Panzer Grenadier Battles on April 27th:
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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Secret Gardens
Pusan Perimeter #10
(Defender) North Korea vs South Korea (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWPP010
Total
Side 1 1
Draw 1
Side 2 5
Overall Rating, 7 votes
5
4
3
2
1
3.29
Scenario Rank: 562 of 913
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-27
Start Time 23:00
Turn Count 12
Visibility Night
Counters 15
Net Morale 1
Net Initiative 0
Maps 1: 93
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 136
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Inflict Enemy Casualties
Urban Assault
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Initial North Korean probes into the Seoul suburbs had been repelled by heavy fire, but South Korean resolve to hold the capital was wavering badly. During the night a lone North Korean tank and 50 to 60 infantry managed to slip into the Secret Gardens at Chang-Duk Palace in the northeast section of Seoul. Their stealthy entry into Seoul didn’t go unnoticed as police units reported the development and soon a small force of the capital’s heavily-armed and battle-tested police responded to destroy them.

Conclusion

With the help of some ROK infantry, the police destroyed the tank and drove off its accomplices. No arrests were made. While the cops were still willing to dispense justice, at ROK Army headquarters staff officers began neatly packing up their belongings as soon as word arrived that a North Korean tank had entered the city limits. Their panicked bosses meanwhile issued orders to blow up the bridges over the Han River just south of the capital, even though the troops defending the city had not yet withdrawn.


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
  • Foot
  • Mechanized
South Korea Order of Battle
Daehanminguk Yukgun

Display AARs (3)

To the Bitter End
Author thomaso827
Method Solo
Victor Draw
Play Date 2014-11-11
Language English
Scenario KWPP010

Another very small scenario, 12 turns of a small group of ROK troops and police tracking down and eliminating a small element of 1 tank and 3 steps of NKPA infantry with 2 leaders. Setup has the NKPA in the city, and allows the ROK force to set up anywhere inside the city. I set up the NKPA troops in 3 city hexes, the two officers with the infantry and the tank between them. ROK set up adjacent and just south of the NKPA and assaults started immediately on turn 1. In fact, the single step of T-34s died immediately when the ROK troops rolled snake eyes. Within a few more turns, the NKPA SGT and a single step moved in with the NKPA LT after the single step of infantry in the LTs group died, giving the ROK their needed 3 steps of dead NKPA troops. This left both leaders and 2 single step units holding on in a the city. The best ROK troops on the board kept the pressure up, but the most damage they could do was a single turn of demoralization for one infantry unit and sometimes one of the leaders, but it always came back quickly enough for them to keep hanging on. At the end of turn 12, they were still hanging on, 2 leaders and 2 steps of troops, fulfilling the NKPA victory condition. Draw game. Another great, short, fast battle.

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Secret gardens memories
Author leonard
Method Solo
Victor South Korea
Play Date 2018-02-04
Language English
Scenario KWPP010

In 2004, I've been there visiting the beautiful park and ancient palace, north of Seoul. If necessary, it would be a good reason to play that scenario depicting a nocturnal North Korean recon in the Seoul suburbs and the ensuing ROK reaction. A very small night scenario entirely located in town hexes. Scenario vs reality: the terrain representation of the scenario is so-so. In reality, the palace is located in a light woods/park dotted with ponds, among a more densely populated area. The park is hanging on the low slopes of a mountain, lying to the north, just behind. There's no river there, no rice paddies, only decorative ponds. I decided to turn the map upside down (number 93 in south-west corner) to have that mountain just behind the palace. It doesn't change anything for scenario play anyway. Another possibility would be to fold the map, use only the left part and the whole picture would be far better. But again, it won't change play: only for esthetics. The scenario itself is quite simple: a succession of assaults in town hexes and no manoeuvre. Better morale of ROK units and use of the ROK ENG should lead South Korean units to victory but winning initiative during the first turns is crucial. In my play, ROK units won on the 9th turn (12 total).

I noticed that several other Pusan Perimeter scenarios were located in Seoul. Let's face it, it is impossible to simulate Seoul city fighting (even in the suburbs) on these maps. They do represent the Korean countryside but not any part of the capital city.

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Korean War: Pusan Perimeter, scenario #10: Secret Gardens
Author JayTownsend
Method Solo
Victor South Korea
Play Date 2018-08-11
Language English
Scenario KWPP010

Korean War: Pusan Perimeter, scenario #10: Secret Gardens

This was my attempt to design a very small action engagement. But weather it worked at this scale is another question. In my engagement I setup my ROK units adjacent to the NKPA units and rolled better on my first turn and immediately assaulted with combat stacks of three combat units each. My game only lasted 6 turns with a clear ROK victory. With such a small unit count the first couple of dice rolls control the game, either way. With 48 scenarios sharing 4 maps, sometimes the city terrain can’t be exact but you get the general idea. The whole game play only took me about 15 minutes of less. So time to time to setup another scenario for sure.

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