Yalu: The Chinese Counteroffensive in Korea: November 1950-May 1951 (Second Edition)
Yalu: The Chinese Counteroffensive in Korea: November 1950-May 1951 (Second Edition) Rulebook
Table of Contents
Table of Contents
- Deluxe Rules
- 1.0 INTRODUCTION
- 2.0 COMPONENTS
- 3.0 SEQUENCE OF PLAY
- 4.0 WEATHER PHASE
- 5.0 SUPPLY and ISOLATION
- 6.0 REINFORCEMENTS and REPLACEMENTS
- 7.0 STACKING
- 8.0 ZONES OF CONTROL
- 9.0 MOVEMENT
- 10.0 COMBAT
- 11.0 COMMUNIST ATTACK SUPPLY POINTS (ASPs)
- 12.0 UN SUPPORT UNITS
- 13.0 UN BOMBARDMENT PHASE
- 14. NEUTRALIZATION
- 15.0 REGROUPING AND MORALE CHECKS
- 16.0 GUERRILLAS
- 17.0 PVA CONSCRIPTS
- 18.0 GENERAL MATTHEW RIDGWAY
- 19.0 FIRST TURN SPECIAL RULES
- 20.0 HOW TO WIN
- 21.0 PREPARE FOR PLAY
- 22.0 OPTIONAL RULES
- 24.0 EXAMPLE OF PLAY - NOVEMBER IV, COMMUNIST PLAYER-TURN
- 25.0 DEVELOPER’S NOTEBOOK
- Classic Rules
Deluxe Rules
1.0 INTRODUCTION
“General, there are a f—king lot of Chinese in those hills.“
Capt. Donald France, Intel officer, 7th Marine Regiment, USMC, Nov 27, 1950.
In November of 1950, the United Nations counteroffensive against the North Koreans seemed to be in the final stages of a mop-up. Everywhere, the Inmingun (the North Korean Peoples Army) was in full retreat toward the Chinese border, closely pursued by the victorious Allies.
Chinese intervention in the war had been considered and dismissed as a bluff by the UN Command. Thus, the UN forces were badly overextended when the bluff materialized as a force of thirty divisions, skillfully infiltrated into the Korean mountains.
The UN was sent reeling back toward the 38th Parallel in confusion, desperately attempting to reestablish a stable front line. The Communists followed relentlessly, infiltrating deep into the UN positions and attacking without pause, accepting high casualties in order to sustain the momentum of the attack.
Yalu begins with the initial Chinese attack. It will be up to the Communist player to force the UN south of the 38th Parallel; it will be up to the UN player to prevent this from happening.
2.0 COMPONENTS
2.1 Map
The map shows the area of Korea over which the campaign was fought. A hexagonal grid has been superimposed to regulate the movement and position of the playing pieces. Each hex represents approximately 10 miles of actual terrain, measured from hexside to hexside.
There are several charts and tables printed on the map. Please note that the Weather Effects Chart is different for the two players.
2.2 Counters
Two sheets of die-cut counters are contained in the game. Counters represent divisions, brigades, regiments, battalions and support assets that participated in the campaign; as well as markers to remind players of game information. The counters present information in a specific format, as shown on the Unit Description Chart.
Abbreviations:
• Au: Australia
• Be: Belgium
• Ca: Canada
• Co: Columbian
• Et: Ethiopia
• Ne: Netherlands
• PEFTOK: Philippine Expeditionary Force to Korea
• Ph: Philippines
• PPCLI: Princess Patricia’s Canadian Light Infantry
• RAR: Royal Australian Regiment
• RHB: Royal Hellenic Battalion
• RT: Royal Thailand
• Th: Thailand
• Tu: Turkey
• UK: United Kingdom
• RCT: Regimental Combat Team
• KMC: Korea Marine Corps
• Cap: Capital
• BB: Battleship
• CA: Cruiser
• DD: Destroyer
• TK: Tank
• ART: Artillery
• Hun: Hungnam
• Won: Wonsan
2.3 Player Aid Cards (PAC)
Each player has one identical PAC containing the Combat Results Table, Sequence of Play and the Terrain Effects Chart. In addition, the UN player has a Breakdown Chart and Order of Battle Chart, and the Communist player has an Order of Battle Chart only.
2.4 Rules
This booklet contains the game rules. These rules are organized as much as possible along the sequence of play, using a case system. Most game concepts and procedures are explained once, with generous cross-referencing where needed.
2.5 Glossary
The following definitions will be useful in reading these rules and playing the game:
Allies: Non-American and non-Republic of Korea UN Forces.
Attack Supply Points (ASPs): A measure of the Communist player’s ability to maintain his offensive as he advances further from his supply sources. ASPs also represent, in an abstract manner, Communist artillery support.
Communist: All forces of the Communist player, including PVA (Chinese) and Inmingun (North Korean).
Communist Staging Area: The areas on the map enclosed in red outlines, numbered 1 through 4, where Communist units set up at the start of the game, or appear as reinforcements.
Control: Each city is under the Control of only one player at a time.
Dice Roll Modifier (DRM): Dice rolls on the Combat Results Table can be modified by terrain and/or support units.
Garrison: UN units with no movement ability, used to hold key cities.
Guerrilla: Guerrilla remnants of the North Korean Peoples Army (NKPA). At the start of the game, the NKPA has been effectively destroyed; but remnants remain, and will prove to be a nuisance to UN forces.
Isolation: A unit that cannot trace a line of supply is said to be Isolated.
Movement Point (MP): A unit’s movement ability is expressed in Movement Points. Each unit, except for naval and air units, has its Movement Point allowance printed on the lower-right corner of its counter.
North Korean Peoples Army (NKPA): The Army of North Korea.
Neutralized: A condition of reduced effectiveness, caused by combat or other events.
Peoples Volunteer Army (PVA): The Communist Chinese Army.
Regroup: The procedure by which a Neutralized unit returns to normal status.
Republic Of Korea (ROK): The South Korean Army.
ROK Marine ‘Corps’ (KMC): This is actually a regimental-sized unit; it was a ‘corps’ in name only. Treat it, for stacking purposes, as a regiment.
Support: Combat assets available to the UN player in the form of artillery, air, naval and tank units. The Communist player does not have support units, but can assign artillery to his attacks. This is represented abstractly, in the form of extra ASPs spent on an attack.
United Nations (UN): All forces of the United Nations player, including US, ROK and Allies.
Zone of Control (ZOC): The six hexes surrounding a unit, over which it exerts influence. Enemy ZOCs restrict friendly movement and supply.
2.6 Hex Control
Control of cities is important during several phases of the game. A player controls a city if his units (exception: Guerrillas) currently occupy it or were the last to pass through it. Guerrillas never control cities, even ones they are currently occupying.
City Control affects supply, reinforcements, replacements, and Communist ASP allotments.
2.7 Unit Control
The player owning a unit is always the one to move it (including retreats after combat). A player never moves enemy units.
2.8 Equipment
Each copy of YALU contains the following:
• One Deluxe map
• One Classic map
• Two sheets of 9/16th counters (456 counters total)
• Six double-sided Player Aid Cards
• One rulebook
• Two six-sided dice
• One box assembly
2.9 Contacting Compass Games
If any game components are missing or damaged you may contact us by email at [email protected] or by mail at Compass Games LLC., PO Box 271, Cromwell, CT 06416, USA. Please include a SASE (self addressed and stamped envelope) if you have questions.
2.10 Help HQ
General help or questions on game play may be posted in the game folder for YALU on www.consimworld.com, or may be emailed directly to us at [email protected]. Finally, players can discuss play and get help on www.boardgamegeek.com.
3.0 SEQUENCE OF PLAY
YALU is played in weekly game turns. Each game turn is divided into a Weather Phase and two player turns, with each player turn further divided into a number of phases and subphases. All actions take place within this Sequence of Play and may not be performed out of order.
Design Note: Yalu treats the Communist and UN sides asymmetrically in many respects, including supply and isolation, stacking, movement and combat. These differences are noted in the applicable rules sections.
3.1 Outline Sequence of Play
I. WEATHER PHASE (4.0)
II. COMMUNIST PLAYER-TURN
a. Communist Supply Phase (5.0)
b. Communist Reinforcement and Replacement Phase (6.0)
c. Communist Movement Phase (9.0)
d. UN Bug-out Phase (9.4)
e. Communist Combat Phase (10.0)
(i) Communist Attack Designation Subphase
(ii) UN Defensive Fire Subphase
(iii) Communist Assault Subphase
f. Communist Morale Phase (15.0)
III. UN PLAYER-TURN
a. UN Bombardment Phase (13.0)
b. UN Reinforcement and Replacement Phase (6.0)
c. UN Movement Phase (9.0)
d. UN Combat Phase (10.0)
(i) UN Attack Designation Subphase
(ii) Communist Defensive Fire Subphase
(iii) UN Assault Subphase
e. UN Morale Phase (15.0)
3.2 Narrative Sequence of Play
I. WEATHER PHASE (4.0)
Either player rolls one die on the Weather Table. Adjust the ‘Weather # Rolled’ and ‘Weather’ markers accordingly.
The UN player moves a number of UN airpower support units into the ‘Available’ portion of his UN Airpower Box equal to the Defensive Airpower available number on the Weather Effect Chart as indicated by this turn’s weather.
II. COMMUNIST PLAYER TURN
a. Communist Supply Phase (5.0)
The Communist player determines the supply status of each non-guerrilla Communist unit. Place or remove Isolated markers as required.
b. Communist Reinforcement and Replacement Phase (6.0)
The Communist player places regular and conditional reinforcements (if he is due any) on the map. If Pyongyang is Communist-controlled, 2 PVA Conscripts are drafted and may be fielded on the map or remain in the PVA Conscripts Box on the map until a later turn. If the Turn Record Track has a red ‘G’ for this turn, a Guerrilla unit is placed on the map.
Replacements are received for the PVA and NKPA.
The Communist player receives ASP and adjusts his ASP Track accordingly. On the November IV through December II turns he receives a fixed amount per his Attack Supply Table. Starting December III (and until the end of the game) he rolls one die on his Attack Supply Table to determine how many ASPs he receives.
c. Communist Movement Phase (9.0)
The Communist player declares which of his units will attempt to Regroup in the Morale Phase, and marks these units. Then he moves all, some or none of his eligible, non-Regrouping units on the map. Remove all Rail Break, Damaged Bridge, and Interdiction markers from the map at the end of the phase.
d. UN Bug-out Phase (9.4)
Following the Communist Movement Phase, and prior to any attacks being declared in the Communist Combat Phase, the UN player has an opportunity to move certain of his units to avoid combat.
e. Communist Combat Phase (10.0)
(i) Communist Attack Designation Subphase
The Communist player declares Attacks against enemy-occupied hexes (10.5), and commits Attack Supply Points and Artillery Support (11.0) to these attacks.
(ii) UN Defensive Fire Subphase
The UN player conducts Defensive Fire with eligible units. (10.6)
(iii) Communist Assault Subphase
After all Defensive Fire is resolved, the Communist player resolves his attacks. (10.7)
f. Communist Morale Phase (15.0)
The Communist player resolves all Regroup attempts.
At the conclusion of the Communist Player-turn, the UN player removes any unused airpower support units from the ‘Available’ portion and places them back in the ‘Unavailable’ part of his Airpower Box.
III. UN PLAYER TURN
a. UN Bombardment Phase (13.0)
The UN player moves a number of UN airpower support units into the ‘Available’ portion of his UN Airpower Box equal to the Offensive Airpower available number on the Weather Effect Chart for this turn’s weather.
The UN player now performs all desired Bombardments with his Air, Naval, and/or Artillery Support units.
b. UN Reinforcement and Replacement Phase (6.0)
The UN player places his reinforcements for the turn on the map, and returns previously-eliminated units from the Dead Pile.
c. UN Movement Phase (9.0)
The UN player declares which of his units will attempt to Regroup in the Morale Phase and places ‘Regroup’ markers on these units. Then he moves all, some or none of his non-Regrouping units on the map.
d. UN Combat Phase (10.0)
(i) UN Attack Designation Subphase
The UN player declares Attacks against enemy-occupied hexes (10.5), and commits eligible support units to these attacks (12.0).
(ii) Communist Defensive Fire Subphase
The Communist player conducts Defensive Fire with eligible units (10.6).
(iii) UN Assault Subphase
After all Defensive Fire is resolved, the UN player resolves his attacks (10.7).
e. UN Morale Phase (15.0)
The UN player resolves all Regroup attempts. The UN player determines the supply status of every UN unit except naval and airpower support units. Make Isolation Morale Checks as required (15.7).
4.0 WEATHER PHASE
4.1 General Rules
4.1.1 Either player rolls one die and cross indexes the number rolled with the current month on the Weather Table. The result is the weather for the entire turn.
4.1.2 Place the Weather # Rolled marker in the appropriate space on the Weather Table and place each player’s Weather marker in the correct Weather Box on their respective Weather Effects Chart.
4.2 Weather Effects
The weather result determines:
• the number of UN airpower support units available during both the Communist player turn and the UN player turn, and
• the effectiveness of UN Supply Attack bombardments, and
• each player’s movement and combat abilities as indicated on each player’s Weather Effects Chart.
Play Note: Weather does not affect both players equally!
4.3 First Turn Weather
On the NOV IV turn, weather is not rolled for; it is automatically a die roll of 3: Subfreezing Overcast.
5.0 SUPPLY and ISOLATION
5.1 General Rules
5.1.1 The Communist player checks the supply status of all his units during the Communist Supply Phase. The UN player checks the supply status of all his units during the UN Morale Phase.
Design Note: Communist units check at the beginning of the Communist Player-turn because their supply status affects their movement and combat capabilities. UN units always move and fight with their full capabilities, regardless of their supply status – but must check that status at the end of each UN Player-turn to see if they become Neutralized or are eliminated.
A unit is in supply if it can trace a supply line 6 hexes or less to one of the following:
• A friendly map edge: Friendly map edges are the north or west edge for the Communists and south or east edge for the UN.
• A friendly port: Only UN units may trace a supply line to a friendly port. Ports include Iwon, Chinampo, Hungnam, Wonsan, and Inchon. These are marked with a supply symbol as a reminder. Note that Iwon may not function as a supply port during SS, SO, or B weather.
• A road or railroad leading, free of enemy units or their ZOCs, to a friendly port (for UN units) or a friendly board edge. (Exception: Guerrillas have no ZOC, and do NOT block UN supply lines, even in the hexes they occupy. See 16.0).
• A friendly unit that is itself in supply.
5.1.2 A supply line may not cross estuary or reservoir hexsides, enter full sea hexes, enemy-controlled cities, enemy ZOC or enemy-occupied hexes. (Exception: Guerrillas have no ZOC, and do NOT block UN supply lines, even in the hexes they occupy. See 16.0). Friendly units negate enemy ZOCs in their hex for the purpose of tracing supply - a supply line may enter an enemy ZOC if the hex is occupied by a friendly unit.
5.1.3 Supplied units move and perform combat with their full capabilities. A unit not in supply is Isolated. The effects of Isolation differ for the two sides (5.2 and 5.3)
5.2 Communist Supply
5.2.1 During the Communist Supply Phase, the Communist player determines the supply status of each non-Guerrilla Communist unit. Isolated Communist units have an Isolated marker placed on them. Isolated units retain this status until the Communist Supply Phase of the following turn. If a unit with an Isolated marker is now found to be supplied, remove the Isolated marker.
5.2.2 Isolated Communist units halve their movement points and combat strength, retaining fractions. These factors are halved for the entire Game Turn, even if the units move back into supply during the Communist Movement Phase. The halving of combat factors applies both when firing and when being fired on. It is cumulative with Unsupplied attacks. Isolated markers can only be removed in the Communist Supply Phase.
5.2.3 Isolated Communist units may not attempt to Regroup (9.2.1).
5.3 UN Supply
5.3.1 During the UN Morale Phase, the UN player determines the supply status of every UN unit, except naval and airpower support units. Naval and airpower support units are always in supply. Isolated UN units have an Isolated marker placed on them. If a unit with an Isolated marker is now found to be supplied, remove the Isolated marker.
5.3.2 Each Isolated UN unit makes an Isolation Morale Check (15.7). If the unit passes, nothing happens. If it fails, the unit becomes Neutralized; place a Neutralized marker on it (or eliminate it if it is already Neutralized).
