A Questionable Move Go for Broke #24 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 716th Infantry Division | |
United States | 100th "Purple Heart" Infantry Battalion | |
United States | 442nd "Nisei" Infantry Regiment |
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Overall Rating, 2 votes |
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3.5
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Scenario Rank: --- of 940 |
Parent Game | Go for Broke |
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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 |
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Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Battle of the Bulge | Maps |
Elsenborn Ridge | Counters |
Go for Broke | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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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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Vaporize | ||||||||||||
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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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