Holdfast Korea Game Rules

Holdfast Korea Game Rules
Design & Development: Grant Wylie and Mike Wylie
Creative Director: Sean Cooke
© 2015 Worthington Publishing
Visit worthingtonpublishing.com for a short introductory video
explaining how to play and more great games.
HoldFast Korea
The Korean War was fought from 1950 to 1953. It was fought by North Korean and Chinese Communist armies against the
Republic of Korea (ROK) and UN (United Nations) forces. The war began in June 1950 with North Korea invading South Korea and
nearly conquering all of South Korea before US led UN forces turned the tide. The UN forces then drove deep into North Korea
nearly capturing all of North Korea before a Chinese surprise attack drove the UN forces back into South Korea. The lines finally
stabilized into World War I trench style fighting in early 1951. It continued like this with the UN forces slowly pushing into North
Korea until 1953 when a cease fire was agreed upon. Now Worthington Publishing gives you the opportunity to replay the war
that has never ended… and perhaps change history.
Game board
Red and Blue blocks
Label sheet
The game board shows a map of North and South Korea. On
exists. River hex side costs are cumulative in that it is in addition
the game board is a hex grid and terrain features that affect and to the cost of entering the hex.
regulate movement, supply, and combat.
For example: To enter an enemy zone of control in mountain terrain
The terrain combat effects are based on the location of the
would cost 3 MP not 5 MP. If you had to cross a river not using a
defending unit. Terrain combat effects are cumulative.
railroad it would cost 1 additional (4 MP total).
For example: A defender that is located in a city is attacked by units Hex Control
that are all attacking across a river hex would roll 1 extra die for
The Communist player controls all hexes and cities with blues
the city, while every attacking unit would roll one less die for each
stars north of the 38th Parallel to start the game. The UN player
attacking unit for the cross river attack.
controls all hexes and cities with red stars south of the 38th
Terrain movement effects are not cumulative. The terrain
Parallel to start the game.
cost to enter a hex is the highest cost if more than one condition
Terrain and its affects are as follows:
1 MP
Negates cost of
terrain in hex
or to cross river
where crosses
Same as terrain in
May not cross
May not attack
Any hex adjacent
to open water
allows Naval
3 MP
Same as terrain in
Rail line
2 MP
No armor support
Red Hex Line
1 MP
+1 die to
defending unit
Coast Hex
Same as terrain
in hex
Same as terrain in
38th Parallel
Same as terrain
in hex
Enemy ZOC
Same as terrain in
The Communist side uses the red blocks with labels. The
Communist side represents the armies of North Korean People’s
Army (NKPA) and Chinese People’s Army (CPA). The Chinese
Army units are represented by two blocks each. The Chinese
Army units start with the 8 SP max block. If it is reduced below
5 SP it is replaced on the board with the corresponding 4 SP
block. It can be replaced by the 8 SP max block if replacement
steps are added.
+1 MP to cross,
plus cost of
terrain unit is
-1 die per
attacking unit
across river hex
The UN side uses the blue blocks with labels. The UN side
represents the armies of Republic of Korea (ROK) and the
nations in the UN which were primarily US army divisions. There
is also a special unit represented by 2 blocks with 2 labels for
the US Marines on the UN side. The 1 Div Marine unit starts with
River Hex Line
the 6 SP max block. If it is reduced below 3 SP it is replaced on
the board with the 2/1 SP block. It can be replaced by the 6 SP
max unit if replacement steps are added.
Each sides units have four values given on the unit chart that
gives the following information; Max SP is the maximum
number of strength points the unit may have; Dice Rolled in
Combat is the number of dice the unit rolls when attacking or
defending in combat; Target Hit # is the number or higher that
needs to be rolled on a die when the unit is attacked to score
a hit on that unit; MP is the number of movement points (MP
hereafter) that the unit receives each turn when activated for
Players should place one label of the correct army on a colored
block for that side. The label sheet has the UN labels and
Communist labels indicated (Communist labels on red blocksUN labels on blue blocks). The turn and weather labels should
be placed on blue blocks.
Fog of War: During play the blocks are stood upright with the
label side facing the controlling player. The only time the opposing
player may see the label side of an enemy unit is when both sides
reveal the type of unit for combat.
Support: Support is kept track of on the Support Chart on the
game board. The Communist armor support block is placed in
box for armor support for the Communist player. For the UN
player place the block for air, armor, and naval support in the
appropriate support rows depending on the turn and weather.
