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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Ciorland
Go for Broke #6
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 100th "Purple Heart" Infantry Battalion
Display
Balance:



Overall balance chart for GofB006
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 913
Parent Game Go for Broke
Historicity Historical
Date 1943-10-31
Start Time 10:00
Turn Count 17
Visibility Day
Counters 47
Net Morale 0
Net Initiative 2
Maps 2: 14, 16
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 154
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front Counters
Elsenborn Ridge Counters
Go for Broke Base Game
Road to Berlin Maps
Introduction

The cold rain of the last month had finally turned the battlefield into a quagmire. Wheeled vehicles could barely traverse the roads while tracked vehicles had become road bound. Even so the greatest hardships were endured by the foots soldiers of both sides who climbed unimaginably steep hills, fought a relentless foe, and the slept fireless in the cold mud. The Nisei battalion's original commander, Lt. Col. Farrant L. Turner, was relieved of duty. His replacement, Maj. James L. Gillespie, had the same orders: continue the advance.

Conclusion

With grit and determination, and in spite of the awful conditions, the Americans managed to oversee the defenses of Ciorland. The Germans fled further north, but only far enough to regroup. Hopefully the muck-covered and exhausted GIs were able to sleep in a warm shelter that night for their effort. Regardless, within days they would be back on the offensive.


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
  • Mechanized
United States Order of Battle
Army

Display Errata (3)

3 Errata Items
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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Grody to the max
Author Matt W
Method Solo
Victor United States
Play Date 2011-12-18
Language English
Scenario GofB006

I have teenagers. I appreciate your sympathy. By and large having teenagers is a process of constantly poking yourself with knitting needles, sharpened knitting needles. They have, however, given me the opportunity to learn a whole new language and while the title of this AAR is somewhat dated in that lingo it did at one point in time express exactly the feeling that the Americans had to feel in this scenario.

Basically the situation is this. Two battalions of Americans, one Nisei have to advance across a mudsucking field and then climb up a hill, which is even more mud covered and finally attack two companies of dug in Germans with halftrack fire support.

To help with the sense of urgency there are only 17 turns to do this. While the numbers would seem to indicate an American romp the conditions make this a much more even battle than you would think. In my play the Americans finally made it to the top of the hill with about an hour and a half to go and they were able to pin the Germans with assaults while the free units captured the hills and town. With a little more luck the Germans could have stalled the Americans more and caused them to miss the opportunity to capture the territory they needed for the win.

Upon completion the American commander will feel like they need a shower to get the mud off. I give it a "2", very effective, though, at communicating the frustration of dealing with such terrible conditions.

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