Secret Gardens Pusan Perimeter #10 |
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(Defender) North Korea | vs | South Korea (Attacker) |
Formations Involved |
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Overall Rating, 7 votes |
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3.29
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Scenario Rank: 580 of 949 |
Parent Game | Pusan Perimeter |
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Historicity | Historical |
Date | 1950-06-27 |
Start Time | 23:00 |
Turn Count | 12 |
Visibility | Night |
Counters | 15 |
Net Morale | 1 |
Net Initiative | 0 |
Maps | 1: 93 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 130 |
AAR Bounty | 154 |
Total Plays | 7 |
Total AARs | 3 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Scenario Requirements & Playability | |
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Pusan Perimeter | Base Game |
Introduction |
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Initial North Korean probes into the Seoul suburbs had been repelled by heavy fire, but South Korean resolve to hold the capital was wavering badly. During the night a lone North Korean tank and 50 to 60 infantry managed to slip into the Secret Gardens at Chang-Duk Palace in the northeast section of Seoul. Their stealthy entry into Seoul didn’t go unnoticed as police units reported the development and soon a small force of the capital’s heavily-armed and battle-tested police responded to destroy them. |
Conclusion |
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With the help of some ROK infantry, the police destroyed the tank and drove off its accomplices. No arrests were made. While the cops were still willing to dispense justice, at ROK Army headquarters staff officers began neatly packing up their belongings as soon as word arrived that a North Korean tank had entered the city limits. Their panicked bosses meanwhile issued orders to blow up the bridges over the Han River just south of the capital, even though the troops defending the city had not yet withdrawn. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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To the Bitter End | ||||||||||||
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Another very small scenario, 12 turns of a small group of ROK troops and police tracking down and eliminating a small element of 1 tank and 3 steps of NKPA infantry with 2 leaders. Setup has the NKPA in the city, and allows the ROK force to set up anywhere inside the city. I set up the NKPA troops in 3 city hexes, the two officers with the infantry and the tank between them. ROK set up adjacent and just south of the NKPA and assaults started immediately on turn 1. In fact, the single step of T-34s died immediately when the ROK troops rolled snake eyes. Within a few more turns, the NKPA SGT and a single step moved in with the NKPA LT after the single step of infantry in the LTs group died, giving the ROK their needed 3 steps of dead NKPA troops. This left both leaders and 2 single step units holding on in a the city. The best ROK troops on the board kept the pressure up, but the most damage they could do was a single turn of demoralization for one infantry unit and sometimes one of the leaders, but it always came back quickly enough for them to keep hanging on. At the end of turn 12, they were still hanging on, 2 leaders and 2 steps of troops, fulfilling the NKPA victory condition. Draw game. Another great, short, fast battle. |
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0 Comments |
Secret gardens memories | ||||||||||||
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In 2004, I've been there visiting the beautiful park and ancient palace, north of Seoul. If necessary, it would be a good reason to play that scenario depicting a nocturnal North Korean recon in the Seoul suburbs and the ensuing ROK reaction. A very small night scenario entirely located in town hexes. Scenario vs reality: the terrain representation of the scenario is so-so. In reality, the palace is located in a light woods/park dotted with ponds, among a more densely populated area. The park is hanging on the low slopes of a mountain, lying to the north, just behind. There's no river there, no rice paddies, only decorative ponds. I decided to turn the map upside down (number 93 in south-west corner) to have that mountain just behind the palace. It doesn't change anything for scenario play anyway. Another possibility would be to fold the map, use only the left part and the whole picture would be far better. But again, it won't change play: only for esthetics. The scenario itself is quite simple: a succession of assaults in town hexes and no manoeuvre. Better morale of ROK units and use of the ROK ENG should lead South Korean units to victory but winning initiative during the first turns is crucial. In my play, ROK units won on the 9th turn (12 total). I noticed that several other Pusan Perimeter scenarios were located in Seoul. Let's face it, it is impossible to simulate Seoul city fighting (even in the suburbs) on these maps. They do represent the Korean countryside but not any part of the capital city. |
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0 Comments |
Korean War: Pusan Perimeter, scenario #10: Secret Gardens | ||||||||||||
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Korean War: Pusan Perimeter, scenario #10: Secret Gardens This was my attempt to design a very small action engagement. But weather it worked at this scale is another question. In my engagement I setup my ROK units adjacent to the NKPA units and rolled better on my first turn and immediately assaulted with combat stacks of three combat units each. My game only lasted 6 turns with a clear ROK victory. With such a small unit count the first couple of dice rolls control the game, either way. With 48 scenarios sharing 4 maps, sometimes the city terrain can’t be exact but you get the general idea. The whole game play only took me about 15 minutes of less. So time to time to setup another scenario for sure. |
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0 Comments |