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Subject: June 20, 2014: 1st Mn Does VG's The Korean War...and Goes Ga Ga. rss

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David Dockter
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Korea day at 1st MN...interloper from the future (Vietnam) on the left...Tonkin


Numbers are victory points

Pre Invasion

First Minnesota Historical Wargame Society member Sir Patrick made a call a couple of weeks ago for us to tackle a game regarding the forgotten war known as the Korean conflict. Not much to choose from, compared to about any sub topic for WWII. Someone suggested Victory Games' The Korean War (TKW). After the usual wargame due diligence (the verdict from respected gaming mates, BGG reviews/session reports/comments, CSW chatter), I noticed the game was designed by Joe Balkoski. Mr. Balkoski has some very impressive designs to this credit including the Fleet Series, Atlantic Wall, Great Campaigns of the American Civil War (GCACW) and Operation Typhoon.

So, with that, I bought a copy on eBay on Monday (you can pick up a copy fairly cheaply) and I was opening the 30 year old design on Thursday (a week ago). As usual, we did a search of the BGG and Consimworld (CSW) boards to see what TKW materials were around. If you check the the CSW TKW board, I’ve put a link to everything (PDF of rules, strategy articles, etc). A few guys (Wendell, Alsen, etc) at the club had previously played the game and one of them, John Alsen, was interested in playing again. So, Patrick and I took the North Koreans, and John commanded the UN forces. Our plan was to get in a 12 hr session - hoping to get about ½ way thru the game – and squeeze in some decent BBQ at our mid afternoon break.

We met at 10:30A at The Source (our club’s gaming store location), set the beast up (very easy) and began exchanging blows before brunch.


1st Mn takes on the Korean War


Setup...Alsen takes command of the UN


...and Comrade Patrick in a fine red shirt, with red dice, takes co-command of the forces of North Korea

Game Turn 1: INVASION! The Rookies Misfire with Their North Korean Forces

North Koreans (NK) forces poured across the 38th Parallel. NK’s first & only activation (Patrick rolled a “0” for activations...a glorious start to the day) was to attack the RoK rabble at 4029. It failed miserably. The United Nations (UN) responded with a reorg at Seoul. NK then did manage to remove a few speedbumps around Seoul, but did flub two additional attacks at 3824 and 4122. THe UN sent a force up the east coast highway and moved a few forces towards Seoul. The turn ended with the NK generals shrugging their heads, bitching about their initial luck and vowing to change dice. The UN commander smiled.


Attack at 3824...FLubbbbbb.


Attack at 4122...Flubbbbbbbb!


End of Turn 1

Turn 2: NK Generals Find Their Sea Legs.

At noon, the UN commander was faced with his first big decision: how aggressive should the reaction be to this unwarranted & evil lunge into the Republic of Korea homeland? This game has SO MANY GREAT DYNAMICS & such rich game play and this is just one of the choices: Mobilization.

Mobilization and Victory...

The UN player must set UN mobilization, US mobilization and terms of engagement. Higher levels? More forces and possibilities. However, there is a trade-off; and the price is that higher levels is very likely to drive up Global Tension (a die roll each turn depending upon the mobilization level). So what? The Global Tension track begins at zero and if it reaches 7, World War III (and a UN loss). Additionally, each level of Global Tension reduces UN victory points by 5.

Each side has an automatic victory possibility (for UN, capture 8 of 10 cities in the North...for the NK, capture Pusan or 6 cities in the South...or, the NK also wins if WWIII breaks out).

If no auto victory, the UN wins with 168 victory points. VP are generated by control of cities. There are 11 point worth of cities in the North...7 around Seoul, 6 in the south, 2 in extreme southwest and 7 around Pusan for a total of 33. What's a likely scenario? Here was our experience:

Turn 2: 12 points (North takes Seoul and Taejon).
Turn 3: 7 points (UN reduced to expanded Pusan perimeter)
Turn 4: 7 points (UN holds their own)
Turn 5: 6 points (UN takes back a few cities...providing 11 points, but takes a hit on the Global Tension - level 1 - therefore minus 5 points...NETS only 6)

So, 32 points...7 turns remaining...UN would need 136 points...

Let's say UN takes everything back but Seoul turn 6....so, 18 points MINUS 2 Global Tension Level (10 points)....turn 7...Seoul reclaimed....22 points minus 2 Global Tension....12 points....so starting Turn 8, UN would need 116 points in 5 turns - a VERY difficult task.

