Go for Broke 2 #1
|(Defender) Germany||vs||America (Attacker)|
|America||100th "Purple Heart" Infantry Battalion|
|America||776th Tank Destroyer Battalion|
|Germany||3rd Panzergrenadier Division|
|Overall Rating, 1 vote|
|Scenario Rank: --- of 559|
|Parent Game||Go for Broke 2|
|Maps||2: 22, 59|
|Layout Dimensions||56 x 43 cm
22 x 17 in
|Kill Them All|
|Scenario Requirements & Playability|
|Elsenborn Ridge||maps + counters|
|Go for Broke 2||counters|
North of Highway 7, the 34th Infantry Division's 133rd Regimental Combat Team (including the 100th Infantry Battalion) advanced on Benevento. After a 20-mile forced march through pouring rain, the battalion deployed for its first action of the war. The Volturno River just north of the village would provide security against a counterattack once the village was secured. Leading the way was the Reconnaissance Company of the 776th Tank Destroyer Battalion.
Accounts vary widely as to who entered Benevento first and on what date. the best evidence points to the commander of the 776th Tank Destroyer Battalion leading the Nisei in during the early hours of the 30th. The 100th suffered its first casualties, three killed and 31 wounded. This action provided a diversion for the 3rd Infantry Division that was securing the key crossroad town of Avellino further south.
Use Elsenborne Ridge counters for the I&R platoons. This scenario is an updated version of the "First Action" scenario from the 1st edition of Go for Broke.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|2 Errata Items|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
(plloyd1010 on 2015 Jul 31)
The movement allowance on the counters in Airborne is misprinted. It should be "3."
(rerathbun on 2012 Jan 30)
|Tough Stuff at Night|
Scenario 1 from GFB2 is a night scenario, visibility=1 hex. This pretty much negates the US artillery advantage, since every artillery fire will have a risk of friendly fire. The US took more step losses from it's own artillery than it caused the Germans, so I stopped using it.
The US advanced mostly unopposed on a flank march toward the big objective town. On the main road the Germans put up resistance in a few isolated town hexes. It took about 8 turns (half the game) to reach the big town in force. The high morale US 442 troops then spent 8 turns firing, assaulting and infiltrating the town. Final tally below.
If the Germans are clever, they might try stacking (it's probably safer to stack at night due to the above) a 9-5 MG with a 6-3 GREN and a "1" combat rated leader. That gives you the magic 16 firepower.
Then, when the US eventually moves adjacent (they have to), you will get a 16 shift 2 (adjacent), shift 1 (moving) and shift -1 (night), net shift 2 for a 30 column attack. Not bad.
The US will be looking for cover...the single light woods hex adjacent to the town will draw the US player in no doubt. But that's just one hex. The Germans should be able to get off a couple such attacks like I mentioned above before the US closes with everything they have to quash that stack.
The downside of German stacking is that you cover less terrain, which gives the US more time and freedom of movement to just sidle right up to the town.
As always, I'd be interested to see a variety of German setups in this scenario.
I'd say it's pretty balanced--I played the Germans pretty badly (I moved too much and was never in the right position) and they lost by 5 points, which is a major loss but, 5 points isn't so bad in the grand scheme of things.
US destroyed 10 steps and took two town hexes: 10+4=14
The Germans destroyed 5 steps, controlled one town hex and occupied two others: 5+2+1+1=9