Corée 1950
Corée 1950 Rulebook
Table of Contents
Table of Contents
1 - The Map
The map represents the largest part of the Korean peninsula divided into zones. Geographic details (towns, roads, 38th parallel, etc.) and elements of the game (intrinsic defence, supply sources, victory objectives, etc.) are indicated.
Each zone contains a numerical identification and a value (1-3) which represent the defensive value of the terrain.
Note: A zone is controlled by a player according to the indications given in each scenario and then by the last player to have moved a combat unit through the zone.
A turn marker, squares and tables for the organization of the game are also placed around the map.
1.1 - Geographical Regions
There are two large geographical regions, the North Region and the South Region, that group together the zones separated by the 38th parallel. The defender's zone determines the zone in which a combat takes place.
Note: Zones 44 and 51 belong to the North Region.
1.2 - Intrinsic Defence
Certain zones are defended by intrinsic South Korean units (police, military, border guard...). They are indicated on the map by a green square containing the intrinsic unit's combat strength (2 or 3) (see 9.1).
1.3 - Perimeter of Pusan
A zone marked by a dotted blue line indicates the perimeter of Pusan and gives certain advantages to the SU player (see 9.6).
1.4 - Victory Objectives
Certain zones contain a coloured flag (red or blue). These are the objectives of the two players. They award Victory Points when they are occupied (see 3).
1.5 - Supply Sources
Certain zones contain a supply symbol (red or blue half circle). These zones ensure the supply of units via the lines of communication.
1.6 - "North Zone" Box
This box represents the frontier zone between China and Korea. It is accessible by zones 1 to 11, only for NO units (see 9.3).
2 - The Counters
Counters represent combat units, HQ and markers.
2.1 - Combat Units
These are the units engaged in the conflict. The nationalities are distinguished by colour. Dark blue for the American troops (US), light blue for the UN troops (UN), green for the South Korean troops (SK), brown for the North Korean troops (NK), and red for the Chinese troops (CH).
The type is indicated by a NATO symbol:
- Infantry
- Armoured
- Mechanised
- Marines
- Paras
The size of the combat units ranges from army corps to battalion (XXX = corps, XX = division, X = brigade, III = regiment, II = battalion).
The presence of one or two flags signifies that the unit arrives as a reinforcement.
The combat strength represents the unit's fire strength and the quantity of troops.
The quality represents the unit's experience, training and handling of fire.
When the quality is inscribed in white, the unit has an armoured capacity bonus.
The back of a unit (with the lighter band) represents its reduced or incomplete status.
Note: Chinese corps have "cadre" counters (8-3) which replace the corps when the latter suffer a second loss. The "cadre" counters are eliminated when they suffer a loss. After their use, the back of the "cadre" counters are used as a "Fatigue" marker.
2.2 - Headquarters (HQ)
The Corps HQ (Army HQ for the Chinese) ensure supply and coordinate units.
The back of a HQ (with the light band) represents its isolated status.
Note: Two NK HQ have a double identification. HQ I and III return to the game under the name of HQ IV and V after the first elimination.
Description of counters (the labels of the printed counter diagram): Name; Quality; Reduced Unit; Combat Strength; Reinforcement; Size; Type; Armoured Bonus.
2.3 - Markers
Markers represent various information and elements necessary to the game: Victory Points, Aerial Superiority, Fatigue, Operational Support...
Note: Two six-sided dice (d6) are required. A modifier is a value that increases or decreases the result of a die roll. Modifiers are cumulative.
3 - Object of the Game
The NO player automatically wins by a strategic victory if he occupies Seoul, Taegu and Pusan at the end of any turn during the game.
The SU player automatically wins by a strategic victory if he occupies Pyongyang, Wonsan and zones 01, 08 and 11 at the end of any turn during the game.
Or, at the end of the game, the player with at least 3 more Victory Points (VP) than his opponent wins by operational victory.
Otherwise, the game ends in a tie.
During the Victory Point Adjustment Round, the players add up their VP with the help of the "Points de Victoire" markers.
The NO player receives:
- 1 VP if he occupies Seoul (57); 2 VP if he occupies Taegu (86).
- 2 VP for each US division eliminated this turn; 1 VP for each UN brigade or SU HQ eliminated this turn.
- 1 VP for each failed Offensive Landing by the SU player during this turn.
The SU player receives:
- 1 VP if he occupies both Pyongyang (28) and Wonsan (40), and 1 VP if he occupies two of the three zones 01, 08 or 11.
- 1 VP for each Chinese corps that has become cadre.
Example: At the end of the game, the NO player has earned 10 VP for having occupied Seoul for five turns, Taegu for two turns, and for having eliminated a UN brigade. The SU player has earned 7 VP for having controlled Pyongyang and Wonsan for 4 turns and zones 1 and 8 for 3 turns. The Operational winner is the NO player who has 3 points more than his opponent.
Transcriber's note: the example scores Seoul and Taegu per turn occupied, and Pyongyang/Wonsan and zones 01/08/11 per turn controlled (5 + 4 + 1 = 10 for NO; 4 + 3 = 7 for SU). The printed list above gives the values without a per-turn qualifier; the example is reproduced as printed.
