First Action Go for Broke #1 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 3rd Panzergrenadier Division | |
United States | 100th "Purple Heart" Infantry Battalion | |
United States | 776th Tank Destroyer Battalion |
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Overall Rating, 7 votes |
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3.57
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Scenario Rank: 363 of 940 |
Parent Game | Go for Broke |
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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: 3, 5 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 150 |
AAR Bounty | 159 |
Total Plays | 7 |
Total AARs | 3 |
Battle Types |
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Inflict Enemy Casualties |
Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Eastern Front | Maps + Counters |
Elsenborn Ridge | Counters |
Go for Broke | Base Game |
Introduction |
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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 |
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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 |
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Use Elsenborne Ridge counters for the I&R platoons. First Action is updated in the 2nd edition of Go for Broke. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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1 Errata Item | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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Small, nasty, close quarters | ||||||||||||
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The first action for the Nisei was a night assault on the town of Benevento. A two company force of Germans held the town and set up to deny quick access to the town through two hidden roadblocks. With only four hours to accomplish their task the Nisei needed to move quickly and the road seemed to be the best choice. The German strategy worked well and they maintained a lead in victory points until turn 12 (of 16) but they ultimately didn't have the strength to hold off the Americans. The first roadblock had fallen and been consumed in the first hour and the second fell 45 minutes later. In addition to a strong infantry force the Nisei have two halftracks for fire support and assault strength and an engineer to get those important column shifts when assaulting the town. Interestingly both sides made liberal use of their OBA and mortar support but in the dark it seemed to have at least as much impact on friendly units as on the enemy. The nighttime visibility range of "1" means that if you can fire your artillery at all there will be a chance of friendly fire. In general, the fight was short, sharp and very nasty given the close quarters. The final VP totals were US 26, German 10 and were indicative of the late swoon of the Germans. A clear quick scenario and easy to play. I give it a "4". |
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0 Comments |
Textbook night assault | ||||||||||||
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This battle went off perfectly for the Americans, with almost no losses. The I&R platoons scouted out the German roadblock while the infantry battalion approached up the road. The German roadblock was weakened by artillery fire and harassing fire from two of the US infantry companies, until they finally fell back to reinforce the town. The American battalion split and assaulted the town from two sides, using their engineers to get the first toehold in the town. Once the second assault went in it was only a matter of time before the German resistance was reduced to isolated pockets, then eliminated. The US only lost two steps of HMGs in the whole battle, with the Germans wiped out. |
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0 Comments |
A Short, Sharp Town Assault | ||||||||||||
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Played solo in less 2 1/2 hours. I setup the Germans in town except for one two-hex roadblack to slow down the American advance. The Americans advance along the road and engage the enemies defending it while the majority of the Americans bypass the position. The position would fall on turn 9. The Americans advance next to the town after 1 hour 45 minutes and although the initial results go against them, they start taking control of a couple of town hexes forty five minutes later. The Americans form a killer stack and slowly destroy the Germans in assaults. Final score is Germans 11 - Americans 18. American Major Victory! I rated the scenario a "3". It's fun and bloody but there is not many decisions to be made on the German side. Recommended for solo play, especially if looking for a short scenario that can be easily played in one evening. |
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0 Comments |