Korea: The Forgotten War
Korea: The Forgotten War Rulebook
Table of Contents
Table of Contents
- 1.0 General Rules
- 2.0 Communist Rules
- 3.0 UN Special Rules
- 4.0 Options & Variants
- 4.1 Supply Interdiction
- 4.2 CCF Intervention Options
- 4.3 No Sanctuary
- 4.4 UN Dedicated Air Support
- 4.5 North Korean Armor Rebuild
- 4.6 US Navy!
- 4.7 Nuclear Weapons
- 4.8 Full Soviet Support
- 4.9 US is Prepared!
- 4.10 The Air War That Could Have Been…
- 4.11 Sweep the Streets!
- 4.12 Optional VP Procedure
- √ 4.13 The 105th Division
- √ 4.14 Enhanced Transport
- √ 4.15 Take The High Ground
- √ 4.16 Adding Limited Flight
- √ 4.17 No NKPA Breakout
- Abbreviations
- 5.0 Scenarios
- Scenario 5.1: The Korean War
- Scenario 5.2: Invasion of South Korea
- Scenario 5.3: On The Naktong
- Scenario 5.4: Pusan Perimeter
- Scenario 5.5: MacArthur's Triumph
- Scenario 5.6: Inchon
- Scenario 5.7: Chosin Reservoir
- Scenario 5.8: Enter the Dragon!
- Scenario 5.9: The Chinese Intervene
- Scenario 5.10: Ridgeway Duels for Korea
- Scenario 5.11: CCF 4th Phase Offensive
- Scenario 5.12: Operation Ripper
- Scenario 5.13: Chinese Spring Offensive
- Arrival Schedules
- Developer's Notes
- OB Notes
- Designer's Notes
- For Further Reading
- Amphibious Landing Table
- Terrain Effects Chart
- Communist Supply Table & Rail Capacity
- Communist Repl Table
- UN Repl Table
- UN Shipping & Rail
- Weather Table
1.0 General Rules
1.1 Map and Turn Handling
√ Note there are a few changes on the revised edition maps. See the sidebar on p. 15.
Map Changes in v2 — three changes to note:
A) The railroad entering B32.09 from the north was re-drawn so it is not connected to the railroad entering the hex from the east. Hex B31.09 is the crucial junction. If using old maps, treat B32.09 as an important exception to OCS 6.2a.
B) The river near Yonghung (B34.33) now extends to the sea.
C) P'ohang-dong (C59.23) has been upgraded to a 1 SP port.
1.1a Multiple Terrain Types. If a hex contains more than one area terrain symbol, use OCS 6.2d and 9.3b.
1.1b Railroads. There is only one type of railroad gauge in this game, standard gauge, so conversion of captured rails is not required.
The railroad from P'yongyang (B17.27) to Seoul (B29.08) to Pusan (C56.12) is Multi-Track (Double-Capacity).
1.1c Borders. The dotted red line between Seoul and P'yongyang on Map B is the 38th Parallel dividing North and South Korea. A similar line on Map A is the Chinese border.
1.1d Air Entry Points. Along the Korean coast are numerous Air Entry Points (AEPs). These are hexes where UN air units enter the map from the Japan Box (3.6). Each AEP lists the range to Japan, with the air unit expending this number of MP to reach the AEP.
Only the printed AEPs can be used. There is no ability to generate interpolated AEPs.
Example: An F-51 is Trainbusting at Yongsan (C49.16). Starting in Japan, it spends 30 of its range to enter the map at the AEP at C52.10, and then spends another 7 of its range to reach the mission hex.
1.1e AEPs as Naval Release Points. AEPs serve double duty by functioning as an entry point for naval units coming from the Sea Box. See 3.7a for further information.
1.1f Turn Labeling System. Use the supplied markers to mark the Day, Month, and Year on the Turn Record.
1.1g Lake Hexsides. A Lake hexside is normally impassable. In the winter months, this becomes a Frozen Lake, which is passable. See the Terrain Effects Chart.
1.1h Sea Transit Lane. Per OCS 18.1c, ships (non-LC/LST) can only enter all-sea hexes. The "Transit Lane" hexes (C17.01 through C39.01) are all-sea hexes for purposes of moving UN ships between the East and West coasts of Korea.
1.1i Impassable Hexsides. These hexsides are impassable to all ground movement unless negated by a road/railroad. They do not affect naval or air movement. Supply trace being done using the "adjacent is good enough" effects can be done through these hexsides as well.
1.2 Weather
Roll on the Weather Table during each Weather Determination Segment. There are two possible results: Flight or No Flight. No air missions are allowed on turns of No Flight (see OCS 14.1f).
Note the weather is often a fixed result on the first turn of a scenario.
1.2a Winter Months. All Rivers and Lakes freeze on 1 Dec 50, and remain frozen until 1 March 51.
1.3 Engineer Capabilities
Only HQ units have Engineer capability. (Exception: not Chinese Army HQs.)
1.4 Counter Colors & Ownership
The Communist player controls North Korean (the "NKPA" with mustard-brown ground units, and tan planes), Chinese (the "CCF" with red-orange ground units and salmon planes), and Soviet (no ground; red planes) units. Collectively, these are called "Communist units."
The UN player controls the South Korean ("ROK", pale green), US Army (olive-green), US Marines (blue-green), US Navy (dark blue), US Air Force (light blue), Commonwealth (light olive), Commonwealth Air (khaki), and an assortment of UN Allied nations (light gray). Collectively, these are called "UN units."
Each side's reserve markers are available in several colors, but the colors need not match the units placed in Reserve Mode. It is also allowed to freely swap one "color" for another. The trucks and wagons also come in several colors, and again nationality makes no difference (and counters can be freely exchanged). Note that neither side can create Extenders (OCS 12.7) in this game.
1.5 Victory
The Communist objective in the Korean War was conquest of the South to unite the country under Communist rule. Initially the UN objective was a return to the status quo ante bellum, but success in the Inchon operation led to an attempt to reunite Korea.
To unite the entire peninsula, a side must "control" all eight of the Victory Lines drawn on the maps.
Victory Line Control. Control of a Victory Line is defined as possession of all hexes along the line which contain the Yellow Circles. It is enough to be the last to occupy or pass through the hex (no need to physically occupy each hex during the check).
1.5a Automatic Victory. In any turn where one side controls all eight Victory Lines, that side achieves an Automatic Victory. Check for this during each Weather Determination Segment.
1.5b End Game Victory Levels. Assuming no player achieves Automatic Victory, victory is still based on control (as defined above) of the Victory Lines. To win, the UN must control at least one of the lines in North Korea; the Communist needs to control at least one of the lines in South Korea to win. Note for a Victory Line to "count" the Player must also control all other lines to the rear (northward for the Communist, southward for the UN).
Control of the non-automatic Victory Lines equate to the following victory levels:
- The Neck = UN Massive
- The Waist = UN Major
- Kansas = UN Minor
- Wonju = Communist Minor
- Taejon-Andong = Communist Major
- Final Pusan = Communist Massive
The game is a draw if neither player can hold a Victory Line on the enemy side of the 38th Parallel. Historically, the UN achieved a Minor Victory. See Option 4.12 for a somewhat more detailed "Victory Point" system for determining a winner.
1.6 Ending in 1950
Players can agree to terminate the campaign game at the end of 29 Dec 50. Just follow the usual victory conditions to determine the winner.
1.7 Air Base & Port Reduction
√ Air bases and ports cannot be reduced voluntarily (this overrides OCS 15.4 and 19.0c). The enemy player's air bases and ports, however, can still be attacked using the Barrage vs. Facility Table (with possible reduction and damage).
1.8 Two-Map Games
The campaign scenarios "Ridgeway Duels for Korea" (5.10) and "CCF 4th Phase Offensive" (5.11) can alternatively be played on maps B and C only, rather than all three. Alternate supply sources must be designated for the Communist player (since no map A is in play), and these are specified in section 2.10.
1.9 Repls & Transport
All Repls (both Pax and Eq) require 1/2 RE when transported by rail, shipping, or air. This is an exception to OCS 4.6 and 4.7b, but note that 4.7b does apply to all other units.
1.10 Pusan Perimeter Zone
The Pusan Perimeter Zone (PPZ), drawn on the map, is the area south and east of hex C46.27. The PPZ is either occupied or abandoned by the Communist player in August and September of 1950 (from the 5 Aug 50 turn through 29 Sept 50 turn).
To be "Occupied," the Communist player must have six divisions inside (southeast) of the Pusan Perimeter Zone line. If fewer than six divisions are inside the PPZ, it is considered "Abandoned." For a multi-unit division to count, all elements of the division (not in the dead pile) must be in the PPZ; a multi-step division counts even if not at full strength. (Note that breakdown regiments are never counted.)
Make this check in every Communist Supply Phase from 5 Aug 50 to 29 Sept 50, and apply the effects that follow.
Occupied:
- Communist receives a +2 to his subsequent Initiative roll.
- Communist uses the "June-Sept" Column of his Supply Table.
Abandoned:
- Communist uses the "No PPZ" column of his Supply Table.
- UN uses the "Sept" row on his Shipping & Rail Table.
- All UN reinforcements scheduled through 8 Sept 50 immediately arrive in Japan and all remaining FEC upgrades are implemented.
Once the PPZ is abandoned, do not make any more occupied/abandoned checks—play under the abandoned conditions until 29 Sept 50 (the last turn it matters).
Play Note: The Communist player is not required to occupy the Perimeter by 5 Aug 50. However, if he does not do so, the UN will take advantage of having stabilized the situation and begin building its counterattack much sooner. The Communist player is free to abandon the Pusan Perimeter whenever he chooses. Note also there is no effect on UN reinforcements if the PPZ is abandoned after 8 Sept 50, but levels of Comm supply are affected until the end of the month.
2.0 Communist Rules
2.1 Hip Shoots
Communist air units cannot conduct Hip Shoots.
2.2 Supply Sources
Communist supply sources are Antung (A2.07), Kuandian (A7.12), Ji'an (A23.20), Linjiang (A31.28), and Hoeryong (A62.35).
P'yongyang (B17.27) is also a Communist supply source, assuming it is connected by usable rail lines to any of the other five supply sources.
Ports are never supply sources for the Communist forces.
2.3 NK and Chinese
2.3a Repls. Communist Repls can be used to rebuild any Communist unit.
2.3b HQs. North Korean HQs can only supply/rebuild NK units. Chinese HQs can supply/rebuild any units in the Communist faction (including NK), but are restricted per 2.9.
2.3c Barrage Spotting. North Korean barrages can only be spotted by NK units. Chinese and Soviet barrages can be spotted by any Communist unit.
2.4 Reinforcements & Rebuilds
North Korean ground reinforcements can arrive at any Communist supply source; Chinese ground reinforcements can only arrive at supply sources in China.
Communist air reinforcements arrive at any air base in China. Exception: when Sanctuary (2.7) is not in force, they can arrive at any air base in trace supply.
2.4a Variable Replacements. Communist Variable Replacements can be placed in any supply source. Use OCS rule 13.5f for air replacements.
2.4b Non-HQ Rebuilds. North Korean rebuilds can occur without an HQ in any supply source. Chinese can rebuild without an HQ in supply sources in China.
Note: Rebuild Chart is on p. 24.
2.5 Chinese Intervention
2.5a Intervention Dates. The Chinese "Intervention Force" consists of all Communist Reinforcements with entry dates of 15 Oct 50 through 26 Oct 50 (as noted on the Order of Arrival). This includes both Chinese and North Korean units (the NK units involved were rebuilt in China). The Communist Player can bring in the entire Chinese Intervention force on 1 Oct 50. If entry is not delayed (see below), on that date place all Chinese Intervention units in any hexes in China.
2.5b Delaying Intervention. The Communist Player can choose (in each Communist Reinforcement Phase) to delay entry of the Chinese for as long as he wishes. For every game-turn of delay (past 1 Oct 50), one hex of placement flexibility is gained. Employing this technique allows the Communist player to achieve the infiltration and deep penetration that the Chinese historically managed. The infiltration delay benefit reaches twenty hexes on 8 Dec 50, and cannot grow beyond that point.
√ 2.5c Placement Flexibility. If entry has been delayed, the Communist Player sets up the Chinese Intervention units (and any set aside SPs) at or within a number of hexes of the Chinese border equal to the number of turns delayed. The path counted cannot be traced through Prohibited hexsides or into/through hexes that don't contain at least some non-Open terrain (infiltration needs Close, Very Close, or Extremely Close terrain). Ignore enemy units with one exception: Intervention units cannot be deployed into/through a hex containing a UN combat unit.
The Communist player is assumed to "control" all unoccupied hexes north of the infiltration distance, so he doesn't need to explicitly occupy every air base, VP hex, etc.
Example: If the Communist Player delays entry by ten turns, he can set up all Chinese reinforcements (and set aside SPs) at or within ten hexes of the NK-China border.
This deployment flexibility applies only to the initial turn of intervention: all future Chinese ground reinforcements enter normally (at any supply source in China).
2.5d Reinforcements. While Chinese Intervention is being delayed, add all scheduled Chinese reinforcements to the Intervention Force. New arrivals to the Intervention Force receive the full infiltration benefit of the current delay.
The Communist player can add all or some of the SP arriving on a "delay turn" to the Chinese Intervention Force. Repls and air units, however, cannot be added to the Intervention Force.
2.6 Communist Initiative
2.6a Pusan Perimeter. If the Communist player occupies the Pusan Perimeter Zone (1.10), add +2 to the Communist Initiative Roll.
2.6b Chinese Intervention. From Chinese Intervention until the end of 1950, if the UN player has units north of the 38th Parallel, the Communist Player gets a +2 to his Initiative Roll.
Design Note: The UN was shocked by the scope of the Chinese intervention. They fell all the way back to South Korea. While damaged, they really weren't hurt that badly. In the game, the UN player can attempt to stay in North Korea, but fights at a disadvantage. Alternately, he can abandon the North to stabilize the situation. Ridgeway's arrival in Jan 51 historically recharges the Army, and allows them to return North if possible.
Historical Note: While many focus on the "surprise" involved in the Chinese intervention, my research shows that while the UN might have had its head in the sand, tactically and operationally, at the strategic level the intervention was not unexpected. Emphasizing the surprise involved, however, conveniently explained the rapid withdrawal to less extended lines.
2.7 Sanctuary
2.7a Land Sanctuary. No UN units can ever attack or move into any hex in China. Ground units forced to retreat into Chinese territory are destroyed. Under no circumstances can the UN barrage any hex in China.
Important: When playing with options which suspend 2.7, only lift the restrictions in 2.7b (below). UN ground units may never violate Sanctuary under any option for any reason.
There are two periods of land sanctuary:
A) Prior to Chinese Intervention, the North Korean forces have only limited access to hexes in China. Newly-arrived SPs and reinforcements can be placed in China and then move into North Korea. Other NK units can move or retreat freely into China during this period, but any that do so are immediately removed from the map and moved to the Intervention Box (having now become part of the Intervention Force) where they remain until China enters the war.
B) After Chinese Intervention, all Communist ground units can move back and forth across the border at will (without the restrictions above), but the UN still cannot violate this sanctuary.
2.7b Air Sanctuary. Communist air units did not participate in an OCS-level air war after the initial North Korean air force was destroyed. Their role was limited to the Patrol Zone and Interception effects which make up the famous "MiG Alley." Air Sanctuary applies to all Communist air units in China.
During Air Sanctuary…
- UN air units cannot enter China.
- Communist air units cannot conduct any missions other than Interception, nor can they be based outside of China.
- Communist Patrol Zones have a special range of 15 hexes (from air bases in China only).
- Air bases in China must pay normal refit costs (it isn't "free").
Important Note: The two initial NK air units are not affected by these Sanctuary rules as long as they remain outside China.
2.8 Porters & Wagons
Communist forces employed human labor to transport supplies. Porters are transport units that are treated as wagons for capture and displacement purposes.
There are no UN porters or wagons, so if a porter/wagon is captured, the UN player gets any captured SPs, but the porter/wagon is automatically destroyed.
Porters and wagons cannot be replaced.
2.9 Chinese HQs
Chinese Army HQs (four X's above the flag) are limited like "divisional HQs" per OCS 13.1d. They cannot throw supply to Chinese units in a different Army Group (the colored stripes show these). They have no engineer capability. Note they can throw supply to all independent units and North Koreans.
Chinese Army Group HQs (five X's above the flag) follow the same "color code" restriction above, but do have engineering capabilities.
See 2.3b for other HQ restrictions.
2.10 Alternative Supply & Setup
When playing campaigns or scenarios on Map B and Map C only, some alternate rules and Communist supply sources must be used.
- "NK substitute" supply sources are P'yongyang (B17.27) and B34.33 (Yonghung). NK reinforcements can arrive at either location.
- "Chinese substitute" supply sources are B16.34, B19.34, and B24.34. Arriving SP and units may be assumed to be entrained in hexes B19.34 or B24.34 when they enter.
- Supply generated off the Supply Table and Communist Repls may be placed in any of the five substitute sources (NK or Chinese).
- Allow Chinese units to be rebuilt in B16.34 as if a nominal Chinese HQ is there.
- Units which initially set up in the following Map A hexes should be set up in the corresponding Map B hexes (any others should not set up at all):
| Map A hex | Map B hex |
|---|---|
| A35.03 | B32.33 |
| A36.03 | B33.33 |
| A37.04 | B34.32 |
| A38.03 | B34.33 |
| A39.04 | B35.33 |
| A43.06 | B36.33 |
3.0 UN Special Rules
3.1 Trainbusting & Hip Shoots
√ 3.1a Trainbusting. UN Trainbusting missions have increased effect:
A) Enemy flak has no effect (don't bother rolling) unless there is a modifier (for things like enemy HQs and PZs) of +1 or more.
B) Roll twice on the Barrage vs Facility Table. If there are two "success" results, put the second Trainbusting marker anywhere within two hexes of the mission hex.
Example: An F-80c does Trainbusting. There is no flak roll, because the flak is light (no modifiers). The UN player rolls twice on the Facility Table for its 8 barrage points (needing a 4-6 for success). He rolls well—a '4' and a '6'—so gets to place two Trainbusting markers, one in the mission hex and one nearby.
Player Note: The UN usually had complete air superiority in this campaign, so we're giving their Trainbusting missions increased intensity and success.
3.1b Hip Shoots. US Navy air units can conduct Hip Shoots, but no other UN planes can do so. Furthermore, Hip Shoots require a US Marine unit to act as spotter.
Design Note: US Navy air units represent aircraft from both the US Navy and the US Marines.
3.2 Supply Sources
Any friendly port hex (1 SP or larger), including deployed LST ports, are UN supply sources.
Seoul is also a UN supply source (any hex), as long as it is connected by usable rail lines to any other UN supply source.
Japan is a supply source for all units in the Japan Off Map Box.
Japan is the source of all new UN SPs. The number obtained each turn isn't variable (there is no table to roll on), and is only limited to what the UN player is capable of moving into the game. See 3.6.
Player Note: The double-port of Pusan is absolutely vital to the UN player. At all costs, he must keep the Communist player from shutting down these ports by moving adjacent. Keep reserves handy to drive away any raiders and try to keep defenders in the port hexes as well as C55.13 (the only land hex adjacent to both halves of Pusan).
3.3 Reinforcements & Rebuilds
ROK ground reinforcements arrive in either Pusan or Seoul (if it qualifies as a supply source). All other UN ground reinforcements arrive in Japan, unless otherwise stated in the Order of Arrival.
UN air reinforcements can arrive in any friendly airfield in trace supply.
UN naval reinforcements are placed in any all-sea hex on the map, or in the Sea Box.
3.3a Variable Reinforcements. Variable Replacements come in two types: ROK and UN.
ROK Repls are limited to the number in the special countermix, and can only be used to rebuild ROK units.
UN Repls can be used to rebuild any of the UN Player's units (including ROK).
Use OCS rule 13.5f for air replacements.
3.3b Non-HQ Rebuilds. ROK units can be rebuilt without an HQ in Seoul or Pusan. Other kinds of UN units can be built without an HQ in the Japan Box or Pusan.
Note: Rebuild Chart is on p. 24.
3.4 International Cooperation
ROK HQs can only supply/rebuild ROK units. US HQs can supply/rebuild any units in the UN faction (including ROK).
ROK barrages can only be spotted by ROK units. UN barrages can be spotted by any units in the UN faction (including ROK).
3.4a Combined Stacks. If an Action Rating is needed (for combat, attrition, and so on) when ROK and other UN forces are stacked together, the AR must come from an ROK unit.
When several such stacks attack together, apply the above to each attacking stack independently. So if a US stack attacks with a bunch of ROKs in other hexes, the UN stack's AR could be used. But if all the stacks were mixtures of ROK and US, an ROK AR would have to be used.
3.5 Far East Command Units
Any units with unit size & symbol in White are 8th Army Far East Command (FEC) forces. All these units arrived under-strength and under-trained. A second counter for each unit depicts it after reaching full effectiveness.
The Order of Arrival will say when to upgrade these FEC units. Just swap the appropriate FEC unit with its full-strength replacement.
There are no restrictions to upgrading the FEC units. The FEC units can be in a ZOC, at sea, surrounded, or in the dead pile. Just replace the FEC unit with the full-strength unit—nothing needs to be moved or shipped. Do not change the condition of the unit (alive, dead, low internals, out of supply, or so on). If Repls are available at the moment of upgrade, the unit may be rebuilt for the cheaper rate, and then immediately upgraded.
