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Breaking the Taegu Cordon
Counter Attack #53
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA053
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Counter Attack
Historicity Historical
Date 1950-09-18
Start Time 10:00
Turn Count 22
Visibility Day
Counters 63
Net Morale 1
Net Initiative 0
Maps 2: 114, 115
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Eighth Army had gone over to the offensive on the day after the landing at Inch'on. The 1st Cavalry Division, reinforced with the 5th Regimental Combat team, assaulted the North Korean positions on and around Hill 26 overlooking the Taegu highway. The NKPA, apparently still unaware of the threat to their supply and retreat route, hung on doggedly for two days. On the third day, the Americans resumed their attack.

Conclusion

Advancing behind a series of devastating air strikes, the 5th RCT took most of Hill 268 in a tough day-long fight. The North Koreans contested every position. The hill's capture compromised the North Korean position, with a large gap in their lines now uncovered, but they continued their stout resistance the next day. Things changed quickly on the evening of the 19th, when they received word of the Inch'on landing.


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
  • 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).

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Towed
United States Order of Battle
Army
  • Motorized

Display AARs (1)

Korean War: Counter-Attack, scenario #53: Breaking the Taegu Cordon
Author JayTownsend
Method Solo
Victor United States
Play Date 2018-01-13
Language English
Scenario KWCA053

Korean War: Counter-Attack, scenario #53: Breaking the Taegu Cordon

The American finally go on a general offense after the Inch’on landings and the Army must still breakthrough stubborn North Korean resistance and the 5th Regimental Combat Team gets to try and break through this enemy cordon in this scenario. The NKPA must defend the north-south road on map 115 while the Americans must clear it starting on map 114. Both sides have an interesting mix of units.

The Game starts out with the 5th Regimental Combat Team pushing north but by chance the first NKPA off-board artillery rolls a 12 on the dice against a stack of 3 units of US Infantry, disrupting most of them. No problem the odd assortment of American armor takes the lead from the infantry, with M46 Patton tanks and M24s, followed by a M39 APC carrying a 75mm Recoilless Rifle unit and a Jeep unit carrying an Engineer platoon. I got too confident with my Patton tanks leading and those dug-in North Korean T34/85s are no joke. In this scenario I totally failed with my American armor, losing all my M24s and M46s steps in a reckless advance, think I was General Patton. I even managed to lose my M39 ACP to an enemy 45mm AT Gun but with some good airstrikes and off-board artillery my Infantry units carried the day and cleared all the NKPA from the north-south road and even finished off the last step of North Korean armor for an American victory. My armor may have failed but the Infantry had a test book attack and some very good dice rolls as well. A fun one to play!

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