PHASES OF WAR WITH DIFFERENT CHARACTERISTICS
NKA OFFENSIVE NKA armour and rapid offensive versus weak ROK / UN falling back
PUSAN PERIMETER UN/ROK defend lines with air and artillery support
INCHON LANDING - CAPTURE OF SEOUL
NKA WITHDRAWAL - UN/ROK PURSUIT NKA withdraw under air attack and pursuit.
INVASION OF THE NORTH Amphib landing, airborne ops, armoured spearheads vs stubborn NKA
FIRST CHINESE OFFENSIVE Surprise in winter conditions
COMMUNIST OFFENSIVE - UN RETREAT Winter pockets, retreats, Communist spearheads, ZULU !
UN - COUNTEROFFENSIVE - Massive firepower versus Communist agility and stealth. Pitched battles
POSITIONAL WAR ALONG LINE-OF-CONTACT - Outpost War, Trench warfare, Raids, Patrols,
BEST LEVEL TO GAME ?
Patrolling in OUTPOST WAR period (later) is good for 1:1 skirmish.
COY-commander actions in clearing Seoul after Inchon landings.
Battalion-Commander : Good for larger operations in Outpost War and All other non-static.
Brigade/Taskforce Commander : many operations at this level - best for mobile fighting stages ?
ZULU-type solo games : all periods where one side has advantage and has other on the back -foot
TYPES OF GAME
1) Fighting retreat of ROK / US in first phase of war
2) Attempts of NKA to breach Pusan perimeter
3) Amphibious landings : INCHON, WUSON etc.
4) Naval evacuations in face of PVA counteroffensive
5) River crossing esp. Han River assault of Seoul
6) City fight in Seoul
7) Taskforce battles : UN battle group must cross the board
8) Fighting retreats in Chines counteroffensive esp. Chosin Reservoir area
9) Battles for key crossroads/bridges
10) Sukchon airborne landing
11) Armour battle - maybe hypothetical
12) Race down a valley - PVA/NKA off-road, UN force with vehicles tied to road.
13) ‘Last stand’ as per Imjin River
14) War of the Outposts : Steep hills and fighting for peaks: Artillery, airstrikes, caves, trenches etc.
15) ZULU style game with outpost or base beset by many PVA/NKA could be solo
16) Solo convoy game : breakout, breakthrough etc
17) Stealth game with PVA trying to win against overwhelming firepower
18) Tanks in a valley : fighting patrol of tanks and inf in narrow valley
19) NKA defence of Wol-mi-do if US barrage had’nt worked. (same for beaches)
20)Night/snow fighting where neither side has a clear picture of what is going on
21) Van Fleet Load : A Communist player has to survive a game where opposition have unlimited fire support . could be solo game : depends on visibility, concealment, UN comms.
FUZZY MOVEMENT
Imprecise location for targetting figures on board (hidden movement variant which saves putting markers out or setting troops out and back)
VICTORY CONDITIONS
Must force sides to follow historical aims : UN must not lose men.
PVA/ROK must see gains for casualties or frustrate UN.
Difficulty of UN to assess how well they have done