THE
HANFORDIAN CANDIDATE
CRISIS
KOREA, 1995, by
GENE BILLINGSLEY
from
GMT Games
Two
22" x 34" maps, 600 counters, one 32-page standard game rules book,
one 32-page advanced rules book, numerous charts and displays; designer's
notes; boxed. GMT Games, 310 W. Lacey,
Hanford, CA 93230. $35.
Reviewed
by Carl Gruber
Since the
demise of the Soviet Union and the heyday of games like "Next War",
"Red Star/White Star", "Air and Armor" and a host of
others, cold warriors, both in the government and defense industries, as well as
in our own beloved hobby have been looking around for some new target for our
missiles, helos, F-18's, EW, ECM and tanks.
Saddam Hussein made a comic if somewhat costly and short-lived effort to
fill that bill and it didn't even get George Bush re-elected! As for me, I spent $30 on Phase
Line Smash, wargaming's answer to necrophilia!
On the other
end of the scale, in the Theater of the Absurd, we have XTR's Bergesquely
titled, NATO, Nukes and Nazis, with the beloved Vaterland on the march
again in yet another rehash of mid-1970's designs, liberally garnished, in
somewhat tasteless fashion, with
"Hermann Goering National Forests", "Valkyrie Missiles",
"Totenkopf Commando Teams" and other such pseudo-Gothic drivel. One almost expects to find that the game is
the sponser for HBO's recent documentary on Skinheads. A bleak landscape,
indeed, for our hobby's
"modernists". So just when
we're all settling down to a decade or so of legions and tercios, North Korea
starts backing out of reunification talks and nuke disarmament treaties, and
faster than you can say "38th Parallel", we have not one, but two
games on this potential war.
GMT's Crisis
Korea 1995, subtitled "The Next War in Asia," is Gene
Billingsley's lavish and complex simulation of this all-too-possible, but still
hypothetical conflict. The game's
subtitle is an apt one because in many respects, the design is reminiscent of
SPI's "Next War", complete with helo's, an air superiority system,
air strikes, SSM's, cruise missiles, special forces, and EW. This game is obviously a labor of love, and
all the time Billingsley spent working and reworking the design shows in its
extensive detail and conceptual solidity.
CK '95 is divided into a standard and
advanced game. The former is not too hard to learn or play, and it further
serves as a useful "tutorial" for those wishing to proceed to the
advanced stage. The standard game does
abstract much of the advanced game's systems but still manages to retain much
of its flavor. The advanced game adds extensive air and air defense rules,
special forces, and air and missile strikes.
It is a true monster game and takes a great deal of time to play. Players who want to put on a pot of coffee,
roll up their sleeves, and really immerse themselves into a modern war will
love it. Gene has thrown in everything,
and then added the kitchen sink!
Crisis
Korea 1995 is a
division/brigade level game with a map scale of 7.5 miles per hex and two game
turns per week. The overall system,
especially the sections dealing with special forces raids and air and missile
strikes, is very interactive. Turn
sequencing is reminiscent of Mark Herman's "Gulf Strike" with an
initiative player and a reactive player. The initiative player gets to move and
attack and then perform exploitation movement and attacks. The reaction player is limited to a reaction
move by "elite" units and then a single movement and combat phase
with no exploitation. If the initiative
players first attacks are successful, his exploitation phase can widen and
penetrate holes in the other player's line, create pockets and threaten
rear-area installations and airfields.
The movement, ZOC and combat rules are fairly standard (fixed movement
point allowances, combat by attacker/defender ratios with column shifts and die
roll modifiers for air, helo and artillery support, unit quality, etc.).
The CRT is
subdivided by the types of terrain in which the defender is located. Unit strengths are modified by the
defender's terrain (attacker halved attacking across rivers, armor doubled when
attacking more "open" terrain). Attackers and defenders can bring in
helos and fixed wing air assets as well as naval units to support combat. The air support can be detected and must
then run a gauntlet of enemy air
defense fire from SAM's and AAA before it reaches the target. Other combat
modifiers are provided by tunnels for the North Koreans and "light"
infantry units. Combat results
themselves comes in flavors of step losses, retreats, or both with successful
attackers advancing as far as the defender retreats. Oddly enough, I could not
find any rules for chemical warfare which is surprising in a game as detailed
as this. And, as you can see, there is
lot's of detail. This is not for the faint-of-heart, nor is it something the
Suds and Duds cardboard pushers will want to attempt.
