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Semper Fi!

Semper Fi! Rulebook

Table of Contents

Table of Contents

  • 1.0 General Special Rules
    • 1.1 Terrain
    • 1.2 Illum
    • 1.3 Hidden Units
    • 1.4 Gun Transport
    • 1.5 Snow
    • 1.6 Command and Control
    • 1.7 Set Up Notes
    • 1.8 TCS Additional Rules
  • 2.0 US Special Rules
    • 2.1 Artillery
    • 2.2 Air Power
    • 2.3 Heat Exhaustion
    • 2.4 Special Units
    • 2.5 Marines at Night
    • 2.6 Marine Morale
    • 2.7 Battalion Organization
  • 3.0 Special North Korean and Chinese Rules
    • 3.1 Artillery
    • 3.2 Night Combat
    • 3.3 Political Officers
    • 3.4 Chinese and North Korean Mortars
    • 3.5 AT Rifles
    • 3.6 AT Rolls
    • 3.7 Smoke and Illum
  • 4.0 Changallon Valley
    • 4.1 Ambush!
    • 4.2 Night Attack
  • 5.0 No-Name Ridge
    • 5.1 Morning Assault
    • 5.2 1/5 to the Fore
    • 5.3 Battle for No-Name Ridge
  • 6.0 Fox Hill
    • 6.1 First Attack
    • 6.2 Second Night
    • 6.3 The Defense of Fox Hill
  • 7.0 Hagaru
    • 7.1 Assault on the Airstrip
    • 7.2 Battle for East Hill
    • 7.3 Night of Fire
    • 7.4 Night of Fire II
    • 7.5 Battle for East Hill, Round Two
  • Order of Battle and Counter Manifest
    • US Organization of Forces
    • Chinese Volunteer Army
    • North Korean People's Army
  • Player's Notes
  • Terrain Effects Chart

1.0 General Special Rules

1.1 Terrain

Korea is very rugged and mountainous. Whatever level areas existed at the time of the Korean War were usually devoted to rice growing during the spring and summer months.

1.1a Broken Terrain. Treat all Broken hexes as Open for observation purposes, but as Partly Protective for combat and morale.

1.1b Rice Paddy. Rice Paddy hexes are prohibited to all vehicles, AT guns, and Infantry Guns unless on a road, in which case any fire against them (overwatch and SFAs) always receives the +2 Overwatch Fire vs. Road Moving target modifier regardless of mode. Mortars, Forward Air Controllers and Recoilless Rifle units may not enter fire mode in Rice Paddy hexes unless on a road (where they are also subject to the Road Moving modifier) and if forced to do so, are automatically eliminated.

No unit may be dug-in in a Rice Paddy hex. A hex is considered a Rice Paddy hex if the center dot is located within the Rice Paddy graphic.

1.1c Slopes. Because of the particularly rough nature of the terrain in Korea, units pay +1 MP for EACH contour level moved up or down (this is a change to TCS rule 20.1b). Measure contour level changes from center hex to center hex (inclusive only of the dot in the hex moved into). Road features negate this cost.

1.1d Frozen Marsh. Treat this terrain as Billiard Table. No unit may be dug-in in a Frozen Marsh hex.

1.1e Building Hexes. Building hexes have an elevation of 5m, and are treated as Partly Protective terrain.

1.1f Hagaru-ri. Hagaru-ri had been completely destroyed by air before the Chosin campaign. The location of the (ex) village is marked with the usual building symbols, but ALL Hagaru-ri hexes are treated as Open terrain.

1.1g LOS in General. Since the Korean terrain is so rough, when LOS is in doubt, consider it blocked. US units constantly complained of having short fields of fire, so if your US player is complaining of the same, consider your situation very historical!

1.1h Bridges. All road features are assumed to have bridges crossing any river/stream.

1.2 Illum

1.2a Illum Clean Up. Do not remove Illum markers during the Cleanup Phase. Instead, the US player removes any Illum markers at the beginning of his Action Phase, as if they were Good Shoot artillery missions.

1.2b Illum Scatter. When firing Artillery Illum, roll one die for direction, and another for distance. Scatter the Illum Shell to the resultant hex. Treat Mortar Illum according to TCS 19.4 for scatter. On-map artillery can fire illum, and it scatters normally.

1.3 Hidden Units

1.3a Hidden Units. North Korean and Chinese units may begin any scenario 'hidden'. Turn hidden units 90 degrees to indicate their status (using whichever orientation players prefer). Vehicles may be hidden.

1.3b Effects on Combat. A hex may only be the target of an area fire, airstrike or artillery barrages if it contains a non-hidden (i.e. revealed) unit. Hidden vehicles may not be the target of point fires. Illum may only be fired if there is a non-hidden enemy unit within 5 hexes of the target hex.

1.3c Losing Hidden Status. Whenever one of the following events occurs, a hidden unit is instantly revealed and is reoriented to indicate its normal status:

  • The unit fires in any sort of combat (including AT rolls) while in the LOS and visibility of any enemy unit.
  • The unit enters or is located in terrain that is Open or Billiard for spotting purposes within the LOS and visibility of an enemy unit and is not dug-in (see also 1.3d air spotting).
  • The unit becomes adjacent to an enemy unit.

Once a unit has lost its hidden status, it may no longer regain it for the rest of the scenario. The unit that 'sees' the hidden unit can be in any morale state. In many cases, the event which causes the hidden unit to be revealed may also be an overwatch trigger.

Note that while there are similarities, Spotting Range (TCS 7.1) and Hidden Units are two different rules. Thus units can be revealed if they move anywhere within the LOS and visibility of a opposing unit in Open Terrain, but they may only be fired on by overwatch by units within Spotting Range, as per normal TCS rules.

1.3d Air Spotting. If a North Korean unit moves or fires during a daylight turn (i.e. not dawn/dusk or night) while out of the LOS of Marine units, it may still be spotted by air. Notional air spotters are considered to have an LOS to any hex on the map. For each hex it moves in terrain that is Open or Billiard for spotting purposes, or whenever a unit fires (in any terrain), roll a die: on a 5-6, the unit loses its Hidden status and is immediately revealed.

1.4 Gun Transport

The trucks, prime movers and handcarts used by both sides to transport heavy weapons have been integrated within their Move Mode ratings in two different ways. If not otherwise indicated, the movement allowance is considered foot (which also represents carts and wagons). If the Move Mode side has a truck symbol, rather than the weapon on the Fire Mode side, it always uses wheeled movement (trucks). If the movement allowance contains an asterisk (*), it may either use its normal foot movement allowance, or move with a truck movement allowance of 18.

Units using truck movement of either type are considered to be vehicle for the purpose of movement-based overwatch fires.

1.5 Snow

In Hagaru (and optionally in Fox Hill) snow conditions may exist. Snow limits the maximum range an LOS may be traced. The radius of Illum rounds (5 hexes) is unaffected by snow.

1.6 Command and Control

1.6a US Command Prep. The Marine rating is 3. The US Army rating is 6.

1.6b North Korean Prep. The North Korean Rating is 5.

1.6c Chinese Communist Forces Prep. The CCF rating is 7.

1.6d Higher Intent. Each scenario will indicate the intent of the higher commands involved.

1.6e Op Sheets. Each scenario will list the type of Op Sheet which units begin with. The player is free to draw up Op Sheets however he wishes as long as they are of the type indicated. If 'Any' is listed, the player may draw up any type of Op Sheet desired. In either case, these pre-game Op Sheets are implemented before play begins. Unless otherwise noted, Op Sheets are drawn up before units are set-up on the map.

Op Sheets may be drawn up for Reinforcements before the game begins. Such Op Sheets begin implemented. A player may write new Op Sheets for reinforcements at any point during the game; weighted turns are accumulated normally. Unimplemented Op Sheets begin with no weighted turns.

1.7 Set Up Notes

1.7a Units Called For. Unless specifically stated otherwise, all units of a formation set up with that formation.

1.7b Order of Set Up. The Order of Set Up is listed separately in each scenario.

1.7c Battalion Morales. Unless given as another value in a scenario, all Battalion Morales begin at zero.

1.7d Artillery Ammunition. Each scenario lists the artillery ammunition available at start.

1.7e Mortar Ammunition. Each scenario will list the ammunition supply of North Korean or Chinese mortars (SF 3.4).

1.7f Minefields. Neither player may place minefields during play. Some variants allow mines to be emplaced before play begins, but none can ever be installed during play.

1.7g First Player. In the Scenario instructions, the first player will be listed. If the word 'initiative' appears, this player gets to choose whether to take the first or second action phase of the first turn.

1.7h Reinforcements. See specific scenarios for instructions on reinforcements.

1.8 TCS Additional Rules

1.8a 'Special B' Type Targets. Infantry Guns and AT are considered 'Special B' targets rather than the simpler B-type target (now reserved for trucks, on-map artillery and very lightly armored vehicles). Special B targets are treated as B-targets only when one or more of the following conditions are met:

  • Marked with a fired marker
  • In Move Mode
  • In Open or Billiard terrain and not dug-in
  • In Assault-Style combat.
  • Right after firing at a movement-based overwatch trigger (only for the immediately following return-fire overwatch).

Otherwise treat them as A-targets (which means that they cannot be fired on with the Point Fire table).

1.8b Battalion Morale. Roll for Battalion Morale only on every full hour, not every turn. At night, roll on even hour turns as usual (cf. TCS 27.1d).

