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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First Battle of the Naktong Bulge
Counter Attack #7
(Attacker) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA007
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-06
Start Time 10:30
Turn Count 28
Visibility Day
Counters 60
Net Morale 1
Net Initiative 0
Maps 2: 112, 113
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 166
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
River Crossing
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Maj. Gen. Lee Kwon Mu’s North Korean 4th “Seoul” Division crossed the Naktong River on the 5th of August in the southern sector of the American 24th Infantry Division’s front, exactly where the American command had believed an attack unlikely. The North Koreans avoided American troops along the river, moving past them to penetrate deeper into the American positions. Finally at dawn Colonel Charles E. Beauchamp reported to division headquarters that the North Koreans had crossed the river, but “it’s pretty dark and situation is obscure.” As parts of Beauchamp’s 34th Infantry Regiment crumbled, the division staff ordered him to counterattack.

Conclusion

North Korean fire from automatic weapons and tanks devastated the American attack, which wasn’t helped by poor leadership – the battalion commander in nominal charge appears to have spent most of the battle personally laying 60mm mortars and running about the rice paddies dodging enemy machine-gun fire. Meanwhile, other units of Beauchamp’s regiment began to withdraw without orders, leading the division commander to order the colonel to personally stop the withdrawal and fire all the company commanders involved.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).

Display Order of Battle

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

Display AARs (1)

Korean War: Counter-Attack, scenario #7: First Battle of the Naktong Bulge
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-07-01
Language English
Scenario KWCA007

Korean War: Counter-Attack, scenario #7: First Battle of the Naktong Bulge

I have been wanting to dive into the Naktong scenarios/battles for a while now and got setup last night. The North Koreans set up two underwater bridges the night before and maybe the normal bridges shouldn’t be in play on this scenario. The NKPA come in from the west edge of the two maps while the Americans enter from the east edge of both maps in one smaller group on the first turn and a larger reinforcement group on turn eight.

The North Koreans decide to spread out and enter one force on the northern map and the other on the southern map. This time the ATRs units might come in handy as the Americans have 4 trucks, 3 jeeps, 1 50cal. Jeep, one M16 AA Halftrack and one M24 tank unit to shoot at, so I’ll have to make sure to protect them and not use them as cannon-fodder as many time before. It takes about 4-5 turns before either side engages each other but the Americans decide to use all their initial forces to go after the north group of North Koreans, as they are not strong enough to go after both until their reinforcements arrive.

The fight in the north stagnates but with the arrival the American reinforcements, they head for the southern untouched group of North Koreans which have dug-in on hills. Both sides get points for eliminated steps but the North Koreans also get points for each step on the east side of the river, so the pressure is more on the Americans. Neither side has a lot of off- board artillery but the American do bring in M16 and M24 units for direct support.

In the south the Americans crush the North Korean and the NKPA make the fatal mistake of assaulting the stack of M16 and M24 units in desperation and eventually lose 4 step and 1 leader in a move that probably cost them the game/scenario. The only good news for them, was that the ATR units did finally contribute for a change, taking out one 50.cal jeep and one step of M16s before being eliminated. The American lost 5 steps, the North Koreans lost 19 steps but got 10 points for still having 10 steps on the east side of the river, as the Americans didn’t have to time to track them all down. This gave the Americans a 19 to 15 point advantage and a minor victory by achieving 4 points more than the NKPA.

An interesting spread-out fight and I’ll be interested to see how other gamers play this scenario. I am looking forward to some more Naktong action!

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