degraded by exhaustion of supplies, attrition, equipment breakdown and fatigue. Units on the attack want to reach their culminating point after they have seized their objectives. The defender, on the other hand, wants to force the attacker to a standstill on his own terms and then launch his counterattack.
These effects are accurately simulated in
the CK95 sequence. During initiative turns, the attacker (initiative player) will be a busy guy with all the advantages while the defender (non-initiative player) will be attempting to reduce the CK95 is divided into a standard game System Sequencing enemy's capacity to continue his and an advanced game; the latter takes The CK95 sequence of play is fairly standard and non-interactive. After offensive (i.e., accelerating the speed a closer look at airpower, deep battle weather, initiative and sea control with which the attacker reaches his and logistics. The standard game determination, each player will get a culminating point). While this can make includes four scenarios that highlight movement and combat phase (called by for some long initiative turns, the feel is, key portions of a potential war in Korea, some underemployed gaming pundits in my opinion, right on. and the advanced game booklet includes five campaigns that cover major the "Igo-Hugo" system). When the operations and can be played with players have completed these phases, Initiative they clean up the map (Reorganization), A player can gain the initiative in one of either the standard or advanced rules. get new stuff (Reinforcement and two ways. First, he can be assigned the The following article is designed to Replacement), see if anyone has won initiative for a number of turns based on familiarize the new player with the (Victory) and move the game turn the scenario instructions. In each of the key elements of the standard game and marker (Game Record). four basic scenarios and three of the give some hints on tactics and strategy. four ground campaigns, one side or the In a future issue of C3i, I plan to If, however, one player has the initia- other is initiating operations and begins present my thoughts on the play tive, it's a whole new ball game. the game with some momentum. of the advanced game. Initiative turns add another pair of movement and combat phases as well as Second, a player gains the initiative if he John Cleaves is a Captain in the U.S. Army, extra exploitation movement and scores the requisite number of victory Military Intelligence. He is currently assigned as a combat phases for the initiative player. points during the preceding turn while Combat Trainer at the Army's National Training This means that, during an initiative his opponent does not. If the preceding Center, Ft. Irwin, CA. Before moving to the NTC, turn was an initiative turn, then the turn, there will be five pairs of move- Captain Cleaves accumulated extensive experience player must achieve the initiative and expertise pertaining to the Korean theater and ment and combat phases (three for the initiative player and two for the second victory point level (10-24 points, set by mission as a mechanized infantry company player) instead of the normal two. The the scenario/campaign). If the previous commander, brigade intelligence officer, and assistant operations officer for a Military game effect of this is to produce the very turn was 'contested,' then he must only Intelligence battalion, all with the 4th Mechanized realistic feel of initiative in modern score more VP than his opponent. Thus, Division at Ft. Carson, CO. He is also an avid combat which focuses on the concept of the 'defender' has the opportunity to gamer, with broad gaming interests ranging from the "culminating point." shift the initiative by denying victory Star Fleet Battles to Ancient miniatures to points to the 'attacker.' As victory Advanced Squad Leader and, naturally, games A force reaches its culminating point points are awarded by destroying units covering current or hypothetical near-future wars. and gaining geographic objectives, the hex, but the mechanics of combat are shift represents an inability on the such that it makes little difference. part of the attacker to generate enough All types of air movement are subject to combat power to continue to kill large air defense fire, a nice abstraction that numbers of the enemy or capture key simulates damage to the transporting terrain. unit from ground and air superiority attack with one die roll. The trick lies in the 'contested' turn, one in which neither player has the initia- Sea Movement: tive. In these turns, either player may There are three types of sea movement: seize the initiative (and its many two forms of sea transport plus am- rewards) by scoring just one more VP in SPI's The Conquerors and Avalon phibious assault. The first type is than the other. It is this aspect that can Hill's Hitler's War. The check is made available to all unit types and moves make these some of the most exciting by a die roll on the appropriate table the unit from one friendly, undamaged turns of the game. against