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
Errors? Omissions? Report them!
Shield for Yongsan
Counter Attack #35
(Attacker) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA035
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-09-01
Start Time 12:00
Turn Count 23
Visibility Day
Counters 35
Net Morale 0
Net Initiative 0
Maps 2: 110, 112
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 159
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Meeting Engagement
Road Control
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

To the right of the 35th Infantry, the 9th Infantry Regiment of the 2nd Infantry Division held a front of more than 20,000 yards. The NKPA’s 9th Division, still believing the area held by the 24th Infantry Division, sent its troops across the Nam River into a nearly-undefended zone. The Americans quickly organized a scratch force of engineers, recon troops and anti-aircraft gunners to drive them back.

Conclusion

The heavy automatic weapons of the American anti-aircraft troops made an impressive display in the firefight that followed the two forces’ collision. They did not, however, keep the North Koreans from working their way around the small task force and into the American rear areas.


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

Display AARs (1)

Korean War: Counter-Attack, scenario #35: Shield for Yongsan
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-09-25
Language English
Scenario KWCA035

Korean War: Counter-Attack, scenario #35: Shield for Yongsan

The Shield for Yongsan scenario is about control of the east-west road running across both maps 112 & 110. The Americans must clear it of undemoralized NKPA units and the North Koreans simply have to control one hex of it. Both sides enter the maps from opposite ends of the maps, so there is a lot of movement in the first 10 turns or so. The North Koreans have a mix of: INF, SMG, HMG & ATR units and the Americans have a mix of: INF, HMG, ENG, I&R, 3.5inBAZ, M16, M19 and M26 units. This a smaller scenario but plays out like a larger one.

It looks pretty easy for the Americans, especially the way I played/managed the North Korean side. Time is a factor for the Americans to clear the NKPA from the road west. I brought the North Koreans on the map with time to dug-in along the road and the Americans were able to push them off the road and inflict heavy casualties on them, by leading with their armor vehicles. The M16 has a mighty DF value but I always get too close to the action with it and loss a step, as its armor protection is pretty weak but other than that and a few disrupted Infantry type units, the Americans cleared the road, taking almost all 23 turns to do it however.

This is where I realized my mistakes as the North Korean player and remember reading this historical actions as well. First I dug-in with larger groups of NKPA units and waited for the Americans to blast me out of my positions, hoping to maybe get some assaults in. But with these heavy American armor units leading the way, they just blasted the dug-in units to bits and opened the road. If, I would have spread out my North Korean units across the maps in smaller groups, as they have five leaders not counting the KOM, I could have made the Americans chase them down, thus spreading them out, so they couldn’t concentrate their fire power. Later, toward the end the scenario NKPA units could filter back on to road across the two maps, having a much better chance of setting up a road block historically and winning the scenario in PG terms for having an undemoralized step in the east-west road.

I actually thing if I replay this one as mentioned above, the NKPA will have a much better chance of winning, than just setting up for target practice. I forgot to mention, the Americans did win the first 8 activations amazingly. Also, the M16 Halftracks do not stand up well to the NKPA ATR units.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.236 seconds.