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THE KOREAN WAR, Page 2

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

3.0 Sequence of Play 6 15.0 Air Missions 25


7 15.1 Close Air Support Missions 25
4.0 Units and Terrain 15.2 Interdiction Missions 25
4.1 Unit Types 7
15.3 Limitations on Air Missions 25
4.2 Zones of Control 7
4.3 Terrain Features 7 16.0 Special Rules 26
4.4 Command Range 8 16.1 Game Turns 1 and 2 26
16.2 Game Turn 1 26
5.0 Supply 8 26
8 16.3 Game Turn 2
5.1 Depots
9 16.4 Winter Game Turns 26
5.2 Supply Points
5.3 Marker Removal 10 17.0 Introductory Scenarios 27
11 17.1 Scenario 1: The Invasion
Operations of South Korea 27
6.1 The Operations Segment 11 17.2 Scenario 2: The United Nations
6.2 Types of Operations 11 Strike Back 28
Activation 12 17.3 Scenario 3: The Chinese
7.1 Which Units Can Be Activated 12 I ntervene 30
7.2 Actions 12 17.4 Scenario 4: The United Nations
7.3 Movement Actions 12 Resurgent 32
7.4 Attack Actions 13 17.5 Scenario 5: Defeat into Victory ....33
7.5 Entrenching Actions 13
7.6 Fatigue 13 ADVANCED GAME
13 18.0 United Nations Commitment ...34
Assets
18.1 Commitment of UN Forces 34
8.1 Restrictions 13
18.2 UN Initial Intervention 34
8.2 Transfer of Assets 13
18.3 US Mobilization 35
9.0 Combat 14 18.4 UN Rules of Engagement 35
9.1 Combat Values 14 18.5 Global Tension 36
9.2 Initiating Combat 14
19.0 Communist Chinese Forces
9.3 How to Perform Combat 15
15 (CCF) and Soviet Forces 37
9.4 Combat Modifiers 19.1 Communist Invasion of Formosa ...37
9.5 Combat Results 17
19.2 Chinese Intervention 37
10.0 Reorganization and 19.3 Chinese Initiative Period 38
Amalgamation 19 19.4 Soviet Forces 38
10.1 Reorganization 19 20.0 Nationalist Chinese Forces ....39
10.2 Amalgamation 19
21.0 UN Victory Points 39
10.3 UN FEC GHQ Reserve Box 20
22.0 Ending the Game 40
11.0 UN Amphibious Operations ....20 22.1 Military Victory 40
11.1 UN Amphibious Capacity 20 22.2 Victory Conditions 40
11.2 Amphibious Assault 20
11.3 Amphibious Evacuation 21 23.0 Advanced Game Scenario 40
Historical Perspective 41
12.0 UN Parachute Units 22
The Game as History 42
13.0 Reinforcements, Reconstitution
and Enhancement 22 Korean Culture and Geography 48
13.1 Reinforcements 22 Notes on the War 50

THE KOREAN WAR, Page 3

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,

2.1 Game Components


A complete game of THE KOREAN WAR contains the fol-
lowing items:
• One Rules Booklet
• One Charts and Tables Booklet
• Two 22" x 32" Mapsheets
• Two Sets of 260 Playing Pieces
• One 8" x 11" Player Aid Card
• One 10-sided die
• One Counter Tray
THE KOREAN WAR uses a 10-sided die. Read "0" as "0" and
not as "10" as in many other games.

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.

2.3 Playing Pieces


Note: US Far Eastern Command FEC) ground units are
printed yellow inside the infantry symbol. US units and UN
The playing pieces (or counters) include military forces allies have their Reinforcement Letters printed on the front
from South Korea, North Korea, the United States, the United of their counters (see 18.1); ROK and NK units that are
Nations (including various member nations), Communist deployed on the map at the start of scenarios 1 and 5 (see 17.0)
China, Nationalist China, and the Soviet Union. Each of these and in the Advanced Game Scenario (see 23.0) have Hex Set-
forces is printed in a color that is unique to that force. up Numbers printed on the front of their counters.
THE KOREAN WAR, Page 5

UN Track Markers 2.5 The Map


There are two sections to the map: north and south. The
scenarios in Section 17.0 use only one map. The Advanced
Game (23.0) uses both maps. When both maps are required
for play, they should be joined together in the following
fashion:

The following abbreviations are used in the game:


Countries
BEL: Belgium
BRZ: Brazil
CAN: Canada
CBA: Cuba
CCF: Communist Chinese Forces
CHL: Chile
COL: Colombia
COM: Commonwealth
ETH: Ethiopia
FR: France
GR: Greece
NK: North Korea
NTH: Netherlands
PAK: Pakistan
PER: Peru
PHL: Philippines
ROK: Republic of Korea
THI: Thailand
TUR: Turkey
Note on the Map
UK: United Kingdom
UN: United Nations
Hexside 5816/5916 is incorrectly marked as a Province
US: United States Boundary hexside. Disregard the Province Boundary on that
Designations hexside, and instead treat hexside 5816/5917 as a Province
CAP: Capital Division Boundary hexside.
CAW: Carrier Air Wing
CV: Cavalry
G: Guards
HS: Hussars
MAR: Marine
PCL: Princess Patricia's Light Infantry of Canada
RPL: Replacement
TF SMTH: Task Force Smith
YNG: Yongdungp'o Police
Miscellaneous
AMP: Air Mission Phase
FEC: Far East Command
VP: Victory Point
1AP : 1st Action Phase
2AP: 2nd Action Phase
THE KOREAN WAR, Page 6

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

F. 2nd Action Phase H. Victory Point Phase


This phase is performed in Game Turn 1. Scenario 5 and Advanced Game only. Does not occur in
The players repeat the sequence of the 1st Action Phase,
Game Turn 1.
The UN player determines if he gains or loses any Victory
following segments 1 through 14 exactly. Points and keeps a cumulative total of these Victory Points
on the UN Victory Point Track (see 21.0).
G. UN Air Mission Termination Phase
I. Game Turn Indication Phase
Does not occur in Game Turn 1.
Occurs in all Game Turns.
All US air units are removed from the UN Air Theater The Game Turn marker is advanced one box on the Game
Display. Turn Track.

At the start of play, one person should be chosen as the Markers


United Nations (UN) player and the other as the North Korean
Markers are used to record various types of information
( NK) player. Both players should familiarize themselves with in the game. The US and NK player have individual sets of
the types of units they control. The UN player always con-
markers, and the tan counters are neutral and are used by
trols US and other miscellaneous UN forces, as well as the both players.
forces of the Republic of Korea (ROK) and the Chinese
Nationalists. The NK player controls North Korean,
Communist Chinese and Soviet forces. 4.2 Zones of Control
Only combat units ( not assets, garrisons, or miscellaneous
I Unit Types US units) exert Zones of Control (ZOC). A ZOC is defined
as the six hexes surrounding a combat unit (see diagram).
Ground Units Terrain features, such as rivers and estuaries, never limit
Ground units come in a variety of sizes and types. See ZOCs (that is, ZOCs extend across both these map features).
2.0 for an explanation of the symbology used to portray ZOCs affect movement, combat, and the tracing of a Com-
ground units. Ground units are grouped into four distinct mand Range or a supply line.
categories:

Combat Units: All divisions, brigades and regiments. These


are the most common units in the game. The front of the com-
bat unit is called its "Mobile" side and the back is called the
"Fatigued" side.

Assets: Armor and non-armor. Instead of a conventional


military symbol, these units possess tank silhouettes for
armor assets and soldier silhouettes for non-armor assets.
Assets do not have fatigued sides. 4.3 Terrain Features
The map portrays Korea at a scale of approximately
1:750,000. In order to regulate the movement of units, a hex-
field has been superimposed over the mapsheets. The Terrain
Chart printed on the map indicates the Movement Point cost
Garrisons: Units with a garrison symbol. Only the NK player for moving through the various types of terrain. There is also
uses these units. a simplified Terrain Chart printed in each player's Charts and
Tables pull-out. Terrain also affects the tracing of supply lines
and combat.
Natural Terrain Features: There are six types of natural
terrain hexes, each differentiated by a distinct color (see the
Miscellaneous US: All US parachute battalions and a special Terrain Chart on the map). In order of precedence from
unit called 'Task Force Smith." easiest to harshest for movement, these hexes are:

Air Units 1. Clear


All units bearing an aircraft symbol are US air units and 2. Broken
are used by the UN player. 3. Rough
Depots 4. Mountain
Both players possess depots, which are important for 5. Peak
supply purposes. 6. Reservoir

THE KOREAN WAR, Page 8

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.

4.4 Command Range


When using the Combat Results Table, only two types of
terrain are considered; the "Clear" line is used when a defend-
ing unit is in a clear hex; the "Non-Clear" line is used when Occasionally, depots must trace a Command Range. A
the unit is in any other type of hex. Command Range is traced through a path of contiguous
hexes, originating in the hex occupied by the depot and lead-
City and Town Hexes: Cities and towns appear within ing to the hexes occupied by combat units and assets. (The
hexes, although their presence does not affect the hex's hex occupied by the depot is always considered within its
natural terrain classification. Cities offer defending units a own Command Range.) The Command Range affects a unit's
die roll modifier when using the Armor Table; towns have attack and defense values.
no effect on game functions. Some cities are also considered The length of a Command Range depends on the terrain
Ports (marked with anchors on the map) and some are in each hex through which it is traced. The length of a Com-
Production Centers (see 14.0). mand Range is expressed in Movement Points (MPs); each
type of hex costs a variable number of MPs when tracing the
Coastal Hexes: A hex containing some land and some sea Command Range through it (see the "Command Range"
is called a coastal hex. Some coastal hexes are defined as column on the Terrain Chart on the map). The hex a depot
invasion hexes; each invasion hex has a corresponding occupies is not counted when determining Command Range.
Amphibious Assault Arrow (see 11.2). UN units attacking or There are three types of Command Ranges:
defending in a coastal hex receive die roll modifiers for US
Primary Command Range: A Primary Command Range
naval support (see 9.4). If there are two or more types of
is a path of contiguous hexes no more than 10 MPs in length.
terrain in a coastal hex, the hex is considered the higher prece-
dence terrain type. Secondary Command Range: A Secondary Command
Range is a path of contiguous hexes between 11 and 20 MPs
Roads, Trails and Railroads: These terrain features aid in length.
units in movement, although their presence does not affect Extended Command Range: An Extended Command
a hex's natural terrain type. Note that if a hex contains a road Range is a path of contiguous hexes more than 20 MPs in
and a railroad, a unit uses the road Movement Point cost for length.
Command Range Restrictions
traveling through that hex. Also, if a railroad goes through
a clear terrain hex, a unit spends only 1 Movement Point (MP)
to move through that hex. A Command Range cannot cross an estuary or an all-sea
hexside, nor can it enter an enemy-occupied hex, an enemy-
River and Estuary Hexsides: Rivers and estuaries affect
controlled city, or an enemy ZOC (unless a friendly unit cur-
movement and combat.
rently occupies that ZOC). A unit that is unable to have a
Border Hexsides: There are two types of borders: province Command Range traced to it by a friendly depot has its attack
borders and the 38th Parallel. Province borders are impor- and defense values severely reduced (see 9.1).

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.

• Any hex containing a UN Beachhead marker (the UN


tween the depot and the combat unit);
Each side (UN and NK) has its own Depot markers. Each
depot has a Depot Value, a number from 1 to 3. The higher
the Depot Value, the higher the Commitment Level a depot player only).
can provide to ground units. Depots cannot be placed in the hexes listed above if the
Depot Placement
following circumstances are in effect:
• The hex already contains a Depot marker;
• The hex contains an enemy unit;
During the Depot Placement Segment of an Action Phase,

• The hex is in a ZOC of an enemy unit and there is n


first the NK player can place depots on the map and can in-
crease or decrease the Depot Value of his already existing
depots; then the UN player places and modifies his depots. friendly combat unit in that hex.

THE KOREAN WAR, Page 9

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

bat units, it has no Defense or Anti-tank Values; any combat


supply a depot with a Depot Value of l (there is no Supply Point
result that calls for the elimination or retreat of the friendly
marker under the depot). The UN player checks and finds that there

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

depot being eliminated.


Table under Pusan and the Depot Value 1 sub-column, he rolls the
die and gets a 1. The result is 0 and so he receives no Supply Points

Supply Sources
for the depot. He does not place a Supply Point marker under the
depot because it has a Supply Level of 0.

