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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Delaying Action
Pusan Perimeter #17
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP017
Total
Side 1 4
Draw 1
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
4.2
Scenario Rank: 45 of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-06
Start Time 07:30
Turn Count 12
Visibility Day
Counters 61
Net Morale 1
Net Initiative 2
Maps 1: 95
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 150
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Severe Weather
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

With little idea what had befallen Task Force Smith, only that the news probably wasn’t good, the newly-activated 8th Army ordered the 24th Infantry Division to send its 34th Infantry Regiment to set up a new blocking position north of P’yongt’aek and Ansong. The 34th was no better-prepared for war than the 21st had been, with minimal training, weak leadership and very little anti-tank capability. When troops of the crack North Korean 4th Division arrived at their position, the NKPA infantry promptly fanned out to attack.

Conclusion

Backed by the fire of their tanks, the North Korean infantry waded the stream and proceeded to turn both American flanks. Ordered to withdraw, the Americans broke and ran instead, once again littering the battlefield with weapons and equipment and even parts of uniforms. Overcast skies prevented air support from intervening, but given the performance of American and Allied pilots to date that may have been a blessing. The North Koreans repaired the blown bridge, and resumed their 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).
  • 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
United States Order of Battle
Army
  • Motorized

Display AARs (3)

Big Bug Out
Author thomaso827
Method Solo
Victor North Korea
Play Date 2016-11-20
Language English
Scenario KWPP017

Another 12 turn game, this time the US Army trying to hold the line with elements of the 34th infantry regiment against more than twice their numbers, the North Koreans supports by tanks and off board artillery. The North Koreans have to enter the board all at the same point so it takes 3 or 4 turns to get them all on the board. I set up the US in a rough line of outposts in the hills south of the river, all but two in woods with another in the village and the last dug in at 0408. As the US commander, I planned a flexible defense to a?low outposts to fall back initially instead of taking fire from the tanks or being targets for OBA, the shoot from 2 hex range as much as possible. The NKPA commander planned to send the SMG force to the open US right flank, fire at targets of opportunity with tanks moved forward to 0706 (vehicles cannot cross the minor river and the bridge is down) and the rest of the force to close with, engage and break through the defensive line. The US plan worked well for the first 3 turns before the US left became heavily engaged. Demoralized US troops started fa!long back from successful NK attacks while a major assault destroyed a force lead by the US major. The SMG troops succeeded in getting around the right flank and headed for the board edge on turn 6. North Korean tank and artillery fire had little effect cue to the flexible defense, but US casualties started to mount and the commander decided on turn 10 to order units capable to fall back and avoid being cut off, which opened up the whole front to the NKPA advance. End results, the north exited 30 steps and caused 6 steps of US casualties, losing only 6 steps in turn. An overwhelming North Korean victory, and probably a pretty historical result. Great game.

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Korean War: Pusan Perimeter, scenario #17: Delaying Action
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2018-08-30
Language English
Scenario KWPP017

Korean War: Pusan Perimeter, scenario #17: Delaying Action

The North Koreans are trying to drive through the American lines and exit units off the south edge of the map and eliminate enemy steps as well, while the Americans are all about eliminating NKPA steps and delaying their exit to a certain degree or turn lengths.

The North Koreans use their numbers, almost three to one and plow through the American lines, while their armor cannot cross the river at the blown bridge but still fire at enemy units across the river in the small village. The NKPA numbers were telling and they exited 17 units while losing 5 steps to the American loses of 4 steps, giving the NKPA a 16 point major victory and the American completed none of their more advance victory conditions and delayed the North Koreans NOT!

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Outnumbered and Desperate
Author Blackcloud6
Method Solo
Victor North Korea
Play Date 2021-03-13
Language English
Scenario KWPP017

This scenario looked to be tough for the Americans from the outset. However the Americans did hold the North Koreans off for a bit as the North Koreans just could not crack the river defense line at first. But finally just past mid-game the US center collapsed and the North Koreans headed south and by turn 11 got many units off the board. The US did earn 5 VPs for holding off the first NK exit until after turn nine.

Although this one is looking to be a one-sided affair, they scenario does depict well the desperate defenses the first arriving US troops had to conduct. It is worth playing for that reason

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