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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Death of an Artillery Battalion
Counter Attack #6
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWCA006
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-12
Start Time 10:00
Turn Count 20
Visibility Day
Counters 60
Net Morale 1
Net Initiative 1
Maps 2: 112, 113
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 164
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rear Guard
Surprise Attack
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Attacking troops of the North Korean 6th Division shot up an American artillery battery on the 11th of August and forced back the U.S. Army’s 5th Regimental Combat Team. The regiment’s commander, Col. Godwin L. Ordway, wished to retreat during the night but 24th Infantry Division headquarters ordered him to wait until daylight. During those nighttime hours the NKPA infiltrated deeply into his positions, and shortly after daybreak they pounced on two unprotected artillery battalions. The infantry and tanks tasked with protecting them had withdrawn without orders, while panicked rear-echelon elements jammed the road leading eastward to safety.

Conclusion

North Korean tankers approached to within point-blank range before the Americans detected them. The 105mm gunners attempted to engage the enemy tanks without making an impact; the 155mm crews found they could not depress their gun barrels low enough to fire over open sights. Most of the 555th “Triple Nickle” artillerymen died at their guns; the 90th also suffered heavy casualties. Both battalions lost all of their guns. Five weeks later, UN forces discovered the bodies of 75 men from the battalions who had been taken prisoner and subsequently massacred by the North Koreans.


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)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display AARs (2)

Korean War: scenario #6: Death of an Artillery Battalion
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-05-18
Language English
Scenario KWCA006

Korean War: scenario #6: Death of an Artillery Battalion

I won’t go into a great AAR on this one, as I want to see how other gamers do with it, not based on my results, as this one was very tough on the Americans and for a change I believe the NKPA are heavy favorites in this scenario. There are three different ways to figure points on this one that have to be carefully read. The American air-force pretty much were zero effect in this scenario and in fact the M13 helicopter was almost shot down. The American chose the strategy of starting setup up on the road with all the units loaded and the armor leading, to try the exit strategy, this didn’t work out as the NKPA have a blocking force on the road until their main force enters from the south and north in a squeeze play. I believe they will need to start with their artillery unloaded for the first half of the game, for firing support as the bum-rush exit strategy gave the North Koreans a Major Victory with a eleven point difference. I’ll have to try this one again and maybe solve this puzzle? This one ended with the death of my Artillery Battalion as well but one loaded gun managed to escape, with a M5 HST prime mover and a few jeeps and that was it.

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Artillery is the Way Home
Author Dan_Huffman (North Korea)
Method Face to Face
Victor North Korea
Participants Warhawk1955
Play Date 2018-09-05
Language English
Scenario KWCA006

My opponent misread or did not read the the set conditions. He thought that the N.K. came on board 112. He needed to exit the opposite end of board 113, east I think. He was going to dash down the road. I have 3 initiative and the US merely 1. Offered to let him reset. He said no.

First turn dropped off board artillery w/a 2X results and it was worse from that point on for the US. Major victory.

Read Jay Townsend's AAR. He is correct look at the terrain on map 112. Choose a good location next to the road. Put the 3 art. pieces together based on leadership. If the US Army does not draw a 2 combat leader, stack 2 of the art pieces. Have 3 groups of US ground forces move toward the east edge of board 113. The helicopter can spot. It can not control ground. If the N.K. get by the helicopter those troops can go after the art counters.

After about 8 turns of blasting the N.K, out of 26. Start limbering the counters as one sees fit. both 105's or the 155. Then move next turn and unlimber ready to deploy. Keep leap frogging is the best idea Bruce and I came up with for this scenario.

Going to play this solo to see if the US can win. They do have slightly worse morale. Te US need to reduce different N.K. units to avoid the +1 shift for better morale.

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