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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Across the Han River
Pusan Perimeter #13
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP013
Total
Side 1 3
Draw 0
Side 2 4
Overall Rating, 7 votes
5
4
3
2
1
3.86
Scenario Rank: 156 of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-06-30
Start Time 10:00
Turn Count 12
Visibility Day
Counters 23
Net Morale 0
Net Initiative 1
Maps 1: 93
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Inflict Enemy Casualties
River Crossing
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Eager to resume their offensive, the North Korean I Corps sent their best unit, the 4th Division, forward to cross the Han River by any means they could find. At the river’s edge, they became embroiled in an artillery duel with the Capital Division, the ROK Army’s showpiece unit that had been held out of most of the first days’ fighting as Army Chief of Staff Chae considered them “fit only for the parade ground.”

Conclusion

The 1st Cavalry Regiment had all of what passed for “armor” in the ROK Army when the fighting began. Douglas MacArthur’s visit on the 29th to the ROK lines along the Han River appears to have genuinely inspired the South Koreans, who now had visible proof that American aid would be forthcoming. But many hard battles, defeats and retreats lay before them.


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)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • 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
  • Foot
  • Leader
  • Mechanized
  • Motorized
South Korea Order of Battle
Daehanminguk Yukgun
  • Foot
  • Mechanized
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
Scen 13

The South Korean M20 counter presented in the game, and the special rules associated with it, are erroneous. Click on the unit in the Order of Battle to be taken to unit's page for further explanation and replacement counters.

(plloyd1010 on 2023 Feb 01)

Display AARs (3)

Come on Colonel!
Author Blackcloud6
Method Solo
Victor North Korea
Play Date 2019-02-24
Language English
Scenario KWPP013

This is clever little scenario that I really enjoyed playing. One must think through well the forces initial deployment and scheme of maneuver becasue both sides are weak and mistake could cost the game quickly. The NORKs set up on the hills behind the river with the valuable Su-76 on the rearmost hill to avoid detection as long as possible. They put an AT Gun and the HMG ion the last town hex as a delaying action. This forced the South Koreans to attack. The 122mm was placed on the forward hill.

The South planned to hit the 122mm position with the cavalry then move up and use the recon ability to spot and hopefully kill the Su-76. But everything the cavalry moved forward and took fire the Colonel kept demoralizing and halting the attack. The fire from the 122mm was effective. Finally the South Koreans had to charge the enemy positions with the armored cars and they all made it withstanding AT fire. the Su-76 hid don the banks of the river when the M8 Greyhounds moved into recon range. The assault on the 45mm Gun positions produced no results and the game went down to the last turn without any casualties. On the last turn the Cavalry finally took down the 122mm position but the NORKs counterattacked a lone M8 platoon (after his buddy platoon fled) and eliminated it for the Nork Korean Victory. This one was fun fast to play and ended in fury.

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Who Knew John Wayne Was Korean?
Author thomaso827
Method Solo
Victor South Korea
Play Date 2014-11-13
Language English
Scenario KWPP013

