Wargame Mechanics Index

Frozen Chosin (Command Post)

Players plan a day ahead by locking operations dice onto asymmetric HQ menus, and the battle alternates between Chinese-led nights and Allied-led days with different combat rules.

A beta operational scenario module for the Battle of the Chosin Reservoir (Korean War, November 1950), with a lite version of the Command Post rules. Players command divisions and corps from HQ sheets, committing a limited pool of operations dice to side-specific operations such as air strikes, infiltration and supply convoys. Each 24-hour turn has an Operations phase, then a Nighttime phase led by the Chinese and a Daytime phase led by the Allies, with alternating regiment activations. Combat is simple Firepower dice pools hitting on 5+, where one hit suppresses and two destroy a base.

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Mechanics 25 · 2 distinctive

Scenario, Campaign & Victory

2scen

Asymmetric VP: Allies score evacuations and Hagaru-Ri, Chinese score uncleared casualties and destroyed regiments.

How it works

UN: +1 VP per successful Evacuate operation (which permanently removes a broken unit) and +5 VP for undisputed control of Hagaru-Ri. Chinese: +1 VP per Allied casualty not evacuated or restored by game end and +10 VP for eliminating a full Marine regiment.

+1 VP per allied casualty not evacuated or restored by the end of the scenario +10 VP for eliminating a full Marine regiment
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2scen
Reserves / RecyclingReinforcements & schedules

Chinese casualties recycle into reserve regiments entering at random zones; Task Force Drysdale arrives on schedule.

How it works

Each Chinese command starts with one division active and one in reserve. Reserves enter only when enough casualties have been removed to fill a reserve regiment, at a random zone chosen by 1d6 (Command Confusion). Allied Task Force Drysdale arrives on the daytime turn of Dec 1 unless an event changes it.

Reserve units can only enter when enough casualties have been removed to “fill” a reserve regiment. In wargaming terms, this is called “recycling.”
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1scen

Up to six players each run their own HQ.

How it works

Each side has three commands with their own HQ sheets, operations dice and regiments. Chinese players each act before the Allies alternate at night, and the reverse by day.

There are unique commands for up to six players.
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1scen
Random Event CardsRandom events

One historical event card is drawn each Operations Phase.

How it works

Cards include Blizzard (no air, ranged fire limited to 4 inches, -1 operations die, a suppressed unit dies of cold), Deadly Cold, Patriotic Zeal (+d3 Chinese operations dice), T-34 Sighting, Dead Radios, and changes to Task Force Drysdale's arrival.

These are scenario specific historical events that may include weather, changes in orders, or temporary assets assigned from “higher command.”
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1scen
Chosin Reservoir scenarioHistorical scenarios

Historical scenario with researched regimental orders of battle and special rules.

How it works

OOBs cover X Corps (45 units, 5 outposts) and the 9th Army Group (96 units). Special rules include Drive to the Yalu (no Allied retreat at first), Hagaru Firebase, Leave No Man Behind, General Smith's secret pre-battle choice, Surprise Attack (+1 Chinese ops die) and Double Envelopment.

Allied units are NOT permitted to retreat on their first nighttime turn (Nov. 28) or first daytime turn (Nov. 29).
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Turn Structure & Sequence

3turn
Nighttime / Daytime PhasesDay/night turn halves

Each turn has a night half and a day half with different first movers and combat rules.

How it works

The Chinese always go first at night and the Allies first by day. At night combat is simultaneous; by day the defender fires and resolves hits first. Opportunity fire and air operations are allowed only by day, and some operations (Infiltrate, Surprise Attack) only at night.

During the daytime, the defender always fires and resolves his hits in combat first. During nighttime, combat is simultaneous.
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1turn
Alternating actionsAlternating unit activation

Sides alternate actions: either attempt an operation or activate a regiment.

How it works

Each player in turn either attempts one HQ operation or activates one regiment, which moves and fights with all its bases with no command radius. Each regiment activates once per Nighttime and once per Daytime phase unless an operation allows reactivation. A phase ends when all regiments have activated or all players pass.

