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NWK GSR.v2.1

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Living Rules

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)
turn of a scenario.
• 912 9/16" 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 turn, the DPRK player may “play” tunnel markers by plac-
2.5.1 Busan Reinforcements ing a marker in an enemy-occupied ROK hex that is adja-
cent to the DMZ border. The benefits of tunnel markers are
Any U.S. Army reinforcement which arrives by sea and does
as follows:
not or cannot use Busan (i.e., because of Strike damage in the
Advanced Game) or Japan as its friendly port of debarkation • All DPRK attacks against a Tunnel hex receive a –2 DRM.
is delayed a turn. • Any two DPRK hexes adjacent to a Tunnel hex have an
increased stacking capacity of six Stacking Points during
Design Note: There’s a lot of stockpiled material ready and waiting in
the Initiative Movement and Combat Segment of Game
and around the port of Busan. In addition, the port facilities there are
Turn 1. (Note: This allows additional firepower to be
the best and largest as well as providing a relatively “safer” approach
brought to bear, roughly approximating the effect of many
to the peninsula. Sending those troops to another port entails delays
small to medium size forces infiltrating allied positions
in both off-loading as well as marrying them up with any equipment.
through tunnels.)
Players should take careful note of 27.7.1.
• Any Light Infantry Infiltration attempts through a Tunnel
2.5.2 Lines of Communication (LOC) hex automatically succeed.
[Advanced] Normal stacking limits must be met by the time the Tunnel
If, in the Air/Naval Phase, the US/ROK player can’t trace a line markers are removed during the Reorganization Phase of Game
of hexes/off-map movement free from enemy units or ZOCs Turn 1 or the DPRK player will suffer the appropriate penalties.
from a fully functioning port in Busan to any other city or Note that this increased stacking is only for the two designated
urban hex in the ROK, the U.S. (only) must move half of its hexes that are adjacent to a hex containing a “Tunnel” marker.
Strike Capable Air Units (rounded down) to the Flown box in All other hexes have a normal stacking limit.
the ROK OR immediately Rebase (regardless of which ROK
All Tunnel markers are removed during the Reorganization
box they are in) them to Japan. If Air Units rebase from the
Phase of Game Turn 1.
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 units in the ROK until the turn 3.0 Units
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, any
We chose to portray these tunnels with “Tunnel” markers that the unit with a yellow movement allowance is considered to be LI.
DPRK can place during movement and prior to combat across the
3.1.1 Movement Through Enemy ZOCs
DMZ. We believe that the DRM and increased stacking that this
allows adequately portrays the effect of the tunnels on the forward Enemy ZOCs do not exist for Light Infantry units when in
battle: some surprise as well as an increase in the number of units any terrain other than Flat or Flat Woods. All Light Infantry
that are able to attack “across” the DMZ. units may:
1. ignore such ZOCs when moving during a friendly Move-
On the first game turn of any scenario involving
ment Segment (but not when retreating or beginning or
DPRK units attempting to breach the DMZ, the
ending airmobile transport),
DPRK player receives a certain number of “Tun-
nel” markers as indicated in the scenario set-up. 2. do not have to stop when entering such ZOCs,
During any DPRK Movement Segment of the first game 3. do not pay extra movement points to enter or leave a hex
in such ZOCs,
© 2012 GMT Games, LLC
4 Next War: Korea ~ Game Specific Living Rules

4. may move from such ZOCs to ZOCs freely (as long as 3.1.4 DPRK “Sniper” Brigades
they have sufficient movement points remaining), 3.1.3.1 Mi-2 Attack Helicopters: DPRK Sniper
5. are free to move during the Exploitation Movement Seg- Brigades possess intrinsic Combat Support in the
ment even when beginning the segment in such ZOCs. form of Mi-2 attack helicopters. These units may roll
Note that, when ignoring ZOCs, LI units may not use Road for helicopter support when engaged in combat as if
movement (including leaving a ZOC). a helicopter was in range and available. If the support survives
Air Defense Fire, the unit earns an additional –1/+1 DRM. This
3.1.2 Combat DRMs may exceed the helicopter support maximum allocations [6.5.3].
Any combat in terrain other than Flat or Flat Woods which Should a Sniper Brigade ever receive a step loss result when
includes a Light Infantry unit attacking or defending receives a ADF is rolled against the intrinsic helicopter support, flip the
favorable DRM to the combat die roll. This DRM is not per unit unit over to its No Helo side. It can never flip back.
but per combat including Light Units attacking or defending. Similarly, if, at any time, the unit can’t trace a line of communication
(LOC) consisting of 7 or less hexes free from enemy units and/or
Exception: No DRMs can be earned by LI units which are part of an
ZOCs to a friendly unit or the unit is ever marked as Out of Supply,
Amphibious Assaulting stack.
flip it to its No Helo side. If the unit regains supply or is once again
3.1.3 DPRK Infiltration Movement able to trace an LOC, it may be flipped back over to its Helo side.
[Advanced] 3.1.4.2 Non-Replaceable: DPRK “Sniper” Brigades may not
Design Note: The DPRK has Special Purpose Forces tasked with occu- be reconstituted once eliminated.
pying the ROK second line of defense north of Seoul. They will attempt
to infiltrate these units by air, land, and sea to capture and hold defen- 3.2 DPRK Artillery Brigades
sive positions between the ROK forward forces and their mobilizing/ [Advanced]
reinforcing units. While we believe it is highly unlikely that the DPRK
Range
could succeed to the point that they will occupy a solid line of defense
stretching inland north of Seoul, we think it certain that they would make
the attempt and highly likely that some units would accomplish their
mission. Thus, the following rules provide for this capability. The DPRK has several artillery brigades specifically dedicated to
providing artillery support along the DMZ. To represent this, the
Any DPRK Light Infantry unit that begins a friendly Movement DPRK has two corps level organizations containing these brigades.
Segment adjacent to an enemy unit may attempt to infiltrate Artillery brigades are treated as units in all respects except that
that unit’s hex and move into another vacant hex adjacent to they may also support combat, similarly to HQs. They may use
the enemy unit. The DPRK player must designate the vacant this special ability twice per turn. Rotate the artillery unit accord-
hex into which the unit will attempt to move before the infiltra- ingly for each use just as HQs. Artillery brigades provide only a
tion die roll is made. The chosen hex may not be a hex which single column shift in a combat. Artillery brigades may support
requires a Clearing Operation [8.4.1] to enter. any combat in which half or more of the units involved, by stack-
The infiltration die roll consists of an efficiency check for each ing value, are DPRK units. Artillery brigade HQs are used for the
DPRK Light Infantry unit, modified as follows: sole purpose of supplying the artillery units. They have none of
the other intrinsic combat capabilities of other HQs in the game.
–2 The infiltrated hex is a Mountain/Highland/Wooded
Highland hex. 3.3 U.S. Marines
–1 The weather is Overcast or Storm. [Advanced]
+2 The infiltrated hex is a Flat or Rough hex. Players will note that the U.S. I Marine Expeditionary Force (I
+1 The infiltrated hex is a Fortification hex. MEF) generally appears piece-meal and includes 4 additional
These modifiers are cumulative. HQ units: I MEB, 11 MEU, 13 MEU, 15 MEU. These HQs are
considered subordinate to the I MEF HQ. Thus, as Marine units
Important: The terrain modifiers are based on the terrain in the appear, they will be task-organized to one of the I MEF subordinate
hex through which the unit is infiltrating, not the terrain in the HQs. These HQs function as normal HQs for all purposes with
destination hex. the exception that they may only perform ONE combat support
use (i.e., they are rotated 180 degrees upon use). In addition, the
If the unit passes its Efficiency Check, place it in the previously
subordinate HQs may NOT conduct HQ strikes. These HQs also
designated vacant hex that is adjacent to the infiltrated hex. The
only contain a single step. Once the I MEF HQ appears on the
unit is finished moving for the current Movement Segment. If
map, the U.S. player removes them from the map when the units
the unit fails its Efficiency Check, place them in their starting
can trace a Line of Communication of any length to the I MEF
hex with a Strike 1 or Strike 2 marker based on their die roll. If
HQ. He may also, after removing the subordinate HQs, place them
the die roll was one greater than its ER, place a Strike 1 marker;
back onto the map at any time he performs an Amphibious Assault
if the die roll was 2 or more greater than the unit’s ER, place
with U.S. Marines and wishes to have a HQ. In this case, simply
a Strike 2 marker.
place the HQ into a hex with a successfully assaulting unit. In this
Infiltration cannot take place across all-water hexsides even case, the HQs are removed when the units once again can trace a
at ferries. LOC of any length to the I MEF HQ.
© 2012 GMT Games, LLC
Next War: Korea ~ Game Specific Living Rules 5

3.3.1 Subordination 4.2 Season


Marine units are considered to be subordinate to any Marine Before a scenario begins, the DPRK player may choose the
HQ. Season in which the game begins. Seasonal choices have effects
on the Weather Die Roll [4.0] and Terrain [GSR2.1].
3.3.2 Task Forces
Players will note two counters in the counter-mix: Weather DRMs:
I TF and III TF. The USMC is modeled so as to be Summer: +1
used as flexibly as the player desires. However, Spring/Fall: +0
operationally, the Marines are often brigaded to-
Winter: –1
gether as a task force. These counters represent that ability.
They may be formed whenever units from the appropriate or-
ganization (i.e., I and III MEF) in the following configuration
are stacked together: 5.0 Movement
• I TF: 2 infantry battalions, an armored battalion, and a [8.0 Standard/Advanced]
LAR battalion.
• III TF: 3 infantry battalions and a LAR battalion “If you speak of the tiger, it will come.”
Once the TF is formed, it may not be broken down into its Korean proverb
constituent units.
5.1 Mixed Nationalities Stacking
3.3.3 Force Composition
5.1.1 DPRK Multi-national Stacking
For setup and reinforcement purposes, use the following in-
formation: In scenarios where the PRC enters on the DPRK side, ground
units of those nations which stack together have their Efficiency
Ratings reduced by two for all purposes.
III MEF 1/3, 2/3, 3/3, LAR, 3-R
Design Note: These units do not train together. Their commands
I MEF
are not integrated, and, while some scenarios in the game postulate
11 MEU 1/1, 2/1, 3/1, 1/5,2/5, 3/5, 1/4, 2/4, 3/4, increasing cooperation between these nations prior to a Korean War,
2-LAR, 1 Arm. we do not believe that they will have the capability to work effectively
together within the same command net.
15 MEU 1/7, 2/7, 3/7, 1-R
5.1.2 Allied Stacking
13 MEU 1/1, 2/1, 3/1, 1-LAR
U.S. and ROK units may stack together with no penalty.
Design Note: The US and ROK units have trained together for de-
3.4 US Army Brigade Combat Teams (BCT)
cades, thus problems in communication, command, and doctrine
[Advanced] are almost non-existent.
Due to the nature of the BCT organizational doctrine, U.S.
Army units are considered subordinate to any U.S. Army HQ, Commonwealth units may stack with any other unit. If stacked
and, in turn, any U.S. Army HQ can act as the Formation HQ, with U.S. units only, there is no penalty. If stacked with any
for any purpose, for any U.S. Army unit regardless of the color other units, all units in the stack have their Efficiency Ratings
in the unit type box. reduced by one.

3.5 Air Unit Selection Japanese units may stack with any other unit. However, if they
stack with U.S. or Commonwealth units, all units in the stack
Whenever drawing air units for set up or reinforcements, and
have their Efficiency Ratings reduced by one for all purposes.
there are differences in Pilot Ratings, draw randomly.
If the units stack with ROK units, all units in the stack have
their Efficiency Ratings reduced by two for all purposes.

