N. Koreans stumble into barbed wire in recent Cross Fire game

Tuesday, July 12, 2011

COUNTER ATTACK AT QUAK POT


COUNTER ATTACK AT QUAK POT
(Based on Sadzot, a scenario in Hit The Dirt©)

I only have one company of Germans based for CF but a lot of North Koreans and Chinese, so, as usual, when I am not designing an actual Korean War Scenario See: http://www.mgluteus.blogspot.com/ , I recast a Hit The Dirt scenario as a Korean War game.

NORTH KOREANS
The North Korean have taken the town of Quak Pot and it must be held at any cost.

1 Btn ALL VETERAN
1-BC (+1)
1-Commissar (+1)

Machinegun Company
3-HMGs

Anti-Tank Platoon
2-57mm ATG with Truck

301st-Infantry Company, (55/37/44pts) with:
     1CC(+1)
     1-SMG Sqd.
   Company Heavy Weapons
       1 HMG
   3-Rifle Platoons; each with:
       1-PC(+1)
       2-Rifle Squads
       1-SMG Squad

451st-Infantry Company, (55/37/44pts) with:
     1CC(+1)
     1-SMG Sqd.
   Company Heavy Weapons
     1 HMG

3-Rifle Platoons; each with:
      1-PC(+1)
      2-Rifle Squads
      1-SMG Squad

216th-Infantry Company, (55/37/44pts) with:
      1CC(+1)
      1 SMG Sqd (N/A)
  Company Heavy Weapons
      1 HMG
  3-Rifle Platoons; each with:
      1-PC(+1)
      2-Rifle Squads
      1-SMG Squad
Deploy first. Two squads must be placed in ea. building within Quak Pot or in the vehicle park, hidden. The balance of the NKPA force deploys hidden south of the line A-A.
Objective: Hold Quak Pot

Special Rules:

a. The vehicle park and the tank park block LOS and provides cover to their occupants from all fire.
b. Special Rules, Crests, from Hit The Dirt© is in use.
c. Fields and Orchards are out of season and do not block LOS. Fields provide cover against direct fire only and the orchards count as rough terrain.
d. The mortar pits function as entrenchments.

NOTE: due to the rapid advance and the lousy terrain, the NKPA had no indirect fire capability and communication problems hindered their even asking for reinforcements.

Victory Conditions: The American player must occupy at least 4 buildings in Quak Pot at the end of an American initiative and suffer less than 20 casualty points. Otherwise the NKPA player wins. Sqds, HMG, CC, BC is one casualty point, AFV are 2 casualty points.


AMERICANS
The North Koreans have taken the town of Quak Pot and it must be regained at any cost.
1 Battalion, U. S. Marines VETERANS
  1 BC(+1)
  1 SMG Sqd

   A Company with:
    1 CC(+1)
    1 SMG Sqd
    60mm OT w/ FO 12 FM
    1 HMG
    1 Rifle Platoon, ea. with:
      1 PC(+1)
      2 Rifle Sqds
   2 Rifle Platoons, ea. with:
      1 PC(+1)
      3 Rifle Sqds

  B Company with:
   1 CC(+1)
   1 SMG Sqd
   60mm OT w/ FO 12 FM
   1 HMG
   2 Rifle Platoon, ea. with:
     1 PC(+1)
     2 Rifle Sqds
   1 Rifle Platoons, ea. with:
     1 PC(+1)
     3 Rifle Sqds

1 attached Tank destroyer platoons(regular) ea. with:
  3 M-10 Tank destroyers

1 Squad of Pershing tanks
  1 Pershing Tank

Deploy second north of the line B-B



Victory Conditions: The American player must occupy at least 4 buildings in Quak Pot at the end of an American initiative and suffer less than 20 casualty points. Otherwise the NKPA player wins. Sqds, HMG, CC, BC is one casualty point, AFV are 2 casualty points.


Special Rules:

a. The vehicle park and the tank park block LOS and provides cover to their occupants from all fire.
b. Special Rules, Crests, from Hit The Dirt© is in use.
c. Fields and Orchards are out of season and do not block LOS. Fields provide cover against direct fire    only and the orchards count as rough terrain.
d. The mortar pits function as entrenchments.

The M-10s and the Pershing were only armed with armor piercing rounds Their main guns suffer a -1 die conducting direct fire against buildings and a -2 die fire penalty against other targets to a minimum of 2 dice.

THE GAME




The Americans did not take advantage of the ability to put on all their troops in the terrain between the road (dotted line B-B) and the North end of the board (see underlined phrase just before the American victory Conditions above), electing to come on the table edge piecemeal and paid the price.



The map does not show all the defensive positions of the NKPA (commanded by Dick White)as they were never tested during the game. The Americans (commanded by Jack Breen) started with initiative and moved A Company to the Western Ridge almost to a line of hedges along its edge. A platoon of B Company moved on just to the west of the river. Then an M10 was moved down the road with an observer on foot, on the road, behind the M10. A NKPA platoon on the Eastern side of the river was able to get some fire on the B company platoon, pinning and suppressing some of its stands. An anti-tank gun lurking in a wood near the road junction picked off the M10, and the U.S. made no attempt at getting the observer into cover.


Maximum advance of A Company. Note observer stand on road behind tree at top left. M10 on road is about to "bite it".

The NKPA pltoon under the command of Rick Bryant made an end around sweep of the U.S. left and took out the remainder of the B Company platoon under the command of Cory Oconnor.

Rick's NKPA reinforced platoon about to make its end run

Rick’s next move was a classic – he moved into the building in the rear of the American positions with a couple of squads and a HMG. Where he lost the initiative. However, the Americans were so enthralled by this small nuisance in their rear that they spent several initiatives in trying to eliminate the force- to no avail. Their FO was picked off in the open and, though they exchanged fire with the NKPA in the town and pinned a few, they were never able to maintain initiative long enough to mount an attack. Cory did manage to flank the enemy held town on the right but it was too little, too late. The Americans had too many losses, and were unable to get all their forces on the table before time was up – a DECISIVE NKPA victory.

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