Panzer Grenadier Battles on June 23rd:
Eastern Front #8 - Hammer of the Proletariat Panzer Grenadier #43 - The Duel
Eastern Front #9 - 28th Tank Attack Saipan 1944 #23 - Barring the Way
Eastern Front #10 - The Duel Saipan 1944 #24 - Hell's Pocket
Eastern Front #11 - Night of the Guards Saipan 1944 #25 - Armor After Dark
Fall of France #50 - Valley of Death Workers and Peasants #15 - Opening Moves
Panzer Grenadier #27 - Hammer of the Proletariat Workers and Peasants #16 - A Glimpse of the Future
Panzer Grenadier #32 - 28th Tank Attack
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Fox Hill
Counter Attack #3
(Defender) North Korea vs America (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 560
Parent Game Counter Attack
Historicity Historical
Date 1950-08-08
Start Time 07:00
Turn Count 20
Visibility Day
Counters 58
Net Morale 0
Net Initiative 0
Maps 1: 112
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 167
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Kill Them All
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

With the Marines now in position, Eighth Army assigned the Provisional Brigade’s commander, Brig. Gen. Edward A. Craig, to command all troops on the Chingdong-ni front. Eager to show what Marines could do under Marine command, the attack against Fox Hill (Hill 342) went in after sharp air strikes by Marine aircraft from the brigade’s organic air component.

Conclusion

The North Koreans put up spirited resistance, seemingly heedless of their own losses, but the Marines overran the crest of Fox Hill. Soon afterwards they linked up with an Army infantry company that had been trapped behind North Korean lines. According to 2nd Battalion’s after-action report the North Koreans suffered massive casualties; the Marines lost eight dead, including three officers, an indication of the Marine command’s eagerness to achieve their first objective.


Display Order of Battle

America Order of Battle
Marine Corps
North Korea Order of Battle
Army
  • Towed

Display Errata (1)

1 Errata Item
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 AARs (1)

Nobody stops the Marines
Author J6A
Method Solo
Victor America
Play Date 2017-06-06
Language English
Scenario KWCA003

A nice one map scenario, where Marines with decent OBA and a lot of heavy weapons have to try to take a hill full of dug-in North Koreans. Now, from a quality standpoint, the Marines have all the advantages. 8-3s are better than 4-2s, and 12-5s are better than 7-4s, however there's the whole issue of going against dug-in guys uphill, and not a particularly long time clock. Plus, the victory conditions give the NorKs more points for holding the hill hexes than the Marines, so the Marines can't just say "Okay, we took half of the hill, we're good."

I spread the North Korean defenders across the 2 hills, concentrating on the highest hill hexes and also where there were light woods. I did leave a couple of units in the town near the start, which may have been a mistake. They didn't delay the Marines much at all. The USMC entered mostly from the southeast and east, attempting to take out the lower hill first before tackling the higher hill. I initially tried to use massed firepower to eliminate some of the NorKs, and this wasn't working fast enough. Being dug-in generally reduced the firepower to where I was not getting rid of many of the Commies, and their return fire was at least annoying. Plus, their small OBA and mortars kept causing issues. So, it was time for the assaults. Even here, things were tough, as the first fire by the NorKs kept causing casualties and disruptions. About 2/3 of the way through the scenario, the NorKs still had a a big VP lead. However, they were also becoming increasingly fragile. Once those 7/6s rout, they don't come back when the leadership was mediocre. Finally, with 4 or 5 turns left, the North Korean position on the eastern hill collapsed, and I rushed every healthy Marine I could find at the western hill. US artillery found its mark, and there just weren't enough healthy North Koreans left to put up an active defense. The Marines swept through empty hill hexes, and while they didn't totally clear both hills, they took enough hexes to give them a victory by several point.

This was an exciting scenario, as it didn't become clear until about 2 turns from the end that the Marines could win it. However, I think it's better suited for solo play than competitive, because the North Koreans are mostly sitting in their foxholes waiting for the onslaught. They don't have a lot of maneuver room I'd probably rate it a 3 or 4 if being played with 2 players.

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