4 - The Game Turn
Each scenario contains a certain number of game turns.
Each game turn consists of the following rounds:
- Administrative Round
- Initiative Phase
- Event Phase
- Air Superiority Phase
- Operational Support Phase
- Round NO
- Reinforcement Phase
- Tactical Movement Phase
- Combat Phase
- Operational Movement Phase
- Round SU
- Reinforcement Phase
- Tactical Movement Phase
- Combat Phase
- Operational Movement Phase
- Victory Point Adjustment Round
Note: The first turn (J1) is preceded by a 0 turn devoted to the initial North Korean attack (see 10.1.3).
5 - Administrative Round
5.1 - Initiative Phase
5.1.1 - Determination of the Chinese Intervention
Once an SU unit other than SK enters a zone in the North Region, the Chinese may intervene.
During the Initiative Phases following this first entry, the NO player rolls a d6 and consults the Chinese Intervention Table on page 8.
The Chinese intervention only takes place once. See 9.4 for the terms of this intervention.
Chinese Intervention Table
| Roll (1d6) | Result |
|---|---|
| 1-6 | No intervention |
| 7+ | Chinese Intervention |
Modifiers: +1 per zone occupied by the SU: Pyongyang, Wonsan, zones 1, 8 and 11.
5.1.2 - Determination of the Operational Initiative
The "Operational Initiative" marker is used to determine who has the operational initiative this turn. Each scenario indicates the initial placement for this marker.
The Operational Initiative Table on page 8 indicates, according to its value, a possible column shift used for attacks, the number of additional OP supports that a camp obtains and the conditions for retreat.
The value for the Operational Initiative varies based on the events that take place during the previous turn.
Note: The Operational Initiative value may not be greater than 4 or less than 1, even if permitted by an event.
Operational Initiative Table
| Value | Side | Column shift | Obligatory attacks | Support | Recoils |
|---|---|---|---|---|---|
| 4 | NO | +1 | 3 att | +1 OP | RE * |
| 3 | NO | - | 1 att | +1 OP | - |
| 2 | SU | +1 | 1 att | - | - |
| 1 | SU | +1 | 2 att | +1 OP | RE ** |
* For an RE result, the SU units must retreat, except in the perimeter of Pusan.
** For an RE result in combat, the NO units must retreat.
Variations:
- +1/-1 for the taking/loss of control of Seoul by the NO
- -1/+1 for the taking/loss of control of Pyongyang by the SU
- +1 for each Chinese HQ that enters the game.
- -1 for the first successful offensive landing of the HQ X US.
5.2 - Event Phase
One player rolls 2d6 to determine the event of the turn. (See table on page 9.)
Event Table
| 2d6 | Event | Consequences |
|---|---|---|
| 2-3 | CH is nervous | -1 (Att)/+1 (Def) for combats involving CH units this turn.* |
| 4 | ONU distinguishes itself | +1 (Att)/-1 (Def) for combats involving UN units this turn. |
| 5 | The Chinese support the NK | 1 additional OP support |
| 6 | Kim motivates his troops | +1 (Att)/-1 (Def) for combats involving NK units this turn |
| 7 | Bad weather | -1 col for attacks this turn |
| 8 | The morning is not calm | +1 (Att)/-1 (Def) for combats involving SK units |
| 9 | The Marines show themselves | +1 (Att)/-1 (Def) for combats involving the 1Mar (US) this turn |
| 10 |
* Before the Chinese Intervention, this event concerns NK units.
Key as printed: -1 (Att)/+1 (Att) = -1 col/+1 col if in Attack; +1 (Def)/-1 (Def) = +1 col/-1 col for the Attacker if in defense.
Transcriber's note: the printed key repeats "(Att)" in the second half of the first pair, and the event rows use (Def) for defence-side effects. The key is reproduced as printed.
5.2.1 - Winter
Beginning with turn N1, winter may arrive - the winter squares have a brown or grey Asian symbol.
During the Event Phase of turn N1, one of the players rolls 1d6. For 1-3, winter has arrived; for 4-6, winter will arrive the following turn. Winter remains until the end of the game. Winter affects combats and armoured capabilities.
5.3 - Air Superiority Phase
One player rolls 2d6 on the Air Superiority Table on page 8 to determine who will have air superiority for the turn.
Place the "Sup Aérienne" marker (Air Superiority) on the appropriate square of the "Supériorité Aérienne" table on the map.
The "Supériorité Aérienne" table indicates, according to the result obtained (from N2 to S3), the modifiers used for the attacks in each of the two regions.
Example: Turn N2, one player rolls 2d6 and gets a 10. Since it's a turn with the intervention of Russian Migs, 1d6 is rolled with a result of 2. The US air superiority is only +1. The final result is 11, or S2 for the Aerial Superiority. The US player benefits from +1 for his attacks against the North Region zones and +2 for his attacks against the zones of the South Region. With a final result of 12, the air superiority would have been S3, giving +2/+3 for the attacks of the SU player, but also -1 for the NO player's attacks in the South Region.
