Redline: Korea 1995

Wargame Rules

by Joe Miranda



I. Introduction

Redline: Korea is a strategic level simulation of possible future conflicts in the Korean peninsula. One player or team is the Communist North Koreans and their allies, the other operates the United Nations or "UN" (South Korea, the United States, France, the United Kingdom, Russia, and Japan).

The game map portrays the Korean peninsula and adjoining areas of China. Each hex is 33 kilometers across. Each turn represents one week of operations. The units represent the military forces currently deployed in the region, or those that could be sent there in a crisis. Various symbols and values used on units are presented in the right-hand column. The front side of each unit is the "effect' " side, and the other side (marked with a stripe) is the "reduced" side. A unit's combat strength measures its firepower, training, and leadership. The movement allowance shows its maximum cross-country mobility. Logistics units have a "recovery rating" number printed inside a black square.

Various tables and charts are used during play. The Terrain Effects Chart shows the effects of terrain on movement and combat. The Mobile, Probe, and Assault Charts are used to conduct battles on the ground. The Air Superiority, Air Interdiction, and Ground Attack tables are used to resolve air combat. The UN Air Operations Dis- play is used to allocate UN air units. The Communist Status Track is used to record current Air Defense and Barrage strengths. The Turn Record Track indicates the current game turn. The Scenario Options lists permit players to generate their own unique situations, so no two games need ever be alike. The Victory Level and Objectives charts are used to evaluate the outcome. The Scenario Options page and various items on page 21 should be reproduced prior to beginning play.

Unit Size
X Brigade or Group
xx Division
XXX Corps, or Chinese Army

Nationality
Blue: Republic of Korea (South Korea)
Green: United States (US)
Red: United Kingdom (UK)
Purple: France
Brown: Russian Federation (Russia)
Tan: Democratic Peoples' Republic of Korea (North Korea)
Yellow: Peoples' Republic of China

Unit Identifications

North Korea
EF: Eastern Force
CF: Central Force
WF: Western Force
GR: General Reserve

Chinese
IFA: 1st Field Army

Russian
GD: Guard

South Korea
1A: 1st Army
2A: 2nd Army
3A: 3rd Army
R: Reserve

us
8A: 8th Army
Cav: Cavalry (armor)
SOC-K: Special Operations Command Korea

II. Sequence of Play

Redline Korea is played as a series of weekly game turns, with each further subdivided into Air Operations, followed by the Communist and United Nations (UN) player turns.

A. Communist Player Turn

1. Reinforcement and Replacement Segment. The Communist side places on the map any reinforcements and replacements due this turn.
2. Movement Segment. Communist units move in accordance with the movement rules.
3. Combat Segment. Communist units may conduct attacks against UN units. The UN may select air and naval units in the Close Air Support box to help defend against these attacks.
4. Logistical Segment. Each Communist unit checks its supply status. Unsupplied units become reduced.
5. Recovery Segment. The Communist side attempts to restore reduced units to Effective status.

B. Air Power

1. Place all surviving UN air units, plus all Air Supply and Air Mobile Move markers not located on the Turn Record Track, in the Available box on the UN Air Operations Display.
2. The UN assigns air units to various missions listed on the Air Operations chart.
3. The Communist side performs Air Defense against UN air units.
4. Surviving UN air units conduct assigned Air Superiority, Ground Attack, and_ Interdiction missions. Close Air Support missions are conducted during the coin bat segments.

C. UN Player Turn
Repeat steps in part A, except that air unit reinforcements and replacements are also received in step 1, and Close Air Support of UN attacks can occur in step 3.

D. Game Turn Completion
Indicate the passage of one week by moving a coin or other spare marker one space forward on the Game Turn Record Chart.

"Fog of War" special rule:

The UN may always examine all Communist stacks on the map throughout the game. The Communist side may examine UN stacks only at the instant of combat, after an attack has been declared but before the roll of the die.

III. Reinforcements and Replacements

Reinforcements are new units introduced to the game. Replacements are eliminated units returning to play. Either type of new arrival may violate normal stacking restrictions during their placement, but suffer the usual consequences if overstacking persists at the end of the friendly movement segment (see IV.C.3). Land reinforcements and replacements may move and attack in the same turn they enter play. Newly arrived air units can do nothing, since assignments have already been completed during the Air Operations phase. Scheduled reinforcements are received automatically, unless a particular scenario option changes things.

