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Next War Korea

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Next War Korea

There are several Standard Game scenarios. The first three one mappers, "Seoul Train," "Uijong Blues," and "East Coast Highway" (North Map only) cover the first week of the war by dividing the DMZ into roughly three equal sections. These focus on the initial assaults to break the South Korean lines and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire DMZ front scenario, "Militarized Zone," (North Map only) for the first week (basically, combining the three scenarios above). In addition, players can add the South Map and play the entire Standard Campaign game, "All In." Two other scenarios are provided which examine the U.S. Amphibious landing. "Inchon Again" and the battle for Taejon, "Spearhead." In addition, a scenario, "They Did What?" is provided for players to experiement with a South Korean attack on North Korea without, however, the help of the United States.

The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness.

There is also an International Posture Matrix à la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Korean players in the region.

In Next War: Korea, the Korean Peninsula is on fire with two of the world's most well-prepared, antagonistic forces arrayed against each other. Can you, as the North Korean People’s Army commander, conquer the South in 3 weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of Korea’s Army commander, hold out against the renewed Communist assault until help arrives? And what will China do? There’s only one way to find out...

Components

 2 22x34" maps
 4 9/16" counter sheets 1 Errata and Expansion Bonus 1/2 sheet (1026 counters)
 2 rulebooks (Standard Advanced Rules and Game Specific Rules)
 5 8.5x11" Player Aids
 2 11x17" Player Aids
 1 10-sided die

Game Design and Development: Mitchell Land
Original System Design: Gene Billingsley

TIME SCALE 3.5 days per turn
MAP SCALE 7.5 miles per hex
UNIT SCALE Division / Brigade / Battalion
NUMBER OF PLAYERS One or two (can be played in teams)
 

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