Panzer Grenadier Battles on September 25th:
Counter Attack #49 - Seoul by Noon White Eagles #11 - Black Monday
Counter Attack #54 - Chinju Crossing
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G Company is Missing
Counter Attack #27
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA027
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 573
Parent Game Counter Attack
Historicity Historical
Date 1950-09-04
Start Time 08:00
Turn Count 19
Visibility Day
Counters 41
Net Morale 0
Net Initiative 0
Maps 1: 114
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 154
AAR Bounty 155
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Enter & Exit
Conditions
Smoke
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

North Korean assault troops broke through the lines of the Capital “Tiger” Division in a strong nighttime attack, forcing the ROK troops back in some confusion. North Korean tanks overran ROK artillery and threatened the Capital Division headquarters, forcing it to retreat and adding to the confusion. The American command of I ROK Corps threw an American battalion into the fight, but it did no better and managed to lose one of its rifle companies. After gathering the missing troops, the battalion tried to fight its way free.

Conclusion

Discovering that his 2nd Battalion had left one of its companies behind, Col. Dick Stephens of 21st Infantry Regiment ordered them to turn around and fetch the missing troops. Finding the company still holding a bridge over the Hyongsnagang River, the battalion then once again fought its way free of the North Korean trap, losing most of its small detachment of new M46 Patton tanks in the process.


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

North Korea Order of Battle
Chosŏn'gŭl
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (2)

Bob and Weave
Author J6A
Method Solo
Victor North Korea
Play Date 2017-07-23
Language English
Scenario KWCA027

This scenario was a lot of fun. To win, the US has to exit 20 steps off the south edge. The trick is that they only have 26 step-equivalents on the board, and they are going down the long way. With a narrow board, I focused the North Korean defense on the town in the center, with one stack on a hill on each flank with an squad (SMG, I think) and some ATRs. I put the 45mm AT gun on the hill in the south center to deter any Jeeps or Jeep .50s from making a break for it.

As the US, I decided to try to keep moving as much as possible, except for a small group to try to pin down guys in the town. The rest of the force would try to force the western defenses as quickly as possible, and dash off the board. I had 19 turns, so I could stay and fight a bit, however each turn of delay made the chances of losing steps higher.

As it turns out, this was a less than perfect plan. The HMGs unloaded from the Jeeps to avoid getting shot up and with one stack of infantry tried to tie up the forces in the town. The tanks and Jeep .50s along with some infantry went straight for the western stack, while the rest of the infantry tried to skirt the town to the west. The North Koreans responsed by sending the eastern stack as reinforcements, and as the fighting got heavier, started stripping the town of troops to help wall in the Americans. The Americans lost a tank step early to an assault, partially due to some overconfidence on my part, and one of the Jeep .50s fell prey to ATRs. I suddenly got a bit more cautious. The forward western defenses eventually cracked, however by that time the North Koreans had shifted enough troops from the east and the town to form a 2nd line of defense. I got some troops into an assault with the AT gun, which took it out of the fight, although I wasn't ever able to kill it! A number of troops infiltrated past the North Koreans and escaped.

Then came my big blunder. I loaded the HMGs back into the jeeps, ready to make a break through a gap in the North Korean lines. However, I forgot to leave an extra unit with them. The North Koreans won the initiative, jumped into the hex with the Jeeps and their HMG passengers, and assaulted, killing them and eliminating any chance the US could win.

This scenario was a lot of fun. Both sides have room to maneuver, the US has some tough decisions on where to go and how soon to get off the board. I can see it playing out very differently on a repeat play. It's also one I think would be very good FtF.

0 Comments
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Korean War:Counter-Attack, scenario #27: G Company is Missing
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-07-16
Language English
Scenario KWCA027

Korean War:Counter-Attack, scenario #27: G Company is Missing

Kind of an interesting situation where the Americans must exit passed a blocking North Korean forces which setup pretty much across the lines, centered around the town hexes and dug-in on either flank. The Americans enter from the north and led the charge with a platoon of M46 Patton tanks thinking they are invincible and plow through one wreck on the road only to find out that they are not invincible, getting hit by North Korean 45mm AT Gun fire that rolls a 12 on the dice for one steps loss. Still not learning my lesson, a few turns later I pulled adjacent to the same 45mm AT Guns in town, hoping to suppress it and their HMG staked with it. But as it would be for almost the first 8 turns, the NKPA rolled a higher Initiative roll each turn to start first. This time they roll 11 on the dice, with a 3 AT factor and a plus 1 Modifier for being adjacent. Which is 15 – 5 = 10 or another step loss. First time in a game where I had a 45mm Gun give me so many problems to a heavier tank unit. I almost reset the game but didn’t.

The American Infantry and assorted jeeps units either head through a gap in the lines or move around one of the flanks. The North Korean pull out some of the units from their lines to head off some of this movement but the Jeeps .50cal carrying one leader and the standard Jeeps carrying two HMG units and one Leader exit off the south edge of the map. This leaves just the Infantry to try and fight their way off the map. Most are trying to avoid combat and make their exit but the repositioned North Koreans and maneuver fighting causes some casualties on both sides. The Americans are only able to get 16 steps off the south edge of the map counting the Jeeps .50cal steps as the Standard Jeeps steps don’t count but the .50cal type do. The Americans lost three steps of Infantry besides their tank steps, also some were demoralized or disrupted and didn’t make it off the map in time. The North Koreans lost maybe three steps, but I didn’t keep track of them as the victory conditions are all about exiting 20 of more American steps, which didn’t happen and the North Korean win this one.

I think in a replay, it’s very doable for the Americans to win, but wasting my M46 Patton tanks, which I should have just rushed off the map to get those 4 points. Also, the NKPA were hot of the dice with Initiative rolls, always activating first. Not easy but I think if I avoid combat as much as possible I could exit the required 20 steps or maybe I should have just eliminated the NKPA units and then tried but with only 19 turns that is risky as well. It should be a good scenario to try again!

1 Comment
2017-07-25 00:11

I should have ranked this a 5, it was a blast to play!

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