Players alternate, back and forth, taking one of two possible actions. They may attempt to perform one operation from their HQ Sheet or may activate any regiment under their command.
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1turn

Each turn is one day: Operations, Nighttime, then Daytime.

How it works

The simultaneous Operations Phase allocates dice and draws a random event card. Then come a Nighttime and a Daytime phase of alternating actions. The scenario runs 8 daily turns, Nov 28 to Dec 5.

TURN SEQUENCE (1) Operations; (2) Nighttime; (3) Daytime
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1turn

Ranged units may opportunity-fire on enemy regiments activating in range, by day only.

How it works

A ranged unit may interrupt an enemy activating within its range at any point in that movement. It can do so each time a new enemy regiment activates in range. Opportunity fire is only allowed in Daytime phases.

Units with ranged fire may interrupt an enemy unit activating within their range during the opponent’s turn.
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Close Combat

1melee

Bases in contact both roll Firepower dice, and every 5+ is a hit.

How it works

Combat happens on base-edge contact, with up to 4 attackers on one defender. Every base in the combat rolls d6 equal to its Firepower and scores a hit on each 5+. Out-of-supply bases get -1 FP.

Each side rolls their total Firepower dice and every result of 5+ is a hit. Compare hit results.
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1melee

Attackers that fail to remove the defender fall back.

How it works

If the defender is not removed, all attacking units retreat 4 inches and the same result applies to every repulsed unit.

If the defender is not removed, the attacking units must retreat 4”.
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1melee
Multiple units in combatSupport, flanks & overlaps

Extra attackers add Firepower.

How it works

When several units attack one defender, the defender picks which one to face, and each excess attacker (up to 3) gains +1 Firepower.

If multiple units attack a single defender, the defender chooses whom to face and each excess unit (up to 3 are possible) gains a +1 Firepower bonus in the combat.
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Movement & Manoeuvre

2move
Out of supply movementRandom movement distance

Out-of-supply bases roll their movement.

How it works

Bases activating outside supply move 2d6 inches on road or 1d6 inches off road. One roll applies to all out-of-supply elements in the regiment.

Bases activating outside supply radius move 2[d6]” on road and [d6]” off road, representing a randomized, less reliable movement rate.
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1move

Bases move 12 inches on road or 6 inches off road.

How it works

Road and off-road movement cannot be combined, and any off-road portion limits the whole move to 6 inches. Facing does not matter at this scale.

Movement is 12” on a road and 6” off-road. Facing does not matter at this scale.
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1move
Frozen lake and cliffsTerrain movement effects

Allied infantry can risk crossing the frozen lake; cliffs are impassable.

How it works

Allied infantry entering the lake must first pass a Morale test, then roll 1d6 each time they move on the ice and are removed on a 1-2. The lake is impassable to Chinese units, and cliffs are impassable linear obstacles.

Once on the ice, each unit must roll 1[d6] every time it moves. On a result of ‘1-2’ remove the unit as a casualty.
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Battlefield & Environment

2env
Blizzard / Deadly ColdWeather

Winter weather arrives by event card and attacks operations and suppressed units.

How it works

Blizzard cancels air operations, limits ranged fire to 4 inches, costs every command one operations die and kills one suppressed unit per command. Deadly Cold makes each Chinese command, and the UN as a whole, lose d6 suppressed units. Heavy Cloud Cover reduces airstrike FP.

All commands remove 1 Suppressed unit as a casualty from the bitter cold.
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1env
Digging In: Hasty & Improved PositionsFortifications & siege

Units that move little or not at all dig in for defensive bonuses.

How it works

Moving less than half the allowance earns a Hasty Position; not moving earns an Improved Position. Neither can be made on a road. Hasty Positions are hit only on 6s; Improved Positions are hit only on 6s and ignore the first hit (the quick reference words the Hasty bonus as ignoring the first hit). Outposts and tanks count as Improved Positions.

