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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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Enemy Ambush
Counter Attack #5
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA005
Total
Side 1 0
Draw 1
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 491 of 913
Parent Game Counter Attack
Historicity Historical
Date 1950-08-12
Start Time 10:00
Turn Count 26
Visibility Day
Counters 64
Net Morale 1
Net Initiative 1
Maps 2: 114, 115
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 166
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Ambush
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

The Marine Brigade, supported by Marine Corsairs flying from a pair of Navy escort carriers, made rapid progress up the coastal road from Masan. The Flying Leathernecks (and Air Force F51’s) shot up a large truck convoy on the 11th, disrupting the NKPA’s 83rd Motorized Regiment’s plans to defend the road. On the next morning the 1st Battalion of the 5th Marines leapfrogged through one of its sister battalions and raced forward for 11 unopposed miles. Then they met the NKPA.

Conclusion

The Marines were marching into the ambush when two NKPA soldiers prematurely showed themselves. Dozens of Marines opened fire on them, and North Korean machine guns returned the favor. “All hell broke loose,” Marine Corporal Manuel Brito wrote later. “We began taking fire from both sides of the road.” Marine radio operators dove into rice paddies for cover, ruining their sets and making it impossible to summon artillery support. But the ever-present Corsairs laid down strong support and the Marines pressed forward, to be met by repeated NKPA counter-attacks. By late afternoon the Marines had taken the high ground on either side of the road, but that evening events elsewhere caused the Marine Brigade to be pulled out of the front.


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
  • Towed
United States Order of Battle
Marine Corps
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 1466

The 8-3 Marine Infantry counter appears in most of the Saipan 1944 and Marianas 1944 scenarios, replacing the 10-3 DF valued Marine counters for those scenarios and is currently published in the most recent Saipan printing.

(JayTownsend on 2015 Dec 26)

Display AARs (2)

Korean War: Counter-Attack, scenario #5: Enemy Ambush
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-06-28
Language English
Scenario KWCA005

Korean War: Counter-Attack, scenario #5: Enemy Ambush

Ok, a 26 turn scenario but it plays faster than it looks. The U.S. Marines enter on the far eastern edge of map 115, while the North Korean setup way over on map 114 in or within two hexes of any town hex. It takes a while for the Americans to get to the battle zone and since the NKPA have some mobility with MTC Infantry and trucks and GAZ67s I decide after setup on turn one to move 3 MTCs, 1 truck, 1 Gaz67, 1 45mm AT gun, 1 ATR and 2 Leaders forward in kind of an engagement delay tactic. I problem was, the American rushed their 50.cal Jeeps forward and activated first making this first engagement too close to the town hex but still weakening the defensive forces there. Also a M26 and a jeep carrying an ENG units followed close behind as all the American Infantry trudged slow up the rear of the column.

The next turn the American .50cal Jeeps and NKPA MTC traded shots. The 50cal. Jeeps are so weak, I never known how to use them and wish they had Recon status like Armored Cars & I&R Infantry but they don’t. I disrupted one MTC units but lost both .50cal jeeps eventually but they don’t count as points lost in this scenario, so no big deal risking them and they stopped the NKPA from advancing too far east and delaying the Americans from getting to the town hex objectives.

For a changed the Marines had things go more their way and the 8 airstrikes open a nice path to the town and caused some good holes into town to open up. The NKPA 45mm AT guns could only watch their shots bounce off the heavy armor of the M26 tanks. The Marines after heavy fighting took all the town hexes. They lost only three steps, 2 INF, 1 HMG and lost 2 .50cal Jeeps and 1 Leader which do not count against them for NKPA victory points. The U.S. Marines win a clear victory and the Navy aircraft assisted while the North Koreans wasted valuable resource in their gamble to send units forward to engage a stronger force. For once the .50cal jeeps were useful in keeping the North Koreans from getting too far forward.

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Some Ambush
Author Dan_Huffman (North Korea)
Method Face to Face
Victor United States
Participants Warhawk1955
Play Date 2018-08-09
Language English
Scenario KWCA005

US Marines enter on the east end of map 113 and have to get the town on map 112. Point are awarded based on step loss. All this is known in advance. Marines march down the road and 2 jeeps ferry units around the hill in the center of map 112.

Against Jay Townsend advice I did the same. Waste if Nork troops. Bruce suggested that I could have used my trucks or Gaz to place the AT guns, one each, on the east side of the hills to possibly get cross fire bonuses against the M-26 tank unit. I think the US Navy w/8 airstrikes will nail the guns. Takes 2 turns to dig in. Forgot to mention that the Norks have 7/6 morale. Pulled 3 leaders w/moral 1 bonuses.

Put too many units and longer hill close to the town. Put around 8 counters. Better terrain cover. Should have used the 3 transports (vehicles) to move units to the farther hill with less cover. Light woods and one hex of woods.

Bruce split his force into thirds and moved on my force on the hills. A smaller group of 6 units and 2 leader (Marines) went over the small hill crunched my unit after his using an airplane. Then mortars demoralized and disrupted the 2 units.

The center 6 Marines then stood off 2 hexes formed a fire team with a down 2 to the 22. After about 3 turns the diced turned against me. He started getting a 1 result. Units failed to recover and flee. The Kommissar did his fine 50% attritional rate work instilling party loyalty.

The Marines on the smaller northern hill started moving to the town. Fired other stacks, 3, closed in adjacent. Close combat ensued. Marines has at least +2 to offset the -2 for the town. Using 2 inf and a machine unit and 2 leaders it was the 30 column. I had maybe 13 and a leader. Unless one rolls well 2 - 4 , 10 - 12 to inflect a loss the Norks are attritioned out of the town. Marines are 8 and had several 2 morale leader. One to a stack.

26 turns with about 8 t ill the end of the scenario I had 3 full strength units 1 caught up in an assault on the south hill the others demoralized. Rest were 1/2 strength and 2 were disrupted. He had 2 hexes of the town and maybe 3 step losses. No sense continuing playing.

Given the intro and conclusion commentary about the situation: Ahem An Ambush. I would make an "idiot rule". The the Marines have to stay on or adjacent to the road until the first Nork fire on the Marines. Then next turn they can call in naval air planes.

Might be good solo so one can get a campaign ribbon for this game.

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