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
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Point 771
Cassino '44 #6
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 361st “Africa” Panzergrenadier Regiment
United States 135th Infantry Regiment
United States 34th "Red Bull" Infantry Division
United States Army
Display
Balance:



Overall balance chart for Cass006
Total
Side 1 10
Draw 0
Side 2 1
Overall Rating, 10 votes
5
4
3
2
1
3.6
Scenario Rank: 325 of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-02-03
Start Time 07:00
Turn Count 12
Visibility Day
Counters 23
Net Morale 0
Net Initiative 3
Maps 1: CassUR
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 100
AAR Bounty 153
Total Plays 11
Total AARs 4
Battle Types
Hill Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

The U.S. 133rd Regiment had been continuously in contact with the enemy for 31 days, and morale was falling as casualties mounted. The U.S. 168th was also being worn down by the enemy and conditions on the Massif,so the U.S. commanders decided to commit the 135th and renew the attack. Third Battalion was charged with taking Monte Castellone and then turning south to Colle Sant' Angelo. In heavy fog, elements of the Battalion attacked Point 771.

Conclusion

The swirling fog aided the men of the 135th Regiment in their assault. After a short intense fight, the 135th took control of the summit. The Germans launched a series of counterattacks but the Americans held and Point 771 was secured.


Display Order of Battle

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

Display Errata (4)

4 Errata Items
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)

Display AARs (4)

GI's Climb a Mountain
Author KirkH
Method Solo
Victor United States
Play Date 2010-10-03
Language English
Scenario Cass006

Germans set up in a semi-circle northeast of point 771. Americans slowly advanced up north face of masiff in attempt to outflank Germans who had dug-in. Visibility was 3 hexes for first four turns, allowing Germans to harass GI's with small arms fire. The German shooting was inaccurate and the GI's were able to make their way up the mountain and attack from point blank range. A lucky 2 roll took out two German steps and allowed the Americans to push to the top level and secure the mountain with two turns remaining. I could see this one going either way, depending on the rolls. A fun little scenario.

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Point 771
Author Trotsky
Method Solo
Victor United States
Play Date 2007-10-27
Language English
Scenario Cass006

This was a playtest AAR – originally the scenario was 16 turns long and this was later reduced to 12 to allow the German’s a greater chance of victory.

Scenario 6 ‘Point 771’ - By the 3rd February the US 133rd had been involved in 31 continuous days contact with the enemy and morale was falling as casualties mounted. The US 168th was also being worn down by the enemy and by the conditions on the massif. The US commanders decided to commit the 135th Regiment to renew the attack. 3rd Battalion were charged with taking Monte Castellone and then turning south to Colle Sant’ Angelo. In heavy fog, elements of the Battalion attacked Point 771.

Opening Remarks

US Player:

I only have 16 turns for a lot of climbing and an assault on the summit, this one is going to be tough. I have some artillery but the ever changing fog could limit its usefulness until I am very close. ‘Friendly Fire’ is a great hazard on the massif and I will only use my mortars and artillery at adjacent enemy units if I have no other choice. In previous games on the massif where you need to have sole control of a summit it has been important to ensure that you do not only control the summit but the six surrounding hexes as it has been known for the sneaky Germans to jump onto the summit in the last turn or two to deny victory. With that in mind I will split my forces in two and attack from opposite directions this should allow me to engage any German platoons skulking in hexes adjacent to the summit. I am really relying on my mortars in this scenario to disrupt the Germans enough for me to close on them.

German Player:

The first thing to note in this scenario is the huge advantage the US has in mortars and artillery; this will dissuade me from stacking many units together unless I am forced to. I really need the fog to reduce visibility as much as possible. If there is a lot of visibility then I can use adjacent plunging fire as the US advance and any US bombardment will hit them on a 1-2 (Accurate artillery placement on the steep sides of the Cassino massif was very difficult and so adjacent friendly units are hit on a 1-2.) I will place my available strongpoint on the summit as well as a GREN and a leader. The leader can call on the 81mm mortar that will stay back. One GREN will dig-in a little forward of the summit in order to try and disrupt US leaders with plunging fire. The other GRENs will dig in behind the summit, as the summit blocks same level LOS it might afford them some protection from the firepower of the US force.

