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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Cavendish Road
Cassino '44 #19
(Attacker) New Zealand
(Attacker) United States
vs Germany (Defender)
Formations Involved
Germany 1st Fallschirmjäger Division
New Zealand 20th Infantry Battalion
United States 760th Tank Battalion
Display
Balance:



Overall balance chart for Cass019
Total
Side 1 2
Draw 1
Side 2 4
Overall Rating, 7 votes
5
4
3
2
1
3.29
Scenario Rank: 566 of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-03-19
Start Time 12:00
Turn Count 12
Visibility Day
Counters 25
Net Morale 1
Net Initiative 2
Maps 1: CassUR
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 103
AAR Bounty 171
Total Plays 7
Total AARs 1
Battle Types
Hill Control
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

Weeks of backbreaking toil by Indian engineers had turned a mule track that ran up the Cassino Massif into a surface suitable for armor. This was named Cavendish Road. The Indians had completed their work in secret, hidden from the Germans by huge swathes of camouflage material. A mixed Allied tank assault was planned to coincide with an infantry attack from the valley below, but the infantry attack ended up getting delayed. However, nobody told the tanks, and they attacked without infantry support.

Conclusion

The Germans were surprised to see tanks on the Massif as they thought it was inaccessible to vehicles. But they did not take long to recover, knocking out the lead tanks and causing others to divert off the track to move around them. The tankers were hampered by the difficult terrain and the need to remain buttoned-up due to sniper fire, and some tanks became stuck or threw a track. The tanks were able to pour huge amounts of fire into German positions, but could not take them without supporting infantry. The tanks pushed on towards Albaneta Farm but fire from Point 593 was just too intense. Some Honeys (Stuarts) were directed to turn the corner of Point 593 to test the approaches to the Monastery, but most of them were destroyed by artillery and direct fire as they did so. The advance was called off, and the remaining tanks withdrew to a safe area and eventually received the order to withdraw back down 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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Luftwaffe
New Zealand Order of Battle
New Zealand Army
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Cassino: Scenario #19, Cavendish Road
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario Cass019

I had to get a scenario in on Cassino, even if it was small one. This one has Allied armor; New Zealand & American trying to get through the Cavendish Road, control it and a few more victory point hexes and eliminated German steps. The German Forces consist of all Infantry and a few small guns but have a very high Morale and terrain on their side and they basically have the same victory objectives.

To make a long story short, my Allied armor got chewed to pieces, in mostly assault combat, as I seemed to push them too close to enemy stacks of Infantry to get those adjacent bonus modifiers but would usually pay for it latter in Assault Combat. The Germans just kept feeding fresh Infantry: INF, ENG, HMG right into new stacks with three units plus leader usually in their stacks, why not. Two of the assaults really broke the allies backs, with the Germans rolling 6’s on the dice with one 2x and another 3x result. The wrecks stacked up and the German even scored with a 1 value AT gun, rolling a 12 on the dice. The Germans did loss some Infantry steps as well but nothing like the Allied losses and the German kept possession of most of the victory hexes as well. In the end, it was a Major German Victory.

I think I rushed forward too fast with my Allied armor but they had no support what so ever, not artillery, infantry or air and the Germans had nothing but time on their side, which the Allies did not. I kind of saw the hand writing on the wall on this one, but it was so fun to play, an interesting puzzle to try to solve for each side.

The big hexes are so enjoyable to play on, especially in assault combat. The terrain took me a little while to read through the scenario book before I could play but this was awesomely fun to play, even if the results were loop sided this time. Hey, it was most likely my aggressive play that made it that way!

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