4.0 Weather Design Note: This is not a reflection of the Japanese ability to
conduct combat operations; rather, it is recognition that they have
not conducted multi-national operations in any significant fashion
4.1 Severity
for decades.
[4.0 Optional]
After speaking with numerous military personnel who have 5.2 Air Transport Limitations
spent time in Korea and evaluating the peninsula’s weather In any allowable Movement Segment, the ROK/U.S. may air
patterns, we think we’re being far too generous to have clear transport 3 stacking points. All other nations may air transport
weather half the time. However, play-testing showed that real- 1 stacking point.
istically awful weather really bogs the game down. If you want
more realism, however, or if you want to tip the balance toward
the DPRK, add two to all your weather die rolls.
© 2012 GMT Games, LLC
6 Next War: Korea ~ Game Specific Living Rules

5.3 Paradrop Limitations 5.5.3 Japan Holding Box


The DPRK player may not Paradrop more than one stacking The Japan holding box can be used to receive and hold ground
point of airborne units in any given friendly Movement Seg- reinforcements. Units which are delayed by Storms may arrive
ment. The Allied player may drop any or all of his airborne in the Japan box. Such units must utilize some other mode of
units during a given friendly Movement Segment. movement in order to land in Korea; i.e., Air or Sea Transport,
Airborne Movement, etc.
5.4 Sea Transport Limitations
The DPRK player may transport two stacking points of units
per Movement Segment (when allowed) by Sea Transport. The 6.0 Combat
Allied player may transport three stacking points per allowed
[9.0 Standard/Advanced]
Movement Segment. The Allied limit is increased as indicated
by the arrival of reinforcements per each scenario. The Chinese
“It’s darkest underneath the lampstand.”
player adds an additional capability to transport three stacking
points of units per Movement Segment (when they intervene Korean proverb
with Full Intervention). For this purpose, Helicopters are con-
sidered to be ½ stacking point. 6.1 Mixed nationalities in Combat
6.1.1 DPRK and PRC
5.5 Off-map Boxes and Movement When DPRK/PRC units are involved in the same attack, they
Various parts of the map are marked with off-map movement incur an unfavorable (+3) DRM.
lines and certain cities which are important in the overall
scheme of things, but too far away to be represented on map, 6.1.2 US and ROK
exist as off-map boxes. The following rules govern their use. When U.S. and ROK units attack together, they incur an un-
favorable (+1) DRM. Note, this is not cumulative with the
5.5.1 Off-map Box multi-corps attack DRM for the ROK.
Only units of the controlling side are allowed to enter an off-
map box. For Busan and Japan, this means the ROK and her 6.1.3 Japanese
allies. For Hamhung/Hungnam, this means the DPRK and her Attacks made by Japanese forces incur a (+1) DRM. When
allies. Any number of units can stack in an off-map box with Japanese units attack with any other nationality, that attack
no penalty. No unit can attack or be attacked in an off-map incurs an additional unfavorable (+1) DRM.
box. Units and Installations (i.e., Airbases, etc.) can be attacked
by Strikes (of any kind except Interdiction within range) and 6.2 Chemical Weapons Support
targeted by Special Forces. Off-map boxes function as Urban [Advanced]
terrain for all purposes. Note the installations are outlined in
In Next War: Korea, the only player who
dashed boxes to facilitate the placement of Strike markers.
can initiate the use of Chemical Weapons
Wonsan, although not an off-map box, also has its installations
is the DPRK player. An eligible DPRK
so marked (in the East Sea) since it has two installations present.
HQ may place a Chemical Weapons
5.5.2 Off-map Movement marker to support an attack. Using a marker reduces the effi-
Movement along the off-map movement lines is considered ciency of all units in the hex by 3.
Highway movement in the ROK and Primary Road movement Exception: It only reduces ER by 2 if the hex is occupied solely by
in the DPRK for all purposes. Such movement lines are not U.S. units.
subject to Interdiction. Units moving along movement lines
If the Allied player does not respond with his own Chemical
MUST enter the map if they have enough MPs to do so. If they
Weapons use [see Optional Rule 15.9], each DPRK use of a
do not have sufficient MPs to do so, players may still utilize
marker provides the Allied player with 3 VP. Otherwise, if the
the movement line, but they must keep track of how many MPs
Allied player does respond, he only earns 3 VP for the first
have been used along the line.
such use by the DPRK. Scenario Special Rules will dictate the
5.5.2.1 Movement Line and Combat: If the on-map hex which availability of Chemical Weapons Markers and Points, however,
connects a movement line to the map is occupied by enemy see 6.2.1. Add VP directly to the VP total.
units, friendly units may stack off-map immediately adjacent to
6.2.1 Chemical Weapons Points
the hex. This stack is considered to be in a temporary, imaginary
hex for stacking purposes. The terrain of this hex is the same The DPRK starts with a specified number of Chemical Weapons
as the one to which it is adjacent. Such units operate as if they Points (CWP), as given by Scenario allocations. These Points
were on map for all purposes. If forced to retreat from this hex, are never replenished. Other nations may also receive CWPs.
units must retreat to the off-map box to which the movement Their use is governed below.
line is connected. 6.2.2 Marker Placement Limitations
Exception: Units “adjacent” to N2500 may retreat to N2600 (and vice A player must mark all Combats which will receive Chemical Weap-
versa) unless the hex to which they retreat is occupied by enemy units, ons support prior to resolving any combat. The DPRK player may
in which case, the retreating units are eliminated. only provide support to 3 combats in any given Combat segment.
© 2012 GMT Games, LLC
Next War: Korea ~ Game Specific Living Rules 7

The US and ROK may only provide support to 2 combats in 7.1.2 ROK Reserves
any given Combat segment. These are divided into two groups: Mobilized Reserves and
Home Reserves. Mobilized Reserves have a higher degree of
6.2.3 Chemical Facilities
readiness and have pre-positioned equipment. Any unit marked
For every two chemical installations in the DPRK which are with an “M” on their unit ID (on the top left of the counter) is
destroyed and/or captured by the allies, the DPRK loses one a ROK Mobilized Reserve. Except in the “Extended Buildup”
Chemical Weapons Point. Flip the CWP marker to its –1 side scenario, when some of these units begin the game on the map,
when the first such facility is captured or destroyed. Move the these units are not set up at the start of the game. Instead, in the
marker down one on the General Records Track (and flip it back Reinforcement/Replacement Phase of the game turn as directed
over) when the second such facility is captured or destroyed. by the scenario, they are randomly chosen as indicated in the
Recapture of a facility by the DPRK does not restore the CWP. scenario specific reinforcement schedule and placed in the hex
6.2.4 Movement listed at the top of their unit counter. If this hex is controlled
by the enemy, the reserve unit is eliminated (and the DPRK
Chemical Support Markers remain on the map until the Reorga-
gets the appropriate VPs). If placing the unit in the hex would
nization Phase. Non-U.S. Leg units may only enter such a hex by
violate friendly stacking limits, you may, optionally, place it
spending their entire movement allowance. Non-U.S. Motorized/
in any adjacent hex.
Mechanized units spend an additional +2 MPs to enter such a hex.
Home Reserves are basically militia. All units with an “HR”
on their unit ID are Home Reserves. These units are placed in
7.0 Reinforcements the same manner, and with the same restrictions, as Mobilized
Reserves. Home Reserves are limited, however, in that they
[10.0 Standard/Advanced] may never enter a hex in the DPRK.
Note: These units are organized for home defense.
“A shrimp is crushed in the battle of whales.”
Korean proverb 7.1.2.1 Reserve HQs
[Advanced]
7.1 Standard Game The ROKA IX, XI, and CDC HQs are placed in their setup
7.1.1 Reinforcements hex when the first unit of their formation is drawn or placed.
Design Note: We have abstracted and simplified the mobilization of 7.1.3 DPRK Reserves
reinforcements/reserves for the ROKA and the DPRK. Obviously, this DPRK reserves are analogous to ROKA Reserves. They, too,
is intended to speed play and make this aspect of the game easier have two types, one able to mobilize quicker and one militia.
on the players. It also allows us to tinker with both side’s “perfect” All units with “PMTU” as their unit ID are Reserves. All units
deployment plans. with “RG” as their unit ID are Red Guard Militia. These units
We project that the South’s plan to mobilize will be severely disrupted are placed in the same manner as “M” and “HR” Reserves
by persistent and effective attacks by the DPRK Special Purpose respectively.
Forces. (After all, they’ve had forty years to plan this attack. We figure Exception: The XI Corps enters as a reinforcement according to the
they know the location and importance of the mobilization sites by schedule. Its units are the only PMTU/RG never included in the random
now. It’s very likely, moreover, that these sites, as well as other high draw. Like the ROKA’s HR units, the DPRK Red Guard units may not
value ROK C3i targets have been observed, targeted, and possibly enter a hex in the enemy country.
infiltrated by DPRK SPF personnel who are living in the ROK.) Thus,
we’ve varied the arrival times from scenario to scenario depending 7.1.4 International Reinforcements
on the surprise level as well as randomizing the process of exactly Note that Reinforcements are listed in the turn they arrive.
which reserve forces manage to mobilize first. This will be very In other words, if a given reinforcement is listed for GT2,
frustrating to players who want to “control” the mobilization, but then in the Reinforcement Phase of GT2, it is pulled from
we think it’s a realistic reflection of the uncertainties involved. For the countermix and placed on the map in accordance with
you guys who know much more about this than we do, feel free to the rules below.
modify it as you see fit. And, by the way, if you can reveal the actual
Reinforcements may land in the DPRK or ROK (whichever
unit IDs of these reservists, we’d love to know…
is friendly) by air or sea. Heavy (5-5-8) and Stryker (4-4‑8)
In game terms, Reinforcement allows activation of reserves for BCTs, Motorized, Mechanized, Armored, and Armored
the DPRK and the ROK as well as the insertion of U.S. and other Cavalry units (of any size) and Infantry divisions may only
forces into the theater. The ROK/DPRK Scenario Reinforcement arrive by sea, in any friendly port hex not in an enemy ZOC.
Tables and the Master Allied Reinforcement Chart group these USMC units arrive in any friendly port in the ROK, or they
reinforcements into “packets” that arrive as indicated by the may arrive in an Allied controlled “At Sea” box or the Japan
scenario. U.S. units arriving by air transport do not count against Holding Box. Other arriving units are placed in any friendly
the Allied air transport limitation and must undergo ADF only airbase (not airfield) not in an enemy ZOC (exception: Storm
if they are transported into a hex in the DPRK or into any hex delays). If no Airbases are available, such reinforcements may
within two hexes of an enemy unit. arrive in Japan (if Allied) or are delayed (DPRK allies) instead.
Reserves and Reinforcements are handled as follows:
© 2012 GMT Games, LLC
8 Next War: Korea ~ Game Specific Living Rules

7.1.4.1 Port Limits: No more than 2 stacking points may


land in a given turn.
8.0 Subordination
Exception: Busan’s limit is 6 stacking points. [18.0 Advanced]
7.1.5 U.S. and Commonwealth Reinforcements by Air This establishes the subordination of the higher HQ units:
All U.S. and Commonwealth non-Marine, non-armor/mecha- 1. All DPRK units are subordinate to the DPRK GHQ.
nized units may arrive in the ROK by Air Transport. These units 2. All U.S. Army units are subordinate to the I Corps HQ.
may arrive at any Airbase in the ROK which is not destroyed 3. The USMC I MEB, 11 MEU, 13 MEU, and 15 MEU are
or captured nor contains a Strike 1 or Strike 2 marker. subordinate to the I MEF.
7.1.6 Helicopter Reinforcements 4. All Allied units are subordinate to the Joint Forces Com-
mand (JFC).
If the Allied player had Air superiority Advantage, Superior-
ity or Supremacy during that turn, helicopters may arrive at 5. ROK Corps HQs are subordinate to particular Army HQS
any Airfield or Airbase in the ROK which is not destroyed or (marked on the counter). Corps HQs with no Army HQ
captured nor contains a Strike 1 or Strike 2 marker. Otherwise, designation are subordinate to the Supreme HQ. HQs may
they arrive in Japan. only support units in their chain of command.

7.1.7 PRC Reinforcements


PRC units may arrive as reinforcements at either N2000 or the 9.0 Targeting
Hamhung/Hungnam off-map box.
[20.0 Advanced]
7.2 Advanced Game When a unit is successfully targeted by Special Forces, place
[Advanced] a “Target –1” marker on the target if an DPRK, Chinese, or
Japanese SF team or a “Target –2” marker if a U.S., ROK, or
These reinforcement rules are in addition to the Reserves and
Commonwealth SF team.
Reinforcements from the Standard Game.
Design Note: This represents the superior technological expertise
7.2.1 Air Unit Reinforcements
of the some nations in laser designating and attacking targets with
During the Reinforcement and Replacement Phase of each game smart weapons.
turn, the U.S. and/or Commonwealth player may receive air
units as reinforcements. When this occurs, place the reinforce-
ments as follows:
• For Air Force units, they may reinforce to the ROK or
10.0 Electronic Detection
Japan, depending on the Air Superiority Level. If the ROK/ [21.0 Advanced]
US had Air Advantage, Superiority, or Supremacy during
that turn, air units may be placed in the ROK or Japan. If The US/ROK player may make attempts against different units,
not, then the air units must be placed in Japan (and can depending on the following factors:
Rebase in a later turn). In either case, they are placed in 1. If this is a scenario that involves only the ROK, not the
the “Ready” box. U.S., the ROK player makes two attempts per turn.
• U.S. Marine air units received as reinforcements are placed 2. If both the U.S. and ROKs are involved in the scenario,
in the same manner as Air Force units, except that USMC and this is NOT a clear weather turn, the US/ROK player
AV-8B’s may opt to base in a U.S. Carrier box (when may make three attempts.
CVBG/AMPH present). 3. If both the U.S. and ROKs are involved in the scenario,
• U.S. Carrier Air Wings, when received as reinforcements, and this IS a clear weather turn, the US/ROK player may
are placed in the Carrier box of the Sea Zone in which their make five attempts.
carrier is placed. A Carrier Wing consists of 1 x F/A-18E,
2 x F/A-18F, and 1 x EA-18G. [See Optional Rule 15.4] The DPRK player can make two attempts per turn.
If China has intervened with ground forces, the PRC can also
7.3 Weather Effects make two attempts per turn.
The above reinforcement rules are still subject to the restric-
If Japan has intervened with ground forces, they can also make
tions for weather.
one attempt per turn.
On “Storm” Turns, no units may arrive in the DPRK or ROK.
Units intended for the ROK may, instead, arrive in Japan, or,
for those able, in a friendly At Sea box. Units intended for the
DPRK are simply delayed for a turn; they may instead, for those
able, arrive in Hamhung/Hungnam or N2000.

