STALIN S FINAL WAR: 1953, WHAT IF?

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1 1 Rules of Play Credits Design & Development: Ty Bomba Playtesting: Ty Bomba, Grant Cardwell, Christopher Perello & Sherman Tutweiler Map Graphics: Ilya Kudriashov Counters & Production: Jon Compton Rulebook Design: Paul Stuhlfaut Contents Introduction... 2 Components... 2 Set Up & Hex Control... 4 How to Win... 6 Turn Sequence... 7 Air Superiority... 8 Refugees Stacking Zones of Control Supply Emergency Mobilizations & Reinforcements Movement Combat Atomic Attacks & US Prestige Copyright

2 2 1.0 Introduction 1.1 Stalin s Final War (SFW) is an alternative history wargame intended to investigate the strategic parameters that would ve been in place during the first 10 weeks of operations had that dictator lived long enough to put in motion his plan to start World War III in Had he lived, the most likely start date would ve been one closely coinciding with the signing of the Korean War armistice in July (in order to achieve a surprise effect). His main goal in starting such a war wouldn t have been immediate global conquest; rather, in Europe he would ve been seeking to seize or thoroughly wreck the Ruhr then, as now, one of the world s main industrial regions or otherwise abort the still young Federal Republic of Germany ( West Germany ) as an effective member of the Western alliance. In Asia, the then already long-sought conquest of the entire Korean peninsula would ve been the objective, thereby putting Japan into what would ve amounted to a geo-strategic vice given that the USSR already possessed Sakhalin Island to the north. There are atomic warfare rules, but their use on the Communist side is constricted by the limited availability of the bombs themselves as well as the lack of a fully dependable means to deliver them. On the Allied (a.k.a. United Nations or UN or US ) side, the limitation is a cultural one. That is, the early 1950s marked the full blown emergence of the antiimperialist (a.k.a. hate America of third world or non-aligned ) movement onto the world media stage. If, therefore, the Americans were to try to win this war by using enough a-bombs to blow to bits the attacking communist hordes, they would do so much damage to the environmental and socio-political ecologies as to undo that victory in the broader sense. 1.2 Scales. Each hexagon on the map represents 10 miles (16.2 kilometers) from side to opposite side. The Communist units of maneuver are armies and corps, while those on the UN side are mostly divisions (along with a few corps). Air power is represented abstractly, with counters and rules showing the effects of one side or the other gaining temporary air superiority above one or both theaters of operations. Each full game turn represents one week of real time from late July to early October Hexagonal Grid Coordinate Numbers. If a referenced hexagon ( hex ) is on the Korea Map, it will be suffixed with the letter K. So, for example, hex 4512K is the city of Seoul on the Korea Map. Hex 3435 contains the city of Regensburg on the Germany Map. 1.4 Definitions. If a rule is said to apply to Communist units, that means it applies to all the units of that side (see 2.5). If a rule is said to apply only to Soviet units, it applies to all the units bearing the SU (for Soviet Union ) abbreviation, which includes the SU/EGKVP, SU/CPA and SU/PPA units (see 2.6). If a rule is said to apply to Allied (or UN) units, that means it applies to all the units of that side, regardless of their nationalities (see 2.6). If a rule applies only to some national or unit-type subset of Communist or Allied units, that will be specifically stated. The name East Germany is used synonymously with German Democratic Republic, while West Germany is used synonymously with Federal Republic of Germany. Historical Note. The organizationally semi-autonomous Warsaw Pact satellite nation armies were creations of the post-stalin era. Here those nations units are functionally part of the Soviet Army, just as they were historically at this time. They were uniformed and supplied solely through Soviet sources; their officers were Russian, and they had no national command chains or communications channels of their own. 1.5 Two Maps. This is a two-map mini-monster wargame. Though the two maps shouldn t be physically joined when playing, there s no one-map scenario. You should set up the two maps close enough to each other such that the action on both can be followed by all the players without anyone having to get up from his seat to change positions. 2.0 Components 2.1 The components to a complete game of SFW include these rules, the two mapsheets and two sheets of die-cut counters (totaling 456 counters altogether, which are also referred to as units and unit-counters ). Players must provide a standard six-sided die to resolve combat and other probabilistic game events. 2.2 The Game Maps illustrate the militarily significant terrain found in and around the western portion of Germany and the central and southern portions of the Korean peninsula in 1953 when portrayed at this scale. A hexagonal ( hex ) grid is printed over the map to regulate the placement and movement of units across it, much like in Chess and Checkers.

3 3 A unit is considered to be in only one hex at any one time. Every hex on the map has a unique four-digit identification number printed within it. They re provided to help find exact locations more quickly and to allow for the recording of unit positions if a game has to be taken down before it can be completed. 2.3 Unit-Counters. Most of the unit-counters represent combat formations; others are provided as informational markers and memory aids. After reading through these rules at least once, carefully punch out the counters. Using a nail clipper (or an emery board or purpose-designed counter-clipping device) to remove the nub-like dog ears from their corners will facilitate the units easy handling and stacking during play, and it will also demonstrate to your opponents your samurai-like determination and discipline. 2.4 Sample Combat Unit. Each combat unit-counter displays several pieces of information: nationality, specific historic identification, unit type and size, combat strengths and reinforcement or other special status or set up code. Unit Type Nationality Attack Factor 2.5 Nationality. A unit s nationality, and therefore the side it s on, is shown by its color scheme and a one- or two-letter abbreviation. COMMUNIST SIDE Chinese People s Volunteers white on red North Korea red on white Soviets black on red UN SIDE Unit Size Unit Historical Identity Defense Factor Belgian black on leaf-green French white on medium-blue Netherlands black on orange Republic of China (Taiwan) black on sky blue South Korea black on gray United Kingdom black on tan United States black on olive drab West German white on black 2.6 Historical Identification & Abbreviations. All units are given their specific identities by the numbers or names used to designate those formations during this period. Those abbreviations are defined as follows. 1ACB 1st Armor Control Bureau 1Cm 1st Commonwealth 1Cv 1st Cavalry 1RB 1st Red Banner 2ACB 2nd Armor Control Bureau Arty CB Artillery Control Bureau AE Anywhere Europe Be Belgium BGS Bundesgrenzschutz (Federal Border Guards) Cap Capital CPA Czechoslovakian People s Army CPV Chinese People s Volunteers EGKVP East German Kasernierte Volkspolizei (Barracked People s Police) F France G Guards J Javelin K Korea M Marines NK North Korea NL Netherlands PPA Polish People s Army Ref Refugees RoC Republic of China (Taiwan) Sh Shock SK South Korea SM Special Mechanized SU Soviet Union UK United Kingdom WG West German 33 Ind Inf Div CPV 33rd Independent Infantry Division

