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The ANZACs: Going Up Country Into The Boonies with The Diggers and The Kiwis

Tour Of Duty The ANZACs:
Going Up Country Into The Boonies with The Diggers and The Kiwis.
with Russell Briant

In this article I will off some suggestion on fielding ANZAC forces as featured in Tour Of Duty. Starting small and working up; I'll begin with a 600 point supported patrol force from the ANZAC Rifle Company organisation found on page 64 of the Tour of Duty book.
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600 Points
ANZAC units are both relatively small and pricy; so for 600 points I have chosen to start with the slightly cheaper Confident Veteran New Zealanders.

Compulsory Platoons (page 65)
Company HQ, Company Commander and 2iC M16 teams - 50 points
2x Rifle Platoons, HQ section and 3 rifle sections - 7 SLR (MG) teams - 230 points each
Sub-total 510 points

Support Platoons
US Assault Helicopter platoon (page 51) - 3x UH-1D Slicks - Confident Trained - 80 points
Medical Dustoff (pg. 63) - UH-1D Slick - 10 points

600 points on the nail.

The ANZACs: Going Up Country Into The Boonies with The Diggers and The Kiwis
You can field this force as a Fearless Veteran Australian one by dropping the Assault Helicopter platoon. With the spare 10 points you could add a Medic team (5 points) to the Company HQ. But I like the flexibility the Assault Helicopters add to this force. It's much quicker to air insert a platoon over a broader swathe of the table instead of jungle bashing to the objective at 6"/15cm a turn. As well as delivering an infantry platoon the Assault Helicopters can also act as light gunships each using their pair of door mounted machine guns, adding to their utility in this force.

The ANZAC Rifle Platoons have a charm of their own. They have the Cautious Movement Special Rule allowing them to remain in cover and Gone To Ground while they move but don’t fight.  The Kiwis were referred to as the Grey Ghosts, and the Australian SAS were called the Jungle Phantoms by their Nationalist foes for this ability to move silently through the jungle.


Free World infantry even come with built in Anti-tank capability with the option to fire a single shot Light Anti-tank Weapon (LAW) instead of the SLR or M16. The LAW has a range of 12"/30cm, an Anti-tank rating of 11, Firepower 5+ and an Anti-tank assault rating of 5+;  very useful if Nationalist armour is encountered.

To complete the picture the ANZAC get a bunch of special rules (page 98) to help them out their missions. Carry in Sergeant (Charge, or Consolidate without a command team), Disorderly Conduct (Mission Tactics - another team takes over platoon command if command team Destroyed), and, in the case of the New Zealanders, British Bulldog (re-roll a failed Counterattack test).

The ANZACs: Going Up Country Into The Boonies with The Diggers and The Kiwis
As with all Free World teams, ANZACs Infantry and Gun teams are difficult to kill. Rather than being immediately removed when destroyed from shooting or assault the Nationalist player roles a dice. On 5+ the team is wiped out and removed. On any other result they count some members as wounded and remain on table. While wounded the team shoots as if Pinned Down and are always a non-assaulting team. A Medic has a 3+ chance of restoring them (they are removed Destroyed if the Doc can't patch them up though). If a team takes another wound (i.e. Destroyed) while wounded it is removed from the table.

Despite this extra level of survivability the relatively small size of these platoons still means they shouldn't initiate too much assaulting. Even if they get past the defensive fire, assaulting plays to the strength of Nationalists with their large, highly motivated, companies that will keep on counterattacking and can afford to trade teams.

So Rifle Platoons will have an interesting time when they need to take an objective off dug in Nationalists in the bunch of missions when the Free World is the Attacker. If assaulting is not a first, best choice then a Rifle Company will need to stand off and use firepower to remove or deplete the defending platoon.

The ANZACs: Going Up Country Into The Boonies with The Diggers and The Kiwis
1000 Points
I’ll keep my 600 point force as the core and add a further 400 points to it. My first choice is to get a full New Zealand Field Battery of 6 M101A1 105mm howitzers, (pg. 67) for 245 points. This Confident Veteran battery also benefits from the ANZAC Artillery Special Rules (pg. 99). Excellent Communications allows the 2iC and Platoon command teams can act as spotters  and Mike Target, lets the battery reroll a failed first range in attempt and if, All gun Repeat, requires re-roll successful saves for hit teams.  Artillery is one solution for removing dug in Nationalist platoons.

