Red Bull at the Barracks Again Cassino '44 #4 |
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(Attacker) United States | vs | Germany (Defender) |
Formations Involved | ||
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Germany | 131st Grenadier Regiment | |
United States | 168th "Third Iowa" Infantry Regiment | |
United States | 756th Tank Battalion |
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Overall Rating, 13 votes |
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3.77
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Scenario Rank: 228 of 940 |
Parent Game | Cassino '44 |
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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 | 130 |
AAR Bounty | 159 |
Total Plays | 13 |
Total AARs | 3 |
Battle Types |
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Hill Control |
River Crossing |
Urban Assault |
Conditions |
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Minefields |
Off-board Artillery |
Randomly-drawn Aircraft |
Severe Weather |
Smoke |
Scenario Requirements & Playability | |
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Cassino '44 | Base Game |
Introduction |
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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. |
Conclusion |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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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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Strongpoints are single step units and can be eliminated with X results like any other single step unit. (Shad
on 2010 Dec 15)
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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)
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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)
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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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Can you spare a Brother a Smoke? | ||||||||||||
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Cassino 44' Scenario 4 - Red Bull at the Barracks AgainTurns: 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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0 Comments |
Smoke, smoke, smoke - need another engineer! | ||||||||||||
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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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0 Comments |
Another German victory at Cassino | ||||||||||||
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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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0 Comments |