4 4 2.7 Unit Sizes. Units organizational sizes, from largest down to smallest, are shown using the following symbols. If a unit s size symbol is bracketed, that means its an ad hoc formation, put together solely for this campaign, rather than being one regularly carried on the table of organization of its army. XXXX army XXX corps XX division or groupement 2.8 Unit Types. The following symbols in each counter s unit-type box distinguish the various combat arms employed here. Armor or Tank Infantry or Combined Arms Marines Mechanized Motorized Paratroop Shock 2.9 Combat Factors. Attack and defense factors are the measures of each unit s ability to conduct those types of combat operations. Their specific uses are explained in section Movement Factor. This number, which isn t printed on the counters themselves, is a measure of a unit s ability to move across the hex grid printed over the map. All units have movement factors of six, and they pay varied movement costs to enter different hexes, depending on the terrain in each and the moving unit s nationality. See section 12.0 for details Step Strength. All ground units in the game have one or two strength steps, which are FRONT BACK also simply called steps. That s an arbitrary term used to express the ability of a unit to absorb a certain amount of combat losses before ceasing to be an effective formation (a measure of its robustness in current US Army jargon). Those units with combat factors printed on only one side of their counters are one-step units; those with printing on both sides of their counters are twostep units. If a two-step unit suffers a one-step loss, it s flipped over so its one-step side (with the lower combat factors) shows. If a one-step unit, or a two-stepper that s already been reduced, suffers a step loss, it s removed from the map ( eliminated ) and placed into a dead pile off to the side. No fully eliminated unit is ever returned to play, at any level of step strength, for the remainder of the game. No reduced unit is ever brought back to full strength Reinforcement & Starting Units. Units that enter play after the game has begun, rather than starting play already set up on the map, are called reinforcements. On the Soviet side there are no reinforcements other than the two Soviet paratroop corps. See section 11.0 for details on them. For details on the numerous UN reinforcements, see sections 3.0 and Other Marker Counters. The uses of the following counters are explained at the appropriate points throughout the rest of the rules. City Control Markers (see 3.11 & section 4.0) Victory Point & Prestige Point Markers (see sections 4.0 & 14.0) Game Turn Marker (see section 5.0) UN/Communist Airpower Markers (see section 6.0) Refugee Markers (see section 7.0) UN/Communist Aerial Supply Markers (see 10.19) Atomic Blast Markers (see section 14.0) 3.0 Set Up & Hex Control 3.1 The players should first decide which of the two sides each will control. The game can be played by two, three or four. If two play, one commands the Communist forces on both maps while the other commands the UN forces on both maps. If three play, one commands the Communist forces on both maps while the second player commands the UN forces on the Germany map and the third commands the UN forces on the Korea map. If four play, one commands the Communist forces on the Germany map while the second commands that same

5 5 side s forces on the Korea map. The UN command is then also split in that same way. After determining sides, the players should each take the units under their command and sort them onto and around the maps according to the instructions below. The Communist player(s) control(s) all the Soviet, North Korean and Chinese People s Volunteer units. The UN player controls all other units. Note that all normal stacking rules apply during set up (see section 8.0). Design Note. The game wasn t designed with solitaire play in mind; however, the system is such that it can be fudged and played in that way. 3.2 Command Hierarchies. When two players are splitting command of the UN side, neither is considered superior in rank to the other. Any joint decisions must be made on the basis of consensus, jawboning and moral suasion. When two players are splitting command of the Communist side, the one commanding on the Germany map is considered superior in rank to the other. On that side all decisions that on the UN side would be made jointly are instead made solely by the Communist Germany map commander. 3.3 UN Korea Map Set Up. The UN commander for this map sets up first. He places on the map all his initially available units, which includes all those SK, UK and US units that have four-digit placementhex numbers (suffixed with a K ) in their upper-left corners directly in the hexes corresponding to those numbers. He should put his two automatic reinforcement units the US 1st Cavalry and 24th Infantry Divisions off to the side of the map in easy reach. 3.4 UN Germany Map Set Up. The UN commander for this map sets up second. He places all his initially available units all those Be, F, NL, UK, US and WG units with AE (for Anywhere Europe ) in any hexes in West Germany, Belgium, France and the Netherlands. He should put his four automatic reinforcement units the French 7thJ, 10th, 11thJ and 25th Divisions off to the side of the map in easy reach. Similarly, he should place all 12 of the French and all 12 of the West German Groupement units face down, and not stacked or piled, in two separate areas (one for each nationality) beside the map in easy reach. 3.5 UN Reinforcement Units & Aerial Supply Markers. After the steps described above have been completed, the remaining UN units in the counter-mix form that side s general pool of uncommitted reinforcements. They should be placed altogether into any conveniently hand large-mouth opaque container, such as a cereal bowl or coffee mug. That force mix is made up of all UK and US divisions with combat factors of 1 2, all US divisions with combat factors of 2 1, and all four RoC corps. Set aside within easy reach off to the side of the maps the two US aerial supply markers. 3.6 Communist Reinforcement Units & Aerial Supply Marker. The only reinforcement units on the Communist side are the two Soviet Airborne Corps (8th and 15th Guards). The player commanding that side s forces on the Germany map should set those two units, along with that side s aerial supply marker, in easy reach off to the side of the maps. 3.7 Communist Germany Map Set Up. The player commanding the Communist units on this map should set up all, some or none (as he chooses) of the Soviet units in the counter-mix anywhere in East Germany and/or Czechoslovakia. All Soviet units not set up on this map (other than the two airborne corps) must be set up on the Korea map. 3.8 Communist Korea Map Set Up. The player commanding the Communist units on this map should first set up all CPV and NK units with four-digit hex numbers in their upper-left corners (suffixed with the letter K ) in those exact hexes on this map. He should then also set up all the remaining CPV and NK units in the counter mix in any hexes on the Korea map lying generally north of (but not in) the line of fortifications running from hexes 4708K to 5717K. He should then set up within that same general area north of the fortification line all the Soviet units given to him for use in this theater by the Communist Germany map commander. Of course, if there s only one Communist player for both maps, that player makes the decision regarding how to split the USSR s ground force between the two theaters. Also note, no matter if the Communist command is split or unified, there isn t any required minimum or maximum number of Soviet units needing to be assigned to the Korea map. 3.9 No Inter-Theater Redeployments. For both sides, once any given unit has been assigned to operate on one of the maps by whatever method on any turn that unit will only operate on that same map for the rest of the game (unless its removed to go into the dead pile, and there are no replacements).

