Inchon: MacArthur’s Gambit simulates the daring attack by
the United Nations’ 10th Corps against the port of Inchon and the subsequent
advance on Seoul in September 1950. This operation resulted in the liberation
of that capital city and the severing of the lines of communication to the
North Korean units fighting around the Pusan Perimeter. As a result, virtually
the entire North Korean People’s Army (NKPA) in the south was destroyed,
allowing UN forces to occupy all of North Korea but for a few mountainous
enclaves.
Unfortunately, one of the indirect results of this dramatic
victory was Red Chinese intervention, once more throwing the UN into full
retreat
Optional rules cover airdrops, weather, inter-service
rivalries in the US forces, minefields, and extra fog-of-war rules.
From a Review by Seth Owen:
Inchon:
MacArthur's Gambit is a wargame depicting the bold invasion behind North Korean
lines that changed the course of the Korean War. Widely considered one of the
most brilliant strokes in General Douglas MacArthur's long and brilliant
career, the game covers the initial days of fighting from the landing at Inchon
on Sept. 15, 1950 to the recapture of the South Korean capital of Seoul.
The one scenario
covers the 16-day battle with each turn representing a single day and each hex
is one mile. The Mark Simonitch map depicts the city of Seoul, its port of
Inchon and the sea and land approaches. Units are generally battalions with
some company-sized units. The 12-page rulebook describes a game of moderate
complexity by wargame standards with fairly standard mechanics for such games
including zones of control, combat and movement factors, and movement and
combat phases. Units are rated for "proficiency" with the more
proficient unit having a combat edge. The 180 counters, including information
markers, are functional and use standard NATO-style unit symbols.
The game
revolves accumulating victory points for capturing terrain, with the lion's
share coming from capturing Seoul as soon as possible.
The United
Nations starts the game coming ashore at Inchon with the 1st Marine Division,
7th US Army Infantry Division and supporting units.
While
there are North Korean People's Army units defending the port and the rail line
to Seoul, they will usually be quickly overwhelmed by the
naval-gunfire-supported invaders. Any NKPA stand within 15 hexes of the sea is
ill-advised and the real contest will take place along the Han River as the
Americans try to force a crossing into Seoul against the 18th NK Infantry
Division and its supports while fending off arriving NKPA reinforcements,
including the potentially powerful 105th Tank Division.
Both sides
get to attack and defend, and there is some minor variability in approach
possible in what is essentially a stereotyped game situation caused by the
strategic situation. There are optional and variant rules that explore some
possible changes, including a "nightmare" scenario for the UN with a
prepared North Korean defense instead of the historical surprise.
Game Components:
- Each Hex is 1 mile across
- Game Turns represent 1 day of real
time
- Units Represent Ground Combat or
Naval Units
- Designed by: James P. Werbaneth
- Developed by: Paul Dangel
Also Includes:
- 9 12mm die cut counters for Krim (Command #6)
- 3
12mm die cut counters for Black Gold (Folio)
- 3 12mm die cut counters for NATO,
Nukes & Nazis (Folio)
- 1 12mm die cut counter for Tomorrow
the World (Boxed 3W, 1989)
- 4 12mm die cut counters for Mississippi
Banzai (Folio)
Magazine Contents
MacArthur’s Gambit: Inchon to Seoul, September 1950 (Extensive Historical Article by James P. Werbaneth.
