View Full Version : The Korean War 1950-1953
Panzer-War
16 Aug 04, 22:59
I have been working on a Korean War scenario for some time now and feel it is ready for a closed play test. I’m looking for 4-6 people (at least willing to play the first 100 turns) 2 to play aginst the comp from either side and 2 to pbem it. I have done a fair amount of play testing of it and am currently pbeming it with a friend of mine. This scenario is inspired by Norm’s Korea 50-51.
Date: June 1950 to Dec 1953
Location: The Korean Peninsula
Map scale: 10km per hex
Time scale: 1 week turns
Unit scale: Regiment/Division
Length: 184 turns
Events: 254
Units Communist: 307
Units UN: 331
Though there are 184 turns it is possible for the game to end earlier. There is an early end feature but it will not be activated until the UN player retakes Seoul. As well if the NK player holds Seoul until turn 70 there will be an automatic cease fire(end normal) offer to the NK player, which can be accepted through the theater options. Another automatic cease fire(end normal) offer will be made by the communist on turn 161 witch the un player can chose to accept if they wish.
SIGNIFICANT EVENTS
The US 1st Cav Div will be locked down on turn 70 before this happens move the Div to Japan. The US 24th Div will be locked down on turn 83 before this happens move the Div to Japan.
If the NK player holds Seoul by the end of December of 1950, they may activate the occupation event at the top left of the map.
If the UN player launches a successful invasion at Inchon then captures Seoul, they may activate the occupation event in the bottom left of the map (same for Chinnamp’o and P’yongyang).
Once the UN player has retaken Seoul it will activate an early end event. Witch will be canceled only if there is Chinese involvement.
In the bottom left of the map units will arrive that the UN player will need to disband (turns 2 and 9 for UN). There will be units in the top left that the Communist player will need to disband. Do not disband the event activator units.
The 24th RCT will be withdrawn on turn 11 disband it by turn 10. If you do not the equipment for that unit will not go into the replacement pool.
Theater Options
Turn 98 train rangers for air assault VP 10
Turn 17 keep 22nd bomb grp VP 10
Turn 15 keep 92nd bomb grp VP 10
Turn 50 rush 40th div deploy to Korea VP 20
Turn 50 rush 45th div deploy to Korea VP 20
Begin interdiction campaign over china will show up after Chinese involvement VP 60
Turn 50 push to keep rangers VP 15
Turn 94 keep 452nd bomb group VP 10
Turn 161 sighn cease fire agreement
Turn 70 accept un cease fire agreement
Turn 85 redeploy US 1st Cav Div VP 35
Turn 98 redeploy US 24th Div VP 35
Things being considered
Increasing shock (5-10 points) when china becomes involved as well how long the shock last(3-5 turns). Adding a theater option for the Communist to use chemical weapons. Adding theater options so that if both sides chose to they can agree to a cease fire.
If you are interested let me know. Or if you have questions or suggestions they are welcome.I have attached a few images from my pbem game and one of the map. Ill have it rdy in a day or two.
Panzer-War
17 Aug 04, 03:06
Here are a few more images.
Alexander Seil
18 Aug 04, 10:02
A couple of suggestions, if I may. Did you use up all 500 events? Is it at all possible to a> auto-disband units that are supposed to be disbanded manually b> model activator units as theater options and c> withdraw 1st and 24th divisions?
Panzer-War
18 Aug 04, 14:00
By all means input is appreciated.
No I still have 246 events. The UN units that are to be disbanded do get disbanded automatically but a turn after they arrive, it’s better for the UN player to disband them on the turn they arrive. The 24th RCT is supposed to be disbanded around turn 6 and I did have it set to automatically disband it but found this to be a problem. As when I had them guarding an important point on the line, enemy forces arrived and by the next turn they were disbanded. So I decided to leave it up to the UN player when to disband the unit and set with drawl for it on turn 11. The activator unit for UN I tried to set up occupation event activation but this proved to be a problem as it would some times be activated by land. Plus it was meant for 2 (originally 3) possible invasion points. The NK one I could set up as an event but decided to set it as an activator since the UN player had one. The 1st cav and 24th div were replaced by the 40th and 45th and sent into reserve on Japan I would prefer not to use new units for the redeploy options for these divisions.
