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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Battle of the Barricades
Counter Attack #51
(Attacker) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA051
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Counter Attack
Historicity Historical
Date 1950-09-26
Start Time 02:00
Turn Count 16
Visibility Night
Counters 46
Net Morale 1
Net Initiative 0
Maps 1: 111
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

During the late evening of 25 September, Almond’s headquarters sent a teletype message to Gen. Oliver P. Smith of 1st Marine Division declaring that the North Koreans were on the run and ordering the Marines to enter Seoul immediately to pursue them. Smith demurred, instead ordering his regiments to probe ahead carefully according to the division’s attack plan. That caution proved wise when a small Marine patrol found a large force of tanks and infantry preparing to fall on the 1st Marine Regiment as it entered the city.

Conclusion

Forewarned, Chesty Puller responded by calling down an intensive artillery barrage on the advancing North Koreans, and following it with a counter-attack. Marine bazooka teams hunted down five of the enemy tanks, and the Marines counted 375 North Korean dead left in the otherwise empty streets of Seoul. The regiment began its own attack immediately afterwards, but made little progress during the night.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Motorized
United States Order of Battle
Marine Corps
  • Mechanized
  • Motorized

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 #51: Battle of the Barricades
Author JayTownsend
Method Solo
Victor Draw
Play Date 2017-12-24
Language English
Scenario KWCA051

Korean War: Counter-Attack, scenario #51: Battle of the Barricades

When I originally created this scenario I called it: When two Forces Meet! Scenario #52 was called Battle of the Barricades but AP changed it and call this one Battle of the Barricades and the next one Street Fight.

I am slowly working my way through all the Counter-Attack scenarios and this one in at night but with three hexes visibility due to all the fires from burning buildings, illuminating the sky. Both sides have an interesting mix of units including armor and both come on the map from opposite sides. Each side gets two points for each bridge hex controlled at the end of the scenario, which there are a total of five and one point for every eliminated enemy step with tank steps counting double. The North Koreans have an advantage in that most of the bridges are closer to their entry point but the Marines have stronger Infantry valves but the armor and odd units on both sides offsets all of this.

The North Koreans happened to win the Initiative the first three turns in a row which help them get to the bridges first but they should never have bothered taking the far western one, as it they only held it a couple of turns and lost some T34/85 steps but in turn they eliminated some M26 steps. Both sides put a lot of resources and energy into those bridges and lost unnecessary steps instead of just eliminating enemy steps. When it was all said and done, the NKPA had three bridges and the Marines had two bridges but eliminated a few more North Korean Steps but not enough to break a tie. The score was almost dead even for a Draw. There was a lot of factors in this scenario that really could have changed the results in either direction, so this scenario will be fun to try again.

I have added my extra Soviet Laser counters from the Kursk games into the Korean War: Counter-Attack box as I replaced them with die-cut counters and decided to use these to represent Chinese counters for my Intervention game scenarios and not wait for AP to publish it and I also added my Canadian counters into the box from Maple Leaf Bridge to play my Additional Canadian scenarios I created for the Korean War getting the Canadians into the Korean War as well, for real historical scenarios. The East German counters were add also for one hypothetical as well. So now my Counter-Attack box is really full.

3 Comments
2017-12-24 22:35

Great AAR. Korea sounds like a lot of fun. I’m still beginning playing through what I have. Your AARs are good reading and really give a clear picture of the battle. Thanks!

2017-12-24 22:35

Great AAR. Korea sounds like a lot of fun. I’m still beginning playing through what I have. Your AARs are good reading and really give a clear picture of the battle. Thanks!

2017-12-24 23:09

Thanks for reading and Merry Christmas!

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