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Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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Taejon Street Battle
Pusan Perimeter #29
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWPP029
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-20
Start Time 05:30
Turn Count 12
Visibility Day
Counters 20
Net Morale 0
Net Initiative 1
Maps 1: 93
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 140
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

As dawn broke, a handful of North Korean T34’s clanked into Taejon. Unopposed, they rumbled along city streets shooting up American field kitchens and headquarters and smashing flat a pair of crowded, fleeing jeeps. When an American bazooka team finally fired a 3.5-inch rocket at one tank, they instead loaded a white phosphorous rocket that hit a wooden building and started a massive fire that soon involved much of the city. Frustrated, Dean snagged another team with a 3.5-inch launcher and headed out to take care of business himself.

Conclusion

With Dean leading the way, the bazooka teams managed to knock out at least five of the six tanks spotted inside Taejon (possibly all five of them – one tank may have left the city and entered it again later). While not a recommended action for a major general, Dean’s participation helped bolster his troops’ shaky morale and prove that the new weapons could indeed destroy a T34.


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

Display AARs (2)

Not a Good Day to be a Bazooka Team
Author thomaso827
Method Solo
Victor North Korea
Play Date 2015-02-01
Language English
Scenario KWPP029

This 12 turn scenario pits the US Major General, his CPT aid and a company of mixed infantry and engineers holding a large town against a force of 2 T-34s, 2 Infantry and 2 engineers, who already hold the northern third of the town. There is no time for fancy maneuver, they enter assault almost immediately. Turn 1 sees a T-34 step taken out, which turned out to be the only NKPA loss, while MG Dean succeeds in returning troops to good order turn after turn, at least for the survivors, as NKPA reduces the small force by 1 or 2 steps each turn. Finally, as the US forces are reduced to a single step of enineers (randomly rolling each turn, bazooka teams died first), the enginneers and on Lt died, and the last die rolls to determine what leaders were killed or captured and which evaded lead to the loss of both MG Dean and his Aid, the Captain. Only one LT and the SGT evaded and escaped to tell the tale. 14 points for the NKPA to 2 for the US. Anything might have changed turn after turn with better dice results, so lots of replay value to this short fight.

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Pusan Perimeter, scenario #29: Taejon Street Battle
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2015-12-27
Language English
Scenario KWPP029

Pusan Perimeter, scenario #29: Taejon Street Battle

Tank hunting in the streets of Taejon is no easy job, especially when they have Infantry and sniper protection. In this scenarios the Americans must come to the North Koreans and be on the offensive. I screened the NKPA T34/85’s with the SMGs and INF on the town on the north side of the river, forcing the American Infantry and Bazooka Teams to assault these forces in urban combat which prove painful and time consuming and once toward the end of the scenario a small group of INF/BOZ units finally broke through but the T34/85’s pulled out and kept adjacent to the town hexes, to keep those victory points and protect their armor for a major victory. The only thing this brief combat produced was some disrupted and demoralized units on both sides and one step loss of NKPA INF and one Step loss of an American Bazooka Team and the T34/85’s managed to avoid combat. Again some strange dice rolls in the urban combat prevented the Americans from getting at those armored beasts. The first 7 turns were pretty stagnate preventing any real good action from happening. I’ll have to try this scenario out a few more times as it has some potential if I use a different strategy and avoid those NPKA infantry units, and go right around them, for some tank shots. With so few units, I think I was too cautious!

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