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Korea: The Mobile War (1987) Board Game

Korea: The Mobile War is a board game released in 1987, designed by Kevin Zucker and published by 3W (World Wide Wargames). It is a wargame that focuses on the Korean War, allowing players to strategize and engage in tactical combat on a hexagon grid board.

Game Components of Korea: The Mobile War

  • Map:** A 22″X34″ or 23″ x 29″ paper hex grid map, scaled at 16 km (10 mi) per hex.
  • Counters:** 200 or 255 die-cut counters representing units and markers.
  • Rulebook:** A 12-page rulebook or a map-folded rules sheet.
  • Scenarios:** Multiple historical and ‘what if?’ scenarios, each with its own victory conditions.

    How To Setup Korea: The Mobile War

    Setting up the game involves placing the map, distributing the counters according to the selected scenario, and familiarizing oneself with the rules. The game includes specific setup instructions for each scenario, such as the Invasion, Intervention, and Stalemate scenarios, which can also be combined into a 52-turn campaign game.

    Gameplay Mechanics and Game Objective

  • Gameplay System:** Alternating “I Go, You Go” system of movement, with phases for movement, combat, and second movement.
  • Supply Rules:** Different supply mechanisms for the UN and Communist forces, with limitations on how units can be supplied.
  • Combat Mechanics:** Simple single d6 Combat Results Table (CRT) with combat ratios and no Defensive ResolutionModifiers (DRMs).
  • Naval and Air Power:** Limited air power rules allowing the UN to supply units via air drop, but no rules for bombing. Naval rules include sea transport and gunfire.
  • Objectives:** The UN player aims to push back the North Korean and Chinese forces, while the Communist player seeks to control certain geographical areas to gain points.

    Player Experience

    Playing **Korea: The Mobile War** offers a strategic and historical experience, with players managing large-scale military operations. The game features an asymmetrical design, reflecting the different capabilities and strategies of the UN and Communist forces. Players must manage supply lines, navigate terrain, and make tactical decisions to outmaneuver their opponent. The simplicity of the game mechanics, while reflective of its era, can make it feel less complex than modern wargames but still engaging for those interested in historical simulations.

    Pros

  • Historical Accuracy:** The game provides a detailed simulation of the Korean War’s early stages.
  • Asymmetrical Design:** Different rules for supply and unit management add complexity and realism.
  • Multiple Scenarios:** Offers various historical and ‘what if?’ scenarios, increasing replayability.
  • Simple yet Engaging Mechanics:** Easy to learn but challenging to master.

    Cons

  • Outdated Mechanics:** Simple CRTs and lack of modern wargame features might make it less appealing to some players.
  • Confusing Supply Rules:** Some players have found the supply rules confusing or inadequate.
  • Limited Air Power:** The absence of comprehensive air power rules can simplify the game but also lacks historical accuracy.
  • Old School Aesthetics:** The game’s visuals and components are from an earlier era, which might not appeal to everyone.

    Personal Thoughts on Korea: The Mobile War

    **Korea: The Mobile War** is suited for enthusiasts of historical wargames and those interested in the Korean War. Despite its age, the game offers a compelling and educational experience, especially for those who appreciate the simplicity and strategic depth of older wargame designs. It may not be as polished or complex as modern games, but it retains a charm and historical significance that makes it worth exploring for fans of the genre.

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