5.3.3 Isolation does not affect the movement points or combat strength of UN units.
5.3.4 UN units cannot Regroup (9.3.1) if Isolated or north of the Weather Line on a turn in which the weather is Blizzard. For the purpose of placing a Regroup marker, determine the supply status of the unit at the beginning of the UN Movement Phase.
Play Note: A UN unit that is unable to Regroup due to Isolation is still free to move; if it moves back into supply during the UN Movement Phase, it will not have to take an Isolation Morale Check in the Morale Phase.
6.0 REINFORCEMENTS and REPLACEMENTS
6.1 REINFORCEMENTS
Reinforcements are new units entering the game. A player’s reinforcements are received during his Reinforcement and Replacement Phase. Reinforcements may be placed in an enemy ZOC (exception: Guerrillas may not be placed in UN ZOC).
6.1.1 Communist Reinforcements
Communist reinforcements fall into four classes: regular, conditional, PVA Conscripts, and Guerrillas.
6.1.1.1 Communist regular reinforcements are received according to the Communist Order of Battle Chart. During the first 3 turns of the game, regular reinforcements are placed in a Communist Staging Area. Beginning on turn 4, regular reinforcements are placed in any land hex along the north or west edge of the map.
6.1.1.2 Communist Control of Hungnam, Wonsan and Pyongyang provide one-time Conditional Reinforcements and ASP during the Communist player’s Reinforcement and Replacement Phase on the first turn after the city becomes Communist controlled, provided the Communist player still controls the city. NKPA units are placed in the city hex, while Guerrillas are placed per (6.1.1.4). Conditional Reinforcements and ASP can be received only once per city and are not lost if the UN player retakes the city.
6.1.1.3 Two PVA Conscripts become available on each Communist Reinforcement and Replacement Phase that Pyongyang is Communist controlled. PVA Conscripts may be placed with any non-Isolated, non-Neutralized Communist combat unit or they may be held in the PVA Conscripts Box until needed. Only 6 PVA Conscripts may be on the map at any given time. There is no limit to the number of PVA Conscripts which may be in the PVA Conscripts Box, subject to the countermix limit.
6.1.1.4 Guerrillas are received according to the Turn Record Track. Guerrillas are placed in any hex which does not contain a UN unit or its ZOC, or a Communist combat unit.
6.1.2 UN Reinforcements
6.1.2.1 UN reinforcements are received according to the UN Order of Battle Chart.
6.1.2.2 ROK reinforcements are placed in Seoul. Non-ROK UN reinforcements are placed in Inchon. If reinforcements are due and their city is captured, they arrive one turn later at either ‘To Pusan’ hex (2718 or 2731); if both ‘To Pusan’ hexes are captured, the reinforcement is forfeit.
6.1.2.3 Units that used Sea Transfer in the previous turn are placed in any friendly ports (9.3.5).
6.2 REPLACEMENTS
Replacements are eliminated units returning to the game. If a player is due replacements of a certain type and none are available in the Dead Pile, or they cannot be placed within stacking limits, the replacement is forfeit. Replacements may be placed in an enemy ZOC.
6.2.1 Communist Replacements
6.2.1.1 Starting with the December I turn, one eliminated PVA division may be replaced on the first turn of each month. The replaced division is placed in a hex with any other division of the same army. If no other division of the same army remains on the map, or if its placement would result in overstacking, the division may not be replaced.
6.2.1.2 Starting with the December I turn, one eliminated NKPA division may be replaced on the first turn of each month. A replaced division may be placed in a Communist Staging Area hex, or in any Communist-controlled city.
If Pyongyang is Communist-controlled, one additional eliminated NKPA division may be replaced on the third turn of each month. This division must be placed in Pyongyang.
6.2.2 UN Replacements
6.2.2.1 One eliminated ROK regiment or battalion may be replaced every turn, starting January I. This increases to two regiments or battalions starting February I. The replaced units are placed in any U.N.-controlled port or Seoul.
6.2.2.1.a Starting April I, one additional eliminated ROK regiment or battalion may be replaced each turn. This unit must be placed in Seoul or it is forfeit.
6.2.2.2 One eliminated U.S. infantry (not Marine) battalion may be replaced every turn, starting November IV. This increases to two battalions every turn, starting February I. It increases to three battalions every turn, starting April I. The replaced unit is placed in Seoul or any UN-controlled port.
Play Note: When a US or ROK division is destroyed in combat, return the division to the UN OOB card and place its component units in the Dead Pile. A destroyed division can only be replaced one battalion at a time.
6.2.2.3 Once during the game, one eliminated USMC regiment of the U.S. 1st Marine Division may be replaced. This may be done eight or more turns after the regiment is eliminated. It is placed in Seoul or any UN-controlled port.
6.2.2.4 Once during the game, an eliminated 27th British Brigade OR 29th Commonwealth Brigade may be replaced. This may be done eight or more turns after the brigade is eliminated. It is placed in Seoul or any UN-controlled port.
Play Note: There are USMC and UK Replacements Available and Replacements Used markers for placing on the Turn Record Track as a reminder. This way, there is no confusion as to when they are eligible to return or that they have been used already.
6.2.2.5 US garrisons that Sea Transfer (9.3.5) off the map are permanently removed from play. Two turns after removal, one or two additional U.S. infantry (not Marine) battalions are replaced identically to 6.2.2.2. Each removed garrison unit will replace either one or two infantry battalions as noted on the garrisons by a circled ‘1’ or ‘2’.
6.3 Delayed UN Reinforcements and Replacements
UN reinforcements and replacements may be delayed by one turn (only) at the UN player’s discretion. Delayed units are placed in either ‘To Pusan’ hex (2817 or 2731) in the UN Reinforcement and Replacement Phase of the following turn.
Exception: The Seoul-only ROK replacement (6.2.2.1.a) may not be delayed.
Play Note: Each side’s reinforcement/replacement information is summarized on its PAC for quick reference.
7.0 STACKING
There is a limit to the number of combat units that may occupy the same hex at any time. This limit is different for each player. Enemy units may never stack with each other at any time (exception: Guerrillas (16.0).
7.1 Communist Stacking
7.1.1 The Communist player may stack any three Communist divisions (regardless of nationality or army) OR all the divisions of one Chinese army in a hex. PVA Conscripts stack freely.
7.1.2 Stacking limits apply to Communist units at all times.
7.2 UN Stacking
7.2.1 The UN player may stack up to 2 divisions or their equivalent in a hex. Different UN nationalities may stack together. Note that the ROK Marine ‘corps’ is actually a regiment for stacking purposes.
7.2.2 A stack containing only ROK units may contain up to three divisions or their equivalent (plus any support and/or garrison units, which don’t count for stacking).
7.2.3 For stacking purposes, three regiments or brigades equal one division and three battalions equal one regiment.
7.2.4 Armor and artillery support units and garrison units stack freely.
7.2.5 Any number of naval support units may stack in a single full-sea hex.
7.2.6 Stacking limits apply to UN units at all times except during the UN Movement Phase. UN stacking limits apply at the end of the UN Movement Phase.
7.2.7 Units may not retreat into a hex in violation of stacking limits.
Play Note: Unlike Communist units, UN units can move through a hex in violation of stacking limits, as long as stacking restrictions are met at the end of the movement phase.
7.3 Over-stacking Effect
If a hex is found to be in violation of stacking limits, all units in the hex are Neutralized immediately. Over-stacked, Neutralized units cannot Regroup.
8.0 ZONES OF CONTROL
8.1 Which Units Have a Zone of Control
8.1.1 Most units have a Zone of Control (ZOC) consisting of the six hexes immediately surrounding the unit.
8.1.2 The following units do not have a ZOC:
• Guerrillas
• Neutralized units
• UN support units
• US battalions
• ROK regiments and battalions
• Non-U.K., Canadian or Turk UN units
These units are marked with a white stripe as a reminder.
8.1.3 If two or more units without a ZOC are stacked, they DO exert a ZOC. This DOES NOT apply to Guerrillas, Neutralized units, or UN support units; it applies ONLY to US battalions, ROK regiments and battalions, and non-U.K., Canadian or Turk UN units.
Play Note: Stacking a UN support unit with a US battalion won’t give you a ZOC either – stacked units attempting to gain a ZOC must both adhere to 8.1.3, second sentence.
8.2 ZOC Restrictions
8.2.1 Zones of Control do not extend across reservoirs or estuaries.
8.2.2 Friendly ZOCs always extend into hexes occupied by enemy units for the purposes of movement.
8.2.3 Friendly ZOCs never extend into hexes occupied by enemy units for the purposes of tracing supply lines.
8.2.4 For retreat purposes, Communist ZOCs DO NOT extend into hexes occupied by US or U.K. units. Communist ZOC DO extend into hexes occupied solely by ROK and/or non-U.K. UN units.
8.2.5 For retreat purposes, the ZOC of ROK and non-U.K. UN units DO NOT extend into hexes occupied by Communist units. The ZOC of US and U.K. units DO extend into hexes occupied by Communist units.
8.2.6 If a hex has both enemy and friendly ZOC in it, then it is considered mutually controlled by both sides. Friendly ZOC are not negated by enemy ZOC.
Play Note: Bug-outs are considered to be ‘movement’, not ‘retreat’.
Clarification: Only units that are NOT retreating may negate enemy ZOC in their hex during retreats. That is, retreating units DO NOT clear their own path!
8.3 ZOC Effects
8.3.1 Movement
8.3.1.1 A unit not beginning its movement phase in an enemy ZOC must stop movement when it enters an enemy ZOC. If it is a Communist unit, it may attempt to Infiltrate (9.2.3).
8.3.1.2 A unit beginning its movement phase in an enemy ZOC may leave that enemy ZOC and enter hexes without enemy ZOC normally. The unit may re-enter an enemy ZOC during the same movement phase. If it is a Communist unit, it may then attempt to Infiltrate (9.2.3).
8.3.1.3 A unit beginning its movement phase in an enemy ZOC may move one hex directly into another enemy ZOC, but must then stop. The unit, if Communist, may not attempt to Infiltrate.
8.3.2 Supply
A supply line may not be traced through an enemy ZOC, unless the hex is occupied by a friendly unit.
8.3.3 Retreat
A unit forced to retreat into an enemy ZOC is eliminated.
8.3.4 Bug-outs
UN units may move through enemy ZOCs when Bugging Out, subject to the restrictions and penalties of (9.4)
8.3.5 Guerrillas
Guerrilla units have no ZOC, and UN units can move into/through hexes containing Guerrilla units (however, see 16.3). Guerrilla movement is unaffected by UN units or their ZOC; they may enter or exit their occupied hexes and ZOC without restriction.
9.0 MOVEMENT
9.1 General Rules
9.1.1 During the owning player’s Movement Phase, friendly units are moved individually or in stacks, expending Movement Points (MPs) to enter each hex (or, in some cases, to cross hexsides). The MP cost to enter a hex or cross a hexside depends on the terrain, and is listed on the Terrain Effects Chart. One unit or stack must finish its movement before another unit or stack begins movement.
9.1.2 All, some or none of a player’s eligible units may be moved in that player’s Movement Phase. A unit may move in any direction or combination of directions up to the limit of its MPs. A unit does not have to expend its entire MP allowance every turn, but unused MP may not be accumulated from turn to turn or transferred to another unit. When a stack is moving, each unit’s MP expenditure is figured separately. Units may separate from a stack and continue moving as desired.
9.1.3 A unit may always move one hex if this constitutes its only movement in a turn; this is possible even if the unit does not possess the required number of MP (exception: Garrison units with 0 MP can never move). A unit may never enter a hex containing an enemy unit (exception: Guerrillas).
9.1.4 Movement is affected by weather (4.2), supply status (5.2, 5.3), enemy ZOC (8.3.1) and stacking (7.0).
Play Note: Take another look at 8.3.1. Those three cases are the ones you’ll need the most.
9.2 Communist Movement Options
The Communist player has the following movement options available to his units:
9.2.1 Regroup
At the beginning of the Communist Movement Phase, before any units are moved, the Communist player places a Regroup marker on any of his eligible Neutralized units that will attempt to Regroup (15.0) in the following Communist Morale Phase. An Isolated Communist unit may not attempt to Regroup.
9.2.2 Rail Movement
9.2.2.1 A Communist unit beginning its movement phase on a railroad hex may move by rail instead of moving normally per 9.1.
9.2.2.2 A Communist unit moving by rail moves up to 12 hexes along the railroad, subject to the Communist Weather Effect Chart and UN Railroad Interdiction.
9.2.2.3 A Communist unit moving by rail may not entrain in a hex adjacent to an enemy unit, nor may it move by rail into a hex adjacent to an enemy unit. A unit moving by rail may not enter an Interdicted railroad hex.
9.2.2.4 A maximum of 2 Communist divisions may move by rail per turn.
9.2.3 Infiltration
9.2.3.1 After a Communist unit has entered a UN ZOC and stopped per 8.3.1.1 or 8.3.1.2, it may attempt to Infiltrate if it has MPs remaining. A unit that moved directly from one enemy ZOC to another per 8.3.1.3 may not attempt to Infiltrate.
9.2.3.2 When attempting to Infiltrate, the moving player indicates the hex he wishes the unit to enter and pays the MP cost normally. The Communist player then refers to the Infiltration Table and rolls 1 die, applying any applicable modifiers. The modified die roll is then compared to the number listed under the hex type the unit is leaving:
• If the modified die roll is higher, the Infiltration attempt is unsuccessful and the unit ceases movement.
• If the modified number is equal to or less than the listed number, the Infiltration attempt is successful and the unit moves into the designated hex and may continue to move and/or attempt to Infiltrate again, depending on whether or not it is still in a UN ZOC. If the unit is not currently in a UN ZOC, it may continue moving normally. If the unit is currently in a UN ZOC, it must either stop moving or attempt to Infiltrate again.
9.2.3.3 A unit may Infiltrate any number of times as long as it has the MPs to enter a new hex and passed the previous Infiltration die roll. Once a unit fails an Infiltration attempt, it ceases movement. There is no penalty for failing an Infiltration attempt, other than the cessation of movement. Units moving as a stack roll for Infiltration attempts individually.
9.3 UN Movement Options
The UN player has the following movement options available to his units:
9.3.1 Regroup
At the beginning of each UN Movement Phase, before any units are moved, the UN player places a Regroup marker on any of his eligible Neutralized units that will attempt to Regroup (15.0) in the following Morale Phase. A UN unit may not attempt to Regroup if it is Isolated, or north of the Weather Line on turns when the weather is “Blizzard.”
9.3.2 Rail movement
9.3.2.1 A UN unit may move by rail. It must begin its movement phase on or move to a railroad hex and pay 2 MP to entrain. It may then move up to 24 hexes along the railroad, subject to the UN Weather Effects Chart and the presence of Guerrilla units on the rail line (16.3).
9.3.2.2 A UN unit may not entrain in a hex adjacent to an enemy unit, nor may it move by rail into a hex adjacent to an enemy unit. (Exception: a UN unit can entrain/rail move adjacent to a Guerrilla unit.)
9.3.2.3 UN units may not use normal movement after moving by rail.
9.3.2.4 A maximum of 2 UN divisions may move by rail per turn.
9.3.3 Breakdown
9.3.3.1 Only U.S. and ROK units may break down, per the UN Breakdown Chart.
9.3.3.2 In the UN Movement Phase, before it moves, a U.S. or ROK division may be removed from the map and replaced with its component regiments. U.S. units pay 2 MP for this action; ROK units pay 4 MP. U.S. regiments may further break down into their component battalions at a cost of 2 MP.
9.3.3.3. For a U.S. division to break down into battalions, it must first break down into regiments at a cost of 2 MPs, then the regiments must break down into battalions at an additional cost of 2 MPs. Thus the battalions, when they begin their movement, have already spent 4 MP.
9.3.3.4 A unit which does not move may break down even if it does not have the required MP.
9.3.3.5 If a Neutralized unit wishes to break down, then all of its subordinate units are Neutralized as well.
9.3.4 Recombining
9.3.4.1 This is simply the reverse of break down. All regiments of a division (or battalions when recombining a regiment) must be stacked together after their movement. All units involved pay the MP cost (2 MP for U.S., 4 MP for ROK) and are replaced with the appropriate higher level unit. U.S. divisions may be recombined from its battalions for 4 MP (2 MP to recombine into regiments and 2 MP to recombine into the division).
