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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Raw Courage
Go for Broke #25
(Attacker) Germany vs United States (Defender)
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 GofB025
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-10-23
Start Time 23:00
Turn Count 14
Visibility Night
Counters 67
Net Morale 2
Net Initiative 1
Maps 1: 11
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 154
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Go for Broke Base Game
Introduction

Despite a serious shortage of food and ammunition Colonel Single and his men had captured Biffontaine early on the 23rd. With the village only two miles from the 716th Infantry's headquarters he knew the enemy would try to drive him out. So the men fortified the village as best they could while praying their supplies arrived in time.

Conclusion

Surprisingly the Germans did not respond to the American seizure of Biffontaine until well into the night. Unfortunately, this reprieve had not bought enough time for the Nisei's supplies to arrive, forcing them to use captured weapons and even flower pots and rocks against their tormentors. This allowed the Nisei to extend their meager ammunition supply, insuring that they wouldn't run out at a critical moment. In the end raw courage overcame superior firepower and the Germans withdrew to regroup.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • 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
  • Mechanized
United States Order of Battle
Army
  • Mechanized
  • Towed

Display Errata (2)

2 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)

Display AARs (1)

Vise
Author Matt W
Method Solo
Victor Germany
Play Date 2012-05-10
Language English
Scenario GofB025

In this scenario, the Nisei start out holding Biffontaine and are facing a counterattack. Low on ammo (DF and Assault values are halved), they cannot count on firepower to save them this time. They need to use carefully considered counterattacks and efficient artillery strikes to disrupt the large numbers of Germans who will attempt to take the town.

The Germans, as mentioned above have a lot of troops but they are of only fair quality and morale issues will be significant, leadership with morale modifiers is essential.

This is a short (14 turn) scenario at night so the play quickly revolves around a series of urban assaults which are particularly nasty. In my play the Nisei took early casualties in assault combat which severely limited their options and resulted in a slow, grinding process where the Germans had room to pull back their disrupted and/or demoralized units for recovery.

At the end of play the Americans still held the center of the town, the Germans held the two outlying hexes and the six hexes surrounding the center of town were under assault. In order to avoid morale failure the Germans stopped assaulting and had sufficient firepower to keep the Americans (often a single step INF) from counterattacking. In essence, the Germans, having acheived a major victory were waiting for the Nisei to notice that they had lost.

This is a fascinating and brutal scenario and one which plays out quickly. It is well suited for solo play. I give it a "4".

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