Air Superiority Table (Supériorité Aérienne)
| 2d6 | Level | North Region | South Region |
|---|---|---|---|
| 2-4 | N2 | +2 NO | +1 NO |
| 5-6 | N1 | +1 NO | 0 |
| 7-8 | S1 | 0 | +1 SU |
| 9-11 | S2 | +1 SU | +2 SU |
| 12+ | S3 | +2 SU | +3 SU; -1 NO |
Modifiers:
- US air superiority: +1 to +3 depending on the month. July: +1. August: +2. September and after: +3.
- Chinese Intervention: +1 or +2*
- * When the Chinese intervention breaks out, the Soviet Mig 15 are at the disposal of NO and the American air superiority becomes variable. Roll 1d6: 1-2 = +1; 3-6 = +2.
5.4 - Operational Support Phase
Note: Operational support (OP) corresponds to the supply and the artillery available to the HQ to launch attacks.
Each player obtains a certain number of OP for the turn based on the month (see Table, page 8). The operational offensive and the events can vary the number of OP that are received.
Place each player's marker on the "Supports Opérationnels" Table. Each time an OP support is used, the marker is moved until it reaches 0.
OPs not used by the end of the turn are lost.
Supports Opérationnels Table
| Month | NO | SU |
|---|---|---|
| July | 1 | 0 |
| August | 0 | 1 |
| September and after | 0 | 2 |
Variation:
- +1 OP for the Operational Offensive
- +1/-1 OP depending on an Event
6 - Reinforcement
6.1 - Reinforcements
During the initial set-up, the scenario indicates the units to place in various reinforcement groups. There are five possible reinforcement groups (SK, FEC, US/UN, NK, CH).
Note: The FEC group corresponds to units arriving from Japan, and the US/UN group to units arriving mainly from the United States and Europe.
During his reinforcements phase, the player consults the Reinforcements Table (page 9), according to the month, to determine if he has reinforcement points.
When the table indicates two values, roll 1d6. For 1 to 3, use the first value; for 4 to 6, use the second.
Certain nations can obtain additional reinforcement points depending on their situation:
- SK receives 1 reinforcement point if the SU player controls Seoul.
- NK receives 1 reinforcement point if the SU player controls Pyongyang or Wonsan.
Each reinforcement point obtained allows the player to draw a reinforcement in a reinforcement group or bring back an eliminated unit or reinforce a reduced or incomplete unit.
Players must spend at least 1 reinforcement point per phase in order to draw a reinforcement if the group in question isn't empty.
When a reinforcement must be drawn, the available units of the group are placed in an opaque bowl and one is randomly drawn.
An eliminated HQ may return as a reinforcement.
An eliminated combat unit that returns to the game as a reinforcement is still reduced.
To be reinforced, a unit must be located 2 zones or fewer (4 zones following a road) from a supply source.
A unit may not (re)enter the game and be reinforced during the same phase.
Unused reinforcement points are lost.
Example: On turn S2, the reinforcements table indicates that NK has 2 reinforcement points. Since its reinforcement group is not yet empty, it must spend its first point to draw a unit. With its second point, it can either draw a second unit or reinforce a reduced unit that is the correct distance from a supply source, or bring back to the game an eliminated unit and place it, reduced, on the map.
Reinforcements Table
| Month | SK | US/UN | NK |
|---|---|---|---|
| July | - | 2 (FEC) | 0-1 |
| August | - | 3 (note 3) | 2 |
| September (note 4) | - | 3 (note 5) | 2 |
| October | 1 | 1-2 | 1 |
| November | - | 1-2 | - |
| December-January | - | 1 | - |
Notes:
- The SK receives an additional 1 point per turn when the SU player controls Seoul.
- The NK receives an additional 1 point per turn when the SU player controls Pyongyang or Wonsan.
- The SU may choose the reduced 1Mar.
- Add the "RR" units in S1 to each group of reinforcements.
- The SU may choose the option "Operation Chromite" during a turn of S.
Transcriber's note: the printed table marks the footnote numbers as superscripts beside the values, which is how they are placed above (3 and 5 on the US/UN values, 4 on September).
6.1.1 - SU Reinforcements
SK reinforcements may arrive in Pusan or Seoul if they are controlled by the SU player.
US/UN reinforcements arrive in Pusan. They are automatically fatigued.
During the reinforcement phase, overstacking is authorized in Pusan.
Notes: US divisions and UN units may arrive incomplete (flag(s) on their reduced side) and can be completed during the following turns.
The SU player must have drawn all the divisions from the FEC group before completing them and must have drawn all the units from this group before drawing from the US/UN group.
6.1.2 - NO Reinforcements
NK reinforcements arrive in Pyongyang, Wonsan or in the "Zone Nord" (North Zone) if they are controlled by the NO player.
Chinese reinforcements arrive in the "Zone Nord". (See 9.3)
Note: Unit 105 (NK) can never be reinforced (it remains reduced and is transformed into a Brigade) and the NO armoured units never return to the game once eliminated.