© 2012 GMT Games, LLC


Next War: Korea ~ Game Specific Living Rules 9

11.0 Air Power There are no restrictions on Medium-range units based in the
DPRK or ROK or Long-range units based anywhere.
[22.0 Standard/Advanced] Important: No enemy units may ever fly a mission into China
or Japan.
“Don’t try to cover the whole sky with the palm of your
hand.” 11.3 Attack Coordination
Korean proverb [Advanced]
DPRK/PRC air units that begin in different “Ready” boxes (i.e.,
11.1 Weather Capabilities one from the PRC, one from the DPRK) cannot be part of the
[Standard] same air-to-ground mission.
When rolling for Air Points in the Standard Game, use the fol- The presence of a U.S. unit in the mission allows coordina-
lowing as the Weather Capability during Overcast and Storm tion with any other nationalities, i.e., ROK and CW alone or
Weather. The U.S./ROK player is considered to have Limited together. No other Allied coordination is allowed. Units that
All-Weather Capability. The DPRK player is considered to have begin in different country’s (or carrier’s) “Ready” boxes may
No All-Weather Capability. be part of the same air-to-ground missions, assuming all units
have the Range to do so.
Exception: If the PRC has entered the war on the DPRK side, the DPRK
player is considered to have Limited All-Weather Capability.
11.4 Air Basing Limitations
[Advanced]
11.2 Aircraft Range
[Advanced] Unless otherwise specified, units may only base in their own
country. Air units are restricted as to where they may base as
The range of each aircraft (the letter in the upper left hand corner follows:
of the counter: S = Short, M = Medium, L = Long) determines
how far an air unit can fly, and from where. Range allowances • PRC air units may base in the PRC or DPRK (if entering
are as follows: on the DPRK side).
• U.S. Air Force units may base in Japan or the ROK.
11.2.1 Short-range air units: • U.S. Navy air units may base only in U.S. Carrier boxes.
1. If based in Japan, can only fly missions in the ROK. • U.S. Marine air units may base in Japan, the ROK, or in
2. If based in the DPRK, or ROK, cannot fly Strike, Combat U.S. Carrier boxes.
Support, or Escort missions whose target is more than five • Commonwealth units may base in Japan or the ROK.
hexes into an enemy country (counting from the DMZ).
3. If based in the PRC, only CS and Strike missions may be 11.4.1 SOP Designated Bases
flown in the DPRK. No Air Superiority missions. For the purposes of Steps 1a and 1b of the Advanced SOP,
4. If based on a carrier currently in an In Shore Box, may fly designated bases are those in Korea.
all missions in the DPRK and ROK.
5. If based on a carrier currently in an At Sea Box, may not 11.5 Rebasing
fly any missions. [25.2 Advanced]
11.2.2 Medium-range air units: PRC, Commonwealth, and non-Navy U.S. air units can change
bases by flying a Rebasing Mission. This occurs during the
1. If based in Japan, they cannot fly Strike or Combat Sup-
Strike Phase and is NOT subject to Detection, Interception,
port missions whose target is more than five hexes into the
or SAM/AAA fire. To Rebase, the owning player moves any
DPRK (counting from the DMZ). They may not be placed
eligible unit (there is no limit to the number of units that may
in the Air Superiority Box.
rebase during a turn) from the “Ready” box of its current base
2. If based in the PRC, units cannot fly Strike, Escort, or to the “Flown” box of the new base. It is finished for the turn.
Combat Support missions whose target is more than five
hexes into the ROK (counting from the DMZ). 11.6 Japanese Air Restrictions
3. If based on a carrier in an In Shore box, may fly all mis- Japanese air units may be assigned to any mission for which
sions in the DPRK or ROK. they have appropriate values and range, however, they may
4. If based on a carrier in an At Sea box, may fly all missions only fly CAS missions in support of Japanese ground troops.
in allied home country and Strike or Combat Support
missions no more than 5 hexes into an enemy country 11.7 DPRK Combat Support Ratings
(counting from the first coastal hex entered), including Some DPRK air units have a Combat Support Rating of ½.
all Off-map boxes if in the Sea of Japan. They may not These units are allowed to fly Combat Support mission, re-
be placed in the Air Superiority Box. gardless of AR 22.5 (unless reduced for weather). Note that
this means it requires 2 aircraft to obtain a DRM (assuming
no effect from ADF).
© 2012 GMT Games, LLC
10 Next War: Korea ~ Game Specific Living Rules

12.0 Hardened Targets 13.2 DPRK SCUDs


[Advanced]
[23.0 Advanced] Each Advanced Game scenario will assign the DPRK
Some targets in the game are considered “hardened” targets a number of SCUD points. Use the appropriate
and have their own Terrain row on the Strike Table. These marker to record this on the General Records Track.
represent targets that are underground or specially protected Each time a SCUD attack is initiated, decrement the
and reinforced against air attacks. marker by one.
In addition to those listed in the rules, all installations in the 13.2.1 Targets
DPRK except ports are considered Hardened targets. SCUDs may be used to target any Installation, Airfield, detected
Supply Depot, or detected Supreme HQ. In addition, SCUDs
may be used to target Japan [13.2.4].
13.0 Theater Warfare Assets 13.2.2 Allocation
[26.0 Advanced] The DPRK player announces the target, decrements the marker
on the General Records track, and resolves the strike using the
13.1 U.S. and Chinese Cruise Missiles SCUD column on the Strike Chart and the appropriate DRMs.
The U.S. and Chinese are assigned a number of Cruise Mis- 13.2.3 SCUD-busting
sile points at the beginning of a scenario. Use the appropriate
The US/ROK player may target the SCUD marker exactly as if
marker to record this on the General Records Track. Each time
it were an Air Defense Track. The result indicates the number
a Cruise Missile attack is initiated, decrement the appropriate
of points lost; i.e., spaces the marker is moved down the track.
Cruise Missile marker by one. Once all points have been used,
no more Cruise Missile attacks may be initiated. 13.2.4 Japan
Each US and Chinese CV/CVN or SAG unit in an all-sea hex of The DPRK may target the Japan Basing Box as if it were an
the map or In Shore Box has the capacity to launch one Cruise Airbase. If a result is obtained, roll for Collateral Damage
Missile Strike per Strike Phase. normally, but do not mark the Japan Basing Box with Strike
or Destroyed markers.
Each US AMPH unit in an all-sea hex of the map has the capac-
ity to launch one Cruise Missile Strike per game turn. “Sow evil and reap evil.”
Each B-52, B-1, and B-2 unit in the game may launch one Cruise Japanese proverb
Missile attack per game turn. Move the air unit used imme-
diately to the Flown Box, no Interception or ADF is allowed. 13.2.4.1 Japanese Activation: The first SCUD attack on the
Japan Basing Box will automatically bring Japan into the con-
The PRC may make one Cruise Missile attack, per Strike Phase,
flict at Full Intervention levels.
from bases in China (i.e., simply decrement the PRC Cruise
Missile marker by one and make the attack).
Design Note: These attacks represent roughly ten missiles each
individually targeted and programmed to fly different courses to
14.0 UN Resolution Veto
the target. They are flying at very low altitude with terrain following If the PRC’s National Posture is Moderate or Aggressive, then
capabilities providing a high degree of protection from detection the player who controls the PRC may veto the Resolution. If
or attack. Given the DPRK’s lack of AWACS and their paucity of that player chooses not to do so, then the player who controls
look-down/shoot-down missile armed aircraft, it’s hard to imagine the U.S. may veto the Resolution.
a situation where at least half of the missiles would not reach the
target. Thus, in game terms, though this rule might change if we
do other games based on this system, Cruise Missiles are virtually “Die for a tie.”
invulnerable. The adverse DRM applied to PRC strikes represents Korean War slogan
both the onboard targeting systems and, depending on the target,
superior detection and anti-missile defense capabilities.

© 2012 GMT Games, LLC


Next War: Korea ~ Game Specific Living Rules 11

15.0 Optional Rules 15.5.2 OPLAN 3600


[Advanced; +5 VP ROK/US]
Choosing to implement an optional rule results in adding VP In late 2011, the ROKAF lost plans detailing its warplan sup-
for the appropriate side, if indicated. port and defense of bases. The DPRK player may use this rule
to gain an additional –1 DRM to SOF Raids against Airbases
15.1 Air Cushion Vehicles (ACV Hexside) and/or Airfields on Game Turn 1.
[Standard/Advanced; +5 VP ROK/US]
15.6 USMC AH-1Z Wild Weasel
Two DPRK Light Infantry brigades per friendly Movement
Segment may use Amphibious Transport by Air Cushion Ve- [Advanced; +3 VP DPRK]
hicles (ACVs). ACVs allow transporting units to cross specified The USMC AH-1Z has the capability to carry ARMs (Anti-
all-water hexsides. Radiation Missiles). Players using this optional rule may allow
In order to utilize ACV transport, the Light Infantry unit must USMC AH-1Z to conduct Wild Weasel Strikes against Detection
begin the friendly Movement Segment in one of the following and SAM tracks.
hexes: N2518, N2619, or N2718. The unit(s) may then utilize
ACV transport to cross one all-water hexside into any adjacent 15.7 Close Air Support Restrictions
enemy hex that is free of enemy ground units. Possible move- [Advanced]
ment paths are marked on the map. The move costs the Light Players may agree that Close Air Support missions may only
Infantry unit three MPs. be performed by air or helicopter units of the same nationality
as at least one of the attacking and/or defending units.
15.2 F-22 Raptor Deployment
[Advanced; +10 VP DPRK] 15.7.1 Chinese Restrictions
As an additional optional rule (usable alone or in conjunction
Players will note that the F-22 Raptor counters included in the
with the above), the Chinese may ever only commit a single
game are marked as optional units. This is because, with recent
air unit to CAS missions.
decisions cutting further procurement, the Air Force has decided
that, operationally, they will mix elements of F-22s with elements Design Note: The PLAAF and PLA do not appear to have embraced
of F-15s as a force multiplier and enhancement mechanism. CAS as a whole-hearted doctrine given their weapon load out choice
Therefore, the actual F-15 counters have upgraded abilities in and reliance on SSMs. If players wish to operate with Chinese doc-
the normal version of the counter. This optional rule allows the trine, then invoke this rule.
players to experiment with operationally deploying full F-22
squadrons. Replace the normal F-15 air superiority (5**-0-0) 15.8 Japanese Ground Forces
counters with the optional F-15 counters (5*-0-0) and include [Standard/Advanced]
the F-22 counters in the force mix. Both F-22 counters enter as
reinforcements when the first F-15 reinforcements arrive. While Japanese ground forces are listed on the Allied Rein-
forcement Chart and referenced as part of the International
Posture Matrix, they are only available if both players opt to
15.3 USMC F-35s allow them according to this rule. When Japanese ground forces
[Advanced; +5 VP DPRK] become available, they are placed in the Japan Base box. They
The U.S. player may replace one of the Marine F-18s with the may only enter South Korea if 3 or more Urban hexes of Seoul
optional Marine F-35 instead. are controlled by the DPRK player AND there are in supply
DPRK units south of the Sxx12 row; i.e., they are in any xx13
15.4 USN F-35Cs or greater hex.
[Advanced; +5 VP DPRK] Design Note: This represents the fact that there is still some linger-
ing resentment over the brutal Japanese occupation of Korea. While
The US/ROK player may replace any one F/A-18E/F per carrier
this situation is on the mend, it is highly unlikely that the Koreans
with one of the optional F-35Cs instead.
would willingly tolerate a Japanese army on their soil except in the
most dire of circumstances.
15.5 Security Leaks
15.5.1 OPLAN 5029 15.9 Allied Response to Chemical Attack
[Standard/Advanced; +5 VP ROK/US] [Advanced]
In late 2009, the news reported that the DPRK had stolen an Once the DPRK initiates Chemical Weapons use, the ROK
outline of the U.S. and ROK’s plans in case of a pre-emptive player may respond in the next turn (place the SK markers on
strike by the DPRK. The DPRK player may use this rule to the next Game Turn as a reminder).
either gain an additional column shift on those turns in which
he is given a column shift for surprise or gain an additional Design Note: No known ROK chemical weapons program exists.
combat segment in which the column shift will apply. The This rule posits the existence of a secret stockpile.
DPRK player must state which option he is choosing before
the game begins.
© 2012 GMT Games, LLC
12 Next War: Korea ~ Game Specific Living Rules

