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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Delaying Action
Counter Attack #57
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWCA057
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Counter Attack
Historicity Historical
Date 1950-09-24
Start Time 06:30
Turn Count 15
Visibility Day
Counters 26
Net Morale 1
Net Initiative 0
Maps 1: 114
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 149
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Minefields
Randomly-drawn Aircraft
Scenario Requirements & Playability
Counter Attack Base Game
Introduction

The North Koreans committed their armor in front of Kumch'on in an effort to delay or even turn back the American advance. The Americans for their part had the new M46 Patton tanks spearheading their advance. Having lost four machines in a tank battle on the previous day, the tankers of 6th Medium Tank Battalion were eager to press their attack.

Conclusion

The North Koreans fought fiercely, suffering heavy casualties as the anti-tank regiment was almost wiped out and eight tanks were lost. The Americans took serious losses as well, with five of the new Patton tanks destroyed and 100 men killed or wounded. Despite their losses, the North Koreans succeeded in inflicting delay on the Americans, as 24th Infantry Division paused its pursuit to bring up more troops for a set-piece assault on Kumch'on.


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
  • Foot
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized

Display AARs (1)

Korean War: Counter-Attack, scenario #57: Delaying Action
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2017-05-20
Language English
Scenario KWCA057

Korean War: Counter-Attack, scenario #57: Delaying Action

This scenario has always interested me. It is small and only 15 turns with an interest situation and mix of unit types and armor. Besides I wanted to push some Patton tanks around the maps for the first time in the Panzer Grenadier gaming system.

The NKPA are retreating across the front but have some die-hard units delaying the American, UNC and ROK forces and the NKPA 105th Armored Division and 849the Independent Anti-Tank Regiment are buying time for other units to escape and aren’t about to let the American 5th Regimental Combat Team and 6th Medium Tank Battalion to push any further north without a fight.

The North Korean setup first with the majority in a line across the middle of the map, using the town hexes as cover or digging in around other terrain features but able to support each other across the whole map but also setting up minefield counters to funnel the American into the line of sight and deadly crossfire. I didn’t look at the minefield counters, as I didn’t want to know the values, to kind of surprise myself and play honestly. The Americans come on the south end of the map and do have airpower for five turns only but no artillery support. I sent the American M46 and M26 tanks forward first and use a small hill to try and get around the NKPA minefields blocking both the road and the many open path north. The M39 carrying one ENG unit pulled up to the first minefield to try and clear it. One jeep unit carrying and I&R unit and leader tried to flank on the far left edge of the map but had to wait, as there was a half-step of NKPA T334/85s blocking. As the first M26 crested in view of the in range, of both dug-in and town embedded NKPA T34/85s tanks, they blasted the M26 Pershing tank unit reducing it to one demoralized step. The American tried to use their airpower over the next five turns to reduce the North Korean units and open a path but only one strike had any results and it was against a SMG unit that was closing with the American ENG unit which had just cleared a dummy NKPA minefield. It was a B-29 by the way and reduced the SMG unit by a step as well as demoralized it, as who won’t be demoralized by that kind of fire-power.

Time was starting to get short and the American pressed their attack with the M46 Patton tanks but the North Koreans made good use of their cross-fire bonuses by firing their 45mm AT Guns first and then the T34/85s tanks and the American ended up losing two steps of M46 tanks in trade for three steps of T34/85s. However the American also lost a loaded jeep of I&R infantry that didn’t follow the other group off the north end of the map, one M39 unit, besides the two M26 steps and two M46 steps. A total of two I&R steps, two M46 steps, one leader and one jeep exited the north edge of the maps. The Americans only achieved two out of their four victory conditions and need to achieve three or more, thus the North Korean won this scenario and delayed the Americans enough to allow their comrades from other unit for escape.

The Americans never finished off all the NKPA armor or AT-Guns and supporting units, so tactically this was a good win for the North Koreans. Dug-in T34/85s are no joke as I found out, so the American M26s & M46s have a good test in this scenario and throughout Counter-Attack if not respecting the enemy armor. I really enjoyed this scenario and think it will be a good one to try a lot of other times in different approaches and setups, a real puzzle to try and solve. I believe it to have a high replay value and it was just cool.

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