Korea Rules
Korea Rules
OCS 4-09
Game Design: Rod N. Miller Both UN and Communist forces may use railroads in the
Series Design: Dean N. Essig Korea Peninsula. Either player can use any railroad hex, pro-
Graphic Design & Game Development: Dean N. Essig vided it is "owned" by that player. To "own" a rail hex, the
Research: Maurice Buttazoni, Mike Reed, Ken Katz, Sam Simons, player must have been the last one to move an Attack-Capable
Al Wambold, Peter Corrigan unit through it. Mark the extent of rail hex ownership using
Special Assistance and Special Thanks: Maurice Buttazoni Railhead Markers.
Head Playtester & Proofreader: John Kisner
Playtesting & Pro o f re a d i n g : Perry Andrus, Lee Balsiger, Jeff
The Rail line from P’yongyang (B17.27) to Seoul (B29.08) to
Behan, Russ Bunten, Maurice Buttazoni, Bob Cloyd, Pete Corrigan,
Jim Daniels, Mike Denson, Dean Essig, Don Evans, Andrew Fischer,
Pusan (C56.12) is Multi-Track (Double-Capacity), per the
Carl Gruber, Bryant Hancock, Dirk Heinz, John Kisner, Joe Linder, OCS Rules.
Bill Quoss, Dave Powell, Sam Simons, Jeremy Vipperman, Chris
Volny, Paul Wegner, Tony Zbaraschuk 1.1c 38th Parallel. On the map, the ‘dotted’ yellow line be-
Development, Editing, Layout: MMP tween Seoul and P'yongyang on map B is the border dividing
North and South Korea.
TABLE OF CONTENTS 1.1d Air Entry Points. Along the Korean coast are numerous
Page Topic Air Entry Points (AEPs). These are hexes where UN air units
1 1.0 General Special Rules enter from the Japan Box. Each AEP lists the range to Japan,
3 2.0 Communist Special Rules with the air unit expending this number of MP to reach the
5 3.0 UN Special Rules AEP. Upon exiting an AEP, straight-line flight requirements
8 4.0 Options and Variants are in effect with the AEP as the starting point.
11 5.0 Campaign Games and Scenarios
50 Designer’s Notes Only the printed AEPs can be used. There is no ability to gen-
erate interpolated AEPs.
INTRODUCTION
1.1e AEPs as Naval Release Points. AEP’s serve double duty
The Korean War stands as a key event in world history. It is well-de-
by functioning as an entry point for naval units coming from
serving of further study. The first shooting confrontation of the Cold the Sea Box. See the Sea Box rules for further information (no
War, and the first limited war of the nuclear age, it was the only time interpolation allowed).
since the Second World War that two of the world’s major military
powers fought one another–in this case the United States and China. 1.1f Turn Labeling System. Use the supplied markers to
Diplomatically, the war offers an interesting view of the miscalcula- mark the Day, Month, and Year on the Turn Record.
tions and ineptitude on both sides that led to open conflict. It also
brings to light the United Nations’ first opportunity to play a leading 1.1g Lake Hexsides. A Lake Hexside is impassable. In the
role in world military events. This game covers the first year of the winter months, this becomes a Frozen Lake which is passable.
war and highlights the mobile phases of the battle. Campaign victory
See the Terrain Effects Chart.
is determined most often by the stable positions of the lines (relative
to the “neck” of the peninsula. A number of shorter scenarios are also
included to allow players to explore specific operations or to use as 1.1h Sea Transit Lane. OCS Series rule 18.1 states that Ships
training scenarios before taking on one of the campaign games. (non-LC/LST) can only enter "All Sea" hexes. The "Transit
Lane" hexes (C17.01 through C39.01) are all Sea Hexes for
purposes of moving UN ships between the East and West
coasts of Korea.
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1.1i Impassable Hexsides. These hexsides are impassable to "Control" of a Victory Line is defined as possession of all of
all ground movement unless negated by a road (etc.). They do the hexes defining the line which contain the Yellow Circles.
not affect naval or air movement. Supply trace being done It is enough to be the last to occupy or pass through the hex
using the "adjacent is good enough" effects can be done (no need to physically occupy them during the check).
through these hexsides as well.
1.5a Automatic Victor y. In any turn where one side controls
1.2 Weather all eight Victory Lines, that side achieves an Automatic Vic-
tory. Check for this during each Weather Determination Seg-
ment.
1.2a Weather Table Use. Roll on the Weather Table during
each Weather Determination Segment. There are two Results:
1.5b End Game Vi c t o ry Levels. Assuming no player
Clear (Flight), and No Flight. No Flight follows the provisions
achieved Automatic Victory, Victory Levels are evaluated
of 14.1f.
based on holding various "lines" across the Korean Peninsula
1.2b Winter Months. Rivers and Lakes are frozen on 1 Dec (as per the map). This is defined by control of specific hexes
50, and remain frozen until 1 March 51 that together award possession of the line. In each case, the
Player must control the hexes defining the line, and all of the
"lesser" lines on his side of line (North for the Communist,
1.3 Engineer Capabilities South for the UN). The non-automatic victory lines relate to
the following victory levels:
Only HQ Units have Engineer capability [EXC: Chinese Army
HQs are not Engineer Capable]. The "Neck" —UN Massive.
The "Waist" —UN Major.
1.4 Counter Colors & Ownership
Line Kansas—UN Minor.
The "Wonju" Line—Communist Minor.
Taejon-Andong Line—Communist Major.
1.4a Communist Player Forces. The Final Pusan Line—Communist Massive.
The Communist Player controls:
The game is a draw if neither player can hold a Victory Line.
A) North Korean (Mustard Yellow-Brown) Historically, the UN achieved a Minor Victory. See Option
B) Chinese (Red-Orange)
4.12 for a more detailed, turn-by-turn Victory Point system.
C) North Korean air units (Tan)
D) Chinese air units (Salmon)
E) Soviet air units (Red) 1.6 1950 End Game
1.4b UN Player Forces.
Players can agree to terminate the game at the end of 29 Dec
The UN Player controls:
50. Follow the usual victory conditions to determine the "win-
ner".
A) ROK (Pale Green)
B) US Army (Olive Green)
C) US Marines (Blue-Green) 1.7 Air Bases
D) US Navy (Dark Blue)
E) US Air Force (Light Blue)
F) Commonwealth (Light Olive)
G) UN Allied (White)
In exception to OCS Series Rule, 15.2, here Air Bases cannot
be reduced by ground units. Enemy Air Bases can be reduced
1.5 Victory using the Barrage vs. Facility Table normally.
1.11 Pusan Perimeter Zone Communist Air Units cannot conduct Hip Shoots.
A) Communist to use the "No PP Zone" column of the 2.3c Artillery Spotting. NK artillery can only be spotted for
Communist Supply Table. UN to use the "Sept" column by NK units. Chinese artillery can be spotted for by either NK
on the UN Ship & Rail Table or Chinese.
B) All UN reinforcements scheduled through 8 Sept 50 im-
mediately arrive in Japan and all remaining FEC up-
grades are implemented. (There is no effect on UN rein-
forcements if the Pusan Perimeter Zone is abandoned
after 8 Sept 50.)
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2.5b Delaying Intervention. The Communist Player can Historical Note: While many focus on the 'surprise' involved
choose (in each Communist Reinforcement Phase) to delay in the Chinese intervention, my research shows that while the
entry of the Chinese for as long as he wishes. For every game- US Intelligence was woefully inadequate and inaccurate at
turn that he delays this entry (past 1 Oct 50), one hex of place - the strategic level, tactically and operationally the US com -
ment flexibility is gained. Employing this technique allows manders and forces knew that they faced a strong force which
the Communist player to achieve the infiltration and deep pen- included Chinese, and thus the intervention was not unex -
etration that the Chinese historically managed. The Commu- pected at these lower levels. But strategic levels were indeed
nist player can also set aside all or some of the new SPs arriv- surprised and ordered the rapid withdrawal from the North
ing in these "delaying turns" to add to the Chinese (which caused difficulties operationally and tactically)
Intervention Force. The infiltration delay benefit reaches
twenty hexes on 8 Dec 50, and cannot grow beyond that point.
2.7 Sanctuary
2.5c Placement Flexibility. If entry has been delayed, the
Communist Player sets up the Chinese Intervention units (and 2.7a Land Sanctuary. No UN units can ever attack or move
any set aside SPs) at or within a number of hexes of the NK- into any hex in China. Ground units forced to retreat into Chi-
Chinese Border equal to the number of turns delayed. The nese territory are destroyed. Under no circumstances can the
path counted ignores UN units, but Intervention units cannot UN barrage any hex in China.
be deployed in hexes containing enemy units with a defense
strength greater than zero. The Communist player "controls" Important: When playing with options which suspend 2.7,
all hexes north of the maximum infiltration distance (inclu- only the restrictions in 2.7b (below) are lifted. UN ground
sive) unless those hexes are explicitly occupied by the UN units may never violate the Sanctuary for any reason.
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OCS 4-09
2.8 Porters & Wagons 2.10c Reinforcement SPs. SPs generated off the Campaign
Supply Table and Communist Repls may be placed in any of
the five substitute sources (NK or Chinese).
Japan is a supply source for all units in the Japan Off Map 3.4b Spotters. ROK artillery can only be spotted by ROK
Box. units. UN air and independent artillery units can be spotted by
any UN unit (including ROKs).
For new SPs, Japan is the only source and the number ob-
tained is only limited to that which the UN player has the ca- Important: When ROK and other UN forces stack together
pability of moving into the game (see 3.6). and an Action Rating must be used (combat as attacker or de-
fender, attrition and so on), the player must use an Action Rat-
Player Note: Pusan is absolutely vital to UN plans. The Com- ing from a ROK unit.
munist player must not be allowed to get an attack-capable
unit adjacent. Keep reserves handy to drive away any raiders 3.4c Multiple Attackers. When several stacks attack one de-
and be sure to keep defenders in the port hexes as well as f e n d e r, apply the above to each attacking stack indepen-
C55.13 (the only land hex adjacent to both halves of Pusan). dently—in other words, if a UN stack attacks with a bunch of
ROKs in other hexes, the UN Action Rating can be used, if
3.3 Reinforcements & Rebuilds you have several mixed stacks attacking, the Action Rating
must come from a ROK.
3.3a ROK. All ROK Ground Reinforcements arrive in either
Pusan or Seoul (if it qualifies as a supply source). All other 3.5 Far East Command (FEC)
UN Ground Reinforcements arrive in Japan, unless otherwise
stated in the Order of Arrival. Units
3.3b UN. All UN Air Unit Reinforcements can arrive in any
friendly Airfield capable of trace supply. All UN Naval Rein-
forcements are placed in any all-sea hex on the map, or in the
3.5a FEC Designation. Any units with unit size & symbol in
Sea Box.
White are 8th Army FEC forces. All these units arrived under-
strength and under-trained. A second counter for each unit de-
picts it after reaching full effectiveness.
3.3c Variable Reinforcements. Variable Replacements come 3.4b Arriving FEC. The Order of Arrival will make available
in two types: ROK and UN. full strength trained units to replace these FEC units. When
the full-strength units enter as reinforcements exchange the
3.3d Repl Restrictions. ROK replacements can only be used appropriate FEC unit with their full-strength replacement.
to rebuild ROK units. ROK repls are limited to the number in
the counter mix. UN replacements can be used to rebuild US, 3.4c FEC Exchanges. There are no restrictions to exchanging
UN, or ROK units. the FEC units. The FEC units can be in a ZOC, at sea, or even
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in the dead pile. Just replace the FEC unit with the full strength There is no additional shipping point costs for SPs or units
unit wherever it is and in the same condition. Nothing needs to once they are in the Sea Box. It does not require shipping
be moved or shipped: just exchange the counters. Do not points to move any units in Landing Craft. Only LC/LSTs can
change the condition of the unit (alive, dead, low internals, out be used to move SPs or REs from Sea Box to coastal hexes
of supply or so on). If Repls are available at the moment of up- (non-port hexes).
grade, the unit may be rebuilt for the cheaper rate, and then im-
mediately upgraded. Remove the FEC units permanently when Shipping points can only be used in the regular movement
they are upgraded with their full strength replacements. phase and cannot be saved from one turn to the next. Shipping
works as rail per OCS series rules, in that units may move up
to half of their movement allowance before shipping out of
3.6 Japan Off-Map Box port to the Sea Box or Japan. Apply OCS rule 4.10 to convert
REs into SPs.
3.6a Supply Dump. An infinite number of Supply Points are
3.8 LCs, Amphibious Assaults &
available in Japan. The UN Player is only constrained by his
shipping and air transport assets as to the number he can bring
into Korea.
Beachheads
3.6b Supply Source. Japan is a UN supply source and has an
nominal HQ for UN rebuilds.
