Go for Broke #25
|(Attacker) Germany||vs||United States (Defender)|
|Germany||716th Infantry Division|
|United States||100th "Purple Heart" Infantry Battalion|
|United States||442nd "Nisei" Infantry Regiment|
|Overall Rating, 1 vote|
|Scenario Rank: --- of 609|
|Parent Game||Go for Broke|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|Kill Them All|
|Scenario Requirements & Playability|
|Battle of the Bulge||maps|
|Go for Broke||counters|
Despite a serious shortage of food and ammunition Colonel Single and his men had captured Biffontaine early on the 23rd. With the village only two miles from the 716th Infantry's headquarters he knew the enemy would try to drive him out. So the men fortified the village as best they could while praying their supplies arrived in time.
Surprisingly the Germans did not respond to the American seizure of Biffontaine until well into the night. Unfortunately, this reprieve had not bought enough time for the Nisei's supplies to arrive, forcing them to use captured weapons and even flower pots and rocks against their tormentors. This allowed the Nisei to extend their meager ammunition supply, insuring that they wouldn't run out at a critical moment. In the end raw courage overcame superior firepower and the Germans withdrew to regroup.
|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 morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
(Shad on 2010 Dec 15)
In this scenario, the Nisei start out holding Biffontaine and are facing a counterattack. Low on ammo (DF and Assault values are halved), they cannot count on firepower to save them this time. They need to use carefully considered counterattacks and efficient artillery strikes to disrupt the large numbers of Germans who will attempt to take the town.
The Germans, as mentioned above have a lot of troops but they are of only fair quality and morale issues will be significant, leadership with morale modifiers is essential.
This is a short (14 turn) scenario at night so the play quickly revolves around a series of urban assaults which are particularly nasty. In my play the Nisei took early casualties in assault combat which severely limited their options and resulted in a slow, grinding process where the Germans had room to pull back their disrupted and/or demoralized units for recovery.
At the end of play the Americans still held the center of the town, the Germans held the two outlying hexes and the six hexes surrounding the center of town were under assault. In order to avoid morale failure the Germans stopped assaulting and had sufficient firepower to keep the Americans (often a single step INF) from counterattacking. In essence, the Germans, having acheived a major victory were waiting for the Nisei to notice that they had lost.
This is a fascinating and brutal scenario and one which plays out quickly. It is well suited for solo play. I give it a "4".