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



Overall balance chart for KWCA036
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Counter Attack
Historicity Historical
Date 1950-09-02
Start Time 07:00
Turn Count 20
Visibility Day
Counters 32
Net Morale 0
Net Initiative 1
Maps 1: 110
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 152
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Naval Bombardment
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

The North Korean attack split the 2nd Infantry Division, leaving the divisional engineer battalion with some assorted stragglers and tank support to attempt to hold the town of Yongsan. The North Koreans could not get more reinforcements into the town, and pressed their attack with the equivalent of a single battalion of infantry and a platoon of tanks.

Conclusion

The engineers lost all but one of their officers, but still managed to hold their positions inside the town against relentless North Korean assaults. In the afternoon the 9th Infantry Regiment reorganized about 800 men who had fled from earlier North Korean attacks into an ad hoc battalion without support weapons and with the help of the divisional tank battalion ejected the North Koreans from the rest of Yongsan.


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
  • Mechanized

Display AARs (1)

Korean War: Counter-Attack, scenario #36: YongsStreetfight
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-10-07
Language English
Scenario KWCA036

Korean War: Counter-Attack, scenario #36: YongsStreetfight

an For twenty turns this is a fast playing scenario, the victory conditions are straight forward with points assigned for eliminated enemy steps and control of town hexes. The Americans have a smaller mixed force led by engineers that setup first, trying to hold the town hexes of Yongsan which are worth 3 points each. The North Koreans have a force of about twice the size of the Americans and have a full platoon of T34/85s to matchup against the half-step of American M26 Pershing tanks.

The North Korean enter the map from the west side and decide to split into two groups to attacking Yongsan from two sides. The T34 and some Infantry cross the river and attack from the south and the leading T34/85 platoon is knocked totally out. Their first shot rolled a 8 on the dice plus their AT factor of 7, minus the Pershing 5 armor protection for a 10 which would have taken out the M26 had it not been in the town getting a plus one modifier and allowing it to fire on the next turn with a 11 on the dice roll plus an 8 AT factor minus the T34/85’s 5 armor protection, thus an 14, totally eliminating both T34 steps. Not a good start for the North Koreans offensive.

Things didn’t get much better for the NKPA, as the Americans were hot on the dice rolls, sure they took the town hex on the west side of the river but the Americans kept possession of all three town hexes on the east side of the minor river. After my last North Korean assault on turn 15, I pulled the plug on this scenario, as I mentioned American were too hot on the dice rolls and this last ditch assault to try and swing things maybe back in the NKPA favor totally failed. The American eliminated 13 North Korean steps as the tank steps counted double, the American lost only two step, one I&R Infantry step and one 2.36 Bazooka step. The Americans controlled three town hexes verses the North Koreans one town hex. So the Americans won a Major Victory, achieving a 16 point difference.

Even with the outcome, it is a fun scenario to play and if the North Koreans would have taken out the M26 first, and the American weren’t so hot on the dice, it would have been a much closer game. Their 1 x 10 off Board Artillery did little to help their cause however!

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