THE GAUNTLET

INDEX
[1] Introduction [2] Random Events [3] Sequence of Play [4] Reinforcements [5] Unit Breakdowns & Recombinations [6] Land Unit Movement [7] Zones of Control [8] Land Unit Stacking (9] Exiting the Map [10] Barrage & Naval Gunfire [11] Land Combat [12] Combat Effecti veness & Recovery [13] Air Operations (General) [14] Air W mare [15] Airlift [16] Air Supply Markers

[11 INTRODUCTION
The Gauntlet is a simulation of the battle in North Korea in late 1950 in which the Chinese stopped the United Nations offensive and retook the North Korean capital of Pyongyang.

[17J Airborne Units
[18] Naval Operations [19] Naval Transport [20] Land Unit Logistics

o Air Operations. This organizes the air missions players will conduct in the course of a turn. o Breakdown units. Units which are available for breakdown/reforming. o Eliminated units. Units which eliminated in tbe course of play. o

are

[21J Limited Intelligence
[22] Co-Belligerent [23] Bridge Destruction & Repair [24] Victory Conditions [25] Fog of War Markers (optional) [26] Meeting Engagements (optional) [27] Barrage (optional) [2.8]Organbizationallntegrity [29] Entrenchments [31] Communist (optional) [33] Scenarios There are more charts on pages 62 & 63 of this issue. Designer: Joseph Miranda Developer: Paul G. Cooper Counters: Beth Queman Map: Joe Youst Rules layout: Callie Cummins Play testers: Paul G. Cooper, John Finegold, Thomas Kohl, Michael O'Brien, Charles Stevens. [30] Armor (optional) Partians Operations (optional) (optional)

1. Players
The Gauntlet is a two player game. One player is the Communist Player, the other is the United Nations (or UN).

Exited Units. Units which are exited from the southern map edge are placed here.
o Fog of War. Used by the Communists to hide the location of on map units. o Reinforcements. Units which will appear as reinforcements in the course of the game.

2. Game Scale
Each game turn equals one day. Each hex is approximately 4 kilometers across. Each regimentlbrigade is 1500-5,000 men; each Division is 8-18,000 men. Each air un.it represents 30-50 sorties.

S. Counters
Tbe counters (square cardboard playing pieces) represent the armed forces which fought in the original campaign. There are two basic types of counters in the game: Units, which represent military forces, and Markers, which are used to record various game functions and other information. a. National
o

3. Game Equipment
A complete set of The Gauntlet should include the following parts: One game map, one setof gamerules, and 280 die cut counters. Players will have to provide one six-sided die.

[32] U.S. Ranger Units (optional)

Colors (as per counter mix)

4. Game Map
The game map shows the region where the actual campaign took place. A hexagonal grid has been superimposed on the map sheet to regularize movement and placement of units, and to delineate terrain types. For newcomers to wargarning, units are placed in hexes, and must remain within the hex boundaries at all times. Holding areas. These are used to organize forces whicb are not placed on the hexagon portion of the map. Holding areas include:
o

• United States: Green Republic of Korea (Soutb Korea): Blue • Other United Nations: Light green • People's Republic of China: White on red
o Democratic Peoples Republic (North Korea): Black on red

of Korea

b. Military

Units

The front of the unit is its Combat Effective Status. The reverse oftbe unit is its Disrupted status. Note that certain units do not have a Disrupted status.

STRATEGY & TACTICS

RI

THE GAUNTLET
SAMPLE COUNTERS
Infantry Regiment (front) Combat Effedive status Unit sbe Unit type Infantry Regiment (back) Disrupted status Unit Types Land Units ~ Armored Artillery Artillery Airborne Artillery 2

1<=)1 Armor
~ ~ ~ Armored Infantry Armored Cavalry Motorized Infantry Regular Infantry (non-motorized) Airborne infantry

d. Game Markers

0
~

II]
~

6

[8J Antiaircraft [E!] MiI!tary
police

11]
.,........,-

7

II
PHASE

OPERATION COMPLETE

Headquarters/Logistics

Unit

Artillery unit Support .",.,==.." Radius

~

~ Air Units Naval Task Force Tactical Air Barrage Fodor

m
p
J

o

3

8

Cavalry 4

Partisan Headquarters

r::::;l
~(TAC) ~ ~(SAC)

I:ZI U.S. Airborne Ranger infantry
~ Chinese elite infantry Size; the military XXXX = XXX = XX = X=

[!J [;]
9

~

t

..

Naval Task force

s

II
TURN

0

Strategic Air

r:;:;::::;l
~(MAC)
A: Armored AP: Anti-Partisan

Military Airlift

'Unit designation>: Upper number is regimenl/brigade/group and lower number is division.

1=

III = II =

echelon of the unit army' corps' division" brigade/group/combat command regiment / regimental combat team battalion/U.S_ squadron company/detachment

'Army and Corps echelon units represent the headquarters and support troops for such formatiom. •• UN division echelon unils represent the headquarters ondsupporttroops for such formations.

Unit abbreviations

AAA; Antiaircraft artillery (serving as field artillery) A&S: Argyle and Sutherland B-L: Belgian-Luxembourg C: Canadian C: Cavalry (serving as infantry) CC: Combat Command CW: Commonwealth Fr: French G: Gloucestershire Gk: Greek KRlH: King's Royal Irish Hussars Mi Mongol MS: Middlessex NL: Netherlands NK: North Korea Ph: Philippine PPCLl: Princess Patricia's Canadian Light Infantry RAR: Royal Australian Regiment RNF: Royal Northumberland Fusiliers ROK: Republic of Korea RUR: Royal Ulster Rifles TACF: Turkish Armed Forces Command TF95: Task Force 95 Th: Thailand

(1) Airborne Supply. Used to indicate a hex being supplied by UN air. (2) Bridge Destroyed. Used to indicate a Bridge which has been destroyed. (3) Entrenched. Indicates that units have "dug in" to defensive positions. (4) Fog of War. The Communist player uses these to disguise the strength of his forces. (5) Game Turn. This is used to indicate which tum it is. (6) Operation Completed. Used to indicate units which have completed a movement or combat, should the players need a reminder. (7) Phase Marker. Indicates which point of the Sequence of Play is happening. (8) UN Supply Depots. These represent major United Nations supply depots. The Front of these markers represent the Depot when it is UN controlled; the back, when it has been captured by the Communists. (9) Victory Points. Indicates the current number of Victory points a player has accumulated.

B. Game Charts and Tables
Game Charts and Tables are used to conduct certain game functions and to simplify certain game procedures. These include: • Airborne Scatter Table: Used to determine possible outcomes of units making parachute landings. • Barrage/Air attacks. Strike Table: Used to resolve independent artillery and Air Strike

• Events Table. Used to generate random events. • Combat Results Tables (probe/AssaultIMobile). Used to resolve combat. • Recovery Table. Used to restore disrupted units to combat effective status. • Terrain Effects Chart. Used to show the effects of various terrain types on movement. • Victory Points Chart. Shows objectives and actions generating Victory Points. • Victory Points Index. Used to record each country's current Victory Points.

d. Game Markers
Note that certain markers are back printed with other types of markers. Players use whichever side they need for the current game junction. Should players run out of markers. they may make more. R2 MAR/APR 1998 #190

THE GAUNTLET
7. Definition

of Terms

• Combat Effective: A unit that is cohesive; this is represented by the front side of the unit counter. • Combat Strength: The basic military strength of a unit. This is based on the effectiveness of the unit's firepower, training and leadership. • Disrupted: A land unit that has been reduced in combat strength. This is represented on the reverse side of the unit counter. • Enemy: Units belonging opposing the player. • Friendly: to the side

the Game Turn by placing Air units in the appropriate Air Mission boxes. (3) Reorganization Phase. United Nations units may breakdown/recombine. United Nations units may also entrench and attempt to destroy depot markers.
(4) Movement Phase. The United Nations player moves some, none or all of his land units. United Nations units may also conduct Meeting Engagement combat (optional rules) and destroy bridges.

friendly units.

d. Game Turn Indication
The Game Tum marker is advanced on the Game Turn Record Track, signaling the start of a new game turn.

2. Game Length
a. Players continue the above sequence of play until the requisite number of Game Turns as indicated in the scenario are completed, at which point victory is evaluated. b. Players should place the Phase marker 011 the current space in the Sequence of Play track to keep track of which phase is in progress.

Units belonging to the player.

• Movement Factor: The basic number of hexes a unit may move in a turn. Each unit's movement factor is expressed in Movement Points (abbreviated MPs). • Non-phasing player: The player who is not the Phasing Player. • Phasing player: The player whose turn is occurring. • Zone of Control (ab breviated "ZOC"): the ring of six hexes surrounding most units. Zones of Control have effects on movement, combat, and logistics as per appropriate rules sections. "Enemy Zone of Control" is abbreviated "EZOC."

(5) Air StrikePhase. The United Nations player places any air units he has allocated to Air Strike missions on the map and resolves Air Strike combat. (6) Barrage Phase. The United Nations player conducts barrage attacks using his artillery and naval gunfire units. Combat Phase. The United Nations player conducts any ground combat. (8) Recovery Phase. The United Nations player may restore to Combat Effective status any of his Disrupted status units. The United Nations player may also remove Bridge Destroyed markers.
(9) Administrative operations completed friendly units. (7) Land

[3) RANDOM EVENTS
During the Random Events Phase, each player rolls one die for the Random Events Table to determine a random event for the turn. l.Each player rolls one die. The Communist player's die is considered the "lOs" digits, the United Nations player's die the "Is" digits. Cross index this and apply the result. (e.g., If the Communists roll a 1 and the United Nations a 2, the final result is 12, Bug Out.)

Phase. Remove all markers from all

8. Die Roll modifier
Certain game charts require a die roll modifier. This is a number added to the result rolled on a dice. For example, a die roll modifier u["2" added to a rolled result u["3" would give a final outcome of"5". A negative die roll modifier is subtracted from thenumber rolled. If more than one die roll modifier is applied, then use the cumulative total,

(10) Air Interdiction Segment. The United Nations player places air units conducting Air Interdiction missions on the map.

[4) REINFORCEMENTS
Reinforcements are additional units received in the course of the game.

c. Communist

Pla.ver Turn

1. Reinforcement

units

(1) Reinforcement Phase. The Communist player places any reinforcements for the turn.
(2) Reorganization Phase. Communist units may breakdown/recombine. Communist units may also entrench.

