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
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First Action
Go for Broke #1
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 100th "Purple Heart" Infantry Battalion
United States 776th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for GofB001
Total
Side 1 0
Draw 0
Side 2 7
Overall Rating, 7 votes
5
4
3
2
1
3.57
Scenario Rank: 357 of 913
Parent Game Go for Broke
Historicity Historical
Date 1943-09-27
Start Time 23:00
Turn Count 16
Visibility Night
Counters 48
Net Morale 0
Net Initiative 1
Maps 2: 3, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 151
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps + Counters
Elsenborn Ridge Counters
Go for Broke Base Game
Introduction

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.

Conclusion

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.

Additional Notes

Use Elsenborne Ridge counters for the I&R platoons. First Action is updated in the 2nd edition of Go for Broke.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

Small, nasty, close quarters
Author Matt W
Method Solo
Victor United States
Play Date 2011-11-21
Language English
Scenario GofB001

The first action for the Nisei was a night assault on the town of Benevento. A two company force of Germans held the town and set up to deny quick access to the town through two hidden roadblocks. With only four hours to accomplish their task the Nisei needed to move quickly and the road seemed to be the best choice. The German strategy worked well and they maintained a lead in victory points until turn 12 (of 16) but they ultimately didn't have the strength to hold off the Americans. The first roadblock had fallen and been consumed in the first hour and the second fell 45 minutes later.

In addition to a strong infantry force the Nisei have two halftracks for fire support and assault strength and an engineer to get those important column shifts when assaulting the town.

Interestingly both sides made liberal use of their OBA and mortar support but in the dark it seemed to have at least as much impact on friendly units as on the enemy. The nighttime visibility range of "1" means that if you can fire your artillery at all there will be a chance of friendly fire.

In general, the fight was short, sharp and very nasty given the close quarters. The final VP totals were US 26, German 10 and were indicative of the late swoon of the Germans. A clear quick scenario and easy to play. I give it a "4".

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Textbook night assault
Author scrane
Method Solo
Victor United States
Play Date 2013-11-24
Language English
Scenario GofB001

This battle went off perfectly for the Americans, with almost no losses. The I&R platoons scouted out the German roadblock while the infantry battalion approached up the road. The German roadblock was weakened by artillery fire and harassing fire from two of the US infantry companies, until they finally fell back to reinforce the town. The American battalion split and assaulted the town from two sides, using their engineers to get the first toehold in the town. Once the second assault went in it was only a matter of time before the German resistance was reduced to isolated pockets, then eliminated. The US only lost two steps of HMGs in the whole battle, with the Germans wiped out.

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A Short, Sharp Town Assault
Author Hugmenot
Method Solo
Victor United States
Play Date 2012-12-15
Language English
Scenario GofB001

Played solo in less 2 1/2 hours.

I setup the Germans in town except for one two-hex roadblack to slow down the American advance.

The Americans advance along the road and engage the enemies defending it while the majority of the Americans bypass the position. The position would fall on turn 9.

The Americans advance next to the town after 1 hour 45 minutes and although the initial results go against them, they start taking control of a couple of town hexes forty five minutes later. The Americans form a killer stack and slowly destroy the Germans in assaults.

Final score is Germans 11 - Americans 18.

American Major Victory!

I rated the scenario a "3". It's fun and bloody but there is not many decisions to be made on the German side. Recommended for solo play, especially if looking for a short scenario that can be easily played in one evening.

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