Special Rules

The swirling fog on the Massif affected visibility. At the start of each turn a dice roll will determine maximum visibility.

Victory Conditions.

The player in sole control of Point 771 at the end of the game is the winner. Any other result is a draw.

7:00 – turn 1

Fog visibility 1 hex. US win initiative by 3. With visibility only 1 this turn neither side expected much action. The US forces moved forward together so as not to alert the Germans too soon of their plan of attack.

US comments:

As long as the fog stays thick I will not prematurely reveal my attack plan.

German comment:

Nothing really unexpected on the first turn with the fog so thick.

07:15 – turn 2

Fog visibility 2 hexes. US win initiative by 2. The fog cleared a little and the forward German element peered anxiously down the mountain waiting for the US soldiers to appear, they could hear them climbing below but instead of advancing out of the fog the US player split his forces. The Germans choose not to redeploy at this turn awaiting further developments.

US comments:

There is no point in leaving myself open to early plunging fire with the potential to disrupt some unlucky troops, still too far to go to have to wait and rally. I now split my forces to prevent getting into range of the forward German position.

German comment:

Too bad the Americans did not advance into range, my guys feel pretty secure with their height and dug-in advantage.

07:30 – turn 3

Fog visibility 1 hex. US win initiative by 2. With the fog thickening the US Lieutenant’s forces climbed up to within 400m of the forward German outpost. The remaining US forces continued their flanking move. The Germans still remained in their initial defensive positions.

US comments:

The fog helps me to climb a little higher under its protection. The Germans don’t seem in a hurry to react to my movements.

German comment:

I am really tempted to try sending a platoon forward to dig-in in front of the summit to cover the Americans skirting around the mountain to the south, but as the fog may lift at anytime I need both my height advantage AND to be dug-in to ensure I don’t break under enemy fire. Trying to conserve my small force is essential to winning in this scenario, a disrupted unit may encourage the Americans to advance more quickly and I really need them to be cautious to limit the time they have to spend on the actual summit.

07:45 – turn 4

Fog visibility 3 hexes. US win initiative by 2. The fog briefly lifted and the US forces were the first to react calling down mortar fire on the dug-in Germans in hex 5005. The fire was accurate and although dug-in the Germans became demoralised.

US comments:

The clearing fog enabled me to call down fire on the exposed Germans within sight. I really didn’t expect much but a very poor morale check by the Germans saw them demoralised! I was tempted to follow up with direct fire but climbing up the mountain was a better option as the fog still shrouded any other Germans who could impede me.

German comment:

Disaster! I was hoping that the platoon would stay a little longer or at the very least provide a valuable speed bump, if it doesn’t recover to at least disrupted status next turn there will be a big hole in my defences. At least the rest of the Americans are off sight-seeing somewhere down the mountain. I should have time to recover.

18:00 – turn 5

Fog visibility 2 hexes. US win initiative by 2. The US Lieutenant’s forces closed on the demoralised GREN, who failed to rally and fled. The other US forces continued their flanking move. The German player gave serious consideration to counter attacking the US Lieutenant’s forces before the other Americans got into combat, but with the US superiority in mortars decided against it and they remained dug-in.

US comments:

More good news, the German platoon failed to rally and as I advanced it fled. The fog was also kind as I am still hidden from the Germans on the summit. Next turn the flanking force will turn north, this should give the Germans some tough decisions to make as to how to deploy their defences.

