SGS Korean War – Labour Day update

A new update is available for SGS Korean War, here is the changelog:

New — UNO Patrols / More Migs

  • To prevent unrealistic naval supply to Communists forces in the south via ports, a new system has been added that will create blockade patrols off the main ports of Korea. It is automated, no purchase needed.
  • The Soviet 3rd Air Corps (3IAK) will enter player as historically, in the Spring of 1951, with new event “Stalin’s Unofficial Aid”.  Some Soviet AA units will come with them too.

New — Various changes and fixes

  • Some key NK factories and dams have stronger defenses and more AA. They also provide some replacement and income (and are more interesting targets now)
  • Migs15 combat values have been improved
  • Some structures were wrongly classified as ports, this is now fixed (e.g. Sariwon)

Upcoming Major update –Early May 2026

Those fixes are not yet in the engine but will come the the Spring update to be published in the first week of May 2026. Some may be delayed a bit. In practice, most of the changes should be save-compatible, but we advise you to continue with current version if you have ongoing games you want to complete.

New — Lead attack / defense units

  • New feature for some units, that can be described as Lead Attacker and/or Lead Defender. When assigning hits, those units will be proportionally over-represented (200%) in the hit assignment pool, thus taking mre losses (but not all) than the average units.
  • This feature will solve some issues with units that were previous ‘take hits first’ and thus suffering ALL the hits in battle, even if not in great number in the stack.

New — Counting Losses

  • New feature will allow designers to work on events or cards to count number of losses. This can have a vast number of applications in future games (not used in present and past games for now)

Improvement — Minimap and FoW

  • On the minimap, you will now see only the units that are also visible on the main map (to avoid tipping players on enemy’s positions far away from their line of sight)

Bug Fixes — Combat

  • Fixed assault modifiers accumulating incorrectly on defending units across successive battles.
  • Fixed the step-doubling calculation in battle rules that could produce incorrect results in certain combat situations.
  • Projectile units can no longer enter structures.

Bug Fixes — Movement & Retreat

  • Fixed a bug allowing units to enter a region already engaged in battle after encountering enemies during the same movement phase.
  • Fixed a potential crash during retreat resolution.

Bug Fixes — Structures & Control

  • Combat determination checks now correctly accounts for units garrisoned inside non-fortified structures when evaluating battle and control checks.

Bug Fixes — Phases & Rules

  • Fixed the Tension Index remaining active in scenarios where it is not used.
  • Fixed event target selection potentially passing invalid parameters.

Bug Fixes — Units

  • Units now correctly restore to their initial step count (as recorded at scenario start) when reset, rather than their theoretical maximum. Older saves fall back gracefully to the previous behaviour.

Bug Fixes — UI

  • Garrison units no longer incorrectly appear as “Destroyed” in the battle report window.
  • Fixed a missing button in the Naval battle details window.
  • Improved main menu and event message layouts for 21:9 ultra-wide screens.
  • Side overview panel: added scrolling, improved layout, units sorted by count then alphabetically.