The players draw supplies for their depots from different


It is now the NK player's turn. He has a depot in Chagang

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

NK Supply Sources: All Production Centers that are NK con-


sub-column; he rolls a 4 on the die, which is modified to a 1 result.
He finds that he gains 1 Supply Point for this depot. He flips the 1
trolled. Supply Point marker over to its 2 Supply Points side.
Supply Point Restrictions: In Game Turns 1 and 2, the
Depot Supply Status procedure outlined above is not used by either player, since
During the Depot Status Segment of each Action Phase, no depots are placed in these turns. In Game Turns 3 and
both players determine if their depots are in supply or isolated. 4, the UN player uses the "Game Turn 3" and "Game Turn
A depot is in supply if it can trace a continuous line of hexes
4" columns of the UN Depot Table when determining the
of any length to a supply source. The line cannot go through:
Supply Level of his depots that are in supply. These columns
• Enemy-controlled cities; are used regardless of the location of the depot and the sup-
• A hex containing enemy units; ply source to which it traces a line of supply. No modifiers
are applied to the UN die rolls during Game Turns 3 and 4.
• A hex in the ZOC of an enemy unit unless that hex also
contains a friendly combat unit. Die Roll Modifiers: Each player should check the modifiers
listed under his Depot Table.
If this line cannot be traced, the depot is isolated. Place
Starting with Game Turn 3, the following modifiers are
an Isolated marker on it. No markers are placed on depots
applied to all NK Depot Table die rolls (the modifiers are
that are in supply.
cumulative):

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.

4. The player consults his Depot Table. He finds the supply


source (step la for the UN player) or province (step 1b for Supply Point Expenditure
the NK player), and then locates one of the three columns
During the Supply Point Expenditure Segment of each
under it that corresponds to the depot's current Depot Value. Action Phase, first the NK player must state the number of
He rolls the die, applying the modifiers from step 3 to the Supply Points used up by each of his depots; then the UN
number rolled. The result will be a number from 0 to 3, which player states his number. The number of Supply Points
is the number of Supply Points immediately gained by the expended determines the Commitment Level of each depot.
depot. Spending Supply Points is completely voluntary. A depot can
5. The player places a Supply Point marker directly under- spend from 0 (minimum) to the number of Supply Points it
neath the depot that corresponds to the number of Supply currently possesses (a maximum of 3). The number of Supply
Points it just gained. If the depot already has a Supply Point Points spent is subtracted from the numbered Supply Point
marker under it, replace it with a new one reflecting its marker under the depot, and a new marker, reflecting the
augmented sum. A depot can have a maximum of 3 Supply depot's new Supply Level, replaces the old one. A depot that
THE KOREAN WAR, Page 10

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-

• player must determine their Supply Levels. The UN player cur-


supply line to a Production Center. They are not isolated, and so the mitment" marker atop the depot. In addition, he moves the Initiative
Level marker to the "1" box on his Initiative Track. The depot in hex
rently has an Interdiction Value of 6. During the Depot Supply Level C does not have any Supply Points to expend, and so the NK player
Segment, the NK player consults his Depot Table and rolls the die places a "Restricted Commitment" marker on it.
once for each depot. For the depot in hex B, the NK player rolls an During this segment, the UN player has expended 3 Supply
8; the UN Interdiction modifier reduces this result to a 2. Cross- Points from his depots. Thus, the UN player has initiative for the

• 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

An Operation is the fundamental method by which Ending the Operations Segment


players perform activities with their units. The players take
The Operations Segment can end in one of two ways:
turns performing Operations Sequences until one of them
"passes." The various Operations are described in more detail 1. If one player has already passed, it ends at the moment the
in later sections of the rules. second player passes.
2. /Game Turns 1 and 2 only): If the NK player has already
I The Operations Segment passed, it ends at the moment the UN player obtains a result
from his Initiative Table that has an asterisk (*) by it. The
Each of the two Action Phases in a Game Turn contains segment ends even if the UN player wishes to perform more
a single Operations Segment. Most of the activities performed Operations.
by the players take place in this segment.
The Operations Sequence
The Operations Segment consists of an indefinite num- 6.2 Types of Operations
ber of Operations Sequences. The player with initiative per- There are eight types of Operations:
forms an Operations Sequence, followed by the other player
performing one. The players must alternate performing Oper- 1. Activation
ations Sequences in this manner until one player "passes." 2. Amalgamation
Performing an Operations Sequence: The procedure for 3. Reorganization (UN player only)
an Operations Sequence is as follows: 4. Amphibious Assault (UN player only)
1. The player rolls the die and consults his Initiative Table, 5. Amphibious Evacuation (UN player only)
cross-referencing the die result with the column correspond-
6. Parachute Drop (UN player only)
ing to his current Initiative Level. (During Game Turns 1 and
2 and during the Chinese Initiative Period, players consult 7. Chinese or Soviet Placement/Activation (NK player only
special columns on their Initiative Tables, as described be- in the Advanced Game; see 19.0)
low.) The result on the table will be a number from 0 to 4. 8. Pass

EXAMPLE OF AN OPERATIONS SEGMENT: At the beginning of the


2. The player can now perform a number of consecutive Oper-
ations equal to the result in step 1. (If he obtains a "0," he
cannot perform any Operations and his Operations Sequence Operations Segment, the UN player has an Initiative Level of 3 and
the NK player has a level of 1. Thus, the UN player has initiative
is over, but this is not considered a "pass.") He places his Oper-
and is the first to perform an Operations Sequence. He rolls the die
ations marker in the proper box of his Operations Track. As and obtains an 8. Cross-referencing this result with the '2 to 3" In-
each Operation is completed, he reduces this marker by one itiative Level column of the Initiative Table, a result of 3 is obtained.
box. A player can select the same Operation more than once Thus, the UN player can perform 3 consecutive Operations. First, he
per Operations Sequence. declares Activation, then an Amphibious Assault and finally another
3. After a player has finished performing his desired num- Activation, completing his Operations Sequence.
ber of Operations (up to the limit determined in step 1), the The NK player rolls a die and obtains a 0. Cross-referencing this
result with the "l "Initiative Level column of his Initiative Table, a 0
Operations Sequence is over. If the other player has not is obtained. Thus, the NK player does not perform any Operations in
"passed," he can now perform an Operations Sequence as his sequence.
described above. However, if the opposing player has The UN player picks up the die and rolls a 4, which yields a 1
"passed," the same player who just completed an Operations on his Initiative Table. He declares a Parachute Drop for his Opera-
Sequence immediately begins another one. tion. The NK player rolls an 8, and so is allowed 2 consecutive
Operations this sequence. He declares an Activation and an Amalga-
A player is not obligated to perform as many Operations
mation.
as he rolled in Step 1, but he must complete at least one Oper- The UN player rolls a 4, allowing him 1 Operation, but he de-
ation in his sequence (assuming he obtains a result of 1 or cides to pass and does nothing more. The NK player rolls a 7 for 2
more from the Initiative Table). If he does not perform this consecutive Operations. First, he declares Activation and then a
Operation, he is considered to have "passed." While one player pass. (He could have continued to roll the die and perform Opera-
is performing his Operations Sequence, the other player can tions Sequences as long as he wanted and was able.) Since both
do nothing with his units. players have passed, the Operations Segment is over.

Passing 1st Cavalry Division comes ashore at Pohang.

Passing is a distinct Operation that can be chosen by a


player during an Operations Sequence. If a player passes, his
Operations Sequence ends immediately, and he does not per-
form any more for the rest of the Operations Segment. The
opposing player immediately proceeds to his Operations
Sequence, and he can continue to perform them for as long
as he is willing and able to do so without having to alternate
with the other player. If a player does not perform at least
one Operation in his Operations Sequence, he is considered
to have passed.
Mandatory Passing: Passing is normally voluntary.
However, a player must pass if he is unable to initiate any
Operations during his Operations Sequence.

THE KOREAN WAR, Page 1 2

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

7.1 Which Units Can Be Activated


to activate units as long as he has Operations available on
his Operations Track.
If a player declares an Activation Operation, he must
choose a single combat unit on the map to be activated. The 7.3 Movement Action
location and size (division, regiment or brigade) is irrelevant.
Combat units stacked in the same hex must be activated There are three types of Movement Actions: Tactical,
separately. Operational and Strategic. Depending on the type of move-
ment assigned to a unit, it receives a variable number of

The following units can never be activated:
Movement Points. The chart below lists the kinds of move-
Combat units on their fatigued counter-sides;

ment, their Action Point costs, and the Movement Points
Assets;

received.
NK garrisons; ACTION MOVEMENT


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

Normal 1 - 7.6 Fatigue


Intensive 2 +2 After a combat unit has completed its activation, it is
All-out 3 +3 flipped over to its fatigued side. Combat units on their
fatigued side cannot be activated (although they may take
Because a unit receives only 2 Action points in Game
part in an attack if adjacent to enemy units being attacked
Turn 1, it can never perform an All-out Attack in this turn.
by an active unit; see 9.2). Units placed on the map at the
7.5 Entrenching Actions beginning of the game or as reinforcements are always placed
with their mobile sides up.
An Entrenching Action costs 3 Action Points. (Entrench-
ing cannot be performed during Game Turn 1, since units Recovery
receive only 2 Action Points.) When a unit performs an During the Recovery Segment of the Action Phase, all
Entrenching Action, an Improved Position marker is placed combat units on their fatigued sides are flipped to their mobile
in the hex the unit occupies; if a unit performs an Entrench- sides. In the next Action Phase, they can again be activated.

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

THE KOREAN WAR, Page 14

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.

THE KOREAN WAR, Page 15

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

9.4 Combat Modifiers


inactive units participating in the attack are modified as
described in 9.1, above.
Armor assets participating in an attack use the special Several factors can modify a combat die roll. Modifiers
armor sub-sequence (see 9.4). are calculated in the following order of precedence:

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

A unit separated from an active attacking unit by an Close Air Support


estuary or all-sea hexside does not participate in that Attack Depending on the UN Close Air Support Level, 1 can be
Action. If a unit is in a hex that is adjacent to an inactive at- subtracted from the die roll if the UN player uses close air
tacking unit, but is not adjacent to the active attacking unit, support when his units are defending. Likewise, the UN
it does not take part in the combat. player can add 1 to his die roll for close air support when
Assets must participate in a defense; they can never be his units are attacking. A maximum of 1 per combat can be
withheld. added or subtracted from the die roll due to close air support.
In Game Turn 1, the NK is allowed 3 Close Air Support

Limitations on Attack Actions


bonuses which can add 1 to his die rolls when his units attack
(see 16.2).

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 .

Maximums for Modifiers


applied to Armor Table die rolls: 3 is added.
-3: At least one defending unit is separated from an attack-
ing unit with participating armor assets by a river hexside. All modifiers to the combat die roll are cumulative. Ac
Roads, trails and railroads that cross the same hexside have all the positive modifiers together and then subtract the negative modifiers. The maximum mfodierncavtl
no effect on this modification.
-3: At least one defending unit occupies a rough, mountain' more than + 5 or less than -4.