German comment:

Again not a good turn, if the platoon had at least rallied to disrupted status it would have forced the Americans to either spend an extra turn in direct fire or take a risk and assault up the mountain. With the American forces so split and me occupying the high ground I was really tempted to launch a pre-emptive counter-attack on the closest units but with the US advantage in artillery and mortars it could back fire – I will wait another turn to see what happens.

08:15 – turn 6

Fog visibility 3 hexes. US win initiative by 2. The US won the initiative and called down the mortars and artillery on Point 771 and disrupted a GREN platoon. The US forces advanced forward. The Germans returned fire but it was ineffective. The only success for the Germans was the demoralised GREN recovering to disrupted status.

US comments:

The fog lifts and I call down all my available artillery and mortars on the summit, I managed to disrupt a German unit there, if I can get a result like that every turn the Germans will not be able to hold for long. Flushed with success all my units climb higher towards the summit.

German comment:

Getting the odd disruption from US artillery is to be expected as long as they recover before any Americans move adjacent it should be OK. The strongpoint on the summit can still pour a fair bit of firepower into any unit that approaches while it is in good order. At last the demoralised platoon recovers to disrupted status, still a good chance it will aid in the defence of the summit.

08:30 – turn 7

Fog visibility 2 hexes. US win initiative by 2. The turn started again with the US mortars firing on Point 771 but this time they missed the mark. All the German units recovered and fire from the strongpoint disrupted the US Lieutenant. This should hold up the US advance on the flank until the Lieutenant recovers. More German fire poured into the Lieutenant’s hex, if they could only get him demoralised it would provide some respite from the mortars and artillery, but he kept his head down.

US comments:

a couple of disappointments this turn, but no major problem just yet as long as the Lieutenant recovers quickly.

German comment:

This is a good turn for me, visibility remains good which allows me to target the American Lieutenant managing a disruption, everything else opens up on the Lieutenant. A demoralised leader would halt the US advance on that side of the summit – however he survives without any further checks. At least I know that flank will not be advancing next turn, just need to survive their direct fire. All my units are now in good order awaiting the next American move.

08:45 – turn 8

Fog visibility 2 hexes. US win initiative by 2. The US called again on their mortars and artillery and disrupted the strongpoint. The US Lieutenant recovered but came under immediate fire and was disrupted again. A couple of US platoons climbed into a level 7 mountain hex and were met by concentrated German fire – one unit was disrupted and the other demoralised. By the end of the turn the attacking force had been halted, however the Germans on Point 771 were faring little better. The Germans were desperate to reorganise their defence but at the time they needed every gun that could fire.

US comments:

My Lieutenant recovers but quickly draws enough fire to disrupt him and the platoon with him. At least the other platoons with him managed to disrupt the units protecting the summit. My original plan was to ensure that the artillery and mortars soften up the defences on the summit enough to allow me to occupy it, however a sudden rush of blood to my head sees me ordering two platoons forward from the flanking force. They are met with concentrated German direct fire, the result; one disrupted and one demoralised platoon. I am a little concerned now, although the Germans on the summit are not in good shape, I have too many platoons not in good order to take advantage – need some good rally rolls next turn.

German comment:

Again pretty pleased with this turn, my units on the summit should recover and if not there are plenty of units in reserve to cover. Keeping the US Lieutenant disrupted was a great result along with the results on the advancing American troops. With only seven turns left I think the US player will be feeling the heat.

09:00 – turn 9

Fog visibility 1 hex. US win initiative by 3. With visibility down to 1 and the US Lieutenant disrupted and so unable to order adjacent platoons forward both sides spent a turn recovering before the final US attack on the summit was undertaken. Under cover of the fog a German GREN moved adjacent to the US Lieutenant and survived opportunity fire. The Lieutenant briefly considered calling in adjacent mortar fire but decided against it, as the probability of ‘friendly fire’ was too high.

