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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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All So New!
Pusan Perimeter #32
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP032
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-22
Start Time 07:00
Turn Count 20
Visibility Day
Counters 28
Net Morale 1
Net Initiative 1
Maps 2: 92, 94
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 149
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Breakout
Conditions
Reinforcements
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

The first combat elements of the 25th “Tropic Lightning” Infantry Division entered the front lines on 20 July in central Korea, with instructions to assist the ROK forces there desperately holding back the North Koreans from the key town of Sangju. While both the 25th Infantry Division’s junior officers and the commanders of neighboring ROK divisions preferred to hold their own sectors, the 25th’s assistant division commander, Brig. Gen. Vennard Wilson, inserted American companies between ROK units. This would help stabilize the ROKs, Wilson insisted; both his juniors and his allies disagreed.

Conclusion

Just before the North Koreans attacked, the ROK units on either side of Company F pulled back. The Americans blamed the South Koreans for not informing them, but it appears that Wilson made no liaison arrangements with his allies. The North Koreans soon enveloped the American company and were firing on it from all sides; a platoon of American tanks intervened to help extricate them from the trap. The company escaped at the cost of heavy casualties.


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
United States Order of Battle
Army
  • Mechanized

Display Errata (3)

3 Errata Items
Scen 32

Scenario #32, All so New:

The maps need to be rotated right 90 degrees to right to make the scenario work for setup and victory conditions.

(JayTownsend on 2015 Jan 01)
Scen 32

Scenario #32, All so New:

The maps need to be rotated right 90 degrees to right to make the scenario work for setup and victory conditions.

(JayTownsend on 2015 Jan 01)
Scen 32

The errata was corrected in the second release of Pusan in scenario #32: All So New!

So please ignore earlier errata for scenario #32 is you have a newer version of the game, as the maps no longer need to be rotated 90 degrees unless you have the first released copy of the game.

(JayTownsend on 2017 Jun 23)

Display AARs (2)

Foot Race to Oblivion
Author thomaso827
Method Solo
Victor North Korea
Play Date 2015-03-01
Language English
Scenario KWPP032

Interesting scenario, short primarily because of low troop count. US troops are in a race to exit 5+ steps off the south side of the board (tanks that enter on or after turn 8 dont count). NKPA have to prevent that. From the set-up procedure, things didnt go well for the US. Drawing a 7-1-0 Cpt to lead them, the rest were average 8-x-x leaders with only 1 having a morale bonus. The setup starts the US north of the river. Since the rivers run north to south, I assumed this meant north of the bend in the river and set up just to the north, lined up by command structure to allow the whole group to move on one action as long as possible. I split the NKPA into 2 elements to enter on the road from east and west, with the NKPA Major leading the SMG company and the rest split up so equal numbers of infantry and an HMG enered from both sides. The Major entered with the easern force and was able to take advanage of his full move just in time to block the US force. As the US only got the initative on turn 2, the NKPA were in a foot race that they won, and the US sergeant with the mortars moved off to the west into a cleft in the hill to deploy his mortars while the NK Major with the SMGs engaged the 2 platoons next in line in assault and the other 2 elements moved adjacent to the last 2 US stacks intending on assaulting them next turn. NKPA dice were hot, and the Major rolled snakeeyes, taking 3 steps immediately, the US counter doing nothing. the US LT failed the leader loss check and the surviving step of HMG went to demoralized, then failed a US turn morale check and was destroyed in the attempt to flee the assault hex. The two other US stacks opened fire to the adjacent NK stacks and slowed them down, forcing them to take morale checks in their next turn instead of assaulting. The US sergeant got his mortars ready and managed to get a shot off that slighly added to the morale damage of one NK stack. But next turn came and the NK Major and his killer company moved into assault the US commander and his stack of an HMG and an Infantry platoon, and once again, rolled snakeeyes. Again a US leader loss and the US side became decapitated, with a disrupted HMG step left holding until it was eliminated on the next turn. The other NKPA units from the east had regrouped and one started the assault on the last US stack in the column as the NKPA western group caught up and assaulted the US sgt and his mortars. The NKPA Major managed one more roll of snakeyes and desroyed the last US stack, with one surviving step of infantry heading north away from safety while the mortars and sergeant fought off attacks for several turns before they also succumbed, the Sergeant getting away but being chased. Finally, on turn 12, the US tanks came in and rushed up the road towards the last surviving infantry step but the tanks were caught in assaults while the demoralized US infantry kept fleeing further north. After two turns, with a step loss and demoralization, then an attempt to flee, the brave tank troops fell to more assaults, and three stacks of NKPA chased down the last survivers, while the last NKPA force finally caught up with the fleeing Sergeant on the south edge of the board. On turn 18, the NKPA major and his company of SMG troops caught and eliminated that last step of troops. NKPA lost a single step throughout the morning to a total loss for the US.

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Korean War: Pusan Perimeter, scenario #32, All So New!
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2019-01-27
Language English
Scenario KWPP032

Korean War: Pusan Perimeter, scenario #32, All So New!

I played a couple smaller scenarios this morning and this was one of them. Of course I used the corrected map setup from the second release of this game. The Americans have to exit five steps off the south edge of the map to win and rivers swollen due to heavy rain so they try to rush their units south but the North Koreans come in on both the western and eastern edges of the maps to cut them off and cut them down.

At first the Americans try to avoid combat and rush south but there is no way to avoid being tangled up in combat in this situation or your units will be grounded down to nothing. It turns into a chest match of movement and combat with the Americans, with a lower morale taking the worst of it. Even with the M24 tank reinforcements rushed in from the south, getting ambushed and assaulted on a forest road hex, losing a step and being of little help. By turn 13 I called the game a NKPA victory and no American steps exited the southern edge of the map and they had lost 8 steps counting the tank step, which left only 6 steps left in a mostly demoralized of leaderless state.

Clearly I was impatient with my American attempt to exit the southern edge of the map and should have maybe held back and organized some better attacks before attempt to flee south and maybe it would have been a closer match. The North Koreans did lose two steps but recovered quickly with their 8/6 morale.

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