[21 SEQUENCE OF PLAY
The game is played in turns called Game Turns. Each Game Turn is divided into two Player Turns, a United Nations player turn and a Communist player turn. Each Player Tum is composed of several distinct segments called Phases. The Player whose tum is in progress is called the Phasing Player (and the other player is the Non-phasing Player). All actions take place in a prescribed order of phases, called the Sequence of Play.

(3) Movement Phase. The Communist player moves some, none or all of his land units. Communist units may also conduct Meeting Engagement combat (optional rules) and destroy bridges.
(4) UN Interdiction Removal Phase. Remove all United Nations air units allocated to Interdiction missions from the map.

Reinforcements are placed in the friendly Reinforcement phase. They are indicated by the scenario. Reinforcements may be placed in enemy zones of control, but not in enemy occupied hexes. If the designated reinforcement hex is enemy occupied the reinforcement does not appear (even if the reinforcement hex later becomes available).
2. The UN has several units which come into play only if the UN sends more troops event occurs. See the Events Table.

3. Placement
Placing a reinforcement unit does not cost movement points. Units may be overs tacked upon placement. A unit may conduct operations normally in the turn it is placed. a. UN reinforcements. UN land unit reinforcements are placed on any land hex(es) on the southern map edge. UN air reinforcements are placed in the Air Reserve box. b. Communist reinforcements. Communist reinforcements are placed on any hex(es) on the northern map edge.

1. Sequence of Play

(5) Barrage Phase. The Communist player conducts barrage attacks using his artillery units. (6) Land Combat Phase. The Communist player conducts any ground combat.
(7) Recovery Phase. The Communist player attempts to restore to Combat Effective status any of his Disrupted status unit. The Communist player also attempts to rebuild destroyed bridges.

a. Events Phase
The players roll on the Random Events Table and apply the result.

b. United Nations Player turn:
(1) Reinforcement Phase: The United Nations player places any reinforcements for the tum. (2) Air Allocation Phase. The United Nations player allocates his Air missions for

(8) Administrative operations completed

Phase. Remove all markers from all
STRATEGY &. T AeTles R

THE GAUNTLET
4. Withdrawals
The UN is required to withdraw certain air units on a designated turn. The air units are removed from play at the beginning of the turn and never returned. They may not fly any missions in the turn of withdrawal. These were carrier based air units used to support the X Corps withdrawal in the east. Holding Area. They may Dot be otherwise taken as reinforcements. Eliminated units may be broken down or recombined (sometimes this is useful to-get replacements for units on the map).

5. Forced March
A unit may double its movement factor; this is called Forced March. a. Which units may conduct forced march:
(1) United Nations and Korean units conducting Forced March must begin their movement In Supply.

6. InitialDeployment
The UN player may break units down into battalions as part of initial scenario deployment.

15) UNIT BREAKDOWNS & RECOMBINATIONS
Certain unit types may break down into several smaller units or be recombined into larger units. 1. Breakdown or recombination occurs during the friendly reorganization phase. Simply replace the units on the map with the equivalent unit types. 2. Unit equivalents • United States (5-7-8) infantry regiments are equivalent to one (2-2-8) and two (1-2-8) infantry battalions. • United States (4-6-8) infantry regiments are equivalent to three (1-2-8) infantry battalions. • United States (3-5-8) infantry regiments are equivalent to two (1-2-8) infantry battalions. • United States (5-6-8) airborne infantry regiments are equivalent to one (2-2-8) and two (1-2-8) airborne infantry battalions. • British Commonwealth (7-8-8) armored infantry brigades are equivalent to one. (3-18) armored and three (1-2- 8) infantry battalions. • British Commonwealth (5-6-8) infantry brigades are equivalent to one (2-2-8) and two (1-2-8) infantry battalions. • Republic of Korea (3-4-6) infantry regiments are equivalent to three (1-1-6) infantry battalions. • Republic of Korea (2-3-6) infantry regiments are equivalent to two (1-1-6) infantry battalions. Other regiments or brigades may not break down. 3. A player does not have to use the same units he broke a unit down into to recombine. He may use any suitable combination. Units must be of the same nationality to breakdown! recombine. 4. Only Combat Effective units may break down or recombine. Disrupted status units may not. Units may breakdown/recombine only during the Reorganization Phase, not at any other time in the turn (e.g., units may not breakdown in order to extract losses in combat). 5. Units available for breakdown or recombination should be placed in the
R4

(2) Chinese units conducting March do not have to be in supply.

Forced

16) LAND UNIT

MOVEMENT
During a player's Movement Phase he may move all, some, or none of his land units. Each unit may be moved as many or few hexes as the player wants, as long as its Movement factor is not exceeded. Unused movementpoints may not be accumulated or transferred from unit to unit.

b. Restrictions. Units conducting Forced March may not begin, enter or move through an enemy land unit zone of control. They may move though enemy Air Interdiction zones, pay ing the appropriate movement costs (note that Interdiction air attacks made against units conducting forced march receive a die roll modifier). c. Headquartersunits which use Forced March may not provide supply to or support the recovery of friendly units during the same Player Tum.

1. Procedure
Move each unit individually from one hex to another. Once a unit has been moved, and the player's hand withdrawn. the unit may not be moved again. During a side's movement Phase, only friendly units may be moved. No enemy movement may occur during a friendly Impulse. A player may move a stack of units together as long as they all begin in the same hex and do not exceed the movement point allowance of the slowest unit in the stack. Stacked units may drop off units and continue moving.

6. Roads
When moving along a road (from one road hex to another through a connected road) units ignore all other terrain costs and pay the road movement cost listed on the terrain effects chart. a. Units moving through rough terrain via road pay a different movement cost. See Terrain Effects Chart. b. Units must still pay the extra movement costs to disengage and infiltrate en em y zones of control when rnoviug along a road,

2. Movement Costs
Each hex entered costs a certain number of movement points (MPs) to enter. Some hex sides (such as rivers) crossed during movement cost additional MPs. All hex and hexes costs are indicated on the Terrain Effects chart (TEC). If a unit does not have sufficient MPs to enter a hex, then it may not move into it, even if it has not moved at all during the current movement Phase. a. Players can double the movement factor of their units via Forced March, which may allow them to overcome high terrain costs. b. United Nations, Korean (N orth and South) and Communist units pay different movement costs for certain terrain types. This is shown on the terrain effects table.

7. Bridges
A road/railroad crossing a river hexside is considered to contain a bridge. Bridges allow units to cross river hexsides at no additional movement cost when using road/ railroad movement.

8. Railroads
Units moving along railroads move similarly to moving along roads. Aside from this, railroads have no special effect on movement (i.e., there is no special rail movement; the railroads in this part of the theater were, for the most part, not in running order due to the war.)

9. Air and Naval Movement
Rules for air and naval movement are covered in the appropriate rules sections.

3. Prohibited Movement
A unit may never enter a hex containing . enemy land units of any kind, nor terrain that it is not allowed to enter according to the Terrain Effects Chart (e.g., all sea/lake hexes).

17] ZONES OF CONTROL
Combat Effective Land Units in the game have Zones of Control (abbreviated as "ZOC," plural is ZOCs; "Enemy Zone of Control" is abbreviated EZOC). Zones of Control representthe area a unit can influence through its firepower, patrols, and general ability to react. Zones of control include all six hexes surrounding a unit.

4. Zones of

Control

Units pay extra movement costs to leave and move through enemy zones of control. See the Zone of Control rule.

MARl APR

1998

# 190

THE GAUNTLET
1.Zones of Control affect movement, retreat, and tracing of Lines of Supply. 2. ZOCs extend into all six hexes adjacent to a friendly land unit. d. The extra movement point cost to disengage or infiltrate is in addition to any normal cost for entering the hexres),

6. Combat Effects

.

(intentionally or unintentionally). Overstacking has the following effects: (1) Movement. A unit may not employ road movement into or out of a hex in excess of stacking limits. It would pay the movement point cost for other terrain in the hex. (This reflects traffic congestion.) (2) Combat. A player may conduct combat only with units up to the stacking limit in a hex. Excess units are considered to have a combat strength of "0". They are affected by all combat results inflicted on the hex if defending. The owning player may designate which units are the "overstacked" ones. (3) Logistics. No unit in an overstacked hex may recover. (4) Friendly and enemy land units may never be stacked in the same hex.
(5) Initial Deployment. UN units may not overstack in initial deployment. Communist units may.

a. A unit is not forced to engage in combat simply because it is in an enemy zone of control. b. Units may advance after combat through an enemy zone of control at no penalty. c. Retreats. Units which retreat into an enemy ZOC are Disrupted (Combat Effective units become Disrupted; already Disrupted units are eliminated).

7. Supply effects
a. The presence of an enemy unit in a hex does not negate the effect of a friendly zone of control for purposes of movement or retreat. b. The presence of an enemy unit in a hex does negate the effect of a friendly zone of control for purposes of tracing a line of supply (i.e., a player can trace a line of supply through a hex containing an enemy zone of control if a friendly unit occupies that hex.). Zones of control prohibit the tracing of lines of supply into their hexes, unless a friendly unit occupies that hex. See the Logistics rule.

8. Air and naval units do not have zones of control. However, Air units conducting Air Interdiction missions ha ve Interdiction Zones (see Air Combat rules).

(6) Holding areas. An unlimited number of units may be placed in a holding area.

[8] LAND UNIT STACKING
Stacking is having more than one friendly unit in the same hex.

7. Air and Naval Units
Friendly land units/enemy air units may stack in the same hex. See Air and Naval rules for air and Naval unit stacking restrictions.

3. Limits on ZOCs
a. Zones of control DO NOT extend into and through terrain which a unit is forbidden to enter (e.g., across all sea/lake hexsides). b. Disrupted status units lose their ZOCs. 4. Zones of Control affect OI'-lLY .enemy land units. They never affect enemy air units, air movement, naval taskforce units or naval transport.

