Another change from the original Crisis: Korea 1995 game is how Special Operations Force (SOF) are modeled. In CK95, each side received a set of SOF points and you spent a varying amount depending on which missions you were attempting. In NWK, each side now receives a number of SOF Mission markers. When attempting a mission, the player takes a marker from the Available Pool, places it in the hex where the mission will occur (or adjacent to the Air Defense Track for attacks there), and rolls a die for resolution. Once the mission is complete, the player rolls to see if the marker survives (i.e., is successfully extracted). Both sides receive markers as reinforcements as the game goes on to represent new forces and amalgamated teams.
The missions that SOF markers can attempt are the same with the addition of a new type of Raid (Interdiction):
Raid (HQ, Supply Depot, MSU)
Raid (Installation or Air Defense Detection Track)
Recon (a.k.a. Detection)
Interdiction Raids allow SOF markers (and Air Strikes) interdict movement through a particular hex. Interdiction negates road movement and incurs an additional Movement cost in a hex. SOF markers can only interdict Mountain, Highland, Highland Woods, Rough, and Rough Woods terrain. Naturally, the closer the terrain, the easier it is to interdict.
EDIT: Almost forgot! There are also now two SOF Phases in the Sequence of Play (SOP), one for the Initiative player and one for the non-Initiative player (or, both players in a Contested Turn). This allows effects from the Initiative SOF Phase to affect other portions of the SOP.
- Last edited Mon Apr 23, 2012 8:49 pm (Total Number of Edits: 1)
- Posted Mon Apr 23, 2012 4:27 pm