by Charles T. Kamps, Jr.
Sequence of Play1.
Introduction
2.2 Playing Pieces 2.3 Game Scale 3. Sequence of Play 4. Movement
4.2 Corps Movement 4.3 Prohibited Terrain 4.4 Roads, Expressways and Bridges 4.5 Enemy-Occupied Hexes 5. Stacking
5.2 Corps 5.3 South Limits 5.4 Stacking and Combat 6. Supply
6.2 Supply Sources 6.3 Supply Effects 6.4 Special Supply 7. Combat
7.2 Combat Restrictions 7.3 Combat Modifiers 7.4 Parenthesized Combat Values 7.5 Combat Results 7.6 Artillery and Corps Support 7.7 Retreats 7.8 Advances 8. Air Points
8.2 Air Missions 9. Helicopters
9.2 Air Defense Fire 9.3 Helicopter Transport 9.4 Helicopter Combat 10. Air Transport and Air Assault
10.2 Airborne Assault 11. Naval Operations
11.2 Amphibious Raids 11.3 Amphibious Landings 11.4 Amphibious Evacuations 11.5 Sea Transport 11.6 The Naval Unit 12. Communist Infiltration
12.2 River Infiltration 12.3 Seaborne Infiltration 12.4 Airborne Infiltration 12.5 Pre-War Infiltration 13. Militia
13.2 Militia in Combat 14. Special Unit Capabilities
14.2 Corps 14.3 Combined Arms Brigades 14.4 Chemical Attacks 14.5 Reserve Divisions 15. Replacements
15.2 Scheduling 15.3 Entry 16. Reinforcements
16.2 Variable Reinforcements 16.3 North 17. Set Up and Victory
17.2 Special Game Turn 1 Rules 17.3 Victory Conditions 17.4 Scenarios 1. INTRODUCTIONKorea '95 depicts the first month of war between North and South Korea during the mid- to late-1990's. It presumes that, despite the historic December, 1991 non-aggression pact, the North Korean regime decides that the military balance is changing in favor of the South and any attempt to unify the country under the red banner must be initiated soon. Korea'95 is played by two players. The North player controls North Korean units; the South player controls South Korean and United States units. Players assume the roles of supreme commanders, of their respective countries' armed forces. The North Koreans must win before their supply system collapses. The South Koreans, no longer the pushovers of 1950, must repulse the assault and win back their territory with - or perhaps without the aid of America. 2. GAME COMPONENTSA game of Korea'95 includes:
If any of the above components is missing or damaged, write to us and we'll be happy to replace it. Players must supply two 6-sided dice and a marker for the turn record chart. 2.1 Map and Charts The map portrays the area where the campaign may occur. The hexagon-shaped areas, called hexes, overlay the map and are used to regulate movement. The Military Demarcation Line (MDL) is considerd to run along the sides of hexes, called hexsides, for game purposes. The Terrain Key on the map explains the map symbols. The Terrain Effects Chart (TEC) lists terrain effects on movement and combat. Any feature not listed on the chart does not affect movement or combat. The Turn Record Chart indicates the arrival of reinforcement units on specific or variable dates. 2.11 Militia. Urban and city hexes have intrinsic militia, identical in most ways to a friendly unit. 2.12 Military Demarcation Line. The MDL is the prewar border between North and South Korea. The MDL has severe effects on combat, simulating fortifications along the border. 2.2 Playing Pieces The playing pieces, called units, represent military formations. North Korean units are called "North" units; South Korean and US units are called "South" units. North Korean units are red, South Korean units are blue, US Army units are green with black markings, and US Marine units are green with white markings. Unconventional warfare units have gray unit boxes, in order to distinguish them from other units. The US naval unit is gray. Numbers and symbols indicate a unit's type, size, combat value, movement allowance, and designation. All except the naval unit follow the same format.
SAMPLE SOUTH KOREAN UNIT
Except for those types shown below, other units are similar, but only South Korean units have . a replacement unit (15.0) on the back of the counter. Replacement units are indicated by a dot in the upper right comer of the counter. SAMPLE CORPS SAMPLE ARTILLERY UNIT A corps or artillery unit's parenthesized combat factor represents its support strength, which it may use to assist other units (7.6). SAMPLE HELICOPTER UNIT A helicopter unit's parenthesized movement allowance indicates its movement radius (9.1). NAVAL UNIT The naval unit's range indicates the distance in hexes over which the unit may project its strength. 2.21 Definitions. Unit Type. The kind of troops the counter represents. Combat Strength. Measures a unit's value in battle; higher numbers are stronger. Movement Allowance. Determines how far a unit may move. Unconventional Warfare (UW) unit. A unit with extraordinary infiltration ability. Airmobile Unit. A unit with a "v" between its combat and movement factors. May move by air (10.0) or helicopter (9.0). 2.22
Summary of Unit Symbols.
US only.
South Korea only.
North Korea only
2.23 Unit Size Symbols.
2.3 Game Scale Each hex represents 12 kilometers from side to side. Each turn represents 48 hours. Most units represent brigades or divisions. 3. SEQUENCE OF PLAYKorea '95 is played in a series of game turns. Each consists of two player turns. The player whose player turn is in progress is called the "phasing player;" his opponent is called the "nonphasing player." In each game turn the players conduct the following activities in the order listed. I. Air Point Determination Phase. The South player rolls one die to determine the number of air points he has available this turn (8.1). He indicates this on the Air Point Track (located on the map), using the "Air Points" marker. II.North Player Turn.
2. River infiltration (12.2). 3. Seaborne infiltration (12.3). 4. Airborne infiltration (12.4). 5. Pre-war infiltration (Turn 1 only) (12.5). B. Movement Phase
2. The North player may move his units. He may bring reinforcements into play as scheduled and move them (there are no North reinforcements on Turn 1). 3. The North player may re-adjust his stacks of units to place a different unit on top of the stack (this is important for combat, see rule 7.33). 4. Any South urban or city hex not occupied by a North unit regains its militia value (13.0). C. South Air Allocation Phase.
D. Reaction Phase.
E. Adjustment Phase.
F. Combat Phase.
III. South Player Turn
2. The South player moves his units and introduces replacements and reinforcements. He may make amphibious raids, landings, and evacuations. On Turn 1, and on the turn his first variable reinforcements arrive, the South player rolls for variable reinforcements (16.2). B. Interdiction Attack Phase.