the type of site entered. Size port to another. Note that this is the and efficiency rating are the favorable only type of sea movement for mecha- Movement modifiers to the check. nized non-marine units. This means Like all 20th century games, CK95 that you cannot bring heavy units in forces the player to deal with the many Air Movement: after a marine unit has secured the ways in which combat units get around. Moving units by air comes in three beachhead, unless it has also captured a flavors: airmobile movement (move- nearby port. Normally this is not a Ground Movement: ment by helicopter), air transport problem, but it must be taken into This is standard hex-to-hex movement (movement by airplane), and paradrop account in your planning. with units of differing movement (movement by either that ends in categories (leg, light, motorized, parachuting to the ground). Airmobile The second type of sea movement is mechanized) paying different move- movement is a tremendous capability available to all marine units and units ment costs to enter each type of terrain. that allows leg and light units to move with a movement allowance of five or One useful item is that all units of each up to 24 hexes while ignoring terrain. less (i.e., light and leg infantry). These category have the same movement This may be used to place units into units can move between friendly, points, helping differentiate them combat. Air transport is used to undamaged ports, 'At-Sea' boxes and beyond the unit symbol. The downside move leg and light units between beachheads. Moving to an "At-Sea' box of this system is the number of cat- friendly airfields. allows the player to set up for a future egory/terrain combinations. The invasion, while moving to a beachhead Terrain Effects Chart (TEC) on the north Paradrops are used to move airborne is used to reinforce an existing landing. map is very well laid out and most units from friendly airbases to any hex All types of sea transport allow the unit common combinations are easy to on the map and may place a unit in to move half of its move allowance after remember after a couple of turns. I combat. The advantages to using moving by sea. made a copy of the terrain chart to use paradrops are the unlimited range and when playing a south map scenario, that it doesn't use airmobile points. The Amphibious assault is available only to and hope to see a reprint of the TEC cons are the limited number of airborne marine units and is the only way to Insert, (in C3i magazine Nr.3 - G.B.) units and the possibility of a step loss on move by sea to a hex that is not a that can be copied or pulled out so that the paradrop table. There is no provi- friendly port or beachhead. The marine players don't need to lay the north map sion for dropping a unit into an enemy unit must start in the appropriate 'at- out for scenarios 1,3 and 4. sea' box and then move to a beach hex using the correct amount of amphibious Stacks of ground units with more than transport units. This assault only gets one stacking point (usually something the units adjacent to the beach hex— as large as or larger than a US mecha- they must move into it after successfully nized brigade) exert a Zone of Control resolving combat with any units there. (ZOC) into the six adjacent hexes. ZOCs If the hex contains an installation or stop most movement and restrict city, the assaulting marine units must retreats, but do not force combat. also pass an advance/control check. Once a successful landing is made, a Another interesting feature of CK95 is beachhead marker may be placed, the Advance/Control check. This check subject to the limit of the countermix. is made by units wishing to capture city, The beachhead marker has a defense urban and installation hexes, whether strength of two, increases the stacking through movement or advance after limit of the hex and allows further sea combat. It represents the intrinsic movement into the hex. Note that ability of these sites to resist conquest grabbing a port hex outright will and is reminiscent of similar mechanics obviate the need to use a beachhead marker to move more units in. on the air point chart to determine the done aloft. Combat number of available air points. Air Naval Units Defending stacks of units are attacked points may also be provided by US The seas are (eventually) the realm of the from any or all of the six adjacent hexes Naval Aviation once the US gains control ROK/US player. Early on, the NKPA by comparing the attack and defense of a Sea Zone. The air superiority level player can do some limited moving strength of the units involved and (ASL) is based on the difference in around, but it's only a matter of time creating an initial odds ratio. The odds available air points and generally favors before both sea zones are carrier-group ratio column is found on a line on the the NKPA early on and grows favorable infested lakes. These units provide air combat table corresponding to the to the Allies as American airpower points and coastal gun support, as well terrain type in the defender's hex. That