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!
Diversion
Go for Broke #18
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 716th Infantry Division
United States 143rd "Third Texas" Infantry Regiment
United States 36th "Texas" Infantry Division
United States 753rd Tank Battalion
Display
Balance:



Overall balance chart for GofB018
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-10-15
Start Time 08:00
Turn Count 22
Visibility Day
Counters 81
Net Morale 1
Net Initiative 2
Maps 4: 10, 11, 25, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 176
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Go for Broke Base Game
Introduction

Unlike the Nisei who were expected to take their objectives in the Bruyeres operation with minimal assistance, the other elements of the 36th Texas Division were sent into combat with plenty Regiment was tasked to confuse the enemy as to the division's true intentions at Bruyeres, and support the main effort to the north by advancing on Bruyeres along Highway D-44 from the southwest. Once they reached Laval they were to swing east along a secondary road and take Champ-le-Duc. The heavy fog and rain allowed them to assemble and begin their advance unobserved but prevented their planned air cover.

Conclusion

The advance on Laval proved costly but eventually numbers and firepower told the tale as the Texans captured the town. Following the plan, the 143rd then swung east to roll up the Germans and force their way into Champ-le-Duc. This effort proved for naught as the depleted Texans ran into frustrated and determined Germans who refused to yield further, and advance faltered. Although this diversion delivered more gains than expected, the Nisei to the north were stymied by weather, and the same stubborn resistance.


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).
  • 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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Excessive Losses
Author Matt W
Method Solo
Victor United States
Play Date 2012-03-27
Language English
Scenario GofB018

For several years I indulged myself in a study of the American Civil War. I read incessently and visited battlefields, learning about the use of terrain for the direct fire weapons of that era. It was a very enjoyable time.

Much of what has been written is relatively dry stuff (I find Sears to be one of the better writers of history, Foote is very entertaining but many indicate that he falls short on the history side of things), but one quote still sticks in my mind. I believe it had to do with the battlefield at Antietam after the battle. Losses were terrible and the dead covered the ground. One of the witnesses indicated that you could not walk without stepping on a body.

This scenario was kind of like that. A battalion of Germans is charged with defending two towns from two battalions of Americans. Both sides have significant artillery resources and a plethora of heavy weapons and engineers. The Americans even have some tanks. With the firepower wielded by the Americans you would expect that they could avoid losses and just stand off and hammer the Germans until they ran. Unfortunately the weather is extremely misty and visibility varies but is generally pretty bad, forcing the Americans to close in on the Germans in order to shoot at all. This gives the Germans (who also have some hidden units) the opportunity to cause significant losses to the Americans as they close in.

The key town is Laval which is the larger of the two. The Germans recognize that this is the prize and put very few units in the smaller town. The ambushes work perfectly and the Americans take horrendous losses but eventually their greater numbers overwhelm the Germans and an American win is secured. By turn 14 the score was 47-36 in favor of the Americans and the Germans had only one hex in Laval contested and very few troops at all remaining on the board.

The key for the Germans is to keep the Americans at arm's length as once they move into assaults they are doomed as they have lower morale and lower firepower in general. The play followed the historical pattern as the Americans didn't even try to move east after securing Laval, they were seriously disorganized and would have had to try a rush to assault. Better to lick your wounds and reorganize than to go off after 100 Germans who will probably leave on their own shortly.

The combination of the weather and the firepower made this one very interesting. I give it a "4".

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