Panzer Grenadier Battles on August 20th:
Broken Axis #41 - Romania Mare Scenario 1: Bloodletting Fronte Russo #33 - A Weak Response
Broken Axis #42 - Romania Mare Scenario 2: Beyond the Beautiful Valley Little Saturn #1 - A Strategic Hill
Broken Axis #43 - Romania Mare Scenario 3: Zmev: Glory or Shame Power of the East #11 - Desert Blitzkrieg
Fronte Russo #32 - August in Flames
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Battle Game 8: Breaking the Cordon
Counter Attack #73
(Defender) North Korea vs Britain (Attacker)
United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA073
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 569
Parent Game Counter Attack
Historicity Historical
Date 1950-09-18
Start Time 10:00
Turn Count 97
Visibility Day
Counters 236
Net Morale 1
Net Initiative 0
Maps 4: 110, 113, 114, 115
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 288
AAR Bounty 225
Total Plays 0
Total AARs 0
Battle Types
Delaying Action
Enter & Exit
Kill Them All
River Crossing
Road Control
Urban Assault
Conditions
Illumination
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack maps + counters
Introduction

Battle Game 8 consists of Scenarios 53 through 58.

After the Inch'on landings and the capture of Seoul, the whole front began to open. NKPA morale sank, with the enemy both in the front and to the rear of their positions and some units not even knowing their overall situation until a week or two afterward. The U.N forces took full advantage of this, exploiting the North Korean confusion.

Conclusion

Operationally, the NKPA forces surrounding the Pusan Perimeter had no option but to retreat once the X Corps came ashore. The North Korean forces left behind in the Seoul area were insufficient to maintain any supply line to the divisions to the south. The rapid shift from near-complete victory to crushing defeat caused a variety of responses; desperate defense through pell-mell abandonment of positions and equipment.

To an extent a battle game focused on the necessity of a rapid strategic retreat may seem to be overblown, however the progress of the UN forces at this stage of the campaign was to have a significant effect on the course of the war. The dissolution of the NKPA in the face of Inch'on and the breakout from Pusan led American policy makers to consider the possibility, previously not considered, of invading the North and uniting the Korean peninsula under an American-friendly government.

Certainly MacArthur had considered such an effort and he now turned his operational success in the Inchon invasion and Walker's breakout and pursuit into a policy campaign to cross the 38th Parallel and occupy North Korea. The near-total destruction of the NKPA made such a policy seem to be almost without any cost. To be able to meet what at the time was considered a Soviet-inspired (rather than what subsequent research has shown to be merely a Soviet-tolerated) invasion of a "capitalist" state with a complete reversal was seen as an opportunity that must be grabbed.


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
  • 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).

Display Order of Battle

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