9.3.4.2 The recombined unit may not move after being recombined.
9.3.4.3 If any sub-unit involved is Neutralized, the recombined unit is Neutralized as well.
9.3.4.4 If even one battalion or regiment of a division is destroyed, the division may not be recombined.
9.3.4.5 All of a division’s component units must be in the hex at the moment of Recombination.
Play Note: A destroyed battalion can be returned to the map as a replacement, at which time the division could be recombined, subject to the restrictions above.
9.3.5 Sea Transfer
9.3.5.1 A UN unit may move to a port, pay 2 MP to embark, and be transferred by sea. It is removed from the map and may be landed at a UN-controlled port during the next UN Reinforcement and Replacement Phase or it may enter, with an additional one turn delay, at either road marked ”To Pusan” (2817 or 2731).
Example: A US unit moves to a port on the May II turn, pays 2 MP to embark, and is removed from the map. In the UN Reinforcement and Replacement Phase of the May III turn, it may be placed in any UN-controlled port; alternatively, in the UN Reinforcement and Replacement Phase of the May IV turn, it may be placed in either of the two roads marked “To Pusan.”
9.3.5.2 The US garrison units that begin in Hungnam, Wonsan, Inchon and Seoul may use Sea Transfer even though they have 0 MP. If they do use Sea Transfer, they are removed from the game permanently and converted into US replacement battalions per 6.2.2.5.
Exception: The Seoul garrison (only) may use Sea Transfer even though Seoul is not a port.
9.3.5.3 A maximum of 1 regiment may transfer into or out of Iwon and Chinampo during the same UN player turn. This limit applies to each port separately. Other ports allow unlimited Sea Transfer in/out of them in a single turn.
9.3.5.4 During Blizzard weather, units may not use Sea Transfer if either the embarkation or debarkation hex is north of the Weather Line. If a unit is already embarked (i.e.”at sea”) when the weather becomes Blizzard, the unit may not disembark at a port north of the Weather Line. Note that Iwon may not function as a sea transfer port during SS, SO, or B weather.
9.3.6 Amphibious Evacuation
9.3.6.1 In order to attempt this risky operation a UN unit must begin its turn in a coastal hex. The unit is removed from the map and the UN player rolls a die:
• If the result is greater than the turn’s Weather die roll, the evacuation is successful and the unit is landed at Inchon in the next UN Reinforcement and Replacement Phase or the unit may enter, with an additional one turn delay, on either road marked ”To Pusan” (2718 or 2731).
• If the result is equal to the turn’s Weather die roll, the evacuation is partially successful and the unit is landed at Inchon in the next UN Reinforcement and Replacement Phase, or the unit may enter, with an additional one turn delay, on either road marked ”To Pusan” (2718 or 2731). In either case, the unit is Neutralized.
• If the result is less than the turn’s Weather die roll, the unit is destroyed and placed in the UN player’s Dead Pile.
Play Note: Units may never retreat by sea. Sea Transfer and Amphibious Evacuation are conducted during the UN Movement Phase only.
9.3.6.2 During Blizzard weather, units may not use Amphibious Evacuation if the embarkation hex is north of the Weather Line.
9.3.7 Airdrop
9.3.7.1 The U.S. 187th Airborne Regiment may be airdropped. It must begin a UN Movement Phase in a city hex. It is then placed (“airdropped”) in any non-sea hex that is neither enemy occupied nor in an enemy ZOC. The UN player rolls a die:
• If the result is greater than the turn’s Weather die roll, it lands in the hex successfully.
• If the result is equal to the turn’s Weather die roll, it lands in the hex, but is Neutralized.
• If the result is less than the turn’s Weather die roll, it is destroyed and placed in the UN player’s Dead Pile.
9.3.7.2 On the turn it is airdropped, the 187th Airborne may not use regular movement, but is automatically in supply.
9.3.8 Off-map Movement
UN units may exit the map from either “To Pusan” road (2718 or 2731) and enter on the other “To Pusan” road in the second UN Movement Phase following. A unit moving onto the map must pay 1 MP to enter the first hex; a unit moving off the map must have 1 MP remaining to do so.
9.4 UN BUG-OUT PHASE
Design Note: The UN player may elect to give ground rather than face Communist assaults, but withdrawal under fire has its penalties.
9.4.1 The UN player may have any non-ROK, non-Neutralized UN unit in Communist ZOC Bug-out during the UN Bug-out Phase of the Communist player turn. Bug-outs may only be performed by units of regiment, brigade, or division size; battalion-sized units may never Bug-out. Bugging-out units follow all standard rules of movement except as noted below. Bugging-out units may only perform normal ground movement and road movement; Sea Transfer and Amphibious Evacuation may not be performed.
Important: Units may NOT Bug-out in the first Game turn (NOV IV) (19.2) or after General Ridgway takes command (18.3).
9.4.2 Units Bug-out individually and must use their full movement point allowance moving toward a friendly supply source (they may stop when they reach one). They may avoid enemy ZOCs, but otherwise must take the path that will get them the greatest distance away from enemy units. If more than one eligible path exists, the UN player may decide which to take; however, all Bugging-out units starting in the same hex must take the same path.
Play Note: The second sentence above; because they must move the greatest distance possible, they will be required to use the road movement rate as much as possible.
9.4.3 A Bugging-out unit may move through enemy ZOCs without stopping but every time it enters a hex in an enemy ZOC, any Communist units adjacent to that hex may fire at it. A Bugging-out unit may not be fired at in its starting hex.
9.4.4 A Bugging-out unit may be fired at once in each hex it enters. A Communist unit may only fire once per UN Bug-out Phase.
9.4.5 Communist units are not required to fire when given the chance, and may withhold fire for a more opportune target. The Communist player must declare his intention to fire at a Bugging-out UN unit the moment the unit enters a hex in a Communist ZOC – otherwise the opportunity is lost.
Play Note: Since UN units Bug-out individually, not in stacks, the UN player may decide to send a weak unit first to “draw fire.”
9.4.6 Communist units fire at a Bugging-out unit with twice their normal combat factor. Communist units firing in this phase do not expend ASP, may not use Communist Artillery and may still fire in the Communist Assault Subphase. Multiple units may combine their combat strengths when firing. Use the same terrain penalties on the TEC as in the Assault Subphase.
9.4.7 If the Bugging-out unit is Neutralized by fire, it must end its movement in that hex (disregard the 2 hex retreat when becoming Neutralized in this case).
9.4.8 Units which Bug-out are automatically Neutralized at the end of their retreat unless they were already Neutralized by Communist fire during the Bug-out.
9.4.9 After all UN Bug-out moves and combats are finished, Communist units which are adjacent to a vacated hex where a Bug-out began may advance into the hex.
10.0 COMBAT
10.0.1 Combat occurs in the Communist and UN Combat Phases, and in a simplified form in the UN Bug-out Phase (9.4).
10.0.2 Although the odds-based CRT may look familiar, combat is resolved somewhat differently in Yalu than in most games at this scale. Rather than simply computing odds and resolving each combat with a single die roll, in Yalu the attacker first designates his attacks, then the defender conducts defensive fire, and finally the surviving attackers resolve their attack on the defenders.
Play Note: You might refer to the Combat Example of Play in the back of this rulebook when reading this section, as this will make it easier to visualize the Combat Phase sequence.
10.0.3 The player taking his player turn is called the Phasing player and his opponent is called the non-Phasing player. Both players have an opportunity to fire in each Combat Phase: the non-phasing player fires in the Defensive Fire Subphase, and the phasing player fires in the Assault Subphase.
Play Note: When the Phasing player is designating attacking units, he is allocating specific units to attack a hex (not attack specific units within that hex). The defender may then defensive fire with all units in the defending hex against attacking units. The remaining attackers may then attack whichever units they choose in the defending hex.
10.1 General Rules
The following rules apply to both the Defensive Fire and Assault Subphases:
10.1.1 The firing player may divide combat as he sees fit within the rules presented here. Units fire and defend against fire, using their combat factors. Units are never required to fire.
10.1.2 A unit may not split its combat factor to fire more than once in a subphase. A unit may fire only once per Combat Phase and be fired at only once per Combat Phase.
10.1.3 Units stacked together do not have to be attacked together, nor do all units in a hex have to be attacked. The firing player can single out one unit in an enemy stack and fire on that unit only, or he may choose to attack the entire stack, or attack two units in a stack of three, and so on. When two or more units are defending in a single attack, their combat factors are totaled for defense.
10.1.4 A fire may only target unit(s) in a single hex. A fire may not target units in multiple hexes. Two or more units may combine their combat factors to fire on one or more enemy units in a single hex. Assaulting units in different hexes may combine their fire, as long as all assaulting units are adjacent to the defending hex.
10.2 Fire Resolution Procedure
10.2.1 The total combat factors of the firing unit(s) is divided by the combat factor of the target unit(s) and the quotient, dropping fractions, is expressed as an odds ratio.
Example: If 14 factors fire on 5, the odds are 2:1; 5 factors firing on 7 is 1:2, etc.
10.2.2 The attacker rolls two dice, modifies the total for terrain and/or Communist Artillery or UN support units, and consults the Combat Results Table, cross-indexing the modified result with the odds column to find the result.
10.2.3 UN Support units and Communist Artillery modify the fire dice rolls of their owning player. UN support units can support both UN defensive fire and UN attacks. Communist Artillery may only support Communist attacks. See (12.0) and (11.5).
10.2.4 The Terrain Effects Chart lists die roll modifiers that apply to fires against units in certain hexes or across certain hexsides. Note there are two columns, one for use during the Defensive Fire Subphase and one for the Assault Subphase. Terrain effects are cumulative, except for the river/bridge modifiers.
10.3 Combat Results
10.3.1 There are two possible results (other than no effect) against the attacked unit on the Combat Result Table. These are D and NR.
10.3.2 A result of D indicates that the unit is Destroyed and placed in the owner’s Dead Pile.
10.3.3 A result of NR indicates that the unit is Neutralized and must Retreat two hexes. Units already Neutralized, unable to retreat 2 hexes, or that cannot retreat without over stacking a hex entered are eliminated instead.
Exception: Garrison units (0 MP) which receive an NR result are only Neutralized. They do not Retreat.
10.3.4 Neutralization and its effects are described in 14.0.
10.3.5 The owning player retreats his units. The retreating unit must end its retreat two hexes away from its starting point. If forced to enter an enemy ZOC, or if unable to retreat two hexes due to stacking restrictions or terrain, the unit is eliminated.
Play Note: See 8.2.4 and 8.2.5 for ZOC restrictions affecting retreats.
10.3.6 A unit may not retreat into a hex where it would be Isolated unless no other retreat option is possible.
Design Note: One might ask ‘Why does the CRT have a ‘missing’ odds column?’ It was skipped because as the odds increasingly build-up or build-down, the relative amount of change in possible outcome as a function of odds shift becomes less and less. For instance — as a “real world” defender trying to hold a position, it would probably make very little obvious difference to you if you were trying to fight off a 6-1, 8-1, or even a 10-1. This effect was somewhat recognized in early wargame design when any odds above 6-1 were treated as “6-1”. While that was, in my opinion, overly simplistic...it was not totally untrue.
10.4 Combat Phase Sequence
10.4.1 Each Combat Phase proceeds in a strict sequence:
-
Attack Designation Subphase
-
Defensive Fire Subphase
-
Assault Subphase
Within each Subphase, ALL appropriate actions are performed across the entire map.
For Example: During the Attack Designation Subphase, the phasing player declares which of his units he wishes to attack with. During the Defensive Fire Subphase, the non-phasing player fires all of his eligible defending units at attacking enemy units. During the Assault Subphase, all surviving attacking units resolve their attacks.
10.4.2 The Communist player has the option to conduct a special type of attack – a Human Wave Attack, or HWA – which is resolved somewhat differently (10.9).
10.5 Attack Designation Subphase
10.5.1 The phasing player designates his attacks during his Attack Designation Subphase. The phasing player must indicate sufficiently (to the non-phasing player) which of his units will attack which defending hexes. The Communist player (if the phasing player) also places Communist Artillery support markers at this time (11.5).
10.5.2 Each attacking unit may only target one defending hex and all units involved in that attack must use the same attack (supplied, unsupplied or Human Wave Assault). Phasing units in multiple hexes may combine to attack a single hex. Multiple phasing units in a single hex may each attack different hexes (even using different types of attacks). Specific units to be attacked within the defending hex do not have to be designated at this time.
10.5.3 You can only perform one type of attack against a single hex during one Combat Phase. There are three types of attacks: supplied, unsupplied or Human Wave Assault. Attacks are supplied if they are by the UN player or if the Communist player has paid the appropriate ASP cost (11.4.2). Attacks are unsupplied if the Communist player cannot (or does not want to) pay the appropriate ASP cost. Human Wave Assaults are covered below (10.9).
10.5.4 For each supplied attack the Communist player declares, he must immediately pay 1, 2, or 3 ASP according to the target hex’s position relative to the Weather Line and the 38th Parallel (see 11.4.2). The Communist player may choose to commit ONE Communist Artillery support marker to EACH of his supplied attacks (11.5). Place the appropriately-valued Communist Artillery marker in the attacked hex.
10.5.5 For each unsupplied attack the Communist player declares, no ASP are spent. However, his units will perform their attacks at half-strength (11.4.3). Communist Artillery support may not be used with unsupplied attacks.
10.5.6 The UN player may place available air support units on hexes defending against UN attacks. The UN player must also declare which hexes his eligible tank, artillery, and naval support units will attack in his Assault Subphase (12.0).
10.6 Defensive Fire Subphase
10.6.1 Non-phasing units in target hexes designated to be attacked may now fire at adjacent phasing units designated to attack their hex. Use the TEC column labeled “Defensive Fire Subphase”, using the hex occupied by the attacking units being Defensive-Fired upon.
10.6.2 If it is the Communist Player-turn, the UN player may allocate support units in an attacked hex to modify the fire dice roll of Defensive-Firing UN units (see 12.0). UN air support units may be allocated at this time (see 12.3).
10.6.3 Communist Artillery (11.5) is never allocated to Defensive Fire.
10.6.4 There is no advance after combat with Defensive Fire.
10.7 Assault Subphase
10.7.1 After Defensive Fire has been resolved, the attacker resolves the attacks which were designated in the Attack Designation Subphase. The attacking player decides the order in which attacks are resolved. Use the TEC column labeled “Assault Subphase”, using the hex occupied by the defending units being Attack-Fired upon.
10.7.2 Only units which were designated to attack in 10.5 that were and not eliminated or Neutralized by Defensive Fire may now attack.
10.8 Advance After Combat
10.8.1 After the last attack against a defending hex has been resolved, if the hex is now vacant, any units that attacked the hex may advance into it, subject to the Stacking limits (7.0).
10.8.2 Advance after combat must be performed immediately after the last non-phasing unit has vacated the defending hex, before any other attacks are resolved.
10.8.3 Advance after combat is not considered movement and costs no MP to perform. UN garrison units may not advance after combat.
10.9 Communist Human Wave Attacks
10.9.1 As an alternative to the above procedures, the Communist player may chose to make a Human Wave Attack (HWA). HWA are designated like all other attacks during the Communist player’s Attack Designation Subphase.
10.9.2 Units making an HWA double their combat factors when they attack (but not when they receive Defensive Fire).
10.9.3 An HWA must be ASP supplied (per 11.4) and may include Communist Artillery (11.5). Whether a unit is Isolated or not has no bearing on the use of an HWA. Isolated units may conduct HWA attacks as long as all other HWA requirements are met. In this case, the Isolated units making the HWA use their normal combat factors (halved for Isolation and doubled for the HWA).
10.9.4 Units of the US 1st Marine Division and the two United Kingdom brigades (the 27 BC and the 29 Br) may always Defensive Fire against HWA. All other US units may Defensive Fire against HWA beginning on the turn that General Ridgway takes command until the end of the game. Other UN and all ROK units may never Defensive Fire against HWA.
10.9.5 PVA Conscripts may not make HWA.
10.9.6 ALL units that make an HWA attack are eliminated after the attack result is implemented (exception: units that are Neutralized by Defensive Fire when making an HWA attack are not eliminated after the attack).
