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F L A S H P O I N T

Crisis: Korea 1995 — Targeting the Peninsula


BY CAPTAIN JON
J S. CLEAVES, U.S. ARMY

Part 2: The Advanced Game — The Air Land Battle

Introduction Once they make contact with the enemy, High Value Target List:
it will be up to them. Until then, the  GHQ and the HQs of I, II, IV, V, 815
All wargame (read: conflict simulation) theater commander uses the assets under and 820 corps.
designers want their games to be as much his control to disrupt, delay and
like 'real life' as possible. Designers of disorganize enemy forces so that the corps  Koksan Tank Division
historical games ensure that, at least, the commanders are better able to achieve  Supply Depots in 4430, 4726, 5027
actual outcome is possible, even if not decisive victory. The planning tool the
likely. Designers of modern/near-future theater commander and his staff use to  Airbases in 3622, 2724, 5318, 3019
games don't have that luxury. Their reality conduct these operations is called
check is much harder to perform and targeting.  Detection and SAM tracks
must rely on the extrapolation of reality  Corps Light Infantry Brigades
rather than direct comparison The targeting process is defined by three
steps: decide, detect and deliver. Acting as By definition, these are the enemy forces
One means of conducting such a reality the Allied theater commander we will and capabilities that are critical to the
check is to see if what a modern com- apply these steps to a 'typical' game of enemy plan. From this list, the friendly
mander would actually want to do is CK:95 and examine how well the game commander would select his High Payoff
possible within the framework of the game mechanics allow us to apply them as well Targets (HPTs). HPTs are those HVTs
system. My intent is to do just that for as look at the results our deep operations that impact most severely on the friendly
GMT's Crisis: Korea 1995, focusing on the provide to our corps in contact. For our plan. In this case, the friendly plan
key aspects of its advanced game. What the purposes, this typical game will be turn one involves preventing an early breakthrough
advanced game has to offer is theater-level
level of the first campaign (rule 24.1). in the CheoulweongUijongbu
Cheoulweong corridor
operations. The basic and establishing conditions for
Decide
game allows you to bash corps together in The decide phase of targeting operations counterattack as soon as possible. Our
the unforgiving terrain of the Korean is characterized by the commander and his theater commander has selected the
peninsula. The advanced game, on the staff selecting those targets that will be following HPTs:
other hand, provides all the tools available attacked by deep operations forces. Since High Payoff Target
Targe List:
to the overall commander to bring about we live in a world of limited resources, we  GHQ and the HQs of II, IV, V, 815,
victory. The questions before us: Can I cannot attack all the targets in the theater 820 Corps.
use these tools the way the real theater and must have a means of choosing those
commander would, and can I get the whose destruction will have the greatest  Koksan TD
results he would expect to get? effect. The decide process begins with the
 Supply Depots in 4430 and 4726
intelligence officer. From his analysis of
The main element of operational com-
the enemy, he determines the theater's  Detection and SAM Tracks
mand in Air-Land Battle is deep opera-
high value targets (HVTs). HVTs are
tions. The goal of these operations is to set Note that by definition the HPT list must
those forces and assets the enemy must
battlefield conditions for success on the contain targets from the HVT list. This is
have to do what HE wants to do.
part of the subordinate commanders. because if something is not critical to the
The intelligence officer (represented by enemy plan, then it is not worth
the player, how convenient!) determines destroying. Also, the HPT list is shorter
that the enemy must secure Seoul in the than the HVT list because the commander
Jon Cleaves is a Captain in the U.S. Army, Military minimum amount of time (3-4 turns) to will only choose those targets that impact
Intelligence. He is currently assigned as a Combat be successful. In order to do this, the
Trainer at the Army's National Training Center. Ft.
on his plan of maneuver. For example, the
NKPA main effort will be in the theater commander does not feel that
Irwin, CA. Before moving to the NTC, Captain
Cleaves accumulated extensive experience and expertise Cheolweong-Uijongbu corridor. The destroy the depot in 5027 will affect
destroying
pertaining to the Korean theater and mission as a military HVTs associated with this operation are the enemy's attack down the most
intelligence commander, brigade intelligence officer, the following: threaten avenue of approach.
threatening
and assistant operations officer for a Military
Intelligence battalion, all with the 4th Mechanized Now that the commander has selected the
Division at Ft. Carson, CO. targets he wants to attack, he must
determine how he is going to find them.
Crisis: Korea 1995
Detect recon table. The only modifiers to the roll attack missions. Also, the SF recon boys