1. United Nations unit stacking
The United Nations player may have a maximum of three units per hex. Only two of these units may be regimental size or larger. a. For example, the UN may have as maximum in each hex: • two regiments/brigades or • three battalions, or • one regiment and two battalions. b. The following United Nations units count as one regiment/brigade equivalent for the purposes of stacking: All units with the regiment (III), brigade (X), division (XX) or corps (XXX) symbol, whether Combat Effective or Disrupted, c. The following units count as one battalion equivalent for the purposes of stacking: All units with the battalion (II) or company (I) symbol, whether Combat Effective or Disrupted. plus one battalion,

19] EXITING THE MAP
Both players may move units off the southern map edge. I. The unites) move to the southern map edge, pay the appropriate movement cost, and then exit the map. Units pay a number of movement points to exit the map equal to the cost of the hex they exited. Units exiting from a road hex pay the road movement cost. 2. Units which have exited the map may not be returned to the map. 3. United Nations units may use air and naval transport to exit the map. 4. Units may exit the map using advance after combat. Units may not retreat off the map---they are eliminated instead. 5. Units which have exited off the map are permanently out of play. They do not check for supply, may not recover (if disrupted), conduct combat, etc. 6. Players may gain victory points for exiting the map. See the Victory Points rule.

5. Movement Effects
a. Engaging: Entering an enemy zone of control is called engaging. Units may enter enemy zones of control at no extra movement point cost. b. Disengaging. Leaving an enemy zone of control is called disengaging. • It costs all United Nations and Korean (North and South) units ONE (1) extra movement point to disengage. • It costs Chinese units NO (0) extra movement points to disengage. c. Infiltration: Moving directly from one enemy zone of control to another is called Infiltration. Movement point costs to infiltrate are not in addition to those made for disengagement; e.g., it will cost a UN unit two extra movement points to infiltrate, maximum. • It costs United Nations and Korean (North and South) units TWO (2) extra movement points to infiltrate. • It costs Chinese units ONE (1) extra movement point to infiltrate.

2. Communist Unit Stacking
a. The Communists may ha ve a maximum of three units per hex. Of these only two may be regular or elite infantry units. For example, the communists could have: • two infantry regiments regiment. plus one armor

[10] BARRAGE & NAVAL GUNFIRE
Artillery units and Naval gunfire units may engage in a special form of combat called Barrage. Each artillery/naval gunfire unit has a Barrage factor which represents the amount of firepower it can generate. • Disrupted artillery units whose barrage strength has been reduced to "0" may not fire barrage or fire support missions.
STRATEGY

3. Effects of Overstacking
Generally, stacking limit applies at the end of any given Phase, not during it. A player may violate stacking Emits

& TACTICS

R5

THE GAUNTLET
1, Procedure
Total the number of barrage points being directed against a hex. Roll one die on the BarragelAir Strike Table, cross indexing it with the number of barrage points used. Make any die roll adjustments for terrain. Apply the result. (6) State the comparison as a strength ratio, dividing the Attacker's strength by the Defender's strength. Drop any fractions involved. (7) The United Nations player allocates any close air support missions to the combat (up to three attacking, one defending). (8) The attacker declares any artillery Fire Support. (9) The defender declares any artillery Fire Support. (10) Determine all shifts for the combat (including terrain, close air support, artillery fire support, Communist surprise, Events). This gives the final column of the CRT on which the combat will be resolved. (II) Roll one die and cross-index the number rolled with the appropriate odds column, This will give a Combat Result. The result is applied immediately. (12) Conduct any retreats, advances after combat, and Breakthrough Combat. (13) Conduct the next combat, if any. (Note this is different from most wargames.) h. Once an attack is declared, it may not be called off.

3. Defending
a. A defending force may not refuse combat. b. All defending units in a hexagon must be attacked as one combined defense strength.

2. Restrictions
a. Artillery units must bein supply to conduct barrage. b. Artillery and naval units may be combined in the same barrage attack.

4. Combat Results Tables
There are three separate Combat Results Tables (abbreviated CRTs)Probe, Assault, and Mobile. The attacking player chooses the combat results table. There are certain restrictions on which units may use which table. a. All units may use the Probe and Assault tables in any attacks . b. A player may use the Mobile Table only under the following circumstances: • Communist: If at least 50% of the attacking land attack factors are made up of Chinese regular and/or elite infantry. • United Nations: If at least 50% of the attacking land attack factors are made up of armor/armored infantry/armored cavalry/ motorized infantry units. (Note that U.S. airborne and airborne ranger units are not motorized infantry .. ) (1) Artillery and naval units conducting fire support, and air units conducting close air support, do not count for or against the percentage needed for the Mobile Table. (2) Supply status does not count against the percentage needed for the Mobile table. (e.g., an UnsuppIied UN armor unit of "3" attack factors would still count as 3.)

3. Range
Barraging units must be in range of their target hex. Range for units is as follows: • All artillery: 3 hexes. • Naval task force units: 4 hexes a. Units may fire through units or terrain, including across otherwise prohibited hexsides, 4. There is no limit to the number of Barraae points which may be directed against a hex, 5, A single hex may be attacked only once per Barrage Phase by barrage. 6 ..A unit's barrage strength must be used as a unified whole ..Itmay not be split up between different hexes. 7. Only phasing units may fire in a friendly barrage phase. 8. A unit which conducts barrage may not be used to conduct offensive fire support in the same player turn. Place an operations completed marker on the unit as a reminder.
Design note: the artillery units in the game represent major concentrations of gUIiS. Certain units, such as the Chinese divisions and some UN formations, had organic artillery; this is accounted for by giving these units slightly higher combat strengths.

2. Which Units May.Attack
A unit must have an attack factor of at least "I" to engage in an attack. a. Attacking units may attack only in their own combat Phase, Attacking is completely voluntary. The attacking player may attack with some, none or all of his applicable units. b. Attacking units must be adjacent to the units they are attacking. (Exception: Artillery units conducting fire support). c. A unit may not attack more than once per friendly combat Phase. IMPORTANT EXCEPTION: certain United Nations units which gain a Breakthrough combat result may attack more than once per tum. See the Breakthrough combat rule explanation. d. More than one attacking unit may be combined in an attack against a single defending force as long as all attacking units are adjacent to the defender's hex. e. An attacking force may attack only a single adjacent enemy hexagon. It may not attack more than one enemy occupied hex at the same time.

4. Combat Odds
Combat odds are determined by dividing the attacker's total attack strength by the defender's total defense strength. Any fractions are dropped and this is the ratio used to determine which odds column will be used. (For example, if the attacker has 14 attack strength points, and the defender has 5 defense strength points, the combat odds would be 14 divided by 5, which equals 2.81 L Drop the .8 fraction and you get a final odds of2/L) a. Odds less than 1/3 are treated as 113.Odds greater than 711 are treated as 7/1. b. Supply. Attacking units which cannot trace a Line of Supply at the instant of combat have their attack strength halved. Fractions are retained. (Note: out of supply artillery may not provide fire support; see below) .

[11] LAND COMBAT
Combat occurs between adj acent opposing units at the discretion of the phasing player. The Phasing layer is the attacker. The non-phasing player is the defender.

1. Combat Procedure
For each combat the players must rigidly follow this sequence: (1) The attacker designates the attacking units and which enemy hex they will be attacking. (2) The attacker chooses one of the applicable Combat Results Tables. (3) Reveal all units involved in the combat. (4) Total the Attack Strength of all attacking units. Attack strength is halved if the attacker is out of supply. (5) Total the Defense Strength of all defending units. Defense strength is halved if the defender is out of supply.
R6 MAR/APR 1998 #190

f. Units may not attack into hexes they
could not normally enter or attack across hexsides they could not normally cross (e.g., all sea/lake hexes). • Exception: they may attack into otherwise forbidden terrain if a road connects the two hexes. g. A single hex may be attacked more than once in a single combat Phase, as long as each attack is conducted by separate units.

5. Odds Shifts
Various game functions will shift combat odds. A shift to the right (or a "+" shift) favors the attacker. A shift to the left (or a "-" shift) favors the defender. When both the

THE GAUNTLET
attacker and defender have shifts, subtract the defender's shifts from the attacker's and use the difference (either positive ornegative) as the final shift. (For example, if the attacker has three shifts to the right, and the defender one to the left, then he final shift is two to the right; 3/1 odds would become 5/1.) (1) If the initial combat odds are greater than 711 or less than 1/3, then use the 711 or 1/3 column respecti vel y as the base line for odds shifts. (For example, if the attacker has ten times as much strength as the defender, and the defender gets two shifts for terrain, then the final odds are 511). (2) Combat shifts are all cumulative. a. Defender's terrain The defender will receive a shift bonus for defending in certain types of terrain. In certain cases, a defender will be able to take advantage of more than one defensive bonus (for example, defending in a city behind a river). The defender may use a maximum of three shifts to the left for terrain. Note that the shifts are different for United Nations (all types) and Communist (all types) units; see the Terrain Effects Chart. b. Close Air Support The United Nations may employ Close Air Support missions to enhance combat odds. Each Close Air Support mission committed to a particular combat shifts the odds one column in the United Nations player's favor. (1) The UN may commit up to three TAC units per attack for Close Air Support. (2) The UN may commit up to one TAC unit per defense for Close Air Support. (The UN may use only one TAC per defense because the Chinese usually attacked atnight to avoid American air power.) c. Fire Support Both the attacker and defender may commit artillery and naval task force units to enhance the odds for a particular combat. This is called Fire Support. (1) Attacking. If the attacker has a friendly Artillery/task force unites) in range of at least one of the defending units, then the attack receives a number of shifts to the right equal to the barrage factor(s) of the artillery/task force unites).
(2) Defending.

(a) Fire support may be fired through auy type of terrain or intervening units. (4) More than one artillery/task force unit may be employed to provide fire support to a particular attack or defense. (a) United Nations. • A United Nations force may receive up to four shifts for fire support in the attack.

7. Application of Combat Results
Combat results are applied immediately as they occur. The players conduct any retreats/advances/breakthrough combats for each combat before going to the next attack.

8. Advance & Retreat
Advance and Retreat after combat are special forms of movement. These are explained in the game charts. Advance and Retreat take place immediately upon resolution of combat. a. Units advance artillery advance may not with a "0" attack factor may never after combat (and, obviously, providing fire support may not after combat). Air and naval units advance after combat.

• A United Nations force may receive up to two shifts for fire support in the defense.
(b) Communist. • A Communist force may receive up to two shifts for fire support in the attack. • A Communist force may receive up to one shift for fire support in the defense.
(5) Each artillery/task force unit may support

only one combat per player tum. (e.g., artillery/task force units which conducted barrage in the Barrage phase may not provide fire support to an attack in the Combat phase of the same player tum. Place an Operations Complete marker on the unit. Note that a single artillery/ task force unit cou ld conduct one mission each in the friendly and enemy player turns of the same Game Turn.).
(6) Artillery/naval

b. Advance after combat may be one or more hexes, as stated by the combat results. In order to advance, all enemy units must have been cleared from the hex. The first hex entered must be one formerly occupied by at least one enemy unit involved in the combat. After that, advancing units may advance in any direction.