Alexander Seil
18 Aug 04, 15:17
By all means input is appreciated.
No I still have 246 events. The UN units that are to be disbanded do get disbanded automatically but a turn after they arrive, it’s better for the UN player to disband them on the turn they arrive.
Would it be possible to, say, set them in a garrison formation so that nothing peculiar could happen to them in that one turn? Do they arrive physically in Korea or an off-map location?
If they are in Korea as I presume, them sitting on a map for a turn would at least give both sides (particularly the UN) a chance to interdict them. Not at all unrealistic, if they are "arms shipment" units that I suppose they are.
The 24th RCT is supposed to be disbanded around turn 6 and I did have it set to automatically disband it but found this to be a problem. As when I had them guarding an important point on the line, enemy forces arrived and by the next turn they were disbanded. So I decided to leave it up to the UN player when to disband the unit and set with drawl for it on turn 11.
You could set up a news warning for the players. In the end, the effect is going to be the same no matter which way you turn it. Also, if that withdrawal was made at the decision of a theater commander, it shouldn't be included. It's up to the player to play the commander, after all.
The activator unit for UN I tried to set up occupation event activation but this proved to be a problem as it would some times be activated by land. Plus it was meant for 2 (originally 3) possible invasion points. The NK one I could set up as an event but decided to set it as an activator since the UN player had one.
I'm having trouble understanding what these "activator" units are exactly. Do you mean a kind of "chits" that are sometimes encountered in older scenarios (pre-COW)? If they are, why isn't it possible to model them as TOs? What kind of options these chits activate?
The 1st cav and 24th div were replaced by the 40th and 45th and sent into reserve on Japan I would prefer not to use new units for the redeploy options for these divisions.
On a second thought, this isn't much of an issue, although the question is whether the actual decision to send them to Japan was a result of theater commander's decision or orders from Washington. There could be some TO possibilities around here too (say, refuse 40th and 45th and keep 1st and 24th?)
...
Panzer-War
18 Aug 04, 18:20
They arrive in the extreme corners of the map surrounded by non playable hexes.
I believe when to disband the 24th RCT should be left up to the commander.
The activator’s are units in the corners of the map and are used to occupy enemy turf 2 hexes away witch will activate an event.
Alexander Seil
18 Aug 04, 21:01
They arrive in the extreme corners of the map surrounded by non playable hexes.
I believe when to disband the 24th RCT should be left up to the commander.
The activator’s are units in the corners of the map and are used to occupy enemy turf 2 hexes away witch will activate an event.
In other words, the events they trigger have an occupation trigger? Is it possible to set up a Theater Option for each, instead of using chits (this is a minor point, but would make the scenario look more professional)?
Panzer-War
18 Aug 04, 22:18
Yes, I know the one for the NK player could be set up through TO. But I am not sure about the invasion event for UN, I suppose I could use the occupation events all rdy in for Seoul and Pyongyang. To activate a TO but it would still require the UN player to play honestly. The UN event is meant to represent panic in NK lines caused by a successful invasion that cuts the main supply route witch runs through those two cities. As play testing continues I may decide to remove this event.
Alexander Seil
19 Aug 04, 10:34
Could you have a cancelled second reoccupation event that would be re-activated by the first reoccupation of Seoul? The UN would have to hold Seoul at least as long as it would take the second
event to trigger. Alternatively, you could use values to trigger the gradual collapse (shock events) of the North Korean armies if UN forces still hold (or reoccupy) certain positions after some time. After either the Chinese or Soviets intervene, you could have them back at 100% shock.