1.8d On-Map Artillery. (sic; the source has no 1.8c.) Apply these changes to 25.5 On-Map Artillery:

  • On-Map artillery may fire direct fire in the same manner as Infantry Guns. If ANY gun in a battery fires direct in a turn, expend one ammo, regardless of how many guns fired (or how often).
  • Batteries may mix direct and indirect fire. To fire an indirect fire mission, at least 4 guns must be available (i.e. have not fired during the turn and began the phase in fire mode). Any guns which fire an indirect fire mission are marked fired, regardless of the effect of the mission.
  • Target hexes of indirect smoke and HE fire must be at least 8 hexes away from the closest firing artillery unit. Indirect Illum can be fired anywhere on the map.
  • To fire indirect fire, units in a battery must be within 1 hex of a common center hex designated at the moment of firing.
  • Ignore 25.5d. On-map artillery may fire smoke or illum. Firing smoke requires at least 4 guns to fire (like a regular fire mission), while firing illum requires only 1 gun. On-map artillery can fire smoke or illum only as part of an SFA, not in response to an overwatch trigger, and is marked with a Fired marker after firing.

1.8e Spotting for Indirect Fires. Unless on a Prepared Defense Op Sheet, only infantry platoons may spot for indirect fires (both mortar and artillery). Any unit on a Prepared Defense Op Sheet may spot normally for indirect fires as in the standard TCS rules.

1.8f Quick Combat (optional but recommended). When resolving Assault combat, apply the following modifications to the normal rules:

  • Do not make automatic morale checks. Roll a morale check only when called for by a result from the Area Fire table.
  • Ignore any negative Area Fire table modifiers (including halving for suppression) that apply equally to both sides at the beginning of each round of assault-style combat (such as night, mutual suppression or paralyzation, terrain, etc.) If only one side is effected by suppression or paralyzation, use these modifiers normally for that round of combat. The effect will be to speed up assault combat while keeping the relative modifiers the same. This rule is highly recommended and will give a better feel for the intense close-combat that occurred in Korea.

1.8g Riding Tanks. Troops did not ride tanks in these battles, so tanks cannot be used as carriers here.

2.0 US Special Rules

2.1 Artillery

The following batteries are used in the four battles covered in Semper Fi! Each scenario will indicate which specific batteries are available:

BatteryCaliber
Able/1/11105mm (4x105mm)
Baker/1/11105mm (4x105mm)
Charlie/1/11105mm (4x105mm)
Dog/2/11105mm (6x105mm, on map)
How/3/11105mm (6x105mm, on map)

2.1a Pre-Registered Artillery Fires. When firing within 3 hexes and LOS of a US unit that is dug-in, the US Player may use Pre-Registered Fires if he wishes. Roll for the mission normally. If the mission is good, attack only the Barrage zone, not adjacent hexes. The mission fires at double the normal strength. Treat other results (i.e. bad shoot, scatter, no shoot) normally. Fast fire and battalion fires may be used in conjunction with Pre-Registered Fires. Pre-Registered Fires do not suffer the Night Effects penalty of TCS 27.1e, must be spotted normally and do not leave a barrage marker but are resolved immediately - they are similar to mortar fires in this regard.

2.1b 1/11 Understrength. To represent the fact that 1/11 Marines was understrength when it first deployed, both in guns and in manpower, it may not fire battalion fires (and thus no battalion fire marker is included).

2.2 Air Power

In Changallon Valley and No-Name Ridge, the Marines enjoyed wonderful close air support. Based on two escort carriers, Marine F4Us (aka Corsairs) could fly to the battlefield in 5 minutes, allowing them loiter times in excess of one hour with full combat loads.

2.2a Air Availability. The US player receives close air support according to the schedule listed in each scenario.

2.2b Loitering. At the beginning of the Aircraft Fire Phase, place any new air units received 2 turns ahead on the Turn Record Track. Thus if two new F4Us are received at 1300, place them in the 1340 box. The Turn Record Track is used to keep track of how long the Corsairs can loiter over the battlefield. This effectively means that an aircraft can be used the turn it arrives or up to two turns later, at which time it is forced to return to base.

During his turn, the US Player is free to use aircraft from anywhere on the Turn Record Track as he sees fit. If planes are not used by the end of the turn corresponding to the box they occupy, they return to base and are no longer available. Once an aircraft is used, it is removed from the Turn Record Track.

2.2c Forward Air Controllers. Forward Air Controllers can only be killed as a result of the Area Fire Table if they are the last step in a hex. Note that FAC's suffer penalties when in Rice Paddy hexes (cf. 1.1b). Lone FACs must flee if possible when attacked in assault combat (TCS 22.0). FAC units have 1 step.

Whenever the US player conducts an airstrike that is within the LOS of a FAC, the sortie is automatically successful. There is no need to roll on the Sortie Successful table.

FACs can spot in either mode, but cannot do so if Suppressed or Paralyzed.

2.2d Uncontrolled Airstrikes. Any airstrike not directed by a FAC is uncontrolled. The target of an uncontrolled airstrike may be no closer than 3 hexes to any US unit. Roll normally on the Sortie Successful Table for Uncontrolled Airstrikes.

2.2e Enhanced Air Capabilities. The Marine air wing achieved a very high level of coordination with Marine ground units. Because of this flexibility, the US player may use aircraft not only in the Aircraft Fire Phase, but also during both Action Phases. Individual aircraft may attack as a separate SFA (i.e. they cannot be combined with other attacks). Aircraft may also respond to an overwatch trigger as the only fire allowed (and only a single aircraft may be used for each trigger).

Air units are assumed to be 3 hexes from any hex on the map for the purpose of spotting for movement-based overwatch triggers. Unless a FAC is in the LOS of the target, any overwatch fires by Marine air units are uncontrolled (cf. 2.2d).

2.3 Heat Exhaustion

In Changallon Valley, US forces were operating in extremely hot conditions (over 100 degrees Fahrenheit) with high humidity. Since the Marines were not yet acclimated to these conditions, the special rules below apply.

Whenever Marine units attempt to enter a hex that is at least one contour higher than the hex they are leaving (measured from hex center to hex center), they must first make a morale check, using normal modifiers and adding the number of contours climbed. Suppressed or Paralyzed results occur in the original hex (i.e. it did not succeed in entering the new hex). Roll for SYRs normally, inflicting any losses called for, but leave the unit in the original hex and paralyze it in place (it does not retreat).

Marine units may not SYR uphill (voluntarily or involuntarily), and if forced to do so are paralyzed instead. Retreat them as far as possible and then paralyze them in the last hex before the prohibited uphill retreat.

Designer's Note: In some of their early engagements, the Marines lost many more casualties to heat stroke than to enemy fire. Relatively short climbs often took hours.

2.4 Special Units

2.4a Recoilless Rifles. These units are A-class targets, have one step and limited movement ability through Rice Paddy hexes (cf. 1.1b).

2.4b AT Assault Sections. Marine weapons companies had AT Assault Sections (on the counter, "AT Sec") armed with 3.5" bazookas and flame-throwers, which were often employed in an anti-infantry role. Assault sections have two steps and may make 1 AT roll per step with a +1 modifier.

2.4c HQ Sections. Marine Company HQs (Fox/7, How/1, Item/1) are infantry units with two steps.

2.4d MG Sections. Marine company MG sections (range of 6) may enter assault-style combat as the attacker when stacked with at least one infantry platoon (an exception to the series rules). Battalion MG units from the Weapons Co (range 8) may not enter assault-style combat as the attacker under any circumstances.

2.5 Marines at Night

In any scenario, all Marine units automatically dig-in on the first night turn. Once they subsequently move, they lose their dug-in status unless they implement a Prepared Defense Op Sheet later in the night. This dug-in status is independent of any Op Sheet they may be on.

2.6 Marine Morale

When conducting a voluntary SYR or when receiving a 3 hex retreat result on the SYR table, Marine units may choose to SYR one, two or three hexes as desired. Thus Marine units can conduct limited fallbacks through an SYR result. Treat any greater SYR results (4+ hexes) normally.

Marine units do not double their morale in Assault-style combat, nor are they subject to the +1 Morale modifier for night. Marine artillery is treated as Infantry Guns for morale purposes (i.e. morale value of 3, not 6).

2.7 Battalion Organization

In all Hagaru scenarios, the following units are grouped as follows for battalion morale purposes:

  • US Army Units: 4th Signal Bn, HQ Bn, Provisional Troops, 10th Combat Engineer Bn.
  • 1st Marine Division Troops: 1st Service Bn, Regulator Detachment, 1st Motor Transport Bn, MTACS-2

3.0 Special North Korean and Chinese Rules

3.1 Artillery

The North Koreans have the following batteries available to them in scenario 5.0 No-Name Ridge:

  • 1/1/4th Div Arty (76mm)
  • 1/3/4th Div Arty (122mm)

The North Koreans use the 'other' line on the Adjustment Table.

Designer's Note: The North Koreans actually had much more artillery than this, including captured US 105mm guns, but due to constant aerial attack, very little artillery was actually employed.

3.2 Night Combat

The North Korean and Chinese forces represented in this game had extensive combat experience from the Chinese Civil War, where they became adept at night combat. Whenever North Korean or Chinese units enter assault-style combat at night, do not double their morale. Note that if they are attacked in assault-style combat, their morale is doubled as usual.

North Korean and Chinese units ignore the +1 morale modifier for night.

3.3 Political Officers

Chinese units may voluntarily ignore Suppressed morale results and instead suffer an additional -1 step loss. This may be done any number of times per phase, limited only by the size of the unit. Paralyzed and SYR results must be suffered normally. The owning player chooses which unit in the hex takes the loss.

