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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Red Beach
Counter Attack #43
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA043
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-09-15
Start Time 17:30
Turn Count 20
Visibility Day & Night
Counters 0
Net Morale 1
Net Initiative 4
Maps 1: 111
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 143
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Amphibious Landing
Hill Control
Inflict Enemy Casualties
Beach Control
Entrenchment Control
Conditions
Entrenchments
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Illumination
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

Less than 10 days after their last firefight on the Pusan Perimeter, the 5th Marines stormed ashore at Inch’on. Four cruisers and five destroyers provided a heavy preparatory bombardment, assisted by large-scale air strikes. Scaling ladders helped many Marines make their way over a high sea wall that followed the shoreline.

Conclusion

Resistance proved uneven: in one sector, Marines faced a small force entrenched around a bunker that put up a fierce fight. In others, North Korean troops threw down their weapons and surrendered or ran away. By shortly after midnight the Marines had taken all of their objectives.


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)
  • 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
  • Motorized
  • Towed
United States Order of Battle
Marine Corps
  • Misc
Navy
  • Misc

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 #43: Red Beach
Author JayTownsend
Method Solo
Victor United States
Play Date 2017-10-13
Language English
Scenario KWCA043

Korean War: Counter-Attack, scenario #43: Red Beach

I love amphibious scenarios as you can tell by some of my previous designs and this is no exception. The American Marines have 4 objectives to obtain a major victory and 3 for a minor victory anything below that starts giving the North Koreans different victory levels. Red beach is not as big of a scenario as the previous scenario; Wolmi-do with a few less toys and units but was a blast to play.

The North Koreans have a nasty bunker and entrenchment counters to overcome but the Americans counter this with 84 points of off-board artillery in turns 1-7 and some mighty fine air-power as well. Believe me, I had to use all of these assets to drive out stubborn NKPA resistance in places. I worried in the beginning because I lost a couple of LVT3Cs on the ground that are worth double points for the NKPAs, so I was starting turns two or three with a negative 4 points/steps. But I took care of that North Korean 45mm AT Guns with a good dose of airstrikes. I saved just about all my naval fire power and concentrated it on the NKPA Bunker and entrenchment positions which paid off. After losing the LVT3Cs mentioned, I did not lose another Marine step but never could recover unit of demoralized and one unit of disrupted Marine Infantry for some reason, the dice were always high but that didn’t matter, as the North Koreans lost 14 steps, 3 leaders and all 4 objectives giving the Americans a Major Victory and by turn 15 at that.

Even though it was a thorough American victory and I recommend this scenario for solitary play more than a face-to-face scenario, it was a very fun, text-book clearing exercise for the Marines and I sweated it a bit in the beginning. At one point after clearing the Bunker hex/counter, I even occupied it with an LVT3C unit, fearing the NKPA might move back into it. Map 111 is a beautiful map to play on and I enjoyed playing this even against North Koreans with a 7/5 morale.

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