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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Back Again!
Pusan Perimeter #8
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP008
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 293 of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-27
Start Time 08:00
Turn Count 12
Visibility Day
Counters 25
Net Morale 0
Net Initiative 1
Maps 1: 92
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 139
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Exit the Battle Area
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

The NKPA seemed to regret giving the ROK 1st Division a nighttime reprieve, and in the morning sent twenty-five T-34’s rumbling straight for Seoul with only the under-gunned ROK 1st Division to stop them. The ROK artillery once again laid down a barrage of fire while the ROK Infantry braced for impact, having grown somewhat accustomed to the enemy armor and avoiding the fear that had gripped them on first contact.

Conclusion

Facing a determined defensive combination of concentrated artillery fire, anti-tank fire, anti- tank teams and infantry the T-34’s could not breach the ROK lines. Some newly-arrived troops from the 15th Regiment joined in, the anti-tank teams climbing onto the T34’s in a desperate measure, and dying as heroes in a valiant display of dedication. The violent attacks continued but the mighty T-34s could not punch a hole through the lines.


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).
  • 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

Display Order of Battle

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

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 (4)

Korean War: Pusan Perimeter, scenario #8: Back Again!
Author JayTownsend
Method Solo
Victor South Korea
Play Date 2014-11-09
Language English
Scenario KWPP008

Korean War: Pusan Perimeter, scenario #8: Back Again!

A short 12 turn scenario with NKPA armor trying to breakthrough a ROK infantry and support weapons line and exit south. The NKPA have 5 T34/85s counters or ten steps worth and have to exit 5 steps of those ten steps off the south edge of the map to win or the South Koreans win and they are blocking with 6 x INF, 2 X HMG, 1 x ENG, 2 AT Teams, 1 x 37mm and 2 x 105mm Shorts.

The key for the South Koreans I believe in this one is to setup as far north as possible filling the gaps in that rough terrain, forcing the North Koreans to have to push their tanks through the woods and allowing the ROK units good assault combat opportunities as well as pot shots with their weak AT weapons.

I am not sure why but after setup I bought my NKPA armor in on two locations, one stack of 3 units east of the river and one stack of two units west of the river hoping to slit the attacking ROK forces. But still the stack on the west side was assaulted right away and the AT Team made a successful roll and then rolled a 11 on the dice plus 3 for the AT Fire plus a 1 modifier for no NKPA Infantry Personnel in the hex, thus destroying one step right off the bat! The large NKPA armor stack on the east side of the river trying to void combat by going through the woods but got caught up adjacent to another group of ROK Infantry and were immediately assaulted. From here it went down-hill for the NKPA armor. I called the game after 10 turns, as the NKPA had lost 7 out of 10 steps of armor with no chance for victory, while the ROKs only lost 1 step of INF, 2 steps of Engineers and one leader. A ROK victory, no doubt!

This was a surprise ending for me and a very fast playing scenario, next time I will send in all my NKPA armor on the same side of the river. Setup for the ROKs is key for their chances in this scenario; they must fill the holes in the terrain up north and be able to shift forces around, as the assault stacks need them, get AT cross-fire-shots in if possible and don’t forget to bring your AT Teams and Engineers with you for those assaults, to help with the modifiers. For the NKPAs, find the weakest spot in the ROK lines and try and punch through to the open terrain in the rear and off the map as soon as possible and avoid combat if possible and try to keep your forces together. Its fun playing these usual matchups and this was a really fast playing scenario as well, I recommend it if you don’t have a lot of time and like to solve PG puzzles.

