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Next War: Korea» Forums » Sessions

Subject: A Rookie Plays Next War Korea Turn 2 rss

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Dave
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This is my session report for the second turn (GT2) of my solo play-through of the Tactical Surprise advanced rules scenario for Next War Korea. Remember, this is a solo game, so when you read this, I’m playing both sides. It gets a little strange.

After the first turn ends, the players begin to start checking for weather conditions each turn. I rolled for weather and the weather changed from “Clear” to “Overcast”. Overcast reduces airmobile movement and helicopter capabilities, but most importantly, it affects planes that don’t have all-weather capabilities (more on this later). It also isn’t as bad as “Storm”.

I then had to check to see if the North Koreans (DPRK) were able to retain the initiative. The DPRK did well in GT1 and they led the USROK 48 to 14. Since they beat the USROK in VP’s and scored over the number of VP’s needed to get initiative, the DPRK again would hold the initiative and this would be played as a GT2 Initiative Turn instead of a GT2 Contested Turn.

On the political scene, both China (PRC) and Japan were Moderate in their outlook on the war. The US was not eager to become embroiled in a conflict. The US population, military and government were all dovish! Thanks to the faint interest of the US, a UN resolution was proposed to call a ceasefire. Poised on the verge of a perceived military breakthrough, the DPRK begged the PRC to veto it and they did. As a result, the DPRK lost 5 VP’s, but the war could continue. This political situation was created through die rolls using a simple political table. Based on the results, you determine how much military and logistical support each side receives from China or Japan or if the larger players want to end the conflict.

The DPRK burned through all of their Scuds in GT1 so now they had to rely on their Special Forces (SOF) teams to damage the ROK. One SOF team reconned a supply depot while the other doubled in Raid missions on ROK airbases. The results of these raids were disappointing and even more depressing when military police captured or killed almost half of the SOF teams.

In the Air Phase, the DPRK realized they had a major problem with the Overcast weather conditions. In Overcast weather, all aircraft that don’t possess all-weather capabilities are halved! Rounded down ! This represented almost 80% of the surviving DPRK Air Force. cry

The US proudly deployed approximately 7-8 all-weather squadrons into the Air Superiority Box. The DPRK had around ten (1-0-0) fighter squadrons who couldn’t even fly because the weather reduced them to 0-0-0’s. The DPRK ground crews squeegeed the cockpit windows of the “modern” fighter jets and the glum DPRK pilots reluctantly flew up to the Air Superiority Box. The result was a total slaughter. The US immediately sought out the best DPRK fighter squadrons using AWACS and smoked them. In the end, the DPRK had 1 lone fighter squadron (that had avoided combat altogether) and the USROK had all 8 of its squadrons remaining. The result was USROK Air Supremacy. This meant that every ground combat unit on the map was now detected for Air Strike purposes.

If I had it to do over again, I probably just should have ceded air superiority to the USROK and saved my fighter squadrons for a turn when weather was nicer and they could fly without having to stick their heads out of the cockpit. At least that would have given me a numerical advantage and I could have contested the air for one more turn.

In the Naval Phase, the Yellow Sea At Sea box was converted from DPRK-controlled to Contested as the US Navy slowly began to arrive in the theater.

In the 1st Strike Phase, the US sent 4 air strike missions against the DPRK. Two of them were sent into North Korea to attack the national air defenses. Despite the presence of a Wild Weasel squadron, both strikes were detected and driven off by SAM and AAA fire.

The air game of NWK is probably deep enough to be a game itself. I’m not a big fan or air warfare games, but I was able to digest it (I think), so it can’t be too hard to understand.

Basically, there are 3 main combat missions: Air Superiority, Ground Support, and Strike. Each squadron is rated “Air to Air-Ground Support-Strike”, so an ROK F-16 squadron might be “4-2-3”. (It’s alphabetical, left to right, otherwise I’d never remember it.) A pure air supremacy fighter might be a “4-0-0”.

Aircraft are also rated for weather capabilities, stealth (avoid radar detection), range, and pilot training.