Each support adds 2 dice to a combat. A maximum of 1
support of each type per side may be added to a combat.
(Up to 3 different types in a turn).
Blocks with labels are the units. Each of the four sides of the
label have a number from 1 to 8. This number is the strength
points (SP) of the unit and determines how many hits in
combat the unit can take before it is eliminated. The units
current SP should be shown as the top SP on the upright unit.
As the support is used during the turn the block should be
moved down on the chart. Once a player has used all support
in a turn he receives no more until the next turn. Any unused
support in a turn is lost and not carried over to the next turn.
Air Support: The UN player receives 2 air support on turn 2.
After that he receives 2 air support per turn. The Communist
player receives 2 air support on turn 1 only. Air support is
available for attack or defense on clear weather turns only. Air
support is not affected by terrain.
Armor Support: The Communist player receives 2 armor
support. When Communist armor support is used in combat,
the UN defender rolls his dice for combat, if a 6 is rolled it
is a hit on an opposing unit and permanently reduces the
Communist armor support by 1 for the remainder of the game.
CPA Infantry
The UN player receives 2 armor support on turn 4. After that he
receives 2 armor support per turn.
NKPA Infantry
Armor support may not be used in attacks in mountain terrain.
Naval Support: Beginning on turn 2 the UN player has 2 naval
support per turn. Each may be added to any one attack or
defense that is in a coastal hex. Naval support is not affected by
Support Unit
For example: The communist player is attacking a UN unit in
a clear coastal hex. It is a clear weather turn. The communist
player uses an armor support in the attack adding 2 dice to the
communist unit dice total. The UN player uses one air support and
one naval support in the defense roll adding a total of 4 dice to the
UN units dice total. After the attack the communist player moves
his armor support marker down 1 on the chart. The UN player
moves his air support and naval support marker down 1 on the
US Marines
UN Infantry
UNIT ZONE OF CONTROL: Each unit has a Zone of Control
(ZOC) which extends into all 6 hexes around the hex the unit is
located in. The ZOC does not extend across red hex lines. The
ZOC affects movement cost and supply. It cost 3 MP to enter
and for each hex moved through an enemy ZOC.
ROK Infantry
Support Unit
Any turn without a range of weather is automatically clear.
When a turn on the Turn Track lists weather types under
the date, the communist player rolls a die to determine the
weather. The month shows a number range for the possible
type of weather; clear, overcast and snow. Based on the die
number rolled place the Weather block on the weather type of
the Weather Track. The type of weather effects are as follows:
A full game turn is the sequence below:
Turn Opening:
1. Roll a die to determine Chinese Intervention
2. Determine Resource Points for each player
3. Roll a die to determine the weather for the turn
4. UN player places reinforcements
CLEAR - Normal movement, all support units available.
Communist Player:
OVERCAST-No air support units available.
5. Add replacement steps
6. Activate units for movement and combat
7. Check supply for all units
8. Check victory conditions
SNOW – No air support units. All units receive -1 movement
point for this turn.
8. Reinforcements and Replacements
UN Player:
UN Reinforcements: The UN player should check the Turn
Track to determine if they receive any reinforcements. If so
these are removed from the turn track and placed in the
Far East Command Reserve (FEC) box on the board. All UN
reinforcements except the 1st Div Marines and UN 7th Div enter
at 1 SP. The Marines and UN 7th Div enter at their maximum SP
of 6 and 4 respectively.
9. Add replacement steps
10.Activate units for movement and combat
11.Check supply for all units
12.Check victory conditions
When the UN player activates units, any in the FEC box may be
placed in Pusan and move in the turn of placement for 1 RP.
Alternatively they may conduct a UN Naval Transfer for 2 RP,
or Amphibious assault for 3 RP, following the rules for those
The Communist player receives 10 RP per turn until Chinese
intervention. During the first turn of Chinese intervention and for
the remainder of the game the Communist player receives 15 RP.
The UN player receives 6 RP on turn 1 and adds 2 additional
RP per turn until they are receiving 16 RP per turn. They then
receive 16 RP per turn for the remainder of the game.
Adding Replacements: Players spend RP to add replacement
steps to in supply units on board or in the FEC box that are
not at full strength, or bring back previously eliminated units
to the board. The players RP marker is adjusted on the track as
they spend RP for replacements. More than 1 SP may be added
to a unit in a turn up to its maximum. Each SP costs 1 or more
RP depending on the unit type. A unit may never exceed their
maximum SP.