3.7c Supply. Forces cannot be attacked while in a Sea Box. 3.8d Loading. During the friendly Movement Phase, LCs and
Carrier air units cannot be used while in the Sea Box. All units LSTs can be loaded with SPs and units. All must begin the
are in Trace Supply while in a Sea Box. phase in the Sea Box. Loading does not cost MPs from either
the units or the LCs/LSTs.
3.7d Entry/Exit Restrictions. The Sea Box is an abstract lo-
cation. AEPs function as conduits between the Sea Box and 3.8e Loading Restrictions. LCs and LSTs cannot load at
the map's hex grid. A ship/LST/LC in the Sea Box can start Ports. To prepare for an amphibious assault, use the shipping
moving from any map AEP, likewise any LC/LST moving on capacity to move SPs & units from Port to the Sea Box. The
the map can instantly transfer to the box when it enters an next turn, you may load LC/LSTs in the Sea Box, and move
AEP (ships cannot re-enter). A ship/LST/LC can only move in from there.
one direction in a given phase (in OR out—never both). No
unit may transfer from one AEP to another.
3.9 Surface Action Groups
3.7e Shipping Capacity. Each turn the UN player receives a
number of Shipping Capacity points. Each point can do one of
the following:
3.9a Surface Action Groups (SAGs). The UN Player has
A) Move 1 SP from any UN controlled Port or the Japan SAGs with which he can conduct bombardment operations
Box to the Sea Box. around the coast of Korea. These SAGs represent the Naval
B) Move 1 SP from the Sea Box to a Port or the Japan Box. Gun Support Groups (DDs, etc.), centered on the ‘named’
C) Move 1 SP from the Japan Box directly to a UN Port. ship on the counter.
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3.9b SAG Movement. Use the OCS rules for Naval move- return to any sea hex. After refitting the air units, make the de-
ment (18.1) and gunfire (18.3a). cision to allocate Air and Sea units to Supply Interdiction for
the next period. Air units can move from their bases to the In-
3.9c Availability. Unless the optional Supply Interdiction rule terdiction Box when assigned, even if the weather inhibits
(4.1) is used, only the Missouri SAG appears in the game, to normal flight.
support the UN amphibious operations in September.
Newly arriving reinforcements may be added to the Interdic-
3.10 Aircraft Carrier Groups
tion Box immediately upon their arrival.
(CVGs) Once units are placed in the Interdiction Box they are not
available for other missions until the next half-month period
(1st or 15th turn). No units can be attacked while in the Inter-
diction Box. Air Units do not need to be refitted while in the
Interdiction Box.
3.10a Availability. Only US Navy and the CW air units may
base on the CVGs. CV counters can carry up to 3 air unit Units in the Interdiction Box are unaffected by weather. If
counters. This is indicated on the counter in brackets. weather prohibits flight, air units remain in the Interdiction
Box and still count toward interdiction.
3.10b Holding Boxes. OCS rule 18.2 covers the general han-
dling of aircraft carriers. The boxes provided on the map can Effects of Supply Interdiction. When the Communist rolls for
be used as a convenient place to put the air units based on car- Supply Reinforcements in his Reinforcement Phase, use the
riers. columns marked Interdict Subtract 1T from the amount the
table provides for every 25 factors of Barrage Strength in the
3.11 Ships and Barrage Spotting
Interdiction Box (total of Air Units and SAGs). Round this
value normally, so 90 Barrage Strength would mean 4T (or 1
SP) is subtracted.
Ships and landing craft cannot spot for artillery or air bar-
rages. Likewise, other unit types aboard Landing Craft cannot
spot for barrages of any sort until they unload. 4.2 Chinese Intervention Op-
tions
4.0 OPTIONS & VARIANTS
4.1 Supply Interdiction The standard approach to Chinese Intervention is what we call
the "Elective Approach". In this, there is some modeling of
surprise and infiltration, but the entry turn of the Chinese is
completely under the control of the Communist player. One of
the pair of options below can be used without cost if players
The Supply Interdiction option provides a more refined model desire.
of the UN interdiction campaign on the Communist logistical
net. There is no "cost" for using this option. 4.2a Historical. Use the historical arrival turns, as listed on
the Order of Arrival. There is no "delay" or "infiltration" al-
The optional units (all SAGs, B-29s, B-26s, an F80c, a F4U lowed.
and the CW Mix Air Units) are available to the UN and can be
used in any manner. 4.2b Variable. Rather than giving the Communist automatic
arrival or controlled intervention, this option provides a vari-
Any and all UN Planes and ships can be assigned to interdict able amount of surprise.
supplies coming in to North Korea. Planes may fly from any
Air Base, CVG or Japanese Base to the Communist Interdic- Communist intervention and infiltration is triggered by the
tion Box. While on Interdiction, assume that these planes are table below. The Communist player makes a DR for Chinese
based in Japan, so there are no issues of Air Base overrun, etc. Intervention at the beginning of each Communist Reinforce-
ment Phase beginning with the 1 Oct 1950 turn.
Add a special "Interdiction Allocation Segment" to the end of
the UN Return and Refit Phase of the 1st and 15th of each
month. Begin the UN Return and Refit Phase of those turns
by returning Air and Sea units from the Interdiction Box. Air
Units are returned to any friendly Air Base. CVGs, and SAGs
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Follow the deployment procedures in 2.5, using the infiltra- This is a minor variant, without "cost".
tion results of the above table. Surprise will result in a infiltra-
tion of 5 to 10 hexes. Massive Surprise results in an infiltra-
tion of 10 to 20 hexes. A single infiltration DR is made for the
4.5 North Korean Armor Rebuild
entire force—don’t roll for each unit!
Allow the Communist to rebuild any unit (ignore the "no re-
build" markings). This allows him to rebuild the tanks of the
4.3 No Sanctuary 105 Armored Division!
This is a minor variant, without "cost", but it obviously favors
The Communist player now has the choice of breaking Air the Communist side with a non-trivial boost.
Sanctuary. He can declare this to be the case on any turn and
in any phase. Air Sanctuary cannot be broken by the UN until
the Communist player makes this announcement (and acti-
4.6 US Navy!
vates this option). Employ this option without "cost" if both
players agree. This option assumes an even greater US Navy participation.
No Sanctuary lifts the restrictions of 2.7b. UN air units are Bring in the CVG Leyte and its air wing (1x F9F, 1x F4U, 1x
now free to attack Chinese Air Bases, and Communist air AD4) on 29 Sept 50.
units can freely attack any UN unit or facility. Simply put,
both sides can use their air units in any way they choose, with- This is a minor variant, without "cost" but it favors the UN. It
out restriction. is best combined with other variants.
All Communist air reinforcements scheduled to arrive in 1951 4.7 Nuclear Weapons
enter instead on 5 Jan 51 (or on the date sanctuary is broken if
after that date).
US nuclear weapons can be employed at any time after the combined effect shifts the final victory level 2 levels in
Chinese Intervene. When employing this option, the UN can the favor of the Communists.
immediately violate Air Sanctuary (follow the procedures C) Soviet Nukes. Add Option 4.8 and add the four Soviet
spelled out in 4.3, but allow the UN to do this). If not using Nukes and Nuke Carrying air units. Add 4.6 as US re-
the Interdiction Option (4.1), immediately bring on the op- sponse to this escalation (more targets for the Soviet
tional B-29s. They can only be used to carry nukes. If you are Nukes!). The net effect shifts the final victory level one
using 4.1, continue using the B-29s in any desired manner. level in the favor of the Communists.
The above Nuclear strike effects last until the nuclear weapon 4.10 The Air War That Could
counter is flipped from its "Mushroom Cloud" side to its Inter-
diction side (a total of six turns, as per the rotation mechanic Have Been...
above).
This variant supposes that the air war escalated in January.
On its "Interdiction" side, a Nuclear weapon acts exactly as There is no cost for this variant.
Air Interdiction, and the Nuclear weapon remains per ma-
nently on the map in its interdiction role. On 5 Jan 51, apply 4.3 (No Sanctuary), 4.6 (US Navy), and
4.8 (Russian support). Add 2x F-86e, 1x F-80c, 1x F4U and
4.7b Soviet Response. The Communist must choose one of 1x B-26 (if they are already in play because the Interdiction
three Soviet Responses. option is being used, add 3x Air Eq Repls instead).
A) None. The UN must now win an Automatic Victory, If playing any of the scenarios which begin in 1951 (5.10
anything short of that is a defeat. through 5.13), assume that forward Air Bases would have
B) Full Soviet Support. Allow 4.8, Full Soviet Support. The been built to provide forward air cover to the troops. Allow
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the Communist to build four levels of Air Base anywhere on early, if limited amphibious capability. Additionally, this pro-
or behind his lines. Allow the UN to build two levels of Air vides the UN player with a potential emergency trace source
Base anywhere on or behind his lines. These can be used to in the event of an unusually successful NK invasion. There is
improve existing Air Bases or build new ones, but Air Bases no cost for employing this option.To mitigate against this,
cannot be built or improved in City hexes. players can use the following option:
The new air units arrive active in the Weather Determination A) Keep the contents of the Sea Box hidden from the Com-
Segment, (do not wait for the Reinforcement Phase) at any munist Player.
friendly Air Base. Apply the above free Air Base rebuilds in B) Bring on the 3x LST Points counter on 5.July.50
that same segment.
5.0 SCENARIOS
4.11 Sweep the Streets!
5.0a Set Up Notes:
This is a minor variant, without cost. It favors the opening NK
offensive, so is best combined with other variants. Both North A. All Organic Trucks set up Full. Other Trucks, Wagons,
and South Korea recruited "volunteers" from the population. and Porters are empty, but can be filled from any SPs
Each time control of the following city hexes changes hands, setting up in the same hex before play begins.
the capturing force immediately gets one Pax repl: (make it a B. Use the Master Reinforcement Schedule, use the Cam-
ROK Pax repl if the UN makes the capture). Place the repl in paign charts/rules for SPs, Repls, Shipping, Supply
any friendly supply source hex. Sources. and Rail Capacities unless noted otherwise.
C. Rail lines south of Communist Rail Heads are controlled
A) Seoul (each hex) by the UN
B) Taejon D. US units listed as being "FEC" use the unit’s lowered-
C) Taegu value counter. If FEC isn’t specifically mentioned, use
D) Pyongyang the unit’s full-strength counter. FEC units can be identi-
fied by the white unit symbols used.
4.12 Optional Victory Procedure
5.1 The Korean War
This option uses a running Victory Point calculation and has
no cost. This campaign game covers the Korean War’s first year.
Record Victory Points as a differential, so that either the UN General Information
or Communist has positive points at any given time.
First Player: Communist
First Turn: 26 June 50
Points are counted at the start of the 1st and 15th turn of each
Last Turn: 29 June 51
month during the Weather Determination Segment. Record
Game Length: 109 Turns
VPs based on the most advanced Victory Line that a side com-
Maps in Play: All
pletely holds.
Communist Information
A) 1 VP for holding a Minor Victory Line
Reserve Markers: 4
B) 2 VP for holding a Major Victory Line
Dead Pile: None
C) 3 VP for holding a Massive Victory Line
Set Up: (All Units are North Korean)
These values are marked on the appropriate lines on the map.
A2.06:
At the game’s end, the side with the most points wins.
