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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Retreat to Suwan
Pusan Perimeter #15
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP015
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 219 of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-04
Start Time 08:00
Turn Count 12
Visibility Day
Counters 37
Net Morale 1
Net Initiative 1
Maps 2: 92, 94
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 149
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

The ROK remnants that had held the Han River line fell back toward Suwon, home of a large airfield where American C54’s were just starting to land fresh supplies of artillery ammunition and other vital items. With their tanks finally over the river, the North Koreans launched a hot pursuit of the fleeing ROK forces. Near Anyang-in a column of T-34’s with infantry riding aboard crashed into a retreating ROK convoy.

Conclusion

The ROK troops formed a defensive perimeter, but could not hold it against the T34’s and suffered heavy casualties. An American recon plane mis-identified a ROK column as the advancing North Koreans, which was then thoroughly strafed by American and Australian planes. Acting on the same report, the American advisory headquarters staff panicked, destroying their radio gear with a thermite grenade and burning down the building in the process, forcing the ROK Army headquarters to evacuate Suwon as well.


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
  • 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
  • Mechanized
South Korea Order of Battle
Daehanminguk Yukgun
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
Scen 15

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)

Won by a Hair
Author thomaso827
Method Solo
Victor South Korea
Play Date 2016-11-19
Language English
Scenario KWPP015

This 12 turn scenario has a worn bunch of ROK troops heading south down the highway, slowed to a crawl by refugees cramming the road. The North is attempting to cut off and destroy as many as possible, and their road movement isn't slowed by the civilians. The NKPA have 4 T34s and 4 SMG platoons lead by 2 LTs and a SGT. All ROK infantry and HMG units start reduced, but have an engineer platoon, a 57mm AT gun and a 105mm gun with a truck and half track to tow them. I started out the ROK column on the road as required but centered on the town hexes on board 92. This way, as soon as the North Koreans are sighted, the ROK troops can take advantage of the engineers, guns and town defense while ROK troops south of town have a better chance of exiting. The defense worked well but the reduced road move rate kept any from exiting the board even with faster moves after many units left the road. Air support, if it arrives, has an even chance of attacking friendly forces. In this game, the fist attempt to get support failed but the second killed a step of dismounted SMG tank riders. The ROK SGT lead a delaying force northwest of town which threatened the mounted enemy and forced them to dismount. North Korean tanks bogged down in city right in while their support in infantry failed to get past the ROK SGT and his men. With some really hot dice, the ROKs killed all the NK infantry, and in assault, killed half of the tanks. The remaining tanks tried to chase the retreating ROK column and succeeded in inflicting the only 2 step losses for the game. In the end, no ROK troops made it off, but NK casualties were high enough that it didn't matter. End score 18 to 15, South Korea wins.

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Korean War: Pusan Perimeter, scenario #15: Retreat to Suwan
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2018-04-08
Language English
Scenario KWPP015

Korean War: Pusan Perimeter, scenario #15: Retreat to Suwan

A very fun scenario, with so many different little strategies to attempt. Obviously the South Koreans should try and exit as many units as possible but they are limited by their slow refugee’s road movement rule while the North Koreans are not.

I left a ROK blocking force in the town on map 92 and maybe too many units at that, while the rest attempted to exit off of the south edge of map 94. Sure the three truckloads of reduced Infantry and the M20 made it but an American airstrike gone awry took-out a truck load of ROK Infantry including a Major. The next air-strike did take-out a step of NKPA T34/85s worth two points each. Airstrikes in the first weeks of the war are a 50/50 proportion.

The ROKs got 4 points for exited steps, and 4 points for eliminated enemy steps, including that T34/85 step, for a total of 8 points. The NKPA got 6 points for ROK steps still on the map including an abandon 57mm AT Gun and some demoralized and disrupted Infantry & Engineer steps. But also they eliminated 5 points of ROK steps, for 11 total points, for a North Korean victory.

Looking back on this, I should not have left such a large blocking force so far north, maybe half of what I had, as none of them make it back and if everything went well, the ROKs could have won with the 9-7 strategy. Not using those deadly air-strikes until the end of the game might have helped the ROKs as well. But then again not blocking with a large enough force and the NKPA tanks with mounted SMG INF would just drive around the roadblock and cut off most of the convoy. Sure, the M20 will make it off every time with a 15 MPs but then everything else is up in the air. The Infantry can try and scatter in the hills off the road, which could be another good approach, then the North Korean armor would have to race to the south to setup a blocking position, all in 12 turns.

I will have to try this scenario again, it feels so different than most PG scenarios and a nice change of pace as well as fun to play.

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Do the math (spoiler alert)
Author Blackcloud6
Method Solo
Victor South Korea
Play Date 2020-10-20
Language English
Scenario KWPP015

Frankly, this scenario is broken. If you do the math and use 6 steps of infantry plus one step of HMG, the ROKs can block the NK's from using the road by setting up infantry in the Board 92 town and then move one each to the woods/road hexes on Board 94. This works if the ROKs get initiative on turn 1 to disperse into the town. But even if they don't, they can keep infantry on the road behind the convoy to delay the tanks and allow the convoy to move out. even with the refugees hindering the ROK move, they can still get to safety.

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