15.10 DPRK Nuclear Strike 15.12 U.S. Readiness


[Advanced] [Standard/Advanced]
The DPRK player may, at his option, declare a
nuclear strike against Busan before the game begins. “In a sense, population-centric counterinsurgency has per-
This has the following effects: verted a better way of American war which has primarily
been one of improvisation and practicality.”
• The Busan off-map box is no longer usable (note that this
Gian P. Gentile, A Strategy of Tactics:
means GSR 2.5 will be in effect).
Population-centric COIN and the Army
• Any units in Busan are destroyed.
• Any ROK reinforcements scheduled to arrive in Busan Players may agree to reduce U.S. Army units’ Efficiency Rat-
are automatically destroyed. ings by 2 for the duration of the scenario.
• The ROK player must immediately eliminate 2 random
air units that are in the Ready, Flown, or Aborted box in Design Note: This represents U.S. forces having concentrated on
the ROK. Note that this does not count as a destroyed Air COIN (Counter-insurgency) operations to the detriment of force
Base for the purposes of Step 1b of the Air Superiority readiness training.
Step in the AIR/NAVAL Phase.
• Immediately add 50 US/ROK VP. 15.13 U.S. National Defense Budget Cuts
• There is no possibility of a UN Resolution, skip this step [Standard/Advanced]
in the Sequence of Play. Congress repeals the Budget Control Act of 2011 that slashed
• Optional rule GSR 15.8 is automatically invoked to al- the national defense budget by a trillion dollars. If this option
low Japanese Ground Forces to operate in the peninsula is chosen by mutual agreement:
and the conditions for employment are waived (they
may enter the peninsula without restriction). Place any • The following reinforcements are available: 1 x A-10C in
Japanese units available according to the Reinforcement H, I, and N, 1 x F-16D in T, and 1 x B-52H in L, P, and V
Chart in Japan. Consider Japan to have intervened at the on the Master Allied Reinforcement Chart.
Full Intervention level. • Apply a –2 DRM to the arrival roll [16.2.1.4].
Design Note: While the U.S. response to such a strike is impossible
to predict, the effects of such a strike would hamper the defense of
15.14 PRC Intervention
the peninsula atrociously. This option allows player to explore the [Standard; +20 VP ROK/US]
effects while assuming that the U.S. is either debating a response The DPRK player may additionally include the following PRC
while war wages or apathetic. forces in the “16.1.5 Militarized Zone”, “16.1.6 All In”, or
“16.1.7 They Did What?” scenarios as follows:
15.11 Refugees (Internally Displaced Persons)
Reinforcement Schedule:
[Standard/Advanced]
If this rule is in effect, the road net in the ROK (i.e., any road GT PRC
south of the DMZ) is clogged with people fleeing the embattled 3 1 x SAG
forces in and around the DMZ. The effects are as follows:
4 39th GA, 1 x Zhi-10
Secondary Roads are treated as hex terrain. 8 40th GA, 1 x Zhi-10
GT 1 Primary Roads are treated as Secondary.
Highways are treated as Primary. All enter along the North map edge; Helos may be placed at
any friendly Airfield/Airbase.
Secondary Roads are normal.
In addition, starting on GT3, the DPRK player adds +5 to the
GT 2 & 3 Primary Roads are treated as Secondary. Air Points generated each turn. (Note, this is doubled to +10
Highways are treated as normal. if using 29.1.1).
GT 4 All Roads are normal.

Design Note: While the ROK police and paramilitary forces along
with the ROKA MPs practice and are brutally efficient at keeping
the roads cleared. This option is intended to simulate that with real
fear from a real invasion will come real resistance to “stay-at-home”
orders (especially given intensive shelling of Seoul) and restricted
movement.

© 2012 GMT Games, LLC


Next War: Korea ~ Game Specific Living Rules 13

Scenario Special Rules:


“If the best minds in the world had set out to find us the 1. Sea Control: Sea Control is not applicable in this scenario.
worst possible location to fight this damnable war po- Skip all references to naval operations.
litically and militarily, the unanimous choice would have
been Korea.” 2. Initiative: The DPRK player has the Initiative for GT 1, 2,
and 3. GT 4 is Contested.
Dean Acheson (Secretary of State 1943-1953)
3. Surprise: All DPRK attacks during GT 1 receive a one
column shift right.
16.0 Scenarios 4. Weather: Weather is DPRK player’s choice on GT1. If
Scenarios are divided into two types: Standard and Advanced. Storm is rolled, halve available air points for the ROK and
Standard scenarios generally examine smaller actions within round up. The DPRK receives no air points during Storm
only a portion of the map, use fewer playing pieces, and are turns. Optionally, players may have clear weather for the
shorter although there are also several full map, full game sce- entire scenario.
narios. They are intended to be played with only the Standard
5. ROK 5th ID: This unit may not move or attack. DPRK
Game Rules. Advanced Scenarios involve the entire map, use
player may attack this division; if forced to retreat, eliminate
all the pieces (potentially), and will take longer to play. They
it instead. As long as the 5th ID remains in its hex, the DPRK
are further sub-divided into three variations: Strategic Surprise,
must have 2 stacking points of units in N2916 by the end of
Tactical Surprise, and Extended Buildup. In addition, there is
each Movement Segment.
an International Posture Matrix which will determine if, when,
and with how much other nations will intervene in a contest on 6. Replacements:
the Korean Peninsula. DPRK: 1 on GT1 and GT3
Where not specified, Game Length of each scenario is 16 Turns ROK: 1 on turn GT 2
(approx. 8 weeks).
7. Air Points (Air Superiority is in []):
Note: In all scenarios, ROK/Allied player sets up first. In half-map
scenarios, partial hexes along the edges are playable. GT DPRK ROK

16.1 Standard Scenarios 1 3 [Adv.] 1


Standard Scenarios are intended to be played using the Stan- 2 2 [Adv.] 1
dard Rules except where noted in the Scenario Special Rules 3 1 [Cont.] 2
(SSRs).
4 1 [Cont.] 2

16.1.1 Seoul Train Optional: Roll normally for Air Points using 1/3 of the rolled
This scenario represents the DPRK drive south from Kas- amount rounded up, but use the actual rolled values to deter-
eong on Seoul. It uses only a portion of the map and units and mine Air Superiority.
has special Victory Conditions. 8. Air Points: Air Points lost to ADF are not tracked as perma-
Game Length: 4 Turns (2 weeks) nent losses. Airmobile Points are tracked as permanent losses.
Play Area: Use only the North map. No movement is allowed Victory Conditions:
east of N30xx, or, west of N27xx south of the DMZ. Major DPRK Victory: Control 3 Urban hexes in Seoul
Exception: Units which start outside of the play area may move in. Minor DPRK Victory: Control 2 Urban hexes in Seoul
Helicopter units may base in any Airbase/Airfield on the map.
Draw: Control 1 Urban hex in Seoul
Initial Setup: Minor ROK Victory: no Urban hexes under DPRK control
DPRK: II Corps, IV Corps, 815 Mech. Corps, 17 Sniper Bde,
Major ROK Victory: no non-DMZ hex under DPRK control
38 Abn Bde, 81 LI Bde; 1 x Mi-24D; 2 x Airmobile Points
Tunnels: 3 Destruction of all ROK ground units shifts Victory level one in
DPRK favor. ROK control of a hex in the DPRK shifts Victory
ROK: VII Corps, I Corps, 5 ID/VI Corps; 1 x Combat Outpost
level one in ROK favor.
[2.2]; 2 x AH-1
Reinforcements:
GT1: Place 1st BCT / 2nd ID (US) in N3121 (Hanam) at the
beginning of the Reaction Movement Segment having
spent 1 MP.
GT1 Reinforcement Segment: Place the 2nd ID helicopters
in any friendly airfield or airbase.

© 2012 GMT Games, LLC


14 Next War: Korea ~ Game Specific Living Rules

16.1.2 Uijeong-Blues 7. Air Points (Air Superiority is in []):

This scenario represents the DPRK drive south along the GT DPRK ROK
Uijeongbu Corridor with the ultimate goal of seizing Seoul.
1 3 [Adv.] 1
It uses only a portion of the map and units and has special
Victory Conditions. 2 2 [Adv.] 1
3 1 [Cont.] 2
Game Length: 4 Turns (2 weeks)
4 1 [Cont.] 2
Play Area: Use only the North map. No movement is allowed
east of N36xx or west of N29xx. Optional: Roll normally for Air Points using 1/3 of the rolled
Exception: Units which start outside of the play area may move in. amount rounded up, but use the actual rolled values to determine
Helicopter units may base in any Airbase/Airfield on the map. Air Superiority.
Victory Conditions:
Initial Setup:
Major DPRK Victory: Control 1 Urban hex in Seoul
DPRK: V Corps, 820 Mech. Corps, 60 Sniper Bde, 48 Abn
Bde, 82 LI Bde; 1 x Mi-24D; 1 x Airmobile Point Minor DPRK Victory: Control Uijeongbu
Tunnels: 3 Draw: Neither player achieves any level of victory.
ROK: V Corps, VI Corps; 1 x Combat Outpost [2.2]; 1 x AH-1 Minor ROK Victory: Control Uijeongbu
Major ROK Victory: Control Dongducheon [N3116]
Reinforcements:
GT1: Place 3rd Arm Bde/1A in Uijeong at the end of the Destruction of all ROK ground units shifts Victory level up
Reaction Movement Phase (with no MP remaining). one. ROK control of a hex in the DPRK shifts Victory level
one in ROK favor.
GT1: Place 11th ID/1A in N3419 at the end of the 2nd Move-
ment Segment (with no MP remaining).
GT1 Reinforcement Segment: Place one of the 2nd ID At- 16.1.3 “East” Coast Highway
tack Helicopters in any friendly airfield or airbase.
This scenario represents the DPRK drive south along the
Scenario Special Rules: narrow highway coastal highway on the East Sea (Sea of Ja-
1. Sea Control: Not applicable in this scenario. Skip all refer- pan). It uses only a portion of the map and units and has special
ences to naval operations. Victory Conditions.
2. Initiative: The DPRK player has the Initiative for GT 1, 2, Game Length: 4 Turns (2 weeks)
and 3. GT 4 is Contested.
Play Area: Use only the North map. No movement is allowed
3. Surprise: All DPRK attacks during GT 1 receive a one col- west of N40xx.
umn shift right.
Exception: Units which start outside of the play area may move in.
4. Weather: Weather is DPRK player’s choice on GT1. If Storm Helicopter units may base in any Airbase/Airfield on the map.
is rolled, halve available air points for the ROK and round up.
The DPRK receives no air points during Storm turns. Option- Initial Setup:
ally, players may agree to play the entire scenario as Clear.
DPRK: 806 Mech Corps, I Corps, 61 Sniper Bde, 58 Abn
5. ROK 5th ID: The ROK 5th ID/VI may not move (it’s Bde, 87 LI Bde; 1 x Airmobile Point
guarding against the units to the west. DPRK attacks against Tunnels: 2
it receive an additional 7 attack combat factors (with a “+1”
ROK: II Corps, III Corps, VIII Corps (23rd ID sets up in
DRM for multi-corps if not already applicable). It is released
N4822); 1 x Combat Outpost [2.2]; 1 x AH-1
from this movement restriction in the next movement seg-
ment after a DPRK unit has moved adjacent to it. During Reinforcements:
each Reorganization Phase, if not released, roll a die; on a
GT1: Place 1st BCT / 2nd ID (US) in N3922 at the end of
7-8, inflict a step loss on the 5th and retreat it one hex. On a
the Elite Reaction Movement Segment.
9, eliminate the division.
GT1: Place 1st Marine Division (ROK) in either N3922 or
6. Replacements: N4822 (Gangneung) at the end of the Reaction Movement
DPRK: 1 on GT2 Segment.
ROK: 1 on GT3 GT1 Reinforcement Segment: Place the 2nd ID helicopters
in any friendly airfield or airbase.

