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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Crossing the Han
Counter Attack #45
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA045
Total
Side 1 0
Draw 1
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 1950-09-20
Start Time 06:45
Turn Count 15
Visibility Day
Counters 35
Net Morale 1
Net Initiative 1
Maps 1: 110
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 152
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

The Marine timetable called for an assault crossing of the Han River barring the way to Seoul, set for the morning of 20 September. The Marines arrived at the river line on schedule, and swimmers scouted out crossing points during the early morning hours. Strong artillery fire blanketed North Korean positions on a nearby hill, and then the Marine LVT amphibious tractors hit the water.

Conclusion

The Marines swarmed across the river quickly; the North Koreans were not prepared to meet amphibious vehicles. Coming ashore, the Marine rifle companies executed a rapid flanking maneuver to take the hilltop positions from the rear, securing the crossing and moving into the 1st Marine Division’s reserve by mid-afternoon.


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 Destroyer: 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
United States Order of Battle
Marine Corps

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 #45: Crossing the Han
Author JayTownsend
Method Solo
Victor Draw
Play Date 2017-05-19
Language English
Scenario KWCA045

Korean War: Counter-Attack, scenario #45: Crossing the Han

As you know, I love real amphibious landing scenarios and LVT-3 and LVT (A)-5 vehicle types. When I read about this engagement and even though it was on land, it was still crossing the Han River in amphibious vehicles, I knew it had to be a Panzer Grenadier scenarios, the cool factor alone would be worth it!

The North Korean setup splitting up their two forces on the two hill masses east of the river, dividing their mortar units as well, as they are the key to the Marines victory, knocking out both the 82mm and 120mm mortars, as they have been causing damage on the west side of the river. But splitting the mortar units the Americans will have to either risk going full force after one hill mass at a time with a short time factor or split their own forces and go after both units at the time but weakening their attacks.

The Marines choose to split their attacking force into two groups and attack both North Koreans forces at once. For once the NKPA ART unit has something to shoot at, with a weak armor, as the American LVT-3s and LVT (A)-5s only have an armor values of 0 and 1 and the ATR manages to take out two steps of the LVT-3s before finally be suppressed with off-board artillery fire. Some other tactical mistakes I made in my rush the beat the scenario time factor, was putting my Marine Infantry and HMG units adjacent to North Korean SMG & HMG units, losing two more steps. As sure the NKPA INF units only have a 4-2 bit but the SMG has a 6-1 and the HMG 7-4 so if you get a stack of these, they can hurt even the Marines and are better than the Japanese units from Saipan, so I have to change my thinking a bit in the future.

The NKPA only need to wait for the Marines to attack them and destroy three steps to win, which they did, four steps in fact but the marines were able to destroy both NKPA mortar units, largely with the help of the LVT A5 unit to make this scenario a Draw, as both sides won. Very tense with a 15 turn time limit and worth replaying again and again.

4 Comments
2021-02-15 16:30

Hi Jay !

Got some questions about the scenario. - Rivers are not shore lines! Do the LVT have to stop whenever entering a river hex? Do they have to stop whenever exiting a river hex? - What are the river crossing numbers needed for ? I suppose the LVT don't need these. Don't they ?

2021-02-15 17:19

Hi Leonard. LVT don't use river crossing numbers. LVTs have an 8/3 movement, 8 being land movement points, 3 being water movement points. So if you started adjacent to a water depending on the terrain, you could move across the water hex for one movement in water costs MPs and still have 5 land movement points depending on the terrain, with the water movement taking 1/3 of the movement points from the land movement points if you only moved in one water hex that is.

I haven't thought about it too much, as I usually have LTVs in Ocean movement, which normally takes me all three water movements just to get to a beach and on the next turn usually 3 movement points for each beach hex and usually on the third turn I am out of there. Scenario 45 was a unique situation I read about in Marines History and said, I have to get that scenario into the mix. The Marines ended up using their LTVs especially their LTV (A)5s for fire support in a number of occasions.

2021-02-15 19:22

Yes, the scenario situation is unusual and very interesting. I was just wondering about the rules... If the river was a shore line, the LVT would have to stop when entering water.

(edited 2023-04-25 22:59)

No, not if they have enough movement allowance left, they can keep going.

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