Académique Documents
Professionnel Documents
Culture Documents
1.0 Introduction 3
3 13.3 Enhancement 24
2.0 Game Equipment
2.1 Game Components 3 14.0 Control of City Hexes 24
2.2 Game Questions 3 14.1 Cities 24
2.3 Playing Pieces 5 14.2 Ports 24
2.4 Abbreviations 5 14.3 Production Centers 24
THE KOREAN WAR is an operational level simulation of paratroopers, armor, and aircraft. The map is a 1:750,000
the first year of the Korean conflict, from June 1950 to May representation of the Korean peninsula from Pusan in the
1951. During this period, the United States found itself in- south to the Yalu River in the north. A hexagonal grid has
volved in a bitter struggle in a remote Asian land that many been superimposed over the map and each hex equals about
Americans had not even heard of. Amid the debacles and 7.5 miles. In addition to controlling military forces, the
stunning victories of the first year of war, the very founda- players must make a number of political decisions that have
tion of the American military system - so recently trium- an important effect on the game. Above all, the UN player
phant in the Second World War - was severely shaken. In must strive to keep international tensions at a minimum for
a war that few Americans understood and which historians the purpose of preventing World War Three. Intense escala-
have tended to ignore, the foundation of future American tion and mobilization could have disastrous consequences for
diplomacy in the face of communism was laid. The origins the militarily-unprepared United States. On the other hand,
of the American involvement in Vietnam as well as the con- insufficient force applied to Korea could lead to the conquest
temporary stand-off between the United States and the Soviet of South Korea by North Korean communists.
Union can be directly attributed to US policy formulated dur- The rules in this book are divided into two sections.
ing the first year of the Korean War. Sections 3.0 through 16.0 give the basic rules to the game,
In turns representing one month of real time, the players which are used in the five scenarios in section 17.0. The rules
control ground and air forces of the United Nations, North given in sections 18.0 through 22.0 are used in the campaign
Korea, and Communist China. Each player's force consists scenario in 23.0.
of a wide variety of units, including infantry, marines,
2 Game Questions
If you have any questions about the rules to THE KOREAN
WAR, please feel free to send in your questions, written so
they can be answered with a simple one-word response when
possible. Be sure to enclose a stamped, self-addressed enve-
lope. Mail your questions to:
The Korean War Questions
Victory Games, Inc.
43 West 33rd Street Fatigued units also have color bands along the bottom
New York, NY 10001 of their counters.
Each Game Turn of THE KOREAN WAR is performed Depot Values of his depots already on the map and then the
according to a strict Sequence of Play. The Game Turn is com- UN player can do the same. At the end of this Segment, the
posed of Phases, which in turn can be divided into Segments. combined Depot Values of a player's depots on the map can
Each phase must be performed in the order listed below. be a maximum of 3 (see 5.1).
Some phases and segments are not performed in all Game 4. Depot Status Segment
Turns; the pull-out Game Turn Record at the center of this
book lists the various phases and segments that occur in each Both players determine if their depots on the map are
Game Turn of the Advanced Game Scenario and any special in supply or isolated (see 5.1).
rules that apply during these portions of each turn. Each 5. Depot Supply Level Segment
Game Turn represents one month.
Both players determine the Supply Levels of their non-
A. Political Phase ( Advanced Game only) isolated depots (see 5.1).
Does not occur on Game Turn 1.
1. UN Commitment Segment 6. Supply Point Expenditure Segment
In Game Turn 2, the UN player declares a UN Initial The NK player states the Supply Point expenditure of
Intervention Level, a US Mobilization Level, and a UN Rules each of his depots and the UN player does the same thing.
of Engagement Level (see 18.0(. From Game Turn 3 on, the As each declaration is made, a Commitment marker of the
UN player can escalate his involvement by increasing these appropriate type is placed on the depot (see 5.2).
levels (see 18.2). 7. Initiative Segment
2. Formosa Invasion Segment Each player determines his Initiative Level (the total
If it is Game Turn 5 or later, the NK player can declare number of Supply Points expended by his depots). The player
a Chinese invasion of Formosa, assuming he has not yet with the higher Initiative Level has the initiative for the re-
obtained Limited or Full Chinese Intervention (see 19.1). mainder of this Action Phase (see 5.2).
3. Global Tension Segment 8. Asset Transfer Segment
From Game Turn 2 on, the UN player adds up the Both players can transfer assets from combat units that
Destabilization Levels from his three Commitment Tracks and are situated within the Primary or Secondary Command
consults the Global Tension Table (see 19.1). Range of a friendly depot to that depot (see 8.2).
B. UN Air Mission Phase 9. Operations Segment
Does not occur on Game Turn 1. This segment consists of an indefinite number of Opera-
The UN player assigns his US air units (including rein- tions Sequences (see 6.0). First, the player with initiative per-
forcing air units arriving this Phase) to air missions on the forms an Operations Sequence; then the other player
UN Air Theater Display. The UN Close Air Support and performs one. The players alternate in this manner until
Interdiction Levels are determined for the rest of the turn someone "passes"; then the player who did not "pass" performs
( see 15.0). Operations Sequences until this segment ends. An Operations
Sequence is performed as follows:
C. UN FEC Enhancement Phase
Occurs during Game Turns 3, 4, and 5 only. a. The player rolls the die and consults his Initiative Table;
In Game Turns 3 and 4, the UN player can enhance one b. The player performs a number of Operations equal to the
Far East Command FEC) division per turn. In Game Turn result obtained in step "a" above. After these Operations
5, he can enhance two FEC divisions (see 13.3). have been performed, a new Operations Sequence begins.
D. UN Amphibious Capacity Phase 10. Asset Reassignment Segment
Does not occur on Game Turn 1. Depots holding assets can reassign those assets to friendly
The UN player determines his Amphibious Capacity for combat units that are within their Primary or Secondary Com-
the Game Turn and places the UN Amphibious Capacity mand Range (see 8.2).
marker in the appropriate box of the UN Amphibious 11. UN Reconstitution Segment
Capacity Track (see 11.1). In the Advanced Game, UN The UN player can substitute unfatigued US RPL1 and
Amphibious Capacity depends on US Mobilization (see 18.3). RPL2 units with RPL2 and full-strength divisions, respec-
E. 1st Action Phase tively. Also, the UN player advances UN units on the UN
Does not occur in Game Turn 1. Reconstitute Track (see 13.2). In the Advanced Game, there
1. Reinforcement Segment are limitations on reconstitution if the US Mobilization Level
is 1 (see 18.3).
Both players check the scenario's Reinforcement Schedule
to determine if they receive reinforcements this turn (see 12. Recovery Segment
13.1). In the Advanced Game, starting with Game Turn 4, All Fatigued units are flipped to their Mobile sides (see
the UN player can declare Nationalist Chinese Intervention 7.6). Also, US parachute battalions are removed from the map
( see 20.0), and the NK player can call for Soviet Intervention ( see 12.0).
or Limited or Full Chinese Intervention (see 19.0). 13. Marker Segment
2. Deployment Segment Both players remove Commitment and Isolated markers
The reinforcements received in the Reinforcement from their depots. Also, the players can remove any of their
Segment are now deployed on the map. The UN player can depots from the map (see 5.3).
transfer reinforcements to the map from the FEC GHQ 14. Minesweeping Segment
Reserve Box (see 13.1).
The UN player rolls the die for each of the Minesweep-
3. Depot Placement Segment ing markers on the map to determine if these markers are
The NK player can place depots on the map or adjust the removed (see 14.2).
THE KOREAN WAR, Page 7
Each hex is classified as one predominant natural terrain tant for the UN Air Theater Display and for supply purposes;
type. If two or more types of terrain appear within the same the 38th Parallel is also a province border and separates North
hex, that hex is always classified by the highest precedence and South Korea.
terrain type inside it. For example, a hex that contains both Provinces: There are 14 provinces featured on the map, each
clear and broken terrain types would be considered a broken of which is delineated by border hexsides.
hex for Movement Point costs and other game functions.
The ability of combat units to attack and defend depends At the end of this segment, a player's combined Depot Value
on their current supply status at the moment of combat. Sup- of all his depots on the map can be a maximum of 3.
ply extends from a supply source to a depot and then to com- EXAMPLE: At the end of this segment, a player could have one depot
bat units. Depots are placed on the map and their status with a Depot Value of 3, or he could have two depots with values of
(isolated or in supply) is determined. Non-isolated depots can 2 and 1, or he could have three depots with a value of 1 each. He
have their supply levels augmented; then the players decide could not have two depots with a value of 2 each, since this would
give him a combined Depot Value of 4.
how many Supply Points each depot will expend. The num-
ber of Supply Points expended determines the depot's Com- Depot Placement Restrictions: A depot can be placed on
the map only in the following hexes:
• Any city controlled by the player placing the depot or any
mitment Level (and also which player will have the initiative
for the Game Turn). To determine the supply status of a com-
bat unit, a Command Range must be traced from a depot to
• Any road or railroad hex, or hex adjacent to a road or rail-
hex adjacent to such a city;
that unit.
road hex, as long as the hex in which the depot is placed
5.1 Depots
is occupied by or within three hexes of a friendly com-
bat unit (that is, there can be two intervening hexes be.
Movement and Combat Restrictions: Once placed on the Points. A depot that fails to gain any Supply Points does not
map, depots are not allowed to move or attack. They remain have any Supply Point marker placed under it and is con-
in place until eliminated or removed during the Marker Seg- sidered to have a Supply Level of 0; note, however, that the
ment of an Action Phase. If an enemy unit attacks a depot depot remains on the map.
that is alone in a hex, the depot has a temporary Defense and
6. The above procedure is repeated for each depot on the
Anti-tank Value of 1. Any "D" result in such a combat
map.
eliminates the depot, including its Commitment marker and
any assigned assets. If the depot is stacked with friendly com-
EXAMPLE: The UN player points to Pusan as the port that will
combat units in the hex with the depot also results in the
are no die roll modifiers applied to his roll. Checking the UN Depot
Supply Sources
for the depot. He does not place a Supply Point marker under the
depot because it has a Supply Level of 0.
sources:
province with a Depot Value of 2, and it already has a 1 Supply
Point marker under it. The current UN Interdiction Level is 3 and
UN Supply Sources: All operable UN ports that are UN con-
therefore a -3 modifier is applied to his die roll. He checks the NK
trolled and all UN Beachhead markers.
Depot Table under the Chagang province column and Depot Value 2
5.2 Supply Points • Subtract the current UN Interdiction Level (see 15.2);
During the Depot Supply Level Segment of each Action • Subtract 1 if it is a Winter Game Turn (Game Turns 6
Phase, both players determine the Supply Levels of their through 10).
depots that are in supply. No Supply Levels are determined Starting with Game Turn 5, the following modifiers are
for isolated depots. A depot can have a Supply Level of 0 to applied to all UN Depot Table die rolls (the modifiers are
3 Supply Points. cumulative):
To determine a depot's Supply Level, use the procedure • Subtract 2 for each province border or 38th Parallel hex-
below. Note that the UN player goes first and uses step "la" side crossed when tracing a line from a supply source to
of the procedure, skipping step "1b"; the NK player goes the depot;
second and starts with step "1b" of the procedure, ignoring
step "la."
• Subtract 2 if the depot traces a line to any supply source
except Pusan and this supply source is not connected to
la. ( UN player only): Starting with Game Turn 5, the UN Pusan by a continuous path of railroad hexes of unlimited
player must indicate a single UN supply source from which length (the path cannot go through NK-controlled cities,
a line was traced to the depot in the Depot Status Segment. NK-occupied hexes or NK ZOCs unless the ZOCs also con-
For this step in Game Turns 3 and 4, see below.) tain friendly combat units);
1b . (NK player only): Starting with Game Turn 3, the NK • Subtract 1 if it is a Winter Game Turn (Game Turns 6
player determines in which province the depot is currently through 10).
located.
2. The player determines the Depot Value (1 to 3) of the depot.
EXAMPLE: A UN depot in Namch' onjom (Hwanghae Province) traces
a line to Pusan. The supply line crosses 4 province borders (including
3. The player checks for any die roll modifiers listed under the 38th Parallel). The UN player would have to subtract 8 from his
his Depot Table. (See "Die Roll Modifiers," below.) UN Depot Table die roll.
has a Supply Point marker but does not expend any Supply I nitiative Levels
Points keeps its original marker in place. If a depot uses up As a player expends his depots' Supply Points during the
all its Supply Points, its Supply Point marker is removed.
Supply Point Expenditure Segment, he keeps a running total
A depot without a Supply Point marker cannot expend
of the expenditure on his Initiative Track. For each Supply
any Supply Points. Isolated depots can spend Supply Points.
Point expended, the player advances his Initiative marker one
box. The total number of Supply Points expended is his
Commitment Levels Initiative Level for the remainder of the Action Phase.
As a player states the Supply Point expenditure of each Determining Initiative: During the Initiative Segment of
of his depots, he places a Commitment marker directly on the Action Phase, the players compare their respective
top of the depot. Each depot can have only one Commitment Initiative Levels. The player with the higher Initiative Level
marker on it at the end of the Supply Point Expenditure has "initiative" for the remainder of the Action Phase. In the
Segment. event of a tie, the NK player has the initiative. During Game
Turns 1 and 2, the NK player always has the initiative.
1. If the depot expends 0 Supply Points, place a Restricted
( "Restrict") Commitment marker on it. 5.3 Marker Removal
During the Marker Segment of each Action Phase, both
2. If the depot expends 1 Supply Point, place a Limited Com-
players remove all Commitment and Isolated markers from
mitment marker on it.
their depots. Supply Point markers underneath the depots
3. If the depot expends 2 Supply Points, place an Accelerated are not removed. In addition, the players can remove none,
("Accel") Commitment marker on it. some, or all of their depots from the map, even depots pos-
sessing Supply Points (although the Supply Points are elimi-
4. If the depot expends 3 Supply Points, place an Offensive nated when the depot is removed). Depots otherwise remain
(" Offens") Commitment marker on it. in the hex where they were originally placed.
EXAMPLE OF DEPOTS AND SUPPLY: During the Depot Placement Seg- For the depot in hex C, the NK player rolls a 7, which is
ment, the NK player places a depot in hex B with a Depot Value of reduced by the UN Interdiction modifier to a result of 1. Cross-
2 and one with a Depot Value of 1 in hex C. The placement of the referencing this modified die roll with the "Kyonggi" column under
depot in hex B is allowed because it is situated in a hex adjacent to the "1" sub-column (the Depot Value of that depot) gives a result of
a road that is within three hexes of a friendly unit. The depot in hex "0." Thus, the depot gains no Supply Points, and no Supply Point
• player cannot place more depots on the map, since the combined
C can be placed because it is next to a friendly-controlled city. The marker is placed under it. The depot remains in hex C, however.
In the Supply Point Expenditure Segment, the NK player spends
Depot Value of the two depots is 3. the Supply Point possessed by the depot in hex B. The 1 Supply
Assume both depots occupy Kyonggi province and can trace a Point marker is removed, and the NK player places a "Limited Com-
• Depot Table under the "2" sub-column (since this depot has a
referencing the modified die roll with the "Kyonggi" column of the rest of the Action Phase because his Initiative Level is higher than
that of the NK player.
Depot Value of 2), a result of "1" is obtained. Thus, the depot gains
1 Supply Point and the appropriate Supply Point marker is placed
under the depot.
THE KOREAN WAR, Page 11
The activation of combat units is the most common action The owning player moves his Operations marker down
performed during the game. Once a unit is activated, it can one box on his Operations Track after the completion of a
perform such actions as moving, combat, and entrenching. unit's Actions. When the marker reaches the 0 box, that
A ground unit can be activated only once per Action Phase. player's Operations Sequence is over. A player can continue
•
MOVEMENT TYPE POINT COST POINTS RECEIVED
US parachute battalions and the special unit "Task Force
Smith." Tactical 1 4
7.2 Actions
Operational 2 8
Strategic 3 12
When a combat unit has been activated, the owning Because a unit receives only 2 Action Points in Game
player must use that unit (and no other) to perform a varia- Turn 1, it can never use Strategic Movement in this turn.
ble number of Actions.
Action Points Moving Units
A combat unit that has been activated receives three Only an active unit assigned a Movement Action can be
Action Points, which are expended as the unit performs moved. When the unit moves, it moves from hex to adjacent
Actions. (An active unit receives two Action Points in Game hex, expending a number of Movement Points equal to the
Turn 1; see 1.6.2.) This unit is called the active unit. The per- cost of the terrain in the hex entered (see the Terrain Chart
formance of Actions is voluntary - a unit can expend from on the map). Note that the cost to enter hexes sometimes
0 to 3 Action Points during its activation. differs for UN and NK (including Chinese) units. As long as
The types of Actions and their costs are listed below: a unit does not overspend its Movement Points, it can enter
ACTION as many hexes as the player desires. A unit cannot enter a
ACTION POINT COST
hex unless it is assigned a Movement Action with sufficient
Tactical Movement 1 MPs. Unused Movement Points are not saved from Action
Operational Movement 2 to Action, nor can they be transferred to another unit. Assets
Strategic Movement 3 assigned to combat units must move with their "parent" unit
( see 8.1).
