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Red Bull at the Barracks Again
Cassino '44 #4
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 131st Grenadier Regiment
Germany 44th "Hoch und Deutschmeister Reichsgrenadier" Infantry Division
United States 168th "Third Iowa" Infantry Regiment
United States 756th Tank Battalion

Overall balance chart for Cass004
Side 1 5
Draw 1
Side 2 7
Overall Rating, 13 votes
Scenario Rank: 134 of 598
Parent Game Cassino '44
Historicity Historical
Date 1944-01-27
Start Time 07:30
Turn Count 20
Visibility Day
Counters 81
Net Morale 0
Net Initiative 3
Maps 2: CassLR, CassUR
Layout Dimensions 85 x 54 cm
33 x 21 in
Play Bounty 119
AAR Bounty 150
Total Plays 13
Total AARs 3
Battle Types
Hill Control
River Crossing
Urban Assault
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Scenario Requirements & Playability
Cassino '44 maps + counters

For two days, the U.S. 133rd Regiment had tried to force its way across the Rapido to the Barracks and the mountain beyond. Each attack had been force back, but eventually the Americans gained a toe-hold on the west bank of the river. That accomplished, the reserve 168th Regiment with supporting tanks was sent forward in hopes of making a breakthrough.


The 168th was charged with clearing points 56 and 213, and then turning to capture the village of Cairo. Their tank support had difficulty crossing the Rapido, but once across the tanks helped clear a path for the infantry so the could assault both summits. But the tanks were eventually neutralized by Panzerfausts and the terrain, and although Point 213 was taken the company commander decided that the position was untenable and ordered a withdrawal. This became a rout, and all the gains of the attack were lost as the 168th fled back to the Rapido.

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
  • Mechanized
  • Misc
United States Order of Battle
  • 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:

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 (3)

Can you spare a Brother a Smoke?
Author PG-Tank Dude
Method Solo
Victor Germany
Play Date 2011-05-10
Language English
Scenario Cass004

Cassino 44' Scenario 4 - Red Bull at the Barracks Again

Turns: 20 (starting at 0730hr)

Victory Conditions: American - Kill Germans, Gain control of Cairo, Barracks, and Points 56 and 213. Germans - Kill Americans, Maintain control of Cairo, Barracks and Points 56 & 213.

Set-up: Germans set-up strong defensive positions in the Barracks area and Massif, but not as strongly in Cairo. The Americans set-up with all HMG's, the FLM and 4 INF west of the Rapido to get some quick damage in and sustain any victories. The Plan is to rush as many troops to Cairo, take it, then maneuver to take the Barracks from behind.

0730 - 0800: With the morning sun rising (and 4 activations) a P47 spots movement on the Massif and flies in for a strafing run, destroying a step of GREN and demoralizing the remaining step. What a wonderful start! Two of the four smoke shells fired are ineffective but the two that worked screen the Allies from Op-fire coming from the Massif. The Majority of the troops already across the Rapido begin their dash towards Cairo, with only an HMG becoming demoralized from Op-fire. A small but heavy hitting force (INF,HMG,FLM) make their way alongside the disrupted and demoralized GREN's from the P47 attack, taking Op-fire from a machine gun nest, but sustaining no damage. The Stug draws first blood in the armor battle with a hit to one of my M4's preparing to cross the Rapido. Allies make a huge blunder in not discharging smoke in the river crossing hex as their last activation of 0730, instead, using their OBA on the HMG nests, which did not hit. German OBA is very effective on both of its activations, gaining a step loss on the ENG's as well as destroying the FLM unit. Lesson Learned! All on board artillery units fire smoke at 0800, covering the River crossing hex as well as the units trying to get onto the Massif. A little to late it seems, as the ENG's fail their recovery attempt and flees the River crossing hex. With 6 INF, 4 HMG's and 7 Leaders across, the Allies will attempt to take Cairo, with lots of smoke to shield them. Hopefully this will not only give my ENG's time to recover and return to their duties, but will also draw the units away from their dug in positions.