3-1-2 Sec Bde (2 BC)
As any player can read an Order of Arrival, he can tell exactly A62.27:
when he might need to begin guarding against a UN amphibi- 1-1-2 NG Bn (2)
ous invasion. Players can use the following option to provide
some measure of uncertainty by giving the UN player an
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B36.28: B36.14:
1-1-2 NG Bn (1) 105 Arm Div (109 Tank Bn)
12-2-3 Inf Div (13) 16-3-3 Inf Div (3)
1 SP
B39.15:
B37.27: 10-0 Corps HQ (II)
3-2-3 Inf Rgt (886) 13-1-2 Art Rgt (II Corps)
16-2-3 Inf Div (2)
B41.26: 6 SPs
2-2-5 Motorcycle Rgt (17)
B44.15:
B17.27: 12 Inf Div (12 Tank Bn, 1, 2, 3 Inf Rgt, Arty Rgt)
16-2-3 Inf Div (15)
12-2-3 Inf Div (10) B49.17:
3-2-2 Sec Bde (5 BC) 5 Inf Div (10, 11, 12 Inf Rgt, Arty Rgt)
3-1-2 Sec Bde (7 BC) 2 SPs
1x Truck Point Rail Head
2 SPs
B50.14:
B14.23: 5-3-3 Inf Rgt (766)
3-3-3 Marine Rgt (549)
1-1-2 NG Bn (3) Air Bases:
Level 3: A2.07, A5.09, A7.12, A20.26
B17.20: Level 2: B17.27, A37.04, A23.20, A20.18
3-3-5 Motorcycle Rgt (12)
Air Units:
B14.14: 1x IL-2, 1x Yak Mix
3-1-2 Sec Bde (3 BC)
UN Information
B17.15: Reserve Markers: 2
6 Inf Div (14 Inf Rgt) Dead Pile: None
Rail Head
Set Up:
B25.16: B26.13:
10-0 Corps HQ (I) 1 ROK Inf Div (12 Inf Rgt)
13-1-2 Arty Rgt (I Corps) Rail Head
2x Wagon Points
Rail Head B27.14:
10 SPs 3-2-2 ROK Breakdown Rgt
B25.15: B29.12:
6 Inf Div (13, 15 Inf Rgt, Arty Rgt) 1 ROK Inf Div (15 Inf Rgt)
B26.15: B32.13:
105 Arm Div (203 Tank Bn) 3-2-2 ROK Breakdown Rgt
16-3-3 Inf Div (1) Rail Head
B32.15: B34.12:
105 Arm Div (107 Tank Bn) 3-2-2 ROK Breakdown Rgt
4 Inf Div (5, 18, 16 Inf Rgt, Arty Rgt)
Rail Head B40.12:
6 ROK Inf Div (7 Inf Rgt)
B34.17: Level 1 Hedgehog
18-2-3 Arty Rgt (GHQ) Rail Head
105 Arm Div (206 Inf Rgt, Organic Truck)
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B41.10: C30.12:
6 ROK Inf Div (19 Inf Rgt) 10-2-3 ROK Inf Div (5, less 2 steps)
1 SP
C50.21:
B44.13: 12-3-3 ROK Inf Div (3, less 2 steps)
6 ROK Inf Div (2 Inf Rgt), 1T 1 SP
B42.06: C56.12:
3-2-2 ROK Breakdown Rgt 5-3-3 ROK Marine Inf Rgt (1)
1x Truck Point
B51.13:
3-2-2 ROK Breakdown Rgt Air Bases:
Level 2: C55.12, C56.12, B29.09
B56.06: Level 1: B33.01, C50.21, C59.23
10-2-3 ROK Inf Div (8, less 2 steps)
Air Units: None
B58.01:
8-0 ROK Corps HQ (II) Victory: Use Campaign Victory Conditions (1.5).
1-2-3 ROK Inf Bn (1 Sep)
2 SPs
5.2 Invasion of South Korea
B32.10:
12-2-3 ROK Inf Div (7, less 2 steps) This campaign game covers the North Korean invasion into
South Korea, the UN defense and counterattack, and the even-
B31.09: tual capitulation of the NK forces in South Korea.
Cap ROK Inf Div (1 Inf Rgt)
1 SP General Information
First Player: Communist
B30.08: First Turn: 26 June 50
8-0 ROK Corps HQ (I) Last Turn: 29 Sept 50
15-1-3 ROK Arty Rgt (I Corps) Game Length: 29 Turns
Cap ROK Inf Div (18 Inf Rgt) Maps in Play: Maps C & B
2 SPs
Communist Information
B31.08: Reserve Markers: 4
Cap ROK Inf Div (17 Inf Rgt) Dead Pile: None
2 SPs
Set Up: (All Units are North Korean)
B32.04: B34.33:
1 ROK Inf Div (11 Inf Rgt, Divarty Bn) 4-2-2 Sec Bde (1 BC)
C33.33: B36.28:
3-2-6 ROK Arm Car Bn (1 Cav) 12-2-3 Inf Div (13)
1-1-2 NG Bn (1)
C35.31: 1 SP
3-2-2 ROK Breakdown Rgt
B37.27:
C37.27: 3-2-3 Inf Rgt (886)
12-2-3 ROK Inf Div (2, less 2 steps)
1 SP B41.26:
2-2-5 Motorcycle Rgt (17)
C50.33:
4-3-3 ROK Breakdown Rgt
C59.23:
3-2-2 ROK Breakdown Rgt
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13
OCS 4-09
B17.27: B44.15:
16-2-3 Inf Div (15) 12 Inf Div (12 Tank Bn, 1, 2, 3 Inf Rgt, Arty Rgt)
12-2-3 Inf Div (10)
3-2-2 Sec Bde (5 BC) B49.17:
3-1-2 Sec Bde (2 BC, 7 BC) 5 Inf Div (10, 11, 12 Inf Rgt, Arty Rgt)
2 SPs Rail Head
1x Truck Point 2 SPs
B14.23: B50.14:
3-3-3 Marine Rgt (549) 5-3-3 Inf Rgt (766)
1-1-2 NG Bn (3)
Air Bases:
B17.20: Level 2: B17.27
3-3-5 Motorcycle Rgt (12)
Air Units:
B14.14: 1x IL-2, 1x Yak Mix
3-1-2 Sec Bde (3 BC)
Reinforcements:
B17.15: As per the Schedule of Arrival, using P'yongyang as your sup-
6 Inf Div (14 Inf Rgt) ply source, or hex B34.33 (Yonghung), and the Campaign
Rail Head Supply Chart.
B25.16: UN Information
10-0 Corps HQ (I) Reserve Markers: 2
13-1-2 Arty Rgt (I Corps) Dead Pile: None
2x Wagon Points
10 SPs Set Up:
Rail Head B26.13:
1 ROK (12 Inf Rgt/4-3-3)
B25.15: Rail Head
6 Inf Div (13, 15 Inf Rgt, Arty Rgt)
B27.14:
B26.15: 3-2-2 ROK Breakdown Rgt
16-3-3 Inf Div (1)
105 Arm Div (203 Tank Bn) B29.12:
1 ROK Inf Div (15 Inf Rgt)
B32.15:
105 Arm Div (107 Tank Bn) B32.13:
4 Inf Div (5, 16, 18 Inf Rgt, Arty Rgt) 3-2-2 ROK Breakdown Rgt
Rail Head Rail Head
B34.17: B34.12:
18-2-3 Arty Rgt (GHQ) 3-2-2 ROK Breakdown Rgt
105 Arm Div (206 Inf Rgt, Organic Truck (Full))
B40.12:
B36.14: Level 1 Hedgehog
105 Arm Div (109 Tank Bn) 6 ROK Inf Div (7 Inf Rgt)
16-3-3 Inf Div (3) Rail Head
B39.15: B41.10:
10-0 Corps HQ (II) 6 ROK Inf Div (19 Inf Rgt)
16-2-3 Inf Div (2) 1 SP
13-1-2 Arty Rgt (II Corps)
6 SPs B44.13:
6 ROK Inf Div (2 Inf Rgt), 1T
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14
OCS 4-09
B42.06: C56.12:
3-2-2 ROK Breakdown Rgt 5-3-3 ROK Marine Inf Rgt (1)
1x Truck Point
B51.13:
3-2-2 ROK Breakdown Rgt Air Bases:
Level 2: C55.12, C56.12, B29.09
B56.06: Level 1: B33.01, C50.21, C59.23
10-2-3 ROK Inf Div (8, less 2 steps)
Air Units: None
B58.01:
8-0 ROK Corps HQ (II) Reinforcements: Per the Order of Arrival.
1-2-3 ROK Inf Bn (1 Sep) Supply and Supply Sourc e s : Per the Campaign Supply
2 SPs Chart.
B32.10: Victory:
12-2-3 ROK Inf Div (7, less 2 steps)
A) Automatic Victory (1.5a).
B31.09: B) The NK win at game end by controlling Seoul and Tae-
Cap ROK Inf Div (1 Inf Rgt) jon.
1 SP C) Provided they control Taegu, the UN win at game end
by controlling Seoul and/or Taejon.
B30.08: D) Any other result is a draw.
8-0 ROK Corps HQ (I)
Cap ROK Inf Div (18 Inf Rgt) Historically, the UN won this scenario, defeating the NK inva-
15-1-3 Arty Rgt (I Corps) sion by counterattacking to retake all of South Korea.
2 SPs
C30.12: C37.27:
10-2-3 ROK Inf Div (5, less 2 steps) 12-2-3 NK Inf Div (7)
C50.21: C29.12:
12-3-3 ROK Inf Div (3, less 2 steps) Rail Head
1 SP
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15
OCS 4-09
C28.22: C47.22:
4-3-3 Breakdown Rgt 105 Arm Div (206 Inf Rgt)
C45.28: C47.20:
16-3-3 Inf Div (1, less 1 step) 3-2-2 Breakdown Rgt
C48.29: C47.18:
12-2-3 Inf Div (13) 4 Inf Div (18 Inf Rgt)
C51.30: C47.17:
10-0 Corps HQ (II) 4 Inf Div (16 Inf Rgt)
12-2-3 Inf Div (10, less 1 step)
13-1-2 Arty Rgt (II Corps) C46.17:
5 SPs 4 Inf Div (5 Inf Rgt, Arty Rgt)
Rail Head
C46.16:
C51.29: 105 Arm Div (109 Tank Bn)
12-1-3 Inf Div (8)
C46.13:
C54.29: 6 Inf Div (15 Inf Rgt)
12 Inf Div (2 Inf Rgt)
C46.11:
C55.29: 105 Arm Div (83 Inf Rgt)
12 Inf Div (1 Inf Rgt)
C44.12:
C57.29: 6 Inf Div (14 Inf Rgt, Arty Rgt)
5 Inf Div (12 Inf Rgt)
With any NK Unit:
C58.30: 2x Wagon Points
5 Inf Div (Arty Rgt) 6 SPs
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16
OCS 4-09
C56.26: C50.21:
Cap ROK Inf Div (1 Inf Rgt) 1 Cav Div (Divarty Arty Rgt (FEC))
15-1-3 Arty Rgt (I Corps) 1 SP
C56.27: C54.22:
Cap ROK Inf Div (18 Inf Rgt) 8-0 ROK Corps HQ (II)
15-1-3 Arty Rgt (II Corps)
C54.27: 1 SP
3-2-2 ROK Breakdown Rgt
C57.21:
C55.27: 8-0 ROK Corps HQ (I)
10-2-3 ROK Inf Div (8, less 1 step) 3-2-2 ROK Breakdown Rgt
1 SP
C51.27:
6 ROK Inf Div (7 Inf Rgt) C50.18:
Rail Head 24 Inf Div (19 Inf Rgt (FEC), Divarty Arty Rgt (FEC))
C53.27: C52.16:
6 ROK Inf Div (19 Inf Rgt) 6-0 US Army HQ (8)
25 Inf Div (89 Tank Bn, Divarty Arty Rgt (FEC))
C49.28: 2 SPs
6 ROK Inf Div (2 Inf Rgt)
C48.13:
C51.24: 25 Inf Div (35 Inf Rgt (FEC))
1 ROK (Divarty Bn)
C49.14:
C48.26: 25 Inf Div (24 Inf Rgt)
1 ROK Inf Div (15 Inf Rgt)
C49.13:
C50.24: 24 Inf Div (5 Inf Rgt)
1 ROK Inf Div (12 Inf Rgt) Rail Head
C49.23: C49.12:
1 ROK Inf Div (11 Inf Rgt) 25 Inf Div (27 Inf Rgt (FEC))
C49.22: C56.12:
1 Cav Div (5 Inf Rgt (FEC)) 2 Inf Div (9, 23 Inf Rgt, Divarty Arty Rgt)
Rail Head 1x Truck Point
C49.21: C55.13:
1 Cav Div (8 Inf Rgt (FEC)) 5-3-3 ROK Marine Inf Rgt (1)
C48.19: C55.12:
1 Cav Div (7 Inf Rgt (FEC)) 1 Mar Div (1 Tank Bn, 5 Marine Rgt, 1/11 Arty Bn)
1 SP
C48.18:
Cap ROK Inf Div (17 Inf Rgt) Air Bases
Level 2: C55.12, C56.12
C48.17: Level 1: C50.21, C59.23
24 Inf Div (21 Inf Rgt (FEC))
Air Units:
C49.16: In any UN Air Base, Japan base, Interdiction Box:
24 Inf Div (34 Inf Rgt (FEC)) 3x F-51
2x F-80c
1x C-47
1x C-54
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17
OCS 4-09
Victory: B14.23:
1-1-2 NG Bn (3)
A) Automatic Victory 3-3-3 Marine Rgt (549)
B ) The NK win at game end by controlling Taegu and
Masan B27.07:
C) The UN win at game end by controlling Taegu, Masan, 3-1-2 Sec Bde (3 BC)
and Pohang-dong.
D) Any other result is a draw. B31.08:
12-3-3 Inf Div (9)
Historically, the UN won this scenario, holding the Perimeter.