Hexside Terrain Features
Normal Attack 1
Intensive Attack 2
A unit that enters a hex through a hexside crossed by a
All-out Attack 3
road, trail or railroad ignores the normal Movement Point
Entrenching 3 cost of entering that hex (and hexside, if any) and instead pays
Performing Actions
the road, trail or railroad cost. If a hexside contains both a
road and railroad, a unit pays the road cost to enter the hex.
When a unit is activated, place the owning player's Action The 2 Movement Point cost for moving along railroads does
marker in the "3" box of the Action Track (except on Game not apply in clear terrain hexes (that is, the unit pays only
Turn 1, when it is placed in the "2" box). A player states the 1 Movement Point to enter the clear hex).
kind of Action the active unit will perform and moves the The movement of NK-controlled combat units on roads
Action marker down an appropriate number of boxes. When may be restricted by UN air interdiction (see 15.2).
the Action marker reaches 0, the unit's activation is over. A Units must expend extra Movement Points to cross a river
player can never choose an Action that is greater in cost than hexside, unless the hexside is traversed by a road, trail or
the remaining Action Points on his Action Track. A unit must railroad. Units can never cross estuary or all-sea hexsides,
complete its activation before any other unit is activated. except when moving along roads or railroads. (Remember,
Inactive units can never be moved during another unit's however, that ZOCs do extend across all-sea and estuary
activation except when retreating. However, inactive units hexsides.)
Movement Restrictions
are allowed to participate in combat.
Ending Activation A unit can never enter an enemy-occupied hex. Further-
When a unit completes its Actions, the owning player more, it must stop immediately upon entering an enemy Zone
must flip the unit to its fatigued side, even if it did not expend of Control (even if that ZOC is occupied by a friendly unit),
any Action Points. While fatigued, the unit cannot be and it can move no further during that Movement Action.
activated again for the remainder of the current Operations A unit beginning a Movement Action in an enemy ZOC can
Segment. leave that hex, but it must expend an extra 3 Movement
THE KOREAN WAR, Page 13
Points, above and beyond the normal Movement Point cost ing Action in a hex already containing an Improved Position
to leave the hex. Such a unit can enter another enemy ZOC marker, the Improved Position marker is flipped over to its
during its movement, but it cannot move from one enemy Fortification side. Once a unit performs an Entrenching
ZOC directly into another. Action, it is flipped to its fatigued side. Entrenchments can
be built in city hexes.
Stacking Restrictions
At the end of any Movement Action, a maximum of one Entrenchment Effects
division or three regiments/brigades can occupy the same hex. In an Improved Position hex, the Defense and Anti-tank
Values of all combat units and assets are multiplied by 1 /2
1
A division can never end its movement stacked in the same
hex with a regiment/brigade and vice versa. Depots, NK ( round fractions up). In a Fortification hex, these values are
garrisons, US parachute battalions, and markers are not sub- multiplied by 2. When a combat unit is defending in one of
ject to stacking restrictions. These stacking restrictions apply these hexes, its Defense Value is modified after consulting
only at the end of a Movement Action; during movement, the Combat Value Modification Chart (see 9.1).
a unit can pass through any hex occupied by friendly units
Restrictions
regardless of stacking restrictions.
A maximum of one Entrenchment marker can occupy
7.4 Attack Actions a given hex. An Entrenchment Action can never take place
There are three types of Attack Actions: Normal, Inten- in an enemy Zone of Control. The effects of the entrenchments apply to all combat and asset units stacked in the same
sive and All-out. A unit can perform no more than a single hex as the marker, not just to the unit responsible for its place-
Attack Action from the same hex during its activation, but ment. Garrisons and US parachute battalions can neither
the same unit can take part in subsequent attacks by other build nor benefit from Entrenchment markers in hexes they
activated units if it is adjacent to enemy ground units (even occupy, and the Entrenchment markers are removed if these
if the unit is on its fatigued side). Intensive and All-out Attacks units are alone in a hex with a marker.
apply modifiers to combat die rolls (see 9.4). Entrenchment markers can never be moved, nor can they
The kinds of Attacks, their Action Point cost, and the die be taken over by enemy ground units. When a hex contain-
roll modifiers are listed below. ing an Entrenchment marker is vacated by combat units, the
ACTION DIE ROLL marker is removed from the map.
ATTACK TYPE POINT COST MODIFIER
Assets are special ground units that can be assigned to Assignment of Assets
friendly combat units. They are never activated individually.
A division can have up to 3 assets assigned to it at a given
Armor assets have special characteristics in battle (see
time; a regiment or brigade can have 1 asset assigned to it.
9.4); they do not possess Attack and Defense Values, but in-
Unless occupying the UN FEC GHQ Reserve Box (see 13.1)
stead have Armor and Anti-tank Values. Non-armor assets
or being transferred (see below), assets must always be
possess Attack, Defense and Anti-tank Values.
assigned to a combat unit.
8.1 Restrictions
Assets are assigned to combat units and must move with 8.2 Transfer of Assets
their "parent" units; they take part in an attack at the owning Assets can be transferred from a combat unit in one hex
player's discretion and must take part in defense and en- and reassigned to another unit in a different hex. First, the
trenching. They can never be activated by themselves. As- asset must be transferred to a friendly depot, and it can later
sets do not have fatigued sides, although armor assets do have be reassigned to another combat unit. Assets can be reas-
reduced values on the backs of their counters. When their signed among regiments and brigades in a hex at any time.
parent units are fatigued after activation, assets are unaffected
Transferring Assets
(that is, their counters are not flipped over).
Assets either begin the game assigned to combat units
or they appear later as reinforcements. To show that an asset Assets can be transferred in two different segments of
is assigned to a combat unit, place it directly under the unit an Action Phase.
to which it is assigned. An asset can be assigned to only one Asset Transfer Segment: During the Asset Transfer Segment
combat unit at a time. of the Action Phase, both players can transfer assets from
combat units on the map as long as these combat units are Reassignment of Assets
within the Primary or Secondary Command Range of a friendly During the Asset Reassignment Segment of the Action
depot. Units beyond the Secondary Command Range cannot Phase, a depot holding assets can reassign them to friendly
transfer assets. To transfer assets, the owning player removes combat units of any nationality that are on the map and
any or all of the assets assigned to a combat unit and places within its Primary or Secondary Command Range. Reassign-
them underneath any friendly depot that is within the ment is voluntary; depots can hold assets indefinitely. Reas-
Primary or Secondary Command Range of the parent com- signed assets are placed underneath their new "parent" units.
bat unit. A player can transfer an unlimited number of as- An asset must be transferred first before it can be reassigned.
sets, and a depot can hold an unlimited number of assets after If a depot that is holding assets is eliminated or removed
transferral. While being held at a depot, assets can neither from play during the Marker Segment, all assigned assets are
move nor participate in combat. immediately eliminated. NK armor assets are placed aside
as potential reinforcements (see 13.1), and UN assets are
Operations Segment: Assets whose parent combat units are placed in the "Destroyed Units" box of the UN Reconstitute
eliminated and thus are alone in a hex are automatically trans- Track (see 13.2).
ferred to a friendly depot, as long as the depot is within the
Primary or Secondary Command Range of the parent com-
Assets in the FEC GHQ Reserve Box
bat unit when it was eliminated. Assets finding themselves UN assets in the FEC GHQ Reserve Box (see 10.3) do
alone in a hex beyond the Secondary Command Range are not have to be assigned to combat units. In addition, the UN
eliminated instead. player can at any time assign, transfer and reassign assets in
During an Amalgamation Operation, excess assets this box to UN combat units also occupying the box as long
assigned to RPL units that amalgamate can be transferred to as no more than 3 assets are assigned to a division or no more
a friendly depot that is within the Primary or Secondary than 1 asset is assigned to a regiment/brigade.
Command Range of the parent units (see 10.2).
Combat between opposing units takes place only if an Each player determines the Command Range conditions
active combat unit performs an Attack Action against enemy of his units participating in the combat; it is possible that units
combat units that are situated in adjacent hexes. Inactive and will be at different Command Ranges from a friendly depot.
fatigued combat units can take part in the same combat: The players then consult the Combat Value Modification
Chart, cross-referencing the appropriate Command Range
9.1 Combat Values condition with the Commitment marker possessed by the
depot tracing the Command Range to the combat unit. The
A combat unit has 3 Combat Values. Its Attack Value is
used only when the unit is attacking; its Defense Value is chart will indicate a multiple, which is immediately applied
to the combat unit's Attack or Defense Value (always round
used only when it is defending; and its Anti-tank Value is
fractions up). Units stacked in a hex have their Combat Values
used only when it is defending against an enemy attack con-
modified individually. Modifiers to a unit's Defense Value are
taining armor assets.
applied before any modification for entrenchments (see 7.5).
Modifications to Attack and Defense Values Note that on the Combat Value Modification Chart the
The Attack and Defense Values (mobile or fatigued) multipliers change for units in Primary or Secondary Com-
printed on a combat unit's counter are used only under special mand Ranges, depending on the Commitment marker pos-
circumstances. Many times, fractions or multiples of a com- sessed by the depot. Beyond these Command Ranges, the
bat unit's Attack and Defense Values are used. The two most multipliers remain the same, no matter what the depot's Com-
important modifiers of a combat unit's Attack and Defense mitment marker.
Values are its distance from a friendly depot and the current During Game Turns 1 and 2, neither player consults the
Commitment marker on the depot. At the moment a combat Combat Value Modification Chart; see 16.1. Also, during the
unit participates in combat, either attacking or defending, the Chinese Initiative Period (in the Advanced Game), the NK
owning player must consult the Combat Value Modification player does not consult the chart; see 19.3.
Chart to determine if there is any modification to the Attack
or Defense Value. (Anti-tank and Armor Values are never Non-Combat Units
altered by the Combat Value Modification Chart.) Assets, garrisons, and US parachute battalions never use
Before consulting the chart, both players check the Com- the Combat Value Modification Chart. The Attack and
mand Range from any friendly depot on the map to their at- Defense Values for garrisons and US parachute battalions are
tacking or defending units. There are four possible conditions: never modified for any reason. An asset's Defense Value can
be increased by entrenchments (see 7.5), but its Attack Value
• A friendly depot can trace a Primary Command Range
is never modified.
to the combat unit;
• A friendly depot can trace a Secondary Command Range 9.2 Initiating Combat
to the combat unit;
Only an active unit that is performing an Attack Action
• A friendly depot can trace an Extended Command Range can initiate combat. There must be an enemy unit in an ad-
to the combat unit; jacent hex before combat can occur, although combat is not
• A friendly depot is unable to trace any Command Range allowed across an estuary or an all-sea hexside, even if that
to the combat unit, or there are no friendly depots cur- hexside is crossed by a road or railroad. Combat is never
rently on the map. mandatory.
Attacking Units 5. Determine the terrain in the defending units' hex or hexes.
The following units participate in an Attack Action: The terrain will either be clear or non-clear (broken, rough,
•
mountain or peak). If the defending units occupy several
The active combat unit initiating the Attack Action;
•
hexes, use the terrain that is more favorable to the defender.
Any assets assigned to the combat unit at the discretion 6. Calculate the modifiers to the combat die roll. If armor
of the owning player;
• All inactive units controlled by the attacking player that
assets have been assigned to the attack, the armor sub-
sequence takes place at this time (see 9.4).
are adjacent to any of the enemy units being attacked;
• Any assets assigned to these inactive units at the discre-
7. The attacking player rolls the die, modifying the result as
required, and consults the CRT. Cross-reference the modi-
tion of the owning player. fied die roll with the ratio in the proper terrain line (clear
The participation of adjacent, inactive units is mandatory, or non-clear) and locate the result. The result is applied im-
regardless of whether or not these units are fatigued. The mediately and the Attack Action is over.
status of these inactive units is not affected by the attack; Ratios that are higher or lower than those provided on
units that are on their fatigued sides remain on their fatigued the Combat Results Table are resolved using the highest or
sides, and those on their mobile sides remain on these sides lowest columns, respectively.
( and can subsequently be activated). The Attack Values of
Defending Units
1. Close Air Support
2. Armor Assets
The following units must defend during an Attack Action:
•
3. Naval Support (UN player only)
Every enemy unit that is adjacent to an active attacking
4. River Hexsides
unit;
• Assets assigned to the defending units.
5. Intensive/All-out Attacks
Armor Assets
Each Attack Action must result in a single combat, even
if units are attacking and/or defending in separate hexes. All
active and inactive attacking units combine their Attack Armor assets can, at the attacking player's discretion, par-
Values (modified as necessary) into a single sum. Likewise, ticipate in an attack. If the attacker commits at least one armor
all defending units combine their Defense Values (modified asset to an attack, a special armor sub-sequence takes place
as necessary) into a single sum. during step 6 of the combat procedure.
During its activation, a combat unit can initiate only one
Attack Action from any given hex. For example, a unit can Restrictions on Armor Assets: Armor assets cannot be com-
begin its activation by attacking enemy units in an adjacent mitted to an attack if at least one defending unit occupies
hex, move or advance to another hex, and then declare a rough, mountain or peak hex, and that hex does not con-
another Attack Action. tain a road or trail. Note that the armor unit itself can be in
one of these types of hexes that does not contain a road or
trail. Also, the armor sub-sequence does not take place in an
9.3 How to Perform Combat
Amphibious Assault (see 11.2).
The Armor Sub-Sequence: The armor sub-sequence is per-
An Attack Action is performed as follows: formed as follows:
1. The attacking player points to the enemy units situated 1. The attacking player combines the Armor Values of his
in hexes adjacent to the active attacking unit. He determines participating armor assets.
if any friendly inactive combat units must participate in this
combat by being adjacent to these enemy units. 2. The defending player combines the Anti-tank Values of
his defending units (including assets, if any). Anti-tank Values
2. The attacking player determines the Attack Values of his can be modified by entrenchments (see 7.5).
units by consulting the Combat Value Modification Chart.
Note that the Command Ranges from friendly depots to each 3. The two sums are compared and expressed as a ratio:
unit involved in the attack can result in different modifica- attacker's sum to defender's sum. Round the ratio down in
tions to the attacking units. The attacking player then com- favor of the defender to conform to one of the simplified ra-
bines the modified Attack Values into a single sum. tio columns found on the Armor Table.
3. The defending player then consults the Combat Value 4. Determine the modifiers to be applied to the subsequent
Modification Chart for all the defending units, and combines roll (see below).
the modified Defense Values for his units into a single sum. 5. The attacking player rolls the die, modifying the die roll
4. The combat is expressed as a ratio: the attacker's combined as required, and consults the Armor Table. Cross-reference
value to the defender's combined value. Round the ratio down the modified die roll with the ratio to obtain the result.
in favor of the defender to conform to the simplified ratio Remember that Armor and Anti-tank Values are never
columns on the Combat Results Table (CRT). modified by the Combat Value Modification Chart.
THE KOREAN WAR, Page 1 6
Armor Table Results: There are three kinds of results from or peak hex that contains a road or trail.
the Armor Table: -2: At least one defending unit occupies a broken hex.
-: No effect. The subsequent combat is resolved without any - 1: At least one defending unit occupies a city hex.
armor modifiers.
The modifiers listed above are cumulative. However, no
A1 to A3: The subsequent combat is resolved without any
Naval Support
more than 5 can be subtracted from any Armor Table die roll,
armor modifiers. In addition, the attacking player's armor
assets suffer 1, 2 or 3 step losses.
+ 1 to + 5: The indicated number is the modifier applied to Only UN units receive this modifier, but only from Game
the subsequent combat die roll. Turn 2 on. If a UN unit is attacking in any coastal hex, add
a 1 to the combat die roll. If a UN unit is defending in a coastal
Armor Asset Losses: Armor assets consist of two steps. The hex, subtract 1 from the die roll. In a UN attack against a
first (and most powerful step is the front side of the counter. coastal hex during an Amphibious Assault, 3 is added to the
The second step is on the back of the counter. If a full-strength die roll (see 11.2). On the south map there are certain area;
armor asset suffers 1 step loss, it is flipped to its reverse side. where naval support is prohibited; coastal hexes inside the
River Hexsides
If a full-strength armor asset suffers 2 step losses (or an armor solid black lines cannot benefit from naval support.
asset already on its reverse side suffers 1 step loss), it is
eliminated.
