Panzer Grenadier Battles on December 13th:
Arctic Front Deluxe #4 - Gathering Darkness Little Saturn #5 - Back to the Don
Heroes of the Soviet Union #3 - The Bloodiest Fight Red Warriors #20 - The Bloodiest Fight
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Battle Game 5: Fighting for the North Perimeter
Counter Attack #70
(Attacker) North Korea vs South Korea (Defender)
United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWCA070
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 588
Parent Game Counter Attack
Historicity Historical
Date 1950-08-27
Start Time 04:00
Turn Count 123
Visibility Day & Night
Counters 335
Net Morale 0
Net Initiative 0
Maps 5: 110, 112, 113, 114, 115
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 246
AAR Bounty 156
Total Plays 2
Total AARs 2
Battle Types
Bridge Control
Delaying Action
Enter & Exit
Hill Control
Kill Them All
Road Control
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Illumination
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

Battle Game 5 consists of Scenarios 26 through 32.

During September 1950, the action in and around the Pusan Perimeter was confusing. So many engagements took place at the same time from the east coast near P'ohang-dong westward to Taegu and south along the Naktong River that it was difficult for either command to get a clear picture of the overall situation. The first two weeks of September saw at least five distinct and dangerous situations develop across the Perimeter. The decision to pursue the landing at Inchon had been made and substantial forces (an entire American corps) as well as much of the senior staff's attention were focused elsewhere. Walton Walker would have to make do with what he had.

Conclusion

Once the decision to pursue the Inchon invasion had been made the attention of MacArthur, his staff and the American high command became wholly absorbed by the planning and logistical effort to make this happen. Certainly if the invasion was to be a success, an awful lot of work needed to be accomplished. James Doyle, head of the planning staff, was not wrong when he damned the invasion with the faint praise of being "not impossible".

Of course something that would make all of these plans go sideways would be a collapse of the Pusan Perimeter while everyone was looking elsewhere. Kim il-Sung had already announced that the ROK and United Nations forces would not be able to hold and that the attacks in September would be the final act in the entire campaign. Certainly none of Walker's men would have thought that the tide had turned as they scrambled time and again to control or contain yet another thrust by the NKPA.

For Walker's defense of the perimeter to be stable it was essential for the ROK units to at least hold their own against the NKPA. United Nations (primarily US) forces would do the heavy lifting of offensive activity but the ROK units needed to be able to hold territory. Meanwhile any deep penetration of the perimeter at this point could make the Inchon operation far less effective. On the ground, it seemed as though Walker's troops were barely holding their own but the NKPA was sacrificing itself in the repeated assaults on the perimeter.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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
  • Mechanized
  • Motorized
  • Towed
South Korea Order of Battle
Daehanminguk Yuk-gun
  • Motorized
  • Towed
United States Order of Battle
Army

Display AARs (2)

Fighting for the Northern Perimeter Battle Game
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-07-29
Language English
Scenario KWCA070

Fighting for the Northern Perimeter Battle Game

Based on the Battle Games victory conditions for this one, I failed as the U.N. players and the North Koreans win this section of Battle Games. Sometimes it is easier to focus on the scenario at hand then the bigger picture but still interesting to see the results after playing all the scenario in a section.

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A Good Mix of Scenarios and Forces
Author J6A
Method Solo
Victor Draw
Play Date 2017-09-28
Language English
Scenario KWCA070

I decided to play this battle game because all of the scenarios were of manageable size, and because I got to use both US and South Korean forces in the course of the battle game.

There are 7 scenarios in this battle game, and the basic victory conditions for each side is to win 3. As things turned out here, the US/ROK won 4, the North Koreans 3, so technically both sides won, so I called it a draw.

I don't think any of the scenarios in this one are particularly one sided, and several of them were excellent and the rest at least average. They ranged from quick scenarios with less than 20 pieces to a 2 mapper with over 50 combat units. That scenario (Losing the Hills) was an exciting night fight. A couple of scenarios used the same map in the same configuration, however the different mix of forces gave the 2 scenarios different feels.

The ROK did well in all but one of the scenarios they appeared, giving as good as they got or even better! The North Koreans were best at night, and still fought tenaciously in every scenario, trying to overcome their equipment shortcomings with numbers.

This was a nice battle game as it gave me a chance to keep one PG game on the table for several weeks, and didn't bog down with overly long scenarios. There was a real sense of "We'll get them next time" after each scenario.

I've written AARs for each of the individual actions (Scenarios 26 - 32) for those who want more details.

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