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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A Questionable Move
Go for Broke #24
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 716th Infantry Division
United States 100th "Purple Heart" Infantry Battalion
United States 442nd "Nisei" Infantry Regiment
Display
Balance:



Overall balance chart for GofB024
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 1944-10-23
Start Time 01:30
Turn Count 12
Visibility Night
Counters 30
Net Morale 2
Net Initiative 2
Maps 2: 11, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Go for Broke Base Game
Introduction

Even with two companies lugging supplies to them during the night, the 100th Battalion was not overburdened with ammo, plus they only had the limited cold rations they had brought into battle. Therefore, when the order came down to take Biffontaine in the morning many officers questioned its wisdom. Assault consumed a heck of a lot more ammunition than defending their position, and resupply was not going to get any easier. Nevertheless, orders are orders.

Conclusion

The Nisei drove the grenadiers from the town rather easily but their ammo supply was nearly kaput. This would have significant consequences until a road to them was secured. What galled the men most, however, was the lack of any tangible tactical or strategic benefit to taking Biffontaine which was not astride any major thoroughfares. Damn the headquarters slugs in their warm bunker anyway.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

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

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Vaporize
Author Matt W
Method Solo
Victor United States
Play Date 2012-04-30
Language English
Scenario GofB024

Consider the situation. It is nighttime. You have recently fought off an attack, successfully. The post you hold is one of little strategic significance. You, quite rightly, feel that you are in a backwater that is unlikely to be attacked again. As you look out from your carefully selected defensive position in a French village the night suddenly turns into a stream of flame directed at your position.

It took the Nisei 2 hours to completely rid Biffontaine of German troops. The reason was not that the German resistance was too tough but merely that the occasional disruption needed to be corrected in the assaults. With a flamethrower and another engineer, a plethora of leaders and a huge morale advantage this one really can't work out any other way. Even though the Americans are assaulting a town at night they end up on very high assault table columns. Add to that the fact that the flamethrower is just devastating at night since it doesn't get shot up by opp fire the way it does in the daytime and you have a recipe for German disaster.

This turns out to have been the historical result. It is interesting to see the effect of the high morale and flamethrowers in assaulting the town but the capability differential between the Germans and Americans is so substantial that anything higher than a "3" just isn't possible. This one is probably better solo for the study of the situation than as a competitive scenario.

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