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!
Arno River Crossing
Go for Broke #15
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 4th Fallschirmjäger Division
United States 442nd "Nisei" Infantry Regiment
United States Army
Display
Balance:



Overall balance chart for GofB015
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-09-01
Start Time 08:00
Turn Count 18
Visibility Day
Counters 75
Net Morale 0
Net Initiative 1
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Counters
Eastern Front Maps
Elsenborn Ridge Counters
Go for Broke Base Game
Introduction

During August both sides had toned down their operations, recovering from fatigue, bringing replacements, gathering supplies, and preparing for another round. Although the front line had remained relatively stagnant, the Nisei had kept busy patrolling to gain prisoners to interrogate. Finally, the anticipated jump off orders came down - all three battalions were ordered to establish bridgeheads over the Arno River, two along Highway 66 and one 20 miles west near Pisa. The ante had been upped by the Germans. Gone were the Luftwaffe infantry, replaced by the tough-as-nails 4th Parachute Division containing a large number of die-hard former Italian paratroopers fighting on their home turf.

Conclusion

The Second and Third Nisei battalions forced their crossing just west of Florence, encountering significant minefields and other obstacles. Once their small bridgehead was consolidated, they pushed their perimeter up Highway 66. Miles to the west the 100th Battalion simply crossed the Arno River and dug in. Shortly afterwords the regiment would be pulled out of the line and transferred north to France and the bitter fighting in the Vosges Mountains.


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.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 15

This scenario may require a German PzIVe as a variable reinforcement. Use a counter from Eastern Front.

(GeneSteeler on 2012 Apr 16)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

The Wall
Author Matt W
Method Solo
Victor Germany
Play Date 2012-03-12
Language English
Scenario GofB015

This is the last of the 15 scenarios for the Nisei in Italy in 1944. They have been in almost constant combat and motion since they started. Suddenly they hit the end of their rope. It seems funny that even the dice can seem exhausted at times. In this one the Nisei have to force a river crossing against a German paratrooper detachment, heavily supported by armor and artillery.

I was excited as I was able to get two crossing points working well to the west of the town but then I ran into the paratroopers. Seems they didn't want to move. 3 1/2 hours later I finally had cleared the woods of the three platoons of defenders.

Meanwhile my third crossing point remained uneffective as the engineers had become demoralized and fled. So fully 1/3 of my force was reduced to direct fire attacks on the town which had little effect.

The troops that had cleared the woods gathered for an attack on the town but were savaged by opportunity fire and artillery as they approached the town. With only an hour remaining in the scenario and no coherent force available to assault the town the Americans conceded having already lost 11 steps to 6 German.

A key to this result was the high quality of the German leaders (most of whom had morale modifiers) and the poor draw for the Americans (most of whom did not have morale modifiers), combined with the abysmal rolling for recovery from the Nisei. A very enjoyable ride but one that clearly does not have to end this way. I give it a "4".

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