11.0 COMMUNIST ATTACK SUPPLY POINTS (ASPs)
11.1 Attack Supply Points (ASP) are a measure of the limited Communist ability to sustain an offensive in 1950-51. Only the Communist player uses ASP, and he tracks his current total on the ASP Track using the marker provided.
Play Note: This rule has no relation to Supply and Isolation. Isolated Communist units may still expend ASP and make supplied attacks, including using Communist Artillery.
11.2 Receiving ASP
11.2.1 During his Reinforcement and Replacement Phase, the Communist player receives ASP according to his Attack Supply Table. Unused ASPs accumulate from turn to turn. Add any unused ASPs from the previous turn to the current turn’s allotment to determine the total number currently available.
11.2.2 ASP are also received when Pyongyang, Hungnam and Wonsan are first captured (see the Communist Order of Battle Card). These ASP are received during the Communist player’s Reinforcement and Replacement Phase of the turn following capture. ASP may only be received once from the capture of each city.
11.2.3 Whenever a US division is eliminated during a Communist attack, AND its hex is advanced after combat into, the Communist player receives 2 ASP. Whenever a US division is eliminated during a Bug-out the Communist player receives 2 ASP.
11.2.4 Whenever a ROK division is eliminated during a Communist attack, AND its hex is advanced after combat into, the Communist player receives 1 ASP.
Play Note: Per 11.2.3 and 11.2.4, ASP are received if the unit is eliminated by a D Combat result, or from an NR combat result that it cannot retreat successfully from (see 10.3.3, second sentence) as long as its hex is advanced into after combat.
11.3 Losing ASP
ASP are lost due to successful Supply Attacks during the UN Bombardment Phase (13.6).
11.4 Supplying Attacks
11.4.1 In order for Communist units to attack at full strength, the Communist player must allocate ASP to each combat. ASP are spent when Communist attacks are designated during the Communist Attack Designation Subphase. Communist fire in the UN Bug-out Phase and Defensive Fire during the UN Combat Phase does not consume ASP.
Play Note: ASP expenditures are per defending hex, not per unit attacking, nor per attack against the defending hex, nor anything else.
11.4.2 The amount of ASP spent for each attack is based on the location of the defending UN hex:
• On or north of the Weather Line: 1 ASP
• Between the Weather Line and the 38th Parallel: 2 ASP
• On or south of the 38th Parallel: 3 ASP
There are reminders of the ASP costs printed on the map near the Weather Line and the 38th Parallel.
11.4.3 Unsupplied Attacks
If the Communist player chooses, he may withhold ASP from attack(s) on a defending hex. In this case, all of his units attack at half strength (retaining fractions) during both the UN Defensive Fire Subphase and the Communist Assault Subphase. This is cumulative with halving due to Isolation.
For Example: A Chinese 4-6 division attacking will do so with 4 combat factors if the attack is supplied and with 2 combat factors if the attack is not supplied (i.e. no ASP are expended).
11.5 Communist Artillery
11.5.1 The Communist player may spend additional ASP when designating supplied attacks to receive favorable die roll modifiers when resolving his attacks. An attack must be supplied with ASP in order to use Communist Artillery; it may not be used if the Communist player does not or cannot spend ASP.
11.5.2 This may only be used when the Communist player attacks, not when firing in the UN Bug-out Phase or Defensive Firing during a UN attack.
11.5.3 If 2 ASP are spent, the Communist player subtracts 1 from his dice roll during his Communist Assault Subphase. If 4 ASP are spent, the Communist player subtracts 2 from his dice roll during his Communist Assault Subphase.
11.5.4 A maximum of one Communist Artillery marker may be placed in an attacked hex. It may only modify the fire dice roll of one attack against units in the hex.
Play Note: Even if you are planning three separate attacks against units in a defending hex, only one Communist Artillery support marker may be placed and it will affect only one attack.
11.6 Communist artillery markers may be re-used as needed and are not limited by the counter mix.
12.0 UN SUPPORT UNITS
12.1 General Rules
12.1.1 UN support units do not engage in combat directly as attacking or defending units, but are used to modify the fire dice rolls of UN combat units. Each support factor committed to a UN attack causes one to be subtracted from the fire dice roll (a roll of 8 becomes a 7, etc).
Play Note: UN support units never modify Communist fire dice rolls. They are only used to modify UN fire dice rolls.
12.1.2 There are four types of support units: artillery, tank, naval and air. Artillery and tank support units must be stacked with the units they are supporting; naval support units must be within their printed range; and air support units may provide support anywhere on the map. As long as each type is used properly within the rules, different support types may be used together.
12.1.3 Artillery and tank units may support any attack or Defensive Fire by units stacked with them. A support unit may affect one Defensive Fire in the Communist Combat Phase and one assault in the UN Combat Phase of each turn.
12.1.4 A maximum of 3 support FACTORS (not units) may be applied to a UN fire dice roll.
12.1.5 Artillery, naval and airpower support units may perform other types of attacks in the UN Bombardment Phase (see 13.0). Support units which fire during the UN Bombardment Phase may not support an attack in the UN Assault Subphase of the same turn. Place a ‘Bombard’ marker on Bombarding artillery or naval support units as a reminder and remove the marker at the end of the UN Combat Phase; air support units are moved to the Unavailable Box instead.
Play Note: The UN Bombardment Phase is the only time that UN support units may “attack” by themselves. In the combat phases, support units only provide fire dice roll modifiers.
12.1.6 Artillery and tank support units may not be fired on unless they are in a hex without combat units. In this case, they defend with a combat factor equal to their support factor (and may still use their support factor). Support units cannot become Neutralized and are Destroyed on both D and NR results against them.
12.1.7 If ALL combat units stacked with a support unit are eliminated in combat, the support unit is also eliminated. If ALL combat units stacked with a support unit retreat, the support unit retreats with them, but is not Neutralized. If ANY combat units stacked with a support unit retreats, the support unit MAY join them if the UN player chooses. Support units may be eliminated by retreating into an enemy ZOC.
Exception: If a support unit is stacked with a garrison unit that receives an NR result, the support unit will/may retreat (according to the above), even though the garrison itself may not retreat.
12.1.8 Air and naval support units cannot be attacked and are never affected by combat results. Artillery and tank support units cannot be replaced if eliminated.
12.1.9 Artillery and tank support units move as UN non-division sized units when using a road (see the TEC).
12.1.10 Support units do not have a ZOC.
12.2 Naval
12.2.1 The UN player has four naval support units: a battleship, a cruiser, and two destroyer squadrons. In game terms, these are identical, except for their number of support factors. Naval support units may Bombard (13.0) or they may support combat units (12.1.1). Each naval unit may fire once in the UN Defensive Fire Subphase AND once in either the UN Bombardment Phase or the UN Assault Subphase of each turn. A naval unit MAY split its support factor to perform two or three separate missions in ONE PHASE, as long as each mission is within the overall range of the naval support unit.
Example: The battleship naval support unit (three support factors) may Bombard 1, 2, or 3 separate hexes in the Bombardment Phase, or provide fire dice roll modifiers in up to three separate attacks or Defensive Fires. However, it may not Bombard AND provide fire dice roll modifiers during the UN Attack Phase. No matter how its support factors are split up, all missions must be within three hexes of the battleship.
12.2.2 The range IN HEXES of a naval support unit is equal to its support factor (even if its support factor is being split up). Range is counted from the naval unit’s hex (exclusive) to the defending hex (inclusive).
12.2.3 A naval support unit must always occupy a full sea hex. Naval support units move during the UN Bombardment Phase and may move an unlimited number of hexes. They may move both before and after Bombarding. Naval support units ignore enemy ZOCs.
12.2.4 If a naval support unit moves from the Sea of Japan to the Yellow Sea (or vice versa), it may not fire during the UN player turn.
12.3 Airpower
12.3.1 Each PLAYER TURN the UN player receives a number of air support units, depending on the current weather (see the UN Weather Effects Chart). Defensive air support units are used during the UN Defensive Fire Subphase of the Communist Combat Phase (10.6.2). Offensive air support units are used during the UN Bombardment Phase (13.0) or the UN Combat Phase (10.5.6).
12.3.2 Available air support units are placed in the Available portion of the UN Airpower Box and are moved to the Unavailable portion after being used. They may only be used once per turn. At the end of each player turn, unused available airpower factors are moved to the Unavailable portion of the UN Airpower Box. Available air support units may not be saved between player turns.
12.3.3 Air support units are not limited by range. They may be used anywhere on the map.
13.0 UN BOMBARDMENT PHASE
13.1 During the UN Bombardment Phase, air, artillery and naval support units may perform Troop Attack missions against Communist units. Air and naval support units may attack Communist ASP, or Interdict roads and bridges.
13.2 Naval or artillery support units used to perform missions during this phase may not be allocated to an attack during the following UN Combat Phase. Place a Bombard marker on the unit as a reminder; remove it at the end of the UN Combat Phase. Air support units used to perform a mission during this phase are placed in the Unavailable portion of the UN Air Support Box.
13.3 Naval support units may move during this phase (12.2.3).
13.4 There is no “pre-designation” of bombardments. Missions may be performed in any order, as many times as desired, even against the same hex.
Play Note: So, you could run a Troop Attack vs. a hex, and then immediately run another Troop Attack against the same hex. Units Neutralized in the first attack could get eliminated by a second Neutralization.
13.5 Troop Attack
13.5.1 This mission targets any Communist-occupied hex and may be performed by air, artillery and naval support units. Naval support units must be within range of the bombarded hex (see 12.2.2). Artillery units must be adjacent to the Communist-occupied hex being attacked.
13.5.2 Total the number of support factors bombarding the hex and consult the Bombardment Table, roll the die once for EACH UNIT in the hex. Each die roll may be modified by the defender’s terrain as indicated on the Bombardment Table. Bombardment results are applied immediately.
13.6 ASP Attack
13.6.1 This mission targets Communist ASP with air and naval support units. No specific hex is attacked; naval support units may participate regardless of their location.
13.6.2 Roll one die for each support factor. During Sunny (SU) weather a roll of 1 or 2 destroys 1 ASP. During any other weather a roll of 1 destroys 1 ASP. Adjust the Communist ASP Track accordingly. No matter how many ASP are destroyed, the ASP Track may never fall below 0.
13.7 Interdiction
13.7.1 Interdiction may target a hex with a bridge, road, or railroad by air and naval support units within range. Naval support units are within range of a bridge if either hex the bridge lies between are within range.
13.7.2 In cases where multiple targets exist within the same hex, the UN player must specify which one is under attack. Each support unit may only Bombard one target; multiple targets in a hex may be bombarded in one Bombardment Phase, but each support unit can only attack one target.
13.7.3 When Interdicting a railroad or bridge, place a Rail Break or Damaged Bridge marker in the hex (or on the hexside) to indicate its condition. Remove them at the end of the next Communist Movement Phase. Units may not move (using railroad movement) into a hex containing a Rail Break marker. Units may not use a Damaged Bridge to reduce the MP cost of crossing a river hexside.
13.7.4 When Interdicting a road, each support factor committed adds 1 MP to the cost of the road during the next Communist Movement Phase. Units not making use of the road movement rate are not affected. Indicate road Interdiction by placing the correct numbered Interdiction marker in the hex.
13.7.5 Supply Lines may be traced normally over damaged bridges, severed railroads and along Interdicted roads.
14. NEUTRALIZATION
14.1 Neutralization is a state of disorganization and reduced combat effectiveness. Units become Neutralized from being overstacked (7.0), combat (10.0), bombardment (13.0), Amphibious Evacuation (9.3.6) or Airdrop (9.3.7), or a UN unit failing an Isolation Morale Check (15.7).
14.2 Place a Neutralized marker on units that become Neutralized. Neutralized units have no ZOC and may not attack. They may use Defensive Fire if attacked. They retain their normal movement allowance. Neutralized UN units may not Bug-out.
14.3 If a Neutralized unit is Neutralized again for any reason, it is eliminated.
14.4 To regain normal status, Neutralized units must Regroup (15.0).
15.0 REGROUPING AND MORALE CHECKS
15.1 During the Communist Morale Phase, all Regrouping Communist units make a Regroup Morale Check.
15.2 During the UN Morale Phase, all Regrouping UN units make a Regroup Morale Check. Then, all UN units determine their supply status, and any unit found to be Isolated must make an Isolation Morale Check (15.7).
Play Note: It is possible, but not likely, that a Regrouping unit will become Isolated during the UN Movement Phase. In this rare event, the Regrouping unit will take two Morale Checks: one for the Regroup attempt, and then another one for being Isolated.
15.3 Morale checks are performed by each unit individually. Units in a stack are never affected by the morale status of other units in their hex.
15.4 Regrouping
15.4.1 A Neutralized unit is designated as Regrouping at the beginning of the owner’s movement phase by placing a Regroup marker on it.
UN units cannot Regroup if Isolated, or north of the Weather Line on a turn in which the weather is Blizzard.
Communist units cannot Regroup if Isolated.
Regrouping units may not move in their movement phase nor attack in their combat phase. During the owner’s Morale Phase, each Regrouping unit will make a Regroup Morale Check.
15.4.2 A successful Regroup Morale Check means that the unit is no longer Neutralized, and its Neutralized marker is removed. An unsuccessful Regroup Morale Check means that the unit remains Neutralized. In either case, remove the Regroup marker after the Morale Check.
15.5 Communist Morale Checks
15.5.1 Regrouping Communist units perform their Regroup Morale Checks during the Communist Morale Phase.
15.5.2 To perform a morale check, the Communist player determines the unit’s type on the Communist Morale Chart, which then states the unit’s morale number. From this morale number he SUBTRACTS the number of defensive UN airpower factors available that player turn and ADDS the MP cost of the unit’s hex. Coastal hexes and hexes containing roads or railroads count as 0 MP for this purpose, regardless of other terrain in the hex. The total is the unit’s modified morale number.
15.5.3 The Communist player rolls two dice. If their sum is equal to or less than the modified morale number, the Morale Check is successful. If the roll is greater than the modified morale number the Morale Check is unsuccessful.
15.6 UN Morale Checks
15.6.1 To perform a Morale Check, the UN player determines the unit’s type and size on the UN Morale Chart, which then states the unit’s morale number. To this morale number he ADDS the number of offensive UN air support factors that were available this player turn and SUBTRACTS the MP cost of the unit’s hex. Coastal hexes and hexes containing roads or railroads count as 0 MP for this purpose, regardless of other terrain in the hex. The total is the unit’s modified morale number.
15.6.2 The UN player rolls two dice. If their sum is equal to or less than the modified morale number the morale check is successful. If the roll is greater than the modified morale number the morale check is unsuccessful.
15.7 Isolation Morale Checks (UN only)
After all Regroup attempts have been made, the UN player must make a morale check for each of his units that are Isolated. If a unit passes its Isolation Morale Check, nothing happens to it. If it fails, the unit becomes Neutralized; place a Neutralized marker on it. If the unit was already Neutralized, it is ELIMINATED instead.
Play Note: A UN unit that is both Isolated and Neutralized is very vulnerable; it cannot attempt to Regroup, and is liable to elimination from a failed Isolation Morale Check, not to mention nearby Communist units!
16.0 GUERRILLAS
Design Note: Throughout the war, remnants of the North Korean army operated in South Korea as guerrillas, harassing the UN lines of communication. The only function of Guerrilla units is to impede UN road and rail movement.
Developer Note: Due to changes in their movement and effect on UN units, Guerrillas were portrayed with separate counter layouts on each side of the counter. Make sure you are playing with the correct Guerrilla counter (see UDC)!
16.1 General Rules
Guerrillas have no ZOC and may not attack or be attacked. UN units may retreat through them freely and they do not block UN supply lines. They are unaffected by Isolation. Guerrillas may stack with other Guerrillas; however, Guerrillas that are EVER in a hex with Communist combat units (including Conscripts) are immediately eliminated.
Design Note: They are “absorbed” into the forces in the hex.
16.2 Guerrilla Movement
Guerrillas may move TWO HEXES per turn regardless of terrain or weather. Guerrilla movement is unaffected by UN units or their ZOC; they may enter or exit their occupied hexes and ZOC without restriction.
