I finally got the ASL Korean War module a couple months ago, and Patch has had an interest since it was announced (he preordered it), so it was inevitable that we’d try that for our next game. Patch looked through the scenarios, and picked “Gloster Hill”, and I took the defending Brits.

It’s during the initial Chinese offensive, and the Gloucestershire Regiment is getting overrun and surrounded. The Chinese attack the board 82 hill with 16 squads, two crews, a good number of leaders, a few MGs, a captured British MTR, a couple DCs, and some Dummies as they come on board. They also get another squad and three HS with one leader, one LMG and more Dummies entering on either turn 1 or 2. The main force come in on three sides of the playing area, while the second one comes on on the fourth side where the British will want to escape. The British have six squads and four HS, and two squad-equivalents are Walking Wounded (the second time I’ve seen that concept borrowed from Pegasus Bridge for unrelated scenarios), an MMG, a MTR, minimal Dummies, three hexes of Wire, and a good number of foxholes. The Chinese have six turns to have more squad-equivalents at level 5(!) than the British, and the British can auto-win by exiting 6 EVP on turn 4 or later.

Between using part of the large, rough hill provided in the Korea set, and the steep hills rules, this would provide a climbing challenge for Patch, akin to what I’ve had with board 25 twice now. On the other hand, the short distance to go helps a bunch. Both of us had to mediate over LOS for a while at the start, since there’s a lot more up and down than normal to wrap our heads around. Double-crest lines abound here. The Communist Chinese also have fairly extensive special rules, starting with using step-reduction like the Japanese, and having to use Infantry platoon movement and restrictions on firing. However, there’s so many exceptions that this didn’t hinder them nearly as much as I had figured on. Lastly, they use two-tone counters with the ‘main’ color being… British tan, which adds plenty of extra aggravation to this scenario. (Especially since even their concealment counters are two-tone, which brings up the question of why they’re two-tone at all?)

The British get a ‘drum major’ (effectively a 0-0-9 hero who becomes a 8-0 if he ever moves, but causes Fanaticism within four hexes) by SSR in E4, and naturally I set up around that to an extent, with three surrounding hexes occupied, one by a squad and 9-2. A squad and a half backstopped the center board edge, and my MTR went in B1, where it had a good LOS down the eastern board edge. A couple of Dummies went out on the NW ridgeline (not my smartest move), with the MMG and 8-1 in I5, with a couple hexes of wire to slow down advances on the position. The north edge got a squad, two HS and the 8-0. Patch set up in four rough groups, the largest on the east side, and the smallest on the west, and two lose groups coming from the north. Technically, they can enter on any turn (“Turn 1 or later”) but Patch entered them all at once, while the southern force (which must enter on turn 1 or 2) waited for turn 2.

I was expecting some movement trouble from having glanced at the North Korean rules, but there’s a number of exceptions, including for entering the board. Not that Patch necessarily poured on any speed, being generally happy to AM and keep concealment in Steep Hills. Things were smooth until we had to think again about how many blind hexes some of these crest line were producing, and Patch starting having to wonder about how he was going to lug some of the heavier equipment up Steep Hills with crags. I had a couple shots, but nothing effective, though my MTR did surprise Patch.

Situation, Chinese Turn 1, showing full setup. Note the transparent Chinese sniper in G4 is a lot harder to see than the older dithered style British sniper in D6. N1 was an unnoticed crags hex and therefore illegal; it was shifted to M2 when we noticed.
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