In the detect phase of the targeting are column shifts for terrain types. A are the only way to target the corps HQs
process, the commander and his staff result of 'D' means the target is detected. that are not located by ED. We have nine
select the means by which they will find US/ROK mission counters available.
avail If
As in reality, these three detection modes
the targets they want to destroy. Note that we relied solely upon ED for three of the
represent a limited resource. A real
in a 'real-world' military situation, the corps HQ, we would still need five
commander executes the detect function
enemy's dispositions will not be so readily missions for recon: one for GHQ, two for
of targeting by first identifying those
apparent as they are on a wargame map. the remaining corps HQ and two for the
detection assets that CAN acquire each
depots. Note that this
t plan hits each target
This is one of the places that CK:95 does target type. In the following matrix, called
only once: there are no redundant
an excellent job of creating the 'feel' of a 'collection plan', each of our HPT is
detection systems. If ED fails to find an
modern theater-level combat. In order to compared to each of the detection
HQ, it will stay undetected
undetec this turn; there
be attacked by deep operations forces, modes. If a given detection mode can
is no backup plan. Also, this plan uses
targets must be 'detected'. Even though acquire a given target type, an X is placed
over half of the SF missions for recon.
the counter or map symbol representing in the appropriate spot.
the enemy asset is clearly visible to the Based on this, our illustrio
illustrious player-
opponent, the game mechanics require commander bursts into the command
that the player uses some of his limited post: 'Boys, we've gotta back off of some
detection means to acquire the target. of these targets. We are spreading
These mechanics are elegant and cleanly ourselves too thin. I don't want to use
abstract what is a very complicated more than four SF missions for recon. I
network of sensors. want your recommendation in an hour.'
In CK:95, there are four means of The staff reviews
review the HPT list to
acquiring a target: automatic detection determine which targets must fall off. The
(AD), electronic detection (ED), special Some obvious things fall out here. Koksan TD can stay on the list because
forces recon (SFR) and units in contact. For the Koksan TD, it is clearly optimal to the theater air commander assures us that
For our purposes, we will be focusing on find him with AD, since there is no cost in we will have advantage in air superiority
the first three because once a unit is in limited resources. The TD starts over six (from our games a realistic goal). GHQ
contact, it is no longer the object of hexes from the nearest friendly airfield, must stay, because its deep strike
theater-level (read: deep) operations. therefore the Air Superiority level must be capabilities have to be addressed. This
at least US/ROK Friendly Advantage. brings it down to corps HQs and depots.
AD (rule 22.31) reflects theater-level and
Noticing this, the player- commander can Upon further analysis, the staff decides to
tactical air reconnaissance efforts. It is
order his theater air commander (again drop depots off of the HPT list. Striking
represented by a range from friendly air
conveniently represented by the player!) to depots affects the enemy's supply
bases and airfields. If an enemy non-
achieve this. capability, but striking corps HQs affects
HQ/supply depot is in this range in a hex
supply ability,
abil strike ability and support to
not containing woods, highland, mountain Corps HQ pose a slightly different combat ability.
or urban terrain, it is detected. The range problem. They can be detected by ED,
of AD is tied to the current air superiority but per 22.32 the player will only get three You may argue that this analysis should
level. rolls on the table. The AWACS advantage have occurred during the Decide phase,
will not be 3 or 4 on the first turn, so this and technically you would be right.
ED (rule 22.32) reflects electronic warfare
operation only has a 50% chance of However, the commander and his staff are
capabilities and is used to detect (non-
success. The player will acquire one, only human. In addition, conditions in
supreme) HQs. Each side gets a certain
maybe two targets this way. However, combat are constantly changing.
number of 'rolls' on the ED table per turn.
there are five corps HQs on our HPT list. Therefore, the decide
decide-detect-deliver
For each roll, the player selects an enemy
To accommodate this, we will expand our system is cyclical. Commanders must be
HQ as the target and if the result is a 'D',
collection plan in a moment to deal with flexible enough to constantly review the
the HQ is detected. The only modifier to
each corps HQ individually so that the plan to take into consideration new
the table is for a high level of US AWACS
commander can prioritize which ones will constraints and altered assumptions. As an
advantage.
be subject to ED. example, the commander willwi have to
SFR (rule 21.22) reflects the use of reevaluate the use of SF recon missions if
