Next War - Korea (1st Edition)

By: GMT Games

Type: Boxed Game

Product Line: Next War Series

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Product Info

Title
Next War - Korea (1st Edition)
Publisher
Product Line
Category
Author
Mitchell Land
Publish Year
2012
Dimensions
9x12x2"
NKG Part #
2147472044
MFG. Part #
GMT1206
Type
Age Range
12 Years and Up
# Players
2 Players
Game Length
120 - 480 Minutes

Description

Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea.

Next War: Korea is not an Introductory wargame. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses.

Units

Ground units in Next War: Korea represents primarily divisions and brigades of armies of North and South Korea, The United States and her Allies, and the People's Republic of China. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.

Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.

Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side.

Maps and Terrain

The game's two maps present modern-day Korea at a scale of roughly 7.5 miles per hex. The maps cover the entire peninsula east-to-west and stretch from about 30 miles north of Pyongyang and Pusan in the North to Taegu in the south.

Game System

As in Crisis: Korea 1995, there are two types of game turns: Initiative turns (longer turns where the side with the Initiative has more opportunities to move and attack) and Contested turns (shorter turns where neither side has the initiative but each is trying to muster the resources to regain the initiative). Thus the inherent "initiative player advantage" built into the game system incents each player to always be thinking about how to seize and maintain the battlefield initiative.

Scenarios

There are several Standard Game scenarios. The first three cover the first week of the war by dividing the DMZ into roughly three equal sections. These focus on the initial assaults to break the South Korean lines and introduce players to the basic mechanics of the system. Players can also play the entire DMZ front scenario for the first week (basically, combining the three scenarios above). One scenario is provided which examines the U.S. Amphibious landing. In addition, a scenario is provided for players to experiment with a South Korean attack on North Korea without the help of the United States.

The Advanced Game Scenarios come in three flavors: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness.

There is also an International Posture Matrix a la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Korean players in the region.

Contents:

  • Standard & Advanced Rulebook
  • Game Specific Rulebook
  • 1026 9/16" counters
  • Two 22x34 inch Mapsheets
  • 5 8.5x11 inch Play Aids
  • 2 11x17 inch Play Aids
  • One 10-sided die

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