6 Further Marker Deployment. Either player should temporarily set off to the side of the maps, within easy reach, all airpower markers. Put the Turn marker in the 1 box of the Turn Track printed on the Korea mapsheet. Put a 1 marker and 10 marker into the 0 (zero) box of the Germany Map Communist Ruhr City Victory Points Track. Put the 10 marker into the 10 box of the Germany Map Communist Total City & Ruhr City Victory Points Track, and put a 1 marker into the 2 box of that same track. Put a 1 marker into the 3 box of the Korea Map Communist Victory Points Track, and put a 10 marker into the 0 (zero) box of that same track. Put a 10 marker and a 1 marker into the 9 box of the US Prestige Points Track. Put an Atomic Blast marker into the 0 (zero) box of the US Atomic Attacks This Turn Track. Put the Hex Control markers into any easily reached pile off to the side of the map. That completes set up Hex Control. The idea of hex control which side owns which hexes at any given instant is important for purposes of column movement (see 12.18) judging victory (see section 4.0) and tracing supply (see section 10.0). At the start of play on the Germany Map the Communist side controls all hexes in East Germany and Czechoslovakia; the UN side controls all others. At the start of play on the Korea map the Communist side controls all the hexes in and generally north of the fortification line, and the UN side controls all the hexes generally south of that line. The control status of a hex switches from one side to the other whenever a ground unit from the other side enters it. Control switching is immediate, and may occur and reoccur in the same hexes any number of times during play. Hex control markers are provided for use on the board to help keep track of which hexes are controlled by which side in areas where the deployment of actual units doesn t make that clear Hex Control & Zones of Control. Don t confuse the idea of hex control, explained above, with that of zones of control (a.k.a. ZOC ), which is explained in section 9.0. For now, all you need understand in regard to the latter is the fact the mere projection of a ZOC into an enemy-controlled hex isn t enough by itself to cause the control status of that hex to switch from one side to the other. 4.0 How to Win 4.1 In General, the Communist side is generally on the offensive on both maps, trying to win by driving into UN territory as fast as possible and in such a way as to bring about the conquest of all of the Korean peninsula, the neutralization of West Germany, or the conquest of its Ruhr industrial area, or possibly setting the stage for a further advance into UN territory beyond the Rhine. The UN generally wins by preventing the Communists from having fulfilled that side s victory conditions as judged at the conclusion of Turn 10; however, see 4.9 below for a Sudden Death exception that allows for a Communist victory earlier than that. 4.2 When to Check for Victory. Victory is generally only checked during Phase VII of Game Turn 10. The exception is a Communist Sudden Death Victory, which may occur at any time in any turn and, if it does occur, it pertains to both maps. Of course, the game may also end at any time if either player or command team assesses his/their situation to be hopeless and therefore capitulates unconditionally to the other player or team. 4.3 Communist Germany Map Victory Conditions. There are three ways by which the Communist side can win on the Germany map. All three are the equal of each other, and winning by any one of them represents the same (otherwise undefined) level of victory. 4.4 UN Loss of the Ruhr Industrial Area to the Communists is considered to have to have taken place if six or more of its 10 hexes are controlled by that latter side at the end of Turn 10. If that condition is met at that time, the Communist side is declared to have won the game on the Germany map. The supply state of the Communist-controlled hexes is irrelevant, as is their status in regard to having been nuked (see section 14.0). 4.5 Neutralization of West Germany. There is a grand total of 78 city and Ruhr city hexes on the Germany map. At the start of play the Communist side controls 12 of them, all in East Germany and Czechoslovakia. If, during Turn 10 s Phase VII, that side is found to be in control a total of 39 or more city and/or Ruhr city hexes (from among any mix of countries on the map), the Communist side is declared to have won the game on the Germany map on that account. The supply state of the Communist-

7 7 controlled hexes is irrelevant, as is their status in regard to having been nuked (see section 14.0). 4.6 Communist Rhine Bridgehead. The Communist side is considered to have created a viable Rhine River bridgehead which is possible anywhere between hexes 1009 and 1035, inclusive if, during Turn 10 s Phase VII, that side s forces control three or more contiguous west bank hexes in overland supply. (Their status in regard to having been nuked is irrelevant.) With that accomplished, the Communist side is considered to have won the game on the Germany map. 4.7 Communist Korea Map Victory. There are 11 cities on the Korea map, and at the start of play the Communist side controls three of them. If, during turn 10 s Phase VII, that side is found to be in control a total of six or more city hexes, the Communist side is declared to have won the game on the Korea map on that account. The supply state of the Communistcontrolled cities is irrelevant, as is their status in regard to having been nuked (see section 14.0). 4.8 Overall Victory in the War. If the Communists win the campaigns on both maps, they have won the overall war. If they win on one map but lose on the other, the overall war is a draw. If they lose on both maps, the UN has won the overall war. 4.9 Communist Overall Sudden Death Victory. If, at any time during play of any turn, the total of US Prestige Points falls to zero (see section 7.0 and 14.10) play stops and the Communists are declared to have won the game on both maps. There s no corresponding UN Sudden Death Victory condition. 5.0 Turn Sequence 5.1 In General. Every game turn of SFW is divided into two player turns, one Communist and one UN. That full sequence makes up one game turn, of which there are a maximum of 10 in an entire match. The Communist Player Turn is the first player turn in every game turn. Every action taken by a player must be carried out during the appropriate part of the sequence outlined below. Once a player has finished a particular phase, or a specific activity within a phase, he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it. In going through the player turns on the two maps, complete all the operations for Phases II. A and II. B on one map; then do the same on the other map for Phases II. C and II. D. Then conduct the Refugee Placement Phase on both maps. Then go through the UN Player Turn s Phases IV. A, IV. B, IV. C and IV. D. 5.2 Turn Sequence. The game turn sequence is given below in outline. The rest of the rules are organized, as much as possible, to explain things in the order they re encountered as you go through each game turn s sequence. I. Mutual Air Superiority Phase II. Turn Sequence Outline Communist Player Turn A. Communist Movement or Combat Phase on the Korea or Germany Map B. Communist Combat or Movement Phase on the Korea or Germany Map C. Communist Movement or Combat Phase on the Germany or Korea Map D. Communist Combat or Movement Phase on the Germany or Korea Map III. Communist Refugee Removal & Replacement Phase on the Germany or Korea Map. IV. United Nations Player Turn A. United Nations Movement or Combat Phase on the Korea or Germany Map B. United Nations Combat or Movement Phase on the Korea or Germany Map C. United Nations Movement or Combat Phase on the Germany or Korea Map D. United Nations Combat or Movement Phase on the Germany or Korea Map V. United Nations Franco-German Emergency Mobilization Phase VI. United Nations Overseas Reinforcement Phase VII. Mutual Administrative Phase

8 8 5.3 Move/Fight or Fight/Move. At the start of every one of his one of his player turns, the player about to take that turn must declare in what order he will carry out his movement and combat phases that turn. That is, he may choose to have his units move first and attack after that, or he may make take his combat phase first and movement phase second. That decision is always up to each commander on each map. Picking one sequence on one map doesn t thereby require that side to use the same sequence on the other. No matter what phase order a player chooses, all his units are allowed to participate to the limit of their normal capabilities in both of them. The players only make one phase order declaration per map per game turn, at the start of his/their own player turns, which is then applied to all his units on the map in question throughout that player turn. Similarly, on each map it s prohibited to choose one phase order for some of your units and the other phase order for others. 5.4 Ending a Game Turn. Game Turns 1 through 9 are completed when each one s Phase VII is concluded. At those times move forward by one box the Game Turn marker on the Game Turn Track printed on the mapsheet. Game Turn 10, and the overall game itself, is concluded at the end of its Phase VII. 5.5 Game Turn 1 Special Rules. The following special rules are applied during Game Turn 1 on both maps. All Communist attacks receive an automatic one-column-right odds shift, while all UN attacks suffer a one-column-left odds penalty. All units of both sides are automatically in supply throughout the turn. The Communist side adds one to their air superiority die rolls on both maps. 5.6 Fight/Move Prepared Attack Bonus. During player turns in which either player chooses the fight /move phase sequence, all his attacks are considered prepared attacks, and they therefore gain a one-column-right odds shift in conjunction to all other applicable bonus and penalty shifts. See section 13.0 for more details. 5.7 Communist Refugee Removal & Placement Phase. The refugee markers placed during this phase aren t themselves communists; however, the phase has that title because it s the Communist player(s) who determines the placement of those counters on the map each turn. See section 7.0 for details. 5.8 United Nations Franco-German Emergency Mobilization Phase. See 11.3 for details on this phase. It only takes place on the Germany map. 5.9 United Nations Overseas Reinforcement Phase. See 11.4 for details on this phase. It is the method by which RoC, UK and US reinforcements enter into play on the maps after having come from overseas. RoC reinforcements may only be entered into play on the Korea map. UK reinforcements may only be entered into play on the Germany map. US reinforcements may be entered into play on either map Communist Reinforcements. The Communist side starts play on both maps at what is nearly full stretch. The only reinforcements available for that side are the two Soviet airborne corps, which are entered into play during any of that side s movement phases. See 11.2 for details Mutual Administrative Phase. During these phases, during Turns 1 through 9, the players should cooperate to clean up around the map, moving and adjusting markers as necessary to prepare for the start of the new turn. During this phase on Turn 10, victory is adjudicated according to rule Air Superiority 6.1 In General. At the start of every the Mutual Air Superiority Phase of Turns 1 through 10, both players openly roll two dice on each map (for a grand total of eight dice being rolled: two by each side on both maps). The side getting the higher total on each map has air superiority for that turn on that map (reroll ties). If you had air superiority an a map the turn before, add one to your roll this turn for that map. Note, though, that addition may never be greater than one per map no matter how many turns you may have had air superiority there. Subtract the lower rolled total from higher roll total: the winning player gets that many airpower markers (one through 10). He immediately places all those markers as described below. Note there will never be a turn in which both players have airpower markers deployed on the same map at the same time. It s possible for one side to have air superiority on one map while the other side has it on the other map.