When attacking in Assault-style combat, Chinese units do not suffer negative morale modifiers from step losses.

Historical Note: Political officers were able to drive troops to supreme efforts. It was not unusual at Chosin for entire battalions and even regiments to be completely wiped out in an assault.

3.4 Chinese and North Korean Mortars

Because of their very limited ammunition supply and vulnerability to air attack and counterbattery fire, Chinese and North Korean mortar units are not represented with counters. Instead a limited number of mortar attacks are allowed in most scenarios. The number listed is the only number of such attacks that can be made during the scenario. Treat these fires as normal mortar fires, which can be spotted for by any unit of the appropriate regiment and which have no range limitations. Note the use of mortar fires on the regiment's Op Sheet or on scrap paper. The maximum number of fires allowed per game is given in each of the scenarios, as well as the maximum rate of fire allowed per turn. Any number of mortar fires may be used with SFAs, and up to 3 may be used in response to each overwatch trigger (as the only fire allowed).

1.8e does not apply to these "nominal" mortars. Also, the Chinese Weapons Sections include small "Knee" mortars but these are handled as direct fire weapons, not regular mortars.

3.5 AT Rifles

North Korean AT Rifle (AT Sec on the counter) units have two steps. Note that they have a Point-Fire attack strength.

3.6 AT Rolls

North Korean and Chinese troops suffer a -1 modifier on all AT rolls.

3.7 Smoke and Illum

Neither the North Koreans nor the Chinese can use smoke or illum with either mortars or artillery.

4.0 Changallon Valley

The 1/5 Marines are advancing on Sachon, located approximately three miles off-map to the north. A North Korean delaying force has been set in place to ambush the Marines and cover the retreat of the battered NK 6th Division and 83rd Motorcycle Recon Regiment. This engagement was called Changallon Valley by the Marines who fought there, but it is also known as the Changchon Ambush.

4.1 Ambush!

This scenario covers the action from the initial North Korean ambush until nightfall.

Note: This is the only scenario where the Heat Exhaustion Rules (2.3) apply, so a review of that section might be helpful.

General Information

  • First Turn: 1300, Aug 12
  • Last Turn: 1740, Aug 12
  • Map Area: Changchon (all)
  • Initiative: Roll normally
  • First Set Up: North Koreans

US Information

Set Up, Off Map:

  • 1/5 Marines (6x platoon, 6x MG, 2x 60mm Mortar, 3x 81mm Mortar, 1x FAC, 1x AT Sec)
  • Recon Section, 1st Bde (2x Recon)
  • 3/Able/1st Armor Bn (5x M-26)

Artillery:

  • Baker/1/11 (4x 105mm)

Ammunition:

  • 105mm: 12 HE, 1 Smoke

Air power: The Marine player receives 1 F4U Corsair at every full hour beginning with 1300 up until and including 1700. Place the air unit 2 turns ahead on the Turn Record Track (as per SF 2.2b).

Op Sheets: Op Sheets are not used in this scenario.

US Higher Intent:

  • Attack through to Sachon (6 km north of map area).

Entering the Map: Before play, the US player must set a march column for his units by placing them in Move Mode anywhere on the Road Column display located on the map. During his Action Phase each turn until contact, the US player must move all of his units exactly 3 MP (which with the road MP cost will mean six hexes) west along the road, starting with the first unit in the column and working back down the line. Remember that roads are bottleneck features, so each unit must be moved individually. Units on the Road Column display cannot be fired on in any way, nor can they themselves fire. The US player is bound by these rules until contact, which occurs the instant there is a revealed NK unit anywhere on the map. The instant contact occurs, all US units are immediately released from the above movement restrictions and may move and fight normally. Units which have already moved may not be moved any more during that turn (i.e. they do not regain their 'lost' movement points), but all remaining units may move their full movement allowance normally.

Note that moving from the Road Column display to hex 11.01 does not constitute an overwatch trigger. If contact occurs before all US units have entered the map, units remaining off map may enter at any hex within 3 hexes of 11.01 when they arrive at the end of the Road Column Display.

NK Information

Set up, anywhere on map at least 6 hexes (inclusive) from hex 11.01:

  • 2nd Bn, 15th Regt (3x platoon, 1x MG)
  • 83 NK Mot. Regt (1x platoon, 2x MG)

Artillery: none

Mortar Support: none

Op Sheets: Op Sheets are not used. North Korean units may begin dug-in.

NK Higher Intent:

  • Delay US forces and cover retreat of the 6th Division.

Special Rules

Op Sheets: Do not use Op Sheets for this scenario. Both US and NK units may move and fight as they wish, if not otherwise restricted.

The Ambush: If at the beginning of a turn (not an action phase) any US unit is within direct fire range and LOS of a North Korean unit, the North Korean player must roll a die. If the result is a '6', the North Koreans have prematurely triggered the ambush, and the US player is released from all movement restrictions. The NK player had better hope he gets the initiative....

Designer's note: In the actual battle, the North Koreans triggered their ambush prematurely, which greatly helped the Marines. This will make it risky for the NK player to wait too long to trigger his ambush.

Victory

Victory is determined at the end of the game according to how successful the US player is in clearing the high ground and keeping casualties down. North Korean units are considered occupying important high ground if they are:

  • at an elevation of 80m or higher, and
  • Within 6 hexes and in the LOS of a hex on the main road to Sachon (11.01 to 5.22)

Levels:

  • US Major - There are no NK units occupying important high ground (see above) and the Marines suffer 3 or fewer step losses.
  • US Minor - There are no NK units on important high ground, and the Marines lose no more than 6 steps.
  • Draw - There is no more than one NK unit on important high ground, and the Marines lose no more than 8 steps.
  • NK Minor - The Marines lose between 9 and 11 steps OR 2 NK units occupy important high ground.
  • NK Major - The Marines lose 12 or more steps OR 3 NK units occupy important high ground.

Mortar and Tank steps count double for victory conditions.

If any US unit exits the map on the road to Sachon before contact has been made, the US player automatically wins a Major victory.

Variants

Op Sheets: To make it more difficult for the US player, use Op Sheets. All US units begin in reserve status on an Attack Op Sheet which allows them to advance to contact as above. Upon contact, US units must be committed according to the Reserve rules (TCS 6.14b). Draw in the missions of each company (or even platoons if desired) and roll vs. the Marine Prep Rating (3). Until units are committed, they function as units without orders (cf. TCS 6.3b). Use the included graphic of the map to indicate their orders.

North Korean units may begin with any implemented Op Sheet.

Totally Hidden NK Units: Rather than setting up on map, North Korean units are deployed secretly by noting their starting locations on a piece of paper or an Op Sheet graphic. NK units are placed on map only when they become revealed according to 1.3c or 1.3d.

Reinforced Holding Action: The North Koreans make a more serious effort to stop the Marine advance. Add one company from 2nd Bn, 15th Regt (3x platoon 1x MG) and 6x Str. 4 mortar fires (3/turn maximum) for the 15th Regt (i.e. these cannot be spotted by 83rd Mot. units).

Death from Above: The Marines had constant air support, but often had no targets for the loitering F4U Corsairs. The US player receives 2x F4U's every hour, rather than one.

Heavy Mortar Company: The 4.2" Mortar Co of the 5th Regiment had not yet landed. In this variant, assume that they had and add these two units to the US forces.

4.2 Night Attack

After clearing out the North Korean holding force through assault and airstrikes, the Marines dug in for the night. Baker Company held hill 202. North Koreans struck their positions in the early morning, catching many exhausted Marines asleep in their foxholes.

General Information

  • First Turn: 0200
  • Last Turn: 0600
  • Map Area: Changchon (all)
  • Initiative: North Korean
  • First Set Up: US

US Information

Within 1 hex of 5.14:

  • 1 plt Baker/5

Within 1 hex of 7.16:

  • 1 plt Baker/5

Within 1 hex of 9.18:

  • 1 plt Baker/5

Within any of the above areas:

  • Rest of Baker/5 (3x MG, 1x Mortar)

Within 3 hexes of 14.09:

  • Wpns/1/5 (3x 81mm)

Artillery:

  • Baker/1/11 (105mm)

Ammunition:

  • 4 HE, 2 Illum

Op Sheet:

  • Prepared Defense

US Higher Intent:

  • Hold Hill 202.

NK Information

Set Up, within 4 hexes of 4.14 at least 2 hexes from all American units:

  • 2nd Bn, 15th Regt (3x platoon, 1x MG)

Artillery: none

Mortar Support: none

Op Sheet:

  • Attack

NK Higher Intent:

  • Attack and take Hill 202 to inflict casualties and slow US advance.

Special Rules

Mortar Illumination: Due to a severe shortage of Illum rounds, the US player may only fire ONE mortar illum round total for the whole game.

Asleep in their Holes: After four days of constant fighting and marching, the Marines were worn out. Held at 50% alert all night, many men could not stay awake, and were thus caught asleep by the North Korean assault.

Whenever a North Korean unit or stack of units first moves adjacent to a hex occupied by Marines, roll a die. On a roll of 4-6, the Marine hex is suppressed.

Marine units may not move until there is a revealed NK unit on the map.

Victory

  • US Major - Marines occupy all hexes held at the start of the scenario by Baker/5 while losing no more than 3 steps.
  • US Minor - Marines occupy all hexes held at the start of the scenario by Baker/5 while losing no more than 6 steps.
  • NK Minor - North Koreans occupy 1 hex held by a Baker/5 at the start of the scenario and/or eliminate 9 Marine steps.
  • NK Major - North Koreans occupy 2 hexes held by Marine units at the start of the scenario and/or eliminate 12 marine steps.