B. Breakthrough

Combat

gunfire units which provide fire support to an attack are never affected by the outcomes of combat results. gunfire which provide fire support to a defense are affected by the outcome of the combat only if they occupy the hex being attacked.

(7) Artillery/naval

Breakthrough Combat is a special type of combat performed by certain units which receive the "breakthrough combat" result. After these units complete their advance after combat, they may then conduct another combat at their option. • This is an exception to the general rule which states that a unit may attack only once per combat phase. a. Only United States and British Commonwealth units may conduct Breakthrough combat. b. Units conducting Breakthrough Combat must all attack the same euemy hex. c. Breakthrough combat is resolved immediately upon completion of the advance after combat. It is performed as normal combat. Only units involved in the original attack may participate. The attacker may choose any appropriate combat results table. If using the Mobile table and this results in another breakthrough combat result, then the attacking units may advance again and conduct further Breakthrough combat. d. Close Air Support may be added to breakthrough combat. T AC units used for breakthrough combats may not have been previously used, even in the original combat (i.e., this is a separate mission). Fire Support may be added to attacking units conducting Breakthrough combat. The defender may employ fire support and close air support. Fire support and close air support may only be conducted using units that have not already provided fire/dose air support in this combat phase.
STRATEGY & TACTICS

(8) Artillery may provide fire support to the

defense of its own hex, even if there are no non-artillery units in the same hex. If a hex containing an artillery unit is attacked, then the artillery unit may not provide fire snpport to other friendly hexes in the same game tum after the combat has been completed. (Note this does not prevent the artillery unit from firing fire support prior to the attack being resolved.) (9) Supply. Artillery which is out of supply at the instant of combat may not employ Fire Support. This applies to both the attacker and defender. d. Surprise The Communist player may receive one shift for Surprise attacks. See Scenario special rules. e. Events Certain events will generate shifts. See the Events Table. f. Entrenchments The defender recei ves a two column shift for occupying a hex containing entrenchments, See Optional Entrenchments . combat

If the defender has a friendly Artillery/task force unit(s) in range of at least one of the defending units, then the defense receives a number of shifts to the left equal to the barrage factons) of the artillery/task force unites).

(3) Range.

Range is as follows: • All artillery: 3 hexes. • Naval task force units: 4 hexes

THE GAUNTLET
Only U.S. and British Commonwealth units may use Breakthroughcombatfora variety ofcommand control reasons. There were serious coordination problems with nonU'Sc./Britisk Commonwealth units. The Communists lacked the communications capabilities to coordinate attacks once they had broken through.

[12] COMBAT

EFFECTIVENESS & RECOVERY
Units are in one of two states: • Combat Effective: this is the normal state of a unit; it is indicated by its front side of the counter. • Disrupted: this is when the unit has been taken sufficient losses to reduce its effectiveness; it is indicated by inverting the unit to its reverse side. Disrupted status units have reduced combat strength and movement, as indicated on the counter. They lose their zones of control but otherwise function normally,

which attempt recovery must be within support of radius of that headquarters). The unit attempting recovery does not have to be of the same nationality as-the headquarters (e.g., a U.S. headquarters could support the Recovery attempt of a Korean unit, etc.), Disrupted headq narters may support recovery attempts, but note that their support radius is reduced. • Headquarters with a support radius of "0" may provide supply and recovery only to units in their own hex. Additionally, they must be located on a roadlrailroad leading back to a friendly supply source. c. A Disrupted Headquarters may support its own recovery attempt. d. Units which are in an enemy zone of control receive a negative die roll modifier when attempting recovery. Also, note that the current Victory Point levels may provide a die roll modifier for recovery (see the Recovery Table). 4. Certain land units have no Disrupted side to their counters. If they are Disrupted, they are eliminated instead, These represent units which either were too small to have a reduced status at this level or which lacked any cohesion.

in any phase to provide supply to land units. • Air Transfer: MAC units may conduct. Air Transfer missions are conducted in the UN movement phase to air evacuate land units. • Parachute landing: MAC units may conduct. Parachute Landing missions are conducted in the UN movement phase to allow air landings by airborne (parachute) qualified units. • Reserve: All air units may conduct. Units conducting Air Reserve missionsperforrn no other mission during the tum. 3. There is no limit to the number of air units which may be allocated to each mission (note that there may be limits to the number of air units which may be involved in a single combat).

4. Each air unit may perform only one mission per complete game tum. As soon as a unit completes it mission, return it to the Air Reserve box. It becomes available for new operations in the next Air Operations phase.
5. During the course of the turn, air units allocated to various missions conduct designated operations during the appropriate point in the sequence of play. The United Nations player may not change the operation to which a particular air unit was assigned.

front

back

Players should note that certain units have a higher relative strength when in their Disrupted status. This is because these units were better trained or led and were, consequently, better able to survive loss of cohesion.

113) AIR OPERATIONS

(GENERAL)
United Nations air power is represented by three types of units: Tactical Air (T AC), Strategic Air (SAC), and Military Airlift (MAC). Air units have a strength, represented by the number on the counter. Each air unit is equal to one strength point.

1. Disruption
When a Combat Effective unit is . Disrupted, flip it to its reverse side. When a Disrupted unit is Disrupted again, it is eliminated.

• EXCEPTION: An air unit may always be reassigned to Reserve at any time (i.e., an air unit does not have to complete an assigned mission. For example, IT player may assign air units to close air support; if there is no ground combat during the turn, the units would not, obviously, be used.) 6. The UN player may reuse air strikes each turn.

1. Procedure
During the Air Allocation Phase, the United Nations player allocates his air units to various Air Missions.

2. Sources of Disruption
Combat Effective units may become disrupted by any/all of the following: a, Certain land combat results, b. Barrage/Air Ground Attack results.
c. Retreating through enemy zones of control.

7. Range
Air units have unlimited range. They may fly anywhere on the map. Air units may fly over and into hexes containing enemy land units. Air units have no zones of control and are not affected by enemy zones of control (note, though, that air units may have Interdiction Zones). Enemy ground units may move, retreat and advance into hexes containing enemy air units. 8. Airunits are never affected by the outcomes of ground combat.

2. Allocation of Air Units
The United Nations player places each of his T AC, SAC and MAC units in one of the listed Air Missions boxes on the Air Operations Chart: • Interdiction: TAC and SAC units may conduct. Interdiction missions are conducted in the Communist player tum to inhibit Communist movement. • Air Strike: TAC and SAC units may conduct. Air Strike missions are conducted in the Air Strike Phase to attack Communist units.

d. Airborne Scatter results.

3. Recovery
Units convert from their Disrupted side to their Combat Effective side through Recovery. This occurs during the Recovery Phase. a. Procedure. The unit must bein supply. Roll one die on the Recovery Table and cross index it with the unit type, making any die roll modifiers. Immediately apply the result. A uni t may make only one Recovery attempt per tum. b. Limitations. The units must be in a position where they can trace a line of supply through to their headquarters (i.e., all units
R8 MAR/APR 1998 #190

9. Pyongyang
If at any time in the game the Communists occupy one or more Pyongyang hexes, then permanently remove from play two UN TAC units. This happens only once per game, regardless of how many hexes are captured (i.e., capture of two or three Pyongyang hexes would not cause the loss of additional air units). The air units are not restored even if the UN regains control of the lost hextes)

• Close Air Support: TAC units may conduct.
Close Air Supportrnissions are conducted during either Land Combat Phase to enhance UN ground unit combat odds. •Airborne Supply: MAC units may conduct. Airborne Supply missions are conducted

THE GAUNTLET
Pyongyang contained several airfields which were the center of UN air operations. to the left if the Communists are attacking). For example, the United Nations player is making an attack at 311 odds. He utilizes two air strike units for Close Air Support. The final odds are 511; defensive example: the Communists are attacking a UNforce at 411 odds. The UN places one air strike in defensive ground support. The final odds are reduced to 311. a. The United Nations player may use a maximum of three TAC units for Close Air Support per individual attack. He may use one T AC per defense. Following completion of each Close Air Support mission, retum the units used to the Reserve box.

[14] AIR WARFARE
TAC and SAC units are used to attack ground targets and otherwise support land combat.

1. Interdiction

Missions

a. United Nations Interdiction missions are placed on the map during the Interdiction Segment. Interdiction air units are removed from the map (and returned to the Reserve box) during the Interdiction Removal Phase. (1) Restrictions. The UN may commit up to five TAC units or three SAC units to Interdiction over a hex. The UN may not combine TAC and SAC units in the same Interdiction mission. b. Interdiction Effects: Each Interdiction Air unit has an "Interdiction Zone," consisting of the hex it occupies and all hexes within two hexes of the air unit. The Interdiction extends though all types of terrain and enemy units. Interdiction Zones have the following effects:
(1) Movement. Communist units pay ONE (1) extra movement point to enter each interdicted hex. Communist units which are couducting MeetingEngagement attacks may retreat into an Interdiction Zone at no penalty ..

2. Air Strikes
Air Strike missions are conducted against Communist ground units and certain terrain features (bridges) during the United Nations Air Strike Phase. This is done by placing TACISAC units on top of the Communist units to be attacked or in a hex adjacent to a target hexside. Roll one die on the Barrage/ Air Strike table, cross indexing it with the column corresponding to the type and number of air units employed. Make any die rolled modifications called for. This may result in the disruption or elimination of enemy units, or the destruction of a bridge. Following completion of each Ground Attack mission, return the air units used to the Reserve box. a. Restrictions. The UN may commit up to five TAC units or three SAC units to Air Strikes over a hex. The UN may not combine TAC and SAC units in the same Air Strike mission. b. Air Strikes may also cause the destruction of bridges adjacent to an attacked hexsides. Ifthe attack is successful, then place a Bridge Destroyed marker pointing to the appropriate hexside. This is at the option of the UN player. c. Ifthe Communists have a Combat Effective antiaircraft regiment in or adjacent to the hex which is being hit by an airstrike, deduct" 1" from the die roll (a maximum of -1).

b. Close Air Support may be used to support Breakthrough combat. These must be units allocated to Close Support but not yet used (i.e., the same Close Air Support units used to support a normal attack may not be used to support a breakthrough combat.) c. Optional rules: the UN player may use air units to provide close air support for units attacking or defending in Meeting Engagements. The United Nations had total air superiority in this sector of operations. The day-long span of each tum is not sufficient to reflect attrition of air units. The effects of Communist anti-aircraft are represented mainly by the range of results on the Ground Attack table.