Remove the FEC units permanently when they are upgraded with their full strength replacements.
Player Note: Historically, the FEC got its baptism of fire along the Kum River. UN player is encouraged to repeat history because these weak regiments can be rebuilt cheaply (for 1x Pax). Don't be afraid to fight those North Koreans!
3.6 Japan Off-Map Box
An infinite number of Supply Points are available in Japan. The UN Player is only constrained by his shipping (3.7b) and air transport assets as to the number he can bring into Korea.
Most UN ground reinforcements will also need to be shipped over from Japan.
Japan is a UN supply source and has a nominal HQ for UN rebuilds.
3.7 The Sea Box & Shipping
3.7a The Sea Box. The Sea Box is an abstract representation of the bodies of water that ships used to move units and supplies around Korea. The AEPs function as conduits between the Sea Box and the map.
- Landing Craft and LSTs can freely enter and exit the Sea Box.
- All other ships (Carrier Groups and Surface Action Groups) can only enter the Sea Box when first placed as reinforcements (or in the initial set up). Once moved from the Sea Box, these must move on-map only.
- Ground units and supplies can only be moved to the Sea Box using Shipping Capacity. They can be moved out of the Sea Box using shipping, Landing Craft, and LSTs. See 3.7b.
- While in the Sea Box, units cannot attack or be attacked. Carrier air units cannot be used. All units are in supply.
Exiting. A naval unit in the Sea Box can start movement at any AEP location.
Entering. Landing Craft and LSTs (but not other naval units) on the map can instantly transfer to the Sea Box when they enter an AEP. Note they can only move in one direction in a given phase—either into the Sea Box or out of it, but never both. There is no ability to transfer from one AEP directly to another.
3.7b Shipping Capacity. Each turn the UN player receives a number of Shipping Points (aka "Sea Cap"). Each point can do one of the following:
- Move 1 SP from any UN Port (or the Japan Box) to the Sea Box.
- Move 1 SP from the Sea Box to any UN Port (or the Japan Box).
- Move 1 SP from the Japan Box directly to any UN Port.
Shipping points can only be used in the regular Movement Phase and cannot be saved from one turn to the next. Apply OCS rule 4.7 to convert REs into SPs.
Notes:
- There is no additional shipping point cost for SPs or units that exit the Sea Box loaded in LC/LSTs. See 3.8 (below) for notes on Amphibious Landings.
- √ TF Smith is 1/2 RE for stacking and shipping.
3.8 Amphibious Landings
The only way units and supplies can move from the Sea Box to a coastal hex that does not contain a friendly port is to use a Landing Craft (LC or LST). OCS 18.4-18.6 explain the mechanics of invasions, etc. The Amphibious Landing Table is located on the map and also on p. 39.
An LST can be converted into a port per OCS 18.4f. An LST-port is a UN supply source.
3.8a Loading. During the friendly Movement Phase, LCs and LSTs can be loaded with SP, trucks, and combat units. Loading does not cost any movement points. Cargo must begin the phase in the Sea Box—LCs and LSTs cannot load cargo anywhere else!
Play Note: To prepare for an amphibious assault, use the shipping capacity to move SPs and units from ports to the Sea Box. The next turn, you may load LC/LSTs in the Sea Box, and move from there.
3.8b Variable Arrival and Limited Intel. Any player who can read an Order of Arrival can tell exactly when he might need to begin guarding against a UN amphibious invasion. To mitigate against this, players can use the following options:
- Keep the contents of the Sea Box hidden from the Communist Player.
- Rather than use the historical arrival of the LC/LSTs and the Naval Support, on 15 Aug 50 begin rolling for their arrival. On a roll of 9 or more, all of the LC/LST points arrive, along with the Missouri SAG.
3.9 Surface Action Groups
Surface Action Groups (SAGs) are used to conduct bombardment operations along the coast of Korea. An SAG represents the Naval Gun Support Groups (DDs, etc.), centered on the 'named' ship on the counter.
Unless the optional Supply Interdiction rule (4.1) is used, only the Missouri SAG appears in the game (it supports UN amphibious operations in September).
3.10 Carrier Groups (CVGs)
Carrier Groups (CVGs) can each carry up to 3 air units (as indicated on the counter in brackets). These must be either US Navy or CW planes.
OCS 18.2 covers the general handling of aircraft carriers. The boxes provided on the map can be used as a convenient place to put the air units based on carriers.
4.0 Options & Variants
4.1 Supply Interdiction
Supply Interdiction provides a more refined model of the UN campaign against the Communist logistical net. All "Optional 4.1" listings on the Arrival Schedule are received by the UN. Historically, these units were permanently on Supply Interdiction duty, but here we're allowing the player to tinker with allocations. The Communists will see increased supply arrivals if the extra units are used ahistorically. There is no "cost" for using this option.
√ Newly-arriving UN planes and ships may be placed in the Interdiction Box immediately upon their arrival. Otherwise, assignment changes can only be made during the UN Refit Phase of the 1st and 15th of each month. On those turns, modify the UN Refit Phase as follows:
A) At the beginning of the phase, empty the Interdiction Box. Planes are placed (Inactive) at any friendly air base (including Japan); ships return to any sea hex.
B) At the end the phase, decide which naval and air units will be on Supply Interdiction duty for the next half-month period. Just pick up any UN ships and Active planes and put them in the Interdiction Box.
Player Note: To save time, you can skip Step A for units that will remain in the Interdiction Box.
Units in the Interdiction Box...
- Cannot be attacked by the enemy.
- Never worry about flak, interception, range, or refit.
- Are unaffected by weather (so planes still "count" even on No Flight turns).
- Cannot leave the Interdiction Box (to make barrage attacks, etc.) until the start of the next half-month period.
Changes to Communist Supply. Use the columns on the Supply Table marked Interdiction Option. Each turn the amount of supply received is reduced by 1T for every 25 points of combined Barrage Strength in the Interdiction Box.
Example: The Missouri SAG and 2x B-26 are in the Interdiction Box. They have a combined barrage strength of 42. Dividing 42 by 25 equals 1.68, which rounds to a supply reduction of 2T.
4.2 CCF Intervention Options
The standard approach to Chinese Entry is what we call Elective Intervention. There is some modeling of surprise and infiltration, but the entry turn of the Chinese is completely under the control of the Communist player. Either of the two options below can be used without cost if players desire a different intervention model.
4.2a Historical. Use the historical arrival turns, as listed on the Order of Arrival. There is no "delay" or "infiltration" allowed.
√ 4.2b Variable. Rather than using historical arrival (4.2a) or elective intervention (2.5), this option provides a variable amount of Communist surprise.
Rule 2.5 is still used to define the initial Intervention Force, but its entry and any infiltration are somewhat random. Beginning 1 Oct 50, during each Communist Reinforcement Phase roll two dice on the table below for Chinese Intervention. Intervention rolls should normally be made in the open, but if players agree the Communist can make them in secret.
Variable CCF Intervention Table
| Roll | Result |
|---|---|
| 2-9 | No intervention this turn |
| 10 | Intervention (see Note 1) |
| 11 | Surprise (see Note 2) |
| 12 | Massive Surprise (see Note 3) |
+1 to roll starting 1 Nov +1 to roll per "ignored" intervention -1 to roll if the Pusan Perimeter Zone was abandoned before 8 Sept 50 -1 to roll if at least one hex of the UN Sudden Death Line is currently occupied by UN combat units
Notes:
- Deploy the entire Intervention Force anywhere in China
- Add 4 to roll 1d6. Deploy the entire Intervention Force in hexes within that distance of China.
- Add 8 to roll 2d6. Deploy the entire Intervention Force in hexes within that distance of China.
Ignoring Intervention. The Communist has the option to ignore an intervention trigger (a modified roll of 10 or more), hoping the future will give a better result or a better time to intervene with the Chinese. Doing this adds +1 to each subsequent roll for Variable CCF Intervention (and the "ignore" drms are cumulative).
Limited Intervention. Once per game, on a turn that an intervention trigger is ignored, the Comm Player has the further option to make a limited intervention. Take four HQs and twelve infantry divisions from the Intervention Force and divide them evenly between the four supply sources along the Yalu. This weakens the eventual CCF surprise attack, but will protect against a Sudden Death. Chinese HQs cannot leave China prior to full intervention, but the infantry can move and fight as desired.
Deploying. When the CCF is deployed, follow the procedures in 2.5, using the infiltration distances from the table above. (Surprise will result in a infiltration of 5 to 10 hexes; Massive Surprise results in an infiltration of 10 to 20 hexes.) Note a single infiltration DR is made for the entire force—don't roll for each unit!
4.3 No Sanctuary
The Communist player now has the choice of breaking Air Sanctuary. He can declare this on any turn and in any phase. Air Sanctuary restrictions cannot be broken by the UN until the Communist player makes this announcement. Employ this option without "cost" if players agree.
No Sanctuary lifts the restrictions of 2.7b. UN planes are now free to attack Chinese air bases, and Communist planes are free of basing and mission restrictions. Simply put, both sides can now use their air units in any way they choose. Two additional changes occur:
A) Communist air reinforcements scheduled to arrive in 1951 all enter on 5 Jan 51 (or on the date sanctuary is broken if after that date).
B) √ Neither side needs an engineer to rebuild/improve existing air bases (but still pay normal supply costs). An engineer is still required to build an air base from scratch.
4.4 UN Dedicated Air Support
Beginning 1 Jan 51, the UN can employ Dedicated Air Support. Twice each month, during his Refit Phase, the UN can dedicate air units to the support of any US division. Only F-types and T-types may be dedicated.
This dedicated assignment lasts until the until the start of the next half-month period. Use the Divisional Marker, placing it adjacent to the dedicated air base, to keep track of which air base is dedicated to what US division. All air units at an air base are dedicated to the same US division. Only one air base can be dedicated to a single division. Any number of bases can be dedicated in any one turn (to separate divisions, of course).
Missions. A dedicated air unit can Hip Shoot or Barrage only if spotted by a unit of that division. A dedicated air unit can Hip Shoot even if not normally allowed to do so by rule 3.1. Other missions (trainbusting, interception, fighter sweep, etc.) follow the normal rules. After any mission, a dedicated air unit must return to the dedicated base.
This is a minor variant, without "cost".
4.5 North Korean Armor Rebuild
Allow the Communist to rebuild any tank unit (ignore the "no rebuild" markings). This allows him to rebuild the 105 Armored Division's spearheads!
This is a minor variant, without "cost", but it obviously favors the Communist side with a non-trivial boost.
4.6 US Navy!
This option assumes an even greater US Navy participation. Bring in the CVG Leyte and its air wing (1x F9F, 1x F4U, 1x AD4) on 29 Sept 50.
This is a minor variant, without "cost" but it favors the UN. It is best combined with other variants.
4.7 Nuclear Weapons
This option explores the potential deployment of nuclear weapons ("nukes") in the Korean War. The cost of the option varies depending on the Soviet reaction (see 4.7b). Note a Nuclear Weapon counter represents a number of strikes, not just one bomb.
This option can be employed at any time after Chinese Intervention. In addition to the nukes, the UN can also violate Air Sanctuary (follow the procedures spelled out in 4.3).
If not using the Interdiction Option (4.1), immediately bring on all of the optional B-29s. They can only be used to carry nukes. If you are using 4.1, continue using the B-29s in any desired manner.
4.7a Procedure. Place the ten US Nuke counters in Japan. The number of nuclear weapons available is strictly limited to the countermix. They cannot leave Japan except aboard a B-29 and on a "mission".
Only US B-29s (and Russian Tu-4/80; see Russian Response, below) air units can carry nukes (full or reduced, it doesn't matter), and only one nuke can be carried per air unit.
To execute a nuclear attack, move the air unit and available nuke counter to the target hex and undergo applicable flak normally. In the event of a flak or air combat loss result on the bomber's last step, the rest of the mission is immediately aborted and the nuke is returned to Japan (it is not dropped!) and can be part of a later attack.
Rather than roll on any table, place the Nuclear Weapon in the target hex of the strike, orient the "Mushroom Cloud" towards North. Each turn, during the UN Reinforcement Phase, rotate the "Mushroom Cloud" one hexside (60 degrees) clockwise. When the counter is rotated to North again, flip it to its "Interdiction" side.
Apply the following effects:
A) The entire target hex's contents are immediately destroyed
B) Anything that moves into this hex while the Nuclear Weapon shows its mushroom cloud is immediately destroyed (so don't do that!!)
C) While the counter shows its mushroom cloud, units or SPs cannot use rail movement through the marker, trace supply is not affected.
The above Nuclear strike effects last until the nuclear weapon counter is flipped from its "Mushroom Cloud" side to its Interdiction side (a total of six turns, as per the rotation mechanic above).
When on its "Interdiction" side, a Nuclear weapon acts exactly as Trainbusting (OCS 14.8), except the marker remains permanently on the map (it never "cleans up") and its effects apply to UN and Communist units alike.
4.7b Soviet Response. The Communist must choose one of three Soviet Responses.
A) None. The UN must now win an Automatic Victory, anything short of that is a defeat.
B) Full Soviet Support. Implement Option 4.8. The combined effect shifts the final victory level 2 levels in the favor of the Communists.
C) Soviet Nukes. Add Option 4.8, and also add the four Soviet nukes and the Tu-4/80 air units. Add 4.6 as US response escalates (more targets for Soviet nukes!). The combined effect shifts the final victory level one level in the favor of the Communists.
4.8 Full Soviet Support
This supposes that the Soviet Union gave their full support to the Korean War. Apply the following:
A) Add an additional NK IL-2, NK La-9, and 1x Reserve Marker to the initial NK deployment.
B) Use 4.4 (allow rebuilds).
C) Add 1 SP to the Communist Supply roll results each turn.
D) Bring on an additional 1x NK MiG-15, 1x Chinese MiG-15, 3x Russian MiG-15 (8-2) and 3x Russian Tu-2 air units on 5 Jan 51.
Shift the victory level one level in the UN favor (a Communist Major victory becomes a Communist Minor victory and so on.)
4.9 US is Prepared!
This option assumes the US maintained the Far East Command at a high state of readiness. Whenever an FEC unit is called for in the Order of Arrival, use the full-strength unit instead. Ignore all FEC "deletes" and "upgrades." Do not deploy the 29th Inf Rgt (1 July 50) at all. Bring on the 24 Inf Div (5 Inf Rgt) rather than the 24 Inf Div (34 Inf Rgt).
Also, add option 4.6 (US Navy!).
Shift the victory level one level in the Communist favor.
4.10 The Air War That Could Have Been…
This variant supposes that the air war escalated in January. There is no cost for this variant.
On 5 Jan 51, apply 4.3 (No Sanctuary), 4.6 (US Navy), and 4.8 (Russian support). Add 2x F-86e, 1x F-80c, 1x F4U and 1x B-26 (if they are already in play because the Supply Interdiction option is being used, add 3x Air Eq Repls instead). The new air units arrive in the Weather Determination Segment (do not wait for the Reinforcement Phase).
If playing any of the scenarios which begin in 1951 (5.10 through 5.13), assume that air bases were built to provide forward air cover. The Communists can setup four extra air base levels, and the UN gets two extra levels. These "levels" can be used to improve existing air bases or build new ones. A new base can be placed in any non-City hex on or behind the frontline.
4.11 Sweep the Streets!
This is a minor variant, without cost. It favors the opening NK offensive, so is best combined with other variants. Both North and South Korea recruited "volunteers" from the population. Each time control of the following city hexes changes hands, the capturing force immediately gets one Pax repl: (make it a ROK Pax repl if the UN makes the capture). Place the repl in any friendly supply source hex.
- Seoul (each hex)
- Taejon
- Taegu
- Pyongyang
4.12 Optional VP Procedure
This option uses a running Victory Point calculation and has no cost.
Record Victory Points as a differential, so that either the UN or Communist has positive points at any given time.
Points are counted at the start of the 1st and 15th turn of each month during the Weather Determination Segment. Record VPs based on the most advanced Victory Line that a side completely holds.
- 1 VP for a Minor Victory Line
- 2 VP for a Major Victory Line
- 3 VP for a Massive Victory Line
These values are marked on the appropriate lines on the map. At the game's end, the side with the most points wins.
√ 4.13 The 105th Division
There is some debate over whether the 105th deserves an organic truck. The division's tanks were used piecemeal, and the organic truck adds a dimension of terror to the NK offensive that might not be warranted.
This option removes the organic truck from play and replaces it with a 1 SP dump on the ground (as noted in scenario setups).
√ 4.14 Enhanced Transport
Enhanced Transport (OCS option 21.12) works very well in this campaign. Apply the Strat Mode restrictions on the Communist player (only) to reflect a shaky logistical net and UN air supremacy. The "Cloak of Night" section of that same option also seems appropriate, given the UN's dominance of sea and air.
Design Note: This option's use is strongly favored by Rod Miller!
√ 4.15 Take The High Ground
This option makes the geography of Korea more rugged. Make these changes:
- Low Hills now become Hills (so there is no longer any Low Hills terrain).
- Hills now become Rough (so there are now two shades of Rough terrain).
Design Note: Some players think the NKPA drive through the central corridor is a little too easy, and this change puts some Rough ground along this path. It also makes the Pusan Perimeter more defensible.
√ 4.16 Adding Limited Flight
Weather rolls in Korea are real nail-biters, with the dramatic difference between Flight and No-Flight. Some players might want to add the familiar intermediate result of Limited Flight to the mix.
This option adds a 2d6 roll to each Weather Phase to see if the normal result is changed to Limited Flight. A roll of a '2-4' changes a No-Flight result, and a roll of a '2-4' or '10-12' changes a Flight result. Note the reverse side of the Weather marker is used to indicate a Limited Flight turn.
On Limited Flight turns, missions can only be flown during the Movement Phase and no hip-shoots are allowed.
Example: It is the 5 July turn. The regular Weather Table roll of a '5' gives a Flight result, and now two dice are rolled to see if it changes. The roll is a '10', so the weather changes to Limited-Flight. (Note that same roll would have not changed a No-Flight result, since those only get changed on a '2-4'.)
Play Hint: Roll three dice at once—the two "limited check" dice and an off-colored "regular weather roll" die to speed play.
√ 4.17 No NKPA Breakout
When using this variant, North Korean units cannot use Breakout (OCS 12.8e).
Design Note: There is some concern that Breakout will let too many Communist units escape the Inchon landing's trap, so this option stops that (at least via the Breakout route). It is also fairly historical to assume that most by-passed North Koreans will opt to become guerillas.
Abbreviations
Abn—Airborne; Arm—Armor; Arm Car—Armored Car; Arty—Artillery; BC—Border Constabulary; Bde—Brigade; Belg—Belgian; Bn—Battalion; Brkdwn—Breakdown; Cap—Capital; Cav—Cavalry; CCF—Chinese Communist Forces; CW—Commonwealth; Div—Division; Divarty—Divisional Artillery; Eth—Ethiopian; FEC—Far East Command; Grp—Group; Hus—Hussars; Ind—Independent; Inf—Infantry; LC—Landing Craft; LST—Landing Ship, Tank; M or Mar—Marine; MC—Motorcycle; Mx—Mixed; NG—Naval Garrison; NK—North Korea; NKPA—North Korean People's Army; Phil—Philippine; PPat—Princess Patricia's Canadian Light Infantry; PR—Puerto Rico; RA—Royal Artillery; Rgt—Regiment; ROK—Republic Of (South) Korea; Sec—Security; Sep—Separate; TF—Task Force; Thai—Thailand; Tk—Tank; Turk—Turkish; UN—United Nations; US or USA—United States (of America); USMC—United States Marine Corps; CVG—Aircraft Carrier Group; SAG—Surface Action Group.
5.0 Scenarios
| Page | Scenario |
|---|---|
| 10 | 5.1: The Korean War * |
| 11 | 5.2: Invasion of South Korea |
| 12 | 5.3: On the Naktong |
| 14 | 5.4: Pusan Perimeter * |
| 16 | 5.5: MacArthur's Triumph |
| 16 | 5.6: Inchon * |
| 18 | 5.7: Chosin Reservoir |
| 20 | 5.8: Enter the Dragon! |
| 22 | 5.9: The Chinese Intervene * |
| 25 | 5.10: Ridgeway Duels for Korea * |
| 27 | 5.11: CCF 4th Phase Offensive * |
| 30 | 5.12: Operation Ripper |
| 32 | 5.13: Chinese Spring Offensive |
An asterisk (*) denotes a campaign game (these have different starting points, but all end on 29 June 51).
Set Up Notes:
- Organic Trucks set up Full. Other Trucks, Wagons, and Porters are empty, but can be filled from any SPs setting up in the same hex before play begins.
- Unless noted otherwise, all scenarios use the Arrival Schedules on pages 35-37, and the standard charts/rules for SPs, Repls, Shipping, Supply Sources, and Rail Capacities.
- US units listed as being "FEC" use the unit's lowered-value counter. If FEC isn't specifically mentioned, use the unit's full-strength counter. FEC units can be identified by the white unit symbols used.
Scenario 5.1: The Korean War
This is the Korean War's first year.
General Information
Setup Order: Communist first. First Player: Communist. Weather: Flight on 26 June. First Turn: 26 June 50. Last Turn: 29 June 51. Total Turns: 109. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use all maps (A, B, C).
Victory Conditions
Use campaign victory conditions (1.5).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 4. Dead Pile: None.