© 2012 GMT Games, LLC


Next War: Korea ~ Game Specific Living Rules 15

Special Scenario Rules: 16.1.4 Inchon Again (a.k.a. “MacArthur Lets it Ride”)
1. Sea Control: Not applicable in this scenario. Skip all refer-
ences to naval operations. This scenario represents the Allied counterattack start-
ing with a déjà vu Amphibious action against Inchon. It
2. Initiative: The DPRK player has the Initiative for GT 1, 2,
uses only a portion of the maps and units and has special
and 3. GT4 is Contested.
Victory Conditions.
3. Surprise: All DPRK attacks during GT 1 receive a one
Play Note: This scenario is a tough one for the U.S. A regiment is
column shift right.
taking on 2+ division equivalents. Players should remember that the
4. Replacements: primary purpose of the scenario is to familiarize them with amphibi-
DPRK: 1 on GT2 ous operations. To make it more interesting, add in the 13th or 15th
MEU (or both) with another AMPH and return all reduced DPRK units
ROK: 1 on GT3
to full strength.
5. Weather: Weather is DPRK player’s choice on GT1. If Storm
is rolled, halve available air points for the ROK and round up. Game Length: 1 Turn
The DPRK receives no air points during Storm turns. Option- Play Area: Use both maps. No movement is allowed north of
ally, players may agree to play the entire scenario as Clear. Nxx19, south of Sxx03, east of S28xx.
6. 23rd ID/V: The first time 23rd ID/V moves, it is considered
to have already used 3 movement points. Initial Setup:
DPRK: N2522 - 8/II ID (reduced); S2300 - 28/IV ID; S2400
7. 7th ID/II: The ROK 7th ID may not enter the DPRK until - ?/IV Arm Bde; S2501 - ?/815 Mech Bde (reduced) +
after it has reached a playable hex. ?/815 LI Bde; S2402 - 33/IV ID (reduced)
8. Air Points (Air Superiority is in []): US: III MEF [GSR3.3.2]; 1 x AH-1Z; 1 x AMPH; 1 x CVBG
(all start in Yellow Sea In-Shore Box.
GT DPRK ROK
Special Scenario Rules:
1 3 [Adv.] 1 1. Sea Control: U.S. Controls Yellow Sea At Sea and In Shore
2 2 [Adv.] 1 Boxes.
3 1 [Cont.] 2 2. Initiative: The U.S. has Initiative for the turn.
4 1 [Cont.] 2 3. Replacements: None.
4. Weather: Clear.
Optional: Roll normally for Air Points using 1/3 of the rolled
amount rounded up, but use the actual rolled values to determine 5. Air Points (Air Superiority is in []):
Air Superiority.
GT DPRK US/ROK
Victory Conditions: 1 1 4 [Superiority]
Major DPRK Victory: Control Chuncheon and Yangyang.
Minor DPRK Victory: Control either Chuncheon or Gang- Victory Conditions:
neung. Major DPRK Victory: No US units are in land hexes.
Draw: If neither side meets a victory condition OR both sides Minor DPRK Victory: Control Inchon.
meet their Minor Victory Condition.
Draw: If neither side meets a victory condition OR both sides
Minor ROK Victory: Control Yang-gu. meet their Minor Victory Condition.
Major ROK Victory: Control Chuncheon and Gangneung. Minor US Victory: No DPRK units in or adjacent to Inchon.
Destruction of all ROK ground units shifts Victory level up Major US Victory: Control Inchon.
one. ROK control of a hex in the DPRK shifts Victory level
one in ROK favor.

© 2012 GMT Games, LLC


16 Next War: Korea ~ Game Specific Living Rules

16.1.5 Militarized Zone Victory Conditions:


The DPRK player earns Scenario Points for the following
This scenario represents the opening turns of a full scale conditions:
assault all along the DMZ. It uses only a portion of the map and
units and has special Victory Conditions. This is, essentially, • +1 for each Urban hex of Seoul controlled
a combination of “Seoul Train,” “Uijeong Blues,” and “East • + 1 for control of Uijeongbu
Coast Highway.” • + 1 for control of Chuncheon
Game Length: 4 Turns (2 weeks) • + 1 for control of Gangneung
• +3 for complete destruction of all ROK ground forces
Play Area: Use only the North map. No movement is allowed
west of N27xx south of the DMZ. • –1 for each hex north of the DMZ controlled by the ROK

Initial Setup: Victory is determined as follows:


DPRK: I, II, IV, V, 806, 815, 820 Corps, 61 Sniper Bde, 58 ≥6 DPRK Major Victory
Abn Bde, 87 LI Bde, 17 Sniper Bde, 38 Abn Bde, 81 LI 4-5 DPRK Minor Victory
Bde, 60 Sniper Bde, 48 Abn bde, 82 LI Bde, 2 x Mi-24D; 2-3 Draw
4 x Airmobile Points; 4 x Combat Outposts [2.2]
0-1 ROK Minor Victory
Tunnels: 8 ≤ –1 ROK Major Victory
ROK: I, II, III, V, VI, VII, VIII Corps (23rd ID sets up in
N4822); 5 x Combat Outposts [2.2], 4 x AH-1 Play Note: These Victory Points are different from the ones used in the
normal game rules to determine Initiative and victory. These are only
Reinforcements: for determining victory in this scenario.
GT1: Place 1st BCT / 2nd ID (US) in N3121 (Hanam) at the
beginning of the Reaction Movement Segment having
16.1.6 All In
spent 1 MP.
This scenario is simply an expanded Militarized Zone sce-
GT1: Place 3rd Arm Bde/1A in Uijeong at the end of the
nario. Players use the full map, all Standard Game units (i.e.,
Reaction Movement Phase (with no MP remaining).
not HQs, Arty, or Air Units) in their normal setup hexes, and
GT1: Place 1st Marine Division (ROK) in either N3922 or the full Victory Conditions [SR12.0]. This is, in effect, the full
N4822 (Gangneung) at the end of the Reaction Movement Standard Game Campaign Scenario.
Segment.
Setup:
GT1: Place 11th ID/1A in N3419 at the end of the 2nd Move- DPRK: All non-Reinforcement DPRK units set up in the hex
ment Segment (with no MP remaining). printed on their counter. Units with no hex printed may
GT1 Reinforcement Segment: Place the 2nd ID helicopters set up anywhere in the DPRK. III Corps PMTU brigades
in any friendly airfield or airbase. begin in their setup hex. The 108th and 425th Mech Corps
begin the game in their respective Reinforcement hexes.
Special Scenario Rules: Helos may set up in any Airfield/Airbase in the DPRK.
1. Sea Control: Not applicable in this scenario. Skip all refer- The DPRK AMPHs set up in Chinnamp’o and Wonsan. 4x
ences to naval operations. Airmobile Points. 8 Tunnels. 4 x Combat Outposts [2.2].
2. Initiative: The DPRK player has the Initiative for GT 1 and 2. ROK: All non-Reinforcement units set up in the hex printed
3. Initiative VPs: 18. Note, players should track VP earned in on their counter. The ROK AMPH unit may set up in any
each of Turns 2 and 3 in order to determine Initiative for Turns ROK port. The ROK Helos may set up at any Airfield/
3 and 4. Airbase in the ROK. The U.S. 2nd Division BCT may set
up anywhere with 2 hexes of Daegu. The 2nd ID AH-64s
4. Surprise: All DPRK attacks during GT 1 receive a one set up as indicated on their counter. The USMC 1/3, 2/3,
column shift right. 3/3, LAR, 3-R, 1/4, and 1 AH-1Z (C) along with an AMPH
5. ROK 23rd ID/VIII: The first time ROK 23rd ID/VIII moves, unit is setup in Japan or any At Sea Box. The 1/82nd AB
it is considered to have already used 3 movement points. bde may set up in any Airbase in the ROK. The Japanese
1st Abn Bde and AH-64, if available, may set up in an
6. Replacements: Airbase in the ROK. 8 x Airmobile Points. 5 x Combat
DPRK: 1 per turn Outposts [2.2].
ROK: 1 per turn GT 3+
Special Scenario Rules:
U.S.: 0 per turn on GT 1-4
1. Sea Control: The DPRK has control of all At Sea and In
7. Air Points: Roll for Air Points normally. Shore boxes. Roll for control normally.
2. Initiative: The DPRK player has the Initiative automatically
on GT1 and GT2.
3. Initiative VPs: 20.
© 2012 GMT Games, LLC
Next War: Korea ~ Game Specific Living Rules 17

4. Automatic Victory VPs: +105 or more 5. Air Points: Roll for air points normally, but halve the result
5. Surprise: All DPRK attacks during GT1 receive a one col- (round down) for the ROK. In addition, on GT1 and GT2,
umn shift right bonus. reverse the results for the DPRK and ROK air; i.e., on GT1 a
roll of 1 for the ROK results in 12 Air Points while a roll of 3
6. Replacements:
for the DPRK results in 3 Air Points.
DPRK: 2 per turn
6. Victory Conditions: The ROK wins if it occupies any Urban
ROK: 1 per turn GT 3+
hex in Pyongyang. Any other result is a DPRK win.
U.S.: 0 per turn on GT 1-4; 1 per turn GT5+
7. Air Points: Roll for Air Points normally. 16.2 Advanced Scenarios
8. Victory Levels: Advanced Scenarios are intended to be used with the Advanced
Overwhelming 100+ Rules. Before starting an Advanced Scenario, players must
Decisive 70-99 consult the International Posture Matrix to determine the level
of International Intervention.
Substantive 40-69
Marginal 16-39 Design Note: Mark Herman has graciously allowed us to use a ver-
Draw 0-15 sion of his International Posture matrix mechanics from Flashpoint:
Golan.
Reinforcement Schedule:
DPRK: 16.2.1 International Posture Matrix
GT2 VII Corps (2 x Mot Inf Div, 1 Arm Bde, 1 LI Bde) The International Posture Matrix determines the international
GT3 VIII Corps (2 x Mot Inf Div, 1 Arm Bde) climate in which a scenario is played as a function of the policy
postures of the primary players in the Korean Peninsula: U.S.,
GT4 X Corps (3 x Inf Div), XI Corps (3 x PMTU Inf
the PRC, and Japan. The United States and Commonwealth
Bde), 4 x random RG Inf Bde
forces are considered to be automatically involved, although
GT5 IX Corps (2 x Inf Div, 1 x PMTU Inf Bde), 4 x their level of involvement (mostly represented in the form of
random RG Inf Bde Reinforcement schedules) is determined by scenario; however,
GT6 4 x random RG Inf Bde the U.S.’s posture must be determined for other purposes.
GT7 all remaining RG Inf Bde
16.2.1.1 Determine International Posture: Consult the Pos-
ROK: ture Table. For each nation, U.S., the PRC, and Japan, roll a
GT3 D die to determine the attitude of each “faction:” Administration,
GT4 E; 4 x random “M” units Military, and Popular Vote. Each die roll indicates the leanings
GT5 F; 4 x random “HR” units of that particular faction and gives a numerical value associ-
ated with it; i.e., Dove (–1). Add together the three values and
GT7 G & H; 6 x random “M” units consult the Posture Result Table to determine whether a nation
GT9 I & J; all remaining “M” units is Passive, Moderate, or Aggressive.
GT10 K
16.2.1.2 Determine International Intervention Level and
GT11 L
UN Resolution DRM: For each nation, the PRC and Japan,
GT13 M & N; all remaining “HR” units cross reference the Posture determined above with the scenario
GT14 O being played in the International Posture Matrix to determine
GT15 P each nation’s intervention level in the war and the DRM (keep
only the highest resulting DRM) which will be applied to the
UN Ceasefire roll.
16.1.7 They Did What? (a.k.a. “Almond’s Folly”)
This scenario posits a ROK assault north against a more 16.2.1.2.1 Intervention Levels: The various levels of interven-
or less unprepared DPRK. The ROK forfeits any and all U.S. tion correspond to the amount of force each nation is willing
support in a bid to solve its own problem. to risk in the conflict as determined by their posture and their
surprise (i.e., scenario). The level of intervention is as follows:
Players can either play this scenario as a 4 turn short
scenario (use the setup from “Militarized Zone”) or as a full 16.2.1.2.2 No Intervention: No forces of that nation may be
game scenario (use the setup from “All In”). involved.
1. Initiative: The ROK player has the Initiative for GT 1 and 2. 16.2.1.2.3 Supplies: The nation provides the following speci-
2. Initiative VPs: 16. fied amount of Supply Points per turn:
3. Surprise: All ROK attacks during GT 1 receive a one column PRC = 2 Supply Points and 1 SCUD Point per turn
shift right. JPN = 2 Supply Points per turn
4. Replacements: 16.2.1.2.4 Special Forces Intervention: Those nations for
DPRK: 1 per turn GT2+ which Special Forces counters exist, may use those counters
ROK: 1 per turn for all missions applicable to Special Forces.

