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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South of Chonui
Pusan Perimeter #20
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP020
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-10
Start Time 08:00
Turn Count 24
Visibility Day
Counters 75
Net Morale 1
Net Initiative 0
Maps 2: 92, 95
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 164
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

With more of his division arriving. Maj. Gen. Dean ordered his troops to establish a series of blocking positions from which “maximum repeat maximum delay will be effected.” The 24th Infantry Division was responsible for covering the left flank of ROK units fighting hard around Ch’ongju, and Dean did not intend for another collapse to embarrass his division. Placing the remainder of the shaky 21st Infantry Regiment into line, he reinforced it with tanks, engineers and heavy artillery in hopes of stiffening their resolve.

Conclusion

As the fog lifted, North Korean tanks and infantry emerged from the burning ruins of Chonui. Effective American artillery and mortar fire slowed their advance, but soon the T-34’s overran the mortar positions. Air support proved ineffective, and when the American artillery tried to shift its fire to the advancing enemy infantry they instead shelled their own troops. The tanks performed just as poorly as the American infantry, and soon the 21st was falling back in panicked disarray.


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
  • Mechanized
  • Motorized

Display AARs (2)

ça passe ou ça casse
Author leonard (North Korea)
Method Face to Face
Victor North Korea
Participants unknown
Play Date 2015-02-19
Language English
Scenario KWPP020

In French, "ça passe ou ça casse" means something like "Thru or broken". This is a clear cut mission : as the North Korean player, you have to exit at least 10 steps (T34-85s worth double) out of the other side of the maps to win. The US set up transversally with some artillery, recoiless rifles, loosy bazooka teams, some infantry, a deadly off board artillery (with VT fuse advantage in open) and 4 aircrafts. There are two roads, one on each side. As the North Korean, I've decided to split up my forces and attack along both roads + another team in the center. It was a risky decision because there was no real schwerpunkt, only troops everywhere to exploit any opportunity to go thru and exit. US aircrafts were rather erratic and killed just one T34/85 step. Two other full platoons of T34 were able to exit (8 Victory points) in a mad charge along both roads evading artillery shells and taking advantage of consistent initiative. The rest of the NK forces was a bit slower but since the NK infantry usually has a Direct Fire range of 1 or 2, you have to search for contact and assault. Soon, most US defenders were glued into assault hexes while other North Korean infantry was running to the exit. The scenario ends on 12th turn (on 24) with a North Korean victory. Fun and tense scenario.

(oh ! And I was about to forget : the US player endured a Logistics shortfall on 9th turn of the game. Excellent rule to finish off the game !!!)

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Korean War: Pusan Perimeter, scenario #20: South of Chonui
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2018-08-31
Language English
Scenario KWPP020

Korean War: Pusan Perimeter, scenario #20: South of Chonui

Two maps and an interesting mix of units but the North Koreans must only exit 10 or more steps off the south edge of the maps to win, with tank steps counting double, while the Americans try to prevent this. The American had four airstrike which actually did some damage for a change, eliminating two T34/85 steps and two Infantry steps. This wasn’t enough and the American were hard pressed to cover two maps and the NKPA led with their T34/85s down map #92 in the more open terrain. The Americans had little to counter the North Korean armor but their mentioned airstrikes and maybe a lucky shot from the M24 tanks, 75mm RR, 105mm and 155mm guns.

I quit playing after the NKPA had exited 14 steps off the south edge of the map for a victory. Map #95 was plugged up pretty well but map #92, a large hole opened up and the North Koreans flooded through it. Maybe if the scenario was reduced to 14 turns, it would be more tight and tense.

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