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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Another Night
Counter Attack #24
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWCA024
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-08-21
Start Time 23:30
Turn Count 20
Visibility Night
Counters 57
Net Morale 0
Net Initiative 1
Maps 1: 115
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 159
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

A few days later, the North Koreans made a major effort, shelling the Americans and the neighboring ROK units for hours, lifting the barrage just before midnight to send in infantry supported by at least 19 tanks in the American sector with more attacking the ROK positions. The Americans had placed minefields in front of their positions, but had not yet encountered an attack of this scale.

Conclusion

The North Koreans pressed their attack with determination, and fighting lasted for five hours – from midnight until shortly before dawn. Bazooka teams and Pershing tanks claimed about half of the North Korean armor, and copious American artillery and mortar fire fell on the North Koreans, inflicting heavy casualties.


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)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

Display AARs (1)

Korean War: Counter-Attack, scenario #24: Another Night
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-05-19
Language English
Scenario KWCA024

Korean War: Counter-Attack, scenario #24: Another Night

Ok, round two of the Bowling Alley, as I hoped I learned my lessons from the first scenario #23 The Bowling Alley as the American player at least. This time I have more American units to have a better defensive line and decided to setup pretty much along the east-west road as my stone wall. The North Koreans attack again down the same valley but with some flanking units as well, as they also have a bigger force then the previous nights.

It’s kind of repeat of the first scenario but with bigger forces and high victory conditions for the NKPA units to fulfill. The North Koreans approach in the dark of the night and this time with a try to go for broke strategy but the Americans use the optional rule and fire illumination rounds that allowed them to pound the forward North Korean units with whatever could fire. As always, interesting things happen in confused battles, especially at night. I knocked out an NKPA BTR-40 unit with an assaulting 3.5in Bazooka Team and Infantry unit. The North Koreans somehow slipped their T34/85s tanks through one of the few holes in the American lines and a American M26 Pershing tank unit station a little further back to support the Infantry troops took two opportunity fire shots at them but managed treble dice rolls and the T34/85s rolled off the south edge of the map without any damage, all four steps worth, and they count double, so eight points there. The other M26 unit on the other side manage to take out the Su76s and no other NKPA units exited the map this time around. The North Korean Infantry units slugged it out in the middle of the map with heavy loses and only managed to kill two American steps. So the North Koreans failed this time to achieve either of the two victory conditions. An American Victory this time!

I think I did much better with American’s side this time and had better dice rolls but I shouldn’t have tried to exit my North Korean Armor so early, as they were needed to reduce American steps, create holes in the line and maybe give them a chance to achieve one victory condition. Who knows but it will be fun to try again.

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