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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Day Two, Taejon Flanked!
Pusan Perimeter #28
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP028
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 1950-07-20
Start Time 03:00
Turn Count 28
Visibility Day & Night
Counters 133
Net Morale 1
Net Initiative 1
Maps 4: 92, 93, 94, 95
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 175
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Urban Assault
Conditions
Minefields
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Without any artillery preparation to give away their intentions, the North Koreans struck the 1st Battalion of the 34th Regiment. Evidence of infiltration around the southern flank of the Taejon position had been either ignored or not reported, and the attack came as a complete surprise to Lt. Col. Ayres and his officers. NKPA troops were already within his perimeter by the time Ayres even knew he was under attack.

Conclusion

When North Korean troops entered the American positions, many American soldiers dropped their weapons and ran. When North Korean tanks were reported entering the perimeter, Ayres dispatched bazooka teams with the brand-new 3.5-inch rocket launcher – just arrived at Taejon via emergency airlift - to deal with them. The experts sent along with the new bazookas claimed they could penetrate the armor of any tank, but Ayres’ crews never tested this proposition - they ran away, too. At some point Ayres’ staff abandoned their radio jeep, which the North Koreans used to inform regimental headquarters that all was well in 1st Battalion’s sector.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

North Korea Order of Battle
Chosŏn inmin'gun
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (2)

Korean War: Pusan Perimeter, scenario #28: Day Two Taejon Flanked!
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2016-03-24
Language English
Scenario KWPP028

Korean War: Pusan Perimeter, scenario #28: Day Two Taejon Flanked!

A big scenario with both sides trying to control the most town/village hexes on all four maps for the victory. The North Koreans have infiltrated the American lines in force and have to enter some units on all four maps while the disorganized American units must defend with some units on all four maps, not knowing where the NKPA units will enter but really the biggest prizes are on maps 92 and 93. Map 93 in fact has 11 town hexes out of the total of 22 so both attacker and defender will have to adjust units from the other maps and collide in the two major urban areas making some initial mobile actions as well as the urban combat.

I’ll make a short AAR out of this longer but very interesting battle. I got greedy in my initial American setup, thinking I could defend 16 out of the 22 town/village hexes plus an on-board artillery park which cost me the game and gave the North Koreans the victory with a 13-9 town hex count. When I do it over again, I’ll pull back most the American units to defend on map 93 plus one or two town hexes on another map giving me a more concentrate force. The NKPA brought their units together to make two major forces and one minor one that took out the American artillery park first, so that they could dominate the battlefield with their off-board artillery. Three T-34/85 stacks can make a nice death star for adjacent American Infantry in town hexes and while those 75mm Jeeps can take nice pot shots but if they stick around too long, they disappear very fast. Also that M16 halftrack is feared by the NKPA infantry units but if you get careless with it as I did, the NKPA SU-76 popped a shot off eliminating half a step and sending the other half off demoralized never to really recover.

Overall, a very good scenario to play, with a lot of options in setup, attack, defense, and overall strategies. Normally attacking American units in town hexes is not wise but with their morale at 7/5, there is a good chance either side could win this scenario.

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Memories of Taejon
Author Arborec88
Method Solo
Victor North Korea
Play Date 2016-12-12
Language English
Scenario KWPP028

It has been a few years since I played this scenario but I still remember it vividly.

The Americans set up the bulk of the infantry in the suburbs of map 93. A few smaller units held some of the satellite towns and villages. Single leaders with a platoon were placed in as many settlements as could be spared without compromising the main defense of Taejon. All positioned within range of US artillery.

US long range artillery was dug into the tops of the highest surrounding hills and infantry was deployed alongside, dug into the slopes to defend against NK incursions.

The first NK wave came from the North, masses of infantry began ascending the steep slopes towards the gun emplacements. US gunfire was heavy and combined with the artillery devastating, the NK first wave withdrew.

Over the coming turns more NK amassed in the North and a second force now came from the south picking off some of the isolated villages along the trails, heading towards the open rice fields beyond.

An Eastern NKPA contingent began manoeuvering itself along the banks of the river toward the nearest town. Unfortunately for the defends, artillery support was unavailable due to events closer to the gun batteries and so the NKPA managed to eventually reach Taejon relatively unmolested.

US forces shifted from the Western to the Eastern side of the Taejon to receive the approaching force.

It was at this point that the NK units in the North decided they had enough manpower to storm the nearest hill and take out the US gun emplacements. Within the hour the Americans on the hill were in disarray and eventually destroyed as a fighting unit.

The US commander decided to detach a small force of some 40 men to engage the enemy by ferrying the men up the steep trails with trucks to take out the spotters. Fierce fighting broke out all across the horizon as dawn finally broke.

With the US player now weakened in the town, the NK units began squeezing the last remaining units. T34s entered from the North and thrust straight towards the town. Some were knocked out on the river bridge by a few lucky bazooka rounds but the NK kept coming.

It was around 8 in the morning when the US commander accepted defeat.

The NK forces now held the hills overlooking the town, no cohesive US units existed within 2km of Taejon and the last of the US hilltop artillery fell silent as no leaders were left to assign targets.

Taejon itself fell silent with T34s on its North bank and columns of NK troops entering from the South and East.

A victory for the NKPA and a crushing defeat for the US.

In hindsight the US placing its guns on the hills may not have been the best strategy BUT it did force the NKPA to deal with the threat from on high. The US players limited resources proved a challenge but this scenario is what gaming the Korean War is all about!

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