(2) Interdiction Attack. The pJayer who owns the Air unit may declare an Interdiction Attack against enemy land unites) which enter an Interdiction Zone. The air unit immediately makes a ground attack against the land unites) entering the hex (this is after the enemy land unit has paid the movement cost to enter the hex). This is resolved on the Barrage/Air Strike Table and only the moving unites) are affected (non-moving units in the same hex are not). If the player declares an Interdiction Attack then the Air Unites) is removed from the map and returned to the Reserve box at the conclusion of tbe attack. A unit (or stack) which is reduced as the result of an Interdiction Attack must cease movement for the remainder of the phase. (3) Line of Supply. Interdiction Zones do not affect tracing of lines of supply. c. If there is more than one Interdiction zone on the same hex, there is no additional effect for movement; each interdicting Air Unit may make an Interdiction Attack separately or be combined (exception: TAC and SAC units may not be combined in the same attack). d. If a hex contains and an Interdiction Communist player movement cost for both a Zone of Control Zone in a hex, then the must pay the combined both.

[15] AIRLIFT
During the Air Operations Phase, the United Nations player allocates his MAC units to Air Transport missions.

1. Airborne Supply
Place the MAC unit on the hex to be air supplied and then place an airborne supply marker on the map. Airborne Supply may be done at any time in the game turn. (See Airborne Supply rule.) The player may allocate up to three MAC units to Airborne Supply missions. (See the Airborne Supply Rule.)

2. Air Transfer
Air Transfer involves moving land units via air. Each MAC unit may move one battalion or company each turn (three MAC units may carry one regiment/brigade). This occurs during the UN movement phase and may occur in one of two ways: (1) The unit(s) begin the movement phase in Pyongyang and conduct no other movement during the same player tum. They are then removed from the map and placed in the Exited units holding area (considered to be exited off the southern map edge.). The unit may start in an enemy zone of control. (2) The uni t(s) begin the movement phase on any clear terrain hex and conduct no other
STRATEGY & TACTICS R

3. Close Air Support
Close Air Support missions are performed during the Communist and United Nations combat Phases in order to shift the odds in favor of United Nations ground units. The United Nations player places TAC units allocated to Close Air Support during the Communist or United Nations combat Phases. They are placed per individual land combat, during the close air support allocation part of the combat sequence. a. For each T AC utilized, shift the odds one column in favor of the United Nations player (to the right if the United Nations is attacking,

THE GAUNTLET
movement during the same player turn. They are then removed from the map and placed in the Exited units holding area (considered to be exited off the southern map edge). Units using Air transfer from a clear terrain hex are subjected to the following additional condition: • Combat Effective units are disrupted. Disrupted units remain disrupted. (3) Annor/armoredinfantry/annoredcavalryl armored artillery may never use Air Transfer. from the map. It becomes available for reuse in the following game tum. There are two types of Naval Transport: • Naval Transfer • Naval Evacuation

(17) AIRBORN~

UNITS

Airborne units are units whose personnel and equipment are all capable of landing via parachute. Airborne units may make Airborne Assaults.

1. Naval Transfer
The unit starts its movement in a port hex . (e.g., Chinnampo); it then is moved to any other friendly occupied port hex on the map or the Exited Units holding area.

1. Airborne Landing Procedure
The airborne unit must startits movement in Pyongyang. The player picks the Airborne unit up and places it on any land hex on the map, checking for "Scatter." 2. An airborne unit may make 00 other movement in the turn it makes an airborne landing. It may start in an enemy zone of control.

2. Naval Evacuation
The unit starts its movement on any coastal hex; it then is moved to the Exited Units holding area. a. Units using naval Evacuation are reduced as follows: Combat Effective units are Disrupted. Disrupted units remain disrupted. The reduction represents abandoning heavy equipment; disrupted units are not disrupted again as it is assumed they have already lost most a/their equipment.

3. Airborne Landing
Only UN airborne units may conduct airborne landings. This occurs during the UN movement phase. The airborne unites) must begin the movement phase in Pyongyang. They are then moved to any hex on the map where they make an airborne landing. (See the airborne units rule.) Each MAC units may move one battalion or company (three MAC units may carry one regimentlbrigade). (1) Each airborne unit may make a maximum of ONE airborne landing per game. If one battalion of an airborne regiment makes an airborne landing, then the regiment as a whole may not make an airborne landing (its other battalions may). If the regiment as a whole makes a landing, then breakdown battalions may not. (2) Upon completion of Air Transport missions, return the MAC unites) used to the Reserve box.

3. Restrictions
Airborne units may not land in hexes containing enemy units or prohibited terrain. They may land in enemy zones of control.

3. Limits
• The UN may move up to two regimental equivalents per tum via Naval Transfer, or • The UN may move up to one regimental equivalent per turn via Naval Evacuation. 4. Units which move via Naval Transport may make no other movement in that Movement Phase. They may start and/or end the naval transport move in an enemy zone of control. Units may not end their movement at sea, nor may they land in hexes occupied by enemy units. • There are no amphibious game. assaults in the

4. Scatter

Table

The player must roll one die for each airborne unit making an airborne landing on the Airborne Scatter Table.

5. Combat
R. Units making airborne landing may land in an enemy zone of control and attack norrnall y.

(16) AIRBORNE SUPPLY MARKERS
The United Nations player has three Airborne Supply markers. He may use these to provide supply to units which would be otherwise out of supply. Each Airborne Supply marker requires one MAC unit to be placed on the map. 1. Airborne supply units may be placed on any hex(es) on the map at any time in the game turn. An airborne supply unit places all land units in a hex in a state of Supply for one complete phase. The airborne supply unit is then removed at the end of the phase it is used. 2. Airborne supply provides supply only to units in the same hex as the airborne supply unit. Units in other hexes may not trace a line of supply back to an Airborne Supply unit. 3. Each Airborne Supply unit may be used once per complete game turn. It may be reused each turn. 4. Airborne supply markers are not units. They do not count for stacking and do not affect combat. If for some reason an enemy unit enters ahex containing an airborne supply marker, that marker is imrnediatel y removed
RIO MAR/APR 1998 #190

b. Certain scatter results will give an airborne unit a plus one shift in attacking (surprise attack). If more than one airborne unit gains this result, then only a maximum of one shift is made for it. This applies only to combat it conducts in that impulse. 6. Optional American airborne reinforcements may enter the map using airborne landing.

[20) LAND UNIT LOGISTICS
Logistics is the process of providing supply, maintenance, administrative and medical support to the combat units. 1. A unit is in one of two states: • In Supply • Out of Supply a. Supply is checked at different times in the game tum. A unit may shift from in to out of supply status and back again as units move and enemy forces cut supply lines. b. Supply applies only to land units. Air and naval units are always in supply.

(18) NAVAL OPERATIONS
The United Nations player has a naval unit representing a task force from the U.S. Seventh Fleet. 1. The Naval unit may move only on all sea hexes. Within this restriction, it may move to any all sea hex each UN Movement Phase. 2. The Naval unit has no zone of control and is never affected by land unit zones of control. The Naval unit may never be attacked by Communist units, nor is it ever affected by combat. 3. The Naval unit has a Barrage strength which may used to conduct barrages or to provide fire support to UN units.

2. Supply Effects
a. Forced March. United Nations and Korean units which are out of supply may not Force March: Communist units may always force march regardless of supply status. b. Combat. A unit which is out of supply has its combat strength hal ved for both attack and defense. This is checked at the instant of combat. c. Barrage. An Artillery unit which is out of

[19) NAVAL TRANSPORT
The UN player may move land units via sea; this is called Naval Transport. Naval Transport occurs in the UN movement phase.

THE GAUNTLET
supply may not conduct Barrage or provide Fire Support. This applies to both the attacker and defender. Supply status is checked at the instant of combat, attacking or defending. d. Recovery, A unit which is out of supply may not make a recovery attempt. e. Remove a Bridge Destroyed marker. A headquarters units must be in supply in order to attempt Bridge Repair. f. Entrench (Optional Rule). A unit must be in supply to entrench.

4. Limitations
(I) A LOS may not be traced into or through any of the following: - enemy land units • prohibited terrain. • An enemy zone of control unless the hex also contains a friendly unit.
(2) A LOS may be traced through an air

demolition a.ttempt against each depot per turn.

7. Airborne

Supply

United Nations airborne supply markers may be used as sources of supply for units in the same hex.

8. Automatic

Supply

interdicti on zone. (3) A Line of Communication may not be traced across a destroyed bridge hexside, A Support Radius may be traced across a destroyed bridge.

Certain units are always in supply for all game purposes. These include: • Communist partisan units • United Nations Rangers. • Units located in the same hex. as a friendly supply source, regardless of enemy zones of control, headquarters, or other considerations.

3. Lines of Supply
In order for a unit to be In Supply, it must be able to trace a Line of Supply (abbreviated LOS). ALOS is a path of hexes from the unit receiving the Logistics point back to a Headquarters which can in turn trace a path of hexes to a friendly Supply Source. A LOS consists of two parts: • Support Radius: this is the path from a unit to a friendly headquarters. • Line of Communications: this is the distance from aheadquarters backto afriendly supply source, or road or railroad leading to a supply source. a. Support Radius: The path of hexes from the unit back to the Headquarters is indicated on the Headquarters units as the Support Radius (the circled number). The Support Radius is traced from the unit receiving the supply back to the Headquarters. The Support Radius is a number of hexes, regardless of terrain in the hex (e.g., a player could trace a support radius through rough, clear, across rivers, etc.). (1) Special UN Supply Radius attenuation. If a UN unit is tracing supply radius from its own hex to a headquarters entirely along contiguous road hexes, then the supply radius for that unit is doubled. b. Line of Communications. Once a LOS has reached a friendly headquarters, the Headquarters unit itself must be able to trace a path of hexes, no longer than the support radius, back to any of the following: • A road or railroad which can trace a line of connected railroad hexes back to a friendly Supply Source. • Another Headquarters which can in turn trace a Support Radius back to a road or railroad, or to another Headq uarters (formi ng a chain), which eventually reaches a Supply Source. Any number of headquarters may be in a chain forming a Line of Supply. However, once a player declares that he is tracing a LOC via a road or rail line, it must remain on road and/or rail lines until it reaches a supply source.

