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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The Battle for Ch’onan
Pusan Perimeter #18
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP018
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 913
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-08
Start Time 06:00
Turn Count 18
Visibility Day
Counters 41
Net Morale 1
Net Initiative 1
Maps 1: 95
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 147
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Urban Assault
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Furious over the repeated collapses, the 24th Infantry Division’s commander, Maj. Gen. William F. Dean, fired the 34th Regiment’s commander and replaced him with his newly-arrived close friend, Col. Robert F. Martin. As North Korean troops entered Ch’onan, the American regiment’s 3rd Battalion began to pull back without orders, causing Martin to ask a staff major if the troops would take orders from him. Assured that they would, the bazooka-toting Martin attempted to personally lead them back into Ch’onan to resist the North Korean advance. Only about 80 soldiers followed.

Conclusion

With his junior officers clearly unwilling or unable to lead their troops into contact with the enemy, Martin and his small group of GI’s engaged the North Koreans in bitter street fighting. Dodging from building to building, Martin stalked a North Korean tank until he obtained the shot he wanted. His bazooka round fizzled and bounced limply off the T34; the tank’s return fire blew the colonel in half. With Martin dead the American defense collapsed, and once again the North Koreans advanced through piles of abandoned American weapons and equipment.


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

Display AARs (2)

Korean War: Pusan Perimeter, scenario #18: The Battle For Ch’onan
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2014-11-28
Language English
Scenario KWPP018

Korean War: Pusan Perimeter, scenario #18: The Battle For Ch’onan

I have been so busy lately designing more games that I needed to take a break from that to play another scenario. I picked this one, as it fit the bill for what I wanted today; a quick playing (about two hours), one map, small to medium counter count and another interesting battle from the Korean War. The North Koreans enter from the north of the map and the Americans defend the town hex/hexes. The victor is whoever controls it. Originally I thought there would be only one town hex on this map by the river but after production there in another one at one end of the map. Not a big deal as it gives a couple of variations of play. I chose to defend only the town hex in the middle of the map by the river as to defend both would stretch the small American force too much anyway and the middle town hex was the design intent originally.

The NKPA entered from the north but with a force this size and tough terrain to maneuver in, they entered in three locations, as not to bunch up and also to converge with as much force as possible on the town hex/victory objective. The T-34/85s force drove down the middle along the road but waited for their Infantry to catch up before they attacked the American forces dug-in around Ch’onan. The Americans used their dug-in status and terrain as much as possible to their advantage, as with 18 turns the NKPA really can’t mess around too much, other than to gather all their force, to try an attack all at once in force, as I learned my lessons previous scenarios not to attack piecemeal if possible.

It took a while and I sweated it out as the NKPA player but finally after 17 turns the North Koreans controlled Ch’onan with one turn to spare! The lower American morale helped the NKPA player gain the upper hand but a few different dice rolls either way, and who knows who would have won?

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100th Game
Author thomaso827
Method Solo
Victor United States
Play Date 2015-02-15
Language English
Scenario KWPP018

This scenario brings a mixed NKPA force of Infantry, SMGs and 3 steps of T-34s making their way to the town about 3/4 of the length of the board. US Army hold the town and the area around it. After reading the designers AAR, I ignored the town on the north of the board. 2 Infantry, the Col, the SGT and one of the bazooka teams set up in the town. I set up a ring of defenders 2 hexes out and 2 apart, dug in except for an HMG, an INF and a good LT in the woods south west of the town where he could fire at anything coming from the west of the town. Everyone else set up, with the other bazooka with the Captain and 2 Infantry dug in to block the bridge coming from the western road, while the rest of the infantry with leaders were dug in two hexes north of the town. The NKPA tanks with a single SMG tank rider and a SGT moved quickly down the western road, thinking to set up a good spot where they could DF on the town for a turn or two while the rest of the NKPA infantry moved down from both western and central roads. The Army COL and a bazooka team moved out intent on an ambush of the tanks, but when he saw the tank riders, he stepped back and joined the dug in troops, anticipating a potential armor assault on that hex. Seeing the bazooka team move back into the dug in area, the NKPA tanks decided to chase, and immediately assaulted, the riders jumping off in the assault hex. 3 steps of tanks and 2 of SMGs with the SGT were also a tempting target, and although the bazookas failed turn after turn to hit anything, infantry assault getting first fire for being dug in did a good job, eliminaing one tank step, demoralizing the single step unit and the SMGs, even killing the SGT. NKPA working their way south down the central road were able to assault the eastern-most US troops and after a couple of turns, managed to eliminate that defense force, but not without loss. The NKPA Major was killed, but nobody seemed to notice - all the other leaders passed their morale check and the Captain took over with no loss of time. The second step of T-34s were lost in assault to the west at about the same time the Major was lost. The third step failed morale checks and fled back into the hills while infantry fought in 3 assaults. NKPA won two central assaults and the way was open to attack the town, but the troops in town and those in the woods southwest of town made a killing ground out of the hexes around the town. With the return of the single T-34 step, the NKPA managed to start their assault on the town, with both sides managing to replace losses and keep up the pressure, the other bazooka team and the Col being lost in the process, but the last step of t-34s also died and the NKPA had a worse time with morale than the Army did in the final turns. With only 1 step and leader left, the NKPA lost another assault, while the only other NKPA leader left was at least 2 moves away where he was trying to regroup with another assault force that failed morale checks for 4 turns. In the end, the US continued to contest the town with enough strength left to hold it longer in the face of greatly reduced NKPA pressure. US win. Another one that wasn't finished until that last turn. Lots of leader losses in this one, both sides decapitated and picking up the pieces. Great game.

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