C37.27:
12-2-3 NK Inf Div (7)
5.4 The Pusan Perimeter
C28.22:
This campaign game begins with the Pusan Perimeter already 4-3-3 Breakdown Rgt
f o rmed. There is No Flight on 5 Aug 50 (do not roll for
weather). The UN has already taken their turn. It is now the C29.12:
Communist half of the turn. Rail Head
C46.13: C53.27:
6 Inf Div (15 Inf Rgt) 6 ROK Inf Div (19 Inf Rgt)
C46.11: C49.28:
105 Arm Div (83 Inf Rgt) 6 ROK Inf Div (2 Inf Rgt)
C44.12: C51.24:
6 Inf Div (14 Inf Rgt, Arty Rgt) 1 ROK (Divarty Arty Bn)
C50.24: C49.12:
1 ROK Inf Div (12 Inf Rgt) 25 Inf Div (27 Inf Rgt (FEC))
C49.23: C56.12:
1 ROK Inf Div (11 Inf Rgt) 2 Inf Div (9, 23 Inf Rgt, Divarty Arty Rgt)
1x Truck Point
C49.22:
1 Cav Div (5 Inf Rgt (FEC)) C55.13:
Rail Head 5-3-3 ROK Marine Inf Rgt (1)
C55.12:
C49.21: 1 Mar Div (5 Marine Rgt, 1/11 Arty Bn, 1 Tank Bn)
1 Cav Div (8 Inf Rgt (FEC)) 1 SP
Flight. The Communists have already taken their turn. It is Supply Source: P'yongyang
now the UN half of the turn.
Rail Cap: 2
General Information
First Player: see above UN Information
First Turn: 15 Sept 50 Reserve Markers: 3
Last Turn: 26 Sept 50 Dead Pile: None (No rebuilds allowed)
Game Length: 4 Turns
Maps in Play: Map B Set Up: (All Units are US, unless otherwise noted)
B27.07: The normal USN F9F’s have been deleted from this scenario.
3-1-2 Sec Bde (3 BC)
Japan Box:
B30.08: 187 Airborne Rgt
12-2-3 Inf Div (18, less 1 step)
Sea Box:
B29.09: 1 Mar Div (1, 5, 7 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Or-
3-2-2 NK Breakdown Rgt ganic Truck (Full))
5-3-3 ROK Marine Inf Rgt (1)
B31.08: 7 Inf Div (73 Tank Bn, 17, 31, 32 Inf Rgt, Divarty Arty Rgt,
4-3-3 NK Breakdown Rgt Organic Truck (Full))
2 SPs 15-0 US Corps HQ (X)
29-2-5 Arm Arty Grp (92)
B25.16: 3x LST Points
12-2-3 NK Inf Div (27) 4x Landing Craft Points
1x Truck Point
B23.19: 10 SPs
12-2-3 NK Inf Div (19)
Reinforcements: (Only the following):
Air Bases
Level 2: B29.09 Each Turn, 2 SPs. May be shipped to the Sea Box (for later
transfer to the beach) or directly to Inchon or to a deployed
Air Units: None LST. Note that the UN can use his transport aircraft to fly sup-
ply into Kimpo, after he captures it.
Reinforcements:
Supply Sources: Inchon or converted/deployed LST
Each Turn: 2 SPs in Pyongyang.
Rail Cap: None
19 Sept 50: 3-2-5 NK Tank Bn (17), 105 Arm Div (83 Inf
Rgt), 4-3-3 NK Breakdown Rgt and 2 SPs in B33.01, or the
closest unoccupied hex.
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Victory: B17.27:
3-2-2 Sec Bde (5 BC)
A) Automatic Victory 1x Truck Point
B) The UN win at game end by controlling Seoul and In- 2 SPs
chon.
C) The Communists win at game end by controlling Seoul. B14.23:
D) Any other result is a draw. 1-1-2 NG Bn (3)
3-3-3 Marine Rgt (549)
Historically, the UN won this scenario.
B27.07:
3-1-2 Sec Bde (3 BC)
5.6 Inchon Campaign Start
B30.08:
This campaign game begins with the Inchon Landings. The 12-2-3 Inf Div (18, less 1 step)
weather on 15 Sept 50 is Flight. The Communists have al-
ready taken their turn. It is now the UN half of the turn. B29.09:
3-2-2 NK Breakdown Rgt
General Information
First Player: see above B31.08:
First Turn: 15 Sept 50 4-3-3 NK Breakdown Rgt
Last Turn: 29 June 51 2 SPs
Game Length: 85 Turns
Maps in Play: All B25.16:
12-2-3 NK Inf Div (27)
Communist Information
Reserve Markers: 4 (Only 2 can set up at start) B23.19:
12-2-3 NK Inf Div (19)
Dead Pile: (all are NK units)
3-3-5 MC Rgt (12) C28.22:
2-2-5 MC (17) 3-2-2 NK Breakdown Rgt
3-2-3 Inf Rgt (886)
4-3-6 Tank Bn (16) C37.27:
3-1-2 Sec Bde (7 BC, 2 BC) 3-2-5 NK Tank Bn (17)
5-3-3 Inf Rgt (766)
105 Arm Div (107, 109, 203 Tank Bn, 206 Inf Rgt, Organic C59.23:
Truck (Full)) 5 Inf Div (12 Inf Rgt)
4 Inf Div (18 Inf Rgt, Arty Rgt)
5 Inf Div (11 Inf Rgt) C58.23:
6 Inf Div (13 Inf Rgt) 5 Inf Div (10 Inf Rgt)
12 Inf Div (12 Tank Bn, 3 Inf Rgt, Arty Rgt)
1x IL-2 C57.24:
1x Yak Mix 5 Inf Div (Arty Rgt)
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22
OCS 4-09
C52.22: C45.15:
3-2-2 NK Breakdown Rgt 3-2-2 NK Breakdown Rgt
C51.23: C44.12:
16-3-3 Inf Div (1, less 2 steps) 6 Inf Div (15 Inf Rgt)
C51.24: C44.13:
13-1-2 Arty Rgt (II Corps) 6 Inf Div (14 Inf Rgt)
C47.20: C55.12:
4 Inf Div (16 Inf Rgt) 3-2-2 ROK Breakdown Rgt
C46.19: C52.16:
3-2-5 NK Tank Bn (42) 12-0 Corps HQ (I)
18-2-3 Arty Rgt (GHQ) 4 SPs
C47.19: C60.21:
16-2-3 Inf Div (2, less 2 steps) 4-3-3 ROK Breakdown Rgt
C47.18: C59.22:
12-3-3 NK Inf Div (9, less 1 step) 12-3-3 ROK Inf Div (3, less 1 step)
C47.17: C58.21:
4-3-3 NK Breakdown Rgt Cap ROK Inf Div (17 Inf Rgt)
C46.16: C58.19:
12-2-3 NK Inf Div (7, less 2 steps) 8-0 ROK Corps HQ (I)
15-1-3 ROK Arty Rgt (I Corps)
C42.15: 2 SPs
6 Inf Div (Arty Rgt)
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23
OCS 4-09
C57.21: C49.17:
Cap ROK Inf Div (1 Inf Rgt) 2 Inf Div (72 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
Rail Head (Full))
C56.21: C49.15:
Cap ROK Inf Div (18 Inf Rgt) 25 Inf Div (35 Inf Rgt)
C55.22: C49.14:
3-2-2 ROK Breakdown Rgt 25 Inf Div (24 Inf Rgt)
Rail Head
C54.22:
10-2-3 ROK Inf Div (8, less 1 step) C49.13:
Rail Head 25 Inf Div (27 Inf Rgt)
C53.22: C50.13:
6 ROK Inf Div (7 Inf Rgt) 25 Inf Div (89 Tank Bn, Divarty Arty Rgt, Organic Truck
(Full))
C52.21:
6 ROK Inf Div (19 Inf Rgt) C48.20:
24 Inf Div (21 Inf Rgt)
C52.19:
8-0 ROK Corps HQ (II) C48.19:
6 ROK Inf Div (2 Inf Rgt) 24 Inf Div (19 Inf Rgt)
15-1-3 ROK Arty Rgt (II Corps)
2 SPs C48.18:
2 Inf Div (38 Inf Rgt)
C51.22:
1 ROK Inf Div (11, 15 Inf Rgt) C48.17:
2 Inf Div (23 Inf Rgt)
C51.21:
1 ROK Inf Div (12 Inf Rgt, Divarty Bn) C48.16:
2 Inf Div (9 Inf Rgt)
C50.20:
1 Cav Div (70 Tank Bn, Divarty Arty Rgt, Organic Truck Air Bases
(Full)) Level 2: C55.12, C56.12
Level 1: C50.21, C59.23
C50.21:
6-0 Army HQ (8) Air Units:
1 Cav Div (5, 8 Inf Rgt) In any UN Air Base, Japan base, Interdiction Box:
1 SP 5x F-51
Rail Head 2x F-80c
1x C-47
C50.19: 1x C-54
13-2-4 Arty Bde (17) 1x C-119
4x F4U (or on CV)
C49.22: 2x F9F (or on CV)
24 Inf Div (5 Inf Rgt, 6 Tank Bn) 2x AD (or on CV)
C49.19:
24 Inf Div (Divarty Arty Rgt, Organic Truck (Full))
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24
OCS 4-09
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25
OCS 4-09
A25.13: A35.12:
10-0 Chinese Army Group HQ (IX) 7 Inf Div (31 Inf Rgt)
2x Porter Points Rail Head
1x Truck Point
10 SP A46.10:
7 Inf Div (73 Tank Bn, Divarty Arty Rgt)
With any Communist Unit:
9-1-2 Chinese Arty Rgt (47, 48) A46.19:
7 Inf Div (32 Inf Rgt/9-3-3)
Air Bases: None
A44.22:
Air Units: None 7 Inf Div (17 Inf Rgt/9-3-3)
Set Up: (All Units are US, unless otherwise noted) In any all Sea hex on Map A:
A37.04: Valley Forge CVG
5-3-3 ROK Marine Inf Rgt (1) Philippine Sea CVG
A33.24: A23.07:
12 NK Inf Div (2 Inf Rgt) 10-0 Chinese Army Group HQ (XIII)
4-3-3 Chinese Breakdown Rgt
A35.23: 5 SPs
5 NK Inf Div (10 Inf Rgt)
A25.04:
A31.27: 6-0 Chinese Army HQ (42)
12 NK Inf Div (1 Inf Rgt) 12-3-3 Chinese Inf Div (126)
A34.12: A27.03:
5-0 Chinese Army HQ (27) 4-3-4 Chinese Cav Rgt (Cav)
12-2-3 Chinese Inf Div (81)
4 SPs A27.04:
12-3-3 Chinese Inf Div (124)
A33.13:
12-3-3 Chinese Inf Div (79) A26.03:
12-4-3 Chinese Inf Div (125)
A33.14:
12-3-3 Chinese Inf Div (80) A24.05:
6-0 Chinese Army HQ (38)
A33.15: 12-3-3 Chinese Inf Div (114)
10-2-3 Chinese Inf Div (90) 4 SPs
A33.17: A24.04:
5-0 Chinese Army HQ (26) 12-4-3 Chinese Inf Div (112)
10-2-3 Chinese Inf Div (77)
Rail Head A23.05:
12-4-3 Chinese Inf Div (113)
A32.17:
12-3-3 Chinese Inf Div (76) A22.05:
6-0 Chinese Army HQ (40)
A28.17: 4-4-3 Chinese Breakdown Rgt
10-2-3 Chinese Inf Div (88) Rail Head
A27.17: A20.07:
10-2-3 Chinese Inf Div (78) 12-4-3 Chinese Inf Div (120)
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A16.04: B14.23:
12-3-3 Chinese Inf Div (197) 3-3-3 Inf Bn (Phil)
A15.04: B17.27:
12-3-3 Chinese Inf Div (198) 6-4-4 Airborne Rgt (187)
2-2-3 Inf Bn (Thai)
A12.04: 2x Truck Points
12-2-3 Chinese Inf Div (196) 5 SPs
Rail Head
A62.27:
A4.03: Cap ROK Inf Div (1 Inf Rgt)
5-0 Chinese Army HQ (50) Rail Head
12-2-3 Chinese Inf Div (167)
A61.27:
A6.03: Cap ROK Inf Div (18 Inf Rgt)
12-3-3 Chinese Inf Div (148)
A58.20:
A8.02: Cap ROK Inf Div (17 Inf Rgt)
12-3-3 Chinese Inf Div (149)
Rail Head A57.17:
8-0 ROK Corps HQ (I)
A10.03: 15-1-3 Arty Rgt (I Corps)
12-3-3 Chinese Inf Div (150) 1 SP
A2.07: A53.20:
8-2-2 NK Inf Div (47) 12-3-3 ROK Inf Div (3)
Rail Head
A2.06:
12-2-3 NK Inf Div (17, less 1 step) A37.04:
5-3-3 ROK Marine Inf Rgt (1)
With any Communist Unit:
9-1-2 Chinese Arty Rgt (47, 48)
13-1-3 Chinese Arty Rgt (25, 27, 28)
9-1-3 Chinese Arty Rgt (26, 29)
8x Porter Points, 3x Truck Points
20 SPs
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OCS 4-09
A38.03: A24.03:
15-0 US Corps HQ (X) 12-2-3 ROK Inf Div (7, less 2 steps)
3 Inf Div (64 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
(Full)) A25.03:
29-2-5 Arm Arty Grp (92) 3-2-2 ROK Breakdown Rgt
1x Truck Point
5 SPs A27.02:
3-2-2 ROK Breakdown Rgt
A32.07:
3 Inf Div (7 Inf Rgt) A26.02:
10-2-3 ROK Inf Div (8, less 1 step)
A32.01:
3 Inf Div (65 PR Inf Rgt) B16.31:
1 Cav Div (5 Inf Rgt)
B32.28:
3 Inf Div (15 Inf Rgt) B18.29:
1 Cav Div (70 Tank Bn, Divarty Arty Rgt, Organic Truck
A37.05: (Full))
1 Mar Div (1 Tank Bn)
B19.32:
A34.10: 1 Cav Div (7 Inf Rgt)
1 Mar Div (1 Marine Rgt, 11 Arty Rgt, Organic Truck (Full))
1 SP A19.01:
12-0 US Corps HQ (IX)
A32.10: 1 Cav Div (8 Inf Rgt)
1 Mar Div (7 Marine Rgt) 8-3-3 Inf Bde (Turk)
13-2-4 Arty Bn (17)
A32.11: 3 SPs
1 Mar Div (5 Marine Rgt)
1 SP A20.01:
2 Inf Div (72 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
A35.12: (Full))
7 Inf Div (31 Inf Rgt)
Rail Head A22.04:
2 Inf Div (38 Inf Rgt)
A46.10:
7 Inf Div (73 Tank Bn, Divarty Arty Rgt, Organic Tr u c k A21.04:
(Full)) 2 Inf Div (23 Inf Rgt)
A46.19: A21.05:
7 Inf Div (32 Inf Rgt) 2 Inf Div (9 Inf Rgt)
Rail Head
A44.22:
7 Inf Div (17 Inf Rgt) A20.04:
25 Inf Div (24 Inf Rgt)
B23.33:
8-0 ROK Corps HQ (II) A19.04:
6 ROK Inf Div (7 Inf Rgt) 25 Inf Div (89 Tank Bn)
15-1-3 Arty Rgt (II Corps)
2 SPs A18.03:
25 Inf Div (27 Inf Rgt, Divarty Arty Rgt, Organic Tr u c k
B24.33: (Full))
6 ROK Inf Div (2 Inf Rgt)
A17.04:
A23.04: 25 Inf Div (35 Inf Rgt)
3-2-2 ROK Breakdown Rgt
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29
OCS 4-09
A16.01: Victory:
1 ROK Inf Div (15 Inf Rgt, Divarty Arty Bn)
A) Automatic Victory (1.5a)