© 2012 GMT Games, LLC


18 Next War: Korea ~ Game Specific Living Rules

16.2.1.2.5 SF + Aerial Intervention: Place those nation’s air gains in the field, and mastery of a good portion of the Korean
unit counters in their appropriate national basing areas in the Peninsula before the ROK’s allies, and especially the U.S.,
Ready box. Such units may conduct all missions normally. can muster enough reinforcing strength to repel them. The
Note that Aerial Intervention also includes Special Forces DPRK has the potential to achieve Air Superiority in the first
Intervention. few days. Though they are under no illusions of being able
16.2.1.2.6 Full Intervention: All of a nation’s forces (and to keep it, they hope that it will provide enough of an effect
supply points if applicable) are available for use as indicated to achieve their aims.
in the rules and any Scenario Special Rules. Note, that, while The ROK’s chances of survival are grim. Without the
Japanese ground forces are listed, they are only available by massive aid and reinforcements provided by a fully prepared
optional rule. United States, the qualitative advantage the ROKA has over
16.2.1.2.7 Wider Conflict: When China intervenes with SF the NKPA may not be enough to save the country from being
+ Aerial Intervention or Full Intervention, the US/ROK play completely overrun. They will be fortunate to be able to main-
may modify the arrival die roll [16.2.1.4] by expending Victory tain another Busan Perimeter in the face of modern weaponry
Points. For each 3 VP spent in this way, modify the DR by –1. and the furious assault to come.
The US/ROK player may make the determination to spend VP
DPRK Scenario Specifications
in this manner after seeing the die roll. They may not spend
VP they do not have. However, rather than being delayed, the Allocations: 7 Chemical Weapons Points; 40 Supply Points;
Reinforcements are diverted to Taiwan and no longer available. 4 Airmobile Points; 6 Special Forces counters; 8 Tunnels
(optional); 4 Combat Outpost markers [2.2]; 3 Supply Depots
Design Note: The U.S. intervention level is set by the scenario. If [19.4]; 20 SCUD Points [13.2]
the PRC enter the war, we see this only as a distraction as they also
choose to invade Taiwan at that time knowing that the U.S. will be Air Defenses: Detection – 8; SAMs – 9; AAA – 3
stretched to protect both at the same time.
Replacement Points: 2 per turn on GT2+.
16.2.1.3 China Provoked: At the instant any U.S. ground unit
Setup: All non-Reserve DPRK units set up in the hex printed
is in a hex north of the DMZ roll one die. On a 2 or less, China
on their counter. Units with no hex printed may set up anywhere
automatically intervenes with Full Intervention and receives
in the DPRK. All DPRK air units begin in the DPRK Ready
forces as if this were GT1 in the ensuing Reinforcement and
box. Helos may set up at any Airfield/Airbase in the DPRK.
Replacement Phase. Roll again in each subsequent Reinforce-
The DPRK AMPHs may set up in any DPRK port.
ment and Replacement Phase (including the turn the violation
first occurred) in which a unit remains north of the DMZ. Reinforcement Schedule:
16.2.1.4 U.S. and Commonwealth Arrival Rolls: Each NOTE: Non-PMTU/RG Reinforcements are not available if
Reinforcement box on the Master Allied Reinforcement has the PRC is Passive.
a number. If the Allied player rolls less than or equal to this GT2 425th Mech Corps (5 Mech Inf Bdes); 108th Mech
number, the reinforcements listed arrive as planned. Other- Corps (5 Mech Inf Bdes); 2 x SOF Markers
wise, they have been delayed and arrive in the next turn. This
GT3 VII Corps (2 x Mot Inf Div, 1 Arm Bde, 1 LI Bde),
also changes the schedule for following reinforcements to be
3 random PMTU Inf Bde; 2 x SOF Markers
delayed by a turn. Note that this applies only to U.S. and Com-
monwealth forces. GT4 VIII Corps (2 x Mot Inf Div, 1 Arm Bde), 4 ran-
dom PMTU Inf Bde; 2 x SOF Markers
GT5 X Corps (3 x Inf Div), XI Corps (3 x PMTU Inf
16.2.2 Strategic Surprise Bde), all remaining PMTU Inf Bde, 4 x random
The Strategic Surprise Scenario examines the ROK’s and RG Inf Bde
U.S.’s worst nightmare. In this nightmare, relations between GT6 IX Corps (2 x Inf Div, 1 x PMTU Inf Bde) , 4
the DPRK and ROK appear amicable. Reunification even ap- random RG Inf Bde; 1 x SOF Marker
pears to be a viable possibility. The U.S. is involved in both GT7 4 x random RG Inf Bde; 1 x SOF Marker
internal political navel gazing as well as involved in numer- GT8 All remaining RG Inf Bde
ous Global War On Terror actions around the globe. Quietly,
however, after the death of Kim Jong Il, a struggle develops ROK and Allies Scenario Specifications
within the DPRK politico-military landscape. The hard-liners Allocations: 3 ROK Chemical Weapons Points; 30 Supply
eventually win out and, convincing Kim Jong Un that he must Points; 8 Airmobile Points; 3 ROK Special Forces counters; 1
show a strong hand, decide that only unification through force U.S. Special Forces counter; 1 Commonwealth Special Forces
can assure their primacy. counter; 3 Combat Outpost markers [2.2]; 2 Supply Depots [19.4]
Taking even stricter measures of security and secrecy than
Air Defenses: Detection – 7; SAMs – 6; AAA – 2; AWACS
before, preparations are made for an out of the barracks as-
Advantage – 1
sault on the ROK. Minimal logistical buildup is conducted,
and the assault will be won, or lost, on the strength of existing
stockpiles and whatever can be scraped up in the interim. The
strategy depends on a lightning fast offensive, indisputable
© 2012 GMT Games, LLC
Next War: Korea ~ Game Specific Living Rules 19

Replacements: 4. SOF: ROK and Allied Special Operations Forces may only
ROK: 1 per turn GT 3+ perform Reconnaissance, Targeting, and Detection Track attack
U.S.: 1 per turn GT5+ missions on GT1.

Setup: All ROK forces setup in the hex printed on their counter. 5. DPRK GT1 Attacks: All DPRK attacks on Game Turn 1
ROK air units set up in the ROK Ready box. The ROK AMPH receive a bonus of two column shifts right on the CRT.
unit may set up in any ROK port. The ROK Helos may set up at 6. GT1 Initiative: The DPRK has the Initiative automatically
any Airfield/Airbase in ROK. The U.S. 2nd Division BCT and on Game Turns 1 and 2.
HQ may set up anywhere with 2 hexes of Daegu. The 2nd ID 7. Initiative VPs: 18
AH-64s set up as listed on their counter. USAF: 2 x F-16D, 1
A-10C setup in the ROK; 1 x F-15C, 1 x F-16D setup in Japan. 8. Automatic Victory VPs: +120 or more
9. Victory Levels:
Reinforcement Schedule:
GT1 A Overwhelming 130+
GT2 B Decisive 100-129
GT3 C Substantive 70-99
GT4 D; 4 x random “M” units; IX, XI, and CDC HQs Marginal 26-69
GT5 E Draw 0-25
GT6 F; 4 x random “M” units
16.2.3 Tactical Surprise
GT7 G; 4 x random “HR” units
GT8 H; all remaining “M” units This scenario examines a more likely entrance into war
GT9 I; 4 x random “HR” units as tension mounts on both sides. In this scenario, the fighting
erupts after a relatively short time frame of escalating tensions
GT10 J; all remaining “HR” units catching the Allies still hoping for a diplomatic solution and
GT11 K not quite ready for actual combat operations.
GT12 L
As its economy continues to languish and falter under the
GT13 M new leadership of Kim Jong Un and food shortages become
GT14 N common, the DPRK imprisons several journalists accusing
GT15 O them of spying for the United States and the ROK. While they
GT16 P are treated humanely, the incident sparks intense diplomatic
exchanges as the DPRK bargain for their release by demand-
PRC Scenario Specifications ing concessions around weapons exports and grain imports.
In the meantime, the U.S. Navy seizes and searches a DPRK
10 Cruise Missile Points
flagged vessel suspected of carrying an arms shipment to
The PRC use the following Reinforcement Schedule: Iran in international waters. The DPRK reacts indignantly to
the (technically) illegal search and seizure and increases the
GT4CH – 1 x SAG, 1 x J-10, 1 x J-11B, 1 x Su-30MKK
amount of rhetoric against both the U.S. and ROK.
GT5 CH – 39th GA, 1 x Zhi-10
Finally, in the straw that breaks the camel’s back, the U.S.,
GT8 CH – 1 x J-20, 1 x Su-30MK2 Japan, and the ROK conduct massive joint air, land, and sea
GT9 CH – 40th GA, 1 x Zhi-10, 1 x SAG, 1 x J-10, 1 x J-20 exercises intended not only to increase the level of cooperation
between them but also to cow the DPRK into negotiations. The
Scenario Special Rules: DPRK reacts publicly by denouncing the exercises and privately
1. US/ROK Prior to Play: Prior to the beginning of play, by fearing that they are a cover and the prelude to an all-out as-
the US\ROK player must randomly choose half (rounded up) sault on them. They put into motion their plans for invading the
of each aircraft type (i.e., F-15K, KF-16C, F-4D, A-50, etc), ROK and ending the threat to their sovereignty once and for all.
regardless of basing, and place them in the Flown box. These Under the cover of planning some exercises of their own,
are unavailable on GT1. the DPRK quietly shifts some of their units around and begin
2. DPRK Prior to Play: Prior to the beginning of play, the preparations for a general mobilization of reserves. The Al-
DPRK may conduct 10 SCUD attacks at any eligible targets. lies aren’t exactly caught napping; however, still hoping for a
Damage to Airbases/Airfields counts for Steps a. and b. of the diplomatic solution, they have refrained from moving massive
Air Superiority Sortie Step for GT1. amounts of men and material into the peninsula. Their air
power, however, is fully alert and ready.
3. GT 1: On GT 1, during the Special Forces Phase, the DPRK
player may conduct two SOF Phases and allocate its Special DPRK Scenario Specifications
Forces counters twice. Allocate all available counters, resolve Allocations: 10 Chemical Weapons Points; 50 Supply Points; 4
the missions (do not roll for survival—all automatically survive), Airmobile Points; 8 Special Forces counters; 5 Combat Outpost
then re-allocate and resolve again. Roll for survival as normal. markers [2.2]; 8 Tunnels; 4 Supply Depots [19.4]; 20 SCUD
Points [13.2]
© 2012 GMT Games, LLC
20 Next War: Korea ~ Game Specific Living Rules