This little scenario has a small force of AT guns, light armored cars (M-8s and an M-20) and Cavalry. I drew a good bunch of South Korean leaders to go with them. This defending against an odd mix, a 122mm gun, 2 45mm AT guns, all with tow vehicles, a BTR APC for the HMG platoon, and an SU-76. A "kill them all" sort of thing, the South Koreans start anywhere south of the river, the North Koreans anywhere north of it. I set up the South Koreans with one AT gun, LT and tow vehicle in the town watching over the bridges, the second one in woods on the hill above the town with the Colonel, the two M-8s on the second level hill and the cavalry in woods to the right of the hill, the M-20 in town to provide direct fire cover for the AT guns there. North Koreans had a firebase arrangement, the 122 with trucks in one hex, the two AT guns with trucks next door, one LT with the 122s. The APC carrying the HMG platoon and the SU were set up on the ROK's left, where it looked like they were wide open since they were more focused on the bridges in town. ROK won initiative on turn 1 and bided their time while the NK APC and SU started a river crossing out of sight behind a row of trees. Turn 2 and the North won initiative. Since none of the SK units had opened fire, none of them were visible yet, so the SU and APC succeeded in crossing the river. Turn 3 and the NK mech/motorized force took to the road and advanced to stop just outside of the woods where they might draw fire and get some artillery down on the ROK troops. This worked but not as well as they would have liked. The two 37mm ATs were in good position to fire at the lightly armored NK vehicles but failed to hit. The M-8s moved around and into the edge of town where they could add their firepower next turn without being a target yet. ROK Cavalry moved down into the town to keep an eye on those interesting looking NK gun positions. NK arty came down on the Colonels AT gun position and the 122 fired on the town hex where the other AT gun was set up but all was ineffective. Next turn, and two really ace M-8 crews fire, one rolling box-cars against the SU and the other rolling an 11 against the APC. 3 steps lost with an LT in one action. Good shooting, guys. NK guns tried to retaliate, and OBA hit the AT guns on the hill, killing the gun and demoralizing the Colonel. NK 122 fires AT and takes one step of an M-8 but the survivors are so driven to repel the North Korean invaders they take no notice. The ROK Cavalry saw their chance and advanced towards the NK guns, hoping to get the drop on them next turn. And indeed they did, ROK initiative, ROK cav charge the 2 AT guns and their trucks but only disrupt one gun and it's tow vehicles. NK return assault ineffective. The LT and the 122 next door decide to try to use AT fire to kill another step of the M-8s but miss. This time the Cavalry rolls a 3, taking out both AT guns and both trucks, again to no losses from the AT guns return fire attempt. The M-8s fire direct fire on the 122 and it's truck and kill that stack, leaving a dazed and confused NK LT wandering around all by himself. Game over. No demoralized units on the table, even the demoralized ROK Colonel has stopped fleeing and gotten ahold of himself, so only casualty points to count up, 7 to 2. South Korea wins. Great small scenario, very unusual unit mix. Great little puzzle for a quick game.

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Korean War: Pusan Perimeter, scenario #13: Across the Han River
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2018-08-26
Language English
Scenario KWPP013

Korean War: Pusan Perimeter, scenario #13: Across the Han River

Ok first let me start, below was the original scenario introduction and conclusion before Avalanche Press rewrote them. My intent on this scenario was to show that both sides took a small breather with a the river between them pretty much out of rifle range but not heavy weapons as both sides took pot shots at each other and a few tried to fight it out across fords in the wide river causing this odd mix of units to clash.

Original Scenario Introduction: Colonial Paik was down to rebuilding his ROK 1st Division across the Han River defensive line and a violent Artillery duel bellowed in full fury across the wide waterway. Paik went to assess the situation when he ran into the ROK Army’s armor regiment. The regiment didn’t have tanks but only Armored Cars and halftracks with 37mm guns and two hundred horses and were eagerly exchanging fire across the river with unidentified combat units of the NKPA.

Original Conclusion: The ROK commander was inspired by MacArthur’s visit and the news that the U.S. Army was committing ground combat troops to Korea. The ROK army also felt safer across the Han River, having some relief and time to reorganize and rebuilt their depleted units. But little to their knowledge at this time, their retreat south was not over, as soon the NKPA would continue south again!

AAR: Now back to my small AAR! My mistake, the bridge should have been blown up but since I left them intact and this scenario has been out for years, I’ll play it as though the bridges are still there like everyone else has played.

I setup pretty much with both sides facing off directly across from each other, in the town hexes or hills on one side. The North Koreans shot first knocking out an M3 Halftrack, so the South Koreans worked the Cavalry units across one of the bridges to setup a charge the next turn. For a small 12 turn scenario with a low unit count, the battle became very bloody with adjacent combat and city assaults. By the points in the victory conditions, which includes points for demoralized units, the NKPA achieved 7 points and the ROKs achieved 6 points. A very close NKPA victory and a few dice rolls either way and either side could have won. You have to take special care in this scenario, as both sides have weak armor protection AFV for easy points (BTR-40, SU76, M8, M20 & M3). This probably plays out differently each time, in this odd but fun scenario.

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