Any other result is a draw.

Reminders: Here are a few friendly rules reminders for this scenario:

  • Night rules (TCS 27.0) are in full effect. They are probably worth rereading!
  • Illum (1.2)
  • North Korean Night Attacks (3.2)
  • Hidden Units (1.3)
  • Pre-Registered Fires (2.1a)
  • Marines morale (2.6)

Variant

Reinforced Attack: The North Koreans commit more troops to the counterattack. Add one additional company from the 2nd Bn, 15th NK Regt. (3x platoon, 1x MG). That ought to liven up the attack a bit!

5.0 No-Name Ridge

One of the most serious breaches of the Pusan Perimeter occurred along a stretch of the Naktong river called the Naktong Bulge. The North Korean 4th Division waded across the shallow waters and built up a bridgehead, through which they eventually pushed both tanks and artillery during the following days. Army units of the 24th Division guarding this part of the line counterattacked, but after a week of combat they were still unable to reduce the bridgehead. The situation was becoming very serious, so General Walker, commander in charge of the defense of the Perimeter, called for the Marines...

5.1 Morning Assault

North Koreans had occupied Obong-ni Ridge, also called No-Name Ridge by newspaper reporters, and dug-in in regimental strength. Though they had suffered losses throughout the campaign that had not yet been replaced, the 4th Division was an experienced formation, and still had all its heavy weapons. This battle is still considered by many Marines to be one of the toughest fights in Marine Corps history.

General Information

  • First Turn: 0800 17 Aug
  • Last Turn: 1200 17 Aug
  • Map Area: No Name Ridge (limited)
  • Initiative: roll normally
  • First Set Up: US

US Information

Set up, within 3 of 12.10, not in a Rice Paddy hex:

  • 2/5 Marines (6x platoon, 6x MG, 2x 60mm Mortar, 3x 81mm Mortar, 1x AT Sec) That's right, no FAC.
  • AT/5 Marines (2x 75mm RR)

Artillery:

  • Able/1/11 (4x 105mm)
  • Baker/1/11 (4x 105mm)
  • Charlie/1/11 (4x 105mm)

Ammunition:

  • 105mm: 50 HE, 1 Smoke

Air Availability:

  • Receive 2x F4-U every hour on the hour. Place new air units 2 turns ahead on the turn record track.

Op Sheets:

  • Any (no Prep Defense)

US Higher Intent:

  • Take No-Name Ridge as the first step to driving 4th NK Division back across the Naktong.

North Korean Information

Set up, any hex west of 8.xx (inclusive) and/or within 1 hex of Tugok (9.15-10.15):

  • 1st Bn, 18th Regt (9x platoon, 9x MG, 2x 45mm AT, 1x AT Sec)
  • Regt troops, 18th Regt (2x 76mm IG, 4x 45mm AT, 1x Recon)
  • Divisional Troops, 4th Division (4x 45mm AT, 1x Eng).

Artillery:

  • 1/1/4th Div Arty (76mm)
  • 1/3/4th Div Arty (122mm)

Ammunition:

  • 76mm: 4 HE
  • 122mm: 1 HE

Mortar Support, 18 Regt:

  • 12x Str. 4 fires (3 max/turn)
  • 6x Str. 6 fires (3 max/turn)

Op Sheets:

  • Prepared Defense

Higher Intent: Hold No-Name Ridge

Special Rules

Initial Airstrikes: Before the battle, 18 F4U Corsairs worked over the ridge. The airstrikes were not very effective due to poor planning and good camouflage on the part of the dug-in North Koreans.

During the Aircraft Fire Phase of the 0800 turn, attack every North Korean unit within 2 hexes of a hilltop hex (Hill 102, 109, 117, 143, 147 or 153) with a firepower of 12, modified normally for terrain and dug-in status. No Sortie Successful roll is necessary.

US Boundary: Printed on the map is the boundary between the 9th RCT and the 1st Provisional Marine Brigade. No Marine unit may start or move north of this line, nor may they target artillery, mortar or air unit fires against hexes north of this line.

Scenario Boundary: No US units may enter a hex south of the line xx.06.

Poor US Artillery: US artillery always fires on the 7+ range table regardless of the actual distance from the spotter.

Historical Note: Marine artillery and spotters had moved very hastily to the area, and had not registered properly. As the day went on, proper coordination of artillery and infantry was achieved.

Victory

The US player wins if at the end of the game he has at least one platoon on any hilltop hex of Obong-ni Ridge (7.13, 6.11, 5.10, 5.09, 5.08, 5.07). Otherwise the North Korean player wins.

Variants

Better American Preparation: US forces mobilized more quickly and coordinated better at the beginning of the battle. Add the following Marine units:

Within 3 of 12.10, not in a Rice Paddy hex:

  • FAC, 2/5 Marines

Within 3 hexes of 12.10 on a Road hex:

  • 3/Able/ 1st Armor Bn (4x M-26)

Do not use Poor US Artillery rules.

Captured Radio: The North Koreans had a fully functional US radio set, which they used to listen in on the Marine commanders during the battle. Give the North Koreans a Prep Rating of 3 to represent their foreknowledge of American plans, and allow the NK player to examine any US Op Sheets at any time during set-up and play.

Heavy Mortar Co: Assume that the Marines were able to deploy the Heavy Mortar Co of the 5th Regt. Add both 4.2" mortar counters to the initial set-up.

More Recoilless Rifles: AT/5 Marines had only 2 of its allowed 4 75mm RRs at No-Name Ridge. Give the Marine player 4x 75mm RR units rather than just 2.

North Korean Armor: Assume that the North Koreans were able to deploy armored vehicles well forward. Add the following units to the NK set-up, in NK set-up area on a Road hex:

  • 107th Tank Regt (4x T-34/85)

North Korean Command Flexibility: Allow the North Korean player to start with any Op Sheets desired, not just Prepared Defense. This can lead to some very interesting situations....

5.2 1/5 to the Fore

After 2/5 had been stopped cold, 1/5 was ordered to pass through 2/5 and seize Obong-ni Ridge. While 2/5 was badly hurt at this point, the North Koreans had also suffered heavy casualties from the Marine supporting arms.

General Information

  • First Turn: 1500 17 Aug
  • Last Turn: 1900 17 Aug
  • Map Area: No Name Ridge (limited)
  • Initiative: roll normally
  • First Set Up: North Korean

US Information

Set Up, within 3 of 12.10, not in a Rice Paddy hex:

  • 1/5 Marines (6x platoon, 6x MG, 2x 60mm Mortar, 3x 81mm Mortar, 1x FAC, 1x AT Sec)
  • 2/5 Marines (6xMG, 2x 60mm Mortar, 3x 81mm Mortar, FAC, AT Sec)
  • AT/5 Marines (2x 75mm RR)

Within 3 hexes of 12.10 on a Road hex:

  • 3/Able/ 1st Armor Bn (4x M-26)

Artillery:

  • Able/1/11 (4x 105mm)
  • Baker/1/11 (4x 105mm)
  • Charlie/1/11 (4x 105mm)

Ammunition:

  • 105mm: 50 HE, 1 Smoke

Air Availability:

  • Receive 2x F4U every hour on the hour.

Op Sheets:

  • 2/5 Hasty Defense
  • All other units, any (no Prepared Defense).

US Higher Intent:

  • Take No-Name Ridge as the first step to driving 4th NK Division back across the Naktong.

North Korean Information

Set up, on or west of the top of Obong-ni Ridge (7.13 to 7.14 to 6.12 to 6.11 to 5.11 to 5.02 to 6.01 inclusive):

  • 1st Bn, 18th Regt (9xplatoon, 9xMG, 2x 45mm AT, 1x AT Sec)
  • Regt troops, 18th Regt (1x 76mm IG, 2x 45mm AT, 1x Recon)
  • Divisional Troops, 4th Div. (2x 45mm AT, 1x Eng).
  • Remove 25 steps from any of the above units.

Artillery:

  • 1/1/4th Div Arty (76mm)
  • 1/3/4th Div Arty (122mm)

Ammunition:

  • 76mm: 4 HE
  • 122mm: 1 HE

Mortar Support, 18th Regt.:

  • 12x Str. 4 fires (3 max/turn)
  • 6x Str. 6 fires (3 max/turn)

Op Sheets:

  • Prepared Defense

Higher Intent:

  • Hold No-Name Ridge

Special Rules

Revealed Units: Any NK unit that sets up within LOS of Observation Hill (11.10) begins the game revealed.

Northern Boundary: The Northern Boundary is in effect. However, 9th RCT is attacking this area, so no North Korean units may set up in or enter any hex north of the boundary line.

Scenario Boundary: No US units may enter a hex south of the line xx.06.

Victory

Victory is determined by the number of hilltop hexes (Hills 102 [7.13], 109 [6.11], 117 [5.09-5.10], 143 [5.07-5.08]) held by the Marines at the end of the scenario. For hilltops with more than one hex, a Marine unit needs to occupy only one of the hexes to occupy that hill.

  • US Major - 3+ hilltops
  • US Minor - 2 hilltops
  • NK Minor - 1 hilltop
  • NK Major - no hilltops

Variants

Use any variants from Scenario 5.1.

5.3 Battle for No-Name Ridge

This scenario covers the entire Marine attack on Obong-ni Ridge.

