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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The Korangp’o-ri Position
Pusan Perimeter #5
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP005
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-26
Start Time 11:00
Turn Count 26
Visibility Day
Counters 86
Net Morale 0
Net Initiative 1
Maps 2: 93, 95
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Bridge Control
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Captain Joseph R. Darrigo held the distinction of the only American officer on the 38th Parallel the morning of June 25th. He served as an advisor to the ROK 12th Regiment on the edge of Kaesong, just below Songak-san. At daybreak he awoke to the sound of artillery fire. As he jumped in his jeep, small-arms fire peppered the ground nearby. Starting the jeep he beheld a startling sight about a half mile away at the railroad station: in plain view scores of North Korean soldiers disembarked from fifteen train cars, formed up and began advancing toward the center of town. The 13th and 15th Regiments of the North Korean 6th Division had commenced their attack on Kaesong, killing or capturing most of the ROK 12th Regiment. Nothing, it seemed, could stop them.

Conclusion

Only two 12th Regiment companies escaped to report Kaesong's capture. Local commanders decided to move the 11th Regiment to assist the 13th Regiment immediately in the Musan-ni and Korango’o-ri areas and agreed they would blow the bridge over the Imjin River after the 12th Regiment withdrew across it. The explosives failed to detonate as the North Korean 1st Division and supporting tanks of the 105th Armored Brigade approached.

Failure to destroy the bridge led to bitter fighting. ROK soldiers of 13th Regiment engaged in suicide tactics, clutching high explosives and hurling themselves under the enemy tanks. Others approached the tanks with satchel or pole charges, or tried to pry open tank hatches and throw grenades inside. These volunteers destroyed a few tanks, but most were killed. The 2.36-inch bazookas and 37mm anti-tank guns proved ineffective against most of the advancing tanks, while the Soviet-made 122mm artillery out-ranged the South Korean 105mm American hand-me-downs. Nevertheless, ROK units fought hard in this area. They held up the enemy for over three days in the Korangp’ o-ri position, buying time for the South Korean Army to reassemble, and for American reinforcements to arrive.


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)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Motorized
South Korea Order of Battle
Daehanminguk Yukgun
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 1371

These are single-step units. The back of the counters in Pusan Perimeter should be blank.

(rerathbun on 2014 Nov 04)

Display AARs (1)

Korean War: Pusan Perimeter, scenario #5: The Korangp’o-ri Position
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2018-04-07
Language English
Scenario KWPP005

Korean War: Pusan Perimeter, scenario #5: The Korangp’o-ri Position

I was anxious to play Pusan again with the die-cut counters. The Korangp’o-ri Position scenario is still in the very beginning of the Korean War and the South Koreans are in a desperate fight to buy time.

I put some ambushing ROK units forward in two positions on the northern map 95 where the North Korean juggernaut is entering the map. The rest of the South Korean forces are defending the bridges and town hexes on the southern map, map 93 as that is where most of the points are in this scenario. The victory conditions are very interesting for this scenario and should give both sides an interesting fight.

The NKPA entered the map in two areas and were briefly held up by two ambushing groups of ROK units, they could have been better used in the defenses in the south. The American air-force made two appearances but with little effect and could not destroy any NKPA armor.

After the North Koreans converged on main town and bridges on map 93, they came out with a major victory, as the ROKs wasted too much of their needed forces up north and the NKPA crushed the South Koreans with combine arms, of armor, infantry & artillery. It wasn’t without costs, as the NKPA lost 4 INF steps, 2 SMG steps and 1 BA-64 step but the ROKs lost many more steps and the NKPA controlled most of the victory conditions for a clear, major victory. But it was fun scenario to play throughout the turns.

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