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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Breakout Along the Naktong
Counter Attack #33
(Attacker) North Korea vs South Korea (Defender)
United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWCA033
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Counter Attack
Historicity Historical
Date 1950-08-31
Start Time 23:45
Turn Count 28
Visibility Day & Night
Counters 102
Net Morale 0
Net Initiative 0
Maps 2: 110, 112
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 179
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Road Control
Urban Assault
Conditions
Anti-infantry Wire
Minefields
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

The fresh North Korean offensive along the Naktong threw two regiments against the African-American 24th Infantry Regiment. The regiment’s forward battalion had been poorly deployed, with only one company forward and many ROK stragglers interspersed with the Americans. When the North Koreans approached the white battalion commander immediately absented himself from the scene and the white regimental commander soon followed. Chaos resulted.

Conclusion

When their white officers fled, many of the black soldiers followed. Much of the battalion melted away, and the North Koreans poured into the gap. The U.S. Army’s Official History in essence accuses the soldiers of cowardice under fire; many of these claims would later be proven false but not until the incident had been used by some within the Army’s high command to argue against racial integration.


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
  • 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
South Korea Order of Battle
Daehanminguk Yukgun
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (1)

Korean War: Counter Attack #33 - Breakout Along the Naktong
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-07-31
Language English
Scenario KWCA033

Korean War: Counter-Attack, scenario #33: Breakout Along the Naktong

What is not to like about this scenario, North Koreans attacking in great numbers, including tanks, a captured 75RR gun unit, underwater bridges against dug-in American and ROK units at night with on-board artillery, some tanks also but low morale and some minefields and barbwire counters as well. Two stretched out maps and 28 turns, with some interesting victory conditions, this is going to be pure chaos!

The Americans and South Koreans setup mostly on map 110, as there are more NKPA victory objective there around the town and road hexes but can’t entirely concede the east-west road hexes on map 112 without a fight either, and it helps split the NKPA forces a bit, as not to feel the full hammer blow. There is no way to defend all the possible areas the North Koreans might setup their underwater bridges, so just trying to prevent the North Koreans from achieving their three victory condition objectives is the main U.N. strategy and setting up most of the wire and mine counters around the town hexes on map 110. The North Koreans setup their underwater bridge counters in two areas, one in the far east out of range of any American or ROK units and one kind of in the middle of the two maps to split and cut-off the smaller U.N. force to the west and the Americans will not have time to react to either bridge before the NKPA cross in numbers.

The North Koreans come on the map in two places and cut-off the U.N. forces on the western map, map 112, destroying it piecemeal and then turn their full attention to map 110, the eastern map. The Americans lose both Sherman tanks units to North Korean T34/85s and captured 75RR Guns, their on board artillery is overrun and by the end, the NKPA achieved all three of their victory conditions for a Major Victory. The Americans and South Koreans together lost more steps then I have ever lost before in a scenario for the U.N. side but the NKPA did lose some as well including one step of T34/85s but lost far less, with a 8/6 morale, compared with a the U.N. 7/5 morale.

But this was a very confused but fun scenario to play. I think I could have done better with the American/ROK side by just abandoning the 112 map and defending only the 110 map with all my American & ROK forces and maybe the NKPA would only achieve 1 or 2 objectives but still with the 7/5 morale a tough fight but worth trying again and pretty fun to try again as well.

My original historical conclusion before APs editing:

Conclusion

The North Koreans first stuck F Company on the north side of the pass, ROK troops fell back into in G Company and the North Koreans used captured 75mm recoilless rifles to knock out two American tanks, they then overran a section of 81mm mortars. The enemy came through one section of barbed wire that was supposedly covered by BAR men but they had fled. Enemy tanks fired on E Company and several men from E Company fleeing their positions ran through their own minefield and were killed. To make matter worst the 2nd Battalions command post was overran killing many men. The 159th Field Artillery was able to pull out with the assistance of tanks from the 89th Tank Battalion. The 24th Infantry performed poorly!

When the enemy broke through, the gates to Haman were open. The N.K. 6th Division poured into and through the 3 mile wide Haman gap.

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