Inchon:

Turning the Tide in Korea,
15-26 September 1950

by Pratik Multani




Players 2
Average playing time n/a
Game Period Korean War
Turn scale 1 day
Map scale 1.7 km/hex
Unit scale regiment/battalion

Components

1 Cardboard box
1 Unmounted three-color paper map 22"x28"
1 8-page half-size rule book 255 Die-cut counters

Counter Manifest

US Army: (pale green)
1 7th Div HQ 1-B
1 31st Bde HQ 1-B
9 Infantry Bn 31st Bde 2-B
3 Weapons Bn 31st Bde 3-B
1 Amphibious Tank Bn 3-B
1 32nd Bde HQ 1-B
9 Infantry Bn 32nd Bde 2-B
3 Weapons Bn 32nd Bde 3-B
1 17th Bde HQ 1-B
9 Infantry Bn 17th Bde 2-B
3 Weapons Bn 17th Bde 3-B
1 187th Airborne Bde HQ 1-A
6 187th Airborne Bn 3-A
2 Engineer Bn 7th Div 1-B
2 Supply Bn 7th Div 1-C
3 Tank Bn 7th Div 8-B
1 Recon Bn 7th Div 2-B
4 Artillery 7th Div 6-B
2 Artillery 7th Div 9-B

R.O.K. (red)
1 ROK 1st Marine Bde HQ 1-B
9 ROK Marine Bn 1st Bde 2-B

R.O.K. (pink)
1 ROK 17th Infantry Bde HQ 1-C
6 ROK Infantry Bn 17th Bde 2-C
2 ROK Weapons Bn 17th Bde 3-C
1 ROK Security Bn 17th Bde 4-C

In Min Gun (brown)
27 HQs
49 Infantry (2*Companies; 47*Battalions)
2 Marine Battalions
3 Engineer (2*Companies; 1*Battalion)
5 Security Battalions
1 Non-combat Battalion
5 Tank Platoons
4 AT Battalions
1 Heavy Weapons Platoon
6 Artillery
3 Railroad Battalions
6 white Markers

SimCan says:

“Inchon is a two player game type simulation of the Inchon Landings and the battle for the capture of Seoul during the Korean War. The operation was the culmination of Douglas MacArthur’s military career and remains thus far the last major amphibious invasion of post World War Two history. The landings were made far behind the North Korean lines and were sufficiently successful so as to cause the complete collapse of the In Min Gun.”

The Reviewers say:

“Inchon is tense and somewhat complex, requiring a fair amount of previous wargaming experience.” --Jeffry Tibbetts in The Grenadier 15.

“Despite its unassuming appearance, Inchon is a game with depth; there is plenty to think about and good planning is rewarded. Even if the market were glutted with Korean titles, I would still recommend it.” --Jay C. Selover in F&M 28.

Comments

Inchon uses the system first introduced in GDW’s White Death, in which each turn consists of an undetermined number of alternating ‘impules’. Given this inter active sequence, players must react to their opponents’ moves and change their plans accordingly. Overall, a nicely detailed system that rewards careful coordination of indirect and direct fire on the part of the U.N. player and an orderly, fighting withdrawal on the part of the N.K. player. In general, the U.N. player has a distinct advantage, given the superior naval and air firepower, but the victory conditions help balance the game.

Collectors Notes

Boone lists low, high and average costs of 5/10/7.00 at auction and 6/20/ 13.25 for sale.

Errata

The In Min Gun counters of the 3rd regiment should say 4-2S on the back, not 4-25.

The amphibious unit type symbol on the counters has a tank symbol superimposed over the wave symbol indicated on the Unit Type Chart.

Steve Newberg says:

Korea was such a strange war. It was basically a WW2 type affair, but as if at the height of the war with everything muscled up even more. The last war of the pre-nuclear age, it is unique. And the single operation on the Allied side that broke that war open was Inchon, another unique affair. All the built-up skill and gear of massed amphibious assault was applied, something that can no longer be done in our nuclear age. A daring stroke from an aged master. Like a number of our games, this one got little public notice but sold out fast and produced very favourable letters from players.


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