4. Supply Sources
a.UN: - Any hex with a supply symbol.
<The UN supply depotmarkers at Pyongyang or Chinnampo.

[21] LIMITED INTELLIGENCE
Players may not examine the composition of enemy forces, unless certain conditions are in effect. 1. A player may always examine the top unit in any stack. 2. A player may always examine a stack after he has declared any type of combat against it (land or air); however, he may not call off the attack once it has been declared. (The Probe CRT is useful for determining the composition of an enemy stack at low cost.) 3. A player may always examine the type of terrain in an enemy occupied hex. 4. The UN player may examine any unit (or optional Fog of War marker) that enters an Air Interdiction Zone. He may not examine stacks which start in an Air Interdiction Zone and do not move.

b. Communist: • any hex with a supply symbol. c. Units may not trace supply directly to a supply source; they must first go through a friendl y headquarters. d. Supply sources may never be destroyed. If occupied by enemy forces, or in an enemy zone of control, they temporarily cease functioning as friendly supply sources. If the enemy units or zones of control are removed, they immediately are restored to supply source status.

5. Headquarters
Headqua.rters units must be able to trace Lines of Communications for themselves to be in supply. They are not automatically in supply.

6.

UN Supply Depots

[22] CO-BELLIGERENTS
The Communist player controls Chinese and North Korean units. The U nited Nations controls United States, South Korean, British Commonwealth, Turkish and other United nations contingents. All forces controlled by one player are considered to be "cobelligerents. " 1.Co-Belligerent land units perform all game functions together, with the following exception: units of different nationalities may not be used for breakdown/recombination (e.g., a United States regiment may not be broken down using British battalions or vice versa). 2. Note that only United States and British Commonwealth . units may conduct Breakthrough combat. Other UN units may not (they may make Breakthrough moves). 3. For all game purposes, the terms "British," "British Commonwealth," and "Commonwealth" are interchangeable (e.g., British and Australian units are considered to be of the same nationality).
STRATEGY & TACTICS R II

The United Nations Supply Depot markers start the game on the Pyongyang and Chinnampo hexes. Theserepresentmajor concentration of United Nations supplies. UN Supply depots may be used as supply sources for all United Nations units. a. UN depots are not units. They do not count for stacking, may never move, are never affected by combat, and have no zone of control. Enemy units may enter hexes containing only Supply Depot markers. b. Capture. If Communist units enter a UN supply depot hex, then immediately flip the depot to its reverse side. It now becomes a Communist supply source. At the end of the player turn of capture, the supply depot is removed from the map. c. Demolition. A Supply Depot may be destroyed during the UN Reorganization Phase. There must be at least one friendly unit in the hex. Roll one die. On a 1-4 the Depot is destroyed. On a 5-6 there is no effect. A player may make only one

THE GAUNTLET
[231 BRIDGE DESTRUCTION & REPAIR
Bridges may be destroyed by either Air Attacks or Demolition. A destroyed bridge hexside functions like a river hexside. Place a Destroyed bridge marker with the arrow facing the hexside to indicate a destroyed bridge. on enemy units. Players total their victory points throughout the course of a game. At the end of the game, they deterrn.ine who is the winner. Victory Points are recorded on the Victory Points index. • The Victory Points Schedule gives the number of Victory Points gained for each Action. It is in the Game Charts. As Victory Points are gained, they are recorded on the Victory Points index. At the end of a game, each player adds up the number of points he has attained. Subtract the lower player's point total from the higher player's to get a Victory Level. This will determine the extent of the victory, if any. 0-20 51-80 Communist player did). • Note that the United Nations may exit more units off the southern map edge than the Communists; the UN simply does notreceive victory points for the number of units exited in excess of Communist units exited (see the Victory Points chart). The Communists may gain more victory points than the UN for exited units.
Comment: This prevents the United Nations from gaining numerous exira Victory Points by prematurely abandoning his positions; by withdrawing unitsfrom the map, the United.Nations player is trying to COllnter further Communist penetrations southward, and prevent his own army from being cut off

1. Destroying

Bridges

Bridges may be destroyed as either a result of Air Strike (see the Air Warfare rule), or by Demolition.

2. Demolition
Demolition occurs at any time during the friendly movement Phase. Any Combat Effective unit may demolish a bridge. It must be in a hex adjacent to the bridge hexside. a. Roll one die. On a 1-5 then all bridges running across the hexside are demolished. On a 6 there is no effect. A player may make only one demolition attempt against each bridge hexside per tum. If more than one bridge hexside is adjacent to a single unit, the unit may attempt to demolish only one of them.

=

Draw (neither side wins) Marginal Victory Operational Victory Strategic Victory (highest)

21-50 =

=

OPTIONAL

RULES

81 + =

Players may use Optional rules to enhance realism, complexity, and play balance.

Historically, the Communists gained an Operational Victory. They captured all locations 011 the map but the Eighth Army escaped to fight again.

[251 FOG OF WAR MARKERS
The Communist Player uses the Fog of War markers to disguise the strength of his forces. These may be used only in Scenario 2.

2. Control
A player controls a hex if he has a land unit (any type) physical! y occupying it. There may be an enemy zone of control in the hex. In addition, in order to count for Victory Points, the player must be able to trace a line of hexes from the hex itself to a friendly map edge. This line of hexes may be as long or convoluted as possible. It may at no time enter an all sea/lake hex/hexside, an enemy unit, or an EZOC (unless occupied by a friendly unit-friendly units negate enemy ZOCs for purposes of tracing this line of hexes). • The United N ations "friendly" map edge is the southernmost row of hexes. • The Communist "friendly" map edge is the northernmost row of hexes and the row of land hexes on the northwest edge of the map. This prevents a player from gaining Victory Points for objectives which have been cut off from friendly lines. a. The players gain certain points for controlling hexes at the end of the game. Others are received at the end of certain player turns. See the Victory Points chart.

1. Procedure
At the start of the game (during initial deployment), the Communist player places Fog of Will units on the map in the place of actual units. The units represented by eacb Fog of War marker are placed in the corresponding box on the Fog of War holding area.

3. Bridge Repair
Bridge repair occurs during the friendly Reorganization Phase. Any Combat Effective headquarters unit may repair a destroyed bridge hexside. a. The headquarters must be adjacent to the bridge hexside. b. The headquarters must be able to trace a normal line of supply (a UN headquarters may be in the same hex as an air supply marker). c. Each headquarters may make only one bridge repair attempt per tum. d. Roll one die. On a 1-2 all bridges across a destroyed hexside are rebuilt (removed the demolished marker). On a 3-6 there is no effect. A player may make only one attempt to repair each destroyed bridge hexside per tum. A headquarters may not attempt to repair a bridge if the bridge hexside is adjacent to an enemy unit.

2. Movement
Units in the same Fog of War marker balding area must all move together. a. A Fog of War marker may drop off units as it moves. Units which have been dropped off may move no further that turn. b. A Fog of War marker may not pick up new units. Once a unit is on the map, it may not join a Fog of Will marker. c. The Communist player may, at the beginning of his movement, place units in a Fog of War holding area on the map. 3. Units in a holding area corresponding to a Fog of War marker retain their zone of control and otherwise function as if they were on the map. 4. A Fog of War marker is removed from play under certain circumstances. Replace the marker with all units in the corresponding Fog of War holding box. Circumstances which remove a Fog of Will marker include: a. Whenever the Communist player launches an attack from a hex containing a Fog of War marker (regardless if the units in the correspondiug Fog of War holding area were involved). h. Whenever the United Nations makes any type of land, air 01: naval attack or barrage against a hex containing a Fog of War marker. c. At any time in the Game Turn that the Communist Player desires. d. Once a Fog ofW ar marker has been revealed,

4. Effects
A player may not use bridge movement across a destroyed bridge hexside, A player may not trace a Line of Communications across a destroyed bridge hexside. 5. If there is more than one bridge going through a single hexside (e.g., a road bridge and a railroad bridge) then both are destroyed or repaired by the same die roll.

3, Destroying enemy units
Players gain Victory Points completely destroying enemy units. for

4. Exiting the Map
The Communist player gains Victory Points for exiting units off the southern map edge. The United Nations gains Victory Points for exiting units off the southern map edge on a one for one basis maximum (i.e., the United Nations player may never gain more victory points for exited units than the

[241 VICTORY CONDITIONS
The game is won by gaining control of geographical objectives and inflicting losses
RI2 MAR/APR 1998 #190

it is removed permanently from play.

THE GAUNTLET
5. Fog of War markers are not units; they have no effect on combat. 6. A player must have at least one unit in a Fog of War marker's corresponding holding area in order for the Fog of War marker to be maintained on the map. 5. Meeting Engagement may be conducted only during the friendly movement phase. It may not be conducted during an advance after combat. Units

5. Destruction Entrenchments

of

conducting Forced March may not make Meeting Engagements.

An entrenchment marker is removed from the map under the following circumstances: • If all friendly units move out of the hex. •If all friendly units are eliminated/retreated a hex. out of

[26] MEETING ENGAGEMENTS
Meeting Engagement is a special type of combat which occurs during movement. All units with an attack factor of 1 or more may make Meeting Engagements. I. A force may conduct combat during movement by declaring an Meeting Engagement. Meeting Engagement combat costs the rnov ing force TWO (2) extra movement points. Play is temporarily suspended while the Meeting Engagement combat is resolved. 2. All units conducting a Meeting Engagement must start in the same hex and remain together for the entire movement. They may not pick up other mil ts along the way. a. The attacker may not include in a Meeting Engagement units whose attack strength is zero (0). b. Units conducting a Meeting Engagement may attack normally in their com bat phase. 3. Meeting Engagement combat is resolved normally except that the combat is shifted one to the left, cumulative with other shifts. a. The attacking force may choose any applicable type of combat results table for Meeting Engagement. The attacker may also employ Fire Support and Close Air Support. b. The defender calculates the normal effects of terrain and may use Fire Support and Close Air Support to enhance the defense. c. A single force may conduct ONE Meeting Engagement per movement phase, maximum. It may continue moving normally after it completes the Meeting Engagement. d. Supply is calculated normally for Meeting Engagement, determined at the instant of the combat. e. Artillery and Close Air Support air milts used for Meeting Engagement fire support may conduct no other combat during the game turn. Artillery used for offensi ve fire support in ao Meeting Engagement may not move during the movement phase. f. Artillery units may not make barrage attacks for Meeting Engagement by themselves. Note: Unlike some other wargames, the attacking units in a Meeting Engagement do not move into the enemy units' hex when conducting an Meeting Engagement. Meeting Engagements are conducted from the adjacent hex, the same as normal combat.

