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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Hitting the Road
Cassino '44 #27
(Attacker) Britain vs Germany (Defender)
Formations Involved
Britain 5th Northamptonshire Infantry
Britain 6th Royal Inniskilling Fusiliers
Germany Kampfgruppe Bode
Display
Balance:



Overall balance chart for Cass027
Total
Side 1 1
Draw 1
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
4.17
Scenario Rank: 51 of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-05-15
Start Time 03:30
Turn Count 24
Visibility Day & Night
Counters 125
Net Morale 0
Net Initiative 2
Maps 2: CassLL, CassUL
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 134
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Road Control
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

With the British 28th Brigade's failure to establish a crossing of the Rapido, it was decided to commit the 78th Division to attack across the Liri Valley. No bridges had been completed near Cassino Town so the division was forced to cross near Sant' Angelo. This was the main supply route for 8th Indian Division so there was much delay in getting across, but as soon as they did so they received orders for an immediate attack towards the Cassino-Pignataro road.

Conclusion

The 6th Inniskilling Fusiliers led the attack with the 5th Northamptonshire Regiment on their right. Their objective was the "Grafton" line (named after a famous English foxhunt) just west of the Cassino-Pignataro road. By early morning the line had been captured but the Germans launched counterattacks and the area was not secure until mid-day.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Germany Order of Battle
Heer
  • Misc
Luftwaffe
  • Towed

Display Errata (9)

9 Errata Items
Overall balance chart for 865

The "Optional Values" for the 17-Pdr given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity, as shown in one of the two counter images. These are:

5-5 / 8-8 MA 0 (Towed).

(caryn on 2012 May 03)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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)

Display AARs (2)

Cassino ’44, scenario #27: Hitting the Road
Author JayTownsend
Method Solo
Victor Draw
Play Date 2012-07-07
Language English
Scenario Cass027

This scenario is excellent, it has some of everything: mines, strongpoints, Italian armor in German use, NW 41 rocket units, British armor cars, a FLM unit, off-board artillery, air-support, illumination-flares, both night & day turns and two beautiful maps with lot of space to move on. As usual, it takes me a while to see which of the four maps are in use but it’s worth it.

I won’t go into too much detail, as I want other guys to play this scenario, but my three staging areas of British units must clear the Cassino-Pignataro Road of German units and they try to close with the Germans under early morning darkness but those Germans keep firing flares to light thing up. All three British group kind of get pushed to the north in combat but this actually helps them concentrate in force and clear the northern sector and move south. The British are clearing the road but taking too many step losses especially the armor. The Germans are also taking a pounding and with only 24 turns, it could go either way.

Both sides receive a minor victory, as the British lost too many steps but cleared the road with some luck. I messed up getting some German units back on to the road or they would of had a major victory but as it is, it’s a Draw. I certainly messed that scenario up with a couple of bad decisions in my movement on the last couple of turns but I guess that happens in the real life battlefields as well. Great scenario, I highly recommend it!

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Victoria pírrica alemana en el valle del Liri
Author enrique
Method Solo
Victor Germany
Play Date 2013-05-05
Language Español
Scenario Cass027

En este escenario un Kampfgruppe alemán, integrado por dos batallones de panzergrenadiere, apoyados por una compañía de StugIIIG, dos secciones de Stug 75/34, dos secciones de cazacarros Nashorn, más diversas armas de apoyo (Nebelwerfern, artillería, vehículos SPW 251...) defiende una carretera. Los atacantes británicos cuentan con aproximadamente los efectivos de un regimiento de infantería, dos compañías de tanques Sherman, dos compañías de vehículos blindados ligeros (Stuart VI, Stag y Daimler I) y varias unidades de apoyo (morteros, cañones AT, vehículos Bren...). Cuentan también con una potente artillería fuera del mapa y la colaboración esporádica de la RAF.

Los alemanes se despliegan a lo largo de la carretera que une Cassino con Pignataro. Se apoyan en unas colinas de poca altitud (20 metros) y en las escasas zonas boscosas. El terreno abierto está protegido por cuatro campos de minas y tres strongpoints.

Los británicos se concentran en torno a tres puntos al este de la carretera. El río Rapido no supone nngún obstáculo, ya que en anteriores combates los aliados lograron conquistar ambas riberas.

Los británicos inician su avance de noche y con casi nula visibilidad (un hex). Concentran sus fuerzas en el ala derecha de su dispositivo. Una vez se produce el contacto, su potente artillería fuera del mapa (3 x 20) abre hueco en las líneas alemanas, cuyas unidades se ven asaltadas y destruidas. Los alemanes se valen de las pìstolas de bengalas para iluminar el campo de batalla. De esta manera consiguen ver en la oscuridad dos secciones de vehículos Stag, que son casi totalmente destruidas por los temibles cazatanques Nashorn.

A pesar de ello, los británicos consiguen perforar el ala izquierda alemana, donde sólo resisten algunas unidades aisladas. Conforme aumenta la luz solar aumenta la intervención de los blindados de ambos bandos. Se produce una virulenta batalla de tanques. Los británicos pierden la mitad de sus Sherman, principalmente a manos de los Nashorn, armados con un demoledor cañón de 88 mm. Los británicos responden con los vehículos supervivientes y con los cañones AT de 17 libras y destruyen todos los Nashorn y casi todos los Stug.

La batalla aumenta en intensidad a lo largo de toda la extensión del campo de batalla. Los británicos consiguen desalojar a casi todos los alemanes de la carretera, aunque en algunos puntos -y sobre todo en el ala derecha alemana- éstos resisten desesperadamente. La RAF interviene esporádicamente, aunque sin resultados decisivos. Al llegar el último turno la batalla no está aún decidida. Los alemanes, a pesar de haber sufrido bajas espantosas, están desesperadamente afianzados a algunos hexes de carretera. Los británicos desencadenan la ofensiva final... que fracasa. Algunas unidades alemanas consiguen mantener sus posiciones en la carretera sin desmoralizarse, por lo que obtienen una victoria menor.

El precio en sangre que han pagado ambos bandos ha sido terrible. Los británicos han perdido 38 steps. Los alemanes 52, por lo que han sido casi totalmente destruidos.

Este ha sido uno de los mejores escenarios que he jugado. Uno de los pocos de Cassino 44 en que ambos bandos han podido utilizar generosamente sus unidades blindadas en terreno abierto y sin preocuparse por el cruce de ríos.

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