The first part of the air game is Air Superiority (AS). You assign your aircraft to the Air Superiority Box simultaneously. Depending on who has AWACS superiority, you then match them up in engagements. Better AWACS means you get to choose dancing partners more often. Once all of one side’s aircraft are engaged, left-over aircraft can then gang up or sit out the dance (my DPRK wallflowers). The ATA combat is then fought with Long Range shots first (only a few aircraft), then Stand-Off combat (most modern aircraft) and then dog-fighting. So a really modern aircraft might get to fight in all three stages of ATA combat while the crappy DPRK 1-0-0 fighter has to wait to survive until dog-fighting.


This is a bad matchup for the DPRK. They'll probably never even make it to dog-fighting.

Once it’s all over, you count up the remaining survivors from each side (including wallflowers) and based on the ratio, determine who has air superiority for the turn. The surviving aircraft in the AS Box can then be used to intercept enemy missions or escort your own.

The next type of mission is the Strike. This is a straight air to ground attack. You can target detected enemy units, installations, even the air defenses of the opposing country. If you launch a strike into your opponent’s country, he checks his national radar defenses to see if your strike is detected. If it is, you have to survive SAM attacks and AAA guns before you make your strike. If the enemy does really well on detection, enemy fighters from the AS Box might intercept your strike mission, engaging your escorts, or worse, your strike aircraft.

If it’s a strike mission against the enemy in your own country, you only have to worry about detection from the target hex (called Local Detection). You can then face interception, but you’ll only have to brave the SAM’s and AAA coming from the targeted area.

Your strikes do varying damage based on how well you roll, terrain of the target, pilot rating, weather, the effectiveness of the air defenses, etc.

The final mission is Ground Support. This is the easiest. You can’t be intercepted. You just roll for Local Detection and have to face the Local air defenses if they detect you. The number of your GS rating is the die roll modifier for the combat you’re supporting. An A-10 has a “4” GS rating. Not a bad modifier for a d10 combat!

Overall the turn went pretty well for the North Koreans. While the attack north of Seoul ground to a halt, the NKPA continued to push southward into the center of the DMZ.



On the eastern shore of the Korean peninsula, the fighting took a disastrous turn for the ROK. An initial breakthrough by the NKPA mechanized forces exploded into a complete breakthrough as the ROK resistance evaporated.



The local ROK commanders were hesitant to acknowledge the magnitude of their defeat and they failed to advise their neighboring commands that the North Koreans were pouring through the eastern end of the DMZ. Several ROK corps headquarters were overrun by exploiting NKPA troops and several ROK divisions were cut off from the rest of the army.

Southeast of Seoul, troops from the US 82nd Airborne Division battled for maneuver room. A successful counterattack with local ROK forces managed to destroy a division of the Pyongyang Guard and blunt the force of central NKPA penetration.

As Game Turn 2 wound down to a conclusion, Seoul seemed secure thanks to the assistance of US ground troops, but the eastern half of the peninsula lay completely exposed and vulnerable with only a handful of ROK units available to stop them. During the Reinforcements Phase, the USROK received even worse news. Due to bad weather and difficulties with logistics, the next wave of US reinforcements would be delayed.



Final VP's North Korea 84 – USROK 27.
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Dave
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And here's a new video of the GT2 turn.



Dave
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Johnny Walker
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Great keep on. Loving read your AAR.
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Dave
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I'm mostly a Vassal player, but this game is fun enough that I spent the day clipping the counters so I could run it at our local SoCal convention. Never clipped counters before, but I made a little CD case jig for it. The clipping drove the wife crazy.

I even think I've hooked a few friends on the game. I'm playing Strategic Surprise via Vassal with my local gaming friend, Greg.

Is anyone planning on running or playing this game at the CSW Monstercon? We might be tempted to make the run out to Tempe. Have plexiglass, will travel.

Dave

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Dave
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POISSON wrote:
Great, cool your video


Thanks. I thought it would be funny and a little different! A nice contrast.

It WAS Pearl Harbor Day and her great-grandfather fought in Italy and the Bulge. He was a Sherman tank driver.

Dave
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Dave
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POISSON wrote:
Great, cool your video


Plus you understand the French translation of the song! whistle

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J Y
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Peoria
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Bloody awesome! Now I'm going to have to make someone play this with me.
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Dave
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rockinghorsedreams wrote:
Bloody awesome! Now I'm going to have to make someone play this with me.


I'm your man! Umm..gaming partner for the job, reporting, sir!
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