16.3 Guerrilla Effects
Every UN unit entering a road or railroad hex that has a Guerrilla unit(s) must temporarily stop and the Communist player rolls a die. On a ‘6’, the UN unit stops movement for the phase; on a 1-5, the UN unit may continue moving. One die is rolled for each moving UN unit for each Guerrilla unit in the hex.
16.4 Eliminating Guerrillas
A UN unit may attempt to eliminate a Guerrilla unit by ending the UN Movement Phase stacked with it. At the end of the UN Movement Phase, roll one die for each UN unit stacked with the Guerrilla unit. A roll of 5 or 6 destroys it. A Neutralized unit may attempt to eliminate a Guerrilla unit, but may not Regroup on the same turn. If there are multiple Guerrilla units in a hex, each UN unit may only attempt to eliminate one Guerrilla unit.
Design Note: The size of the UN unit(s) making the attempt has no effect on the roll. Bigger is not always better. Note also that while a US division gets only one roll, if it breaks down to its component regiments/battalion, each sub-unit can make its own anti-guerrilla roll.
17.0 PVA CONSCRIPTS
Design Note: The PVA Conscripts were locally available manpower that was simply “drafted” into the PVA ranks. The training varied considerably with the nature of the battle at that time. In a fluid situation, they were simply thrown into the cauldron with little or no training. However, when the front was static, the PVA did try to spend some time training and equipping them. If they survived beyond their first battle, they could eventually become as good as any of the PVA soldiers — but, few actually survived beyond one or two battles. They were for the most part, as consumable as ammunition.
17.1 All Conscripts begin the game in the Conscript Box on the player’s Order of Battle card. Conscripts only ever occupy this box, the PVA Conscripts Box on the map, or a hex on the map. They are never in a player’s Dead Pile Box. The counter mix is the maximum number of PVA Conscript units allowed in the game.
Play Note: Getting Conscripts onto the map first involves DRAFTING, then FIELDING them. There is a LIMIT to the number of them that can be on the map. They follow all normal unit rules, except as amended in 17.5 and 17.6.
17.2 During each Communist Reinforcement and Replacement Phase, the Communist player DRAFTS (moves from the Conscript Box on his Order of Battle Card to the PVA Conscripts Box on the map) 1 Conscript for each of Pyongyang, Hungnam, and Wonsan that he controls.
17.3 After drafting, the Communist player may FIELD (move from the PVA Conscripts Box on the map to the hex grid) a number of Conscripts based on the month:
• December and January: 1
• February and March : 2
• April and May : 3
FIELDED Conscripts must be placed on the hex grid, stacked with any non-Isolated, non-Neutralized Communist combat unit. Conscripts NOT FIELDED remain in the PVA Conscripts Box on the map indefinitely.
17.3 There is a LIMIT to the number of Conscripts that may be in play at the end of each Communist Reinforcement and Replacement Phase. The LIMIT starts with a base number, with more added based on city control:
• Base: 1
• Pyongyang: +4
• Hungnam: +1
• Wonsan: +1
Therefore, a maximum of 7 Conscripts may be on-map at one time, if the Communist player controls all three cities during his Reinforcement and replacement Phase.
Design Note: Conscripts have their deployment restricted due to the limited Communist ability to organize and equip these draftees. Even if men and equipment are available (i.e. in the PVA Conscripts Box), they still cannot be fielded due to organizational difficulties.
17.4 If it happens that the UN player recaptures a city and reduces the limit to below the number of Conscripts on the map, the UN player may remove his choice of excess Conscripts from the map and they are placed in the Conscripts Box on the Communist Order of Battle card. This happens at the end of the Communist Reinforcement and Replacement Phase.
17.5 PVA Conscripts stack freely. If a Conscript is not stacked with at least one Communist combat unit at ANY TIME other than the Communist Movement Phase, they are placed in the Conscripts Box on the Communist Order of Battle card.
17.6 Conscript units may not participate in Human Wave Attacks. Each Conscript unit may Defensive Fire or assault ONCE, after which it is placed in the Conscripts Box on the Communist Order of Battle card.
18.0 GENERAL MATTHEW RIDGWAY
18.1 Place the Ridgway counter on the December III space of the TRT (which has a blue “R” for Ridgway). Beginning on the December III turn, and continuing every turn, the UN player will roll one die during his UN Reinforcement and Replacement Phase. On a die roll of ‘6’ General Walker has been killed and General Ridgway assumes command. On a 1-5, nothing happens, roll again next turn until a ‘6’ is rolled.
18.2 When General Ridgway takes over, the UN player rolls another die:
• On a ‘6’: nothing happens; remove the Ridgway marker from the game.
• On a 1-5: Flip over the Ridgway marker to its rear face and leave it on the TRT for the rest of the game as a reminder. All Communist attacks against US and UK units (only) suffer a +1 drm. This does not apply to Communist defensive fire.
Play Note: If the Communist player attacks a mixed group of U.N. units (“mixed” meaning either US or UK units grouped with non-US or UK units), he receives the +1 drm.
18.3 Regardless of the second die roll result, when General Ridgway takes command, all US units may now perform Defensive Fire during Human Wave Assaults (see 10.9.4) and Bug-outs may no longer be performed (9.4).
19.0 FIRST TURN SPECIAL RULES
19.1 UN Surprise and Panic
19.1.1 To reflect the unexpectedness of the Chinese assault, UN units may be surprised during the Communist Combat Phase of the first five turns (Nov IV through Dec IV).
19.1.2 At the end of the Communist Attack Designation Subphase, the UN player rolls one die for each UN unit in a defending hex and consults the Surprise Table.
19.1.3 If the die roll is equal to or less than the number indicated, the unit is surprised. If the die roll is higher than the number indicated, the unit is not surprised. During each turn after Nov IV, add +1 to the die roll (this is cumulative turn-by-turn).
Example: A UN unit checking for surprise on Dec III would add +3 to the die roll.
19.1.4 Units attacked by Human Wave Attack are never surprised. Do not roll on the Surprise Table when making such an attack.
19.1.5 Surprised units may not fire during the UN Defensive Fire Subphase. Communist Assault fire dice rolls against surprised units do not incur terrain DRM penalties.
19.1.6 If a single attack includes both surprised and non-surprised defending units, terrain fire dice roll modifiers are applied. The surprised unit still cannot Defensive Fire though.
19.2 UN Bug-outs
There is no UN Bug-out Phase the first turn of the game.
19.3 Weather
The Weather Rolled marker is placed on the ‘3’ space of the Weather Chart and each player’s Weather marker is placed on the Subfreezing Overcast box in their portion of the Weather Table.
20.0 HOW TO WIN
20.1 The Communist player wins the game if, at the end of the May IV game turn, he meets either of the following conditions:
• Communist units totaling at least 36 combat factors are south of the 38th Parallel (exclusive), and at least two Communist divisions occupy Seoul, or
• Communist units totaling at least 72 combat factors are south of the 38th Parallel (exclusive).
20.2 All units used to satisfy these victory conditions must be in Supply (see 5.0). The nine hexes west of Seoul marked with red dots do not count as being south of the 38th Parallel for victory conditions.
20.3 If the Communist player does not meet either of the above conditions, the UN player wins.
21.0 PREPARE FOR PLAY
21.1 Each player places his combat and support units in the appropriate places of their Order of Battle and Unit Breakdown Charts. Some places have multiple units pictured; the player should place the same number of correct-identity units there.
21.2 The players then transfer the counters from the At Start (Nov IV) section of their Order of Battle Charts to the map. The UN player first, the Communist player second The location where the counters are initially placed: a hex number, a city name or a Communist Staging Area number, are listed below the unit. Communist units assigned a Staging Area are placed anywhere within their Staging Area and if two Staging Areas are listed, all of the units must set up in only one of them.
Play Note: We suggest the UN player sort out most of his US battalions and ROK regiments during the Communist player’s opening moves. You’ll need the 1st Cav regiments and battalions immediately however. This saves some pre-game time.
21.3 Other units and markers are placed as follows:
• The Date marker is placed on the Nov IV space of the TRT, “1950” side up.
• Place the Weather # Rolled marker in the ‘3’ space on the Weather Table and place each player’s Weather marker in the Subfreezing Overcast Weather Box on their respective Weather Effects Chart.
• Place the Ridgway marker on the Dec III space on the TRT (it has a blue ‘R’).
• Place one Guerrilla unit in each space of the TRT marked with a red ‘G’.
• The Communist ASP markers are placed on the ASP Track, signifying 0 Communist ASP.
• All UN air support units are placed in the Unavailable portion of the UN Airpower Box.
• All Conscripts are placed in the Conscripts Box on the Communist Order of Battle Chart.
• All Communist Artillery support markers are placed in their Artillery Box on the Communist Order of Battle Chart.
21.4 The rest of the markers are placed near the map, within easy reach of the players.
21.5 The players are now ready to begin the game. Start with the Communist Reinforcement and Replacement Phase of Nov IV and don’t forget rule 19.0 First Turn Special Rules!
Play Note: ALL units start play supplied, even that one otherwise Isolated North Korean unit.
22.0 OPTIONAL RULES
Play Note: Any of the following optional rules may be used (together or separately) if agreed to before play by both players.
22.1 Optional UN Set Up
The UN player may set up each non-garrison unit on or within one hex of its assigned position. Garrisons must always be set up in their indicated hexes.
Play Note: This can virtually eliminate Communist Infiltration movement in the first turns of the game, and should only be used by players of unequal skill.
22.2 Alternate US Deployment
US divisions may begin play already broken down into regiments if desired. They may not change their assigned location unless also using rule 22.1.
22.3 Alternate USMC Deployment
The USMC 1st Marine Division may begin play already broken down into regiments if desired. The division or any of its regiments may begin play in or within one hex of its assigned location.
22.4 Chinese Air Force Sorties
Each turn, after the weather for the turn has been determined, the Communist player rolls a die. If he rolls a six, the Chinese Air Force sorties, with the result that the number of UN airpower factors received each player turn are reduced by half, rounded up (they are engaged in fighting the Chinese Air Force).
24.0 EXAMPLE OF PLAY - NOVEMBER IV, COMMUNIST PLAYER-TURN
The following is an example of the entire Nov IV Communist player turn. The moves are not necessarily the best ones possible, but are done to illustrate game mechanics.
Figure 1 below, shows the starting positions for most of the UN and Communist starting forces, before the Communist Movement Phase. The Weather is automatically a die roll of ‘3’, which is Subfreezing Overcast and makes Iwon unusable for both UN supply and sea transport. The Communist player receives 12 ASPs during his Reinforcement and Replacement Phase and he places his Guerrilla unit in hex 1118, maybe slowing UN movement between his ‘fronts’. All units on both sides are supplied. The UN player will have two air support units available during his UN player turn.
Figure 2 shows the Communist Nov IV Movement Phase. Solid white arrows are normal movements and failed Infiltration attempts. Dashed white arrows indicate successful Infiltration attempts.
In the far north (not pictured), the NKPA 24th Div., starting in hex 1701 moves to 1502 (two mountain hexes; 6 MPs), blocking the US 7th Div. stack in hex 1302 from an easy move southeast towards Iwon.
Near the Chosin Reservoir, the 27th Army is divided into two stacks. The two divisions in hex 1007 move to 1109 (two rough hexes; 4 MPs). Of the second stack in 1308, only the 80th Div. moves, and does so to hex 1409 (two mountain hexes; 6 MPs).
In the center, the 40th army in hex 0812 moves to hex 0813 and then attempts to Infiltrate into hex 0814. The attempt is made from a rough hex, so the base success chance is two or less, however, there is a +1 drm for crossing the river, so only a die roll of one will succeed. The die rolls are 1, 3, and 4. So, the 118th Div. crosses the river and enters hex 0814, where it stops (one rough and one mountain hex; 5 MPs); and the 119th and 120th Divisions remain in hex 0813.
The 39th Army then moves from 0413 to 0614 (two rough hexes; 4 MPs) and the 38th Army in 0912 moves to 0913 and stops (one mountain hex, 3 MPs). The 42nd Army in hex 1111 moves to 1211, then 1212 where it stops (two rough hexes, 4 MPs). The 66th Army moves from 0513 to 0515 and stops (two rough hexes; 4 MPs).
One division at a time, the 20th Army in hex 1011 is going to move to 1012 and then attempt Infiltration into 1013. The units will be leaving mountain hexes, so the base die roll to succeed is three or less and there are no modifiers. The 89th and 60th Divisions succeed on die rolls of 2 and 3 and move into hex 1013, where they stop (two mountain hexes; 6 MPs). The 58th and 59th Divisions fail however, on die rolls of 4 and 6, so they immediately stop moving in hex 1012.
The NKPA 5th Div. in 1012 cannot Infiltrate unless it first moves into a hex without a UN ZOC, but if it does, then it won’t have the MPs to enter enough hexes to make Infiltration worthwhile, so it simply moves from 1012 to 1013 and stops. The NKPA 12th Division moves from 1115 to 1116, where it stops because of the ROK Zone of Control.
On the west side of the peninsula, the NKPA 17th Mech. Div. moves from 0120 to 0319 and stops (two clear hexes; 2 MPs). The NKPA 32nd Div. moves from 0218 directly to 0217 and stops. The NKPA 47th Div. moves from hex 0119 to 0217 and stops (one rough and one mountain hex; 5 MPs).
The NKPA 31st Div. moves from 0215 to 0316 and then attempts to Infiltrate into 0416. The terrain in 0316 is rough, so the base chance is 2 or less to succeed. The unit rolls a 4 and so stops in hex 0316.
Now, the 148th Div. of the 50th Army in hex 0116 moves to 0215, then 0316, and also attempts to Infiltrate into 0416. The Infiltration attempt also requires a 2 or less to succeed and a 5 is rolled and so it stops in hex 0316. Then, the 149th Div. makes the same move and Infiltration attempt, but succeeds on a die roll of one and so moves into hex 0416. The 150th Div. in 0116 moves to 0216 and stops. The Communist player is finished moving.
There is no UN Bug-out Phase during Nov IV, so we move immediately to the Communist Combat Phase in Figure 3. All designated attacks have solid grey arrows and the Human Wave Assault has dashed grey arrows. Solid white arrows indicate retreat paths and Neutralized markers show the final hex of retreated units. Dashed white lines show an Advance After Combat.
Attacks are designated as follows:
-
The PVA 81st and 90th Divs. in hex 1109, and the PVA 79th Div. in 1308 attack hex 1208 with the US 3/31/7 and 1/32/7 battalions. One ASP is spent.
-
The PVA 80th Div. in 1409 attacks 1410 with the UK 41st RMC. One ASP is spent.
-
All units in hexes 1012 (PVA 59th and 58th Divs.), 1013 (NKPA 5th Div. and PVA 60th and 89th Divs.), and 1212 (PVA 124th, 125th, and 126th Divs.) attack hex 1113 with the ROK 8th Div. One ASP is spent.
-
The PVA 112th, 113th, and 114th Divs. in hex 0913 attack hex 0914 with the ROK 7th Div. One ASP is spent.
-
The six divisions of the 39th and 40th Armies in hexes 0614, 0813, and 0814 declare a Human Wave Assault attack on the US 2nd Div. in hex 0714. One ASP is spent for the attack and 4 additional ASP are spent on artillery, which will provide a -2 drm to the assault.
-
And finally, the 50th Army and the NKPA 31st, 32nd, and 47th Divs. in hexes 0216, 0217, 0316, and 0416 attack hex 0317 with the ROK 1st Div. One ASP is spent.
UN Surprise (19.1) is now checked for each attacked hex. The results are:
-
For hex 1208 with the US 3/31/7 and 1/32/7 battalions, the UN player rolls two 3’s – Surprise for both units!
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For hex 1410 with the UK 41st RMC, the UN player rolls a 5, so no Surprise.
-
For hex 1113 with the ROK 8th Div., the UN player rolls a 5 and there is no Surprise.
-
Hex 0914 with the ROK 7th Div. gets a 2 – Surprise!
-
Surprise is not checked for the US 2nd Div. in hex 0714 because of the Human Wave Assault (19.1.4).
-
Hex 0317 with the ROK 1st Div. rolls a 3 and is Surprised.