6.2 - Reorganisation
SK, NK and CH units can reorganise themselves. When two reduced Infantry units are in the same zone at the end of an Operational Movement Phase, after recuperation (see 8.6), one of them (player's choice) can be eliminated from the game and the other turned to its complete side. If one of the units is fatigued, the reorganised unit is fatigued.
Note: Only CH "cadre" units can reorganise with non-cadre reduced CH units.
7 - Movement
The player in the phase moves his units one by one, zone by zone. One may not enter a zone containing an enemy unit.
7.1 - Zone of Control (ZoC)
Each division/corps exerts a ZoC over its zone and the surrounding zones. In its zone, a division/corps neutralises (without cancelling out) the enemy ZoC for the other units present.
A unit stops its movement as soon as it enters an enemy ZoC, even if it is ne. [Transcriber's note: the printed text ends this sentence with the fragment "ne"; the source word is truncated and is reproduced as printed.]
Infiltration: A unit that begins its movement in an enemy ZoC may directly enter an enemy ZoC and stop. It automatically suffers a "Fatigue" (see 8.2) if one of the two ZoC is not neutralised (by another unit) and automatically suffers two "Fatigues" in a row if neither ZoC is neutralised.
7.2 - Line of Communication
Units and HQ must maintain lines of communication to be effective.
A line of communication connects adjacent zones and cannot pass through a zone occupied by an enemy unit.
The range of a line of communication from HQ to a unit of his nation is 2 zones or 3 zones when following a road.
Only one SK unit and as many UN units as desired may use a US HQ to have a line of communication.
Up to two NK units can use a CH HQ.
The range of a line of communication from HQ to a supply source that its camp controls is unlimited following a road - including from a zone without a road as long as an adjacent zone contains a road leading to a supply source.
Exception: The X corps can use a maritime line of communication (see 9.5).
Sources of supply are: Pusan or Seoul for SU, Pyongyang or the zones 01, 08 and 11 for NO.
A unit without a line of communication to a non-isolated HQ is an isolated unit.
A HQ without a line of communication to a supply source is an isolated HQ (the HQ marker is turned over).
As long as a US HQ has not entered the game, there is considered to be a fixed HQ (the 8th Army) in Pusan.
Isolation is determined each time it is necessary to the game.
7.3 - Tactical Movement
Units may move by only one zone.
7.4 - Operational Movement
Movement is not limited if the unit is not isolated at the beginning of its movement and if it carries out its entire movement along a road. Otherwise, movement is limited to 2 zones maximum.
Note: A Fatigued unit that carries out an Operational movement remains Fatigued (8.6).
7.5 - Movement of HQ
HQ move like combat units.
HQ may not voluntarily penetrate a non-neutralised enemy ZoC. As soon as it finds itself in a non-neutralised enemy ZoC, the HQ automatically moves to the closest zone outside of the non-neutralised enemy ZoC.
HQ do not advance after a combat but withdraw if the units present in the zone do so.
7.6 - Stacking
Stacking is permanently limited to 4 combat units including a maximum of 2 Corps and/or Divisions per zone. A zone, therefore, may never contain more combat units than its stacking limit. HQ and the US airborne unit do not count.
Units of the same camp but of different nations can stack and combat together.
Exception: For operational movement only, a combat unit can cross a zone with a defensive value of 1 by temporarily exceeding the stacking limit.
Other exceptions: Pusan (see 6.1.1) and Amphibious Movement (see 9.5).
At the end of a combat phase, stacking is verified for both players. A unit that arrives in surplus following a withdrawal must leave the concerned zone, following the rules of withdrawal after combat (see 8.3) to move to an adjacent zone where it will not be excessive. This withdrawal may take place several times in a row if necessary. A unit that cannot leave a zone in which it is in surplus is eliminated.
8 - Combat
The attacker chooses the order of his combats without declaring all of his attacks in advance.
The player with the Operational Offensive is required to carry out a certain number of attacks.
A zone may only attack one zone per Combat Phase, except in the case of a supplementary attack (see 8.7).
A zone can be attacked several times per combat phase but only by one zone at a time.
The attacker is not required to engage all of the units present in the zone, but the defender is required to do so. The principal unit of the attacker or the defender is the engaged unit that has the highest combat strength in the zone; in the case of a tie, the owner chooses the principal unit.
Note: Units that arrive in a zone following a retreat may not participate in the combat but suffer any further retreats.
8.1 - Resolution of Combats
Balance of Power: Each player adds the combat strength of all his engaged units - taking into account losses already suffered; divide the attacker's strength by defender's strength to get a ratio, rounded in the defender's favour.
This ratio gives a base column associated with a value on the combat table.
Example: The 3rd American Division attacks the 1st NK Division, giving 15 against 6 or 2/1 - base column 8.
One cannot attack at a ratio less than 1/2. Ratios greater than 3/1 are treated as 3/1.
Transcriber's note: the printed text reads "less than ?" at this point; the threshold is read as 1/2, the lowest ratio on the Combat Result Table.
Overrun: If this ratio is greater than or equal to 6/1, the defender is automatically in full flight (déroute - DE) without combat resolution and the attacker can occupy the zone and benefit exceptionally from an additional attack from this new zone if this excess was the first attack of its units.