Each player places a block on the RP Track on the number
equal to his resource point total. Resource points are used by
players to add replacement steps/units to their armies, and
to activate units for movement and combat. As players spend
resource points they move the block down the track to reflect
their lower resource point total. Once a player has spent all of
his resource points or wants to perform no other activations/
replacements then their turn is over.
Each non-marine replacement step costs 1 RP. Marine
replacement steps cost 3 RP.
No player may spend more resource points than they receive
in a turn. Resource points may not be saved for future turns. RP
Cost are given below:
Alternatively the players may bring on a previously eliminated
block at 1 SP for 2 RP spent. The US Marine 1 Div block may
not be replaced in this manner. If eliminated it is permanently
removed from the game.
Replace one SP
1 RP
Replace one Marine SP
3 RP
NKPA Communist replacement units are placed in any in supply
city or village in North Korea. CPA replacement units are placed
in hexes along the northern map edge (yellow outlined hexes).
ROK replacement units are placed in any in supply city or
village in South Korea. UN replacement units are placed in the
FEC box.
Replace one eliminated block 2 RP
at 1 strength point
Activate a unit for movement
1 RP
Activate units for combat
1 RP per hex attacked
Naval Transfer/Assault
2 RP /3 if naval assault
Replacement units and steps may be brought in at a location
that has enemy units adjacent. Units may be activated for
movement and combat the turn they are brought in or add
replacement steps.
them, but may not stop. Units may not move through a hex
that contains an enemy unit.
UN NAVAL TRANSFER: For the expenditure of 2 RP a single
UN unit may move from one UN controlled port to another
UN controlled port. A naval transfer to Pusan only cost 1 RP.
The FEC Box counts as a port for this rule. The unit may not
move prior to the naval transfer but may after the transfer. A
maximum of 1 unit per turn may use naval transfer.
UN NAVAL ASSAULT: For the expenditure of 3 RP a single
UN unit may move from a UN controlled port to a non-UN
controlled port. The FEC Box counts as a port for this rule. The
unit is in supply for the entire turn of the assault. If the hex is
occupied by an enemy unit a battle of continuous rounds is
fought. Support may be used by both sides during each round
of combat (only paying RP once for the entire attack). During
the combat the attacking unit may retreat back to the port it
came from but suffers 1 additional SP loss if this occurs. The
unit may not move before or after the assault. A maximum of 1
unit per turn may do a naval assault.
For a naval assault combat the battle is continuous rounds
(which is an exception to the single round of standard combat)
of repeated combat die rolls until the defender or attacker is
eliminated, or the attacker stops the combat and retreats back to
the port it came from. If the defender is eliminated or the hex is
unoccupied by enemy units then the attacker occupies the hex.
The North Korean 1st NKPA Div is activated for 1 RP to move. He
spends 3 MP to use the railroad to cross the river into the ZOC
of the 2nd Div. He then spends another 3 MP to move into the
next ZOC of 2nd Div. After spending 6 MP It is out of MP and can
move no further.
Activating Units for Movement and Combat
Players spend RP to activate units for movement and combat.
The attacker announces which adjacent units will be attacking,
and if support will be added. Not all adjacent units to the
defender have to attack. Each player reveals the attacking
and defending units to their opponents by laying them down,
with their labels facing up (care should be taken so the SP is
not accidentally changed in this process). The attacker adds
together all of the dice of the attacking units, and modifies that
total by any terrain, or support. The defender then adds any
terrain modifiers, or support to his defending units dice. The
players roll their attack and defense dice. A hit is scored on an
opposing unit for each number that is rolled that corresponds
to an opposing units hit number.
A unit may be activated to move or attack in any order. Each
activation cost is shown in the RP Use Chart. Once a unit has
been activated for movement, it may not be activated again
in the same turn to move. Once a unit has been activated to
attack, it may not be activated again in the same turn to attack.
To attack a defending hex, a player spends 1 RP. Combat is a single
round. Only units in an enemy ZOC are eligible to attack. Units
are never required to attack. Units may only participate in one
attack a turn. Units may not attack across red hex lines.
It cost 1 RP to activate a unit for movement, allowing it to move
its full MP. When activated a unit checks its supply status, if it
is out of supply it receives a -1 MP modifier. Weather and out
of supply effects are cumulative for movement. An in supply
unit activated for movement that does not begin, end, or move
through an enemy ZOC may move twice its MP.