North Korean Setup
- A2.06: 3-1-2 Sec Bde (2 BC)
- A38.03: 4-2-2 Sec Bde (1 BC), 1 SP
- A62.27: 1-1-2 NG Bn (2)
- B14.14: 3-1-2 Sec Bde (3 BC)
- B14.23: 3-3-3 Marine Rgt (549), 1-1-2 NG Bn (3)
- B17.15: 6 Inf Div (14 Inf Rgt)
- B25.15: 6 Inf Div (13, 15 Inf Rgt, Arty Rgt)
- B17.20: 3-3-5 Motorcycle Rgt (12)
- B17.27: 16-2-3 Inf Div (15), 12-2-3 Inf Div (10), 3-2-2 Sec Bde (5 BC), 3-1-2 Sec Bde (7 BC), 1x Truck Point, 2 SP
- B25.16: 10-0 Corps HQ (I), 13-1-2 Arty Rgt (I Corps), 2x Wagon Points, 10 SP
- B26.15: 105 Arm Div (203 Tank Bn), 16-3-3 Inf Div (1)
- B32.15: 105 Arm Div (107 Tank Bn), 4 Inf Div (5, 18, 16 Inf Rgt, Arty Rgt)
- B34.17: 18-2-3 Arty Rgt (GHQ), 105 Arm Div (206 Inf Rgt, Organic Truck (full))
Note: When using Option 4.13, substitute a 1 SP dump for the 105th's loaded organic truck.
- B36.14: 105 Arm Div (109 Tank Bn), 16-3-3 Inf Div (3)
- B36.28: 1-1-2 NG Bn (1), 12-2-3 Inf Div (13), 1 SP
- B37.27: 3-2-3 Inf Rgt (886)
- B39.15: 10-0 Corps HQ (II), 13-1-2 Art Rgt (II Corps), 16-2-3 Inf Div (2), 6 SP
- B41.26: 2-2-5 Motorcycle Rgt (17)
- B44.15: 12 Inf Div (12 Tank Bn, 1, 2, 3 Inf Rgt, Arty Rgt)
- B49.17: 5 Inf Div (10, 11, 12 Inf Rgt, Arty Rgt), 2 SP
- B50.14: 5-3-3 Inf Rgt (766)
- B44.13: 6 Inf Div (2 Inf Rgt), 1T
- B42.06: 1x 3-2-2 Breakdown Rgt
- B51.13: 1x 3-2-2 Breakdown Rgt
- B56.06: 10-2-3 Inf Div (8, less 2 steps)
- B58.01: 8-0 Corps HQ (II), 1-2-3 Inf Bn (1 Sep), 2 SP
- C30.12: 10-2-3 Inf Div (5, less 2 steps)
- C33.33: 3-2-6 Arm Car Bn (1 Cav)
- C35.31: 1x 3-2-2 Breakdown Rgt
- C37.27: 12-2-3 Inf Div (2, less 2 steps), 1 SP
- C50.21: 12-3-3 Inf Div (3, less 2 steps), 1 SP
- C50.33: 1x 4-3-3 Breakdown Rgt
- C56.12: 5-3-3 Marine Inf Rgt (1), 1x Truck Point
- C59.23: 1x 3-2-2 Breakdown Rgt
Air Bases: Level 3: A2.07, A5.09, A7.12, A20.26. Level 2: B17.27, A37.04, A23.20, A20.18.
Air Units (at any bases): 1x IL-2, 1x Yak Mix.
UN Information
Rail Cap: Per Charts. Sea Cap: Per Charts. Supply: As transported from Japan. Reserve Markers: 2. Dead Pile: None.
South Korean Setup
- B26.13: 1 Inf Div (12 Inf Rgt)
- B29.12: 1 Inf Div (15 Inf Rgt)
- B32.04: 1 Inf Div (11 Inf Rgt, Divarty Bn)
- B27.14: 1x 3-2-2 Breakdown Rgt
- B30.08: 8-0 Corps HQ (I), 15-1-3 Arty Rgt (I Corps), Cap Inf Div (18 Inf Rgt), 2 SP
- B31.08: Cap Inf Div (17 Inf Rgt), 2 SP
- B31.09: Cap Inf Div (1 Inf Rgt), 1 SP
- B32.10: 12-2-3 Inf Div (7, less 2 steps)
- B32.13: 1x 3-2-2 Breakdown Rgt
- B34.12: 1x 3-2-2 Breakdown Rgt
- B40.12: 6 Inf Div (7 Inf Rgt), Level 1 Hedgehog
- B41.10: 6 Inf Div (19 Inf Rgt), 1 SP
Scenario 5.2: Invasion of South Korea
Covers the North Korean invasion into South Korea, the UN defense and counterattack, and the eventual capitulation of the NKPA forces in South Korea.
General Information
Setup Order: Communist first. First Player: Communist. Weather: Flight on 26 June. First Turn: 26 June 50. Last Turn: 29 Sept 50. Total Turns: 29. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use only maps B and C.
Remember 2.10 for alternate Communist supply sources.
Victory Conditions
NK can win via sudden death capture (1.5a) or by holding Seoul and Taejon at the game's end. The UN wins by holding Seoul, Taegu, and Taejon at the game's end.
Historically, the UN won this scenario, defeating the NK invasion by counterattacking to retake all of South Korea (and ultimately, invading North Korea).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 4. Dead Pile: None.
North Korean Setup
- B14.14: 3-1-2 Sec Bde (3 BC)
- B14.23: 3-3-3 Marine Rgt (549), 1-1-2 NG Bn (3)
- B17.15: 6 Inf Div (14 Inf Rgt)
- B25.15: 6 Inf Div (13, 15 Inf Rgt, Arty Rgt)
- B17.20: 3-3-5 Motorcycle Rgt (12)
- B17.27: 16-2-3 Inf Div (15), 12-2-3 Inf Div (10), 3-2-2 Sec Bde (5 BC), 3-1-2 Sec Bde (2 BC, 7 BC), 1x Truck Point, 2 SP
- B25.16: 10-0 Corps HQ (I), 13-1-2 Arty Rgt (I Corps), 2x Wagon Points, 10 SP
- B26.15: 16-3-3 Inf Div (1), 105 Arm Div (203 Tank Bn)
- B32.15: 105 Arm Div (107 Tank Bn), 4 Inf Div (5, 16, 18 Inf Rgt, Arty Rgt)
- B34.17: 18-2-3 Arty Rgt (GHQ), 105 Arm Div (206 Inf Rgt, Organic Truck (full))
Note: When using Option 4.13, substitute a 1 SP dump for the 105th's loaded organic truck.
- B36.14: 105 Arm Div (109 Tank Bn), 16-3-3 Inf Div (3)
- B34.33: 4-2-2 Sec Bde (1 BC)
- B36.28: 12-2-3 Inf Div (13), 1-1-2 NG Bn (1), 1 SP
- B37.27: 3-2-3 Inf Rgt (886)
- B39.15: 10-0 Corps HQ (II), 16-2-3 Inf Div (2), 13-1-2 Arty Rgt (II Corps), 6 SP
- B41.26: 2-2-5 Motorcycle Rgt (17)
- B44.15: 12 Inf Div (12 Tank Bn, 1, 2, 3 Inf Rgt, Arty Rgt)
- B49.17: 5 Inf Div (10, 11, 12 Inf Rgt, Arty Rgt), 2 SP
- B50.14: 5-3-3 Inf Rgt (766)
Air Bases: Level 2: B17.27.
Air Units (at any bases): 1x IL-2, 1x Yak Mix.
UN Information
Rail Cap: Per Charts. Sea Cap: Per Charts. Supply: As transported from Japan. Reserve Markers: 2. Dead Pile: None.
South Korean Setup
- B26.13: 1 Inf Div (12 Inf Rgt)
- B29.12: 1 Inf Div (15 Inf Rgt)
- B32.04: 1 Inf Div (11 Inf Rgt, Divarty Bn)
- B27.14: 1x 3-2-2 Breakdown Rgt
- B30.08: 8-0 Corps HQ (I), Cap Inf Div (18 Inf Rgt), 15-1-3 Arty Rgt (I Corps), 2 SP
- B31.08: Cap Inf Div (17 Inf Rgt), 2 SP
- B31.09: Cap Inf Div (1 Inf Rgt), 1 SP
- B32.10: 12-2-3 Inf Div (7, less 2 steps)
- B32.13: 1x 3-2-2 Breakdown Rgt
- B34.12: 1x 3-2-2 Breakdown Rgt
- B40.12: 6 Inf Div (7 Inf Rgt), Level 1 Hedgehog
- B41.10: 6 Inf Div (19 Inf Rgt), 1 SP
- B44.13: 6 Inf Div (2 Inf Rgt), 1T
- B42.06: 1x 3-2-2 Breakdown Rgt
- B51.13: 1x 3-2-2 Breakdown Rgt
- B56.06: 10-2-3 Inf Div (8, less 2 steps)
- B58.01: 8-0 Corps HQ (II), 1-2-3 Inf Bn (1 Sep), 2 SP
- C30.12: 10-2-3 Inf Div (5, less 2 steps)
- C33.33: 3-2-6 Arm Car Bn (1 Cav)
- C35.31: 1x 3-2-2 Breakdown Rgt
- C37.27: 12-2-3 Inf Div (2, less 2 steps), 1 SP
- C50.33: 1x 4-3-3 Breakdown Rgt
- C50.21: 12-3-3 Inf Div (3, less 2 steps), 1 SP
- C56.12: 5-3-3 Marine Inf Rgt (1), 1x Truck Point
- C59.23: 1x 3-2-2 Breakdown Rgt
Air Bases: Level 2: C55.12, C56.12, B29.09. Level 1: B33.01, C50.21, C59.23.
Air Units: None.
Scenario 5.3: On The Naktong
This short, intense scenario covers the high tide of the NKPA offensive.
General Information
Setup Order: Communist first. First Player: See special rules. Weather: No-Flight on 5 Aug. First Turn: 5 Aug 50. Last Turn: 29 Aug 50. Total Turns: 8. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on their Repl Table each turn.
Special Scenario Rules
Use only Map C.
The UN has already taken their turn on 5 August. The game begins in the second half of the turn (the Communist player-turn).
The Communist gets +2 to his Initiative Roll for this entire scenario.
Communist supply sources are Cho'nan (C33.33) and Yongju (C50.33). Place arriving SPs in either of these two hexes. The UN is not allowed to occupy these hexes!
Victory Conditions
NK can win via sudden death capture (1.5a) or by holding Taegu and Masan at the game's end. The UN wins by holding Taegu, Masan, and Pohang-dong at the game's end.
Historically, the UN won this scenario, holding the Perimeter.
Communist Information
Rail Cap: 2. Supply: 4 SP per turn. Reserve Markers: 4. Dead Pile: None.
North Korean Setup
- C28.22: 1x 4-3-3 Breakdown Rgt
- C33.35: 12-3-3 Inf Div (9)
- C37.27: 12-2-3 Inf Div (7)
- C44.12: 6 Inf Div (14 Inf Rgt, Arty Rgt)
- C46.13: 6 Inf Div (15 Inf Rgt)
- C44.24: 10-0 Corps HQ (I), 1x 4-3-3 Breakdown Rgt, 18-2-3 Arty Rgt (GHQ), 13-1-2 Arty Rgt (I Corps), 1x Truck Point, 5 SP
- C45.28: 16-3-3 Inf Div (1, less 1 step)
- C46.11: 105 Arm Div (83 Inf Rgt)
- C46.16: 105 Arm Div (109 Tank Bn)
- C47.22: 105 Arm Div (206 Inf Rgt)
- C46.17: 4 Inf Div (5 Inf Rgt, Arty Rgt)
- C47.17: 4 Inf Div (16 Inf Rgt)
- C47.18: 4 Inf Div (18 Inf Rgt)
- C46.24: 16-2-3 Inf Div (2, less 1 step)
- C46.26: 16-2-3 Inf Div (15, less 2 steps)
- C47.20: 1x 3-2-2 Breakdown Rgt
- C47.23: 16-3-3 Inf Div (3, less 2 steps)
- C48.29: 12-2-3 Inf Div (13)
- C51.29: 12-1-3 Inf Div (8)
- C51.30: 10-0 Corps HQ (II), 12-2-3 Inf Div (10, less 1 step), 13-1-2 Arty Rgt (II Corps), 5 SP
- C54.29: 12 Inf Div (2 Inf Rgt)
- C55.29: 12 Inf Div (1 Inf Rgt)
- C57.29: 5 Inf Div (12 Inf Rgt)
- C58.30: 5 Inf Div (Arty Rgt)
- C59.30: 5 Inf Div (10 Inf Rgt)
- C58.29: 5-3-3 Inf Rgt (766)
With any NKPA Units: 2x Wagon Points, 6 SP.
Air Bases: None.
Air Units: None.
UN Information
Rail Cap: 1. Sea Cap: 2 1/2. Supply: As transported from Japan. Reserve Markers: 3. Dead Pile: None.
South Korean Setup
- C48.18: Cap Inf Div (17 Inf Rgt)
- C56.26: Cap Inf Div (1 Inf Rgt), 15-1-3 Arty Rgt (I Corps)
- C56.27: Cap Inf Div (18 Inf Rgt)
- C48.26: 1 Inf Div (15 Inf Rgt)
- C49.23: 1 Inf Div (11 Inf Rgt)
- C50.24: 1 Inf Div (12 Inf Rgt)
- C51.24: 1 Inf Div (Divarty Bn)
- C49.28: 6 Inf Div (2 Inf Rgt)
- C51.27: 6 Inf Div (7 Inf Rgt)
- C53.27: 6 Inf Div (19 Inf Rgt)
- C54.22: 8-0 Corps HQ (II), 15-1-3 Arty Rgt (II Corps), 1 SP
- C54.27: 1x 3-2-2 Breakdown Rgt
- C55.13: 5-3-3 Marine Inf Rgt (1)
- C55.27: 10-2-3 Inf Div (8, less 1 step)
- C57.21: 8-0 Corps HQ (I), 1x 3-2-2 Breakdown Rgt, 1 SP
- C58.27: 1x 4-3-3 Breakdown Rgt
- C59.28: 12-3-3 Inf Div (3, less 1 step)
US Setup
- C48.13: 25 Inf Div (35 Inf Rgt (FEC))
- C49.12: 25 Inf Div (27 Inf Rgt (FEC))
- C49.14: 25 Inf Div (24 Inf Rgt)
- C52.16: 6-0 Army HQ (8), 25 Inf Div (89 Tank Bn, Divarty Rgt (FEC)), 2 SP
- C48.17: 24 Inf Div (21 Inf Rgt (FEC))
- C49.13: 24 Inf Div (5 Inf Rgt)
- C49.16: 24 Inf Div (34 Inf Rgt (FEC))
- C50.18: 24 Inf Div (19 Inf Rgt (FEC), Divarty Rgt (FEC))
- C48.19: 1 Cav Div (7 Inf Rgt (FEC))
- C49.21: 1 Cav Div (8 Inf Rgt (FEC))
- C49.22: 1 Cav Div (5 Inf Rgt (FEC))
- C50.21: 1 Cav Div (Divarty Rgt (FEC)), 1 SP
- C55.12: 1 Mar Div (1 Tank Bn, 5 Marine Rgt, 1/11 Arty Bn), 1 SP
- C56.12: 2 Inf Div (9, 23 Inf Rgt, Divarty Rgt), 1x Truck Point
In any all-sea hex: Valley Forge CV.
Air Bases: Level 2: C55.12, C56.12. Level 1: C50.21, C59.23.
Air Units (at any bases or Japan): 3x F-51, 2x F-80c, 1x C-47, 1x C-54, 2x F4U (or on CV), 1x F9f (or on CV), 1x AD (or on CV).
Scenario 5.4: Pusan Perimeter
This campaign begins at the peak of the NKPA offensive, with both Inchon and Chinese Intervention looming on the horizon.
General Information
Setup Order: Communist first. First Player: See special rules. Weather: No-Flight on 5 Aug. First Turn: 5 Aug 50. Last Turn: 29 June 51. Total Turns: 97. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use all maps (A, B, C).
Victory Conditions
Use campaign victory conditions (1.5).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 4.
Dead Pile (rebuildable NKPA): 3-3-5 MC Rgt (12), 2-2-5 MC Rgt (17), 3-2-3 Inf Rgt (886), 5 Inf Div (11 Inf Rgt), 6 Inf Div (13 Inf Rgt), 12 Inf Div (3 Inf Rgt, Arty Rgt), 1x IL-2, 1x Yak Mix.
North Korean Setup
- A38.03: 4-2-2 Sec Bde (1 BC)
- A62.27: 1-1-2 NG Bn (2)
- B36.28: 1-1-2 NG Bn (1)
- B26.13: 3-1-2 Sec Bde (2 BC)
- B17.27: 3-2-2 Sec Bde (5 BC), 3-1-2 Sec Bde (7 BC), 1x Truck Point
- B14.23: 1-1-2 NG Bn (3), 3-3-3 Marine Rgt (549)
- B27.07: 3-1-2 Sec Bde (3 BC)
- B31.08: 12-3-3 Inf Div (9)
- C28.22: 1x 4-3-3 Breakdown Rgt
- C37.27: 12-2-3 Inf Div (7)
- C44.12: 6 Inf Div (14 Inf Rgt, Arty Rgt)
- C46.13: 6 Inf Div (15 Inf Rgt)
- C44.24: 10-0 Corps HQ (I), 1x 4-3-3 Breakdown Rgt, 13-1-2 Arty Rgt (I Corps), 18-2-3 Arty Rgt (GHQ), 5 SP
- C45.28: 16-3-3 Inf Div (1, less 1 step)
- C46.11: 105 Arm Div (83 Inf Rgt)
- C46.16: 105 Arm Div (109 Tank Bn)
- C47.22: 105 Arm Div (206 Inf Rgt, Organic Truck (full))
Note: When using Option 4.13, substitute a 1 SP dump for the 105th's loaded organic truck.
- C46.17: 4 Inf Div (5 Inf Rgt, Arty Rgt)
- C47.17: 4 Inf Div (16 Inf Rgt)
- C47.18: 4 Inf Div (18 Inf Rgt)
- C46.24: 16-2-3 Inf Div (2, less 1 step)
- C46.26: 16-2-3 Inf Div (15, less 2 steps)
- C47.20: 1x 3-2-2 Breakdown Rgt
- C47.23: 16-3-3 Inf Div (3, less 2 steps)
- C48.29: 12-2-3 Inf Div (13)
- C51.29: 12-1-2 Inf Div (8)
- C51.30: 10-0 Corps HQ (II), 12-2-3 Inf Div (10, less 1 step), 13-1-2 Arty Rgt (II Corps), 5 SP
- C54.29: 12 Inf Div (2 Inf Rgt)
- C55.29: 12 Inf Div (1 Inf Rgt)
- C57.29: 5 Inf Div (12 Inf Rgt)
- C58.30: 5 Inf Div (Arty Rgt)
- C59.30: 5 Inf Div (10 Inf Rgt)
- C58.29: 5-3-3 Inf Rgt (766)
With any NKPA Unit: 2x Wagon Points, 6 SP.
Air Bases: Level 3: A2.07, A5.09, A7.12, A20.26. Level 2: B17.27, A37.04, A23.20, A20.18, B29.09. Level 1: B33.01.
Air Units: None.
UN Information
Rail Cap: Per Charts. Sea Cap: Per Charts. Supply: As transported from Japan. Reserve Markers: 3.
Dead Pile (rebuildable U.S.): 4-2-3 Inf Rgt (29). Dead Pile (rebuildable ROK): 12-2-3 Inf Div (2, 7), 10-2-3 Inf Div (5), 3-2-6 Arm Car Bn (1 Cav), 1-2-3 Inf Bn (1 Sep).
South Korean Setup
- C48.26: 1 Inf Div (15 Inf Rgt)
- C49.23: 1 Inf Div (11 Inf Rgt)
- C50.24: 1 Inf Div (12 Inf Rgt)
- C51.24: 1 Inf Div (Divarty Bn)
- C49.28: 6 Inf Div (2 Inf Rgt)
- C51.27: 6 Inf Div (7 Inf Rgt)
- C53.27: 6 Inf Div (19 Inf Rgt)
- C54.22: 8-0 Corps HQ (II), 1 SP
- C54.27: 1x 3-2-2 Breakdown Rgt
- C55.13: 5-3-3 Marine Inf Rgt (1)
- C55.27: 10-2-3 Inf Div (8, less 1 step)
- C48.18: Cap Inf Div (17 Inf Rgt)
- C56.26: Cap Inf Div (1 Inf Rgt), 15-1-3 Arty Rgt (I Corps)
- C56.27: Cap Inf Div (18 Inf Rgt)
- C57.21: 8-0 Corps HQ (I), 1x 3-2-2 Breakdown Rgt, 1 SP
- C58.27: 1x 4-3-3 Breakdown Rgt
- C59.28: 12-3-3 Inf Div (3, less 1 step)
U.S./U.N. Setup
- C48.13: 25 Inf Div (35 Inf Rgt (FEC))
- C49.12: 25 Inf Div (27 Inf Rgt (FEC))
- C49.14: 25 Inf Div (24 Inf Rgt)
- C48.17: 24 Inf Div (21 Inf Rgt (FEC))
- C49.13: 24 Inf Div (5 Inf Rgt)
- C49.16: 24 Inf Div (34 Inf Rgt (FEC))
- C50.18: 24 Inf Div (19 Inf Rgt (FEC), 24 Divarty Rgt (FEC))
- C48.19: 1 Cav Div (7 Inf Rgt (FEC))
- C49.21: 1 Cav Div (8 Inf Rgt (FEC))
- C49.22: 1 Cav Div (5 Inf Rgt (FEC))
- C52.16: 6-0 Army HQ (8), 25 Inf Div (89 Tank Bn, Divarty Rgt (FEC)), 2 SP
- C55.12: 1 Mar Div (5 Marine Rgt, 1/11 Arty Bn, 1 Tank Bn), 1 SP
- C56.12: 2 Inf Div (9, 23 Inf Rgt, Divarty Rgt), 1x Truck Point
In any all-sea hex: Valley Forge CV.