For those
who revel in this sort of detail, there is much meat on which to chew. The
advanced game's special forces and air rules are a lot of fun. They can be used for diverse missions
including raids on airfields, supply depots and enemy headquarters. Special forces can also be assigned to detect
and target objectives for subsequent air and missile strikes. Of all the modern games I've seen, the
special forces in "Crisis Korea" best portray how unconventional
warfare works. If used intelligently,
they are also a tremendous pain in the posterior for your opponent.
Fixed wing
air assets are divided into squadrons by type (F-16's, MiG-23's, etc.) and are
used to fight the air superiority battle, to escort one's own strikes,
intercept enemy strikes or to bomb enemy targets. The Scout Koreans and US have "Wild Weasels" to attack
enemy air detection capabilities or to help a friendly strike avoid
detection. Air superiority is resolved
early in the game turn with the opposing sides' units lining up to duke it
out. F-16's and MiG-23's have stand-off
weapons, allowing them to fire missiles and then close in to fight it out again
in dogfights. Air superiority combat is
thus resolved one (sometimes two) squadrons at a time, with the players then comparing the number
of their surviving air units to determine the level of superiority achieved by
the winner which ranges from "air advantage" through "air
superiority" to "air supremacy". The level or air superiority later affects the respective
players' abilities to detect enemy ground units for subsequent strikes. The units surviving the air superiority
fight can also be used later in the turn to escort or intercept air sticks.
Like commando raids, air strikes can also be assigned diverse targets such as
enemy airfields, headquarters, depots and ground units. If used in the movement and combat phase,
air units can "support" friendly attacks and defenses to produce
combat die roll modifiers. Needless to
say, the air system is very involved although I found it fun to play. Incidentally, the game does include a
stand-alone air campaign.
Supply is
handled by tracing a line of communications from a ground unit to its
headquarters and from there to a supply source, either a depot, mobile supply
unit or friendly urban hex. The length of that supply line depends on the type
of supply source. Out of supply units
are halved in movement and combat strength while HQ's cannot provide air
defense modifiers or conduct strikes.
Furthermore, isolated units (unable to trace a LOC to any headquarters
or supply source) may be forced to surrender.
This makes strikes and raids against the enemy supply network very
important. Supply is therefore fully
integrated into the rest of the game because the depots and mobile supply units
are such excellent attack targets.
You can see
that this is an involved and time-consuming game, but one that is rewarding to
those with the stamina and interest to undertake it. A few additional caveats:
in some places, the air rules are vaguely worded enough to cause some
head-scratching before the designer's intentions are understood. Another problem is that the rule books do
not include a table of contents, something which is hard to do without in a
game of this complexity. A summary card
would also be useful as most of the game's systems are subject to various
die-roll modifiers. Better colors could
have been chosen for the counter colors.
Peach-colored North Koreans, gray ROKS and tan Americans can be hard to
tell apart at times. Furthermore, as
some of the terrain also uses these colors, units sometimes
"disappear" into the terrain.
The maps, by Mark Simonitch (this man must be the Vivaldi of wargame
cartography!), are also less attractive than the GMT standard. They're not ugly or unusable, they're simply
not the top-notch graphics I would expect from this company or from Mark
Simonitch.
Crisis
Korea 1995 is
recommended to anyone interested in a serious and detailed simulation of modern
war. Like most detailed games, CK
'95 rewards players who can integrate their air and land games, anticipate
enemy moves, and then counter them. Best of all, the air, ground and supply
systems all overlap and interact so well that the game gives a great feel for
what happens in modern, Air-Land warfare. It's definitely more of a simulation
than a game, but, if that's your bowl of kim-chee, it's a lot of fun.
CAPSULE
COMMENTS
Graphic
Presentation: The map is functional, but not as nice as
what I'd expect from GMT. Counters are excellent except for hard-to-distinguish
colors.
Playability:
The advanced game is quite complex; the standard game is much
easier. Both are a lot of fun, even
with the occasional, but irritating, vagaries. Solitaire is achievable.
Replayability:
Various campaign scenarios offer "what if" options, including
a "Red Phoenix" scenario straight out of Larry Bond's book. Some smaller scenarios for the advanced game
would have been useful ,as the campaign games require a lot of space and time.
Historicity:
Within the "what-if" parameters, it does provide a
comprehensive image of the modern battlefield.
Creativity:
Even with a quasi-Mark Herman feel, Billingsley has done some
interesting work here.
Comparisons: Far more complex and detailed than
Counterattack's Korea '95 (reviewed herein). Similar in many respects to SPI's Next War and Victory's Gulf
Strike.
Overall:
In spite of a few vague points and advanced complexity, this is a
first-rate look at modern warfare and a potential tinder box.