General Information

  • First Turn: 0800 17 Aug
  • Last Turn: 1200 18 Aug
  • Map Area: No Name Ridge (all)
  • Initiative: roll normally
  • First Set Up: US

US Information

Set Up: As in Scenario 5.1

Artillery:

  • Able/1/11 (105mm)
  • Baker/1/11 (105mm)
  • Charlie/1/11 (105mm)

Ammunition:

  • 105mm: 100 HE, 2 Smoke, 10 Illum

Air Availability:

  • Receive 2x F4U's every full hour on daylight turns.

Reinforcements:

17 Aug 1300 (enter w/i 1 of 16.10)

  • 1/5 Marines (6x platoon, 6x MG, 2x 60mm Mortar, 3x 81mm Mortar, 1x FAC, 1x AT Sec)
  • 2/5 FAC
  • 3/A/1 Armor Bn (4xM-26, must enter on a road hex).

18 Aug 0600

  • 50 HE, 1 Smoke

Op Sheets:

  • Any (no Prep Defense)

US Higher Intent:

  • Take Obong-ni Ridge and drive NK 4th Division back across the Naktong River.

North Korean Information

Set up, west of 8.xx (inclusive) and/or w/i 1 of 9.15 or w/i 1 10.15:

  • 1st Bn, 18 Regt (9x platoon, 9x MG, 2x 45mm AT, 1x AT Sec)
  • 2nd Bn, 18 Regt (9xplatoon, 9xMG, 2x 45mm AT, 1x AT Sec)
  • 18th Regt troops (6x AT, 4x IG, 3x SMG, 1x Eng, 1x Recon)
  • 4th Div troops (4x 45mm AT, 3x Eng, 1x Recon).

Off Map:

  • 107th Tank Regt (4x T-34/85)
  • SPG Bn, 4th Div (4x Su-76)

Artillery:

  • 1/1/4th Div Arty (76mm)
  • 1/3/4th Div Arty (122mm)

Ammunition:

  • 76mm: 10 HE
  • 122mm: 3 HE

Mortar Support, 18th Regt:

  • 36x Str. 4 fires (6 max/turn)
  • 18x Str. 6 fires (3 max/turn)

Op Sheets:

  • Prepared Defense

NK Higher Intent:

  • Hold Obong-ni Ridge as base for further attacks into the Pusan Perimeter.

Special Rules

Use initial Airstrike and US Boundary rules from Scenario 5.1. Use Poor US Artillery from Scenario 5.1 until Aug 17 1500. Allow scenario 5.1 variants as well.

Northern Boundary: Any North Korean units north of the US boundary line at 1500 are immediately eliminated, and no NK units may enter hexes north of this boundary after 1500.

Designer's Note: These units aren't actually eliminated, but are involved in fighting US Army troops, and are thus no longer available to defend Obong-ni Ridge.

Scenario Boundary: No US units may enter a hex south of the line xx.06.

NK Reserves: Any North Korean units may begin off-map instead of setting up. Such units can enter as reinforcements during any NK action phase from the western map edge (south of 1.14 inclusive). They may begin with implemented Op Sheets (including Reserves), or work on new Op Sheets just as reinforcements.

Victory

  • US Major - No NK units are within 2 hexes of any Hilltop at 0600 18 Aug.
  • US Minor - US controls all hilltops on No-Name Ridge.
  • Draw - US controls 3+ hilltops on No-Name Ridge.
  • NK Minor - US controls 1-2 hilltops on No-Name Ridge.
  • NK Major - US controls no hilltop hexes on No-Name Ridge.

A Hilltop is controlled if a Marine unit occupies at least one hex of the hilltop: Hills 102 [7.13], 109 [6.11], 117 [5.09-5.10], 143 [5.07-5.08], 147 [5.5-5.6-4.5], 153 [5.3-5.4].

Shift the victory one level in favor of the US Player if the North Koreans lose over 120 steps. NK vehicle units (T-34 and Su-76) count as 5 steps each.

Shift the victory one level in favor of the NK Player if the US lose over 60 steps.

6.0 Fox Hill

While the bulk of the 1st Marine Division was concentrated at Yudam-ni with orders to attack west, some troops were kept behind to guard the MSR. Fox Company, 7th Marines was ordered to hold the critical Toktong Pass, which connected Yudam-ni with the main supply base at Hagaru. After a preliminary reconnaissance, the company established a perimeter on an isolated hill overlooking Toktong Pass. Little did the men realize they were about to be subjected to three days of heavy assault by a much larger Chinese force.

6.1 First Attack

On 18 November Chinese forces attacked Fox Hill in battalion strength. The Marines had arrived that evening, and had just barely dug in. Because of the heavy traffic along the road, artillery fires could not be registered. This was the best opportunity the Chinese had to take Fox Hill.

General Information

  • First Turn: 0200 18 Nov
  • Last Turn: 0800 18 Nov
  • Map Area: Fox Hill (all)
  • First Player: Chinese
  • First Set Up: US

US Information

Set Up, within 2 hexes of 7.08:

  • Fox/2/7 (3x platoon, 3x MG, 1x 60mm Mortar, 1x HQ Sec)
  • Wpns/2/7 (1xMG, 1xMortar)

Artillery:

  • None

Op Sheet:

  • Prepared Defense

US Higher Intent:

  • Control Toktong Pass to protect supply line.

Chinese Information

Set Up, anywhere on map west of hexrow 7.xx (inclusive), at least 2 hexes away from all American units, no more than 7 stacking points per hex:

  • 1 & 2 Companies, 1 Bn, 177th Regt (6x platoon, 2x Wpn Sec), Wpns Co, 1 Bn, 177 Rgt (2x MG)

Artillery:

  • None

Mortar Support, 177th Regt:

  • 6x Str. 3 (3 max/turn)
  • 4x Str. 4 (2 max/turn)

Op Sheet:

  • Attack

Chinese Higher Intent:

  • Attack and take Fox Hill to gain control of Toktong Pass and cut Marine supply line.

Special Rules

Mortar Illum: The US player cannot use mortar Illum in this scenario (no ammunition).

Chinese Battalion Morale: Chinese units are immune from battalion morale for this scenario.

Variants

More Chinese: Add 3 Co, 1 Bn, 177 Rgt and the remaining Wpns Co MG unit to the available Chinese.

Even More Chinese: Add the Guard Company, 177 Rgt to the above horde.

Victory

  • US Major - No Chinese units w/i 1 of Fox Hill (7.08) at end of game.
  • Draw - Both US and Chinese units w/i 1 of Fox Hill (7.08) at end of game.
  • Chinese Major - No US units w/i 1 of Fox Hill (7.08) at end of game.

Shift victory 1 level in favor of the Chinese if the US lose 16+ steps.

Reminders: Here are a few friendly rules reminders for this scenario:

  • Night rules (TCS 27.0) are in full effect.
  • Political Officers (3.3)
  • Chinese Night combat (3.2)
  • Hidden Units (1.3)
  • Marine Morale (2.6)

Variants

Better Chinese deployment: Chinese forces may set up anywhere on the map at least 2 hexes from a US unit. Include Guard/177 (3x platoon) in initial set-up.

Better Chinese coordination: Give the Chinese player 2/177 Battalion in addition to 1/177 Battalion. This should give the Americans something to sweat about! Double the available regimental mortar support, both ammunition and fires allowed per turn.

Snow: The weather was very clear with bright moonlight. Assume instead that it was snowing. Each turn roll a die: that is the maximum visibility for that hour.

US Artillery support: Assume that Fox/2/7 was able to register artillery support. Add the following:

Artillery:

  • How/3/11 (6x105mm)

Ammunition:

  • 105mm: 10 HE, 6 Illum.

6.2 Second Night

After being repulsed in their first attack, the Chinese brought up another battalion to finish the job. Unfortunately for them, the Americans had resupplied the perimeter with an air drop and registered a supporting artillery battery.

General Information

  • First Turn: 0200 19 Nov
  • Last Turn: 0800 19 Nov
  • Map Area: Fox Hill (all)
  • First Player: Chinese
  • First Set Up: US

US Information

Set Up, within 2 hexes of 7.08:

  • Fox/2/7
  • Wpns/2/7 (1x MG, 1x Mortar)
  • Remove 10 steps from these units (losses from the first night.)

Artillery:

  • How/3/11 (6x 105mm)

Ammunition:

  • 105mm: 10 HE, 6 Illum.

Op Sheet:

  • Prepared Defense

US Higher Intent:

  • Control Toktong Pass to protect supply line.

Chinese Information

Set Up, anywhere on map west of hexrow 7.xx (inclusive), at least 2 hexes away from all American units, no more than 7 stacking points per hex:

  • 1 & 2 Companies, 2 Bn, 177th Regt (6x Inf, 2x Wpn Sec), Wpns Co, 2 Bn, 177 Rgt (2x MG)

Artillery:

  • None

Mortar Support, 177th Regt:

  • 4x Str. 3 (3 max/turn)
  • 3x Str. 4 (2 max/turn)

Op Sheet:

  • Attack

Chinese Higher Intent:

  • Attack and take Fox Hill to gain control of Toktong Pass and cut Marine supply line.

Special Rules

  • The US player may use mortar illumination rounds normally.
  • The Chinese player is subject to battalion morale.

Variant

More Chinese: Add 3 Co, 2 Bn, 177 Rgt to the above (3x Inf, 1x Wpn Sec) and the rest of Wpn Co. 2-177 (1x MG).

Victory

As in Scenario 6.1.

