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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Pignataro
Cassino '44 #28
(Attacker) Canada
(Attacker) India
vs Germany (Defender)
Formations Involved
Canada 14th "Calgary" Armoured Regiment
Germany 305th Grenadier Regiment
Germany Kampfgruppe Bode
India 3/8th Punjab Regiment
Display
Balance:



Overall balance chart for Cass028
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Cassino '44
Historicity Historical
Date 1944-05-15
Start Time 22:00
Turn Count 14
Visibility Night
Counters 64
Net Morale 0
Net Initiative 3
Maps 1: CassUL
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 117
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Urban Assault
Conditions
Minefields
Off-board Artillery
Illumination
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

Nineteenth Infantry Brigade, 8th Indian Division had crossed the Rapido just south of Sant' Angelo and pressed forward. Its objective was the village of Pignataro, which housed considerable numbers of the Nebelwerfers that had caused the Poles such difficulties on the Massif. At 20:00 the 3/8 Punjab Regiment supported by tanks from 14th Canadian Armoured Regiment attacked the village.

Conclusion

The 71st Werfer Regiment had vacated Pignataro well in advance of the Punjabi attack. The Canadian armor provided direct fire support and after a couple of hours of intense house to house fighting the village was under Indian control.

Additional Notes

1x MAJ, 2X CAPT, 2X LT (British) are used as leaders.


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

Canada Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Misc
India Order of Battle
Army
  • Mechanized
  • Towed

Display Errata (6)

6 Errata Items
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(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 282

All Stags have an armor value of 1

(Shad on 2010 Dec 16)

Display AARs (1)

Cassino, Scenario #28, Pignataro
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario Cass028

Posting #1

Only 14 turns and at night, this should be interesting and quick, so I'll go slow to make it last me all week!

Oh yeah, I forgot the mention, there are Canadian, Indian, British & German units/leaders in this scenario.

Posting #2

So far, this scenario is a blast! A little bit of everything and at night with mines, strong-points, Flares, Artillery off & on board, Infantry, Armor, different Nationalities and large hexes with different terrain including the three town hexes.

Nobody has the upper hand yet but the Indian Infantry is starting to take a beating.

Posting #3

The battle is progressing into a blood-bath. As the Allies I am starting running out of health units, especially Infantry units, to be able to force my way into the town but there is still enough punch left to try.

Side note, I changed out the two German 105mm guns for the two weaker 150 IG guns, I didn't notice that setup mistake until well into the battle. Well I don't think it hurt too much.

Posting #4

I won’t get into too much detail but to say this ended in a Major German Victory. The Allies took way too many casualties even if they had managed to take any of the three town hexes of Pignataro they still would have lost. I pulled the plug a couple of turns early, as the Allies didn’t have enough strength in Infantry or Armor and most of the remaining Infantry was so scattered, or demoralized that it would take far too long to try again without reinforcements. The Canadian armor was slowly worn down, the Indian Infantry & APC & Armored Cars were ground up and even the British lost a Leader of the rank of Major! The Germans did take casualties but only about a third of what the Allies took. The Mines and strongpoints did slow things down a bit for the Allies attempt to take Pignataro and with only 14 turns, it was a rush to take that objective.

Win or lose, it was an enjoyable scenario to play, especially on those large hexes.

Flares One more side note; the Flares really did help the Germans a lot, it prevented the Allies from bunching up or sneaking up in the dark against their positions. I think they actually may have made the difference in this scenario's out come.

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