A15.03: B) The Communists win at game end by controlling P'y-
1 ROK Inf Div (12 Inf Rgt) ongyang and Hungnam.
C) The UN win at game end by controlling P'yongyang and
A16.03: Wonsan.
1 ROK Inf Div (11 Inf Rgt) D) Any other result is a draw.
A62.32:
8-2-2 NK Inf Div (24)
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30
OCS 4-09
A61.32: A30.11:
8-2-2 NK Inf Div (38) 12-3-3 Chinese Inf Div (60)
Rail Head 12-1-2 Chinese Arty Rgt (44)
9-1-2 Chinese Arty Rgt (45)
A62.29:
8-2-2 NK Inf Div (41) A25.13:
10-0 Chinese Army Group HQ (IX)
A33.24: 5 SPs
12 NK Inf Div (2 Inf Rgt)
A23.07:
A35.23: 10-0 Chinese Army Group HQ (XIII)
5 NK Inf Div (10 Inf Rgt) 4-3-3 Chinese Breakdown Rgt
5 SPs
A31.27:
12 NK Inf Div (1 Inf Rgt) A25.04:
6-0 Chinese Army HQ (42)
A34.12: 12-3-3 Chinese Inf Div (126)
5-0 Chinese Army HQ (27)
12-2-3 Chinese Inf Div (81) A27.03:
4 SPs 4-3-4 Chinese Cav Rgt
A33.13: A27.04:
12-3-3 Chinese Inf Div (79) 12-3-3 Chinese Inf Div (124)
A33.14: A26.03:
12-3-3 Chinese Inf Div (80) 12-4-3 Chinese Inf Div (125)
A33.15: A24.05:
10-2-3 Chinese Inf Div (90) 6-0 Chinese Army HQ (38)
12-3-3 Chinese Inf Div (114)
A33.17: 4 SPs
5-0 Chinese Army HQ (26)
10-2-3 Chinese Inf Div (77) A24.04:
Rail Head 12-4-3 Chinese Inf Div (112)
A32.17: A23.05:
12-3-3 Chinese Inf Div (76) 12-4-3 Chinese Inf Div (113)
A28.17: A22.05:
10-2-3 Chinese Inf Div (88) 6-0 Chinese Army HQ (40)
4-4-3 Chinese Breakdown Rgt
A27.17: Rail Head
10-2-3 Chinese Inf Div (78)
A20.07:
A31.11: 12-4-3 Chinese Inf Div (120)
5-0 Chinese Army HQ (20)
12-3-3 Chinese Inf Div (59) A21.06:
10-2-3 Chinese Inf Div (89) 12-4-3 Chinese Inf Div (119, less 1 step)
4 SPs
A20.05:
A31.10: 12-4-3 Chinese Inf Div (118)
12-3-3 Chinese Inf Div (58)
A19.06:
6-0 Chinese Army HQ (39)
12-4-3 Chinese Inf Div (115)
4 SPs
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31
OCS 4-09
A4.03: B42.01:
5-0 Chinese Army HQ (50) 10-2-3 ROK Inf Div (5)
12-2-3 Chinese Inf Div (167)
C37.27:
A6.03: 12-2-3 ROK Inf Div (9)
12-3-3 Chinese Inf Div (148)
C44.24:
A8.02: 10-2-3 ROK Inf Div (11)
12-3-3 Chinese Inf Div (149)
Rail Head C56.12:
French 2-4-3 Inf Bn
A10.03:
12-3-3 Chinese Inf Div (150) B31.09:
CW Inf Div (29 Inf Bde, 45 RA Arty Rgt, 8 Hus Tank Bn)
A2.07:
8-2-2 NK Inf Div (47) B14.23:
3-3-3 Inf Bn (Phil)
A2.06:
12-2-3 NK Inf Div (17, less 1 step) B17.27:
6-4-4 Airborne Rgt (187)
With any Communist Unit: 2-2-3 Inf Bn (Thai)
13-1-3 Chinese Arty Rgt (25, 27, 28) 2x Truck Points
9-1-2 Chinese Arty Rgt (47, 48) 5 SPs
9-1-3 Chinese Arty Rgt (26, 29)
8x Porter Points A62.27:
3x Truck Points Cap ROK Inf Div (1 Inf Rgt)
20 SPs Rail Head
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32
OCS 4-09
A57.17: B24.33:
8-0 ROK Corps HQ (I) 6 ROK Inf Div (2 Inf Rgt)
15-1-3 Arty Rgt (I Corps)
1 SP B23.33:
8-0 ROK Corps HQ (II)
A53.20: 6 ROK Inf Div (7 Inf Rgt)
12-3-3 ROK Inf Div (3) 15-1-3 Arty Rgt (II Corps)
Rail Head 2 SPs
A37.04: A23.04:
5-3-3 ROK Marine Inf Rgt (1) 3-2-2 ROK Breakdown Rgt
A38.03: A24.03:
15-0 US Corps HQ (X) 12-2-3 ROK Inf Div (7, less 2 steps)
3 Inf Div (64 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
(Full)) A25.03:
29-2-5 Arm Arty Grp (92) 3-2-2 ROK Breakdown Rgt
1x Truck Point
5 SPs A27.02:
3-2-2 ROK Breakdown Rgt
A32.07:
3 Inf Div (7 Inf Rgt) A26.02:
10-2-3 ROK Inf Div (8, less 1 step)
A32.01:
3 Inf Div (65 PR Inf Rgt) B16.31:
1 Cav Div (5 Inf Rgt)
B32.28:
3 Inf Div (15 Inf Rgt) B18.29:
1 Cav Div (70 Tank Bn, Divarty Arty Rgt, Organic Truck
A37.05: (Full))
1 Mar Div (1 Tank Bn)
B19.32:
A34.10: 1 Cav Div (7 Inf Rgt)
1 Mar Div (1 Marine Rgt, 11 Arty Rgt, Organic Truck (Full))
1 SP A19.01:
12-0 US Corps HQ (IX)
A32.10: 1 Cav Div (8 Inf Rgt)
1 Mar Div (7 Marine Rgt) 8-3-3 Inf Bde (Turk)
13-2-4 Arty Bn (17)
A32.11: 3 SPs
1 Mar Div (5 Marine Rgt)
1 SP A20.01:
2 Inf Div (72 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
A35.12: (Full))
7 Inf Div (31 Inf Rgt)
Rail Head A22.04:
2 Inf Div (38 Inf Rgt)
A46.10:
7 Inf Div (73 Tank Bn, Divarty Arty Rgt, Organic Tr u c k A21.04:
(Full)) 2 Inf Div (23 Inf Rgt)
A46.19: A21.05:
7 Inf Div (32 Inf Rgt) 2 Inf Div (9 Inf Rgt)
Rail Head
A44.22:
7 Inf Div (17 Inf Rgt)
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33
OCS 4-09
A19.04: Optional:
25 Inf Div (89 Tank Bn) If employing the Interdiction option, any Air Unit can be
placed in the Interdiction Box
A18.03: 3x B-26
25 Inf Div (27 Inf Rgt, Divarty Arty Rgt, Organic Tr u c k 2x B-29
(Full)) 1x F-80c
1x F4U (or on CV)
A17.04: 1x CW Mixed (or on CV)
25 Inf Div (35 Inf Rgt)
In any all Sea hex or Interdiction Box (optional):
A16.01: Toledo SAG
1 ROK Inf Div (15 Inf Rgt, Divarty Arty Bn) Rochester SAG
CW TF SAG
A15.03: Missouri SAG
1 ROK Inf Div (12 Inf Rgt)
Reinforcements: Per the Order of Arrival.
A16.03: Supply and Supply Sources: Per the Campaign Supply
1 ROK Inf Div (11 Inf Rgt) Chart.
B14.23: B40.07:
8-2-2 NK Inf Div (24) 12 NK Inf Div (1, 2 Inf Rgt)
B41.26: B41.07:
12-3-3 Chinese Inf Div (60, less 2 steps) 12-2-3 NK Inf Div (43, less 1 step)
B36.28: B42.08:
5-0 Chinese Army HQ (20) 6 NK Inf Div (14, 15 Inf Rgt)
12-3-3 Chinese Inf Div (59, less 1 step)
B44.07:
B35.29: 12-2-3 NK Inf Div (27, less 1 step)
12-3-3 Chinese Inf Div (58, less 2 steps)
B47.07:
A35.03: 16-2-3 NK Inf Div (2, less 2 steps)
12-2-3 Chinese Inf Div (81, less 1 step)
B47.09:
A36.03: 12-2-3 NK Inf Div (10, less 1 step)
5-0 Chinese Army HQ (27) 13-1-2 NK Arty Rgt (II)
12-3-3 Chinese Inf Div (80, less 2 steps)
B48.08:
A37.04: 12-3-3 NK Inf Div (9)
5-0 Chinese Army HQ (26)
12-3-3 Chinese Inf Div (79, less 2 steps) B48.09:
12-1-2 Chinese Arty Rgt (44) 10-0 NK Corps HQ (II)
9-1-2 Chinese Arty Rgt (45) 8-2-2 NK Inf Div (31)
4 SP
A38.03:
10-0 Chinese Army Group HQ (IX) B33.05:
10-2-3 Chinese Inf Div (77) 12-3-3 Chinese Inf Div (148)
2 SPs
B30.06:
A39.04: 5-0 Chinese Army HQ (50)
12-3-3 Chinese Inf Div (76, less 2 steps)
B31.05:
A43.06: 12-3-3 Chinese Inf Div (149, less 1 step)
10-2-3 Chinese Inf Div (78) Rail Head
B16.34: B32.04:
8-0 NK Corps HQ (III) 12-3-3 Chinese Inf Div (150)
16-3-3 NK Inf Div (3, less 3 steps)
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35
OCS 4-09
B34.05: B39.09:
12-2-3 Chinese Inf Div (167, less 1 step) 12-2-3 Chinese Inf Div (196)
B35.06: B40.12:
12-4-3 Chinese Inf Div (113, less 1 step) 5-0 Chinese Army HQ (66)
2 SP
B37.06: Rail Head
12-4-3 Chinese Inf Div (112, less 1 step)
With, or adjacent to, any Communist Unit:
B36.05: 2x 4-3-3 Chinese Breakdown Rgt
6-0 Chinese Army HQ (38) 13-1-3 Chinese Arty Rgt (25, 27, 28)
12-3-3 Chinese Inf Div (114) 9-1-2 Chinese Arty Rgt (47, 48)
2 SPs 9-1-3 Chinese Arty Rgt (26, 29)
8x Porter Points
B31.08: 3x Truck Points
6-0 Chinese Army HQ (39) 4 SPs
12-3-3 Chinese Inf Div (117)
Air Bases:
B30.08: Level 3: A2.07, A5.09, A7.12, A20.26
12-4-3 Chinese Inf Div (116) Level 2: A23.20, A20.18, B17.27, A37.04, B29.09
Level 1: B53.11
B33.09:
12-4-3 Chinese Inf Div (115, less 1 step) Air Units:
On any Communist Air Base in China:
B31.09: 3x (8-2) Russian MiG-15
10-0 Chinese Army Group HQ (XIII) 2x (9-2) Russian MiG-15
4-3-4 Chinese Cav Rgt (Cav) 2x Chinese MiG-15
4 SPs 1x Chinese IL-10
1x Chinese Tu-2
B35.09: 1x Chinese La-9
6-0 Chinese Army HQ (42)
12-3-3 Chinese Inf Div (126, less 1 step) Reinforcements: Per the Order of Arrival,
1 SP Supply and Supply Sources: Per the Campaign Supply
Chart.
