Wow. You've got a big scenario here.
Your men return fire and the resistance melts away. Apparently a recon element then.
So, the first encounter has come and gone. VC used surprise. PC fought back. VC retreated.
But VC are always tempted to take a shot at G.I. Joe when they get the chance, especially from cover. They especially like collecting those shiny insignia of rank. You learned a long time ago not to wear your. Everyone knows who is in charge and that is all that matters. Even the new guy, especially after you clubbed him with a rifle for not following orders.
The occasional shot still rings out, but the river curves off to the left and falls away to as you advance toward your objective.
OK. As Ref, I look for what the player does that is a tactical benefit. I've got my NPC VC out in the jungle, skirting the road. As we proceed with the game, I'll take some sniper shots at the PC and his platoon.
I'll have my VC NPC snipers take priority with officers. But, the player has stated that the rank insignia is gone. You can't tell him from the others.
I will roll, say, INT or less on 2D for the sniper to pick the most likely leader. I'll look at the spread out on a map, if we're using a map, and decide what the sniper can see. When I pick a likely target, I'll roll 2D for INT or less for the VC character to decide to shoot at that specific target. A successful roll says the VC decides to shoot and thinks he's found a worthy target--an officer or Sargent. Failing the roll, the VC shoots at one of the NPC enlisted men under the command of the PC.
I'll use Tactics skill to skew that roll. I can use it as a penalty modifier to skew it towards failure.
As the Ref, I look for something tactical that the player does, and I use the Tactics skill to help the PC accomplish his goal. In the above, what I see is the player using the PC to keep his main character and squad leaders from getting hit by snipers. Thus, if I play a VC and pick a target that looks like a commander from the VC's point of view, I use the Tactics skills to skew the VC's opinion to move on to a non leader target.
Now, it looks like a third section of the gaming night. VC Ambush. Then the push down the road. Now, the twinkle on the hill encounter....
A hill looms before you in the distance and you can see a slight twinkle at the top of it. Field glasses. You call Big Red over. He is tall and broad shouldered with a shock of red hair and a temper to match.
Courtesy of his Irish heritage. But he knows his stuff and it was not long before you made him squad leader.
Funny thing is he claims that drinking the stuff keeps his hair from turning grey. And everyone know better than to contradict him. Does not look red right now though, with mud slathered under the edge of his helmet.
You tell him to send someone to take out the observer at the top of the hill. There is only one choice really. Chavez.
Big Red relays the necessary orders and Chavez pulls out a big Bowie knife just sort of melts into the surroundings. You would never have known he was there. You wait for an hour and a half or so and the twinkle disappears. Quietly.
We would, of course, play this out. Chavez is a PC, or he is a NPC that the player takes over and gives a lot of love to as we watch him sneak up on the VC observer.
This is an encounter all by itself. Chavez doesn't have Tactics skill, lets say, to keep this simple. But, let's also say that this encounter went as you described it. The rest of the platoon waits, undercover, as Chavez, alone, sneaks off into the jungle, up the hill, and takes out the VC observer with the biggest damn Bowie knife that you've ever seen (with a blackened black, of course, so that it won't cast reflection).
We're at the fourth encounter of the night. VC Ambush. Snipers. Chavez and the Hill. Now...
You know those field glasses are surveilling the other side of the hill now. Meanwhile you have been advancing toward the hill when Chavez reappears like a green and brown ghost. As usual there is bad news and bad news. But maybe not too bad.
The way up the hill is pretty much clear. There were 3 or 4 VC stationed up the hill, but not any longer.
This was part of Chavez's solo encounter.
There are about 60 troops stationed in the ravine at the base of the hill on the other side. They are protecting a Mobile SAM unit that has a broken axle. Apparently they are just waiting for a detail to arrive with the parts to repair it. From the looks of it about 40 are VC, vicious but unpredictable. The remaining 20 are NVA regulars - disciplined and tough as nails. They have enough men to protect the SAM unit but only if they can keep the VC elements in line.