THE KOREAN WAR, Page 1 7

9.5 Combat Results


any available RPL unit of the same nationality as the unit
suffering the loss.
There are three types of combat results: US Far East Command Units: The first four US divisions
-: The attack has no effect and the combat is over. to enter play are the Far East Command FEC) units, and they
have lower Combat Values than other US divisions. The FEC
A: The combat has affected the attacking units but not the
defending units. units contain a yellow infantry symbol box on their counters,
as do their replacement units and component regiments.
D: The combat has affected the defending units but not the When a US FEC division suffers 1 or 2 step losses, it is
attacking units.
Elimination Results
replaced by an FEC replacement unit (that is, an RPL unit
with a yellow infantry symbol box). Similarly, if an FEC RPL2
unit is replaced by an RPL1 unit, the RPL1 unit must be an
An "Ae" or "De" result means that all attacking or defend-
FEC unit (with a yellow infantry symbol box). Non-FEC units
ing units, respectively, are eliminated (including assets - never use FEC replacement units.
even if they did not participate in the combat). Eliminated
units are removed from the map and placed aside. US Marine Units: US Marine divisions (and component regi-
Numbered Results:
ments) have an anchor symbol on their counters. When a US
Marine division suffers 1 or 2 step losses, it is replaced with
A numbered result ("Al" or'D3," for example) indicates a US Marine replacement unit (also with an anchor).
the number of steps lost by the affected player's units. If a Similarly, if a US Marine RPL2 unit is replaced by an RPL1
player suffers step losses, he must first apply these losses to unit, the RPL1 unit must be a US Marine replacement unit.
combat units. If all the units participating in the combat are
Retreat Results
eliminated, the player must satisfy remaining step losses by
eliminating non-combat units (even armor assets that did not
participate in combat). Within these limitations, a player can Defending units can also receive an "r" result in combat.
apply step losses to his affected units as he sees fit. If there Any combat result with an "r" means the defending units must
are not enough steps among all the affected units to satisfy retreat 3 continuous hexes. Some retreats are combined with
a result, excess step losses are ignored. step losses. In these case, apply the step loss results first.
Steps: Ground units consist of the following numbers of Assets assigned to a retreating unit must accompany that unit
steps: when it retreats.
If there are several hexes to which a unit can retreat, it
NUMBER OF
TYPE OF UNIT STEPS
must be moved to a hex which is farthest away from an
enemy unit. A unit that chooses to retreat but cannot fulfill
Division (full-strength) 3 its retreat obligations within the restrictions listed below is
Division (RPL2) 2 eliminated instead.
Division (RPL1) 1 Retreat Restrictions: A player can retreat his own units as
Regiment/Brigade 1 he wishes, within the following restrictions:
Garrison 1 • A unit can never retreat across a river, estuary or all-sea
US Parachute Battalion 1 hexside unless the hexside is crossed by a road, trail or
railroad. Otherwise, terrain has no effect on retreats.
• A unit can never retreat into an enemy-occupied hex or
Armor asset 2
Non-armor asset 1
Task Force Smith 1 into an enemy Zone of Control unless that ZOC is
occupied by friendly units.
• A unit can never end its retreat in violation of stacking
Application of Step Losses: A unit consisting of only 1 step
is eliminated when it suffers a single step loss. Units con-
restrictions.
• A unit can never enter the same hex more than once dur-
sisting of more than 1 step can absorb step losses and still
remain in play. A full-strength division begins play with the
counter portraying its divisional designation. As a division ing its retreat.
suffers step losses, it is substituted by replacement (RPL2 and Defender's Retreat Option: Defending units that receive
RPL1) units. an "r" result can choose to ignore this result and stay in place.
• Full-Strength Division: When a full-strength division The units immediately suffer 1 step loss (above and beyond
suffers 1 step loss, it is replaced by an RPL2 replacement any others that are called for) to stay in place.
unit of the same nationality. If the division suffers 2 step Attacker's Advance Option: If all the hexes occupied by
losses, it is replaced by an RPL1 replacement unit. If it defending units are vacated due to a combat result, the active
suffers 3 step losses, it is eliminated. attacking unit (and its assigned assets) can occupy one of these
• RPL2 Replacement: When an RPL2 unit suffers 1 step hexes. Moving into the vacated hex does not expend Action
loss, it is replaced by an RPL1 replacement unit. If it Points or Movement Points. This advance must take place
suffers 2 step losses, it is eliminated. immediately or not at all. Defending units can never advance.
• RPL1 Replacement: When an RPL1 replacement unit
If, due to the elimination of defending units, the defender
suffers 1 step loss, it is eliminated. has only assets left in a hex, he must immediately transfer
these assets (see 8.2). Then the attacking unit can advance
When a RPL unit is placed on the map, it assumes the into the hex.
Eliminated Units
role of the division it is replacing. If it replaces a unit that
was on its fatigued side, the RPL unit must be placed on the
map on its fatigued side. If it replaces an active unit, the RPL Eliminated ROK units and NK-controlled units are re-
unit is placed on the map on its mobile side, and it assumes moved from the map and are placed aside. Such units can
the original unit's remaining Action Points. enter play again in a variety of ways (see 10.0 and 13.0).
RPL units function as normal combat units in all respects. Non-ROK UN units (US, UN allies, but not Nationalist
They can be activated and are fatigued normally after com- Chinese) or assets that are completely destroyed are placed
pleting their activation. They are considered a division for in the "Destroyed Units" space of the UN Reconstitute Track.
stacking purposes. Such units can return to play according to the UN Reconsti-
Note that RPL units do not possess divisional designa- tution procedure (see 13.2). A unit is considered "completely
tions; when replacing a unit that has suffered step losses, use destroyed" under the following circumstances:

THE KOREAN WAR, Page 16

• 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

Combat and Fatigue


on its reverse side suffers 1 step loss;
• A non-armor asset suffers 1 step loss;
• An RPL2 replacement unit suffers 2 step losses;
The participation of a non-fatigued unit in combat does

• An RPL1 replacement unit suffers 1 step loss.


not automatically cause the unit to be fatigued. Remember,
however, that if the last Action performed by an active unit
RPL units that are completely destroyed are never put is combat, that unit does become fatigued after the resolu-
on the UN Reconstitute Track. Instead, the UN player selects tion of the combat.

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 KOREAN WAR, Page 1 9

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.

10.3 UN FEC GHQ Reserve Box


If these conditions are met, the owning player removes
all the RPL units and replaces them with a single full-strength
division of the same nationality in one of the vacated hexes. The UN player has a special box on the mapsheet,
Excess steps among the RPL units are lost (that is, two RPL2 representing units being held in Japan, which is called the
units would form only one full-strength division, not the UN FEC GHQ Reserve Box. There are four special spaces
division plus one extra RPL1 unit). in the box, which are described in later sections of the rules.
Assets: Assets assigned to RPL units that Amalgamate are UN assets in the FEC GHQ Reserve Box can be assigned,
automatically assigned to the full-strength division that transferred, or reassigned to combat units also occupying the
replaces them. Only three assets can be so assigned; if the box at any time.
RPL units have more than three assets among them, the ROK RPL units in the FEC GHQ Reserve Box may per-
excess can be immediately transferred to a friendly depot (see form Amalgamation at any time.
8.2). If they cannot be transferred in this manner, they are US and ROK units in the FEC GHQ Reserve Box may
build-up o r b reak-do wn at any time.

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.

11.1 UN Amphibious Capacity


Unopposed Amphibious Assaults: If the invasion hex cor-
responding to the Amphibious Assault Arrow is unoccupied
by enemy units, the assaulting combat unit (plus assets, if
During the UN Amphibious Capacity Phase, the UN
any) is placed in the invasion hex. Stacking restrictions still
player must place the Amphibious Capacity marker in the
apply (that is, there can only be one division or three regi-
box corresponding to his Amphibious Capacity for the turn.
ments/brigades in any one invasion hex). The assaulting com-
As each Amphibious Assault or Evacuation takes place, this
bat unit remains on its mobile side after placement.
marker is reduced by 1 box. When the marker reaches 0, the
UN player can no longer perform amphibious operations for
the rest of the Game Turn. Unused points from the Amphib- Opposed Amphibious Assaults: If the invasion hex cor-
ious Capacity cannot be saved; if not used in a particular responding to the Amphibious Assault Arrow contains enemy
Game Turn, they are lost. units, the assaulting combat unit must attack those units. This
attack is resolved normally, with the following exceptions:
• Use the "Amphibious Assault" line of the CRT, regard-
In the Introductory Scenarios in section 17.0, the UN play-
er is given a certain number of Amphibious Capacity points
less of the terrain occupied by the defending units.
• Attacking and defending units always use their printed
as indicated below. (The Amphibious Capacity Track on the
map has these points printed under the respective boxes.) In
the Advanced Game, however, the UN Amphibious Capacity Combat Values during an Amphibious Assault. Players
depends on the US Mobilization Level (see 18.3). never consult the Combat Value Modification Chart.
AMPHIBIOUS • Units that are adjacent to the invasion hex do not parti-
GAME TURN CAPACITY
cipate in this combat, regardless of which player controls
1 0 them.
2 1* • Non-armor assets can participate in the subsequent com-
3 2 bat, but armor assets, even if assigned to the assaulting
4-10 3 units, cannot. (Thus, the armor sub-sequence described
in 9.4 does not take place.)
• Close air support can be used during an Amphibious
11-12
': The UN player cannot conduct Amphibious Assaults during the
1st Action Phase of this turn. Assault (see 15.1). The UN player automatically adds 3

11.2 Amphibious Assaults


(not 1) to his combat die roll for Naval Support in all Am-
phibious Assaults.
All UN combat units (plus assigned assets) occupying the • The UN player cannot use Intensive or All-out Attacks
FEC GHQ Reserve Box are eligible to participate in Amphib- in Amphibious Assaults.

How to Perform Amphibious Assaults


ious Assaults.
Combat results are applied normally. If the invasion hex
is completely vacated by NK units, the assaulting combat unit
An Amphibious Assault is a distinct Operation (see 6.2) ( plus assets, if any) is placed in this hex. The combat unit
that only the UN player can choose. When the UN player remains on its mobile side.
declares an Amphibious Assault, he removes one combat unit An NK garrison that suffers a retreat result is automati-
of any size from the FEC GHQ Reserve Box and places it on cally eliminated.
any Amphibious Assault Arrow on the map. (Each Amphib- If the invasion hex is not completely vacated by NK units,
ious Assault Arrow contains the number of one invasion hex the assaulting unit is returned to the FEC GHQ Reserve Box.
and indicates the name of the town or city in the hex, if any.) Any adverse combat results (except retreats) are applied to
Immediately before this placement, the UN player is free to the assaulting unit. It can be used for another Amphibious
assign up to three assets to the unit (if it is a division) or a Assault later, even during the current Action Phase and
single asset to it (if it is a regiment or brigade) from among against the same invasion hex.

THE KOREAN WAR, Page 21

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.

THE KOREAN WAR, Page 22

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.

THE KOREAN WAR, Page 23

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.

Controlling Enemy Cities


Control markers in these cities.
If the NK player gains control of a UN port, any Mine-
A player gains control of an enemy's city as soon as he sweeping marker in the hex is removed. Ports alone never
moves an active unit into the city hex. The unit does not have act as NK supply sources, unless the port is also a Produc-
to stay in the hex to maintain control; as long as the unit tion Center (the only two port/Production Centers are Wonsan
moves through the hex during its activation, the city comes and Najin). At the moment the NK player gains control of
under the player's control. A Control marker of the appropri- a port hex, he must place a single NK garrison in the hex.
ate nationality is placed in a captured city hex. It remains The garrison remains in the port hex until eliminated (any
in the hex until the other player regains control of the city "r" result eliminates a garrison). A port hex can be garrisoned
within his country, at which time the Control marker is several times during the game, but only one garrison unit can
removed. occupy any given port hex at a time.

14.3 Production Center


14.2 Ports
Some cities are designated as Production Centers. The
Some cities are designated as ports (they have anchor control of these cities is important for NK supply purposes.
symbols). The control of ports is important for UN supply Unless contradicted by scenario instructions, all Produc-
purposes. Unless contradicted by scenario instructions, all tion Centers are operable NK supply sources at the start of
ports south of the 38th Parallel are operable UN supply each scenario. At the moment the UN player gains control
sources at the start of each scenario. Ports are also impor- of a Production Center, it ceases to function as an NK supply
tant for UN reinforcements (see 13.1). source. The Production Center begins to function again as
Minesweeping
a supply source as soon as the NK player regains control of
the hex. Production Centers are also important for NK rein-
If the UN player gains control of port in North Korea or forcements (see 13.1). The UN player can never use Produc-
if he regains control of a port in South Korea, he must place tion Centers for supply sources unless they are also ports (that
a Minesweeping marker in the port hex. A port is not an oper- is, Wonsan and Najin).

THE KOREAN WAR, Page 25

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.

15.3 Limitations on Air Missions


stricted Road Movement markers (if any) are removed as
well. (See below for more details.)

15.1 Close Air Support Missions


During Game Turn 1, the UN player cannot perform air
missions. Also, although he does not have any air units, the
NK player receives 3 close air support bonuses (see 16.2).
An air unit assigned to close air support is placed in the During Winter Game Turns (6-10), the following restric-
"Air Unit Holding Box" of the Air Theater Display. The UN tions are placed on UN air missions:
player combines the Close Air Support Values of all units in • A maximum of 4 air units can be assigned to close air
the box and places the Close Air Support Level marker in support missions;
• Subtract 2 from all UN die rolls on the Interdiction Table.
the numbered box on the Close Air Support Track that cor-
EXAMPLE OF AIR MISSIONS: The UN player has eleven air units: five
Effects of Close Air Support
responds to this sum.
with a Close Air Support Value of 0 and an Interdiction Value of 4,
Close air support can be used to aid UN units that are and six with a Close Air Support Value of 2 and an Interdiction
Value of 1. During the Air Missions Phase, he decides to allocate
attacking, defending or performing Amphibious Assault. A
three 2-1 air units to close air support missions. He places these
maximum of 1 point per combat can be assigned; as the UN units in the "Air Unit Holding Box" and moves the Close Air Support
player uses his Close Air Support Points, he moves the marker Level marker to 6 (2+2+2).
down the track, one box per point used. When the marker Next, he allocates four 0-4 units to interdiction in Hwanghae
reaches 0, no more close air support missions can be used province and one 0-4 unit and three 2-1 units in Pyongan-Pukto
for the rest of the Game Turn. province. Because each of these provinces have four air units on in-
A Close Air Support Points gives a + 1 or - 1 combat die terdiction, he places a Restricted Road Movement marker in each.
roll modifier when a ground unit is attacking or defending, The Interdiction multiplier for Hwanghae province is "x 3" and the
respectively. During Amphibious Assaults, it gives a + 1 com- combined Interdiction Values of the air units is 16; thus, the modi-
fied Interdiction Value is 48 (16x31. The multiplier for P'yongan-
bat die roll modifier to the assaulting unit."
Pukto is "x5" and the combined Interdiction Values for the air units
is 7; thus, the modified Interdiction Value for this province is 35

15.2 Interdiction Missions


(7x5). The sum for Interdiction Values in both provinces is 83
(48+35).
The UN player consults the Interdiction Table and rolls the die,
An air unit performing interdiction must be assigned to getting a 7. Cross-referencing the 7 with the "79 to 99" column of the
a specific province on the Air Theater Display. A maximum Interdiction Table yields a result of 6, which is the UN Interdiction
of 4 air units can be assigned to an interdiction mission with- Level for the turn. He places the Interdiction Level marker in this
in a single province at any given time. The following proce- box on his Interdiction Track.
THE KOREAN WAR, Page 26

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.