Even if the UN would have started their reconquest a turn earlier, it's still a difficult task that requires the UN to eventually cross the 38th Parallel and take a bunch of North Korean cities. As soon as the UN enters North Korea, Chinese Intervention is possible (MacArthur was dead wrong on this eventuality and Truman was quite displeased). And, there are A LOT of Chinese if they intervene. A LOT.

Toss on to these dynamics and considerations that the NK player can order the Chinese to invade Formosa. Or, Nationalist Chinese may enter the fight - along with our friend the Soviet Union. Many rich "grand strategic" considerations for each player.

...back to the action...

John set the UN Mobilization Level and Rules of Engagement at 3 each and the US Mobilization at 2. This generates a DV (destabilization value) of 28, which sets the column to roll on the Global Tension Table (GTT). The UN player rolled low (under a 7): no increase in Global Tension. Of course, that GTT comes with modifiers.

The NK finally received some MUCH needed good luck when they generated three activation on their 2nd round. NK organized an aggressive attack on Seoul and the city fell under the communist steamroller.


Seoul falls!

Next on the target list for AP2 (Action Phase 1) was to both take Taejon and to prevent the UN from organizing a strong river defense along the river running from 2219 to 2518 - and then west to 2514 - and then south to 2212. NK forces were successful on both accounts. Additionally, NK forces blew down the East coast road, with the UN mounting a defense at 1731 (P'phang-dong). The UN spent the phase building improved positions around Pusan; anticipating a need for a final redoubt.


Taejon falls!

Regarding the picture below, the blocks are high value cities, the cubes low value cites, RED=NK, BLUE=UN. Starting Turn 3, depots (represented by cylinders) are first utilized. As Turn 2 ended, the UN received 12 VPs, and the UN commander was no longer smiling quite as much.


End of Turn 2

Turn 3: Flee to the Pusan Perimeter, Lads!

Before proceeding to the Action Phases, the UN player again tossed his Global Tension roll and survived: tensions kept at zero under the cool & calm leadership of John. The UN conducted their first interdiction roll (which impact NK's ability to get supplies). He had 44 factors of interdiction and rolled a "3": producing a -4 DRM for the upcoming NK supply roll. NK made its reinforcement roll (either none, 1 div or 1 div +tank asset). For the third time, the NK received 1 div.

Both sides conducted their supply rolls to fuel their depots. Both received 1 supply point.

...now, a word from your friendly logistical officer...

Let me spend a minute discussing yet another fantastic game mechanic in this gem of a wargame: supply. TKW handles supply (and logistics) better than about any wargame that I can ever remember playing. Basically, each side gets 3 depot points. They can utilized in any combo: one "3" pt depot, three "1" pt depots or a "2" and a "1". Trade-offs... if you go with one "3" pt depot, you are likely to get at least some supply. If you spread depots, you run the risk of getting none, BUT, your supply net is MUCH wider (and less units have to operate outside of primary range {10 or less movement points from a depot}. The trade-offs are shown below. And, note that the province in which you place a depot also determines how likely it is that you will receive any supply:



Why's that important - where you place a depot? Close to a depot (within 10 movement points)? No penalty on combat strength. Far away? You take a reduction in effectiveness. This forces each player to plan out their center of action/avenues of attack & defense for the upcoming Action Phase - VERY cool, and, like about everything in this game, elegant and WELL integrated with everything else.

Additionally, once a player gets supply points, they have to decide whether to spend them (NK announces first). If you have a depot and don't spend any, you'll be restricted (0.5x offense & defense). Spend 1? Units perform normally, Spend 2? You units have their bellies full and ammo belts overflowing. They are happy and fight accordingly with extra pop (1.5x on offense). Spend 0? Your logistics officer will cry like a little girl and your boys will be penalized in combat. The chart below depicts the trade-offs:



Toss in another wrinkle: if you choose not to spend the supply point, they become attached to a particular depot. So, next Action Phase you can combine the stash with new supply points and set up a great offensive. If you move the depot, the stash is lost (and the logistics officer tosses a fit). So, that presents some VERY difficult choices. Brilliant!

And another wrinkle: whichever side spends the most supply pts, gains the initiative (NK if tied).

The supply decisions had the two NK commanders arguing like an old married couple: whether to spend or to save - whether to gamble on two depots, or go for just one. When to play prudently or "go vegas". One NK commander shouted at the other, "CAN YOU EVER HAVE ENOUGH BEANS? CAN YOU EVER HAVE ENOUGH FUEL? SUCK IT UP AND MAKE DUE, DAMMIT!". The UN commander laughed his head off.