Includes: The War Begins; Bluehearts; Plans, Targets, Obstacles, Objections;
D-Day: Inchon; Chesty Puller and Blue Beach; The Korean Response; The Road to
Seoul; Kimpo Airfield and Beyond; The NKPA Makes Its Stand; Yongdungpo; The
Hammer Finally Falls; Conclusions
Maps:
Strategic map; Map 1: The Approaches to
Inchon; Map 2: Seizure of Wolmi Do; The Battles for Seoul (map 7: The Assault
on Yongdungpo ; Map 8: Attacking the Western Defenses – Sept 22-24 1950; Map 9:
The Capture of Seoul – Sept 19-28 1950; Map 3: Red Beach Assault; Map 4: Blue
Beach Assault; Map 5: 10th Corps Scheme of Maneuver; Map 6: Puller’s
Advance; Map 10: The Link-up
Sub
Articles: The Marines’ Other War;
Black Soldiers in Korea; Naval Actions at Inchon (includes: Mines and
Hydrography; The Japanese at Inchon; The Clarke Expedition; Other Preliminaries;
The Landings)
Organization
Charts: Initial TO&E: 10th Corps)
What If? – German Plans to Invade Sweden in World War II (Historical Article by Carl O. Schuster. Includes:
Maps:
Potential German Operations against Sweden - 1943
Sub
Articles: the Swedish Army
Charts: The Situation at Sea
Organization
Charts: Army of Norway: June 1942; Combat Elements of 25th Panzer Division:
March 1943; Combat Elements of 25th Panzer Division: June 1943; Swedish Army:
June 1943)
Game Variants: Krim, Black Gold,
NNN, TTW, and Mississippi Banzai – (Game Variants on Krim (Command #6); Black
Gold (Folio); NNN -NATO, Nukes & Nazis (Folio); TTW - Tomorrow the
World (Boxed 3W, 1989); Mississippi Banzai (Folio)
by Ty Bomba & Dan Hazuda.
Includes:
Krim:
(The Short Game. Includes 9 12mm die cut counters)
Black
Gold: (Japanese Mountain Howitzer Divisions. Includes 3 12mm die cut
counters)
NNN
-NATO, Nukes & Nazis: (“Bring Up the Death Ray!” (and More TAC Air!).
Includes 3 12mm die cut counters)
TTW
- Tomorrow the World: (Substitute FHH Counter/ No More Tie Games. Includes
1 12mm die cut counter)
Mississippi
Banzai: (Tournament Scenario – Save Sixth Army! Includes 4 12mm die cut
counters))
Errata
(Errata,
clarifications and additions. Includes:
Black
Gold (Texas Tea) (Folio)
Commander’s
Call (News and
views of what is happening with Command Magazine Games by Ty Bomba.
Includes:
What “XTR” stands for (“Cross (“X”) The Rubicon”. (better than “Squirming Naked
on Crosses, Inc.” (Comes from” “… If we go on from here it’s either victory or
we’ll be squirmin’ naked on crosses on Keith’s (Poulter) front lawn” - you had
to be there)); Magazine Game Schedule Change; Ziploc games; Progress Reports;
The Recession; Time to Play; This issue’s Game; Feedback Loop Results, New Game
Proposals; Era preference
Issue Game: MacArthur’s Gambit:
Inchon (by James
P. Werbaneth)
D-Elim - Player’s Notes for MacArthur’s
Gambit: (Includes
UN Player and NKPA Player)
Past-Tense D-Elim – The Japanese and Tiger of Ethiopia
(From
Variant in Command Issue #6. Includes Players Notes; Japanese Setup; Japanese
Player Notes; Italian Player Notes)
Past-Tense D-Elim – Lion of Ethiopia (Ethiopian Player & Italian Player Notes for First
Phase, Middle Phase and Late/End Phases)
Short Rounds (Short Articles on Interesting Stuff. Includes:
Rearview
Mirror: The Meiji Restoration and
the Confederate Navy (The story behind the USN scoring its first victory over
the Imperial Japanese Navy); The Toledo War (1832 – Michigan vs. Ohio)
I
Remember: (A Vietnam memory by Allen
Watts as told to Bob Safin
Weapons
Backdate: Naval Helicopters of World War II (includes stats on Flettner
282, chart of German and Allied Helicopter Programs in WWII )
Departments:
---
Classified Ads and Conventions
The
Earlier Command Magazines was produced like Strategy and Tactics with the game
as part of the magazine. Later numbers
had two separate units, one a news-stand History, Strategy & Analysis
Magazine, the other, combined as a “Hobby” edition with the Magazine and Game
combination