Units that voluntarily choose to move less than half of their movement allowance may be marked with a Hasty Position marker, providing a defensive bonus if attacked.
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Ranged Combat

1fire
Ranged FireDice pool fire

Heavy weapons and artillery fire their Firepower dice at range.

How it works

Units with a ranged Firepower (e.g. FP 5 (3"), 105mm FP 3 (24")) target enemies in range and line of sight using the same 5+ hit procedure. Line-of-sight spotting needs a friendly unit within 6 inches of the target; Outposts spot to 12 inches.

Units noted with a ranged Firepower may target enemies within range and line of sight using the same hit procedure with their Firepower.
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1fire
Artillery BarragesIndirect & artillery fire

Artillery can split its Firepower dice across several targets.

How it works

An artillery unit may divide its FP dice among any number of targets in range, for example 2 and 3 dice from FP 5. All targets are announced before rolling. Off-table Chinese guns (event card) need a spotter within 6 inches.

Artillery enjoys the unique ability to spread their Firepower dice among as many targets as they like within range.
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Air Systems

1air
Close Air Support / Bomber WingAir support to ground

Allied HQs can buy daytime air strikes that hit an area.

How it works

Close Air Support (2D6=4+ or 5+, day only) rolls FP 3 against each unit within d6 inches of the target. Bomber Wing (2D6=5+) automatically suppresses all units within d6 inches, but the target cannot be within 12 inches of a UN unit. Air Supply drops 2 supply markers, with 2d6 inch drift on failure.

CLOSE AIR SUPPORT [Day only] Roll FP 3 against each unit within d6” of the target.
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Command & Control

3cmd
Operations Dice / HQ SheetCommand points / PIPs

Each HQ commits a fixed pool of dice in advance to operations on its own asymmetric menu.

How it works

In the Operations Phase each player puts dice on operations listed on their HQ sheet; dice cannot be moved until the next Operations Phase, and each operation can be planned only once. Operations cost 1-3 dice and list a target (e.g. D6=3+ Supply Convoy, 2D6=5+ Bomber Wing). Attempting one rolls those dice, and success applies the effect. Chinese and Allied menus differ to reflect their tactical styles.

Dice are not refreshed until the next Operations Phase, so you’re effectively planning for the upcoming nighttime and daytime phases!
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Damage & Attrition

1dmg
Suppression and casualtyStep losses

One hit suppresses a base and two hits remove it.

How it works

A single hit marks a base Suppressed; it can still move and fight. Two hits remove the base, which may later be restored by a Reorganize operation or evacuated for VP.

One hit is a suppression, two hits is a casualty. Remove the base from play (it could be restored through reorganization later).
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Resolution Engine

1engine

d6 drives operations, combat, morale and movement.

How it works

Operations roll 1d6 or 2d6 against a target, combat hits on 5+ per Firepower die, and morale is a single d6 against the regiment rating. One event adds d3 operations dice.

Every base in combat rolls Firepower dice (d6s), seeking a 5+ to hit.
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Morale & Cohesion

2morale
Rallying from SuppressionRout & rally

One morale roll per regiment rallies all its suppressed bases.

How it works

When a regiment with suppressed units activates, roll one d6 against the regiment's Morale rating (e.g. 3+ Marines, 4+ PLA and Army). On a success all suppressed units recover; on a failure they stay suppressed but can still activate.

If any units within a regiment are Suppressed when the regiment activates, make one Morale roll for the entire formation.
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Special Systems

2special
Supply StatusSupply & logistics

Bases must be within 12 inches of a supply marker or suffer penalties.

How it works

Truck, depot and other supply markers project a 12 inch radius, and a base is in supply if it starts its activation inside it or within 1 inch of an in-supply friendly base. Out-of-supply bases move randomly and get -1 Firepower. Operations add markers (Supply Convoy, Air Supply, Supply Train) or remove them (Ambush), and Chinese units that touch Allied supply are suppressed by Looting.

Supply markers exert supply radius of 12” and all bases within this radius are counted “in supply.”
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