Imagine, actually spending time on logistics in a strategic operational game - and having fun. Shocking!

...back to the action...

So, turn 3...2PM....NK had the initiative. Having broken the river line, the NK plucked Kunsan and Chonju from the tree; worth a VP each. The UN moved to defend Masan, on the extreme southern coast of Korea. NK then pushed and grabbed Kumchon - the last city before Taegu (which is the front door to Pusan).


End of Turn 3 AP1

Although both sides received 1 supply point for AP2, the NK decided to gamble and not spend its point. The UN opened with improving the Pusan defense. The NK promptly seized Kwangju at 1210. The 2nd Marine Div then reinforced Pusan. NK took the last city outside of the Pusan perimeter, Mokpo at 1006. The UN moved into 1526 to reinforce the line protecting the critical city, Taegu. NK responded by attempting to flank the line by pushing a division into 1926 and one into 1825.

Some time ago, after MUCH debate (whether to blindly push forward or to have a thought about future defensive positions), NK had decided to defend on the East coast road at 2431. At this late moment in Turn 3 AP2, the UN player pounced and struck 2431. The odds HEAVILY favored the UN. However, the dice gods would continue to have a laugh; resulting in the UN flubbing its first counter attack of the game. The UN conducted a reorganization and an amalgamation to complete the turn. The UN picked up 7 VPs, for a game total of 19.

We looked at the clock and realized it was 4PM. Time for a late lunch of BBQ.


Fort 2431


End of Turn 3

Turn 4: Trench warfare at Taegu


A big honkin wargame in all its glory...check out the few units (under 20 each side) relative to space - love games like that - low counter density and many avenues of possible attack

Before we got to AP1 (Action Phase 1), the usual strategic housekeeping items. The UN had a DV of 34 for its roll on the Global Tension Table. And, again under the cool and calm hand of John the UN Commander, no tension. NK flub'd its reinforcement roll and received no new comrades for the glorious cause. The UN devoted significant air assets to interdiction - arriving at a "96" for its interdiction roll. Again, the UN rolled low and managed to only produce a -4 DRM for Team North Korea. However, both sides received 1 supply point. Since NK had "banked 1" from the previous turn, it now had 2.

Team NK, deciding to go for broke and push the UN into the sea, spent its 2 supply points in order to place one of its depots at Accelerated Commitment (meaning offensive capabilities would by 1.5x). Winning the initiative, NK decided to hit the rear of the line at Taegu: hex 1526. Anything but a "0" or a "1"...die roll... a "0". Much laughter from the peanut gallery.

The UN then pushed the 7 Inf Div into line at Taegu.

Team NK then received three activations and hit the fort at Taegu three times on a 6-1, a 6-1 and a 5-1. Two more "0" results and a "1". The fort, manned by a weaken RoK div, held firm. The UN managed to reinforce their line in the midst of the deafening laughter at NK incompetence.

NK then shifted the axis of its attack and hit the UN at hex 1123: the hex northwest of Masan. NK laid out a great tactical plan....rolled a dice....another "0". Another attack flub'd. More laughter.

The only bright spot for Team NK in the turn occurred when the UN counterattacked near Taegu, and, of course, rolled a "0".

As an aside, Team NK had lost 3 division and 2 tank assets in the game at this point.


Turn 4: 1st Taegu debacle


Turn 4: 2nd Taegu debacle

As Turn 4 AP2 began, the UN spent its 2 supply points. After much HEATED debate at Team NK CHQ, they decided to bank its 1 supply point. The UN opened the Action Phase by rushing a unit to 1730 to prevent its line from being flanked. Team NK, sensing that the balance of forces (reinforcing UN/US troops) had shifted, decided to go on the defensive in the Taegu sector. Consequently, 2 NK Div's pulled back to more defendable positions. Sensing that there may be an opportunity, the UN attacked a now vulnerable part of NK's Taegu Front. Anything but a "0" would work...and, John, the valiant UN commander rolls a...."0".

At that point, John pronounced the Taegu Front as "The Bermuda Triangle of Flub'd Attacks", given the horrible string of flub'd attacks on both sides. The UN decided to try and change its attacking luck by launching a thrust at the key NK fort at 2431. The UN commander tossed the die....a "0". Thinking there was no way another "0" could be rolled, the UN commander went for a risky attack on 0916 - attempting to reopen the Southwest Front. Of course, after picking from ten new "10 siders", carefully tossed the die into a box cover. As we all peaked over the edge, another "0" was staring right back at us. So ended the turn...7 more VPs for the UN (now 26 for the game).


