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Cracking Cassino Cassino '44 #15 |
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(Attacker)
Britain
(Attacker) New Zealand |
vs | Germany (Defender) |
| Formations Involved | ||
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| 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 |
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| Overall Rating, 8 votes |
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3.88
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| Scenario Rank: 171 of 1093 |
| Parent Game | Cassino '44 |
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| 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 |
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| Hill Control |
| Urban Assault |
| Conditions |
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| Minefields |
| Off-board Artillery |
| Reinforcements |
| Severe Weather |
| Smoke |
| Illumination |
| Joint Forces Battle |
| Scenario Requirements & Playability | |
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| Cassino '44 | Base Game |
| Introduction |
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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 |
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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. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 2 Errata Items | |
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| Scen 15 |
The Reserve in scenario #15 are Indian units and British Leaders. Special rule 7. (JayTownsend
on 2026 Feb 15)
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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| Cassino ’44: Gateway to Rome, scenario #15: Cracking Cassino | ||||||||||||
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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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| 0 Comments |
Cass014