Air Defenses: Detection – 9; SAMs – 10; AAA – 3 GT10 L


GT12 M & N; all remaining “HR” units
Replacements: 2 per turn
GT13 O
Setup: All non-Reserve DPRK units set up in the hex printed GT14 P
on their counter. Units with no hex printed may set up anywhere GT15 Q
in the DPRK. III Corps PMTU brigades begin in their setup GT16 R
hex. The 108th and 425th Mech Corps begin the game in their
respective Reinforcement hexes. All DPRK air units begin in the PRC Scenario Specifications
DPRK Ready box. Helos may set up in any Airfield/Airbase in 10 Cruise Missile Points
the DPRK . The DPRK AMPHs may set up in any DPRK port.
The PRC use the following Reinforcement Schedule:
Reinforcement Schedule: GT3 CH – 1 x SAG, 1 x J-10, 1 x J-11B, 1 x Su-30MKK
NOTE: Non-PMTU/RG Reinforcements are not available if GT4 CH – 39th GA, 1 x Zhi-10
the PRC is Passive.
GT7 CH – 1 x J-20, 1 x Su-30MK2
GT2 VII Corps (2 x Mot Inf Div, 1 Arm Bde, 1 LI Bde), GT8 CH – 40th GA, 1 x Zhi-10, 1 x J-10, 1 x J-20
2 x SOF Markers; 2 random PMTU brigades
GT3 VIII Corps (2 x Mot Inf Div, 1 Arm Bde), 2 x SOF Scenario Special Rules:
Markers; 2 random PMTU brigades 1. Both Sides Prior to Play: Before the game begins, starting
GT4 X Corps (3 x Inf Div), XI Corps (3 x PMTU Inf with the DPRK player, players alternate moving each unit (or
Bde), 4 x random RG Inf Bde; remaining PMTU formation if the players agree) up to half (rounded up) of its
brigades ground movement capability. Intrinsic Airmobile units may be
GT5 IX Corps (2 x Inf Div, 1 x PMTU Inf Bde), 4 x moved to any friendly hex. Air units may Rebase. Continue
random RG Inf Bde moving units until neither side wishes to move any more or
neither side has any remaining units to move. If one side wishes
GT6 4 x random RG Inf Bde; 1 x SOF Marker
to stop and the other has more units to move, that side may
GT7 all remaining RG Inf Bde; 1 x SOF Marker continue moving units.
ROK and Allies Scenario Specifications 2. DPRK Prior to Play: Prior to the beginning of play, the
Allocations: 4 ROK Chemical Weapons Points; 40 Supply DPRK may conduct 10 SCUD attacks at any eligible targets.
Points, 10 Airmobile Points, 4 ROK Special Forces counters, 1 Damage to Airbases/Airfields counts for Steps a. and b. of the
U.S. Special Forces counter; 1 Commonwealth Special Forces Air Superiority Sortie Step for GT1.
counter; 4 Combat Outpost markers [2.2]; 3 Supply Depots [19.4] 3. US/ROK Prior to Play: Prior to the beginning of play, the
Air Defenses: Detection – 9; SAMs – 7; AAA – 2; AWACS US\ROK player must choose one quarter (rounded up) of each
Advantage– 2 ROK aircraft type (i.e., F-15K, KF-16C, F-4D, A-50, etc) and
place them in the Flown box. These are unavailable on GT1.
Replacements:
4. GT 1: On GT 1, during the Special Forces Phase, the DPRK
ROK: 0 per turn on GT 1-4 and 1 per turn GT 5+ player may conduct two SOF Phases and allocate its Special
U.S.: U.S. – 1 per turn GT 3-7, and 2 per turn GT 8+ Forces counters multiple times. Allocate all available counters,
Setup: All ROK forces setup in the hex printed on their counter. resolve the missions (do not roll for survival; all automatically
ROK air units set up in the ROK Ready box. The ROK AMPH survive), then re-allocate markers and resolve again. Roll for
unit may set up in any ROK port. The ROK Helos may set up survival as normal.
at any Airfield/Airbase in the ROK. The U.S. 2nd Division 5. DPRK GT1 Attacks: All DPRK attacks on Game Turn 1
BCT and HQ may set up anywhere with 2 hexes of Daegu. The receive a bonus of one column shift right on the CRT.
2nd ID AH-64s set up as indicated on their counter. USAF: 2
x F-16D, 1 A-10C setup in the ROK Ready Box; 1 x F-15C, 1 6. GT1 Initiative: The DPRK has the Initiative automatically
x F-16D setup in Japan. on Game Turn 1.
7 GT1 Japan-based Units: On Game Turn 1, no unit based in
Reinforcement Schedule
Japan may fly missions.
The Allies have already rec’d Reinforcement IDs A-C. Set these
up according to the rules for Reinforcements [GSR7.0] and ap- 8. Initiative VPs: 24
ply Supply points, etc. received to the General Records Track. 9. Automatic Victory VPs: +105 or more
GT2 D 10. Victory Levels:
GT3 E; 4 x random “M” units; IX, XI, and CDC HQs
Overwhelming 100+
GT5 F; 4 x random “HR” units
Decisive 70-99
GT6 G & H; 6 x random “M” units
Substantive 40-69
GT8 I & J; all remaining “M” units
Marginal 16-39
GT9 K
Draw 0-15
© 2012 GMT Games, LLC
Next War: Korea ~ Game Specific Living Rules 21

16.2.4 Extended Buildup Scenario Setup: All ROK forces (including “M” but not “HR” reserve
units) setup in the hex printed on their counter. ROK air units
This scenario examines the confrontation as an escalation set up in the ROK Ready box. The ROK AMPH unit may set up
of tensions across a greater span of time with neither side in any ROK port. The ROK Helos may set up at any Airfield/
willing to commit to beginning a war but also with neither Airbase in the ROK. The U.S. 2nd Division BCTs and HQ may
side willing to back down to any degree. With the rhetoric on set up anywhere with 2 hexes of Daegu. The 2nd ID AH-64s set
both sides reaching fever pitches and constant clashes both up as indicated on their counter. USAF: 2 x F-16D, 1 A-10C
in the ground and in the air and at sea, it’s only a matter of setup in South Korea; 1 x F-15C, 1 x F-16D setup in Japan. The
time before a spark ignites the conflagration. IX, XI, and CDC HQs setup in the hex listed on the counter.
Both sides activate reserves and begin a massive mobiliza- Reinforcement Schedule: The Allies have already rec’d
tion program; men and material are flowing into the ROK from Reinforcement IDs A-K. Set these up according to the rules
the United States in increasing numbers. As food begins to run for Reinforcements [GSR7.0] and apply Supply points, etc.
low in the North, the military leadership becomes increasingly received to the General Records Track.
agitated and paranoid that the political leadership will lead
them to destruction by superior overwhelming forces. GT2 L
In a move eerily reminiscent of an earlier incident, Kim GT3 M; 3 x random “HR” units
Jong Un, wanting to make a statement, authorizes the sinking GT5 N; 3 x random “HR” units
of a ROK naval vessel to provoke an international incident and GT6 O; 3 x random “HR” units
ignite the flames of war. Waiting for the right time, and with
mobilization preparations complete, the DPRK launches its Air GT7 P&Q
Force and begins the war in earnest. GT8 R; all remaining “HR” units
GT9 S
DPRK Scenario Specifications GT10 T
Allocations: 14 Chemical Weapons Points; 60 Supply Points; GT11 U
4 Airmobile Points; 10 Special Forces counters; 5 Combat
Outpost markers [2.2]; 8 Tunnels; 4 Supply Depots [19.4]; 20 GT12 V
SCUD points [13.2] PRC Scenario Specifications
Air Defenses: Detection – 10; SAMs – 10; AAA – 3 10 PRC Missile Points

Replacements: 2 per turn The PRC use the following Reinforcement Schedule:
GT2 CH – 1 x SAG, 1 x J-10, 1 x J-11B, 1 x Su-30MKK
Setup: All DPRK (including PMTU (and XI Corps HQ) but
not RG) units set up in the hex printed on their counter. Units GT3 CH – 39th GA, 1 x Zhi-10
with no hex printed may set up anywhere in the DPRK. The GT5 CH – 1 x J-20, 1 x Su-30MK2
108th and 425th Mech Corps begin the game in any hex in GT6 CH – 40th GA, 1 x Zhi-10, 1 x J-10, 1 x J-20
the DPRK. All other reinforcements begin the game in their
respective Reinforcement hexes. All DPRK air units begin in the Scenario Special Rules:
DPRK Ready box. Helos may set up in any Airfield/Airbase in 1. Both Sides Prior to Play: Before the game begins, starting
the DPRK. The DPRK AMPHs may set up in any DPRK port. with the DPRK player, both players alternate moving each unit
Reinforcement Schedule: (or formation if players agree) to the limit of its ground move-
ment capability. Airmobile-capable units may be moved to any
NOTE: Non-PMTU/RG Reinforcements are NOT available if
friendly hex. Air units may Rebase. Continue moving units until
the PRC is Passive.
neither side wishes to move any more or neither side has any
GT2 3 x random RG Inf Bde; 3 x SOF Markers remaining units to move. If one side wishes to stop and the other
GT3 4 x random RG Inf Bde; 3 x SOF Markers has more units to move, that side may continue moving units.
GT4 all remaining RG Inf Bde; 3 x SOF Markers 2. DPRK Prior to Play: Prior to the beginning of play, the
DPRK may conduct 10 SCUD attacks at any eligible targets.
ROK and Allies Scenario Specifications Damage to Airbases/Airfields counts for Steps a. and b. of the
Allocations: 5 ROK Chemical Weapons Points; 50 Supply Air Superiority Sortie Step for GT1.
Points; 12 Airmobile Points; 5 ROK Special Forces counters; 3. DPRK GT1 Attacks: All DPRK attacks during the First
1 U.S. Special Forces counter; 1 Commonwealth Special Movement and Combat Phase (only) receive a bonus of one
Forces counter; 5 Combat Outpost markers [2.2]; 4 Supply column shift right on the CRT.
Depots [19.4]
4. GT1 Initiative: The DPRK has the initiative on Turn 1.
Air Defenses: Detection – 9; SAMs – 9; AAA – 3; AWACS
Advantage– 3 5. Initiative VPs: 15
Replacements: 6. Automatic Victory VPs: +90 or more
ROK: 1 per turn
U.S.: 1 per turn GT2 -6, 2 per turn GT 7+
© 2012 GMT Games, LLC
22 Next War: Korea ~ Game Specific Living Rules

7. Victory Levels: duce the appropriate Strike markers. For each remaining Strike
Overwhelming 70+ 2 result recorded on the track, advance the Strike 1 marker up
the track and remove the Strike 2 marker from the track. This
Decisive 50-69 does not apply to results on Nuclear and Chemical Installations.
Substantive 30-49
5. Supply Points: Conduct Step 12 of the Reorganization Phase
Marginal 11-29
normally, and, in Step 13, both the Supply Points available
Draw 0-10 (based on the scenario chosen and reinforcements received)
to spend to repair their Air Defense tracks and Airbases. Each
16.2.5 Advanced Air War Scenario player may spend Supply Points to repair an Air Defense Track
normally or a Destroyed Airbase by spending 2 Supply Points
This scenario lets players use the Advanced Air War rules to and moving the Airbase Destroyed marker down a space on
play out a scenario solely using the air units provided with the the track and moving the Strike 2 marker up a space. Neither
game. No maps are used; players use only the Air Superiority player may spend more than 6 Supply Points a turn.
Play Aid, a special Air War Scenario Aid Card which is pro-
vided to assist players in tracking information throughout the 6. Victory Points: VPs for destroyed air units, airbases/airfields,
scenario, and the General Information Display to record VPs. and installations are earned as normal. In addition, each player
earns 1 VP for each Strike 1 and 2 VP for each Strike 2 result
Setup: Players may choose to play a Strategic Surprise, Tactical inflicted on an Airfield/Airbase. The DPRK player earns 2 VP
Surprise, or Extended Buildup scenario. Use the setup infor- per strike result against an ADF track; the ROK player earns 1
mation, Air Superiority SSRs, and appropriate Reinforcement VP for each such result.
Schedules from whichever scenario is chosen.
7. Optional – DPRK Special Operations Forces and Theater
Special Scenario Rules War Assets: Before Turn 1 begins, the DPRK player rolls a die
1. Altered SoP: The following shortened version of the SOP and halves the result (round up). The ROK/US player suffers
is used (note, some of the steps are modified by other SSRs): this number of step losses to ROK/US aircraft based in the ROK.
If the die roll is even, the DPRK player allocates the losses; if
Weather Phase (Step 1 and 2)
odd, the ROK/US player allocates the losses.
Air/Naval Phase (Steps 1, 2, 3, and 5)
First Strike Phase (Steps 1b, 1c, 1d, 1e, 1f, 1g, 1h, 1i)
Reorganization Phase (Steps 2, 3, 4, 5, and 16) Counter Errata
Reinforcement and Replacement Phase (Step 1) Unfortunately, we accidentally included an
2. Allocating Strikes: Players may allocate strikes against the extra Japanese counter. The Japanese armored
enemy Air Defense Network (i.e., SAMs, AAA, and Detec- brigade (which is supposed to be a division
tion tracks), or enemy Airbases/Airfields (place them near the and has incorrect values anyway) should be
enemy track). Additionally, the ROK/US player may allocate removed from the game.
missions against DPRK Nuclear and Chemical sites. The ROK/
US player may allocate his Wild Weasel assets with no restric-
tions; however, both players must roll a die for each aircraft not Credits
committed to the Air Superiority Box to determine whether it
is being reserved for Combat Support this turn. The Air War Original Crisis: Korea 1995 Design: Gene Billingsley
Scenario Card contains the tables for the die roll. Move air units Next War: Korea Design/Development: Mitchell Land
which fail their availability roll to the Flown box. Research: Joseph S. Bermudez Jr., Major Joseph Coyle,
3. Strike Resolution: Strikes against the Air Defense Network are Jisun Park, Keith Rowe, Terry Simo & Arrigo Velicogna
resolved normally. Strikes against Airbases/Airfields are resolved Art Director, Cover Art and Package Design: Rodger
as follows. First, determine the type of base struck (targeted player B. MacGowan
rolls on chart) and its terrain (striking player rolls on chart). Next,
the targeted player determines whether or not a HQ is within Map Art: Mark Simonitch
range of the target. Players should always use the charts which Counter Art: Mark Simonitch & Charles Kibler
face them. Results are recorded on the appropriate track on the Manuals & Player Aid Cards: Charles Kibler
Air War Scenario Card. For each Strike 1, Strike 2, or Destroyed
Result, move the appropriate marker (use a Strike 1 and Strike Proofreaders/Playtesters: Brett Avants, Chris Carnes,
2 marker to track results) on the Air War Scenario Card. Results Chris Fawcett, Martin Gallo, Johan Halvarsson, Jerry
against Nuclear and Chemical installations are tracked normally. Harnish, Charlie Kidwell, Hans Korting, Chris Longtin,
Roll for Collateral Damage (striking player) as normal. Vaughn Patania, Jason Pennell, Chad Schrieber, Todd
Surgoine, Stuart Tonge, Apollo Yeh, & Dean Zadiraka
4. Continuing Damage: Step 11 of the Reorganization phase
is conducted as follows: For each 3 levels of Strike markers Production Coordination: Tony Curtis
(i.e., 3 Strike 1s or a Strike 2 + a Strike 1) advance the Airbase Producers: Tony Curtis, Rodger MacGowan, Andy
Destroyed marker up the track (scoring appropriate VP) and re- Lewis, Gene Billingsley & Mark Simonitch

