From: "Brandon Einhorn" Subject: Korean War - VG - Variant Rules Korean War (Victory Games) Supply 1) Any unit more than 30 MPs from a supply source is isolated. 2) Depots may be placed only on roads/cities/rail lines that can trace a line along a road/rail line to a production city. The supply path once traced to a road/rail may not leave that road/rail until it reached the production center. Victory Conditions There are now 3 ways to obtain victory: 1) Military victory as stated in the rules results in an immediate victory. 2) At the end of the game the side that controls more points of enemy VP cities wins a substantial victory. 3) At the end of the game the side that has more political points wins a marginal victory. Political points are awarded as follows: a) Each side gets a number of points equal to the number of enemy VP cities held each turn. b) For the first 4 turns, each phase until the UN invades, 1VP for every NK divisional equivalent (DE) above one that is not within primary attack range of a UN unit, and didn't expend all its MPs moving towards a UN unit. [The purpose of this is to force the NK player to commit his units to the front lines. c) One VP for each NK DE that moves north of the 38th parallel, until the CCF intervene or the UN moves north of the 38th parallel. Chinese Communist Intervention (CCI) There is now a permanent -1 modifier to all CCI die rolls. This adds more uncertainty. For the first 4 turns, or until the first UN amphibious invasion: a) Each phase where <= 1/3 NK DE do not attack -3 modifier b) Each phase where <= 1/2 NK DE do not attack -2 modifier c) Each phase where <= 2/3 NK DE do not attack -1 modifier (The worst modifier is used each phase) d) Each phase where more than 1 NK DE is not within primary attack range (4MP), -1 modifier All these modifiers are summed and a running tally is kept and applied when rolling for CCI. Units that expend all their MPs moving towards the enemy are exempt. To prevent the UN from waiting until late in the game to invade the NK and avoid the CCF counter attack: The game ends 7 entire turns after the turn of CCF limited intervention. Thus if the UN moves north of the 38th parallel on turn 6 and the CCF intervene on turn 7, the game ends at the end of turn 14. brandon@global-tech.com