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!
Bruyeres is a Cheese, Right?
Go for Broke #19
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 16th Infantry Division
Germany 192nd Panzergrenadier Regiment
Germany 19th SS Police Regiment
Germany 716th Infantry Division
United States 36th "Texas" Infantry Division
United States 442nd "Nisei" Infantry Regiment
United States 753rd Tank Battalion
Display
Balance:



Overall balance chart for GofB019
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-10-18
Start Time 09:00
Turn Count 24
Visibility Day
Counters 140
Net Morale 1
Net Initiative 2
Maps 4: 10, 24, 25, 9
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 191
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Cassino '44 Counters
Elsenborn Ridge Maps + Counters
Go for Broke Base Game
Sinister Forces Counters
Introduction

For several days the Germans rebuffed every American attempt to reach Bruyeres. Merlin Castle had still not fallen either. The 36th Division's command deployed both the 442nd Regimental Combat Team and one of its own regiments along with tank support in an effort to finish conquest of Bruyeres. A heavy rain was again falling making spotting difficult and air cover unavailable. A German counterattack struck the Nisei just as they jumped off for their attack struck the Nisei just as they jumped off for their attack, along with a heavy artillery barrage.

Conclusion

After six hour slugfest Captain Joseph Byrne's Company I managed to wrestle Merlin Castle from the defenders. In the main effort, the hard-charging 143rd Infantry Regiment managed to bully its way into the southern portions of Bruyeres by noon. They soon supported by Company L from the 442nd Regimental Combat Team who fought their way into the northern portion of town. A couple hours of mopping up and the town was declared secure. To their chagrin, the pronouncement was a bit premature as hidden German diehards resolutely held out until midnight. Overall, the operation was a success as the Americans had greatly compromised the German defenses in the area, secured Bruyeres and other key locations, and captured 134 prisoners while inflicting a similar number of casualties.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Schutzstaffel
  • Foot
  • Leader
United States Order of Battle
Army
  • Mechanized

Display Errata (4)

4 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 47

All SPW 251s have an armor value of 0.

(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 (2)

Go For Broke, scenario #19: Bruyeres is a Cheese, Right?
Author JayTownsend
Method Solo
Victor United States
Play Date 2011-04-23
Language English
Scenario GofB019

*Needing to play another battle from Go For Broke, I picked this one. 4 map boards, two battle-groups of Germans starting on the map, one battle group of Germans that enters the map on turn one and two different battle groups of Americans that enter the map on turn one in two different directions. Four victory point objectives: The Merlin Castle on map 25, the major road crossing hex on map 9, the Bruyeres towns hexes on map 24 and lastly eliminated enemy steps. Many decisions to make for both sides and I nice mix of unit types but the Americans have a much better off-board artillery, more Infantry and higher morale to boot.

*The Germans setup their 16th & 716th Infantry Divisions and the 19th SS Police Regiment on board protecting all three major victory condition areas but this spreads them out. Then the Americans 36th Infantry & 753rd Tank Battalion enter from the South, then the Germans 192nd Panzer Grenadiers & 21st Panzer Regiment enter from the North, then the Nisei 442nn Regimental Combat Team enters from the West. What spread out fight this was! The Americans after seeing where the Germans Northern Battle Group was heading, decided to try to take the Road crossing 0510 on map 9 and all the Bruyeres town hexes on map 24 and leaving the Merlin Castle for latter if things went well.

*The Americans were able to take the towns hexes on map 24 with some losses but less then the Germans and the Nisei units up North were able to take the road crossing on map 9 after a lot of cat & mouse through two forests one open space area which produced a tank battle with one Sherman step and two StuGIII steps burning, as the Americans were able to bring six steps of Shermans to bare after taking care of a Marder II unit down south. They also shot –up some Germans PPW-251 halftracks. The massive American Artillery real blow German Infantry to pieces caught in the wrong areas.

*In the end the Americans controlled 16 victory objectives and the Germans controlled 4, as the Americans bypassed the Castle and went for the bigger prizes. Also the Americans lost 9 steps vs. the Germans losses of 30 steps. Pretty bloody combat with many options on how to play this scenario out, which makes it a great scenario in my books! The Americans Win a Major victory with 50 points to the Germans 13 points.

0 Comments
You must be a registered member and logged-in to post a comment.
Apparently Swiss Flambe
Author Matt W
Method Solo
Victor United States
Play Date 2012-04-07
Language English
Scenario GofB019

A bit of a slaughter in this one. The Germans decided to try to hold back the regulars and provided Merlin Castle with some extra support. The Panzergrenadiers held the road block behind Merlin Castle and protected the artillery. A strong roadblock was established on the way to Bruyeres in the wooded entry level.

This Nisei grabbed a hold of Merlin Castle and crushed the life out of it by turn 8 and had begun moving towards the road junction, sending one company and the engineers cross country towards Bruyeres. The remainder of the 36th had entered and decided that the strong road block in front of them needed to be warmed up a little. They assaulted with the FLM engineers and the German defenders were fried to a crispy crunch by turn 6.

As a result of the quick demise of the roadblock the entire German position was upset and the Volksgrenadiers were quickly destroyed in detail, leaving Bruyeres relatively lightly defended. In the final analysis the Nisei merely screened the Panzergrenadiers and sent another company to assist in the reduction of Bruyeres leading to a very clear American victory.

I had not played with the FLM before and the combination of its firepower with an two other infantry units, as well as a morale superiority and a leader will keep you on the top assault column constantly. I was going to send them to assist the Nisei in taking out Merlin Castle (to eliminate the first fire capability of the entrenchment) but it fell too quickly. It was a fun and, for Go For Broke, a large scenario. I give it a "4" and I would seriously reconsider my deployment as the German player. A forward defense only destroys your defenders before they can cause any troubles for the Americans.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.556 seconds.