玩家评分: 8.1

拥有
下一场战争:韩战
Next War: Korea

桌游极客排名: 3708

本月排名变化: 33

玩家评分: 8.1

玩家人数: 2 (最佳: 2人)

时长: 120-480 分钟

难度: 4.26 (重度策略)

适合年龄: 12+

专业评分: 5.82

语言依赖:

中度, 需要翻译或者贴条

出版年份: 2012

出版商:

| GMT Games

设计师:

| Gene Billingsley | Mitchell Land

美工:

| Charles Kibler | Rodger B. MacGowan | Mark Simonitch

桌游类别:

|现代战争 |战争

桌游机制:

|板块战争游戏

随着朝鲜半岛在新战争中爆发,六十年的紧张,不安的和平受到打击。一个历史上,种族和文化上同质化的人,被超级大国的政治和经济学分离和分离,将人,武器和物质投入现代战争的大潮中,试图一劳永逸地解决任意分裂。 ;从朝鲜的平壤到南方的釜山,战争的愤怒。在1950年由闽民枪首次袭击的场景中,北韩人民军在整个非军事区涌入,深入韩国。“双方的特种作战部队袭击,拦截和侦察任务落后于敌方,空降,空袭和两栖部队远远落后于试图超越双方主要部队的路线。在空中,双方进行了激烈的竞选,努力在韩国的天空中建立优势。崎岖的地形和现代化的装甲,空中手段,空降和海上作战能力的全面凶猛,在吞没朝鲜半岛的战火的致命大锅中并没有安全的避风港。争取快速,果断的胜利,世界等待该地区两个军事超级大国的反应:美利坚合众国和中华人民共和国。美军在遭受突击炮击和第一次战争初期袭击事件时,在非军事区附近的第二步兵师兵中受到高伤,能够迅速地加强南极,如果是这样,怎么和在什么力量?共产主义中国人会再次对美国大规模的反应进行反应(或先发制人),加入战争,从而扩大冲突?随着形势的演变,作出选择,力量得到承诺,日本的安全和韩国的未来都在平衡下。“下一场战争:韩国是第一个计划的系列下一场战争游戏,允许玩家在朝鲜半岛近期作战。在以前发布的危机:1995年韩国的这一更新和改进版本中,玩家几乎可以获得北韩和韩国的几乎所有军事资产以及来自美国和中国的大量部队。综合的,易于学习的空陆作战系统使单位效率,装甲效果,轻型步兵,攻击直升机,近距离空中支援,巡航导弹以及韩国特别艰难的地形。

错误:下一场战争:韩国不是介绍性的战争。相反,我们本来打算创建一个系统(和一个系列),将允许详细研究现代战争在各个场地以及参与游戏。也就是说,标准游戏规则包含一个相当简单的规则,我们认为这些规则将被认为是非常“容易学习”的。由有经验的战士。所以选择玩标准游戏场景的玩家可以有一个相对较快的游戏,那就是适合他们的游戏。尽管如此,戏剧中战争的真正风味来自于高级游戏,您可以更加地掌握空中力量,更清楚地看到每一方的优点和缺点。对于想要“迷你怪兽游戏”的玩家来说,经验,玩某些或所有可选规则的高级游戏运动方案肯定会“交付”。因此,我们希望我们创造了一个具有足够多样性和扩展性的复杂性的游戏你可以找到一个有吸引力的,甚至是启发性的经验,无论你想玩一个快速的双人游戏,一个更长的怪物游戏,或一个持续的纸牌研究。我们打算提供在线游戏的工具(现在正在创建一个Vassal模块,以便在测试过程中使用),以便该游戏可以在互联网上实时或更长时间播放。

&# 10;				

					单位

下一战中的地面单位:韩国主要代表北韩,美国及其同盟国和中华人民共和国的军队分支和旅。所有地面单位的攻击和防御力量,运动能力和单位效率都被评为“空中部队”代表主要战斗人员的战斗机,轰炸机和攻击中队,并被评为“全天候能力”以及他们的范围,平均飞行员技能和他们在空中作战,近距离空中支援和打击任务中的能力。