C. Combat Phase
2. The South player declares which enemy units he is attacking, with which of his units, and which attacks will be assisted by close air support (8.22). 3. The South player resolves his attacks (7.2). 4. The South player may once again re-adjust his stacks of units. At the end of each turn, advance the turn marker one space on the Turn Record Track. Play continues for 15 game turns. 4. MOVEMENTEvery unit has a printed movement allowance, which is the number of movement points (MPs) it may expend during its movement p ase. Units are moved individually from hex to adjoining hex, expending MPs according to terrain. A unit may enter a hex only if it can pay the full cost, but can always move one hex unless that hex contains terrain prohibited to it (see the Terrain Effects Chart [TECI). A player may move all, some or none of his units during his movement phase. Advance (7.8) and retreat (7.7) after combat are not considered movement, and do not expend movement points. Coastal hexes, defined as hexes, containing both land and sea or shallow water type terrain, may be entered by ground units paying the appropriate land-type terrain movement costs. 4.1 Movement Costs The TEC lists the number of MPs needed to enter each type of hex. The cost depends on the type of unit moving. Consult the column corresponding to the unit's movement allowance. To cross a river, the unit pays the river cost in addition to the cost for the hex entered. 4.2 Corps Movement A corps with no component units (5.2) moves using its printed movement allowance. A corps with component units in its holding box moves using the movement factor of the slowest unit in the holding box and under all movement restrictions of every unit in the box. Example: The Armor corps contains two 5-6 infantry divisions and one 2-16 armor brigade. It may expend only six movement points (the slowest allowance in the corps), and may not enter rugged or mountainous terrain (prohibited to armor). 4.3 Prohibited Terrain If the TEC lists a type of terrain as prohibited to a unit, then the unit may enter, exit, attack into or retreat out of the hex only through a road or expressway hexside. 4.4 Roads, Expressways and Bridges A unit entering a hex through a road or expressway hexside pays the road or expressway cost, not the cost for the terrain in the hex. A road or expressway crossing a river hexside is a bridge. A road or expressway crossing an all-sea hexside is a long bridge. Ground units cross bridge and long bridge hexsides at the road or expressway rate. Bridges can not be destroyed. 4.5 Enemy-Occupied Hexes Units may never enter enemy-occupied hexes except through tunnel infiltration (12.1), river infiltration (12.2), or helicopter movement (9.1).Urban or city hexes with enemy n-dlitia (13.0) are enemy-occupied hexes. They may be entered only by defeating the militia during combat. Korea '95 has no "zones of control" as found in some wargames - an enemy unit in an adjacent hex does not affect movement. 5. STACKINGThe number of units which may occupy the same hex is limited. Placing more than one unit in a hex is called "stacking." Stacking limits apply at the end of each Movement Phase, and at the end of each unit's retreat or advance after combat.5.1 North Limits The North player may stack a total of two "division equivalents" in a single hex. Two divisions are equal to three brigades or regiments for stacking purposes. Therefore, a hex could contain two divisions, three brigades, or one division and one brigade. Corps may not stack with any other units (see below). 5.2 Corps A corps may control other units which are placed in its holding box and counted as part of its strength for all purposes. Up to five North units, of which no more than two may be divisions, may be placed in one corps holding box. During the North movement phase, units may "leave" a corps counter or "join" it with no penalty. A corps holding box may not contain another corps. Corps may not stack together. 5.3 South Limits In a single hex the South player may stack one division plus one regiment/brigade OR three regiments/brigades. In addition, he may stack one helicopter and the naval unit in the hex. 5.4 Stacking and Combat The unit on top of the stack determines the stack's composition for unit-type modifiers in combat (7.33), whether that unit actually takes part in the attack or not. Players may change the order of the units in each stack at any time during their movement phase and also at other times as outlined in the sequence of play (3.0). A corps is not a "unit type" for combat modifier purposes. Instead, a smaller box is provided within each corps holding box to indicate which unit is "on top." 6. SUPPLYConventional ground units and helicopters must be supplied in order to function at full capability. A unit receives supply by tracing a supply line. South units may also use air (6.41) or helicopter (6A2) supply. The phasing player judges supply for movement purposes at the start of his Movement Phase. Each player judges supply for combat purposes at the instant of combat. 6.1 Supply Lines A supply line has two segments. The first segment may extend up to two hexes (one intervening hex) between the unit and a road or expressway. This segment may not be traced through any hex into which the unit would not be allowed to move. The second segment may extend any distance along roads or expressways to a supply source. No part of a supply line may be traced through an enemyoccupied hex. Exceptions: The naval unit has no effect on supply lines. The South player may use helicopter supply. 6.2 Supply Sources A hex occupied by enemy units (other than the naval unit) may not function as a supply source. 6.21 North. North units draw supply from either urban hex in North Korea OR from any hex from which a road exits the north edge of the map. 6.22 South. South units draw supply from any urban hex in South Korea, any port in South Korea, or from any port in North Korea occupied or last passed through by a South unit. 6.3 Supply Effects Movement. If a unit with a printed movement allowance of 12 or 16 is unsupplied at the start of its Movement Phase, its movement allowance is halved, though it is still required to pay the full movement cost for entering various types of terrain. Units with a printed movement allowance of 6 are never affected. Combat. The combat value of a unit unsupplied at the instant of combat - whether attacking or defending - is halved. Units Not Requiring Supply. Unconventional warfare units and the naval unit do not require supply and suffer no penalty for being unsupplied. 6.4 Special Supply 6.41 Air Supply. Beginning on Turn 2, the South player may supply one stack of units by air per turn, regardless of how many air points are available. He simply indicates the stack he wishes to supply. He may declare air supply during either Combat Phase or during his Movement Phase. The units are then supplied for the remainder of the turn, even if they leave the hex or split up into more than one stack. 6.42 Helicopter Supply. A helicopter is supplied if a supply source is within its movement radius. The distance may be traced through any type of terrain, and through enemy units (air defense fire [9.21 does not apply). A helicopter may also be supplied by an ordinary supply line. Any unit stacked with a supplied helicopter is also considered supplied. For replacement purposes, however, helicopter supply does not constitute a "supply line" (15.1). 