Air Bases: Level 2: C55.12, C56.12. Level 1: C50.21, C59.23.
Air Units (at any bases or Japan): 4x F-51, 2x F-80c, 1x C-47, 1x C-54, 2x F4U (or on CV), 1x F9F (or on CV), 1x AD (or on CV).
Supply Interdiction Option: If employing option 4.1, place these additional units in the Interdiction Box: 1x B-26, 2x B-29, Toledo SAG, Rochester SAG.
Scenario 5.5: MacArthur's Triumph
This short scenario covers the bold landing at Inchon that recaptured Seoul and severed the Communist supply route to the Pusan Perimeter.
General Information
Setup Order: UN first. First Player: See special rules. Weather: Flight on 15 Sept. First Turn: 15 Sept 50. Last Turn: 26 Sept 50. Total Turns: 4. Reinforcements: Use special scenario arrival schedules. Do not roll for variable reinforcements.
Special Scenario Rules
Use Map B only.
The Communists have already taken their turn on 15 September. The game begins in the second half of the turn (the UN player-turn).
The UN can use his transport aircraft to fly extra supply into Kimpo, after he captures it.
UN supply sources will be Inchon or a converted/deployed LST.
Victory Conditions
UN wins by capturing and holding both Seoul and Inchon. The Communist wins by holding Seoul.
Historically, the UN won this scenario.
Communist Information
Rail Cap: 2. Supply: Per scenario reinforcements. Reserve Markers: 0. Dead Pile: None.
North Korean Setup
- B17.27: 3-2-2 Sec Bde (5 BC), 1x Truck Point, 2 SP
- B14.23: 3-3-3 Marine Rgt (549), 1-1-2 NG Bn (3)
- B27.07: 3-1-2 Sec Bde (3 BC)
- B30.08: 12-2-3 Inf Div (18, less 1 step)
- B29.09: 1x 3-2-2 Breakdown Rgt
- B31.08: 1x 4-3-3 Breakdown Rgt, 2 SP
- B25.16: 12-2-3 Inf Div (27)
- B23.19: 12-2-3 Inf Div (19)
Air Bases: Level 2: B29.09.
Air Units: None.
Reinforcements
Each Turn: 2 SP in Pyongyang.
19 September, Hex B33.01: 3-2-5 Tank Bn (17), 105 Arm Div (83 Inf Rgt), 1x 4-3-3 Breakdown Rgt, 2 SP.
UN Information
Rail Cap: 0. Sea Cap: 5. Supply: Per scenario reinforcements. Reserve Markers: 3. Dead Pile: None.
South Korean Setup
Sea Box: 5-3-3 Marine Inf Rgt (1).
U.S./U.N. Setup
Sea Box: 1 Mar Div (1, 5, 7 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic Truck (Full)); 7 Inf Div (73 Tank Bn, 17, 31, 32 Inf Rgt, Divarty Rgt, Organic Truck (Full)); 15-0 Corps HQ (X); 29-2-5 Arm Arty Grp (92); 3x LST Points; 4x Landing Craft Points; 1x Truck Point; 10 SPs.
Japan Box: 6-4-4 Airborne Rgt (187).
In any all-sea hex: Valley Forge CV, Philippine Sea CV, Missouri SAG.
Note the normal USN F9Fs have been deleted from this scenario.
Air Bases: None.
In any Japan base: 1x F-51, 1x C-54, 1x C-119, 4x F4U (or on CV), 2x AD (or on CV).
Reinforcements
Each Turn: 2 SP may be shipped to the Sea Box (for later transfer to the beach) or directly to Inchon or to a deployed LST. No SP beyond this can be shipped from Japan.
Scenario 5.6: Inchon
This campaign covers the Inchon landings, near-destruction of the NKPA, and intervention of China.
General Information
Setup Order: UN first. First Player: See special rules. Weather: Flight on 15 Sept. First Turn: 15 Sept 50. Last Turn: 29 June 51. Total Turns: 85. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use all maps (A, B, C).
The Communists have already taken their turn on 15 September. The game begins in the second half of the turn (the UN player-turn).
Victory Conditions
Use campaign victory conditions (1.5).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 4 (only 2 can set up at start).
Dead Pile (rebuildable NKPA): 3-3-5 MC Rgt (12), 2-2-5 MC (17), 3-2-3 Inf Rgt (886), 3-1-2 Sec Bde (7 BC, 2 BC), 5-3-3 Inf Rgt (766), 105 Arm Div (206 Inf Rgt), 4 Inf Div (18 Inf Rgt, Arty Rgt), 5 Inf Div (11 Inf Rgt), 6 Inf Div (13 Inf Rgt), 12 Inf Div (3 Inf Rgt, Arty Rgt), 1x IL-2, 1x Yak Mix.
North Korean Setup
- A38.03: 4-2-2 Sec Bde (1 BC)
- A62.27: 1-1-2 NG Bn (2)
- B14.23: 1-1-2 NG Bn (3), 3-3-3 Marine Rgt (549)
- B17.27: 3-2-2 Sec Bde (5 BC), 1x Truck Point, 2 SP
- B23.19: 12-2-3 Inf Div (19)
- B25.16: 12-2-3 Inf Div (27)
- B27.07: 3-1-2 Sec Bde (3 BC)
- B29.09: 1x 3-2-2 Breakdown Rgt
- B30.08: 12-2-3 Inf Div (18, less 1 step)
- B31.08: 1x 4-3-3 Breakdown Rgt, 2 SP
- B36.28: 1-1-2 NG Bn (1)
- C28.22: 1x 3-2-2 Breakdown Rgt
- C37.27: 3-2-5 Tank Bn (17)
- C42.15: 6 Inf Div (Arty Rgt)
- C44.12: 6 Inf Div (15 Inf Rgt)
- C44.13: 6 Inf Div (14 Inf Rgt)
- C44.24: 105 Arm Div (83 Inf Rgt), 10-0 Corps HQ (I), 2x Wagon Points, 3 SP
- C45.15: 1x 3-2-2 Breakdown Rgt
- C46.16: 12-2-3 Inf Div (7, less 2 steps)
- C46.19: 3-2-5 Tank Bn (42), 18-2-3 Arty Rgt (GHQ)
- C47.17: 1x 4-3-3 Breakdown Rgt
- C47.18: 12-3-3 Inf Div (9, less 1 step)
- C47.19: 16-2-3 Inf Div (2, less 2 steps)
- C47.20: 4 Inf Div (16 Inf Rgt)
- C47.21: 12-2-3 Inf Div (10, less 1 step), 4 Inf Div (5 Inf Rgt)
- C47.23: 13-1-2 Arty Rgt (I Corps)
- C48.22: 16-3-3 Inf Div (3, less 2 steps)
- C49.23: 1x 3-2-2 Breakdown Rgt
- C50.22: 12-2-3 Inf Div (13, less 2 steps)
- C51.23: 16-3-3 Inf Div (1, less 2 steps)
- C51.24: 13-1-2 Arty Rgt (II Corps)
- C51.30: 10-0 Corps HQ (II), 2 SP
- C52.22: 1x 3-2-2 Breakdown Rgt
- C53.23: 12-1-2 Inf Div (8, less 2 steps)
- C54.23: 16-2-3 Inf Div (15, less 3 steps)
- C56.23: 12 Inf Div (1 Inf Rgt)
- C57.23: 12 Inf Div (2 Inf Rgt)
- C57.24: 5 Inf Div (Arty Rgt)
- C58.23: 5 Inf Div (10 Inf Rgt)
- C59.23: 5 Inf Div (12 Inf Rgt)
Air Bases: Level 3: A2.07, A5.09, A7.12, A20.26. Level 2: B17.27, A37.04, A23.20, A20.18, B29.09. Level 1: B33.01, C59.23.
Air Units: None.
UN Information
Rail Cap: 2. Sea Cap: Per Charts. Supply: As transported from Japan. Reserve Markers: 7.
Dead Pile (rebuildable ROK): 12-2-3 Inf Div (2), 10-2-3 Inf Div (5), 3-2-6 Arm Car Bn (1 Cav), 1-2-3 Inf Bn (1 Sep).
South Korean Setup
- C51.21: 1 Inf Div (12 Inf Rgt, Divarty Bn)
- C51.22: 1 Inf Div (11, 15 Inf Rgt)
- C52.19: 8-0 Corps HQ (II), 6 Inf Div (2 Inf Rgt), 15-1-3 Arty Rgt (II Corps), 2 SP
- C52.21: 6 Inf Div (19 Inf Rgt)
- C53.22: 6 Inf Div (7 Inf Rgt)
- C54.22: 10-2-3 Inf Div (8, less 1 step)
- C55.12: 1x 3-2-2 Breakdown Rgt
- C55.22: 1x 3-2-2 Breakdown Rgt
- C56.12: 12-2-3 Inf Div (7, less 1 step), 2x Truck Points, 8 SP
- C56.21: Cap Inf Div (18 Inf Rgt)
- C57.21: Cap Inf Div (1 Inf Rgt)
- C58.21: Cap Inf Div (17 Inf Rgt)
- C58.19: 8-0 Corps HQ (I), 15-1-3 Arty Rgt (I Corps), 2 SP
- C59.22: 12-3-3 Inf Div (3, less 1 step)
- C60.21: 1x 4-3-3 Breakdown Rgt
Sea Box: 5-3-3 Marine Inf Rgt (1).
U.S./U.N. Setup
- C48.16: 2 Inf Div (9 Inf Rgt)
- C48.17: 2 Inf Div (23 Inf Rgt)
- C48.18: 2 Inf Div (38 Inf Rgt)
- C49.17: 2 Inf Div (72 Tank Bn, Divarty Rgt, Organic Truck (Full))
- C48.19: 24 Inf Div (19 Inf Rgt)
- C48.20: 24 Inf Div (21 Inf Rgt)
- C49.19: 24 Inf Div (Divarty Rgt, Organic Truck (Full))
- C49.22: 24 Inf Div (5 Inf Rgt, 6 Tank Bn)
- C49.13: 25 Inf Div (27 Inf Rgt)
- C49.14: 25 Inf Div (24 Inf Rgt)
- C49.15: 25 Inf Div (35 Inf Rgt)
- C50.13: 25 Inf Div (89 Tank Bn, Divarty Rgt, Organic Truck (Full))
- C49.21: 1 Cav Div (7 Inf Rgt), CW Inf Div (27 Inf Bde (FEC))
- C50.20: 1 Cav Div (70 Tank Bn, Divarty Rgt, Organic Truck (Full))
- C50.21: 6-0 Army HQ (8), 1 Cav Div (5, 8 Inf Rgt), 1 SP
- C52.16: 12-0 Corps HQ (I), 4 SP
- C50.19: 13-2-4 Arty Bde (17)
Japan Box: 6-4-4 Airborne Rgt (187); 7 Inf Div (17 Inf Rgt, 73 Tank Bn), 1x Truck Point.
Sea Box: 1 Mar Div (1, 5, 7 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic Truck (Full)); 7 Inf Div (31, 32 Inf Rgt, Divarty Rgt, Organic Truck (Full)); 15-0 Corps HQ (X); 29-2-5 Arm Arty Grp (92); 3x LST Points; 4x Landing Craft Points; 10 SP.
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG, Missouri SAG.
Air Bases: Level 2: C55.12, C56.12. Level 1: C50.21.
Air Units (at any bases or Japan): 5x F-51, 2x F-80c, 1x C-47, 1x C-54, 1x C-119, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Supply Interdiction Option: If employing option 4.1, place these additional units in the Interdiction Box: 1x B-26, 2x B-29, 1x F4U, 1x CW Mix, Toledo SAG, Rochester SAG, CW TF SAG.
Scenario 5.7: Chosin Reservoir
This small scenario covers the initial Chinese offensive against U.S. X Corps and the famous USMC "advance in the other direction."
General Information
Setup Order: UN first. First Player: See special rules. Weather: No-Flight on 26 Nov. First Turn: 26 Nov 50. Last Turn: 15 Dec 50. Total Turns: 7. Reinforcements: Use special scenario arrival schedules. Do not roll for variable reinforcements.
Special Scenario Rules
Use Map A only.
The UN has already taken its turn on 26 November. The game begins in the second half of the turn (the Comm player-turn).
Communist supply sources are A23.20 and A31.28. UN supply sources are Hungnam and A36.01.
Victory Conditions
Communist wins by capturing and holding Hamhung and Hungnam. UN wins by holding both Hamhung and Hungnam (to allow the subsequent evacuation to the south). Any other result is a draw.
Historically, the UN won this scenario.
Communist Information
Rail Cap: 1. Supply: Per scenario reinforcements. Reserve Markers: 2. Dead Pile: None.
North Korean Setup
- A31.27: 12 Inf Div (1 Inf Rgt)
- A33.24: 12 Inf Div (2 Inf Rgt)
- A35.23: 5 Inf Div (10 Inf Rgt)
Chinese Setup
- A25.13: 10-0 Army Group HQ (IX), 2x Porter Points, 1x Truck Point, 10 SP
- A27.17: 10-2-3 Inf Div (78)
- A28.17: 10-2-3 Inf Div (88)
- A30.11: 12-3-3 Inf Div (60), 12-1-2 Arty Rgt (44), 9-1-2 Arty Rgt (45)
- A31.10: 12-3-3 Inf Div (58)
- A31.11: 5-0 Army HQ (20), 12-3-3 Inf Div (59), 10-2-3 Inf Div (89), 1x Porter Point, 4 SP
- A32.17: 12-3-3 Inf Div (76)
- A33.13: 12-3-3 Inf Div (79)
- A33.14: 12-3-3 Inf Div (80)
- A33.15: 10-2-3 Inf Div (90)
- A33.17: 5-0 Army HQ (26), 10-2-3 Inf Div (77)
- A34.12: 5-0 Army HQ (27), 12-2-3 Inf Div (81), 4 SP
With any Communist units: 9-1-2 Arty Rgt (47, 48).
Air Bases: None.
Air Units: None.
Reinforcements
Each Turn: 2 SP at A23.20 or A31.28.
UN Information
Rail Cap: 0. Sea Cap: 2. Supply: Per scenario reinforcements. Reserve Markers: 2. Dead Pile: None.
South Korean Setup
A37.04: 5-3-3 Marine Inf Rgt (1).
U.S./U.N. Setup
- A32.01: 3 Inf Div (65 PR Inf Rgt)
- A32.07: 3 Inf Div (7 Inf Rgt)
- A34.01: 3 Inf Div (15 Inf Rgt)
- A38.03: 15-0 Corps HQ (X), 3 Inf Div (64 Tank Bn, Divarty Rgt, Organic Truck (Full)), 29-2-5 Arm Arty Grp (92), 2x Truck Points, 5 SP
- A32.10: 1 Mar Div (7 Marine Rgt)
- A32.11: 1 Mar Div (5 Marine Rgt), 1 SP
- A34.10: 1 Mar Div (1 Marine Rgt, 11 Arty Rgt, Organic Truck (Full)), 1 SP
- A37.05: 1 Mar Div (1 Tank Bn)
- A35.12: 7 Inf Div (31 Inf Rgt)
- A46.10: 7 Inf Div (73 Tank Bn, Divarty Rgt)
- A46.19: 7 Inf Div (32 Inf Rgt/9-3-3)
- A44.22: 7 Inf Div (17 Inf Rgt/9-3-3)
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Air Bases: Level 2: A37.04.
Air Units (at any bases or CV): 4x F4U, 2x F9F, 2x AD.
Reinforcements
Each Turn: 2 SP at A36.01 or A38.03. (No "extra" SP can be shipped from Japan.)
Scenario 5.8: Enter the Dragon!
This short scenario covers the first month of Chinese intervention.
General Information
Setup Order: UN first. First Player: See special rules. Weather: No-Flight on 26 Nov. First Turn: 26 Nov 50. Last Turn: 22 Dec 50. Total Turns: 9. Reinforcements: Use special scenario arrival schedules. Do not roll for variable reinforcements.
Special Scenario Rules
Use Map A and Map B only.
The UN has already taken its turn on 26 November. The game begins in the second half of the turn (the Comm player-turn).
Although Map C isn't used, the UN can still use the Japan Box airbases, and can ship/fly SP in from the dumps there.
UN supply sources are Seoul and any ports of at least 1 SP capacity.
Victory Conditions
Communist wins by capturing and holding P'yongyang and Hungnam. UN wins by holding P'yongyang and Wonsan. Any other result is a draw.
Historically, the Communists won this scenario.
Communist Information
Rail Cap: 3. Supply: Per scenario reinforcements. Reserve Markers: 7. Dead Pile: None.
North Korean Setup
- A2.07: 8-2-2 Inf Div (47)
- A2.06: 12-2-3 Inf Div (17, less 1 step)
- A31.27: 12 Inf Div (1 Inf Rgt)
- A33.24: 12 Inf Div (2 Inf Rgt)
- A35.23: 5 Inf Div (10 Inf Rgt)
- A61.32: 8-2-2 Inf Div (38)
- A62.29: 8-2-2 Inf Div (41)
- A62.32: 8-2-2 Inf Div (24)
- A62.33: 8-0 Corps HQ (IV)
Chinese Setup
- A4.03: 5-0 Army HQ (50), 12-2-3 Inf Div (167)
- A6.03: 12-3-3 Inf Div (148)
- A8.02: 12-3-3 Inf Div (149)
- A10.03: 12-3-3 Inf Div (150)
- A11.06: 5-0 Army HQ (66)
- A12.04: 12-2-3 Inf Div (196)
- A15.04: 12-3-3 Inf Div (198)
- A16.04: 12-3-3 Inf Div (197)
- A17.05: 12-3-3 Inf Div (117)
- A19.05: 12-4-3 Inf Div (116)
- A19.06: 6-0 Army HQ (39), 12-4-3 Inf Div (115), 4 SP
- A20.05: 12-4-3 Inf Div (118)
- A20.07: 12-4-3 Inf Div (120)
- A21.06: 12-4-3 Inf Div (119, less 1 step)
- A22.05: 6-0 Army HQ (40), 1x 4-4-3 Breakdown Rgt
- A23.05: 12-4-3 Inf Div (113)
- A23.07: 10-0 Army Group HQ (XIII), 1x 4-3-3 Breakdown Rgt, 5 SP
- A24.04: 12-4-3 Inf Div (112)
- A24.05: 6-0 Army HQ (38), 12-3-3 Inf Div (114), 4 SP
- A25.04: 6-0 Army HQ (42), 12-3-3 Inf Div (126)
- A25.13: 10-0 Army Group HQ (IX), 5 SP
- A26.03: 12-4-3 Inf Div (125)
- A27.03: 4-3-4 Cav Rgt (Cav)
- A27.04: 12-3-3 Inf Div (124)
- A27.17: 10-2-3 Inf Div (78)
- A28.17: 10-2-3 Inf Div (88)
- A30.11: 12-3-3 Inf Div (60), 12-1-2 Arty Rgt (44), 9-1-2 Arty Rgt (45)
- A31.10: 12-3-3 Inf Div (58)
- A31.11: 5-0 Army HQ (20), 12-3-3 Inf Div (59), 10-2-3 Inf Div (89), 4 SP
- A32.17: 12-3-3 Inf Div (76)
- A33.13: 12-3-3 Inf Div (79)
- A33.14: 12-3-3 Inf Div (80)
- A33.15: 10-2-3 Inf Div (90)
- A33.17: 5-0 Army HQ (26), 10-2-3 Inf Div (77)
- A34.12: 5-0 Army HQ (27), 12-2-3 Inf Div (81), 4 SP
With any Communist unit: 9-1-2 Arty Rgt (47, 48), 13-1-3 Arty Rgt (25, 27, 28), 9-1-3 Arty Rgt (26, 29), 8x Porter Points, 3x Truck Points, 20 SP.
Air Bases: Level 3: A2.07, A5.09, A07.12, A20.26. Level 2: A23.20, A20.18.
Air Units (at any bases): 3x (8-2) Russian MiG-15.
Reinforcements
Each Turn: 4 SP.
UN Information
Rail Cap: 2. Sea Cap: 4. Supply: As transported from Japan. Reserve Markers: 7. Dead Pile: None.
