NWK GSR.v2.1
NWK GSR.v2.1
NWK GSR.v2.1
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)
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
3.5 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
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
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
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.
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.
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.
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.
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.
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
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 • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com