16.2 Game Turn I


Winter Game Turns (6 through 10) affect the UN player's
air missions (see 15.3). In addition, during these turns, the
UN and NK players subtract 1 from all Depot Table die rolls
The following special rules apply to Game Turn 1 only. (see 5.2).
THE KOREAN WAR, Page 2 7

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-

The Invasion of South Korea


ple is worse than death itself. We will fight as a team. If some
of us die, we will die fighting together."
1. HISTORICAL NOTES: On the morning of Sunday, the 25th of 2. MAP: Use only the southern map in this scenario.
June, 1950, the North Korean People's Army attacked across 3. OPERABLE UN PORTS: Inch'on, Kunsan, Masan, Pusan.
the 38th Parallel in a furious, coordinated offensive against 4. NK PRODUCTION CENTERS: Pyongyang, Wonsan.
South Korea. According to a Pyongyang radio broadcast that
5. NK SET-UP : All of the following units are NK nationality. The
morning, the "righteous invasion" was aimed at the downfall
of the South Korean government led by "the bandit traitor division size units' Combat Values are listed as Attack/Anti-
Syngman Rhee." tank/Defense. Armor assets' Combat Values are listed as
The roots of this struggle were highly complex. The long Armor/Anti-tank. Note that the hex set-up numbers for this
fuse was lit hundreds of years previously when Korea was scenario are listed on the fronts of the NK counters. ( Desig:
bounced mercilessly among Japan, China and Russia in the Designation.)
COMBAT SET-UP
DESIG VALUES HEX
struggle for hegemony in the Far East. The short fuse had
its origins at the end of the Second World War when, shortly
after the Potsdam Conference in July 1945, the Big Three 6 12-3-7 4412
agreed that upon the downfall of Japan, Soviet forces would 1 12-3-7 4314
occupy the Korean peninsula north of the 38th Parallel while 3 12-3-7 4318
American forces would occupy the south. Closely resembling 4 12-3-7 4317
the situation in Germany at the close of the war, the 38th 12-3-7 4221
Parallel - which was never intended to be an inviolable in- 7 12-3-7 4224
ternational boundary - quickly became a rigid "iron curtain." 5 12-3-7 4129
Unlike Germany, however, Soviet and American forces with- 13 12-3-7 5808
drew shortly after the close of the war, leaving North Korean 15 12-3-7 4822
communist forces staring angrily across the border at their 10 12-3-7 5709
ARMOR
countrymen from the south.
In the period 1946-1950, North Korea achieved a remark-
able military build-up, far surpassing the efforts of their 203 8-2 4314
southern neighbors. One major advantage was that a good 109 8-2 4318
one-third of the North Korean People's Army were highly 107 8-2 4317
trained veterans of the Chinese Revolution, who had just been 205 8-2 5709
repatriated by the Communist Chinese government after the 6. UN SET-UP: All of the following units are ROK nationality,
successful termination of that struggle. When it came, the regiment size. Note that the hex set-up numbers for this
invasion across the 38th Parallel was a complete surprise to scenario are listed on the front of the ROK counters. The UN
the South Koreans, even though a virtual state of war had player does not begin the game with any units in the FEC
existed between the two countries well before the 25th of
ET-
S UP
GHQ Reserve Box or with any air units.
June 1950.
COMBAT COMBAT SET-UP
The goal of the North Korean invasion was to unify the DESIG DESIG
Korean peninsula under a single communist-led government.
11 2-1-2 3915 22 2-1-2 1625
Militarily, the invasion was a remarkable success at first,
despite the relative strength of the South Korean forces along 12 2-1-2 4312 23 2-1-2 1625
the Parallel. Seoul was captured in less than five days, and 13 2-1-2 4214 15 2-1-2 1210
by the end of July, North Korean columns were rapidly press- 1 2-1-2 4217 20 2-1-2 1914
ing southward in the face of collapsing resistance. The inter- 3 2-1-2 4117 25 2-1-2 3020
vention of United States Far East Command forces stationed 9 2-1-2 4117 5 2-1-2 2416
in Japan did not deter the North Korean advance; one US 7 2-1-2 4122 16 2-1-2 2021
division (the 24th) was virtually destroyed in this delaying 8 2-1-2 3824 2 1-1-1 3715
action. Nevertheless, the initial US intervention - in General 19 2-1-2 3421 18 1-1-1 3815
MacArthur's words, "An arrogant display of strength" - was 10 2-1-2 4029 17 1-1-1 2111
not intended to defeat the North Korean Army, but to slow 21 2-1-2 3431 YNG 1-1-1 1018

THE KOREAN WAR, Page 28

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

THE KOREAN WAR, Page 29

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

GAME REINF COMBAT


TURN PHASE LETTER SIZE TYPE DESIG VALUES
of the 2nd Action Phase in Game Turn 4, the UN player con-
sults the "Game Turn 4" column of the UN Depot Table,
4 2AP regardless of the location of his depot or the supply source
5 AMP J - Air CAW-3 1-1 to which it traces a link (see 5.2). The NK player determines
AMP J - Air 27 2-1 his Supply Level normally during this turn.
1AP I. One way the UN player earns Victory Points is by exiting
1AP K III Inf 65 4-2-3 his units off the north edge of the map. The Movement Point
1AP K III Par 187 4-2-3 cost to exit the map-edge is equal to the Movement Points
2AP " expended by the unit to enter the hex from which it intends
to exit the map.
*: UN player rolls the die and consults the ROK Reinforcement Table
(see 13.1). If the optional parachute rule is being used, see 12.0. 10. VICTORY CONDITIONS: At the end of the game, the UN
B. NK Reinforcements: The NK player rolls the die and player receives VP for controlling cities and for units exited
consults the NK Reinforcement Table during every Reinforce- off the north map-edge according to the following schedules:
ment Segment, starting with the 2nd Action Phase of Game UN-CONTROLLED VICTORY
CITIES POINTS
Turn 4 (see 13.1).
8. GAME LENGTH: The scenario starts with the UN player
Seoul 10
allocating US air units to missions during the Air Mission P'yongyang 10
Phase of Game Turn 4; however, all other phases are skipped Wonsan 8
until the 2nd Action Phase at which point the game begins. Chinnamp'o 5
The scenario ends at the completion of Game Turn 5. Namch'onjom 5
9. SPECIAL RULES All other South Korean cities 1
A. No more than 4 US air units can be allocated to close air
UN UNITS EXITED OFF VICTORY
support missions during the Air Mission Phase of Game Turn NORTH MAP-EDGE POINTS
4. The UN player should use the Air Theater Display on the US division 4
player aid card.
ROK division 3
B. No US air units can be assigned to interdiction missions
in the four northernmost provinces (P'yongan-Pukto, Cha- Any regiment/brigade
gang, Yanggang, and Hamyong-Pukto). Assets 0
C. During the FEC Enhancement Phase of Game Turn 5, the The UN player can also lose Victory Points. For every
UN player can enhance all remaining US FEC units on the NK division (including RPL units) south of the 38th Parallel
map (see 13.3). at the end of the game, the UN player loses 2 VP.
D. Skip the UN Reconstitution Segment of all Action Phases To determine the winner, calculate the total number of
in the scenario. Damaged or destroyed UN combat units can- UN VP at the end of the game and consult the following
not be replaced. schedule:
E. Place NK Control markers in the following cities at the WINNER AND LEVEL VICTORY
OF VICTORY POINTS
start of the game: Seoul, Inch'on, Yongdungp'o, Taejon, Kun-
san, Mokp'o, Chonju, Kwangju, and Kumch'on. UN Decisive Victory 70 or more
F. If a unit is forced to retreat off the edge of the map, it is UN Substantive Victory 60-69
eliminated. UN Marginal Victory 51-59
G. If the UN player gains control of P'yongyang and Won- Draw 50
san, the NK player does not consult the NK Reinforcement NK Marginal Victory 37-49
Table during the Reinforcement Segment. NK Substantive Victory 27-36
H. Remember that during the Depot Supply Level Segment NK Decisive Victory 26 or less

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:

THE KOREAN WAR, Page 32


WINNER AND VICTORY WINNER AND VICTORY
VICTORY LEVEL POINTS VICTORY LEVEL POINTS
NK Decisive Victory 60 or more UN Marginal Victory 30-39
NK Substantive Victory 50-59 UN Substantive Victory 20-29
NK Marginal Victory 40-49 UN Decisive Victory 19 or less

4: Scenario CCF COMBAT SET-UP CCF COMBAT

he United Nations Resurgent


UNITS VALUES HEX UNITS VALUES HEX

196 12-3-6 3315 45 12-3-6 4122


1. HISTORICAL NOTES: Despite the devastating military defeats 197 12-3-6 3317 44 12-3-6 4125
198 12-3-6 3418 29 12-3-6 4123
inflicted on UN forces by the Chinese November Offensive,
it soon became apparent that the Chinese could not achieve 77 12-3-6 3421 179 12-3-6 5609
a decisive victory due to their lack of mechanization, their 76 12-3-6 3324 180 12-3-6 5709
abyssal logistical services, and the complete command of 60 12-3-6 3715 181 12-3-6 5808
the air by UN air forces. Moreover, the Chinese had suffered 59 12-3-6 3716 149 12-3-6 5716
enormous losses in their drive southward at the end of 1950. 79 12-3-6 4712 150 12-3-6 5815
This drive swept them back into the North Korean capital 126 12-3-6 4124 NK
of P'yongyang, over the 38th Parallel into South Korea, and 124 12-3-6 3718 UNITS
into the South Korean capital of Seoul. By the end of January 35 12-3-6 3621 8 12-3-7 3226
1951, the Chinese (plus a rejuvenating North Korean People's 34 12-3-6 3622 31 12-3-7 3329
Army) held a line across the Korean peninsula roughly 25 31 12-3-6 3623 6 12-3-7 3531
miles south of Seoul. UN forces, still recovering from their
losses in November and December, progressively lost con-
tact with the Chinese in January. The Chinese offensive had
at last petered out. REINF COMBAT
When General Walton Walker, commander of the UN NATION LETTER DESIG SIZE TYPE VALUES HEX (OR AREA)
Eighth Army, was killed in a jeep accident on 23 December US A CAW-1 - Air 1-1 Air Display
1950, the FEC Commander, General MacArthur, selected US D CAW-2 - Air 1-1 Air Display
World War Two paratrooper General Matthew Ridgway to US J CAW-3 - Air 1-1 Air Display
succeed him. Ridgway instilled both new confidence and new US A 8 - Air 2-1 Air Display
strategic thinking into the ranks of Eighth Army. On front- US D 35 - Air 2-1 Air Display
line inspections, he assured himself that his forces were not
US D 49 - Air 2-1 Air Display
yet completely defeated, as many officers - both in the front-
US G 18 - Air 2-1 Air Display
lines and out - seemed to believe. Also, Ridgway developed
US G 51 - Air 2-1 Air Display
a new military strategy which coincided with the apparent
US J 27 - Air 2-1 Air Display
UN decision to reject the concept of complete military victory,
US P 4 - Air 2-1 Air Display
given the entry of China into the war. Thus, Ridgway no
longer sought the conquest of North Korea; instead, he US D 3 - Air 2-2 Air Display
demanded devastating firepower and methodical offfensives US M 452 - Air 2-2 Air Display
that strove to inflict maximum losses on the Chinese and US G 1MAR - Air 1-0 Air Display
North Koreans while preserving UN lives to the highest US D 19 Air 0-4 Air Display
possible degree. US D 22 Air 0-4 Air Display
In his first tentative offensive, code-named Operation US G 92 - Air 0-4 Air Display
Thunderbolt, Ridgway discovered an important fact; his US G 98 - Air 0-4 Air Display
opponents were in fact in worse shape than he thought pos- US G 307 - Air 0-4 Air Display
sible, as it appeared that the enemy front was lined with light US - 3 XX Inf 20-6-11 3115
covering forces only. In his second offensive, known as US - 24 XX Inf 20-6-11 3218
OperationRud-
and launched at the beginning of February US - 2 XX Inf 20-6-11 3221
1951, Ridgway pushed the enemy back into the outskirts of
US - 7 XX Inf 20-6-11 3123
Seoul, by now an utterly devastated city of little military
US - 25 XX Inf 20-6-11 3116
value. However, Chinese resistance stiffened as Seoul and
US - 1CV XX Inf 20-6-11 3219
the 38th Parallel were neared. Additional offensives, code-
US - 1 XX Mar 26-6-15 3024
named Operations Killer and Ripper, steadily gained ground
and inflicted enormous losses on the enemy. US L 64 - Ast 9-2 3115
By the end of March 1951, UN forces had reached a line US F 89 - Ast 8-2 3218
roughly along the 38th Parallel. The war had come full cir- US E 72 - Ast 8-2 3221
cle; the forces had returned to the positions in which the war US F 73 - Ast 9-2 3123
had started, although both sides were now vastly more power- US H 79 - Ast 8-2 3116
ful in men and equipment. In fact, the armies along the 38th US F 70 - Ast 8-2 3219
Parallel were so strong that it became apparent that a mili- US E 1 MAR - Ast 9-2 3024
tary victory for either side in the conflict was well-nigh im- COM L 29 X Inf 4-2-3 2915
possible. From this moment on, the politicians assumed a
COM H 27 X Inf 4-2-3 3121
more important role in the war than the generals, although
TUR L 1 X Inf 4-2-3 3018
the bitter struggle was to continue roughly along this line for
over two years. ROK - 1 XX Inf 10-4-6 3117
ROK 8 XX Inf 10-4-6 3026
2. MAP: Use only the southern map in this scenario.
ROK - 5 XX Inf 10-4-6 3129
3. Kunsan, Masan, Pusan. ROK - 9 XX Inf 10-4-6 3331
OPERABLE UN PORTS:

4. NK PRODUCTION CENTERS: Wonsan, Pyongyang. PHL K 10 - Ast 1-0-1 3123


5. NK SETUP: The NK player controls division-sized CCF and NTH N 1 - Ast 1-0-1 3115
NK forces in this scenario. GR N 1 - Ast 1-0-1 3218

THE KOREAN WAR, Page 3 3

REINF COMBAT UNCONTROLLED VICTORY


NATION LETTER DESIG SIZE TYPE VALUES HEX (OR AREA) CITIES POINTS

FR N1 Ast 1-0-1 3221 Seoul +5


THI N 21 - Ast 1-0-1 3219 Inch'on +2
CAN U PCL - Ast 1-0-1 2915 Yongdungp'o +2
BEL W1 - Ast 1-0-1 3116 Each North Korean city +2
UN - Depot - 3(1)' 3020
*: Before the start of the game, a UN depot with a Depot Value of Victory Point Losses
3 and 1 Supply Point under it is placed in hex 3020. CCF/INK UNITS IN SOUTH VICTORY
KOREAN PROVINCES POINTS
7. REINFORCEMENT SCHEDULES: During each Reinforcement Each division in
Segment, the UN player consults the ROK Reinforcement Ch'ungch'ong -2
Table and the NK player consults the NK Reinforcement Each division in
Table (see 13.1). No other reinforcements are available. Kyongsang-Pukto -2
8. GAME LENGTH: The scenario starts at the beginning of Game
UNITS DESTROYED UN VICTORY
Turn 9 and ends at the completion of Game Turn 10.
9. SPECIAL RULES Each UN division -2
A. The UN player can assign US air units to interdiction mis- Each UN regiment/brigade -1
sions in all provinces of North Korea except Hamyong-Pukto.
Since both turns are Winter Game Turns, the restrictions of
16.4 are applied. A full-strength division is destroyed if it suffers 3 step
losses; an RPL2 is destroyed if it suffers 2 step losses; an RPL1
B. The UN player cannot make any Amphibious Assaults in or regiment/brigade is destroyed if it suffers 1 step loss.
the scenario.
To determine the winner and the level of victory, calcu-
C. The Chinese Initiative Period is over by the start of this late the total number of UN VP at the end of the game and
scenario. Both players place depots, determine supply, and consult the following schedule:
calculate initiative normally.
WINNER AND VICTORY
10. VICTORY CONDITIONS: At the end of the game, the UN
player receives Victory Points (VP) for destroying CCF/NK LEVEL OF VICTORY POINTS
units and for controlling certain cities. The UN player also UN Decisive Victory 18 or more
loses VP if UN combat units are eliminated or if CCF/NK units UN Substantive Victory 15-17
end the game in certain provinces.
Victory Point Gains
UN Marginal Victory 12-14
NK Marginal Victory 9-11
DESTROYED CCF/NK VICTORY
UNITS POINTS NK Substantive Victory 6-8
Each CCF/NK division +1 NK Decisive Victory 5 or less

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).

THE KOREAN WAR, Page 35

UN Escalation Mobilization and Reconstitution


During each UN Commitment Segment of Game Turns The UN reconstitution procedure described in 13.2 is in
3 through 9, the UN player can escalate his current Inter- effect only if the US Mobilization Level is 2 or more. If the
vention Level. If he does not wish to escalate, he does nothing. US Mobilization Level is 1, the following special rules apply:
If he decides to escalate and this is the first time he does so • The UN Reconstitution Segment of the 1st Action Phase
during the game, he places the UN Escalation Level marker in all Game Turns takes place normally, but the UN
on the UN Intervention Track in the box numbered one level Reconstitution Segment of the 2nd Action Phase in these
higher than the UN Initial Intervention Level. In later Game turns is skipped.
• Only one US RPL1 or RPL2 unit that occupies the map
Turns, if the UN player decides to escalate again, he advances
the previously placed UN Escalation marker one box to the
next higher numbered box. and is unfatigued can be replaced per UN Reconstitution
The UN Escalation marker advances one box at a time. Segment of the 1st Action Phase (see 13.2).

Mobilization and Reinforcements


Once the Escalation marker is placed on the UN Interven-
tion Track, it must either remain in place or advance, a max-
imum of one box per UN Commitment Segment. The UN The UN player receives special US National Guard rein-
forcements if his US Mobilization Level reaches 3 or 4.
• During the UN Commitment Segment in which the US
player can never reduce his Intervention Level.

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.

18.4 UN Rules of Engagement


The UN player then places on the Game Turn Track the two
parachute regiments (listing O) in the 1AP box of Game Turn 8, the
single US air unit (listing P) in the AMP box of Game Turn 10, the During the UN Commitment Segment of the Political
single Marine division (listing Q) in the 1AP box of Game Turn 10,
and the two US air units (listing R) in the AMP box of Game Turn Phase of Game Turn 2, the UN player must declare a UN
11. When these phases occur, the UN player removes these units Rules of Engagement Level of at least 1 and no more than
from the Game Turn Track and places them on the Air Theater Dis- 5. Place the UN Rules of Engagement Level marker in the
play (if they are US air units) or in the FEC GHQ Reserve Box (if box corresponding to the chosen level on the UN Rules of
they are combat units or assets). Engagement Track. In ensuing UN Commitment Segments,
the UN player can increase the UN Rules of Engagement
18.3 US Mobilization Level by as many boxes per segment as he wishes, although
never above 7. The UN player cannot choose a level of more
During the UN Commitment Segment of the Political than 5 if the NK player has not yet declared Full Chinese In-
Phase of Game Turn 2, the UN player must declare a US tervention (see 19.2). The UN Rules of Engagement Level can
Mobilization Level of at least 1 and no more than 3. He places never be decreased.
Air Missions and UN Rules of Engagement
the US Mobilization Level marker in the box corresponding
to the chosen level on the US Mobilization Track. In ensuing
UN Commitment Segments, the UN player can increase the The UN Rules of Engagement Level determine
US Mobilization Level by one box per segment, up to the provinces i n which the U N player can place US air units on interdiction missions.
maximum of 4. The US Mobilization can never be decreased.

THE KOREAN WAR, Page 36

UN RULES OF Modifiers to Global Tension Die Rolls: The UN player


ENGAGEMENT
LEVEL EFFECTS applies the following modifiers to each Global Tension die
1 US air units can perform interdiction missions roll. All the modifiers listed below are cumulative.
only in provinces south of the 38th Parallel. + 1: The NK player has declared a Chinese invasion of
2 US air units can perform interdiction missions Formosa at an earlier point in the game (see 19.1).
in all provinces except the four northernmost + 1: The NK player has obtained Full Chinese Intervention
( P'yongan-Pukto, Chagang, Yanggang, and ( see 19.2).
Hamyong-Pukto). + 1: The NK player has obtained Soviet Intervention (see
3 US air units can perform interdiction missions 19.4).
in all provinces except Hamyong-Pukto. + 1: The UN player has declared Nationalist Chinese Inter-
4-7 US air units can perform interdiction missions vention (see 20.0).
in all provinces. Automatic Increases to Global Tension Levels: The
Interdiction Table Modifiers: When the UN player con- Global Tension Level automatically increases under the
sults the Interdiction Table to determine his Interdiction Level following circumstances:
for the turn (see 15.2), he must apply the following modi- • If the UN player uses atomic weapons, the Global Tension
fiers to these rolls: Level is increased by 2 (see 18.4).
+ 1: The current UN Rules of Engagement Level is 5. • If the UN player makes an Amphibious Assault against
+2: The current UN Rules of Engagement Level is 6. an invasion hex in Hamyong-Pukto province, the Global
Tension Level is increased by 1.
• If a non-ROK UN combat unit enters Hamyong-Pukto
+ 3: The current UN Rules of Engagement Level is 7.
+6: The UN player uses atomic weapons in the current Air
Mission Phase (see below). If this modifier is applied, no other province by land, the Global Tension Level is increased
modifier is taken into account. by 1.

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,

1.5 Global Tension


so the die roll is increased by 1 to 6. Cross-referencing this result
with the aforementioned column yields a result of 1. Thus, the
Global Tension Level is increased by one box, from 2 to 3.
During the Global Tension Segment of the Political Phase,
starting with Game Turn 2, the UN player must consult the General Douglas MacArthur and staff observe bombardment
Global Tension Table to determine if his commitment de- of Inch'on.
cisions have had a destabilizing effect on international
diplomacy. Global Tension is recorded on the Global Tension
Track.

Global Tension Track


There are 7 Global Tension Levels on this track, from 1 (least
severe) to 7 (most severe; also called World War III). At the
start of the game, the Global Tension Level marker is placed
in the "At Start" box on the Global Tension Track. This marker
may be advanced (never reduced) due to die rolls on the
Global Tension Table.

Global Tension Table


During every Global Tension Segment starting with
Game Turn 2, the UN player must consult the Global Tension
Table:
1. The Destabilization Values on the UN Commitment Tracks
are added together into a single sum. Check the UN Initial
Intervention or UN Escalation Level marker (whichever is
higher), the US Mobilization Level, and the UN Rules of
Engagement Level marker, and total up the DV values of the
boxes these markers occupy.
2. The UN player consults the Global Tension Table and rolls
the die, modifying this roll as necessary (see below). Cross-
reference the modified die roll with the column correspond-
ing to the sum obtained in step 1. The result will be a number
from 0 to 3.
3. Advance the Global Tension Level marker by a number
of boxes equal to the result from step 2. The marker can never
rise above level 7.

THE KOREAN WAR, Page 3 7

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

THE KOREAN WAR, Page 38

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.

