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
Sea landing
Author leonard (United States)
Method Face to Face
Victor United States
Participants unknown
Play Date 2018-06-06
Language English
Scenario KWCA042

This is the report of my first try at sea landing in PG ! Globally interesting and smooth going. A few remarks first. There's an error in the scenario with the landing ship capacity and the number of units to transport : there's one unit step in excess. So we agreed to adapt the ships to the number of units listed in the OB. Second : when an AFV lands on the shore from a ship, it costs 1 movement point to both ship and AFV but may the AFV go on expending the remaining movement points on land ? We have agreed it was possible that way.

I was commanding the Marines force and I must admit the approach seemed quite risky from the start. The North Korean player has 1 X 40mm AA gun, 1 X 76 mm Art and 1 X 122 Art that all have a significantly good capacity of inflicting losses on the LVT3C (their armor is 0 !) and even better on the other ships (unarmored). Since we play face to face using the hidden units option, there was no unit visible on the Incheon coast... I chose to enter the LVT3C,only, on the first turn and on the most southern part of the coast trying to outrange the guns that might be located on the Wolmi-do island. The 40mm AA was set up entrenched on the top of the round hill and it sank a LVT3C right away with the transported units. Answering the threat, I sent the aircrafts against the hill but ... no result. Then I directed all the artillery (2 X 30 + 1 X 24) against the same target and got it eventually : one gun less ! No other theat materialized on the first turn. On the second turn, I immediately landed the personnel from the LVT3C (too dangerous !) to begin recon on the shore and no other entry. On third turn, the Marines + LVT3C completed the recon and it appeared that Wolmi-do was empty of enemy. Further infantry entering in the unarmored ships landed safely on the island. Next turn, the ships transporting the tanks (Pershings, Flame shermans, Dozer) landed safely in the same area. And the US invaded the city without difficulty smashing everything dangerous with artillery. On turn 8, the North Korean conceded. I really wonder what would have happened if the North Korean player had opted for a more forward defense...

4 Comments
2018-06-08 16:12

Hi Leonard!

This sounds like a great scenario to play face-to-face with real hidden units. How do you think it would go solo? Still a 4 rating?

~ drew

2018-06-09 11:05

Leonard, thanks for playing that scenario. I have done a lot of amphibious scenarios from Saipan 1944, Marianas 1944 and a few from The Korean War: Counter-Attack. I always want AAR feedback on these, as they are fun to play but take a lot more work to design than the normal scenarios. The Korean War amphibious scenarios were harder to make compared to the Pacific WWII ones, as initially the NKPA didn't put up a lot of resistance, making them harder to simulate.

2018-06-10 05:14

Hi Andrew,

Well... I don’t play PG solo that much so I’m rather inexperienced in that field. However, the scenario should be rather short and brutal in any way. I think the only valid option for the North Korean is to set up his guns on the shore to maximize the kill possibilities on the incoming ships. Even if moderately lucky, the NK player could destroy half of the Marines force but then ... he will probably also win the scenario. So, it is mainly a question of dice rolling during the very first turns and this could be frustrating because strategy is limited. Difficult to balance. Not a top scenario but fun to try.

2018-06-10 05:27

Hi Jay,

Yes, it is fun to play ! Thanks for that. As I explained it to Andrew above, it surely is difficult to balance.

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