However, no orbit areas are possible over the LZ because small arms fire from the surrounding hills make helicopters very vulnerable.

Eagle flight will be available if needed.

July 24th, 2005, 02:54 PM
Very good FJ http://forum.shrapnelgames.com/images/smilies/smile.gif Did you make this up or did you find it somewhere?

July 24th, 2005, 03:49 PM
Thanks Boonierat! I rearranged by myself some infos I found about that particular operation! reading it again I corrected the "100 meters in width" with "1000 meters in width"! Anyway I take this occasion to congratulate with you on your research effort! That was a very impressive piece of work! http://forum.shrapnelgames.com/images/smilies/smile.gif


July 26th, 2005, 03:01 PM
Here a map for operation happy valley... feedback will be great! Thanks in advance http://forum.shrapnelgames.com/images/smilies/smile.gif

In my mind it will be a march from left to right with some place to "pacify" in between. Map slot is 229.


July 26th, 2005, 05:03 PM
Looks really good to me. It seems to flow from left to right from higher to lower ground very nicely.

July 27th, 2005, 02:19 AM
Really great stuff mate http://forum.shrapnelgames.com/images/smilies/happy.gif

July 27th, 2005, 05:16 AM
I'm glad to hear the map is not that bad from both of you! http://forum.shrapnelgames.com/images/smilies/smile.gif The next step is to test also its playability! It may be good for the eye but not for the play! (I cross finger)

The common ground here is hill terrain. So manouver units are helilifted to the two LZ on the far left of the map and their mission is to proceed down toward the valley (maybe blocking force(AUX units) may be placed on the right part of the map).

I tried to place some interesting point here and there. The top of the hill is the first, then there is a footpath that goes to north(and some other also south direction), and an ambush area with ravine in the south.
Next will come an isolated peak that is hard to reach in the north and what will may be an ammo dump in the south.
Other points of interests are the narrow passage in the south and what may be a training camp for VC in the middle of the portion of the jungle.

There may be some fighting for the blocking force arriving from the valley when they reach the two hill in the right part of the map.

With the reinforcement low percentile tactics for the enemy in these various part of the map, this may be always a different downmarch.

Feel free to say your opinion mates! http://forum.shrapnelgames.com/images/smilies/smile.gif


July 29th, 2005, 12:54 PM
I can work on chapter 1 of the 1st ToO and on chapter 11 of the 5th ToO. Sure working in conjunction with some of you will be great!


July 29th, 2005, 02:44 PM

Davide I will make a thread with WHO works ON WHAT, in order to keep track of the progress.
Just for the moment work on the analysis of the scenarios, try to figure how the secondary mission will match with the primary and think the general topography of the map and the other details of the missions.
In other words... it is better to work in a paper, put the forces, make your calculations and design the tactical plan/analysis and movement of the units.
It will be better to use huge maps; since we will use the "Air Cav".


July 29th, 2005, 03:14 PM
I took the point! But in some cases use of helicopters is not possible other than as a mean of transport. Also some operations are splitted in sub operations that will cover a small portion of the whole operation. I think that huge maps sometimes may be not possible.

Geia sou! http://forum.shrapnelgames.com/images/smilies/smile.gif

July 29th, 2005, 04:38 PM
Good work Davide,

I liked the map although here are some remarks(based on first look):

1. Nice topography, you respect the morphology of the ground
2. Good use of tall grass on the right side of the map.
3. You should reconsider the use of impassable terrain inside the jungle/forest and in general in the map.
4. The use of lines in any natural formation rock etc... must be the result of a specific reason (water, wind etc...) Be careful about using lines in natural formations!
5. the recreation/simulation of the trail in the forest should be made with earth/mud instead of sand. Also try to avoid lines in the trail; it is better to put an obstacle somewhere in order to create turns and corners!

more comments later, but my overall impression is: excellent map.

Pyros http://forum.shrapnelgames.com/images/smilies/wink.gif

July 29th, 2005, 06:09 PM
I agree with the 5th point!

I don't understand the 4th point!

About the 3rd point what you suggest in order to recreate a great change of height in a single hex? I was thinking that an impassable terrain would simulate these wall of rock.

Thanks for the feedback! http://forum.shrapnelgames.com/images/smilies/smile.gif

Geia sou!

July 30th, 2005, 03:39 AM

The NVA have built thousand of meters of tunnels beneath the Jungle!!!

In a Jungle enviroment, the ground material(soil) is a thin turf/clay. There is not such thing as an impassable rocky terrain; maybe if you put trees on a slope of rough terrain, this could simulate the difficult of movement.

Anyway, if you feel that your scenario needs such a special ground conditions then do it, as gameplay is the first priority.

Also don't forget that you may use the special key "*" to manually change the height of a hex.
**But in general keep in mind that in a clay soil you don't have impassable terrain**

As far the 4th point, in nature any stream (natural-made) or trail (man-made) will follow the topographic relief of the terrain (hardly a straight line).
Concerning the vegetation, this will be greatly influenced by the exposure to the wind; if it is protected by the wind it will be rich in trees etc (depression, protected areas)..., but if its not protected by the wind (open areas) then the vegetation will be limited to high/low grass.

ciao, http://forum.shrapnelgames.com/images/smilies/happy.gif

July 30th, 2005, 10:31 AM
Here a revised version of the previous map.

Impassable terrain is still present but much better camouflaged with the countryside.

No more long lines of footpath but curved ones.

Map slot is 230.

Keep pounding with your opinions! http://forum.shrapnelgames.com/images/smilies/biggrin.gif


July 30th, 2005, 11:58 AM
Very nice Davide.

