Panzer Grenadier Battles on December 4th:
Desert Rats #31 - Young Fascists : The Morning Phase Red Warriors #18 - Shanaurin Strikes Back
Desert Rats #32 - Young Fascists : The Afternoon Phase Tank Battles #29 - Operation MARS #17: Shanaurin's Drive VI: Shanaurin Strikes Back
Heavy Metal #4 - Shielded Frogs
Town Defense Waiting for Action
Author thomaso827 (South Korea)
Method Face to Face
Victor South Korea
Participants unknown
Play Date 2015-01-03
Language English
Scenario KWPP003

Bob and I played our second face-to-face game, choosing the 3rd scenario instead of the 2nd one because of trying to keep the game inside a planned play time. I took the South Koreans and built 3-unit stacks with good leaders in the town, lead by good LTs centered around a good Captain in the central hex so the town could fight as a combined group or stacks fight individually if necessary. At the outskirts of town and south of the edge of town, I placed an extra infantry unit that could move in to replace any losses, and put the Engineer platoon with a 9-0-0 leader in the jeeps so they could run in and support in town assaults as well. I placed the 4 casemates in a line about 6 hexes apart across both boards and slightly north of the northern-most town hex, with good fields of fire and on hills where they could threaten NKPA attackers. The 2 105s were placed on the hill overlooking the town, where they had a great field of fire over the open plain north of the town. The Mortars were set up in adjacent hexes with the Colonel directing the center weapon, a captain on the right and the sergeant on the left, set up in a wood line towards the middle of the board where they could add their massed fire or individual fire to just about any point where the NKPA were expected to try to flank the town. The last two stacks of infantry and HMGs were on the western board and on the hill so they could try to slow down or prevent an end run from that flank. Bob set up 3 large command groups, one on his left facing the town, one in the center that I expected to move south and then turn left to try to take the town from the south and west, and the third just west of the junction of the two boards that I expected would keep my western forces tied down and keep them from assisting the town defenders. As we started play, my off board arty and the 2 105s took accurate fire on the NKPA left stopping the key attack force before most of them were in range to fire. The longer range of the ROK weapons really showed here with the 3-hex fire-group killing or demoralizing just about anything that survived the artillery, until what survivors turned tail. The Kommissar had chosen to accompany the NKPA LTC on that flank, and turned out being one of the few Leader Loss roll casualties of the game. The center faltered early on, and had to work hard to get into a position to fire on the two casemates on the eastern board, but managed to take them both out by turn 10 and started engaging the ROK mortars, killing one platoon and demoralizing the captain. The ROK Colonel pulled the other mortar into his hex along with the demoralized leader from his right, but off board NKPA guns found the range and demoralized the colonel and sergeant while doing little damage to the mortars. At about this point, it seemed Bob's focus was changing, ignoring the prize of the town and just doing as much damage as possible. It wasn't much of a fight, as at the end of 13 turns, the NKPA had taking 19 step losses to only 3 ROK step losses, and with so many reduced units on the table, and with no real attack being directed at the town, we called it a day. Excellent scenario, and we look forward to a return to Ch'unch'on Day 2 for our next game.

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