CCF Reinforcements Due to Full Intervention: The NK


player receives 18 CCF divisions (beyond those received from 19.3 Chinese Initiative Period
Limited Intervention) if Formosa has not been invaded. If During the Game Turn in which Limited Chinese Inter-
he has called for the Formosa invasion, he receives 12 CCF vention takes place and the following two Game Turns, the
divisions. The divisions listed below that are followed by an Chinese Initiative Period is in effect. Place the "End CCF
asterisk are available only if no invasion of Formosa has Initiative Period" marker on the Game Turn Track two turns
occurred. (Again, historical designations can be ignored.) ahead of the current one. At the end of this future Game Turn,
the marker is removed and the Chinese Initiative Period ends.
CCF DIVISION For example, if Limited Chinese Intervention takes place in
the 2nd Action Phase of Game Turn 6, the Chinese Initiative
REINFORCEMENTS

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

Effects of Chinese Initiative


76th 196th 88th
77th 197th 89th
90th During the Chinese Initiative Period, the following special
78th 198th
rules apply:
CCF reinforcements from Full Intervention are kept in 1. The NK player does not use depots. Thus, he skips the
the CCF Holding Box and are placed on the map as described Depot Placement, Depot Status, Depot Supply Level, and
under Limited Intervention, above. Supply Point Expenditure Segments. Any NK depots on the
map at this time are removed. (The UN player uses his depots
Additional CCF Reinforcements: Once Full Intervention
normally.) The NK player always has initiative during this
is declared, the NK player receives CCF reinforcements in
period, regardless of the Supply Points expended by the UN
addition to those listed above. These reinforcements are avail-
player. The NK player uses the "Chinese Initiative Period"
able in the Reinforcement Segments of the two Game Turns
column of his Initiative Table when determining the number
i mmediately following the turn in which Full Intervention
of Operations that can be performed during an Operations
occurs.
Sequence. NK assets cannot be transferred or reassigned dur-
These CCF reinforcements are placed on the CCF Rein-
ing this period, and they are eliminated if the parent combat
forcement Track on the map in the appropriate boxes. In the
units are eliminated in combat. (Note that assets possessed
Reinforcement Segment of the Action Phase of their arrival,
by NK depots that are removed from the map may be freely
they are placed in the CCF Holding Box and may be brought
assigned to any NK combat unit.)
onto the map as part of a specific Operation during the Oper-
ations Segment, as described above. The number of CCF rein- 2. All NK-controlled units use their printed Combat Values.
forcements depends on whether or not an invasion of The Combat Value Modification Chart is not consulted. Note
Formosa has taken place. that the first CCF unit to perform an Attack Action follow-
ing both Limited and Full Intervention has its Attack Value
FORMOSA INVASION FORMOSA INVASION multiplied by 2, and in the Action Phase in which Full Inter-
1st GAME TURN FOLLOWING HAS NOT TAKEN PLACE HAS TAKEN PLACE
FULL CHINESE INTERVENTION
vention takes place, and the following Action Phase, the Attack
Values of CCF units are multiplied by 1 /z.
1st Action Phase 31st Division 31st Division
1

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

19.4 Soviet Forces


45th Division

In addition to CCF units, the NK player can also call for


2nd GAME TURN FOLLOWING
FULL CHINESE INTERVENTION
Soviet Intervention and receive Soviet reinforcements.
1st Action Phase 140th Division 29th Division
179th Division 44th Division Soviet Intervention
180th Division At the beginning of any Reinforcement Segment, the NK
2nd Action Phase 181st Division 45th Division player can call for Soviet Intervention if either of the follow-
187th Division 179th Division ing two circumstances apply:
188th Division • A non-ROK UN unit occupies a hex in Hamyong-Pukto
If the NK player cannot or does not wish to bring on these province, or
reinforcements on the Action Phase they are due, he can with- • An ROK unit occupies a hex in Hamyong-Pukto province
hold them and bring them on in any ensuing turn. and the Global Tension Level is 4 or higher.
THE KOREAN WAR, Page 39

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.

The UN player can receive Nationalist Chinese reinforce- 2nd Division


ments due to Nationalist Chinese Intervention. 3rd Division

Nationalist Chinese Intervention Placement of Reinforcements


Nationalist Chinese Reinforcement are placed in the FEC
At the beginning of a Reinforcement Segment of any GHQ Reserve Box in the space provided for them. They can
Action Phase starting with Game Turn 4, the UN player can subsequently be transferred to the map in a Deployment Seg-
declare Nationalist Chinese Intervention. This intervention ment (see 13.1) or in an Action Phase due to Amphibious
cannot occur if the NK player has declared a Chinese invasion Assault (see 11.2). If the NK player declares a Chinese inva-
of Formosa. The UN player does not have to roll a die for sion of Formosa after Nationalist Chinese Intervention, the
intervention to happen. As soon as he declares it, he receives Nationalist Chinese forces remain under UN control.
Nationalist Chinese reinforcements. Note that Nationalist Chinese units cannot be recon-
stituted (see 9.5) nor can they use Amalgamation (see 10.2).
Nationalist Chinese Reinforcements Effects of Nationalist Chinese Intervention
The following Nationalist Chinese divisions are available The intervention by the Nationalist Chinese modifies
to the UN player as reinforcements as soon as Nationalist Global Tension die rolls for the remainder of the game (see
Chinese Intervention takes place: 18.5). Also, the NK player can call for Limited Chinese
1st Division Intervention if he has not yet done so (see 19.2).

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.

UN Victory Point Track


UN player during the course of the game is compared to the
Victory Conditions (see 22.2) to determine the winner.

Gaining Victory Points


The UN player uses his Victory Point markers to keep
a cumulative total of his VP during the game on the UN
The UN player gains VP by controlling city hexes dur- Victory Point Track. The "VP x 1" marker is used on the 0-9
ing the Victory Point Phase. Each city has a VP Value from track; the "VP x 10" marker is used on the "00-90" track; and
1 to 6. These values are also printed on the map. The UN "VP x 100" marker is used on the "000-300" track. Thus a total
player receives VP for controlling a city even if he received of 192 VP would have the "VP x 100" marker in the "100" box,
VP for it during one or more earlier Victory Point Phases. the "VP x 10" marker in the "90" box, and the "VP x 1" marker
in the "2" box. The addition or subtraction of VP occurs only
CITY VP VALUE
during the Victory Point Phase.
CITY VP VALUE
Sinuiju 6 Pusan 4 EXAMPLE OF VICTORY POINTS: At the beginning of Game Turn 7, the
Hyesanjin 5 Taejon 3
Manp'o
UN VP total stands at 119. During the Victory Point Phase of this
5 Inch'on 2 turn, the UN player controls the following cities: Seoul (4 VP),
Najin 5 Taegu 2 Pusan (4 VP), Taegu (2 VP), and Masan (1 VP). Thus, the UN play-
Ch'ongjin 4 Hamhung 2 er gains 11 VP for controlling cities. However, the current Global
Seoul 4 Hungnam 2
Tension Level is 2, which when multiplied by 5, results in a loss of
P'yongyang 4 Chinnamp'o 2
10 VP for Global Tension. The UN player has gained 1 VP overall.

Wonsan 4 All others 1


He adjusts the Victory Point markers to 120 on the UN Victory
Point Track.

THE KOREAN WAR, Page 40

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

22.2 Victory Conditions


fills the conditions of a Military Victory (see 22.1), the game
i mmediately ends, regardless of the Game Turn.
Game Turn 12: If World War III or a Military Victory does The winner of the game is determined in a variety of
not occur, the game ends at the completion of Game Turn 12. ways:
World War III: If the game ends due to World War III, the
NK player wins a Decisive Victory.
Military Victory: If the game ends due to a Military Victory,
NK Military Victory
the player fulfilling the conditions for Military Victory wins
a Decisive Victory.
The NK player wins a Military Victory in two ways:

Game Turn 12: If the game does not end due to World War
If, at the end of any Action Phase, he controls Pusan, he III or a Military Victory, determine the UN player's VP total
wins a Military Victory, or

from his Victory Point Track at the end of Game Turn 12.
If, at the end of any Action Phase, he controls all of the WINNER AND VICTORY
cities listed below, he wins a Military Victory. LEVEL OF VICTORY POINTS
Inch'on Taegu UN Decisive Victory 225 or more
Seoul Kumch'on UN Substantive Victory 195-224
Taejon Masan UN Marginal Victory 168-194
Draw 162-167
UN Military Victory NK Marginal Victory 130-161
The UN player wins a Military Victory if, at the end of NK Substantive Victory 100-129
any Action Phase, he controls 8 of the following 10 cities: NK Decisive Victory 99 or less

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."

The Game as History


Game Turn 1: June 1950 River to observe the fighting for himself. His conclusion,
which was forwarded to Washington the next day, stated:
At 0400 Hours, 25 June 1950, the North Korean People's "The only assurance for holding of the present line, and the
Army launched an attack across the 38th Parallel with seven ability to regain later the lost ground, is through the introduc-
infantry divisions plus tanks and other supporting arms. Over tion of US ground combat forces into the Korean battle area.
one-half the North Korean forces were deployed to attack To continue to utilize the forces of our Air and Navy without
Seoul, the South Korean capital and Korea's largest city. Two an effective ground element cannot be decisive." After a short
divisions (the 1st and 6th) were to attack down the Kaesong- meeting at the White House, President Truman agreed to send
Seoul road against the ROK 1st Infantry Division, while two two American divisions to Korea.
more divisions (the 3rd and 4th) were to drive down the Meanwhile, the so-called "Han River Line" was easily
"Uijongbu Corridor" against the ROK 7th Infantry Division. broken by North Korean forces in the vicinity of Seoul. In
The terrain in this area is suitable for the employment of the first few days of July, Yongdungp'o, Inch'on, and Suwon
tanks, and the North Koreans used them to good effect. ROK (including the airfield so recently used by MacArthur) fell.
forces were quickly routed and Seoul fell on the third day Since the ROK Army was rapidly disintegrating in the face
of the offensive. In the mountainous terrain to the east, with of the North Korean onslaught, MacArthur decided that the
no major roads and little contact with the Seoul battle, the initial US effort would be "an arrogant display of strength,"
North Korean attack met fiercer ROK resistance. One North with the objective of slowing down the North Koreans so that
Korean infantry division (the 2nd) suffered over 40% casual- a defensive perimeter could be formed further south. The
ties in an attack on Ch'unch'on, a small town just south of first US force to enter battle was B and C Companies, 21st
the Parallel. Nevertheless, the town was captured and the Infantry, 24th Division - code-named Task Force Smith. This
North Koreans turned west along a rail line to enter Seoul force was brushed aside by the North Korean 4th Division
from the east. Meanwhile, the North Korean 7th Infantry near Osan on 5 July. The 34th Infantry, 24th Division, fol-
Division pressed southwards through the desolate mountains lowed close on TF Smith's heels, defended village strongpoints
of the Taebaek Range against light resistance. Along the east along the Seoul-Taejon road, such as P'yongt'aek, Ch'onan,
coast road, the North Koreans committed an entire division and Choch'iwon. However, at the first sign of North Korean
(the 5th) to the offensive. By the end of June, this division pressure - particularly from tanks, which the US forces were
had driven the ROKs of the 8th Infantry Division out of Kang- ill-equipped to fight - the American troops were routed. Said
nung, a small village about 25 miles south of the 38th Parallel. General Dean, commander of the 24th Division: "Units were
While fighting at the Parallel was raging, the South Korean now a full 20 miles from where I had left them - without
government ordered diverse ROK units on anti-guerrilla oper- even waiting until the enemy hit them." Virtually the entire
ations in the Sobaek Mountains to rush to the front for the 24th Division (including its third regiment, the 19th Infan-
defense of the Han River line. try) was now assembled in defense of the Kum River line,
blocking the Seoul road into Taejon. However, the division

Game Turn 2: July 1950


was still unable to stop the North Koreans, and Taejon fell
on 20 July. In two and one-half weeks of combat, the 24th
Division lost over one-third of its force, including 2,400 men
On 29 June, General Douglas MacArthur, the US missing (including General Dean, who was captured outside
Commander-in-Chief Far East (CINCFE), flew to Suwon in of Taejon). In a similar series of disastrous delaying actions,
a C-54 with 14 other officers and drove northward to the Han the US 25th Division was steadily pushed back in the upper
THE KOREAN WAR, Page 43
Partial set-up for Scenario 1: June 1950