Combat is simultaneous so both players roll for attack and
defense at the same time. Hits are applied simultaneously; no
hits are applied until both players have rolled. Any 6’s rolled
during combat by the Communist player when the Marine
block is attacking or defending is automatically applied to the
Marine block. Otherwise the owning player decides which
blocks absorb the hits.
Movement is from hex to adjacent hex. Units may not skip
hexes when moving. Units may not cross red hex lines when
moving. MP may not be saved or transferred between units.
The cost of the terrain in each hex is deducted from the units MP until
it does not have enough MP to move any further or the player does
not want to move the unit further.
During combat, each time a unit receives a hit, it should be rotated
to the next lower SP. When a unit is reduced below 1 SP it is
removed from the board and placed in the replacement pile.
No hex may have more than 1 unit end or start a turn in a hex.
Units may move through hexes with friendly units located in
For example: A CPA infantry at its maximum SP of 8, attacks the
US Marine unit at its maximum SP of 6. The US Marines are in clear
terrain, the CPA infantry would roll 3 attacking dice, and the US
Marines would roll 5 defending dice. The CPA would score hits on
the US Marines for each 6 rolled. The US Marines would score hits
on the CPA for each 5 or 6 rolled.
11. Chinese Intervention
Starting on the turn after a UN unit crosses the 38th Parallel the
Communist player rolls one die. If the die is in the range needed
for Intervention then the Chinese army is available that turn
to the Communist player. The units are immediately placed
by the Communist player in hexes along Chinese border
with North Korea (the yellow hexes). The Communist player
immediately receives 15 RP per turn and for the remainder of
the game.
For a UN unit to be in supply it must be able to trace a supply
chain up to 3 hexes between the unit and a rail line that runs to
Pusan, or a UN controlled port.
Chinese Intervention Chart:
Communist units are in supply if they can trace a supply chain
up to 3 hexes to a rail line that runs to a hex adjacent to the north
map edge (yellow highlighted hex lines), or the unit itself be
within 3 hexes of the north map edge.
Supply chains may not be traced through enemy zones of
control or across red hex lines. Friendly units negate enemy
zone of control in hexes they occupy, but friendly zone of
control does not negate enemy zone of control.
At the end of each of the player’s turns the player checks all of
their units supply. A unit that is out of supply is reduced by 1 SP.
Units at 1 SP are eliminated if they are out of supply.
For example: The UN player crosses the 38th Parallel on 1 October
turn. On the 15 October turn the Communist player rolls a 5 for
Chinese Intervention. On the November 1 turn the Communist player
rolls a 2. On the November 15 turn, the Communist player rolls a 4
thus causing Chinese Intervention. Chinese forces are placed in the
yellow hexes along the Chinese/North Korean border.
The Chinese automatically intervene on the January 1 turn
whether the UN player crosses the 38th Parallel or not.
The Communist player receives the nine Chinese units and they
start the game at 8 SP. As the Chinese units take losses they
are rotated until they are reduced below 5 SP at which time
the block is replaced with the corresponding Chinese 4/3/2/1
SP block. If RP is added during replacement steps then the 8
SP block can replace the 4 SP max block. The total number of
Chinese armies on the board can never be more than nine.
12. Victory
Automatic victory goes to the player controlling all of the cities
with a star at the end of their turn. Control is determined by
the last player with an in supply unit in the hex. It does not
mean current occupation. Remember, the Communist player
controls all blues stars north of the 38th Parallel to start the
game and the UN player controls all red stars south of the
38th Parallel to start the game.
Otherwise, victory is determined after the last turn of the game
and the winner is the player with the most in supply units on
his opponent’s side of the 38th Parallel.
The 1st NKPA Div supply line is blocked by the ZOC of the 2nd
Div and 1st Div MAR. It is not within 3 hexes of a rail line leading
to the Chinese/North Korea border. The 1st NKPA DIV is out of
Chinese 50th army within 3 hexes of rail line leading to Chinese
border and is in supply.
had not equipped the South Koreans with armor, artillery, or
much support at all. The US did have military advisors in the
south but that was pretty much the extent of the help we
gave. Further the North Korean army had many soldiers who
had combat experience during the Chinese Civil War after
World War II. Once the war began the South Korean forces
were quickly overran (thus all ROK forces starting at either 1
or 2 SP). The US with UN backing quickly decided to intervene
and began feeding understrength and ill equipped units in
piecemeal to try to help. That is why most of the UN forces
enter as 1 SP. Most of the UN forces during this portion of
the campaign were US army divisions supported by smaller
international forces. Many of the UN allies units fought bravely
and professionally, the equals of any nation in the war, however
for game scale it was simpler to have the representations as we
have them. Most the US units fed in early were chewed up and
over ran as the North Koreans sped towards the port of Pusan.
