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
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Northwest of Cecina
Go for Broke #12
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 19th Luftwaffe Field Division
United States 100th "Purple Heart" Infantry Battalion
United States 442nd "Nisei" Infantry Regiment
United States Army
Display
Balance:



Overall balance chart for GofB012
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-07-01
Start Time 10:00
Turn Count 15
Visibility Day
Counters 58
Net Morale 1
Net Initiative 2
Maps 2: 1, 15
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Rural Assault
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

Fifth Army directed the 442nd Regimental Combat Team to push across the Cecina River and establish a bridgehead. After the Nisei managed to overcome the doughty defenders along the river they took some time to regroup. Rested, fed, and re-equipped, with more bullets and grenades, the now seasoned Americans headed northward to secure their objective for the day - an innocuous road junction five miles northwest of the Cecina.

Conclusion

Fortune favors the bold, or so the saying goes. The Nisei pushed hard on the fleet-footed German airmen who gave way to their stalwart northward trudging foe. Resistance did not stiffen until the Nisei approached the vicinity of the critical road juncture. Here the reluctant Luftwaffe infantry dug in and made their stand. Not willing to throw away lives unnecessarily, the Nisei called in a heavy artillery barrage which soon convinced Kesselring's men to find a better place to fight.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

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

Display AARs (1)

Herding the Luftwaffe
Author Matt W
Method Solo
Victor United States
Play Date 2012-02-25
Language English
Scenario GofB012

Another situation where the Nisei are basically shepherding the Luftwaffe troops north. The lower morale and undermanned Luftwaffe are charged with holding a crossroads and town against two battalions of Nisei backed by significant artillery resources. The Luftwaffe don't have much of a chance and were almost completely crushed within the first two hours of the scenario. At that point the remaining company of airmen decided to leave the field prior to becoming casualties themselves.

The victory condition which basically requires the Luftwaffe troops to dig in in the open provides the Nisei to crush their opponents with artillery and mortar fire before assaulting to clean up the mess. Again the hidden German troops were able to score some hits on advancing Americans but once contact was established the greater firepower and morale of the Americans overwhelmed the Germans.

This is not a balanced scenario but it is very evocative of the time period after the capture of Rome where the Germans fell back from position to position on their way to the Gothic Line. As the German, causing losses and delays are the real objectives although in the scenario holding ground is the idea. As the American speed of northward movement is the prime consideration and avoiding losses a secondary one. In terms of gameplay I would include a provision to reduce the victory level by one if the American losses reach 5 steps. This gives the German a reason to fight on, which the current conditions discourage.

I give this one a 3 for its "feel", but from a game play basis it might score somewhat lower.

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