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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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Marine Ambush
Counter Attack #37
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA037
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-09-05
Start Time 14:30
Turn Count 20
Visibility Day
Counters 35
Net Morale 0
Net Initiative 0
Maps 1: 115
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Severe Weather
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Douglas MacArthur had wanted the Marine Brigade withdrawn from the front lines to prepare for the landing at Inchon, but Walton Walker insisted they were needed to restore 2nd Infantry Division’s positions. MacArthur’s staff approved their use, and the Marines began a three-day counter-attack west of Yongsan. On the third day the Marines once again approached Obong-ni Ridge, once again occupied by the North Koreans.

Conclusion

The North Koreans struck first this time, with infantry supported by tanks. In a small tank battle the North Korean tanks knocked out two Marine Pershings, and in turn lost two T-34/85 tanks to bazooka rockets. Heavy artillery and mortar fire eventually drove off the North Koreans, and just after midnight the Marines left the front line to embark for Inchon.


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
  • 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
  • Motorized
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 #37: Marine Ambush
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-10-07
Language English
Scenario KWCA037

Korean War: Counter-Attack, scenario #37: Marine Ambush

This scenario lived up to its name; Marine Ambush. This scenario is about eliminating enemy steps. The North Koreans have the advantage of setting up first and being dug-in, while the Marines enter from the east edge of the map. I figured it would be safer to lead the attack with my M26 Marine tanks but as what happened historically the North Koreans got the first shot in with their T34/85 half step knocking out a step of M26s and on the full step counter to make sure the Americans would no longer have armor efficiency as half step tanks do not receive that benefit. As would be the second group of M26s fired but had no effect on the dug-in T34s but the return fire of the T34’s did have another result.

After losing two steps of M26s, counting double in victory conditions caused the American to go all out in assaulting the NKPA positions in a rather reckless manner, as the North Koreans are all dug-in at a higher elevation causing many more Marine step loses. The Marines have a nice dose of off-board artillery which did cause a few North Korean step loses but all said in done, the Marines had to disengage their attack with heavy casualties. In fact they lost 12 steps, as the tanks steps were double points to the North Koreans 3 steps lost. I guess it really was a Marine ambush.

I think after the Marines lost 4 points of armor, they risked trying to get their victory back but paid an even worse price. Next time I try this scenario I’ll lead the attack with my Infantry units and it should be a closer result, as the NKPA did have some nice dice rolls.

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