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Beaches of Wolmi-do
Counter Attack #42
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA042
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 598
Parent Game Counter Attack
Historicity Historical
Date 1950-09-15
Start Time 06:30
Turn Count 15
Visibility Day
Counters 65
Net Morale 1
Net Initiative 4
Maps 1: 111
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 159
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Amphibious Landing
Hill Control
Kill Them All
Beach Control
Entrenchment Control
Conditions
Entrenchments
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

The Inch’on invasion began with a reinforced Marine battalion landing on Wolmi-do (Moon Tip Island), a small but hilly island right off the shore of Inch’on’s port and linked to the city by a causeway. Following heavy air strikes and naval bombardment, the Marines hit the beach.

Conclusion

The Central Intelligence Agency’s “Operation Trudy Jackson” had accurately identified all North Korean positions on the island in the weeks before the landing. The Marines swiftly captured Wolmi-do and the tiny connected islet of Sowolmi-do, killing or capturing almost all of the 400-man garrison within 90 minutes at minimal loss to themselves. With the island secure, the Marines now waited for the massive tides to return in the evening so the forces slated to land on other beaches could arrive.


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
  • 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.

Display Order of Battle

North Korea Order of Battle
Chosŏn'gŭl
  • Motorized
United States Order of Battle
Marine Corps
  • Misc
Navy

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)

Korean War: Counter-Attack, scenario #42: Beaches of Wolmi-do
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-05-19
Language English
Scenario KWCA042

Korean War: Counter-Attack, scenario #42: Beaches of Wolmi-do

This was one of the coolest scenarios I have played in a long time, sure a bit one sided but just fun to play. With that said, two clarifications: first from design to development and so on a few units were added so with the LSVs able to transport 4 steps and any number of leaders and the LCVPs and LVT3Cs able to transport 2 steps and any number of leaders you will have three steps too many to transport. Remember the Bazooka Team stacks for free. So two transports after unloading will have to exit the west side of the map and load the extra units and return. I left off the one HMG unit and one 81mm Mortar unit and returned later for them. Second, I have the LSVs and in later scenarios the LSTs with a 6 armor protection factor. Not this this has coming to play. The LCVPs have a -1 like trucks and the LVT types units have a printed Armor values on the counters.

Set up took a lot of thought, deciding where to setup the North Koreans, as they are automatically spotted in or adjacent hexes to the shoreline and I want to setup the two entrenchments and one Bunker counter kind of spread-out to buy time and spread the Marines thin. The biggest challenge for the Americans will be the first couple of turns, exposed to all the Anti-Tank and Bombardment fire and getting over that sea wall and lastly the 15 turns to achieve all the victory conditions. I wasn’t sure what to do with the NKPA Ba64 unit, so I set it up as kind of a mobile reserve hidden deep in the city, as I know it won’t last long. The 122mm and 76.2mm guns are both entrenched with the 40mm AA Gun dug-in somewhere between them to give AA support against the American air-power. The Bunkers has a NKPA: HMG, INF and higher valued leader in it. The rest are setup to the best of my ability including Wolmi-do Island. The Marines enter but avoid landing units adjacent to North Korean units to begin!

So for the major highlight;

The first round the Marines were pretty lucky with AT dice rolls against them and managed to get over the sea-wall in the first couple of turns with most units. The Air-power and naval bombardments were ok but only two or three times really helped out. I used mostly Naval/Marines planes in this scenario. Also I may have use my air-power one turn too many but oh well!

Early on the biggest setbacks for the Americans were a NKPA combine mortar attack, of one 120mm and one 82mm plus one leader with a one combat factor, for a total of 21 Bombardment fire rolling a two with the dice, thus causing the Marines to lose two steps of Infantry, a shocker for sure! The nest turn I blasted the North Korean mortars with all my off-board artillery for revenge. Also the Americans lost one LVT3C unit to NKPA Anti-gun fire from the 122mm gun, as those LVT3Cs are very vulnerable. Lastly the American lost on step of M4Flam after blasting apart a hex, the adjacent NKPA 40mm AA gun fired a short into it.

The attack on the Bunker was another highlight! After disrupting both a North Korean INF and HMG units the previous turn, I assaulted the two NKPA units plus high value leader with one Marine INF, one PIO/ENG, one 3.5 Bazooka Team plus one Colonel with a 1 combat factor as well. The Bunker gave the North Koreans a plus 3 combat modifier but the 3.5Bz gives a plus 2 combat modifier and cancels out fire-first plus the Americans had another PIO/ENG unit to add one more modifier and totally cancelled out the Bunkers advantage. The Bunker was cleared! The American M4Dz & M4Flm, one INF and leader steamrolled the NKPA 76.2mm entrenched gun before the M4Flm took the step loss mentioned earlier. Also, remember, if the American Bazooka Teams, is not attacking enemy bunkers, armor or vehicles, it stacks free and add one to assault hexes and you never know when one point might push an assault to the next advantage column, so use them!

The NKPA Ba64 unit was destroyed by an American M26 unit, just like historically after they tried to reinforce a SMG unit. With all that action, it’s hard to believe the last North Korean units to be cleared were still on the two hex Wolmi-do Island. With full concentration the American cleared that as well but only on the second to last turn. The Marines won a total victory, achieving all four objectives and the whole map was clear except one disrupted Kommissar that ran away and was never tracked down.

Ok, it may have been a complete Marine victory but it was so fun to play, with four objectives and a time constraint of only 15 turns, the Marines have their hands full and the NKPA have to choose when and where to strike. I few dice rolls either way and the whole situation can change. Moving these many varieties of units around with an awesome fire-power was just satisfying to tryout in this scenario. I highly recommend playing this one, even with a few extra scenarios rules, it worth it.

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