B34.08:
12-3-3 Chinese Inf Div (124, less 1 step) If playing this campaign as a 2-map campaign, use the alter-
nate supply sources specified in 2.10.
B36.08:
12-4-3 Chinese Inf Div (125) UN Information
Reserve Markers: 10
B36.10: Dead Pile:
6-0 Chinese Army HQ (40) 1-2-3 ROK Inf Bn (1 Sep)
12-4-3 Chinese Inf Div (118, less 1 step) 3-2-6 ROK Arm Car Bn (1 Cav)
2 SPs 7 Inf Div (31 Inf Rgt)
1 Mar Div (5 Marine Rgt)
B37.09: 6 ROK Inf Div (7 Inf Rgt)
12-4-3 Chinese Inf Div (120, less 1 step)
Set Up: (All Units are US, unless otherwise noted)
B37.11: C30.12:
12-4-3 Chinese Inf Div (119) 10-2-3 ROK Inf Div (11)
B41.11: B53.01:
12-3-3 Chinese Inf Div (197) 12-3-3 ROK Inf Div (3, less 1 step)
8-0 ROK Corps HQ (III)
B39.11: 15-1-3 Arty Rgt (III Corps)
12-3-3 Chinese Inf Div (198, less 1 step) 2 SPs
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36
OCS 4-09
C55.12: B42.06:
13-2-4 Arty Bn (17) 2 Inf Div (23 Inf Rgt)
C56.12: C44.34:
5-3-3 ROK Marine Inf Rgt (1) 12-2-3 ROK Inf Div (2, less 2 steps)
1 SP
C44.32:
B58.01: 1 Cav Div (5 Inf Rgt)
8-0 ROK Corps HQ (I)
15-1-3 Arty Rgt (I Corps) C42.33:
4-3-3 ROK Breakdown Rgt 1 Cav Div (70 Tank Bn)
2 SPs 3-3-3 Inf Bn (Phil)
2-3-3 Inf Bn (Greek)
B57.06:
Cap ROK Inf Div (1 Inf Rgt) C41.33:
1 Cav Div (7 Inf Rgt, Divarty Arty Rgt, Organic Truck (Full))
B55.06:
Cap ROK Inf Div (18 Inf Rgt) B42.01:
1 Cav Div (8 Inf Rgt)
B56.06:
Cap ROK Inf Div (17 Inf Rgt) B41.05:
10-2-3 ROK Inf Div (8, less 1 step)
B53.05:
12-2-3 ROK Inf Div (7, less 2 steps) B41.06:
3-2-2 ROK Breakdown Rgt
B50.05:
12-2-3 ROK Inf Div (9) B40.04:
10-2-3 ROK Inf Div (5, less 1 step)
C50.33:
2 Inf Div (72 Tank Bn, Divarty Arty Rgt, Organic Tr u c k B40.05:
(Full)) 24 Inf Div (5 Inf Rgt)
C50.21: B40.02:
7 Inf Div (73 Tank Bn, Divarty Arty Rgt, Organic Tr u c k 24 Inf Div (21 Inf Rgt, Divarty Arty Rgt, Organic Tr u c k
(Full)) (Full))
B47.01: B39.03:
15-0 Corps HQ (X) 24 Inf Div (19 Inf Rgt)
7 Inf Div (32 Inf Rgt)
29-2-5 Arm Arty Grp (92) B39.01:
1x Truck Point 12-0 Corps HQ (IX)
4 SPs 24 Inf Div (6 Tank Bn)
CW Inf Div (45 RA Arty Rgt)
B45.03: 1x Truck Point
7 Inf Div (17 Inf Rgt) 4 SPs
C45.30: B38.02:
6-4-4 Airborne Rgt (187) CW Inf Div (27 Inf Bde, 8 Hus Tank Bn)
B44.30: B37.02:
2 Inf Div (9 Inf Rgt/) 6 ROK Inf Div (2 Inf Rgt)
2-3-3 Inf Bn (Dutch)
B36.01:
B43.06: 6 ROK Inf Div (19 Inf Rgt)
2 Inf Div (38 Inf Rgt) 15-1-3 Arty Rgt (II Corps)
2-4-3 Inf Bn (French)
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37
OCS 4-09
B16.34: B48.12:
NK 16-3-3 Inf Div (3, less 3 steps) 12-2-3 NK Inf Div (27, less 2 steps)
B17.34: B46.10:
8-2-2 NK Inf Div (36) 12-3-3 NK Inf Div (9, less 1 step)
A36.03: B45.10:
12-2-3 Chinese Inf Div (81, less 1 step) 12 NK Inf Div (2 Inf Rgt)
10-0 Chinese Army Group HQ (IX) 12-2-3 NK Inf Div (43, less 1 step)
2 SPs
B45.11:
A38.03: 6 NK Inf Div (14 Inf Rgt)
5-0 Chinese Army HQ (27) 12-2-3 NK Inf Div (7, less 1 step)
12-3-3 Chinese Inf Div (80, less 2 steps)
B43.12:
A37.04: 8-0 NK Corps HQ (V)
12-3-3 Chinese Inf Div (79, less 2 steps) 13-1-2 NK Arty Rgt (V)
12-1-2 Chinese Arty Rgt (44) 3-2-2 NK Breakdown Rgt
9-1-2 Chinese Arty Rgt (45) 4 SPs
B38.27: B43.11:
12-3-3 Chinese Inf Div (60, less 2 steps) 12-2-3 Chinese Inf Div (196, less 1 step)
B36.28: B42.10:
5-0 Chinese Army HQ (20) 12-3-3 Chinese Inf Div (197)
12-3-3 Chinese Inf Div (59, less 1 step)
B41.10:
B35.29: 12-3-3 Chinese Inf Div (198, less 1 step)
12-3-3 Chinese Inf Div (58, less 2 steps)
B41.11:
B41.26: 5-0 Chinese Army HQ (66)
8-0 NK Corps HQ (III) 5 SPs
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39
OCS 4-09
B40.09: B31.08:
12-4-3 Chinese Inf Div (120, less 1 step) 12-3-3 Chinese Inf Div (149, less 1 step)
B40.08: B30.09:
12-3-3 Chinese Inf Div (117) 5-0 Chinese Army HQ (50)
4-3-3 Chinese Breakdown Rgt
B39.09:
12-4-3 Chinese Inf Div (116) B30.08:
12-3-3 Chinese Inf Div (150, less 1 step)
B39.10: Rail Head
12-4-3 Chinese Inf Div (119)
6-0 Chinese Army HQ (40) B29.10:
8 SP 12-2-3 NK Inf Div (17, less 1 step)
B38.08: B28.10:
12-4-3 Chinese Inf Div (125, less 2 steps) 8-2-2 NK Inf Div (47)
B38.09: B32.14:
12-4-3 Chinese Inf Div (115, less 1 step) 10-0 Chinese Army Group HQ (XIII)
4-3-4 Chinese Cav Rgt (Cav)
B37.10: 4 SPs
6-0 Chinese Army HQ (39)
4 SPs B34.19:
10-2-3 Chinese Inf Div (77)
B37.08: 5-0 Chinese Army HQ (26)
12-3-3 Chinese Inf Div (126, less 1 step)
Rail Head B33.20:
12-3-3 Chinese Inf Div (76, less 1 step)
B36.07:
12-3-3 Chinese Inf Div (124, less 1 step) B34.20:
10-2-3 Chinese Inf Div (78)
B36.08:
6-0 Chinese Army HQ (42) With, or adjacent to, any Communist Unit:
12-4-3 Chinese Inf Div (118, less 1 step) 2x 4-3-3 Chinese Breakdown Rgt
1 SP 13-1-3 Chinese Arty Rgt (25, 27, 28)
9-1-2 Chinese Arty Rgt (47, 48)
B35.08: 9-1-3 Chinese Arty Rgt (26, 29)
12-3-3 Chinese Inf Div (114) 8x Porter Points
3x Truck Points
B34.08: 4 SPs
12-4-3 Chinese Inf Div (112, less 1 step)
Air Bases:
B33.09: Level 3: A2.07, A5.09, A7.12, A20.26
6-0 Chinese Army HQ (38) Level 2: A23.20, A20.18, B17.27, A37.04
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40
OCS 4-09
B42.01: B33.01:
15-0 Corps HQ (X) 12-0 Corps HQ (I)
7 Inf Div (32 Inf Rgt) 2-2-3 Inf Bn (Thai)
29-2-5 Arm Arty Grp (92) 2-3-3 Inf Bn (Greek)
1x Truck Point 13-2-4 Arty Bn (17)
5 SPs 1x Truck Point
4 SPs
B40.02:
12-2-3 ROK Inf Div (2, less 1 step) B32.03:
1 ROK Inf Div (11, 12 Inf Rgt)
B40.05: 15-1-3 ROK Arty Rgt (II Corps)
2 Inf Div (9 Inf Rgt)
B32.04:
B39.07: 1 Cav Div (8 Inf Rgt, 70 Tank Bn, Divarty Arty Rgt, Organic
2 Inf Div (23 Inf Rgt) Truck (Full))
2-4-3 Inf Bn (French)
2 SPs B32.07:
Rail Head 3 Inf Div (7 Inf Rgt)
B39.05: B31.07:
CW Inf Div (27 Inf Bde, 8 Hus Tank Bn) 3 Inf Div (15 Inf Rgt)
B39.01: B30.07:
12-0 Corps HQ (IX) 1 ROK Inf Div (15 Inf Rgt, Divarty Arty Bn)
3-3-3 Inf Bn (Phil)
28-2-3 Arty Grp (196) B30.06:
30-2-5 Arm Arty Grp (999) 3 Inf Div (65 PR Inf Rgt, 64 Tank Bn, Divarty Arty Rgt, Or-
4 SPs ganic Truck (Full))
1x Truck Point 3-3-3 Inf Bn (Phil)
B37.06: B29.09:
24 Inf Div (21 Inf Rgt) 25 Inf Div (24 Inf Rgt)
B36.05: B29.08:
24 Inf Div (19 Inf Rgt) 25 Inf Div (35 Inf Rgt)
Rail Head
B36.04:
24 Inf Div (5 Inf Rgt, 6 Tank Bn, Divarty Arty Rgt, Organic B28.07:
Truck (Full)) 25 Inf Div (27 Inf Rgt, 89 Tank Bn, Divarty Arty Rgt, Organic
Truck (Full))
C35.02:
CW Inf Div (29 Inf Bde, 45 RA Arty Rgt) B28.09:
8-3-3 Inf Bde (Turk)
B35.04:
6 ROK Inf Div (7, 19 Inf Rgt) Air Bases:
Level 2: C55.12, C56.12, B29.09, B33.01
B35.06: Level 1: C50.21, C59.23, B42.01, C37.27, B53.11
6 ROK Inf Div (2 Inf Rgt)
Air Units:
B34.06: In any UN Air Base, Japan base:
1 Cav Div (7 Inf Rgt) 5x F-51
2x F-80c
B33.07: 2x F-84
1 Cav Div (5 Inf Rgt) 2x F-86e
1x C-54
1x C-119
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42
OCS 4-09
Optional: B38.27:
If employing the Interdiction option, any Air Unit can be 12-3-3 Chinese Inf Div (60, less 2 steps)
placed in the Interdiction Box
3x B-26 B36.28:
2x B-29 5-0 Chinese Army HQ (20)
1x F-80c 12-3-3 Chinese Inf Div (59, less 1 step)
1x F4U (or on CV)
1x CW Mixed (or on CV) B35.29:
12-3-3 Chinese Inf Div (58, less 2 steps)
In any all Sea hex or Interdiction Box (optional):
Toledo SAG B47.19:
Rochester SAG 10-0 NK Corps HQ (II)
CW TF SAG 13-1-2 NK Arty Rgt (II)
Missouri SAG 2 SPs
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43
OCS 4-09
B43.24: B35.10:
8-2-2 NK Inf Div (45) 12-3-3 Chinese Inf Div (126, less 2 steps)
B44.23: B34.10:
8-2-2 NK Inf Div (46) 6-0 Chinese Army HQ (42)
1 SP
B42.10:
12-2-3 Chinese Inf Div (196, less 1 step) B34.08:
12-4-3 Chinese Inf Div (112, less 1 step)
B42.24:
16-3-3 NK Inf Div (1, less 2 steps) B32.10:
6-0 Chinese Army HQ (38)
B42.11: 1 SP
12-3-3 Chinese Inf Div (198, less 2 steps)
B33.09:
B41.26: 12-4-3 Chinese Inf Div (113, less 1 step)
8-2-2 NK Inf Div (37)
B32.08:
B41.10: 12-3-3 Chinese Inf Div (148, less 1 step)
4-3-3 Chinese Breakdown Rgt
B31.09:
B41.11: 12-2-3 Chinese Inf Div (167, less 2 steps)
5-0 Chinese Army HQ (66) 2 SPs
12-3-3 Chinese Inf Div (197, less 1 step)
2 SPs B31.08:
12-3-3 Chinese Inf Div (149, less 1 step)
B40.10: Rail Head
12-4-3 Chinese Inf Div (119, less 1 step)
B30.09:
B39.11: 5-0 Chinese Army HQ (50)
6-0 Chinese Army HQ (40) 4-3-3 Chinese Breakdown Rgt
12-4-3 Chinese Inf Div (118, less 2 steps)