The Colonel in charge knows military tactics and how to deploy his men for a structured defense. But that assumes that the VC will stand there ground and follow orders, something they are not known for.
They have a field artillery unit that could you a real headache. They also have a T-54 tank. But there are ways of dealing with those, especially in this broken terrain. And if you hurry, you can get your men to the top of the hill before the NVA realize that their surveillance team is missing. Then you have the high ground.
You cannot call in an F-105 Thud strike because someone got to the fuel dump and they are waiting for more to be flown in. But navy does have some F-8 Crusaders available. Problem with that, the VC have learned how to bring them down with small arms fire. Just takes one round in the intake and all those delicate turbine blades start breaking loose. Not too mention that the SAM may still be operational. Still, those four 20mm cannon could do a lot of damage to that T-54. But it would take awhile to get here.
The decision is made for you when you start to here the artillery booming and realize that the race is on to the top of the hill.
So, in the climax scene for the night's gaming, you haven't given me any tactics on the PC side. All you're doing is rushing your troops up the side of the hill. The artillery is raining down on you, so you've lost the chance at Surprise. The VC know that you're there (they probably got foot runners from the Ambush or the Sniper encounters, anyway).
I do see an opportunity for the VC Colonel to use his Tactics skill. This sentence,
"The Colonel in charge knows military tactics and how to deploy his men for a structured defense," makes me think that the Colonel has the skill.
And this:
"(Referring to the VC) But that assumes that the VC will stand there ground and follow orders, something they are not known for."
I'd probably use the
Morale Rules from Book 4. And, I'd use the Colonel's Tactics skill to modify the morale results, skewing towards the Colonel's favor. If successful, the VC do as the Colonel orders. If the Morale roll fails, then I play the VC much more skittishly, prone to routing--which is in the PC LT's favor, as his enemy strength will drop.
MORE STRIKER THAN TRAVELLER
What you've described here is not a typical Traveller encounter. You could use the large encounter combat rules from Book 4, but that's a very abstract system. I'd use them in a Traveller game.
This encounter begs to be played out using the Striker rules, on a TL 6 world (like Aramanx, in the Spinward Marches).
A Traveller encounter is much more likely to have, maybe the crew of five on once side of the combat and maybe a like number of enemies, a the most.
Snapshot rules could used in this case, too, as well as the standard Traveller combat system.
I've striven to turn your large encounter above into a Traveller encounter, with the Ref running the VC, the player running his PC, the LT (and jumping into the skin of occasional characters like Chavez), controlling an NPC platoon.
I broke up your description into Traveller combat encounters (instead of a wargame style Striker scenario), and I tried to think of your description as just one Ref and one player having a good time playing Traveller one night.
TACTICS
As to the Tactics skill, I did exactly what the skill description says. I looked for tactical decisions made by the player, and then I used his skill to enhance that choice in the player's favor.
There is no limit to how Tactics can be used. The Ref should get creative. He needs to look at the scenario, look at what the players are trying to do, and pick out any instances where the players are being tactical.
When the Ref identifies a player tactical decision, then the Ref considers how best the skill can be applied to the situation.
THE HILL
I went with the scenario as you described above. But, let's go back to Chavez and the LT sending him up that hill.
Unknown to the player at that time, the Ref has the Colonel and his men, plus the tank, near the base of the hill.
A lot depends on if the LT and his platoon are spotted by the VC Observer.
The LT's tactic is to send his best stealthy guy, Chavez, up the hill to take out the Observer.
I would play out the encounter with Chavez, as I indicated above, but if the encounter ended and it wasn't clear if the Observer had time to signal the Colonel at the base of the hill, I might just roll this.
Here's another opportunity to use the Tactics skill.
Did the Observer see the platoon and call it in before Chavez's got him? I don't know. Dice roll, modified by the LT's Tactics.
This is a long read. But, does it enlighten the use of the Tactics skill in the game?