|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 0 votes |
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Scenario Rank:
of |
Parent Game |
Go for Broke 2 |
Historicity |
Historical |
Date |
1944-10-21 |
Start Time |
13:00 |
Turn Count |
20 |
Visibility |
Day |
Counters |
69 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
2: 24, 25 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
224 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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While the rest of the regiment was fighting at Hill 505, the 100th Infantry Battalion had quietly worked their way east over a mile from the nearest friendly unit. Unfortunately they were discovered and became pinned down on a ridge overlooking Biffontaine. The German grenadiers subjected the Nisei to a heavy barrage from three sides to soften them up, then struck at their exposed right rear flank.
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Conclusion
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The 100th Battalion was overextended. If they had been left on their own for any length of time, they would have had trouble dealing with the situation. Luckily, the 2nd Battalion had completed their assignment at La Broquaime and raced to intercede. With characteristic verve the Asian-Americans hit the grenadiers hard and from an unexpected direction, driving them off. They spent the rest of the night toting water and ammunition to the hard-pressed 100th Infantry Battalion and helping them reinforce their forward position.
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Additional Notes
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This scenario is an updated version of the "Counterattacked" 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).
- Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
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United States Order of Battle
3 Errata Items |
Scen 23 |
Note that this scenario requires Map #9 from Battle of the Bulge. It should be placed in the same configuration as the following scenario.
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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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