6.3 The Defense of Fox Hill

This game links scenarios 6.1 and 6.2, adding Chinese forces for a third night of attacks if necessary. Begin play with scenario 6.1. If the game does not end in a Chinese Major Victory, remove any remaining Chinese troops (they are assumed to have been dispersed by artillery fire and air strikes). Play now proceeds to Scenario 6.2. Because Marine wounded were treated and then put back in line, the Marines recover 1/3 (33%) of all steps lost from scenario 6.1, rounding normally. These steps may be added to any Marine unit. Eliminated units may be reconstituted. Add the new US artillery ammunition to the ammo pool. US units are free to redeploy within their set-up area (they had plenty of time during the day). All the normal Scenario 6.2 special rules apply.

If the Chinese do not achieve a Major victory the second night, remove all remaining Chinese units and proceed to the third night scenario below:

General Information

  • First Turn: 0200 20 Nov
  • Last Turn: 0800 20 Nov
  • Map Area: Map C (all)
  • First Player: Chinese
  • First Set Up: US

US Information

Set Up, within 2 hexes of 7.08:

  • Surviving units from Second Night scenario. Add 1/3 of steps lost during 6.2 (rounded normally) to remaining units.

Artillery:

  • How/3/11 (105mm)

Ammunition:

  • 105mm: add 10 HE and 4 Illum to existing pool.

Op Sheet:

  • Prepared Defense

US Higher Intent:

  • Control Toktong Pass to protect supply line.

Chinese Information

Set Up, anywhere on map west of hexrow 7.xx (inclusive), at least 2 hexes away from all American units, no more than 7 stacking points per hex:

  • 1 Company, 3 Bn, 177th Regt (3x Inf, 1x Wpn Sec), Wpn Co, 3-177 (1x MG)

Artillery:

  • None

Mortar Support:

  • 4x Str. 3 (3 max/turn)
  • 2x Str. 4 (2 max/turn)

Op Sheet:

  • Attack

Chinese Higher Intent:

  • Attack and take Fox Hill to gain control of Toktong Pass and cut Marine supply line.

Variant

More Chinese: Add 2 Company, 3-177 (3x Inf, 1x Wpn Sec) and Wpn Co., 3-177 (1x MG) to the above

Victory

As in Scenario 6.1.

7.0 Hagaru

With 5th and 7th Marines attacking to the north, 1st Division had made Hagaru its main supply base. Located in a flat bowl just to the south of Chosin (Changjin) reservoir, Hagaru resembled a mining town from the Wild West, with thousands of non-combat troops establishing a shanty town of sorts. Engineers were working feverishly on an airstrip, blasting it out of the frozen ground. Only two companies of combat infantry supported by two batteries of 105mm guns and some assorted tanks were detailed to protect this immense supply depot. This small force was about to be attacked by two Chinese divisions.

(Note: The town that the Marines referred to as 'Hagaru' was actually the town of Changjin. Hagaru-ri was just north of it, and had been completely destroyed before the Marines arrived.)

7.1 Assault on the Airstrip

This scenario treats the opening Chinese attack against How and Item companies, the strongest point on the Marine perimeter.

General Information

  • First Turn: 2200 28 Nov
  • Last Turn: 0100 29 Nov
  • Map Area: Hagaru (limited)
  • First Player: Chinese
  • First Set Up: US

US Information

Within 3 of 22.10:

  • How/3/1 (8 units)

Within 4 of 16.08:

  • Item/3/1 (8 units)

Within How or Item area:

  • Wpns/3/1 (1x MG)

Within 2 of 19.17:

  • Dog/1 Eng (2x platoon)

Any Airfield Hex:

  • Dog/1 Eng (1 plt)

Within 1 of 21.15:

  • Dog/2/11 (6x 105mm, 2x MG)

Within 2 of Hagaru:

  • Wpns/ 3/1 (2x Mortar)
  • 4/Dog/1 Armor Bn (2x M4 w/105)
  • HQ/1 Armor Bn (2x M4 w/105)

Artillery:

  • Dog/2/11 (6x 105mm) on-map

Ammunition:

  • 50 HE, 10 Illum

Op Sheets:

  • Prepared Defense

US Higher Intent:

  • Keep the US perimeter intact and eliminate any Chinese penetrations. Keep the airstrip free of Chinese units.

Chinese Information

Set-up, within the area bounded by 12.01 to 12.07 to 22.12 to 22.01 (inclusive), at least 2 hexes from all US units, no more than 7 stacking points per hex:

  • 172 Regiment (45 units)

Artillery:

  • none

Mortar Support, 172nd Regt:

  • 18x Str. 3 (9 max/turn)
  • 12x Str. 4 (6 max/turn)

Op Sheets:

  • Attack

Chinese Higher Intent:

  • Penetrate US line, capture airstrip and put forces into Hagaru.

Special Rules

Area in Play: Play area is limited to the area bounded by 12.01 to 12.18 to 22.18 to 22.01 (inclusive). Artillery fires including Illum which scatter out of this area are still in play.

Infiltration: During his set-up, the Chinese player rolls a die: this is the number of units which may set up adjacent to US units (they have infiltrated). These units must be able to trace a line to the southwest map edge that does not go adjacent to a US unit.

Snow: Roll a die at the beginning of each full hour turn: the result is the maximum visibility for that hour (due to snow).

Fieldworks: The US player may deploy up to 5 fieldwork counters in any hex occupied by Item/3/1 units at start (use any convenient marker to indicate these - such as the regular Dug-In Markers). Fieldwork hexes are treated as Protective Terrain for combat and morale purposes, but as open for LOS and spotting. This terrain benefit for fieldworks is awarded in assault-style combat only to the defender, not the attacker, and are in addition to any dug-in modifiers. Fieldworks cannot be constructed in Frozen Marsh or Airfield hexes.

Designer's note: Item company was able to 'procure' a great deal of explosives from the engineers and constructed excellent fieldworks.

Chinese Attack Breakdown: After taking some initial US positions, the frozen Chinese troops of the 172 Regiment forgot about attacking and foraged for food and clothing.

Chinese units from the 172 Regiment accumulate Battalion Morale normally, but ignore their effects until their attack breaks down - and can attempt to recover prior to the Battalion Morale having any effect. Starting with the 2300 turn, the Chinese player must roll a die at the beginning of his Action Phase. On a roll of 5-6, the attack has broken down, and all units are subject to Battalion Morale. In addition, the Chinese player may not roll to reduce Battalion Morale for the remainder of the scenario.

US Indirect Fires: US Army units can spot for Wpns/3/1 mortars and Dog/2/11 artillery. Ad hoc platoons may not spot for indirect fires.

US Reinforcement: At 2400 and 0100, the US player receives at the start of his Action Phase one ad hoc platoon in any hex in Hagaru not adjacent to a Chinese unit. Ad hoc platoons may be immediately added to any implemented Op Sheet, or given an implemented Hasty Defense Op Sheet.

Armor Coordination: No tanks can be on the same Op Sheet as infantry, and tanks and infantry cannot voluntarily stack together. If stacked involuntarily, neither receives any benefit from being stacked with the other.

Designer's Note: The cold weather and nighttime conditions precluded any real coordination between armor and infantry. Tanks fought on their own, often lending supporting fires from behind the line.

Victory

  • Chinese Major - At least one Chinese unit enters Hagaru at any point during the game.
  • Chinese Minor - At least one Chinese unit is on an airstrip hex at the end of the game.
  • US Minor - No Chinese unit is within 3 hexes of Hagaru or the airstrip.
  • US Major - As US Minor, and US player loses no more than 10 steps.

Any other result is a draw.

Shift one level in favor of the Chinese if both Co HQ units are eliminated.

Variants

Minefields: Allow the US player to place 12 minefield counters during set-up.

Designer's note: The Marines did employ mines, but not in sufficient numbers to qualify as minefields. This variant assumes greater supplies and time to prepare the defense.

Plastik Galore: Allow How/3/1 to deploy 5 fieldwork counters.

Political Officers Work Overtime: Ignore Chinese Attack Breakdown. Chinese units are never affected by Battalion Morale for this scenario.

7.2 Battle for East Hill

After the attack from the southwest began to die down, Chinese forces from the 80th Division attacked a motley group of engineers and service troops hastily organized to defend East Hill. The job had originally been assigned to George Co 1st Marines, but they were delayed in Hellfire Valley, and did not arrive until the next day. It was fortunate for the Marines that the Chinese did not attack in greater strength, for the Chinese had a clear shot at Hagaru that they did not or could not exploit.

General Information

  • First Turn: 0200 29 Nov
  • Last Turn: 0600 29 Nov
  • Map Area: Hagaru (limited)
  • Initiative: Chinese
  • First Set Up: US

US Information

Within 2 of 9.25:

  • How/3/11 (6x 105mm, 2x MG)

Within 1 of 11.27:

  • AT/7 (2x 75mm RR, 1xplatoon, 5x M-26)

Within 1 of 14.27:

  • 1st Serv. Bn (1xplatoon)

Within 3 of 17.27:

  • HQ X Corps (3x platoon)

Within 2 of 19.25:

  • Dog/10 Eng USA (4x platoon)

Within 1 of 20.22:

  • 4th Sig Bn. X Corps (1x platoon)

Within 1 of 20.20:

  • Wpns 3/1 (1x MG)

Anywhere w/i 2 hexes of Hagaru:

  • Wpns 3/1 (2x Mortar)

w/i 2 hexes of 13.22:

  • 2/Dog/1 Armor Bn (4x M26)

Artillery:

  • Dog/2/11 (6x 105mm)
  • How/3/11 6x(105mm) on-map

Ammunition:

  • 50 HE, 10 Illum

Op Sheets:

  • Any (but no Army troops can be on Prepared Defense).