2 SPs B30.08:
12-3-3 Chinese Inf Div (150, less 1 step)
B39.10: Rail Head
12-4-3 Chinese Inf Div (120, less 1 step)
B29.10:
B38.09: 12-2-3 NK Inf Div (17, less 1 step)
12-4-3 Chinese Inf Div (116, less 1 step)
B28.10:
B37.10: 8-2-2 NK Inf Div (47)
12-4-3 Chinese Inf Div (115, less 2 steps)
B32.14:
B37.09: 10-0 Chinese Army Group HQ (XIII)
12-3-3 Chinese Inf Div (117, less 1 step) 4-3-4 Chinese Cav Rgt (Cav)
4 SPs
B36.10:
6-0 Chinese Army HQ (39) B36.14:
2 SPs 5-0 Chinese Army HQ (26)
10-2-3 Chinese Inf Div (77)
B36.09:
12-3-3 Chinese Inf Div (124, less 1 step) B36.15:
12-3-3 Chinese Inf Div (76, less 1 step)
B35.09:
12-3-3 Chinese Inf Div (114) B36.16:
10-2-3 Chinese Inf Div (78)
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44
OCS 4-09
B52.11: B42.04:
Cap ROK Inf Div (17, 18 Inf Rgt) 2 Inf Div (23 Inf Rgt)
2-4-3 Inf Bn (French)
B53.11:
Cap ROK Inf Div (1 Inf Rgt) B42.06:
15-1-3 Arty Rgt (I Corps) 2 Inf Div (38 Inf Rgt, 72 Tank Bn, Divarty Arty Rgt, Organic
Truck (Full))
B51.10: 29-2-5 Arm Arty Grp (92)
12-2-3 ROK Inf Div (9)
B41.07:
B48.05: 6 ROK Inf Div (7, 19 Inf Rgt)
5-3-3 ROK Marine Inf Rgt (1)
8-0 ROK Corps HQ (III) B41.08:
15-1-3 Arty Rgt (III Corps) 6 ROK Inf Div (2 Inf Rgt)
3 SPs
B40.07:
B47.07: CW Inf Div (27 Inf Bde, 8 Hus Tank Bn)
7 Inf Div (73 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
(Full)) B37.06:
CW Inf Div (29 Inf Bde, 45 RA Arty Rgt)
B48.07:
7 Inf Div (31 Inf Rgt) B45.03:
12-2-3 ROK Inf Div (2, less 1 step)
B46.08:
7 Inf Div (17 Inf Rgt) B38.07:
1 Cav Div (8 Inf Rgt)
B47.09:
7 Inf Div (32 Inf Rgt)
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45
OCS 4-09
B39.07: B31.07:
1 Cav Div (5 Inf Rgt) 3 Inf Div (15 Inf Rgt)
B40.06: B30.07:
1 Cav Div (7 Inf Rgt, 70 Tank Bn, Divarty Arty Rgt, Organic 3 Inf Div (65 PR Inf Rgt)
Truck (Full)) 3-3-3 Inf Bn (Phil)
B39.05: B30.06:
12-0 US Corps HQ (IX) 3 Inf Div (64 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
2-3-3 Inf Bn (Greek) (Full))
28-2-3 Arty Grp (196)
1x Truck Point B28.08:
6 SPs 1 ROK Inf Div (12 Inf Rgt)
15-1-3 ROK Arty Rgt (II Corps)
B37.07:
24 Inf Div (21 Inf Rgt) B29.08:
1 ROK Inf Div (15 Inf Rgt, Divarty Arty Bn)
B36.04: Rail Head
24 Inf Div (6 Tank Bn, Divarty Arty Rgt, Organic Tr u c k
(Full)) B29.09:
1 ROK Inf Div (11 Inf Rgt)
B36.07:
24 Inf Div (5 Inf Rgt) Air Bases:
Level 2: B29.09, B33.01, B42.01
B35.07: Level 1: B42.06, B53.11
8-3-3 Inf Bde (Turk)
Air Units:
B35.08: In any UN Air Base, Japan base:
24 Inf Div (19 Inf Rgt) 5x F-51
2x F-80c
B34.07: 4x F4U (or on CV)
25 Inf Div (35 Inf Rgt) 2x F9F (or on CV)
2x AD (or on CV)
B34.06:
25 Inf Div (27 Inf Rgt, 89 Tank Bn, Divarty Arty Rgt, Organic In any all Sea hex:
Truck (Full)) Valley Forge CVG
Philippine Sea CVG
B33.07:
25 Inf Div (24 Inf Rgt) Reinforcements:
5 SPs per turn. Place them in any of the UN supply sources.
B32.05: Supply Sources: B33.01, B27.07, B42.01, B57.01, B47.01.
2-2-3 Inf Bn (Thai)
17-2-5 Arm Arty Bn (937) Rail Cap: 3
30-2-5 Arm Arty Grp (999)
Victory:
B33.01:
12-0 US Corps HQ (I) A) Automatic Victory
6-4-4 Airborne Rgt (187) B) The UN win at game end by controlling Seoul and
13-2-4 Arty Bn (17) Chunchon.
1x Truck Point C) The Chinese win at game end by controlling Chunchon
6 SPs and ≥ 1 hex of Seoul.
D) Any other result is a draw.
B32.07:
3 Inf Div (7 Inf Rgt) Historically, a UN victory.
© 2003 Multi-Man Publishing, LLC. Multi-Man Publishing, Home of The Gamers. Quality Wargames since 1988
46
OCS 4-09
B27.12:
5.13 Chinese Spring Offensive 8-2-2 NK Inf Div (47)
This scenario covers the largest Chinese offensive of the war. B27.15:
Vowing to give Mao a "May Day" present by retaking Seoul, 5-0 Chinese Army HQ (65)
the Chinese launch their an all-out assault on the UN posi- 8-2-2 Chinese Inf Div (194)
tions.
B28.17:
General Information 5-0 Chinese Army HQ (15)
First Player: Communist 8-2-2 Chinese Inf Div (45)
First Turn: 22 April 51
Last Turn: 29 May 51 B28.16:
Game Length: 12 Turns 5-0 Chinese Army HQ (63)
Maps in Play: Map B
B28.14:
Communist Information 12-3-3 Chinese Inf Div (193)
Reserve Markers: 8
Dead Pile: None B28.13:
8-2-2 Chinese Inf Div (192)
Set Up:
B17.27: B28.12:
8-0 NK Corps HQ (IV) 8-2-2 Chinese Inf Div (191)
4 NK Inf Div (16 Inf Rgt)
1x Truck Point B29.13:
1 SP 12-3-3 Chinese Inf Div (190)
Rail Head
B14.23:
5 NK Inf Div (10 Inf Rgt) B29.14:
8-2-2 NK Inf Div (24) 8-2-2 Chinese Inf Div (189)
B19.32: B29.15:
6-0 Chinese Army HQ (42) 12-3-3 Chinese Inf Div (187)
12-3-3 Chinese Inf Div (124, less 2 steps)
9-2-3 Chinese Arty Rgt (26) B29.16:
12-2-3 Chinese Inf Div (188)
B22.29:
6-0 Chinese Army HQ (38) B29.17:
12-4-3 Chinese Inf Div (113, less 2 steps) 8-2-2 Chinese Inf Div (44)
13-2-3 Chinese Arty Rgt (27)
B30.17:
B25.16: 5-0 Chinese Army HQ (12)
8-0 Chinese Army Grp HQ (19) 8-2-2 Chinese Inf Div (35)
2x 13-1-3 Chinese Arty Rgt (19, 20) 9-2-3 Chinese Arty Rgt (29)
9-1-3 Chinese Arty Rgt (21) 3 SPs
5 SPs
B30.16:
B26.14: 12-3-3 Chinese Inf Div (29)
8-2-2 Chinese Inf Div (195)
B31.17:
B26.13: 12-3-3 Chinese Inf Div (31)
5-0 Chinese Army HQ (64)
B31.18:
B26.12: 5-0 Chinese Army HQ (60)
12-2-3 NK Inf Div (17, less 1 step) 8-2-2 Chinese Inf Div (181)
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47
OCS 4-09
B30.20: B39.17:
10-0 Chinese Grp HQ (3) 6-0 Chinese Army HQ (39)
9-1-2 Chinese Arty Rgt (9, 11) 12-4-3 Chinese Inf Div (116, less 2 steps)
5 SPs
B40.16:
B32.16: 12-4-3 Chinese Inf Div (115, less 1 step)
12-2-3 Chinese Inf Div (179)
B32.17: B47.20:
8-2-2 Chinese Inf Div (34, 180) 10-0 NK Corps HQ (II)
13-1-2 NK Arty Rgt (II)
B33.17: 2 SPs
12-3-3 Chinese Inf Div (79, less 1 step)
Rail Head B47.18:
8-0 NK Corps HQ (V)
B34.16: 13-1-2 NK Arty Rgt (V)
12-3-3 Chinese Inf Div (80, less 1 step) 8-2-2 NK Inf Div (45)
B34.17: B48.18:
5-0 Chinese Army HQ (27) 12-2-3 NK Inf Div (27, less 2 steps)
12-2-3 Chinese Inf Div (81, less 1 step) 8-2-2 NK Inf Div (31)
Rail Head
B34.19:
10-0 Chinese Army Group HQ (IX) B47.17:
12-3-3 Chinese Inf Div (76, less 2 steps) 8-2-2 NK Inf Div (37)
9-1-2 Chinese Arty Rgt (45)
B45.17:
B35.16: 8-2-2 NK Inf Div (46)
12-3-3 Chinese Inf Div (60, less 1 step)
B45.16:
B35.17: 6 NK Inf Div (14 Inf Rgt/5-3-3)
12-3-3 Chinese Inf Div (59, less 1 step) 12 NK Inf Div (2 Inf Rgt/5-3-3)
B36.17: B46.16:
5-0 Chinese Army HQ (20) 16-3-3 NK Inf Div (1, less 2 steps)
© 2003 Multi-Man Publishing, LLC. Multi-Man Publishing, Home of The Gamers. Quality Wargames since 1988
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OCS 4-09
UN Information B42.15:
Reserve Markers: 10 2 Inf Div (23 Inf Rgt)
Dead Pile: None 2-4-3 Inf Bn (French)
Set Up: (All Units are US, unless otherwise noted) B42.06:
B52.10: 2 Inf Div (72 Tank Bn, 9 Inf Rgt, 2 Divarty Arty Rgt, Organic
8-0 ROK Corps HQ (I) Truck (Full))
3-2-2 ROK Breakdown Rgt
2 SPs B44.07:
2-3-3 Inf Bn (Dutch)
B53.11: 2 Inf Div (38 Inf Rgt)
12-2-3 ROK Inf Div (2, less 1 step)
B40.12:
B50.13: CW Inf Div (27 Inf Bde, 2/PPat Inf Bn, 8 Hus Tank Bn, 45
3-2-2 ROK Breakdown Rgt RA Arty Rgt)
15-1-3 ROK Arty Rgt (I Corps)
B41.10:
B50.14: 15-0 Corps HQ (X)
12-2-3 ROK Inf Div (9, less 1 step) 29-2-5 Arm Arty Grp (92)
18-2-5 Arm Arty Grp (176)
B49.15: 1x Truck Point
Cap ROK Inf Div (1 Inf Rgt) 5 SPs
B48.15: B39.05:
Cap ROK Inf Div (17 Inf Rgt) 12-0 US Corps HQ (IX)
Greek 2-3-3 Inf Bn
B48.14: 28-2-3 Arty Grp (196)
Cap ROK Inf Div (18 Inf Rgt) 1x Truck Point
4 SPs
B44.14:
12-2-3 ROK Inf Div (7) B40.15:
5-3-3 ROK Marine Inf Rgt (1)
B45.15:
12-3-3 ROK Inf Div (3, less 1 step) B39.16:
1 Mar Div (5 Marine Rgt)
B44.13:
8-0 ROK Corps HQ (III) B39.15:
ROK 4-3-3 Breakdown Rgt 1 Mar Div (1 Marine Rgt, 1 Tank Bn, 11 Arty Rgt, Organic
15-1-3 Arty Rgt (III Corps) Truck (Full))
2 SPs
B38.15:
B44.15: 1 Mar Div (7 Marine Rgt)
10-2-3 ROK Inf Div (5, less 1 step)
B36.15:
B43.15: 6 ROK Inf Div (19 Inf Rgt)
7 Inf Div (31 Inf Rgt, 73 Tank Bn, Divarty Arty Rgt, Organic
Truck (Full)) B36.14:
6 ROK Inf Div (7 Inf Rgt)
B42.16:
7 Inf Div (17 Inf Rgt) B37.15:
6 ROK Inf Div (2 Inf Rgt)
B43.16:
7 Inf Div (32 Inf Rgt) B35.14:
24 Inf Div (21 Inf Rgt, 6 Tank Bn, Divarty Arty Rgt, Organic
Truck (Full))
Multi-Man Publishing, LLC 403 Headquarters Dr., Ste 7, Millersville, Md, 21108 © 2003 Multi-Man Publishing, LLC.