6.43 Amphibious Supply. South marine units may trace a supply line to any landing area hex occupied by the naval unit. This line may be no more than 4 hexes in length. The same restrictions as for the first segment of an ordinary supply line apply. 7. COMBATA player's units may attack adjacent enemy units during his Combat Phase. Artillery, air points and the naval unit may support combat. The phasing player is called the "attacker." A player declares his attacks one at a time and resolves each before proceeding to the next attack. An attack is declared by identifying the defending hex and the units which will attack it. Each attack must be declared against a single defending hex. All units in the hex defend. As many adjacent attacking units and as many supporting artillery units (or corps) as can be brought to bear may combine in a single attack. Attacking is voluntary. Units stacked together - including units in a corps holding box - may attack the same or different hexes, or some may attack and others not attack. Each unit (except artillery, 7.6) may attack only once per Combat Phase. Each unit may only be attacked once per Combat Phase. However, a hex containing a retreated unit (7.7) may be attacked if it contains other units which have not yet been involved in combat, and the retreated units (7.71) will suffer any adverse results. 7.1 Terrain Restrictions Units may not attack across long bridge hexsides. A unit may not attack across a hexside through which it would not be allowed to move. An armored unit can attack into mountainous terrain, for example, only through a road or expressway hexside. 7.2 Combat Procedure Each combat is resolved by the following procedure: 1. The attacker indicates which hex he is attacking, with which units. 2. The attacker may commit artillery (including corps), air points or the naval unit to support. 3. The defender may commit artillery (including corps), air points or the naval unit to support. 4. Each player checks his units' supply status. The South player may declare air supply. 5. Each side totals the combat values of its units (including supporting units), applying any Combat Value Modifiers (listed on the map). The defender includes any friendly militia (13.0). 6. Divide the attacking units' total modified combat strength by the defending units' total modified strength, dropping all fractions, to get an odds level given on the Combat Results Table (CRT). For example, a strength of 16 attacking a strength of 4 is 4:1, while 15 attacking 4 is only 3:1. 7. On the left side of the CRT, locate the terrain occupied by the defender. In this line, locate the combat ratio determined in step 6. This determines the results column. If the combat ratio is greater than that shown in the rightmost column, use that column. If the ratio is less than that shown in the leftmost column, the attack is cancelled; such attacks are not allowed. 8. Roll one die and modify the result as listed below. Modified die rolls higher than 8 are treated as 8; those of less than -1 are treated as -1. 9. Cross-reference the modified die roll with the combat ratio column. Results are explained below. 7.3 Combat Modifiers 7.31 Modifiers to Combat Value. The following effects are cumulative. Retain all fractions; for example, half of 7 is 3-1/2, and 7 vs. 3-1/2 is 2:1. 7.311 Attacker values are halved in the following situations:
2) Units unsupplied at the instant of combat. 3) Amphibious landings (11.3). 7.312 Defender values are halved in the following situations:
2) Units unsupplied at the instant of combat. 7.32 Die Roll Modifiers. If the defending hex contains a city, subtract 1. Add 1 to the die roll when US joint Air Attack Teams (8.23) are attacking, subtract 1 when they are defending. 7.33 Unit Type Die Roll Modifier. 1. The attacker selects the top unit from one of the stacks participating in the attack. This unit must participate in the attack. If only one stack of units is involved in the attack, then the unit on top of that stack determines the Unit Type Modifier. 2. Consult the Unit Type Modifiers Chart on the map. Locate the section of the chart corresponding to the terrain in the defending hex - either open terrain, or any other type. Cross reference the unit types to determine the modifier. Artillery is only used for this purpose if it is defending alone in a hex. Artillery may not attack enemy units by itself. Corps have no unit type - use the unit in the "top unit" area of the holding box. Corps with no component units are considered artillery units. 7.4 Parenthesized Combat Values Artillery and corps have parenthesized combat values. An attack may not be made solely using units with parenthesized combat values. An artillery or corps unit which is not stacked with another type of unit defends against attacks with a combat value of 1. If two or three such units are stacked together, each has a value of 1. 7.5 Combat Results D# - Defender Retreats. Defending units must retreat the indicated number of hexes, and attacking units may advance the same number of hexes. AR - Attack Repulsed. Attacking units retreat one hex. Defending units may advance into adjacent vacated hexes. DE - Defender Eliminated. All defending units are removed from play and attacking units may advance up to three hexes. AE - Attacker Loss. The attacker must remove from play units equal to or greater than the total printed value of units in the defending hex (not including supporting artillery, air, or naval strength). EX - Exchange. Determine which player's adjacent participating units (not including supporting artillery, air, naval strength) total the smaller printed value. All these units are eliminated. The other player must remove units totalling an equal or greater printed value. The player with surviving units may advance them one hex into any hex vacated by enemy units. Units which retreated from a previous combat into an affected hex are also eliminated if all participating units in the hex were lost in the exchange. AX - Attacker Exchange. The attacker must remove units equal to or greater than the total printed value of units in the defending hex (not including supporting artillery, air or naval strength). Then, defending units retreat one hex. Any surviving attackers may advance into the vacated hex. AX results affect n- militia (13.2). 7.6 Artillery and Corps Support Artillery and corps units may support combat. For the purposes of support rules corps units are identical to artillery and all support rules apply to corps as well. Artillery support refers to the following situations:
2) Artillery adjacent to friendly attacking units and not adjacent to the defending hex may support the attack. 7.61 The owning player declares that the unit will support and adds its combat value to those of the other participating units. The attacker must make such declarations first. 7.62 Attacking artillery adjacent to the defending hex contributes its value directly to the attack - it is not considered to be "supporting" and thus is subject to any adverse combat results. The same is true of artillery in the defending hex. 7.63 Adverse combat results do not affect defending artillery which is not in the hex under attack, nor attacking artillery which is not adjacent to the hex under attack. Such units may not be removed in order to satisfy EX, AL and AX results. 7.64 Support Restrictions. Each artillery unit may support any number of battles per phase, but may not support a battle and also attack an adjacent hex in the same phase. A defending unit may not support if it has been attacked in the same phase. More than one artillery unit may support a combat as long as all are adjacent to friendly non-artillery units involved in the attack. 7.7 Retreats A player retreats his own units. Retreat does not expend MPs. In retreating his units, a player must satisfy the following restrictions, in order of priority: 1. A unit may never retreat:
2. A unit must end its retreat as many hexes away from its original hex as the number of hexes it was required to retreat. (Thus, a unit may not retreat in a circle, or "double back.") 3. A unit must end its retreat not adjacent to any attacking unit if possible. 4. A unit must end its retreat in a hex from which it can trace a supply line, if possible. 5. A unit must retreat into the hex(es) which would require the fewest number of MIs to enter during movement. If more than one hex meets this requirement, the owning player may choose. Note that requirements (1) and (2) are absolute, and the player attempts to satisfy (3), (4) and (5) as far as possible, in order of priority. A unit which cannot retreat is eliminated in the last hex to which it could legally retreat (the location is important for replacement purposes [15.11). 7.71 Retreat Into Friendly-Occupied Hexes. If a unit retreats onto another friendly unit which is involved in a subsequent combat, the retreated unit does not add its combat value to the defense of the hex. Any retreat result in the subsequent combat applies to the non-participating unit also. If the defending units are eliminated - either by a DE or EX result - the non-participating unit also is eliminated. The non- participating unit cannot be counted to satisfy exchange results, but is eliminated just the same. 7.72 Displacement. Units may not end a retreat in violation of stacking limits (5.0). However, a player may displace units from a hex to make room for the retreating units. A displaced unit is retreated one hex, following the retreat restrictions. Another unit may be displaced to make room for the displacing unit, and so on. However, if any displacing unit cannot satisfy retreat restriction (1) above, then no displacement occurs and the original retreating unit is eliminated instead. Units that are attacked in the same combat phase in which they displace defend at one-half their combat value, with any combat value modifiers (7.3), but with no artillery, air, or naval support. 7.8 Advances When a hex is vacated through combat victorious units may advance into and beyond the hex. Exception: Tunnel (12.1) and river infiltrating (12.2) units may never advance. 7.81 Second-Echelon Advance. When attacking units advance, any unit stacked with or adjacent to them may also advance, even if it did not participate. However, a unit may not advance if it has already made a different attack or already advanced in the same phase. Units which undertake such an advance are called second-echelon units. When defending units advance, only units in the defending hex may advance. 7.82 Extent of Advance. Following a DE result, attackers may advance 3 hexes. Whenever defeated units retreat, victorious units may advance the number of hexes the losers were required to retreat, regardless of how many hexes the units actually retreated. Second-echelon units advance the same number of hexes as participating units. A second-echelon unit may not attack after advancing. 7.83 Procedure and Restrictions. The first hex of a unit's advance must be a hex vacated by the enemy. The first hex of a second-echelon unit's advance must be a hex occupied by a victorious unit. The second hex must be the defending hex. A unit may not advance into terrain which would be prohibited to it during movement. A unit may not advance across an unbridged river hexside except to enter the defending hex itself, and may not advance across a long bridge hexside. Stacking limits apply at the end of an advance. Within these restrictions, a unit may advance along any path the owning player desires. Units need not use their full allowed advance. If more than one unit is advancing, they may advance along different paths. Example: North units in hexes 5117 and 5118 attack a South unit in 5018. The result is D2. The victorious units may advance 2 hexes. A North unit in hex 5218 has not engaged in combat; it is adjacent to the victorious attackers, and so it may also advance. Each participating unit must first advance into the vacated hex (5018), and then may advance into any adjacent hex (subject to stacking limits). The second-echelon unit must advance from 5218 to either 5117 or 5118 and then to 5018; having advanced two hexes, they stop in 5018. 8. AIR POINTSThe South player receives air points which he may use for close air support or interdiction attacks. Each may be used only once, anywhere on the map. Unused points may not be saved for later turns. 8.1 Availability 8.12 Air Point Table. During the Air Point Determination Phase, the South player rolls one die and consults the Air Point Table. At the top of the table he finds the scenario being played. Directly below this he finds the turn being played: All (for all turns, in some scenarios), 1 (for Turn 1 only, in other scenarios) or 2+ (for Turn 2 and after). He cross-references the die roll with the corresponding column. The result is the number of air points available during the current turn. He adjusts the Air Point Track to reflect this, and during the course of play moves the "Air Points" marker each time he uses air points. If the North has taken control of South airbases, the South player also must adjust the number of points available. 8.13 Air Base Capture. If enough air bases are captured, available air points decrease, with the exception of those based off-map. After rolling the die, the South player must reduce his number of available air points according to the number of bases he holds, as follows:
Scenario Two: If the South holds fewer than seven air bases, he loses one air point for each base he holds less than seven. His total is never reduced to less than 8. Scenario Three: If the South holds fewer than four air bases, he loses one air point for each base he holds less than four. Scenario Four. If the South holds fewer than ten air bases, he loses one air point for each base he holds less than ten. His total is never reduced to less than 4. Scenario Five. If the South holds fewer than ten air bases, he loses one air point for each base he holds less than ten. His total is never reduced to less then 8. Example: It is scenario 2, turn 10, and the South player holds four airbases. The South player rolls a 3, yielding 12 air points. In scenario 2, South loses I air point for each base less than 7; thus the South loses 3 air points, leaving him with 9. His total is never reduced tofewer than 8. Had the South player rolled a 5, his allotment would have been 6 points, and would not be reduced because of lost bases. 8.2 Air Missions The South player may use air points to support combat or to attack enemy units without the aid of friendly ground forces. 