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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The Bowling Alley
Counter Attack #23
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWCA023
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-18
Start Time 21:00
Turn Count 14
Visibility Night
Counters 41
Net Morale 0
Net Initiative 1
Maps 1: 115
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 151
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Minefields
Illumination
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

While North Korean units prepared to attack southward toward Taegu, the 25th Infantry Division sent one of its regiments northward in trucks to mount an attack between a pair of regiments from the ROK’s 1st Infantry Division. When neither South Korean regiment could make any headway, the division staff cancelled the American attack and ordered the two battalions of the 27th Infantry Regiment to form a perimeter defense. Soon enough, Maj. Gen. Choi Young Chin’s North Korean 13th Division appeared and attacked down the narrow valley that the Americans named “the Bowling Alley.”

Conclusion

The North Koreans came rolling down the Bowling Alley shortly after dark, with infantry on foot and in trucks supported by tanks and self-propelled guns. Bazooka and artillery fire destroyed several tanks, and the infantry proved unwilling to press the attack without them. They would return again later, hitting the 27th Infantry Regiment with six more successive night attacks.


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
  • Motorized
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Korean War: scenario #23: The Bowling Alley
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-05-19
Language English
Scenario KWCA023

Korean War: scenario #23: The Bowling Alley

Since I first read and wrote about The Bowling Alley conflict as called the US Army, as the tank fire vibrated down the valley road sounded to them like a bowling alley, as the M26s and T34/85s exchanged fire. It’s a night scenario and the Americans are stretched kind of thin to stop the North Korean from slipping through. But the NKPA also have to eliminate five or more American steps, so it’s kind of gets mixed up in the many night actions.

The North Koreans try to come on the northern edge of the map in multiple locations to keep the American spread out and honest. Both sides have a pretty good amount of off board artillery. The North Korean armor: T34/85s and SU-76s try to avoid the dug-in American M26s tanks and flank around them, forcing them out of their dug-in position to fight it out and in doing so they kill the SU-76s but are eliminated by the T34/85s. The American Bazooka teams are soaped off in assaults thus with tanks steps counting double, they give the NKPA one of the victory conditions. But with all the confusion at night, four steps of North Korean Infantry slip off the map followed by the T34/85 tanks, which steps count double, giving the NKPA their second victory condition and a Major Victory, even if they did lose many more steps then the Americans.

Ok, I guess my defensive set up on the American side could have been better but at night, everything is different but surely I won’t waste my armor and bazooka teams as easy next time, thinking I could have an easy victory. Fortunately, there were many battles down the Bowling Alley including another one in this scenario book, #24, called Another Night it has more forces on both sides but should allow the Americans to cover the map better but both sides have double the armor, so I look forward to having a go at that one and replay the first one as well.

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