Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
First Action
Go for Broke 2 #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 GfB2001
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Go for Broke 2
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: 22, 59
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Go for Broke 2 Base Game
Liberation 1944 Maps
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. This scenario is an updated version of the "First Action" scenario from the 1st 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 (2)

2 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Tough Stuff at Night
Author petermc
Method Solo
Victor United States
Play Date 2017-04-01
Language English
Scenario GfB2001

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.

Final tally:

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

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