Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Cracking Cassino
Cassino '44 #15
(Attacker) Britain
(Attacker) New Zealand
vs Germany (Defender)
Formations Involved
Britain 1/4th Essex Infantry
Germany 3rd Fallschirmjager Regiment
India 5th Infantry Brigade
New Zealand 19th Infantry Battalion
New Zealand 2nd New Zealand Division
New Zealand 6th Engineer Field Company
Display
Balance:



Overall balance chart for Cass015
Total
Side 1 8
Draw 0
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
3.88
Scenario Rank: 171 of 1093
Parent Game Cassino '44
Historicity Historical
Date 1944-03-15
Start Time 12:00
Turn Count 24
Visibility Day
Counters 83
Net Morale 0
Net Initiative 0
Maps 3: CassLL, CassLR, CassUR
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 113
AAR Bounty 168
Total Plays 9
Total AARs 1
Battle Types
Hill Control
Urban Assault
Conditions
Minefields
Off-board Artillery
Reinforcements
Severe Weather
Smoke
Illumination
Joint Forces Battle
Scenario Requirements & Playability
Cassino '44 Base Game
Introduction

The New Zealanders renewed their attack in the Cassino area on 15 March 1944. This time they were preceded by a massive air and artillery bombardment designed to obliterate the town's defenses. However the Allied command did not plan on the fortitude of the German Fallschirmjagers, who were to prove some of the most formidable soldiers of the entire war.

Conclusion

The initial Allied plan was to control most of the town including the Continental Hotel and Castle Hill by 2 p.m. This timetable soon became unrealistic, as the Fallschirmjager put up considerable resistance and the earlier bombing had made the town all but impassable for the supporting tanks of the 19th Armored Regiment. By 7 pm, only limited progress had been made in the town and the only success had been the capture of Castle Hill. The latter was to be the trigger to release the 1.4 Essex, but a communication breakdown caused them to not receive the release order until after dark. During the night the Germans reinforced the town, denying the Allies their hoped-for quick victory.


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).
  • 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

Display Order of Battle

Britain Order of Battle
Army
Germany Order of Battle
Heer
  • Mechanized
Luftwaffe
New Zealand Order of Battle
New Zealand Army
  • Mechanized

Display Errata (2)

2 Errata Items
Scen 15

The Reserve in scenario #15 are Indian units and British Leaders. Special rule 7.

(JayTownsend on 2026 Feb 15)
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)

Cassino ’44: Gateway to Rome, scenario #15: Cracking Cassino
Author JayTownsend
Method Solo
Victor Britain, New Zealand
Play Date 2026-02-22
Language English
Scenario Cass015

Cassino ’44: Gateway to Rome, scenario #15: Cracking Cassino

On paper, this scenario looks fun for both the maps, unit types and many victory points that can or cannot be scored. New Zealand and Indian/British verses German Fallschirmjager with a very tough 9/8 morale. Much of the fighting is for Cassino town hexes, a castle, a hotel and a railway station. Casualties will be high. The Allies do have a much larger force, airpower, artillery, armor and important SAP & FLM units to try and balance out the German higher morale and great terrain benefits.

Mud slows things down but the Allies roll forward with a huge force of Infantry and Armor. Approaching Cassino is where the Allies paid a large price in causalities and I had my doubts they could win with the early loses but over time and with numbers and air-support and artillery and a ton of armor things started to turn around and I was happy I didn’t throw in the towel.

When it was all said and done, the Allies won a minor victory by ten points and really I could have finished the last 4 turns and gone for a major, either trying to take the Railway Station or the Hotel, but to Germans had nothing to do to change their situation, so I choose to forgo the last 4 turns and settled for and Allied minor victory. Overall, it was an enjoyable scenario and was interesting to finally fight a battle in Cassino itself.

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