US Higher Intent:

  • Hold Hagaru, supply area and East Hill.

Chinese Information

Set-up, w/i 3 of 17.30 and/or 21.26, not adjacent to US unit, no more than 7 stacking points per hex:

  • 1st Bn 240th Regt (9x Inf, 3x Wpn Sec, 3x MG)
  • Guard Co, 240th Regt (3xInf)
  • Arty, 240th Regt (4x 76mm IG)

Mortar Support:

  • 6xStr. 3 (3 max /turn)
  • 4xStr. 4 (2 max /turn)

Artillery:

  • none

Op Sheets:

  • Attack

Chinese Higher Intent:

  • Take East Hill.

Special Rules

Area of Play: Play is limited to the area 9.35-9.18-31.18-31-35 inclusive. Note that artillery fires, as well as all smoke and illum which scatter out of this area are still in play.

Infiltration: During Chinese set-up, the Chinese player rolls a 1/2 die (rounding normally): this is the number of units which may set up adjacent to US units (they have infiltrated). Such units must be able to trace a line to the southeast map edge that does not go adjacent to any US units.

Snow: Roll a die at the beginning of each full hour turn: the result is the maximum visibility for that hour (due to snow).

Chinese Battalion Morale: Chinese units are not subject to battalion morale for this scenario.

Armor Coordination: No tanks can be on the same Op Sheet as infantry, and tanks and infantry cannot voluntarily stack together. If stacked involuntarily, neither receives any benefit from being stacked with the other.

Victory

  • Chinese Major - No US units on East Hill (19.24-17.29) at an elevation of 1220 or higher. At least 1 Chinese unit enters Hagaru-ri at some point during game.
  • Chinese Minor - No US units on East Hill at an elevation of 1200 or higher.
  • US Minor - At least 1 US unit on East Hill at an elevation of 1200 or higher.
  • US Major - No Chinese units on East Hill with LOS to Hagaru-ri.

7.3 Night of Fire

The Chinese were already a day behind their attack schedule when they first assaulted the perimeter at Hagaru. Poor coordination and control on the part of the Chinese, combined with determined fighting saved the Marines from disaster.

General Information

  • First Turn: 2200 28 Nov
  • Last Turn: 0800 29 Nov
  • Map Area: Hagaru (all)
  • Initiative: Chinese
  • First Set Up: US

US Information

Within 3 of 22.10:

  • How/3/1 (8 units)

Within 4 of 16.08:

  • Item/3/1 (8 units)

Within 2 of 10.11:

  • H&S 3/1 (3x platoon)

Within 1 of 10.13:

  • Wpns/2/7 (1x MG, 1x AT Sec)

Within 1 of 9.15:

  • 1 Div HQ (1x platoon)

Within 1 of 8.17:

  • MTACS-2 (1x platoon)

Within 1 of 8.19:

  • 1st MT Bn (2x platoon)

Within 2 of 8.22:

  • Regulator Det. 1st Serv. Bn (2x platoon)

Within 2 of 9.25:

  • How/3/11 (6x 105mm, 2x MG)

Within 1 of 11.27:

  • AT/7 (2x 75mm RR, 1x platoon, 5x M-26)

Within 1 of 14.27:

  • 1st Serv. Bn (1xplatoon)

Within 2 of 17.27:

  • HQ XCorps (3xplatoon)

Within 2 of 19.25:

  • Dog/10 Eng USA (4xplatoon)

Within 1 of 20.22:

  • 4 Sig Bn. XCorps (1xplatoon)

Within 1 of 20.20 or with How/3/1 or Item/3/1 companies:

  • Wpns/3/1 (2xMG, 1x AT Sec)

Within 2 of 19.17:

  • Dog/1 Eng (2xplatoon)

Any Airfield Hex:

  • Dog/1 Eng (1 plt)

Within 1 of 21.15:

  • Dog/2/11

Anywhere w/i 3 hexes of Hagaru or Hagaru-ri:

  • Wpns/3/1 (2xMortar)
  • Wpns/2/7 (1xMortar)
  • B/1 Eng (3xplatoon)
  • 2/Dog/1 Armor Bn (4x M-26)
  • 4/Dog/1 Armor Bn (3x M4 w/105)
  • HQ/1 Armor Bn (2x M4 w/105)

Artillery:

  • Dog/2/11 (105mm) on-map
  • How/3/11 (105mm) on-map

Ammunition:

  • 100 HE, 20 Illum

Op Sheets:

  • Any (but no Army troops can be on Prepared Defense).

US Higher Intent:

  • Hold Hagaru, supply area and the critical airfield. Prevent Chinese occupation of East Hill.

Chinese Information

Set-up: As in scenario 7.1

Chinese Higher Intent:

  • Capture Hagaru and cut off 5th and 7th Marine regiments at Yudam-ni.

Mortar Support, 172 Regt:

  • 18x Str. 3 (12 max/turn)
  • 12x Str. 4 (8 max/turn)

Artillery:

  • none

Op Sheets:

  • Attack

Victory Conditions

  • US Major - No Chinese units in Hagaru, Supply Dump, Airfield hex or on East Hill w/i LOS of Hagaru-ri at end of game. LOS is not affected by visibility for victory conditions (so night, snow and smoke do not matter)
  • US Minor - Three of the above conditions met.
  • Draw - Two of the above conditions met.
  • Chinese Minor - One of the above conditions met.
  • Chinese Major - None of the above conditions met

No modifications for losses (this is do or die....)

Special Rules

Use all special rules (except area in play) from scenario 7.1 with the following changes/additions:

US Reinforcements: The US player receives one ad hoc platoon each turn from 2400-0300.

Chinese Attack Coordination: At the beginning of each turn, starting with 2400, the Chinese player rolls a die. On a 5-6, 1 Bn of the 240th regiment (+ 4x IGs artillery) may be committed. Set up this unit according to scenario 7.2, using the special infiltration rules from that scenario. Add the following mortar support:

240th Regt:

  • 6x Str. 3 fires (3/turn max)
  • 4x Str. 4 fires (2/turn max)

After one battalion is committed, on subsequent turns the Chinese player must roll a 6 in order to commit the second battalion of the 240th regiment. These units set up within 4 of 21.28, not adjacent to a US unit, and must be able to trace a line that does not go adjacent to a US unit to the southeast map edge.

Units from the 240th Regiment are not subject to Battalion Morale for this scenario.

Armor Coordination: No tanks can be on the same Op Sheet as infantry, and tanks and infantry cannot voluntarily stack together. If stacked involuntarily, neither receives any benefit from being stacked with the other.

Variants

Free set up: The US player sets up first (without the Chinese player present), and may deploy his units anywhere on the map. The only limitation is that How/3/11 must be set up on or northeast of xx.23 (inclusive), because it is supporting Fox Co at Fox Hill and is at the extreme edge of its range.

The Chinese player may then look at the map from across the room (try for at least 10 feet (3 meters) for approximately 15 seconds. Then he must leave and write up his Op Sheets for the 172nd and 240th Regiments, assigning the map edges and time of entry. The idea is to give the Chinese player only a distant view of the set-up, so if the room isn't big enough, think up some other way to give the Chinese player a quick view of the US set up.

Each regiment must be assigned a map edge from which its units will enter. The map edge chosen will dictate at what time that regiment arrives:

  • 172: Southwest map-edge: 2100
  • 172: Northwest map-edge: 2400
  • 240: Northeast map-edge: 2200
  • 240: Southeast map-edge: 2400.

Play begins as soon as the first Chinese unit enters the map. No US units may move or fire until a Chinese unit is revealed. Only 1 battalion of the 240 Regt. enters at first. Once it has entered, the Chinese player rolls a die at the beginning of each subsequent turn, and on a 6 he may enter the 2nd battalion (from the same map edge). The artillery and Guard Company of the 240th regiment enters with the 1st battalion.

Chinese infiltration works a bit differently. Rather than setting up adjacent, the die roll result (die for 172, 1/2 die for 240) is the number of units which may move adjacent to US units once without becoming revealed (so there is no overwatch trigger, and such units may not be fired upon until revealed later). Each unit may infiltrate only 1 hex per game, and only unrevealed units may infiltrate.

173rd Regiment Committed: At least two more complete CCF regiments were present at Hagaru, but for unknown reasons did not attack on the first night. To explore the 'what-if' if another regiment had been committed, give the Chinese player the 173rd regiment (use the counters from the 177th regiment to represent it). This unit is treated just like the 172nd for set-up and entry purposes. The 173rd is also subject to attack breakdown: make separate rolls for each regiment. Add the following mortar support:

173rd Regt:

  • 18x Str. 3 (9 max/turn)
  • 12x Str. 4 (6 max/turn)

7.4 Night of Fire II

This hypothetical scenario explores what might have happened if the Chinese had delayed their attack by one more day in order to coordinate better. Reinforcements from Task Force Drysdale would have reinforced the perimeter, but the Chinese could have brought much more force to bear. Let the fireworks begin!

General Information

  • First Turn: 2200 29 Nov
  • Last Turn: 0800 30 Nov
  • Map Area: Hagaru (all)
  • Initiative: Chinese
  • First Set Up: US

US Information

Use the units from scenario 7.3, and add the following:

  • George/3/1 (7 units)
  • Wpns/3/1 (1x MG, 2x Mortar)
  • Armor Co, 31st USA (16x M4A3)
  • 1+3+HQ/Baker/1 Armor (11x M-26)
  • AT/5 (5x M-26)
  • 41 Commando (3x platoon, 1x MG, 1x Mortar)
  • Able/1 Eng (2x platoon)

All units may set-up anywhere on the map.

