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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Battle at the Notch
Pusan Perimeter #44
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWPP044
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 913
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-08-02
Start Time 06:45
Turn Count 20
Visibility Day
Counters 46
Net Morale 1
Net Initiative 0
Maps 2: 92, 94
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 155
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

More American tanks had finally arrived in Korea, reconditioned Shermans scrounged from depots in Japan. Maj. Gen. John H. Church, the 24th Infantry Division's new commander, assigned the first 10 to arrive to spearhead a two-pronged flank attack on the North Koreans styled as a "reconnaissance in force." Led by the five Shermans, the 19th Infantry's 1st Battalion moved out with more spirit than it had shown since its haphazard arrival in Korea.

Conclusion

The newly-arrived tanks had some success until a North Korean mortar crew dropped a round down the commander's hatch of the lead vehicle. Things got worse when a flight of F51 Mustangs strafed an American infantry company. But the Americans held their own in the firefight and eventually drove back the North Koreans, one of the first successes for American arms in the peninsula.


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.
  • 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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Motorized
  • Towed
United States Order of Battle
Army
  • Mechanized

Display AARs (2)

Desperate for time
Author Blackcloud6
Method Solo
Victor North Korea
Play Date 2020-10-12
Language English
Scenario KWPP044

The North Koreas set up a defense on Board 94 defending the western high ground on the west side of the river with a blocking position at the bridge and then a reverse slope defense covering the open ground on the hill with good fields. Three hexes of the road were covered in depth with one behind the hill in the woods-road hex. Along the entire route the SMGs platoons were placed in limited terrain along road in blocking/ambush positions. The goal was to delay the Americans and then cause them to have to fight hard to clear the road at the NJK MLR.

The US moved out well and cleared the first few blocking positions with ease. But once at the main NK they were delayed getting the forward NK infantry-HMG position out of the way. Then they moved on the main line with the 75 RCL in overwatch and attempt to flank around the north. They managed to break through but not break the NK position and suffered enough casualties for a NK win. The US commander, the colonel was killed leading the final flanking attack.

This is a very good scenario. The US has firepower and mobility on its side while the North Koreans have position, terrain and time on their side. The low US casualty cap make the US player ponder each move and attack carefully.

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Pusan Perimeter, scenario #44: Battle at the Notch
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2015-12-25
Language English
Scenario KWPP044

Pusan Perimeter, scenario #44: Battle at the Notch

This scenario is very tense and with only 20 turns to clear two map’s east-west road hexes, the pressure is on for the Americans to move fast and furious! The North Korean setup some units in the forward town/road on map 92 including the 45mm AT gun and the rest spread out along the east-west road all the way back into the far reaches of map 94, to really put the pressure on the American mobile force to consolidate territory fast.

I made the mistake early on of using the two 50 Cal. Jeeps as recon units and pushed them right into the reach of strong fire from the NKPA controlled town on map 92 and lost both of them. After that I brought forward my infantry/armor teams including the M4/76 and M8 armor and together with Infantry they reduced the town with INF and ENG help but lost another INF step. The race was on to push to the NKPA next roadblock. Not having the time to organize my attacks like I would like and the NKPA rolling a 2 on the assault dice I lost another two INF steps, so the best I can hope for now is a Draw! With time getting short, I destroy some more NKPA units/steps and push on to the last road blocking position and recklessly attack the last enemy dug-in stack, losing one more INF step but destroying most of the enemy units but one demoralized enemy INF step still remained on the road causing me to lose this scenario as the Americans. The North Koreans had far more casualties but won by the narrowest results.

Such a close fought scenario and so tense, well worth the play! I really like these fast playing, American attacking scenarios for a change and with South Flank, The Return Trip and Surprise being somewhat similar I will play these next.

I guess I should have called this one, the road too long! I am the designer or I would have ranked this a 5!

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