Because of the Surprise results and one Human Wave Assault, there will only be two defensive fires during the UN Defensive Fire Subphase. Yellow lines indicate retreat paths and Neutralized markers show the final hex of retreat of affected units. They are:
-
The 41st RMC (in hex 1410) has 1 combat factor against the PVA 80th Division’s (hex 1409) 4 combat factors, making the defensive fire odds 1-4. There is a Defensive Fire Subphase drm of +1 for the mountains and -1 for the river, netting 0 drm. The UN player rolls a 4 on two dice! Just missed, so no effect.
-
The ROK 8th Division (hex 1113) has 33 combat factors of attacking units directed at it, so the UN player decides to defensive fire at the NKPA 5th Div. in hex 1013. Success here will reduce the attack to 31-4 factors, for odds of 7-1, which would then reduce to 6-1 odds on the CRT. So, defensive fire odds are 2-1 (4-2 combat factors), with a +1 drm due to the mountain terrain occupied by the NKPA 5th Div. The UN player rolls a 5 on two dice, which is modified to a 6. The NKPA 5th Div. receives an NR result. It becomes Neutralized and then must retreat two hexes. Neither hexes 1014 or 1114 may be entered due to UN ZOC, and hex 0913 is fully-stacked already, so hex 1012 must be chosen as the first hex, and the Communist player chooses hex 1011 as the second hex.
Note that, if the ROK 8th Div. had been a US or UK unit, the NKPA 5th Div. would be eliminated instead as it would not be able to retreat into hex 1012 due to UN ZOC due to rule 8.2.5, second sentence.
The Communist Assault Subphase is now ready to begin.
- The PVA 81st and 90th Divs. in hex 1109, and the PVA 79th Div. in 1308 attack both the US 3/31/7 and 1/32/7 battalions in one assault. There are 12 Communist combat factors to 2 UN combat factors, for odds of 6-1, with no Assault Subphase terrain drm due to Surprise. The Communist player rolls two dice and gets a 10! NR is the result - the UN player retreats them through hex 1209 with the 1st US Marine Div. to hex 1210 as that is it’s only retreat path available to it. They are marked as Neutralized. The Communist units choose not to advance.
Note that rule 8.2.4, first sentence specifically negates Communist ZOC in hex 1209, allowing the US 3/31/7 and 1/32/7 battalions to retreat through it because of the US 1st Marine Div.
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The PVA 80th Div. in 1409 attacks the UK 41st RMC. Odds are 4-1, with a +1 drm for the rough terrain in hex 1410. The Communist player rolls a 7, modified to an 8, which is an NR result. The 41st RMC is Neutralized and retreats two hexes to 1512. The PVA 80th Div. does not advance.
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All units in hexes 1012 (PVA 59th and 58th Divs.), 1013 (PVA 60th and 89th Divs.), and 1212 (PVA 124th, 125th, and 126th Divs.) attack the ROK 8th Div. There are 31 Communist combat factors attacking 4 UN combat factors, for odds of 7-1, which then reduce to 6-1 on the CRT, with a +2 drm because of the mountain terrain in hex 1113. The Communist player rolls a 4, which becomes a 6, which is a D result. The UN player places the ROK 8th Div. in his dead pile and the Communist player advances the PVA 59th and 58th into hex 1113.
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The PVA 112th, 113th, and 114th Divs. in hex 0913 attack the Surprised ROK 7th Div. The Communists have 15 combat factors and the ROK 7th Div. has 4, making the odds 3-1. There is no terrain drm due to the Surprise. The Communist player rolls a 7, for an NR result. The ROK 7th Div. is destroyed because it has no retreat route open to it that is without enemy ZOC; it is placed on the UN Breakdown Chart and its component regiments are placed in the UN player’s dead pile. The three Communist divisions Advance After Combat into hex 0914.
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The six divisions of the 39th and 40th Armies in hexes 0614, 0813, and 0814 have declared a Human Wave Assault attack on the US 2nd Div. in hex 0714. The Communist combat factors are 30, multiplied by two to 60 for the HWA. The US 2nd Div. has 10 combat factors, for odds of 6-1. Rough terrain provides a +1 drm, and the Communist artillery provides a -2 drm, for a net -1 drm. The Communist player rolls two dice for a 11(!), which becomes a 10 with the -1 drm, for a result of NR. The US 2nd Div. has no retreat route available through Communist ZOC, so it is Destroyed. Place it on the UN Breakdown Chart, and take its 9 component battalions and place them in the UN dead pile. All six Communist divisions are Destroyed and placed in the Communist player’s dead pile.
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The 50th Army and the NKPA 31st, 32nd, and 47th Divs. in hexes 0216, 0217, 0316, and 0416 attack the ROK 1st Div. There are 18 Communist combat factors versus 5 UN combat factors, for 3-1 odds. There are no terrain drms due to Surprise. The Communist player rolls an 8, for no effect!
There are no Regrouping Communist units, so the Communist Morale Phase is skipped. Figure 4 shows the unit positions at the end of the first Communist player turn.
Six ASP were spent on attacks, and a further 4 on artillery, so the Communist player has 2 ASP remaining. It also demonstrates that Human Wave Attacks are extremely costly and why they were so seldom used.
25.0 DEVELOPER’S NOTEBOOK
Yalu was the first John Hill game I could actually play (I bought Squad Leader when I was 10, but I couldn’t understand it). What a thrill-infiltration movement, bugging-out, bombardment, human wave attacks, guerrillas-Yalu has it all! I played the heck out of my old copy a long time ago and for some reason sold it as I thought I had ‘played it out.’ How wrong I was!
After publishing Verdun: The Game of Attrition DTP reprint under my own Cool Stuff Unlimited logo, John and I talked about redoing some of his other titles and of course Yalu was near the top of the list. However, it was always a ‘down the road’ and ‘no rush-we have plenty of time’ idea as we wanted to tweak the game here and there and make it a true second edition and not just a reprint with a graphic update like Verdun was. I had notes from the Yalu articles published in the late 70’s where reviewers and/or John would mention things that could have been done differently or adjusted for a slightly better game. Some ideas John had shot down and some he agreed to. In all of this, there was a new Yalu waiting to be found.
At the end of August, 2005, John invited me down to ‘The Alamo’ (his home) in Santa Fe, NM for a weekend of game talk and gallery viewing. That Saturday, we spent the entire afternoon working on Yalu, going over my notes and integrating them with ideas John had. Out of that session came Deluxe Yalu.
There are approximately 22 changes between the first and second editions of Yalu. Only one change is major in and of itself, but we feel the sheer number of changes combine to make Yalu a new and even more exciting game. The game will play just as fast and more historically then before and there are more decisions for the players to make, all without harming what John calls the “Classic-ness” of the original game.
I admit it - the original Yalu ‘skimped somewhat’ on the Order of Battle for both sides. Not that units weren’t included (although a few slipped through), but rather who were they? The Chinese troops were nearly the “faceless hordes” that Hollywood made them out to be. Their only ID was at army level and the ROK Order of Battle wasn’t much better. The Classic edition sports clarifications by Shelby Stanton, bringing the Order of Battle up to snuff from a late 1970’s perspective. However, additional and quite substantial Order of Battle research was provided by Rick McKown and this resulted in the new Deluxe Order of Battle. This is a Major Improvement to the Deluxe version over the Classic!
The biggest change to Yalu is in the way Communist supply points are handled. John said that in the original game, US airpower was too easily able to eliminate supply points in bad weather and that the Communist player received too many points to begin with. In adjusting the supply points received and tying the effectiveness of US airpower to the weather, John hit upon the idea of making the Communist player spend varying supply points for each attack based on the distance from his supply heads (off-map, in Manchuria), representing Chinese transportation problems. We already had the Weather Line and 38th Parallel in place and these made good ‘breaks’ for the supply costs.
One of the things I mentioned to John was “What about Communist artillery?” In reading This Kind of War (by T.R. Fehrenbach), it was apparent that the Chinese brought a lot of artillery and mortars with them. What they didn’t bring was a lot of transportation assets. John has a special presentation kit wherein he discusses the transportation assets both sides had in Korea over the course of the entire war. It is readily apparent that the Chinese were woefully lacking in transportation assets to move supplies south of Manchuria in 1950-51. They improved this capability immensely by 1953, but that is well beyond Yalu’s timeframe.
John decided the supply points should also represent Communist artillery. This neatly gave the Communist player more punch in his attacks, but at a cost. The artillery ASP cost basically shows the transportation assets required to move artillery ammunition versus small-arms ammunition. In other words, using Communist Artillery means you’re borrowing against your future infantry offensive potential.
In addressing the limited effectiveness of US airpower vs. supply points during bad weather, I asked John some questions about visibility and US airpower when used as ground support. From this, we came up with the new defensive and offensive airpower availability numbers. If you look closely, you can see that the reductions in defensive airpower are almost uniformly tied to clear, overcast and snow weather. Here, John took the opportunity to reduce the chance of Flood weather happening.
A couple of small goofs in the original edition centered on the U.S. 1st Cavalry Division and were corrected here in both the Classic and Deluxe versions. It was initially positioned south of Wonsan and didn’t include the 8th Regiment, which had been destroyed before the game began. In this edition, the two regiments of the 1st begin near Pyongyang, with the third regiment available for rebuilding. A full set of break down counters are now included for the 1st Cavalry as well.
UN units may now optionally begin the game broken down into regiments if the UN player chooses and/or even alters their deployment hex slightly.
Surprise was also reworked a bit and incorporates broken down units, and it now lasts for FIVE turns! The chance of Surprise happening is reduced every turn, but sometime, somewhere…..
Replacements for both sides have been adjusted, but for different reasons. Originally, the game should have doubled the U.S. replacement rate starting March I and the Classic edition covers that. The Deluxe version actually increases the US replacement rate to three battalions per turn by the end of the game! The US replacement rate is one of the key ‘balancers’ in Yalu. In the original edition, quite often there just weren’t many UN troops left on the map at the end of the game.
A new effect is had by replacing ROK divisions by regiments, one regiment per turn. In the old game, a new ROK division was replaced at the start of every month. The UN player must now rebuild the ROK divisions instead of just having them handed to him, ready to use. It may be “mechanical” to have to deal with all the battalions, but it is a decision the field commanders had to face - do you commit them piecemeal or wait to gather their strength before committing them?
The North Korean divisions were all made 2-6 now, thanks to Phil Kosnett’s review. Phil made a solid case for their change from 4-6 status and John agreed. That change alone is the reason for the adjustment to the NKPA replacement rate versus the old game.
The new secondary ports of Iwon and Chinampo were added, with the limitation of how many troops could move in or out of them each turn, which was then limited by the weather as well.
Another change was the inclusion of a couple more UN support units and their arrival times. This gives the UN forces a little more punch late in the game. A tank battalion was stationed near Hungnam at the start of the campaign as so a tank support unit was added to the UN ‘At Start’ forces.
An odd point in the original game was that attacks had to be made against a single hex, but that defensive fires could be made against units that were attacking from multiple hexes as one combat. Now, all combat involves one target hex, whether the fire is from attacking units or defending units.
Neutralization removal is no longer automatic! The morale rules have been expanded to cover Regrouping. Morale played a huge part in the real campaign and this change brings that to the forefront. Anything that removes guaranteed effects in a game is a Good Thing. It also allows a more realistic portrayal of the determination and valor demonstrated by the Australians, Canadians and United Kingdom troops than before.
Human Wave Assaults have been adjusted a bit to go with the new supply and Communist Artillery rules. Also, some units are now allowed to defensive-fire during an HWA! The Marines were much more cautious in their advance to the Yalu and the United Kingdom brigades exhibited good coordination and morale under fire that they are deserving of this bonus. The other US units gain this bonus the turn that General Matthew Ridgway assumes command of the UN forces in Korea. The determination he brought to the army stiffened the resolve of the army to not be kicked around any longer by a Communist enemy.
Communist units Neutralized by UN defensive fire during a HWA haven’t really closed with the enemy, so are therefore not eliminated like other units that successfully attacked.
The new Chinese stacking restrictions can severely hamper Chinese movement. A failed early Infiltration attempt may completely mess up a carefully-prepared Communist attack. The Chinese armies were very “stiff” in their implementation of orders. They lacked the flexibility that more mobile armies had, most notably the U.S.
The ZOC of U.S. battalions, ROK regiments and some UN allies have been removed. Although you can read the reasons why John had them in the first place in his Designer’s Notes, I talked him into this and he pretty much readily agreed. Considering the nature of the Korean countryside, there is no way in hell that an unsupported U.S. battalion or ROK regiment could cover 30 miles of frontage. It would get creamed in combat, but it could still halt the movement of up to a dozen divisions for a week! No way Jose!! If you want to block a particular avenue of approach, send a U.S. regiment (which will probably get chewed on anyway…). The way Yalu works, this basically works out to a free form of Infiltration for the Communist player.
The usage of the UN support units has been clarified and their Zones of Control were removed for one simple reason – lack of infantry. Zones of Control are a function of two items: firepower projection and the infantry ability to ‘hold’ terrain. The support units have plenty of firepower, but lack the intrinsic infantry to generate a Zone of Control.
Another noticeable effect is the reduction in ‘power’ of the Bombardment Table. Considering the size of the units involved and the terrain, the ‘kill ratio’ of the old table was too high. Bombardment in and of itself cannot generally kill units outright, especially units the size of divisions. Now, you must use bombardments to ‘soften up’ an enemy by Neutralizing him first, then assaulting him with ground troops for the kill. This shows the UN combined-arms approach to combat, something the Communist player simply cannot do.
Much of the time spent on Yalu was in properly coordinating the components between the versions. I cannot ever remember a game package that includes both an original and an updated version of the same game; this may be a hobby first. Why did we include both versions of Yalu in this package anyway? It surely would have saved a LOT of time and effort if we had only released Deluxe Yalu and let Classic Yalu sleep. Yet, Classic Yalu is an excellent game in its own right as it is very well balanced and a fight to the finish. It allows gamers who may never have seen the original version to compare and contrast them; players can even swap units or rules as they prefer between the versions. The articles allow players to learn about its very beginning with hand-written blank Anzio counters through Phil Kosnett’s review which was the basis for many of the new changes. In short, the Deluxe Yalu package is not just Deluxe Yalu, but it is ‘The History of Yalu The Game’ as well.
There are still rules variations and ideas that John and I have come up with for Yalu in the last three years, ideas which might see the light of day after Yalu’s publication. Most of the ideas didn’t have a chance to get playtested and some veer away from Yalu’s “Classic-ness”. One thing that surprised me throughout Deluxe Yalu’s development process was that it is nearly indestructible – for nearly every change, an equal and opposing change was made somewhere else as a balance. Watching John judge the relative weight of various rules and their implications on game play has been a tremendously fun learning experience for me!
Overall, the changes to Yalu have produced a game that is more exciting to play than the original AND more accurate in its minor nits. When the caca hits the fan on NOV IV, the UN player had better run like hell for the 38th Parallel or he is handing the game to the Communist player right then and there. But to abandon the troops not on roads or partially surrounded by infiltrating Communist divisions? That makes for some tough choices…and that makes for a great game!
Enjoy!
Classic Rules
INTRODUCTION
In November of 1950, the United Nations counter-offensive against the North Koreans seemed to be in the final stages of a mop-up. Everywhere, the Inmungun was in full retreat toward the Chinese border, closely pursued by the victorious Allies.
Chinese intervention in the war had been considered and dismissed as a bluff by the U.N. Command. Thus, the U.N. forces were badly overextended when the bluff materialized as a force of thirty divisions, skillfully infiltrated into the Korean mountains.
The U.N. was sent reeling back toward the 38th Parallel in confusion, desperately attempting to re-establish a stable front line. The Communists followed relentlessly, infiltrating deep into the U.N. positions and attacking without pause, accepting high casualties in order to sustain the momentum of the attack.
Yalu begins with the initial Chinese attack. It will be up to the Communist player to force the U.N. south of the 38th Parallel; it will be up to the U.N. player to prevent that.
1. GAME COMPONENTS
IMPORTANT NOTE: The following is a shortened-up version of YALU’s original edition “1. Game Components” rule, just to illustrate what the original game contained. Please refer to rule “2.0 Components” in the Deluxe rulebook for a precise description of all game pieces included in the Compass Games edition of YALU.
Yalu contains the following components:
A. Game Map
One 19 by 24” mounted, three color game map, showing the area of Korea over which the campaign was fought. A hexagonal grid has been superimposed to regularize movement and combat. Each hexagon (called a hex) has been individually numbered for ease of reference, and represents ten miles of actual terrain, measured from hex side to hex side.
