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!
Hill 529
Go for Broke #5
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 3rd Panzergrenadier Division
United States 100th "Purple Heart" Infantry Battalion
Display
Balance:



Overall balance chart for GofB005
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 208 of 940
Parent Game Go for Broke
Historicity Historical
Date 1943-10-23
Start Time 12:00
Turn Count 12
Visibility Day
Counters 54
Net Morale 0
Net Initiative 0
Maps 1: 16
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 147
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Counters
Elsenborn Ridge Counters
Go for Broke Base Game
Road to Berlin Maps
Introduction

As part of the 133rd Infantry Regiment's effort to encircle Sant' Angelo d'Alife the Nisei Battalion was to occupy Hill 529 while the 3rd Battalion occupied Hill 630. This would either force the enemy out or pin them for the 1st Battalion to deal with later. A and C companies led the way, pushing forward aggressively despite signs of heavy German resistance.

Conclusion

Once their advance had been stopped the Nisei were counterattacked by enemy armor. In heavy fighting the Americans drove off their tormentors, with Pvt. Masao Awakuni claiming one with a bazooka. Awakuni prepared to fire, but his glasses fogged over with the humidity. With the tank idling 25 yards away, he put down the bazooka, wiped his glasses clean, then picked it up and fired the rocket into its side. Despite Awakuni's heroism the Nisei could not resume their advance. The other tanks inflicted heavy casualties on the battalion. During the night the Germans would retreat allowing the Americans to enter the village unopposed the next day.


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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Scen 5

Scenario #5 says all German units are from Elsenborn and are Heer. The scenario calls for one German 20mm, but there are no 20mm Heer units in Elsenborn. Solution is to either use a 20mm SS unit from Elsenborn or substitute a 20mm Heer from one of the other games.

(joe_oppenheimer on 2011 Apr 21)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

Surprisingly interesting small scenario
Author joe_oppenheimer
Method Solo
Victor Germany
Play Date 2011-05-03
Language English
Scenario GofB005

This is an action on a hill in Italy. It is fairly small and as I set it up I thought there wouldn't be much replay value to it, but the variable setup options and the clever victory conditions make this a very good scenario.

The Germans start in possession of the hilltop and the town. The Nisei are allowed to setup anywhere on the lower hill levels. There are also German reinforcements who will start a counter-attack on turn one. Nominally this is an American assault on the hilltop or town, but with the German counter-attack it is really about keeping the Americans alive and in play. The American player can setup for a hill assault, deploy to infiltrate a few units up the hillside or setup to counter the arriving Germans. The open deployment leaves a lot of possible actions.

The Germans have to meet two of these three victory conditions (and get a major victory if they achieve all three): 1) Hold the hilltop and town; 2) No American units at level 40 or highter at game end; 3) Eliminate five American steps while loosing fewer steps than the Americans. I started the game by having a few American units slide up to 40 meters to hold ground and prevent that victory condition. As the American commander I calulated that I couldn't take a town or hilltop hex in the face of the German counter-attack, but I might be able to hold a 40 meter hex while taking fewer than five step losses.

The mid-game saw the Americans digging in and trying to keep the Germans at bay, while the Germans moved forward and pounded away with artillery and direct fire. The Germans also launched a company sized flank force out of the town towards the dug in American morters in an effort to either kill easy morter steps or draw some of the infantry down from the 40 meter level.

With four turns left it looked like a possible American victory: there were three American stacks at 40 meters and only three American casualties. The Germans assaulted an isolated morter position to bring them up to four steps killed and demoralized one of the stacks at 40 meters. The demoralized units fled rather than rally which seemed like a good thing because it put them further at range making another step loss less likely. With two turns left the American still held two 40 meter hill hexes and had four step losses. Then it all fell apart. The Germans who'd moved adjacent to one of the remaining dug in 40 meter stacks opened up on the 16 column and rolled a 2X! Then a lucky morter shot on the other 40 meter stack killed a morter unit and demoralized the remaining American left at 40 meters. It fled the hillside on it's rally attempt leaving the Germans with all three of their victory conditions.

0 Comments
You must be a registered member and logged-in to post a comment.
"Come back here, I'll bite yer kneecap off"
Author Matt W
Method Solo
Victor Germany
Play Date 2011-11-30
Language English
Scenario GofB005

Another reference to Monty Python and the Holy Grail, I'm afraid. In the movie a black (well his armor is black anyway) knight resists King Arthur's progress and is serially delimbed, despite a continued resistance involving kicking (when both arms had been removed) and head butting, when only one leg remained. Upon removal of the last limb King Arthur made to leave the area and the black knight yelled in defiance the line above.

Throughout the scene the frustration of King Arthur with the continued resistance of the completely defanged adversary built up. I now know exactly how that felt. In this scenario, a somewhat battered Nisei battalion is charged with the task of attacking a German force of roughly similar size split between a hilltop and a town. The Germans are in superb defensive ground and have more artillery than the Nisei and to top it off they have another two companies of infantry and a platoon of StuGs arriving on turn one.

Since this is only a three hour (12 turn) scenario, there is nothing for it but to try to get into the victory locations as soon as possible. The Nisei move quickly to gain assault hexes on turn two on the town and the lower slopes of the hill. They experience hideous losses (4 steps) on turn one from Opportunity Fire. On turn two they press the attacks into the town and the hill losing another 4 steps but gaining a lodgement in the town and an adjacent hex to the hill. At this point the Germans have lost no troops and the Nisei have lost nearly 1/2 their force. Consider both arms off the black knight at this point.

Turn three is the removal of the first leg as the StuG and engineers push the Nisei back out of the town and the 60 m hill hexes are cleared from the turn 2 trouble. Another five steps are thrown into the loss column but in this case the Germans actually lost two.

The black knight, excuse me, the Nisei come back to head butt the Germans with a final assault in both locations on turn 4, entering the town again and gaining another 60 m hill hex.

Finally on turn 5 (of 12) the last leg is removed as the town is cleared and the hill relieved. With only three steps remaining of non-weapon units the Nisei, while screaming about kneecaps, are no longer capable of a coherent assault and the German masses, now outnumbering the Nisei about 7 to 1, are content to let them yell their defiance from safe locations.

The Nisei morale of 8/8 permits them to continue to fight well past the point that any rational force would run away (another oblique reference to MP and the Holy Grail) and well past the point at which continued attacks provide anything more than a butcher's bill. The complete lack of the mass necessary to carry the assault makes this remarkably accurate (Read the Day of Battle by Rick Atkinson for a stunningly clear presentation of the inadequate preparation of the Americans for the style of combat they would face in the early going in Italy and the battle for Sant Angelo d'Alife in particular). I give it a 4 for the historic appeal.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.447 seconds.