End of Turn 4 AP1


Flub at Fort 2431


End of Turn 4

Turn 5: At Stab in the Back Called INCHON and the Legend of the 15th NK Division

Moving and Fighting

Before reviewing the events of Turn 5, a few words on pushing counters and causing pain to your opponent. Sides alternate taking turns conduction "operations" (basically moving and fighting with a unit). A side rolls for the number of operations it has in its turn; NK's table below. Note, that it is a function of the number of supply points you spend:



So, let's say NK received 1 operations. Generally, a unit is activated...it may perform 3 actions. A move is an action...and a unit moves 4 movement points. An attack is an action. You can do the actions in any order. Let's say you start adjacent to the enemy and want to blow them out of the position. You declare an attack...and invest all three actions and conduct a "All-out Attack" and gain a +3 to the combat roll. Feeling a little lucky? Go with an Intensive Attack...a +2...that will cost you two actions and leave you with 1 action to move after your glorious combat results.

And, we're back to the common theme of this design: elegance and providing players with a rich decision model: fun/deep choices!

The CRT is also interesting. Prior to combat, you may use the Armor Table if the attacker chooses to uses his tank assets (assuming they are present). It may produce a drm for the upcoming combat. Both tables are presented below.

Something else very cool about the combat system is that when an activated unit attacks, anything adjacent also participates - both friendly and enemy! So, you get the feel of a larger battle - and there are some great tactical possibilities.



...returning to the matter at hand...

Before Action Phase 1 began, the NK declared an invasion of Formosa (the effect being to produce a drm for Global Tension die rolls, at the cost of a few divisions should China intervene). The UN conducted its Global Tension die roll (using the 38DV column with a +1 due to Formosa). Finally, the Global Tension level increased to 1: a fuse had been lit.


Formosa invaded

The UN conducted its interdiction (106 pts)...and rolled a "0" resulting in a -4 drm for the NK supply roll(s). NK reinforced with a div and a tank asset (a first). The UN went with two depots and received a supply point at each. NK got stuffed on its supply roll, but decided to spend a point they had banked from the previous turn.

The UN offensive to retake the south finally got into gear. It began with getting 3 operations. UN hit hex 0916, which was the NK door to the two southwest cities (Kwangju & Mokpo). It took two of the operations, but 0916 fell and Kwangju was subsequently liberated.


Turn 5: RoK begins to liberate cities

The UN then shifted to the East coast road and again tried to bust open the NK position at 2431. No such luck; another flub.


Whiff at Fort 2431

NK and UN repositioned forces. The 1st BIG HONKIN Marine division was formed, raising a few eyebrows in the NK camp (fearing an invasion may be on the horizon). NK set up its next defensive line in the southwest at 1511 and 1611. In the southeast, NK sent a division to 1930; a flanking move on fortress Taegu. On the east coast road, NK upgraded its position at 2532 (supporting its position at 2431).

AP1 (Action Phase 1) ended with another UN attempt to open up the NK defense line west of Taegu. The die roll...another whiff in the Bermuda Triangle of Flub'd Attacks.


Whiff at 1725


End of Turn 5: AP1

AP2 supply situation was NK spending 1 and the UN spending 2 - one each on two depots. UN had the initiative (2 supply points spent vs 1 for NK) and began the phase with an attack on 1611 - in order to set up a move on Kunsan & Chonju (a couple of 1 pt cities on the west coast). The UN commander tossed the die, and, yes, yet another horrible result. THe UN even suffered a loss, despite having overwhelming odds.


Whiff 1611

The NK responded with a lightning raid on the UN position near Pusan and captured the UN depot; and the legend of the Glorious 15th NK Division was born. The UN promptly responded by flooding the zone by moving forces into the area to block any further skullduggery. Unrelated, the UN formed another division in apparent prep for an invasion...somewhere. The NK decided to play it safe and finally covered the beach at 5405 to preclude a lunge on P'yongyang.


Depot raid!


Inchon!

At that moment, the UN pounced and invaded at Inchon. The NK had not reinforced the garrison there (a possible oversight or poor NK play), but had rather kept divisions near Seoul. The UN's invasion went off without a hitch (9 to 1....+3). John followed up the initial success with another division.