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-

Game Turn 5: October 1950


dong. When the dust had settled, the battalion had lost 600
men, virtually its entire strength. Despite this first confron-
tation between American and Chinese forces in the Korean
October was a month filled with controversy for the
War, MacArthur did not yet consider Chinese intervention
United Nations. Upon destroying the North Korean Army,
significant. In CINCFE's opinion, far too little information
MacArthur faced the decision of whether or not the UN
concerning the degree of Chinese involvement in the war was
should attack North Korea proper. ROK forces were not per-
available. By mid-November, a lull fell across the battle-front,
turbed by the consequences of an invasion of North Korea; as the Chinese forces seemed to melt into the mountains. This
they crossed the 38th Parallel early in October, capturing lull pointed MacArthur's intelligence prognosis in the wrong
Wonsan on 11 October and Hungnam on 17 October.
direction: On 17 November, MacArthur claimed that no more
President Truman also did not feel restrained; he approved
the advance of non-ROK UN forces into North Korea in late than 30,000 Chinese troops were in Korea - a statement that
proved to be about 250,000 shy of the real figure. CINCFE
September, even though there were casual hints at the United
called for the UN offensive to continue in late November to
Nations that to do so would bring Communist China into the
occupy North Korea to the line of the Yalu and the Chinese
war. The method of invasion was also controversial. Despite
border.
the fact that it was clear that much of North Korea's east coast
UN forces were now operating in two separate com-
would be liberated by ROK forces operating against light mands with no contact and little communication between
resistance, MacArthur ordered the 1st Marine and 7th Divi-
them. In eastern Korea, X Corps was operating along the east
sions to be loaded on ships again for a circuitous seaborne
coast and in the vast Korean mountain range stretching from
voyage around Korea in order to execute an amphibious
the Yalu southwestward for hundreds of miles. As ROKs ad-
assault against Wonsan and Hungnam. Due to limited ship-
vanced up the coast road towards the Korean-Soviet border,
ping space at Inch'on, this meant an arduous journey to Pusan
MacArthur ordered the X Corps to drive to the Yalu in
for the 7th Division, consuming precious time and resources.
two separate columns: The 1st Marine Division was to use
The Marines landed at Wonsan two weeks after its libera- Hungnam as a base of operations and advance northward
tion by the ROKs; extensive mine-clearing and other frus- along a narrow, rapidly deteriorating road past the Chongjin
trating delays led the leathernecks to nickname the plan
"Operation Yo-Yo." The 7th Division went ashore at Iwon on ( Chosin) Reservoir and on to the Yalu; the 7th Division was
to attack further to the east along the P'ungsan-Hyesanjin
29 October, well after the ROKs had passed through the town
road. In western Korea, Walker's 8th Army was to launch
on their drive northwards up the coast road.
a methodical offensive from the line of the Ch'ongch'on River
Meanwhile, Walker's 8th Army was faced with a difficult
northward to the Yalu. These plans had just been put into
logistical situation along the 38th Parallel in western Korea.
motion when the Chinese, now reinforced to 30 divisions,
Due to the congestion and damage at Inch'on, most of struck. Concentrating their massive assault against Walker's
Walker's supplies were still coming from Pusan - a grueling right flank, the blow fell on the unfortunate ROKs strung out
journey over poor roads and unrepaired railroads of over 250
on mountain roads east of the Ch'ongch'on. Three ROK divi-
miles. In the beginning of October, only a single US corps
(composed of two divisions) could operate north of the 38th sions were virtually wiped out in this assault. the ROK
collapse left the US 2nd Division in a predicament, and this
Parallel. Moreover, this corps functioned under severe logisti-
unit was badly mauled in the last days of November while
cal constraints. North Korean resistance was minimal, trying to extricate itself from the Chinese tidal wave. Walker
however, and P'yongyang, the capital of North Korea, was ordered a precipitate withdrawal and rushed new UN forces,
captured on 19 October. During the next day, the US 187th including the Turkish brigade and the Commonwealth 29th
Parachute Infantry Regiment was dropped astride the Brigade, into the fray. Meanwhile, in the X Corps sector, the
P'yongyang-Anju road about 20 miles north of P'yongyang,
1st Marine Division, which was fortunately advancing only
pocketing a small force of North Koreans. By 24 October, UN
cautiously up the Changjin Reservoir road (much to Mac-
forces (mostly ROKs) had crossed the Ch'ongch'on River and
Arthur's displeasure), was virtually surrounded by a Chinese
were advancing steadily towards the Yalu. Additionally, the
army that suddenly appeared out of the mountains. However,
8th Army logistical situation had cleared somewhat, allow-
the 7th Division, which reached Hyesanjin on the Yalu on
ing the bulk of Walker's forces to participate in what was
26 November, was not attacked.
thought to be the final offensive of the Korean War. On 26

Game Turn 7: December 1950


October, detachments of the ROK 6th Division reached the
Yalu at Ch'osan, about 35 miles southwest of Manp'o.

December was the UN's darkest month in the three years


However, unbeknownst to MacArthur and the FEC In-

of the Korean War. In the first week of the month, Walker's


telligence staff, the Communist Chinese had intervened in

forces were swept southward. The Chinese recaptured


the conflict in force. Twelve divisions of the 13th Army Group

P'yongyang handily, but pursued the 8th Army only


of Lin Piao's famous 4th Field Army, heroes of the Chinese

cautiously. Walker's forces, almost all motorized, were able


Civil War, had stealthily moved into North Korea and were

to out-pace the Chinese advance, even though Lin Piao's


deploying for a counterattack near Puckchin, deep in the

forces demonstrated remarkable mobility in moving down


North Korean mountains. On 25 October, this counterattack

the inhospitable terrain of the central Korean mountain spine.


struck two ROK divisions and virtually destroyed them.

In reality, Walker's defeat was by no means total; instead,


Game Turn 6: November 1950 when the intelligence information of Chinese strength became
clearer, the 8th Army retreated southward out of necessity
- to do otherwise would have risked annihilation. By mid-
December, Walker's force had reached the 38th Parallel;
Despite increasing evidence of Chinese intervention in

although not defeated, the 8th Army was disorganized and


the war, UN units remained on the offensive for a time. On

dispirited. Walker intended to make a stand along this line.


the west coast road, for example, units of the 24th Division

Hindered by logistical difficulties and UN air power, the


advanced to a point only 18 miles south of Sinuiju, a North

Chinese probed up to the 38th Parallel but declined to at-


Korean city on the Yalu directly across the river from China.

tack. On 23 December, just when the new UN line was


However, the collapse of the ROKs on the right flank of 8th

beginning to take share. Walker was killed in a jeep acci-


Army in the face of the Chinese surprise attack caused Walker
to pull these forces hurriedly back to avoid entrapment. On
THE KOREAN WAR, Page 4 6

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

Game Turn 10: March 1951


. . . You will turn over your command, effective at once, to
Lt. Gen. Matthew B. Ridgway." 8th Army passed to the con-
trol of General James Van Fleet, former commander of the
Ridgway's methodical advances continued with surpris- 90th Division under General George Patton in the Second
ing success. By the middle of the month, Seoul was recap- World War.
tured; by the end of the month, the 8th Army had advanced

Game Turn 12: May 1951


to the 38th Parallel and slightly beyond into North Korea.
The North Koreans and the Chinese appeared to be willing
to give up ground to avoid the UN's devastating firepower.
Now that South Korea had once again been cleared of the The month opened with a lull in the fighting, but the
communists, the future of UN military strategy was unclear. North Koreans and Chinese suddenly launched a 25-division
Should the UN seek the destruction of the enemy in Korea, offensive on 16 May. This assault was launched on a 25-mile
or even widen the war to Manchuria and mainland China? front in a quiet sector east of the Chungpyong Reservoir in
Or now that the status quo ante was achieved, should the UN the vicinity of Kap-yong and Ch'unch'on. This offensive was
seek peace? MacArthur adamantly proposed the former contained; at the same time, Ridgway ordered a UN advance,
course, pointing out that military operations within North recognizing that Chinese forces in the west were weak and
Korea would be impossible without the bombing of Manchu- over-extended. Ridgway's offensive was remarkably success-
rian airfields and supply depots. However, most UN coun- ful, inflicting on the Chinese their worst defeat of the Korean
tries with forces participating in the war desired a quick end War; in one day, UN forces claimed to have killed 21,000
to the conflict. enemy troops - if true, this loss was comparable to the British
THE KOREAN WAR, Page 48

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.

Korean Culture and


Geography
"In the battle of the whales, the shrimp gets hurt." So goes MacArthur declared that he would make an amphibious
an old proverb that is often quoted by Koreans to describe assault at Inch'on on the west coast, the joint Chiefs of Staff
the sorrowful role their homeland has played in the history were horrified at the potential problems caused by the geo-
of the Orient. The Korean peninsula is a relatively small land- logic eccentricities of the Yellow Sea.
mass of about 85,000 square miles (about the size of Utah) To the east of Korea is the Sea of Japan ( Tonghae, or
that is physically separated from the rest of Asia by wide seas, eastern sea), a far deeper body of water than the Yellow Sea.
desolate mountain ranges and broad rivers. Despite the fact The eastern Korean mountains come directly down to the
that Korea has been divided into two separate countries since water on this coast, producing a shoreline that is relatively
the end of the Second World War, the people speak a com- straight with very few deep-water harbors. At its southern
mon language and are of a homogeneous culture. Dominat- extremity, the Sea of Japan narrows - only 120 miles
ed in the struggle for hegemony in the Far East by the separates Korea from Japan at this point. Within this strait,
Chinese, Japanese and Russians, and later fought over by the decisive naval battle of Tsushima was fought between
soldiers from around the globe, Korean culture has somehow the Russian and Japanese navies in 1905.
managed to survive. "The cost of that survival is written on In northern Korea, the desolate wastes of the Yalu
every Korean's face," wrote one Korean scholar. This ( Amnok-kang) and Tumen (Tuman-gang) river valleys
emotional history, coupled with the remoteness and stark separate Korea from China and, for a short 11-mile span, the
beauty of the peninsula, have led many observers to label Soviet Union. These rivers are relatively insignificant for
Korea as the "Ireland of the Orient." An interesting parallel much of their courses, although they wind through remote
with Ireland is Korea's relationship with its "big brother" to mountainous areas. As UN forces of the 8th Army discovered
the east, Japan; even today, the average Korean will express in the fall of 1950, approaching these rivers is no easy matter.
a certain animosity towards Japan - much in the same way The Yalu is a major source of hydroelectric power for North
that an Irishman will lambast an Englishman for the inequi- Korea, so much so that General MacArthur asked to be al-
ties of years gone by. lowed to destroy various power stations along the river in
The front line at which the Korean War ended in 1953 the early phases of the Korean War. However, he was de-
was more than just a zone of military demarcation. In fact, nied permission by the joint Chiefs of Staff for fear of bring-
what became known as the Demilitarized Zone (DMZ) is ing China or the Soviet Union into the war.
roughly analogous to the dividing line between two very
different Koreas. Despite their common language and cul- Shifting Winds
ture, North and South Korea contrast sharply in terms of Recalling photographs of frigid Marines amid the snowy
topography, climate and economy. These and other factors mountains around "frozen Chosin," most Americans picture
were causing divisions within Korean society well before the Korea as an arctic wasteland. In reality, Korea's climate is
outbreak of the Korean War. Just as the American Civil War extremely diverse; in fact, it is virtually as variable as the
has been viewed by historians as the "irrepressible conflict" weather across the length and breadth of the continental
because of the sharp and ever-increasing cultural differences United States. Beginning in November, the Korean peninsula
between Northern and Southern societies in the early years is dominated by the freezing dry air moving southwards from
of the 19th century, the Korean War can be viewed as an in- Siberia and Manchuria. In the high inland regions of North
evitable struggle within a society that could not come to terms Korea, these prevailing winds can bring bitterly cold temper-
with itself concerning the means by which it would progress atures. At some points in Chagang and Yanggang provinces,
into the 20th century. Unfortunately for Korea, what would the average January temperature is -6° Fahrenheit. However,
normally have been confined to a limited civil war in the temperatures are far warmer along the coasts and through-
years before realpolitik diplomacy was turned into an inter- out the south. In fact, frosts are fairly rare in the southern
national struggle that came very close to triggering World War coastal regions of South Korea.
Three. The shrimp was hurt yet again in the battle among With the coming of spring, the northerly winds bring
the whales. clouds of golden dust from the Mongolian desert. As spring
Land of Contrasts progresses, the Siberian northerly winds begin to relent and
are replaced by an opposite air flow. These southerly winds
Relative to the equator, the Korean peninsula is roughly
bring warm humid air to the peninsula with large amounts
analogous to the continental United States. Its southernmost
point (34°, 18' North) is on the same latitude as Los Angeles of rain. In fact, two-thirds of Korea's precipitation occurs be-
or Cape Fear, North Carolina. Its northernmost point (43°, tween June and September. During this period, Korea can
01' North) is comparable to Eugene, Oregon, or Portland, expect one or more typhoons to whip in from the south,
especially in August. The proverbial calm before the winter
Maine. Except for a tiny portion of the border with China
storm occurs in October when the southerlies begin to defer
in the northeast, Korea is entirely surrounded by water. To
the west is the shallow Yellow ( Hwanghae, or western) Sea, to the returning Siberian winds. It is in this month that Korea
exhibits its greatest natural splendor.
Land of Plenty
famous for its dramatic tides, which occasionally rise and fall
by 25 feet. (This is the second greatest tide change in the
world; Nova Scotia's Bay of Fundy, at 53 feet, has the greatest The Korean peninsula is essentially a giant mountain
tidal fluctuation.) These tides, coupled with the underwater spine, 600 miles long. One of the most amazing features of
mountains of the Yellow Sea, result in a bizarre coastline with Korean topography is that only about 20 percent of the penin-
a rapidly shifting shore and over 3,300 islands. When General sula is flat and arable. This fact is all the more remarkable
THE KOREAN WAR, Page 49

