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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Sant' Angelo
Cassino '44 #26
(Attacker) Britain
(Attacker) Canada
(Attacker) Gurkha
(Attacker) India
vs Germany (Defender)
Formations Involved
Britain 1st City of London Royal Fusiliers
Canada 5th Armoured Division
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 Cass026
Total
Side 1 4
Draw 3
Side 2 5
Overall Rating, 10 votes
5
4
3
2
1
3.8
Scenario Rank: 196 of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-05-13
Start Time 09:00
Turn Count 12
Visibility Day
Counters 65
Net Morale 0
Net Initiative 3
Maps 1: CassLL
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 110
AAR Bounty 153
Total Plays 12
Total AARs 4
Battle Types
Hill Control
Rural Assault
Urban Assault
Conditions
Minefields
Off-board Artillery
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

The Indian 8th Division had established a bridgehead across the Rapido and completed work on a bridge codenamed "Oxford." This had allowed a couple of squadrons of Canadian tanks to cross. Some immediately became bogged down around the bridge, but the remainder aided the Gurkhas in the capture of Sant' Angelo.

Conclusion

The Canadian tanks greatly aided the Gurkhas in clearing the town. The Fusiliers were preparing to attack a German strongpoint north of Sant' Angelo nicknamed "Platform Knoll" but the defending Germans on seeing the fall of Sant' Angelo surrendered. The Indians regrouped and continued to press the attack towards Horseshoe Ridge.


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
  • 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
Canada Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Mechanized
  • Misc
Gurkha Order of Battle
Army
  • Foot
India Order of Battle
Army
  • Leader
  • Mechanized
  • Motorized
  • 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 (4)

Now on to....Tea
Author Retiredgrunt17
Method Solo
Victor Britain, Canada, Gurkha, India
Play Date 2018-01-09
Language English
Scenario Cass026

The Indian Force managed to get a good two pronged assault on to St Angelo. he Germans made no attempt to reinforce the town due to the open ground between St Angelo and Horseshoe Ridge. They banked on being able to support St Angelo by fire and arty and make the Indian Force pay. It didn’t go over well. The Indians managed to either eliminate or force the Germans out of St Angelo. The Indians suffered minor losses, with the Germans losing nearly the entire force from St Angelo. Without pushing on to Horseshoe Ridge, the Indians gained a minor victory.

0 Comments
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Too Close To Call
Author KirkH
Method Solo
Victor Draw
Play Date 2010-10-05
Language English
Scenario Cass026

Germans set up in Sant Angelo and dug-in on Horseshoe Ridge. The Allied forces concentrated first on taking Sant Angelo and were able to eliminate all German resistance in the town in six game turns. The Allies then turned toward Horseshoe Ridge but were initially thrown back with heavy losses by accurate German HMG fire. A few turns of maneuvering and softening up with offboard and onboard arty allowed The Canadian Shermans combined with a Staghound platoon to assault one of the hexes while Gurkha platoons assaulted another. In the end the Allies took one of the Ridge hexes and were fighting for another. The victory point total ended at 35-33 Allies, meaning a draw. This scenario was great fun and is well worth playing many times.

0 Comments
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Something different for me
Author Michael Murphy
Method Solo
Victor Germany
Play Date 2012-10-21
Language English
Scenario Cass026

I played this just the night before but it was so much fun that I played it again. In my first playing I simply sent all of the Commonwealth forces forward without any real plan of action. The end result was a bloodbath for both sides. When I called the game the Germans retained possession of one of the town hexes. The CW was pretty badly beaten up and in no condition to continue. Horseshoe Ridge was never in any danger of falling to the Brits.

Today I played it with a bit of a scripted opening. In the first turn the Germans faced some real problems from the start. The German OBA was AWOL and the CW started off with 3 Action Segments. With that in mind I was a bit generous in "reversing" questionable moves that the CW made. IOW, I didn't want to start with a catastrophic result against the Brits. I can rationalize this by attributing this generosity to efficient pre-attack staff work. By turn two, I just let the game play out without undue interference.

With only 5 turns remaining I faced a situation eerily similar to my first play. The difference here was that the CW managed to evict the Germans from the town. Nonetheless, they still couldn't get into position to tackle the ridge. I ended up calling the game again with the same victor as last night. I'd play this one again in a heartbeat but the CW does face some long odds against the StuGIII. That thing's a monster in this scenario.

1 Comment
2012-10-21 21:26

Michael, I often restart scenarios when I am not satisfied with the early moves I made so what you did is just normal to me.

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Ground down to stalemate
Author pwags (Britain, Canada, Gurkha, India)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2019-03-03
Language English
Scenario Cass026

The Allied player made immediate thrusts to initiate assault combat both in the village of Sant' Angelo and along the line of blocking defenses that the German player set up to the north. German minefield placements on the north edge of the village provided an ample deterrent. Despite early successes, the combat dragged on to produce few results and ultimately the game ended in a draw. I'd like to play this one again.

0 Comments
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