You have improved the mentioned points. http://forum.shrapnelgames.com/images/smilies/happy.gif

What do you think of re-working a little bit the hills to the east part of the map?
Maybe re-working that straight lines? http://forum.shrapnelgames.com/images/smilies/laugh.gif !!!


August 1st, 2005, 11:00 AM
Here another map for this operation. If the first one was an hill search for possible VC presence, this one will cover part of the Vinh Thanh valley itself(northeast of the previous map). Numerous villages are present and the air cavalry have to visit them all to gather support from the local and to clean the area if VC are present.

As always feedback will be much appreciated! http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Map slot is 231


August 1st, 2005, 12:16 PM
It looks like Vietnam if you ask me http://forum.shrapnelgames.com/images/smilies/biggrin.gif

No really, I enjoy the small touches all over the map with the dikes around the paddy fields and the huts. Will you name the villages or should they stay anomonys?

August 1st, 2005, 01:23 PM
Glad you like it! The names? well,

left side of the river there is
(top)(part of)Dinh Binh(7)
(bottom)(part of)Vinh Thanh(1)

right side of the river there is
(top)(part of)Vinh Phuc(3)
(central)Vinh Phuc(5)
(top right)Vinh Phuc(6)


August 2nd, 2005, 05:41 AM
Very nice map Davide ! http://forum.shrapnelgames.com/images/smilies/laugh.gif

With a first quick view, I liked very much the farms!! (combination of hut in the center and fields around)

good work,

August 2nd, 2005, 11:51 AM
Here the M.C.S.A. map for the operation. It represent a part of an airstrip where all the forces are waiting to the side to board the helis( that will be in the load up area) and begin the action! http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Map slot is 232


August 2nd, 2005, 12:52 PM
Here is some refine of your MCSA... http://forum.shrapnelgames.com/images/smilies/wink.gif

But keep in mind that the MCSA maps should be played only at the beggining of the fist chapter of each ToO; the selection of the MCSA will influence all the chapter of that ToO.

So, only if your mission is chapter No1 of a ToO you should include a MCSA map.

ciao, http://forum.shrapnelgames.com/images/smilies/happy.gif

August 2nd, 2005, 01:07 PM
It looks surely better... I was thinking about a provvisory airstrip, somethin still to be developed by the engineers! http://forum.shrapnelgames.com/images/smilies/happy.gif


August 3rd, 2005, 08:41 AM
So, let's do a summary.

This operation is suitable for chapter 1.

Some infos are spread all over the thread but here are the guidelines (these are all sketches that are to be discussed)

Units of the 1st Air Cavalry Division is just arrived. That's why I thought about a MCSA still to be developed (only airstrip with rudimental trenches and lot of rough).Maybe adding buldozers here and there and hueys on the airstrip will help to the overall view.

They have to "pacify" the valley north east of the MCSA (Vinh Thanh valley) That is why I thought about somethin like this:

MCSA map with two text choices

1) Where are the CIDGs?
2) Let's go!

The secondary map will be the 2nd map I posted (the one with the villages)

With choice one in the MCSA map the game will have less turn cuz the cavalry will wait for these units:

A full CIDG company (576-578-577)
1 M8
4 M3/106
1 M132

With choice two the turns will be more cuz the cavalry will charge so

less VC cuz their intelligence have not seen enemy forces coming
the cavalry will have 8 mech mule since the beginning
after several turns will come in 3 Ontos and a mech platoon (177 american)

No artillery will be available cuz they are not ready yet. Only arty available will be the core 81mm mortar.
Other AUX units will be hueys for transport and a pair of scout helis, no gunships. Remeber this is the first time the cavalry take action so the organization is not at best.

The primary map will be the 1st map I posted (the hill terrain map) Here will become available the artillery support (they have prepared themselves in the meantime) according to the outcome of the secondary mission.

Give me your opinion guys! http://forum.shrapnelgames.com/images/smilies/biggrin.gif


August 3rd, 2005, 10:47 AM
I haven't read careful everything, but it sounds good! http://forum.shrapnelgames.com/images/smilies/happy.gif

Just a question, The MCSA goes for the chapter1 of each ToO.
Is this chapter1 of ToO No1?


August 3rd, 2005, 11:12 AM
Overall a good idea. http://forum.shrapnelgames.com/images/smilies/wink.gif

FJ_MD said:
Units of the 1st Air Cavalry Division is just arrived. That's why I thought about a MCSA still to be developed (only airstrip with rudimental trenches and lot of rough).Maybe adding buldozers here and there and hueys on the airstrip will help to the overall view.

I would recommend we do not use any buldozers, helicopters or other aux units as eye candy for the MCSA 1+turn scenarios. I think it's potentially confusing for the player... not to mention if this is the very first scenario of the entire campaign it will not be possible to use any aux forces.

August 3rd, 2005, 11:19 AM
Yep! this is chapter 1 for ToO 1 but I was thinking that every single chapter have his MCSA... for ToO 1 somethin like an upgraded version of the MCSA map for every 3 chapter (I'm following the storyline Boonierat have researched)

Geia sou!


August 3rd, 2005, 11:27 AM
wulfir said:
Overall a good idea. http://forum.shrapnelgames.com/images/smilies/wink.gif

I would recommend we do not use any buldozers, helicopters or other aux units as eye candy for the MCSA 1+turn scenarios. I think it's potentially confusing for the player... not to mention if this is the very first scenario of the entire campaign it will not be possible to use any aux forces.

Thanks for the feedback.. it is much appreciated! http://forum.shrapnelgames.com/images/smilies/biggrin.gif Surely what I wrote above is still an embryo and also is still to be tested! Feel free to add any comment! they will only do good!