A. Controls

Reinforcements and replacements may enter at a controlled city or town. Victory is also determined in part by control of cities and towns.

1. The United Nations initially controls all cities and towns in South Korea. The Communists initially control all cities and towns in North Korea, plus those in China the instant it enters the war.

2. A city or town changes sides the instant a unit not considered friendly to the controlling side enters or passes through it. Players may wish to keep track of this using spare markers or a record sheet when a city or town is not physically occu- pled and enemy units are close by.

B. Communist Reinforcements and Replacementss

1. Each time a Chinese infantry unit is eliminated, place it on the Turn Record Track three spaces ahead of the current turn. An eliminated Communist logistics unit is placed one space further down the track. A unit on the track is placed back on the map during the friendly Reinforcement and Replacement segment of the indicated turn.

2. Each North Korean unit is placed in any North Korean city currently control- led by the Communist player. Chinese units arrive in any hex inside China (those north and west of the border along the Yalu river). Air Defense and Barrage Points are added to the current totals on the Communist Status Track.

C. UN Reinforcements and Replacements

1. Each time an Air Supply marker is eliminated, place It on the Turn Record Track two spaces ahead of the current turn. An eliminated UN Logistics unit is placed one space further down the track. A unit on the track is placed back on the map during the friendly Reinforcement and Replacement segment of the indicated turn. 2. All air and naval units arrive in the Reserve box on the UN Air Operations Display. Air Supply and Air Mobile Move markers arrive in the Available box on the display, where they remain until needed. UN marines and airmobile units may be placed directly in the kind of landing hex described in the Airmobile and Amphibious movement rules (IV.E-F). A South Korean unit is placed in any UN controlled South Korean city. All other ground units arrive in any UN-controlled port city or port town.

Replacements Example

The UN loses an Air Supply marker to Communist attack on turn three. The marker is placed on the space for turn five. It is picked up and placed in the Active Box on the UN Air Operations Display during the UN Reinforcement and Replacement segment of turn five.

IV. Movement

During a side's movement segment, it may move all, some, or none of its units. Each unit moves individually, tracing the path of its movement through the hexagonal grid across hexsides (never the points). A unit cannot exceed its printed movement allowance. Spend one point to enter each hex, unless the terrain in the hex or along a hexside the moving unit crosses requires more points to be expended (see the Terrain Effects Chart). A unit need not use its entire movement allowance, but unused points cannot be saved or transferred to other units. A unit may always move one hex as long as it does not enter prohibited terrain.

A. Lines of Communication (LOC)

The thick tan lines on the map represent major roads and railroads through which movement can occur more quickly. A unit moving through a hexside containing an LOC pays only one movement point to enter the next hex, regardless of other terrain in the hex or along the hexside crossed.

B. Movement Restrictions and Prohibited Terrain

1. Land units. An armor, mechanized, mechanized airborne, or logistics unit may not enter a mountain or rough hex except by crossing a hexside containing an LOC. No land unit may cross an all-sea hexside unlcss conducting Amphibious or Airmobile movement (IV.E-F). Land units may enter hexes containing other friendly units, but not those with any enemy land units.

2. Air and Naval units ignore enemy units entirely, and can move into or through enemy-occupied hexes.

3. China. No units on either side may enter the area north and west of the Yalu River until at least one Chinese unit enters North Korea as part of the "Chinese Intervention" scenario option. Once this occurs, Communist land units and UN air units may enter China, but no UN land units may do so.

C. Stacking

1. A hex can contain any number of air and naval units, plus two land units of any size or type. Both of the land units must belong to the same side, either UN or Communist.

2. Stacking limitations for movement apply only at the end of a movement segment. This means units may pass through friendly stacks while moving, even if they exceed stacking limits while doing so.

3. At the end of the movement segment all effective units in an overstacked hex are flipped over to their reduced sides. Units already reduced remain unchanged.

D. Zones of Control (ZOCs)

The six hexes surrounding every Effective land unit (except a Special Operations unit) are its Zone of Control. The ZOC represents the area a wen organized unit can affect with its firepower as well as its ability to react to enemy actions. ZOC inhibits enemy movement, retreat from combat (see V.C), and tracing supply (see VI.B-C). Special Operations, reduced units, air units, and naval units have no ZOC. Special Operations, air and naval units are never affected by enemy ZOCs.