9 9 6.2 Placement. An available airpower marker may be placed in any hex on its rolled-for map. (No intermap transfers are allowed.) Friendly and enemy ground unit presence and/or ZOC have no bearing on this. Note, though, no more than one marker may be placed in any one hex. All available markers must be deployed. 6.3 Range. Every airpower marker on the map effects the hex in which it s placed and all six of the immediately surrounding hexes. That s termed its range. If the ranges of two or more friendly airpower markers overlap, there are no additive effects because of it. RANGE 6.4 Airpower s Effect on Enemy Movement. For an enemy unit or stack to make a regular ground move into a hex that s in range of one or more of your airpower markers, it must pay an extra movement point (MP) to do so for each such hex entered, for both in-hex and hexside costs. Further, no column movement may take place in the range of an enemy airpower marker. Your own airpower markers have no effect on the movement of your own forces. Note that enemy airpower presence in a hex doesn t absolutely prohibit your units making regular ground moves into and/or through such hexes; it merely makes it more expensive in terms of movement point expenditures. 6.5 Airpower in Combat. If you make an attack into a hex that s in range of one or more of your airpower markers, your attack gains a one-column rightward shift (cumulative with all other applicable bonus and penalty shifts). Conversely, if an enemy attack is launched against one of your forces, and that defending force is in range of one or more of your airpower markers, that defense benefits from a onecolumn leftward shift (cumulative with all other applicable bonus and shifts). Those shifts never amount to more than one column per battle, no matter how many markers are in range. 6.6 Marker Retrieval. Deployed airpower markers remain on the map until the Mutual Administrative Phase of each turn, at which time they re retrieved for use again in the next turn. Airpower markers are never subject to elimination; all the markers are always available for use as described above. 7.0 Refugees 7.1 In every Communist Refugee Removal & Placement Phase, the two players should first remove all the Refugee markers that are on the map from the turn prior. Then the Communist player should openly roll a die (separately) for each map, subtract one from both rolled numbers, and immediately place that number of Refugee markers (from zero to five) on each map (in accordance with the final total determined for on each map; there are no inter-map refugee transfers). 7.2 The Communist player may place Refugee markers in any hexes on the map that don t then have one or more Communist units adjacent to them. No more than one marker may be placed per hex. Once placed, the markers remain in their hexes of placement until the start of the next turn s Phase III, at which time they re retrieved for use again in the next turn. Refugee markers are never subject to elimination; all the markers are always available for use as described in this section. Also note there won t be any markers on the maps to remove at the start of Turn 1 s Phase III. 7.3 The effect of a Refugee marker in a hex is to potentially increase the UN in-hex MP cost there by one point. River crossing costs aren t effected. The entry into (and/or through) a hex containing a Refugee marker by one or more UN or Communist units doesn t cause that marker to be removed. 7.4 The UN player may choose, on a hex-by-hex basis, to ignore the extra MP cost for entering a Refugee hex. In such cases, immediately flip over the marker to show its -1 side and then also immediately debit the US Prestige Points Track by one point. The flipped marker serves as a reminder the debited point has been paid for that hex for that turn. 7.5 If the UN player makes an attack or defense in or from any hex containing a Refugee marker, he must debit the US Prestige Track one point per every such attack or defense. In such cases, immediately flip over the marker to show its -1 side and then also immediately debit the US Prestige Points Track by

10 10 one point. The flipped marker serves as a reminder the debited point has been paid for that hex for that turn. 7.6 No single Refugee marker may cause more than one point to be debited from the US Prestige Track during any given game turn. When a marker is first violated, as described above in 7.4 and 7.5, flip it over. After that, nothing more can happen to it as far as effecting the US Prestige Point Total goes. 7.7 All Refugee markers deployed on both maps, no matter what sides are showing, are removed at the start of Phase III of every game turn. A new refugee configuration is then generated as described above in this rules section. 7.8 Markers don t count for stacking for either side, and they may never be eliminated in any way. The makers never have any effect on any operations by the Communist side. Also see rule Stacking 8.1 In General. Stacking is the term used to describe the piling of more than one friendly unit in the same hex at the same time. Opposing grounds units will never stack together; only friendly units stack together. 8.2 The stacking rules are in effect all through every phase of every turn. You therefore need to be careful in regard to the order in which you move your units; otherwise, moves made carelessly early in your movement phases may work to jam you up later in those phases. If, at the end of any phase, any hexes are found to be over-stacked, the player owning the units in those hexes must eliminate enough excess units there, of his choice, so as to bring the hexes into compliance with the stacking rules. 8.3 Stacking Limit. On both maps no more than two Communist units may stack together. On both maps no more than four UN units may stack together. On both sides international stacking, attacking and defending is allowed; however, see and for details. All units on both sides, no matter their organizational size and/or step strength and/or combat factors, are each considered one unit for stacking purposes. 8.4 None of the markers pictured in rule 2.13 have any stacking value, and they may be placed in any hexes according to the rules for their respective uses. 8.5 Both players are always free to examine all stacks on the maps and the map sheets, both friendly and enemy. 8.6 Stacking Order. The top-down/bottom-up order in which units in a hex are piled together has no significance. 9.0 Zones of Control 9.1 In General. The six hexes immediately surrounding a hex containing one or more ground units constitute the zone of control (ZOC) of the units in that hex. Zones of control extend across all hexsides and into and out of types of terrain. All ground units of both sides project their ZOC at all times in all supply states. There s no difference in effect between ZOC projected by units of different sides into the same hex. Opposing units may simultaneously project their ZOC into the same hexes. ZONE OF CONTROL ZOC ZOC ZOC ZOC ZOC ZOC ZOC ZOC ZOC ZOC ZOC 9.2 Terrain & ZOC. ZOC project into, out of, and across all types of terrain and water barriers. 9.3 Enemy Zones of Control & Movement. A moving unit must pay one additional MP to enter a hex containing an enemy zone of control (EZOC). A moving unit must pay an additional MP to leave a hex containing an EZOC. A unit may therefore move from EZOC hex to EZOC hex for a total cost of two additional movement points. Additional means in addition to all the normal terrain costs otherwise involved in the move. See section 12.0 for further details. The presence of one or more of your units in a hex containing an EZOC doesn t negate that EZOC for purposes of counting the movement costs of units you want to move there. 9.4 EZOC & Supply. Your units are always able to trace their supply lines into one EZOC hex without penalty. In order to trace a supply both into and through one or more EZOC hexes, a friendly ground