海军单位和能力在下一战系列中有所抽象。 “海上控制”机制反映了表面和次表面战斗的结果,而游戏的海军单位计数器代表了美国海军的主要航空母舰战斗群和两栖就地组。额外的两栖能力由各方特种部队的能力代表。

						 			地图和地形

游戏的两张地图以每十六进制大约7.5英里的尺度呈现现代韩国的一部分。地图覆盖整个半岛东西向,从北部平壤北部约30英里延伸至南部的大峪。螺旋体大于标准1/2“在危机韩国:1995年发现,允许我们使用较大的9/16“在这个游戏中的计数器,让玩家更容易在DMZ周围拥挤的地方移动游戏。

			&# 10:9;			游戏系统

在危机中:韩国1995年,有两种类型的游戏转弯:转向与倡议的一面有更多的机会移动和攻击)和有争议的转弯(较短的转弯,双方都有主动权,但每个都试图召集资源重新获得主动权)。因此,固有的“主动玩家优势”游戏系统内置了每个玩家,始终都在考虑如何抓住和维护战场的主动性。标准游戏转换由以下组成:

天气测定恶劣的天气可能会阻碍空中和海上作战活动,并可以大大减缓地面作战。主动确定

空气/ 10;一个或多个运动和战斗阶段,允许双方移动,反应和战斗,有利于倡议者在非竞争的轮到#10;加固和更换的到达

胜利决定

发生。 CRT倾向于非常血腥,反映出我们认为,鉴于DMZ附近的大规模炮兵集结以及现代武器的致命性,我们认为这将是一定程度的考验战争。像许多游戏一样,伤亡不仅代表实战,而且也代表了现代军队能够在战场上进行攻击的速度和速度带来的单位凝聚力的丧失。

&# 9;		

					方案

游戏场景。前三个地图,“首尔火车”, “Uijong Blues”,和“东海岸公路” (仅限北部地图)覆盖战争的第一个星期,将DMZ分为三个相等的部分。这些重点是打破韩国线路的初步攻击,并向玩家介绍系统的基本力学,同时让他们深入了解“大型游戏”的攻击和防御策略。玩家也可以玩整个DMZ前方场景,“军事区” (仅限北地图)(基本上,结合上述三种情况)。此外,玩家可以添加南地图并播放整个标准运动游戏“全部入场”。另外还提​​供了另外两种情况来检查美国两栖着陆。 “Inchon Again”和Taejon的战斗,“Spearhead”。另外,一个场景,“他们做了什么?”是为玩家提供韩国对朝鲜袭击的实验,而不是在美国的帮助下。“高级游戏场景有三种口味;拉北约:欧洲的下一场战争:战略惊喜,战术惊喜和扩大的积累。这为玩家提供了游戏各种“开始”的能力。基于不同程度的准备状态的战争情景。还有一个国际姿势矩阵à la Flashpoint:戈兰允许玩家为该地区的非韩国玩家尝试各种干预选择。在下一场战争中:韩国,朝鲜半岛正在与世界上两个世界的最准备良好的对抗力量相互排斥。在北美人民军队的指挥官能否在美国的全部力量能够承受之前的3个星期内,你能不能征服南方?你可以像大韩民国的陆军指挥官一样,抵制新共产主义的袭击,直到帮助到来?中国怎么办?有唯一的一种方法来找出...

				

		&# 9;		元件及#10;

2 22x34“地图

4 9/16“计数单+ 1勘误和扩展奖金1/2张(1026计数器)

2规则手册(标准+高级规则和游戏规则)

5 8.5x11“玩家助手

2 11x17“玩家助手

1 10面模

2012版和2016 ziplock版本包含相同的游戏组件;除了2012版本包装在一个盒子里,而2016版本是一个ziplock包。

游戏设计与开发:Mitchell Land

原始系统设计:Gene Billingsley

&#10 ;时间规模每转3.5天

地图规模每十六进制7.5英里单位规模部门/旅/营

玩家人数1或2(可以在队中玩)