1. A unit's ZOC normally extends into each of the six hexes adjacent to the unit, but not across all-Sea hexs1des. A unit's ZOC does extend into rough and mountain hexes it cannot move into.

2. A land unit that begins its movement in an enemy ZOC hex may leave the hex at no extra cost. It may enter any hex not occupied by an enemy unit or prohibited terrain, including one containing an enemy ZOC. Moving directly from one enemy ZOC hex to another is allowed; this is called "Infiltration."

3. A land unit (except for Special Operations) must stop all movement for the segment upon entering a hex containing an enemy ZOC, even if the hex already contains a friendly unit. Air and Naval units ignore enemy units and ZOCs entirely.

Special Operations units do not possess ZOCs, and ignore the effects of all enemy ZOCS.

Zone of Control Example

Communist Unit A can always move directly into hex 1 even though it contains the ZOC of UN unit X, as long as 1 contains no UN land unit. Unit A must stop and move no further. If unit A was a Special Operations unit, it would exert no ZOC at all and unit X could move to hex 1 and then immediately to hex 2. The same thing could happen if unit X was Special Ops, or if both A and X were Special Ops.

E. Airmobile Movement

A unit with the infinity symbol between its combat and movement numbers has the option to use Airmobile movement instead of regular movement. An eligible unit can use one or the other during a friendly movement segment, but not both.

1. A unit must be in supply when it wishes to perform Airmobile movement.

2. If a unit qualifies, simply pick the unit up and place it on any land hex not containing an enemy unit. There is no range limit. The landing hex may contain enemy ZOCs.

3. If a UN unit lands in any hex inside North Korea, roll the die once: a result less than or equal to the current Air Defense level will reduce an Effective airmobile unit or eliminate a reduced one.

4. At any time during a UN movement segment, the UN side may place the "Air Mobile Move" marker on any friendly brigade (X)- or division (XX)-sized infantry, Special Operations, or marine unit that is currently in supply (seeVI.D) and has not yet moved. A unit with the Air Mobile Move marker behaves exactly like a regular airmobile unit, except that it may land inside North Korea only if the current Communist Air Defense value is zero. The marker is never destroyed, even if the unit it airlifts is eliminated. Place it back in the UN Air Display's Available box.

F. Amphibious Movement

Units with an anchor symbol may perform amphibious movement or regular movement (but not both) during a friendly movement segment.

1. The unit must start in a port city or port town anywhere on the map.

2. Simply pick it up and place it on any other coast hex (one containing both land and sea terrain). The target hex may contain enemy ZOCs, but not enemy units. The amphibious unit may move no further that turn.

Movement Example

River and DMZ border terrain runs along the sides of some hexes. A moving unit pays an extra cost in addition to whatever terrain is within the hex itself A unit crossing a river hexside to enter a rough terrain hex would spend three movement points: two for the rough terrain plus one for the river.

V. Combat

A battle occurs if the side currently performing a combat segment decides that one or more friendly units will attack a single enemy-occupied hex adjacent to all the attackers. The side performing the segment is the attacker, and the opponent is the defender. Attacking is completely voluntary, but defenders cannot refuse combat. Units can attack into hexes they could not normally enter using regular movement. All defending units in a hex must contribute their strength, but only attacking units actually selected for the battle need do so. A hex may be attacked any number of times during the same combat segment, but no unit can attack more than once per segment.

A. Battle Procedure

1. The attacker chooses a style of combat (Probe, Mobile, or Assault) and uses the corresponding combat chart. Probe and Assault can be used in any attack. Mo- bile attacks are permitted against any defender occupying clear terrain or a town in clear terrain (such as Munsan, 2409).

2. Total the Combat Strength of all attacking units and compare it to the total strength of all defending units. Only one unit of the owner's choice in an over- stacked hex may attack or defend. The unit should be placed on top of the stack when a battle occurs. All defending units in an overstacked hex are affected by the outcome. (See rule IV.C. for stacking limits.)

3. If the Communist side is attacking, it may double the strength of one attacking corps-sized (XXX) unit for each point deducted from the current Barrage total marked on the Communist Record Track. No unit can receive more than one Bar- rage point during a single combat. A unit must be in supply (see VLE) to receive a Barrage point.

4. The defender's total is doubled for defending in or behind some types of ter- rain. Once doubling occurs for one terrain type, ignore any additional terrain ef- fects. Exception: the Demilitarized Zone (DMZ) (see B.2.).