B. Counter Sheets
Two sheets of die-cut counters are contained in the game. Each individual counter represents a division, brigade, regiment, battalion or support unit that participated in the campaign. The counters present information in a specific format, as indicated in the Unit Description Chart (UDC).
C. Rules and Charts
To assist players in learning the game, an eight page rules’ booklet is provided, containing complete game rules. In addition, multiple charts are provided as separate sheets, or on the map itself, for quick reference.
D. Dice
Two dice are supplied.
2. DEFINITIONS
The following definitions will be useful in the reading of these rules and the play of the game:
ROK: Forces of the Republic of Korea
Allies: Non-American, and non-Korean U.N. Forces
U.N.: All forces of the United Nations player, including U.S., ROK, and Allies PVA: People’s Volunteer Army, or The Chinese Army
Inmungun: The North Korean Army
Communist: All forces of the Communist player, including PVA and Inmungun Abbreviations:
• Au: Australia
• Be: Belgium
• Ca: Canada
• Co: Columbian
• Et: Ethiopia
• Ne: Netherlands
• PEFTOK: Philippine Expeditionary Force to Korea
• Ph: Philippines
• PPCLI: Princess Patricia’s Canadian Light Infantry
• RAR: Royal Australian Regiment
• RHB: Royal Hellenic Battalion
• RT: Royal Thailand
• Th: Thailand
• Tu: Turkey
• UK: United Kingdom
• RCT: Regimental Combat Team
• KMC: Korea Marine Corps
• Cap: Capital
• BB: Battleship
• CA: Cruiser
• DD: Destroyer
• TK: Tank
• ART: Artillery
• Hun: Hungnam
• Won: Wonsan
3. VICTORY CONDITIONS
The Communist player wins the game if, at the end of the MAY IV game-turn, he meets either of the following conditions:
A. Communist units totaling at least 36 factors are south of the 38th Parallel, and at least two Communist divisions occupy Seoul.
B. Communist units totalling at least 72 combat factors are south of the 38th Parallel. All units used to satisfy these victory conditions must be in supply. The nine hexes west of Seoul marked with red dots in them do not count as being south of the 38th Parallel for victory purposes.
If the Communist player does not meet either of the above conditions, the game is considered a U.N. victory.
4. SETTING UP THE GAME
Separate the unit counters and place them in the appropriate boxes of the Order of Battle/Appearance Charts. Some boxes should have several identical counters placed in them; these have the number of counters necessary printed in the lower right-hand corner of the box.
After this is done, the players transfer the counters in the At Start section of the Order of Battle/Appearance Charts to the map map. Below each box on the chart is listed the location where the counter is initially placed: a hex number, a city, or staging area. The U.N. player sets up first, then the Communist player. The weather marker, turn marker, and attack supply markers should also be placed on their respective charts.
5. SEQUENCE OF PLAY
Yalu is played in Game-turns, each representing one week. Each Game-turn is divided into two Player-turns and a Weather Phase; the Player-turns are further divided into a number of phases and subphases. All action takes place within this framework, and play follows a definite sequence, given below:
I. Weather Phase (20)
II. Communist Player-Turn
A. Communist Supply Phase (21)
B. Communist Reinforcement/Replacement Phase (22) C. Communist Movement Phase (23)
D. U.N. Bug-out Phase (24)
E. Communist Combat Phase (25)
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Communist Fire Commitment Subphase
-
U.N. Defensive Fire Subphase
-
Communist Assault Subphase
III. U.N. Player-Turn
A. U.N. Bombardment Phase (26)
B. U.N. Reinforcement/Replacement Phase (27)
C. U.N. Movement Phase (28)
D. U.N. Combat Phase (29)
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U.N. Fire Commitment Subphase
-
Communist Defensive Fire Subphase
-
U.N. Assault Subphase
E. U.N. Morale Phase (30)
Rules 20 through 30 each cover one of the specific phases in detail, and it will be helpful in learning the game to read the relevant rule through before playing each phase. The sequence of play is also presented in the charts set for quick reference.
6. MOVEMENT
Each unit has a movement factor, printed on the counter, consisting of a number of movement points (MPs). During the owning player’s Movement Phase, units move individually or in stacks, expending movement points to enter each hex (or in some cases to cross hexsides). There are different MP costs to enter hexes containing various types of terrain; these are listed on the Terrain Effects Chart. A unit may always move one hex if this constitutes its only movement in a turn; this is possible even if the unit does not possess the required number of movement points.
All, some, or none of a player’s units may be moved in a given turn. A unit may move in any direction or combination of directions, up to the Iimit of its movement factor. A unit does not have to expend its entire movement factor in every turn, but unused MPs may not be accumulated to use in the next turn. One unit or stack must finish its movement before another unit or stack may begin movement.
Movement may also be affected by enemy zones of control (Rule 8), stacking considerations (Rule 7), weather conditions (Rule 20), and supply status (Rule 21). A unit may never enter a hex containing an enemy unit (Exception: see Rule 16, Inmungun Guerrillas).
U.N. and Communist units are capable of various special forms of movement outside the provisions of this rule. These are explained in Rules 23 (Communist Movement Phase), 24 (U.N. Bug-out Phase), and 28 (U.N. Movement Phase).
7. STACKING
There is a limit to the number of units that may occupy the same hex. This limit is different for the two players.
A. U.N. Stacking. The U.N. player may stack up to two divisions of any type, or their equivalent in brigades, regiments, and battalions, in a hex. For stacking purposes, three regiments or brigades equal one division, and three battalions equal one regiment.
In addition to the above, an unlimited number of support units (armor and artillery) may stack in a hex. Garrison units (identified by their movement factor of zero) also do not count against stacking limits.
A stack consisting of ROK units only (plus support and garrison units, if any) may contain up to three divisions or their equivalent.
B. Communist Stacking. The Communist player may stack any three divisions or all of the divisions of any one army in a hex. Since some armies contain four divisions, it is possible to have a stack of four divisions, but in such cases, all four divisions must be of the same army.
In addition to the above limits, any number of PVA Conscripts may be stacked in a hex.
General Notes: Stacking limits apply to Communist units at all times, and to the U.N. at all times except during the U.N. Movement Phase. Units in violation of stacking limits at any time are neutralized immediately. This affects all units in the hex.
8. ZONE OF CONTROL
All units except Inmungun guerrillas and neutralized units have a zone of control (abbreviated ZOC), consisting of the six hexes immediately surrounding a unit.
Zones of control exert an inhibiting effect on movement. A unit which enters an enemy ZOC must stop, and may move no farther in that turn (Exception: see Rules 23C, Infiltration, and Rule 24, U.N. Bug-out Phase). A unit beginning its turn in an enemy ZOC may leave it without penalty. Thus, a unit beginning its turn in an enemy ZOC may move one hex directly into another enemy ZOC, but would then be forced to stop. Zones of control also affect supply lines; see Rule 14, Supply and Isolation. Zones of control do not extend across reservoirs and estuaries; they do extend into hexes occupied by enemy units for the purposes of movement and retreat, but not for supply.
9. COMBAT
All combat occurs in the Combat Phase. Units fire at adjacent enemy units and defend against fire using their combat factors. The procedure used is as follows:
The combat factor of the attacker (the firing unit or units) is divided by the combat factor of the defender (the target unit or units) and the quotient, dropping fractions, is expressed as an odds ratio, found on the Combat Results Table. Note that some odds columns are skipped; attacks at these odds are resolved at the next lower odds. Odds higher than 8:1 are treated as 8:1 and attacks at odds lower than 1:6 may not be made. Thus, if 14 factors attack 5, the odds are 2:1 (two to one); 5 attacking 14 is 1:3, etc. The attacker rolls two dice and consults the Combat Results Table, cross-indexing the number rolled with the correct odds column to determine the result.
The combat dice roll is modified by the terrain occupied by the target unit(s); this also depends upon which subphase the fire is occurring, either the Defensive Fire Subphase or the Assault Subphase (see the Terrain Effects Chart).
No unit is ever required to fire. The attacker may divide combat as he sees fit, the only restrictions being that all firing units in each attack must be adjacent to all the target units, and that no unit may fire or be fired upon more than once in a combat phase. A unit may not split its factor to take part in more than one attack.
Two or more units may combine their combat factors to fire upon one or more enemy units. One or more units may fire at a group of enemy units as a single attack, in which case the defender’s combat factors are totaled for defense.
Several factors may modify the combat procedure, such as the presence of U.N support units (Rule 11), Communist supply status (Rule 21), human wave assaults (Rule 25D), and defensive terrain (Terrain Effects Chart).
See Figures 1 and 2 for a Combat example.
10. COMBAT RESULTS
There are two possible results (other than no effect) on the Combat Results Table (abbreviated CRT). These are D and NR.
A result of D indicates that the unit is destroyed and removed from play.
A result of NR indicates that the unit attacked has been neutralized and must retreat two hexes. Neutralization and its effects are described in Rule 16. The owning player decides the course of retreat for his units. The unit must end its retreat two hexes away from its starting point. If forced to enter an enemy ZOC, or if unable to retreat a full two hexes, the unit is eliminated. (Exception: Communist units may retreat through U.N. ZOCs during the U.N. Player-turn). A unit may not retreat into a hex where it would be isolated unless no other retreat is possible.
Figure 1 shows a situation at the beginning of the Communist Fire Commitment Subphase. [Communist units are printed in italics.] The Communist player declares that all units in hexes A and B (except the Conscripts) will assault hex Z and that all units in hexes C and D will assault hex Y.
During the UN Defensive Fire Subphase, the UN player decides to have all 3 ROK divisions in hex Y fire at the 148th Division in hex C at 3:1 odds (12 to 4). The result is an NR and the 148th Division retreats 2 hexes.
In hex Z, the UN player decides to have the two 1st Cavalry regiments fire at the 125th Division in hex B at 3:2 odds (6 to 4). The result is another NR and the 125th Division retreats 2 hexes. The 2nd Division then fires at the 29th Division in hex A at 2:1 odds (10 to 5) for no effect.
The beginning of the Communist Assault Subphase is shown in Figure 2. The Communist player decides to have the 112th, 113th, and 149th Divisions assault the ROK 10th Division at 3:1 odds (12 to 4) and the 150th Division assaults the ROK 11th Division at 1:1 (4 to 4). Both assaults result in no effect. The ROK 12th Division is not attacked. There is no advance after combat as the hex was not cleared of all ROK units.
Versus hex Z, the Communist player decides to have the 29th, 44th, 45th, and 124th Divisions assault the 5C/1C regiment at 6:1 (19 to 3) and manages to eliminate it. The other two US units in hex Z are not attacked. There is no advance after combat as the hex was not cleared of all US units.
Units with a movement factor of zero which sustain a result of NR are only neutralized.
If a hex is totally vacated by enemy units as a result of combat during the Assault Subphase, units which fired on them may move into the hex immediately. This is not considered movement, and costs no MPs to perform. Garrison units (with a movement factor of zero) may not advance after combat.
11. SUPPORT UNITS
U.N. support units, indicated on the Unit Description Chart, do not engage in combat, but are used to support the fire of combat units. Each factor of support committed to a U.N. attack causes one to be subtracted from the combat die roll (a roll of 8 becomes 7, etc). There is no limit to the number of support factors that may be committed to a single attack.
There are three types of support units: artillery units, tank battalions and naval units. Naval units are discussed in Rule 12. Airpower factors (Rule 13) may also be used for support. Artillery units and tank battalions may support any attack by units stacked with them. A support unit may support one attack in the U.N. Defensive Fire Subphase and one attack in the U.N. Assault Subphase of each turn.
Artillery units may also perform troop attack missions in the U.N. Bombardment Phase (Rule 26A). In this role, they may fire at Communist units adjacent to them. An artillery unit which fires during the U.N. Bombardment Phase may not support an attack in the U.N. Assault Subphase of the same turn.
Support units may not be fired upon unless they are not stacked with combat units, in which case, they defend with a combat factor equal to their support factors. If all the units stacked with a support unit are eliminated in combat, the support unit is also eliminated. If units stacked with a support unit are forced to retreat, the support unit may retreat with them, but is not forced to do so.
12. NAVAL UNITS
The U.N. player has three types of naval units: battleships (BB), cruisers (CA), and destroyer squadrons (DD). They may be used to perform bombardment missions or they may be used as support units. Each naval unit may fire once in the U.N. Defensive Fire Subphase (as a support unit) and once in either the U.N. Bombardment Phase or the U.N. Assault Subphase of each turn. A naval unit may not split its factor to perform two separate missions in one phase.
The range (the maximum distance of a unit to be supported or of a hex to be bombarded) of a naval unit is equal to its support factor. The range of a destroyer squadron, for instance, is one hex; that is, the friendly unit it is supporting or the enemy unit it is bombarding must be adjacent to it.
A naval unit may occupy any full sea hex. Any number of naval units may stack together. At the beginning of the U.N. Bombardment Phase of each turn a unit may move to any full sea hex on the map, but if it moves from one side of Korea to another, it may not fire in the same U.N. Player-turn.
Naval units possess ZOCs but may ignore the ZOCs of Communist units. Communist units may not fire at naval units.
Play Note: In this Classic version, the players will have to remember that naval units DO possess a ZOC, even though they have a “no-ZOC stripe”.
13. U.N. AIR POWER
Air power is expressed in terms of airpower factors; one airplane counter equals one factor.
Each turn the U.N. Player is allowed a number of airpower factors, depending on current weather conditions (see the Weather Effects Chart).
These factors are placed in the U.N. Available Airpower Box on the map. Airpower factors may be used by the U. N. player either in support or for bombardment missions. Each factor may be used once in the U.N. Defensive Fire Subphase and once in either the U.N. Bombardment Phase or in the U.N. Assault Subphase of each turn. Airpower factors may not be accumulated from turn to turn.
14. SUPPLY AND ISOLATION
A unit is in supply if it can trace a path six hexes or less in length to anyone of the following:
A. A friendly map edge. Friendly map edges are the north or west edge for the Communists and the south or east edge for the U.N.
B. A road or railroad, free of enemy units or their ZOCs, leading to a friendly map edge.
C. A friendly unit itself in supply.
The supply line may not pass through full sea hexes, estuaries, reservoirs, enemy-controlled cities, or enemy units. In addition, it may not pass through an enemy ZOC unless the hex is occupied by a friendly unit.
A unit not in supply is isolated. The effects of isolation differ for the two sides. See Rule 21: Communist Supply Determination Phase and Rule 30: U.N. Morale Phase.
15. COMMUNIST ATTACK SUPPLY
Attack supply is a measure of the limited Communist ability to sustain an offensive. The Communist player receives attack supply points in his Order of Battle/Appearance. He must maintain a current total on the Attack Supply Point (ASP) Track printed on the map. Every Communist attack (roll of the dice) during the Communist Assault Subphase at odds greater than 1:2 consumes one attack supply point; if the Communist player has no attack supply points to spend he may not attack at better than 1:2 odds; he may voluntarily reduce the odds of an attack to conserve attack supply. Fire in the U.N. Bug-out Phase and the Communist Defensive Fire Subphase does not consume attack supply.
Note that this rule has no relation to supply and isolation. An isolated unit may still attack and expends attack supply as it does.
16. NEUTRALIZATION
Neutralization is a state of disorganization and reduced combat effectiveness. Neutralized units have no ZOC and may not attack, but they may defensive fire. Indicate neutralization by placing a Neutralization marker on the unit. Units may become neutralized for several reasons; for example, as a result of combat (Rule 10), bombardment (Rule 26), failing a morale check (Rule 30), or being overstacked (Rule 7). If a unit already neutralized is neutralized again, it is eliminated.
Note: A unit only retreats due to combat. If a unit becomes Neutralized from a non-combat reason, it does not retreat.
To regain normal status, neutralized units must regroup. This is done during the owning player’s Movement Phase (see Rules 23A and 28C).
17. INMUNGUN GUERRILLAS
Developer Note: Due to changes in their movement and effect on UN units, Guerrillas were portrayed with separate counter layouts on each side of the counter. Make sure you are playing with the correct Guerrilla counter (see UDC)!
Throughout the war remnants of the North Korean army operated in South Korea as guerrillas, harassing the U.N. lines of communication.