US comments:

The fog closing in was the break I needed, with all my units out of visibility of the Germans I managed to get some good rally results. The appearance of a German platoon next to my Lieutenant was a little bit of a surprise. I ordered my men to fire but the Germans held their ground. My forces are in a lot better shape than the start of the turn, I need to disrupt the summit within the next couple of turns to stand any chance of success.

German comment:

The fog closing in was a hindrance, I would have really liked to have kept the Americans under fire to minimise their recovery. I don’t want to lose all the advantage I have gained so I push a platoon forwards so it is adjacent to the US Lieutenant. I am now convinced that US leaders are the key to my victory if I can just keep them busy for another turn or two…….

08:15 – turn 10

Fog visibility 2 hexes. US win initiative by 2. The US mortars and artillery missed their mark this turn and a couple of US platoons rushed forward towards Point 771. The Germans quickly replied and through direct fire and their 81mm mortars the advancing Americans were disrupted and demoralised.

US comments:

I start the turn with my artillery and mortars, they need to keep getting results on the summit, however they disappoint me again. Time is passing quickly in this game so I order a couple of platoons forward on a broad front to minimise their casualties from concentrated German fire. Things go badly again, the advancing platoons are disrupted and demoralised. I decide not to commit the Lieutenant and his supporting platoon as there are still quite a few German units with direct fire potential. The fate of the advancing platoons gives me food for thought and through indecision the remaining platoons stay put and direct fire.

German comment:

I fail to recover on the summit itself but as the US player sends forwards a couple of platoons towards the scenario objective I open up with adjacent direct fire, followed up with the mortars and halt their advance. I also direct fire onto the Lieutenant’s hex but gain no result.

14:30 – turn 11

Fog visibility 2 hexes. US win initiative by 2. The US player was beginning to feel the time pressure on the attack. They really needed a good couple of mortar and artillery rounds in order to gain the summit. The US mortars and artillery did not have much effect this turn. To the US players surprise the Germans counter attacked his units adjacent to the summit. A GREN counter attacked from Point 771, in the assault the US platoon lost a step and when it tried to leave the hex it was eliminated. In the adjacent hex a GREN and Lieutenant assaulted a disrupted US platoon. The US platoon broke and fled into the hex with the US Lieutenant. In the course of a single turn the southern US attacking force had been blunted by some well judged German counter attacks.

US comments:

This is the worst turn for me so far. I start as usual with bombarding the summit and then attempting a unit rally. The German player responds on his first activation by launching a counter-attack at my adjacent units – I was really not expecting that, I thought the German player was quite content to watch me flounder and delay me as much as possible. In the assaults I fail to get any result but loose an entire platoon! My other platoon fares a little better and manages to withdraw onto the hex with my Lieutenant.

German comment:

I try to keep my best poker face, but my heart is thumping when I issue the order for the counter-attack. This is a very high risk move, not that I don’t have the advantage in the assaults I clearly have but the assaults could quite easily bog down into a protracted assault which would leave me few forces to defend the summit from the US flanking forces. The counter-attack works out far better than I could have hoped, clearing both hexes adjacent to the summit of all American troops. At the end of this turn I really feel the tide of battle has turned against my opponent.

08:45 – turn 12

Fog visibility. 2 hexes. German win initiative by 1. With the US losses last turn the Germans win the initiative for the first time. The US player now sees the probability of winning the scenario as remote but can still deny German victory by contesting Point 771 at the end of the scenario. The US and Germans swap ineffective mortar and artillery fire. German plunging fire from hex 4905 onto the remaining US forces on the south of the massif result in an ‘x’ result, however the remaining US troops held their morale steady. The Germans reinforced the summit expecting a renewed American attack. The US northern force was still in good shape and checked their advance waiting for the mortars to give them some advantage in their attack on the summit.

US comments:

Well after last turn I need to consider my actions carefully, five turns is still enough for me to challenge for the summit. What I really need are some good bombardment results to at least to give me a chance on the summit. The fate of the forces to the north of the summit goes from bad to worse as they take another ‘x’ result.

