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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Escape to Yongdong
Pusan Perimeter #37
(Defender) North Korea vs United States (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for KWPP037
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-25
Start Time 09:00
Turn Count 24
Visibility Day
Counters 51
Net Morale 1
Net Initiative 0
Maps 2: 92, 95
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 158
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

With their front lines thoroughly comprised, the 1st Cavalry Division attempted to withdraw but its forward battalions had to overcome the stout North Korean roadblocks in their rear areas. The Americans finally broke through and slipped most of the 8th Cavalry’s 1st Battalion back down the road to Yongdong, but the North Koreans re-took the position and cut off a mixed force of American units that now had to re-open the path to safety.

Conclusion

This time the Americans could not break through the North Korean roadblock, and they abandoned their heavy weapons (including seven tanks) and set out across the hills on foot. Most of the cavalrymen made it back to their lines unscathed but, aside from their personal weapons, unarmed. The North Koreans took Yongdong, but at the cost of heavy casualties, most of them inflicted by artillery.


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).

Display Order of Battle

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

Display AARs (1)

Korean War: Pusan Perimeter, scenario #37: Escape to Yongdong
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2016-05-18
Language English
Scenario KWPP037

Korean War: Pusan Perimeter, scenario #37: Escape to Yongdong

I noticed this was the last un-played scenario in the PG-HQ for Pusan and feeling in the mood for PG Korean War and not wanting to leave this scenario un-played, I played it.

Funny thing is, it is a very medium to small size scenario and played out very fast for 24 turns. The whole objective is for the American player to exit 10 or more steps off the south edge of the map, and like in really life, the North Koreans are blocking this movement.

For a smaller scenario there are a lot of options to think out, where to setup for both sides, what route through the terrain to use, what units to push into battle first and how best to use my off-board artillery.

This turned out to be a very bloody scenario for its size and both sides paid the price. The American M24s are no match for the NKPA T34/85s, and now a long for the days when the American will finally have M26 and M46 Patton tanks, even a Sherman tank would have helped. Now I know why the Americans abandoned seven of their tanks. This scenario really started to spread-out with each unit battling for their lives towards the end and only 8 American steps escaped Yongdong for a NKPA victory. I think I may have panicked a bit soon as the turns were running out and I should have used my American 3 x 18 off board artillery better and maybe I could have gotten off two more steps.

This scenario surprised me, very close, very bloody and very fun to play.

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