There is no overrun possible during an Offensive Landing (see 9.5).
This base column is then shifted according to certain factors to obtain the final column.
Factors that provoke column shifts are:
- A - Quality: Shift as many columns as the difference in quality between the principal unit of the Attacker and that of the Defender.
- Example: The 3rd American Division (quality 4) and the regiment of Paras (quality 5) attack the 1st NK Division (quality 3). The principal unit of the attacker is the 3rd Division, that of the defender is the 1st Division. The difference in quality is 4-3 = +1 column.
- B - Operational Offensive: +1 column in attack for the camp that benefits.
- C - Supports:
- Operational Support (OP): +2 columns if the Attacker spends an OP. To use an OP, the principal unit must not be isolated. Only one OP may be spent per combat. The number of available OPs is diminished by 1 after use.
- Air Superiority: -1 to +3 column(s) for the attacker depending on the air superiority in the concerned region - the region where the defender is located.
- Armoured Support: +1 column in attack or -1 column in defence for units with the capability for armoured support (Quality in white) per non-fatigued unit present. Exception: +1 column maximum per combat for the NO player. See also Winter below.
- Tactical Support: +1 column for the attacker per zone occupied by at least one non-fatigued friendly unit adjacent to the attacked zone.
- D - Terrain: -1 to -3 column(s) for the defensive value of the terrain; -1 column for Pyongyang and Seoul in defence.
- E - Fatigued Unit: -1 column if the principal unit that attacks is Fatigued.
- F - Isolated Unit: -1 column if the principal unit that attacks is isolated. +1 column if the principal unit that defends is isolated.
8.2 - Combat Result
The attacker rolls 1d6 and according to the final column - which cannot be less than 0 or greater than 13 - obtains a combat result.
- CA: Counter-attack - Loss or Retreat ATT; Fatigue ATT.
- EC: Failure (Echec) - Fatigue ATT.
- EN: Engagement - Fatigue ATT & DEF (only on principal units).
- RE: Retreat - Loss or Retreat DEF; Fatigue DEF.
- DE: Flight (Déroute) - Loss & retreat DEF; Fatigue DEF.
Note: The effects are applied in the order indicated.
- Fatigue: A "Fatigue" marker is placed on engaged units. A unit which is already fatigued must take a Quality Test instead (see 8.5).
- Loss or retreat: The player may choose between holding ground and suffering a loss on the Principal Unit or withdrawing all of his units present by one zone. Depending on the operational initiative, he may be required to retreat. This potential loss must not provoke the elimination of the unit.
- Loss and withdrawal: The Principal Unit suffers a loss and all of the units present retreat one zone.
Note: There is a difference between an engaged unit and a unit present in the zone.
Combat Result Table
The ratio headings are printed across the top of the table. Their spans over the final columns, read from the printed layout, are: 1/2 (columns 0-1), 2/3 (columns 2-3), 1/1 (columns 4-5), 3/2 (columns 6-7), 2/1 (columns 8-9), 3/1 (columns 10-13). This matches the worked base columns in 8.1 (2/1 = base column 8; 3/1 = base column 10).
| Die | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | CA | CA | CA | CA | EC | EC | EC | EC | EC | EC | EN | EN | EN | RE |
| 2 | CA |
CA: Counter-attack - Loss or Retreat ATT, Fatigue ATT. EC: Failure - Fatigue ATT. EN: Engagement - Fatigue ATT & DEF*. RE: Retreat - Loss or withdrawal; Fatigue DEF. DE: Defeat - Loss and withdrawal DEF; Fatigue DEF.
Note: The effects are applied in the order indicated. * Only the Principal Unit.
Column Modifiers (summary table, as printed)
| Modifier | Effect |
|---|---|
| A - Quality | +/- the difference of quality (Attack) |
| B - Operational offensive | +1 col (Attack) |
| C - Supports: Operational support (OP) | +2 col (Attack) |
| C - Supports: Air superiority | -1 to +3 col (Attack) |
| C - Supports: Armoured support | +1/-1 col per non-fatigued unit (Attack/Defence, except Winter North Region); max +1 NO |
| C - Supports: Tactical support | +1 col per zone (Attack) |
| D - Terrain (Defence) | Terrain value -1 to -3 col; Capitals -1 col |
| E - Fatigued Unit | -1 col (Attack) |
| F - Isolated Unit | -1/+1 col (Attack & Defence) |
| G - Winter | -1 (Attack) |
8.3 - Withdrawal/Advance
The player withdraws his units one by one by abandoning the zone they occupied in the following order:
- to a zone outside of enemy ZoC;
- to a zone located in a neutralised enemy ZoC;
- to a zone located in a non-neutralised enemy ZoC.
A unit that cannot move to withdraw is eliminated. Stacking is authorised in this case (see 7.6).
In the case of multiple options, the player must choose among the zones with the best defensive value.
The engaged units that won the combat (CA, RE or DE result) may choose to occupy the abandoned zone.
8.4 - Losses
Losses are noted by turning the unit to its reduced side, or by removing the unit if it is already on its reduced side.
