Search & Destroy
Search & Destroy was
published by Simulations
Publications, Inc. in 1974, as a squad-level simulation of
combat in the Vietnam War which was in its final phases, with direct
American military involvement having concluded after it's
predecessor had been released. The game was described in
Fire &
Movement No. 18 as a simple re-development of that
predecessor, entitled Grunt:
The mapsheet was enlarged by 30%,
allowing for the doubling of movement allowances. The rules were
cleaned up and expanded to include leadership, tanks, and APC's. The
graphics were improved with new colors for the unit counters and
color on the map itself. With a few minor exceptions the changes
were all for the good.
Search & Destroy never did well on
the SPI Game Ratings Chart (it reached a high of 5.87 in S&T #50).
But in my opinion this is one of the finest games on the subject
(Vietnam) still in print.1
Search & Destroy was released in
January 1975, available only in the "black box" format (the older
style white boxes had by now been dispensed with by SPI).
The Game - Physical
Components
The rules were divided into five major
sections; an introductory section, Basic Game Rules, Standard Game
rules, the Advanced Game (Optional Rules), and a final section with
optional scenarios, an alternate simultaneous play system, and
designer's notes. The splitting of the rules into three "ascending
levels of complexity" was intended to permit quick learning of the
game system by players, followed by increased experience with
additional rules "until they find a rules mix with which they are
most comfortable."2 The rules themselves were reorganized
from a fold-out into an actual booklet, and they were written in
outline form, a format first used by SPI in the game released with
issue 35 of
Strategy & Tactics (Year of the Rat). Even without an
index, the table of contents and the numbering of individual rules
sections made it much easier to look up individual rules than the
older-style rules folder found in Grunt.3
The mapsheet was "clearer, typical signs
of SPI's steadily increasing graphic quality. Credit is due Redmond
Simonsen, the driving force behind SPI's art - he designs almost all
the graphics himself."4 In addition to being larger, the
S&D map also contained a greater number of Combat Results Tables,
charts and records set off to the side (some of these had been
lacking in Grunt and had to be recorded on scrap paper).
Undoubtedly, however, it is the
counters that have been improved the most. For some reason (probably
economic rather than aesthetic) the U.S. units in Grunt are
colored gold and are positively ugly. S&D's are green. Again, green
suits the mood. In both games, the (National Liberation Front) units
are colored black, which is simply a stroke of genius; black
suggests slinking through jungles and night raids and, of course,
black pajamas. Just about everything is improved. The unit symbols
are more accurate (though not always really superior; the
medic's simple red cross is replaced with an obscure 'official'
marking), the status counters are upgraded (most importantly, there
are KIA and WIA counters instead of just 'Casualty'), and, for
purists, the U.S. squads are marked as squads - in Grunt they
carried the 'section' symbol. [Trivial to you, maybe, not to me!]
All in all, Search & Destroy is a perfect example of the
improvements in physical systems design over the last four years.5
Nick Stasnopolis gave the following
description in the pages of Fire & Movement in 1991:
The map and counters are unspectacular
by present standards but are a decided step up from their black and
white ancestors. The three color map portrays, at fifty meters per
hex, a generic coastal area in central south Vietnam with broken
terrain (elephant grass), jungle, villages, and rivers represented.
It includes the Terrain Effects Chart, Combat Results Charts (CRTs),
the Victory Point Record, and the Turn Record Track, on its top
quarter. The counters are
also simple but functional...6
Rules and Game Mechanics
The game was won by the accumulation of
victory points. Both players did this by the infliction of
casualties. The U.S. player could earn victory points by capturing
or destroying caches/certain types of units). Victory points
were also deducted if civilians were killed or injured. There were
no scenarios as such to the basic game, though there were variable
orders of battle for the NLF side to provide uncertainty for the
U.S. player as to the nature of the opposition. The optional
scenarios provided in the advanced rules provided a variety of
organizations including both U.S. and ARVN (South Vietnamese)
infantry and Rangers, and Viet Cong and North Vietnamese Army, with
specialized scenarios having specific game lengths, victory
conditions, and orders of battle for each side.
Some of
the other rules changes from Grunt, and their effects, were:
-
Movement allowance of infantry
doubled. In Grunt, infantry often was unable to uncover
more than two or three caches; in S&D, U.S. infantry could sweep
the entire board.
-
Stacking eliminated.
-
Field of fire rule eliminated, doing
away with unrealistic lethality of infantry fire in certain
situations.
-
Booby traps decreased in lethality.
The leadership rules have been singled
out as perhaps one of the most unique aspects of Search & Destroy.
According to Kosnett:
Unlike the Command Control rules in
other games, Leadership is not based on random die roles,
though there is a luck factor.
NLF command control is very simple.
All NVA and VC infantry units must be within four hundred meters
(eight hexes) of a cadre unit. Cadres are regular combat units, as
strong as NVA squads. NVA units more than four hundred meters
(maximum range at which bugles and similar devices can be heard
during a battle) are halved in movement and can fire only at units
which fire at them. Cadre units are rather plentiful, so the NLF
Player rarely finds many units out of Leadership Control.
