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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Dust Clouds
Counter Attack #15
(Attacker) North Korea vs America (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWCA015
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 560
Parent Game Counter Attack
Historicity Historical
Date 1950-08-17
Start Time 18:00
Turn Count 12
Visibility Day
Counters 23
Net Morale 1
Net Initiative 0
Maps 1: 110
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 158
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Kill Them All
Urban Assault
Conditions
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

Late in the day, Maj. Gen. Lee Kwon Mu committed his armored support to the battle for Hill 102, the right end of Obong-ni Ridge. Four T-34/85 tanks trundled forward and the Marine Brigade’s Pershing tanks rushed to meet them in what would become the first engagement between Pershings and the T-34/85’s they had been sent to Korea to combat.

Conclusion

The crews of every anti-tank weapon the Marines possessed rushed forward to meet the advancing armor: 75mm recoilless rifles, 3.5-inch bazooka teams, and M26 Pershing tanks. Two of the tanks were claimed by Pershings, one by bazooka rockets, and the last by Air Force F51 fighter-bombers. Without their armor support, the North Korean attackers melted away.


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

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

Display Errata (2)

2 Errata Items
Scen 15

For scenario #15: Dust Clouds, use the original victory conditions before AP changed them, for better balance:

Victory Conditions: The North Korean Player wins if they eliminate 2 or more American steps, tanks count double. Anything else is an American Victory.

(JayTownsend on 2017 Jun 17)
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)

A Quick Scenario, It's Best Feature
Author J6A
Method Solo
Victor America
Play Date 2017-06-15
Language English
Scenario KWCA015

I was really disappointed in this scenario. I chose it because it was small and would play fast. That was true. A small group of North Koreans (6 units, including 1 unit of T34-85s) get the joy of attacking a bunch of Marines with Pershings and recoilless rifles who also hold high ground and a town. To win, the North Koreans have to achieve 2 of 3 objectives. Causing 2 step losses, not taking 2x as many step losses as the US and taking a town hex. Yeah, good luck with that.

I moved the NorK infantry onto a hill overlooking the town, along with the tanks. The SMG platoons went on a flank march. Since history said the Americans charged the North Koreans with everything they had and eliminated the tanks, I did the same. Assaulting uphill, I rolled a 7 for the US and snake eyes for the North Koreans, who were able to get a 2 result out of it. Huzzah! One victory condition achieved. Literally all I had to do now was go and hide so that the US didn't kill 4 steps of North Koreans and I'd win. However, my US self wasn't having any of that, and after long range AT fire reduced the T-34s, they sent more troops up the hill. the NorKs were too slow to get away, and casualties mounted. Meanwhile, the flanking force was pretty much shredded by the WPN platoon in the northern town.

I stopped on turn 11 of 12 when it was obvious the North Koreans had no shot. And, frankly, I'm not sure how, in the absence of huge amounts of luck, they can win this scenario. They are outgunned and on the attack and have tough victory conditions. At 12 turns and only a dozen units, it plays very fast, so if you just want to beat up some North Koreans, you might enjoy it. I won't be revisiting it.

3 Comments
(edited 2017-06-17 13:07)

Before AP changed the victory conditions, here is the original,

Victory Conditions: The North Korean Player wins if they eliminate 2 or more American steps, tanks count double. Anything else is an American Victory.

Sorry you are disappointed.

2017-06-21 20:05

If the original VCs were in place, my lucky shot on turn 2 would have given the NorKs a win. So, I think some adjustment was necessary. This one just missed the mark for me. The good news is, the one I'm currently playing (#17) seems much more interesting. A straight ahead-charge for the NorKs, and lots of SMGs for fun assaults. They will probably get slaughtered (as they did historically) and I'll have fun doing it. :)

2017-06-21 23:04

Good to hear. Yeah, if I had it to do over again, there are 2 or three scenarios I would change the victory condition for. I guess out of 65, a few might not play out as I had hoped for.

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