ON THE INSIDE OF KOREA: 1995 By James McQuaid Korea:1995 is the first non-classified game/simulation available to consider the prospect of renewed warfare on and around the Korean Peninsula in the mid 1990s. Shortly after the Origins '90 Convention in Atlanta, Gene Billingsley proposed that I research the topic and design a new game to examine the topic. I had learned much since my first design, Central America: The United States' Backyard War, published by Victory Games. (Editor's note: That game won a Charles Roberts Award!) Since 1987, I had worked on two unpublished modern simulations (Cuba and Panama), and was interested in another modern project. The Korean Peninsula is the most densely militarized area on Earth and, given the scale we wanted to work with, loomed as a formidable design challenge. Korea's scale is operational level, including ground, air, and naval units. In the air, you'll find everything from F-117A and B-2 stealth units to prop-driven observation craft. Naval units range from the battleship New Jersey and U.S. aircraft carriers to North Korean fast missile boats. Ground unit sizes run from platoon to corps, and the differing unit types in the game are numerous. Markers are used to record game information, the status of units and facilities, and the location of tunnels, commandos, and so on. Eight-hundred counters and markers are provided. Among the forces involved are the Republic of Korea, The United States of America, Australia, Japan, Israel, North Korea, and Communist China. Every implement of statecraft, from political assassination to tactical nuclear weapons, is available for the players to use. The two maps feature eight different terrain types. The hex scale is 7.5 miles per hex. All of the game's displays, charts, and tables are mounted on the maps. Korea's scenarios are provided in a separate Scenario Book. Scenarios of varying length, complexity, and playing time have been included. The two historical scenarios, Commando! and The Pueblo Incident, are the quickest to play. Among the other "One hour" scenarios are Operation Goblin (US retaliatory airstrikes against the North) and Battle of the Eastern Sea (utilizing both air and naval units). The "Evening" Scenarios include 48 North Yankee (the allied code phrase for an invasion by North Korean forces), The Manchurian Candidate, and several others. Operation Team Spirit and World War III are "Saturday" scenarios, and Korea:1995 is the campaign game. Some of the scenarios will contain solitaire variants. The Rules Book will be about twenty pages in length; this is relatively short given the detail and variety of operations afforded. I've structured the rules and terminology in such a way that those who have played previous GMT games will find Korea:1995 very easy to learn. Here's a brief overview of some of the rules functions: The supply rules force players to make logistics decisions (the real work of military professionals), but are not cumbersome or overly complex. Commando operations allow for infiltration, attacking facilities, organizing villagers, and participating in combat. Demolitions and repairs are, of course, permitted. In addition to normal ground movement, units and markers may be transported by road/rail, helicopter, fixed wing aircraft, and amphibious vessels. Combat on the ground is of three types: bombardment, maneuver, and assault. Bombardment combat may be carried out by artillery units, attack helicopter units, air units, and naval units. Bombardment may also be used in the fire support role. It is usually necessary to employ all three types of combat against a well-prepared position. A variety of air missions may be performed in order to gain air superiority, strike ground targets, attack naval targets, observe enemy forces, etc. At sea, activities reflect minelaying, minesweeping, anti-submarine warfare, naval combat, amphibious assault, the use of coastal gun and missile batteries, and the vast number of fast attack boats in the region. Electronic warfare is vital to the success of air and naval operations and is included in the game system. A game-turn Sequence Booklet is also provided. It contains a detailed sequence of play and a summary of all table modifiers. This is especially useful because it's separated from the rules booklet, making rules checks much easier, especially when first learning the game. If the playtesting is any yardstick, then Korea:1995 stands up well to the lessons learned during the war with Iraq, and should help you get a gamer's feel for what happened there. As with my previous efforts, considerable research has gone into this game. Players looking for the newest technologies and up-to-date intelligence will not be disappointed. These days, most of us are suffering from information overload. We are bombarded daily with new computer software packages (and their normally unreadable manuals), unsolicited mail, telephones that follow us around, and so forth. As a result, we are, in the main, disinterested in wading through lengthy rule books and slow, plodding game systems. We do, however, want to play games that offer strong detail. In this sense, Korea:1995 has been specifically created to meet our need for FUN, without the accompanying hassles. Look for Korea:1995 from GMT Games this Fall.