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
Errors? Omissions? Report them!
Convoy South
Pusan Perimeter #19
(Attacker) North Korea vs South Korea (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP019
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-09
Start Time 07:00
Turn Count 22
Visibility Day
Counters 0
Net Morale 1
Net Initiative 0
Maps 2: 92, 94
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 143
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Hidden Units
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

North Korean front-line formations showed a great deal of discipline and planning when actually in contact with the enemy. When advancing against token opposition or none at all, they could become surprisingly careless. Near Chinch’on, one of the NKPA 2nd Division’s columns ran into an ambush set by the Capital Division and some South Korean police.

Conclusion

A successful ROK ambush netted four artillery pieces and 27 vehicles captured, temporarily blunting the North Korean advance. A three-day battle for the Chinch’on and Chonui areas began, eventually resulting in a South Korean withdrawal. The arrival of American supplies improved the ROK Army’s capacity to fight, while just the presence of American ground forces – the ROKs were as yet unaware of their poor performance – greatly boosted their will.


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

Display Errata (1)

1 Errata Item
Scen 19

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 (1)

Korean War: Pusan Perimeter, scenario #19: Convoy South
Author JayTownsend
Method Solo
Victor Draw
Play Date 2018-08-31
Language English
Scenario KWPP019

Korean War: Pusan Perimeter, scenario #19: Convoy South

Interesting puzzle scenario to play and movement across two lengthwise maps. Pretty easy victory conditions, the North Koreans win if they exit four or more steps off the south edge of the map and the South Koreans win if they eliminate four or more enemy steps.

My scenario ended in a Draw with the NKPA losing three steps while only exited two steps of BA-64 armored cars as a token jester at the end of the game. While the ROKs only eliminated three steps of NKPA falling short by one step and losing two of their own steps while the map was spread out with demoralized and disrupted units. The ROKs should have won this but too many units in the south as safety measure leaving the northern units unsupported much of the game. The other big mistake was trying to charge with a stack of three Cavalry units as even a BA-64 with a DF of only 4 but rolling a 3 on the dice, getting an adjacent modifier of 2, plus a 1 modifier for three enemy units in a stack can do a lot of damage. The NKPA had to unlimber their guns to fire in support of their Infantry and had no chance to exit and the Infantry got tangled in two maps of endless combat. I think this scenario favors the ROKs even though my game was a Draw. With that said, it only takes a few good dice rolls in a small scenario and the events can change. Also, the setup is critical to having different results. So play away, as you never know?

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