11 11 unit must be in each such hex in order to negate the effect of the EZOC. See section 10.0 for details. 9.5 EZOC & Retreat After Combat. For purposes of defender retreat (DR) combat results EZOC are negated by the presence of friendly units. See for details. 9.6 EZOC & Advance After Combat. EZOC don t in any way inhibit or stop or block the ability of victorious units advancing-after-combat. See for details. 9.7 Probing Attacks. EZOC hexes that are otherwise empty of enemy and friendly units may be the subject of probing attacks. See for details. 9.8 EZOC & Paradrops. EZOC by themselves don t prohibit an otherwise allowably paratroop drop into those hexes. See 212, 11.2 and 11.5 for details Supply 10.1 In General, in order for a unit to be able to move and fight at its full potential, it must be in supply. Supply for movement is determined at the moment a given unit begins to move and, once determined, that status lasts all during a unit s move. Supply for combat is determined at the start of each individual battle for all the units of both sides involved in that battle Tracing Supply Lines. No counters are provided to represent the materiel consumed by the combat units. Instead, that s abstracted into the process of supply line tracing ( tracing supply ). A unit has supply ( is in supply ) if it can trace a path of contiguous hexes of any length from a friendly supply source hex to its own location. A unit without a valid supply line is said to be out of supply or OOS Enemy Units & Supply Lines. Supply paths may never be traced into enemy occupied hexes EZOC & Supply Lines. A supply line may be traced into any one EZOC hex; however, no supply line may ever be traced through an EZOC hex into any other hex unless there are one or more friendly units in each such EZOC hex. That friendly unit presence works to negate EZOC for purposes of supply line tracing Enemy Controlled City Hexes & Supply Lines. Neither side may trace its supply lines into or through an enemy-controlled city hex even if that hex is empty of actual enemy units and/or EZOC Terrain & Supply. Within the strictures given above, the supply lines of both sides may be traced into and through all kinds of terrain except for all-sea hexes and hexsides, which is prohibited OOS Movement. If a unit or stack is found to be OOS at the start of its move, the movement factor of that force is halved (from six down to three) for that phase. That halving remains in effect throughout that movement phase even if the moving force moves into a location where it would ve been judged to have had supply had it started its move there OOS Combat. If an attack contains one or more units that are found to be OOS at the start of that battle s resolution, those OOS units have their attack factor halved when that battle s odds are calculated. When halving, round up all remainders. The Soviet Shock Army (see 2.8) may not attack at all when OOS. If a defending force is OOS at the start of that battle s resolution, those units have their defense factor halved when that battle s odds are calculated. When halving, round up all remainders Indefinite OOS. No unit is ever reduced in step strength or fully eliminated simply for being OOS. Units of both sides may remain OOS indefinitely Willful OOS. It s permitted for both players to move units into hexes in which they may or will become OOS Appropriate Supply Sources. Units may only use supply sources appropriate to their own side and nationality as described in the rules above International Supply Line Tracing is allowed. That is, the supply lines of units of the various nationalities, both friendly and enemy, may freely cross each another and run through same hex paths Nuked Hexes. On both maps, hexes containing an atomic attack marker may still have supply lines traced from, into, and out of them UN Germany Map Supply Source Hexes are all the hexes along that map s west edge from 1400 to 1039, inclusive. A supply source hex loses its supply capacity while enemy occupied, but regains it as soon as that occupation is ended Communist Germany Map Supply Source Hexes are all the hexes along that map s east edge

12 12 from 4202 to 4237, inclusive. A supply source hex loses its supply capacity while enemy occupied, but regains it as soon as that occupation is ended Communist Korea Map Supply Source Hexes are all the hexes along that map s north edge from 6003 to 6015, inclusive. A supply source hex loses its supply capacity while enemy occupied, but regains it as soon as that occupation is ended Korea s Iron Triangle & Communist Supply. Hexes 5211K, 5212K and 5111K constitute the so called Iron Triangle. The various transport lines running into and out of that area were arranged so as to be crucial to Communist supply running to all points south of there. Accordingly, whenever one or more of those hexes is UN-controlled, all Communist units south of the Iron Triangle Supply Attenuation Line printed across the hexsides from 4609K/5609K to 5915K/5816K are OOS, no matter what kind of supply lines they re seemingly otherwise able to trace. Neither the Triangle nor the line have any significance in UN supply considerations, and the various hexes status in regard to being nuked or not also has no bearing on this UN Korea Map Supply Source Hexes are all the friendly controlled port-city hexes along that map s coastline (both east an west). A supply source hex loses its supply capacity while enemy occupied, but regains it as soon as that occupation is ended. Ports that began the game under Communist control may be added to the UN supply network whenever they re captured, and that gain-loss process may go back and forth any number of times for every port on both coasts any number of times per game. Port cities are all those cities on coastal hexes Aerial Supply. A one- or two-hex hex aerial supply capacity is available to the side that has air superiority on a map (one hex for the Communists, two hexes for the UN). The advantaged player may place his side s aerial supply marker(s) atop any one (or two) of his side s stacks anywhere on the maps anytime during the turn. Friendly units in that hex, regardless of specific nationalities, are considered fully supplied while the marker remains in place. The marker remains in the chosen hex(es) throughout the remainder of that turn or until it becomes enemy controlled, whichever comes first. An aerially supplied unit or stack moving away from the chosen hex might therefore still run into supply difficulties later in the turn, depending on the phase sequence (see 10.7 and 10.8 above) Emergency Mobilizations & Reinforcements 11.1 In General. Reinforcements are units of both sides that don t start the game already in play on the map; rather, they enter play after the war has already begun Communist Airborne Reinforcements. The two guards airborne corps constitute the only reinforcements available to the Communist side during the entire game. During any turn during which he has air superiority on one or both maps, the Communist player may decide to enter one or both those corps during any portion of his movement phases. He may pick as their entry location(s) any enemyunoccupied (EZOC OK) clear or city hex(es) on either map(s) where he presently has air superiority. That selection made, he places one or both corps into the hex(es). They/It remain there throughout the rest of the game turn unless destroyed by enemy attack. During that turn of entry they may neither move nor attack but are automatically in supply. If forced to retreat-after-combat they may do so normally. After their turn of entry, they trace supply like normal units. On subsequent turns they may be assigned aerial supply under the provisions of rule and, further, during their turn(s) of entry the corps is/are considered to be using up the Communist side s aerial supply capacity for that turn Franco-German Emergency Mobilization. At the start of this phase in every turn, the UN player should openly roll one die for the French and one die for the West Germans. Those rolls are separately halved and rounded down, for final results for both of zero through three. He then blindly chooses the corresponding number of groupements from the flat piles of those units he set up according to rule 3.4. Blindly means looking only at the groupements untried (question-marked) sides, and operating the units that way until the first time they go into combat. Each groupement may be entered into play, at no more than one per hex, via any friendly controlled and un-nuked city hexes in their own countries. Once on the map they operate as any other unit of their side and nationality. Once their combat strengths are revealed, they are never flipped back to their other ( untried ) side and they are always each only one-step units. Both nationalities have