The attacking player has his choice of splitting up step If at least one defending unit is separated from an attack
losses among his armor units. UN armor assets that are elimi- ing unit by a river hexside, 2 is subtracted from the die roll
nated are placed in the "Destroyed Units" space of the UN Roads, trails and railroads that cross this hexside have no
I ntensive/All-out Attacks
Reconstitute Track; NK armor assets that are eliminated are effect on the modification.
place aside. Eliminated armor assets can re-enter play later
( see 13.0).
If the attacking player has declared an Intensive Attack
Armor Table Modifiers: The following modifiers are 2 is added to the die roll. If he has declared an All-out Attack .
• A full-strength division suffers 3 step losses; any unused, full-strength division counter of the same type
• as the destroyed RPL unit FEC, non-FEC or Marine) and
•
A regiment or brigade suffers 1 step loss;
places the division in the "Destroyed Units" space.
An armor asset suffers 2 step losses, or an armor asset
EXAMPLE OF COMBAT: It is the middle of the Operations Segment of Primary Command Range of the NK depot, but since the depot has
the 2nd Action Phase, Game Turn 4. The UN player is about to per- a Restricted Commitment marker on it, his units' Defense Values are
form an Operations Sequence with 2 permissible Operations. A UN multiplied by 3/z. Thus, the 3rd Division has a Defense Value of 2
depot with an Accelerated Commitment marker occupies hex 4803, and the 2nd Division has a Defense Value of 4 (the fractions are
and an NK depot with a Restricted Commitment marker occupies rounded up).
hex 4509. The UN player has the US 24th Division (an FEC unit) in The combined UN Attack Value is 64 (18+15+30+1=64) and
hex 5002, the US 25th Division in hex 4807, (note that this division the combined NK Defense Value is 6 (2 + 4 = 6). The combat ratio is
has been activated earlier in the current Operations Segment and is 10-1. The NK units are all situated in clear terrain hexes, and there-
now fatigued), and the US 7th Division in hex 4606. The NK player fore the "Clear" line on the CRT is used.
has the 1st Division (fatigued) in hex 4808, the 3rd Division Both players now determine their modifiers for the combat. First,
(fatigued) in hex 4708, and the 2nd Division in hex 4607. the UN player decides to commit close air support to the attack (a
The UN player first declares an Activation Operation and speci- + 1 modifier). Since the 24th and 25th Divisions each have an
fies the 24th Division as the active unit. He declares an Operational assigned armor unit, both of which the UN player decides to com-
Movement Action (2 Action Points) and moves the 24th Division mit, the armor sub-sequence must take place. The combined Armor
along the indicated path, expending 8 Movement Points. For his re- Value is 16 (8+8), and the combined NK Anti-tank Value is 5
maining Action Point, he declares a Normal Attack. The 24th Divi- (2+3); the combat ratio is thus 3-1 (16-5 simplifies to 3-1). Remem-
sion is adjacent to the 2nd and 3rd NK Divisions in hexes 4607 and ber that Armor and Anti-tank Values are never modified by the
4708. Thus, these two divisions must defend against this attack. The Combat Value Modification Chart. Because the NK units are behind
inactive US 7th and 25th Divisions in hexes 4606 and 4807, respec- a river hexside, a -3 modifier is applied to the Armor Table die
tively, must also participate in this attack because they are adjacent roll. The UN player rolls a 7, for a modified result of 4. Cross-
to the defending NK units. Note that the NK division in hex 4808 referencing 4 with the 3-1 column of the Armor Table yields a + 1
does not participate because it is not adjacent to the active unit. result, which is the modifier applied the combat die roll. Thus, the
The UN player checks the Combat Value Modification Chart to UN player has has a total of + 2 to apply to his combat die roll.
determine if his units' Attack Values are modified. He sees that all A -2 modifier is applied to the combat die roll because at least
attacking divisions are within the Primary Command Range of the one NK unit is being attacked across a river hexside. The final modi-
UN depot. Thus, the Attack Values of the three divisions are all fier is 0 (1+1-2=0).
multiplied by 1' (the 24th Division from 12 to 18, the 25th Division The UN player rolls the die and obtains an 8. Cross-referencing
[fatigued] from 10 to 15, and the 7th from 20 to 30). The UN 7th this roll with the 10-1 "Clear" line on the CRT, a "Dr3" result is
Division has an assigned non-armor asset with an Attack Value of 1 achieved. The NK player loses 3 steps, which he fulfills by eliminat-
that is added into the combat. ing the 3rd Division completely (worth 3 steps). He retreats the 2nd
Meanwhile, the NK player sees that all his units are within the Division to hex 4610 along the indicated path of 3 continuous hexes.
The UN 24th Division advances into hex 4708, completing the com- the combined UN Attack Value is 45 (15+9+20+1=45).
bat and its activation. The unit is flipped to its fatigued side and the The NK 1st Division is within the Primary Command Range of
Operations marker is reduced by 1 on the UN Operations Track. the NK depot, but since the depot has a Restricted Commitment
For his second (and last) Operation, the UN player decides to marker on it, its Defense Value is multiplied by Y2 (from 4 to 2).
activate the 7th Division. He spends 2 Action Points for Operational The UN player decides not to commit any close air support or
Movement, and the unit moves as indicated to hex 4709. For his last armor assets, so there are no modifiers. The final result is 45-2 or
Action Point, he declares a Normal Attack against the NK 1st Divi- 22-1. Because this is higher than the highest ratio column on the
sion in hex 4808. All three UN units participate-in the attack be- CRT, the highest column is used (11-1). The UN player rolls a 5.
cause they are all adjacent to the NK 1st Division. Cross-referencing 5 with the 11-1 Clear line on the CRT yields a
On this occasion, however, the 7th Division is within the Sec- "D3" result. The NK player must lose 3 steps, which he fulfills by
ondary Command Range of the UN depot; the other units are within eliminating the 1st Division (worth exactly 3 steps).
the depot's Primary Command Range. The UN player checks the The 7th Division decides not to enter the vacated hex. The com-
Combat Value Modification Chart to determine if his units' Attack bat is over, and the 7th Division is flipped to its fatigued side. The
Values are modified. The Attack Value of the 25th Division is multi- Operations marker is reduced by 1 box to 0 on the UN Operations
plied by 1 i/z (from 10 to 15); the Attack Value of the 24th Division Track, ending the UN player's Operations Sequence. The NK player
is multiplied by 1Y2 (from 6 to 9); the Attack Value of the 7th Divi- can now begin an Operations Sequence.
sions remains at 20. Adding in the 7th Division's non-armor asset,
Combat units can be restructured by Reorganization and • US Marine divisions are built-up only from US Marine
Amalgamation Operations. The execution of either type of regiments and can never build up with non-Marine
Operation reduces a player's Operations marker by one on regiments.
his Operations Track. Fatigued units cannot participate in Re- US divisions chosen for placement on the map due to
organization or Amalgamation, although a unit that under- build-up can never be taken from the UN Reconstitute Track
takes either of these Operations does not become fatigued. or the FEC GHQ Reserve Box.
Reorganization and Amalgamation can take place in an enemy
Zone of Control.
Designations of units are used for historical purposes
only. Once play begins, the designations of units are irrele-
Break-down
vant. When new units are placed on the map due to Reor-
ganization or Amalgamation, the designations of the new units
have no effect on play; as long as the correct nationality and
Only full-strength (not RPL) US divisions can break-
proper Combat Values appear on new units, the owning
down. When the UN player declares a Reorganization with
player can use any unused counter.
the intention to break-down, he removes an unfatigued US
10.1 Reorganization
division from the map and puts it aside, replacing it with three
US regiments of the proper type in the vacated hex, mobile
side up:
• Three FEC regiments replace an FEC division in a
Only the UN player performs Reorganization. There are
two types of Reorganization: Build-up and Break-down.
break-down;
• Three non-FEC regiments replace a non-FEC division in
a break-down;
• Three US Marine regiments replace a Marine division in
a break-down.
Build-up
Regiments for the break-down of a division can never
be taken from the UN Reconstitute Track or the FEC GHQ
Only US and ROK regiments can build-up. US regiments Reserve Box.
build-up with other US regiments, and ROK regiments build- Assets: Assets assigned to regiments that build-up are auto-
up with other ROK regiments. matically assigned to the division that replaces them. Assets
A regiment must be stacked with or adjacent to two other assigned to a division that breaks-down are automatically
regiments of the same nationality to build-up. When Reor- assigned to the replacing regiments in any way the owning
ganization with the intention to build-up is declared, the UN player desires (no more than one asset per regiment).
10.2 Amalgamation
player removes the three regiments from the map and places
them aside. He then locates any full-strength division of that
nationality and places it, mobile side up, in any of the hexes
formerly occupied by the removed regiments. Only ROK, NK, CCF and Soviet (not US or Nationalist
If an ROK division is built-up, the UN player uses any Chinese) divisions can Amalgamate. By means of Amalga-
available full-strength ROK division (including those that have mation, divisions that have suffered step losses can combine
with other damaged divisions of the same nationality.
Amalgamation Procedure
been eliminated). If a US division is built-up, he must use
the proper type of division as outlined below:
• A full-strength FEC division is placed on the map if at An Amalgamation can be declared if the following con-
ditions are met:
• Two or three RPL replacement units of the same nation-
least one of the US regiments in the build-up is an FEC
regiment (one with a yellow infantry symbol box);
•
ality are situated in mutually adjacent hexes;
A full-strength non-FEC division is placed on the map if • The RPL units must have at least 3 combined steps among
there are no FEC regiments in the build-up; them.
Only the UN player can perform amphibious operations. the assets in the FEC GHQ Reserve Box. Subject to the Am-
There are two types of amphibious operations: Amphibious phibious Capacity, the UN player can make more than 1 Am-
Assault and Amphibious Evacuation. Each is a distinct Oper- phibious Assault per Operations Sequence, even against the
ation that the UN player can declare during an Operations same invasion hex.
Sequence.
Activating Assaulting Units place, the assaulting unit regains its normal capabilities when
Units that have been placed in invasion hexes can be activated.
activated in the Action Phase in which they made their Beachhead Markers
assault. The following restrictions apply to the activation of The UN player has 2 Beachhead markers. When an
such units:
• If the unit is in an invasion hex that is also a port, it
invasion hex is occupied by assaulting UN units, the UN
player can place one Beachhead marker in that hex, subject
receives 3 Action Points when activated. If the invasion to availability. (The number of Beachhead markers provided
hex does not contain a port, the unit receives 2 Action in the game is a strict limitation; if both Beachhead markers
Points. are already in use, no more can be placed in invasion hexes.)
• If the units are activated, their movement is restricted A Beachhead marker is a UN supply source.
as follows: for a Tactical Movement Action, a unit receives Placement of Beachhead markers is always voluntary.
1 (not 4) Movement Points; for an Operational Movement The UN player can remove Beachhead markers in invasion
Action, a unit receives 2 (not 8) Movement Points; and hexes at any time during the Operations Segment. Once re-
for a Strategic Movement Action, a unit receives 3 (not moved, they immediately become available to use in other
12) Movement Points. successfully assaulted invasion hexes. If an NK unit enters
• During the Action Phase in which the Amphibious As- a hex containing a Beachhead marker, the marker is immedi-
sault occurs, the assaulting unit always uses its printed ately removed.
Attack and Defense Values. The Combat Value. Modifi- 11.3 Amphibious Evacuation
cation Chart is not used.
• Armor assets can be assigned to an Attack Action, and
If the UN player declares an Amphibious Evacaution, he
can remove 1 or 2 UN divisions of any nationality (plus all
the special armor sub-sequence is used.
• After its activation, the unit is flipped to its fatigued side
assigned assets) from any coastal hexes; a coastal hex does
not have to contain a city or town for this Operation to occur.
normally. ( Alternately, he could remove 1 division and 3 regiments/
Amalgamation and Reorganization: Units that participate brigades or up to 6 regiments/brigades.)
in an Amphibious Assault can perform Amalgamation and An evacuated unit is placed in the FEC GHQ Reserve Box
Reorganization in the Action Phase in which the assault was in the space marked "Amphibious Evacuated Units." Evacu-
executed. ated units cannot be used in Amphibious Assaults in the same
Action Phase in which they are evacuated.
Resumption of Normal Capabilities: In the Action Phase Amphibious Evacuations cannot take place in Game
following the one in which the Amphibious Assault took Turns 1, 11 or 12.
EXAMPLE OF AMPHIBIOUS ASSAULT: The US 1st Marine Division is eliminated. The 1st Marine Division is placed in hex A with its
(Attack Value: 26) is making an Amphibious Assault against the NK mobile side up.
garrison unit (Defense Value: 3) in hex A. This is an opposed Am- The UN player decides to activate the Marine unit (a separate
phibious Assault, so the UN unit must attack the garrison. The UN Operation). The invasion hex contains a port, and so the unit
player checks the CRT; the ratio of 26-3 simplifies to 8-1. The US receives 3 Action Points. It performs Operational Movement, moving
player rolls a 1. Because he has committed 1 Close Air Support in the path indicated to hex C. (Because the unit executed an
Point and because 3 is automatically added for Naval Support Amphibious Assault in the current Action Phase, it receives only 2
against an invasion hex, 4 is added to the roll, for a final result of 5. Movement Points for its Operational Movement.) For its remaining
Cross-referencing the 5 with the "Amphibious Assault" line at 8-1, a Action Point, the US unit executes a Normal Attack against the NK
result of "Dr" is obtained. NK garrisons can never retreat, and so it unit in hex B.
In some scenarios, the UN player has US parachute regi- • Placement hexes must be unoccupied by enemy units;
ments. US parachute regiments are normal combat units and • Placement hexes can be in enemy Zones of Control;
•
can be used as such on the map. However, the UN player
can also use his parachute regiments for parachute drops. Placement hexes can be no more than 5 hexes away from
a UN combat unit.
Parachute Battalions
Parachute Drops Once placed on the map, parachute battalions must re-
Only a US parachute regiment occupying the FEC GHQ main in place until the end of the next Recovery Segment,
Reserve Box (there is a special space in the box for these units) at which time they are removed from the map and placed
can perform a parachute drop. A parachute drop is a distinct aside. They cannot be used for the remainder of the game.
Operation that can be performed by the UN player during Parachute battalions that are dropped cannot be built-
his Operations Sequence. up back to regiment size. They can never be activated, nor
If a parachute drop is declared, the UN player removes do they exert Zones of Control. If attacked, they defend
a single US parachute regiment from the FEC GHQ Reserve normally, although they are eliminated on any "r" (retreat)
Box and places it aside (it is not used again). It is replaced result. Eliminated parachute battalions are never placed on
with 3 US parachute battalions. These battalions are then the UN Reconstitute Track.
placed on the map. The units can be placed in 1 to 3 hexes; The restrictions outlined above are used only for
if more than 1 hex is chosen, each hex must be adjacent to parachute drops. If the UN player decides to use his
at least 1 other hex selected for this drop. At least 1 and up parachute regiments as normal combat units, he brings them
to 3 battalions can be placed in a drop hex. on to the map as regular reinforcements (see 13.1). In this
The following restrictions apply to parachute drops:
• Placement hexes must be clear terrain (a city hex cannot
case, the parachute regiments can never break-down into
parachute battalions, and they remain on the map like other
be chosen for a parachute drop); UN combat units.
Both players can bring new units onto the map as rein- signation of the NK reinforcement is irrelevant, since they
forcements. In addition, damaged or destroyed UN units (non- are all identical. If no reinforcement is due, the NK player
ROK) can be reconstituted. US FEC units can be upgraded does nothing.
through enhancement. Some results on the NK Reinforcement Table call for an
NK armor asset as well. In these cases, the NK player assigns
1.1 Reinforcements
a full-strength armor asset (designation irrelevant) under the
reinforcing NK division. If there are no more unused NK
Each scenario has a reinforcement schedule. When rein- armor assets available, the NK player ignores this result. NK
forcements are called for, they are placed on the map on their armor assets that are eliminated can be used again as rein-
mobile sides (or, in the case of armor assets, on their full- forcements.
strength sides) during the Reinforcement Segment of the NK Reinforcement Table Modifiers: The NK player must
Action Phase. Reinforcements can be activated in the Action subtract 2 from his Reinforcement Table die roll for each of
Phase in which they are placed on the map. the following cities currently controlled by the UN player:
Reinforcements cannot be placed in an enemy-occupied Seoul, P'yongyang, and Wonsan.
hex or in an enemy Zone of Control (unless a friendly unit
Soviet and Communist Chinese Reinforcements: Soviet
occupies the enemy ZOC). Reinforcements cannot be placed
and Communist Chinese Forces (CCF) are available only in
on the map in violation of stacking restrictions. If the place-
the Advanced Game (see 19.0).
ment of a reinforcement in a hex would violate stacking res-
trictions, it can be placed in any adjacent hex, subject to NK Garrisons: When the NK player gains control of a UN
stacking restrictions; the adjacent hex cannot contain an port, he places a single NK garrison in that port. Garrisons
enemy unit or be in an enemy ZOC, however. Reinforcements can neither move nor attack. They remain in place until elimi-
that cannot be placed on the map are lost forever. nated (an "r" result eliminates the unit). Garrisons always use
NK Reinforcements
their printed Defense Value, even if they occupy a hex con-
taining an Entrenchment marker; their Defense Value is
NK reinforcements are variable. During every Reinforce- never modified by the Combat Value Modification Chart.
ment Segment, starting with Game Turn 2, the NK player When stacked with other NK combat units that are attacked,
consults the NK Reinforcement Table and rolls the die. After garrisons always contribute their Defense Value to this
applying modifiers to the roll (see below), the NK player combat.
determines if he is due a reinforcement. If so, he places 1 Note that some scenarios have NK garrisons set up in non-
full-strength NK division on any NK-controlled Production port hexes. These garrisons stay in these hexes until they are
Center during the ensuing Deployment Segment. The de- eliminated.
