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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Joint Operations
Counter Attack #4
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA004
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-07
Start Time 07:00
Turn Count 25
Visibility Day
Counters 112
Net Morale 0
Net Initiative 0
Maps 2: 113, 114
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 179
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

The veteran North Korean 6th Division had begun its existence as the 164th Division of the Chinese Communist People’s Liberation Army, a unit of Korean volunteers. As such it had a great deal of combat experience behind it, and used that in the early morning hours of August 7th to infiltrate into the American positions and seize key high ground including Hill 255 overlooking the road leading to the vital supply center of Masan. Task Force Kean flung whatever Army and Marines units it could gather at Hill 255 to eliminate this threat.

Conclusion

Army and Marine artillery poured thousands of rounds onto the NKPA positions, with tank and mortar fire adding to the bombardment along with repeated airstrikes. For three days the veteran 6th Division held its ground, leaving behind 120 dead when they finally pulled back in good order on the afternoon of the 9th.


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)

Display Order of Battle

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

Display Errata (1)

1 Errata Item
Overall balance chart for 1466

The 8-3 Marine Infantry counter appears in most of the Saipan 1944 and Marianas 1944 scenarios, replacing the 10-3 DF valued Marine counters for those scenarios and is currently published in the most recent Saipan printing.

(JayTownsend on 2015 Dec 26)

Display AARs (2)

Korean War: Counter-Attack, scenario #4: Joint Operations
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-06-27
Language English
Scenario KWCA004

Korean War: Counter-Attack, scenario #4: Joint Operations

The veteran North Korean 6th Division had infiltrated in great force into the American lines and the American responded with Task Force Kean, using both Army and Marine units to try and drive them back out. The Victory conditions are about knocking the NKPA off all the east-west road and adjacent hexes on map 113, where the North Koreans have dug-in with good defensive terrain to their advantage. Step losses do not matter! The American enter the east edge of map 114, with the stronger Marines attacking up the center and the Army units split into two groups, flanking the Marines on the right and left. Both sides have a good amount of off-board artillery and the American get air-cover for three turns.

With such a larger American attacking force it takes almost five turns just to get into attacking positions. The Sherman tanks flanks to the far left, to get around the gorge hexes but the North Korean have managed to cover their flanks with small units, to slow the American down and assault the Sherman tanks losing a step of SMG Infantry but taking out a Sherman tank step in return and both sides check for morale of their remaining units in the assault. The Marines push forward up the center but get hit with 22 points of off-board artillery that roll a 12 on dice causing a 2X, losing two steps of Marine Infantry and the Leader in the casualty check as well. Not the start I had planned. But on the next turn I get a little payback and hit the NKPA with a B29 which hits one hex knocking out a NKPA Infantry step but misses the second hex. The NKPA mortar are giving the American problems as well, until some of their artillery suppresses them for a while.

The fighting lasted all 25 turns, in the bloodiest combat I have experienced in Counter-Attack so far. Towards the end, the North Koreans start to get encircled and bunched up in the middle of map 113 but still dug-n around the east-west road and the Americans attack in really bunched up and disorganized at this point. A Marine Colonel tries to open a hole with a brave charge but two Marine steps are lost to adjacent enemy NKPA units, which are too happy to shoot at Americans. Some American Army and Marine units are now mixed in some hexes in this squeezed in area.

In the end I could not remove all the North Koreans from the road and adjacent hexes in the 25 turns, as three or four more hexes were still not cleared, resulting in the North Korean victory. In was one of the bloodiest PG scenario I have played. I think the North Koreans lost 46 steps, 5 leaders and one Kommissar. The Americans lost 11 Marine steps, 2 Leaders and the Army also lost 11 steps and 1 Leader, for a total of 22 American steps and 3 Leaders. Granted tanks count double and the Americans lost two tank steps, one to assault and one to a hidden Su-76 that was later knockout by a Marine M26 Pershing tank.

Historically it took the Americans three days to knock the NKPA back from these positions and with the casualties rates I had, I can see why. But if I had 3-4 more turns I think I could have done it but maybe not with acceptable casualty rates. Historically the 6th Division withdrew in good order but I doubt they would have in my game. And I thought the Americans were going to win this scenario, no problem. Maybe next time!

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Should be titled No Speed Assault
Author Dan_Huffman (North Korea)
Method Face to Face
Victor North Korea
Participants Warhawk1955
Play Date 2018-07-15
Language English
Scenario KWCA004

The Germans are defending their position with an infantry division. The AT unit is enough to thwart the USSR armor. The map has two 20 meter one hex hills. Bruce put his 105 5-6 batteries on each hill to control the map. The rest of his units are on the edge. The 5 - 6 at 6-9 hexes are 2 AT values. So are my tanks. I was going to go to the hill and DF them with 3 or 4 of them in two hexes. Does not work. Yes my tanks have a range of 5 w/a -2 to DF (Dug-In, uphill, >2 hexes). The 105 have full 5 point against my tanks 2 AT defense value.

I went along the edges to exit the map. I kept rolling bad on the morale checks. His OBA and on map artillery got some X's. The Soviets failed (DZ'ed) and with a 7/6 morale hard to 5 or less to recover to disrupted.

Loading troops on trucks is asking for losses. Moving by foot is going to run out the clock in German favor.

This is for collectors.
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