Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The 168th Goes In
Cassino '44 #5
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 131st Grenadier Regiment
United States 168th "Third Iowa" Infantry Regiment
United States 756th Tank Battalion
Display
Balance:



Overall balance chart for Cass005
Total
Side 1 2
Draw 1
Side 2 4
Overall Rating, 9 votes
5
4
3
2
1
4.11
Scenario Rank: 73 of 913
Parent Game Cassino '44
Historicity Historical
Date 1944-01-29
Start Time 06:00
Turn Count 20
Visibility Day
Counters 134
Net Morale 0
Net Initiative 3
Maps 2: CassLR, CassUR
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 133
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Hill Control
River Crossing
Urban Assault
Conditions
Minefields
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

After the U.S. "rout" from the Massif on the 27th of January, a further assault was planned. A crossing of the Rapido more suitable for tanks was discovered a little to the north of the previous assault and engineers set to work to create a usable ford. A full-scale regimental assault was planned for the 29th, but not everything was ready on time.

Conclusion

The ford was not ready by the proprosed jump-off time, so the infantry went in with no tank support and made very little progress. Most spent the morning pinned down on the valley floor, but by noon the ford was completed and the tanks began to support the assault. The 756th Tank Battalion took huge losses, but their sacrifice allowed the assault to gain momentum. About a dozen tanks made it onto the lower slopes of the massif and gave direct fire support to the assault of Point 213. by nightfall, most of the objectives were in U.S. hands, and the next day the village of Cairo fell. The U.S. at last had a firm foothold on the Massif.


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).
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Misc
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (6)

6 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)
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
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 (2)

El 168 adelante
Author enrique
Method Solo
Victor Germany
Play Date 2010-06-10
Language Español
Scenario Cass005

En este escenario se enfrentan un regimiento de infantería y un batallón de tanques estadounidenses a varias unidades alemanas fortificadas al oeste del río Rapido. El enfrentamiento tiene lugar el 29 de enero de 1944 en el marco de la denominada "primera batalla de Cassino". Los americanos gozan de superioridad numérica, de una fuerte artillería, de aviación y de un batallón de tanques "Sherman" y M5. Los alemanes disponen de las privilegiadas defensas de la "línea Gustav" y de una buena artillería y morteros. Los americanos, que empiezan la batalla con una considerable cabeza de puente al oeste del Rapido, deben tomar varias posiciones clave: los cuarteles, las cotas 56 y 213 y la pequeña población fortificada de Cairo. Los alemanes, naturalmente, deben impedirlo.

Los combates comienzan a las 6 de la mañana, en noche cerrada, aunque una hora después ya existirá luz solar. La partida dura 20 turnos.

Naturalmente, el principal obstáculo natural para los americanos es el río Rapido. Dos pelotones de ingenieros se afanan en construir un vado para paso de los tanques y de la infantería.

El plan de los americanas consiste en atacar y tomar con las fuerzas de la cabeza de puente la cota 56 y los cuarteles. A continuación, y una vez hecho practicable el vado del Rapido por los ingenieros, hacer cruzar los blindados y lanzar un ataque combinado para tomar Cairo y la cota 213. Los alemanes, por contra, han desplegado sus efectivos protegiendo los puntos clave y sobre todo la carretera de acceso a Cairo, única vía de acceso al interior del macizo verdaderamente practicable para los blindados enemigos.

La orden de ataque es cursada y las unidades americanas de la cabeza de puente se ponen en movimiento hacia la cota 56. La noche cerrada les protege. Sin embargo los alemanes empiezan a lanzar bengalas y los americanos quedan súbitamente a la vista de los observadores de artillería enemigos. Inmediatamente un copioso fuego de artillería y morteros se abate sobre americanos, desorganizando y desmoralizando a algunas unidades. El ataque estadounidense se paraliza. Los oficiales reorganizan las tropas y se vuelve a avanzar hacia la cota 56, pero la reacción de los alemanes es idéntica y el avance americano se detiene otra vez, esta vez con más bajas. Por segunda vez vuelven los americanos a reorganizar las unidades atacantes, pero entretanto ha salido el sol y los alemanes emplean ahora toda su potencia de fuego. El ataque americano se detiene por tercera vez, pero ahora con grandes bajas y de manera definitiva. Las maltrechas tropas se retiran hacia el bosquecillo contiguo al Rapido. El balance es netamente favorable a los germanos: éstos mantienen sólidamente sus posiciones en la cota 56 habiendo sufrido ligeras bajas e infligido un severo castigo a los atacantes.