5. If the attacker's total (A) is larger, divide it by the defender's total (D) and drop any fractions, expressing the result (N) as the ratio N:1. If D is larger than A, di- vide D by A and round any fraction up to the next whole number, expressing the result as 1:N. See the "Odds Calcualtion" example on page 12.

6. Adjust the odds column for UN Close Air Support. For each air or naval unit placed in the target hex, shift the odds one column in favor of the UN side: right if the UN is attacking, 1~ft if it is defending. The UN may use one air or naval unit per combat if the target hex contains rough, mountain, city, or port city ter- rain. Use up to two in any other type of hex. Following completion of the combat, return the air/naval units used to the Reserve box. They are never affected by the outcome of combat.

7. Final odds less than 1:3 are treated as 1:3; odds greater than 7:1 are treated as 7:1. Roll a six-sided die and cross-index the result with the odds column on the selected combat chart that matches the one calculated in step 2. Apply the out- come listed on the chart, including any retreats and advances, before resolving an- other battle. Refer to the "Combat Results Explanation" on p.21.

B. Special Terrain

1. River. If all units attack across a river, the defender's strength is doubled. If the defender already qualifies for doubling without the river benefit, ignore the effect of the river.

2. Demilitarized Zone (DMZ). The red line running from 2205 to 2511 is the DMZ. Treat the DMZ like a river when all UN attackers are south of the line, or when all Communist attackers are north of the line. If the defender already quali- fies for doubling without the DMZ benefit, then the defender's total is tripled.

C. Retreat and Advance After Combat

1. Retreat. The owning side retreats units the number of hexes indicated by the combat result in any direction. A retreating unit may not enter a hex containing enemy units or prohibited terrain (see IV.A). A unit that retreats into a hex with an enemy ZOC, even one occupied by another friendly unit, causes the retreating unit to be reduced (or eliminated if already reduced). Only Communist units may retreat into China, and then only after any Chinese units have entered play. Special Operations units ignore the effects of all enemy ZOCs during retreat. If no retreat path is available, the retreating unit is eliminated. Overstacking penalties (see IV.C.3) apply at the end of the combat segment.

2. Advance. Some or all victorious units may immediately occupy any hex vacated by the retreating or eliminated enemy. Advancing units must obey all movement restrictions that apply to retreating units, except that they ignore enemy ZOCs. Overstacking penalties (see IV.C.3) apply at the end of the combat segment.

D. Breakthrough

Generally, no unit may attack more than once per friendly combat segment. However, a "Breakthrough" combat result allows attacking units to advance further and immediately conduct another attack.

1. A +B or +U (see Combat Results Explanation at the end of the rules) result on the Mobile combat chart allows attacking armor, mechanized, mechanized airborne, and air assault units to advance an additional hex after occupying the defender's vacated hex. The additional hex may not contain an enemy land unit or prohibited terrain. Ignore enemy ZOCs.

2. After completing any advance, all qualified breakthrough units (listed in 1 above) involved in the original combat may attack again. Only one hex may be selected as the target, and only qualified units adjacent to the target hex may attack. Breakthrough combat is resolved immediately, using all normal combat rules and adjustments, including Barrage and Close Air Support. If another breakthrough occurs, the units involved may advance and perform yet another Breakthrough combat. The process continues until there is no +B or +U result, or until the attacker decides not to perform Breakthrough combat again.

Combat Examples

Odds Calculations

If the Attacker has 14 combat strength pooints, and the defender has 5, the combat odds would be 14 divided by 5, which equals 2. 8: 1. Drop the fraction to get the final odds of 2: 1. If the attacker has 5 and the defender 14, the ratio woul be 1:2.8, rounded up to 1:3.

Defending Terrain

If the UN defender has a printed combat strength of 5 and is defending in a city, his strength becomes 10. If the defender was in a city and all enemy units attacked across river hex sides, the strength would still be 10. If the attack also came from inside North Korea through DMZ hexsides, the UN defender in the city would be worth 15.

Close Air Support

The UN makes an attack at 3:1 odds. It selects s. It selects two air units from the Close Air Support Box. This two air units from the Close Air Support Box. This action brings the final odds ratio to 5:1. If the UN were to defend against a 2:1 attack, selecting one air unit and the naval unit would bring the final odds ratio to 1:2.

