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Across the Han
Pusan Perimeter #14
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP014
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-01
Start Time 04:00
Turn Count 22
Visibility Day & Night
Counters 74
Net Morale 1
Net Initiative 2
Maps 1: 93
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 157
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
River Crossing
Urban Assault
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

While the South Koreans hoped the blown bridges would delay the NKPA along the Han River line at least a little while, the North Korean command had other ideas. Signs of coming American support made it imperative to continue the offensive southward. On the last day of June, 3rd Division troops crossed the river in large assault boats prepared for that purpose while others waded or even swam across. The main effort began the next day, with the 4th Division – considered the best unit in the NKPA – attacking the south-bank Seoul suburb of Yongdungp’o.

Conclusion

The mixed ROK units held Youngdungp’o, despite their tangled organization. North Korean assaults continued two full days before Youngdungp’o finally fell at the cost of over 2,300 NKPA casualties. The 4th Division had scored great successes in the first days of the war, but always with tank support – and none of the heavy vehicles could be brought across the river to help take Younfdungp’o. Finally on July 3rd NKPA engineers finished replacing the spans of a railroad bridge over the Han River and the T34/85’s could resume their place at the point of the North Korean advance.


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)
  • 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.
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

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

Display Errata (1)

1 Errata Item
Scen 14

Scenario #14

Errata: I never noticed this before but all the bridges should be blown up/destroyed for this scenario that is why the North Koreans have 6 boat units and 2 Engineer units.

(JayTownsend on 2018 Aug 29)

Display AARs (2)

Dead Piled High
Author thomaso827
Method Solo
Victor South Korea
Play Date 2016-11-13
Language English
Scenario KWPP014

The North Koreans have superior manpower and even boats to cross the Han River and take the city, but the effort failed this time. I setup 4 boats to the west of the town and 2 more to the east to envelope the town from both sides. The game starts in pre-twilight visibility of 2 hexes growing g lighter on turn 7 until full daylight on turn 9. Setting up the ROK troops, I wanted to give the 37mm AT guns a chance to shoot at the boats so set them up in the hills West of town, and set up an infantry/hmg outpost in the woods west of that,spreading the line out. On the east flank, another infantry outpost dug in southeast of the last town hex in that direction. The rest were set to hold every town hex south (exclusive) of the river. As the North Koreans crossed the river, they started taking casualties. Both east and west attacks failed to make much headway, even seeing a ROK cavalry charge from the south side of town to cover the withdrawal of survivors from the southeast outpost. To the west, half of the boars were destroyed but everything managed to cross.NK casualties were nearly 50%,including both engineer platoons, by turn 8. The NK troops gambeled and lost on an attempt to take a town hex in the southeast. On turn 12, the back was broken on the attack. Infantry had suffered 60% casualties, SMGs 50 and HMGs 75. Still not having broken through the western hills, the North Korean command sounded the call to call back and regroup. ROK victory. Great game.

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Korean War: Pusan Perimeter, scenario #14: Across the Han
Author JayTownsend
Method Solo
Victor South Korea
Play Date 2018-08-29
Language English
Scenario KWPP014

Korean War: Pusan Perimeter, scenario #14: Across the Han

Errata: I never noticed this before but all the bridges should be blown up/destroyed for this scenario that is why the North Koreans have 6 boat units and 2 Engineer units.

An interesting scenario to try and attack for the NKPA and to defend for the ROKs. It all about control of the town hexes on the south side of the river and the scenario starts at night for the first 6 turn, so the North Korean enter the map fast to reach their waiting boat units before they are exposed to daylight.

In my South Korean setup, most units setup defending in the town hexes but also some detachments to the east and west to make crossing the Han River as difficult as possible for the North Koreans. The NKPA split up their attack into three areas and three groups, to use the full river as possible crossing routes. The ROKs were so hot on the dice today and their off-board artillery was spot on as well. With a little over 15 turns the North Koreans called it quits, as they had lost 9 steps already and had at least that many in a demoralized or disrupted state and were highly disorganized with the remaining forces, with no way of taking half the town hexes on the south side of the map. The ROKs lost only 3 steps and a few more demoralized step as well but controlled most of the south side of the Han for a ROK victory.

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