UN Reinforcements bat units in the box at any time the UN player wishes.
However, in order to be brought onto the map, assets must
ROK Reinforcements: ROK reinforcements are also vari- be assigned to a combat unit being transferred from the FEC
able. During every Reinforcement Segment of an Action GHQ Reserve Box to the map or participating in an Amphib-
Phase, starting with Game Turn 4, the UN player consults ious Assault.
the ROK Reinforcement Table and rolls the die. Modifiers
are applied to the roll, and the UN player checks to see if Task Force Smith: During the Deployment Segment of the
he receives one full-strength ROK division. If so, he places 1st Action Phase of Game Turn 2, the UN player receives
it in Pusan (0928) or Taegu (1625) during the ensuing Deploy- the "Task Force Smith" reinforcement. During this segment,
ment Segment. (The designation of the ROK division is the UN player can place Task Force Smith in any hex con-
irrelevant.) If no reinforcement is received, the UN player taining a railroad within Ch'ungch'ong, Cholla, Kyongsang-
does nothing. Pukto or Kyongsang-Namdo province. It cannot be placed
in an enemy-occupied hex or in an enemy Zone of Control.
In the Advanced Game Scenario the capture of Pusan by Once placed, it can neither move nor attack, but defends
NK forces results in a military victory (see 22.1). In scenario normally. At the end of that Action Phase, the unit is removed
1 (see 17.1), if the NK player captures Pusan, the UN player from the map, regardless of its location, and is not used again.
receives no ROK reinforcements until it is recaptured. In the Advanced Game Scenario, Task Force Smith is
available subject to UN Commitment (see 18.0). If the unit
ROK Reinforcement Table Modifiers: The UN player sub- is made available after the 1st Action Phase of Game Turn
tracts 1 from his ROK Reinforcement Table die roll for each 2, it is never used.
of the following cities currently controlled by the NK player:
Seoul, Taejon, and Taegu. US Air Reinforcements: US air unit reinforcements are
received during the Air Mission Phase, not in the Reinforce-
US and UN Allies Reinforcements: The Introductory ment Segment. Reinforcing air units are placed on missions
Scenarios list the US and UN allies reinforcements for each on the UN Air Theater Display (see 15.0).
scenario. Reinforcements in the Advanced Game are based Nationalist Chinese Reinforcement: The Nationalist
on the UN Commitment Level (see 18.0). Chinese units are available only in the Advanced Game (see
During the Reinforcement Segment of the Action Phase, 20.0).
US and UN allies reinforcements are placed in the FEC GHQ
Reserve Box.
Deployment of US and UN Ally Reinforcements: Dur- 13.2 UN Reconstitution
ing the Deployment Segment of an Action Phase, the UN
Damaged or destroyed US and UN ally combat units and
player can transfer a maximum of 1 division or 3 regiments/
assets can be rebuilt.
US Divisional Reconstitution
brigades (plus assigned assets) from the FEC GHQ Reserve
Box to the map. This transferral does not affect the UN
Amphibious Capacity. Reinforcements can be transferred in If, during the UN Reconstitution Segment of an Action
one of two ways: Phase, a US RPL2 or RPL1 unit is on the map on its mobile
1. If the UN player wishes to deploy reinforcements to Pusan, side (that is, it was not activated in the preceding Operations
he removes the desired units from the FEC GHQ Reserve Segment), the UN player can replace it with a stronger unit.
Box (subject to the 1 division or 3 regiments/brigades maxi- This substitution can occur even if the unit is in an enemy
mum) and places them in Pusan. Zone of Control.
2. If the UN player wishes to deploy reinforcements to a port • If it is an RPL2 unit, it is replaced with a full-strength
other than Pusan, he takes the desired units from the FEC US division. Do not use a unit that is on the UN Recon-
GHQ Reserve Box (subject to the 1 division or 3 regiments/ stitute Track or in the FEC GHQ Reserve Box.
brigades maximum) and places them in the space marked "UN • If it is an RPL1 unit, it is replaced with a US RPL2 unit.
Reinforcements to non-Pusan Port." These units do not appear
on the map in the current Action Phase; instead, they can The US FEC and Marine units must be replaced by units
of their own type.
Destroyed Units Reconstitution
be placed in any UN-controlled port other than Pusan in the
next Action Phase (as long as this port does not contain a
Minesweeping marker; see 14.2).
During the UN Reconstitution Segment of an Action
If the UN player places units in the "UN Reinforcements
Phase, destroyed UN units on the UN Reconstitute Track are
to non-Pusan Port" space in a Deployment Segment, he can-
adjusted. (Non-ROK UN units are placed on the track when
not deploy reinforcements to Pusan in the current segment.
they are eliminated; see 9.5.) Units on the UN Reconstitute
In addition, in the Deployment Segment of the ensuing Action
Track can never build-up or break-down. The units are ad-
Phase, he can neither deploy reinforcements to Pusan nor
justed on the track as follows:
place additional units in the "UN Reinforcements to non-
Pusan Port" space. 1. UN units occupying the "Available Units" space on the track
are first removed. Combat units are placed directly in Pusan
EXAMPLE: The UN player has the US 7th and 24th Divisions in the ( 0928) or in any hex adjacent to Pusan, but not in violation
FEC GHQ Reserve Box. In the 1st Action Phase of Game Turn 4, of stacking restrictions. Assets can be assigned to any UN
the UN player places the 7th Division in the "UN Reinforcements to
non-Pusan Port" space during the Deployment Segment. Because of
combat unit on the map (subject to assignment restrictions;
this decision, the 24th Division cannot be deployed in the current see 8.1). These units do not count against the UN player's rein-
Deployment Segment or in the Deployment Segment of the ensuing forcement transferral limitations (see 13.1) or against his Am-
Action Phase. In the Deployment Segment of the 2nd Action Phase phibious Capacity (see 11.1).
of Game Turn 4, the UN player places the 7th Division in Inch on, In scenario 1 (see 17.1) if Pusan is occupied by NK forces,
which is currently UN-controlled. In the Deployment Segment of the no reconstituted units can be placed in Pusan or in a space
1st Action Phase of Game Turn 5, the UN player decides to deploy adjacent to the city. In this case, they are placed in the FEC
the 24th Division to Pusan. This unit is immediately placed directly GHQ Reserve Box.
in Pusan /unless Pusan is currently occupied by a UN combat unit,
in which case it is placed in any land hex adjacent to Pusan/. 2. UN units in the "Reconstituting Units" space of the track
are next shifted to the "Available Units" space.
UN Assets: Reinforcing UN assets that are placed in the FEC 3. UN units in the "Destroyed Units" space are next shifted
GHQ Reserve Box can be assigned and reassigned to any com- to the "Reconstituting Units" space.
THE KOREAN WAR, Page 24
13.3 Enhancement replaced in the same hex or space with non-FEC units of the
During the FEC Enhancement Phase of Game Turns 3, same size and type. (Note that FEC units have a yellow in-
4, and 5, the UN player can upgrade his FEC combat units. fantry symbol box; their non-FEC counterparts are located
In Game Turns 3 and 4, the UN player can choose any single on the countersheet directly under the FEC units. FEC regi-
US FEC division or RPL unit to enhance during this phase ments are replaced by their non-FEC regiment counterparts;
(or he could enhance 3 US FEC regiments during the phase). FEC divisions by non-FEC divisions; and FEC RPL units by
During Game Turn 5, he can enhance 2 US FEC divisions non-FEC RPL units. Once FEC units are removed from the
or RPL units (or 1 FEC division and 3 FEC regiments, or 6 map, they are not used again for the remainder of the game.
FEC regiments). Thus, in Game Turns 3, 4, and 5, the UN Optional Rule: Although designations of units are irrelevant,
player can enhance the equivalent of 4 US FEC divisions. Ma- the UN player may wish to enhance FEC units with non-FEC
rine units are never enhanced. units bearing the same designations in order to keep track
The FEC units chosen for enhancement can be situated of the status of US divisions. The UN player has 4 divisions,
anywhere on the map, or they can occupy the FEC GHQ 12 regiments, 4 RPL2 units, and 4 RPL1 units that represent
Reserve Box or the UN ReconstituteTrack. The units can be FEC units when they first enter play. Each of the division
situated in an enemy Zone of Control. and regiment counters has a corresponding counter that
Enhanced FEC units are removed from the map and are represents the unit in its non-FEC status.
The control of city hexes has an important effect on the able UN supply source nor can reinforcements be deployed
game. Ports are important for the UN player as supply sources in the port until the Minesweeping marker is removed.
and for deploying his reinforcements. The NK player draws
supplies and reinforcements from Production Centers.
14.1 Cities
All city hexes north of the 38th Parallel are considered During the Minesweeping Segment of each Action Phase,
under NK control unless they are occupied by a UN Control the UN player rolls a die once for each Minesweeping marker
marker. It is never necessary to place NK Control markers on the map. On a die roll of 0, 1, 2, or 3, the Minesweeping
in these cities. Likewise, all cities south of the 38th Parallel marker is removed; on any other result, the marker stays in
are considered under UN control unless they are occupied place. The UN player continues to roll for the removal of
N K Control of Ports
by an NK Control marker. Is is not necessary to have UN Minesweeping markers in every Minesweeping Segment.
There are two kinds of air missions in the game: Close dure is used to determine the UN player's Interdiction
Air Support and Interdiction. Except in Game Turn 1, when capability:
the NK player can perform close air support, the UN player 1. Multiply the Interdiction Values of each air unit assigned
alone conducts air missions, and he has the only air unit to interdiction within a province by the multiplier listed in
counters in the game. that province's Interdiction space.
Printed on the north map is the UN Air Theater Display,
which is used in Introductory Scenario 3 and in the Advanced 2. Combine the Interdiction Values of all air units assigned
Game. The 8"x 11" player's aid card contains the same Air to interdiction.
Theater Display and the tables and tracks needed by the UN 3. The UN player consults his Interdiction Table and rolls
player to conduct air missions in scenarios 1, 2, 4, and 5. The the die. Applying modifiers for winter (see below) and for
Air Theater Display is a small map of Korea, sub-divided into UN Rules of Engagement (Advanced Game; see 18.4) to the
its component provinces. Each province corresponds with die roll, he cross-references the modified die roll with the
those delineated by border hexsides on the game-map. column corresponding to the sum obtained in step 2. The
The US air units are used only on the Air Theater Dis- result will be a number, which is the UN Interdiction Level
play. Each scenario lists the US air units that are available for the rest of the Game Turn. Place the Interdiction Level
at the start of the game and those that appear as reinforce- marker in the box corresponding to this number on the UN
ments. An air unit has two values: Close Air Support and In- Interdiction Track.
Effects of Interdiction
terdiction. A unit with a 0 for either of these values cannot
perform that kind of mission. Air units can never be attacked
or destroyed. The UN Interdiction Value affects the NK player's supply
abilities and movement of units.
• During the Depot Supply Level Segments of both Action
Air Missions: During the Air Mission Phase, the UN player
can assign each of his air units to Close Air Support or Inter-
diction missions. Once assigned to that mission, an air unit Phases in a Game Turn, the NK player must subtract the
must remain on it until the Air Mission Termination Phase, current UN Interdiction Level from all Depot Table die
at which time all US air units are removed from the Air rolls (see 5.2).
• If the UN player has assigned 4 air units (each with an
Theater Display. During the next Air Mission Phase, they may
be reassigned to the same or a different mission.
Interdiction Value of 1 or more) to interdiction in one
Termination of Air Missions: During the Air Mission province, the movement of NK combat units along roads
Termination Phase, all air units are removed from the Air within that province is restricted. Place a Restricted Road
Unit Holding Box and from the provincial Interdiction boxes Movement marker in the appropriate box within the
on the Air Theater Display. The Close Air Support Level and province. NK units pay 1 Movement Point (instead of 1/2)
Interdiction Level markers are both reduced to 0. NK Re- to use a road within the interdicted province.
16.1 Game Turns I and 2 Sequence of Play: The normal Sequence of Play is not per-
formed in Game Turn 1; instead, the 2nd Action Phase and
The following rules apply to both Game Turns 1 and 2. the Game Turn Indication Phase are the only ones performed.
Depots: Depots are not used by either player. Thus, the All other phases are skipped. Thus, units can be activated
Depot Placement, Depot Status, Depot Supply Level, and Sup- only once in this turn, not twice as would be the case in all
ply Point Expenditure Segments are skipped in the Action other Game Turns.
Phases of these turns.
Action Points: An activated combat unit receives only 2 (not
Initiative: Because Supply Points are not expended by 3) Action Points during the 2nd Action Phase of this turn.
depots, initiative is not determined during these turns. In- These points are expended normally. Because Strategic Move-
stead, the NK player always has initiative during these two ment, All-out Attacks and Entrenching cost 3 Action Points,
turns. When consulting the Initiative Tables to determine the these actions cannot be performed in this turn.
number of Operations a player can perform during an Oper-
NK Air Superiority: Normally, the NK player does not
ations Sequence, use the two special columns on each table;
possess any air capability. However, during Game Turn 1,
the column labeled "Game Turn 1" is used in that turn and
he is allowed 3 close air support bonuses. He can apply 1
the one labeled "Game Turn 2" is used in that turn.
close air support bonus per attack (not to defense), and this
Combat Values: Because there are no depots on the map bonus gives him a + 1 combat die roll modifier.
during these turns, the Combat Values of units are not modi- UN Naval Support: There are no die roll modifiers for naval
fied by the Combat Value Modification Chart. Instead, the support in this turn.
printed values on the counters are used, unless modified by
16.3 Game
Entrenchments.
Assets: Assets can neither be transferred nor reassigned dur-
ing these turns. NK armor assets are eliminated if their par- The following rule applies only in Game Turn 2.
ent combat units are eliminated in combat.
UN Amphibious Assaults: The UN player cannot perform
Ending the Operations Segment: If the NK player has any Amphibious Assaults during the 1st Action Phase of
already passed during an Operations Segment of these turns Game Turn 2.
and the UN player obtains a result on his Initiative Table that
is followed by an asterisk (* ), the Operations Segment ends
immediately. The UN player can perform no more Opera-
tions Sequences.
There are five Introductory Scenarios, each of which can it down sufficiently to hold Pusan (Korea's largest port) while
be played with the rules from sections 3.0 through 16.0. Each FEC forces and reinforcements from the United States
scenario uses only one map, and they usually consist of from mustered in Japan for an amphibious stroke against North
two to five Game Turns. Included with each scenario is its Korean rear areas.
own set-up instructions, reinforcement schedule, special The defense of the "Pusan Perimeter" was, as the Duke
rules, and victory conditions. of Wellington remarked about the Battle of Waterloo, a "near-
In each scenario's set-up and reinforcement instructions, run thing." Ill-trained US and ROK troops were thrown into
actual historical designations are listed. Since many units of the Naktong River defense line in the face of unremitting
the same nationality are interchangeable, players do not have North Korean attacks aimed at the capture of Taegu and Pu-
to use units by actual designation. They can instead select san. However, in the words of General Walton Walker, a
any unit of the same nationality, size, and Combat Values former corps commander under Patton and now the com-
as the unit listed in these instructions. mander of MacArthur's 8th Army, the UN forces were de-
17.1 Scenario 1:
termined that there would "be no Dunkirk, there will be no
Bataan ... We must fight until the end. Capture by these peo-
7. REINFORCEMENT SCHEDULE is skipped, and in Game Turn 4, the 2nd Action Phase is
A. UN Reinforcements: UN reinforcements are listed by skipped.
turn and phase of arrival, reinforcement letter, size, type, 9. SPECIAL RULES
designation, and Combat Values. US air units are listed by A. UN units are not allowed to move or retreat north of 38th
by Armor/Anti-tank values. ( AMP: Air Mission Phase; 1AP:
Close Air Support/Interdiction values. Armor assets are listed Parallel border hexsides.