Retreat and Advance

The US 6-6 armor division must retreat one hex from combat. It cannot enter rough hexes 1 or 2 because it would have to enter prohibited terrain through a hexside not crossed by an LOC. It could retreat into hex 3, but there are already two UN land units there. If overstacking persists until the end of the turn, which is likely, all units in the hex will be reduced. Hex 4 has room because there is only one UN land unit there, and hex 5 is vacant, but communist unit Y exerts a ZOC in these hexes, which means the US unit must be flipped to its reduced side after entering either hex.

VI. Logistics

During a logistics segment, the side performing the segment checks the supply status of all friendly land units. Unsupplied units are flipped over to their reduced sides, indicated by the stripe. reduced units remain uncbanged, Supply is also checked at other times to see whether a unit is eligible to perform certain tasks; but the reduction penalty occurs only during a friendly logistics segment.

A. Automatic Supply

The following are always in supply and need not trace a supply line:

  • Special Operations, Self Defense, air, and naval units
  • UN units in Seoul, or any South Korean port city or port town
  • Communist units in any North Korean and Chinese city
  • Any units beneath an Air Supply or Air Mobile Move marker

B. Regular Supply Lines

Each unit must trace a regular supply line containing any number of Line of Communications (LOC) hexes back to a friendly supply source.

1. A regular supply line may exit but cannot enter a hex containing an enemy ZOC. It cannot enter or exit a hex containing an enemy unit, or an enemy-controlled city or town.

2. Each new hex in a regular supply line must be entered through a hexside crossed by an LOC.

C. Tactical Paths

1. The tactical path from a unit to the first hex in a regular supply line must be three hexes or less. Count the regular supply line hex but not the unit's hex when determining the 3-hex range.

2. The unit's hex can contain enemy ZOCs, but not prohibited terrain. None of the other hexes can contain prohibited terrain, enemy land units, or enemy ZOCs, even if a hex is occupied by friendly units. Important: Ignore prohibited terrain in a hex if the tactical path is traced out of it along an LOC. 3. A logistics unit may assist any and all friendly units to create a tactical path, regardless of nationality. It is not reduced or eliminated for doing so.

D. UN Supply

A unit belonging to the UN is supplied if it is in one of the following situations:

1. Inside South Korea and able to trace a tactical path to a hex that is part of a regular supply line reaching back to Seoul (2509) or to a UN-controlled port city or port town in South Korea.

2. Inside North Korea and able to trace a tactical path to a friendly logistics unit in a hex that is part of a regular supply line reaching back to any friendly-controlled port city or port town on the map, or to Seoul.

3. Air Supplied. Place an Air Supply marker currently in the Available box on top of a unit at any point during a turn. The selected unit's hex can be in North Korea only when the current Communist Air Defense total is zero. Other units, even those in the same hex, gain no benefits from an Air Supply marker. The unit and the marker remain together until the next Air Power phase, when all Air Supply markers return to the Available box. If the unit carrying the Air Supply marker is eliminated, the marker is placed on the Turn Record Track (see 111. C. 1).

E. Communist Supply

A unit on the Communist side is supplied if it is in one of the following situations:

1. Inside North Korea and able to trace a tactical path to a hex that is part of a regular supply line reaching back to a Communist-controlled North Korean city or exiting the north or west edge of the map.

2. Inside South Korea and able to trace a a tactical path to a friendly logistics unit in a hex that is part of a regular supply line reaching back to a Communist-controlled North Korean city, or exiting off the north or west edge of the map. If China enters the war, then a supply line may also be traced to D'andong (1516).

VII. Reduced Units and Recovery

In the friendly Recovery segment, a side may attempt to restore friendly reduced units to effective status.

A. Effects of being reduced

1. Reduced units have no ZOCs, but they attack, defend, and provide logistical support normally.

2. Certain combat results indicated on the Combat Results chart cause the elimination of previously reduced units (but not those just reduced in the current battle).

Logistics Example

North Koreans can make use of a Chinese logistics unit, Americans can use South Korean logistics units, and so on.

