Panzer Grenadier Battles on October 24th:
Fronte Russo #9 - Potemkin Village Red & White #28 - Bastion
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Battle Game 7: Inch'on and the Battle for Seoul
Counter Attack #72
(Defender) North Korea vs South Korea (Attacker)
United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA072
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 579
Parent Game Counter Attack
Historicity Historical
Date 1950-09-15
Start Time 06:30
Turn Count 198
Visibility Day & Night
Counters 549
Net Morale 0
Net Initiative 0
Maps 5: 110, 111, 112, 113, 114
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 372
AAR Bounty 220
Total Plays 0
Total AARs 0
Battle Types
Ambush
Amphibious Landing
Bridge Control
Delaying Action
Enter & Exit
Hill Control
Kill Them All
River Crossing
Road Control
Urban Assault
Beach Control
Entrenchment Control
Conditions
Entrenchments
Minefields
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

Battle Game 7 consists of Scenarios 42 through 52.

After the North Korean's Great Naktong Offensive lost its steam due to heavy casualties, a kind of stalemate developed along the Pusan Perimeter. This was essential to the drama of the plan developed by MacArthur. A victory by the Eighth Army in the Naktong battles that was so significant that the NKPA withdrew would have robbed the Inch'on strike of its impact. Indeed this happened later in the campaign during the drive north as a planned invasion at Wonsan became ridiculously delayed until the troops landed only after the ROK had already entered the town by land. However, Walker did just what the plan called for during the battles for the Perimeter: He fought the NKPA to a standstill. Now Doyle's detailed planning to prove that an invasion at Inch'on was "not impossible" would be put to the test.

Conclusion

No matter how terribly risky (and calculated by MacArthur to advance his political prospects) the Inch'on invasion may have been, there is no arguing with the massive success of the strike or its impact on the war in Korea. This was MacArthur's defining moment and could easily have catapulted him and his Asia First policy into the forefront of American and Free World thought. Following the Inchon invasion the NKPA disintegrated. Without Inchon there would have been a slow, tortured fight up the peninsula from Pusan. The sudden victory and pursuit even caused policy makers to reconsider whether the complete destruction of the North Korean state should be attempted. MacArthur ensured that such an effort could be completed. And in the wake of Inch'on, no one felt like second guessing him.

The victory at Inch'on was virtually assured once the Pusan Perimeter held. The NKPA had thrown nearly all of its troops into that battle and had neglected rear area security. To a great extent they could not even conceive of a strike such as that which hit Inch'on. This was pure strategic surprise and nothing that we can do on the tactical level will change that.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
  • Mechanized
South Korea Order of Battle
Daehanminguk Haebyeongdae
United States Order of Battle
Army
  • Mechanized
  • Towed
Marine Corps
  • Motorized
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)
Errors? Omissions? Report them!