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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Around the Bend
Pusan Perimeter #36
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP036
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 913
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-24
Start Time 06:45
Turn Count 18
Visibility Day
Counters 32
Net Morale 1
Net Initiative 1
Maps 1: 94
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 145
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

East of Yongdong, the North Korean 2nd Division advanced southward toward the town of Hwanggan, on the Seoul-Pusan highway. If it reached the town, the 1st Cavalry Division would be cut off, and Eighth Army could not allow that to happen. The 27th Infantry Regiment would relieve the battered ROK units trying to hold the road and protect the cavalry’s lines of communication.

Conclusion

North Korean attacks had so far depended on their T34/85’s for success, and the NKPA command had split up its tank force to give several divisions a smidgen of armor support. Second Division had but eight tanks, and led this attack with them. While the Americans drove back the supporting infantry, they could not at first stop the tanks, which broke into the perimeter and shot up the battalion headquarters. Between bazookas, artillery and a timely air strike the North Koreans lost six of their eight tanks, though they did manage to force an American withdrawal.


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).
  • 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

Display Order of Battle

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

Display AARs (2)

Kill them all, let God sort them out.
Author thomaso827
Method Solo
Victor United States
Play Date 2015-06-27
Language English
Scenario KWPP036

This scenario has 4 NKPA infantry, 2 SMG and 2 T-34s with a CPT, 2 LTs and a SGT attacking 8 US infantry. 3 HMGs, 2 Bazookas, a 75mm Recoilless rifle with a tow jeep lead by a MAJ, CPT, 2 LTs and a SGT. The objective is to eliminate at least 6 points more of the enemey than they eliminate. Both sides have OBA, with a column better value for the US, and the US gets a single air attack on any 4 turns. The numbers are a bit decieving, as the US has to spread out to cover something of a line since they dont know where the NKPA will focus their attack. I set up the US in 2-unit stacks, just about every 3 hexes from north to south, with an LT, an Infantry and an HMG in the southernmost town hex, an LT with 2 Infantry south and west in woods, the CPT, 2 Infantry and a Bazooka in the woods on the road at the western edge of the central hill mass, the Major with an infantry and the RR and jeep in woods towards western-middle hex of the hill mass, again in woods, and a SGT with another Infantry and HMG accross the gap on the westernmost hex of the southeastern hill, and placed an outpost with the last leader, 2 Infantry and a bazooka 7 hexes east of the road entry hex and in woods. I wanted to force the tank riders to dismount and assault early if possible. The NKPA entered with the 2 SMGs and 2 LTs riding the tanks, single file instead of stacked, having learned that lesson before when finding a hex overstacked by dismounting tank riders and their tanks. The NKPA CPT and SGT entered several hexes south of the road stacked with 2 Infantry units each. The NKAP won the initiative for most of the game, giving them the chance to get the tanks right up to the first US force and dismount in 2 adjacent hexes ready to assault, while the infantry moved quickly towards the central US force with the Major and RR. The forward US outpost managed to roll a 2, taking out one NKPA SMG step and disrupting the tanks in that hex, while the next stack of infantry fire disrupted the second SMG, delaying the NKPA assault for some time. The RR fired for several turns with no effect before the NKPA put arty on target, with an X result taking out the gun and it's transport but doing no harm to the infantry or the Major. The T-34s didnt want to rush in to assault on their own so direct fired on the adjacent outpost, wich killed the bazooka team immediately and disrupted or demoralized everyone else there. The outpost survivors were able to withdraw and the NKPA armor and one SMG moved foward, leaving the blodies of the other SMG platoon behind. The NKPA Cpt and his force moved forward to assault the US Major, with the southeastern US force moving back to avoid being cut off or encircled while keeping the NKPA from being able to encircle the Major. In an exchange of fire, the Major and one infantry platoon managed to reduce the 2 platoons of NKPA with the SGT while the US SGT added his fire and called in arty on the NKPA Captain and his units, disrupting them and preventing the assault for a turn or two. With the NKPA Captain tied up regrouping, the NKPA Sgt managed to move in to assault with the remaining 2 infantry steps but lost in a big way against the US Major. While ignoring what was happening further north with the tanks, the Major and Sgt along with their men turned the tables on the NKPA infantry in the south and assaulted, eliminating the last disrupted or demoralized infantry and chasing the leaders away. Returning to the tanks, they had moved forward to the position with the US Captain, 2 Infantry platoons and the second bazooka. The adjacent hex fire from the US troops drew a 2x, eliminating the last of the SMG troops and forcing the tanks in one hex to take a morale check, which it lost, ending in demoralization. The second T-34 decided to assault on it's own, and after 2 turns, lost both steps to superior infantry firepower with no effect from the bazooka. The first T-34 had regained it's morale and tried to assault on it's own, not having learned anything from it's comrades, and ended in the same way. At the end of 18 turns, the NKPA lost 20 steps and 1 leader, while the US had lost only 6 steps, the jeep, the Captain and a LT. I didnt mention the aircraft because they only joined in twice, and did little damage one of those times. The B-29 came in but didnt find a target. Easy come, easy go. Anyway, major US victory, with the possiblity of disaster facing either side right up to the 18th turn before it was over. Great game.

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Korean War: Pusan Perimeter, scenario #36: Around the Bend
Author JayTownsend
Method Solo
Victor Draw
Play Date 2019-02-25
Language English
Scenario KWPP036

Korean War: Pusan Perimeter, scenario #36: Around the Bend

The American setup dug-in on the far northeastern hill supporting each other and it looks like an impossible fortress for the North Korean to attack but they lead their forces down the road with their dreaded T34/85s tanks. The 34/85s park two hexes away and fire on American positions through most of the earlier turns and have some good results. The Americans send in three air-strikes which missed the mark followed by a Bazooka Team led by a Sergeant which all died for their efforts. The NKPA are now up by 3 points to zero and need at least one more to win, so their infantry enter the picture but get blown apart by the last American airstrike, the off-board artillery and the HMG and Infantry fire coming from the hill top. The 75mm RR gun finally hit the mark destroying a step of NKPA armor and the North Koreans now have 5 steps losses to the Americans 3 step losses and pull back.

The game was Draw. I think the North Koreans are hard pressed to win this scenario but the Americans, unless they can take out the NKPA armor will find themselves with an equally difficult task in eliminating three more steps than the North Koreans unless the NKPA get careless with their infantry attacks, then the Americans should win.

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