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!
Counter Attack at Chonui
Pusan Perimeter #21
(Defender) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP021
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-10
Start Time 13:00
Turn Count 24
Visibility Day
Counters 49
Net Morale 1
Net Initiative 1
Maps 2: 92, 95
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

The 21st’s newly-appointed commander, Col. Richard Stephens, had endured the morning attack in the front lines with his men, and tried to oversee an orderly withdrawal. As soon as he reached Lt. Col. Cliff Jensen of the regiment’s 3rd Battalion, he ordered Jensen to take his battalion and whatever other troops he could rally and re-take the ridge line just lost to the North Koreans.

Conclusion

Jensen’s attack re-took the ridgeline, but failed to capture the rise known as Bixler’s Hill. Many abandoned weapons were recovered, some troops overrun by the North Korean attack were rescued, and some of those who’d surrendered were found murdered execution-style, with their hands bound behind them. That night Stephens ordered Jensen to pull back from the ridge to his former position, which the Americans found had been occupied by infiltrating North Koreans who put up a sharp fight before slipping away.


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

Display AARs (1)

Korean War: Pusan Perimeter, scenario #21: Counter Attack at Chonui
Author JayTownsend
Method Solo
Victor Draw
Play Date 2014-11-09
Language English
Scenario KWPP021

Korean War: Pusan Perimeter, scenario #21: Counter Attack at Chonui

When I first created this scenario I wasn’t sure how the final maps would come out as far as all the hill positions and I thought it might be too big for this scenario as it stretches both sides pretty far but after playing it, it shows you the kind of situations the Armies faced in Korea, as lines were really thin in some of the early battles.

With that said this was an interesting scenario to play as both sides need to cover a lot of area in 24 turns, with the setup both sides were stretched out. The American M24 came on the opposite maps as the T34/85s were setup on, to void the long reach of the deadly 85mm guns, hoping the Infantry & Bazooka Teams could take care of them in assaults. The problem for both sides is there is 5 hills to defend or conquer, so how to divide your forces or not is very important and a difficult task for both sides to try and solve. I won’t go into great detail but at the end of my game the Americans controlled two hills with help of off-board artillery and the NKPA controlled two hills and the fifth hill was in dispute for a Draw!

There are many things I could try different in this one, so many attack approaches, setup & defense options and once the battles is in progress both sides sifted forces around but overall I think this scenario will be a draw about 50% of the times, until I can master this scenario better for either side. But a fun fluid scenario to play!

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.234 seconds.