1st Action Phase; 2AP: 2nd Action Phase; Mar: Marine; Ast:
B. The UN player cannot allocate US air units to interdic-
Asset; Reinf: Reinforcement; Desig: Designation.) All units
tion missions in the four northernmost provinces of North
Korea (P'yongan-Pukto, Chagang, Yanggang, and Hamyong-
listed below are US unless otherwise designated.
Pukto). The UN player should use the Air Theater Display
GAME REINF COMBAT
on the player aid card.
TURN PHASE LETTER SIZE TYPE DESIG VALUES
C. The UN player can make Amphibious Assaults only
2 AMP A - Air CAW-1 1-1 against the following invasion hexes: 0819, 0924, 0929, 1230.
AMP A - Air 8 2-1 D. During the FEC Enhancement Phase of Game Turns 3 and
1AP B - Inf TF SMTH' 0-1-1 4, the UN player is able to enhance his FEC units as described
1AP B XX Inf 24 FEC) 12-4-7 in 13.3.
2AP C XX Inf 25 FEC) 12-4-7 10. VICTORY CONDITIONS: At the end of the game, the UN
2AP C XX Inf 1CV FEC) 12-4-7 player receives Victory Points (VP) for controlling cities and
3 AMP D - Air CAW-2 1-1 for combat units in the FEC GHQ Reserve Box according to
the following schedules:
AMP D Air 35 2-1
UNCONTROLLED VICTORY
CITIES POINTS
AMP D - Air 49 2-1 j
AMP D - Air 3 2-2
Pusan 30
AMP D - Air 19 0-4
AMP D - Air 22 0-4 Seoul 15
1AP E III Mar 5 6-2-4 Taegu 15
1AP E III Inf 9 4-2-3 Taejon 15
1AP E - Ast 72 8-2 Inch'on 15
1AP E - Ast 1 MAR 9-2 Yongdungp'o 3
2AP F XX Inf 7 (FEC) 12-4-7 Kunsan 3
2AP F III Inf 23 4-2-3 Mokp'o 3
2AP F III Inf 38 4-2-3 Masan 3
2AP F Ast 70 8-2 Chonju 3
2AP F Ast 73 9-2
2AP F - Ast 89 8-2 Kwangju 3
Kumch'on 3
4 AMP G - Air 1MAR 1-0
UN UNITS IN FEC GHQ RESERVE VICTORY
BOX AT END OF GAME POINTS
AMP G - Air 18 2-1
AMP G - Air 51 2-1 :'
Each full-strength division 6
AMP G - Air 92 0-4
AMP G - Air 98 0-4' US Marine regiment 3
AMP G - Air 307 0-4 Each US infantry regiment
or COM brigade 2
1AP "
1AP H X Inf 27 (COM) 4-2-3 ROK regiments, RPL units, assets 0
1AP H Ast 6 9-2" The UN player can receive no more than 20 VP for units
1AP H - Ast 79 8-2 in the FEC GHQ Reserve Box.
': See restrictions on Task Force Smith in 13.1. To determine the winner, total the UN VP and consult
": See 13.1.: The UN player rolls the die and consults the ROK the following schedule:
WINNER AND LEVEL VICTORY
Reinforcement Table (see 13.1).
OF VICTORY POINTS
B. NK Reinforcements: The NK player rolls a die and con- UN Decisive Victory 68 or more
sults the NK Reinforcement Table during every Reinforce- UN Substantive Victory 63-67
ment Segment, starting with the 1st Action Phase of Game
UN Marginal Victory 58-62
Turn 2.
Draw 57
8. GAME LENGTH: The scenario begins at the beginning of
Game Turn 1 (see 16.2 for special rules concerning Game NK Marginal Victory 52-56
Turn 1) and ends at the conclusion of the 1st Action Phase NK Substantive Victory 47-51
of Game Turn 4. Thus, in Game Turn 1, the 1st Action Phase NK Decisive Victory 46 or less
The United Nations Strike Back was to buy time so that US Far East Command forces in Japan
could prepare for a decisive amphibious stroke against a
1. HISTORICAL NOTES: The essential goal of General Douglas North Korean rear area. The complete command of the sea
MacArthur's strategy in . the early phase of the Korean War by the United Nations was MacArthur's trump card, for when
an adequately trained force was built-up in Japan, he could COMBAT SETUP COMBAT SET-UP
DESIG VALUES HEX ARMOR VALUES HEX
strike wherever and whenever he wished.
The FEC's problem lay in preserving a reserve for this 18 12-3-7 3715 107 4-1 1824
purpose while the Pusan Perimeter was threatened by North 31 12-3-7 4712 109 4-1 1723
Korean assaults at all points. Ambitious amphibious plans for RPL2 6-2-4 1731 203 4-1 1222
the US 1st Cavalry Division had to be cancelled in mid-July RPL1 3-1-3 1730 205 4-1 1022
in order to rush the division into the land battle in south- RPL1 3-1-3 1828 344 8-2 4712
eastern Korea. Similarly, the 1st Provisional Marine Brigade RPL2 6-2-4 1827 GARRISONS
(consisting primarily of the regimental-sized 5th Marines) - RPL2 6-2-4 1825
101 0-1-3 5405
troops specially trained in amphibious operations and ear- RPL2 6-2-4 1824
102 0-1-3 5522
marked for MacArthur's end-run - had to be rushed into the RPL2 6-2-4 1723
103 0-1-3 4504
battle for Masan on the south coast. Nevertheless, MacArthur RPL2 6-2-4 1522
104 0-1-3 3713
resisted the temptation to commit the US 7th Division to the RPL1 3-1-3 1422
land battle. He also received a hodgepodge of Marine units 105 0-1-3 2111
RPL2 6-2-4 1222
from the United States and Europe which, when combined RPL1 3-1-3 1123
with the 5th Marines, would be the equivalent of a full
RPL1 3-1-3 1022
Marine division.
RPL1 3-1-3 1321
MacArthur never hesitated a moment in his choice for
an amphibious landing site: the port of Inch'on on the west
coast of Korea, only about 20 miles from Seoul. MacArthur's 6. UN SET-UP: UN units are listed by nationality, reinforcement
decision was based on the assumption that the effectiveness letter (if any), designation, size, type, Combat Values, and
of the North Korean drive on Pusan was almost totally de- set-up hex (or area).
pendent on road-bound supplies and replacements originat-
ing in North Korea; a quick glance at the map illustrated the REINF COMBAT
fact that "all roads lead to Seoul." The seizure of Inch'on and NATION LETTER DESIG SIZE TYPE VALUES HEX (OR AREA)
a rapid advance upon Seoul would virtually isolate the North US A CAW-1 - Air 1-1 Air Display
Korean forces opposing the Pusan Perimeter from their sup- US D CAW-2 - Air 1-1 Air Display
ply sources in the north. However, MacArthur was almost US A 8 - Air 2-1 Air Display
universally opposed in this scheme by most of the US mili- US D 35 - Air 2-1 Air Display
tary hierarchy. Naval and Marine officers were appalled at US D 49 - Air 2-1 Air Display
the Inch'on tides; at low water, the so-called "port" was noth- US G 18 - Air 2-1 Air Display
US G 51 - Air 2-1 Air Display
ing more than a huge mud flat. Army and Air Force officers
US D 3 - Air 2-2 Air Display
were worried at the prospect of an invasion so far from sup-
US G 1MAR - Air 1-0 Air Display
porting forces. The possibility of another Anzio haunted many
US D 19 - Air 0-4 Air Display
high-level planners.
US D 22 - Air 0-4 Air Display
Despite these protests, MacArthur insisted upon the oper- US G 92 - Air 0-4 Air Display
ation. "The Navy has never turned me down yet, and I know US G 98 - Air 0-4 Air Display
it will not now," he said to his FEC staff. To the Joint Chiefs US G 307 - Air 0-4 Air Display
in Washington, MacArthur argued, "The success of the
US - 1 XX Mar 26-6-15 FEC Box
enveloping movement from the north does not depend upon
US - 7 XX Inf 20-6-11 FEC Box
the rapid juncture of the X Corps [Inch'on force] and the
US E 1MAR - Ast 9-2 FEC Box
Eighth Army [Pusan Perimeter force]. The seizure of the heart US F 73 - Ast 9-2 FEC Box
of the enemy distributing center in the Seoul area will com-
US - 24 XX Inf 20-6-11 1625
pletely dislocate the logistical supply of his forces now oper-
US - 8CV FEC) III Inf 3-1-2 1725
ating in South Korea and therefore will ultimately result in US 7CV FEC) III Inf 3-1-2 1725
their disintegration. This, indeed, is the primary purpose of US - 5CV FEC) III Inf 3-1-2 1623
the movement." The very next day, MacArthur received this COM H 27 X Inf 4-2-3 1623
message from the JCS: "We approve your plan and the Presi- US F 23 III Inf 4-2-3 1423
dent has been so informed." The invasion was set for 15 US F 38 III Inf 4-2-3 1423
September 1950. US E 9 III Inf 4-2-3 1223
The Inch'on invasion has passed into history as Mac- US - 35 FEC) III Inf 3-1-2 1223
US 27 FEC) III Inf 3-1-2 1023
Arthur's last, and perhaps greatest, triumph. Despite the
US - 24 FEC) III Inf 3-1-2 1023
hindrance of the Inch'on tides, the invasion was a success,
and just as suddenly as Seoul fell to the North Koreans in US F 89 - Ast 8-2 1625
US H 6 - Ast 9-2 1630
June, it was recaptured. As MacArthur predicted, the North
US F 70 - Ast 8-2 1725
Korean forces in the south soon collapsed and General
US E 72 - Ast 8-2 1423
Walker's forces advanced, almost without opposition, to link-
US H 79 Ast 8-2 1023
up with MacArthur. After a short pause at the 38th Parallel,
ROK - 3 XX Inf 10-4-6 1630
the UN forces advanced into North Korea, capturing the
North Korean capital of P'yongyang on 20 October. Mac- ROK - 8 XX Inf 10-4-6 1728
ROK - CAP XX Inf 10-4-6 1727
Arthur's daring Inch'on gamble proved to be one of the
greatest American military triumphs in history, rivaling the UN Depot - - 3(1)* 1526
very greatest of the German blitzkriegs. *:The UN depot placed in hex 1526 before the start of the game
has a Depot Value of 3 and 1 Supply Point underneath it.
2. MAP: Use only the southern map in this scenario.
3. OPERABLE UN PORTS: Masan, Pusan. 7. REINFORCEMENT SCHEDULES
4. Pyongyang, Wonsan.
A. UN Reinforcements: UN reinforcements are listed by
NK PRODUCTION CENTERS:
5. NK SETUP: All of the following units are NK nationality. turn and phase of arrival, reinforcement letter, size, type,
Only two full-strength divisions are used; the rest are RPL designation, and Combat Values. ( AMP: Air Mission Phase;
units. Also, except for the 344 armor asset, all other armor 1AP: 1st Action Phase; 2AP: 2nd Action Phase; Par:
assets begin the game on their reduced side. Parachute.) All units are US unless otherwise designated.
THE KOREAN WAR, Page 30
17.3 Scenario 3:
The Chinese Intervene
decisive. We are no longer fearful of their intervention ... If
the Chinese tried to get down to Pyongyang there would be
the greatest slaughter."
1. HISTORICAL NOTES: Although it was not recognized at the In late October, however, it became clear that Chinese
time, the decision to cross the 38th Parallel and occupy North forces had directly intervened in Korea when ROK columns
Korea after the successful UN invasion at Inch'on had pro- advancing towards the Yalu were unexpectedly attacked and
digious consequences that affected the conduct of the Korean driven southward. Nevertheless, a US intelligence estimate,
War and, in fact, the course of world history. For, unbe- written three days after Chinese intervention became known,
knownst to MacArthur, the Communist Chinese government stated, "From a tactical viewpoint, with victorious US divi-
had made the decision to enter the Korean War at the moment sions in full deployment, it would appear that the auspicious
non-Asian forces crossed the 38th Parallel into North Korea. ti me for such intervention has long since passed." For the next
UN forces accomplished this feat on 7 October 1950, and month, UN advances became slightly more cautious as in-
Chinese forces promptly poured into North Korea from telligence estimates raised their count of Chinese troops in
Manchuria North Korea to 60,000. By 25 November 1950, this estimate
Unfortunately for MacArthur, UN intelligence com- was about 250,000 men short.
pletely failed to recognize this intervention - one of the On the morning of the 25th of November, the Chinese
greatest military intelligence failures in history. As well over struck in a massive offensive that caught MacArthur com-
100,000 Chinese troops were preparing to check the almost pletely by surprise. Exploiting their mobility in rough terrain
unopposed UN offensive into the northern half of North and the dispersion of road-bound UN forces which were be-
Korea, General MacArthur was quoted in response to a query yond supporting distance of one another, the Chinese offen-
concerning the possibility of Chinese intervention: "Had they sive resembled a huge tidal wave that would break on a rock
interfered in the first or second months it would have been of organized resistance, but around which would flow an un-
THE KOREAN WAR, Page 31
ceasing current of men and equipment. Within a week, UN cited to missions this turn). The scenario ends it the com-
forces were in headlong and disorganized retreat, the Chinese pletion of Game Turn 7.
forces in close pursuit. Without any degree of mechanization SPECIAL RULES
and with primitive support services, the Chinese hid
9.
A. During the Air Mission Phase of Game Turn 7, the UN
achieved a veritable blitzkrieg that caused one of the worst
player can allocate US air units only to close air support
defeats in American military history. Unfortunately for
missions.
Douglas MacArthur, this defeat was directly attributable to
the shocking intelligence failure of the FEC stiff in October B. Depots ire not used in this scenario (skip the Depot Place-
and November. ment, Depot Status, Depot Supply Level, and Supply Point
2. MAP: Use only the northern map in this scenario. Expenditure Segments in ill Action Phases). The NK player
his the initiative throughout the scenario. Because Supply
3. Not applicable. Points ire not expended, the NK player uses the "Chinese
OPERABLE UN PORTS:
4. NK PRODUCTION CENTERS: Not applicable. Initiative Period" column and the UN player uses the "2 to
5. NK SET-UP: The NK player controls division-sized CCF and 3" column of their respective Initiative Tables when deter-
NK forces. Units whose designations ire followed by in "F)" mining the number of Operations that can be performed dur-
begin the game on their fatigued sides; these units cannot ing in Operations Sequence.
be activated in the first Action Phase of the game. C. UN units use their printed Combat Values throughout the
game. In the first Attack Action performed by the NK player
CHINESE COMBAT SET-UP CHINESE COMBAT SETUP in the 2nd Action Phase of Game Turn 6, the Attack Value
VALUES HEX UNITS VALUES HEX
of the active unit is multiplied by 2. During the rest of the
UN TS
78 12-3-6 7519
115 12-3-6 6817 2nd Action Phase of Game Turn 6, the Attack Values of NK
88 12-3-6 7720
116 12-3-6 6816 and CCF units are multiplied by 1 1/z (round fractions up); their
79 12-3-6 7617
117 12-3-6 6815 Defense and Anti-tank Values ire not modified. NK and CCF
80 12-3-6 7820
118 12-3-6 6814 units use their printed Combat Values in Game Turn 7.
81 12-3-6 8127
119 12-3-6 6917
90 12-3-6 8026 D. Assets ire not used in this scenario.
120 12-3-6 6916
149 F) 6-2-4 6407 E. The UN Reconstitution Segment is skipped in ill Action
112 12-3-6 6915
150 F) 6-2-4 6508 Phases. Damaged or destroyed UN units cannot be replaced.
113 12-3-6 6918
196 F) 6-2-4 6611
125 12-3-6 7021 F. No Amphibious Assaults can be performed during this
197 F) 6-2-4 6610
126 12-3-6 7121 scenario. Amphibious Evacuations, however, can occur.
198 F) 6-2-4 6609
58 12-3-6 7417 G. Units forced to retreat off the edge of the map ire
59 12-3-6 7518 NK UNITS
eliminated.
60 12-3-6 8126 RPL2 F) 3-1-3 9045
H. UN Control markers ire placed in the following cities it
89 12-3-6 7618 RPL2 F) 3-1-3 8949
the start of the game: Hungnim, Himhung, Ch'ongjin, and
76 12-3-6 7619 RPL2 F) 3-1-3 8649
Hyesinjin.
