Please enable JavaScript to view this site.

Advanced Squad Leader Rulebook Updated and Erraticized

Navigation: » No topics above this level «

Chapter W: Korea: Forgotten War

Scroll Prev Top Next More

W. KOREA: FORGOTTEN WAR

ORDER OF PRESENTATION:  

W.1 KOREAN WAR (KW) RULES:1 Chapter W applies to scenarios that take place in Korea from 1/45 through 7/53. The rules in Chapters A-J apply in conjunction with those in Chapter W.

W.2 ALLIANCES: The various KW combatants are commonly referred to by the two alliances involved: United Nations (UN) Forces and Communist Forces. Refer to the KW National Capabilities Chart for details on each available KW combatant.

W.2A UNITED NATIONS (UN) FORCES: American, Australian, Belgian, British, Canadian, Colombian, Dutch, Ethiopian, Filipino, French, Greek, Luxembourger, New Zealander, South African, South Korean (Republic of Korea), Thai, and Turkish forces are collectively referred to as the United Nations (UN) Forces. British Commonwealth Forces Korea (BCFK) include Australian, British, Canadian, and New Zealander forces.2

W.2B COMMUNIST FORCES: North Korean (Democratic People's Republic of Korea) and People's Republic of China forces are collectively referred to as Communist Forces.3

W.2C ALLIED TROOPS: The different nationalities within both alliances are treated as Allied Troops (A10.7) [EXC: U.S.-Armed KMC (3.32) and RM/U.S.M.C. (4.2)] and thus treat no Allied weapons as captured (even for British using US. MTR/BAZ).

W.3 KW TERRAIN: KW scenarios use Chapter B rules in conjunction with the following:

• All woods are Light Woods (B35);

• All grain and rice paddies are Paddy Fields (1.2);

• All roads are dirt (B31);

• All bridges are One-Lane (B6.431) and of stone construction;

• Cellars (B23.41) do not exist;

• Crag (B17.) is Concealment Terrain (A12.12) and Ambush terrain (A11.4).

W.4 KW MISCELLANEOUS:

• During Extreme Wmter (E3.74), all motorized vehicles are assumed to have their MP allotments printed in red (D2.5-.51) and are thus subject to Mechanical Reliability DR. In addition, the B#/X# of all weapons are reduced by one, and all SL Reliability DR (10.45) incur a +1 DRM.

• Extreme Thaw may be specified by SSR as being in effect in March or November; during Extreme Thaw, if the Original colored dr of the IFT DR for an A-P/A-T minefield [EXC: Daisy Chain; B28.531] attack is a 1,the result is no effect.4

• Gyrostabilizers (D11.1; H1.42) are NA for U.S.-built AFV.5

W.5 WP GRENADES: WP grenades are available to KPA(6.1) and CPVA (7.1) Assault Engineer squads and to all UN Forces squads as per A24.3.

W.6 BAYONET CHARGE:6 A Bayonet Charge may be conducted by UN Forces, but only when specified by SSR. A Bayonet Charge uses all rules applicable to a Banzai Charge (G1.5) except as stated otherwise. The "target" of a Bayonet Charge must be a Known enemy Infantry unit. Only armed, unpinned, Good Order Infantry units may conduct a Bayonet Charge, and all units must be predesignated prior to the required leader NTC (W.6A) in order to participate. A unit that conducts a Bayonet Charge is not marked as Lax at the end of its MPh.

W.6A NTC: Unless a Bayonet Charge is composed entirely of Heroic SMC(s), one participating leader must pass a NTC for the Bayonet Charge to occur [EXC: Ethiopian, French, and Turkish; 5.2]. The only DRM that apply to all such NTC are the heroic DRM of all participating Heroes/Heroic-leaders. If the leader fails the NTC, he is pinned and is no longer considered to be participating in the Bayonet Charge; should this occur, another participating leader must attempt the NTC. If no leader is participating, the Bayonet Charge does not occur, and all other predesignated units may move no more than one Location [EXC: Berserk; Straying] in that MPh, and must do so before any other units move.

W.6B HAND-TO-HAND CC: Whenever ≥ one unbroken MELEE Infantry unit that has conducted a Bayonet Charge in the current Player Turn enters into CC, that CC automatically becomes Hand-to-Hand (J2.31) unless every such unit participating in it was Ambushed in that phase and/or is pinned. Hand-to-Hand CC cannot be declared by/vs vehicle(s)/PRC/pillbox-occupant(s).

W.7 VARIABLE TIME (VT) FUZES:7 Proximity fuzes, known during the Korean War as Variable Time (VT) fuzed HE rounds, are available beginning 9/50 for U.S. OBA modules of ≥ 100mm and beginning 1/52 for all UN Forces OBA modules of ≥ 80mm. [EXC: VT is NA for all mortar OBA.] The only types of Fire Missions (C1.7) that may use VT are HE Concentration and Harassing Fire. The option to use VT must be declared when the FFE:1 counter is placed onboard, and is indicated by using a VTE:1 counter.