makes its presence felt in-theater. The as an increasing ability to conduct is, a 3:1 in flat terrain is better for the ASL is used to determine how deadly air amphibious operations. The gun attacker than a 3:1 in mountains. There defense fire will be. support is identical in mechanics to that are some adjustments to unit strengths provided by air points, and sea move- for such things as rivers, armor in flat Air points can be used in two ways. ment has been discussed above. and leg infantry in urban terrain. First, they can support ground attacks. After odds columns are determined, each TACTICS The odds column may then be adjusted player, beginning with the attacker, may So, let's see what we can do with all this for a variety of reasons, most of which allocate air points to ground support. cool stuff. are not under the player's control. Each point is worth one column shift. Surprise is typical—you either have it or The attacker may allocate up to four and General you don't. The principal column shift the defender may allocate two. • The number one consideration in over which players have some control is CK95, after the scenario's victory unit efficiency. The players compare the Second, air points may be used to escort conditions, is the initiative. Get it and efficiency ratings of the best units in the air movement. For each air point, up to keep it. Initiative is like having half combat. For every rating point one two, allocated to an air movement again player has over another, there is a operation, the player receives a favorable as many turns as your opponent. Keep favorable column shift. For stacks with DRM on the Air Defense Fire (ADF) careful track of where you are with different efficiencies, the player may table. respect to initiative VPs. If you are close, choose which will be used for the it's probably worth any extra losses. If comparison, but that unit is up first for In addition to air points, each player has last turn was contested, you need to also losses. helicopter units available. These units keep close track of your opponent's VPs. have a range and a combat support Your battle plan needs to match overall The last modifier to combat comes in the value. During combat, they may be used victory with the turn to turn gain of VPs. form of die roll modifiers (DRMs). in a manner similar to air points, Keep the flow of battle under your Almost all of these are under player providing favorable DRMs to combats control through the use of reserves so control. I will address most of these later within range equal to their CSV. Each that you don't run out of steam just in the article when I talk about tactics, as unit may do this twice in a turn. They when your opponent can grab back obtaining these modifiers is the chief are allocated along with air points, enough ground to take the initiative method by which players increase attacker first (maximum of two units) away. For the NKPA player in most combat power in the attack. In addition, followed by the defender (one unit). scenarios/campaigns, early loss of the a key DRM is ground support by air initiative equals painful death. points and attack helicopters, and I will Both types of combat support from the discuss this under airpower. air and all air movement are subject to • Keep careful track of your high- Air Defense Fire. For each air transport efficiency (6+) units. They will be your Once all of the column shifts and DRMs point, helicopter or group of air points only reaction force when you don't have have been accounted for, the die is rolled conducting one of these operations, a dlO the initiative and don't have air superior- and the results applied. Results come in is rolled on the ADF table. Results for air ity to increase your combat power. They unit step losses and retreats for attacker movement missions are aborts and step are critical to the middle game (US and defender. I have found it useful to losses. Step losses also result in the loss forces announce the final combat situation out of the transporting point. Results for not all in-theater, air battle in doubt, loud to the other player in the manner combat support missions are either initiative ready to swing). "4:1 in hills +2" so that there is no temporary or permanent loss of the air confusion about where we are on the point/helicopter step. Being escorted or • Watch your overall 'post-combat table when the die is rolled. If the operating entirely in a friendly country posture.' Are your key units free of defenders retreat or are eliminated, helps, and being near enemy armor or ZOCs so they can exploit? Are your attackers advance, taking into account airfields/bases makes the table more units tasked to seize that airbase adjacent any necessary Advance/Control checks. deadly. Also, the column used on the to it, so they can make an immediate table depends on the ASL. If your Advance/Control check? Are your mech Airpower opponent has air superiority or su- reserves on the right road? Like chess, In the standard game, each player rolls premacy, you're not going to get a lot plan ahead.
