Panzer Grenadier Battles on May 26th:
Afrika Korps #47 - Operation SKORPION
PG-HQ Library > Games > Counter Attack
Errors? Omissions? Report them!

Korean War: Counter Attack

Counter Attack boxcover
Designers Townsend,
Stafford,
Rouleau,
Ward
Game Type Standalone
Format Boxed
Release Date 2017-04
Availability In Print
Scenarios 74
Counters 517
Counter Type Die-cut
Maps 6
Immortalize yourself as the first member to complete this game!
Overall Rating, 25 votes
5
4
3
2
1
3.96
Standalone Rank: 2 of 23
Popularity: Ownership & Activity
Status Owned by 3% Played by 2% AAR'd by 2% Medaled by 0%
Rank 95th of 98 78th of 91 80th of 89 TBD
Display
Balance:



Overall balance chart for Counter Attack
Total
Side 1 12
Draw 5
Side 2 8
box back

Driven back into the Pusan Perimeter, American and United Nations forces held the line and in the fall of 1950 launched a powerful offensive. With strong forces surging northward and other units landing by sea at Inchon, the United Nations rapidly turned their victory into a North Korean rout.

Now you command the troops and tanks in 65 separate scenarios set during the "mobile phase" of the Korean War. The easy-to-learn, interactive game system will remind you what wargame fun is all about.


Display Scenario List (74)

Scenario Plays AARs Rating
01. Head to Head 2 2 4
02. Who Attacks Whom? 0 0 0
03. Fox Hill 0 0 0
04. Joint Operations 0 0 0
05. Enemy Ambush 0 0 0
06. Death of an Artillery Battalion 1 1 0
07. First Battle of the Naktong Bulge 0 0 0
08. Battle within the Bulge 0 0 0
09. The Underwater Bridges 0 0 0
10. North to Yongsan 0 0 0
11. Slopes of Death 0 0 0
12. Hanging On 1 1 0
13. The Marines at Obong-ni 0 0 0
14. A Little Help 0 0 0
15. Dust Clouds 0 0 0
16. The Last Straw 0 0 0
17. The Eastern Corridor 0 0 0
18. Pedal to the Metal 0 0 0
19. Down the Mountain 0 0 0
20. Evacuation by Sea 1 1 0
21. The Taegu Front 0 0 0
22. Surrounded on Hill 303 1 1 0
23. The Bowling Alley 1 1 0
24. Another Night 1 1 0
25. Battle Mountain 1 1 0
26. Manzai or Misery 1 1 0
27. G Company is Missing 0 0 0
28. Task Force Davidson 0 0 0
29. East of Taegu 1 1 0
30. Losing the Hills 1 1 0
31. Walled City of Ka-san 1 1 0
32. Keys to Taegu 0 0 0
33. Breakout Along the Naktong 0 0 0
34. Action on Sibidang-san 0 0 0
35. Shield for Yongsan 0 0 0
36. Yongsan Streetfight 0 0 0
37. Marine Ambush 0 0 0
38. Desperation Around Changnyong 1 1 0
39. First Combat 1 1 0
40. Counterattack at Haman 0 0 0
41. Back to Battle Mountain 0 0 0
42. Beaches of Wolmi-do 1 1 0
43. Red Beach 0 0 0
44. Highway to Seoul 1 1 0
45. Crossing the Han 1 1 0
46. Flanked 0 0 0
47. The Night Road 0 0 0
48. Guarding the Western Rampart 1 1 0
49. Seoul by Noon 1 1 0
50. Service Politics 0 0 0
51. Battle of the Barricades 0 0 0
52. Street Fight 0 0 0
53. Breaking the Taegu Cordon 0 0 0
54. Chinju Crossing 0 0 0
55. Pursuit 0 0 0
56. The American Luftwaffe 1 1 0
57. Delaying Action 2 1 4
58. Task Force Lynch 1 0 2
59. Disagreement over a Bridge 0 0 0
60. March to Namch'onjom 0 0 0
61. ROK Advance 0 0 0
62. Race to P'yongyang 0 0 0
63. The Fall of P'yongyang 1 0 4
64. Rakkasans 0 0 0
65. Last One Out 0 0 0
66. Battle Game 1: America's First Counterattack 0 0 0
67. Battle Game 2: The First Battle of the Naktong Bulge 0 0 0
68. Battle Game 3: The Northern Boundary 0 0 0
69. Battle Game 4: The Taegu Front 0 0 0
70. Battle Game 5: Fighting for the North Perimeter 0 0 0
71. Battle Game 6: The Great Naktong Offensive 0 0 0
72. Battle Game 7: Inch'on and the Battle for Seoul 0 0 0
73. Battle Game 8: Breaking the Cordon 0 0 0
74. Battle Game 9: The Drive North 0 0 0

Display Order of Battle

America Order of Battle
Airborne
  • Foot
Army
  • Misc
Marine Corps
Navy
Britain Order of Battle
Army
  • Motorized
North Korea Order of Battle
South Korea Order of Battle
Army
  • Motorized
  • Towed
Marine Corps

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Errata (2)

2 Errata Items
Errata item for JayTownsend

• Scenario #20: Special Rule #2 should refer to LST units not LSV units. First let me make a couple clarifications for this scenario. It is true the 3 LSTs in this scenario can load up 11 steps each plus an unlimited number of leaders but should only be able to load one unit or two steps a turn plus leaders, this not only works and makes sense but gives the NKPA a chance to win. Also, I gave the LSTs a 6 armor protection values. Lastly I highly recommend using the Optional Rule: Strategic Movement to allow the North Koreans a chance to close with the ROK units.

• Scenario #22: The victory condition mention G & H companies that exit the east edge, these are the are the initial American setup up on the map not the reinforcement, just a clarification, not really and errata, as I think most people would figure it out.

• Scenario #33: The last victory condition stated should say; American Major Victory: The North Korean player achieves no objectives.

• Scenario #34: Not really an errata but there are no river hexes in this scenario.

• Scenario #35: On the victory conditions, the last sentence should say; any other result is a North Korean victory.

• Scenario #42: Two transports after unloading will have to exit the west side of the map and load the extra units and return.

• Scenario #55: In the North Korean set up, it should say; place two minefields in any eligible setup hexes where no North Korean units set up, not American units.

• Scenario #61: The South Koreans setup on Board 115 not 112.

• Scenario #65: Americans set up on Board 114 not 110. Also the victory conditions that mention Board 112 should be replaced with Board 115 in the text and the victory condition for controlling the bridge should be removed, as there is no bridge.

Counters: All are fine but only one US Army Sherman tank (M4/76) counter has the correct values but an incorrect silhouette of an M26. We’ll just have to pretend it’s a mixed unit of both tank types. LST & LSV should have an armor protection value of 6 each. At least that is what I would give them, as it would take a number of hits with AT-Fire to sink them.

(JayTownsend on 2017 May 18)
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 Nations (4)


Display Battle Types (20)


Display Conditions (12)

PG-HQ Library > Games > Counter Attack
Errors? Omissions? Report them!