77 12-3-6 7719 101 0-1-3 8649
I. The NK player gains Victory Points for exiting his units
6. uN SET-UP: UN units ire listed by nationality, reinforcement off the south map-edge. The Movement Point cost to exit the
letter (if any), designation, size, type, Combat Values, and map-edge is equal to the Movement Points expended by the
set-up hex. Units whose designations ire followed by in "F)" unit to enter the hex from which it intends to exit the map.
begin the game on their fatigued side; these units cannot be 10. VICTORY CONDITIONS: At the end of the game, the NK
activated during the 1st Action Phase of the game. player receives VP for destroying UN units, controlling cer-
tain city hexes, and exiting NK and CCF unit off the south
NATION
REINF
LETTER DESIG SIZE
COMBAT
TYPE VALUES
map-edge according to the following schedules:
HEX (OR AREA)
US A 8 - Air 2-1 Air Display
US D 35 - Air 2-1 Air Display
VICTORY
DESTROYED UN UNIT POINTS
US D 49 - Air 2-1 Air Display
UN Marine division 4
US - 32 F) III Inf 2-1-2 7830
UN non-Marine division 3
US 17 F) III Inf 2-1-2 7932
US - 31 F) III Inf 2-1-2 7226 US, COM or TUR regiment/brigade 1
US L 15 III Inf 4-2-3 5921
US K 65 III Inf 4-2-3 6122
A full-strength division is destroyed if it suffers 3 step
US L 7 III Inf 4-2-3 6324
losses; in RPL2 division is destroyed if it suffers 2 step losses;
US - 1CV XX Inf 20-6-11 5911 in RPL1 division or a regiment/brigade is destroyed if it
US - 24 F) XX Inf 10-4-7 6408 suffers 1 step loss.
US - 2 F) XX Inf 10-4-7 6512
US - 25 F) XX Inf 10-4-7 6511
US - 1 F) XX Mar 13-4-9 6923 VICTORY
NK CONTROLLED CITIES POINTS
COM H 27 X Inf 4-2-3 6108
COM L Hamhung 6
29 X Inf 4-2-3 5908
TUR L 1 X Inf 4-2-3 6314 Hungnam 6
ROK - CAP F) XX Inf 5-2-4 8244 NK/CCF UNITS EXITED VICTORY
ROK - 1 F) XX Inf 5-2-4 6510 OFF SOUTH MAP-EDGE POINTS
ROK 6 F) XX Inf 5-2-4 6514 Each full-strength division 2
ROK - 7 F) XX Inf 5-2-4 6516
Each RPL2 division 1
ROK - 8 (F ) XX Inf 5-2-4 6417
Each RPL1 division 0
7. REINFORCEMENT SCHEDULE Neither player receives any rein-
forcements in this scenario.
8. GAME LENGTH: This scenario starts with the 2nd Action To determine the winner and the level of victory, calcu-
Phase of Game Turn 6. No other phases occur during this late the total number of NK VP it the end of the game and
turn, including the Air Mission Phase (no air units are allo - consult the following schedule:
17.5 Scenario 5: Defeat into Victory player gains VP at the end of the game only.)
1. HISTORICAL NOTES: This scenario is simply a compilation of The number of VP awarded for each UN-controlled city
Scenarios 1 and 2, although the players' strategic choices and is listed with each city's name on the map. The manner in
victory conditions differ from the earlier scenarios. which VP are kept track of on the UN Victory Point Track
is identical to the Advanced Game (except Global Tension
2. MAP: Use only the southern map in this scenario. is not taken into account; see 18.5).
3. OPERABLE UN PORTS: Inch'on, Kunsan, Masan, Pusan. Ending the Game: There are two ways this scenario can end:
4. NK PRODUCTION CENTERS: P'yongyang, Wonsan. A. The game ends at the moment the NK player achieves the
5. NK SETUP: Use the NK set-up provided in Scenario 1 (see conditions of a Military Victory. If these conditions are met,
17.1). In addition, place a single NK garrison unit (Combat the NK player wins a Decisive Victory (the number of UN
Values: 0-1-3) in each of these hexes: 4504, 5405, and 5522. VP becomes irrelevant). There are two ways the NK player
can achieve a Military Victory:
• If the NK player controls Pusan at the end of any Action
6. UN SETUP: Use the UN set-up provided in Scenario 1 (see
17.1).
7. REINFORCEMENT SCHEDULES: Combine the UN and NK Rein- Phase, he wins a Military Victory;
forcement Schedules used in Scenarios 1 and 2 (see 17.1 and • The NK player also gains a Military Victory if he controls
17.2). all of the following cities at the end of any Action Phase:
8. GAME LENGTH: The scenario starts at the beginning of Game Inch'on, Seoul, Taejon, Kumch'on, Taegu, and Masan.
Turn 1 (see 16.0 for special rules concerning Game Turns 1 B. If at the end of Game Turn 5, the NK player has not
and 2) and ends at the conclusion of Game Turn 5. achieved a Military Victory, the final total of UN VP achieved
9. SPECIAL RULES during the course of the entire scenario is compared to the
A. The UN player cannot assign US air units to interdiction following schedule, which gives the winner and the level of
missions in the four northernmost provinces of North Korea victory:
(P'yongan-Pukto, Chagang, Yanggang, and Hamyong-Pukto).
WINNER AND VICTORY
B. If the UN player gains control of Pyongyang and Wonsan, LEVEL OF VICTORY POINTS
the NK player does not consult the NK Reinforcement Table UN Decisive Victory 74 or more
during the Reinforcement Segment. UN Substantive Victory 63-73
10. VICTORY CONDITIONS: During the Victory Point Phase of all UN Marginal Victory 51-62
Game Turns except Game Turn 1, the UN player must total
his VP for the city hexes currently under UN control and keep NK Marginal Victory 39-50
a running total of these VP on the UN Victory Point Track. NK Substantive Victory 27-38
( Note that in all other Introductory Scenarios, the UN or NK NK Decisive Victory 26 or less
Game advnce
THE KOREAN WAR, Page 34
The following rules are used only during play of the Advanced Game, which simulates
the first phase of the Korean War, 25 June 1950 to 31 May 1951. The Advanced Game is
more complex and realistic than the Introductory Scenarios and requires more time to
play. All previous rules apply to the Advanced Game unless otherwise specified.
Beginning with Game Turn 2, the level of UN participa- 18.2 UN Initial Intervention
tion in the Korean War is decided upon by the UN player During the UN Commitment Segment of Game Turn 2,
in the Political Phase of each Game Turn. UN intervention the UN player must declare a UN Initial Intervention Level
is performed mostly by US forces, although other UN mem- of at least 1 and at most 6. To indicate his decision, he places
bers may contribute forces as well. the UN Initial Intervention Level marker in the box on the
I Commitment of UN Forces
UN Intervention track corresponding to his chosen level. The
UN Initial Intervention marker cannot be moved from the
ROK forces withstand the brunt of the NK offensive dur- box in which it is first placed for the rest of the game (although
ing Game Turn 1. Starting with Game Turn 2, the UN forces the UN player can escalate his intervention; see below).
UN Reinforcements from Initial Intervention
are committed to the war, and their level of commitment may
rise in subsequent turns. The arrival of UN reinforcements
depends on the level of UN commitment. An increase in com- The UN Initial Intervention Level determines the rein-
mitment can also affect the Global Tension level, which in forcement schedule for the US and UN allies. ROK reinforce-
turn affects UN Victory Points (see 21.0) and may lead to ments are not affected by UN Initial Intervention (they are
World War Three. rolled for on the ROK Reinforcement Table; see 13.1).
The UN player has three UN Commitment Tracks (print- When the UN Initial Intervention Level is declared, the
ed on the northern map), which are used to record the level UN player consults the UN Initial Intervention Reinforce-
of UN intervention. ment Schedule (printed in the "UN Charts and Tables" pull-
• UN Intervention Track: During the UN Commitment
out), cross-referencing the Initial Intervention Level with a
Segment of the Political Phase in Game Turn 2, the UN particular Game Turn to determine the UN reinforcements
player records his Initial Intervention Level. In UN Com- made available in that turn. The result will be the reinforce-
mitment Segments of Game Turns 3 through 9, the UN ment letter, which corresponds to a specific group of rein-
player can escalate his Intervention Level. There are 6 forcements listed on the UN Reinforcement Chart (also
Intervention Levels, numbered 1 to 6, with correspond- printed in the "UN Charts and Tables" pull-out). Note that
ing boxes on the track. The Intervention Level simulates counters for these units portray these reinforcement letters.
the degree to which the UN was willing to commit mili- The UN player locates the lettered reinforcements in a
tary force to counter the North Koreans. group and places them on the Game Turn Track in the box
• US Mobilization Track: During the UN Commitment
corresponding to the Game Turn and phase of their future
arrival. During every Air Mission Phase and Reinforcement
Segment of all turns, starting with Game Turn 2, the UN Segment of every Action Phase, the UN player consults the
player can increase US Mobilization. There are 4 Mobili- Game Turn Track to determine the UN reinforcements (if
zation Levels, numbered 1 to 4, with corresponding boxes any) he will receive during that phase. Reinforcing air units
on the track. The Mobilization Level simulates the degree are placed on the Air Theater Display and reinforcing com-
by which the United States mobilized its population and bat units and assets are placed in the FEC GHQ Reserve Box.
industry for the war effort.
• UN Rules of Engagement Track: During the UN Com- EXAMPLE OF UN INITIAL INTERVENTION LEVEL: During the UN Com-
mitment Segment of all turns, starting with Game Turn mitment Segment of Game Turn 2, the UN player chooses an Initial
Intervention Level of 3. He places the UN Initial Intervention Level
marker in the "3" box of the UN Intervention Track, and he consults
2, the UN player can adjust the UN Rules of Engagement.
the UN Initial Intervention Reinforcement Schedule under the '3"
There are 7 Rules of Engagement Levels, from 1 (most
column. The letters "A" through "I" appear in this column , each cor-
strict) to 7 (most free), with corresponding boxes on the
responding to a specific Game Turn and phase. The UN player con-
track. The Rules of Engagement Level simulates the
sults the UN Reinforcement Chart to determine the units that
degree by which UN military forces are restricted in their
correspond to each reinforcement letter. He locates the units listed
conduct of operations.
At the start of the game, the UN player places the UN under each letter and places them on the Game Turn Track in the
Initial Intervention, the US Mobilization, and the - UN Rules box corresponding to the Game Turn and phase of arrival.
For example, reinforcement group "A" consists of the US air
units CAW-1 and 8 /the reinforcement letters are also printed on the
of Engagement markers in the respective "At Start" boxes of
counters). These units appear in the Air Mission Phase (AMP) of
the UN Commitment Tracks.
Destabilization Values: Each box in all three of the UN Game Turn 2, and so they are placed in the the appropriate box on
Commitment Tracks has a numerical Destabilization Value the Game Turn Track. During the Air Mission Phase of Game Turn
2, the UN player removes these two air units from the Game Turn
Track and places them on the Air Theater Display.
(DV) printed in it. These values are important when Global
Tension is being determined (see 18.5).
UN Escalation Reinforcements
Mobilization Level first reaches 3, the UN player places
the 43rd and 45th US divisions (or any unused divisions
If the UN player escalates, he receives US and UN allies with Combat Values of 20-6-11) on the Game Turn Track
reinforcements in addition to those obtained by Initial Inter- six turns in advance of the current Game Turn. One
vention. The UN player consults the UN Escalation Chart division is placed in the 1st Action Phase (1AP) box and
(printed in the "UN Charts and Tables" pull-out) at the moment the other in the 2nd Action Phase (2AP) box of that turn.
• During the UN Commitment Segment in which the US
he performs escalation. He checks the numbered column
which corresponds to the Intervention Level to which he just
escalated. The column will list a series of reinforcements. Mobilization Level first reaches 4, the UN player places
Each listing provides reinforcement letters (which correspond the 28th and 29th US divisions (or any unused divisions
to the letters listed on the UN Reinforcement Chart) as well with Combat Values of 20-6-11) on the Game Turn Track
as the Game Turns and phases in which the reinforcements six turns in advance of the current Game Turn. One
become available. division is placed in the 1AP box and the other in the 2AP
box of that turn.
The UN player locates the reinforcing units (which are
printed with the reinforcement letters) and places them on During the Reinforcement Segment of arrival, US Nation-
the Game Turn Track in the boxes that correspond to the al Guard divisions are placed in the FEC GHQ Reserve Box.
Game Turns and phases in which they arrive. During every
Mobilization and UN Amphibious Capacity
Air Mission Phase and Reinforcement Segment of every
Action Phase, the UN player consults the Game Turn Track
to determine the UN reinforcements (if any) he will receive In the Advanced Game, the UN Amphibious Capacity
that phase. Reinforcing air units are placed on the Air Theater depends on the US Mobilization Level. Ignore the levels listed
Display, and reinforcing combat units and assets are placed by Game Turn under the track on the map when playing the
in the FEC GHQ Reserve Box. Advanced Game. During the UN Amphibious Capacity
In the event that the Game Turn and phase of arrival for Phase, the UN player adjusts his Amphibious Capacity as
reinforcements has already taken place, they become avail- follows:
able in the current Game Turn during the phase indicated in • If the US Mobilization Level is 1, the UN Amphibious
their listing on the UN Escalation Chart. Capacity is 1.
• If the US Mobilization Level is 2, the UN Amphibious
EXAMPLE OF UN ESCALATION: It is the Commitment Phase of Game
Capacity is 2.
• If the US Mobilization Level is 3 or 4, the UN Amphibi-
Turn 5. The UN Initial Intervention Level is 4 and the UN player
has not yet escalated. During this segment, however, the UN player
decides to escalate. He must place the UN Escalation Level marker ous Capacity is 3.
in the "5" box of the UN Intervention Track. He then checks the UN
Escalation Chart under the "5" column and finds four reinforcement Amphibious Assaults and Evacuations can never be made
listings: 0, P, Q, and R. He consults the UN Reinforcement Chart in Game Turn 1, the 1st Action Phase of Game Turn 2, or
to determine which units comprise these groups and selects the in Game Turns 11 or 12.
counters with these reinforcement letters printed on them.
Atomic Weapons
The three automatic increases listed above can be applied
only once each, even if the events of the last two cases happen
more than once.
EXAMPLE OF GLOBAL TENSION: During the Global Tension Segment
During any Air Mission Phase in which the UN Rules
of Engagement Level is 5 or more, the UN player can use of Game Turn 5, the Global Tension Level is 2. The UN Escalation
atomic weapons. If atomic weapons are used, the UN player Level is 4 (Destabilization Value: 161, the US Mobilization Level is 3
adds 6 to his Interdiction Table die rolls. At the moment the (Destabilization Value: 7), and the UN Rules of Engagement Level is
UN player makes this declaration, the Global Tension Level 3 (Destabilization Value: 12). The combined UN Destabilization
marker is increased by 2 levels (see 18.5). The UN player can Value is 35 (16+7+12). The UN player rolls a die and consults the
use atomic weapons only once per game. "35 to 38" column of the Global Tension Table. The die roll is 5.
Assume the NK player has declared a Chinese invasion of Formosa,
The NK player may receive CCF reinforcements due to + 1: A non-ROK UN unit occupies Kangwon-Pukto or Hwang-
Chinese Intervention, and he may call for Soviet Interven- hae province.
tion. Also, he can declare an invasion of Formosa. + 1: A ROK unit occupies P'yongan-Namdo or Hamyong-
19.1 Chinese Invasion of Formosa Namdo province.
Starting with Game Turn 5, if the NK player has not yet CCF Reinforcements due to Limited Intervention: The
obtained Limited or Full Chinese Intervention (see 19.2), he CCF divisions listed below are available to the NK player as
can declare a Chinese invasion of Formosa during the reinforcements as soon as Limited Chinese Intervention
Formosa Invasion Segment of the Political Phase of any Game occurs. If the NK player has not declared a Chinese invasion
Turn. Such a declaration can occur only once per game. of Formosa, he receives 12 CCF divisions; if the invasion has
The NK player has a Formosa Status Box on the map, been declared, he receives 8 CCF divisions. The last four
and a Formosa counter (one side reads "Formosa Invaded" divisions on the list below (followed by an asterisk) are avail-
and the other side reads "Formosa Not Invaded"). At the be- able only if the Formosa invasion has not taken place.
ginning of the game, he places the marker in the Formosa The designations are presented for historical purposes
Status Box with the "Formosa Not Invaded" side up. If the only; since all CCF divisions have the the same Combat
NK player declares an invasion of Formosa, the marker is Values, the NK player can use any CCF divisions.
flipped to the "Formosa Invaded" side. CCF REINFORCEMENT
The invasion of Formosa has the following effects: DIVISIONS
112th
• One is added to all Global Tension die rolls for the re-
mainder of the game (see 18.5). 113th
114th
• The number of reinforcing CCF units in Chinese Inter-
115th
vention is reduced (see 19.2).