[27] BARRAGE
The barrage strength of asingle artillery/naval unit may be split up and applied against different hexes, as long as applied as integers. For example, an artillery unit with a barrage strength of "2" could conduct a barrage against two separate hexes. each using a barrage strength of" I"). 1. This applies to both barrage and fire support.

Note that this means thatfriendiy forces may never capture and use enemy entrenchments.

130) ARMOR
Armored, Armored Infantry, and Armored Cavalry (but not motorized infantry) units which conduct attacks into rough, swamp or city hexes ha ve their attack strengths halved. 1. If the attacking armored/armored infantry/ armored cavalry units are also out of supply, their attack strengths are quartered. Fractions are retained. 2. The presence of roads does not negate the effects of this rule.

128) ORGANIZATIONAL INTEGRITY
Some headquarters may provide supply and recovery functions only to specific units. 1. U.S. divisional headquarters may provide supply/ recovery only to U.S. and non-Korean UN units. 2. U.S. corps and army headquarters may provide supply/recovery to any UN units. 3. Republic of Korea division and corps headquarters may provide supply/recovery only to Republic of Korea units. 4. A Communist army headquarters may provide supply/recovery only to units of its own army, plus two other Communist regiments/brigades/groups (e.g., the Chinese 40th Army Headquarters provides supply/recovery to the 118th, 119th, and 120th Divisions, plus one artillery brigade and one North Korean brigade).

[31] COMMUNIST PARTISAN UNITS
North Korean partisans represent remnants of shattered units which the UN bypassed in its drive north. They function as infantry, with the following special ruJes.

1, Defending
If the UN is attacking and all defending units in a hex are partisans, then the combat must be resolved on the Probe table.

129] ENTRENCHMENTS
A player may entrench units in order to enhance their defensive capabilities.

2. Supply
Partisans are always in supply for all game purposes (including recovery).

1. Procedure
U nits entrench in the friendly Reorganization Phase. Any type of land unit may entrench by being inSupply. Simply place an entrenched marker in the hex.

[32] U.S. RANGER UNITS
U.S. Ranger infantry units have greater capabilities to operate in restricted terrain.

2. Restrictions
A unit which is attempting to build an entrenchment may not be in an enemy land unit zone of control. A uoit which is building an entrenchment may not move in the turn it places the entrenchment. 3. Once an entrenchment marker is in a hex, other units gain its advantage for defense (i.e., new units do not have to spend a turn immobile to enter an already existing entrenchment). An entrenchment may be placed in any type of terrain. There may never be more than one entrenchment marker in a hex.

1, Movement
Ranger units expend movement points as i.f they were Chinese units (use the Chinese column on the Terrain Effects Chart). This includes the costs to disengage and infiltrate enemy zones of control.

2, Attacking
If at least one attacking unit in a UN attack is a Ranger unit and the enemy is defending in rough or swamp terrain, then the UN player gains a one column shift to the right.

4. Combat Effects
Units defending in an entrenchment receive a two column shift in their favor (to the left) when defending. This is in addition to other benefits for other terrain in the bex. Units may attack normally from an entrenchment. This does not count against the maximum of three shifts for terrain (e.g., a UN unit defending in a city behind a river with an entrenchment would receive a fi ve column shift to the left - two for the city, one for the minorri ver, two for the entrenchment).

3. Supply
Rangers are always in supply for all game purposes, includi ng recovery.

4. Post combat
a. Units (attacker and/or defender) may NOT advance after combat following a Meeting Engagement. They retreat normally. b. Should the attacking force receive a result which forces it to retreat or reduces any attacking unit, then it must cease movement for the turn. Otherwise, they may continue to move.

STRATEGY & TACTICS

RI3

THE GAUNTLET
133) SCENARIOS
There are two scenarios in The Gauntlet. Players should choose which scenario they will play, then set up in the order indicated. Unless otherwise stated, all units are deployed on their full strength sides. Units are given in total number of a specific type.

2 x T AC points from play. They do not return for the remainder of the game.

2. Deployment
UN sets up first, Communists second. Units may be broken down/recombined as partof initial deployment.

4. Communist Forces
a. Initial Forces (1) Anywhere north of'thefrontline (Chinese units): Chinese 38th, 39th, 40th, 42nd, 50th and 60th armies. All regiments of each army must be placed within three hexes of their Army headquarters. See counter errata for listing of division/armies. (2) On any eastern map edgehex(es) south of the IJIX/ROK II Corps boundary, not on or adjacent to any UN units: 3 x North Korean partisan groups. b. Communist Reinforcements: (1) 25 Nov: 3 x cavalry regiments. (2) 26 Nov: 3 x artillery groups, 2 x antiaircraft regiments.

.

3. United Nations Forces
a. Initial Forces: same as scenario l. b. United Nations scenario 1. Reinforcements: same as

SCENARIO 1: ON TO PYO.NGYANG!
This scenario covers the original campaign up to the Chinese recapture of Pyongyang.

c. Withdrawals: same as scenario 1.

4. Gommunist Forces
Prior to the start of play the Communist player chooses one of three Deployment options: (1) Historical, (2) Minimal, or (3) Maximum. He then secretly places these units on the maps. The Deployment Option used will cause a variable number of Victory Points to be awarded to the UN orthe Communist side atthe end of the game. (The Communist player should secretly write down which option is being chosen and reveal it to the UN side at the end of the game.) -The Communist player must use the Fog of War Markers optional rule when playing this scenario.

1. Scenario length
24 Nov-6 Dec (13 game turns)

2. Deployment
UN sets up first, Communists second. Units may be broken down/recombined as part of initial deployment.

3. United Nations Forces
a. Initial Forces (1) In the I Corps area: U.S. 24th Division, ROK 1st Division, British Commonwealth 27th Brigade, I Corps Headquarters. (2) In the IX Corps area: U.S. 2nd Division, U.S. 25th Division, 1st Cavalry artillery group, 5th Artillery Group, lOAAA Artillery Group, 8th U.S. Ranger company, Turk T ACF brigade, IX Corps Headquarters. (3) In the ROK II Corps area: ROK 7th Division, ROK 8th Division, ROK II Corps Headquarters.

5. Special Rules
a. Events. Skip the Events phase on turn 1. b. Historical Offensive. In the original campaign, the United Nations did not realize the strength of Chinese Communist forces facing them; consequently, they attacked during the first two days. The Chinese fell back and then sprung their trap. To recreate these conditions players must use the following special rules: (1) During initial setup, the Communists may place no more than ISunits (any types) within two hexes of the front line. All other Communist units must be placed at least three hexes from the front line. (2) On game turns 1 and 2, the United Nations player must make attacks during each UN land combat phase which in vol ve at least nine UN regular or motorized infantry regiments/brigades (infantry battalions count as one third brigade). Should the UN be unwilling or unable to make the requisite number of attacks, the Communists gain 10 Victory Points (each tum). (3)Ongametum 1,theCornmunistplayer may attack with no more than nine units (any type). c. Communist Surprise. On game turn 2, all Communist attacks conducted during the Communist Land Combat Phase receive an additional one column shift to the right.

Historical Deployment
a. Initial Forces (1) Anywhere north of the Front-line (Chinese units): Chinese 38th, 39th, 40th, 42nd, 50th and 60th armies. All regiments of each army must be placed within three hexes of their Army headquarters. (2) On any eastern map edge hex(es) south of the IIIXIROKII Corps boundary, not on or adjacent to any UN units. 3 x North Korean partisan groups. b. Communist Reinforcements: (1) 25 No: 3 x cavalry regiments. (2) 26 Nov: 3 x artillery groups, 2 x antiaircraft regiments. c. Victory Points: none

(4) In any Pyongyang hexres): u.s. 187th Airborne Regiment, 865th Antiaircraft battalion, 8th Army Headquarters, Supply Depot (UN side up). (5) In Chinnampo: ROK Security MP battalion, Supply Depot (UN side up). (6) Anywhere south of the IJIX/ROK II Corps boundary: Ll.S, "1 st Cavalry Division (except the l st Cavalry artillery group), 3 x U.S. military police detachments, ROK 6th Division, ROK 1st AP military police group, Philippine 10th Battalion, Thai Battalion. Following units start Disrupted: U.S. 8th Infantry Regiment, ROK 2nd and 19th Infantry Regiments. (7) In the UN Air Reserve Box: 7 x U.S. T AC points, 2 x U.S. MAC points, 2 x British T AC points, 1 x British MAC point. (8) Air Supply markers: three available. b. United Nations Reinforcements (1) 30 Nov: 2 x SAC points (2) 2 Dec: British 29th Brigade (3) Following units may be received as a result of the Event UN sends more troops: the Netherlands, French, Belgian-Luxembourg, Greek and Commonwealth "PPLI" battalions. c. Witbdrawals.
;R14 MAR/APR 1998

Minimal Deployment
a. Initial Forces (1) Anywhere north of the Front-line (Chinese units): Chinese 38th, 39th armies. All regiments of each army must be placed within six hexes of their Army headquarters. (2) On any eastern map edge hex{es) south of the IJIXlROKII Corps boundary, not on or adjacent to any UN units: 3 x North Korean partisan groups. b. Communist Reinforcements: none c. Victory Points: +40 Communist

SCENARIO 2: ON TO THE YALU?
This scenario more accurately represents the confused UN intelligence situation at thebeginning of the battle. The UN Command was not aware (or chose not to be aware) of the massive Chinese concentration. Instead, General MacArthur gambled to make one final offensive to end the war.

Maximum Deployment
a. Initial Forces (1) Anywhere north of the Front-line (Chinese units): Chinese 12th, 15th, 38th, 39th, 40th, 42nd, 50th, 60th armies. All regiments of each army must be placed within two hexes of their Army headquarters.