Supply Example

The Chinese 5-6 mech unit inside South Korea at hex 2507 cannot trace a supply line directly along LOCs because UN unit A blocks it in hex 2405, and A's ZOC interrupts it in Ch'unch'on (2406). The Chinese can still trace a tactical path free of enemy- controlled units, ZOCs, cities, and towns to the North Korean logistics unit in P'Yong gang (2208), which in turn can trace a supply line along LOCs to the Communist-controlled North Korean city of Wonsan (1908). If the 5-6 unit moves to Wonju (2606) and the logistics unit remains where it is, the moving unit would be unsupplied the next time it had to check, because the tactical path would be four hexes, one more than the three hex maximum permitted.

B. Recovery procedure

1. During the Recovery segment, each friendly reduced unit that can trace a tactical path to a friendly logistics unit that forms part of a regular supply line (rule VI) is eligible to recover. Units in automatic supply must meet the same requirements for recovery.

2. The number of friendly reduced units a single logistics unit can assist during the segment is limited to the number printed in the black box in the top left corner of the logistics counter. Remember that a logistics unit can help any friendly unit, regardless of nationality.

Recovery Example

A US unit and three South Korean units all trace a three-hex path back to the US 8th Army logistics unit. This logistics unit currently has a recovery rating of 4 (the number inside the black box), so all four units can be flipped over from reduced to effective (full strength).

VIII. Air Power

During the Air Power portion of a game turn, the UN side places all air assets (including Air Supply and Air Mobile Move markers) in the Available box on the UN Air Operations Display, and then assigns each air unit to a mission or to reserve. The Communist side has no air units. Instead, the Air Defense Level represents its air power and anti-aircraft capabilities.

A. UN Mission Assignment

The UN moves each air unit currently in the Available box to the Air Superiority, Ground Attack, Interdiction, Close Air Support, or Reserve box. Air units placed in the Reserve box do nothing, but they cannot be destroyed by Communist Air Defense.

B. Communist Air Defense

1. The Communist side rolls one die and adds the current Air Defense level (if any) recorded on the Air Defense Track. The Air Defense level is not reduced or affected in any way when it is added to the die roll. Find the total on the Communist Air Defense table, which will indicate the number of UN air units that must be eliminated.

2. The UN immediately removes the indicated number of air units from the game. The naval unit is immune, because it represents ships serving as cruise missile platforms. Any Air Supply and Air Mobile Move markers in the Available box are also immune. The UN side chooses which air units to remove and may take each unit from any box except the Reserve box. If there are not enough units available outside the Reserve box to satisfy the result, the excess is ignored.

C. Performing Missions

Surviving UN air units and the naval unit perform their assigned missions. Treat the naval unit exactly like any other air unit when performing missions.

1. Air Superiority missions are performed to reduce the Communist Air Defense level. There must be at least one air unit in the Air Superiority box to conduct this type of mission. The UN rolls one die and adds to it the number of air units in the Air Superiority box. The result next to this total on the UN Air Superiority table indicates the number of points deducted from the current Communist Air Defense level, but never below zero.

2. Interdiction missions can reduce the current Communist Barrage level. The UN rolls one die and adds to it the number of air units in the Interdiction box. The result next to this total on the UN Interdiction table indicates the number of points deducted from the current Communist Barrage level, but never below zero'

3. Ground Attack missions involve placing each air unit on top of a Communist- occupied hex or the intact Yongbyon nuclear reactor hex (1612) even when it is unoccupied. Only one air unit may be placed in a rough, mountain, city, or port city hex. Up to two may be placed in any other type of hex. After all units are placed on the map, roll one die for each hex under attack and add to it the number of air units present. Apply the result listed next to this total on the Ground Attack table.

4. Close Air Support missions are performed during the Communist and UN combat segments to improve UN defensive and offensive capabilities, respectively (see V.A for details).

D - Concluding Air Operations

Place air units back in the Available box after they are used for a mission.

Air Operations Example

The current Communist Air Defense Level is 4. He rolls for his air defense fire and the number rolled is 3. 4+3=7; cross indexing this number on the Air Defense Table Yields a one, so the UN player loses one air unit. If all air units were in Reserve, no loss would actually occur because only air units can be affected.

Scenario, Options and Victory

The following is the generic deployment for both sides. It assumes a standard war footing without any special conditions. The UN and Communist Options lists (see page 21) allow players to create a wide variety of possible realities.

Standard game length: 8 turns

United Nations (UN) Forces

Set up first. Deploy units within stacking limits Units are South Korean unless otherwise noted.

