Panzer Grenadier Battles on February 21st:
An Army at Dawn #34 - Kasserine Pass: Duel at Dawn Nihon Silk #3 - Koepang, Day Two
An Army at Dawn #35 - Kasserine Pass: The Reports Were Wrong South Africa's War #3 - Battle on the Equator
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Counter Attack #46
(Attacker) North Korea vs United States (Defender)
Formations Involved

Overall balance chart for KWCA046
Side 1 0
Draw 1
Side 2 0
Overall Rating, 0 votes
Scenario Rank: --- of 607
Parent Game Counter Attack
Historicity Historical
Date 1950-09-21
Start Time 21:00
Turn Count 20
Visibility Night
Counters 28
Net Morale 1
Net Initiative 0
Maps 1: 110
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Kill Them All
Urban Assault
Scenario Requirements & Playability
Counter Attack maps + counters

While the NKPA had a large number of combat troops in the Seoul area – about 20,000 – they were neither well-led nor tactically proficient. They did show at times a strong will to fight. When the 1st Marines encountered stiff resistance in the industrial suburb of Yongdungpo, one company executed a flanking maneuver to attack the North Koreans from an unguarded angle. The North Koreans responded with a counter-attack with about 500 men backed by tanks.


Marine veterans swore later that the North Koreans came on screaming the Japanese battle cry of “Banzai!” rather than the Korean “Manzai!” Whatever words were on their lips as they died, they died in droves: the Marines counted 275 North Korean dead after the attack, against only light losses of their own. At 0800 the 1st Marines launched their own attack into Yongdungpo, only to find that the NKPA had already pulled out of the suburb.

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
  • Mechanized
United States Order of Battle
Marine Corps

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 #46: Flanked
Author JayTownsend
Method Solo
Victor Draw
Play Date 2017-10-17
Language English
Scenario KWCA046

Korean War: Counter-Attack, scenario #46: Flanked

When you set this scenario up you think no way can North Korean forces push U.S. Marines out of town for a victory but then you realize that they have about twice the force including a platoon of T34/85 tanks and the cover of night to move in close and the Marines are cut-off and have no artillery support so anything goes in this scenario.

The Americans setup in all the town hexes on both sides of the river with covering fire on the bridge hex. The North Koreans move on the map from the west and converge on three town hexes on the west side of the river from the high ground on the western side and the flat ground on the southern approach.

Both sides’ trade shots and the North Korean pull adjacent on all sides and trade more shots and the NKPA and Americans adjust the stacks hoping for better results but this also forces the Marines to use the 3.5in Bazooka Teams into some suicidal attacks against the North Korean T34/85s without any supporting Infantry. Results were one step of T34/85s for two steps of 3.5in Bazooka Teams an even trade by points, but I needed Infantry support next game I try that.

The North Koreans go for an all-out assault on all three town hexes on the west side of the river and roll some pretty good dice and were able to use the T34/85 reduced step to get an AFV modifier on one assault. The NKPA had more steps to filter back in to assaults as they became demoralized, as they are weaker than the Marines Infantry & HMG units.

Towards the end neither side was able to push the other side out of town, with the North Koreans controlling two town hexes for two points, the Marines two town hexes for four points and nobody controlling the bridge hex. Each side had also taken seven points of step loses. So the Americans had 11 points while the NKPA had 9 points, causing a Draw, as a side had to win by 3 or more points to achieve a victory and so on.

I few dice rolls either way on this scenario could have made a huge difference for either side. On the last turn I could have done a high risk attack to maybe make a difference in the scenario but decided not to as I doubt in real life a commander would have. A surprisingly close scenario.

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