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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Surprise!
Pusan Perimeter #47
(Attacker) North Korea vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for KWPP047
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Pusan Perimeter
Historicity Historical
Date 1950-08-03
Start Time 07:00
Turn Count 16
Visibility Day
Counters 74
Net Morale 1
Net Initiative 1
Maps 1: 95
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Conditions
Reinforcements
Smoke
Scenario Requirements & Playability
Pusan Perimeter Base Game
Introduction

Check's probe had run into a looming North Korean offensive, and his worn-out troops flopped down around the regimental headquarters and nearby artillery batteries for a night's rest before rejoining the American line. But as dawn broke the front line came to them, as the North Koreans launched an attack on the artillery positions.

Conclusion

North Korean infiltrators had plotted out the American artillery positions, but their commanders did not expect to find most of an infantry battalion camped out around the big guns. Even so the attack went well at first, as the American sentries were asleep and some of Check's men panicked. Under firm leadership the rest stood their ground and poured fire onto the attackers, who left behind over 400 dead when they broke off their efforts.


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
  • 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
  • Motorized
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (3)

Dead Reds
Author thomaso827
Method Solo
Victor United States
Play Date 2015-01-24
Language English
Scenario KWPP047

This 16-turn scenario has 3 units of 105mm and 1 of 155 defended by about 2 companies of infantry. NKPA had spotted the guns and had planned to attack and destroy them in an early morning attack, but were not aware of the infantry unit that had arrived and encamped around the guns. I placed the 3 105s on the 3-hex 2nd level hill on the large hill mass on the south side of the board, and the 155 on the smaller 1-hex 2nd level hill to the east. US infantry were in woods or dug-in around the north, west and south sides of the hill, with the RR and mortar supported by the jeep transports and the 50cal jeeps to add a little closer range support. The 2 single-step Sherman units were set up in the village with a Sgt and infantry platoon to get some early fire opportunities and slow down the NKPA for a turn or two. The NKPA entered in 3 groups, with the Major and Kommissar in a central command group with half of the SMGs, while the southern group had half the infantry, the rest of the SMGs and the ATR, and the northern group had the rest of the infantry and the mortar. Reinforcements for the NKPA arrive on or after turn 8 as a motorized infantry unit. The forward US forces drew first blood which also disrupted the command element and caused the Major and Kommissar to spend several turns recovering. North and south NKPA groups maneuvered trying to get troops to the north and south sides of the main hill, but while the north group had some success, the southern group broke up and stalled, with the Captain, an infantry platoon and the ATR managing to set up to fire down on one of the Shermans and the other 2 stacks were in turn disrupted by the US artillery. First blood was drawn on the US troops as they backed out of the town too late to avoid being assaulted, and the second Sherman step fled after being demoralized while the Infantry and the SGT held off the NKPA infantry until more US troops could join them at the bottom of the hill. NKPA troops managed a river crossing but ended up losing several steps as they assaulted up the hill into US troops in woods at the top. On turn 8 the reinforcements arrived by truck down the road from the west, and after having ended turn 8 stopped where they wanted to de-truck on the next turn, the US again won the initiative and the 105s were directed at the leading stack of 3 trucks, 3 infantry, the Major, an LT and the Kommissar, to disrupt that stack while the other stacks managed to de-truck and maneuver safely. While the command elements worked to reorganize themselves, the reinforcements worked their way forward to start a multi-hex frontal assault on the eastern slope, but only the central stack made it through direct fire to assault the stack with the Captain, a jeep with 50cal, the RR and transport jeep. The small US force held well enough, but after a second turn of assault, successfully broke off from the assault with the only loss being the transport jeeps. With the assault broken and the stacks of US troops to either side now being free, the stack of NKPA faced point blank fire from both sides and fell back. In the end, the NKPA lost 20 steps to only 5 for the US, including two points for the single Sherman step. The guns were never in serious danger. NKPA had a single objective of destroying at least 2 of the 105s and the 155, and failed, giving the victory to the US. Great game.

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Korean War: Pusan Perimeter, scenario #47: Surprise!
Author JayTownsend
Method Solo
Victor United States
Play Date 2019-02-03
Language English
Scenario KWPP047

Korean War: Pusan Perimeter, scenario #47: Surprise!

Kind of a fun scenario to play. I setup my Americans defending on the far northeastern hill so the North Koreans will have to travel far to try and eliminate at least two of the four American 105mm & 155mm artillery pieces to win the game, nothing else matters. The Americans of course surround those pervious artillery pieces with everything they can, to defend them accept some forward spotting units and Infantry stations at some key points.

The North Koreans have two groups of forces that enter the map on the western edge, one on turn one and the other a truck mounted Infantry force that enters on turn eight. The first group of NKPA that entered the map on turn one split up into three forces, as not to bunch up and also to try and attack from three different locations. The Americans are dug-in but have to maneuver a bit to adjust for different NKPA attacking approaches. The Forward Jeep and Sergeant are able to spot the central North Koreans and have artillery rain in on them before they are overrun and lost but well worth the sacrifice.

Right when the first group of North Korean are pretty much battered down, things start to looks up for them as the far flanking units, attack and maneuver from the rear, assaulting a stack of artillery mixed with an Infantry unit and their second group/force of reinforcements enter the map on trucks speeding to the battlefield. However their best opportunity went poorly as they rolled awful on the assault and the dug-in Americans with the fire-first advantage rolled well.

After about turn 15 I called the game with an American victory as the North Koreans had taken too many losses to reorganize any kind of offensive. The American did pay a small price in defense of their artillery, losing one step of M4/76 tanks assaulting a group of NKPA INF and one step of 81mm mortars, one Jeep.50, one forward jeep and SGT as mentioned earlier but the North Koreans lost 13 steps of Infantry including their ATR and one KOM leader and lost the games.

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Futile attack
Author scrane
Method Solo
Victor United States
Play Date 2019-02-05
Language English
Scenario KWPP047

The NKPA field almost two battalions of INF and SMG in an attack on a US artillery position on a 40m hill. The US deploy about two companies of INF reinforced by a few tanks and a battalion of artillery in strong points to cover the possible attack routes. The Koreans try to use a ridge line for cover to drive right at the heart of the US position, but some quick local counterattacks and massive artillery barrages wipe out most of the first wave, including a SMG company that died charging up the slope the guns were emplanted on.

The first wave attack left the US slightly out of position to stop the second wave, arriving in trucks from the west, except for the Colonel, who with a macchinne gun platoon occupied a forward point over looking the western road. He directed withering fire at the first NKPA reinforcements to arrive, while the rest drove hell for leather through the fusillade, disembarking in front of the US artillery position after running a gauntlet of opportunity fire from every available US rifle. It looked like the Korean gambit to risk it all on a truck borne charge into the heart of the US position was paying off, when the big guns barked again. 15 minutes later the reinforcements had been wiped out. The stragglers of the first wave were attempting to consolidate a position on the westernmost hill but they were utterly spent. Major US victory.

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