inkl. MwSt. zzgl. Versandkosten
Derzeit nicht verfügbar
- Artikel-Nr.: GMT1688
Notes for 2nd Edition:
This reprint edition will include all known errata (including counters) as well as updated counters for the US, Chinese, Russian, and Japanese Orders of Battle. The map will change slightly as we bring both the bridging rules from Next War: India-Pakistan back to this game, which necessitates noting which hex sides can't be bridged, as well as defining Beaches and Invasion Hexes a la Next War: Taiwan, which actually takes us back to the original Crisis: Korea 1995 map. The Series Rules and Player Aid Cards will be brought up to the latest standards, and, of course, the Game Specific Rules will have to be changed to incorporate all of the above.
From Pyongyang in North Korea to Pusan in the South, the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950, the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea. Special Operations Forces from both sides conduct raids, interdiction, and reconnaissance missions behind enemy lines while airborne, air assault, and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air, both sides wage a heated campaign in an effort establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor, airmobile, airborne, and marine warfighting capabilities, there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.
While North and South battle for a quick, decisive victory, the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States, stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war, be able to reinforce the South quickly enough, and, if so, how and in what strength? Will the Communist Chinese again react to a massive US response and intervene, thus widening the conflict? As the situation evolves, choices are made, forces are committed, and the security of Japan and the future of the two Koreas hangs in the balance.
- Weather Determination. Bad weather can severaly hamper air and naval operations activity and can significantly slow ground operations.
- Initiative Determination
- an Air/Naval Phase, wherein air superiority levels and air availability are determined and Sea Control is established or modified.
- One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns
- Arrival of Reinforcements and Replacements
- Victory Determination
Notes for Players of Crisis Korea: 1995
The Next War series is heavily based on the base system and rules pioneered in Crisis Korea: 1995, modified and enhanced based on additional testing and development over the past 15+ years. For CK:95 veterans, changes from the CK:95 system include:
Standard Game changes
Advanced Game changes:
Game (Korea) Specific Rules
In Next War: Korea, the Korean Peninsula is on fire with two of the world's most well-prepared, antagonistic forces arrayed against each other. Can you, as the North Korean People’s Army commander, conquer the South in 3 weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of Korea’s Army commander, hold out against the renewed Communist assault until help arrives? And what will China do? There’s only one way to find out…
3.5 days per turn
7.5 miles per hex
Division / Brigade
|NUMBER OF PLAYERS|