March to Namch'onjom Counter Attack #60 |
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(Defender) North Korea | vs | United States (Attacker) |
Formations Involved |
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Overall Rating, 2 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Counter Attack |
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Historicity | Historical |
Date | 1950-10-15 |
Start Time | 07:00 |
Turn Count | 14 |
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 | 151 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Smoke |
Scenario Requirements & Playability | |
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Counter Attack | Base Game |
Introduction |
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Having crossed the 38th Parallel and the Yesong River, the 1st Cavalry Division's first objective on the road to P'yongyang, the North Korean capital, was Namch'onjom. The North Koreans had lost heavily in the retreat from Pusan, including many of their weapons and their best soldiers and officers. The NKPA high command had to issue orders exhorting officers to prevent their men from throwing away their rifles. The North Koreans defending Namch'onjom received heavy bombardments from air strikes and artillery, yet seemed ready to fight. |
Conclusion |
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With the help of accurately-delivered air strikes, the 7th Cavalry Regiment's 2nd Battalion captured the town against fierce North Korean resistance. The cavalry resumed its advance up the road to the North Korean capital, a march soon slowed by heavy rains as much as what remained of the NKPA. |
Korean War: Counter-Attack, scenario #60: March to Namch’onjom | ||||||||||||
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Korean War: Counter-Attack, scenario #60: March to Namch’onjom A 14 turn scenario that looks pretty straight forward, the North Korean setup in all four town hexes and one adjacent hex in a pretty solid defense, while the Americans come in from the south and must take control of these four town hexes to win. A great solid Panzer Grenadier scenario to practice your skills of assaulting a town. The Americans have air support for the first four turns before they close in but they also have off-board artillery support throughout. Probably a better solitary scenario to home your skills, as the North Korean pretty much defend and adjust their defenses. In my attack, the American’s 1st Cavalry Division took possession of all the town hexes on the south side of the minor river but took 13 turns to run the NKPA out, with not enough time to take control of the single town hex on the north side, giving the North Korean the victory. Stubborn NKPA resistance slowed my advance too much and some dice rolls as well. This scenario is tense with the 14 turns to achieve or fail at victory. |
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