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

Notes on the War More Mistaken Identity


Determining who was on which side was frequently
I nteresting and Little-known Facts about the Korean
difficult in the Korean War. In the rapid UN advance into
War
North Korea after the Inch'on invasion, a unit of the British
Korean Veterans of the Chinese Civil War 27th Brigade advanced into a North Korean town. Encounter-
About one-third of the North Korean Peoples' Army that ing a group of Oriental soldiers, for some reason they assumed
invaded South Korea in June 1950 were combat veterans of they were ROKs. The Orientals, which proved to be North
the Chinese Civil War. Thousands of Koreans volunteered Korean, assumed the British were Soviets. The two parties
for Mao Tse-tung's People's Liberation Army in the 1940's to happily celebrated with some illicit alcohol until the Koreans
fight the Nationalists in China. After the defeat of Chiang Kai- eagerly proposed a toast to Joseph Stalin and Karl Marx. As
shek's forces in 1949, the Koreans within the PLA were mutual surprise erupted into gunfire, both sides beat a hasty
repatriated to form the North Korean 5th, 6th and 7th Divi- withdrawal.
sions. In addition, numerous other divisions contained at least
The 65th Infantry Regiment
a regiment of Korean veterans of the Chinese Civil War.
Normally, the US 3rd Division, which was shipped to
MacArthur's Personal Bravery Korea in the fall of 1950, contained three infantry regiments.
However, due to personnel shortfalls, it was able to ship only
In World War Two, General Douglas MacArthur was
t wo regiments to Korea for combat duty. General MacArthur
known to walk calmly into the front lines to observe the fight-
objected strenuously to the use of a two-regiment division,
ing conditions for himself. Although 70 years old at the time
but was pacified when he was informed by the JCS that the
of Inch'on, MacArthur reinitiated this practice on the drive
missing third regiment would be replaced by the 65th Infan-
for Seoul. A US Marine officer tried to stop MacArthur from
try of the Puerto Rican National Guard. The 65th Infantry
climbing the crest of a hill near the front. "We just knocked
left Puerto Rico on 25 August and arrived in Korea on 23 Sep-
out six Red tanks over the top of this hill," he said. "That was
tember. All of the enlisted men in the regiment were Puerto
the proper thing to do," MacArthur replied, brushing past the
Rican as well as about one-third of the officers.
officer and walking to the top of the hill to observe the fight-
ing below. The 24th Infantry Regiment
An unhappier regiment was the 24th Infantry of the 25th
Korean Augmentation to the US Army (KATUSA) Division, an all-Black unit. Shipped to Korea on short notice
One of the most amazing facts about the Korean War was in the summer of 1950, the regiment entered combat and was
that at various times during the conflict, US Army divisions promptly routed by a North Korean offensive near Kumch'on.
filled up to one-third of their ranks not with Americans but The 24th was quickly labeled as a "bug-out" unit, although
with South Korean recruits called KATUSAs. Most US divi- this sad episode helped trigger the integration of the Army,
sions had about 2,000 KATUSAs at any given time; the 7th an accomplishment that was achieved before the end of the
Division, however, had 8,325 when it came ashore at Inch'on Korean War.
on the heels of the 1st Marine Division in September 1950. The 5th Infantry Regiment
In the 24th Division, the Koreans were organized into all-
When the Korean War broke out, the 5th Infantry was
Korean platoons led by an American officer. In the 7th, 2nd, stationed on Hawaii as an independent regimental combat
1st Cavalry and 25th Divisions, the KATUSAs were integrated
team. The regiment contained many Second World War
using the "buddy-system," in which one American soldier
veterans of the 442nd "Go for Broke" Regiment of Nisei
befriended a Korean counterpart. The "buddy-system" was (Japanese-Americans). On 31 July, the regiment arrived in
disastrous; one American officer wrote, "These men had no Pusan and fought for a short time as an independent unit.
idea of sanitation let alone the more complicated activities Shortly, however, the regiment was amalgamated with others
of military life. Yet high-level policy dictated that we treat
to augment the understrength Far East Command divisions
them as our equals in every respect. They were to receive
that were rushed to Korea without adequate preparation in
the same clothing and equipment, the same treatment, the
the summer of 1950. The commander of the 5th Infantry was
same rations. Later they even had to have chocolate bars and
Colonel Godwin Ordway, who had been relieved of com-
comic books." Very soon, thousands of Koreans were fitted mand of the 115th Infantry, 29th Division in the Battle of
with over-sized American uniforms, carrying M-1 Garand
St. Lo in July 1944.
rifles that were far too large for the average Korean male.
Inevitable hostilities arose between the Americans and the 3rd Battalion, 9th Infantry
Koreans; the most common American complaints were that
The 3rd Battalion, 9th Infantry, 2nd Division was another
the Koreans constantly spit in the barracks and used the all-Black unit that was committed to Korea on short notice
latrines while standing on the toilet seats. Nevertheless, the from its base in the state of Washington. The 3/9th arrived
KATUSAs proved to be valuable soldiers to have in American in Korea at the end of July 1950 and participated in the
units due to their intelligence-gathering and interpretive skills.
defense of the Pusan perimeter.

The Turkish Brigade at Tokch'on American Prisoners of War


Of all the combat units in the Korean War, the Turkish At the end of the Korean War, over 500 American
Brigade had one of the most fearsome reputations. Their first prisoners of war who had been repatriated to the US were
action, however, was not auspicious. Immediately after the investigated on charges of collaboration with the enemy and
communist Chinese offensive of 25 November 1950 broke misconduct while in North Korean camps. Only a handful
through the ROKs on the right flank of 8th Army, the Turkish of POWs were convicted of these charges, but the investiga-
Brigade, which had only been in the Army zone for three tions caused a great deal of publicity in the American press
days, was rushed to the front to plug the widening gap. in the mid-1950's - so much so that the code of conduct for
Shortly, the Turks reported that they had met the "onrushing American POWs was rewritten. However, an examination
Chinese" and won "a bloody battle" as well as taking "hundreds of the immense psychological stress undergone by Korean
of prisoners." Unfortunately, the "Chinese" were retreating War POWs opened the eyes of many Americans to the
ROKs, fleeing the Chinese onslaught. The Turks had little realities of modern war against a non-Western enemy. Dozens
ti me to analyze their mistake; the next day they ran into the of cases of executions of American prisoners by their North
real enemy at a village called Wawon and were almost wiped Korean captors were documented during the war. Similarly,
out. UN prisoners were routinely tortured.

THE KOREAN WAR, Page 51

The Ghost Army of Korea The Chinese Cavalry


One of the most famous songs to come out of the war Although never adequately documented, it was report-
was "The Ghost Army of Korea," a ballad that originated in ed that the Chinese XIII Army Group employed horse cavalry
the Gloustershire Regiment of the British 29th Brigade: in its "First Phase" offensive against the ROKs and the US 1st
Cavalry Division in October 1950. It is certain that the Army
Just below the Manchurian border,
Group maintained a unit called the 1st Cavalry Regiment in
Korea's the name of the spot,
its order of battle; whether it was actually used or not is open
We're due to be spending our time here,
to question. Several American troops reported hearing
In the land that God forgot.
hundreds of horses' hooves in the Korean mountains during
Down with the snakes and the lizards, this time. If true, it would be a quirk of history that the
Down where a swaddie is blue, Chinese 1st Cavalry Regiment engaged the US 1st Cavalry
Right in the middle of nowhere, Division, a unit that had long ago discarded its horses.
And thousands of miles from you.
We sweat and we freeze and we shiver, Philby, Burgess and Maclean
It's more than a man can bear, One of the ironic facts of the Korean War is that the North
We're not a bunch of convicts, Koreans and Chinese enjoyed a consistent intelligence advan-
We are only a-doing our share. tage over the United Nations - this despite the vast techno-
We are soldiers of the army, logical superiority of the UN and the recent ULTRA triumph
Earning our measly pay, in the Second World War. "That there was some leak in in-
Guarding all the millionaires, telligence was evident to everyone," MacArthur wrote.
For four lousy shillings a day. " Walker continually complained to me that his operations
were known to the enemy in advance through sources in
Living with photos and memories,
Washington." The uncanny accuracy of this statement did not
Thinking sometimes of our gals,
become evident until the mid-1950's when it was revealed
Hoping that while we have been away,
that three British diplomats, H.A.R. Philby, Guy Burgess and
They have not married our pals.
Donald Maclean, were regularly passing UN military infor-
Few people know what we are doing, mation of vital significance to the Soviet Union. Philby and
And nobody gives a damn, Burgess worked in high positions in the British Embassy in
Although we are almost forgotten, Washington and participated in secret meetings of British and
We belong to the khaki clan. American diplomats. Maclean was an American affairs
The good times we've had in the army, specialist working for the British government in London.
And the good times we have missed, Although the exact information passed to the communists by
Here's hoping the army don't get you, these three men is unclear, historians have concluded that
So for God's sake don't go and enlist. the bold Chinese intervention in the Korean War and the sub-
sequent startling offensive in November 1950 were directly
And when we arrive in heaven,
attributable to information passed from Philby, Burgess and
St. Peter will surely tell,
Maclean to the Soviets and on to the Chinese.
'They've just come back from Korea,
Dear God, they've been serving their time in Hell.' The Bug-Out
The term "bug-out," meaning a quick retreat in the face
The End of Free Beer of an enemy attack, gained widespread use in the Korean
War. When the US 2nd Division was virtually annihilated
Cigarettes and beer were to the US Army of the mid-20th
in the Chinese offensive of 25 November 1950, the ballad
century what rum was to the Royal Navy of the 19th century.
"Bugout Boogie" soon became popular in the 8th Army:
Beer was normally issued to combat troops for free once they
came off the firing line. However, a widespread temperance Lordy, Lordy, listen to me,
movement within the United States called for the elimina- While I tell of the Battle of Kunu-ri,
tion of the free beer ration. Despite vociferous arguments We're bugging-out,
against the ban of free beer, including one Congressman who We're moving on!
said, 'Water in Korea is deadlier than bullets," the ban on free
beer within the Far East Command went into effect on 12 The End of the Korean War
September 1950 amid widespread grumbling among the US The Korean War has never officially ended. The docu-
troops. ment that terminated the fighting was an armistice only, and
both North and South Korea have remained on a virtual war-
A Guide to Korean Place Names footing since that time. The front line at which the Korean
War came to an end has become known as the demilitarized
In Korean geography, a word is usually added on to a
zone (DMZ), although this label is one of the great misnomers
place name to denote its meaning. This practice was followed
of history. Today, the DMZ separates two of the world's
in THE KOREAN WAR game-map, and for the convenience of
greatest armed camps, including a full US infantry division
the players a list of Korean geographic suffixes is provided
(the 2nd). There have been several altercations along the
below. (At the time of the Korean War, US Army maps of
DMZ over the past 30 years, many involving the deaths of
Korea were frequently sketchy and inconsistent. On the
American personnel. North Korea is perhaps the United
game-map, spellings of Korean place-names adhere to US
States' most implacable enemy. Despite the fact that America's
Army maps of the 1950's and 1960's , although variations may
role in the Korean War is being examined in a new light due
appear on more modern maps.)
to the Vietnam experience, it is clear that the United States
SUFFIX MEANING SUFFIX MEANING is committed to replay the 1950 scenario should the North
ch'on River namdo South Koreans again attack across the DMZ in the near-future.
dong Village ni Town
gang River pukto North
gol Town ri Village
hang Harbor San Mountain
li Village tong Town
THE KOREAN WAR, Page 52

Divisional Affiliation of US Army Regiments Suggested Reading


US Army divisional organization in the Korean war was For those wishing to read further about the Korean War,
significantly different than today. Each division contained a small bibliography of the best books available is provided
three regiments, permanently assigned to that division's Table below:
of Organization and Equipment (TO&E). The divisional
Appleman, Roy. South to the Naktong, North to the Yalu.
affiliations of US regiments portrayed in the game are as
Washington: Office of the Chief of Military History,
follows:
1961.
1st Infantry Division Fehrenbach, T.R. This Kind of War. New York:
16th Infantry Macmillan, 1963.
18th Infantry Hermes, Walter G. Truce Tent and Fighting Front.
26th Infantry Washington: Office of Chief of Military History,
1963.
Marshall, S.L.A. The River and the Gauntlet. New York:
4th Infantry Division
8th Infantry
12th Infantry Time Reading Program. 1962.
22nd Infantry Montross, Lynn. U.S. Marine Operations in Korea
( 5 vols.). Washington: Historical Branch HQ USMC,
9th Infantry
2nd Infantry Division
1954.
23rd Infantry Sawyer, Robert K. Military Advisors in Korea: KMAG in
38th Infantry Peace and War. Washington: Office of the Chief of
Military History, 1962.
Schnabel, James F. Policy and Direction: The First Year.
7th Infantry Division
17th Infantry
31st Infantry Washington: Office of the Chief of Military History,
32nd Infantry 1978.

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

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