South Korean Setup
- A15.03: 1 Inf Div (12 Inf Rgt)
- A16.01: 1 Inf Div (15 Inf Rgt, Divarty Bn)
- A16.03: 1 Inf Div (11 Inf Rgt)
- A23.04: 1x 3-2-2 Breakdown Rgt
- A24.03: 12-2-3 Inf Div (7, less 2 steps)
- A25.03: 1x 3-2-2 Breakdown Rgt
- A26.02: 10-2-3 Inf Div (8, less 1 step)
- A27.02: 1x 3-2-2 Breakdown Rgt
- A37.04: 5-3-3 Marine Inf Rgt (1)
- A53.20: 12-3-3 Inf Div (3)
- A57.17: 8-0 Corps HQ (I), 15-1-3 Arty Rgt (I Corps), 1 SP
- A58.20: Cap Inf Div (17 Inf Rgt)
- A61.27: Cap Inf Div (18 Inf Rgt)
- A62.27: Cap Inf Div (1 Inf Rgt)
- B23.33: 8-0 Corps HQ (II), 6 Inf Div (7 Inf Rgt), 15-1-3 Arty Rgt (II Corps), 2 SP
- B24.33: 6 Inf Div (2 Inf Rgt)
U.S./U.N. Setup
- A11.01: 24 Inf Div (21 Inf Rgt)
- A13.01: 24 Inf Div (19 Inf Rgt)
- A15.01: 24 Inf Div (6 Tank Bn, 5 Inf Rgt, Divarty Rgt, Organic Truck (Full))
- A17.04: 25 Inf Div (35 Inf Rgt)
- A18.03: 25 Inf Div (27 Inf Rgt, Divarty Rgt, Organic Truck (Full))
- A19.04: 25 Inf Div (89 Tank Bn)
- A20.04: 25 Inf Div (24 Inf Rgt)
- A19.01: 12-0 Corps HQ (IX), 1 Cav Div (8 Inf Rgt), 8-3-3 Inf Bde (Turk), 13-2-4 Arty Bn (17), 3 SP
- B16.31: 1 Cav Div (5 Inf Rgt)
- B18.29: 1 Cav Div (70 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B19.32: 1 Cav Div (7 Inf Rgt)
- A20.01: 2 Inf Div (72 Tank Bn, Divarty Rgt, Organic Truck (Full))
- A21.04: 2 Inf Div (23 Inf Rgt)
- A21.05: 2 Inf Div (9 Inf Rgt)
- A22.04: 2 Inf Div (38 Inf Rgt)
- A32.01: 3 Inf Div (65 PR Inf Rgt)
- A32.07: 3 Inf Div (7 Inf Rgt)
- B32.28: 3 Inf Div (15 Inf Rgt)
- A38.03: 15-0 Corps HQ (X), 3 Inf Div (64 Tank Bn, Divarty Rgt, Organic Truck (Full)), 29-2-5 Arm Arty Grp (92), 1x Truck Point, 5 SP
- A32.10: 1 Mar Div (7 Marine Rgt)
- A32.11: 1 Mar Div (5 Marine Rgt), 1 SP
- A34.10: 1 Mar Div (1 Marine Rgt, 11 Arty Rgt, Organic Truck (Full)), 1 SP
- A37.05: 1 Mar Div (1 Tank Bn)
- A35.12: 7 Inf Div (31 Inf Rgt)
- A44.22: 7 Inf Div (17 Inf Rgt)
- A46.10: 7 Inf Div (73 Tank Bn, Divarty Rgt, Organic Truck (Full))
- A46.19: 7 Inf Div (32 Inf Rgt)
- B14.23: 3-3-3 Inf Bn (Phil)
- B17.27: 6-4-4 Airborne Rgt (187), 2-2-3 Inf Bn (Thai), 2x Truck Points, 5 SP
- B31.09: CW Inf Div (29 Inf Bde, 45 RA Arty Rgt, 8 Hus Tank Bn)
- B16.34: 12-0 Corps HQ (I), CW Inf Div (27 Inf Bde), 3 SP
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Air Bases: Level 2: B17.27, A37.04, B29.09. Level 1: B33.01.
Air Units (at any bases or Japan): 5x F-51, 2x F-80c, 1x C-54, 1x C-119, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Reinforcements
Each Turn: None, except whatever SP can be shipped/flown from Japan.
Scenario 5.9: The Chinese Intervene
This campaign scenario begins with the shocking intervention in the war that, shortly after Inchon, had seemed all but over.
General Information
Setup Order: UN first. First Player: See special rules. Weather: No-Flight on 26 Nov. First Turn: 26 Nov 50. Last Turn: 29 June 51. Total Turns: 64. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use all maps (A, B, C).
The UN has already taken its turn on 26 November. The game begins in the second half of the turn (the Comm player-turn).
Victory Conditions
Use campaign victory conditions (1.5).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 7.
Dead Pile (rebuildable NKPA): 10-0 Corps HQ (I, II), 8-0 Corps HQ (III), 4 Inf Div (5, 16, 18 Inf Rgt, Arty Rgt), 5 Inf Div (11, 12 Inf Rgt, Arty Rgt), 6 Inf Div (13, 14, 15 Inf Rgt, Arty Rgt), 12 Inf Div (3 Inf Rgt, Arty Rgt), 105 Arm Div (83, 206 Inf Rgt), 16-3-3 Inf Div (1, 3), 16-2-3 Inf Div (2, 15), 12-3-3 Inf Div (9), 12-2-3 Inf Div (7, 10, 13, 18, 19, 27, 32, 43), 12-1-3 Inf Div (8), 8-2-2 Inf Div (31), 4-2-2 Sec Bde (1 BC), 3-2-2 Sec Bde (5 BC), 3-1-2 Sec Bde (2 BC, 3 BC, 7 BC), 1-1-2 NG Bn (1, 2, 3), 5-3-3 Inf Rgt (766), 3-2-3 Inf Rgt (886), 3-3-3 Marine Rgt (549), 3-3-5 MC Rgt (12), 2-2-5 MC Rgt (17), 3-2-5 Tank Bn (17, 42), 13-1-2 Arty Rgt (I, II, III).
North Korean Setup
- A2.06: 12-2-3 Inf Div (17, less 1 step)
- A2.07: 8-2-2 Inf Div (47)
- A31.27: 12 Inf Div (1 Inf Rgt)
- A33.24: 12 Inf Div (2 Inf Rgt)
- A35.23: 5 Inf Div (10 Inf Rgt)
- A61.32: 8-2-2 Inf Div (38)
- A62.29: 8-2-2 Inf Div (41)
- A62.32: 8-2-2 Inf Div (24)
- A62.33: 8-0 Corps HQ (IV)
Chinese Setup
- A4.03: 5-0 Army HQ (50), 12-2-3 Inf Div (167)
- A6.03: 12-3-3 Inf Div (148)
- A8.02: 12-3-3 Inf Div (149)
- A10.03: 12-3-3 Inf Div (150)
- A11.06: 5-0 Army HQ (66)
- A12.04: 12-2-3 Inf Div (196)
- A15.04: 12-3-3 Inf Div (198)
- A16.04: 12-3-3 Inf Div (197)
- A17.05: 12-3-3 Inf Div (117)
- A19.05: 12-4-3 Inf Div (116)
- A19.06: 6-0 Army HQ (39), 12-4-3 Inf Div (115), 4 SP
- A20.05: 12-4-3 Inf Div (118)
- A20.07: 12-4-3 Inf Div (120)
- A21.06: 12-4-3 Inf Div (119, less 1 step)
- A22.05: 6-0 Army HQ (40), 1x 4-4-3 Breakdown Rgt
- A23.05: 12-4-3 Inf Div (113)
- A23.07: 10-0 Army Group HQ (XIII), 1x 4-3-3 Breakdown Rgt, 5 SP
- A24.04: 12-4-3 Inf Div (112)
- A24.05: 6-0 Army HQ (38), 12-3-3 Inf Div (114), 4 SPs
- A25.04: 6-0 Army HQ (42), 12-3-3 Inf Div (126)
- A25.13: 10-0 Army Group HQ (IX), 5 SP
- A26.03: 12-4-3 Inf Div (125)
- A27.03: 4-3-4 Cav Rgt
- A27.04: 12-3-3 Inf Div (124)
- A27.17: 10-2-3 Inf Div (78)
- A28.17: 10-2-3 Inf Div (88)
- A30.11: 12-3-3 Inf Div (60), 12-1-2 Arty Rgt (44), 9-1-2 Arty Rgt (45)
- A31.10: 12-3-3 Inf Div (58)
- A31.11: 5-0 Army HQ (20), 12-3-3 Inf Div (59), 10-2-3 Inf Div (89), 4 SP
- A32.17: 12-3-3 Inf Div (76)
- A33.13: 12-3-3 Inf Div (79)
- A33.14: 12-3-3 Inf Div (80)
- A33.15: 10-2-3 Inf Div (90)
- A33.17: 5-0 Army HQ (26), 10-2-3 Inf Div (77)
- A34.12: 5-0 Army HQ (27), 12-2-3 Inf Div (81), 4 SP
With any Communist unit: 13-1-3 Arty Rgt (25, 27, 28), 9-1-2 Arty Rgt (47, 48), 9-1-3 Arty Rgt (26, 29), 8x Porter Points, 3x Truck Points, 20 SP.
Air Bases: Level 3: A2.07, A5.09, A7.12, A20.26. Level 2: A23.20, A20.18.
Air Units (at any bases): 3x (8-2) Russian MiG-15.
UN Information
Rail Cap: 2. Sea Cap: 4. Supply: As transported from Japan. Reserve Markers: 7.
Dead Pile (all are ROK): 1-2-3 Inf Bn (1 Sep), 3-2-6 Arm Car Bn (1 Cav), 6 Inf Div (19 Inf Rgt).
South Korean Setup
- A15.03: 1 Inf Div (12 Inf Rgt)
- A16.01: 1 Inf Div (15 Inf Rgt, Divarty Bn)
- A16.03: 1 Inf Div (11 Inf Rgt)
- A23.04: 1x 3-2-2 Breakdown Rgt
- A24.03: 12-2-3 Inf Div (7, less 2 steps)
- A25.03: 1x 3-2-2 Breakdown Rgt
- A26.02: 10-2-3 Inf Div (8, less 1 step)
- A27.02: 1x 3-2-2 Breakdown Rgt
- A37.04: 5-3-3 Marine Inf Rgt (1)
- A53.20: 12-3-3 Inf Div (3)
- A57.17: 8-0 Corps HQ (I), 15-1-3 Arty Rgt (I Corps), 1 SP
- A58.20: Cap Inf Div (17 Inf Rgt)
- A61.27: Cap Inf Div (18 Inf Rgt)
- A62.27: Cap Inf Div (1 Inf Rgt)
- B23.33: 8-0 Corps HQ (II), 6 Inf Div (7 Inf Rgt), 15-1-3 Arty Rgt (II Corps), 2 SP
- B24.33: 6 Inf Div (2 Inf Rgt)
- B30.08: 8-0 Corps HQ (III), 15-1-3 Arty Rgt (III Corps), 1 SP
- B31.09: 12-2-3 Inf Div (2)
- B42.01: 10-2-3 Inf Div (5)
- C37.27: 12-2-3 Inf Div (9)
- C44.24: 10-2-3 Inf Div (11)
U.S./U.N. Setup
- A11.01: 24 Inf Div (21 Inf Rgt)
- A13.01: 24 Inf Div (19 Inf Rgt)
- A15.01: 24 Inf Div (6 Tank Bn, 5 Inf Rgt, Divarty Rgt, Organic Truck (Full))
- A17.04: 25 Inf Div (35 Inf Rgt)
- A18.03: 25 Inf Div (27 Inf Rgt, Divarty Rgt, Organic Truck (Full))
- A19.04: 25 Inf Div (89 Tank Bn)
- A20.04: 25 Inf Div (24 Inf Rgt)
- A19.01: 12-0 Corps HQ (IX), 1 Cav Div (8 Inf Rgt), 8-3-3 Inf Bde (Turk), 13-2-4 Arty Bn (17), 3 SP
- B16.31: 1 Cav Div (5 Inf Rgt)
- B18.29: 1 Cav Div (70 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B19.32: 1 Cav Div (7 Inf Rgt)
- A20.01: 2 Inf Div (72 Tank Bn, Divarty Rgt, Organic Truck (Full))
- A21.04: 2 Inf Div (23 Inf Rgt)
- A21.05: 2 Inf Div (9 Inf Rgt)
- A22.04: 2 Inf Div (38 Inf Rgt)
- A32.01: 3 Inf Div (65 PR Inf Rgt)
- A32.07: 3 Inf Div (7 Inf Rgt)
- B32.28: 3 Inf Div (15 Inf Rgt)
- A38.03: 15-0 Corps HQ (X), 3 Inf Div (64 Tank Bn, Divarty Rgt, Organic Truck (Full)), 29-2-5 Arm Arty Grp (92), 1x Truck Point, 5 SP
- A32.10: 1 Mar Div (7 Marine Rgt)
- A32.11: 1 Mar Div (5 Marine Rgt), 1 SP
- A34.10: 1 Mar Div (1 Marine Rgt, 11 Arty Rgt, Organic Truck (Full)), 1 SP
- A37.05: 1 Mar Div (1 Tank Bn)
- A35.12: 7 Inf Div (31 Inf Rgt)
- A44.22: 7 Inf Div (17 Inf Rgt)
- A46.10: 7 Inf Div (73 Tank Bn, Divarty Rgt, Organic Truck (Full))
- A46.19: 7 Inf Div (32 Inf Rgt)
- B14.23: 3-3-3 Inf Bn (Phil)
- B16.34: 12-0 Corps HQ (I), CW Inf Div (27 Inf Bde), 3 SP
- B31.09: CW Inf Div (29 Inf Bde, 45 RA Arty Rgt, 8 Hus Tank Bn)
- B17.27: 6-4-4 Airborne Rgt (187), 2-2-3 Inf Bn (Thai), 2x Truck Points, 5 SP
- C56.12: 2-4-3 French Inf Bn
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Sea Box: 4x Landing Craft Points.
Air Bases: Level 2: C55.12, C56.12, B17.27, A37.04, B29.09. Level 1: B33.01, C50.21, C59.23, B53.11.
Air Units (at any bases or Japan): 5x F-51, 2x F-80c, 1x C-54, 1x C-119, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Supply Interdiction Option: If employing option 4.1, place these additional units in the Interdiction Box: 3x B-26, 2x B-29, 1x F-80c, 1x F4U, 1x CW Mixed, Toledo SAG, Rochester SAG, CW TF SAG, Missouri SAG.
Rebuild Chart
| Unit Type | Repls |
|---|---|
| Inf, MC, Marine, Cav Rgt | 2 Pax |
| Inf Div step | 2 Pax |
| Inf Bde | 2 Pax |
| Sec Bde | 2 Pax |
| FEC Inf Rgt (-) | 1 Pax |
| Inf Bn | 1 Pax |
| NG Bn | 1 Pax |
| Tank Bn | 1 Eq |
| Arty Bn | 1 Eq |
| Arty Rgt | 1 Pax, 1 Eq |
| Arm Car Bn (ROK) | 2 Pax |
| Chinese Army HQ | 2 Pax |
| All other HQs | 2 Pax, 1 Eq |
| Trucks & Wagons | Per OCS 13.5e |
Scenario 5.10: Ridgeway Duels for Korea
The Chinese 3rd Offensive, having retaken Seoul, has ground to a halt as this campaign begins. Matthew Ridgeway is now in command of UN forces in Korea.
General Information
Setup Order: Comm first. First Player: Via normal initiative roll. Weather: Via normal weather roll. First Turn: 8 Jan 51. Last Turn: 29 June 51. Total Turns: 51. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use all maps (A, B, C).
Note scenario also works well using just Map B and C. If playing as a 2-map campaign, use the alternate supply sources specified in 2.10.
Victory Conditions
Use campaign victory conditions (1.5).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 8.
Dead Pile (rebuildable Chinese): 10-2-3 Inf Div (88, 89, 90). Dead Pile (rebuildable NKPA): 10-0 Corps HQ (I), 4 Inf Div (5, 16, 18 Inf Rgt, Arty Rgt), 5 Inf Div (11, 12 Inf Rgt, Arty Rgt), 6 Inf Div (13 Inf Rgt, Arty Rgt), 12 Inf Div (3 Inf Rgt, Arty Rgt), 105 Arm Div (83, 206 Inf Rgt), 16-2-3 Inf Div (15), 12-2-3 Inf Div (13, 18, 19, 32), 12-1-3 Inf Div (8), 8-2-2 Inf Div (38, 41), 4-2-2 Sec Bde (1 BC), 3-2-2 Sec Bde (5 BC), 3-1-2 Sec Bde (2 BC, 3 BC, 7 BC), 1-1-2 NG Bn (1, 2, 3), 5-3-3 Inf Rgt (766), 3-2-3 Inf Rgt (886), 3-3-3 Marine Rgt (549), 3-3-5 MC Rgt (12), 2-2-5 MC Rgt (17), 3-2-5 Tank Bn (17, 42), 13-1-2 Arty Rgt (I, III).
North Korean Setup
- B14.23: 8-2-2 Inf Div (24)
- B16.34: 8-0 Corps HQ (III), 16-3-3 Inf Div (3, less 3 steps)
- B17.34: 16-3-3 Inf Div (1, less 3 steps)
- B17.27: 8-0 Corps HQ (IV), 5 Inf Div (10 Inf Rgt), 2 SP
- B30.05: 8-2-2 Inf Div (47), 12-2-3 Inf Div (17, less 1 step)
- B40.07: 12 Inf Div (1, 2 Inf Rgt)
- B41.07: 12-2-3 Inf Div (43, less 1 step)
- B41.09: 12-2-3 Inf Div (7, less 1 step)
- B41.10: 8-0 Corps HQ (V), 13-1-2 Arty Rgt (V), 1x 3-2-2 Breakdown Rgt, 5 SP
- B42.08: 6 Inf Div (14, 15 Inf Rgt)
- B44.07: 12-2-3 Inf Div (27, less 1 step)
- B47.07: 16-2-3 Inf Div (2, less 2 steps)
- B47.09: 12-2-3 Inf Div (10, less 1 step), 13-1-2 Arty Rgt (II)
- B48.08: 12-3-3 Inf Div (9)
- B48.09: 10-0 Corps HQ (II), 8-2-2 Inf Div (31), 4 SP
- B49.17: 1x 4-3-3 Breakdown Rgt
Chinese Setup
- A35.03: 12-2-3 Inf Div (81, less 1 step)
- A36.03: 5-0 Army HQ (27), 12-3-3 Inf Div (80, less 2 steps)
- A37.04: 5-0 Army HQ (26), 12-3-3 Inf Div (79, less 2 steps), 12-1-2 Arty Rgt (44), 9-1-2 Arty Rgt (45)
- A38.03: 10-0 Army Group HQ (IX), 10-2-3 Inf Div (77), 2 SP
- A39.04: 12-3-3 Inf Div (76, less 2 steps)
- A43.06: 10-2-3 Inf Div (78)
- B30.06: 5-0 Army HQ (50)
- B30.08: 12-4-3 Inf Div (116)
- B31.05: 12-3-3 Inf Div (149, less 1 step)
- B31.08: 6-0 Army HQ (39), 12-3-3 Inf Div (117)
- B31.09: 10-0 Army Group HQ (XIII), 4-3-4 Cav Rgt (Cav), 4 SP
- B32.04: 12-3-3 Inf Div (150)
- B33.05: 12-3-3 Inf Div (148)
- B33.09: 12-4-3 Inf Div (115, less 1 step)
- B34.05: 12-2-3 Inf Div (167, less 1 step)
- B34.08: 12-3-3 Inf Div (124, less 1 step)
- B35.06: 12-4-3 Inf Div (113, less 1 step)
- B35.09: 6-0 Army HQ (42), 12-3-3 Inf Div (126, less 1 step), 1 SP
- B35.29: 12-3-3 Inf Div (58, less 2 steps)
- B36.05: 6-0 Army HQ (38), 12-3-3 Inf Div (114), 2 SP
- B36.08: 12-4-3 Inf Div (125)
- B36.10: 6-0 Army HQ (40), 12-4-3 Inf Div (118, less 1 step), 2 SP
- B36.28: 5-0 Army HQ (20), 12-3-3 Inf Div (59, less 1 step)
- B37.06: 12-4-3 Inf Div (112, less 1 step)
- B37.09: 12-4-3 Inf Div (120, less 1 step)
- B37.11: 12-4-3 Inf Div (119)
- B39.09: 12-2-3 Inf Div (196)
- B39.11: 12-3-3 Inf Div (198, less 1 step)
- B40.12: 5-0 Army HQ (66), 2 SP
- B41.11: 12-3-3 Inf Div (197)
- B41.26: 12-3-3 Inf Div (60, less 2 steps)
With any Communist units: 2x 4-3-3 Breakdown Rgt, 13-1-3 Arty Rgt (25, 27, 28), 9-1-2 Arty Rgt (47, 48), 9-1-3 Arty Rgt (26, 29), 8x Porter Points, 3x Truck Points, 4 SP.
Air Bases: Level 3: A2.07, A5.09, A7.12, A20.26. Level 2: A23.20, A20.18, B17.27, A37.04, B29.09. Level 1: B53.11.
Air Units (at any bases in China): 3x (8-2) Russian MiG-15, 2x (9-2) Russian MiG-15, 2x Chinese MiG-15, 1x Chinese IL-10, 1x Chinese Tu-2, 1x Chinese La-9.
UN Information
Rail Cap: 2. Sea Cap: 4. Supply: As transported from Japan. Reserve Markers: 10.
Dead Pile (rebuildable U.S.): 7 Inf Div (31 Inf Rgt), 1 Mar Div (5 Marine Rgt). Dead Pile (rebuildable ROK): 1-2-3 Inf Bn (1 Sep), 3-2-6 Arm Car Bn (1 Cav), 6 Inf Div (7 Inf Rgt).