W.7A VT TEM: A target attacked by a VT FFE is subject to an additional TEM per the VT TEM Table. All other TEM/DRM apply normally [EXC: W.7B].

VT TEM TABLE

Terrain

Infantry/Cavalry/Gun

PRC/OT & unarmored vehicles

CT vehicles

Building, Pillbox, Cave, Culvert, beneath Bridge

+1*

+1*

+1

Rubble,Crag, Hut, Roofless Building

0

-1†

All Other Terrain

-1

* Not reversed when resolving a Critical Hit (C3.71).

† Treated as Air Bursts (B13.3) for the purpose of D5.31-.311.

EX: The CE crew of a CT AFV in Open Ground attacked by a VT FFE would receive a -1 VT TEM to the General Collateral Attack in addition to the normal CE DRM. The AFV would receive a +1 VT TEM in addition to DRM per C1.55.

EX: The crew (whether CE or BU) of an OT AFV in Open Ground atmcked by a VT FFE would receive a -1 VT TEM to the General Collateral Attack in addition to the normal CE DRM, causing it to be treated as unprotected and the AFV to be attacked as an unarrnored vehicle (A7.308; D5.311). No VT TEM would apply vs the vehicle.

W.7B TERRAIN & WEATHER: The FP of a VT FFE is not halved vs targets in Marsh (B16.31), Sand (F7.4), or Irrigated paddies (G8.12); nor vs Boats (E5.5), Wading targets (G13.421), or Beach Obstacles (G14.56). The -1 TEM for Air Bursts (B13.3) and Hammada (F3.4) is NA, as is the +1 TEM for Mud (E3.62) and Deep Snow (E3.731). The use of VT is NA if Heavy Rain (i.e., rain of increased intensity as per E3.51) is falling. If Heavy Rain occurs, it causes the immediate Cancellation (C1.35) of all VT FFE counters.

W.7C EFFECTS ON TERRAIN & FORTIFICATIONS: Unless stated otherwise, the effects vs terrain and Fortifications from a VT FFE are identical to those from a normal HE FFE. Attacks by a VT FFE can never create Shellholes(B21), destroy a Bridge (B6.33) [EXC: pontoon (B6.41) and foot (B6.44) bridges], remove Ice (B21.6), rubble a building (B24.11), cause a Flame (B25.13; G5.6), eliminate/reduce a minefield (B28.62), remove a Roadblock (B29.5), eliminate a Pillbox (B30.92), eliminate a Sangar (F8.41), remove a Panji hexside (G9.72), eliminate a Cave (G11.88), Breach a Sea-wall (G13.624), or eliminate a Tetrahedron (G14.56).

W.8 HEAT VS AF ≥ 6:8 If the colored dr of any non-Dud HEAT Final TK DR is ≥ 6 when resolved vs an AF (D1.6) of ≥ 6, the result is a Dud (C7.35) [EXC: Critical Hit (C3.7) and/or the Original TK DR is < Final TK#, the result is Possible Shock (C7.41) and the FP of any Collateral Attack is halved].

W.8A BAZOOKA:9 BAZ 44 and BAZ 45 incur a +2 drm to the colored dr of the Original To Kill DR for both To Kill and W.8 purposes. The BAZ 50 and Type 51 may be fired at Infantry/Cavalry not receiving a wall/building/rubble/pillbox TEM with a 1 FP HE Equivalency (C8.31) [EXC: vs units in Marsh-(B16.)/Deep Stream-(B20.43); vs Fording (B21.41)/Wading-(G13.42) units; vs units receiving Deep Snow TEM (E3.731); vs units IN an Irrigated paddy (G8.12) and not receiving bank-hexside-(G8.3)/hedge-(B9.3) TEM].

W.9 RCL: A possessed RCL set up in an OB-provided Entrenchment may fire from that Entrenchment (contrary to C12.23) and may do so Without Backblast or Desperation penalties (C13.8-.81). Once such a RCL is moved from its setup Location, this ability is forfeited for that RCL and cannot be regained during that scenario.

W.10 TRIP FLARES: Trip Flares (E1.95) are only available to UN Forces and come with the possibility of being Pop-Up flares (W.10A). In addition to jungle/bamboo/wire/panji Locations, trip flares may also be assigned to brush/woods/scrub/Drained-paddy and Open Ground [EXC: Paved-Road-(B3.)/Runway-(B7.)] Locations.

W.10A POP-UP FLARES:10 After a trip flare has been successfully set off [EXC: in a jungle/bamboo/woods Location], the owning player immediately makes a subsequent dr (Δ). If the subsequent dr is a 1, a Pop-Up flare has been set off in lieu of a normal trip flare, and the Trip Flare counter is placed on a ½ parachute counter.

W.10B EFFECT & DURATION: A Pop-Up flare Illuminates in the same manner as a Starshell (E1.923), but is removed as a normal trip flare (E1.951).