|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 1 vote |
|
Scenario Rank:
--- of 940 |
Parent Game |
Go for Broke 2 |
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: 25, 56 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
167 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
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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.
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Conclusion
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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.
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Additional Notes
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This scenario is an updated version of the "Ciorland" 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).
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United States Order of Battle
3 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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All SPW 251s have an armor value of 0.
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