8.4.1 - Loss of HQ
HQ are eliminated if all the units present in the zone are eliminated. It can return to the game with the help of reinforcement points.
8.5 - Quality Test
A fatigued unit that suffers a new fatigue must take a quality test.
The player rolls 1d6. If the result is less than or equal to the unit's current quality, the unit passes the test. If not, it fails.
Modifiers:
- +1 if the unit just retreated to a non-neutralised enemy ZoC;
- -1 if the unit just suffered a loss during the combat.
In the case of failure, a fatigued unit suffers a loss.
A fatigued unit receives a modifier for its attacks and cannot furnish tactical support or an armoured bonus.
8.6 - Recuperation
A fatigued unit that is not isolated loses its fatigued marker at the end of its operational movement phase, if it didn't move during this phase; if it is in an enemy ZoC at that moment, it must pass a quality test - without modifiers other than the Chinese Infiltration - to lose its fatigue marker.
Chinese Infiltration: Because of the Chinese infiltration tactic, the quality tests of SU units are modified by +1 to lose their Fatigue marker when they are in the North Region, in defence zones 2 or 3, and in contact with CH units.
8.7 - Additional Attack
A zone that has just attacked and whose units did not advance after the combat may immediately carry out one and only one additional attack by spending an OP support. This OP support does not give the +2 column combat bonus. (See also 8.1 Overrun.)
9 - Special Rules
9.1 - Intrinsic Units
The SU player has intrinsic SK units (see 1.2) represented by six "Intr" markers.
For the initial placement for scenario 1, the "I" markers are placed on the map - taking into account the indicated combat strengths. These intrinsic units have a quality of 2 and a combat strength of 2 or 3. They do not move, do not fatigue, and are automatically eliminated in the case of an RE or DE result. Their combat strength is added to that of any other units present.
Once eliminated, intrinsic units are never reformed. Thereafter, these markers serve as "Fatigue" markers by turning them over.
9.2 - Airborne Unit
When it arrives as a reinforcement, the airborne regiment US (187) is put to the side and can be placed anywhere on the map during a movement phase, in any zone not containing an enemy unit located 2 zones or fewer from a friendly unit, if the SU player has the air superiority (at least +1) in the concerned region. He may not move again during the turn of his placement but may combat.
Reminder: The airborne unit does not count in stacking.
9.3 - "Zone Nord" (North Zone) Box
The "Zone Nord" is considered to be a zone in contact with zones 1 to 11. An NO unit can go or return from/to the North Zone during a movement phase, but it cannot make a round trip during the same game turn (except in the case of retreat). It can retreat after a combat in the North Zone.
In the North Zone, units automatically lose their fatigue.
To return from the North Zone, NK units can only enter the zones located outside of the enemy ZoC. On the other hand, CH units can enter a non-neutralised enemy ZoC by becoming fatigued.
9.4 - Chinese Intervention
When the Chinese Intervention is launched, the NO player recovers the "Intervention Chinoise" marker. From then on, during any NO reinforcement phase, he may decide to have the Chinese "volontaires" intervene (and the additional NK units). When he decides to do this, he places the "intervention chinoise" marker in the square on the turn counter for the current turn (turn IC).
He takes his units as indicated above and places them in the "North Zone" during the reinforcement phase.
- On the IC turn, the player takes the HQ XIII and draws 4 Chinese corps from the CH reinforcement group;
- On the IC turn +1, he draws two other CH units, 1 NK unit and takes the HQ III NK;
- On the IC turn +2, he takes the CH HQ IX and the 3 remaining CH units; he also draws the divisions and the HQ NK so that there are a total of at least 7 divisions and 3 HQ NK in the game.
Example: If there are 2 divisions and a HQ NK on the map, as well as 2 NK divisions in the "Zone Nord", he draws 3 divisions and 2 HQ from the NK reinforcement group.
Note: If he does not have enough available NK divisions and HQ, he completes them with randomly drawn eliminated units.
Constraint: On the IC turn, Chinese units may only penetrate zones 1 to 11. On the IC +1 turn, they may only penetrate zones 1 to 18.
Reminder: The "Initiative Opérationnelle" marker is moved after the CH HQ enter the game and the US air superiority becomes variable.
9.5 - Amphibious Movement
The SU player may carry out Amphibious Movements (Embarkation, Offensive Landing, Defensive Landing).
Note: Offensive Landing means landing in a zone controlled by the NO player and defensive landing means landing in a zone controlled by the SU player.
The SU player may carry out up to two Offensive Landing operations during the game and as many defensive landings or embarkments as he wishes.
Beginning with S1, during the reinforcement phase, the US player may choose the option "Operation Chromite"; this operation costs him all of his reinforcement points for this turn.
During a tactical movement phase, the SU player may:
- Either select units (and HQs) in coastal zones and place them in the "Mvt Amphibie" square. If he chose Operation Chromite, he can add HQ X, 1st Mar, and the US 7th Division even if they have not yet entered the game. These two units arrive complete, even if they weren't.
- Or select units (and HQs) in the "Mvt Amphibie" Box to carry out an offensive landing.
- Or select units (and HQs) in the "Mvt Amphibie" Box to carry out a defensive landing.