8.21 Air Point Limits. In scenarios 1 and 3, a maximum of 3 air points may be used per combat or per hex being attacked. In all other scenarios, a maximum of 3 points per combat or hex may be used on Turn 1, and 4 points on all subsequent turns. 8.22 Close Air Support. Air points may support ground combat (7.2). The number of points is added to the combat strength of the ground units involved. Supply status, terrain, and chemical weapons do not affect close air support. Air points are never "lost" as casualties to satisfy a combat's outcome. 8.23 joint Air Attack Team. If the Air Point Table die roll was 1 or 2, the South player receives a special combat die-roll modifier whenever the US A/2 or A/101 brigades and at least one air point are used together. The modifier is (+1) if a US Army helicopter and an air point are attacking, and (4) if they are defending. This modifier is not cumulative, and does not apply to South Korean or US Marine helicopters. 8.24 Interdiction Attacks. During the Interdiction Attack Phase of both the North and South player-turns, the South player may allocate air points to interdiction missions. Air points used for interdiction are subject to the above restrictions. The South player allocates air points to attack a single, specific enemy unit (including corps or their components). He rolls one die. If the number rolled is equal to or less than the number of air points allocated to the attack, the target is eliminated. Add one to the die roll if the target unit is in an urban hex or a hex on the North Korean side of the MDL. Corps may be attacked; if a corps is eliminated its component units must satisfy stacking limits at the end of the next North movement phase. Therefore, components of a corps destroyed by interdiction attack are not automatically eliminated because they violate stacking limits, but have one phase in which to satisfy them. 9. HELICOPTERSHelicopters ignore terrain when moving, and may move during both player turns. Helicopters may also transport airmobile units. Helicopters in Korea '95 consist of one South Korean, one US Marine and two US Army units. 9.1 Helicopter Movement Each helicopter may move during the South Movement Phase AND during the North Reaction Phase. (There is no Reaction Phase on Turn 1.) Helicopters have a movement radius, representing the area in which the unit may end its movement. For example, the South Korean helicopter may end its movement phase anywhere within 13 hexes of the hex in which it began the phase. Helicopters ignore normal terrain costs. They may move through any hex including all-sea hexes and hexsides. They pay 1 MP for each hex in South Korea or all-sea hex. They pay 2 MPs for each hex in North Korea. 9.2 Air Defense Fire A helicopter may move through enemy units, but may not end its movement stacked with one. On entering a hex occupied by a North unit other than a UW unit or militia, a helicopter must undergo air defense fire. 'Me North player rolls two dice. On a roll of 2, the helicopter (plus any passenger) is destroyed. Any other result has no effect. The North player rolls separately for each helicopter. The number and size of North units in the hex does not affect the die roll. Helicopters may move through hexes occupied by only North UW units and/or militia without risk. 9.3 Helicopter Transport Helicopters may transport airmobile units. Units may be transported during either the South Movement Phase or the Reaction Phase. Each helicopter may transport one airmobile unit per phase (and thus could perform two transport missions per turn). To transport during the Movement Phase, the helicopter moves to the hex containing the ain-nobile unit, and the two are then moved together to a destination hex, where the airmobile unit is placed. To transport during the Reaction Phase, the helicopter must begin the phase stacked with the airmobile unit. The total distance moved by the helicopter on reaching the destination hex cannot exceed the helicopter's movement radius. After transport, the helicopter may remain in the destination hex, or it may return to any other hex within its radius (moving in all up to twice its movement allowance). In the latter case, it must trace a route and undergo any air defense fire. The transported unit may not expend MPs of its own either before or after transport. But it may take part in combat if placed adjacent to an enemy unit. The South Korean helicopter may only transport South Korean UW units. The US Army A/2 helicopter may only transport the 2nd Division airmobile brigade (2/2). The US Army A/101 helicopter may only transport the 101st Division airmobile brigades (1/101, 2/101, 3/101) or the 82nd Airborne Division's brigades 0 /82,2/82,3/82). The US Marine helicopter may transport any airmobile unit. 9.4 Helicopter Combat Helicopters are treated as ground units for combat, except when retreating. There are no terrain restrictions on retreating helicopters, and helicopters may retreat through enemy-occupied hexes, undergoing air defense fire in each such hex. They may not stop in an enemy-occupied hex, but if retreating through such a hex may voluntarily retreat further than called for as long as they do not exceed their movement radius. If a helicopter and airmobile unit are stacked together at the time of a combat and either is required to retreat, they may retreat together, the helicopter transporting the airmobile unit. This applies even if only one of them was involved in the combat. Unit affiliation restrictions also apply to retreats. 10. AIR TRANSPORT AND AIR ASSAULTEach turn beginning with Turn 2, the South player may either move one unit by air transport or conduct one airborne assault. Air transport and airborne assault use friendly airbases. At the start of the game each player controls the bases in his home country. An air base in an urban or city hex is friendly to its original owner unless it is occupied by enemy units, in which case the enemy player controls it. If the hex has friendly militia, it is friendly- controlled, An air base in any other type of hex is friendly to its original owner unless it was last occupied by an enemy unit, in which case the other player controls it. 10.1 Air Transport Any airmobile unit may be transported by air. The unit must begin the Movement Phase at a friendly air base. The player simply places the unit on any other friendly air base, ignoring terrain and enemy units in between. An air-transported unit may expend up to half its movement allowance in the turn it moves by air, and may engage in combat. It is considered fully supplied during the player turn in which it is transported, regardless of whether it can trace a supply line. A unit may be transported by air any number of times per game. 10.2 Airborne Assault Any South units with the airborne symbol may conduct an airborne assault. Eligible units are South Korean UW units and US airborne brigades. The unit must begin the Movement Phase at a friendly air base. US units may enter the game through an airborne assault on the turn they are scheduled to arrive, or the South player may choose to hold them back and make such an assault on a later turn. Place those units in the "At Sea" box on the map. The unit may be moved any distance to the following types of hexes: South Korean units may land on open terrain hexes, air base hexes, or broken terrain hexes containing a road or expressway.
10.21 Movement and Supply. A unit may not expend MPs in the turn it makes an airborne assault. It may attack enemy units. It is considered supplied during the player turn in which it is transported, regardless of whether it can trace a supply line. 10.22 Assault Limits. Each airborne unit may make only one assault per game. Only one unit may make an assault per turn. The South player may not air-transport any unit in the same turn that he makes an assault, though helicopters may move and transport units normally. 11. NAVAL OPERATIONSSouth naval operations include amphibious raids, amphibious landings, amphibious evacuations, sea transport, and use of the naval unit. 11.1 Friendly Ports Naval operations require friendly ports. At the start of the game each player controls the ports in his country, A port in an urban or city hex is friendly to its original owner unless it is occupied by enemy units, in which case the enemy player controls it. If the hex has friendly Militia, it is friendly-controlled. A port in any other type of hex is friendly to its original owner unless it was last occupied by an enemy unit, in which case the other player controls it. 11.2 Amphibious Raids South UW units may make amphibious raids beginning on Turn 2. The South player may make one raid per turn, with one unit. The raiding unit must begin the South Movement Phase in any port hex. The unit may be placed on any coastal hex not occupied by an enemy unit. A coastal hex is any with an allsea hexside (deep or shallow water). Upon landing, the unit may expend up to 2 MPs and may attack. It does not suffer penalties for opposed amphibious landings. A hex bordered by a sea hexside can be raided even if it does not border an all-sea hex. 11.3 Amphibious Landings Amphibious landings are made only by marine units, may be made only at a landing area, and may be made against opposition. Marine units include all US Marine ground units (not the Marine helicopter) and the two South Korean marine divisions. 11.31 No landing may be made prior to the arrival of the US 9th Marine Expeditionary Brigade (MEB). 11.32 Beginning with the arrival of the 9th MEB, the South player may make one amphibious landing per turn, using either the lst MEB or 9th MEB. 11.33 Beginning with the arrival of the US 3rd Marine Division, the South player may make one landing per turn using either of the South Korean marine divisions OR three US Marine units. 11.34 Beginning with the arrival of the US 5th MEB, the South player may make one landing per turn using either of the South Korean marine divisions OR four US Marine units. The 7th MEB may participate in such a landing, but its arrival does not increase the South player's amphibious capacity. 11.35 Procedure. The unit making the landing must begin the South Movement Phase in a port. It is then placed in the At Sea box for the remainder of the turn. On the next - or any subsequent - turn the unit may be placed on any Landing Area hex, including one occupied by enemy units. Marine units are always considered supplied on the turn during which they land. 11.351 UNOPPOSED LANDINGS. If the Landing Area hex is unoccupied, the unit may expend up to 2 MPs after landing and may attack enemy units with no penalty. The naval unit must be placed in the Landing Area hex. 11.352 OPPOSED LANDINGS. If the South player wishes to land in an enemy-occupied hex (including a hex with enemy militia), the landing unit and the naval unit are placed in an adjacent sea hex. During the Combat Phase the marine unit must attack the enemy unit (or militia). The marine unit is halved in strength. Air points and the naval unit may lend support, with no penalty. Other units which assist in the attack also suffer no penalty; therefore, units may come overland or by helicopter and join in the attack at full strength, though the marine unit remains halved. Marine units making an opposed landing are eliminated if they suffer a retreat result. If they are successful and the enemy forces are removed from the hex, the marine unit may advance as after normal combat. The naval unit is then placed in the Landing Area hex. 11.4 Amphibious Evacuations The South player may evacuate UW or marine units. A UW unit may be evacuated from any coastal hex. A marine unit may be evacuated only from a landing area. 11.41 Procedure. The unit to be evacuated may expend up to half its MPs to reach the evacuation hex. An evacuated UW unit is immediately placed at any friendly port. An evacuated marine unit is removed from the hex and placed in the At Sea box. In the following turns South Movement Phase it may be placed at any friendly port (and may take no other action in that turn). 11.42 Evacuation Limits. One UW unit may be evacuated per turn; a raid may not be made in the same turn. In addition, marine units equal to the current landing capacity (11.3) may be evacuated; no amphibious landing may be made in the same turn. 11.5 Sea Transport Any unit may be transported by sea. The unit must begin the South Movement Phase in a port. It is then placed in the At Sea box for the remainder of the turn. On the next - or any subsequent - turn the unit may be placed at any friendly port. It may then expend up to 2 MPs and attack. The limits on the number and size of units which can move by sea are the same as for amphibious landings (11.3). However, any type unit can be transported, not just marines. The South player may not attempt any amphibious landings (including raids) in the same turn he performs sea transport. 11.6 The Naval Unit The naval unit may enter any coastal or all-sea hex except shallow water. 11.61 Movement. During the South Movement Phase, the South player may move the naval unit to any permissible hex. The naval unit may not be placed in an enemy-occupied hex (including a hex with militia). Should an enemy ground unit enter the naval unit's hex, the South player must immediately move it to an adjacent eligible hex. 11.62 Combat. The naval unit may support ground combat. The unit has two sides, each with a combat value and range. When the South player comn-dts it to support, he places it on whichever side he wishes (the two sides illustrate its power at different ranges). For either offensive or defensive support, the defending hex must be within range. Count the defending hex but not the naval unit's hex when determining range. The naval unit's value is added to the ground combat values. The naval unit may support only one combat per Combat Phase. It never suffers adverse results and may never be attacked. 12. COMMUNIST INFILTRATIONNorth UW units may attempt various methods of infiltration during the Unconventional Warfare Phase. Infiltration is not guaranteed. The Infiltration Success Table (IST) lists the die rolls required for success in each game turn. The North player rolls separately for each unit. 12.1 Tunnel Infiltration North commando brigades may attempt tunnel infiltration of South-occupied hexes. 12.11 Special Set Up. When setting up the game, the North player may place one commando brigade per hex adjacent to the MDL in excess of stacking lin-tits. At the end of the first North Movement Phase, stacking limits must be satisfied. Any units still in excess are eliminated. 12.12 Procedure. The commando unit must begin the turn adjacent to the hex to be infiltrated, and separated from it by an MDL hexside. During the UW Phase, the unit is placed in the hex to be infiltrated, directly on top of South units in the hex. The North player rolls one die for each such unit and consults the IST. 12.13 Results. If the attempt fails, the commando unit is eliminated. If the attempt succeeds, the commando unit remains in the infiltrated hex for the following North Combat Phase. It may attack the South units in that hex (but not those in any other hex). 12.131 The unit does not halve its combat strength because of the MDL. Any units attacking from adjacent hexes across the MDL still halve their strengths. 12.132 South units may not retreat from or into a hex occupied by a tunnel-infiltrating unit. Therefore, such units may not be replaced if eliminated (15.1). 12.133 South units may trace supply lines out of hexes occupied by tunnel-infiltrating units, but not through such hexes. 12.134 IF South units still occupy the hex at the end of the North Combat Phase, the infiltrating unit is eliminated. 12.14 Limitations. Only one brigade may attempt to infiltrate each hex, and only one attempt may be made against each hex during the entire game. (If the attempt fails, you may mark the hex by placing the eliminated commando brigade in it, face-down.) Hexes, 5113, 5014, 5015 and 5115 may not be infiltrated (tunnel infiltration may not be attempted across all-sea hexsides.) Only commando brigades, not other UW units, may attempt tunnel infiltration. 12.2 River Infiltration The river commando brigade may attempt to infiltrate across river hexsides, using the same procedure as tunnel infiltration. Only the river commando brigade may attempt river infiltration. The river commando brigade has no special stacking exemption. 12.3 Seaborne Infiltration North marine commando brigades may attempt seaborne infiltration. One, two or all three brigades may attempt infiltration in the same UW Phase, against the same or different hexes. 12.31 Procedure. The procedure is the same as for amphibious raids (11.2). The North player places all units with which he wishes to infiltrate in their target hexes. He then rolls one die for each unit and consults the IST. Unsuccessful units are eliminated. Successful units may move up to 2 MPs and may attack. Marine commando brigades may also be evacuated, by the same procedure the South uses to evacuate UW units (11.4). For each unit evacuated, the North player must roll one die and consult the IST. Unsuccessful units are eliminated. 12.32 Followup. If a marine commando unit occupies a port or landing area hex, the North player may attempt to bring more UW units any UW units, not necessarily marine commandos - to that hex. In each UW Phase he may attempt to move one UW unit to the occupied hex. The unit must begin the phase at a port. The North player must roll one die and consult the IST. Unsuccessful units are eliminated. The North player may not attempt seaborne infiltration in the same phase he attempts an invasion followup. 12.4 Airborne Infiltration In each UW phase, one North airborne commando or parachute recon brigade may attempt airborne infiltration. The unit must begin the phase at any air base. The North player rolls one die and consults the IST. If the attempt succeeds, he may place the unit within 25 hexes of the air base, on any open terrain hex, air base or in a broken terrain hex which contains a road or expressway. The unit may not be placed in a South-occupied hex (including a hex with militia). If the attempt fails the unit is eliminated. 12.5 Pre-War Infiltration In the UW Phase of Turn 1, the North player may deploy any or all of his parachute recon brigades by pre-war infiltration. He may place each brigade in any rugged or mountain hex not occupied by South units or militia. Units must be placed at least six hexes from each other. After placing all such units he wishes, he rolls one die for each, consulting the IST. Unsuccessful units are eliminated. 13. MILITIAEvery city and urban hex has an intrinsic militia value. Every city hex has a value of 1 -point, and every urban hex has a value of 2 points. 13.1 Special Abilities Militia has the same effect as a unit occupying the hex, but does not count against stacking limits. Enemy units may enter a militia hex only through combat. The militia is nullified if an enemy unit enters the hex. However, if the hex is left unoccupied at the end of any enemy Movement Phase, it regains its militia. A hex may lose and regain its militia any number of times. 13.2 Militia in Combat The militia value is added to that of any unit defending in the hex. Militia may never attack. Militia in an otherwise unoccupied hex may be attacked just like a unit. Combat results apply to militia as follows:
14. SPECIAL UNIT CAPABILITIES14.1 Artillery Artillery units have their combat strength set off in parentheses. They may support combat in adjacent hexes any number of times in one combat phase as long as they are adjacent to the friendly units (7.6). An artillery unit alone in a hex defends itself from enemy attack with a strength of 1. Artillery stacked with other friendly units - other than other artillery - adds its full strength to the defense. 14.2 Corps North Korean corps may function as artillery (7.6), in addition to holding other friendly units in their off-map boxes (5.2). A corps without component units defends itself with a strength of 1. Certain corps may also launch chemical attacks (7.312). 14.3 Combined Arms Brigades A combined arms brigade adds one to combat die rolls when it participates in an attack. This is not cumulative - four combined arms brigades attacking one enemy-occupied hex yield a modifier of only +1. Combined arms brigades are treated as armored units when determining Unit Type Modifiers (7.33). 14.4 Chemical Attacks North Korean mechanized and armored corps are provided with chemical weapons. When such a corps participates in an attack, or is adjacent to North units participating in an attack, enemy strengths other than supporting artillery or air points are halved. Each armored or mechanized corps may launch one chemical attack per turn. This ability may not be "saved" for use on later turns and may not be used for defense. 14.5 Reserve Divisions Reserve divisions of both sides (those with an "R" in their unit designations) may not move or attack on Turn 1, but may defend themselves normally and retreat if defeated. Beginning with Turn 2 they may operate normally. 15. REPLACEMENTSSouth Korean divisions back-printed with unit information and a dot in the upper right corner may return to play as replacement units after they are eliminated. The unit is placed on its reverse side. When a replacement is eliminated, it is permanently removed from play. Only South Korean divisions are replaced in this manner. 15.1 Eligibility A unit may become a replacement only if it could trace supply at the time it was eliminated (helicopter supply does not suffice; amphibious supply does) and could retreat at least one hex from the location where it was eliminated, regardless of the actual result. Units not meeting these requirements are permanently removed from play. 15.2 Scheduling The South player rolls one die for each eligible replacement unit. On a roll of 1, the unit may return in 2 turns, on a roll of 2 it may return in 3 turns and so on. The unit is placed on the Turn Record Track, on the turn it is scheduled to return to play. 15.3 Entry Replacement units enter at any urban hex in South Korea which is not occupied by enemy units and which can trace a supply line to a South Korean port. There is no limit to the number of replacement units which may enter per turn. They may be placed on the map at any time during the South Movement Phase, and may be placed in excess of stacking limits, so long as this is corrected by the end of the Movement Phase. They may move and attack on the turn they arrive. The arrival of replacement units may be delayed if there is no place for them to enter. A replacement unit thus delayed must enter play as soon as an entry hex is available. 16. REINFORCEMENTSEach side receives reinforcements as scheduled on the Reinforcement Table. Like replacements, reinforcements may be placed on the map at any time during the friendly Movement Phase, and may be placed in excess of stacking limits, so long as this is corrected by the end of the Movement Phase. They may move and attack on their turn of their arrival. Unlike replacements, reinforcements may not be delayed and are forfeited if no entry hex is available. 16.1 South The South player receives US reinforcements depending on the scenario being played (see below). The Reinforcement Schedule lists all possible reinforcements, together with the scenarios in which they arrive. Only the reinforcements scheduled for a particular scenario may be used in that scenario. Arrival Locations:
