Game Specific R U L

Game Specific R U L

Living Rules 2017 GAME SPECIFIC RULES Table of Contents 1.0 Introduction ............................................................ 2 11.0 Air Power [22.0 Standard/Advanced] .................... 9 2.0 Terrain [8.0 Standard/Advanced] ........................... 2 12.0 Hardened Targets [23.0 Advanced] ........................ 10 3.0 Units [2.0 Standard/Advanced] ............................. 3 13.0 Theater Warfare Assets [26.0 Advanced]............... 10 4.0 Weather .................................................................. 5 14.0 UN Resolutions Veto ............................................. 10 5.0 Movement [8.0 Standard/Advanced] ..................... 5 15.0 Optional Rules ....................................................... 11 6.0 Combat [9.0 Standard/Advanced] ......................... 6 16.0 Scenarios ................................................................ 13 7.0 Reinforcements [10.0 Standard/Advanced] ........... 7 16.1 Standard Scenarios ......................................... 13 8.0 Subordination [18.0 Advanced] ............................. 8 16.2 Advanced Scenarios ....................................... 17 9.0 Targeting [20.0 Advanced] .................................... 8 Advanced Game SOP ...................................................... 23 10.0 Electronic Detection [21.0 Advanced] ................... 8 This is the “Living Rules” document for the game. It includes errata and clarifications to the original rules. To aid read- GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 ability, errata is indicated in blue text. www.GMTGames.com 2 Next War: Korea ~ Game Specific Living Rules GAME SPECIFIC RULES “Brace yourself for a shock. The Communists are hitting 2.0 Terrain all along the front.” [8.0 Standard/Advanced] Everett Drumwright (U.S. charge d’affaires in Korea) “…[Korea], it came in all shades of brown.” 1.0 Introduction Lt. Col. George Russell These rules extend both the Standard and Advanced game rules 2.1 Marsh and add extra nuances as they apply to the situation in the Korean Peninsula. Unless otherwise specified, Game Specific During Winter scenarios, all marsh terrain is treated as Flat Rules apply to both the Standard and Advanced Game and terrain for all purposes. take precedence over any of those rules with which they may contradict; e.g., the gray subtitle of “8.0 Standard/Advanced” 2.2 De-Militarized Zone (DMZ) of section 2.0 indicates that portions of that section apply to The Demilitarized Zone (DMZ) Border Hexes rep- both the Standard and Advanced games, however, note that resent heavy Fortification hexes. DMZ hexes are 2.5.2 applies only to the Advanced game. represented as normal Fortification hexes but con- tain an additional combat DRM within the symbol. 1.1 Components Each hex in the DMZ (either north or south of the border) is Next War: Korea should contain the following: called a “Border Hex” and is occupied by Border Guards, Reconnaissance Troops, and numerous fortified positions de- • 2 22" x 34" maps depicting portions of The Democratic signed to delay an enemy advance. These forces are abstractly People’s Republic of Korea (DPRK) and the Republic of represented by Combat Outpost (CO) markers. The following Korea (ROK) rules govern border hexes and COs: • 1 Standard & Advanced Game Rules booklet • There is +1 MP cost for entering a DMZ hex on the first • 1 Game Specific Rules booklet (this one) 9 turn of a scenario. • 912 /16" Counters • Defenders in their own DMZ hexes receive an additional • 7 Play-aids and charts “+1” DRM to combat. 1.1.1 Errata and Bonus Counter Sheet • At the start of most “DMZ” scenarios, both players receive Fortunately, while making the VASSAL module, we discovered CO Markers. They may place these markers, no more than errata on some counters. The fixed counters are included in one per hex, in any friendly border hex. a fifth half sheet of counters. Note that we have included an alternate counter for the PRC 190th of the 39th Group Army. • CO markers are treated as units except they have no move- There’s a discrepancy in sources as to whether it’s a brigade or ment allowance, no ZOCs, and must remain in the hex in a division, so we have included it for you to swap out at your which they are initially placed throughout the game until pleasure. Also included are some additional Chinese and Rus- they are eliminated. sian counters for use with a to be published scenarios. Enjoy! • COs are eliminated during combat if the CRT calls for a retreat or step loss result. COs have no stacking value al- 1.2 Nationality Colors though they do count as one “step” for purposes of combat Different nationalities counters are colored as follows: losses. They stack “for free” in their hex. • COs must be chosen as the first step-loss in combat, re- Light Blue Republic of Korea (South Korea or ROK) gardless of which defending unit was used for efficiency Crimson