• Choose which combats to do first in a
turn according to air support available. Don't use the efficiency rating of LI in hordes swarm over you. Be patient. Try to get the enemy to commit air combat. The loss of a column shift is Play Top Gun or Heartbreak Ridge points to battles that are less important worth preserving the LI unit. Use those on your VCR... to you, and then hammer those hexes scummy motorized recon units instead. you absolutely must have. Usually, one • Keep your high efficiency units in key or two negative DRMs are not a big The ROK/US rear area should be awash positions to react. In a multi-division deal. A minus-six, on the other hand... in NKPA LI. Marine and airborne LI battle, efficiency is not so important. In should go deep and threaten key the rear areas where engagements • Build your attacks around the '3:1 flat' installations and mobilization sites. involve only a couple of units, a one or column. It is the only column that gains Grab airbases for the ADF modifier and two efficiency difference can be crucial. TWO more retreat results over its ports to bring in more units. Do this Small 6+ units (like marine battalions) predecessor. This probably reflects the early, as your amphibious and air move are better in this role than covering ROK age-old wisdom of 3:1 minimum in the capabilities degrade over time. Normal divisions. Don't throw them away! attack. Note that 3:1 in this game is not LI should exploit/infiltrate to cut off necessarily just 3:1 in combat strength: it retreats and force the ROK/US player to • Remember the rules for Advance/ may include the effects of efficiency, commit units to the rear fight. There is a Control. Some hexes he can't get into forts, surprise, etc. This is an accurate DRM for multi-hex attacks, and this is a without starting adjacent to them and reflection of reality wherein combat great way to get it. even then he needs to roll a die. Accept power is different from a simple count risk in non-vital areas using this rule like of • Tunnels are another key NKPA tactical extra units. Deep targets that have weapon systems. force multiplier. They are only good on airfields/installations nearby are more the first turn of an invasion, but they are dangerous to him in terms of ADF. You • Carefully consider standing (voluntar- critical. They don't come off until the may leave some of these uncovered to ily ignoring retreat, 7.71) when you reorganization phase, and so will be defend other sites. He will have to take receive a retreat result. One more turn in around for all of the NKPA movement the ADF to land adjacent, and still can't Uijongbu can ruin a communist's whole phases. If you can't find a use for all of start trying to move in until next turn. day. them during the first movement phase, hold some in reserve. Early on, they will • Balance defending mobilization hexes • This is NOT a blitzkrieg! Some of the soften the fortress modifier for the ROK against other VP sites in the area. The largest tank units in the world are in DMZ hexes, but in later movement mob site may not even produce a lost some of the most inhospitable terrain in phases they can be used against Allied unit and if it does, it will be the same as the world. That efficiency 8 marine units adjacent to the DMZ that aren't losing an installation or city that could recon is usually worth a couple of tank getting the fort benefit for even greater have been defended instead. My divisions. It can fly, sea move and grab effect. Plan ahead; even tunnels no experience is that it is not worth the two columns from the best of the NKPA longer giving the DRM allow increased effort. units. At the same time, the 2d Infantry stacking until the end of the turn. Division's tank brigade is wallowing in a • Using helicopters early is usually an rice paddy. Choose early and wisely the • There are several NKPA mechanized exercise in giving him VPs. These units paths for your mech forces. Everyone formations behind the front. They are are extremely valuable and should be can exploit if not tied down by a zone of almost as important as the LI. Keep preserved in the early game. If you must control: use the right unit for the job, not them together, commit them to an attack use them, do so away from armor and just the "panzers." avenue and DRIVE! They are difficult to escort the mission with airpoints. redeploy, but in the right terrain (namely NKPA Tactics roads) they can really stir up trouble. • After the air superiority situation has • NKPA tactics are built around their Once the tunnels are gone, these units changed, however, it's a whole new ball light infantry units. They can air move, are mostly useful for their high density game. With a typical mix of helicopter sea move, ignore ZOCs and infiltrate, of combat factors to stacking points. units, the ROK/US player will have 7-8 and they provide a -1 DRM in the attack. Some also have good efficiencies. Do not helo points that can be used twice, for The number one tactical cause for NKPA focus on them for exploit, as every unit around 15 combat support points. That's failure is misuse of this asset. Here are has that capability and LI are best at it, more than the most air points the NKPA some key LI considerations: but note that they can potentially get can have on the first turn of the invasion deeper under the right conditions. and more than the ROK/US average Use the "leapfrog" technique. Infiltrate Although it rarely happens, don't until game turn 7. They are the principal LI, advance after combat, exploit move, overlook the effect of armor in flat and combat multiplier on the Allied side in advance after combat and get adjacent hills terrain. the first, critical, five turns. to the enemy line so that you can infiltrate again. Use LI in pairs so ROK/US Tactics • The ROK/US player must continually that one is always infiltrating a key • Have nerves of steel. In most situa- be driving towards the initiative. Each sector and to cover a loss from a failed tions, you will be in the react mode for tactical gain or loss affects the VP count, infiltration attempt. what seems an eternity as the communist and even the outskirts of Seoul aren't as can't take it anymore.