theater-level special operations forces to As depots and supreme HQs can only be something goes badly wrong in the air
conduct reconnaissance of a target and detected by SF recon, the choice of phase and the air superiority level is
report on its disposition. SFR is one of systems in this case is obvious. The trick contested or worse, because the Koksan
several missions that a player can give to here is that SF can do more than recon TD will be out of AD range.
his SF assets. A player allocates an SF missions and any recon mission assigned
takes away from our ability to do raids, When it has been decided which specific
point to a target and rolls on the SF
targeting and detection track assets will be used against each target, the
X is marked in some way (circled,
Targeting the Peninsula
underlined, new color if the collection allocates a raid and a targeting mission
plan is automated) to indicate that not against IV Corps HQ, a targeting mission
only can that asset see that target, but against the Koksan TD and two missions
that it has been directed to look for it. to attack the NKPA detection track.
Our final plan would look something Going into the strike phase the targeting
like this: situation is as follows:
 II Corps: Detected (SFR)
 IV Corps: Detected (ED), Strike 1
(Raid), Target -2
 820 Corps: Detected (SFR)
3. The player-commander has decided
to use his attack helicopters for ground  Koksan TD: Detected (AD)
support and so we will drop that  Detection Track: -1
column off this turn.
In the first strike phase, the commander
Revised Attack Matrix takes a hard look at his aircraft situation
Some final notes on the plan:
and determines that he can only put three
1. ED was selected against the V Corps strikes in the air. This plus the CFC HQ
and IV Corps HQ because they are in strike allows him to attack four targets
highland terrain, and terrain has no effect and he chooses to ignore the Koksan TD
on ED. Both ED and SFR were selected for now, sending a WW strike in against
against II Corps HQ because it is the corps the dreaded NKPA SAM track, two other
most threatening on the first turn. air strikes in on II and 820 Corps and the
2. The Koksan TD starts in a wooded CFC HQ against the IV Corps.
hex, but is on a road, so may be acquired Now, that wasn't so hard was it.
by AD.
Notice here that in CK:95 SF missions As someone who does targeting for a
3. SAM and detection tracks are not listed living, I found the technique to be very
here because, although they are HPTs, they will be resolved before strikes so that the
player can see the results before allocating useful. Certainly I did not prepare a lot of
do not need to be detected to be attacked. formal matrices, but the thought process
air and HQ units. He plans to use SF
Deliver heavily against the enemy detection track helped me keep things in perspective.
Now it's time to do some killin'. so that if successful, he can use air and What is important is that
t the game
WW in other roles. Other SF missions will allowed me to use the process in a way
The deliver phase is executed much like the that reflects the doctrine currently in use
be dependent on the results of air combat
detect phase. A matrix is prepared in the theater. Any player of the game will
and ED. At this point, all the decision
comparing targets to those systems capable come up with his or her own way of
tools are in place to assist the player in
of destroying them. Our first pass at the deciding which enemy units to target.
conducting the electronic detection,
problem looks like this: Notice that our example commander did
special forces and strike phases. Let's see
This 'first pass' does not take into account how the system holds up to actual play of not attack any airfields, depots or other
the particulars of the current state of affairs these phases. targets. Deep operations is about
(game-turn and situation on the map). We resources and effects. If killing depots
After air combat, the Air Superiority level produces the effects you want and killing
would keep this matrix as a reference for
is found to be 'Friendly Advantage' for the HQs does not, then that is what you will
future planning, but we will remove those
US/ROK. In our games, this is a realistic try to do with your limited resources.
capabilities that do not currently apply:
result if the US/ROK player wants it.
1. As there is no CVN or BB unit in an Based on this, the Koksan TD is detected In sum, I feel that CK:95 does an
all-sea hex during the first strike phase of under AD (22.31). excellent job of portraying the environ-
environ
24.1, there will be no cruise strikes. ment of modern combat in Korea. Let's
The US/ROK player makes three ED just hope it stays a game.
2. For non-supreme HQ strikes, the range (22.32) attempts against the II, IV and V
is 5 hexes for US HQs and 3 hexes for Corps HQ and succeeds against the IV
ROK HQs. Since none of these targets is Corps.
within range of a Corps HQ, we will
The US/ROK player allocates four SF
change that column to CFC HQ.
recon missions against
Note: Part 1, the first-half
first of this article
GHQ and II, 820 and 815 Corps HQ. He appeared in the last issue (Nr.4) of C3i.
Part 1 was an overview of the game's major
systems and mechanics.

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