Banzai Hill Go for Broke #27 |
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(Defender) Germany | vs | United States (Attacker) |
Formations Involved | ||
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Germany | 16th Infantry Division | |
United States | 442nd "Nisei" Infantry Regiment |
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Overall Rating, 1 vote |
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4
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Scenario Rank: --- of 940 |
Parent Game | Go for Broke |
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Historicity | Historical |
Date | 1944-10-29 |
Start Time | 13:15 |
Turn Count | 12 |
Visibility | Day |
Counters | 61 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 25 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 152 |
AAR Bounty | 171 |
Total Plays | 1 |
Total AARs | 1 |
Battle Types |
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Breakout |
Covering Action |
Rural Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Scenario Requirements & Playability | |
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Elsenborn Ridge | Maps + Counters |
Go for Broke | Base Game |
Introduction |
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The Lost Battalion still needed rescuing. Attacking at first with light some armor support the Nisei easily drove back the enemy outpost. The two battalions were then forced to advance along a ridge with steep slopes barely wide enough for two companies to negotiate. This terrain funneled them into the fire of the German defenders. |
Conclusion |
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The 3rd Battalion attempted to drive along the ridge while the 100th Battalion tried to outflank the defenders. They ran into difficulty traversing the slopes and the attack. Late in the afternoon the Nisei tried again to force the ridge and were again stymied at the steep rising slope. Whether it was spontaneous charge or the rest of the regiment coming to the aid of a few brave men is unknown, but the enemy was eventually driven from the hill in a vicious close quarters fight. Once the hill was taken the Germans seemed to lose heart and the 442nd pushed through and rescued about 230 men. The lost battalion was lost no more. However, the Nisei also paid a stiff price, suffering over 800 casualties. During this days-long struggle three more Medals of Honor were earned. Technician Fifth Grade James K Okubo, a medic, conspicuously risked his life under heavy fire, repeatedly providing aid to his comrades. Private Barney F. Hajiro is credited with leading the banzai charge that eliminated the two machine gun nests on the steep ridge. And Private George T. Sakato, whose squad leader was killed, took charge of his remaining men and personally stopped an enemy counterattack, killing 12 Germans and capturing another four on this harrowing day. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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5 Errata Items | |
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Scen 27 |
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)
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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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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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A Hex Too Far |
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As in the previous scenario, the Nisei are asked to create a hole three hexes wide in the German lines in order to reach some isolated units beyond the playing surface. The Germans start out spread across the map to keep the Nisei from having an easy space to move through and have two platoons hiddent behind an intentionally weaker area to try to suck the Nisei in. The Nisei take the bait and attack towards the hidden units and begin having terrible luck with morale. As in the Italian campaign the dice seemed to know just when the Nisei were running out of gas and gave me fits trying to get enough good order units to accomplish the job. This is a short scenario so there is little time to change your mind and head somewhere else to create the tunnel but the improvement in morale in one area gave me the chance to assault Banzai Hill itself successfully. This created a huge hole in the German line but the time it took to occur gave the Germans just enough time to move some units from both wings to the center and seal the hole in the very last hex of the map. If the map were one hex shorter the Americans would have had their tunnel through to the isolated unit but as it was it was just a little too far. There was a ton of tension in this play, unlike the previous scenario. This one played more like the last one should have. Both are very short with time pressure weighing heavily on the Nisei. I give this one a "4" to reflect the tension of the game and the close result. This was a day of perfectly balanced scenarios (see the plays of War on the Equator 1 and 2 with Hugmenot, they were also last roll of the dice games). |
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