It was a very tight race with the UN speeding units into line as
the North Koreans moved towards the port. The North Koreans
had increasing losses that due to lengthening supply lines they
were unable to replace.
13. Setup
1.The UN player places five 1 SP ROK units and five 2 SP ROK
units in the hexes with a blue dot south of the 38th Parallel.
2.The remaining UN forces are placed on the turn record
track with the unit name showing the turn of entry for
specific units.
3.The Communist player places ten NKPA blocks at 3 SP in
the hexes with a red dot north of the 38th Parallel.
4.The Communist Armor Support block is placed in the 2 box
in the armor support row showing the Communist player
receives that support on turn 1. The communist player
receives 2 air support only on turn 1, so there is no block.
5.On turn 1 the Communist player receives 10 RP, the UN
player receives 6 RP.
6.The weather is clear on turn 1.
14. Optional Air Interdiction Rule
The UN player may spend 1 RP to use 1 air support and
eliminate 2 Communist RP on clear weather turns. He may use
2 air support for 2 RP and eliminate 4 Communist RP. The UN
player must decide this during the RP phase of the game turn.
From the beginning of US involvement in the campaign, the
overall commander of UN forces General Douglas MacArthur had
in mind a USMC landing at Inchon and began planning it even
during the early fighting in the Pusan perimeter. As you can see by
looking at the game board the North Korean player has a tenuous
supply situation as he moves south with the rail lines primarily
running through the Seoul bottleneck. A landing at Inchon
virtually cuts all North Korean supply lines south of there.
15. Historical and Designer Notes
Following the popular reviews of our game HOLDFAST: RUSSIA
1941-1942 we decided we would do a follow up using the same
rules system. Several campaigns lend themselves well to the topic,
Battle of the Bulge, Market Garden, and Korea being several that
immediately came to mind. Since we had done a World War II
campaign, and the Korean War an underdone topic we decided to
do Korea.
Once the 1st Marines landed along with the 7th Division at
Inchon, they quickly recaptured Seoul thus cutting all North
Korean units near Pusan off from supply. This fact was kept
from the North Korean units at the Pusan Perimeter for nearly
two weeks but once discovered the North Korean army
disintegrated. The South Korean army began getting into
fighting shape as it pushed north to the 38th Parallel.
The Korean War was an infantry fight that started out as fluid
as the East Front during WWII, and ended as static as the
West Front trench warfare during WWI. The fluidness of the
campaign came about more due to the collapse of defenders
and holes being punched in lines than motorized movement.
The war quickly took on a more serious political nature as the
leader of South Korea, Syngman Rhee saw an opportunity
to unite all of Korea with UN support. The US led UN forces,
dealing with Russia in Europe was hesitant to push into North
Korea fearing Chinese or Russian intervention and even the
threat of nuclear war.
When the North Koreans attacked in June of 1950 they started
with over 200 Russian made T-34’s and did not get many if any
replacements as the war drug on. Their air support was limited
to an initial attack with their blitz but disappeared after that.
Due to this in the game we give the North Koreans and initial
advantage of air support, and some armor support, but the
air support disappears after turn 1, and the armor support is
reduced as the communist forces take losses. Due to the rolling
terrain in Korea much of the UN armor acted more as mobile
artillery platforms, many times being dug in with the vehicles
and guns being elevated for range.
One other factor that was highly decisive in this part of the war
was the support from the Navy along the coast and the air support
for UN forces everywhere else. It is highly doubtful if Pusan would
have held without this support.
The Chinese had already decided that once UN forces crossed
the 38th Parallel they would aid the North Koreans. The South
Koreans pushed north regardless with MacArthur telling
President Truman and the UN he did not believe the Chinese
would intervene. Once across the border UN forces pushed
rapidly north into a Chinese trap. The mountainous region
in North Korea allowed the Chinese army to feed their units
into gaps in the UN line. Despite this fact we wanted to add a
random possibility that if the UN had been highly decisive and
pushed north rapidly that perhaps they could have defeated
the North Koreans so fiercely the Chinese would not have
The ROK army was ill prepared for what hit them in June 1950.