13 13 one 0-0 unit in their groupement orders of battle. When/if those units are revealed, they are immediately removed from play and that removal in no way goes toward satisfying any part of the combat result of the combat that caused it/them to be revealed. Further, in being revealed and removed, the 0-0 units also generate a one-column odds shift if favor of the Communist side in whatever combat it/they were taking part. (That s a maximum of one shift even if both 0-0 units are revealed during the same combat.) Historical Note. At this time there were negotiations going on in regard to the formation of what later became know as the Bundeswehr, the official army of the Federal Republic of Germany. The original suggestion was to create a dozen German divisions; however, the whole thing was held up because the French rejected to the very idea of that nation s rearmament. The government in Paris then indicated they would agree to such a move only when they had the time to mobilize a corresponding number of new units in their own army. Further, they couldn t even bring themselves to tolerate the use of the term division in regard to the proposed German mobilization, so groupement was to have been substituted, and there were also have been no corps or army levels of command allowed to the Germans. All that taken into account, rule 11.3 represents my best estimate of how all this would ve played out in this kind of emergency situation UN Overseas Reinforcement Arrivals. During each game turn s Phase VI, the UN player should openly roll one die and subtract one from that number to get a final result of from one to five. That final result is the number of units he then pulls blindly (without first looking) from the reinforcement pool created during set up according to rule 3.5. The arriving units are generally immediately placed in any functioning UN supply source hex on the appropriate maps (and see 11.5 below for a partial option). See rule 5.9 for more details in that regard, and note that stacking rules are in effect during reinforcement placement. Reinforcement arrivals may not be delayed. Historical Note. The weak US and UK and French division reinforcements would, in regard to the US Army formations, most likely actually have been designated regimental combat teams (a.k.a. RCT). In regard to those from the UK and France, they probably would ve been brigade groups or regimental groups or columns. Labeling them that way would ve required making up a lot designations to put on the right side of a slash on their counters, since those exact designations wouldn t have been created until such time as they were actually needed in the real event. So you should think of these divisions as RCT, etc., being drawn from and organized within the parent divisions listed on their counters. In that same way, these smaller units stack with the bulk full divisions in order to model the inefficiencies inherent in bringing together such ad hoc formations at the start of any large new war effort such as is being modeled here UK, US & French Paratroop (a.k.a. Airborne) Divisions may, at the UN player s option, enter a nationally appropriate map via airdrop. That is, when they arrive, and provided the UN side has air superiority on that map that turn, the UN player may enter them in generally the same way the Soviet airborne are entered. That is, as soon the become available he may select any enemy-unoccupied (EZOC OK) clear or city hex(es) on an appropriate map(s) and paradrop the units into it/them. Note, however, these units would still be entering during the Phase VI, not during the UN Movement Phase. Such units will afterward need to trace supply normally or be provided aerial supply. If this kind of entry isn t made on their turn of arrival, the UN must enter them as regular ground reinforcements. Historical Note. The restrictions on UN paratroop entry given above are meant to model the historic fact that, despite the Anglo-Allies having been the first powers to ever organize a whole Allied Airborne Army in WW2, that combat arm had afterward been allowed to largely wither away in the years after On the Soviet side, their high command had intensely studied the airborne operations of WW2 that had been conducted on all sides, and they would therefore have been much better prepared in regard to deployment timing and flexibility Automatic Turn 1 French Reinforcements. The four French divisions set aside according to rule 3.4 automatically enter as reinforcements on Phase VI of Turn 1 via any of the Germany map s west edge hexes inside France: 1028 to 1039, inclusive. Their arrivals aren t counted against that turn s die roll made according to rule 11.4 above Automatic Turn 1 US Reinforcements. The two US divisions set aside according to rule 3.3 automatically enter as reinforcements via any of the Korea map s UN controlled port-city hexes on that map on Phase VI of Turn 1. Their arrivals aren t counted against that turn s die roll made according to rule 11.4 above No UN reinforcement of any kind may have its arrival delayed to a later turn. All reinforcements have their full combat and movement capabilities immediately available upon arrival (within normal turn and phase sequence strictures) Movement 12.1 Every ground unit in the game has a movement factor of six. That factor is the number of movement points (also called MP, movement factors and MF ) available to the unit to use to move across the hex grid during its side s movement phases in each game turn. Units move from hex to adjacent hex no skipping of hexes is allowed paying varied costs to do so depending on the terrain in, and barriers along the sides of, the hexes being entered. In general, the movement of

14 14 each player s ground units takes place only during his own player turn s movement phase; no enemy movement takes place during your own player turn. For the exception, see DR Limits. MP may not be accumulated from turn to turn or phase to phase, nor may they be loaned or given from one unit or stack to another. A player may potentially move all, some, or none of his units in each of his movement phases throughout the game Moving units aren t required to expend all their MP before stopping. The movement of each unit or stack must be completed before that of another is begun. A player may only change the position of an already moved unit or stack if his opponent agrees to allow it No Minimum Movement Ability. There s no guaranteed ability for any unit to be able to move at least one hex during a friendly movement phase. To enter any hex, a moving unit must have sufficient MP available to pay all the involved cost or the move may not be made. Also note your units never enter hexes containing enemy units Stack Movement. To move together as a stack, units must begin a friendly movement phase already stacked together in the same hex. Units aren t, however, required to move together simply because they started a friendly movement phase in the same hex; such units might be moved together, individually or in sub-stacks Splitting Stacks. When moving a stack, you may halt it temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original (or parent ) stack may then resume their own movement, even splitting off other units if desired. Once you begin moving an entirely different parent stack, or an individual unit that began in a different hex than the currently moving parent stack, you may no longer resume the movement of the earlier stack without your opponent s permission Terrain & Movement. All terrain features on the map are classified into two broad categories: natural and man-made. Both those categories are further divided into different types (see below). There is never more than one type of natural terrain in any one hex, but more than one type of manmade terrain may exist in the same hex Natural Terrain & Water Barriers. There are the following types of natural terrain and hydrographic features on the map: clear, rough, mountain, heath, blocked hexsides, river hexsides and all-sea hexes and hexsides. The effects those various features have on the movement of units are described below and are also summarized on the Terrain Effects Chart (TEC) printed on the mapsheet for quick reference during play. Clear Rough Mountains Heath Blocked Hexside River Hexside All-Sea 12.8 Clear terrain is the base terrain of the game; it s devoid of any natural features that would enhance defense or slow movement at this level of operations. Each clear hex costs all ground units one MP to enter. All city, Ruhr city and town hexes are considered to otherwise be clear terrain Rough. Each rough hex costs units two MP to enter Mountains. Each mountain hex costs most units three MP to enter Heath hexes cost units three MP per hex entered Blocked Hexsides exist only on the Korea map. They represent areas across which there are no trails, roads or railroads. CPV and NK units pay one extra MP for crossing each such hexside. Units of all other nationalities must pay two extra MP for crossing each such hexside. Extra means in addition to whatever normal movement cost is involved for the hex being moved into River Hexsides. Rivers run between hexes, along the hexsides, rather than existing in-hex. Every river hex side may be crossed by all units by paying one extra MP for the crossing provided the units are crossing each such hexside. Extra means in addition to whatever normal movement cost is involved for the hex being moved into All-Sea Hexes & Hexsides. No movement or combat is generally allowed across or into them, but see for the exception.