Location

Munsan (2409): US 3-5 inf

In any South Korean cities or towns, one unit per hex: 9 x 3-4 inf, 8 x 1-2 self defense

Inside South Korea, in or adjacent to hexes containing a DMZ hexside: 2 x 6-6 mech, 5 x 4-4 inf , 2-4 marine, 3 x logistics units

Inside South Korea, not in or adjacent to hexes containing a DMZ hexside: 4-4 inf, 2-4 marine, 2 x 1-4 special ops, 2 x 1-4 abn, logistics unit, US logistics unit

UN Air "Reserve" box: 5 x air units, 2 x US air units, US Air Supply marker

Scheduled Reinforcements

Turn 1: 4 x US air units

Turn 2: US 3-4 marine, US 2-4 abn, US 1-4 special ops, US naval unit, 2 x US air units, US Air Supply marker, US Air Mobile Move marker

Turn 3: US 2-4 inf Div, 2 x US air units

Turn 4: US 3-10 air assault, US air unit

Turn 5: US 4-7 mech

Communist Forces

Set up second. All units are North Korean, and deployed inside North Korea within stacking limits.

Setup

On or adjacent to a hex containing a DMZ hexside: 6-6 armor, 5 x 5-5 mech, 8 x 3-4 inf, 3 x logistics units.

Not on or adjacent to a hex containing a DMZ hexside: 3-4 inf, logistics unit.

Anywhere: 7 x special ops.

Any cities or towns: 4 x 2-4 inf, 8 x self defense.

Initial Settings
Air Defense level: 7 MBR>Barrage Points: 15

Scheduled Reinforcements: none

Victory

During the course of the game, players accumulate victory points (VPs) for certain actions indicate on the objectives charts. Record the running total on paper. At the end of the game, players check to see whether they have attained certain objectives that gives them more VPS. The side with the highest total number of VPs wins the game. Subtract the loser's total form the winner's. The victory level chart indicates what the extent of the victory is.

Options

The basic scenario, though realistic, is unfavorable to the Communists. Players may alter the balance by selecting none, some, or all of the options from the UN and Communist Scenario Options lists (see page 21) before start of play. Record them on paper. Options remain secret until they are applied during the game, unless players want to test specific outcomes. Note that each option chosen usually requires that a certain number of Victory Points be awarded to the indicated side at the end of the game.

Redline: Korea Scenario Options

UN Options

Free deployment. Deploy UN forces anywhere in South Korea. (Communists +5)

First Strike. Skip the Communist player turn on game turn 1. Cancels the Communist "North Korean Surprise Attacle'option. Do not award the UN points for that option. (Communists +10)

No Mobilization. Remove all "34' infantry corps in the initial deployment. Receive 3 x 3-4 units as reinforcements on turns 1, 2, and 3. (UN +10)

North Korean Revolt. Roll the die twice and add the results. The Communist side must immediately remove units whose total combat strength at least equals the dice roll. The units never return to play, but do not count as eliminated units for victory purposes. (Communists +10)

Isolationist USA. Cannot be used with Superpower Intervention. Choose one of the following:

  • Go-Slow: The US 2nd infantry division, Logistics unit, Air Supply marker, and two US air units enter on game turn 2. All other US scheduled reinforcements are delayed one turn. (UN +5)
  • Off-Shore Presence: Only US air and naval units are deployed or enter as reinforcements. Air Supply and Air Mobile Move markers are available. (UN +10)
  • Total Withdrawal: No US units of any kind are deployed or arrive as reinforcements. No Air Supply and Air Mobile Move markers are not available. (UN +20)

Superpower Intervention. Cannot be used with "Isolationist USA." Choose one of the following:

  • DEFCON Alert: Deploy the four air units normally due on turn 1 at the start. Also receive US reinforcements normally due on turn 2 on turn 1 instead. (Communists +5)
  • Rapid Deployment: Receive the following US reinforcements: 1st Marine Division on turn 6, 1st Cav Armored Division on turn 7. (Communists +5)
  • Far East Projection: Receive the following US units at the start instead of as reinforcements: 101st Air Assault Division, 1st Marine Division, 1st Cav Armor Division. (Communists +10)

Western European Intervention. Choose one of the following:

  • France: Receive the French airborne division and air unit any turn on or after turn 4. (Communists +5)
  • Britain: Receive the UK armored division and air unit any turn on or after turn 6. (Communists +5)
  • Western Europe: Combine France and Britain above. (Communists +10)
  • UN Security Council: All French and British units added to UN initial deployment. All US units also received if "Isolationist USA" and "Superpower Intervention" options not chosen. Additional units set up anywhere in South Korea. (Communists +20)