Democratic People’s Republic of Korea column shifts. (North Korea or DPRK) Green U.S. Army 2.3 Installations The following are considered Installations: Ports, Airbases (but Olive U.S. Marines not Airfields), Chemical Sites, and Nuclear Sites. Blue U.S. Air Force Battleship Gray U.S. Navy 2.4 Friendly Map Edges Brown Commonwealth (CW) For all DPRK and allied nations, the north end of the map is considered the friendly map edge. For ROK and allied nations, Yellow Japan (JPN) the south end of the map is considered the friendly map edge. Red People’s Republic of China (PRC) © 2012 GMT Games, LLC Next War: Korea ~ Game Specific Living Rules 3 2.5 Busan ing a marker in an enemy-occupied ROK hex that is adja- 2.5.1 Busan Reinforcements cent to the DMZ border. The benefits of tunnel markers are as follows: Any U.S. Army reinforcement which arrives by sea and does not or cannot use Busan (i.e., because of Strike damage in the • All DPRK attacks against a Tunnel hex receive a –2 DRM. Advanced Game) or Japan as its friendly port of debarkation • Any two DPRK hexes adjacent to a Tunnel hex have an is delayed a turn. increased stacking capacity of six Stacking Points during the Initiative Movement and Combat Segment of Game Design Note: There’s a lot of stockpiled material ready and waiting in Turn 1. (Note: This allows additional firepower to be and around the port of Busan. In addition, the port facilities there are brought to bear, roughly approximating the effect of many the best and largest as well as providing a relatively “safer” approach small to medium size forces infiltrating allied positions to the peninsula. Sending those troops to another port entails delays through tunnels.) in both off-loading as well as marrying them up with any equipment. Players should take careful note of 27.7.1. • Any Light Infantry Infiltration attempts through a Tunnel hex automatically succeed. 2.5.2 Lines of Communication (LOC) Normal stacking limits must be met by the time the Tunnel [Advanced] markers are removed during the Reorganization Phase of Game If, in the Air/Naval Phase, the US/ROK player can’t trace a line Turn 1 or the DPRK player will suffer the appropriate penalties. of hexes/off-map movement free from enemy units or ZOCs from Note that this increased stacking is only for the two designated a fully functioning port in Busan to any other city or urban hex hexes that are adjacent to a hex containing a “Tunnel” marker. in the ROK, the U.S. (only) must move half of its Strike Capable All other hexes have a normal stacking limit. Air Units (rounded down) to the Flown box in the ROK OR All Tunnel markers are removed during the Reorganization immediately Rebase (regardless of which ROK box they are in) Phase of Game Turn 1. them to Japan. If Air Units rebase from the Ready box, they are placed into the Japan Flown box. If they are Rebased from the Flown or Abort box, they are placed in the Abort box in Japan. The U.S. may not base more than half of its Strike capable air 3.0 Units units in the ROK until the turn after a LOC can be traced. [2.0 Standard/Advanced] Design Note: This reflects the lack of munitions being delivered to Design Note: While the Standard Game does not provide players with bases via the primary resupply port. It’s a temporary glitch at best the many options and capabilities of each side’s Special Forces units, and difficult for the DPRK to achieve, but it could be a chance for a the following rules give a basic representation of each side’s special renewed offensive. light infantry capabilities and intentions for these units. 2.5.2.1 Isolation Allied units can, additionally, avoid Isolation if they can trace 3.1 Light Infantry Units to Busan. Both sides operate units which can be classified as 2.6 Tunnels Light Infantry (LI). These Design Note: The discovery of several DPRK tunnels beneath the units tend to be lightly DMZ has created serious concern among allied defense planners. armed, have few (if any) vehicles, and are highly mobile. The According to Jane’s Sentinel as many as 20 additional undiscovered DPRK units typically fight in company/battalion strength. We tunnels do exist and the DPRK will utilize such tunnels to infiltrate have represented them as brigade- level units, but have given light infantry and Special Purpose Forces in the forward DMZ areas. them the flexibility and capabilities that reflect the impact of These tunnels, however, do not extend very deep into the south (at several smaller unit operations on the battlefield. DPRK LI least, not in terms of more than one 7.5 mile hex), so we don’t feel and, in particular, the “Sniper” brigades have special abilities. that they will have much effect beyond the DMZ. Play Note: While the images above depict the DPRK Light Infantry, We chose to portray these tunnels with “Tunnel” markers that the any unit with a yellow movement allowance in a black box is LI.

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