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Nothing But The Dead and Dying In Our Little Town
Author thomaso827
Method Solo
Victor South Korea
Play Date 2014-11-11
Language English
Scenario KWPP008

I wanted to get a game in on my first Veterans Day off in years, and until I saw Jay's AAR on this scenario I wasn't sure which game to go with. His review made up my mind for me. I'm afraid I set up the ROK forces a bit further north that was best, but the center force holding the town was in the perfect position to catch the T-34s at the end of their first move and pounced immediately on their own activation, taking out 1 step, demoralizing the surviving step and disrupting the other platoon stacked with it. Unable to do anything else, the ROK forces headed for the tangle on the north-south road to try to get one of the other tank units before they could get away. Turn 2 brought another NK initiative with 3 activations. I thought for sure it spelled an NK victory with the tanks being able to break away, but going from road to cross country speed slowed them down enough that the ROK troops were again able to catch up. The two elements having survived assault from turn 1 didn't make it through turn 2, losing 2 more steps and then failing a morale roll when the last step had to flee. ROK 4 to NKPA 0. Turn 3 and ROK got the initiative. They enveloped most of the T-34s and assaulted in 2 hexes, but didn't manage to do anything to the leading 2 platoons, while managing do demoralize the single platoon following along behind. The leading tanks were close enough to make it off the edge of the table, but the single demoralized platoon again failed a morale roll and got caught trying to flee for another step loss. ROK 5, NKPA 4. It was coming down to the wire and only 4 turns into the game. If the remaining step of tanks could manage to evade, regain it's morale and run for the edge, it would be an NKPA victory. But because of losses, NKPA initiative was down to 0, and with that, the luck ran out as well. The ROK Captain lead one last assault accompanied by one AT team and that last step of tanks died at their guns. AT was ineffective, as was the guns and at gun. One 105mm was in position to get a few turns of long range fire, but failed to get a hit. I don't see a lot in other AARs about using the edge half-hexes to get around blocking positions, but I use that tactic myself at times, so setting up the ROK forces, I made sure to cover those open outer hex rows, and as the NK side, I chose to do the old 'hey, diddle diddle, right up the middle' thing, trying to use roads to get as far across the board as possible. In setting up the ROK force a bit further forward than was probably wise, this NK move actually got the tanks nearly halfway across the board before anyone could do anything about them. Taking a chance seemed to be the NK way of doing business. It might have worked had a few assaults not gone the way they did. The only fire done by the NK was in defending in the assaults, and the return fire proved ineffective each time. In the end, the ROK force did well in defending their homeland. Great scenario and my first shot in the Pusan Perimeter game.

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The Tanks don't go rolling along
Author Warhawk1955 (North Korea)
Method Face to Face
Victor South Korea
Participants Dan_Huffman (AAR)
Play Date 2016-03-03
Language English
Scenario KWPP008

The South set up and choke points so I set up all of the NK Tanks on the East. I was planing on going up over the Hill then down the east side of the board. But the god of initiative was not with me and the south won. The south moved to block the opening over the hill. I shifted the axis of my attack to the west and made it down the board to the road. That is when he blocked me. I had no way to go forward. Looking at the situation I planned to attack with 2 T-34 and kill of the one squad blocking the way then move the other tanks down the board. Well the best laid plans an d all that. I assaulted the SK and got an M2 result. But the SK was tough and passed. On his attack he got an M2 result as well and disrupted one and disorganized the other. The rest of the game was just cat and mouse with the tanks being the mice. I manage to get on tank off the board but the lost 2 to Assaults and 2 turns from the last one I had the other tanks locked in Assault with no way to escape and make a break for the boarder. I called the game at that point.

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Channel the Tanks to the Chokepoints
Author Dan_Huffman (South Korea)
Method Face to Face
Victor South Korea
Participants Warhawk1955 (AAR)
Play Date 2016-03-03
Language English
Scenario KWPP008

The ROK should setup midway in the paths among the woods hex. The AT guns in and 2 hexes NE & NW of the town along the river. More units on the small rise on the NW of the map.

The wood s are 4 MP for the tanks. For got that when assaulting tanks in wood the tanks do not get firs fire as the ROK do not have armor. The ROK has to spread out and move east and west. The rice paddies will slow down NKPA. Remember half hexes are playable. The ROK have to assault. That way even if nothing happens, when the tank unit leaves ROK get the free shot. Move right back into the adjacent hex for another round of assault. 14 turns can go by quick if one is not careful. Going through the wood hexes or crossing the river will slow down the tanks. MP costs are as good as additional units. Thismay be a better solo game than face to face. The NKPA did get 2 steps off the board. Got lucky when two hexes with tank counters both demoralized. Got 2 shifts for that in assault.
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