Los ingenieros americanos han conseguido, no obstante, habilitar el vado sobre el río, lo que aprovechan inmediatamente los blindados para cruzarlo. Simultáneamente, las unidades de infantería desplegadas al este del río se disponen a cruzarlo también. Estas últimas se benefician del lanzamiento de cortinas de humo para ocultar a la artillería enemiga el crítico momento del paso del Rapido. En poco tiempo los americanos han concentrado una fuerza formidable de infantería y blindados en la ribera oeste del río. Paralelamente, la aviación americana empieza a bombardear las posiciones alemanas. El resultado es bastante decepcionante, ya que éstas se encuentran bastante bien protegidas y camufladas.

El comandante americano da ahora la orden de atacar y tomar sin tardanza la población de Cairo y, posteriormente, la cota 213. Dado lo áspero del terreno, la única via de acceso verdaderamente practicable para los blindados americanos es la carretera que se interna en la montaña, pero que se encuentra especialmente bien protegida por los alemanes, con una inteligente disposición de las baterías antitanque para beneficiarse del fuego cruzado. A su vez, las baterías antitanque se encuentran defendidas por nidos de ametralladora y búnkers.

Los americanos lanzan su infantería campo a través y sus blindados por la carretera. La reacción alemana no se hace esperar, y un diluvio de fuego sacude a los atacantes, que sufren numerosas bajas. Poco a poco, a pesar de las bajas, los americanos llegan a las puertas de Cairo y concentran su fuego sobre las defensas alemanas. Éstas sufren también serias bajas, pero de momento se mantienen las posiciones. La artillería antitanque alemana sigue disparando sobre los blindados adyacentes a Cairo, destruyendo una cantidad considerable. Los americanos reaccionan dirigiendo su artillería y aviación sobre los antitanques enemigos, pero sin resultado. A pesar de ello, los americanos se lanzan al asalto del hex este de Cairo. Hay numerosas bajas en ambos bandos, pero los alemanes resisten. El acceso de refuerzos americanos se ve dificultado por lo abrupto del terreno y el fuego constante de los nidos de ametralladora enemigos. El ataque americano pierde fuerza y queda detenido sin haber dominado ni siquiera un hex de Cairo.

Desesperado, el comandante estadounidense intenta logran como sea al menos u objetivo y dirige las fuerzas de infantería que recientemente han cruzado el río hacia la cota 56, que juzga peor defendida que Cairo. Todo el poder artillero y aéreo americano cae ahora sobre la pequeña cota. Los alemanes sufren grandes bajas y la cota es asaltada y conquistada in extremis por los americanos. En ese momento la partida acaba, sin que los alemanes hayan podido lanzar un contraataque.

Al final, los alemanes han conservado todas sus posiciones, excepto la citada cota 56, y han infligido 28 "steps" de bajas al enemigo. Los americanos, por su parte, sólo han conseguido uno de sus objetivos y han causado 21 "steps" de bajas al enemigo.

En definitiva, una victoria completa ("major victory") germana.

Magnífico escenario, que une un notable realismo a la habitual simplicidad y fluidez del juego de Panzer Grenadier.

0 Comments
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Foiled again
Author waynebaumber
Method Solo
Victor Germany
Play Date 2012-03-21
Language English
Scenario Cass005

This is the best Cassino scenario so far, I am trying to play them in order, so far they have impressed me as simulations of the battles for Cassino but not as games. Five plays Five German wins all up to now, so what makes this one better than the first four, it once again as the US forces crossing the Rapido and trying to force a route through to the barracks or the town of Cairo, this time is is a regimental attack with tank and good artillery and air support, also the attack starts at night so the initial crossings are concealed from the Germans on the mountains. The US also have to make more tactical decisions, do tanks or infantry cross first, do then ENG build the ford or carry on assisting units to cross the river and do you use artillery for smoke of bombardment. This is good stuff, making the US commander weigh up his tactile options and also offers some replay value. The Germans have less options but there is some fun to be had building the best defensive line possible. The US went for infantry crossing first with on board artillery firing smoke at first light. The initial thrust was towards Cairo and made some good headway against strong German resistance however the attack stalled and the Germans built a second line of defense on the the outskirts of town this was never breached. A secondary thrust towards the barracks was easily defeated by German machine gun and direct fire. One of the problems with smoke is to be effective the screen has to be maintained meaning that your first initiative will be artillery just to maintain cover and of course it also ties up 3 to 6 batteries of on board artillery. The US commander finally gave up on smoke and turned his on board artillery to hitting the A/T guns dug in on the slopes this was quite successful now to get the tanks over the river and launch a combined arms assault. However getting the tanks across was not easy and now the German artillery rained shells on the two crossing points causing disruption and slowing the process down to a crawl. By game turn end only one tank platoon had made it across. The one bright spot for the Americans was the Flamethrower unit making good progress in assaulting the German dugout's around Cairo, however once it was out of assault it was disrupted by accurate German fire from Point 213 and was pinned in place. The game ended with the US digging in to protect the crossing and regrouping for yet another push on Cairo. I have marked this as a strong 3. An excellent solitaire scenario poss two boring for the defense and one sided for FtF

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