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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Last Push of the New Zealanders
Cassino '44 #20
(Attacker) Britain
(Attacker) Gurkha
(Attacker) New Zealand
vs Germany (Defender)
Formations Involved
Britain 8th Royal West Kent Infantry
Germany 1st Fallschirmjäger Division
Gurkha 1/9th Gurkha Rifles
New Zealand 19th Infantry Battalion
New Zealand 21st Infantry Battalion
New Zealand 25th Infantry Battalion
New Zealand 5th Infantry Brigade
Display
Balance:



Overall balance chart for Cass020
Total
Side 1 4
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 195 of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-03-22
Start Time 11:00
Turn Count 16
Visibility Day
Counters 55
Net Morale 1
Net Initiative 3
Maps 2: CassLR, CassUR
Layout Dimensions 85 x 54 cm
33 x 21 in
Play Bounty 128
AAR Bounty 171
Total Plays 6
Total AARs 1
Battle Types
Hill Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

Despite (or perhaps because of) the near total failure of all previous attacks, a mixed force of New Zealanders launched one final assault on the 22nd.

Conclusion

The frontal attack by the New Zealanders soon ran into trouble. Communication and coordination between the tanks and infantry was a problem in the smoke filled streets of the town. Accurate tank fire eventually allowed the infantry to make some progress but the resolute defense of the paratroopers soon ground the attack to a slow crawl. By mid-afternoon the attack had stalled and the order to withdraw was given. So ended the last attack by the New Zealanders at Cassino.

Additional Notes

2 X RIF (Maori) used in NZ OOB


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Britain Order of Battle
Army
Germany Order of Battle
Luftwaffe
Gurkha Order of Battle
Army
  • Foot
New Zealand Order of Battle
New Zealand Army
  • Towed

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)

Hasta el último hombre...
Author enrique
Method Solo
Victor Britain, Gurkha, New Zealand
Play Date 2011-11-06
Language Español
Scenario Cass020

En este escenario dos compañías de paracaidistas alemanes defienden Cassino ante una fuerza superior de la Commonwealth y de británicos, principalmente de neozelandeses. La batalla no se restringe exclusivamente al caso urbano (destrozado) de Cassino, sino también al monasterio, a la "colina del ahorcado" (hangman hill) y a la colina del castillo. El control de estos diferentes objetivos concede puntos de victoria a los combatientes.

La partida es interesante porque se desarrolla en los cuatro lugares citados. Naturalmente, el esfuerzo principal tiene lugar en Cassino, pero los combates en los otros tres lugares hacen la partida más variada e interesante. En concreto, los gurkhas está a punto de perder la colina del ahorcado, que consiguen mantener in extremis ante un desesperado ataque alemán procedente del monasterio. Al final los alemanes se retiran al monasterio con grandes pérdidas. En la colina del castillo también se producen violentos combates, pero la posesión por parte de los británicos nunca se vio en peligro.

Pero es en el interior de Cassino donde tiene lugar la batalla principal. Los neozelandeses disponen de mayor potencia de fuego y el apoyo de tanques, pero los alemanes se defienden magníficante gracias a su superior moral. Al final la balanza se inclina a favor de los primeros, que consiguen reunir grandes concentraciones de fuego que eliminan físicamente a buena parte de los paracaidistas. Al final, no obstante, los paracaidistas consiguen controlar tres hexes de Cassino y disputar dos, así como el control del monasterio, aunque éste nunca se vio realmente en peligro.

El resultado final favorece a los neozelandeses, que consiguen 27 VP frente a 18 VP de los alemanes. En definitiva, una victoria menor.

El escenario es interesante porque simula bastante bien, a mi juicio, la fanática resistencia de los defensores.

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