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Jungle Fighting #2 - Koli Point: Gavaga Creek
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Chaos at Uijongbu
Pusan Perimeter #6
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP006
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-26
Start Time 13:00
Turn Count 24
Visibility Day
Counters 142
Net Morale 0
Net Initiative 1
Maps 3: 92, 94, 95
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 183
AAR Bounty 166
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Entrenchments
Off-board Artillery
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

The NKPA launched a two-pronged attack on the 26th. The 2nd Division advanced on the eastern flank headed into Uijongbu, while the 7th Division drove down the western road. The 2nd and 7th ROK Divisions planned to counterattack but the 2nd Division never launched theirs, forcing the 7th Division to abandon their own attack despite making some headway. In essence, the 2nd, 5th, 7th and Capital Divisions now fought an uncoordinated delaying action in the vicinity of Uijongbu. If the North Koreans brushed them aside the roads to Seoul stood wide open.

Conclusion

The failure to coordinate an effective counterattack north of Seoul from the tangled elements of four different divisions left the gates almost wide open. The advance of the North Korean columns became known to the populace and soon refugees began crowding the roads south. On the 27th of June, North Korean planes began dropping leaflets on the city calling for surrender. The ROK and Korean Military Advisory Group (KMAG) headquarters packed up and headed south - they weren't ready to give up.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Towed
South Korea Order of Battle
Daehanminguk Yukgun
  • Mechanized

Display AARs (1)

Korean War: Pusan Perimeter, scenario #6: Chaos at Uijongbu
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2016-03-19
Language English
Scenario KWPP006

Korean War: Pusan Perimeter, scenario #6: Chaos at Uijongbu

This is larger scenario but looks simple enough, as the victory conditions solely depends on the North Koreans exiting off 70 steps off the south edge of the map and they have a pretty large armor-infantry battlegroup with about half of the infantry mobile in some way; Trucks, Motorcycle or APC-BTR-40s. But it is not that simple, as the South Koreans have great defendable terrain on map 95, three entrenchments and tons of off-board artillery that won’t do much against armor but may help slow the foot-infantry.

The ROK defensive lines were setup right at the front with an artillery park a couple maps back. The NKPA sent their armor forward to attack the ROK infantry and heavy weapons followed by their foot-infantry to make or exploit holes in the lines and bring down their own off-board artillery. Waiting further back was the mobile NKPA infantry to drive off the edge of the map if a hole in the ROK lines did open up or if they were needed to reinforce the attack.

This scenario turned very tense, as the NKPA had a time line to meet and breaking the ROK front line was taking too much time. Finally after a large enough hole in the ROK lines were open, the armor and mobile infantry poured through to the south edge of the map. But barely enough, only 71 steps, one step over what was needed and thankful for them the tanks steps counted double. The North Koreans won this one with one turn to spare and only by a couple of steps and left most of the foot-infantry behind to battle it out with the ROK units. Casualties don’t really matter in this scenario, so it’s kind of fun not to worry about it in this scenario. A couple more road-blocks by the ROKs and they might have won this scenario.

Funny thing is, as a Designer note, I noticed many guys claim they want large scenarios but from what I see in the PG-HQ, the smaller and medium scenarios get played much more offend.

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