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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Nightmare on the Kum River
Pusan Perimeter #23
(Attacker) North Korea vs South Korea (Defender)
United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP023
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 1950-07-14
Start Time 11:00
Turn Count 24
Visibility Day
Counters 67
Net Morale 1
Net Initiative 1
Maps 2: 94, 95
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Maj. Gen. Dean placed his badly-shaken 24th Infantry Division behind the Kum River, a significant barrier on the road to Taejon. His engineers destroyed all of the bridges over the river and burned all the boats they could find. Now under ceaseless United Nations air attacks, the North Koreans could only make large-scale moves by night, but move they did, and at mid-day on the 14th they dragged boats of their own down to the river and began to cross under covering fire from their T-34/85’s.

Conclusion

As the North Koreans crossed the river and their covering artillery fire increased its intensity, the young lieutenant commanding the nearest American company panicked and ordered a withdrawal. The North Koreans swarmed over the river in strength and, screaming wildly, attacked the 63rd Field Artillery Battalion emplaced some distance south of the Kum. The artillerymen resisted briefly then bugged out, leaving all 10 of their 105mm howitzers behind.


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
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Misc
South Korea Order of Battle
Daehanminguk Yukgun
  • Foot
United States Order of Battle
Army
  • Motorized
  • Towed

Display AARs (1)

Korean War: Pusan Perimeter, scenario #23: Nightmare on the Kum River
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2014-11-09
Language English
Scenario KWPP023

Korean War: Pusan Perimeter, scenario #23: Nightmare on the Kum River

Ok this scenario has a little bit of everything: boats, cavalry, planes and tanks that can’t cross the blown bridges to name a few and American, ROK & NKPA are all involved in this one. The intricate setups, entry of units & reinforcements makes this a fascinating scenario.

The North Koreans have setup north of the river on map 94 and can only cross the river by loading boats and the T34/85s cannot cross the river in this scenario, so they only provide support or protection for the boats. The NKPA also have a few units which have already crossed the river the night before and can enter either map on the east or west edge, if the Americans didn’t have enough to worry about and not forgetting the NKPA have air-strikes on any three turns. The American forces have two setup groups; one composed of infantry setup south of the river on map 94 and the other force of mostly artillery, mortar and a few HMG units, setup anywhere on map 95. They ROK Cavalry come on as unexpected reinforcements about halfway through the game. The key victory is eliminate enemy units with the NKPA getting 5 points each for every eliminated American 105mm Artillery unit as well, so the Americans must take care of these units.

I couldn’t decide on the best setup for the American forward units, if they should go after the NKPA boats or pull back and defend the Artillery? So I set them up spread out to attack loaded boats which really wasn’t a good idea, at least not staying long enough to get caught up in combat, which mine did. The North Koreans overcame the American forward positions and head south for the artillery. At one point the ROK Cavalry came on board to take away major victory from the NKPA by knocking out a few step and downgrading the NKPA victory to a minor one, as the Americans lost all three 105mm units.

In viewing this scenario, the Americans should have only setup a leader or two forward to spot for artillery fire on the NPKA boats and the rest should have pulled back to protect the artillery and this would have played out differently I believe but what a fun scenario to play!

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