Monday, April 01, 2024

Learning GMT's Next War Series Part V - Combat part 3

After two fairly long explanations of rules on combat, we're going to try and put it all together here in an example of what this all might look like. We are only discussing combat, so we are just going to jump in from the following setup - after we quickly cover the GSR for Korea that we'll see here.

Tunnels, Sniper Brigades and Combat Outposts - all are NW:K specific things. 

The following rules govern the usage of Combat Outposts (limited here as it pertains to this example):
  • CO markers are treated as units that have no movement allowance, no ZOCs, and must remain in the hex that they are initially placed throughout the game until they are eliminated.
  • COs are eliminated during combat if the CRT calls for a retreat or step loss result. COs have no stacking value although they do count as one “step” for purposes of combat losses. They stack “for free” in their hex.
  • COs must be chosen as the first step-loss in combat, regardless of which defending unit was used for efficiency column shifts. 

Mi-2 Attack Helicopters
This special DPRK unit - the Sniper Brigades, possess intrinsic Combat Support in the form of Mi-2 Attack Helicopters. These units may provide Attack Helicopter combat support as if an Attack Helicopter was in range and available. If the support survives Air Defense Fire, the unit earns an additional –1/+1 DRM.

Tunnels
- during any non-Allied Movement Segment of the first game turn, that player may place each such marker in an enemy-occupied hex that is adjacent to the border. The benefits of tunnel markers are as follows:

  • All non-Allied attacks against a Tunnel hex receive a –2 DRM.
  • Any two non-Allied hexes adjacent to a Tunnel hex have an increased stacking capacity of six Stacking Points during the Initiative Movement and Combat Segment of Game Turn 1.
Design Note: The discovery of several DPRK tunnels beneath the DMZ has created serious concern among allied defense planners. According to Jane’s Sentinel as many as 20 additional undiscovered tunnels exist and the DPRK will utilize such tunnels to infiltrate light infantry and Special Purpose Forces in the forward DMZ areas. These tunnels, however, do not extend very deep into the south (at least, not in terms of more than one 7.5-mile hex), so we don’t feel that they will have much effect beyond the border.
We chose to portray these tunnels with “Tunnel” markers that the DPRK can place during movement and prior to combat across the DMZ. We believe that the DRM and increased stacking that this allows adequately portrays the effect of the tunnels on the forward battle: some surprise as well as an increase in the number of units that can attack “across” the DMZ.

Here is our same map with out any chits so we can discuss some of the GSR regarding the locations.

Demilitarized Zone (DMZ) Hexes represent heavy Fortification hexes. DMZ hexes are represented as normal Fortification hexes but contain an additional combat DRM within the symbol - for defenders in their own DMZ hex. Each DMZ hex is occupied by Border Guards, Reconnaissance Troops, and numerous fortified positions designed to delay an enemy advance. Concentrations of these forces are abstractly represented by Combat Outpost (CO) markers (explained above). 

Random note: Uijeongbo was the village that served as the location of the M.A.S.H 4077 in the movie/TV shows.

Lastly, the non-allied forces have the initiative. In addition, they have surprise in this example, so receive a +1 column shift. ROK will have air support = 1, DPRK = 3. Air support is contested.

So away we go with the example! Again, we are skipping movement and just focused on COMBAT.

The DPRK 3/II infantry division with the 17th sniper brigade is going to try and take advantage of the tunnels and surprise to take on the ROK 5/VI infantry division.

The attack is made on flat woods, so the terrain has no combat effect as shown on the TEC

The total combat strength of the two attackers is 10, the defense is 8 for a ratio of 5:4 (or 1.25:1). Based on the ratio and terrain, this puts us on column 7 of the CRT. Because of surprise (GSR), this shifts us to column 8. The ROK's only unit in place gives them an efficiency of 5. The DPRK elects to use the infantry efficiency as well (also 5). The differential is 0, no additional column shifts - we use column 8.

Next are the DRMS. The attacker (DPRK) must decide on air support and helo's. DPRK elects to use 1 air point (from 3 down to 2) for combat support. Additionally, the sniper brigade has helicopter support built in. ROK elects to save its air support point for now.

Now we roll for ADF against the DPRK. Starting with the air support. The target is within 2 spaces of an enemy airfield, so there is a -2 DRM to the ADF roll. 

Rolling an 8 then subtracting 2 results in 6 which shows ADF didn't do anything. The air combat support allocated gives the attack a total DRM of -1 thus far.
For the helicopter, the setup is the same (-2 DRM to the ADF roll). This roll does not go their way at all with a 4, modified down to 2. This shows the result as Abort (-1). This means the the MI-2 Helicopters are not able to support the mission (total DRM still -1). 

Now we just walk through the list of DRM possibilities:
  • Not attacking from 5-6 spaces
  • DPRK tunnel attack -2  (total DRM now -3)
  • Not attacking from 3-4 spaces
  • Not Mt. Inf...
  • Not Lt. Inf...
  • Remainder in odds (it was 1.25:1) calc-1 (total DRM now -4)
  • Not Lt. Inf defending...
  • Defender not in Installation
  • Defender not Mt. Inf...
  • There are not multiple formations attacking (white formations do not count for this)
  • No Japanese...
  • No differing nationalities
  • no other combined attack items apply.
  • DMZ fortification (total DRM now -3)
That's it! The die is rolled and is a 2 (great for the DPRK), modified to -1. Looking at the result for column 8 and -1 the result we see is: - / 2R 

This means the DPRK takes no losses, the ROK must take 2 step loses and retreat. Since there is only the single unit, it takes both step loses and is eliminated. As the hex has been vacated, at least one attacking unit must advance into the hex. The DPRK elects to move both units into the vacated space. The unit(s) cannot advance more than one space because neither was mechanized / motorized.

Next, the DPRK is going to take the mystery unit (no designation name) from the II Armored Brigade and try and take out the CO on the other side of the river. Attacking across a minor river means half strength (round up) for attack strength of 3 vs 2 defense. 1.5:1 (even) ratio. In the Marsh, this puts the attack on column 7 of the CRT. 'Surprise' shifts this right by one to 8. The DPRK has an efficiency of 6 vs 5 for the outpost so get another shift to the right to column 9.

DPRK only needs one step loss or a retreat to get rid of the outpost, so elects to add no air support nor helicopters to the fight, so no need to do ADF for this fight. Walking through the same DRM list as above gives us a total of +1 (DMZ fortification the only modifier).

Rolling a 6 modified to 7 on column 9 results in: 1/2. The DPRK armored brigade must take 1 step loss and because that unit does NOT have a two step loss side, it is eliminated! Because the attacker was completely eliminated, the defender can reduce the number of step losses it must take by one. However. the CO could only take one step loss and also is eliminated.

Hopefully these examples gave you a basic enough understand to be able to work through most STANDARD combat scenarios. To summarize, you determine the column to be used (based on the odds ratio, terrain, and misc additional modifiers as shown on the CRT), determine Air Support/Helicopter support and perform ADF,  then finally determine the total DRM (again by quickly going through the list on the CRT). Roll a die and add/subtract the DRM to get the result and apply the results.









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