Panzer-War
05 Nov 04, 15:52
I am going to release the Korean War 1950-1953 (beta) either later today or tomorrow. I had hoped to release it as a final version but play testing is dragging on to long and since my friend has gone awall on me (likely to busy with work) it is takeing even longer. I may end up releasing it tomorrow as I’m trying to finish one more play test to check event changes and such. As well I have two huge maps I would like to get around to finishing up for other scenarios I wish to do.
I have decided to remove the invasion event and the activator units. Also loss tolerance for communist has been set to 30% and the UN to 150%. You can attack the off map air fields of the communist but only do this with UN air units for both Chinese and Russian airfields each will insure a 100 vp penalty in favor of the communist player.
I may modify the AA units to give them a range off 1 in an attempt to make them more usefull and effective. And take the AA bns out of the Chinese divisions and form them into AA regiments per Army. I May also increase Chinese AT ability when they enter.
BETA
1. Maybe additional disband replacements if NK hold Seoul or a majority of SK into the next year.
2. Maybe increase turn deployment on NK migs earlier maybe get rewarded with more air if hold Seoul.
3. Maybe add air shock bonus to communist for short time when migs come in.
4. Maybe increase NK rail transport or double it.
5. Maybe increase UN loss tolerance maybe to 200%.
6. Maybe put in TOs for communist reinforcements.
Date: June 1950 to Dec 1953
Location: The Korean Peninsula
Map scale: 10km per hex
Time scale: 1 week turns
Unit scale: Battalion/Regiment/Division
Length: 184 turns
Events: 256
Units Communist: 306
Units UN: 330
piero1971
27 Dec 04, 12:02
is it me or most units have a movement on only 1?
piero1971
27 Dec 04, 12:23
go it! used your .exe file.
hey! it is a great -exe file! I like the new equipment!!!
Panzer-War
27 Dec 04, 14:06
Ya it looks screwed up unless you use my exe. When I update it ill try to remember to put in the briefing and other places that you need my moded exe.
The exe is another project of mine that intermingled with the Korean War scenario. It has been a while since I worked on it (been focusing my time on this scenario) but the one for Korea is an older version of it. Its also one of the reasons play testing has taken so long.
Panzer-War
14 Feb 06, 17:32
First off I have converted the scenario to work with the WWII EXE. The OOB and TO&Es for the U.S. naval air and U.S. marine air units have been rebuilt from the ground up. New TO's, modification of toe's and the replacement pool. Before there where no units set to come in for the U.S.S.R. now if you get them involved it will bring in additional U.S.S.R. air units. On turn 15 the Communist Sea transport will drop to 100. On turn 62 U.N. Sea transport will drop to 5000.
The Korean War
(Version 1.0) <what version of the scenario
(WWII EXE 1.0) <what exe used and version of it
Date: June 1950 to Dec 1953
Location: The Korean Peninsula
Map scale: 10km per hex
Time scale: 1 week turns
Unit scale: Regiment/Division
Length: 184 turns
Events: 294
Units UN: 369
Units Communist: 317
{Max Transport}
Sea: U.N. 19000/Communist 300
Air: U.N. 3400/Communist 200
Rail: U.N. 2400/Communist 3600
HOUSE RULES
Communist Units should never be placed in Japan
Heavy bomber units (B-29/B-50) should never be placed on combat support it is okay to directly attack units with them.
Theater Options
turn 98 train rangers for air assualt VP 10
turn 17 keep 22nd bomb grp VP 10
turn 15 keep 92nd bomb grp VP 10
turn 50 rush 40th div deply to korea VP 20
turn 50 rush 45th div deply to korea VP 20
begin interdiction campaign over china will show up after Chinese involvement VP 60
turn 50 push to keep rangers VP 15
turn 94 keep 452nd bomb group VP 10
turn 161 sighn cease fire agreement
turn 70 accept un cease fire agreement
turn 85 redeploy US 1st Cav Div VP 35
turn 98 redeploy US 24th Div VP 35
turn 20 Reform 78th Tank Bn VP 5
turn 24 Reform 79th Tank Bn VP 5
turn 23 Reform 77th Tank Bn VP 5
turn 20 Reform 71st Tank Bn VP 5
turn 30 Request more U.S.S.R. Air Support
edit
Forgot to mention that the Chinese and NK now have separate squads.