Japan Intervenes. Receive the Japanese airborne brigade plus three Air units any turn on or after turn 2. (Communists +10)

Russia Intervenes. Receive the Russian mechanized airborne division and the air unit any turn on or after turn 3. (Communists +10)

South Korean Guerrillas. Receive one eliminated South Korean "1-2" Self Defense unit each game turn, if available. Place in any South Korean hex not containing Communist ZOCs or units. (Communists +5)

South Korean Morale. As long as the UN controls Seoul, all South Korean units defending in South Korean cities are tripled (ignore other terrain effects). If the Communists gain control of Seoul, all South Korean units receive no benefit for dedending in cities. If the UN regains control of Seoul once it has been lost to the Communists, South Korean units defending in cities are doubled normally. (no victory points)

Continuing War. Extend the length from 8 to 12 game turns, if desired. Points are awarded whether or not the game actually continues. (+10 Communist)

Communist Options

Free Deployment. Initial forces may be deployed anywhere in North Korea. (UN +5)

No North Korean Mobilization. Receive just five 3-4 infantry corps and no 2-4 infantry corps for initial deployment. Receive two of these units (owner's choice) each turn as reinforcements during turns 1-4. (Communists +10)

South Korean Student Demonstrations. Roll the die twice and add the results. The UN must immediately remove units whose total combat strength at least equals the dice roll. The units never return to play, but do not count as eliminated units for victory purposes. (UN +5)

Pre-War Infiltration. After UN deployment, roll one die and place that number of North Korean Special Operations units in any unoccupied hexes in South Korea. The hexes may contain UN ZOCs. Roll again; if result equal or less than the number of spec ops units placed, eliminate that number of S. Korean air units (UN +10, or +S if no air units lost)

Improved Air Force. Start with 10 Air Defense points. (UN +5)

Surprise Barrage. All attacking Communist units are doubled during the first game turn, representing a massive artillery and missile strike. Barrage points are not used on Turn 1. (UN +5)

North Korean Surprise Attack. Shift all Communist attacks one column to the right on the first game turn: 2/1 becomes 3/1, etc. All UN air units are grounded (placed in the Reserve box) on turn 1, but are not immune to Communist Air Defense results on this turn only. This represents preemptive strikes on South Korean airfields. (UN +10)

Bad Weather. At least half of all available UN air units must be placed in the Reserve box each game turn. Reduce the initial Communist Air Defense level by three points. No additional air defense points are received for Chinese intervention. Shift all attacks one column to the left in the defender's favor, in addition to other modifiers. (UN +5)

Counterintelligence. The UN player may not examine Communist stacks until the moment of combat. (UN +5)

Chinese Intervention. Choose one of the following:

  • Logistical Support: Receive one Barrage point per turn during the friendly Reinforcement and Replacement segment. (UN +5)
  • Limited Intervention: Receive one Chinese mechanized corps, three infantry corps, three Air Defense points and four Barrage points during the first Communist Reinforcement and Replacement segment that any non-Korean UN land unit (other than the US Special Operations unit) is inside North Korea. (UN +10)
  • Full Intervention: Same as 2 above, but all are received during any one Communist Reinforcement and Replacement segment. (UN +20)

North Korean Guerrillas. Receive one eliminated 1-2 Self Defense unit as a replacement each turn, if available. Place in any hex inside North Korea without UN units or ZOCs. (UN +5)

Chemical Warfare. Triple (not double) attack strength of unit receiving a Barrage point. (UN +20)

Domestic Arms Industry. Receive one Barrage point each friendly Reinforcement segment starting with turn 2. (UN +10)

Logistical Deficiencies. Start the game with only 8 Barrage points. (Communists +5)

Peace Gambit. Game may end after completion of any turn on or after turn 4. One offer per game. (UN +10 if UN accepts, Communist +5 if UN refuses)

Credits:

Design: Joe Miranda
Development: Keith Schlesinger
Graphics: Jon Compton
Editing: Jon Compton, Keith Schlesinger, Dave Wood
Playtest Leaders Major Richard Lechowich, Dan Raspler, Mike Taber, Diane Taber.

Redline: Korea Wargame Rules


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