South Korean Setup
- B35.02: 1 Inf Div (11 Inf Rgt)
- B36.02: 1 Inf Div (15 Inf Rgt)
- C36.33: 1 Inf Div (12 Inf Rgt, Divarty Bn)
- B36.01: 6 Inf Div (19 Inf Rgt), 15-1-3 Arty Rgt (II Corps)
- B37.02: 6 Inf Div (2 Inf Rgt)
- B40.04: 10-2-3 Inf Div (5, less 1 step)
- B41.05: 10-2-3 Inf Div (8, less 1 step)
- B41.06: 1x 3-2-2 Breakdown Rgt
- B50.05: 12-2-3 Inf Div (9)
- B53.01: 12-3-3 Inf Div (3, less 1 step), 8-0 Corps HQ (III), 15-1-3 Arty Rgt (III Corps), 2 SP
- B53.05: 12-2-3 Inf Div (7, less 2 steps)
- B55.06: Cap Inf Div (18 Inf Rgt)
- B56.06: Cap Inf Div (17 Inf Rgt)
- B57.06: Cap Inf Div (1 Inf Rgt)
- B58.01: 8-0 Corps HQ (I), 15-1-3 Arty Rgt (I Corps), 1x 4-3-3 Breakdown Rgt, 2 SP
- C30.12: 10-2-3 Inf Div (11)
- C37.27: 8-0 Corps HQ (II), 1 SP
- C44.34: 12-2-3 Inf Div (2, less 2 steps)
- C56.12: 5-3-3 Marine Inf Rgt (1), 1 SP
U.S./U.N. Setup
- B33.01: 3 Inf Div (15 Inf Rgt)
- C33.28: 3 Inf Div (7 Inf Rgt, 64 Tank Bn, Divarty Rgt, Organic Truck (Full))
- C35.31: 12-0 Corps HQ (I), 3 Inf Div (65 PR Inf Rgt), 1x Truck Point, 4 SP
- B34.01: 25 Inf Div (35 Inf Rgt)
- C34.33: 25 Inf Div (24 Inf Rgt), 8-3-3 Inf Bde (Turk)
- C33.33: 25 Inf Div (27 Inf Rgt, 89 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B38.02: CW Inf Div (27 Inf Bde, 8 Hus Tank Bn)
- C32.34: CW Inf Div (29 Inf Bde), 2-2-3 Inf Bn (Thai)
- B39.01: 12-0 Corps HQ (IX), 24 Inf Div (6 Tank Bn), CW Inf Div (45 RA Arty Rgt), 1x Truck Point, 4 SPs
- B39.03: 24 Inf Div (19 Inf Rgt)
- B40.02: 24 Inf Div (21 Inf Rgt, Divarty Rgt, Organic Truck (Full))
- B40.05: 24 Inf Div (5 Inf Rgt)
- B42.01: 1 Cav Div (8 Inf Rgt)
- C41.33: 1 Cav Div (7 Inf Rgt, Divarty Rgt, Organic Truck (Full))
- C42.33: 1 Cav Div (70 Tank Bn), 3-3-3 Inf Bn (Phil), 2-3-3 Inf Bn (Greek)
- C44.32: 1 Cav Div (5 Inf Rgt)
- B42.06: 2 Inf Div (23 Inf Rgt)
- B43.06: 2 Inf Div (38 Inf Rgt), 2-4-3 Inf Bn (French)
- C44.30: 2 Inf Div (9 Inf Rgt), 2-3-3 Inf Bn (Dutch)
- C50.33: 2 Inf Div (72 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B45.03: 7 Inf Div (17 Inf Rgt)
- B47.01: 15-0 Corps HQ (X), 7 Inf Div (32 Inf Rgt), 29-2-5 Arm Arty Grp (92), 1x Truck Point, 4 SP
- C50.21: 7 Inf Div (73 Tank Bn, Divarty Rgt, Organic Truck (Full))
- C45.30: 6-4-4 Airborne Rgt (187)
- C55.12: 13-2-4 Arty Bn (17)
Sea Box: 4x Landing Craft Points; 1 Mar Div (1, 7 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic Truck (Full)).
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Air Bases: Level 2: C55.12, C56.12, B33.01. Level 1: B50.21, C59.23, B42.01, C37.27.
Air Units (at any bases or Japan): 5x F-51, 2x F-80c, 2x F-84, 2x F-86e, 1x C-54, 1x C-119, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Supply Interdiction Option: If employing option 4.1, place these additional units in the Interdiction Box: 3x B-26, 2x B-29, 1x F-80c, 1x F4U, 1x CW Mixed, Toledo SAG, Rochester SAG, CW TF SAG, Missouri SAG.
Scenario 5.11: CCF 4th Phase Offensive
This campaign begins with the Chinese attempt to break the center of the UN line. Ridgeway will then counterattack, launching Operation Killer and Operation Ripper in quick succession.
General Information
Setup Order: UN first. First Player: Communist. Weather: No-Flight on 12 Feb. First Turn: 12 Feb 51. Last Turn: 29 June 51. Total Turns: 41. Reinforcements: Use campaign arrival schedules (pages 34-36). Players roll on Repl (and Comm Supply) Table each turn.
Special Scenario Rules
Use all maps (A, B, C).
Note scenario also works well using just Map B and C. If playing as a 2-map campaign, use the alternate supply sources specified in 2.10.
Victory Conditions
Use campaign victory conditions (1.5).
Communist Information
Rail Cap: Per Charts. Supply: Per Table (roll each turn). Reserve Markers: 8.
Dead Pile (rebuildable NKPA): 10-0 Corps HQ (I), 4 Inf Div (5, 18 Inf Rgt, Arty Rgt), 5 Inf Div (11, 12 Inf Rgt, Arty Rgt), 6 Inf Div (13, 15 Inf Rgt, Arty Rgt), 12 Inf Div (1, 3 Inf Rgt, Arty Rgt), 105 Arm Div (83, 206 Inf Rgt), 16-2-3 Inf Div (15), 12-1-3 Inf Div (8), 12-2-3 Inf Div (10, 13, 18, 19, 32), 8-2-2 Inf Div (38, 41), 4-2-2 Sec Bde (1 BC), 3-2-2 Sec Bde (5 BC), 3-1-2 Sec Bde (2 BC, 3 BC, 7 BC), 1-1-2 NG Bn (1, 2, 3), 5-3-3 Inf Rgt (766), 3-2-3 Inf Rgt (886), 3-3-3 Marine Rgt (549), 3-3-5 MC Rgt (12), 2-2-5 MC Rgt (17), 3-2-5 Tank Bn (17, 42), 13-1-2 Arty Rgt (I, III). Dead Pile (rebuildable Chinese): 10-2-3 Inf Div (88, 89, 90).
North Korean Setup
- B14.23: 5 Inf Div (10 Inf Rgt), 8-2-2 Inf Div (24)
- B16.34: 16-3-3 Inf Div (3, less 3 steps)
- B17.27: 8-0 Corps HQ (IV), 4 Inf Div (16 Inf Rgt), 2 SP
- B17.34: 8-2-2 Inf Div (36)
- B28.10: 8-2-2 Inf Div (47)
- B29.10: 12-2-3 Inf Div (17, less 1 step)
- B30.09: 5-0 Army HQ (50), 1x 4-3-3 Breakdown Rgt
- B41.26: 8-0 Corps HQ (III)
- B42.24: 16-3-3 Inf Div (1, less 2 steps)
- B42.25: 8-2-2 Inf Div (37)
- B43.12: 8-0 Corps HQ (V), 13-1-2 Arty Rgt (V), 1x 3-2-2 Breakdown Rgt, 4 SP
- B43.24: 8-2-2 Inf Div (45)
- B44.23: 8-2-2 Inf Div (46)
- B45.10: 12 Inf Div (2 Inf Rgt), 12-2-3 Inf Div (43, less 1 step)
- B45.11: 6 Inf Div (14 Inf Rgt), 12-2-3 Inf Div (7, less 1 step)
- B46.10: 12-3-3 Inf Div (9, less 1 step)
- B47.19: 10-0 Corps HQ (II), 13-1-2 Arty Rgt (II), 2 SP
- B48.12: 12-2-3 Inf Div (27, less 2 steps)
- B49.15: 16-2-3 Inf Div (2, less 3 steps)
- B49.17: 8-2-2 Inf Div (31)
Chinese Setup
- A36.03: 12-2-3 Inf Div (81, less 1 step), 10-0 Army Group HQ (IX), 2 SP
- A38.03: 5-0 Army HQ (27), 12-3-3 Inf Div (80, less 2 steps)
- A37.04: 12-3-3 Inf Div (79, less 2 steps), 12-1-2 Arty Rgt (44), 9-1-2 Arty Rgt (45)
- B30.08: 12-3-3 Inf Div (150, less 1 step)
- B30.09: 5-0 Army HQ (50), 1x 4-3-3 Breakdown Rgt
- B31.08: 12-3-3 Inf Div (149, less 1 step)
- B31.09: 12-2-3 Inf Div (167, less 2 steps), 2 SP
- B32.08: 12-3-3 Inf Div (148, less 1 step)
- B32.14: 10-0 Army Group HQ (XIII), 4-3-4 Cav Rgt (Cav), 4 SP
- B33.08: 12-4-3 Inf Div (113, less 1 step)
- B33.09: 6-0 Army HQ (38)
- B33.20: 12-3-3 Inf Div (76, less 1 step)
- B34.08: 12-4-3 Inf Div (112, less 1 step)
- B34.19: 10-2-3 Inf Div (77), 5-0 Army HQ (26)
- B34.20: 10-2-3 Inf Div (78)
- B35.08: 12-3-3 Inf Div (114)
- B35.29: 12-3-3 Inf Div (58, less 2 steps)
- B36.07: 12-3-3 Inf Div (124, less 1 step)
- B36.08: 6-0 Army HQ (42), 12-4-3 Inf Div (118, less 1 step), 1 SP
- B36.28: 5-0 Army HQ (20), 12-3-3 Inf Div (59, less 1 step)
- B37.08: 12-3-3 Inf Div (126, less 1 step)
- B37.10: 6-0 Army HQ (39), 4 SP
- B38.08: 12-4-3 Inf Div (125, less 2 steps)
- B38.09: 12-4-3 Inf Div (115, less 1 step)
- B38.27: 12-3-3 Inf Div (60, less 2 steps)
- B39.09: 12-4-3 Inf Div (116)
- B39.10: 12-4-3 Inf Div (119), 6-0 Army HQ (40), 8 SP
- B40.08: 12-3-3 Inf Div (117)
- B40.09: 12-4-3 Inf Div (120, less 1 step)
- B41.10: 12-3-3 Inf Div (198, less 1 step)
- B41.11: 5-0 Army HQ (66), 5 SP
- B42.10: 12-3-3 Inf Div (197)
- B43.11: 12-2-3 Inf Div (196, less 1 step)
With any Communist units: 2x 4-3-3 Breakdown Rgt, 13-1-3 Arty Rgt (25, 27, 28), 9-1-2 Arty Rgt (47, 48), 9-1-3 Arty Rgt (26, 29), 8x Porter Points, 3x Truck Points, 4 SP.
Air Bases: Level 3: A2.07, A5.09, A7.12, A20.26. Level 2: A23.20, A20.18, B17.27, A37.04.
Air Units (at any bases in China): 3x (8-2) Russian MiG-15, 2x (9-2) Russian MiG-15, 1x Russian Tu-2, 2x Chinese MiG-15, 1x Chinese IL-10, 2x Chinese Tu-2, 1x Chinese La-9, 1x Chinese Yak-9.
UN Information
Rail Cap: 2. Sea Cap: 4. Supply: As transported from Japan. Reserve Markers: 10.
Dead Pile (rebuildable ROK): 1-2-3 Inf Bn (1 Sep), 3-2-6 Arm Car Bn (1 Cav).
South Korean Setup
- B30.07: 1 Inf Div (15 Inf Rgt, Divarty Bn)
- B32.03: 1 Inf Div (11, 12 Inf Rgt), 15-1-3 Arty Rgt (II Corps)
- B35.04: 6 Inf Div (7, 19 Inf Rgt)
- B35.06: 6 Inf Div (2 Inf Rgt)
- B40.02: 12-2-3 Inf Div (2, less 1 step)
- B41.09: 1x 3-2-2 Breakdown Rgt
- B42.09: 10-2-3 Inf Div (8, less 1 step)
- B43.10: 1x 4-3-3 Breakdown Rgt
- B44.09: 12-3-3 Inf Div (3, less 1 step)
- B45.09: 1x 3-2-2 Breakdown Rgt
- B46.08: 10-2-3 Inf Div (5, less 1 step)
- B47.09: 12-2-3 Inf Div (7, less 1 step)
- B48.05: 5-3-3 Marine Inf Rgt (1), 8-0 Corps HQ (III), 15-1-3 Arty Rgt (III Corps), 2 SP
- B48.09: 1x 3-2-2 Breakdown Rgt
- B49.10: 12-2-3 Inf Div (9, less 1 step)
- B50.09: 1x 3-2-2 Breakdown Rgt
- B54.08: Cap Inf Div (18 Inf Rgt)
- B55.07: Cap Inf Div (17 Inf Rgt)
- B56.06: Cap Inf Div (1 Inf Rgt), 15-1-3 Arty Rgt (I Corps)
- B58.01: 8-0 Corps HQ (I), 1x 3-2-2 Breakdown Rgt, 2 SP
- C37.27: 8-0 Corps HQ (II), 10-2-3 Inf Div (11), 2 SP
U.S./U.N. Setup
- B28.07: 25 Inf Div (27 Inf Rgt, 89 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B29.08: 25 Inf Div (35 Inf Rgt)
- B29.09: 25 Inf Div (24 Inf Rgt)
- B28.09: 8-3-3 Inf Bde (Turk)
- B30.06: 3 Inf Div (65 PR Inf Rgt, 64 Tank Bn, Divarty Rgt, Organic Truck (Full)), 3-3-3 Inf Bn (Phil)
- B31.07: 3 Inf Div (15 Inf Rgt)
- B32.07: 3 Inf Div (7 Inf Rgt)
- B32.04: 1 Cav Div (8 Inf Rgt, 70 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B33.07: 1 Cav Div (5 Inf Rgt)
- B34.06: 1 Cav Div (7 Inf Rgt)
- B33.01: 12-0 Corps HQ (I), 2-2-3 Inf Bn (Thai), 2-3-3 Inf Bn (Greek), 13-2-4 Arty Bn (17), 1x Truck Point, 4 SP
- B36.04: 24 Inf Div (5 Inf Rgt, 6 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B36.05: 24 Inf Div (19 Inf Rgt)
- B37.06: 24 Inf Div (21 Inf Rgt)
- B39.01: 12-0 Corps HQ (IX), 28-2-3 Arty Grp (196), 30-2-5 Arm Arty Grp (999), 1x Truck Point, 4 SP
- B39.05: CW Inf Div (27 Inf Bde, 8 Hus Tank Bn)
- B35.02: CW Inf Div (29 Inf Bde, 45 RA Arty Rgt)
- C56.12: CW Inf Div (2 PPat Inf Bn), 1 SP
- B39.07: 2 Inf Div (23 Inf Rgt), 2-4-3 Inf Bn (French), 2 SP
- B40.05: 2 Inf Div (9 Inf Rgt)
- B42.04: 2 Inf Div (72 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B42.06: 2 Inf Div (38 Inf Rgt)
- B42.01: 15-0 Corps HQ (X), 7 Inf Div (32 Inf Rgt), 29-2-5 Arm Arty Grp (92), 1x Truck Point, 5 SP
- B45.03: 7 Inf Div (17 Inf Rgt)
- B47.01: 7 Inf Div (73 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B47.04: 7 Inf Div (31 Inf Rgt)
- B43.07: 6-4-4 Airborne Rgt (187)
- B43.08: 2-3-3 Inf Bn (Dutch)
- C50.21: 17-2-5 Arty Bn (937)
- C55.12: 2-3-3 Inf Bn (Belg)
- C57.21: 1 Mar Div (5 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic Truck (Full))
- C57.23: 1 Mar Div (1 Marine Rgt)
- C59.23: 1 Mar Div (7 Marine Rgt)
Sea Box: 4x Landing Craft Points.
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Air Bases: Level 2: C55.12, C56.12, B29.09, B33.01. Level 1: C50.21, C59.23, B42.01, C37.27, B53.11.
Air Units (at any bases or Japan): 5x F-51, 2x F-80c, 2x F-84, 2x F-86e, 1x C-54, 1x C-119, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Supply Interdiction Option: If employing option 4.1, place these additional units in the Interdiction Box: 3x B-26, 2x B-29, 1x F-80c, 1x F4U, 1x CW Mixed, Toledo SAG, Rochester SAG, CW TF SAG, Missouri SAG.
Scenario 5.12: Operation Ripper
After the UN contained the Chinese 4th Phase Offensive, Ridgeway ordered a series of counterattacks. The first was Operation Killer, which kicked off in late Feb 51, and restored the lines to where they were prior to the Chinese Offensive. Immediately after this operation, the UN launched Operation Ripper, designed to retake Seoul, and take Chunchon in the center of Korea.
General Information
Setup Order: Comm first. First Player: UN. Weather: Flight on 1 Mar. First Turn: 1 Mar 51. Last Turn: 29 Mar 51. Total Turns: 9. Reinforcements: Use special scenario arrival schedules. Do not roll for variable reinforcements.
Special Scenario Rules
Use Map B only.
Communist supply sources are B17.27 and B34.33. UN supply sources are B33.01, B27.07, B42.01, B57.01, B47.01.
Victory Conditions
The UN wins by taking and holding Seoul and Chunchon. The Chinese win by holding Chunchon and any Seoul hex. Any other result is a draw.
Historically, a UN victory.
Communist Information
Rail Cap: 3. Supply: Per scenario reinforcements. Reserve Markers: 8. Dead Pile: None.
North Korean Setup
- B17.27: 8-0 Corps HQ (IV), 4 Inf Div (16 Inf Rgt/5-4-3), 1x Truck Point, 1 SP
- B14.23: 5 Inf Div (10 Inf Rgt/5-3-3), 8-2-2 Inf Div (24)
- B28.10: 8-2-2 Inf Div (47)
- B29.10: 12-2-3 Inf Div (17, less 1 step)
- B41.26: 8-2-2 Inf Div (37)
- B42.24: 16-3-3 Inf Div (1, less 2 steps)
- B43.11: 12 Inf Div (2 Inf Rgt), 12-2-3 Inf Div (43, less 2 steps)
- B43.12: 8-0 Corps HQ (V), 13-1-2 Arty Rgt (V), 1x 3-2-2 Breakdown Rgt, 2 SP
- B43.24: 8-2-2 Inf Div (45)
- B44.10: 12-2-3 Inf Div (7, less 2 steps)
- B44.23: 8-2-2 Inf Div (46)
- B45.11: 12-3-3 Inf Div (9, less 2 steps)
- B46.11: 6 Inf Div (14 Inf Rgt)
- B47.19: 10-0 Corps HQ (II), 13-1-2 Arty Rgt (II), 2 SP
- B48.13: 12-2-3 Inf Div (27, less 2 steps)
- B49.15: 16-2-3 Inf Div (2, less 3 steps)
- B49.17: 8-2-2 Inf Div (31)
Chinese Setup
- B30.08: 12-3-3 Inf Div (150, less 1 step)
- B30.09: 5-0 Army HQ (50), 1x 4-3-3 Breakdown Rgt
- B31.08: 12-3-3 Inf Div (149, less 1 step)
- B31.09: 12-2-3 Inf Div (167, less 2 steps), 2 SP
- B32.08: 12-3-3 Inf Div (148, less 1 step)
- B32.10: 6-0 Army HQ (38), 1 SP
- B32.14: 10-0 Army Group HQ (XIII), 4-3-4 Cav Rgt (Cav), 4 SP
- B33.09: 12-4-3 Inf Div (113, less 1 step)
- B34.08: 12-4-3 Inf Div (112, less 1 step)
- B34.10: 6-0 Army HQ (42), 1 SP
- B35.09: 12-3-3 Inf Div (114)
- B35.10: 12-3-3 Inf Div (126, less 2 steps)
- B35.29: 12-3-3 Inf Div (58, less 2 steps)
- B36.09: 12-3-3 Inf Div (124, less 1 step)
- B36.10: 6-0 Army HQ (39), 2 SP
- B36.14: 5-0 Army HQ (26), 10-2-3 Inf Div (77)
- B36.15: 12-3-3 Inf Div (76, less 1 step)
- B36.16: 10-2-3 Inf Div (78)
- B36.28: 5-0 Army HQ (20), 12-3-3 Inf Div (59, less 1 step)
- B37.09: 12-3-3 Inf Div (117, less 1 step)
- B37.10: 12-4-3 Inf Div (115, less 2 steps)
- B38.09: 12-4-3 Inf Div (116, less 1 step)
- B38.27: 12-3-3 Inf Div (60, less 2 steps)
- B39.10: 12-4-3 Inf Div (120, less 1 step)
- B39.11: 6-0 Army HQ (40), 12-4-3 Inf Div (118, less 2 steps), 2 SP
- B40.10: 12-4-3 Inf Div (119, less 1 step)
- B41.10: 1x 4-3-3 Breakdown Rgt
- B41.11: 5-0 Army HQ (66), 12-3-3 Inf Div (197, less 1 step), 2 SP
- B42.10: 12-2-3 Inf Div (196, less 1 step)
- B42.11: 12-3-3 Inf Div (198, less 2 steps)
With any Communist units: 1x 4-3-3 Breakdown Rgt, 13-1-3 Arty Rgt (25, 27, 28), 9-1-2 Arty Rgt (47, 48), 9-1-3 Arty Rgt (26, 29), 6x Porter Points, 2x Truck Points, 3 SP.
Air Bases: None.
Air Units: None.
Reinforcements
Each Turn: 5 SP at any supply source.
UN Information
Rail Cap: 2. Sea Cap: 4. Supply: Per scenario reinforcements. Reserve Markers: 10. Dead Pile: None.
South Korean Setup
- B28.08: 1 Inf Div (12 Inf Rgt), 15-1-3 Arty Rgt (II Corps)
- B29.08: 1 Inf Div (15 Inf Rgt, Divarty Bn)
- B29.09: 1 Inf Div (11 Inf Rgt)
- B41.07: 6 Inf Div (7, 19 Inf Rgt)
- B41.08: 6 Inf Div (2 Inf Rgt)
- B43.07: 12-3-3 Inf Div (3, less 1 step)
- B45.03: 12-2-3 Inf Div (2, less 1 step)
- B45.09: 10-2-3 Inf Div (5, less 1 step)
- B48.05: 5-3-3 Marine Inf Rgt (1), 8-0 Corps HQ (III), 15-1-3 Arty Rgt (III Corps), 3 SP
- B48.09: 12-2-3 Inf Div (7)
- B51.10: 12-2-3 Inf Div (9)
- B52.11: Cap Inf Div (17, 18 Inf Rgt)
- B53.11: Cap Inf Div (1 Inf Rgt), 15-1-3 Arty Rgt (I Corps)
- B58.02: 8-0 Corps HQ (I), 1x 3-2-2 Breakdown Rgt, 3 SP
U.S./U.N. Setup
- B30.06: 3 Inf Div (64 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B30.07: 3 Inf Div (65 PR Inf Rgt), 3-3-3 Inf Bn (Phil)
- B31.07: 3 Inf Div (15 Inf Rgt)
- B32.07: 3 Inf Div (7 Inf Rgt)
- B32.05: 2-2-3 Inf Bn (Thai), 17-2-5 Arm Arty Bn (937), 30-2-5 Arm Arty Grp (999)
- B33.01: 12-0 Corps HQ (I), 6-4-4 Airborne Rgt (187), 13-2-4 Arty Bn (17), 1x Truck Point, 6 SP
- B33.07: 25 Inf Div (24 Inf Rgt)
- B34.06: 25 Inf Div (27 Inf Rgt, 89 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B34.07: 25 Inf Div (35 Inf Rgt)
- B35.07: 8-3-3 Inf Bde (Turk)
- B35.08: 24 Inf Div (19 Inf Rgt)
- B36.04: 24 Inf Div (6 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B36.07: 24 Inf Div (5 Inf Rgt)
- B37.07: 24 Inf Div (21 Inf Rgt)
- B37.06: CW Inf Div (29 Inf Bde, 45 RA Arty Rgt)
- B40.07: CW Inf Div (27 Inf Bde, 8 Hus Tank Bn)
- B38.07: 1 Cav Div (8 Inf Rgt)
- B39.07: 1 Cav Div (5 Inf Rgt)
- B40.06: 1 Cav Div (7 Inf Rgt, 70 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B39.05: 12-0 Corps HQ (IX), 2-3-3 Inf Bn (Greek), 28-2-3 Arty Grp (196), 1x Truck Point, 6 SP
- B42.01: 15-0 Corps HQ (X), 1x Truck Point, 6 SP
- B42.04: 2 Inf Div (23 Inf Rgt), 2-4-3 Inf Bn (French)
- B42.06: 2 Inf Div (38 Inf Rgt, 72 Tank Bn, Divarty Rgt, Organic Truck (Full)), 29-2-5 Arm Arty Grp (92)
- B44.07: 2 Inf Div (9 Inf Rgt), Dutch 2-3-3 Inf Bn
- B42.07: 1 Mar Div (5 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic Truck (Full))
- B42.08: 1 Mar Div (7 Marine Rgt)
- B43.08: 1 Mar Div (1 Marine Rgt)
- B46.08: 7 Inf Div (17 Inf Rgt)
- B47.07: 7 Inf Div (73 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B47.09: 7 Inf Div (32 Inf Rgt)
- B48.07: 7 Inf Div (31 Inf Rgt)
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Air Bases: Level 2: B29.09, B33.01, B42.01. Level 1: B42.06, B53.11.
Air Units (at any base or Japan): 5x F-51, 2x F-80c, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Reinforcements
Each Turn: 5 SP at any supply source. (No "extra" SP can be shipped from Japan.)
Scenario 5.13: Chinese Spring Offensive
Vowing to give Mao a "May Day" present by retaking Seoul, the Chinese launch their biggest offensive of the Korean War.
General Information
Setup Order: UN first. First Player: Communist. Weather: No-Flight on 22 April. First Turn: 22 April 51. Last Turn: 29 May 51. Total Turns: 12. Reinforcements: Use special scenario arrival schedules. Do not roll for variable reinforcements.
Special Scenario Rules
Use Map B only.
Communist supply sources are B17.27 and B34.33. UN supply sources are B27.07, B33.01, B42.01, B47.01, and B57.01.
Victory Conditions
The Chinese win by taking and holding Seoul and Heongsong. The UN wins by holding Seoul and Hoengsong (or retaking them). Any other result is a draw.
Historically, a UN victory.
Communist Information
Rail Cap: 3. Supply: Per scenario reinforcements. Reserve Markers: 8. Dead Pile: None.
North Korean Setup
- B14.23: 5 Inf Div (10 Inf Rgt), 8-2-2 Inf Div (24)
- B17.27: 8-0 Corps HQ (IV), 4 Inf Div (16 Inf Rgt), 1x Truck Point, 1 SP
- B26.12: 12-2-3 Inf Div (17, less 1 step)
- B27.12: 8-2-2 Inf Div (47)
- B45.17: 8-2-2 Inf Div (46)
- B45.16: 6 Inf Div (14 Inf Rgt), 12 Inf Div (2 Inf Rgt)
- B46.16: 16-3-3 Inf Div (1, less 2 steps)
- B47.17: 8-2-2 Inf Div (37)
- B47.20: 10-0 Corps HQ (II), 13-1-2 Arty Rgt (II), 2 SP
- B47.18: 8-0 Corps HQ (V), 13-1-2 Arty Rgt (V), 8-2-2 Inf Div (45)
- B48.18: 12-2-3 Inf Div (27, less 2 steps), 8-2-2 Inf Div (31)
Chinese Setup
- B19.32: 6-0 Army HQ (42), 12-3-3 Inf Div (124, less 2 steps), 9-1-3 Arty Rgt (26)
- B22.29: 6-0 Army HQ (38), 12-4-3 Inf Div (113, less 2 steps), 13-1-3 Arty Rgt (27)
- B25.16: 10-0 Army Group HQ (XIX), 2x 13-1-3 Arty Rgt (19, 20), 9-1-3 Arty Rgt (21), 5 SP
- B26.13: 5-0 Army HQ (64)
- B26.14: 8-2-2 Inf Div (195)
- B27.15: 5-0 Army HQ (65), 8-2-2 Inf Div (194)
- B28.17: 5-0 Army HQ (15), 8-2-2 Inf Div (45)
- B28.16: 5-0 Army HQ (63)
- B28.14: 12-3-3 Inf Div (193)
- B28.13: 8-2-2 Inf Div (192)
- B28.12: 8-2-2 Inf Div (191)
- B29.13: 12-3-3 Inf Div (190)
- B29.14: 8-2-2 Inf Div (189)
- B29.15: 12-3-3 Inf Div (187)
- B29.16: 12-2-3 Inf Div (188)
- B29.17: 8-2-2 Inf Div (44)
- B30.20: 10-0 Grp HQ (3), 9-1-2 Arty Rgt (9, 11), 5 SP
- B30.17: 5-0 Army HQ (12), 8-2-2 Inf Div (35), 9-1-3 Arty Rgt (29), 3 SP
- B30.16: 12-3-3 Inf Div (29)
- B31.17: 12-3-3 Inf Div (31)
- B31.18: 5-0 Army HQ (60), 8-2-2 Inf Div (181)
- B32.16: 12-2-3 Inf Div (179)
- B32.17: 8-2-2 Inf Div (34, 180)
- B33.17: 12-3-3 Inf Div (79, less 1 step)
- B34.16: 12-3-3 Inf Div (80, less 1 step)
- B34.17: 5-0 Army HQ (27), 12-2-3 Inf Div (81, less 1 step)
- B34.19: 10-0 Army Group HQ (IX), 12-3-3 Inf Div (76, less 2 steps), 9-1-2 Arty Rgt (45)
- B35.16: 12-3-3 Inf Div (60, less 1 step)
- B35.17: 12-3-3 Inf Div (59, less 1 step)
- B36.17: 5-0 Army HQ (20)
- B36.16: 12-3-3 Inf Div (58, less 1 step)
- B37.16: 12-4-3 Inf Div (120, less 1 step)
- B37.17: 6-0 Army HQ (40)
- B37.19: 10-0 Army Group HQ (XIII), 3 SP
- B38.18: 4-3-4 Cav Rgt, 9-1-2 Arty Rgt (47, 48)
- B38.16: 12-4-3 Inf Div (118, less 1 step)
- B39.17: 6-0 Army HQ (39), 12-4-3 Inf Div (116, less 2 steps)
- B40.16: 12-4-3 Inf Div (115, less 1 step)
With any Communist units: 1x 4-3-3 Breakdown Rgt, 13-1-3 Arty Rgt (28, 30), 9-1-3 Arty Rgt (31), 6x Porter Points, 2x Truck Points, 15 SP.
Air Bases: None.
Air Units: None.
Reinforcements
Each Turn: 4 SP at any supply source.
UN Information
Rail Cap: 2. Sea Cap: 4. Supply: Per scenario reinforcements. Reserve Markers: 10. Dead Pile: None.
South Korean Setup
- B29.11: 1 Inf Div (15 Inf Rgt, Divarty Bn), 15-1-3 Arty Rgt (II Corps)
- B29.12: 1 Inf Div (11 Inf Rgt)
- B30.12: 1 Inf Div (12 Inf Rgt)
- B36.14: 6 Inf Div (7 Inf Rgt)
- B36.15: 6 Inf Div (19 Inf Rgt)
- B37.15: 6 Inf Div (2 Inf Rgt)
- B40.15: 5-3-3 Marine Inf Rgt (1)
- B44.13: 8-0 Corps HQ (III), 1x 4-3-3 Breakdown Rgt, 15-1-3 Arty Rgt (III Corps), 2 SP
- B44.14: 12-2-3 Inf Div (7)
- B44.15: 10-2-3 Inf Div (5, less 1 step)
- B45.15: 12-3-3 Inf Div (3, less 1 step)
- B48.15: Cap Inf Div (17 Inf Rgt)
- B48.14: Cap Inf Div (18 Inf Rgt)
- B49.15: Cap Inf Div (1 Inf Rgt)
- B50.13: 1x 3-2-2 Breakdown Rgt, 15-1-3 Arty Rgt (I Corps)
- B50.14: 12-2-3 Inf Div (9, less 1 step)
- B52.10: 8-0 Corps HQ (I), 1x 3-2-2 Breakdown Rgt, 2 SP
- B53.11: 12-2-3 Inf Div (2, less 1 step)
U.S./U.N. Setup
- B28.11: 3 Inf Div (64 Tank Bn)
- B30.15: 3 Inf Div (65 PR Inf Rgt)
- B31.14: 3 Inf Div (7 Inf Rgt)
- B32.12: 3 Inf Div (15 Inf Rgt, 3 Divarty Rgt, Organic Truck (Full))
- B29.09: 1 Cav Div (5 Inf Rgt), 29-2-5 Arm Arty Grp (213)
- B31.08: 1 Cav Div (70 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B31.09: 1 Cav Div (7, 8 Inf Rgt), 30-2-5 Arm Arty Grp (999)
- B30.13: CW Inf Div (29 Inf Bde)
- B40.12: CW Inf Div (27 Inf Bde, 2/PPat Inf Bn, 8 Hus Tank Bn, 45 RA Arty Rgt)
- B30.14: 3-3-3 Inf Bn (Phil), 2-3-3 Inf Bn (Belg)
- B31.16: 8-3-3 Inf Bde (Turk)
- B32.10: 2-2-3 Inf Bn (Thai), 17-2-5 Arm Arty Bn (937)
- B32.14: 25 Inf Div (35 Inf Rgt, 89 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B32.15: 25 Inf Div (24 Inf Rgt)
- B33.16: 25 Inf Div (27 Inf Rgt)
- B33.01: 12-0 Corps HQ (I), 6-4-4 Airborne Rgt (187), 13-2-4 Arty Bn (17), 1x Truck Point, 5 SP
- B39.05: 12-0 Corps HQ (IX), Greek 2-3-3 Inf Bn, 28-2-3 Arty Grp (196), 1x Truck Point, 4 SP
- B34.15: 24 Inf Div (19 Inf Rgt)
- B35.14: 24 Inf Div (21 Inf Rgt, 6 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B35.15: 24 Inf Div (5 Inf Rgt)
- B38.15: 1 Mar Div (7 Marine Rgt)
- B39.15: 1 Mar Div (1 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic Truck (Full))
- B39.16: 1 Mar Div (5 Marine Rgt)
- B41.10: 15-0 Corps HQ (X), 29-2-5 Arm Arty Grp (92), 18-2-5 Arm Arty Grp (176), 1x Truck Point, 5 SP
- B42.06: 2 Inf Div (72 Tank Bn, 9 Inf Rgt, 2 Divarty Rgt, Organic Truck (Full))
- B42.15: 2 Inf Div (23 Inf Rgt), 2-4-3 Inf Bn (French)
- B44.07: 2 Inf Div (38 Inf Rgt), 2-3-3 Inf Bn (Dutch)
- B42.16: 7 Inf Div (17 Inf Rgt)
- B43.15: 7 Inf Div (31 Inf Rgt, 73 Tank Bn, Divarty Rgt, Organic Truck (Full))
- B43.16: 7 Inf Div (32 Inf Rgt)
In any all-sea hex: Valley Forge CVG, Philippine Sea CVG.
Air Bases: Level 2: B29.09, B33.01, B42.01. Level 1: B42.06, B53.11.
Air Units (at any bases or Japan): 5x F-51, 2x F-80c, 4x F4U (or on CV), 2x F9F (or on CV), 2x AD (or on CV).
Reinforcements
Each Turn: 5 SP at any supply source. (No "extra" SP can be shipped from Japan.)
Arrival Schedules
This is used for 5.1, 5.2, 5.3, 5.4, 5.6, 5.9, 5.10, 5.11.
Communist Campaign Arrival Schedule
Notes: All are Chinese unless stated otherwise. NK units arrive at any supply source; Chinese only arrive at those in China. Air reinforcements arrive in any friendly Air Base in trace supply, but if Sanctuary is in force, these must in China.
- 5 July 50: 12-2-3 NK Inf Div (7)
- 1 Aug 50: 12-3-3 NK Inf Div (9), 12-1-2 NK Inf Div (8), 105 NK Arm Div (83 Inf Rgt)
- 5 Aug 50: Pusan Perimeter Effects start (1.10)
- 22 Aug 50: 12-2-3 NK Inf Div (18)
- 26 Aug 50: 12-2-3 NK Inf Div (19, 27), 4-3-6 NK Tank Bn (16), 3-2-5 NK Tank Bn (17)
- 5 Sept 50: 3-2-5 NK Tank Bn (42)
- 19 Sept 50: 12-2-3 NK Inf Div (17), 8-0 NK Corps HQ (III), 13-1-2 NK Arty Rgt (III), 12-2-3 NK Inf Div (43), 8-2-2 NK Inf Div (31)
- 1 Oct 50: No more PPZ Effects (1.10)
- 12 Oct 50: 12-2-3 NK Inf Div (32)
- 15 Oct 50: Intervention Units: 10-0 Army Grp HQ (13), 6-0 Army HQ (38, 39, 40, 42), 12-4-3 Inf Div (112, 113, 115, 116, 118, 119, 120, 125), 12-3-3 Inf Div (114, 117, 124, 126), 1x Truck Point (empty), 3x Porter Points (empty), 3x Reserve Markers
- 22 Oct 50: Intervention Units: 8-2-2 NK Inf Div (24, 38, 41), 8-0 NK Corps HQ (IV), 4-3-4 Cav Rgt (Cav), 13-1-3 Arty Rgt (25, 27, 28), 9-1-3 Arty Rgt (26, 29)
- 26 Oct 50: Intervention Units: 5-0 Army HQ (50, 66, 27), 12-3-3 Inf Div (79, 80, 148, 149, 150, 197, 198), 12-2-3 Inf Div (81, 167, 196), 10-2-3 Inf Div (90), 12-1-2 Arty Rgt (44), 9-1-2 Arty Rgt (45, 47, 48), 1x Truck Point (empty), 2x Porter Points (empty)
- 1 Nov 50: 8-2-2 NK Inf Div (47), 3x Russian (8-2) MiG-15
- 15 Nov 50: 10-0 Corps HQ (9), 5-0 Army HQ (20, 26), 12-3-3 Inf Div (58, 59, 60, 76), 10-2-3 Inf Div (77, 78, 88, 89), 3x Porter Points (empty)
- 1 Dec 50: 1x Russian (9-2) MiG-15
- 15 Dec 50: 8-0 NK Corps HQ (V), 13-1-2 NK Arty Rgt (V), 1x Reserve Marker
- 1 Jan 51: End of Communist Initiative DRM (2.6)
- 5 Jan 51: 1x Russian (9-2) MiG-15, 1x Chinese IL-10, 2x Chinese MiG-15, 1x Chinese Tu-2, 1x Chinese La-9. Also see Options 4.3, 4.8, and 4.10
- 1 Feb 51: 8-2-2 NK Inf Div (36, 37, 45, 46), 1x Chinese Yak-9, 1x Chinese Tu-2, 1x Russian Tu-2
- 15 Feb 51: 5-0 Army HQ (64), 12-3-3 Inf Div (190), 8-2-2 Inf Div (191, 192)
- 22 Feb 51: 10-0 Army Grp HQ (19), 5-0 Army HQ (63), 12-3-3 Inf Div (187), 12-2-3 Inf Div (188), 8-2-2 Inf Div (189), 9-1-2 Arty Rgt (9, 11)
- 26 Feb 51: 5-0 Army HQ (65), 12-3-3 Inf Div (193), 8-2-2 Inf Div (194, 195), 13-1-3 Arty Rgt (19, 20), 9-1-3 Arty Rgt (21)
- 1 March 51: 1x NK IL-10, 1x NK MiG-15, 1x Chinese IL-10, 1x Chinese Tu-2
- 5 March 51: 5-0 Army HQ (47), 12-3-3 Inf Div (139), 12-2-3 Inf Div (140), 8-2-2 Inf Div (141), 12-1-2 Arty Rgt (5)
- 15 March 51: 10-0 Grp HQ (3), 5-0 Army HQ (60), 12-2-3 Inf Div (179), 8-2-2 Inf Div (180, 181), 13-1-3 Arty Rgt (30), 1x Chinese MiG-15
- 19 March 51: 5-0 Army HQ (12), 12-3-3 Inf Div (31), 8-2-2 Inf Div (34, 35), 9-1-3 Arty Rgt (31)
- 29 March 51: 5-0 Army HQ (15), 12-3-3 Inf Div (29), 8-2-2 Inf Div (44, 45)
UN Campaign Arrival Schedule
Notes: All arriving units are U.S. unless stated otherwise. Execute all required removals & upgrades regardless of the condition of the unit being removed. There is no penalty for removing a dead unit. Upgrades occur to a unit regardless of its status, but the upgrade "inherits" that status (dead, Out of Supply, Low Ammo, whatever). Optional arrivals are usually for "Interdiction" (4.1), but on 29 Sept they are for "US Navy!" (4.6). ROK Ground Reinforcements arrive in either Pusan or Seoul (if it qualifies as a supply source). U.S./U.N. Ground Reinforcements arrive in Japan, unless otherwise stated in the Order of Arrival. Air Unit Reinforcements can arrive at any friendly airfield in trace supply. Naval Reinforcements are placed in any all-sea hex or in the Sea Box.