16.2 Variable Reinforcements The South player receives variable reinforcements on two occasions: 16.21 On Turn 1, he rolls one die to determine the entry of the US 9 MEB and the naval unit. He adds one to the result, and this yields the turn of their arrival - if he rolls a 2, for example, both units enter play on Turn 3. The naval unit may be placed in any eligible hex. The marine brigade may enter at any friendly port OR may conduct an amphibious assault on the turn of its arrival. 16.22 During the South Movement Phase of the turn on which the naval unit and 9 MEB arrive, the South player rolls one die to determine the entry of the 3rd Marine Division. He adds one to the result, and this yields the number of turns before the unit may arrive. For example, if the naval unit and 9 MEB enter on Turn 3, and the South player rolls a 4 when they enter play, the 3rd Marine Division would enter on turn 8. If the 1 MEB, 5 MEB or 7 MEB have not entered play, they may arrive with the 3rd Marine Division. They may arrive at any friendly port OR may conduct an amphibious assault on their turn of arrival. The South's amphibious capacity limits (11.3) still apply to such a landing. 16.3 North Seventeen of the 26 North Korean reserve divisions enter the game according to the Reinforcement Schedule. They enter on the north edge of the map on road hexes as designated. If the designated hex is occupied by an enemy unit, the division may enter at the nearest unblocked hex on the north edge of the map (the North player may choose if more than one such hex is available). 17. SETUP AND VICTORYKorea'95 consists of one basic scenario and four variants which assume different levels of US participation. The war is assumed to break out on New Year's Day, some time in the mid- to late-1990s. Players begin by laying out the map and setting up the pieces. 17.1 Basic Scenario Set Up Some units must be placed in specific hexes, and others may be placed where the player wishes, within certain restrictions. All units must comply with stacking restrictions (exception: North commando brigades, 12.11). A unit may not set up in terrain impassable to it, unless on a road or expressway. All units designated as Reinforcements for the particular scenario are placed in the appropriate boxes of the Turn Record Chart. 17.11 South Set Up. If a unit must be placed in a specific hex, the hex number is printed on the counter. Other units have a set up code, noted below. All units are South Korean unless labelled US. Units in Specific Hexes:
US 1/2 mechanized 5217 US 2/2 airmobile infantry 5217 US 3/2 mechanized 5016 1 Avn helicopter 5023 1st Marine Division 2731 2nd Marine Division 4815 Erratum: The US 1/2 mechanized counter says 5712. This is in North Korea and is wrong. Free Set Up A. All 19 regular semi-motorized divisions (11-12) are placed in any hexes adjacent to the MDL, in South Korea, at a limit of one per hex. These are noted with the set-up code "A" in the upper right comer of the counter. B. All 13 reserve semi-motorized divisions (8-12) are placed on any South Korean urban or city hexes not already occupied by another division-sized unit, at a limit of one per hex. These are noted with the set-up code "B." C. Remaining units may be placed anywhere in South Korea EXCEPT adjacent to the MDL, at a limit of one per hex. These are noted with the set-up code "C." 17.12 North Set Up. Like the South's set up, if a unit must be placed in a specific hex, the hex number is printed on the cour~ter. Several reserve divisions must also be placed in specific hexes, as noted below. All units are North Korean. Units in Specific Hexes
259 Marine 6406 249 Marine 6522 Two reserve divisions 6709 Two reserve One reserve division in each hex:5312,5506,6108, 6308,6406. Free Set Up All other North Korean units may be placed anywhere in North Korea, subject to stacking limitations. 17.2 Special Game Turn 1 Rules 17.21 Reserve divisions may not move or attack on Turn 1. They defend and retreat normally. This restriction only applies on Turn 1. 17.22 Air transport, airborne assault, amphibious raids, and amphibious landings are not permitted on Turn 1. See Rule 12 for North Korean capabilities on Turn 1. 17.23 There is no Reaction Phase on Turn 1. 17.24 The South player rolls the die for variable reinforcements (16.2) on Turn 1. 17.3 Victory Conditions Victory is determined after Turn 15. The South player counts the number of urban hexes he controls. The total determines victory, as listed below. An urban hex is controlled if it is in South Korea and not occupied by a North unit, or in North Korea and occupied by a South unit, AND there is a supply line from the urban hex to a friendly port.
3 or fewer North strategic 4 North tactical 5 North marginal 6 South marginal 7 South tactical 8 or 9 South strategic 17.4 Scenarios These assume that other conditions increase or decrease the level of US involvement in the basic scenario. Players may choose a variant by mutual agreement, or by the roll of a die (roll a 6, try again). All scenarios use the basic set up and victory conditions, as modified below. 17.41 Scenario One: Basic Scenario. This assumes that the North Korean regime takes advantage of a serious situation for the US, such as the recent Gulf War, to launch an attempt to conquer the South before the world can turn its attention to the peninsula. 17.42 Scenario Two: Carter Plan. This assumes that President Jimmy Carter was successful in his bid to remove US troops from Korea in the late 1970s, or that a similar move is undertaken in the near future. It assumes that the US would honor South Korean requests for assistance, and send reinforcements. No US units are included in the set up. Those normally set up on the map never enter play. US reinforcements appear as in the Basic Scenario. 17.43 Scenario Three: Isolationism. This postulates a US withdrawal from Asia, perhaps as part of a general agreement with China, and consequent lack of enthusiasm for a land war on the Asian mainland. No US units participate in the game. 17.44 Scenario Four: War in a Peripheral Theater. This assumes that US forces have deployed to a region such as Central America where, though the situation is far from catastrophic for US interests, units have been diverted from other uses and only forces already stationed in the Pacific theater are available to reinforce South Korea. US units are set up as in the basic scenario, and reinforcements enter according to the Scenario Four reinforcement schedule. 17.45 Scenario Five: Desperate Bid. This assumes there are no detractions from full US participation in a new Korean War. The North Korean regime, desperate to reunite the country before that objective is totally out of reach, invades the Republic of Korea. This scenario demonstrates the importance of the US presence in South Korea and perhaps shows why there are not been a renewed invasion in the past four decades. US units are set up as for the basic scenario, and reinforcements enter according to the Scenario Five reinforcement schedule. Game Design: Charles T. Kamps, Jr.
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