Panzer Grenadier Battles on November 24th:
Invasion of Germany #39 - Huchlen Town Panzer Lehr #26 - Rauwiller Bump and Run
Panzer Lehr 2 #25 - Roadblock at Ischermuhl Panzer Lehr #27 - Prompt Response
Panzer Lehr 2 #26 - Rauwiller Bump and Run South Africa's War #10 - Gialo Oasis
Panzer Lehr 2 #27 - Prompt Response Siege of Leningrad #7 - Voibokalo Station
Panzer Lehr #25 - Roadblock at Ischermuhl West Wall #9 - Huchlen Town
PG-HQ Library > Games > Pusan Perimeter
Errors? Omissions? Report them!

Korean War: Pusan Perimeter

Pusan Perimeter boxcover
Designer Townsend
Game Type Standalone
Format Boxed
Release Date 2014-06
Availability In Print
Scenarios 48
Counters 517
Counter Type Die-cut
Maps 4
Immortalize yourself as the first member to complete this game!
Overall Rating, 126 votes
5
4
3
2
1
3.97
Standalone Rank: 3 of 23
Popularity: Ownership & Activity
Status Owned by 10% Played by 8% AAR'd by 9% Medaled by 0%
Rank 72nd of 99 30th of 93 27th of 89 TBD
Display
Balance:



Overall balance chart for Pusan Perimeter
Total
Side 1 40
Draw 14
Side 2 68
box back

On June 25, 1950, North Korean forces surged across the 38th Parallel into South Korea, starting what would become the Korean War. Now you command the troops and tanks as American and South Korean forces battle the North Korean People's Army in 48 separate scenarios set during the epic first months of the Korean War. The easy-to-learn, interactive game system will remind you what wargame fun is all about.

box back map map map map

Display Scenario List (48)


Display Order of Battle

North Korea Order of Battle
Chosŏn'gŭl
  • Misc
South Korea Order of Battle
Daehanminguk Haebyeongdae
Daehanminguk Yuk-gun
  • Mechanized
  • Misc
United States Order of Battle

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
  • 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.
  • River Vessels: see Rule 15.2 ~ 15.22
  • 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 (7)

7 Errata Items
Errata item for JayTownsend

On the newest release/printing of Pusan Perimeter the all errata's have been corrected.

(JayTownsend on 2015 Dec 25)
Scen 22

Scenario #22, The Perfect Assault:

The NKPA setup should read: Enter any map edge on Board 92 and/or 95 on Turn One or later, but at least 10 units must enter on each map. (Not each edge, as there are not enough units for that)!

(JayTownsend on 2015 Jan 01)
Scen 32

Scenario #32, All so New:

The maps need to be rotated right 90 degrees to right to make the scenario work for setup and victory conditions.

(JayTownsend on 2015 Jan 01)
Scen 32

Scenario #32, All so New:

The maps need to be rotated right 90 degrees to right to make the scenario work for setup and victory conditions.

(JayTownsend on 2015 Jan 01)
Scen 32

The errata was corrected in the second release of Pusan in scenario #32: All So New!

So please ignore earlier errata for scenario #32 is you have a newer version of the game, as the maps no longer need to be rotated 90 degrees unless you have the first released copy of the game.

(JayTownsend on 2017 Jun 23)
Scen 41

The scenario calls for 2 US Sergeants but there is only 1 Sergeant counter. I left the sergeant in the on-board force and added another random Lieutenant to the retreating force that enters on turn 1.

(thomaso827 on 2015 Apr 17)
Overall balance chart for 1371

These are single-step units. The back of the counters in Pusan Perimeter should be blank.

(rerathbun on 2014 Nov 04)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
North Korea
100%
North Korea
United States
60%
United States
South Korea
46%
South Korea

Display Battle Types (12)


Display Conditions (11)

PG-HQ Library > Games > Pusan Perimeter
Errors? Omissions? Report them!