© 2012 GMT Games, LLC


Next War: Korea ~ Game Specific Living Rules 23

ADVANCED GAME SOP


WEATHER PHASE SECOND SPECIAL OPERATIONS FORCES PHASE
1. Roll one die to determine this turn’s weather (except Game 1. If a “Contested” Turn, both players alternating (NKPA first),
Turn 1; Initiative player may choose weather). [4.0] else, the non-Initiative player, allocate SOF Missions, resolve
2. If the weather is “Storm,” move all Naval units to the At-Sea missions, roll for SOF Marker Survival and place markers in
Box (if friendly) or a friendly port of their Sea Zone. [4.1] the Used or Eliminated boxes appropriately. [20.1.2 - 20.3]
3. If the weather is “Storm,” move all non-All Weather air units
from the Ready Box to the Flown Box of their base. [4.1]
FIRST STRIKE PHASE
1. Both players may conduct Strike Combat by allocating Cruise
SUPPLY PHASE (Not on Game Turn 1) Missile Strikes, airstrikes, attack helicopter strikes, and/or HQ
1. Remove Out of Supply markers from units that are no longer strikes against eligible targets within range. Any Air Units in
out of supply. [19.0] the “Ready” box may perform Strikes (within Range limits),
2. Check for unsupplied units. Place an Out of Supply marker on and any units in the Air Superiority box may escort/intercept.
any unit that is unsupplied. [19.0, 19.5] No units in the “Flown” or “Aborted” boxes may fly air mis-
3. Expend one Supply Point to place a new MSU on top of a De- sions. Strikes are performed in the following order:
pot or Urban hex. You may also remove a depot and place two a. Alternating, DPRK first, allocate and resolve all SCUD
new MSUs at no cost. You may also flip a MSU to its Supply (not GT1)/Cruise Missile Strikes. [26.1/GSR13]
Depot side at a cost of two (2) Supply Points. [19.4] b. DPRK/PRC allocates air strikes, helicopter strikes, and
escorts. [23.4.1, 23.4.2]
INITIATIVE PHASE c. Allies allocate Wild Weasel Strikes, air strikes, helicopter
1. Determine if either Player has the Initiative for the game turn
strikes, and escorts. [16.2.9, 23.3, 23.4.1]
or whether it is a “Contested” Game Turn. Both players move
their respective “VPs This Turn” marker to zero (0). [5.1] d. DPRK attempts detection of Wild Weasel Strikes, then
2. UN Resolution Die Roll (Not on Game Turn 1). [28.0] attacks those that it detects with ADF and (possibly)
interceptors. [24.0]
ELECTRONIC DETECTION PHASE e. Allies resolve Wild Weasel Strikes. [23.3]
1. Both sides roll on the Electronic Detection Table against spe- f. DPRK attempts detection of all other Allied Strikes,
cific, eligible enemy HQs. Place a “Detected” marker on HQs then attacks those it detects with ADF and (possibly)
that are detected. [21.3] interceptors. [24.0]
FIRST SPECIAL OPERATIONS FORCES PHASE g. Allies resolve Strikes. [23.4.1]
(Initiative Turn Only) h. Allies attempt detection of all DPRK/PRC Strikes, then
attacks those they detect with ADF and (possibly) inter-
1. The Initiative Player allocates and resolves SOF missions,
ceptors. [24.0]
rolls for SOF Marker Survival and places markers in the Used
or Eliminated boxes appropriately. [20.1.2 – 20.3] i. DPRK/PRC resolve Strikes. [23.4.1]
j. Both sides alternate, DPRK/PRC first, allocating and re-
AIR/NAVAL PHASE solving HQ Strikes. Rotate each Striking HQ 90 degrees
1. Air Superiority Sortie Step. after its strike. [18.2.2]
a. Count the number of Airbases/Airfields w/ Strike markers
remaining on them. The owning player must move half INITIATIVE MOVEMENT AND COMBAT PHASE
that number (rounded down/min. of 1) of aircraft into the (Initiative Turn Only)
Flown box from aircraft based in Korea. [22.10.1] 1. Movement Segment: The Initiative Player moves any/all of
his combat units up to the extent of their movement allow-
b. Count the number of Airbases/Airfields either captured
ance. Air, airmobile, and sea movement and transport are
or destroyed IN THE PREVIOUS TURN and this turn’s
allowed. [8.0]
First SF Phase (if applicable), the opposing player may
2. Combat Segment: The Initiative Player declares and resolves
move half that number (rounded down/min. of 1) of all Combat (one combat at a time). [9.0]
aircraft into the Flown box from aircraft based in Korea.
a. Declare Attacks (one at a time). [9.2.1]
[22.10.1]
b. Compute Initial Odds. [9.2.2]
c. Reset the Airbase Destroyed/Captured markers to 0.
c. Determine Column Shifts. [9.2.3]
2. Air Superiority Combat Resolution Step. [22.10.2]
3. Determine this Turn’s Air Superiority level. [22.10]
d. Both sides allocate Attack Helicopters, Air Units, and
4. Both sides determine Automatic Detection Ranges for aerial
Naval Units to Combat Support Missions (attacker first).
reconnaissance based on the Air Superiority Level. [21.2] [9.2.4, 23.5]
5. Update U.S. AWACS Advantage. [22.10.2 #8] e. Resolve all Local Detection attempts and ADF. [24.3]
6. During non-“Storm” turns, roll for Sea Control. f. Determine DRMs. [9.2.3]
a. for In-Shore boxes connected to U.S. Controlled At Sea g. Roll die and resolve combat. [9.2.6]
boxes. [7.2] h. Allocate losses. [9.2.7]
b. for any At Sea box that the U.S. does not yet control. [7.2] i. Retreat and advance units. [9.2.8]
© 2012 GMT Games, LLC
24 Next War: Korea ~ Game Specific Living Rules

3. Elite Reaction Movement Segment: The non-Initiative player REORGANIZATION PHASE


may move all 6, 7, or 8 Efficiency units that do not bear a 1. Rotate all helicopters to reflect “no missions flown.” [6.5.2]
“Strike” or OoS marker not in an enemy ZOC their full movement 2. Air units may Rebase. [25.2]
allowance (but not attack). Air, airmobile, sea movement and
3. Return all units still in Air Superiority box to the Ready Box.
transport are not allowed. [8.0 (several limitations apply)]
[22.4]
4. Exploitation Movement Segment: The Initiative player may move
4. Move all units from the Flown Box to the Ready Box. [22.4]
any units that are not in an enemy ZOC and do not bear a “Strike”
5. Roll for availability of air units in the Aborted Box. [22.4]
or OoS marker up to their full movement allowance. Air, airmo-
bile, sea movement and transport are allowed. [8.0] 6. Move all Special Forces markers from the Used Box to the
Available Box. [20.3]
5. Exploitation Combat Segment: The Initiative player performs
combat with any units (whether they moved or not) with a 7. Reset Airmobile Points. [8.5.4.2-3]
two (2) column shift left on the CRT. [9.0] 8. Remove Tunnel Markers. [GSR: 2.6]
6. Reaction Movement Segment: The non-Initiative player may 9. Conduct Clearing Operations. [8.4.1]
move any units up to their movement allowance. Air, airmo- 10. Determine hex control changes. [2.8]
bile, sea movement and transport are allowed. [8.0] 11. Remove Chemical Support Markers. [GSR: 6.2.2]
7. Reaction Combat Segment: The non-Initiative player per- 12. Remove all “Detected” and “Targeted” markers. [20.2.2,
forms Combat. All units are eligible whether they moved or 20.2.3]
not. [9.0] 13. Rotate all HQs/Arty that bear no Strike marker to reflect full
combat capabilities. Rotate all HQs/Arty that bear a “Strike 1”
EMERGENCY RESUPPLY PHASE marker to reflect one remaining combat capability. Rotate all
1. Both sides may expend Supply Points to attempt to resupply HQs/Arty that bear a “Strike 2” marker to reflect no remaining
unsupplied units or HQs. [19.6] combat capabilities. [18.2]
2. Both sides may convert Supply Depots/MSUs to Supply 14. Remove all Interdiction Strike markers.
Points. [19.6] 15. Remove all “Strike 1” markers. Flip all “Strike 2” markers to
their “Strike 1” side.
SECOND STRIKE PHASE (Initiative Turn Only) 16. Both players may spend Supply Points to repair Air Defense
1. Same as First Strike Phase, except that only U.S./ROK air
Tracks and Installations. [27.9.1-2]
units can perform air strikes. US/ROK may perform Cruise
Missile, and either side may perform HQ, and Helicopter REINFORCEMENT AND REPLACEMENT PHASE
Strikes. 1. China Provoked? [16.2.1.3]
BASIC MOVEMENT AND COMBAT PHASE 2. Both sides place reinforcements, including Supply Points and
SCUDs, due in the next Game Turn in accordance with the
1. Movement Segment: The Initiative/First player moves any/all
Scenario’s Reinforcement Schedule. [10.0, GSR 7.0]
of his combat units up to their full movement allowance. Air,
airmobile, sea movement and transport are allowed. [8.0] 3. Both sides earn and use Replacement Points to replace or
reconstitute units. Each player may spend Supply Points to
2. Combat Segment: The Initiative/First player declares and
recover lost steps from HQ units. Units whose parent HQ is
resolves all combat. [9.0]
not on the map may not be reconstituted. [11.0]
3. Reaction Movement Segment: The non-Initiative/Second
4. Spend Supply Points to replace eliminated HQs. [18.5]
player moves any/all of his combat units up to their full move-
ment allowance. Air, airmobile, sea movement and transport VICTORY DETERMINATION PHASE
are allowed. [8.0] 1. Add each player’s “VPs This Turn” to their “VPs” to reflect
4. Reaction Combat Segment: The non-Initiative/Second player their total VP accumulation. Move the “VPs” markers to re-
declares and resolves all combat. [9.0] flect the new totals. Do NOT reset the “VPs This Turn” marker
until the Initiative Phase of the next turn. [12.0]
ISOLATION/SURRENDER PHASE
2. Determine if either player is allowed to check for Automatic
1. Remove “Isolated” markers from units that are no longer
Victory. If this is the last game turn, compare each side’s VPs
Isolated. [19.7.3]
to determine a winner. [12.2]
2. Place “Isolated” markers on any units that cannot trace a path
free of enemy units/ZOCs to any friendly HQ. [19.7.1] GAME RECORD PHASE
3. Check for surrender for all units currently bearing an “Isolat- 1. Advance the Game Turn Marker and begin the next turn.
ed” marker. Permanently eliminate (from surrender) any unit
thus failing its Efficiency check. [19.7.4]

© 2012 GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com

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