116th
• The UN player cannot declare Nationalist Chinese Inter- 117th
vention after the invasion of Formosa has been declared 118th
( see 20.0). 119th
. 2 Chinese Intervention 120th
124th
There are two levels of Chinese Intervention: Limited or
125th
Full. The NK player must first achieve Limited Chinese In-
126th
tervention before declaring Full Chinese Intervention. As
each of these declarations is achieved, the NK player receives Placement of CCF Reinforcements: The reinforcing CCF
CCF reinforcements. divisions are kept in the CCF Holding Box on the map until
Limited Intervention
placement. The placement of a single CCF division on the
map is a specific Operation that must take place in the Oper-
At the beginning of any Reinforcement Segment, the NK ations Segment. When the NK player chooses such an Oper-
player can call for Limited Chinese Intervention under either ation, he takes one of the available CCF divisions from the
of the following circumstances: CCF Holding Box and places the unit on any Chinese Place-
• The UN player has declared Nationalist Chinese Inter- ment hex. As soon as the division is placed on the map, it
vention (see 20.0), or can be activated as part of the same Operation. This activa-
tion is performed normally.
• A UN unit (of any nationality) occupies a hex north of
A CCF unit cannot be placed in an enemy-occupied hex
the 38th Parallel.
or city, in an enemy Zone of Control, or in violation of
If either of these circumstances is in effect, and the NK stacking restrictions. The NK player can place a maximum
player declares Limited Chinese Intervention, he rolls the die. of one CCF division on a Restricted Chinese Placement hex
After applying any modifiers (see below), he consults the ( Hyesanjin and Musan) per Action Phase; however, an
Chinese Intervention Table. Cross-referencing the modified unlimited number of CCF divisions can be placed on a normal
die roll with the "Limited CCF Intervention" column, the Chinese Placement hex per Action Phase.
result will state either "Yes" (Limited Chinese Intervention
Modification of CCF Attack Values: In the first Attack
takes place) or "No" (Limited Chinese Intervention does not
Action by an active CCF unit following Limited Intervention,
take place).
the Attack Value of that unit only is multiplied by 2. Do not
Once Limited Chinese Intervention takes place, the NK
consult the Combat Value Modification Chart for this unit
player cannot call for it again for the rest of the game. If it
when it makes its attack.
does not take place, he can continue to call for it once per
Reinforcement Segment, as long as the conditions for inter- Full Intervention
vention outlined above are still met. The NK player can call for Full Chinese intervention dur-
Modifiers to the Chinese Intervention Die Rolls: The fol- ing any Reinforcement Segment if both of the following con-
lowing modifiers are not cumulative. The NK player can select ditions apply:
only one appropriate modifier per die roll. • Limited Chinese Intervention has already taken place;
+ 5: A non-ROK UN unit occupies P'yongan-Pukto, Chagang, • A non-ROK UN unit occupies a hex north of the 38th
Yanggang, or Hamyong-Pukto province. Parallel.
+ 3: A non-ROK UN unit occupies P'yongan-Namdo or When the NK player calls for Full Chinese Intervention,
Hamyong-Namdo province. he consults the Chinese Intervention Table in the same
+ 2: A ROK unit occupies P'yongan-Pukto, Chagang, Yang- manner as for Limited Intervention, except that he now refers
gang, or Hamyong-Pukto province. to the "Full Chinese Intervention" column on the table. The
following modifiers are applied to the die roll: Modification of CCF Attack Values: The Attack Values of
+ 5: A non-ROK UN unit occupies P'yongan-Pukto, Chagang, CCF units can be increased following Full Intervention:
Yanggang, or Hamyong-Pukto province. • In the first Attack Action performed by a CCF unit fol-
lowing Full Intervention, the Attack Value of that unit
+ 3: A non-ROK UN unit occupies P'yongan-Namdo or
only is multiplied by 2. Do not consult the Combat Value
Hamyong-Namdo province.
Modification Chart for this unit when it makes it attack.
+ 1: A non-ROK UN unit occupies Kangwon-Pukto or
Hwanghae province.
• During the Action Phase in which Full Intervention takes
place and the immediately following Action Phase (even
if this phase is in the next Game Turn), the Attack Values
Once Full Intervention takes place, it cannot be called of all CCF units (except the first unit attacking; see above)
for again for the rest of the game. If it does not take place,
are multiplied by 1 A. Do not consult the Combat Value
1
the NK player can continue to call for it once per Reinforce- Modification Chart for attacking CCF units during this
ment Segment, as long as the conditions outlined above still period.
apply.
58th 148th 79th Period is in effect for the remainder of Game Turn 6 and
59th 149th 80th throughout Game Turns 7 and 8.
60th 150th 81st
34th Division 34th Division 3. The UN player can allocate no more than 3 US air units
35th Division to close air support missions in each of the two succeeding
Air Mission Phases.
2nd Action Phase 29th Division 35th Division
44th Division 140th Division
When the NK player calls for Soviet Intervention, he rolls 17th G (Guards) Division
the die and consults the Soviet Intervention Table. No modi- 73rd Division
fiers are applied to this roll. The result will state "Yes" (Soviet 265th Division
Intervention takes place) or "No" (it does not occur).
Once Soviet Intervention takes place, it can never be Placement of Soviet Reinforcements: The Soviet reinforce-
called for again. If it does not occur, the NK player can con- ments are placed in the Soviet Holding Box on the map. Place-
tinue to call for it once per Reinforcement Segment, assum- ment of these reinforcements is identical to that of CCF
ing the conditions for intervention are still met. reinforcements, except Soviet units are placed only on a Soviet
Soviet Reinforcements Due to Intervention: The NK player Placement hex. The NK player can withhold these reinforce-
receives the following Soviet divisions once Soviet Interven- ments until a later turn if they cannot enter play or if he elects
tion occurs: not to deploy them.
During each Victory Point Phase, starting with Game Turn Losing Victory Points
2, the UN player gains and loses Victory Points (VP). This During the Victory Point Phase, the UN player checks
phase does not take place in Game Turn 1. The UN player the current Global Tension Level. He multiplies this level by
keeps a running total of his VP on the UN Victory Point Track. 5 and loses a number of VP equal to this product. For
At the end of the game the total number of VP gained by the example, if the Global Tension Level is 3, he loses 15 VP.
The Advanced Game scenario can end in three ways: Seoul Ch'ongjin
World War III: At the moment the Global Tension marker P'yongyang Najin
reaches Level 7 (World War III), the game immediately ends, Wonsan Hyesanjin
regardless of the Game Turn. Hamhung Manp'o
Military Victory: At the moment the UN or NK player ful- Hungnam Sinuiju
1. HISTORICAL NOTES: See the accompanying notes in the In- Mobilization, and Nationalist Chinese Intervention (see 18.0
troductory Scenarios (17.0) and in the Historical Perspective. and 20.0).
2. MAP: Use both maps in this scenario. B. NK Reinforcements: The NK player consults the NK
3. OPERABLE UN PORTS (At start): Inch'on, Kunsan, Masan, Pusan. Reinforcement Table during every Reinforcement Segment,
4. NK PRODUCTION CENTERS (At start): P'yongyang, Wonsan, Ham-
starting with Game Turn 2 (see 13.1). Communist Chinese
and Soviet reinforcements are made available through inter-
hung, Manp'o, Najin, Sinuiju, Hyesanjin.
vention (see 19.0).
8. GAME LENGTH: See 22.0.
5. NK-SET UP: Use the NK set-up provided in Scenario 1 (see
17.1). In addition, add a single NK garrison unit (Combat
Values: 0-1-3) to each of the following hexes: (South Map) 9. SPECIAL RULES: There are no special rules for this scenario.
4504, 5405, 5522, (North Map) 6224, 6633, 7038, 8244, 8649. The player aid card is not needed in the Advanced Game
Scenario. The NK and UN players may wish to remove their
6. UN SETUP: Use the UN set-up provided in Scenario 1 (see respective Charts and Tables pull-outs from the center of the
17.1). No UN units start the game on the Air Theater Dis-
rules for easier referral during play of the Advanced Game
play or in the FEC GHQ Reserve Box. Scenario. The pull-out Game Turn Record lists all the phases
7. REINFORCEMENT SCHEDULES and segments in each Game Turn as they are used in this
A. UN Reinforcements: The UN player consults the ROK scenario; also, special rules and restrictions that apply in each
Reinforcement Table during every Reinforcement Segment, turn are indicated.
starting with Game Turn 4 (see 13.1). US and UN ally rein- 10. VICTORY CONDITIONS: See 22.0.
forcements are made available by UN Intervention, US
THE KOREAN WAR, Page 41
Historical Perspective
by Joseph M. Balkoski
The Korean War is still an enigma to most Americans. Although not unheard of in American history, the con-
Some have labeled it "the first war the United States ever lost." cept of fighting a war without the ultimate objective of crush-
Others cite it as one of America's Cold War triumphs because ing the enemy was something of an anathema to the
a democratic, pro-Western nation was saved by timely in- American military. Nevertheless, a 1962 US Army Field
tervention against a powerful communist foe - something Manual - mindful of the lessons of the Korean War - stated,
the United States utterly failed to do in Vietnam. "The essential objective of US military forces will be to
The Korean War has still not found its proper niche in terminate the conflict rapidly and decisively in a manner best
history. Certainly, it was America's least conspicuous war of calculated to prevent its spread to general (nuclear) war." After
the 20th century. Korea never gripped the American public November 1950, this was the crux of American policy in
with the same patriotic fervor that unified the country dur- Korea and, for that matter, throughout the Vietnam War. In
ing the Second World War. Moreover, although Korea was Western circles, this policy was called "flexible response"; Mao
essentially a similar struggle to that fought in Vietnam 15 Tse-tung called it a "paper tiger." Whatever the case may be,
years later, the role of the American media was still emerg- the Korean War was a significant milestone in military
ing in 1950 and the true nature of the Korean War was not history. This conflict completely redefined the concept of
brought into the average American home. The domestic up- military victory as well as the means by which war in the
heaval that shook America during the Vietnam War was nuclear age would be fought.
unknown during the Korean conflict even though Korea was
far more intense and bloody on a daily basis. First Blows
Although the Korean War has been largely forgotten Militarily, the Korean War can be divided into two dis-
by the American public, it has had an immense effect on tinct periods. The first, fully dealt with in the game, began
American society over the past 30 years. Most importantly, with the North Korean invasion of South Korea on 25 June
America's perception of communism was unalterably trans-
1950 and lasted until 25 November 1950, when full-scale
formed by the Korean conflict in the minds of both the
Chinese intervention became painfully apparent to the United
government and the people. In addition, the American
Nations. During this period, the UN - although most defi-
military system, so recently triumphant in World War II, was nitely fighting a limited war - strove for the destruction of
forever changed by Korea. Above all, the Korean War was the North Korean People's Army and the unification of Korea
the first major conflict to be fought from start to finish within under a single democratic government led by the Korean
the nuclear age. It focused global attention on the frighten-
patriarch Syngman Rhee. However, from the intervention of
ing consequences of a potential nuclear war. China to the end of the war in July 1953 (a period only par-
How will future generations view the Korean War?
tially dealt with in the game), the United Nations utterly re-
Perhaps it will be seen as the parting shots of the Second
jected military victory as a course in the war, striving instead
World War. Maybe it will be perceived as the opening salvo
to make the war as costly as possible for the enemy while
of World War III. It could even be viewed as part of a local-
seeking an adequate negotiated settlement.
ized Asian upheaval that began at the turn of the century with The first period of the Korean War shook the US Army
the Chinese Revolution and is continuing in the present day to its very foundations. To the American people on the
in Southeast Asia. Whatever the case may be, the United homefront and later to historians, it seemed that everything
States engaged in its first major war against communism, a was going wrong. Although in retrospect this is only margi-
nascent policy that was to become a diplomatic obsession in nally true, the fact remains that the post-World War Two US
the years ahead both at home and abroad. It reached its zenith
Army was utterly unprepared to fight a conventional land
in the Vietnam War but by no means ended in that conflict.
The return of the Cold War in the 1980's corroborated the war - especially a war in Asia. Whether this unpreparedness was due to the American "nuclear umbrella" or just a
fact that since US intervention in the Korean War, the con- general war weariness leftover from the 1940's is unclear;
tainment of communism has been the paramount goal of
regardless, US Army units in 1950 were under-manned,
American diplomacy. under-equipped, and psychologically unprepared to fight a
war against a ferocious enemy. Disastrous local defeats in
New Objectives
the summer of 1950 at the hands of relatively weak North
Korean divisions support these facts. Nevertheless, the
" We had entered the Korean War because we were afraid "arrogant display of strength" that General MacArthur saw
that to fail to do so would produce a much greater danger as the sacrificial purpose of the initial American intervention
to Europe in the near future," wrote Henry Kissinger. "But force succeeded. After the destruction of much of the ROK
then the very reluctance to face an all-out onslaught on Army in the initial invasion, the odds of holding the Pusan
Europe severely circumscribed the risks we were prepared Perimeter were overwhelmingly against MacArthur for a
to run to prevail in Korea ... Ten years later we encountered time. The commitment of four US divisions and a Marine
the same dilemmas in Vietnam." Therein lay the paradox of brigade was enough to stem the tide, although just barely.
the Korean War - a struggle that the US most definitely What were later viewed as second-rate performances by
strove to win and, in fact, did win by November 1950, when American units during this period were in actuality more at-
MacArthur's lightning Inch'on campaign culminated in the tributable to the controversial strategic decision to commit
virtual destruction of the North Korean People's Army and ill-equipped US forces against heavy odds in unfamiliar
the occupation of most of North Korea. However, against all terrain. There is no question that without the commitment
US expectations, major communist Chinese intervention in of US forces, South Korea would have fallen.
the war crushed our military and political illusions entirely.
An Arrogant Display
To win the war after Chinese intervention would have re-
quired a national effort comparable to that achieved in World
War II - a policy that the Truman Administration immedi- With the US Army almost totally unprepared for war in
ately brushed aside; moreover, there would be a grave risk 1950, the American build-up in Korea that culminated in the
of initiating World War Three: this time a nuclear war. The resounding triumph at Inch'on and the destruction of the
rejection of this course of action meant that the Korean War North Korean People's Army must be viewed as a remark-
could not be won by the United States, at least according to able accomplishment. Forced to extemporize in the training
the conventional meaning of a military victory. and shipping of men to Korea, the US seven-division force
THE KOREAN WAR, Page 42
that bore the brunt of the conquest of North Korea was raised
virtually from scratch in about 65 days. Using the Second
World War as an analogy, 65 days after Pearl Harbor would
have been mid-February 1942 - long before the United States
would have been capable of launching seven divisions on a
trans-oceanic campaign against a determined foe. Moreover,
the fact that UN forces were generally well-supplied with war
materials was a masterful logistical accomplishment.
The essential purpose of THE KOREAN WAR simulation is
to correct some of the common military-political misconcep-
tions about the Korean War and to clarify, in military terms,
the strategic goals, options, and decisions faced by both sides
in the struggle. Additionally, the game attempts to portray
the realities of the Korean conflict at the operational (divi-
sion and regiment) level. Above all, the game strives to por-
tray the Clauswitzian dictum that "war is a continuation of
policy by other means ... Wars are in reality ... only the
expressions or manifestations of policy itself." In Korea,
American soldiers and diplomats found themselves irrevoc-
ably intertwined in a novel, unwanted and confused relation-
ship. The result was a war with nebulous goals that General
Omar Bradley called, "The wrong war in the wrong place at
the wrong time." Since the 1950's, history has clarified some
of the American goals in Korea, but the meaning of the war
is still a mystery to most Americans. In the words of General
Maxwell Taylor, "There was no thorough-going analysis ever
made of the lessons to be learned from Korea, and later policy-
makers proceeded to repeat many of the same mistakes."