The UN then decided to attempt to severely punish the glorious 15th NK Division and launched an attack. Not only did the UN flub the attack, but it suffered a step loss. Shouts of support for the brave comrades rang out in the NK camp. Subsequent attacks would also fail to destroy or dislodge the heroes known as the Glorious 15th Division.


heroes of 15 div repulse 1st attack


heroes of 15 div repulse 2nd attack

Back on the Inchon front, the UN tried to push out of the NK pocket defensive line that had been placed in front of the marines with an attack on 3515. Luckily for the NK, their division held firm. That would set the tone for three more UN attacks in the east to complete the turn at 1630, 1530 and 1725. Three more whiffs!

The dice gods would take some pity on the poor UN commander and allow him to clear the mines at Inchon (meaning reinforcements will be able to arrive starting Turn 6). We counted VPs....11 for the UN minus 5 for the Global Tension Level of 1....a NET of 6...so, a total of 32 for the game.

As an aside, the North Koreans had lost 5 divisions and 2 tank assets up thru this point in the game.

At that point, we looked up at the clock on the wall: 10:30 PM - we'd been playing almost 12 hours (well, really about 9 1/2 hours of actual play - lunch, jawboning with fellow 1st MN gamers, etc). We were about half down with the game, had had a GREAT day wargaming and voted unanimously to call it quits for the session.

We decided to write the positions down: it took us only about 15 minutes. Each side had only about 20 units on game map. Again, reminding us of the game value punch this design packs. We hope to resume this beauty in a few weeks.


End of Turn 5

Bottomline from 1st MN: Get this game. Play it. NOW!

I haven't been this impressed with a strategic operational wargame since Empire of the Sun. Like with EotS, a few units and LOTS of space means players can generate strategic & tactical surprise. While the design approach for TKW is MUCH different from than EotS, both accomplish the same thing: it puts the player in big boy shoes (the key dynamics of a strat operational game are all here - no simplistic junk that seem to plague tooooooo many of our wargames), everything is well integrated (the supply model is fantastic - best I've ever come across), an outstanding player decision model is produced, narrative flows and a ton of gaming fun is generated.

The decisions regarding what game mechanic got chrome and/or depth was spot on. For example, the units. NK Div's (12-3-7...12 attack, 3 anti-tank, 7 defense - no units have movement allowances, that is a function of operations) are all rated the same...as are the Chinese (12-3-6), the RoK (10-4-6), the Soviets (14-5-8), etc. USA inf divs are (20-6-11) and the marines check in at 26-6-15. So, with generic combat and movement ratings, players spend time on other game mechanics.

Finally, the rulebook is best of class: 30 years after being published. Very clean & clear.

The only minor quibbles are the 1/2 inch vanilla looking counters and the rule regarding reorg (that the UN can do without a cost - you'll need a simple house rule to address - otherwise, the UN player to essentially pass, but not pass - forcing NK player to do all their moves first). But, these quibbles are "noise".

Hopefully, some enterprising soul/some game co (hint to GMT, since, the are updating The Civil War from Victory Games) will reprint/update the look of this masterpiece. And, hopefully, a few designers will bake some of its innovative game mechanics into other strategic operational games.

BIG hats off to the designer, Joe Balkoski, and Victory Games!


Just the start of yet another fantastic day of wargaming at the 1st MN!
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Jim F
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Where the heck did this interest in WW1 come from?
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Great AAR. It seems to go for quite a high price on ebay in the UK which is why I have delayed pulling the trigger on this one. Must be more copies rattling around in US
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David Dockter
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We really have to solve that shipping problem (price) for our wargaming mates in Europe (when purchasing games in the USA). We need a red ball express. Maybe, our own cargo plane!
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Mike Szarka
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Herr Dr wrote:
We really have to solve that shipping problem (price) for our wargaming mates in Europe (when purchasing games in the USA). We need a red ball express. Maybe, our own cargo plane!


I too am surprised you considered it an easy find. Took me quite a while to find one at an affordable price.
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David Dockter
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I checked earlier today on ebay...a copy for under $25 (missing 4 counters, but there is a manifest - and really not any specialty counters in this game - which, is yet another fine design decision in the game). A few other copies in the $50-$60 range. And, 20 people trading the game here on BGG.
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Mike Hoyt

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Makes me want to pull mine out!
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David Dockter
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blockhead wrote:
Makes me want to pull mine out!


Then, the AAR has accomplished its task: getting fellow gamers to give this gem a go.

Is anyone playing it Vassal/Skype?
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David Dockter
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aka Tankboy wrote:
You didn't have a copy of



in your deliberations to choose from surprise


How is that game? How is the political/mobilization aspect handled?
 
