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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Maoris at the Station
Cassino '44 #13
(Defender) Maori
(Defender) New Zealand
vs Germany (Attacker)
Formations Involved
Germany 211th Infantry Regiment
New Zealand 28th "Maori" Infantry Battalion
Display
Balance:



Overall balance chart for Cass013
Total
Side 1 4
Draw 0
Side 2 6
Overall Rating, 10 votes
5
4
3
2
1
3.6
Scenario Rank: 326 of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-02-18
Start Time 15:15
Turn Count 9
Visibility Day
Counters 23
Net Morale 0
Net Initiative 0
Maps 2: CassLL, CassLR
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 99
AAR Bounty 165
Total Plays 10
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Severe Weather
Smoke
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

The New Zealand Corps' failure to break through German defenses at the Railway station left elements of the 28th 'Maori' Battalion trapped there. The order was given for them to hang on, but around 1515 the Germans counterattacked with armor support.

Conclusion

New Zealand artillery fired smoke to screen the Maoris from fire from the Massif, but it also masked the German forces as they assembled to assault the Railway Station. The Maoris repelled attacks until mid-afternoon when the Germans attacked in force with armor support. The Maoris had no heavy weapons or anti-tank guns, and with German tanks firing point-blank the German infantry cleared the Railway Staition and forced the remainder of the Maoris back over 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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
New Zealand Order of Battle
28th "Maori" Infantry Battalion
New Zealand Army
  • Foot

Display Errata (1)

1 Errata Item
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)

Display AARs (2)

A neat introduction or training scenario
Author Niinivaara (Maori, New Zealand)
Method VASSAL
Victor Maori, New Zealand
Participants RikuM
Play Date 2020-05-11
Language English
Scenario Cass013

This was my first try with VASSAL, and the very compact nature of the scenario suited it well. The German attack was very unlucky or rather the Maoris were really deadly in the OpFire, and almost all of the German attackers were destroyed. Good scenario to refresh the rules or teach new player the basics!

1 Comment
2020-05-13 11:24

In hindsight, I really should have taken a couple of turns to spread GRENs across river and flank wide. Now I suffered from traffic jam on the railway embankment and had like ten steps lost before Maori's had their first.

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Maori at the station
Author mcgallons
Method Solo
Victor Maori, New Zealand
Play Date 2010-05-20
Language English
Scenario Cass013

The allied troops are near the station south of the city to protect the station itself or digging holes. The German infantry troops down from the East using the rail while the tanks trying to make their way to the North-East despite the ground is muddy. The weather is bad and the movement is difficult and slow

The first encounters happen just by the station. The Mortar allies are the first to have succumbed from the German advance. Other Maori units trying to gather to defend against enemy more compactly using the smoke to cover which hides them from view of enemy commanders that they can not call off map artillery.

German units do not stop and continue to press the sides of the Maori that went out of their holes trying to escape. Some end up on minefields in the Gustav line while others are trying to take away the hill.

Maori know they have to wait too long for the arrival of reinforcements, and therefore agree to go to the counter play everything for everything. Well protected by smoke approaching Germans starting a series of attacks that will continue until the end of the game so bloody. Strengthened by superior numbers and morale high grip loosen the Germans but make the mistake of underestimating the strength and courage of the enemy that back on station, they retain the possession with a commander to drive a few men. The German reinforcements are too far away and can not come to the aid in the final and just serve the desperate attempts station controlled by the ruthless bombardment of German commanders going to sign with the risk of hitting their troops.

At the end of the afternoon an eroic leader with a small troup remain in the railway station and complete their main objective. Great Victory for allied forces and a bad day for German units!

Comments

A very short scenario (9 turns) where the Allied player should do wonders to curb the power of strong German armored vehicles and a greater number of units. Adept at exploiting holes but especially smoking, Hanzo wins in the last turn. Opponents believe they have already won when very few remaining enemy units and don't cure the final position before the final assault. They don't use all the support the may have. Congratulations to Hanzo and his Maori!

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