Panzer Grenadier Battles on December 14th:
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Service Politics
Counter Attack #50
(Attacker) North Korea vs United States (Defender)
Formations Involved

Overall balance chart for KWCA050
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
Scenario Rank: --- of 588
Parent Game Counter Attack
Historicity Historical
Date 1950-09-26
Start Time 09:00
Turn Count 12
Visibility Day
Counters 36
Net Morale 1
Net Initiative 2
Maps 1: 110
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 152
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Enter & Exit
Scenario Requirements & Playability
Counter Attack maps + counters

Whether X Corps commander Edward Almond was unhappy with the speed of the Marine advance into Seoul, or unhappy with the thought of Marines capturing the symbolically important city instead of the U.S. Army, is unclear today. Whatever the motivation, he shifted his division boundaries and ordered the 7th Infantry Division to advance into the city. First they would have to capture the heights known as South Mountain.


The Americans came out of their positions to attack the advancing North Koreans, who may not have realized that the road out of Seoul had been blocked, and inflicted heavy casualties on them. Despite this success, 7th Infantry Division remained four miles outside the South Korean capital while the Marines had finally entered the city.

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
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle

Display AARs (1)

Korean War: Counter-Attack, scenario # 50: Service Politics
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-12-03
Language English
Scenario KWCA050

Korean War: Counter-Attack, scenario # 50: Service Politics

This scenario is a fast playing low unit count with the simple objective of the North Koreans escaping off the north edge of the map and the Americans stopping as many as possible in 12 turns. Though it may be simple, both sides have difficult choices. The Americans must setup with few units in the best possible way to use the map terrain and cover all the holes and with only three leaders as well. It isn’t easy for the North Koreans either as their morale is at an all-time low in their retreat north and some units are loaded on trucks and GAZ-67s but some are on foot but they do have one T34/85 unit to lead the way.

The American setup around the town and hill hexes towards the middle of the map with a few units stretched out east to block that route north. The NKPA make their first mistake by pushing their T34/85 tank unit right up to the town hex and open space hoping to create a hole in the American’s thin line, that their comrade can make it through in the rear of the column but the Americans assault with a INF, HMG, Bazooka Team and Leader totally destroying the T34/85s, one step with the Bazooka Team and the other in the assault. The rest of the NKPA column tries to avoid the town and cross the minor river but the Americans converge with their eastern covering force and the 81mm mortar is rolling some great dice hits on the loaded trucks and demoralized at least two in two consecutive turns, causing them to force unload and all the passengers to become demoralized.

By the end of 12 turns, naturally some North Koreans were able to exit the north edge of the map, as thing got kind of spread out when the NKPA foot units got into actions but only 6 total NKPA steps escaped north and they needed 9 steps to win, so an American victory. I think if the NKPA would have avoid contact with their T34/85 tank unit, they could possibly have won this scenario by a point but maybe not, as the Americans used a lot of resources on it but it would have been must closer, as the Tank steps count double to escape. I think this scenario could go either way depending on setup, terrain, movement strategies and the luck of the dice.

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