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Giac My

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TITLE:  Giac My: The Game of Tactical Combat in VietnamGiac My Cover1

AUTHOR: F. MacRae, B. Lutz, M. Ratner

PUBLISHER: A Fantac Game

PUBLICATION DATE: 1978

WEB SITE/SUPPORT FORUM: None

PRICE: Unknown ($1 in a flea market in 2014)

REVIEWED BY: Mark “Extra Crispy” Severin

PERIOD COVERED: The Vietnam War

THE BOOK:

Giac My is a pamphlet style book of 48 pages. It features a cardstock cover and close set black and white interior. The rules themselves occupy 40 pages, followed by a brief outline of the various forces involved, and a map of southeast Asia.

There are no diagrams but there are a large number of lengthy, detailed examples of play (some of whcih span a full 2 pages).

SCOPE: Giac My is designed for skirmish level games.

ARMY SIZE: Shako

BASE UNIT: Figures and vehicles act individually. There are no command and control type rules.

GAME SCALES:

  • Ground Scale: 1” = 10 meters
  • Time scale 1 turn = 40 seconds
  • Figure/Base Ratio 1:1
  • Recommended Figure Size: None, but approx. 1/72 is assumed
  • Table Size: Not stated, but visibility extends to 300” and examples use large numbers as if they are normal.
  • Game Length: Unknown

BASING SIZES: None listed.

TURN SEQUENCE:

  1. Roll for initiative
  2. Plot indirect fire
  3. Side A (initiative winner) moves
  4. Side B moves
  5. Simultaneous covering fire
  6. Simultaneous ranged fire
  7. Indirect fire results are determined
  8. Melee takes place

GAME MECHANICS:

Movement:

Giac My is an extremely fine grained game. Each turn figures may perform two actions, including moving, spotting, firing, loading, dropping/picking up equipment, etc. Basic infantry movement is 12” modified for terrain. There is an optional Fatigue rule in which actions use up fatigue points, and when they run low, the figure must rest and recover.

Visibility:

There is no dice roll for visibility, but spotting counts as part of your movement. To keep an enemy spotted a figure must continually keep it under observation, using actions to do so. Spotting is based on target type, range and terrain. Figure facing is important in this regard, as is the use of binoculars, scopes, etc. All of these affect how far and how much area you can spot. Base visibility is 300” (!). Who has a 25 foot table to play on?!?

Fire Combat:

The basic mechanism is to roll a D20 to score a hit, which requires a score of 8. If a hit is scored, a D6 is rolled to determine effect (KIA, wound, etc.). The combat results differentiate KIA, Light Wound, Serious Wound and include both pinning and “dazing” effects. There is a long list of 30-odd modifiers to the “To Hit” roll for terrain, target speed, range, etc. There are also rules for weapon jams (early M16s can jam 1in6 when firing in auto mode) and ammunition.

Heavy weapons use the same process, but their To Hit number varies by weapon and range.

Heavy weapons firing in a direct mode must check for scatter. Depending on range the rounds may go short or long in various directions. Any figures caught by scattering rounds are checked for casualties.

Indirect Fire (& Grenades):

Indirect fire may be Observed, Blind or Prepared. The first step is to identify the aiming point which requires a score of 7 on 2D6. This is modified by the FO, range, repeat fire, etc. In some cases this may be automatic (prepared fire, for example).

Once the aiming point is identified, the guns must roll a D20 to hit, requiring a score of 16 or higher. Again, there are numerous modifiers to the die roll. If a hit is scored, all figures within the Kill Zone are checked for casualties. Each shell has a Kill Zone and a Casualty Zone. The difference is in the number needed to score a KIA versus a wound. Each affected figure rolls on the casualty table, as in normal fire combat. Additionally, artillery fire can cause “dazing” where by figures near a shell hit are dazed and must recover.

Each gun has a rate of fire and guns may fire over multiple turns, with a positive modifier on getting the aiming point.

Vehicles and Armor:

Heavy weapons fire and hit based on a chart giving each weapon type a To Hit number at various ranges. If a hit is scored on a vehicle, a few die rolls determine the effect. There is no real “penetration” mechanic. A paragraph simply indicates which weapons penetrate which vehicles and which do not. In one or two cases it simply indicates a 1/2 chance to penetrate.

If a vehicle is hit, the attacker rolls 2D6 and modifies this for weapon size. The result is No Effect, Temporary Damage, Permanent Damage or Explodes. It is assumed a location will be determined but the rules do not specify how - I would apply a simple 1,2 tread, 3,4 hull, 5,6 turret depending on target aspect. Temporary damage may be repaired by a trained crew.

Melee:

Hand to hand is resolved with opposed die rolls. Each side rolls a D6 modified for morale, fatigue, armament, cover, etc. The high roll wins. The difference between the rolls determines the result, ranging from loser taking a light wound and melee continuing next turn, to KIA. Either side may break off after with no apparent penalty.

Morale:

All units have a morale grade from A (best ) to D worst. Morale tests are taken during the turn, not during a separate phase. There are 19 distinct reasons that trigger a morale check. To check morale 2D6 are rolled, and morale passed on a 7 or higher. Tests are done by squad, and the die roll is modified for morale grade, casualties, fire superiority, etc. Units will either stay in cover or rout/surrender, depending on how badly they fail the check. Units that fail check morale every turn until they pass, or rout off the table.

Airpower:

Aircraft attack using the indirect fire system.

Anti-aricraft fire uses a percentile system. Each AA weapon has a points value. All of the points are summed. If a D100 roll is equal to or less than the total points, a hit on the aircraft is scored. For each hit  a damage table is consulted. Results may be from No Effect to Destroyed. Damage may be inflicted that may force an abort, or simply limit the aircraft’s ability.

Helicopters may carry passengers. Loading/unloading is the same as a mount/dismount, and attacks against them use either the AA or vehicle rules. Helicopters require a 6x6” landing zone. Troops may clear an LZ at 1 square inch per man per turn.

Additional Rules:

The book includes summary rules for Punji Stakes, tunnels, flak vests and a few other such items.

ARMY LISTS/SCENARIOS:

There are stats for most of the necessary vehicles and troops likely to be used in a game. There are no scenarios included.

REVIEWER’S COMMENTS:

The layout of the book is a bit of a mess. The casualty table, for example, is not in the Direct Fire section on page 10 but appears much later on page 25.

The examples regularly use ranges that suggest the game is played on the floor of a very large room. Visibility is 300” and one example uses a range of 286”!

PLAYER’S COMMENTS:

Not played.

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