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75th Anniversary of the Battle of Monte Cassino and Northern Italy (Gaming The Battles)

75th Anniversary of the Battle of Monte Cassino and Northern Italy (Gaming The Battles)

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2nd Battle of Monte Cassino - Cassino Station (Part 2)

Tutoring 6
Skill 6
Idea 6
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Turn 1:

The smoke visibility this turn is 24”.

The German intention is to push the two Panzer IV’s up the road and swing a right hook at the Maori Green Platoon dug in along the top of the map. Red and Green platoons (GRP and GGP respectively) will attempt to take the small house before pushing on toward the station. Red Platoon will advance on the house while the MG and Green platoon attempt to provide covering fire. Blue Platoon (GBP) will support the two Panzers. Movement progresses as per the plan however the shooting is largely ineffective – only the Allied Orange Platoon (BOP) takes a single casualty.

The Maori’s will attempt to remain in position for as long as possible. Their only real advantage is that they are dug in and concealed behind terrain, so will take some effort to shift. If they can remain that way for a few turns, they should be able to pick off the advancing Germans with some accurate shooting. In their first turn, they can only really fire at GRP but do manage to remove two bases from the platoon and pin them in place.

Turn 2:

The smoke closes in a little this turn, reducing visibility to 16”.

The Panzers and GBP continue their advance. GRP is able to unpin and closes to within assault range of BOP. The MG teams also move up in support. A few teams from GGP advance up the road to put pressure on the building and take cover behind the hedge. The German shooting fails to cause any wounds however BOP takes a lot of incoming fire and gets pinned down. This is exactly what GRP wants and they can now launch an assault. Leaping up and charging, GRP rushes toward BOP but BOP are well organised and their defensive fire kills two of GRP’s teams and pins them down as the assault fails.

BOP unpin and decide to move two teams into the house to defend it from the advancing GGP. BOP is able to cause another kill on GRP but otherwise, the Maori shooting is ineffectual.

Turn 3:

Once again, the smoke visibility remains at 16”. GRP remains pinned in place.

The two panzers reach the end of the road and turn toward BGP, well within charge range. GBP advances behind them. GGP advances to the building and within assault range of BOP. GGP, GRP and the MG teams all shoot at BOP and collectively pin them and kill two teams. The Panzers’ MG’s remove a single team from BGP and also pin BGP in place. It’s nicely set up for the assault now.

GGP assaults BOP both in the house and behind the hedge. The defensive fire kills 2 teams from GGP but fails to stop the assault which kills three teams from BOP, including the platoon HQ. BOP are forced to fall back and GGP takes up their positions.  

The Panzers assault BGP and the single PIAT team is unable to hit the tanks. The assault results in the PIAT team being destroyed and BGP falling back toward the station. It appears that the German plan is working.

The Maoris elect to fall back a bit further as BOP gets behind the hedge line that BRP are using as cover. 2iC appoints a new HQ for BOP to bring them back in command. BRP is able to kill a team from GGP but otherwise cannot deliver any further damage from their collapsing position.

Turn 4:

Smoke visibility is 20” this turn and GRP fail to unpin.

GGP, having taken the house, looks to advance further up the road toward the Station. The Panzers and GBP also advance along the top of the table toward the station, with the Panzers once again moving within assault range.

BOP takes a further casualty from the shooting this turn but otherwise it is all about the Panzers’ second assault on BGP. As the Panzers move forward, the PIAT teams attached to BRP and BOP both fire defensively, with one of the shots penetrating and bailing a tank. The remaining tank kills a team and, following an unsuccessful counter attack, kills a second team before BGP falls back again.

The Maori’s elect to stay put and concentrate on shooting. BRP’s PIAT team shoots at the operational tank and hits. The shot penetrates the armour and, against the odds, destroys the tanks. Encouraged by this success, BOP’s PIAT team shoots at the bailed Panzer and also hits, penetrating the armour causing the occupants to bail for a second time and rendering the tank useless. In just two shots, the Germans have lost both their tanks and the odds swing significantly!

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