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Bill Lawson
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Herr Dr wrote:
aka Tankboy wrote:
You didn't have a copy of



in your deliberations to choose from surprise


How is that game? How is the political/mobilization aspect handled?


Korea: The Forgotten War is an excellent game. While I've always liked the Victory Game , I prefer this one myself. Both great games.
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Wendell
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Glad you guys enjoyed it, wish I could've made it Friday!

My favorite unit in the game:

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David Dockter
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Ole TF Smith was not long for this world in our game. I think a big NK Div with armor smoked them south of Seoul somewhere. I'll see if Comrade Patrick or Commander Alsen can recall. We'll definitely put a monument to them.

Yes; let's play sooner than later, Wendell.
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David Dockter
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your AAR's are some of the best out there. I always read them word for word. Keep up the excellent work.

I have my copy of TKW from when it was initially released. Only played it through once and that had to be in 1990 or 1991. May have to see if I can get a Vassal game of it going soon.
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Rui Serrabulho
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TKW is one of my favorite wargames.
It got innovative mechanics even for the current time.

A tense, fun wargame with nice chrome on it.

Many thanks for the AAR. Very interesting.
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Brian S.
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wifwendell wrote:
My favorite unit in the game:

Coincidentally, there was a gamer/shopper/observer who stopped by the game board while Dr, John, and Patrick were away to dinner (lunch?) and was talking about this TF Smith. Had no idea what he was talking about. I guess I got some reading to do.
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The play's the thing ...
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kenosha_kid wrote:
Herr Dr wrote:


Is anyone playing it Vassal/Skype?


I've played the Vassal module via PBEM. It's rudimentary but serviceable. You can see some pretty skanky map creases in the scans.


It's like the real map!!! I kept trying to backfold my moniter but it just didn't help.
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Jim Dietz
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wifwendell wrote:
Glad you guys enjoyed it, wish I could've made it Friday!

My favorite unit in the game:



I wrote a novel about a (fictional) part of Task Force Smith.

People today think of the US Army as competent and well-equipped...my goodness, our initial foray into the Korean civil war was a pooch-screw.
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Herr Dr wrote:
Ole TF Smith was not long for this world in our game. I think a big NK Div with armor smoked them south of Seoul somewhere. I'll see if Comrade Patrick or Commander Alsen can recall. We'll definitely put a monument to them.


It may have been the "Heroes of the People" 15 Division. TF Smith had been deployed to a major rail junction in the countryside far north of Taegu. 15 Division had joined the Taegu Front's flank to prevent a UN flank through the broken terrain to the North-east of Taegu along those same rail lines.
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David Dockter
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Stumbled across this regarding our friends in Task Force Smith:

http://www.nj.gov/military/korea/factsheets/tfsmith.html

http://cgsc.cdmhost.com/cdm/ref/collection/p124201coll1/id/5...

...another great aspect of this hobby: 72 hours ago, I had never heard of Task Force Smith.
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David Dockter
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sir_schwick wrote:
Herr Dr wrote:
Ole TF Smith was not long for this world in our game. I think a big NK Div with armor smoked them south of Seoul somewhere. I'll see if Comrade Patrick or Commander Alsen can recall. We'll definitely put a monument to them.


It may have been the "Heroes of the People" 15 Division. TF Smith had been deployed to a major rail junction in the countryside far north of Taegu. 15 Division had joined the Taegu Front's flank to prevent a UN flank through the broken terrain to the North-east of Taegu along those same rail lines.




All hail the Heroes!
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Kev.
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Great report. MY bud is soloing this. I hope to pop it and OCS Korea to the table next year for a side by side comparison!
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Bill Lawson
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I was playing this gem a lot around 25 years ago. Great game! After reading Lt. Col. Applemans fantastic series of books detailing the operations of the first year of the war I wanted something that was on a slightly lower operational scale. Korea: The Forgotten War filled this want for me. They both deserve a place on the table and our both great games.
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Karl Kreder
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Great AAR, Keep up the great work. I am off to grab my copy of TKW off the shelf...
 
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Roger Hobden
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Nice AAR !

Seams like I need to start studying Korean ...
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David Dockter
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Thank you for the feedback. And, keep up your good work, Mr.Kreder, with the War Game Boot Camp.
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Karl Kreder
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I am going to ask a question I am not sure you can answer but I will try anyway.

Why does this game only cover the first year of the war and not '52 and '53?

I am not very versed in the Korean War so I was wondering?
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