|
|
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 |
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Overall Rating, 0 votes |
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Scenario Rank:
of |
Parent Game |
Go for Broke 2 |
Historicity |
Historical |
Date |
1944-10-23 |
Start Time |
01:30 |
Turn Count |
12 |
Visibility |
Night |
Counters |
30 |
Net Morale |
2 |
Net Initiative |
2 |
Maps |
2: 24, 25 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
212 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Even with two companies lugging supplies to them during the night, the 100th Battalion was not overburdened with ammo, plus they only had the limited cold rations they had brought into battle. Therefore, when the order came down to take Biffontaine in the morning many officers questioned its wisdom. Assault consumed a heck of a lot more ammunition than defending their position, and resupply was not going to get any easier. Nevertheless, orders are orders.
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Conclusion
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The Nisei drove the grenadiers from the town rather easily but their ammo supply was nearly kaput. This would have significant consequences until a road to them was secured. What galled the men most, however, was the lack of any tangible tactical or strategic benefit to taking Biffontaine which was not astride any major thoroughfares. Damn the headquarters slugs in their warm bunker anyway.
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Additional Notes
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This scenario is an updated version of the "A Questionable Move" scenario from the 1st edition of Go for Broke.
The American FLM unit seems to be a hold over from the 1st edition. U.S Army FLM units may be found in Cassino'44, Saipan'44, and Nihon Silk. |
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
1 Errata Item |
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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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