German comment:

Plunging fire on the US forces that contain the Lieutenant cause a ‘x’ result, the returning fire was ineffective. I shuffle my forces around a little this turn feeling pretty confident I can resist whatever the US player can come up with in the last few turns of the battle

09:00 – turn 13

Fog visibility 2 hexes. Germans win initiative by 1. Things went from bad to worse for the US forces on the south side of Point 771. Germans’ direct fire caused an ‘x’ result and the leader was also eliminated on a roll of ‘3’. The remaining platoon broke and fled down the mountain. The US responded with accurate mortar and artillery fire demoralising and disrupting the German combat units on Point 771. The remaining US forces moved forward and the Germans responded with direct fire causing one platoon to become demoralised.

US comments:

Good and bad for me this turn. The Germans win the initiative and effectively eliminate my northern force. But at last the artillery and mortars find their mark and the Germans on the summit are disrupted and demoralised. I take the opportunity to rush the summit with my intact flanking force. The German response is fierce but only one of my platoons suffers, becoming demoralised. This means that I still have a large US force, with a leader, adjacent to the victory locations, I still have a chance.

German comment:

My winning of the initiative was worth the wait as my opening fire eliminates the US lieutenant and takes out half a platoon, the rest of the forces in the hex became demoralised and flee. The American artillery is effective this turn and my troops up on the summit suffer. The US player storms the summit, I manage to halt one platoon but there is still a sizable force adjacent to the summit. I feel I have the advantage in the scenario now; however the US player can now contest the summit until the end of the scenario and deny me victory.

09:15 – turn 14 Fog visibility 3 hexes. US win initiative by 1. The US win the initiative and had a tough choice whether to call in mortar support or assault Point 771 before the Germans could reinforce it. With only two turns left the US player decided to contest the summit. The German defenders had first fire but failed to make any impression on the attacking Americans. The US assault roll caused 2 step losses! The Germans were decimated. Later in the turn the remaining demoralised German units retreated from the hex, the US forces caused another step loss as the Germans fled. Other fire in the turn was ineffective. US comments: well Panzer Grenadier never ceases to surprise me! After dithering for a while about whether to call in artillery or assault onto the summit I decide to challenge for the victory location. My expectation was really to try and survive the German’s first fire and then to hang around long enough to cause a draw. Coming through first fire unscathed was a bonus but then causing 2 step losses and demoralising the remaining troops was totally unexpected! I started the turn trying to force a draw and end it with sole possession of the summit and victory location! German comment: Things were going so well, I expected the US player to move onto the summit, I had even reinforced it in anticipation. My first fire roll was shocking, not even causing a morale check. The American response was overwhelming, within 15 minutes a secure position had been totally eliminated. The game might now not be won but is still a long way from being lost. I have two turns in which all I need to do is contest the summit to cause a draw.

09:45 – turn 15

Fog visibility 1 hex. Germans win initiative by 2. With one turn to go the Germans opened up with everything they had on Point 771. With the US now holding Point 771 with 3 full platoons and a leader and first fire, the Germans needed to disrupt or demoralise some platoons before jumping in on the last turn. The German fire however was ineffective. The Americans flushed with their recent success demoralised all the German units adjacent to the south with direct fire. In the space of two turns the game has changed dramatically.

US comments:

All I need to do is sit pretty and try to repulse whatever comes my way. I was rather surprised that the Germans did not jump straight into assault after winning the initiative. They obviously wanted to soften me up before attempting this, however all their fire was ineffective my units cause multiple demoralisations.

German comment:

I realise I have made a major error this turn. I tried to use my initiative and direct fire to demoralise the Americans before assaulting next turn and attempting to gain victory. My direct fire is miserable and the returning fire from the Americans is devastating. I should have just jumped into an assault and taken whatever punishment I received, I had superiority of numbers and could have forced a draw.