Inmungun guerrillas have no ZOCs and may not attack. U.N. units may retreat or move through them and they do not block U.N. supply lines. Guerrillas move four hexes per turn regardless of terrain costs or weather conditions.
They are unaffected by isolation. They may not enter a U.N. ZOC or a hex containing a U.N. unit. A guerrilla beginning its turn in a U.N. unit’s ZOC may leave it but not into the ZOC of another unit. A guerrilla unit beginning its turn stacked with an enemy unit may pass through its ZOC to depart.
Guerrillas may not stack with other guerrillas.
Guerrillas may harass U.N. road and rail movement. A guerrilla in a road hex raises the MP cost of the road to one. U.N. units moving over a guerrilla by rail must count the hex as five hexes of their rail movement allowance.
Any U.N unit may attempt to eliminate a guerrilla by ending the U.N. Movement Phase stacked with it. Roll one die for each U.N. unit stacked with the guerrilla. A roll of 5 or 6 destroys it.
18. PVA CONSCRIPTS
PVA conscripts are locally recruited cannon fodder. All of them begin the game in the Conscripts Box on the Communist OOB card. They appear as reinforcements (Rule 22.A) on the map, or if 6 conscripts are already on the map, extra reinforcements are placed in the PVA Conscripts Box on the map. If Pyongyang is not Communist-controlled and there are conscripts in the PVA Conscripts box on the map, up to two may be placed from it onto the map per Rule 22.A.
If, at any time, except the Communist Movement Phase, conscripts are not stacked with at least one regular PVA or Inmungun division, they are eliminated. No more than six conscript units may be on the map at one time.
All conscripts may fire once, after which they are automatically eliminated and returned to the Conscripts Box on the Communist OOB card. They may not participate in wave assaults.
19. CONTROL
Control of Cities is important during several phases of the game. A player controls a city if his units (except guerrillas) were the last to pass through or occupy it.
Control is indicated by a control marker of the appropriate side.
20. THE WEATHER PHASE
In this phase, the weather is determined for the following Game-turn. To determine weather conditions, roll one die and cross-index the number rolled with the month on the Weather Table.
Indicate the weather for each turn by placing the weather marker over the number rolled on the Weather Scale. Consequences of the weather condition are given on the Weather Effects Chart. On the first turn of the game, weather is not rolled for; it is automatically subfreezing overcast (the equivalent of a die roll of 3).
COMMUNIST PLAYER TURN
21. COMMUNIST SUPPLY PHASE
The Communist player determines which of his units are isolated under the provisions of Rule 14 (Supply and Isolation), and places isolation markers on them. These units have their movement and combat factors cut in half, retaining fractions, for the entire Game-turn.
22. COMMUNIST REINFORCEMENT AND REPLACEMENT PHASE
A. Reinforcements. The Communist player receives new units according to his Order of Battle/Appearance Chart. These units fall into three classes: regulars, conscripts, and guerrillas.
Regulars appear during the first three turns of the game in the various staging areas and there after in any hex along the north or west edge of the map map (from hex 0120 through hex 2101).
Conscripts appear stacked with any non-isolated, non-neutralized regular unit anywhere on the map, or may be held in the Conscript Box until needed. Two conscripts become available in each Communist Reinforcement/Replacement Phase that Pyongyang is Communist controlled.
Guerrillas may appear in any hex on the map which is not in an enemy zone of control or does not contain an enemy unit.
B. Conditional Reinforcements. These are tied to the liberation of cities, and may appear during any Communist Reinforcement/ Replacement Phase that the relevant city is under Communist control.
C. PVA Replacements. The Communist player may rebuild (replace)
one destroyed PVA division of his choice on the first turn of each month. The rebuilt division is taken from the pile of units already destroyed in combat, and may appear stacked with any other division of the same army. If no other division of the same army remains on the map, or if its placement would result in overstacking, the division may not be rebuilt. If no PVA division is capable of being rebuilt, the opportunity is lost.
D. Inmungun Replacements. One Inmungun division may be rebuilt on the first turn of every month. It may appear in any of the staging areas or in any Communist controlled city. If the Communist player controls Pyongyang, one additional division may be rebuilt on the third turn of each month. If no divisions are able to be rebuilt, the opportunity is lost.
E. ASPs. During this phase, the Communist player also receives attack supply points and adjusts the Attack Supply Track accordingly.
23. COMMUNIST MOVEMENT PHASE
The Communist player performs numerous actions in this phase in addition to normal movement. He may regroup neutralized units, move by rail, and infiltrate.
A. Regrouping. Neutralized Communist units may regroup by paying a cost of three MPs before moving. If a unit, due to supply or weather condition, does not possess the requisite MPs, it may still regroup if it does not move that turn.
B. Rail Movement. Any Communist unit beginning its turn on a railroad hex may move by rail instead of moving normally. It may move up to twelve hexes along the railroad, subject to weather conditions and U.N. bombardment. A unit moving by rail may not enter an enemy ZOC. No more than two Communist divisions may move by rail in a turn.
C. Infiltration. After it has ended its normal movement by entering a U.N. ZOC, a Communist unit may attempt to infiltrate through the U.N. lines. The unit must have sufficient MPs remaining to enter the hex. It pays the movement point cost of the hex it is attempting to enter, and the Communist player rolls one die, consulting the Infiltration Table. If its infiltration attempt is successful, the unit may continue to attempt to infiltrate up to the limit of its movement allowance, or until it fails an attempt. If the unit’s infiltration attempt is unsuccessful, its movement ceases. A unit that moved directly from one enemy ZOC to another as its normal movement for that turn may not infiltrate.
24. U.N. BUG-OUT PHASE
The U.N. player may elect to give ground rather than face Communist assaults, but withdrawal under fire has its penalties.
Any U.N. unit or stack of units in a Communist ZOC may bug out. It is immediately retreated its full movement allowance by the U.N. player along its supply line toward its source of supply. It may avoid enemy ZOCs, but otherwise must take the path that will get it the greatest distance away from enemy units. The unit may move through enemy ZOCs but every time it enters a hex in an enemy ZOC (not counting the hex it starts in), all Communist units adjacent to that hex may attack it at twice their normal combat factors, using the same terrain modifiers as in the Assault Subphase.
If the unit is neutralized by one of these fires, it must end its movement in that hex. Units which bug-out are automatically neutralized at the end of their retreat.
Communist units firing in this phase do not expend attack supply, and may still fire in the Communist Assault Subphase.
Following the Bug-out Phase, Communist units which started adjacent to units which have bugged out may advance into the vacated hex. Such units may still fire in the Communist Assault Subphase.
Neutralized units and ROK units may not bug out. No units may bug out in the first Game-turn (NOV III).
25. COMMUNIST COMBAT PHASE
In this phase, Communist units may attack adjacent U.N. units under the provisions of Rule 9, Combat, after first undergoing U.N. defensive fire. The Combat Phase is divided into three Subphases.
A. Communist Fire Commitment Subphase. The Communist player announces his attacks, including his human wave assaults, and indicates which of his units will fire at which opposing U.N. units. At this point, one attack supply point is expended for each attack (roll of the dice) the Communist player has allocated, and the Attack Supply Track is adjusted accordingly. Neutralized units may not attack.
B. U.N. Defensive Fire Subphase. The U.N. player allocates support missions and fires any or all of his units which are being attacked, and any units stacked with them. They may fire at any adjacent Communist units, even at units which are not attacking. Units may combine their fire with that of any other units firing defensively. Results are applied immediately, before Communist fire.
C. Communist Assault Subphase. The Communist player fires surviving units in accordance with their previous commitment. Attacks are resolved one at a time in any order the Communist player wishes. Results are applied immediately.
If any hex is totally vacated by enemy units as a result of combat, any Communist units which fired on that hex may immediately advance into it.
D. Wave Assaults. As an alternative to the above procedure, the Communist player may choose to make a human wave assault. Communist units making a wave assault may not be attacked by defensive fire and are doubled in combat factor for the attack. However, all units in the defending stack must be attacked in a single combat, and all Communist units are eliminated at the conclusion of the assault, regardless of other outcome. Conscripts may not make wave assaults.
U.N. PLAYER-TURN
26. U.N. BOMBARDMENT PHASE
U.N. airpower factors, naval units, and artillery may perform bombardment missions aimed at Communist units, supplies, and communications. A unit (or factor of airpower) performing a mission during this phase may not be used to support an attack during the following U.N. Combat Phase. There are three types of bombardment missions:
A. Troop Attack. This is an attempt to break up an enemy troop concentration. The mission may be performed by airpower and/or by artillery and naval units within range. Total the number of factors bombarding the hex and consult the Bombardment Table, rolling the die once for each unit in the hex attacked.
B. Supply Attack. This is an attempt to destroy Communist supply dumps and convoys. Airpower factors and naval units may perform this mission. No specific hex is attacked; any naval unit may participate, regardless of position. Roll one die for each factor performing the mission; a roll of one or two destroys one Communist attack supply point, and the Attack Supply Track is adjusted accordingly.
No matter how many supply points are destroyed, the Attack Supply Track may never fall below zero.
C. Interdiction. This is an attempt to cut major avenues of advance or communication. The mission may be directed against any bridge, road, or railroad hex by any airpower factors or naval units within range. Naval units are within range of a bridge if they are within range of either hex it lies between. In cases where two possible targets exist in the same hex, the player must specify which one is under attack.
- Bridges or Railroads. For each factor committed to the mission, roll one die. A roll of one or two indicates that the bridge or railroad has been damaged, and may not be used by either player during the following Game-turn, although supply lines may still be traced over it.
Place a rail break or destroyed bridge marker in the hex (or on the hexside) to indicate its condition.
- Roads. Each factor committed to the hex adds one MP to the movement point cost of the road during the next Communist Movement Phase. Units not making use of the road movement rate are not affected. Indicate road interdiction by placing one road interdiction marker in the hex for each factor committed.
27. U.N. REINFORCEMENT AND REPLACEMENT PHASE
A. Reinforcements. The U.N. player receives new units according to his Order of Battle/Appearance Chart. All U.N. reinforcements except ROK units appear at Inchon. ROK reinforcements appear at Seoul.
B. ROK Replacements. The ROK may rebuild any one destroyed division on the first turn of every month, starting with the January I turn. In addition, starting March III, they may rebuild one division on the third turn of each month. Rebuilt divisions appear in Seoul.
C. U.S. Replacements. The U.S. may replace one battalion of infantry (not marines) every turn, starting with the November III turn. Beginning the March I, turn, two infantry battalions may be replaced. These battalion(s) may appear at any U.N. controlled port, or at Seoul.
D. USMC Replacements. Once in the game, one destroyed USMC regiment of the U.S. 1st Marine Division may be replaced. This may be done not less than two months (eight turns) after the regiment is eliminated. It appears at any U.N. controlled port, or at Seoul.
E. British Replacements. Once in the game, the 27th British or the 29th Commonwealth Brigade may be replaced in the same manner as the marine regiment above.
Any U.N. reinforcements may, instead of appearing at the places above, enter one turn after their scheduled appearance on either road marked ‘To Pusan.’
28. U.N. MOVEMENT PHASE
The U.N. player moves his units in accordance with the movement rule. Stacking limits do not apply to U.N. units during this phase. In addition to normal movement, U.N. units may perform numerous special operations.
A. Breakdown. Only U.S. and ROK units may break down. At any time in the movement phase before it moves, a U.S. or ROK division may be removed from the map and replaced with its correspondingly identified regiments.
U.S. units must pay two MPs for this operation; ROK units must pay four. U.S. regiments may further breakdown into battalions of the same division at a cost of two MPs.
Note that for a U.S. division to break down into battalions, it must first break down into regiments at a cost of two MPs, and the regiments must then break down into battalions at a cost of two MPs; thus the battalions, when they begin their movement, have already spent four MPs. A unit which does not move may break down even if it does not have the required movement points. All possible unit breakdowns are shown on the Unit Breakdown Chart.
B. Recombination. This is simply the reverse of breakdown. All regiments of a division (or any three battalions of a division when recombining a regiment) must be stacked together after their movement. All units involved pay the MP cost (two for the U.S., four for the ROK) and are replaced with the appropriate higher level unit. The unit may not move after being recombined. Note that if even one battalion of a division is destroyed, the division may not be recombined.
C. Regrouping. A neutralized U.N. unit must pay its full movement factor to regroup, and may not do so if it is isolated, or if it is north of the weather line during a blizzard.
D. Rail Movement. Any U.N. unit may move by rail. It must move to, or begin its turn on, a rail hex and expend two MPs to entrain. It may then move up to 24 hexes along the railroad, subject to weather restrictions. It may not enter an enemy ZOC and may not leave the railroad to continue its normal movement in the same turn. No more than two U.N. divisions (or their equivalent) may move by rail in a turn.
E. Sea Transfer. A U.N. unit may move to any port, pay two MPs, and be transferred by sea. It is removed from the map and may be landed at any U.N. controlled port during the next U.N. Reinforcement/ Replacement Phase.
F. Amphibious Evacuation. In order to attempt this risky operation a U.N. unit must begin its turn in a partial sea hex. The unit is removed from the map and the U.N. player rolls a die. If the result is greater than the weather roll for that turn, the evacuation is successful and the unit is landed at Inchon in the next U.N. Reinforcement/Replacement Phase. If the result is equal to the weather roll, the evacuation is partially successful; the unit lands at Inchon, but is neutralized. If the result is less than the weather roll, the unit is destroyed. In both amphibious evacuation and sea transfer, the unit may enter with a one turn delay on either road marked ‘To Pusan.’
G. Paradrop. The 187th Airborne Regiment may be paradropped. It must begin its Movement Phase in any city; it is then removed and placed in any hex not in a Communist ZOC or containing a Communist unit. A die must be rolled to determine if the drop is successful; the procedure and results are identical to those for amphibious evacuation. The regiment may not move in the turn it is dropped and is automatically in supply for that turn.
H. Off-map Movement. Units may exit the map on either road marked To Pusan, and enter on the other road in the second U.N. Movement Phase following.
29. U.N. COMBAT PHASE
U.N. units may attack adjacent Communist units under the provisions of the combat rule. The Combat Phase is divided into three subphases.
A. U.N. Fire Commitment Subphase. The U.N. player announces his attacks, indicating which U.N. units will fire at which Communist units. Support units are not committed at this time. Neutralized units may not attack.
B. Communist Defensive Fire Subphase. The Communist player fires any or all of his units which are being attacked, and any units stacked with them. They may fire at any adjacent U.N. units, even at units which are not attacking. Units may combine their fire with that of any other units firing defensively. Results are applied immediately, before U.N. fire.
C. U.N. Assault Subphase. The U.N. player allocates his support missions and then fires his surviving units in accordance with their previous commitment. Attacks are resolved one at a time, in any order the U.N. player wishes, and results are applied immediately. If a hex is totally vacated by enemy units as a result of combat, any U.N. units which fired upon the hex may immediately advance into it.
30. U.N. MORALE PHASE
A U.N. unit which is isolated during this phase must have its morale checked.
The U.N. player rolls two dice for each isolated unit. If he rolls its morale number or less, the unit is unaffected. If he rolls greater than its morale number, the unit is neutralized. The morale number is determined as follows:
Find the unit’s basic morale number on the Morale Chart. Add to this the number of U.N. airpower factors available that turn and subtract the MP cost to enter the hex the unit is in. Partial sea hexes and hexes containing roads or railroads count as zero MPs for this purpose.
31. COMMUNIST FIRST TURN SURPRISE
On the first Game-turn, to reflect the unexpectedness of the Chinese assault, U.N. units may be surprised. At the end of the Communist Fire Commitment Subphase, roll one die for each unit being attacked and consult the Surprise Table. If the die-roll is less than or equal to the number indicated, the unit is surprised. It may not fire during the U.N. Defensive Fire Subphase and receives no additions to the combat die-roll due to terrain. The effect lasts only for the Communist Combat Phase of the first Game-turn. Units attacked by wave assault are never surprised.
32. OPTIONAL COMMUNIST AIRPOWER
The following rule may be used if necessary for play balance. At the beginning of each Game-turn the Communist player rolls a die. If he rolls a six, the Chinese Air Force sorties, with the result that the number of U.N. airpower factors available is reduced by one for the turn (it is engaged in shooting down the Chinese Air Force)