by Lee Forester
As of this writing (February 1997), Semper Fi, a new TCS game, is shaping up nicely and should be ready for submission to Dean in a few months. The idea of doing a TCS game has been with me for a few years, since I got interested in Korea after playing VG's The Korean War and GMT's Crisis: Korea 1995. The armies involved were armed essentially with WW2 weapons, so there was no technological barrier to overcome in the rules. And the terrain in Korea is so rough that infantry and artillery were the main fighting elements, both of which are treated well in the TCS. There are numerous battles worth treating in the Korean War, but I figured that because the whole war is not well know, the market could not bear a series of TCS games on Korea. Thus the idea was born to include a number of engagements in a single game, much like the old SPI quadrigames. Originally I had planned on doing some large engagements, and was up to three maps when Dave Demko first gave hints about the game in a recent Ops. But I had also been working on Dean to do some smaller TCS games for new players and for people without tons of time, so he turned the idea back on me and asked me to make the game small, with one standard-sized map max. Using this criterion, I selected four engagements fought by the USMC during its first five months in Korea, two at or near the Pusan Perimeter, and two at Chosin (Changjin) Reservoir. Two of the battles have 8.5x11" maps, perfect for taking as a carry-on for your next flight to HomerCon. One map comes in at 11x17" and the big daddy is 17x22". The overall focus is not on grand maneuver, but rather on small-unit tactics and speed of play (few units, few turns). My objectives in the design are to provide great training games for new players, games that can actually allow TCS to be played at tournaments, and insights into the peculiar nature of the Korean conflict, both in terms of the armies involved (USMC, North Korean, Chinese) and the unique tactics used. Games The first game, Changallon Valley, deals with a North Korean ambush of an advancing USMC column near Sachon in South Korea. Marine firepower will eventually prevail, but the Marine player must work as quickly as possible to overcome the North Korean blocking position, while taking as few casualties as possible. With only seven NK units and a reduced Marine battalion, the game plays in a few hours. Numerous optional rules and a night scenario, as well as the varied terrain will keep replay value high I think. The second game, No-Name Ridge, covers the famous (at least to Marines) assault on Obong-ni Ridge, still considered one of the most difficult fights the Marines have faced. Two weak Marine battalions with air and artillery support have to assault a regiment of well entrenched North Koreans. This is a difficult one for the Marines, who will have to use optimal tactics to take the ridge without being completely destroyed in the process. Half-day, night and 2 day scenarios will be included. Fox Hill takes up a perimeter defense of an isolated reinforced USMC company, under assault by a Chinese regiment. The position was at the top of a critical mountain pass between Haragu-ri, the supply base for the 1st Marine Division at Chosin, and the main body of Marine troops at Yudam-ni. The Marine company held out for 5 days, mainly because the Chinese assaults were uncoordinated, and because of aerial resupply during the day. This scenario focuses on assault tactics and night combat. Because of the heavy Marine firepower, the Chinese player will have to plan his attacks carefully, and synchronize them fully. The main scenario covers the attack on the first night, but an "campaign" scenario covering 3 nights will also be included for the bloodthirsty among you. The final game treats the Chinese attack on the main supply base at Hagaru-ri just south of Chosin Reservoir. This was arguably the best chance the Chinese had of defeating the 1st Marine Division. Two Chinese divisions surrounded the base, located in a basin surrounded by mountains. Defending the base were a mere 2 battalions plus assorted support troops. In the actual battle the Marines held, but that will in no way be guaranteed in the game. Secret deployments, random entry rolls and variable troops will make each game different. This scenario will challenge players to plan well, because it is a night battle, and there are too few turns to adjust if you deploy incorrectly. This is the biggest of the games, though there will of course be smaller scenarios designed to play quickly. New Units New units to appear include M-26 Pershings, 75mm recoilless rifles, 3.5" bazooka teams, assault sections with flamethrowers, SU-76s, AT rifle platoons, and Marine Forward Air Controllers. I am submitting special rules to cover flexible USMC air support (which can be using during a turn, not just during the Air Phase), heat exhaustion, infiltration and camouflage, Chinese and North Korean night fighting, pre-registered artillery fires and political officers. Of course, only Dean knows what the final game will look like! It is my hope that Semper Fi will fill a niche in the TCS line by being particularly beginner-friendly and by acting as a sort of tactics seminar where players can focus on their small-unit tactics. While Op Sheets will play a reduced role (there won't be enough time to implement new Op Sheets by and large), planning will be crucial, because of the short time frame and difficult terrain involved. Semper Fi should also serve as a good introduction to the unique tactical aspects of the Korean conflict during the more fluid period, as well as the crucial role that the USMC played during their first five months in Korea. Back to Table of Contents -- Operations #26 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1997 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |