The Nisei Go Rolling Along Go for Broke #11 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 19th Luftwaffe Field Division | |
United States | 100th "Purple Heart" Infantry Battalion | |
United States | 442nd "Nisei" Infantry Regiment |
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Overall Rating, 4 votes |
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3.75
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Scenario Rank: --- of 940 |
Parent Game | Go for Broke |
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Historicity | Historical |
Date | 1944-06-27 |
Start Time | 00:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 38 |
Net Morale | 2 |
Net Initiative | 1 |
Maps | 1: 10 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 143 |
AAR Bounty | 171 |
Total Plays | 4 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Scenario Requirements & Playability | |
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Battle of the Bulge | Maps |
Cassino '44 | Counters |
Elsenborn Ridge | Counters |
Go for Broke | Base Game |
Red Warriors | Counters |
Introduction |
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Now united as a regimental combat team, the 442nd integrated the combat-tested 100th Battalion in place of the former 1st Battalion, which had given up most of its troops to replace the 100th's combat losses. It now had significant organic artillery support available from the Nisei 552nd Field Artillery Battalion. Despite the commitment of the new units, the veteran 100th Battalion remained the regiment's shock force. After resting for the night the Hawaiian Nisei had been ordered to continue advancing north along the Suvereto-Sassetta road. |
Conclusion |
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The 100th Battalion had earned themselves a praiseworthy reputation for getting the job done-they would do so again today. The Germans were driven northward out of the town to choose yet another position to dig in. The 552nd proved itself equal to the Nisei infantry's steadily-growing fighting reputation, providing well-directed fire that made the Germans retreat extremely costly. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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So Close, and yet... | ||||||||||||
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The Go For Broke scenarios are falling into a pattern. The Nisei move forward briskly, take losses, assault and win. Typically the scenarios are not particularly close run things. In this play the result was the same (a major American win) but it came down to the very last roll of the dice on the last turn due to an insanely tough Luftwaffe captain with two platoons of infantry. If the final assault had not rolled a 5 or 6 (it rolled a 5) the German troops would have been able to stave off both American victory conditions and since the Americans lost 5 steps in the first 5 turns the final result would have been a major German victory. In general, the dice favored the Germans but the hidden 20mm and infantry did not have the impact that I had hoped when I put them in the fields next to the north south road and patiently waited for the Nisei to get caught by Op Fire. An interesting sidelight is that the American advantage in artillery is not always useful, as in this case, if the requirements are to assault early and often. Once the Germans had taken sufficient losses there really weren't any significant targets. One possible approach for the German player would be to hide their troops off the beaten path and advance to contest the road or the town late in the game. Playing solo this is not an easy approach to test. For those playing another player such an approach could provide a win. A fun small scenario with a lot going on. I give it a "4". |
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