Panzer Grenadier Battles on January 23rd:
An Army at Dawn #14 - Ousseltia Seesaw Jungle Fighting #32 - To the Poha
Desert Rats #6 - Night Fight Road to Berlin #21 - Quiet Sector
Jungle Fighting #29 - Mt. Austin: The End
Errors? Omissions? Report them!
Ch'unch'on Day 2
Pusan Perimeter #4
(Attacker) North Korea vs South Korea (Defender)
Formations Involved

Overall balance chart for KWPP004
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
Scenario Rank: --- of 599
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-26
Start Time 07:00
Turn Count 24
Visibility Day
Counters 122
Net Morale 1
Net Initiative 0
Maps 2: 94, 95
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 172
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Kill Them All
Urban Assault
Off-board Artillery
Scenario Requirements & Playability
Pusan Perimeter maps + counters

The NKPA 2nd Division could not dislodge the ROK 6th Infantry Division and fell behind the offensive’s carefully-planned timetable. NKPA Headquarters sent the 7th Division to help while the ROK also committed a reserve regiment to the mix. The ROK 6th Division began the war at full strength, unlike other ROK divisions which had granted weekend passes to some of their men, and was ready for battle.


The NKPA earned little more success on the second day of battle for Ch’unch’on than it did on the first day despite adding the resources of another division. The casualties climbed but without result, though no NKPA tanks had entered the battle thus far. But would the ROK Divisions on the flanks of the 6th Division hold too?

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.
  • 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).

Display Order of Battle

North Korea Order of Battle
  • Mechanized
  • Motorized
  • Towed
South Korea Order of Battle
Daehanminguk Yuk-gun
  • Misc
  • Motorized

Display AARs (1)

Love Lies Bleeding In My Hands
Author thomaso827
Method Solo
Victor South Korea
Play Date 2015-04-24
Language English
Scenario KWPP004

During a long ago field exercise during my own tour to Korea, a captain said over the radio, "I don't want to see anything but dead bodies." That was as we charged a well defended tank trap in open scout jeeps. Yep, would have been our dead bodies when it was over. That was how this game went, but for the other side. That town on the east side of the two boards is covered from the front by river and rice paddies and has lots of open space beyond that that an attacker has to cross, and like the game of the first day, the NKPA just weren't up to the task. In their victory conditions, they must take all town hexes as well as 3 of the 4 casemates by the end of 24 turns. I ran out of time to complete the game, but at the halfway point, the casemates were doing a pretty good job of winning in assaults in two hexes, and the only thing the North could do to the town was dump a constant stream of OBA on it hoping to demoralize a bunch of it in time to assault from the west flank and rear, but while the arty did a little bit of demoralizing, the troops in town quickly regrouped and even ventured out to try to run off a NKPA Lieutenant that was hanging around a little bit too close calling in fire missions, and when he relocated, the ROK stack moved back into cover. I set up 2 forces of NKPA, equal except for attaching all the on board arty to the eastern force, including the heavy mortars and the 45mm AT guns, which were just about useless in this situation and were used to draw fire that could have been used elsewhere. Large stacks of hard core NKPA moved in to assault the outposts in the west, hoping to tie the defenders down or eliminate them to allow more troops to infiltrate and get around the town, but ever time an NKPA stack moved out into an open hex, there was somebody with eyes on them and mortars or OBA to call in. By the time I had to quit the game, the NKPA had lost 30 steps, including the Su-76 that had died early on in a failed assault. Among the first casualties for the NKPA was their LTC, who died with a truckload of infantry when an OBA shot rolled a 12. It was another one of the games where rolls are either 2s and 12s or 7s, with little in between. Both sides had their turns with the 2s and 12s, but the ROKs got a lot more of them than the NKPA did, and as the NKPA initiative was waning, holding on with a 1, the ROKs had yet to lose their 6th step to bring their initiative down. At the end of turn 10, the casualties were NKPA 30, ROK 5, with half of the remaining NKPA force on the table demoralized and half of those in assaults. While the casualty count might go up further, and the ROK initiative might fall a bit, it wasn't in the cards today for the NKPA to take the town by encirclement due to the many ROK outposts that held on long after they should have. Even the ROK morale 7 LTs retained their morale and stayed tough in assault turn after turn. Great game, and I look forward to getting this on the table for face-to-face play with a local PG gamer.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!