Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
Counterattacked
Go for Broke #23
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 716th Infantry Division
United States 442nd "Nisei" Infantry Regiment
Display
Balance:



Overall balance chart for GofB023
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 913
Parent Game Go for Broke
Historicity Historical
Date 1944-10-21
Start Time 13:00
Turn Count 20
Visibility Day
Counters 69
Net Morale 1
Net Initiative 1
Maps 2: 11, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Covering Action
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Go for Broke Base Game
Introduction

While the rest of the regiment was fighting at Hill 505, the 100th Infantry Battalion had quietly worked their way east over a mile from the nearest friendly unit. Unfortunately they were discovered and became pinned down on a ridge overlooking Biffontaine. The German grenadiers subjected the Nisei to a heavy barrage from three sides to soften them up, then struck at their exposed right rear flank.

Conclusion

The 100th Battalion was overextended. If they had been left on their own for any length of time, they would have had trouble dealing with the situation. Luckily, the 2nd Battalion had completed their assignment at La Broquaime and raced to intercede. With characteristic verve the Asian-Americans hit the grenadiers hard and from an unexpected direction, driving them off. They spent the rest of the night toting water and ammunition to the hard-pressed 100th Infantry Battalion and helping them reinforce their forward position.


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).
  • 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

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

Display Errata (3)

3 Errata Items
Scen 23

Note that this scenario requires Map #9 from Battle of the Bulge. It should be placed in the same configuration as the following scenario.

(Matt W on 2012 Apr 19)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Choices
Author Matt W
Method Solo
Victor Germany
Play Date 2012-04-25
Language English
Scenario GofB023

This is a very interesting scenario. The German must protect against a number of Nisei objectives. The Nisei have a severe manpower shortage, being outnumbered almost 2-1 but with a significant morale advantage and the initiative they can make the Germans spread out and be subject to defeat in detail. My play didn't work out quite that way but that was more a result of devastating German artillery and direct fire.

The Germans initially attempted to close down all of the Nisei options and advanced to invest the Nisei in their starting position. The Nisei, for their part chose to remain in place and absorb any assault. 4 turns in and there had been no losses.

The Nisei reinforcements arrived on turn 4 and promptly ran into a hail of opportunity fire, losing two steps. Turn after turn the Nisei took multiple step losses and by turn 7 had lost 8 steps to 1 German. They were gaining a better battlefield position and the losses evened out such that by turn 12 the Nisei had lost 20 steps total to the German 11 but by then the remaining Nisei were cut up into two pockets and the likelihood of any win had disappeared.

Up until that point, however, the play had been close. The Nisei seemed to be able to gain a number of victory points from securing a supply line and moving well ordered troops towards Biffontaine. Only when the central position on the initial setup hill fell to artillery and direct fire losses did the supply line possibility disappear.

I give it a "5" for the puzzle it presents both players. It is the best of the 23 I have played out of GFB to date. I really like the way the morale and victory conditions combine to give the Nisei the initiative despite their low numbers. This is one that can be replayed and look completely different each time.

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