Naktong River valley astride the Seoul-Kumch'on road. US 6th Division, for example, executed a blitzkrieg across south-
units again performed poorly; on 29 July, the 1st Battalion, western Korea, capturing Kunsan, Chonju, Kwangju, and
24th Infantry (an all-Black regiment) virtually disintegrated Mokp'o by early August and advanced towards Masan along
in panic in a position to the east of Hamch'ang. the southern highway against light resistance. The US 1st
MacArthur had expected that the 24th and 25th Divisions Provisional Marine Brigade (5th Marines and supporting
would be sufficient to stem the North Korean advance, but units) had to be rushed to Masan to help stem this threat,
he quickly realized that his projection was an underestimate. even though MacArthur was saving the Marines for his am-
The US 1st Cavalry Division, which was being held in Japan phibious counter-stroke. The US 25th Division was shortly
for a seaborne landing in the North Korean rear, was landed moved to this sector also. By the end of the month, the
amphibiously in a safe area at P'ohang-dong and was rushed southern segment of the Pusan Perimeter had stabilized west
to the front to replace the battered 24th Division. By the end of Masan despite continual North Korean attacks. On the
of July, the 1st Cavalry had been pushed out of Yongdong eastern side of the perimeter, dispersed ROK forces assem-
and was fighting in the vicinity of Kumch'on. bled near P'ohang-dong to prevent North Korean movement
Meanwhile, the ROKs and North Koreans were fighting down the "Kyongju Corridor" into Pusan. This defense was
a separate war in the Taebaek Mountains and down the east successful; the North Korean drive was halted at P'ohang-
coast road. By mid-July, the North Korean 5th Division had dong. The most significant sector of the Pusan Perimeter,
almost reached Yongdok on the east coast before ROK however, was the Taegu front. The North Koreans massed
resistance stiffened with the aid of naval gunfire from the five divisions in a semi-circle around Taegu and launched a
light cruiser USS Juneau and other American and British war- major offensive in early August. Opposing this drive was a
ships. By the end of July, the North Koreans had penetrated force consisting of the US 1st Cavalry Division, the 23rd In-
almost to Pohang-dong, which the United Nations command fantry (2nd Division, the first US Army formation to arrive
was determined to hold as the eastern anchor of what was directly from the US), and the 1st and 6th ROK divisions,
soon to be called the "Pusan Perimeter." both badly battered. The North Koreans made a major break-
through north of Taegu, advancing to within artillery range
Game Turn 3: August 1950 of the city. The ROK government decided to evacuate Taegu,
triggering a massive flow of refugees to Pusan. Nevertheless,
General MacArthur was determined to hold the
the UN defense held and even executed local counterattacks.
southeastern portion of Korea as a springboard for future
The arrival of the remainder of the US 2nd Division helped
offensive operations upon the arrival of substantial US rein-
turn the tide. By the end of the month, the Pusan Perimeter
forcements. General Walton Walker, the UN 8th Army com-
was holding firm although it was being assailed at all points.
mander, ordered the dispersed and battered US and ROK
forces to "stand or die" on the line of the Naktong River in
a giant semi-circle - from Masan in the south to P'ohang-
Game Turn 4: September 1950
dong in the east. The UN position was complicated by the One of the major reasons why the North Korean blitz-
rapidity of North Korean movements, even though the com- krieg petered out on the banks of the Naktong was the logisti-
munist divisions were non-mechanized. The North Korean cal nightmare created by the flow of supplies over 200 miles
THE KOREAN WAR, Page 44
Partial set-up for Scenario 2: September 1950
of poor roads and broken-down railways. Supply routes from strength; the North Koreans were caught completely by sur-
North Korea to the Naktong were under incessant air attack prise. The invasion's greatest roadblock lay in the tricky tides
by the Far East Air Force FEAF), based primarily in Japan. and channels of Inch'on, an obstacle that was overcome by
In addition, North Korean units attacking down the east coast masterful naval planning. The landing itself went according
road and those attacking Masan were virtually inaccessible to schedule. Within two weeks, Seoul was recaptured and
from the main North Korean supply routes; when these units the Marines were probing north of Seoul to the Imjin River
attacked, they were quick to run out of ammunition. On the and up the Uijongbu Corridor. The 7th Division came across
other hand, US and ROK forces were now fighting on Pusan's the beaches on the heels of the Marines and began deploy-
doorstep; huge amounts of supplies were at last beginning ing south and east to cut the supply lines leading south from
to build up in this port. Seoul. North Korean resistance was not insignificant;
Still, the North Korean People's Army - now relying on however, complete control of the air by FEAF as well as the
thousands of ill-trained replacements rushed into the firing fact that the best North Korean men and equipment were
line, many of them unwilling South Koreans - continued to far to the south assured success for MacArthur.
hammer at the Pusan Perimeter. Despite a near collapse on The Inch'on landing was only half of MacArthur's plan;
the ROK front near P'ohang-dong and several penetrations the other half was an offensive by Walker's 8th Army to break
of the American lines near Masan and the southern Naktong, the stalemate on the Naktong and drive the North Koreans
the Pusan Perimeter was held relatively intact. Walker was into the UN forces that had come ashore at Inch'on. This was
obligated to throw virtually his entire force into the front no easy task for Walker, for the North Koreans were still
lines, including the newly-arrived British 27th Brigade and attacking with a force of 13 divisions. Led by an assault by
the 65th Infantry (Puerto Rico National Guard) of the US 3rd the revitalized 24th Division from Taegu towards Kumch'on,
Division. UN forces successfully crossed the Naktong. However, North
In early September, MacArthur pulled the 1st Provisional Korean resistance was firm and a lightning offensive to link
Marine Brigade out of Korea, contrary to Walker's advice, up with the Inch'on force seemed out of the question. It is
and combined it with a miscellaneous group of Marine forces apparent that immediately after Inch'on, very few North
from the United States and the 6th Fleet in the Mediterranean Koreans fighting along the Naktong were aware that their sup-
into the 1st Marine Division. The 7th Division, which had ply lines had been cut. However, by 22 September, the news
never left Japan since the start of the war, was also augmented had spread and the North Koreans began to suffer severe sup-
and given amphibious training. With the stabilization of the ply shortages. On 23 September, the North Koreans on the
Pusan Perimeter, these forces could at last be launched on Naktong disintegrated. This collapse was complete; only four
MacArthur's pet project - an amphibious end-run, planned days later, elements of the 1st Cavalry Division linked up with
since the beginning of July. MacArthur's choice of Inch'on the 7th Division near Osan. Organized resistance in South
as a landing site was highly controversial among the US mili- Korea virtually ended, although many North Koreans melted
tary hierarchy, but its very audacity was perhaps its greatest into the Sobaek and Taebaek Mountains to carry out guerrilla
THE KOREAN WAR, Page 45
war. UN units pursued the North Koreans mercilessly; 2 November, a sudden assault by the CCF 115th and 116th
elements of a ROK division even reached the 38th Parallel Divisions struck the 3rd Battalion, 8th Cavalry Division at
by the end of the month. Unsan, a small village about 10 miles northwest of Kujang-
dent near Uijongbu. MacArthur promptly selected General Game Turn 8: January 1951
Matthew Ridgway, former commander of the "All-American"
82nd Airborne Division and the XVIII Airborne Corps in Following a period of mystery at the end of December
World War II, to succeed Walker. in which Ridgway knew little of Chinese whereabouts or in-
After what Time magazine called "the worst defeat the tentions, the Chinese struck 8th Army on 1 January. Repeat-
United States had ever suffered," the Truman Administration ing their failure of late November, UN intelligence was unable
seriously began to consider abandoning the Korean military to detect the massive build-up of Chinese and North Korean
effort and evacuating UN forces out of Inch'on or Pusan. On supplies and troops. Moreover, although UN forces had bol-
15 December, Truman declared a National Emergency; car- stered their line to a moderate degree, it was in no condition
rying the conflict to the Chinese mainland by means of a naval to withstand another Chinese blitzkrieg. Seoul fell on 4
blockade and a strategic bombing campaign appeared to be January. UN forces fell back to a general line running across
a distinct possibility. A major consideration was the fate of the Korean peninsula from P'yongt'aek in the west to
the isolated X Corps, hanging on to a defensive perimeter Samch'ok in the east. By late January, the UN defense had
in northeastern Korea, utterly isolated from Walker's forces solidified, helped by the shortened front (Korea was at about
to the south. Informed by the Joints Chiefs of Staff that "the its narrowest along this line) and by the X Corps troops -
preservation of your forces is now the primary consideration," just reaching the front after their arduous journey out of
MacArthur called for the evacuation of X Corps through Hungnam, into Pusan, and back northward into the - battle.
Hungnam. Withdrawing five UN divisions by sea would be Chinese logistical difficulties again were apparent, so much
another Dunkirk; to make matters worse, the five divisions so that the offensive dwindled after about three weeks. Ridg-
were strung out in widely separated columns along moun- way even ordered a limited UN offensive, Operation Wolf-
tain tracks in the Korean wilderness. In an operation that has hound, on 15 January.
passed into American military folklore, the US 1st Marine
Game Turn 9: February 1951
Division "attacked in the opposite direction" and successfully
reached Hungnam. Likewise, the other four divisions retraced
their steps and marched back into the Hungnam Perimeter. As in December, Chinese forces along the front broke
Finally, X Corps was evacuated on 24 December, abandon- contact with 8th Army in late January; Ridgway was hard-
ing not a single man (and taking about 98,000 Korean civilians pressed to determine their positions and intentions. His
with them). solution to this dilemma was to attack, with the dual pur-
THE KOREAN WAR, Page 4 7
pose of fixing the Chinese positions and establishing an offen- Game Turn 11: April 1951
sive spirit among his troops. Ridgway's main goal was not
the capture of territory, even Seoul - which was a devastated, 8th Army continued its methodical advances-with Oper-
abandoned city; instead, Ridgway strove for the maximum ations Rugged and Dauntless, moving deeper into North Korea
possible effort to inflict losses on the Chinese and North in an attempt to seize the critical road and rail centers of the
Korean forces. In the beginning of February, Operation "Iron Triangle" near Ch'orwon and Kumhwa. However,
Round-up pushed back light enemy resistance to the outskirts Ridgway was aware of a large Chinese build-up that could
of Seoul. However, opposition stiffened as Operations Killer erupt into a major enemy offensive at any time. This offen-
and Ripper were launched. Nevertheless, the 8th Army sive came on 22 April as 500,000 North Korean and Chinese
pushed on; fighting now became vicious, as for the first time troops from the Hwach'on Reservoir west to the Imjin
in the Korean War the UN and Chinese launched simul- launched a coordinated assault. UN forces withdrew about
taneous offensives. UN firepower and a vast logistical superi- 30 to 35 miles southward in fairly good order, inflicting huge
ority usually proved decisive, as General MacArthur pointed losses on the enemy. However, the major news of the month
out: "The enemy is finding it an entirely different problem occurred when MacArthur received an unexpected telegram
fighting 350 miles from his base than when he had a 'sanc- from Washington: "I deeply regret that it becomes my duty
tuary' in his immediate rear, with our air and naval forces as President and Commander-in-Chief of the US Military
practically zeroed out." Forces to replace you as Supreme Commander, Allied Powers
loss on the first day of the Battle of the Somme in July 1916, the front had stabilized along the lines at which the war would
known as "the bloodiest day in the history of warfare." The eventually end; this, however, would take two long years of
offensive probed well inside North Korea yet again. The frustrating negotiations. Peace talks began in mid-July in the
seesaw nature of the conflict and the recognition by both sides Kaesong area. Any hopes for a quick end to the conflict soon
that a military victory was either undesirable or unachiev- vanished as the war of words became virtually a second, but
able led to the first tentative approaches to peace. By June, very different, war.
when one considers that the two Koreas pack well over 50 Korean topography in the formulation of his grand strategy.
million people (as of the 1980's) in this small landmass. Today, His insistence on the Inch'on invasion in September 1950
South Korea is one of the most densely populated areas in presupposed that a quick recapture of Seoul would, for all
the world. intents and purposes, prevent any significant resupply of
Before the outbreak of the Korean War, southern Korean North Korean forces engaged around the Pusan Perimeter.
society was virtually non-industrial. Due to warmer temper- The actual campaign prove him dramatically correct.
A Land Divided
atures and heavier rainfall in the south, the southern popu-
lation was overwhelmingly agrarian. A huge fishing industry
also thrived in South Korea, at one point the seventh largest One of the reasons for the stratification of Korean society
in the world. South Korean industry was slow to develop be- in the years before the outbreak of the Korean War was the
cause mineral deposits and good sources of hydroelectric diversity of the land. By accident of geology, virtually all sig-
power were scarce. nificant mineral deposits, such as coal, zinc, tungsten and
South Korea is actually divided into two different regions, iron, lie within North Korea. As a result, almost all of Korea's
separated from one another by the Taebaek Mountain range industrial complexes were situated north of the 38th Parallel
in eastern Korea. From the Taebaeks (and their extension to in 1950, particularly on the west coast near P'yongyang and
the south, the Sobaeks), the land slopes down gradually to in the east around Hamhung. However, agricultural produc-
the west. Because the topography is relatively tame west of tion within North Korea has always been poor in compari-
the mountains, agriculture has always been paramount. East son with the south, mostly because over 80 percent of the
of the Taebaeks, however, the mountains drop precipitously land in the north is mountainous. Moreover, the few areas
to the sea, yielding a long and narrow coastal zone that is suitable for farming possess infertile soil.
rarely more than 20 miles across. The young rivers and The Taebaek Mountain spine that runs up the east coast
streams that flow rapidly from the mountains to the Sea of of South Korea continues northward for the entire length of
Japan have formed hundreds of tiny pockets of arable land, the peninsula. However, north of the 38th Parallel, the moun-
isolated from one another by the steep valley walls. Unlike tains branch out into bigger ranges, paralleling one another
the west coast, the eastern littoral has very few suitable ports. on a southwest-northeast axis. These mountain ranges are
In addition, its population density is low compared to the rest so extensive that many of the interior regions of North Korea
of South Korea. are virtually devoid of people. During the UN offensive into
The isolation of the South Korean east coast had a pro- North Korea in the fall of 1950, these mountains had a sig-
found effect on the conduct of the early stages of the Korean nificant effect on the course of the campaign. Because of the
War. Both the initial North Korean invasion in the summer poor east-west communication routes across the mountains,
of 1950 as well as the UN-ROK counterattack in the fall were MacArthur's northward thrust was conducted on two separate
essentially divided into two separate and distinct campaigns. fronts: the concentrated 8th Army under Walker on the west
The primary struggle, involving the vast majority of both coast and the dispersed X Corps under Almond to the east.
sides' forces, was fought west of the Taebaeks; a secondary There was little or no communication between the two; in
campaign, encompassing only a handful of divisions on each fact, a patrol from the easternmost unit of the 8th Army took
side, raged along the coastal road east of the mountains. The a week of arduous cross-country travel just to discover the
distinctiveness of these campaigns was very real, for the whereabouts of the X Corps' western flank. X Corps had the
Taebaeks are crossed by roads in very few places and those most difficult job; with a limited number of troops and meager
roads that do transit the mountains are hardly suitable for resources, the corps was ordered to advance to the Yalu along
major military operations. Moreover, a railroad crosses the mountain roads and tracks that were hardly suitable for the
Taebaeks at only one point. All of South Korea's major high- logistical tail of a modern army. When the US 7th Division
ways are oriented in a general north-south direction and reached the Yalu at Hyesanjin in November, they were sepa-
virtually all of these roads lead to Seoul. Generally, military rated from the nearest friendly unit, the 1st Marine Division,
historians accuse the North Koreans of a fundamental error by over 60 miles of trackless wilderness. The vicious counter-
in their invasion strategy by attempting to simultaneously attack, triggered by the Chinese on 25 November, exploited
support two separate offensives both west and east of the the huge gaps between UN forces and saw the deployment
mountains. Given the poor logistical flexibility and the limited of hordes of infantry, with little or no logistical tail, across
resources of the North Korean forces, simultaneous offen- desolate mountain paths that UN commanders had regard-
sives doomed both to failure. On the other hand, General ed as impassable for military formations. Attacked from all
MacArthur clearly took advantage of the unusual South sides, the UN forces suffered their worst defeat of the war.
THE KOREAN WAR, Page 50
5th Cavalry
1st Cavalry Division
7th Cavalry
8th Cavalry
3rd Infantry Division
7th Infantry
15th Infantry
65th Infantry (Puerto Rico National Guard)
24th Infantry Division
19th Infantry
21st Infantry
34th Infantry
25th Infantry Division
24th Infantry (Black)
27th Infantry
35th Infantry
28th Infantry Division
( Pennsylvania National Guard)
109th Infantry
110th Infantry
112th Infantry
29th Infantry Division
( Maryland/Virginia National Guard)
115th Infantry
116th Infantry
175th Infantry The Korean War Design Credits
43rd Infantry Division Game Design and Development: Joseph M. Balkoski
( Rhode Island/Connecticut National Guard) Developmental Editor: Michael E. Moore
103rd Infantry
169th Infantry Graphics: Ted Koller
172nd Infantry Cover Painting/Illustrations: James Talbot
45th Infantry Division Development Assistance: Roger Hollenbaugh
( Oklahoma National Guard) Historical Assistance: Colonel Robert Miller, US Army
157th Infantry Graphics Assistance: Rosaria Baldari
179th Infantry Editorial Assistance: Elizabeth Mizell
180th Infantry
Special Thanks: Thaek S. Choe, National Archives
Playtesters: Roger Hollenbaugh, Michael E. Moore,
1st Marine Division
1st Marines
Ron Nickelson, Michael Panicali,
7th Marines
Thom Roberts
5th Marines
Camera Dept. Supervision : Elaine M. Adkins
Production: Ted Koller, Michael E. Moore, Rosaria Baldari,
2nd Marine Division
2nd Marines
Robert Ryer, Colonial Composition,
3rd Marines
Monarch Services, Inc.
8th Marines
Project Oversight : W. Bill
Z4062 2/86