• In the non-invasion campaigns,
he NKPA must still go all out units to the critical sector. early on. You must be aggressive, coming at the Allies from all • As I have pointed out, the system is directions all the time so that, bloody, a fact of life in this theater. when I Corps and the CVBGs Even at 3:1 odds in flat terrain, there is a show up, you are laughing at 50% chance the attacker will suffer a them from strong defensive step loss. Comparing this to the positions. replacement rate, it won't take many attacks to run down an offensive. • Take a look at the east. In one Watch the CRT for those times when +1 game, my NKPA opponent DRM really does increase the chances he conducted a series of low odds will take a loss. Tie this in to a strategy attacks, even using tunnels and geared to take away the initiative early. airpower out in the eastern mountains. I chuckled with evil • Finally, don't let him concede. You glee until the third turn of this have suffered through his offensive and when, thanks to the appropriately held him off, and now the planet's bloody CRT, both our front lines mightiest military machine is ready for were gone and his second line action. You have four CVBGs off the eastern forces were moving on my coast, a heavy corps, gobs of marines, right flank! more helicopters than all other air forces combined, 30 air points and the USS • Don't be overly concerned about Wisconsin. Make him play it out. your own rear. If you commit too many forces to reserves and Conclusion airmobile watch, you will miss out As a player, I think CK95 is a great on the opportunity for an early game. It has cool toys, communists, knockout blow. If you are tension, Hind-Ds and the DMZ. It aggressive enough, your own combines the action of Gettysburg, the threats will keep him too busy terrain of the Bulge and the tools of the to launch a lot of stuff deep. You Gulf War. need those forces NOW. Let the important as an early swing in initiative. People's Guard take care of the Based on my study of the current You must carefully gauge the right time people. situation on the Korean peninsula, I and place to launch counterattacks. Are • believe that CK95 is also a great there armor units and airfields to • The ROK/US will eventually get simulation. It lives up to the purpose provide ADF modifiers? Is there an enough forces to counterattack, but not behind any near-future game: you can efficiency 6+ unit you can afford to lose? in the first two turns. You must create use it to answer the question, "What if Is there a town you can recapture two or three threatening breakthroughs they really did it?" From my analysis of cheaply? on the first turn. If you get off to a slow the theater, all of the key elements are start, he will bottle up your biggest present, and those that play a secondary • Don't overlook the offensive capabil- threat with the 2d ID and smile. He has role are elegantly abstracted. The only ity of your airmobile capacity. It is too time, you do not. It's that simple. thing that's missing is the emphasis in easy to get into the rut of reacting to the NKPA on artillery (to the tune of NKPA strikes. Toss a couple of units in ROK/US Strategy 1000 tubes in a US division sector at the HIS rear area. Block a mech corps at a • Dissipate his attack. Kill a key unit, point of attack), and I think it's safe to key road junction. Pin down an stand instead of retreating, put an assume that Gene spread that effect into airborne or marine unit. Watch the airmobile unit in a hex he needs. Bend the high combat values for the NKPA expression on his face when you make like a reed in the wind. Do not let him units, still equipped with T55s and T62s. an Advance/Control check on a nuke get ahead and go to ground. site on turn 2. Having said all that, it's off to the • You must defend the avenues into Advanced Game and some isolated STRATEGY Seoul at all costs. There is no subtlety in units, missile strikes and Stealth. Let's turn now to the big picture. this area. Some genius put the ROK See you down the road... capital next to the world's fourth largest NKPA Strategy army. You need to get in the way. As part of Captain Cleaves' article on the Advanced • Take Seoul now. Seoul is like Cem- Game in the next C3i, he'll be including a sidebar etery Hill. If the sun sets on the first day • Dance around in the east, using the article on A Company Commander's View of the and you have a foothold, you've made a terrain to allow you to relocate some Next Korean War. Given the current tensions, it game of it. If you never touch it, US will likely be sobering as well as enlightening. troops are going to build up until you