U.S. and ARVN units do not have to be
within a set distance of their platoon leaders, because their
communications system is based on radio. But each time a combat unit
takes casualties, there is a 17% chance the radioman will be hit. A
unit thus "panicked" is immobilized and loses most fire
capabilities. This effect can last up to three Turns, until somebody
else picks up the radio. If a platoon leader is hit [unlike NLF
Cadres, U.S. platoon leaders are unarmed] a die is rolled for each
subordinate squad. There's a 50% chance that the squads will panic.
If a company commander is hit, the 50% chance applies to the platoon
leaders, with affected leaders rolling for squads. In some scenarios
there is a battalion commander. If he's hit, the U.S. Player is in
big trouble.
This rule can be a lot of fun,
because only your own carelessness can cause a serious loss of
Leadership. The NLF player learns not to commit his Cadres without
reserve, and the U.S. Player learns to keep his commanders cowering
safely behind the combat units. The U.S. will still lose radiomen,
but the odds are against it happening much, and there are usually
enough Americans to make up for the temporary loss. An interesting
point is that Grunt contained the same basic Leadership rule
for the NLF, but no rule for the U.S. - an unfair method to say the
least.7
Nick
Stasnopolis was also impressed with the leadership rules:
Of all the optional rules, those for
leadership are the most impressive. Mr. Young adeptly shows how
different cultures and a disparity in technology created two very
different leadership structures. Instead of flitting from unit to
unit enhancing combat rolls, the leaders become conduits for
information and control. For instance, to use their full
capabilities the NLF units must be within eight hexes of their
cadre. This reflects their lack of modern communications equipment,
which produced a reliance on written messages and sound signals,
thus limiting operational radius. It also resulted in units that
tended to be more autonomous and were less severely affected by a
loss of leadership. So the hardcore NLF units retain their full
combat abilities but halve their movement when outside command
radius or when their cadre unit takes casualties. This is in direct
contrast to the U.S. forces.
The Army's more bureaucratic command
structure lead to a very different set of leadership problems.
Units, because of the myriad radios they possessed, could operate as
far from their leaders as their radios could transmit and still be
able to get specific instructions. Unfortunately, this also produced
a dependence on contact with higher headquarters that made units
less capable of functioning once the umbilical cord was cut. Thus a
disturbance in the flow of information, either through loss of a
radio or loss of a leader, was far more devastating to the
Americans. In the game U.S. squads can be paralyzed for up to three
turns if the squad radioman is hit or their headquarters takes
casualties...
Few tactical games during this period
are comparable to Squad Leader which is quite popular and is
of a similar scale, but has a needlessly complex combat system,
leadership rules that would be more appropriate for 18th century
combat and ridiculously simplistic casualty rules. It also displays
the typical American fascination with gadgets while ignoring war's
social, political and logistical aspects. The wargame industry has
basically ignored the more accurate portrayal of company level
combat in S&D for the more glamorous version portrayed in Squad
Leader.8
Articles
Moves |
Nr. 23 |
Oct-Nov 1975 |
►"From Grunt to Search
& Destroy" by Phil Kosnett (Review) |
Nr. 27 |
Jun-Jul 1976 |
►"Scenarios for Modern Games" by
Phil Kosnett (Scenarios) |
Strategy & Tactics |
No. 26 |
Mar-Apr 1971 |
►"Cohesion and Disintegration:
American Forces in Vietnam" by John Kramer (Historical) |
Fire &
Movement |
No. 18 |
Jul-Aug 1979 |
►"Panorama: Sympathy
for the Devil, Viet Nam War 1965-1975" by Rodger MacGowan,
John Hill and John Prados (Review) |
No. 73 |
May-Jun 1991 |
►"Search & Destroy, Winning Hearts
and Minds" by Nick Stasnopolis (Review) |
Simulacrum |
No. 14 |
|
►"Search & Destroy: Vietnam
Tactical Combat 1965-1966" by John Chanceller (Review) |
Panzerfaust |
No. 69 |
|
►"Search & Destroy" by Pat Allen
(Review) |
Pursue & Destroy |
Vol 1, #6 |
|
►"Search & Destroy" by Richard
Pavek (Review) |
Notes
-
MacGowan, Rodger, John Hill and John Prados. "Panorama:
Sympathy for the Devil, Viet Nam War 1965-1975" (Fire &
Movement No. 18)
-
Search & Destroy rules section 1.0
-
Kosnett, Phil "From Grunt to Search & Destroy"
(Moves No. 23)
-
Ibid
-
Ibid
-
Stasnopolis, Nick "Search
& Destroy, Winning Hearts and Minds" (Fire & Movement No. 73)
-
Kosnett, Ibid
-
Stasnopolis, Ibid
|
Search & Destroy |
Developer: |
John
Michael Young |
Publisher: |
Simulations Publications, Inc. |
Date
of Release: |
1974 |
Scale: |
Squad |
Players: |
2 |
Campaign Type: |
None |
Components: |
►
1 22" x 27" map
► 16 page rules booklet
► 1 die-cut sheet of 400 1/2" counters |
|
The reverse side of the counters was blank.
All photos from the
webmaster's collection |