Note: An Offensive or Defensive Landing may occur in two adjacent zones, possibly necessitating two attacks. Zones 51-44-38 and going up to 01 are prohibited for Landing.
In the case of landing, the SU player places the units to land across from the zone(s) of intended landing.
Note: One cannot, therefore, embark or land during the same turn. A unit can remain for several turns in the "Mvt Amphibie" Box.
The "Mvt Amphibie" Box can contain up to 6 units (units and HQ).
Units located in the "Mvt Amphibie" Box lose their "fatigue" markers.
During the combat phase following the placement of the landing units, the SU player carries out his offensive landing by resolving one or two combats.
Note: Defensive landings are automatically successful.
The SU player chooses one and only one unit to carry out each offensive landing combat.
By default, the enemy zone is worth 2 in defence and 2 in quality in the case that there is no unit present.
The combat is carried out normally with the following changes:
- Automatic shift of -2 columns for the landing (-1 col for the landing of the US Marines);
- there is no OP support possible, but the air superiority counts;
- the defensive value of the terrain is doubled;
- +1 col if the SK Marines unit is present;
- +1 col if at least one armoured unit is present;
- no possibility of Overrun.
- In the case of an RE result, the defender must choose to retreat.
- In the case of failure (EN or CA result), the operation is cancelled and all of the units placed across from the landing zone return to the square "Mvt Amphibie", and the NO player gains 1 VP.
- In the case of success (RE or DE result), all of the positioned units enter the zone as an advance after a combat. (Overstacking is authorised at this time.)
All units that have landed (offensively or defensively) become automatically fatigued.
The following operational movement is limited to one zone.
Units are considered in supply as long as they are within range of HQ X. HQ X can maintain a maritime line of communication via naval support as long as it remains in a coastal zone.
9.6 - Defence of Pusan
All SU units located inside the perimeter formed by zones 90-82-85 benefit from a defensive bonus of -1 col and are not required to retreat after an RE result.
Example of Movement and of Combat
The situation is as follows: Turn October 1; Operational Initiative 3; Air Superiority S2; 2 OP for the SU player.
Tactical Movement
The 7th US Division goes from 62 to 58: since this movement is an infiltration from a neutralised enemy ZoC (by another division) to a non-neutralised enemy ZoC, the 7th Division becomes automatically fatigued. It receives a Fatigue marker.
The 1st Mar South Korea and the 2nd Division South Korea move to 60.
Combat
59 attacks 54. The attacker engages all of his units. The principal US unit is the 2nd Division. The ratio is 18 (15+3) to 6 = 3 to 1, and the base column 10; the column shifts are as follows:
- +2 for Quality (4-2);
- +1 for Air Superiority (in the North zone, the zone of the defender);
- +1 for the Armoured Support of 8/CW that is not fatigued;
- -2 for the Terrain.
Final column = 12.
Note that the 7th Division in 58 provides no tactical support because it is fatigued.
The SU player rolls the die and gets a 2, for a RE (Retreat) result.
The NO player prefers to suffer a loss rather than retreat since he is not required to do so with an operational initiative of 3.
Note that holding ground is not necessarily the right decision at this moment.
The 27th Division is turned over - it is only worth 3 and receives a fatigue marker. The SU player decides to spend an OP support to carry out an additional attack against the same unit. The ratio is now 18 to 3, or 6/1. This constitutes an overrun: the result is automatically DE.
The 27th NO Division is eliminated because it was already reduced, and the SU player advances the 2nd Division (only) to zone 54. The SU player cannot launch an additional attack following the excess because it is not the first attack of the 2nd Division.
60 attacks 55. The attacker engages all of his units. The principal South Korean unit is the 2nd Division. The ratio is 13 to 6 or 2 to 1 for a base column of 8. The column shifts are as follows:
- Quality -1 (2-3)
- Air Superiority +1
- Tactical Support +2 (Zones 54 and 59)
- Terrain -2
Final column = 8.
The SU player could use his last OP support to reach column 10, but he prefers to keep it for the attack against Seoul.
The SU player rolls a die and gets a 2 again, for EN (Engagement): each principal unit (attack and defence) receives a Fatigue marker.
Thereafter, if the SU player manages to take Seoul, which is probable, he will bring the operational initiative down to 2, giving him an automatic column shift of +1 for his future attacks and an OP support from the NO player.
Operational Movement
After carrying out his operational movements, the SU player can attempt to remove the Fatigue markers from his units that did not move during this phase and that are in contact with enemy units by obtaining 1d6 rolls less than or equal to the quality of the unit - this being fairly difficult for the SK units.
10 - Scenarios
All scenarios end on the Ja3 turn. The following turns allow for a future extension. In all scenarios, the NO player must continually keep two NK divisions in the North Region and the SU player must keep three SK divisions in the South Region.
10.1 - Scenario 1: Invasion
Operational Offensive: Box 3.
The NO player controls all of the zones of the North Region; the SU player controls all of the South Region zones.
The scenario begins with turn T0.
