Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Roadblock Yongdong
Pusan Perimeter #35
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWPP035
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-24
Start Time 08:00
Turn Count 30
Visibility Day
Counters 57
Net Morale 1
Net Initiative 1
Maps 2: 92, 95
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 161
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

On the day after the North Korean penetration, the 8th Cavalry’s 2nd Battalion made repeated attempts to dislodge the roadblock in their rear. Weak infantry attacks spearheaded by a trio of M24 light tanks went nowhere. When 1st Cavalry headquarters became aware of their troops’ peril, they sent the strongest force they could muster to relieve their comrades.

Conclusion

The stronger effort also failed, and soon several of the division’s artillery battalions were under attack. The Americans suspected that North Korean soldiers were joining the huge masses of refugees flowing southward, and then peeling off to infiltrate American positions.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).

Display Order of Battle

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

Display AARs (1)

Pusan Perimeter, scenario #35: Roadblock Yongdong
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2015-12-31
Language English
Scenario KWPP035

Pusan Perimeter, scenario #35: Roadblock Yongdong

These road block scenarios are fun but a hard puzzle to solve for the American forces. With this scenario, points are awarded for eliminated units on each side but also the Americans can achieve points for units that exit north to relieved their trapped historical comrades off the map north but can only get these additional points IF no North Korean units occupies any of the north-south road.

The NPKA setup in four layers of defense along this road with the main one up front in the main town hexes blocking the Americans first advance north. This force caused a ton of problems for the American relief force. Setting up HMG, T34/85s, INF units and very strong leader counters. The first strategy for the American forces was to send strong Infantry forces in first and use their range and off-board artillery to blast the NKPA units out of the larger town, thus keeping their lighter armor: M24s and M15A1s out of harm’s way from the dreaded T34/85s. But as would have it, the American Infantry was being blasted by the NKPA off-board 2 x 10 artillery and their 2 x 18 artillery could do little harm to the NKPA units in town hexes. So the next move was to swarm the North Koreans with American Infantry units, which proved to be a bloody mess and the NKPA rolled some very good dice rolls against American soft units. In desperations I even assaulted with an American stack of one LT, one I&R and one BAZ unit against a lethal stack of NKPA units consisting of a CAPT with a 1 Combat modifier, one INF unit and one T34/85 unit and all the American units were lost in that bad advised assault. Next I thought it was necessary to bring in the American lighter armor, which proved to be another poor chose, losing all of them over time to the T34/85s which had the extra advantage of the town hex modifier and the M24s could never roll high enough.

With casualties really mounting on the Americans side, I sent some units around the first NKPA roadblock and into the second line of defense, which proved almost as difficult. Into about turn twenty three, the American forces were pretty much scattered and disorganized enough to call the game and giving the NKPA a major victory. The result proved to be a repeat in history.

These roadblock scenarios are really fun to play and the NKPA setup and terrain use is their key while the Americans have to solve each battlefield puzzle and not bunch up to much as each battle/scenario is a new situation to figure out.

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