A Field Battery is subject to the Fire Support Base rule which, in all except the Fire base mission, means they must be deployed off table. When deployed off table they are not going to get pinned or take other morale tests so there is no benefit in paying more the Fearless Australian battery. To improve the Artillery effectiveness it is worthwhile to pay a further 10 points to add an OP Helicopter OH-6 Loach to see the places other observers can’t see.

The next unit to be added is an ANZAC Cavalry Troop (page 61) consisting of a single APC Section of three M113s for 125 points. Each M113 can carry up to three passengers which makes a single Section sufficient to move an ANZAC platoon under armour at the speed of a Light Tank. M113’s are also amphibious and have Wide Tracks.

M113s benefit from the Ammo Resupply rule. When an M113 APC that doesn’t move and doesn’t shoot, all ANZAC M16 Rifle, SLR and LMG teams in one platoon within 6”/15cm get to roll an extra die (two dice for LMG teams) when shooting in the Shooting Step or Defensive Fire. There are still 20 points remaining so I can upgrade the command and one of the troop M113s to both have T50 turrets, with a .50 cal and coax MG, for 5 points each.

Another 5 points adds a medic to the Company HQ section to help patch up teams before the Medivac Dustoff Helicopter arrives.

995 points well spent.

The ANZACs: Going Up Country Into The Boonies with The Diggers and The Kiwis
1500 Points
I’ll stay with my Kiwi core and then add some units I have been looking forward to adding.

New Zealand Company HQ, Company Commander and 2iC M16 teams - 50 points
2x Rifle Platoons, HQ section and 3 rifle sections - 7 SLR (MG) teams - 230 points each
Better add a Medic team to the Head Quarters section for +5 as well.

Sub-total 515 points.


The Centurion is jam-packed with technological advantages:

■ A Co-ax .50 cal Ranging MG (page 94) that allows the Centurion to avoid the +1 for shooting at long range if it didn’t move.

■ A Stabliser (page 99) that gives the option to shoot at full rate of fire if it moved, for +1 to hit penalty.

■ An Infrared Searchlight (page.94) that helps when engaging at night by allowing the player to roll two dice when seeing how far the can see and using the best of them. It also avoids the need to reroll for bogging tests when moving at night (and Centurions also have Wide Tracks further helping cross country performance).

■ Tank Telephone (page 94) allows adjacent infantry to provide Eyes and Ears, and attempt to remove Gone to Ground from an enemy platoon within 16”/40cm.

■ Beehive Ammunition (page 93), is an anti-infantry capability with a range of 8”, ROF 5 that can also be fired on the move for +1 to hit.

■ The Centurion also has Protected Ammo and Smoke further increasing its versatility.

That’s 895 points used up.

The ANZACs: Going Up Country Into The Boonies with The Diggers and The Kiwis
My next, must have, unit is the Australian Anti-tank platoon (page 66). I’ll take the full three squads for 295 points giving an M16 Command team and six M67 90mm recoilless-rifle teams.

Most of the time however, unless facing a tank horde, I would expect to replace all the teams with SLR teams changing the platoon into a Reconnaissance Platoon. This is one of the few Free World Recce units and will be particularly helpful in increasing the standoff range that arriving Nationalist Vietnamese units must be deployed at. This platoon should be used to screen other ANZAC platoons from the stationary volleys of arriving Nationalists and forcing them to move into to get into range making them vulnerable to return fire when doing so.

Reconnaissance is a must have capability.

1190 points used. With the remaining 310 points I’ll add;

■ An ANZAC Cavalry Troop again consisting of a single APC Section of a Command M113 upgraded to have a T50 turret and two M113s with M74C turrets for 130 points.

■ A US Aeroweapons platoon from 25th Tropic Lightning (page 19, Fearless Trained) consisting of one UH-1B Hog and one AH-1G Hueycobra for 180 points.

1500 points on the nose.

Three staunch infantry platoons backed by heavy and light armour with Aeroweapons helicopter support. This is a good list to head into the boonies with and takes on whatever mission Tour of Duty can throws at you.

~ Russell.


Last Updated On Thursday, May 09, 2013 by Blake at Battlefront