- 29 June 50: 24 Inf Div (TF Smith Bn (FEC))
- 1 July 50: 24 Inf Div (34 Inf Rgt (FEC)), 1x F-51, 1x F-80c, 1x C-47, 1x C-54. Optional (4.1): 1x B-26, 1x B-29, Rochester SAG
- 5 July 50: 24 Inf Div (21 Inf Rgt (FEC), Divarty Rgt (FEC))
- 8 July 50: 25 Inf Div (27 Inf Rgt (FEC)), 6-0 US Army HQ (8th Army), 1x F-51, 1x F-80c
- 12 July 50: 24 Inf Div (19 Inf Rgt (FEC)), 25 Inf Div (24 Inf Rgt). Delete: 24 Inf Div (TF Smith (FEC))
- 15 July 50: 25 Inf Div (35 Inf Rgt (FEC), Divarty Rgt (FEC)), 1x Reserve Marker, Valley Forge CVG and carrier planes: 1x F9f, 1x F4U, 1x AD, 1x F-51. Optional (4.1): Toledo SAG, 1x B-29
- 19 July 50: 1 Cav Div (5, 8 Inf Rgt (FEC))
- 22 July 50: 1 Cav Div (7 Inf Rgt (FEC), Divarty Rgt (FEC)), 4-2-3 Inf Rgt (29)
- 29 July 50: 24 Inf Div (5 Inf Rgt), 25 Inf Div (89 Tank Bn), 1x F-51
- 1 Aug 50: 2 Inf Div (9 Inf Rgt), 1 Mar Div (5 Marine Rgt, 1/11 Arty Bn, 1 Tank Bn), 1x F4U
- 5 Aug 50: Pusan Perimeter Effects start (1.10); 2 Inf Div (23 Inf Rgt, Divarty Rgt)
- 8 Aug 50: 24 Inf Div (6 Tank Bn), 1 Cav Div (70 Tank Bn), 7 Inf Div (73 Tank Bn), 25 Inf Div (Organic Truck), 1x Reserve Marker. Upgrade: 25 Inf Div (35 Inf Rgt, 27 Inf Rgt, Divarty Rgt). Delete: 4-2-3 Inf Rgt (29). Optional (4.1): CW TF SAG
- 15 Aug 50: Begin rolls for LC/LSTs (option 3.8b); 2 Inf Div (72 Tank Bn, Organic Truck)
- 19 Aug 50: 2 Inf Div (38 Inf Rgt)
- 26 Aug 50: 15-1-3 ROK Arty Rgt (II), 24 Inf Div (Organic Truck), 1 Cav Div (Organic Truck), Philippine Sea CVG and carrier planes: 1x F9f, 1x F4U, 1x AD. Upgrade: 24 Inf Div (19, 21 Inf Rgt, Divarty Rgt); 1 Cav Div (5, 7, 8 Inf Rgt, Divarty Rgt). Delete: 24 Inf Div (34 Inf Rgt (FEC)). Optional (4.1): 1x CW Mx
- 29 Aug 50: 4-2-3 CW Inf Div (27 Inf Bde (FEC))
- 1 Sept 50: 1 Mar Div (1 Marine Rgt, 11 Arty Rgt, Organic Truck), 7 Inf Div (17, 31, 32 Inf Rgt, Divarty Rgt, Organic Truck), 15-0 Corps HQ (X), 29-2-5 Arm Arty Grp (92), 4x Landing Craft Points, 3x LST Points, 1x F-51, 3x Reserve Markers, 2x Truck Points. Delete: 1 Mar Div (1/11 Arty Bn)
- 5 Sept 50: 13-2-4 Arty Bn (17)
- 8 Sept 50: 12-0 Corps HQ (I), 1 Mar Div (7 Marine Rgt), 6-4-4 Airborne Rgt (187), 1x C-119, Missouri SAG
- 12 Sept 50: 1x F4U. Optional (4.1): 1x F4U
- 19 Sept 50: 3-3-3 Inf Bn (Phil)
- 22 Sept 50: 3 Inf Div (65 PR Inf Rgt), 12-0 Corps HQ (IX). Delete: 8th Army HQ (6-0)
- 26 Sept 50: Optional (4.1): 1x F-80c, 1x B-26
- 29 Sept 50: Upgrade: CW Inf Div (27 Inf Bde). Delete: 4-2-3 CW Inf Div (27 Inf Bde (FEC)). Optional (4.6): Leyte CVG and carrier planes: 1x F9f, 1x F4U, 1x AD
- 1 Oct 50: No more PPZ Effects (1.10); Delete: 1x C-47, Missouri SAG (ignore if using 4.1)
- 5 Oct 50: 10-2-3 ROK Inf Div (11)
- 15 Oct 50: 8-0 ROK Corps HQ (III), 15-1-3 ROK Arty Rgt (III)
- 22 Oct 50: 8-3-3 Inf Bde (Turk)
- 26 Oct 50: 12-2-3 ROK Inf Div (9). Optional (4.1): 1x B-26
- 1 Nov 50: CW Inf Div (29 Inf Bde, 45 RA Arty Rgt, 8 Hus Tank Bn)
- 12 Nov 50: 3 Inf Div (15 Inf Rgt)
- 15 Nov 50: 3 Inf Div (7 Inf Rgt, Divarty Rgt)
- 19 Nov 50: 2-2-3 Inf Bn (Thai)
- 22 Nov 50: 3 Inf Div (64 Tank Bn, Organic Truck), 2-4-3 Inf Bn (French)
- 5 Dec 50: 2-3-3 Inf Bn (Dutch), 2x F-84
- 8 Dec 50: 2-3-3 Inf Bn (Greek)
- 15 Dec 50: 2x F-86e
- 1 Jan 51: End of Communist Initiative DRM (2.6)
- 5 Jan 51: 3x Reserve Markers. Also see Option 4.10
- 15 Jan 51: 30-2-5 Arm Arty Grp (999)
- 29 Jan 51: 2-3-3 Inf Bn (Belg)
- 1 Feb 51: CW Inf Div (2 PPat Inf Bn)
- 8 Feb 51: 28-2-3 Arty Grp (196), 17-2-5 Arm Arty Bn (937)
- 22 Feb 51: 18-2-5 Arm Arty Grp (176)
- 1 March 51: 29-2-5 Arm Arty Grp (213)
- 5 May 51: Upgrade: CW Inf Div (25 Inf Bde). Delete: CW Inf Div (2 PPat Inf Bn)
- 8 May 51: 2-2-3 Inf Bn (Eth)
Developer's Notes
Korea is my favorite OCS game, and as such it has been a pleasure to prepare its second edition. Given the idea that this was to be a reprint (not "all-new"), we've resisted the temptation to make major changes—the "rules" from MMP were pretty simple: try to ensure the old components work with any updates.
The important rules-change in OCS v4, at least with respect to Korea, is Trainbusting. To make this new mechanic work well in the context of Korea, we decided to reflect the UN's total air superiority by (usually) letting their Trainbusting missions roll twice on the table. This makes it more likely they succeed, and also gives a chance for an enlarged zone of effects.
Option 4.2b, my favorite method of Chinese Intevention, has been revised to make it a bit more controlled and a bit less random. The Communist can ignore an intervention result and get a +1 to future rolls, and can also make a limited intervention. There are two new intervention-roll modifiers that are of the carrot-and-stick variety (intended to encourage the historical path). The first is a Communist penalty for quiting the PPZ early. By adding another incentive to hang tough on the Naktong River line, it makes the Inchon landings that much more likely to have their historical impact. Similarly, we're giving the UN another reason to push toward the border: CCF intervention becomes less likely—and thus Sudden Death more likely—if they take just one of those victory hexes along the Yalu.
A few additions are also noteworthy. These were made with an eye toward the opening Communist offensive. Option 4.13 downgrades the 105th Division by taking away its organic truck, Option 4.14 makes Strat Mode a less useful offensive weapon, and Option 4.15 makes the highland terrain more rugged—especially important in central Korea. I think this trio of changes leads to a better game, but they remain optional so you can salt and pepper to personal taste.
A few years before the orginal Korea was published, Jeff Behan and I played the prototype of the game at a Homercon. I was just a novice player then, but loved the game and this began an immersion into OCS that would lead to my becoming the current series honcho. When I (or my wife) think about all the hours I've poured into these games, I guess it's Rod Miller who gets the thanks (or blame).
OB Notes
Many of the Korean divisions reorganized and/or renamed after the initial invasions. The designations used for this game are for the later affiliations (longest lasting), rather than the initial invasions. For example, the NK 12 Division started the war as the 7th, and you will see 7th division in initial maps, etc. As an example in the ROK, initially the 1st ROK consisted of the 11, 12 and 13th regiments, later, the 15th was added to replace the eliminated 13th.
The ROK 17th Regiment actually begins the war in the vicinity of hex B14.13. They fought well, but were cut off and evacuated by ROK small craft. Rather than include a set of rules for this one-time action, they've been relocated to Seoul at start.
The US Divarty units represent 4x field artillery battalions: three with 18x 105's and one with 18x 155's. The individual FABs are listed below:
| Division | 155 mm | 105 mm |
|---|---|---|
| 24th | 11 FA | 52, 555, 13 FA |
| 25th | 90 FA | 159, 8, 64 FA |
| 1 Cav | 82 FA | 61, 77, 99 FA |
| 2nd | 503 FA | 15, 37, 38 FA |
| 3rd | 9 FA | 10, 39, 58 FA |
| 7th | 31 FA | 49, 57, 48 FA |
The US corps-level field artillery has been consolidated into "Groups" composed of FA battalions of the same gun type, which arrived in Korea at approximately the same time, named for one of them. The individual FABs are listed below:
| Group | FABs | Gun Type |
|---|---|---|
| 92nd | 92, 96 | SP 155's |
| 176th | 176, 300, 987 | SP 105's |
| 999th | 999, 204 | SP 155's |
| 213th | 213, 955 | SP 155's |
| 196th | 196, 936 | 155's |
The US 9th FA Bn originally entered the war as an independent, supporting ROK troops, in August, 1950. The 999th FA Bn arrived later (Nov 50), and served as the 3rd's Hvy FA Bn (155's). In Jan 51, the 9th was sent back to the 3rd Division, and the 999th released to I Corps Artillery. Rather than replace counters, etc., the 9th is kept in the 3rd division's Divarty, represented by a ROK arty unit while attached to the ROKs, the 999th arrives in the game when it is released to independent status and is grouped with the 204th.
US Carrier Groups (CVGs)
The US/UN Aircraft Carriers represent more than just the named Carrier. The US also had CVE's in Korea, and the British HMS Triumph and Theseus also operated in Korea. The US rotated Carriers in and out of the Korean Theater, generally with three to four Carriers of different Air Groups in the action at any one time. The standard Air Group complement of the time was 30x F9F Panthers, 30x F4U Corsairs and 15x AD Sky Raiders.
In the game, the name on the counter is the first Carrier that arrived in Korea (in each case), and thus the Carrier that spent the most time in Korea for the time the game covers.
Since an OCS air unit represents 45 aircraft, the values for the AD are reduced (about 2/3) to reflect the number of Sky Raiders that were generally present (a full-strength OCS Sky Raider air unit would be a (4)-27).
The US B-26 is the excellent "Invader" which had the WWII designation of A-26. As part of the Air Force re-designations when it became the USAF, the A-26 became the B-26.
Designer's Notes
I find the OCS itself to be an excellent system, and does a great job of modeling modern, operational conflict. The first year of the Korean War is a great gaming situation, with the NK attack, the UN counterattack, the Chinese attack, the UN counterattack, the Chinese counterattack, the UN counterattack, etc.!
The first year of the Korean War was a mobile event, as the forces swept up and down the peninsula. With the standard OCS scale, the entire area of the conflict could be presented on three maps, and so there are no "map edges" here. The air situation is a simple one, as the Communists didn't fight in the air outside of their Manchurian air bases. I was excited about the possibility of getting the OCS and the Korean War together.
My intention from the beginning was to produce a clean, easy-to-play game, right out of the box. While we could have gone with a regimental level representation of all of the forces, representing many of the infantry divisions as single counter divisions helps keep the counter density low. I tried to keep the special rules to a minimum, opting for ease of play, and so things like mines and guerrillas didn't make the final game.
We've found the resulting game easy to play, and provides an excellent vehicle on which to train players in the ways of the OCS. For OCS veterans, it is a great break from the more counter intensive and bigger games we also enjoy.
Thanks to the hard work of everyone involved, I'm very pleased with the resulting game. Have Fun!
Victory
The objective of both sides was to reunite Korea, and so the automatic victory system, which ends the war if one side manages to occupy the entire peninsula. Short of that, most gamers will know who won at the end (or concede, the gamer's version of offering Peace Talks), and will have the fun of getting there. Still, a measure of how well one did at the end is provided.
We played the game many times with a system that tallied victory points on each turn. As intended, it gave a nice reward for aggressive and rapid actions, and provided incentives to stay deep in enemy territory to continue to score "points". Unfortunately, it was also a big pain!
So, we dropped that system in favor of the "lines" system. These lines represented the real objectives the combatants tried to achieve, and so is a good and valid measure of "victory". An alternative counting method is provided in the Optional rules section, if you are so inclined. This may provide a better system to shape/reward efforts, albeit with increased player workload.
Pusan Perimeter Zone
The US was uneasy about sending over units, equipment and supplies into a situation where they might have to pull them right back out again. Once the situation stabilized, the US switched over to begin the build up for an offensive posture.
In the game, when the Communist Player abandons the Pusan Perimeter, he is relieving the pressure, allowing the situation to stabilize, and going over to the defensive. The US reacts to this by immediately building up for the counterattack.
Nukes
One of the fun variants was to explore the effects of Nuclear Weapons on the battlefield in Korea. The Soviets exploded their first bomb in 1949, and did not explode their second until 1951, this makes it unlikely they would have had any real Nuclear capability during late 1950 or early 1951. To say nothing of actually using their few Nukes in Korea! However, this variant is added to allow the possibility that this capability did indeed exist. And it should be great fun to see those Carriers scurry! So, the Communist player can select the level of Soviet reaction to US use of Nuclear weapons, from staying out of it (UN must win automatic victory) to full Soviet support to Soviet Nuclear Response in Korea.
Sanctuary
McArthur disagreed with the sanctuary the political environment gave the Chinese in Manchuria, but the UN player might not be very concerned. He knows that it is a trade off, in that he also gets relief from the threat of Communist air strikes. UN commanders expected and planned for air attack, and so the best way to play the game might be the variant that lets the Communist player break sanctuary if he wishes, and retain/enforce continuing sanctuary as he chooses.
Communist Rail Amounts
The Communist player receives an "artificially" high rail cap starting in October 1950. Historically, the rail net and bridges had been devastated by UN air power. The purpose of the rail cap here is to show the Communist supply build-up in preparation for the Chinese offensive, but not to give the Communist player additional trucks he could use later to form extenders and so on. Giving him a "juiced" rail cap for a short time gets the job done without additional unintended effects.
Hip Shoots
A by-product of the establishment of the US Air Force (USAF) as a branch of the military was that the USAF seemed to forget the hard and well-learned lessons of Close Air Support (CAS) from WWII. It took some time to once again excel at CAS, thus, the restriction on Hip Shoots. Eventually, necessity required the USAF to re-develop CAS techniques, which they did, hence the optional support procedures.
This lapse was not the case with the US Navy and USMC. The Marines had dedicated FO's and a superb system in place to coordinate CAS, thus the Navy and Marine air units are allowed to hip shoot when working in concert with Marine ground units.
Air War
The 15-hex Patrol Zone does a nice job of recreating the famous MiG Alley. There are several MiG-15 versions, 9's are the ones piloted by "A" quality pilots, the 8's are piloted by average Soviet "B" quality. The Chinese and NK's used the same MiG-15, but their pilots were not as skilled. The "Air War that could have been" is one of my favorite variants.
Finally, special thanks to Ann and the Boo's.
For Further Reading
Many excellent books exist on Korea, and served as sources for research on this project. Here are the best works I found.
I've found this to be the best single volume history of the Korean War. If I had to recommend one work, this would be the one:
The Forgotten War, Clay Blair.
These are the Official Branch histories. Lots of good detail:
South to the Naktong, North to the Yalu, US Army Official History, Roy E Appleman.
Ebb and Flow, US Army Official History, Billy C Mossman.
The Sea War in Korea, Malcolm W Cagle and Frank A Manson.
US Marine Operations in Korea, Vol I, US Marine Corps' Official History, Lynn Montross and Nicholas A Canzona.
The US AirForce in Korea, 1950-1953, US Air Force Histories, Robert F. Futrell.
Ridgeway Duels for Korea, Roy E Appleman.
Disaster in Korea, Roy E Appleman.
Appleman followed up his work on the Army's official history with a series of books covering specific periods of the 1st year of the war. Very good work, nicely written, good detail, highly recommended.
Amphibious Landing Table
(roll two dice)
| Terrain | Failure | Mixed | Success |
|---|---|---|---|
| Open/Village | 2 or less | 3-4 | 5 or more |
| Low Hills/Hills | 3 or less | 4-6 | 7 or more |
| Rough | 3 or less | 4-7 | 8 or more |
| City | 3 or less | 4-7 | 8 or more |
| Port * | 1 or less | 2-3 | 4 or more |
Dice Roll Modifiers:
- -2 Adjacent to Enemy attack-capable unit
- -2 North of 38th Parallel
- -2 1951 date
- +1 All Marine Load (entire 1st USMC Div and the ROK marine regt)
- +1 50+ Friendly SAG support points in range
- +1 At Least one CVG within 10 hexes with Active planes totalling 20 or more Barrage Strength and flight conditions
* Do not roll if landing at a port and load does not exceed port capacity
Results:
- Failure: LC and cargo destroyed.
- Mixed: LC destroyed but cargo lands normally.
- Success: LC survive and cargo lands normally.
Example: Landing is in a Hills hex. The modified roll is a '6' on two dice, which yields a "Mixed" result. The LC all die, but the cargo is successfully landed.
Notes:
A) Apply each applicable modifier to all landing attempts.
B) One CVG or SAG (or both) can affect numerous landings (given range limitations) and their use here as modifiers does not affect their normal game operations.
Terrain Effects Chart
| Feature | Combat Line | Track | Truck | Leg | Armor | Mech | Other |
|---|---|---|---|---|---|---|---|
| Open | Open | 1 | 1 | 1 | [x2] | [x2] | x1 |
| Low Hills | Close | 1 | 2 | 1 | [x2] | x1 | x1 |
| Hills | Close | 2 | 3 | 1 | x1 | x1 | x1 |
| Rough | Close | 3 | 5 | 2 | [x1/2] | [x1/2] | x1 |
| Mountain | V. Close | P | P | All | x1/3* | [x1/2]* | x1 |
| Village | Close | ot | ot | ot | x1 | x1 | x1 |
| Minor City | V. Close | ot | ot | ot | x1/2 | [x1/2] | x1 |
| Road | ot | 1/2 | 1/2 | 1/2 | ot | ot | ot |
| Track | ot | 1 | 1 | 1 | ot | ot | ot |
| Railroad | ot | 1 | 1 | 1 | ot | ot | ot |
| Minor River | ot | +3 | +5 | +1 | [x1/2] | [x1/2] | [x1/2] |
| Frozen River | ot | +2 | +3 | +0 | [x1/2] | [x1/2] | x1 |
| Frozen Lake | ot | P | P | All | [x1/3]* | [x1/2]* | [x1/2] |
| Impassible | ot | P | P | P | [x1/3]* | [x1/2]* | [x1/2]* |
[x#] — Attack times multiple; Defend at x 1. P — Movement Prohibited. * — Via Road, Railroad, or Track only. ot — Dependent on other terrain in hex.
Communist Supply Table & Rail Capacity
| Dice Roll | Normal: June-Sept | Normal: No PPZ | Normal: October + | Interdiction: June-Sept | Interdiction: October + |
|---|---|---|---|---|---|
| 2-3 | 1 | 0 | 2 | 3 | 5 |
| 4-5 | 2 | 1 | 3 | 4 | 6 |
| 6-8 | 2.5 | 1.5 | 4 | 4 | 7 |
| 9-10 | 3 | 2 | 5 | 5 | 8 |
| 11-12 | 4 | 3 | 6 | 6 | 9 |
| Rail Cap | 2 | 1 | 3 | 2 | 3 |
"No PPZ" see 1.10.
"Interdiction Option" columns are for games using Supply Interdiction (4.1). Roll on the appropriate Interdiction Option column based on current month. UN planes and ships on Supply Interdiction will reduce the SP received. The total Barrage Strength of these units is divided by 25 (round normally) to determine the number of Tokens subtracted from the amount of Communist Supply each turn.
For "No PPZ" effect when using Interdiction Option, subtract an additional 4 tokens.
Communist Repl Table
| Dice Roll | Replacements |
|---|---|
| 2-5 | None |
| 6-8 | 1 Pax |
| 9-10 | 2 Pax |
| 11-12 | 2 Pax, 1 Eq |
+1 to rolls in 1951
UN Repl Table
| Dice Roll | ROK | UN |
|---|---|---|
| 2-5 | — | — |
| 6-7 | 1 Pax | — |
| 8-9 | 1 Pax | 1 Pax |
| 10-12 | 2 Pax | 1 Pax, 1 Eq |
+1 to rolls in 1951
UN Shipping & Rail
| Month | Shipping (Cargo Capacity) | Rail (Cargo Capacity) |
|---|---|---|
| June 50 – Aug 50 * | 2.5 | 1 |
| Sept 50 | 5 | 2 |
| Oct 50 – June 51, no Chinese † | 2.5 | 2 |
| Oct 50 – June 51, Chinese † | 4 | 2 |
* – If "No PPZ" use Sept levels per 1.10. † – Must be full intervervention (not Limited) if using 4.2b.
Weather Table
(roll one die)
| Month | No Flight | Flight |
|---|---|---|
| April – July | 1-2 | 3-6 |
| August | 1-3 | 4-6 |
| Sept – Dec | 1-2 | 3-6 |
| Jan – March | 1 | 2-6 |
Remember: Rivers/Lakes freeze in Dec, Jan, and Feb.