Panzer Grenadier Battles on February 19th:
An Army at Dawn #30 - Kasserine Pass: Djebel Semmama Road to Berlin #38 - Flemings Sabred
An Army at Dawn #31 - Kasserine Pass: Like a Stone Wall Siege of Leningrad #10 - Krasnaia Gorka
Road to Berlin #37 - Gran Intermezzo
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Pedal to the Metal
Counter Attack #18
(Attacker) North Korea vs South Korea (Defender)
Formations Involved

Overall balance chart for KWCA018
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
Scenario Rank: --- of 607
Parent Game Counter Attack
Historicity Historical
Date 1950-08-09
Start Time 12:00
Turn Count 18
Visibility Day
Counters 34
Net Morale 0
Net Initiative 0
Maps 1: 113
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Enter & Exit
Hill Control
Kill Them All
Road Control
Randomly-drawn Aircraft
Scenario Requirements & Playability
Counter Attack maps + counters

In previous fighting, ROK troops had been demoralized by the appearance of North Korean armor, which in turn had heartened the NKPA soldiers. A small detachment of tanks and assault guns joined the advance of the shaky North Korean 8th Division, but this time the ROKs were ready for them, with an anti-tank minefield covered by infantry.


Six North Korean armored vehicles were quickly destroyed: both the South Korean combat engineers and the American pilots of the Far East Air Force claimed them. Whoever destroyed the five tanks and one assault gun, their loss crippled the North Korean drive and the 8th Division fell back in some disorder.

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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

North Korea Order of Battle
  • Mechanized
South Korea Order of Battle
Daehanminguk Yuk-gun

Display AARs (1)

Korean War: Counter-Attack, scenario #18: Pedal to the Metal
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-06-14
Language English
Scenario KWCA018

Korean War: Counter-Attack, scenario #18: Pedal to the Metal

Another fun, small size, action packed, fast playing scenario, pitting North Koreans vs South Koreans. There are points for eliminated enemy steps, 60 meter hill control, road control and for NKPA units exiting south. The South Koreans (ROK) setup in a defensive line from east to west, kind of thin but filled in with five minefield counters. The North Koreans don’t have a large force either but have some armor in the form of T34/85s and Su76s mixed in with their Infantry types. The NKPA decide to enter force on both sided of the north-south river and go after the road control, hill control and enemy steps eliminated victory conditions and forget trying to exit units. The ROKs are dug-in with Infantry types, Bazooka Teams, engineers and minefields, waiting the NKPA forces but are still stretched thin but have American air-support.

The ebb and flow of the battlefield was interesting, the Americans tried assisting the ROKs with their air-strikes concentrating on the NKPA armor but out of four airstrikes only one hit home and destroyed one step of T34/85s and disrupting another, so three steps remained with the disrupted one recovering quickly. This was the first time I ever got to use a North Korean engineer unit to try and remove minefield counters. The first two were dummies/decoys, in fact the South Koreans drew the worst minefield counters possible with 3 out of 5 being dummies. I kept them unknown to myself until flipped in action. Other ROK highlights; they managed to knockout one step of NKPA Su76s in an assault hex with a puny 2.36 Bazooka Team before getting killed off themselves. The 3.5Bz never had a chance to get into the assault. The ROK overall had the worst assault combat dice rolls compared to the NKPA, enough to swing the battle against them at a critical time in the action.

By the end of 18 turns, the ROKs had only 4 steps left on the map plus three leaders. The North Koreans lost 7 steps, the South Koreans lost 18 steps. Each side controlled one 60-meter hill hex but the NKPA also controlled all of the road hexes south of the intersection. The NKPA had a 16 point advantage overall, for a major victory.

Despite the North Koreans major victory, this was a fun scenario to play and offered a little of everything. If I replay this one, I’ll not try and defend the whole map from east to west as the ROK player but the road south and the two 60 meter hill hexes and then I believe they will get a result in their favor.

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