by Ryan Schultz
Designer: Joseph Balkoski
Of the last nine of my gaming sessions, seven of them have been playing THE KOREAN WAR. It is just that fun. It has been a long time since I spent so much repent playing time on one game. The game even impressed me enough so that I thought I would share some comments an it. THE KOREAN WAR covers the first year of the war in Korea during the so called mobile portion, from June 1950 to May 1951. The game system is somewhat detailed but the small number of units in play, plus an excellent rulebook presentation, allow easy entry into the system. After several plays, the system becomes routine and the rulebook is rarely referred to. The map graphics are outstanding. The two nap sheets cover the entire Korean peninsula from the Yalu to Pusan. Colors used are light green for clear terrain on up to brown for mountain peaks. The overall effect is a pleasure to play on. Almost inviting. To Victory Games' credit, they avoided the old SPI spaghetti road syndrome, something even the most recent S&T Korean game did not do (will they never learn?). Lots of charts and tables, although most are referred to only once or twice in a game turn. The tables are well laid, out in two separate 4 page booklets, one for each player. The main rulebook appears lengthy, weighing in at 52 pages. Fully 26 of the pages are for the basic game rules. 14 more pages cover the scenarios and advanced game rules. The last 12 pages are an interesting compilation of historical tidbits and commentary. Plenty of pictures and examples of play throughout reduces the actual amount of verbiage a considerable amount. Six scenarios are included in the game. The first is three turns long and covers the initial North Korean (YK) invasion of the Republic of Korea (ROK). The second scenario is 1 1/2 turns covers the Inchon landing and the breakout from the Pusan perimeter. The third (1 1/2 turns) covers the Chinese Communists Forces (CCF) surprise attack while the fourth (2 turns) covers the subsequent UN counter-attack. The fifth merely links scenarios 1 and 2. The sixth scenario, the longest and most complex, covers the entire period June 1950 to May 1951 (12 turns long) and is called the advanced game. A better title might be the campaign game. The scenarios seem well playtested and have balanced victory conditions. This game is a division level recreation. Each division has three steps in taking casualties. UN units may break down into regiments which may only take one step of casualties each. Armor appears as "assets" which are assigned to move and fight with parent infantry formations. Armor combat has its own detailed sequence with the result Of it being a variable die roll modifier to the upcoming infantry attack (this can be as much as +5 to the die roll). Air units can interdict supply and roads along with influencing ground attacks. Both the armor assets and the air units have silhouettes instead of counter symbols. A nice touch. Turns are 1 month each with two action phases per turn. Therefore, an action phase must be about two weeks long. Play of the game centers around two action phases each turn. Each action phase is an alternating player activation of his combat units- Each player alternates rolling a die to determine the number of units he can activate (0 to 4 units) -- The activated units then move and fight- - supply plays a major role. Each player places depot units which build up supply points to expend in offensive attacks. The number of points expended indicates the level of attack (restricted, limited. accelerated or offensive). Combat units must then trace a command range to a depot to determine modifications to its combat strength. The CRT is an odds ratio using a ten-sided die. Combat results are either attacker casualties, no effect or defender casualties. Occasionally, a retreat result for the defender may also be rolled. Heavy die roll modifiers are in play (from air power, sea power, terrain, armor and type of attack). This becomes important because, even at high odds attacks, attacker casualties can occur with no loss to the defender. Air power is of major importance to the UN player in the game. Individual air units do not enter the map but are used on a separate UN Player Aid Card. The NK player also has three air power factors but they only make a brief appearance on the first turn before it is automatically destroyed by the USAF. Air power is a beneficial die roll modifier for attacks and defense. In addition, the UN player has big bomber units that can interdict NK supply point build up at depot units and slow down NK road movement in the different provinces on the map. Sea power rules are also included in the same. Amphibious assaults by the powerful Marine division (strongest unit in the game) can pull off an Inchon-style landing. One whole scenario revolves around the use and abuse of an amphibious invasion (scenario 2). Evacuations from coast hexes may also be conducted. In addition, any attack or defense by a UN unit in a coast hex receives a beneficial die roll modifier. Overall, the game system has many parts and steps. However, a small number of units and an excellent rulebook allow for smooth interaction and ease of play. Each action phase is thought provoking. Don't be surprised if a player stops and thinks several minutes before deciding which units to activate. This creates excitement and tension as both sides ponder the possibilities. Each action p asp should last about 25 to 35 minutes. A full turn should last about an hour. A lot happens in one turn and the scenarios are short so the game moves a1ong briskly. Recommendation: Save up $24.00 and make this your next purchase. Not a popular period but the game system suites it so well it has the potential to draw a large following with repeat play. Much better than the S&T Korea game but at a higher price. Complexity: The new system makes the first game a learning experience. After this, it is easily mastered with the rulebook being referred to only to check an occasional scenario special rule. Playability: Short scenarios and low unit density allow for excellent afternoon gaming sessions. Excellent for competitive play because of the short scenarios with clear cut victory conditions. Any takers to organize a tournament for an upcoming convention? Solitaire suitability: Can easily be played alone (especially scenarios 1 and 3) although much of the excitement and tension in the action phases is lost. Graphics: Excellent all around. Some one finally balanced accuracy, pleasing colors and gaming function. Historicity: System fits the period. One can almost set up the individual battles in the hexes from history books and figure out what they "rolled". Overall: A- Back to Strategist Number 196 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1989 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |