Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Head to Head
Counter Attack #1
(Attacker) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA001
Total
Side 1 2
Draw 0
Side 2 5
Overall Rating, 8 votes
5
4
3
2
1
3.75
Scenario Rank: 241 of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-07
Start Time 08:00
Turn Count 20
Visibility Day
Counters 69
Net Morale 0
Net Initiative 0
Maps 1: 112
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 158
AAR Bounty 147
Total Plays 7
Total AARs 5
Battle Types
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Throughout the retreat to the Pusan Perimeter, additional U.S. and allied forces flowed into the shrinking perimeter to bolster the defense. The U.N. maintained an active resistance, attacking the enemy where they became extended or overconfident, or when commanders sought advantageous terrain. With this counterattack toward Chinju Pass, Eighth Army headquarters sought to relieve enemy pressure against the perimeter in the Taegu area by forcing the diversion of some North Korean units southward.

Conclusion

Task Force Kean directed the attack, and for five hours its rightmost unit, the 2nd Battalion of the 35th Infantry Regiment, fought a force of about 500 men from the NKPA’s 6th Division. The Americans made little progress until a very effective air strike helped open way to Chinju Pass. Once the pass fell the regiment made rapid progress, securing its objectives by nightfall. Perhaps things were changing in Korea.


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
  • 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).

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (5)

Red Waves of Blood
Author thomaso827
Method Solo
Victor United States
Play Date 2017-05-06
Language English
Scenario KWCA001

This one-board scenario starts with both sides entering on turn 1, so it takes a couple of turns for the fight to develop. US got the initiative and kept it most of the game with 2 or 3 impetus each turn. The US moved with tanks forward, Sermans and Chafees taking position in the middle of the board between two village hexes where the could engage enemy armor or infanry. First blood was drawn on turn 3 as the single step of T34s died, followed by the Su76s and unoccupied APCs next turn. NKPA infantry moved into position to assault the US tanks, but failed to do damage before US infantry joined in, devastaing the NKPA troops. NKPA casualties hit 30 steps with no US losses at the end of turn 8, blamed more on hot US dice and poor NKPA luck more than tactcal mistakes. With little more that the NKPA could do, they fell back, giving the US a minor win but keeping a small blocking force on the road to avoid a major us victory. Great game.

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Korean War: Counter-Attack, scenario #1: Head to Head
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-05-15
Language English
Scenario KWCA001

Korean War: Counter-Attack, scenario #1: Head to Head

Ok, I’ll do a shorter AAR on this scenario. This is a meeting engagement thus the Head to Head title. The Americans come on from the east and the North Korean from the west but the victory conditions all depend on the Americans occupying either all of the east-west road for a major victory or everything east from hex 0504 which extends pretty deep into the NKPA territory, giving the NKPA an advantage but is off-set somewhat by a larger off-board artillery then the NKPA and two turns of airstrikes.

Both side’s active and try to move as many units forward as fast as they can, with vehicles, armor and motorcycle infantry racing ahead. Both sides get in range of each other’s armor but the North Koreans activate first on the next two turns and blow apart most of the American M4/76s and M24s with T34/85s and Su76 AT fire, leaving the Americans to battle it out, toe to toe with their Infantry against the NKPA Infantry but having units farther down the road then the Americans, to stall the American infantry, the NKPA Infantry behind can dig-in on the road, which they did. The North Koreans were able to dug-in units on road hexes 0504 and 0505 as well as a couple of supporting hexes and stalled the American Army with their forward units.

Casualties’ mater not in this scenario which turned very bloody but even with the larger off-board artillery then the North Koreans, the American stalled and could not control either road objective, victory condition by the end of the scenario. On one high note an American P-51 destroyed a NKPA BTR-40 unit with rocket fire which was cool but still the Americans lost this scenario. Next time I’ll have to be more careful with my American armor to start off the scenario.

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Punishing the Kim's
Author NBGB
Method Solo
Victor United States
Play Date 2017-08-01
Language English
Scenario KWCA001

This is my first AAR and first play on post WW2 PG. I was pleasantly surprised by how much I enjoyed it. Going to play the whole battle game (hopefully).

Th Americans achieved a major victory 2 turns from the end of the game. This is a single board with very rough terrain. Not a lot of long distance spotting so quick movement is vital.

This is a meeting engagement so it was fun bringing in forces and trying to set up offense and defense on the fly. The NKPA came in and dug in along the road as far to the east as possible where terrain favored defense. The US had a big numbers advantage and used it to go around both flanks while grinding up the middle with a few assaults on dug in positions. Heavy artillery from the US made a few decisive strikes to especially stubborn positions to really open the middle up. Once the NKPA losses started mounting about 3 hours in to the fight then it was just a race against time to get the victory conditions.

However, it was close as the US almost ran out of time.

Fun scenario.

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Heavy metal rain
Author Arborec88
Method Solo
Victor United States
Play Date 2020-08-31
Language English
Scenario KWCA001

NK forces advanced immediately taking the village at the centre of the battlefield. Their forces split 50/50 traversing the hills either side of the east//west road. Meanwhile the US forces steadily advanced in 2 lines from the Eastern edge.

It was almost an hour before both sides engaged. Failed US airstrikes were quickly forgotten as heavy artillery rained down on the NK forces occupying the central crossroads.

For the next hour three engagements arose. In the North around 10 US units fought and pushes back a dense contingent of NK infantry.

In the centre, the NK occupied village became the scene of intense melees with fresh units on both sides replacing battered and broken troops.

To the south, heavy artillery and armour engaged. Initial success went to the NK armour when it sent the shermans reeling. Despite the early success within half an hour there were no more NK tanks to be found. US infantry had mostly broken in the south and the NK advanced on their enemies former positions.

By 10.30 the US Southern flank was collapsing with over half of the committed units either disrupted, demoralised or fleeing back east. However the meat grinder in the central village had sapped most of the NK strength and there was little capability left. Morale was low and US reserves were strong. In the North several smaller melee engagements had wiped out NK forces and freed up much of the US troops.

The battlefield axis pivoted. US units around the central village pulled out and hit the advancing southern NK forces in the flank. More shells hit the exposed NK units and eventually they stalled. By now the northern US forces were crossing the river and surrounding what remained of NK forces around the villages.

The kommissars had their work cut out and with high ranking NK leaders now without adequate support or just surrounded the NK leadership decided they had to pull back to a new defensive position in the south western hills. Unfortunately for them every move was met with heavy US fire and yet more pin point accurate bombardments.

In the end the NK units had lost nearly all cohesion with officers, men and materiel scattered everywhere and two powerful US forces approaching boasting armour, guns and plenty of troops.

By 11.30 the NK were leaving the field. The bulk of the US forces halted and watched them go. They had many disrupted units and scattered leaders but the road was theirs.

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Air Power is the Edge
Author Dan_Huffman (North Korea)
Method Face to Face
Victor United States
Participants Warhawk1955
Play Date 2018-04-26
Language English
Scenario KWCA001

strong text The Free World Forces (UN) has artillery to help. Using 3 increments at a time is always useful. The NKPA can not be everywhere. As usual Bruce enters two hexes on either side of the road. He groups his tanks as DF teams on the road. He used his planes against my armor, oh well.strong text

strong text I did engage in assault and DF. Hate to say die rolls did me in but they did. Losses do not matter. Victory is solely road control.strong text

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