Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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First Action
Go for Broke #10
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 19th Luftwaffe Field Division
United States 442nd "Nisei" Infantry Regiment
Display
Balance:



Overall balance chart for GofB010
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-06-26
Start Time 12:00
Turn Count 18
Visibility Day
Counters 108
Net Morale 1
Net Initiative 1
Maps 3: 15, 16, 4
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 176
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Scenario Requirements & Playability
Cassino '44 Counters
Eastern Front Maps
Elsenborn Ridge Counters
Go for Broke Base Game
Red Warriors Counters
Road to Berlin Maps
Introduction

When the 442nd Infantry Regiment rolled into the theater it was considered well trained but lacking combat experience. After the 100th Infantry Battalion joined the regiment they trained together as a unit for a short while before being sent into combat for the first time as a unit. Their assignment was to continue the harassment and pursuit of the retreating Germans as the exhausted 34th Infantry Division took a long-awaited break.

Conclusion

The 19th Luftwaffe Division was assembled in France in March of 1943 from Air Force personnel with little or no ground combat experience. They had trained until early June before transferring to Italy. Though inexperienced, the Luftwaffe had used their leverage to pick the cream of the German draft pool and their ground combat arm included highly intelligent recruits. They adapted quickly and used the terrain here masterfully, stopping the two battalions spearheading the assault. Not ti be denied, at noon the Nisei unleashed the 100th Battalion who exploited a gap in the defenses to occupy Belvedere and the high ground surrounding it. This action earned the 100th Battalion a Presidential Citation. The 443nd's Third Battalion managed to clear Suvereto by 1500 hours/ In their after action report the Nisei misidentified the Luftwaffe personnel as SS troops. In this action, Private Kiyoshi K. Muranaga exhibited the highest courage under fire. Despite being ordered to fall back due to heavy fire and advancing troops, Private Muranaga waved off the rest of his crew and volunteered to man his mortar alone. He continued to serve the weapon, dueling head-to-head with a dreaded "88". He paid with his life, but his tenacity and accuracy convinced the German artillerists to limber their gun and find easier prey. For his sacrifice, Private Muranaga posthumously earned the Distinguished Service Cross, the second highest US medal for bravery. In the year 2000, after asking the Army to review allegations of racism in the awarding of medals in World War II, President Bill Clinton upgraded 21 Nisei DSC's to the medal of Honor, including Private Muranaga's decoration.


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)

Display Order of Battle

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

Display Errata (1)

1 Errata Item
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)

Display AARs (1)

Just Too Much
Author Matt W
Method Solo
Victor United States
Play Date 2012-02-19
Language English
Scenario GofB010

Pretty much the entire 442nd Regiment, with a 2-1 advantage in manpower and a significant advantage in artillery has to chase some lower morale Luftwaffe troops away from a town and some hills. The one advantage that the Luftwaffe troops have is the ability to hide some of their troops.

The Nisei advance and invest the town in the valley and after taking substantial losses manage to reduce the garrison to a single hex which holds out for the entire game. The 100th battalion skirts the town to the west (avoiding the hidden Germans in the woods northeast of the town who blew their cover in order to destroy a company advancing to take the Germans in the town on the flank) and heads to the hills and the town which have very few troops defending them.

I put a lot of the defense into the flat land (a major mistake) and although the game was in some doubt during the first 9 turns the lack of a credible defense on the hills led to an American walkover late in the game.

If the Germans turtle they stand a better chance but the large number of geographic objectives combined with the better morale of the Nisei lead to an unmanagable situation for the Germans. It I play this one again it will be with that strategy.

Worth a look but only a "2".

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