0800-0830: Firing smoke shells all over the place to shield my troops and ENG's is working well. I have a large force just East of the road leading up into Cairo consisting of 3 HMG's and 4 INF units. The smoke clears and I let loose a combined DF on the 45+ column, but due to the -1 column shifts for Mountain and against Dug-in units brings me down to the 22 column. Fortune shines as a 3 is rolled, gaining an X1 against the dug-in German troops on the edge of the Massif. Smoke is fired in after the attack, shielding that assault team but a dud falls on top of my ENG's , leaving them exposed. Randy does not hesitate, using his nest of 2xHMG's to fire into the ENG's hex, gaining only an M1, but which the already Demoralized ENG's fail miserably, losing their final step. So with my initial force +2 more INF that got across in the beginning, its time for Plan C, which is the same as Plan A, just no more reinforcements. Take Cairo! Some German troops begin to leave their dug-outs and start trekking across the Massif towards Cairo. The turn ends after the Allies disperse their units stuck on the East side of the Rapido. No sense in giving Randy easy shots to bring down my initiative.

0845-0945: Allies make their way towards Cairo under smoke. With a large combined DF attack in place just under the Dug-in units straddling the road, the allies are able to obtain a step loss on a GREN before smoke shields them from return fire. An assault team is sent forward after German units have used up all their Op-fires. Storming the HMG unit after the Demoralized Reduced GREN flees proves hazardous for the assault team, destroying 2 steps and demoralizing the remaining INF unit. Bringing in two HMG's the turn after the INF returns to Disrupted proves ruinous, destroying one step and demoralizing all of the remaining units. The Germans assault back, gaining a 2X plus another step loss due to compound morale failure. The assault is effectively ended when the Stug and GREN combo opens up and obtains a 1X, demoralizing the Leader and now reduced INF sent to reinforce the assault next turn. Only 2 full HMG units and a 1/2 step of INF with their Leaders remain in good order as they attempt to bypass the assault hex and reach the first town hex under smoke.

1000-1015: The reduced and demoralized INF flees the assault, somehow surviving the free shot, and the rest of the good order units, which now consist of only 2 full strength HMG's and 1 reduced INF unit, make their way forward under smoke. The smoke clears for a moment and German OBA fires on the HMG's , reducing one and disrupting both of them while the reduced and demoralized INF losses its last step to Op-fire after failing to recover and attempting to flee back to the Rapido. With only 1 full-strength unit in good order left, the Allied commander concedes with the town of Cairo within his site.

German Major Victory with 22 to 3 VP's.

Conclusion: To reiterate, never ever use resources able to fire smoke to fire at a target! Two/Thirds of my force were left on the East side of the Rapido watching their buddies get mauled by not following this #1 rule. A good game. A solid 4 out of 5, Allied SNAFU not withstanding.

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Smoke, smoke, smoke - need another engineer!
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2011-05-10
Language English
Scenario Cass004

This Scenario was over pretty quickly when the smoke over the river crossing was allowed to dissapate. This was disasterous for the Allies, as their one and only Engineer was reduced, demoralised, and a few turns later eliminated.

The focus for the Americans has to be to get their force accross the river, and to do so they have to protect their only engineer. Again, this scenario would probably be better substituting a regular engineer for the FLM, allowing two river-crossing hexes.

With the engineer destroyed, the Americans were outnumbered. Not a position you want to be in when needing to press an attack against a prepared defensive position. Over the next half dozen turns the American force was consistently dwindled away and eventually surrendered, when only a single full strength platoon (and a couple half platoons) remained at the foot of the slopes leading to Cairo. Germans suffered only 3 step losses.

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Another German victory at Cassino
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-07-22
Language English
Scenario Cass004

This is my fourth Cassino scenario, and the fourth German victory on the trot. In this one the US forces have to expand their small bridgehead over the Rapido and also control various geographical locations. The US have tanks, aircraft and good artillery support however the attack is in daylight and of course under observation of the Germans entrenched on the mountains. The main German disadvantage is the need to spread the defense over the board in order to cover the victory condition hexes. The US commander decided to feint towards the town of Cario and then switch the attack to point 56 and the barracks. The attack got off to a bad start with step losses mounting quickly without any real ground gained, the tanks were stuck in the mud and unable to cross the river to assist the infantry. Game turns 5-10 were a real slog with the artillery on both sides pinning down the opposing side. Finally with the help of the flamethrower point 56 fell but the American's were unable to exploit this success and could not push on to the barracks. On the other flank a German counter attack was repulsed and a US company flanked some strong points and managed to get a toehold in Cario. With losses mounting on both sides the remainder of the battle became rather static until the attack was called off by the US commander. The result was a major German victory This was played solo and though only an average scenario in terms of excitement it does a great job of simulating how tough the conditions were for the US in this campaign.

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