1950 Korean war
The Korean War (1950–1953) was the first major armed conflict of the Cold War, fought between the Democratic People's Republic of Korea (North Korea, backed by the Soviet Union and later the People's Republic of China) and the Republic of Korea (South Korea, supported by the United Nations coalition led by the United States). The war began on 25 June 1950 when North Korean forces crossed the 38th parallel, aiming to unify the peninsula under communist rule. Within weeks, they had pushed South Korean and American troops to the southeastern tip of the peninsula, the Pusan Perimeter. In September, General MacArthur's daring amphibious landing at Incheon turned the tide, leading to a UN counteroffensive that captured Pyongyang and approached the Yalu River. China then intervened en masse, driving UN forces back below the 38th parallel. After two years of brutal static warfare, an armistice was signed on 27 July 1953, leaving the peninsula divided by a demilitarised zone that still exists today. In this scenario, the player can take the role of any faction or even a neutral actor (e.g., a Japanese businessman, a Soviet adviser, or an American general) and influence the course of the war through strategic decisions, resource allocation, and diplomatic manoeuvring. The world is faithfully recreated with over 340 hexagonal cells covering the Korean Peninsula, parts of China, Japan, and the Russian Far East. Cities, ports, airfields, and defensive lines are represented as landmarks. Major armies, air wings, naval fleets, and historical leaders are present as entities, each with combat stats and special abilities. The timeline is dynamic: if the player does not intervene, the war follows its historical trajectory – North Korean offensive, Incheon landing, Chinese intervention, and eventual stalemate. However, every action (or inaction) alters the global modifiers, potentially creating alternative outcomes: a unified Korea under communist rule, a democratic peninsula, a prolonged war of attrition, or even an early armistice.
You control one of the sides in the Korean War, making strategic decisions. Two alliances are available: the Soviet Bloc (North Korea, China, USSR) and the NATO Bloc (South Korea, US/UN, Japan as a rear base). The North aims to unify the peninsula, the South to preserve independence.
The game simulates the Korean War at a strategic level, combining turn-based movement, combat resolution, and dynamic global modifiers. Below are the core rules: 1. **Control and Ownership:** Each hex cell is controlled by one of seven factions: North Korea (1), South Korea (2), UN (reserved, 3), China (4), USSR (5), Japan (6), or Neutral (0, used only for waters and uninvolved areas). Initial control follows historical borders as of 25 June 1950: all cells north of the 38th parallel belong to North Korea; all cells south belong to South Korea; Japan, China, and Soviet territories are assigned to their respective owners. 2. **Territorial Expansion (Front-Line Rule):** A cell can be captured only if it is adjacent (shares an edge) to a cell already controlled by the attacking side. This ensures that offensives create a continuous, cohesive front rather than isolated "islands" of occupation. Armies must advance methodically, filling gaps behind them to maintain supply lines and avoid being outflanked. To achieve a broad front, players should deploy multiple armies side by side, each advancing on a parallel axis, so that they cover adjacent cells simultaneously. This rule mimics real-world logistics and prevents the chaotic "red splotch" effect. 3. **Combat and Movement:** Entities (armies, divisions, air wings, naval fleets) have stats: Strength (combat power), Morale (fighting spirit), Supply Status (logistics), Experience (battle hardening), and special abilities (e.g., artillery, airstrike, amphibious). Movement speed determines how many cells a unit can traverse per turn. Combat resolution compares Strength modified by terrain, fortifications, entrenchment, air superiority, and sea control. Units can fortify positions, increasing entrenchment over time. 4. **Global Modifiers (Story Stats):** Ten interconnected global stats shape the entire war. They can be influenced by player decisions and shift the balance of power: - **Global Tension** (0–100): Escalation risk; high tension may trigger superpower intervention or nuclear threats. - **North/South Morale** (0–100): Affects all units of that side; low morale leads to retreats and lower combat efficiency. - **North/South Supply** (0–100): Determines ammunition, fuel, and food availability; low supply drastically reduces offensive capability. - **Air Superiority** (positive = UN/ US advantage, negative = North/Soviet advantage): Gives bonuses to airstrikes and reconnaissance; protects own troops from enemy air. - **Sea Control** (positive = UN/ US advantage, negative = North/Soviet advantage): Enables amphibious landings, protects supply convoys, and allows naval bombardment. - **Guerrilla Activity** (0–100): Partisan warfare behind enemy lines; high activity disrupts supply and lowers morale of occupying forces. - **Diplomatic Pressure** (0–100): Mounting international pressure for ceasefire; high values may trigger an armistice event. - **Winter Effects** (0–100): Seasonal modifier that slows movement and reduces combat effectiveness; higher in winter months. 5. **Player Agency:** The player can take various actions depending on their chosen faction or role: - Military commanders can order offensives, retreats, reinforce units, build fortifications, or conduct amphibious assaults. - Political leaders can allocate resources (boost supply), launch propaganda (boost morale), or negotiate (modify diplomatic pressure). - Neutral actors (e.g., Japan) can offer logistical support to either side, trade, or even secretly fund partisan groups, affecting global stats without direct combat. - To create a wide, efficient front, players should order multiple adjacent armies to advance simultaneously, exploiting the adjacency rule to fill gaps and prevent enemy counter-penetration. 6. **Historical Events and Triggers:** Although the scenario does not include hard-coded event chains, the global modifiers are designed to simulate historical milestones if the player remains passive. For example: - If **South Supply** and **South Morale** remain high, the game can simulate the Incheon landing by allowing amphibious operations. - If **North Supply** drops below 30, Chinese intervention becomes more likely (simulated by raising China-aligned forces' stats). - When **Diplomatic Pressure** and **Global Tension** reach certain thresholds, an armistice event may be triggered, ending the war. 7. **Victory Conditions:** There are no fixed victory conditions – the scenario is open-ended. However, plausible goals include: - Unifying the peninsula under your side's control. - Achieving a favourable armistice. - Preventing Chinese or Soviet intervention. - Prolonging the war to exhaust the opponent. 8. **Landmarks and Strategic Points:** Cities, ports, airfields, and defensive lines provide bonuses. Capturing or controlling them gives advantages in supply, fortification, and air/naval operations. The 38th Parallel itself is a landmark that, if crossed, triggers changes in global modifiers. All rules interact dynamically, allowing for emergent storytelling and strategic depth. The game remembers the date and can progress in real-time, with seasonal changes affecting winter effects. Player actions are recorded and influence the final outcome, making each playthrough unique.