15 15 City Man-made Terrain & Movement. Man-made terrain exists in the following types: cities, Ruhr cities, towns, Korea map fortifications and mountain passes Cities & Ruhr Cities. The cost for entering city and Ruhr city hexes is one MP for all units. Except for purposes of adjudicating victory (see section 4.0) there are no functional differences between city and Ruhr city hexes Wonju, in hex 4316K, is the only town on either map. For its significance, see rue below Column Movement. Overland (but not aerially) supplied units may double their movement factor whenever they conduct a move such that they don t start in an EZOC, enter one anywhere along it, or end it in a hex containing one. The presence of friendly units in EZOC hexes doesn t serve to negate those EZOC for purposes of determining column movement eligibility. Further, column movement may never be used to enter an enemy controlled city or Ruhr city hex even if no actual enemy units or EZOC are present there. Even further, on the Korea map, Communist units may not use column movement in hexes in and/or south of the 43xx hex row if they control Wonju (4316K) in supply at the time of the move. Note, though, the control of Wonju has no bearing on their ability to make such moves in hexes north of the 43xx hex row. Similarly, UN units on the Korea map may not use column movement in hexes in and/or north of the 43xx hex row if they control Wonju (4316K) in supply at the time of the move. Note, though, the control of Wonju has no bearing on their ability to make such moves in hexes south of the 43xx hex row Cumulative Costs. The total movement cost for entering any hex is always the sum of all the applicable in-hex and hexside costs Multi-National Stack Movement. On both sides, if one or more stacks begin their Movement Phase containing units of more than one nationality, all the units in that stack lose one MP that phase on that account. That penalty doesn t increase beyond one no matter how many nationalities are in a given stack UN Korea Map Sea Moves. During each of that side s movement phases on the Korea map, the UN may move-by-sea up to one full stack of units. Each such move must begin in a friendly controlled port and must end in either a friendly or enemy controlled port. In the latter case, if the Communist controlled port is at the time defended by one or more of that side s units, that sea move is termed and amphibious invasion. See for details. Units that make sea moves may not move or attack further that turn Combat 13.1 Attacks take place between adjacent opposing units during the combat phases in every player turn. Attacking is always voluntary; the mere fact of enemy unit adjacency doesn t necessitate your units launch attacks against those adjacent enemy units. Both players are always free to attack or not, as each chooses on a case by case basis, during both of his own combat phases in each turn throughout the game. The player whose combat phase it is, is considered the attacker, and the other player is considered the defender, no matter the general situation across the map Multiple Defenders in One Hex. If there are two or more enemy units in a hex being attacked by your units, you may only attack that stack as if it were one combined defending unit Multi-Hex Attacks. An enemy occupied hex may be attacked in one battle by as many of your units as you can bring to bear from one, some or all the surrounding hexes; however, no more than one hex may ever be the object of any one attack Indivisibility of Units. No single attacking unit may have its attack factor divided and applied to more than one battle. Likewise, no defending unit may have part of its defense factor attacked by one or a few attackers while another part is attacked by others. No attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase Attack Sequencing. There s no arbitrary limit on the number of attacks each player may resolve during his combat phases. The attacker need not declare all his attacks beforehand, and he may resolve them in any order he wishes, as long as the resolution of one is completed before that of the next is begun.

16 Stacks Attacking & Defending. It s not necessary for all the units you have stacked in a given hex to participate in the same attack. Some of the units in a stack might attack into one hex while others attacked into some other hex or simply didn t attack at all. No defending unit may ever refuse combat; all units in an attacked hex must participate in its defense Combat Procedure. Normally the attacking player should strive to have several times more attack factors involved in a battle than the defender has defense factors. Such battles are called high odds attacks. To resolve such fights, the attacking player begins by calculating his odds. Do that by adding together the attack factors of all the attacking units involved in the battle; then add up the defense factors of the enemy units defending in the battle. Divide the defender-total into the attacker-total and round down any remainder. For example, if 26 attack factors attack 7 defense factors, the situation yields an odds ratio of 3:1 ( three to one ). That is, 27 7=3.71, which rounds down to 3. To turn that 3 into a ratio, you must set a 1 next to it on the right. Thus 3 becomes 3:1, which corresponds to a column-heading on the Combat Results Table (CRT) printed on the mapsheet Poor Odds Attacks. Battles in which the attacking force has fewer combat factors than the defender are called poor odds attacks. Procedures in such situations are modified from what s described above in that here you divide the defender s total by the attacker s, round up all remainders, and set the 1 on the left side of that result. For example, if a force with 5 attack factors is attacking a force with 11 defense factors, it s a poor odds attack. In that case, divide 11 by 5 (11 5=2.2), and round up (2.2 becomes 3); then set a 1 on the left of that 3, yielding odds of 1:3 ( one to three ) CRT Odds Limits. Note the column headings on the CRT range from 1:2 to 6:1. Final odds greater than 6:1 always receive automatic DE results. Odds less than 1:2 always receive automatic AL1 results Odds Shifters. Combat odds may be modified by the terrain in the defender s hex and around its perimeter, as well as by other factors described below. All applicable odds shifters are cumulative in their effects. That is, in every battle, all applicable shifts are applied to get one final left or right shift. Leftward shifts favor the defender; rightward shifts favor the attacker Clear Terrain. Units defending in clear terrain hexes devoid of all other terrain features derive no benefit to their defense Rough. Units defending in rough hexes receive a one-column-left (1L) odds shift on that account Mountains. Units defending in mountain or mountain pass hexes receive a two-column-left benefit on that account Heath. Units defending in heath hexes derive no benefit to their defense River Hexsides. Unit attacking across a river hexside on the Germany map have their attack factors halved on that account. When halving, round up all remainders. If more than one unit is to be halved, add together those attack factors and make just one division. On the Korea map, if all the attacker in a given battle are coming across river hexsides, the defending force gains a one column leftward odds shift on that account. If, however, one or more the attackers in such a battle are coming across nonriver hexsides that column shift bonus is lost by the defenders Cities & Ruhr Cities. On the Germany map, shift the odds two columns leftward (2L), and no concentric attack bonus (see 13.20) is ever possible when attacking any defenders in a city or Ruhr city. Further, convert DR combat results to BB (see 13.23). On the Korea map, the only combat effect of cities is to shift the odds two columns left Combat Air Support. If your side has air superiority (see section 6.0) and you conduct one or more attacks and/or defenses within one or more of those airpower marker s ranges, those combats get a one-column odds shift in your side s favor. That bonus is never increased beyond one odds shift per battle, however, even if a particular combat is in range of more than one marker. COMBAT AIR SUPPORT RANGE

17 CPV Attack Support Markers. At the start of play, the Communist player has available four CPV attack support markers: the 1st & 2nd Armor Control Bureaus, the Artillery Control Bureau and the 33rd Independent Infantry Division. He may expend one or more of them in any supplied attacks made only by CPV units in Korea in order to get a one-column rightward odds shift from each one of the markers so committed (for a maximum of up to four shifts if they re all committed to the same battle). Each expended marker is permanently removed from play. He s never required to expend a marker simply because one is available UN Naval Gunfire Support on the Korea Map. Whenever UN forces, supplied or not, attack into or defend in a coastal hex anywhere on the Korea map it gains a one column odds shift in its favor UN Amphibious Korea Map Invasions. When a UN sea move (see 12.21) ends in a Communist-occupied port hex, that move automatically ends a special kind of combat called amphibious invasion. They re conducted just like regular combat, except if the combat result doesn t clear the invaded hex of all defending Communist units, the entire UN invasion for is eliminated. If the hex is cleared of defenders, the surviving UN units are moved ashore there but they may then not take part in any further movement or offensive combat that turn. All normal column shifts (including naval gun support) apply. CONCENTRIC ATTACKS Concentric Attacks. If a defending hex is attacked by units in opposite hexes, or by units from three surrounding hexes with one hex between each and the next attacker-occupied hex, or by units from more than three hexes, that attack may be eligible to receive the concentric attack rightward odds shift bonus. The concentric shift is never awarded for attacks into European city or Ruhr city hexes or Korean fortification hexes. In eligible attacks, to determine the odds shift bonus, as a last step in that battle s odds calculation process, the attacking player should roll a die and half that result, rounding down any remainder, for a final result of zero through three. That s the number of column shifts he s awarded Korea Map Fortifications begin play entirely under Communist control. Such fortifications are only destroyed by atomic attack, and until that time their defense bonus (one column left odds shift and no concentric) is available to the units of whichever side is defending in them at any given time. The odds shift is in addition to all other applicable shifts Final Combat Resolution. After all applicable odds shifts have been applied, the attacker rolls a die and cross-indexes that result beneath that proper odds ratio column to get a combat result. For example, a result of 6 rolled for an attack made at 3:1 odds yields a combat result of EX Combat Results are defined and applied as follows. DE = Defender Eliminated. Remove to the DE dead pile all involved one-step defending units; then reduce to one-step strength all involved two-step defending units. Survivors hold their position. EX = Exchange. Both sides lose one step EX (grand total) from among their involved units. Each player chooses which among his own involved units he ll reduce or eliminate. AL1 = Attacker Loses 1 Step. The attacking AL1 player must eliminate one step (total) from among his involved units. The choice of which step to lose is always up to the attacking player. DR = Defender Retreat. The player owning DR the defending force must move it from its present hex to any adjacent hex into which it can move while still observing the stacking limit. If no such hex is available, the defending force remains in place and suffers a DE result instead. If more than one hex is available to receive the retreating force, the owning player generally has his choice; however, if retreat hexes are available and some contain EZOC and others don t, a non-ezoc hex must be chosen. If an EZOC hex has to be retreated into, the retreating force must lose one step (total) on that account (owning player s choice as to which unit in