Artillery:

  • D/2/11 (6x 105mm) on-map
  • H/3/11 (6x 105mm) on-map

Ammunition:

  • 100 HE, 20 Illum

Op Sheets:

  • Any

US Higher Intent:

  • Hold Hagaru, supply area and the critical airfield. Prevent Chinese occupation of East Hill.

Chinese Information

Set-up: As the free set-up of scenario 7.3. However, the Chinese get all of the 240th regiment to start (2 battalions plus artillery and Guard Company), and also the optional 173rd regiment. Special rules are the same as for the free set-up variant of scenario 7.3.

Designer's Note: Yes, I know it's cheesy to use the 177th Regt counters for the 173rd, but I wanted to include all the counters for Task Force Drysdale and this was the only way that was going to happen within the counter limit.

Victory

As in scenario 7.3.

Special Rules

Armor Coordination: No tanks can be on the same Op Sheet as infantry, and tanks and infantry cannot voluntarily stack together. If stacked involuntarily, neither receives any benefit from being stacked with the other.

7.5 Battle for East Hill, Round Two

By November 30, the situation at Hagaru had stabilized with the arrival of Task Force Drysdale the day before. On this night the Chinese made their last concerted assault on the Hagaru perimeter. While the attack against Item Company to the south was easily repulsed, the Chinese had some success at East Hill.

General Information

  • First Turn: 2300 30 Nov
  • Last Turn: 0800 1 Dec
  • Map Area: Hagaru (limited)
  • Initiative: Chinese
  • First Set Up: US

US Information

Within 2 of 9.25:

  • How/3/11 (6x 105mm, 2xMG)

Within 1 of 11.27:

  • AT/7 (2x M-26)

Within 1 of 14.26:

  • 1st Serv. Bn (1xplatoon)
  • Able/1 Eng. (1xplatoon)

Within 3 of 14.22, on East Hill:

  • George/3/1 (3xplatoon, 3xMG, 1xMortar)

Within 1 of 18.21:

  • Baker/1 Engineer (1xplatoon)

Within 1 of 20.20:

  • Wpns/3/1 (1xMG)

Artillery:

  • How/3/11 (6x 105mm) on-map

Ammunition:

  • 50 HE, 20 Illum

Op Sheets:

  • Any

US Higher Intent:

  • Hold Hagaru, supply area and East Hill.

Chinese Information

Set-up, w/i 3 of 17.30 and/or 21.26, not adjacent to US unit:

  • 1/240 (-10 steps)
  • 2/240
  • Guard/240 (-3 steps)

Mortar Support, 240th Regt:

  • 6x Str. 3 (3 max/turn)
  • 4x Str. 4 (2 max/turn)

Artillery:

  • none

Op Sheets:

  • Attack

Chinese Higher Intent:

  • Capture all of East Hill, the supply area and Hagaru.

Special Rules

Area of Play: Use the boundary from scenario 7.2 for this scenario.

Infiltration: During Chinese set-up, the Chinese player rolls a die: this is the number of units which may set up adjacent to US units (they have infiltrated). Such units must be able to trace a line to the east map edge that does not go adjacent to any US units.

US Reinforcements: At 0600, 41 Commando may enter at any Hagaru hex. This unit may begin with any desired op sheet.

Armor Coordination: No tanks can be on the same Op Sheet as infantry, and tanks and infantry cannot voluntarily stack together. If stacked involuntarily, neither receives any benefit from being stacked with the other.

Victory

As for Scenario 7.2

Order of Battle and Counter Manifest

US Organization of Forces

1st Provisional Marine Brigade (Changallon Valley and No-Name Ridge)

  • Brigade Units: Recon Co, 5 Mar (2x Recon)
  • 5th Regiment
    • 1/5 Bn (6x Inf, 6x MG, 2x Mortar (60mm), 3x Mortar (81mm), 1x AT Sec, 1x FAC)
    • 2/5 Bn (6x Inf, 6x MG, 2x Mortar (60mm), 3x Mortar (81mm), 1x AT Sec, 1x FAC)
    • AT Co (4x RR (75mm))
    • Hvy Mortar Co (2x Mortar (4.2"))
  • 1st Marine Armor Battalion
    • 3/A Co (5x M-26)
  • 11th Artillery Regiment
    • 1/11 (12x 105mm)

X Corps (Hagaru)

  • Corps Units
    • 4th Signal Bn (1x Inf)
    • HQ Bn (3x Inf)
    • Ad Hoc Troops (4x Inf)

1st Marine Division (Fox Hill and Hagaru)

  • Divisional Units
    • 1st Service Bn (inc. Regulator) (3x Inf)
    • 1st Motor Transport Bn (2x Inf)
    • 1st Div HQ Bn (1x Inf)
    • MTACS-2* (1x Inf)
    • 1 Engineer Bn (8x Engineer)
    • 41st Royal British Commando (3x Inf, 1x MG, 1x Mortar (81mm))
  • 1st Regiment
    • 3/1 Bn (12x Inf, 2x HQ, 11x MG, 3x Mortar (60mm), 2x Mortar (81mm), 1x AT Sec)
  • 5th Regiment
    • AT Co (5x M-26)
  • 7th Regiment
    • 2/7 Bn (3x Inf, 1x HQ, 5x MG, 1x Mortar (60mm), 2x Mortar (81mm), 1x AT Sec)
    • AT Co (1x Inf, 2x RR (75mm), 5x M-26)
  • 11th Artillery Regiment
    • D/2/11 (6x Artillery (105mm), 2x MG)
    • H/3/11 (6x Artillery (105mm), 2x MG)
  • 1st Marine Armor Battalion
    • Dog Co (15x M-26, 3x M4 w/105)
    • HQ Co (2x M4 w/105)

3rd Infantry Division

  • Divisional Units
    • 10th Combat Engineer Bn (4x Inf)

7th Infantry Division

  • 31st Regiment
    • Armor Co (16x M4A3)

Chinese Volunteer Army

58th Division

  • 172 Regiment
    • 1-172 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • 2-172 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • 3-172 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • Guard Co. (3x Inf)

59th Division

  • 177 Regiment
    • 1-177 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • 2-177 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • 3-177 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • Guard Co. (3x Inf)

80th Division

  • 240th Regt
    • 1-240 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • 2-240 Bn (9x Inf, 3x Wpn Sec, 3x MG)
    • Guard Co. (3x Inf)
    • Arty Btry (4x IG (76mm))

North Korean People's Army

4th Division

  • Divisional Troops
    • AT Gun Bn (4x AT (45mm))
    • Recon Co (1x Recon)
    • Engineer Bn (3x Engineer)
    • SP Gun Bn (4x Su-76)
  • 18th Regiment
    • 1-18 Bn (9x Inf, 9x MG, 1x AT Sec, 2x AT (45mm))
    • 2-18 Bn (9x Inf, 9x MG, 1x AT Sec, 2x AT (45mm))
    • AT Gun Co (6x AT (45mm))
    • 76mm Gun Co (4x IG (76mm))
    • Recon Platoon (1x Recon)
    • Engineer Platoon (1x Engineer)
    • SMG Co (3x SMG)

6th Division

  • 15th Regiment
    • 2nd Bn (6x Inf, 2x MG)

107th Tank Regt (4x T34/85)

83rd Motorized Regt (Detachment) (1x Inf, 2x MG)

*Marine Tactical Air Control Squadron

Player's Notes

Semper Fi! differs from most other TCS games in that the scenarios are not battles of maneuver, but rather straight-forward assaults. To do well, you will need to hone your close-fighting tactics. The Marines are outnumbered in all scenarios but Changallon Valley, and will need to integrate their supporting arms (air, artillery, mortars, recoilless rifles and tanks) to succeed. This is an accurate representation of the Korea conflict, where UN firepower was the key to their success, because they could ill afford heavy troop losses.

The North Koreans have decent firepower, but still need to learn to use their hidden status to inflict maximum casualties while minimizing their own as much as possible. The Chinese player has the task of facing overwhelming firepower with overwhelming numbers. Actual Chinese tactics depended on striking one point repeatedly with single platoons until a breakthrough was achieved, and exploiting through that hole; this can be a valid tactic in Semper Fi! as well. Another possibility is to attack along a broad front so as to minimize exposure to Marine artillery and mortars, but this can also be hazardous and cost you most of your troops in short order. Infiltration and hidden units should be used as effectively as possible.

Terrain Effects Chart

TerrainFootTrucksTrackedCombat
Open121open
Broken253partly protective
Rice Paddy2PPopen
Building121partly protective
Hagaru-ri111open

Editorial note: the Historical Notes essay, Designer's Notes essay and annotated bibliography that follow the module rules in the source are narrative background and are omitted from this transcription. The source's "Rail" row of the Terrain Effects Chart is garbled in the text layer and is reproduced as printed.

Supply Depot
2
3
3
partly protective
Frozen Marsh121billiard table
Airstrip111billiard table
Stream+1+5+3no effect
Frozen RivernePPne
Road1/21/21/2ne, but see 1.1b
Rail(row garbled in source text layer; reads "ot ot", combat "partly protective, but see 1.1f")
Frozen Lake1PPbilliard table
Slope+1+1+1see 1.1c