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!
Rescue Denied
Go for Broke #26
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 16th Infantry Division
Germany 192nd Panzergrenadier Regiment
Germany 21st Panzer Division
United States 442nd "Nisei" Infantry Regiment
Display
Balance:



Overall balance chart for GofB026
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Go for Broke
Historicity Historical
Date 1944-10-27
Start Time 13:00
Turn Count 11
Visibility Day
Counters 75
Net Morale 1
Net Initiative 0
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Covering Action
Rural Assault
Conditions
Hidden Units
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Ridge Maps + Counters
Go for Broke Base Game
Introduction

The 1st Battalion, 141st Infantry (36th "Texas" Infantry Division) was surrounded by German forces in the Vosges Mountains on 24 October 1944. The division launched two rescue attempts in succeeding days, but failed to break through. VI Corps ordered the 442nd RCT to make the third attempt, cutting short their much needed R&R. At 0400 they set out eastward into the pitch black night in a cold steady rain. Sunup brought some relief from the elements and their attack commenced in early afternoon.

Conclusion

Despite their best efforts, the Nisei were also unable to penetrate the strong enemy positions. When elements of the battle-tested 21st Panzer Division counterattacked things looked bad, but Private Matsuichi Yogi saved the day. He took it upon himself (earning a Distinguished Service Cross in the process) to break up the attack by destroying the enemy armor with a bazooka at point blank range. Fighting tapered off after that as both sides seemed content to hold their ground.


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
  • 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
  • Towed
United States Order of Battle
Army
  • Motorized
  • Towed

Display Errata (5)

5 Errata Items
Scen 26

The note states that the scenario requires a map from Battle of the Bulge. This is incorrect; the scenario uses a map from Elsenborn Ridge.

(rerathbun on 2011 Apr 20)
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 41

All SS PzIVH tanks should have a movement of 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 (1)

Hammer
Author Matt W
Method Solo
Victor United States
Play Date 2012-06-06
Language English
Scenario GofB026

If there are only eleven turns and you've got to puch a hole in the opposing line you need to have the Nisei as your attacking force. Tons of firepower combined with top of the line morale gives you the ability to close with the defenders with good order troops, get into the assaults after hitting the Germans with artillery and direct fire and chasing whatever remains away. This was essentially over on turn 8 as the armored engineer company which came in support of the Volksgrenadiers was, in turn, chased away. The surprising thins is that the Nisei really didn't have good luck with the dice.

The Germans, however had hideous luck, barely knocking out 4 steps of Nisei while losing nearly 15 of their own with most of the remainder demoralized. Even after the Nisei stumbled into the hidden company and suffered the usual staggering Opportunity Fire at one hex range the Germans were incapable of slowing the Nisei.

I rank this a "3" because it correlates to the other games I am playing now which cover the American Civil War. Usually PG games are quite fluid but this one had lines which moved as assaults were made and troops recoiled from the contact. It looked very 19th century to me as a result. Still a fun infantry assault.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.246 seconds.