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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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The Marines at Obong-ni
Counter Attack #13
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA013
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-17
Start Time 06:30
Turn Count 24
Visibility Day
Counters 75
Net Morale 0
Net Initiative 1
Maps 1: 115
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 164
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

With Church and his division having failed repeatedly to drive the North Korean 4th Division out of the Naktong Bulge and back across the river, Walton Walker of Eighth Army became increasingly angry with the 24th Infantry Division’s commander. “I am going to give you the Marine Brigade,” he snapped at Church during a visit to the division command post. “I want this situation cleaned up, and quick.”

Conclusion

The Marines went forward without artillery preparation, preferring to rely on the Corsairs of the Flying Leathernecks operating from carriers offshore. The air strike came in perfectly on target, turning the crest of the ridge into a sea of smoke and flame. But it did not eliminate the defenders: Colonel Chang Ky Dok of the 18th Regiment had moved the bulk of his forces to the reverse slope just below the very crest of the ridge rather than rely on a defense in depth, and heavy fire met the advancing Marines. Their first attack was turned back, and so they returned again and again supported by the Corsairs. Despite a 60 percent casualty rate, the Marines found themselves stuck only halfway up the ridge.


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).
  • 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

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Towed
United States Order of Battle
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 (1)

Korean War: Counter-Attack, scenario #13: The Marines at Obong-ni
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-07-11
Language English
Scenario KWCA013

Korean War: Counter-Attack, scenario #13: The Marines at Obong-ni

Looking this scenario over while setting it up, I thought I could easily win with such a large Marine force but I setup the North Koreans on the forward 60 meter hill with the Bunker counter with two HMG units and a good leader with a combat modifier of one. This would put good fire on the Americans approaches. Then I surrounded the rest of the 60 meter and 40 meter hexes with dug-in units, kind of a ring that kept going around. The only units that didn’t setup in this high elevation ring was the 82mm and 120mm mortars with wagons and one bad leader, off behind the far hills but in support. The Americans have four air-strike turns and 36 points of off-board artillery but the NKPA actually have more points of off-board artillery with 42 points. To win this, the Marines must do two things; eliminate 14 or more of enemy steps AND have eliminated twice as many NKPA steps as Marine loses.

I won’t go into great detail as fighting was bloody, with direct fire, bombardment fire and assaults. The Marines sent the M26 tank unit to hunt down the North Korean mortar units which it did but taking up most of the scenario. After suffering more casualties then I wanted to, the Marines finally assaulted the NKPA bunker, with a heavy stack of three Infantry units and one Bazooka 3.5in to cancel out the fire-first of the bunker counters and to get a +2 modifier helping off set the +3 modifier the Bunkers get in assaults. Both sides had good Leaders with combat modifiers and the NKPA had two HMG units. With all the modifiers figured out including the higher morale for the Marines and but higher elevation the NKPA, the North Koreans had a +1 advantage but lost two steps in assault combat while the Americans lost one step and but sides had various morale states. Fighting continued in the Bunker hex throughout the last 6 turns and both sides feed units into it but it was still uncontrolled at the end of the scenario. Remember, Bazooka teams stack for free!

The Americans had eliminated 14 enemy steps at some point but not twice as many, so fighting continued until the North Korean hit the Marines with 42 point of artillery, rolling a 12 on the dice, eliminating 2X of Marine Infantry steps and one Leader to boot, might have been the nail in the coffin. At the end of the game the North Koreans lost 17 steps and 5 Leaders, while the Marines lost 11 steps and one Leader and could not achieve both victory conditions and had no chance at this point of having a double ratio of enemy eliminated steps. It was a surprise outcome the NKPA win this scenario but it was a very tight play.

My biggest mistake was wasting so much resources on the NKPA bunker but the 3.5Bz units are a great help against Bunkers and it would have been disaster without them. The off-board NKPA artillery help a great deal in keeping the Marines from victory while the Marines only had one successful air-strike out of four. The terrain benefited the North Koreans but the Americans should have paced their attacks better and got too spread-out in the confusion. This one could have gone either way but it was kind of fun to stage my Bazooka Teams to attack that bunker and give them something to do.

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