Sixty years of tense, uneasy peace are shattered as the Korean Peninsula erupts in renewed warfare. One historically, ethnically, and culturally homogeneous people polarized and separated by superpower politics and economics hurl men, weapons, and material into the maelstrom of modern combat in an attempt to settle their arbitrary division once and for all. From Pyongyang in North Korea to Busan in the South, the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950, the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea. Special Operations Forces from both sides conduct raids, interdiction, and reconnaissance missions behind enemy lines while airborne, air assault, and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air, both sides wage a heated campaign in an effort to establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor, airmobile, airborne, and marine warfighting capabilities, there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula. While North and South battle for a quick, decisive victory, the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States, stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war, be able to reinforce the South quickly enough, and, if so, how and in what strength? Will the Communist Chinese again react (or pre-emptively intervene) to a massive US response and join the fray, thus widening the conflict? As the situation evolves, choices are made, forces are committed, and the security of Japan and the future of the two Koreas hangs in the balance. Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea. Make no mistake: Next War: Korea is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver." So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during playtesting) so that this game can be played in either real-time or over longer periods on the internet. Units Ground units in Next War: Korea represent primarily divisions and brigades of armies of North and South Korea, The United States and her Allies, and the People's Republic of China. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency. Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions. Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side. Maps and Terrain The game's two maps present a portion of modern-day Korea at a scale of roughly 7.5 miles per hex. The maps cover the entire peninsula east-to-west and stretch from about 30 miles north of Pyongyang in the North to Taegu in the south. Hexes are larger than the standard 1/2" hex found in Crisis Korea: 1995, allowing us to use larger 9/16" counters in this game and make it a bit easier for players to move game pieces in the congested areas around the DMZ. Game System As in Crisis: Korea 1995, there are two types of game turns: Initiative turns (longer turns where the side with the Initiative has more opportunities to move and attack) and Contested turns (shorter turns where neither side has the initiative but each is trying to muster the resources to regain the initiative). Thus the inherent "initiative player advantage" built into the game system incents each player to always be thinking about how to seize and maintain the battlefield initiative. A Standard game turn is composed of: Weather Determination. Bad weather can severaly hamper air and naval operations activity and can significantly slow ground operations. Initiative Determination an Air/Naval Phase, wherein air superiority levels and air availability are determined and Sea Control is established or modified. One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns Arrival of Reinforcements and Replacements Victory Determination Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody, reflecting both what we believe will be a degree of attritional warfare early on in light of the massive artillery concentrations near the DMZ as well as the lethality of modern weapons. As in many games, casualties represent not only actual combat losses, but also losses of unit cohesion brought about by the rapidity and pace with which modern armies are able to engage and exploit on the battlefield. Scenarios There are several Standard Game scenarios. The first three one mappers, "Seoul Train," "Uijong Blues," and "East Coast Highway" (North Map only) cover the first week of the war by dividing the DMZ into roughly three equal sections. These focus on the initial assaults to break the South Korean lines and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire DMZ front scenario, "Militarized Zone," (North Map only) for the first week (basically, combining the three scenarios above). In addition, players can add the South Map and play the entire Standard Campaign game, "All In." Two other scenarios are provided which examine the U.S. Amphibious landing. "Inchon Again" and the battle for Taejon, "Spearhead." In addition, a scenario, "They Did What?" is provided for players to experiement with a South Korean attack on North Korea without, however, the help of the United States. The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness. There is also an International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War to allow players to experiment with a variety of intervention options for the non-Korean players in the region. In Next War: Korea, the Korean Peninsula is on fire with two of the world's most well-prepared, antagonistic forces arrayed against each other. Can you, as the North Korean People’s Army commander, conquer the South in 3 weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of Korea’s Army commander, hold out against the renewed Communist assault until help arrives? And what will China do? There’s only one way to find out... Components 2 22x34" maps 4 9/16" counter sheets + 1 Errata and Expansion Bonus 1/2 sheet (1026 counters) 2 rulebooks (Standard + Advanced Rules and Game Specific Rules) 5 8.5x11" Player Aids 2 11x17" Player Aids 1 10-sided die The 2012 version and the 2016 ziplock version contain the same game components; except the 2012 version is packaged in a box, while the 2016 version is in a ziplock bag. Game Design and Development: Mitchell Land Original System Design: Gene Billingsley TIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Division / Brigade / Battalion NUMBER OF PLAYERS One or two (can be played in teams)