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OCS 4-09
B35.15: B30.14:
24 Inf Div (5 Inf Rgt) 3-3-3 Inf Bn (Phil)
2-3-3 Inf Bn (Belg)
B34.15:
24 Inf Div (19 Inf Rgt) B30.13:
CW Inf Div (29 Inf Bde)
B33.16:
25 Inf Div (27 Inf Rgt) B30.12:
1 ROK Inf Div (12 Inf Rgt)
B32.14:
25 Inf Div (35 Inf Rgt, 89 Tank Bn, Divarty Arty Rgt, Organic B29.12:
Truck (Full)) Rail Head
B32.15: B29.11:
25 Inf Div (24 Inf Rgt) 1 ROK Inf Div (15 Inf Rgt, Divarty Arty Bn)
15-1-3 ROK Arty Rgt (II Corps)
B32.10:
2-2-3 Inf Bn (Thai) B29.12:
17-2-5 Arm Arty Bn (937) 1 ROK Inf Div (11 Inf Rgt)
B32.12: B28.11:
3 Inf Div (15 Inf Rgt, 3 Divarty Arty Rgt, Organic Truck 3 Inf Div (64 Tank Bn)
(Full))
Air Bases
B31.09: Level 2: B29.09, B33.01, B42.01
1 Cav Div (7, 8 Inf Rgt) Level 1: B42.06, B53.11
30-2-5 Arm Arty Grp (999)
Air Units:
B31.08: In any UN Air Base, Japan base:
1 Cav Div (70 Tank Bn, Divarty Arty Rgt, Organic Truck 5x F-51
(Full)) 2x F-80c
4x F4U (or on CV)
B29.09: 2x F9F (or on CV)
1 Cav Div (5 Inf Rgt) 2x AD (or on CV)
29-2-5 Arm Arty Grp (213)
In any all Sea hex:
B33.01: Valley Forge CVG
12-0 US Corps HQ (I) Philippine Sea CVG
6-4-4 Airborne Rgt (187)
13-2-4 Arty Bn (17) Reinforcements: 5 SPs per turn. Place these SPs in any of the
1x Truck Point UN supply sources.
5 SPs Supply Sources: B33.01, B27.07, B42.01, B57.01, B47.01.
© 2003 Multi-Man Publishing, LLC. Multi-Man Publishing, Home of The Gamers. Quality Wargames since 1988
50
OCS 4-09
DESIGNER’S NOTES
Nukes
One of the fun variants was to explore the effects of Nuclear
Weapons on the battlefield in Korea. The Soviets exploded their first
I find the OCS itself to be an excellent system, and does a great job bomb in 1949, and did not explode their second until 1951, this
of modeling modern, operational conflict. The first year of the Ko- makes it unlikely they would have had any real Nuclear capability
rean War is a great gaming situation, with the NK attack, the UN during late 1950 or early 1951. To say nothing of actually using their
counterattack, the Chinese attack, the UN counterattack, the Chinese few Nukes in Korea! However, this variant is added to allow the pos-
counterattack, the UN counterattack, etc.! sibility that this capability did indeed exist. And it should be great
fun to see those Carriers scurry! So, the Communist player can select
The first year of the Korean War was a mobile event, as the forces swept the level of Soviet reaction to US use of Nuclear weapons, from stay-
up and down the peninsula. With the standard OCS scale, the entire area ing out of it (UN must win automatic victory) to full Soviet support
of the conflict could be presented on three maps, and so there are no "map to Soviet Nuclear Response in Korea.
edges" here. The air situation is a simple one, as the Communists didn't
fight in the air outside of their Manchurian air bases. I was excited about Sanctuary
the possibility of getting the OCS and the Korean War together. MacArthur disagreed with the sanctuary the political environment
My intention from the beginning was to produce a clean, easy-to- gave the Chinese in Manchuria, but the UN player might not be very
play game, right out of the box. While we could have gone with a concerned. He knows that it is a trade off, in that he also gets relief
regimental level representation of all of the forces, representing many from the threat of Communist air strikes. UN commanders expected
of the infantry divisions as single counter divisions helps keep the and planned for air attack, and so the best way to play the game
counter density low. I tried to keep the special rules to a minimum, might be the variant that lets the Communist player break sanctuary
opting for ease of play, and so things like mines and guerrillas didn't if he wishes, and retain/enforce continuing sanctuary as he chooses.
make the final game.
Communist Rail Amounts
We've found the resulting game easy to play, and provides an excel- The Communist player receives an "artificially" high rail cap starting
lent vehicle on which to train players in the ways of the OCS. For in October 1950. Historically, the rail net and bridges had been dev-
OCS veterans, it is a great break from the more counter intensive and astated by UN air power. The purpose of the rail cap here is to show
bigger games we also enjoy. the Communist supply build-up in preparation for the Chinese offen-
sive, but not to give the Communist player additional trucks he could
Thanks to the hard work of everyone involved, I'm very pleased with use later to form extenders and so on. Giving him a "juiced" rail cap
the resulting game. Have Fun! for a short time gets the job done without additional unintended ef-
fects.
Victory
The objective of both sides was to reunite Korea, and so the auto- Hip Shoots
matic victory system, which ends the war if one side manages to oc- A by-product of the establishment of the US Air Force (USAF) as a
cupy the entire peninsula. Short of that, most gamers will know who branch of the military was that the USAF seemed to forget the hard
won at the end (or concede, the gamer's version of offering Peace and well-learned lessons of Close Air Support (CAS) from WWII. It
Talks), and will have the fun of getting there. Still, a measure of how took some time to once again excel at CAS, thus, the restriction on
well one did at the end is provided. Hip Shoots. Eventually, necessity required the USAF to re-develop
CAS techniques, which they did, hence the optional support proce-
We played the game many times with a system that tallied victory dures.
points on each turn. As intended, it gave a nice reward for aggressive
and rapid actions, and provided incentives to stay deep in enemy ter- This lapse was not the case with the US Navy and USMC. The
ritory to continue to score "points". Unfortunately, it was also a big Marines had dedicated FO's and a superb system in place to coordi-
pain! nate CAS, thus the Navy and Marine air units are allowed to hip
shoot when working in concert with Marine ground units.
So, we dropped that system in favor of the "lines" system. These
lines represented the real objectives the combatants tried to achieve, Air War
and so is a good and valid measure of "victory". An alter native The 15 hex Patrol Zone does a nice job of recreating the famous MiG
counting method is provided in the Optional rules section, if you are Alley. There are several MiG-15 versions, 9's are the ones piloted by
so inclined. This may provide a better system to shape/reward efforts, "A" quality pilots, the 8's are piloted by average Soviet "B" quality.
albeit with increased player workload. The Chinese and NK's used the same MiG-15, but their pilots were
not as skilled. The "Air War that could have been" is one of my fa-
Pusan Perimeter Zone vorite variants.
The US was uneasy about sending over units, equipment and sup-
plies into a situation where they might have to pull them right back Finally, special thanks to Ann and the Boo’s.
out again. Once the situation stabilized, the US switched over to
begin the build up for an offensive posture. OB Notes
Many of the Korean divisions reorganized and/or renamed after the
In the game, when the Communist Player abandons the Pusan initial invasions. The designations used for this game are for the later
Perimeter, he is relieving the pressure, allowing the situation to stabi - affiliations (longest lasting), rather than the initial invasions. For ex-
lize, and going over to the defensive. The US reacts to this by imme- ample, the NK 12 Division started the war as the 7th, and you will
diately building up for the counterattack. see 7th division in initial maps, etc. As an example in the ROK, ini-
Multi-Man Publishing, LLC 403 Headquarters Dr., Ste 7, Millersville, Md, 21108 © 2003 Multi-Man Publishing, LLC.
51
OCS 4-09
tially the 1st ROK consisted of the 11, 12 and 13th regiments, later, The Forgotten War, Clay Blair.
the 15th was added to replace the eliminated 13th.
I've found this to be the best single volume history of the Ko-
The ROK 17th Regiment actually begins the war in the vicinity of rean War. If I had to recommend one work, this would be the
hex B14.13. They fought well, but were cut off and evacuated by
one.
ROK small craft. Rather than include a set of rules for this one-time
action, they’ve been relocated to Seoul at start.
South to the Naktong, North to the Yalu, US Army Official
The US Divisional Arty (Divarty) units represent 4x Field Artillery History, Roy E Appleman.
Battalions. Three Bns of 18x 105’s and one Bn of 18x 155’s. Here Ebb and Flow, US Army Official History, Billy C Mossman.
are the individual FABs: The Sea War in Korea, Malcolm W Cagle and Frank A Man -
son.
Division 155 mm 105 mm 105 mm 105 mm US Marine Operations in Korea, Vol I, US Marine Corps’ Of -
24th 11 FA Bn 52 FA Bn 555 FA Bn 13 FA Bn ficial History, Lynn Montross and Nicholas A Canzona.
25th 90 FA Bn 159 FA Bn 8 FA Bn 64 FA Bn
The US Air Force in Korea, 1950-1953, US Air Force Histo -
1 Cav 82 FA Bn 61 FA Bn 77 FA Bn 99 FA Bn
2nd 503 FA Bn 15 FA Bn 37 FA Bn 38 FA Bn
ries, Robert F. Futrell.
3rd 9 FA Bn 10 FA Bn 39 FA Bn 58 FA Bn
7th 31 FA Bn 49 FA Bn 57 FA Bn 48 FA Bn These are the Official Branch histories. Lots of good detail.
The US Corps Level Field Artillery Units are consolidated into Ridgeway Duels for Korea, Roy E Appleman.
"Groups", composed of FA Bns of the same gun type, which arrived Disaster in Korea, Roy E Appleman.
in Korea at approximately the same time, named for one of them.
Appleman followed up his work on the Army's official history
Group Component FA Bns Gun Type with a series of books covering specific periods of the 1st year
92 Arm Arty Grp 92, 96 SP 155’s
of the war. Very good work, nicely written, good detail, highly
176 Arm Arty Grp 176, 300, 987 SP 105’s
999 Arm Arty Grp 999, 204 SP 155’s recommended
213 Arm Arty Grp 213, 955 SP 155’s
196 Arty Grp 196, 936 155’s Since an OCS air unit represents 45 aircraft, the values for the AD
are reduced (about 2/3) to reflect the number of Sky Raiders that
The US 9th FA Bn originally entered the war as an independent, sup- were generally present (a full-strength OCS Sky Raider air unit
porting ROK troops, in August, 1950. The 999th FA Bn arrived later would be a (4)-27)
(Nov 50), and served as the 3rd’s Hvy FA Bn (155’s). In Jan 51, the Have a Question?
9th was sent back to the 3rd Division, and the 999th released to I
Corps Artillery. Rather than replace counters, etc., the 9th is kept in We will be happy to answer any questions regarding this game (or
the 3rd division’s Divarty, represented by a ROK arty unit while at- any of our other products). Please contact us with your questions
tached to the ROKs, the 999th arrives in the game when it is released and we will get you the answer(s) you need as quickly as we can.
to independent status and is grouped with the 204th. Questions asked in a “yes/no” format are easier (and quicker) to an-
swer, but by no means required.
The US B-26 is the excellent "Invader" which had the WWII desig-
nation of A-26. As part of the Air Force re-designations when it be- For questions or comments, call:
came the USAF, the A-26 became the B-26. 1-888-TGAMERS
© 2003 Multi-Man Publishing, LLC. Multi-Man Publishing, Home of The Gamers. Quality Wargames since 1988
52