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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Fall of Chinju
Pusan Perimeter #42
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP042
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-07-31
Start Time 09:00
Turn Count 24
Visibility Day
Counters 120
Net Morale 1
Net Initiative 1
Maps 3: 92, 93, 94
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 182
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

With North Korean infiltrators and even tanks slipping into the town of Chinju, Col. Ned Moore decided it was time to leave. He sent all the heavy vehicles away and placed the remains of his regiment east of town to block any subsequent North Korean advance. On the south side of Chinju Lt. Samuel R. Fowler and 14 enlisted men accompanied three M26 Pershing tanks, the first tanks capable of stopping the North Korean T-34/85’s to be sent into the war zone. Their fan belts kept slipping, causing their engines to overheat, and Fowler had orders to destroy the tanks rather than let them fall into enemy hands. He was determined to bring them out intact instead.

Conclusion

The 19th Infantry Regiment withdrew successfully, but the regimental staff apparently never informed the mess trucks coming to deliver hot meals to the troops. They drove straight into the advancing North Koreans and were never seen again. Fowler’s three tanks clanked out of Chinju on their own power, shooting up some North Korean infantry along the way, until they reached a blown bridge. Apparently the full crews of all three tanks dismounted to discuss the situation, where they were mown down by North Korean machine-gun fire. The tanks were captured, and remain on display in a North Korean military museum.

Additional Notes

Bridges can be wired for demolition


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).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
United States Order of Battle
Army
  • Motorized

Display AARs (1)

Pusan Perimeter: Scenario #42: Fall of Chinju
Author JayTownsend
Method Solo
Victor North Korea
Play Date 2015-07-02
Language English
Scenario KWPP042

Pusan Perimeter: Scenario #42: Fall of Chinju

I have wanted to set this scenario up and play at my leisure for some time now and over the last week I have done just that and finally finished playing today. Not that it would taken that long normally but I would play a turn or two here and there.

I set up the Americans mainly on map 94 from east to west mainly on one thin line across the map using that rough terrain but putting my artillery back on map 92 out of sight of the North Koreans. The Koreans come on the map in all three areas on map 93; north, east and west as not to bunch up and to keep the Americans guessing to where the main thrusts will be and to keep their fire power stretched thin.

The North Koreans hit in three areas into the American lines with the middle/center turning into a stalemate, the American pretty much blunt the NKPA’s left flank attack but on the NKPA right flank a total breakthrough happens and the North Koreans have enough forces to exploit it while both sides wear down a bit, the Americans cannot recover enough to plug the major hole on their left flank. The Pershing tanks come on the map in the early turns but after knocking out a step of T34/85’s they are then lost as well to more blocking T34/85s which turned into a cat and mouse side show. Once freed up the remainder of the NKPA armor also pushed through the holes in the American lines. The American Engineer unit did destroy two bridges but once the NKPA units pushed into the map 92 they spotted the American artillery park and brought down fire upon it with their own artillery. Both sides had some very nice artillery dice rolls throughout the battle.

Chinju fell once again to the NKPA, as my American strategy was poor. I should have setup a one very small delaying force and then a secondary line of defense further back, both delaying and pounding the NKPA units but that was not the case, as I went with the totally defend up front strategy which failed for me. When the NKPA exited enough units off the south edge of the map, I pulled the plug, as there was no recovery for the Americans in points at his point.

The North Koreans won a major victory with 17 eliminated American steps and 45 points of exited steps for a total of 62 points for a major victory.

The American had 22 points of eliminated NKPA steps and 6 points for blowing bridges for a total of 28 points.

I still feel with different setups and strategies either side could pull off a victory in this scenario.

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