10:00 – turn 16

Fog visibility 3 hexes. US win initiative by 1. With the US narrowly winning the initiative on the last turn the fate of the Germans was sealed. The US immediately sent a platoon from Point 771 to the adjacent German platoon and locked it in an assault. The Germans now had no way of contesting the summit and the Americans were victorious.

US comments:

After winning the initiative it was all over, there was no way the Germans could contest the summit.

German comment: What can I say I should have played for the draw.

Conclusion

Historically the swirling fog aided the men of the 135th Regiment in their assault. After a short intense fight the 135th took control of the summit. The Germans launched a series of counter-attacks but the Americans held and Point 771 was secured.

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Cassino ‘44, scenario #6: Point 771
Author JayTownsend
Method Solo
Victor United States
Play Date 2010-12-27
Language English
Scenario Cass006

Cassino ‘44, scenario #6: Point 771

With such beautiful maps, I had to get a third scenario in on this fantastic game. I played a smaller all infantry and support weapons scenario, as I need my gaming table tomorrow for another game, but I still needed a quick PG fix. This scenario is only 12 turns and has a low unit count and with those extra large hexes, it was what I was looking for.

The Americans have about twice the forces but will need them as they are on the attack and the Germans are defending a hill hex, point 771. The terrain is difficult for the attacker but the visibility varies each turn with fog and mist, which helped the attacker to close with the enemy, especially since the first couple of turns the German rolled very low on the visibility die-rolls. The Germans do have one strongpoint as well.

The two keys to the battle, were two events: during the battle Americans rolled 2 on the dices twice with 24 points of mortar value, blowing out a nice section of Germans and the second big event, was having an American LT with a great leadership value and combat modifier, as it really helped to blowout another hex of Germans as well.

The end result was an American Victory, as they controlled Point 771 with very little problem, just about everything thing went their way. It’s always enjoyable to push counters on the Cassino map no matter who wins.

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A rare US win on Cassino's bloody mountains
Author waynebaumber
Method Solo
Victor United States
Play Date 2013-09-01
Language English
Scenario Cass006

I thought this small (12 turn scenario) with low counter density would be a very average game, well I was wrong. A small US INF force with good MTR support have to take Point 771 from an even small German force but who have all the advantages of the terrain. However there is a swirling mist around the summit which should aid the attackers in getting to grips with the stubborn defenders. The advance starts at 0700 and the mist disperses to give the defenders the chance to spot the advancing US forces, the alerted German units fries but cause no damage. Over the next 30 mins the fog swirls back and the American advance unhindered over the rocky and steep mountainside. As they near their objective German small arms fire does start to pin the odd unit back. The US commander orders two platoons to flank the Germans on their right while then rest of his force will attack the German left flank. The German commander leaves his dug out on the summit and reinforces the right flank, leaving just a section manning the MG on the mountain top. His presence encourages the German riflemen who score the first kill on the US flanking units, however the attack on the German left flank does manage to close within 300m of the objective. Leaving his left flank secure the harassed German LT runs across to shore up his other flank, but not before the US launch their assault supported by accurate 81mm MTR fire they smash into the two platoons guarding the approach to the summit and they are wiped out along with the German commander. This effects whats left of the German INF units who seem unable to react as the US now assault the summit, although the SGT and his small unit hold out for 30 mins by 0900 Point 771 has been taken and the now leaderless German units can only slink off the mountain to regroup and prepare for the next chapter in the Allied bid to take Cassino. Well this was a little cracker for a solo game played in under two hours however it like most small scenarios is very dicey, the loss of the German leader which was a combination of poor play and bad luck was the turning point but the real killer blow was the Ger SGT 921 demoralizing on a 12 and unable to recover to lead a counterattack on the last turn which may well have changed the final result. That's why I have marked this scenario as a 3 and not the 4. I also think that as a FtF game there's not a lot for the German player to do other than NOT lose your commanding officer, still I enjoyed this one.

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