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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Hard Go
Go for Broke #13
(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 GofB013
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-07-02
Start Time 09:30
Turn Count 24
Visibility Day
Counters 79
Net Morale 0
Net Initiative 2
Maps 2: 14, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
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

The new day found the Nisei tasked to cut the road from Castellina to the sea to prevent supplies filtering in to the German positions from coast-runners. The 442nd's staff expected little problem from the Luftwaffe infantry that they had been driving for several weeks now. But just as the Nisei had been learning the lessons of combat, so had the green Luftwaffe troops been gaining combat experience of their own.

Conclusion

During the night someone or something put some steel in the airmen's backbones. They employed all the resources at their disposal holding grimly to the road and surrounding woods, refusing to be budged. American advances now met with heavy return fire, something that had been missing in previous days. Only after several days of overwhelming attacks did they grudgingly yield the ground.


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
Luftwaffe
United States Order of Battle
Army
  • Motorized
  • Towed

Display AARs (1)

Swept
Author Matt W
Method Solo
Victor Draw
Play Date 2012-03-02
Language English
Scenario GofB013

In this scenario the Luftwaffe troops get to hide as long as they are in limiting terrain. They have also gotten some improved morale (one expects this is just getting used to fighting at all, as in the previous scenarios they have had lower morale in general). They also have a widely varied but powerful artillery park. That is the end of the good news. The bad news is that they are still fighting the Nisei.

The Americans, knowing that they want to end up in the northwest corner of the field in order to continue their advance, enter the field to the east and sweep north. The goal is to find and eliminate any Germans hiding in that sector so as to avoid surprises later. They do send one company onto the southern end of the hill to the west and they are quickly surprised by some heavy weapons and rifle fire and retreat to await the rest of the force.

The sweep takes two hours and nothing is found. Apparently the Germans have massed on the hilltop and are awaiting the Americans there. Meanwhile artillery strikes in both directions are causing casualties.

With the southern German force identified, much of the American force heads in that direction and after another hour this force is completely dispatched. In that hour scouting forces have also located the northern (and more significant) German force. By 3 1/2 hours into the fight, the southern German force has been eliminated, their artillery park has been located and savaged and their northern line has been pierced. The Germans have managed to eliminate 9 steps of Nisei but cannot hold and cannot muster sufficient firepower anymore. They decide to leave the field in order to fight another day.

The results appear lopsided but are the result of a very odd leader draw for both sides. The Americans recieved monstrously good leaders (a 1-11-2 Lt. Col. to top it off), whereas the Germans received NO morale modifiers at all. As this is highly unlikely I rate this higher than for just the play alone. The ability of the Germans to be hidden completely (any unit in limiting terrain can begin hidden) is a tremendous assist and led to a tense early battle. The Germans inability to recover without the additiional morale support of a leader led to a much quicker resolution than would be expected. I give it a "4" for those who follow as I would expect a much more even leader situation.

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