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The Outskirts of Seoul
Pusan Perimeter #12
(Attacker) North Korea vs South Korea (Defender)
Formations Involved

Overall balance chart for KWPP012
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
Scenario Rank: --- of 598
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-28
Start Time 08:00
Turn Count 24
Visibility Day
Counters 88
Net Morale 1
Net Initiative 1
Maps 1: 93
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 160
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Pusan Perimeter maps + counters

South Korean military leaders agreed that they would only blow up the bridges leading out of Seoul after retreating ROK units and civilian refugees had escaped across them. But the charges went off while the main bridge over the Han River was packed with up to 4,000 people. As many as 800 died in the blast and collapse. The ROK Army’s Chief Engineer was quickly court-martialed and executed; the American advisors attached to ROK headquarters believed chief of staff Chae Myung-shin gave the order and had his underling killed to cover up this act of cowardice. Despite disintegration at the top, scattered ROK units still put up spirited resistance.


While the rest of the South Korean troops who had defended the approaches to Seoul tried to find a way out of the doomed capital, one company of infantry dug in on South Mountain and fought until all were killed. The head of the ROK engineering school sent out teams with demolition charges strapped to long poles to attack North Korean armor, managing to knock out a few tanks at the cost of many dead volunteers. By afternoon two NKPA divisions occupied all the key positions in Seoul.

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).
  • 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
  • Mechanized
  • Motorized
South Korea Order of Battle
Daehanminguk Yuk-gun
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 1371

These are single-step units. The back of the counters in Pusan Perimeter should be blank.

(rerathbun on 2014 Nov 04)

Display AARs (1)

Korean War: Pusan Perimeter, scenario #12: The Outskirts of Seoul
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-05-29
Language English
Scenario KWPP012

Korean War: Pusan Perimeter, scenario #12: The Outskirts of Seoul

Ok, a large urban slugfest scenario, actually about the right size. Years ago, I thought I would love a Stalingrad type PG game but after playing many urbane PG battles and realizing that it would be two maps of nothing but city and assault type combat I have changed my mind a bit. With that said, this was the perfect size urbane scenario to fight through.

After the South Koreans setup and with a major river dividing the city, I thought it would be a difficult task to undertake but I have two North Korean engineers’ counters, artillery, lots of armor and air-support, so I went at it.

I led with my 6 counters or 12 steps of NKPA T34/85 tanks, pulled them adjacent to the ROK units, even with their weak 57mm AT-Guns defending. I flanked with both engineer units out of harmful range of ROK fire and setup two crossing points one in the east and the other in the west, with two forces of NKPA units to follow the engineers. After softening up the center with armor, the center group of Infantry attacked the city. The flanking Infantry came in on the back side of the ROK city fortress attacking Seoul on all sides. The North Korean get to enjoy air-support the whole scenario in one of the few scenarios in the series. After a bloody struggle the NKPA controlled Seoul for the victory. But even with that, a few dice rolls here or there and the South Korean could have won.

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