I'm playing v1, UN at turn 72, and have some minor problems: I didn't see option to end prematurely after capturing Seoul; ceasefire negotiations began without me doing anything (and I've suffered the VP penalty); the 1st Cav was not locked as the briefing says. But, I'm otherwise enjoying the scenario a lot, thanks. :)
Panzer-War
24 Feb 06, 20:14
I suppose it is possible some the events got messed up in the conversion. I looked over them and they seemed fine ill do a more thorough inspection to see if there all correct.
I am glad to here you are enjoying the scenario. :)
Unfortunately I don’t have time right now to do a more thorough investigation I will get back to you in greater detail a bit later.
One quick question did you invade NK or did China become involved?
Looking at the news, here's the timeline: captured Seoul, four turns later had "Forces approaching P'yongyang" and China's warning, two turns later capture P'yongyang, next turn China intervenes and I see "cancel early end".
Panzer-War
25 Feb 06, 03:57
I didn't see option to end prematurely after capturing Seoul;
There should be no option (you mean Theater option?) to end after capturing Seoul for the UN player. The UN player has a choice to either wait for the early end event to activate (witch is activated after liberating Seoul) or to blitz North Korea and go for a total victory and risk Chinese/Russian Involvement.
ceasefire negotiations began without me doing anything (and I've suffered the VP penalty);
Are you referring to this 'Truce talks begin.' it should appear on turn 61, this is nothing more than a news string for when the talks historically began. I am confused about the VP penalty as there should be none tied to this event. How large was the VP penalty as this will help me narrow down witch ones it possibly was.
the 1st Cav was not locked as the briefing says.
You have baffled me on this one as I double checked the event every thing was set up correctly.
I am likely going to switch this event over to a withdraw event (for Version 1.1) as it has proven problematic.
I appreciate the feedback.
I misunderstood the first two events, I'm rather new to the game and events...
I am confused about the VP penalty as there should be none tied to this event. How large was the VP penalty as this will help me narrow down witch ones it possibly was.
The score is -125, I have 150 VPs and a -2 casualty penalty, and the opponent has 60 and a -7 casualty penalty. I haven't used any theater options.
You have baffled me on this one as I double checked the event every thing was set up correctly.
I am likely going to switch this event over to a withdraw event (for Version 1.1) as it has proven problematic.
Nothing ever happened to either the 1st Cav or 24th Inf divisions, they've been 'ready for orders' the entire time.
Panzer-War
27 Feb 06, 12:24
I misunderstood the first two events, I'm rather new to the game and events...
Nothing wrong with that I can understand how confusing TOAW can be early on. :)
The score is -125, I have 150 VPs and a -2 casualty penalty, and the opponent has 60 and a -7 casualty penalty. I haven't used any theater options.
As the majority of them are tied to TO's, I think you may have attacked one of the off map airfields as this will incur a large VP penalty (100VP) dose that sound correct to you?
Nothing ever happened to either the 1st Cav or 24th Inf divisions, they've been 'ready for orders' the entire time.
I decided that I will change it to a withdraw event.
Panzer-War
04 Mar 06, 14:52
A couple of changes.
Korean War V1.1 Changes:
Fixed a couple of broken events
set HQ icons to HQ icon
1st Cav and the 24th Div will now be withdrawn
As the majority of them are tied to TO's, I think you may have attacked one of the off map airfields as this will incur a large VP penalty (100VP) dose that sound correct to you?
That seems to be it, oops... I just more or less finished at turn 150, having captured all of the Communist side's supply points and cities beside the airfields... it's a nice scenario.
Panzer-War
05 Mar 06, 01:25
Thanks I’m glad you enjoyed it.
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