By Paul Wilkinson
Introduction The United Nations (UN) naval blockade from mid-1950, prevented the communist North Koreans using coastal waters for supplying their forces effectively and severely hindered their fishing fleet. Contraband was seized from coasters, trawlers or small craft trying to force the UN blockade around the numerous Islands, estuarys and mudflats of the Korean peninsular. The blockade had to be legally enforced under International law by UN vessels checking the entire coast once every 24 hours. This task fell mainly to the hard working destroyers, frigates and smaller craft of the UN forces, including the tiny Republic of Korea (RoK) navy which operated small 280 ton patrol craft. This scenario is based on an actual incident during which a UN destroyer met a minelaying North Korean junk. However, from the point the junk is discovered it is fictional - but it could have happened! Background A UN frigate is on early morning patrol visiting a small bay in the north-west. Radar and sharp-eyed lookouts spot unusual activity -- a spasmodic fast moving vessel. On entering the bay the vessel is turns out to be an old junk being used as a minelayer. As the frigate closes on the junk, North Korean artillery begins to fire on the UN vessel from the overlooking hills. The alerted junk suddenly starts moving away at a surprising speed, firing a 20mm cannon from its stern as it departs the bay. It is a trap! UN Task As the commander of the UN vessel you have the Immediate safety of your vessel and crew to consider; You have no indication of the strength or size of the artillery ranged against you. As the sun rises it is clear the area to your front is strewn with mines (see map). It may not be too long until the North Koreans call in aircraft from the nearby Yalu airbases - some 80 miles away. Your mission (you have no choice but to accept it, Jim!), is to get your vessel out of the bay as fast as you can, in one piece, and with as few casualties as possible. Terrain The water within 30m of the shoreline is shallow (10m) and your draught is 28' - no room for error. If you cross the 30m line roll 1D6. A result of 6 = run aground. An immediate second roll must be taken, a 4,5,6 will mean you can continue at slow speed next move. (See Defence & Strike Values). The hills to the west are steep and cannot be climbed but the battery position is visible. The beach to the south-east is deserted, but there is a village one mile east with a jetty built into deep water. The village may hide enemy troops (up to you if you wish to expand the game). If circumstances dictate, you may be able to land your crew safely at the jetty. Options You can execute one of the following plans;
Armaments The Korean battery (3 guns) on the hill has your range and may hit your vessel soon. They are using captured 105mm gun/howitzers which will make a nasty mess. A 105mm hit will score 30 Strike Points. UN armament consists of twin 5" turreted guns fore and aft plus 4 x 20mm cannon on each hull side. A 5" hit on target will destroy an enemy gun. A 20mm on target will reduce an enemy guns' fire effect (Strike Points) by 50%. A shot on target is achieved by a roll of 5 or 6 on a 1D6. Mines If passing east of the Islet, the chance of a mine strike is high. Roll 1D6 per move through the minefield, a result of 6 means a mine hit with 100 Strike Points against the UN vessel. Passage through the minefield can only be made at Slow Speed. Aircraft After Move 4 you must roll 2D6. A double value will result in an air strike. An odd double will result in a strike against the North Koreans and an Even double against you! This is limited to 1 pass by 1 aircraft only, with the following armament; Korean MIG 15/ cannons (1D6, 5-6 = hit) 10 Strike Points
You may engage the aircraft with your secondary weapons and roll 2D6. A roll of double 6 will result in the aircraft being shot down. However, you may not re-direct guns on to a new target until one full move has elapsed. Move Sequence
2. Communists fire (1D6 per gun) 3. UN fire (2 1D6 per turret, 1D6 per hull side Secondary) 4. Air Attacks 5. AA fire 6. Mine strikes 7. Record damage/Strike Points Defence Points Junk = 100 UN Strike Points
Victory Conditions The UN win if the vessel escapes from the bay within 7 moves but with less than 50% points damage ie: less than 175 Strike Points. The North Koreans win if the UN vessel is sunk or escapes with 50% or greater damage ie: equal or over 175 Strike Points. It is considered a draw if the UN vessel escapes in any number of moves, but with more than 50% damage. The Koreans will claim this as a moral victory over the Imperialist Dogs. The UN win if all Korean 105mm guns are silenced within 7 moves. Models and Scale This scenario is intended for solo play but can obviously be a multi-player game. Use representative micro models from the Skytrex/Davco, SDD or similar ranges, or alternatively and more cheaply, use cardboard counters on a paper sketch map for a quick one-off game. As for the scale of your map and ship move distances, Its up to you. As long as you consider the distances and ranges sensible and relative, then it doesn't really matter. The object of the game is to escape to fight another day; the lesson is not to fall foul of "Junk Bait" again! I've played this several times and the score is UN 1 North Korea 2. Can you do better?
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