1. Scenario length
24 Nov-6 Dec (13 game turns)

On 2Dec., the UN removes
#190

THE GAUNTLET
(2) On any eastern boundary, partisan groups. Reinforcements: regiments. map edge hex(es) south of the IfIXIROK II Corps

United Nations Options
1. Better UN intelligence. The United Nations playermayexamineallCommunist units after initial deployment but prior to the first game turn. The Communist player may not employ Fog of War markers. [Victory Points: +10 Communists]
2. UN forces less road bound. UN motorized infantry and airborne infantry units pay 2 (instead of3) movement points to enter rough terrain. Chinese units pay same zone of control disengagement and infiltration costs as Korean units. [Victory Points: +10 Communists]

not on or adjacent

to any UN units:

3 x North

Korean

b. Communist

(1) 25 Nov: 3 x cavalry
regiments. c. Victory Points:

(2) 26 Nov: 4 x artillery groups, 2 x armored regiments, +30 United Nations

4 x antiaircraft

5. Special Rules
a. Fog of War rule. b. Events. during shifted Skip the Events Surprise. phase on turn 1. made by the Communist of the following player turns are c. Communist All attacks column choice). Markers. The Communist player may place up to

18

Fog of War markers

anywhere

north of the front line. See Fog of War

3. United States commits emergency reinforcements. The UN receives the remainder of the 11tb Airborne Division, three additional TAC, one additional SAC and one additional MAC point. Airborne units may be placed as a normal reinforcements, or may enter via airborne landing. Determine the tum that these units arrive by rolling one die: 1·2 = 1 Dec; 3-4 = 2 Dec; 5-6 = 3 Dec. [Victory Points: +30 Communists]
4. United States commits more troops. The UN starts the game with the 40th Infantry and 2nd Armored Di vision (all units). These are placed anywhere south of the IIIXIROK II Corps boundary. [Victory Points: +40 Comrnunists]

his Land Combat one additional player's

Phase on anyone to the right:

turn l, turn 2, or turn 3

(Communist

Counter Errata
The U.s. 25thlnfanll}' Division. artillery unit should have the regular artillery, not the armored artillery, symbol. The three ill/antly regiments of the 25th Infantry Division should have the mototrized infantry symbol. The

SCENARIO OPTIONS
Scenario options may be used to explore various "w hat if' historical situations. Players must choose the Scenario options they desire prior to start of play. They pay the designated number of Victory Points at the end of the game. Players pick their scenario options secretly, but reveal them prior to start of play. Scenario options may be used with either scenario.

u.s. 8th

airborne ranger emit should be a company not a regiment.

The U.s. 865 antiaircraft lin it should be a battalion not a regiment. The U.S. Znd Armored.Division artilley unit should have the armored artillery, not the regular artillery, symbol. The reverse side of the U.S. 70th Armored battalion is incorrectly shown as an infantry regiment. The following divisions compose the listed Chines armies: 12th Army: 34,35,36 15th Army: 43, 44, 45 38th Army: 112, 113, 114 39th Anny: 115,116,117 40th Amzy: 118, 119, 120 42n.dArmy: 124, 125, 126 66th Army: 196, 197, 198 50th Army: 148, 149, 150, 167

Communist Options
1. Communists employ North Korean army. The Communists recei ve the following North Korean units as part of their initial order of battle: I x armored group, 3 x infantry groups (these are deployed anywhere n011h of the Front Line). Additionally, the Communists place 6 (instead of three) partisan groups as part of initial deployment. [Victory Points: + 10 United Nations]
2. Chinese challenge United Nations air superiority. At the beginning of each Air Operations Phase, the Communist player rolls one die. The UN player must place a number of his Air units equal to that amount in the Reserve box (may be any type, UN player choice). These air units are available 00 the following turn. (Victory Points: +20 United Nations]

SUPPLY SUMMARY
Effects of Out of Supply status Function Effect
<Movement
• Combat • Barrage • Recovery • Remove Destroyed • Entrench a Bridge marker United Attack Nations units may not Force March strength to conduct to attempt halved. barrage, recovery. and defense

AIRBORNE LANDING SCATTER TABLE
die roll 0(-) 1 2 3 4 5 6 marker. Effect Unit is Disrupted U nit is Disrupted Unit lands normally Unit lands normally Unit lands normally a and receives

Must be in supply Must be in supply A headquarters

+ 1 combat

shift this turn.

units must be in supply bridge Repair. to place an entrenched

Unit lands normally Unit lands normally (apply all applicable):

in order to attempt

A unit must be in supply

Die roll modifiers Hex contains

any rough ten-run: -1 zone of control: -1

AIR MISSION SUMMARY CHART
TAC
• Interdiction • Air Strike • Close Air Support • Airborne • Airbome • Reserve Supply Landing yes yes yes 'no no no yes movement

Hex is in an enemy

SAC
yes yes no no no no yes

MAC
no no no yes yes yes yes Meeting

Phase
Enemy movement Air Strike

Effect
Creates Attack

air interdiction
enemy supply ground marker.

zone. unitslbridges.

Combat"
any

+I

shift UN attack;

-1 shift UN defense.

Place

• Air Transfer

UN Movement UN Movement
nfa Engagement rule,

Move unit off map. Make airborne landing. Air unit not used.

* Also

during

if using optional

STRATEGY & TACTICS

R 15

MOBILE COMBAT RESULTS TABLE
Communists may use if 50+% of attack factors are Chinese regular/elite infantr.y, United Nations may use if 50-1'% of attack factors are 'armor/anmored infantry/armored cavalry/motorized infantry. Odds less than 1/3 are treated as 1/3 Odds greater than 711 are treated as 7/1 • RF [Reconnaissance in force]: (1) One defending unit is Disrupted. (2) No retreatsor advances. • Selection of units to be eliminated. The owning player may always select which units which will be Disrupted/eliminated.

• Retreats. A unit which is forced to retreat is moved the designated number of hextes) by its owner.
(1) Units may never retreat into any of the following: • an enemy occupied hex • across an all-sea/lake hexside or into an all sea/lake hex

D~t

(j)f

Supply,effects:

combat factor halved ArtiJier;y may not provide Fire Support

Comb,atShifts Summary:
• Terrain: per the 'terrain Effects Chart (three maximum) • Entrenchment: -2 • Fire Support (attack): + Ilbarrage factor (UN +4 maximumlCommunist 4"2 maximum) • Fire Support (defense): -1!barrage factor (UN -2 maximum/Communist -1 maximum) • Close-Air Support (attack): +lITAC (+3 maximum) • Close Air Support (defense): -IITAC • Events: See events.

• a major river hexside that has no bridge across it
• off the map If there is no other choice than to retreat into one of the above, the. unit is eliminated instead.
(2) Units may retreat through enemy zones of control This Disrupts all retreating units (already Disrupted units are eliminated). Enemy zones of control are not uegated -oy the presence of friendly units for purposes of retreat. A player may voluntarily retreat his units into an enemy zone of control even if there are other routes available. This also includes retreating into a hex(es) adjacent to one of the enemy units involved in the combat. (Comment: sometimes this is useful for escaping an envelopment). (3) A unit retreating more than one hex may not reenter a hex they already retreated from. If this is the only choice, the unit is eliminated insfead .

H

maximum)

• Communist surprise: +1 (see scenario special rules)

Results explanations:
. • AA [Attacker attritioned]: (1) Disrupt all attacking units. (2) All surviving attacking units retreat one hex. (3) Defending units may advance one hex. • AR [Attacker retreats]: (1) All Attacking units retreat one hex. (2) Defending units may advance one hex. 'AT [Attacker routed]: (1) Disrupt all attacking units. (2) Surviving attacking units must retreat two hexes, (3) Defending units may advance one hex.. • AZ [Attacker Annihilated]: (1) Eliminate all attacking units. (2) Defending units may advance one hex. • BB [Bloodbath]: (1) Disrupt attacking units whose attack factors equal th~ec total. defel1,der' s printed defense factors. Do not count air, artillery or naval barrage factors. (2) Disrupt all defending units, (3.)No retreats. If ope side is completely eliminated, the other may advance one hex. • BID llIII'efender's optionJ: The defender has a choice between one-offhe f0IIowing two results: ;BB [Blood bath] or DR [Defender Retreats]; apply the chosen fesult immediatel y. • DD rDefender attciti.!med]: (1) Disrupt all defending units. (2) All surviving defe.udihg units retreat one hex. (3) Attacking units may advance. one hex, • DR !'Defender retreats]: (1) All defending units retreat one hex. (2) Attacking units may advance one hex. • DR4 [Defender retreats enhanced]: (1) All defending units retreat two hexes. (2) Attacking units may advance two hexes. (3) U.S ../British units may conduct Breakthrough combat. • DT [Defender 'Fouted]: (1) Disrupt all defending units. (2) Surviving defending units must retreat two hexes. (3) Attacking units may advance two hexes (4) U.S.'/B.ritish units may conduct Breakthrough combat • DZ [Defender Annihilated]: (1) Eliminate all defending units. (2) Attacking units may advance two hexes. • DZ+ [Defender Annihilated enhanced]: (1) Eliminate all defending units. (2.) Attacking units may advance three hexes. (3) U.S.JBritish units may conduct Breakthrough combat. • NE' [No effect]: Nothing happens. • RA [Attacker ambushed]: retreats or advances.
RI6 MAR/APR 1998 #190 (1) One attacking unit is Disrupted. (2) No

• Advance after Combat. Ali. advance after combat is conducted immediately upon receiving certain combat results. (1) The player designated may move some all or none of the land units involved in the combat the designated number of hexes, (2) Units must have an attack strength of at least "1" in orderto advance after combat. (~) Thefirsthex entered must be the one vacated by the enemy. If a force can advance two or three hexes, then subsequent hexes advanced into may be in any direction. (:4) Advance after combat does not cost any movement points. (5) Advance after combat maybe through enemy zones of control at no -penalty. It may not.be into or through terrain normally forbidden for the unit to enter OF enemy occupied hexes. (6) Units may advance after combat off the southern map edge. • Breakthrough Combat. combat may attack (I) Units which are allowed to sonduct.Breakthrough agalIl at the end of their advance after combat.
(2) Only, United States and British armored/armored

cavalry/motorized

infantry/armored infantry units may conduct Breakthrough combat Combat must all attack the same

("3) Units conducting Breakthrough enemy; hex.

(4) Support and Close Air Support may be added to breakthrough combat.

:rir~

ZONE OF CONTROL EFFECTS
Function • Movement • Retreat • Supply

Effect

zoe

negated No No Yes

by friendly unit?
Pay infiltration or disengagement costs Unit disrupted Blocked

There are more charts on pages 62 & 63 of this issue.

Sign up to vote on this title
UsefulNot useful