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
Errors? Omissions? Report them!
Across the Rapido ... Again
Cassino '44 #21
(Attacker) Britain
(Attacker) Gurkha
(Attacker) India
vs Germany (Defender)
Formations Involved
Britain 1st City of London Royal Fusiliers
Germany 305th Grenadier Regiment
Germany Kampfgruppe Bode
Gurkha 1/5th Gurkha Rifiles
India 1/12th "Prince of Wales's Own Sikhs" Frontier Force Rifles
Display
Balance:



Overall balance chart for Cass021
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-05-11
Start Time 23:30
Turn Count 24
Visibility Night
Counters 98
Net Morale 0
Net Initiative 3
Maps 2: CassLL, CassUL
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 129
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Hill Control
Urban Assault
Conditions
Minefields
Off-board Artillery
Reinforcements
Severe Weather
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

Operation Diadem opened with the Allies trying to establish several bridgeheads across the Rapido. One such attempt was by the Indian 17th Brigade near Sant' Angelo. They found the going no easier than the Texans had four months before, but this time the ground was drier and the Indians were just a small part of an even bigger operation.

Conclusion

The Frontier Force attacked to the south of Sant' Angelo and the Royal Fusiliers to the north. Attempting to skirt the town and cut it off from the west, the Frontier Force moved into a minefield. The Germans poured small arms fire into them and the Indian advance stalled. The Fusiliers fared no better, and a reserve company of Gurkhas was called upon to aid in the assault. By morning the Indian 17th Brigade had established themselves across the Rapido, but they key objective of Sant' Angelo town remained in German hands.


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)
  • Assault Gun: if closed-top, 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Misc
Gurkha Order of Battle
Army
  • Foot
India Order of Battle
Army
  • Mechanized
  • Towed

Display Errata (7)

7 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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)
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)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 282

All Stags have an armor value of 1

(Shad on 2010 Dec 16)

Display AARs (1)

An Allied Suicidal Attack?
Author enrique
Method Solo
Victor Germany
Play Date 2011-11-08
Language English
Scenario Cass021

Somebody has played this scenario?

I have played it and I think that it is a tough one for the Allies. If the Germans deploy next behind the Rapido river and the Gustav Line the Allied attack is nearly suicidal.

Cassino 44 is my favourite game, but in my opinion the scenarios 1, 3 and 21 perhaps are not thoroughly developed. The river crossing system (major rivers) in face of the enemy is a rash tactical action. Can I respectfully suggest to the designer or the developer the re-examination of these scenarios?

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