10.1.1 - Initial Placement of Units
North Koreans (NK)
- 29: (10, 15)
- 43: (13)
- 51: (6, 1)
- 52: (4, 105, QG I)
- 53: (3)
- 54: (2, 12, 12 [Armour], QG II)
- 55: (5)
South Koreans (SK)
- 58, 60, 63, 67, 72, 80: (Intr)
- 56: (1)
- 57: (7, CAP, QG I)
- 59: (6)
- 65: (8)
- 70: (2)
- 74: (QG II)
- 82: (5)
- 86: (3)
- 96: (1Mar)
10.1.2 - Reinforcement Groups *
- NK: All NK units with 1 flag; the HQ III is put to the side.
- SK: Empty at start.
- FEC - Far East Command: (24, 25, 1Cav, 70/1Cav, 6/24, 89/25)
- US/UN: All US/UN units with 1 flag, including the HQ I and IX; the 7th Div arrives reduced.
- CH: All Chinese units; the two HQ are put to the side.
Note: Units with two flags will be added in S1 in each group except the FEC.
10.1.3 - Turn 0
Turn 0 is different from the other game turns. It takes place in the order described below.
The NK player is the only one to play. He only executes a Combat Phase.
Air superiority is N2 and the NK benefits from 2 OP supports.
NK benefits from the intense initial bombardment and the lack of preparation of the SK units: +1 col for all of their attacks.
NK benefits from the intervention of its commandos: +1 col for one combat against a coastal zone.
In the case of RE, the SU player must choose to withdraw.
Units which are fatigued at the end of T0 remain so.
10.1.4 - Turn 1 (J1)
The SU player benefits from the intervention of the US Task Force Smith in defence: -1 col against one NO attack.
10.1.5 - FEC
Because of their lack of preparation, the units of the FEC attack with -2 col during July turns and -1 col during August turns if they are the principal units.
10.2 - Scenario 2: Counter Attack
Operational Offensive: Box 4.
At the beginning, the SU player controls all zones inside the perimeter formed by zones 90-82-85, and the NO player controls all of the other zones.
The scenario begins on turn S1.
The NO player has already accumulated 6 VP.
10.2.1 - Initial Placement of Units
North Koreans (NK)
- 93: (6, 7)
- 84: (2, 4, QG II)
- 85: (9, 10)
- 77: (1, 13)
- 78: (3, 8)
- 79: (15, QG I)
- 80: (12, 5)
In any above zone: (12 [armoured], 16 [armoured], 17 [armoured], 42 [armoured], 105 [mechanised] reduced)
- 57: (18)
- 51: (19)
- 46: (27)
South Koreans (SK)
- 86: (1)
- 88: (6, 8, QG I)
- 89: (3, CAP, QG II)
- 96: (1Mar)
US/UN
- 94: (25, 89/25)
- 87: (2, 72/2)
- 86: (1Cav, 70/1Cav)
- 95: (24, 6/24, 27/CW)
- 96: (1Mar reduced, 1/1Mar)
Choice of HQ I, HQ IX on US units.
10.2.2 - Reinforcement Groups
- NK: All units with two flags; the HQ III is put to the side.
- SK: All units with two flags.
- US/UN: All units with two flags; the 7th Division arrives complete; the HQ X is put to the side.
- CH: All of the Chinese units; the two HQ CH, as well as the "cadre" units, are put to the side.
The units not listed are considered eliminated and can return to the game as reinforcements.
10.2.3 - Constraint NO
NO units cannot leave enemy ZoC during turn S1 except in the case of Retreat after combat.
10.3 - Scenario 3: Intervention
Operational Offensive: Square 3.
The Chinese intervention took place during turn 03.
At the beginning, the SU player controls all of the zones in and to the south of the line 19-23-17-8-11, and the NO player controls all of the others zones.
The SU player has already carried out his two authorised offensive landings.
The scenario begins on turn N3 (winter).
The NO player has already accumulated 8 VP and the SU player 5 VP.
10.3.1 - Initial Placement of Units
North Koreans (NK)
- 01: (27, 47)
- North Zone: (5, 12, 24, 38, 41, QG I, II, III)
Chinese (CH)
- 03: (QG XIII)
- 05: (QG IX)
- 06: (20, 27)
- 12: (50, 66)
- 13: (39, 40)
- 14: (38)
- 15: (42)
- 16: (26)
South Korea (SK)
- 19: (1)
- 21: (7, 8)
- 30: (6, QG II)
- 11: (CAP)
- 27: (3)
- 28: (QG I)
- 33: (1Mar)
- 57: (2, QG III)
- 70: (9)
- 77: (11)
US/UN
- 08: (7)
- 17: (1Mar)
- 19: (QG I, 24, 6/24, 27/CW)
- 20: (25, 2, 89/25, 72/2, QG IX)
- 29: (1Cav, 70/1Cav, 187, TU, ON1)
- 32: (3)
- 33: (QG X, 1/1Mar, 64/3)
- 34: (73/7)
- 57: (29/CW, 8/CW)
- 96: (ON2 reduced)
10.3.2 - Group of Reinforcements
Units not listed are considered eliminated and can return to the game as reinforcements, except certain NK armoured and mechanised units.