18 18 it to reduce or eliminate). The presence of a friendly unit in an EZOC hex negates that EZOC for retreat purposes, but stacking limits must still be taken into account. In that regard, a retreating force must be considered in a unitary fashion; that is, all the units in it go or stay together Apportioning Losses. Within the strictures given above, both players are always free to apportion his own side s step losses among his involved attacking or defending units as he sees fit Advance-After-Combat. At the end of every attack, whenever the defender s hex is left empty of all units (no matter the reason), the victorious attacking units may advance-after-combat into that hex. Stacking limitations must be observed. Such advances aren t part of normal movement; they don t cost any MP, but advancing units must still observe normal terrain prohibitions. EZOC don t block advances after combat. Advancing-after-combat is an option; it s never mandatory; however, the decision to advance must be made immediately after the battle is resolved and before that of another is begun. It s not necessary for advancing attackers to stack-full the newly won hex; the victorious player may send just one or a few units. There s never any defender advance-after-combat; victorious defenders and simply hold in place Probing Attacks. If you have one or more units located such that they are adjacent to one or more enemy units, and they are also adjacent to one or more hexes that contain only EZOC, you may decide to have those friendly units attack into the empty but EZOC-containing hex(es) in a procedure known a probing attack. Probing attacks are conducted using the same general procedures as PROBING ATTACKS PROBE EZOC PROBE EZOC regular attacks, with the important exceptions no odds calculation process is undertaken and neither side can in anyway suffer any step losses. Instead, just announce the probing attack and then make an advance-after-combat into the probed hex. Probing attacks count as attacks in regard to one-attackper-unit-per-combat-phase stricture. Design Note. Please carefully read the rule above. It s skillful application during play is essential to maximize both sides chances of battlefield success. On the offensive, in an otherwise deadlocked situation, probing attacks can be used to open up new operational opportunities. On the defense, in an otherwise disastrous situation, probing attacks can provide a means of rescue and escape Multi-National Attacks & Defenses. Whenever an attack by either side contains units of more than one nationality, that generates a one-column odds shift in favor of the defending side. Both sides may conduct multi-national defenses without penalty Atomic Attacks & US Prestige 14.1 First Use. On Turn 1 on both maps, the UN player may not make any atomic attacks until after the Communist player has made an atomic attack. On subsequent turns that stricture is no longer in effect Limits. The Communist player may never make more than one atomic attack per turn per map. That s a total of no more than two Communist atomic attacks per turn, but never more than one on each map. Except within the stricture given above in 14.1, the UN player may potentially make any number of atomic attacks per turn Targeting Eligibility. Any hex on either map containing one or more enemy units may be attacked atomically ( nuked ) by either player Atomic Attack Timing. Within the strictures given above, at any time during any friendly or enemy movement or combat phases, either player may simply say Halt! I will now conduct an atomic attack! With that announcement, the other player should complete whatever operation (movement or a battle s combat resolution) he was conducting at the instant of his opponent made that declaration. If both players declare they want to make an atomic attack at the same time, the UN player decides which attack will be resolved first. Note that no single non-atomic action may be interrupted while it s actually in process. Also note the UN player may never make more than one atomic attack declaration at a time. The Communist player is always allowed

19 19 to carry out at least one discreet activity (movement or battle resolution) before another interrupting declaration may be made by the UN commander Attack Resolution. The player making an atomic attack should openly roll a die and then both players consult the Nuclear Attack Outcomes Table to find the row that corresponds to the terrain in the hex being attacked. The die roll result is cross-indexed with that terrain type to find the result. Apply those results and the action is over Atomic Attack Results. D Result. All units in the target hex are D disrupted, no matter their step strength, while any previously disrupted units merely continue in that state. Show that by placing an atomic blast marker atop the disrupted unit or stack. The same unit or stack may potentially be disrupted any number of times during any given turn. Keep disrupted units beneath the atomic blast marker until Phase VII, when they should be moved atop the marker and they re then no long disrupted. Disrupted units may not move or attack or retreat after combat for the remainder of the turn in which they re disrupted. Further, if a defending force containing one or more disrupted units is attacked, that defense suffers a one column left odds shift (cumulative with all other applicable shifts) on that account. E1D Result. Eliminate all one-step units in E1D the target hex; reduce all two-step units in the hex to one-step strength and disrupt them as described above. EA EA Results. Eliminate all the units in the target hex, no matter their sizes or types Nuked Cities. If a city hex receives a D, E1D or EA result, except for VP purposes that hex is thereafter considered a rough terrain hex. For VP purposes, continue to count nuked city hexes and Ruhr city hexes as such Atomic Detonation Markers. Within the strictures given above, there s no limit on the number of times any given hex may be nuked per turn or over the course of an entire game. Each time a strike is made into a hex, no matter the operational result, place a mushroom cloud detonation (a.k.a. blast ) marker there (see 2.11). If there are one or more blast markers in a non-city/ Ruhr city hex, the normal entry costs for the in-hex terrain there are increased by one (total, no matter how many markers are present. A nuked Korean fortification hex is no longer considered fortified. If one more hexes become multiply nuked, feel free to remove all the markers but one, since the effects of each blast aren t cumulative US Prestige. Every turn, if/when the UN player makes that side s first atomic attack on either map, he must, immediately after resolving the attack itself, openly roll another die. He halves that result, rounding down any remainder to get a final result of zero through three (which procedure is abbreviated as 1d6/2rd ). He then deducts that amount from his total of Prestige Points. The second attack during the same turn on either map requires another such roll, but that time the halved result is rounded up if there s any remainder ( 1d6/2ru ). The third attack in every turn gets a straight die roll with no halving or rounding ( 1d6 ). The fourth and any subsequent attacks get two dice rolled for each one ( 2d6). A table is printed on the Korea map to keep track of the number of US atomic attacks made each turn. Note that US prestige only goes down over the course of a game; no debited points may ever be regained. Also note Communist atomic attacks have no effect on any of this, and see 4.9 for the ultimate significance of all of it Nuked Refugees. If an atomic detonation takes place in a hex containing a face-up Refugee marker, as part of that detonation s resolution, remove the Refugee marker and increase the dicerolled US Prestige Point deduction by one further point. If the Refugee marker was already flipped over at the time of the detonation, there is no additional US Prestige Point deduction.

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