Unlike Russia and China helping the North Koreans, the US
Despite intelligence of Chinese intervention when they finally
attacked on November 25 it came as a surprise. UN forces were
Amphibious Assault
and Naval Transfer Example:
quickly driven south into South Korea with Seoul again being
captured by Communist forces. General MacArthur made
statements contrary to UN and President Truman’s statements
and was thus replaced by General Matthew Ridgeway.
It is the September 1, 1950 game turn. The UN player has 16 RP
and the Communist player has already moved this turn. The UN
player placed the 1st Div Marine unit and the 7th Div UN unit in
the FEC box during the reinforcement phase at the start of the
turn. Currently there is a 2 SP NKPA unit in Inch’on port city. The
UN player spends 3 RP to launch a naval assault using the 1st Div
Marine unit. He places the unit on the board next to Inch’on on
the game board. The UN player announces he will be using an air
support, armor support, and a naval support. The Communist
player can’t use armor support as it can’t be used defensively.
The UN lines stabilized as their support units of air, armor,
and naval forces were overwhelming. The terrain of Korea did
not lend itself to armor with tanks many times being used as
mobile artillery units as opposed to actual tank units. The UN
had complete control of the air and dominated being able to
interdict communist supply to the north. The ships of the navy
could dominate the coast line where and when needed.
After the lines stabilized in the summer of 1951 the war settled
into a stalemate similar to World War I trench fighting where
battles were for yards and hills. The UN with their support units
were winning the fight pushing slowly north into North Korea
just north of the original starting line of the 38th Parallel. The
peace negotiations drug on for 2 years as men died for hills and
valleys with names of Pork Chop Hill and the Punch Bowl.
For the UN player he will roll 5 dice for the Marine unit, plus 6 dice
for the three types of support he is adding (2 dice for each) for a total
of 11 dice. The Communist player will be rolling 3 dice for the NKPA
unit and 1 dice for the city in the hex for a total of 4 dice. Each player
rolls their dice.
It is a good turn for the Communist player and he rolls a 6, 6, 5,
and 1, scoring two hits. One for each of the 6’s rolled against the
Marine. The UN player has terrible luck and rolls a 5, 4, 4, 4, 3, 3, 2,
1, 1, 1, and 1, scoring one hit. One hit for the 5 rolled against the
NKPA unit. The UN player reduces the Marine unit from 6 to 4 SP,
and the Communist player reduces the NKPA unit from 2 to 1 SP.
Finally in 1953 a cease fire was agreed to but never a true end
to the war. Technically it continues to this day with minor flare
ups and posturing by both sides.
16. Points to Remember
The UN player keeps the attack going for a second round (only
allowed in a naval assault) and is still rolling 11 dice (5 for the
marine and 6 for the support units), the Communist player is still
rolling 4 dice (3 for the NKPA unit and 1 for the city). Luck balances
out and the UN player rolls a hit while the Communist player
doesn’t roll a 6 so misses. The NKPA unit is eliminated and placed
in the Communist replacement pile and the Marine unit occupies
Inch’on and can move no further this turn.
»» Communist RP is 10 per turn until turn of Chinese
Intervention, it then immediately goes to 15 per turn.
»» UN RP is 6 per turn on turn 1 and goes up 2 RP per turn to a
maximum of 16 RP per turn.
»» Friendly units may move through friendly units, no more
than 1 unit may end a move in a hex.
»» Friendly units negate enemy ZOC for tracing supply.
»» Terrain cost are 1, 2, or 3 plus cost of crossing a river not at a
»» Units may not move or attack across a red hex line.
»» Naval assault is a combo move and attack for 3 RP. Naval
assault combat, unlike normal combat, can be a series of
combat rounds fought until the attacker or defender is
eliminated, or the attacker retreats back to the port they
came from, and they suffer 1 additional SP loss if so.
Inch’on is now a UN controlled port so for 2 RP he now does a Naval
Transfer and moves the 7th Div from the FEC box to Inch’on with the
city costing 1 movement point and he moves into Seoul which is
vacant. He stops the 7th there even though it has 4 movement points
left. The UN player has done one naval assault and one naval transfer
this turn so is not allowed to do anymore this turn. He still has 11 RP
left to move and attack with other units.
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