Merlin Castle Go for Broke #17 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 716th Infantry Division | |
United States | 442nd "Nisei" Infantry Regiment | |
United States | Army |
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Overall Rating, 5 votes |
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3.2
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Scenario Rank: 615 of 940 |
Parent Game | Go for Broke |
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Historicity | Historical |
Date | 1944-10-15 |
Start Time | 10:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 27 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 1: 25 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 140 |
AAR Bounty | 159 |
Total Plays | 5 |
Total AARs | 3 |
Battle Types |
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Rural Assault |
Conditions |
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Entrenchments |
Severe Weather |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Maps + Counters |
Go for Broke | Base Game |
Introduction |
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To the right of the 100th Battalion, Lt. Col. James Hanley's 2nd battalion had been assigned Hill B with the Merlin Castle controlling its summit. They awakened long before dawn and had been hampered in their preparations by heavy rain and fog. Nevertheless they crossed their line of departure right on time at 0800. A few prisoners fell into Nisei hands and turned out to be Russian impressed into German service; perhaps the enemy would not be so tough after all. |
Conclusion |
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Maybe the Germans received some magical assistance from the castle's namesake. Maybe the oppressive weather and tough terrain took its toll. Regardless, the 2nd Battalion failed in repeated sorties against the surprisingly tough defenders. In fact, the defenders in this sector would doggedly hold on for another three days. |
1 Errata Item | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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Even The Best US Wizards Couldn't Crack Merlin's Castle |
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Germans set up with a Gren and HMG in the castle, three Grens in a semi-circle to the west, and their mortar platoon in the woods to the northeast. The GI's entered from the northwest using the light woods to cover their approach. They engaged the German perimeter defense units and were able to eventually eliminate them, but it took seven turns. As the GI's approached Merlin's Castle there were only five turns remaining. The Germans in the entrenchment held off the GI's for three turns (with some help from some misdirected US artillery), but with two turns to go the Americans assaulted the castle. In spite of brave attempts to evict the tenants, the attack fell short and the Germans held on for a narrow victory. Great little scenario. Well worth replaying a number of times. |
0 Comments |
Good Introduction or Quick Fight | ||||||||||||
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This scenario wasn't really that bad, just not good enough to warrent a three rating. It's a small battle with the sole goal being to control the entrenchment hex. Since there are no victory points for casualties it does put each player in the mind of a desparate struggle where they seek to take or hold the objective at any cost. The Germans are mostly on the defensive. The only real decision is how far forward to engage and what to hold back. I set up a picket line to slow the American advance. It got hit pretty hard and melted quickly, but I was able to get enough units back to hold the castle. The Americans caused a lot of casualties and were doing pretty well, but got slowed down advancing to the castle. Finally on the last turn the Americans won the initiative and got two activations. They had three stacks adjacent to the castle. The first activation was a combined fire that did an X result. A demoralized German INF flipped and then failed it's morale check by more than three to be eliminated, a German HMG took a Disrution result, the Major Demoralized and a LT was eliminated on a roll of three for leader casualty. This was about the best the Americans could have hoped for and they then launched and assault with an INF, 2 HMGs and two good officers. The Americans mostly survived first fire (one HMG was disrupted) and inflicted an M1 on the Germans. That left the Germans with one dem officer and HMG still holding the entrenchment. If they failed to rally they Americans would hold the hex and win. But, the Germans did rally and retained control of the entrenchment/castle. Technically this might be considered a draw since both sides had units in the objective hex, but since the objective was an entrenchment and the Germans were the ones inside I considered it a German victory. While not a great scenario the last turn battle for the castle was pretty exciting. |
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0 Comments |
Today Murphy was German | ||||||||||||
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This is a remarkably straightforward scenario. The Germans hold an entrenchment and the Nisei need to take it to win. There isn't a lot of time; only 3 hours (12 turns) and at least three of those turns will be required for the Nisei to get close enough to the entrenchment to do anything. In addition, neither side has much in the way of artillery so this fight will be with infantry weapons (well at least I thought it would...) The Germans throw a company of infantry into the woods to see if they can delay the Americans. They keep this line close enought to permit some of the troops to run into the entrenchment when things look especially dim. It was a great plan and seemed to be working well through the second turn as the advancing Nisei took withering opportunity fire, losing two steps (this is a common occurence in Go For Broke as the Nisei are almost always attacking and need to advance quickly). Then things turned, a quick assault on the outlying company resulted in 2 steps lost for the Germans, despite a strong showing themselves (killing a step of Nisei). The remainder of the line stayed in place to fire again at the advancing Nisei. The next turn the Americans moved adjacent to Merlin Castle and assaulted the next unit in the outlying company, which was led by the major. Both German steps were summarily dispatched and the major took what appeared to be a head shot (casualty roll snake eyes), decapitating the remainder of the German force. This froze the one remaining INF platoon which was to hightail it back to the Castle to defend against the onrushing Nisei. While that was bad enough, the Germans then launched their OBA at the Nisei adjacent to the Castle and rolled for friendly fire which proceeded to, against any expectation, demoralize the troops in the Castle. By turn 7 it was all over. The Castle was taken and all German troops had been eliminated. This is a simple small action and playable in a very short time. There is no subtlety in it. With reasonable luck the Germans can make a very strong defense of the Castle and an American victory is certainly not guaranteed. It is probably quite likely to have a German win but that certainly wasn't what happened here. I give it a "2". |
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0 Comments |