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Showing posts with label KOREA. Show all posts
Showing posts with label KOREA. Show all posts
COLLECTORS’ CORNER, PART TWO0 commentsImpending Game Auction on eBayA number of my visitors know of my ongoing love-hate relationship with eBay, and several of them have actually purchased games from me over the years through past eBay auctions. For that reason, several of my readers have requested that I provide a little advance notice of my future game auctions, and the titles that I plan to offer for sale. In deference to those readers, and on the off chance that I could be preparing to offer a game that might be of interest to some of my visitors, I am posting the following list of game titles that I will be putting up on eBay over the next day or so:
As a special Bonus Feature, this auction also includes, in addition to the standard SPI game, a copy of Steve Stomi’s excellent game variant, LEIPZIG REVISED, complete with variant rules, set-up instructions, and mounted and trimmed variant game counters. This list only represents the first installment in a wide-ranging collection of games from different publishers that I will be offering on eBay over the coming weeks and months. I hope that, in the course of these different auctions, at least some of you find titles that would make worthwhile additions to your collections. SPI, KOREA (1971)1 comments
KOREA: THE MOBILE WAR: 1950-51 is an operational level game of combat during the first year of the Korean War, 1950-51. KOREA was designed by James F. Dunnigan and published by Simulations Publications, Incorporated (SPI) in 1971.
INTRODUCTIONThis game is interesting both for its subject matter, and for the place it occupies in the evolution of contemporary game design. KOREA, along with THE BATTLE OF MOSCOW (1970) and LOST BATTLES (1971), represents an early effort by SPI to improve design realism by increasing unit mobility in the battle area. In the case of these three early titles, their game designs allowed all combat units to move before and after combat. Dunnigan and company apparently found this approach to be unsatisfactory. Instead, the SPI designers finally decided to vest post-combat mobility exclusively in motorized units: thus was born the mechanized movement phase. This special second movement phase first appeared in the East Front game: KURSK (1971); and for that reason, contemporary games that employ this approach are typically said to be using the KURSK Game System.HISTORICAL BACKGROUNDAt approximately 0400 hours on 25 June 1950, the North Korean Army (NKA) invaded its neighbor to the south without provocation or warning. As soon as the attack began, North Korea began radio broadcasts claiming that South Korea had actually invaded the North, and that the invasion of South Korea was a “righteous” and rapidly-delivered punishment for the South’s duplicity. There was, of course, nothing impromptu about the North’s actions at all: North Korea, with the help of its Communist sponsors China and the Soviet Union, had been preparing for its invasion of the South for months.The Communist force that spearheaded the drive across the 38th Parallel was considerably stronger than the Republic of Korea (ROK) forces directly opposing them. The initial invasion force numbered seven infantry divisions, one armored brigade, and numerous supporting elements. The NKA units had been well-trained by Chinese advisors and even better-equipped with Russian artillery, tanks, anti-tank guns, and heavy mortars. In addition, to further sow confusion in the ROK Army’s rear, the initial assault was accompanied by amphibious landings by small NKA contingents along South Korea’s coastline. To initially oppose the NKA invasion, the South had only four infantry divisions and a detached infantry regiment near the frontier, and another division garrisoning Seoul. The rest of the ROK forces were scattered across the length of the peninsula and in no position to reinforce the border units during the early stages of the NKA offensive. Moreover, the South’s divisions had virtually no anti-tank guns or heavy weapons. Most ROK artillery was 105mm caliber or smaller: this meant that the NKA heavy artillery had a significant range advantage over that of the South. To make things even worse, the ROK Army also had no tanks. Thus, the outcome of the early battles was a foregone conclusion: the NKA quickly broke through the ROK Army’s lines and began a dash for Seoul. The South Korean Capital fell on 28 June. However, during a late meeting on the preceding night, the UN Security Council — thanks to the temporary absence of the USSR from the Council’s proceedings — had been able to call on its member countries to give South Korea military aid. American airstrikes and naval actions against the invading NKA units commenced almost immediately; in addition, General Douglas MacArthur ordered the American 24th Division from Japan to Korea. The Korean War had begun; it very quickly would become a proxy war between the East and the West, and the political after effects from its inconclusive outcome still fester on the Korean Peninsula to this day. DESCRIPTIONKOREA offers three comparatively short scenarios: the 17 turn Invasion Scenario (North Korea invades the South); the 9 turn Intervention Scenario (Chinese forces attack overextended U.N. units occupying North Korea); and the 21 turn Stalemate Scenario (U.N. forces gradually grind the Communists back toward the 38th parallel). The players also have the option of playing the 52 turn Campaign Game, which essentially ties all three of the shorter scenarios together. A PERSONAL OBSERVATIONThe Korean War, like the Vietnam War, was a conflict that most Americans, at least at the time, wanted to forget. This is unfortunate but it also probably explains why there haven’t been all that many simulations of the Korean Conflict offered over the years. World War II was just a far more popular historical source for games. The bloody stalemate of the last two years of fighting, and the war’s unsatisfactory conclusion have both probably served to dampen wide-spread interest in this important conflict. Yet there is a lot to be learned, both militarily and politically, by studying the bloody struggle for the Korean Peninsula. Lessons that, sadly, seem to become steadily more relevant with every new nuclear threat or pseudo-declaration of war that emanates from the demented gnome in Pyongyang. KOREA: THE MOBILE WAR 1950-51, while a little dated in its graphics, is still a pretty good game and a reasonably plausible simulation of the conflict during the “mobile’ phase of the war. Given current affairs on the Korean Peninsula, it probably doesn’t hurt to revisit this topic once in awhile.Design Characteristics:
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